Tau star vessels

Tau Vessels
“The only way to get ahead, is exploit the weak, and to burn your dead.”
-Common mantra amongst the House of Korst’la special operations Detachments

Tau voidships have undergone considerable changes over the millennia. Originally refitted cargo ships, this first fleet, the Kor’vattra, were dispatched to spread the Tau Greater Good to the galaxy. However, without dedicated combat ships, the fleet had its work cut out for it. Large numbers of ships were lost to the Imperium, Orks, and Tyranids, finding themselves outgunned and outmaneuvered. It was after the Kor’vattra fleets took heavy losses that new ships were needed, the Kor’or’vesh. These ships, dedicated combat platforms, would go on to replace the aging Kor’vattra fleet and stand against the races of the galaxy.
Tau ships are smaller than the Imperium, and not as heavily armored. This has the humorous
effect on ship labels – what the Tau would classify as a Cruiser, the Imperium would classify as a Light Cruiser, and so on. They make up for this shortcoming in versatility; their gun mounts capable
of targeting a variety of headings. Tau ships are also not normally capable of mounting Warp Drives,
having no psykers amongst themselves, and not risking their psychic auxiliaries. What they do have is the ZFR Horizon Accelerator, the newest of which propels them faster than light, but still far slower than Imperial standard speeds.
By far the most infamous Tau vessel in the Tiji Sector is the Custodian-class battleship StudioOver the many years it has been passed down the paternal line of Korst’la, and the ship is as much a nightclub and pleasure center as it is a battleship. Its systems are a cobbled together mess of Tau, Dark Eldar, Imperial, and whatever else strikes Korst’la’s fancy, and is more than capable of defending itself in
fleet actions. It is a floating world that functions as both a recreational entertainment for less puritanical sector nobles, and a shadowport for illicit dealings.
Tau ships have the following special rule.
Multiposition: Tau combat ships can bring their guns to bear at multiple angles. Any Port or
Starboard mounted weapon may also fire at the Front Firing Arc.
Certain Tau ships must be tethered into battle by gravitic hook, lacking ZFR drives. They have the
following special rule.
Grav Tethered: The ship has no ZFR Drive or Gellar Field; it must be carried by a ship equipped
with Gravitic Hooks. One ship with this special rule per hook.
For more information on each ship, consult IA3, and Battlefleet Gothic materials.

TRANSPORTS
Every race needs transport ships to carry supplies and armaments to the fleets, and the Tau are no
exception.

COURIER (IL’EMAAR)
The Courier fast-transport design ultimately proved so successful that it would go to replace a
majority of all Tau transport ships in the Empire.
Speed: 8 Maneuver: +15
Detection: +5 Hull Integrity: 35
Armor: 12 Turret Rating: 1
Space: 40 SP: 25
Weapon Capacity: 1 Dorsal

RAIDERS
Fast, light escort ships, the Tau raiders tend not to include ZFR drives or gellar fields, being towed to
the field by larger ships.

WARDEN (KIR’LA)
The Warden is the replacement of the Orca Escort, with greater weapon spread and speed compared
to its predecessor.
Speed: 8 Maneuver: +25
Detection: +10 Hull Integrity: 25
Armor: 15 Turret Rating: 1
Space: 25 SP: 25
Weapon Capacity: 1 Prow, 1 Dorsal
Grav Tethered

CORSAIR ESCORT
The preferred vessel of the Dark Eldar working for the House of Korst’la, the Corsair Escort is first into the fight and often last to leave, relishing the ability to sow terror before the main fleet arrives.
Speed: 13 Maneuver: +45
Detection: +25 Hull Integrity: 20
Armor: 15 Turret Rating: 1
Space: 35 SP: 35
Weapon Capacity: 2 Prow

FRIGATES
Upgunned escort ships capable of mounting ZFR drives for independent long-range operations, Tau
frigates act as scouts or in defense of larger ships.

CASTELLAN (KIR’SHASHVRE)
The Castellan is the replacement of the Defender, its hull capable of holding larger drives and thus
generating more power.
Speed: 8 Maneuver: +18
Detection: +12 Hull Integrity: 35
Armor: 18 Turret Rating: 2
Space: 38 SP: 42
Weapon Capacity: 1 Prow, 1 Dorsal

LIGHT CRUISER
Despite the Tau labeling these ships Cruisers, they fall within the mass class and capabilities of Imperial light cruisers, and are classified as such.

EMISSARY (IL’PORRUI)
The first of the new fleet to be produced, the Emissary acts as a first contact and diplomatic vessel,
though it is more than capable of holding off ships of its combat class.
Speed: 7 Maneuver: +10
Detection: +25 Hull Integrity: 50
Armor: 18 Turret Rating: 2
Space: 53 SP: 50
Weapon Capacity: 1 Prow, 1 Port, 1 Starboard
Multiposition

CRUISER
Tau Cruisers are capable of matching the line ships of the Imperium, where the technology of the Tau can stand against the battle experience and resolve of the Imperial crews.

PROTECTOR (LAR’SHI’VRE)
The primary combat vessel of the Tau, developed for superiority in fleet actions, Protectors are the
vanguard of the Tau Empire expansions.
Speed: 6 Maneuver: +12
Detection: +15 Hull Integrity: 65
Armor: 20 Turret Rating: 3
Space: 65 SP: 60
Weapon Capacity: 1 Prow, 1 Dorsal, 1 Port, 1
Starboard
Multiposition

SHIP COMPONENTS
Tau Cruisers are capable of matching the line ships of the Imperium, where the technology of the Tau can stand against the battle experience and resolve of the Imperial crews.

ZFR HORIZON ACCELERATOR
While lacking the speed of Imperial ships, the ZFR Horizon Accelerator makes up for it in reliability and safety. Its built in cogitators calculate routes cleanly and quickly.
Warp Engine: The ZFR Horizon Accelerator takes up the Warp Engine slot in a ship.
FTL: A ZFR Horizon Accelerator triples the base time for a journey, which cannot be reduced by any
means. However, no rolls for Warp Encounters are made.
Power: 10 Space: 10 SP: +2

PROW DEFLECTOR
The Prow Deflector adjusts gravity in front of the ship into a wedge, improving its defensive
capabilities in the front arc.
Supplemental
Grav Wedge: A Prow Deflector increases the ship’s Front Armor by 4, until the component is disabled. Power: 2 Space: 0 SP: 2

GRAVITIC HOOK
The Gravitic Hook allows for a capital ship to ferry escorts with it through ZFR Hyperspace, deploying them into the fight directly.
Supplemental
Grav Hook: The ship with this component can transport a ship with the Grav-Tethered rule. This can
only be equipped on Light Cruisers or larger.
Power: 10 Space: 4 SP: 3

RAILGUN BATTERY
Railgun batteries can pierce the armor of enemies like paper. They are particularly enjoyed by the
Kabalites working for the House of Korst’la, as the damage can shut down a ship quickly and make it
ripe for raiding.
Penetrator Rounds: When calculating damage dealt after void shields, reduce the target’s armor by 5.
This reduction is not permanent, and only affects that salvo.
Macrobattery Power: 8 Space: 4 SP: 3 Str: 4 Dam: 1d10+4 Crit: 4 Range: 6

ION CANNON
Granted to the Tau by the Demiurg, the Ion Cannon acts as a Lance weapon that can vaporize multiple components with a sweep.
Vaporization: When this component rolls a 1 or 2 on the crit chart, it affects 2 components rather than 1.
Lance Power: 9 Space: 4 SP: 3 Str: 1 Dam: 1d10+3 Crit: 3 Range: 6

GRAVITIC LAUNCHER
Tau torpedoes are multiple warhead clouds shot at targets. Drone intelligence in each warhead guides the swarm to enemies, but the drones can fail. The “Circus” pattern missiles developed by Earth Caste scientist Fio’O I’tano are the most reliable and commonly used missiles in the Expansions and in House fleets.
Drone Guidance: Drone Torpedoes can accurately track enemies, but suffer over long distances. Drone Guided torpedoes gain a +30 Torpedo rating, but for every point of salvo strength, roll a d10. For every 10, the Salvo loses 1 strength.
Torpedo Tubes
Gravitic Launcher I (Frigates)
Power: 2 Space: 5 SP: 1 Str: 2 Dam: 2d10+14 Crit: 10+ Range: 20 Terminal Pen: 3 Cap: 16+2
Gravitic Launcher II (Cruisers, Light Cruisers)
Power: 2 Space: 6 SP: 1 Str: 4 Dam: 2d10+15 Crit: 10+ Range: 20 Terminal Pen: 3 Cap: 32+4
Torpedo Availability: Extremely Rare

DISINTEGRATOR BATTERY
The House of Korst’la integrates the weapons of its Dark Eldar allies into their ships at times, a process that goes both ways. While lacking the raw power of Rail rounds, they are far more accurate.
Pinpoint Precision: This weapon is fired at +10 to the BS test.
Macrobattery Power: 6 Space: 3 SP: 3 Str: 4 Dam: 1d10+3 Crit: 5 Range: 5

PHANTOM LANCE
House officers greatly enjoy the sustained fire the Phantom Lance provides, despite the difficulty in
retrofitting the weapon into foreign slots.
Accurate: This weapon gains 1d10 extra damage per DoS on BS test, max +2d10.
Lance Power: 10 Space: 5 SP: 3 Str: 1 Dam: 1d10+4 Crit: 3 Range: 4

STRIKE CRAFT
The House utilizes a number of Strike Craft for its ships, from older variants of Tau fighters, the newest innovations of interceptor, the ships of its allies, and even vehicles of its own design.

BARRACUDA FIGHTER
Craft Rating: +10
Speed: 8
Squad Size: 8
Class: Fighter
Availability: Very Rare

STARTIDE INTERCEPTOR
Craft Rating: +12
Speed: 10
Squad Size: 10
Class: Fighter
Availability: Extremely Rare

MANTA MISSILE DESTROYER
Craft Rating: +5
Speed: 6
Squad Size: 6
Class: Bomber
Availability: Near Unique
Energy Shield: When the Manta squadron is hit by turrets from an enemy ship, roll 1d10 for each hit.
For each 6+, one hit from Turret Rating is negated.

RAPTOR FIGHTER
Craft Rating: +15
Speed: 12
Squad Size: 12
Class: Fighter
Availability: Extremely Rare

TORMENTOR BOMBER
Craft Rating: +6
Speed: 9
Squad Size: 6
Class: Bomber
Availability: Extremely Rare

PHANTOMFISH STEALTH TRANSPORT
Craft Rating: +10
Speed: 10
Squad Size: 8
Class: Assault Boat
Availability: Near Unique
Stealth Field: Before ship Turrets fire at Phantomfish, the enemy makes a Difficult (-10) Scrutiny + Detection test. Success means the Phantomfish were detected and may be defended against as normal. Failure means turrets may not fire at the Phantomfish.

Source: Fear and Loathing