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T’au EmpireXV8 Crisis Battlesuits
12

XV8 Crisis Battlesuits

NAME M WS BS S T W A Ld Sv
Crisis Shas’ui 8" 5+ 4+ 5 5 3 2 7 3+
Crisis Shas’vre 8" 5+ 4+ 5 5 3 3 8 3+
This unit contains 3 Crisis Shas’ui. It can include up to 3 additional Crisis Shas’ui (Power Rating +12) or up to 6 additional Crisis Shas’ui (Power Rating +24). A Crisis Shas’vre can take the place of one Crisis Shas’ui. Each model is equipped with a burst cannon, and may be accompanied by up to 2 Tactical Drones (Power Rating +1 for each model accompanied by any Drones).
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
8
Burst cannon
18"
Assault 4
5
0
1
-
WARGEAR OPTIONS
 • Any model may replace its burst cannon with up to three items from the Ranged Weapons and/or Support Systems list.
 • For every three models in the unit, one model may take an XV8-02 Crisis Iridium Battlesuit.
ABILITIES
For the Greater Good

Bonding Knife Ritual: If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.

Manta Strike: During deployment, you can set up this unit and any accompanying Drones in a Manta hold instead of placing them on the battlefield. At the end of any of your Movement phases they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9" from any enemy models.

XV8-02 Crisis Iridium battlesuit:
10
A model equipped with an XV8-02 Crisis Iridium battlesuit increases its Save characteristic to 2+.
FACTION KEYWORDS
T’AU EMPIRE, <SEPT>
KEYWORDS
BATTLESUIT, JET PACK, FLY, XV8 CRISIS BATTLESUITS
Does not include wargear or Drones
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.
Ranged Weapons
 • Airbursting fragmentation projector
8
 • Burst cannon
8
 • Cyclic ion blaster1
18
 • Flamer
6
 • Fusion blaster
18
 • Missile pod
15
 • Plasma rifle
8
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.
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.
Army List
Dedicated Transport

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

© Vyacheslav Maltsev 2013-2019