Additional Rules Battlefleet Gothic
Suggested Rules for the Tau in Gothic Special Rules
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General Rules
Leadership: All ships use normal leadership values.
Boarding: Tau ships cannot cause damage in a boarding action (they can cause criticals) and will
never initiate a boarding action.
Armour: Lances and other energy weapons hit on a 5+ instead of a 4+, Bombardment cannons
and warp cannons still hit on a 4+.
Lock-on: +1 Ld when locking-on.
Disengaging: +1 Ld when disengaging (+2 if grand cruiser).
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Fleet Commanders
You can purchase one fleet commander for a grand cruiser in your fleet (max of one commander
per 1000pts, not inclusive), the commanders have to be placed on the grand cruisers of your
choosing (one commander per ship).
O'Kor (Admiral): 100 points, +2 Ld, 2 re-rolls.
El'Kais'Kor (Skilled Captain): 50 points, +1 Ld, 1 re-roll.
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Grand Cruisers
You can have 1 grand cruiser for every 3 capital ships not including other grand cruisers
or Kroot Warspheres. You must have one Grand cruiser with a commander in a fleet of over 1000pts.
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Heavy Carriers
You can have one heavy carrier for every 2 capital ships not including other heavy carriers or grand
cruisers or Kroot Warspheres.
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Kroot
All Kroot vessels are referred to as Warspheres but they can be split into 3 classes: Warspheres,
Attackspheres and the largest, Battlespheres. You may buy Kroot ships without any limitations
(unless scenario specific) except you may only purchase one Battlesphere as long as it is in a
fleet containing more than 2 Kroot Warspheres.
Kroot commander (only one on a Kroot Warsphere or Battlesphere in the fleet):
MorKor'Grak: 80 points, Ld 8, +1 boarding, 1 re-roll.
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Notes
The Tau Fleet list can be used with all scenarios and have an attack rating of 3.
Tau Transports have increased speed of 20cm but only have 2 Rail batteries, 30cm, front.
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Next: Tau Weapons
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Date: 13/07/2002
Last Modified: 15/07/2002
Submitted by: Ray Bell
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