Special Ops Tau Weaponry, Gear, etc.

By pearldrum1, in Only War House Rules

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 (hence the placement of this post). The game centers around a small special ops strike force (3-4 players) who will be doing some covert/black-ops type missions for the Tau Empire. This is not your typical Only War game. In many ways it is more akin theorhetically to Deathwatch.

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, but I would like the community's input as well. 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.

- Pulse Weapon Suppressor : Again, Self explanatory. On covert operations, weapons would need to be silent. How would the Tau accomplish this? Would they reduce the energy generated - which would drop weapon damage and pen - to produce a more silent variant? Would they attach a new module to the weapon that dissipates the sound generated - perhaps resulting in less range?

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.

Ghostkeel. ;)

XV95-Ghostkeel-Battlesuit.jpg

Tau Stealth battlesuit. Aaaawww yeah!

Ghostkeel-rules-02.jpg

Hahaha, that is brilliant.

Mission 1: "OK, listen up. Everyone is in a Ghostkeel. Your mission is to assassinate the Emperor, the Golden Throne, all the Custodes, Fukkin' everything. Questions? No? OK, for the Greater Good. Technology Triumphant. PEACE."

For those of us (see: me) who have no clue how to translate TT stats to RPG stats, would you be so kind? Failing that, would you at least point me in the right direction of where to start looking to so that I can take a shot at it?

Here you have another topic in the forum, were SgtLazarus developed a bunch of rules for playing with TAU:

https://community.fantasyflightgames.com/topic/124570-the-greater-good-rules-for-the-fire-caste-and-auxiliary-forces/

You may even contact him for further info. He is quite an active user in the forums.

EDIT: nevermind, I just read the thread and saw that you were actually involved in that project...

Edited by whoseyes

Hahaha, that is brilliant.

Mission 1: "OK, listen up. Everyone is in a Ghostkeel. Your mission is to assassinate the Emperor, the Golden Throne, all the Custodes, Fukkin' everything. Questions? No? OK, for the Greater Good. Technology Triumphant. PEACE."

For those of us (see: me) who have no clue how to translate TT stats to RPG stats, would you be so kind? Failing that, would you at least point me in the right direction of where to start looking to so that I can take a shot at it?

I haven't tried converting stuff myself. But I'd prolly do something like: "while the drones are still working they give you a ton of bonuses to stealth tests and big penalties to peopele who are trying to shoot you."

I like the pulse blaster you came up with. They actually got something like that in the new codex.

The stealth battlesuit looks a bit silly with it being basically a gundam with the cloaking device from "Predator".

Except the admech have even sillier stealth squads:

Somehow they got it in their heads that stealth= not being seen = blindness. So they have cyborgs who broadcast white noise and static fields that blind and deafen any nearby enemies and they can just walk past them. Yeah, that's not stealth! Stealth is slipping quietly past sentries. Not sentries waking up the entire camp screaming: "The noise! my eyes! I'm blind! HELP!"

I'll have a look at my mate's codex next time i see him, see if there are any new equipment in there you can use for inspiration.

Here you have another topic in the forum, were SgtLazarus developed a bunch of rules for playing with TAU:

https://community.fantasyflightgames.com/topic/124570-the-greater-good-rules-for-the-fire-caste-and-auxiliary-forces/

You may even contact him for further info. He is quite an active user in the forums.

EDIT: nevermind, I just read the thread and saw that you were actually involved in that project...

I admire your thoroughness.

Mostly I am looking for a spit-balling session where people who are interested in the Tau, or creating new equipment (OR BOTH) can get together and throw ideas around.

Robin - Thanks, man. Looking forward to seeing what comes out of that.

A bit of threadcromancy. I ended up statting everything out that I needed to. It might be a bit OP against a rookie troop of guardsmen, but then again Tau tech is supposed to be, right? Wall of text incoming:


Prototype/Alien Weapon Systems


*Extra standard ammunition magazines, as well as photon grenades, can be taken for free within reason*


Pistols

Rapid-Fire Pulse Pistol (pistol; 20m; -/2/4; 2d10+1 E, pen 4; Mag: 32; Rld: Half; Reliable) - Extremely Rare
Earth caste scientists created this variant of pulse pistol after multiple requests for a short range, rapid fire personal holdout weapon. Rather than creating an entirely new weapon system, the engineers simply upgraded the rate of fire and magazine capacity of their impressive pulse pistols. It is less accurate than standard variants given its higher rate of fire, but makes up for this in potential damage output.

Basic

Fusion Torch (Basic; 3m; S/–/–; 2d10+8 E; Pen 12; Mag: 6; Rld: 2 Full; Scatter, Melta) - Extremely Rare
These tools were originally designed to penetrate dense bulkheads and thick armor. They are used by Tau Breacher teams and, to a much more mundane extent, Earth Caste engineers. However, since the Tau Empire's first encounter with the space hulk Mortis Thule , they have been equipped on the rarely seen XV46 Vanguard Battlesuits - built exclusively for exploring and clearing the dense confines of space hulks. As well as practical tools, they are devastating, though clumsy, close combat weapons.
*This weapon's distance can be increased at the cost of additional ammunition spent. Double the distance = double ammunition used, Triple the distance = triple the ammunition used. For example, firing at an enemy 6m away would cost two shots of ammunition.
*Battlesuit versions are much larger and have an effective range of 20m.
Rail Blaster/CREAW Gun (basic; 44m; S/2/-; 1d10+6, pen 4; Mag: 15; Rld: Full; Scatter) - Extremely Rare
The "Close Range Engagement Anti-Personnel Weapon" was developed largely for repelling boarders during ship-to-ship engagements. However, it is also a popular weapon for special operations teams, or Pathfinders in urban/underground combat zones. It utilizes Rail technology to magnetically propel a large number of flechette rounds in a predetermined spread. The flechette rounds are housed inside small cylindrical gel-filled tubes which are then loaded into a box magazine that is fed into the underside of the weapon. When fired, the entire gel tube is sent down the length of the barrel, evaporating as it exits.
The weapon is still an early development and rarely seen on the battlefield outside of officers and special operator's hands. It has been given the nickname "Rail Blaster" by the first special operations team that used it. The name has stuck since then.
Pulse Blaster (basic; 30m; S/2/-; 2d10+3, pen 4; Mag: 20; Rld: Full; Scatter) - Very Rare
Used almost exclusively by Tau Breacher Teams, the Pulse Blaster was the first attempt by Earth Caste engineers to create a close quarters pulse weapon that relied on the spread of the pulse energy rather than the range and accuracy. Field tests proved fruitful as this weapon is devastating up close. However, the energy redirection means that as well as a smaller magazine capacity than its rifle counterparts, at farther distances it loses its hitting power.
Flame Projector (basic; 20m; S/-/-; 1d10+4 E, pen 3; Mag: 6; Rld: 2 Full; Flame, Spray) - Very Rare
Flame Projectors were first widely used after the Tau's violent and various encounters with the Orks. Devastating against large numbers of infantry, Heavy Flame Projectors are the most widely used variant - not capable of being mounted on anything smaller than a Battlesuit; however, some specialized units have been known to field standard flame projectors when facing Tyranids or Orks.
Kroot Rifle (basic; 110m; S/2/-; 2d10+1 E, pen 3; Mag: 6, Rld: 2 full/melee; 1d10+4 R, pen 2; Unwieldy if used one handed, Defensive if used in both hands) - Extremely Rare
The Kroot rifle employs modified ammunition and an improved firing mechanism, resulting in increased range and drastic reduction in noise when fired. Kroot forces using these weapons have employed them as sniper rifles, wielding them to eliminate key enemy personnel before launching a devastating assault.
Krootbow (basic; 40m; S/4/8; 1d10+3 R, pen 3; Mag: 20; Rld: 2 Full; Tearing, Toxic) - Near Unique
The Krootbow is an unusual weapon only rarely seen among Kroot auxillaries. At first glance, it appears to be nothing more than an unusual, if primitive, crossbow. Closer inspection reveals that considerable upgrades have been applied to this weapon, utilising unusual advanced magnetic technology of alien origin. It is suspected that some Tau artisan was involved in their construction, but whatever the truth, Krootbows possess a rotary firing system that allows the weapon to fire a flurry of quarrels with a single pull of the trigger. The quarrels possess mono-edged metallic heads and are often poisoned by the Kroot with various toxins.

Heavy

Experimental EMP Blaster (heavy; 60m; S/-/-; Blast (3), Haywire (3), Recharge, Shocking, Unreliable) - Near Unique
An EMP Blaster is an experimental Tau weapon that fires short-ranged rounds which explode in a small blast and generate an electromagnetic pulse (EMP) upon impact. EMP Blasters are issued exclusively to XV46-4 Vanguard Commander Variant Void Battlesuits. Whilst the weapon's rounds do not physically damage foes, they send out powerful electromagnetic pulses that disable electrical wiring and all kinds of mechanical systems, playing havoc with the internal systems of armour and other vehicles and disabling them temporarily. Sometimes, the EMP effect will even cause catastrophic failure in a system, leading to an explosive reaction for the unfortunate vehicle or robotic construct.
Flechette Discharger (heavy; 30m; S/-/-; 2d10+5 X, pen 3; Mag: -; Rld: -; Spray, Tearing) - Very Rare
The Flechette Discharger is an upgrade which can be mounted on Tau Vehicles. Clusters of powerful auto-reactive charges release a cloud of high-velocity anti-personnel flechettes if the vehicle is approached by the enemy, protecting it from close combat attacks. The cloud of shrapnel is often enough to take down the most tenacious foes, but the weapon is a last resort as it can only be fired once per facing (front, rear, left, and right) and must be reloaded again upon return to base. It would be a rare occurence for a crew to carry reloads.
Heavy Flame Projector (heavy; 30m; S/-/-; 1d10+8, pen 3; Mag: 10; Rld: 2 Full; Flame, Spray) - Rare
Flame Projectors were first widely used after the Tau's violent and various encounters with the Orks. Devastating against large numbers of infantry, Heavy Flame Projectors are the most widely used variant - not capable of being mounted on anything smaller than a Battlesuit; however, some specialized units have been known to field standard flame projectors when facing Tyranids or Orks.
Pulse Bomb Generator (heavy; 100m; S/-/-; 2d10+6 E, pen 6; Mag: -; Rld: -; Unreliable, Blast (8), Proven (3)) - Extremely Rare
Pulse Bomb Generators are only ever mounted on Kor'vattra ships or Riptide battlesuits. They are massive weapons that generate a build up of plasma energy before releasing it in a fantastic burst of power that can decimate infantry and light vehicles in a large radius.
Heavy Rail Rifle (heavy; 300m; S/-/-; 4d10+10 I, Pen: 15; Magazine: 10; Reload: 2 Full; Felling (4), Proven (3), Reliable, Vengeful (8)) - Near Unique
The larger and more brutal cousin of the rail rifle, the heavy rail rifle is an anti-armour cannon, used to demolish enemy vehicles from long range or tear massive creatures limb from limb from well outside their effective range. This devastating weapon is often mounted on XV88 Broadsides, for only these modified variants of the XV8 Crisis Suit can effectively fire such colossal weapons. Specialized types of ammunition for this weapon can be found under the Ammunition section.

Melee

Bonding Knife (melee; 1d5-2 R, pen 0; Balanced, Oath Sworn) - Nearly Unique
Every Tau has sworn to sacrifice their own personal goals for the Greater Good; each Caste has their own symbol to remind them of this Oath they swear to the Greater Good - and each other, like the Fire Caste’s Bonding Knife, a weapon that sheds the blood of a squad of Fire Caste undergoing the Ta'lissera Ritual. Any item with the Oath-Sworn rule grants a +10 to Willpower tests when rolling against Pinning, Fear or any test that would negatively affect the character that involves one’s Will. Every Tau or Auxillary character within line of sight of the item also benefits from these effects. If the bearer is someone who has performed the same Ta’lissera with the afflicted character (A squadmate, Husband/Wife, etc) then the bonus to WIllpower becomes +20
Kroot Claw-Hammer (melee; 1d10+2 I, pen 2; Primitive (8), Toxic (0)) - Extremely Rare
Great Kroot Claw-Hammer (melee; 2d10+2 I, pen 2; Concussive (0), Primitive (8), Toxic (0), Unweildy) - Extremely Rare
These weapons are created and carried exclusively by honored Kroot warriors. Their construction requires painstaking effort by the Kroot to shape and mold heavy stone or metal into a devastating melee weapon. After the weapon has been shaped, the Kroot then take deadly talons, claws, teeth, or horns of much larger foes and bind them to heavy hammers. These weapons are especially deadly because the Kroot warriors only use remnants of their enemies that were coated in toxins. In this way, the Kroot would have been injured by, and overcome, the toxins. This ensures that when they eat their enemies who had been slain with this weapon, they can digest the poison within without injury.
Great versions of these weapons require two hands to wield and are often only seen in the hands of teh fiercest warriors on the battlefield.
Successful attacks with Kroot Claw Hammers confer a +5 attack bonus to the next attack of any allied Kroot within eyeshot. Secondly, these weapons are always considered to have been made out of "home materials" and grant +5 to any Fear tests.
Tarellian Berserker Sword (melee; 1d10+4, pen 4; Tearing, Vengeful (9)) - Near Unique
These swords are essentially Tarellian versions of the Imperial Chainsword. Seen as crude and dishonorable by their Tau allies, the vicious weapons are crafted from the ultra dense spine spikes of fallen Tarellian Dog soldiers. They rend horrible tolls against man and machine alike. Some Tarellians have gone to lengths putting a mono-edge on each spine for maximal penetration.
These weapons are always considered to have been made out of "home materials" and grant +5 to any Fear tests.
Fusion Katana (melee; 1d10+4 E, pen 8; Maximal, Unreliable) - Near Unique
The fusion katana is an attempt at miniaturizing fusion technology into something that could be wielded by specialists good enough, or insane enough, to use in close combat. Miniature reactors located in the handle power the blade for as long as the weilder requires, but the design has not been perfected. As a result, they are prone to simply giving out. If set to maximal, the blade will put out an enormous amount of power, but will need to be recharged after.

Thrown

EMP Grenade (thrown; SBx3; Haywire (3)) - Very Rare
Tau EMP Grenades were designed to counter their own technology, should they ever encounter an enemy as technologically proficient as themselves. As such, they are devastating against similar mechanical devices fielded by their enemies.
Pulse Grenade (thrown; SBx3; 2d10+1 E, pen 2; Blast (2)) - Very Rare
Pulse grenades are another experimental weapon developed by earth caste engineers in an attempt to outclass the fragmentation grenades often used by human forces. When triggered, the weapon builds up a small blast of controlled plasma, much the same way Tau pulse weaponry operates. While very powerful, the pulse blast dissipates quickly, giving the weapon a much shorter blast radius than Imperial counterparts.

Ammunition

HRR Submunition Rounds (custom weapon/ammo) - Extremely Rare : Following the first major battles against the Tyranids, Broadside Operators realized the need for an ammunition sub-type for the Heavy Rail Rifle that could combat the large masses of lesser enemies typical swarming the battlefield. As a result, a submunition canister round was created to withstand the huge pressures of being fired from a Heavy Rail Rifle. It has the following profile (2d10+5 X, pen 5; Blast (6))
HRR Kai'ju Hunter Rounds (custom weapon/ammo) - Near Unique : This specialized round for the Heavy Rail Rifle was developed in response to gigantic threats encountered on the battlefield such as Imperial Knight Walkers, Warhound Titans, Gargantuan Tyranid Bioforms, and the like. When loaded into a Heavy Rail Rifle, the weapon adopts the following profile (4d10+12 I, Pen: 15; Magazine: 1, Reload: 2 Full; Felling (5), Lance, Tearing, Vengeful (7)).
Penetrator Rounds (custom weapon/ammo) - Rare : Like anti-personnel rounds, penetrator rounds were developed by the Earth Caste to give squads more light anti-armor flexibility on the ground. Fitted into grenade launchers, penetrator rounds have the following profile (2d10+5 X, pen: 6; Concussive (0)).
Rail Blaster Toxic Rounds - Very Rare : Tau scientists developed these rounds to ensure that enemies of the Empire wounded by the Rail Blaster went down and stayed down. Each pellet is coated in nerve-agents deadly to most lifeforms encountered. When loaded into the Rail Blaster, the weapon gains the Toxic special weapon quality.

Prototype Armor & Gear


Wargear, Tools, & Consumables

Battlesuit Defensive Countermeasures:
An array of shock dischargers, photon charge launchers, and wide-burst gravity pulse generators are mounted across the surface of the battlesuit, operating on subconscious mind-impulse triggers to ensure the fastest response to enemy attack. As a Reaction, when an enemy closes to within 2m, the pilot may trigger these defensive systems, making an Ordinary (+10) Ballistic Skill Test . If this is successful, then the enemy is shunted 1d5m away and must pass a Challenging (+0) Toughness Test or be Stunned for 1 round +1/2 DoF.
"Blue Pill" Medicae Nanotech Capsules : - Extremely Rare
"Blue Pills," as they are referred to in the field, are small capsules filled with nanotech that, when ingested, flood the system in an attempt to heal any wounds recently sustained. They have many pre-programmed function which include coagulating bloody wounds, preventing infection, and even increasing the rate of healing so that wounds mend themselves back together quickly. When ingested, PCs regenerate 1d10 wounds and are considered lightly wounded for purposes of natural healing; If critically wounded, successful medicae tests remove one additional critical damage.
Command Uplink : - Extremely Rare
Usually only issues to battlesuit commanders, this device allows squad leaders and higher ranking battlefield coordinators a complete view of all forces in any given battle. The commander has access to a persistent stream of tactical and strategic information, allowing him or her a clear view of the theatre of battle. Using that information, the commander can assist his subordinates with precisely timed instructions. As a Full Action, the commander may nominate a single ally he is in communications range with. That ally receives an additional Full Action and an additional Reaction before the start of the commander’s next turn.
Field Amplifier Unit : - Very Rare
These units pick up the fields created by shield generators and latch onto them, increasing the radius by 100%.
Kles'tak Explosive Charge (Placed Explosive; 3d10+4 X, pen 10; Blast (5), Felling (4), Concussive (1), Vengeful (8) vs metal surfaces/vehicles) - Scarce
Kles'take explosives are affixed to their target with mag-adhesives designed to quickly adhere to metallic surfaces. They detonate with a powerful shaped charge, and are ideal for destroying bulkheads, vehicle hulls, and other heavily armoured targets. These explosives are typically unwieldy and not designed to be thrown, only placed in contact with their target material to ensure the charge explodes to maximum effect.
*Treat the Kles'tak as a Demo Charge for the purposes of planting and activating.
Magnetic Footwear : - Rare
While worn, these boots reduce the wearer's Agility Bonus by 2 but they allow them normal movement in low or zero-gravity areas provided there is suitable surface to walk on.
Magnetic Grappling Gun : - Common
Using similar, albeit less advanced, technology as rail weaponry, these small pistols fire magnetic hooks that can adhere to most surfaces. They are connected to a small container on the shooter's armor which contains 100m of high strength line. The line can be manually climbed or automatically activated via a switch in the gun. Common sets can hold 150 kg and higher grade sets can hold 200 kg.
Tactical Net Control Unit : - Extremely Rare; 5kg
Most often mounted on Battlesuits, the Tactical Net Control Unit (or TNC) can be wielded by infantry team leaders as well. It is linked to the advanced optics systems of Tau combat armor and housed on/powered via its backpack. When equipped, all characters linked with proper optical feeds receive a +5 bonus to Ballistic Skill Tests . If the equipped character spends a Full Action and succeeds on a +0 Tech-Use Test, this bonus increases to +10 until the end of the next Round . The effects of multiple TNCs are not cumulative.
Tactical Net Link : - Extremely Rare; .5kg
These links are installed into the top of fire warrior backpack units and form a link with whomever is fielding the Tactical Net Control Unit. by equipping the targeting systems of one or more squad members with a signum link, they can make optimal use of the signum’s readings to achieve unparalleled acts of teamwork by forming a web of their interconnected autosenses. This allows all participating members to make a concerted attack on the same foe, striking with a coordinated precision that makes their assault all but inescapable. When characters have formed a Tactical Net Web by linking to the TCN, all players may benefit from the effects of Ganging Up on a single opponent regardless of whether their attacks are WS or BS.

Armor

Tau Combat Webbing - Abundant
Tau Combat Webbing utilizes a mixture of magnetized clips and high strength polyfibers to adhere to any type of Tau armor comfortably. The webbing allows any fire warrior to carry a full compliment of equipment including, but not limited to, wargear, extra ammunition, grenades, communications, intelligence, and survival kit. It can even be attached to battlesuits to provide infantry units quick resupply if need be
Digital Shield (Grants an additional AP: 2 to Body and one Arm/Grants "Defensive" special quality vs melee attacks) - Nearly Unique
Digital Shields use a kind of miniaturized shield-generator technology built into a wrist mount. When activated, they create a ultra focused force-field that is resistant to melee attacks as well as ranged attacks. Currently, they are only issued in small numbers to Tau Breacher teams.

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.*

Drone Controller : - Very Rare
These pieces of hardware allow Drone Handlers to effectively control a number of drones slaved together over a network. Calibrating the Drone Controller takes Two Full Rounds and requires a +0 Tech Use Test. Once per round as a Half Action or Reaction, a player can make a +20 Tech Use Test to assume personal command over a drone until the end of the Round. While very useful, these machines are most effective in the hands of trained Drone Handlers.
Grav-Inhibitor Drone : (Gravity Wave Projector) - Near Unique
These drones are outfitted with Gravity Wave Projectors that throw back enemies closing to melee with the operator. As a Half Action or Reaction the operator of this drone may make a +0 Tech Use Test to activate the device.
Markerlight Drone : (Markerlight) - Very Rare
Utilized in a support role, these drones carry a markerlight to paint targets - making them easier to engage by allied forces.
Shield Drone : (Shield Generator with SP: 12) - Very Rare
These drones are outfitted with shield generators that cover a radius of 2m. They are often used in conjunction with Field Amplifier Units.
Gun Drone : (Twin Linked Pulse Carbines) - Very Rare
These drones are employed as force multipliers for Tau ground units. They have also been used extensively in ship-to-ship boarding and hit and run actions.
Missile Drone : (Missile Pod) - Extremely Rare
When a heavier hit is needed, missile drones are the way to go. Armed with three shot missile pods, these drones are almost exclusively deployed alongside Broadside Battlesuits. They are most efficiently used in conjunction with a Drone Controller unit to get the best accuracy available.
MV36-Guardian Drone : (Large Radius - weaker - shield drone; SP: 8) - Extremely Rare
Developed to counter the heavy casualties suffered by Tau breacher teams, the MV36 carries a shield generator capable of forming a large umbrella over Breacher teams. As such, it has a much larger radius than standard shield drones. However, because of this increased radius, its shields are also weaker.
Recon Drone : (Burst cannon, Homing Beacon, & Positional Relay) - Near Unique
Recon Drones have so far only been seen along fighting forces during the Third Sphere Expansion. They house a central-mounted burst cannon as well as a positional relay to coordinate battles and a homing beacon to allow pin-point reinforcements to be dropped. Given their support role and amount of gear, Recon Drones are bulkier and "taller" than standard drones. Recon Drones use the standard Drone Profile but lose the Size (Scrawny) trait and gain Hoverer (4)
Sniper Drone-A : (Longshot Pulse Rifle) - Extremely Rare
These drones are used almost exclusively by Pathfinder teams to take down high value targets with deadly precision.
Sniper Drone-B : (Rail Rifle) - Near Unique
Another variant of the sniper drone, the rail rifle equipped version is for taking down heavily armored priority targets.

TauDronesDiagram.jpg

+++

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

XV25 Stealth Suit : This suit is considered powered armor and thus has no structural integrity or manouevreability scores. Aside from the increased strength, the suit relies on the wearer's stats almost entirely. In addition to the stealth field rules provided, the Stealth Suit will also grant +20 to stealth checks and impose a -30 penalty to hit if stationary (essentially Chameleoline Cloak rules)
XV8 Crisis Suit : (Armor: 15; Structural Integrity: 15; Hard Points: 3; Strength: (12) 60*; Manuevreability: +20; Size: Enormous; Tac. Speed: 6m, Cruising Speed: 45km)
XV8-05 Enforcer Suit : (Armor: 16; Structural Integrity: 20; Hard Points: 4; Strength: (12) 65*; Manuevreability: +20; Size: Enormous; Tac. Speed: 6m, Cruising Speed: 45km)
XV8-02 Iridium Suit : (Armor: 20; Structural Integrity: 28; Hard Points: 3; Strength: (12) 60*; Manuevreability: +15; Size: Enormous; Tac. Speed: 5m, Cruising Speed: 35km)
XV9 Hazard Suit : (Armor: 19; Structural Integrity: 25; Hard Points: 4; Strength: (13) 70*; Manuevreability: +15; Size: Enormous; Tac. Speed: 6m, Cruising Speed: 45km)
XV88 Broadside Suit : (Armor: 20; Structural Integrity: 30; Hard Points: 3; Strength: (13) 70*; Manuevreability: +5; Size: Enormous; Tac. Speed: 5m, Cruising Speed: 35km)
XV104 Riptide : (Armour: 40 front / 30 Sides / 20 Rear; Structural Integrity: 60; Hard Points: 4; Strength: (17) 75; Manoeuvrability: +10; Size: Massive; Tac. Speed: 12m; Cruising Speed: 55km)
XV46 Vanguard BattleSuit : (Armor: 14; Structural Integrity: 18; Hard Points: 3; Strength: (12) 60*; Manuevreability: +25; Size: Enormous; Tac. Speed: 6m, Cruising Speed: 45km)
*For purposes of lifting/carrying/hauling, the SB will be treated as x3