T’au Empire – XV8 Crisis Bodyguards
This datasheet does not meet the selection criteria (see Settings tab).
9

XV8 Crisis Bodyguards

NoNAME  M WS BS S T W A Ld Sv Base
30
Crisis Bodyguard (base: 50mm)
3‑9
30
Crisis Bodyguard
8" 5+ 4+ 5 5 3 3 8 3+ 50mm
This unit contains 3 Crisis Bodyguards. It can include up to 3 additional Crisis Bodyguards (Power Rating +9) or up to 6 additional Crisis Bodyguards (Power Rating +18). Each model is equipped with a burst cannon, and may be accompanied by up to 2 Tactical Drones (Power Rating +1 per two models).
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+8
Burst cannon
+8
Burst cannon
18"
Assault 4
5
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model may replace their burst cannon with up to three items from the Ranged Weapons and/or Support Systems list.
 • For every three models in the unit, one model may take an XV8-02 Crisis Iridium Battlesuit.
ABILITIES
ABILITIES
For the Greater Good
Bonding Knife Ritual: If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.
Sworn Protectors: Roll a D6 each time a friendly <SEPT> CHARACTER loses a wound whilst they are within 3" of this unit. On a 2+, a model from this unit can intercept that hit – the CHARACTER does not lose a wound but this unit suffers a mortal wound.
Manta Strike: During deployment, you can set up this unit and any accompanying Drones in a Manta hold instead of placing them on the battlefield. At the end of any of your Movement phases they can use a Manta strike to enter the fray – set them up anywhere on the battlefield that is more than 9" from any enemy models.
XV8-02 Crisis Iridium battlesuit:
+10
A model equipped with an XV8-02 Crisis Iridium battlesuit increases its Save characteristic to 2+.
FACTION KEYWORDS: T’AU EMPIRE, <SEPT>
KEYWORDS: BATTLESUIT, JET PACK, FLY, XV8 CRISIS BODYGUARDS

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.
2CP

COORDINATED ENGAGEMENT

T’au Empire 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. Select one XV8 CRISIS BATTLESUITS or XV8 CRISIS BODYGUARDS unit from your army, and select one enemy unit. Until the end of that phase, when resolving an attack made by a model in that XV8 CRISIS BATTLESUITS or XV8 CRISIS BODYGUARDS unit against that enemy unit, treat that enemy unit as having 5 markerlight counters.
1/2CP

VETERAN CADRE

Farsight Enclaves Stratagem

Many of Farsight’s followers have fought in countless battles against myriad foes.

Use this Stratagem before the battle. Select one XV8 CRISIS BATTLESUITS or XV8 CRISIS BODYGUARDS unit from your army that contains 3 models for 1 Command Point or one XV8 CRISIS BATTLESUITS or XV8 CRISIS BODYGUARDS unit from your army that contains 4 or more models for 2 Command Points. Models in that unit (excluding DRONES) have a Weapon Skill characteristic of 4+ and a Ballistic Skill characteristic of 3+. You can only use this Stratagem once per battle.
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.
2CP

DEFENCE IN NUMBERS

Farsight Enclaves Stratagem

Farsight ensures that damaged battlesuits are rotated out of combat to preserve his warriors’ lives.

Use this Stratagem in the Fight phase or your opponent’s Shooting phase, when an XV8 CRISIS BATTLESUITS or XV8 CRISIS BODYGUARDS unit from your army is chosen as the target for an attack. Until the end of that phase, when a model in that unit would lose a wound, roll one D6; on a 5+ that wound is not lost.
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.
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

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.
2CP

DROP ZONE CLEAR

Farsight Enclaves Stratagem

O’Shovah’s warriors have mastered the art of the drop-zone assault. There are few more imposing sights than a cadre of battlesuits raining from low orbit, jump-jets blazing and cannons spitting death at the helpless foe.

Use this Stratagem at the start of your Shooting phase. Choose a FARSIGHT ENCLAVES BATTLESUIT unit from your army that was set up on the battlefield using its Manta Strike ability this turn. Add 1 to hit rolls for that unit this phase.

Optional Wargear

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Ranged Weapons). When this is the case, the unit may take any item from the appropriate list below.

RANGED WEAPONS

 • Airbursting fragmentation projector

 • Burst cannon

 • Cyclic ion blaster1

 • Flamer

 • Fusion blaster

 • Missile pod

 • Plasma rifle

SUPPORT SYSTEMS

 • Advanced targeting system

 • Counterfire defence system

 • Drone controller

 • Early warning override

 • Multi-tracker

 • Shield generator

 • Target lock

 • Velocity tracker


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+8
Airbursting fragmentation projector
+8
Airbursting fragmentation projector
18"
Assault D6
4
0
1
Blast. This weapon can be fired at units that are not visible to the bearer.
Blast. This weapon can be fired at units that are not visible to the bearer.
+8
Burst cannon
+8
Burst cannon
18"
Assault 4
5
0
1
-
+18
Cyclic ion blaster
When attacking with this weapon, choose one of the profiles below.
+18
Cyclic ion blaster
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
18"
Assault 3
7
-1
1
-
 - Overcharge
 - Overcharge
18"
Assault 3
8
-1
D3
If you roll one or more unmodified hit rolls of 1, the bearer’s unit suffers a mortal wound after all of this weapon’s shots have been resolved.
If you roll one or more unmodified hit rolls of 1, the bearer’s unit suffers a mortal wound after all of this weapon’s shots have been resolved.
+5
Flamer
+5
Flamer
12"
Assault D6
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.
+15
Fusion blaster
+15
Fusion blaster
18"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
+15
Missile pod
+15
Missile pod
36"
Assault 2
7
-1
D3
-
+8
Plasma rifle
+8
Plasma rifle
24"
Rapid Fire 1
6
-3
1
-

Other Wargear

OTHER WARGEAR
ABILITIES 
+5
Advanced targeting system
A model equipped with an advanced targeting system increases the AP characteristic of all of its weapons by 1 (e.g. an AP of 0 becomes -1, an AP of -1 becomes -2).
+5
Advanced targeting system
A model equipped with an advanced targeting system increases the AP characteristic of all of its weapons by 1 (e.g. an AP of 0 becomes -1, an AP of -1 becomes -2).
+10
Counterfire defence system
A model equipped with a counterfire defence system re-rolls failed hit rolls when firing Overwatch.
+10
Counterfire defence system
A model equipped with a counterfire defence system re-rolls failed hit rolls when firing Overwatch.
+5
Drone controller
<SEPT> DRONE units within 6" of any friendly models equipped with a drone controller add one to their hit rolls.
+5
Drone controller
<SEPT> DRONE units within 6" of any friendly models equipped with a drone controller add one to their hit rolls.
+5
Early warning override
If any enemy units are set up within 12" of a model from your army equipped with an early warning override as the result of an ability that allows them to arrive mid-battle (i.e. teleporting to the battlefield), then at the end of that phase the model may immediately shoot at one of those units as if it were your Shooting phase, but you must subtract 1 from hit rolls when resolving these shots.
+5
Early warning override
If any enemy units are set up within 12" of a model from your army equipped with an early warning override as the result of an ability that allows them to arrive mid-battle (i.e. teleporting to the battlefield), then at the end of that phase the model may immediately shoot at one of those units as if it were your Shooting phase, but you must subtract 1 from hit rolls when resolving these shots.
+5
Multi-tracker
Re-roll hit rolls of 1 in the Shooting phase for a model equipped with a multi-tracker if it fires all of its weapons at the same target and that target contains 5 or more models.
+5
Multi-tracker
Re-roll hit rolls of 1 in the Shooting phase for a model equipped with a multi-tracker if it fires all of its weapons at the same target and that target contains 5 or more models.
+5
Shield generator
A model with a shield generator has a 4+ invulnerable save. You cannot take this support system on a Riptide battlesuit.
+5
Shield generator
A model with a shield generator has a 4+ invulnerable save. You cannot take this support system on a Riptide battlesuit.
+5
Target lock
A model with a target lock does not suffer the penalty to their hit rolls for Advancing and firing Assault weapons. This model can also Advance and fire Heavy or Rapid Fire weapons, but you must subtract 1 from its hit rolls when it does so.
+5
Target lock
A model with a target lock does not suffer the penalty to their hit rolls for Advancing and firing Assault weapons. This model can also Advance and fire Heavy or Rapid Fire weapons, but you must subtract 1 from its hit rolls when it does so.
+5
Velocity tracker
Add 1 to hit rolls for a model with a velocity tracker when it shoots at a unit that can FLY.
+5
Velocity tracker
Add 1 to hit rolls for a model with a velocity tracker when it shoots at a unit that can FLY.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
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.
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.
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.

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.
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.
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.
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.
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).
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.
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.
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.
Markerlights

A projected holo-beam illuminates the target, rendering it vulnerable to pinpoint fusillades from supporting units.

If a model (other than a VEHICLE) fires a markerlight, it cannot fire any other weapons in that phase. When a unit is hit by a markerlight, place a counter next to it for the remainder of the phase. The table below describes the benefits T’AU EMPIRE models receive when shooting at a unit that has markerlight counters. All benefits are cumulative.

MARKERLIGHT TABLE
MARKERLIGHTSBENEFIT
1You can re-roll hit rolls of 1 for T’AU EMPIRE models attacking this unit.
2Destroyer and seeker missiles fired at this unit use the firing model’s Ballistic Skill (and any modifiers) rather than only hitting on a 6.
3The target unit does not gain any bonus to its saving throws for being in cover.
4T’AU EMPIRE models attacking this unit do not suffer the penalty for moving and firing Heavy weapons or Advancing and firing Assault weapons.
5 or moreAdd 1 to hit rolls for T’AU EMPIRE models attacking this unit.
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
Ranged Weapons
 • Airbursting fragmentation projector
+8
 • Burst cannon
+8
 • Cyclic ion blaster1
+18
 • Flamer
+5
 • Fusion blaster
+15
 • Missile pod
+15
 • Plasma rifle
+8

Airbursting fragmentation projector used in the following datasheets:


– may take Airbursting fragmentation projector 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.
Flying
If a unit’s datasheet has the FLY keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • FLY models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • FLY models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.
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.
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.
Support Systems
 • Advanced targeting system
+5
 • Counterfire defence system
+10
 • Drone controller
+5
 • Early warning override
+5
 • Multi-tracker
+5
 • Shield generator
+5
 • Target lock
+5
 • Velocity tracker
+5

The XV8 CRISIS BATTLESUITS keyword is used in the following T’au Empire datasheets:

The XV8 CRISIS BODYGUARDS keyword is used in the following T’au Empire datasheets:

© Vyacheslav Maltsev 2013-2021