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T'au Empire : T'au 2000 pts (Drenkz tournament) [2000 points]

par Biflax - modifiée le 14 Octobre 2022

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Stratagèmes Optimisations
  • Adeptus Astartes - Force Opérationnelle Gladius : Armure du Mépris
  • Adeptus Astartes - Force Opérationnelle Gladius : Honorez le Chapitre
  • Adeptus Astartes - Force Opérationnelle Gladius : Seul la Mort met Fin au Devoir
  • Adeptus Astartes - Force Opérationnelle Gladius : Stratégie d'Adaptation
  • Adeptus Astartes - Force Opérationnelle Gladius : Tactiques d'Escouade
  • Adeptus Astartes - Force Opérationnelle Gladius : Tempète de Feu
  • [Codex] 5.Parangon du Kauyon
  • [Codex] 2.La Dévastation par l'Harmonie (Aura)
  • [Codex] 4.L'Audace est mère de Victoire
Détachement : État-major Suprême
Trait d'armée : Sept T'au - Arcs de Tir Coordonnés
Mots clés de faction : Empire T'au, Sept T'au
Héros épiques
[Seigneur de Guerre] Commandante Shadowsun (1 + 2)
150

Equipement : Éclateur à fusion haute puissance (2), Lance-fléchettes, Nacelle de missiles légères, Pistolet à impulsions
Aptitudes : Champs de Camouflage (Shadowsun), Exo-armures, Exo-armure X22 Stalker, Frappe Manta, Héroine de l'Empire, Infiltration, Maître de Guerre, Protectrice du Bien Suprême, Trait de Seigneur (-1 PC), Relais de Commandement, Champ Guardian Avancé
Mots clés : Commandant, Commandant Suprême, Exo-Armure, Infanterie, Personnage, Répulseur, Shadowsun, Vol
Mots clés de faction : Empire T'au, Sept T'au
Optimisations : [Codex] 5.Parangon du Kauyon
+ Drone de Commandement + Drone Gardien Avancé


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.
1 unité | 150 points | 7.5 %
Détachement : Bataillon
Trait d'armée : Sept T'au - Arcs de Tir Coordonnés
Mots clés de faction : Empire T'au, Kroot, Sept T'au
Héros épiques
Aun'Va (1 + 2)
100

Equipement : Lame de duel suprême
Aptitudes : Dirigeant de Caste, Impulsion Vertueuse, Loyauté suprème, Paradoxe de Dualité, Elève Prometteur (-1 PC)
Mots clés : Aun'Va, Éthéré, Infanterie, Personnage, Garde des Éthéré, Infanterie
Mots clés de faction : Empire T'au, Sept T'au
Optimisations : [Codex] 2.La Dévastation par l'Harmonie (Aura)
obs : [Invocation] 2. Dureté de la Pierre, [Invocation] 3. Grâce du Zéphyr, [Invocation] 6. Sagesse des Guides
+ Garde des Éthérés (2)


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.
Commandant en Exo-armure Coldstar (1 + 1)
180

Equipement : Verrouillage de cible, Canon à induction surcadencé , Canon à induction, Fusil à plasma froid, Nacelle de missiles, Canon à induction Avancé DW-02, Désignateur laser
Aptitudes : Exo-armures, Frappe Manta, Maître de Guerre, Manoeuvres à haute altitude, Tactiques Agressives, Relique (-1 PC)
Mots clés : Coldstar, Commandant, Exo-Armure, Infanterie, Personnage, Répulseur, Vol, Désignateur Laser, Drone, Drones Tactiques, Vol
Mots clés de faction : Empire T'au, Sept T'au
obs : La Plate du Chasseur Be'gel
+ Drone de Marquage

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.
Longstrike (1 + 2)
170

Equipement : Canon rail, Canon à induction Acceleré (2), Carabine à impulsion (2)
Aptitudes : As de Blindé, Char Glisseur, Drone deck, Exo-Armure XV02 de pilote, Explosion (6ps - D6 BM), Targeting Array, Aides Artificiels, Drones Arrimés, Mots-clés, Paramètres Limités, Protocole d'Identification des Menaces, Sacrifice Précieux
Mots clés : Hammerhead, Longstrike, Personnage, Véhicule, Vol
Mots clés de faction : Empire T'au, Sept T'au
Optimisations : [Codex] 4.L'Audace est mère de Victoire
+ Drone Armé (2)


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.
3 unités | 450 points | 22.5 %
Personnages
Exo-armures Crisis (3 + 6)
315

Equipement : Générateur de bouclier, Cyclo-éclateur à ions, Fusil à plasma froid, Nacelle de missiles, Générateur de bouclier, Cyclo-éclateur à ions, Fusil à plasma froid, Nacelle de missiles, Générateur de bouclier, Cyclo-éclateur à ions, Fusil à plasma froid, Nacelle de missiles, Injecteurs de Stimulants, Désignateur laser (2)
Aptitudes : Exo-armures, Frappe Manta, Générateur de bouclier
Mots clés : Base, Exo-Armure, Exo-Armure Crisis, Infanterie, Répulseur, Vol, Drone, Drones Tactiques, Vol, Désignateur Laser, Drone, Drones Tactiques, Vol
Mots clés de faction : Empire T'au, Sept T'au
1ère Crisis Shas'ui 2ème Crisis Shas'ui Crisis Shas'vre + Drone Bouclier (4) + Drone de Marquage (2)

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.
1 unité | 315 points | 15.75 %
Ligne
Carnivores Kroot (10)
60

Equipement : Fusil Kroot (10), Grenade à piquants (10)
Aptitudes : Chasseur discret, Meute de Kroots, Prédateurs embusqués
Mots clés : Auxiliaire T'au, Infanterie, Kroot Carnivores
Mots clés de faction : Empire T'au, Kroot

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.
Équipe d'attaque (10)
80

Equipement : Fusil à impulsion (9), Pistolet à impulsions (9), Fusil à impulsion, Pistolet à impulsions
Mots clés : Base, Équipe d'attaque, Équipe de Guerriers de Feu, Grenades à Photons, Infanterie
Mots clés de faction : Empire T'au, Sept T'au
Shas'ui guerrier de feu
Équipe d'attaque (10)
80

Equipement : Fusil à impulsion (9), Pistolet à impulsions (9), Fusil à impulsion, Pistolet à impulsions
Mots clés : Base, Équipe d'attaque, Équipe de Guerriers de Feu, Grenades à Photons, Infanterie
Mots clés de faction : Empire T'au, Sept T'au
Shas'ui guerrier de feu
3 unités | 220 points | 11 %
Transports assignés
Chiens Kroot (4)
24

Equipement : Crocs déchiqueteurs (4)
Aptitudes : Chasseur discret, Prédateurs embusqués, Prédateurs voraces
Mots clés : Auxiliaire T'au, Bête, Chiens Kroot
Mots clés de faction : Empire T'au, Kroot


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.
Chiens Kroot (4)
24

Equipement : Crocs déchiqueteurs (4)
Aptitudes : Chasseur discret, Prédateurs embusqués, Prédateurs voraces
Mots clés : Auxiliaire T'au, Bête, Chiens Kroot
Mots clés de faction : Empire T'au, Kroot


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.
Équipe de Cibleurs (10)
90

Equipement : Carabine à impulsion (9), Pistolet à impulsions (9), Désignateur laser (9), Carabine à impulsion, Pistolet à impulsions, Désignateur laser
Aptitudes : Avant-garde, Cible Téléchargée
Mots clés : Base, Désignateur Laser, Équipe de Cibleurs, Équipe de Guerriers de Feu, Grenades à Photons, Infanterie
Mots clés de faction : Empire T'au, Sept T'au
Shas'ui Cibleur


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.
3 unités | 138 points | 6.9 %
Infanterie
Char Hammerhead (1 + 2)
155

Equipement : Canon rail, Canon à induction Acceleré (2), Carabine à impulsion (2)
Aptitudes : Char Glisseur, Drones Arrimés, Explosion (6ps - D6 BM), Targeting Array, Aides Artificiels, Drone Arrimé, Mots-clés, Paramètres Limités, Protocole d'Identification des Menaces, Sacrifice Précieux
Mots clés : Hammerhead, TX7 Hammerhead Gunship, Véhicule, Vol, Drone, Drone Armé, Vol
Mots clés de faction : Empire T'au, Sept T'au
+ Drone armé (2)


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.
Char Hammerhead (1 + 2)
155

Equipement : Canon rail, Canon à induction Acceleré (2), Carabine à impulsion (2)
Aptitudes : Char Glisseur, Drones Arrimés, Explosion (6ps - D6 BM), Targeting Array, Aides Artificiels, Drone Arrimé, Mots-clés, Paramètres Limités, Protocole d'Identification des Menaces, Sacrifice Précieux
Mots clés : Hammerhead, TX7 Hammerhead Gunship, Véhicule, Vol, Drone, Drone Armé, Vol
Mots clés de faction : Empire T'au, Sept T'au
+ Drone armé (2)


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.
Exo-armure Riptide
250

Equipement : Multi-traqueur, Traqueur de vélocité, Verrouillage de cible, Fusil à plasma froid (2), Accélérateur à ions, Poings de Riptide
Aptitudes : Explosion (6ps - D3 BM), Générateur de Bouclier Riptide, Réacteur Nova
Mots clés : Exo-Armure, Exo-Armure Riptide, Répulseur, Véhicule, Vol
Mots clés de faction : Empire T'au, Sept T'au


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.
3 unités | 560 points | 28 %
Véhicules
Bombardier Sun Shark (1 + 2)
165

Equipement : Missile Seeker (2), Nacelle de missiles, Désignateur laser, Fusil à ions (4)
Aptitudes : Aéroporté, Bombes à Impulsions, Cible Floue, Drones Arrimés, Explosion (6ps - D3 BM), Supersonique, Aides Artificiels, Drones Arrimés, Mots-clés, Paramètres Limités, Sacrifice Précieux
Mots clés : Aérodyne, Bombardier Sun Shark, Désignateur Laser, Véhicule, Vol, Drone, Drone Intercepteur, Vol
Mots clés de faction : Empire T'au, Sept T'au
+ Drone d'Interception (2)


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.
1 unité | 165 points | 8.25 %

Points : 1998
Commandement : 0
Figurines : 78
Unités : 15

État-major Suprême : 150
Pts : 7.5%
Bataillon : 1848
Pts : 92.4%

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