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: Armoured Interdiction Cadre (6#, 900 pts)
Armoured Interdiction Cadre 900
(Apoc, pg. 160); Hammerhead Gunship; 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 [170]
| 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); Disruption Pod (Enemies more than 12" count vehicle as obscured. 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 [170]
| 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); Disruption Pod (Enemies more than 12" count vehicle as obscured. 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 [170]
| 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); Disruption Pod (Enemies more than 12" count vehicle as obscured. 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 [170]
| 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); Disruption Pod (Enemies more than 12" count vehicle as obscured. 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 [170]
| 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); Disruption Pod (Enemies more than 12" count vehicle as obscured. 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.)
Mako (1#, 900 pts)
Formation: Tau Broadside Destructor Phalanx (IA) (10#, 790 pts)
Tau Broadside Destructor Phalanx (IA) 790
(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) [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) [120]
(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 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); Stimulant Injector (Feel No Pain. Special Issue; C:TE page 27.); Target Lock (included) (Allows targeting of seperate enemy units. C:TE page 31.); Plasma Rifle (24" Range; S6; AP2; Rapid Fire); 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))
Heavy Support: Broadside Battlesuit (3#, 310 pts)
Broadside Battlesuit 310
(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; Broadside Battlesuit; 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.); Team Leader
Broadside Battlesuit [100]
(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)); Twin Linked Plasma Rifle (24" Range; S6; AP2; Rapid Fire; Twin Linked); Shield Generator (4+ Inv Save. C:TE page 27.)
Broadside Battlesuit [100]
(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)); Twin Linked Plasma Rifle (24" Range; S6; AP2; Rapid Fire; Twin Linked); Shield Generator (4+ Inv Save. C:TE page 27.)
: Super Heavy Detachment - Baneblades (2#, 500 pts)
Super Heavy Detachment - Baneblades [Guard] 500
Baneblade
Baneblade [Guard] [500]
| Grp: Legendary Units BS: 3 FA: 14 SA: 13 RA: 12 Structure: 3 Void Shld: - Crew: - Ammo Load: 0 |
Super-heavy tank; (Apoc, pg. 104); Autocannon (48" Range; S7; AP4; Heavy 2; Coaxial); Baneblade Cannon (72" Range; S9; AP2; Ordnance 10"; Blast; Primary Weapon); Searchlight (Searchlights are used where the Night Fighting rule is in effect. If a vehicle has a searchlight, it must still use the Night Fighting rules to pick a target but, having acquired a target, will illuminate it with the searchlight. For the rest of the Shooting phase, any other unit that fires at the illuminated unit does not use the Night Fighting special rule. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect, as the enemy can see the searchlight.); Smoke Launchers (Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but will count as obscured in the next enemy Shooting Phase, receiving a 4+ cover save (see WH40K 5E, pg. 62).); Demolisher Cannon (24" Range; S10; AP2; Ordnance 1; Large Blast); Twin Linked Heavy Bolter (36" Range; S5; AP4; Heavy 3 Linked); 2 x Sponsons; Lascannon (x2) (48" Range; S9; AP2; Heavy 1); Twin Linked Heavy Bolter (x2) (36" Range; S5; AP4; Heavy 3 Linked)
Formation: Emperor's Wrath Artillery Battery (3#, 445 pts)
Emperor's Wrath Artillery Battery [Guard] 445
Strike Force; Spotting Rounds (p109)
Basilisk [Guard] [140]
| Grp: BS: 3 FA: 12 SA: 10 RA: 10 |
Earthshaker Cannon (36" to 240" Range; S9; AP3; Ordnance Barrage 1, Large Blast.); Enclosed Crew Compartment
Basilisk [Guard] [140]
| Grp: BS: 3 FA: 12 SA: 10 RA: 10 |
Earthshaker Cannon (36" to 240" Range; S9; AP3; Ordnance Barrage 1, Large Blast.); Enclosed Crew Compartment
Basilisk [Guard] [140]
| Grp: BS: 3 FA: 12 SA: 10 RA: 10 |
Earthshaker Cannon (36" to 240" Range; S9; AP3; Ordnance Barrage 1, Large Blast.); Enclosed Crew Compartment
Heavy Support: Leman Russ Squadron (2#, 330 pts)
Leman Russ Squadron [Guard] 330
Leman Russ Battle Tank [Guard] [165]
| Grp: BS: 3 FA: 14 SA: 13 RA: 10 |
Battle Cannon (72" Range; S8; AP3; Ordnance 1, Large Blast); Lascannon (48" Range; S9; AP2; Heavy 1); Lumbering Behemoth (Vehicle may fire it's main weapon when moving at Combat speed, but only moves 6+D6" when at Cruising speed (see C: IG, pg. 48).)
Leman Russ Battle Tank [Guard] [165]
| Grp: BS: 3 FA: 14 SA: 13 RA: 10 |
Battle Cannon (72" Range; S8; AP3; Ordnance 1, Large Blast); Lascannon (48" Range; S9; AP2; Heavy 1); Lumbering Behemoth (Vehicle may fire it's main weapon when moving at Combat speed, but only moves 6+D6" when at Cruising speed (see C: IG, pg. 48).)
Legendary: Defence Laser (AP) (1#, 350 pts)
Defence Laser (AP) [Guard] 350
| Grp: Legendary Units BS: 4 FA: 13 SA: 13 RA: 13 Structure: 3 Void Shld: - Crew: - Ammo Load: 0 |
Static Super-heavy, Immobile; If opponent attempts to use Orbital Bombardment, Precision Strike, Scheduled Bombardment or Blind Barrage then roll to hit using BS, if a hit is scored the opponent may not use the asset again.; (GW Website, M180090); Defence Laser (60" - unlimited Range; S: D; AP1; Ordnance 10"; Primary Weapon; Pinning)
Elite: Techmarine (1#, 75 pts)
Techmarine [SM] 75
Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Krak Grenades (One attack with 6+D6 AP (exceptions apply p72 WH40K)); Artificer Armour (Confers a 2+ Armour save.); Servo Harness; Bolt Pistol (12" Range; S4; AP5; Pistol); And They Shall Know No Fear (Automatically pass tests to regroup, can test if under 50%, conditions apply (p74 WH40K)); Blessing of the Omnissiah (If in base contact with a damage vehicle during the Shooting phase, may attempt to repair it instead of firing.); Bolster Defenses (Each Techmarine can bolster a single ruin in your deployment area before the game begins. The ruin's cover save is increased by one for the duration of the game. A ruin can only be bolstered once.); Combat Tactics (A non-fearless Space Marine unit can choose to automatically fail any Morale check it is called upon to take.); Independent Character ((See WH40k, pg. 50.)); Servo Harness [SM]
Elite: Techmarine (1#, 75 pts)
Techmarine [SM] 75
Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Frag Grenades (Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).); Krak Grenades (One attack with 6+D6 AP (exceptions apply p72 WH40K)); Artificer Armour (Confers a 2+ Armour save.); Servo Harness; Bolt Pistol (12" Range; S4; AP5; Pistol); And They Shall Know No Fear (Automatically pass tests to regroup, can test if under 50%, conditions apply (p74 WH40K)); Blessing of the Omnissiah (If in base contact with a damage vehicle during the Shooting phase, may attempt to repair it instead of firing.); Bolster Defenses (Each Techmarine can bolster a single ruin in your deployment area before the game begins. The ruin's cover save is increased by one for the duration of the game. A ruin can only be bolstered once.); Combat Tactics (A non-fearless Space Marine unit can choose to automatically fail any Morale check it is called upon to take.); Independent Character ((See WH40k, pg. 50.)); Servo Harness [SM]
Fast Attack: Valkyrie Assault Carrier Squadron (1#, 100 pts)
Valkyrie Assault Carrier Squadron [Guard] 100
Deep Strike (Unit may arrive by Deep Strike (BRB, pg. 95).); Grav Chute Insertion (Special passenger deployment (see C:IG, pg. 56).); Scouts (May move at the start of the battle before the first turn, conditions apply (p76 WH40K 5E))
Valkyrie [Guard] [100]
| Grp: BS: 3 FA: 12 SA: 12 RA: 10 |
Vehicle (Fast, Skimmer); Transport Capacity: 12 Models; Extra Armor (Vehicles equipped with extra armour count Crew Stunned results on the Vehicle Damage tables as a Crew Shaken result instead.); Searchlight (Searchlights are used where the Night Fighting rule is in effect. If a vehicle has a searchlight, it must still use the Night Fighting rules to pick a target but, having acquired a target, will illuminate it with the searchlight. For the rest of the Shooting phase, any other unit that fires at the illuminated unit does not use the Night Fighting special rule. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect, as the enemy can see the searchlight.); Multilaser (36" Range; S6; AP6; Heavy 3); Hellstrike Missiles (x2) (72" Range; S8; AP3; Ordnance 1, One Shot Only.)
Option Footnotes
Special Rules
Acute Senses - May reroll Night Fighting distances, conditions apply (p75 WH40K 5E)
And They Shall Know No Fear - Automatically pass tests to regroup, can test if under 50%, conditions apply (p74 WH40K)
Blessing of the Omnissiah - If in base contact with a damage vehicle during the Shooting phase, may attempt to repair it instead of firing.
Bolster Defenses - Each Techmarine can bolster a single ruin in your deployment area before the game begins. The ruin's cover save is increased by one for the duration of the game. A ruin can only be bolstered once.
Combat Tactics - A non-fearless Space Marine unit can choose to automatically fail any Morale check it is called upon to take.
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.
Grav Chute Insertion - Special passenger deployment (see C:IG, pg. 56).
Independent Character - (See WH40k, pg. 50.)
Lumbering Behemoth - Vehicle may fire it's main weapon when moving at Combat speed, but only moves 6+D6" when at Cruising speed (see C: IG, pg. 48).
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.
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
Disruption Pod - Enemies more than 12" count vehicle as obscured. 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.
Searchlight - Searchlights are used where the Night Fighting rule is in effect. If a vehicle has a searchlight, it must still use the Night Fighting rules to pick a target but, having acquired a target, will illuminate it with the searchlight. For the rest of the Shooting phase, any other unit that fires at the illuminated unit does not use the Night Fighting special rule. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect, as the enemy can see the searchlight.
Smoke Launchers - Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but will count as obscured in the next enemy Shooting Phase, receiving a 4+ cover save (see WH40K 5E, pg. 62).
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.
Artificer Armour - Confers a 2+ Armour save.
Battle Cannon - 72" Range; S8; AP3; Ordnance 1, Large Blast
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.
Earthshaker Cannon - 36" to 240" Range; S9; AP3; Ordnance Barrage 1, Large Blast.
Extra Armor - Vehicles equipped with extra armour count Crew Stunned results on the Vehicle Damage tables as a Crew Shaken result instead.
Frag Grenades - Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E).
Hard-wired Multi-tracker - Allows 2 Battlesuit weapons in same turn. C:TE page 26.
Hellstrike Missiles - 72" Range; S8; AP3; Ordnance 1, One Shot Only.
Krak Grenades - One attack with 6+D6 AP (exceptions apply p72 WH40K)
Lascannon - 48" Range; S9; AP2; Heavy 1
Markerlight - 36" Range; S-; AP-; Heavy 1; See page 29 of Codex: Tau Empire
Multilaser - 36" Range; S6; AP6; Heavy 3
Photon Casters - Count as having Defensive Grenades.
Searchlight - Searchlights are used where the Night Fighting rule is in effect. If a vehicle has a searchlight, it must still use the Night Fighting rules to pick a target but, having acquired a target, will illuminate it with the searchlight. For the rest of the Shooting phase, any other unit that fires at the illuminated unit does not use the Night Fighting special rule. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect, as the enemy can see the searchlight.
Servo Harness - Two extra Close Combat attacks made at Strength 8 and Initiative 1, ignoring Armour Saves.
Plasma cutter fired as a Twin-linked plasma pistol, but cannot be used in CC.
Flamer
Shield Generator - 4+ Inv Save. C:TE page 27.
Stimulant Injector - Feel No Pain. Special Issue; 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
Autocannon - 48" Range; S7; AP4; Heavy 2; Coaxial
Baneblade Cannon - 72" Range; S9; AP2; Ordnance 10"; Blast; Primary Weapon
Bolt Pistol - 12" Range; S4; AP5; Pistol
Defence Laser - 60" - unlimited Range; S: D; AP1; Ordnance 10"; Primary Weapon; Pinning
Demolisher Cannon - 24" Range; S10; AP2; Ordnance 1; Large Blast
Lascannon - 48" Range; S9; AP2; Heavy 1
Networked Markerlight - 36" Range; See page 29 of Codex: Tau Empire
Plasma Rifle - 24" Range; S6; AP2; 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)
Twin Linked Heavy Bolter - 36" Range; S5; AP4; Heavy 3 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
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, Non-Codex Materials, Special Characters; a-1. Scenario: Normal Mission; 1. Enclaves: Tau Empire
Warning: The current roster or units within it may need opponents's permission to use.
Roster Statistics
% Elite: 3.0
% Fast: 2.0
% Heavy: 12.8
% HQ: 4.5
Model Count: 34
% Troops: 0.0
% Wargear: 0.0
Files version: 1.11
Seeker Missiles: 0
Composition Report
Formation - 3 (- to 0)
Other Units - 8 (- to 0)
Legendary Units - 2 (- to 0)