Hammerhead Gunship

Source: Imperial Armour III, p. 162

Points Front Armour Side Armour Rear Armour BS
Hammerhead 90 13 12 10 3 (4)

Type: Tank, Skimmer

Crew: 3, Tau Fire Caste

Weapons: A Hammerhead is armed with a primary weapons system and a secondary weapons system.

The primary weapons system must be one of the following: twin-linked long-barrelled burst cannons +20 pts; ion cannon +30 pts; missile pod +30 pts; twin-linked fusion cannons +30 pts; twin-linked plasma cannons +35 pts; a railgun +50 pts.

The secondary weapons system is either two burst cannons at +10 pts, a pair of Gun Drones at +20 pts, or a smart missile system at +20 pts. Note the burst cannons are not twin-linked and fire separately.

Options: The Hammerhead may be given any of the following from the Tau Codex: Sensor spines, Multi-tracker, Blacksun filter, Target lock, Flechette discharger, Disruption pod, Decoy launcher, Seeker missiles (up to 4 per vehicle). It is always equipped with a Targeting array (already added to the BS) at no extra points cost.

Heavy Support: A Hammerhead is a Heavy Support choice for a Tau army.

Primary Weapons

Weapon Range Str AP Type Notes
Twin-linked long-barrelled burst cannon 36" 6 4 Assault 3
Ion cannon 60" 7 3 Heavy 3
Missile pod 36" 7 4 Assault 4
Twin-linked fusion cannon 24" 8 1 Heavy 1, Blast At under half range (12") roll 2D6 for Armour Penetration like a multi-melta
Twin-linked plasma cannon 48" 7 2 Heavy 2 Does not suffer from overheating
Railgun 72" 10 1 Heavy 1 Or may choose to fire sub-munitions instead
Railgun (sub-munitions) 72" 6 4 Heavy 1 / Ordnance, Blast

Special Rules

Landing Gear: Though they utilise advanced anti-gravitic technology, Tau vehicles are fitted with basic landing gear in case they should suffer malfunction. In any turn that the vehicle does not move, it may choose to no longer count as a skimmer until it moves again. This benefit does not apply on the first turn of the game.