HQ: Commander R'alai (IA) (3#, 225 pts)
Commander R'alai (IA) 225
(FW PDF); Unit Type: Jump Infantry (Unit Type: Jump Infantry (p.52 WH40k)
1) Move up to 12" over terrain, end of move in Diff Terr, reqs Dangerous Terrain test.
2) Assault 6" affected by Diff Terr.
3) Fall back 3D6" over terrain, end of move in Diff Terr, reqs Dangerous Terrain test.); 'Eclipse' Shield Generator (Provides a 4+ Invulnerable Save. Counts as having a Stealth Field Generator as long as he remained stationary in the prior turn.); Blacksun Filter (Doubles Nightfighting distance rolls. C:TE page 26.); Drone Controller (Allows controlling of Shield, Marker or Gun Drones. C:TE page 26.); Photon Casters (Count as having Defensive Grenades.); Vectored Retro-thrusters (Hit and Run. C:TE page 28.); Pulse Sumunitions Rifle (Standard: 24" Range; S5; AP6; Assault 1, 3" Blast, No Cover Saves, Special Ammunition.
EMP Shell: 24" Range; Special ; AP-; Assault 1, Gets Hot!
Hyper-Density Sabot: 36" Range; S9; AP3; Assault 1, Gets Hot!
Ionic Cluster-Bean Shell: 24" Range; S4; AP4; Assault 1, 5" Blast, Rending, Gets Hot!); 2x Marker Drones; Acute Senses (May reroll Night Fighting distances, conditions apply (p75 WH40K 5E)); Deep Strike (Unit may arrive by Deep Strike (BRB, pg. 95).); Independent Character ((See WH40k, pg. 50.)); Special Ammunition (During a battle he may use any of these special ammunition types instead of firing his pulse submunitions rifle as normal.); Stalwart Commander (R'alai is an Independent Character and is Stubborn as per the USR, and confers this rule to any battlesuit-equipped Tau unit he joins.); Stubborn (Ignore negative Leadership modifiers, conditions apply (p76 WH40K 5E))
2x 2x Marker Drones [0]
Unit Type: Jump Infantry (Unit Type: Jump Infantry (p.52 WH40k)
1) Move up to 12" over terrain, end of move in Diff Terr, reqs Dangerous Terrain test.
2) Assault 6" affected by Diff Terr.
3) Fall back 3D6" over terrain, end of move in Diff Terr, reqs Dangerous Terrain test.); Blacksun Filter (Doubles Nightfighting distance rolls. C:TE page 26.); Targeting Array (Add 1 to BS. C:TE page 28.); Networked Markerlight (36" Range; See page 29 of Codex: Tau Empire)
Formation: Farstrike Battlesuit Force (13#, 755 pts)
Farstrike Battlesuit Force 755
Mission Critical Deployment, Failure is not an Option; (Reload, pg. 43); Crisis Suit Team
Crisis Team - Jump Infantry (Jet Pack) [235]
Crisis Suit; Crisis Suit; Crisis Suit
Crisis Battlesuit [85]
Deep Strike, Acute Senses, Jump Infantry (Jet Pack); Team Leader; Bonding Knife (Helps with regrouping. C:TE page 26.); Twin Linked Plasma Rifle (24" Range; S6; AP2; Rapid Fire; Twin Linked); Shield Generator (4+ Inv Save. C:TE page 27.)
Crisis Battlesuit [75]
Deep Strike, Acute Senses, Jump Infantry (Jet Pack); Twin Linked Plasma Rifle (24" Range; S6; AP2; Rapid Fire; Twin Linked); Shield Generator (4+ Inv Save. C:TE page 27.)
Crisis Battlesuit [75]
Deep Strike, Acute Senses, Jump Infantry (Jet Pack); Twin Linked Plasma Rifle (24" Range; S6; AP2; Rapid Fire; Twin Linked); Shield Generator (4+ Inv Save. C:TE page 27.)
Crisis Team - Jump Infantry (Jet Pack) [235]
Crisis Suit; Crisis Suit; Crisis Suit
Crisis Battlesuit [85]
Deep Strike, Acute Senses, Jump Infantry (Jet Pack); Team Leader; Bonding Knife (Helps with regrouping. C:TE page 26.); Twin Linked Plasma Rifle (24" Range; S6; AP2; Rapid Fire; Twin Linked); Shield Generator (4+ Inv Save. C:TE page 27.)
Crisis Battlesuit [75]
Deep Strike, Acute Senses, Jump Infantry (Jet Pack); Twin Linked Plasma Rifle (24" Range; S6; AP2; Rapid Fire; Twin Linked); Shield Generator (4+ Inv Save. C:TE page 27.)
Crisis Battlesuit [75]
Deep Strike, Acute Senses, Jump Infantry (Jet Pack); Twin Linked Plasma Rifle (24" Range; S6; AP2; Rapid Fire; Twin Linked); Shield Generator (4+ Inv Save. C:TE page 27.)
Crisis Team - Jump Infantry (Jet Pack) [235]
Crisis Suit; Crisis Suit; Crisis Suit
Crisis Battlesuit [85]
Deep Strike, Acute Senses, Jump Infantry (Jet Pack); Team Leader; Bonding Knife (Helps with regrouping. C:TE page 26.); Twin Linked Plasma Rifle (24" Range; S6; AP2; Rapid Fire; Twin Linked); Shield Generator (4+ Inv Save. C:TE page 27.)
Crisis Battlesuit [75]
Deep Strike, Acute Senses, Jump Infantry (Jet Pack); Twin Linked Plasma Rifle (24" Range; S6; AP2; Rapid Fire; Twin Linked); Shield Generator (4+ Inv Save. C:TE page 27.)
Crisis Battlesuit [75]
Deep Strike, Acute Senses, Jump Infantry (Jet Pack); Twin Linked Plasma Rifle (24" Range; S6; AP2; Rapid Fire; Twin Linked); Shield Generator (4+ Inv Save. C:TE page 27.)
Troops: Fire Warrior (12#, 206 pts)
11x Fire Warrior 206
(C:TE, pg. 36); Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Add Shas'ui; EMP Grenade (4 or 5 Glancing Hit, 6 Penetrating Hit. C:TE page 28.); Photon Grenade (Defensive Weapon which eliminates extra Charging attack. C:TE page 29.); Pulse Rifle (x11) (30" Range; S5; AP5; Rapid Fire)
Shas'ui [52]
EMP Grenade (4 or 5 Glancing Hit, 6 Penetrating Hit. C:TE page 28.); Photon Grenade (Defensive Weapon which eliminates extra Charging attack. C:TE page 29.); Markerlight (36" Range; S-; AP-; Heavy 1; See page 29 of Codex: Tau Empire); Bonding Knife (Helps with regrouping. C:TE page 26.); Hard-wired Blacksun Filter (Doubles Nightfighting distance rolls. C:TE page 26.); Hard-wired Multi-tracker (Allows 2 Battlesuit weapons in same turn. 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.); Pulse Rifle (30" Range; S5; AP5; Rapid Fire)
Troops: Fire Warrior (12#, 206 pts)
11x Fire Warrior 206
(C:TE, pg. 36); Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Add Shas'ui; EMP Grenade (4 or 5 Glancing Hit, 6 Penetrating Hit. C:TE page 28.); Photon Grenade (Defensive Weapon which eliminates extra Charging attack. C:TE page 29.); Pulse Rifle (x11) (30" Range; S5; AP5; Rapid Fire)
Shas'ui [52]
EMP Grenade (4 or 5 Glancing Hit, 6 Penetrating Hit. C:TE page 28.); Photon Grenade (Defensive Weapon which eliminates extra Charging attack. C:TE page 29.); Markerlight (36" Range; S-; AP-; Heavy 1; See page 29 of Codex: Tau Empire); Bonding Knife (Helps with regrouping. C:TE page 26.); Hard-wired Blacksun Filter (Doubles Nightfighting distance rolls. C:TE page 26.); Hard-wired Multi-tracker (Allows 2 Battlesuit weapons in same turn. 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.); Pulse Rifle (30" Range; S5; AP5; Rapid Fire)
Troops: Fire Warrior (12#, 206 pts)
11x Fire Warrior 206
(C:TE, pg. 36); Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Add Shas'ui; EMP Grenade (4 or 5 Glancing Hit, 6 Penetrating Hit. C:TE page 28.); Photon Grenade (Defensive Weapon which eliminates extra Charging attack. C:TE page 29.); Pulse Rifle (x11) (30" Range; S5; AP5; Rapid Fire)
Shas'ui [52]
EMP Grenade (4 or 5 Glancing Hit, 6 Penetrating Hit. C:TE page 28.); Photon Grenade (Defensive Weapon which eliminates extra Charging attack. C:TE page 29.); Markerlight (36" Range; S-; AP-; Heavy 1; See page 29 of Codex: Tau Empire); Bonding Knife (Helps with regrouping. C:TE page 26.); Hard-wired Blacksun Filter (Doubles Nightfighting distance rolls. C:TE page 26.); Hard-wired Multi-tracker (Allows 2 Battlesuit weapons in same turn. 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.); Pulse Rifle (30" Range; S5; AP5; Rapid Fire)
Formation: Rapid Redeployment Force (4#, 505 pts)
Rapid Redeployment Force 505
Rapid Redeployment; Strike Force; (GW Website, M1180089)
Command Devilfish [135]
| Grp: BS: 3/4 FA: 12 SA: 11 RA: 10 |
Carries up to 12 models (no XV battlesuits); Transport, Tank, Skimmer; Access Points: 2 side hatches, 1 rear hatch; Fire Points: 0; Command Tank; Burst Cannon (18" Range; S5; AP5; Assault 3); Smart Missile System (24" Range; S5; AP5; Heavy 4; See page 27 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.); Targeting Array (Add 1 to BS. C:TE page 28.)
Devilfish [135]
| Grp: BS: 3/4 FA: 12 SA: 11 RA: 10 |
Carries up to 12 models (no XV battlesuits); Transport, Tank, Skimmer; Access Points: 2 side hatches, 1 rear hatch; Fire Points: 0; Burst Cannon (18" Range; S5; AP5; Assault 3); Smart Missile System (24" Range; S5; AP5; Heavy 4; See page 27 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.); Targeting Array (Add 1 to BS. C:TE page 28.)
Devilfish [135]
| Grp: BS: 3/4 FA: 12 SA: 11 RA: 10 |
Carries up to 12 models (no XV battlesuits); Transport, Tank, Skimmer; Access Points: 2 side hatches, 1 rear hatch; Fire Points: 0; Burst Cannon (18" Range; S5; AP5; Assault 3); Smart Missile System (24" Range; S5; AP5; Heavy 4; See page 27 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.); Targeting Array (Add 1 to BS. C:TE page 28.)
Formation: Armoured Interdiction Cadre (5#, 790 pts)
Armoured Interdiction Cadre 790
(Apoc, pg. 160); Hammerhead Gunship; Hammerhead Gunship; Hammerhead Gunship; Hammerhead Gunship; Strike Force; Tactical Support: While the command Tank is still mobile, the Tau player gains D3+1 Markerlight "hit markers" per turn. These are placed at the start of the Tau Shooting phase on any enemy unit within LOS of the command tank. (See Apoc, pg. 160).
Hammerhead Gunship [185]
| Grp: 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); Blacksun Filter (Doubles Nightfighting distance rolls. C:TE page 26.); 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.)
Hammerhead Gunship [185]
| Grp: 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); Blacksun Filter (Doubles Nightfighting distance rolls. C:TE page 26.); 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.)
Hammerhead Gunship [185]
| Grp: 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); Blacksun Filter (Doubles Nightfighting distance rolls. C:TE page 26.); 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.)
Hammerhead Gunship [185]
| Grp: 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); Blacksun Filter (Doubles Nightfighting distance rolls. C:TE page 26.); 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.)
Formation: Tau Broadside Destructor Phalanx (IA) (16#, 1135 pts)
Tau Broadside Destructor Phalanx (IA) 1135
(IAA2, pg. 59); Broadside Team - Jump Infantry (Jet Pack); Destructor Force (The formation's members must begin the game deployed within 12" of the Destructor Shas'el, or if coming on from Reserve, from within 12" of the point where the Destructor Shas'el arrived on the battlefield.); Destructor Shas'el (Equipped with the Unified Targeting Matrix, taking up one XV-8 support system.); Unified Targeting Matrix (While the commander is in play, this formation may nominate a single vehicle, super-heavy vehicle, or building within 48" and LOS of the formation's commander at thabeginning of the Shooting phase. All Railguns fired by the Broadsides within the formation may re-roll any failed attempts to penetrate this target's armour for this turn. Only markerlights used by models within the formation may be used to affect these attacks.)
Broadside Team - Jump Infantry (Jet Pack) [310]
Broadside Suit; Broadside Suit; Broadside Suit
Broadside Battlesuit [110]
Acute Senses, Infantry; Team Leader (Broadside); Twin Linked Railgun ((72" Range; S10; AP1; Heavy 1) or (72" Range; S6; AP4; Heavy 1 Large Blast; Hammerhead Only)); Bonding Knife (Helps with regrouping. C:TE page 26.); Twin Linked Plasma Rifle (24" Range; S6; AP2; Rapid Fire; Twin Linked); Shield Generator (4+ Inv Save. C:TE page 27.)
Broadside Battlesuit [100]
Acute Senses, Infantry; Twin Linked Railgun ((72" Range; S10; AP1; Heavy 1) or (72" Range; S6; AP4; Heavy 1 Large Blast; Hammerhead Only)); Twin Linked Plasma Rifle (24" Range; S6; AP2; Rapid Fire; Twin Linked); Shield Generator (4+ Inv Save. C:TE page 27.)
Broadside Battlesuit [100]
Acute Senses, Infantry; Twin Linked Railgun ((72" Range; S10; AP1; Heavy 1) or (72" Range; S6; AP4; Heavy 1 Large Blast; Hammerhead Only)); Twin Linked Plasma Rifle (24" Range; S6; AP2; Rapid Fire; Twin Linked); Shield Generator (4+ Inv Save. C:TE page 27.)
Broadside Team - Jump Infantry (Jet Pack) [310]
Broadside Suit; Broadside Suit; Broadside Suit
Broadside Battlesuit [110]
Acute Senses, Infantry; Team Leader (Broadside); Twin Linked Railgun ((72" Range; S10; AP1; Heavy 1) or (72" Range; S6; AP4; Heavy 1 Large Blast; Hammerhead Only)); Bonding Knife (Helps with regrouping. C:TE page 26.); Twin Linked Plasma Rifle (24" Range; S6; AP2; Rapid Fire; Twin Linked); Shield Generator (4+ Inv Save. C:TE page 27.)
Broadside Battlesuit [100]
Acute Senses, Infantry; Twin Linked Railgun ((72" Range; S10; AP1; Heavy 1) or (72" Range; S6; AP4; Heavy 1 Large Blast; Hammerhead Only)); Twin Linked Plasma Rifle (24" Range; S6; AP2; Rapid Fire; Twin Linked); Shield Generator (4+ Inv Save. C:TE page 27.)
Broadside Battlesuit [100]
Acute Senses, Infantry; Twin Linked Railgun ((72" Range; S10; AP1; Heavy 1) or (72" Range; S6; AP4; Heavy 1 Large Blast; Hammerhead Only)); Twin Linked Plasma Rifle (24" Range; S6; AP2; Rapid Fire; Twin Linked); Shield Generator (4+ Inv Save. C:TE page 27.)
Commander Shas'el (XV84 suit) [165]
(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.); Hard-wired Blacksun Filter (Doubles Nightfighting distance rolls. C:TE page 26.); Hard-wired Drone Controller (Allows controlling of Shield, Marker or Gun Drones. 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); Target Lock (included) (Allows targeting of seperate enemy units. C:TE page 31.); Marker Drone; Marker Drone; Missile Pod (36" Range; S7; AP4; Assault 2); XV84 Upgrade; Shield Generator (4+ Inv Save. C:TE page 27.); Unified Targeting Matrix (While the commander is in play, this formation may nominate a single vehicle, super-heavy vehicle, or building within 48" and LOS of the formation's commander at thabeginning of the Shooting phase. All Railguns fired by the Broadsides within the formation may re-roll any failed attempts to penetrate this target's armour for this turn. Only markerlights used by models within the formation may be used to affect these attacks.); 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))
Marker Drone [30]
Causes IC to count as a unit for targeting; Networked Markerlight (36" Range; See page 29 of Codex: Tau Empire); Targeting Array (Add 1 to BS. C:TE page 28.)
Marker Drone [30]
Causes IC to count as a unit for targeting; Networked Markerlight (36" Range; See page 29 of Codex: Tau Empire); Targeting Array (Add 1 to BS. C:TE page 28.)
Broadside Team - Jump Infantry (Jet Pack) [300]
Broadside Suit; Broadside Suit; Broadside Suit
Broadside Battlesuit [100]
Acute Senses, Infantry; Twin Linked Railgun ((72" Range; S10; AP1; Heavy 1) or (72" Range; S6; AP4; Heavy 1 Large Blast; Hammerhead Only)); Twin Linked Plasma Rifle (24" Range; S6; AP2; Rapid Fire; Twin Linked); Shield Generator (4+ Inv Save. C:TE page 27.)
Broadside Battlesuit [100]
Acute Senses, Infantry; Twin Linked Railgun ((72" Range; S10; AP1; Heavy 1) or (72" Range; S6; AP4; Heavy 1 Large Blast; Hammerhead Only)); Twin Linked Plasma Rifle (24" Range; S6; AP2; Rapid Fire; Twin Linked); Shield Generator (4+ Inv Save. C:TE page 27.)
Broadside Battlesuit [100]
Acute Senses, Infantry; Twin Linked Railgun ((72" Range; S10; AP1; Heavy 1) or (72" Range; S6; AP4; Heavy 1 Large Blast; Hammerhead Only)); Twin Linked Plasma Rifle (24" Range; S6; AP2; Rapid Fire; Twin Linked); Shield Generator (4+ Inv Save. C:TE page 27.)
: Mako (1#, 900 pts)
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).
Destructor Force - The formation's members must begin the game deployed within 12" of the Destructor Shas'el, or if coming on from Reserve, from within 12" of the point where the Destructor Shas'el arrived on the battlefield.
Destructor Shas'el - Equipped with the Unified Targeting Matrix, taking up one XV-8 support system.
Independent Character - (See WH40k, pg. 50.)
Relentless - Count as stationary when firing rapid/heavy weapons, conditions apply (p76 WH40K 5E)
Special Ammunition - During a battle he may use any of these special ammunition types instead of firing his pulse submunitions rifle as normal.
Stalwart Commander - R'alai is an Independent Character and is Stubborn as per the USR, and confers this rule to any battlesuit-equipped Tau unit he joins.
Strike Force
Stubborn - Ignore negative Leadership modifiers, conditions apply (p76 WH40K 5E)
Unified Targeting Matrix - While the commander is in play, this formation may nominate a single vehicle, super-heavy vehicle, or building within 48" and LOS of the formation's commander at thabeginning of the Shooting phase. All Railguns fired by the Broadsides within the formation may re-roll any failed attempts to penetrate this target's armour for this turn. Only markerlights used by models within the formation may be used to affect these attacks.
Unit Type
Unit Type: Infantry - Unit Type: Infantry (p.54 WH40k)
Unit Type: Jump Infantry - Unit Type: Jump Infantry (p.52 WH40k)
1) Move up to 12" over terrain, end of move in Diff Terr, reqs Dangerous Terrain test.
2) Assault 6" affected by Diff Terr.
3) Fall back 3D6" over terrain, end of move in Diff Terr, reqs Dangerous Terrain test.
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
Blacksun Filter - Doubles Nightfighting distance rolls. C:TE page 26.
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.
Multi-Tracker - Fire as if FAST. C:TE page 30.
Target Lock - Allows targeting of seperate enemy units. C:TE page 31.
Targeting Array - Add 1 to BS. C:TE page 28.
Wargear
'Eclipse' Shield Generator - Provides a 4+ Invulnerable Save. Counts as having a Stealth Field Generator as long as he remained stationary in the prior turn.
Blacksun Filter - Doubles Nightfighting distance rolls. C:TE page 26.
Bonding Knife - Helps with regrouping. C:TE page 26.
Drone Controller - Allows controlling of Shield, Marker or Gun Drones. C:TE page 26.
EMP Grenade - 4 or 5 Glancing Hit, 6 Penetrating Hit. C:TE page 28.
Hard-wired Blacksun Filter - Doubles Nightfighting distance rolls. C:TE page 26.
Hard-wired Drone Controller - Allows controlling of Shield, Marker or Gun Drones. C:TE page 26.
Hard-wired Multi-tracker - Allows 2 Battlesuit weapons in same turn. 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.
Markerlight - 36" Range; S-; AP-; Heavy 1; See page 29 of Codex: Tau Empire
Photon Casters - Count as having Defensive Grenades.
Photon Grenade - Defensive Weapon which eliminates extra Charging attack. C:TE page 29.
Shield Generator - 4+ Inv Save. C:TE page 27.
Target Lock (included) - Allows targeting of seperate enemy units. C:TE page 31.
Targeting Array - Add 1 to BS. C:TE page 28.
Unified Targeting Matrix - While the commander is in play, this formation may nominate a single vehicle, super-heavy vehicle, or building within 48" and LOS of the formation's commander at thabeginning of the Shooting phase. All Railguns fired by the Broadsides within the formation may re-roll any failed attempts to penetrate this target's armour for this turn. Only markerlights used by models within the formation may be used to affect these attacks.
Vectored Retro-thrusters - Hit and Run. C:TE page 28.
XV84 Upgrade
Weapons
Burst Cannon - 18" Range; S5; AP5; Assault 3
Missile Pod - 36" Range; S7; AP4; Assault 2
Networked Markerlight - 36" Range; See page 29 of Codex: Tau Empire
Pulse Rifle - 30" Range; S5; AP5; Rapid Fire
Pulse Sumunitions Rifle - Standard: 24" Range; S5; AP6; Assault 1, 3" Blast, No Cover Saves, Special Ammunition.
EMP Shell: 24" Range; Special ; AP-; Assault 1, Gets Hot!
Hyper-Density Sabot: 36" Range; S9; AP3; Assault 1, Gets Hot!
Ionic Cluster-Bean Shell: 24" Range; S4; AP4; Assault 1, 5" Blast, Rending, Gets Hot!
Railgun - (72" Range; S10; AP1; Heavy 1) or (72" Range; S6; AP4; Heavy 1 Large Blast; Hammerhead Only)
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.
Twin Linked Plasma Rifle - 24" Range; S6; AP2; Rapid Fire; Twin Linked
Twin Linked Railgun - (72" Range; S10; AP1; Heavy 1) or (72" Range; S6; AP4; Heavy 1 Large Blast; Hammerhead Only)
Two Burst Cannons - 18" Range; S5; AP5; Assault 3; See page 41 of Codex: Tau Empire
Validation Report
b-2. Apocalypse Allies: Trusted, Distrusted and Hated Enemy Allies; c-1. File Version: 1.11a For Bug Reports/www.ab40k.org; IA Ammunition: Use Improved Bombs, Use Advanced Bombs, Use Special Ammunition; b-1. Roster Options: Apocalypse, Generic Unit, Imperial Armour, Special Characters; a-1. Scenario: Normal Mission; 1. Enclaves: Tau Empire
Roster satisfies all enforced validation rules
Roster Statistics
% Elite: 0.0
% Fast: 0.0
% Heavy: 0.0
% HQ: 4.6
Model Count: 77
% Troops: 12.5
% Wargear: 0.0
Files version: 1.11
Seeker Missiles: 0
Composition Report
Formation - 4 (- to 0)
Other Units - 5 (- to 0)
Legendary Units - 0 (- to 0)