So, I am still working a bit on my NPC Tau Crisis Suit leader, Commander Coldsteel, and I was flipping through my Codex: Tau Empire, trying to figure out some good ways to pimp up his Crisis Suit. His story involves fighting Tyranids, back in the "regular" Tau space, and then getting sent to the Reach to aide his people against the Imperium, and their foolhardy Crusade. Since he has only recently left core Tau space, he has great access to the best of their gear, and is heading for a dangerous new field, where good testing can be conducted. To this end, I plan on his suit being at least as good as Flamewing's. So, I have decided he's going to sport a flamer, or maybe even a heavy flamer, and then I stumbled upon the Special Issue gear Shas'Os are permitted to field test. I want his suit to sport some more of these, but I am not sure how to convert their text to stuff DW actually uses, and thought it might be nice if some of the more well-informed folks could help me do a little converting. Thanks much in advance, here's what the book has:
Cyclic Ion Blaster - R 18" | S3 |AP 4 | Assault 5 -- Rolls to Wound of 6 become AP 1, regardless of target's Toughness.
This four-barrel ion gun is the one I probably care the most about. Along with being a weapon, rather than just a bit, it is cool yet tricky for me, and as a warrior who has made his mark fighting Nids, many of which are groups of little things, with crap for armor, and then moving up to Guardsmen, who are much the same, it seems very appropriate that he sport a gun that capitalizes on mass killing of light-armor shmoes.
Positional Relay - Something akin to Teleport Homer. Call 1 unit in from Reserve on 2+.
If Tau used teleporters, this would be really easy, but they don't, and I don't know what else I could make it do. This is one where even suggestions would be great.
Iridium Armor - Save becomes 2+ (so Terminator-grade), but 6" Assault move becomes 1d6".
I was thinking to cheese him up here, and say All 14 (All 12, if that just seems ridiculous, and he WILL have the Shield Generator) for armor, as he needs to deal with the likely result thaat some of the little guys will survive to close with him, but didn't know if I should just decrease his Flyer rating, or how to reflect his attempt at Slow and Purposeful.
Stimulant Injector - Gives the Pilot Feel No Pain.
I don't really plan on Coldsteel having this one, as it doesn't really fit with his "icy *******" persona, but I figured it's the only one left, as most of the special issue stuff is covered by Commander Flamewing, in Mark of the Xenos, or the regular suit, in the core book. Hoping some other soul will also find use in these, thus it's a base not left uncovered.
Okay, that covers it. With these, combined with the upgrades already fleshed out in the other books, I should be able to cobble together a true threat of a Commander, and one ready and able to kill all those who obstruct the path of the Greater Good. Thanks again.