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T’au EmpireDarkstrider
3

Darkstrider

NAME M WS BS S T W A Ld Sv
Darkstrider 7" 3+ 2+ 3 3 5 3 8 5+
Darkstrider is a single model armed with a markerlight, pulse carbine and photon grenades. Only one of this model may be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Markerlight
36"
Heavy 1
-
-
-
Markerlights
Pulse carbine
18"
Assault 2
5
0
1
-
Photon grenade
12"
Grenade D6
-
-
-
This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for INFANTRY units that have suffered any hits from photon grenades until the end of the turn.
ABILITIES
For the Greater Good

Structural Analyser: In your Shooting phase, pick a friendly T’AU SEPT INFANTRY unit within 6" of Darkstrider, and pick an enemy unit that is visible to Darkstrider. Until the end of the phase, add 1 to wound rolls made for the friendly T’AU SEPT INFANTRY unit’s attacks that target the enemy unit you picked.

Vanguard: At the start of the first battle round but before the first turn begins, you can move Darkstrider up to 7". He cannot end this move within 9" of any enemy models. If both players have units that are able to move at the start of the first battle round but before the first turn begins, the player who is taking the first turn moves their units first.

Fighting Retreat: Friendly T’AU SEPT INFANTRY units within 6" of Darkstrider in the Shooting phase may attack with ranged weapons even if they Fell Back this turn.
WARLORD TRAIT
A Ghost Walks Among Us: When your Warlord Advances, add 6" to their Move characteristic for that Movement phase instead of rolling a dice.
FACTION KEYWORDS
T’AU EMPIRE, T’AU SEPT
KEYWORDS
CHARACTER, INFANTRY, DARKSTRIDER
Includes wargear but not Drones

Markerlight used in following datasheets:

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.
Terrain and Cover
The battlefields of the far future are littered with terrain features such as ruins, craters and twisted copses. Models can take shelter within such terrain features to gain protection against incoming weapons’ fire.

If a unit is entirely on or within any terrain feature, add 1 to its models’ saving throws against shooting attacks to represent the cover received from the terrain (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.
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.
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.
Markerlights

A projected holo-beam illuminates the target, rendering it vulnerable to pinpoint fusillades from supporting units.

If a model (other than a VEHICLE) fires a markerlight, it cannot fire any other weapons in that phase. When a unit is hit by a markerlight, place a counter next to it for the remainder of the phase. The table below describes the benefits T’AU EMPIRE models receive when shooting at a unit that has markerlight counters. All benefits are cumulative.

MARKERLIGHT TABLE
MARKERLIGHTSBENEFIT
1You can re-roll hit rolls of 1 for T’AU EMPIRE models attacking this unit.
2Destroyer and seeker missiles fired at this unit use the firing model’s Ballistic Skill (and any modifiers) rather than only hitting on a 6.
3The target unit does not gain any bonus to its saving throws for being in cover.
4T’AU EMPIRE models attacking this unit do not suffer the penalty for moving and firing Heavy weapons or Advancing and firing Assault weapons.
5 or moreAdd 1 to hit rolls for T’AU EMPIRE models attacking this unit.

Pulse carbine used in following datasheets:

Photon grenade used in following datasheets:

HQ
Troops
Fast Attack
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

Each time a unit shoots, a single model in the unit that is equipped with Grenades may throw one instead of firing any other weapon.
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.

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

HQ
Troops
Elites
Fast Attack
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Falling Back
Units starting the Movement phase within 1" of an enemy unit can either remain stationary or Fall Back. If you choose to Fall Back, the unit must end its move more than 1" away from all enemy units. If a unit Falls Back, it cannot Advance (see below), or charge later that turn. A unit that Falls Back also cannot shoot later that turn unless it can Fly.

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

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