Switch Theme:

Devilfish update  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Dakka Veteran




TY7 Devilfish (Dedicated Transport, Power Rating 4)
1 TY7 Devilfish (7+ wounds remaining): M 12"; WS 6+; BS 4+; S 6; T 7; W 12; A 3; Ld 8; Sv 3+
1 TY7 Devilfish (4-6 wounds remaining): M 6"; WS 6+; BS 5+; S 6; T 7; W N/A; A D3; Ld 8; Sv 3+
1 TY7 Devilfish (1-3 wounds remaining): M 3"; WS 6+; BS 6+; S 6; T 7; W N/A; A 1; Ld 8; Sv 3+
2 MV1 Gun Drone: M 8”; WS 5+; BS 5+; S 2; T 4; W 1; A 1; Ld 6; Sv 4+

A TY7 Devilfish is equipped with: burst cannon. Each TY7 Devilfish has 2 attached Gun Drones, each equipped with: 2 pulse carbines.

Wargear
Spoiler:
  • Burst cannon: Range 18”; Type Assault 4; Strength 5; AP 0; Damage 1; Abilities: Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 1 additional hit. If the target is within half range, an unmodified hit roll of 6 scores 2 additional hits instead.
  • Pulse carbine: Range 18”; Type Assault 2; Strength 5; AP 0; Damage 1; Abilities: -
  • Seeker missiles: Range 48”; Type Heavy 1; Strength 10; AP -2; Damage 2D3; Abilities: The bearer can only shoot with each seeker missile it is equipped with once per battle. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers.
  • Smart missile system: Range 30”; Type Heavy 4; Strength 5; AP 0; Damage 1; Abilities: This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target does not receive the benefits of Light Cover against that attack.

  • Point-defence targeting relay: Once per phase, when an enemy unit declares a charge against a friendly <SEPT> unit that is wholly within 3” of the bearer, you can declare that the bearer will use its point-defence targeting relay. Until the end of the phase, when a friendly T’AU EMPIRE unit fires Overwatch at that unit, you can re-roll the hit roll.
  • Sensor spines: While a friendly <SEPT> unit is wholly within 3” of the bearer, models in that unit do not suffer the penalty to hit rolls incurred for firing Assault weapons in the same turn that their unit Advanced, or for firing Heavy weapons in the same turn that their unit moved.


  • Wargear Options
  • This model’s attached Gun Drones can be replaced with 2 smart missile systems.
  • This model can be equipped with up to 2 seeker missiles.
  • This model can be equipped with one of the following: point-defence targeting relay; sensor spines.

  • Abilities
  • Attached Drones: When this unit is set up, if a VEHICLE model in this unit has any attached DRONE models, these are treated as a separate unit (see the Tactical Drones datasheet) embarked in the VEHICLE model they are attached to, as if it were a TRANSPORT.
  • --Attached DRONE models do not count towards the total number of models embarked in a VEHICLE model.
  • --A VEHICLE model with any attached DRONE models embarked is considered to be equipped with their weapons in addition to its own.
  • --If a unit of attached DRONE models disembarks, it is no longer attached to that VEHICLE model, and cannot reattach until the end of the battle.
  • Firezone Hatches: Each time this TRANSPORT model finishes a Normal Move, any units embarked within it can immediately disembark, even if they embarked earlier that phase. Any that do so are not eligible to declare a charge or embark again this turn.
  • Hover Tank: Distances are always measured to and from this model’s hull.
  • Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

  • Transport
    This model has a transport capacity of 12 <SEPT> DRONE or INFANTRY models (excluding BATTLESUIT models).

    Keywords
  • Faction: T’AU EMPIRE, <SEPT>
  • Keywords (Devilfish): VEHICLE, TRANSPORT, FLY, TY7 DEVILFISH
  • Keywords (Drones): SWARM, DRONE, FLY, MV1 GUN DRONE

  • This message was edited 4 times. Last update was at 2021/06/27 13:11:03


     
       
    Made in us
    Fixture of Dakka





    I'm not familiar enough with the current devilfish to be entirely sure of what all changed, but this seems pretty reasonable. 12 Strength 5 shots at BS 4+ (with a chance to gain a couple extras from the burst cannon special rule) is enough fire power to feel pretty good without being broken. It feels pretty comparable to the 9 Shuriken Cannon shots my wave serpents can get (S6, to-wound rolls of 6 are AP-3 instead of AP0).

    The Firezone Hatches rule makes this unit combo really well with breachers in a way I'm a fan of. I'd probably clarify that units that disembark using this rule cannot embark into another vehicle later in the movement phase though. Otherwise you can potentially deliver obsec units across the length of the entire table in a single turn.

    I like it. You've avoided making additional bits necessary too. Although if I could wishlist, I wouldn't mind having some sort of anti-tank option to take the burden off of the riptides and hammerheads and broadsides. The option to replace a burst cannon with a fusion blaster might be interesting...


    ATTENTION
    . Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
     
       
    Made in au
    Longtime Dakkanaut




    Wyldhunt wrote:
    I'm not familiar enough with the current devilfish to be entirely sure of what all changed, but this seems pretty reasonable. 12 Strength 5 shots at BS 4+ (with a chance to gain a couple extras from the burst cannon special rule) is enough fire power to feel pretty good without being broken. It feels pretty comparable to the 9 Shuriken Cannon shots my wave serpents can get (S6, to-wound rolls of 6 are AP-3 instead of AP0).

    The Firezone Hatches rule makes this unit combo really well with breachers in a way I'm a fan of. I'd probably clarify that units that disembark using this rule cannot embark into another vehicle later in the movement phase though. Otherwise you can potentially deliver obsec units across the length of the entire table in a single turn.

    I like it. You've avoided making additional bits necessary too. Although if I could wishlist, I wouldn't mind having some sort of anti-tank option to take the burden off of the riptides and hammerheads and broadsides. The option to replace a burst cannon with a fusion blaster might be interesting...


    Pretty sure the only changes are Point-defence targeting relay, Sensor spines, and the Firezone Hatches.

    I feel like the Firezone Hatches should also be a point upgrade. Just 5 - 10 points. They seem incredibly powerful. Move a Breacher Team 6 inch to embark, move the Devilfish 12 inch, disembark with the extra 3 inch at the end of the move. That's going to get a lot of pulse blasters in close range, and a lot of board control in a single turn.

    This message was edited 3 times. Last update was at 2021/06/27 09:34:02


     
       
    Made in gb
    Lord of the Fleet






    London

    Not sure if I'm a fan of the new Seeker Missile.

    Given the changes to Hunter-Killers, I'd make the Seeker something like:
    Range 48", S9, Ap-3, D3+3 damage.
       
    Made in gb
    Dakka Veteran




    Jarms48 wrote:
    Pretty sure the only changes are Point-defence targeting relay, Sensor spines, and the Firezone Hatches.
    Yup. Well, that and the Burst Cannon scoring an extra hit on 6s, or two at half-range, for a real minigun feel. Sensor spines and PDTR are the two extra bits that come with the Devilfish.

    Jarms48 wrote:

    I feel like the Firezone Hatches should also be a point upgrade. Just 5 - 10 points. They seem incredibly powerful. Move a Breacher Team 6 inch to embark, move the Devilfish 12 inch, disembark with the extra 3 inch at the end of the move. That's going to get a lot of pulse blasters in close range, and a lot of board control in a single turn.
    That's the goal, yeah. I'd also like to add a bunch of benefits for pulse rifles/carbines being at half-range, honestly; whether that comes from markerlights, strats, characters, or is baked into the weapon. Really encourage T'au to drop in close and unload, then next turn hop back in their gunship and do it again, with the PDTR helping them out with Overwatch if the enemy charges back. I was actually tempted to make the Sensor Spines a light cover/invulnerable save bonus, to really push an anti-melee/anti-shooting choice, but decided against it in the end.

     Valkyrie wrote:
    Not sure if I'm a fan of the new Seeker Missile.

    Given the changes to Hunter-Killers, I'd make the Seeker something like:
    Range 48", S9, Ap-3, D3+3 damage.
    Whoops, that was actually an editing relic. Good catch. The Seeker Missile was only changed to S10, AP-2, D2D3. The real buff to seekers would come from changes to Markerlights, I think; taking them back to the "expend for bonuses" version, rather than the "passive table" version.
    Wyldhunt wrote:
    I'd probably clarify that units that disembark using this rule cannot embark into another vehicle later in the movement phase though. Otherwise you can potentially deliver obsec units across the length of the entire table in a single turn.
    Good call, and an easy change.

    Wyldhunt wrote:

    I like it. You've avoided making additional bits necessary too. Although if I could wishlist, I wouldn't mind having some sort of anti-tank option to take the burden off of the riptides and hammerheads and broadsides. The option to replace a burst cannon with a fusion blaster might be interesting...
    A belly-mounted fusion blaster would be a joy, yeah, especially since T'au don't really have any infantry-based anti-tank to hop out of the Devilfish.

    This message was edited 1 time. Last update was at 2021/06/27 13:10:43


     
       
     
    Forum Index » 40K Proposed Rules
    Go to: