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![[Post New]](/s/i/i.gif) 2010/04/21 09:21:45
Subject: Tau Fandex, looking for c&c
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Fireknife Shas'el
All over the U.S.
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Hey guys,
Yes I am still working on it. Am getting close to having a distributable Wargear and Army List section.
Want to run some Ideas past you guys.
First, I've instituted a rank associated Battlesuit progression that starts with a limited availability that is tied to the Type of commander. The progression begins with Shas'ui training units using stripped down suits with basic wargear and weapons.
1)The Pathfinders training suit are the old XV15 models. They are a FA Choice that are armed with burst cannons, markerlights and have the Stealth USR but do not have the StealthField generators. Thes units go on to become Elite Shas'vre Stealth Teams in XV25 armour equipped with Burst cannons, markerlight, StealthField generators. Both suits now have Photon and Emp Grenades.
Question: Am thinking of getting rid of FB upgrade in favor of CIB and Plasma upgrade options, "What do you think of this idea?"
2)Fire Warrior Shas'ui can be put into Stripped down Crisis or Broadsides(Depending upon Commander) then units go on to become the new updated Crisis&Broaside teams in the FOC slots you are familiar with. The Shas'ui training units are troop choices and come pre-equipped with basic equipment and wargear options. I am happy with Crisis layout of Burst cannons Multi-track and the new Photon Projector. The Broadsides are giving me trouble as to the weapons they are getting.
Question 1: Which Lay-out do you like better?
A)Battlesuit versions of Tank weapon systems only.
B)Battlesuit versions of Tank weapons on the Shoulders and Battlesuit weapon options on the Arms.
Question 2: What do you think of Seeker missiles being a shoulder mounted primary weapon option.
Second, Sky Rays are now Pathfinder transports with AV Front 12 Side 11 and can carry marker drones in the recesses. Devifish stay pretty much the same with points adjustments and the nose cannon becomes a Long-barreled or heavy burst cannon. SMS is no longer an option for reasons that will become clear later. D-Fish now carry Gun drones, Flamer Drones, or Fusion Drones. I am happy with these but have a new unit that I am playing with that needs work.
Am working on either a type of D-fish or Valk Style Gunship that sacrifices Transport capacity to either use:
A)3 Long Barreled Burst cannons
B)1 Long-Barreled Burst cannon and the new dual mode SMS that is a combination of the old SMS and Missile Pods. Now have choice of S5 assault 4 no LoS or S7 Assault 2 Twin-linked
C)1 Long-Barreled Burst cannon and the new CIB pods
There are more options I am considering but these are my Favorites
Question 1: How do the new vehicle weapon options sound?
Question 2: What would be a good name for the new Transport?
Please feel free to comment but keep in mind that I want this thread to be about sorting out some of the final decisions in a Fan-dex that is just abot ready for full playtesting.
New ideas are welcome but please don't get upset if I am unwillibg to go back and rewrite the book at this point.
Edit for dropped unit
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This message was edited 2 times. Last update was at 2010/05/05 05:36:52
Officially elevated by St. God of Yams to the rank of Scholar of the Church of the Children of the Eternal Turtle Pie at 11:42:36 PM 05/01/09
If they are too stupid to live, why make them?
In the immortal words of Socrates, I drank what??!
Tau-*****points(You really don't want to know) |
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![[Post New]](/s/i/i.gif) 2010/04/21 11:05:03
Subject: FF's Tau Fandex
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Malicious Mandrake
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1. Good idea.
2. layout B
3. Seeker missiles as shoulder weapons = win.
4. i like the vehicle options, but it should have the option to split fire, as well as a markerlight upgrade.
5. How about Garfish? Sturgeon? Moray? Badass fish make good names.
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![[Post New]](/s/i/i.gif) 2010/04/21 17:31:45
Subject: FF's Tau Fandex
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Fireknife Shas'el
All over the U.S.
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I have toyed with the names Swordfish if its a devil fish variant and either Sailfish or Mako for the Valkerie style. Realistically the Tau will get stuck with the unarmed orca if GW choose to give the Tau a Flyer Style Transport.
What I would love would be if they made the Barracuda or Tigershark into a Deepstriker only transport. The Barracuda would be a drones only version while the Tiger shark could transport Drones, Vespids, Stealthsuits, and Crisis suit.
I think I'm going to do both the Swordfish(maybe call it Mako) and the Barracuda/Tigershark.
Which do you prefer of these names?
Also, Barracuda or Tigershark(Renamed Nurse Shark?)
Which do you like better, The 'Cuda or TigerShark?
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Officially elevated by St. God of Yams to the rank of Scholar of the Church of the Children of the Eternal Turtle Pie at 11:42:36 PM 05/01/09
If they are too stupid to live, why make them?
In the immortal words of Socrates, I drank what??!
Tau-*****points(You really don't want to know) |
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![[Post New]](/s/i/i.gif) 2010/04/22 10:57:11
Subject: FF's Tau Fandex
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Malicious Mandrake
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I think Barracuda is better, its more original and sounds badass. I wish tau would get an official new 'dex... but I will definetly use your fandex in the meantime!
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![[Post New]](/s/i/i.gif) 2010/04/24 22:38:25
Subject: Re:FF's Tau Fandex
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Fireknife Shas'el
All over the U.S.
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OK, Got some more questions for you guys. It has to do with the SkyRay and other nomenclature for the Tau vehicles. Been trying to make sense of it. Please bear with me for a bit.
The piranha, remora, Hammerhead, and Manta are fine. It is the Sky Ray, Devilfish, Barracuda, Tigershark, and especially the Orca that give me problems. It has to do with the desert dwelling Tau getting fish names for their vehicles. The ones I am fine with, I can buy the GW excuse of they were named for what they look like and do but the ones bothering me don't look or behave in a manner that reflects their name sake. At one point I thought that I'd figured out a pattern for the names by Sharks for attack craft and Ray's for transports but the SkyRay and Tiger Shark mucked that theory up.
This may seem unimportant but,IMO, having the names make sense helps people to understand the model and the understanding helps make the model more popular. Just having an evocative name that sounds cool isn't enough. The model will sell decent for a bit then fall off unless, like in the case of the Skyray, the company makes it a bargain buy puting all of the weapon spru's in for the same price as the more popular hammerhead.
Any thoughts about Vehicle names?
The reason I'm going on about this is that I have some new vehicle ideas that need names and I want to repurpose some of the older models for my Fan-dex.
The First Idea is the Mako. It is a devilfish/hammerhead hybrid adapted into an assault Tank and maybe limited transport capacity. It has a tremendous amount of medium strength FirePower, carries up to four seeker missiles, and can transport(maybe?).
The Mako comes with BS4 Armour F 12 S11 R10, 3 Burst cannons(Now range 24"), Landing gear(+1 to BS when landed, Recoil Reduction(Allows S5 to be fired as defensive), Advanced stabilizers(New version of multi-track), and vectored thrusters(does what sens spines used to but also allows the vehicle to maneuver defensively when assaulted)
C&C pls
The Second Idea, was looking for a Tau version of the Valk. Looked through the entire model line and finally settled on revamping the Skyray. Got to looking and GW does'nt really have to do much. It is a simple conversion and while I started drawing up plans also came to realize that the Turret would make a great twin weapon mount for another vehicle. Anyway, back to this new vehicle. It will steal the Sky Rays name and be a fast transport that falls somewhere between the Storm Raven and the Valk.
The New SkyRay would be a: Fast, Skimmer that can transport 12 models, has BS3, Armour F12 S11 R 10, carries 4-6 Seekers, mounts 2 Burst cannons, 2 networked markers, and access to all the goodies(Might even get scout)
C&C Please
Now for some questions,
I need to know what you guys think about weapons that are army specific and have non-generic special rules?
How many such weapons should there be in an army, both normally and for the Tau?
I have come up with an optional seeker missile that is: S5 AP- Heavy3, Blast, and has the new Photon rule that slows units down by making them go through difficult terrain for a turn.
Would you rather have a missile like the Photon cluster or a Napalm seeker that let you drop flame templates on any marked unit?
The Hammerhead Main guns have both been updated but I would like to know:
Which would you like more for the Hammerhead? Do you want them to get a double Railgun option, To get the lance rule, or to get a special peircing rule that lets you roll an addition d6 as a glance on the damage table whenever a 4+ is rolled for Armour penetration?
Thanks, later
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This message was edited 2 times. Last update was at 2010/05/12 21:05:28
Officially elevated by St. God of Yams to the rank of Scholar of the Church of the Children of the Eternal Turtle Pie at 11:42:36 PM 05/01/09
If they are too stupid to live, why make them?
In the immortal words of Socrates, I drank what??!
Tau-*****points(You really don't want to know) |
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![[Post New]](/s/i/i.gif) 2010/05/04 07:05:26
Subject: Re:FF's Tau Fandex
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Fireknife Shas'el
All over the U.S.
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I am going to continue posting ideas and sections from my Fan-dex for C&C and for secondary developement logging.
These are my Markerlight rules so far:
Markerlights
Markerlights are devices that project a marking beam upon enemy targets. These beams “mark” or “paint” the target with a unique energy signature that maps the targets location and is then broadcast in real-time to Tau forces on the battlefield. Other Tau units then use the information to guide their weapons fire to the target in a coordinated precision strike that has devastating accuracy. The strength of the targeted “marked” units energy signature and the accuracy of the positional mapping depends on the number of markerlight hits and their distance from the target. Markerlight beams can travel great distances but their ability to effectively paint targets with a readable energy signature decreases with range. This decrease in effectiveness is due to the difficulty of keeping the beam steady as it paints the target and to atmospheric dissipation. .
Effects
Markerlights are fired at the beginning of the Tau shooting phase, using the units BS to determine hits. Note- Markerlight hits cause no wounds or damage, so no saves of any sort may be taken against markerlight hits. When firing markerlights, use counters to keep track of the number of hits scored on the targeted unit. The counters remain only until the end of the current Tau shooting phase, but are necessary for determining the level of effects from the Markerlights. Tau, Vespid, and Gue’Vesa units(equipped with Sho’kara‘dao) may choose to use any of the following markerlight effects:
1) A number of seeker missiles equal to or less than the number of marker hits may be fired at the “marked” unit in that turn. The Seekers may be fired from a single or multiple vehicles but are all fired at the same time following the rules for Seeker Missiles. The Seeker salvos are resolved using Ballistic Skill 5.
2)Eligible units with line of sight to the marked unit may fire any non-blast weapon with +1 added to their Ballistic Skill. Seeker missiles do not benefit from this effect.
3)The marked unit suffers a penalty of -1 for every two markerlight hits(rounding down)on any Cover Saves it might have from the effects of any eligible units shooting in that turn.
4)The marked unit adds +1 for every two markerlight hits(rounding up) to the rolls of any Leadership based tests caused by eligible units shooting in that turn.
5)Blast weapons fired by eligible units have their scatter roll reduced by a number equal to the number markerlight hits. Seeker missiles do not benefit from this effect.
6)Allows eligible units to ignore the night fighting rules when firing at a marked unit.
Profiles
Markerlight-The regular markerlight is a man portable device that projects a marking beam upon enemy targets. While other units may benefit from their hits, markerlight equipped teams cannot benefit from their own hits. Markerlights are not ever allowed to benefit from the effects of markerlight hits. They count as defensive weapons when mounted on vehicles.
Markerlight: Range 24" S n/a AP n/a Type Rapid Fire*
*Note, While hits are scored, there are no wounds or damage so no saves of any sort may be taken against markerlight hits.
Networked Markerlight-These are larger and more powerful markerlight systems that are usually mounted on vehicles. Networked Markerlights are able to use the vehicles power system to create a more beam that has an increased range. The Sky Ray is the only vehicle currently using the networked markerlights and they count as defensive weapons.
Networked Markerlight: Range 36" S n/a AP n/a Type Rapid Fire*
*Note, While hits are scored, there are no wounds or damage so no saves of any sort may be taken against Networked markerlight hits.
Edit for itallics and bolds
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This message was edited 3 times. Last update was at 2010/05/12 16:59:03
Officially elevated by St. God of Yams to the rank of Scholar of the Church of the Children of the Eternal Turtle Pie at 11:42:36 PM 05/01/09
If they are too stupid to live, why make them?
In the immortal words of Socrates, I drank what??!
Tau-*****points(You really don't want to know) |
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![[Post New]](/s/i/i.gif) 2010/05/05 06:04:12
Subject: Re:Tau Fandex, looking for c&c
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Fireknife Shas'el
All over the U.S.
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No comments? huh. Well the next part is the wargear. I left the battlesuit wargear seperate rather than following the current style of wargear lists in the codices.
First up will be the Battlesuit Support Systems. These items occupy no hard points and are usually already integrated into the suit or availability increases with rank. Will warn you that some names are wierd as I am trying to incorporate more Tau names. Due to limited background material it is slow going.
BATTLESUIT ARMOURY
The Tau make extensive use of self-contained, highly mobile, and well armored suits called Xar‘vesa(Better known as “Battlesuits”). This section contains the equipment available for Battlesuits and is split into three sub-sections called Battlesuit Weapons, Battlesuit Support Systems, and Battlesuit Wargear. While Battlesuits have power generators that provide ample energy to run most of their systems, some systems are so energy intensive that special conditions will apply to their use to prevent overtaxing the power core. When this is the case it will be noted under the systems entry in the armoury section. A Battlesuits ability to take equipment and the number of systems allowed from these lists is dependent upon the Battlesuit type, number of hard points(mounting points), and the rules for the equipment itself. The unit entries in the Army List section will detail what is available for each unit.
BATTLESUIT SUPPORT SYSTEMS
This section covers battlesuit specific, specialized, or limited issue systems that do not occupy hard points. The Battlesuit Support Systems are issued on a limited mission specific basis with access to these systems being detailed under the units entry in the army list section of this fan-dex. These systems are considered an integral part of the battlesuit and as such there is no requirement to represent them on the model. There is no benefit to taking more than one of each of these system so only one of each system may ever be fitted to a battlesuit.
Advanced Stabilizers-Most Tau battlesuits have high-tech stabilization systems that help the pilot to bring the weapons to bear while maintaining full mobility. The XV90 Broadside weapon systems are so powerful that the standard battlesuits stabilizers are unable to compensate. The Tau developed a more advanced system that sacrifices a level of accuracy to give the Broadsides some mobility while firing their heavy weapons systems. Advanced Stabilizers allow the player to choose during their movement phase, of whether to use the system or not. In any turn the player chooses to use the Advanced Stabilizers system, the Broadsides will move and shoot using the Relentless USR , but with a -1 penalty to their BS. In turns when this system isn’t used the unit will move and shoot as normal infantry.
Ejection System*(Commanders Only)-A system designed for Crisis and Broadside Commanders. The Ejection System provides the commander with a possible chance of escaping catastrophic damage to his battlesuit so that he may continue to lead the army for the Greater Good.
Should the character lose his last wound to any attack, then immediately roll a scatter die with 3d6 for distance and measure from the model. Place a single infantry model, to represent the ejected commander, at the point determined by the dice. If the scatter roll has the commander landing within 1” of an enemy unit or impassable terrain the commander is immediately removed as a casualty. In the case of scattering into difficult terrain the ejected pilot must take a dangerous terrain test. When the ejected commander lands on friendly units he is to be placed within 1” of the unit at the closest point to the empty battlesuit. If a hit is rolled then the player may place the model anywhere within 18” of the battlesuit. Once the pilots position is determined, the player removes the “now empty” battlesuit. The ejected pilot will retain all hard-wired wargear and is armed with two pulse pistols. Any drones belonging to the pilot will follow him but all other wargear is considered destroyed.
The profile of the ejected commander is: WS 3 BS 5 S 3 T 3 W 1 I 3 A3 Ld 10 Sv -- .
Failsafe Detonator*(Battlesuit Command Squads Only)-This is a one per army device, intended as the ultimate expression of the philosophy of the Greater Good and the embodiment of the Tau refusal to engage in attrition warfare. To be used in only the direst of circumstances, the failsafe detonator sacrifices one life so that others may live. It may be used if the bearer is part of a team that is forced to make a Fall Back move after losing an assault but is not allowed when falling back voluntarily.
This decision is made during the check morale phase immediately following combat and, if chosen, the following happens. The bearer stays locked with the enemy, preventing the enemies sweeping advance, while the rest of the team falls back as normal. Once the team has finished the fall back move but before the Pile-In, the detonator is activated. At this point, place a Large Blast marker with the center hole over the model equipped with the detonator. The marker does not drift but in all other instances is treated as a single Str 8 AP 3 ranged blast weapon. Roll to wound, take any applicable saves and remove models as per the rules. The battlesuit is removed as a casualty at this point and the enemy can not consolidate. The enemy doesn’t have to take morale checks if the blast causes 25% casualties.
Iridium Armour*(Special Issue)-The Tau have developed a complex process where the normally brittle material, Iridium, is impregnated into the surface of a battlesuits nano-crystalline composite armour. The resulting alloy composite increases the battlesuits resilience, giving the model +1 to its Toughness. Production time and increased maintenance are the reasons why this type of armour is limited. This armour upgrade is special issue and as such is limited to one battlesuit team per army.
M’kaara Sho’oni’or’es(Terran-Stealth Field Generator)-Is a system that uses projector and receptor nodes fitted at regular points on the battlesuit or drone. These nodes project a chameleonic field, called a “stealth field“, that makes the equipped models/units extremely difficult to target. This means that the opposing player will have to roll 2d6 x3 for spotting distance and his barrage or ordinance barrages will roll an extra d6 for scatter whenever attempting to target or shoot at units equipped with Stealth Field Generators. When the night fighting rules are in effect the spotting distance is reduced to 2d6 x2.
Models equipped with Stealth Field Generators add +1 to their cover saves, if the unit has the Stealth USR then the bonuses stack to a +2 total bonus. Drones controlled by the unit count as having stealth fields providing they are in unit coherency.
Stimulant Injector*(Special Issue)-The battlesuit is fitted with an advanced life support system that is able to flood the pilots system with stimulants, coagulants and(if needed) mild anesthetics should the pilot become wounded. The model has the Feel No Pain special rule as described in the Warhammer 40K Rulebook. This is a Special Issue system for extremely dangerous missions, as such Stimulant Injectors are limited to one battlesuit team per army.
Sho’kara‘dao(Terran-Energy Imaging Displays “EID‘s”)-These are multi-spectrum imaging systems built into Fire Caste armour, weapons and vehicle weapons systems. The Sho’kara’dao is used to spot the energy signatures of unseen enemies and read markerlight hits on enemy units. Units equipped with the Sho’kara’dao gain the Night Vision/Acute Senses USR and the ability to make use of markerlight hits.
Vectored Thrusters*(Special Issue)-The battlesuit is equipped with improved thrusters nozzles that allow the model an additional degree of close quarter maneuverability. Models equipped with Vectored Thrusters gain the Hit and Run USR and , in addition, may choose to re-roll any dangerous terrain test they have to take. If a unit equipped with Vectored Thrusters contains or is joined by any models without the Hit and Run rule, then the unit loses the rule until these models are no longer a part of the unit. Note, that drones are unable to be fitted with the new thruster nozzles and will not gain the Hit and Run rule when taken as wargear. Vectored Thrusters are special issue and as such are limited to one unit per army.
Any constructive comments/critique will be appreciated.
Thanks, ff
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This message was edited 2 times. Last update was at 2010/05/17 07:14:42
Officially elevated by St. God of Yams to the rank of Scholar of the Church of the Children of the Eternal Turtle Pie at 11:42:36 PM 05/01/09
If they are too stupid to live, why make them?
In the immortal words of Socrates, I drank what??!
Tau-*****points(You really don't want to know) |
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![[Post New]](/s/i/i.gif) 2010/05/06 02:34:47
Subject: Re:Tau Fandex, looking for c&c
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Fireknife Shas'el
All over the U.S.
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Next up is my proposed battelsuit wargear list:
BATTLESUIT WARGEAR
The systems and options listed in this section are the wargear that is available to the various battlesuits. Wargear systems usually compete with weapons for the hard points that are available on a battlesuit but in some cases the systems may be taken as hard-wired. There is no benefit to taking more than one of each wargear item, so each system is limited to one per suit. The availability of these systems will be detailed under the units entry in the army list section of this Fan-dex.
Battlesuit Integration-In this process the hard-wired neural net is expanded into the motor function regions of the brain and the pilot trains to mentally command the battlesuit. This eliminates the lag time of hand operated controls but due to the complete mental emersion the pilot forgoes the use of any other hard-wired wargear. By undergoing Battlesuit Integration the pilot gains +1 initiative and +1 attack but may not take or make use of drones because the battlesuit would read the drones commands as its own. This system may only be taken as a hard-wired system.
Blacksun Filter-This is an advanced optical system that enables the equipped model to double the distance rolled when determining its spotting distance. While primarily for Night Fighting missions the black sun filter may be used any time the equipped model or unit is required to roll for spotting distance, but only models equipped with the black sun filter may benefit from its effects.
To’myr(Terran-Bonding Knife)-A ceremonial knife, which does not count as a close combat weapon, carried by Fire Caste units to signify that the team has undergone the ritual of the Ta’lissera and become bonded as a group. The effect of this is that the bonded team may attempt to regroup if below half strength, if the enemy is within 6”, or both. In Battlesuit units the bonding knife does not occupy a hard point and can be represented by a painted silhouette of the blade.
Command & Control Node(Commanders Only)-This is a secure AI-assisted system that provides tight-band short-ranged communication between commanders and eligible friendly units. The Command & Control Node allows any Fire Caste (Including the bearer’s unit) and eligible Vespid units to:
1) Choose to re-roll any leadership based test within 12” of the bearer.
2) Be placed into reserve if they fallback off of the table edge within 12” of the bearer.
Units placed in reserve by the Command & Control Node will be able to re-enter play at the beginning of the next player turn using the rules for reserves. These units return to play anywhere along the table edge by which they left and will consist of the exact same models and wounds with which they left. This system occupies one battlesuit hard point.
Drones-The rules for drones are covered under the drones section of the wargear chapter and the availability of which drone types will be listed under the vehicles entry in the Army List.
Hard-Wired Systems-Once a Fire Warrior becomes a Shas’ui but before donning a battlesuit the Shas’ui will undergo Hard-Wired Systems implantation. The implant uses nano-technology to create a self-constructing cybernetic neural overlay of the brain that allows for future hard-wired wargear, or direct interfaces to battlesuits and their systems. The basic implant functions as a direct drone interface or “drone controller“ as it is commonly called. Hard-Wired Systems eliminate the need to occupy a battlesuit hard-point with a specific piece of wargear which leaves space for other weapons or wargear. Any wargear that is capable of being hardwired will be noted in their entry in this section.
Multi-tracker-A sophisticated fire control system that enables a second battlesuit weapon system to track and fire upon a targeted unit. Models equipped with a multi-tracker may choose to use both the primary and a secondary weapon systems in the same turn, unless prohibited in the weapon systems profile, at any unit targeted by the battlesuit. The multi-tracker may, either, fill a single battlesuit hard-point or be taken as a hard-wired system.
Photon Launcher-This system combines a short ranged magnetic launcher and a high-capacity grenade filled magazine to create a dual-purpose piece of wargear. The Photon Launchers provide the following defensive and offensive capabilities:
1)Battlesuits become armed with defensive grenades for the purposes of close combat when equipped with photon launchers.
2)The Photon Launcher may be used to convey the Photon*special ability upon the primary weapon system providing that the battlesuit is equipped with a multi-tracker, the primary weapon is non-barrage, and the target is within line of sight and 18“. The Photon launcher is considered as the Secondary weapon system in this situation. The photon launcher will occupy one battlesuit hard-point.
Photon*- Any opened-topped vehicle or non-vehicle unit that takes damage or an unsaved wound from a weapon with the photon rule, will treat all movement as if in difficult terrain until the end of their next player turn. This will include taking any applicable dangerous terrain tests.
Positional Relay(Commander Only)-This wargear records battlefield data and relays it via encrypted micro-bursts to units that are in reserve. From the second turn onwards, as long as the bearer is on the table at the beginning of the turn, the Positional Relay may be used to bring in a single unit from reserve on a D6 roll of 2+. No other units may be deployed from reserve in any turn that the Positional Relay is used. Units arriving by use of the Positional Relay may choose to re-roll any Deep Strike scatter dice or Outflanking table edge rolls they must make. This system will occupy one battlesuit hard point.
Sho‘oni‘or‘es(Terran-Shield Generators)-Battlesuit and armour mounted shield generators differ from the smaller generators on shield drones in that they project a cohesive energy field powerful enough to protect the bearer from any attack. Shield Generators confer a 4+ invulnerable save upon any model equipped with them. The Sho’oni’or’es are energy intensive and may only be mounted to hard points designed to meet their power needs. This system occupies one battlesuit hard point.
Target Lock-This system allows battlesuit pilots to simultaneously engage separate or multiple targets. The Target Lock by itself enables the model to target a separate unit to that engaged by the rest of his own unit. If the model is equipped with a target lock, multi-tracker and two weapons systems the model may choose to target and fire at two different units in the same turn but will do so at -1 to its BS. The model must fire the primary weapon system at the same target as the rest of the unit. If the whole team is equipped with two weapons, multi-trackers, and target locks then the player must specify which unit is the target for the primary weapons systems. The Target Lock may, either, occupy one battlesuit hard point or be taken as a hard-wired system.
As always, constructive input appreciated.
Next up will be the weapons and battle suits lists
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This message was edited 1 time. Last update was at 2010/05/17 07:06:05
Officially elevated by St. God of Yams to the rank of Scholar of the Church of the Children of the Eternal Turtle Pie at 11:42:36 PM 05/01/09
If they are too stupid to live, why make them?
In the immortal words of Socrates, I drank what??!
Tau-*****points(You really don't want to know) |
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![[Post New]](/s/i/i.gif) 2010/05/07 11:26:14
Subject: Re:Tau Fandex, looking for c&c
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Terrifying Treeman
The Fallen Realm of Umbar
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It looks good so far, good to have you back into the fold.
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DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.
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![[Post New]](/s/i/i.gif) 2010/05/11 03:48:20
Subject: Tau Fandex, looking for c&c
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Shas'ui with Bonding Knife
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if there is still time to vote on this:
"The Hammerhead Main guns have both been updated but I would like to know:
Which would you like more for the Hammerhead? Do you want them to get a double Railgun option, To get the lance rule, or to get a special peircing rule that lets you roll an addition d6 as a glance on the damage table whenever a 4+ is rolled for Armour penetration?"
I'd vote all. they're all great, as double railgun (2 not TL right?) would be about the same as TL only there is a chance for another pen/glance. the lance means pen on 3+ period or a glance. and the last one would be nice (wep destroyed and immobilized could result in wrecked.)
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DQ:90S++G++M----B--I+Pw40k07+D+++A+++/areWD-R+DM+
bittersashes wrote:One guy down at my gaming club swore he saw an objective flag take out a full unit of Bane Thralls.
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![[Post New]](/s/i/i.gif) 2010/05/11 08:44:36
Subject: Re:Tau Fandex, looking for c&c
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Terrifying Treeman
The Fallen Realm of Umbar
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Meh, that however would cost a mind-bending amount of points.
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DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.
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![[Post New]](/s/i/i.gif) 2010/05/12 07:09:19
Subject: Re:Tau Fandex, looking for c&c
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Fireknife Shas'el
All over the U.S.
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@Wolfblade and Krellnus- Thanks for the positive feed back. I am looking at trying to keep this Fan-dex within the realms of reason. That is why I am asking for critique. I feel that currently I am one special rule over the top and need to prune the list of special rules.
@All Posters-Here is the next portion of the wargear list:
BATTLESUIT WEAPONS
In this section you will find the Tau battlesuit weapon systems covered in detail, including their rules and profiles. Some battlesuits come pre-equipped with the option to take different weapon systems, while other battlesuits must purchase all of their weapons systems as detailed under the options in their army list entry. Battlesuits must still follow Fire Caste Doctrine in that the first weapon system purchased, known as the primary weapon system, must be the same for all the battlesuits in the unit. This restriction does not apply when dealing with secondary weapons systems or Independent Characters unless other-wise noted. Battlesuits may be equipped with the same weapon system more than once but, if done, they count as separate systems unless the systems are purchased as twin-linked. If not already noted as twin-linked under the weapons entry in this section, weapon systems purchased as twin-linked will occupy double the number of hard-points listed. Special Issue weapons must always be purchased as the battlesuits primary weapon system and, with the exception of special characters, are limited to one such system per battlesuit and one such battlesuit unit per army.
Airbursting Fragmentation Projector*(Special Issue)-This weapon scatters fragmentation bomblets over a wide area. The bomblets have sophisticated proximity sensors that detonate at a height calculated to cause optimal destruction to the enemy while minimizing collateral damage. The Airbursting Fragmentaion Projectors are Special Issue because of the weapons mass and the difficulty in adapting barrage weapons to battlesuits. This weapon system occupies one battlesuit hard point.
Range 18" S 4 AP 5 Assault 1, Barrage, Large Blast, Ignores cover
Burst Cannon- This weapon is in general use by the Tau military forces, primarily within their battlesuit teams and on their vehicles. Utilizing the plasma induction technology from the Tau’s powerful and reliable pulse weaponry, the burst cannon is a multi-barreled weapon able to sustain high rates of fire. This weapon system occupies one battlesuit hard point.
Range 24" S 5 AP 5 Assault 3
Coil Rifle(Special issue)-These are the next generation of electromagnetically accelerated solid projectile weapons that have evolved from Railgun technology. The Coil Rifle is a lighter more portable cousin of the Rail Rifle that uses a smaller projectiles fired at a higher rate. These weapons are currently undergoing their last stage of battlefield testing and as such are considered to be special issue with the exception Drone Stealthbikes which do not count towards the number of units equipped with these weapons. This weapon occupies one battlesuit hard point.
Range 24" S 5 AP 1 Heavy 2
Cyclic Ion Blaster*(Special Issue)-Designed primarily for short-ranged use against groups of infantry, the Cyclic Ion Blaster is the smallest in the Tau’s Ion weapon family. This system generates a rapid sequential stream of high-energy particles from its four barrels, which gives it a higher rate of fire at a lower strength than its larger siblings. The Cyclic Ion Blasters are Special Issue because of their unique energy requirements and design. This weapon system occupies one battlesuit hard point.
Range 18" S 4 AP 4 Assault 4, EMP
*EMP- Ion weapons have regular power spikes that are characterized by electromagnetic pulses and hyper-accelerated particles. To represent the extra power of these pulses any armour penetration or to wound roll of a 6+ will count as being AP1.
Flamer-While not technologically advanced when compared to other Tau weapons systems, the flame throwers effectiveness can not be argued. The Tau Flamer sprays a highly combustible liquid gel past an igniter at high velocity. This fills the area in front of the weapon with burning gel that sticks to all it touches and from which there is no cover protection. This weapon system occupies one battlesuit hard point.
Range Template S 4 AP 5 Assault 1
Fusion Blaster- These fusion based weapons are used primarily for anti-tank purposes. These weapons are extremely effective against armour because they use the thermal energy of a fusion reaction to burn or melt their way through armour. The effectiveness of the Fusion Blasters use of thermal energy as opposed to other forms of radiation is proven by the weapon being AP 1 and rolling an extra D6 for armour penetration. This weapon system occupies one battlesuit hard point.
Range 12" S 8 AP 1 Assault 1, Melta
Ion Cannon-The Broadside variant of the Ion Cannon can only be mounted on the XV90 battlesuits. The Ion Cannon is an energy intensive weapon that uses Ion Particle beam technology that the Tau acquired from the alien race known as the Demi-Urg. The Ion Cannon is so energy intensive that, if the battlesuit moved, secondary weapons systems can not be fired in the same turn. These weapons occupy two battlesuit hard points.
Range 36" S 7 AP 3 Heavy 3, EMP
*EMP- Ion weapons have regular power spikes that are characterized by electromagnetic pulses and hyper-accelerated particles. To represent the extra power of these pulses any armour penetration or to wound roll of a 6+ will count as being AP1.
Plasma Rifle-Despite their tendency to explode when overheated, many races still use plasma weapons due to their strength, range, and effectiveness. The Tau have developed a more stable form of the weapon technology that foregoes a degree of strength in favour of operator safety by ensuring that the weapons never approach critical temperatures. This weapon system occupies one battlesuit hard point.
Range 24" S 6 AP 2 Rapid Fire
Railgun-(Broadsides Only)The battlesuit variant of the Railgun can only be mounted on the XV90 series Broadsides as a twin-linked system. The Railgun uses electromagnetic linear acceleration to launch solid projectiles that are capable of piercing the thickest armour and taking down the largest of enemies. The following profile already includes both Railguns mounted on a XV90 Broadside Battlesuit. This weapon system occupies two of the Broadsides hard points.
Range 72" S 10 AP 1 Heavy 1, Twinlinked
Smart Missile System-Combining AI-controlled adaptive missiles and launchers , this system allows for a choice between two distinct modes of fire. Because Smart Missiles are AI controlled, they ignore any penalties to their BS that might be imposed and use the AI’s Ballistic Skill of 3 in place of the firing models. Crisis battlesuits may take only a single Smart Missile System because it will occupy two of the three available battlesuit hard points. XV90 Broadside battlesuits take two of the Smart Missile System as a twin-linked system that occupies four hard points.
The modes of fire for the SMS are as follows:
Direct Fire-When there is line of sight to the target, the player may opt to use the higher powered Direct Fire mode. Because the target is acquired before launch, the AI focuses on adjusting both the missile and launcher for optimal range, speed, and detonation. By using the launchers magnetic locking rails as acceleration coils, setting the missiles booster to maximum, and configuring the warheads for a focused detonation missiles fired in this mode generate significantly higher recoil and power than smart fired missiles. Direct Fire missiles follow normal Line of Sight rules.
Range 36" S 7 AP 4 Heavy 2
Smart Fire-Whether there is line of sight to the target or not, the player may use the Smart Fire mode. Because launch occurs before the target is locked onto, the system performs a pre-programmed recoilless slow launch and pop-up maneuver that allows the AI time for target acquisition. Once the target is acquired, the AI maneuvers the missile past any intervening terrain, units or cover to strike its target. Smart Fired missiles need no line of sight, ignore cover, and are not affected by Night Fighting special rules.
Range 24" S 5 AP 5 Assault 2*, Ignores cover
*Note: Smart Fired missiles never counting as twin-linked but rather, they become assault 4 if the Smart Missile System is twin-linked.
And now the Armor Section
ARMOUR
In this portion of the Armoury you will find the various types and designations of the Tau’s infantry armour, battlesuits, and alien auxilla armour. The Tau equip their Fire Caste with a variety of different armour designs that while unit specific are all equipped with Sho’kara’dao . Their alien auxilla are supplied with armour designed for their unique physiology, combat styles, and varying technology levels depending upon cultural preferences.
While Fire Warrior and Alien Auxilla infantry armour are known by name only, the Tau Battlesuits have both a name and an alpha-numeric designation that begin with the letters XV followed by two model numbers. The first number indicates the battlesuits type and mass, with higher numbers indicating heavier battlesuits that have more hard-points. The second number denotes battlesuit chassis development level. The following is a key to understanding Tau battlesuit and armour designations:
XV10 Series “Al‘mont” Battlesuits-Roughly meaning “small battle”, Al’mont battlesuits are the earliest “light” battlesuit fielded by the Tau. More commonly known as “Skirmish suits”, the XV10 series are equipped with Jet-Packs, Markerlights, a Burst Cannon, and are the only battlesuits to be armed with infantry grenades. They were originally designed for elite operations but are now produced in a stripped-down version for battlefield use by Pathfinder Shas’ui preparing to become Shas’vre. XV10’s have an armour save of 4+.
XV20 Series M’kaara Battlesuits-Meaning “unseen”, the M’kaara XV20’s are also called “Stealth suits”. These are a more recent light battlesuit, designed for Pathfinder veterans, that are equipped with Jet-Packs, Markerlights, and Stealth Field Generators. Stealth suits are equipped with two hard points, one of which is occupied by a weapon and the other is for optional wargear. XV20’s have an armour save of 3+.
XV80 Kunas’re Battlesuits-Meaning “agile strength”, the Kunas’re XV80’s are the most powerful and heaviest battlesuits equipped with Jet-Packs. Known to outsiders as ”Crisis suits” the XV80’s are the most tactically flexible of the battlesuit designs due to the large variety of weapon and equipment options available. XV80’s are equipped with Jet-Packs and four hard points. Three of the hard-points can be used for weapons & wargear, but the fourth is fitted with improved power couplings for dedicated use by an optional Shield Generator. XV80’s have an armour save of 3+.
XV90 D’korst Battlesuits-Roughly translating to mean “Twin-death” the D’korst XV90 battlesuits are more commonly referred to as “Broadsides” and are the newest and most powerful of the Tau battlesuits. The newer and larger Broadsides, while far too heavy for jet-packs, have superior mobility and weapon options to their predecessors. The increased mass and advanced stabilizers of the XV90’s combine to provide enough recoil absorption and stabilization to allow them the option of firing as. The Broadsides use specialized battlesuit versions of hammerhead weapons as their primary weapons, and normal battlesuit weapons. XV90’s are equipped with six-hard points, Advanced Stabilization Systems, and Blacksun Filters. XV90’s have an armour save of 2+.
0-1) Prototypes- First generation battlesuit models, these are test chassis never seen on the battlefield.
2-3) Standard Issue- Earliest fielded models of a battlesuit type, these models are limited to basic equipment load outs.
4-5) Tactical Issue- Later battlesuit models retrofitted to take a variety of mission specific weapon and wargear upgrades.
6-7) Command Issue- Dedicated Command models with specialized communication equipment and wargear options.
8-9) Special Issue- Final models of a battlesuit type, these are used as battlefield test bed’s for the next generations systems.
B’xar’oni - Meaning “guides armour” the B’xar’oni armour is known to outsiders as “Scout Armour”. A less bulky version of Kass’xar’oni armour, the B’xar’oni armor forgoes a degree of protection for freedom of movement and stealth. It still contains integrated communication and bio-support systems. Models in scout armour have an armour save of 5+.
Jikita‘xar‘oni-Both meaning and known as “Kroot armour”, the Jikita’xar’oni is a vest the Tau designed to work cumulatively with the Kroots natural armour save. The Jikita’xar’oni is light weight and flexible enough as to offer no hindrance to the Kroots movement while improving their armour save by +1.
Kass’xar’oni- Meaning “Troop armour” the Xar’oni is more commonly referred to as “Composite Armour”. Using a nano-crystalline composite over a shock absorbent mesh bodysuit, the Kass’xar’oni is an extremely light-weight armour, containing integrated communication and bio-support systems. Models in composite armour have an armour save of 4+.
Will post the vehicle and infantry portions soon.
Let me know what you think.
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This message was edited 2 times. Last update was at 2010/06/29 12:40:23
Officially elevated by St. God of Yams to the rank of Scholar of the Church of the Children of the Eternal Turtle Pie at 11:42:36 PM 05/01/09
If they are too stupid to live, why make them?
In the immortal words of Socrates, I drank what??!
Tau-*****points(You really don't want to know) |
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![[Post New]](/s/i/i.gif) 2010/05/12 11:52:25
Subject: Re:Tau Fandex, looking for c&c
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Terrifying Treeman
The Fallen Realm of Umbar
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I like the detail you have placed into the weapons and suits however, I just have to bring one thing up for fluff purposes. As the Tau use an octadecimal (base 8 mathematics) should not the XV90 instead be the XV110? (You should have seen me when forge world named the newest suit the XV9, but then that is GW for you, logic = no no [end rant]).
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DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.
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![[Post New]](/s/i/i.gif) 2010/05/12 16:31:21
Subject: Re:Tau Fandex, looking for c&c
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Fireknife Shas'el
All over the U.S.
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@Krellnus- Thanks for that bit of info. If you have a better source for unit names please let me know and feel free to post them. I named the xv90's because:
1)Didn't know about the octidecimal math fluff.
2)The mathmatical mechanics of their army suggests that they work off of a system based on 3's and their multiples.
3)I just like the name.
Now for some of thr troops stuff:
INFANTRY ARMOURY
The Tau field a wide variety of infantry units with equipment needs that differ according to race or purpose. This section is split into the Infantry Weapons and Infantry Wargear sub-sections where you will find the weapons and equipment the Tau Empire issue to their basic troops or allow their alien auxilla to field as effective complement to the Fire Caste.
Infantry Weapons
This section contains the weapons used by Tau Fire Caste and Alien Auxilla infantry units.
Bola Snares-(Kroot Only)These weapons are used to take down large and dangerously powerful creatures by entangling their feet and limbs. Bola Snares are used after an assault is declared but before models are moved into base to base contact, at which point, each Kroot equipped with Bola Snares may sacrifice 1 attack to roll a D6 for the following:
For each roll of 5+ a Monstrous Creature or Walker will lose 1 attack from its base profile. If the unit is a squad or squadron, the controlling player determines which models are affected. If the model is reduced to 0 base attacks then it is brought down and becomes a casualty, with its wounds applying to combat resolution. Resolve the rest of the combat normally.
EMP Grenades-These Grenades are used in assaults against vehicles. EMP Grenades emit a brief but powerful electromagnetic pulse that can cause overloads in various vehicle power systems. These overloads come in the form of overheat which causes melted or burned out components and sometimes critical system fires. EMP grenades follow the normal rules for grenades when hitting vehicles, but has unique rules for determining armour penetration. A D6 is still rolled but each roll of 4 or 5 causes a glancing hit and each roll of 6 is a penetrating hit, regardless of armour value. Damage rolls are made as normal.
Flamer-While not technologically advanced when compared to other Tau weapons systems, the flame throwers effectiveness can not be argued. The Tau Flamer sprays a highly combustible liquid gel past an igniter at high velocity. This fills the area in front of the weapon with burning gel that sticks to all it touches and from which there is no cover protection.
Range Template S 4 AP 5 Assualt 1
Fusion Blaster-These fusion based weapons are used primarily for anti-tank purposes. These weapons are extremely effective against armour because they use the thermal energy of a fusion reaction to burn or melt their way through armour. The effectiveness of the Fusion Blasters use of thermal energy as opposed to other forms of radiation is proven by the weapons ability to pentrate armour.
Range 12" S 8 AP 1 Assault 1, Melta
Honour Blade-These are extremely sharp glaives or double-ended spears with broad-blades used by Tau Aun in stylized duels of weapon mastery that are supposed to be bloodless. Honour Blades are also effective two-handed close combat weapons that add +2 to the wielders Strength.
Jikita Gun-A larger caliber version of the Kroot Rifle, the Jikita Gun is so large and powerful that it must be mounted on the back of a Krootox for a stable platform and must have a Kroot available to operate the gun. The Jikita Gun finds use as an anti-light vehicle weapon and is effective against targets with a high toughness value.
Range 48" S 7 AP 4 Rapid Fire
Kroot Pistol- Firing the same enhanced ammunition as the Kroot Rifle, the Kroot Pistol has the same strength and AP as the rifle but is a pistol and follows the rules for such in the Warhammer 40K Rulebook. Kroot equipped with pistols and hunting knives are considered to be armed with a pair of close combat weapons and as such receive +1 attacks.
Range 12" S 4 AP 6 Pistol
Kroot Rifle- Originally a primitive slug-thrower, that relied upon chemical propellant and kinetic energy, the Tau adapted the weapon to fire a charged pulse round. The new round consists of a cartridge loaded with an improved chemical propellant ammunition has made the Kroot Rifle into a weapon suitable for combat in the 41st millennium with strength, range, and armour penetration values comparable to most standard issue infantry weapons. The muzzle and stock of the Kroot Rifle are fitted with blades as throwback to traditional Kroot fighting staves. The Kroot’s strength and incredible hand speed make these blades effective in close combat. Any Kroot with a Kroot Rifle is considered to be armed with two close combat weapons and as such receive +1 attacks.
Range 24" S 4 AP 6 Rapid Fire
Jikita Rocket-The Kroot, with Tau assistance, have used their incredible ability for mimicry to create a crude yet equally powerful copy of the Tau‘s Kles’sho warhead and combine it with their basic knowledge of rocketry. The resulting Jikita Rocket is a very powerful short-ranged “fire and forget” missile that is cumbersome and requires the stability of being mounted on a Krootox in order to have any mobility or accuracy. Effective against all unit types the Jikita Rockets primary use has been as an anti-tank weapon.
Range 18" S 9 AP 2 Heavy 1
Or’es Lasgun-(Gue’Vesa Only) The Tau repay those who join the empire with technological support, while leaving them burden of production. Doing such eases the logistical demands of fielding interspecies forces while allowing each race access to maintainable weapons with which they are accustomed. The reasons the Tau adapted and enhanced the Lasgun was the ease of doing such and the weapons reliability. They only had to adapt the weapon to the Tau’s energy cells and refine the emitters.
Range 18" S 3 AP 3 Rapid Fire
Or’es Laspistol-(Gue’Vesa Only)A smaller version of the Or’es Lasgun, the Or’es Laspistol has the same strength and AP as the rifle but is a pistol and follows the rules for such in the Warhammer 40K Rulebook.
Range 12" S 3 AP 3 Pistol
Photon Grenades-These are defensive grenades that blind and disorient attackers with multi-spectral light and explosive sonic concussions. The rules for defensive grenades are covered in the Warhammer 40K Rule Book.
Plasma Rifle-Despite their tendency to explode when overheated, many races still use plasma weapons due to their strength, range, and effectiveness. The Tau have developed a more stable form of the weapon technology that foregoes a degree of strength in favour of operator safety by ensuring that the weapons never approach critical temperatures.
Range 24" S 6 AP 2 Rapid Fire
Power Weapon-(Gue’Vesa Only)Surrounded by a lethal haze of disruptive energy, power weapons are close combat weapons that ignore armour saves. The rules for power weapons are in the Warhammer 40K Rule Book.
Pulse Carbine- The Pulse Carbine sacrifices range for portability and use of the under slung photon grenade launcher.
Range 18" S 5 AP 5 Assault 1, Photon*
Photon*- Any opened-topped vehicle or non-vehicle unit that takes damage or an unsaved wound from a weapon with the photon rule, will treat all movement as if in difficult terrain until the end of their next player turn. This will include taking any applicable dangerous terrain tests.
Pulse Pistol-This is a pistol version the Tau pulse weapon family. It is issued to battlesuit pilots as a hold-out weapon and given to Gue’Vesa Sgt’s as a weapon option.
Range 12" S 5 AP 5 Pistol
Pulse Rifle-The Tau use their superior technology to arm their fire warriors with the most powerful standard issue infantry rifle currently known. These weapons use an induction field to accelerate particles down the length of the weapons barrel. These particles, in reaction with the fields energy, break down into high-velocity plasma pulses that have considerable power.
Range 30" S 5 AP 5 Rapid Fire
Vespid Neutron Blaster-A hybrid of Vespid and Tau technology, the Neutron Blaster uses a Tau designed neutron generator that incorporates a focal crystal grown and only usable by the Vespids. Using harmonic frequencies emitted by the Vespids wings, the crystal directs the neutron radiation into a cone shaped burst that bathes the area of its effect with deadly.
Range Template S 5 AP 3 Assault 1
Infantry Wargear
This section contains the wargear used by the Tau Fire Caste and Alien Auxilla infantry units.
To’myr(Terran-Bonding Knife)-Meaning “soul blade” this is a ceremonial knife, which does not count as a close combat weapon, carried by Fire Caste units to signify that the team has undergone the ritual of the Ta’lissera and become bonded as a group. The effect of this is that the bonded team may attempt to regroup if below half strength, if the enemy is within 6”, or both. If the bearer is slain then it is assumed that another squad member recovers the blade.
Mesme’ro‘elan(Terran-Communion Helm)-Given by the Tau to the Vespid leader caste, these helmets are equipped with Direct Interfaces and Sho’kara displays. The Communion Helm allows the Strain Queens to purchase drones and the entire Vespid unit to benefit from Positional relay and Command & Control Node effects.
Hard-Wired Systems-Once a Fire Warrior becomes a Shas’Ui but before donning a battlesuit the Shas’Ui will undergo Hard-Wired Systems implantation. The implant uses nano-technology to create a self-constructing cybernetic neural overlay of the brain that allows for future hard-wired wargear, or direct interfaces to battlesuits and their systems. The basic implant functions as a direct drone interface or “drone controller“ as it is commonly called.
Mon’kor’tak(Terran-Smoke Bombs)-(Kroot Only)These one use per game items are filled with a mixture of naphtha, creosote, animal fat and Kroot excretions that when ignited throws off a visually impenetrable screen of smoke and heat. Smoke Bombs are deployed at the beginning of the units shooting phase and their effect lasts until the beginning of the units next movement phase. The unit cannot run, shoot, or initiate an assault in the same turn that they use their smoke bombs. The effect of smoke bombs is that no line of sight may be drawn to, through, or from the Kroot squad that used them.
Sho’kara‘dao(Terran-Energy Imaging Displays “EID‘s”)-These are multi-spectrum imaging systems built into Fire Caste armour, weapons and vehicle weapons systems. The Sho’kara’dao is used to spot the energy signatures of unseen enemies and read markerlight hits on enemy units. Units equipped with the Sho’kara’dao gain the Night Vision/Acute Senses USR and the ability to make use of markerlight hits.
Next up will be the vehicle portion of the armoury.
Let me know what you think of the fan-dex so far. Really looking for feed back on some of the new stuff.
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This message was edited 3 times. Last update was at 2010/05/18 17:58:12
Officially elevated by St. God of Yams to the rank of Scholar of the Church of the Children of the Eternal Turtle Pie at 11:42:36 PM 05/01/09
If they are too stupid to live, why make them?
In the immortal words of Socrates, I drank what??!
Tau-*****points(You really don't want to know) |
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![[Post New]](/s/i/i.gif) 2010/05/12 16:37:48
Subject: Re:Tau Fandex, looking for c&c
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Hanging Out with Russ until Wolftime
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Only thing I disagree with at first glance is the Photon Rule affecting vehicles. Just seems a tad "off" really. Can't explain why though!
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Got 40k Rules Question? Send an e-mail to Gwar! for your Confidential Rules Queries.
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![[Post New]](/s/i/i.gif) 2010/05/12 16:46:21
Subject: Tau Fandex, looking for c&c
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Fixture of Dakka
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Looks good; though I do wish the kroot rifle could be assault instead of rapid fire. I'd be willing to lose a shot if it meant I'd be able to use them for their primary purpose, assault and close combat.
The AP on the las weapons seems really low, even considering the low strength of the weapon. I like it but don't think it should be more powerful than the tau weapons (comparatively if you take into account the lower points value for Gue’Vesa troops. I think they're 6 or 7 points, right? And they're better in close combat than firewarriors...especially with access to power weapons which makes them even more useful in mobs than the kroot.
I think your carbine solution is both useful and elegant.
I LOVE the bola snares idea. Yeah, my 20 man block of kroot just killed your daemon prince, have a nice day.
Edit:
Didn't see the markerlight in the list.
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This message was edited 1 time. Last update was at 2010/05/12 16:50:37
Six mistakes mankind keeps making century after century: Believing that personal gain is made by crushing others; Worrying about things that cannot be changed or corrected; Insisting that a thing is impossible because we cannot accomplish it; Refusing to set aside trivial preferences; Neglecting development and refinement of the mind; Attempting to compel others to believe and live as we do |
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![[Post New]](/s/i/i.gif) 2010/05/12 16:55:13
Subject: Tau Fandex, looking for c&c
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Fireknife Shas'el
All over the U.S.
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I agree about regular vehicles.
The thought with the open-topped vehicles was, "What happens if one of these lands in your lap while your driving?". Also that Photons affecting dreads in cc was a bit of precedent.
I am open to suggestions on this and have gone through several versions of this rule so far.
BTW, Thanks. And please point out any glaring rules conflicts. It is important to me that I get the rules better than the current codex.
Automatically Appended Next Post:
agnosto wrote:Looks good; though I do wish the kroot rifle could be assault instead of rapid fire. I'd be willing to lose a shot if it meant I'd be able to use them for their primary purpose, assault and close combat..
I gave them the pistol as an in between. Felt that the rifle would make them a little too good in the assault role.
Are you happy with the compromise?
agnosto wrote:The AP on the las weapons seems really low, even considering the low strength of the weapon. I like it but don't think it should be more powerful than the tau weapons (comparatively if you take into account the lower points value for Gue’Vesa troops. I think they're 6 or 7 points, right? And they're better in close combat than firewarriors...especially with access to power weapons which makes them even more useful in mobs than the kroot..
Actually the Gue'vesa will be Tau versions of Storm Troopers with the same pricing as current IG stormies. I am trying very hard to keep the Tau from becoming Xenos IG. The fluff behind this is that Farsight takes a couple of the best units from human worlds as payment for his military aid/support. Farsight then takes these units and trains them up to the Tau way of war, making them equivalent to storm troopers.
agnosto wrote:Didn't see the markerlight in the list.
They have their own section in the Armoury and are posted just before the battlesuits
Thank you for the carbine compliment and for the input, please keep it coming.
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This message was edited 3 times. Last update was at 2010/05/12 17:26:54
Officially elevated by St. God of Yams to the rank of Scholar of the Church of the Children of the Eternal Turtle Pie at 11:42:36 PM 05/01/09
If they are too stupid to live, why make them?
In the immortal words of Socrates, I drank what??!
Tau-*****points(You really don't want to know) |
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![[Post New]](/s/i/i.gif) 2010/05/12 17:18:54
Subject: Tau Fandex, looking for c&c
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Chaplain with Hate to Spare
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Well, you guys (^) have saved me a lot of pointing out. Just for me, the fusion rifle (I think IIRC) is str 8 ap 1, but should NEVER have the melta rule, because it isn't a melta weapon; it's not a heat ray!
'nuff said.
Anyways, tau don't like meltas, and I very much think it should stay that way.
Most other races just use a lascannon or melta weapon, or some equivelant as a standard anti tank. Tau rely on railguns for AV14 killyness, and just generally killing hard stuff (and any other stuff besides). Fusion rifle is quite good at killing anything up to AV 12.. after that is a bit pointless. I'd make it assault 1, 12". That'd make it an interesting choice!
Also, where's the cyclic ion wotsit? Okay, okay, nice work. Don't lemme rush you, I'm just doing a bad job of rapping up this post :p
Ah well, keep it coming, Tau do need help. Sorely. But I still feel sorry for nids
They've stolen the orks' title of 'cute'.
Anyway, so cyclic wotsits should become normal wargear, maybe s4 and D6+2 attacks at ap -
Seems fair to me, maybe 20pts or so? The extra str than in the previous codex makes it better, and D6+2 is nice I think. It's not the greatest weapon, but it's a fun weapon. Give it a decent range at sit back.
Also, maybe Tau heavy weapon squads? Not to be put into Fire Warrior units, as per the fluff, but dedicated infantry units for heavy weapons? Essentially a Tau rip-off of the guard heavy weapons team, but I think it'd be awesome! Cyclic Ion, TL-plasma rifle, maybe even a railgun? These things as infantry teams I would like to see.
^ never thought I'd write that much for Tau. Guess I like 'em after all :p
Also, Kroot: FC and 5+ save? Automatically Appended Next Post: Just read the post before mine, wasn't there before I posted
Gue'vesa --- Don't make them stormtroopers. They should be the cheap hold-that-objective unit IMO. Although that's what half the army does xD
But, IMO, 5+ save, drop the ap3 and give them some neat special/unique wargear and a whole bunch of special rules options, like the missions for the Stormtroopers or the Desperados rules for the penal legion. Also, here's a good upgrade (assuming they all have bs3): Veterans - The entire unit gets +1 BS for 3pts per model.
Anyways, Gue'vesa aren't exactly 'common' nor are they frontline troops, although I'm no tau expert. They should have a 0-1 limit as troops or something, or be elites. Maybe even the option of Fast attack if they have the option of a tau-valk if you make an equivelant  .
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This message was edited 1 time. Last update was at 2010/05/12 17:23:44
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![[Post New]](/s/i/i.gif) 2010/05/12 17:24:23
Subject: Tau Fandex, looking for c&c
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Screaming Shining Spear
NeoGliwice III
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agnosto wrote:I LOVE the bola snares idea. Yeah, my 20 man block of kroot just killed your daemon prince, have a nice day.
No wonder you love it. 2 kroot warriors killing Venerable Dreadnought.. Yeah, I don't buy it..
Bypassing saves, toughness, invs, eternal warrior and vehicle damage table isn't something I'd expect from a rope with two rocks.
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Good things are good,.. so it's good
Keep our city clean.
Report your death to the Department of Expiration |
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![[Post New]](/s/i/i.gif) 2010/05/12 17:28:32
Subject: Tau Fandex, looking for c&c
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Chaplain with Hate to Spare
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Macok wrote:agnosto wrote:I LOVE the bola snares idea. Yeah, my 20 man block of kroot just killed your daemon prince, have a nice day.
No wonder you love it. 2 kroot warriors killing Venerable Dreadnought.. Yeah, I don't buy it..
Bypassing saves, toughness, invs, eternal warrior and vehicle damage table isn't something I'd expect from a rope with two rocks.
But then again you don't expect sphess chickens now do you..
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![[Post New]](/s/i/i.gif) 2010/05/12 17:37:57
Subject: Tau Fandex, looking for c&c
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Fireknife Shas'el
All over the U.S.
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Macok wrote:No wonder you love it. 2 kroot warriors killing Venerable Dreadnought.. Yeah, I don't buy it..
Bypassing saves, toughness, invs, eternal warrior and vehicle damage table isn't something I'd expect from a rope with two rocks.
It would take more than 2 kroot warriors. Each Kroot gets to only roll a single d6. Now if you feel that the rule should be taken down to a roll of a six for the line to entangle, I will be happy to discuss and consider such.
About by passing saves and such, hey it is what the Tau do and any race working with the tau should share some of the same abilities.
Thank you for the critical analysis. It showed me a place where the wording could be better. Please, keep it coming
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Officially elevated by St. God of Yams to the rank of Scholar of the Church of the Children of the Eternal Turtle Pie at 11:42:36 PM 05/01/09
If they are too stupid to live, why make them?
In the immortal words of Socrates, I drank what??!
Tau-*****points(You really don't want to know) |
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![[Post New]](/s/i/i.gif) 2010/05/12 18:16:22
Subject: Tau Fandex, looking for c&c
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Screaming Shining Spear
NeoGliwice III
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Ok, it would take 2 very lucky kroot warriors.
Let's talk only about them for now.
Now, let's take a band of 20 kroot. Don't know the price change but from what I've seen:
All stats remain the same. Added 6+ save, FC, and pistols. Options for 5+ save, 1 turn shooting immunity and bolas. They have also gained option for low range lascannons.
Taking under consideration bolas, there is no walker, no walker squadron, no MC that will survive assault from 20 kroot. With average luck more than 6 attacks reduced.
We have 20 shots at S4 and 40 attacks at S5 during the assault. Most of the vehicles can now be penetrated, instead of just glanced.
More or less 6 MEQs on the charge are killed. GEQs are devastated.
How much is the single kroot now? Becasue it seems that they can now take on everything and have become very powerful and versile unit.
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Good things are good,.. so it's good
Keep our city clean.
Report your death to the Department of Expiration |
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![[Post New]](/s/i/i.gif) 2010/05/12 19:08:20
Subject: Tau Fandex, looking for c&c
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Fixture of Dakka
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Macok wrote:agnosto wrote:I LOVE the bola snares idea. Yeah, my 20 man block of kroot just killed your daemon prince, have a nice day.
No wonder you love it. 2 kroot warriors killing Venerable Dreadnought.. Yeah, I don't buy it..
Bypassing saves, toughness, invs, eternal warrior and vehicle damage table isn't something I'd expect from a rope with two rocks.
Never saw the scene in Return of the Jedi when the Ewoks took down the walker?
About the Kroot; maybe it wouldn't feel OP if you tied the FC to the shaper. If the unit includes a shaper, the unit gets FC.
@Darkvoid: Fusion Blasters are already melta in the Tau book. Besides, as far as troops go, melta guns are melta too and they have the same statline.
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This message was edited 1 time. Last update was at 2010/05/12 19:11:25
Six mistakes mankind keeps making century after century: Believing that personal gain is made by crushing others; Worrying about things that cannot be changed or corrected; Insisting that a thing is impossible because we cannot accomplish it; Refusing to set aside trivial preferences; Neglecting development and refinement of the mind; Attempting to compel others to believe and live as we do |
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![[Post New]](/s/i/i.gif) 2010/05/12 19:55:09
Subject: Tau Fandex, looking for c&c
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Screaming Shining Spear
NeoGliwice III
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agnosto wrote:Never saw the scene in Return of the Jedi when the Ewoks took down the walker?
Dude, Epic win
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Good things are good,.. so it's good
Keep our city clean.
Report your death to the Department of Expiration |
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![[Post New]](/s/i/i.gif) 2010/05/12 21:15:08
Subject: Re:Tau Fandex, looking for c&c
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Tough Tyrant Guard
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Just an idea of how to make the skyray feel more like the long ranged missile support platform it is supposed to be. Keep all of it's base options, but add in a few new goodies.
First would be a second missile rack with 2 more marker lights for somewhere between 60 and 100 points.
Second is the option to purchase reloader drones for 25-50 points. Each drone can reload d3 missiles per turn, and there would be a max of 1 drone per missile rack. Drones are counted as ''defensive weapons'' for the purposes of weapon destroyed result.
Possibly give it stealth field generators? Oh and the revamped SMS is excellent.
On a slight divergence, are the FW hammerhead turrets going to be added? I personally think they're overkill considering what you get now. Perhaps have a hammerhead only option to make the main gun twin linked/ignore cover? give the railgun a JOWW-esque ability? (I'd imagine a 75mm tungsten-iridium sabot traveling at 3/4 the speed of light hurting things on the way to the target) Have sub-munition ignore cover? (ever seen how current artillery sub-munitions work?)
Are you going to do something about ethereals/space pope? and the whole numbering thing mentioned is somewhat correct. They use numbers to note what the suit's role/operational status/command level is.
Are you going to introduce a generic XV-22 commander?
I don't really like the idea of a tau "valkyrie", why would they want to bring their troops closer to the enemies? I'd like to see some of the tau aircraft brought in , but not a transport.
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![[Post New]](/s/i/i.gif) 2010/05/12 21:21:49
Subject: Re:Tau Fandex, looking for c&c
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Focused Fire Warrior
5 miles north of Funkytown
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Just some overall commnents.
If this is an 'upgrade' to the tau codex, wouldn't all of the special issue gear become regular gear?
That then gives you an opportunity to think up some of your own special issue gear.
Advanced Stabilizers-Most Tau battlesuits have high-tech stabilization systems that help the pilot to bring the weapons to bear while maintaining full mobility. The XV90 Broadside weapon systems are so powerful that the standard battlesuits stabilizers are unable to compensate. The Tau developed a more advanced system that sacrifices a level of accuracy to give the Broadsides some mobility while firing their heavy weapons systems. Advanced Stabilizers allow the player to choose during their movement phase, of whether to use the system or not. In any turn the player chooses to use the Advanced Stabilizers system, the Broadsides will move and shoot using the Relentless USR , but with a -1 penalty to their BS. In turns when this system isn’t used the unit will move and shoot as normal infantry.
I myself like the ASS as it was before, what is your purpose for changing it?
Iridium Armour*(Special Issue)-The Tau have developed a complex process where the normally brittle material, Iridium, is impregnated into the surface of a battlesuits nano-crystalline composite armour. The resulting alloy composite increases the battlesuits resilience, giving the model +1 to its Toughness. Production time and increased maintenance are the reasons why this type of armour is limited. This armour upgrade is special issue and as such is limited to one battlesuit team per army.
0
I like this idea better, yet as I have stated before, this should be standard issue
Sho’kara‘dao(Terran-Energy Imaging Displays “EID‘s”)-These are multi-spectrum imaging systems built into Fire Caste armour, weapons and vehicle weapons systems. The Sho’kara’dao is used to spot the energy signatures of unseen enemies and read markerlight hits on enemy units. Units equipped with the Sho’kara’dao gain the Night Vision/Acute Senses USR and the ability to make use of markerlight hits.
Would this mean that you would have to buy this to be able to use markerlights? :/
Battlesuit Integration-In this process the hard-wired neural net is expanded into the motor function regions of the brain and the pilot trains to mentally command the battlesuit. This eliminates the lag time of hand operated controls but due to the complete mental emersion the pilot forgoes the use of any other hard-wired wargear. By undergoing Battlesuit Integration the pilot gains +1 initiative and +1 attack but may not take or make use of drones because the battlesuit would read the drones commands as its own. This system may only be taken as a hard-wired system.
Another one that I really like, this would make sure our lovely little suits can take something out before they die horribly
Photon Launcher-This system combines a short ranged magnetic launcher and a high-capacity grenade filled magazine to create a dual-purpose piece of wargear. The Photon Launchers provide the following defensive and offensive capabilities:
Is this going to do damage also? Like the photon missile you had in an earlier post?
Im not really liking the primary and secondary weapons also, just too complicated...
Cyclic Ion Blaster*(Special Issue)-
Im really loving the change here. good stuff
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The best thing about this particular signature is that by the time you realise it doesn't say anything it's far too late to stop reading it.
-Courtesy of TheBlueRedPanda
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![[Post New]](/s/i/i.gif) 2010/05/12 22:34:21
Subject: Tau Fandex, looking for c&c
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Fireknife Shas'el
All over the U.S.
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Macok wrote:Now, let's take a band of 20 kroot. Don't know the price change but from what I've seen:
All stats remain the same. Added 6+ save, FC, and pistols. Options for 5+ save, 1 turn shooting immunity and bolas. They have also gained option for low range lascannons.
Taking under consideration bolas, there is no walker, no walker squadron, no MC that will survive assault from 20 kroot. With average luck more than 6 attacks reduced.
We have 20 shots at S4 and 40 attacks at S5 during the assault. Most of the vehicles can now be penetrated, instead of just glanced.
More or less 6 MEQs on the charge are killed. GEQs are devastated.
How much is the single kroot now? Becasue it seems that they can now take on everything and have become very powerful and versile unit.
Not sure where you got them having furious charge. It is something I've been thinking about but only when tied to a master shaper or shaman, haven't decided which.
The kroot have the following stats:
Kroot-..................................... WS 4 BS 3 S 4 T 3 W 1 I 4 A1 Ld 6* Save 6+
Kroot hounds-.......................... WS 4 BS - S 4 T 3 W 1 I 5 A2 Ld 6 Save -
Krootox-.................................. WS 4 BS - S 6 T 5 W 3 I 3 A3 Ld 6 Save 5+
Shaper-................................... WS 4 BS 3 S 4 T 3 W 2 I 4 A3 Ld 6* Save 6+
Shaman-.................................. WS 4 BS 3 S 4 T 3 W 3 I 3 A3 Ld 6* Save 6+
Master Shaper (Mataba Prok?)-.... WS 5 BS 4 S 4 T 3 W 3 I 4 A4 Ld 9 Save 4+*?
They come equipped with Kroot Rifles and the Krootox comes with a Jakita Gun(Kroot Gun) that one of the squad members fires.
Brought back the mercenary rule where the Kroots leadership goes up based upon the number of upgrades purchased with a max leadership of 9.
Kroot start at same price they are currently. Krootox is 40pts and hounds are 5pts.
Kroot Squads come with shaper included and his points are included into the units cost.
Kroot Stalker kindred will be a troop choice that includes Kroot hounds. Starting squad strength is 1 shaper 7 kroot and 4 hounds. Has option to double unit size. Unit has infiltrate.
Kroot Hunter kindred will be a heavy support choice that includes Krootox. Starting squad strength is 1 shaper 7 kroot and 2 krootox. Has option to double unit size. Unit has scout.
Krootox takes 2 spaces loaded into a transport.
Squads will have to test for rage if: a) number of hounds outnumbers kroot or b) units containing krootox fall below 50%.
Unless the master shaper is taken Tau armies may only take one of each type of kindred.
Master shaper may be upgraded to Mataba Prok who has the kindred of prok special rule where the kroots leadership is boosted by +1.(This one is questionable and am working on the Mataba Prok character.
How does this sound?
Automatically Appended Next Post: mythological wrote:Just some overall commnents.
If this is an 'upgrade' to the tau codex, wouldn't all of the special issue gear become regular gear?
That then gives you an opportunity to think up some of your own special issue gear.
I decided to slightly evolve the Tau rather than make a big jump forward. The crisis suits no longer being twin linked when buying two of the same weapon was already a big difference and I did increase special issue to the whole unit.
Also, If you look closely you will see a lot of new stuff hidden in the wargear and weapons.
mythological wrote:I myself like the ASS as it was before, what is your purpose for changing it?
Broadsides are now BS 4. I used the -1 to BS, while moving, as a way to balance the unit against being OP.
mythological wrote:I like this idea better, yet as I have stated before, this should be standard issue
I think that a squad + 1 IC + 1 SC with this Iridium armour is enough. It would make the army to powerful to have 3 teams of T 5 broadsides + the Broadside commander + His broadside retinue.
mythological wrote:Would this mean that you would have to buy this to be able to use markerlights? :/
Only the Gue'vesa.  Kroot won't use them and the rest of the Tau get them as standard issue.
mythological wrote: Another one that I really like, this would make sure our lovely little suits can take something out before they die horribly 
Yeah, I invented the Battlesuit Integration primarily as a tool for Farsights army, but I expect this wargear to get used by many before they realize it is best in the Farsight enclave. Might make a free upgrade for his army.
mythological wrote:Is this going to do damage also? Like the photon missile you had in an earlier post?
No, the Photon Launcher only adds the photon rule to the weapon it is used with. It also arms the battlesuit with defensive grenades,
mythological wrote:Im not really liking the primary and secondary weapons also, just too complicated...
It gets easier with use and when you see the army list.
This help?
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This message was edited 2 times. Last update was at 2010/05/13 05:13:06
Officially elevated by St. God of Yams to the rank of Scholar of the Church of the Children of the Eternal Turtle Pie at 11:42:36 PM 05/01/09
If they are too stupid to live, why make them?
In the immortal words of Socrates, I drank what??!
Tau-*****points(You really don't want to know) |
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![[Post New]](/s/i/i.gif) 2010/05/13 06:21:18
Subject: Tau Fandex, looking for c&c
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Terrifying Treeman
The Fallen Realm of Umbar
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Again good work on the detail, although I am curious as to how you named the wargear.
As for the math fluff.... I do not recall where I heard it, although I believe it came from the 3rd ed book saying something that it was due to them only having 4 digits on each hand.
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DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.
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![[Post New]](/s/i/i.gif) 2010/05/13 17:12:16
Subject: Tau Fandex, looking for c&c
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Fireknife Shas'el
All over the U.S.
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Krellnus wrote:Again good work on the detail, although I am curious as to how you named the wargear.
As for the math fluff.... I do not recall where I heard it, although I believe it came from the 3rd ed book saying something that it was due to them only having 4 digits on each hand.
I used the lexicon from a certan fansite.
I am going to be busy for the next few days so I am posting some of the Vehicle upgrades/equipement now:
VEHICLE ARMOURY
The Tau make use of an extensive variety of weapons and optional systems on their vehicles. This is due to, both, the Tau’s reliance upon technology and their use of alien auxilla. The Vehicle Armoury has been split into the following Upgrades and Weapons sections to help the player more easily equip his vehicles,.
Vehicle UPGRADES
This section contains system rules and descriptions for the upgrades available to Tau and Gúe’vesa vehicles.
Advanced Stabilizers-A sophisticated weapon stabilization system that compensates for vehicle movement and speed by automatically adjusting the weapons to accurately track with its targets. The vehicle version of the Advanced Stabilizers allow equipped Tau skimmers to fire their weapons as if they are fast vehicles but will do so at -1 to its BS if the vehicle moves more than 6”.
Blacksun Filter- This is an advanced optical filter that enables the equipped model to double the distance rolled when determining the spotting distance. While primarily for Night Fighting missions the black sun filter may be used any time the equipped model or unit is required to roll for spotting distance.
Disruption Pod-The Disruption Pod makes it hard to target Tau vehicles at range by emitting image distorting waves in the visual, thermal and magnetic spectra. The Disruption Pod confers upon the equipped vehicle, and any units that have all models within 3”of the hull, a 4+ cover save from any non-barrage weapons firing more than 12” distance from the vehicle.
Drones-The rules for drones are covered under the drones section of the wargear chapter and the availability of which drone types will be listed under the vehicles entry in the Army List.
Flechette Discharger-Powerful clusters of reactive charges are attached to the hulls of many Tau vehicles. When enemy units attempt to assault these vehicles, the charges fire off, sending vicious clouds of high-velocity flechettes into the enemy. The effect of this is that any model attacking the vehicle in close combat will be wounded on a D6 roll of 3+, with saves allowed, before the enemy resolves his attacks.
Landing Gear-Though they use advanced anti-grav technology many Tau vehicles are fitted with basic landing gear in case they become immobilized or need to land for any reason. In any turn that the vehicle doesn’t move the skimmer may choose to land. While landed the vehicle will be removed from its base, be unable to turn to face, and stop being a skimmer until it moves again. Landing Gear provide a stable firing base that conveys +1 to the vehicles BS for as long as it remains landed.
Multi-Lock-This is an advanced targeting system that uses AI assistance in acquiring separate or multiple locks. The Multi-Lock enables a lone vehicle to target two separate units in the same turn. If the vehicle is part of a squadron, the Multi-Lock allows the vehicle to Target and fire, one or all of its weapon systems, upon a unit different from the rest of the squadron.
Recoil Reduction-Standard equipment on Tau Hammerheads, this system partially compensates for recoil from non-heavy weapons fire through the use of specialized shock dampening weapons mounts. The Recoil Reduction system allows the equipped vehicle to treat strength 5 rapid fire and assault weapons as defensive.
Sho’kara‘dao(Terran-Energy Imaging Displays “EID‘s”)-These are multi-spectrum imaging systems built into Fire Caste armour, weapons and vehicle weapons systems. The Sho’kara’dao is used to spot the energy signatures of unseen enemies and read markerlight hits on enemy units. Units equipped with the Sho’kara’dao gain the Night Vision/Acute Senses USR and the ability to make use of markerlight hits.
Vectored Thrusters-These are directional thrusters nozzles that allow the skimmer to, both, maneuver defensively when assaulted and to navigate difficult terrain more precisely. The effect of vectored thrusters is that any models assaulting the skimmer will resolve their attacks(armour penetration) against the vehicle facing they are in contact with. Additionally, skimmers equipped with this system have the choice to re-roll any dangerous terrain tests the model takes.
Yes, I know that I have repeated some gear but I am erring on the side of caution in how there rules are written.
Thanks for the input and as always, let me know what you think.
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Officially elevated by St. God of Yams to the rank of Scholar of the Church of the Children of the Eternal Turtle Pie at 11:42:36 PM 05/01/09
If they are too stupid to live, why make them?
In the immortal words of Socrates, I drank what??!
Tau-*****points(You really don't want to know) |
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![[Post New]](/s/i/i.gif) 2010/05/13 17:22:12
Subject: Tau Fandex, looking for c&c
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Fixture of Dakka
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Advanced Stabilizers in place of the current multi-tracker... not crazy about the -1BS (of course).
You may want to be more robust in the rules for the flachette dischargers considering the controversy regarding squads (schools) of Piranha and whether the effect stacks.
Nice, making landing gear relevant again.
Recoil reduction is definitely needed.
Oh but vectored thrusters will make all those close combat people scream.
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Six mistakes mankind keeps making century after century: Believing that personal gain is made by crushing others; Worrying about things that cannot be changed or corrected; Insisting that a thing is impossible because we cannot accomplish it; Refusing to set aside trivial preferences; Neglecting development and refinement of the mind; Attempting to compel others to believe and live as we do |
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