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		<title><![CDATA[Latest posts for the thread "Markerlight fix and other thoughts on Taun"]]></title>
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				<title>Markerlight fix and other thoughts on Taun</title>
				<description><![CDATA[ I am going to propose a couple of fixes to streamline and make markerlights one of the truly defining parts of the Tau.<br /> <br /> Firewarrior team leader markerlight upgrade:  Unlike other markerlights, this purely increases the <span class="glossaryitem" onmouseover='gp(14);'>BS</span> of the Tau to 4.  It leaves the tau at BS3 as a base but it makes them dependent on the team leader much like eldar aspect warriors to gain the bonus.  <br /> <br /> All other markerlights - including pathfinders are considered networked marker lights.  All the options are only available to them.<br /> <br /> Drone- remove the part that makes drones like the unit they belong to. They are always considered jet packs. This means markerlight drones attached to a squad leader are always able to fire even if the unit moves.<br /> <br /> Carbine changes to a <span class="glossaryitem" onmouseover='gp(381);'>ROF</span> of 2 and assault 18".  <br /> <br /> Drone costs:  Gun drones 10, markerlight drones 15, shield drones 20.  <br /> <br /> Drones are fearless: It really bothers me that the Tau, based on the greater good philosophy, have expendable drones that can take morale tests and run. If one thing begs to die to the last man for the greater good it is drones.<br /> <br /> Burst Cannon - really based in an effort to keep stealth suits costed where they are and make them a tempting choice for the tau give burst cannons a <span class="glossaryitem" onmouseover='gp(381);'>ROF</span> of 4.  The goal is to make it a legitimate option for a Tau to consider as an XV8 mount rather than the missile pod and plasma rifle as the standard loadout.<br /> <br /> Seeker missiles- either cheaper or unlimited.  At a cost of 10, it is of limited value for a one shot item that is dependent on a marker light to hit the target.<br /> <br /> Marker tokens -  I kind of like the suggestion of stacking markerlights much like pain tokens for the <span class="glossaryitem" onmouseover='gp(27);'>DE</span>.  Come up with some progression so that marker lights are not expended on a per unit basis but that are good for all fire on that target for the entire turn.  <br />          For every 3 <span class="glossaryitem" onmouseover='gp(328);'>ML</span> on a target, +1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span><br />          For every 2 <span class="glossaryitem" onmouseover='gp(328);'>ML</span> on a target, -1 cover save and -1 to pin tests<br /> So it sounds like it is attrocious and <span class="glossaryitem" onmouseover='gp(280);'>OP</span> but figure your pathfinders with a <span class="glossaryitem" onmouseover='gp(14);'>BS</span> of 3 hit with all 8 of its marker lights,  that is going to result in a +2 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> -4 pin test and -4 cover save for all things that fire at that target.<br /> <br /> Seeker missiles expend a marker light and also are immune to an enemy cover save.<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 18 Apr 2011 20:47:21]]> GMT</pubDate>
				<author><![CDATA[ DAaddict]]></author>
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				<title>Re:Markerlight fix and other thoughts on Taun</title>
				<description><![CDATA[ I think that Markerlights ought to give an automatic +1 to <span class="glossaryitem" onmouseover='gp(14);'>BS</span> along with any other benefits, so long as they hit the target.]]></description>
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				<pubDate><![CDATA[Sat, 23 Apr 2011 23:16:44]]> GMT</pubDate>
				<author><![CDATA[ Your Friend Doctor Robert]]></author>
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				<title>Re:Markerlight fix and other thoughts on Taun</title>
				<description><![CDATA[ <blockquote><div><cite>Your Friend Doctor Robert wrote:</cite>I think that Markerlights ought to give an automatic +1 to <span class="glossaryitem" onmouseover='gp(14);'>BS</span> along with any other benefits, so long as they hit the target.</div></blockquote><br /> *Facepalm*]]></description>
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				<pubDate><![CDATA[Sun, 24 Apr 2011 00:21:46]]> GMT</pubDate>
				<author><![CDATA[ Mr.Norman]]></author>
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				<title>Markerlight fix and other thoughts on Taun</title>
				<description><![CDATA[ <blockquote><div><cite>DAaddict wrote:</cite><br /> <br /> Marker tokens -  I kind of like the suggestion of stacking markerlights much like pain tokens for the <span class="glossaryitem" onmouseover='gp(27);'>DE</span>.  Come up with some progression so that marker lights are not expended on a per unit basis but that are good for all fire on that target for the entire turn.  <br />          For every 3 <span class="glossaryitem" onmouseover='gp(328);'>ML</span> on a target, +1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span><br />          For every 2 <span class="glossaryitem" onmouseover='gp(328);'>ML</span> on a target, -1 cover save and -1 to pin tests<br /> So it sounds like it is attrocious and <span class="glossaryitem" onmouseover='gp(280);'>OP</span> but figure your pathfinders with a <span class="glossaryitem" onmouseover='gp(14);'>BS</span> of 3 hit with all 8 of its marker lights,  that is going to result in a +2 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> -4 pin test and -4 cover save for all things that fire at that target.<br /> </div></blockquote><br /> <br /> You assume all 8 Pathfinders will hit with all 8 markerlights, but with BS3, on average 4 will hit.<br /> <br /> The current markerlights are fine, the only problem is there isn't enough of them and they are expensive.<br /> <br /> I suggest keep the "not expended on a per unit basis but that ar good for all fire" and give all Hammerheads and Devilfish default wargear marker lights so that they aren't dependent on another unit to fire their own seeker missile.<br /> <br /> edit: grammer]]></description>
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				<pubDate><![CDATA[Thu, 28 Apr 2011 19:21:03]]> GMT</pubDate>
				<author><![CDATA[ SabrX]]></author>
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