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Made in us
Focused Fire Warrior





5 miles north of Funkytown

Ive been thinking about making a special char for i while. i play tau and the character's stats are from Aun'Va.

Okay here it is:

Aun'Nua: point- 210 (with bodyguards)

Stats WS BS S T W I A Ld Sv
1 5 2 4 3 1 2 10+ Inv 3+
I dont know about the BS, he is an etheral but he can handle his staff well and his shooting isnt really "shooting" so i put it like that

Equipment: Staff of Zephyros, sphere of protection (see entries below)

Special rules:

Bodyguard: Aun'Nua is accomponied by two etheral body guards that function like Aun'Va's bodyguards. They can take a hit that would have been Aun'Nua's and allocate it to themselves

Staff of Zephyros: When exploring an unknown planet, Aun'Nua discovered a temple where he found the staff, the staff can be used 2 ways: (it rerolls to wound)
only can use one kind of attack per turn

Thunder of Zephyros:
range S AP
36" 5 4 Heavy 1, large blast marker

Lightning of Zephyros:
Range S AP
Flamer temp 8 2 Assualt 1

Rune of protection: after picking up the staff, Aun'Nua investigated some more and found a compartment under the alter where the staff laid. Inside was the sphere in which powerful energies swirled. the sphere convers a 3+ invulerability save to Aun'Nua

Very Inspiring Presence:
All Tau units (not kroot, vespid, or drones) wiith a line of sight to Aun'Nua get +1 to morale and can reroll failed morale tests. If night -fighting rules are in effect roll to check distance the unit can see. Any tau unit joined by Aun'Nua counts as fearless

Great Price of Failure:
If Aun'Nua is removed as a casualty every tau unit (not kroot, vespid, or drones) must take a morale test at the start of their next turn with -1 moreal unless in close combat or falling back. In addition, every tau unit that takes the test gets the preferred enemy special rule. Also get +1 to WS. These apply whether the test is passed or failed and lasts till the end of the game.


Thats it. Give me adive and tips, i dont know about somethings and i no i have some mistakes so keep the name callying to a minimum.

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.
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Made in us
Missionary On A Mission




The Eye of Terror

This belongs in proposed rules.

 
   
Made in us
Apprehensive Inquisitorial Apprentice




The Labyrinth

Hello, and welcome to Dakka.
My first point: You're going to want to always check your spelling and grammar, it just makes your posts easier to read. (This isn't meant as a dig, merely some advice.)
NOW, to the character. (I warn you, I know little of the Tau.)


MY GOD. Aun'va has a WS of 1?! I am saddened and dismayed. It's, it's like, something with BS 9, I knew it existed in potentia, but to see it...
I guess it's fine...I can't argue with it, at least

His BS is OK, but I'll talk more about it when I get to the staff.

I see that he's tougher than the average ethereal, but also MUCH worse in CC (1/2 WS, Initiative 1, 2 attacks.)

Bodyguard: Cool, I guess.

THE STAFF: I have a few small complaints/ points.

Firstly, it seems too...psyk-y. I think it's the blast. May I suggest changing the attacks to:

Bolt of Zephyrus: The staff fires an electrostatic charge, like lightning arcing into the targets.
Range 36" Str: 6 AP:3 Heavy d6. (that statline is entirely on the spot fabricated.)

And Gust of Zephyrus: The power crackles out of the staff, pouring into those before Aun'Nua.
Template Strength:5 AP:4 Assault 1


I'm not sold on my own numbers, so feel free to refuse/ debate.
HOWEVER. I'd like this staff to be impressive. And this guy sucks in CC. SO, let's let it do something cool!

Zephyrus's Thunder: In close combat, Aun'Nua wields the staff, which booms with the power it contains.
Either:
The staff doubles his strength, and ignores armor saves,
OR
Instead of making his attacks, once per game, Aun'Nua may slam the staff on the ground, causing a blast of power. Place the Large blast template with the small hole on top of Aun'Nua. Any enemy model under the blast takes a Strength 5 hit, with AP 4.

The rest seems straighforward. As written, I'm unsure if he deserves his points cost, but it'll take someone better than me.
   
Made in us
Focused Fire Warrior





5 miles north of Funkytown

Thank you for the comments I like you're ideas about the staff.
As for the CC I wasn't really think it when I put it down, Aun'va sucked in CC and I had hoped to balance that out with the BS.

But I really like the attacks with the staff, i would not have thought about that. but about the pyhic kind of mood, I realized that and I did not do anything about it because I wanted it to seem that when he picked up the staff it gave him powers, but I know what you are thinking because I was thinking it too.

But here is the revised version

Points: 210

WS BS S T W I A Ld Sv
3 5 3 4 3 2 3 10 3+ (inv)

Equipment and bodyguards are the same

Staff:
rerolls to wound
only can use one attack per turn

Lightning of Zephyros:
36" 6 3 heavy d6

Whirlind:
Flame template 5 4 assualt 1

And in CC Aun'Nua's str is doubled.

The rest is the same

Thank you for the comments, please keep them coming.

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.
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Made in us
Dakka Veteran







Interesting Character

My suggestions

I kind of like the blast from the original post but shorten the range and make it AP 5 so it's not to powerful - he is not a tank after all. The template attack can be a bit better than a heavy flamer – I am thinking Strength 5 AP 2. This is a very powerful weapon of alien origins and I think giving it the Get’s Hot rule would be a fluffy way to balance it out and show using an exotic and not fully understood ancient alien artifact is a dangerous venture.

I have a little problem with the 3++ save as it is. I suggest give it a counter point like it does not work in hand to hand, shuts down after first fail, or change it to a cover save or something else so that it just is not a flat 3++ save.

Toughness 4 is not a big deal, but you might want to explain in his fluff why he is so enhanced – does he possess a lot of bionics or a damper field or something else. Maybe say the toughness bonus is gain from his shield sphere. If the sphere should fail he losses his save and toughness bonus. Just a thought. Also remember he could always have mundane armor as well.

The Aun character background is that the weapons he uses are very effective, but unreliably and dangerous to use. This gives him a lot of character.

Can he join a squad with his bodyguards? If not I would consider making them optional. If you are sticking to your last post I think he could be less then 210 points, I would say 160 would be more sensible, but that is only my initial estimate.

This message was edited 1 time. Last update was at 2009/07/29 19:44:36


   
Made in us
Focused Fire Warrior





5 miles north of Funkytown

good advice I know where you are coming from with the inv save of 3+. Also the staff and the other things you mentioned. I like the gets hot idea and I think I'm going to add it to the char

As for the story of Aun'Nua, here's what I got:

At an early age, Aun'Nua found that he was stronger then his brethern etherals. So much that he started training with the fire caste in their training. Soon Aun'Nua was noticed by the high command of the Tau and was promoted to led his own cadre. Sortly after there was an inserrection on one of the outer planets in the Tau empire and Aun'Nua was sent to crush it. His cadre was a part in a larger contingent but that didn't stop him.

Right from the first battle Aun'Nua proved himself as a cool-headed leader that loves a challenge. Aun'Nua recuited two etherals from the planet that possesed exceptional close combat skills. After a few days the rebels were on the run and Aun'Nua and his cadre were sent to eliminate the rest of the threat.

While chasing the rebels the ships ventured near an uncharted planet. The planet had an un-naturally powerful gravitational pull and both ships were heading for a crash landing. Because of some exceptional piloting Aun'Nua's ship landed on the planet with only a few damages, one to the engine. The rebel ship wasn't so lucky and exploded on the planet's surface. While repairs commenced Aun'Nua and an expedinary force went to scout the territory.

While scouting they found an ancient temple, Aun'Nua entered the temple and found the staff resting on an alter in the middle of the temple. When he picked up the staff he became one with the staff and it gave him the quickness and strength of the storms. He named it the Staff of Zephyros because of the stormy energies coursing through the staff. After picking up the staff a small compartment opened under the alter and Aun'Nua found a small sphere within. Like the staff the energies in the ancient artifact where almost visible.

Aun'Nua found out that the staff could shoot out powerful beams of electricity with deadly accuracy. The sphere seemed to protect Aun'Nua from physical attacks. With these Aun'Nua became much more powerful and led the Tau empire to many victories.

i hope that cleared out some tiffs and was a good read.

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.
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Made in us
Dakka Veteran







I think you could extend the fluff to the army as well. The Tau are the young punks in a galaxy full of ancient technology. Aun'Nua could be leading a force of Tau who are attempting to acquire this ancient tech in order to further the greater good. It would be a good hook in order to have your guy running around the galaxy getting into fights.

   
Made in us
Focused Fire Warrior





5 miles north of Funkytown

kk i got a quick fluff off the top of my head,

After gaining these artifacts Aun'Nua returned to Tau high command where he was ordered to find more of these artifacts for the Greater Good, he and his cadre journeyed into space for many years and found many treasures.

Yet in these accomplisments the army and Aun'Nua became slighty renegade because of their seperation from their compadrates and where viewed by their brethern as slighty brutal and and motives that sometimes weren't for the greater good.

Instead of wearing the colors of the tau, Aun'Nua and his army started a different Sept and continued their exploration. Aun'Nua and his army systimatically crushed any opposition that got in the way of their mission.

Now they have found greater opponites and are ready to fight.

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


 
   
Made in us
Infiltrating Hawwa'





Australia

mythological wrote:kk i got a quick fluff off the top of my head,

After gaining these artifacts Aun'Nua returned to Tau high command where he was ordered to find more of these artifacts for the Greater Good, he and his cadre journeyed into space for many years and found many treasures.

Yet in these accomplisments the army and Aun'Nua became slighty renegade because of their seperation from their compadrates and where viewed by their brethern as slighty brutal and and motives that sometimes weren't for the greater good.

Instead of wearing the colors of the tau, Aun'Nua and his army started a different Sept and continued their exploration. Aun'Nua and his army systimatically crushed any opposition that got in the way of their mission.

Now they have found greater opponites and are ready to fight.


Farsight^2....or not.

DakkaDakka.com does not allow users to delete their accounts or content. We don't apologize for this.  
   
Made in us
Dakka Veteran







The army is lead by an ethereal so how renegade could they go? Maybe the artifacts are slowly corrupting them like the imperials fear alien tech would do to them. The force itself is somewhat like the plot to the Stargate series – which is a good thing in IMHO.

Any chance on getting an update on the character’s rules?

   
Made in us
Nurgle Predator Driver with an Infestation







that sounds like one rigged character.
In my experience, most characters are usually great in one area and okay in the others.

 
   
Made in ca
Frothing Warhound of Chaos





I like everything about him.

One complaint though. I believe him turning renegade based on too brutal tactics is too.... um.... too close to commander farsight. I would recommend you changing just that.
   
Made in us
Focused Fire Warrior





5 miles north of Funkytown


I did realize that it sounded a lot like farsight, yet I'm not saying he is renegade. I'm simply saying that because of long times without other tau communities have made like a goth kid in high school. He's a cool person and all, just hard to be friends with him if you don't know where he's coming from.

As for the rules, here they are:

Aun'Nua: Etheral Caste Points: 180

WS BS S T W I A Ld Sv
3 5 2 4 3 2 2 10 4+ armor, 3+(inv)

Equipment: Staff of Zephyros, Sphere of protection

Bodyguards:Aun'Nua is accomponied by two etheral body guards that function like Aun'Va's bodyguards. they can take a hit and allocate it to themselves

Staff of Zephyros: While exploring an unknown planet, Aun'Nua discovered a temple where he found the staff, the staff can be used 3 ways:
(rerolls to wound)
one attack per turn ( except for CC special, which is all game)

Lightning of Zephyros-As power courses thourgh the staff Aun'Nua levels it and powerful bolts of lightning sear into the enemy's bodies.
36" 6 3 heavy d6

Whirlwind-Aun'Nua harnesses the power of the wind to send a deadly blast of wind in a cone in front of him
Flame template 5 4 assualt one

In CC the staff pulses with unknown energies and gives Aun'Nua double his strengh.

Rune of protection: after picking up the staff, Aun'Nua investigated more and found a compartment under the alter where the staff laid. Inside was the sphere in which powerful energies swirled. The sphere convers a 3+ invulerability save to Aun'Nua. The sphere can only be used 3 times per turn and Aun'Nua's bodyguards can call on the power of the sphere if needed. If the sphere's energy is depleted then Aun'Nua must use his 4+ armor save

Very Inspiring Presence:
All Tau units (not kroot, vespid, or drones) wiith a line of sight to Aun'Nua get +1 to morale and can reroll failed morale tests. If night -fighting rules are in effect roll to check distance the unit can see. Any tau unit joined by Aun'Nua counts as fearless

Great Price of Failure:
If Aun'Nua is removed as a casualty every tau unit (not kroot, vespid, or drones) must take a morale test at the start of their next turn with -1 moreal unless in close combat or falling back. In addition, every tau unit that takes the test gets the preferred enemy special rule. Also get +1 to WS. These apply whether the test is passed or failed and lasts till the end of the game.

And this is the fluff so far:

At an early age, Aun'Nua found that he was stronger then his brethern etherals. So much that he started training with the fire caste in their training. Soon Aun'Nua was noticed by the high command of the Tau and was promoted to led his own cadre. Sortly after there was an inserrection on one of the outer planets in the Tau empire and Aun'Nua was sent to crush it. His cadre was a part in a larger contingent but that didn't stop him.

Right from the first battle Aun'Nua proved himself as a cool-headed leader that loves a challenge. Aun'Nua recuited two etherals from the planet that possesed exceptional close combat skills. After a few days the rebels were on the run and Aun'Nua and his cadre were sent to eliminate the rest of the threat.

While chasing the rebels the ships ventured near an uncharted planet. The planet had an un-naturally powerful gravitational pull and both ships were heading for a crash landing. Because of some exceptional piloting Aun'Nua's ship landed on the planet with only a few damages, one to the engine. The rebel ship wasn't so lucky and exploded on the planet's surface. While repairs commenced Aun'Nua and an expedinary force went to scout the territory.

While scouting they found an ancient temple, Aun'Nua entered the temple and found the staff resting on an alter in the middle of the temple. When he picked up the staff he became one with the staff and it gave him the quickness and strength of the storms. He named it the Staff of Zephyros because of the stormy energies coursing through the staff. After picking up the staff a small compartment opened under the alter and Aun'Nua found a small sphere within. Like the staff the energies in the ancient artifact where almost visible.

Aun'Nua found out that the staff could shoot out powerful beams of electricity with deadly accuracy. The sphere seemed to protect Aun'Nua from physical attacks.

After gaining these artifacts Aun'Nua returned to Tau high command where he was ordered to find more of these artifacts for the Greater Good, he and his cadre journeyed into space for many years and found many treasures.

Yet in these accomplisments the army and Aun'Nua felt that they were not doing all they could for the Greater Good. They adventured far from Tau space and found themselves in Imperium space.

Soon they recieved a messege from one of the colonies on a planet that the ship was orbiting around, it said that they must surrender or face the consequences. Little did Aun'Nua known but in his journeys they had entered the warp and exited almost in the center of the Imperium! The humans, thinking this was some kind of invasion prepared themselves to fight as the tau ship landed on the planet. Instead only Aun'Nua and his bodyguards exited the ship and sought help from the human because their ship needed supplies and fuel. He made strong friends on that planet and when he left not only did the Tau have somemore supporters for the greater good ,but was guranteed safe passage back to Tau space.

It was a close call finding a way through the warp storms, yet somehow Aun'Nua accomplished it and returned to T'au as more then a warrior and acheologist, but a diplomat too. Now aside from finding artifacts, Aun'Nua also strenghed relationships with human colonies near Tau space and helped them against menaces. But when the Tau neeeded him he would gladly fight on the front line for the Greater Good.

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.
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Made in us
Dakka Veteran







I have a question about the Very Inspiring Presence: rule, this might be over powering, but it requires playtesting.

Strength 2 toughness 4 is a bit weird. Is there a reason for such stats? If not I would recommend making him strength 3 toughness 3 like a typical Ethereal.

You might want to change the bodyguards so they are not the same as Aun’Va’s guys. Not much just to make a distinction between the two.

As for the Sphere of protection: I see what you are trying here and I agree with your thinking, but how about changing it so that the shield will work until it fails a roll, in which case it would no longer work for that turn. It would still regenerate next turn and can be shifted to the bodyguards.

The odds are the same, 3 uses verse stops after fails, but this way it is a little more random and you don’t need to keep track of how many times it was used.

The Get’s Hot rule does not work due to the nature of your weapons attacks (D6, and template) , but perhaps including a similar rule to make it dangerous to use. Like if you roll a 1 for the D6 roll for lighting of Zephryros the character takes a wound.

You might want to explore the army itself – how is it different then a typical tau force. I think more stealth suits and maybe even restrict aliens as they are not fully trusted for such a sensitive missions.

This message was edited 1 time. Last update was at 2009/07/31 15:37:03


   
Made in us
Focused Fire Warrior





5 miles north of Funkytown

the reason for the str 2 is because in CC he gets +2 str so I didn't want him to seem overpowered and for the toughness 4 in the beginning of my fluff I told that Aun'Nua was tougher then his fellow etheral. But since he is tougher and stronger I guess I might chance it. But there is also a poosiblity that since he got the staff, he has stopped training as hard because of the powerful weapon.

I like the fail roll inv save i just wanted to do 3 just in case a lone marine with a lascannon didn't instantly blow Aun'Nua to bits.

I didn't give him the Get's Hot special rule though, it was a comment from another post and I thought it was a pretty good idea, but didn't incorperate it.

As for the army, His army is more heavily on the armor side. This is because Aun'Nua thinks the bigger the better. Aun'Nua doesn't let Vespids in his army because of their own complex language and may plot against him. All of the units that can be bonded are bonded becuse of their closeness to one another because of the many years of being seperated from family and their homeworlds.

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.
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Made in us
Dakka Veteran







mythological wrote:the reason for the str 2 is because in CC he gets +2 str so I didn't want him to seem overpowered and for the toughness 4 in the beginning of my fluff I told that Aun'Nua was tougher then his fellow etheral. But since he is tougher and stronger I guess I might chance it. But there is also a poosiblity that since he got the staff, he has stopped training as hard because of the powerful weapon.
Being a physically tough tau doesn't merit a +1 to toughness. A normal human is toughness 3 whereas a 7 foot 600 pound space marine with enhanced bones, muscles, and a regenerative ability is toughness 4. To move up a point on toughness a character would be expected to be cyborgic like Yarrick, nurgle enchanted, or have some other modification that gives them an inhuman level of durability. Given that he already has a bonus wound compared to other ethereals he was already tough by their standard.

If André the giant was represented in 40K he would have a toughness of 3, despite his physical form he is still just human. If you want to say that your character is so heavily fitted with bionics so that he is more machine in man like darth vader or has other means of enhancement then it might be appropriate to give him a toughness of 4. Otherwise stick to the base 3.

Same with the strength of 2. Unless the model is enfeeble with age or illness keep it the basic 3. Strength 2 suggests that the model might struggle to lift a 10-pound weight. As it puts him at the same level as grotz and ratlings.

Strength 6 non power weapon hits are not over powering considering that they are coming from a WS 3 Attack 2 model. Not in my opinion, and especially not for a character that cost 180 points.
mythological wrote:I like the fail roll inv save i just wanted to do 3 just in case a lone marine with a lascannon didn't instantly blow Aun'Nua to bits.
In both cases a roll of 1 or 2 would vaporize the character. Under my suggestion the shield will work until a 1 or 2 is rolled and will regenerate next turn. Under yours the shield will work 3 times a turn

Rolling a 1 or 2 will still fail to save wounds in both examples. If your character was struck with an insta-death hit he would be slain under both system with a failing roll. The difference is under my suggestion the number of saves is more random. It’s possible that the shield will fail earlier or hold out longer – also there is no need to keep track on the number of times the shield was used.

This message was edited 1 time. Last update was at 2009/08/01 22:49:11


   
Made in us
Focused Fire Warrior





5 miles north of Funkytown

Okay, You're right about that and he will be str 3 toughness 3

Also the failed save special rule will be the rule

I concede the points to you, but with the 180 that's with his bodyguards and if you remember Aun'Va is 205 and IMO Aun'Nua is better, true Aun'Va is not worth his points but idk I thought 180 means that each bodygaurd isi like 20 points so Aun'Nua is like 140 points without bodyguards.


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.
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Made in us
Dakka Veteran







Seems like you're ready for playtesting. Get some buddies who'll agree to play against a home made character and try a few games with him. Let's us know how he peforms.

This message was edited 1 time. Last update was at 2009/08/03 04:06:22


   
Made in us
Screamin' Stormboy




Plantersville, Texas

I like the concept if I may I would like a crack at the fluff (For my own amusement you can take it or leave it.)

"No one chooses evil because it is evil; they only mistake it for happiness, the good they seek." -Aun'Nau


From the recent Tau planet Aloh'Ka at the edge of the newly formed third sphere Aun'Nau was on the front lines fighting for the rigid ice ball of a planet. The Tau colony had been besieged by the threat of chaos, Aun'Nua fought the intruders head on meeting more then once with Ahriman a great and terrible sorcerer the likes of wich the Tau had never seen his abilities put Aun'Nau on the defensive for almost a year but using his Mont'Ka style tactics he delt a fatal blow he led the intruders close to him and had hammerheads and battlesuits flank from the snow wastes to the east and cut off the battle from the larger of the force it wasn't easy though. The cold temperature was a duel edged sword for Aun'Nau it gave the cover he needed but the Tau couldn't keep position for the extended periods of time he would require to win, if the fighting continued in this manner Aun'Nau knew he could not win. As quickly as the chaos came they vanished what they wanted the planet for Aun'Nua had not figured out. What ever it may have been Aun'Nua took it as a challenge, he took his best men and chased after Ahriman.

After a search that was all for naught a couple of years later a report came in from something using strange powers and abilities, Aun'Nau knew he had found him at last on the planet known as Zephyros III a planet with an unnaturally high gravity. Its north covered in desperate cold, its south a wasteland of sand, the equator the only inhabitable realm, made up of dense jungles and like a stationary eye a large storm never moving and never stopping at its center, it had been deemed a dead planet, life sustaining atmosphere but no intelligent life to speak of, it was in a long lists of worlds to be investigated for a colony world. Landing was harder then expected Aun'Nau lost a small convoy of supplies on entry having to land so close to the storm in pursuit of Ahriman.

Aun'Nau had set up his colony just outside of the rainless storm with its ever changing speed, its lightning all shades of color, Aun'Nua knew what ever Ahriman was looking for was at its center. He led a small contingent of Fire warriors and Kroot leaving his stronger yet slower units outside of the storm.
The trek was relentless Aun'Nua never thought he would have to fight the weather itself to reach his goals, but nonetheless he reached its center and the storm seemed to reach its zenith. At its center a great ruin left by a race long forgot ahead of Aun'Nua and his group was Ahriman. The clash was immense Aun'Nua took an unfortunate energy blast to his head the blast took his left eye, Ahriman in the fleeting moments before Aun'Nua could catch up to him entered the ruin in search of his prizes. When Aun'Nua made his way into the ruin he saw it, Ahriman had two new artifacts in his hands but Aun'Nua could tell something wasn't right Ahriman was in some kinda pain the dull sheen of the artifacts flared to life clearly they took something from the sorcerer, the godlen sheen ov the bladed staff and the small purple crystal shard. Aun'Nua knew it was his time to attack! In two quick jolts he slashed the sorcerer across from shoulder to waist the honor blade cutting deep into his chest forcing Ahriman to drop his newly found artifacts where he stood. Ahriman let out a blinding flash of colors and curses and vanished before Aun'Nua's eye. All that was left was the artifacts Aun'Nua had kept out of Ahrimam's grasp.

Aun'Nua knew if he where to bring the artifacts back to the council they would be confiscated so he decided that it would be for the greater good to use it for the . After a year of secret study on T'au, Aun'Nua has found that the artifacts he had claimed contain an imprint of Ahriman's knowledge that speaks to Aun'Nua.

160 points
WS3 BS5 S3 T3 W2 I3 A3 Ld10 Sv4+
Equipment: The Staff of Zephyros, Shard of Zephyros and may select equipment from the infantry armory.

The Staff of Zephyros: This staff acts as a Honour blade except as follows. It counts as a power weapon and you may reroll failed to hit rolls in close combat. During his shooting phase you may choose to use one of the following psychic powers instead of shooting without taking a psychic test.

Lightning of Zephyros
As power courses through the bladed-staff Aun'Nau chanels it into his opponents.
24" S6 AP3 Heavy D6

The Rainless Storm
The fierce presence of Zephyros is felt on any one who happens under her storms.
36" S6 Ap5 assault 1, Blast

The Shard of Zephyros:This shard was made into a medallion and hangs around Aun'Nau's neck giving all friendly units(including Aun'Nau) within 6" a 4+ invulnerable save.

Special Rules
Independent Character, Honour Guard(as Ethereal), Inspiring Presence, Unusual Price of Failure

Unusual Price of Failure: Should Aun'Nua be removed as a casualty, every Tau unit on the table (not Kroot, Vespids or drones) must take a Morale check if they are not in close combat or falling back, reroll failed checks. Every unit that takes the test gains Preferred Enemy special rule in relation to the enemie amry(ies).

This message was edited 1 time. Last update was at 2009/08/03 05:17:32


 
   
Made in us
Focused Fire Warrior





5 miles north of Funkytown

I like the fluff, it was like I was reading a book, yet the honor blade weap was not the point. I know what you're trying to do and making it nice. Yet the point was the staff was not psychic, it is infused with the power of the storms (the reason for the name Zephyros, the god of the north winds in Greek mythology) and if you read one of the earilier posts giving a Tau something psychic is pushing it.

I like the power weap idea but not the reroll to hit in CC, because he already has reroll to wound in shooting. also i want difference with the bodyguards, one has a honor blade, the other has CC weaps, they have a slight twist off of Aun'Va's bodyguards.

Love the quote by the way


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


 
   
Made in us
Screamin' Stormboy




Plantersville, Texas

The point was he doesn't use Ethereal body guard cause in Tau culture the artifacts would be taken from him and sent to be held on T'au so he shouldn't be fielded with other ethereal the Honour guard is as Ethereal meaning its a fire warrior team, and the fluff takes care of the psychic powers Tau don't perceive magic like humans they see magic as a type of technology so by that point of view when he sees the weapon using magic like Ahriman he comes to the Tau rationalization that the weapons kept some of Ahriman's knowledge but if you've read some other books(Black library) most artifacts consume a bit of your soul when you activate them, Tau don't perceive the notion of a soul so Ahriman's "soul" gets translated to his '"knowledge" to use this strange technology.

Yah I would put it that you can't use him with any other ethereal.

Special Rule
It's for the Greater Good: Aun'Nau for fear of losing a great asset to his forces has chosen not to work with other Ethereals. No Ehtereal units may be chosen in Aun'Nau's force.
   
 
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