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T’au EmpireTetra Scout Speeder Team
4

Tetra Scout Speeder Team

NAME M WS BS S T W A Ld Sv
Tetra Scout Speeder 18" 6+ 4+ 4 5 4 2 6 4+
A Tetra Scout Speeder Team consists of two Tetra Scout Speeders, each equipped with two pulse rifles and a high intensity markerlight. It may be accompanied by up to two additional Tetra Scout Speeders (Power Rating +3 each).
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Pulse rifle
30"
Rapid Fire 1
5
0
1
-
7
High intensity markerlight
36"
Heavy 1
-
-
-
A hit from a high intensity markerlight causes no damage, but allows 3 markerlight counters to be placed on the target unit.
ABILITIES
For the Greater Good

Shadow Strike: During deployment, you may set up the Tetra Scout Speeder Team lurking in the shadows. At the end of any of your Movement phases, they may enter battle – set them up anywhere on the battlefield that is more than 9" from any enemy model.
FACTION KEYWORDS
T’AU EMPIRE, <SEPT>
KEYWORDS
VEHICLE, FLY, TETRA SCOUT SPEEDER TEAM

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

Does not include weapons, Drones or support systems

Pulse rifle used in following datasheets:

HQ
Troops
Elites
Fast Attack
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.

High intensity markerlight used in following datasheets:

Fast Attack
Fortifications
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.
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.
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.
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.
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.
Markerlights

A projected holo-beam illuminates the target, rendering it vulnerable to pinpoint fusillades from supporting units.

If a model (other than a VEHICLE) fires a markerlight, it cannot fire any other weapons in that phase. When a unit is hit by a markerlight, place a counter next to it for the remainder of the phase. The table below describes the benefits T’AU EMPIRE models receive when shooting at a unit that has markerlight counters. All benefits are cumulative.

MARKERLIGHT TABLE
MARKERLIGHTSBENEFIT
1You can re-roll hit rolls of 1 for T’AU EMPIRE models attacking this unit.
2Destroyer and seeker missiles fired at this unit use the firing model’s Ballistic Skill (and any modifiers) rather than only hitting on a 6.
3The target unit does not gain any bonus to its saving throws for being in cover.
4T’AU EMPIRE models attacking this unit do not suffer the penalty for moving and firing Heavy weapons or Advancing and firing Assault weapons.
5 or moreAdd 1 to hit rolls for T’AU EMPIRE models attacking this unit.
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.
Army List
Dedicated Transport
© Vyacheslav Maltsev 2013-2019