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T’au EmpireTY7 Devilfish
6

TY7 Devilfish

NAME M WS BS S T W A Ld Sv
TY7 Devilfish * 6+ * 6 7 12 * 8 3+
MV1 Gun Drone 8" 5+ 5+ 3 4 1 1 6 4+
A TY7 Devilfish is a single model equipped with a burst cannon. It is accompanied by 2 MV1 Gun Drones, each equipped with two pulse carbines.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
7-12+
12"
4+
3
4-6
6"
5+
D3
1-3
3"
6+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
8
Burst cannon
18"
Assault 4
5
0
1
-
0
Pulse carbine
18"
Assault 2
5
0
1
-
5
Seeker missile
72"
Heavy 1
8
-2
D6
Each seeker 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.
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
 • Instead of being accompanied by two MV1 Gun Drones, this model may take two smart missile systems.
 • This model may take up to two seeker missiles.
ABILITIES (Devilfish)
Attached Drones: When this model is set up, any accompanying Gun Drones are attached, and are treated as being embarked (though they do not count towards the total number of models embarked). Whilst the Drones remain attached, this model is considered to be equipped with their weapons in addition to its own.

Hover Tank: Instead of measuring distances to and from this model’s base, measure to and from this model’s hull or base (whichever is closer).

Turret Mounting: Units attacked by a Devilfish with an MB3 Recon Drone embarked within it do not gain any bonus to their saving throws for being in cover.

Explodes: If a Devilfish is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
ABILITIES (Gun Drones)
For the Greater Good

Saviour Protocols: If a <SEPT> INFANTRY or <SEPT> BATTLESUIT unit within 3" of a friendly <SEPT> DRONES unit is wounded by an enemy attack, roll a D6. On a 2+ you can allocate that wound to the Drones unit instead of the target. If you do, that Drones unit suffers a mortal wound instead of the normal damage.

Detach: Both Gun Drones can detach at the start of your Movement phase by disembarking as if from a transport. From that point onwards, they are treated as a separate unit. They cannot reattach during the battle.

Threat Identification Protocols: In the Shooting phase, Gun Drones can only target the nearest visible enemy unit. If two units are equally close, you can choose which is targeted.
TRANSPORT
A Devilfish can transport up to 12 <SEPT> INFANTRY or DRONE models. It cannot transport BATTLESUITS. It can transport only a single MB3 Recon Drone, but it does not count towards the total number of models embarked on the Devilfish.
FACTION KEYWORDS
T’AU EMPIRE, <SEPT>
KEYWORDS (Devilfish)
VEHICLE, TRANSPORT, FLY, TY7 DEVILFISH
KEYWORDS (Gun Drones)
DRONE, FLY, GUN DRONES
Does not include wargear
Includes wargear
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.
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.
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.
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.
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.
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.
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.

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

HQ
Troops
Elites
Fast Attack
Army List
Dedicated Transport

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

Dedicated Transport

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

HQ
Dedicated Transport
Fast Attack
Heavy Support

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

Dedicated Transport
Flyers
Lords of War
Fortifications
© Vyacheslav Maltsev 2013-2019