Additional Rules Battlefleet Gothic
Suggested Rules for the Tau in Gothic The Tau Fleet
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The Tau Empire has a very powerful Navy considering it's age. But since the Tau are so young they only
have a few ships in total compared to the Imperium or even Eldar! The Tau Fleets though are growing at
an exponential rate in cohession with Tau expansion and so is the variety of ship classes.
The Tau ship design is heavily built around the idea that a hunter must be able to use all his weapons to
kill worthy prey. If you kill your prey before he can get near you, you will never know his claws or the
spikes on his back. All Tau ships have their weapons facing towards the enemy to show them their teeth
and to deliver a fast and merciless killing blow (Mont'ka).
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Death Serpent Class Grand Cruiser
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Name
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Type/Hits
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Speed
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Turns
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Shields
|
Armour
|
Turrets
|
Points
|
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Death Serpent Grand Cruiser
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Cruiser/8
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20 cm
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45o
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2
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5+
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3
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235 Points
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Armament
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Range/Speed
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Firepower/Strength
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Fire Arc
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Prow Heavy Rail Cannons
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60 cm
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4
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Front
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Starboard Rail Batteries
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60 cm
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3
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Front
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Port Rail Batteries
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60 cm
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3
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Front
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Starboard Torpedoes
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30 cm
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4
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Front
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Port Torpedoes
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30 cm
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4
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Front
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Notes:
Torpedo salvoes can be joined into one strength 8 salvo.
Can purchase one additional shield for +15 points.
Can purchase one additional turret for +15 points.
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Dragon Fish Class Grand Cruiser
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Name
|
Type/Hits
|
Speed
|
Turns
|
Shields
|
Armour
|
Turrets
|
Points
|
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Dragon Fish Grand Cruiser
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Cruiser/8
|
20 cm
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45o
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2
|
5+
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3
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255 Points
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Armament
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Range/Speed
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Firepower/Strength
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Fire Arc
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Prow Launch Bays
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Varies
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4 Fighters 3 Mantas
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-
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Starboard Rail Batteries
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60 cm
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3
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Front
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Port Rail Batteries
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60 cm
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3
|
Front
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Starboard Torpedoes
|
30 cm
|
4
|
Front
|
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Port Torpedoes
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30 cm
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4
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Front
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Notes:
Torpedo salvoes can be joined into one strength 8 salvo.
Leadership +1 due to improved sensors.
Can purchase one additional shield for +15 points.
Can purchase one additional turret for +15 points.
Can launch Assault Mantas instead of normal Mantas.
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Hell Wind Class Heavy Carrier
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Name
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Type/Hits
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Speed
|
Turns
|
Shields
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Armour
|
Turrets
|
Points
|
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Hell Wind Heavy Carrier
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Cruiser/6
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20 cm
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45o
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2
|
5+
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4
|
235 Points
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|
Armament
|
Range/Speed
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Firepower/Strength
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Fire Arc
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Prow Rail Batteries
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60 cm
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6
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Front
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Prow Torpedoes
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30 cm
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4
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Front
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Starboard Launch Bays
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Varies
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3 Fighters 2 Mantas
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-
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Port Launch Bays
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Varies
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3 Fighters 2 Mantas
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-
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Notes:
Leadership +1 due to improved sensors.
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Night Burner Class Ion Cruiser
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Name
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Type/Hits
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Speed
|
Turns
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Shields
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Armour
|
Turrets
|
Points
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Night Burner Ion Cruiser
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Cruiser/6
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20 cm
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45o
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2
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5+
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3
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195 Points
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Armament
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Range/Speed
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Firepower/Strength
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Fire Arc
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Prow Heavy Rail Cannons
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60 cm
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6
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Front
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Starboard Rail Batteries
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45 cm
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3
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Front
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Port Rail Batteries
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45 cm
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3
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Front
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Thunder Fish Light Cruiser
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Name
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Type/Hits
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Speed
|
Turns
|
Shields
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Armour
|
Turrets
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Points
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Thunder Fish Light Cruiser
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Cruiser/4
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25 cm
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90o
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1
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5+
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2
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110 Points
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Armament
|
Range/Speed
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Firepower/Strength
|
Fire Arc
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Prow Rail Batteries
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45 cm
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4
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Front
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Starboard Torpedoes
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30 cm
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2
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Front
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Port Torpedoes
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30 cm
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2
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Front
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Moray Light Cruiser
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Name
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Type/Hits
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Speed
|
Turns
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Shields
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Armour
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Turrets
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Points
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Moray Light Cruiser
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Cruiser/4
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25 cm
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90o
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1
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5+
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2
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105 Points
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Armament
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Range/Speed
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Firepower/Strength
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Fire Arc
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Prow Rail Batteries
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45 cm
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4
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Front
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Starboard Heavy Rail Cannons
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45 cm
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1
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Front
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Port Heavy Rail Cannons
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45 cm
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1
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Front
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Kroot Warsphere
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Name
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Type/Hits
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Speed
|
Turns
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Shields
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Armour
|
Turrets
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Points
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Warsphere
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Cruiser/10
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15 cm
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45o
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1
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5+
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1
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155 Points
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|
Armament
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Range/Speed
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Firepower/Strength
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Fire Arc
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Kroot Gunz
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30 cm
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20
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All Round
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Launch Bays
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30 cm
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3 Assault Boats
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-
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Notes:
Launch bays must pass a leadership test to launch.
+1 to D6 when boarding, -1 to leadership tests.
3D6 on All AHead Full orders, turn after 10 cm, no +1 to leadership for locking-on.
Can purchase one additional shield or turret for +15 points: roll a D6, on a 1-3 you get one extra shield, on a 4-5 a turret.
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Kroot Attacksphere
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Name
|
Type/Hits
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Speed
|
Turns
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Shields
|
Armour
|
Turrets
|
Points
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Attacksphere
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Escort/1
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20 cm
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45o
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1
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5+
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1
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40 Points
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Armament
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Range/Speed
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Firepower/Strength
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Fire Arc
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Kroot Gunz
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30 cm
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5
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All Round
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Notes:
+1 to D6 when boarding, -1 to leadership tests.
3D6 on All AHead Full orders, turn after 10 cm, no +1 to leadership for locking-on.
Squadron size: 2-4. When shift for Kroot Gunz is rolled for, it applies to the whole squadron.
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Kroot Battlesphere
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Name
|
Type/Hits
|
Speed
|
Turns
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Shields
|
Armour
|
Turrets
|
Points
|
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Battlesphere
|
Defence/20
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10 cm
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45o
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2
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5+
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2
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225 Points
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Armament
|
Range/Speed
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Firepower/Strength
|
Fire Arc
|
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Kroot Gunz
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45 cm
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20
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All Round
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Launch Bays
|
30 cm
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6 Assault Boats
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-
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Notes:
Launch bays must pass a leadershp test to launch.
+1 to the D6 when boarding, Ld7.
2D6 on All Ahead Full orders, turn after 10cm, no +1 to leadership for locking on.
Can purchase one additional shield for +15 points.
Can purchase one additional turret for +10 points.
Can turn once every two turns.
Cannot use 'Burn Retros' or 'Come To New Heading' special orders.
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Next: Farsight Mercenaries
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Last Edit: 22/08/2002
Date: 13/07/2002
Submitted by: Ray Bell
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