Just as a helpful reminder...
For those that failed their Initiative rolls or only made a 'partial' success you also have to plot your movement like Jennifer Cross did.
Here is a quoted bit from Tau when it comes to missions ;)
Tau:
The Tau Codex:
If you do these things missions tend to go quicker and resolve easier which is good for everyone playing.
Post the reason for your roll in the reason box.
-If it's not there it's not a roll.
-04:58, Today: Anastasia Karkoff rolled 10 using 2d6 with rolls of 6,4. Turn 3 Initiative 6+.
Post the route you travel and facing direction. Especially facing when Jumping.
-It you don't you may land on an unexploded Long Tom round from a prior war.
-Move: Run, B3, RT1 S, B2, LT2 NE END 0311 NE +2DM
-Walk, Left Turn 2, Forward 3, End 0512 Facing North [+1]
-Jump, 5 hexes, End 1111 Facing South East [+3]
Post your To Hit math and heat.
-If you or I make a mistake it's easy to catch and rectify.
-To Hit: (Medium Laser x2) Base 5 + Move 2 + Target 3 = TN10+
-Heat: 6 (Weapons) + 2 (Movement) + 3 (Previous Round) - 10 Heat Sinks = 1