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Author: crashman
The Tau stealth team crept through the derelict corridors slowly, as quiet as th
e grave. The warriors were aware that against the strange aliens that infested t
he gargantuan ship would not be fooled by theur camoflage fields. They were also
aware that Crisis suits would not fit within the narrow corridors and that this
great obstacle to the Tau'va had swallowed several fire teams whole. The Aun (E
therial) of the fleet himself had come to Shas'vre Kar'den personally to request
his team for the mission. The Aun knew that the stealth team would have the bes
t chances of finding the controls of the massive ship......
Tau Stealth Team:
5 Shas'ui team members and one Shas'vre (sargent), wearing XV-15 Stealthsuits an
d armed with Burst Cannon and Photon Grenades.
One Shas'ui may upgrade to a Flamer (with 1 reload).
The Shas'vre may upgrade to a Fusion Blaster (with 1 reload) and also may carry
a Markerlight (in addition to, not in place of).
Tau Rules: Each Tau has 5 AP per turn. Tau in stealthsuits move as per terminato
rs (no sidestepping, may move and fire for 1 AP, etc).
Tau generally recieve a +1 to their weapons fire rolls due to their advanced, hi
gh-quality equipment and superior training.
Tau are inept in Hand to Hand combat, and roll 1d6-2 (minimum of 1). The defende
r wins ties as normal. Tau may not Guard, but certainly may engage in Over-Watch
.
Tau Shas'vre are better armed and trained in close combat and roll 1d6. They may
also Parry and Guard.
Weapons:
Burst Cannon: not unlike a storm-bolter. Rolls 2d6, kills on a 5+ roll. Sustaine
d fire, over-watch (but DOES NOT JAM).
Tau Flamer: functions identically to the Imperial model, but with only 3 shots p
er fuel cannister.
Fusion Blaster: Rolls 2d6, kills on a 4+ roll. Can be used in over-watch (with U
nlimited Range) but does not recieve sustained fire bonuses (cannot rapid fire).
Has a 10 round magazine.
Photon Grenades: Creates an area of intense light and piercing sound, causing di
sorientation. The grenade persists in the target area for 1 round, blocking LOS.
Any model moving through the effected area must pay double AP. If an enemy is i
n the area when the grenade detonates, the enemy model may only be moved or acti
vated with CP (until the grenade burns out or the model leaves the area). Photon
grenades may be thrown up to 12 squares away. It costs 2 AP to prime and throw
a photon grenade.
Markerlight: A target designator, the Shas'vre may spend 2 AP and fire the Marke
rlight at an enemy target (Markerlights cannot be used on overwatch). The Shas'v
re's Markerlight rolls 2d6 and hits on a 5+. If the enemy is hit, all Tau (inclu
ding Drones) within LOS to the marked enemy model recieve a +1 to their weapons
rolls (this stacks withn their natural +1). Tau on over-watch do not gain this b
onus.
Drones
Tau Drones are the workhorse of their military. Drones are used in dangerous sit
uations, for reccon and for flanking maneuvers. Drones used inside a space hulk
have been heavily modified to create their own neural-network (the hulk itself p