T’au Empire – Commander Shadowsun
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8

Commander Shadowsun

NoNAME  M WS BS S T W A Ld Sv Base
150
Commander Shadowsun (base: 50mm)
1
150
Commander Shadowsun
10" 3+ 2+ 5 5 7 4 10 3+ 50mm
Advanced Guardian Drone (base: 32mm flying base)
1Advanced Guardian Drone 10" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
Command-link Drone (base: 32mm flying base)
1Command-link Drone 10" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
Commander Shadowsun is equipped with: flechette launcher; 2 high-energy fusion blasters; light missile pod; pulse pistol; Advanced Guardian Drone; Command-link Drone. Your army can only include one COMMANDER SHADOWSUN model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Dispersed fusion blaster
Dispersed fusion blaster
18"
Assault 2
7
-4
2
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of 3.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of 3.
Flechette launcher
Flechette launcher
18"
Assault 5
3
0
1
-
High-energy fusion blaster
High-energy fusion blaster
24"
Assault 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Light missile pod
Light missile pod
24"
Assault 2
7
-1
2
-
Pulse pistol
Pulse pistol
12"
Pistol 1
5
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Commander Shadowsun’s 2 high-energy fusion blasters can be replaced with one of the following: 1 high-energy fusion blaster and 1 dispersed fusion blaster; 2 dispersed fusion blasters.
ABILITIES (Shadowsun)
ABILITIES (Shadowsun)
Battlesuits, Manta Strike
Defender of the Greater Good: In your Command phase, select one friendly T’AU EMPIRE CORE or T’AU EMPIRE CHARACTER unit within 6" of this unit’s COMMANDER SHADOWSUN model. Until the start of your next Command phase, each time a CORE or CHARACTER model in that unit makes an attack, you can re-roll the hit roll.
Camouflage Fields: While this unit’s COMMANDER SHADOWSUN model has any wounds remaining, each time a ranged attack is made against this unit, subtract 1 from that attack’s hit roll.
XV22 Stalker Battlesuit: This unit’s COMMANDER SHADOWSUN model has a 5+ invulnerable save.
Master of War (Aura): While a friendly T’AU EMPIRE CORE unit is within 6" of this unit’s COMMANDER SHADOWSUN model, each time a CORE model in that unit makes an attack, re-roll a hit roll of 1.
Infiltrator: During deployment, when you set up this unit, it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.
Hero of the Empire: If your army is Battle-forged, this unit’s COMMANDER SHADOWSUN model must be your army’s WARLORD. If more than one model in your army has a rule to this effect, then one of those models must be your army’s WARLORD.
ABILITIES (Drones)
ABILITIES (Drones)
Manta Strike
Valued Sacrifice: Each time a DRONE model in this unit is destroyed, it is ignored for the purpose of Morale tests if this unit also contains models without the DRONE keyword.
Artificial Helpers: DRONE models are ignored for the purposes of:
  • The Look Out, Sir rule.
  • Determining this unit’s Starting Strength, and whether this unit is below Half-strength.
  • Determining this unit’s Toughness characteristic, if it also contains models without the DRONE keyword.
Limited Parameters: If this unit contains only DRONE models, this unit cannot perform actions (excluding the Fire Markerlights action) and loses the Objective Secured ability if it has it, and cannot gain it through any means.
Docked Drone: If this model is docked with another:
  • Any weapons this model is equipped with are considered to be equipped to the model it is docked with instead.
  • Attacks cannot be allocated to this model and it does not count as a model on the battlefield for any rules purposes.
  • If the model it is docked with is destroyed, this DRONE model is destroyed as well.
Keywords:
  • Drone models do not gain the keywords of any units that contain them (excluding Tactical Drones).
  • For the purposes of interacting with terrain features, DRONE models count as having the INFANTRY keyword.
ABILITIES (Advanced Guardian Drone)
ABILITIES (Advanced Guardian Drone)
Advanced Guardian Shield Generator: This model has a 4+ invulnerable save. This unit cannot be selected as a target for ranged attacks unless it is the closest eligible target to the firing model.
ABILITIES (Command-link Drone)
ABILITIES (Command-link Drone)
Command-link: Add 3" to the range of this unit’s aura abilities (to a maximum of 12"). Each time a model in this unit uses an ability in your Command phase (excluding aura abilities), add 3" to the range of that ability.
WARLORD TRAIT!
WARLORD TRAIT!
Exemplar of the Kauyon: After both players have deployed their armies and determined who has the first turn, select up to one friendly unit, or up to three friendly units if you selected the Kauyon Tactical Philosophy this battle, and redeploy them. If the mission uses the Strategic Reserves rules, any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off: the winner chooses who redeploys their units first.
FACTION KEYWORDS: T’AU EMPIRE, T’AU SEPT
KEYWORDS (Shadowsun): INFANTRY, CHARACTER, BATTLESUIT, FLY, SUPREME COMMANDER, JET PACK, COMMANDER, SHADOWSUN
KEYWORDS (Advanced Guardian Drone): DRONE, FLY, ADVANCED GUARDIAN DRONE
KEYWORDS (Command-link Drone): DRONE, FLY, COMMAND-LINK DRONE

Datasheet-related Stratagems

DROP THREAT ACQUISITION3CP/2CP
T’au Empire – Battle Tactic Stratagem

Even as they descend from on high with thrusters blazing, battlesuit pilots are already locking onto hostile targets and computing fire solutions.

Use this Stratagem in your Movement phase, when a BATTLESUITS unit from your army is set up on the battlefield using the Manta Strike ability or the Homing Beacon action (see Stealth Battlesuits datasheet). Until the end of the turn, each time a BATTLESUIT model in that unit makes a ranged attack, you can re-roll the hit roll. If that unit contains 4 or more BATTLESUIT models, this Stratagem-costs 3CP; otherwise, it costs 2CP.
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.
FAIL-SAFE DETONATOR1CP
T’au Empire – Epic Deed Stratagem

The battlesuits of high value T’au operatives are equipped with a fail-safes that ensure the pilot cannot be taken alive for interrogation.

Use this Stratagem in any phase, when a BATTLESUIT model from your army is destroyed. Before removing that model from play, instead of using any rules that are triggered when that model is destroyed (e.g. the Explodes ability), roll one D6 for each unit within 3" of that model, adding 1 to the roll if the destroyed model has a Wounds characteristic of 12 or more: on a 3-5, that unit suffers D3 mortal wounds; on a 6+, that unit suffers 3 mortal wounds.
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.
DESIGNATED TASKING1CP
T’au Empire – Strategic Ploy Stratagem

Drone Al are adaptive enough to be assigned individual missions by their masters.

Use this Stratagem in your Command phase. Select one T’AU EMPIRE unit from your army that is not within Engagement Range of any enemy units and contains both DRONE models and models without the DRONE keyword. Split that unit into two units, one containing all of the DRONE models, and the other containing all of the models without the DRONE keyword.

If any of those DRONE models are docked with another model, set them up within 1" of the model they are docked with before splitting the unit. Those DRONE models are no longer docked with that model.
STRIKE AND FADE1CP/2CP
T’au Empire – Strategic Ploy Stratagem

T’au are experts at harrying and outmanoeuvring their foes, bleeding them with accurate bursts of fire before fading away into the shadows.

Use this Stratagem at the start of your Shooting phase. Select one T’AU EMPIRE JET PACK unit from your army. You can shoot with that unit and then it can make a Normal Move of up to 6". That unit cannot shoot again this phase.

If that unit contains 5 or fewer models (excluding DRONE models), this Stratagem costs 1CP; otherwise, it costs 2CP.
REPULSOR IMPACT FIELD1CP
T’au Empire – Wargear Stratagem

Detecting an incoming enemy assault, the pilot’s battlesuit unleashes a hammer-pulse of kinetic energy strong enough to shatter bone.

Use this Stratagem in your opponent’s Charge phase, when a BATTLESUIT unit from your army is selected as a target of a charge. Until the end of the phase, subtract 2 from charge rolls made for any unit that declares a charge against that BATTLESUIT unit. The charge roll modifier incurred via this Stratagem is not cumulative with any other negative modifier to a unit’s charge roll.
IONISED SHOCKFIELD2CP
T’au Empire – Wargear Stratagem

By modulating their weapons’ settings, skilled T’au marksmen can cause an ionised energy pulse to erupt from the point of impact to inflict neurological and wave-field disruption upon the foe.

Use this Stratagem in your Shooting phase, when a model in an enemy unit is destroyed as a result of an attack made with an ion weapon by a model from your army. Until the start of your next Shooting phase, that enemy unit is not affected by the aura abilities of other enemy units.
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.
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.
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.

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


– if equipped with the Markerlight the bearer gains the MARKERLIGHT keyword.
Manta Strike
During deployment, if every model in this unit has this ability, you can set up this unit in a Manta hold instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
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.
Look out, Sir
Models cannot target a unit that contains any CHARACTER models with a Wounds characteristic of 9 or less with a ranged weapon while that CHARACTER unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more VEHICLE or MONSTER models with a wounds characteristic of 10 or more.
  • A friendly non-CHARACTER unit that contains 1 or more VEHICLE or MONSTER models.
  • A friendly non-CHARACTER unit that contains 3 or more models.
In all cases, if that CHARACTER unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that CHARACTER unit is the closest enemy unit to the firing model, ignore other enemy units that contain any CHARACTER models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy CHARACTER with 9 or less wounds while it is within 3" of a friendly unit that contains 1 MONSTER, 1 VEHICLE or 3+ other models (excluding CHARACTER models with 9 or less wounds) unless it is the closest target.

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

Lords of War

– if equipped with the Markerlight the bearer gains the MARKERLIGHT keyword.

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

Fast Attack
Heavy Support
Lords of War

– if equipped with the Markerlight the bearer gains the MARKERLIGHT keyword.

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

Heavy Support

– if equipped with the Markerlight the bearer gains the DRONE keyword.
– if equipped with the Markerlight the bearer gains the MARKERLIGHT keyword.

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

Markerlights
Units in your army can perform the following action:

Fire Markerlights (Action): One or more MARKERLIGHT units from your army can start to perform this action at the start of your Movement phase. AIRCRAFT MARKERLIGHT units can perform this action. The action is completed at the start of your next Shooting phase. If this action is successfully completed, for each model in that unit that is equipped with one or more markerlights, for each markerlight that model is equipped with, select one enemy unit within 36" of that model that would be an eligible target for that model if its unit had been selected to shoot, and roll one D6: on a 3+, that enemy unit gains one Markerlight token.’

While a VEHICLE or DRONE unit is performing the Fire Markerlights action, that unit can move without that action failing. If it does, until the end of the turn, models in that unit without the VEHICLE or DRONE keyword that are equipped with any markerlights are treated as not being equipped with any markerlights for the purpose of the Fire Markerlights action.

Each time a T’AU EMPIRE unit (excluding T’AU AUXILIARY units) is selected to shoot:
  • Each time a model in that unit makes a ranged attack against a unit with one or more Markerlight tokens, add 1 to that attack’s hit roll.
  • After that unit has finished making attacks, for each enemy unit targeted by those attacks, remove one Markerlight token from that enemy unit.
At the end of your Shooting phase, remove all Markerlight tokens from enemy units.
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.
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.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Battlesuits
BATTLESUIT models in this unit can make attacks with ranged weapons even when their unit is within Engagement Range of enemy units, but they can only make such attacks against enemy units that they are within Engagement Range of. In such circumstances, those models can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

Note that if a BATTLESUIT model has more than one ranged weapon, you can still choose to target units that are not within Engagement Range of its unit, but it will only be able to make the attacks with that weapon if all enemy units within Engagement Range of its unit have been destroyed when you come to resolve those attacks. In addition, when a BATTLESUIT model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks while any enemy units are within Engagement Range of that model’s unit.
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.

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

Fast Attack

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

Pulse pistol used in the following datasheets:

Fast Attack
Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

  • Roll-off: Both players roll a D6 – highest wins.
  • Roll again if a tie.
© Vyacheslav Maltsev 2013-2022