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![[Post New]](/s/i/i.gif) 2011/10/29 22:34:58
Subject: Looking for suggestions- Codex: Farsight Enclave (updates in 1st post)
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Longtime Dakkanaut
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The goal is to create a small, simple fandex custom-tailored for Tau players who support Farsight and his breakaway enclave.
There's a definite appeal to the underdog aspect of the rebellious Shas'o and his focused mission to benefit his race without being bogged down in the bureaucracy of an empire that may have lost sight of the greater good, and I'd like to take a stab at putting together something that captures the feel and style of this iconoclastic leader.
Story-wise, we'd need to come up with a few distinguished heroes of the farsight campaign to serve as unique HQ choices, and fill in a little history.
Stat-wise, I was hoping for a codex that represents a highly mobile, aggressive force that represents an army forced to rely on ingenuity, efficiency, and resourcefulness.
If Farsight has been out there liberating worlds from the orks, then he may have picked up some new allies. Maybe some imperial-style vets or shock troops, or perhaps a new alien ally.
Forced to be independent from the caste system of the tau empire, he may have made use of the air caste to fill vital martial roles, or pressed the earth caste to develop new, more effective modifications to the crisis suits.
Farsight armies have limited access to heavy support options, representing a reliance on battle suits and fire warriors, but as his campaign expands he may have been forced to include salvaged/modified enemy armor or repurposed light vehicles to fulfill heavy support roles, such as converting devilfish to carry ordinance weapons, or xeno technology liberated from defeated enemies and adapted to tau purposes.
The inclusion of assassin or scout type units or heavy weapons teams consisting of allies, air, or earth caste specialists could be one idea, or heavily reinforced dreadnought-esque crisis suits used as anchors around which the army can rally might fill a vital role.
The objective isn't to shore up Tau weaknesses, like their pitiful performance in close combat, but rather to use the existing tau fighting style in a new way, with a few new units and tactics to represent Farsight's unorthodox approach.
Right now I'd just like to open the floor to suggestions, and I'm looking forward to seeing what the dakka community can come up with.
Recent Developments: (11/3/11)
The Farsight Enclave civilization revolves around a comprehensive set of guidelines unnoficially entitled the Farsight Doctrine.
The Doctrine revolves around the central focus that each member of the faction is personally responsible for the survival of the faction as a whole, and by their loyalty and dedication, in turn, serve the greater good. Part spiritual text, part military strategy, part social manifesto, the farsight doctrine serves as both constitution and bible to the enclave.
The military tenets of the doctrine are a return to the concepts of the Patient Hunter and the Killing Blow; focusing on efficiency, aggression, and mobility.
Liberated from the restrictions imposed by Tau Empire methodology, the Enclave is a rapidly expanding faction that values resourcefulness, innovation, and loyalty.
The Enclave has eschewed the traditional roles of the rigid caste system, and uses the fire, air, earth, and water designations as simple indicators of profession that convey no inherent status in the civiliation. Status is earned through effort on behalf of the enclave and its pursuit of the greater good.
Despite to the scarcity of tau empire resources on the far side of the Damocles Gulf, the Enclave has thrived by liberating alien worlds from their occupation by enemies to the greater good, welcoming the native popuations, be they imperial or otherwise, to pledge loyalty to the faction or be left to their own devices. Still, scarcity of military resources is a defining characteristic of the breakaway faction, but so is ingenuity and technological advancement, and new battlesuit configurations, reorganized military structure, and numerous earth caste innovations have led to a force that is capable of shoring up its own weaknesses.
Farsight Himself has helped to construct a civilization that can function without him, and subsequently, is rarely (if ever) seen - rumors of the influence of Dawn Blade somehow affecting him (more to come)
Here's some fluff, the crunch is pretty much complete on these and will be in the Version 0.1 PDF (soon)
New Configurations, all 0-1 elite choices, and optional wargear for HQ Shas'El
XV32 Command Suit - Shas'o only (farsight's high command)
XV3 Crisis Harness - Constructed from the remnants of crisis suits too badly damaged to repair, the crisis harness is an intermediary step on the path of the Shas'ui veteran to becoming a battlesuit commander, capable of supporting a single battlesuit weapon or support system, the XV3 armed veteran is a versatile combatant capable of fulfilling many battlefield functions.
XV31 Shock Suit - A close range (not close combat) durable variant of the crisis suit, the Shock suit is deployed in an anti-personel capacity, and was critical in purging the dual threats of Ork and Tyranid occupation from the enclave worlds.
0-1 Fast Attack
XV18 Recon Suit - A variant of the XV15 Stealth Suit, stripped of the bulky and innefective weaponry of the XV15 and XV25 Suits, this lightly armored battlesuit is perfectly equipped for deep recon and precision strikes behind enemy lines.
0-1 Heavy Choices
XV81 Spearhead - A lighter and more mobile battlesuit built on the chasis of the ponderous XV88, the Spearhead is armed with a single railgun and an enhanced targeting system, superfluous weaponry is eschewed in exchange for a maneuverable configuration more suited to the Kor'ui air caste pilots.
Troop Choices:
Enclave Fire Warriors - Similar to the Shas'la of the Tau Empire, Enclave fire warriors are still the mainstay of the Enclave army, these troops benefit from Enclave Kauyon training.
Enclave Fire Commandos - Specialist Shas'la of the Enclave, Fire Commandos embody the principles of the Farsight Doctrine and recieve Mont'ka training.
Enclave Drone Squads - Drones are the backbone of the Enclave, and while their mechanical composition is consistent with those within the Empire, their Autonomic Intelligence has been improved, allowing them to fulfill a wider range of mission objectives than the suicidal speed bumps of the tau empire.
0-1 Troop Choices - or possibly 0-1 no force org (wip)
Enclave Irregulars: Still need ideas here (don't want to just swipe auxiliaries from 3e)
Earth Caste Squads: The enclave requires constant technological innovation, and testing experimental technology on the battlefield is the only way to determine how well it will serve the greater good, Earth Caste Squads function like a hybrid of techmarine and imperial heavy weapon squad, though suffer from a piss poor statline (yes, worse than the normal Tau)
Also, 3 new HQs and 2 Upgrade Characters
Special Rules:
Command Dependent - (drone squads and earth caste) If the squad loses it's team leader they must make morale tests during each of their movement phases or begin falling back.
Breakaway Faction - Almost everything is 0-1 (except XV8, FW, and Drones) detailed in minidex
Special issue: All special issue wargear in codex:Tau Empire is considered standard issue, and new wargear has earned the Special Issue designation, not because of experimental status (Experimental deployment is not so restrictive) but due to scarcity.
Mont'Ka: Some crunch that favors aggression
Kauyon: Some crunch that favors mobility
More to come, including vehicle munitions, Seeker missile batteries, and of course, lots of new wargear.
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This message was edited 2 times. Last update was at 2011/11/04 09:44:39
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![[Post New]](/s/i/i.gif) 2011/10/29 22:46:33
Subject: Calling All Tau Players, Looking for suggestions- Codex: Farsight Enclave
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Winged Kroot Vulture
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The current "issue" with Farsight is that he's a close combat model and completely unsupported as such in the Tau dex.
If I were to write a Farsight Enclave Codex, Farsight himself would have to come with a bodyguard of suits that also "suited" (pardon the pun) his fighting style of "shoot then slam"
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![[Post New]](/s/i/i.gif) 2011/10/30 05:52:22
Subject: Calling All Tau Players, Looking for suggestions- Codex: Farsight Enclave
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Longtime Dakkanaut
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Okay, so after some thought and a lot of conversation, we came up with:
The Farsight faction needs to be an elite version of the Tau army - Veteran units, weapons modified by necessity, and a more rigid set of designations for differently outfitted crisis suits with specific functions- A focus on conservation and survivability, but with a distinctly aggressive stance to represent the liberties Farsight has taken with the Tau army now that he's been freed from the restrictions of the Etherals.
Also, to represent how farsight has had to adapt in his crusade against the orks, new tactical options and repurposed salvaged tech should be all over the place. In addition, special issue equipment should become standard issue, to represent necessity winning out over caution, and new, more dangerous special issue tech should be available.
As the codex has chosen to limit Farsight's force org options, I've chosen to interpret this as Farsight having a small veteran force, and that will be represented by replacing Stealth Suits, Pathfinders, and Broadsides by unique models with retinues.
Repurposing battlefield salvage will lead to some new innovations, such as the Crisis Harness - the remnants of destroyed crisis suits being stripped down to serve as improved armor and weaponry for Elite Firewarriors.
Since farsight, as pointed out by cottonjaw, is a CC model, than it makes sense that he will have modified training regiments to acquire a more assault-aware forces - without too significantly altering the defining weakness of the Tau.
Earth Caste, by necessity will have filled a more martial role in the army, something along the lines of techmarines, but with much worse statlines and some more interesting abilities.
Fire Warrior veteran units should be armed with marker drones and seeker missile batteries. Maybe heavy weapons teams like the IG or the eldar guardians.
Hit and fade units like eldar swooping hawks also fit the mobility and conservation requirements of the farsight enclave.
Fire warrior honor guard, or command squads in crisis harnesses might be fearless, armed with repurposed ork power klaws and stimulant injectors, but otherwise still be pitiful in CC.
Open to more suggestions, if someone wants to take a stab at coming up with some HQs I'd appreciate it.
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![[Post New]](/s/i/i.gif) 2011/10/30 14:26:59
Subject: Calling All Tau Players, Looking for suggestions- Codex: Farsight Enclave
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Longtime Dakkanaut
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Cottonjaw wrote:The current "issue" with Farsight is that he's a close combat model and completely unsupported as such in the Tau dex.
If I were to write a Farsight Enclave Codex, Farsight himself would have to come with a bodyguard of suits that also "suited" (pardon the pun) his fighting style of "shoot then slam"
When i read courage and honour in the ultramarines series there was a regular Shas O equiped with a power weapon on his suit and even nearly kills Uriel in close combat before a dread saves him.
I don't know, maybe his body guard may purchase a power weapon for +15pts and crisis suits could also buy his improved ws option.
Tau veteran squads with infiltrate but less armour to compensate so BS4 but 5+ armour.
Its a bit vague on farsight, but its implied he is xenophobic and wouldn't tolerate any xenos allies or mercenaries in his army.
Heres a nifty one, since the suits are meant to go close why not give them flecette armour tiles that could be used first combat.
So.. On being charged, once per game, before any attacks are struck the fleccette launchers inflict one instant str4 ap- hit on every model in btb contact with each suit. In addition the detonations noise, light and thrown up air confuses and bewilders the attacker and they thus suffer -2ws for that round of cc. Casualties count towards combat resolution.
This would give them a chance to use Hit and run, but could only be used once.
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Starting Sons of Horus Legion
Starting Daughters of Khaine
2000pts Sisters of Silence
4000pts Fists Legion
Sylvaneth A forest
III Legion 5000pts
XIII Legion 9000pts
Hive Fleet Khadrim 5000pts
Kabal of the Torn Lotus .4000pts
Coalition of neo Sacea 5000pts
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![[Post New]](/s/i/i.gif) 2011/10/30 20:24:09
Subject: Re:Calling All Tau Players, Looking for suggestions- Codex: Farsight Enclave
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Neophyte Undergoing Surgeries
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i know it dose not seem to fit but how about adding aun'shi in since he was last seen heading to meet farsight (one of my favorite tau characters who was removed from the current codex)
have a 3rd weapon choice for the fire warriors like a plasma carbine same stats as the batelsuits one and then assault instead of rapid fire
costing 15 points per model
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This message was edited 1 time. Last update was at 2011/10/30 20:24:32
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![[Post New]](/s/i/i.gif) 2011/10/31 06:04:50
Subject: Calling All Tau Players, Looking for suggestions- Codex: Farsight Enclave
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Longtime Dakkanaut
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Alright -
Flechette Launchers on suits - not a bad optional upgrade, is it OP? Defensive Grenade, One Shot, At the start of combat, before any blows are struck, the defending player rolls 1d6 for each model in base contact with a battlesuit armed with a personal flechette launcher, on a result of 4+ the model suffers a str 4 hit. If a unit suffers at least one wound from a flachette launcher, the entire unit has its initiative reduced by 2 (to a minimum of 1) until the end of the phase.
Point cost? Special Issue?
Alternative to power weapon without losing the "Tau feel"
Fusion Cutter – A fusion cutter is an earth caste industrial tool used for shaping the iridium armor used in the fabrication of tau vehicles and crisis suits; essentially it is an extremely short range pistol capable of projecting a sustained and concentrated fusion blast. Under Farsight’s direction, these were adapted into close combat weapons. A fusion cutter is a close combat weapon with the rending special rule which can fired with the following shooting profile.
6” S8 AP1 Pistol - One Shot, Melta, Gets Hot!
If a fusion cutter’s shooting attack is used, it’s close combat attacks are no longer rending.
Aun'Shi - Any ideas for statline and abilities?
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This message was edited 1 time. Last update was at 2011/10/31 06:05:27
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![[Post New]](/s/i/i.gif) 2011/10/31 07:00:20
Subject: Re:Calling All Tau Players, Looking for suggestions- Codex: Farsight Enclave
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Longtime Dakkanaut
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Well first off I am really not a fan of Farsight and a breakaway tau movement, but am always happy to help brainstorm on a Tau subject.
For the military uses and expansions of the air and earth castes:
Make a Airborne recon/insertion team consisting of Air caste operatives, give them long range pulse weaponry and very light armor, maybe with infiltrate and /or deepstrike capabilities, maybe even have them act as a forward air observer for "air strikes" or some such.
The earth caste would be useful in a combat engineer role, demo charges and short range low skill weapons, flamers and such, give them a wide range of drone support maybe even somethat repair other tau units.
and as a possible new alien ally I have always felt the zoats would be a awesome find for the Tau empire, maybe have farsight link up with a few of their renegade ships, would give them some nasty CC ability and be fairly fast moving on the battle field.
models would have to be either scratch made or found on ebay, but would be a nice addition to a farsight force.
anyway just some random thoughts. good luck
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![[Post New]](/s/i/i.gif) 2011/10/31 07:29:03
Subject: Calling All Tau Players, Looking for suggestions- Codex: Farsight Enclave
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Frenzied Berserker Terminator
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Did farsight have Kroot with him? If so then maybe have a different kind of Kroot. After all they have been fighting mainly orks, why not have bigger, bulkier kroot?
For Example:
Elites Choice:
Kroot Brutes: 20pts/model
ws 4 bs 3 s 4 t 4 w 2 i 2 a 2 ld 8 sv 6+
Shaper
ws 4 bs 3 s 4 t 3 w 3 i 3 a 3 ld 8 sv 5+
Unit Size: 3+
Wargear:
Brutes:
Salvaged weapons (CCW)
Shaper:
Kroot Rifle
Basic Armour
Stun Stick (CCW)
Special Rules:
Brutes:
Thick Hide (6+ save)
Rage
Control Shaper:
Control rage
Unit upgrades:
For every 3 Brutes the unit may take a:
Shaper +10pts
Brutes may swap their salvaged weapons for:
Crude axe (Confers +2 strength but always strike at initiative 1, 2 hand weapon) + 5pts/model
1 Shaper may swap their Kroot Rifle for:
Pulse Carbine +2pts
Or:
Pulse Rifle +7pts
What do you guys think?
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Veteran Sergeant wrote:In the grim darkness of the far future, the guy with a rifle is the weakest man on the battlefield, left to quake in terror, hoping the two or three shots he gets do the job before somebody runs screaming across the battlefield to hit him with an energized stick.
http://www.dakkadakka.com/dakkaforum/posts/list/440996.page
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![[Post New]](/s/i/i.gif) 2011/10/31 08:54:40
Subject: Calling All Tau Players, Looking for suggestions- Codex: Farsight Enclave
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Longtime Dakkanaut
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RE: Air Caste -
Since they're not suited for direct combat (inferred from the fluff) maybe an air caste 'drone pilot', a jump infantry model with a crap statline, but able to 'steer' heavy or fast drone squadrons... Or we say screw that and make some Air Caste guys that function like swooping hawks, with positional relays and (extraction devices) of some sort. Maybe they use markerlights to call in orbital bombardment style attacks, like targeted 'rail cannon' shots? I like the air strike thing, very aggressive.
Re: Zoats
I like the idea that Farsight may have liberated some Xenos from the Tyranids. I do want to weigh Totalwar's comment about Farsight being a Xenophobe. Anyone have anything to back that up? I'm liking the idea of an elite 'pure tau' veteran force.
Re: Kroot Brutes
Well, I like the concept, but farsight specifically excludes kroot and vespids; and I was thinking we'd keep it that way, I'm also hesitant to just add a biological CC unit; as the lack of them seems to be a defining characteristic for tau.
Although those models might be cool in a minidex for kroot mercenaries, Ill start compiling that on the side and file similar suggestions along with this one.
Since we're on the CC note, I was thinking about:
XV31 Shock Suits: 0-1 force org, Heavy Support
Unit Composition 1-4 XV31's with optional upgrade character.
In his extended campaign against the Orks of the Damocles Gulf, Farsight was dismayed to see his finest battlesuit commanders buried beneath sweeping hordes of boys swinging primitive cudgels and blades. To maintain the aggressive stance so integral to his tactical style, he demanded a solution from his Earth Caste engineers, the result was the XV31 Shock Suit – A heavily armored battlesuit designated for front-line deployment that could endure a significant amount of abuse while delivering its payload of anti-personnel weaponry. XV31s all count as being equipped with iridium armor and vectored retro thrusters as standard issue wargear. They may not select any additional wargear.
Shas’Ui XV31 - WS2 BS3 S5 T5 W2 I3 A2 LD8 2+ 75 Points
Infantry (jet pack)
The XV31 is armed with a Twin Linked Heavy Flamer
Burst Cannon
Fusion Cutter
Hard Wired Multi Tracker
Iridium Armor
Vectored Retro Thrusters
One Model in the squad may be upgraded to Shas’vre Fireheart for +75 points
Fireheart XV31 – WS4 BS4 S5 T5 W3 I4 A4 LD9 2+
Fearless, Shield Generator, Target Lock, Twin Linked Airbursting Fragmentation Projector, Burst Cannon, Vectored Retro Thrusters, Grok’s End
Grok’s End is a Refitted power-klaw that fireheart liberated from a particularly cunning Nob in a near-defeat in his first campaign under farsights command. The trophy, brought to Farsight at the close of the campaign, was affixed to the first XV31 and presented to Fireheart upon his Promotion to Shas’Vre. It functions as a master crafted power fist.
Thoughts, Points too high/low?
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This message was edited 1 time. Last update was at 2011/10/31 08:59:52
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![[Post New]](/s/i/i.gif) 2011/10/31 09:01:15
Subject: Calling All Tau Players, Looking for suggestions- Codex: Farsight Enclave
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Frenzied Berserker Terminator
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They seem pretty interesting, but Fireheart kinda confuses me, hes a HQ calibre person, but is an elites choice upgrade?
although I love the Grot's End (I think you miss-spelt it) weapon, would be cool to model.
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Veteran Sergeant wrote:In the grim darkness of the far future, the guy with a rifle is the weakest man on the battlefield, left to quake in terror, hoping the two or three shots he gets do the job before somebody runs screaming across the battlefield to hit him with an energized stick.
http://www.dakkadakka.com/dakkaforum/posts/list/440996.page
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![[Post New]](/s/i/i.gif) 2011/10/31 18:28:48
Subject: Re:Calling All Tau Players, Looking for suggestions- Codex: Farsight Enclave
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Regular Dakkanaut
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It's an interesting idea, however, there's probably a few ways to incorporate the 'break away faction' rule set into something a little more worthwhile.
Like salvaging parts. And I'd think through years of low supplies and recycling equipment might lead to breakthrough tech that the Tau Empire might be unable to grasp.
Tau Pathfinders should still be an 0-1 or 0-2 choice for fast attack, but to make up the lack of equipment they could have something like:
Tau Pathfinder
Weapons: Pulse Carbine with Marker Light Desginators.
X2 Marker Light Designators - Through years of strenuous recycling on the markerlight designators built into Pulse Carbines, the Pathfinders have eschewed the secondary optic lens for faster target lock auspex's.
Effect: Pathfinder markerlights are Assault 1, 24".
I also like the idea of different battlesuits engineered for different things and having a decent armory to match.
I think it would be really cool if Farsight became a Tau objective if he falls in battle.
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- 2000 Points
- 2000 Points
'We are the force which breaks the enemy's spear, shattering its haft with the teachings of Mont'ka!' - Commander WindSabre, Shas'O O'Shirada before the counter attack against the Raven Guard Space Marines on Tellidan II.
'The only perk from being a Captain is that I get my own private bathroom.'
Captain Esh of the 24th Iron Tortoise Artillery Regiment during an officer's speach a regimental inaugeration on Calador. |
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![[Post New]](/s/i/i.gif) 2011/10/31 18:42:45
Subject: Calling All Tau Players, Looking for suggestions- Codex: Farsight Enclave
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Longtime Dakkanaut
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I like the assault 1 24" markerlights idea for pathfinders. The X2 Markerlight carbine is definitely going in, great idea. Though it's gotta be pricey to represent scarcity and complexity.
I also like the 0-1 force org designation for them, but adding a Sgt. Tellion type upgrade character as an option.
For Fireheart, I think this might represent a theme in the codex, a small veteran force filled with uniques; He could be an HQ and maybe just select the XV31s as a retinue?
Along the lines of 'recycled' gear:
Crisis Harness:
Battlesuits too badly damaged to rebuild are broken down and serviceable parts are refitted into powered light-exoskeletons and made available to Veteran Fire Warrior Shas'ui. Not sure where it fits in force org, maybe just to fill a squad sgt role? Maybe an honor guard type unit?
Veteran Shas'ui In Crisis Harness (cost?)
WS 3 BS 3 S4 T3 W1 I3 A2 LD8 3+
Relentless
The shas'ui may select one weapon and one battlesuit support system from the Battlesuit Wargear Armory at its normal cost.
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This message was edited 1 time. Last update was at 2011/10/31 18:45:26
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![[Post New]](/s/i/i.gif) 2011/10/31 20:49:33
Subject: Calling All Tau Players, Looking for suggestions- Codex: Farsight Enclave
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Frenzied Berserker Terminator
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I like the crisis harnesses. I think the harness should be an upgrade for the honour guard, (Like termie armour) and an actual elites choice unit.
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Veteran Sergeant wrote:In the grim darkness of the far future, the guy with a rifle is the weakest man on the battlefield, left to quake in terror, hoping the two or three shots he gets do the job before somebody runs screaming across the battlefield to hit him with an energized stick.
http://www.dakkadakka.com/dakkaforum/posts/list/440996.page
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![[Post New]](/s/i/i.gif) 2011/10/31 22:10:10
Subject: Calling All Tau Players, Looking for suggestions- Codex: Farsight Enclave
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Longtime Dakkanaut
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Okay, Idea brewing here...
X1 Jump pack - Salvaged from decommissioned crisis suits, the X1 Jump Pack is a light weight harness mounted thruster that allows the equipped squad, during their movement phase, instead of a normal movement, move up to 4d6" as jump infantry. Until the start of the Tau Player's next turn, the unit benefits from a 4+ cover save. Once used, the pack's charge is expended and cannot be used for the remainder of the battle.
People occasionally field fire warriors as 'commando' squads, with EMP Grenades and Pulse carbines.
Maybe, to continue along the theme of a more aggressive Tau army, a Fire Warrior commando squad, a fast attack choice...
Fire Warrior Commandos - 75 Points
5 Models, +13 Points for additional models up to 10
Shas'La WS 3 BS 3 S3 T3 W1 I3 A1 4+ LD8 - Scout
One model can be Upgraded to a Shas'ui w/Crisis Harness for 20 points.
Standard Wargear: Pulse Carbine, EMP Grenades
Up to 2 models may exchange their pulse carbines for Fusion Cutters for 5 points
1 model may exchange his Pulse Carbine for an X2 Markerlight Carbine for 10 points
The entire squad may take X1 Jump Packs for 3 PPM.
What say you, dakka?
Automatically Appended Next Post:
How about this for an Elite Choice, kind of like an honor guard squad - versatile but within the normal limitations of the Tau
Fire Warrior Veteran Squad:
Fire Warriors who prove themselves within the Tau empire are granted the honor of becoming Shas'ui and beginning their battlesuit training. Within the Farsight enclave, a warrior must meet a higher standard.
Veteran Shas'ui are given the opportunity to don the Crisis Harness, an invention of necessity in an enclave that relies heavily on small forces to earn victories that might challenge far larger Tau armies.
The XV3 Crisis Harness is a powered exoskeleton constructed from salvaged XV8 crisis suits too badly damaged to repair, refitted by earth caste engineers to once again serve the greater good.
Though not as poweful or durable as a full battlesuit, the Crisis Harness gives elite fire warriors the ability to bring to bear the tactical might of tau innovation, and in the process, prove themselves worthy of one day being granted their own battlesuit.
XV3 Veteran Shas'ui - 1-5 models
Infantry
20 PPM + Wargear
Shas'ui WS3 BS3 S4 T3 W1 I3 A1 LD8 3+
Shas'vre WS3 BS4 S4 T3 W1 I3 A2 LD8 3+
Relentless
Wargear:
The XV3 must select 1 weapon and 1 battlesuit support system from the Battlesuit Wargear Armory.
The XV3 may carry a fusion cutter or EMP grenades for 3 Points
The entire squad may be equipped with X1 Jump Packs for 3PPM
The entire squad may be equipped with stimulant injectors for 5PPM
The entire squad may be equipped with Stealth Field Generators for 7 PPM, if this option is selected, the squad gains the infiltrate USR
One model in the squad may be upgraded to a Shas'Vre for +10 points.
The Shas'vre may add a networked markerlight and multitracker to his harness for +10 points or a Hard Wired Drone Controller for 5 points.
Upgrade Character: A shas'vre may be further upgraded, for +40 points, to Shas'vre Dawnhammer.
Shas'Vre Dawnhammer is named for a notorious gambit he successfully executed, ambushing a far superior orkish war party in the dead of night; keeping them disoriented and unable to effectively return fire by bombarding them with fusillades of photon grenades throughout the entire firefight, finally forcing them to rout, overtaking them, and killing their warboss. DawnHammer was the first recipient of an XV3 crisis harness, and has refused to exchange it for a heavier battlesuit.
Dawnhammer wears a standard XV3 with the following Profile.
WS4 BS5 S4 T3 W1 A2 I4 3+ LD9
Wargear: Fusion Cutter, Networked Markerlight, Multi-tracker
Battlesuit Weapon: Plasma Rifle
Battlesuit Support System: Shield Generator
If Dawnhammer is included in the unit, the entire unit is equipped with Photon Grenades and Blacksun Filters
If the unit selects the optional upgrades of Stimulant injectors, stealth field generators, or X1 Jump Packs, then Dawnhammer benefits from these upgrades as well.
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This message was edited 4 times. Last update was at 2011/10/31 23:09:49
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![[Post New]](/s/i/i.gif) 2011/10/31 23:10:22
Subject: Calling All Tau Players, Looking for suggestions- Codex: Farsight Enclave
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Longtime Dakkanaut
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junk wrote:Alright -
Flechette Launchers on suits - not a bad optional upgrade, is it OP? Defensive Grenade, One Shot, At the start of combat, before any blows are struck, the defending player rolls 1d6 for each model in base contact with a battlesuit armed with a personal flechette launcher, on a result of 4+ the model suffers a str 4 hit. If a unit suffers at least one wound from a flachette launcher, the entire unit has its initiative reduced by 2 (to a minimum of 1) until the end of the phase.
Point cost? Special Issue?
Alternative to power weapon without losing the "Tau feel"
Fusion Cutter – A fusion cutter is an earth caste industrial tool used for shaping the iridium armor used in the fabrication of tau vehicles and crisis suits; essentially it is an extremely short range pistol capable of projecting a sustained and concentrated fusion blast. Under Farsight’s direction, these were adapted into close combat weapons. A fusion cutter is a close combat weapon with the rending special rule which can fired with the following shooting profile.
6” S8 AP1 Pistol - One Shot, Melta, Gets Hot!
If a fusion cutter’s shooting attack is used, it’s close combat attacks are no longer rending.
As you've written the rule I would say five points per suit since you can only use it once.
I suppose I could see farsights people mcguivering earth caste tools onto their crisis suits ...
I had an idea, why not give extra weapons that are normally from alien auxilaries grafted onto the crisis suits? They could also maybe have scavanged imperial weapons given that they've been cut off from the Empire military machine.
So Kroot gun (one on the back) +8pts/+12pts str7 ap4 rapid fire
twin linked kroot rifle (on one arm) +6pts each
Vespid gun +15pts/+20pts
Aun'Shi - Any ideas for statline and abilities?
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Starting Sons of Horus Legion
Starting Daughters of Khaine
2000pts Sisters of Silence
4000pts Fists Legion
Sylvaneth A forest
III Legion 5000pts
XIII Legion 9000pts
Hive Fleet Khadrim 5000pts
Kabal of the Torn Lotus .4000pts
Coalition of neo Sacea 5000pts
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![[Post New]](/s/i/i.gif) 2011/11/01 03:10:55
Subject: Calling All Tau Players, Looking for suggestions- Codex: Farsight Enclave
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Longtime Dakkanaut
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I like that, lets take it a step further. What salvaged technology in the hands of the Earth Caste engineers could be improved/modified to suit Farsight's purposes?
Ork Zapp Guns, Space marine combi-weapons, lightning claws, Splinter guns, shuriken cannons, dark lances...
I don't see the wholesale theft of these weapons from other factions, but perhaps modifying tau weapons to reflect the functions of these other weapons -
Tau Combi/kombi melta/plas equivalent - Perhaps a pulse carbine with underslung one-shot fusion blaster; or a Pulse Rifle with a single shot plasma rifle?
Lance Weapons? Maybe something like
Light Railgun - Farsight's battle strategies requires units under his command to be mobile and aggressive, and as such eschew the use of the ponderous XV88 battlesuits so favored by the Empire, though their ability to cripple enemy armor makes them difficult to discard. The Light Railgun is the compromise the Farsight Enclave is accepting.
Range 36" Str 7 AP 4 Heavy 2 Lance
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![[Post New]](/s/i/i.gif) 2011/11/01 05:28:00
Subject: Calling All Tau Players, Looking for suggestions- Codex: Farsight Enclave
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Regular Dakkanaut
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junk wrote:I like that, lets take it a step further. What salvaged technology in the hands of the Earth Caste engineers could be improved/modified to suit Farsight's purposes? Ork Zapp Guns, Space marine combi-weapons, lightning claws, Splinter guns, shuriken cannons, dark lances... I don't see the wholesale theft of these weapons from other factions, but perhaps modifying tau weapons to reflect the functions of these other weapons - Tau Combi/kombi melta/plas equivalent - Perhaps a pulse carbine with underslung one-shot fusion blaster; or a Pulse Rifle with a single shot plasma rifle? Lance Weapons? Maybe something like Light Railgun - Farsight's battle strategies requires units under his command to be mobile and aggressive, and as such eschew the use of the ponderous XV88 battlesuits so favored by the Empire, though their ability to cripple enemy armor makes them difficult to discard. The Light Railgun is the compromise the Farsight Enclave is accepting. Range 36" Str 7 AP 4 Heavy 2 Lance I'd be careful trying to incorporate alien tech into Tau weapons. Fluff wise it's interesting, gameplay wise it'll be a balancing nightmare. I'm still doting on the 'Break Away Faction' rule set: Hammerhead Gunship Unit Type: Vehicle (Tank) Wargear: Railgun, Targeting Array, Blacksun Filters Special Rules: Accrued Amunition Accrued Amunition: Battlefields are littered with every variety of explosive energies; from promethium tanks to bio pools, from rokkit fuel to Eldar Soul Stones. During each shooting phase, the Hammerhead Gunship can fire its Railgun using one of the four 'Munitions' below: Standard Munition: Conserved for only Hammerheads, the Farsight Enclave maintains a store of Tau Railgun Solid Munitions. Range: 72" Strength 10 AP1, Heavy 1 Digestion Munition: Tyranid symbiotic weaponry lives for an extended period after its host dies, which Earth Cast researchers have developed as a toxic despersal munitions. Range: Template* Strength 5 AP5, Twin-Linked *- To fire the Digestion Munition place the Flame Template no further than 24" away with the larger end is no closer to the smaller end. Then follow the rules for Templates as normal.* Soul Stone Munition: The eldar soul stones exhibit strange electrical qualities that if stressed enough, will discharge an incredible blast of eldritch energy, destroying both flesh and stone. Range: 48" Strength 7 AP3, Large Blast* *-Shots fired by the Soul Stone Munitions ignore cover. Promethium Munitions: Promethium is the most common source of volatile energy available to the Farsight Enclave. A simple shell rigging makes an entire barrel a lethal projectile Range: 60" Strength 4 AP5, Large Blast
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This message was edited 1 time. Last update was at 2011/11/01 05:28:42
- 2000 Points
- 2000 Points
'We are the force which breaks the enemy's spear, shattering its haft with the teachings of Mont'ka!' - Commander WindSabre, Shas'O O'Shirada before the counter attack against the Raven Guard Space Marines on Tellidan II.
'The only perk from being a Captain is that I get my own private bathroom.'
Captain Esh of the 24th Iron Tortoise Artillery Regiment during an officer's speach a regimental inaugeration on Calador. |
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![[Post New]](/s/i/i.gif) 2011/11/01 06:42:35
Subject: Calling All Tau Players, Looking for suggestions- Codex: Farsight Enclave
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Frenzied Berserker Terminator
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Maybe make Soulstone munitions etc be 1 shots, or cost points per shot.
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Veteran Sergeant wrote:In the grim darkness of the far future, the guy with a rifle is the weakest man on the battlefield, left to quake in terror, hoping the two or three shots he gets do the job before somebody runs screaming across the battlefield to hit him with an energized stick.
http://www.dakkadakka.com/dakkaforum/posts/list/440996.page
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![[Post New]](/s/i/i.gif) 2011/11/01 15:58:04
Subject: Re:Calling All Tau Players, Looking for suggestions- Codex: Farsight Enclave
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Neophyte Undergoing Surgeries
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i just spent the last week or so looking for the old codex
(3rd ed)
aun'shi
cost ws bs s t w i a ld sv
105 5 3 3 3 3 5 4 10 4+
equipment
honour blade hard wired shield generator, photon and emp grenades
special rules
blade master
may use any of his attacks to minus the opponents attacks by 1 (all models attacking him) reduce the attacks by one for each he gives up to a minimum of one
gains +2 strength from the honour blade and automatically wounds on a six no Armour saves allowed
then the normal ethereal rules
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![[Post New]](/s/i/i.gif) 2011/11/01 16:44:11
Subject: Re:Calling All Tau Players, Looking for suggestions- Codex: Farsight Enclave
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Longtime Dakkanaut
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hmmm after re-reading both the new Farsight codex entry and the old one, it seems that there may be some kinda other influence on O'shovah, namely from the "artifact" planet where he obtained his dawn blade, coincedently the same planet where all the ethereals were killed.
It may be the dawn blade and any other "artifacts" they obtained there also may contribute to both O'shovah's attitude and long life span, those could be plot hooks to give his Tau some bit more exotic weaponry.
Also as a side note I did not read anywhere about his xenophobic tendencies, just the stated army restrictions, which likely stem from his estrangement from the main empire, i.e. if he cannot get supplies he certainly wont be getting fresh kroot recruits, but again all this is speculation and reading between the lines.
My personal tin-foil hat theory is he is under the influence of a Necron lord that they disturbed on the said "artifact " planet ( heck the dawn blade even kinda looks egypt/necron-ish) and likes to experiment with the children of the old ones..remove the ethereals and see what happens to a headstrong leader, for future use in the great re-awakening, may even be why his life span has been extended..keep the experiment going for as long as possible.
Tin foil hat removed.
well good luck with this , looks like quite a bit of fun.
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This message was edited 1 time. Last update was at 2011/11/01 16:51:58
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![[Post New]](/s/i/i.gif) 2011/11/01 18:56:43
Subject: Calling All Tau Players, Looking for suggestions- Codex: Farsight Enclave
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Longtime Dakkanaut
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Necrontyr or C'tan origin for the 'Dawn Blade', it maybe even belonged the old ones. But this is a bold piece of fluff to incorporate in a fan dex. Assuming that the farsight enclave is some how under the influence of some spiritual shadow of the old ones, and extrapolating eldar-esque tech from old ones artifacts, however crudely and with an ignorance of the psychic component. We might be welcoming a couple of improvements as Special issue wargear to the Tau army as well as an introduction of air caste 'Void Engineers' who probe at the warp following vague instructions from distant dreamlike voices.
Air Caste Void Engineers would brave short trips into the warp where they would test new technologies, where, being psychically neutral, they would leave no footprints of their passage other than the lasting effects of their tech. Stuff like:
Warp Distortion Projector - Tau Vehicle Armoury special issue wargear: Units arriving via deep strike rules who land within 18" of the equipped vehicle automatically suffer a mishap.
Automatically Appended Next Post: re: Aun'shi
If Aun'shi has been swayed by farsight's mission, then a statline upgrade is in order to represent more offensive and less defensive tactics. Maybe an army wide ability that takes advantage of the etheral phermone ability and combines them with the farsight directive, something like giving all fire warriors Furious charge or something? Automatically Appended Next Post: StormForged wrote:
I'd be careful trying to incorporate alien tech into Tau weapons. Fluff wise it's interesting, gameplay wise it'll be a balancing nightmare. I'm still doting on the 'Break Away Faction' rule set:
Hammerhead Gunship
Unit Type: Vehicle (Tank)
Wargear: Railgun, Targeting Array, Blacksun Filters
Special Rules: Accrued Amunition
Accrued Amunition: Battlefields are littered with every variety of explosive energies; from promethium tanks to bio pools, from rokkit fuel to Eldar Soul Stones.
During each shooting phase, the Hammerhead Gunship can fire its Railgun using one of the four 'Munitions' below:
Standard Munition: Conserved for only Hammerheads, the Farsight Enclave maintains a store of Tau Railgun Solid Munitions.
Range: 72" Strength 10 AP1, Heavy 1
Digestion Munition: Tyranid symbiotic weaponry lives for an extended period after its host dies, which Earth Cast researchers have developed as a toxic despersal munitions.
Range: Template* Strength 5 AP5, Twin-Linked
*- To fire the Digestion Munition place the Flame Template no further than 24" away with the larger end is no closer to the smaller end. Then follow the rules for Templates as normal.*
Soul Stone Munition: The eldar soul stones exhibit strange electrical qualities that if stressed enough, will discharge an incredible blast of eldritch energy, destroying both flesh and stone.
Range: 48" Strength 7 AP3, Large Blast*
*-Shots fired by the Soul Stone Munitions ignore cover.
Promethium Munitions: Promethium is the most common source of volatile energy available to the Farsight Enclave. A simple shell rigging makes an entire barrel a lethal projectile
Range: 60" Strength 4 AP5, Large Blast
Alright, since hammerheads are limited to 0-1 in farsights enclave, I don't mind throwing in a bunch of options for the Railhead ammo.
Promethium Munitions should have a bit larger of a benefit, maybe rending? Or is the fact that it's a defensive weapon good enough?
What if we treat these specialized rounds like Seeker Missiles, wargear upgrades for tanks that cost 5-15 points per use.
So my railhead would have 2 soulstone munitions and 1 promethium round and might cost +35 over a normal railhead? Automatically Appended Next Post: HQ from Magpiesouth
Lostlight – Unique
Modified XV15
Lostlight earned the respect of O’shovah during the Arkunasha war by leading her diminutive force in a number of effective hit and run missions against an ork siege force that was threatening to crack the defenses of Farsight’s bastion. Though her unit suffered near total losses, Lostlight continued to fight on with squadrons of sniper drones until the threat was broken. Since the Arkunasha war, Lostlight has served as Farsight’s most trusted deep reconnaissance operative.
During Farsight’s extended campaign, Lostlight’s function as an advance scout for the vanguard often hurled her deep behind enemy lines, where on more than one occasion she suffered near fatal injuries. In the wake of the abuse she has been subjected to, her body is wracked chronic pain. Worse though, innumerable missions observing the atrocities committed by her enemies, unable to intervene without compromising her missions have left her with a laconic and icy demeanor indicative of severe mental trauma. Though her physical ailments are mitigated by the integration of a stimulant injector into her modified XV15 Stealth Suit, her mental degradation makes it nearly impossible for her to work alongside other Tau. Her name, Lostlight, is a reflection of her mental state, once a vibrant and passionate exemplar of the Fire Caste, she has become as cold and emotionless as the stealth suit she wears.
Lostlight operates in the field either alone, or accompanied by a small squad of sniper drones. She is armed with her customized fusion rifle, Ky’mesa, and a master crafted fusion cutter. Her XV15 Stealth suit has been modified to include the following upgrades:
Stimulant Injector Mark II* - FNP, Eternal Warrior
Shield Generator
Hard Wired Drone Controller
Positional Relay
Hard Wired Blacksun Filter
Stealth Field Mark II* - Units attempting to fire at Lostlight’s unit must test as if they were affected by the Night Fighting special rule.
*(special issue, limit 1 per army)
160 Points Lostlight: Jump Infantry (Jet Pack), Fearless, Infiltrate
Unique. Character.
WS 3 BS 5 S4 T3 W3 I4 A2 LD8 3+
Lostlight is accompanied by 2 marker drones
Retinue:
Lostlight’s retinue may contain up to 4 Sniper Drones and up to 1 additional marker drone at 20 PPM.
Ky’Mesa – Customized Fusion Rifle
36” Str 6 AP 1 Heavy 2 Melta
Force Org: Armies containing Lostlight may select 0-3 XV15, XV18, or XV25 stealth suits as elite or fast attack choices. Sniper Drone units may claim objectives as if they were troops. Automatically Appended Next Post: Oh...
Xv18 Stealth veterans - 0-1 force org - 3-5 models 40PPM
Stripped of their bulky weaponry and modified to perform in a Deep Recon capacity, the XV18 suited warrior fulfills the role of advanced scout and long range anti infantry support.
The Veterans benefit from the following profile
Shas'Ui WS2 BS3, T3, S4, W1, I3, A2, LD8 3+
Shas'Vre WS3 BS4, T3, S4, W1, I3, A2, LD9 3+
(Stealth, Infiltrate, Jet Pack, Hit and Run)
Wargear: Vectored Retro Thrusters, Stealth Field Generator
Each XV18 must select one of the following dedicated weapons-
Heavy Rail Rifle 36" - S6, AP3 Heavy 1 Rending +5 Points
Heavy Pulse Rifle 36" - S5, AP5, Heavy 2, Pinning +5 Points
Light Railgun 36" - S7, AP4, Heavy 1, Lance +10 points
Burst Cannon (as codex) 0 points
Fusion Blaster (as codex) +2 points
Plasma Rifle (as codex) +5 points
The entire unit may select EMP Grenades or Fusion Cutters at +3 PPM and Photon Grenades at +1 PPM
One model may be upgraded to Shas 'Vre for +10 points, may select 1 Battlesuit System, and is equipped with a networked markerlight, a hw multi tracker, and a HWDC.
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This message was edited 4 times. Last update was at 2011/11/01 23:44:22
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![[Post New]](/s/i/i.gif) 2011/11/02 07:06:16
Subject: Re:Calling All Tau Players, Looking for suggestions- Codex: Farsight Enclave
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Longtime Dakkanaut
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thelordwatchman wrote:i just spent the last week or so looking for the old codex
(3rd ed)
aun'shi
cost ws bs s t w i a ld sv
105 5 3 3 3 3 5 4 10 4+
equipment
honour blade hard wired shield generator, photon and emp grenades
special rules
blade master
may use any of his attacks to minus the opponents attacks by 1 (all models attacking him) reduce the attacks by one for each he gives up to a minimum of one
gains +2 strength from the honour blade and automatically wounds on a six no Armour saves allowed
then the normal ethereal rules
aun'shi – Renegade Etheral
Aun’shi connected with Farsight after being waylaid and boarded in Farsight’s Space by a dark eldar advance scouting party. Aun’shi’s distress call was received by the Farsight enclave, and their swift intervention prevented the Dark Eldar from escaping with the intel they’d collected.
Farsight may have normally rebuffed aun’shi’s attempts at diplomacy, but due to what both of them consider a boon done for the other, farsight offered Aun’shi a place on his advisory council.
Aun’shi, After learning the details of how effective farsight’s campain had been, soon became a loyal supporter of the enclave, and proved himself in a myriad of ways. Now Aun’shi holds the revered status of being the sole ethereal in the farsight enclave, and bravely leads his hand selected honor guard as a front-line general in defense of the greater good.
Aun’Shi WS5 BS3 S3(5) T3 W3 I5 A4 LD10 4++ 125 points
equipment
Y’trin, Personal Shield Generator, Photon and EMP Grenades
Special Rules: Independent Character, Counter Attack, Honor Guard
Blade Savant: A formidable warrior, Aun’shi was considered one of the finest Blademasters in the Tau Empire, now among an enclave that values engaging an opponent up close, his skill as a swordsman became something of great value to share with his new allies. Any unit Aun’Shi is attached to gains the counter-attack special rule and have their initiative raised by 2 (to a maximum of five).
Y’trin – His own honor blade was shattered during his battle with the dark eldar, but earth caste technicians under farsight's guidance reforged it using a huskblade recovered from the dark eldar dead. Y’trin is a power weapon that conveys +2 strength on it’s wielder, a result to wound of a 6 results in instant death.
Honor Guard: Aun’shi may choose to be accompanied by an honor guard of up to 10 Veteran Fire Warriors for 15 PPM.
Honor Guard Veteran Fire Warriors
WS4 BS4 S3 T3 W1 I3 LD 8 4+
Fearless, Furious Charge
Wargear: Pulse Carbine, Fusion Cutter, Photon Grenades
The honor guard and Aun’shi may wear X1 Jump Jets for 4PPM
Any honor guard may equip an XV3 Crisis Harness for +10 PPM
(S4, 3+ Armor save – must purchase 1 weapon and 1 support system from battlesuit armory)
Any honor guard may exchange his fusion cutter for EMP grenades at no cost.
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![[Post New]](/s/i/i.gif) 2011/11/03 11:23:08
Subject: Calling All Tau Players, Looking for suggestions- Codex: Farsight Enclave
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Longtime Dakkanaut
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Moving along with this, about 12 pages into the codex so far... the different designations of battlesuit are creating some interesting interplay, and I'm liking sticking with a 0-1 limitation on nearly everything to remain consistent with the Breakaway Faction rule from Codex: Tau
I could use some more drone ideas, as well as any unique HQ crunch and fluff people want to contribute.
The whole thing, as it turns out, revolves around a manifesto called the Farsight Doctrine, which informs nearly every aspect of military life within the enclave, everything is based around establishing a strong defensive core that can support constant aggressive expansion.
Anyway, keep those suggestions coming, everything has been really great so far.
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![[Post New]](/s/i/i.gif) 2011/11/03 14:04:11
Subject: Calling All Tau Players, Looking for suggestions- Codex: Farsight Enclave
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Automated Rubric Marine of Tzeentch
Milwaukee, Wisconsin
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While tau are not CC focused, farsight tau have learned to use it, as well as shooting, so could you possibly make a CC stealth suit commando unit? Maybe with power weapons or rending blades for high tech?
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![[Post New]](/s/i/i.gif) 2011/11/03 17:57:30
Subject: Calling All Tau Players, Looking for suggestions- Codex: Farsight Enclave
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Longtime Dakkanaut
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I want to careful about off-setting the tau's massive weakness in close combat, any ways around just giving them CC statline boosts?
Maybe a suicide drone that self destructs when it comes into base contact with an enemy model or something, or some kind of 'field projector' that forces enemy assaulting units to take dangerous terrain tests or something? I don't mind having the most elite guys have 4+ statlines, but only them.
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![[Post New]](/s/i/i.gif) 2011/11/05 10:44:33
Subject: Looking for suggestions- Codex: Farsight Enclave (updates in 1st post)
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Longtime Dakkanaut
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Veteran shas'cha - Fire Caste Doctrine Bearers
The Farsight Doctrine revolves around the concept that reach and grasp strengthen one another, and are dependent on one another.
Many have taken this to mean that grasp refers to the Mont'Ka, the killing blow, and reach refers to Kauyon, the patient hunter; however the direct application to military strategy interprets it thusly: An army is not strong unless it is expanding, but cannot allow it's purpose to be diminished with expansion. The most direct application on a societal level is the determination that ndividual within the enclave is responsible for the enclave as a whole. Each citizen responsible for the entire civilization, the enclave and it's members strengthen one another.
Shas'Cha translates to 'Fire Caste Purposeful', or warriors of purpose, the Shas'Cha are designated by interpretation of the Farsight Doctrine as the 'grasp' of the cadre. They are both the moral and tactical avatars of the doctrine on the battlefield.
The Shas'Cha consists of those heroes who have demonstrated the highest service to the greater good. Heroism within the Enclave is not determined by self-sacrifice, because sacrifice does not strengthen reach or grasp; a hero becomes so through utility, through accomplishment. The Shas'cha embody this concept, and by their addition to the cardre, strengthen both grasp and reach.
In battle, the Shas'cha ensure that the cadre is always aware each squad's best use through changing battlefield conditions. Highly versatile and suited for a variety of combat roles, the shas'cha have the ability to be where they are needed most, supporting each units best service of the greater good.
Shas'vre belonging to a squad of doctrine bearers are often outfitted with an XV3 crisis harness and X2 Jump Packs, making highly mobile and nearly as capable as full battlesuits.
- Crunch: 0-1 Force org
Fire Warrior Veteran Squad
XV3 Shas’vre WS4 BS4 S4 T3 W2 I4 A2 LD9 Sv3+
Unit Composition: 1-5 XV3 Shas'Vre
Unit Type: Infantry (Character)
Special Rules: Stubborn, Independent Character
Before either player deploys any units at the start of deployment, the enclave player chooses one of the following designations:
Recon: The Shas’cha gains Scout and Kauyon
Shock: The Shas’cha gains Counter Attack and Mont’Ka
Fire Support: The Shas’cha gains Tank Hunter and Deep Strike
XV3 Crisis Harness: (relentless) Each member of the shas’cha must select 1 battlesuit weapon system and up to 1 battlesuit support system
X2 Jump Pack: During the enclave player's movement phase, he may activate the X2 jump pack. For the duration of the phase, the model becomes jump infantry and may move up to 4d6", after which the X2 is drained and cannot be activated again.
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![[Post New]](/s/i/i.gif) 2011/11/07 14:05:25
Subject: Re:Looking for suggestions- Codex: Farsight Enclave (updates in 1st post)
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Dakka Veteran
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Fluff thoughts:
He could just not like kroot because of their eating habits (ethereals told the firewarriors they had to fight alongside the kroot), association to the tau empire (potential spies), or that they sell their services to anyone could be be seen as unhonorably in his eyes. Veshids are completely controlled by the ethereals so he might feel obligated to liberate them from their mind control or just avoid them. He might be just fine with other aliens - not having a general animosity to non-tau, but disliking certain species.
Rouge Traders and Eldar Corsairs could be trading with them at the upset of the tau. In fact the imperium could be pulling a reversal on the tau and be secretly supporting them through indirect means similar to the Cold War style backing ones enemies, enemies. The tau empire encourage sedition in imperial worlds - turn around is fair play.
Farsight was in charge of a colony effort; so I don’t know how restricted his resources would be. IIRC he was set up to with basically everything he needed to jumpstart a few industrial worlds.
Looks like you already have the idea down; but I am going to say combat droids that fly into enemy armies and explode in combat. For the rules I something like, they fly into combat and surviving droids explode at an initiative of 1 causing strength 4 hits to anyone within 3 inches of them.
I have a long standing eldar corsair codex in the works. I was thinking about putting some fluff in about how their openly trade with the Farsight Enclave at the suffrage of the tau empire. The prototype codex might help you because I had to work with the issues of making a codex for an advance race without the same level of resources as their parent codex - also I wrote rules for the Zoats that were mentioned before. The old feral orks list might also give you some ideas, also check out the new necron codex - his dawn blade seems like it is of necron origin, might give you some other ideas for constructing the force.
http://www.dakkadakka.com/wiki/en/Eldar%20Corsair%20Codex
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![[Post New]](/s/i/i.gif) 2011/11/07 22:45:36
Subject: Looking for suggestions- Codex: Farsight Enclave (updates in 1st post)
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Longtime Dakkanaut
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Your eldar codex looks like a lot of fun; I like the inclusion of kroot mercenaries. I was planning on avoiding Kroot and Vespid entirely;
I think that the scarcity of resources stems from a scarcity of manpower, Farsight is an expansionist, and has an ever expanding front line. They have a solid core but nowhere near the resources of the Empire.
Okay, I like the Suicide Drone - What about - Instead of making CC attacks, the drone can choose to 'detonate' placing the small blast marker over the model and dealing an automatic S4 hit to anything at least partially touched by the template, friend or foe... In CC assault drones are fearless, and no retreat wounds are always resolved as detonations as above.
^ good?
I think that the dawnblade is an old-ones artifact, rather than A necron one, which fits the story I'm trying to weave in, that Farsight is 'awakening' to the influence that the Dawnblade has had on him for years, and is unknowingly driving his civilization towards embracing their ways and into space they once ruled.
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![[Post New]](/s/i/i.gif) 2011/11/09 16:13:35
Subject: Re:Looking for suggestions- Codex: Farsight Enclave (updates in 1st post)
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Dakka Veteran
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I like the notion that the artifact is from the old ones even better; I never even considered it as an option - just defaulted into thinking it was a warscythe. Yep, your droid bomb rules look good, I was just spitballing ideas for handling the detenation on my part. I will post again if I get any other ideas.
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![[Post New]](/s/i/i.gif) 2011/11/11 07:29:21
Subject: Looking for suggestions- Codex: Farsight Enclave (updates in 1st post)
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Longtime Dakkanaut
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Cool, thanks so far to everyone who's contributed, I should finish a 0.1 version this weekend; pure crunch with limited fluff and no art. I'm playing a balancing game with point costs right now, and hopefully it will be playable immediately.
Modeling should be fairly easy, and I'll try to get some examples in there just as soon as I finish greenstuffing cloaks on my fire warriors...
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