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T’au EmpireXV8 Crisis Bodyguards
13

XV8 Crisis Bodyguards

NAME M WS BS S T W A Ld Sv
Crisis Bodyguard 8" 5+ 4+ 5 5 3 3 8 3+
This unit contains 3 Crisis Bodyguards. It can include up to 3 additional Crisis Bodyguards (Power Rating +12) or up to 6 additional Crisis Bodyguards (Power Rating +24). 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 their 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.

Sworn Protectors: Roll a D6 each time a friendly <SEPT> CHARACTER loses a wound whilst they are within 3" of this unit. On a 2+, a model from this unit can intercept that hit – the CHARACTER does not lose a wound but this unit suffers a mortal wound.

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 BODYGUARDS
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.
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.
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.
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