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T’au EmpireCommander Farsight
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Commander Farsight

NAME M WS BS S T W A Ld Sv
Commander Farsight 8" 2+ 2+ 5 5 6 4 9 3+
Commander Farsight is a single model equipped with a high-intensity plasma rifle and the Dawn Blade. Only one of this model can be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
High-intensity plasma rifle
30"
Rapid Fire 1
6
-4
2
-
Dawn Blade
Melee
Melee
+3
-4
D3
-
ABILITIES
For the Greater Good, Master of War

Genius of Mont’ka: Once per battle, Commander Farsight 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.

Way of the Short Blade: You can re-roll hit rolls of 1 for friendly FARSIGHT ENCLAVES units within 6" of Commander Farsight in the Fight phase (or any phase if the target is an ORK unit).

Manta Strike: During deployment, you can set up Commander Farsight in a Manta hold instead of placing him on the battlefield. At the end of any of your Movement phases he can use a Manta strike to enter the fray – set him up anywhere on the battlefield that is more than 9" from any enemy models.

Shield Generator: Commander Farsight has a 4+ invulnerable save.
WARLORD TRAIT
Hero of the Enclaves: Your Warlord can perform a Heroic Intervention if they are within 6" of any enemy units after the enemy has completed all their charge moves. Your Warlord can move up to 6" when performing a Heroic Intervention, so long as they end the move closer to the nearest enemy model. In addition, if your Warlord charged, was charged or performed a Heroic Intervention, then until the end of the turn you can re-roll failed hit rolls made for them.
FACTION KEYWORDS
T’AU EMPIRE, FARSIGHT ENCLAVES
KEYWORDS
BATTLESUIT, CHARACTER, COMMANDER, JET PACK, FLY, FARSIGHT
Includes wargear but not Drones
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
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.
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.
Overwatch
Each time a charge is declared against a unit, the target unit can immediately fire Overwatch at the would-be attacker. A target unit can potentially fire Overwatch several times a turn, though it cannot fire if there are any enemy models within 1" of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the enemy’s Charge phase) and uses all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
For the Greater Good

The greatest proof of the superiority of the T’au’va is the sight of a hundred pulse rifles firing in unison.

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.
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.
Master of War

The academies of the Fire caste produce peerless strategists, true masters of the battlefield.

Once per battle, at the beginning of your turn, a single COMMANDER from your army can declare either Kauyon or Mont’ka:

Kauyon: Until the end of the turn, you can re-roll failed hit rolls for friendly <SEPT> units within 6" of the COMMANDER, but these units cannot move for any reason.

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 the Master of War ability once per battle, irrespective of how many models in your army have this ability.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.
Heroic Intervention
After the enemy has completed all of their charge moves, any of your Characters that are within 3" of an enemy unit may perform a Heroic Intervention. Any that do so can move up to 3", so long as they end the move closer to the nearest enemy model.
Army List
Dedicated Transport

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

HQ
Lords of War
© Vyacheslav Maltsev 2013-2019