Fire Caste Pathfinder Shas'La
Source: An Abundance of Apocrypha, pg. 237
Name | Rating |
---|---|
Strength | 3 |
Agility | 3 |
Toughness | 3 |
Intellect | 3 |
Willpower | 3 |
Fellowship | 3 |
Initiative | 4 |
Name | Rating |
---|---|
Defence | 3 |
Speed | 7 |
Max Wounds | 3 |
Max Shock | 3 |
Determination | 3 |
Resolve | 4 |
Conviction | 4 |
Passive Awareness | 3 |
Resilience | 7 ( 3 Armour) |
Name | Rating |
---|---|
Ballistic Skill | 6 |
Awareness | 6 |
Stealth | 6 |
Weapon Skill | 4 |
Default | 5 |
Attacks
Pathfinders are armed with Pulse Carbines, Markerlights, and Photon Grenades. Some exchange their Pulse Carbine and Markerlight for an Ion Rifle or Rail Rifle.
Name | Range | Damage | AP | Salvo | Traits |
---|---|---|---|---|---|
Pulse Carbine | 36 m | 12 + 1 ED | 0 | 2 | Assault, Reliable, includes Range 36m |
+ build-in Photon Grenade Launcher | 36 m | 0 + 0 ED | 0 | - | Blast (Medium), Suppression |
Markerlights | 72 m | 0 + 0 ED | 0 | 0 | Heavy (5), Sniper |
Photon Grenades | 12 m | 0 + 0 ED | 0 | - | Blast (Medium), Suppression |
Ion Rifle | 60 m | 15 + 1 ED | 0 | 1 | Rapid Fire (1), Supercharge, Ion Charge |
Rail Rifle | 60 m | 14 + 2 ED | -4 | 1 | Mortal (1), Rapid Fire (1), Sniper (1) |
Assault: You can fire an Assault weapon as part of a Sprint (p.180), but take a +2 DN penalty to the attack.
Blast: Target a point (DN 3) and deal damage to anyone in the blast radius. You can´t shift for damage.
Heavy: You need (X) Str or you suffer +2 DN to attacks and are knocked prine on a Complication. Or, the Brace (p.189) Action.
Ion Charge: Using the weapon on Supercharge adds the Blast [Medium] and Heavy [5] traits)
Rapid Fire: This Weapon deals +X ED at Short Range.
Reliable: You can ignore the first Complication related to this weapon per scene. Tests made to repair or maintain Reliable weapons are made with +1 bonus die.
Sniper: When you Aim with a Sniper weapon you gain an additional + 1 bonus die to the attack, and gain +ED equal to the weapon’s Sniper rating.
Supercharge: When fired in supercharge mode, add +2 ED but suffer 1d6 Mortal Wounds on a Complication.
Suppression: Enemies hit are blinded until the end of their next turn, and must test to avoid being pinned)
Special Abilities
For the Greater Good! (Fire): When an enemy declares a charge against a T’au ally within 12m of you, you may spend a Reload to make a shooting attack against the charging enemy, adding +4 to the DN and resolving the attack before the enemy moves. This ability may only be used once per round.
Ta'lissera Bonding Ritual: Any T’au with this rule are part of a bonded team (the GM should determine which T’au are part of which team for roleplaying purposes). Whenever a T’au with this ability attempts a Resolve or Conviction test, and rolls a 6 on their Wrath die, then the test is automatically successful, regardless of how many icons were rolled.
Vanguard: A Pathfinder increases their Speed by +2 when they Run or Sprint. They do not reduce their Defence when they Sprint.
Variants: T'au Septs (Fire Caste)
Bork'an Sept (Fire Caste): Increasing the range of all weapons with the Rapid Fire or Heavy trait by 12 metres.
Dal'yth Sept (Fire Caste): If they do not move during their turn, they add +2 to their Defence (as if in cover) until the start of their next turn.
The Farsight Enclave (Fire Caste): Add +2 to their Conviction. They may re-roll any failures on their extra damage dice for shooting attacks against enemies within 12m.
Sa'cea Sept (Fire Caste): All T’au from Sa’cea add +1 to their Resolve. May re-roll one die on any Ballistic Skill test they attempt.
T'au Sept (Fire Caste): T’au from T’au reduce the DN of tests using Ballistic Skill by 2.
Vior'la Sept (Fire Caste): Treat any Rapid Fire weapon as if it had the Assault trait.