The Tau
Armoury
Weapon Name
Range
To
Hit
Short
To
Hit
Long
Str.
Mod.
Dmg.
Penetration
Special
Burst Cannon
S 0-10
L 11-18
+1
-
5
-2
D4
D4+D6+5
3 sustained fire,
Heavy
Fusion Blaster
12”
-
-
7
-4
D6
2D6 + 7
11/2” blast,
Metal Flayer
Ion Cannon
S 0-24
L 25-48
-
-
7
-4
D8
D8+D6+7
2 sustained fire,
Heavy
Missile Pod
36”
-
-
6
-2
D4
D4+D6+6
2 sustained fire,
Heavy, one use.
Plasma Rifle
24”
-
-
6
-1
1
D6+6
1 sustained fire,
no recharge
Pulse Carbine
S 0-10
L 11-18
+1
-
5
-1
1
D6+5
1 sustained fire
Pulse Rifle
S 0-16
L 16-30
+1
-
5
-1
1
D6+5
-
Rail Gun (solid)
72”
-
-
10
-5
2D6
3D6+10
Heavy
Rail Gun
(submunition)
24”
-
-
6
-3
D4
D4+D6+6
2” Blast, Heavy,
vehicle mounted
only.
Rail Rifle
36”
-
-
6
-3
D4
D4+D6+6
Heavy, Recharge
Smart Missile
System
24”
-1
-1
5
-2
1
D6+5
No line of Sight
needed
Vespid Neutron
Gun
S 0-6”
L 6-12”
+1
-
5
-2
1
D6+5
1 sustained fire
Seeker Missile
Array
72”
-
-
8
-6
D10
D10+D6+8
Heavy, 6 shots
per game
Cyclic Ion
Blaster
S 0-6”
L6-16”
+2
-1
3
-3
1
D6+3
3 Sustained Fire
Air bursting
Fragmentation
Projector
G36”
-
-
3
-1
1
D6+3
Special, see
below
2” Blast
Shield Drone: Same profile as a Gun Drone (see below) except its weapon mount is replaced with a
shield generator (4+ invulnerable save) which affects any models within 2”. The drone counts as a man
sized model and as such must be destroyed if it is the closest model in a fire warrior squad. If it is part
of a crisis/broadside unit then the opposing player may choose to affect the drone or the models before
rolling to hit.
Seeker Missile Array: You may elect to fire as many of the missiles as you like in one turn at the same
target. Nominate how many you will fire before you roll to hit.
Pulse Grenade: Works in a similar way to a haywire grenade. The weapon will score a penetrating hit
on a single vehicle location (roll to hit as normal) on a score of 5+.
Drone controlled weaponry: Many Tau vehicles carry weapons that are controlled by drones to save on
crew space, drone controlled weapons have a BS of 3 and no targeters. The drones do not require any
crew to operate them, but cannot dismount from the vehicle and are lost if the vehicle crashes.
Hard Wired Systems:
Shield Generator (4+ unmodified save)
Multi-Tracking System (allows user to fire 2 weapons at once but only at the same target)
Recoil Absorbers (allows model to run and fire one weapon [not heavy])
Enhanced weaponry (taking this hard wired system enhances the firepower of one of the weapons
mounted on the battlesuit. The weapons add +50% to their range, + 1 strength and a further D6 to their
armour penetration against vehicles. There is a danger that the weapon will overheat and so if a 1 is
rolled on the score to hit a target, the weapon counts as jammed)
Advanced Stabilisation System (allows model to move and fire a heavy weapon)
Iridium Armour Plates Shas’O only: adds +2 to the model’s armour save, -1 movement
Stimulant Injector Counts as Medipack, used automatically each turn on the bearer only.
Vectored retro-thrusters +2 movement
Carcharidon Field Ethereals only: The model projects a warp masking field around him. Any psychic
power cast within 8” of the ethereal may be nullified entirely on a 4+. You may play additional nullify
cards as normal, but have to declare any extras that you will be using before rolling for the carcharidon
field. Psychic powers that remain in play are affected by this in the same way. The field will not work
on powers cast with ultimate force.
Air bursting Fragmentation Projector This weapon has a drone AI system that controls it's firing
systems, allowing the user to freely fire his other weaponry without hindrance. The weapon may fire
once per turn. Guess the distance and direction that you want the weapon to fire in within LOS of the
model and roll to hit using the scatter dice and artillery dice. Place the 2” blast marker centred where
the point ends up and anything covered it hit by the grenade.
Wargear
Honour Blades – the character and units joined by the character are immune to psychology
Bonding Knife  - the unit benefits from the shaken rule
Battlesuits:
The following battle suits come with targeters; Crisis, Stealth, Broadside.
Crisis and Broadside battle suits can ignore difficult ground as they ‘float’ around on their
jetpacks. Tau Crisis, Stealth and Broadside battle suits all double their initiative for detecting hidden
troops due to improved sensor technology within the suit.
                   
The Tau and the Warp:
The Tau, as a race, have very little presence within the warp. This has influenced the way in which the
Tau travel through space but has a significant effect on the battlefield. The Tau will always
successfully nullify on a d6 score of 4+, regardless of any other modifiers (such as a higher mastery
level). This represents the difficulty for a psyker to actually locate a Tau using his powers.  
The Tau Empire:
The Tau Empire is defended not only by the Fire Caste, but by the many auxiliaries from the other
races in the empire. While these units are fewer in number, they are highly valued by the Tau, and will
accompany many Fire Warrior Cadres into war. A Tau army may not include more units with the
Auxiliaries special rule than it does Fire Warrior units.
  
Allies: The Tau may ally with the following forces: Imperial Guard, Eldar, Space Marines, Squats
The Troops
Characters
Tau Shas’o (Lord Choice)              
Points: 146
M
WS
BS
S
T
W
I
A
Ld
6
5
6
5
5
4
3
3
10
    Equipment: Crisis Battle Suit (5+ save on 2D6),
    Upgrades: May choose 2 weapons and 3 hard-wired upgrades from the
    following list at the points cost given:
                    
                     Burst Cannon                 +20 points
                     Cyclic Ion Blaster          +15 points
                     Plasma Rifle                   +8 points
                     Fusion Blaster                +12 points
                     Flamer                            +9 points
                     Missile Pod                      + 20 points
                     Multi-Tracking System     +15 points
                     Shield Generator              + 12 points
                    Recoil Absorbers               +15 points
                    Enhanced Weaponry         +15 points
                    Iridium Armour Plates:     +10 points
                    Airbursting Frag. Projector + 10 points
                    Stimulant Injectors:           +10 points
                   Vectored Retro-Thrusters   +10 points
                    Drone Controller with either:
                                         Gun Drone   + 28 points
                                        Shield Drone + 20 points
    Special: count as robots for all purposes, if leading the army all units within 12” may use this
    model’s leadership value for tests. May only join Crisis Battlesuit squads. Monstrous target. Bonding
    Knife
  
    Strategy Rating: 4
Tau Shas’el (Hero Choice)              
Points: 91
M
WS
BS
S
T
W
I
A
Ld
6
4
5
5
4
3
3
2
9
    Equipment: Crisis Battle Suit (5+ save on 2D6),
    Upgrades: May choose 2 weapons and 1 hard-wired upgrade from the
    following list at the points cost given:
                     Burst Cannon                 +20 points
                     Plasma Rifle                   +8 points
                     Fusion Blaster                +12 points
                     Flamer                            +9 points
                     Missile Pod                      + 20 points
                     Multi-Tracking System     +15 points
                     Shield Generator              + 12 points
                    Recoil Absorbers               +15 points
                    Enhanced Weaponry         +15 points
                    Airbursting Frag. Projector + 10 points
                    Stimulant Injectors:           +10 points
                   Vectored Retro-Thrusters   +10 points
                    Drone Controller with either:
                                         Gun Drone   + 28 points
                                        Shield Drone + 20 points
    Special: count as robots for all purposes. May only join Crisis Battlesuit squads. Monstrous target.
    Bonding Knife. If leading the army, all units within 12” may use this model’s leadership value for
    Tests.
   
    Strategy Rating: 3
0-1 Tau Ethereal   (Hero Choice)                             
Points: 81
M
WS
BS
S
T
W
I
A
Ld
4
4
3
4
4
2
4
3
10
    Equipment: Honour Blades.
    Upgrades: May choose one hard-wired upgrade from the
    following list at the points cost given:
                                 Shield Generator              + 12 points
                                 Carcharidon Field           + 15 points
    Special: Revered – Models within 12” can use the Ethereal’s leadership. If the Ethereal is killed,
    then models within 12” must take a break test, if they pass, they gain hatred against the enemy.
Squads
Tau Shas’la Fire Warrior Squad                   
Points: 16
(6-12 Models)
M
WS
BS
S
T
W
I
A
Ld
4
2
3
3
3
1
2
1
7
    Equipment: Fire Caste Armour (4+ save), Pulse Rifles, Frag grenades
    Upgrades: Up to half of the Fire Warriors may exchange their Pulse Rifles for Pulse Carbines at
    +1 points per model. Up to one model in the squad can be upgraded to a Shas’ui Veteran for + 5
    points (+1 Leadership). The Shas’ui Veteran may be given a bonding knife for +5 points. The squad
    may be accompanied by up to two drones bought from the list below:
                 
                Gun Drone   + 28 points
               Shield Drone + 20 points
             
    Special: You must include 1 fire warrior squad per Auxiliary squad.
Tau Pathfinder Squad               
Points: 19
(3 to 6 models)
M
WS
BS
S
T
W
I
A
Ld
4
2
3
3
3
1
2
1
7
    Equipment: Fire Caste Armour (4+ save), Pulse Carbines, Frag grenades, Pulse Grenades
    Upgrades: Up to 2 Pathfinders may exchange their Pulse Carbine for Rail Rifle at +8 points.
    Up to one model in the squad can be upgraded to a Shas’ui Veteran for + 5 points (+1
    Leadership). The Shas’ui Veteran may be given a bonding knife for +5 points
    Reconnaissance: Pathfinders are experts at relaying information to their forces about
   enemy troop movements and positions. If they are included in the army, they add +1 to the
    roll for deployment at the start of the game.
Tau Stealth Suits               
Points: 42
(3 to 6 models)
M
WS
BS
S
T
W
I
A
Ld
4
2
3
4
3
1
2
1
8
    Equipment: Stealth Armour (4+ save), Burst Cannons, Frag grenades
    Upgrades: Up to 2 models may exchange their Burst Cannon for a Fusion Blaster at +2 points. The
     squad may be equipped with a bonding knife for +5 points (note this is for the whole squad, not per
     model)
    Special: Infiltration, one squad per 1000 pts
Tau Crisis Battlesuit squad
             Points: 52
(1 to 3 models)
M
WS
BS
S
T
W
I
A
Ld
6
3
4
5
4
2
2
2
8
    Equipment: Crisis Battle Suit (5+ save on 2D6)
    Upgrades: Each model in the squad may choose 2 weapons and one hard-wired upgrade from the
    following list at the points cost given:
                     Burst Cannon                 +15 points
                     Plasma Rifle                   +8 points
                     Fusion Blaster                +12 points
                     Flamer                            +9 points
                    Missile Pod                      + 15 points
                    Multi- Tracking System    +15 points
                    Shield Generator              + 12 points
                    Recoil Absorbers               +15 points
                   Drone Controller with either:
                                         Gun Drone   + 28 points
                                        Shield Drone + 20 points
    Special: count as robots for all purposes. Monstrous target. Bonding Knife
0-1Tau Broadside Battlesuit squad                     
             Points: 105
(1 to 3 models)
M
WS
BS
S
T
W
I
A
Ld
4
3
4
5
4
2
2
2
8
    Equipment: Broadside Battle Suit (4+ save on 2D6), Twin-Linked Rail Gun, Twin-Linked Smart
    Missile System
    Upgrades: Each model in the squad may choose one hard-wired upgrade from the
    following list at the points cost given:
                   
                    Multi- Tracking System    +15 points
                    Shield Generator              +12 points
                    Advanced Stabilisation System + 10 points
                   Drone Controller with either:
                                        Gun Drone   + 28 points
                                       Shield Drone + 20 points
    Special: count as robots for all purposes. Monstrous target. Bonding Knife.
Vespid Stingwing Squad                   
Points: 32
(4-8 Models)
M
WS
BS
S
T
W
I
A
Ld
16
3
4
3
4
1
4
1
6
    Equipment: Fire Caste Armour (4+ save), Vespid Neutron Guns, Frag grenades
    Upgrades: Up to one model in the squad can be upgraded to a Strain Leader for + 5
    points (Ld 9). The Strain Leader may be given pulse grenades for +5 points.
   Special: Auxiliaries
Kroot: See the Kroot Army List
Support
Gun Drone Squadron                     
                               Points: 28
(5-10 models)
M
WS
BS
S
T
W
I
A
Ld
10
2
3
3
4
1
2
1
*
    Equipment: Drone Hull (4+ save), Twin-Linked Pulse Carbines
    Upgrades: None
    Special: count as robots for all purposes, Leadership is equal to number of models in the squad.
     Skimmer.
Sniper Drone Team                     
                               Points: 105
(1 Spotter and 3 Sniper Drones)
    DRONE
  SPOTTER
    Equipment: Drone Hull (4+ save), Rail Rifle, Targetters. The Spotter is armed wears Fire Caste 
    armour and carries the Targetting Array
    Upgrades: None
    Special: The drones and the spotter are immune to psychology. Only one team may be included per
    750 points, drones count as robots for all purposes. The spotter does not need to stay in coherency
    with the drones.
Tau Devilfish                    
                              
Points: 125
M
WS
BS
S
T
W
I
A
Ld
4
2
3
3
3
1
2
1
7
Crew: 1 (4+ save)
Transport: 6 models
Weapons: Burst cannon w. Targeter, 2 twin linked Pulse Carbines
Special: See Datafax for complete rules
Tau Hammerhead
             Points: 130+Weapons
M
WS
BS
S
T
W
I
A
Ld
M
WS
BS
S
T
W
I
A
Ld
10
2
4
3
4
1
2
1
*
M
WS
BS
S
T
W
I
A
Ld
4
2
3
3
3
1
2
1
7
4
2
3
3
3
1
2
1
7
Crew: 2 (4+ save)
Weapons: Choose one from the following:
       Ion Cannon w. Targeter    +40  points
                                   Rail Gun w. Targeter         +50  points
             
                   The Hammerhead is also armed with 2 burst cannons
Special: See Datafax for complete rules
Tau Sky Ray
    
             Points: 180
M
WS
BS
S
T
W
I
A
Ld
4
2
3
3
3
1
2
1
7
Crew: 2 (4+ save)
Weapons: Seeker Missile array with Targetter and 2 Drone Controlled Burst Cannons
             
Special: See Datafax for complete rules
Tau Piranha
             Points: 55+Weapons
M
WS
BS
S
T
W
I
A
Ld
4
2
3
3
3
1
2
1
7
Crew: 2 (4+ save)
Weapons: 2 drone controlled twin linked Pulse Carbines and one weapon chosen from below
Choose one from the following:
       Burst Cannon w. Targeter    +20 points
                                   Fusion Blaster w. Targeter    +17 points
             
Special: See Datafax for complete rules
Tau Devilfish
Crew: 1
Movement: Skimmer
Slow: 8”
Combat: 16”
Fast: 27”
Ram Value: Strength 7 (damage as
a falcon grav.)
Weapons:
Burst Cannon (90° arc to the front)
2 Twin Linked Pulse Carbines (180°
arc to the side, drone controlled)
Transport: Can carry up to six
models
WEAPON DATA
                      Range To Hit  Str. Dam. Mod.  Pen.                 Special
Burst
Cannon
S 0-
10
L
11-
18
S
+1
L  -
5
D4
-2
D4+
D6+5
3 sustained fire, Heavy
Pulse
Carbine
S 0-
10
L
10-
18
S
+1
L -
5
1
-1
D6+5
1 sustained fire
Locations: 1-2 Engines (F = 16 S/R = 14) 
                  3-4 Hull (F = 18 S/R = 16) 
                    5 Twin Linked Pulse Carbine ( F = 12  S/R = 12)
                    6 Burst cannon (F=14  S/R=12)
Engines
        D6                                                                             Result
   1-4                               Motor damaged, may only move at slow speed.
     5-6                              Engines destroyed, Devilfish crashes, as below
Hull                                                                   Result
1                                                            Pilot killed
     2-3            Large explosion. D6 for each model on board, they are killed
                      on a 4-6. Passengers if hit, have an armour save.
      4      Engines explode, killing crew. Devilfish is spun to face a random
                                       direction then crashes as below.
      5       Vehicle bursts into flames, crew killed. Crashes as below and then
                        explodes, models within 3” hit as if by a heavy flamer.
      6         Ammo explodes, killing crew but instead of crashing it explodes 
                     immediately, models within 3” take D6 Str. 10 hits, -3 save
Pulse Carbine                                                  
     D6                                                                              Result
   1              The Pulse Carbine is damaged and may only be fired on a roll of 4 or more
   2-5            The Pulse Carbine is destroyed and cannot be fired for the rest of the game
    6              The Pulse Carbine is destroyed as above and the explosion causes a
                 flashback to the hull. Roll on the Hull damage table to find out the effect.
Burst Cannon
      D6                                                                              Result
    1              The Burst Cannon is damaged and may only be fired on a roll of 4 or more
   2-5            The Burst Cannon is destroyed and cannot be fired for the rest of the game
    6              The Burst Cannon is destroyed as above and the explosion causes a
                 flashback to the hull. Roll on the Hull damage table to find out the effect.
Crashing
If Grav Tank is at slow speed then it crashes on the spot. Models dismount as normal.
If it is at combat or fast sped
then it crashes to the ground and then ploughs forward 3D6”, ramming anything in its
path as normal. Models on
board are hit on a 4+ and then take an armour save. Survivors then dismount as normal.
Tau Hammerhead
Crew: 2
Movement: Skimmer
Slow: 8”
Combat: 16”
Fast: 27”
Ram Value: Strength 7 (damage as
a falcon grav.)
Weapons:
Either a Rail Gun (+55 pts) or an
Ion Cannon (+40 pts) (360° arc)
2 Burst Cannons (180° arc to the
side, drone controlled)
WEAPON DATA
                    Range  To Hit Str. Dam. Mod.     Pen.                     Special
Ion Cannon
S-
0-
24”
L
25-
48”
S
-
L
-
7
D8
-4
D8+
D6+7
1 sustained fire,
Heavy
Rail Gun
(solid)
72”
-
10
2D6
-6
3D6+10
Heavy
Rail Gun
(submunition)
24”
-
6
D4
-3
D4+D6+6
2” Blast, Heavy
Burst Cannon
S
0-
10
L
11-
18
S
+1
L
-1
5
D4
-2
D4+
D6+5
3 sustained fire,
Heavy
Locations: 1 Engines (F = 17 S/R = 15) 
                  2-3 Nearest Burst Cannon (F = 14 S/R=12)
                  4 Hull (F = 18 S/R = 16) 
                  5-6 Turret (F=19  S/R=17)
Engines
        D6                                                                             Result
   1-4                               Motor damaged, may only move at slow speed.
     5-6                              Engines destroyed, Hammerhead crashes, as below
Burst Cannon
      D6                                                                              Result
    1              The Burst Cannon is damaged and may only be fired on a roll of 4 or more
   2-5            The Burst Cannon is destroyed and cannot be fired for the rest of the game
    6              The Burst Cannon is destroyed as above and the explosion causes a
           flashback to the hull. Roll on the Hull damage table to find out the effect.
Hull
        D6                                                                             Result
    1                                                           Pilot killed
     2-3            Large explosion. D6 for each model on board, they are killed
                      on a 4-6. Passengers if hit, have an armour save.
      4      Engines explode, killing crew. Hammerhead is spun to face a random
                                       direction then crashes as below.
      5       Vehicle bursts into flames, crew killed. Crashes as below and then
                        explodes, models within 3” hit as if by a heavy flamer.
      6         Ammo explodes, killing crew but instead of crashing it explodes 
                     immediately, models within 3” take D6 Str. 10 hits, -3 save
Turret
     D6                                                                               Result
  1-2                   Turret weapons jammed and each need a 4+ to fire
    3                                                          Gunner killed
  4-6        Ammo explodes and Grav Tank crashes, see below. Turret flies off
                 2D6” random direction causing D6 Str. 9 hits with a –6 save on
                                                       anything it lands on
Crashing
If Grav Tank is at slow speed then it crashes on the spot. Models dismount as normal.
If it is at combat or fast speed then it crashes to the ground and then ploughs forward
3D6”, ramming anything in its path as normal. Models on board are hit on a 4+ and
then take an armour save. Survivors then dismount as normal.
Tau Sky Ray
Crew: 2
Movement: Skimmer
Slow: 8”
Combat: 16”
Fast: 27”
Ram Value: Strength 7 (damage
as a falcon grav.)
Weapons:
Seeker Missile Array (6
missiles) with Targeter
2 Burst Cannons (180° arc to the
side, drone controlled)
WEAPON DATA
                    Range  To Hit Str. Dam. Mod.     Pen.                     Special
Seeker
Missile
Array
72”
S
-
L
-
8
D10
-6
D6+D10+8
Heavy, 6 Shots per
game
Burst
Cannon
S
0-
S
+1
5
D4
-2
D4+
D6+5
3 sustained fire,
Heavy
10
L
11-
18
L
-1
Locations: 1 Engines (F = 17 S/R = 15) 
                  2-3 Nearest Burst Cannon (F = 14 S/R=12)
                  4 Hull (F = 18 S/R = 16) 
                  5-6 Turret (F=19  S/R=17)
Engines
        D6                                                                             Result
   1-4                               Motor damaged, may only move at slow speed.
     5-6                              Engines destroyed, Skyray crashes, as below
Burst Cannon
      D6                                                                              Result
    1           w   The Burst Cannon is damaged and may only be fired on a roll of 4 or
more
   2-5            The Burst Cannon is destroyed and cannot be fired for the rest of the game
    6              The Burst Cannon is destroyed as above and the explosion causes a
                 flashback to the hull. Roll on the Hull damage table to find out the effect.
Hull
        D6                                                                             Result
    1                                                           Pilot killed
     2-3            Large explosion. D6 for each model on board, they are killed
                      on a 4-6. Passengers if hit, have an armour save.
      4      Engines explode, killing crew. Skyray is spun to face a random
                                       direction then crashes as below.
      5       Vehicle bursts into flames, crew killed. Crashes as below and then
                        explodes, models within 3” hit as if by a heavy flamer.
      6         Ammo explodes, killing crew but instead of crashing it explodes 
                     immediately, models within 3” take D6 Str. 10 hits, -3 save
Turret
     D6                                                                               Result
  1-2                   Turret weapons jammed and each need a 4+ to fire
    3                                                          Gunner killed
  4-6        Ammo explodes and Grav Tank crashes, see below. Turret flies off
                 2D6” random direction causing D6 Str. 9 hits with a –6 save on
                                     anything it lands on
Crashing
If Grav Tank is at slow speed then it crashes on the spot. Models dismount as normal.
If it is at combat or fast speed then it crashes to the ground and then ploughs forward
3D6”, ramming anything in its path as normal. Models on board are hit on a 4+ and
then take an armour save. Survivors then dismount as normal.
Tau Pirahna
Crew: 2 Tau Fire Warriors (4+
armour save)
Movement: Skimmer
Slow: 8”
Combat: 15”
Fast: 28”
Ram Value: Strength 6 (D6
Damage)
Weapons:
Burst Cannon (90° arc to the front)
OR
Fusion Blaster (90° arc to the front)
2 twin linked Pulse Carbines (180°
arc to the side, drone controlled)
Transport: Can carry up to six
models
WEAPON DATA
                      Range To Hit  Str. Dam. Mod.  Pen.                 Special
Burst
Cannon
S 0-
10
L
11-
18
S
+1
L
-
5
D4
-2
D4+
D6+5
3 sustained fire, Heavy
Fusion
Blaster
12”
-
7
D6
-4
2D6+7
1 ½” blast
Pulse
Carbine
S 0-
10
L
10-
18
S
+1
L -
5
1
-1
D6+5
1 sustained fire
Locations: 1-4 Hull (F = 12 S/R = 10) 
                  5-6 Crew *Hit the nearest one to the attacker
                 
Hull                                                                   Result
1
The Nearest Gun Drone is hit and destroyed
2
The Weapon mount is destroyed and can no longer be used
3
The Piranha’s controls are damaged making it difficult to control. The vehicle
will move out of control each turn unless the driver rolls a 4 or more
4
The Piranha’s engines cut out and it crashes to the ground 2D6” away in a
random direction. The crew may leap from the Piranha, but will suffer damage
depending on the speed it moves. If the Piranha lands on a model, it suffers d3
S6 hits with a –2 save modifier.
5
The Piranha’s engines explode, killing the crew. It crashes as above.
6
The Piranha’s fuel catches fire, killing the crew. The flaming wreck moves out
of control next turn and explodes. Any models within 3” suffer D3 strength 8
hits with a –3 save modifier.
                                                                          
Crew
If the driver is hit and killed, the gunner may attempt to take control of the vehicle. This is a difficult
manoeuvre and he must first roll a 4+ on a D6. If he fails, the vehicle crashes as result 4 on the hull
damage table.