T’au Empire – Aun’Va
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4

Aun’Va

NoNAME  M WS BS S T W A Ld Sv Base
Aun’Va (base: 40mm)
1Aun’Va 6" 6+ 4+ 2 3 6 1 10 5+ 40mm
Ethereal Guard (base: 25mm)
2Ethereal Guard 6" 3+ 3+ 3 3 2 3 10 5+ 25mm
Aun’Va is equipped with: nothing. Every Ethereal Guard is equipped with: supreme honour blade. Your army can only include one AUN’VA unit.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Supreme honour blade
Supreme honour blade
Melee
Melee
+2
-1
2
-
ABILITIES
ABILITIES
Inspired to Greatness
Supreme Loyalty (Aura): While a friendly T’AU EMPIRE CORE unit (excluding FARSIGHT ENCLAVES and T’AU AUXILIARY units) is within 9" of this unit’s ETHEREAL model, models in that unit can use this unit’s Leadership characteristic instead of their own.
Paradox of Duality: Models in this unit have a 5+ invulnerable save. Each time an attack is made against this unit, subtract 1 from that attack’s wound roll.
Leadership Caste: This unit can be included in any T’AU EMPIRE Detachment (excluding FARSIGHT ENCLAVES Detachments) without preventing that Detachment from being a Sept Detachment and without preventing other units in your army from benefiting from a Sept Tenet, but this unit can only benefit from a Sept Tenet if every unit (excluding SUPREME COMMANDER units) in your army is from T’AU SEPT.
This unit’s Aun’va model knows three invocations from the Invocations of the Ethereals. In your Command phase, if this unit’s Aun’va model is on the battlefield, it can intone up to two invocations it knows that have not already been intoned by a friendly model this turn. Roll one D6: on a 2+, the intoned invocation is inspiring and takes effect until the start of your next Command phase.
WARLORD TRAIT!
WARLORD TRAIT!
Through Unity, Devastation (Aura): While a friendly CORE unit is within 6" of this WARLORD, each time a CORE model in that unit makes a ranged attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.
FACTION KEYWORDS: T’AU EMPIRE, T’AU SEPT
KEYWORDS (Aun’Va): INFANTRY, CHARACTER, ETHEREAL, AUN’VA
KEYWORDS (Ethereal Guard): INFANTRY, ETHEREAL GUARD

Datasheet-related Stratagems

SAVIOUR PROTOCOLS1CP
T’au Empire – Epic Deed Stratagem

Drones will dive into the path of incoming fire without a second thought if it means protecting T’au lives.

Use this Stratagem in any phase, when a saving throw is failed for a model in a unit from your army. Select one friendly DRONE model within 3" of that unit, or within 6" of that unit if it contains a model equipped with a drone controller. That DRONE model is destroyed and the Damage characteristic of that attack is changed to 0.
WISDOM OF THE MANY2CP
T’au Empire – Epic Deed Stratagem

In their wisdom, the T’au Ethereals know how powerful the combined strength of the four other castes can be.

Use this Stratagem at the start of any of your phases other than your Command phase. Select one ETHEREAL unit from your army that has not intoned an invocation this turn. That model can intone one invocation that has not already been intoned by a friendly model this turn. That invocation is automatically inspiring (do not roll) and takes effect until the start of your next Command phase.
COORDINATED ENGAGEMENT1CP
T’au Empire – Strategic Ploy Stratagem

T’au combined arms groups are called Hunter Cadres for good reason. Working in close coordination, they hunt and destroy the most dangerous enemy targets.

Use this Stratagem in your Shooting phase, before selecting a unit to shoot with. Select one enemy unit and two units from your army that are within 18" of and visible to that enemy unit. Until the end of the phase, each time a model in one of those units makes an attack:
  • That attack can only target that enemy unit (and only if it is an eligible target).
  • Improve the Armour Penetration characteristic of that attack by 1.

Invocations of the Ethereals

D6INVOCATION
1

STORM OF FIRE

The steady gaze of the Ethereal reminds those of the Fire Caste that there lies within the heart of every storm a zone of silence that remains serene even as fury rages all about it. So inspired, they apply themselves to their assigned tasks with hard-eyed calm even as they continue to hammer the foe with unrelenting firepower.

If this invocation is inspiring, select one friendly T’AU EMPIRE CORE unit (excluding FARSIGHT ENCLAVES units) within 6" of this ETHEREAL. That unit can make ranged attacks without any action it is performing failing.

2

SENSE OF STONE

As stone resists the onslaught of the other elements in their endless quest to wear it away, so do the T’au exhibit that same unbending resilience. The result is a nigh-supernatural fortitude that sees them shrug off even the most punishing blows.

If this invocation is inspiring, select one friendly T’AU EMPIRE CORE unit (excluding FARSIGHT ENCLAVES units) within 6" of this ETHEREAL. Each time a CORE model in that unit would lose a wound, roll one D6: on a 5+, that wound is not lost.

3

ZEPHYR’S GRACE

As a breath of air slips unseen and unheard through blades of grass in a night-time forest, so do the T’au filter swift and silent across the battlefield.

If this invocation is inspiring, select one friendly T’AU EMPIRE CORE unit (excluding FARSIGHT ENCLAVES units) within 6" of this ETHEREAL. Each time a ranged attack is made against that unit, if it did not Remain Stationary in your previous Movement phase, subtract 1 from that attack’s hit roll.

4

POWER OF TIDES

It is not only the T’au who are inspired by the presence of the Ethereals. As surely as a world’s moons govern the tides of its oceans, so are even the strangest alien auxiliaries given fresh heart by such a serene presence.

If this invocation is inspiring, select one friendly T’AU AUXILIARY unit within 6" of this ETHEREAL. Each time a model in that unit makes an attack, add 1 to that attack’s wound roll.

5

UNIFYING MANTRA (AURA)

With simple eloquence does the chanting of the Ethereal remind their comrades of their place within the Greater Good, and of how those of all castes are stronger when they stand shoulder to shoulder against adversity than when they strive alone.

If this invocation is inspiring, then while a friendly T’AU EMPIRE CORE unit (excluding FARSIGHT ENCLAVES units) is within 6" of this ETHEREAL:

  • You can re-roll Morale tests taken for that unit.
  • Add 1 to Combat Attrition tests taken for that unit.

6

WISDOM OF THE GUIDES

An unspoken sense of serene enlightenment flows through the T’au ranks. None questions its source, for all understand this is the wisdom of the Ethereals made manifest amongst them. Thus offered the calm for fresh perspective amidst the mayhem of battle, the T’au commanders swiftly glean insights into the strategic ebb and flow.

If this invocation is inspiring, you gain 1 Command point.

Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit 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 hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.

The T’AU AUXILIARY keyword is used in the following T’au Empire datasheets:

Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) 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.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
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.

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Price per unit

The and CORE keywords are used in the following T’au Empire datasheets:

Fast Attack
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

The T’AU EMPIRE and CORE keywords are used in the following T’au Empire datasheets:

Fast Attack

The ETHEREAL keyword is used in the following T’au Empire datasheets:

Inspired to Greatness
In your Command phase, select one friendly T’AU EMPIRE CORE or T’AU AUXILIARY unit within 6" of this unit’s ETHEREAL model (excluding FARSIGHT ENCLAVES units). Until the start of your next Command phase, while that unit is performing an action, it can make ranged attacks without that action failing.

The ETHEREAL keyword is used in the following T’au Empire datasheets:

Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.

The SUPREME COMMANDER keyword is used in the following T’au Empire datasheets:

The AUN’VA keyword is used in the following T’au Empire datasheets:

© Vyacheslav Maltsev 2013-2023