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T’au EmpireTiger Shark AX-1-0
30

Tiger Shark AX-1-0

NAME M WS BS S T W A Ld Sv
Tiger Shark AX-1-0 * 5+ * 8 8 16 3 8 3+
The Tiger Shark AX-1-0 is a single model equipped with two heavy rail 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
130
Heavy rail cannon
120"
Macro 1
18
-5
2D6
Each wound roll of 6+ made for this weapon inflicts an additional D3 mortal wounds in addition to any other damage.
10
Burst cannon
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
-
5
Seeker missile
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.
WARGEAR OPTIONS
 • The Tiger Shark AX-1-0 may take up to six seeker missiles.
 • The Tiger Shark AX-1-0 may replace its two burst cannon with two cyclic ion blasters.
ABILITIES
Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that 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: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.

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.

Titan Hunter: This model may fire Macro weapons even if it has moved this turn.
FACTION KEYWORDS
T’AU EMPIRE, <SEPT>
KEYWORDS
AIRCRAFT, VEHICLE, FLY, TIGER SHARK AX-1-0
Does not include weapons, Drones or support systems
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.
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.
MACRO

Macro weapons are truly gigantic in proportion, often the size of armoured vehicles in their own right in many cases. Such mighty weapons are unwieldy and only able to be mounted on the largest of war engines such as Titans, but their power is enough to annihilate the most well-protected target and is particularly effective against fortifications and the largest war machines, against which their power can be fully spent.

A model armed with a Macro weapon may not fire if it has moved previously in the turn, unless the firing unit also has the TITANIC keyword. No Macro weapon may be used to make Overwatch attacks. When used against units with the TITANIC or BUILDING keyword, the damage inflicted by a Macro weapon is doubled (this doubling takes place after any randomised damage has been rolled for).
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.
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.

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

Flyers
Lords of War
Army List
Dedicated Transport

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

© Vyacheslav Maltsev 2013-2019