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TAU SPECIAL RULES


ION CANNON

GRAVITIC LAUNCHERS / TAU MISSILES

Ion Cannon are Lances that fire streams of energy that damages their
targets on an atomic level. An Ion Cannon has the Ion (3) special rule
unless stated otherwise.

The Tau use smaller, more agile and interconnected missiles


compared to Imperial ordnance. The Gravitic Launchers fire dronemissiles in groups of up to five, with a shield drone-missile often
taking the lead and one or two drone-missiles are fitted with
electronic warfare packages to confound augurs as they close in.

ION (X)
Instead of rolling on the critical hit table, the targets Armour (the
closest facing to the firer) can be reduced by X. This can be repaired
after combat.

RAILGUN BATTERIES
Railguns are similar to Imperial macrocannon and other races
macrobatteries. Larger ships can divert more space for the capacitors
to power the energy-hungry railguns, firing larger slugs at longer
ranges.
Railguns have the Precise (1) special rule unless stated otherwise.

A ship with a Deflector adds its rating to the Speed of Gravitic Missiles
when first launched. These drone-missiles can be used to launch
Interception missions as well, though they are expended and do not
return as Fighters do.
Treat Gravitic Missiles as Guided Plasma Torpedoes.

GRAVITIC HOOKS
These large suspensory arms create gravitic sheaths that allows a
larger vessel to transport several smaller ones, usually of Escort size,
across interstellar distances.

PRECISE (X)
Damage from all hits by this weapon is increased by X for every
degree of success that exceeds its Strength value.

TRACKING SYSTEMS
Capital ships are sometimes equipped with Tracking Systems to
better coordinate the efforts of their squadrons and escorts. If a ship
possesses Tracking Systems or is within 2 VU of a ship with one then
Turrets may re-roll any misses and Railguns may ignore any longrange penalties.

DEFLECTOR (X)
This unique Tau technology forms a gravitic wedge on the Prow on
some of the latest Tau warships. Reduce all incoming damage that
strikes the Tau ships Prow by X. Also, increase the Speed of Tau
Gravitic Missiles by X for the first turn if fired from a location
protected by a Deflector.

HIT AND RUN ATTACK / BOARDING ACTIONS


The Tau began woefully unprepared for boarding actions, let alone hit
and run attacks, and suffer a -30 to these tests. Newer vessels are
equipped with Fire Warrior Barracks to provide a contingent of
troops to safeguard the ship, negating any penalties in defending
against these actions. A Battlesuit Armoury removes any penalties for
offensive hit and run attacks and grants a +10 bonus instead.

TAU VOIDSHIPS
Courier-class Merchant Transport
Hull: Transport
Dimensions: 1.3 km long, 1.2 km at wings
Mass: 7.4 megatonnes approx.
Crew: 5,000 crew approx.
Accel: 1.9 gravities max sustainable acceleration
Observed in large numbers along the Canis Salient, these swift transports are akin to
Imperial star clippers and operate much in the same way in support of the Tau fleet. The
same vessel, or convoy, has been observed making relatively quick trips to deliver supplies
to embattled Tau formations all along the salient. Lord Commander Ebongrave has declared
a significant bounty for each destroyed Courier (or IlEmaar in the Tau tongue). However, a
captured Courier will often be rewarded with a swift execution for fear of xenos
contamination.
Speed: 4
Void Shields: 1
Morale: 100
Turret Rating: 1

Manoeuvrability: +10
Armour: 16
Crew Population: 100
Weapon Capacity: Dorsal 1

Detection: +10
Hull Integrity: 35
Crew Rating: Competent (30)
Space: 38

Essential Components
Sub-light engine, Transport Gravitic Drive, Void Shield Generator, Commerce Bridge, Crew Quarters, Life Sustainer, Sensor Array

Supplemental Components
Main Cargo Hold (2): The Courier devotes most of its internal space for two impressively large cargo holds. Each hold, if full, provides 125
Achievement Points for a Trade Objective. If looted, it will only grant half as much for any Trade Objectives but the full amount for any Criminal
Objectives.
Dorsal Railgun Battery: Using older generation railguns that have been refurbished with newer technologies, Couriers are able to use the batteries
to act as defensive turrets. At the beginning of every turn, a Courier may forgo firing the Railgun Battery and instead use its Strength as its Turret
Rating for the remainder of that round.
Macrobattery
Railgun

Power
5

Space
3

SP
2

Strength
3

Damage
1d10+2

Crit Rating
4

Range
5

TAU VOIDSHIPS
Warden-class Gunship
Hull: Raider
Dimensions: 1.1 km long, 1.8 km at wings approx.
Mass: 3.5 megatonnes approx.
Crew: 2,800 crew approx.
Accel: 4.1 gravities max sustainable acceleration
Though massing the same as many Imperial Escorts, the Warden-class Gunship is
incapable of interstellar transit on its own. The Tau still lack efficient, miniaturized
etherdrives to propel these vessels across the shallow edges of the Warp. These
gunships act as escorts for the motherships that haul them with the use of massive
Gravitic Sheaths, a technique many have attempted with mass conveyors and destroyers
several times in the past. The Warden is more advanced than the Orca, and while mixed
squadrons have been observed, the different acceleration profiles make any coordination difficult for the two gunships. The Wardens primary
advantage is that its devastating Ion Cannon has a wide field of attack at the cost of a narrower range for its railgun batteries.
Speed: 8
Void Shields: 1
Morale: 100
Turret Rating: 1

Manoeuvrability: +18
Armour: 17
Crew Population: 100
Weapon Capacity: Prow 1, Dorsal 1

Detection: +15
Hull Integrity: 35
Crew Rating: Crack (40)
Space: 40

Essential Components
Sub-light engine, Void Shield Generator, Combat Bridge, Crew Quarters, Life Sustainer, Sensor Array

Supplemental Components
Prow Railgun Battery: The Wardens Railgun Battery is fixed to fire only into the forward arc.
Macrobattery
Railgun

Power
5

Space
3

SP
2

Strength
3

Damage
1d10+3

Crit Rating
4

Range
6

Dorsal Ion Cannon: The latest Tau Ion Cannon can fire at increased ranges than the ones found on the older Orca gunships.
Lance
Ion Cannon

Power
10

Space
4

SP
3

Strength
1

Damage
1d10+3

Crit Rating
3

Range
7

TAU VOIDSHIPS
Orca-class Gunship
Hull: Raider
Dimensions: 1.2 km long, 0.3 km abeam approx.
Mass: 3.8 megatonnes approx.
Crew: 3,000 crew approx.
Accel: 1.9 gravities max sustainable acceleration
A first generation Gunship initially encountered in previous conflicts with the Tau, the Orca was considered a capable enough escort then. Its
limitations were not considered to be especially debilitating by Imperial Navy captains as its slow speed and limited agility made it the perfect
escort. Only the limited traversing of the massive Ion Cannon, now probably considered obsolete in such a short amount of time, made the Orca
less than effective. It still rate far higher amongst Imperial commanders than the supposedly superior Corvettes rushed out to replace battle losses.
These obsolete ships now act as system pickets for Tau-held worlds, and most have undergone refits to bring their weaponry up to the Wardens
standards. Few Orcas are deployed by the Tau in the Canis Salient in any offensive actions, devoting their Gravitic Hooks to carrying newer
gunships.
Speed: 5
Void Shields: 1
Morale: 100
Turret Rating: 1

Manoeuvrability: +8
Armour: 16
Crew Population: 100
Weapon Capacity: Prow 1, Dorsal 1

Detection: +10
Hull Integrity: 32
Crew Rating: Crack (40)
Space: 40

Essential Components
Sub-light engine, Void Shield Generator, Combat Bridge, Crew Quarters, Life Sustainer, Sensor Array

Supplemental Components
Supply Bays: Built before the more rapid etherdrives, Orca gunships carried more supplies for the longer transits. Capturing these bays grants +50
Achievement Points.
Prow Ion Cannon: The Orcas Ion Cannon can only fire into the forward arc and has the Ion (2) special rule.
Lance
Ion Cannon

Power
10

Space
5

SP
3

Strength
1

Damage
1d10+2

Crit Rating
3

Range
5

Dorsal Railgun Battery: The Orcas Railgun Battery uses obsolete technology with reduced hitting power and range.
Macrobattery
Railgun

Power
5

Space
4

SP
2

Strength
3

Damage
1d10+2

Crit Rating
4

Range
5

TAU VOIDSHIPS
Castellan-class Escort
Hull: Frigate
Dimensions: 1.9 km long, 3.3 km at wings approx.
Mass: 4.2 megatonnes approx.
Crew: 12,000 crew approx.
Accel: 4.4 gravities max sustainable acceleration
The Castellan plagues the Canis Salient as a long-range patrol and raiding vessel.
Imperial augurs of the Castellan shows an improved power plant compared to
those Tau Escorts encountered only a few short decades ago and is far more
compact. These ships are the smallest etherdrive-equipped ships the Tau field,
and constantly harass Imperial shipping, threatening to destabilize corridors
long thought safe and secure, at least from overt Tau attack. Lord Commander Ebongrave has also set aside bounties for the destruction of these
ships, often in the hopes of entangling privateers and rogue traders into further lucrative service. The Castellan seems ill-named, at least in the
Jericho Reach where it often enters Imperial systems secretly and drops off supplies to insurrectionists.
Speed: 8
Void Shields: 1
Morale: 100
Turret Rating: 2

Manoeuvrability: +15
Armour: 18
Crew Population: 100
Weapon Capacity: Prow 1, Dorsal 1

Detection: +15
Hull Integrity: 40
Crew Rating: Competent (30)
Space: 40

Essential Components
Sub-light engine, Escort Gravitic Drive, Void Shield Generator, Combat Bridge, Crew Quarters, Life Sustainer, Sensor Array

Supplemental Components
Supply Bays: As a long range frigate the Castellan needs to carry more supplies than other Tau vessels. Capturing these bays grants +50
Achievement Points.
Prow Gravitic Launcher: This is a Strength 2 Torpedo Launcher with 16 Guided Plasma Torpedoes.
Dorsal Railgun Battery: These railguns sacrifice hitting power for a 50% increase in their effective engagement range. Theyre bulky and require
constant maintenance but prove to be comparable to many Imperial las-batteries overall.
Macrobattery
Railgun

Power
7

Space
5

SP
2

Strength
4

Damage
1d10+2

Crit Rating
4

Range
9

TAU VOIDSHIPS
Emissary-class Light Cruiser
Hull: Light Cruiser
Dimensions: 2.7 km long, 3.2 km at wings approx.
Mass: 12.7 megatonnes approx.
Crew: 21,000 crew approx.
Accel: 3.9 gravities max sustainable acceleration
Insidious and perhaps more dangerous than an entire battlegroup of Tau warships,
the Emissary light cruiser is purpose-built for diplomatic and exploration missions.
On its own, it is roughly as powerful as most of the light cruisers it will meet in
forays outside of Tau-controlled space even though Emissary light cruisers do not
travel alone and instead bring a pair of Warden gunships to act as escorts. Rogue
Traders have been aboard Emissary-class ships report a lack of opulence they found
rustic but charming. Wise captains know not to mention the sighting of one of these
vessels, instead relaying their location through various intelligence channels in the
hopes that an Inquisitor or some other high-powered individual will know what to do. Less conspicuous commanders simply engage the Emissary
and grudgingly come to respect its modest capabilities.
Speed: 6
Void Shields: 1
Morale: 100
Turret Rating: 2

Manoeuvrability: +12
Armour: 17
Crew Population: 100
Weapon Capacity: Prow 1, Port2, Starboard 2

Detection: +15
Hull Integrity: 60
Crew Rating: Crack (40)
Space: 55

Essential Components
Sub-light engine, Gravitic Drive, Void Shield Generator, Combat Bridge, Crew Quarters, Life Sustainer, Sensor Array

Supplemental Components
Stowage Bays: As a long range diplomatic ship the Emissary needs to carry more supplies than other Tau vessels. Capturing these bays grants +50
Achievement Points.
Diplomatic Quarters: Provides a +10 bonus on Social Tests for any negotiations conducted by the ships owner, and +50 Achievement Points to
Trade, Criminal, or Creed Objectives.
Deflector (3): A Gravitic wedge in front of the ship blunts enemy attacks. Reduce incoming damage towards the Prow by 3.

TAU VOIDSHIPS
Emissary-class Light Cruiser
Supplemental Components
Prow Launch Bay: Filled with Barracuda superiority fighters, many Emissary light cruisers are outfitted with this launch bay to facilitate landing
operations and provide fighter cover for itself and its two gunships.
Prow Gravitic Launcher: This is a Strength 3 Torpedo Launcher filled with 18 Guided Plasma Torpedoes.
Port and Starboard Railgun Batteries: Due to the hull shape, weapons on the Port and Starboard fire to their respective arcs and also to the Fore
arc.
Macrobattery
Railgun

Power
6

Space
5

SP
2

Strength
4

Damage
1d10+2

Crit Rating
4

Range
9

Port and Starboard Gravitic Hooks: Able to enclose one Gunship (usually a Warden) each within a Gravitic Sheath for faster than light travel. These
serve no purpose during combat.
Port and Starboard Ion Cannon: The Ion Cannon can fire to their respective arcs and also to the Fore arc.
Lance
Ion Cannon

Power
11

Space
5

SP
3

Strength
1

Damage
1d10+3

Crit Rating
3

Range
7

Fire Warrior Barracks: As each Emissary carries an Ethereal or senior Tau official, a special barracks has been built in these light cruisers to provide
protection against boarding attacks and hit-and-run attempts to take or assassinate these individuals.
Tracking Systems: Tracking systems allow more efficient sharing of telemetry with friendly vessels.

Dalyth Configuration

Borkan Configuration

Sacea Configuration

Prow Launch Bay


Port and Starboard Railgun Batteries
Port and Starboard Gravitic Hooks

Prow Gravitic Launcher


Port and Starboard Railgun Batteries
Port and Starboard Gravitic Hooks

Prow Gravitic Launcher


Port and Starboard Railgun Batteries
(Range reduced to 6 VU)
Port and Starboard Ion Cannon

TAU VOIDSHIPS
Protector-class Cruiser
Hull: Cruiser
Dimensions: 3.1 km long, 7.6 km at wings approx.
Mass: 19.5 megatonnes approx.
Crew: 29,000 crew approx.
Accel: 2.1 gravities max sustainable acceleration
Known as the Larshivre in the Tau tongue, the Protectors
appearance decades ago shook complacent Imperial
attitudes about our technological void superiority compared
to this upstart empire. In just a few short decades the Tau
Fleet has gone from converted commercial vessels to
building true warships that can even challenge millennia-old
mainstays like the Lunar-class cruiser. Though no Lunar has been recorded to lose in a one-on-one engagement with a Protector, these Tau cruisers
always hunt in pairs and contain attack craft and superior point-defense so as to render Imperial torpedoes non-factors in any engagement.
Speed: 4
Void Shields: 2
Morale: 100
Turret Rating: 3

Manoeuvrability: +10
Armour: 17
Crew Population: 100
Weapon Capacity: Prow 2, Port 2, Starboard 2

Detection: +10
Hull Integrity: 65
Crew Rating: Crack (40)
Space: 70

Essential Components
Sub-light engine, Gravitic Drive, Void Shield Generator, Combat Bridge, Crew Quarters, Life Sustainer, Sensor Array

Supplemental Components
Stowage Bays: The Protectors stowage bays are greatly expanded for their role as the Tau Fleets main cruiser. Capturing these bays grants +100
Achievement Points and will carry rare equipment.
Deflector (4): A Gravitic wedge in front of the ship blunts enemy attacks. Reduce incoming damage towards the Prow by 4.
Tracking Systems: Tracking systems allow more efficient sharing of telemetry with friendly vessels.
There are two known configurations for the Protector. They are detailed on the following page.

TAU VOIDSHIPS
Protector-class Cruiser
Supplemental Components
Prow Launch Bay: This is a Strength 1 launch bay filled with Barracuda and Manta squadrons.
Prow Gravitic Launcher: This is a Strength 5 Torpedo Launcher filled with 30 Guided Plasma Torpedoes.
Prow Railgun Battery: This battery is treated as a Broadside though it only fires into the Fore arc.
Broadside
Railgun

Power
8

Space
8

SP
3

Strength
6

Damage
1d10+3

Crit Rating
3

Range
9

Port and Starboard Railgun Batteries: Due to the hull shape, weapons on the Port and Starboard fire to their respective arcs and also to the Fore
arc.
Macrobattery
Railgun

Power
6

Space
5

SP
2

Strength
3

Damage
1d10+3

Crit Rating
4

Range
9

Port and Starboard Ion Cannon: The Ion Cannon can fire to their respective arcs and also to the Fore arc.
Lance
Ion Cannon

Power
11

Space
5

SP
3

Strength
1

Damage
1d10+3

Crit Rating
3

Range
7

Fire Warrior Barracks: Each Protector is itself protected by a loyal cadre of Fire Warriors especially trained to protect the ship. As the Tau have no
need for armsmen to maintain morale and discipline, the Fire Warriors train constantly.
Battlesuit Armoury: Several Protectors have been observed with expanded armories and delivery systems for Tau battlesuits. These elite Fire
Warriors allow Tau commanders to engage in hit and run attacks on their own, a capability they seriously lacked until recently.

Tolku Configuration

Viorla Configuration

Prow Railgun Battery


Prow Gravitic Launcher
Prow Launch Bay
Port and Starboard Railgun Batteries
Port and Starboard Ion Cannon

Prow Railgun Battery (Strength reduced to 4)


Prow Gravitic Launcher
Prow Launch Bay
Port and Starboard Railgun Batteries
Port and Starboard Ion Cannon (Range increased to 10, can only
fire into the Fore arc)

TAU VOIDSHIPS
Hero-class Cruiser
Hull: Cruiser
Dimensions: 4.5 km long, 0.4 km abeam approx.
Mass: 19.5 megatonnes approx.
Crew: 24,000 crew approx.
Accel: 1.8 gravities max sustainable acceleration
A product of the three-year long Damocles Gulf Crusade, the Larshi class cruiser is the Taus attempt to match the venerable Lunar cruiser. The
newer Protector is a more credible match, owing to the lessons learned in the Heros failures. The ship is still in heavy use, having been massproduced following the shock of Imperial naval superiority during the crusade. Hero cruisers can still be seen escorting convoys behind Tau lines.
Their hulls, sometimes less than a century old, are already considerably obsolete compared with more modern designs.
Speed: 4
Void Shields: 2
Morale: 100
Turret Rating: 3

Manoeuvrability: +5
Armour: 16
Crew Population: 100
Weapon Capacity: Prow 2, Port 2, Starboard 2

Detection: +12
Hull Integrity: 60
Crew Rating: Crack (40)
Space: 62

Essential Components
Sub-light engine, Gravitic Drive, Void Shield Generator, Combat Bridge, Crew Quarters, Life Sustainer, Sensor Array

Supplemental Components
Deflector (4): A Gravitic wedge in front of the ship blunts enemy attacks.
Prow Gravitic Launcher: This is a Strength 6 Torpedo Launcher filled with 36 Guided Plasma Torpedoes.
Prow Railgun Battery: The Hero cruiser has been updated with later-generation railguns.
Macrobattery
Railgun

Power
6

Space
5

SP
2

Strength
4

Damage
1d10+3

Crit Rating
4

Range
9

Port and Starboard Ion Cannon: The Ion Cannon can fire to their respective arcs and also to the Fore arc.
Lance
Ion Cannon

Power
11

Space
5

SP
3

Strength
1

Damage
1d10+3

Crit Rating
3

Port and Starboard Launch Bays: This is a Strength 1 launch bay filled with Barracuda and Manta squadrons.

Range
7

TAU VOIDSHIPS
Custodian-class Battleship
Hull: Battleship
Dimensions: 5.3 km long, 6.8 km at wings approx.
Mass: 39.5 megatonnes approx.
Crew: 44,000 crew approx.
Accel: 1.5 gravities max sustainable acceleration
Encountered in the decades following the Damocles
Gulf Crusade, and well after the first Castellans and
Protectors were observed (and destroyed), the
Custodian is the Tau Empires attempt at a true
battleship. There is no denying that the venerated
Emperor-class battleship was an inspiration to the
xenos, as the Custodian is built with multiple railgun
batteries as its primary weaponry. Ion cannon were
added almost as an afterthought, most likely to
capitalize on the excess energy the ship generates.
Most of its volume is occupied by massive hangars,
allowing the Custodian to launch six squadrons at a
time. Due to the hulls geometry, the port and
starboard batteries can fire forward, allowing the
Custodian to be equipped with multiple forward-firing
gravitic launchers. This Tau ordnance can quickly break
apart Navy squadrons even as the attack craft swat away attempts to intercept the ordnance. Thanks to its gravitic hooks, no Custodian has ever
been encountered without its own organic escorts, not to mention the squadrons of cruisers and frigates nominally attached to a battleship.
Speed: 3
Void Shields: 3
Morale: 105
Turret Rating: 3

Manoeuvrability: +0
Armour: 20
Crew Population: 100
Weapon Capacity: Prow 1, Port 3, Starboard 3

Detection: +10
Hull Integrity: 90
Crew Rating: Veteran (50)
Space: 110

TAU VOIDSHIPS
Custodian-class Battleship
Essential Components
Sub-light engine, Gravitic Drive, Void Shield Generator Array , Tau Fleet Bridge, Crew Quarters, Life Sustainer, Sensor Array

Supplemental Components
Prow Gravitic Launchers: This is a Strength 8 Torpedo Launcher with 64 Guided Plasma Torpedoes.
Port and Starboard Railgun Broadsides: The Custodians broadside batteries can fire to their respective arcs and also to the Fore arc.
Broadside
Railgun

Power
8

Space
8

SP
3

Strength
6

Damage
1d10+3

Crit Rating
3

Range
10

Port and Starboard Ion Cannon: The Ion Cannon can fire to their respective arcs and also to the Fore arc.
Lance
Ion Cannon

Power
11

Space
5

SP
3

Strength
1

Damage
1d10+3

Crit Rating
3

Range
10

Port and Starboard Launch Bays: These are Strength 3 Launch Bays filled with Barracuda and Manta squadrons.
Stern Gravitic Hooks (3): The Custodian carries its own escorts with it, in addition to a squadron of cruisers and frigates. Three Wardens can be
carried by the Custodian.
Supply Bays (2): The Custodians supply bays are massive and need constant replenishing. Capturing a single bay grants +100 Achievement Points
and may be filled with rare xenotech.
Fire Warrior Barracks: For a Fire Warrior to be stationed aboard a Custodian implies great trust in their capabilities and is usually the last step
before being granted a battlesuit.
Battlesuit Armoury: Custodians were built with battlesuits in mind, having access corridors throughout the ship specifically for the warmachines.
This allows Custodians to engage in hit-and-run attacks, often to devastating effect due to the sheer number of battlesuits it carries. The armoury is
sophisticated enough to fabricate new battlesuits as well.
Ethereal Chambers: The dedicated berths for the Tau rulers and senior officers are considered one, though they too are segmented as the rest of
their society. These chambers include meeting rooms and other amenities to facilitate planning and diplomacy.
Fleet Bridge: The Tau Fleet Bridge grants +5 to Detection and Navigation Tests to any Tau ship within 20 VU.
Tracking Systems: Tracking systems allow more efficient sharing of telemetry with friendly vessels.

TAU VOIDSHIPS
Explorer-class Battleship
Hull: Battleship
Dimensions: 7.3 km long, 0.8 km abeam
Mass: 39.5 megatonnes approx.
Crew: 61,000 crew approx.
Accel: 1.3 gravities max sustainable
acceleration
Slow, bulky, and not the least bit suited
for war, the Explorer is a battleship only in hull size. It was meant to be a mobile fleet base, replete with massive cargo bays and hangars to ferry
smaller craft to facilitate the Taus expansion across the stars. For those who have fought the Tau, this vessel is a hated symbol for their quick
prosperity and growth. Despite being made obsolete by several generations of rampant advances, the current Explorers in service are still easily
and cheaply constructed and maintained, making them more akin to armed mass conveyors. The Mk XXIII Vashya Explorer is poorly armed but
can launch an astounding eight attack craft squadrons at once. The newer Mk XXIV Borkan variant halves the number of squadrons for the ability
to rapidly launch a cloud of Tau missiles. The experimental Galdun is a variant of the Borkan, sacrificing ordnance for Ion cannon. All make use
of three gravitc hooks to carry the older Orca gunships.
Speed: 3
Void Shields: 1
Morale: 100
Turret Rating: 3

Manoeuvrability: -5
Armour: 18
Crew Population: 100
Weapon Capacity: Prow 1, Port 2, Starboard 2

Detection: +10
Hull Integrity: 80
Crew Rating: Crack (40)
Space: 100

Essential Components
Sub-light engine, Gravitic Drive, Void Shield Generator Array , Tau Fleet Bridge, Crew Quarters, Life Sustainer, Sensor Array

Supplemental Components
Fleet Bridge: The Tau Fleet Bridge grants +5 to Detection and Navigation Tests to any Tau ship within 20 VU.
Tracking Systems: A recent refit of the more current marks fitted the Explorer with these advanced systems.
Stern Gravitic Hooks (3): The Explorer carries three Orca gunships as escorts.
Supply Bays (3): The Explorer was originally built for peaceful exploration and commerce. Capturing a single bay grants +100 Achievement Points
and may be filled with rare xenotech.
Senior Officer Quarters: Though not as resplendent as some Imperial flag officers quarters, these are luxurious compared to the Spartan standard
aboard an Explorer. This grants +5 to Command Tests.

TAU VOIDSHIPS
Explorer-class Battleship
Supplemental Components
Prow Gravitic Launchers: This is a Strength 8 Torpedo Launcher with 64 Guided Plasma Torpedoes.
Prow Railgun Battery: The Explorers Railgun Battery is treated as a Broadside.
Broadside
Railgun

Power
8

Space
8

SP
3

Strength
6

Damage
1d10+3

Crit Rating
3

Range
10

Port and Starboard Ion Cannon: The Ion Cannon can fire to their respective arcs and also to the Fore arc.
Lance
Ion Cannon

Power
11

Space
5

SP
3

Strength
1

Damage
1d10+3

Crit Rating
3

Range
10

Port and Starboard Launch Bays: These are Strength 2 Launch Bays filled with Barracuda and Manta squadrons.
Fire Warrior Barracks: The Borkan variant makes use of a contingent of Fire Warriors to enhance their defense against boarding actions as many
are deployed closer to the Black Reef in the Canis Salient.

Vashya Configuration

Borkan Configuration

Galdun Configuration

Prow Railgun Battery


Port and Starboard Launch Bays
Port and Starboard Launch Bays

Prow Railgun Battery


Prow Gravitic Launchers
Port and Starboard Launch Bays
Fire Warrior Barracks

Prow Railgun Battery


Prow Gravitic Launchers (Strength 4 with
only 32 Torpedoes)
Port and Starboard Ion Cannon
Port and Starboard Launch Bays
Fire Warrior Barracks

TAU VOID STATIONS


Sentry-class Security Orbital
Hull: Small Void Station
Dimensions: 0.6 km tall, 0.4 km radius approx.
Mass: .75 megatonnes approx.
Crew: 100 crew approx.
Accel: Station-keeping
Found only in systems well behind the Tau frontline, the Sentry security orbitals are small, permanent
void stations meant to operate in groups to provide planetary defense. Each one is a massive
communications node, providing intrasystem comms for Tau citizens and subjects, not to mention the
military. Paired with very sensitive Tau sensors, a single Sentry can provide telemetry for entire squadrons without being overburdened. Each is
relatively well-armed and armoured and more than one Imperial frigate has fatally underestimated the threat a Sentry poses.
Speed: Void Shields: 1
Morale: 100
Turret Rating: 3

Manoeuvrability: Armour: 18
Crew Population: 100
Weapon Capacity: Keel 2

Detection: +15
Hull Integrity: 40
Crew Rating: Competent (30)
Space: 40

Essential Components
Station engine, Void Shield Generator, Command Bridge, Crew Quarters, Life Sustainer, Sensor Array

Supplemental Components
Tracking Systems: Tracking systems allow more efficient sharing of telemetry with friendly vessels. Range extended to 5 VU instead of 2 VU.

Choose any two of the following for the Keel slots:


Railgun Batteries
Macrobattery
Railgun

Power
6

Space
5

SP
2

Strength
4

Damage
1d10+3

Crit Rating
4

Range
9

Power
11

Space
5

SP
3

Strength
1

Damage
1d10+3

Crit Rating
3

Range
7

Ion Cannon
Lance
Ion Cannon

TAU VOID STATIONS


Kor Caste Orbital City
Hull: Medium Void Station
Dimensions: 5.1 km tall, 9.4 km radius approx.
Mass: 25 megatonnes approx.
Crew: 100,000 crew approx.
Accel: Station-keeping
A civilian pattern of orbital hab, it is far less armed and
protected than other stations. The Kor Caste Orbital City is a
prime military target specifically for this reason: the
destruction of one can eliminate entire generations of
experienced Tau voidfarers, merchants, and technical
personnel not to mention the effect on morale. Lord
Commander Ebongrave greatly rewards rogue traders, free
captains, even pirates for the location of one of these orbital
cities. Few, however, boast openly about their part in the
destruction of one of these stations knowing that Tau agents
are more than eager to make an example of them for their
part in the atrocity. Each orbital city is well protected with ringed layers of defenses. So far, the few orbital cities that have been destroyed in raids
required the use of multiple nova cannon to crack its still-heavy shielding and armour.
Speed: Void Shields: 3
Morale: 100
Turret Rating: 4

Manoeuvrability: Armour: 20
Crew Population: 100
Weapon Capacity: Keel 6

Detection: +15
Hull Integrity: 100
Crew Rating: Veteran (50)
Space: 100

Essential Components
Station engine, Void Shield Generator Array, Commerce Bridge, Multiple Crew Quarters, Multiple Life Sustainers, Sensor Array

TAU VOID STATIONS


Kor Caste Orbital City
Supplemental Components
Tracking Systems: Tracking systems allow more efficient sharing of telemetry with friendly vessels. Range extended to 5 VU instead of 2 VU.
Arboretum Rings: These natural preserves are well-kept, open park spaces filled with flora from a dozen different worlds. Their thin observation
panels makes them prime ingress points for hit-and-run attacks.
Commerce Decks: Entire levels of the station are given over to commerce, trade, and diplomacy between members of the Tau Empire.
Cargo Bays: Anywhere from 6 to 18 separate main cargo holds can be found in an orbital city. Each is worth +150 Achievement Points.
Forges: A void station of this size has a manufacturing capability to keep a small sub-fleet operational, provided it is supplied with resources.
Everything from construction tools to voidship components can be made here.
Sheath Docks: These gravitic hooks function as docks for intrasystem craft. Orbital cities are usually protected by three Warden gunships at all
times. Older cities may still retain their Orca escorts.
Gravitic Drive: Some orbital cities have been created to use modular gravitic drives, allowing it some strategic mobility. This explains why several
orbital cities suddenly sprang up around the Black Reef decades ago where it took the Tau years to construct even a new one using local resources.

Choose any six for the Keel slots:


Gravitic Launchers: This is a Strength 4 Torpedo Launcher with 32 Guided Plasma Torpedoes.
Railgun Batteries: An orbital city has the space and power to fire multiple battleship-grade railguns.
Broadside
Railgun

Power
6

Space
5

SP
3

Strength
4

Damage
1d10+3

Crit Rating
3

Range
10

Ion Cannon: Ion Cannon are not preferred defensive weapons for orbital cities, despite the damage they can deal.
Lance
Ion Cannon

Power
11

Space
5

SP
3

Strength
1

Damage
1d10+3

Launch Bays: These are Strength 2 Launch Bays filled with Barracuda and Manta squadrons.

Crit Rating
3

Range
10

TAU PROTOTYPES
HOLLOWSUN WARHEADS
Using esoteric knowledge about the state of matter at its most
energetic, these so-called Hollowsun warheads are beginning to
replace the shoals of plasma missiles fired by Tau gravitic launchers.
These are Melta Torpedoes that have the Blast quality, affecting two
Components on a Critical Hit roll of 1-2.
ECLIPSEWIND WARHEADS
The Taus scientists and engineers have become voracious archeotech
hunters, seeking answers to problems theyve recently encountered
in the lost knowledge of Mankind. Though flattering, it is incredibly
dangerous as the Tau have been able to reach near-parity with
current Imperial technology in such a short amount of time. These
have the Tearing and the Disruptive (5) qualities.
SQUID ASSAULT BOAT
A radical departure from current Tau doctrine, the Squid Assault Boat
was an attempt by the Earth Caste to recreate drop pod technology
but with a larger frame. It was only successful in that battlesuited
soldiers managed to survive the ordeal, most of the time. It has since
been repurposed into a void-only assault craft, carrying droves of
drones. A Squid Assault Boat Squadron allows a Tau ship squadron to
launch hit and run attacks.
LANTERN MUNITIONS
Another attempt to upsize the Marker Light technology and
philosophy used by Tau Fire Warriors, Lantern Munitions deal no
damage but instead drill into the hull and broadcast their location to
friendly units. Railguns and Gravitic Launchers may fire Lantern
Munitions. Re-roll any misses and reduce Critical Ratings by 1 for as
many rounds as hits.

PULSE MACROBATTERY
The Tau are beginning to deploy a macro-scale version of their near
ubiquitous plasma pulse weapons. Examples of ancient human
plasma technology have accelerated the weapons development. If
the Tau ever solve the crippling power requirements, or manage to
apply their macro-scale solutions to their handheld weaponry, the
power of balance may forever shift in favour of the xenos.
Power
11

Space
5

Strength
4

Damage
1d10+4

Crit Rating
4

Range
8

Pulse Macrobatteries have the Blast and Volatile(3) qualities.


DARKSTAR WARHEADS
Utilizing neutron pulses to kill biological crew, the Tau have sparingly
used these weapons to eliminate resistance to their growing rule.
They are used far more frequently in void combat. Treat them as
Plasma Torpedoes but any damage dealt is done only to the Crew
Population and Morale.
ARKA MACROBATTERY
An ion beam weapon initially encountered as an intersystem
superweapon, the ArKa Macrocannon have been observed on ships
fighting Tyranids, and Orks to a lesser extent. Void shields completely
block its effect, but armour (or clouds of spores) seem to do little to
block the ion beam.
Power
11

Space
5

Strength
3

Damage
-

Crit Rating
-

Range
12

ArKa Macrobatteries have the Ethereal (5) quality. It cannot damage


void shields.

TAU PROTOTYPES
CYCLIC ION CANNON
Only rumours of a cruiser-sized Tau ship rapidly firing a spinalmounted ion cannon exist at the moment. The description from
multiple and somewhat reliable sources are all consistent, as if a ship
was built around a weapon that bears a strong similarity to the Cyclic
Ion Blasters Tau battlesuits use on the ground.
Power
18

Space
10

Strength
1

Damage
1d10+3

Crit Rating
4

Range
8

DRONE CLOUD
The Tau seem eager to learn, even if it is from the ghastliest races in
the galaxy. The Tyranids spore clouds provide a layer of organic
defenses that the Tau believe they can replicate via technology. This
is one way they hope to overcome their limits with void shield
technology. There are multiple Drone nests embedded into a Cruiser
or larger vessel, automated manufactoria that repair or assemble
drones as directed. They remain attached by gravitic tethers to each
other and to their mothership, reducing Manoeuvrability by 5.

A Cyclic Ion Cannon is a Lance that has the Ion (3) and Pulsar (3)
qualities. It can only be mounted on Cruiser-sized hulls or larger, and
only in a Prow mount. Critical hits to the weapon will also trigger a
Fire! critical hit.

At the start of every turn, a ship with a functioning Drone Cloud can
choose to increase its Void Shields by 1, increase its Turret Rating by
50% (rounded up), or boost Detection by 1d10. The effects last until
the start of the ships next turn.

STARKNIGHT BATTLESUIT
Unconfirmed reports of Tau battlesuits engaging in high speed
maneuvers and performing unassisted hit-and-run attacks has caused
more than one Imperial officer nightmares. The Sidonia Gulf in the
Canis Salient seems to be the primary source of these rumours. The
Navy has dispatched several frigates to scout the region, though none
have yet encountered the Starknights.

IRIDIUM PLATING
Most Tau voidships are under-armoured when compared to Imperial
vessels. Iridium plating is available as an upgrade to certain vessels,
namely Emissary-class light cruisers and Custodian-class battleship.
This requires the sacrifice of 2 Space and 5 Manoeuvrability to
improve Armour by 1 and increase the number of hits required for a
Critical Hit by 1.

Craft Rating
+10

Speed
10

Squadron Size
24

Range
4

A Starknight is a hybrid Fighter and Assault Craft. When used as a


Fighter halve its Craft Rating to +5.

KROOT WAR PARTIES


An alternative to the costly and resource-intensive Battlesuit
Armoury, several Tau ships have been reported transporting Kroot
expressly for the purposes of launching hit and run attacks. One
Castellan even engaged in a boarding action against the Sword-class
frigate Hilbracht, seizing the ship after several hours of close-in
fighting. Kroot War Parties allow Tau ships to engage in boarding
actions and hit and run attacks with a -10 penalty.

TAU PROTOTYPES
Merchant-class Cruiser
Hull: Light Cruiser
Dimensions: 4.1 km long, 0.4 km abeam approx.
Mass: 17.5 megatonnes approx.
Crew: 22,000 crew approx.
Accel: 2.1 gravities max sustainable acceleration
The IlFannor cruiser was the primary cruiser encountered during the Damocles Gulf Crusade and were destroyed en masse during that conflict.
The Tau, persistent as they are, have continued to make modifications to this class, applying several lessons learned from salvaged Imperial hulls
and the Hero-class cruiser. Merchant-class cruisers encountered in the Canis Salient are built with STC-inspired construction methods, making them
especially hated by the Adeptus Mechanicus for the defilement of human knowledge. Navy commanders report that the new Merchants are more
akin to light cruisers than full ones, having encountered many undertaking long patrols, once again mimicking human practices. These new ships
have been observed utilizing experimental Tau weaponry and are considered prime targets for capture (or destruction).
Speed: 5
Void Shields: 1
Morale: 100
Turret Rating: 2

Manoeuvrability: +8
Armour: 17
Crew Population: 100
Weapon Capacity: Prow 1, Port 1, Starboard 1

Detection: +10
Hull Integrity: 60
Crew Rating: Crack (40)
Space: 65

Essential Components
Sub-light engine, Gravitic Drive, Void Shield Generator, Combat Bridge, Crew Quarters, Life Sustainer, Sensor Array

Supplemental Components
Deflector (3): A Gravitic wedge in front of the ship blunts enemy attacks.
Auxiliary Power Cores (2): These provide power to the Merchants new weaponry and each has the Volatile (5) quality.
Prow Pulse Macrobattery: Merchants are being used as test-beds for the experimental Pulse Macrocannon.
Macrobattery
Pulse

Power
11

Space
5

SP
3

Strength
4

Damage
1d10+4

Crit Rating
4

Range
8

Port and Starboard Ion Cannon: The Ion Cannon can fire to their respective arcs and also to the Fore arc.
Lance
Ion Cannon

Power
11

Space
5

SP
3

Strength
1

Damage
1d10+3

Crit Rating
3

Range
7

Supply Bays: Despite the mass and volume occupied by the new weapons, a Merchant still has cavernous spaces that most Tau crews put to use to
store supplies. Capturing these bays grants +100 Achievement Points.

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