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+++ tau (2000pts) +++

++ Imperial Knights: Codex (2014) (Imperial Knight Detachment) ++


+ Knights +
Knight Errant [Heavy Stubber, Ion Shield, Reaper Chainsword, Thermal Cannon]
Rules: Fear, Hammer of Wrath, Invincible Behemoth, Move Through Cover, Relentless, S
mash, Strikedown
Knight Errant [Heavy Stubber, Ion Shield, Reaper Chainsword, Thermal Cannon]
Rules: Fear, Hammer of Wrath, Invincible Behemoth, Move Through Cover, Relentless, S
mash, Strikedown
Knight Paladin [Ion Shield, Rapid-Fire Battle Cannon, Reaper Chainsword, Two Hea
vy Stubbers]
Rules: Fear, Hammer of Wrath, Invincible Behemoth, Move Through Cover, Relentless, S
mash, Strikedown
++ Tau Empire: Codex (2013) (Combined Arms Detachment) ++
+ HQ +
Commander [Crisis battlesuit]
Rules: Independent Character, Supporting Fire, Very Bulky
+ Elites +
XV104 Riptide [Ion accelerator, Riptide battlesuit, Riptide Shield Generator, St
imulant injector, Twin-linked fusion blaster, Velocity tracker]
Rules: Nova Reactor, Supporting Fire
2x Shielded Missile Drone [2x Missile pod, 2x Shield generator]
XV8 Crisis
Rules:
Crisis
Crisis
Crisis

Team
Supporting Fire, Very Bulky
Shas'ui [Crisis battlesuit]
Shas'ui [Crisis battlesuit]
Shas'ui [Crisis battlesuit]

+ Troops +
Fire Warrior Team [6x Fire Warrior Shas'la with pulse rifle, Photon grenades]
Rules: Supporting Fire
Fire Warrior Team [6x Fire Warrior Shas'la with pulse rifle, Photon grenades]
Rules: Supporting Fire
+ Fast Attack +
Drone Squadron
Rules: Supporting Fire
7x Marker Drone [7x Markerlight]
Drone Squadron
Rules: Supporting Fire
7x Marker Drone [7x Markerlight]
+ Heavy Support +
Hammerhead Gunship [Advanced targeting system, Railgun with submunitions, Twin-l

inked smart missile system]


++ Profile Summary ++

Commander : Unit Type:Jet Pack Infantry (Character)|WS:4|BS:5|S:5|T:4|W:4|I:3|A:4|Ld:


Save:3+|Codex: Tau Empire p34
Crisis Shas'ui: Unit Type:Jet Pack Infantry|WS:2|BS:3|S:5|T:4|W:2|I:2|A:2|Ld:8|Save:3
odex: Tau Empire p41
Fire Warrior: Unit Type:Infantry|WS:2|BS:3|S:3|T:3|W:1|I:2|A:1|Ld:7|Save:4+|Codex: Ta
mpire p37
Marker Drone: Unit Type:Jet Pack Infantry (Drone)|WS:2|BS:2|S:3|T:4|W:1|I:4|A:1|Ld:7|
e:4+|Codex: Tau Empire p33
Riptide Shas'vre: Unit Type:Jet Pack Monstrous Creature|WS:2|BS:3|S:6|T:6|W:5|I:2|A:3
:9|Save:2+/5++|Codex: Tau Empire p45
Shielded Missile Drone: Unit Type:Jet Pack Infantry (Drone)|WS:2|BS:2|S:4|T:6|W:1|I:4
1|Ld:7|Save:4+/4++|Codex: Tau Empire p45
Hammerhead Gunship: BS:4|Front:13|Side:12|Rear:10|HP:3|Type:Tank, Skimmer|Codex: Tau
ire p50
Knight Errant: WS:4|BS:4|S:10|Front:13|Side:12|Rear:12|I:4|A:3|HP:6|Type:Vehicle (Sup
heavy Walker)
Knight Paladin: WS:4|BS:4|S:10|Front:13|Side:12|Rear:12|I:4|A:3|HP:6|Type:Vehicle (Su
-heavy Walker)
Advanced Targeting System: Description:Model has Precision Shots special rule. Charac
s make Precision Shots on 5 or 6.|Codex: Tau Empire p68
Blacksun Filter: Description:Night Vision and immune to Blind.|Codex: Tau Empire p68
Crisis battlesuit: Description:Comes equipped with multi-tracker and blacksun filter.
dex: Tau Empire p70
Ion Shield: Description:When a Knight is deployed, and subsequently at the start of e
of the opposing side s Shooting phases, the Knight s controlling player must declar
e which facing each Knight s ion shield is covering. The choices are: front, left
side, right side or rear. The Knight has a 4+ invulnerable save against all hit
s on that facing until the start of the opposing side s next Shooting phase. Ion s
hields are repositioned before any attacks are carried out in the Shooting phase
and may not be used to make saving throws against close combat attacks.
Multi-Tracker: Description:Fire an extra weapon each Shooting phase.|Codex: Tau Empir
69
Photon grenades: Description:Defensive grenades, Wh40k rulebook pg62|Codex: Tau Empir
68
Riptide battlesuit: Description:Comes equipped with multi-tracker and blacksun filter
odex: Tau Empire p70
Riptide Shield Generator: Description:5+ invulnerable save.|Codex: Tau Empire p69
Shield Generator: Description:4+ invulnerable save.|Codex: Tau Empire p69
Stimulant Injector: Description:Feel No Pain.|Codex: Tau Empire p69
Velocity Tracker: Description:Choose to have Skyfire, or not, each time it makes shoo
g attack (choose once for all weapons).|Codex: Tau Empire p69
Fusion blaster: Range:18"|Strength:8|AP:1|Type:Assault 1, Melta|Codex: Tau Empire p65
Heavy Stubber: Range:36"|Strength:4|AP:6|Type:Heavy 3
Ion accelerator (Nova): Range:72"|Strength:9|AP:2|Type:Ordnance 1, Gets Hot, Large Bl
, Nova-charge|Codex: Tau Empire p66
Ion accelerator (ovrchrg): Range:72"|Strength:8|AP:2|Type:Heavy 1, Gets Hot, Large Bl
|Codex: Tau Empire p66
Ion accelerator (std): Range:72"|Strength:7|AP:2|Type:Heavy 3|Codex: Tau Empire p66
Markerlight: Range:36"|Strength:-|AP:-|Type:Heavy 1, Target Acquired|Codex: Tau Empir
68
Missile pod: Range:36"|Strength:7|AP:4|Type:Assault 2|Codex: Tau Empire p66
Pulse rifle: Range:30"|Strength:5|AP:5|Type:Rapid Fire|Codex: Tau Empire p66
Railgun (solid): Range:72"|Strength:10|AP:1|Type:Heavy 1|Codex: Tau Empire p66
Railgun (submunition): Range:72"|Strength:6|AP:4|Type:Heavy 1, Large Blast|Codex: Tau
pire p66
Rapid-Fire Battle Cannon: Range:72"|Strength:8|AP:3|Type:Ordnance 2, Large Blast

Reaper Chainsword: Range:-|Strength:D|AP:2|Type:Melee


Smart missile system: Range:30"|Strength:5|AP:5|Type:Heavy 4, Homing, Ignores Cover|C
x: Tau Empire p66
Thermal Cannon: Range:36"|Strength:9|AP:1|Type:Heavy 1, Melta, Large Blast
++ Selection Rules ++
Fear: At the start of each Fight sub-phase, a unit in base contact with one or m
ore enemy models that cause Fear must take a Leadership test (called a Fear test
) before any blows are struck. If the test is passed, all is well and there is n
o effect. If the test is failed, the unit succumbs to fear
all models in the uni
t have their Weapon Skill reduced to 1 for the remainder of that Fight sub-phase
. Note that a model that causes Fear is not itself immune to Fear, and will stil
l need to take a Fear test if it is base contact with any enemy models that caus
e Fear.
Hammer of Wrath: If a model with this special rule ends its charge move in base
or hull contact with an enemy model, it makes one additional Attack that hits au
tomatically and is resolved at the model s unmodified Strength with AP-. This Atta
ck does not benefit from any of the model s special rules (such as Furious Charge,
Rending etc.). This Attack is resolved during the Fight sub-phase at the Initia
tive 10 step, but does not grant the model an additional Pile In move.
If a model with this special rule charges a building or vehicle, the hit is reso
lved against the Armour Value of the facing the charging model is touching. If a
model with this special rule charges a building or vehicle that is a Transport
or a Chariot, the hit is resolved against the building or vehicle, not the occup
ants or the rider.
Independent Character: (Warhammer 40k rulebook p39)
Invincible Behemoth: A Super-heavy vehicle is so large and strongly built that w
eapons which degrade the armour of smaller vehicles will not effect it. Because
of this, any attack that says that the target model is destroyed, wrecked, Explo
des! or is otherwise removed from play inflicts D3 Hull Points of damage on a Su
per-heavy vehicle instead.
In addition, any attacks or special abilities that permanently lower the Armour
Values of a target vehicle do not affect a Super-heavy vehicle. Note that attack
s or abilities that count the Armour Value as being lower, but do not actually c
hange it, work normally.
Move Through Cover: A unit that contains at least one model with this special ru
le rolls an extra D6 when rolling to move through difficult terrain and is not s
lowed by charging through difficult terrain. In most circumstances, this will me
an that, when moving, the unit rolls 3D6 and picks the highest roll. Furthermore
, a model with the Move Through Cover special rule automatically passes Dangerou
s Terrain tests.
Nova Reactor: Declare an attempt to use the reactor at the start of each of its
Movement phases. If using the reactor, roll a D6. On a 1-2, the Riptide fails an
d suffers a Wound (no saves allowed). On a 3+, you can choose an ability listed
below to have (until the start of your next Movement phase).
- Nova Shield: 3+ invulnerable save.
- Boost: Rolls 4D6 for Thrust Moves.
- Ripple Fire: Fire twin-linked fusion blaster, twin-linked plasma rifle, or twi
n-linked SMS twice.
- Nova-charge: Can use Nova-charge profile on weapons. (Codex: Tau Empire p45)
Relentless: Relentless models can shoot with Heavy, Salvo or Ordnance weapons, c
ounting as stationary, even if they moved in the previous Movement phase. They a
re also allowed to charge in the same turn they fire Heavy, Ordnance, Rapid Fire
or Salvo weapons.
Smash: All of the close combat attacks, except Hammer of Wrath attacks, of a mod
el with this special rule are resolved at AP2 (unless it s attacking with an AP1 w
eapon). Additionally, when it makes its close combat attacks, it can choose inst

ead to make a single Smash Attack. If it does so, roll To Hit as normal, but res
olve the Attack at double the model s Strength (to a maximum of 10). Furthermore,
a model making a Smash Attack can re-roll its armour penetration rolls, but must
abide by the second result.
Strikedown: Any non-vehicle model that suffers one or more unsaved Wounds or pas
ses one or more saving throws against an attack with the Strikedown special rule
moves as if it is in difficult terrain until the end of its next turn. It is a
good idea to mark affected models with counters or coins so that you remember.
Supporting Fire: When an enemy charges, all friendly models with this special ru
le in units within 6" of the unit being charged can choose to fire Overwatch. (C
odex: Tau Empire p32)
Very Bulky: (Warhammer 40k rulebook p35)
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