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Unoffical house rules: FW extra gear!
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Old 10 Jul 2004, 21:42   #1 (permalink)
Shas'O
 
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Default Unoffical house rules: FW extra gear!

These are a few Unoffical Fire Warrior upgrades I thought of.

CQB (Close Quarters Battle) Variant Pulse Carbines: An even shorter version of the Pulse Carbine, this version does not mount a Grenade Launcher but instead, is shorter barrel makes it easier to use up close.

This replaces up to half the Pulse Rifle's or Carbine's in a Fire Warrior squad for +2 points, and coutns towards the total of Carbine's used and has the same profile as a Pulse Carbine, but does
not pin. However, it may be fired at the enemy in Close Combat at shooting strength and AP (using the Fire Warrior's intiative and B.S) on the first round of Combat.

In subsequent combat rounds, it will be batted aside by the enemy in most cases so the tau will resort to ordinary fighting. It may be used in a charge.

[size=12pt]Heavy Weapon Options[/size]
Recent studies by Fire Warriors have shown many of the Tau's enemies to employ support weaponry in squds to eliminate tanks and armoured enemies. To this end, a range of portable heavy weapons have been developed.

You may replace up to two Pulse Rifles in a squad with the follwoing weapons at the costs listed:
Light Burst Rifle +6 points
Troop Burst Cannon + 8 points
Light AT Missile Launcher +10pts
Rail Rifle +12 pts (See relevant rail rifle rules for RR profile)
Sniper Pulse Rifle +5 points

Light Burst Rifle: Essentially a heavier version of the Pulse Rifle using Burst cannon ammo, it is a light machine-gun equivelant of the tau. It is not as easy to fire on the move compared to the Battlesuit cannons, however.Its profile is as a Pulse Rifle,but Heavy 3.

Troop Burst Cannon: Sacrificing some ammo capacity for retaining a light weight, and therefore accurate move-and-shoot capabilites, the Troop burst cannon is identical to the Battlesuit cannon.

Light AT Missile Launcher:
Firing a shorter-ranged, but improved strenght variant of the missile pod missile, this
Light Anti-Tank weapon is useful against armoured units.
Range 24", Str 8 Ap 4 Heavy 1

Pulse Rifle Sniper Variant: Mounting a scope, extended barrel, and a shorter magazine using a slightly-larger round, this is to all intents and puposes the same as a Sniper Rifle (see Rulebook or any Imperial codex with sniper rifle), but is AP 5, and always wounds anything on a 4 or more (or if under strength 5, a 3 or more), and always hits on a 2+

Design note: this gives it a little extra range on the pulse rifle, more AP than a standard sniper rifle.

Special Operations Units: These units function identically in profile to Fire Warrior squads, but are divided into two and MUST be bonded. (Note: you only pay ONE bonded cost).

The 2 elements occupy 1 force organisation chart, may be deployed seperatley BUT count as 1 squad for purposes of 25% of casualties in shooting (in an assault, the two are seperate, so if one element is assaulted, the other element can operate as normal.)

For VP purposes, the whole squad must be killed, if one element is killed, this is half. Note that each element may only have one heavy weapon from the above options, BUT bothmay have all carbines (of either type). This is to reflect the CQB nature of thier role.

These units count as Elites choices.
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Old 11 Jul 2004, 01:23   #2 (permalink)
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Default Re: Unoffical house rules: FW extra gear!

Some intersting ideas there.


I'm not sure what to think of the special ops teams, and if you follow the

thinking of GW the big weapons were supposed to be kept for the suits. I think that the

heavy weapons options are maybe a step towards an army too similar to the Guard.
The

actual weapons themselves are not bad, I like how they've been done. Maybe a few

changes though. I'm not sure I'd use have the troop burst cannon, the light

burst rifle is more suited, with multipler barrels the troop burst cannon does not look

Assault 2.
I'm glad to see no infantry mounted plasma rifles!

Just a

couple of little points though.
For the sniper rifle, when you "To all intents

and purposes the same as a sniper rifle" do you mean pulse rifle instead?

The thought of the close quarters carbines is a good one, taking a page from the

Shining Spears rules. It would actually be a good way of giving the Tau an assault

option, but not too powerful.

Yeah, I like them.
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Old 11 Jul 2004, 07:48   #3 (permalink)
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Default Re: Unoffical house rules: FW extra gear!

Interesting. I think I

would make the sniper rifle a bit more powerful. Just so we can say MINES BIGER

THAN YOURS! What would you class you spec opps team as, elites?
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Old 11 Jul 2004, 10:13   #4 (permalink)
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Default Re: Unoffical house rules: FW extra gear!

Im just trying to get

posts here but why dont u put the rules of this stuff in my topic - Tau Creations. And

while your there look at the sniper rifle i have created (named Marker Rifle) for

comparison
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Old 11 Jul 2004, 10:37   #5 (permalink)
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Default Re: Unoffical house rules: FW extra gear!

I've clarified a few things and altered a few others, like bringing

the LMG back into line with the Burst cannon.

The Inspiration for these are,

in turn, the FN P-90 Sub-Machine gun (CQB carbine), FN Minimi/M249 SAW (both the same

gun) , Burst Cannons (duh!) , the LAW-80 rocket launcher, and the sinper rifles of other

races. The Spec-Op's unit were inspired by Special Forces such as the SAS, Navy

SEAL's, and Spetznaz.

Now I've let the experts see it, let's

see what they think of it elsewhere...
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Old 11 Jul 2004, 14:35   #6 (permalink)
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Default Re: Unoffical house rules: FW extra gear!

!8" range on a

support weapon? the SAW shoots way further than an M16a2, little brother.
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Old 11 Jul 2004, 20:12   #7 (permalink)
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Default Re: Unoffical house rules: FW extra gear!

Amended a few more things, and also , Erebus has done a CQB Carbine from

an ordinary carbine (I painted it). To comapre how short it is, it's beside a Pulse

Rifle and a Pulse Carbine: its just a few mm short of half the size of a pulse rifle, and

is around 1cm from trigger to end of barrel, compared to near 1.5 Cm on a standard

carbine and 2.2 on a pulse rifle!



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Old 11 Jul 2004, 20:33   #8 (permalink)
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Default Re: Unoffical house rules: FW extra gear!

Whats the range on the light

burst rifle?
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Old 11 Jul 2004, 20:34   #9 (permalink)
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Default Re: Unoffical house rules: FW extra gear!

It's range

is now identical to the Pulse Rifle.
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Old 26 Sep 2004, 23:29   #10 (permalink)
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Default Re: Unoffical house rules: FW extra gear!

I like the CC Carbine idea, but special weapons would fit the Tau FireWarrior teams much better than heavy weapons and would fit in with the almighty FLUFF much better as FireWarrior teams are supposed to be mobile. Giving them options to take assault weaponry would be more effective than heavy weaponry.

Ao make the Light Burst Rifle something like Assault 2 and things like that. And instead of the Light AT Missile Launcher take something that is assault like Light Fusion Blaster.

24" S6 AP1 and same melta rules when within 12".
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