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Create a Commander
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Old 23 Dec 2005, 14:27   #1 (permalink)
Ethereal
 
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Default Create a Commander

Whilst probably, and quite rightly, considered "House Rules", I thought it would be a good idea to put this here, to ensure it gets attention.

Note: This still needs finishing... but I can't do it properly until I find my fething Tau codex.

How to use this document:

The idea behind this Character Creater is to allow players to produce unofficial characters, without going completely overkill.

Each character can take a number of "Commander Upgrades". Shas'El can take one, whilst Shas'O can take up to three. Some upgrades may allow you to take specialist equipment, others may restrict further options, or impose army modifications.

The Commander Upgrades are split into three broad types: Cadres, Masterworks, and Training.

Ideally, these should only be given to your "general", and nobody else (eg: don't bring two commanders with these upgrades!)

Cadre Upgrades:

Army of Faith: Cost: 15pts.
Though rare, some of the Aun are known to take to the battlefield in Crisis Suits, fighting beside the Firewarriors, helping to forge the Empire one war at a time...
The Shas'El/Shas'O is, in fact, an Aun'El/Aun'O. They gain all the special rules used by Ethereals, but retain their usual stats.

Enclave: Cost: -10pts.
Many rebels exist within the Empire, of which Farsight is the most infamous. Though short on resources, they make up for it with fighting spirit.
The army is subject to the same limitations on units as the Farsight Enclave army. Note: this does not count towards the maximum number of Commander Upgrades you can take.

Feral Cadre: Cost: varies.
Some Cadres are known to "go native", taking skills from those they fight beside. Whilst this undoubtedly enhances their skills in a certain field, it leaves many questions unanswered...
You may select Firewarriors as Elites. Any Firewarriors taken as Elites must select one of the following "Tutors", who has trained them in their own style of warfare. The first cost is the amount paid per Firewarrior in the squad. The second cost is for your Commander. All units must have the same Tutor.

Each time you take the Feral Cadre upgrade allows one additional Tutor to be chosen. No model may have more than one Tutor.

Malakai, the Eldritch Raider: +1/+5 The Tau have learned to salvage enemy gear. Whenever an enemy model is killed in close combat by a Pupil of Malakai, the army earns an extra +1 VP, on top of any other VPs they would normally earn.

Master Shaper Krooboc: +2/+10pts. The Tau have been taught Fieldcraft by the Kroot. They can Infiltrate. In addition, Firewarriors may have their Pulse Rifles/Carbines "Bladed" at +2pt per model, giving them an additional attack in close combat.

Onyx, Knight Questor of New Evad: +1/+10pts. The Tau have learned much of the honour of hand to hand combat. All models receive +1 A. In addition, Firewarriors may replace their normal weapon for a Pulse Pistol and close-combat weapon at no extra cost.

Mont'au: Costs: -10pts.
The Cadre has degenerated, fallen from the light of the Greater Good. The usual suspects for such damnation are the Cadres of Shas'mont'au. Although supposedly loyal to the Empire and its ways, reports of Tau forces enslaving and torturing their victims are becoming increasingly common...
All Tau units in a Mont'au Cadre must roll a D6 at the start of each shooting phase. On a roll of 1, they move D6" towards the nearest enemy. If they end any movement (including the above move) within 6" of an enemy, they must charge.
Mont'au Cadres cannot take Ethereals, or any Auxiliary races, nor can they take Masterwork Commander Upgrades.

Tel'Oshi Cadre: Cost: 10pts.
The Cadre is recruited from the region of the Tel'Oshi cluster. Whilst their commanders are battle-hardened, endless warring have left them with few resources to call upon.

The Shas'El/'O has hit suit equipped with a Twin-Linked, Long-barrelled (27") Burst Cannon, taking up two Hard Points. Against Tyranids, all shots with the Burst Cannon count as Rending. Finally, the Commander, and any squad he joins, have And They Shall Know No Fear, and are not subject to the Ethereal's Inspiring or Price of Failure rules. However, Tel'Oshi has few resources left, and so the army may take one less Elite and Heavy Support entry than normal.

A model with Tel'Oshi Cadre cannot take further Commander Upgrades.

Masterwork Upgrades:

Battle Shield: Cost: 30pts.
The Battle Shield is a recent development for the Tau. Based on the Shield Generator technology, it's larger size proves useful in assault, where it can be used as a weapon, or to block attacks a conventional shield might not.
Battle Shields give a 4+ Invulnerable Save. In addition, they give the user +1 Ws. Battle Shields take up a Hard Point.

Bionics: Cost: 10pts.
A Commander who is seriously injured can often be given Bionics to further his survival. His suit will incorporate numerous failsafes, meaning there is a chance that an otherwise fatal would may be recovered...
Each time the Commander is wounded, roll a D6 on a roll of 6, the wound is ignored. This does not work against Instant Death attacks, attacks that are double the model's Toughness, or close-combat attacks that do not allow an Armour Save.

Bionics take up a Hard Point, unless taken with More Machine than Tau, in which case they do not take up a Hard Point.

Energy Blade: Cost: 15pts.
When close combat is unavoidable, it is often the Commanders who seek it. Equipped with artificered blades, they have begun to learn how to kill up close and personal...
The Energy Blade is a Power Weapon. It takes up a Hard Point.

Enhanced Capacity: Cost: 5/15/30pts.
The Crisis Suit has been altered to sport several additional systems, permitted a much wider array of alterations and upgrades.
Enhanced Capacity adds an additional Hard Point onto the Crisis Suit. The amount paid depends on the number of times you take this upgrade: if once, it costs 5pts. If twice, it costs 15. It three times, it costs 30pts.

More Machine than Tau... Cost: 35pts.
The warrior has seen many battles, so many that there is little of his original form left. However, eager to continue to fight for the Greater Good, he is sealed within his armour, becoming part of the machine in a way few Tau would ever dare to...
The Tau is immune to Double Toughness; such attacks inflict a single wound instead. This upgrade uses up a single Hard Point (for the additional life support systems, etc).

Rail Rifle: Cost: 20pts.
Experimental weapons such as the Rail Rifle are becoming more common, and some commanders who worked their way up from using these guns are loathed to let them go...
The Commander has a Rail Rifle. It takes up a Hard Point.
Note that the Rail Rifle counts as Assault, not Heavy, and cannot use the Experimental Target Lock (the suits can have the proper version!).

Twin-mount: Cost: 5pts.
The Fio have developed prototype weapon mounts, allowing a single, Twin-linked weapon to be fitted to one Hard Point.
You may take one Twin-Linked weapon as a single Hard Point.

Under-strength: Cost: free.
Some Crisis Suits cannot carry as many weapons or systems as normal. Perhaps the Shas favours a now obsolete suit design, or the suit was badly damaged, with no time to repair it. Whatever the reason, the Commander's suit does not carry as many systems as it should.
This upgrade takes up a Hard Point. Note that it gives neither penatly, nor benefit; it's just a way to take up a hard point!

Training Upgrades:

Ork Hunter: +10pts.
The Commander has been forced to face the Ork menace many times, and often at close quarters. As such, he has learned how best to combat such foes.
The Commander gains +1 Ws and +1 I.

Twin-volley: 10pts.
The Commander prefers quantity of shots over quality of accuracy.
The commander may purchase two of the same weapon. Note that if you want multiple identical weapons (eg: two Burst Cannons and two Missile Pods), you must purchase this ability multiple times.

Vanguard Leader: +10pts.
The Commander is at the head of every assault, and knows how to get his men into position quickly and efficiently.
An army led by a Vanguard Leader may make a single 6" move with one squad of Firewarriors, or the commander himself, before the battle begins. This move is done before Infiltrators deploy.
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Old 23 Dec 2005, 15:40   #2 (permalink)
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Default Re: Create a Commander

Nice stuff, It'll be even better when finished
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Old 23 Dec 2005, 15:56   #3 (permalink)
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Default Re: Create a Commander

Some examples of how these upgrades could be used, stealing models from the upcoming Dark Crusade Campaign...

http://us.games-workshop.com/news/ev...de/default.htm

Shas'O A'pach A'shoval Energy Blade.

Shas'O Mont'Ka (red): Twin-mount (carrying two Plasma Rifles), Battle Shield.

Shas'O Mont'ka Mese'Ukos: Twin-mount (Missile Pods), Battle Shield, Enhanced Capacity.

Shas'O Or'es Shi: Energy Blade.

Shas'O Dal'yth Kauyon Mont'ka: Rail Rifle.

Shas'O Mont'ka (yellow): Energy Blade.
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Old 23 Dec 2005, 16:40   #4 (permalink)
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Default Re: Create a Commander

Why doesn't GW make this chapter approved!? excelent work WG!

-Sqrls.

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Khanaris: Rocks and pointy sticks are inexpensive, easy to maintain, and require little training, and almost never malfunction. That hardly makes them a perfect weapon.

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Old 23 Dec 2005, 16:40   #5 (permalink)
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Default Re: Create a Commander

The one problem I have is that you can potentially turn your commander into a CC killing machine - despite your fluff-conformal insistance that the Tau will never be good at it... and a WS6, I4 Shas'O with S5 power weapons just ain't fair!

That said:
Shas'Gue'Vesa'O Auin'Myrrath:
Energy Blade, Shield Generator, Enhanced Capacity (x1), TL Missile Pods, Ork Hunter.
146pts

Great job, WG - this is quite fun! *If you added some more cadre upgrades (jungle fighters, Kauyon specialists, etc. (top of my head)) and Tauy options like equivilants of Deadeye Shooting, Gunfighting et al from Inquisitor, this could be a real gem.

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Old 23 Dec 2005, 16:55   #6 (permalink)
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Default Re: Create a Commander

-high-powered jetpacks? +6'' in either movement or assut phases?
-fleche launchers (as codex:tau)
- reinforced chassey +1t +?? points (must cost alot!)
- move'n'fire hvy or slow&purposefull. (for RR's.)

Thats all I have right now...


Shas'el'tash'var'mesme'monyr
Energy Blade , plasma rifle, shield gen.
101 pts.

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Wargamer: BloodiedFangs, let us raise our wooden pints, drink enough ale to sink a longship, sail to distand lands, kill the goods, rape the houses, steal the women and burn the men! Grin

Khanaris: Rocks and pointy sticks are inexpensive, easy to maintain, and require little training, and almost never malfunction. That hardly makes them a perfect weapon.

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Old 23 Dec 2005, 17:08   #7 (permalink)
Shas'Ui
 
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Default Re: Create a Commander

Add unit specific options, such as:

Kroot USO: Kroot Carnivores and Hounds are now 1+, Fire Warriors are no longer 1+. If a shaper is taken the 6+ armor save is free (but still adds 1 to leadership). Kroot Oxes now can infiltrate with a Carnivore squad.

Steath USO: Stealth Teams are now 1+, Fire Warriors are no longer 1+. Stealth Teams are now counted as a Troop choice. Your Commander may choose a Stealh suit instead of a Crisis Suit. Your Commander may replace the Burst Cannon with any other weapon at the listed cost, and may choose 1 support option in addition.

Soming like that. I suppose you could also have a Drone USO, Broadside USO, Vehicle USO, and Crisis USO.

And I have no idea what the points would be for USOs.
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Old 23 Dec 2005, 17:48   #8 (permalink)
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Default Re: Create a Commander

I would use enhanced capacity once on a Shas'el, creating the Hell Storm config:

Enhanced capacity + TL Missile Pod + TL Missile Pod + Hardwired Multi-tracker

Death to Rhinos!
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Old 23 Dec 2005, 18:02   #9 (permalink)
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Default Re: Create a Commander

Ohh, I like this! Especially the "enclave" rule. GW/CA could take some cues from this - negative points for "downgrades" would do a lot to add character to armies!
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Old 23 Dec 2005, 18:09   #10 (permalink)
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Default Re: Create a Commander

How about these:

Dead Eye:+10/15
Unlike many Shas'El/O's, some continue to train exclusively in long ranged combat. As such they are not quit as formidable in close quarters, however they are even more accurate than usual.
The Commander may re-roll one missed shot per turn, however they suffer from -1 WS. *The second number is for Shas'O characters.

Barrage Fire+20pts
The Commander prefers to try to keep his enemies heads down rather than allowing them to come close enough to assault his lines.
All weapons fired by this commander count as having the effect of pinning.

Not sure about the costs, just throwing ideas out there for more shooty commanders.
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