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more auxileries
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Old 28 Dec 2004, 16:37   #1 (permalink)
Shas'Vre
 
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Default more auxileries

I want more mercenaries the fluff says they control 100 planets and of these only human and kroot? I think maybe somthing that looks a bit dogish maybe slightly marine like armor? ideas?
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Old 28 Dec 2004, 16:55   #2 (permalink)
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Default Re: more auxileries

umm yeahthe fluff does suggest more auxilliaries should be possible, however? GW has already given us the Kroot (truly superb) and guardsmen to use, and they didnt want to dilute the high tech feel of the tau by making too many of their unit types non Tau, thus they couldnt add more auxilliaries or there would be double ups on unit archetypes and one could become simply better making them produce more models that wouldnt sell and bog down their shelves (they look bad when they relegate models to mail order)
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Old 28 Dec 2004, 18:00   #3 (permalink)
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Default Re: more auxileries

There are niccisar too but they're only in BFG...
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Old 28 Dec 2004, 18:05   #4 (permalink)
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Default Re: more auxileries

and the deimurg too dont forget, but they are only in BFG and as he is asking I presume he doesnt play BFG, only krrot an gue'vesa have 40k rules.
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Old 28 Dec 2004, 20:35   #5 (permalink)
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Default Re: more auxileries

im happy with kroot and humans (whcih i dont use neway!), what id like see is more tau units! snipers, fire warrior weapon upgreades and a truely fast unit/vehicle to go in fast attack.
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Old 28 Dec 2004, 22:31   #6 (permalink)
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Default Re: more auxileries

In he fluff the Tau empire encompasses many,many small alien empires.On top of that the Tau use many alien races which they don't actually control as auxilliaries.

Here are a few examples:

Tarrellian dog soldiers
Galag
Kroot
Humans
Deimurg
Niccisar
Orks
etc,etc.

You can find rules which wargamer has made for some of his home made races in the house rules forum(some of these do exist in the real fluff others are totally original and his own creations) i have also written some rules for tarrelians:

Tarellians:* Dog-Soldiers

Tarellians are narrow-waisted, broad shouldered aliens that are slightly shorter than most humans, with long canine-like faces, which is where they got the name dog-soldiers.
Some of their worlds were virus bombed by humans during the great crusade and they still hold a bitter resentment towards mankind.

The Tarellians have not been conquered by the Tau but are often found fighting as mercenaries in their armies particularly when the war is against humans.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

* * * * * * * * * * * * * * * * * * * * * * * * * * * * Cost* *Ws* Bs* S* T* W* I* A* Ld* Sv
Tarellian-mercenary* * * * * * * * * * * * * * * * 10* *4* * 3* *3* 3* 1* 4* 1* *7* *4+
Tarellian-captain* * * * * * * * * * * * * * * * * *+10* 4* *3* *3* 3* *1* 4* 1* *8* *4+

Section: Tarellian mercenaries may be taken as elites in a Farsight enclave army
Squad: 5-10 Tarellians.
Weapons: Bore-rifle, Frag-grenades.
Options: One Tarellian Mercenary may be promoted to a captain for +10pts. He is armed with a bore-pistol and close combat weapon. He may take additional equipment from the Armoury.
The squad may be upgraded to a pack at +10pts(see Codex Tau: Bonded)
The squad may be armed with krak-grenades at +1pt/model.
One mercenary in five may be armed with a bore-cannon at +10pts, or a bore-turbine at +5pts.

Tarellian weapons:
Bore weapons: Bore weapons are very similar in design to the imperial stub and autogun using a chemical stimulant to propel a solid round. Bore weapons have superior powers of penetration compared to their imperial equivalents due to the round being made from an extremely hard compound that baffles mechanicus engineers as Tarellians are in most respects marginally less technologically advanced than humans. A unique aerodynamic feature of this compound also increases the rounds amour penetration. The actual hitting power of these weapons is still equal to that of the imperial autogun. Most bore weapons have a distinctive staccato bark.
Pistol: RNG: 12” STR: 3 AP: 5 TYPE: Assault 2(counts as CC weapon).
Rifle: RNG: 24” STR: 3 AP: 5 TYPE: Rapid Fire.
Bore-cannon: Bore-cannons fire a high calibre variant of the standard bore round from a weapon similar to a long barrelled stripped down grenade launcher.
Cannon: RNG: 36 STR: 6 AP: 4 TYPE: Assault 1.
Bore-turbine: Bore-turbines are a multi-barrelled variant of the bore rifle, they have an tremendous unyielding rate of fire but due to this loses some accuracy.
Turbine: RNG: 18 STR: 3 AP: 5 TYPE: Assault 3.



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Old 29 Dec 2004, 06:35   #7 (permalink)
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Default Re: more auxileries

mmm, never seen that before :P, but i doubt the Tau could controll orks. hell they fight with them on one of their borders.

and on the 42 things, the other units sound good, but the fire warrior team is perfect. no need to change it, heavy weapons in the squad would only give 2 less shots when doing the FoF.
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Old 29 Dec 2004, 07:41   #8 (permalink)
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Default Re: more auxileries

yeh but if i could make up the rules (lol ;D) i would make it so heavy weapons could only be taken in fire warrior teams which havent selected a devilfish, possibly an option of 2 assault weapons per squad for those who have.....
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Old 29 Dec 2004, 07:46   #9 (permalink)
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Default Re: more auxileries

assault weapons have no problem but to make the BC not overpowered it would cost roughtly 25pts, gimme 2 more FW anyday. the mp however would be fine

Old chinese...... err.... kiwi saying "Dont Fix What Aint Broke" ;D
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Old 29 Dec 2004, 09:35   #10 (permalink)
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Default Re: more auxileries

Quote:
Originally Posted by Arguleon-veq
In he fluff the Tau empire encompasses many,many small alien empires.On top of that the Tau use many alien races which they don't actually control as auxilliaries.

Here are a few examples:

Tarrellian dog soldiers
Galag
Kroot
Humans
Deimurg
Niccisar
Orks
Tau have never used Orks as auxillries. It even says so in the codex. As for the others, like the man said, too many non-Tau units would dilute the army somewhat. I too would much prefer a true fast attack option.
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