Additional Rules
Battlefleet Gothic

Suggested Rules for the Tau in Gothic
Tau Weapons



Back To The Main Page
Back To Additional Rules



Background
Special Rules
Tau Weapons
The Tau Fleet
Farsight Mercenaries
Campaign Refits and Skills



Rail Batteries

Similar to the Hammerhead Railgun, Rail batteries are larger versions that fire much larger ammunition. The shots hit against armour like weapons batteries but ignore long range shifts on the gunnery table due to advanced sensors integrated into them.

Heavy Rail Batteries

Heavy Rail Cannons are much more powerful and accurate than normal Rail batteries. Heavy Rail Cannons fire like Bombardment cannons using the gunnery table (with no shift for long range) hitting on a 4+ due to highly complex integrated sensors and causing criticals on a 4+.

Fire Seeker Torpedoes

Tau torpedoes have the same characteristics as seeking torpedoes: A Tau torpedo will make a turn of up to 45o at the start of the ordnance phase, so that it is pointing towards the nearest enemy ship. If several enemy ships are an equal distance away, the seeking torpedoes will turn to attack the largest enemy ship (if they are all of equal size the attacker may choose). Seeking torpedoes will detonate on a roll of 5 or 6 when moving through blast markers. Tau seeking torpedoes will not attack friendly ships and so can be fired from behind companion vessels. When launching torpedoes you don't have to move them the full distance of 30cm. You can purchase superior guidance computer drones for your torpedoes (giving them a re-roll to hit) costing 10pts for 6 torps or under and 15pts for +6 torpedoes instead of 'Seeking torpedoes' on the special torpedo table. If special torpedoes are purchased they have the same characteristics as they do in Warpstorm, only you do not have to move them their full distance in the first ordnance phase of the torpedoes.

Kroot Gunz

Kroot Gunz are a type of primitive weapons battery closely resembling Ork design, which generally don't hit their target unless at very close range. These weapons suffer D3-1 shifts to the right on the gunnery table after all other shifts are made.

Launch Bays

Fighters:

These act as normal Imperial fighters.

Manta Missile Destroyers: Although the Tau hardly ever use escorts as they are considered a waste in man power as they are frequently lost in battle, they do use Manta Missile Destroyers which are not heavily manned but are very powerful in space and in numbers. Also capable of going into low orbit, the Mantas are a very versatile craft.

Mantas have a Speed of 20cm, and are basically torpedo bombers that can re-load.

Mantas can be killed by fighters, assault boats, bombers and direct fire, counting as ordnance for purposes of shooting.

Mantas have point defence and so can weather an attack from fighters, bombers or assault boats, if they're lucky. Mantas have a 4+ save against fighters, bombers and A-boats (A-boats and bombers always succeed to cause damage unless the Manta saves). Mantas attack torpedoes like fighters having a 4+ save. Mantas may initiate combat with any other ordnance marker like fighters having a 4+ save after the combat.

Each Manta can launch a salvo of 2 Tau Torpedoes, if the Mantas are in a wave they can launch a larger salvo. To reload a Manta roll a D6 when they fire on a 4+ they remain if they fail they are removed from the board. They can only fire in the Tau ordnance phase if they don't move.

Mantas can mass turrets with capital ships when on the ships base counting as a fighter with a 4+ save, attacking after the turrets have fired.

When a Manta goes into base to base combat with an enemy warship it counts as an Ork Fighta-Bomma with fighter escort (D3+1 bombing runs - turrets), with one 4+ save against turrets having the 4+ reload roll after the attack.

Manta Boarding Assaults: Some carriers will be able to launch Mantas with a hunter cadre aboard changing its characteristics as soon as it is launched. (This is an option that must be decided as the Mantas are launched.) Assault Mantas (A-Mantas) act as above but cannot fire torpedoes, and instead of bombing an enemy ship they come into contact with, they will conduct a 'Hit and Run attack' with a +1 on the dice roll.

Next: The Tau Fleet

Top of Page

Date: 13/07/2002
Submitted by: Ray Bell