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2013/11/15 21:00:42
Subject: Dream-'dex Tau Infantry, Update:Crisis Free Think
WIP!! Enjoy! NOTICE!: The stats here are fairly often changed! Be sure to check back once in a while for reference!
Fire Warrior Team(Final-Seekers are Under Review)
Spoiler:
Stats: As Codex......Composition 6 Fire Warriors......Cost 60pts Wargear: Combat Armor, Pulse Rifle, Photon Grenades Special Rules: Supporting Fire, Call It In* Options: May include up to six additional Fire Warriors - 10pts/model Any model may exchange his Pulse Rifle for a Pulse Carbine** and EMP Grenades - Free May upgrade one Firewarrior to a Shas'ui with +1 BS and +1 Ld - 10 pts Shas'ui may take a Markerlight - 5pts Shas'ui may upgrade Markerlight to a Networked Markerlight - 5pts Shas'ui may take any of the following: Target lock, Multitracker, Blacksun Filter, Drone Controller, Bonding Knife(as old codex) - 5pts/ea Shas'ui may take up to two Gun or Marker drones - 15 pts/model The unit may take a Devilfish as a Dedicated Transport
*Call It In: For each infantry team in your army with a Shas'ui with a Markerlight, if they take a Devilfish it may be equipped with Seeker Missiles*** for 5pts/ea instead of 10pts/ea.
**Pulse carbine: 18", Str 5, AP 5, Assault 2, Pinning, Grenade Launch System. (During the shooting phase, up to half the unit rounded down (excluding Drones) may choose to fire their Pulse Carbine (if equipped) as [6-12" Str -, AP -, Heavy 1, Blast, Blind] if the firing model has Photon grenades or as [6-12", Str -, AP -, Heavy 1, Haywire] if the firing model has EMP grenades.)
***Seeker Missile: Whenever a Seeker Missile is fired at a target the controlling player must choose which mode for it to resolve in before they roll to hit; Shaped Charge or High Explosive. Shaped Charge - 72" Str 7, AP 2, Heavy 1, Armourbane, One use only High Explosive - 72" Str 8, AP 3, Heavy 1, Blast, One use only
Pathfinder Team(Final)
Spoiler:
Stats: As Codex....Composition 6 Pathfinders....90pts Wargear: Recon Armor, Pulse Carbine, Markerlight, Photon Grenades, EMP Grenades Special Rule: Scouts, Supporting fire, Call It In Options: May include up to six additional Pathfinders - 15pts/model May upgrade one Pathfinder into a Pathfinder Shas'ui with +1 BS and +1 Ld - 10pts Shas'ui may upgrade his Markerlight to a Networked Markerlight - 5pts Shas'ui may take any of the following: Target lock, Multitracker, Blacksun Filter, Drone Controller, Bonding Knife - 5pts/ea Shas'ui may take up to two Gun, Marker Drones, a Mk1 Recon Drone**, a Infiltration Drone* - 15pts/ea Up to 3 Pathfinders may replace their Pulse Carbine and Markerlight for either an Ion Rifle or Rail Rifle(Max 3) - 10pts The unit may take a Devilfish as a Dedicated Transport
*Infiltration Drone: Stats: As standard Codex Drone, Special Rule: Infiltrate, Stealth
**Mk1 Recon Drone: Stats: As standard Codex Drone, Wargear: Homing Beacon, Positional Relay
Devilfish Transport
Spoiler:
Stats: BS 3....Armor 12/11/10....85pts Wargear: Burst Cannon, Two Gun or Marker Drones, Landing Gear*, Anti-Grav Booster** May upgrade Gun/Marker Drones to Twin-linked Smart Missile System - 5pts May take up to two Seeker Missiles - 10pts/ea May take any of the following:, Sensor Spines, Flechette Discharger, Blacksun Filter, Targeting Array, Dead-Eye Missile Lock*** - 5pts/per May take a Targeting Relay - 10 pts May take any of the following: Disruption Pod - 15pts
*Landing Gear: At the start or end of its movement phase, the equipped unit may remove it's base and count as an Immobile Tank(But not Immobilized!). It may at the start or end of it's movement phase also decide to re-attach its skimmer base and return to being a Skimmer, but only if the unit has not been Immobilized or Wrecked. Only one such switch may be made per turn.
**Anti-Grav Booster: A vehicle equipped with an Anti-Grav Booster that is currently a Skimmer may at the start or end of it's movement phase be transferred to a flyer base, it still counts as a skimmer tank. While on a Flight stand, it may ignore all terrain. If it is a transport, it may unload infantry but each Non-Jet pack infantry that unloads must make a dangerous terrain test. While on a Flight stand it may not load any units. It may also at the start or end of it's movement phase return to a skimmer base. Only one such switch may be made per turn.
***Dead-Eye Missile Lock: Vehicle has the Missile Lock USR.
Targeting Array: +1 BS.(As old codex)
XV-25 Stealth Suit(Semi-final)
Spoiler:
Stats: As Codex....Composition 3 Stealth suit Shas'ui....90pts Wargear: Stealth Battlesuit, Burst Cannon Special Rules: Infiltrate, Supporting Fire, Unorthodox Deployment* May include up to three additional Stealth suits - 30pts/ea Any Stealth Shas'ui or Shas'vre may take one of the following: Target Lock, Positional Relay - 5 pts For every three models in the unit (excluding drones), one may replace their Burst Cannon with a Fusion blaster - Free May upgrade one Stealth Shas'ui to a Shas'vre with +1 BS and a Markerlight- 20pts Stealth Shas'vre may upgrade Markerlight to a Networked Markerlight - 15pts Stealth Shas'vre may take a Bonding Knife - 5 pts Stealth Shas'vre may take any of the following: Homing Beacon, Drone Controller - 15pts/per Stealth Shas'vre may take up to to two Gun, Marker, or Shield** Drones - 15pts/ea
*Unorthodox Deployment: Before the game begins, when the controlling player chooses how the Stealth team will be deployed (Deep Strike, Infiltrate, Outflank, Reserves, Normal), the unit gains the matching ability listed below until the end of the game or the units elimination. +Deep Strike = There All Along: On this units first shooting phase of the game, they may re-roll Armor Penetration rolls and rolls to wound(better, needs revised) +Infiltrate = Out of Nowhere: On this units first shooting phase, they may re-roll To Hit dice. +Outflank/Reserves = When Did They Show Up!?: This unit may move 12" onto the board instead of 6" when arriving from Outflank or Reserves. +Normal = Requesting Priority Offensive: The controlling player may make a Reserves rolls on their first turn for each unit in Reserve that succeeds on a 5+.
**Shield Drone: Stats: As Codex, Wargear: Aura Shield Generator: The Aura Shield generator gives whatever unit it is in +1 invulnerable saves to a max of 4++ against ranged, blast, large blast, or template attacks.(Conceptual)
XV-8 Crisis Team / XV-88 Broadside, and other configurations: A free thinking exercise
Spoiler:
Here I want to bring the two entries together in a way that shows the old style broadside model being a unique variant of a standard XV-8. Then again, why bother now that there is a separate model for 88's? Looking in the current and old codex has yielded little inspiration, but more just a comfort with where they are as is currently. To port them into this 'dex I'd say let the infantry remain the focus, know that they will need these elite support units though, recognize that markerlights will be everywhere, put in the exact same entry with each suit being taxed up a few points. They are so customizable as is that adding any thing to them seems pointless. Back to the new "88" model, a rename to XV-98? The battlesuit size classification system feels off with the little gap between 1-2's and 8's, and the huge gap between 8's and 10's. I dunno. Just thinking out loud I guess.
Hammerhead Main Battle Tank(Semi-final)
Spoiler:
Stats: BS 3(^4)....13/12/10....175pts Wargear: Turret Railgun and Co-axial Burst Cannon, Nose Turret Networked Ground-to-Ground Markerlight, Two Gun Drones, Targeting Array, Landing Gear May replace Gun Drones with a Twin-Linked Smart Missile System or Twin-linked Burst cannons - 5pts May exchange Railgun for an Ion Cannon - Free May take up to two Seeker Missiles - 10pts/ea May take any of the following: Blacksun Filter, Sensor Spines, Dead-Eye Missile Lock, Flechette Discharger, Automated Repair System - 5pts/per May take any of the following: Independent Target Locks*, Point Defense Targeting Relay - 10pts/per May take a Disruption Pod - 15pts
*Independent Target Locks: Equipped vehicle gains Split Fire USR.
This message was edited 29 times. Last update was at 2014/01/03 01:15:47
While buying all the toys is great, they can add up quite quickly. I think you should split most of the grouped costs.
I think perhaps make EMP grenades 1ppm and have FWs cost as per codex, then have the FW Shas'Ui paying 5 for a markerlight, 10 for a networked on and 5 for a multitracker, all sold separately and perhaps as a twist make the Shas'Ui upgrade 5pts and the BS upgrade 5pts, perhaps even allow for a line holding Shas'Ui (to help tarpit a little) and allow a WS upgrade for 5 pts and the option to trade carbine or rifle for pistol and bonding knife as ccw.
Pathfinders are too expensive as well, I really enjoy paying 44points for some markerlights. I'd say keep them at codex costs and split the costs like the FW squad, perhaps have the infiltration drone at 15pts. 10 is a good number for pathfinders, they don't really need to be bigger and the 4-tau 3 special weapons team is a good way to keep it cheap and get your weapons, perhaps allow 3 at base but 1 more at 8 and another at 10 or base 3 and one extra on every even.
Instead of adding a special rule to the teams, just change the seeker missile profile Seeker Missile Shaped Charge - 72" S8 AP3 one use only High-Explosive Charge - 72" S5 AP3 large blast, ignores cover, one use only
And lastly I really think drones should be kept at 12pts.
I was actually just about to play a game, so I'll play test this now.
This message was edited 2 times. Last update was at 2013/11/16 14:54:33
Thanks for the feed back guys! This is my first attempt at playing in this specific area of the sandbox so I'm kinda just fooling around, playing it safe on costs, experimenting with numbers. I'm laid up for a month with a broken foot so figured what the heck, always like playing with rules and all, so between studying for exams and converting some dnd to pathfinder started this little project.
Things that are on my mind now: I really want consistency on team sizes. Like if the tau deploy units in increments of three, ALL the teams should look like increments of three. So the disparity between the Pathfinders 4-8, and Fire Warriors 6-12 have always bugged me on an OCD level. I know there is a line when you have to make exceptions for game balance/usability though so its a point of play.
On the costs, I was concerned that by giving some distinct buffs to the units I was making them too good at normal cost so to help with that I was front load taxing everything to compensate. Also you may notice all the costs are in increments of five. Again a little OCD here, I like easy math when building lists. I also like having pre-gen'd units that have even costs so I can assemble armies flavor of the day style by taking the unit cards and running with em. Like okay today I want to play an infantry force so I'll grab two of these 200pt "Line" squads, one 100pt Pathfinder, a 100pt commander...So on and so on. Grab their unit cards out of my binder and corresponding models off the shelf and get to the game. So I was really pleased to see the Fire warrior team above "Max out" at an even 200pts But definitely considering breaking the costs apart (neat idea La'dunX)
Seekers: I want these 5 foot long guided missiles to be better than a SM man portable Krak by a distinct margin, especially for what you pay to have a one shot deal. So personally I'd like to push the current stats though they need tested obviously. But between the two of you I got this idea, what about a second type of seeker? Like...(Super rough cut here)...
Stalker Incendiary Missile - When fired before rolling to hit the controlling player must choose which mode for it to resolve in, Air Burst or Fire Flush
Air Burst - 72" Str 4, AP 4, Heavy 1, Large Blast, Fleshbane, One use only
Fire Flush - 72" Str 6, AP 4, Heavy 1, Large Blast, Ignores Cover, One use only
Thanks again for your input! It is absolutely welcome here!
Aw yea, more ignores cover for Tau is a must, those poor bastards have been nerfed hard in 6th edition. Totally agree with adding markerlights to every squad - reliance on pathfinders is crippling the Tau army at the moment and thats just not fair.
I reckon we need more missile types for the Stalker. Simply giving it the ability to choose 2+ wound or ignores cover isn't enough - I think it needs an armourbane and an AP1 option too, plus the ability to fire its missiles when stuck in close combat
2013/11/19 00:32:37
Subject: Dream-'dex Tau Infantry, Update: Stealthsuit Team
We don't need a weak vehicular shield, we've got jink saves and disruption pods. And most ignores cover weapons are low strength blasts designed for infantry like our own air-bursting frag projector.
Let's just get 3 missiles and make them slightly better than what they're based on.
Perhaps;
Seeker missile:
- air burst S5 AP5 Heavy 1, large blast, one use only
- pulse submunition S6 AP3 Heavy 1, blast, one use only
- ion over charge S8 AP2 Heavy 1, one use only
Those are pretty cool actually. Do you have a sept world you're particularly fond of that would have those? I was thinking of putting in Sept-specific flairs for some things, like maybe the above stealth suits are only for pure Ksi'myen armies Again I'm just toying around the sandbox here so maybe that's getting too involved.
But, but, but,... shields are cool! :(
2013/11/19 07:23:44
Subject: Dream-'dex Tau Infantry, Update: Devilfish + Hammerhead
My Sept is Tasha'var, my commander (depending on his timeline), who is pretty much me, hails from there, he/I lead a multi-Sept coalition. His/My name is Shas'(rank) Tasha'Var Ko'vahn Vior'la (ie. I'm stubborn and have a temper, [which I've learnt to control I'll have you know] but that's probably TMI)
Anywho, there's some cool wargear from our old 'dex including our BS upgrade, (seriously think you should split the cost) also think you should not increase the price of firewarriors and not make emps free.
Disruption pods are shields. But for your eyeholes.
This message was edited 1 time. Last update was at 2013/11/19 07:24:12
I like your ideas but I'm not so sure about the EMP Grenades for the Pulse Carbine. A squad of 10 Fire Warriors can easily take out anything short of a Baneblade with 10 Haywire Blasts. I would recommend removing the blast, so that the to-hit roll will mitigate some of the damage.
2013/11/19 16:08:57
Subject: Re:Dream-'dex Tau Infantry, Update: Devilfish + Hammerhead
To be honest I am concerned about the EMP thing. Both the free part and the in game function of the Grenade Launch System. (I'm not sure I like the photon effect either.) I designed those around how I thought the weapon should perform "realistically". But since I wrote it and have thought about it I'm not sure any more. I was thinking of reducing the range to make it more risky. I had assumed the blast would mitigate it's accuracy with scatter but your right, it is hard to scatter completely off a vehicle.
Part and parcel to all this is the squad now has access to a BS 4 Networked Markerlight. So I need to be aware that this squad could very often be entirely BS 4 while stationary too. When I think of it that way I'm like "holy crap, they're marines with better weapons and worse armor that actually fear things o_O"
Well, I never expected this to be a cake walk. Makes it more interesting
Automatically Appended Next Post: I think for now the blast will come off. This makes sense fluff wise as a technology dependent race like the Tau might not carry a device that under battlefield conditions could EMP half their own squad if it went off in their backpack. We'll say it functions like a "Sticky" grenade. Other changes may follow.
Automatically Appended Next Post: There is a fix in place now. Targeting gear costs were split to "old meets new" style.
This message was edited 4 times. Last update was at 2013/11/20 03:53:44