Hi!
I had a chat with Jaldon on this issue, and I figured that I may as well get the ball rolling as regards whether there would be a place for these units or no...
So anyway, here's what I've cooked up to start off with (if you have any ideas for other units, post them here please), based on Jaldon's suggestions:
Demiurg Special rules Strategy Rating: 2 Initiative: 2+
Mercenaries When not fighting directly for their Brotherhoods, Demiurg soldiers offer their services as allies to the Tau Empire - and as mercenaries to many other races!
Any army list except Orks, Tyranids and Necrons may take Demiurg formations as a Support Formation choice. Each Demiurg formation must be taken only after three standard Support Formation choices have been filled in the army list. Tau-allied players, in contrast, may take a Demiurg formation per two standard Support Formation choices taken instead, as the Demiurg are more keen to make themselves available to the forces of the tau'va.
Demiurg Mechanoids Much as the Demiurg avoid mustering their space-borne assets except in times of war ? or at the request of a particularly generous Por?O or Rogue Trader ? they rarely risk their own soldiers in a ground war, only mustering their precious resources in exceptional circumstances - and almost never in the employ of a foreign power, even one with whom they enjoy excellent relations, such as the Tau empire. If they are called upon to offer ground support to their allies/paymasters, this will almost always be in the form of their ubiquitous Mechanoids, artificial constructs the Demiurg ordinarily use in conjunction with their automated mining craft to extract resources from planets and asteroid belts. These Mechanoids are reconfigured by the Demiurg for ground combat, and while ponderous, they provide an interesting tactical option to a Shas?el or Shas?o in the field.
Type Speed Armour Close Combat Firefight Infantry 10cm 4+ 5+ 5+
Weapon Range Firepower Notes Autocannon 45cm AP5+/AT6+ - Power Fists (Base contact) Assault Weapon Macro-weapon, Extra Attacks (+1)
Notes: Walker, Fearless, Scout
Demiurg Operator When a detachment of Mechanoids are deployed in combat alongside alien forces, a Demiurg Operator ? encased in powerful sealed armour and accompanied by a bodyguard of Demiurg soldiers ? is present to lead them. The Operator?s presence is vital in maintaining command of the Mechanoids in combat, whose programming was primarily designed for civilian use and require regular instructions when in a combat situation. Operators are never seen outside of their armour in front of aliens, and the suit of armour is set with explosives which will render the armour unsalvageable, and the body unidentifiable, should the Operator be killed ? the Tau (who are noted as being in regular contact with the Demiurg) presume that the ones they call the Bentu?sin (lit. Wise-gifted ones) wish not to see their technology fall into the wrong hands, yet are uncertain why they take such extreme measures to protect their identities among outsiders.
Type Speed Armour Close Combat Firefight Infantry 15cm 4+ 3+ 4+
Weapon Range Firepower Notes Assault Cannon 30cm AP5+/AT5+ - Storm Bolter (15cm) Small Arms Power Weapons (Base contact) Assault Weapon Macro-weapon, Extra Attacks (+1)
Notes: Reinforced Armour, Commander (May only command Demiurg formations)
Demiurg Mechanoid Deployment (200 points)
5 Demiurg Mechanoid stands. One Deployment must include an Operator for +50 points. No more than one Operator may be included in a Tau-allied army.
Thoughts?
Gary
_________________  Gue'senshi: The 1st Kleistian Grenadiers v7.3 pdfHuman armed forces for the greater good.
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