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More Wargear
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Old 01 Aug 2005, 02:09   #1 (permalink)
Shas'La
 
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Default More Wargear

It seems like Tau don't have many wargear options to chose from compared to other classes, so post some things you would like to see.

Keep in mind the fact that tau do not like CC.

-Something for tau commanders that would allow all FW, drones, crisis suits, stealths and broadsides to use the commanders BS for targetting priority.

-Power weapons as a wargear option for Kroot shapers, along with some charms and totems that allow them to infiltrate closer and such (like the kroot merc list)

-Bionics or combat drugs for crisis suits that allow them to reroll their final roll (ie. a jolt of adrenaline to keep them fighting)
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Old 01 Aug 2005, 02:26   #2 (permalink)
Shas'O
 
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Default Re: More Wargear

I'm not so sure about the first one you mentioned, but here's my own two cents:

- A Hard-Wired Targeting Array

- Something similar to the stuff the SMurfs can give their Commander that makes him ignore half the rules.

- Some sort of weapon to give the Commander that makes him unique, to give him more character, because as it stands right now, most other HQs will get too close and beat his brains in CC. Sure, in a one-on-one shooting match, he will win, but Independent Character rules effectively prevent that sort of thing from happening. Perhaps an upgrade that lets him target HQs?
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Old 01 Aug 2005, 02:50   #3 (permalink)
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Default Re: More Wargear

Hmm...

- Med/Repair Drones.

- Jetpack boosters.

- Firing synchronizer: A single model in a unit armed with a firing synchronizer may choose to nullify a shot that would have hit and wounded. For each shot nullified this way, add 1 to the (bs/ap/strength/shots/whatever) of a weapon fired later by another unit with a firing synchronizer. (obviously this idea needs work)

- EMP grenade launchers.
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Old 01 Aug 2005, 02:53   #4 (permalink)
Shas'Vre
 
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Default Re: More Wargear

;D

how bout Crisis suit shoulder launched EMP Mortars??

(ok, nevermind)
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Old 01 Aug 2005, 03:12   #5 (permalink)
Shas'La
 
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Default Re: More Wargear

I realy like the idea of of the med/repair drone. this seams to fit in becose the tau dont recognise expendible troops.

also maybe give the kroot some of the stuff they get in the kroot merc list.

but realy the armorys fine, but these things would sure be fun!

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Old 01 Aug 2005, 03:15   #6 (permalink)
Shas'O
 
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Default Re: More Wargear

EMP grenades are out of place on Crisis suits, if you want anti-tank power get Fusions.

My two cents:
-Photon/fletchete dischargers for Crisis suits.
-HW targetting array.
-Medical or Repair drones.

Quote:
- Jetpack boosters.
Umm.. what? *The Tau jetpacks are already abusably useful for JSJ tactics.

Quote:
Sure, in a one-on-one shooting match, he will win, but Independent Character rules effectively prevent that sort of thing from happening.
Keep in mind that most HQs are bodyguard/entourage-ridden monster-squads rather than the Tau ICs. *Space Marines, Guard, and frankly about everyone but ourselves and Necrons has a big, shiny, and targetable command squad.
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Old 01 Aug 2005, 03:26   #7 (permalink)
Shas'La
 
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Default Re: More Wargear

Quote:
Originally Posted by O'Gue'vesa Gatler
I'm not so sure about the first one you mentioned, but here's my own two cents:
How about this then. Any units he attacks can be freely targetted by any tau units (not including guevesa and kroot). The fluff would be that a computer in the command suit outlines the squad for the little eyepieces all tau wear.
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Old 01 Aug 2005, 03:32   #8 (permalink)
Shas'Saal
 
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Default Re: More Wargear

personally, i think that they just need more wargear period. Auspexes, more weapons, maybe even (crosses fingers) a power weapon or something like that. Basically, the Tau need more techy stuff. They're supposed to be a tech oriented race, right? so where's the tech? (looks around) i dont see it!
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Old 01 Aug 2005, 03:52   #9 (permalink)
Shas'La
 
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Default Re: More Wargear

  • Hard-wired shield generators
  • Hard-wired targeting array
  • (Expensive) wargear helping to ensure first turn choice.
  • (Expensive) wargear helping to ensure/avoid night fighting rules.
  • More night-fighting wargear in general (Tau use their superior technology to take away one of their enemy's benefits, with less effect on them: their sight).
  • Hard-wired disruption pods for commanders
  • Wargear to allow safe retreat from close combat
  • Weapons that knock their opponents backward/add a penalty to pinning checks
  • Close-combat weapon options/armory access for Gue'vesa'ui and Kroot Shaper

I've thought of more before, but this is what come to mind now.
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Old 01 Aug 2005, 04:51   #10 (permalink)
Shas'La
 
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Default Re: More Wargear

more options for human auxileries would be nice
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