Aun’va

Model NameMTSvWLdOC
AUN’VA
40mm
6"35+ 4++57+1
ETHEREAL GUARD
25mm
6"35+ 4++27+1
Keywords:
T’au Empire, Infantry, Ethereal, Epic Hero, Character, Aun’Va
Ranged WeaponsRangeABSSAPD
Melee WeaponsRangeABSSAPD
Close combat weapon
Melee16201
Supreme honour blade
Melee33501

Abilities

Duality Shield:Once per battle, each time an attack targets this unit, it can use this ability. If it does, until the end of the phase, models in this unit have a 2+ invulnerable save.
Paradox of Duality:Each time an attack targets this unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll.
Supreme Loyalty (Aura):While a friendly T’AU EMPIRE unit is within 6" of this unit, each time that unit takes a Battle-shock or Leadership test, add 1 to that test.

Wargear Options

None

Wargear Abilities

Unit Composition

1 Aun’Va – EPIC HERO
2 Ethereal Guards
Aun’Va is equipped with: close combat weapon.

Each Ethereal Guard is equipped with: supreme honour blade.

Costs

3 models - 65pts

Leader

Led By

Stratagems

NameDescription
1CP EPIC CHALLENGE
Detachment: Core
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1CP GO TO GROUND
Detachment: Core
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1CP HEROIC INTERVENTION
Detachment: Core
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
2CP COUNTER-OFFENSIVE
Detachment: Core
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1CP INTERLOCKING MANOUEVRES
Detachment: Auxiliary Cadre
WHEN: End of the Fight phase.

TARGET: One T’AU EMPIRE unit from your army that was eligible to fight this phase.

EFFECT: If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". Otherwise, your unit can make a Fall Back move. It cannot embark within a Transport at the end of this move if it disembarked from a TRANSPORT this turn.
1CP MULTISENSORY SCANNING
Detachment: Auxiliary Cadre
WHEN: Your Shooting phase or the Fight phase.

TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If it is a Kroot or Vespid Stingwings unit, you can re-roll the Wound roll instead.
1CP GUIDED FIRE
Detachment: Auxiliary Cadre
WHEN: Your Shooting phase.

TARGET: One T’AU EMPIRE unit from your army (excluding Kroot and Vespid Stingwings units) that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, add 1 to the Strength characteristic of ranged weapons equipped by models in your unit. If your unit is wholly within 9" of one or more KROOT or VESPID STINGWINGS units from your army, add 2 to the Strength characteristic of ranged weapons equipped by models in your unit instead.
1CP ALIEN EXPERTISE
Detachment: Auxiliary Cadre
WHEN: Your Movement phase.

TARGET: One T’AU EMPIRE unit from your army.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced. If it is a Kroot or Vespid Stingwings unit, until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced as well.
1CP EXPERIMENTAL WEAPONRY
Detachment: Experimental Prototype Cadre
WHEN: Your Shooting phase.

TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time you roll one or more dice to determine the number of attacks made with a weapon equipped by a model in your unit, you can re-roll the result.
1CP THREAT ASSESSMENT ANALYSER
Detachment: Experimental Prototype Cadre
WHEN: Your Shooting phase.

TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase.

EFFECT: Select the [SUSTAINED HITS 1] or [LETHAL HITS] ability. Until the end of the phase, ranged weapons equipped by models in your unit have the selected ability. You can instead select the [SUSTAINED HITS 1], [LETHAL HITS] and [HAZARDOUS] abilities to apply to those weapons until the end of the phase.

RESTRICTIONS: You cannot target the same unit with the Experimental Ammunition and Threat Assessment Analyser Stratagems in the same phase.
1CP EXPERIMENTAL AMMUNITION
Detachment: Experimental Prototype Cadre
WHEN: Your Shooting phase.

TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase.

EFFECT: Select one of the following to apply to your unit until the end of the phase:
  • Improve the Strength characteristic of ranged weapons equipped by models in your unit by 1.
  • Improve the Strength and Armour Penetration characteristics of ranged weapons equipped by models in your unit by 1, and those weapons have the [HAZARDOUS] ability.

RESTRICTIONS: You cannot target the same unit with the Experimental Ammunition and Threat Assessment Analyser Stratagems in the same phase.
1CP POINT-BLANK AMBUSH
Detachment: Kauyon
WHEN: Your Shooting phase.

TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within 9", improve the Armour Penetration characteristic of that attack by 1.

RESTRICTIONS: You cannot use this Stratagem during the first or second battle rounds.
1CP COMBAT EMBARKATION
Detachment: Kauyon
WHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge.

TARGET: One T’au Empire Infantry unit from your army that was selected as one of the targets of that charge, and one friendly Transport.

EFFECT: Your unit can embark within that TRANSPORT. If it does, your opponent can select new targets for that charge.

RESTRICTIONS: Every model in your T’AU EMPIRE INFANTRY unit must be within 3" of that TRANSPORT and there must be sufficient transport capacity to embark the entire unit.
1CP COORDINATE TO ENGAGE
Detachment: Kauyon
WHEN: Your Shooting phase.

TARGET: One T’AU EMPIRE unit from your army that has just been selected as an Observer unit (see For the Greater Good).

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if your unit has the Markerlight keyword, that attack has the [IGNORES COVER] ability.
1CP A TEMPTING TRAP
Detachment: Kauyon
WHEN: Your Shooting phase.

TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase. The first time you use this Stratagem, you must also select one objective marker that is not in your opponent’s deployment zone; until the end of the battle, this becomes your Trap objective marker.

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within range of your Trap objective marker, add 1 to the Wound roll.

RESTRICTIONS: You cannot use this Stratagem during the first or second battle rounds.
1CP COMBAT DEBARKATION
Detachment: Mont’ka
WHEN: Your Shooting phase.

TARGET: One T’au Empire Infantry unit from your army that disembarked from a TRANSPORT this turn.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets the closest enemy unit, you can re-roll the Wound roll.
2CP COUNTERFIRE DEFENCE SYSTEMS
Detachment: Mont’ka
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One T’AU EMPIRE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack is allocated to your unit, subtract 1 from the Damage characteristic of that attack.
1CP FOCUSED FIRE
Detachment: Mont’ka
WHEN: Start of your Shooting phase.

TARGET: Two T’AU EMPIRE units from your army that have not been selected to shoot this phase, and one enemy unit.

EFFECT: Until the end of the phase, each time a model in either of your units makes an attack, it can only target that enemy unit (and only if it is an eligible target for that attack), and when resolving that attack, improve the Armour Penetration characteristic by 1.

RESTRICTIONS: You cannot use this Stratagem during the fourth or fifth battle rounds.
2CP PULSE ONSLAUGHT
Detachment: Mont’ka
WHEN: Your Shooting phase.

TARGET: One T’au Empire Infantry unit (excluding Kroot units) from your army that has just shot, and one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks.

EFFECT: Until the end of your opponent’s next turn, that enemy unit is shaken. While a unit is shaken, subtract 2 from its Move characteristic and subtract 2 from Advance and Charge rolls made for it.
1CP AGGRESSIVE MOBILITY
Detachment: Mont’ka
WHEN: Your Movement phase.

TARGET: One T’AU EMPIRE unit from your army that has not been selected to move this phase.

EFFECT: Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.
1CP PINPOINT COUNTER-OFFENSIVE
Detachment: Mont’ka
WHEN: Any phase.

TARGET: One T’AU EMPIRE unit (excluding Kroot units) from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Until the end of the battle, each time a T’AU EMPIRE unit (excluding KROOT units) from your army makes an attack that targets the enemy unit that just destroyed your unit, you can re-roll the Hit roll.