HQ: Commander Shadowsun (4#, 175 pts)
Commander Shadowsun 175
(C:TE, pp. 46-47); XV22 Battlesuit; Two Fusion Blasters (12" Range; S8; AP1; Melta Assault 1; See page 26 of Codex: Tau Empire; Two weapons); 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.); Multi-Tracker (This enables the model to fire two weapons in same turn. C:TE page 26 + FAQ v1.1.); Advanced Target Lock (Target 2 units, no priority check. C:TE page 46.); Bonding Knife (Helps with regrouping. C:TE page 26.); Drone Controller (Allows controlling of Shield, Marker or Gun Drones. C:TE page 26.); Relentless (Count as stationary when firing rapid/heavy weapons, conditions apply (p76 WH40K 5E)); Stealth Field (See (C:TE, pg. 27) for information.)
Command-link Drone [0]
(C:TE, pg. 47); 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.); Relentless (Count as stationary when firing rapid/heavy weapons, conditions apply (p76 WH40K 5E))
2x Shield Drones [0]
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.); Shield Generator (4+ Inv Save. C:TE page 27.); Relentless (Count as stationary when firing rapid/heavy weapons, conditions apply (p76 WH40K 5E))
Elite: Stealthsuits (5#, 212 pts)
4x Stealthsuits 212
(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.; Targeting Array (Add 1 to BS. C:TE page 28.); Burst Cannon (18" Range; S5; AP5; Assault 3); 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 [52]
Stealth Armour: Night Fighting Rules. C:TE page 27.; Targeting Array (Add 1 to BS. C:TE page 28.); Hard-wired Target Lock (Allows model to target seperate enemy unit from the rest of his unit. C:TE page 28.); Fusion Blaster (12" Range; S8; AP1; Melta Assault 1; See page 26 of Codex: Tau Empire); Infiltrate (Deploy last within 12" or 18", conditions apply (p75 WH40K 5E)); Stealth Field (See (C:TE, pg. 27) for information.)
Elite: Stealthsuits (5#, 212 pts)
4x Stealthsuits 212
(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.; Targeting Array (Add 1 to BS. C:TE page 28.); Burst Cannon (18" Range; S5; AP5; Assault 3); 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 [52]
Stealth Armour: Night Fighting Rules. C:TE page 27.; Targeting Array (Add 1 to BS. C:TE page 28.); Hard-wired Target Lock (Allows model to target seperate enemy unit from the rest of his unit. C:TE page 28.); Fusion Blaster (12" Range; S8; AP1; Melta Assault 1; See page 26 of Codex: Tau Empire); Infiltrate (Deploy last within 12" or 18", conditions apply (p75 WH40K 5E)); Stealth Field (See (C:TE, pg. 27) for information.)
Troops: Fire Warrior (12#, 130 pts)
11x Fire Warrior 130
(C:TE, pg. 36); Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Add Shas'ui; Pulse Rifle (x11) (30" Range; S5; AP5; Rapid Fire)
Shas'ui [20]
Pulse Rifle (30" Range; S5; AP5; Rapid Fire)
Troops: Fire Warrior (12#, 130 pts)
11x Fire Warrior 130
(C:TE, pg. 36); Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Add Shas'ui; Pulse Rifle (x11) (30" Range; S5; AP5; Rapid Fire)
Shas'ui [20]
Pulse Rifle (30" Range; S5; AP5; Rapid Fire)
Fast Attack: Pathfinder (11#, 241 pts)
7x Pathfinder 241
(C:TE, pg. 38); Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Markerlight (x4) (36" Range; S-; AP-; Heavy 1; See page 29 of Codex: Tau Empire); Pulse Carbine (x4) (18" Range; S5; AP5; Assault 1; Pinning); Rail Rifle and Target Lock (x3) (36" Range; S6; AP3; Heavy 1; Pinning, see page 28 of Codex: Tau Empire); Add Shas'ui; Scouts (May move at the start of the battle before the first turn, conditions apply (p76 WH40K 5E))
Shas'ui [27]
Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Bonding Knife (Helps with regrouping. C:TE page 26.); Markerlight (36" Range; S-; AP-; Heavy 1; See page 29 of Codex: Tau Empire); Pulse Carbine (18" Range; S5; AP5; Assault 1; Pinning)
Devilfish [100]
| Grp: BS: 3/4 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.); Marker Beacon (Allows reroll of scatter dice for Deep Strike units in view. C:TE page 38.); 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.); Targeting Array (Add 1 to BS. C:TE page 28.)
2x Gun Drones [0]
Twin Linked Pulse Carbines (18" Range; S5; AP5; Assault 1; Twin Linked; Pinning)
Heavy Support: Broadside Battlesuit (4#, 200 pts)
Broadside Battlesuit 200
(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); Bonding Knife (Helps with regrouping. C:TE page 26.); Hard-wired Drone Controller (Allows controlling of Shield, Marker or Gun Drones. C:TE page 26.); Shield Drone; Shield Drone; Advanced Stabilisation System (Slow and Purposeful. C:TE page 25.); Team Leader
Broadside Battlesuit [80]
(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); Advanced Stabilisation System (Slow and Purposeful. C:TE page 25.)
Shield Drone [15]
Causes IC to count as a unit for targeting; Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Shield Generator (4+ Inv Save. C:TE page 27.)
Shield Drone [15]
Causes IC to count as a unit for targeting; Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Shield Generator (4+ Inv Save. C:TE page 27.)
Heavy Support: Broadside Battlesuit (4#, 200 pts)
Broadside Battlesuit 200
(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); Bonding Knife (Helps with regrouping. C:TE page 26.); Hard-wired Drone Controller (Allows controlling of Shield, Marker or Gun Drones. C:TE page 26.); Shield Drone; Shield Drone; Advanced Stabilisation System (Slow and Purposeful. C:TE page 25.); Team Leader
Broadside Battlesuit [80]
(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); Advanced Stabilisation System (Slow and Purposeful. C:TE page 25.)
Shield Drone [15]
Causes IC to count as a unit for targeting; Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Shield Generator (4+ Inv Save. C:TE page 27.)
Shield Drone [15]
Causes IC to count as a unit for targeting; Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Shield Generator (4+ Inv Save. C:TE page 27.)
Option Footnotes
Special Rules
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)
Scouts - May move at the start of the battle before the first turn, conditions apply (p76 WH40K 5E)
Stealth Field - See (C:TE, pg. 27) for information.
Unit Type
Unit Type: Infantry - Unit Type: Infantry (p.54 WH40k)
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.
Unit Type: Vehicle (Tank, Skimmer) - Unit Type: Vehicle (Tank, Skimmer) (WH40k, pp. 68-69, 70)
Vehicle Upgrades
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.
Landing Gear - Allows vehicle to not count as Skimmer. C:TE page 30.
Marker Beacon - Allows reroll of scatter dice for Deep Strike units in view. C:TE page 38.
Targeting Array - Add 1 to BS. C:TE page 28.
Wargear
Advanced Stabilisation System - Slow and Purposeful. C:TE page 25.
Advanced Target Lock - Target 2 units, no priority check. C:TE page 46.
Bonding Knife - Helps with regrouping. C:TE page 26.
Drone Controller - Allows controlling of Shield, Marker or Gun Drones. C:TE page 26.
Hard-wired Drone Controller - Allows controlling of Shield, Marker or Gun Drones. C:TE page 26.
Hard-wired Target Lock - Allows model to target seperate enemy unit from the rest of his unit. C:TE page 28.
Multi-Tracker - This enables the model to fire two weapons in same turn. C:TE page 26 + FAQ v1.1.
Shield Generator - 4+ Inv Save. C:TE page 27.
Targeting Array - Add 1 to BS. C:TE page 28.
Weapons
Burst Cannon - 18" Range; S5; AP5; Assault 3
Fusion Blaster - 12" Range; S8; AP1; Melta Assault 1; See page 26 of Codex: Tau Empire
Markerlight - 36" Range; S-; AP-; Heavy 1; See page 29 of Codex: Tau Empire
Pulse Carbine - 18" Range; S5; AP5; Assault 1; Pinning
Pulse Rifle - 30" Range; S5; AP5; Rapid Fire
Rail Rifle and Target Lock - 36" Range; S6; AP3; Heavy 1; Pinning, see page 28 of Codex: Tau Empire
Smart Missile System - 24" Range; S5; AP5; Heavy 4; See page 27 of Codex: Tau Empire
Twin Linked Pulse Carbines - 18" Range; S5; AP5; Assault 1; Twin Linked; Pinning
Twin Linked Railgun - (72" Range; S10; AP1; Heavy 1) or (72" Range; S6; AP4; Heavy 1 Large Blast; Hammerhead Only)
Two Fusion Blasters - 12" Range; S8; AP1; Melta Assault 1; See page 26 of Codex: Tau Empire; Two weapons
Validation Report
c-1. File Version: 1.24 For Bug Reports/www.ab40k.org; b-1. Roster Options: Special Characters; a-1. Scenario: Normal Mission; 1. Enclaves: Tau Empire
Roster satisfies all enforced validation rules
Roster Statistics
% Elite: 28.3
% Fast: 16.1
% Heavy: 26.7
% HQ: 11.7
Model Count: 57
% Troops: 17.3
% Wargear: 0
Files version: 1.24
taDrones: 4
Seeker Missiles: 0
Composition Report
HQ - 1 (1 to 2)
Elite - 2 (0 to 3)
Troops - 2 (2 to 6)
Fast - 1 (0 to 3)
Heavy - 2 (0 to 3)