Tiger Shark T'au Empire · Vehicles
Tiger Shark is a single model for 395 points in the T'au Empire army. On points efficiency the unit ranks 32nd of 46 T'au Empire units overall and 19th of 20 among vehicles, with a value score of 26/100 (offense 25, defense 26). Per point, the unit hits hardest into TEQ (41st percentile) and is toughest against special (64th percentile).
🪽 Fly
⚔️ Run the full dice math in the calculator
Offense: wounds removed per 100 points
Scored with the default wargear (Armoured hull, Missile pod, Burst cannon, ➤ Ion cannon - standard, ➤ Ion cannon - overcharge): every gun firing, each model's best melee weapon plus any Extra Attacks. No cover, Heavy weapons stationary, not within half range.
| Target | 🎯 Ranged | ⚔️ Melee | %ile |
|---|---|---|---|
| Chaff10 × T3 Sv5+ W1 infantry | 2.29Missile pod + Burst cannon + Ion cannon (overcharge)◇ option: Swiftstrike burst cannon · 5.55 per model | 0.14Armoured hull | 21 |
| MEQ5 × T4 Sv3+ W2 infantry | 2.14Missile pod + Burst cannon + Ion cannon (overcharge) | 0.06Armoured hull | 24 |
| TEQ5 × T5 Sv2+ 4++ W3 infantry | 1.98Missile pod + Burst cannon + Ion cannon (overcharge) | 0.03Armoured hull | 41 |
| Light vehicleT10 Sv3+ W12 vehicle | 1.30Missile pod + Burst cannon + Ion cannon (overcharge)◇ option: Swiftstrike railgun · 3.96 per model | 0.03Armoured hull | 32 |
| Heavy vehicleT12 Sv2+ W16 vehicle | 0.96Missile pod + Burst cannon + Ion cannon (overcharge)◇ option: Swiftstrike railgun · 3.17 per model | 0.01Armoured hull | 40 |
Defense: hits needed to destroy it, per 100 points
| Attacker | Hits | %ile |
|---|---|---|
| Small armsS4 AP0 D1 (bolter, lasgun) | 82.0 | 53 |
| SpecialS5 AP-1 D1 (heavy bolter-class) | 54.7 | 64 |
| PlasmaS8 AP-2 D2 (plasma, power fist) | 10.3 | 33 |
| EliteS6 AP-2 D3 (elite melee, precision) | 6.83 | 17 |
| Anti-tankS12 AP-3 D6 (lascannon, melta) | 3.20 | 3 |
Utility: what the damage numbers miss
A rough guide from the datasheet's numbers, keywords and ability names (it can't weigh what a Leader's or aura's rule does). Percentiles against every current unit.
| Part | %ile |
|---|---|
| Board controlObjective Control per 100 pts | 3 |
| Action economyUnits per 100 pts: cheap bodies for actions | 4 |
| ReachMove, plus Fly, Deep Strike, Infiltrators, Scouts | 2 |
| SupportLeader, auras, Transport, Lone Operative, Stealth, revives | 23 |
Similar-cost T'au Empire vehicles
| Unit | Pts | Value | Off | Def | Util | Chaff | MEQ | TEQ | Light vehicle | Heavy vehicle |
|---|---|---|---|---|---|---|---|---|---|---|
| Stormsurge1 model | 375 | 54 | 43 | 66 | 3 | 2.64 | 2.44 | 2.06 | 2.48 | 1.85 |
| AX-1-0 Tiger Shark1 model | 315 | 31 | 23 | 40 | 0 | 1.16 | 1.01 | 0.65 | 2.00 | 2.03 |
Value, Offense, Defense and Utility are percentiles against every current unit in the game (100 = best per point). Value is Offense and Defense; Utility (board control, actions, reach, support) is a rough guide shown beside it. Target columns: expected wounds removed per 100 points.
Stats, wargear options and rules: see the official T'au Empire codex. How these scores work.