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T’au EmpireCommander in XV85 Enforcer Battlesuit
7

Commander in XV85 Enforcer Battlesuit

NAME M WS BS S T W A Ld Sv
Commander in XV85 Enforcer Battlesuit 8" 3+ 2+ 5 5 6 4 9 3+
A Commander in XV85 Enforcer Battlesuit is a single model equipped with a burst cannon and missile pod. It may be accompanied by up to 2 Tactical Drones (Power Rating +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
-
WARGEAR OPTIONS
 • This model may replace its burst cannon and missile pod with two items from the Ranged Weapons and/or Support Systems lists.
 • This model may take two additional items from the Ranged Weapons and/or Support Systems lists.
ABILITIES
For the Greater Good, Master of War

Manta Strike: During deployment, you can set up this model and any accompanying Drones in a Manta hold instead of placing them on the battlefield. At the end of any of your Movement phases, they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9" from any enemy models.
FACTION KEYWORDS
T’AU EMPIRE, <SEPT>
KEYWORDS
BATTLESUIT, CHARACTER, XV85 ENFORCER, JET PACK, FLY, COMMANDER

Optional Wargear

RANGED WEAPONS

 • Airbursting fragmentation projector

 • Burst cannon

 • Cyclic ion blaster1

 • Flamer

 • Fusion blaster

 • Missile pod

 • Plasma rifle

SUPPORT SYSTEMS

 • Advanced targeting system

 • Counterfire defence system

 • Drone controller

 • Early warning override

 • Multi-tracker

 • Shield generator

 • Target lock

 • Velocity tracker


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
8
Airbursting fragmentation projector
18"
Assault D6
4
0
1
This weapon can be fired at units that are not visible to the bearer.
8
Burst cannon
18"
Assault 4
5
0
1
-
18
Cyclic ion blaster
When attacking with this weapon, choose one of the profiles below.
 - Standard
18"
Assault 3
7
-1
1
-
 - Overcharge
18"
Assault 3
8
-1
D3
If you roll one of more hit rolls of 1, the bearer’s unit suffers a mortal wound after all of this weapon’s shots have been resolved.
6
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
18
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.
15
Missile pod
36"
Assault 2
7
-1
D3
-
8
Plasma rifle
24"
Rapid Fire 1
6
-3
1
-

Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Advanced targeting system
A model equipped with an advanced targeting system increases the AP characteristic of all of its weapons by 1 (e.g. an AP of 0 becomes -1, an AP of -1 becomes -2).
10
Counterfire defence system
A model equipped with a counterfire defence system re-rolls failed hit rolls when firing Overwatch.
5
Drone controller
<SEPT> DRONE units within 6" of any friendly models equipped with a drone controller add one to their hit rolls.
Early warning override
If any enemy units are set up within 12" of a model from your army equipped with an early warning override as the result of an ability that allows them to arrive mid-battle (i.e. teleporting to the battlefield), then at the end of that phase the model may immediately shoot at one of those units as if it were your Shooting phase, but you must subtract 1 from hit rolls when resolving these shots.
10
Multi-tracker
Re-roll hit rolls of 1 in the Shooting phase for a model equipped with a multi-tracker if it fires all of its weapons at the same target and that target contains 5 or more models.
Shield generator
A model with a shield generator has a 4+ invulnerable save. You cannot take this support system on a Riptide battlesuit.
Target lock
A model with a target lock does not suffer the penalty for moving and firing Heavy weapons, or for Advancing and firing Assault weapons. The model can also Advance and fire Rapid Fire weapons, but must subtract 1 from its hit rolls when doing so.
Velocity tracker
Add 1 to hit rolls for a model with a velocity tracker when it shoots at a unit that can FLY.
Does not include weapons, Drones or support systems
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.
Ranged Weapons
 • Airbursting fragmentation projector
8
 • Burst cannon
8
 • Cyclic ion blaster1
18
 • Flamer
6
 • Fusion blaster
18
 • Missile pod
15
 • Plasma rifle
8
Ghostkeel, Riptide and Stormsurge/all other models
Y’vahra, Ghostkeel and Stormsurge/other units
Y’vahra, Ghostkeel, Riptide and Stormsurge/other units
Support Systems
 • Advanced targeting system
 • Counterfire defence system
10
 • Drone controller
5
 • Early warning override
 • Multi-tracker
10
 • Shield generator
 • Target lock
 • Velocity tracker
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 XV85 ENFORCER keyword is used in following T’au Empire datasheets:

HQ
Lords of War
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.
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.
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.
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.
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.
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© Vyacheslav Maltsev 2013-2019