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T’au EmpireCommander Shadowsun
9

Commander Shadowsun

NAME M WS BS S T W A Ld Sv
Commander Shadowsun 8" 3+ 2+ 4 4 5 4 9 3+
MV52 Shield Drone 8" 5+ 5+ 3 4 1 1 6 4+
MV62 Command-link Drone 8" 5+ 5+ 3 4 1 1 6 4+
Commander Shadowsun is a single model equipped with two fusion blasters. She may be accompanied by up to 3 Command Drones (Power Rating +1): up to 1 MV62 Command-link Drone and up to 2 MV52 Shield Drones. Only one of this unit can be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Fusion blaster
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.
ABILITIES (Shadowsun)
For the Greater Good, Master of War

Genius of Kauyon: Once per battle, Commander Shadowsun 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.

XV22 Stalker Battlesuit: Commander Shadowsun has a 5+ invulnerable save.

Camouflage Fields: Your opponent must subtract 1 from hit rolls that target Commander Shadowsun or her accompanying Command Drones.

Defender of the Greater Good: Roll a D6 each time Shadowsun loses a wound whilst she is within 3" of a friendly unit of XV25 Stealth Battlesuits. On a 2+, a model from that unit can intercept that hit – Shadowsun does not lose a wound but that unit suffers a mortal wound.

Infiltrator: During deployment, Commander Shadowsun and any accompanying Drones can be set up anywhere on the battlefield that is not within your opponent’s deployment zone and is more than 12" away from any enemy unit.
ABILITIES (Command Drones)
For the Greater Good

MV52 Shield Generator: 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.

Command-link: If a friendly Command-link Drone is within 3" of Commander Shadowsun at the start of your Shooting phase, nominate a single friendly T’AU EMPIRE unit within 12" of the Drone. Re-roll hit rolls of 1 for that unit until the end of the phase.

Drone Support: When a unit is set up on the battlefield, any accompanying Drones are set up in unit coherency with it. From that point onwards, the Drones are treated as a separate unit.

Saviour Protocols: 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.
WARLORD TRAIT
Exemplar of the Kauyon: 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.
FACTION KEYWORDS
T’AU EMPIRE, T’AU SEPT
KEYWORDS (Shadowsun)
INFANTRY, BATTLESUIT, CHARACTER, COMMANDER, XV22 STALKER, JET PACK, FLY, SHADOWSUN
KEYWORDS (Command Drones)
DRONE, FLY, COMMAND DRONES
Includes wargear but not Drones
Includes wargear
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.
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.
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: 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 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.
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.
Units and Unit Coherency
Models move and fight in units, made up of one or more models. A unit must be set up and finish any sort of move as a group, with every model within 2" horizontally, and 6" vertically, of at least one other model from their unit: this is called unit coherency. If anything causes a unit to become split up during a battle, it must re-establish its unit coherency the next time it moves.

The <SEPT> and INFANTRY keywords are used in following T’au Empire datasheets:

HQ
Troops
Elites
Fast Attack

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

HQ
Troops
Elites
Fast Attack
Army List
Dedicated Transport
© Vyacheslav Maltsev 2013-2019