Tau one off

By SkullH4T, in Rogue Trader Gamemasters

Mainly a deathwatch group i tend to run i did have an idea for a tau battlesuit team one off, while technically id be using rogue trader i do want to use some elements from deathwatch.

my question is in the tau player guide that ffg released does have rules for battlesuits but does it only add strength and armor as well as the battlesuit equipment but i dont seem to see it add anything like toughness and unnatural strength and stuff i see in the deathwatch enemies book. am missing something or should i home brew some rules to make the battlesuits stronger.

Im looking to make the players strong so i can throw strong stuff at them like deathwatch.

I'd probably homebrew it. Remember, they're different games for different things. Rogue Trader is an exploration/thinking game (or as I like to call it, Space Pirates the RPG), where Death Watch is tactical shooter forged into a PnP RPG.

With cybernetics, reasonable access to fancy Xenos gear, the possibility to get as much wealth as you feel is reasonable, and a giant spaceship, your players can outfit themselves with equipment to simulate a Deathwatch-level of power pretty easily. However you can't force that on them, so if you want to play a Deathwatch campaign, just start throwing Deathwatch enemies at them and when they die and burn fate points have their loyal retainers get them away from battle. Force your players to start thinking in terms of how to beat this enemy (instead of just running) and have them figure it out.

If you have to provide them with custom, house-ruled gear for these battles then you're not creating a good scenario. If your players aren't prepared or willing to undergo this challenge, then you as a GM shouldn't throw it at them (more than once or maybe twice if they're being annoying).

One shouldn't need to house rule things to make a game playable. That said, the Battle Suit rules in the Tau Player's Guide are really buggered. They have flat strength ratings that are far too low for mech suits their size. A decent strength character (human, tau, or otherwise) WITHOUT unnatural strength can out-arm-wrestle a Crisis Suit (a rank 1 kroot can do it from the get-go, possibly even out-arm-wrestling the might Riptide per RAW as well). Add to that the Crisis suits in Deathwatch have Unnatural Strength x2, and one notices how wildly the difference between the two games is.

In general, I'd just apply Unnatural Strength x2 to the Crisis Suit (as it is in Deathwatch), add a +10 or +20 strength bonus to the Stealth Suit, and then just double the Flat Strength of everything else (because, seriously, a Riptide should be able to stomp through walls, and a strength bonus of 8, though high, does not reflect this).

Now... proper Tau shouldn't be using their battle suits to engage in melee, but still... it seems an irksome mistake to me.

Granted... the rules are still retarded in other areas as well (a Riptide counting as a 'suit' instead of a vehicle if I remember right, meaning if it gets hit in the leg, so does it's pilot), so if you're going to be using Battle Suits, I wouldn't go higher than a Hazard. Anything above, and the rules stop making as much sense.

Edited by Crow Eye