Last Edited 1/18/2017
Hey everyone, I hope the start of the new year is treating you well.
I am in the middle of running an All-Tau game using the Tau PC Guide from Rogue Trader, but mostly using Only War/DH2 rules for nearly everything else (I may post this in the Only War forum as well). The game centers around a small special ops strike force (3 players) who will be doing some really covert/black-ops type missions for the Tau Empire.
I actually got the idea from another GM who started the same type of game that never got off the ground. Since I am not one to take that lightly, I decided to run it myself.
I have a good sized list of house rules my players will be using, but I also want to incorporate new weapons and gear as would befit a strike team such as this. There is an abundance of gear made for DH1/2 that I can simply "transfer" over and make Tau-y. I was wondering if anyone has done anything like this? Or, if you have created some Tau specific gear, if you would care to share?
Some ideas I had:
- Digital Shield : a forearm attachable device that, when activated generates a shield of energy to reflect and block incoming ranged or melee attacks. It would function as a shield and add a static bonus to parry while also providing a set AP to the arms, legs, and body of the user (or it could function as a directional force field - not sure).
- Pulse Blaster : Essentially a close range pulse shotgun for breaching teams. Use Pulse Carbine stats, drop range to 30m, & add scatter. I feel like it's missing something, but can come back to it later.
- Rapid Pulse Pistol : Essentially a pulse SMG. Use Pulse Pistol stats & carbine rules from Only War's hammer of the emperor. Also give it a new rate of fire to reflect its purpose as a rapid fire, close range weapon. Functions as an in-between between pistol and carbine.
- Flamethrower : Man portable version of the same weapon found on battlesuits. Rather than a liquid fuel, I was thinking of maybe a gas that combusts when oxygen and a second element (found at the barrel) are introduced? Obviously more compact than Imperial counterparts. I am thinking of giving it the same damage profile as a standard flamer but with slightly shorter range and a higher penetration to account for the more advanced flame.
- Medical Arm Unit : A forearm sized piece of technology that uses digital/nano tech to make battlefield healing more effective; +20 to medicae/blood loss tests; Can heal up to 1/2 Intelligence Bonus of Critical Damage as well.
- More Grenade Types : Self Explanatory. Tau spec ops need more than just photon flash.
That's it off the top of my head. I am also down to post my house rules as well, if anyone wants to take a peek.
Edit (4/18/2016) Here's what I ended up coming up with so far:
Prototype/Alien Weapon Systems
*Extra standard ammunition magazines, as well as photon grenades, can be taken for free within reason*
Pistols
Basic
Heavy
Melee
Thrown
Ammunition
Prototype Armor & Gear
Wargear, Tools, & Consumables
Armor
Drones
*A player without a Drone Controller may take up to 1/2 their Intelligence Bonus in drones (rounded down) to a max of 2. A player with a Drone Controller may requisition a number of drones up to their Intelligence Bonus. In addition, players without a Drone Controller may spend a Full Action to make a +10 Tech Use Test to "jump in" and assume personal command over a drone until the end of the round.*
+++
Updated Battlesuit Profiles :
All battlesuits will have an updated profile that makes them beefier than described in the Tau PC guide. They will now be closer to a Vehicle/Armor hybrid and more in sync with the TT/Fluff Battlesuits. Battlesuits require the skill Pilot (Personal) to operate