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============================================================================== Table of Contents ============================================================================== 1) Table of Contents 2) HQ, Battlesuit Commanders 3) Shas'vre Retinue 4) Armoury 6) Weapons Systems 7) Ethereal

8) Royal Guard Retinue 9) Elites, XV-8 Crisis Team 10) XV-25 Stealth Team 11) XV-33 Sniper Team 12) Troops, Firewarrior Hunters 13) Dedicated Transport, Devilfish 14) Fast Attack, Gun Drone Squadron 15) Mobile Assault Cadre 16) Pathfinder Scouts 17) Piranha Squadron 18) Heavy Support, XV-88 Broadside Team 19) Hammerhead 20) Skyray Squadron 21) Vehicle Armoury 22) Vehicle Weapons 23) Seeker Missile Armoury 24) Consolidated Armoury

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============================================================================== Headquarters ============================================================================== Unit: Battlesuit Commander Model: Shas'O Points: 80 Models: 1 Unit Type: Jump Infantry (Jet Pack) Shas'O: WS:3 BS:5 S:5 T:5 W:4 I:3 A:4 Ld:10 Sv:3+ Unit: Battlesuit Commander Model: Shas'El Points: 55 Models: 1 Unit Type: Jump Infantry (Jet Pack) Shas'El: WS:3 BS:5 S:5 T:5 W:3 I:3 A:3 Ld:10 Sv:3+ A single Battlesuit Commander is an HQ choice for a Tau Empire Army. Wargear: Command Helm Special Rules: Acute Senses, Deepstrike, Dynamic Entry, Experienced Commander (Shas'O Only), Hit and Run, Independent Character Dynamic Entry: Models with the rule may count their weapons as twin-linked and pinning during any turn they enter the battlefield via Deepstrike. Experienced Commander: For each model in your army with this rule, a single unit may Outflank from Reserve. Pick which units are doing so when Reserves are declared. Unit Options: A Battlesuit Commander can and must purchase 1-2 Weapons Systems. It may purchase any amount of Wargear from the Armoury.

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============================================================================== Unit: Shas'vre Retinue Model: Shas'Vre Points: 40 Models: 1 Unit Type: Jump Infantry (Jet Pack) Shas'Vre: WS:3 BS:4 S:5 T:5 W:2 I:3 A:2 Ld:10 Sv:3+ A Shas'vre retinue is an HQ choice for a Tau Empire Army, but otherwise take up no FOC slot. When purchased for a Battlesuit Commander, they must be deployed together. The Battlesuit Commander loses the Independent Character special rule for as long as he is part of the unit. Up to 2 additional Shas'Vre may be added to the unit at 40 points per model. Wargear: Special Rules: Acute Senses, Deepstrike, Hit and Run Unit Options: Each Shas'Vre in the unit can and must purchase 1-2 Weapons Systems. Each Shas'Vre in the unit may purchase any amount of Wargear from the Armoury.

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============================================================================== Armoury ============================================================================== Unless otherwise specified, each wargear option may be taken only once per model. 20 Points - Command Helm: A model with a command helm bestows the Acute Senses rule on his unit. His unit may regroup regardless of unit strength, and he may split his units' shooting between two targets - declare which models are firing at each target before any rolls or measurements are made. Multiple Command Helms are redundant. 5 Points - Drone Controller: A model with a Drone Controller may purchase up to 2 of the following Drones. The Drones are the same unit type as the model with the Drone Controller, but otherwise use the following characteristics: 10 Points Gun Drone: WS:2 BS:3 S:3 T:3 W:1 I:2 A:1 Ld:5 Sv:5+, a Gun Drone has a Pulse Rifle. It may exchange its Pulse Rifle for a Markerlight for 5 points, or a Rail Rifle for 10 points. 5 Points - Missile Drone: WS:2 BS:2 S:3 T:3 W:1 I:2 A:1 Ld:5 Sv:5+, a Missile Drone must purchase a single Seeker Missle of any type from the Vehicle Armoury. 20 Points Shield Drone: WS:2 BS:2 S:3 T:5 W:1 I:2 A:1 Ld:5 Sv:4+, a Shield Drone has a 4+ Invulnerable Save. The Drones are destroyed if the model that purchased them leaves the battlefield. Do not count casualties from these Drones toward determining Unit Strength, or for Combat Resolution. A model with a Drone Controller and surviving Drones grants the Hit and Run special rule to its unit for as long as its Drones are alive. That model sacrifices any remaining Drones to automatically pass its Initiative test when it disengages remove the sacrificed Drones from the table. 3 Points Per Model - EMP Grenades: A model purchasing EMP Grenades does so for its entire unit. EMP Grenades may be used like Krak Grenades, with the following EMP rule, in close combat with vehicles. They may also be thrown in the shooting phase with the following profile: Range: 12" S: * AP: 6 Special: Assault 1, EMP* *EMP: For each hit, roll a D6. On a 1 or 2, they do nothing. On a 3-5, the Vehicle suffers a glancing hit. On a 6, the vehicle suffers a Penetrating Hit. 10 Points - Iridium Armour: Iridium Armour improves a model's Armour Save by 1. Shield Drones may purchase Iridium Armour for half price.

5 Points Markerlight: Models with Markerlights fire them before any other weapons in the unit, using the following profile: Range: 36" S: - AP: - Special: Assault 1 If a hit is scored, do not roll to wound. Instead, place a suitable counter by that unit - This counter remains until the end of the current shooting phase. Tau Empire units, including the unit that fired the markerlight, may expend the tokens when firing upon the marked unit. Expending a token grants one of the following effects, which apply only for the firing unit, may be combined, are cumulative, and which last until the end of the current shooting phase: -Decreases the Cover Save of the Marked Unit by 1 (this may remove the cover save entirely) -Allows the Firing Unit to ignore Night Fighting rules against the Marked Unit -Reduces the Marked Unit's Leadership by 1 for the purpose of Pinning Tests -Allows a single Seeker Missile to target the Marked Unit -Increases the BS of the Firing Unit by 1, to a maximum of 5 -Allows a single Blast or Large Blast to count as Twin-Linked (Declare before firing) 15 Points - Shield Generator: Models with Shield Generators have 4+ invulnerable saves, and count as being armed with defensive grenades. 10 Points - Smart Missile System: A model with a Smart Missile System allows 1 Seeker Missile to target an enemy unit within Line of Sight (roll for sight if Night Fighting is in effect) of the equipped model. 15 Points - Stimulant Injectors: Models with stimulant injectors have the Feel No Pain special rule.

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============================================================================== Weapons Systems ============================================================================== Weapons Systems: Units that may purchase Weapons Systems may fire all of their Weapons Systems in the shooting phase, along with any other weapons it might have. A Weapons Systems' point cost is the left-most number. A Twin-Linked version of any profile for the value immediatey after its points cost. 5/7 Points Burst Cannon: Range: 18 S: 5 AP: 5 Special: Assault 3, Pinning 5/7 Points Flamer: Range: Template S: 4 AP: 5 Special: Assault 1 15/20 Points - Heavy Flamer: Range: Template S: 5 AP: 4 Special: Heavy 1 10/13 Points - Fusion Gun: Range: 12" S: 8 AP: 1 Special: Assault 1, Melta 15/20 Points Fusion Beamer: Range: 24 S: 8 AP: 1 Special: Heavy 1, Melta 10/13 Points - Ion Disruption Beam: Range: 24" S: 3 AP: 6 Special: Heav 4, Rending 10/13 Points - Ion Disruption Cannon: Range: 18" S: 3 AP: 6 Special: Heavy 2, Blast, Rending 10/13 Points - Ion Disruption Wave: Range: Template S: 3 AP: 6 Special: Assault 1, Rending 15/20 Points - Missile Pods: Choose one of these profiles each time you fire Range: 36" S: 7 AP: 4 Special: Assault 2 Range: 36" S: 5 AP: 5 Special: Assault 2, Blast 10/13 Points Plasma Blade: A Plasma Blade is a Close Combat Weapon. It is a Power Weapon. Purchasing Two Plasma Blades counts as having 2CCW (For +1A). Twin-Linking all equipped Plasma Blades allows the model to reroll failed hits in combat. 20/27 Points - Plasma Gun: Range:24" S: 6 AP: 2 Special: Assault 2 15/20 Points - Rail Rifle: Range: 36" S: 6 AP: 3 Special: Heavy 1, Pinning* *Each unsaved wound inflicted by a Rail Rifle causes a pinning test.

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============================================================================== Unit: Ethereal Model: Ethereal Points: 60 Models: 1 Unit Type: Infantry (Character) Ethereal: WS:4 BS:3 S:3 T:3 W:2 I:3 A:2 Ld:10 Sv:An Ethereal is an HQ choice for a Tau Empire Army. A Tau Empire Army may have only 1 Ethereal. Wargear: Ceremonial Staff, Shield Generator Ceremonial Staff: A Ceremonial Staff is a two-handed Power Weapon. Special Rules: Fearless, Independent Character, Reverent, Stubborn Reverent: Friendly models within 12 of the Ethereal are Ld 10 and Stubborn. Army Options: Because of his importance, and the resources available to him, up to 2 XV-8 Crisis Teams may be purchased as Troops Choices in an army with an Ethereal.

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============================================================================== Unit: Royal Guard Retinue Model: Royal Guard Points: 170 Models: 10 Unit Type: Infantry (Retinue) Royal Guard: WS:3 BS:4 S:3 T:3 W:1 I:3 A:2 Ld:10 Sv:3+ A Royal Guard Retinue is an HQ choice, but otherwise takes up no FoC. Each Royal Guard Retinue may only be purchased with, and accompany, an Ethereal (No other Independent Characters may join the unit). Wargear: Ceremonial Armour, EMP Grenades, Penetrator Pistol, Plasma Knife, Pulse Rifle Ceremonial Armour: A model with Ceremonial Armour has a 3+ Armour Save. Penetrator Pistol: A Penetrator Pistol fires with the following profile: Range: 6 S: 6 AP: 2 Special: Pistol Plasma Knife: A Plasma Knife is a Close Combat Weapon that confers the Rending property on its wielder's Close Combat attacks. Special Rules: Counter Attack, Furious Charge, Our Lives are Yours Our Lives Are Yours: Unsaved wounds allocated to an Ethereal in the unit are instead inflicted on a Royal Guard. Treat these wounds as if they'd been allocated instead to a Royal Guard. A Royal Guard Retniue must be deployed with an Ethereal. While part of the unit, the Ethereal loses the Independent Character special rule until the last Royal Guard in the unit is destroyed.

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============================================================================== ELITES ============================================================================== Unit: XV-8 Crisis Team Model: XV-8 Crisis Suit Points: 30 Models: 1 Unit Type: Jump Infantry (Jet Pack) XV-8 Crisis Suit: WS:2 BS:3 S:5 T:5 W:2 I:2 A:2 Ld:8 Sv:3+ An XV-8 Crisis Team is an Elites choice for a Tau Empire Army. Up to 5 additional XV-8 Crisis Suits may be added to an XV-8 Crisis Team, at 25 Points per model. Wargear: Special Rules: Acute Senses, Deepstrike, Dynamic Entry, Hit and Run Unit Options: Each XV-8 Crisis Suit in the unit must purchase 1-2 Weapons Systems. They each may purchase up to 2 pieces of Wargear from the Armoury.

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============================================================================== Unit: XV-25 Stealth Team Model: XV-25 Stealth Suit Points: 30 Models: 1 Unit Type: Jump Infantry (Jet Pack) XV-25 Stealth Suit: WS:2 BS:4 S:4 T:4 W:1 I:2 A:1 Ld:8 Sv:3+ An XV-25 Stealth Team is an Elites choice for a Tau Empire Army. Up to 5 additional XV-25 Stealth Suits may be added to an XV-25 Stealth Team, at 30 Points per model. Wargear: Stealth Suit, Weapons Systems (Burst Cannon) Special Rules: Acute Senses, Deepstrike, Dynamic Entry, Hit and Run Unit Options: Up to 3 XV-25 Stealth Suits in a Team may exchange their Burst Cannon in order to purchase a single Weapons System. Up to 3 XB-25 Stealth Suits in a Team may purchase a Drone Controller. Deployment Options: XV-25 Stealth Teams may Infiltrate this does not confer the ability to outflank. When firing against XV-25 Stealth Suits, enemy units are subject to Night Fighting Rules, with the following change: Only 2D6x2 is rolled. When Assaulting a XV-25 Stealth Suits, enemy models treat their assault move as Difficult Terrain.

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============================================================================== Unit: XV-33 Sniper Team Model: 1 XV-33 Sniper Suit Points: 50 Models: 1 Unit Type: Jump Infantry (Jet Pack) XV-33 Sniper Suit: WS:2 BS:4 S:4 T:3 W:1 I:2 A:1 Ld:8 Sv:4+ An XV-33 Sniper Team is an Elites choice for a Tau Empire Army. Up to 2 additional XV-33 Sniper Suits may be added to the unit at 50 points per model. Wargear: Drone Controller, Heavy Rail Rifle, Spotting Stand Heavy Rail Rifle: A Heavy Rail Rifle fires with the following profile: Range: 60 S: 8 AP: 3 Special: Heavy 1, Pinning* *Each unsaved wound from a Heavy Rail Rifle causes a pinning test. Spotting Stand: An XV-33 Sniper Team may choose to forgo all movement this turn at the beginning of your movement phase. If it does so, the unit gains +1BS. Special Rules: Acute Senses, Deepstrike, Hit and Run, Infiltrate, Stealth, Tank Hunters Unit options: Only Gun Drones with Rail Rifles may be purchased by XV-33 Sniper Suits. Drones in the unit have the Stealth and Tank Hunters special rules.

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============================================================================== TROOPS ============================================================================== Unit: Fire Warrior Hunters Model: 11 Fire Warriors, 1 Shas'ui Points: 100 Models: 12 Unit Type: Infantry Fire Warrior: WS:2 BS:3 S:3 T:3 W:1 I:2 A:1 Ld:7 Sv:4+ Shas'ui: WS:2 BS:3 S:3 T:3 W:1 I:2 A:2 Ld:8 Sv:4+ Fire Warrior Hunters are a Troops Choice for a Tau Empire Army. A single, separate unit of Fire Warrior Hunters may be purchased as part of the same Troops Choice for an additional 100 points. Wargear: Drone Controller (Shas'ui Only), Pulse Rifle (Fire Warrior Only) Special Rules: Unit Options: 1 Fire Warrior in the unit may be upgraded to a second Shas'ui, with a Drone Controller, for 5 points. Each Shas'ui in the unit may purchase a single piece of Wargear from the Armoury. Up to 2 models in the unit may replace their Pulse Rifles with Markerlights for 5 points each. The unit may purchase a Devilfish Infantry Transport as a Dedicated Transport.

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============================================================================== Dedicated Transport ============================================================================== Unit: Devilfish Infantry Transport Model: Devilfish Points: 60 Models: 1 Unit Type: Vehicle (Skimmer, Tank, Transport) Devilfish: BS: 3 Front AV: 12 Side AV: 11 Rear AV: 10 Fire Points: 0 Access Points: Rear, Sides A Devilfish is a Dedicated Transport. Wargear: Two Turret-Mounted Pulse Rifles, one Turret-Mounted Heavy Burst Cannon Special Rules: Acute Senses, Drone-Assisted Smallarms Drone-Assisted Smallarms: A vehicle with this rule counts its Pulse Rifles as defensive weapons. Unit Options: A Devilfish may exchange its Heavy Burst Cannon for a Light Vehicle Weapon at a 10 point discount. It may purchase wargear from the Vehicle Armoury. Transport Options: A Devilfish may transport up to 12 models from a unit able to purchase it, including room for 4 drones that do not count against this limit.

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============================================================================== Fast Attack ============================================================================== Unit: Gun Drone Squadron Models: 6 Gun Drones Points: 60 Models: 6 Unit Type: Jump Infantry (Jet Pack) Gun Drone: WS:2 BS:3 S:3 T:3 W:1 I:2 A:1 Ld:* Sv:5+ A Gun Drone Squadron is a Fast Attack choice for a Tau Empire Army. Up to 12 Gun Drones may be added to the unit at 10 points per model. Wargear: Pulse Rifle Special Rules: Drones, Dynamic Entry, Hit and Run Drones: The Ld value of Gun Drones in a unit is equal to the number of Gun Drones in that unit. Unit Options: Up to 3 Gun Drones in the Squadron may exchange their Pulse Rifles for Markerlights for 5 Points per model. If the unit numbers 12 or more, another 3 Gun Drones in the unit may exchange their Pulse Rifles for Rail Rifles for 10 points per model.

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============================================================================== Unit: Mobile Assault Cadre Model: Fire Warrior, Shas'ui Points: 170 Models: 12 Unit Type: Jump Infantry (Jet Pack) Fire Warrior: WS:2 BS:3 S:3 T:3 W:1 I:2 A:1 Ld:7 Sv:4+ Shas'ui: WS:2 BS:3 S:3 T:3 W:1 I:2 A:2 Ld:8 Sv:4+ A Mobile Assault Cadre is a Fast Attack Choice for a Tau Empire Army. Wargear: Command Helm (Shas'ui Only), Pulse Rifle Special Rules: Deepstrike, Relentless, Dynamic Entry, Hit and Run Unit Options: 1 Fire Warrior in the unit may be upgraded to a second Shas'ui, with a Drone Controller, for 5 points. Each Shas'ui in the unit may purchase a single piece of Wargear from the Armoury. Up to 2 models in the unit may replace their Pulse Rifles with Markerlights for 5 points each.

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============================================================================== Unit: Pathfinder Scouts Model: Pathfinder Points: 90 Models: 6 Unit Type: Infantry Pathfinder: WS:2 BS:3 S:3 T:3 W:1 I:3 A:1 Ld:8 Sv:4+ A unit of Pathfinder Scouts is a Fast Attack choice for a Tau Empire Army. Up to 6 additional Pathfinders may be added to a unit of Pathfinder Scouts at 15 Points per model. Wargear: Markerlight, Pulse Rifle Special Rules: Infiltrate, Scouts Unit Options: Up to 3 Pathfinders in a unit may each exchange their Markerlight and Pulse Rifle to purchase a Rail Rifle. Those models may each purchase a Drone Controller from the Armoury. One Pathfinder in a unit of Pathfinder Scouts may be designated Team Leader, and must purchase a Command Helm from the Armoury. Pathfinder Scouts must purchase a Devilfish Infantry Transport as a dedicated transport.

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============================================================================== Unit: Piranha Squadron Model: Piranha Points: 45 Models: 1 Unit Type: Vehicle (Skimmer, Fast, Open Topped) Piranha: BS: 3 Front AV: 11 Side AV: 10 Rear AV: 10 A Piranha Squadron is a Fast Attack choice for a Tau Empire Army. Up to 4 additional Piranhas may be added to the Squadron, at 45 points per model. Wargear: A Hull-Mounted Light Vehicle Weapon from the Vehicle Armoury. When purchased, this weapon becomes twin-linked. Two Turret-Mounted Pulse Rifles. Special Rules: Drone-Assisted Smallarms Drone-Assisted Smallarms: A vehicle with this rule counts its Pulse Rifles as defensive weapons. Unit Options: Each Piranha must purchase a Light Vehicle Weapon from the Vehicle Armoury. Piranhas may purchase wargear from the Vehicle Armoury.

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============================================================================== HEAVY SUPPORT ============================================================================== Unit: XV-88 Broadside Team Model: XV-88 Broadside Points: 75 Models: 1 Unit Type: Infantry Broadside: WS:2 BS:4 S:5 T:5 W:2 I:2 A:1 Ld:8 Sv:2+ An XV-88 Broadside Team is a Heavy Support choice for a Tau Empire Army. Up to 3 additional XV-88 Broadsides may be added to an XV-88 Broadside Team for 75 Points per model. Wargear: Twin-Linked Railgun Twin-Linked Railgun: A Twin-Linked Railgun fires with the following profile: Range: 72 S: 10 AP: 1 Special: Heavy 1, Pinning* *Each unsaved wound caused by a Twin-Linked Railgun causes a Pinning Test. Special Rules: Acute Senses, Slow and Purposeful Unit Options: Each XV-88 Broadside in a unit may purchase a single article of Wargear from the Armoury. Each XV-88 Broadside may purchase 1 Twin-Linked Weapons System.

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============================================================================== Unit: Hammerhead Model: Hammerhead Points: 80 Models: 1 Unit Type: Vehicle (Skimmer, Heavy*) Hammerhead: BS: 4 Front AV: 13 Side AV: 12 Rear AV: 11 *Heavy: A Heavy vehicle may not move faster than Combat speed, but fires weapons as if it had remained stationary. A Hammerhead is a Heavy Support choice for a Tau Empire Army. Wargear: One Turret-Mounted Heavy Vehicle Weapon, Two Turret-Mounted Pulse Rifles. Special Rules: Acute Senses, Drone-Assisted Smallarms Drone-Assisted Smallarms: A vehicle with this rule counts its Pulse Rifles as defensive weapons. Wargear Options: A Hammerhead must purchase a Heavy Vehicle Weapon. It may purchase a Forward-Mounted Light Weapon Turret. It may purchase Vehicle Options from the Vehicle Armoury. Submunitions: All Heavy Vehicle Weapons mounted on Hammerheads may be fired instead with the following profile: Range: 72" S: 6 AP: 4 Special: Heavy 1, Large Blast

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============================================================================== Unit: Skyray Squadron Model: Skyray Points: 150 Models: 1 Unit Type: Vehicle (Skimmer) Skyray: BS: - Front AV: 13 Side AV: 12 Rear AV: 11 A Skyray Vehicle Squadron is a Heavy Support choice for a Tau Empire Army. Up to 2 additional Skyrays may be added to a Skyray Squadron at 150 points each. Wargear: Seeker Missile FHU, 3 Turret-Mounted Smart Missile Systems Seeker Missile FHU: The Seeker Missile FHU equips a Skyray with up to 6 Seeker Missiles of the same type at a time. At the beginning of your shooting phase, roll 1D6 for each FHU-equipped Seeker Missile less than 6. On a 4+, the FHU produces and equips the Skyray with a new seeker missile of your choice, but of the same type as any remaining FHU-equipped seeker missiles if applicable. Wargear Options: Skyrays may purchase Vehicle Options from the Vehicle Armoury. Special Rules: Bombardment Bombardment: If it has yet to fire a Seeker Missile of any kind, or use Bombardment, a Skyray Vehicle Squadron may remove any 6 of its FHU seeker missiles in the shooting phase to fire the following profile, drawing line of sight from any of its models, resolved at BS5: Range: Unlimited S: 8 AP: 3 Special: Heavy 6, Blast, Ordnance Barrage

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============================================================================== Vehicle Armoury ============================================================================== Vehicle Options Vehicles able to take Vehicle Options may purchase them from here. Unless noted, each vehicle may only have 1 of each option. 15 Points - Disruption Pods: A Vehicle with Disruption Pods is Obscured to any firing units 12 or further away. 5 Points Flechette Launcher: After assault moves, but before attacks are made, models allocating their attacks against a model with a Flechette launcher receive a wound on 4+. Armour Saves may be taken as usual. 5 Points Multitracker: A Vehicle with a Multitracker may be treated as a Fast Vehicle for the purpose of firing its weapons. A Fast Vehicle with a Multitracker may fire Defensive Deapons while moving flat out. X Points - Seeker Missile: The Vehicle may purchase up to 2 Seeker Missiles from the Seeker Missile Armoury. See the Seeker Missile Armoury for points costs. 10 Points - Smart Missile System: A model with a Smart Missile System allows 1 Seeker Missile to target an enemy unit within Line of Sight (roll for sight if Night Fighting is in effect) of the equipped model.

============================================================================== Vehicle Weapons ============================================================================== Units able to purchase Vehicle Weapons do so from here. Light Vehicle Weapons Vehicles able to take Light Vehicle Weapons may purchase them from here. 10 Points Heavy Burst Cannon: Range: 24" S: 5 AP: 5 Special: Assault 4, Pinning 15 Points Fusion Beamer: Range: 24 S: 8 AP: 1 Special: Assault 1, Melta 20 Points Multiple Rocket Pod: Range : 36 S: 5 AP: 5 Special: Heavy 2, Large Blast 30 Points Rail Repeater: Range: 36 S: 6 AP: 3 Special: Heavy 3, Pinning* *Each unsaved wound inflicted by a Rail Repeater causes a pinning test. Heavy Vehicle Weapons Vehicles able to take Heavy Vehicle Weapons may purchase them from here. 50 Points - Heavy Ion Cannon: Range: 60 S: 7 AP: 4 Special: Heavy 3, Blast, Rending* 80 Points - Heavy Rail Cannon: Draw a line, starting at the center of the Turret, and ending 72 away. Beginning with the unit [friend or foe!] closest to the Hammerhead and moving away, models under this line suffer an S10 AP1 hit, resolved as if the Hammerhead had fired against that unit (for purposes of wound allocation and intervening fire, etc.). Against Vehicles or Monstrous Creatures, rolls to penetrate or wound of 1-2 stop the weapon; no further units under the line suffer any hits from this weapon this phase, though the unit that stopped the roll still suffers its results. Any other weapons fired by the Hammerhead must target a unit under this line. 50 Points - Heavy Plasma Repeater: Range: 48 S:5 AP:2 Special: Heavy 10

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============================================================================== Seeker Missile Armoury ============================================================================== A Seeker Missile is wargear that may fire its corresponding profile at BS5 any time and at any unit in the controlling players' shooting phase if it does so during another units' shooting, count it as part of that units' shooting results. A Seeker Missile may always and only be fired, regardless of conditions, against any unit with a Markerlight Token (using the token), or a unit targeted by a Smart Missile System. Seeker Missiles otherwise do not need line of sight, and profiles fired by a seeker missile ignore intervening cover only cover granted by special rules, area terrain, or equipment is counted. Armour Facing is determined by the position of the Seeker Missile being fired. Once it has fired, a Seeker Missile is removed from the game. Units able to buy Seeker Missiles purchase them at the points listed below. 15 Points - Airburst Fragmentation Missile: Fires with the following profile: Range: Unlimited S: 5 AP: 5 Special: Assault 1, Large Blast, Ignores Cover, One Shot 15 Points Inferno Missile: When an Inferno Missile fires at a unit, place a Template within 6 of that unit, with as many models, or as much of the unit, covered by the template as possible. Each unit under the template recieves an S5 AP4 hit for each model under the template in that unit. This is a flame weapon. 20 Points Marker Missile: Models hit by the Marker Missile receive markerlight tokens. Fires with the following profile: Range: Unlimited S: - AP: - Special: Assault 1, Large Blast 30 Points - Melta Missile: Fires with the following profile: Range: Unlimited S: 8 AP: 1 Special: Assault 1, Melta*, One Shot *This weapon is always considered to be within half range for the Melta special rule. 15 Points Seeker Missile: Fires with the following profile: Range: Unlimited S: 8 AP: 3 Special: Heavy 1, Blast, Ordnance, One Shot

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============================================================================== Consolidated Armoury ============================================================================== Unless otherwise specified, each wargear option may be taken only once per model. 20 Points - Command Helm: A model with a command helm bestows the Acute Senses rule on his unit. His unit may regroup regardless of unit strength, and he may split his units' shooting between two targets - declare which models are firing at each target before any rolls or measurements are made. Multiple Command Helms are redundant. 5 Points - Drone Controller: A model with a Drone Controller may purchase up to 2 of the following Drones. The Drones are the same unit type as the model with the Drone Controller, but otherwise use the following characteristics: 10 Points Gun Drone: WS:2 BS:3 S:3 T:3 W:1 I:2 A:1 Ld:5 Sv:5+, a Gun Drone has a Pulse Rifle. It may exchange its Pulse Rifle for a Markerlight for 5 points, or a Rail Rifle for 10 points. 5 Points - Missile Drone: WS:2 BS:2 S:3 T:3 W:1 I:2 A:1 Ld:5 Sv:5+, a Missile Drone must purchase a single Seeker Missle of any type from the Vehicle Armoury. 20 Points Shield Drone: WS:2 BS:2 S:3 T:5 W:1 I:2 A:1 Ld:5 Sv:4+, a Shield Drone has a 4+ Invulnerable Save. The Drones are destroyed if the model that purchased them leaves the battlefield. Do not count casualties from these Drones toward determining Unit Strength, or for Combat Resolution. A model with a Drone Controller and surviving Drones grants the Hit and Run special rule to its unit for as long as its Drones are alive. That model sacrifices any remaining Drones to automatically pass its Initiative test when it disengages remove the sacrificed Drones from the table. 3 Points Per Model - EMP Grenades: A model purchasing EMP Grenades does so for its entire unit. EMP Grenades may be used like Krak Grenades, with the following EMP rule, in close combat with vehicles. They may also be thrown in the shooting phase with the following profile: Range: 12" S: * AP: 6 Special: Assault 1, EMP* *EMP: For each hit, roll a D6. On a 1 or 2, they do nothing. On a 3-5, the Vehicle suffers a glancing hit. On a 6, the vehicle suffers a Penetrating Hit. 10 Points - Iridium Armour: Iridium Armour improves a model's Armour Save by 1. Shield Drones may purchase Iridium Armour for half price.

5 Points Markerlight: Models with Markerlights fire them before any other weapons in the unit, using the following profile: Range: 36" S: - AP: - Special: Assault 1 If a hit is scored, do not roll to wound. Instead, place a suitable counter by that unit - This counter remains until the end of the current shooting phase. Tau Empire units, including the unit that fired the markerlight, may expend the tokens when firing upon the marked unit. Expending a token grants one of the following effects, which apply only for the firing unit, may be combined, are cumulative, and which last until the end of the current shooting phase: -Decreases the Cover Save of the Marked Unit by 1 (this may remove the cover save entirely) -Allows the Firing Unit to ignore Night Fighting rules against the Marked Unit -Reduces the Marked Unit's Leadership by 1 for the purpose of Pinning Tests -Allows a single Seeker Missile to target the Marked Unit -Increases the BS of the Firing Unit by 1, to a maximum of 5 -Allows a single Blast or Large Blast to count as Twin-Linked (Declare before firing) 15 Points - Shield Generator: Models with Shield Generators have 4+ invulnerable saves, and count as being armed with defensive grenades. 10 Points - Smart Missile System: A model with a Smart Missile System allows 1 Seeker Missile to target an enemy unit within Line of Sight (roll for sight if Night Fighting is in effect) of the equipped model. 15 Points - Stimulant Injectors: Models with stimulant injectors have the Feel No Pain special rule.

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============================================================================== Weapons Systems ============================================================================== Weapons Systems: Units that may purchase Weapons Systems may fire all of their Weapons Systems in the shooting phase, along with any other weapons it might have. A Weapons Systems' point cost is the left-most number. A Twin-Linked version of any profile for the value immediatey after its points cost. 5/7 Points Burst Cannon: Range: 18 S: 5 AP: 5 Special: Assault 3, Pinning 5/7 Points Flamer: Range: Template S: 4 AP: 5 Special: Assault 1 15/20 Points - Heavy Flamer: Range: Template S: 5 AP: 4 Special: Heavy 1 10/13 Points - Fusion Gun: Range: 12" S: 8 AP: 1 Special: Assault 1, Melta 15/20 Points Fusion Beamer: Range: 24 S: 8 AP: 1 Special: Heavy 1, Melta 10/13 Points - Ion Disruption Beam: Range: 24" S: 3 AP: 6 Special: Heav 4, Rending 10/13 Points - Ion Disruption Cannon: Range: 18" S: 3 AP: 6 Special: Heavy 2, Blast, Rending 10/13 Points - Ion Disruption Wave: Range: Template S: 3 AP: 6 Special: Assault 1, Rending 15/20 Points - Missile Pods: Choose one of these profiles each time you fire Range: 36" S: 7 AP: 4 Special: Assault 2 Range: 36" S: 5 AP: 5 Special: Assault 2, Blast 10/13 Points Plasma Blade: A Plasma Blade is a Close Combat Weapon. It is a Power Weapon. Purchasing Two Plasma Blades counts as having 2CCW (For +1A). Twin-Linking all equipped Plasma Blades allows the model to reroll failed hits in combat. 20/27 Points - Plasma Gun: Range:24" S: 6 AP: 2 Special: Assault 2 15/20 Points - Rail Rifle: Range: 36" S: 6 AP: 3 Special: Heavy 1, Pinning* *Each unsaved wound inflicted by a Rail Rifle causes a pinning test.

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============================================================================== Vehicle Armoury ============================================================================== Vehicle Options Vehicles able to take Vehicle Options may purchase them from here. Unless noted, each vehicle may only have 1 of each option. 15 Points - Disruption Pods: A Vehicle with Disruption Pods is Obscured to any firing units 12 or further away. 5 Points Flechette Launcher: After assault moves, but before attacks are made, models allocating their attacks against a model with a Flechette launcher receive a wound on 4+. Armour Saves may be taken as usual. 5 Points Multitracker: A Vehicle with a Multitracker may be treated as a Fast Vehicle for the purpose of firing its weapons. A Fast Vehicle with a Multitracker may fire Defensive Deapons while moving flat out. X Points - Seeker Missile: The Vehicle may purchase up to 2 Seeker Missiles from the Seeker Missile Armoury. See the Seeker Missile Armoury for points costs. 10 Points - Smart Missile System: A model with a Smart Missile System allows 1 Seeker Missile to target an enemy unit within Line of Sight (roll for sight if Night Fighting is in effect) of the equipped model.

============================================================================== Vehicle Weapons ============================================================================== Units able to purchase Vehicle Weapons do so from here. Light Vehicle Weapons Vehicles able to take Light Vehicle Weapons may purchase them from here. 10 Points Heavy Burst Cannon: Range: 24" S: 5 AP: 5 Special: Assault 4, Pinning 15 Points Fusion Beamer: Range: 24 S: 8 AP: 1 Special: Assault 1, Melta 20 Points Multiple Rocket Pod: Range : 36 S: 5 AP: 5 Special: Heavy 2, Large Blast 30 Points Rail Repeater: Range: 36 S: 6 AP: 3 Special: Heavy 3, Pinning* *Each unsaved wound inflicted by a Rail Repeater causes a pinning test. Heavy Vehicle Weapons Vehicles able to take Heavy Vehicle Weapons may purchase them from here. 50 Points - Heavy Ion Cannon: Range: 60 S: 7 AP: 4 Special: Heavy 3, Blast, Rending* 80 Points - Heavy Rail Cannon: Draw a line, starting at the center of the Turret, and ending 72 away. Beginning with the unit [friend or foe!] closest to the Hammerhead and moving away, models under this line suffer an S10 AP1 hit, resolved as if the Hammerhead had fired against that unit (for purposes of wound allocation and intervening fire, etc.). Against Vehicles or Monstrous Creatures, rolls to penetrate or wound of 1-2 stop the weapon; no further units under the line suffer any hits from this weapon this phase, though the unit that stopped the roll still suffers its results. Any other weapons fired by the Hammerhead must target a unit under this line. 50 Points - Heavy Plasma Repeater: Range: 48 S:5 AP:2 Special: Heavy 10

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============================================================================== Seeker Missile Armoury ============================================================================== A Seeker Missile is wargear that may fire its corresponding profile at BS5 any time and at any unit in the controlling players' shooting phase if it does so during another units' shooting, count it as part of that units' shooting results. A Seeker Missile may always and only be fired, regardless of conditions, against any unit with a Markerlight Token (using the token), or a unit targeted by a Smart Missile System. Seeker Missiles otherwise do not need line of sight, and profiles fired by a seeker missile ignore intervening cover only cover granted by special rules, area terrain, or equipment is counted. Armour Facing is determined by the position of the Seeker Missile being fired. Once it has fired, a Seeker Missile is removed from the game. Units able to buy Seeker Missiles purchase them at the points listed below. 15 Points - Airburst Fragmentation Missile: Fires with the following profile: Range: Unlimited S: 5 AP: 5 Special: Assault 1, Large Blast, Ignores Cover, One Shot 15 Points Inferno Missile: When an Inferno Missile fires at a unit, place a Template within 6 of that unit, with as many models, or as much of the unit, covered by the template as possible. Each unit under the template recieves an S5 AP4 hit for each model under the template in that unit. This is a flame weapon. 20 Points Marker Missile: Models hit by the Marker Missile receive markerlight tokens. Fires with the following profile: Range: Unlimited S: - AP: - Special: Assault 1, Large Blast 30 Points - Melta Missile: Fires with the following profile: Range: Unlimited S: 8 AP: 1 Special: Assault 1, Melta*, One Shot *This weapon is always considered to be within half range for the Melta special rule. 15 Points Seeker Missile: Fires with the following profile: Range: Unlimited S: 8 AP: 3 Special: Heavy 1, Blast, Ordnance, One Shot

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