Wahapedia8 site header
T’au EmpireXV104 Riptide Battlesuit
14

XV104 Riptide Battlesuit

NAME M WS BS S T W A Ld Sv
Riptide Shas’vre * 5+ * 6 7 14 * 8 2+
MV84 Shielded Missile Drone 12" 5+ 5+ 4 4 1 1 6 4+
A Riptide Shas’vre is a single model equipped with a heavy burst cannon and two smart missile systems. It may be accompanied by up to 2 MV84 Shielded Missile Drones (Power Rating +2), each equipped with a missile pod.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
7-14+
12"
4+
4
4-6
8"
5+
3
1-3
4"
5+
2
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
18
Fusion blaster
18"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
35
Heavy burst cannon
36"
Heavy 12
6
-1
2
-
50
Ion accelerator
When attacking with this weapon, choose one of the profiles below.
 - Standard
72"
Heavy D6
8
-3
D3
-
 - Overcharge
72"
Heavy D6
9
-3
3
If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
15
Missile pod
36"
Assault 2
7
-1
D3
-
8
Plasma rifle
24"
Rapid Fire 1
6
-3
1
-
15
Smart missile system
30"
Heavy 4
5
0
1
This weapon can be fired at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
WARGEAR OPTIONS
 • This model may replace both its smart missile systems with two plasma rifles or two fusion blasters.
 • This model may replace its heavy burst cannon with an ion accelerator.
 • This model may take up to two items from the Support Systems list.
ABILITIES (Riptide)
For the Greater Good

Riptide Shield Generator: This model has a 5+ invulnerable save.

Nova Reactor: In your Movement phase you can choose to use this model’s Nova Reactor. If you do, the model suffers a mortal wound. Choose one of the following effects to last until the beginning of your next turn:
  • Nova Shield: This model has a 3+ invulnerable save.
  • Boost: This model can move 2D6" in your Charge phase (even if it doesn’t declare a charge).
  • Nova-charge: Choose for either this model’s heavy burst cannon Type to change to Heavy 18, or its ion accelerator Type (both standard and overcharge) to change to Heavy 6.
ABILITIES (Shielded Missile Drones)
For the Greater Good

Saviour Protocols: If a <SEPT> INFANTRY or <SEPT> BATTLESUIT unit within 3" of a friendly <SEPT> DRONES unit is wounded by an enemy attack, roll a D6. On a 2+ you can allocate that wound to the Drones unit instead of the target. If you do, that Drones unit suffers a mortal wound instead of the normal damage.

Drone Support: When a unit is set up on the battlefield, any accompanying Drones are set up in unit coherency with it. From that point onwards, the Drones are treated as a separate unit.

Shield Generator: Shielded Missile Drones have a 4+ invulnerable save. In addition, roll a D6 each time a DRONE with this ability loses a wound; on a 5+ that Drone does not lose a wound.
FACTION KEYWORDS
T’AU EMPIRE, <SEPT>
KEYWORDS (Riptide)
BATTLESUIT, MONSTER, JET PACK, FLY, XV104 RIPTIDE BATTLESUIT
KEYWORDS (Shielded Missile Drones)
DRONE, FLY, MV84 SHIELDED MISSILE DRONES
Does not include wargear or Drones
Includes wargear
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.
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.
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.
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.
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.
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.
Ghostkeel, Riptide and Stormsurge/all other models
Y’vahra, Ghostkeel and Stormsurge/other units
Y’vahra, Ghostkeel, Riptide and Stormsurge/other units
Support Systems
 • Advanced targeting system
 • Counterfire defence system
10
 • Drone controller
5
 • Early warning override
 • Multi-tracker
10
 • Shield generator
 • Target lock
 • Velocity tracker
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.
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.

The <SEPT> and INFANTRY keywords are used in following T’au Empire datasheets:

HQ
Troops
Elites
Fast Attack
Units and Unit Coherency
Models move and fight in units, made up of one or more models. A unit must be set up and finish any sort of move as a group, with every model within 2" horizontally, and 6" vertically, of at least one other model from their unit: this is called unit coherency. If anything causes a unit to become split up during a battle, it must re-establish its unit coherency the next time it moves.
Army List
Dedicated Transport

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

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

Elites
Fast Attack
Heavy Support
Lords of War

The MV84 SHIELDED MISSILE DRONES keyword is used in following T’au Empire datasheets:

Elites
Fast Attack
Heavy Support
Lords of War

The XV104 RIPTIDE BATTLESUIT keyword is used in following T’au Empire datasheets:

Elites
Lords of War
© Vyacheslav Maltsev 2013-2019