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)
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 (Allows 2 Battlesuit weapons in same turn. C:TE page 26.); 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))
Command-link Drone [0]
See page 47 of Codex: Tau Empire
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))
Formation: Nighthunter Stealth Group (22#, 1006 pts)
Nighthunter Stealth Group 1006
Stealth Deployment; (Reload, pg. 47); Stealth Command Team; Stealth Team; Stealth Team; Stealth Team
3x Stealthsuit Command Unit [257]
Infiltrate, Deep Strike, Acute Senses, Stealth Field, Jump Infantry (Jet Pack); Support Systems; Add Team Leader; Burst Cannon (x3) (18" Range; S5; AP5; Assault 3); Targeting Array (x3) (Add 1 to BS. C:TE page 28.)
Stealthsuit Shas'vre [137]
Stealth Armour: Night Fighting Rules. C:TE page 27.; 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.); 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); Marker Drone; Marker Drone; 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); Shas'vre Upgrade
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.)
2x Stealthsuits [215]
(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 (x2) (Add 1 to BS. C:TE page 28.); Burst Cannon (x2) (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
Stealthsuit Shas'vre [135]
Stealth Armour: Night Fighting Rules. C:TE page 27.; 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.); 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); Marker Drone; Marker Drone; Targeting Array (Add 1 to BS. C:TE page 28.); Burst Cannon (18" Range; S5; AP5; Assault 3); Shas'vre Upgrade
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.)
2x Stealthsuits [217]
(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 (x2) (Add 1 to BS. C:TE page 28.); Burst Cannon (x2) (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
Stealthsuit Shas'vre [137]
Stealth Armour: Night Fighting Rules. C:TE page 27.; 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.); 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); Marker Drone; Marker Drone; 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); Shas'vre Upgrade
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.)
2x Stealthsuits [217]
(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 (x2) (Add 1 to BS. C:TE page 28.); Burst Cannon (x2) (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
Stealthsuit Shas'vre [137]
Stealth Armour: Night Fighting Rules. C:TE page 27.; 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.); 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); Marker Drone; Marker Drone; 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); Shas'vre Upgrade
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.)
Formation: Rapid Insertion Force (19#, 1007 pts)
Rapid Insertion Force 1007
Scout; Deep Strike; Pinpoint Attack; Element of Surprise; (Apoc, pg. 161)
3x Stealthsuits [297]
(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; Shield Generator (x3) (4+ Inv Save. C:TE page 27.); Burst Cannon (x3) (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
Stealthsuit Shas'vre [147]
Stealth Armour: Night Fighting Rules. C:TE page 27.; 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.); 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); Marker Drone; Marker Drone; Shield Generator (4+ Inv Save. C:TE page 27.); Fusion Blaster (12" Range; S8; AP1; Melta Assault 1; See page 26 of Codex: Tau Empire); Shas'vre Upgrade
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.)
Crisis Team - Jump Infantry (Jet Pack) [240]
Crisis Suit; Crisis Suit; Crisis Suit
Crisis Shas'vre [90]
Deep Strike, Acute Senses, Jump Infantry (Jet Pack); Team Leader; Bonding Knife (Helps with regrouping. C:TE page 26.); Plasma Rifle (24" Range; S6; AP2; Rapid Fire); Shield Generator (4+ Inv Save. C:TE page 27.); Targeting Array (Add 1 to BS. C:TE page 28.); Shas'vre Upgrade
Crisis Battlesuit [75]
Deep Strike, Acute Senses, Jump Infantry (Jet Pack); Plasma Rifle (24" Range; S6; AP2; Rapid Fire); Shield Generator (4+ Inv Save. C:TE page 27.); Targeting Array (Add 1 to BS. C:TE page 28.)
Crisis Battlesuit [75]
Deep Strike, Acute Senses, Jump Infantry (Jet Pack); Plasma Rifle (24" Range; S6; AP2; Rapid Fire); Shield Generator (4+ Inv Save. C:TE page 27.); Targeting Array (Add 1 to BS. C:TE page 28.)
Crisis Team - Jump Infantry (Jet Pack) [216]
Crisis Suit; Crisis Suit; Crisis Suit
Crisis Shas'vre [82]
Deep Strike, Acute Senses, Jump Infantry (Jet Pack); Team Leader; Bonding Knife (Helps with regrouping. C:TE page 26.); Fusion Blaster (12" Range; S8; AP1; Melta Assault 1; See page 26 of Codex: Tau Empire); Shield Generator (4+ Inv Save. C:TE page 27.); Targeting Array (Add 1 to BS. C:TE page 28.); Shas'vre Upgrade
Crisis Battlesuit [67]
Deep Strike, Acute Senses, Jump Infantry (Jet Pack); Fusion Blaster (12" Range; S8; AP1; Melta Assault 1; See page 26 of Codex: Tau Empire); Shield Generator (4+ Inv Save. C:TE page 27.); Targeting Array (Add 1 to BS. C:TE page 28.)
Crisis Battlesuit [67]
Deep Strike, Acute Senses, Jump Infantry (Jet Pack); Fusion Blaster (12" Range; S8; AP1; Melta Assault 1; See page 26 of Codex: Tau Empire); Shield Generator (4+ Inv Save. C:TE page 27.); Targeting Array (Add 1 to BS. C:TE page 28.)
Crisis Team - Jump Infantry (Jet Pack) [204]
Crisis Suit; Crisis Suit; Crisis Suit
Crisis Shas'vre [78]
Deep Strike, Acute Senses, Jump Infantry (Jet Pack); Team Leader; Bonding Knife (Helps with regrouping. C:TE page 26.); Twin Linked Missile Pod (36" Range; S7; AP4; Assault 2; Twin Linked); Shield Generator (4+ Inv Save. C:TE page 27.); Shas'vre Upgrade
Crisis Battlesuit [63]
Deep Strike, Acute Senses, Jump Infantry (Jet Pack); Twin Linked Missile Pod (36" Range; S7; AP4; Assault 2; Twin Linked); Shield Generator (4+ Inv Save. C:TE page 27.)
Crisis Battlesuit [63]
Deep Strike, Acute Senses, Jump Infantry (Jet Pack); Twin Linked Missile Pod (36" Range; S7; AP4; Assault 2; Twin Linked); Shield Generator (4+ Inv Save. C:TE page 27.)
Formation: Rapid Redeployment Force (4#, 400 pts)
Rapid Redeployment Force 400
Rapid Redeployment; Strike Force; (GW Website, M1180089)
Command Devilfish [100]
| Grp: BS: 3 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)
Devilfish [100]
| Grp: BS: 3 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)
Devilfish [100]
| Grp: BS: 3 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)
Troops: Fire Warrior (10#, 178 pts)
9x Fire Warrior 178
(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 (x9) (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 (10#, 178 pts)
9x Fire Warrior 178
(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 (x9) (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 (10#, 178 pts)
9x Fire Warrior 178
(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 (x9) (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 (8#, 150 pts)
7x Fire Warrior 150
(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 (x7) (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: Kroot Mercenaries (31#, 880 pts)
Kroot Mercenaries 880
(GW Website, M1180086); Kroot Carnivore Squad; Kroot Carnivore Squad
9x Kroot Carnivore Squad [270]
(C:TE, pg. 37); Headhunters (Poisoned Weapons); Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Stalkers (Infiltrate, Move Through Cover, Night Vision/Acute Senses, Stealth); Vulturekin (Hit and Run, Jump Infantry); Hyper Active Nymune Organ (Fleet of Foot); Kroot Rifle (x9) (24" Range; S4; AP6; Rapid Fire; See page 29 of Codex: Tau Empire); Fieldcraft (Krrot gain +1 to their cover save in woods and jungles. Kroot in woods or jungles do not have to roll a Difficult Terrain test; they can always move up to 6". (C:TE, pg. 37) for information.); Infiltrate (Deploy last within 12" or 18", conditions apply (p75 WH40K 5E))
Master Shaper [37]
Fearless, Psyker, Witchblade Attacks; Kroot Rifle (24" Range; S4; AP6; Rapid Fire; See page 29 of Codex: Tau Empire); Shaper Upgrade
9x Kroot Carnivore Squad [290]
(C:TE, pg. 37); Headhunters (Poisoned Weapons); Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Stalkers (Infiltrate, Move Through Cover, Night Vision/Acute Senses, Stealth); Vulturekin (Hit and Run, Jump Infantry); Hunters: Kroot Rifles are 'Heavy 1, Sniper' not 'Rapid Fire'; Hyper Active Nymune Organ (Fleet of Foot); Kroot Rifle (x9) (24" Range; S4; AP6; Rapid Fire; See page 29 of Codex: Tau Empire); Add Kroot Shaper; Fieldcraft (Krrot gain +1 to their cover save in woods and jungles. Kroot in woods or jungles do not have to roll a Difficult Terrain test; they can always move up to 6". (C:TE, pg. 37) for information.); Infiltrate (Deploy last within 12" or 18", conditions apply (p75 WH40K 5E))
Kroot Shaper [37]
Kroot Rifle (24" Range; S4; AP6; Rapid Fire; See page 29 of Codex: Tau Empire); Shaper Upgrade
9x Kroot Carnivore Squad [290]
(C:TE, pg. 37); Headhunters (Poisoned Weapons); Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Stalkers (Infiltrate, Move Through Cover, Night Vision/Acute Senses, Stealth); Vulturekin (Hit and Run, Jump Infantry); Hunters: Kroot Rifles are 'Heavy 1, Sniper' not 'Rapid Fire'; Hyper Active Nymune Organ (Fleet of Foot); Kroot Rifle (x9) (24" Range; S4; AP6; Rapid Fire; See page 29 of Codex: Tau Empire); Add Kroot Shaper; Fieldcraft (Krrot gain +1 to their cover save in woods and jungles. Kroot in woods or jungles do not have to roll a Difficult Terrain test; they can always move up to 6". (C:TE, pg. 37) for information.); Infiltrate (Deploy last within 12" or 18", conditions apply (p75 WH40K 5E))
Kroot Shaper [37]
Kroot Rifle (24" Range; S4; AP6; Rapid Fire; See page 29 of Codex: Tau Empire); Shaper Upgrade
Fast Attack: Pathfinder (7#, 241 pts)
5x Pathfinder 241
(C:TE, pg. 38); Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); 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 (x5) (36" Range; S-; AP-; Heavy 1; See page 29 of Codex: Tau Empire); Pulse Carbine (x5) (18" Range; S5; AP5; Assault 1; Pinning); Add Shas'ui; Scouts (May move at the start of the battle before the first turn, conditions apply (p76 WH40K 5E))
Shas'ui [26]
Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); 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); Pulse Carbine (18" Range; S5; AP5; Assault 1; Pinning)
Devilfish [135]
| 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); 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.); 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.); Smart Missile System (24" Range; S5; AP5; Heavy 4; See page 27 of Codex: Tau Empire)
Fast Attack: Piranha TX-42 (IA) (2#, 170 pts)
2x Piranha TX-42 (IA) 170
| Grp: Fast BS: 3/4 FA: 11 SA: 11 RA: 10 |
(IAA, pg. 77); Targeting Array (Add 1 to BS. C:TE page 28.); Unit Type: Vehicle (Skimmer, Fast, Open-topped) (Unit Type: Vehicle (Skimmer, Fast, Open-topped) (WH40k, pp. 70-71)); Disruption Pod (x2) (Enemies more than 12" count vehicle as obscured. C:TE page 30.); Flechette Discharger (x2) (Wounds enemy models on 4+ with saves allowed. C:TE page 30.); TL Fusion Blaster (x2) (12" Range; S8; AP1; Melta Assault 1; Twin Linked)
Fast Attack: Piranha TX-42 (IA) (2#, 170 pts)
2x Piranha TX-42 (IA) 170
| Grp: Fast BS: 3/4 FA: 11 SA: 11 RA: 10 |
(IAA, pg. 77); Targeting Array (Add 1 to BS. C:TE page 28.); Unit Type: Vehicle (Skimmer, Fast, Open-topped) (Unit Type: Vehicle (Skimmer, Fast, Open-topped) (WH40k, pp. 70-71)); Disruption Pod (x2) (Enemies more than 12" count vehicle as obscured. C:TE page 30.); Flechette Discharger (x2) (Wounds enemy models on 4+ with saves allowed. C:TE page 30.); TL Fusion Blaster (x2) (12" Range; S8; AP1; Melta Assault 1; Twin Linked)
Formation: Tau Broadside Destructor Phalanx (IA) (12#, 775 pts)
Tau Broadside Destructor Phalanx (IA) 775
(IAA2, pg. 59); 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) [280]
Broadside Suit; Broadside Suit; Broadside Suit
Broadside Battlesuit [100]
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)); 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.); Shield Generator (4+ Inv Save. C:TE page 27.)
Broadside Battlesuit [90]
Acute Senses, Infantry; Twin Linked 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); Shield Generator (4+ Inv Save. C:TE page 27.)
Broadside Battlesuit [90]
Acute Senses, Infantry; Twin Linked 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); Shield Generator (4+ Inv Save. C:TE page 27.)
Broadside Team - Jump Infantry (Jet Pack) [280]
Broadside Suit; Broadside Suit; Broadside Suit
Broadside Battlesuit [100]
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)); 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.); Shield Generator (4+ Inv Save. C:TE page 27.)
Broadside Battlesuit [90]
Acute Senses, Infantry; Twin Linked 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); Shield Generator (4+ Inv Save. C:TE page 27.)
Broadside Battlesuit [90]
Acute Senses, Infantry; Twin Linked 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); 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.)
Heavy Support: Sniper Drone Team (12#, 240 pts)
Sniper Drone Team 240
(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]
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.); 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.); Relentless (Count as stationary when firing rapid/heavy weapons, conditions apply (p76 WH40K 5E))
Sniper Drone Team [80]
(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]
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.); 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.); Relentless (Count as stationary when firing rapid/heavy weapons, conditions apply (p76 WH40K 5E))
Sniper Drone Team [80]
(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]
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.); 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.); Relentless (Count as stationary when firing rapid/heavy weapons, conditions apply (p76 WH40K 5E))
Formation: Armoured Interdiction Cadre (4#, 650 pts)
Armoured Interdiction Cadre 650
(Apoc, pg. 160); 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 [200]
| 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.); Decoy Launchers (Allows a reroll on the Glancing hit table. 2nd roll must be taken. 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.); Multi-Tracker (Fire as if FAST. C:TE page 30.); Sensor Spines (Avoid the effects of Dangerous Terrain. C:TE page 31.); Target Lock (Allows targeting of seperate enemy units. C:TE page 31.)
Hammerhead Gunship [200]
| 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.); Decoy Launchers (Allows a reroll on the Glancing hit table. 2nd roll must be taken. 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.); Multi-Tracker (Fire as if FAST. C:TE page 30.); Sensor Spines (Avoid the effects of Dangerous Terrain. C:TE page 31.); Target Lock (Allows targeting of seperate enemy units. C:TE page 31.)
Hammerhead Gunship [200]
| 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.); Decoy Launchers (Allows a reroll on the Glancing hit table. 2nd roll must be taken. 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.); Multi-Tracker (Fire as if FAST. C:TE page 30.); Sensor Spines (Avoid the effects of Dangerous Terrain. C:TE page 31.); Target Lock (Allows targeting of seperate enemy units. C:TE page 31.)
Formation: Drone Perimeter Defence Team (IA) (11#, 461 pts)
Drone Perimeter Defence Team (IA) 461
Networked Defence, Hold the Line, Technical Support; (IAA, pg. 83)
Remote Sensor Tower Team [40]
| Grp: BS: 2/3 FA: 10 SA: 10 RA: 10 |
Immobile; Damage; Victory Points; Targetting Array (p193 IA Vol 3); Markerlight (x1) (36" Range; S-; AP-; Heavy 1; See page 29 of Codex: Tau Empire); Target Lock (x1) (Allows targeting of seperate enemy units. C:TE page 31.)
Remote Sensor Tower Team [40]
| Grp: BS: 2/3 FA: 10 SA: 10 RA: 10 |
Immobile; Damage; Victory Points; Targetting Array (p193 IA Vol 3); Markerlight (x1) (36" Range; S-; AP-; Heavy 1; See page 29 of Codex: Tau Empire); Target Lock (x1) (Allows targeting of seperate enemy units. C:TE page 31.)
Remote Sensor Tower Team [40]
| Grp: BS: 2/3 FA: 10 SA: 10 RA: 10 |
Immobile; Damage; Victory Points; Targetting Array (p193 IA Vol 3); Markerlight (x1) (36" Range; S-; AP-; Heavy 1; See page 29 of Codex: Tau Empire); Target Lock (x1) (Allows targeting of seperate enemy units. C:TE page 31.)
Remote Sensor Tower Team [40]
| Grp: BS: 2/3 FA: 10 SA: 10 RA: 10 |
Immobile; Damage; Victory Points; Targetting Array (p193 IA Vol 3); Markerlight (x1) (36" Range; S-; AP-; Heavy 1; See page 29 of Codex: Tau Empire); Target Lock (x1) (Allows targeting of seperate enemy units. C:TE page 31.)
Drone Sentry Turret Team [54]
| Grp: BS: 2 FA: 12 SA: 12 RA: 12 |
Immobile; Open topped if fired last turn; Pop-up; Damage; Markerlight Targetting; Victory Points (p190 IA Vol 3); Twin Linked Plasma Rifle (x1) (24" Range; S6; AP2; Rapid Fire; Twin Linked)
Drone Sentry Turret Team [54]
| Grp: BS: 2 FA: 12 SA: 12 RA: 12 |
Immobile; Open topped if fired last turn; Pop-up; Damage; Markerlight Targetting; Victory Points (p190 IA Vol 3); Twin Linked Plasma Rifle (x1) (24" Range; S6; AP2; Rapid Fire; Twin Linked)
Drone Sentry Turret Team [54]
| Grp: BS: 2 FA: 12 SA: 12 RA: 12 |
Immobile; Open topped if fired last turn; Pop-up; Damage; Markerlight Targetting; Victory Points (p190 IA Vol 3); Twin Linked Plasma Rifle (x1) (24" Range; S6; AP2; Rapid Fire; Twin Linked)
Drone Sentry Turret Team [54]
| Grp: BS: 2 FA: 12 SA: 12 RA: 12 |
Immobile; Open topped if fired last turn; Pop-up; Damage; Markerlight Targetting; Victory Points (p190 IA Vol 3); Twin Linked Plasma Rifle (x1) (24" Range; S6; AP2; Rapid Fire; Twin Linked)
Technical Drone [20]
p80 IAA
Technical Drone [20]
p80 IAA
Technical Drone [20]
p80 IAA
: Tau Specific Assets (1#, 0 pts)
Tau Specific Assets 0
p188; Icefire Warhead (Revealed: In the shooting phase of one of your turns..
Effect: Anti-vehicle template (10") that has a chance to inflict a glancing or penetrating hit on any vehicle hit. Necron units take a pinning test.. (Apocalypse:Reload p68)); Remote Drone Network (Revealed: In your shooting phase.
Effect: Every turn, nominate a point on the table. Place a markerlight hit on all units within 24" of this point. (Apocalypse:Reload p68))
Option Footnotes
Assets
Icefire Warhead - Revealed: In the shooting phase of one of your turns..
Effect: Anti-vehicle template (10") that has a chance to inflict a glancing or penetrating hit on any vehicle hit. Necron units take a pinning test.. (Apocalypse:Reload p68)
Remote Drone Network - Revealed: In your shooting phase.
Effect: Every turn, nominate a point on the table. Place a markerlight hit on all units within 24" of this point. (Apocalypse:Reload p68)
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.
Fieldcraft - Krrot gain +1 to their cover save in woods and jungles. Kroot in woods or jungles do not have to roll a Difficult Terrain test; they can always move up to 6". (C:TE, pg. 37) for information.
Independent Character - (See WH40k, pg. 50.)
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)
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.
Stealth Field - See (C:TE, pg. 27) for information.
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.
Upgrades
Headhunters - Poisoned Weapons
Hyper Active Nymune Organ - Fleet of Foot
Stalkers - Infiltrate, Move Through Cover, Night Vision/Acute Senses, Stealth
Vulturekin - Hit and Run, Jump Infantry
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 (Skimmer, Fast, Open-topped) - Unit Type: Vehicle (Skimmer, Fast, Open-topped) (WH40k, pp. 70-71)
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.
Decoy Launchers - Allows a reroll on the Glancing hit table. 2nd roll must be taken. 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.
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.
Multi-Tracker - Fire as if FAST. C:TE page 30.
Sensor Spines - Avoid the effects of Dangerous Terrain. C:TE page 31.
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.
Advanced Target Lock - Target 2 units, no priority check. C:TE page 46.
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
Multi-Tracker - Allows 2 Battlesuit weapons in same turn. C:TE page 26.
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.
Stealth Field Generator - Night Fighting Rules. C:TE page 27.
Target Lock - Allows targeting of seperate enemy units. C:TE page 31.
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
Fusion Blaster - 12" Range; S8; AP1; Melta Assault 1; See page 26 of Codex: Tau Empire
Kroot Rifle - 24" Range; S4; AP6; Rapid Fire; See page 29 of Codex: Tau Empire
Markerlight - 36" Range; S-; AP-; Heavy 1; See page 29 of Codex: Tau Empire
Missile Pod - 36" Range; S7; AP4; Assault 2
Networked Markerlight - 36" Range; See page 29 of Codex: Tau Empire
Plasma Rifle - 24" Range; S6; AP2; Rapid Fire
Pulse Carbine - 18" Range; S5; AP5; Assault 1; Pinning
Pulse Pistol - 12" Range; S5; AP5; Pistol
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!
Rail Rifle and Target Lock - 36" Range; S6; AP3; Heavy 1; Pinning, see page 28 of Codex: Tau Empire
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.
TL Fusion Blaster - 12" Range; S8; AP1; Melta Assault 1; Twin Linked
Twin Linked Missile Pod - 36" Range; S7; AP4; Assault 2; Twin Linked
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
Two Fusion Blasters - 12" Range; S8; AP1; Melta Assault 1; See page 26 of Codex: Tau Empire; Two weapons
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, 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: 8.2
% Heavy: 3.4
% HQ: 5.6
Model Count: 170
% Troops: 9.7
% Wargear: 0.0
Files version: 1.11
Seeker Missiles: 0
Composition Report
Formation - 7 (- to 0)
Other Units - 11 (- to 0)
Legendary Units - 0 (- to 0)