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Post by Rios on Oct 24, 2005 15:27:03 GMT -6
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Post by heatseeker on Oct 24, 2005 15:51:03 GMT -6
they look nice. more stuff for me to kill muhahahaha. but what the f is IP?
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Post by siriq on Oct 24, 2005 16:22:40 GMT -6
intelectual property?
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Post by heatseeker on Oct 24, 2005 19:57:40 GMT -6
who knows
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Post by RARE CHOICE GAMES on Oct 24, 2005 21:00:39 GMT -6
freaking awesome...maybe now the tau will get some muscle to back up their superior firepower.
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Post by Rios on Oct 24, 2005 22:43:52 GMT -6
woo yea...and they may be even more stuff from the Vespid world...like the multiple forms of kroot
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Post by obalacher545150 on Oct 24, 2005 22:56:03 GMT -6
My guess at their stats. WS BS S T W I A Ld Sv 4 4 4 4 1 3 1 8 4+ Move like they have jump packs. Weapons are probably S6 Ap 4 Rapid Fire 24" considering the box says space marine killers. My 2 cents
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Post by siriq on Oct 24, 2005 23:10:59 GMT -6
an ap 4 weapons isnt an marine killer see now the starcannon thats a marine killer with strength 6 ap 3
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Post by RARE CHOICE GAMES on Oct 24, 2005 23:27:09 GMT -6
Didnt the guy from GW say they were gonna be AP3.
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Post by bloodangellh on Oct 25, 2005 0:59:59 GMT -6
They are supposedly assault, ap3, and str 3 or 5 I believe. Not confirmed yet.
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Post by bloodangellh on Oct 25, 2005 1:01:08 GMT -6
I'll post up what rumors I know are floating around...let me gather them together...
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Post by bloodangellh on Oct 25, 2005 1:05:50 GMT -6
Info stolen from a variety of people I've talked to and many reliable forums.
Keep in mind these are all rumors!!!!!
Release date – February/March/April 2006
HQ
Crisis Suit Commander HQ choice remain pretty much the same except the Commander (XV8 battle suit) and his Shas’vre bodyguard have access to a range of ‘special issue’ wargear (you can only take one of each type of special issue).
Ethereals Remains pretty much the same except they can take an honour guard of veteran fire warriors (you can upgrade some of their stats for a points cost).
Elites
No rules changes currently known about but Crisis suits are now cheaper
Troops
Fire warriors – Any number can change their pulse rifle to a carbine (Devilfish may take a SMS instead of drones)
Kroot – Kroot hounds & Krootox are now part of the general Kroot entry and are purchased as upgrades for the squad.
Fast Attack
Gun Drones – No changes currently known about
Pathfinders – Now have the ‘Scout’ USR – Now have access to Rail rifles (they no longer get hot) – The pathfinders Devilfish comes equipped with a marker beacon helping with deep strike (details TBC)
Piranha No details yet but rules assumed to be similar to the FW rules.
Vespid - Line troops are called Stingwings and they are led by a ‘Strain Leader’ equipped with communication helmet allowing contact with the Tau. - Jump Infantry - Fleet of Wing - Skilled flyers - Better than Tau Fire warriors in hth but still not great. - Armed with a Neutron Blaster (short ranged) – Exact details are pretty much TBC but generally assumed to be either S3 or S5, AP3 Assault1.
Heavy Support
Broadsides – May purchase an ‘advanced stabilisation system’ giving them the Slow & Purposeful USR.
Sniper Drone Teams - One spotter and three sniper drones (armed with rail rifles) - Multiple teams can be taken as part of the same Heavy Support choice. - May have other special rules but they are TBC
Hammerhead – No changes known or rumoured.
Sky-Ray – Rumoured addition to the codex, assumed to be generally similar to the entry in IA3 (The Taros Campaign).
Special Characters
Aun’va’denta – The oldest & wisest of the Ethereals Comes on a drone Zimmer frame (unknown if there are rules for it). Highly inspiring to the Tau but don’t let him be killed Comes with an honour guard of very tough Tau.
Commander Farsight – As per the original Tau codex unknown if there are any rules changes but there is a little more insight into his motivations.
Commander Shadowsun - The new female commander of the Tau armed forces and student of Aun'va'denta. - Wears a highly advanced battle suit - Armed with twin fusion blasters able to fire at different targets - Accompanied by a unique drone.
General Crisis Suits & Stealth suits come with deep strike as standard (not broadsides). Vehicles are limited to two seeker missiles each. New and improved range of vehicle wargear. New and improved range of crisis suit wargear. New drone type – Marker drone Special issue wargear is a mixture of command, movement and weaponry.
New Markerlight system Each time you hit a target unit with a marker light you place a counter next to that unit, during that shooting phase you may expend a counter to allow Tau & Vespid units (If the strain leader is alive) to take a variety of actions. Fire a single Seeker missile Allow a unit to increase it’s BS by 1 (multiple counters may be expended allowing a max increase to BS5 Allow a firing unit to automatically pass a target priority test. Impose a -1 to the leadership score when taking pinning tests (multiple counters may be expended allowing a cumulative effect). -1 to cover saves (multiple counters may be expended allowing a cumulative effect).
Markerlights cannot be used to benefit other markerlights
There are two types – Standard and Networked, both do the same thing but network markerlights can self designate for the unit/vehicle the are in.
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Post by siriq on Oct 25, 2005 1:18:16 GMT -6
very nice
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Post by Rios on Oct 25, 2005 1:50:55 GMT -6
wow..thats alot more changes then i was expecting
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Post by Andrew on Oct 25, 2005 6:59:21 GMT -6
The slow and purposeful seems stupid to me. If it moved 6" it could still fire all its weapons (I believe) normally. That just restricts it to absolutely only 6". Eh, we'll see.
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Post by Rios on Oct 25, 2005 9:51:37 GMT -6
naw if a broadside moves it cant fire its heavy weapons..only if its upgraded with teh TL Plasma Rifle
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Post by heatseeker on Oct 25, 2005 10:34:27 GMT -6
i dont like that new markerlight system besides the fact that you can continue to marker light squads.
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Post by siriq on Oct 25, 2005 10:39:01 GMT -6
hmm but why would a broadside want to move anyway usually they just chill in the background, the only thing i can think of is to gain a better line of sight. closer they get the closer the enemy is to close combat with them
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Post by RARE CHOICE GAMES on Oct 25, 2005 10:53:00 GMT -6
Line of sight basically. Thats the only reason I can think of, to often u set them up to take something out and either you blow it up or miss and have nothing to shoot at for the rest of the game...unless you are like me and like to pick off Imperial guardsmen with twin linked rail rifles.
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Post by siriq on Oct 25, 2005 11:11:14 GMT -6
isnt that the best killing one tiny guy with a strength 10 ap 1 weapon
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