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T’au EmpireShas’o R’myr
7

Shas’o R’myr

NAME M WS BS S T W A Ld Sv
Shas’o R’myr 8" 3+ 2+ 5 5 6 4 9 3+
Shas’o R’myr is a single model equipped with a double-barrelled plasma rifle and a miniaturised fletchette pod. Only one of this model may be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Double-barrelled plasma rifle
24"
Rapid Fire 2
6
-3
1
-
0
Miniaturised fletchette pod (shooting)
6"
Assault D6
4
0
1
-
0
Miniaturised fletchette pod (melee)
Melee
Melee
4
0
1
Make two hit rolls for each attack made by this weapon instead of one.
ABILITIES
For the Greater Good

Master of War: At the beginning of your turn, a single friendly COMMANDER can declare either Kauyon or Mont’ka. You can only use the Master of War ability once per battle, irrespective of how many models in your army have this ability.
  • Kauyon: Until the end of the turn, you can re-roll failed hit rolls for friendly <SEPT> units within 6", but these units cannot move for any reason.
  • Mont’ka: Friendly <SEPT> units within 6" can both Advance and shoot as if they hadn’t moved this turn.

Upgraded Shield Generator: Shas’o R’myr has a 4+ invulnerable save. This is increased to a 3+ invulnerable save against melee weapons.

Vengeance: Shas’o R’myr may re-roll failed hit rolls of 1 when targeting ASTRA MILITARUM units.

Manta Strike: During deployment, you may set up Shas’o R’myr in a Manta hold instead of placing them on the battlefield. At the end of any of your Movement phases, they can use a Manta Strike to enter the fray – set them up anywhere on the battlefield that is more than 9" away from enemy models.
FACTION KEYWORDS
T’AU EMPIRE, DAL’YTH
KEYWORDS
BATTLESUIT, COMMANDER, CHARACTER, JET PACK, FLY, SHAS’O R’MYR
Does not include weapons, Drones or support systems
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.
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.
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.
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.
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.
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.
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.
Army List
Dedicated Transport
© Vyacheslav Maltsev 2013-2019