Unnamed
1997 of 2000 Pts - Tau Empire
HQ: Commander Shas'el (1#, 115 pts)
Commander Shas'el 115
Grp
HQ
WS
3
BS
4
S
5
T
4
Wo
3
I
3
A
3
Ld
9
Save
3+/4(i)
(C:TE, pg. 32); Independent Character ((See WH40k, pg. 50.)); Unit Type: Jump Infantry (Jet Packs) (Unit Type: Jump Infantry - Jetpacks (p.52 WH40k)
1) In the Movement Phase, may move up to 6" but are always allowed to move 6" in the Assault Phase, even if they don't assault.
2) When moving in the Assault phase and don't assault they treat difficult terrain as other Jump Infantry do.
3) Have the Relentless USR.)
; Stimulant Injector (Feel No Pain. Special Issue; C:TE page 27.); Plasma Rifle (24" Range; S6; AP2; Rapid Fire); Positional Relay (Allows a Reserve unit to be deployed on a 2+. No others reserves that turn. Special Issue; C:TE page 27.); Shield Generator (4+ Inv Save. C:TE page 27.); Acute Senses (May reroll Night Fighting distances, conditions apply (p75 WH40K 5E)); Deep Strike (Unit may arrive by Deep Strike (BRB, pg. 95).); Relentless (Count as stationary when firing rapid/heavy weapons, conditions apply (p76 WH40K 5E))
Elite: Stealthsuits (6#, 269 pts)
5x Stealthsuits 269
Grp
Elite
WS
2
BS
3/4
S
4
T
3
Wo
1
I
2
A
2
Ld
8
Save
3+
(C:TE, pg. 35); Unit Type: Jump Infantry (Jet Packs) (Unit Type: Jump Infantry - Jetpacks (p.52 WH40k)
1) In the Movement Phase, may move up to 6" but are always allowed to move 6" in the Assault Phase, even if they don't assault.
2) When moving in the Assault phase and don't assault they treat difficult terrain as other Jump Infantry do.
3) Have the Relentless USR.)
; Stealth Armour: Night Fighting Rules. C:TE page 27.; Support Systems; Targeting Array (x5) (Add 1 to BS. C:TE page 28.); Burst Cannon (x4) (18" Range; S5; AP5; Assault 3); Fusion Blaster (x1) (12" Range; S8; AP1; Melta Assault 1; See page 26 of Codex: Tau Empire); Acute Senses (May reroll Night Fighting distances, conditions apply (p75 WH40K 5E)); Deep Strike (Unit may arrive by Deep Strike (BRB, pg. 95).); Infiltrate (Deploy last within 12" or 18", conditions apply (p75 WH40K 5E)); Relentless (Count as stationary when firing rapid/heavy weapons, conditions apply (p76 WH40K 5E)); Stealth Field (See (C:TE, pg. 27) for information.); Add Team Leader
Team Leader [67]
Grp
-
WS
2
BS
3/4
S
4
T
3
Wo
1
I
2
A
2
Ld
8
Save
3+
Stealth Armour: Night Fighting Rules. C:TE page 27.; Bonding Knife (Helps with regrouping. C:TE page 26.); Hard-wired Multi-tracker (Allows 2 Battlesuit weapons in same turn. C:TE page 26.); Markerlight (36" Range; S-; AP-; Heavy 1; See page 29 of Codex: Tau Empire); Targeting Array (Add 1 to BS. C:TE page 28.); Fusion Blaster (12" Range; S8; AP1; Melta Assault 1; See page 26 of Codex: Tau Empire)
Elite: Stealthsuits (6#, 269 pts)
5x Stealthsuits 269
Grp
Elite
WS
2
BS
3/4
S
4
T
3
Wo
1
I
2
A
2
Ld
8
Save
3+
(C:TE, pg. 35); Unit Type: Jump Infantry (Jet Packs) (Unit Type: Jump Infantry - Jetpacks (p.52 WH40k)
1) In the Movement Phase, may move up to 6" but are always allowed to move 6" in the Assault Phase, even if they don't assault.
2) When moving in the Assault phase and don't assault they treat difficult terrain as other Jump Infantry do.
3) Have the Relentless USR.)
; Stealth Armour: Night Fighting Rules. C:TE page 27.; Support Systems; Targeting Array (x5) (Add 1 to BS. C:TE page 28.); Burst Cannon (x4) (18" Range; S5; AP5; Assault 3); Fusion Blaster (x1) (12" Range; S8; AP1; Melta Assault 1; See page 26 of Codex: Tau Empire); Acute Senses (May reroll Night Fighting distances, conditions apply (p75 WH40K 5E)); Deep Strike (Unit may arrive by Deep Strike (BRB, pg. 95).); Infiltrate (Deploy last within 12" or 18", conditions apply (p75 WH40K 5E)); Relentless (Count as stationary when firing rapid/heavy weapons, conditions apply (p76 WH40K 5E)); Stealth Field (See (C:TE, pg. 27) for information.); Add Team Leader
Team Leader [67]
Grp
-
WS
2
BS
3/4
S
4
T
3
Wo
1
I
2
A
2
Ld
8
Save
3+
Stealth Armour: Night Fighting Rules. C:TE page 27.; Bonding Knife (Helps with regrouping. C:TE page 26.); Hard-wired Multi-tracker (Allows 2 Battlesuit weapons in same turn. C:TE page 26.); Markerlight (36" Range; S-; AP-; Heavy 1; See page 29 of Codex: Tau Empire); Targeting Array (Add 1 to BS. C:TE page 28.); Fusion Blaster (12" Range; S8; AP1; Melta Assault 1; See page 26 of Codex: Tau Empire)
Elite: Stealthsuits (6#, 269 pts)
5x Stealthsuits 269
Grp
Elite
WS
2
BS
3/4
S
4
T
3
Wo
1
I
2
A
2
Ld
8
Save
3+
(C:TE, pg. 35); Unit Type: Jump Infantry (Jet Packs) (Unit Type: Jump Infantry - Jetpacks (p.52 WH40k)
1) In the Movement Phase, may move up to 6" but are always allowed to move 6" in the Assault Phase, even if they don't assault.
2) When moving in the Assault phase and don't assault they treat difficult terrain as other Jump Infantry do.
3) Have the Relentless USR.)
; Stealth Armour: Night Fighting Rules. C:TE page 27.; Support Systems; Targeting Array (x5) (Add 1 to BS. C:TE page 28.); Burst Cannon (x4) (18" Range; S5; AP5; Assault 3); Fusion Blaster (x1) (12" Range; S8; AP1; Melta Assault 1; See page 26 of Codex: Tau Empire); Acute Senses (May reroll Night Fighting distances, conditions apply (p75 WH40K 5E)); Deep Strike (Unit may arrive by Deep Strike (BRB, pg. 95).); Infiltrate (Deploy last within 12" or 18", conditions apply (p75 WH40K 5E)); Relentless (Count as stationary when firing rapid/heavy weapons, conditions apply (p76 WH40K 5E)); Stealth Field (See (C:TE, pg. 27) for information.); Add Team Leader
Team Leader [67]
Grp
-
WS
2
BS
3/4
S
4
T
3
Wo
1
I
2
A
2
Ld
8
Save
3+
Stealth Armour: Night Fighting Rules. C:TE page 27.; Bonding Knife (Helps with regrouping. C:TE page 26.); Hard-wired Multi-tracker (Allows 2 Battlesuit weapons in same turn. C:TE page 26.); Markerlight (36" Range; S-; AP-; Heavy 1; See page 29 of Codex: Tau Empire); Targeting Array (Add 1 to BS. C:TE page 28.); Fusion Blaster (12" Range; S8; AP1; Melta Assault 1; See page 26 of Codex: Tau Empire)
Troops: Fire Warrior (12#, 185 pts)
9x Fire Warrior 185
Grp
Troops
WS
2
BS
3
S
3
T
3
Wo
1
I
2
A
1
Ld
7
Save
4+
(C:TE, pg. 36); Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Pulse Rifle (x9) (30" Range; S5; AP5; Rapid Fire)
Devilfish [95]
Grp: BS: 3 FA: 12 SA: 11 RA: 10
(C:TE, pg. 36); Unit Type: Vehicle (Tank, Skimmer) (Unit Type: Vehicle (Tank, Skimmer) (WH40k, pp. 68-69, 70)); Transport Capacity: 12 models; Access Points: 3; Fire Points: 0; Burst Cannon (18" Range; S5; AP5; Assault 3); Gun Drones; Landing Gear (Allows vehicle to not count as Skimmer. C:TE page 30.); Disruption Pod (Enemies more than 12" count vehicle as obscured. C:TE page 30.); Flechette Discharger (Wounds enemy models on 4+ with saves allowed. C:TE page 30.)
2x Gun Drones [0]
Grp
-
WS
2
BS
2
S
3
T
3
Wo
1
I
4
A
1
Ld
-
Save
4+
Unit Type: Jump Infantry (Jet Packs) (Unit Type: Jump Infantry - Jetpacks (p.52 WH40k)
1) In the Movement Phase, may move up to 6" but are always allowed to move 6" in the Assault Phase, even if they don't assault.
2) When moving in the Assault phase and don't assault they treat difficult terrain as other Jump Infantry do.
3) Have the Relentless USR.)
; Twin Linked Pulse Carbines (18" Range; S5; AP5; Assault 1; Twin Linked; Pinning); Relentless (Count as stationary when firing rapid/heavy weapons, conditions apply (p76 WH40K 5E))
Troops: Fire Warrior (9#, 155 pts)
6x Fire Warrior 155
Grp
Troops
WS
2
BS
3
S
3
T
3
Wo
1
I
2
A
1
Ld
7
Save
4+
(C:TE, pg. 36); Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Pulse Rifle (x6) (30" Range; S5; AP5; Rapid Fire)
Devilfish [95]
Grp: BS: 3 FA: 12 SA: 11 RA: 10
(C:TE, pg. 36); Unit Type: Vehicle (Tank, Skimmer) (Unit Type: Vehicle (Tank, Skimmer) (WH40k, pp. 68-69, 70)); Transport Capacity: 12 models; Access Points: 3; Fire Points: 0; Burst Cannon (18" Range; S5; AP5; Assault 3); Gun Drones; Landing Gear (Allows vehicle to not count as Skimmer. C:TE page 30.); Disruption Pod (Enemies more than 12" count vehicle as obscured. C:TE page 30.); Flechette Discharger (Wounds enemy models on 4+ with saves allowed. C:TE page 30.)
2x Gun Drones [0]
Grp
-
WS
2
BS
2
S
3
T
3
Wo
1
I
4
A
1
Ld
-
Save
4+
Unit Type: Jump Infantry (Jet Packs) (Unit Type: Jump Infantry - Jetpacks (p.52 WH40k)
1) In the Movement Phase, may move up to 6" but are always allowed to move 6" in the Assault Phase, even if they don't assault.
2) When moving in the Assault phase and don't assault they treat difficult terrain as other Jump Infantry do.
3) Have the Relentless USR.)
; Twin Linked Pulse Carbines (18" Range; S5; AP5; Assault 1; Twin Linked; Pinning); Relentless (Count as stationary when firing rapid/heavy weapons, conditions apply (p76 WH40K 5E))
Troops: Fire Warrior (9#, 155 pts)
6x Fire Warrior 155
Grp
Troops
WS
2
BS
3
S
3
T
3
Wo
1
I
2
A
1
Ld
7
Save
4+
(C:TE, pg. 36); Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Pulse Rifle (x6) (30" Range; S5; AP5; Rapid Fire)
Devilfish [95]
Grp: BS: 3 FA: 12 SA: 11 RA: 10
(C:TE, pg. 36); Unit Type: Vehicle (Tank, Skimmer) (Unit Type: Vehicle (Tank, Skimmer) (WH40k, pp. 68-69, 70)); Transport Capacity: 12 models; Access Points: 3; Fire Points: 0; Burst Cannon (18" Range; S5; AP5; Assault 3); Gun Drones; Landing Gear (Allows vehicle to not count as Skimmer. C:TE page 30.); Disruption Pod (Enemies more than 12" count vehicle as obscured. C:TE page 30.); Flechette Discharger (Wounds enemy models on 4+ with saves allowed. C:TE page 30.)
2x Gun Drones [0]
Grp
-
WS
2
BS
2
S
3
T
3
Wo
1
I
4
A
1
Ld
-
Save
4+
Unit Type: Jump Infantry (Jet Packs) (Unit Type: Jump Infantry - Jetpacks (p.52 WH40k)
1) In the Movement Phase, may move up to 6" but are always allowed to move 6" in the Assault Phase, even if they don't assault.
2) When moving in the Assault phase and don't assault they treat difficult terrain as other Jump Infantry do.
3) Have the Relentless USR.)
; Twin Linked Pulse Carbines (18" Range; S5; AP5; Assault 1; Twin Linked; Pinning); Relentless (Count as stationary when firing rapid/heavy weapons, conditions apply (p76 WH40K 5E))
Heavy Support: Sniper Drone Team (12#, 240 pts)
Sniper Drone Team 240
Grp
Heavy
WS
2
BS
3/4
S
3
T
3
Wo
1
I
2
A
1
Ld
8
Save
4+
(C:TE, pg. 40); Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Drone Controller (Allows controlling of Shield, Marker or Gun Drones. C:TE page 26.); Networked Markerlight (36" Range; See page 29 of Codex: Tau Empire); Pulse Pistol (12" Range; S5; AP5; Pistol); Stealth Field Generator (Night Fighting Rules. C:TE page 27.); Targeting Array (Add 1 to BS. C:TE page 28.); Sniper Drone Team; Sniper Drone Team
3x Sniper Drones [0]
WS
2
BS
2/3
S
3
T
3
Wo
1
I
4
A
1
Ld
7
Save
4+
Rail Rifle and Target Lock (x3) (36" Range; S6; AP3; Heavy 1; Pinning, see page 28 of Codex: Tau Empire); Stealth Field Generator (Night Fighting Rules. C:TE page 27.); Targeting Array (Add 1 to BS. C:TE page 28.)
Sniper Drone Team [80]
Grp
-
WS
2
BS
3/4
S
3
T
3
Wo
1
I
2
A
1
Ld
8
Save
4+
(C:TE, pg. 40); Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Drone Controller (Allows controlling of Shield, Marker or Gun Drones. C:TE page 26.); Networked Markerlight (36" Range; See page 29 of Codex: Tau Empire); Pulse Pistol (12" Range; S5; AP5; Pistol); Stealth Field Generator (Night Fighting Rules. C:TE page 27.); Targeting Array (Add 1 to BS. C:TE page 28.)
3x Sniper Drones [0]
WS
2
BS
2/3
S
3
T
3
Wo
1
I
4
A
1
Ld
7
Save
4+
Rail Rifle and Target Lock (x3) (36" Range; S6; AP3; Heavy 1; Pinning, see page 28 of Codex: Tau Empire); Stealth Field Generator (Night Fighting Rules. C:TE page 27.); Targeting Array (Add 1 to BS. C:TE page 28.)
Sniper Drone Team [80]
Grp
-
WS
2
BS
3/4
S
3
T
3
Wo
1
I
2
A
1
Ld
8
Save
4+
(C:TE, pg. 40); Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Drone Controller (Allows controlling of Shield, Marker or Gun Drones. C:TE page 26.); Networked Markerlight (36" Range; See page 29 of Codex: Tau Empire); Pulse Pistol (12" Range; S5; AP5; Pistol); Stealth Field Generator (Night Fighting Rules. C:TE page 27.); Targeting Array (Add 1 to BS. C:TE page 28.)
3x Sniper Drones [0]
WS
2
BS
2/3
S
3
T
3
Wo
1
I
4
A
1
Ld
7
Save
4+
Rail Rifle and Target Lock (x3) (36" Range; S6; AP3; Heavy 1; Pinning, see page 28 of Codex: Tau Empire); Stealth Field Generator (Night Fighting Rules. C:TE page 27.); Targeting Array (Add 1 to BS. C:TE page 28.)
Heavy Support: Broadside Battlesuit (2#, 160 pts)
Broadside Battlesuit 160
Grp
Heavy
WS
2
BS
3/4
S
5
T
4
Wo
2
I
2
A
2
Ld
8
Save
2+
(C:TE, pg. 40); Acute Senses (May reroll Night Fighting distances, conditions apply (p75 WH40K 5E)); Twin Linked Railgun ((72" Range; S10; AP1; Heavy 1) or (72" Range; S6; AP4; Heavy 1 Large Blast; Hammerhead Only)); Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Broadside Battlesuit; Smart Missile System (24" Range; S5; AP5; Heavy 4; See page 27 of Codex: Tau Empire); Targeting Array (Add 1 to BS. C:TE page 28.)
Broadside Battlesuit [80]
Grp
-
WS
2
BS
3/4
S
5
T
4
Wo
2
I
2
A
2
Ld
8
Save
2+
(C:TE, pg. 40); Acute Senses (May reroll Night Fighting distances, conditions apply (p75 WH40K 5E)); Twin Linked Railgun ((72" Range; S10; AP1; Heavy 1) or (72" Range; S6; AP4; Heavy 1 Large Blast; Hammerhead Only)); Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Smart Missile System (24" Range; S5; AP5; Heavy 4; See page 27 of Codex: Tau Empire); Targeting Array (Add 1 to BS. C:TE page 28.)
Heavy Support: Hammerhead Gunship (1#, 180 pts)
Hammerhead Gunship 180
Grp: Heavy BS: 3/4 FA: 13 SA: 12 RA: 10
(C:TE, pg. 41); Unit Type: Vehicle (Tank, Skimmer) (Unit Type: Vehicle (Tank, Skimmer) (WH40k, pp. 68-69, 70)); Railgun ((72" Range; S10; AP1; Heavy 1) or (72" Range; S6; AP4; Heavy 1 Large Blast; Hammerhead Only)); Landing Gear (Allows vehicle to not count as Skimmer. C:TE page 30.); Targeting Array (Add 1 to BS. C:TE page 28.); Two Burst Cannons (18" Range; S5; AP5; Assault 3; See page 41 of Codex: Tau Empire); Disruption Pod (Enemies more than 12" count vehicle as obscured. C:TE page 30.); Flechette Discharger (Wounds enemy models on 4+ with saves allowed. C:TE page 30.); Multi-Tracker (Fire as if FAST. C:TE page 30.); Target Lock (Allows targeting of seperate enemy units. C:TE page 31.)
Option Footnotes
Validation Report
Roster Statistics
Composition Report