Wahapedia8 site header
T’au EmpireTiger Shark
21

Tiger Shark

NAME M WS BS S T W A Ld Sv
Tiger Shark * 5+ * 8 8 16 3 7 3+
A Tiger Shark is a single model equipped with two ion cannon, two burst cannon and two missile pods.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
8-16+
20"-75"
2+
4-7
20"-45"
3+
1-3
20"-30"
4+
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
55
Ion cannon (IA: Tiger Shark)
When attacking with this weapon, choose one of the profiles below.
 - Standard
60"
Heavy 3
7
-2
2
-
 - Overcharge
60"
Heavy D3
8
-2
3
Change the type to Heavy D6 against units containing 10 or more models. If you make one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon's shots have been resolved.
10
Burst cannon (Tiger Shark)
18"
Assault 4
5
0
1
-
18
Cyclic ion blaster
When attacking with this weapon, choose one of the profiles below.
 - Standard
18"
Assault 3
7
-1
1
-
 - Overcharge
18"
Assault 3
8
-1
D3
If you roll one of more hit rolls of 1, the bearer’s unit suffers a mortal wound after all of this weapon’s shots have been resolved.
15
Missile pod
36"
Assault 2
7
-1
D3
-
0
Skyspear missile rack
72"
Heavy D6
6
-2
2
-
5
Seeker missile (IA: Tiger Shark)
72"
Heavy 1
-
-
-
A unit hit by this weapon suffers a mortal wound. 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.
101
Swiftstrike railgun
36"
Heavy 2
8
-4
D6
Each wound roll of 6 made for this weapon inflicts a single mortal wound in addition to all other damage.
55
Swiftstrike burst cannon
36"
Heavy 8
6
-1
1
-
WARGEAR OPTIONS
 • The Tiger Shark may take up to six seeker missiles.
 • The Tiger Shark may replace its two burst cannon with two cyclic ion blasters.
 • The Tiger Shark may replace its two ion cannon with either two swiftstrike burst cannon or two swiftstrike railguns.
 • The Tiger Shark may replace its transport bay, leaving it unable to transport any models, losing the TRANSPORT keyword and gaining two skyspear missile racks.
ABILITIES
Airborne: You cannot charge with this model, and this model can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within 1" of any enemy units that can FLY, and this model can only make close combat attacks against units that can FLY. Enemy units can only make close combat attacks against this model if they can FLY.

Tiger Shark Dispersion Field: This model has a 5+ invulnerable save.

Supersonic: Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves) and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 25" until the end of the phase – do not roll a dice.

Hard to Hit: When resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.

Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes and each unit within 12" suffers D3 mortal wounds.
TRANSPORT
This model may transport up to 14 <SEPT> Tactical Drones.
FACTION KEYWORDS
T’AU EMPIRE, <SEPT>
KEYWORDS
AIRCRAFT, VEHICLE, TRANSPORT, FLY, TIGER SHARK

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

Does not include weapons, Drones or support systems
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.
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.
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.

Burst cannon (Tiger Shark) used in following datasheets:

Flyers
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.

Seeker missile (IA: Tiger Shark) used in following datasheets:

Flyers

Swiftstrike railgun used in following datasheets:

Flyers
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.

Swiftstrike burst cannon used in following datasheets:

Flyers

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

Dedicated Transport
Flyers
Lords of War
Fortifications
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.
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.

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

Flyers
Lords of War

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