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Crisis Shas’O (Tau Commander)

WS BS S T Ag Int Per WP Fel


(10) (10)
35 55 50 57 45 40 55 55 30
Movement: 12/24/36/76 Armour: All 9 Wounds: 90
Weapons: Plasma Rifle (90m, S/2/-, 2d10+9 E, Pen 8, Tearing, Mounted) and Missile Pod (90m, S/2/-, 2d10+6 X, Pen 5,
Mounted).
Skills: Acrobatic (Ag), Awareness (Per), Command (Fel) +20, Common Lore (Tau Empire) (Int), Dodge (Ag), Speak
Language (Tau, Kroot, Low Gothic) (Int).
Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint.
Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (X2), Unnatural Toughness (X2).
Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System, micro-bead, xenos-crafted auspex.
Special: Failsafe Detonator: If the Commander’s Wounds reach 0, don’t roll Critical hits. There are two possibilities, the first
is that the Commander may shut down the Battlesuit or he can decide to auto-destroy the battlesuit. The explosions deal 4d10
X, Blast (10); Ejection System: The instant the Commander reaches 0 Wounds, the ejector system throws him 2d6 metres in a
random direction. The commander has S 32, T 37 and 10 Wounds. His movement becomes 3/6/9/18 with no Traits. The
commander is equipped with a micro-bead and a Pulse Pistol (30m, S/2/-, 2d10+2 E, Pen 4, Clip 16, Rld Half); The Patient
Hunter: If the Cohesion of the Kill-team is reduced to 0, the Tau may spend a Full Action to invoke the Patient Hunter. All
units under his command equipped with a micro-bead may re-roll any missed ranged attacks against the Kill-team, until it
remains at 0 Cohesion.

Crisis Shas’El (Tau Commander)


WS BS S T Ag Int Per WP Fel
(10) (10)
32 51 50 52 40 35 50 50 30
Movement: 12/24/36/76 Armour: All 9 Wounds: 81
Weapons: Plasma Rifle (90m, S/2/-, 2d10+9 E, Pen 8, Tearing, Mounted), Missile Pod (90m, S/2/-, 2d10+6 X, Pen 5,
Mounted), or Fusion Blaster (70m, S/-/-, 3d10+8 E, Pen 13), or Burst Cannon (60m, -/-/10, 2d10+2 E, Pen 4, Mounted), or
Flamer (30m, S/-/-, 2d10+6 E, Pen 6, Flame).
Skills: Acrobatic (Ag), Awareness (Per), Command (Fel) +20, Common Lore (Tau Empire) (Int), Dodge (Ag), Speak
Language (Tau, Kroot, Low Gothic) (Int).
Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint.
Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (X2), Unnatural Toughness (X2).
Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System, micro-bead, xenos-crafted auspex.
Special: Twin-Linked Weapon: The Commander can choose to use a Weapon with the Twin-linked quality, in this case the
Commander can use just one Weapon; Failsafe Detonator: If the Commander’s Wounds reach 0, don’t roll Critical hits. There
are two possibilities, the first is that the Commander may shut down the Battlesuit or he can decide to auto-destroy the
battlesuit. The explosions deal 4d10 X, Blast (10); Ejection System: The instant the Commander reaches 0 Wounds, the ejector
system throws him 2d6 metres in a random direction. The commander has S 32, T 37 and 10 Wounds. His movement becomes
3/6/9/18 with no Traits. The commander is equipped with a micro-bead and a Pulse Pistol (30m, S/2/-, 2d10+2 E, Pen 4, Clip
16, Rld Half).

Broadside Shas’El (Tau Commander)


WS BS S T Ag Int Per WP Fel
(10) (15)
32 51 50 52 40 35 50 50 30
Movement: 7/14/21/42 Armour: B11, H11, A10, L10 Wounds: 86
Weapons: Plasma Rifle (90m, S/2/-, 2d10+9 E, Pen 8, Tearing, Mounted), Missile Pod (90m, S/2/-, 2d10+6 X, Pen 5,
Mounted), or Fusion Blaster (70m, S/-/-, 3d10+8 E, Pen 13), or Cyclic Ion Blaster (100m, -/5/10, 1d10+10 X, Pen 6, Tearing,
Volatile), or Railgun (300m, S/-/-, 3d10+12 E, Pen 10, Clip 12, Rld Full, Accurate, Tearing).
Skills: Acrobatic (Ag), Awareness (Per), Command (Fel) +20, Common Lore (Tau Empire) (Int), Dodge (Ag), Speak
Language (Tau, Kroot, Low Gothic) (Int).
Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint.
Traits: Auto-stabilised, Dark-sight, Size (Enormous), Unnatural Strength (X2), Unnatural Toughness (X3).
Gear: Broadside Battlesuit, incorporating Failsafe Detonator or Ejection System or Shield Generator, micro-bead, xenos-
crafted auspex.
Special: Twin-Linked Weapon: The Commander can choose to use a Weapon with the Twin-linked quality, in this case the
Commander can use two Weapons with this Quality; Shield Generator: a force shield protects the Commander with a
Protection Rating of 55; Failsafe Detonator: If the Commander’s Wounds reach 0, don’t roll Critical hits. There are two
possibilities, the first is that the Commander may shut down the Battlesuit or he can decide to auto-destroy the battlesuit. The
explosions deal 4d10 X, Blast (10); Ejection System: The instant the Commander reaches 0 Wounds, the ejector system throws
him 2d6 metres in a random direction. The commander has S 32, T 37 and 10 Wounds. His movement becomes 3/6/9/18 with
no Traits. The commander is equipped with a micro-bead and a Pulse Pistol (30m, S/2/-, 2d10+2 E, Pen 4, Clip 16, Rld Half).

Stealth Shas’El (Tau Commander)


WS BS S T Ag Int Per WP Fel
(8)
34 51 45 52 40 35 50 50 30
Movement: 4/8/12/28 Armour: H8, B8, A7, L7 Wounds: 73
Weapons: Burst Cannon (60m, -/-/10, 2d10+2 E, Pen 4, Mounted) or Railgun (300m, S/-/-, 3d10+12 E, Pen 10, Clip 12, Rld
Full, Accurate, Tearing).
Skills: Acrobatic +20 (Ag), Awareness +20 (Per), Command +20 (Fel), Common Lore (Tau Empire) (Int), Concealment +20
(Ag), Dodge +20 (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int), Tracking +20 (Int), Shadowing +20 (Ag).
Talents: Air of Authority, Ambidextrous, Dual Shot, Hard Target, Independent Targeting, Meditation, Rapid Reaction, Sprint.
Traits: Auto-stabilised, Dark-sight, Flier 12, Unnatural Strength (X2).
Gear: Stealth Suit, incorporating Failsafe Detonator or Ejection System, Burst Cannon, Micro-bead, Scanner.
Special: Stealth Field Generator: The Stealth Suit as two modes: Active or Passive. In Passive Mode, all Test of any sort to
detect and any BS Tests to hit the Stealth Suit suffer a -10 penalty. In Active Mode, all Test of any sort to detect and any BS
and WS Tests to hit the Stealth Suit suffer a -30 penalty; Failsafe Detonator: If the Commander’s Wounds reach 0, don’t roll
Critical hits. There are two possibilities, the first is that the Commander may shut down the Battlesuit or he can decide to auto-
destroy the battlesuit. The explosions deal 4d10 X, Blast (10); Ejection System: The instant the Commander reaches 0
Wounds, the ejector system throws him 2d6 metres in a random direction. The commander has S 32, T 37 and 10 Wounds. His
movement becomes 3/6/9/18 with no Traits. The commander is equipped with a micro-bead and a Pulse Pistol (30m, S/2/-,
2d10+2 E, Pen 4, Clip 16, Rld Half).

Broadside Shas’vre
WS BS S T Ag Int Per WP Fel
(10) (8)
30 42 52 47 38 30 40 40 40
Movement: 7/14/21/42 Armour: All 10 Wounds: 54
Weapons: Plasma Rifle (90m, S/2/-, 2d10+9 E, Pen 8, Tearing, Mounted), Missile Pod (90m, S/2/-, 2d10+6 X, Pen 5,
Mounted), or Fusion Blaster (70m, S/-/-, 3d10+8 E, Pen 13), or Cyclic Ion Blaster (100m, -/5/10, 1d10+10 X, Pen 6, Tearing,
Volatile), or Railgun (300m, S/-/-, 3d10+12 E, Pen 10, Clip 12, Rld Full, Accurate, Tearing), or Smart Missile System (150m,
S/2/4, 2d10 X, Pen 4, Blast (8), Devastating (2), Mounted).
Skills: Acrobatic (Ag), Awareness (Per), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot) (Int).
Talents: Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint.
Traits: Auto-stabilised, Dark-sight, Size (Enormous), Unnatural Strength (X2), Unnatural Toughness (X2).
Gear: Broadside Battlesuit incorporating Shield Generator or Blacksun Filter or Drone Controller or Multi-tracker or
Targeting Array, micro-bead, xenos-crafted auspex.
Special: Twin-Linked Weapon: The Broadside unit can choose to use a Weapon with the Twin-linked quality, in this case the
Broadside can use two Weapons with this Quality; Shield Generator: a force shield protects the Broadside unit with a
Protection Rating of 55; Blacksun Filter: Gives to the Broadside the Talent Dark Sight; Drone Controller: the Broadside can
control a group of Drone; Multi-tracker: gives to the Broadside the Talent Two-weapon Wielder; Targeting Array: gives to the
Broadside a BS bonus of 10.

Broadside Shas’ui
WS BS S T Ag Int Per WP Fel
(8) (8)
28 39 47 41 31 30 30 35 35
Movement: 7/14/21/42 Armour: All 10 Wounds: 36
Weapons: Twin-linked Plasma Rifle (90m, S/2/-, 2d10+9 E, Pen 8, Tearing, Mounted, Twin-linked) or Smart Missile System
(150m, S/2/4, 2d10 X, Pen 4, Blast (8), Devastating (2), Mounted), and Twin-linked Railgun (300m, S/-/-, 3d10+12 E, Pen 10,
Clip 12, Rld Full, Accurate, Tearing, Twin-linked).
Skills: Acrobatic (Ag), Awareness (Per), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot) (Int).
Talents: Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint.
Traits: Auto-stabilised, Dark-sight, Size (Enormous), Unnatural Strength (X2), Unnatural Toughness (X2).
Gear: Broadside Battlesuit, incorporating Shield Generator or Blacksun Filter or Drone Controller or Multi-tracker or
Targeting Array, micro-bead, xenos-crafted auspex.
Special: Blacksun Filter: Gives to the Broadside the Talent Dark Sight; Drone Controller: the Broadside can control a group of
Drone; Multi-tracker: gives to the Broadside the Talent Two-weapon Wielder; Targeting Array: gives to the Broadside a BS
bonus of 10.

Crisis Shas’vre
WS BS S T Ag Int Per WP Fel
(10) (8)
30 42 52 47 38 30 40 40 40
Movement: 12/24/36/76 Armour: All 9 Wounds: 81
Weapons: Plasma Rifle (90m, S/2/-, 2d10+9 E, Pen 8, Tearing, Mounted), Missile Pod (90m, S/2/-, 2d10+6 X, Pen 5,
Mounted), or Fusion Blaster (70m, S/-/-, 3d10+8 E, Pen 13), or Burst Cannon (60m, -/-/10, 2d10+2 E, Pen 4, Mounted), or
Flamer (30m, S/-/-, 2d10+6 E, Pen 6, Flame).
Skills: Acrobatic (Ag), Awareness (Per), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot) (Int).
Talents: Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint.
Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (X2), Unnatural Toughness (X2).
Gear: Crisis Battlesuit, incorporating Shield Generator or Blacksun Filter or Drone Controller or Multi-tracker or Targeting
Array, micro-bead, xenos-crafted auspex.
Special: Twin-Linked Weapon: The Crisis unit can choose to use a Weapon with the Twin-linked quality, in this case the
Crisis unit can use just one Weapon; Failsafe Detonator: If the Crisis unit’s Wounds reach 0, don’t roll Critical hits. There are
two possibilities, the first is that the Crisis unit may shut down the Battlesuit or he can decide to auto-destroy the battlesuit.
The explosions deal 4d10 X, Blast (10); Ejection System: The instant the Crisis unit reaches 0 Wounds, the ejector system
throws him 2d6 metres in a random direction. The Crisis unit has S 32, T 37 and 10 Wounds. His movement becomes 3/6/9/18
with no Traits. The Crisis unit is equipped with a micro-bead and a Pulse Pistol (30m, S/2/-, 2d10+2 E, Pen 4, Clip 16, Rld
Half); Blacksun Filter: Gives to the Crisis unit the Talent Dark Sight; Drone Controller: the Crisis unit can control a group of
Drone; Multi-tracker: gives to the Crisis unit the Talent Two-weapon Wielder; Targeting Array: gives to the Crisis unit a BS
bonus of 10.

Crisis Shas’ui
WS BS S T Ag Int Per WP Fel
(8) (8)
28 39 47 41 31 30 30 35 35
Movement: 12/24/36/76 Armour: All 9 Wounds: 81
Weapons: Plasma Rifle (90m, S/2/-, 2d10+9 E, Pen 8, Tearing, Mounted), Missile Pod (90m, S/2/-, 2d10+6 X, Pen 5,
Mounted), or Burst Cannon (60m, -/-/10, 2d10+2 E, Pen 4, Mounted)
Skills: Acrobatic (Ag), Awareness (Per), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot) (Int).
Talents: Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint.
Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (X2), Unnatural Toughness (X2).
Gear: Crisis Battlesuit, incorporating Shield Generator or Blacksun Filter or Drone Controller or Multi-tracker or Targeting
Array micro-bead, xenos-crafted auspex.
Special: Twin-Linked Weapon: The Crisis unit can choose to use a Weapon with the Twin-linked quality, in this case the
Commander can use just one Weapon; Blacksun Filter: Gives to the Crisis unit the Talent Dark Sight; Drone Controller: the
Crisis unit can control a group of Drone; Multi-tracker: gives to the Crisis unit the Talent Two-weapon Wielder; Targeting
Array: gives to the Crisis unit a BS bonus of 10.

Stealth Shas’vre
WS BS S T Ag Int Per WP Fel
(8)
30 42 42 47 38 30 40 40 40
Movement: 4/8/12/28 Armour: H8, B8, A7, L7 Wounds: 30
Weapons: Burst Cannon (60m, -/-/10, 2d10+2 E, Pen 4, Mounted).
Skills: Acrobatic +10 (Ag), Awareness +20 (Per), Common Lore (Tau Empire) (Int), Concealment +20 (Ag), Dodge +10 (Ag),
Speak Language (Tau, Kroot) (Int), Tracking +10 (Int), Shadowing +20 (Ag).
Talents: Hard Target, Rapid Reaction, Sprint.
Traits: Auto-stabilised, Dark-sight, Flier 12, Unnatural Strength (X2).
Gear: Stealth Suit, Burst Cannon, Micro-bead, Scanner.
Special: Stealth Field Generator: The Stealth Suit as two modes: Active or Passive. In Passive Mode, all Test of any sort to
detect and any BS Tests to hit the Stealth Suit suffer a -10 penalty. In Active Mode, all Test of any sort to detect and any BS
and WS Tests to hit the Stealth Suit suffer a -30 penalty.
Stealth Shas’ui
WS BS S T Ag Int Per WP Fel
(6)
28 39 37 41 31 30 30 35 35
Movement: 4/8/12/28 Armour: H8, B8, A7, L7 Wounds: 24
Weapons: Burst Cannon (60m, -/-/10, 2d10+2 E, Pen 4, Mounted).
Skills: Acrobatic (Ag), Awareness +10 (Per), Common Lore (Tau Empire) (Int), Concealment +10 (Ag), Dodge (Ag),
Shadowing +20 (Ag), Speak Language (Tau, Kroot) (Int), Tracking (Int).
Talents: Hard Target, Rapid Reaction, Sprint.
Traits: Auto-stabilised, Dark-sight, Flier 12, Unnatural Strength (X2).
Gear: Stealth Suit, Burst Cannon, Micro-bead, Scanner.
Special: Stealth Field Generator: The Stealth Suit as two modes: Active or Passive. In Passive Mode, all Test of any sort to
detect and any BS Tests to hit the Stealth Suit suffer a -10 penalty. In Active Mode, all Test of any sort to detect and any BS
and WS Tests to hit the Stealth Suit suffer a -30 penalty.

Fire Warrior Shas’ui


WS BS S T Ag Int Per WP Fel

28 39 37 41 31 30 30 35 35
Movement: 3/6/9/18 Armour: All 6 Wounds: 15
Weapons: Pulse Rifle (150m, S/2/4, 2d10+2 E, Pen 4, Clip 36, Rld Half, Gyro-stabilised) or Pulse Carbine (60m, S/-/3,
2d10+2 E, Pen 4, Clip 24, Rld Full, Gyro-stabilised), and EMP Grenade (SBx3m, S/-/-, Haywire (3)).
Skills: Awareness +10 (Per), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau) (Int).
Talents: Exotic Weapon Training (Tau Pulse Weapons).
Traits: Fighting Withdrawal, Fire Drill.
Gear: Micro-bead, Photo-visor, Hard-wired Blacksun Filter or Hard-wired Drone Controller or Hard-wired Multi-tracker or
Hard-wired Target Lock.
Special: Hard-wired Blacksun Filter: Gives to the Fire Warrior the Talent Dark Sight; Hard-wired Drone Controller: the Fire
Warrior can control a group of Drone; Hard-wired Multi-tracker: gives to the Fire Warrior the Talent Two-weapon Wielder;
Hard-wired Target Lock: gives to the Fire Warrior the Talent Independent Targeting.

Fire Warrior Shas’la


WS BS S T Ag Int Per WP Fel

25 35 30 30 25 30 20 30 30
Movement: 3/6/9/18 Armour: All 6 Wounds: 12
Weapons: Pulse Rifle (150m, S/2/4, 2d10+2 E, Pen 4, Clip 36, Rld Half, Gyro-stabilised) or Pulse Carbine (60m, S/-/3,
2d10+2 E, Pen 4, Clip 24, Rld Full, Gyro-stabilised).
Skills: Awareness (Per), Common Lore (Tau Empire) (Int), Speak Language (Tau) (Int).
Talents: Exotic Weapon Training (Tau Pulse Weapons).
Traits: Fighting Withdrawal, Fire Drill.
Gear: Micro-bead, Photo-visor.

Pathfinder Shas’ui
WS BS S T Ag Int Per WP Fel

38 39 37 41 31 35 30 35 35
Movement: Armour: Wounds:
Weapons: Pulse Carbine with Markerlight Target Designator (60m, S/-/3, 2d10+2 E, Pen 4, Clip 24, Rld Full, Gyro-stabilised,
Markerlight).
Skills: Awareness (Per), Common Lore (Tau Empire) (Int), Concealment +10 (Ag), Shadowing +20 (Ag), Speak Language
(Tau) (Int), Tracking (Int).
Talents: Exotic Weapon Training (Tau Pulse Weapons).
Traits: Fearless, Fire Drill.
Gear: Micro-bead, Photo-visor, Hard-wired Blacksun Filter or Hard-wired Drone Controller or Hard-wired Multi-tracker or
Hard-wired Target Lock.
Special: Hard-wired Blacksun Filter: Gives to the Fire Warrior the Talent Dark Sight; Hard-wired Drone Controller: the Fire
Warrior can control a group of Drone; Hard-wired Multi-tracker: gives to the Fire Warrior the Talent Two-weapon Wielder;
Hard-wired Target Lock: gives to the Fire Warrior the Talent Independent Targeting; Markerlight Target Designator: the
Markerlight project a simple beam on the target and is used to guide other weapons. It gives to other Tau units a +15 BS bonus
and permit a vehicle to shoot a single Seeker Missile. The enemy targeted by the Markerlight, has a Pinning malus of -10.

Pathfinder Shas’la
WS BS S T Ag Int Per WP Fel

25 35 30 30 25 30 20 30 30
Movement: 3/6/9/18 Armour: All 6 Wounds: 12
Weapons: Rail Rifle with Target Lock (150m, S/2/4, 2d10+5 E, Pen 6, Clip 36, Rld Half, Gyro-stabilised, Accurate) or Pulse
Carbine with Markerlight Target Designator (60m, S/-/3, 2d10+2 E, Pen 4, Clip 24, Rld Full, Gyro-stabilised, Markerlight).
Skills: Awareness (Per), Common Lore (Tau Empire) (Int), Concealment (Ag), Shadowing +10 (Ag), Speak Language (Tau)
(Int).
Talents: Exotic Weapon Training (Tau Pulse Weapons).
Traits: Fearless, Fire Drill.
Gear: Micro-bead, Photo-visor.
Special: Markerlight Target Designator: the Markerlight project a simple beam on the target and is used to guide other
weapons. It gives to other Tau units a +15 BS bonus and permit a vehicle to shoot a single Seeker Missile. The enemy targeted
by the Markerlight, has a Pinning malus of -10; Target Lock: gives to the Pathfinder the Talent Independent Targeting.

Shaper
WS BS S T Ag Int Per WP Fel
(10) (8)
48 39 50 43 44 35 45 30 30
Movement: 4/8/12/24 Armour: All 4 Wounds: 36
Weapons: Kroot Rifle with Blades (45m, S/2/4, 2d10 E, Pen 4, Tearing) (1d10+10 R, Pen 2) or Pulse Rifle (150m, S/2/4,
2d10+2 E, Pen 4, Clip 36, Rld Half, Gyro-stabilised) or Pulse Carbine (60m, S/-/3, 2d10+2 E, Pen 4, Clip 24, Rld Full, Gyro-
stabilised).
Skills: Awareness +10 (Per), Climb (S), Dodge +20 (Ag), Speak Language (Tau, Kroot) (Int), Swim (S).
Talents: Exotic Weapon Training (Tau Pulse Weapons), Fearless, Step Aside, Wall of Steel.
Traits: Unnatural Strength (X2), Unnatural Toughness (X2)
Special: Fieldcraft: the Kroot can move without any difficulties in jungle or forest terrain. He, also, gets a cover of 6 when is
moving in a jungle or forest.

Kroot
WS BS S T Ag Int Per WP Fel
(8) (6)
42 34 45 37 40 35 40 25 30
Movement: 4/8/12/24 Armour: All 2 Wounds: 12
Weapons: Kroot Rifle with Blades (45m, S/2/4, 2d10 E, Pen 4, Tearing) (1d10+10 R, Pen 2)
Skills: Awareness +10 (Per), Climb (S), Dodge +10 (Ag), Speak Language (Tau, Kroot) (Int), Swim (S).
Talents: Fearless, Step Aside, Wall of Steel.
Traits: Natural Armour, Unnatural Strength (X2), Unnatural Toughness (X2)
Special: Fieldcraft: the Kroot can move without any difficulties in jungle or forest terrain. He, also, gets a cover of 6 when is
moving in a jungle or forest.

Kroot Hound
WS BS S T Ag Int Per WP Fel
(8) (6)
46 ---- 45 37 46 30 40 25 15
Movement: 8/16/24/48 Armour: All 2 Wounds: 12
Weapons: Ferocious Fang (1d10+10, Pen 7, Tearing)
Skills: Awareness +10 (Per), Climb (S), Dodge +20 (Ag), Speak Language (Tau, Kroot) (Int), Swim (S).
Talents: Fearless, Leap Up, Lightning Attack, Rapid Reaction, Step Aside, Swift Attack.
Traits: Improved Natural Weapon (Ferocious Fang), Natural Armour, Quadruped, Unnatural Strength (X2), Unnatural
Toughness (X2)
Special: Fieldcraft: the Kroot can move without any difficulties in jungle or forest terrain. He, also, gets a cover of 6 when is
moving in a jungle or forest.
Krootox Rider
WS BS S T Ag Int Per WP Fel

42 39 61 44 46 35 40 25 30
Movement: 8/16/24/48 Armour: All 2 Wounds: 46
Weapons: Kroot Gun (90m, S/3/10, 1d10+3 I, Pen 6, Mounted, Tearing)
Skills: Awareness +10 (Per), Climb (S), Dodge +10 (Ag), Speak Language (Tau, Kroot) (Int), Swim (S).
Talents: Fearless, Rapid Reaction, Step Aside.
Traits: Natural Armour, Quadruped, Unnatural Strength (X3), Unnatural Toughness (X2)
Special: Fieldcraft: the Kroot can move without any difficulties in jungle or forest terrain. He, also, gets a cover of 6 when is
moving in a jungle or forest.

Strain Leader
WS BS S T Ag Int Per WP Fel
(8) (10)
42 41 45 48 58 49 46 44 40
Movement: 12/24/36/72 Armour: All 5 Wounds: 23
Weapons: Neutron Blaster (40m, S/3/6, 2d10+8 E, Pen 7, Clip 36, Rld Full, Tearing)
Skills: Acrobatic (Ag), Awareness +10 (Per), Common Lore (Tau Empire) (Int), Concealment +10 (Ag), Dodge (Ag) +10,
Shadowing +20 (Ag), Speak Language (Tau, Kroot) (Int), Tracking (Int).
Talents: Fearless, Hard Target, Hip Shooting, Step Aside, Swift Attack.
Traits: Flier (18), Size (Hulking), Unnatural Agility (X2), Unnatural Toughness (X2)

Vespid Stingwing
WS BS S T Ag Int Per WP Fel
(8) (10)
42 41 45 48 54 40 41 36 35
Movement: 12/24/36/72 Armour: All 5 Wounds: 18
Weapons: Neutron Blaster (40m, S/3/6, 2d10+8 E, Pen 7, Clip 36, Rld Full, Tearing)
Skills: Acrobatic (Ag), Awareness +10 (Per), Common Lore (Tau Empire) (Int), Concealment +10 (Ag), Dodge (Ag),
Shadowing +20 (Ag), Speak Language (Tau, Kroot) (Int), Tracking (Int).
Talents: Hard Target, Hip Shooting, Step Aside, Swift Attack.
Traits: Flier (18), Unnatural Agility (X2), Unnatural Speed, Unnatural Toughness (X2)

Gun Drone
WS BS S T Ag Int Per WP Fel

20 25 20 40 40 15 25 20 10
Movement: ----- Armour: All 5 Wounds: 15
Weapons: Twin-linked Pulse Carbines (60m, S/-/3, 2d10+2 E, Pen 4, Clip 24, Rld Full, Gyro-stabilised, Twin-linked).
Skills: Acrobatics (Ag), Awareness (Per), Dodge (Ag).
Talents: Fearless, Weapon Training (Pulse Carbine) (may only use integrated weapon system).
Traits: Fire Drill, Flier 12, Machine (5).
Gear: Built-in micro-bead (for receiving instructions only).
Special: Networked Machine Intelligence: For every Gun Drone in the squadron, the BS, Int and Per statistics are increased by
+2. This is recalculated immediately should any be destroyed.

Sniper Drone
WS BS S T Ag Int Per WP Fel

20 35 20 40 40 15 25 20 10
Movement: ----- Armour: All 5 Wounds: 15
Weapons: Rail Rifle with Target Lock (150m, S/2/4, 2d10+5 E, Pen 6, Clip 36, Rld Half, Gyro-stabilised, Accurate).
Skills: Acrobatics (Ag), Awareness (Per), Dodge (Ag).
Talents: Fearless, Independent Targeting, Weapon Training (Rail Rifle) (may only use integrated weapon system).
Traits: Fire Drill, Flier 12, Machine (5).
Gear: Built-in micro-bead (for receiving instructions only), Stealth Field Generator, Targeting Array.
Special: Networked Machine Intelligence: For every Gun Drone in the squadron, the BS, Int and Per statistics are increased by
+2. This is recalculated immediately should any be destroyed; Target Lock: gives to the Pathfinder the Talent Independent
Targeting; Stealth Field Generator: The Stealth Suit as two modes: Active or Passive. In Passive Mode, all Test of any sort to
detect and any BS Tests to hit the Stealth Suit suffer a -10 penalty. In Active Mode, all Test of any sort to detect and any BS
and WS Tests to hit the Stealth Suit suffer a -30 penalty; Targeting Array: gives to the wielder a BS bonus of 10.

Marker Drone
WS BS S T Ag Int Per WP Fel

20 35 20 40 40 15 25 20 10
Movement: ----- Armour: All 5 Wounds: 15
Weapons: Markerlight
Skills: Acrobatics (Ag), Awareness (Per), Dodge (Ag).
Talents: Fearless.
Traits: Fire Drill, Flier 12, Machine (5).
Gear: Built-in micro-bead (for receiving instructions only), Networked Markerlight, Targeting Array.
Special: Networked Machine Intelligence: For every Gun Drone in the squadron, the BS, Int and Per statistics are increased by
+2. This is recalculated immediately should any be destroyed; Networked Markerlight: the Markerlight project a simple beam
on the target and is used to guide other weapons. It gives to other Tau units a +15 BS bonus and permit a vehicle to shoot a
single Seeker Missile. The enemy targeted by the Markerlight, has a Pinning malus of -10. In Active Mode, all Test of any sort
to detect and any BS and WS Tests to hit the Stealth Suit suffer a -30 penalty; Targeting Array: gives to the wielder a BS bonus
of 10.

Shield Drone
WS BS S T Ag Int Per WP Fel

20 25 20 40/X 40 15 25 20 10
Movement: ----- Armour: All 5 Wounds: 15
Skills: Acrobatics (Ag), Awareness (Per), Dodge (Ag).
Talents: Fearless.
Traits: Flier 12, Machine (5).
Gear: Built-in micro-bead (for receiving instructions only).
Special: Networked Machine Intelligence: For every Gun Drone in the squadron, the BS, Int and Per statistics are increased by
+2. This is recalculated immediately should any be destroyed; Close Protection: Shield Drones have always the Toughness and
the Armour of the Unit that they accompany; Invulnerable Save: a force shield that protects the Shield Drone and the unit he is
accompanying with a Protection Rating of 55.

Spotter
WS BS S T Ag Int Per WP Fel

25 45 30 30 25 30 20 30 30
Movement: 3/6/9/18 Armour: All 6 Wounds: 12
Weapons: Pulse Pistol (30m, S/2/-, 2d10+2 E, Pen 4, Clip 16, Rld Half)
Skills: Awareness (Per), Common Lore (Tau Empire) (Int), Concealment (Ag), Shadowing +10 (Ag), Speak Language (Tau)
(Int).
Talents: Exotic Weapon Training (Tau Pulse Weapons).
Traits: Fearless, Fire Drill.
Gear: Micro-bead, Photo-visor, Drone Controller, Networked Markerlight, Stealth Field Generator, Targeting Array.
Special: Drone Controller: Permit at the Spotter to control a group of Drone. (Usually the Drone Controlled by the Spotter are
Sniper Drone); Networked Markerlight: the Markerlight project a simple beam on the target and is used to guide other
weapons. It gives to other Tau units a +15 BS bonus and permit a vehicle to shoot a single Seeker Missile. The enemy targeted
by the Markerlight, has a Pinning malus of -10; Stealth Field Generator: The Stealth Suit as two modes: Active or Passive. In
Passive Mode, all Test of any sort to detect and any BS Tests to hit the Stealth Suit suffer a -10 penalty. In Active Mode, all
Test of any sort to detect and any BS and WS Tests to hit the Stealth Suit suffer a -30 penalty; Targeting Array: gives to the
wielder a BS bonus of 10.

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