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T’au EmpireAun’Va
5

Aun’Va

NAME M WS BS S T W A Ld Sv
Aun’Va 6" 6+ 4+ 2 3 6 1 9 5+
Ethereal Guard 6" 3+ 3+ 3 3 2 3 9 5+
This unit contains Aun’Va and two Ethereal Guards. The Ethereal Guards are each armed with an honour blade. Only one of this unit can be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Honour blade
Melee
Melee
+2
0
1
-
ABILITIES
Failure Is Not An Option: 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.

Paradox of Duality: 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).

Supreme Loyalty: Whilst Aun’Va is on the battlefield, you can re-roll Morale tests for all friendly T’AU EMPIRE units.

Grand Invocation of the Elements: In your Movement phase, Aun’Va may invoke up to two elemental powers. All friendly 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.
WARLORD TRAIT
Through Unity, Devastation: 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 a 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).
FACTION KEYWORDS
T’AU EMPIRE, T’AU SEPT
KEYWORDS (Aun’Va)
CHARACTER, INFANTRY, ETHEREAL, AUN’VA
KEYWORDS (Ethereal Guard)
INFANTRY, ETHEREAL GUARD
Includes wargear but not Drones

Honour blade used in following datasheets:

HQ
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.

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

HQ
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.

The T’AU EMPIRE and INFANTRY keywords are used in following T’au Empire datasheets:

HQ
Troops
Elites
Fast Attack
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.
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.
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.

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

HQ
Troops
Elites
Fast Attack

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

HQ
Army List
Dedicated Transport
© Vyacheslav Maltsev 2013-2019