Thanks all- glad you all like them.
And, a privilege to have an article in the tutorials section.
As far as the forward sensors are concerned, I had intended to paint the large dome as a cluster of sensors, with a glass-cover over the whole thing (Kind of like a giant gem-effect). However, feel free to add any extra bits to give it the look you might feel appropriate.
For Apocalypse style games, or perhaps games with a more lenient approach to the rules, or special scenarios (An Attack on an Engineering Center, for example) I've written up some experimental rules for a special engineering squad. Keep in mind, these are all just for fun- there may be balance issues if some of these abilities are combined with certain units ect.
Feel free to give them a try.
Tau Fio Work Team
While the Tau Empire tries to avoid subjecting non-combat personnel to the rigors of war, the Greater Good occassionaly demands the services of skilled engineers and work teams too near the front lines to gaurantee their safty. To alleviate putting entire Fio work teams in danger, a single Fio equiped with training and armor for battle, can be deployed to an active combat zone to oversee the work of Fio'Vessa Engineering Drones.
Armed with a variety of cutting impliments, heavy lifters, and particle manipulators the Engineering Drones can offer front line units the benefits of an entire engineering team without endangering the lives of dozens of Tau.
A Fio Work Team may be taken as an Elites choice in a Tau Empire army.
1 Engineering Drone
1 Fio'la Combat Engineer
Unit Type: Jump Infantry (Jet Pack)
Engineering Drones - Fusion Cutter, Load Lifter, Particle Manipulator, Target Lock
Combat Engineer - Pulse Pistol, Engineering Harness, Drone Controller
Special Rules: Relentless
Add up to 2 Engineering Drones for 30pts each
The Fio'la may be upgraded to a Fio'ui for 10pts.
The Combat Engineer may purchase up to two drones from the following list at the point cost indicated in the Tau Empire Codex Infantry Wargear.
Engineering Harness- This construction rig incorporates a Tau jet pack unit, support systems and the control interface for the DX-53F Engineering drones. It grants the Combat Engineer the Jump Infantry(Jet Pack) unit type, Relentless, and allows him to control up to 3 Engineering Drones as well as any drones he purchases for use with a standard drone controller. If the model with the Engineering Harness is lost, the entire unit counts as destroyed and must be removed.
Fusion Cutter - Used for breeching doors and slicing through damaged components, the fusion cutter is a very short ranged, high-intesity fusion torch which allows the drones to quickly carve a path through any obstacle. As long as the unit contains any DX-53F Engineering Drones, the unit gains the 'Move Through Cover' universal special rule.
Load Lifter - These powerful arms are used to position and adjust large sheets of armor, or simply carry munitions. In a desperate situation however, the mighty power of this lifting arm can crush armor and flesh with ease. The Load Lifter counts as a Power Fist in all respects.
Particle Manipulator - Using a series of emmitters, the Particle Manipulator can quickly alter targets on a molecular level, repairing damage to vital vehicle systems, temporarily boosting weapon power outputs, or even errecting crude barricades of soil and rock. It is fired in the shooting phase using the profile provided below. In your shooting phase, nominate a friendly unit or model as the target of the Particle Manipulator and roll to hit exactly as you would a shooting attack against an enemy target. If the shot hits, place a Manipulator Token next to the target. These tokens remain on the target(s) until the end of your opponents turn, or until removed to gain a benefit on the chart below.
S AP Range Type
- - 18" Heavy 1
Manipulator Tokens can be used to convey one benefit on a target per token. The token is removed once the benefit is declared, and can only be used in the phase and turn indicated next to each benefit.
In the enemy shooting phase, when the enemy declares it is shooting at a target with a Manipulator token, but before they measure the distance; the affected unit Adds +1 to its cover save to a maximum of 2+. If in no cover, it gains a 6+ cover save.
In your shooting phase, immediately after rolling to hit with all Particle Manipulators in a squad; Roll a dice, on a 4+ remove the effects of one Weapon Destroyed, or Vehicle Immobilised result on a vehicle. You may use additional Manipulator Hits to decrease the roll required by 1 to a minimum of 2+.
In your shooting phase, immediately before rolling to hit with shots from a unit with a Manipulator token; the unit adds +1 to the strength of its weapon to a maximum of 10 for this shooting phase only. Only 2 Manipulator Tokens may be used in this way per shooting unit.