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Option Footnotes Acute Senses Deep Strike Fieldcraft Special Rules May reroll Night Fighting distances, conditions apply (p75 WH40K 5E) Unit may arrive by Deep Strike (BRB, pg. 95). Krrot gain +1 to their cover save in woods and jungles. Kroot in woods or jungles do not have to roll a Difficult Terrain test; they can always move up to 6". (C:TE, pg. 37) for information.
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(See WH40k, pg. 50.) Deploy last within 12" or 18", conditions apply (p75 WH40K 5E) Count as stationary when firing rapid/heavy weapons, conditions apply (p76 WH40K 5E) Unit Type Unit Type: Infantry Unit Type: Infantry (p.54 WH40k) Unit Type: Jump Infantry Unit Type: Jump Infantry - Jetpacks (p.52 WH40k) (Jet Packs) 1) In the Movement Phase, may move up to 6" but are always allowed to move 6" in the Assault Phase, even if they don't assault. 2) When moving in the Assault phase and don't assault they treat difficult terrain as other Jump Infantry do. 3) Have the Relentless USR. Unit Type: Vehicle Unit Type: Vehicle (Tank, Skimmer) (WH40k, pp. 68-69, 70) (Tank, Skimmer) Vehicle Upgrades Decoy Launchers Allows a reroll on the Glancing hit table. 2nd roll must be taken. C:TE page 30. Landing Gear Allows vehicle to not count as Skimmer. C:TE page 30. Sensor Spines Avoid the effects of Dangerous Terrain. C:TE page 31. Target Lock Allows targeting of seperate enemy units. C:TE page 31. Targeting Array Add 1 to BS. C:TE page 28. Wargear Hard-wired Drone Allows controlling of Shield, Marker or Gun Drones. C:TE page 26. Controller 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 Photon Grenade Defensive Weapon which eliminates extra Charging attack. C:TE page 29. Shield Generator 4+ Inv Save. C:TE page 27. Targeting Array Add 1 to BS. C:TE page 28. XV89 Upgrade Reduces assault to D6" (p172 IA Vol 3) Weapons Burst Cannon 18" Range; S5; AP5; Assault 3 Fusion Blaster 12" Range; S8; AP1; Melta Assault 1; See page 26 of Codex: Tau Empire Kroot Gun 48" Range; S7; AP4; Rapid Fire Kroot Rifle 24" Range; S4; AP6; Rapid Fire; See page 29 of Codex: Tau Empire Networked Markerlight 36" Range; See page 29 of Codex: Tau Empire Pulse Carbine 18" Range; S5; AP5; Assault 1; Pinning Pulse Rifle 30" Range; S5; AP5; Rapid Fire 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. Twin Linked Pulse 18" Range; S5; AP5; Assault 1; Twin Linked; Pinning Carbines Twin Linked Railgun (72" Range; S10; AP1; Heavy 1) or (72" Range; S6; AP4; Heavy 1 Large Blast; Hammerhead Only) Validation Report c-1. File Version: 1.20 For Bug Reports/www.ab40k.org; b-1. Roster Options: Battle Missions, Cities of Death, Imperial Armour, NonCodex Materials, Special Characters, VDR; a-1. Scenario: Normal Mission; 1. Enclaves: Tau Empire Warning: The current roster or units within it may need opponents's permission to use. Roster Statistics % Elite: 0 % Fast: 0 % Heavy: 16 % HQ: 13.7 Model Count: 51 % Troops: 70.2 % Wargear: 0 CoD Stratagems: 0 Files version: 1.19 Seeker Missiles: 0 taDrones: 5
Created with Army Builder - Copyright (c) 1997-2011 Lone Wolf Development, Inc. All rights reserved.
Group
Min 1 0 2 0 0
Max 2 3 6 3 3
Used 1 0 3 0 1
Created with Army Builder - Copyright (c) 1997-2011 Lone Wolf Development, Inc. All rights reserved.