T’au Empire – Tidewall Shieldline
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4

Tidewall Shieldline

NoNAME  M WS BS S T W A Ld Sv Base
75
Tidewall Shieldline (base: Use model)
1
75
Tidewall Shieldline
6" - - - 6 10 - - 4+ Use model
75
Tidewall Defence Platform (base: Use model)
0‑1
75
Tidewall Defence Platform
6" - - - 7 10 - - 4+ Use model
A Tidewall Shieldline is a single model. It can also include a Tidewall Defence Platform (Power Rating +4 per model).
ABILITIES
ABILITIES
Fortification: Tidewall Shieldlines and Tidewall Defences Platform cannot move independently (see below), nor can they fight in the Fight phase. Enemy models automatically hit these model in the Fight phase – do not make hit rolls. However, friendly units can still target enemy units that are within Engagement Range of these models.
Tidewall Network: When a Tidewall Shieldline that includes a Tidewall Defence Platform is set up on the battlefield, both models are placed within 1" of each other. From that point onwards, both are treated as separate units.
Mobile Defence Platform: If a friendly T’AU EMPIRE INFANTRY unit is embarked on a Tidewall Shieldline or a Tidewall Defence Platform at the beginning of your Movement phase, you may move it in the Movement phase. Neither a Tidewall Shieldline or a Tidewall Defence Platform can Advance or charge.
Open-topped: Models embarked on a Tidewall Shieldine or Defence Platform can attack in their Shooting phase. Measure the range and draw line of sight from any point on the model they are embarked on. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the same turn. While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, except with Pistols.
Tidewall Field: A Tidewall Shieldline can reflect shots back at the enemy. For each unmodified save roll of 6 you make in the Shooting phase for a Tidewall Shieldline, the attacking unit suffers one mortal wound after they have finished shooting.
Explodes: If a Tidewall Defence Platform is reduced to 0 wounds, roll a dice before removing the model from the battlefield and before any embarked models disembark; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
TRANSPORT
TRANSPORT
A Tidewall Shieldline and Tidewall Defence Platform can each transport any number of T’AU EMPIRE INFANTRY CHARACTERS and one other T’AU EMPIRE INFANTRY unit, but each can transport no more than 10 models in total.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS: BUILDING, VEHICLE, TRANSPORT, TIDEWALL SHIELDLINE

Datasheet-related Stratagems

1CP

MODULATED WEAPONRY

T’au Empire Stratagem

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

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

AUTOMATED REPAIR SYSTEM

T’au Empire Stratagem

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

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

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

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.
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.
Embark
If a unit makes a Normal Move, an Advance or it Falls Back, and every model in that unit ends that move within 3" of a friendly TRANSPORT model they can embark within it. A unit cannot embark within a TRANSPORT model that is within Engagement Range of enemy models, and it cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within the model.

Units cannot normally do anything or be affected in any way while they are embarked. Unless specifically stated, other units’ abilities have no effect on units while they are embarked, and Stratagems cannot be used to affect units while they are embarked. For all rules purposes, units that are embarked within a TRANSPORT model that has made a Normal Move, Advanced, Fallen Back or Remained Stationary also count as having made the same kind of move that turn.

  • Units can embark in a friendly TRANSPORT if every model ends a Normal Move, an Advance or a Fall Back within 3" of it.
  • A unit cannot embark within a TRANSPORT that is within Engagement Range of any enemy models.
  • A unit cannot embark and disembark in the same phase.
  • Units cannot do anything, or be affected in any way, while they are embarked within a TRANSPORT.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
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.
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.
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.
Disembark
If a unit starts its Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase so long as the model itself has not yet made a Normal Move, an Advance or has Fallen Back that phase.

When a unit disembarks, set it up on the battlefield so that it is wholly within 3" of the TRANSPORT model and not within Engagement Range of any enemy models.

Units that disembark can then act normally (move, shoot, charge, fight, etc.) in the remainder of the turn, but its models count as having moved that turn, even if they are not moved further (i.e. they never count as having Remained Stationary).

  • Units that start their Movement phase embarked in a TRANSPORT can disembark this phase.
  • A unit must disembark before their TRANSPORT moves.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models.
  • Units that have disembarked count as having moved this turn.

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

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

Dedicated Transport
Lords of War

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

Lords of War

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

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

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

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