Wahapedia8 site header
T’au EmpireDrone Sentry Turret
2

Drone Sentry Turret

NAME M WS BS S T W A Ld Sv
Drone Sentry Turret - - 5+ - 6 3 - - 4+
A Drone Sentry Turret is a single model equipped with two burst cannon. It may be accompanied by up to three additional Drone Sentry Turrets (Power Rating +2 each).
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
-
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.
8
Plasma rifle
24"
Rapid Fire 1
6
-3
1
-
WARGEAR OPTIONS
 • A Drone Sentry Turret may replace both of its burst cannon with one of the following:
  - Two missile pods
  - Two fusion blasters
  - Two plasma rifles
ABILITIES
For the Greater Good

Threat Identification: In the Shooting phase, Drone Sentry Turrets can only target the nearest enemy unit.

Automated Tracking: When firing Overwatch, Drone Sentry Towers hit their targets on rolls of 5+, regardless of any other modifiers.

Immobile: This unit cannot move under any circumstances. If this unit is affected by an ability that would normally force a vehicle to move, or renders a vehicle immobile, it takes one mortal wound instead. Successful repair attempts by any friendly model may not grant it the ability to move. During the Fight phase, enemy models automatically hit this model – do not roll any dice.
FACTION KEYWORDS
T’AU EMPIRE, <SEPT>
KEYWORDS
VEHICLE, DRONE, DRONE SENTRY TURRET
Does not include weapons and support systems
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.
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.
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.
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.
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.
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.
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.
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.
Army List
Dedicated Transport

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

© Vyacheslav Maltsev 2013-2019