Rogue Trader Tau
Short Description
Tau guide....
Description
Tau The Tau are a young race of technologically-oriented beings from the Eastern Fringe and the dominant species of the Tau Empire. Empire. T'au, the Tau home planet, was discovered in 789.M35 by the Adeptus Mechanicus ship Land's Vision. Adeptus Mechanicus records indicate that at that time, the Tau species had mastered the use of simple tools and weapons, as well as fire. Before the planet could be cleansed and colonized by the Imperium, however, however, a violent Warp-storm erupted around the planet. This continued for 6,000 ye years, ars, making making the Tau's homeworld utterly inaccessible. It was not until the Damocles Crusade that the Imperium again contacted the Tau. The Imperiumfound Imperium found the primitive Tau had advanced considerably. In six thousand years, the Tau had advanced from spears and fire to colonizing planets and pulse rifles. rifles.
History Early Tau History The Tau Empire The Tau are a plains-dwelling race. In their prehistory, they lived in tribes on the desert plains, hunting and gathering their food. As their race aged, they expanded to all environments. The Tau of the plains became strong and skilful skilful hunters, larger and stronger stronger than most other other Tau. The Tau of the mountains developed the ability to soar high above the baking deserts on thermals. The Tau of the river valleys developed agriculture and metallurgy, forming the first true settlements. The development of settlements led to the need of trade, and wandering Tau began to negotiate and mediate between the disparate tribes. Eventually, avarice Eventually, avarice got the the better of the Tau. Growing pains, caused by caused by their unusually rapid rapid technological development led to the invention of sophisticated weaponry. The Tau of the river valleys developed stone fortresses and crude crude blackpowder blackpowder weapons to ward off the aggressive Tau of the plains. plains. These fledgeling skirmishes led to the darkest period in Tau history, the Mont'au. The numerous wars that broke out lasted for year s. s. Each year, year, thousands died as squalid conditions and lack of access to fresh food and water created a plague that killed more Tau than were dying in the wars. The Tau were on the verge of wiping themselves out. Out of the destruction and darkness of the Mont'au came a guiding light: the Ethereals. Ethereals. Tau legends tell of the first appearance of Ethereals at Fio'taun. The fortress city of Fio'taun was under assault by the warriors from the plains. Though negotiation had been attempted, the fierce plain warriors would settle for nothing less than the annihilation of Fio'taun. For five long years, the inhabitants held off the savage assaults with their thick walls and plentiful cannons. However, disease and starvation began to take their toll. As the tide of the siege turned, two mysterious Tau appeared. One made his way into the camp of the plains Tau, exuding a quiet authority that no Tau was able to resist. Soon, the leader of the plains warriors was persuaded to parley with the Tau of Fio'taun. Similarly, the other mysterious Tau made his way deep into the fortress. Within a few short hours, the gates stood wide open, and the Tau stood ready to talk. The Ethereals spoke of the importance of peace and understanding between all Tau. They described a Greater Good that each Tau must strive towards. The besiegers and the besieged quickly agreed with the Ethereals and a truce was reached. Across the land, Ethereals emerged, each with the same quiet
authority and message of harmony and cooperation. With the Tau united, a great civilization began.
Current Tau History The introduction of the Ethereals to Tau society led to the creation of a rigid caste system, with each caste taking on the name of an element that is close to them. Thus, the warriors of the Tau Empire became known as the Fire (Shas) (Shas) Caste, due to their fiery temper. The artisans artisans and scientists scientists became known as the Earth (Fio) Caste, being the most pragmatic of the Tau. The diplomats and administrators became known as the Water (Por) (Por) Caste, as water water flows through all life, uniting it. Lastly, Lastly, the Tau messengers and spies became known as the Air (Kor) Caste, traversing the land on top of gusts of wind. With the invention of aircraft, and later spacecraft, the Air Caste would become the pilots of the Tau Navy. The Tau are currently in the process of securing their Third-Phase colonies, while fending off remnants of Hive Fleet Kraken and the occasional Ork raids. They have a rather uneasy relationship with the Imperium, which is far more concerned with more important conflicts, like Armageddon and the 13th Black Crusade.
Tau Society and Physiology Tau society and physiology revolve around the Sept they are part of. Each caste could almost become a subspecies of their own, such are the variations between the caste members.
Society The Tau are the most open and tolerant of the races in the galaxy, galaxy, which means that they prefer not to destroy all other races on sight and are nowhere near as xenophobic as the Imperium. They are appreciative of the ways of the humans, humans, Eldar, and other sentient races, but hold their own values as superior above all others. Their tolerance also extends to themselves, as the Tau recognize even lowly Fio'la workers as being as important to the operation and well-being of the Empire as Shas'vre Battlesuit leaders or even the highest Aun'o. Tau names are generally seen in the Imperium as long, complicated, and unwieldy, but they can be broken down into the following: following: ● ● ●
Caste and rank within that caste. Sept of birth. Personal name (which is often determined/extended by their notable actions or achievements)
Castes and Rank
The Caste System organizes all Tau into five different castes and each one of them has a defined social role, be it military, trade, diplomacy, or leadership. The members of a caste are further classified by a specific rank. Rank Fire Caste (Shas) / Air Caste (Kor) / Water Caste (Por) / Earth Caste (Fio) / Etheral Caste (Aun) 'Saal Cadet
'La Warrior / Messenger / Bureaucrat / Worker / Prince 'Ui Veteran / Carrier / Envoy / Senior / Prelate 'Vre Hero / Pilot / Magister / Overseer / King 'El Knight / Captain / Diplomat / Engineer / Holy 'O Commander / Admiral / Ambassador / Planner / Ethereal Sept
Tau come from many planetary systems, or Septs, Septs, and these shape and define their methods of work. Some of these are: ● ● ●
T'au Vior'la Sa'cea
Many more can be found at the end of the Armoury. Personal Name
Tau personal names, unlike those of humans, usually mean things in their language, depending on the deeds in their lives. Example
Thus, the Tau named "Shas'O Vior'la Shovah Kais Mont'yr" (Commander Farsight) would be broken down as follows: ● ● ●
Shas - The individual is a member of the Fire Caste... O - ...who is a high-ranking Commander and hero... Vior'la - ...who comes from the Sept of Vior'la...
...and has a personal name translated as being far-sighted (Shovah), skilled ( Kais), and having seen Mont'yr , meaning "blooded"). many battles ( Mont'yr
Physiology The Tau are humanoid in shape, although they have hoofed feet and four-digit hands (three fingers and one thumb). Their skin is grey-blue (although this can vary in pigmentation between Tau colony worlds), rough in texture, leathery, and exudes almost no moisture. Their faces are flat, wide around the eyes, with an "I"-shaped slit running from the center of the forehead to where a human's nose would be. Tau vision is considered slightly superior to that of humans - their visual spectrum extends a little more into the ultraviolet and infrared wavelengths. However their pupils do not dilate, giving poorer depth perception and providing slower slower vision focusing focusing reflexes than humans. The olfactory olfactory organs of a Tau
are inside the mouth. The Tau are not very good in close close combat, as they find the whole whole concept uncivilized. It has also been suggested in several Black Library books that Tau blood is bluish-purple, explaining that the blood contains trace amounts of cobalt, rather than iron as common in humans. The Tau Fire and Water Castes roughly resemble humans in appearance more than the other castes, standing average 1.7 meters tall, and 70 kilograms in weight. The Earth Caste are more stout in nature, roughly 1.5 meters tall and 85 kg in weight. While the Air Caste stand about 2 meters tall, tall, and 70 kilograms in weight, looking frail and weak compared to the other castes due to their life in low or no gravity environments.
Tau and the Warp The Tau achieve faster-than-light travel by "diving" into the Warp and being subsequently flung out a great distance from where they entered. There are positives and negatives to this method of travel. Because their ships have such minimal contact with the Warp and are in a sense just skimming the surface, their travel is relatively safe, but a flaw in this design is that their speed is greatly reduced in comparison to races which immerse themselves fully in the Warp. It is also true that the Tau are a race bereft of psykers. Whether it is due to their limited Warp interaction or something distinct about the Tau mind it means that they are unique amongst the dominant races of the galaxy. For while it does mean that the Tau do not possess the significant advantages that having psykers brings, it is also worthy to note that not one Tau has ever fallen to Chaos. In fact, as a species, the Tau register as barely more than a blip in the Warp and it may well be that this has been their saving grace, protecting the altruism and idealism their race shares from the destructive tendencies of Chaos.
Origin Path for Creation of Tau Characters Caste Tau
WS
BS
15
20
S
T
Ag
Int
Per
WP
Fel
20
20
25
25
20
25
25
Tau Homeworlds Ethereal Renown: You were born in an area known for the exceptional wisdom if it’s Ethereals. Perhaps you were born on T’au or ___, or perhaps you just grew up near the sept’s capital. You grew up listing to this wisdom and the principals of the Greater Good are strongly imprinted on your mind, even compared to your peers. Your knowledge of philosophy and unwavering faith in the Tau’s manifest destiny have defined you. Characteristics: WP +4, Ag -2; Fate Points: 3 (1-5), 4 (6-10); Untrained Basic Skills: Common Lore (Greater Good, Tau Empire), Literacy, Tech-Use Skills: Speak Language (Tau) Talents: Unshakable Faith.
Fire Renown: You were born in an area known for the bravery and strength of it’s Fire Warriors. Perhaps you were born on ___ or ___, or perhaps you just grew up near the major military bases. You grew up around the physical challenges and constant training of the Fire Caste as they prepare to defend the interest of the Empire. You are familiar with both the stories of war and the equipment used to prosecute them. Characteristics: S +2, T +2, Fel -2; Wounds: +1; Fate Points: 2 (1-3), 3 (4-9), 4 (10) Untrained Basic Skills: Common Lore (War, Tau Empire), Literacy, Speak Language (Tau), Tech-Use Skills: Dodge, Speak Language (Tau) Talents: Nerves of Steel Earth Renown: You were born in an area known for the intelligence and skill of it’s Earth Caste. Perhaps you were born on ___ or ___, or perhaps you just grew up near the major manufacturing and research facilities. Science and Technology are discussed openly here, and you could not help but learn about it as you grew up. The complex devices of the Empire hold no mystery to you. Characteristics: Int +2, S +2, Fel -2; Fate Points: 2 (1-3), 3 (4-9), 4 (10) Untrained Basic Skills: Common Lore (Technology, Tau Empire), Literacy, Tech-Use Skills: Logic, Tech Use, Speak Language (Tau) Water Renown: You were born in an area known for the skill and artistry of it’s Water Caste. Perhaps you were born on ___ or ___, or perhaps you just grew up near a diplomatic or administrative center. Complex use of words and meaning have surrounded you your whole life, leading you to a great understanding of language as well as basic understanding of the flow of goods and services as they relate to the Greater Good. Characteristics: Fel +2, Int +2, T -2; Fate Points: 2 (1-3), 3 (4-9), 4 (10) Untrained Basic Skills: Common Lore (Tau Empire), Forbidden Lore (Xenos) Literacy, Speak Language (Tau, [Pick One]), Tech-Use, Trade, Commerce Skills: Evaluate, Speak Language (Tau) Air Renown: You were born in an area known for the speed and skill of it’s Air Caste. Perhaps you were born on ___ or ___, or perhaps you just grew up on orbital city. Either way the void and the methods used to transverse it have been around you your entire life. Even if you are not of the Air Caste yourself, you share their conform-ability with the vast emptiness. Characteristics: Ag +4, S -2; Fate Points: 2 (1-3), 3 (4-9), 4 (10) Untrained Basic Skills: Common Lore (Void, Tau Empire), Forbidden Lore (Xenos), Literacy, Navigation (Stellar) (Stellar) and Pilot (Flyer), (Flyer), Tech-Use Traits: Void-Accustomed Skills: Speak Language (Tau) Birthright (nothing changes) Lure of the Void
Renegade: As per book except the Enemy choices are replaced with “Enemy ([Tau Caste] or [Integrated Species]). Note, the philosophical change won’t be ‘that’ different from the mainstream and should still be based on the Greater Good. Anyone else would not be put in a position of power.
Empire. Duty to Humanity is renamed Duty to Duty Bound: Duty to the Throne is renamed Duty of the Empire. Duty the People. Lastly, Duty to your Dynasty is removed. The interaction penalty applies to those beyond the Empire, instead of the Imperium.
Zealot: Favored of the Faithful is removed. Note this is based primarily on the Tau’s manifest destiny and the Greater Good. Chosen by Destiny: [The first option] is removed. Note that in the case of Xenophile, Xenos and Alien Artifacts refer to people and items not of Tau manufacture. Trials and Travails
Press-Ganged: Renamed Out of Place. Instead of gaining a skill, you may add +3 WS or +3 BS. However, you may not select a skill that is on your Career list. If you chose the Ability increase, you may not select the Fire Caste Career. Description is changed to the following: Unfortunate circumstance forced you to take up actions outside of your caste’s scope. You learned new skills you may never have wanted to know and forced to do things you never wanted to do. What is learned cannot be unlearned, and it sets you apart from your brethren. Calamity, Dark Voyage and High Vendetta: Unchanged Motivation Pride: May not select Heirloom item. All others: Unchanged NOTE: All “Fate Points” are “Touched by the Fate” points, but use same rules as regular regular Fate Points in the Rogue Trader rulebook. Word it how you like. like.
Caste (Career as it relates to Rogue Trader) Fire Caste (Arch-Militant) Special Ability: Weapon Master (Pulse Weapons) or Battle Suit Veteran (+5 WS, +5 BS and +5 Pilot [Jet Pack], and +2 Initiative while inside a Battlesuit) Skill: Common Lore (War), Dodge, Drive, Intimidate, Scholastic Lore (Tau Tactica), Speak language (Fire Dialect) Talent: Basic Weapon Training (Universal), Pistol Weapon Training (Universal), Thrown Weapon Training (Universal), Sound Constitution Gear: Pulse Rifle OR Pulse Carbine, Pulse Pistol, Veteran Armor, Infantry Backpack, Microbead, Knife w/ Mono upgrade, 2 Plasma Grenades, and Tau uniform dyed in character’s Sept color scheme. Water Caste (Seneschal or Missionary) Special Ability: Exceptional Facilitator (Identical to Exceptional Leader) instead of Pure Faith, or Seeker of Lore Skill: Barter, Commerce, Charm, Common Lore (Tau Empire), Deceive, Evaluate, Forbidden Lore (Xenos), Inquiry, Literacy, Speak Language (Water Dialect), Speak Language (Low Gothic or High Gothic) Talent: Pistol Weapons Training (Universal)
Gear: Pulse Pistol, Tau Mesh Robe, Dataslate, Tau Scribe Drone, Best-Craftmanship Shock-Staff, and Tau Water Caste Robe. Air Caste (Void-Master) Special Ability: Mastery of (choose one: Space, Gunnery, Augurs, Small Craft) Skill: Common Lore (Kor’vatta, War), Forbidden Lore (Xenos), Navigation (Stellar, Intersteller), Intersteller), Pilot (Spacecraft, Flyers), Scholastic Lore (Astromancy), Speak language (Air Dialect) Talent: Pistol Weapon Training (Universal), Vehicle Weapon Training (Universal), Nerves of Steel Gear: Pulse Pistol, Tau Void Suit, Microbead, Tau uniform dyed in Sept color scheme, Knife w/ Mono upgrade, Combi-tool. Earth Caste (Explorator w/ Tau equivalent tech devices) Special Ability: Explorator Devices (Identical to Explorator Implants except they are not implats, but devices that can be removed and reattached at will) Skill: Common Lore (Technology), Forbidden Lore (Xenotech), Logic, Medicade, Scrutiny, Speak Language (Earth Dialect), Scholastic Lore (Pick Two), Tech-Use, Trade (Technomat) Talent: Pistol Weapon Training (Universal) OR Basic Weapon Training (Universal) Gear: Pulse Pistol OR Pulse Shotgun, Tau Mesh Robe, Microbead, Combi-Tool, Multikey, Dataslate, Dataslate, Tau Technical Drone
Armory Name
Pulse Rifle
Class
Basic (Pulse)
Basic (Pulse) Pulse Carbine
Pulse Pistol
Basic (Launc her
Pistol (Pulse)
Range
150m
60m
80m
40m
RoF
S/2/ 4
S/2/ 6
S/-/-
S/2/ -
Dam
2d10+ 3E
2d10+ 2E
Grena de
2d10+ 2E
Pen
4
Clip
36
Rld
Special
Full
Gyro-Stabi lised (Pg 121 ITS)
Wt
8kg
Cost
N/A
Availability
Very Rare (Common for Tau)
Gyro-Stabi lised 4
*
4
36
1
16
Half
Half
Half
Carbine (-10 one handed penalty)
Gyro-Stabi lised
6kg
3kg
N/A
N/A
Very Rare (Common for Tau)
Very Rare (Average for Tau)
Rail Rifle
Burst Cannon
Heavy (Rail)
Heavy (Pulse)
Pulse Shotgun
Basic (Pulse)
Plasma Gun
Basic (Plasma )
200m
S/-/-
60m
S(2) /4/ 10
30m
S/-/-
90m
S/-/-
3d10+ 6I
2d10+ 2E
1d10+ 4E
2d10+ 6E
10
4
5
100
Accurate, Telescopic 2Full Sight
Full
Storm, Gyro-Stabi lised
25kg N/A
20kg N/A
4
8
Full
Shocking
6kg
N/A
6
8
3Full
-
14kg
N/A
Unique (Rare for Tau)
Very Rare (Scarce for Tau)
Very Rare (Average for Tau)
Unique (Rare of Tau)
Unique Fusion Gun
Honor Blade
Bonding Knife
EMP Grenade
Plasma Grenade Photon Flash Grenade
Basic (Melta)
Melee
Melee
Thrown
Thrown
Thrown
35m
N/A
N/A
3xSB
3xSB
3xSB
S/-/-
3d10+ 8E
N/A
1d10+ 3R
N/A
1d5+1 R
N/A
2d10 E
N/A
2d10+ 6E
N/A
Specia l
13
2
2
12
N/A
N/A
Ignores N/A Armor
6
-
N/A
N/A
2Full
N/A
N/A
N/A
-
Balanced, Mono Balanced, Mono
Only affects electronic equipment, Blast (4)
N/A
Blast (2)
N/A
Blast (15), test Tough or blinded
16kg
N/A
(Rare for Tau)
Very Rare (Average for Ethereals)
3kg
N/A
1kg
Unique (One N/A per Team)
0.5 kg
2kg
.5kg
N/A
Rare (Average for Fire)
N/A
Very Rare (Average for Fire)
N/A
Rare (Plentiful for Tau)
for 1d5 rounds
Flamer
Basic (Flame)
25m
S/-/-
1d10+ 6E
3
Name
Blacksun Filter
Target Lock
8
2 Full
Flame
6
N/A
Rare (Average for Tau)
Function
Allows character to re-roll one failed Awareness test per round, and they count as being able to see in absolute darkness. Grants user “Dark Sight” Trait. Doubles the BS bonus for any Aim action.
Please note that there are official rules for Tau weaponry in the Deathwatch book. We decided, however, that they were set for a much higher power level, and so we kept our own rules. GMs can feel free to use the official rules, if they intend to run a higher powered game. Name Mesh Robes Scout Armour
Veteran Armour
AP and Notes
AP 4 (All) Weigh: 3 kg AP 6/4 (Head, Body / Legs, Arms); Integrated Micro-Bead, Re-breather, and Blacksun Filter. Weight: 9 kg AP 6 (All); Integrated Micro-Bead, Re-breather, and Blacksun Filter. Weight: 12 kg
Tau Void Suit
AP 1 (All); Integrated Micro-Bead, Micro-Bead, Re-breather, Magboots, Magboots, Void Suit rules (pg 141 RT), and Flyer (12) Trait due to thrusters thrusters while in the void. Weight: 8
Veteran Void Armour
AP 6 (All); Integrated Micro-Bead, Re-breather, Blacksun Filter, Magboots, Void Suit, Suit, and thrusters Flyer (12). (12). Weight: 18 kg
AP 6 (All), +5 S & T, Integrated Micro-Bead, Re-breather, Blacksun Filter, Magboots, Void Suit rules, MIU devices that links wearer to vehicle / weapon platform. platform. Weight: 25 kg XV02 Pilot Battlesuit Note: This armour is in the prototype phase. Developed specifically for use in conjunction with Tau vehicles, most notably the Hammerhead Gunship, it has an upgraded interface which allows the user to become one with his vehicle. XV15 Stealthsuit
AP 8 (All); +10 T, T, Unnatural Str x2; Integrated Micro-Bead, Micro-Bead, Re-breather, Blacksun Filter, Magnoculars, Magnoculars, Auspex, Jet Pack, and Synskin. Synskin. May have 1
support system integrated. Comes pre-equipped with with Burster Cannon and Stealth Field Generator. Generator. Weight of armour does NOT count to what character can carry. Weight: 175 kg XV17 Battlesuit
XV22 Stealthsuit
Little is known about this Battlesuit apart from that it exists.
AP 9 (All); +5 Str & T, Unnatural Str and T x2; Integrated Micro-Bead, Rebreather, Blacksun Filter, Filter, Magnoculars, Auspex, Jet Pack, and Synskin. Has up to 2 weapons assigned assigned to it. May have up to 1 support systems systems integrated. Comes pre-equipped pre-equipped with Stealth Field Field Generator. Heavy Weapons count as basic weapons. weapons. Weight of armour does NOT count to what character can carry. Weight: 225 kg Note: This armour is in the prototype phase.
XV25 Stealthsuit
AP 8 (All); +15 T, T, Unnatural Str x2; Integrated Micro-Bead, Micro-Bead, Re-breather, Blacksun Filter, Magnoculars, Magnoculars, Auspex, Jet Pack, and Synskin. Synskin. May have 1 support system integrated. Comes pre-equipped with with Burster Cannon and Stealth Field Generator. Generator. Weight of armour does NOT count to what character can carry. Weight: 200 kg
XV26 Battlesuit
Little is known about this Battlesuit apart from that it exists.
XV46 Vanguard Void Battlesuit
AP 8 (All); +15 S & T, Unnatural Str & T x2; Integrated Micro-Bead, Micro-Bead, Re-breather, Blacksun Filter, Magboots, Void Suit rules, Magnoculars, Auspex, & Jet Pack. Has up to 2 weapons assigned to it. May have up to 2 support systems systems integrated. Heavy Weapons count as basic basic weapons. Weight of armour does NOT count to what character character can carry. Weight: 200 kg
AP 10 (All) +20 Str & T, Unnatural Str & T x 2; Integrated Micro-Bead, Re-breather, Blacksun Filter, Magnoculars, Auspex, and Jet Pack. Has up to 3 weapons assigned to it. it. May have up to 2 support systems systems integrated. XV8 Crisis Battlesuit Heavy Weapons count as basic basic weapons. Weight of armour and weapons weapons does NOT count to to what what character character can carry. carry. Size: “Hulking” Weight: 350 kg
XV8-05 Enforcer Crisis Battlesuit
AP 11 (All) +20 Str & T, Unnatural Str & T x 2; Integrated Micro-Bead, Re-breather, Blacksun Filter, Magnoculars, Auspex, and Jet Pack. Has up to 3 weapons assigned to it. it. May have up to 2 support systems systems integrated. Heavy Weapons count as basic basic weapons. Weight of armour and weapons weapons does NOT count to to what what character character can carry. carry. Size: “Hulking” Weight: 400 kg Note: This armour is only issued to commanders.
XV8-06 Coldstar Crisis Battlesuit
AP 10 (All) +20 Str & T, Unnatural Str & T x 2; Integrated Micro-Bead, Re-breather, Blacksun Filter, Magboots, Void Suit rules, Magnoculars, Auspex, and Jet Pack. Has up to to 3 weapons assigned to it. May have up to 2 support systems systems integrated. Heavy Weapons count as basic basic weapons.
Weight of armour and weapons does NOT count to what character can carry. Size: “Hulking” Weight: 425 kg
XV88 Broadside Battlesuit
AP 12 (All) +25 Str, Str, +20 T, Unnatural Str and T x2; Integrated Micro-Bead, Re-breather, Re-breather, Blacksun Filter, Filter, Magnoculars, and Auspex. May have 1 support system integrated (suit cannot support Jet Pack). Comes pre-equipped with 2 Railguns Railguns and 2 Missile Pods. Pods. Heavy Weapons count as basic weapons (exception is is Railguns). Weight of armour and weapons does NOT count to to what what character character can carry. carry. Size: “Hulking” Weight: 1000 kg
XV9 Hazard Battlesuit
AP 12 (All) +15 Str & T, +5 Ag, Unnatural Str & T x 2; Integrated Micro-Bead, Re-breather, Blacksun Filter, Magnoculars, Auspex, and Jet Pack. Has up to 1 additional weapon weapon assigned to it. May have up to 3 support systems systems integrated. Comes pre-equipped with with one twin-linked Burst Burst Cannon. Heavy Weapons count as basic weapons. weapons. Weight of armour and weapons does NOT count to what character can carry. Size: “Hulking” Weight: 500 kg Note: This armour is in the prototype phase.
XV104 Riptide Battlesuit
The XV104 Riptide Battlesuit is a newly-developed, experimental heavy Battlesuit that towers over all other known forms of Tau Battlesuit save for its variant, the XV107 R'varna. The XV104 is the latest model to arrive on the front lines of the Third Sphere of Expansion, and its deadly combination of heavy protection, supreme mobility and devastating firepower makes it an extremely powerful asset for the forces of the Tau Empire. Note: This armour is in the prototype phase. Possibly vehicle rules. rules.
XV107 R'varna Battlesuit
The XV107 R'varna Battlesuit is a rare variant of the recently introduced XV104 Riptide Battlesuit, and mounts two Pulse Submunitions Cannons as its main armament. These are experimental weapons systems which fire micro-cluster projectiles projectiles capable of saturating a wide target area with a deadly storm of plasma pulses. The R’varna has far heavier armour than its more mobile, Jetpack-equipped Riptide counterpart, allowing the pilot to stand firm in the face of any foe whilst the more mobile elements of this Hunter Cadre envelop and destroy them. Note: This armour is in the prototype phase. Possibly vehicle rules. rules.
XV109 Y'vahra Battlesuit
Rushed into deployment after the success of the XV107 R'varna Battlesuit, the XV109 Y'vahra is a Class 10 Battlesuit designed for devastating frontline shock assaults. To facilitate this role, the Y'vahra is equipped with a triple-barrelled Phased Plasma-Flamer capable of vaporising even hardened ceramite, and a massive Ionic Discharge Cannon designed to incapacitate enemy war engines. The complex Vectored Thruster Array incorporated into the Y'vahra's impressive armour allows it to traverse the battlefield in long graceful bounds, slamming slamming into the greatest concentration concentration
of the enemy and reaping a heavy toll in lives before jetting away. Note: This armour is in the prototype phase. Possibly vehicle rules. rules.
Note: All Unnatural modifiers are added after the Characteristic modifiers.
Battlesuit Weapons Name
Class
Range
RoF
Dam
Burst Cannon
Heavy (Pulse)
60m
S(2) /4/ 10
2d10+ 2E
Heavy Flamer
Heavy (Flame )
30m
S/-/-
2d10+ 6E
Fusion Blaster
Heavy (Melta)
60m
S/-/-
4d10+ 10 E
Missile Pod
Heavy (Launc her)
350m
S/2/ -
Plasma Rifle
Heavy (Plasm a)
150m
S/2/ -
Railgun
Heavy (Rail)
Cyclic Ion Blaster
500m
S/-/-
Heavy (Rail)
60m
Smart Missile System
Heavy (Launc her)
Airburst Fragmentati
Heavy (Launc
Clip
Rld
4
1000
Full
Storm
35kg
N/A
4
30
Full
Flame
15kg
N/A
13
25
Full
-
35kg
N/A
2d10+ 6X
6
6
3 Full
Blast (4)
30kg
N/A
3d10+ 9E
8
60
4 Full
30kg
NA
7d10+ 12 E
Pen
5 Full
Special
-
Always counts as Heavy Weapon
Wt
Cost
16
12
100kg N/A
-/8/2 1d10+ 0 4E
2
2000
2 Full
Storm, Tearing
35 kg
N/A
75m
S/-/-
2d10+ 6X
6
3
2 Full
Special*, Blast (4)
25kg
N/A
30m
S/2/ -
2d10+ 2X
2
10
2 Full
Special*, Blast (6)
20kg
N/A
Availabilit y
Only mounted on XV88’s.
on Projector
her)
Pulse Submunition Cannon
Heavy (Launc her)
75m
S/2/ -
2d10+ 6E
6
100
2 Full
Blast (2)
30kg
NA
Only mounted on XV107’s.
EMP Discharge Cannon
Heavy (Launc her)
100m
S/-/-
-
-
100
2 Full
Special^
40kg
NA
Only mounted on XV109‘s.
Special* = Due to the smart drone systems installed into the weapon component / warheads, these Battlesuit Weapons can be fired even when the target(s) is(are) no longer seen (but presence must be known). A BS is still needed to fire, but cover and/or concealment bonuses to not apply. May only be utilized in this fashion in a 90 degree frontal arc of the firer. Special^ =
Battlesuit Support Systems Name
Blacksun Filter
Target Lock Advanced Stabilisation System
Function
Allows character to re-roll one failed Awareness test per round, and they count as being able to see in absolute darkness. Grants user “Dark Sight” Trait. Doubles the BS bonus for any Aim action. Battlesuits can be equipped with advanced stabilizing gyroscopes making them a much more stable stable weapons platform. This grants the wearer wearer the “Hip Shooting” and “Bulging Biceps” Talents.
Shield Generator
A force-field surrounds the wearer, and has a 50% chance to negate all damage. If a 01-05 is rolled, rolled, the shield fails and and can be rebooted after 4 combat rounds.
Stealth Field Generator
+10 to Concealment checks. Lets the wearer re-roll re-roll concealment checks (best result stands) stands) against any sight sight based senses. Allows the wearer to conceal him/herself in plain sight by making a Hard (-20) Concealment check even after movement. This Support System can only only be used in Stealthsuits.
Stimulant Injector
Advanced life support systems (for a Tau char), which allows a seriously wounded char. to be injected with with stimulants. Blood loss is stopped stopped by rolling 1d10 with a 3+. 3+. If a character is Stunned or knocked unconscious, a dose of Stimm is administered. administered. This effect lasts for 4 hours, by which time
the character succumbs to to his/her injuries. injuries. Other drugs may be added at GM discretion. Targeting Array
Grants the user the “Independent Targeting” Talent.
Vectored Retro-Thrusters
Additional thruster thruster nozzles have been added for advanced mobility. mobility. Allows the wearer to re-roll “Pilot (Jet Pack)” checks; best result counts.
Iridium Armor Plates
Fitted with additional iridium armour plates, the AP is increased by +2 (Arms, Body, Legs), adds +100kg to weight, and subtracts -1 Agility Bonus Movement.
Ejection Seat
Jet Pack
Upon reaching 0 wounds or upon initiation by the pilot, he/she is ejected 50m into the air up to a 45% angle, with a parachute that automatically deploys. Grants the Flyer (12) Trait.
Failsafe Detonator
Upon reaching 0 wounds or upon initiation by the pilot, the suit detonates inflicting 4d10+8 X damage, damage, Pen 8, with a blast radius radius of 10m. This device can be overridden by the pilot, and can be used as a timed device.
Drone Controller
Up to two Tau drones can be linked linked to this Battlesuit. Battlesuit. These drones act on their own bust stay within 5m of the pilot unless ordered differently, which takes a Free Action. The pilot can take control of a drone drone and see and act with it’s sensors/weapons as a Half Action.
Multi-Tracker
Grants the “Two Weapon Wielder” Talent w/ a -10 penalty.
Corruption Table for Tau Character's Roll
Result
0110
Mistrust: This character has seen problems and flaws in the philosophy behind the Greater Good and has grown to question the motives and actions of all around him.
1115
It's Full of Stars: The character has seen more than he had ever imagined or was taught would exist, and he does truly dreads the thought of seeing such sights again.
1620
Close-Minded: The character has had the beliefs that once supported him destroyed by undeniable proof to the contrary, but he or she still attempts to maintain them through blind adherence to dogma.
2122
Insubordination: This character has begun to chafe under the constant unjust attentions or actions of his Ethereal masters and will refuse or twist orders that he or she feels are wrong. These actions need not always be obvious but should cause serious repercussions if
discovered.
2325
Hopeful: This character has seen past the current concept of the Greater Good... and on to what the Tau Empire could truly be! He or she advocates complete racial equality, exploration and incorporation of alien philosophy, or perhaps freedom to choose one's own path independent of caste. The character might not openly preach these beliefs, but he or she should likewise not shy away from professing them: They are obvious, after all!
2630
Hesitance: The Tau has started wondering whether everything the Ethereals plan out is as foolproof as it seems, and delays action to mull it for himself. The Tau only rolls 1d5 on Initiative, and must make a Challenging (+0) Willpower test to perform risky actions without spending a dangerous (A few seconds to a few minutes) amount of time considering their potential negative outcome. This effect last for 1d5 weeks.
3133
Disillusioned: The character has begun to question the right of the Ethereals to lead the Tau and their portrayal of the Greater Good. He generally keeps these thoughts to himself and close friends, but if his superiors found out then the consequences would be dire indeed!
3445
Deviant Obsession: Something this character experienced during the last mission changed him or her forever. This is the same as the Obsession Disorder from the mental disorders table but the character is obsessed obsessed with some horrific horrific or exotic outlier outlier experienced previously, such such as the Sorcery after fighting Tzeentchian cultists or Space Marines after experiencing the shock of their drop-pod assault.
4650
Facade: The character, though in truth frightened and confused at the world around them, tries to act calm and optimistic, for the perceived good and comfort of others. How difficult it is for them to maintain the act becomes ever harder...
5155
Caste Supremacy: After all the suffering he's been through, this character knows his caste does all the most important, dangerous work, and he wants you to acknowledge it, too. This character takes a -10 penalty to Fel tests dealing with characters or NPCs of a different caste. This effect lasts for 1d10 weeks.
5660
Demanding: This character wants an explanation, right now. He wants to know the rationalization behind the terrors he has witnessed, wants them put into comforting terms he understands. Until he gets them, he believes he has every right to be angry or uncooperative with others. This effect lasts lasts for 1d10+2 weeks.
6163
The Horror!: This character is wracked by guilt over his actions or horrific memories of things that the Ethereals say do not exist. See Horrific Nightmares on the mental disorders table.
6470
Reeducate: The character has expressed views differing from those considered "correct" and has been taught the error of his ways. This may be roleplayed or happen off screen between missions. The character's Intelligence is reduced by 1d5.
7175
Purist: This character has come to believe that only the Tau should be full members of the Greater Good and is disdainful of aliens, even those within the Empire. -10 penalty to
Fellowship Tests when dealing with aliens and Non-Caste Tau. 7680
Unsure: The character has experienced things far beyond what were taught to him in training and has no idea how to cope. Every time the character deviates from explicit orders he must Test Willpower or be at -10 to all Tests while undertaking the activity.
8183
World Weary: The character is a broken shell of the person he or she once was, having seen to much, been deceived too often, and lost faith one too many times. The days seem bleak and pointless, food has no taste, taste, and it is all he or she can do to get out of bed in the morning. morning. Double all negative effects for Fatigue levels. The character gains the Jaded talent and reduces his/her Willpower permanently by 1d5.
8490
Prejudiced: This character has come to see a particular species, race, caste, or ethnic group as inferior. He or she sees them as completely unworthy of inclusion within the Tau Empire and will never aid them without explicit orders or a vital cause, and even then will only do so begrudgingly. The character gains Hatred for the group in in question. Reduce Fellowship by 1d10.
9193
Cleanse, Purge, Kill: This character has witnessed things of such deviation and horror that he has rejected the policy of inclusion inherent in the philosophy of the Greater Good. The character must Test Willpower to allow any sort of threat to remain alive or viable when possible to end it.
9400
Xenophile: The character believes that perhaps the Tau are not as strong as he once thought and must attempt to learn everything possible when presented with technology, customs, or any form of exotic non-Tau knowledge.
Tau Worlds (Known) T'au, the homeworld of the Tau race. T'au is the capital world and spiritual, political, cultural, and administrative centre of the Tau Empire. Its citizens are considered especially learned and wise by other Tau. Tau'n, the Tau's first off world colony, Tau from this world are considered to be pioneers D'yanoi, having been isolated for a time from the Tau Empire, its inhabitants are considered somewhat rustic and backwards. Bork'an, a Tau centre of learning and academia. Vior'la, a major military centre of the Tau Empire, Vior'la's Fire Warriors are considered especially aggressive and skilled. Fal'shia, a centre of technological development, Tau from Fal'shia are considered great problem solvers.
Dal'yth, a cosmopolitan and trader-friendly Sept. Vash'ya seems to be primarily inhabited by members of the Air Caste and is a major orbital shipyard for the Tau Navy. Sa'cea, another Tau military centre, Sa'cea produces a very high proportion of exceptionally-disciplined exceptionally-disciplined and honourable Fire Warriors. N'dras was abandoned by the Tau for unclear reasons. Its remaining inhabitants are regarded as untrustworthy, quick-tempered, quick-tempered, and of a brooding countenance.
Farsight Enclaves The only known breakaway faction of the Tau Empire is the alliance of Tau colony worlds called the Farsight Enclaves that were placed in the Damocles Gulf against the orders of the Tau Ethereals. These worlds are led by the Fire Caste's Commander Farsight and were conquered from the Imperium during the Tau Empire's Second Sphere Expansion. These enclaves have less regard for (or a non-standard interpretation of) the Tau'va, the philosophy of the Greater Greater Good. Most of the planets names are currently unknown.
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