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T’au EmpireKX139 Ta’unar Supremacy Armour
55

KX139 Ta’unar Supremacy Armour

NAME M WS BS S T W A Ld Sv
Ta’unar Supremacy Armour * 4+ * 8 8 30 * 9 3+
The KX139 Ta’unar Supremacy Armour is a single model equipped with two arm-mounted tri-axis ion cannon, one pulse ordnance multi-driver system, four smart missile systems, four burst cannon and crushing feet.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
21-30+
16"
2+
5
12-20
14"
2+
4
5-11
12"
3+
3
1-4
8"
4+
2
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
107
Tri-axis ion cannon
When attacking with this weapon, choose one of the profiles below:
 - Standard
60"
Heavy 9
7
-2
2
-
 - Coherent beam
60"
Heavy 3D3
8
-2
3
If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s have been resolved.
83
Fusion eradicator
24"
Heavy 5
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.
121
Pulse ordnance multi-driver
When attacking with this weapon, choose one of the profiles below:
 - Concentrated bombardment
72"
Macro 6
12
-4
4
-
 - Pattern bombardment
72"
Macro 2D6
8
-3
3
-
147
Nexus meteor missile system
24-120"
Macro 2D6
10
-4
4
This weapon may not target enemy units within 24” of the bearer.
130
Heavy rail cannon
120"
Macro 1
18
-5
2D6
Each wound roll of 6+ made for this weapon inflicts an additional D3 mortal wounds in addition to any other damage.
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.
8
Burst cannon
18"
Assault 4
5
0
1
-
0
Crushing feet
Melee
Melee
User
-2
1
Make three hits for each attack made with this weapon.
WARGEAR OPTIONS
 • The KX139 Ta’unar Supremacy Armour may replace either or both of its tri-axis ion cannon with a fusion eradicator.
 • The KX139 Ta’unar Supremacy Armour may replace its pulse ordnance multi-driver with a nexus meteor missile system or a heavy rail cannon and the Cluster Shells ability.
ABILITIES
Vigilance Defence System: When firing any of the Supremacy Armour’s smart missile systems or burst cannon as part of an Overwatch attack, any hit rolls of 1 may be re-rolled.

Barrier Shield Generator: The KX139 Ta’unar Supremacy Armour has a 5+ invulnerable save.

Cluster Shells: Roll a dice for each enemy model that ends a charge move within 3" of this model. On a 4+, that model’s unit suffers a mortal wound.

Towering Colossus: The KX139 Ta’unar Supremacy Armour may move over other units provided they do not have the FLY or TITANIC keyword, and so that the model finishes its move at least 1" away from an enemy model. It may only benefit from a cover save if more than half of the model is obscured. In addition, it may fire at models that are within 1" of its base with any non-Macro weaponry.
FACTION KEYWORDS
T’AU EMPIRE, <SEPT>
KEYWORDS
TITANIC, MONSTER, BATTLESUIT, KX139 TA’UNAR SUPREMACY ARMOUR

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

Does not include weapons, Drones or support systems
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.
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.
MACRO

Macro weapons are truly gigantic in proportion, often the size of armoured vehicles in their own right in many cases. Such mighty weapons are unwieldy and only able to be mounted on the largest of war engines such as Titans, but their power is enough to annihilate the most well-protected target and is particularly effective against fortifications and the largest war machines, against which their power can be fully spent.

A model armed with a Macro weapon may not fire if it has moved previously in the turn, unless the firing unit also has the TITANIC keyword. No Macro weapon may be used to make Overwatch attacks. When used against units with the TITANIC or BUILDING keyword, the damage inflicted by a Macro weapon is doubled (this doubling takes place after any randomised damage has been rolled for).

Heavy rail cannon used in following datasheets:

Flyers
Lords of War
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.
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.
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.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
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.

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

Lords of War

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

Elites
Fast Attack
Heavy Support
Lords of War
Army List
Dedicated Transport
© Vyacheslav Maltsev 2013-2019