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Inquisitor Engel
04-10-2005, 04:45
Here's a game!

Basically, come up with a brief peice of background, a reasonable profile and a few in character special rules for an unseen-until-now Tau battlesuit.

There are of course, a couple of special rules.

For purposes of this contest, and for the sake of argument, Tau suits come in two categories - Single Pilot and Multiple pilot. We'll concentrate on single pilot for now, as Multiple Pilots are a different kettle of fish altogether!

Don't worry about designations unless you feel a good flare for the methodology behind it!

The Guidelines:

Suit Size -

There are three different mass indexes, 1-3, 4-5 and 6-8. Choose one for your suit.

Mass index 1-3 may only have 1 weapon system and one support system.(Even if it's of your own devising!)
Mass indexes 4-5 may only have one weapon system and two support systems.
Mass index 6-8 may have two weapon systems and a single support system.
The number of wounds increase from 1-2. Mass indexes 1-3 may only ever have 1 wound. Mass index 6-8 will always have 2 and mass index 4-5 may have 1 or two, your choice.

Weapons

No making up new weapons - just use the ones already in the codex, though you may combine them as twin linked, short-barrelled, long barrelled, etc. (Think VDR, with the exception of Mega)

Rail Rifles, Pulse Carbines (with or without grenade launcher), Markerlights, Pulse Rifles and even Seeker Missiles are all game for suit weapons in addition to the normal weapon options.

"Counts as" weapons are allowed.

Suit Roles/Support Systems

In terms of creating your own support systems, you can go crazy, but when all things are considered, the suits must fit into one of the following categories, not that you may NOT overlap roles (So no fire-support stealth suits!):

Command - Support systems might improve communications, allow re-rolls for reserves, etc.
Stealth - Uses the same stealth technology in Stealth suits, along with any other stealth technology you might concieve (noise dampener, light bending etc)
Fire Support - Made to blow large holes in objects. Broadside style. Fire Support suits cannot be mass index 1-3.
General Use - Multiple options and uses not fitting into the above categories. May not have weapons classed as heavy or any Stealth technology.



I know it seems like I might be being restrictive, but I just want to set some guidelines. Other than the above, you're free to let your mind go nuts. Post sketches if you like, or conversions, it's up to you.

Don't worry about exact point values, but try and use some common sense. ;) Additional options for suits that function as units and Team leader upgrades are all encouraged, as are any special rules descirbing the effects and rules for any support systems or 'counts as' weapons you may have come up with.

Let us know the background of your suit! Is it undergoing field testing? Recently approved? Monat only? A team suit? Mass produced? Confined to one Sept? Which Caste uses it if they have another purpose? What ranks can pilot it? A one-of-a-kind?

Go for it. T'au is your oyster!

Dvalin
04-10-2005, 05:45
I've always adored stealth suits -- they're rather focused in their purpose as an anti-infantry unit, but the combination of fair maneuverability, decent effective range and reasonable toughness with their stealth rule is the greatest thing since sliced bread. To this end, stealth variants with other weapon systems have always interested me -- plasma rifles, fusion blasters, even flamers.. all catch the eye. Still, I did have a rather interesting idea just now...




Pathfinder suits

Pathfinder units, critical to the defensive doctrines of the Tau, have suffered increasingly heavy losses in manpower and materiel as antagonist forces become ever more able to anticipate ambushes. In their continual effort to adapt Shas doctrine and equipment to the forces of the times, the Shas'ar'tol requested a reconnaissance suit for use by veteran Pathfinder units.

The response of the Fio caste was swift, in the form of an adapted stealth suit. These light-weight suits maintained similar holographic shielding technology, but sacrificed the suit's standard burst cannon for a stabilized pulse carbine/markerlight combination identical to those seen with Pathfinder infantry. The effectiveness of these units has yet to be fully established, as Ethereal reluctance to increase battlesuit production has slowed the spread of prototype models to line units.

Rules:
Markerlight stabilization; the unit may utilize its markerlights as range 36" heavy 1 systems or as range 18" assault 1 systems, depending on whether it remained stationary in the movement phase or jumped.

Stealth fields; as per stealth suits.

Want me to whip up a general stat line? ;) My personal thought on cost is somewhere in the 15-20 point range, given the relative disinterest people seem to have in pulse carbines or markerlights.





So! How was that for the first entry?

Edit: p.s. if y'know of any openings as a play tester... ;)

neko
04-10-2005, 09:52
XV-17 Snipesuit

As the railrifle project progressed, the enemies of the Tau'Va soon learnt to identify and target users of this weapon. Fio caste soon found themselves working on a related project, a sniper suit to mount the railrifle on. After initial discussions, it was decided that the suit should be kept as small as possible, and should rely primarily on stealth and mobility to stay alive. As such, the XV-1 frame (more specifically, the XV-15 stealthsuit)* would be used as a base. The project was designated the XV-17 Snipesuit.

The XV-17 swaps the XV-15's burst cannon for a modified railrifle, which due to suit's stablisation can fired on the move at short range. Unfortunately, it has been found that the stealth system is fried by the EM pulse generated when the railrifle fires. This has partially been countered by the fitting of EMP sponges to the stealth system, but stealth functions are still rendered unusable for just under 1 minute after the railrifle is fired. Additionally, it appears that the EMP sponges themselves degrade the effectiveness of the stealth field, allowing the suit to be detected at slightly longer ranges.

The XV-17 is currently undergoing battlefield trials, and seems to be best used by finding a hiding place, sniping a target, and then using its jetpack to escape whilst the stealth system recovers. The XV-17 then seeks a new hiding place and repeats. Used in such a way, the XV-17 is projected to be able to single handedly stall an enemy advance for days.

Another option to be field tested is to strip off some of the armour and fit a targeting matrix.


Rules:
Same stats as a stealthsuit, but armed with a railrifle. The railrifle may be fired either as normal, or as an assault1 12" weapon. The spotting range for the XV-17 is 2D6x4 (instead of the normal 2D6x3), and is not applicable in the turn after which the XV-17 fires.
Varient: Drop the armour save to 4+, and raise the BS to 4.



* Artistic licence note: Just as the XV-8 is used as a basic frame for the XV-81, XV-88, etc, I figured that it would make sense for an XV-1 frame to exist and have been used as a basis for the XV-15.

Anvils Hammer
04-10-2005, 09:59
oooo... i fancy a sketch... (goes to drawing board)

Anvils Hammer
04-10-2005, 10:34
here ya go..

the product of my tau army and my twisted mind..

the one on the left is my XV1 firewarrior assault suit, its light weight and strenght increasing capabilitys allow a fire warrior team to attack the enemey with miniturised versions of crisis suit weapons systems before jumping back in to cover.

the one on the right is the "trebuchet" pattern broadside battle suit, its mulitple smart missile systems and jump pack allow is to dart around behind tau lines, delivering a barrage of missiles wherever they are needed.

i just draw. if you want rules for these make them up yourselves.

http://i2.photobucket.com/albums/y17/joelpitt1/crisissuits.jpg

Sai-Lauren
04-10-2005, 12:39
The SC-II skysuit - Imperial designation "Mosquito" - Fast attack choice (1-3 skysuits per selection).

An uncommon variation on the Crisis battlesuit, the SC-II has limited duration flight capabilities - indeed the suits legs are barely able to support it's own weight when walking, and it normally uses it's jump pack to float slightly above the ground, coupled with a reduced weapons load and protection. Designed to harry enemy flanks, it most commonly is armed with a burst cannon and markerlight to designate enemy targets for other units, although as with all other Tau suits the weapons are interchangable. The other unusual feature is that they are commonly piloted by Tau of the air caste, rather than those of the Fire caste - at this time, Imperial strategists are unsure whether these suits are only in combat trials with one sept, or are more prevalent across the Tau empire.

Rules - count as crisis suits, but only two hardpoints - usually armed with burst cannon and markerlight as described above, but can take any weapons system available for the crisis suit - both count as having AA mounts - giving the suit limited anti-air capability.
They may use their jump packs to act like skimmers, retaining their secondary move after firing, but if so used, they must remain stationary for the following turn, as the jump packs recharge.
The suits armour save is also reduced by 1 point.

my_name_is_tudor
04-10-2005, 12:40
XV818 Cold Flame battlesuit

Fighting for most of his early life in as a Stealth team shas'vre, Commander FireEye (http://www.freewebs.com/commanderfireeye/commanderfireeye.htm) of Sa'cea was loathe to give up the stealth capabilities of an XV15 upon being promoted to Shas'el. Over his first few years spent in command, he forged strong bonds with many earth caste engineers and scientists, and after five years in command, he set about designing the Cold Flame battlesuit.

The aim was to create a suit with the versatility of a crisis suit, but without sacrficing the stealth and skirmishing capabilities of the stealth suit.

The first major breakthrough was the creation of the field conductive surface. A thin layer of material that could be applied to any surface, and which would conduct any field projected using the wavelength it was programmed to conduct.

This, combined with a boosted signal stealth projector, created a stealth field that would form perfectly to the contours of the field conductive surface, and thus could render any item stealth-capable.

The second item on the agenda was that of the silent relay jet system, a jetpack modification that would make the ransfer of air within the pack silent. The design of this component did not go so smoothly, and at even though they got it to work silently, there was a noteable lack in thrust compared to the crisis suit jetpack. The result was simple, the suit was stripped down, its components replaced with equivalents made from alloys of metal and ceramics mixed with superlight materials. The resulting suit was slender, lightweight, and slightly shorter than a crisis suit, and was so light that the thrust from the jetpack was enough to carry it further than any standard crisis suit.

One of the most incredible breakthroughs made by FireEye's team, was when they successfully created a series of surface extension beams around the barrels of the fusion blasters and burst cannons the suit would later be fitted with. The surface extension beams effectively extend the range of the field conductive surface out from the suit, and thus extended the range of the stealth field to cover the firing arc of the weapon. With the surface extension beams ignited, the barrel flare, and all visible signs of the weapon firing, are hidden from site, and at times the target itself can even be hidden under the field. To the enemy onlooker, it appears that his fellow team mates one by one dissapear, and reappear burnt to a sinder or shredded by burst cannon fire. - FireEye recognises the worth of psychological warfare.

The ColdFlame has as yet received no Imperial designation, its current name being coined by FireEye himself. Its frightening effects have been reported to Imperial command many times, but are always shrugged off as superstition and exaggeration. Many more adamant survivors have been executed in the field for cowardice after explaining its horrors. The 'firey ghost' is now something of a legend amongst guard lower ranks, a swirling mist that swoops down upon the unsuspecting, pulling them into its own dimension, before eating it alive with its ghastly warp flames - a myth cooked up byt he overactive minds of scared guardsmen surely. Surely?

XV 818 ColdFlame battlesuit. 153points.

Mass index: 5 (2 wounds)

Weapons: twin linked fusion blaster or twin linked burst cannon

Support Systems: silent relay jet system (moves 6+D6 inches in the movement phase), shield generator

Role: stealth (although strictly a commander, FireEye all but refused to give up his role as a reconnaisance and infilitration unit)

A sketch of the XV818:
http://img.photobucket.com/albums/v518/my_name_is_tudor/Drawings/fireeye.gif

Shas'o'Fior
04-10-2005, 13:37
Anvil's hammer, you play/read Mechwarrior/battletech?

Stormsuit

As the Tau'va expanded in the course of war, the enemies have learnt to target the commanders of the Tau Hunter cadres. To answer this, A new breed of suit has been developed by the earth caste: the stormsuit. Originally meant to be alotted to the pathfinder units, after extensive testing, the stormsuit has now been converted into a smaller battlesuit, for minimizing the Shas'o (or 'el)'s vulnerability, and as a enemy commander hunter. This suit utilizes a blend between the stealth suit, and the crisis suit. It utilizes a twin-linked plasma rifle, to prevent heavy numbers from telling againest the commander's bodyguard, and to help nutralize enemy commanders. The suit is also enetering it's final phase of testing, and is currently being testing for use in mainline combat.

command suit: stealth, 3 wounds, allows any other storm suits to DS, allows the scatter arrow to always be pointed at the nearest enemy HQ(elite if used as such) TLed P-guns

HQ hunters: 2 wounds, stealth, can DS, if commander is stormsuit, can DS towards enemy HQ choices. TLed P-guns, Tau jumppacks

Elite Cadre: 2 wounds, stealth,burst system (I dunno, S5 Assault 3 R18" TLed ?) can DS towards enemy elite choices, Tau jumppacks

Mainline Cadre: 0-2, no stealth, 1 wound, Tau jumppacks, Burst system. cannot DS

neko
04-10-2005, 14:13
XV-8A C3 Crisis variant

The XV-8A is a Crisis varient designed as a specialist C3 (Command, Communications, and Control) suit for commanders. The main feature of this suit is the powerful C3 suite that allows the commander to better overview battlefield data and direct troop movements as necessary. In addition, the suit features a built-in markerlight , and a single standard hardpoint. Common choices for the hardpoint system are either a shield generator or a backup weapon for self defence.

Rules:
C3 Suite: This system allows the commander to direct friendly fire with astonishing efficiency. As long as the commander is alive and not broken, all friendly Tau units may use his leadership for targetting tests.

Notes:
Whilst FW have a markerlight suit where the markerlight doesn't take up one of the 3 hardpoints, I figured that the C3 suite could easily take up the extra space. This suit is meant to put commanders where they belong: in command, and not off pulling heroics left, right and center ;)

Puffin Magician
04-10-2005, 14:22
for the sake of argument, Tau suits come in two categories - Single Pilot and Multiple pilot.
Is this some cheeky hint at things to come?

Anyway, here's my idea:

Xv885 Sideswipe Battlesuit

Mass Index: 7 [2 wounds]
Weapons & Support Systems: Short-Barreled Railgun, 0-1 Seeker Missile, Shield Generator
Combat Role: Close-range Fire Support

Developed during the intense Taros Campaign, this variation of the Xv88 Broadside Battlesuit was intended to fill the Anti-Tank role within the deep rocky canyons of the desert world. As dust storms caused frequent problems with the air intakes on Devilfish and Hammerhead tanks, these became unreliable and unable to fulfil their role in attacking enemy armour with Railguns and Seeker Missiles. The steep canyon walls all but nullified the advantages of the long-range Railgun on the Broadside chassis and so an alternative was demanded by Fio Caste commanders, who were suffering great losses at the hands of Imperial Armoured units.

In the beginning of the Sideswipe's development, several alternative armaments were researched, such as a compact version of the Ion Cannon or a high-powered version of the Pulse Rifle, but the powerplant requirement of these energy weapons proved to be too large to carry on the Xv88 chassis.

Weapons already carried by the battlesuits were also experimented with, including a design incorporating a small fusion warhead inside a larger version of the Missile Pod. Despite miniturization of components, the warhead could not be made small enough and still prove effective. The ammunition capacity of the battlesuit with these missiles was so rescricted by size that constant rearming was neccessary to keep it battle-ready. This design was quickly dropped.

One alternative design was creating a larger version of the Missile Pod. It's medium missiles were proven to be useful against light vehicles, although these rarely fell within the range of the existing missiles. A larger engine was developed to provide nearly 55% greater range to the weapon, although this made the weapon rather large, only able to be carried by the heavier Broadside chassis. This design was designated the Xv886 "Broadsword" by the Fio Caste. Although this design proved effective, it was not able to penetrate the heavy armour of Imperial tanks and so the development continued.

Like many solutions, the answer was simple. Technicians took a weapon that they knew would deal with enemy armour [the Railgun], gave it a smaller power pack [since range was limited by battlefield conditions], and shortened the rails [since accuracy at great range was no longer needed]. The result was a stocky Railgun that weighed 25% less than the standard version and at it's reduced range still provided the punch to annihilate medium tanks. The reduced weight also allowed the addition of a second proven anti-tank weapon: the Seeker Missile. During trials the Sideswipe worked well alongside Pathfinder units in the rocky outcroppings on Taros and their Markerlights proved extremely useful in conjunction with the new Battlesuit. A Shield Generator was added as standard at the request of a Shas'el, who knew from battlefield experience that their battlesuits rarely survived long without it's added protection.

Xv885 Sideswipe
Cost: ~75pts
Ws2, Bs3, s5, t4, w2, i2, a1, Ld8, Sv2+
Weapons: The Xv885 is armed with a Short-Barreled Railgun and a single Seeker Missile.
Unit: A squad consists of 1-2 Xv885 Battlesuits. They count as a Heavy Support choice in a Tau army.
Equipment: The Xv885 is always equipped with a Shield Generator. It may not select further upgrades from the Tau Armoury.
Options: You may swap the Railgun for a Long-Barreled Missile Pod for free.

Wiseman
04-10-2005, 15:10
Sidewinder Suit

When Shas'o Fior'la was left with a handful of crisis suits to hold out against the hordes of the Ork Warboss Izbrok, his men instantly started modifying there suits so that they could prove to be more effective against the hordes. The traditional weapons systems were removed instantly and quickly replaced with railrifles, modified with extended barrels, and submunitions rounds, designed to cover large areas of troops. This weapons light weight and strong punch is counter balanced with the annoying habbit of overheating similar to pathfinders, but chances of it happening are extremely low when fired on solid round, though when fired on submunitions, the chance of it heating up increases exponentially compared to the amount of shots fired. The secondry weapon system consist of 4 linked pulse rifles, this was due to the fact of excess pulse rifles and lack of any other weapons to equip on such a large scale, as well as the "reach out and touch them" principle, striking the enemy from a distance and moving before they can strike back. The rifles are equipped with cooling systems to help minimise the chances of an overheat, and so that the rifles fire at a faster speed. A draw back to this cooling system is that it reduces the effectiveness of the armour, as important systems are unable to be hidden from plaimn view. The Medium-Long Range weapons of the suit, combined with its jump packs allow for a unit that can easily strike at distance and keep moving before the enemy can even get close.

Fior'La also modified a single unit to incorporate a stealth generator in place of the pulse rifles, shield generators in place of the cooling systems, for reconaisance work behind enemy lines. This unit proved extremelly efficient in harassing Ork mobz from the rear flank, tearing them between two targets, in front and behind them.

Rules
Sidewinder
Mass index: 6 (2 wounds)

Weapons: Rail Rifle with submunitions. Submunitions count as a regular rail rifle that gets hot and uses the blast template
Quad Pulse rifle - S5 Ap5 Rapid fire 4. Notes: Every 1 or 6 rolled causes the suit to take a hit at S3 (so if 3 6's are rolled, 2 hits are taken, 4, 3's cause 3 hits, etc). If Rapid Firing from 12" then the double the amount of shots to 8 instead of 4.

Support Systems: Cooling Systems- All overheats are allowed to be rerolled, though the shot still counts as hitting (or missing), the reroll can stop the weapon from overheating. The drawback of this weapon is that it reduces the Suits armour save to 4+

Role: Mobile Fire Support, anti infantry, and Light Vehicle

Lightbender

Mass index: 6 (2 wounds)

Weapons: Rail Rifle with submunitions. Submunitions count as a regular rail rifle that gets hot and uses the blast template

Support Systems: Stealth Generator and Shield Generator

Role: stealth, behind enemy lines harassment.

Khaine's Messenger
04-10-2005, 16:16
Y'he-Pattern Mark 1
The Y'he-Pattern series of Battlesuits were developed by a collaborative effort on the Septworld of Bork'an in order to supplement the training Cadres deployed across the Empire. Accompanied by the Marks 2 (Imperial classification: "Carnifex"), 3 ("Biovore"), and 5 ("Warrior"), in addition to a variety of specialized drones and imaging devices and tinkered-with battlesuits of other designations, the Mark 1 was designed to simulate the combat techniques of the Y'he for the purposes of training. The Y'he-Pattern Suits stand alongside the Augmetic-Powered Armor or the Or'es BattleSuit as some of the most important enemy combat trainer suits. In appearance, the Y'he-Pattern Mark 1 seems to share a silhouette with the Tyranid organism known to the Imperium as a "Hive Tyrant," although the similarities end there, as not only is the YPM-1 mechanical, it also possesses a cockpit capable of neatly fitting one Tau warrior.

You won't find the YPM-1, 2, 3, or 5 (or their playmates) on a battlefield near you anytime soon, as none of them are really production models and the combat theory they epitomize is almost anathema to the Tau; they are only planned to be used and upgraded in their context as trainers when the Fire Caste is required to undergo massive mobilization. A YPM-1 is, however, roughly equivalent with a standard Broadside equipped with a long-barreled plasma rifle and a smart missile system (although both of them are dummy weapons that one would sooner use to play laser tag), sparing a few of the cosmetic details, and a rather large communications package to allow the pilot to centrally coordinate the details of the training exercise and mimic observed tendencies in the behavior of the Y'he.

Tallboy
Tallboy is a superbly articulated replica in the large of a Tau Fire Warrior that accomodates a Fire Warrior within its bulky chest. In terms of functionality, it is basically a large Crisis Suit with rather lanky limbs to accomodate a wider range of motion, its forelimbs modified to accept weapons designed to be held rather than attached. Currently, most Tallboys are equipped in a close approximation to the infamous Fireknife configuration and deployed merely to demonstrate the will and power of the Empire; they are hardly ever used, and most Crisis Suit veterans have a particular dislike of the Tallboy's handling and design features.

*ahem* Okay, now a semi-serious one, I guess...I'll go ahead and break a few rules so I'll be well out of any sort of "running." :)

XV14 Mobile Infantry Powered Suit
The XV14 MIPS was designed, initially, to replace the standard kit and gear of a Line Trooper. Mid-design, however, it was decided that going ahead with full production and entrusting so many Tau with such gear might lead to incredible trouble. The functionality of the XV14 was cut back further and further until it was little more than an augmetic exoskeleton with reasonable NBC protection. The suit's main offensive capability stemmed from its ability to brace a burst cannon, although the wearer could typically wield a pulse carbine or pulse rifle without much impediment. It was not long before many of these design decisions were reversed, and the XV15 was born. The work that had gone into the XV14 was not for nothing, however; currently, the descendants of the XV14 are serving as helpful buddies to Earth Caste laborers, Air Caste or others who have spent too long in space but who can still marginally function in gravity-intense environments, Fire Caste who are being treated for neurological damage related to negative feedback from damaged battlesuit connections, and modified versions can be found being used throughout the Empire in various incarnations and functions, such as waste disposal and unexploded ordnance clearing.

XV14 "Honor" Mobile Infantry Powered Suit
--Standard Squad
S +1, Sv 4+, Burst Cannon OR Pulse Rifle OR Markerlight/Pulse Carbine, squads of 4-8 Shas'ui
--Ordnance Clearing Squad
(Standard Squad +nearby (6") friendly non-Tanks will only set off mine or booby traps on a 6, option for one demo charge/squad, 3+ save)
--HazMat Squad
(Standard Squad +option for flamers (limit half the squad))
--Honor Guard
(Standard Squad +All Shas'ui may be upgraded to Shas'vre but must be equipped with burst cannons; squad must be attached to a non-Crisis commander or an Ethereal)

Anvils Hammer
04-10-2005, 16:25
Anvil's hammer, you play/read Mechwarrior/battletech?
DS

nope, dont know what that is, is my art work similar to somthing from that?

Inquisitor Engel
04-10-2005, 16:42
Is this some cheeky hint at things to come?

Nah, just an extrapolation of Tau technology and my personal wishful thinking!

The extrapolations come from the fact that a Broadside is about the biggest Battlesuit we've seen, even in Epic, and it's just got one pilot. The need wiould have arisen at some point (Carnifexes, Orks the size of Ghazkull etc) for larger Tau battlesuits, and the larger the suit, the more complex the functions, ergo the need for one or more pilots.

No, I am not envisioning a Tau Megazord or Voltron. :p

But you get the picture.

Great stuff coming. Some of these ideas are quite good! Keep going! :D

Khaine's Messenger
04-10-2005, 17:01
Nah, just an extrapolation of Tau technology and my personal wishful thinking!

Wishful thinking, indeed. I'm wishing for anything larger than a broadside to stay a tank, thanks.... *concentrates really hard on sending psychic messages to GW* :chrome:

Dread Lime
04-10-2005, 18:01
Kir'qath
A bizarre fusion of Tau and Imperial technology, the Kir'qath was created by a Cadre calling themselves the M'Yen Mesme. The Kir'qath is a refitted Imperial Sentinal which has been upgraded with Tau weaponry and support systems.
In many cases, the Imperial power plant has been replaced with one beteer able to cope with the power demands of the Tau weapons.

The M'Yen Mesme hail from a small cluster of colonies on the edge of the Tau Empire. The fire caste are relatively few in number, and have been forced to fill out their ranks by making extensive use of auxiliaries. To supplement thieir few tanks and batte suits, the M'Yen Mesme have begun retrofitting captured Imperial hardware.

Kir'qath 48 pnts.
Fr10 SD10 R9 BS3 S5 I3 a1
Walker
Crew: 1 Firewarrior/Gue'vesa

Weapons:
The Kir'qath may be armed with two of the following weapons systems:
Burst cannon, plasma gun, Fusion gun, Missile pod.

Support Systems:
Multi tracker, Tau jet pack

Role: Ambush/ fire support

Ok, so it isn't strictly a battlesuit, but it fills the same role. :D
Not sure if it's balanced, but I can always adjust things later.


[edit: Balanced cost, and updated stat line]

Davian
04-10-2005, 18:29
Here's something based on a conversion that never quite panned out for me. If I get ambitious, I may revisit it at some point...

XV-19 "Valiant" Light Battlesuit: This battlesuit was designed by Fio engineers under the command of Shas'O Ka'Savon (roughly, Commander Sniper), with the purpose of looking after members of the Ethereal caste who choose to oversee the battlefield, while still providing long range fire support. Since the use of a jetpack would defeat the purpose of the XV-19's role, the designers decided to forgo its use, instead fitting each suit with a shield generator: a smaller version of those used on larger battlesuits and drones. When it came to armament, it was decided that a long ranged weapon would be best, so as to keep the Ethereal out of harm's way. This design is currently undergoing battlefield trials, with only a handful of squads being in existance, pending final approval for mass production.

Role: Command (sort of)
Mass Index: 3
Squad Organization: 3-6 models, with optional Team Leader/Shas'Vre upgrades. The squad is taken as a retinue for an Ethereal.
Weapon Systems: Twinlinked Pulse Rifle; a team leader may alternately be equipped with a single Rail Rifle
Support Systems: Compact Shield Generator
Movement: As normal infantry
Stats: WS2, BS3, S4, T4, W1, I2, A2, Ld8, Sv3+(5+ inv.)

TWB
04-10-2005, 20:09
Never seen why the Tau felt so happy putting their beloved Etherials into battle in a bathrobe . . . . .

I ain't going to bother trying to figure the rules but I'll give a brief outline.

The Etherial Battlesuit.
With only a pair of pulse carbines the Etherial suit is never meant to emulate the Combat capabilities of the Full Crisis suits, Instead it's a reaction to the realisation that once an Etherial caste member is identified on the battlefield the enemy will often got to great effort to eliminate them. The Etherial takes to battle in a retrofitted Crisis suit, the hardpoints are occupied by an amplified sheild generator, a comms array and a holographic projector which help protect the Etherial whilst extending their effect on the battlefield.

Puffin Magician
04-10-2005, 20:34
The Etherial Battlesuit. Yadda yadda...
Ethereal in a Crisis Suit? Twinlinked Pulse Carbines? 3+I Save?! Tau Improved Comms+Inspiring Presence?!

Lekker! [fabulous!]


V14 Mobile Infantry Powered Suit
Mid-design, however... and..., and... with... or... or... of dexterity.
Oh my god that was a big sentence. Let's try to use the humble period more often, please.


nope, dont know what that is.
Anyone who plays 40k can't possibly not know what Battletech or Mechwarrior is. Who are you? They are basically the same thing, simply the classic Mech game. If you know what this (http://fasastudio.com/NR/rdonlyres/5068D1CD-76FF-4464-AAE6-EFF37BB8C10D/0/ByTheLightOfTheMoon.jpg) is, you know what Battletech is.

And no more psychic messages to GW developers, the Tau have Skimmers and Aircraft for their heavy duty battlefield work, no crab tanks!

TWB
04-10-2005, 20:59
Ethereal in a Crisis Suit? Twinlinked Pulse Carbines? 3+I Save?! Tau Improved Comms+Inspiring Presence?!

Lekker! [fabulous!]
Dammit, sarcasm detector Jammed. . .

I was actually thinking the Amplified Sheild Generator would confer some kind of save to an allied squad joined by the Etherial.

The Holo Projector and Comms array would make his Inspiring presence, ahem, Bigger. And more . . . Inspiring.

Brimstone
04-10-2005, 21:43
The Holo Projector and Comms array would make his Inspiring presence, ahem, Bigger. And more . . . Inspiring.

You could even say it was a Supremely inspiring presence ;)

Ok the XV-82 Acaya "Sensei" suit

This suit is used by the teachers of the battle suit training cadres and is rarely seen on the battlefield but can be pressed into use if required.
It is equipped with a variety of equipment designed to aid the training of new operators and always has a drone controller. Most of the time these are target drones but more warlike ones can be utilised if needed.

Weapon systems can vary depending on the class & lessons required.

Special support system - Master override.

Once per battle the teacher can take control of the battle suits under his command and will use his BS & WS for the both the Tau and opponents next turn.

Khaine's Messenger
04-10-2005, 21:56
Oh my god that was a big sentence. Let's try to use the humble period more often, please.

Sorry. 'Tis a bad habit of mine, and I typed that under the influence of sleep deprivation. It has been edited.


And no more psychic messages to GW developers, the Tau have Skimmers and Aircraft for their heavy duty battlefield work, no crab tanks!

Darn straight. ;)

Easy E
04-10-2005, 22:26
And no more psychic messages to GW developers, the Tau have Skimmers and Aircraft for their heavy duty battlefield work, no crab tanks!

How about crab drones! A la TuT's designs!

Chaplin Unitas
04-10-2005, 22:30
Who needs hand to hand troops....

XV22 QuickKnife Light Crisis Suit (Specialist Elimination-type)

The XV22 was developed after field observations of the Tyranid Lictor and Imperial Officio Assassinorium’s devastating effects on Tau forces.

WS BS S T W I A Ld Sv
2 3 5 4 1 5 2 8 3+

Weapons:
Twin-Linked Fusion Blaster. Can be used in close combat with as many twin-linked shots as attacks listed on the profile.

Close Range MarkerLight: Fired independently of any other attacks during shooting phase. Range reduced to 12” due to suit weight restrictions.

Sudden Assault:
The XV22 remains powered down, effectively invisible, and held in reserve. When available, the XV22 can be placed anywhere on the field and may move and attack in the turn it arrives.

Selective Targeting:
The XV22 is a Specialist Elimination unit and as such can choose the model or models removed, instead of the opponent.

Hit & Run:
If engaged in close combat at the end of the assault phase, the XV22 may choose to activate the Burst Jetpack and disengage 1D6 inches. All models in base-to-base contact take an automatic strength 3 hit, saving throws as normal.

Puffin Magician
04-10-2005, 22:53
Dammit, sarcasm detector Jammed. . .
I wasn't being sarcastic, I was high. I like the unit.


I was actually thinking the Amplified Sheild Generator would confer some kind of save to an allied squad joined by the Ethereal.
Ooh a bubble save. Although I first thought of A'un Ethel and his squad getting the "shoot at me and it's Night Fight" rule, but the option of this being connected to a Crisis Team is hellishly powerful. Even "4+ for all" seems a bit much. Maybe have it work like a Dark Angel's artifact: the Lion Helm [4+I saves within 3"]?

Amon Ra
04-10-2005, 23:25
So when does this comp thingy end?

I have an idea, but it will take time to write up, scratch build the mini, and paint it too.

Psiweapon
04-10-2005, 23:42
Darnit, I had an idea just like that. I'll post it right now.

XV825 Escort Suits

WS BS S T W I A L S
Shas'Ui 3 3 5 4 2 3 2 8 3+/5+ 50 points
Shas'Vre 4 3 5 4 2 4 2 8 3+/5+ 60 points

1-3 team members

Equipment

Escort Suits are equipped as follows:

One of these three weapon configurations:
A pair of twin-linked burst cannons at no additional points cost.
A pair of twin-linked fusion blasters at +5 points.
A pair of twin-linked plasma rifles at +10 points.
(members of the same squad can use different configurations)

And a wide area shield generator. This support system grants a 5+ invulnerable save to any friendly model within 3" (7'5 cm) of a model carrying it. It also negates any other invulnerable save conferred by tau equipment inside that area, as the powered up field disrupts other fields.

(and tau jetpacks :D )

night2501
05-10-2005, 01:28
nova suit

based on the stlathsuit frame this suit carry a long barreled verison of the fusion blaster, and replace the stealth field with a secondary burner alowing them to cover great distances, this suit was developed to intercept and take down armoured treaths such as basilisks or transport, cuting down the speed of the enemy, the FW using these suits are taken from the most agresive stealthsuit pilots.

suit size: mass index 1-3 1 wound
weapon: long barreled fusion blaster
suport system: extra burner (ok I have to think a better name but english is not even mi mayn lenguage ^^U)
unit size 1-6
stats: same as stealthsuits (maibe +1 I and WS)

firearrow stealthsuit:
similar to the nova suit this is a modification of the stlathsuit for a specific task, in this case taking down heavy infantry, stealthsuits pilots are selected and specialy trained to face such treaths, for this the burst canon is replaced with plasma carabine, apart from this the suit remains the same.

suit size: mass index 1-3 1 wound
weapon: pulse carabine (range 18" S6 AP2 assualt 2, ok ok I know this is making up a weapon, so ok let´s say is a short barreled plasma rifle that makes range 12" S6 AP2 and due to suit tecnology is the same as assualt 2, but givint it those extra 6" would be extra nice ^^)
suport system: stealth system
unit size 1-6
stats: same as stealthsuits

Inquisitor Engel
05-10-2005, 04:02
So when does this comp thingy end?

It's not a competition, it's just a bit of fun.

Of course, I could turn it into a real competition, but I'll let people get their nutty ideas out of the way first perhaps. I'll do a Multi-pilot suit one at some point, and do it.

If people WANT it to be a big project with conversions and rules and sketches, full blown competition, I'll do it.

Anvils Hammer
05-10-2005, 07:26
Anyone who plays 40k can't possibly not know what Battletech or Mechwarrior is. Who are you? They are basically the same thing, simply the classic Mech game. If you know what this (http://fasastudio.com/NR/rdonlyres/5068D1CD-76FF-4464-AAE6-EFF37BB8C10D/0/ByTheLightOfTheMoon.jpg) is, you know what Battletech is.


well i dont know what that is, presumable a screenshot from mech warrior, a game i have never played.

Hlokk
05-10-2005, 14:20
XV666 Eva suit (Yes its a crap name but its all I can think of)

This suit was developed early after the reclamation of planets following the damoclese crusade. The suit was originally designed to engage powerfully armoured squads of infantry, in the wake of a massed invasion by the imperium. Lately the suit has seen a decline in service, being replaced with larger numbers of crisis suits and broadsides as more tau units are sent to the front line to combat the tyranid invasion and the crusade into human space. This is due in part to the tremendous physical stress it inflicts on the pilot, but also because the suit lacks the tau jetpack technology.

The suit consists of a normal suit of tau carapace armour, retrofitted with a suspensor arm holding a plasma rifle. Along the back of the spine plating are a number of syringes which inject adrenaline into the tau pilot, driving them forward and allowing them massive bursts of speed.

XV666: WS BS S T I W A Ld Sv
Shas ui 2 4 3 3 3 1 1 8 4+
Shas la 2 4 3 3 3 2 1 8 4+

Equipment: Plasma rifle

Special rules: This unit may fleet of foot. For each "1" rolled, one model in the unit must take an initiative test or else be removed as a casualty.

Not bothered with points value as I have no idea what these would be worth.

GamesmasterZ
05-10-2005, 14:22
Can I ask how long we have left?

librerian_samae
05-10-2005, 16:03
The XV 8-12:
the Coelacanth (imperial designation):
A variation of the broadside, the Coelacanth
was first proposed during conflicts with the orks,
it was however put on hold during the damocleus crusade.
Later due to incursions into tau space of tyranid vangaurds
and boarder violations with imperial gaurd foot formations
the project was reinstated.

The SMS system has been replaced with a linked pulse carbine system (18" 4 shots pinning),
that was inspired by sightings of the imperial crusaders huricane bolters.
The rail rifles have been replaced by twinlinked gatling burst cannons.
With the reduction in weight due to loss of the railgun sytems, extra ammo
for the burst cannons (hence gatling)and jumpjets have been incorperated.
The suport system slot is usually equiped with multi trackers.

Feild reports and early statistical analysis show a promising start to the new
varient, with data showing anti personel properties of the suit exceeding
all expectations.

*edit: sketch added and tau designation now included*

night2501
05-10-2005, 16:05
firerain battlesuitsuit

this is one of the newest and heavyes battlesuit created by the tau, this suit was developed to fill the role of a harmhead in zones where the hamerhead was limited by it´s size and geography, the suit is not as powerfull as a hamerhead but had proven to be of great help due to its superior maneuvrability and the ability toreach fire locations imposibles for a hamerhead.
the firerain battlesuits is a bit biger than the broadside and his desing is diferent alowing a new suport system that alow the suit to move and fire his massive weapons without loosing acuracy
the firerain battlesuit is always fited with one ion canon, and the heavy fire stabilizer.
weapon systems:
-ion canon
must also buy one of the folowing upgrades:
-upgrade the short barreled ion canon to TL ion canon
-markerligh (might fire the markerlight and the ion canon the same turn, can use this markerlight to fire it´s onw ion canon, can not shot diferent targets even with the MT upgrade)
-railgun (broadside version)
-pasma rifle
-rail rifle
-burst cannon
suport system:
hevy fire stabilizer, allow to move and fire heavy weapons

mass index 6-8
role: fire suport

unit size: 1-3
stats same as broadsides cost no idea...

Keichi246
05-10-2005, 19:13
XV-24 Harasser Light Battlesuit

After the battles of the Taros campaign, Fire caste warriors met with Earth caste representatives to analyze the battlefield records of the campaign. One thing that came readily apparent was that a large portion of the casualties inflicted upon the Tau forces were inflicted by the human Space Marines. Tau scientists are as of yet still unable to match the full capabilities of the human Space Marine equipment – but several damaged suits of powered armor were captured and analyzed. They rapidly determined that certain aspects of marine battle armor are superior to Tau gear – while others are inferior. Overall – it was determined that the Crisis Suit is still a superior battlesuit by comparison; although apparently far more costly per unit to manufacture.

Still – post battle analysis indicated that the fast moving battle units of space marines inflicted damage far out of proportion to their numbers. Analysis indicated that part of the reason that the Space Marines had such an effect was their relative durability and tactical flexibility. The Ethereal Aun’ Tlos ordered that researchers attempt to create a unit that could replicate those effects as much as possible.

The researchers soon realized that the stealth suit was a good candidate for modification. By removing the Stealth equipment, and adding some of the technologies retro-engineered from the Space Marine powered armor; they managed to increase internal damage buffers by almost 75%. This bought overall levels of protection up to near Crisis suit levels (Toughness 4). Mounting a slightly heavier jet pack allowed the suit to have a significantly larger maneuver window. An integral black sun filter was added to the unit, as the mission parameters of the unit indicated that equipment would be exceedingly useful. Additional internal micro storage allows the unit to perform long duration missions; which proved so vital during the Taros campaign

Unfortunately, these redesigns also offered very little room or power for excess equipment. Initially the researchers were baffled as to what weapons they could put on it. Limited ammunition storage defeated almost every attempt to mount Crisis suit class weaponry, including the Burst cannon originally mounted on the Stealth suit. There simply wasn’t enough storage space to provide adequate ammunition reserves for an entire mission. They eventually decided that Twin Linked Pulse Rifles would most easily meet the power and ammo requirements. One researcher commented that after the rifles were installed, there was still room for ammunition storage above and beyond what was needed for any individual Pulse rifle – and wondered if there was sufficient storage among the entire squad to equip at least one “heavy weapon”. A quick analysis determined that for every 2 suits, a third could have sufficient ammunition to properly equip a heavier weapon. This ability was designed into the suit.

Unfortunately – the suit has NO capability to mount additional equipment modules. There simply isn’t sufficient room or power to mount the standardized modules available to Crisis suits. The engineers determined that most modules would be unnecessary for the designated mission parameters, anyway, so this is not seen as a major flaw.

Initial testing on the Harasser has been positive. The enhanced jet pack has allowed the unit to be very maneuverable and have a large “threat window” on the battlefield. The twin linked pulse rifles give the unit a surprising amount of accurate firepower; especially combined with careful choice on the “heavy weapons”. Most Fire Cadre see this unit as an answer to the Space Marine Tactical Squad.

These units are NOT inexpensive however. Due to their high technology, these units cost more than their parent Stealth suits to manufacture. Thus, they are currently only assigned to the Combat Evaluation and Testing units in limited numbers.

XV-24 Harasser Light Battlesuit (Fast Attack) 0-1 choice
Points WS BS S T W I Att Ldr Arm
XV-24 25 2 3 4 4 1 2 2 8 3+
Tm Ldr +10 3 3 4 4 1 2 2 9 3+

Unit Size – 1-6 suits
Weapons – The XV-24 light Battlesuit is equipped with Twin Linked Pulse Rifles. For every 3 suits (rounded down), one suit may upgrade it’s weaponry to the following weapon at the appropriate cost :
Plasma Rifle +10, Missile Pod +10, Fusion Blaster +8, Flamer +5, Rail Rifle +10
(Thus less than 3 suits get no special weapon suits, 3-5 get one upgraded suit, 6 gets 2 upgraded suits)

Support Systems: Enhanced Jet Pack, Recoil Dampeners (may fire Rapid fire weapons as if stationary), Integral Black Sun Filter (as wargear)

Enhanced Jump Pack – A unit with an Enhanced Jet pack follows all rules for a Jet pack, except for the fact it may move 9 inches in the movement phase.

Team Leaders may purchase hard wired equipment from the Tau Armory.

Conversion: Currently - To create these suits - I would take a stealth suit - rebuild the weapon, and mount half a backpack from a crisis suit.

Author's Note - I have actually playtested this unit (or something similar) a few times. It is a great flanking unit, with good mobile long range firepower. The unit fills a niche that the Tau kinda need filled - a fast fast attack unit with good firepower....

Dave Gaidasz

night2501
06-10-2005, 00:13
now let´s do wath should not be done ^^

the madness batlesuit

FW completly consumed by war and the suit sindrome, but still able to interact with other, have proved to be fierce warriors and a force to be recgn in the field, for this particualr warriors the aun asked the hearth caste to develop a suit acordly with theyr character, as most of this pilots came form stealthsuit teams (the battlesuit sindrome is not as strongh as the one crisis suit pilot get), the fio caste based the design on the stealthsuit, but modified severly, as the FW progress in theyr lines they become more and more eager for the close combat, being stelthsuit pilot this close range fight was more natural, to reflec this in the new suit the fio caste included a close combat weapon reverse enginered from the numerous encounter with the marines, this big claw like weapon proved to be great at taking foes at close combat, the busrt canon was kept as it proved to be the best choice for this new suit, also in this suit is being tested a new sistem that increase the reflex of the wearer, this system proved too hard to handle for most tau but the ones consumed by war.
the suit is a modification of the basic stelathsuit frame tought it looks a bit more bulkier actually is as light.

suit size: mass index 1-3, 1 wound
weapon: burst cannon/lighting claw
suport system: reflex acelerator, the suit get +2I +1A in CC, the suit can assault 12"
unit size 1-6
stats: same as stealthsuits shas vre´s but do not get acces to extra equip from the armoury, can not purchase a team leader, the unit is bonded
point cost 50 points each one??? a full unit cost 300 points XD but is scaaaaary :D

Davian
06-10-2005, 02:32
Seems to me like a lot of people are just posting ideas without giving any feedback on other peoples' designs... Personally, I'm not really interested in any sort of competition that people may be trying to turn this into, I'd just like to see some neat and creative ideas. So, to promote discussion, I suppose I'll take the first step and run down a few of my opinions. Hopefully then, others will do the same. Maybe we could even come to some sort of concensus, and come out with three or four really good units from all these ideas. I'll refrain from commenting on my own submission for now, for the sake of objectivity...

Here's a quick list of the ideas that I personally think have potential from a tabletop perspective (not that I consider myself an expert or anything):

-I like Dvalin's idea for a battlesuit type used by veteran Pathfinders. The idea had entered my mind at one point as well, as it probably has for a lot of us. Of course, they'd definitely have a markerlight, and a stealth field would definitely be a good option... I'm personally not so sure that a single pulse carbine is the way to go, though, but what about a twinlinked one? I could see the suit having one attached to each arm, with the markerlight being shoulder mounted. I sorta like the option of moving with the markerlight while sacrificing range, too, but I'd have to see how it worked out on the tabletop before I made a final decision on it.

-Neko, I think you've got a few good ideas in your posts, but I think they could use a bit of fine tuning. I love the idea of having the option to use a Commander's leadership for targetting tests, but I'm not so sure a whole separate battlesuit variant would be necessary for it. Perhaps it'd be best off as a support system or a hardwired upgrade available to the existing Commander battlesuits...

-The idea for a bubble-save is pretty cool too, and I think Psiweapon did a good job of applying the ideas that others came up with and coming up with a fair application of it. One question I have, though, is whether or not it would have any effect on nearby vehicles...

-Night2501's Nova battlesuit is pretty cool... Not really anything flashy or over the top, just simple and effective. I'd personally keep their statline the same as a regular stealth suit, without the stealth field, and bump their minimum squad size up to three models, though. The FireRain is a good concept, but the option list is a bit muddled, and some of them seem rather redundant, particularly the twinlinking and the markerlight. I think we'd all like to see Ion Cannons mounted on Broadsides, but the big question is how to go about it. Of the ideas that have come out of these discussions in the past, I think my favorite one has been to sacrifice one shot and -1S in exchange for the miniaturization. So basically, it'd be S6 AP3 Heavy2 Twinlinked. Ideas?

-Keichi246's XV-24 is pretty cool. Again, I'd have to see how it worked on the table before giving the final stamp of approval, but I like the concept and the execution seems solid.

I really like Sai-Lauren's, MNiT, Khaine's, and Brimstone's concepts from a background perspective, too, but I'm not so sure that they'd be viable in most games, or fill a niche which isn't already occupied. As for the people who still insist on designing close combat suits, when will you ever learn ;)? Silly kids...

Good job, everyone!

Psiweapon
06-10-2005, 09:34
Ok ok I've been bad an not commented on my fellow geeks entries. ^^Uu

But I swear i've read most of them!

The one complaint I have is the need some people have of...

-Designing a close combat suit - what the heck??
-Changing jump pack technology
-Overloading the suit with weapons

I think this reveals a desire to either unbalancing the army, or filling a perceived flaw.

I think this is all about stretching the borders, not crossing them. Example:

I thought a teleporting battlesuit would be a cool thing. But:
-Terminators and Warp Spiders already do this, banana flavoured and jalapeño flavoured.
-Teleport technology is always warptech, besides Necrons, who have their super duper uber stick-it-in-your-ass-and-shake-it technology. And Tau and the warp don't mix that well.
-We already have ********s of deepstrikers (banana flavour) and jetpack troops (jalapeño flavour). So what the heck would they do?

So I dropped the idea :D

We could bypass the "vehicle problem" by stating that any model has to be completely under the 3 range in order to benefit from the invulnerable save.

Psiweapon
06-10-2005, 11:39
XV-24 Harasser Light Battlesuit

[trimmed]

Enhanced Jump Pack – A unit with an Enhanced Jet pack follows all rules for a Jet pack, except for the fact it may move 9 inches in the movement phase.

[trimmed]

Dave Gaidasz

I find this battlesuit really good, but I would really drop the enhanced jump pack. I think it's unbalancing, as regular jetpacks already make suits move damn fast (yeah there are faster things out there - but we can move shoot and move :D) and this makes them a little bit too "unstandard" for my liking.

Khaine's Messenger
06-10-2005, 12:19
To comment some....
--The Pathfinder suit is nifty, and I'd definately spring for some if they were in the list.

--The "snipe" suit is a bit reasonable, but I see no reason to equip it with a rail rifle specifically (just as I've seen little reason for the rail rifle, as it seems much more like an anti-materiel weapon or "elephant gun" than something I'd encourage my soldiers to point at regular infantry for "sniper" duty...but then this is 40k....).

--the "Storm Suit" is something I originally envisioned the XV14 to be (as I used XV14's in an old RPG I participated in), and like the Pathfinder suit, I'd love to field a few. I'm rather glad I massaged the XV14 background now that I've actually read some of the other posts...*my bad*

--the C3 Crisis variant is another thing I'd love to actually see in the list proper. (My word...you people are in my head, aren't you...*shifty eyes*)

--The Ethereal battlesuit could make sense, but really, you'd almost have to establish just what their hold over the other Tau is based on if you're going to fuss over that sort of thing, in my opinion. A global save would be an interesting effect for a suit, too, although it would be even neater on a Fire-Warrior slugging it across the field in a huge backpack...mmm...imagery.

--I'm surprised the old "submersible" Crisis Suit variant hasn't shown its head yet. I've seen it around in others' threads before....the Harasser is really nice, although I'm not sure the enhanced jumppack is necessary, and I have to agree, the nova does look pretty nice as well.

-----
Oh, and here's a walking tank ( ;) ):
The "Droopy" (rough translation) is a precursor to the modern Crisis and Broadside battlesuits seen on the field today. The "Droopy"'s leg actuators are towards the rear of the machine's hunched posture, with the majority of the suit's body mass hanging off the front with a small turret placed to the slight forward of the leg motors. The turret was mostly a mount for early miniaturized tank weaponry, and its various fittings range from missile pod equivalents to long-barreled equivalents of the plasma rifle and fusion blaster. Each "Droopy" always had a "chin" mounted burst cannon equivalent. Later-model "Droopy" suits, still found being copied and modified on the frontiers of Tau space (sometimes being co-opted as replacements for Imperial sentinels) have occasionally been modified to accept manipulator arms and/or one railgun mounted side-saddle or retrofitted to the now-strained turret; particularly devilish modern commanders have encouraged the expansion of the "Droopy" to include a tandem crew of driver/spotter and commander/loader, although this takes a great toll on the crew. The "Droopy" is archaic (and quite heavily built) no matter what upgrades are installed, however, and its most ardent adherants are slowly dying off, not least because the "Droopy" and its ilk are incredibly slow and manpower-intensive.

"Droopy" Team:
1-3 "Walking Tanks"
(this might need an armor value, which would probably contradict it being a "suit".....oh, and it will probably cost a LOT more than a broadside.... ;) )
Weapons: Burst Cannon (may be upgraded to a plasma rifle or markerlight) and any of the early hammerhead turret weapon systems from forgeworld OR a railgun (may fire submunitions).
Support System: Multitracker (the "Droopy" may always fire both of its weapons, availability to fire permitting; its markerlight, if it has one, can count towards its other weapon, although the "Droopy" in question will be at -1 Ld for any Leadership-based tests until the beginning of the Tau player's next turn).

Basic (and dodgy) premise for the "Droopy" design--Gear Krieg (http://www.dp9.com/Products/decalminisGK.htm)

A bit too "sentinel-ish"....not to say the previously mentioned "sentinel suit" isn't nifty!

Keichi246
06-10-2005, 14:13
I find this battlesuit really good, but I would really drop the enhanced jump pack. I think it's unbalancing, as regular jetpacks already make suits move damn fast (yeah there are faster things out there - but we can move shoot and move :D) and this makes them a little bit too "unstandard" for my liking.


Ok.

The enhanced jet pack was an idea I've been tinkering around with to make a "faster" suit for fast attack purposes. 3" over the normal suits on the movement phase - but only 6" jump back on the assault phase. It was intended to give it a just a bit of extra manuverability on the battlefield compared to normal suits - but still less than Jump packs. (If you compare the overall manuver window - Jump assault troops can still 12" move, 6" charge into combat - while these suits only have a 9" move, 6" assault move.) This allows the suit to "Sprint" faster than normal jet packs and normal vehicles in a straight line, allowing the troops to disengage. (not a big point in a 40k game - but important for fluff purposes)

It's not a critical portion of the design for the theme - so if people really don't like it - it *could* be dropped. I'd rather drop the +1 Toughness than the Enhanced Jet Pack, personally. I kinda like the idea of the lightly armed troops hitting and actually be able to run away. :D

I've actually played around with several variations on this idea - my normal opponent is pretty flexible about things like this. A T3 version with EJP was fully accepted at 20 points per model as "fluffy" and acceptably balanced by both players' consensus after a few games. (and the T4 version was discussed as plausible at 22 points which is why I presented that version) They are useful, but not "critical" to the army - they move fast - hit pretty solidly; but in the end are still only 6 wounds in powered armor.

With the rumors of new Stealthsuit models - I will probably fully convert up one of my existing stealth teams to this variety.

Dave Gaidasz

Derling
06-10-2005, 14:36
The enhanced jet pack was an idea I've been tinkering around with to make a "faster" suit for fast attack purposes. 3" over the normal suits on the movement phase - but only 6" jump back on the assault phase. It was intended to give it a just a bit of extra manuverability on the battlefield compared to normal suits - but still less than Jump packs. (If you compare the overall manuver window - Jump assault troops can still 12" move, 6" charge into combat - while these suits only have a 9" move, 6" assault move.) This allows the suit to "Sprint" faster than normal jet packs and normal vehicles in a straight line, allowing the troops to disengage. (not a big point in a 40k game - but important for fluff purposes)

I actually made a special character in an old Spec Ops Tau codex O mine years back who had a similar move. He had a highly manuverable suit which had the same 9" movement phase move. Additionally, these vectored verniers had the hit and run ability. I modelled the suit rule design around the good ole RX-78. the extended move followed the same line of reasoning you mentioned

my_name_is_tudor
06-10-2005, 14:55
The thing is, I don't really see any need for any new suit designs, I can pick out something in the tau arsenal that could already deal with more problems, or in the case of combat/wars of attrition, it can be pointed out that the tau don't partake in such activities, and get round it other ways.

I think the best way to go about designing suits is from the perspective of customisation. In my case, FireEye wanted a suit that would fit his style of fighting, not something that would fit any specifically needed battlefield role. The ColdFlame is supposed to be an improved crisis suit, designed to enhance FireEye's skills, if it was taken out of action it would merely be replaced with a monat with twin fusion blasters.

But, for the sake of filling the only niche that seems unfilled for me, here comes my second fictional suit.

The SwiftSide battlesuit

FireEye, an esteemed veteran of MechTau warfare, is suspicious of anything that can't keep up with his mechanised components. Hailing from Sa'cea, is high level of discipline, and demand for perfection in all of his actions, sometimes leads to his own detriment - with every engagement, FireEye refuses to waste space, and if he can't fill 2 Mantas, he will have to take 1.

This sometimes leads to a lack of anti tank firesupport on the field, with only 4 vehicles being on the field - two devilfish, and two hammerheads.

FireEye refuses to use the ponderous, grounded broadside - he sees it as a liability, a weak link in the manueverability of his swift cadre. So he set about trying to redesign it.

The result was the SwiftSide battlesuit, an amalgamation of broadside and crisis suit, suited well to the close range firefights FireEye was used to.

SwiftSide battlesuit (undecided on points yet)

Stats of a Crisis suit (with the option to take a team leader/shas'vre and be bonded)

Weapons: Short Barreled Railgun (36"range)

Support Systems: smart jets/drone aided targetting system, may take one more support system as standard.

Special Rules:

smart jets/drone targetting system: to dampen the recoil from the railgun, the Swiftside makes use of a smart jet system, that controls the movement of the suit in the air, to compensate for recoil, while the drone aided targetting system compensates for the disorientation of the pilot, to keep the suit stable. The railgun may only be fired if the suit has moved in the movement phase, and if it does it must make its move on the assault phase, but may only move in the exact opposite direction to that which it fired.

Deep strike: the Swiftside may deep strike, but may not fire on the turn it does so.

Dread Lime
06-10-2005, 18:28
XV8HA "Heavy armor type"

Like much of the equipment fielded by the M'Yen Mesme (literally: Unforseen Combination), the "Heavy armor type" is an unconventional solution to a common problem. At teh time, the cadre had a severe shortage of anti tank weaponry.
Specificly, their lone hammerhead was inoperable due to severe damage. What they did have were several early production model XV8s.

The HA types Have undergone extensive modification tio suit them to their new roles. The suits' shoulders, arms, and legs were rebuilt to handle the stain of the additional weaponry; and additional armor plates were added to provide greater protection.

HA types are armed with a twin linked plasma rifle, and a twinlinked missile pods.
The older targeting computers have proven to be incapable of handling the increased demands, and as such pilots are forced to use only one weapon system at time. Attempts at fitting the suits with multi trackers have been unsuccesful, mostly due to the age of the suits' onboard systems.

XV8HA 95pnts
Size 5 (2wounds)
Stats: Broadside equivelant
Weapons: Twinlinked Missile pod and twin linked Plasma rifle
Support system: Target Lock
Special rules:

Obsolete systems:
HA types are built from older obsolete versions of the Crisis suit. The targeting computers of these suits are incapable of hadling the demands placed on them by the more modern weapons systems. A HA type may only fire one weapon system per turn.

Limited mobility:
HA types are fitted with extra armor and weapons. This creates a great strain on the suit's jet pack, limiting its mobility.
As a result, an HA type may only move 3" during the assault phase.

Psiweapon
06-10-2005, 20:17
The thing is, I don't really see any need for any new suit designs, I can pick out something in the tau arsenal that could already deal with more problems, or in the case of combat/wars of attrition, it can be pointed out that the tau don't partake in such activities, and get round it other ways.

[trimmed]


I don't, either, I just posted one for the heck of ita nd to show that something interesting can be made without making the suit an uber pile of cannons or a CC suit :)

Inquisitor Engel
06-10-2005, 22:53
This time, I shall put in my own design.

Don't forget, even the largest Tau suit only has three hard points - Broadsides are a GW made exception to the rule, but for our purposes Twin linked weapons take up two hard points, not one!

I give you my own personal Battlesuit.




The XV-74 "Genesis" Command Battle Suit

Background

Designed for personal use by the Fire Caste's Shas'O'T'au'Dyn'Rah'Aloh'Kais, Commander Dawnlight, upon his promotion to Shas'O and his commendation by Commander Shadowsun and a writ of recommendation by their now missing mentor, Commander Puretide.

Dawnlight's prototype XV-74 had a specialised Tracking Relay built in, as well as a Forward Planning Node to keep track of battlefield movements. Both have since moved into larger field testing where Tau commanders may make use of them.

Incorperating the sophisticated equipment for the commanding of his troops, the XV-74 quickly proved its effectiveness as a reliable battlesuit, and was adopted as a general use Command Suit platform, with Dawnlight's personal preferences being alternated with any other battlesuit weapon or support system.

During the Taros Campaign, Shas'O'R'myr used an XV-74 tailored to his own personal needs and taste.

Rules

Mass Index: 7 - 2 Wounds, unless used as a Shas'o/el upgrade, in which case it has the same number of wounds as the original profile.

Tracking Relay: Used to control the fire of a Cadre, the Command Control Relay sends targeting information from recon units to attack and fire support units. All Tau units may use the suits LD for all leadership based tests, unless otherwise specified, in the same manner as the Space Marine Commander "Rites of Battle."

Forward Planning Node: The Unit Tracking Node was created to better coordinate the deployment of reserve battlesuits, specifically Stealth and Monat teams. This allows one re-roll of a reserves roll, although it must be used on the first unit to fail the roll.

Hard Points - 3

Options - The XV-74 must take a shield generator as one Hard point, and may not take any twin linked weapons. Designed for Command use, the XV-74 does not fight heavily, and emphasizes protection over offense. It may only ever take one weapon option from the following list:

Fusion Blaster
Plasma Rifle
Missile Pod
Flamer
Rail Rifle

The remaining Hard point may be used on any Battlesuit Support System.

Sybaronde
08-10-2005, 13:36
I got a couple of ideas that I've made up a theme around, so I'm going to spill the fluff part first, then some flavor texts on each of the units:

Au'taal 'Eclipse' Cadre

Due to the economic disposition and infastructure in the Au'taal sept, the both the Kor'vattra and Shas'vattra have often relied on assisstance from the Ke'lshan and Vash'ya septs to fight down major incursions by the Orks, Tyranids and the rather hostile Vharii species. However, in the light of the major expansion that the Tau Empire undertook during the Imperium's decline in the Damocles gulf, the Au'taal sept has once again been left to its own devices.

Due to the seniority amongst the population on Au'taal, taupower has been quite limited. Often, Au'taal resorted to recruiting programmes, where they provided with apartments and land for citizens in major septs like T'au, Bork'an and Vior'la. But this method of increasing personnel in the fleet and army was limited by the massive campaigns that were engaged in the area. This left the Au'taal sept's highest council, the Aun'ar'tol, to determine one simple thing - they had to preserve their assets as best they could, and technology had to bend for this.

In terms of space defence, the Kor'vattra restored a lot of their older classes of starships, amongst them a wing of Defender class starships and some older, un-updated Emissary starships. However, with scarce crew, only a few of these were actually manned, while the rest were automated with extensive drone-networking and experimental Drone Defense Zone programmes, where entire sectors of space in the Au'taal sept were defended with a few drone-controller ships and a rather large squadron of unmanned assault ships. The droneship project was successful and reliable as well, as they seemed quite apt at countering any tyranid vanguard fleets that moved into the Au'taal sept.

With a highly reliable defense in space, the only remaining factor was ground war, which still was a great problem, should any of the aforementioned factions make planetfall. The Shas'vattra already had some experienced covert operations cadres, who had their knowledge from the Fire Caste Commander Shas'o Au'taal Nephilma'ka Kunas (trans: Commander Nightstrike). Since the warfactories in the Au'taal septs were limited to producing and repairing battlesuits of various sizes and drones (Devilfish troop transports and Hammerhead gunships were usually imported from T'au - as with most armoured vehicles in their possession), an extrapolation on the concept of a covert operations cadre seemed most viable.

The intial stages of the project was to bring the concept of drone warfare to the ground level as well. This project was successful and implemented in the Shas'ar'tol's main strategy, but it did not change image of how classic cadres operated, which was essential to conserve the Shas'vattra's strength. To solve this problem, a few experienced Commanders of the Fire Caste made a draft for a so-called 'Eclipse' Cadre, a whole cadre of 'stealth' teams and vehicles. The plan had potential, but it met a lot of criticism from the Earth Caste, who had to make the project substantial. The classical Devilfish troop transports and Hammerhead gunships had already been tried to convert into stealth-vehicles, but the results were often more limiting to operationality then what the Fire Caste was satisfied with, so this forced the Commanders to reconsider.

The second version of the 'Eclipse' plan put more emphasis on the XV15 'Stealth' teams then it had previously done. Since the original plan relied on masked Devilfish troop transports to insert troops in key vantage points, while elusive Hammerhead gunships prowled ahead, it now had a reduced potential - if not more risky. Since an prolonged counter-attack was already underway against the Vharii, the second version was given three trial attacks.

With a total of thirty seven stealth battlesuits, the first 'Eclipse' Cadre did rather well, considering the odds and firepower they could muster. Due to the lack of high-strength firepower, the Vharii vehicles often left such battles unscathed, except for when Barracudas could be dispatched (these often were masked with an optical camo system). To reduce the reliability on air support, the Commanders required new technology, thus creating the XV22 'Shadefire' battlesuit and the XV15 'Lance' battlesuit, both similar to the classical XV15 'Stealth' battlesuit.

(alot more fluff then I planned to write, but oh well)

Tau XV22 'Shadefire' team

Stat-line: see XV15 'Stealth' Team entry in Codex: Tau (Empire) Unit counts as an Heavy Support option.

Team size: 3 - 6 battlesuits ("one-wounders") 30 points per model

Equipment: XV22 battlesuit, burst cannon.

Options: Up to 3 models may replace their burst cannons with either Rail Rifles at +10 pts; Plasma Rifles at +16pts or Fusion Blasters at +12pts.

Special Rule - "Recoil Absorbers": XV22 battlesuits can fire Plasma Rifles as if stationary, even if they move and may fire Rail Rifles at half of the range (18").

(Consider this option like a 'tweak' of the XV15 Stealth team)

Tau XV15 'Lance' Team

Similarly equipped as XV15 'Stealth' teams, but with Burst cannons that have an effective range of 24" instead of 18". Counts as elite.

librerian_samae
09-10-2005, 12:16
XV15-7:
First used as an ad-hoc answer to
in feild devil fish technical problems and
losses of pathfinder squads due to enemy munitions.
These suits began as normal stealths, but had their
stealth capabilties removed, and replaced with
advanced comunication systems, and their
burst cannons swaped out with pathfinder
carbine/makerlights.
Efectivelyoperate as an advance feild HQ,
infiltrating into enemy held bunkers and dispatching
the ocupants with carbine fire, then setting up
as comunication relays, and a fire/spotting platform
for the main tau gunline.

XV15-7, 0-6 per unit, 0-1 per force org can only be bought as
a second HQ choice.
stats, as stealth suit but with no stealth generator,
instead using improved coms
with the added ability
letting you buy as a 0-1 heavy choice d3+1 smart missiles
(@ 60pts???) a turn (these are called from tau flyers such as mantas),
these must be used in conjunction with the squads makerlights,
and no other squads.
can infiltrate as usual

The burst cannon is replaced with pathfinder carbine/makers lights
with can as usual be upgraded to railrifles as per pathfinder squads

*now added sketch to celeocanth broadside varient suit as well*

psyco1234
09-10-2005, 21:48
XV133-7 (heh): "squall" battlesuit

Teams of 1-3, Heavy support, no commander

Orriginally designed to combat the innumerable hordes of tyranids, these suits are proving to be useful against other races who rely on numbers. The suit is slow and tends to hold its ground, so the armour has been upgraded to its maximum pottential.

weapons: a railrifle and either 4 short ranged burst cannons or 4 short ranged missle pods
armour: 2+ save
hard wired equipment: sheild generator

special rules:

lumbering: due to the extremely heavy nature of this battle suit, and huge power requirements to keep it from buckling under its own weight, let alone move, this battle suit must use difficult terrain (note it cannot be fatal) to make its 6" assault jump.

Bracing: the heavy recoil from this many guns firing at once is enough to send a battle suit tumbling over. In order for this battle suit to fire more than two of its guns, it has to use difficult terrain in the movement phase(note this cannot be fatal) and also must not make its assault jump.

Negafex
10-10-2005, 02:33
XV-886 Hailfire broadside
95 PTS
Same stats as a broadside but replaces railguns with a special gun
burst vulcan- strength 5 AP 5 24" heavy 6

this combination was developed after fighting armys with massive infantry where power wasnt as important as massive amounts of fire power.

Inquisitor Engel
10-10-2005, 04:09
I did say, no making up weapons. :eyebrows:

Negafex
10-10-2005, 14:50
sorry, i missed that bit when reading through the rules

SmashemTaBitsa
10-10-2005, 15:04
You could replace it with one of those Eldar weapons (you said 'borrowed' weapons were allowed, right?) I think the star cannon was the one that shot D6 times? Correct me if I'm wrong...

*edit: No, wait. I think it's the scatter laser I'm thinking of.

Commander X
10-10-2005, 15:20
XV-87 'Deathrain' Battlesuit.

Mass-Index: 8
Class: Fire support
Weapons: 2xSeeker Missiles
Support System: Drone-Controller(2x Hunter-Drones)
Armour: 3+

Special:Hunter Drones.
Rather than being used for additional offense or defense, these Drones are designed to identify and mark the targets for the XV-87, after which they will move on to the next. Each Hunter Drone is carrying a twin-linked Markerlight which replaces its Pulse Carbines.

The XV-87 is being designed for the destruction of large mobs of enemies, especially of those where it is not advisable to get in their line of sight. Due to the relatively small size and their speed, the Drones will most likely survive(yeah right...) while the XV-87 does its work from far behind the front line. Although the recent testing has been proven succesful, it will be a long time before the XV-87 will see true battles, as only a few prototypes exist so far.

my_name_is_tudor
10-10-2005, 15:22
Engel, you're good with game balancing and whatnot (being a playtester), what do you make of my SwiftSide Battlesuit (http://www.freewebs.com/commanderfireeye/swiftsidebattlesuit.htm), in terms of actual game feasiblity and balance?

we all know the real reason Engel's doing this game is so he can see how close we can get to the new tau battlesuit options he has sat in front of him :p and so he can drop nice subtle hints..

Inquisitor Engel
10-10-2005, 15:28
Engel, you're good with game balancing and whatnot (being a playtester), what do you make of my SwiftSide Battlesuit (http://www.freewebs.com/commanderfireeye/swiftsidebattlesuit.htm)

It's a neat idea, and has an interesting balance mechanism, if a bit unweildy. (What about intervening terrain? Troops? Vehicles? etc etc) Truth be told it'd probably get dropped.

I'd be hesitant to say that it simply give sthe gun two firing profiles, on Assault, and one Heavy as a revision.

Say, R24 S6 AP3 Assault 1 and R48 S10 AP1 Heavy 1. Just called it something different like a "Fire Support Railgun" or something.


we all know the real reason Engel's doing this game is so he can see how close we can get to the new tau battlesuit options he has sat in front of him :p and so he can drop nice subtle hints..

No, it's just a bit of fun I threw together to slake people's anticipation for the months before the Codex comes out (though I doubt this thread will last that long unless people start converting! :p)


You could replace it with one of those Eldar weapons (you said 'borrowed' weapons were allowed, right?) I think the star cannon was the one that shot D6 times? Correct me if I'm wrong...

No, Tau weapons only, although any Tau weapon (including Seeker Missiles, SMS etc) are allowed.

my_name_is_tudor
10-10-2005, 15:42
I might (with a capital M) make a switside.

The assault weapon alternative profile idea is interesting, something like a single shot misile pod (stats wise).. maybe have it so it counts as having a short barreled railgun, and a short barreled, single shot missile pod, but it has to choose which to shoot. With two hard points (one of which can be filled with a weapon)

Points wise (using the tau VDR as a tip off), it'd come to something like 80 points, but I guess that if it can only shoot one at a time, it might be something like 75 or 70.. same as a broadside I suppose.

Keichi246
14-10-2005, 03:39
Ok,

After much discussion with my buddies, and after a bit of conversion, we got this...

Basically - we removed the extra point of toughness as "unnecessary", kept the enhanced jump pack and tweaked the point costs a bit.

XV-24 Harasser Light Battlesuit

After the battles of the Taros campaign, Fire caste warriors met with Earth caste representatives to analyze the battlefield records of the campaign. One thing that came readily apparent was that a large portion of the casualties inflicted upon the Tau forces were inflicted by the human Space Marines. Tau scientists are as of yet still unable to match the full capabilities of the human Space Marine equipment – but several damaged suits of powered armor were captured and analyzed.

The researchers soon realized that the stealth suit was a good candidate for modification. By removing the Stealth equipment, they could mount a slightly heavier jet pack allowing the suit to have a significantly larger maneuver window. An integral black sun filter was added to the unit, as the mission parameters of the unit indicated that this equipment would be exceedingly useful. Additional internal micro storage allows the unit to perform long duration missions; which proved so vital during the Taros campaign

Unfortunately, these redesigns also offered very little room or power for excess equipment. Initially the researchers were baffled as to what weapons they could put on it. Limited ammunition storage defeated almost every attempt to mount Crisis suit class weaponry, including the Burst cannon originally mounted on the Stealth suit. There simply wasn’t enough storage space to provide adequate ammunition reserves for an entire mission. They eventually decided that Twin Linked Pulse Rifles would most easily meet the power and ammo requirements. One researcher commented that after the rifles were installed, there was still room for ammunition storage above and beyond what was needed for any individual Pulse rifle – and wondered if there was sufficient storage among the entire squad to equip at least one “heavy weapon”. A quick analysis determined that for every 3 suits, a fourth could have sufficient ammunition to properly equip a heavier weapon. This ability was designed into the suit.

Unfortunately – the suit has NO capability to mount additional equipment modules. There simply isn’t sufficient room or power to mount the standardized modules available to Crisis suits. The engineers determined that most modules would be unnecessary for the designated mission parameters, anyway, so this is not seen as a major flaw.

Initial testing on the Harasser has been positive. The enhanced jet pack has allowed the unit to be very maneuverable and have a large “threat window” on the battlefield. The twin linked pulse rifles give the unit a surprising amount of accurate firepower; especially combined with careful choice on the “heavy weapons”. Most Fire Cadre see this unit as an answer to the Space Marine Tactical Squad.

These units are NOT inexpensive however. Due to their high technology, these units cost more than their parent Stealth suits to manufacture. Thus, they are currently only assigned to the Combat Evaluation and Testing units in limited numbers.

XV-24 Harasser Light Battlesuit (Fast Attack) 0-1 choice
Points WS BS S T W I Att Ldr Arm
XV-24 22 2 3 4 3 1 2 2 8 3+
Tm Ldr +10 3 3 4 3 1 2 2 9 3+

Unit Size – 1-8 suits
Weapons – The XV-24 light Battlesuit is equipped with Twin Linked Pulse Rifles. For every 4 suits (rounded down), one suit may upgrade it’s weaponry to the following weapon at the appropriate cost :
Plasma Rifle +10, Missile Pod +10, Fusion Blaster +8, Flamer +5, Rail Rifle +10
(Thus less than 4 suits get no special weapon suits, 4-7 get one upgraded suit, 8 can get 2 upgraded suits)

Support Systems: Enhanced Jet Pack, Recoil Dampeners (may fire Rapid fire weapons as if stationary), Integral Black Sun Filter (as wargear)

Enhanced Jump Pack – A unit with an Enhanced Jet pack follows all rules for a Jet pack, except for the fact it may move 9 inches in the movement phase. The movement in the Assault phase is 6" as normal.

Team Leaders may purchase hard wired equipment from the Tau Armory.

The first converted suits...

Davian
14-10-2005, 13:15
I'm digging those conversions. I'd done the double-barreled pulse rifle myself on my failed conversion for an Ethereal bodyguard, but I never thought of putting them in place of a stealth suit's burst cannon like that. It looks pretty cool. The pictures are a bit blurry, but you'll have that sometimes. Be sure to paint them up nice and post some more pics when you're done.

Keichi246
14-10-2005, 14:57
I'm digging those conversions. I'd done the double-barreled pulse rifle myself on my failed conversion for an Ethereal bodyguard, but I never thought of putting them in place of a stealth suit's burst cannon like that. It looks pretty cool. The pictures are a bit blurry, but you'll have that sometimes. Be sure to paint them up nice and post some more pics when you're done.

Thanks!

Well - i figured that everyone knows what a normal stealthsuit looks like... ;)
I just wanted to show off the TL gun and the upgraded jet pack. :D


I alway have trouble getting "clean" single mini shots with my camera - I think it's a focal length issue...

When i finish the squad I'll paint them up and get a squad shot from further back...

Dave