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T’au EmpireTidewall Gunrig
6

Tidewall Gunrig

NAME M WS BS S T W A Ld Sv
Tidewall Gunrig 6" - 5+ - 7 10 - - 4+
A Tidewall Gunrig is a single model equipped with a supremacy railgun.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
50
Supremacy railgun
72"
Heavy 2
10
-4
D6
Each time you make a wound roll of 6+ for this weapon, the target unit suffers D3 mortal wounds in addition to the normal damage.
ABILITIES
Fortification: A Tidewall Gunrig 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, this model can still shoot if there are enemy models within 1" of it, and friendly units can still target enemy units that are within 1" of this model.

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 and so on. Note that the passengers cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, even though this model itself can.

Mobile Defence Platform: If a friendly T’AU EMPIRE INFANTRY unit is embarked on this model at the beginning of your Movement phase, you may move this model in the Movement phase. This model cannot Advance or charge.

Automated Weapon: Unless a friendly T’AU EMPIRE INFANTRY unit is embarked on this model, its supremacy railgun can only target the nearest visible enemy. If two units are equally close, you may choose which is targeted.

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 GUNRIG
Does not include wargear or Drones
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.
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.
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.
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.
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.
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.
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.
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.

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

HQ
Troops
Elites
Fast Attack

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

HQ
Elites
Army List
Dedicated Transport

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

Fortifications

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

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

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