Calmsword wrote:Without wanting to just post the rules - basically snap fire is a free shot a unit gets at a charging enemy but used at lower ballistic skill.
Sacrifice: I think in pure Space Marine armies it would be kind of pointless save for (hopefully) one epic last stand- but think about those games with allies where the Space Marines are only a unit in size. Space Marines on many occasions fire indiscriminately into mobs of 'lesser' humans.
Now, as to Tau, I thought a lot about this. Why wouldn't Firewarriors fire into a unit of Kroot that is tied up with a high priority target- the answer is even fluffier than your example and that is that the Ethereals care about every single species that is a part of the Empire and even mourn the loss of life against those who reject the Tau'va. If you embrace the Greater Good, you're 'in'- I'd personally recommend the Damocles Anthology- really an excellent testament to internal Tau politics.
But I like your 'once per game' approach and I completely agree- maybe even make it an aspect of their 'choose one power' a turn rule, making it truly a massive sacrifice.
Further special rules/additions follow :
Challenges- I'm going to spend some time talking about Close Combat, but I will say that I have always hated the addition to Challenges in 40k. It makes sense between Marine armies or when you're dealing with Orks and the ever noble Eldar- but for Tau? Or even Tyranids? It just doesn't make sense.
Maybe you can help me adapt a Fantasy style approach, Co'da, but what would you think of:
Should a champion reject a challenge then the Challenger gain the Hammer of Wrath (+1 auto hit at high initiative)
Close Combat: The addition of so many ballistic options, I've heard many CC armies get annoyed or outright depressed. I have 3 possible fixes that might work in this campaign package:
1. Units disembarking from transports get a 6+ cover save representing using their transport as cover. If the vehicle deploys 'smoke' or possesses a 'disruption pod' they gain an additional +1 cover save.
2. Charging units can snap shot into the enemy in initiative order but lose all benefits of charging.
3. 'Carnage': (I miss the old terror of a Khorn Berzerker charge- I don't know which unit could get this, but I imagine it could be an interesting addition, perhaps at additional cost/upgrade or strictly to certain units) Units that win in close combat can consolidate into another enemy unit as if they are charging.
Tau Army Additions
Inspired by fluff or the Dawn of War game, here's some army options for the Tau- nothing overly complex is the idea and to improve the narrative elements of 40k.
Shas'Ui Teamleader: (I've never liked that the 'Ui is just a leadership upgrade and gets improvements on close combat- never made sense to me) Once per game the Firewarrior team may reroll 1's.
Kroot: (I miss 4th) WS=4, counts as having 2 close combat weapons, Furious Charge.
Shas'Vre (30pts): Can either join a unit or a vehicle. Same stats as a Shas'Vre but without the suit.
Personal Shield: 5+ inv.,
+1 or -1 to Reserve Rolls
In the Damocles Anthology the Drones were an interesting element in that they had personality and the Tau regarded them as, seemingly, equals. So, as much as I want 'suicide' mode, I don't think it's appropriate. But here's a tweak:
If a friendly unit is 'fleeing' then drones that move toward that unit, they gain the 'Fearless' special rule for as long as the friendly unit is broken.
Shield Drones: 4+ Inv. OR +2 Cover save for the unit (lasts for a turn, chosen at start of enemy shooting)
-1 Cover save
All have 'self destruct' on an initiative test
Just tweaks taken largely from discussions on these boards.
+5pts= can be fired by the vehicle but must be within LOS.
+10pts= fusion warhead (gets melta special rule)
+8pts= drone guided bomblets (gets blast special rule)
Vehicle Burst Cannon:
Nagi Advisor: A iridium plated tube keeps the mindworm 'Nagi' in it's liquid environment safe. These creatures are incredibly potent psykers. They can be attached to Shas'El, Shas'O and Ethereal's.
-Deny the Witch (4+)
-Steal the Initiative (+1)
-Units that have a Nagi in them can use the highest leadership they are connected to.
Calmsword wrote:Instead of going the relic route, which they almost did with those Onager gauntlets, I think it should all be 'new' to represent the modernity that the Tau prefer.
Perhaps if there was a series of missions (not related to victory or defeat) a player could earn enough of the necessary elements to then use a given upgrade.
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