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Deathwatch: Overkill» Forums » Variants

Subject: Rules for Tau in Deathwatch Overkill rss

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Mick Lee
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Tau in Deathwatch Overkill:

The Tau Commander has access to the following units:

-A Fire Warrior team consisting of 5 Fire Warriors
-A team of Stealth Suits with 3 members
-A Commander who can be equipped in either of two ways: Fight Commander, or Buff Commander

These are the units that you always start the game with.

The Commander also has access to supporting units, which enter play via deep strike and remain on the field for the duration of 1 d3 rounds. These units can be placed freely in any zone that is within combat range of the commander. They can be called in at the beginning of ANY of the Tau player´s phases (i.e.: movement-, first and second shooting phase). Since they remain on the field for limited time, the Commander must plan their use wisely! Mind that EACH of the following units may only be used ONCE during one mission!

These units are:

-a Crisis Battlesuit team consisting of two Crisis armed with plasma rifles (2 per suit)
-a Crisis Battlesuit team consisting of two Crisis armed with fusion blasters (2 per suit)
-a Crisis Battlesuit team consisting of two Crisis armed with missile pods (2 per suit)




Tau-specific rules:

-All Tau units (except the Commander) have the following "to hit" rolls, unless stated otherwise:
Maximum range: 4+
Combat range: 4+
Assault range: 4+
-their "to hit" roll can be influenced by Markerdrones (only a Commander in the "Buff Commander"-setup can carry them)
-all battlesuits have a movement of 2. Furthermore they have an additional movement of 1 EITHER in the Stealers´movement or ONE of the shooting phases (the Stealers` or Taus`). They can move before or after shooting.
-all battlesuits have target lock:they can shoot at different targets than the rest of their team
-all Tau models in assault range to any Stealer model, lose 1 to their movement and suffer -1 to their “to hit“ roll. The movement-malus also counts for their movement during shooting and Stealer movement phase(s)
-Tau are completely inexperienced with psychic forces. Therefore, if the Magus plays his "Dominion" power, subtract 1 from the Tau players´s dice roll and the Patriarch hits all Tau models on the same segment on a roll of 4 instead of 5 when using the psychic power on his datacard
-Tau models in battlesuits do not have to pass a dice roll, when jumping across clefts, since their battlesuits have inbuilt jet packs for exactly that purpose




Description of unit-specific rules:

1. Fire Warrior team:
Armament: Pulse rifles
armour save: 4+
life points: 1 per Fire Warrior
movement: 2
Maximum range: 1 shot/hit per Fire Warrior, rending
Combat range: 2 shots/hits per Fire Warrior, rending
Assault range: 3 shots/hits per Fire Warrior, rending


2. Stealth Suits
Armament: Burst cannons
armour save: 3+
life points: 1 per suit
movement: 2, plus battlesuit-movement
Maximum range: -
Combat range: 1 shot/hit per Stealth suit, explosive
Assault range: 2 shots/hits per Stealth suit, explosive

Special rules for Stealth Suits:

Due to their optical camouflage, Stealth Suits are considerably harder to hit. This results in the following:

-Stealth Suits may reroll failed saves of 1
-Stealth Suits have a 4+ save vs. Cleave-attacks




3. Tau Commander:

armour save: 2+
life points: 2
movement: 2, plus battlesuit-movement

a) "Buff-Commander"-Setup:
Equipment: XV-25 "Iridium" armour, command and control node, Puretide engram neurochip, multispectrum sensor suite, drone controller, 2 marker drones, shield generator, stimulant injector

XV-25 "Iridium" armour: grants a 2+ armour save

Command and control node: In each Tau shooting phase, the Commander can nominate one Tau-unit up to combat range, including himself. This unit may reroll failed to hit rolls.

Puretide engram neurochip: at the beginning of the Tau movement phase, the Commander may assign ONE of the following special rules to one of his teams:
-stubborn (Firewarriors only): the team that´s been assigned "stubborn" may move out from a zone with one or more Stealer models in which it would normally be locked.
-relentless: the team that has been assigned "relentless" gains ONE further movement during the Tau movement phase.

-multispectrum sensor suite: the Tau player may examine 1 d3 ambush cards at the beginning of his movement phase.

-shield generator: grants a 4+ save against "cleave" attacks

-Stimulant injector: after the Commander has been wounded, you roll one d6 per wound. On a 5+, the Commander may ignore the wound



Drone Controller: Marker drones hit on 2+ and are attached to the Commander

Marker drones:
Assault-maximum range: 1 hit per drone, no damage. All models in a zone that have been "lighted up" by marker drone(s) receive a +1 "to hit" modifier. Example: A zone with 5 hybrids with assault rifles has been successfully lighted up by 2 markerdrones. A team of 3 Stealth Suits decides to take those two markerlight hits in order to improve its "to hit" roll. Normally, the Stealth Suits would hit on a 4+ , but since each markerlight improves their "to hit" roll by one, they now hit on a 2+.


b) "Fight-Commander"-setup:
Armament: TWO of the following weapons in any combination: fusion blaster(s), plasma rifle(s), missile pod(s)
Equipment: XV-25 "iridium" armour, Onager gauntlet, vectored retro-thrusters, special target lock, shield generator, stimulant injector, advanced targetting system

Fusion blaster:
Maximum range: -
Combat range: 1 shot/hit per WEAPON, rending, cleave
Assault range: 1 shot/hit per WEAPON, cleave, explosive

Plasma rifle:
Maximum range: 1 shot/hit per WEAPON, rending, cleave
Assault-combat range: 2 shots/hits per WEAPON, cleave, reroll failed hits of 1


Missile pod:
Maximum range: 2 shots/hits per WEAPON, explosive
Combat-assault range: 3 shots/hits per WEAPON, explosive

XV-25 "Iridium" armour: grants a 2+ armour save

Onager gauntlet: assault range only: 1 hit on 2+, cleave

Vectored retro-thrusters: Enable the Commander to

a) move through Stealer-occupied zones
b) not be locked into close combat, if he is in the same zone as a Stealer


Special target lock: The Commander may fire his two weapons at diferent targets

Shield generator: grants a 4+ save against "cleave"-attacks

Stimulant injector: after the Commander has been wounded, you roll one d6 per wound. On a 5+, the Commander may ignore the wound

Advanced targetting system: the Commander hits targets on

Maximum range: 4+
Combat range: 3+
Assault range: 4+


4. Crisis Battlesuits:

Armour save: 3+
Life points: 2
Movement: 2,+ battlesuit movement

A Crisis team consists of 2 battlesuits. Equipped with plasma rifles, fusion blasters, missile pods and target lock, they are the Commander's pinpoint weapons.



As you can see, Tau have a plethora of hard hitting weapons and supporting systems, but also suffer from tremendous close combat weaknesses and are really prone to psychic attacks. I am also thinking about throwing in a Riptide and a Ghostkeel that can be called for by the Commander INSTEAD of a Crisis team. So the number of units that can be called as enforcements by the Commander would still be 3...

If you have thoughts or suggestions, feel free to contribute them.

@ Scarbuck: It would be fantastic, if you would translate the information of the rules into Tau datacards, as you already did with your great custom characters...whistle
I LOVE playing the Cybot and the assault-cannon Terminator!!


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Mick Lee
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Alternative Tau force:

Instead of fielding a team of 5 Fire Warriors, a team of 3 Stealth Suits and 3 deep-striking Crisis teams of 2 battlesuits each, the Tau commander may alternate his setup in the following way:


The Tau commander can take a pass on the Fire Warrior team and join one Crisis team permanently. The 2 Crisis suits and the commander will form one unit. The 3 models (or 5 if you play the buffcommander with his 2 marker drones) will not fit into one zone, so you may place them in different zones, but the battlesuits and drones must be in assault range to one another. Mind that the commander team may not use the commander´s marker drones in order to push its "to hit" rolls. It may profit from any of the commanders support systems and wargear: CCN, PEN, MSS, vectored retro thrusters.

This alternative Tau force consists only of battlesuits:

- Commander in a Crisis team
- A team of 3 Stealth Suits
- Two teams of deep striking Crisis battlesuits
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Thorfinn Skullsplitter
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Sonnenprinz wrote:


@ Scarbuck: It would be fantastic, if you would translate the information of the rules into Tau datacards, as you already did with your great custom characters...whistle
I LOVE playing the Cybot and the assault-cannon Terminator!!



Thanks for the compliment.

I will see what I can do. I've been slammed recently with several projects (game and real life). So it may not be right away. I've been using GIMP (free version of photoshop) a lot recently, so on the bright side, my GIMP Fu is much stronger now. I've learned a few things and can do much nicer cards. More importantly, I can build better templates that others can use.

For the drones, since they hover, consider allowing them to hover off board as long as they stay within Assault range of their owner. It just feels odd to have these floating things confined by the board edges when the edges just represent a literal edge. If it was a hallway or room, like in Space Hulk, that would be different.
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Mick Lee
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Yessss, baby!! Great to hear that your GIMP Fu techniques are faster and stronger than ever... I am really glad that you are taking into consideration to use your highly dangerous and secret GIMP Fu in order to actually make some supersexy Tau datacards!thumbsupthumbsupthumbsup

As for the drones: It´s a good idea and I will try it out-thank you for the input.

 
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