New Roster (Warhammer 40,000 8th Edition) [98 PL, 1850pts]

Spearhead Detachment +1CP (T'au Empire) [71 PL, 1277pts]

Air Wing Detachment +1CP (T'au Empire) [27 PL, 573pts]

Selection Rules

Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.

Attached Drones (AX39 Sun Shark Bomber): When a Sun Shark Bomber is set up, its accompanying Interceptor Drones are attached, and are treated as being embarked. Whilst the Interceptor Drones remain attached, the Sun Shark Gunship is considered to be equipped with the Drones' weapons in addition to its own. However, a hit roll of 1 when firing the ion rifle on overcharge setting results in one of the Drones being slain rather than the Sun Shark Bomber.

Both Drones can detach at the start of any of your Movement phases by disembarking. From that point onwards, the Drones are treated as a separate unit. They cannot reattach during the battle.

Attached Drones (Longstrike's Gunship): When Longstrike's Gunship is set up, its accompanying Gun Drones are attached, and are treated as being embarked. Whilst the Gun Drones remain attached, Longstrike's Gunship is considered to be equipped with the Drones' weapons in addition to its own.

Both Drones can detach at the start of any of your Movement phases by disembarking. From that point onwards, the Drones are treated as a separate unit. They cannot reattach during the battle.

Attached Drones (TX7 Hammerhead Gunship): When a Hammerhead Gunship is set up, its accompanying Gun Drones are attached, and are treated as being embarked. Whilst the Gun Drones remain attached, the Hammerhead Gunship is considered to be equipped with the Drones' weapons in addition to its own.

Both Drones can detach at the start of any of your Movement phases by disembarking. From that point onwards, the Drones are treated as a separate unit. They cannot reattach during the battle.

Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

For the Greater Good: When an enemy unit declares a charge, a unit with this ability that is within 6" of one of the charging unit's targets may fire Overwatch as if they were also targeted. A unit that does so cannot fire Overwatch again in this turn.

Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.

Hover Tank: Distances must be measured to and from the hull of this model rather than its base.

Markerlights: 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 have when shooting at a unit that has markerlight counters. All benefits are cumulative.
* 1 - You can re-roll to hit rolls of 1 for T'AU EMPIRE models attacking this unit.
* 2 - Destroyer and seeker missiles fired at this unit use the firing model's Ballistic Skill (and any modifiers) rather than only hitting on a 6.
* 3 - T'AU EMPIRE models attacking this unit do not suffer the penalty for moving and firing Heavy weapons or Advancing and firing Assault weapons.
* 4 - The target unit does not gain any bonus to its saving throws for being in cover.
* 5 or more - Add 1 to hit rolls for T'AU EMPIRE models attacking this unit.

Pulse Bombs: A Sun Shark Bomber may drop one pulse bomb as it flies over enemy units in its Movement phase. To do so, after the model has moved, target one enemy unit that it flew over. Then, roll a D6 for each model in that unit (up to a maximum of 10), adding 1 to the result if the enemy model is INFANTRY. For each roll of 5+, the target unit suffers 1 mortal wound.

Saviour Protocols: If a <SEPT> DRONES unit is within 3" of a friendly <SEPT> INFANTRY or <SEPT> BATTLESUIT unit when an enemy attack successfully wounds it, you can allocate that wound to the Drones unit instead of the target. If you do, that Drones unit suffers a mortal wound instead of the normal damage.

Supersonic: Each time this model moves, first pivot it on the spot up to 90 degrees (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase - do not roll a dice.

Tank Ace: You can add 1 to wound rolls for Longstrike's Gunship when it shoots at a VEHICLE or MONSTER

Threat Identification Protocols: In the Shooting phase, Gun Drones can only target the nearest visible enemy unit. If two units are equally close, you may choose which is targeted.


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