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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+
MV37 Advanced Guardian 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: flechette launcher; 2 high-energy fusion blasters; light missile pod; pulse pistol. This model is accompanied by 1 MV37 Advanced Guardian Drone and 1 MV62 Command-link Drone. You can only include one of this model in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Dispersed fusion blaster
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.
Flechette launcher
18"
Pistol 5
3
0
1
-
High-energy fusion blaster
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.
Light missile pod
24"
Assault 2
7
-1
D3
-
Pulse pistol
12"
Pistol 1
5
0
1
-
WARGEAR OPTIONS
 • For each high-energy fusion blaster this model is equipped with, it can instead be equipped with 1 dispersed fusion blaster.
ABILITIES (Shadowsun)
For the Greater Good, Master of War

Defender of the Greater Good: 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.

Supreme Commander: 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.

Infiltrator: 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.

Genius of Kauyon: 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.

Command-link Drone: 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.

Drone Support: When this model is set up on the battlefield, its accompanying DRONE models are set up in unit coherency with it. From that point onwards, the DRONE models are treated as a separate unit.

Camouflage Fields: When resolving an attack made with a ranged weapon against this model or any accompanying DRONES, subtract 1 from the hit roll.

XV22 Stalker Battlesuit: This model has a 5+ invulnerable save.
ABILITIES (Advanced Guardian Drone)
For the Greater Good

Advanced Guardian Field: This model has a 4+ invulnerable save. When a friendly T’AU EMPIRE model would lose a wound whilst within 3" of this model, roll one D6; on a 6 that wound is not lost.

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.
ABILITIES (Command-link Drone)
For the Greater Good

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 (Advanced Guardian Drone)
DRONE, FLY, ADVANCED GUARDIAN DRONE
KEYWORDS (Command-link Drone)
DRONE, FLY, COMMAND-LINK DRONE
Includes wargear and 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.
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.

Pulse pistol used in following datasheets:

HQ
Troops
Elites
Fast Attack
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.

The XV25 STEALTH BATTLESUITS keyword is used in following T’au Empire datasheets:

Elites
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.
Sept Tenet
If your army is Battle-forged, all models in the Eight’s Detachment gain the following Sept Tenet:

Devastating Counter-strike: When resolving an attack made with a ranged weapon by a model with this tenet against a unit within 6", you can re-roll a wound roll of 1.
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.
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.
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.

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 2013-2020