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T’au EmpireXV9 Hazard Support Team
5

XV9 Hazard Support Team

NAME M WS BS S T W A Ld Sv
XV9 Hazard Battlesuit 8" 5+ 4+ 5 5 5 3 8 3+
An XV9 Hazard Battlesuit is a single model equipped with two double-barrelled burst cannon. It may be accompanied by up to two additional XV9 Hazard Battlesuits (Power Rating +5 each) and up to four Tactical Drones (Power Rating +1 each).
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
16
Double-barrelled burst cannon
18"
Assault 8
5
0
1
-
12
Phased ion gun
18"
Assault 2D3
4
-1
1
Any hit roll of 6 made for this weapon is resolved at AP -4 instead of AP -1.
35
Fusion cascade
12"
Assault D3
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.
12
Pulse submunitions rifle
30"
Assault 2D3
6
0
1
-
WARGEAR OPTIONS
 • An XV9 Hazard Battlesuit may replace one or both of its double-barrelled burst cannon with either a phased ion gun, a fusion cascade or a pulse submunitions rifle.
 • An XV9 Hazard Battlesuit may take one of the abilities listed on the T’au Support Systems list.
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.

Drone Support: When an XV9 Hazard Support Team 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.

Photon Casters: Any enemy unit that declares a charge against any units that have this ability must reduce its charge range by 2" for that phase.

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.

Manta Strike: During deployment, you may set up the XV9 Hazard Support Team in a Manta’s 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" away from enemy models.
FACTION KEYWORDS
T’AU EMPIRE, <SEPT>
KEYWORDS
BATTLESUIT, JET PACK, FLY, XV9 HAZARD SUPPORT TEAM
Does not include weapons, Drones or support systems
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.
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.
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
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