TEXT: SHIPS OF THE TAU EMPIRE
  
  Original Game Design and Development
  Andy Chambers, Gavin Thorpe, Jervis Johnson
  Revised Edition
  Plaxor, Afterimagedan, The Specialist Games Community
  Artwork & Graphics
  John Blanche, Richard Wright, Alex Boyd,
  Wayne England, Des Hanley, Neil Hodgson,
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  Tim Adcock, Dave Andrews, Owen Branham, Mark Jones,
  Chris Smart, Dave Thomas, Matt Parkes, Keith Robertson,
  Martin Footitt, Stuart Thomas, Richard Baker, Neil Green
  Special Thanks
  Nate Montes, Bob Henderson, Ray Bell, Pete Haines,
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  John Carter, Che Webster & Richard Hodgekinson
  Roy ‘Horizon’ Amkreutz, Fred Martinson, W.S. Scott Boyd,
  Robert C.M. Passovoy, Aaron Dickey, Sam Stewart,
  Stephen Cundiff, Colin Young, Dex Sy, Brandon Pooley,
  Wesley Herndon, Florian Piening, John Lambshead,
  Matt Sprang & The 40k Specialist Games Community
  
  The BaTTlefleeT GoThic: expanded Revised ediTion
  What is BFG:XR?
  The Battlefleet Gothic: Expanded Revised Edition is an updated, visually remastered version of Plaxor and 
  Afterimagedan’s well known Battlefleet Gothic: Revised project. The aim of BFG:XR is to build and maintain 
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  The BFG:XR edition is a combination / update of the classic BFG v1.5 Rulebook, the unofficial FAQ 2010 
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  HISTORY OF THE TAU EMPIRE
  Expanded Revised - Tau empiRe
  1
  TO UNITE THE STARS
  VESSELS OF THE GREATER GOOD
  As the nascent Tau began to stretch 
  their hand across the stars and assume 
  the manifest destiny they saw within 
  themselves, to colonize worlds across 
  the galaxy, it was only a matter of 
  time before they began to encounter 
  other spacefaring races. Because their own interstellar 
  drive systems were derived in part from alien technology 
  discovered on one of the moons in their home system, 
  the Tau were from the outset very open-minded to the 
  possibility of technological exchange and were quick 
  to form trade agreements and colonization pacts with 
  all who crossed their path. The first of these were the 
  natural deep-space explorers known as the Nicassar. 
  Initial misunderstandings led to a brief conflict, with Tau 
  technology proving the far superior of the two. Extremely 
  poor warriors and completely unsuitable for a military 
  role within the Greater Good, the Nicassar offered their 
  natural skills at void engineering to build vessels for the 
  Empire, and their innate curiosity and desire to explore 
  the galaxy made them uniquely suitable as scouts, slowly 
  and methodically plying the depths of space between the 
  stars. The Tau wholeheartedly accepted this arrangement.
  THE EXPANDING EMPIRE
  Heady with their success, the Tau earnestly believed that 
  no race they encountered could turn away from the pure 
  logic of the ‘greater good’ (or the powerful technology the 
  Tau had at their disposal). When they next made contact 
  with another spacefaring race, they quickly rushed to 
  establish diplomatic relations. Their naïve assumptions 
  were cruelly shattered when the Orks, brutal killers bent 
  only on war and conquest, massacred the Tau envoys. 
  Referred to as the O’res’la, it took little time before 
  conflict with the Orks turned to open war. While the Orks’ 
  vanguard was rebuffed after much struggle, it proved to 
  be only a foreshadowing of the strife that was to come. 
  At first, the Tau interpreted the situation to be a war of 
  ideologies, as the O’res’la expansion directly interfered 
  with the Empire’s plans for colonizing and expanding 
  their sphere of influence. It was not long before the 
  realization set in that this was indeed a battle for survival, 
  as the O’res’la with their technologically superior vessels 
  quickly cut lines of communication between worlds and 
  threatened to come within range of the Phase One Septs 
  "I
  t has been concluded that, after careful analysis of data gathered during the Damocles Gulf crusade, that 
  this new race identified as the Tau (ref AdMech 5432/XEN583) poses a threat to the Imperium unlike 
  any other yet encountered. Interrogation of prisoners known to have colluded with these xenos describe them 
  in various different ways, but the same basic trends appear pointing to a common theme, describing this race in 
  glowing expressions like "dynamic," "open-minded," "compassionate," and other terms expressing ideals that are 
  markedly out of keeping with willful obedience, service and discipline, as well as representing a direct threat to 
  order that has maintained our blessed Imperium for uncounted centuries. Furthermore, their evolutionary traits 
  represent a rate of development orders of magnitude more accelerated than any sentient life form previously 
  encountered (possible Chaos influence?), at a level that cannot even be explained by Zachary's Theorem of 
  Adaptive Divergence (ref AdMech 32/XEN583)..."
  -Morris Montesigna, Genetor Secundus
  themselves. In the midst of this, the Tau continued to 
  expand throughout the many systems surrounding their 
  homeworld in a desperate bid to find new allies and new 
  technology. They rightly ascertained this was not only 
  paramount to their manifest destiny, but quite possibly 
  could prove to be the key to their continued existence. 
  THE KROOT
  This ethos was wholly vindicated during an otherwise 
  ordinary merchant expedition to the newly discovered  
  planet of Pech, the homeworld of the Kroot. An impromptu 
  coaltion between the visitors and the natives was quickly 
  forged in the fires of battle as the Tau delegation and its 
  cadre of Fire Warriors stood beside the local defenders 
  against an invading O’res’la war-host. During this battle, 
  the Kroot proved themselves to be able defenders as well 
  as frightfully brutal and efficient close-quarter fighters. 
  The Ethereals, recognizing an unparalleled opportunity 
  to gain an ally as well as a new source of information vital 
  for their cause, quickly interceded to negotiate a lasting 
  peace and permanent alliance between the two races. The 
  Kroot took advantage of this opportunity to expand their 
  access to technology and resources, ultimately becoming 
  full subjects of the Tau and a cornerstone of what would 
  eventually be known as the Tau Empire. They would 
  go on to lend their expertise in hand-to-hand fighting 
  and close-quarters battle tactics to defend the emerging 
  Empire whilst also expanding their travels and pursuing 
  new sources of DNA, constantly shaping and improving 
  their genetic bloodline by sampling the gene pools of 
  alien creatures and races they encountered. 
  "I
  t saddens me greatly that we must take arms against 
  the peoples of the galaxy. By their deaths, they deny 
  themselves the liberation that is only to be found in total 
  surrender to the Greater Good."
  -Aun'Va, Master of the Undying Spirit
  
  HISTORY OF THE TAU EMPIRE
  Expanded Revised - Tau empiRe
  2
  escort as analogues to those they faced in the Imperial 
  Navy, serving alongside exploration carracks and heavy 
  transports refitted as combat vessels using up-rated 
  weapons and defensive systems. Though constructing 
  dedicated warships was against the philosophy of 
  a culture that strove to solve every challenge with 
  diplomacy, trade, ingenuity, and not a little cunning, 
  it was recognized that it was necessary against such 
  intractable foes as the Orks and - to a certain extent - the 
  Imperium. Despite this, warships were initially produced 
  very sparingly, as many of the Ethereal Caste believed 
  that the bulk of the Kor’vattra’s resources needed to focus 
  on its primary goal: commerce and exploration to unite 
  the stars in support of the Greater Good. Fortunately, 
  the hand of fate dealt in favor of the Tau, and the Gue’la 
  were forced to commit to a cessation of hostilities, beset 
  on multiple fronts by the sudden assault from what they 
  called Hive Fleet Behemoth, as well as continuing raids 
  by the O’res’la. 
  RETAKING THE STARS
  The lessons of the Lithesh War were not lost on the Tau, 
  and within twenty tau’cyr of the Armistice, the Lar’shi 
  cruiser took to space, the first purpose-built Tau warship 
  and the vessel with which they would re-take the stars. 
  Parallel to this, various capital ship and escort variant 
  designs were experimented with. While the Lar’shi was 
  a formidable warship in its own right, it was still based 
  on the modular transport concept the Tau relied on for 
  generations, a concept favored by the Kor caste that was 
  simple to construct and maintain but suffered the same 
  efficiency and interstellar “warp-dive” shortcomings as 
  other Tau vessels. Nonetheless, these warships proved 
  their worth, and they increasingly became available 
  throughout the Tau fleet. As Tau technology evolved 
  to match that of the Gue’la, it began to easily surpass 
  that of the Orks, and a modernized fleet defending the 
  D’yanoi system handily defeated a comparable fleet of 
  Ork vessels. 
  In the midst of these advances, a whole new foe revealed 
  itself in what the Gue’la called the Tyranids. Outriders 
  of which were first encountered in the outlying worlds 
  near the Fal’shia Sept, they proved to be an intractable 
  foe, unable to reason, devouring all before them in an 
  THE DEMIURG
  As the Tau continued to expand, they soon met with the 
  noble Demiurg, another spacefaring race with which the 
  Kroot had long experience as hired mercenaries. Plying 
  the stellar void in ponderous, stately factory ships and 
  powerfully armed commerce vessels, this ancient race 
  saw an unusually strong kinship between themselves 
  and the Tau. Referred to by the Tau as the Bentus’la (lit: 
  wise-gifted ones), the Demiurg declined an invitation to 
  join the Empire, although they recognized that together 
  they could be potent allies against continuing predations 
  by the Orks. This led to a mutually beneficial economic 
  partnership between the two species, a pact spearheaded 
  by the Thurm and SrryTok Brotherhoods of the Demiurg, 
  whose history with the Orks was exceedingly long and 
  brimming with blood, hatred, and bitterness. 
  The technological advancements gained through this 
  new relationship completely revolutionized Tau weapons 
  development, as well as the very structure of the Shas 
  (Fire) caste and its role in Tau interstellar exploration. 
  Now, the Tau were capable of building vessels that could 
  fight the Orks on equal terms, and they wasted no time 
  applying these technologies to new starship designs. 
  TURNING THE TIDE
  Both the Gal’Leath explorer and the ubiquitous Il’fannor 
  heavy transport, the existing line ships of the Tau 
  fleet, featured the ability to tow with them large cargo 
  lighters capable of transporting massive quantities of 
  matériel from orbit to a planetary surface. However, as 
  Tau weapons technology advanced, it was found that 
  by replacing the cargo capacity of these lighters with 
  modularly mounted ion cannons, they could quickly be 
  transformed into extremely powerful escort gunships 
  capable of holding off several Ork vessels simultaneously. 
  This new escort design, dubbed the Kess’l, proved to be 
  so successful at defending their parent vessels that ion 
  cannons were applied to Il’fannor transports themselves, 
  although this met with only limited success. Because the 
  Tau found this arrangement to be less than satisfactory, 
  they did not attempt to place ion weapons on their 
  Gal’Leath vessels, though the Bor’kan Sept produced a 
  variant of the Gal’Leath that substituted launch bays with 
  a powerful gravitic launcher system capable of putting a 
  veritable storm of drone-linked missiles into space. 
  These advances came just in time. Sporadic attacks on 
  Tau shipping and communication lines erupted into 
  the inexorable tide of Waagh! Scraghurtz, a vast Ork 
  armada sweeping through the region which was already 
  responsible for overrunning dozens of worlds. Despite 
  the Tau’s technological advances, it was likely that they 
  would not have prevailed against the amassed might 
  of Waagh! Scraghurtz if not for the intervention of the 
  Demiurg. Unknown to the Tau, their new economic allies 
  had cultivated relations with mysterious and powerful 
  races even more ancient than themselves, and in less than 
  a kai’rotaa the grim pressure the Ork-mada applied to the 
  fledgling Tau Empire vanished as suddenly as it came. 
  THE GUE’LA
  In the route of its expansion, it was unavoidable that the 
  Tau would eventually encounter the unimaginably vast 
  domain that calls itself the Imperium of Man. The well-
  documented Damocles Gulf Crusade and the ensuing war 
  with whom the Tau called the Gue’la was the inevitable, 
  bloody result. 
  As fortune would have it, the Tau had already established 
  relations and contracts with a number of Rogue Traders 
  plying the outer reaches of the galaxy. This served the 
  Tau well, as it gave them a measure of preparedness for 
  what to expect. The human invasion fleet was nonetheless 
  brutally efficient, and the Tau suffered mightily in this 
  war. The outcome at Hydrass in particular was widely 
  considered to be a disaster by the Tau. Lessons learned 
  were rapidly applied however, and they developed their 
  first true interstellar warships in the form of the Kir’Qath 
  "Y
  ou misunderstand, this is Tau space, despite what 
  the Gue'la may claim, and you are welcomed to 
  it as friend. We too have suffered difficulty with the 
  Or'es'la, since it seems they wish no unity. We would 
  be honoured to have you fight alongside us against this 
  common enemy. You will find it to the benefit of both 
  our peoples. You will find it, I have no doubt, to be for 
  the greater good."
  -Por'O Dal'yth V'Rok
  
  HISTORY OF THE TAU EMPIRE
  Expanded Revised - Tau empiRe
  3
  insatiable tide of annihilation that consumed worlds as 
  surely as fire does dry brush. Once again the Kor’vattra’s 
  performance and tactics against a new enemy were 
  called into question. The problem was not yet a crisis, 
  but the Ethereals and Air Caste saw its potential to 
  rapidly develop into one should this new foe prove to 
  be as widespread or problematic as the Gue’la. To this 
  end, the Ethereals, Air Caste and Earth Caste urgently 
  re-thought their policies for the future development of 
  the Kor’vattra. The Tau finally realized that the status 
  quo was no longer adequate. They would have to bend 
  the full ability, resources and technological prowess at 
  the Empire’s disposal to the task of creating a completely 
  new range of vessels designed from the outset as warships 
  with a level of redundancy, efficiency and dive range that 
  were beyond the limits of current starship construction 
  techniques. The faith the Tau have in their Fio Caste and 
  its grasp of technology is unshakable, and once again 
  they did not fail to deliver. 
  THE KOR’OR’VESH
  Engineers and artificers long familiar with the needs 
  and requirements of the Shas Caste were invited into the 
  design process, and it was made clear that no expense was 
  to be spared. The project as a whole was soon referred to 
  as the Kor’or’vesh, and it incorporated the single largest 
  reallocation of resources in the history of the Tau Empire. 
  The result was a new, ‘experimental’ fleet comprising 
  a number of radically different designs that bore more 
  resemblance to the Shas Caste’s machines of war than the 
  modular hulls and platforms familiar to the Kor. For the 
  first time, purpose-built warships were designed to fully 
  integrate the Fire Warrior command structure into the 
  crew, and they represented the very apex of technological 
  advancement of the Tau race. However, these vessels 
  proved to be especially difficult and expensive to 
  produce, and extensive assistance was required by 
  both the Nicassar and the Demiurg to bring them to 
  fruition. The first vessel created by the new initiative 
  was the Il’Porrui, and it proved to be a revolutionary 
  advancement indeed. Able to make interstellar dives 
  nearly five times farther than conventional designs, this 
  vessel was promptly taken up by the Por caste as a means 
  to rapidly traverse the breadth of the Empire as well as 
  quickly and efficiently explore beyond their realm. In 
  their first contact, a pair of these vessels quickly bested a 
  small pack of Or’es’la raiders encountered near D’yanoi, 
  proving the concept was sound - and so the Kor’or’vesh, 
  the Tau Battlefleet, came into its own. 
  STRUGGLE FOR THE 
  GREATER GOOD
  The threat represented by the Gue’la subsided but was not 
  removed. Once again they attempted to press their will 
  against the Tau during the Taros Campaign. Fortunately 
  by this time the Tau Empire had begun fielding significant 
  numbers of their new warships, and a number of Septs 
  deployed these vessels in large quantities only a few 
  tau’cyr before they would be tested in the fires of battle 
  against an Imperial fleet. Quickly called to the front from 
  throughout the Empire, these vessels became the core 
  of a newly created fleet command to meet the invasion 
  head-on. The first of these new ships to be encountered by 
  the Imperium was the II’Porrui when it joined the battle 
  in the Dolumar system. Codifying it as the ‘Emissary’ 
  class, the single vessel was eventually destroyed, but the 
  new class of ship was noted with surprise and concern 
  amongst many Imperial commanders and tacticians, 
  more than one erroneously assuming that the Tau had 
  established an alliance with a hitherto unknown, highly 
  advanced alien race. 
  The Tau took advantage of their new capabilities to 
  stretch the hand of their Por-caste diplomats far and 
  wide, encountering a number of new, minor Xenos races 
  such as the Vespids and inviting them to join their empire 
  as part of the Greater Good. It was not long afterward 
  that new, larger variants of Kor’or’vesh ship designs 
  were encountered in increasingly larger numbers by the 
  Imperial Navy as the Taros Campaign progressed, the 
  Tau using this conflict as a practical testing ground. Up 
  to this point they had been nothing more than anomalies, 
  encountered only occasionally as the Imperial fleet 
  progressed into Tau space. The arrival of these new ships 
  in substantial numbers took Imperial Fleet Admiral Kotto 
  completely by surprise. 
  Given the Tau fleet’s performance, their numbers may 
  increase as the Kor’vattra of other Septs seek to adopt 
  the new classes, integrating them into their fleet structure 
  as these ships redefine the Kor’s role in defending and 
  advancing the Greater Good. These dedicated warships 
  are far too precious to be used merely as convoy escorts 
  or deep-space patrol vessels, as these roles are already 
  suitably engaged by other starship designs. However, 
  the Tau depends on the Kor’or’vesh to defend their vital 
  Phase One Septs, and will also unhesitatingly deploy 
  them in force to support a particularly vital commerce 
  and exploration fleet. They are also called upon to 
  perform punitive expeditions against pirate raiders or as 
  an invasion fleet for a hotly contested system. Finally, a 
  race so keenly attuned to the importance of commerce and 
  exploration is quick to grasp the impact of interrupting 
  the lines of communication and provisions of an enemy. 
  It is not uncommon to see these ships used as commerce 
  raiders, as the older designs were used on occasion for 
  many hundreds of tau’cyr.
  "I
  t appears to me that, lacking the sense of unity that 
  might inform them of their insignificance, these 
  Gue'la have come to think that they might own the 
  stars themselves, even the spaces in between them. Only 
  by our presence, I think, might we now convince them 
  otherwise."
  -Kor'O Tau'n Viel
  
  TAU EMPIRE SPECIAL RULES
  Expanded Revised - Tau empiRe
  4
  TAU SPACE COMBAT
  The Tau Empire’s near constant war with the Orks (and 
  occasional conflicts with Humans) has led to some of the 
  most innovative and sophisticated weapon systems to be 
  developed in the last ten thousand years.
  Ion Cannons
  The ubiquitous Tau ion cannon literally vaporises objects 
  that it strikes, greatly magnifying the energy discharge at 
  the point of contact. They function as lance weapons in 
  all respects.
  Railgun Batteries
  The railguns mounted on Tau starships are several orders 
  of magnitude stronger than those used on even the largest 
  battlesuits, and when fired in precisely timed sequences, 
  can launch a substantial amount of munitions towards a 
  target, much like the macro batteries of Imperial vessels. 
  Railgun batteries follow all the normal rules for gunnery 
  weapons.
  Gravitic Launchers
  Gravitic launchers are magnetically-accelerated launch 
  platforms designed to propel Tau missile salvos great 
  distances at enormous speed. They function in the same 
  way as torpedo launchers except that they always fire Tau 
  missiles (which are described on the next page). 
  Gravitic Hooks
  The unique device known as the gravitic hook is a staple 
  of Tau space warfare. Each hook creates a gravity ‘sheath’ 
  in which a small ship may reside, safely transported with 
  its parent vessel until it arrives at the battle zone. 
  Each of a ship’s gravitic hooks is configured to transport 
  a single escort of a particular class, as shown in its profile. 
  A fleet may never include more towed escorts than it has 
  available hooks of the corresponding type. If a ship is 
  able to change the configuration of its gravitic hooks, 
  it must do so equally for all hooks aboard. Otherwise, 
  gravitic hooks have no in-game effect (ships do not start 
  docked with them and cannot re-dock during the game 
  for any reason) and do not count as weapons for the 
  purposes of critical damage.
  THE TAU EMPIRE IN BATTLEFLEET GOTHIC
  TAU SHIP SYSTEMS
  Tau vessels use a variety of sophisticated communication 
  and defense systems adapted or purchased from the many 
  alien races that aid the Empire. As such, Tau ships benefit 
  from the following special rules:
  Deflectors
  A deflector is a specialized type of shield system usually 
  mounted on the prow of Tau vessels that transforms the 
  ship’s gravitic field (their equivalent of Imperial shield 
  tech) into a dense wedge, rendering it nearly impervious 
  to incoming fire. 
  Any ship with a deflector counts its front Armor value as 
  6+ for all enemy shooting against that facing, regardless 
  of the source. A deflector is mounted on the prow and 
  will therefore be disabled if the ship suffers a critical hit 
  to that location (and is restored as normal if the damage is 
  repaired). Deflectors do not count as shields for any rules 
  purposes (such as boarding, blast markers, etc).
  Tracking Systems
  Certain Tau vessels boast highly advanced data storage 
  and processing equipment to cope with the vast amounts 
  of information they are required to carry. When linked to 
  the ship’s sensors, these vessels can route turret tracking 
  calculations to coordinate the fire of nearby allies.
  Any Tau vessel within 10cm of a ship or station equipped 
  with tracking systems may re-roll missed attacks with 
  turrets and does not suffer a right-column shift for firing 
  gunnery weapons at targets more than 30cm away. A ship 
  or station’s tracking systems will continue to function 
  even if it is on Brace for Impact special orders.
  TAU ORDNANCE
  Although young in terms of spacefaring races, the Tau 
  already possess a commendable selection of powerful 
  ordnance, and in substantial quantities.
  Barracuda Superiority Fighters
  The ‘Barracuda’ (as it is known among the pilots of the 
  Imperium) is a fairly typical fighter design that mirrors 
  the aesthetics of Tau ground vehicles. Suited for both air 
  and void, it is a staple of all Tau Air Caste operations 
  in a battle zone. Barracudas follow the normal rules for 
  fighters as described in the main rulebook. They have a 
  speed of 25cm.
  Manta Missile Destroyers
  The ‘Manta’ missile destroyer is a massive attack craft 
  capable of engaging even frigates by itself. Its sheer size 
  and powerful armor make it widely feared by interceptor 
  pilots and ship captains alike. Manta missile destroyers 
  follow the rules for bombers. In addition, due to their 
  huge size they benefit from a 4+ resilient save. They have 
  a speed of 20cm.
  Tiger Shark Drone Carriers
  The ‘Tiger Shark’ is the larger, more heavily armed 
  version of the Barracuda superiority fighter. In void 
  combat, it is designed to unleash a swarm of gun drones to 
  strafe a target’s hull at close range with a deadly barrage 
  of pulse fire. Tiger Shark drone carriers follow the rules 
  for torpedo bombers, except that they produce missile 
  salvos (representing swarms of drones; see next page for 
  details) rather than normal torpedoes. In addition, due to 
  their immense size, they benefit from a 4+ resilient save. 
  Tiger Sharks have a speed of 20cm.
  "I 
  have received your messages, acquainting me that these worlds belong to your Emperor, your 
  master. In return I am to inform you that the said worlds belong to his Ethereal Majesty, Aun'O 
  Bork'an Vral, my master, by right of settlement. Should you wish to gain similar rights you must 
  submit yourselves to his wisdom as members of the Tau Empire."
  -Por'el Tau'n Ukos, Water Caste Negotiator
  
  TAU EMPIRE SPECIAL RULES
  Expanded Revised - Tau empiRe
  5
  Tau Missiles
  Rather than the gigantic, fusion-powered torpedoes of the 
  Imperium or the elegant plasma torpedoes of the Eldar, 
  the Tau employ a unique form of swarm-missile system 
  which allows for much more nimble guidance without 
  sacrificing payload capacity.
  Tau missiles are represented by normal torpedo markers, 
  just like the torpedoes of other races (although each point 
  of marker strength actually represents about 10 missiles). 
  A salvo of missiles may move between 20cm and 40cm 
  in each ordnance phase (chosen by the controlling player) 
  and may make a single 45 degree turn at the start of its 
  move (following the normal rules for turning torpedoes). 
  However, Tau missiles do not have the most reliable 
  drive systems, and will sometimes burn up or fly out of 
  control. To represent this, at the start of each ordnance 
  phase you must roll 1D6 per point of salvo strength for 
  each of your missile salvos on the board. Each result of 
  1 reduces the strength of the affected salvo by 1 point.
  BOARDING ACTIONS
  AND HIT & RUN ATTACKS
  Early Tau ships were designed with little regard for the 
  possiblity of boarding, since Tau naval strategists did not 
  consider such tactics in their philosophy at the time. As a 
  result, Tau Kor’vattra ships always halve their boarding 
  value (rounding up) and cannot conduct teleport attacks.
  The Kor’or’vesh partially solved this issue by keeping 
  permanent squads of fire warriors aboard each ship, but 
  teleportation technology continues to elude the Fio Caste. 
  As such, Kor’or’vesh vessels suffer no penalty to their 
  boarding value, but still cannot conduct teleport attacks.
  Note that these penalties only apply to Tau vessels.
  "E
  ach must find their own way. If those in our 
  heartland had witnessed the savageries of the void 
  as have we they would know this. The hand of each of 
  the starfarers is turned against the other; none will join 
  their strength together just to see their ancient enemies 
  prosper. Neither should we."
  -Commander Farsight
  "...E
  vidence exists that even as contact with Imperial units increase, the level of development apparent in 
  the vessels they array against us continues to increase in complexity and technological sophistication. 
  In particular, xenos vessels encountered during the Taros Campaign show extremely marked advances in both 
  weaponry and design theory compared to those encountered during the Damocles Crusade (ref AdMech 8748821/
  XEN583, notes on new classes "Emissary," "Warden," etc.) Recommend directive be made to all Imperial units that 
  great care should be taken to prevent our blessed technology from falling into the hands of these aliens, especially 
  our venerable starships and weapons of the Legio Titanicus. If necessary, steps should be taken to destroy what 
  cannot be recovered, with a level of prejudice exceeding even that reserved against the foul Orks. Emperor forbid 
  what circumstance may come to pass should these aliens ever develop the ability to construct a Titan, or warships 
  that approach a level of capability comparable to ours..."
  -Morris Montesigna, Genetor Secundus
  
  SHIPS OF THE KOR'VATTRA
  Expanded Revised - Tau empiRe
  6
  T
  he Gal’Leath (Explorer) class starship was the 
  breakthrough for Tau science that made the empire 
  possible. Its massive reactor was capable of sustaining 
  a gravitic drive system over lengthy warp-dives (the Tau 
  species’ unique method of interstellar travel). Compared 
  to average speeds using more standard forms of warp 
  travel, the Explorer’s warp-dive system was slower by 
  a factor of five, but was adequate for the needs of the 
  expanding Tau Septs.
  The Explorer also boasted a massive cargo capacity, 
  extensive research facilities, and most importantly, the 
  ability to serve as a mobile dock for the semi-independent 
  transport ships that would become a staple of Tau fleets 
  everywhere. Its cargo bays were large enough to carry 
  modular orbital units, waystations and even (more 
  recently) message boats. It was the galleon of the Tau 
  Empire and for nearly a hundred tau’cyr it was the only 
  class of ship continually in production. 
  During this time it grew from Mark I all the way to Mark 
  XXIII, benefiting from a succession of improvements 
  and special adaptations, but conflict with the Orks was 
  the class’ death knell. It was not a specialist warship and 
  its weaponry was incapable of keeping Terror ships and 
  Kill kroozers at bay. As work on the Merchant class was 
  accelerated, production of the Explorer dropped 85%. 
  Refits have proceeded since however, and the profile 
  shown here represents the most common variant in 
  service of the Empire.
  EXPLORER CLASS STARSHIP ...............................................230 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Battleship/12
  15cm
  45°
  1
  5+ / 4+ Rear
  5
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Prow Railgun Battery
  45cm
  6
  Left / Front / Right
  Dorsal Gravitic Hooks
  -
  Capacity: 3 Orcas
  -
  Port Launch Bays
  Manta Bombers: 20cm
  Barracuda Fighters: 25cm
  4 Squadrons
  -
  Starboard Launch Bays
  4 Squadrons
  -
  Special Rules: Explorer class starships are ponderous and cannot use Come to New Heading special orders.
  Bork’an Configuration: An Explorer class starship may halve the strength of its launch bays in exchange for a 
  single prow gravitic launcher (Missiles: 20-40cm, Strength 8, Front) for no extra cost.
  Special Attack Craft: An Explorer class starship may replace its Manta bombers with Tiger Shark drone carriers 
  for +40 points. The cost of this refit is reduced to +20 points if the Bor’Kan Configuration option is chosen.
  "T
  here are two kinds of conduct the 
  Ethereals will not countenance. 
  The first is a failure to reflect upon 
  what is for the Greater Good of the Tau 
  race. The second is the deliberate refusal 
  to follow the path of the Greater Good 
  when it is clear what it must be."
  -Por'ui Dal'yth Ukos
  
  SHIPS OF THE KOR'VATTRA
  Expanded Revised - Tau empiRe
  7
  T
  he Lar’Shi (Hero) class starship was the pinnacle of Tau Kor’vattra technology after the Damocles Gulf Crusade. 
  The Tau were convinced that they should have a ship capable of matching the Imperial Lunar class in battle. 
  Unfortunately, they did not quite meet their goal, but the Hero class nevertheless became a respectable ship of the line 
  in many Tau fleets. 
  The vessel is not as commonly seen today, as Kor’or’vesh initiatives have all but made the design obsolete. On its own 
  however, the Hero class has proven a worthy pirate hunter and is often used to defend Tau space from encroaching 
  raiders and small Ork patrols.
  HERO CLASS STARSHIP ............................................................180 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/8
  20cm
  45°
  2
  6+ Deflector / 5+
  3
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Port Ion Canon
  30cm
  1
  Left / Front
  Starboard Ion Cannon
  30cm
  1
  Right / Front
  Prow Railgun Battery
  45cm
  4
  Left / Front / Right
  Prow Gravitic Launcher
  Missiles: 20 - 40cm
  6
  Front
  Port Launch Bays
  Manta Bombers: 20cm
  Barracuda Fighters: 25cm
  1 Squadrons
  -
  Starboard Launch Bays
  1 Squadrons
  -
  Ship Systems: Hero class starships are equipped with a prow deflector as part of their cost.
  T’olku Configuration: A Hero class starship may replace its port and starboard ion cannons with port and 
  starboard railgun batteries (Range: 45cm, Firepower 3), firing (Left / Front) and (Right / Front), respectively, for 
  no extra cost.
  Special Attack Craft: A Hero class starship may replace its Manta bombers with Tiger Shark drone carriers for 
  +10 points.
  "O
  urs is to be an empire of worlds, not merely 
  of castes or nations, or races or peoples. To 
  simply control the worlds which we claim as our 
  own will not be enough - we must control the paths 
  between them also, or be divided, and so fail."
  -Air Caste Petition
  Ahead of the Tau'n Campaign
  
  SHIPS OF THE KOR'VATTRA
  Expanded Revised - Tau empiRe
  8
  MERCHANT CLASS STARSHIP.............................................105 Points
  T
  he Il’fannor (Merchant) class was originally developed to be the new workhorse of the empire. Its reactors were 
  a fraction of the size of the Explorer’s power plant but were capable of reaching a third of average warp speed, 
  essential to bind together the emergent Tau empire. Conflict with the Orks caused significant revision of the design 
  with field modifications that allowed virtually all the cargo space to be converted to weapons systems if needed. The 
  continued requirements of the fleet ensured that the Merchant class remained a primary warship of the Tau armada 
  until the Hero class was put into full production. As the Kor’or’vesh initiatives developed newer and more deadly 
  combat vessels, the Merchant class was gradually phased out of line duty altogether, although a handful remain as 
  accompaniments to Hero class cruisers patrolling the interior of Tau space. Because of their history, Merchant class 
  ships and their crews are honored throughout Tau space.
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/6
  15cm
  45°
  1
  5+
  2
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Port Railgun Battery
  45cm
  2
  Left / Front
  Starboard Railgun Battery
  45cm
  2
  Right / Front
  Prow Railgun Battery
  45cm
  2
  Left / Front / Right
  Port Gravitic Hook
  -
  Capacity: 1 Orca
  -
  Starboard Gravitic Hook
  -
  Capacity: 1 Orca
  -
  Special Rules: Merchant class starships are ponderous and cannot use Come to New Heading special orders. Later versions 
  of the vessel were constructed with advanced hull armor; as such, Merchant class starships may add +2 to their starting hits 
  characteristic for +20 points.
  Dal’yth Configuration: A Merchant class starship may replace its port and starboard gravitic hooks with port and starboard ion 
  cannons (Range: 30cm, Strength 1), firing (Left / Front) and (Right / Front), respectively, for +10 points.
  Scenarios: A Merchant class starship may replace two conventional transports in any relevant scenario for which transports are 
  required, deducting its cost from your points limit as normal. It counts as two transports for the purposes of victory conditions 
  unless crippled, in which case it counts as only one transport. You may not replace more than half of your fleet’s transports with 
  Merchant class starships.
  "I
  t is as we join with others, in a way that only 
  the Tau can, in shared engagement to the Greater 
  Good, that we find ourselves able to fully realize 
  our true potential. And that is the final source of our 
  hopes and intentions."
  -Aun'el T'au Tam'ya
  Honored Ethereal
  
  SHIPS OF THE KOR'VATTRA
  Expanded Revised - Tau empiRe
  9
  T
  he Skether’Qan (Messenger) class starship is the smallest self-sufficient Tau vessel in the Kor’vattra. It is little 
  more than a gravitic drive and cargo hold but it is occasionally used as a fleet scout as it is quite maneuverable, with 
  unmatched data handling and communications facilities. These systems were soon adapted for combat applications 
  after the conflict with the O’res’la broke out. The Messenger’s weaponry is purely intended to deter pursuit so in fleet 
  actions it tends to stay close to a capital ship, helping against attack craft in return for protection against true warships.
  MESSENGER CLASS STARSHIP ..............................................50 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Escort/1
  25cm
  90°
  1
  5+
  2
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Railgun Battery
  30cm
  1
  Left / Front / Right
  Ship Systems: Messenger class starships are equipped with tracking systems as part of their cost.
  "I 
  have followed the myriad potential futures of the Tau with 
  great interest. Though barely even striplings compared to 
  us, I feel a strange protectiveness towards them. In time I believe 
  they will exceed even our greatest feats and master the darkness 
  within their souls."
  -Eldrad Uthran, Farseer of Ulthwe
  J
  ust as the Lar’shi is the Tau response to the Imperial Lunar class the Kir’Qath 
  (Defender) is their answer to the Imperial Sword class. The Defender is the only true 
  escort in the Tau fleet and is used in squadrons to provide close support for the larger 
  vessels. Its main weakness is the lengthy recharge time for its drives. It can make up 
  to half a dozen warp dives in succession but will then be unable to do any more for at 
  least a rot’aa. This means it is not suitable for scouting as it either travels slowly across 
  interstellar space or risks being unable to retreat when it arrives. This can make it a 
  liability in rapid fleet manoeuvres consequently squadrons are spread through Tau space 
  where heavier units can call upon them for support if required.
  DEFENDER CLASS STARSHIP ..................................................50 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Escort/2
  20cm
  45°
  1
  5+
  2
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Railgun Battery
  30cm
  5
  Left / Front / Right
  Gravitic Launcher
  Missiles: 20 - 40cm
  1
  Front
  
  SHIPS OF THE KOR'VATTRA
  Expanded Revised - Tau empiRe
  10
  The Orca was designed to provide the Tau fleet with an escort. Unable to build a drive light enough to produce a 
  normal escort the Orca is transported within a capital ships gravitic sheath. Once unleashed however it is a powerful 
  gunship able to contend with any Imperial or Ork class.
  ORCA CLASS GUNSHIP ..............................................................25 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Escort/1
  20cm
  90°
  1
  5+
  1
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Railgun Battery
  30cm
  2
  Left / Front / Right
  Ion Cannon
  30cm
  1
  Front
  "S
  oldiers of the Fire Caste! Kroot and Vespid allies! Captains of the Nicassar and Demiurg! Courageous Galg, Tarellians, Greet, and Ji'atrix! Morralian 
  Deathsworn, Ranghon battleborn, and Hrenian fusiliers! Today, we stand as a bulwark against the horrors of this galaxy - against tyrants, deceivers, and 
  destroyers! Today, we must drive back our enemies from our city and from our world! Today, we must drive them from the very stars themselves! Today, 
  more than ever before, we fight for the Greater Good! And we must - nay, we shall triumph!"
  -Transmission intercepted by Inquistion spy station Aurus Primus
  
  SHIPS OF THE KOR'OR'VESH
  Expanded Revised - Tau empiRe
  11
  E
  xperience with the Gal’Leath in combat, particularly against 
  the Gue’la incursion into sovereign Tau space during the 
  Damocles Crusade, demonstrated a number of significant 
  shortcomings that could not be overcome without a radical 
  hull redesign, despite notable advances incorporated into the 
  experimental Bor’kan variant of the venerable Gal’Leath. 
  As the Kor’or’vesh initiative bore fruit with a progressively 
  larger series of completely new and successful hull designs, 
  it was only logical that the next step would be to produce a 
  true battleship-class vessel. An enormous carrier, the Or’Res 
  El’Leath (Custodian) class battleship is capable of transporting 
  up to three Kir’la gunships in its gravitic hooks as well as a large 
  number of attack craft ready to support the rest of the fleet. Early 
  operational tests proved that like the other designs resulting 
  from the Kor’or’vesh initiative, it met or exceeded all objectives 
  required for the new ship. Despite the horrendous costs and 
  resource expenditure involved in building these vessels, a 
  number of Septs adopted the design and produced them in small 
  numbers. For many tau’cyr these ships were held in reserve, 
  and it was quite some time before knowledge of this vessel’s 
  existence became widespread. First encountered by Imperial 
  forces led by Admiral Kotto during the Taros Campaign, the 
  ‘Custodian’ class and its attendant escorts were a complete 
  surprise to the Imperial fleet. Appreciating the threat this class 
  represented, the battleship A’rho in particular was ruthlessly 
  hunted down and destroyed by Admiral Kotto’s fleet.
  CUSTODIAN CLASS BATTLESHIP ...................................330 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Battleship/10
  20cm
  45°
  3
  6+ Deflector / 5+
  4
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Port Railgun Battery
  45cm
  6
  Left / Front
  Starboard Railgun Battery
  45cm
  6
  Right / Front
  Port Ion Cannon
  45cm
  1
  Left / Front
  Starboard Ion Cannon
  45cm
  1
  Right / Front
  Gravitic Hooks
  -
  Capacity: 3 Wardens
  -
  Port Launch Bays
  Manta Bombers: 20cm
  Barracuda Fighters: 25cm
  3 Squadrons
  -
  Starboard Launch Bays
  3 Squadrons
  -
  Prow Gravitic Launcher
  Missiles: 20 - 40cm
  8
  Front
  Special Rules: Custodian class battleships are ponderous 
  and cannot use Come to New Heading special orders. 
  Ship Systems: Custodian class battleships are equipped 
  with a prow deflector and tracking systems as part of their 
  cost. The tracking systems on the Custodian class battleship 
  are especially sophisticated, giving them a range of 20cm 
  (rather than the usual 10cm).
  Special Attack Craft: A Custodian class battleship may 
  replace its Manta bombers with Tiger Shark drone carriers 
  for +30 points.
  
  SHIPS OF THE KOR'OR'VESH
  Expanded Revised - Tau empiRe
  12
  B
  ased on the mission envisioned for the Lar’shi 
  cruiser, the Lar’shi’vre ‘Protector’ cruiser is the 
  primary combat vessel of the Kor’or’vesh, the first 
  starship designed by the Tau specifically to engage and 
  destroy enemy vessels in fleet actions. Like many other 
  Kor’or’vesh vessels, this class was first encountered 
  during the Taros campaign. While it does not have 
  the same bulk and durability as comparable Imperial 
  vessels, it is the first Tau design capable of meeting 
  Imperial cruisers on nearly equal terms. Two Protectors 
  formed the fighting core of the Tau fleet defending Taros, 
  and they inflicted heavy losses on the invading fleet’s 
  transport ships. 
  In subsequent decades, this vessel has been encountered 
  in ever-increasing frequency, not only in defense of Tau 
  home worlds but abroad outside of Tau-controlled space, 
  operating in pairs while accompanying colonization 
  fleets or as deep space patrols reminiscent of the 
  operations common to the Imperial Navy. They have 
  wasted little time capitalizing on the Imperium’s heavy 
  commitments in the sectors near the Eye of Terror, and 
  this class has played a pivotal role in the Tau’s recent 
  explosive advance into Imperial space
  PROTECTOR CLASS CRUISER ..............................................180 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/6
  20cm
  90°
  2
  6+ Deflector / 5+
  3
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Port Railgun Battery
  45cm
  2
  Left / Front
  Starboard Railgun Battery
  45cm
  2
  Right / Front
  Prow Railgun Battery
  45cm
  6
  Front
  Port Ion Cannon
  30cm
  1
  Left / Front
  Starboard Ion Cannon
  30cm
  1
  Right / Front
  Prow Launch Bays
  Manta Bombers: 20cm
  Barracuda Fighters: 25cm
  1 Squadron
  -
  Prow Gravitic Launcher
  Missiles: 20 - 40cm
  5
  Front
  Ship Systems: Protector class cruisers are equipped with a prow deflector as part of their cost.
  Vior’la Configuration: Up to half of the Protector class cruisers in your fleet may reduce the strength of their 
  prow railgun batteries to 4 in order to increase the range of their ion cannons to 45cm for no extra cost.
  Special Attack Craft: A Protector class cruiser may replace its Manta bombers with Tiger Shark drone carriers 
  for +5 points.
  "T
  o follow any path other than the Tau'va 
  is to doom us all. Only together and 
  with courage and discipline shall we stand 
  victorious. Fight with fire and courage and 
  nothing can stand against us."
  -Commander Shadowsun
  
  SHIPS OF THE KOR'OR'VESH
  Expanded Revised - Tau empiRe
  13
  U
  nlike the other hull designs resulting from the 
  Kor’or’vesh initiative, the Il’Porrui (Emissary) 
  class light cruiser is primarily intended as a diplomatic 
  vessel. This provides it the necessary mix of firepower 
  and maneuverability to make it a suitable conveyance 
  to transport Por Caste dignitaries, Tau commanders and 
  Ethereals in relative safety. By design, it is also capable 
  of seeing off all but the most powerful adversaries of a 
  similar class it may encounter. 
  As the first capital ship to be produced under the 
  Kor’or’vesh, there are significant numbers of these 
  vessels operating throughout Tau space in a variety of 
  tasks. As befits its nature, it is the vessel with which the 
  Tau perform long range exploration and ‘first contact’ 
  missions. It is often sent to rove far beyond Tau space 
  on diplomatic assignments to the Tau’s neighbors or in 
  accompaniment of merchant transports, in this capacity 
  it has most proven its worth to the Tau Empire. 
  While it may not be a front-line combat vessel, it is well 
  suited to the fires of war, and during the latter stages 
  of the Taros Campaign, a squadron of these vessels 
  successfully fended off an Imperial boarding action.
  EMISSARY CLASS LIGHT CRUISER ...................................110 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/4
  20cm
  90°
  1
  5+
  2
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Port Railgun Battery
  45cm
  4
  Left / Front
  Starboard Railgun Battery
  45cm
  4
  Right / Front
  Port Gravitic Hook
  -
  Capacity: 1 Warden
  -
  Starboard Gravitic Hook
  -
  Capacity: 1 Warden
  -
  Prow Launch Bays
  Barracuda Fighters: 25cm
  2 Squadrons
  -
  Ship Systems: Emissary class light cruisers may be equipped with a deflector for +10 points.
  Bork’an / Sa’cea Configurations: An Emissary class light cruiser may replace its port and starboard gravitic 
  hooks with port and starboard ion cannons (Range: 30cm, Strength 1), firing (Left / Front) and (Right / Front), 
  respectively, for no extra cost and/or replace its prow launch bays with a prow gravitic launcher (Missiles: 20-
  40cm, Strength 3, Front) for no extra cost.
  "L
  earn to shorten your reach! If your foe 
  can come close enough to negate your 
  striking power, all stratagem is lost and when 
  all stratagem is lost, the battle is lost."
  -O'Shovah
  
  SHIPS OF THE KOR'OR'VESH
  Expanded Revised - Tau empiRe
  14
  O
  perations by the Kir’Qath ‘Defender’ starship revealed that while it was a capable escort, continuing shortcomings 
  in its engineering plant required a new vessel design that could make much deeper and longer dives as well as 
  a larger number of dives before requiring to recharge its primary drives. Like the other vessels designed during the 
  Kor’or’vesh initiative, the unique hull design of the Kir’shas’vre (Castellan) class escort allows for considerably 
  longer range operations compared to its predecessor. Deployed in the role of traditional escort vessel, it has proven 
  directly comparable to commonly encountered Imperial designs. Around Taros the Tau fleet deployed Castellans in 
  large numbers in support of their larger vessels with great success.
  CASTELLAN CLASS ESCORT ................................................. 45 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Escort/1
  25cm
  90°
  1
  5+
  2
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Railgun Battery
  45cm
  2
  Left / Front / Right
  Gravitic Launcher
  Missiles: 20 - 40cm
  2
  Front
  T
  he Kir’la (Warden) class is a radical departure in gunship design for the Kor’vattra in that it is designed for and 
  crewed primarily as a combat vessel, as opposed to being a re-configured cargo lighter like the Kess’l. Because of 
  this, it can seamlessly integrate itself into Kor’or’vesh flotillas, while also being capable of operating independently 
  as an escort squadron when assigned to escort Gal’Leath or Il’fannor vessels of the Kor’vattra. Because of the high 
  experience levels of its crews and its superior maneuvering qualities when compared to the K’essl, it has proven to 
  be a formidable adversary to attacking raiders. However, its numbers will not be sufficient to replace the Kess’l in 
  active service for quite some time because of the complexity and expense of its production, and only rarely will they 
  accompany the Kor’vattra alone. 
  Unfortunately, the Warden shares the same drawbacks as its older Kor’vattra counterparts, because its small size 
  makes it extremely difficult to put an efficient interstellar drive system into its hull. Thus it must always be towed 
  into combat and launched after its mother ship enters a system. The Custodian is specially designed to quickly deploy 
  these vessels immediately upon entering combat, and it operates with the Warden exclusively as its towed gunship 
  escort. While Wardens have been on occasion used in other roles, it was designed primarily to protect their vitally 
  important carrier battleships and will rarely be seen too far from their side.
  WARDEN CLASS GUNSHIP ...................................................... 30 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Escort/1
  25cm
  90°
  1
  5+
  1
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Railgun Battery
  30cm
  2
  Front
  Ion Cannon
  30cm
  1
  Left / Front / Right
  "T
  here is no victory without unity, no 
  peace when there's conflict. In this dark 
  time, we can only forget our differences and 
  fight the darkness together."
  -Por'vre Tau'n Ch'koras
  
  SHIPS OF THE KOR'OR'VESH
  Expanded Revised - Tau empiRe
  15
  T
  heir long and protracted war with the Or’es’la proved early on that the numerous but relatively fragile 
  merchantmen that were the life-blood of the rapidly expanding Tau Empire were woefully inadequate. Continuing 
  raids decimated the fleets of these small ships, requiring a whole and much larger class of heavily armed transport 
  in the form of the Il’Fannor. As time progressed, smaller transport classes almost disappeared entirely, though many 
  various types still found use among and between the major Septs of Tau space. However, as the Kor’or’vesh began 
  operating throughout Tau space and beyond, a new kind of fast transport was required that could make long, deep 
  dives in support of the fleet and quickly replenish forward-deployed flotillas. Thus was the Il’emaar (Courier) class 
  transport developed. While this vessel was originally designed to support the Kor’or’vesh, the obvious utility of these 
  vessels was expanded to the Greater Empire, and now these easily produced starships are common sights throughout 
  Tau space and beyond.
  COURIER CLASS TRANSPORT ....................................Points: Special
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Escort/1
  20cm
  45°
  1
  5+
  1
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Railgun Battery
  30cm
  1
  Left / Front / Right
  Special Rules: A Courier class transport may replace a conventional transport (at no extra cost) in any relevant scenario where transports are used. It follows the rules for 
  Tau vessels in addition to the rules for support units found in the BFG:XR Fleet Support list. For example, it will have a fixed leadership value of 7 and will only add +3D6cm 
  to its speed when on All Ahead Full special orders. 
  "S
  tranger, I bid you greetings in the name of the Tau. If you are reading this then you will have encountered one of our messengers drones and are therefore a spacefaring race. Soon you 
  will see more evidence of us, this is no cause for alarm. When you encounter one of our ships or outposts then welcome it. We have much to offer a faithful friend. We are five castes, 
  one people. The earth caste build and manufacture, the air caste pilot and navigate, the water caste liaise and arbitrate, the fire caste guard our holdings and defeat our enemies. All are bound 
  to the dream of bringing a new way to the universe. I hope you will choose to share the culture, technology and protection of the Tau empire. The one constant in the universe is change, the 
  wise adapt. Believe in our destiny."
  
  PLANETARY DEFENSES OF THE TAU EMPIRE
  Expanded Revised - Tau empiRe
  16
  T
  he Tau Kor Caste live much of their lives in zero-gravity, 
  either as spacecraft or waystation crew, or as a resident in 
  one of many of the Caste’s own large orbital habitats. Unlike 
  the modular deep-space way-stations used throughout Tau 
  space, orbital habitats and cities are massive constructs usually 
  assembled in place as permanent or semipermanent installations 
  in high orbit. By their very nature they are sturdier and more 
  heavily populated than the modular way-stations designed for 
  rapid deployment and assembly. However, as they are primarily 
  designed for habitation, they tend to be not nearly as well 
  defended as other orbital constructs, as demonstrated by the 
  relatively quick destruction of the orbital facilities of Viss’el 
  during the Damocles Gulf Crusade. As such, the Tau fleet will 
  often rally to these stations in order to protect their inhabitants.
  TAU ORBITAL CITY......................................................................150 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Defense/10
  -
  -
  3
  5+
  4
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Railgun Battery
  45cm
  12
  All Round
  Launch Bays
  Manta Bombers: 20cm
  Barracuda Fighters: 25cm
  4 Squadrons
  -
  Gravitic Hooks
  -
  Capacity: 2 Vessels
  -
  Special Rules: An orbital city is a normal planetary defense 
  choice for any Tau Empire fleet. It follows the rules for high 
  orbit defenses as described in the BFG:XR Fleet Support list, 
  as well as the rules for Tau vessels shown in this document.
  Ship Systems: Orbital cities possess the same comprehensive 
  communication and sensor suites as many Tau vessels. As 
  such, they count as having tracking systems for free. Like the 
  Custodian class battleship, an orbital city’s tracking systems 
  have a range of 20cm instead of 10cm.
  Dedicated Escorts: An orbital city’s gravitic hooks may be 
  used for Orcas, Wardens, or Dhows (choose only one). Ships 
  that use its hook capacity must be squadroned together (and 
  with no other vessels) and are treated as system ships, as 
  described in the BFG:XR Fleet Support list.
  Special Attack Craft: An orbital city may replace its Manta 
  bombers with Tiger Shark drone carriers for +20 points.
  TAU SECURITY ORBITAL ..........................................................50 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Defense/4
  -
  -
  1
  5+
  4
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Railgun Battery
  45cm
  4
  All Round
  Ion Cannon
  30cm
  1
  All Round
  Tau Orbital City & 
  Smaller Security 
  Orbital
  Special Rules: A Tau security orbital is a normal 
  planetary defense choice for any Tau Empire fleet. It 
  follows the rules for high orbit defenses as described 
  in the BFG:XR Fleet Support list, as well as the rules 
  for Tau vessels shown in this document.
  
  PLANETARY DEFENSES OF THE TAU EMPIRE
  Expanded Revised - Tau empiRe
  17
  TAU CIVILIAN ORBITALS ................................................Points: Varies
  T
  he Tau have made extensive use of orbital stations for civil defense, commerce, 
  and habitation since their earliest forays in space. The Air caste had always been 
  at the forefront of the conquest of the upper atmosphere and provided enthusiastic 
  crews for the first orbitals installed above their homeworld. Most orbitals exist purely 
  to provide homes for Air Caste pilots and their families, but others are used for 
  manufacturing and trade. While their built-in security systems are usually minimal, 
  the war against the O’res’la has necessitated defensive improvements and some 
  military training for many civilian orbitals on the fringes of Tau space.
  TAU CIVILIAN ORBITALS 
  Normally, individual orbital modules are assembled into arrays of up to five separate 
  substations. Each substation provides a civilian orbital with different capabilities. 
  While relatively weak on their own, each orbital provides nearby Tau fleets with a 
  certain amount of defensive utility depending on the types of modules present. 
  Including Civilian Orbitals
  Civilian orbitals are normal planetary defense choices for Tau Empire fleets. They 
  follow the normal rules for high orbit defenses as described in the BFG:XR Fleet 
  Support list, as well as the rules for Tau vessels shown in this document.
  Each civilian orbital must have exactly one core module and may then have up to 
  four other optional modules from among those shown to the left (defense, habitat, or 
  manufacturing & research). A civilian orbital may have more than one of the same 
  kind of module (other than core modules), if desired. The cost of a civilian orbital 
  is equal to the cost of its core module plus the total cost of all its attached modules.
  TAU WAYSTATIONS 
  Waystations are civilian orbitals retrofitted for military use and distributed across 
  the Tau Empire. They mark out the main routes between Tau Septs and are used to 
  speed communications between colony worlds. They are vital to the survival of Tau 
  civilization as the Tau Empire lacks the psychic transmission capabilities of the other 
  races in the galaxy.
  Including Waystations
  Waystations are a special type of civilian orbital (as described above), consisting of 
  exactly one core module and one defense module of your choice. Waystations may 
  be included in any scenario where the Tau are defenders, even if planetary defenses 
  would not normally be allowed (although they will count against your fleet’s points 
  limit in such cases). Furthermore, Tau waystations always count as having tracking 
  systems for no extra cost. In all other respects, waystations follow the same rules as 
  regular civilian orbitals 
  CORE MODULE ........................................................................................20 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Defense/4
  -
  -
  1
  5+
  2
  An orbital’s core module supplies the command, communication, energy, and 
  sensor facilities for an array along with habitats for all key staff. A core module 
  and all its ancillary modules are treated as one model for game purposes.
  DEFENSE MODULE .........................................................................Points: Varies
  Each defense module adds +1 to the core module’s Turrets value. In addition, each 
  defense module includes one of the following armaments at the cost shown below:
  • Railgun Battery ..................................................................+15 Points
  Range: 45cm, Firepower 3, All Round
  • Ion Cannon .........................................................................+15 Points 
  Range: 30cm, Strength 1, All Round
  • Launch Bay .........................................................................+10 Points
  May launch 1 squadron of Barracudas or Mantas. For an extra +5 
  points, it may replace its Mantas with Tiger Shark drone carriers.
  • Gravitic Hook .......................................................................+5 Points
  Provides +1 Orca, Warden, or Dhow capacity to your fleet. 
  (Choose only one). The cost of the escort, if taken, must be 
  deducted from your fleet’s point limit as normal.
  MANUFACTURING & RESEARCH MODULE ....................................10 Points
  Each manufacturing & research module added to a civilian orbital increases the core 
  module’s Shields value by +1 (to a maximum of 3). In addition, the core module 
  gains tracking systems (adding +5cm range for each manufacturing & research 
  module after the first, to a maximum of 20cm).
  HABITAT MODULE ....................................................................................5 Points
  Habitat modules allow for increased crew size and living space. In addition, many 
  later versions of civilian orbitals featured ablative armor or decoy sections to help 
  protect inhabitants during an attack. Each habitat module added to a civilian 
  orbital increases the core module’s starting hits characteristic by +1. 
  
  THE DEMIURG
  Expanded Revised - Tau empiRe
  18
  O
  nce a supremely rare sight, the enormous and stately 
  commerce vessels of the Demiurg have been seen 
  with increasing regularity in the Ultima Segmentum in 
  recent centuries. Previously known only through legends 
  told by alien merchants from the farthest reaches of the 
  Eastern Fringe, the Demiurg have slowly begun to end 
  their policy of isolation, although they still universally 
  avoid Imperium-held star systems unless directly invited.
  Naval strategists have long postulated a link between 
  Demiurg encounters and expansion of the Tau Empire in 
  the Eastern Fringe, referencing three confirmed sightings 
  of Tau/Demiurg or Kroot/Demiurg fleets in the region 
  of the Damocles Gulf. Others have suggested however 
  that the nomadic movement of the species demonstrates 
  nothing more than an opportunistic desire to capitalize on 
  the disruption caused by the Tyranid hive fleets.
  Demiurg ships utilize technologies unknown to both the 
  Imperium and the Tau Empire. As such, they benefit from 
  the following special rules:
  Absorber / Repulsor Fields
  All Demiurg vessels employ a very curious innovation 
  in shielding technology which absorbs ionized gases and 
  exotic particles while repelling any larger obstacles in 
  their path. As a result, Demiurg ships never suffer a speed 
  penalty for being in contact with blast markers and are 
  immune to the effects of solar flares, radiation bursts, and 
  gas/dust clouds (and will never gain blast markers due to 
  any type of celestial phenomena). 
  In addition, when a Demiurg vessel moves, collect any 
  blast markers touched by its base during the course of 
  its movement, removing them from the table and setting 
  them aside (in separate piles for each Demiurg vessel). 
  Note that this ‘vacuum’ effect is mandatory; you cannot 
  remove only some markers and choose to leave others 
  behind. Blast markers collected this way are used for the 
  ships’ cutting beams (described in the next section).
  THE DEMIURG IN BATTLEFLEET GOTHIC
  Cutting Beam
  The Demiurg cutting beam is a short-ranged but highly 
  focused energy projector usually employed for gouging 
  out recalcitrant moonlets. As a weapon, it is particularly 
  devastating against enemy ships and can be ‘charged up’ 
  via ionized gas collected by the Demiurg ship.
  A cutting beam is treated as a lance weapon. In addition, 
  each blast marker collected by the firing ship during its 
  preceding movement phase increases the cutting beam’s 
  strength by +1, to a maximum of 8. Alternatively, two 
  markers may be expended to increase the cutting beam’s 
  range to 30cm (with the rest contributing to its strength). 
  Note that unused markers are lost at the end of each turn.
  Mercenaries
  Unless a fleet is composed entirely of Demiurg vessels, 
  they are considered to be hired mercenaries. In this case, 
  Demiurg ships will not continue to fight after becoming 
  crippled, instead attempting to disengage each and every 
  turn thereafter, or moving as fast as possible towards the 
  nearest table edge if they fail, until they have successfully 
  left the board.
  However, such is the Demiurg’s hatred for the Orks that 
  if the opposing fleet includes any Ork vessels, Demiurg 
  ships will not begin attempting to disengage until they 
  have 2 or fewer hit points remaining, rather than when 
  they are crippled.
  "Y
  ou misunderstand, this is Tau space, despite what the Gue'la may claim, and you are welcomed 
  to it as friend. We too have suffered difficulty with the Or'es'la, since it seems they wish no 
  unity. We would be honoured to have you fight alongside us against this common enemy. You will 
  find it to the benefit of both our peoples. You will find it, I have no doubt, to be for the greater good."
  -Por'O Dal'yth V'Rok, upon first contact with the Demiurg
  ##TRANSMISSION//RECEIVED##
  ##WE//ACCEPT//YOUR//PROPOSAL##
  -The Thurm Brotherhood
  
  THE DEMIURG
  Expanded Revised - Tau empiRe
  19
  T
  he enormous ‘Stronghold’ class commerce vessel is 
  fairly typical of Demiurg ships thus far encountered, 
  being very large, technologically advanced, and powered 
  by sophisticated ion drive systems. Strongholds appear 
  to act as factory/processor vessels and bases for a fleet 
  of intersystem asteroid mining pods, haulage flyers, 
  and prospector probes (it is theorized that most if not 
  all of these are automated). Typically, lone strongholds 
  have been encountered in the flare or mercurial zones 
  of uninhabited star sytems, suspended motionless and 
  prow-on to the star with a cloud of small craft busily 
  hustling to and fro to exploit local resources. 
  In most cases these ships will withdraw their craft and 
  disengage if challenged, but in some instances they have 
  inexplicably turned on their attackers with surprising 
  speed and ferocity. It is worth noting that every known 
  encounter between Demiurg and Ork vessels has resulted 
  in bloodshed - the result of an ancient animosity between 
  these two alien species. As warships, Demiurg vessels 
  are slow but well defended, boasting considerable 
  firepower at close ranges and the capacity for launching 
  mining craft reconfigured as attack craft and torpedoes.
  A notable trait of the Stronghold class is its sophisticated 
  array of electromagnetic fields around its prow, used to 
  scoop up interstellar hydrogen. The collected particles 
  are then accelerated towards the rear of the ship,  creating 
  a sort of ‘ram-jet’ effect that provides motive power as 
  well as other defensive benefits. This process is a mystery 
  to the Adeptus Mechancius and they would dearly like 
  to secure an intact Stronghold for investigation, but thus 
  far the opportunity has eluded them. Their eagerness has 
  even led some to attempt trading with Orks for salvaged 
  Demiurg tech, but this has met with little success.
  STRONGHOLD CLASS COMMERCE VESSEL...........350 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Battleship/10
  15cm
  45°
  4
  5+ / 6+ Prow
  4
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Port Weapons Battery
  30cm
  12
  Left
  Starboard Weapons Battery
  30cm
  12
  Right
  Port Lance Battery
  60cm
  3
  Left
  Starboard Lance Battery
  60cm
  3
  Right
  Prow Weapons Battery
  45cm
  14
  Front
  Prow Cutting Beam
  15m
  1
  Front
  Dorsal Torpedo Silos
  Speed: 30cm
  6
  All Round
  Dorsal Launch Bays
  Fighters: 30cm
  Bombers: 20cm
  Assault Boats: 30cm
  3 Squadrons
  -
  Special Rules: Stronghold class commerce vessels are ponderous and cannot use Come to New Heading special orders. In addition, they are heavily automated and begin 
  each battle with a nominal Ld value of 10 rather than rolling randomly. For each point of damage a Stronghold suffers thereafter, it reduces its Ld value by 1 for the remainder 
  of the battle, to a minimum of Ld5. If a Stronghold commerce vessel suffers a ‘Bridge Smashed!’ critical result, it suffers one extra point of damage rather than the usual -3 
  Ld penalty. Finally, when included in a fleet composed entirely of Demiurg ships, or when the opposing fleet includes any Ork vessels, a Stronghold class commerce vessel is 
  worth 400 victory points instead of the usual 350.
  
  THE DEMIURG
  Expanded Revised - Tau empiRe
  20
  M
  ore common than the larger Stronghold class, 
  Demiurg Bastion class commerce vessels are 
  nonetheless a rare sight in the vastness of wild space 
  along the eastern rim of the galaxy. They typically appear 
  configured primarily for asteroid mining compared to the 
  Stronghold, which is known to function as a factory/
  processor. Presumably resources and finished goods are 
  exchanged between these vessels, but no eyewitness 
  accounts can definitively confirm this behavior. 
  Scattered reports by Rogue Traders indicate that each 
  Bastion class vessel is crewed by a single ‘brotherhood,’ 
  while Strongholds are typically home to two or three 
  brotherhoods, and it is speculated that fleets of these ships 
  represent some type of extended factional affiliation, but 
  if this the case such groups must be spread across dozens 
  of light-years of space. This hypothesis is supported by 
  stories of Demiurg war fleets where at least two or three 
  Bastions will gather to protect a single Stronghold. 
  As warships, Bastions are comparable to cruisers in most 
  respects, but are surprisingly well-armed for their size. 
  Like the Stronghold class, Bastions have the capacity for 
  launching mining craft and probes reconfigured as attack 
  craft and torpedoes, as well as an electromagnetic field 
  to scoop up interstellar hydrogen and accelerate it to 
  the rear of the ship to provide motive power and energy 
  for the specialized cutting beam it employs for cracking 
  asteroids or enemy ships.
  BASTION CLASS COMMERCE VESSEL ........................ 255 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/8
  20cm
  45°
  2
  5+ / 6+ Prow
  2
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Port Weapons Battery
  30cm
  6
  Left
  Starboard Weapons Battery
  30cm
  6
  Right
  Port Lance Battery
  60cm
  2
  Left
  Starboard Lance Battery
  60cm
  2
  Right
  Prow Weapons Battery
  45cm
  8
  Front
  Prow Cutting Beam
  15m
  1
  Front
  Dorsal Modular 
  Launch Bays
  Fighters: 30cm
  Bombers: 20cm
  Assault Boats: 30cm
  Torpedoes: 30cm
  2 Attack Craft Squadrons
  or
  Strength 4 Torpedo Salvo
  All Round
  Special Rules: Bastion class commerce vessels lack the maneuverability of true warships. As such, they cannot use Come to New Heading special orders. In addition, they are heavily automated 
  and begin each battle with a nominal Ld value of 9 rather than rolling randomly. For each point of damage a Bastion suffers thereafter, it reduces its Ld value by 1 for the remainder of the battle, 
  to a minimum of Ld5. If a Bastion commerce vessel suffers a ‘Bridge Smashed!’ critical result, it suffers one extra point of damage rather than the usual -3 Ld penalty. Finally, when included in a 
  fleet composed entirely of Demiurg ships, or when the opposing fleet includes any Ork vessels, a Bastion class commerce vessel is worth 300 victory points instead of the usual 255.
  Modular Launch Bays: Bastion class commerce vessels are equipped with modular launch bays designed to be quickly reconfigured for a variety of different types of ordnance. To represent this, 
  modular launch bays may deploy attack craft or torpedoes (but not both) in each shooting phase. In addition, if a Bastion class commerce vessel would replace its bays with mine launchers, it will 
  instead gain mines as an extra type of ordnance (with launch strength equal to that of its attack craft) rather than losing its bays. The ship may not launch mines in the same turn it fires torpedoes 
  or launches attack craft, however. Modular launch bays must be reloaded using Reload Ordnance special orders after each use, regardless of what was deployed.
  Hired Reserves: Very rarely, the Demiurg will send their commerce vessels to aid other races besides the Tau, particularly if the Orks threaten one of their trade routes. Any fleet except Orks, 
  Tyranids, and Necrons may substitute Bastion class commerce vessels in place of any reserve cruisers that would normally be allowed. Bastion commerce vessels included this way will follow the 
  normal rules for reserves and allies described in the main rulebook, and are still subject to the Mercenaries rule found on page 18.
  
  THE DEMIURG
  Expanded Revised - Tau empiRe
  21
  H
  idden deep within the most closely-guarded systems 
  frequented by the Demiurg are ships specialized 
  for mining and resource harvesting. These vessels 
  outwardly resemble Bastion vessels in all respects but 
  vary in critical details. The volume in Bastion vessels 
  dedicated to attack craft and broadside lances is entirely 
  turned over to massive ore collectors and other resource 
  harvesting equipment. So similar are the Citadels to 
  Bastions that it was only through communication with 
  the Tau that some Rogue Traders become aware there 
  was a distinction between ship types. Since then, verified 
  sightings of this class have increased, although whether 
  this is due to better identification or an actual increase in 
  frequency is the subject of some debate by the Adeptus 
  Mechanicus. 
  CITADEL CLASS COMMERCE VESSEL ..........................185 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/6
  20cm
  45°
  2
  5+ / 6+ Prow
  3
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Port Weapons Battery
  30cm
  6
  Left
  Starboard Weapons Battery
  30cm
  6
  Right
  Prow Weapons Battery
  45cm
  8
  Front
  Prow Cutting Beam
  15m
  1
  Front
  Dorsal Torpedo Silos
  Speed: 30cm
  4
  All Round
  Special Rules: Citadel class commerce vessels lack the maneuverability of true warships. As such, they cannot use Come to 
  New Heading special orders. In addition, they are heavily automated and begin each battle with a nominal Ld value of 9 rather 
  than rolling randomly. For each point of damage a Citadel suffers thereafter, it reduces its Ld value by 1 for the remainder of the 
  battle, to a minimum of Ld5. If a Citadel commerce vessel suffers a ‘Bridge Smashed!’ critical result, it suffers one extra point of 
  damage rather than the usual -3 Ld penalty. Finally, when included in a fleet composed entirely of Demiurg ships, or when the 
  opposing fleet includes any Ork vessels, a Citadel class commerce vessel is worth 200 victory points instead of the usual 185.
  Hired Reserves: Very rarely, the Demiurg will send their commerce vessels to aid other races besides the Tau, particularly if 
  the Orks threaten one of their trade routes. Any fleet except Orks, Tyranids, and Necrons may substitute Citadel class commerce 
  vessels in place of any reserve cruisers that would normally be allowed. Citadel commerce vessels included this way will follow 
  the normal rules for reserves and allies described in the main rulebook, and are still subject to the Mercenaries rule found on 
  page 18.
  Modeling Note: Citadel class commerce vessels should be mounted on a large base, despite being a cruiser with only 6 hits. This 
  is to represent their automated collection systems designed to harvest nearby debris and gas clouds.
  "T
  he speed with which your species weaponized the 
  ionic beam technology we provided to you would 
  be quite frightening were it not for the sheer satisfaction 
  of witnessing the devastation these new 'ion cannons' have 
  wrought upon the Green Ones."
  
  THE NICASSAR
  Expanded Revised - Tau empiRe
  22
  T
  he Nicassar were the first addition to the Tau Empire 
  and quickly earned renown as master shipbuilders. 
  They continue to provide ships for the Empire to this day, 
  as their frail physiology makes them ill-suited for ground 
  combat. 
  Despite their physical shortcomings, the Nicassar have 
  powerful minds and rely on their powerful telekinetic 
  talents to make up for their own limited mobility. Their 
  extended families are semi-nomadic and are driven by an 
  insatiable curiosity passed down from the first Nicassar 
  travelers to begin exploring their home system. Since 
  then, their species has expanded slowly but surely, often 
  spending long periods in virtual hibernation in order to 
  conserve resources.
  First contact with the Tau came when a Tau Explorer 
  class vessel was establishing a Waystation in interstellar 
  space and sighted a Nicassar flotilla that had been drifting 
  in space for centuries. This led to a peaceful, if somewhat 
  surprising first encounter that laid the foundations for 
  what would grow into the mighty Tau Empire.
  THE NICASSAR IN BATTLEFLEET GOTHIC
  As subjects of the Empire the Nicassar must serve the 
  greater good by providing fleets of vessels to scout and 
  explore systems on the fringes of Tau space. They are 
  transported to their patrol routes using the same gravitic 
  hooks as other Tau ships, and commence a leisurely 
  circuit through unknown territory, reporting anything 
  unusual they might find. However, the Tau have carefully 
  kept the Nicassar isolated from the Imperium, as they 
  realized from early interactions with Humanity that the 
  Nicassar’s psychic powers would fuel the worst excesses 
  of human xenophobia.
  The Nicassar have somewhat unusual ships. As a result, 
  they are subject to slightly different rules than regular 
  Tau vessels:
  Natural Spacefarers
  Nicassar are completely at home in space, and in fact are 
  most comfortable when traveling the stars. To represent 
  their familiarity with void sailing, all Nicassar stations 
  and squadrons add +1 to their starting leadership value, 
  to a maximum of Ld10.
  Frail Crews
  The physical frailty of the Nicassar makes them useless 
  in close quarters combat. As such, Nicassar vessels may 
  never initiate boarding actions or teleport attacks, and 
  always halve their boarding value (rounding up) if they 
  are boarded themselves.
  Dhows, Rigs, & Caravans
  Nicassar make use of two major spacefaring technologies: 
  the dhow and the rig. A dhow is the basic interstellar craft 
  used by the species, and is little more than a lightly armed 
  transport ship designed to facilitate travel and exploration. 
  A rig is a sort of ‘docking hub’ capable of linking several 
  dhows together in a group called a ‘caravan.’ For game 
  purposes, dhows, rigs, and caravans are all considered 
  separate units - they cannot link together or break up for 
  any reason once a battle has begun. During a campaign, 
  however, a Tau player may freely exchange any of their 
  Nicassar caravans with a Nicassar rig and 4 dhows (or 
  vice versa) before the start of any battle - this represents 
  the Dhows attaching or deploying from their Rigs prior 
  to deployment. 
  NICASSAR CARAVAN ................................................................ 200 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Defense/8
  10cm
  Special
  4
  5+
  6
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Railgun Battery
  30cm
  10
  All Round
  Special Rules: Nicassar Caravans must move exactly 
  10cm in any direction during each of their movement 
  phases. They are not slowed down by blast markers, 
  celestial phenomena, or being crippled. However, 
  they cannot use All Ahead Full, Burn Retros, or Come 
  to New Heading special orders. Note that caravans 
  never need to turn and are classed as defenses for the 
  purposes of shooting, ramming, etc.
  Distributed Systems: If a Nicassar Caravan suffers a 
  critical hit, it takes one point of extra damage instead 
  of rolling on the Critical Damage table, just like an 
  escort ship or small defense. When reduced to zero 
  hits, simply replace a caravan with four blast markers 
  centered around the point where it was destroyed. (Do 
  not roll for catastrophic damage).
  F
  or anyone outside the Tau Empire to see a Nicassar caravan is an incredible rarity. They are typically reserved for 
  only the safest surveyor missions where no hostile encounters of any kind are expected. As such, they are usually 
  deployed along portions of the eastern borders of the Tau Empire far removed from the threat of the Imperium or the 
  Tyranid hive fleets. In the event that a caravan meets with violence (as happens occasionally when Nicassar explorers 
  inadvertently cross the borders of some as-yet-unknown species), it will usually attempt to flee immediately. If this is 
  not possible, each individual dhow will break off from the rig, assume a defensive posture, and try to hold out until 
  Tau reinforcements arrive.
  Unfortunately, the success rate of this particular tactic is inconsistent at best. Against skilled opponents, the Nicassar 
  simply lack the military prowess to survive more than a short time - as was tragically demonstrated when several 
  caravans were destroyed after they stumbled upon a stray tendril of Hive Fleet Gorgon.
  
  THE NICASSAR
  Expanded Revised - Tau empiRe
  23
  NICASSAR DHOW ........................................................................... 45 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Escort/1
  20cm
  180°
  2
  5+
  1
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Port Railgun Battery
  30cm
  3
  Left
  Starboard Railgun Battery
  30cm
  3
  Right
  Special Rules: Any Kor’vattra capital ship in your 
  fleet may reconfigure its gravitic hooks to transport 
  Dhows instead of other classes of towed escort, for 
  no change in cost. However, remember that as allied 
  vessels, Nicassar dhows may not be squadroned with 
  any type of Tau escorts.
  NICASSAR RIG ....................................................................................20 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Defense/4
  -
  -
  1
  5+
  6
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Gravitic Hooks
  -
  Capacity: 4 Dhows
  -
  Special Rules: For every Nicassar Rig in your fleet, 
  you must purchase four dhows to accompany it. Rigs 
  are treated as stationary defenses as described in the 
  BFG:XR Fleet Support list, except that they may be 
  placed anywhere in your deployment zone.
  N
  icassar Rigs are little more than a set of docking rings attached to a central hub dotted with defensive turrets and a set of gravitic hooks. They have minimal combat utility 
  themselves, but are occasionally present in battles where a caravan has been forced to disperse. They are also seen stored in orbit of Tau worlds while their crews conduct 
  business on the surface. Although cheap and reliable, the Air Caste advises against the use of rigs near active battle zones on account of their significant vulnerabilities.
  N
  icassar dhows are small but elegant yachts that are propelled by their captains’ psychic powers. These are very 
  maneuverable but lack any practical interstellar capacity and until recently any significant firepower. Since being 
  incorporated into the Empire however their weaponry has been updated to match current Tau standards. Nevertheless, 
  a dhow is not a particularly threatening craft, and they are typically used only for reconnaissance, surveillance, or 
  exploration. In rare cases however, a major or unexpected battle may see several squadrons of dhows assisting with 
  planetary defense or covering the escape of vital transports.
  It was just such a case that earned one Nicassar family a substantial amount of honor among both the Air and Fire 
  Castes. During the initial onslaught of Hive Fleet Gorgon, a group of Nicassar on the surface of Sha’draig sensed 
  the oncoming danger and (although unaware of the precise nature of the Tyranid threat) sent warning to government 
  officials. By the time the Tyranids began their attack, the Nicassar, who were rapidly losing their connection to the 
  Warp, had already embarked key colony leaders aboard their dhows and used the last of their psychic power to escape 
  the planet, where they were rescued by the Kel’shan fleet. The Nicassar, who ultimately perished when their psychic 
  link was finally severed, were hailed as heroes of the Greater Good, and their names ennobled for all time thereafter.
  "N
  ever have I faced a tide of foes that can alter both strategy and flesh to hasten our downfall. Swift as these beasts adapt, we must be swifter, for if we 
  fail, the Tau Empire will drown in its own blood."
  -Shas'el Vorcah of Kel'shan, concerning the Tyranids
  
  THE KROOT
  Expanded Revised - Tau empiRe
  24
  T
  he Kroot originated on the world of Pech and, though 
  their physiology is humanoid, there is evidence to 
  suggest that the roots of their evolution may be avian 
  in origin. They retain vestigial beaks and have a light, 
  almost hollow bone structure, with four digits on each 
  hand and foot. A unique feature of the Kroot is that they 
  evolve by absorbing the traits of other species, a process 
  accomplished by eating their flesh. Due to this, the many 
  Kroot warbands across the galaxy often look radically 
  different. 
  Kroot leaders are known as Shapers, and are typically 
  chosen based on their the instinctive ability to recognize 
  desirable or detrimental traits in defeated foes. It is their 
  duty to instruct their kindred on what to eat in order to 
  suit the task at hand. For instance, a Shaper who wants 
  his Kroot to gain muscle mass will seek out Ork DNA, 
  while extensive feeding on flying predators will allow the 
  Kroot to grow wings.
  The assimilation of the Kroot into the Tau Empire began 
  during the Ork occupation of Pech and its surrounding 
  worlds. The Kroot leader, Anghkor Prok, persuaded the 
  Tau to intervene in exchange for pledging his people to 
  the greater good. The Tau agreed, coming to Prok’s aid 
  during the War in the Place of Union. So effective was 
  this newfound alliance that the Tau and Kroot were able 
  to withstand a large Greenskin onslaught long enough 
  for reinforcements from Sa’cea to arrive, ultimately 
  wiping out the Orks. After the successful campaign, 
  the combined forces of the Tau and Kroot launched a 
  massive, ten-year offensive culminating in the liberation 
  of the Kroot homeworld. On that day, Prok stood before 
  Pech’s sacred oathstone and pledged the allegiance of his 
  warriors to fight for the Greater Good, securing a lasting 
  coalition that would become a cornerstone of the Tau 
  Empire’s military might.
  Although fierce warriors on foot, the Kroot are relatively 
  primitive spacefarers, having only a single design of 
  ship at their disposal: the aptly named Warsphere. Kroot 
  Warspheres are sufficiently different to both orbital 
  defenses and true spaceships such that they require a 
  number of special rules. However any rules which are 
  not specifically noted as being modified here will apply 
  in full to Warspheres:
  THE KROOT IN BATTLEFLEET GOTHIC
  Planetary Assaults & Boarding Actions
  Kroot Warspheres are designed primarily to land troops 
  for planetary assaults. As such, any Warspheres in low 
  orbit that contact the planetary table edge are treated as 
  having landed (just like escorts), counting as disengaged 
  rather than destroyed. 
  In a Planetary Assault scenario, each attacking Warsphere 
  that successfully lands on the planet automatically scores 
  +3 assault points. However, Warspheres may never score 
  assault points by any other means, as they lack the ability 
  to deploy troops from orbit.
  In addition, due to their substantial troop reserves, Kroot 
  Warspheres have a fixed boarding value of 20, regardless 
  of their remaining hits or any other modifiers.
  Movement
  Because of their unique design, Warspheres do not move 
  in the same way as normal ships. In their movement phase 
  Warspheres travel exactly 10cm forward in a straight line, 
  no more, no less. They may not turn or use Burn Retros 
  or Come to New Heading special orders. However, due 
  to their powerful omni-directional thrusters, Warspheres 
  automatically pass command checks to use All Ahead 
  Full special orders.
  When on All Ahead Full special orders, Warspheres 
  move an extra 2D6cm in any direction at the end of their 
  move. If this causes them to move 10cm or more in a 
  different direction to the one they are traveling in, this 
  becomes their new direction of travel. This can be seen 
  more clearly in the diagrams to the right. 
  Due to their low speed and considerable momentum, 
  Warspheres which are crippled or moving though blast 
  markers do not reduce their speed. Warspheres in the 
  gravity well of a planet or moon may make free turns 
  like an ordinary ship (45°) and/or place themselves in a 
  stationary or low orbit.
  Critical Hits & Catastrophic Damage
  Warspheres lack the complex systems of true space 
  craft, so critical hits are not rolled on the regular critical 
  damage table. Instead, each critical hit inflicts +1 point 
  of damage, in the same way as an escort ship or small 
  defense. 
  When a Warsphere is reduced to 0 remaining Damage 
  points, it breaks up rather than drifting or exploding. Do 
  not roll on the catastrophic damage table. Instead, the 
  Warsphere is replaced by four blast markers, using the 
  normal rules for doing so when ships are destroyed.
  
  THE KROOT
  Expanded Revised - Tau empiRe
  25
  U
  nlike the Tau, the Kroot are capable of true warp 
  travel, but the exact method is a closely guarded 
  sceret (even to their most trusted employers). For the 
  Kroot, warp travel appears to have an almost migratory 
  purpose, and they seem incapable of navigating anywhere 
  besides systems with habitable worlds. This has led some 
  to speculate that Kroot warp travel is somehow linked to 
  the psychic signatures of living ecosystems.
  The Kroot Warspheres themselves are self-contained 
  towns wherein is kept the accumulated knowledge of 
  all Kroot technology and the choicest items they have 
  received as payment for their services. As such, they do 
  not risk them in battle willingly and try to avoid direct 
  action against warships unless the need is great or they 
  are being exceptionally well rewarded. 
  Warspheres have a single drive running through their 
  core from north to south pole and manoeuvring thrusters 
  along their equator. These engines are reliable but very 
  basic, making Warspheres very slow. They are powerful 
  enough however to allow the Warsphere to land and 
  take-off from a planet, although this process is not what 
  most sentient beings would describe as elegant. When 
  planetside, the manoeuvring thrusters will normally be 
  engaged to bury the Warsphere for protection.
  KROOT WARSPHERE ...................................................................145 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Defense/10
  10cm
  Special
  2
  5+
  3
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Weapons Battery
  30cm
  12
  All Round
  Special Rules: Kroot Warspheres are very unusual ships. They follow the special rules described on the previous 
  page. Note that they are classed as defenses for the purposes of shooting, ramming, etc.
  Class Variants: While the Kroot only have a single ship design, they can adapt to a variety of battle scenarios 
  by simply making their vessels bigger or smaller as needed. To represent this, any Warspheres in your fleet may 
  choose one of the following options:
  • A Warsphere may increase its starting hits (to a maximum of 16) for +10 points per hit added. This imparts a 
  +1 bonus to the Warsphere’s battery firepower for each extra hit. A Warsphere with 10 hits or more may also 
  add up to +1 shield and/or +1 turret strength for +10 points each, and/or may increase the range of its weapons 
  battery to 45cm for +25 points.
  • Alternatively, a Warsphere may decrease its starting hits (to a minimum of 6) for –10 points per hit subtracted. 
  This imparts a -1 penalty to the Warsphere’s battery firepower for each hit lost.
  "At least in space they cannot eat their enemies."
  -Kor'el Dal'yth Dasthui,
  on the usefulness of Kroot
  
  TAU EMPIRE FLEET LISTS
  Expanded Revised - Tau empiRe
  26
  FLEET COMMANDER
  0-1 Kor Caste Flag Officer
  You may include one Kor Caste Flag Officer. If the fleet is worth 
  more than 750 points, a Kor Caste Flag Officer must be included 
  to lead it. If a Custodian class battleship is present, the fleet must 
  be led by a Kor’O (which may be Kor’O’Mesme, if desired).
  Kor’el (Ld8) ..................................................................50 points
  Kor’O (Ld9) ..................................................................70 points
  Kor’O Vash’ya Y’eldi Mesme (Ld9)* ........................110 points
  A Kor Caste Flag Officer comes with one fleet commander re-
  roll for free (Kor’O’Mesme comes with two), and may purchase 
  up to two additional fleet commander re-rolls at the cost listed 
  below:
  One re-roll .....................................................................25 points
  Two re-rolls ...................................................................50 points
  *Note that Kor’O’Mesme has additional special rules detailed 
  on the next page.
  THE KOR’OR’VESH
  Battleships
  You may include up to one Custodian class battleship for every 
  full 750 points of Tau vessels (not including allies) in your fleet.
  Custodian Class Battleship .........................................330 points
  Cruisers
  You may include any number of Protector and Emissary class 
  cruisers in your fleet.
  Protector Class Cruiser ...............................................180 points 
  Emissary Class Cruiser ...............................................110 points
  Standard Escorts
  You may include any number of Castellan class escorts in your 
  fleet.
  Castellan Class Escort ...................................................45 points
  Towed Escorts
  You may include up to one Warden class gunship for each 
  gravitic hook in the fleet configured to transport Wardens.
  Warden Class Gunship ..................................................30 points
  THE KOR’VATTRA 
  Battleships
  You may include any number of Explorer class starships in your 
  fleet.
  Explorer Class Starship ...............................................230 points
  Cruisers
  You may include any number of Hero and Merchant class 
  starships in your fleet.
  Hero Class Starship .....................................................180 points 
  Merchant Class Starship .............................................105 points 
  Standard Escorts
  You may include up to one Messenger class starship for every 
  500 points (or portion thereof) in your fleet, and any number of 
  Defender class starships.
  Messenger Class Starship .............................................50 points
  Defender Class Starship ................................................50 points
  Towed Escorts
  You may include up to one Orca class gunship for each gravitic 
  hook in the fleet configured to transport Orcas.
  Orca Class Gunship .......................................................25 points
  ALLIES, SUBJECTS,
  & MERCENARIES
  You may include any number of allied vessels in the fleet, subject 
  to the restrictions shown below.
  Demiurg Vessels
  You cannot have more Stronghold class commerce vessels than 
  Bastion class commerce vessels in your fleet.
  Stronghold Class Commerce Vessel ...........................350 points
  Bastion Class Commerce Vessel .................................255 points
  Citadel Class Commerce Vessel ..................................185 points
  Nicassar Vessels
  You may include up to one dhow for each gravitic hook in the 
  fleet configured to transport dhows. All dhows must be formed 
  into squadrons of 2 to 6 vessels. Note that you must purchase 
  four dhows for every rig in the fleet.
  Nicassar Caravan ........................................................200 points
  Nicassar Dhow ..............................................................45 points
  Nicassar Rig ..................................................................20 points
  Kroot Vessels
  (0-2) Kroot Warsphere ................................................145 points
  USING A KOR’OR’VESH / 
  KOR’VATTRA FLEET 
  The Tau Commerce and Exploration Fleet, the Kor’vattra, was 
  a crucial part of early Tau expansion, but its shortcomings soon 
  became impossible to ignore. As a result the Tau Battlefleet, the 
  Kor’or’vesh, was born. These powerful warships, while rare, 
  have quickly integrated into the Tau armada and are commonly 
  seen protecting key Kor’vattra flotillas throughout Tau space.
  Ordnance and Upgrades 
  All Tau ships use the ordnance described on pages 4-5, while 
  Demiurg vessels only use generic attack craft and ordinary 
  torpedoes, representing their automated drones. 
  Up to two cruisers in the fleet may replace all of their launch 
  bays with mine launchers for +5 points per bay replaced.
  Squadrons
  Tau Kor’or’vesh and Kor’vattra capital ships follow the normal 
  rules for forming squadrons with other vessels of their type, and 
  may be mixed freely. (For example, a Hero class starship may be 
  squadroned with an Emissary class cruiser).
  Tau escorts must be formed into squadrons of two to six vessels 
  as usual, except that any towed escorts in the fleet may only 
  be squadroned with escorts from their division (Kor’or’vesh or 
  Kor’vattra). Your fleet must include enough escorts (if any) to 
  form valid squadrons based on these restrictions. In all other 
  cases, Tau escorts may be mixed freely.
  Any Messenger class starship in your fleet may ignore the usual 
  requirement to join a squadron and be deployed independently, 
  functioning as a separate ship in all respects.
  Other Reserves and Allies 
  Your fleet may be joined by a Rogue Trader fleet detachment as 
  described in the BFG:XR Rogue Traders document, allowing 
  the inclusion of one Rogue Trader cruiser for every 750 points 
  (or portion thereof) of Tau ships in your fleet, along with any of 
  its attendant escorts and/or cargo vessels.
  TAU KOR'OR'VESH / KOR'VATTRA FLEET LIST
  
  TAU EMPIRE FLEET LISTS
  Expanded Revised - Tau empiRe
  27
  KOR'O VASH'YA Y'ELDI MESME
  SPECIAL RULES
  Kor’O Vash’ya Y’eldi Mesme (Ld9)......110 points
  Any Tau Kor’or’vesh / Kor’vattra fleet may be led by 
  O’Mesme instead of a regular Kor’el or Kor’O. He 
  benefits from the special rules described below:
  Aun’Shear
  O’Mesme is always accompanied by his friend and 
  mentor Aun’Shear, a revered member of the Ethereal 
  Caste. To represent this, O’Mesme comes with two 
  free fleet commander re-rolls instead of only one.
  Inspired Pilots
  O’Mesme’s love of flight has never diminished, and 
  true to his name he continues to pilot a fighter out of 
  his own ship’s hangar bays, inspiring his pilots to drill 
  even harder and accomplish feats of bravery that have 
  made them legends in the annals of Tau history. 
  All Barracuda fighters launched by O’Mesme’s ship 
  have a 4+ resilient save. In addition, Manta bombers 
  launched by his ship may re-roll the dice to determine 
  how many attacks they will make in each attack run.
  Superior Command Systems
  As a widely revered fleet commander, Kor’O’Mesme 
  has access to some of the finest technology the Fio 
  Caste produces for the Greater Good. For +10 points, 
  his vessel may ignore all negative leadership effects 
  caused by contact with blast markers.
  Personal Flagship
  Kor’O’Mesme usually commands his forces from  
  aboard his personal flagship, the Bor’kan Or’es 
  El’Leath Se’arle O’Mesme, a unique Custodian class 
  battleship of great renown. Any fleet led by O’Mesme 
  may include this vessel, counting as one of the fleet’s 
  allowed Custodians. It follows all the normal rules 
  for its class and comes equipped with Tiger Shark 
  drone carriers in addition to its usual attack craft. If 
  included, O’Mesme must be embarked aboard it.
  (0-1) The Se’arle O’Mesme ...................... 400 points
  DOSSIER
  “There is a certain unity of purpose that can only be found 
  in that sublime moment when a squadron achieves perfect 
  synchronicity; when the distinction between individual craft 
  becomes blurred, every member moving as one towards their 
  objective with swift and singular purpose. This, my friend, is 
  the reason I still take to the skies.“
  - Kor’O Vash’ya Y’eldi Mesme
  A
  t a venerable 41 tau’cyr, O’Mesme is already an 
  honored elder of his kind, but this has done nothing 
  to dim the fire in his eyes or the great skill and subtlety 
  with which he wields the ships under his command. 
  Hailing from Vash’ya, a world renowned for the history 
  and tradition of its Kor Caste, he began his career as a 
  pilot for one of the fighter squadrons of the Kor’vattra. 
  He advanced up the ranks with great speed, achieving 
  the level of squadron commander before eventually 
  ascending to lead an entire Gal’Leath attack craft wing. 
  Not long afterwards, he earned the title of Y’eldi, or 
  “winged one,” for his prodigal skills as a pilot which 
  he demonstrated throughout numerous conflicts against 
  the Orks. Moreover, his exceptional tactical acumen 
  did not go unnoticed, and it was only a matter of time 
  before he was selected to command a starship, first as 
  command pilot of a Kass’l gunship, then later as captain 
  of the first ship to carry his name, the T’olku Il’fannor 
  M’poth Vash’eldi.
  It was at this time that he was given the name Mesme, 
  when assigned as a flotilla leader of two other Il’fannor 
  vessels by his Kor’O as part of a colonization fleet near 
  Tash’var. During a surprise attack by Ork pirates, he 
  daringly interposed his vessel between an attacking 
  Onslaught squadron and another Il’fannor vessel that 
  had been crippled during an earlier exchange, forcing 
  the Orks to divert away from his railgun barrage. 
  As the battle progressed, he continuously stayed one 
  step ahead of his adversary, constantly interposing his 
  best ships between the attacking enemy vessels and the 
  flotilla. As the fleet’s railguns continued to hammer the 
  Ork battle group, the greenskins stubbornly refused to 
  retreat, and were ultimately destroyed in relatively short 
  order. Soon afterward O’Mesme was given command 
  of a Gal’Leath exploration vessel, where his exploits 
  against the Orks became the stuff of legend. His vessel 
  was at the Dal’yth system when word of the attack 
  against Viss’el by the Gue’la reached them, and he once 
  again performed admirably against these invaders.
  
  TAU EMPIRE FLEET LISTS
  Expanded Revised - Tau empiRe
  28
  DEMIURG BROTHERHOODS
  A Demiurg war host is composed of a loosely-defined but 
  tightly knit affiliation of ‘Brotherhoods’, each with their 
  own array of vessels. As a result, the Demiurg are not 
  led by a specific individual, instead relying on automated 
  command and control systems linked between their ships. 
  A Demiurg fleet never requires or fields fleet commanders 
  of any kind, but may still purchase up to two command 
  check re-rolls (usable by any Demiurg vessel in the fleet) 
  at the cost shown below:
  One re-roll ......................................................... 25 points
  Two re-rolls ....................................................... 75 points
  CAPITAL SHIPS
  Battleships
  You may include up to one Stronghold class commerce 
  vessel for every two cruisers in the fleet.
  Stronghold Class Commerce Vessel ............... 350 points
  0-12 Cruisers
  Your fleet must include more Demiurg commerce vessels 
  than all other non-Demiurg cruisers combined. Note that 
  all ships in the fleet are still bound by the rules for allies, 
  meaning that different species’ ships cannot be placed in 
  squadrons together.
  Bastion Class Commerce Vessel ..................... 255 points 
  Citadel Class Commerce Vessel ...................... 185 points
  Protector Class Cruiser ................................... 180 points
  Hero Class Starship ......................................... 180 points
  Emissary Class Cruiser ....................................110 points
  Merchant Class Starship ................................. 105 points
  0-3 Kroot Vessels
  The Demiurg have a unique relationship with the Kroot 
  that pre-dates both species’ first contact with the Tau, and 
  it is not uncommon for their ships to fight alongside one 
  another. You may include up to one Kroot Warsphere for 
  every 750 points (or portion thereof) in your fleet. These 
  do not count against your allowed number of cruisers.
  Kroot Warsphere ............................................. 145 points
  WAR HOST OF THE DEMIURG
  ESCORTS 
  Although the Demiurg do not have any escorts of their 
  own design, their fleets are often supported by squadrons 
  of hired allies. For every three Demiurg capital ships in 
  your fleet, you may include one squadron of 2 to 6 allied 
  escorts. 
  Defender Class Starship .................................... 50 points
  Castellan Class Escort ....................................... 45 points
  Nicassar Dhow .................................................. 45 points
  Warden Class Gunship* .................................... 30 points
  Orca Class Gunship* ......................................... 25 points
  *Note that Wardens, Orcas, and dhows are still limited 
  by the number of available gravitic hooks in the fleet that 
  are configured for their type. Furthermore, Wardens may 
  only be mixed with Castellans, Orcas may only be mixed 
  with Defenders, and dhows may not be mixed with any 
  other escort. Castellans and Defenders may be mixed in 
  squadrons as normal.
  USING A DEMIURG WAR HOST 
  The Demiurg typically avoid direct combat, though 
  occasionally they will respond to threats with surprising 
  ferocity. They have plied the stellar main for untold 
  millennia, and on exceedingly rare occasion will muster 
  their own fleet for war, for reasons entirely unrelated 
  to their relationship with the Tau. These so-called 
  ‘war hosts’ are usually supported by a variety of hired 
  mercenaries and allied Tau vessels, making them a highly 
  unpredictable threat. 
  Ordnance and Upgrades 
  Demiurg ships use only generic attack craft and ordinary 
  torpedoes, representing automated combat drones, while 
  Tau vessels use the ordnance described on pages 4-5. 
  Up to two cruisers in the fleet (regardless of faction) may 
  replace all of their launch bays with mine launchers for 
  +5 points per bay replaced.
  Campaigns
  During a campaign, vessels in a Demiurg War Host will 
  gain leadership, crew skills, and refits in the same manner 
  as a normal Imperial Navy fleet. 
  Reserves and Allies 
  A Demiurg War Host may include any number of Rogue 
  Trader cruisers and/or Endeavor class light cruisers, with 
  each taking the place of one allowed cruiser in the fleet. 
  You may also include squadrons of Rogue Trader escorts 
  instead of Tau or Nicassar escort squadrons. The rules for 
  all of these vessels can be found in the BFG:XR Rogue 
  Traders fleet list.
  
  TAU EMPIRE CHANGE LOG
  Expanded Revised - Tau empiRe
  29
  BFG:R to BFG:XR - CHANGE LOG
  [Addition] The Tau torpedo bomber is called the Tiger Shark 
  drone carrier. Tiger sharks fire Tau Missiles instead of normal 
  torpedoes, representing their swarms of attack drones moving in 
  on a target. Like the huge Manta, they have a 4+ resilient save. 
  In order to equip them, a vessel must give up its Manta bombers 
  and pay a small point cost.
  [Change] The Tau penalty to boarding and hit-and-run teleport 
  attacks only applies to Tau and Nicassar vessels. Kroot and 
  Demiurg (who use automated weapons) are not bound by these 
  restrictions.
  [Addition] Orbital city tracking systems have a range of 20cm 
  like the Custodian battleship. Tau orbitals that purchase multiple 
  manufacturing and research modules increase the range of their 
  tracking systems by +5cm for each module after the first, to a 
  max of 20cm range (like the big ships).
  [Change] Renamed the old generic orbitals to “civilian orbitals” 
  to help differentiate them from the new security orbitals and the 
  orbital city.
  [Change] Demiurg Bastion commerce vessels are included in 
  other races’ fleets as a replacement for allowed reserve cruisers, 
  to better represent their rarity among fleets other than the Tau.
  [Change] Nicassar Rigs are now 20 points, to reflect the fact 
  that a Caravan (200pts) should be equal to the cost of one Rig 
  plus four Dhows (45pts each).
  [Change] Warspheres now only score +3 assault points at the 
  time they land, rather than +3 each turn after landing.
  [Addition] Added extra rules for O’Mesme’s personal flagship. 
  It is now a slightly more expensive Custodian, but automatically 
  has torpedo bombers in addition to its other attack craft (rather 
  than having to replace its Mantas).
  [Addition] [Change] Brought back the ruling for Kor’or’vesh 
  ships giving them full boarding value. It seems to have been an 
  oversight or transcription error that this was missed.
  Last Updated: May 28, 2017 10:47 PM
  Some elements of BFG:R and the original BFG rules have been altered as part of the transcription process for the BFG:XR Project. For the most part, these changes are 
  simply adjustments to grammar and language, in order to improve clarity or fix (a few) typos. Other changes include a few minor expansions to the existing material or 
  re-integrations of older rules that were either dropped or not included when the BFG:R documents were produced. These changes are meant only to add flavor or clarity to 
  the existing rules, and not an attempt to dramatically alter the function or power of any one faction’s fleets. This document generally only lists those changes which constitute 
  an actual addition or alteration of the rules, not adjustments to language or readability.
  
SOURCE: textdata/thevault/Warhammer/40k/Battlefleet Gothic/BFG-XR/BFGXR - Tau Empire.pdf