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T’au EmpireXV95 Ghostkeel Battlesuit
10

XV95 Ghostkeel Battlesuit

NAME M WS BS S T W A Ld Sv
Ghostkeel Shas’vre * 5+ * 6 6 10 * 8 3+
MV5 Stealth Drones 12" 5+ 5+ 4 4 1 1 6 4+
A Ghostkeel Shas’vre is a single model equipped with a fusion collider and two flamers. It is accompanied by 2 MV5 Stealth Drones.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
6-10+
12"
4+
3
3-5
8"
5+
2
1-2
4"
5+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
8
Burst cannon
18"
Assault 4
5
0
1
-
32
Cyclic ion raker
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Heavy 6
7
-1
1
-
 - Overcharge
24"
Heavy 6
8
-1
D3
If you make one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
6
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
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.
30
Fusion collider
18"
Heavy 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.
WARGEAR OPTIONS
 • This model may replace its fusion collider with a cyclic ion raker.
 • This model may replace both its flamers with two burst cannons or two fusion blasters.
 • This model may take up to two items from the Support Systems list.
ABILITIES (Ghostkeel)
For the Greater Good

Ghostkeel Electrowarfare Suite: Your opponent must subtract 1 from hit rolls for models attacking this model from more than 6" away.

Infiltrators: During deployment, this unit and any accompanying Drones can be set up anywhere on the battlefield that is not within your opponent’s deployment zone and is more than 12" from any enemy unit.
ABILITIES (Stealth 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.

Stealth Field: Models shooting at a Stealth Drone or an XV95 GHOSTKEEL BATTLESUIT within 3" of any friendly Stealth Drones subtract 1 from their hit rolls. (This is cumulative with the Ghostkeel Electrowarfare Suite ability.)
FACTION KEYWORDS
T’AU EMPIRE, <SEPT>
KEYWORDS (Ghostkeel)
BATTLESUIT, MONSTER, JET PACK, FLY, XV95 GHOSTKEEL BATTLESUIT
KEYWORDS (Stealth Drone)
DRONE, FLY, MV5 STEALTH DRONES
Does not include 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.
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.

The XV95 GHOSTKEEL BATTLESUIT keyword is used in following T’au Empire datasheets:

Elites
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
© Vyacheslav Maltsev 2013-2019