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WS BS S T W I A Ld Sv

Ethereal 4 3 3 3 2 3 3 10 -
Crisis Shas’O 4 5 5 4 4 3 4 10 3+
Crisis Shas’El 3 4 5 4 3 3 3 9 3+
Broadside Shas’Vre 3 3 5 4 2 3 2 8 2+
Crisis Shas’Vre 3 3 5 4 2 3 2 8 3+
Stealth Shas’Vre 3 3 4 3 1 3 2 8 3+
Broadside Shas’Ui 2 3 5 4 2 2 2 8 2+
Crisis Shas’Ui 2 3 5 4 2 2 2 8 3+
Stealth Shas’Ui 2 3 4 3 1 2 2 8 3+
Fire Warrior Shas’Ui 2 3 3 3 1 2 2 8 4+
Fire Warrior Shas’La 2 3 3 3 1 2 1 7 4+
Spotter 2 3(4) 3 3 1 2 1 8 4+
Shaper 4 3 4 3 3 3 3 8 6
Kroot 4 3 4 3 1 3 1 7 -/6
Kroot Hound 4 0 4 3 1 5 2 7 -/6
Krootox Rider 4 3 6 3 3 3 3 7 -/6
Vespid Stingwing 3 3 3 4 1 5 1 6 5+
Strain Leader 3 3 3 4 1 5 1 9 5+
Gun Drone 2 2 3 3 1 4 1 7* 4+
Sniper Drone 2 2(3) 3 3 1 4 1 7 4+
Marker Drone 2 2(3) 3 3 1 4 1 n/a 4+
Shield Drone 2 2 3 X** 1 4 1 n/a X/4+

BS Front Side Rear


Devilfish Troop Carrier 3 12 11 10
Piranha Light Skimmer 3 11 10 10
Hammerhead Gunship 3(4) 13 12 10
Sky Ray Missile Defence Gunship 3 13 12 10

Range S AP Type Notes


Burst Cannon 18” 5 5 Assault 3
Flamer Template 4 5 Assault 1
Ion Cannon 60” 7 3 Heavy 3
Kroot Rifle 24” 4 6 Rapid Fire Counts as an extra cc weapon
Kroot Gun 48” 7 4 Rapid Fire
Markerlight 36” n/a n/a Heavy 1 See Below
Missile Pod 36” 7 4 Assault 2
Plasma Rifle 24” 6 2 Rapid Fire
Pulse Rifle 30” 5 5 Rapid Fire
Pulse Carbine 18” 5 5 Assault 1, Pinning
Pulse Pistol 12” 5 5 Pistol
Fusion Blaster 12” 8 1 Assault 1, Melta
Railgun (Solid Shot) 72” 10 1 Heavy 1
Railgun (Submunition) 72” 6 4 Heavy 1 Large Blast, Hammerhead Only
Rail Rifle 36” 6 3 Heavy 1, Pinning
Seeker Missile Unlimite 8 3 Heavy 1 See Below
d
Smart Missile System 24” 5 5 Heavy 4 See Below
Vespid Neutron Blaster 12” 5 5 Assault 1

*Gun Drones’ Leadership is only used when operating in squadrons.

**Shield Drones always have the same Toughness and Save as the individual they accompany, they also have a 4+ invulnerable save.
Markerlights Smart Missile System
Each time you hit a target with a markerlight, put a The smart missile system can target any unit regardless of
counter by that unit. The counters remain until the end of whether there is line of sight to it or not. The target can
the current Tau shooting phase or until they are used. count the benefits of cover that they are in, or that lies
Counters may be expended by subsequently firing Tau between them and the firer. Models using a smart missile
(and Vespid units, as long as there is a Strain Leader) firing system do not need to take Target Priority tests and are
at the marked unit. Every counter expended grants the not affected by the Night Fighting special rules.
firing unit one of the following effects, which may be
combined:
Seeker Missiles
- To allow a vehicle to fire a single seeker missile at the
Any unit equipped with a markerlight may request a
marked unit, and is resolved normally at an assumed BS
seeker missile salvo as described opposite. Up to two such
of 5.
missiles may be fitted onto a single vehicle, and one or
- To allow a unit which fires at the target to do so with +1 both launched in the single turn, each by using different
BS, to a maximum of 5. This may be stacked. markerlight hits. Each is a single shot weapon. The
- To allow the firing unit to automatically pass a Target missiles do not need any line of sight and it is assumed to
Priority test when shooting at the marked unit. travel in a straight line to work out what side of a vehicle
- To allow the firing unit to ignore the effects of the night it may hit. The missiles may be fired regardless of whether
fighting rule when shooting at the marked unit. the vehicle has moved or not and whether it has suffered
a Crew Stunned or Shaken vehicle damage result as the
- To impose a -1 Leadership Penalty on the marked unit
tank has no control over the missiles.
for the purposes of any Pinning tests imposed by the firing
unit’s shooting. This may be stacked.
- To impose a -1 penalty to any Cover Save the marked Stealth Field Generator
unit may have from the effects of the firing units shooting. Enemy models attempting to fire at a unit equipped with
This may be stacked. stealth field generators must roll 2D6x3 to check their
In any case, the use of a counter must be declared before spotting distance. If they are not within sight the enemy
to hit rolls are made by the firing unit, and the counter is models may not then fire at another target. However they
only removed after rolls to hit have been made, so if the may choose to ignore this unit as per the Target Priority
unit fails a Target Priority test, for example, the counter is rules. Models equipped with stealth field generators
not removed. Markerlight shots do not benefit from the count as being in cover when assaulted. Barrage weapons
use of other markerlight shots. roll an additional D6 when targeting the unit. Drones that
accompany the unit may be shielded at no extra points
cost.
Stealth Armour
Stealth team members are Jump Infantry subject to the Jetpack rules and may be deployed using the Deep Strike special
rule if permitted. In addition, the advanced sensor suite employed by the Battlesuit grants them the acute senses special
rule.
XV8 Crisis Battlesuit
Crisis battlesuits are Jump Infantry subject to the Jetpack rules and may be deployed using the Deep Strike special rule if
permitted. In addition, the advanced sensor suite employed by the Battlesuit grants them the acute senses special rule.
XV8 Broadside Battlesuit
Broadside battlesuits do not count as moving when firing Rapid Fire weapons, and the advanced sensor suite employed
by the Battlesuit grants them the acute senses special rule.
Jetpack Special Rules
In the Movement Phase, they only move 6” when using their packs, but are always allowed to move 6” in the assault
phase. If, in both these moves, a Battlesuit begins or ends its move in difficult terrain it must take a dangerous terrain
test. When falling back, Battlesuits move 3D6” because they use their Jetpacks when doing this. They move over all
terrain and models when doing this, but if they end their move in difficult terrain or on top of impassable (if possible)
they must take a dangerous terrain test. Battlesuits with Jetpacks can move and shoot Rapid Fire and Heavy Weapons
and may also assault after doing so.

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