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![[Post New]](/s/i/i.gif) 2008/06/05 23:52:40
Subject: Tau - Earth Caste Militia [Experimental Army Idea]
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Disbeliever of the Greater Good
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So, after playing Dawn of War too much and seeing what they did with Drones and Drone Harbingers, I got to wondering what a drone swarm force would look like, and wound up spending way too much time thinking on it. In the end, I wrote this (with some helpful feedback from Asmodeus, a co-worker of mine) and decided I'd post this up here to see what everyone thinks. I'm going to start ordering drones like mad to try and build a list to test this with, we'll see how that goes. In the meantime, I present:
Tau Empire: Earth Caste Defense Force
Fluff:
Although the Tau almost always rely on the Fire Caste to take care of the Empire’s wars, occasionally this is not feasible. Raiders can strike any time anywhere, ancient horrors can rise from the wastes unexpectedly, and all manner of aliens can assault from a multitude of angles. It is in these times, when the Fire Warriors and their Cadre’s are out, that defense and evacuation falls to the Earth Caste’s “Defense Force”, called the Fio’or’vessa. Normally, the Earth Caste are the laborers and farmers, artisans and civilians of the Tau Empire. However, when called upon, they organize themselves into what humans would call a militia with the express purpose of first evacuating as many civilians as possible, and second stalling any attacking force as long as is feasible (usually to aid in an evacuation, but rarely this is also done to buy time for in route Fire Caste Cadre’s to arrive). In combat scenarios, the Fio’or’vessa tends to send the bulk of its people to aid in the evacuation (and if necessary, recovery of vital equipment and supplies) while a small group of individuals trained by the fire caste coordinate the defense under the supervision of the local Ethereal. Because the entire reason for the Fio’or’vessa’s existence is due to the lack of nearby Fire Caste support, Fio’or’vessa forces have a distinctly different makeup then the standard Tau military force and rely primarily on drones for their actual combat. Tau Special characters may not be used in a Fio’or’vessa.
Force Organization:
HQ:
Must be an Ethereal with a firewarrior bodyguard unit. These firewarriors are the only fire caste units permitted in a Fio’or’vessa (except for Pathfinders, see below). The Ethereal gains a hardwired drone controller and two shield drones at no extra cost. The Ethereal may purchase a command-link drone for an additional 25 points.
Troops:
• Gun Drones: Gun Drones are a troops choice in a Fio’or’vessa but have the following alterations:
- Squad Size changes to 10-16, 10 points/model
- The Jump Infantry rule is lost, but is replaced with the Fleet universal rule.
- The squad may be commanded by a command operations drone for +25 points. A command operations drone increases the BS of all drones in its squad by +1 and increases the squad’s leadership to 8. Command operations drones are equipped with a pulse pistol and may not buy items from the armory. WS: 2, BS: 3, S 3, T 4, Wo, 1, I 4, A 1, Ld 8, Sv. 5+
- A Gun Drone squad may have either a markerlight drone at +15 points, a shield drone at +20 points, or a heavy weapon drone at +30 points.
- Drones may be deployed in a Drone Harbinger or transported in one. A Harbinger may be purchased for the squad at an additional 125 points.
Special: Due to sophisticated command software incorporated into the Harbinger’s control drone, while a drone squad’s is within 24’ of a non-immobilized Drone Harbinger it is considered fearless and will automatically regroup if below 50%. If the Harbinger is destroyed, the drones must take a leadership test or move to within 18’ of and defend the nearest Ethereal as if they had fallen back.
• Drone Harbinger: A specially outfitted Devilfish, designed specifically for transporting large groups of drones. A Drone Harbinger is piloted by a sophisticated drone AI, and can transport up to 18 Drones in its hold. Unlike normal Devilfish, there is no internal amenities for a living crew, all available space is reconfigured to store Drones, and is cumbersome to move in for living people. Due to this modification, only drones may be transported in a harbinger.
BS: 3, FA: 12, SA: 11, RA: 10, Transport, Tank, Skimmer, Access Points: 1/side & 1 rear, Fire Points: 0, Burst Cannon x3, 125pts, may buy upgrades from the vehicle armory
Fast Attack:
• Piranha Skimmer: A standard Piranha piloted by Earth Caste militia.
• Suicide Drone 0-1: A drone packed with explosive compounds typically used by the Earth Caste to shape terrain and build or demolish structures. Detonates when killed or on command. Place a large blast marker over the drone, all models hit take a STR 8, AP- hit with saves allowed, remove the drone as a casualty. Note that suicide drones have their weaponry removed, their design and purpose are simple and most engineers see little need for wasting additional resources on a flying anti-personal bomb.
- WS: 2, BS: 0, S 3, T 4, Wo, 1, I 4, A 1, Ld 10, Sv. 4+
- Squad Size: 1, 25pts, Jump Infantry
• Pathfinder Team 0-1: A standard pathfinder team. This team must be held in reserve and represents advance arrival of Fire Caste reinforcements. Roll normally on the reserve table to see when they arrive.
Elite:
• Hunter Drones: Gun Drones programmed to seek specific targets, usually used by the Tau to sew confusion in enemy ranks or attempt to press a particularly powerful enemy unit into defeat or submission. A hunter drone squad may have one heavy weapon drone attached to it at +30 points.
- WS: 2, BS: 2, S 3, T 3, Wo 1, I 4, A 1, Ld 6, Sv 4+
- Squad Size: 4-6, 12pts/model, Deep Strike, Jump Infantry, Infiltrate
Special: Hunter drones are programmed to seek out a specific enemy unit and will place a target preference on that unit, possibly to its own detriment depending on circumstances. In any situation where a Hunter Drone squad has the option of shooting/attacking multiple squads, it must attack its designated squad regardless of the circumstances around it. Note that Hunter Drones can be set to attack Independent Characters if that character is part of a squad, but cannot, on their own, target such characters. For example, a squad of Hunter Drones could be set to attack a squad of Guardians which has a Farseer attached, but if the Farseer left the squad the Drones would continue to pursue the Guardians.
• XV-89 Crisis Battlesuit, “Earth Wall” 0-1: An otherwise standard Crisis battlesuit, piloted by a highly trained Earth Caste militia member, with the following upgrades: Multi-Tracker, Shield Generator, Iridium Armor, Stimulant Injector, and Targeting Array. Additionally, the Xv-89 variant suit had a built in hard-wired drone controller and comes with two shield drones. This highly resilient battlesuit design is intended to be the point defense unit of a Vio’or’vessa, and is used primarily to stall attacking forces. It is considered a high honor to be a pilot for such a suit, as the wearer is almost certain to die. However, as the time bought for the escaping civilians often means that thousands will live, it is seen as the ultimate expression of the greater good. WS: 3, BS: 3/4, S 5, T 4, Wo, 2, I 3, A 2, Ld 8, Sv. 2+/4+, 130pts
Heavy Support:
• Sniper Drone Team: As listed in the Codex, except the Drone Controller is a member of the Earth Caste and has a BS of 2 when using his pulse pistol.
• Heavy Weapon Drone Team: Although too experimental and volatile for front line use by the Fire Caste, Earth Caste engineers have successfully managed to compact heavy weapon designs enough to mount them on standard drone chassis. A heavy weapon drone team consists of 1-3 heavy weapon drones, and may be taken as a heavy support choice in a Fio’or’vessa force.
- WS: 2, BS: 3, S 3, T 3, Wo 1, I 4, A 1, Ld 8, Sv 4+
- By default, Heavy Weapon Drones have twin linked burst cannons equipped, but may be reequipped with either a rail rifle and target lock, twin linked plasma rifles, Twin Linked Fusion Cannons, Missile Pods, or Twin Linked Flamers.
- Squad Size: 1-3, 30pts/model
Special: Due to the experimental design of the heavy weapon drone’s compacted power batteries, when a heavy weapon drone shoots there is a chance it may misfire. When a heavy weapon drone equipped with a fusion cannons or plasma rifles fires, if the roll is a one treat the weapons as not being twin-linked, as one of the weapons misfired.
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![[Post New]](/s/i/i.gif) 2008/06/06 01:56:51
Subject: Tau - Earth Caste Militia [Experimental Army Idea]
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Maddening Mutant Boss of Chaos
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I think you have something good here. I like the abundance of Drone options, as they are something seriously overlooked (with good reason) in the TE codex. It gives off the feel of an automated defense system rising in the face of an invasion to screen the escape of actual living beings.
Despite all the Drones, I think the list could use a living Troop choice to add to the desperate feel of the force. Right now all you have are Gun Drones, but I think Earth Caste Defenders or some form of actual militia would present an amazing conversion opportunity and add more flavor to Tau in general.
Maybe a blend of a Fire Warrior's stat line with a higher toughness and/or strength to represent their role in society but a lack of weapon skill or ballistic skill for the obvious reasons. Also a 5+ armour save to represent thick construction gear or heavy metal-lined leathers. I imagine Earth Caste members as the tougher, grittier kind of Tau; wearing goggles and leather aprons, covered in soot and firing nail guns.
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![[Post New]](/s/i/i.gif) 2008/06/06 02:14:56
Subject: Re:Tau - Earth Caste Militia [Experimental Army Idea]
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Pulsating Possessed Space Marine of Slaanesh
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I think a higher toughness would be a little bit unbalanced, rivalling that of a marine equivalent. Great idea though.
I think what an ECD (Earth Caste Defender) stat line would look something like this:
WS 3 BS 3 T3 S3 T3 Wo1 I2 A1 Ld 6 Sv5+
I don't think the BS would drop, because I envision red-neck construction worker's taking pa's pulse rifle and shooting cans after work. I raised the WS to reflect the harder life on the Earth Caste guys and lowered their leadership by one to represent the lack of formal military training. The squad leader would raise their Ld to 7, but wouldn't get a lot of the wargear options.
My two cents.
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![[Post New]](/s/i/i.gif) 2008/06/06 02:24:19
Subject: Tau - Earth Caste Militia [Experimental Army Idea]
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Maddening Mutant Boss of Chaos
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I see what you're saying there. I guess the WS bump does make sense while still balancing. I do feel they should not carry standard Pulse Rifles though, but maybe a weaker version of it like a "Pulse Musket" haha. But possibly a Pulse 18" or 24" Assualt or Rapid Fire weapon at around S3or4 AP5 to reflect the average man's gun. I do think the ECD should run cheaper than the standard Fire Warrior cost, but also in larger groups (maybe 10-20) to reflect a construction crew or work team rallying to the call to lay down their lives protecting those they hold dear.
"For the (Tau) Empire!"
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![[Post New]](/s/i/i.gif) 2008/06/06 02:42:57
Subject: Tau - Earth Caste Militia [Experimental Army Idea]
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Angry Chaos Agitator
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what are they armed with? im presuming pulse rifles,
how about giving them a 'farm equipment' options that replaces their rifles with pulse pistols and close combat weapons.
also farm equipment crisis suits that are specificaly designed for close combat?
thats my bit
LL
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![[Post New]](/s/i/i.gif) 2008/06/06 02:52:28
Subject: Re:Tau - Earth Caste Militia [Experimental Army Idea]
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Disbeliever of the Greater Good
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Actually, it'd be "For the Greater Good!"
I like the idea, although I agree with Asmo that I don't think a toughness/strength increase would be warranted. Granted, Fio are bigger then Shas, but SM size? No, probably not. I'd also go with more of a minuteman guerrilla fighter kind of approach, as opposed to the standard FW shooting line. Something like:
Troops:
• Earth Caste Militia: While a Fio'or'vessa is primarily designed to protect the lives of the non-combatant Tau civilians, occasionally Earth Caste Militia participate in the fighting directly, as opposed to helping to evacuate others or recover sensitive equipment. Militia are drawn from the ranks of the laborers and artisans of the empire, and though they have some training it is not enough to provide them Fire Warrior level capability. However, due to the level with which they use their hands, and the very real threat of Orcs, militias train in hand to hand combat more then the standard Fire Warrior ever does. Militia still prefer, whenever possible, to adhere to the Tau doctrine of ranged combat, but they accept the reality of the universe that Orcs like to chop and humans love their chainswords.
- WS: 3, BS: 2, St: 3, To: 3, Wo: 1, In: 3, At: 1, Ld: 7, Sv 6+
- 11pts/model, squad size 6-12, equipment: Pulse Pistol, Photon Grenades
- May add a Fio'ui (team leader) for +15 points, the leader may buy items from the infantry wargear list, and may buy a markerlight for +10 points, WS: 3, BS: 2, St: 3, To: 3, Wo: 2, In: 4, At: 2, Ld: 8, Sv: 5+
- Up to two models may replace their pulse pistols with a pulse rifle or a pulse carbine for +5 points/model
Special: Trained in primarily urban warfare and guerrilla combat tactics, Earth Caste Militia are adept at choosing the best possible cover and using it to maximum effect. When in cover, militia gain +1 to their cover save.
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This message was edited 1 time. Last update was at 2008/06/06 03:00:34
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![[Post New]](/s/i/i.gif) 2008/06/06 03:31:07
Subject: Tau - Earth Caste Militia [Experimental Army Idea]
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Maddening Mutant Boss of Chaos
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I was simply being sarcastic.
Though it is your concept, IMO I do not see a militia force of Earth Caste members being extremely guerrilla in their tactics. The whole concept of guerrilla warfare seems too dishonorable for the Tau mindset and it also suggests a prolonged conflict when the original pitch revolved around a rallied defense force.
I like Asmodeus' statline for ECD yet also could see it fitting your (Soliptic) weapon and equipment set though I think a weapon in between pulse pistol and pulse carbine/rifle would be more appropriate.
Soilptoc: What kind of weapon set would your "Earth Wall" crisis suit permit? I like the idea of construction gear CCWs.
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![[Post New]](/s/i/i.gif) 2008/06/07 01:14:49
Subject: Tau - Earth Caste Militia [Experimental Army Idea]
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Disbeliever of the Greater Good
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I made a few alterations after talking to some friends. Harbingers lose the triple burst cannons (would be useless in 5th ed.) and gain a markerlight that can be swapped for a heavy weapon since there's no true "tank" for this army (I didn't want to give them actual tanks, I felt that wouldn't make sense). Also changed the militia's stats around a bit (and gave in and let their sgt pickup a ccw, though I still don't like the idea), and added the devilfish in case they don't want to walk.
• Drone Harbinger: A specially outfitted Devilfish, designed specifically for transporting large groups of drones. A Drone Harbinger is piloted by a sophisticated drone AI, and can transport up to 18 Drones in its hold. Unlike normal Devilfish, there is no internal amenities for a living crew, all available space is reconfigured to store Drones, and is cumbersome to move in for living people. Due to this modification, only drones may be transported in a harbinger.
- BS: 3, FA: 12, SA: 11, RA: 10, Transport, Tank, Skimmer, Access Points: 1/side & 1 rear, Fire Points: 0, , 125pts, may buy upgrades from the vehicle armory
- By default, a Drone harbinger has the following armament: Hull mounted twin-linked burst cannons and a front mounted markerlight (on a Devilfish model, where the burst cannon is normally found, there is instead a markerlight, and instead of gun drones there are burst cannons.) The burst cannons may be exchanged for twin linked smart missiles for +20 points, and the markerlight may be exchanged for a plasma cannon at +40 points
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Plasma Cannon: An upscaling of the standard battlesuit plasma rifle, it has fallen out of use since the advent of railgun technology, but is still occasionally found on older equipment and some specialized vehicles. STR 6, AP2, Heavy 2, 24’
• Earth Caste Militia: While a Fio'or'vessa is primarily designed to protect the lives of the non-combatant Tau civilians, occasionally Earth Caste Militia participate in the fighting directly, as opposed to helping to evacuate others or recover sensitive equipment. Militia are drawn from the ranks of the laborers and artisans of the empire, and though they have some training it is not enough to provide them Fire Warrior level capability. However, due to the level with which they use their hands, and the very real threat of Orcs, militias train in hand to hand combat more than the standard Fire Warrior ever does. Militia still prefer, whenever possible, to adhere to the Tau doctrine of ranged combat, but they accept the reality of the universe that Orcs like to chop and humans love their chainswords.
- WS: 2, BS: 2, St: 3, To: 3, Wo: 1, In: 3, At: 1, Ld: 6, Sv 6+
- 9pts/model, squad size 6-12, equipment: Pulse Pistol, Photon Grenades
- May add a Fio'ui (team leader) for +15 points, the leader may buy items from the infantry wargear list, may purchase a close combat weapon for +10 points, and may buy a markerlight for +10 points, WS: 2, BS: 3, St: 3, To: 3, Wo: 1, In: 3, At: 1, Ld: 7, Sv: 5+
- Up to two models may replace their pulse guns with a pulse rifle or a pulse carbine for +5 points/model, and any model with a pulse pistol may instead purchase a pulse gun at +2 points per model
Special: Trained in primarily urban warfare and guerrilla combat tactics designed to stall an advancing force, Earth Caste Militia are adept at choosing the best possible cover and using it to maximum effect. When in cover, militia gain +1 to their cover save.
Pulse Gun: An older precursor to the newer pulse carbine and rifle designs, Pulse Guns were the first widespread pulse weapon issued to Tau military cadre’s. While they have been replaced in the fire warrior ranks by more advanced or specialized weaponry, they are still found occasionally in Earth Caste defense forces and the occasional Fire Warrior veteran. STR4, AP5, Assault 1, 24’ range
• Devilfish Troop Transport: A normal Devilfish, piloted by an Earth Caste crew.
I also added a new elite unit, feeling something was lacking:
• Stealth Field Drone 0-1: In holding off attacking forces, the Earth Caste has learned the value of misdirection and ambushes. Seeking to utilize this knowledge to its fullest, the engineers of the Earth Caste developed this experimental Drone for the Fire Cast. While it is still in the testing stages (and thus its range is limited), when one is trying to defend one’s home from attackers, the line between experimental and necessary becomes blurred. A stealth field drone is a drone with no armament, but instead is outfitted with a stealth field generator exactly like those found on Stealth Teams and Sniper Drone teams. A Stealth Drone may be attached to any squad for +20 points, and confers the Stealth Field to all friendly models within 4’ of itself.
- All friendly units within 4’ of the drone benefit from the stealth field generator. WS: 1, BS: 0, St: 2, To: 3, Wo: 1, In: 1, At: 1, Ld: 5, Sv: -
I wanted to avoid giving a militia force anything too "new and shiny", but felt that since the fluff states the earth caste develops all the cool toys, it makes sense they'd have some stuff that's still undergoing testing.
As to the Earth Wall suit, weapon abilities, I guess they could improvise a ccw for 10-15 points, but it doesn't make much sense to do that when you still have 2 open slots for weapons. I'd make them something like:
Improvised Close Combat Weapon: Exactly what it sounds like. Although the Tau prefer not to engage in melee combat, due to the design and intention of an XV-89, it is always considered a likely prospect. Adds +1 attack. +10 points
I like this because it lets a Tau player get in touch with their inner orc and bolt on something bizarre (giant grabby claw, anyone?) to represent a desperate last minute addition to the suit.
For the comment about guerrilla warfare, I'm not saying they go behind enemy lines and attack fuel dumps, but simply that they use hit and run tactics to stall an advancing enemy force. Maybe there's some way I can say that clearer? Not sure.
Thoughts?
-Sol
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![[Post New]](/s/i/i.gif) 2008/06/07 03:26:16
Subject: Tau - Earth Caste Militia [Experimental Army Idea]
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Sneaky Chameleon Skink
Los Angeles
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I love the idea and the list is pretty interesting.
A few thoughts:
The battle-suit sticks out to me. Perhaps a construction suit? A faster, dreadnought type construct? Perhaps a Jet pack, 1 blow torch (heavy flamer or str 3 ap 3 flamer to show a converted cutting tool), Dred CCW, iridium armor. That would seem to fit the fluff of the earth caste more.
As for guerrilla warfare, I think it is not the best term to use, perhaps just that they are extremely familiar with Tau architecture and buildings in general, so while in one, they gain a +1 cover save as they know exactly what parts of the structure are the most resilient.
Just my thoughts, but overall, a really wonderful list.
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Never attribute to malice which can rightly be explained by stupidity.
Tecate Light: When you want the taste of water but the calories of beer. |
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![[Post New]](/s/i/i.gif) 2008/06/07 22:26:54
Subject: Tau - Earth Caste Militia [Experimental Army Idea]
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Maddening Mutant Boss of Chaos
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I like the Stealth Drone, but to make it easier to handle, i'd just allocate the stealth to the unit that is controlling it.
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![[Post New]](/s/i/i.gif) 2008/06/08 19:44:34
Subject: Tau - Earth Caste Militia [Experimental Army Idea]
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Mekboy Hammerin' Somethin'
Spreading the word of the Turtle Pie
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The militia seem a little over pointed. The same points an average fire warrior with photon grenades (assuming the militia take pulse guns) and thet get -1 ws, bs, ld and sv and get +1 cover sv.
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![[Post New]](/s/i/i.gif) 2008/06/09 21:43:39
Subject: Re:Tau - Earth Caste Militia [Experimental Army Idea]
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Disbeliever of the Greater Good
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Lemurking: I don't see any reason why someone couldn't model an Earth Wall suit to look like construction equipment and use the Counts As rule. I want to avoid giving the Tau something so radical as a Dred eq, it just doesn't make sense why there wouldn't be a front line version we've already heard of. The idea here is for the militia to adapt what they have. They build all the equipment for the Fire Caste, and I figured it would make sense that they could outfit a single suit and hold it in reserve. I was close to giving it a suicide switch, but wound up turning that into a specialized drone instead. What if I changed the flavor text to read "an XV construction suit, modified for war, with the following upgrades:". Would that not provide the room needed to interpret the suit anyway one wants, while still providing the "base" of a Crisis suit?
Smashotron: I agree with your assessment. The 4' thing sounds cool, but I talked it over with some friends and it would only lead to problems. Here is the change:
• Stealth Field Drone 0-1: In holding off attacking forces, the Earth Caste has learned the value of misdirection and ambushes. Seeking to utilize this knowledge to its fullest, the engineers of the Earth Caste developed this experimental Drone for the Fire Cast. While it is still in the testing stages (and thus its availability is limited), when one is trying to defend one’s home from attackers the line between experimental and necessary becomes blurred. A stealth field drone is a drone with no armament, but instead is outfitted with a stealth field generator exactly like those found on Stealth Teams and Sniper Drone teams. A Stealth Drone may be attached to any unit with a drone controller for +20 points, and confers the Stealth Field to the unit.
- WS: 1, BS: 0, St: 2, To: 3, Wo: 1, In: 1, At: 1, Ld: 5, Sv: -
mekboy: What about changing them to 8/model? Or 7 and removing the mandatory grenades (instead making them an option).
Sol
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This message was edited 1 time. Last update was at 2008/06/09 21:59:48
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![[Post New]](/s/i/i.gif) 2008/06/12 00:51:25
Subject: Re:Tau - Earth Caste Militia [Experimental Army Idea]
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Disbeliever of the Greater Good
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After thinking on it, I decided I didn't like the idea of not having any special characters to use. I changed the rule to disallow Shadowsun and Farsight, and added these two (the vehicle may be needing work though)
Special Characters: The following special characters may only be used in a Fio’or’vessa force of at least 1500 points (4th edition only, obviously)
Colony Defense Harbinger: A special design Drone Harbinger outfitted to be a command vehicle for large scale defensive operations. They are normally only found on Sept worlds and their colonies. A Colony Defense Harbinger is controlled by an extremely experimental networked drone AI series (i.e.: multiple advanced drone intelligences) stocked with powerful transmission equipment, and uses a reinforced Iridium armor hull to provide maximum defense. When added to a Fio’or’vessa force, the Colony Defense Harbinger confers a variety of benefits to all drones in the defense force. Due to its specialized equipment and load out, a Colony Defense Harbinger cannot transport any units.
- Supreme Organization: A Colony Defense Harbinger confers the fearless special rule to all drones within 48’ of itself and increases their leadership by +1. Additionally, all drones within 48’ of the Colony Defense Harbinger gain +1BS. This bonus stacks with that of a command operations drone.
- Advanced Target Prioritization Software: Once per shooting phase, any drone which fires a non twin-linked weapon within 48’ of the Harbinger and misses may reroll the shot as if it were twin-linked.
- EMP Mortar: A scaled up version of the EMP grenades used by Tau infantry, the EMP mortar may be used once per round. When fired, place a large blast marker over the target and roll scatter dice as normal. Any one enemy vehicle caught underneath will take a glancing hit on a roll of 5+ (the player using the EMP mortar must declare the intended target before rolling to glance). Any units beneath the blast will become momentarily disoriented by the sky changing colors and the “light show” that accompanies the blast, and must take a pinning test or become pinned. Units in powered armor suffer a -1 to their saves versus this pinning test, as their armor is more affected then normal infantry. (Note that this can affect Tau units if they are under the blast.) 32’ Range, Heavy 1 Large Blast, Pinning
- Twin-Linked Networked Markerlight: In place of gun drones or burst cannons, the Colony Defense Harbinger’s drone bays are equipped with these weapons to aid battlefield units. They may be exchanged for burst cannons for +20 points.
- Unique. This unit has a 0-1 restriction.
- BS: 4, FA: 13, SA: 12, RA: 11, Tank, Skimmer, Landing Gear, 275pts, may buy upgrades from the vehicle armory
Aun’sal of the Long Path: Aun’sal is an Ethereal originally from Tau itself. During the Damocles Gulf Crusade he was appointed to lead the Xi’no colony in the Bork’an sept, a distant world that the Tau had tirelessly worked to restore to life. As the Crusade ground to a halt and the Fire Caste chased the retreating Imperium to reclaim lost worlds and territory, Xi’no’s colonial cadre was called to the front, with promise of fresh Firewarriors from Bork’an in a few short weeks. The months rolled on and the promised cadre never came, but something else far, far worse did. From the wastes of Xi’no’s second moon a Necron army began to attack Xi’no. With no Fire Caste present to press an offensive against the ancient deathless force, Aun’sal vowed that he would not leave until the last Tau civilian was safely evacuated. To this end, he gathered a large Fio’or’vessa force and ordered them to take position in the towns outlying the colonial capital and halt the Necron advance using whatever means necessary. After weeks of hard fought bloody battles, as the last of the civilians escaped to the orbiting ships, a Fire Caste army entered the system and launched an attack against the Necrons from the rear of the lines, disorienting the deathless army and causing them to momentarily stall their implacable advance. Aun’sal used this moment to pull back his militias and evacuate. True to his word, he was the last living Tau to step onto the ship, forever earning the undying respect of not only the militia members he led and the civilians his sacrifice let escape but also the Fire Caste forces who arrived to relieve the colony. Upon return to Tau he was awarded the title “Da’v’so” meaning “Long Path”, in reference to his dedication to the Greater Good.
- WS: 4, BS: 4, St: 3(5), To: 3, Wo: 3, In: 4, At: 3, Ld: 10, Sv 4+*, 220 points
- Staff of Unity: This one of a kind weapon was crafted for Aun’sal by the Engineers of the Earth Caste during the siege on Xi’no. After seeing the so called “Staff of Light” held by the Necron Lord leading the assault, Aun’sal ordered the engineers awaiting evacuation to create him something equally impressive to inspire the militias. The Staff of Unity functions as an Honour Blade and therefore adds +2 to Aun’sal’s strength, in addition to the following effects:
• Integrated Ion Beam Emitter: The brilliant blue gem atop the staff can emit a focused Ion Beam, similar to the Ion Cannon technology found on Tau vehicles, although somewhat less powerful. Range 24’, S6, AP3, Assault 1
• Integrated Ion Burst Emitter: When used in close combat, the Staff of Unity emits a burst of Ionic energy that damages a target on a subatomic level. Strikes from the Staff of Unity therefore ignore normal armor saves.
• Integrated Shield Generator: A standard battlesuit shield generator was broken down into smaller components and integrated into the Staff of Unity by the earth caste engineers. It therefore confers a 4+ invulnerability save to Aun’sal.
- Death Before Defeat: Any Tau model attached to Aun’sal (including his bodyguards) may voluntarily step in front of Aun’sal to take an incoming hit, thus sparing the Ethereal. Twice per round, any time Aun’sal would normally take a wound, one of his bodyguards may instead take the wound as if they had interposed themselves between the oncoming attack and Aun’sal.
- Drones: Aun’sal is equipped with a hard-wired drone controller and comes with two shield drones.
- Bodyguards: Aun’sal may either opt for the standard Fire Warrior bodyguard unit, or may instead take an Earth Caste Militia bodyguard unit. If an Earth Caste unit is taken, Aun’sal benefits from the +1 to cover saves these units have.
- Earth Caste Militia Bodyguard: Squad size 6-12, 10/model, WS: 2, BS: 3, St: 3, To: 3, Wo: 1, In: 3, At: 1, Ld: 8, Sv 5+, armed with Pulse Guns and Photon Grenades. May purchase close combat weapons for +5 points per model.
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![[Post New]](/s/i/i.gif) 2008/06/12 03:23:05
Subject: Tau - Earth Caste Militia [Experimental Army Idea]
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Maddening Mutant Boss of Chaos
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I'm not partial to special characters but I like the fluff. I think the standard ECM should reflect the ECM Bodyguard you created for your Ethereal except switch the WS with the BS. Maybe 9/model and larger squad size ( for standard ECM)
My main regard for the standard ECM is that I feel they should have an increased WS and lower BS to represent stronger men with less training.
I also feel they deserve 5+ armour saves because, like i said before, leather/metal sheet aprons and padded gear feel like 5+ to me.
Also a 10-20 model cap feels more fitting to represent the less militarily rigid structure of each 'gang' or group of workers.
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This message was edited 1 time. Last update was at 2008/06/12 03:24:01
Renegade Guardsmen |
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![[Post New]](/s/i/i.gif) 2008/06/12 04:35:57
Subject: Re:Tau - Earth Caste Militia [Experimental Army Idea]
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Guardsman with Flashlight
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Maybe you could add a form of hardend veteran militia squad with a 4+ save to reresent scavegend armour or fire warrior caste armour
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Failures Not An Option |
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![[Post New]](/s/i/i.gif) 2008/06/12 04:40:46
Subject: Tau - Earth Caste Militia [Experimental Army Idea]
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Maddening Mutant Boss of Chaos
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or thicker leather aprons!!
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Renegade Guardsmen |
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![[Post New]](/s/i/i.gif) 2008/06/12 06:56:02
Subject: Re:Tau - Earth Caste Militia [Experimental Army Idea]
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Guardsman with Flashlight
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ow forgot to add you can also add as a troop selection gue'vesa troop squads basicly a squad of human militia.
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Failures Not An Option |
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