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Thanks to Mats van Trigt for this.
A Veteran Plasma Warrior team counts as 1 selection in the troops section.
| Name | Cost | Ws | Bs | S | T | W | I | A | Ld | Save |
|---|---|---|---|---|---|---|---|---|---|---|
| Shas'ui | 23 pts | 2 | 4 | 2 | 3 | 2 | 2 | 1 | 8 | 4+ |
Team Consists of 1-2 Veteran Plasma Warrior(s)
Equipment Plasma Cannon
| Range | Str | Ap | Type |
|---|---|---|---|
| 24" + 1D6 | 7 | 2 | Heavy 1 |
Options None
Character The VPW may buy a markerlight at an additional +10 points
Altered Training A Plasma Warrior follows a different training to that of an ordinary Shas. After the first Trial by Fire, those with the keenest eyesight are selected to specialize in operating the heavy Plasma Cannon. Therefore their shooting skills are highly enhanced, but close-combat abilities suffer.
Shielded As the Plasma Warrior is hindered by the weight of his heavy weapon, he is equipped with a battlesuit shield generator, to compensate for his immobility. 4+ save is therefore invulnerable.
Improved Scope It has become practice for a Plasma Warrior to have a scope fitted to his weapon, which functions as a Blacksun filter, to ensure that the Warrior can be active at all times.
Heavy Load Due to all the alterations to his weapon, it has become so heavy that its bearer can no longer move at the speed of an ordinary Fire Warrior. Therefore he can move up to max. 3" during the movement phase.
Long range inaccuracy, short range accuracy The Plasma Cannon fires concentrated salvos of bundled energy. This makes it highly effective at short range. If the target is located within 12" of the Cannon, if a hit is scored, the attacked target must pass a pinning test, after the damage is done, because if shot at close range, the Plasma Warrior will configure his weapon to fire a scatter shot, forcing the enemy unit to take cover. On the downside, at long range, the energy fired from the gun mound starts to dissolve, making the salvo less accurate. If a unit that is past 24" is shot at by the Plasma Warrior, his BS drops by -1.
Bonded As a Plasma Warrior is essentially a lone soldier, he cannot be bonded with other Warriors. But, if not accompanied by another Veteran Plasma Warrior, he can join any Fire Warrior team on the field. The team's maximal movement becomes 3". If the team is assaulted, the Plasma Warrior becomes a separate unit again.
Transport A Veteran Plasma Warrior can be transported in a Devilfish as if he were 2 ordinary Fire Warriors.
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| Comment made by insanetau on 05:03:49, 24 February 2008 |
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| i might be insane, but i know that u really should modify the rules concerning price, srength,etc |
| Comment made by fattyboy5 on 02:57:55, 1 August 2007 |
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| Cool, but in need of modifaction. Either give it the gets hot rule, or reduce its strength by 1. Apart from that, im so getting some. |
| Comment made by El_Santo on 07:44:59, 25 July 2007 |
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| yeah, Phasma Felis has an awsome idea, but make him cost more. |
| Comment made by urban1142 on 08:47:29, 6 May 2007 |
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| very good, its just going to be hard to make a team of them |
| Comment made by Phasma Felis on 11:52:23, 1 March 2007 |
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| This is an awesome idea! The Tau need more infantry options. I'm not sure how I feel about the implementation, though. Why does the guy lugging around the gigantic gun have LESS physical strength than an ordinary Shas'la footslogger? I get that you want to compensate for the big gun by making him weaker in close combat, but he's already down one attack (Shas'ui normally get 2) and, when Tau are already the worst melee fighters in the game, making them even worse doesn't really add to the handicap that much. Seven special rules for an infantry unit seems like a bit much, as well. The Heavy Load thing really runs counter to the Tau doctrine of high mobility, and adding a battlesuit-size shield generator to a guy who's already staggering under the weight of his gun seems like a weird decision. How about this? Instead of the shield generator, give him an XV1 exoskeleton--in other words, a XV15 Stealth battlesuit minus the jump pack and stealth field generator. Apply the statline changes from the XV15 (Strength +1, Armor Save 3+). That makes him strong enough to carry his cannon and keep up with the Fire Warriors, gives him some extra resiliency to compensate for being a big target, and makes him easy to model by chopping the burst cannon off an XV15 figure and attaching a cut-down plasma rifle (and leaving off the jump pack and stealth antennae, of course). Maybe you could let him pick from a limited list of battlesuit support systems, as well. Not sure what his point value should be after all that, though... Anyway, keep the ideas coming! |
| Comment made by Grogalmighty on 17:38:05, 19 December 2006 |
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| Interesting idea. be more specific, this sounds more like a crisis equipped weapon though. |
| Comment made by MOOMOO on 02:05:06, 17 November 2006 |
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| Very nice idea showing advanced creativity, have you tried actually altering fire warriors to look like Veteran Plasma Warriors? |