Unnamed
3749 of 5000 Pts - Tau Empire
HQ: Commander R'alai (IA) (3#, 225 pts)
Commander R'alai (IA) 225
Grp
HQ
WS
4
BS
5
S
5
T
5
Wo
4
I
4
A
4
Ld
10
Save
3+/4(i)
(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]
WS
2
BS
2/3
S
3
T
3
Wo
1
I
4
A
1
Ld
-
Save
4+
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)
Elite: Stealthsuits (8#, 337 pts)
5x Stealthsuits 337
Grp
Elite
WS
2
BS
3/4
S
4
T
3
Wo
1
I
2
A
2
Ld
8
Save
3+
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); Targeting Array (x5) (Add 1 to BS. C:TE page 28.)
Team Leader [135]
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 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); Marker Drone; Marker Drone; Targeting Array (x1) (Add 1 to BS. C:TE page 28.)
Marker Drone [30]
Grp
-
WS
2
BS
2/3
S
3
T
3
Wo
1
I
4
A
1
Ld
-
Save
4+
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]
Grp
-
WS
2
BS
2/3
S
3
T
3
Wo
1
I
4
A
1
Ld
-
Save
4+
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.)
Elite: Stealthsuits (8#, 337 pts)
5x Stealthsuits 337
Grp
Elite
WS
2
BS
3/4
S
4
T
3
Wo
1
I
2
A
2
Ld
8
Save
3+
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); Targeting Array (x5) (Add 1 to BS. C:TE page 28.)
Team Leader [135]
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 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); Marker Drone; Marker Drone; Targeting Array (x1) (Add 1 to BS. C:TE page 28.)
Marker Drone [30]
Grp
-
WS
2
BS
2/3
S
3
T
3
Wo
1
I
4
A
1
Ld
-
Save
4+
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]
Grp
-
WS
2
BS
2/3
S
3
T
3
Wo
1
I
4
A
1
Ld
-
Save
4+
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.)
Elite: Stealthsuits (8#, 337 pts)
5x Stealthsuits 337
Grp
Elite
WS
2
BS
3/4
S
4
T
3
Wo
1
I
2
A
2
Ld
8
Save
3+
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); Targeting Array (x5) (Add 1 to BS. C:TE page 28.)
Team Leader [135]
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 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); Marker Drone; Marker Drone; Targeting Array (x1) (Add 1 to BS. C:TE page 28.)
Marker Drone [30]
Grp
-
WS
2
BS
2/3
S
3
T
3
Wo
1
I
4
A
1
Ld
-
Save
4+
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]
Grp
-
WS
2
BS
2/3
S
3
T
3
Wo
1
I
4
A
1
Ld
-
Save
4+
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.)
Fast Attack: Pathfinder (9#, 271 pts)
7x Pathfinder 271
Grp
Fast
WS
2
BS
3
S
3
T
3
Wo
1
I
2
A
1
Ld
7
Save
4+
(C:TE, pg. 38); Scouts (May move at the start of the battle before the first turn, conditions apply (p76 WH40K 5E)); Unit Type: Infantry (Unit Type: Infantry (p.54 WH40k)); Add Shas'ui; 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)
Shas'ui [22]
Grp
-
WS
2
BS
3
S
3
T
3
Wo
1
I
2
A
1
Ld
8
Save
4+
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)); Burst Cannon (18" Range; S5; AP5; Assault 3); Smart Missile System (24" Range; S5; AP5; Heavy 4; See page 27 of Codex: Tau Empire); Transport Capacity: 12 models; Transport: Access Points: 2 side hatches, 1 rear hatch; Fire Points: 0; 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.); Landing Gear (Allows vehicle to not count as Skimmer. C:TE page 30.); Multi-Tracker (Fire as if FAST. C:TE page 30.); Target Lock (Allows targeting of seperate enemy units. C:TE page 31.); Targeting Array (Add 1 to BS. C:TE page 28.)
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#, 213 pts)
Broadside Battlesuit 213
Grp
Heavy
WS
2
BS
3
S
5
T
4
Wo
2
I
2
A
2
Ld
8
Save
2+/4(i)
(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; Twin Linked Plasma Rifle (24" Range; S6; AP2; Rapid Fire; Twin Linked); Bonding Knife (Helps with regrouping. C:TE page 26.); Hard-wired Blacksun Filter (Doubles Nightfighting distance rolls. C:TE page 26.); Shield Generator (4+ Inv Save. C:TE page 27.)
Broadside Battlesuit [100]
Grp
-
WS
2
BS
3
S
5
T
4
Wo
2
I
2
A
2
Ld
8
Save
2+/4(i)
(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)); Twin Linked Plasma Rifle (24" Range; S6; AP2; Rapid Fire; Twin Linked); Shield Generator (4+ Inv Save. C:TE page 27.)
Formation: Tank Hunter Spearhead (4#, 620 pts)
Hammerhead Gunship 190
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.); Seeker Missile (x1) (Unlimited Range; S8; AP3; Heavy 1; See page 31 of Codex: Tau Empire); Target Lock (Allows targeting of seperate enemy units. C:TE page 31.)
Hammerhead Gunship 190
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.); Seeker Missile (x1) (Unlimited Range; S8; AP3; Heavy 1; See page 31 of Codex: Tau Empire); Target Lock (Allows targeting of seperate enemy units. C:TE page 31.)
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.)
Tank Hunter Spearhead 60
Grp: Formation
Spearhead (Units within 4" of another unit in the same Spearhead benefit in the shooting phase: Non-Walker Vehicles may fire one more weapon than normally allowed, at any target. Walkers and Monstrous Creatures may fire one weapon after they run.); Tank-Hunter Crews (Vehicles in the Spearhead gain Tank Hunters.); Tank Hunters (Add +1 to AP rolls, automatically pass tank shock, conditions apply (p76 WH40K 5E))
Formation: Armoured Spearhead (46#, 894 pts)
11x Fire Warrior 278
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 Carbine (x11) (18" Range; S5; AP5; Assault 1; Pinning); 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.)
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 [29]
Grp
-
WS
2
BS
3
S
3
T
3
Wo
1
I
2
A
2
Ld
8
Save
4+
Bonding Knife (Helps with regrouping. C:TE page 26.); Pulse Carbine (18" Range; S5; AP5; Assault 1; Pinning); 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.)
11x Fire Warrior 278
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 Carbine (x11) (18" Range; S5; AP5; Assault 1; Pinning); 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.)
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 [29]
Grp
-
WS
2
BS
3
S
3
T
3
Wo
1
I
2
A
2
Ld
8
Save
4+
Bonding Knife (Helps with regrouping. C:TE page 26.); Pulse Carbine (18" Range; S5; AP5; Assault 1; Pinning); 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.)
11x Fire Warrior 278
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 Carbine (x11) (18" Range; S5; AP5; Assault 1; Pinning); 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.)
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 [29]
Grp
-
WS
2
BS
3
S
3
T
3
Wo
1
I
2
A
2
Ld
8
Save
4+
Bonding Knife (Helps with regrouping. C:TE page 26.); Pulse Carbine (18" Range; S5; AP5; Assault 1; Pinning); 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.)
Armoured Spearhead 60
Grp: Formation
Spearhead (Units within 4" of another unit in the same Spearhead benefit in the shooting phase: Non-Walker Vehicles may fire one more weapon than normally allowed, at any target. Walkers and Monstrous Creatures may fire one weapon after they run.); Armoured Behemoth (Tanks in the Spearhead gain a 5+ invulnerable save.)
Formation: Skyfall Spearhead (10#, 275 pts)
2x Piranha Light Skimmer 145
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)); Burst Cannon (x1) (18" Range; S5; AP5; Assault 3); Fusion Blaster (x1) (12" Range; S8; AP1; Melta Assault 1; See page 26 of Codex: Tau Empire); Gun Drones (x4); Disruption Pod (x1) (Enemies more than 12" count vehicle as obscured. C:TE page 30.); Flechette Discharger (x1) (Wounds enemy models on 4+ with saves allowed. C:TE page 30.); Targeting Array (x1) (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)
Piranha Light Skimmer 85
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 (x1) (12" Range; S8; AP1; Melta Assault 1; See page 26 of Codex: Tau Empire); Gun Drones (x2); Disruption Pod (x1) (Enemies more than 12" count vehicle as obscured. C:TE page 30.); Flechette Discharger (x1) (Wounds enemy models on 4+ with saves allowed. C:TE page 30.); Targeting Array (x1) (Add 1 to BS. C:TE page 28.)
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)
Seek & Destroy Spearhead 45
Grp: Formation
Spearhead (Units within 4" of another unit in the same Spearhead benefit in the shooting phase: Non-Walker Vehicles may fire one more weapon than normally allowed, at any target. Walkers and Monstrous Creatures may fire one weapon after they run.); Rapid Descent (Vehicles in the Spearhead gain Deep Strike (if they do not have it) and must start in reserve. Roll scatter for the first vehicle only, placing the remaining vehicles within 4" of others in the Spearhead. Firing on the turn of arrival gains Pinning and is resolved on side armour.); Deep Strike (Unit may arrive by Deep Strike (BRB, pg. 95).)
+5 points
Option Footnotes
Validation Report
Roster Statistics
Composition Report