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#1 (permalink) |
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Shas'O
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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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#2 (permalink) |
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Shas'El
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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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#3 (permalink) |
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Shas'El
![]() ![]() ![]() ![]() ![]() Join Date: Apr 2004
Location: Australia
Posts: 2,401
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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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#4 (permalink) | |||
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Shas'El
![]() ![]() ![]() ![]() ![]() Join Date: Jun 2004
Location: N/A
Posts: 3,379
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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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#5 (permalink) |
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Shas'O
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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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Caves of Narshe - Now has a Chrono Trigger section! Non praestatis Ultramarini, Nobilitis Ultramarini. |
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#6 (permalink) |
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Shas'La
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!8" range on a
support weapon? the SAW shoots way further than an M16a2, little brother. |
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#7 (permalink) |
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Shas'O
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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! [attachment deleted by admin]
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Caves of Narshe - Now has a Chrono Trigger section! Non praestatis Ultramarini, Nobilitis Ultramarini. |
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#8 (permalink) |
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Shas'El
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Whats the range on the light
burst rifle? |
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#9 (permalink) |
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Shas'O
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It's range
is now identical to the Pulse Rifle.
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Caves of Narshe - Now has a Chrono Trigger section! Non praestatis Ultramarini, Nobilitis Ultramarini. |
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#10 (permalink) |
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Kroot Warrior
Join Date: Sep 2004
Posts: 19
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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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