Tiger Shark
Ranged Weapons
| Weapon | Range | A | BS | S | AP | D |
|---|---|---|---|---|---|---|
| Cyclic ion blaster - standard | 18" | 3 | 4+ | 7 | -1 | 1 |
| Cyclic ion blaster - overcharge | 18" | 3 | 4+ | 8 | -2 | 2 |
| Burst cannon | 18" | 4 | 4+ | 5 | 0 | 1 |
| Ion cannon - standard | 60" | D6+3 | 4+ | 7 | -1 | 2 |
| Ion cannon - overcharge | 60" | D6+3 | 4+ | 8 | -2 | 3 |
| Swiftstrike burst cannon | 36" | 16 | 4+ | 6 | -1 | 1 |
| Swiftstrike railgun | 72" | 1 | 4+ | 20 | -5 | D6+6 |
| Seeker missile | 48" | 1 | 4+ | 14 | -3 | D6+1 |
| Skyspear missile rack | 72" | D6+1 | 4+ | 6 | -1 | 1 |
| Missile pod | 30" | 2 | 4+ | 7 | -1 | 2 |
Melee Weapons
| Weapon | Range | A | WS | S | AP | D |
|---|---|---|---|---|---|---|
| Armoured hull | Melee | 3 | 5+ | 6 | 0 | 1 |
| Onager Gauntlet | Melee | 4 | 3+ | 14 | -3 | 3 |
Abilities
In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks that cannot FLY. That enemy unit must take a Battle-shock test.
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.
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.
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down). If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead. Example:* If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice* for that weapon (for a total of seven for that weapon).
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.
The bearer has the TRANSPORT keyword and has a transport capacity of 12 TACTICAL DRONES models.
This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound. Example:* An attack made with an [ANTI-VEHICLE 4+] weapon against a Vehicle unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a Psyker unit will result in a critical wound on an unmodified wound roll* of 2+.