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T’au EmpireKV128 Stormsurge
20

KV128 Stormsurge

NAME M WS BS S T W A Ld Sv
KV128 Stormsurge 6" 5+ * * 7 20 * 8 3+
A KV128 Stormsurge is a single model equipped with a cluster rocket system, four destroyer missiles, two flamers, a pulse blastcannon and two smart missile systems.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
BS
S
A
11-20+
4+
8
3
6-10
5+
7
D3
1-5
6+
6
1
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
-
25
Cluster rocket system
48"
Heavy 4D6
5
0
1
-
10
Destroyer missile
60"
Heavy 1
-
-
-
A unit hit by this weapon suffers D3 mortal wounds. Each destroyer 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.
6
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
43
Pulse blastcannon
When attacking with this weapon, choose one of the profiles below.
 - Close range
10"
Heavy 2
14
-4
6
-
 - Medium range
20"
Heavy 4
12
-2
4
-
 - Long range
30"
Heavy 6
10
0
2
-
50
Pulse driver cannon
72"
Heavy D6
10
-3
D6
-
15
Smart missile system
30"
Heavy 4
5
0
1
This weapon can be fired at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
WARGEAR OPTIONS
 • This model may replace both its flamers with two burst cannons or two airbursting fragmentation projectors.
 • This model may replace its pulse blastcannon with a pulse driver cannon.
 • This model may be equipped with up to three items from the Support Systems list.
ABILITIES
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.

Stabilising Anchors: A Stormsurge may deploy its anchors at the end of your Shooting phase. While its anchors are deployed it may not move for any reason and it cannot pile in and attack in the Fight phase, but you can add 1 to its hit rolls. The Stormsurge can retract its anchors at the beginning of any of your Movement phases, and can then move, shoot and fight normally.

Walking Battleship: This model can Fall Back in the Movement phase and still shoot and/or charge in the same turn. When this model Falls Back, it can move over enemy INFANTRY models, though it must end its move more than 1" from any enemy units. In addition, this model can move and fire Heavy weapons without suffering a penalty to its hit rolls. Finally, this model only gains a bonus to its save for being on or within cover if at least half of the model is obscured from the firer.
FACTION KEYWORDS
T’AU EMPIRE, <SEPT>
KEYWORDS
VEHICLE, TITANIC, KV128 STORMSURGE

Optional Wargear

SUPPORT SYSTEMS

 • Advanced targeting system

 • Counterfire defence system

 • Drone controller

 • Early warning override

 • Multi-tracker

 • Shield generator

 • Target lock

 • Velocity tracker


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.

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

Does not include wargear or 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.
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.
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.
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.
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
Pile In Move
You may move each model in the unit up to 3" – this move can be in any direction so long as the model ends the move closer to the nearest enemy model.
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.
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 TITANIC keyword is used in following T’au Empire datasheets:

Lords of War
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.
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.
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.
Army List
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© Vyacheslav Maltsev 2013-2019