T’au Empire – Commander Shadowsun
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8

Commander Shadowsun

NoNAME  M WS BS S T W A Ld Sv Base
135
Commander Shadowsun (base: 50mm)
1
135
Commander Shadowsun
8" 3+ 2+ 4 4 5 4 9 3+ 50mm
MV37 Advanced Guardian Drone (base: 32mm flying base)
1MV37 Advanced Guardian Drone 8" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
MV62 Command-link Drone (base: 32mm flying base)
1MV62 Command-link Drone 8" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
Commander Shadowsun is a single model equipped with: flechette launcher; 2 high-energy fusion blasters; light missile pod; pulse pistol. This model is accompanied by 1 MV37 Advanced Guardian Drone and 1 MV62 Command-link Drone. You can only include one of this model in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Dispersed fusion blaster
Dispersed fusion blaster
18"
Assault 2
7
-4
D3
When resolving an attack made with this weapon against a unit that is within half range, roll one additional D3 when inflicting damage with it and discard one of the dice.
When resolving an attack made with this weapon against a unit that is within half range, roll one additional D3 when inflicting damage with it and discard one of the dice.
Flechette launcher
Flechette launcher
18"
Pistol 5
3
0
1
-
High-energy fusion blaster
High-energy fusion blaster
24"
Assault 1
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll one additional D6 when inflicting damage with it and discard one of the dice.
When resolving an attack made with this weapon against a unit that is within half range, roll one additional D6 when inflicting damage with it and discard one of the dice.
Light missile pod
Light missile pod
24"
Assault 2
7
-1
D3
-
Pulse pistol
Pulse pistol
12"
Pistol 1
5
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • For each high-energy fusion blaster this model is equipped with, it can instead be equipped with 1 dispersed fusion blaster.
ABILITIES (Shadowsun)
ABILITIES (Shadowsun)
For the Greater Good, Master of War
Defender of the Greater Good: When this model would lose any wounds as a result of an attack whilst this model is within 3" of a friendly XV25 STEALTH BATTLESUITS unit, that unit can attempt to intercept that attack. Roll one D6; on a 2+ this model does not lose those wounds and that unit suffers 1 mortal wound for each of those wounds. Only one attempt can be made to intercept each attack.
Supreme Commander: This model can be included in a T’AU EMPIRE Detachment without preventing other units in that Detachment from gaining a Sept Tenet. Note, however, that this model does not benefit from any Sept Tenet unless the Sept Tenet selected for that Detachment is Coordinated Fire Arcs.
Infiltrator: When you set up this model and its accompanying DRONES during deployment, they can be set up anywhere on the battlefield that is more than 12" away from the enemy deployment zone and any enemy models.
Genius of Kauyon: Once per battle, this model can declare Kauyon even if Kauyon or Mont’ka has already been declared. Mont’ka and Kauyon cannot both be declared in the same turn.
Command-link Drone: At the start of your Shooting phase, if a friendly COMMAND-LINK DRONE model is within 3" of this model, select one friendly T’AU EMPIRE unit within 12" of that model. Until the end of that phase, when resolving an attack made by a model in that T’AU EMPIRE unit, you can re-roll a hit roll of 1.
Drone Support: When this model is set up on the battlefield, its accompanying DRONE models are set up in unit coherency with it. From that point onwards, the DRONE models are treated as a separate unit.
Camouflage Fields: When resolving an attack made with a ranged weapon against this model or any accompanying DRONES, subtract 1 from the hit roll.
XV22 Stalker Battlesuit: This model has a 5+ invulnerable save.
ABILITIES (Advanced Guardian Drone)
ABILITIES (Advanced Guardian Drone)
For the Greater Good
Advanced Guardian Field: This model has a 4+ invulnerable save. When a friendly T’AU EMPIRE model would lose a wound whilst within 3" of this model, roll one D6; on a 6 that wound is not lost.
Saviour Protocols: When resolving an attack made against a <SEPT> INFANTRY or <SEPT> BATTLESUIT unit whilst that unit is within 3" of a friendly <SEPT> DRONES unit, if the wound roll is successful, you can roll one D6; on a 2+ that DRONES unit suffers 1 mortal wound and the attack sequence ends.
ABILITIES (Command-link Drone)
ABILITIES (Command-link Drone)
For the Greater Good
Saviour Protocols: When resolving an attack made against a <SEPT> INFANTRY or <SEPT> BATTLESUIT unit whilst that unit is within 3" of a friendly <SEPT> DRONES unit, if the wound roll is successful, you can roll one D6; on a 2+ that DRONES unit suffers 1 mortal wound and the attack sequence ends.
WARLORD TRAIT!
WARLORD TRAIT!
Exemplar of the Kauyon: You can re-roll failed hit rolls for your Warlord as long as they have not moved this turn. If they have moved for any reason, they lose this trait until the start of the next turn.
FACTION KEYWORDS: T’AU EMPIRE, T’AU SEPT
KEYWORDS (Shadowsun): INFANTRY, BATTLESUIT, CHARACTER, COMMANDER, XV22 STALKER, JET PACK, FLY, SUPREME COMMANDER, SHADOWSUN
KEYWORDS (Advanced Guardian Drone): DRONE, FLY, ADVANCED GUARDIAN DRONE
KEYWORDS (Command-link Drone): DRONE, FLY, COMMAND-LINK DRONE

Datasheet-related Stratagems

1CP

SWORN BODYGUARDS

T’au Empire Stratagem

Crisis Bodyguards rush to the aid of their charge, ready to fight hand-to-hand if necessary to protect them.

Use this Stratagem in the Fight phase, when a <SEPT> XV8 CRISIS BODYGUARDS unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit whilst a friendly <SEPT> CHARACTER unit is within 3" of that model’s unit, you can re-roll the hit roll and you can re-roll the wound roll.
1CP

PROMISING PUPIL

T’au Empire Stratagem

The Fire caste academies imbue in all Fire Warriors the importance of raising up the particularly skilled of their number, for the Greater Good.

Use this Stratagem before the battle, after nominating your Warlord. Select one <SEPT> CHARACTER model from your army that does not have a Warlord Trait and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results).
1CP

FURIOUS ASSAULT

Farsight Enclaves Stratagem

Using the powerful thrusters of their huge battlesuits, Farsight’s warriors slam into the fray.

Use this Stratagem in your Charge phase, when a JET PACK unit from your army finishes a charge move. For each model in that unit, you can select one enemy unit within 1" of that model and roll one D6; on a 3+ that enemy unit suffers 1 mortal wound.
1CP

MULTI-SPECTRUM SENSOR SUITE

T’au Empire Stratagem

The battlesuit’s integrated sensor suite scans multiple ranges on the electromagnetic spectrum, analysing telemetric data and feeding optimised firing solutions to the pilot.

Use this Stratagem before a BATTLESUIT unit from your army shoots. Enemy units cannot claim the benefit of cover against shots made by this unit this phase.
1CP

FAIL-SAFE DETONATOR

T’au Empire Stratagem

The battlesuits of high-value T’au operatives are equipped with a fail-safe self-destruct algorithm, ensuring that the pilot cannot be taken alive for interrogation.

Use this Stratagem when a BATTLESUIT unit from your army is destroyed in the Fight phase, before removing the last model. Roll a dice for each unit (friend or foe) within 3" of that model. On a 4+ that unit suffers one mortal wound.
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.
2CP

NEUROWEB SYSTEM JAMMER

T’au Empire Stratagem

This device emits an intense electrostatic jamming field, causing the enemy’s weapons to malfunction.

Use this Stratagem at the start of the enemy Shooting phase. Pick an enemy unit within 18" of a BATTLESUIT COMMANDER from your army. Your opponent must subtract 1 from hit rolls made for that unit this phase.
1CP

REPULSOR IMPACT FIELD

T’au Empire 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 after an enemy unit successfully charges a BATTLESUIT unit from your army. Roll a dice for each model in the enemy unit within 3" of your unit. On a 6 that model suffers a mortal wound.
1CP

COMMAND-AND-CONTROL NODE

T’au Empire Stratagem

The Commander’s AI-networked transition system generates firing arcs and enhanced strike-patterns, feeding this raw data to nearby battlesuit teams.

Use this Stratagem at the start of your Shooting phase. Pick a <SEPT> COMMANDER from your army. That Commander may not shoot this phase, but one <SEPT> BATTLESUIT unit from your army that is within 6" of that Commander may re-roll failed wound rolls this phase.
3CP

ORBITAL ION BEAM

T’au Empire Stratagem

A kor’vattra cruiser in high orbit unleashes a pulse from an immense ion cannon, engulfing the target in white-hot energy.

Use this Stratagem in your Shooting phase if a T’AU EMPIRE COMMANDER from your army did not move or use their Manta Strike ability in the preceding Movement phase. Pick two points on the battlefield 2D6" apart. Draw an imaginary straight line 1mm wide between these two points and roll a dice for each unit (friend or foe) that has models under this line. Subtract 1 from the result if the unit being rolled for is a CHARACTER. On a 4+ the unit being rolled for suffers D3 mortal wounds. This Stratagem can only be used once per battle.
1CP

STIMULANT INJECTOR

T’au Empire Stratagem

Many battlesuits contain an emergency revivication system to bring their injured pilot back from the brink of death.

Use this Stratagem at the start of any turn. Choose a BATTLESUIT model from your army with a Wounds characteristic of 10 or more. Until the end of this turn, use the top row of the model’s damage table, regardless of how many wounds it has left. This ends immediately if the model is reduced to 0 wounds.
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.
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.

Pulse pistol used in the following datasheets:

Fast Attack
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.

  • Each time an enemy unit declares a charge against this unit, this unit can fire Overwatch before the charge roll is made.
  • While a friendly unit with this ability is within 6" of this unit, each time an enemy unit declares a charge against this unit, that friendly unit can fire Overwatch before the charge roll is made. If it does so, until the end of the phase, that friendly unit cannot fire Overwatch again.
Designer’s Note: This allows T’au units to fire Overwatch in the same way that they did in the previous edition, and as such, units with this ability do not require the Fire Overwatch Stratagem from the Warhammer 40,000 Core Book in order to do so.
Master of War

The academies of the Fire caste produce peerless strategists, true masters of the battlefield.

Once per battle, at the start of your turn, a single <SEPT> COMMANDER unit from your army can declare either Kauyon or Mont’ka:

Kauyon: In a turn in which a <SEPT> COMMANDER unit from your army declared Kauyon, at the start of your Movement phase you can select any friendly <SEPT> units within 6" of that unit. Until the end of that turn, the selected units cannot move for any reason, but when resolving an attack made by a model in any of those units you can re-roll the hit roll.

Mont’ka: In a turn in which a <SEPT> COMMANDER unit from your army declared Mont’ka, at the start of your Movement phase you can select any friendly <SEPT> units within 6" of that unit. Until the end of that turn, the selected units can shoot as if they did not move this turn.

Unless stated otherwise, you can only use the Master of War ability once per battle, irrespective of how many models in your army have this ability.

The XV25 STEALTH BATTLESUITS keyword is used in the following T’au Empire datasheets:

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.
Sept Tenet
If your army is Battle-forged, all models in the Eight’s Detachment gain the following Sept Tenet:

Devastating Counter-strike: When resolving an attack made with a ranged weapon by a model with this tenet against a unit within 6", you can re-roll a wound roll of 1.
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.
Unit Coherency
A unit that has more than one model must be set up and finish any sort of move as a single group, with all models within 2" horizontally and 5" vertically of at least one other model from their unit. While a unit has six or more models, all models must instead be within 2" horizontally and 5" vertically of at least two other models from their unit. This is called unit coherency. If a unit cannot end any kind of move in unit coherency, that move cannot be made. Units are primarily moved in the Movement phase, but they can also be moved in the Charge phase and the Fight phase.

Some rules allow you to add models to a unit during the battle; such models must always be set up in unit coherency with the unit they are being added to. Sometimes there will be insufficient room to set up all the models from a unit, or it will not be possible to set up all the models so that they are in unit coherency. When this is the case, any models that cannot be set up are considered to have been destroyed.

  • Unit coherency: 2" horizontally + 5" vertically.
  • Each model must be in unit coherency with one other model from own unit.
  • While unit has 6+ models, each model must be in unit coherency with 2 other models from own unit.
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.
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.
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.

The <SEPT> and XV8 CRISIS BODYGUARDS keywords are used in the following T’au Empire 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.
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.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
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.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
© Vyacheslav Maltsev 2013-2021