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hey tau peeps i was thinking of a new ruleset for the tau army...
And i need your help peeps!
The theory behind is the field testing for new tau equipment, i know we have stuff like special issue equipment and the xv 22 suit but i really wanted to get some more experimental gear out there on the battlefield.
i will post this in the rule deveopment forum when i have amassed a large enought list for wargear and of course points values.
Basically i am coming to you guys for ideas...critique my ideas and post your own!!. I have seen a few sterling ideas which is going towards this start point of wargear.
Graviton Exchange Rifle (pinning at -2, not affected by markerlights)
High energy magnetic field gun (stunned and shaken on vehicles)
Variable capacitance slide rifle ( weapon that can be charged over a number of turns)
High frequency serrated blade (rending)
Experimental shield prone pattern 0.7 (LD check, if passed provides 4+ inv to squad)
Advanced artificial intelligence drone ( counts as team leader)
Prototype weapons guidance system drone (LD check, if passed re-roll misses)
Charged cloud dispersment tube (flamer template high str and low ap)
Pre battle stealth sensors (reduces infiltator range)
Optical enhancement equipment ( may spend one turn aiming to improve bs by 1)
Fitness stimulants (allows fleet for one turn, may not move next turn)
C&C and addonns welcome!
I really can't think of anything witty to say.
All in all I think there are good ideas here. Keep at it.
-Thread Killer Bryan
Tyranid Hive Fleet Typhoeus
T'au Empire, Bork'an Sept
The only thing I am hesitant about is all the LD checks required to say, gain invulnerable saves, or re rolls. The wargear should just grant these re-rolls, saves, etc. so as to make the game simpler/faster/make more sense.
I don't see the tau giving shield generators to their troops that only work if they don't retreat. Maybe some impereal guard commisars, but not tau. A few of the options sound good, but the stimulators for fleet that don't let them move the next turn and the guns that need to be charged or aimed for a turn need some work. Maybe just equip a TA and don't wait a turn, etc.
Make the stim's just give them fleet, for like 2 points a model. That would be worth it.
Also, we already have flamers, and don't really use them, as it leaves us vulnerable to assault the next turn.
But I like the magnet gun thingie, that is a cool idea, perfect with a fusion blaster and multi.
Turtles For the Turtle God!
Shells For the Shell Throne!
I have had various ideas for new Tau units etc, mainly the Stormbringer submunniton firing XV88, a revised Sniper drone squad.
One thing I will advise, do not even contemplate giving Tau close combat weapons, power weapons etc or you will end up with a thread that ends up in a Tau dont do CC/ tau do CC argument/debate, I tried to bring up the Tau assault and why they don't have power weapons point and wish I hadn't
Good start though if you need the detail of the units I mentioned just ask and I will get the links, one thing I know would not happen is drones being used as team leaders for FW etc, you could have an advanced drone to lead drone squads with superior LDS etc but not for FW's
The pinning at -2 is already available through markerlights as for the rest Zengamer pretty much sums up my thoughts though I really do not like the idea of the flamer with low AP it would be way to powerful.
I am going to think about some new weapons etc and get back to you, as it is I would jsut revise a few things but I like the way the ideas you have come up with are going, good work
I'm not a chicken, so quit calling me your peep. Isn't High energy magnetic field gun basically the exact thing as a rail gun? How do you think they shoot those metal slugs at such high velocities.
Sleeping, not dead.
Removed by the moderators.
lol no i was thinking that it creates a field around the tank stopping it from moving or messing with electrical equipment inside
@ rikimaru sure if you could forward we some of those ideas i'd be really grateful
and the reason the drones take a leadership test is to represent the fact that they can still come up with errors in the programming and crash
post some other ideas pe-- y'all :shifty:
I really can't think of anything witty to say.
Well its not exactly new stuff, but I have come up with ideas for wargear to use in count-as. I hate vespid models but I want to try them as their manouverability is astounding. My conversion (if I get around to it) would be a group of warriors from N'Dras that use experimental jump packs. The idea is that they're equiptment is self sufficient, so that while the jump they generate power. The jump is some sort of ionization, and with that left over energy you can do 1 of 2 things. First thing is they can use the left over energy for a quick afterburner which counts as fleet. Alternatively you could send the left over ion energy through a focus point as a weapon with devastating effects (counts as neutron blaster).
As for new experimental wargear I might say that these minature suits use the same technology as the warp drives on their ships. It contains a small generator that allows the suit wearer quick jumps through the warp. This would explain their movement and large energy output. I might get some attention from fluff masters saying this is a no-no, but I still like it.
Sleeping, not dead.
Removed by the moderators.
I really like the idea of being able to use some of the existing Tau weapons on the crisis suits.
Possible XV8 weapons:
SMS missile systems
Now the idea would be that they would still be able to use JSJ with SMS or Railrifles, but i think that both of those would be really fun on Crisis suits.
I also really like the idea of being able to upgrade one pulse rifle in a Firewarrior unit to a flamer/Burst cannon/AFP (i think that this would be a great use for the AF. I really don't like it that Firewarriors don't have access to other weapons.
One of my other ideas was kamikaze style Drones, programmed to explode on contact with the enemy. They would be a fast attack choice, you could take up to three drones which act independantly but only take a single unit choice (much like snipers). They would hit with the equivalence of a submunition shot i.e. the shrapnel does the damage and not the explosion.
I don't care what you say. I found a lightsaber in my garage and that makes me a Jedi
XV88 Stormbringer battlesuit team (Tau Shas.Ui)
Experienced veterans have long been granted the honour of wearing the XV88 broadside battlesuit, however in recent campaigns the broadside teams have been experiencing high casualty rates and reduced effectiveness, while the Hammerhead gunship has been acquiring a fearsome reputation amongst the Tau's opponents as a much feared infantry killer using the lethal submunnitions round.
Tau tacticians and scientists have realised the potential for an XV88 mounted submunnition cannon and the associated widening of the XV88's battlefield role, to this end extensive field trials have been conducted satisfactorily and limited numbers of the Stormbringer battlesuit have been released for battlefield use and evaluation.
Shas'Ui 65 WS2, BS4, S5, T4, W2, I2, A2, Ld8, SV2+
Shas,Vre +10 WS3 BS4, S5, T4, W2, I3, A2, Ld8 SV2+
The team consists of 1-3 Stormbringer Shas,Ui. Alternatively one member of an XV88 Broadside team* may take the Stormbringer cannon and a compulsory target lock support system as its support system.
No more than 3 stormbringer battlesuits may be taken per army.
Equipment: Each model is equipped with an XV88 stormbringer suit, and is armed with a stormbringer cannon, smart missile system and target lock.
Note* If the broadside team takes the advanced stabilisation system the Stormbringer must take a hard wired target lock at an additional cost of 5pts.
Stormbringer suits do not have access to the multi tracker.
The smart missile system may be replaced with a twin linked missile pod for 12pts, which fires with a reduced BS of 3, additionaly if one team member uses its missile pods all similarly equipped stormbringer models must do so.
A Shas'Vre or team leader may replace the smart missile system with a twin linked plasma rifle for 10pts.
One Shas'Ui per stormbringer team may be designated as a team leader at +5 points and may select items from the Battlesuit wargear list, remembering that the compulsory target lock and multi tracker restrictions apply. A Shas'Ui team leader may be upgraded to a Shas'Vre for an additional 5 points.
A stormbringer taken as part of a Broadside team is not eligible for team leader or Shas'Vre upgrade and has no access to the replacement missile pod system.
The team members battlesuits grant them the acute senses special rule, see the armoury for details.
Sniper Drone revision
Unit: Sniper drone team
each team consists of 3 drones, two equipped with modified Railrifles using the following profile
Rail rifle SD STR6, AP3, Range 36", Assault 1
Each railrifle equipped drone has the following stats
SD drone WS2, BS2(4), S3, T3, W1, I3 (reduced to balance assault on railrifle), A1, LDS7, SV4+ unit type jump infantry (jetpack)
One drone is classified as the spotter, it is equipped with a modified Markerlight, the markerlight has the following stats:
SD Markerlight STR n/a, AP n/a, Range 36" assault 1
The spotting markerlight is unit specific, its wavelength is specifically tuned to the SD drones targeting array wavelength and is not available for use by any other Tau unit, if a hit is scored the SD drones BS is improved by +2 (this helps to balance the loss of the 3rd railrifle)
Spotter drone stats as per sniper drones with exception of BS which is 4
Infiltrate (this is balanced by loss of stealth field)
Cover save improved by +1 to a maximum of 3
Unit cost 50pts, non scoring unit, fast attack (3 units can be taken using one fast attack slot but only a maximum of 3 units can be taken)
Sniper drones cannot benefit from other units markerlights because their receiving arrays are tuned solely to the spotters Markerlight frequency