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Made in ca
Shas'ui with Bonding Knife





Microburst rockets downed to Heavy 3, switched to multiple barrage.

Markerlights automatically hit, doubled in points for most cases.

Drone Harbinger updated, given more weapon options. Gunfish slightly lowered in points to 110 from 120

Skyray MFU downed to 4 Missiles from 6, Bombardment changed to Multiple Barrage and downed to heavy 4, requires only 4.

Decoy Launchers changed to 5+ invuln against Immob results

Disruption Pods changed to 12" 5+ Cover, 24" gains stealth (meaning that flat-out or obscured can potentially have 3+ Cover at range). If this proves troublesome for piranhas and Barracuda, will be changed to flat 4+ cover at 24".

Carbines upped to 2ppm for most units, changed on most vehicles from 2 carbines to 1 TL carbine.

Dfish upped to 70 Points.

Sawfish being added; 6-troop Fast Skimmer, Aerial Assault, no ports, AV 11/10/10, Burst Cannon; plays like an assault helicopter. Meant to support deepstrike lists with forward-positioned Positional Relays. Pathfinders can opt for one of these.

Pathfinders points went up due to markerlight buff, slightly compensated for by being able to pin without an unsaved wound when not using markerlights.

Demiurge Wilting Sorrow Special Rules added to armylist entry; were missing before xD

This message was edited 1 time. Last update was at 2012/06/26 08:35:54


Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in nz
Trustworthy Shas'vre





In a hole in New Zealand with internet access

Will you be rewriting a whole lot of this after 6th comes out and give more options?

   
Made in ca
Shas'ui with Bonding Knife





Unless there's a radical redesign and update of the Tau in the core supplementary materials, including a lot of FW material as standard, and replacing old, useless things with shiny new ones, I'll probably be updating this. The first changes will be, most likely, vehicle cost reductions and fire warrior / emp price hikes; the ability to glance things is going to be very powerful now. I'll also probably have snapfire/overwatch be at BS2, and create new markerlight abilities for it.

Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in ca
Shas'ui with Bonding Knife





Dedicated Transport: Sawfish................30 Points
|Armour|
BS3 F10 S10 R10

Composition
● 1 Sawfish

Unit Type
● Vehicle (Fast, Open-Topped, Skimmer)

Special Rules
● Drone-Assisted Small-Arms
● Rapid Transport
● Shielded Craft
● Supersonic

Wargear
● Twin-Linked Front-Mounted Pulse Carbine

Transport Options
● A Sawfish may transport up to 6 models from any unit able to purchase it, and up to 2 Drones attached to that unit which do not count against this limit.

Armament:
● A Sawfish may exchange its Twin-Linked Pulse Carbine for:
- Burst Cannon........5 Points
- Ion Wave.............10 Points
- Plasma Pistol..........10 Points

Options:
● Purchase any of the following:
- 1 Flechette Launcher..........3 Points
- Decoy Launchers.................5 Points
- Targeting Array...................5 Points
- Disruption Pods....................10 Points
- Positional Relay.....................10 Points
- Smart Missile System.............15 Points
- Markerlight..........................20 Points
- 1 Seeker Missile...................(See Seeker Missiles)


Rapid Transport: The Sawfish may have units embark or disembark while it has moved Flat-Out. An eligible unit may embark within 2” of the Sawfish's path of travel this turn – Treat the Sawfish' start and end points as its path of travel. A unit is eligible if the Sawfish moved over it, and it meets transport requirements.

An embarked unit may deepstrike along its path of travel. A unit with Jet Packs disembarking may instead interrupt the Sawfish' movement to disembark normally, allowing the Sawfish to complete its move after.

Shielded Craft: For each Shield Drone the embarked unit is carrying, the Sawfish' Front and Side AV increase by +1. Shield Drones may be destroyed on a Damaged: Weapon Destroyed result.

Average cost for Sawfish, 6 FW's, Shas'Ui, Drone Controller, and 2 Shield Drones: 48+15+5+40 = 138. If you upgrade to carbines, it's 150 points. For 150 points you have a 24" "pulse" range in which you put out 21 S5 AP5 shots at BS3, or a 33" range for 14 shots. Popping a Markerlight onto it for 170 boosts the BS to 4 which isn't bad.

This message was edited 2 times. Last update was at 2012/06/28 19:13:50


Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in ca
Shas'ui with Bonding Knife





Well, the 6e update brought us a whole lot of nothing - except now our drone killpoints are even deadlier against us!

Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in gb
Ichor-Dripping Talos Monstrosity






chrisrawr wrote:Well, the 6e update brought us a whole lot of nothing - except now our drone killpoints are even deadlier against us!


not true!

AP1 is now +2 to the damage roll
AP2 is now +1 to the damage roll
Firewarriors can move 6" and fire once at 30" or twice at 15"
And we lose Target Lock.

   
Made in ca
Shas'ui with Bonding Knife





Disruption pods are now entirely dead; jink grants 5+ cover as does obscured.

Decoy Launchers still do nothing ever.

Our vehicles are still amongst the weakest, survivability-wise, for their cost.

No point in ever taking devilfish now ever.

No point in taking anything but a Shaso, 9 Crisis suits, 2x6 Fire Warriors, and 2x2 Broadsides, filling the rest with allies.

Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in gb
Ichor-Dripping Talos Monstrosity






Technically Decoy Launchers are dead gear, being they only forced re-rolls on glances.

Disruption Pods are useless now, maybe if they'd erratad it to +1 to the cover save, but oh well - just means our vehicles are 5pts cheaper.

D.Fish are still AV12/11/10 tanks with 5 shots. TBH running them base with a squad of Firewarriors for extra targets will be fine I think.

I'm still going to be running 3 Broadsides + 2 Hammerheads mind.

   
Made in ca
Shas'ui with Bonding Knife





Dpods errata'd to reroll any immob.

Dfish have 2 glances -> dead
HH have 3 glances -> dead

Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in gb
Ichor-Dripping Talos Monstrosity






Devilfish are 3HP.

It's Pirahnas that are 2HP.

   
Made in ca
Shas'ui with Bonding Knife





Still impractical: High-cost transports are dead, simply from prevalence of glancing. Every marine, guard and their mothers
now has an S6 glancemachine in-hand. Long live Razorspam!

Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in ca
Shas'ui with Bonding Knife





6th Edition updates planned

Kroot, Vespid, GueVesa, and Demiurge turned into actual "Allies" with their own special rules, and 2 choices for each FOC (2 HQ, 2 Elites, 2 Troops, 2 Fast, 2 Heavy) in order to fully flesh out the Allies feel - as well as to fully consolidate the Tau into a single, solid codex.

Seek and Destroy special rule being moved to Missile Command Center building; 200 points building with 72" range that produces 2 seeker missiles per turn. Drones can increase control and enhance its properties.

Ethereals getting Chariots. Also getting their own warlord traits.

Pulse and Plasma weapons will be bumped to Salvo Weapons. Actually, most weapons will be bumped to Salvo weapons.

More focus on the mobile retreat; 3" assaultphase move on most nonvehicle units if they didn't move in the shooting phase.

Stealthfield Generator will count assaults against Stealthsuits as Difficult Terrain instead of flat distance nerf.


Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in us
Lone Wolf Sentinel Pilot




Be honest, Shas O Kais is just a Tau counterpart to guardsman Marbo, isn't he. His stats are the same except +1 W, -1 I, +1 A, +3 leadership, and a 4+ save. TBH I have little problem with him as far as balance goes, I just think that his existance goes against so much fluff. Vidya game characters shouldn't be portrayed on the TT in an actual codex, a guardsman Marbo type character goes against Tau doctrine, and it is just awkward to have a Tau character running around alone without a battlesuit charging into hand to hand. Also him being a Khornate follower is painful to hear.

As for TT performance, I think he will be crap, even Marbo only really exists as a 65 point demo charge that can be dropped anywhere. Such a light character will probably die before he has the chance to do anything useful. On another note, are his WS and A boosts due to being a Khornate Tau already included in his profile or not?
   
Made in ca
Shas'ui with Bonding Knife





Yes, they're already included. No, he doesn't worship khorne any more than people who breathe worship air. he's a channel, not a cultist. No, he's intended to alter the FOC to include MACs as troops. His stats also happen to now be decent for challenges against guard and marine sergeants.

Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in us
Lone Wolf Sentinel Pilot




chrisrawr wrote:Yes, they're already included. No, he doesn't worship khorne any more than people who breathe worship air. he's a channel, not a cultist. No, he's intended to alter the FOC to include MACs as troops. His stats also happen to now be decent for challenges against guard and marine sergeants.

You do not need to be WS/BS 5 to stand a chance against marine sergeants, and even if you did, he would die before he could do anything because it only takes a volley of bolter fire at close range to kill him (19 shots, 13 hits, 9 wounds 4-5 failed saves). Also, what are MACs, and do you really need to have a suicidal character just to make them troops?

Also, one other thing I have a problem with is Gue'vesa rebels, balance wise they are fine, but they are just an odd unit, I mean traitor Guard makes perfect sense, but why give what are universally seen as crappy soldiers (at least in raw skills) fancy Tau weapons. Perhaps there should be a mid ground between the incompetent rebels and the special forces esque ODST. Also, I am a bit worried about Gunfish, nothing is inherently wrong with them, but squadrons of them seem like they may cause some issues. Also, why should railgun submunitions get two large blasts?
   
Made in ca
Shas'ui with Bonding Knife





He's an IC; he joins up with mobile assault cadres. Theyre the jump-shoot-jump firewarriors. He's not a suicide unit.

As for rebels; these are the imperialists born in Tau space during the near-end of the third sphere expansion. They're trained like Tau; for shooting and running away. They get fancy Tau weapons because the Tau have them to spare now that they're not being constantly lost in battle. There's going to be an additional 2 HQ, 1 Elites, 1 Troops, 2 Fast Attack, and 2 Heavy Support Gue'Vesa units for you to choose from; they might just be ported IG units with updated points costs (i.e. not unbalanced as balls), or they might be brand new.

Squadrons now are much more powerful, yeah. I'm going to be adjusting the FHU so that it's less random and removing the missile bombardment special attack, and then slotting Gunfish into 1-2 per heavy slot, or allowing Tau to ally with themselves.

As for the submunitions; the heavy rail cannon is heavy 2. It's a 200 point tank with 4 hullpoints; if it can't take out a few necron warriors or a couple hammer termies, it's going to be sploot very quickly with the overall vehicle nerf this edition. Depending on how new vehicles coming out are faring (for example, the new chaos dred that has 8 s8 ap4 shots and never ever dies), i'll probably be adjusting towards their levels of power - but for now, it's a double-barreled shotgun.

Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in gb
Ichor-Dripping Talos Monstrosity






If it's meant to be a twin-shot flechette round (like a double barrel shotgun), I'd go with 2 small blasts.

   
Made in ca
Shas'ui with Bonding Knife





@Ovion; That sounds good.


Automatically Appended Next Post:
Tau Auxiliaries change:
"Instead of choosing an Ally from another codex, you may purchase the following from this codex:
-1 Auxiliary HQ Choice
-1 Auxiliary Elites Choice
-2 Auxiliary Troops Choice
-1 Auxiliary Fast Attack Choice
-1 Auxiliary Heavy Support Choice

An Auxiliary unit will have the Auxiliary Special Rule in its profile, denoting it can be taken for the appropriate slot.

In addition, all units purchased as allies gain the Auxiliary special rule, which sets them apart from normal Tau Empire units.
You may purchase any Auxiliary HQ from Codex: Tau Empire in a normal FOC. If you do, other units of that HQ's faction
may also be purchased using your normal FOC."

Dynamic Entry Change (Slight Nerf overall)
Whenever a friendly Tau Empire unit enters play from reserve, until the end of the Game Turn it gains Preferred Enemy
and its weapons gain Pinning. This does not apply to Auxiliaries unless they have the Dynamic Entry special rule in their profile.

Rapid Retreat (New)
Non-Vehicle Tau Empire units without the Auxiliary special rule may move 3” in the Assault Phase if they did not move in the
Shooting Phase. If a Jet Pack Thrust Move would result in less than 6" of movement, that unit may move 6" instead.


Automatically Appended Next Post:


For battlesuits, we have a big issue; T5, or T4?

On the one hand, Iridium Armour is relatively cheap, and has a much greater effect in this edition. On the other hand, small-arms fire was the intended target of the T5 buff. Would a clause in the Battlesuit Rule, "Treat them as Toughness 4 for purposes of Instant Death" be acceptable?


Automatically Appended Next Post:
Disruption Pods / Decoy Launchers proposal: I want to keep in-line with the lower survivability of vehicles, including the overall nerf to coversaves. Unfortunately, the Jink special rule does this already for all Tau vehicles.

The Pitch: Decoy Launchers are useless right now. Rather, they do not have a benefit that is worth a points cost, but I cannot simply give them away for free. Disruption Pods have no benefit before 24" as i have them at the moment.

The solution: Consolidate Decoy Launchers and Disruption Pods, make them similar to Flechette Launchers and Seeker Missiles.

Vehicles will be able to purchase a single consolidated Disruption Pod per Hull Point, for 5 points. They each grant the Stealth USR against a single Glance or Penetrating result. If a result punches through the boosted save granted by a disruption pod, or if the weapon simply ignores cover, then that result ignores the Immobilized result completely; a 5 results in nothing. The hull point is still lost.

This message was edited 5 times. Last update was at 2012/07/04 21:26:28


Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in gb
Ichor-Dripping Talos Monstrosity






Also - I think making everything Salvo weapons is

I'm running my suits as +1 Toughness for Stealth Suits (aka Power Armour) with a 3+ save, and Crisis Suits as +2 Toughness (because they are huge and made of armour plate) with a 3+ save. Same as different base grades of dude have different BS / WS, etc.

I'm also thinking of making Broadsides terminatoresque, with a 2+ / 5+* as standard.

I've decided to make the tank side 1 chasis.
You start with the Devilfish, then can buy extra armour, etc.

Am now calling the big railgun a Hammer Class Railgun, with the Broadside having a Railgun.
You buy the Transport Capacity for the DFish as a Primary weapon system. ( The dedicated transport MUST take the transport cap option)

So if you're willing to pay lots and lots of points, your base transport can have front armour 13?

So I'm thinking:
Weapon: Hammer Class Railgun - 55pts
The Hammer Class Railgun is a larger, vehicle mounted version of the weapon found elsewhere.
The greater power output and size allows for a variety of shots to be made.
You may choose to fire the Heavy Railgun as any one of the following profiles per turn.
Solid Slug: Range-72", Str-10, AP-1, Type-Heavy 2.
Explosive: Range-72", Str-6, AP-4, Type-Heavy 1, Large Blast.
Flechette: Range-48", Str-5, AP-3, Type-Heavy 2, Blast, Fleshbane.

With:
Railgun
Solid Slug: Range-72", Str-9, AP-1, Type-Heavy 1.
Flechette: Range-48", Str-5, AP-3, Type-Rapid Fire, Blast.

Thoughts?

   
Made in ca
Shas'ui with Bonding Knife





Personally running my stealths at 4+ armour, but with the new Stealth+Shrouded rules until I see how they work out. I might just slap a maximum range on sight for shots against them at 18 or 24 if it comes down to it, or I might just price-reduce them back to 4e levels. I am keeping them T4.

Suits at T5 base is gonna be really jinky I think; T5 base isn't as special as it once was, but it's still a big milestone. I'll set about with T5 and then if that gets too wacky, I'll T4 them with rolls as if T5.

I like the feel of Tau requiring auxiliary systems for invuln saves; it still feels like something that should be 'special' for them. Especially with the huge buff to Broadside survival against power weapons in CC and at T5.

I like the idea of a modular 'fish chasis, but I feel that it adds too much to the unit and armylist entries. It's just much easier to make distinctions with distinct starting points, especially across the FOC. Sure, I lose maybe 2 or 3 neat combinations, but the overall ease for both myself and the player in terms of listbuilding and balancing is worth it in my opinion.

For the weaponry, it really depends on what can take it. If your base is 50 or 60 points, you've got a DE situation where you've got a nice, big gun on a sweet weapon.

The Flechette launcher at ap3 with fleshbane is super nice, but MEQ and MC's will not like it at all - especially on such a versatile gun. Maybe S4 AP3 without fleshbane, or Heavy 1 as-is. Explosive should prolly have Ignores Cover.

Now, at ~180-200 points, a BS4 HP4 13/12/11 vehicle with this weapon is in the sweet spot.

The Railgun should prolly be Salvo instead of Rapidfire Also, no reason to not have the SS be S10. I'd also go with the same Flechette profile as the Heavy; either lower Str without fleshbane, or the same but heavy 1 all the way through.

This message was edited 2 times. Last update was at 2012/07/05 00:00:53


Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in gb
Ichor-Dripping Talos Monstrosity






chrisrawr wrote:Personally running my stealths at 4+ armour, but with the new Stealth+Shrouded rules until I see how they work out. I might just slap a maximum range on sight for shots against them at 18 or 24 if it comes down to it, or I might just price-reduce them back to 4e levels. I am keeping them T4.

Suits at T5 base is gonna be really jinky I think; T5 base isn't as special as it once was, but it's still a big milestone. I'll set about with T5 and then if that gets too wacky, I'll T4 them with rolls as if T5.

If a unit has 2 Toughness values now, you permamently use the highest.

I like the feel of Tau requiring auxiliary systems for invuln saves; it still feels like something that should be 'special' for them. Especially with the huge buff to Broadside survival against power weapons in CC and at T5.

I was thinking of simply including a light shield gen or something as standard in its gear

I like the idea of a modular 'fish chasis, but I feel that it adds too much to the unit and armylist entries. It's just much easier to make distinctions with distinct starting points, especially across the FOC. Sure, I lose maybe 2 or 3 neat combinations, but the overall ease for both myself and the player in terms of listbuilding and balancing is worth it in my opinion.

True enough, I've been dubious about the idea, I'll make a half dozen unit entries instead xD

For the weaponry, it really depends on what can take it. If your base is 50 or 60 points, you've got a DE situation where you've got a nice, big gun on a sweet weapon.

The Flechette launcher at ap3 with fleshbane is super nice, but MEQ and MC's will not like it at all - especially on such a versatile gun. Maybe S4 AP3 without fleshbane, or Heavy 1 as-is. Explosive should prolly have Ignores Cover.

It was a toss up between StrX and having it only good vs troops, or Str5 and make it able to still hurt light vehicles, Str4 wouldn't matter vs troops as Fleshbane always wounds things with a toughness on a 2+ regardless.

Now, at ~180-200 points, a BS4 HP4 13/12/11 vehicle with this weapon is in the sweet spot.

The Railgun should prolly be Salvo instead of Rapidfire Also, no reason to not have the SS be S10. I'd also go with the same Flechette profile as the Heavy; either lower Str without fleshbane, or the same but heavy 1 all the way through.

Salvo on a vehicle is pointless, but maybe on the railgun, I'll have a looksee.

   
Made in ca
Shas'ui with Bonding Knife





Oh whoop, read Salvo wrong. Thought it was like Rapidfire, where even if you'd moved or not, half range was required for the second set of values. Then yeah, rapidfire on either Flechette gun would be best.

You could probably go with 3-4 entries; A Transport, a Heavy Transport, a Gunfish, and a Heavy Gunfish (or just a Gunfish) - the big thing is just separating them by FOC; since the transport can only be taken as dedicated, it lets you put the other ones in other focs, instead of having a giant unit entry that says "This can be in this foc, this can be in that foc," etc.

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Made in gb
Ichor-Dripping Talos Monstrosity






I was more thinking it'd be a heavy support option, but in dedicated support space it says 'can take a D.Fish with Transport Cap'

But yeah, multiple units is probably easier.

While I'm not going to, it would be hilarious to make it so had 1 Battlesuit unit, 1 Vehicle unit, 1 troop unit, with MASSIVE options (totally impractical, but funny)

   
Made in ca
Shas'ui with Bonding Knife





One of my first 40K projects with a friend was "Make-An Army" from scratch. You started with a 1S/T/W base that could be turned into a vehicle for X points, etc.

Needless to say, it evolved into T10 melee blobs vs S10 shooting blobs.

Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in hu
Pyromaniac Hellhound Pilot





So, overall, i think 6th ed pretty much set a straight path for the Tau. I mean, everything they would need is in, they only need the option to use them properly. Like:

- Overwatch! Codex-wide special rule for firing OW with normal BS? Yes please!
- Salvo weapons! I guess 3/4 of the Tau guns should be something like this (maybe not Fusion/Rail weapons, but pretty much everything else).
- Allied Auxilia! One major "Tau only" army list and several minor "Auxilia" lists as allies? Count me in!
- Railguns with Armourbane and Instant Death. Nuff' said.
- Defy the Witch buff for Tau units. Maybe a +1 general modifier or something (re-roll?).
- All sorts of new shiny special rules that could swap out clumsy hand-written rules. Like Strikedown. You should really look after Strikedown. i think GW wrote this rule just for you.
- Massive support for Flyers. Tau loves Flyers and Flyers love the Tau.
- The change on Artillery is just too strange... One just looks at the rules and suddenly a massive fire support drone lumbers out from the book, supported by its smaller "navigation and control" drones.

I think taht is all. And a good advice Chris: when you remake your codex for 6th ed, you are better to simply grab the most basic stuff, and thrash everything else, reworking the advanced elements from the ground. Believe me, it will be much easier and much more fruitful .

My armies:
14000 points 
   
Made in ca
Shas'ui with Bonding Knife





-I was thinking, instead of buffing Snapfire, I'd allow Markerlights to persist until the end of the game turn. This would be a significant buff to overwatch while still requiring player skill and resource management to handle. It's much more dynamic than simply buffing snapfire on the whole.

-Yup!
-Yup!
-I dunno about ID; S10 is already ID against 90% of things. I'll be adding a double-blast fleshbane version similar to Ovion's for handling things like MC's or high-toughness blobs.

-Deny the witch doesn't really go well with Tau without an Ethereal. Ethereal will probably be getting an army-wide Buffed Deny the Witch option instead of his psy-repellant pheromones.

-Strikedown is already replacing Pinning on many of the weapons, as well as in some units' special rules.

-Barracuda and Sawfish are going to be fliers.

-The old Sniper Team model and his markerlights are looking at some neat Ion Cannon conversions right now. Also, certain bastions and drone defense lines are going to be making use of drone-weapon hybrids. Tyranids get bio-weapons, Tau get mecha-weapons.

Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in gb
Ichor-Dripping Talos Monstrosity






It wouldn't help Overwatch.
Stat Modifiers work in the following way (I think it's on something like page 2 of the rules)
Multipliers / Divisors
Additions
Subtractions
Set Figures.

So you'd go say, BS3. +1 for Targetting Array, maybe +1 for Markerlights, making it BS5. Then the Snapshot rules make it BS1. Resulting in BS1.

Honestly, I would instead make it that Markerlights, like flamers, give D3 automatic hits in overwatch, which can be used to then reduce cover or specifically increase the overwatch BS during that round of Overwatch.

This also gives an additional reason to put a markerlight on the upgrade character.

I think that re-rolls on Deny the Witch as an army wide rule would make sense for the Tau.
Something like 'Warp Null', where all tau units with the rule (allies naturally wouldn't have it) re-roll deny the witch rolls. and/or make powers have re-roll successful psychic tests against units with the rule (being 'hard targets' to see/hit with it)

   
Made in ca
Shas'ui with Bonding Knife





"Minimal Warp Signature", more than Null; And Rerolls on 6's is effectively the same as 5+ - which is faster. That seems to be about the consensus, though.

As a side note, Markerlights aren't going to be able to hit fliers in my dex currently (as they hit without BS - maybe an AA markerlight mount for drone harbingers or something?)

Targeting Array is going to have to explicitely state that it increases Snapshot by 1 as well. Markerlights will have a 3-markerlight ability that lets you snapshot at BS3, with targeting array explicitly increasing this as well.

If I simply allow markerlight effects to apply until the end of your opponents' turn, I can continue disallowing Markerlights as part of a snapshot, while forcing you to decide if you (effectively) want 2 turns of shooting, or 1 turn of GOOD shooting. Which I also think fits Tau dichotomy.

Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in gb
Ichor-Dripping Talos Monstrosity






persaonlly, I don't think the targetting array should boost it, as it's the sort of thing that would take time to focus and align.

Also painting aircraft with laser designators isn't something that's really doable either, so that frankly makes sense.

Same to the Snap-shotting, laser designators take time to set up, I'm fine with it being an assault weapon, but yeah...
Hence the flamer-light thing (and I'd probably limit it to 1 per squad too)

That said... being able to combine markerlights into flamer template that does something would be interesting too...

   
Made in ca
Shas'ui with Bonding Knife





I prefer to think of the targeting array as a fancy HUD program with a passive scanner; It's like the difference between having all of your enemies highlighted with targets on them, and having them blend in with the terrain, but where you're coming from makes sense.

All weapons are probably going back to either Salvo or Rapidfire now that the new rules are for it.

I dunno about flamer template, but maybe a heavy MASER markerlight array bastion-type building that lets you fire a com beam that can cut through a couple meters of concrete and steel...

More stuff: Interceptor Drone-field. ~100 points for 6 drones set up within 5" coherency; 6" range interceptor gun with 1-shot auto-hit explosion that sacrifices the drone. Either that, or giving seeker missiles the Skyfire special rule, and allowing certain vehicle upgrades to grant interceptors. Either way, Seeker Missiles are BS3 against Fliers.

Heavy-Ground-Deployment transports for large units of Fire Warriors or Crisis Suits; Like I-Robot's trucks, but cooler. Expect rapid ejection seats for Cruising-Speed disembark; like a Transformer coming apart into 6 crisis suits.

Pathfinder Hoverbike upgrades, Kroot Great Knar'Loc and Great Knal'Roc flying MC, Crisis Suit concerted deepstrike deployment, Stealth-Team ambush, Sniper kill-team, Fire Warrior defense line; basically, going to have a bunch of special rules (that you can purchase!) for placement and tactics you actually use during the game. They'll hopefully be costed in such a way that making full use of them is hyperefficient, but not making use of them or making subpar use of them doesn't precisely punish you, any more than taking seeker missiles without any way to target them punishes you. These extras will be purchasable in slots similar to the Bastion slot.

Speaking of Seeker Missiles; Vehicles can now buy snapfire rockets instead of actual Seeker Missiles, which should provide a nice incentive to actually take something other than vehicle+disruption pod. Seeker missiles will be purchasable in slots similar to the bastion slot, and come in via reserves, with flier rules.

I ran the disruption/Decoy changes by my FLGS but they weren't that excited about them. One idea that popped up was making them like the clone+shadowfield, negating a single hit on a 2+ save each game turn, but losing it forever if you lose a hull point. How's that sound? I personally think it's a bit complicated, and possibly hard to cost D:

Markerlight effects to end of opponent's turn is an easy fix that goes well with 6e patterns.


Pit your chainsword against my chainsw- wait that's Heresy. 
   
 
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