ElectricPaladin
04-30-2013, 09:51 AM
Just for fun, let's have a thread and stat out the rest of the Tau Empire. I think a good goal would be at least one 40k unit for every species that isn't already represented (that isn't disqualified from inclusion by the material we already have). Let's try to make them balanced, because that would be more of a challenge. Perhaps out of this conversation we can even make decisions about which Allies would be best to "counts-as" in the 40k we actually have.
Let's start with the information in the codex and other material. I'll add my thoughts, but I'm no good at fan-made rules.
Thraxians
• Multi-Armed
Greet
• Amphibians.
• Invertebrates.
° Maybe some kind of battlesuit?
Demiurge
• Space-dwarves, which means that they are slow moving but durable.
• Hate orks.
•*Most of their weapons are repurposed mining technology.
° Sort of a heavy weapons/tarpit TEQ unit. 2+/4++. Power fists?
° Teleport in (Deep Strike)
° Good, but limited short-range shooting (one in three can replace their power fist with a "mining laser" meltagun or something).
° Preferred Enemy: Orks and/or Hatred: Orks
Nicassar
• Extremely psychically powerful.
• Definitely have access to Telekinesis (in BFG, their ships are powered by telekinetic energy and have a railgun-like effect which is basically all the Nicassar on board thinking bad thoughts at you at once).
• Very physically weak.
° Maybe a vehicle. Like a skimmer that scoots around the tabletop being psychic?
° Alternately, not a "true" psychic, but has one or two abilities that act as psychic powers.
° Perhaps it has weapons (a burst cannon or SMS) but you can pick on each turn to take a psychic test to give it an invulnerable save or use a psychic attack.
And finally, these guys are probably not suitable for use on the tabletop:
Anthraxods
• Tough, but dumb.
Brachyura
• Tiny crustaceans.
Nagi
• Tiny worms with mind-control powers.
Anyway, what do you think? I'm giving my students the California State Tests today, which is so incredibly boring (for the teacher - it's just misery for the kids) that I'm eager for any distraction.
Let's start with the information in the codex and other material. I'll add my thoughts, but I'm no good at fan-made rules.
Thraxians
• Multi-Armed
Greet
• Amphibians.
• Invertebrates.
° Maybe some kind of battlesuit?
Demiurge
• Space-dwarves, which means that they are slow moving but durable.
• Hate orks.
•*Most of their weapons are repurposed mining technology.
° Sort of a heavy weapons/tarpit TEQ unit. 2+/4++. Power fists?
° Teleport in (Deep Strike)
° Good, but limited short-range shooting (one in three can replace their power fist with a "mining laser" meltagun or something).
° Preferred Enemy: Orks and/or Hatred: Orks
Nicassar
• Extremely psychically powerful.
• Definitely have access to Telekinesis (in BFG, their ships are powered by telekinetic energy and have a railgun-like effect which is basically all the Nicassar on board thinking bad thoughts at you at once).
• Very physically weak.
° Maybe a vehicle. Like a skimmer that scoots around the tabletop being psychic?
° Alternately, not a "true" psychic, but has one or two abilities that act as psychic powers.
° Perhaps it has weapons (a burst cannon or SMS) but you can pick on each turn to take a psychic test to give it an invulnerable save or use a psychic attack.
And finally, these guys are probably not suitable for use on the tabletop:
Anthraxods
• Tough, but dumb.
Brachyura
• Tiny crustaceans.
Nagi
• Tiny worms with mind-control powers.
Anyway, what do you think? I'm giving my students the California State Tests today, which is so incredibly boring (for the teacher - it's just misery for the kids) that I'm eager for any distraction.