| Remote Sensor Tower | Points | Front Armour | Side Armour | Rear Armour | BS |
|---|---|---|---|---|---|
| 40 | 10 | 10 | 10 | 2 (3) |
Type: Immobile
Crew: Drones
Team: A team consists of 1-3 Remote sensor towers.
Weapons: A Remote sensor tower has a Markerlight, Target Lock and a Sensor Array. A Remote sensor tower always has a Targeting Array.
Options: None.
Troops: A team of Remote sensor towers is a Troops choice for a Tau army.
Fortifications: A Tau player may also purchase Remote sensor towers as part of the Defender's Armoury in a Cityfight game.
Special Rules
Markerlight: This functions as a standard Markerlight, illuminating a target for another weapon or Seeker missile.
Target Lock: The Remote sensor tower can communicate information on potential targets directly to Tau vehicles in the area. At the start of the Tau player's Shooting phase choose a single Tau vehicle on the table, and it counts as having the Target Lock upgrade for that turn's firing only.
Sensor Array: The Sensor Array detects enemy activity in the vicinity of the tower, acting as a sentry. These sensors allow the tower to detect infiltrators and secret deployment. If enemy infiltrators set up within 4D6" of the tower then the tower may take a 'free' shot at them with its Markerlight (or sound the alarm in a raid scenario). If the Markerlight hits, then a Seeker missile can immediately be launched. These shots are taken before the battle begins and may cause infiltrators to fall back.
Damage: If the tower takes a Crew Shaken or Crew Stunned result (and therefore cannot fire), then it cannot use its Markerlight, Target Lock or Sensor Array.
If the turret takes an Immobilised damage result, then this has no effect, but the turret still counts as damaged for the purposes of calculating Victory Points.
Victory Pts: Remote sensor towers may not claim Victory Points for occupying table quarters or other objectives.