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was considering a custom CQC attatchment for my homebrew tau using spare marines. Looking for any suggestions on model conversions. I figure I'll use the base stats for marines and just weaken them a bit. Definately wanna give marine's carbines over bolters, but mostly looking for suggestions and ideas.
Tau Marines ?!?
Correct me if I’m wrong but would that never happen because of the Marines are Hypnotically and biologically made to be Xenophobic, and would ever switch sides (except maybe to Chaos) because extreme Xenophobia. I know the Tau have some human auxiliaries , but the marines are no mere Human would switch sides and even if the did wouldn’t all the other chapters go all out to eliminate the “new”traitors .
i'm sorry it don't sit to well with me
an on the game side would’t the marines give the tau a means to counter there major weakness in close combat, total messing up the blance ?
Last edited by Sarissa; August 10th, 2006 at 11:53.
well, this isnt quite true (except the part about the other chapters kicking the 'converted' chapters ass)Originally Posted by Sarissa
marines arent sorted into 2 categories - loyalist and chaotic. some chapters are loyalist but disagree with the imperium on the way the emperor works, so will oppose the imperium
the marines, as much as they are presented as rock hard and un-touchable mentally, can be tricked and decieved (as the tau have been known to do), as well as converted openly
I just want to remind you all that this is not a discussion about the fluff, but a discussion about what sorts of rules would be applied.
I urge you all to keep on topic, lest a mod come in and close this thread for not having any relevance at all to what the original poster wanted. :yes:
This is quite obviously a "friendly games only" thing and is purely experimental.
edit: Of course, if this is only about model conversions, this is in the wrong forum. We do have a Conversions forum, too.
Originally Posted by Lost Nemesis
..Seven foot bio-engineered humans.. A hive-mind race of aliens bent on universal supremacy.. Human kind some how uniting under one banner to explore the stars ?
Not trying to be a ****.. but lets not get into plausability here. The mod was right, Im just looking to field these with my few WH40K friends and on thier tables. Although I'll start a similar thread in fluff if you guys wanna discuss it (anyone remember the dark angels?).
So any good idea for model conversions or stat penalties for "heresey" ?
well, i wouldnt propose any stat penalties for them being traitors, because that wouldnt affect their ability (except maybe their Ld, ill leave that up to you)... but maybe a 'preferred enemy' against the entire tau force for other marines? it would be understandable marines would go crazy at the guys who converted their brothers... imperial guard wouldnt get as fired up, so i spose they shouldnt have it
definutely restrictions on imperial weapons, but giving them carbines makes them pretty danm unfair unless you make them cost a fair bit... carbines are good guns, and better with BS4
For modeling you might try using the plastic Marine Scouts with shotguns and replacing it with the carbines. Avoiding a powered armor save will go a long way towards achieving balance, too--they wouldn't be far from the points-equivalent of Kroot.
Such Marines would probably be Astral Claws or other Maelstorm denizens in coloration, so maybe deface the Imperial iconography?
The way I'm thinking, you could have 0-2 squads of troops and 1 unit of your choice provided it doesn't cost more than the total points spent on troops. In bigger games just make a formal detachment.
For fun, you could fancy up a Landspeeder and have it count as a Pirahna--they WOULD be open-topped if the pilot/gunner wore carapace armor instead of PA. Make drone holders in the little wings and replace the Heavy Bolter with a Burst Cannon from the XV8 sprues--and make the pilots wear carapace, of course.
Also for fun, issue rail rifles to Marine squads as their heavy weapon choices. If your opponent complains tell him it's either that or a missile launcher. :yes:Carbines aren't so good. If they pinned reliably then yeah, it'd be a bit much, but as it is you either kill your target or get charged next turn. The Firewarriors will do the real gunnery work anyway.giving them carbines makes them pretty danm unfair unless you make them cost a fair bit
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
carbines are unfair in that you have an assault weapon on a unit that is ok in close combat.
the balancing effect of carbines on firewarriors is that noone in their right mind will assault with them, but marines are a different story
intresting idea. I've done this a while ago and i used the chaos statline as there traitors to and gave them the same rule as tau auxilliaries as the enermy can harm them in combat easier due to hatered. as for the weaponry i gave mine pulse rifles for an extra 4 pts