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T’au EmpireDX-6 Remora Stealth Drone Squadron
3

DX-6 Remora Stealth Drone Squadron

NAME M WS BS S T W A Ld Sv
DX-6 ‘Remora’ Stealth Drone 20"-30" 5+ 4+ 4 5 3 2 6 4+
This unit contains one DX-6 Remora Stealth Drone equipped with two long-barrelled burst cannon. It may be accompanied by up to five additional DX-6 Remora Stealth Drones (Power Rating +3 each).
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
12
Long-barrelled burst cannon
36"
Heavy 4
5
0
1
-
5
Seeker missile
72"
Heavy 1
8
-2
D6
Each seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model’s Ballistic Skill or any modifiers.
WARGEAR OPTIONS
 • Each DX-6 Remora Stealth Drone may take up to two seeker missiles.
ABILITIES
Airborne: You cannot charge with this model, and this model can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within 1" of any enemy units that can FLY, and this model can only make close combat attacks against units that can FLY. Enemy units can only make close combat attacks against this model if they can FLY.

Hard to Hit: When resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.

Remora Targeters: This unit does not suffer the penalty to its hit rolls for moving and firing Heavy weapons.

Stealth Protocols: During deployment, you may set the DX-6 Remora Stealth Drone Squadron in Stealth mode instead of placing them on the battlefield. At the end of any of your Movement phases, they can emerge from Stealth mode – set the unit up anywhere on the battlefield more than 9" away from any enemy models.
FACTION KEYWORDS
T’AU EMPIRE, <SEPT>
KEYWORDS
DRONE, FLY, DX-6 REMORA STEALTH DRONE SQUADRON

This datasheet has Flyers Battlefield Role. Full list of T’au Empire units sharing same Battlefield Role follows:

Does not include weapons and support systems

Long-barrelled burst cannon used in following datasheets:

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