Unnamed
3000 of 3000 Pts - Tau Empire
HQ: Commander Shas'el (1#, 117 pts)
Commander Shas'el 117
Grp
HQ
WS
3
BS
4
S
5
T
4
Wo
3
I
3
A
3
Ld
9
Save
3+/4(i)
(C:TE, pg. 32); 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.)); Unit Type: Jump Infantry (Jet Packs) (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.)
; Fusion Blaster (12" Range; S8; AP1; Melta Assault 1; See page 26 of Codex: Tau Empire); Hard-wired Multi-tracker (Allows 2 Battlesuit weapons in same turn. C:TE page 26.); Stimulant Injector (Feel No Pain. Special Issue; C:TE page 27.); Plasma Rifle (24" Range; S6; AP2; Rapid Fire); Shield Generator (4+ Inv Save. C:TE page 27.)
Elite: Stealthsuits (6#, 309 pts)
5x Stealthsuits 309
Grp
Elite
WS
2
BS
3/4
S
4
T
3
Wo
1
I
2
A
2
Ld
8
Save
3+/4(i)
Stealth Field; (C:TE, pg. 35); 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)); Stealth Armour; Support Systems; Unit Type: Jump Infantry (Jet Packs) (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.)
; Add Team Leader; Burst Cannon (x4) (18" Range; S5; AP5; Assault 3); Fusion Blaster (x1) (12" Range; S8; AP1; Melta Assault 1; See page 26 of Codex: Tau Empire); Shield Generator (x4) (4+ Inv Save. C:TE page 27.); Targeting Array (x1) (Add 1 to BS. C:TE page 28.)
Team Leader [67]
Grp
-
WS
2
BS
3/4
S
4
T
3
Wo
1
I
2
A
2
Ld
8
Save
3+
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); 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); Targeting Array (x1) (Add 1 to BS. C:TE page 28.)
Elite: Stealthsuits (6#, 309 pts)
5x Stealthsuits 309
Grp
Elite
WS
2
BS
3/4
S
4
T
3
Wo
1
I
2
A
2
Ld
8
Save
3+/4(i)
Stealth Field; (C:TE, pg. 35); 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)); Stealth Armour; Support Systems; Unit Type: Jump Infantry (Jet Packs) (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.)
; Add Team Leader; Burst Cannon (x4) (18" Range; S5; AP5; Assault 3); Fusion Blaster (x1) (12" Range; S8; AP1; Melta Assault 1; See page 26 of Codex: Tau Empire); Shield Generator (x4) (4+ Inv Save. C:TE page 27.); Targeting Array (x1) (Add 1 to BS. C:TE page 28.)
Team Leader [67]
Grp
-
WS
2
BS
3/4
S
4
T
3
Wo
1
I
2
A
2
Ld
8
Save
3+
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); 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); Targeting Array (x1) (Add 1 to BS. C:TE page 28.)
Elite: Stealthsuits (6#, 309 pts)
5x Stealthsuits 309
Grp
Elite
WS
2
BS
3/4
S
4
T
3
Wo
1
I
2
A
2
Ld
8
Save
3+/4(i)
Stealth Field; (C:TE, pg. 35); 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)); Stealth Armour; Support Systems; Unit Type: Jump Infantry (Jet Packs) (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.)
; Add Team Leader; Burst Cannon (x4) (18" Range; S5; AP5; Assault 3); Fusion Blaster (x1) (12" Range; S8; AP1; Melta Assault 1; See page 26 of Codex: Tau Empire); Shield Generator (x4) (4+ Inv Save. C:TE page 27.); Targeting Array (x1) (Add 1 to BS. C:TE page 28.)
Team Leader [67]
Grp
-
WS
2
BS
3/4
S
4
T
3
Wo
1
I
2
A
2
Ld
8
Save
3+
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); 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); Targeting Array (x1) (Add 1 to BS. C:TE page 28.)
Troops: Fire Warrior (15#, 257 pts)
11x Fire Warrior 257
Grp
Troops
WS
2
BS
3
S
3
T
3
Wo
1
I
2
A
1
Ld
7
Save
4+
(C:TE, pg. 36); Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Add Shas'ui; Pulse Rifle (x11) (30" Range; S5; AP5; Rapid Fire); Photon Grenade (Defensive Weapon which eliminates extra Charging attack. C:TE page 29.)
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)); Burst Cannon (18" Range; S5; AP5; Assault 3); Gun Drones; Transport Capacity: 12 models; Transport: Access Points: 2 side hatches, 1 rear hatch; Fire Points: 0; 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.)
2x Gun Drones [0]
Grp
-
WS
2
BS
2
S
3
T
3
Wo
1
I
4
A
1
Ld
-
Save
4+
Twin Linked Pulse Carbines (18" Range; S5; AP5; Assault 1; Twin Linked; Pinning)
Shas'ui [41]
Grp
-
WS
2
BS
3
S
3
T
3
Wo
1
I
2
A
2
Ld
8
Save
4+
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 Multi-tracker (Allows 2 Battlesuit weapons in same turn. C:TE page 26.); Pulse Rifle (x1) (30" Range; S5; AP5; Rapid Fire); Photon Grenade (Defensive Weapon which eliminates extra Charging attack. C:TE page 29.)
Troops: Fire Warrior (15#, 257 pts)
11x Fire Warrior 257
Grp
Troops
WS
2
BS
3
S
3
T
3
Wo
1
I
2
A
1
Ld
7
Save
4+
(C:TE, pg. 36); Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Add Shas'ui; Pulse Rifle (x11) (30" Range; S5; AP5; Rapid Fire); Photon Grenade (Defensive Weapon which eliminates extra Charging attack. C:TE page 29.)
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)); Burst Cannon (18" Range; S5; AP5; Assault 3); Gun Drones; Transport Capacity: 12 models; Transport: Access Points: 2 side hatches, 1 rear hatch; Fire Points: 0; 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.)
2x Gun Drones [0]
Grp
-
WS
2
BS
2
S
3
T
3
Wo
1
I
4
A
1
Ld
-
Save
4+
Twin Linked Pulse Carbines (18" Range; S5; AP5; Assault 1; Twin Linked; Pinning)
Shas'ui [41]
Grp
-
WS
2
BS
3
S
3
T
3
Wo
1
I
2
A
2
Ld
8
Save
4+
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 Multi-tracker (Allows 2 Battlesuit weapons in same turn. C:TE page 26.); Pulse Rifle (x1) (30" Range; S5; AP5; Rapid Fire); Photon Grenade (Defensive Weapon which eliminates extra Charging attack. C:TE page 29.)
Troops: Fire Warrior (15#, 257 pts)
11x Fire Warrior 257
Grp
Troops
WS
2
BS
3
S
3
T
3
Wo
1
I
2
A
1
Ld
7
Save
4+
(C:TE, pg. 36); Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Add Shas'ui; Pulse Rifle (x11) (30" Range; S5; AP5; Rapid Fire); Photon Grenade (Defensive Weapon which eliminates extra Charging attack. C:TE page 29.)
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)); Burst Cannon (18" Range; S5; AP5; Assault 3); Gun Drones; Transport Capacity: 12 models; Transport: Access Points: 2 side hatches, 1 rear hatch; Fire Points: 0; 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.)
2x Gun Drones [0]
Grp
-
WS
2
BS
2
S
3
T
3
Wo
1
I
4
A
1
Ld
-
Save
4+
Twin Linked Pulse Carbines (18" Range; S5; AP5; Assault 1; Twin Linked; Pinning)
Shas'ui [41]
Grp
-
WS
2
BS
3
S
3
T
3
Wo
1
I
2
A
2
Ld
8
Save
4+
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 Multi-tracker (Allows 2 Battlesuit weapons in same turn. C:TE page 26.); Pulse Rifle (x1) (30" Range; S5; AP5; Rapid Fire); Photon Grenade (Defensive Weapon which eliminates extra Charging attack. C:TE page 29.)
Troops: Fire Warrior (15#, 257 pts)
11x Fire Warrior 257
Grp
Troops
WS
2
BS
3
S
3
T
3
Wo
1
I
2
A
1
Ld
7
Save
4+
(C:TE, pg. 36); Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Add Shas'ui; Pulse Rifle (x11) (30" Range; S5; AP5; Rapid Fire); Photon Grenade (Defensive Weapon which eliminates extra Charging attack. C:TE page 29.)
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)); Burst Cannon (18" Range; S5; AP5; Assault 3); Gun Drones; Transport Capacity: 12 models; Transport: Access Points: 2 side hatches, 1 rear hatch; Fire Points: 0; 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.)
2x Gun Drones [0]
Grp
-
WS
2
BS
2
S
3
T
3
Wo
1
I
4
A
1
Ld
-
Save
4+
Twin Linked Pulse Carbines (18" Range; S5; AP5; Assault 1; Twin Linked; Pinning)
Shas'ui [41]
Grp
-
WS
2
BS
3
S
3
T
3
Wo
1
I
2
A
2
Ld
8
Save
4+
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 Multi-tracker (Allows 2 Battlesuit weapons in same turn. C:TE page 26.); Pulse Rifle (x1) (30" Range; S5; AP5; Rapid Fire); Photon Grenade (Defensive Weapon which eliminates extra Charging attack. C:TE page 29.)
Heavy Support: Sniper Drone Team (12#, 240 pts)
Sniper Drone Team 240
Grp
Heavy
WS
2
BS
3/4
S
3
T
3
Wo
1
I
2
A
1
Ld
8
Save
4+
(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]
Grp
-
WS
2
BS
2/3
S
3
T
3
Wo
1
I
4
A
1
Ld
7
Save
4+
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.)
Sniper Drone Team [80]
Grp
-
WS
2
BS
3/4
S
3
T
3
Wo
1
I
2
A
1
Ld
8
Save
4+
(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]
Grp
-
WS
2
BS
2/3
S
3
T
3
Wo
1
I
4
A
1
Ld
7
Save
4+
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.)
Sniper Drone Team [80]
Grp
-
WS
2
BS
3/4
S
3
T
3
Wo
1
I
2
A
1
Ld
8
Save
4+
(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]
Grp
-
WS
2
BS
2/3
S
3
T
3
Wo
1
I
4
A
1
Ld
7
Save
4+
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.)
Heavy Support: Broadside Battlesuit (2#, 168 pts)
Broadside Battlesuit 168
Grp
Heavy
WS
2
BS
3/4
S
5
T
4
Wo
2
I
2
A
2
Ld
8
Save
2+
(C:TE, pg. 40); Acute Senses (May reroll Night Fighting distances, conditions apply (p75 WH40K 5E)); Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Team Leader; Twin linked Railgun ((72" Range; S10; AP1; Heavy 1) or (72" Range; S6; AP4; Heavy 1 Large Blast; Hammerhead Only)); Broadside Battlesuit; Smart Missile System (24" Range; S5; AP5; Heavy 4; See page 27 of Codex: Tau Empire); Hard-wired Blacksun Filter (Doubles Nightfighting distance rolls. C:TE page 26.); Targeting Array (Add 1 to BS. C:TE page 28.)
Broadside Battlesuit [80]
Grp
-
WS
2
BS
3/4
S
5
T
4
Wo
2
I
2
A
2
Ld
8
Save
2+
(C:TE, pg. 40); Acute Senses (May reroll Night Fighting distances, conditions apply (p75 WH40K 5E)); Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); 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); Targeting Array (Add 1 to BS. C:TE page 28.)
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)); Two Burst Cannons (18" Range; S5; AP5; Assault 3; See page 41 of Codex: Tau Empire); Targeting Array (Add 1 to BS. C:TE page 28.); Disruption Pod (Enemies more than 12" count vehicle as obscured. C:TE page 30.); Flechette Discharger (Wounds enemy models on 4+ with saves allowed. C:TE page 30.); Landing Gear (Allows vehicle to not count as Skimmer. C:TE page 30.); Multi-Tracker (Fire as if FAST. C:TE page 30.); Target Lock (Allows targeting of seperate enemy units. C:TE page 31.)
Fast Attack: Piranha Light Skimmer (6#, 170 pts)
2x Piranha Light Skimmer 170
Grp: Fast BS: 3/4 FA: 11 SA: 10 RA: 10
Unit Type: Vehicle (Skimmer, Fast, Open-topped) (Unit Type: Vehicle (Skimmer, Fast, Open-topped) (WH40k, pp. 70-71)); Fusion Blaster (x2) (12" Range; S8; AP1; Melta Assault 1; See page 26 of Codex: Tau Empire); Gun Drones (x4); 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.); Targeting Array (x2) (Add 1 to BS. C:TE page 28.)
4x Gun Drones [0]
Grp
-
WS
2
BS
2
S
3
T
3
Wo
1
I
4
A
1
Ld
-
Save
4+
Twin Linked Pulse Carbines (18" Range; S5; AP5; Assault 1; Twin Linked; Pinning)
Fast Attack: Piranha Light Skimmer (6#, 170 pts)
2x Piranha Light Skimmer 170
Grp: Fast BS: 3/4 FA: 11 SA: 10 RA: 10
Unit Type: Vehicle (Skimmer, Fast, Open-topped) (Unit Type: Vehicle (Skimmer, Fast, Open-topped) (WH40k, pp. 70-71)); Fusion Blaster (x2) (12" Range; S8; AP1; Melta Assault 1; See page 26 of Codex: Tau Empire); Gun Drones (x4); 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.); Targeting Array (x2) (Add 1 to BS. C:TE page 28.)
4x Gun Drones [0]
Grp
-
WS
2
BS
2
S
3
T
3
Wo
1
I
4
A
1
Ld
-
Save
4+
Twin Linked Pulse Carbines (18" Range; S5; AP5; Assault 1; Twin Linked; Pinning)
Option Footnotes
Validation Report
Roster Statistics
Composition Report