HQ: Commander Shas'el (3#, 256 pts)
Commander Shas'el 256
(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.); Crisis Bodyguard; Crisis Bodyguard; Missile Pod (36" Range; S7; AP4; Assault 2); Plasma Rifle (24" Range; S6; AP2; Rapid Fire); Multi-Tracker (This enables the model to fire two weapons in same turn. C:TE page 26 + FAQ v1.1.); 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))
Crisis Bodyguard [87]
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.); Missile Pod (36" Range; S7; AP4; Assault 2); Plasma Rifle (24" Range; S6; AP2; Rapid Fire); Targeting Array (Add 1 to BS. C:TE page 28.)
Crisis Bodyguard [82]
Hard-wired Multi-tracker (Allows 2 Battlesuit weapons in same turn. C:TE page 26.); Missile Pod (36" Range; S7; AP4; Assault 2); Plasma Rifle (24" Range; S6; AP2; Rapid Fire); Targeting Array (Add 1 to BS. C:TE page 28.)
HQ: Commander Shas'el (3#, 256 pts)
Commander Shas'el 256
(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.); Crisis Bodyguard; Crisis Bodyguard; Missile Pod (36" Range; S7; AP4; Assault 2); Plasma Rifle (24" Range; S6; AP2; Rapid Fire); Multi-Tracker (This enables the model to fire two weapons in same turn. C:TE page 26 + FAQ v1.1.); 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))
Crisis Bodyguard [82]
Hard-wired Multi-tracker (Allows 2 Battlesuit weapons in same turn. C:TE page 26.); Missile Pod (36" Range; S7; AP4; Assault 2); Plasma Rifle (24" Range; S6; AP2; Rapid Fire); Targeting Array (Add 1 to BS. C:TE page 28.)
Crisis Bodyguard [87]
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.); Missile Pod (36" Range; S7; AP4; Assault 2); Plasma Rifle (24" Range; S6; AP2; Rapid Fire); Targeting Array (Add 1 to BS. C:TE page 28.)
Elite: Stealthsuits (6#, 252 pts)
5x Stealthsuits 252
(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 (6#, 252 pts)
5x Stealthsuits 252
(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 (6#, 252 pts)
5x Stealthsuits 252
(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 (6#, 70 pts)
5x Fire Warrior 70
(C:TE, pg. 36); Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Add Shas'ui; Pulse Rifle (x5) (30" Range; S5; AP5; Rapid Fire)
Shas'ui [20]
Pulse Rifle (30" Range; S5; AP5; Rapid Fire)
Troops: Fire Warrior (6#, 70 pts)
5x Fire Warrior 70
(C:TE, pg. 36); Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Add Shas'ui; Pulse Rifle (x5) (30" Range; S5; AP5; Rapid Fire)
Shas'ui [20]
Pulse Rifle (30" Range; S5; AP5; Rapid Fire)
Troops: Fire Warrior (6#, 70 pts)
5x Fire Warrior 70
(C:TE, pg. 36); Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Add Shas'ui; Pulse Rifle (x5) (30" Range; S5; AP5; Rapid Fire)
Shas'ui [20]
Pulse Rifle (30" Range; S5; AP5; Rapid Fire)
Fast Attack: Pathfinder (11#, 231 pts)
7x Pathfinder 231
(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 [22]
Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Markerlight (36" Range; S-; AP-; Heavy 1; See page 29 of Codex: Tau Empire); Pulse Carbine (18" Range; S5; AP5; Assault 1; Pinning)
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.); 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.)
2x Gun Drones [0]
Twin Linked Pulse Carbines (18" Range; S5; AP5; Assault 1; Twin Linked; Pinning)
Fast Attack: Pathfinder (11#, 231 pts)
7x Pathfinder 231
(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 [22]
Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Markerlight (36" Range; S-; AP-; Heavy 1; See page 29 of Codex: Tau Empire); Pulse Carbine (18" Range; S5; AP5; Assault 1; Pinning)
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.); 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.)
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); 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.); 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: 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.)
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
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).
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)
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.
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
Advanced Stabilisation System - Slow and Purposeful. C:TE page 25.
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.
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
Missile Pod - 36" Range; S7; AP4; Assault 2
Plasma Rifle - 24" Range; S6; AP2; Rapid Fire
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
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
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 Burst Cannons - 18" Range; S5; AP5; Assault 3; See page 41 of Codex: Tau Empire
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: 30.2
% Fast: 18.5
% Heavy: 22.4
% HQ: 20.5
Model Count: 70
% Troops: 8.4
% Wargear: 0
Files version: 1.24
taDrones: 2
Seeker Missiles: 0
Composition Report
HQ - 2 (1 to 2)
Elite - 3 (0 to 3)
Troops - 3 (2 to 6)
Fast - 2 (0 to 3)
Heavy - 3 (0 to 3)