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T’au EmpireTidewall Droneport
5

Tidewall Droneport

NAME M WS BS S T W A Ld Sv
Tidewall Droneport 6" - - - 7 10 - - 4+
A Tidewall Droneport is a single model. It is fitted with up to 4 Tactical Drones (see below).
ABILITIES
Fortification: A Tidewall Droneport cannot move independently (see below), nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase – do not make hit rolls. However, friendly units can still target enemy units that are within 1" of this model.

Mobile Defence Platform: If a friendly T’AU EMPIRE INFANTRY unit is embarked on a Tidewall Droneport at the beginning of your Movement phase, you can move that Tidewall Droneport in the Movement phase. A Tidewall Droneport cannot Advance or charge.

Open-topped: Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the same turn, the passengers cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on.

Drone Control Systems: When you set up a Tidewall Droneport, you can also set up a unit of up to 4 Tactical Drones in the slots in the Droneport. These Drones begin the battle fully automated – if able to, they must shoot in your Shooting phase at the nearest enemy unit to the Droneport that is visible to it. If there is a friendly T’AU EMPIRE INFANTRY unit embarked on the Droneport at the beginning of your Movement phase, you can take control of the Drones, which then detach from the Droneport and act as a separate unit. In addition, while a friendly T’AU EMPIRE INFANTRY unit is embarked on the Droneport, the Tactical Drones activated in this way can use that unit’s Ballistic Skill instead of their own when making shooting attacks. If the Droneport is destroyed before the Drones are activated, they are destroyed as well.

Explodes: If this model is reduced to 0 wounds, roll a dice 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.
TRANSPORT
This model can transport any number of T’AU EMPIRE INFANTRY CHARACTERS and one other T’AU EMPIRE INFANTRY unit, but no more than 10 models in total.
FACTION KEYWORDS
T’AU EMPIRE, <SEPT>
KEYWORDS
BUILDING, VEHICLE, TRANSPORT, TIDEWALL DRONEPORT

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

Does not include wargear or Drones
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.

The T’AU EMPIRE and INFANTRY keywords are used in following T’au Empire datasheets:

HQ
Troops
Elites
Fast Attack
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.
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.
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.
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.

The T’AU EMPIRE, INFANTRY and CHARACTER keywords are used in following T’au Empire datasheets:

HQ
Elites

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

Fortifications

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

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