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CodexFactionsT'au EmpireGhostkeel Battlesuit

Ghostkeel Battlesuit

M10"
T8
SV2+
W12
LD7+
OC3

Composition & Wargear

Ghostkeel Battlesuit
Equipped Ghostkeel fists

Ranged Weapons

WeaponRangeABSSAPD
Twin burst cannon 18"44+ 501
Twin T'au flamer 12"D6N/A 401
Twin fusion blaster 12"14+ 9-4D6
Fusion collider 18"24+ 12-4D6
Cyclic ion raker - standard 36"64+ 7-12
Cyclic ion raker - overcharge 36"64+ 8-23

Melee Weapons

WeaponRangeAWSSAPD
Ghostkeel fists Melee35+ 602
Onager Gauntlet Melee43+ 14-33

Abilities

Stealth Drones Datasheet

Twice per battle, after an attack has been allocated to this model, you can change the Damage characteristic of that attack to 0.

Designer’s Note: Place two Stealth Drone tokens next to the unit, removing one each time this ability has been used.

Deadly Demise Core

This ability always takes the form Deadly Demise X. Each time a model in this unit is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; 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").  Example:* An Impulsor with a unit of Intercessors embarked within it is destroyed by ranged attacks. First, any unresolved attacks made by the attacking unit are resolved. Then the Intercessors make an emergency disembark move. Then the roll is made for the Deadly Demise* ability, and on a 6, that ability is resolved. Finally, the Impulsor is removed from the battlefield.

Infiltrators Core

During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from your opponent’s deployment zone and all enemy units.

Lone Operative Core

Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12" of this unit.  If this ability takes the form Lone Operative X", unless part of an attached unit, this unit is not visible to enemy models unless they are within X" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within X" of this unit.

Stealth Core

If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).

Damaged: 1-4 Wounds Remaining Ability

While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

For The Greater Good Core

If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units.

During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding FORTIFICATION and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase.

Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units.

Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability.

Localised Stealth Projectors (Aura) Ability

When a friendly KROOT/VESPID STINGWINGS unit within 6" of this unit has shot, those attacks do not prevent that unit from being hidden.

Twin-linked Core

Each time an attack is made with a [TWIN-LINKED] weapon, you can re-roll the wound roll.

Battlesuit Support System Datasheet

The bearer is eligible to shoot in a turn in which it Fell Back but it loses the Smoke keyword.

Melta Core

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.  Example:* A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2**.

Hazardous Core

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.