No expansion without equilibrium. No conquest without control. Pursue success in serenity. And service to the tau'va. With pride. -- Shas'o T'au Shi'ur

Report RSS Idea for Tau Hero in multiplayer, Dawn of War II Retribution.

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Tau XV8 Crisis Battlesuit Commander,Hero choice (use the "Command" Crisis Battlesuit model from TLS)
(Could replace Lord General Commander for Imperial Guard): default weapon 1 plasma rifle, abilities: Jumpjet (35 energy).

Upgrades: weapons:

Command plasma rifle 120/25:
effective against infantry and heavy infantry, increases the commander's range damage, grants
ability “Shas'ar'tol Command” which grants ranged damage boost to nearby allies(including the commander) (50 energy cost, lasts 15 seconds) (tech 1).

Burst Cannon 150/35: effective against
infantry and heavy infantry, grants ability "Over-drive" increases
rate of fire and suppresses infantry for time of duration (45 energy cost,
lasts 15 seconds) (tech 2).

Airbursting Fragmentation Projector (AFP for
short, grenade launcher) 140/30: very effective against infantry, grants
ability “Bombardment” Fires 3 shells on an area of choice at once(kind of like Heretic grenade launcher barrage) (40 energy cost) (tech2).

Fusion Cannon 150/50: effective against heavy
infantry and vehicles (has a 10% chance to snare enemy vehicles, can be fired on the move) (Fusion guns are Tau equivalent to Imperial Melta guns)(tech 2).

Upgrades: Armor:

'Energy shield' 150/25: increases
health and energy and gives the commander a shield on his shield
hardpoint(Read: left arm) grants shield ability which creates a shield around
the commander draining energy instead of health (basically like in TLS but can take more damage before disabling - like the Force Commander's Iron Halo) (tech 1).

'Iridium plated Shield' 175/35: greatly
increases health and health regeneration, grants the heavy jump ability
which stuns and damages enemies on impact (tech 2).

'Twin-linked' 200/40: increases health and energy,
makes a duplicate to his shield hardpoint of whichever weapon the commander has
equipped (tech 3).

Upgrades: Inventory:

Shield Drone 100/20:
Adds a shield drone to the commander's bodyguard, grants shield ability which generates a large shield decreasing incoming ranged
damage for a short period of time (50 energy cost, lasts 40 seconds) (Works like the Lord General - Commissar upgrade - Refractor field but grants a larger field of shielding) (tech 2).

Marker drone 130/25:
Adds a Marker drone to the Commander's bodyguard, grants ability - Mark
target which increases damage taken on an enemy unit (45 energy cost, lasts 35
seconds.) (Should work exactly like the Tech Marine's "Mark Target" ability) (tech 2).
(Drones which are attached to the Commander's bodyguard will follow him into the air when he makes a jump and over obstacles)

Heavy Gun Drone Squadron (Could replace Catachan Devils squad)(tech 1) 400/35: 4 Models of Tau Heavy gun drones makes up for the squadron having a formation with some room between each model. (possibly use some Eldar squad formation like the Warpspider's). Abilities: "Overdrive" increases rate of fire and suppresses infantry for time of duration (55 energy cost).

Upgrades: 'Advanced Anti-Grav engines' 90/20. Increases health and grants the "boost" ability which increases speed of squadron for a short time (does the same as the Force Commander's sprint ability, Use the 'sprint' thumbnail for ability icon)(tech 1).

'Add Heavy Marker drone' 100/30: Adds a Marker Drone to the squadron, (if possibly to attach one burst cannon to the Marker drone model as seen here Forgeworld.co.uk ) grants abilities: "Mark target" increases damage taken on enemy unit (like Tech Marine Mark target ability but not quite as powerful) (tech 2).


XV8 Crisis Battlesuit Team (Could replace Ogryn squad)(tech 2) 500/70: 3 Models of Tau XV8 Crisis Battlesuits (default battlesuit model from TLS).
Default weapons: 3 plasma rifles (one of each model) (plasma gun type weapon) effective against infantry and heavy infantry.

Abilities: Jumpjet (35 energy cost, 10 seconds recharge time)(same effect as Assault Marine squad)

Upgrades: Flamer 80/20: Adds 1 flamer to the Crisis team (removes any other weapon upgrade, like Tactical squad weapon upgrades), effective against infantry in cover and buildings.

Burst cannon 90/30: Adds 1 burst cannon to the Crisis Team (removes any other weapon upgrade), effective against infantry grants ability "Over-drive" increases rate of fire and suppresses infantry for time of duration (no energy cost, 60 seconds recharge time, lasts 20 seconds).

Fusion cannon and Missile pod 120/40: Adds 1 Fusion gun to the Crisis team (the fusion gun have a 10% chance to snare enemy vehicles) and 1 missile pod(the missile pod is inactive, usable with ability) (removes any other weapon upgrade), grants ability "Anti Armor missiles"(also adds the missile pod model to each Crisis Battlesuit in the team) (55 energy cost) Target enemy vehicle to fire a missile barrage (like in TLS) (damage stats should be determent via in-game play tests) (suggested damage stats 2x the damage of 1 Tactical Missile Launcher missile)

"Ta'ro'cha" (Three minds one purpose) 150/35 (tech 3): Increases the Crisis team's health and increases plasma rifles armor piercing, grants the "Three minds one Purpose" ability (charged by taking damage). While active the Squad takes less damage, does more damage and in the chance one of the team members falls the remaining team members will fight harder improving the bonuses granted by the ability (active 25 seconds).

Both the Crisis Battlesuit Commander and the Crisis Battlesuit Team counts as 'heavy infantry', they are unshakable but anti armor weapons have an increased accuracy against them (like terminators), however Crisis Battlesuits do not break cover.

XV89 Crisis Battlesuit team (tech 3) Forgeworld.co.uk (Use the "Armored" XV8 Crisis Battlesuit model from TLS) 500/110 (3 Team members, 1 with a Fusion Cannon and 2 with a Plasma rifle)
Abilities:
'Jumpjet': (35 energy cost, 10 seconds cooldown time).
'Blacksun Filter': increases ranged accuracy for all team members for 25 seconds (30 energy cost, 45 seconds cooldown).
Upgrades:
Anti Armor Missile pods: Equip each team member with a Missile pod, grants ability: 'Fire anti armor missile" fires a volley of anti armor missiles at a targeted enemy vehicle (55 energy cost, 60 seconds cooldown).
Path of Kauyon: Permanently increases the team's ranged damage, replaces one plasma rifle with a burst cannon and grants the 'Overdrive' ability which temporarily increases the team's rate of fire and makes the squad suppress enemy infantry for time of duration. (55 energy cost, active 20 seconds, 60 seconds cooldown).

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