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The Eternal Maelstrom (1) - 1

The document outlines an army roster for the T'au Empire in a tabletop game, detailing various units, their configurations, and abilities within a 1450-point limit. It includes characters, battleline troops, infantry, vehicles, and their respective weapons and rules such as 'For The Greater Good' and 'Deep Strike.' Additionally, it provides an overview of the Crusade Force's order of battle and specific rules governing unit interactions and combat mechanics.
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0% found this document useful (0 votes)
27 views11 pages

The Eternal Maelstrom (1) - 1

The document outlines an army roster for the T'au Empire in a tabletop game, detailing various units, their configurations, and abilities within a 1450-point limit. It includes characters, battleline troops, infantry, vehicles, and their respective weapons and rules such as 'For The Greater Good' and 'Deep Strike.' Additionally, it provides an overview of the Crusade Force's order of battle and specific rules governing unit interactions and combat mechanics.
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

Xenos - T'au Empire - The Eternal Maelstrom

Army Roster (Xenos - T'au Empire) (1450 pts)


Rules: For The Greater Good

Configuration
Battle Size Strike Force (2000 Point limit)

Detachment Retaliation Cadre

Rules: Bonded Heroes

Character (210 pts)


Commander in Coldstar Battlesuit 2x Shield Drone, 2x Missile pod, High-output burst cannon, Cyclic ion blaster, Prototype Weapon System,
(Battle-ready) (1) Warlord
(110 pts)
Rules: Deep Strike, For The Greater Good, Leader, Assault, Sustained Hits, Lethal Hits, Hazardous
Unit: Commander in Coldstar Battlesuit (2x Shield Drones)
Abilities: Prototype Weapon System, Shield Drone
Melee Weapons: Battlesuit fists (x2) (x2)
Ranged Weapons: Cyclic ion blaster - standard, Cyclic ion blaster - overcharge, High-output burst cannon,
Missile pod (x6) (x6)
Abilities: Leader
Abilities: Coldstar Commander

Commander in Enforcer Battlesuit 2x Shield Drone, 4x Missile pod, Starflare Ignition System
(Battle-ready) (1)
(100 pts) Rules: Deep Strike, For The Greater Good, Leader
Abilities: Enforcer Commander, Starflare Ignition System, Shield Drone
Unit: Commander in Enforcer Battlesuit (2x Shield Drones)
Melee Weapons: Battlesuit fists (x2) (x2)
Ranged Weapons: Missile pod (x6) (x6)
Abilities: Leader

Battleline (150 pts)


Strike Team (Battle-ready) (10) • 9x Fire Warrior w/ pulse rifle
(75 pts) • Fire Warrior Shas'ui: Marker Drone, Guardian Drone

Rules: For The Greater Good, Pistol, Rapid Fire, Indirect Fire, Twin-linked
Abilities: Suppression Volley, DS8 Support Turret, Guardian Drone, Marker Drone
Unit: Fire Warrior Shas'ui (x2) (x2), Strike Team (x18) (x18)
Melee Weapons: Close combat weapon (x4) (x8)
Ranged Weapons: Pulse pistol (x4) (x8), Pulse rifle (x4) (x8), Support turret (x2) (x2)

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


(75 pts) • Fire Warrior Shas'ui: Marker Drone, Guardian Drone

Rules: For The Greater Good, Pistol, Rapid Fire, Indirect Fire, Twin-linked
Abilities: Suppression Volley, DS8 Support Turret, Guardian Drone, Marker Drone
Unit: Fire Warrior Shas'ui (x2) (x2), Strike Team (x18) (x18)
Melee Weapons: Close combat weapon (x4) (x8)
Ranged Weapons: Pulse pistol (x4) (x8), Pulse rifle (x4) (x8), Support turret (x2) (x2)

Infantry (185 pts)


Kroot Carnivores (Battle-ready) (10) • Kroot Carnivore w/ tanglebomb launcher
(65 pts) • 8x Kroot Carnivores
• Long-quill: Kroot carbine

Rules: Scouts 7", Stealth, Pistol, Blast, Rapid Fire


Unit: Kroot Carnivores
Abilities: Fieldcraft, Bodyguard
Melee Weapons: Close combat weapon (x3) (x9)
Ranged Weapons: Kroot pistol, Kroot carbine, Tanglebomb launcher, Kroot rifle

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


(60 pts) • Stealth Shas'vre: Shield Drone, Marker Drone, Fusion blaster, Battlesuit support system

Rules: Infiltrators, Stealth, For The Greater Good, Melta


Abilities: Forward Observers, Battlesuit Support System, Homing Beacon, Marker Drone, Shield Drone
Unit: Stealth Shas'vre (Shield Drone) (x2) (x2), Stealth Shas'ui (x4) (x4)
Melee Weapons: Battlesuit fists (x4)[1] (x8)
Ranged Weapons: Fusion blaster (x2) (x2), Burst cannon (x6) (x6)
Stealth Battlesuits (Battle-ready) (3) • 2x Stealth Shas'ui w/ burst cannon
(60 pts) • Stealth Shas'vre: Shield Drone, Marker Drone, Fusion blaster, Battlesuit support system

Rules: Infiltrators, Stealth, For The Greater Good, Melta


Abilities: Forward Observers, Battlesuit Support System, Homing Beacon, Marker Drone, Shield Drone
Unit: Stealth Shas'vre (Shield Drone) (x2) (x2), Stealth Shas'ui (x4) (x4)
Melee Weapons: Battlesuit fists (x4)[1] (x8)
Ranged Weapons: Fusion blaster (x2) (x2), Burst cannon (x6) (x6)

Vehicle (820 pts)


Broadside Battlesuits (Battle-ready) (2) • Broadside Shas’ui: Weapon support system, Seeker missile, Heavy rail rifle, 2x Missile Drone
(180 pts) • Broadside Shas’vre: Weapon support system, Seeker missile, Heavy rail rifle, 2x Missile Drone

Rules: For The Greater Good, Feel No Pain, Heavy, Devastating Wounds, One Shot
Unit: Broadside Shas’vre, Broadside Shas’ui
Melee Weapons: Crushing bulk (x2) (x4)
Ranged Weapons: Missile pod (x2) (x4), Heavy rail rifle (x2) (x4), Seeker missile (x4) (x8)
Abilities: Weapon Support System
Abilities: Advanced Armour

Crisis Fireknife Battlesuits (Battle-ready) • 2x Crisis Fireknife Shas’ui: Shield Drone, Gun Drone, 2x Missile pod
(3) • Crisis Fireknife Shas’vre: Marker Drone, Gun Drone, 2x Missile pod
(130 pts)
Rules: Deep Strike, For The Greater Good, Twin-linked, Assault
Abilities: Fireknife, Weapon Support System, Marker Drone, Shield Drone
Unit: Crisis Fireknife Shas’vre, Crisis Fireknife Shas’ui (Shield Drone) (x2) (x2)
Melee Weapons: Battlesuit fists (x4)[2] (x8)
Ranged Weapons: Missile pod (x4) (x8), Twin pulse carbine (x4) (x8)

Crisis Starscythe Battlesuits • 2x Crisis Starscythe Shas’ui: Shield Drone, Gun Drone, 2x Burst cannon
(Battle-ready) (3) • Crisis Starscythe Shas’vre: Shield Drone, Gun Drone, 2x Burst cannon
(110 pts)
Rules: Deep Strike, For The Greater Good, Twin-linked, Assault
Abilities: Starscythe, Battlesuit Support System, Shield Drone
Unit: Crisis Starscythe Shas’vre (Shield Drone), Crisis Starscythe Shas’ui (Shield Drone) (x2) (x2)
Melee Weapons: Battlesuit fists (x4)[2] (x8)
Ranged Weapons: Burst cannon (x6) (x12), Twin pulse carbine (x4) (x8)

Stormsurge (Battle-ready) (1) Twin burst cannon, Pulse driver cannon


(400 pts)
Rules: Deadly Demise D6+2, For The Greater Good, Heavy, Blast, Indirect Fire, Twin-linked
Unit: Stormsurge
Abilities: Damaged: 1-5 Wounds Remaining, Heavy Walker, Support System, Titan-killer, Invulnerable Save
(4+)
Ranged Weapons: Cluster rocket system, Destroyer missiles, Twin smart missile system (x2) (x2), Pulse
Driver Cannon, Twin burst cannon
Melee Weapons: Thunderous footfalls

Dedicated Transport (85 pts)


Devilfish (Battle-ready) (1) Twin pulse carbine, Twin pulse carbine, 2 Smart missile systems, Smart missile system, Smart missile system,
(85 pts) Seeker missile, Seeker missile

Rules: Deadly Demise D3, For The Greater Good, One Shot, Indirect Fire
Unit: Devilfish
Abilities: Rapid Deployment
Transport: Devilfish
Ranged Weapons: Accelerator burst cannon, Seeker missile (x4) (x8), Smart missile system (x2) (x4)
Melee Weapons: Armoured hull

Crusade Force (Xenos - T'au Empire)


Rules: For The Greater Good

Order of Battle
Order of Battle Star System, Traders' Hub, 4x Military Power, 4x Diplomatic Power, Shrine World, 2x Military Power, 5x
(15 Military Power, 25 Diplomatic Power) Diplomatic Power, Political Centre, 3x Military Power, 8x Diplomatic Power, Core World, 2x Civilian World, 2x
Military Power, 3x Diplomatic Power, Agri World, 2x Military Power, 2x Diplomatic Power, 6, Corrupt and
Decadent, 1600x Supply Limit, 2x Requisition Points

Abilities: Corrupt and Decadent


Supply Line Effect: Rest and Recuperation, A Mingling of Cultures, Diplomatic Contacts, Collapse of Faith,
Trade Networks
Assimilation Abilities: Empty Bellies, Full Stomachs, Threat of Invasion, Recruitment Down, Belief in the
Cause, Sell-outs, Shaken Faith, Stir the Flames, Indirect Influence
Configuration
Show/Hide Options Unaligned Fortifications are visible, Unaligned Forces are visible
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.

Bonded Heroes Each time a T'AU EMPIRE BATTLESUIT model from your army makes a ranged attack that targets a unit within 12", improve
the Strength characteristic of that attack by 1. If that attack targets a unit within 6", improve the Armour Penetration
characteristic of that attack by 1 as well.

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.

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.

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’

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.

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.
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.

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’.

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.

Scouts 7" 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.

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.

Blast Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time
you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the
target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a
unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

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.

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’.

Feel No Pain Some models have 'Feel No Pain x+' listed in their abilities. Each time a model with this ability suffers damage and so would
lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number
denoted by 'x: that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one
of those abilities each time that model suffers damage and so would lose a wound.

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+2 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").

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").
Unit M T SV W LD OC

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

Commander in Enforcer Battlesuit (2x Shield Drones) 8" 5 2+ 8 7+ 2

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

Strike Team (x18) (x18) 6" 3 4+ 1 7+ 2

Kroot Carnivores 7" 3 6+ 1 7+ 2

Stealth Shas'vre (Shield Drone) (x2) (x2) 8" 4 3+ 3 7+ 1

Stealth Shas'ui (x4) (x4) 8" 4 3+ 2 7+ 1

Broadside Shas’vre 5" 6 2+ 8 7+ 2

Broadside Shas’ui 5" 6 2+ 8 7+ 2

Crisis Fireknife Shas’vre 10" 5 3+ 4 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

Stormsurge 8" 11 2+ 20 7+ 6

Devilfish 12" 9 3+ 13 7+ 2
Abilities

Prototype Weapon System

T’AU EMPIRE BATTLESUIT model only. Each time the bearer is select to shoot, select either the [LETHAL HITS] or [SUSTAINED HITS 1] ability. Unit those
attacks are resolved, ranged weapons equipped by the bearer have the select ability.

Shield Drone

Add 1 to the bearer’s Wounds characteristic.

Enforcer Commander

While this model is leading a unit, each time a ranged attack targets that unit, worsen the Armour Penetration characteristic of that attack by 1.

Starflare Ignition System

T’AU EMPIRE BATTLESUIT model only. At the end of your opponent's turn, if the bearer's unit is not within Engagement Range of one or more enemy units,
you can remove that unit from the battlefield and place it into Strategic Reserves.

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.

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.

Guardian Drone

Each time a model makes a ranged attack that targets the bearer’s unit, subtract 1 from the Wound roll.

Marker Drone

The bearer’s unit has the MARKERLIGHT keyword and can act as an Observer unit for another unit even if it Advanced this turn.

Fieldcraft

At the end of the your Command phase, if this unit within range of an objective marker you control, that objective marker remains under your control, even if
you have no models within range of it, until your opponent controls it at the start or end of any turn.

Bodyguard

If this unit has a Starting Strength of 20, you can attach up to two Leader units to it instead of one, provided those Leaders are not duplicates (e.g. you cannot
attack two WAR SHAPERS to this unit). If you do, and this unit is destroyed, the Leader units attached to it become separate units with their original Starting
Strengths.

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

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.

Weapon Support System

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

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.

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.
Damaged: 1-5 Wounds Remaining

While this model has 1-5 wounds remaining, subtract 3 from this models Objective Control characteristic, and each time this model makes an attack, subtract
1 from the Hit roll.

Heavy Walker

Each time this model makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or
less in height as if they were not there.

Support System

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

Titan-killer

Each time this model makes a ranged attack that targets a TITANIC or TOWERING unit, you can re-roll the Hit roll.

Invulnerable Save (4+)

This model has a 4+ invulnerable save.

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.

Corrupt and Decadent

Add 2 to the Diplomat Power of this star system’s Core World.

Melee Weapons Range A WS S AP D Keywords

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

Close combat weapon (x4) (x4) Melee 1 5+ 3 0 1 -

Close combat weapon (x3) (x3) Melee 2 3+ 4 0 1 -

Battlesuit fists (x4)[1] (x4) Melee 2 5+ 4 0 1 -

Crushing bulk (x2) (x2) Melee 3 5+ 6 0 1 -

Battlesuit fists (x4)[2] (x4) Melee 3 5+ 5 0 1 -

Thunderous footfalls Melee 3 5+ 8 -1 2 -

Armoured hull Melee 3 5+ 6 0 1 -


Ranged Weapons Range A BS S AP D Keywords

Cyclic ion blaster - standard 18" 3 3+ 7 -1 1 -

Cyclic ion blaster - overcharge 18" 3 3+ 8 -2 2 Hazardous

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

Missile pod (x6) (x6) 30" 2 3+ 7 1 2 -

Pulse pistol (x4) (x4) 12" 1 4+ 5 0 1 Pistol

Pulse rifle (x4) (x4) 30" 1 4+ 5 0 1 Rapid Fire 1

Support turret (x2) (x2) 30" 2 5+ 5 0 1 Indirect Fire, Twin-linked

Kroot pistol 12" 1 4+ 4 0 1 Pistol

Kroot carbine 18" 1 4+ 4 0 2 -

Tanglebomb launcher 24" D3 4+ 5 0 1 Blast

Kroot rifle 24" 1 4+ 4 0 1 Rapid Fire 1

Fusion blaster (x2) (x2) 12" 1 4+ 9 -4 D6 Melta 2

Burst cannon (x6) (x6) 18" 4 4+ 5 0 1 -

Missile pod (x2) (x2) 30" 2 5+ 7 -1 2 -

Heavy rail rifle (x2) (x2) 60" 2 4+ 12 -4 D6+1 Heavy, Devastating Wounds

Seeker missile (x4) (x4) 48" 1 4+ 14 -3 D6+1 One Shot

Missile pod (x4) (x4) 30" 2 4+ 7 -1 2 -

Twin pulse carbine (x4) (x4) 20" 2 5+ 5 0 1 Assault, Twin-linked

Cluster rocket system 48" 4D6 4+ 5 0 1 Blast, Heavy

Destroyer missiles 72" 1 4+ 16 -4 D6+2 Heavy

Twin smart missile system (x2) (x2) 30" 2 4+ 5 0 1 Heavy, Indirect Fire, Twin-Linked

Pulse Driver Cannon 72" D6+3 4+ 12 -3 3 Blast, Heavy

Twin burst cannon 18" 4 4+ 5 0 1 Heavy, Twin-linked

Accelerator burst cannon 18" 4 4+ 6 -1 1 -

Smart missile system (x2) (x2) 30" 2 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.
Supply Line Effect

Rest and Recuperation

Select up to two units from your Order of Battle; remove one Battle Scar from each of those units.

A Mingling of Cultures

Select up to three units from your Order of Battle with the Battle-ready or Blooded ranks. Each of those units gains 5XP.

Diplomatic Contacts

After you generate your Crusade forces next star system, subtract 1 from the Diplomat Power of all planets in that system (to a minimum of 1).

Collapse of Faith

While assimilating your Crusade force’s next star system, each time you perform a diplomatic takeover of a planet, your Crusade force gains 1 Requisition
point.

Trade Networks

After you generate your Crusade forces next star system, your Crusade force gains 2D3 Diplomat points and D3 Military points.

Assimilation Abilities

Empty Bellies

Select up to one Civilian World and up to one Military Base or Fleet Installation; subtract 1 from the Diplomat Power of each of those planets (to a minimum
of 1).

Full Stomachs

You can use the Repair and Recuperate Requisition once for a cost of up to 2RP less than usual (to a minimum of 0).

Threat of Invasion

Add 1 to the Military Power of other Civilian World planets.

Recruitment Down

Subtract 1 from the Military Power of Fleet Installation and Military Base planets (to a minimum of 1).

Belief in the Cause

You can use the Renowned Heroes Requisition once without spending any Requisition points.

Sell-outs

Select one planet; halve the Diplomat Power of that planet (rounding up).

Shaken Faith

Select up to three planets; subtract 1 from the Diplomat Power of each of those planets (to a minimum of 1).

Stir the Flames

Add 1 to the Military Power of all planets.

Indirect Influence

Select one planet; switch the Diplomat Power and Military Power of that planet.

Abilities

Leader

This model can be attached to the following units:


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

Advanced Armour

Models in this unit have the Feel No Pain 4+ ability against mortal wounds.

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