T’au Empire – Ghostkeel Battlesuit
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9

Ghostkeel Battlesuit

NoNAME  M WS BS S T W! A Ld Sv Base
Ghostkeel Shas’vre (base: 105 x 70mm)
1Ghostkeel Shas’vre 12" 5+ 4+ 6 7 7-12 3 9 3+ 105 x 70mm
8" 5+ 5+ 6 7 4-6 D3 9 3+
4" 5+ 5+ 6 7 1-3 1 9 3+
Stealth Drone (base: 32mm flying base)
2Stealth Drone 10" 5+ 5+ 3 4 1 1 6 4+ 32mm flying base
A Ghostkeel Shas’vre is equipped with: fusion collider; 2 T’au flamers; Ghostkeel fists; drone controller. This unit is equipped with 2 Stealth Drones.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Burst cannon
Burst cannon
18"
Assault 6
5
0
1
-
Cyclic ion raker
Before selecting targets, select one of the profiles below to make attacks with.
Cyclic ion raker
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy 6
7
-2
2
-
 - Overcharge
 - Overcharge
36"
Heavy 6
8
-2
3
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon.
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer’s unit suffers 1 mortal wound after shooting with this weapon.
T’au flamer
T’au flamer
12"
Assault D6+2
4
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+5
Fusion blaster
+5
Fusion blaster
18"
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.
Fusion collider
Fusion collider
24"
Heavy 3
9
-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.
Ghostkeel fists
Ghostkeel fists
Melee
Melee
+1
-1
2
-
OTHER WARGEAR
ABILITIES 
Drone controller
In your Command phase, you can select one DRONE unit within 6" of the bearer. Until the start of your next Command phase:
  • DRONE models in that unit have a Ballistic Skill characteristic of 4+.
  • GUN DRONE models in that unit lose the Threat Identification Protocol ability.
Drone controller
In your Command phase, you can select one DRONE unit within 6" of the bearer. Until the start of your next Command phase:
  • DRONE models in that unit have a Ballistic Skill characteristic of 4+.
  • GUN DRONE models in that unit lose the Threat Identification Protocol ability.
Early warning override
  • Each time the bearer fires Overwatch, it scores hits on unmodified hit rolls of 5+, instead of 6.
  • Each time you use the Fire Overwatch Stratagem, if the bearer is on the battlefield and its unit is selected to fire Overwatch, reduce the CP cost of that Stratagem by 1CP (to a minimum of 0CP). Note that the CP cost is only reduced by 1CP for that use of the Stratagem; any future usages of it cost the normal amount of CPs.
Early warning override
  • Each time the bearer fires Overwatch, it scores hits on unmodified hit rolls of 5+, instead of 6.
  • Each time you use the Fire Overwatch Stratagem, if the bearer is on the battlefield and its unit is selected to fire Overwatch, reduce the CP cost of that Stratagem by 1CP (to a minimum of 0CP). Note that the CP cost is only reduced by 1CP for that use of the Stratagem; any future usages of it cost the normal amount of CPs.
+15
Flare launcher
Each time the bearer would lose a wound as the result of a ranged attack with a Strength characteristic of 7 or more, roll one D6: on a 5+, that wound is not lost.
+15
Flare launcher
Each time the bearer would lose a wound as the result of a ranged attack with a Strength characteristic of 7 or more, roll one D6: on a 5+, that wound is not lost.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Ghostkeel Shas’vre’s fusion collider can be replaced with 1 cyclic ion raker.
 • The Ghostkeel Shas’vre can be equipped with one of the following: 1 early warning override; 1 flare launcher.
 • The Ghostkeel Shas’vre’s 2 T’au flamers can be replaced with one of the following: 2 burst cannons; 2 fusion blasters.
ABILITIES (Ghostkeel)
ABILITIES (Ghostkeel)
Electrowarfare Suite: While this unit’s GHOSTKEEL BATTLESUIT model has any wounds remaining, each time a ranged attack targets this unit, subtract 1 from that attack’s hit roll.
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.
Explodes: When this unit’s GHOSTKEEL BATTLESUIT model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
ABILITIES (Stealth Drones)
ABILITIES (Stealth 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.
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.
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.
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.
Stealth Field Generator: This unit cannot be selected as a target for ranged attacks unless it is the closest eligible target to the firing model or the firing model is within 18" of it.
Ghostkeel Battlesuit can receive the following Prototype Systems upgrades:
 • Internal Grenade Racks+15Power Rating: +2
 • E-H Disruption Suite+30Power Rating: +2
FACTION KEYWORDS: T’AU EMPIRE,
KEYWORDS (Ghostkeel): VEHICLE, BATTLESUIT, FLY, JET PACK, GHOSTKEEL BATTLESUIT
KEYWORDS (Stealth Drone): DRONE, FLY, STEALTH DRONE

Datasheet-related Stratagems

EXPERIMENTAL WEAPONRY2CP
Bork’an – Epic Deed Stratagem

Bork’an scientists have distributed the latest prototype weapons amongst their sept’s Fire Caste contingents, optimised to increase range and accuracy.

Use this Stratagem in your shooting phase, when a BORK’AN unit from your army is selected to shoot. Select one model in that unit and one weapon that model is equipped with. Until the end of the phase, each time that model makes an attack with that weapon, invulnerable saving throws cannot be taken against that attack.
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.
BACKUP AI1CP
T’au Empire – Epic Deed Stratagem

Many T’au war engines and martial technologies incorporate backup Al that can lend support to pilots in extremis.

Use this Stratagem in your Command phase. Select one T’AU EMPIRE model in your army Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use.
ORBITAL UPLINK1CP
Sa’cea – Strategic Ploy Stratagem

Sa’cean cadres maintain close contact with Air Caste spotters in low orbit whose intelligence scans augment the accuracy of the Fire Caste.

Use this Stratagem in your Shooting phase. Select one enemy unit. Until the end of the phase, each time a model in a SA’CEA unit from your army makes a ranged attack against that enemy unit, the target does not receive the benefits of cover against that attack.
WALL OF MIRRORS1CP
T’au Empire – Strategic Ploy Stratagem

The T’au Stealth Cadres utilise interwoven obfuscation fields and wide-band refraction beams to mask their advance. This process is known as mesme’j’kaara - the wall of mirrors.

Use this Stratagem at the end of your Movement phase. Select one STEALTH BATTLESUITS or GHOSTKEEL BATTLESUIT unit from your army that is wholly within 9" of any battlefield edges. Remove that unit from the battlefield. In the Reinforcements step of your next Movement phase, you can set that unit back up on the battlefield anywhere that is wholly within 9" of any battlefield edge and more than 9" away from any enemy models. If the battle ends and that unit is not on the battlefield, it is destroyed.
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.
FIRING LINE1CP
T’au Empire – Boarding Actions – Strategic Ploy Stratagem

Even when under intense pressure, T’au warriors remain calm and resolute to break enemy charges with salvoes of fire.

Use this Stratagem when a T’AU EMPIRE unit from your army successfully completes the Set Overwatch action. While that unit is Set Overwatch it also Holds Steady.
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.

Prototype Systems

Internal Grenade Racks

These experimental battlesuit thigh-plates house deployment rails of highly explosive bomblets. As the pilot jets over the foe, the racks can be triggered and the explosives deployed.

Once per turn, after this model has moved in your Movement phase, you can select one unit it moved across and roll one D6: on a 2+, that unit suffers D3 mortal wounds.

E-H Disruption Suite

Abbreviated from ‘Event Horizon’ Disruption Suite, this highly experimental package employs salvaged alien tech to nullify energy-pulses, signal bursts and other more esoteric energies.

GHOSTKEEL BATTLESUIT model only. Once per battle, in your Command phase, the bearer can use this Prototype System. If it does, until the start of your next Command phase, it gains the following ability:

E-H Disruption (Aura): While an enemy unit is within 12" of this model, each time your opponent selects that unit for a Stratagem and each time your opponent uses a Stratagem when that unit is selected to shoot or fight, increase the CP cost of that Stratagem by 1CP. Note that the CP cost is only increased by 1CP for that use of the Stratagem, any future usages of it cost the normal amount of CPs.’
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.
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.
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.
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. 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).
Set Overwatch
One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase. The action is completed at the end of your turn. If completed, until the end of your opponent’s next turn, that unit is said to have Set Overwatch. Each time an enemy unit is set up on the battlefield or ends a Normal Move, an Advance move, a Fall Back move, a charge move, or opens a Hatchway, units from your army that have Set Overwatch can fire Overwatch at that enemy unit.

Overwatch is resolved like a normal shooting attack except that models can only target the enemy unit that has just finished moving, and an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers. A unit cannot fire Overwatch while enemy units are within Engagement Range of it unless it is firing Overwatch at an enemy unit that has just finished making a charge move within Engagement Range of it. In this case it can do so even if other friendly units are within Engagement Range of the same enemy unit, and it can do so with any ranged weapon it is equipped with (excluding weapons with the Blast ability).

After a unit has fired Overwatch, it must complete the Set Overwatch action again before it can fire Overwatch again.
Hold Steady
Some rules will allow a unit to Hold Steady. If a model makes an Overwatch attack while its unit is under the effects of such a rule, an unmodified hit roll of 5+ for that attack will score a hit.

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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.
Price per unit

Drone controller used in the following datasheets:

Fast Attack
Lords of War

Fusion blaster used in the following datasheets:

Heavy Support
Fortifications
Fast Attack

– may take Fusion blaster as an option.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
FIRE OVERWATCH1CP
Core Stratagem
Use this Stratagem after an enemy unit has declared a charge against one or more units from your army. One of the units that was chosen as the target of that charge can fire Overwatch before the charge roll is made.
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.

T’au flamer used in the following datasheets:

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

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

© Vyacheslav Maltsev 2013-2023