Tau and Necron 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.

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

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

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

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

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

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

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

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

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

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.

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


When the Dark Eldar require a heavier assault ship
for the largest of operations, these Cruisers are
readied. Strangely, they have begun to be more
common in the Tiji Sector, accompanied by House
Speed: 9 Maneuver: +28
Detection: +19 Hull Integrity: 60
Armor: 20 Turret Rating: 1
Space: 60 SP: 55
Weapon Capacity: 4 Prow

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.

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

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

The Gravitic Hook allows for a capital ship to ferry escorts with it through ZFR Hyperspace, deploying them into the fight directly.
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 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

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

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

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

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

The Dark Eldar Leech Torpedo slows down ships, instead of damaging them. This suits House bounty
hunters just fine.
Leech: When attached to an enemy ship, their speed is reduced by 2 and -30 to all tests to increase speed. The penalty is not cumulative. They can be removed with the Emergency Repairs Action, removing 1 torpedo + 1 per 2 Degree of Success.
Availability: Very Rare
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.
Craft Rating: +10
Speed: 8
Squad Size: 8
Class: Fighter
Availability: Very Rare
Craft Rating: +12
Speed: 10
Squad Size: 10
Class: Fighter
Availability: Extremely Rare
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.
Craft Rating: +15
Speed: 12
Squad Size: 12
Class: Fighter
Availability: Extremely Rare
Craft Rating: +6
Speed: 9
Squad Size: 6
Class: Bomber
Availability: Extremely Rare
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.


Necron Vessels
“Ancient things from beyond the dark. Undying
death. If the armored dead begin to wake, run, just
run and do not look back.”
-Zaill Krallic, Kabalite, instructs his
comrades on standard anti-Necron procedures.
ang, if you thought the Eldar ships were cray-cray,
you ain’t seen nothin’ yet. In terms of space, the
Necrons won. There’s no easy way to say it. Their
ships are simply the absolute best. It helps that they
can ignore physics and other minor things that the
Enfleshed must worry about.
Necron starships are made of the same
material as everything else – Living Metal. This gives
them unprecedented staying power, and ensures that
any damage the enemy DOES make fails to have a
lasting impact. Necron weapons, perfected during the
long-forgotten War in Heaven, are the perfect counter
to the psychic and esoteric defenses of the Eldar.
Against the rest of the lesser races of the galaxy, they
are simply Overkill.
In the Tiji Sector,the most commonly
sighted Necron ship is the Ihey-Qed, a Cairn-class
Tombship belonging to Phaeron Ramsestron.
Luckily, only a few half-hearted macrocannon shots
are sufficient to make him go away, and as a result he
is classified as one of the lesser threats in the Tiji
Sector. Far worse are the canoptek fleets of Phaeron
Khepri, who surges through and overwhelms
blockades to kill the target of that week’s fancy.
Necron ships have the following special rules.
Self-Repair: On a turn after one or more
Components were damaged, roll 1d10 for each
Component. On result of 7+ this component is
Dead Crew: Necron Ships cannot equip Gellar
Fields, Void Shields, or Life Sustainers. They use
components below, if applicable.
Necron raiders make mockeries of their enemies, as
the void becomes a croissant-filled bakery of doom.
Jackals are the most common of Necron escort
vessels, found in the shadow of larger ships. It often
bears portals for sudden boarding actions
Speed: 14 Maneuver: +30
Detection: +27 Hull Integrity: 35
Armor: 20 Turret Rating: 1
Space: 35 SP: 40
Weapon Capacity: 1 Prow
Self Repair
Dead Crew
Dirges are rarer than Jackals, but far faster, and used
as scouts when a Shroud is deemed unnecessary.
Speed: 16 Maneuver: +35
Detection: +25 Hull Integrity: 35
Armor: 20 Turret Rating: 1
Space: 32 SP: 38
Weapon Capacity: 1 Prow
Self Repair
Dead Crew
Necron Light Cruisers are utilized as scout ships,
with dedicated stealth systems to make them
completely undetectable.
The Shroud is the perfect scout ship, despite being a
cruiser. Fast, stealthy, and so heavily armed that any
ship fast enough to catch up to it is instantly
Speed: 12 Maneuver: +15
Detection: +50 Hull Integrity: 60
Armor: 22 Turret Rating: 1
Space: 60 SP: 65
Weapon Capacity: 2 Prow
Stealth Hull: Enemy attempts to detect the ship
suffer a -30 penalty.
Self Repair
Dead Crew
Necron cruisers appear spindly and delicate, but the
reality is they are nearly unstoppable.
The Scythe doubles as both an anti-everything ship
and as a “Harvest” ship, the role of which to destroy
the very worlds of races who do not submit to the
Speed: 10 Maneuver: +10
Detection: +25 Hull Integrity: 75
Armor: 25 Turret Rating: 3
Space: 75 SP: 80
Weapon Capacity: 1 Prow, 1 Port, 1 Starboard, 1
Self Repair
Dead Crew
Necron Starships do not need to worry about many of
the problems that plague the Enfleshed. Their
components reflect the combat doctrine of a race
already dead.
Inertialess drives vary from Dynasty to Dynasty,
some focus on speed, others on reliability, based on
their experiences during the War In Heaven. To make
an Inertialess Drive, take a desired Plasma Drive and
make the following changes.
SP: +2
Mastery of Physics: Necron ships perform
maneuvers that Enfleshed find impossible, mainly
becaue if they tried, they and their ship would pulp.
Necrons can go any direction they wish when
moving, and make as many turns as desired. There is
no limit. For instance, they can move forward 2, up 1,
left 2, down 1, make a 90˚ turn, strafe 3 right, turn
360˚ and float away to ready the perfect shot. Note
that a Necron vessel is still restricted to finishing its
Maneuver before firing.
The Necrons forcefully penetrate the Webway to
connect the distant tombworlds. Whether or not the
Webway enjoys it, none can say.
Sundered Webway: A Dolmen Projector opens
Dolmen Gates into the Webway. This doubles the
base time for a journey, which cannot be reduced by
any means. However, no rolls for Warp Encounters
are made.
Warp Drive: This takes the Warp Drive ship slot.
Power: 10 Space: 10 SP: +4
This component projects a series of interlocking
defensive energy fields that exist only at the moment
it deflects an attack.
Void Shield: This takes the Void Shield ship slot
Quantum Shielding: The ship ignores all celestial
hazards. In addition, when fired at, any inflicted hit
(but not a critical one) on a Raider is ignored on 8+
roll on 1d10 (roll once for each hit, before the
damage is rolled). Light Cruiser and Cruiser hulls
ignore hits on 6+.
Quantum Shield Projector I (Raiders)
Power: 6 Space: 2 SP: +1
Quantum Shield Projector II (Cruisers, Light
Power: 8 Space: 2 SP: +1
These basic tomb complexes house legions of
Warriors and basic maintenance Scarabs.
Resurrection Protocols: During boarding actions,
Necrons suffer only half of Crew Population damage
(rounded down) as they are constantly self-repaired.
They receive a +20 bonus to all Command tests
during ship defense versus Hit and Run attacks and
all Boarding actions.
Gauss Weapons: During boarding action, Necrons
inflict an additional 1d10 of damage to Crew
Population and 1d5 Morale damage.
Crew Quarters: This fills the Crew Quarters slot of
a Necron ship
Power: 2 Space: 4 SP: +1
These tomb complexes house Immortals, Lychguard,
and the full complement of a Dynasty’s might.
Resurrection Protocols
Dynastic Fury: During boarding action, Necrons
inflict an additional 1d10 of damage to Crew
Population and 1d10 Morale damage.
Crew Quarters: This fills the Crew Quarters slot of
a Necron ship
Power: 3 Space: 5 SP: +2
Far more precise than Imperial Teleportariums, the
Necron Portal delivers Necron forces cleanly and
Thriller Nights: A portal confers one additional Hit
and Run attack to the Necron vessel. Such action
doesn’t require a Pilot test, only an Ordinary (+10)
Command test.
Power: 2 Space: 2 SP: +2
The Lightning Arc fires stored solar energy as a wave
of lightning tendrils, that arc across the enemy.
Living Lightning: Enemies are treated as Close
Range (+10 BS), no matter distance, as the arc seeks
out enemies. The distance still cannot exceed 2x
Range Increment.
War in Heaven Protocols: Holofields and
Shadowfields do not defend against this weapon.
Power: 6 Space: 3 SP: 3
Str: 4 Dam: 1d10+4 Crit: 4 Range: 6
The particle whip connects a stream of high energy
particles, which is then cracked like a whip against
enemy hulls.
Unlimited Power: On 3+ DoS, the Particle Whip
ignores Void Shields.
War in Heaven Protocols
Power: 10 Space: 4 SP: 4
Str: 2 Dam: 1d10+4 Crit: 2 Range: 9
A star pulse generator releases a wave of energy that
can instantly destroy ordnance and strike craft.
The Wave: When fired, every strike craft or torpedo
within the range radius is instantly destroyed. Necron
forces are unaffected.
Central Position: This weapon takes a Keel slot.
War in Heaven Protocols
Power: 8 Space: 5 SP: 5
Str: 1 Dam: 1d10 Crit: 3 Range: 5
The Necron Warriors that “pilot” these spacecraft are
merely focuses for advanced AI attack patterns.
Craft Rating: +10
Speed: 10
Squad Size: 12
Class: Fighter
Availability: Very Rare
Craft Rating: +6
Speed: 7
Squad Size: 6
Class: Bomber
Availability: Extremely Rare
Craft Rating: +8
Speed: 8
Squad Size: 10
Class: Assault Boat
Availability: Very Rare
Invasion Beams: Constant influxes of reinforcement
through Night Scythe portals provide a +10 to
Boarding Actions and Hit and Run tests.
The ships of the xenos naturally do not conform to
Imperial expectations – they do not have histories or
complications in the same way Imperial ships do.
Rather, vessels of each race have a specific package
of abilities that they get. They are detailed here.
Improved Logic Engines – Ignore penalties from
lost Morale. Lost crew penalties affect normally.
Tracking Systems – Allows one Lock On order per
round to be performed without taking up an Extended
Action. Further Lock On orders in a round act as
Phantomstrike (SPECIAL) – The House of Korst’la
maintains a fleet of stealth transports called
Phantomfish. In addition to House Fire Warriors,
these transports often contain even deadlier
opponents – sometimes mercenaries, mainly Kabalite
raiders. As a result of these bloodthirsty fighters, the
ship gains a +20 to Hit and Run tests and Boarding
actions. This ability is only available to ships in the
House of Korst’la, and is unavailable otherwise.
Master Starfarers – Any Eldar may reroll failed
Maneuver tests aboard an Eldar starship
Path of the Warrior – Aspect Warriors are used in
the attack on Eldar ships. The ship gains +10 to
Command during Boarding Actions, and inflict
1d5+2 Crew Population and Morale per Degree of
Limited Crew – Eldar crews are limited in number.
All Eldar crew population losses are increased by 1.
Veterans of the War in Heaven – The Necron
starships and soldiers in service now are the very
same ones that fought in the War in Heaven 65
million years ago. Their ships are as implacable as
their foot soldiers. Necron ships ignore penalties
from Morale and Crew Population. However, while
the undead legions are incapable of rebelling or
complaining, a wise Royal Court will still consider
damage their ship takes and if retreat is necessary.
Canoptek Repair – Necron ships are highly
advanced, and the Canoptek attendants, while
diligent, are slow. All manual repairs by extended
action take twice as long to complete.
Critical Hits – Necron starships are unbothered by
the effects that plague mortals. Instead, they use the
following critical table. Necron Starships phase out at
0 Hull, however.
Note that if a Necron vessel is pummeled to -10 or
lower Hull before it can phase out, it explodes as a
Plasma Drive with the maximum radius and
maximum damage – no need to roll.
Roll Result
1 A lucky blast strikes deep into the ship, before the
Living Metal can react. The ship takes 2 additional
Hull Integrity damage, or 4 if the weapon affects
multiple components.
2 A sudden hit halts the power flow that keeps the
weapons energized. A weapon of the attacker’s
choice is disabled until repaired.
3 A core rupture sends lightning arcing out. The ship
takes an additional 2d10 Hull Integrity damage
that ignores armor.
4 The Inertialess drive has been crippled. Speed is
reduced by half and the ship cannot change facing.
5 The Living Metal itself has been stunned. Until
Canoptek attendants can repair it, the ship loses
the benefit of its Self-Repair and Living Metal
6+ The bridge has taken a heavy hit, disrupting
command protocols. No actions of any kind can be
taken until repaired.

Source: Fear and Loathing