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A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

T
New Tau Equipment:

Tau Drones
Tau Drones are semi-independent Artificial intelligences, which have the following stats:
BS:50 T:50 I:50* Nv:50* Ld:50*. *: For every other drone within 6 yards these characteristics are raised by 10%.
Drones may be commanded by a character with a Drone Controller MIU, using up actions just like when communicating with other Characters. One Drone Controller can be used to control up to two Tau Drones simultaneously. Drones are small targets (-20% to hit in this case)
It uses the following injury results:

Superficial: No effect
Heavy: Bs, I, Nv and Ld are lowered by 2D6 points, roll per stat.
Serious: As heavy (this is cumulative!!), plus Drone must stay within 5 yards of a model with a Drone Controller or within 3 yards of at least 2 other drones.
Crippled: Drone is destroyed.


A Tau Drone has 6 armour points and is equipped either as a Shield Drone, which carries a Tau Power Shield, or a Gun Drone, carrying a Twin-Linked* Tau Pulse Carbine.

*Twin linked Weapons A twin linked weapon rolls to hit only once, but if it hits by more than 10%, two impacts against the target are worked out (i.e. roll for location hit, damage inflicted etc. twice, applying both results). The weight of a twin-linked weapon is 90% of the combined weight of both the weapons.

Tau Jump Packs
A character wearing a Tau jump pack may perform a variety of new actions.

Jumping: The character will suffer no range limits when jumping between objects, off buildings onto things, etc. However, this is a risky action.
1-2 Jump pack fails and the character falls to the ground and taking falling damage as normal.
3-4 Jump pack overloads and propells the user D10+2yds in a random direction (this can include up or down) and any object the character hits inflicts double damage, if the character hits a wall and falls to the floor, they take the usual falling damage plus that for hitting the wall.
5-6 The Jump pack explodes in a shower of burning fuel, the character takes 2D10+2 damage, is on fire and falls as normal.

Hovering: A character wearing the jump pack may also 'hover'. Whilst hovering he/she ignores terrain and but can only move 3 yds per action, but may shoot as normal.
Power Jump: The jump pack may also be used to escape from combat. Characters with a jump pack may jump D10+4yards directly upwards, the GM may wish to modify this distance depending on the weight of the character and the gravity of the planet.

Tau Power Shield
This operates as all Force Fields, it gives 2D6 protection against all types of hits. This is the only type of Force Field produced by the Tau themselves.

Tau Fire Caste Armour
Tau Fire Caste armour counts as Carapace armour on Torso, Abdomen, Groin and Left Arm, and as Carapace-Mesh composite (5 armour points) on the Right arm and Legs, with an integrated communicator. It also includes a Closed Helmet, incorporating advanced sight and average hearing autosenses and a respirator.
The suit may be upgraded to be able to interface with Tau Battlesuits, in which case all locations are Carapace Armour and it also has an internal MIU, designed to operate a specific Battlesuit while wearing it.

Pulse Rifle
Availability Type Range Firing Mode Accuracy Damage Shots Reload Weight
Exotic Basic G Single/Semi 2 +10* 3D8 24 2* 30

Pulse Carbine
Availability Type Range Firing Mode Accuracy Damage Shots Reload Weight
Exotic Basic C Single +10* 3D8 16 4* 30#

Pulse Pistol
Availability Type Range Firing Mode Accuracy Damage Shots Reload Weight
Exotic Pistol B Single +10* 3D8 12 2* 20



*: Due to its 3-fingered design, the weapon is somewhat awkward to handle for humans and other 4-fingered creatures, as a result they reduce the accuracy bonus to +5 and add +1 to all loading times, due to too short grips, awkwardly placed switches etc. This also counts for any other Tau manufactured weapon.

#: The pulse Carbine is equipped with a linked, underslung Grenade Launcher, firing Photon Flash Grenades. These Grenades are Grav-boosted to the point of target, if the Carbine shot hits, the Grenades explode on target, if the Carbine shot missed, roll for scatter as normal. The Grenade Launcher cannot fire separately, but can be disabled so only the Carbine fires, this takes one action for Tau or other 3-fingered aliens, 2 actions for non-Tau.


Telescopic sight (common) Telescopic sights are a cheap and simple alternative to the laser sight. A gun fitted with a telescopic sight gains an extra +5 accuracy when aiming.

Thunder Bolter
Type Range Mode Damage Shots Reload Weight
Basic F Single/Semi (2/3) 2D10+6 35 2 45
Special : The Thunder Bolters shots carry a small EMP charge so when attacking any machine/cyborg, etc. you may roll a D10. If the score is 8 or more the character cannot move or act during the next turn. If the shot is fired at a regular character roll a D6. If the score is 5 or more all electronic equipment is useless during the next turn.

Time-boosts (injected)
Time boosts are an intriguing combat stimulant, as they do not increase brain or muscle power, but in fact slow down the user's personal world.
Anyone using these powerful drugs will find themselves viewing the world in slow motion, giving themselves extra time to react to things or get a better shot at a target. To everyone else, it will seem that the character moves especially quickly and is incredibly accurate with any weapons they are using.

Time-boosts are popular with arco-flaggelants and desperados, who like to use the drugs as aiming-aides. There are no real side effects to the drug, other than characters who use them too often building up a resistance to them, and needing to use them more and more often to get the right effects.

A character must take up one action to activate the time-boosts. While under their effects, the character will gain +20% to WS and BS, as his or her brain has extra time to register information, aim, and react to things. A character activating or deactivating time-boosts must take a toughness test.

If failed, the character must use an additional action to recover from the change in brain activity (this is in addition to the action used to deactivate/activate the stimm).

As a character gets accustomed to using these stimms, he or she will function worse without them. A character may become resistant to time-boosts if they use them for a significant number of turns over a period of maybe 10 games (I'd say 3+ turns over 10 games, but the GM can decide).

If this happens, the character will no longer be able to gain any bonuses from that particular drug. The character can still use it, but it won't provide any stat increases. However, if the character does NOT want to use the drug (perhaps so he or she will no longer be resistant to it, and can gain benefits from it) then they will suffer a -20% decrease on their WS and BS. Everything seems to move so fast.. This will continue until the character loses any resistance to the drug (over 10 games of using the stimm for 1 turn or less).

Twin-Blade
Reach Damage Parry penalty
4/3 2D6+2 -15%
The twin-blade is a staff with blades at both ends. It has two attack types.
Single Strike: Swing one end of the blade at an enemy. Use reach 4 and normal damage rules. It can be used all the time, not just at arms length.
Double Strike:Swing the Blade twice quickly. Counts as 2 reach 3 attacks but only suffers a -10% penalty for two close combat attacks instead of the usual -20%. Cannot be used at arms length.


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