Beruflich Dokumente
Kultur Dokumente
HQ-
Name WS BS S T W I A Ld Sv
Shas'o 1 4 5 5 4 4 3 4 10 3 (4)
Equipment: Fusion Blaster, Plasma Rifle, Shield Generator (4+ inv. Save) , Stimulant Injector (feel no
pain), Multi-Tracker (allowance to use both weapons), Shield Drone, Independent Character, Acute
Senses(re-roll night fighting distance), Deep Strike, Jump infantry (jet pack), Relentless
Shield Drone 2 2 3 X 1 4 1 n/a X
Equipment: Close protection (always have same toughness and save at controller), 4+ invulnerable save
Shas'o 2 4 5 5 4 4 3 4 10 2 (4)
Equipment: Fusion Blaster, Plasma Rifle, Shield Generator (4+ inv. Save), Iridium Armour Plates
(armour save 2+ but D6 jet pack move in assault phase), Multi-Tracker (allowance to use both
weapons), Shield Drone, Independent Character, Acute Senses(re-roll night fighting distance), Deep
Strike, Jump infantry (jet pack), Relentless
Shield Drone 2 2 3 X 1 4 1 n/a X
Equipment: Close protection (always have same toughness and save at controller), 4+ invulnerable save
Elites-
Troops-
Fast Attack-
4 Pathfinders shas'la 1 2 3 3 3 1 2 1 7 4
Equipment: Pulse Carbine with Markerlight Target Designator, must select a devilfish carrier,
Scouts(after set up and infiltrators, unit may move normal move b4 game starts but not closer than 12”
to an enemy, if in vehicle give the vehicle the scout rule)
Name BS Front Side Rear
Devilfish 1 3 12 11 10
Equipment: Pair of Gun Drones, Burst Cannon, Tank, Skimmer, carry 12 fire warriors, Marker Beacon
(units deployed by deep strike to a point visible by devilfish, may reroll scatter dice), Disruption Pod
(grants obscured target to vehicle if enemy shooting is more than 12” away)
4 Pathfinders shas'la 2 2 3 3 3 1 2 1 7 4
Equipment: Pulse Carbine with Markerlight Target Designator, must select a devilfish carrier,
Scouts(after set up and infiltrators, unit may move normal move b4 game starts but not closer than 12”
to an enemy, if in vehicle give the vehicle the scout rule)
Name BS Front Side Rear
Devilfish 2 3 12 11 10
Equipment: Pair of Gun Drones, Burst Cannon, Tank, Skimmer, carry 12 fire warriors, Marker Beacon
(units deployed by deep strike to a point visible by devilfish, may reroll scatter dice), Disruption Pod
(grants obscured target to vehicle if enemy shooting is more than 12” away)
5 Gun Drone Squadron 2 2 3 3 1 4 1 7 4
Equipment: Twin-linked Pulse Carbines, Jump infintry (jet pack), Deep Strike
Heavy Support-
2 Broadside Shas'ui 2 3 5 4 2 2 2 8 2
Equipment: Twin-linked Railgun, smart missile system, Advanced Stabilisation System (grants Slow
and purposeful to unit), Acute Senses
Name BS Front Side Rear
Hammerhead 4 13 12 10
Equipment: Railgun, 2 separate burst cannons, Target lock (may fire on separate targets), Disruption
pod (see devilfish), landing Gear (if didint move after 1st turn can lose skimmer rule), Tank, Skimmer
Name BS Front Side Rear
Skyray 3(4) 13 12 10
Equipment: Tank, Skimmer, Landing gear, 6 turret mounted seeker missiles, 2 networked markerlights,
Target lock (can markerlight and fire its own missiles at 2 different targets), 2 separate burst cannons,
Disruption pod
Extra Equipment-
Jet packs- can move an addition 6” move in assault phase no assault required, but no 12” jump
infantry move.
Feel no pain- Cant be used on instant kill weapons, power weapons, weapons that give no save,
or AP 1 or 2 weapons
Tank- can turn during movement like go around something, LoS goes from Weapon, can take a
save just like a normal unit, like from hedge, wall, etc, Movement, 0' all weapons, 6” 1 weapon and all
defensive, 12” no Weapons
Skimmer- can move over own units or enemy units, can move over any terrain as long as not on
it other wise take appropriate test
Markerlight- cannot be saved since not a weapon with a strength characteristic.
Rules- has a 36” range, Heavy 1,
each time target it hit place a counter by it, they remain until the end of the current tau
shooting phase or until they are used. Each counter expanded grants 1 of the following abilities, can be
combined
– allow +1 to BS up to 5
– fire a seeker missile at BS 5
– ignore night fighting rules
– impose a negative 1 leadership for reguards to pinning tests
– impose a -1 to cover saves