The Tiger Shark can carry up to 14 drones. These can be deployed in one or more squadrons. These may be deployed on any attack run without the flying needing to land. These drones deploy by the normal rules for Deep Strike, but as they deploy during the attack run in the opponent's turn, they may move, shoot, and assault normally in the Tau Player's upcoming turn. Any number of squadrons can be deployed in a single turn.
If the Tiger Shark is destroyed, nominate a point on the table and scatter the pod 2D6" as with the rules for Deep Strike. If the pod scatters off-table it is counted as having escaped safely. If not place two Tau models within 2", which count as Fire Warriors with no weapons. The crew are counted as below half-strength and are worth no Victory Points on their own, but the TIger Shark only counts as damaged for Victory Point purposes while the crew are alive or if they escape.
-Moves up to 6" per turn but can pivot up to 90 degrees at the end of a move -May fire Ordnance and still fire other weapons. Can also fire Ordnance after moving. -Can shoot more than one target if desired, picking a target for each weapon.
Add +1 BS to the vehicle.
Whenever a Glancing Hit result of 4 (Immobilised) is rolled against the vehicle, the decoy launchers force the damage dice to be re-rolled, but the re-rolled result stands.
May re-roll missed to-hits once per attack.
10
3(4)
2
60"
7
3
Heavy 3
36"
4
Assault 2
18"
5
Assault 3