T’au Empire – TX42 Piranhas
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3

TX42 Piranhas

NoNAME  M WS BS S T W A Ld Sv
55
TX42 Piranha
1‑5
55
TX42 Piranha
16" 6+ 4+ 4 5 6 2 7 3+
Increase this unit’s Power Rating by +3 for every additional TX42 Piranha it includes. Every model is equipped with: 2 plasma rifles.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+7
Fusion blaster
+7
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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
+7
Missile pod
+7
Missile pod
36"
Assault 2
7
-1
D3
-
Plasma rifle
Plasma rifle
24"
Rapid Fire 1
6
-3
1
-
+2
Rail rifle
+2
Rail rifle
30"
Rapid Fire 1
6
-4
D3
For each wound roll of 6+ made for this weapon, the target unit suffers a mortal wound in addition to the normal damage.
For each wound roll of 6+ made for this weapon, the target unit suffers a mortal wound in addition to the normal damage.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their 2 plasma rifles replaced with one of the following: 2 fusion blasters; 2 missile pods; 2 rail rifles.
ABILITIES
ABILITIES
Explodes: When a model in this unit is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS: VEHICLE, FLY, TX42 PIRANHAS

Datasheet-related Stratagems

1CP

MODULATED WEAPONRY

T’au Empire Stratagem

The T’au never cease working to maximise the power of their weapon systems, always enhancing their arsenal.

Use this Stratagem in your Shooting phase, when a RIPTIDE, GHOSTKEEL or VEHICLE model (other than a TITANIC model) from your army is chosen to shoot with. Until the end of that phase, do not roll to determine the Type characteristic of Heavy weapons that model is equipped with; they have their maximum values (e.g. a Heavy D6 weapon makes 6 shots).
2CP

AUTOMATED REPAIR SYSTEM

T’au Empire Stratagem

Nanite repair drones swarm over the damaged battlesuit or vehicle, knitting together ruptured composite plating and repairing vital life-support systems.

Use this Stratagem at the start of any turn. Pick a VEHICLE or BATTLESUIT model from your army. That model regains D3 lost wounds. You can only use this Stratagem once per turn.

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

ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Rail rifle used in following datasheets:

Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

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 the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from 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.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

The XV104 RIPTIDE BATTLESUIT keyword is used in following T’au Empire datasheets:

Lords of War

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

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
© Vyacheslav Maltsev 2013-2021