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Made in ca
Fresh-Faced New User




The expanding Tau empire, in addition to its main races (Kroot, Vespid, Nicassar, humans etc) most undoubtabley has a few worlds with other less numerous intelligent species incorporated into them, with new worlds every day.

 I wrote up this as a way of representing approximately any new minor race (ie, not space faring on its own, nothing super unusual like race of giant fire breathing space hamsters with psykic powers)


0-1 Native Conscripts: Troops Choice

Pts: 5
WS: 3
BS: 3
S : 3
T : 3
W: 1
I  : 3
A : 1
Ld: 7
Sv: -

Weapons: Armed with a close combat weapon.
Squad size: 5 - 29 + Shas'ui

Must be lead by single Shas'ui chosen as if from a fire warrior squad.* However, due to their recent addition to the empire and/or general undisciplined nature and rapid conscription they may not use his leadership. (I added this one in after realising the savage race upgrade would be too good without it, +1S for free)

Racial Characteristics:  May choose one of the following-

Large Race:  +1 T, -1 I, -1 BS

Small Race:  Counts as Small target, +1 BS, +1 I,  -1 S, - 1 T

Savage Race: +1 S, -2 Ld

Horde Race: -1pts, -1 BS, -1 WS, -1 Ld

Technical Advancement:  May choose one of the following for +1pt per model.

Pre-Industrial:  may upgrade weapons to :  2 Close combat weapons,  Great weapon, Primitive missile weapon or Close combat weapon and primitive shield.

Gun Shy: Fearing the high tech devestation of modern weapons means Pre-industrial species suffer a -1 ld penalty for pinning tests. Prehistoric (no tech) level races also have this flaw.

Industrial may upgrade weapons to Slug thrower or Slug Pistol and additional close combat weapon. Gain a save of 6+. for +1pt per model, unit may carry frag grenades.

Pre-Warp
     may upgrade weapons to Submachine guns or Slug thrower. Up to two models in the unit may carry either "Squad Support weapon" (+4pts each) or "Anti-Armour weapon" (+15pts each). For +1 pt per model unit may carry frag grenades, for +2pts per model unit may carry Krak grenades. Unit gains a 6+ save.



Weapon List:

Great Weapon: requires 2 hands,  +1S in close combat.
Shield:  Model with a shield gains a 5+ save in close combat.
Primitive missile weapon: Rg 12" S2 AP- Assault 1
Slug thrower:  Rg 24" S3 AP- Heavy 1
Slug Pistol: Rg 12" S3 AP- Pistol
Submachine Gun: Rg 12" S3 AP- Rapid fire
Squad Support weapon:  Rg: 36 S3 AP6 Heavy 3
Anti armour weapon:  Rg: 24 S7 AP3 Heavy 1


  Note this list is obviously not to create a great must have super force.  This would mainly be good for building a fluff army or in campaign play.  Its intentionally a lil on the weak side also because your opponent is more likely to let you use your unit if its obviously there for fluff and not to simpley win.

 Hope you like it at least a little.

 

Sample Species and Fluff: (using gw range models, that way you can "counts as" other units, kroot or some such)

1.)

Arboreals - (model: WH Fantasy, Dryads - Wood elf range)

Racial:  Large Race.   Technical: None (Prehistoric)  Pts: 5

Fluff:

   An early tau colony, Tel'Dukar was sparsely colonized due to the harsh tundra and icy wasteland covering most of its surface,  only the temperate forests near its equator were suitable for habitation. That was under prospectors found massive mineral deposits several years ago.  The massive boom in population as new earth caste workers arrived meant more forest had to be cleared to make way for housing.  This is when the arboreals showed themselves and attempted to fight back in a futile resistance.  Tau weaponry soon brought them low, within weeks of the conflict beginning.  The Tau agreed to build more expensive contained bio-domes in the arctic waste in exchange for Arboreal aide in patrolling the forests, and defending the empire should the need arise.

   Arboreals however are few in number and breed very slowly.  Pre-Empire they lived under the rule of their "philosopher tyrants".  These Tyrants would guide the thoughts of those he lead until another arborian would grow in size and power to topple him, technology and science are never even considered in an arboreals life.
    Arboreals are very sluggish and only move when absolutely necessary, such as when about to ambush prey.  Arboreals eat red meat, and only infrequently.  The older arboreals get the larger they grow and more infrequently they eat (causing them to grow more slowly).  When an arboreal "dies" it does not do so in a conventional sense,  but rather moves and eats so little it becomes another tree in the forest..losing all traces of sentience.

 
2.)

Merk'ra - (model: WH Fantasy, Strigoi - Vampire count range)

Racial:  Savage Race.   Technical: Pre-Industrial  Pts: 6

Fluff:

  The Merk'ra were incorporated into the Tau Empire decades ago after a Tau expedition tilted the tide of a Merk'ra war quite noticeable.  The species is an incredibly muscular swamp dwelling amphibian.  Merk'ra are very susceptible to heat and as such engage in very little smithing, severely limiting the rate at which their technology advanced.  The majority of the species live in a large series of swamps at the basin of valleys in a continent spanning mountain range.  Most of these valleys are guarded by imposing stone fortresses..now run by the ruling clan and Tau administrators.  Few tau make a permanent living on the planet and none in the swamps.  Only rarely do the Tau draft from the limited forces of this backwater species on the fringes of the tau empire.


3.)

Balthra - (model: WH Fantasy, Eshin Nightrunners + Necromunda bits - Skaven range) - "squad support weapon" can be ratling gun as an example.

Racial:  Small Race.   Technical: Pre-Warp Pts: 6

Fluff:  The Balthra were from an industrialized planet on the fringes of Tau space and were just starting to explore their solar system when a Tau envoy appeared.  The Balthra refused to acknowledge the greater good nor allow Tau to use their system as a staging ground for further exploration and contact, going so far as to begin nuclear orbital defense construction, fearing a bottleneck the Tau navy crippled the planets limited space infrastructure and forced a surrender upon the Balthra society.  Though simmering pockets of resistance remain most Balthra have readily accepted the greater good and the technology of the tau and explorator units of Balthra join with the Firewarriors readily, eager to explore the universe..an opportunity they never would have had otherwise.

  The Balthra are a very fast breeding species with a short lifespan.  Only the males are sentient (something attained after puberty), but they do have an affinity for technology that will make them valuable members of the Tau empire.



  I mostly just whipped these up as I flipped through the WH fantasy line,  trying to avoid cliches like Saurus warriors slapped onto a 40K table (not that they wouldn't be cool on its own, but I figured people would be expecting that and be able to think of that themselves)

   
Made in gb
Regular Dakkanaut





Why not use the Chapter Approved Gue'la rules and use alien models instead?
   
Made in ca
Fresh-Faced New User




then you're really limited to small humanoid clone species armed with lasguns aren't you?
   
Made in ca
Dakka Veteran




The Hammer

I like the rules. I think you should be able to combine racial traits, except for small and large, obviously. Submachineguns and primitive missile weapons look a little pointless - maybe let squads that take those options get their technical upgrade for free? +1 S/-2 LD for Savage looks a little off - maybe have them count as being accompanied by an IG priest (litanies of hatred but always counts as moving for purposes of shooting) or Furious Charge but must always move towards enemy, assault and advance, for +1 point. That'd let them use the Shas'ui's leadership without getting overpowered.
Also, the small trait is a little pointless unless the Shas'ui gets to ride a pony/be carried on a litter/put servo-enhancements in his armour's legs to also give him fleet. Possibly let Shas'uis of small Native Conscript mobs buy leg servos and chameleoline(+1 save) for a few points. Also, pre-warp races oughtta be able to buy flamers, maybe bazookas or piats for industrialized races. (S5 AP4 15" heavy 1/ S4 AP6 15" heavy 2 or something like that)

When soldiers think, it's called routing. 
   
Made in ca
Fresh-Faced New User




Changed Small race:


Thought, Options for transport (moving unit to fast attack)


Pre-Industrial and Industrial may be upgraded to cavalry for + 6 pts per model.

Pre-Warp may ride in an APC if they number 12 or less for + 40 pts.

APC:

FA: 10
SA: 10
RA: 10
BS (Equal to species)

Type: Tank

Weapons: for + 5 pts it may mount a squad support weapon, for an additional +3 pts it may twin link the weapon. for + 15 pts it may mount an "anti-armour" weapon, but will then be only able to transport 6 models (and may only be taken by squads of 6 or less)


thoughts?
   
Made in se
Fresh-Faced New User




I like it

is the shas'ui really nesesery? wouldn't it be better with (for example)  a tau liason officer/chief/overseer/trader/priest etc. etc. getting +1 ledership and the abbility to buy 4+ armour and either pulse rifle or carbine?

 

think pre warp should cost more

   
Made in ca
Fresh-Faced New User




Ok, why should it cost more? Not saying your wrong, just wanna know the reasoning (if its good i'll change the entry)
   
Made in se
Fresh-Faced New User




i feel that the advantage of the submachine gun in terms of [firepower over time] versus the pistol is far greater than the gaining of 1 extra attack could compensate for, however if you feel that the smg isn't worth bumping the cost to 2pts, give it rapid fire 18" (2 shot at 12" or 1 at 18" if not moved) or assult 2 12"

may i sugest "get hot" for the pre industrial weapon?

which weapons are 1-hand and wich are 2-hand?

 

as a side note; this would be usefull allies for ordo Xenos inquisitors

   
Made in au
Land Raider Pilot on Cruise Control




Australia

I think the rules for conscripts could be a lot simpler.

5pts WS2 BS2 S3 T3 W1 I2 A1 Ld6 4+

Units size 12-24. Ninja rifles. No upgrades available.

The rifle is S4 AP6 24" rapid fire.

Same efficiency (as fire warriors) against T4 unless with 5+ save, just with less range.

Greater efficiency against T3 unless with 5+ saves, but with less range.

Worse against T5+ or armour.

109/20/22 w/d/l
Tournament: 25/5/5 
   
Made in ca
Fresh-Faced New User




@ onlainari: Kinda defeats the point of a build your own species then..may as well just use firewarrior stats with "counts as"

@ Mad Max:
That depends on how long you get to shoot the SMG..as its range is 12". A lasgun is 1pt and double the range so I can't see it being worth 2 pts.

As for 1 or 2 handed, it doesn't really matter as you can't mix and match, but safe to assume based on gear
:Shield is 1 handed, Pistol is one handed, the rest are 2 handed.

Gets hot wouldn't really make sense for bows/slings/spears (its a S2 weapon after all, while a musket holds more kick than a pistol round)
   
 
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