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Détachement : État-major Suprême | ||||||||||||||||||||||||||||||||||||||||
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Trait d'armée : Sept T'au - Arcs de Tir Coordonnés Mots clés de faction : Empire T'au, Sept T'au |
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[Seigneur de Guerre]
Commandante Shadowsun (1 + 2)
8 | 150
ABILITIES (Shadowsun) Battlesuits, Manta Strike DEFENDER OF THE GREAT GOOD : In your Command phase, select one friendly T’AU EMPIRE CORE or T’AU EMPIRE CHARACTER unit within 6" of this unit’s COMMANDER SHADOWSUN model. Until the start of your next Command phase, each time a CORE or CHARACTER model in that unit makes an attack, you can re-roll the hit roll. CAMOUFLAGE FIELD : While this unit’s COMMANDER SHADOWSUN model has any wounds remaining, each time a ranged attack is made against this unit, subtract 1 from that attack’s hit roll. XV22 STALKER BATTLESUIT : This unit’s COMMANDER SHADOWSUN model has a 5+ invulnerable save. Master of War (Aura): While a friendly T’AU EMPIRE CORE unit is within 6" of this unit’s COMMANDER SHADOWSUN model, each time a CORE model in that unit makes an attack, re-roll a hit roll of 1. INFLITRATOR : During deployment, when you set up this unit, it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models. HERO OF THE EMPIRE : If your army is Battle-forged, this unit’s COMMANDER SHADOWSUN model must be your army’s WARLORD. If more than one model in your army has a rule to this effect, then one of those models must be your army’s WARLORD. +++ ABILITIES (Advanced Guardian Drone) ADVANCED GUIARDIAN SHIELD GENERATOR : This model has a 4+ invulnerable save. This unit cannot be selected as a target for ranged attacks unless it is the closest eligible target to the firing model. +++ ABILITIES (Command-link Drone) COMMAND LINK : Add 3" to the range of this unit’s aura abilities (to a maximum of 12"). Each time a model in this unit uses an ability in your Command phase (excluding aura abilities), add 3" to the range of that ability. +++ WARLORD TRAIT! Exemplar of the Kauyon: After both players have deployed their armies and determined who has the first turn, select up to one friendly T’AU SEPT unit, or up to three friendly T’AU SEPT units if you selected the Kauyon Tactical Philosophy this battle, and redeploy them. If the mission uses the Strategic Reserves rules, any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off: the winner chooses who redeploys their units first. |
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1 unité | 150 points | 7.5 % |
Détachement : Bataillon | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Trait d'armée : Sept T'au - Arcs de Tir Coordonnés Mots clés de faction : Empire T'au, Kroot, Sept T'au |
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Aun'Va (1 + 2)
4 | 100
INVOCATION 2 SENSE OF STONE : If this invocation is inspiring, select one friendly T’AU EMPIRE CORE unit (excluding FARSIGHT ENCLAVES units) within 6" of this ETHEREAL. Each time a CORE model in that unit would lose a wound, roll one D6: on a 5+, that wound is not lost. 3 ZEPHYR’S GRACE : If this invocation is inspiring, select one friendly T’AU EMPIRE CORE unit (excluding FARSIGHT ENCLAVES units) within 6" of this ETHEREAL. Each time a ranged attack is made against that unit, if it did not Remain Stationary in your previous Movement phase, subtract 1 from that attack’s hit roll. 6 WISDOM OF THE GUIDES : If this invocation is inspiring, you gain 1 Command point. +++ ABILITIES INSPIRED TO GREATNESS : In your Command phase, select one friendly T’AU EMPIRE CORE or T’AU AUXILIARY unit within 6" of this unit’s ETHEREAL model (excluding FARSIGHT ENCLAVES units). Until the start of your next Command phase, while that unit is performing an action, it can make ranged attacks without that action failing. SUPREME LOYALTY (Aura) : While a friendly T’AU EMPIRE CORE unit (excluding FARSIGHT ENCLAVES and T’AU AUXILIARY units) is within 9" of this unit’s ETHEREAL model, models in that unit can use this unit’s Leadership characteristic instead of their own. PARADOX OF DUALITY : Models in this unit have a 5+ invulnerable save. Each time an attack is made against this unit, subtract 1 from that attack’s wound roll. LEADERSHIP CASTE : This unit can be included in any T’AU EMPIRE Detachment (excluding FARSIGHT ENCLAVES Detachments) without preventing that Detachment from being a Sept Detachment and without preventing other units in your army from benefiting from a Sept Tenet, but this unit can only benefit from a Sept Tenet if every T’AU SEPT unit (excluding SUPREME COMMANDER units) in your army is from T’AU SEPT. +++ SERENE UNIFIER This unit’s Aun’va model knows three invocations from the Invocations of the Ethereals. In your Command phase, if this unit’s Aun’va model is on the battlefield, it can intone up to two invocations it knows that have not already been intoned by a friendly model this turn. Roll one D6: on a 2+, the intoned invocation is inspiring and takes effect until the start of your next Command phase. +++ WARLORD TRAIT! Through Unity, Devastation (Aura): While a friendly T’AU SEPT CORE unit is within 6" of this WARLORD, each time a CORE model in that unit makes a ranged attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1. |
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Commandant en Exo-armure Coldstar (1 + 1)
9 | 180
ABILITIES
Battlesuits, Manta Strike HIGH-ALTITUDE MANOEUVRES : Once per battle, at the start of your Movement phase, you can remove this unit from the battlefield. If you do, then in the Reinforcements step of that phase, you can do one of the following: Set this unit back up on the battlefield, anywhere that is more than 9" away from any enemy models. If the mission you are playing is using the Strategic Reserves rule, place this unit into Strategic Reserves. MASTER OF WAR (Aura) : While a friendly T’AU SEPT CORE unit is within 6" of this unit’s COLDSTAR BATTLESUIT COMMANDER model, each time a CORE model in that unit makes an attack, re-roll a hit roll of 1. AGGRESSIVE TACTICS : In your Command phase, you can select one friendly T’AU SEPT CRISIS CORE unit within 9" of this unit’s COLDSTAR BATTLESUIT COMMANDER model. Until the end of the turn, each time that unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 8" to the Move characteristic of models in that unit. +++ OTHER WARGEAR TARGET LOCK : Each time the bearer makes a ranged attack, the target does not receive the benefits of Light Cover against that attack. +++ Marker Drone MARKERLIGHT : The bearer gains the MARKERLIGHT keyword. |
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Longstrike (1 + 2)
9 | 170
ABILITIES (Longstrike) DRONE DOCK : If this unit contains any DRONE models, those DRONE models begin the battle docked with this unit’s HAMMERHEAD model. GUNSHIP ACE : Each time this unit’s HAMMERHEAD model makes a ranged attack against a MONSTER or VEHICLE unit, add 1 to that attack’s wound roll. TARGETTING ARRAY : Each time this unit’s HAMMERHEAD model is selected to shoot, you can re-roll one hit roll when resolving its attacks. HOVER TANK : Distances are always measured to and from this hull of this unit’s HAMMERHEAD model. XV02 PILOT BATTLESUIT : In your Command phase, you can select one other friendly T’AU SEPT CORE or T’AU SEPT HAMMERHEAD unit within 6" of this unit’s HAMMERHEAD model. Until the start of your next Command phase, each time a model in that unit makes an attack, the target is treated as having a Markerlight token. EXPLODES : When this unit’s HAMMERHEAD model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds. |
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3 unités | 450 points | 22.5 % | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Carnivores Kroot (10)
3 | 60
ABILITIES
AMBUSHING PREDATOR : At the start of the first battle round, models in this unit can make a Normal Move of up to 7". They cannot end this move within 9" of any enemy models. STEALTHY HUNTER : Each time a ranged attack is allocated to a model in this unit while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack. |
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Équipe d'attaque (10)
4 | 80
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Équipe d'attaque (10)
4 | 80
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3 unités | 220 points | 11 % | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Elite | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Exo-armures Crisis (3 + 6)
13 | 315
ABILITIES
SHIELD GENERATOR : The bearer has a 4+ invulnerable save. +++ (Shield Drone) DRONE SHIELD GENERATOR : This model has a 4+ invulnerable save. +++ (Marker Drone) MARKERLIGHT : The bearer gains the MARKERLIGHT keyword. |
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1 unité | 315 points | 15.75 % | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Attaque rapide | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Chiens Kroot (4)
1 | 24
ABILITIES AMBUSHING PREDATOR : At the start of the first battle round, models in this unit can make a Normal Move of up to 7". They cannot end this move within 9" of any enemy models. VORACIOUS PREDATOR : You can re-roll Advance rolls and charge rolls made for this unit. STEALTHY HUNTER : Each time a ranged attack is allocated to this model while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack. |
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Chiens Kroot (4)
1 | 24
ABILITIES AMBUSHING PREDATOR : At the start of the first battle round, models in this unit can make a Normal Move of up to 7". They cannot end this move within 9" of any enemy models. VORACIOUS PREDATOR : You can re-roll Advance rolls and charge rolls made for this unit. STEALTHY HUNTER : Each time a ranged attack is allocated to this model while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack. |
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Équipe de Cibleurs (10)
5 | 90
ABILITIES TARGET UPLOADED : This unit can start the Fire Markerlights action at the end of your Movement phase, instead of at the start. VANGUARD: At the start of the first battle round, models in this unit can make a Normal Move of up to 7". They cannot end this move within 9" of any enemy models. |
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3 unités | 138 points | 6.9 % | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Soutien | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Char Hammerhead (1 + 2)
8 | 155
ABILITIES (Hammerhead) DRONE DOCK : If this unit contains any DRONE models, those DRONE models begin the battle docked with this unit’s HAMMERHEAD model. TARGETTING ARRAY : Each time this unit’s HAMMERHEAD model is selected to shoot, you can re-roll one hit roll when resolving its attacks. HOVER TANK : Distances are measured to and from the hull or the base of this unit’s VEHICLE model; whichever is closest. EXPLODES : When this unit’s HAMMERHEAD model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds. |
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Char Hammerhead (1 + 2)
8 | 155
ABILITIES (Hammerhead) DRONE DOCK : If this unit contains any DRONE models, those DRONE models begin the battle docked with this unit’s HAMMERHEAD model. TARGETTING ARRAY : Each time this unit’s HAMMERHEAD model is selected to shoot, you can re-roll one hit roll when resolving its attacks. HOVER TANK : Distances are measured to and from the hull or the base of this unit’s VEHICLE model; whichever is closest. EXPLODES : When this unit’s HAMMERHEAD model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds. |
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Exo-armure Riptide
13 | 250
ABILITIES RIPTIDE SHIELD GENERATOR : This unit’s RIPTIDE model has a 4+ invulnerable save. EXPLODES : When this unit’s RIPTIDE model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. NOVA REACTOR : In your Command phase, this unit’s RIPTIDE model can use its nova reactor. If it does, roll 2D6: if the result is greater than the remaining wounds of this unit’s RIPTIDE model, its nova reactor is burned out and this ability cannot be used again this battle; otherwise, you can select one of the following reactor abilities: NOVA SHIELD : Until the start of your next Command phase, each time that model would lose a wound, roll one D6: on a 5+, that wound is not lost. BOOST : In your next Charge phase, this unit can make a Normal Move of up to 2D6". If it does, until the end of the phase, you cannot declare a charge with this unit. NOVA CHARGE : Until the start of your next Command phase, if that model is equipped with a heavy burst cannon, that weapon has a Type characteristic of Heavy 16; otherwise, both profiles of that model’s ion accelerator have a Type characteristic of Heavy 8. +++ OTHER WARGEAR MULTI-TRACKER : Each time a ranged attack made by the bearer targets a unit containing 6 or more models, an unmodified hit roll of 6 scores 1 additional hit. Maximum 1 per model. TARGET LOCK : Each time the bearer makes a ranged attack, the target does not receive the benefits of Light Cover against that attack. VELOCITY TRACKER : Each time a ranged attack is made by the bearer against a unit that can FLY, add 1 to that attack’s hit roll. Maximum 1 per model. |
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3 unités | 560 points | 28 % | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Bombardier Sun Shark (1 + 2)
8 | 165
ABILITIES (Sun Shark Bomber) DRONE DOCK : This unit’s INTERCEPTOR DRONE models begin the battle docked with this unit’s SUN SHARK BOMBER model. PULSE BOMBS : Once per turn, after this unit’s SUN SHARK BOMBER model has moved in your Movement phase, you can select one unit it moved across. Roll six D6s for each VEHICLE or MONSTER model in that unit and roll one D6 for each other model in that unit (to a maximum of ten D6s): for each 4+, that unit suffers 1 mortal wound. AIRBORNE : You cannot declare a charge with this unit’s SUN SHARK BOMBER model, and this unit’s SUN SHARK BOMBER model can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this unit’s SUN SHARK BOMBER model if it is within Engagement Range of any enemy units that can FLY, and it can only make melee attacks against units that can FLY, Enemy units can only make melee attacks against this unit’s SUN SHARK BOMBER model if they can FLY. SUPERSONICS : Each time this unit’s SUN SHARK BOMBER model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot. HARD TO HIT : Each time a ranged attack is made against this unit’s SUN SHARK BOMBER model, subtract 1 from that attack’s hit roll. EXPLODES : When this unit’s SUN SHARK BOMBER model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. +++ OTHER WARGEAR (Sun Shark Bomber) MARKERLIGHT : The bearer gains the MARKERLIGHT keyword. |
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1 unité | 165 points | 8.25 % |
Points | : | 98 | 1998 |
Commandement | : | 3 |
Figurines | : | 78 |
Unités | : | 15 |
État-major Suprême | : | 8 | 150 |
Pts | : | 7.5% |
PP | : | 8.2% |
Bataillon | : | 90 | 1848 |
Pts | : | 92.4% |
PP | : | 91.8% |
Abattez-le | : | 10 |
Assassinat | : | 13 |
Abhorrez le sorcier | : | 0 |
Pas de prisonniers | : | 93 |
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