Additional Rules
Battlefleet Gothic

Suggested Rules for the Tau in Gothic
The Tau Fleet



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



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).

Death Serpent Class Grand Cruiser
Name Type/Hits Speed Turns Shields Armour Turrets Points
Death Serpent Grand Cruiser Cruiser/8 20 cm 45o 2 5+ 3 235 Points

Armament Range/Speed Firepower/Strength Fire Arc
Prow Heavy Rail Cannons 60 cm 4 Front
Starboard Rail Batteries 60 cm 3 Front
Port Rail Batteries 60 cm 3 Front
Starboard Torpedoes 30 cm 4 Front
Port Torpedoes 30 cm 4 Front

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.

Death Serpent Grand Cruiser

Dragon Fish Class Grand Cruiser
Name Type/Hits Speed Turns Shields Armour Turrets Points
Dragon Fish Grand Cruiser Cruiser/8 20 cm 45o 2 5+ 3 255 Points

Armament Range/Speed Firepower/Strength Fire Arc
Prow Launch Bays Varies 4 Fighters
3 Mantas
-
Starboard Rail Batteries 60 cm 3 Front
Port Rail Batteries 60 cm 3 Front
Starboard Torpedoes 30 cm 4 Front
Port Torpedoes 30 cm 4 Front

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.

Dragon Fish Grand Cruiser

Hell Wind Class Heavy Carrier
Name Type/Hits Speed Turns Shields Armour Turrets Points
Hell Wind Heavy Carrier Cruiser/6 20 cm 45o 2 5+ 4 235 Points

Armament Range/Speed Firepower/Strength Fire Arc
Prow Rail Batteries 60 cm 6 Front
Prow Torpedoes 30 cm 4 Front
Starboard Launch Bays Varies 3 Fighters
2 Mantas
-
Port Launch Bays Varies 3 Fighters
2 Mantas
-

Notes:
Leadership +1 due to improved sensors.

Hell Wind Heavy Carrier

Night Burner Class Ion Cruiser
Name Type/Hits Speed Turns Shields Armour Turrets Points
Night Burner Ion Cruiser Cruiser/6 20 cm 45o 2 5+ 3 195 Points

Armament Range/Speed Firepower/Strength Fire Arc
Prow Heavy Rail Cannons 60 cm 6 Front
Starboard Rail Batteries 45 cm 3 Front
Port Rail Batteries 45 cm 3 Front

Night Burner Ion Cruiser

Thunder Fish Light Cruiser
Name Type/Hits Speed Turns Shields Armour Turrets Points
Thunder Fish Light Cruiser Cruiser/4 25 cm 90o 1 5+ 2 110 Points

Armament Range/Speed Firepower/Strength Fire Arc
Prow Rail Batteries 45 cm 4 Front
Starboard Torpedoes 30 cm 2 Front
Port Torpedoes 30 cm 2 Front

Thunderfish Light Cruiser

Moray Light Cruiser
Name Type/Hits Speed Turns Shields Armour Turrets Points
Moray Light Cruiser Cruiser/4 25 cm 90o 1 5+ 2 105 Points

Armament Range/Speed Firepower/Strength Fire Arc
Prow Rail Batteries 45 cm 4 Front
Starboard Heavy Rail Cannons 45 cm 1 Front
Port Heavy Rail Cannons 45 cm 1 Front

Kroot Warsphere
Name Type/Hits Speed Turns Shields Armour Turrets Points
Warsphere Cruiser/10 15 cm 45o 1 5+ 1 155 Points

Armament Range/Speed Firepower/Strength Fire Arc
Kroot Gunz 30 cm 20 All Round
Launch Bays 30 cm 3 Assault Boats -

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.

Kroot Warsphere

Kroot Attacksphere
Name Type/Hits Speed Turns Shields Armour Turrets Points
Attacksphere Escort/1 20 cm 45o 1 5+ 1 40 Points

Armament Range/Speed Firepower/Strength Fire Arc
Kroot Gunz 30 cm 5 All Round

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.

Kroot Attacksphere

Kroot Battlesphere
Name Type/Hits Speed Turns Shields Armour Turrets Points
Battlesphere Defence/20 10 cm 45o 2 5+ 2 225 Points

Armament Range/Speed Firepower/Strength Fire Arc
Kroot Gunz 45 cm 20 All Round
Launch Bays 30 cm 6 Assault Boats -

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.

Next: Farsight Mercenaries

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Last Edit: 22/08/2002
Date: 13/07/2002
Submitted by: Ray Bell