Tau XV107 Rvarna Battlesuit V2 PDF

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Tau XV107 Rvarna Battlesuit................................................

260 points
The XV107 Rvarna is a rare variant of the recently introduced Riptide battlesuit which mounts as its main armament two pulse
submunitions cannon, experimental weapons systems which fire micro-cluster projectiles capable of saturating the target area in a
deadly storm of plasma pulses. The Rvarna also has far heavier armour than the more mobile, jump-capable Riptide, allowing the
veterans assigned to pilot it to stand firm against any foe, while the more mobile elements of the cadre envelop and destroy them.
The stoic Earth caste of Kelshan was almost forced to abandon its plans for developing the Rvarna battlesuit due to the
monumental cost of these new war engines. Instead FioO Kelshan ShoAun turned to the Ethereal Councils demands for
improved stealth and infiltration units, appropriating resources intended for this project to create the initial prototype units under
the guise of developing a new Stealth suit. Renewed Tyranid attacks against the beleaguered sept world of Kelshan were to
reveal OShoauns deception to the Council, as the trio of prototype units held back the savage host of organic nightmares that
threatened to engulf the septs primary city.
The destruction they wrought on the alien horde earned the battlesuit the title Rvarna, named for Commander Burning Rain, a
legendary hero of Kelshans wars against Hive Fleet Gorgon. It also earned OShoaun the full attention of the Ethereal Council,
who have summoned the errant engineer to Tau, though he has delayed this honour, citing the need to complete his work
before accepting any accolade. Meanwhile, the Rvarna battlesuit has entered full production on the world of Kelshan, whose
grim and fatalistic warriors favour the tenacity and firepower of the new battlesuit, with many other examples of OShoauns
masterwork dispatched to other septs for combat evaluation against the myriad of threats arrayed against the Tau Empire.

Rvarna Shasvre
Shielded Missile Drone

WS
2
2

Unit Composition
1 Rvarna Shasvre
Unit Type
Rvarna Shasvre:
Monstrous Creature
Shielded Missile Drone:
Jet Pack Infantry (Drone)

BS
3
2

S
6
4

T
7
6

W
6
1

Wargear
Rvarna battlesuit
Two pulse submunitions
cannon
Riptide shield generator
Wargear
(Shielded Missile Drone)
Missile pod
Shield generator
Special Rules
Nova Reactor -
Rvarna Class
(Rvarna Shasvre only)
Supporting Fire

I
2
4

A
3
1

Ld
9
7

Sv
2+
4+

Options
The Rvarna Shasvre may take:
--Up to two Shielded Missile Drones............ +25 points each
The Rvarna Shasvre may take the following support systems
only: Positional Relay, Stimulant Injector (see page 95 of
Codex: Tau Empire).

An XV107 Rvarna battlesuit is a Heavy Support choice in


a Codex: Tau Empire army.

XV107 Rvarna Battlesuit


A heavy fire support variant of the standard XV104 Riptide
battlesuit, the Rvarna battlesuit provides a 2+ Armour save.
It includes inbuilt multi-trackers (see page 69 of Codex: Tau
Empire), inbuilt blacksun filters (see page 68 of Codex: Tau
Empire) and a flechette discharger (see page 72 of Codex:
Tau Empire). In the case of the flechette discharger, all
models in contact with the Rvarnas base are subject to the
attack.
Pulse Submunitions Cannon
Unlike standard pulse weapons, these powerful cannon fire
clusters of sophisticated micro-submunitions that detonate
in proximity to their target in a storm of separate pulsedischarges, showering the area with deadly effect. Larger
targets suffer proportionately greater harm, as they can
be struck with a wave of near-simultaneous detonations,
magnifying the blast and shredding them apart.
Weapon
Range Str
Pulse submunitions
cannon
60"
6

AP

Type

Heavy 1,
Large Blast (5"),
Cluster Fire

Cluster Fire: Very Bulky models, as well as those with the


Bike/Jetbike/Beasts/Cavalry type, suffer two hits each from
this weapon at an increased Strength of 7. Extremely Bulky
and Artillery/Monstrous Creature/Flying Monstrous Creature/
Vehicle (any type) models and specifically targeted buildings
and fortifications suffer 3 hits each if they are hit by the
weapon at an increased Strength of 8.
Example: The Large Blast (5) from a pulse submunitions
cannon hits models from two separate units: one comprising
Space Marine Devastator Centurions and the other being
a Tactical squad two Space Marine Centurions and three
Tactical squad Space Marines are affected by the blast.
Against the Tactical squad, the weapons listed profile of
Strength 6 is used as the Cluster Fire rule does not affect
infantry models without the Bulky rule, and only 3 hits
(one per model under the template) are inflicted, as per
the standard rules. The Centurion squad suffers 4 hits at
Strength 7 (two hits per model with the Very Bulky rule).
Note: The Pulse submunitions cannon cannot benefit from
the Storm of Fire special rule (see page 35 of Codex: Tau
Empire).

Nova Reactor Rvarna Class


The Rvarna class utilises a variant installation of the Riptides
powerful, if dangerous, nova reactor. The reactor follows
the same rules as for a Riptide (see page 45 of Codex:
Tau Empire). Declare an attempt to use the nova reactor if
desired at the start of the models Movement phase. Roll a
D6.
On a result of 1-2, the Rvarna fails and suffers a wound (no
saves of any kind may be taken, and the wound cannot be
negated by the Feel No Pain special rule). On a 3+, one of
the following abilities may be used, its effects lasting until
the start of the controlling players next Movement phase.
Ability
Nova Shield

Effect
The models Invulnerable saves are increased
to 3+.

Volley Fire

The models pulse submunitions cannon


can each be fired twice. Even though these
weapons are fired twice, each still only
counts as firing a single weapon. If this
option is chosen then the Rvarna may not
fire its weapons at all in the subsequent turn.

Electromagnetic
Shockwave
All models within 6" of the Rvarnas base,
enemy and friendly, suffer an immediate
single Strength 2 AP 5 hit with the Haywire
type.
Flank Speed

The model gains the Fleet special rule and


when making a Run move, the controlling
player rolls 2D6 to determine the distance
moved instead of just a D6.

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