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Ok i was having a lovely bath, listening to Muss and re'reading the codex for the millionth time.
I found it very interesting. Lots of people say what they want to happen to etherals but what does the codex tell us they should be like. this all comes from the text + pictures in the first half of the book.
Well the picture on page 7 suggests they should have jump packs like Battlesuits and maybe the two battlesuits next to it are bodyguards. So our etherals should get the upgrade of jump packs and be able to have the same bodyguards as battlesuit HQ's have.
Etherals + their bodyguard should be able to deepstrike (jump packs) and should have the influtrate + scout rule or one of them. Reason - page 5 The etheral managed to enter the fortified base with no one noticing - that sounds like he should have those abilities. - maybe if it takes a jump pack with battlesuits bodyguard it can't but if it doesn't and has FW bodyguards it can.
Next reading page 5-9 it shows that they have a very strong influence over people "they excert some kind of pheromone based or latent psychic control over the other castes."
they seemed to get this control very quick as shown on page 5 so maybe this could be their attack. The ability to make one unit in their enemies army do what they want for a turn (move and shoot) or just make that unit shoot at their closest unit (non tau unit).
This would give the etherals a strong attack ( im thinking it could work the same way JOTW works with an intn test and not a leadership test although i would accept that. This power would be effective against horde armies but not armies like SM or elder who have strong minds. (they even say FW will kill them selves if ordered) maybe instead of shooting another unit they role and if they fail some sort of role they commit suicude (this would be a close range thing tho)
Oh and price of failure can still happen but when a team passes it every time they shoot they get Plus 1 shot so if a gun was 3 Heavy it would now become 4 Heavy. This is from the book where it says that if an etheral dies they will not run into CC but shoot at a higher rate until they run out of ammo - (maybe on a dice role to see how long the + 1 last. say if you role 3 it will last for the next 3 turns (maybe a D3 dice)
The Last thing i picked up from the text (not etheral related ) was about holding ground and tau dont care about this and see killing the enemy more important. Should tau therefore have the ability to re-role the game choice if it is an objective one in favour of the chance of getting kill points. This could be something you only get if you have an etheral.
AGAIN THESE ARE NOT WHAT I WANT IN THE NEW CODEX BUT WHAT THE CURRENT CODEX SUGGESTS WE SHOULD HAVE. PLEASE KEEP THIS TOPIC FOCUS ON THAT.
Tau: 6K - W17-D3-L4, Orks: 4K - W9-D0-L2, SM: 7K - W7-D3-L4,CSM: 4K W5-D1-L1, Nids: 3.2K W3-D0-L2
Apoc games (mixture of armies used): W5-D0-L1
I don't think that anyone would argue against Ethereals having more reasons for existing in the Codex than they currently do. I too had noticed long ago the pictures of Ethereals with decent-looking armour (4+ save at least!) and the ability to "fly" with a jet pack. When adding in the other elements which you have mentioned, one wonders why the current Ethereals have been left in their currently weak set-up.
"Tau Commandment #226: Participants who use Velocity Trackers in the Tau Clay Pigeon Tournament will be disqualified"
I find the "mind control thing interesting:but I disagree; it specifically says: other castes which means: other Tau. (not kroot and/or vespid I assume)Next reading page 5-9 it shows that they have a very strong influence over people "they excert some kind of pheromone based or latent psychic control over the other castes."
I don't think an Ork would care much for the ethereals gift (unless he could stomp it.) so no mind control thingy.
Maybe increase leadership of surrounding units but (I was an Tau player so I had to codex but my memory is a bit iffy here) I think something like that already exists as an rule right?
Having an Ethereal as a main-line combat unit is the unfluffiest thing since Matzoh.
Instead, the Ethereal should act in a support role. Perhaps he could give Stubborn to all units on the board, reroll Ld checks to all Tau units in LoS, Fearless to the squad he is in, and the ability to call down some nasty Air Caste barrages. Then give him something similar to the Paradox of Duality so that he and his squad always have a 4+ cover save.
The Price of Failure should be something along the lines of a Pinning Test (rather than a full-on fall-back), and have a dead Ethereal count as an extra objective to your opponents/kill points.
Similarly, his Honor Guard should function similarly to the Temple Guard of the Lizardmen in Warhammer Fantasy: a squad of Honor Guard may be taken as a 0-1 Elite choice, but if an Ethereal is taken, they must accompany him (even if he wishes them not to!).
"psychic-power-that-isnt-a-psycic-power": d3 units within 18" get +1bs.
Units with LOS can roll on LD 10.
Air Caste Barrage (something with a nice weapon profile, maybe a shiny effect on it).
Units joined reroll hits in combat (not really going to help much, but I think it feels fluffy that they fight harder to protect him).
An invulnerable save wouldnt hurt. Maybe a 5+ portable shield gen? I would say 4+ but that might be pushing it.
Why not? Farseers fill a similar support role, and they have a 4+(i).
Another idea: a special rule where the Ethereal ignores normal wound allocation rules, and is/must always be the last to take a wound. ie His entire squad must die before he can even be harmed.
Ethereal comes with 5+ inv. save, makes all Tau on the field stubborn, and can be given a jump pack for +15 pts.
Special Rules : Protect the Ethereal: Any wounds on Ethereal can be transfered to any Tau model (not alien allies) in the same unit as the Ethereal. In combat the Ethereal does not count as a separate unit.
The Price of Failure: Should the Ethereal fall, all Tau units (not allies) not in combat, take a Moral test. Those that pass must fire their weapons at the closest enemy unit in LOS and not in combat. Those that fail must fall back.
Air Caste Assault: Heavy 4, Ordnance Barrage, S 8 AP 4. Ethereal can aim the attack if he does not move in the movement phase, at any unit in LOS. scatter is always 2D6, do not reduce by Ethereals BS
Bodyguard: The Ethereal may take a retinue of Fire warrior veterans. They are bought as normal, but do not take up a slot on the FOC, and have +1 BS. The Ethereal may not leave the unit
Arch Overfiend & Grand Despot
I currently play:
Doom Eagle Space Marines
Hive Fleet Omega Tyranids
Goff Ork Boyz(dead)
Tau of O'me
Inquisitorial Xeno Hunters
and my attempted foray into fantasy
'Dark Angel Green' Dark Elves in need of fluff
i like these ideas but i prefer the idea of having battlesuits to accompany him and then giving Ld 10 to all tau units on the board. But in the imperial armour when the ethereal was killed the tau tried harder to beat the IG and SM.
So maybe if we make it so that the ethereal HAS to take bodyguards who get the "look out sir, argh" rule from the IG codex and when the ethereal dies then all tau units on the board must take a leadership test and if they pass they get a specific bonus.
personally i would like it that if you pass the leadership test then roll a d6 and depending on the result of the dice you get something for the squad like:
1 = move through cover special rule (represents the squads determination to get to grips with the enemy)
obviously getting a 1 cant be something good
2-5 = stealth (represents the squads fear of going back to the old ages before the ethereals and so they cower behind rocks, ruins and destroyed vehicles not daring to advance towards their threatening foe)
This may seem like a major benefit, but it will completely change the gameplay tyle of the player making him take advantage of cover a lot more and think more about whether it would be worth moving and so i think the rule would work logically
6 = relentless (represents the units weapons firing ablaze and only pausing for a moment to re-load and begin charging towards the enemy)
This is to show the tau advancing in s Similar way to the first result but this time they are in a more furious at the enemy for killing their beloved ethereal and are determined to push them back by shooting almost blindlessy and charging forward towards the enemy lines.
These are a bit simple and in some cases probobly too good, but what do you guys think would be a reasonable rule for losing an ethereal????
Last edited by Pekolie; June 27th, 2010 at 03:43.