Tau Urbanmilitia
Tau Urbanmilitia
Tau Urbanmilitia
Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE
CCW - A1 - - CCW - A1 - -
Special Rules
AP: Targets get -X to Defense rolls when blocking hits. Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
Blast: Each attack ignores cover and multiplies hits by X, but can’t deal more Rending: Targets get -1 to Regeneration rolls, and unmodified results of 6 to hit
than one hit per model. Must split all hits evenly among enemy models within count as having AP(4).
3” of a single model (target picks how). Scout: This model may be deployed after all other units, and may then move
Defense: Gets +X to Defense rolls. by up to 12”, ignoring terrain. If both players have Scout, roll-off to see who
Fearless: When failing a morale test, roll one die. On a 4+ it’s passed instead. goes first, and alternate deploying units.
Flying: May go through obstacles and ignores terrain effects when moving, and Tough: This model only rolls to see what happens from wounds once it has
automatically passes jumping rolls. taken at least X wounds, and is only Knocked Out on rolls of 5+X or more.
Hero: May take morale tests on behalf of friendly units within 12”, as long as it When Stunned and hit by shooting or charged, this model takes 1 wound
isn’t Stunned. instead of being Knocked Out, unless it already has X or more wounds.
https://army-forge.onepagerules.com/view?listId=1704178152619 1/1