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Made in us
Drone without a Controller



Fort Stewart, GA

As it says in the title... Need help making rules for the following Kitbash... I also apologise in advance for the crappy pics; I'm not very good with the camera! Anyway check out the model and let me know what you think I should do for apocalypse rules. Still got some greenstuffing to do and may alter minor details on the model as well. Thanks for the help!















EDIT 2: I made a second railgun for the left arm (no pics yet), and changed my intent around a bit based on the comments so far and reading around in other forums on other similar ideas for Tau. What do you guys think of the following proposed rules and points cost? This will obviously be an Apocalypse unit... BTW, I'm also working on rules to field this as a heavy support option using the dreadknight rules as a base idea as suggested in the responses. Any further ideas there will be greatly appreciated.!

XV-12 Suppression Warsuit
In times of large-scale conflict the Ethereals generally call for their Air caste support in the form of the Manta, Tiger-shark, and Barracuda. However, there have been rare times in which air superiority was initially out of reach. It is in these times that the XV-12 Suppression Warsuit has been brought to the field.
The XV-12 Suppression Warsuit would be classed by the Imperium of man as a Knight class Titan. Designed to be a highly mobile Railgun platform, the XV-12 can quickly move to the areas it is most needed on the battlefield and lay down a withering hail of firepower on the enemies strongest ground assets, or its units of infantry with submunitions. Aside from the short-barreled Railguns normally equipped, the Tau have been known to swap the Railguns for Ion Cannons when an increased rate of fire is required. The XV-12 also provides much needed AA support to Tau forces in the form of shoulder mounted AA Missile Pods. The Air caste worked in conjunction with the Earth caste to develope jump-jets powerful enough to work with this much larger suit. Not all commanders choose to utilise these jets, but the option is there when needed.

XV-12
Points WS BS S Front Side Rear I A
250 2 3(4) 6 13 12 10 2 2
Type: Super Heavy Walker
Crew: 2x Tau Fire Caste and 1x Tau Earth Caste
Structure Points: 2
Unit: 1-3 XV-12 Warsuits
Weapons: An XV-12 is armed with Twin-linked shoulder mounted Heavy Missile Pods (AA), 2x DCCW's, and 2x Arm mounted Primary Weapon Systems. It is always equipped with a targeting array for no extra points cost.
The Primary weapon system is either 2x Short-barreled Railguns at 45 points each, or 2x Ion Cannons at 15 points each. The short-barreled Railguns are the same as typical Tau Railguns but have a reduced range in their profile of 60'.
The XV-12 may be equipped with any of the vehicle upgrades permitted by the Tau Armoury. Further, it may also be equipped with XV-Macro Jump-jets for an additional 100 points.
XV-Macro Jump-Jets: If equipped the XV-12 may, instead of moving normally, engage its jump-jets. This allows it to travel up to 36" in the movement phase, ignoring all terrain and models as it does so. It may not land on friendly units or in difficult/impassable terrain, but it can land on enemy units, resolving this as Tank-shock. If it uses its jump-jets the XV-12 may not fire its Primary weapons nor use the Agile rule that turn, but it may assault as normal.
Special Rules:
Agile: In the shooting phase the XV-12 may divert some of the energy from its primary weapons towards its legs, so it can choose to either:
- Fire all available weapons as normal
- Fire a single primary weapon and move an extra D6 (as per Fleet of Foot)
- Fire no weapons at all and move an extra 2D6 (as per Fleet of Foot)

This message was edited 4 times. Last update was at 2011/08/08 17:14:23


Sun Tzu: "It is said that if you know your enemies and know yourself, you will not be imperiled in a hundred battles; if you do not know your enemies but do know yourself, you will win one and lose one; if you do not know your enemies nor yourself, you will be imperiled in every single battle."
 
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

How about this instead


Name-whatever tau name you want-XV??battle suit

type:jump infantry,jet pack
ws:4
bs:4(5)
S5
T5
W4
I4
A2
LD10
2+


wargear
Wrist mounted railgun with ion laser burner
In CC,this counts as a power weapon that doubles your strength.Against vehicles,this instead counts as melta bombs.In addition,this counts as a markerlight.
Twinlinked burst cannon
Forceshield
This grants a 3++ save and makes the wearer immune to instant death caused by the weapon being S=TX2
Tau close assault XV?? armour
This grants a 2+ save and features a built in jet pack,and an ejection system
Hard wired multitraker
12,Hard wired Smart Missiles,AA mount.This hit a Flyer or Skimmer automatically on a 2+.Skimmers cannot claim the cover save granted by moving flat out.

Special rules
Extreme protocal battlesuit
This giant battle suit gives the wearer the move through cover special rule and allows the user a PoTMS type rule.
Bunch of other tau battlesuit rules.


Sorry about the last line.I am not familiar with tau.

This sound good?

I know it's a close assault rule heavy profile,but it looks to me like a fighter,and it can hold its own in shooting.

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Made in us
Longtime Dakkanaut






Well lets look at what the GK dread does over a termie...

S+2 T+2, ws/bs same, attack +1, saves same

Now, based off normal tau suits I would go with s+3 for this, since crisis suits are already at s+2.

Thus WS2/BS3(4 with TA)/S6/T5/W4/I2/A3
Save would be 2+ as per broadside with 4++ shield generator

Weapons would be upgunned versions of crisis weapons. So heavy burst cannon with 6 shots (instead of twin linked) heavy missile pod with 4 shots, ect, and regular versions of the ion cannon and railgun, though the railgun would get the submunition like the hammerhead.

Instead of the personal teleporter I would have a tau jetpack as the 75 point upgrade, which would make the suit work like an eldar jetbike (so 12 inch regular move, and 6 inch extra move in assault phase) but with no turboboost.

As a further upgrade I would allow a shas'o/el as a pilot, also counting as an HQ slot, which would increase their base profile to ws3/4 and bs 4/5 base, with +1/+2 attacks. This would not count as your required suit commander, meaning you would still need him and would only be able to get 1 upgraded pilot for your heavy support DreadTau.
   
Made in us
Drone without a Controller



Fort Stewart, GA

Thanks for the replies! Some good ideas here and more in line with what I was thinking for the model... Any ideas for points though? I was thinking trying to keep it in line with knight class titans. IIRC that would be around 400?

Sun Tzu: "It is said that if you know your enemies and know yourself, you will not be imperiled in a hundred battles; if you do not know your enemies but do know yourself, you will win one and lose one; if you do not know your enemies nor yourself, you will be imperiled in every single battle."
 
   
Made in gb
Fixture of Dakka






Lincolnshire, UK

This was discussed in a similar discussion here for what it's worth:
http://www.dakkadakka.com/dakkaforum/posts/list/384385.page

Commenting on it shouldn't be necromancy I think as it's not very old...

Nice model btw!

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Ye Olde North State

Cool conversion, not sure on rules though.

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Made in us
Drone without a Controller



Fort Stewart, GA

After a little study and taking ideas provided above I ccame up with the following for non-apocalypse scale games. I based this around what GW did for the dreadknight rules with changes based on Tau tech and weaponry.
Please point out areas where you think points are too high or too low, or where you would suggest changes in stats.


Heavy Support or Commander option
XV-12 SUPPRESSOR WARSUIT………………………………….175 Points (Shas’o = +50pts, Shas’el = +25pts)
WS BS S T W I A LD SV
Shas’vre 3 3(4) 6 6 4 2 3 8 2+ (4++)
Shas’o 5 5(6) 6 6 6 3 5 10 * Counts as IC HQ
Shas’o 4 4(5) 6 6 5 3 4 9 * Counts as IC HQ
Composition: 1x XV-12 Suppressor Warsuit
Unit Type: Monstrous Creature
Wargear: XV-12 Warsuit, 2x DCCWs, Targeting Array
Special Rules: Agile, Acute Senses, Defensive Grenades, Deep Strike, Vectored Retro Thrusters
Options:
May take any upgrades allowed on Crisis suits and vehicles in the Tau Armoury.
May take up to two Arm Mounted Primary Weapon Systems, and one Secondary Shoulder Mounted System
Primary: Short-Barreled Railgun……………………………………45 points (each)
: Ion Cannon……………………………………………………..20 points (each)
Secondary: Smart Missile System………………………………….20 points
: Heavy Missile Pods (Twin-linked)(AA)………..50 points
May take an XV-Macro Jump-Pack…………………………………………….75 points
Short-barreled Railgun: Same as Hammerhead Railgun; Reduced range of 60”
Heavy Missile Pods: AA, Twin-linked, Range: 48”, STR=7, AP=4, Heavy 4
XV-Macro Jump-pack: An XV-12 equipped with this moves as a jetbike, in addition may make a move in the assault phase of 6” instead of assaulting. This unit still counts as an MC and thus these moves still count as having the Move through Cover special rule.
If a Shas’o or Shas’el are equipped with the XV-12 suit they do not count towards the 1+ requirement of commander.

Sun Tzu: "It is said that if you know your enemies and know yourself, you will not be imperiled in a hundred battles; if you do not know your enemies but do know yourself, you will win one and lose one; if you do not know your enemies nor yourself, you will be imperiled in every single battle."
 
   
 
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