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Tau Crisis Suit Wargear.
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Old 02 Aug 2007, 03:56   #1 (permalink)
Shas'Saal
 
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Default Tau Crisis Suit Wargear.

Flachette Discharger: 10 pts a Model. Takes up a hardpoint. Same standard rules as the Vehicle version. Only one Flechette discharger may go off per assault. (example, a crisis team is assaulted, you only roll to wound once, instead of three times for the whole assault. That discharger is counted as being 'used', and cannot be used anymore. The next time the team is in assault, another member of the squad equipped with it may use theirs. Dischargers are single fire items only.)

Disruption Pod:15 pts (special issue) takes up a hardpoint. This modified vehicle device breaks up the crisis suits image over long distances, however the disruption is obvious to the eye, and can draw attention to the suits as well (due to the obvious mirage effect caused by the pods). All enemies shooting at the team with disruption pods equipped counts as shooting at BS3.

Command and Control Drone: 50 pts (special issue, only one may be purchased per army). Same rules as shadowsun's drone aside from the stealth field, which it lacks.

Com Jammer: Takes up a hardpoint (special issue) 60 pts. By flooding all known enemy communications channels with static and other interfering signals, it causes an effective breakdown in communications between command points and the troops. With a Com Jammer on the table, all models must make leadership saves on their unmodified leadership. (example: If a Guardsmen squad has a Vox Caster, its effects are nullified by the Com Jammer, and any leadership check must be made on the squads leadership. This does not apply to Tyranids or Orc Mob checks).

Advanced Booster Jets: 15 pts. a model. If taken, a crisis team counts as Fast Attack. This fast attack option is considered 0-1.

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Old 02 Aug 2007, 04:09   #2 (permalink)
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Default Re: Tau Crisis Suit Wargear.

Quote:
Flachette Discharger: 10 pts a Model. Takes up a hardpoint. Same standard rules as the Vehicle version. Only one Flechette discharger may go off per assault. (example, a crisis team is assaulted, you only roll to wound once, instead of three times for the whole assault. That discharger is counted as being 'used', and cannot be used anymore. The next time the team is in assault, another member of the squad equipped with it may use theirs. Dischargers are single fire items only.)
Interesting, more balanced than some I've seen... perhaps bump the points cost, though.

Quote:
Disruption Pod:15 pts (special issue) takes up a hardpoint. This modified vehicle device breaks up the crisis suits image over long distances, however the disruption is obvious to the eye, and can draw attention to the suits as well (due to the obvious mirage effect caused by the pods). All enemies shooting at the team with disruption pods equipped counts as shooting at BS3.
I'd just say -1 BS, 5+ cover save, -12" range or something... BS3 is actually a benefit to some!

Quote:
Command and Control Drone: 50 pts (special issue, only one may be purchased per army). Same rules as shadowsun's drone aside from the stealth field, which it lacks.
Nice, I like.

Quote:
Com Jammer: Takes up a hardpoint (special issue) 60 pts. By flooding all known enemy communications channels with static and other interfering signals, it causes an effective breakdown in communications between command points and the troops. With a Com Jammer on the table, all models must make leadership saves on their unmodified leadership. (example: If a Guardsmen squad has a Vox Caster, its effects are nullified by the Com Jammer, and any leadership check must be made on the squads leadership. This does not apply to Tyranids or Orc Mob checks).
Only effects three armies that I can think of offhand (Guard, Marines, and Tau), and one of those only by a special character... you can afford to drop the points.
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Old 02 Aug 2007, 18:48   #3 (permalink)
Shas'O
 
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Default Re: Tau Crisis Suit Wargear.

Quote:
Originally Posted by Dra'Tuisich-Novae
Quote:
Flachette Discharger: 10 pts a Model. Takes up a hardpoint. Same standard rules as the Vehicle version. Only one Flechette discharger may go off per assault. (example, a crisis team is assaulted, you only roll to wound once, instead of three times for the whole assault. That discharger is counted as being 'used', and cannot be used anymore. The next time the team is in assault, another member of the squad equipped with it may use theirs. Dischargers are single fire items only.)
Interesting, more balanced than some I've seen... perhaps bump the points cost, though.
I sorta like it the way it is, at first glance I was outraged it wasn't multiple use. But realistically the squad probably wouldn't use them for the majority of the game. If so it's a waste of the shooting the squad can do. Leaving his rule as is though, insures at least 3 turns max of use with one turn at minimum of unuse. He says it follows the same general rules as the vehicle version which means it only activates if you are charged, not in the continuing(?) combat rounds. I like it as is really.
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Old 02 Aug 2007, 23:33   #4 (permalink)
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Default Re: Tau Crisis Suit Wargear.

Something to add to the comm jammers. Have it affect reserve rolls. C and C drone seems awfully expensive.
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Old 03 Aug 2007, 03:20   #5 (permalink)
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Default Re: Tau Crisis Suit Wargear.

CnC Drone: its expensive because the effect it gives is hugely beneficial.

Flachette discharger: Thanks for the compliment!

Disruption pod: The reason why it helps some and hurts others is because it forces an "even playing field". Space marines are hurt by it, but orcs benefit. the standard bs3 is a balancing factor since HQ's no longer get their amazing BS5+. Call it the Orc Factor. If you use it against orcs, you suffer, against anything else, you benefit.


Comm Jammer: I can see Chaos, Necrons, eldar, dark eldar, Tau, Imp Guard, and Marines all using communications devices that can be jammed. The all use technology of some kind, and it makes armies who depend on HQ leadership suffer.

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Old 03 Aug 2007, 13:47   #6 (permalink)
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Default Re: Tau Crisis Suit Wargear.

With Comm jammer what would a squad test at if an IC joined them? Or is this also an effect it intended to nullify?
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Old 03 Aug 2007, 14:44   #7 (permalink)
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Default Re: Tau Crisis Suit Wargear.

I don't see why a Comm Jammer would affect the Guard; it has been proven numerous times that a Vox-Caster is capable of penetrating all but the most potent comm-jamming over short range (ie: a 40K battlefield). If all else fails, a Comm-Jammer won't stop the Commander yelling, waving a flag or pointing at the Commissar!
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Old 03 Aug 2007, 21:39   #8 (permalink)
Shas'Saal
 
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Default Re: Tau Crisis Suit Wargear.

The comm jammer does not effect the LD if an IC joins a squad.


And to answer the question about the power of vox casters... I am reasonably sure that the advanced Tau technology could easily overpower primitive imperial technology, even in such small areas.

When it comes to commanders shouting and waving flags..

YOU jump up and down and wave a flag on the same battlefield with sniper drones.
Also try and be heard a few dozen meters away while enemy fire pours down onto your troops.
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Old 04 Aug 2007, 12:01   #9 (permalink)
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Default Re: Tau Crisis Suit Wargear.

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Originally Posted by Grogalmighty
And to answer the question about the power of vox casters... I am reasonably sure that the advanced Tau technology could easily overpower primitive imperial technology, even in such small areas.
Ten millennia of enemies have tried. It seems in order to jam short-range high gain Vox Casters, you need a jamming system the size of a small Titan. Tau are not capable of producing anything on that scale.


Quote:
When it comes to commanders shouting and waving flags..

YOU jump up and down and wave a flag on the same battlefield with sniper drones.
Also try and be heard a few dozen meters away while enemy fire pours down onto your troops.
Not a valid argument. The rules state unarguably the Commander's Leadership ability applies even when the army contains no Vox Casters. No not bring up Micro-beads, as inter-soldier comms are only found in the most well-equipped regiments, yet even Feral Guard get the Command Radius ability.

In short, the Command Radius is unjammable.
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Old 05 Aug 2007, 12:36   #10 (permalink)
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Default Re: Tau Crisis Suit Wargear.

Quote:
Originally Posted by Amaliel
Something to add to the comm jammers. Have it affect reserve rolls.
I like this idea alot, perhaps jack up the points a little bit and it can force the enemy to re-roll there reserves roll.

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