Welcome to Librarium Online!
I don't think this thread has been done, so here it goes. The Chapter Approved 2004 Annual contained a fun little article which warmed my heart; Vehical design rules. Not only did it give the general rules to make the craft of your dreams and your enemy's nightmares, but it had a small section dedicated to the Tau and thier special brand of whoop-A**.
My question to ya'll is this; What sorts of USEFUL creations can you build?
Here is my submission; and to my knowladge, it's legal to the Vehical rules, though not approved for anything outside of casual play. And yes, I know forge world released the trial rules for the two scout vehicals. This was built back in July while being VERY board at work. And to be frank... I just don't like those rules. :hmm:
Tau King Fisher
The Tau don't seem to have a truely fast vehicle which can get the specialists to the front and back with percision and speed while giving support where and when it's needed. Here's my go at it.
King Fisher Light Scout Vehical
Points per model = 52
Number per squad = 2 - 4
Squads per army = 0-1
Armor = F 10, S10, B9, BS 3
primary weapon = Long Barrel Burst cannon [27" range]
Secondary weapon = Marker light
Type = Open Topped Skimmer
May take any vehical upgrades except the following;
Gun Drones, Seeker Missles
May Exchange longbarrled burst cannon for a fusion blaster
for [+ 5]
May be taken as a non-transport. If this is done, it may never
transport any troops and counts as a fast attack choice.
Unless stationary, the King Fisher may only fire one weapon system at a time.
The King Fisher unit may be taken in exhange for a
devil fish for the purpose of tranporting Pathfinders.
If the exchange is made, the Kingfisher acts as a Devil fish
for the purpose of the extra free move allowed to the
pathfinder team prior to the first turn. Two pathfinders
may occupy a single King Fisher model.
The King Fisher may transport a Stealth Suit team.
If this is done, the King Fisher inherits the infiltrate
ability from the Stealth suit squad. While a King Fisher
has Stealth suit passangers it opperates as if it has
stealth armor. This effect ends at the start of the turn after
the stealth suits disembark and is not regaind if
the stealth team reembarks. One stealth suit may
occupy a single King Fisher model.
Units may not disembark and embark piece meal, either
the entire unit being transported disembarks/embarks at once
or the action does not happen.
The King fisher models must maintain unit coherancy but
are not required to maintain cohearancy with thier passangers
once the passangers have disembarked.
I've found that the rules up the cost of the Devil Fish by %50 and the Hammer Head by %21.87. This means that you are going to pay a LOT for your new toy, but at least you have it.
Please, post your thoughts on this sucker and let me know what your little puppies can do. You'll find the rules on page 58 of the 2004 Annual. The special rules for the Tau are at the end of the section.
Well, the stealth suit thing is pretty broken, plus not making a lot of sense. Why do the stealth suits make the vehicle stealthy? Anyway, I think a vehicle infiltrating is a bad idea. Plus, stealth suits move 12" on their own through the round, they don't exactly need a transport. The multiple model squad transport system is kinda wierd too.
In short, I like Forge world's tetra a lot more. I'd never agree to you using this versus me.
Ok some comments:
Back armour 9, front armour 10, that is soo fragile.
Can take the flechette discharger upgrade, great against death or glory attempts when you tank shock, but heh, it's not a tank and cannot tankshock (forge world made the same mistake twice).
Transports all kinds of troops, but has no transport option taken?
It's suppost to be a scout vehicle, scouting means gathering information, which can be done more easily with improved sensors, blacksun filters, etc, etc.
Why don't you include these in the basic vehicle ?Why ?Unless stationary, the King Fisher may only fire one weapon system at a time.
It can only take 2 Pathfinders? You'd have to take 2 of these to transport the smallest Pathfinder Squad. If the Pathfinders are the crew, it shouldn't be a transport option, just a fast attack.
In order for you to transport Tau Battlesuits, the thing would have to be bigger than a Devilfish. They are much too heavy to be put in a transport, plus Tau Battlesuits can move, as stated earlier, 12 inches per round and don't really need a transport.
I think that Sir Prometheus is right, the Tetra is a far better option and not nearly as costly. But, hey, good try.
If you were to use VDR rules, make us something to combat the AV14 LandRaider. It must be as mobile as a Eldar Jet Bike, as armored as a Hammerhead, tough enough not to be instant killed by a krak missile, and have the ability to take it down from 12-24 inches away.
182nd Cadian Para Infantry Reg
E Company Commander
3rd Company, White Templars
Shas'O Dal'yth Shi'Or'es
IVth Dal'yth Hunter Cadre
12-24"? Pratically hth, I say!
In ref to my VDR design above, honestly I just felt like making the sucka.
I wanted to give the tau a fast, agile option for the devilfish which held a nice amount of whoop-a**. In it's most basic form, it's a transport with 3 s-5 27" shots a turn. since you need at least two of them to hold the smallest unit of pathfinders, suddenly it's nice little addition to the army. armed with a marker light and the above weapon, they provide that extra cover the pathfinders need.
The hold and shoot thing was a fluff moment, if the pathfinders need to stop to fire the marker light, then so should these guys.
The ability to take the stelth shield was mostly a 'why the heck not?' moment. Before you discount it, remember it only works untill the suits get off. Once they get off and take thier shot for that turn, the next shooting phse belongs to the enemy which can see those weakly armored craft VERY well.
So, here's the changes. No stealth suit transit at all. It still can't move and fire both weapons. I would add more armor, but armor points are VERY expencive according to the VDR.
But back to the topic. Has anyone out there played with these rules? Common, I konw that your chomping on the bit to have your own little weapon of terror on the field.
i have been thinking about making a heavy lander for tau that is capable of transporting a whole hunter cadre. some thing like an Orca, but less weapons, more armour. Plus, its a pure fly, and its only a drop ship, and all units DS. The only thing it has is like an orbital bombartment thing, with super heavy rail guns that have submunitions. It would cost like 650 points, but it would have like 13 armour all around, and be able to carry tanks and stuff...muahahaha.
Units not normally ablsw to DS would do so via a gravitic drop pod, much like the scenario in tha back of the tau codex.
A wise man once said: Blow me @$$wipe :lol:
I had me a friend wot made a four-legged walker tau vehicle with three rail rifles on the sucker. Nasty.
Kais Kauyon Tash'var Battle Record
Waaugh! Shizgrak Battle Record
Do you have the numbers for that walker? It sounds like somthing that would be MORE than fun to play with.
What is the general oppion of what a Tau vehical should act like?
Eldar = sleek flying hard to hit :realmad: death machines that pop if you hit them right.
SM = Lumbering boxes of doom that pop, but only after a few hits from a rail gun.
[My record of Rail gun shots is 12 before a Penetration]
Orks = It's got wheels, it can kill stuff... LETs ROLL!! :lol:
Necrons = Giant tombs fo floating living metal with transport more soullesss minions to the realm of battle :wacko:
It seems that Tau concentrate on hovering death machines relying on killing everything else before they themselves get killed. ^_^
So anyway, lets see the rules for that walker. It sounds sweet.
It was owned by a guy who was the president of my college's gaming club last year, we called him King Geek, but he got his degree so he's not around anymore, sorry. =\
Kais Kauyon Tash'var Battle Record
Waaugh! Shizgrak Battle Record