Nova Reactor - Y'vahra Class The Y'vahra class utilises a variant installation of the Riptide's powerful if dangerous Nova reactor. Using the reactor follows the same rules as for a Riptide (see Codex: Tau Empire). Declare an attempt to use the Nova reactor if desired at the start of the model's Movement phase. Roll a D6. On a result of 1-2, the Y'vahra fails and suffers a wound (no saves of any kind may be taken). On a 3+, one of the following abilities may be used, its effects lasting until the start of the owning player's next Movement phase:
Nova Barricade: The model's Invulnerable save is increased to 3+ against close combat attacks.
Overcharged Ionic Burst: The ionic discharge cannon is treated as Heavy 3+D3 for the duration of this effect.
Escape Thrust: At the start of the Movement phase, the model may be removed from play and placed in Ongoing Reserves. It may do this even if in close combat, in which case any previously engaged models consolidate as normal.
Vector Evasion: The model gains the Jink special rule, and when Thrusting or Swooping gains a 4+ Cover save as if it had moved Flat Out.
Supporting Fire When an enemy unit declares a charge, all friendly models with this special rule in units within 6" of the charging unit's target can choose to fire Overwatch as if they were also targets of the charge. Note that a unit can still only fire Overwatch once each phase.
Hit and Run A unit that contains at least one model with this special rule that is locked in combat can choose to leave close combat at the end of any Assault phase. If the unit wishes to do so, it must take an Initiative test.
If the test is failed, nothing happens and the models remain locked in the fight.
If the test is passed, choose a direction - then roll 3D6. As long as the distance rolled, in inches, is sufficient to allow the entire unit to move over 1" away from all of the enemy units they are locked in combat with, the unit breaks away from combat and must immediately move a number of inches in the chosen direction equal to the 3D6 result, ignoring the models they were locked in combat with. No Sweeping Advance rolls are made. Enemy units that are no longer locked in combat immediately Consolidate D6".
A Hit & Run move is not slowed by difficult terrain, but takes Dangerous Terrain tests as normal. It may not be used to move into base or hull contact with enemy units, and models instead stop 1" away. If there are units with this rule on both sides who wish to disengage, roll-off to determine who goes first and then alternate disengaging them. If the last of these ends up no longer in combat, it Consolidates instead.