Tau¶
This page is a work in progress!
Special Rules¶
Unless noted otherwise, Tau vessels follow all the normal rules from the Battlefleet Gothic rulebooks concerning leadership, movement, shooting, critical damage, etc.
Attack Rating¶
Tau have a starting attack or initiative rating of 2.
Teleport Attacks¶
Tau ships may not conduct teleport hit and run attacks.
Boarding Actions¶
Kor’vattra vessels have a boarding strength that is half normal for the size of ship. Kor’or’vesh capital ships embark a number of Fire Warrior cadres specially trained in shipboard combat and boarding techniques as an integral part of the crew. These vessels have a standard boarding value.
Tau Weapons¶
Tau weapons use the following special rules:
Turrets¶
Tau turrets are extremely sophisticated combining a range of weapon types with overlapping fire zones. Note the Tracking Systems special rules.
Ion Cannons¶
Ion cannon shots vaporise the object struck magnifying the energy discharge. Armour is of no value against them. They function as lances in all respects.
Railgun Batteries¶
Railguns of the size mounted on warships require massive amounts of energy to fire despite Tau superconductors. Because of this, power is routed to a single barrel at a time. The sequence is timed to ensure the first barrel is reloaded before it is charged again. Railguns function as standard weapons batteries.
Gravitic Launcher¶
Gravitic launchers are massive railguns where mass drivers trigger the initial acceleration before the ships gravitic field is pulsed to squeeze the missiles toward the enemy at enormous speed. The missiles are drone-controlled and exceptionally dangerous. Ships with gravitic launchers are armed with Tau missiles.
Gravitic Hooks¶
Gravitic Hooks are large, suspensory arms which create a gravitic sheath in which a small vessel can be transported by a larger one. However, gravitic hooks have no effect in game terms – ships do not start a game attached to their parent ship, and can never be docked during a game. Likewise, the number of gravitic hooks is unimportant when calculating victory points (your opponent does not get VPs for surviving escorts just because there aren't enough gravitic hooks to notionally transport them to safety).
Tau Systems¶
Tau systems use the following special rules:
Shields¶
Tau shields are formed by shaping the gravitic field to repel incoming fire. They function as normal shields in every respect.
Deflector¶
The deflector is a specialised shield generally mounted on the prow of the latest Tau ships. It turns the gravitic sheath around the vessel into a dense wedge, which is far more effective against incoming fire. If fired at from the front the deflector augments the passive armour which counts as armour 6. Deflectors are always mounted on the prow and will be disabled if the ship suffers a prow weapons damaged critical and can be repaired normally. Deflectors are NOT shields and do not count as such for the purpose of boarding, blast markers or other effects which apply to shields.
Tracking Systems¶
Some Tau starships and orbital platforms boast highly advanced data storage and processing facilities to cope with the vast amounts of information they carry. When linked to ship sensors though this processing power can be used to provide a direct feed to the ships turrets. In fleet actions this system can route data to nearby Tau vessels.
Any Tau vessel within 10 cm of a ship with tracking systems may re-roll misses when using turrets, and ignores the column shift when firing batteries at ranges above 30 cm.
Tracking systems are fully functional under any special order on any ship or defence equipped with them, including [Brace For Impact].
A Note on Tau Weapon Configurations¶
Tau rail gun and lance batteries are extremely sophisticated with advanced targeting systems that allow several individual weapons to engage each designated target regardless of their relative positions on the Tau ship. Where individual turrets and batteries may be relatively weak, combining firezones in this manner make Tau railguns and ion cannons fearsome prospects, especially in forward firing arc, where turrets from all over the vessel can combine against a single enemy vessel or squadron.
Ordnance¶
Although young in terms of spacefaring races, the Tau already possess commendable ordnance, and in substantial quantities.
Attack Craft¶
As with their starships, Tau attack craft is operated by the Air Caste, who provide pilots for the Barracuda fighters and Manta bombers. Both of these forms of attack craft also form an important part of Tau forces planetside, with the Mantas transporting whole Hunter cadres consisting of dozens of Fire Warriors while Barracudas provide air support.
| ATTACK CRAFT | SPEED |
|---|---|
| Barracuda Superiority Fighter | 25 cm |
| Manta Missile Destroyer | 20 cm |
Mantas¶
Mantas are bombers, each marker represents a single vessel. They are well shielded and count as resilient attack craft in all regards with a 4+ save against enemy fighters once per Ordnance Phase. Whilst Mantas can carry large numbers of troops they are not used to board enemy vessels as boarding is totally contrary to the Tau’s approach to space warfare.
Tau Missiles¶
Tau missiles are perhaps the greatest triumph of Tau ordnance, using drone technology to seek out enemy ships and pursue them relentlessly.
| ORDNANCE | SPEED |
|---|---|
| Tau Missiles | 20–40 cm |
Tau missiles are drone-guided and are fired in salvoes, each point of torpedo strength represents about 10 actual missiles. In game terms this makes no difference. Tau missiles are able to alter both their speed and course throughout flight, so may move at any speed between 20 cm and 40 cm (i.e. must move at least 20 cm, cannot move more than 40 cm) each ordnance phase.
They are also guided. Each ordnance phase the missiles may change course by 45 degrees at the start of their movement. However, you must roll a dice for each point of torpedo strength in the salvo at the start of each ordnance phase, after the one they were launched. The salvo is reduced by 1 point for every 6 rolled.
Tau Orbitals¶
Orbitals can be used when planetary defences are allowed. The Tau may spend their points allocation for planetary defences on orbitals. Tau Orbitals follow all High Orbit and Satellite defence rules.
The Tau may not use any other form of planetary defence.
Tau in Campaigns¶
In a campaign, a Tau fleet commander earns promotions (re-rolls) in the same manner as Imperials. The Tau fleet has access to the same refits and crew skills as Imperial and Chaos fleets on pp.156-157 [???] of the rulebook. Ships not able to take a particular refit rolled randomly may re-roll the result.
They do not have access to the special torpedo refit table listed on pg. 19, though they may use Torpedo Bombers and Orbital Mines as listed on pgs. 22–23.
Allies, Subjects & Mercenaries¶
Tau fleets may include allies, subjects and mercenaries, selected from the fleet lists as normal.
Their special rules, ships and even a separate fleet list can be found from pg. 462 and onward.
Kor’Vattra Merchant Fleet List¶
Fleet Commander¶
0-1 Commander¶
Your fleet may include a fleet commander to lead it if you wish. Your fleet must include a commander if it is greater than 750 pts. the commander may be either a Kor’O or Kor’el.
Tau Kor'el (Ld 8) .......................................... 50 pts
Tau Kor’O (Ld 9) ......................................... 80 pts
The commander has one re-roll included in his points cost. If you wish, the commander’s ship may carry a member of the Ethereal caste and therefore purchase additional re-rolls at the cost shown.
Aun’el (one extra re-roll) .........................+25 pts
Aun’O (two extra re-rolls) .......................+75 pts
Capital Ships¶
Battleships¶
Your fleet may include any number of battleships. If your fleets is worth more than 750 pts it must include at least one Explorer.
Explorer class starship (pg. 438) .................. 230 pts
Cruisers¶
Your fleet may include any number of Merchant class starships. It may also include up to one Hero class starship for every Merchant or Explorer in the fleet.
Hero class starship (pg. 440) ........................ 180 pts
Merchant class starship (pg. 442) .................. 95 pts
Escorts¶
Your fleet may include up to one Messenger class starship per 500 points.
Your fleet may include any number of Defender class starships.
You may not have more Orcas and Wardens than the gravitic hook capacity of the fleet. Much of the cost of these vessels is included in that of the parent ship. Any ship equipped with Wardens can only be equipped with Wardens and may not have other hook-transported escorts.
Messenger class starship (pg. 445) ................ 50 pts
Defender class starship (pg. 444) ................... 45 pts
Warden class gunship (pg. 455) ..................... 30 pts
Orca class gunship (pg. 446) .......................... 25 pts
Ordnance¶
Any ship with launch bays may launch any mix of Barracudas or Mantas. Ships with gravitic launchers are armed with Tau missiles.
Squadrons¶
Defenders are fielded in squadrons of 2–6 ships. They may be combined in squadrons with Messengers if you wish. They may not be combined with Orcas. Messengers operate as single ships, or in squadrons.
The Orcas from each parent ship fight as a squadron with the same Leadership as the parent. They are deployed separately from their parent however and activate different orders. If the parent ships are squadroned together, their Orcas may be likewise. However, the normal squadron limit of six still applies, so you may find it necessary to have more than one Orca squadron associated with a capital ship squadron. Orcas may be squadroned with other Orcas from vessels squadroned with their parent vessels. Orcas may not be squadroned with any other form of escort.
Allies, Subjects & Mercenaries¶
Tau fleets make frequent use of mercenaries. These include subject races, commerce partners, allies and other, less scrupulous individuals. Your fleet may include mercenaries chosen from the following, subject to the relevant restrictions.
Kroot Vessels¶
A Tau fleet can include up to one Warsphere if the fleet is worth 1500 points, or up to two Warspheres in games larger than that.
Kroot Warsphere (pg. 474) ........................... 145 pts
Demiurg Vessels¶
A Tau fleet can include up to one Demiurg vessel for every three Tau capital ships in the fleet.
Stronghold Commerce Vessel (pg. 468) ..... 350 pts
Bastion Commerce Vessel (pg. 469) ............ 255 pts
Citadel Commerce Vessel (pg. 470)............. 185 pts
Nicassar Vessels¶
Your fleet may include Nicassar Dhows in place of some or all of its Orcas. You may not have more Dhows (or Orcas) than the gravitic hook capacity of the fleet. A ship may have either Orcas or Dhows, but not both so the gravitic hook capacity of the fleet is divided between Orcas and Dhows.
Nicassar Dhow (pg. 471) ................................. 45 pts
The Dhows from each parent ship fight as a squadron with the same Leadership as the parent, but may be squadroned with other Dhows from vessels squadroned with their own parent vessel. If the parent ships are squadroned together, their Dhows may be likewise. However, the normal squadron limit of six still applies, so you may find it necessary to have more than one Dhow squadron associated with a capital ship squadron. Dhow squadrons are deployed separately from their parent however and activate different orders. Dhows may not be squadroned with any other form of escort.
Kor’or’Vesh Commerce Protection Fleet List¶
Fleet Commander¶
0-1 Commander¶
Your fleet may include a fleet commander to lead it if you wish. Your fleet must include a commander if it is greater than 750 pts. the commander may be either a Kor’O or Kor’el. If the fleet includes a Custodian, a Kor’O must lead it.
Tau Kor'el (Ld 8) .......................................... 50 pts Tau Kor’O (Ld 9) ......................................... 80 pts
The commander has one re-roll included in his points cost. If you wish, the commander’s ship may carry a member of the Ethereal caste and therefore purchase additional re-rolls at the cost shown.
Aun’el (one extra re-roll) .........................+25 pts
Aun’O (two extra re-rolls) .......................+75 pts
Capital Ships¶
Battleships¶
Your fleet may include any number of Explorer battleships. Your fleet may include up to one Custodian per FULL 750 points of Tau vessels. Allied vessels don’t count toward this total. For example, a fleet that has at least 750 points of Tau vessels in it may include a single Custodian. Fleets of at least 1,500 points may include two Custodians.
Custodian class starship (pg. 440) ............... 330 pts
Explorer class starship (pg. 438) .................. 230 pts
Cruisers¶
Your fleet may include any number of Merchant, Emissary or Protector class starships. It may also include up to one Hero class starship for every other type of capital ship in the fleet.
Protector class starship (pg. 450)................. 185 pts
Hero class starship (pg. 440) ........................ 180 pts
Emissary class starship (pg. 452) ................. 110 pts
Merchant class starship (pg. 442) .................. 95 pts
Escorts¶
Your fleet may include up to one Messenger class starship per 500 points.
Your fleet may include any number of Defender and/or Castellan class starships.
You may not have more Orcas and Wardens than the gravitic hook capacity of the fleet. Much of the cost of these vessels is included in that of the parent ship. Any ship equipped with Wardens can only be equipped with Wardens and may not have other hook-transported escorts.
Castellan class starship (pg. 454)................... 50 pts
Messenger class starship (pg. 445) ................ 50 pts
Defender class starship (pg. 444) ................... 45 pts
Warden class gunship (pg. 455) ..................... 30 pts
Orca class gunship (pg. 446) .......................... 25 pts
Ordnance¶
Any ship with launch bays may launch any mix of Barracudas or Mantas. Ships with gravitic launchers are armed with Tau missiles.
Squadrons¶
Defenders are fielded in squadrons of 2–6 ships. They may be combined in squadrons with Messengers if you wish. They may not be combined with Orcas. Messengers operate as single ships, or in squadrons.
The Orcas from each parent ship fight as a squadron with the same Leadership as the parent. They are deployed separately from their parent however and activate different orders. If the parent ships are squadroned together, their Orcas may be likewise. However, the normal squadron limit of six still applies, so you may find it necessary to have more than one Orca squadron associated with a capital ship squadron. Orcas may be squadroned with other Orcas from vessels squadroned with their parent vessels. Orcas may not be squadroned with any other form of escort.
Allies, Subjects & Mercenaries¶
Tau fleets make frequent use of mercenaries. These include subject races, commerce partners, allies and other, less scrupulous individuals. Your fleet may include mercenaries chosen from the following, subject to the relevant restrictions.
Kroot Vessels¶
A Tau fleet can include up to one Warsphere if the fleet is worth 1500 points, or up to two Warspheres in games larger than that. Warspheres do not count against cruiser limits in a Kor’vattra Fleet.
Kroot Warsphere (pg. 474) ........................... 145 pts
Demiurg Vessels¶
A Tau fleet can include up to one Demiurg vessel for every three Tau capital ships in the fleet. There cannot be more Stronghold than Bastion vessels in the fleet.
Stronghold Commerce Vessel (pg. 468) ..... 350 pts
Bastion Commerce Vessel (pg. 469) ............ 255 pts
Citadel Commerce Vessel (pg. 470)............. 185 pts
Nicassar Vessels¶
Your fleet may include Nicassar Dhows in place of some or all of its Orcas. You may not have more Dhows (or Orcas) than the gravitic hook capacity of the fleet. A ship may have either Orcas or Dhows, but not both so the gravitic hook capacity of the fleet is divided between Orcas and Dhows. Gravitic hooks on a Custodian battleship or Emissary starship cannot count toward this total.
Nicassar Caravan (pg. 472)...........................200 pts
Nicassar Rig (pg. 473) ...................................... 40 pts
Nicassar Dhow (pg. 471) ................................. 45 pts
The Dhows from each parent ship fight as a squadron with the same Leadership as the parent, but may be squadroned with other Dhows from vessels squadroned with their own parent vessel. If the parent ships are squadroned together, their Dhows may be likewise. However, the normal squadron limit of six still applies, so you may find it necessary to have more than one Dhow squadron associated with a capital ship squadron. Dhow squadrons are deployed separately from their parent however and activate different orders. Dhows may not be squadroned with any other form of escort.
Rogue Traders¶
Up to one Rogue Trader cruiser and its attendant escorts may accompany the fleet for every 750 points of Tau ships in the fleet. Additionally, a single squadron of up to six Xenos escorts can be taken as per the Rogue Trader rules and fleet list.
Rogue Trader Cruiser (pg. 174).................... 185 pts
Dauntless Class Light Cruiser (pg. 75)....... 125 pts
Endeavour Class Light Cruiser (pg. 175).... 110 pts
Xenos Vessel (pg. 178) ..................................... 50 pts
Recommissioned Escort (pg. 183) ................. 30 pts
Iconoclast Destroyer (pg. 184) ...................... 30 pts
Cargo Vessel (pg. 186) .................................... 20 pts
The Demiurg¶
Once a supremely rare sight, the gigantic stately commerce vessels of the Demiurg have been seen with increasing regularity in the Ultima Segmentum over recent centuries.
Demiurg Special Rules¶
Demiurg Stronghold, Bastion and Citadel class vessels use the following the special rules:
Blast Markers¶
The curious shielding arrangement of Demiurg vessels dissipates the effects of ionised gases and repels larger obstacles in its path. As a result, any Blast marker which a Demiurg vessel moves over is removed immediately – this includes any in base contact with the vessel at the beginning of its turn. When this happens, ships in base contact with the Demiurg vessel and sharing blast markers with them lose these (along with their effects) as well.
Blast markers have no effect on the movement of the Demiurg ship, nor do they face any other negative effects of moving through blast markers, though any leadership checks they were required to make before the movement phase are still affected normally by blast markers.
Keep markers ‘hoovered up’ like this to one side so they can be used to fire a cutting beam from the prow in the shooting phase. Note that Blast markers moved over must be removed, the Demiurg player can’t choose to remove some markers and leave others in place.
Celestial phenomena¶
Demiurg ships are totally unaffected by solar flares, gas and dust clouds and radiation bursts. Do not place blast markers in contact with them for celestial phenomena of any kind.
Deployment and Scenarios¶
Aside from the Tau, who appear to have the strongest known connection with the Demiurg, a number of races have on occasion been reported as having made contact with these aliens. Any fleet except Orks, Tyranids and Necrons can use Demiurg Bastion class vessels; they are purchased as cruisers but do not contribute to the number of ships required to gain access to battleships, grand cruisers, etc. Demiurg ships can never carry fleet commanders, use fleet commander re-rolls or be placed in squadrons with non-Demiurg vessels. Tau fleets (and other races whose fleet list specifically include the Demiurg) ignore these restrictions and should instead select Demiurg vessels using the entries given in their fleet list.
Mercenaries¶
Unless the fleet is entirely composed of Demiurg ships they are considered to be mercenaries and will not continue to fight if crippled. Crippled Demiurg ships will attempt to disengage every turn and run for the nearest point on the nearest table edge if they fail. However, if the Demiurg ship is part of a fleet fighting against Orks it will only disengage if first reduced to only having 1 or 2 Damage points remaining.
Demiurg Weapons¶
Demiurg vessels use the following the special rules:
Cutting beam¶
The cutting beam is a short ranged but devastating ionisation beam usually employed for gouging out recalcitrant moonlets. The cutting beam counts as a single lance but each Blast marker picked up by the Demiurg vessel in the Movement phase gives the beam the equivalent of one extra lance shot (up to a maximum of 8).
The cutting beam always starts with an effective strength of one before adding for blast markers, and it will never have less than this as long as it is operational.
Any Demiurg vessel may extend the range of its cutting beam to 30 cm by halving its effective strength, rounding down. For example, a Demiurg Bastion that gathers up four blast markers in the course of its immediately previous movement may in the shooting phase fire a Str-5, range 15 cm cutting beam or a Str-2, range 30 cm cutting beam.
Blast markers cannot be held from turn to turn in order to power the cutting beam, any unused ones are lost.
Launch bays¶
Demiurg ordnance is reconfigured from its automated mining machines within the cavernous dorsal launch bays. Some Demiurg ships are equipped with launch bays which are also permitted to fire torpedoes. If this is the case this will be noted n the ‘Range/Speed’ column of the launch bays profile. Such launch bays can be used to release either attack craft or torpedoes, but not both in the same turn. Note that Demiurg torpedoes and attack craft are not always interchangeable, so Demiurg torpedo tubes cannot be used to launch attack craft, and launch bays may only fire torpedoes if noted in the ship profile.
Demiurg and Kroot Xenos Fleet List¶
War Host of the Demiurg¶
The Demiurg will typically shy away from combat, though occasionally they will respond to threats with surprising ferocity. The Demiurg have plied the stellar void millennia before encountering the Tau, and on exceedingly rare occasion will muster their ships for war for reasons entirely unrelated to their relationship to the Tau.
Attack Rating¶
The Demiurg fleet has an Attack or Initiative rating of 2.
Leadership¶
Vessels allied with the Demiurg rely on the basic leadership applicable to their fleets. They cannot use Demiurg fleet re-rolls, but if available they may purchase special characters with any re-rolls they come with to lead their ships.
Campaigns¶
In campaigns, Demiurg and vessels on this fleet list allied with them may gain leadership, crew skills and refits in the same manner as Imperial vessels (max Ld 10).
Affiliation of Brotherhoods¶
Demiurg fleets are composed of a loosely-defined but tightly knit affiliation of “Brotherhoods” that rely on an exceedingly high level of automation and are not organized in the manner of typical fleet organizations. Because of this, Demiurg fleets have no Fleet Commander in the conventional sense, which affects their fleet in the following ways:
Re-rolls¶
A Demiurg fleet may purchase re-rolls, but they are purchased by the fleet as a whole, rather than being considered Fleet Commander re-rolls. The fleet gets one re-roll and can purchase extra rerolls at the cost shown. These re-rolls can only be used for Demiurg vessels and not with other starships they may take as allies in their war host.
One extra re-roll.......................................... 25 pts
Two extra re-rolls ........................................ 75 pts
Determination¶
Demiurg vessels used with this fleet list do not attempt to disengage unless they have 2Hp or less remaining. Though their point cost remains unchanged, Strongholds are worth 400 points, Bastions are worth 300 points and Citadels are worth 200 points when determining Victory Points.
Mercenaries¶
Demiurg and Kroot are often employed as mercenaries in other fleets. But even then, they preserve their sense of brotherhood. As such, even when allied with two fleets that are fighting each other, Demiurg and Kroot ships will never fire upon each other. They ignore each other for the purpose of the closest target.
Capital Ships¶
Battleships¶
Your fleet may include one battleship for every two cruiser-class vessels in the fleet.
Stronghold Commerce Vessel (pg. 468) ..... 350 pts
Cruisers¶
Your fleet may include no more than twelve cruisers. Demiurg Commerce Vessels must outnumber all non-Demiurg cruisers combined.
Bastion Commerce Vessel (pg. 469) ............ 255 pts
Citadel Commerce Vessel (pg. 470)............. 185 pts
Protector class starship (pg. 450)................. 185 pts
Rogue Trader Cruiser (pg. 174).................... 185 pts
Hero class starship (pg. 440) ........................ 180 pts
Emissary class starship (pg. 452) ................. 110 pts
Merchant class starship (pg. 442) .................. 95 pts
Dauntless Class Light Cruiser (pg. 75)....... 125 pts
Endeavour Class Light Cruiser (pg. 175).... 110 pts
Kroot Vessels (0–3)¶
The Demiurg have a unique, little-understood relationship with the Kroot pre-dating that with the Tau, and it is not uncommon for their ships to be encountered together.
The fleet may have one Kroot Warsphere in the fleet for every 750 points in the fleet or portion thereof. These do not count against the number of cruisers in the fleet.
Kroot Warsphere (pg. 474) ........................... 145 pts
Escorts¶
The Demiurg do not make use of escorts in the same manner of other fleets. However, they will contract or otherwise arrange the use of escort squadrons as the need arises.
For every three Demiurg capital ships in the fleet, it may include one squadron of up to six Tau or Rogue Trader escorts.
Nicassar Dhows, Tau Wardens or Orcas can be taken for every starship in the fleet equipped with gravitic hooks.
Tau, Nicassar and Rogue Trader escorts may not be mixed in the same squadrons.
Tau Escorts¶
Castellan class starship (pg. 454)................... 50 pts
Defender class starship (pg. 444) ................... 45 pts
Warden class gunship (pg. 455) ..................... 30 pts
Orca class gunship (pg. 446) .......................... 25 pts
Nicassar Escorts¶
Nicassar Dhow (pg. 471) ................................. 45 pts
Rogue Trader Escorts¶
Xenos Vessel (pg. 178) ..................................... 50 pts
Recommissioned Escort (pg. 183) ................. 30 pts
Iconoclast Destroyer (pg. 184) ...................... 30 pts
Cargo Vessel (pg. 186) .................................... 20 pts
Ordnance¶
Demiurg ships utilize highly automated versions of torpedoes, fighters, bombers and assault boats. They do not have access to boarding torpedoes but may use torpedo bombers for +10 points per launch bay.