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
------
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.