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Yo Farsight 2k

The document outlines a 2000-point army roster for the T'au Empire in a tabletop game, featuring Commander Farsight as the warlord and various units including Breacher Teams, Stealth Battlesuits, and Crisis Battlesuits. It details the configuration, rules, and abilities of each unit, emphasizing the 'For The Greater Good' mechanic that enhances teamwork in shooting phases. Additionally, it includes specific rules such as 'Killing Blow', 'Deep Strike', and 'Independent Power' that govern gameplay interactions and unit capabilities.

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0% found this document useful (0 votes)
6 views10 pages

Yo Farsight 2k

The document outlines a 2000-point army roster for the T'au Empire in a tabletop game, featuring Commander Farsight as the warlord and various units including Breacher Teams, Stealth Battlesuits, and Crisis Battlesuits. It details the configuration, rules, and abilities of each unit, emphasizing the 'For The Greater Good' mechanic that enhances teamwork in shooting phases. Additionally, it includes specific rules such as 'Killing Blow', 'Deep Strike', and 'Independent Power' that govern gameplay interactions and unit capabilities.

Uploaded by

e.straughan32
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Xenos - T'au Empire - Yo Farsight 2k - (2000 pts)

Army Roster (Xenos - T'au Empire) (2000 pts)


Rules: For The Greater Good

Configuration
Battle Size Strike Force (2000 Point limit)

Detachment Mont'ka

Rules: Killing Blow, Assault, Lethal Hits

Show/Hide Options

Epic Hero (95 pts)


Commander Farsight (1) Warlord
(95 pts)
Rules: Independent Power, Deep Strike, For The Greater Good, Leader
Abilities: Way of the Short Blade, Puretide's Teachings, Invulnerable Save (4+)[1]
Unit: Commander Farsight
Melee Weapons: Dawn Blade - strike, Dawn Blade - sweep
Ranged Weapons: High-intensity plasma rifle
Abilities: Leader[1]

Character (350 pts)


Cadre Fireblade (1) 2x Shield Drone
(50 pts)
Rules: For The Greater Good, Leader, Rapid Fire
Unit: Cadre Fireblade (2x Shield Drones) (x2) (x2)
Abilities: Volley Fire, Crack Shot, Shield Drone
Melee Weapons: Close combat weapon (x2) (x2)
Ranged Weapons: Fireblade pulse rifle (x2) (x2)
Abilities: Leader[2]

Cadre Fireblade (1) 2x Shield Drone, Coordinated Exploitation


(70 pts)
Rules: For The Greater Good, Leader, Sustained Hits, Rapid Fire
Unit: Cadre Fireblade (2x Shield Drones) (x2) (x2)
Abilities: Volley Fire, Crack Shot, Coordinated Exploitation, Shield Drone
Melee Weapons: Close combat weapon (x2) (x2)
Ranged Weapons: Fireblade pulse rifle (x2) (x2)
Abilities: Leader[2]

Commander in Coldstar Battlesuit (1) 2x Shield Drone, High-output burst cannon, 3x Burst cannon, Strike Swiftly
(120 pts)
Rules: Deep Strike, For The Greater Good, Leader, Assault, Scouts
Unit: Commander in Coldstar Battlesuit (2x Shield Drones) (x2) (x2)
Abilities: Strike Swiftly, Shield Drone
Ranged Weapons: Burst cannon (x3) (x3), High-output burst cannon
Melee Weapons: Battlesuit fists (x2) (x2)
Abilities: Leader[1]
Abilities: Coldstar Commander

Commander in Coldstar Battlesuit (1) 2x Shield Drone, 4x Plasma rifle, Strategic Conqueror
(110 pts)
Rules: Deep Strike, For The Greater Good, Leader, Assault
Unit: Commander in Coldstar Battlesuit (2x Shield Drones) (x2) (x2)
Abilities: Strategic Conqueror, Shield Drone
Ranged Weapons: Plasma rifle (x4)[1] (x4)
Melee Weapons: Battlesuit fists (x2) (x2)
Abilities: Leader[1]
Abilities: Coldstar Commander

Battleline (275 pts)


Breacher Team (10) • 9x Breacher Fire Warriors
(100 pts) • Breacher Fire Warrior Shas'ui

Rules: For The Greater Good, Assault, Pistol, Indirect Fire, Twin-linked
Abilities: Breach and Clear, DS8 Support Turret
Unit: Breacher Fire Warrior Shas'ui (x2) (x2), Breacher Fire Warrior (x18) (x18)
Melee Weapons: Close combat weapon (x6) (x12)
Ranged Weapons: Pulse blaster (x4) (x8), Pulse pistol (x6) (x12), Support turret (x3) (x3)
Breacher Team (10) • 9x Breacher Fire Warriors
(100 pts) • Breacher Fire Warrior Shas'ui

Rules: For The Greater Good, Assault, Pistol, Indirect Fire, Twin-linked
Abilities: Breach and Clear, DS8 Support Turret
Unit: Breacher Fire Warrior Shas'ui (x2) (x2), Breacher Fire Warrior (x18) (x18)
Melee Weapons: Close combat weapon (x6) (x12)
Ranged Weapons: Pulse blaster (x4) (x8), Pulse pistol (x6) (x12), Support turret (x3) (x3)

Strike Team (10) • 9x Fire Warrior w/ pulse rifle


(75 pts) • Fire Warrior Shas'ui

Rules: For The Greater Good, Pistol, Rapid Fire, Indirect Fire, Twin-linked
Abilities: Suppression Volley, DS8 Support Turret
Unit: Fire Warrior Shas'ui, Strike Team (x9) (x9)
Melee Weapons: Close combat weapon (x6) (x12)
Ranged Weapons: Pulse pistol (x6) (x12), Pulse rifle (x2) (x4), Support turret (x3) (x3)

Infantry (245 pts)


Stealth Battlesuits (3) • 2x Stealth Shas'ui w/ burst cannon
(60 pts) • Stealth Shas'vre: 2x Gun Drone, Fusion blaster, Battlesuit support system

Rules: Infiltrators, Stealth, For The Greater Good, Melta, Twin-linked, Assault
Abilities: Forward Observers, Battlesuit Support System[1], Homing Beacon
Unit: Stealth Shas'vre (x3) (x3), Stealth Shas'ui (x6) (x6)
Melee Weapons: Battlesuit fists (x6)[1] (x12)
Ranged Weapons: Fusion blaster (x7) (x7), Twin pulse carbine (x9) (x9), Burst cannon (x7) (x7)

Stealth Battlesuits (3) • 2x Stealth Shas'ui w/ burst cannon


(60 pts) • Stealth Shas'vre: 2x Gun Drone, Fusion blaster, Battlesuit support system

Rules: Infiltrators, Stealth, For The Greater Good, Melta, Twin-linked, Assault
Abilities: Forward Observers, Battlesuit Support System[1], Homing Beacon
Unit: Stealth Shas'vre (x3) (x3), Stealth Shas'ui (x6) (x6)
Melee Weapons: Battlesuit fists (x6)[1] (x12)
Ranged Weapons: Fusion blaster (x7) (x7), Twin pulse carbine (x9) (x9), Burst cannon (x7) (x7)

Stealth Battlesuits (3) • 2x Stealth Shas'ui w/ burst cannon


(60 pts) • Stealth Shas'vre: 2x Gun Drone, Fusion blaster, Battlesuit support system

Rules: Infiltrators, Stealth, For The Greater Good, Melta, Twin-linked, Assault
Abilities: Forward Observers, Battlesuit Support System[1], Homing Beacon
Unit: Stealth Shas'vre (x3) (x3), Stealth Shas'ui (x6) (x6)
Melee Weapons: Battlesuit fists (x6)[1] (x12)
Ranged Weapons: Fusion blaster (x7) (x7), Twin pulse carbine (x9) (x9), Burst cannon (x7) (x7)

Vespid Stingwings (5) • 4x Vespid Stingwings w/ Neutron Blaster


(65 pts) • Vespid Strain Leader

Rules: Deep Strike, Assault


Unit: Vespid Stingwings
Abilities: Airborne Agility
Ranged Weapons: Neutron blaster (x2) (x4)
Melee Weapons: Stingwing claws (x2) (x4)

Vehicle (865 pts)


Crisis Fireknife Battlesuits (3) • 2x Crisis Fireknife Shas’ui: Shield Drone, Gun Drone, 2x Plasma rifle
(130 pts) • Crisis Fireknife Shas’vre: Shield Drone, Gun Drone, 2x Plasma rifle

Rules: Deep Strike, For The Greater Good, Twin-linked, Assault


Abilities: Fireknife, Weapon Support System, Shield Drone
Unit: Crisis Fireknife Shas’vre (Shield Drone), Crisis Fireknife Shas’ui (Shield Drone) (x2) (x2)
Ranged Weapons: Plasma rifle (x4)[2] (x8), Twin pulse carbine (x9) (x18)
Melee Weapons: Battlesuit fists (x6)[2] (x12)

Crisis Starscythe Battlesuits (3) • 2x Crisis Starscythe Shas’ui: Shield Drone, Gun Drone, 2x Burst cannon
(110 pts) • Crisis Starscythe Shas’vre: Shield Drone, Gun Drone, 2x Burst cannon

Rules: Deep Strike, For The Greater Good, Twin-linked, Assault


Abilities: Starscythe, Battlesuit Support System[2], Shield Drone
Unit: Crisis Starscythe Shas’vre (Shield Drone), Crisis Starscythe Shas’ui (Shield Drone) (x2) (x2)
Ranged Weapons: Burst cannon (x7) (x14), Twin pulse carbine (x9) (x18)
Melee Weapons: Battlesuit fists (x6)[2] (x12)
Crisis Sunforge Battlesuits (3) • 2x Crisis Sunforge Shas’ui: Shield Drone, Gun Drone
(150 pts) • Crisis Sunforge Shas’vre: Shield Drone, Gun Drone

Rules: Deep Strike, For The Greater Good, Melta, Twin-linked, Assault
Abilities: Sunforge, Invulnerable Save (4+)[2], Shield Drone
Unit: Crisis Sunforge Shas’vre (Shield Drone), Crisis Sunforge Shas’ui (Shield Drone) (x2) (x2)
Ranged Weapons: Fusion blaster (x7) (x14), Twin pulse carbine (x9) (x18)
Melee Weapons: Battlesuit fists (x6)[2] (x12)

Hammerhead Gunship (1) 2 Accelerator burst cannons, 2x Seeker missile, Railgun


(145 pts)
Rules: Deadly Demise D3, For The Greater Good, Heavy, Devastating Wounds, One Shot
Unit: Hammerhead Gunship
Abilities: Armour Hunter, Damaged: 1-5 Wounds Remaining, Targeting Array
Melee Weapons: Armoured hull (x4) (x4)
Ranged Weapons: Railgun, Seeker missile (x6) (x6), Accelerator burst cannon (x6) (x6)

Riptide Battlesuit (1) Twin plasma rifle, 2x Missile Drone, Ion accelerator
(190 pts)
Rules: Deadly Demise D6, For The Greater Good, Devastating Wounds, Hazardous, Twin-linked
Unit: Riptide Battlesuit
Abilities: Damaged: 1-4 Wounds Remaining, Invulnerable Save (4+)[1], Battlesuit Support System[1], Weapon
Support System
Melee Weapons: Riptide fists
Ranged Weapons: Ion accelerator - standard, Ion accelerator - overcharge, Missile pod, Twin plasma rifle
Abilities: Nova Charge

Sky Ray Gunship (1) 2 Accelerator burst cannons


(140 pts)
Rules: Deadly Demise D3, For The Greater Good, Twin-linked
Unit: Sky Ray Gunship
Abilities: Velocity Tracker, Damaged: 1-5 Wounds Remaining, Targeting Array
Melee Weapons: Armoured hull (x4) (x4)
Ranged Weapons: Seeker missile rack, Accelerator burst cannon (x6) (x6)

Dedicated Transport (170 pts)


Devilfish (1) 2 Smart missile systems, 2x Seeker missile
(85 pts)
Rules: Deadly Demise D3, For The Greater Good, One Shot, Indirect Fire
Unit: Devilfish (x2) (x2)
Abilities: Rapid Deployment
Transport: Devilfish
Ranged Weapons: Accelerator burst cannon (x6) (x6), Seeker missile (x6) (x6), Smart missile system (x4) (x4)
Melee Weapons: Armoured hull (x4) (x4)

Devilfish (1) 2 Smart missile systems, 2x Seeker missile


(85 pts)
Rules: Deadly Demise D3, For The Greater Good, One Shot, Indirect Fire
Unit: Devilfish (x2) (x2)
Abilities: Rapid Deployment
Transport: Devilfish
Ranged Weapons: Accelerator burst cannon (x6) (x6), Seeker missile (x6) (x6), Smart missile system (x4) (x4)
Melee Weapons: Armoured hull (x4) (x4)
Rules:

For The Greater Good If your Army Faction is T’AU EMPIRE, then in your Shooting phase units from your army can work in pairs to help each other
target specific enemy units. When they do this, one unit is the Observer unit and the other is their Guided unit. The enemy
they are targeting is called their Spotted unit.

Each time you select this unit to shoot, if it is not an Observer unit, it can use this ability. If it does, select one other friendly unit
with this ability that is also eligible to shoot (excluding FORTIFICATION, Battle-shocked and Observer units). Until the end of
the phase, this unit is considered a Guided unit, and that friendly unit is considered an Observer unit. Then select one enemy
unit that is visible to both your units to be their Spotted unit.

Until the end of the phase:

- Each time a model in a Guided unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of
the attack by 1 and, if their Observer unit has the MARKERLIGHT keyword, the attack has the [IGNORES COVER] ability.
- Each time a model in a Guided unit makes an attack that does not target their Spotted unit, worsen the Ballistic Skill
characteristic of the attack by 1.

Killing Blow During the first, second and third battle rounds, ranged weapons equipped by T’au Empire models from your army have the
[ASSAULT] ability. During the first, second and third battle rounds, while a unit is a Guided unit (see For the Greater Good), its
ranged weapons have the [LETHAL HITS] ability.

Assault Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models
equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot,
you can only resolve attacks using Assault weapons its models are equipped with.

Lethal Hits Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a
weapon, a Critical Hit automatically wounds the target.

Independent Power If your army includes COMMANDER FARSIGHT, it cannot include any ETHEREAL units. If your army includes any
ETHEREAL units, it cannot include COMMANDER FARSIGHT.

Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of
setting it up on the battlefield. If you do, 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" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up
either using the rules for Strategic Reserves or using the Deep Strike ability.

Leader While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered
when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached
unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models
in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack successfully wounds an
Attached unit, that attack cannot be allocated to a Character model in that unit, even if that Character model has lost one or
more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit
has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character
models in that unit.

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit becomes
a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after
the attacking unit has resolved all of its attacks.

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another
CHARACTER unit attached, that Attached unit’s Bodyguard unit becomes a separate unit, with its original Starting Strength. If
this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up
that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered
when that unit is destroyed.

Rapid Fire Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit
within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Sustained Hits Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with
such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’

Scouts Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle
round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the
distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater
than x".

DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a
unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability
are embarked within that Dedicated Transport model), regardless of how that embarked unit gained this ability (e.g. listed in
their abilities, conferred by an Enhancement or by an attached Character, etc.).

A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players
have units that can do this, the player who is taking the first turn moves their units first.
Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is
eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy
units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy
units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units
are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols
or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons
before selecting targets.

Indirect Fire Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even
if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none
may have been visible to the attacking unit when you selected that target.

If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the
attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an
unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack. Weapons with the
[TORRENT] ability cannot be fired using the [INDIRECT FIRE] ability.

Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a
weapon, you can re-roll that attack’s Wound roll.

Infiltrators During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield
that is more than 9" horizontally away from the enemy deployment zone and all enemy models.

Stealth If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Melta Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets
a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Deadly Demise D3 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").

Heavy Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the
attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Devastating Wounds Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is
made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack
(including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking
unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of
mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

One Shot The bearer can only shoot with this weapon once per battle.

Deadly Demise D6 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").

Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight,
after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those
attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must
resolve the following sequence (resolve each failed test one at a time):

% If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous
weapons.
% Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous
weapons.
% Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to
the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any
mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Abilities

Way of the Short Blade

While this model is leading a unit, each time a model in that unit makes an attack that targets an enemy unit within 9", add 1 to the Wound roll.

Puretide's Teachings

Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use
of that Stratagem by 1CP.

Invulnerable Save (4+)[1]

This model has a 4+ invulnerable save.

Volley Fire

While this model is leading a unit, add 1 to the Attacks characteristic of ranged weapons equipped by models in that unit.

Crack Shot

Each time this model makes a ranged attack, on a Critical Wound, that attack has an Armour Penetration characteristic of -3.

Shield Drone

Add 1 to the bearer’s Wounds characteristic.

Coordinated Exploitation

T’AU EMPIRE model only (excluding KROOT SHAPER models). While this model is leading a unit, each time that unit is an Observer unit, until the end of the
phase, ranged weapons equipped by models in their Guided unit have the [SUSTAINED HITS 1] ability while targeting their Spotted unit.

Strike Swiftly

T’AU EMPIRE model only. At the start of the battle, before any moves are made using the Scouts ability, you can select up to two friendly T'AU EMPIRE units
within 6" of the bearer that do not have the Scouts ability. Until the end of the battle, all models in the selected units have the Scouts 6" ability.

Strategic Conqueror

T’AU EMPIRE model only. At the start of the first battle round, before the first turn begins, select one objective marker on the battlefield. While a friendly T'AU
EMPIRE model is within range of that objective marker and the bearer is on the battlefield, add 1 to that friendly model's Objective Control characteristic.

Breach and Clear

Each time a model in this unit makes a ranged attack that targets an enemy unit within range of an objective marker, you can re-roll the Wound roll.

DS8 Support Turret

In your Movement phase, if this unit Remains Stationary, until the start of your next turn, its Shas’ui model is equipped with the support turret weapon.

Designer’s Note: Place a Support Turret token next to this unit to remind you.

Suppression Volley

In your Shooting phase, after this unit has shot, select one enemy INFANTRY unit hit by one or more of those attacks. Until the start of your next turn, while
unit is on the battlefield, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll.

Forward Observers

Each time this unit is an Observer unit, until the end of the phase, each time a ranged attack is made by a model in their Guided unit that targets their Spotted
unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.

Battlesuit Support System[1]

The bearer’s unit is eligible to shoot in a turn in which it Fell Back, but when doing so only models equipped with this wargear can make ranged attacks.

Homing Beacon

Once per battle, you can use the Rapid Ingress Stratagem for 0CP. The target must be set up within 3" of the bearer’s unit and not within 9" of any enemy
units.
Designer’s Note: Place a Homing Beacon token next to this unit, removing it once this ability is used.

Airborne Agility

At the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it
into Strategic Reserves.

Fireknife
Each time a model in this unit makes a ranged attack, re-roll a Hit roll of 1. If that attack targets a unit that is at its Starting Strength, you can re-roll the Hit roll
instead.

Weapon Support System

Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll.

Starscythe

Each time a model in this unit makes a ranged attack (excluding attacks that target MONSTERS and VEHICLES), improve the Armour Penetration
characteristic of that attack by 1.

Battlesuit Support System[2]

The unit is eligible to shoot in a turn in which it Fell Back.

Sunforge

Each time a model in this unit makes a ranged attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll and you can re-roll the
Damage roll.

Invulnerable Save (4+)[2]

This unit has a 4+ Invulnerable Save

Armour Hunter

Each time this model makes an attack that targets a MONSTER or VEHICLE, add 1 to the Hit roll.

Damaged: 1-5 Wounds Remaining

While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Targeting Array

Each time this model is selected to shoot, you can re-roll one Hit roll or you can re-roll one Wound roll when resolving those attacks.

Damaged: 1-4 Wounds Remaining

While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Velocity Tracker

Each time this model makes an attack with a ranged weapon that targets a unit that can FLY, you can re-roll the Hit roll.

Rapid Deployment

Units can disembark from this TRANSPORT after it has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a
charge in the same turn, but can otherwise act normally in the remainder of the turn.
Unit M T SV W LD OC

Commander Farsight 10" 5 2+ 8 6+ 2

Cadre Fireblade (2x Shield Drones) (x2) (x2) 6" 3 4+ 5 7+ 1

Commander in Coldstar Battlesuit (2x Shield Drones) (x2) (x2) 12" 5 3+ 8 7+ 2

Breacher Fire Warrior Shas'ui (x2) (x2) 6" 3 4+ 1 7+ 2

Breacher Fire Warrior (x18) (x18) 6" 3 4+ 1 7+ 2

Fire Warrior Shas'ui 6" 3 4+ 1 7+ 2

Strike Team (x9) (x9) 6" 3 4+ 1 7+ 2

Stealth Shas'vre (x3) (x3) 8" 4 3+ 2 7+ 1

Stealth Shas'ui (x6) (x6) 8" 4 3+ 2 7+ 1

Vespid Stingwings 12" 4 4+ 1 7+ 1

Crisis Fireknife Shas’vre (Shield Drone) 10" 5 3+ 5 7+ 2

Crisis Fireknife Shas’ui (Shield Drone) (x2) (x2) 10" 5 3+ 5 7+ 2

Crisis Starscythe Shas’vre (Shield Drone) 10" 5 3+ 5 7+ 2

Crisis Starscythe Shas’ui (Shield Drone) (x2) (x2) 10" 5 3+ 5 7+ 2

Crisis Sunforge Shas’vre (Shield Drone) 10" 5 3+ 5 7+ 2

Crisis Sunforge Shas’ui (Shield Drone) (x2) (x2) 10" 5 3+ 5 7+ 2

Hammerhead Gunship 10" 10 3+ 14 7+ 3

Riptide Battlesuit 10" 9 2+ 14 7+ 4

Sky Ray Gunship 10" 10 3+ 14 7+ 3

Devilfish (x2) (x2) 12" 9 3+ 13 7+ 2

Melee Weapons Range A WS S AP D Keywords

Dawn Blade - strike Melee 4 2+ 10 -2 3 -

Dawn Blade - sweep Melee 8 2+ 6 -1 1 -

Close combat weapon (x2) (x2) Melee 3 4+ 3 0 1 -

Battlesuit fists (x2) (x2) Melee 3 4+ 5 0 1 -

Close combat weapon (x6) (x6) Melee 1 5+ 3 0 1 -

Battlesuit fists (x6)[1] (x6) Melee 2 5+ 4 0 1 -

Stingwing claws (x2) (x2) Melee 1 4+ 4 -1 1 -

Battlesuit fists (x6)[2] (x6) Melee 3 5+ 5 0 1 -

Armoured hull (x4) (x4) Melee 3 5+ 6 0 1 -

Riptide fists Melee 6 5+ 6 0 2 -


Ranged Weapons Range A BS S AP D Keywords

High-intensity plasma rifle 24" 2 2+ 8 -3 3 -

Fireblade pulse rifle (x2) (x2) 30" 1 3+ 5 0 2 Rapid Fire 1

Burst cannon (x3) (x3) 18" 4 3+ 5 0 1 -

High-output burst cannon 18" 8 3+ 5 0 1 -

Plasma rifle (x4)[1] (x4) 18" 1 3+ 8 -3 3 -

Pulse blaster (x4) (x4) 10" 2 3+ 6 -1 1 Assault

Pulse pistol (x6) (x6) 12" 1 4+ 5 0 1 Pistol

Support turret (x3) (x3) 30" 2 5+ 5 0 1 Indirect Fire, Twin-linked

Pulse rifle (x2) (x2) 30" 1 4+ 5 0 1 Rapid Fire 1

Fusion blaster (x7) (x7) 12" 1 4+ 9 -4 D6 Melta 2

Twin pulse carbine (x9) (x9) 20" 2 5+ 5 0 1 Assault, Twin-linked

Burst cannon (x7) (x7) 18" 4 4+ 5 0 1 -

Neutron blaster (x2) (x2) 18" 2 4+ 5 -2 2 Assault

Plasma rifle (x4)[2] (x4) 18" 1 4+ 8 -3 3 -

Railgun 72" 1 4+ 20 -5 D6+6 Heavy, Devastating Wounds

Seeker missile (x6) (x6) 48" 1 4+ 14 -3 D6+1 One Shot

Accelerator burst cannon (x6) (x6) 18" 4 4+ 6 -1 1 -

Ion accelerator - standard 72" 6 4+ 7 -2 3 -

Ion accelerator - overcharge 72" 6 4+ 8 -3 4 Hazardous

Missile pod 30" 2 5+ 7 -1 2 -

Twin plasma rifle 18" 1 4+ 8 -3 3 Twin-linked

Seeker missile rack 48" 3 4+ 14 -3 D6+1 Twin-linked

Smart missile system (x4) (x4) 30" 3 4+ 5 0 1 Indirect Fire

Transport

Devilfish

This model has a transport capacity of 12 T’AU EMPIRE INFANTRY models. It cannot transport BATTLESUIT, KROOT or VESPID STINGWINGS models.

Abilities

Leader[1]

This model can be attached to the following units:


- CRISIS SUNFORGE BATTLESUITS
- CRISIS FIREKNIFE BATTLESUITS
- CRISIS STARSCYTHE BATTLESUITS

Leader[2]

This model can be attached to the following units:


- BREACHER TEAM
- STRIKE TEAM
Abilities

Coldstar Commander

While this model is leading a unit, models in that unit have a Move characteristic of 12" and ranged weapons equipped by models in that unit have the
[ASSAULT] ability.

Abilities

Nova Charge

Once per battle, when this unit is selected to shoot in your Shooting phase, select one ranged weapon equipped by this model. Until the end of the phase, that
weapon has the [DEVASTATING WOUNDS] ability.

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