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tau list v2.2

 Post subject: tau list v2.2
PostPosted: Tue Jan 28, 2003 11:42 pm 
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www.bigcatpants.com/misc/tauepicaV2.2.doc

i changed battlesuits, and krootox to represent a single model. also changed stats for drones to represent a smaller number of models.


changed stats for crisis weapons and missile pods to AP5+/AT6+ (same stats as auto cannon) Seeker Missile changed to AP5+/AT6+/AA4+ (same as space marine heavy weapon which i assume is a missile launcher, as lascannons are AT5+, plasma cannons are AP5+/AT5+, and heavy bolters are AP5+)

Occurences of two burst cannons on air craft changed to twin linked burst cannons.

Added skyray to unit selection and also took out the x2 from the missile rack.

Added human auxiliaries. (I figure that theyre a good use for catachan models :P)

Changed markerlight/seeker missile mechanic. Changed the way Integrated options works. (It was taken out, but an equivalent was simply added to unit upgrades)

Changed stealth suits stealth ability to one without a roll to speed up game play.

Added manta interference for space craft (might be interesting...)

Anyway, im considering adding something for crisis suits saying that if you choose two of the same thing it just gets +1 instead of two shots.


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 Post subject: tau list v2.2
PostPosted: Wed Sep 29, 2004 11:55 pm 
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Hi,

I've begun gathering and building/painting a Speed Freek force (as part one of three of my Ork Horde, more on this later), and have been throwing around ideas for new units. First up, "Da Rokkitboyz". Primarily drawn up as a unit that I could bung into a Landa, or just to give the Speed Freeks some more infantry. I've scribbled a few ideas down which I would appreciate comments on, so that I can develop them further.


Da RokkitBoyz

Speed-crazed Orks that are thrown out of the Stormboy Korps for their undisciplined attitude and inability to follow orders join in bands with others who have developed a taste for all things loud,fast and dangerous, to form units know as RokkitBoyz. Severely lacking the discipline and control over their Rokkitpacks that the regular Stormboyz display, the RokkitBoyz simply put their Jump Packs into top gear and head maniacally towards the enemy. Putting what little concentration they have into steering, the RokkitBoyz don't have time to operate any long range weaponry. However, upon reaching their target, the RokkitBoyz plough into them at top speed, wildly swinging choppas and spraying Shoota fire at anything that gets in their way. This kamikaze-esque (sp?) charge has given the RokkitBoyz a formidable reputation, and their attacks have broken the lines of many opponents.


Here is my initial datafile:

----------
Type: INF ? ? Speed: 35cm ? ? Armour 6+ ? ? CC 4+ ? ? FF 6+

Weapons:
Shootas (15cm) Small Arms
Choppas (base contact) Assault Weapons

Notes: Jump Packs

----------

Changes from regular Stormboyz:

+5cm move - Purely a Speed Freek trait. Crazed speed-hungry Orks strapped to huge rokkits, it seemed logical. :D Not really a necessary addition, but fits with the feeling I wanted to give the unit.


Removal of Scouts ability - since they aren't disciplined like the Stormboyz, the Rokkitboyz cannot operate as such. Taking away this ability represents this quite well. I was considering removing the Jump Packs ability (without removing the Packs themselves ?:oo ), as this would represent their rather haphazard approach to Rokkit control, making dodging dangerous terrain a "bit tricky". :D


Unit size: 8 (not too certain about this until I playtest them.) And limiting 0-1 (possibly 0-2) per army.


Any feedback or comments is appreciated. They're made purely as a non-tourney formation, so I havn't considered points cost yet, but any thoughts on this are also welcome. Thanks in advance.

Cheers,
Freshmetal

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 Post subject: tau list v2.2
PostPosted: Thu Sep 30, 2004 1:00 am 
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You should add a note that on a failed intiative roll, they shoot off in a random direction D6 cm.  :)   That would Really show the lack of control.  Otherwise, looks good.

my 2cents,

iblisdrax

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 Post subject: tau list v2.2
PostPosted: Thu Sep 30, 2004 8:58 am 
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Yep adds to the overall feel of the list too... good rule iblisdrax

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 Post subject: tau list v2.2
PostPosted: Thu Sep 30, 2004 1:10 pm 
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Hi,

I was trying to think of someway I could do similar, but couldn't think of a way to implement it. Thanks Iblisdrax, I'll add that to the unit as a special rule. I've got a game planned for this weekend, so I shall give them their first airing. :)

Cheers,
Freshmetal

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 Post subject: tau list v2.2
PostPosted: Thu Sep 30, 2004 11:52 pm 
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Well, I played a short game of Necromunda last week, and we had a Wyrd that succumbed to Chaos and changed into a Demon.  Horrifying!  You just cant kill those things.  It finally left of its own will.  Anyhow, back to the subject, it moved via the random roll thing like I mentioned above.

:D

my 2cents,

iblisdrax

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