Post by joasht on May 29, 2009 21:36:28 GMT -9
Someone asked for Tau (and Orks, but I probably won't do those) on the other thread, so here are the preliminary rules for Tau in Songs:
HQ
Name Shas'O Cost 163
Quality 2 Combat 5
Special Rules Big Artificial Heavy Armor
Flying Leader Shooter: med
Name Shas'El Cost 136
Quality 3 Combat 5
Special Rules Big Artificial Heavy Armor
Flying Leader Shooter: long
For both these guys, I tried very hard to squeeze the Shas'El into 100 points, but alas its impossible, forcing these two to be 500-points only. I slightly tweaked the Shas'O's stats: Instead of making him a copy of the Shas'El but with C6 instead of C5, I instead made it a medium shooter with Q2C5. This promotes more aggressive play with the Shas'O.
I gave Artificial and Heavy Armor to all the battlesuits in the Tau army. Heavy Armor is understood, and Artificial represents the increased toughness from the battlesuit (which is codex-accurate), and the effects of Bonding that increases their morale (I'll assume that all the battlesuits in this ruleset are Bonded, or otherwise hardened veterans that won't flinch when bad things happen).
Name Ethereal Cost 83
Quality 2 Combat 3
Special Rules Leader Fearless
The default leader for the Tau in 300 point games. Nothing much to him, and he's sorta soft; just the way I like my Ethereals :X
I made him Q2 instead of Q3 because I wanted to promote an aggresive play with the Ethereal, which I think is interesting given his poor combat stats.
Fearless was a no brainer, and I love how the Songs rules about dying leaders works very much like the Ethereal rules in 40k (the army running when he dies).
Name Kroot Shaper Cost 96
Quality 3 Combat 4
Special Rules Forester Leader Savage
Shooter: long
I added this guy as an afterthought; why not have a Kroot Shaper commander? Sure, Tau usually don't follow Kroot leaders, but then again there was always Angkor'Prok....
Q3C4 makes him slightly less dependable but tougher and stronger than the Ethereal, Forester and Savage are no-brainers for Kroot, and his long range represents his Kroot Rifle. This is a good choice for a ranged Leader in a Tau army, even though it may be slightly unusual.
Elites
Name Stealth Suit Cost 96
Quality 3 Combat 4
Special Rules Stealth Artificial Heavy Armor
Shooter: long Flying
Stealth is sorta a no-brainer, even though its not entirely accurate.
Name Crisis Suit Cost 106
Quality 3 Combat 5
Special Rules Big Heavy Armor Flying
Shooter: long Artificial
Nothing much to say about this guy. Q3C5 makes it stronger than tougher than a Space Marine (which is correct). Again, Flying is a substitute for the Jump rule since its the closest rule in Songs.
Troops
Name Fire Warrior Cost 38
Quality 3 Combat 3
Special Rules Shooter: long Short Move
I wanted to give the Fire Warriors a decent punch, but I figured that C4 would have made them too powerful; its like saying they are as tough and as hard-hitting as a Space Marine (which was Q3C4 on average). Sure, they do hit harder than Space Marines at range, but they are pathetically soft in melee, so C3 is sorta the middle ground. Short Move kinda forces them to be used more as shooters instead of crazy berserkers running across the board into melee. I didn't give them Slow as they weren't carrying heavy weapons.
Name Kroot Cost 42
Quality 4 Combat 3
Special Rules Forester Shooter: long Savage
I gave the Kroot C3 as well, since they are better in melee but not so good at ranged combat compared to the Fire Warriors, so it kinda balances them out. Forester is a no brainer, and Savage just feels right (its not cool to see your friends eaten by the Kroot.....it would be pretty demoralizing!). Q4 makes them less dependable than Fire Warriors.
Name Kroot Hound Cost 54
Quality 4 Combat 4
Special Rules Forester Savage Long Move
Poison Animal
I gave these guys more punch than the Kroot, and made them faster as well. Poison increases their punch in melee by a little bit (just imagine them violently rending chunks of meat thus crippling but not killing the opponent outright)
Name Kroot Ox Cost 48
Quality 4 Combat 5
Special Rules Shooter: long Savage Animal
Even stronger and tougher than the Kroot Hounds (which is right) and with a long ranged gun of considerable power, the Kroot Ox is a weapon platform with decent melee capabilities, just as its 40k counterpart.
Fast Attack
Name Pathfinder Cost 74
Quality 3 Combat 3
Special Rules Shooter: med Savage Entangle
Basically a Fire Warrior with medium range and Savage to represent Pulse carbine Pinning. Entangle is not entirely accurate, but its the closest thing I could find to the Markerlight, which was the primary use of Pathfinders anyway. This makes the Pathfinder obscenely expensive though. If you don't want the "markerlight", remove Entangle and take it as a Fire Warrior with a Pulse Carbine at 44 points.
Name Gun Drone Cost 48
Quality 4 Combat 3
Special Rules Shooter: med Animal Flying
Artificial Savage
The stats are pretty much understood as they are effectively floating, less-dependable Fire Warriors with Pulse Carbines. Animal suits their Drone rules very well, as they can't function without a controller.
Name Vespid Cost 88
Quality 3 Combat 4
Special Rules Flying Long Move Shooter: med
Vespid are typically pretty hard hitting and fast, but considerably short-ranged. Even so, I felt that Shooter: med made more sense, just as I made Bolt Pistols medium-ranged guns in my Space Marine list.
Name Piranha Cost 110
Quality 3 Combat 5
Special Rules Artificial Flying Shooter: long
Long Move
Similar to the Land Speeder, but not as good; an effective summary of the Piranha in 40k terms. I didn't give it Heavy Armor because its Open-Topped in 40k, making it obscenely soft anyway.
Heavy Support
Name Broadside Cost 74
Quality 3 Combat 6
Special Rules Shooter: long Artificial Heavy Armor
Slow Short Move
The Broadside was easy; make it harder-hitting than a Crisis suit, but strip all its mobility and make it dead slow, and you get a Broadside
Name Hammerhead Cost 156
Quality 3 Combat 6
Special Rules Artificial Huge Shooter: long
Heavy Armor Tough Flying Fearless
Only legal in 500 point games and upwards, the Hammerhead is technically the most powerful combat unit in the Tau army. Q2 or C7 would have made it no longer legal in 500 point games, so I kept it at Q3C6. The rules are fairly self-explanatory; its big, it hits hard, it flies, and its tough to kill.
Transport
Name Devilfish Cost 164
Quality 3 Combat 5
Special Rules Artificial Huge Heavy Armor
Shooter: med Tough Summoner Flying
As with the Land Raider in my Space Marine list for Songs, Transport vehicles are always a stretch, with the closest rule IMO being Summoner. This however makes the Devilfish insanely expensive; even more than a Hammerhead! The Devilfish lacks Fearless because of point restrictions (it wouldn't fit in 500 points anymore if it did have Fearless), and in a way, I can imagine a Devilfish retreating from fire.....
So there you have it. I'm not as proud of this as my Space Marine list for Songs, but its still not too bad I think hehe
Comments and suggestions welcome, thanks!
HQ
Name Shas'O Cost 163
Quality 2 Combat 5
Special Rules Big Artificial Heavy Armor
Flying Leader Shooter: med
Name Shas'El Cost 136
Quality 3 Combat 5
Special Rules Big Artificial Heavy Armor
Flying Leader Shooter: long
For both these guys, I tried very hard to squeeze the Shas'El into 100 points, but alas its impossible, forcing these two to be 500-points only. I slightly tweaked the Shas'O's stats: Instead of making him a copy of the Shas'El but with C6 instead of C5, I instead made it a medium shooter with Q2C5. This promotes more aggressive play with the Shas'O.
I gave Artificial and Heavy Armor to all the battlesuits in the Tau army. Heavy Armor is understood, and Artificial represents the increased toughness from the battlesuit (which is codex-accurate), and the effects of Bonding that increases their morale (I'll assume that all the battlesuits in this ruleset are Bonded, or otherwise hardened veterans that won't flinch when bad things happen).
Name Ethereal Cost 83
Quality 2 Combat 3
Special Rules Leader Fearless
The default leader for the Tau in 300 point games. Nothing much to him, and he's sorta soft; just the way I like my Ethereals :X
I made him Q2 instead of Q3 because I wanted to promote an aggresive play with the Ethereal, which I think is interesting given his poor combat stats.
Fearless was a no brainer, and I love how the Songs rules about dying leaders works very much like the Ethereal rules in 40k (the army running when he dies).
Name Kroot Shaper Cost 96
Quality 3 Combat 4
Special Rules Forester Leader Savage
Shooter: long
I added this guy as an afterthought; why not have a Kroot Shaper commander? Sure, Tau usually don't follow Kroot leaders, but then again there was always Angkor'Prok....
Q3C4 makes him slightly less dependable but tougher and stronger than the Ethereal, Forester and Savage are no-brainers for Kroot, and his long range represents his Kroot Rifle. This is a good choice for a ranged Leader in a Tau army, even though it may be slightly unusual.
Elites
Name Stealth Suit Cost 96
Quality 3 Combat 4
Special Rules Stealth Artificial Heavy Armor
Shooter: long Flying
Stealth is sorta a no-brainer, even though its not entirely accurate.
Name Crisis Suit Cost 106
Quality 3 Combat 5
Special Rules Big Heavy Armor Flying
Shooter: long Artificial
Nothing much to say about this guy. Q3C5 makes it stronger than tougher than a Space Marine (which is correct). Again, Flying is a substitute for the Jump rule since its the closest rule in Songs.
Troops
Name Fire Warrior Cost 38
Quality 3 Combat 3
Special Rules Shooter: long Short Move
I wanted to give the Fire Warriors a decent punch, but I figured that C4 would have made them too powerful; its like saying they are as tough and as hard-hitting as a Space Marine (which was Q3C4 on average). Sure, they do hit harder than Space Marines at range, but they are pathetically soft in melee, so C3 is sorta the middle ground. Short Move kinda forces them to be used more as shooters instead of crazy berserkers running across the board into melee. I didn't give them Slow as they weren't carrying heavy weapons.
Name Kroot Cost 42
Quality 4 Combat 3
Special Rules Forester Shooter: long Savage
I gave the Kroot C3 as well, since they are better in melee but not so good at ranged combat compared to the Fire Warriors, so it kinda balances them out. Forester is a no brainer, and Savage just feels right (its not cool to see your friends eaten by the Kroot.....it would be pretty demoralizing!). Q4 makes them less dependable than Fire Warriors.
Name Kroot Hound Cost 54
Quality 4 Combat 4
Special Rules Forester Savage Long Move
Poison Animal
I gave these guys more punch than the Kroot, and made them faster as well. Poison increases their punch in melee by a little bit (just imagine them violently rending chunks of meat thus crippling but not killing the opponent outright)
Name Kroot Ox Cost 48
Quality 4 Combat 5
Special Rules Shooter: long Savage Animal
Even stronger and tougher than the Kroot Hounds (which is right) and with a long ranged gun of considerable power, the Kroot Ox is a weapon platform with decent melee capabilities, just as its 40k counterpart.
Fast Attack
Name Pathfinder Cost 74
Quality 3 Combat 3
Special Rules Shooter: med Savage Entangle
Basically a Fire Warrior with medium range and Savage to represent Pulse carbine Pinning. Entangle is not entirely accurate, but its the closest thing I could find to the Markerlight, which was the primary use of Pathfinders anyway. This makes the Pathfinder obscenely expensive though. If you don't want the "markerlight", remove Entangle and take it as a Fire Warrior with a Pulse Carbine at 44 points.
Name Gun Drone Cost 48
Quality 4 Combat 3
Special Rules Shooter: med Animal Flying
Artificial Savage
The stats are pretty much understood as they are effectively floating, less-dependable Fire Warriors with Pulse Carbines. Animal suits their Drone rules very well, as they can't function without a controller.
Name Vespid Cost 88
Quality 3 Combat 4
Special Rules Flying Long Move Shooter: med
Vespid are typically pretty hard hitting and fast, but considerably short-ranged. Even so, I felt that Shooter: med made more sense, just as I made Bolt Pistols medium-ranged guns in my Space Marine list.
Name Piranha Cost 110
Quality 3 Combat 5
Special Rules Artificial Flying Shooter: long
Long Move
Similar to the Land Speeder, but not as good; an effective summary of the Piranha in 40k terms. I didn't give it Heavy Armor because its Open-Topped in 40k, making it obscenely soft anyway.
Heavy Support
Name Broadside Cost 74
Quality 3 Combat 6
Special Rules Shooter: long Artificial Heavy Armor
Slow Short Move
The Broadside was easy; make it harder-hitting than a Crisis suit, but strip all its mobility and make it dead slow, and you get a Broadside
Name Hammerhead Cost 156
Quality 3 Combat 6
Special Rules Artificial Huge Shooter: long
Heavy Armor Tough Flying Fearless
Only legal in 500 point games and upwards, the Hammerhead is technically the most powerful combat unit in the Tau army. Q2 or C7 would have made it no longer legal in 500 point games, so I kept it at Q3C6. The rules are fairly self-explanatory; its big, it hits hard, it flies, and its tough to kill.
Transport
Name Devilfish Cost 164
Quality 3 Combat 5
Special Rules Artificial Huge Heavy Armor
Shooter: med Tough Summoner Flying
As with the Land Raider in my Space Marine list for Songs, Transport vehicles are always a stretch, with the closest rule IMO being Summoner. This however makes the Devilfish insanely expensive; even more than a Hammerhead! The Devilfish lacks Fearless because of point restrictions (it wouldn't fit in 500 points anymore if it did have Fearless), and in a way, I can imagine a Devilfish retreating from fire.....
So there you have it. I'm not as proud of this as my Space Marine list for Songs, but its still not too bad I think hehe
Comments and suggestions welcome, thanks!