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T’au EmpireXV109 Y’vahra Battlesuit
20

XV109 Y’vahra Battlesuit

NAME M WS BS S T W A Ld Sv
XV109 Y’vahra Battlesuit * 5+ * 6 7 14 * 8 2+
MV84 Shielded Missile Drone 12" 5+ 5+ 4 4 1 1 6 4+
MV52 Shield Drone 8" 5+ 5+ 3 4 1 1 6 4+
An XV109 Y’vahra Battlesuit is a single model equipped with an ionic discharge cannon, a phased plasma-flamer and a fletchette pod. It may be accompanied by up to two MV52 Shield Drones (Power Rating +2) or Shielded Missile Drones (Power Rating +2) – each Shielded Missile Drone is 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+
18"
4+
4
4-6
12"
5+
3
1-3
6"
5+
2
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Ionic discharge cannon
When attacking with this weapon, use one of the profiles that follow. You may only use the Nova Reactor profile in accordance with the Nova Reactor ability:
 - Standard
12"
Heavy 3
8
-3
1
When targeting this enemy VEHICLE, the target suffers a mortal wound in addition to all other damage for each wound roll of 6+made for this weapon.
 - Nova reactor
12"
Heavy 3D3
10
-3
3
When targeting this enemy VEHICLE, the target suffers D3 mortal wounds in addition to all other damage for each wound roll of 6+made for this weapon.
0
Phased plasma-flamer
When attacking with this weapon, use one of the profiles that follow. You may only use the Nova Reactor profile in accordance with the XV109 Y’vahra Battlesuit’s Nova Reactor ability:
 - Standard
8"
Heavy 2D6
6
-2
3
This weapon hits its target automatically.
 - Nova reactor
8"
Heavy 3D6
6
-2
3
This weapon hits its target automatically.
15
Missile pod
36"
Assault 2
7
-1
D3
-
0
Fletchette pod (shooting)
6"
Pistol D6
4
0
1
-
0
Fletchette pod (melee)
Melee
Melee
4
0
1
If the number of models within 1" of the model is greater than its Attack characteristic, it uses that number instead when making a melee attack.
WARGEAR OPTIONS
 • The Y’vahra may take up to two items from the Support Systems list.
ABILITIES
For the Greater Good

Drone Support: When an XV109 Y’vahra Battlesuit is set up on the battlefield, any accompanying DRONES are set up in unit coherency with them. From that point onwards, the DRONES are treated as a separate unit.

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.

MV52 Shield Generator: MV52 Shield Drones have a 3+ 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.

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.

XV109 Y’vahra Battlesuit: The XV109 Y’vahra Battlesuit has a 5+ invulnerable save, increasing to 4+ against any attacks originating from within 12" or in melee.

Nova Reactor (Y’vahra class): In your Movement phase, you can choose to use the XV109 Y’vahra Battlesuit’s nova reactor. If you do so, this model suffers 1 mortal wound. Choose one of the following effects to last until the beginning of your next turn:
  • Overcharged Burst: The Y’vahra can fire using a weapon’s Nova Reactor profile.
  • Escape Thrust: At the start of your Movement phase, the Y’vahra may be removed from play and set up in the sky. At the end of your next Movement phase you may set up the Y’vahra anywhere on the battlefield as long as it it more than 9" from any enemy unit.
  • Nova Barricade: The Y’vahra’s invulnerable save is increased to 3+ against melee attacks.
FACTION KEYWORDS
T’AU EMPIRE, <SEPT>
KEYWORDS (Y’vahra)
BATTLESUIT, MONSTER, JET PACK, FLY, XV109 Y’VAHRA BATTLESUIT
KEYWORDS (Shielded Missile Drones)
DRONE, FLY, MV84 SHIELDED MISSILE DRONES
KEYWORDS (Shield Drones)
DRONE, FLY, MV52 SHIELD DRONE
Does not include weapons, Drones or support systems
Includes wargear
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.
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.
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.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
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.
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.

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

HQ
Troops
Elites
Fast Attack
Army List
Dedicated Transport

This datasheet has Fast Attack 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
© Vyacheslav Maltsev 2013-2019