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Tau Separatist Regiment


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#1 Magus Black

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Posted 15 October 2012 - 01:54 PM

Not sure if right forum for this, BETA may have been better, will move if necessary. Not complete. Untested. Just the begining. Need Feedback. Ask Questions. Use as you will. Will assume Plushy will be here soon with his bolter

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Tau Separatist World
Your planet is one of the steadily increasing number of Imperial planets that are breaking away from the Imperium to join the Tau and their Greater Good. The decision to do so is never a light one as the Imperium is a vicious and territorial lot, and any that try to break away will certainly be attacked to the (sometimes) full extend of Imperial Forces. But succeed you must least your home be reduced to a wasteland where you and yours are worked to death without your pride, culture, or any hope for a better day.

But its not easy in this day and age, the Tau have not the manpower to be sent to every Secessionist world, not without being stretched too thin and be made vulnerable to attack from hostiles. But they aren’t going to leave you out to dry either, a new method to bring the Greater Good beyond Tau Space has come to pass. Aided by powerful and influential members of the Imperium that have allied themselves secretly with Tau, you are given ‘some’ shielding from most casual observation and can still gain some restricted access to Imperial wares while gaining knowledge and technology from the Tau.

Small forces of the various castes are sent to your world to provide all sorts of aid to improve your lot and render it closer to the ideals of the Greater Good. Earth-caste builders come with tools and weapons, open to teaching those with the aptitude to build as they do. Air-caste pilots transportation and insight to the nuisances of flight and space combat. Water-caste diplomats ease tension between the groups and to help build new trades for the future. Fire-caste warriors schooling the planets warriors in Tau strategies and Wargear. And Ethereals that provide advice to all beings, especially those that cannot find their niche.

The world is reborn anew yet must still contend with malcontents and enemies without, before true stability can arise. Until the Tau can send more reinforcements your planet must struggle to remain under the Imperial radar and if worse comes to pass: to be willing to fight the odds for your planets fate.

The Emperor Protects
====][====
Morgan Dresden,
Ordo Malleus
====][====

Cost: 3
Characteristics Modifier: +2 Fellowship, +2 Willpower, and a +2 any one other characteristic.
Skills: All Tau Separatist characters start with the following skills as Trained: Common Lore (Imperium), Common Lore (Imperial Creed), Common Lore (Tau Empire), Common Lore (The Greater Good), Linguistics (Low Gothic), Linguistics (Tau), and either Performance (pick one), or Trade (pick one), or Tech-Use.
With The Greater Good: Being aligned with the Tau Empire grants a great knowledge of their culture and habits that would be deemed heretical, and likely lethal, information for a normal Imperial citizen to know. But you no longer answer to the Imperium you are with the Tau now, for better and for worse, and much of their highly advanced technology is now available to you now. Tau Separatist Regiments gain access to Tau weapons and equipment though the level of Availability is increase by 2 steps, and due to the fact that they are no longer truly part of the Imperium means that any items not listed on their Regiment Equipment list after Regiment Creation has its Availability also increased by 2 steps.
TRAITORS OF THE IMPERIUM!: While many who have embraced the Tau way of life hold no grudges against their fellow humans the same cannot be said, unfortunately, for those on the other side of the fence. Imperial Creed is zealously xenophobic and those that have left the Imperium for a ‘Alien Overlord’ is considered the worst kind of traitor. Any Imperial NPC that does not start with an indifferent or friendlier attitude towards a Tau Separatist character inflicts an additional -20 penalty to all interactive social skill rolls involving them.

Starting Wounds: Tau Separatist characters generate their starting wounds normally.

====][====
COMMANDING OFFICER
A Tau Separatists Regiment has a few restrictions on the types of commanding officer that would be allowed to keep their position as Tau military is based on achievement and ability, those former Imperial Officers that are found lacking in aptitude in the leadership roles will be dismissed.

The only options available for Tau Separatist Commanding Officers are Circumspect, Choleric, or Phlegmatic.

====][====
NEW SKILLS
After several very frustrating attempts to try and make Forbidden Knowledge work with the idea I gave up and decided to simply add these specific aspects to the Common Lore skill. These additions to the Common Lore skill are NOT available for non-Tau Separatist characters, that knowledge is restricted to the Forbidden Lore skill…along with the potentially lethal consequences of having that knowledge. To clarify a bit these are simply the Tau equivalent of the Common Lore skill (Imperium) and (Imperial Creed).

Common Lore (Tau Empire): Contains knowledge of Tau Sept Worlds and those striving to become Sept Worlds, their Allies, and information about the in/famous people there within.

Common Lore (The Greater Good): Contains knowledge of the philosophy that holds the Tau Empire together, important rites and rituals (such as Ta’lissera), and information about all the Tau castes and the place of its non-Tau members.

====][====
TAU WEAPONS
The following weapons are some that may fall into the hands of Tau Separatists though they are harder to acquire than those of more secure Sept worlds. A Regiment may take any of these of weapons as their Favored Regiment weapon though the with the same limitations as normal (cant be higher than Very Rare). (NOTE: The weapons, armour, and other items are already listed at their increased Availability, so do NOT increase them again. For Tau their Availability is two steps less.)

Exotic Weapons
Basic Weapons       Range  RoF     Damage   Pen   Clip   Rld      Special                                          Wt.          Available
Pulse Rifle                150m   S/3/5   2d10+3E  4         50     Full      Accurate, Reliable, Proven (2)   5kg         Rare
Pulse Carbine*        100m   S/2/-    2d10+3E  4         50     Full      Accurate, Reliable, Proven (2)   5kg         Rare

Pistol Weapons
Pulse Pistol               30m    S/3/-    2d10+3E   4        50     Full      Accurate, Reliable, Proven (2)   1.5kg     Rare

Exotic Heavy Weapons
Burst Cannon*         100m   -/-/20   2d10+3E  4        200   2 Full    Reliable, Proven (3)                   15kg       Very Rare
Fusion Blaster          30m    S/-/-    2d10+12E 12      20     2 Full    Reliable, Melta, Proven (3)        40kg       Extremely
Plasma Rifle*          300m   S/3/5    2d10+6E  8        50     2 Full    Accurate, Reliable , Proven (3) 40kg       Extremely
*See weapon description for Special details.

Pulse Rifle: What the Tau lack in diversity they make up for practicality and efficiency, along with ridiculous amounts of firepower. The pulse rifle is the standard issue plasma weapon of Tau Fire Warriors infantry that any Guardsman from any part of the Imperium would have wet dreams about if it were not a xenon-weapon (and would put them on the fast-track to Summarily Execution). Built to be used just about any ranged combat scenario (from sniping to suppression fire) it’s a proven lethal reminder to all of the universe of the Tau’s potent technology.

Pulse Carbine: Like its twin the Rifle the pulse carbine is a powerful and effective weapon for Fire Warriors, though unlike the rifle-version it has reduced range and rate of fire, even though they weigh the same. The reason for their similar weight is because the carbine has a built in 3-round grenade launcher built into it, a feature that plays out to its more close-quarters role in combat. When shooting a carbine its user must decide if they are firing standard ammunition or whether they are using the grenade launcher, a character cannot shoot both in the same round.
Carbine Grenade Launcher: (Range: 50m; RoF: S/-/ -; Damage: As Grenade; Pen: As Grenade; Clip: 3; Rld: 2 Full, Reliable)

Pulse Pistol: Normally a holdout weapon for Battlesuit pilots and non-combat personnel (as well as Tau police forces) a much smaller, much shorter range (but by no means less powerful) pistol version of the pulse rifle.

Burst Cannon: An effective addition of Tau ingenuity utilizing the exact same technology as the pulse rifle for the sole purpose of putting out mass amounts of firepower in a short a time as possible. Normally mounted on vehicles or Battlesuits the weapon can be used by relatively strong individuals due to its relatively light weight and rear non-existent muzzle climb, though when not attached to a vehicle or Battlesuit still requires a large cumbersome power pack (see Tau Wargear). Characters with a Strength characteristic bonus of 4 can fire this weapon without bracing even if they do not have the Bulging Biceps talent.

Fusion Blaster: One of the Tau’s answers to tanks and heavily protected targets the fusion blaster more advanced than the typical melta weapons of the Imperium it not only possesses better range and stopping power it also requires less reloading. Like most Tau heavy weapons its not normally fielded outside of Battlesuits and though difficult is still possible to field by infantry, though not without a power pack.

Plasma Rifle: One of the most commonly fielded weapon for Crisis Battlesuits, the Plasma Rifle is ultimately just a scaled up and more powerful version of the pulse rifle. While not a practice among Fire Warriors for Gue’vesa allowing these weapons to mounted on common vehicles or by heavy weapon teams have allowed their human helpers to assist with the Greater Good in a style they are more familiar with, by taking advantage of their numbers and ability to work with less-than-reasonable situations. Despite not being a Basic Weapon the Plasma Rifle gains the full benefits of the Accurate Weapon Quality as if it were. This weapon, when not hooked up to a Battlesuit requires a power pack.

====][====
TAU ARMOUR
Tau technology and ingenuity is also apparent in their armour, offering protection to the standard infantry that is virtually unheard of in the Imperium. (NOTE: The weapons, armour, and other items are already listed at their increased Availability, so do NOT increase them again. For Tau their Availability is two steps less.)

Name                             Locations Covered    AP   Weight   Availability
Fire Warrior Armour*   Arms, Body, Legs      6      8kg         Very Rare
Fire Warrior Helmet*   Head                            6      2 kg        Very Rare
*See Special Description Below

Fire Warrior Armour: A two-layer set of armour that is used by the standard infantry of the Tau Empire. The outer armour is composed of a nanocrystalline metal that both lightweight and provides considerable protection. The inner armour is bonded to the outer layer as a high-performance, thermo-set, molecular polyethylene; granting its resistance to high-velocity impact from various sources. Fire Warrior Armour provides the same bonuses as the Imperial Survival Suite with the armours quality determining the effects. Lastly when taking a Full-Aim action or Defensive Stance any random roll-to-hit locations only hit the head on a roll of 05 (The Right Arm become 6-20).

Fire Warrior Helmet: Made from the same nanocrystalline metal as the body armour, the helmets of the fire warriors provides the same level of protection along with some perks hidden inside the interior. Fire Warrior Helmets grant the same bonuses as the Imperial Photo-Visors and Respirator of the same quality as the helmet. For Tau and humans with equally bad vision the helmets provide a +5 to Perception (offsetting the Tau’s racial penalty).

====][====
TAU MUNITIONS
Exactly What It Says Tin
(NOTE: The weapons, armour, and other items are already listed at their increased Availability, so do NOT increase them again. For Tau their Availability is two steps less.)

Name                   Availability
Pulse Clip            Rare
Power Pack         Very Rare
Carbine Grenade Rounds
+Frag                    Rare
+Photon Flash    Extremely
+Smoke               Rare
+Stun                   Rare

Pulse Clip: The standard clip for a majority of Tau infantry weapons that is designed to fit in any Basic or Pistol pulse weapon.

Power Pack: A rather large and cumbersome way allowing heavy weapons for being transported by infantry to field. The power packs come with two large energy cells each containing enough power to allow up to 200 shots for Pulse Rifles, the standard shot for Pulse Carbines, Pulse Pistols, and Burst Cannons. There is also enough power in each cell for 50 shots from a Plasma Rifle, and 20 shots for a Fusion Blaster. Changing from one cell to another requires 2 Full Actions to perform, and the cells can be recharged at special hook-up locations though it takes 24 hours per cell to do so and Require a (HARD -20) Tech-Use skill check. Power Packs weigh 25 kg.

Carbine Grenade Rounds: The Pulse Carbines secondary ammunition these three round clips contain self-propelled grenades similar to those of the Imperial Grenade Launcher. The effects of each round depend on the grenade-type and though it is possible to mix-and-match different types in each clip, there is no cycling-system to select a certain round at whim, so the practice is not advised. These shells cannot be used as grenades, though imaginative and resourceful characters may find ways to use them in traps. There are 4 types of grenade rounds useable for the carbine: Frag, Photon Flash, Smoke, and Stun.



#2 Sarone

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Posted 02 August 2013 - 07:25 PM

This is AWESOME!



#3 Nightcloak

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Posted 06 August 2013 - 09:37 PM

this is heresy! ;)



#4 LuciusT

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Posted 07 August 2013 - 07:27 AM

I would change the characteristics modifiers to be in line with the other homeworlds, probably +3 Fellowship and +3 to any one the players choice.

 

For starting skills, I would drop Common Lore (Imperium) and Common Lore (Imperial Creed). I would suggest that all incidents of Common Lore (Imperial Guard) from Regimental or Specialist starting skills be replaced with Common Lore (Fire Caste).

 

I would revise Traitors to the Imperium to just grant the Enemy (Imperium) x2 "talent" which has much the same effect but is already in the rules.

 

I would also include a note, probably under Traitors to the Imperium, that such Regiments could not include Commissars, Sanctioned Psykers or Storm Troopers.

 

Otherwise, nice start.



#5 bogi_khaosa

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Posted 07 August 2013 - 10:23 AM

If you don't already know this, FFG has three somewhat different sets of statlines for Tau weapons already -- in Rogue Trader, Deathwatch (core) and Deathwatch (errata).



#6 Lynata

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Posted 07 August 2013 - 01:53 PM

Yes, every game's books and stats are scaled to that game and its player characters alone. One of the disadvantages of not having a unified rulebook...

 

That being said, I was recently told that some Tau weapons are in OW's "Enemies of the Imperium" supplement!

 

Also, here's a backup of the Tau Gue'vesa article that was once hosted on the GW website, just in case you need further inspiration. Remember that nothing in this franchise is to be treated as gospel, though - work with what you like most.


Edited by Lynata, 07 August 2013 - 01:58 PM.

current 40k RPG character: Aura Vashaan, Astromancer Witch-Priestess
previous characters: Captain Elias (Celestial Lions Chapter), Comrade-Trooper Dasha Malenko (1207th Valhallan Ice Warriors), Sister Elana (Order of the Sacred Rose), Leftenant Darion Baylesworth (Rogue Trader Artemisia)

#7 azazel1

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Posted 07 August 2013 - 04:38 PM

Could I ask if you plan for these to be PCs, or NPC opponents?  Only wondering as PC chars would essentially be starting off at an advantage vs 'regular' Guard with this gear - assuming this becomes part of the std reg. kit.



#8 Magus Black

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Posted 07 August 2013 - 10:09 PM

Eh I had completely forgotten about this figured this was buried in the achieves. Still :lol:  it took almost a thousand views before a single response and now it seems there is some interests. Suppose I should get back to work on it. :ph34r:

 

 

I would change the characteristics modifiers to be in line with the other homeworlds, probably +3 Fellowship and +3 to any one the players choice.

 

For starting skills, I would drop Common Lore (Imperium) and Common Lore (Imperial Creed). I would suggest that all incidents of Common Lore (Imperial Guard) from Regimental or Specialist starting skills be replaced with Common Lore (Fire Caste).

 

I would revise Traitors to the Imperium to just grant the Enemy (Imperium) x2 "talent" which has much the same effect but is already in the rules.

 

I would also include a note, probably under Traitors to the Imperium, that such Regiments could not include Commissars, Sanctioned Psykers or Storm Troopers.

 

Otherwise, nice start.

 
1. I was originally wanting it to be a more fixed style regiment but your right the “Fellowship + any 1” would probably work better in the long run.
 
2. The reason I kept those Common Lore is both because the world is still ‘technically’ apart of the Imperium (like any smart Separatist they ‘game the system’ till they’re ready for the big event) and because they are not likely just going to up and forget their lives under Imperial rule that fast.
 
3. I had thought that would be a simple idea too but Enemy (Imperium) is actually too broad for what I had in mind, as it includes: Radical Inquisitors, Rouge Traders, merchants with the stones to be Rouge Traders, along with Sympathizers that might have dealings with them or that simply don’t hate them outright. With this those that think negatively of them (the average Imperial citizen) treat them as worse, while those with more neutral or positive dispositions (the above mentioned radical elements) are not unfairly penalized in the social settings.
 
4.  I’m not too sure about Specialist Restrictions yet (wasn't back then still I‘m not sure now) on one hand it makes sense that obviously some are not going to side with such a change in politics, on the other hand radicalism is not restricted to Inquisitors and Rouge Traders either. A few more opinions on this would be nice.

 

 

If you don't already know this, FFG has three somewhat different sets of statlines for Tau weapons already -- in Rogue Trader, Deathwatch (core) and Deathwatch (errata).

 
I do know that ‘now’ but at the time of writing this I was not aware that there was much of any Tau material (least of all in Deathwatch of all places). All the weapons and gear were made entirely by scratch based on the small amount of material pertaining to the Tau (that isn't from the P.O.V. of the Imperium) and a fair bit of logical deduction.
 
Even after reading the stats though I wasn't too impressed. The Tau’s biggest attribute is that they vastly superior tech in comparison to almost everyone except the Eldar and Nercons (and only for now) and yet while their weapons are certainly stronger than most they were strangely less reliable or versatile, and since Tau don’t have a large ‘variety’ of infantry weapons the only weapons they have should be able to perform multiple duties.

 

Yes, every game's books and stats are scaled to that game and its player characters alone. One of the disadvantages of not having a unified rulebook...

 

That being said, I was recently told that some Tau weapons are in OW's "Enemies of the Imperium" supplement!

 

Also, here's a backup of the Tau Gue'vesa article that was once hosted on the GW website, just in case you need further inspiration. Remember that nothing in this franchise is to be treated as gospel, though - work with what you like most.

 

Aye, just purchased my own copy. Much better than before but still a little lack-luster (especially now that IG can have special Pattern weapons and gear).
 

 

Could I ask if you plan for these to be PCs, or NPC opponents?  Only wondering as PC chars would essentially be starting off at an advantage vs 'regular' Guard with this gear - assuming this becomes part of the std reg. kit.

 

Both really its not as bad as you think because none of the Tau gear is automatic you either have to select it with your Favored Weapons or pay for it with your 30 points and since everything Tau is available is at LEAST Rare (15 point) you are not going to get much overall.
 
Also anything not apart of your Regiments basic list after character creation becomes harder to get. Near Unique and Unique are Impossible to acquire (which is how it should be) and even more basic gear can be a pain to get (weapon upgrades, specialized ammo). Though with the Hammer of the Emperor supplement it would be entirely possible to play an extremely tech-heavy regiment to diminish this penalty…but then they paid for it, with Regiment Points, so they're entitled. 
 
If you pitted the average Imperial Guardsman against the average Fire Warrior in anything except melee combat the Guardsman is likely to lose out…which would be the point, better weapons and armour go a long way in tilting the advantage in ones favor.
 
But Your Mileage May Vary.

Edited by Magus Black, 07 August 2013 - 10:10 PM.


#9 bogi_khaosa

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Posted 08 August 2013 - 12:45 PM

Wait hold on a second.

 

2d10+3E  Accurate

 

Hold on, I'm not sure I saw that right

 

2d10+3E  Accurate

 

That is a titanic amount of damage and I think is kind of overkill.

 

EDIT: I think it's also the only Basic weapon I've ever seen with both Accurate and autofire. This is way too powerful even for Tau pulse rifles.


Edited by bogi_khaosa, 08 August 2013 - 12:47 PM.


#10 Tygre

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Posted 08 August 2013 - 07:50 PM

That Pulse Rifle is better than the rules in Deathwatch.

Try

 

Range            150m

ROF               S/3/-

Damage         2D10+2 E

Pene              4

Clip                36

Rld                 Half

Special          Extreme Range penalty same as long range penalty

 

There is a list of Tau weapon rules in the Deathwatch Errata.


Edited by Tygre, 08 August 2013 - 07:52 PM.


#11 Lynata

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Posted 08 August 2013 - 09:19 PM

Come to think of it, how different are the DW Tau guns to the ones in "Enemies of the Imperium"?


Edited by Lynata, 08 August 2013 - 09:19 PM.

current 40k RPG character: Aura Vashaan, Astromancer Witch-Priestess
previous characters: Captain Elias (Celestial Lions Chapter), Comrade-Trooper Dasha Malenko (1207th Valhallan Ice Warriors), Sister Elana (Order of the Sacred Rose), Leftenant Darion Baylesworth (Rogue Trader Artemisia)

#12 Tygre

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Posted 09 August 2013 - 05:41 AM

Range            150m

ROF               S/2/4

Damage         2D10+3 E

Pene              4

Clip                36

Rld                 Full

Special          Reliable

 

So 1 point more damage than the DW, extra half action to reload, and replace Gyro-stabilised with Reliable.

The stats I post earlier were Errata stats with original damage.



#13 Shockwave

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Posted 11 August 2013 - 04:13 AM

I'm a little out of date with the Tau fluff/ 40k lore. But aren't the Carbines meant to have a higher RoF over the Rifles?



#14 Magus Black

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Posted 27 August 2013 - 09:48 PM



Wait hold on a second.

 

2d10+3E  Accurate

 

Hold on, I'm not sure I saw that right

 

2d10+3E  Accurate

 

That is a titanic amount of damage and I think is kind of overkill.

 

EDIT: I think it's also the only Basic weapon I've ever seen with both Accurate and autofire. This is way too powerful even for Tau pulse rifles.

 

I was originally going to write up a rather long-winded description of how I made (and all the cross-comparisons) these guns to justify these stats…then I took a look at the Enemies of the Imperium and noticed that Chaos Space  Marines bolters are 1d10+9 which when placed against the base damage of the pulse rifle is not all the imbalanced (and since Pulse Weapons are suppose to more powerful than them though its not a big advantage).
 
Minimal Damage
Legion Bolter 1d10+9 (10)
Pulse Weapon* 2d10+3 (7)
*Including my Proven 2, without which its (5).
 
Average Damage
Legion Bolter 1d10+9 (14)
Pulse Weapon 2d10+3 (13)
 
Max Damage
Legion Bolter 1d10+9 (19)
Pulse Weapon 2d10+3 (23)
 
In comparison to the Legion Bolter the Pulse Weapon has a (much) lower minimal, slightly lower average, and a higher max (by 4 points). Overall its not at all overpowered in itself.
 
Now part of your argument (and I imagine most of your issue) is about the Accurate ability but my counter to that is that Accurate is a very powerful by default regardless of what weapon it is the only difference now is that the Tau weapons are more versatile than the Imperial ones. For example using the Pulse Weapon, Long Las, and Sniper Rifle to give example.
 
Minimal Damage (Accurate, 2 Successes)
Pulse Weapon* 3d10+3 (8)
Long Las 2d10+3 (5)
Sniper Rifle 2d10+4 (6)
*Including my Proven 2, which only applies to the first 2 dice, and without which is (6).
 
Average  Damage (Accurate, 2 Successes)
Pulse Weapon* 3d10+3 (18)
Long Las 2d10+3 (13)
Sniper Rifle 2d10+4 (14)
 
Max Damage (Accurate, 2 Successes)
Pulse Weapon* 3d10+3 (33)
Long Las 2d10+3 (23)
Sniper Rifle 2d10+4 (24)
 
Now as can be seen there are obvious differences in performance between the three weapons, but the results are not as lopsided as one may imagine. In terms of minimal damage the Long Las has the lowest (5) while the Sniper Rifle is the mid-tier (6) and Pulse Weapon the top-tier (8, or its equal to the Sniper Rifle if you don’t have Proven 2), despite having 1 more dice than the others its worse is little different than the others. On average the Pulse Weapon shines a bit brighter in terms of damage (4 points higher) but that’s not entirely unreasonable (I‘ll explain why a bit latter). The Pulse Weapon truly excels when it comes to maximum damage but again I will explain why this isn’t a huge problem after the next set.
 
Minimal Damage (Accurate, 4 Successes)
Pulse Weapon* 4d10+3 (9)
Long Las 3d10+3 (6)
Sniper Rifle 3d10+4 (7)
*Including my Proven 2, which only applies to the first 2 dice, and without which is (7).
 
Average  Damage (Accurate, 4 Successes)
Pulse Weapon 4d10+3 (23)
Long Las 3d10+3 (18)
Sniper Rifle 3d10+4 (19)
 
Max Damage (Accurate, 4 Successes)
Pulse Weapon 4d10+3 (43)
Long Las 3d10+3 (33)
Sniper Rifle 3d10+4 (34)
 
As before the results are much the same only on a great scale: Sniper Rifle and Pulse Weapons are pretty much equal at their worse, after which the Pulse  Weapon takes a lead. One thing they all have in common is that they are devastating weapons (a Sniper Rifle with Man-stopper Rounds is only 4 points weaker in damage than an Autocannon), the second is that they all can be rendered moot by a single successful Dodge action. 
 
This is course we already know, though I’m just  saying so any how might be reading this (and are not familiar with the rules knows).
 
Now the maximum may look scary (and it should be for all of them) but it should be remembered that rolling max damage is a very uncommon occurrence that only gets harder the more the variable goes up. Roughly getting a max roll on a d10 is about 10% (1/10) which isn’t very likely but still possible , at 2d10 that about half that (5%, 1/20) and the chance of getting max damage just gets lower from there as more dice are added. The point of pointing this out is that while the max damage is “enough-kill” for majority of your combat scenarios its almost never going to happen, and when it does the player/NPCs should feel the awesomeness of the moment (provided the target doesn’t dodge of course), so when talking about weapon balance the two more important factors are how they perform at their worst and on average.
 
In this case the average damages are:
 
Weapon/Damage                 Minimal (2/4 Success)      Average (2/4 Success)
Pulse Weapon* /2d10+3           8/9                                           18/23
Long Las /1d10+3                     5/6                                           13/18
Sniper Rifle /1d10+4                6/7                                            14/19
*If you discount Proven 2, the damage is 2 lower for Minimal Damage
 
I said that the minimal and average damage weren’t much a problem and the reason is because of the one advantage the Imperial guns have that the Tau weapons don’t (any words to the contrary will result in ’Reeducation’ on Tau): Specialized Ammo and Enhanced Settings.
 
The Long Las has the Lasgun Variable Setting which can increases damage by 2 and Pen by 1 (though its arguable that the Hot-shot laspack is a better option overall), while the Sniper Rifles have a large number of special ammunition types for just about any situation…but for this example I’ll be using the ‘best’ ammo type: Amputator rounds, which grant a +2 damage.
 
 In which the numbers look like this.
 
Weapon/Damage                 Minimal (2/4 Success)      Average (2/4 Success)
Pulse Weapon* /2d10+3           8/9                                            18/23
Long Las /1d10+3                     6/7                                           15/19
Sniper Rifle /1d10+4                8/9                                            16/21
*If you discount Proven 2, the damage is 2 lower for Minimal Damage
 
Now the differences between weapons is almost moot point (though the Long Las is still the Red-head of the group) with the Sniper Rifles and Pulse Weapon being equal at their worst and only 2 points difference on average. 
 
So overall in terms of damage compared to other Sniper weapons the Pulse Weapon doesn’t excel so much as to make the other weapons pointless in a sniper vs. sniper fight.
 
…and these are only the base model Imperial weapons, with Hammer of the Emperor I can make guns that make the Pulse Weapon look like a pop gun in comparison.
 
For the fact that the Pulse Rifle has both Auto-fire and Accurate well its more of a matter of how your Mileage May Vary. The only bonus you get from an Accurate weapon fired on anything else beyond single-shot is the +10 additional bonus to hit from aiming, which either translates to a +10 chance to score a single hit or 1 additional success to go towards getting another hit. Since you are already spending an action (and getting a +10-20 bonus to hit anyways) the overall value can be debated  one way or another.
 
…and again Hammer of Emperor “Variant Patterns” can let you grant Accurate to just about any weapon (I made both a Anti-Material Rifle and a full-spectrum weapon in the form of the M43-X A.M.R
and the Bozar respectfully), so its not like its impossible (the Imperium‘s too stupidly large to prevent it). 
 
Overall the weapon is strong but nothing that cant be matched by Imperial tech and its only as powerful as its user is skillful.
 
To be honest I was trying to find a way to make it so that Tau weapons couldn’t be upgraded with Imperial Weapon Upgrades and to limit the amount or outright restrict Customization to prevent them using the Imperial Weapons toys…but I couldn’t think of way with the rules as currently written.
 
Do you know of any way to do so within the tulles or do you think creating a Special Quality to represent this is the only way?

 

 



I'm a little out of date with the Tau fluff/ 40k lore. But aren't the Carbines meant to have a higher RoF over the Rifles?

 

Not really by its design a carbine is not an automatic weapon, its design is for precision firing and short-controlled bursts,  they are favored by those that are mobile infantry  since spray-and-pray doesn’t work well when your going 50mph down a rocky road.
 
For scouts (Pathfinders), for whom which carbines are the weapon of choice, an automatic weapon would be considered a bad weapon to take with you; as they are generally very far from supply lines and the dangers of running out of ammo is a very real threat.
 
…as for current lore I have some major issues with the current codex (its not as bad as it could have been but...) least of all is the changes made for ‘competitive balance’ (broadside I’m looking at you!).
 
====
Current Changes
 
Home World/Origin Cost: 4
Characteristic Modifier: +3 Fellowship, +3 any one other characteristic
 
 
Weapons
Burst Cannon (don’t know how I missed it but despite being its canonical rate of fire, in-game its impossible to hit 20 successes, so I’m posting 2 different versions of a fix and am asking on which you all prefer)
1) Burst Cannon*         100m   -/-/10   2d10+3E  4        200   2 Full    Reliable, Storm, Proven (3)    15kg   Very Rare
2) Burst Cannon*         100m   -/-/10   2d10+3E  4        200   2 Full    Reliable, Proven (3)                15kg   Very Rare

Edited by Magus Black, 27 August 2013 - 10:04 PM.





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