TEXT: TAU  FLEET
  TAU VESSELS
  TO  UNITE  THE  STARS:
  TO UNITE THE STARS:
  “It 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 VESSELS
  ARMADA
  96
  THE TAU FLEET
  The Tau were able to duplicate the warp drive of
  the alien ship but the initial test flights were
  disastrous. Achieving transition to the Warp
  required more than technology, it required
  psychically attuned minds and the Tau race
  boasted no psykers. Without them to guide the
  transition no amount of power could breach the
  dimensional barriers. The best the Tau could do
  was 
  make 
  a 
  partial 
  transition, 
  forcing
  themselves into the void that separated
  Warpspace and real space before they were
  hurled out again like a ball held under water
  then released. 
  Data gathered at great cost during the test
  flights was studied closely. The Water caste
  scientists made the observation that the
  boundary between real space and warp space
  was not a neat line. It was closer to being a
  turbulent ocean fomented by the tempestuous
  warp tides below.  By carefully angling their
  descent toward the Warp and extending the
  field generated by the gravitic drive into a wing,
  shaped to hold the vessel down a Tau vessel
  could extend the duration of the dive
  considerably. The speeds achieved in the ascent
  back to real space were staggering and this
  coupled with the effect of the Warp on time and
  space ensured that the real distance covered by
  the dive was immense. Early tests lost several
  drone ships because they inadvertently passed
  far beyond the sensor range of their recovery
  vessels. 
  The details were soon resolved. There was still
  a major constraint, only the most powerful (and
  bulky) drives could sustain the gravitic wing
  throughout the dive and the power drain meant
  that considerable recharge time was needed
  between dives. Also by comparison to actually
  navigating the warp the pace was still very slow.
  Taking typical Imperial Warp speeds the Tau
  drive was slower by a factor of five. The speed
  was consistent though, did not expose the Tau
  to the perils of the Warp and enabled the Tau to
  expand beyond their home star for the first
  time. 
  The first major class of Starships built were the
  ponderous Gal’leath (trans. Explorer). These
  leviathans laid the foundations for the Tau
  Empire and formed the basis of the Kor’vattra
  for its first wars with the Orks and the Niccassar.
  The Niccassar were less advanced than the Tau
  and after their speedy defeat were one of the
  first other races absorbed into the Empire. The
  Orks however posed a major problem. Their
  ships were faster, better shielded and more
  heavily armed. Against such a dangerous enemy
  the Gal’leath class was simply too expensive a
  resource to risk. Fortunately new, more
  compact gravitic drives led to the introduction
  of the smaller Il’fannor (trans. Merchant) class.
  To counter the numerous Ork escorts the Tau
  developed their own Kass’l (trans. Orca)
  gunships. The Tau were slow to build a gravitc
  drive with sufficient power for Warp dives small
  enough to create an independent escort so the
  Kass’l would travel inside a larger vessels
  gravitic sheath over long distances, disengaging
  when back in normal space. This combined
  with the introduction of super-heavy ion
  cannons and barracuda fighters helped restore
  the balance, but it was the power and efficiency
  of the Tau shipyards that prevented the Empire
  from being devastated.
  The Tau Empire has only expanded into space
  during the last thousand years. Despite this they
  have made remarkable progress in developing
  both civilian and military starships, and have now
  reached a level where their ships can be
  compared to Imperial designs. 
  The development of the Tau fleet (known as  the
  Kor’vattra in Tau) has been given the highest
  priority by the Ethereal Caste. Without the
  Kor’vattra the manifest destiny of the Tau could
  never be realised and as a species their existence
  would be at the mercy of celestial phenomena
  such as meteors or supernova.
  Once unified by the Ethereal Caste the Tau made
  incredible technological progress. By M39 they
  had spread through the T’au system and ringed
  their homeworld with orbital research and
  manufacturing facilities. Further expansion
  required a drive system capable of spanning
  interstellar distances however and this proved to
  be a formidable barrier. 
  Tau vessels already used a form of gravitic drive.
  This projected a sheath of gravitic energy ahead
  of and around the vessel which was continually
  re-projected further ahead, drawing the ship
  behind it rather like an archaic sail. For two
  hundred tau’cyr the Water Caste grappled with
  the problem only for the breakthrough to be
  handed to them. 
  On the innermost of T’au seven’s moons a
  routine geological survey discovered the remains
  of an alien vessel. The significance of the find did
  not disrupt Tau society as much as might have
  been expected. Tau theorists had long reasoned
  that other life forms existed and the verification
  helped confirm the belief that there was a greater
  destiny awaiting them. No Tau commented on
  the sheer good fortune of finding the technology
  that they so desperately needed on their
  doorstep just when they needed it.
  “I
  t appears to me that, lacking the sense of
  unity that might inform them otherwise,
  these men 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 VESSELS
  ARMADA
  97
  ‘Charge capacitors, time to intercept’? 
  Kor’uil vash’ya tozhan lowered himself into his blast couch and glanced at the control surface to trigger
  the emergency restraints. He never locked himself down until the last moment before combat, he was
  air-caste born and orbital-raised, swimming in zero gravity was far more natural to him than walking.
  Around his couch the array of holographic displays projected by his bridge drones settled next to him,
  he took in the details with an experienced eye. His vessel had accelerated to optimum speed and was
  rapidly closing with his human quarry. Even though his bridge drones had definitely identified the target
  as a civilian vessel it had impressive speed, almost as fast as Tozhan’s Skether’qan class, and his ship was
  as fast as any in the Kor’vattra.  
  ‘Intercept in 72.83 centidec’.
  Tozhan confirmed that the intercept point had appeared on his tactical display and a countdown to
  intercept had started. All his railgun tubes were loaded and the huge energy charge needed to fire them
  could be released on his command. This was one consignment of supplies that would never reach the
  fighting on Arthas Moloch.
  
  TAU VESSELS
  ARMADA
  98
  TAU SPECIAL RULES
  OTHER NOTES
  Unless noted otherwise, Tau vessels follow all
  the normal rules from the Battlefleet Gothic
  rulebooks. A few salient notes follow to avoid
  any confusion and outline a few exceptions.
  Critical Hits
  Tau ships use the standard critical hit table. 
  Leadership
  Tau ships roll leadership normally.
  Teleport Attacks
  Tau ships may not conduct teleport hit and run
  attacks.
  Boarding Actions
  Boarding strength is half normal for the size of
  ship.
  TAU WEAPONS
  Tau weapons use the following special rules:
  Turrets
  Tau 
  turrets 
  are 
  extremely 
  sophisticated
  combining a range of weapon types with
  overlapping fire zones. Note the Tracking
  Systems special rules.
  Ion Cannons
  Ion cannon shots vaporise the object struck
  magnifying the energy discharge. Armour is of
  no value against them. They function as lances in
  all respects.
  Railgun Batteries
  Railguns of the size mounted on warships
  require massive amounts of energy to fire
  despite Tau superconductors. Because of this,
  power is routed to a single barrel at a time. The
  sequence is timed to ensure the first barrel is
  reloaded before it is charged again. Railguns
  function as standard weapons batteries.
  Gravitic Launcher
  Gravitic launchers are massive railguns where
  mass drivers trigger the initial acceleration
  before the ships gravitic field is pulsed to
  squeeze the missiles toward the enemy at
  enormous speed. The missiles are drone-
  controlled and exceptionally dangerous. See the
  ordnance section for more details.
  Gravitic Hooks
  Gravitic Hooks are large, suspensory arms which
  create a gravitic sheath in which a small vessel
  can be transported by a larger one. However,
  gravitic hooks have no effect in game terms –
  ships do not start a game attached to their parent
  ship, and can never be docked during a game.
  Likewise, the number of gravitic hooks  is
  unimportant when calculating victory points
  (your opponent does not get VPs for surviving
  escorts just because there aren’t enough gravitic
  hooks to notionally transport them to safety).
  TAU SYSTEMS
  Tau systems use the following special rules:
  Shields
  Tau shields are formed by shaping the gravitic
  field to repel incoming fire. They function as
  normal shields in every respect.
  Deflector
  The deflector is a specialised shield generally
  mounted on the prow of the latest Tau ships. It
  turns the gravitic sheath around the vessel into
  a dense wedge, which is far more effective
  against incoming fire. If fired at from the front
  the deflector augments the passive armour
  which counts as armour 6. Deflectors are
  always mounted on the prow and will be
  disabled if the ship suffers a prow weapons
  damaged critical. Deflectors are NOT shields
  and do not count as such for the purpose of
  boarding, blast markers or other effects which
  apply to shields.
  Tracking Systems
  Tau Messengers boast highly advanced data
  storage and processing facilities to cope with
  the vast amounts of information they carry.
  When linked to ship sensors though this
  processing power can be used to provide a
  direct feed to the ships turrets. In fleet actions
  Messengers can route this data to nearby Tau
  vessels. Any Tau vessel within 10cm of a ship
  with tracking systems may re-roll misses when
  using turrets, and ignores the column shift
  when firing batteries at ranges above 30cm.
  Tracking systems continue to function even if a
  ship is braced for impact.
  A Note on Tau Weapon Configurations
  Tau rail gun and lance batteries are extremely
  sophisticated 
  with 
  advanced 
  targeting
  systems that allow several individual
  weapons to engage each designated target
  regardless of their relative positions on the
  Tau ship. Where individual turrets and
  batteries may be relatively weak, combining
  firezones in this manner make Tau railguns
  and ion cannons fearsome prospects,
  especially in forward firing arc, where turrets
  from all over the vessel can combine against
  a single enemy vessel or squadron. 
  “W
  e are well beyond their effective range
  here, sire, any hits from this distance
  will be negligable..”
  Gunnery Master Dopern,
  
  TAU VESSELS
  "I trust you find our vessel to your tastes, Admiral." The Kor’o gestured broadly with his open hands as the visibly uncomfortable Gue’la Admiral strode alongside him.
  "It lacks some of the… history, heritage you might say, of our own vessels, but indeed, I am impressed by your standards here. I cannot imagine such a plain vessel
  finding a place in His own glorious fleet, but it will serve for our confidence." 
  "As you wish Admiral." Continued the Kor’O without the slightest hint of offence "if a man chooses to be blind, you cannot always force him to see." The two men,
  the two races indeed, stared at one another for a moment, the Kor’O cool and confident, the Admiral nervous and agitated, uncertain as to how to respond. His companion
  allowed him to sweat in his discomfort for a moment longer before gleefully, turning away in a swift, sweeping stride and continuing down the corridor.
  "Come," beckoned the Kor’O, "you must meet our leader."
  * * * * *
  The Tau captain pushed open a wide set of oval doors, and ushered Admiral Rada through. Rada stepped in, expecting the Kor’O to follow, but instead heard a dull
  click as the doors were pushed shut behind him. Instead, a second, wizened Tau emerged from behind a row of curtains at the far end of the room in which Rada now
  found himself. 
  "Greetings," said the newcomer, "I am Aun’O Tau Kelith, and I bid you welcome Admiral Rada. I trust you do not object to the presence of my companions, but I am
  aged and sometimes find their assistance necessary." At this, two Fire Warriors stepped forward from their unseen positions either side of the door. Rada’s increasing
  uncertainly and discomfort remained writ large across his scarred features. The two Fire Warriors nodded calmly at the Admiral before stepping back to stand discreetly
  beside the door. The Admiral remained silent. 
  "I understand that a number of your own companions are in our care, Admiral Rada, are they not?" The Tau’s previously serene expression suddenly became intensely
  quizzical, just as his posture suddenly became more stooped.
  "A number of my sailors were taken prisoner, Tau, yes." Rada was clearly annoyed at the Tau’s turn of phrase, and his tone did little to hide his anger. 
  "I regret that one of these men was rather badly injured after our struggle and we had not the means to treat him. Perhaps if you would be so kind as to share a little
  medical information about your race with us, we can avoid such needless losses in future, Admiral." Rada just grunted in disapproval at the Tau’s latest suggestion.
  "Well, perhaps another time, Admiral." The Tau shuffled away a little, towards the distant curtains at the end of the hall. "I am glad at least you have been able to visit
  us here to discuss the future of your comrades."
  Rada stepped forward confidently, seeing a chance to seize control of the conversation. "And I, Tau, am glad at least that you have finally decided to offer your surrender
  to His most benevolent self, and to I as His honoured representative." Rada paused for a second, hoping to see the Tau squirm as he himself had squirmed moments
  before. The alien seemed implacable, however, and Rada simply gave a snort of derision before returning to the matter at hand. "Since an armistice is now in force, I
  have also been instructed to offer you and your race safe passage away from this world. I require only the release of those prisoners you have taken."
  "Oh no, Admiral, you misunderstand. We have invited you here at the behest of your crew. They think very highly of you, Admiral Rada, and they have asked that we
  extend you that same respect. You see, your crew wish for you to join them here…"  
  The words barely registered with Rada, though his face had begun to turn to consternation as the aged Tau drew open the curtains around the balcony at the farthest
  edge of the room. Rada was incredulous, fuming with rage and ready to strike down the Aun’O, but as he approached the alien his pace slowed, his face turned to utter
  shock and he froze in disbelief. From where he now stood, Rada could see over the balcony and into the atrium beneath. Hundreds of his own men, once loyal men
  of the Imperial Navy, were gathered, milling about with equal crowds of Tau, shedding their uniforms and taking up robes offered to them by the Tau, exchanging gifts
  and embracing heartily. Beyond this atrium, through a vast starpane, Rada could see his own vessel now surrounded by a cloud of shuttles and boats, Tau and human
  alike, ferrying crews between the two vessels. Atop Rada’s own bridge, the ancient Aquila’s were gone, replaced with row upon row of alien icons, the same icons he
  could see now pinned upon the breasts of some of his finest officers.
  "…within our Empire," concluded the Aun’O.
  
  TAU VESSELS
  ARMADA
  100
  T
  he Explorer was the breakthrough for
  Tau science that made the empire
  possible. Its massive reactor was capable of
  sustaining the gravitic drive over lengthy
  dives. Based on average speeds using full
  warp travel, not that the average means a
  great deal, the drive was slower by a factor
  of five. It was adequate though and the
  Explorer could also boast massive cargo
  capacity, extensive research facilities and
  most importantly the ability to serve as a
  mobile dock for semi-independent ships.
  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 moved from mark I to
  XXIII benefiting from a succession of
  improvements and special adaptations.
  Conflict with the Orks was the class’ death
  knell. It was not a specialist warship and its
  weaponry was incapable of keeping
  Terrorships and Killkroozers at a distance.
  Work 
  on 
  the 
  Merchant 
  class 
  was
  accelerated. When it was complete
  production of the Explorer dropped 85%.
  Refits have proceeded though and the
  profiles represent the most common
  variant in service and the most recent
  upgrade.
  FAMOUS SHIPS: DAL’YTH GAL’LEATH KESSAN
  This vessel may be the last of the Explorer class starships to be built on Dal’yth. Explorer construction is now being wound down and
  most work involves converting the older Mk XXIII’s to the Mk XXIV design developed by the Water Caste of Bor’kan. Kor’O Kessan is a
  veteran captain of this class of ship and together with the bulk of his crew was assigned his new vessel after surviving an attack by Ork
  pirates on the edge of the Damocles Gulf. The Dal’yth Gal’leath Kessan has been outfitted with Mantas and is to be the flagship for a major expedition
  into the Farsight Enclave under the overall direction of Aun’shi himself and including a scientific team lead by the venerated biologist Por’O Jess’l.
  Much of the Explorer’s cavernous hold has been converted to laboratories prior to the mission. 
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOUR
  TURRETS
  Battleship/12
  15cm
  45°
  1
  5+/4+ rear
  5
  ARMAMENT
  RANGE/SPEED
  FIREPOWER/STR
  FIRE ARC
  Prow Railgun battery 
  45cm
  6
  Front/left/right
  Port Launch Bay 
  Barracudas: 25cm
  4 squadrons
  -
  Mantas: 20cm
  Starboard Launch Bay 
  Barracudas: 25cm
  4 squadrons
  -
  Mantas: 20cm
  Port Gravitic hook 
  -
  Capacity: 1 Orca
  -
  Starboard Gravitic hook 
  -
  Capacity: 1 Orca
  -
  Dorsal Gravitic hook 
  -
  Capacity: 1 Orca
  -
  GAL’LEATH STANDARD VASH’YA CONFIGURATION Mk XXIII
  GAL’LEATH (EXPLORER) CLASS STARSHIP
  230 points
  
  TAU VESSELS
  ARMADA
  101
  Special Note: To equip a Gal’leath class vessel with a gravitic launcher requires the replacement of
  one segment of launch bays with additional stowage for the drone guided missiles, reducing the
  vessel’s launch capacity.
  NAMING TAU SHIPS
  As with many things the Tau adopt a very
  structured approach to naming their vessels. Each
  ship or squadron’s name is made up of a series
  of elements.
  The first element is the Sept responsible for
  building the ship or squadron.
  The second element is the ship’s class name.
  The third element is the personal name of the
  ship or squadron’s first commander. This will
  always be an air caste member of Kor’ui rank or
  higher.
  The fourth element is the personal name of the
  ship or squadrons current commander. This is
  omitted if it is the same as the third element. 
  Thus Dal’yth Gal’leath A’proh M’lath is an
  Explorer class vessel built by on the Dal’yth,
  first commanded by Kor’O A’proh and now
  commanded by Kor’ui M’lath
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOUR
  TURRETS
  Battleship/12
  15cm
  45°
  1
  5+/4+ rear
  5
  ARMAMENT
  RANGE/SPEED
  FIREPOWER/STR
  FIRE ARC
  Prow Railgun battery 
  45cm
  6
  Front/left/right
  Prow Gravitic Launcher
  Speed: 20-40cm
  8
  -
  Port Launch Bay 
  Barracudas: 25cm
  2 squadrons
  -
  Mantas: 20cm
  Starboard Launch Bay 
  Barracudas: 25cm
  2 squadrons
  -
  Mantas: 20cm
  Port Gravitic hook 
  -
  Capacity: 1 Orca
  -
  Starboard Gravitic hook 
  -
  Capacity: 1 Orca
  -
  Stern Gravitic hook 
  -
  Capacity: 1 Orca
  -
  GAL’LEATH EXPERIMENTAL BOR’KAN CONFIGURATION Mk XXIV
  
  TAU VESSELS
  ARMADA
  102
  T
  he 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
  predominantly a warship until the Hero
  class was laid down.
  TAU’N IL’FANNOR 
  UR’AKYM DRIMMA
  Built in the popular Ke’lshan
  configuration this Merchant
  vessel has been trading in Imperial
  space for almost two centuries under a
  succession of commanders. Operating a
  network of rogue trader contacts and
  deep space meeting points Tau goods
  are exchanged for Imperial technology
  and the services of Imperial citizens. On
  three separate occasions the Tau’n
  Il’fannor Ur’akym Drimma has been
  closely pursued by Imperial frigates and
  on each occasion it has managed to fight
  them off although during the last
  encounter its Orcas were lost luring an
  Imperial Cobra squadron to fight within
  an asteroid belt.
  IL’FANNOR (MERCHANT) CLASS STARSHIP  . . . . . . . . . . . . . . . 105 pts
  “M
  erchantmen, you say? Perhaps you can
  explain how merhcantmen came to
  destroy fifteen of the Emperor’s frigates!"
  – Captain Antonder 
  at the Conference of Dalyth
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOUR
  TURRETS
  Cruiser/4
  15cm
  45°
  1
  5+
  2
  ARMAMENT
  RANGE/SPEED
  FIREPOWER/STR
  FIRE ARC
  Prow railgun battery 
  45cm
  2
  Front/left/right
  Port Gravitic Hook 
  -
  Capacity: 1 Orca
  -
  Starboard Gravitic Hook
  -
  Capacity: 1 Orca
  -
  Port railgun battery 
  45cm
  2
  Front/left
  Starboard railgun battery 
  45cm
  2
  Front/right
  IL’FANNOR STANDARD KE’LSHAN CONFIGURATION
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOUR
  TURRETS
  Cruiser/4
  15cm
  45°
  1
  5+
  2
  ARMAMENT
  RANGE/SPEED
  FIREPOWER/STR
  FIRE ARC
  Prow railgun battery 
  45cm
  2
  Front/left/right
  Port Ion Cannon 
  30cm
  1
  Front/left
  Starboard Ion Cannon 
  30cm
  1
  Front/right
  Port railgun battery 
  45cm
  2
  Front/left
  Starboard railgun battery 
  45cm
  2
  Front/right
  IL’FANNOR DAL’YTH CONFIGURATION
  Later examples of the Il’fannor were produced with a drastically superior hull structure, constructed
  by methods only recently discovered by the Tau. Il’fannors of either configuration may therefore
  increase their hits from 4 to 6 at a cost of +15 points.
  
  TAU VESSELS
  ARMADA
  103
  T
  he pinnacle of Tau technology, the
  Hero class was the product of Tau
  experience during the Damocles Gulf
  Crusade. The Tau were determined that
  they should have a ship that could match
  the Imperial Lunar class. As it became
  evident, they failed but they did succeed in
  producing a credible ship of the line.
  FAMOUS SHIPS: 
  SA’CEA LAR’SHI 
  KHAS’A’TAH
  With its weapon systems
  crewed largely by Fire Caste warriors
  the Khas’a’tah has quickly developed a
  formidable reputation in battle. From
  its baptism of fire when it hunted down
  and destroyed no less than three Ork
  Onslaughts with a single salvo of
  missiles to its most recent encounter
  with the Dauntless class cruiser Jarrall’s
  Bane when its Mantas got inside the
  Imperial vessels shields and set it
  ablaze the Khas’a’tah has enjoyed
  unrivalled success. The principal
  reason for this is Kor’O Khas’a’tah
  himself, who, though a member of the
  air caste was raised in an orbital above
  Sa’cea and is therefore very familiar
  with the Fire Caste and their ways. His
  crew is an excellent example of the two
  castes working together for the greater
  good. 
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOUR
  TURRETS
  Cruiser/8
  20cm
  45°
  2
  5+
  3
  ARMAMENT
  RANGE/SPEED
  FIREPOWER/STR
  FIRE ARC
  Prow Gravitic Launcher 
  Speed: 20-40cm
  6
  Front 
  Prow Railgun battery 
  45cm
  4
  Front/left/right
  Port Launch Bay  
  Barracudas: 25cm
  1 Squadron
  -
  Mantas: 20m
  Starboard Launch Bay 
  Barracudas: 25cm
  1 Squadron
  -
  Mantas: 20cm
  Port Ion Cannon 
  30cm 
  2
  Front/left
  Starboard Ion Cannon 
  30cm 
  2
  Front/right
  LAR’SHI STANDARD VASH’YA CONFIGURATION
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOUR
  TURRETS
  Cruiser/8
  20cm
  45°
  2
  5+
  3
  ARMAMENT
  RANGE/SPEED
  FIREPOWER/STR
  FIRE ARC
  Prow Gravitic Launcher
  Speed: 20-40cm
  6
  Front
  Prow Railgun battery 
  45cm
  4
  Front/left/right
  Port Launch Bay  
  Barracudas: 25cm
  1 Squadron
  -
  Mantas: 20cm
  Starboard Launch Bay 
  Barracudas: 25cm
  1 Squadron
  -
  Mantas: 20cm
  Port Railgun battery 
  45cm
  4
  Front/left
  Starboard Railgun battery 
  45cm
  4
  Front/right
  LAR’SHI TOLKU CONFIGURATION
  LAR’SHI (HERO) CLASS STARSHIP  . . . . . . . . . . . . . . . . . . . . . . 180 pts
  Notes: All Lar’shi class vessels are fitted
  with a prow deflector to raise their
  frontal armour to 6. This is disabled if
  the ship suffers a Prow critical hit.
  
  TAU VESSELS
  ARMADA
  104
  KIR’QATH (DEFENDER) CLASS STARSHIP . . . . . . . . . . . . . . . . . . 45 pts
  SKETHER’QAN (MESSENGER) CLASS STARSHIP  . . . . . . . . . . . . . 50 pts
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOUR TURRETS
  Escort/1
  20cm
  45°
  1
  5+
  2
  ARMAMENT
  RANGE/SPEED
  FIREPOWER/STR
  FIRE ARC
  Prow Railgun battery 
  30cm
  3
  Front/left/right
  Prow Gravitic Launcher
  Speed: 20-40cm
  2
  Front
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOUR TURRETS
  Escort/1
  25cm
  90°
  1
  5+
  2
  ARMAMENT
  RANGE/SPEED
  FIREPOWER/STR
  FIRE ARC
  Prow Railgun battery 
  30cm
  1
  Front/left/right
  J
  ust as the Lar’shi is the Tau response to the Imperial Lunar class the
  Kir’Qath is their answer to the Imperial Sword class. The Kir’Qath 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.
  T
  he Messenger is the smallest self-sufficient Tau vessel. It mostly
  comprises a gravitic drive and a hold but it is occasionally used as a fleet
  scout as it is quite manoeuvrable and has unmatched data handling and
  communications facilities. These systems were soon adapted for combat
  applications. 
  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.
  Special Rules: The Messenger is an exception to normal Escort rules as
  it is not always deployed in squadrons, and can function
  independently. The Skether’qan is equipped with a Tracking System.
  
  TAU VESSELS
  ARMADA
  105
  KASS’L (ORCA) GUNSHIP  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 pts
  TAU ORDNANCE  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . pts: special
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOUR TURRETS
  Escort/1
  20cm
  90°
  1
  5+
  1
  ARMAMENT
  RANGE/SPEED
  FIREPOWER/STR
  FIRE ARC
  Prow Railgun battery 
  30cm
  2
  Front/left/right
  Prow Ion Cannon
  30cm
  1
  Front
  T
  he 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.
  A
  lthough young in terms of spacefaring races, the Tau already possess
  commendable ordnance, and in substantial quantities.
  As with their starships, Tau attack craft is operated by the Air Caste, who
  provide pilots for the Barracuda fighters and Manta bombers. Both of these
  forms of attack craft also form an important part of Tau forces planetside,
  with the Mantas transporting whole Hunter cadres consisting of dozens of
  Fire Warriors while Barracudas provide air support. 
  Tau missiles are perhaps the greatest triumph of Tau ordnance, using
  drone technology to seek out enemy ships and pursue them relentlessly. 
  Special Rules: Missiles. Tau missiles are drone-guided and are fired in salvos, each point of torpedo strength represents about 10 actual missiles.
  In game terms this makes no difference. Tau missiles are able to alter both their speed and course throughout flight, so may move at any speed
  between 20cm and 40cm (i.e. must move at least 20cm, cannot move more than 40cm) each ordnance phase. They are also guided. Each ordnance
  phase the missiles may change course by 45 degrees at the start of their movement. However, you must roll a dice for each point of missile strength
  at the start of each ordnance phase, after the first. The salvo is reduced by 1 point for every 6 rolled. 
  Mantas. Mantas are bombers, each marker represents a single vessel. They are well shielded and if intercepted by enemy fighters roll a D6, on a roll
  of 4+ the Manta is not removed. Mantas move 20cm. Whilst Mantas can carry large numbers of troops they are not used to board enemy vessels as
  boarding is totally contrary to the Tau’s approach to space warfare.
  Special Rules: You may not have more Orcas than the gravitic hook
  capacity of the fleet. Each Orca costs 25 points as much of their cost is
  included in the value of the parent ship. 
  Orcas are transported to battle on gravitic hooks. However, this has no
  effect in game terms – Orcas do not start a game attached to their parent
  ship, and can never be docked during a game. Likewise, the number of
  gravitic hooks is unimportant when calculating victory points (your
  opponent does not get VPs for surviving orcas just because there aren’t
  enough gravitic hooks to notionally transport them to safety).
  ATTACK CRAFT
  SPEED
  Barracude Superiority FIghter
  25cm
  Manta Missile Destroyer
  20cm
  ORDNANCE
  SPEED
  Tau Missiles
  20-40cm
  
  TAU ORBITALS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . pts: varies
  CORE MODULE  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 pts
  A 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.
  TAU VESSELS
  ARMADA
  106
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOUR TURRETS
  Defence/4
  0cm
  0°
  1
  5+
  2
  HABITAT MODULE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . +5 pts
  Habitat modules are used to allow more Tau to dwell on the array. These
  modules do not expand an arrays capabilities but they do make them
  larger. The module adds 1 to the damage points the array can
  absorb.
  SECURITY MODULE  . . . . . . . . . . . . . . . . . . . . . . . . . . . pts: varies
  Each security module adds 1 turret to the Core module. Also each
  security module includes one of the following defence systems, at the
  points cost shown:
  Launch Bay
  +10 pts
  May launch 1 squadron of Barracudas or Mantas. 
  Gravitic hook 
  +5 pts
  Capacity: up to 1 Orca (purchased at a cost of +25 pts). 
  Railgun battery 
  +15 pts
  Strength 3 battery, range 45cm, fire arcs all round. 
  Ion Cannon Turret 
  +15 pts
  Strength 1 lance, range 30cm, fire arcs all round. 
  MANUFACTURING & RESEARCH MODULE . . . . . . . . . . . . +10 pts
  Each manufacturing module provides habitats for its workforce and
  greatly expanded energy reserves. Each module added raises the array’s
  shield value by 1 (to a maximum of 3). In addition the processing
  capacity of the module’s drone intelligences acts as a tracking
  system.
  T
  he Tau have made extensive use of orbitals 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. Many orbitals exist purely to provide homes for the Air Caste.
  Others are used for manufacturing and trade. 
  TAU ORBITALS
  Normally individual orbital modules are assembled into arrays of up to
  five. In any event the first module of any orbital array must be the core
  module and no more than four other modules can be added to a single
  core. An Orbital costs points equal to its core mopdule plus the sum of any
  other modules added.
  Including Orbitals
  Orbitals can be used when planetary defences are allowed. The Tau may
  spend their points allocation for planetary defences on orbitals. The Tau
  may not use any other form of planetary defence.
  TAU WAYSTATIONS
  Waystations are distributed through the Tau Empire. They mark out the
  main routes between Tau septs and are used to speed communications
  between outposts. 
  A waystation consists of a core module and a single security module.
  Because of their immense data handling facilities they count as having
  tracking systems. Tau Waystations can be used in any scenario where the
  Tau are defenders, even if planetary defences are not normally permitted.
  Their points cost is calculated in the same way as Orbitals.
  NICASSAR CARAVANS
  Trading caravans are the large networks of conjoined Dhows which the
  Nicassar employ when travelling over long distances at their natural
  leisurely pace. Occasionally caravans will accompany Tau fleets to war, and
  if attacked the Dhows may detach to fight in defence of their community
  (since the caravans themselves are so slow as to be practically immobile on
  the field of battle). 
  Nicassar rigs consist of a single core module and up to four security
  modules with grav-hooks. No other type of module may be used. The grav-
  hooks have a capacity of up to 1 Dhow, which may be purchased at an
  additional cost of +45 pts per Dhow. This is only the circumstance where
  orbitals can be equipped with Dhows – gravitic hooks on other forms of
  orbital have the option of Orcas only. Rigs can be used in any scenario
  where the Tau are defenders, even if planetary defences are not normally
  permitted. Their points cost is calculated in the same way as Orbitals.
  
  TAU VESSELS
  ARMADA
  107
  NICASSAR DHOWS  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 pts
  T
  he Nicassar were the first addition to the Tau Empire and continue to
  provide ships for the Empire as they are ill-suited for ground combat.
  Nicassar have powerful minds though and rely on their telekinetic talents
  in particular to make up for their own limited mobility.. Their extended
  families are semi-nomadic and are driven by insatiable curiosity. This led
  to their exploration of their home system, as they are most content when
  travelling. Because they can survive for long periods in virtual hibernation,
  they have travelled far from their home world, albeit slowly..
  First contact with the Tau came when a Tau Explorer class vessel was
  setting up a Waystation in interstellar space and sighted a Nicassar flotilla
  that had been in space for centuries.  As subjects of the Empire the
  Nicassar must serve the greater good and do so by providing fleets to scout
  and explore systems on the fringes of the Tau Empire. They are
  transported to their station by Tau vessels and commence a leisurely
  circuit reporting anything they find. 
  The Tau have carefully kept the Nicassar from the Imperium as they realise
  the Nicassar’s psychic powers would fuel the worst excesses of human
  xenophobia.”When a family travels numerous dhows travel docked
  together forming a larger community in which some members will be
  hibernating while others remain on watch.  
  Nicassar dhows are small but elegant yachts that are propelled by their
  captains’ psychic powers. These are very manoeuvrable 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 Tau levels. 
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOUR 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
  USING DHOWS
  Tau fleets may bring Dhows to battle on gravitic hooks instead of Orcas.
  Any ship equipped with Dhows can only be equipped with Dhows and
  may not have Orcas. These then form a squadron but for battle purposes
  can deploy separately and perform different orders. Their Leadership is
  the same as their parent ship +1 as the Nicassar are natural spacefarers.
  ALLIES, SUBJECTS & MERCENARIES
  A
  s the Tau Empire expands out from its
  homeworld, the Tau inevitably encounter new
  races previously unknown to them, and to each of
  these an offer of allegiance is made. There are
  many aggressive, arrogant and selfish races in the
  galaxy, however, and even the Tau often find first
  contact results in nothing more than yet another
  bloody war. There are other races however, who
  readily accept the message of the greater good and
  take up their place in the Tau Empire. Some of
  these races are small, perhaps located on just a
  single world, or else primitive with little useful
  resource to offer the Tau, in which case their
  accession to the Empire is simply a formality, with
  the benevolent Tau offering protection to these
  lesser races while they can expect little other than
  appreciation and friendship in return.
  Other additions to the Empire are advanced in
  themselves, and the union of two such cultures
  provides valuable new knowledge, technology and
  understanding for both parties. Such races, where
  able, fulfil their debt to the Tau Empire by a series of
  tithes which suit their own particular abilities. Able
  craftsmen, for instance, may be called upon to
  provide manufacturing capacity, while aggressive or
  warlike races will be obligated to provide troops to
  the armies of the Tau. There are other races still who
  do not wish to fully submit to the Empire, but who
  likewise have no wish for war with the Tau and will
  instead strike up armistices or treaties of neutrality,
  opening up lucrative new markets or providing new
  allegiances for mutual protection. Such races are
  also likely to hire themselves out as mercenaries to
  the Tau Empire when the opportunity arises.
  Tau fleets inevitably reflect this varied mix of
  peoples and resources, and many Tau fleets will be
  composed in part of vessels manufactured,
  designed or even crewed by other subject races of
  the Tau Empire. Some of these appear in Tau fleets
  by way of tribute, fulfilling their obligation to the
  Empire. Others are simple mercenaries, lending
  their particular talents to the young Tau in
  exchange for rather more tangible reward, while
  others may simply be allies by choice, choosing to
  fight alongside the Tau in the name of mutual
  safety. Principllay, there are three races commonly
  observed as part of Tau fleets – the Kroot, the
  Nicassar and the Demiurg.
  Tau fleets may include allies, subjects and
  mercenaries, chosen from those described here
  and selected from the fleet list as normal.
  
  TAU VESSELS
  ARMADA
  108
  “At least in space they cannot eat their enemies.”
  - Kor’el  Dal’yth Dasthui 
  on the usefulness of the Kroot 
  BOARDING & PLANETARY ASSAULTS
  The Warsphere has a boarding strength of 20.
  In a planetary assault mission a warsphere will contribute 3 points for each
  turn it is actually landed on the target planet. It contributes nothing for
  being within 30cm.
  MOVEMENT
  Because of their unique construction, Kroot Warspheres don’t move in the
  same way as normal ships. In their movement phase Warspheres
  travel 10cm forward in a straight line, no more, no less.
  Warspheres may not turn or use Burn Retros or Come To New
  Heading orders.
  On All Ahead Full 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
  travelling 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 (45o)
  and/or place themselves in a stationary or low orbit.
  CRITICAL HITS
  Warspheres lack the complex systems of true space craft, so critical hits are
  not rolled on the Critical table. Instead each critical hit inflicts +1 point of
  damage.
  CATASTROPHIC DAMAGE
  When a Warsphere is reduced to 0 damage it breaks up. Don’t roll for
  Catastrophic damage, instead the Warsphere is replaced by 4 blast markers.
  Unlike the Tau, the Kroot are capable of true warp travel but the exact method
  has been kept secret from their employers. To the Kroot, warp travel is almost
  migratory and they seem incapable of navigating anywhere other than systems
  with habitable worlds. It appears they are drawn to functioning eco-systems
  The famous Kroot Warspheres are self-contained towns wherein is kept the
  retained knowledge of 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 to allow
  the Warsphere to land and take-off from a planet although the process is not
  elegant. When dirtside the manoeuvring thrusters will normally be used to bury
  the Warsphere.
  KROOT WARSPHERE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145 pts
  KROOT WARSPHERE SPECIAL RULES
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOUR
  TURRETS
  Defence/10
  10cm
  Special
  2
  5+
  3
  ARMAMENT
  RANGE/SPEED
  FIREPOWER/STR
  FIRE ARC
  Weapons battery
  30cm  
  12 
  All round
  10cm
  8cm
  All Ahead Full
  roll = 8cm
  Direction
  of travel
  Direction
  of travel
  The Warsphere is
  moved 8cm to the
  right but its direction
  of travel is unchanged.
  An unsuccessful Warsphere course change
  10cm
  10cm
  All Ahead Full
  roll = 10cm
  Direction
  of travel
  New
  direction
  of travel
  The Warsphere moves
  10cm to its right and
  continues along this
  new course.
  A successful Warsphere course change
  Special Rules: Kroot Warspheres have powerful engines firing in all
  direction, and this, coupled with the unique, spherical designs of their ships
  means no command check is needed for All Ahead Full special orders.
  
  TAU VESSELS
  ARMADA
  109
  THE DEMIURG
  Celestial phenomena
  Demiurg ships are totally unaffected by solar
  flares, gas and dust clouds and radiation bursts.
  Do not place blast markers in contact with them
  for celestial phenomena of any kind.
  Deployment and Scenarios
  Aside from the Tau, who appear to have the
  strongest known connection with the Demiurg,
  a number of races have on occassion been
  reported as having made contact with these
  aliens. Any fleet except Orks, Tyranids and
  Necrons can use Demiurg Bastion class vessels;
  they are purchased as cruisers but do not
  contribute to the number of ships required to
  gain access to battleships, grand cruisers, etc.
  Demiurg 
  ships 
  can 
  never 
  carry 
  fleet
  commanders, use fleet commander re-rolls or be
  placed in squadrons with non-Demiurg vessels.
  Tau fleets (and other races whose fleet list
  specifically include the Demiurg) ignore these
  restrictions and should instead select Demiurg
  vessels using the entries given in their fleet list. 
  Mercenaries
  Unless the fleet is entirely composed of Demiurg
  ships they are considered to be mercenaries and
  will not continue to fight if crippled. Crippled
  Demiurg ships will attempt to disengage every
  turn and run for the nearest point on the nearest
  table edge if they fail. However, if the Demiurg
  ship is part of a fleet fighting against Orks it will
  only disengage if first reduced to only having 1
  or 2 Damage points remaining. 
  DEMIURG WEAPONS
  Demiurg Stronghold and Bastion class vessels
  use the following the special rules:
  Cutting beam
  The cutting beam is a short ranged but
  devastating ionisation beam usually employed
  for gouging out recalcitrant moonlets. The
  cutting beam counts as a single lance but each
  Blast marker picked up by the Bastion in the
  Movement phase gives the beam the equivalent
  of one extra lance shot (up to a maximum of 8).
  Blast markers cannot be held from turn to turn
  in order to power the cutting beam, any unused
  ones are lost.
  Launch bays
  Demiurg ordnance is reconfigured from its
  automated mining machines within the
  cavernous dorsal launch bays. Some Demiurg
  ships are equipped with launch bays which are
  also permitted to fire torpedoes. If this is the
  case this will be noted n the ‘Range/Speed’
  column of the launch bays profile. Such launch
  bays can be used to release either attack craft or
  torpedoes, but not both in the same turn. Note
  that Demiurg torpedoes and attack craft are not
  always interchangeable, so Demiurg torpedo
  tubes cannot be used to launch attack craft, and
  launch bays may only fire torpedoes if noted in
  the ship profile.
  Once a supremely rare sight, the gigantic stately
  commerce vessels of the Demiurg have been
  seen with increasing regularity in the Ultima
  Segmentum over recent centuries. Although
  known in legend among many indigenous races
  through the region, Demiurg vessels avoid
  Imperium-claimed space scrupulously unless
  specifically invited in. Unfortunately, less than
  scrupulous planetary governors have been
  known to employ Demiurg forces to bolster
  their own positions, inviting Inquisitorial
  censure for their truck with aliens.
  Fleet strategists have postulated a link between
  the ships and the expansion of the Tau Empire
  on the Eastern Fringe, citing three confirmed
  sightings of Tau/Demiurg or Kroot/Demiurg
  fleets in the region of the Damocles Gulf. Others
  have suggested that the nomadic movement of
  the mysterious Demiurg demonstrates only an
  opportunistic desire to capitalise on the
  disruption caused by the Tyranid hivefleets.  
  DEMIURG SPECIAL RULES
  Demiurg stronghold and Bastion class vessels
  use the following the special rules:
  Blast Markers
  The curious shielding arrangement of Demiurg
  vessels dissipates the effects of ionised gases and
  repels larger obstacles in its path. As a result, any
  Blast marker which a Stronghold moves over is
  removed immediately – this includes any in base
  contact with the stronghold at the beginning of
  its turn. Blast markers have no effect on the
  movement of the Demiurg ship. Keep markers
  ‘hoovered up’ like this to one side so they can be
  used to fire a cutting beam from the prow in the
  shooting phase. Note that Blast markers moved
  over must be removed, the Demiurg player can’t
  choose to remove some markers and leave
  others in place.
  “T
  hey are aliens, granted. But if ever I witness
  another creature so furiously keen to wipe
  out the greenskinned scum, it could be a ship’s
  plasma-rat and I wouldn’t think twice about
  having them fight by my side.”
  - Rogue Trader Ennumerius Skurien 
  “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 greets the Thurm
  Brotherhood during first contact with the Demiurg
  
  ARMADA
  110
  Special Rules: Demiurg Stronghold class ships are heavily automated and count their Ld value as
  being equal to their remaining number of hits, so starting at 10. Once a Demiurg has been crippled  by
  suffering 5 hits its Ld value will not drop any further than 5. Bridge smashed critical hits will not
  inflict additional Leadership loss on a Demiurg ship, but instead cause an extra point of damage (and
  possible attendant Ld loss) on the vessel.
  A Stronghold class vessel is worth 350 Victory points normally but in a pure Demiurg fleet or one
  fighting against Orks it is worth 400 Victory points instead to reflect its extra determination.
  Demiurg ‘Stronghold’ class vessels cannot employ Come to New Heading orders 
  T
  he type classified as ‘Stronghold’ class is
  fairly typical of Demiurg vessels, being
  very large, technologically advanced and
  extremely well powered. Strongholds
  appear to act as factory/processor vessels
  and bases for a fleet of intersytem asteroid
  mining pods, haulage flyers and prospector
  probes (it is theorized that many of these
  are automated). Typically, lone strongholds
  have been encountered in the flare or
  mercurial zones of uninhabited star sytems,
  hanging 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 withdraw their
  craft and disenage if challenged but in some
  instances have inexplicably turned on their
  attackers with surprising ferocity. It is
  worthy of note that every known encounter
  between Demiurg and Ork vessels has
  resulted in combat, and that renegade
  elements have often hired Demiurg vessels
  to fight as mercenaries in interplanetary
  and intersystem power struggles. 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
  employment of an array of electromagnetic
  fields around its prow to scoop up
  interstellar hydrogen.  This is accelerated to
  the rear of the ship to provide motive
  power in a ram-jet effect but the complex
  shielding it requires evidently produces
  numerous other benefits. This process is
  little 
  understood 
  by 
  the 
  Adeptus
  Mechancius and they would dearly like to
  secure 
  an 
  intact 
  Stronghold 
  for
  investigation, but thus far the opportunity
  has eluded them. 
  DEMIURG ‘STRONGHOLD’ COMMERCE VESSEL  . . . . . . . . . . . . 350 pts
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOUR
  TURRETS
  Battleship/10
  15cm
  45°
  4
  5+/6+prow
  4
  ARMAMENT
  RANGE/SPEED
  FIREPOWER/STR
  FIRE ARC
  Port weapons battery
  30cm
  12
  Left
  Stb’d weapons battery
  30cm
  12
  Right
  Port lance battery
  60cm
  3
  Left
  Stb’d lance battery
  60cm
  3
  Right
  Prow weapons battery
  45cm
  14
  Front
  Prow cutting beam
  15cm
  Special (max 8)
  Front
  Dorsal Torpedo silos
  30cm
  6
  All round
  Dorsal Launch bays
  Fighters 30cm
  3 squadrons
  All round
  Bombers 20cm
  Assault Boats 30cm
  
  TAU VESSELS
  ARMADA
  111
  Special Rules: Demiurg Bastion class ships are heavily automated and count their Ld value as 9 at
  the start of the battle. The Bastion’s Ld will drop by -1 for each point of damage the Bastion suffers.
  Once a Bastion has been crippled  by suffering 4 hits, its Ld value will not drop any further than 5.
  Bridge smashed critical hits will not inflict additional Leadership loss on a Demiurg ship, but instead
  cause an extra point of damage (and possible attendant Ld loss) on the vessel.
  A Bastion class vessel is worth 255 Victory points normally but in a pure Demiurg fleet or one fighting
  against Orks it is worth 300 Victory points instead to reflect its extra determination.
  Demiurg ‘Bastion’ class vessels cannot employ Come to New Heading orders 
  The dorsal launch bays may launch either attack craft or torpedoes if reloaded but may not launch
  both attack craft and torpedoes in the same turn.
  M
  ore 
  common 
  than 
  the 
  larger
  Stronghold class, Demiurg Bastions
  are nonetheless only occasionally sighted
  in the giant vastness of wilderness space
  along the eastern rim of the galaxy. 
  Bastion class vessels appear to be more
  heavily configured for asteroid mining than
  the stately Stronghold, which is known to
  function as a factory/processor. Presumably
  resources 
  and 
  finished 
  goods 
  are
  exchanged between these vessels but there
  are no eye witness reports of such.
  Scattered reports by Rogue Traders
  indicate that a Bastion class vessel is
  crewed by a ‘brotherhood’ and that
  Strongholds are homes to typically two or
  three brotherhoods, it is possible that
  Strongholds and Bastions form some
  extended affiliation but if this the case each
  group must be widely scattered in different
  systems light years apart. The one
  exception to this is when the Demiurg
  muster for war, when two or three Bastions
  gather to protect each Stronghold.
  As warships, Bastions compare to cruisers
  in most respects, though impressive lance
  turrets and battery firepower at close
  ranges make them a thorny prospect. As
  with the Stronghold class, Bastions have
  the capacity for launching mining craft and
  probes reconfigured as attack craft and
  torpedoes.  
  Also, like the Stronghold, the Bastion uses
  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 specialised
  cutting beam it employs for cracking
  asteroids or enemy ships.
  DEMIURG ‘BASTION’ COMMERCE VESSEL  . . . . . . . . . . . . . . . . 255 pts
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOUR
  TURRETS
  Cruiser/8
  20cm
  45°
  2
  5+/6+prow
  2
  ARMAMENT
  RANGE/SPEED
  FIREPOWER/STR
  FIRE ARC
  Port weapons battery
  30cm
  6
  Left
  Stb’d weapons battery
  30cm
  6
  Right
  Port lance battery
  60cm
  2
  Left
  Stb’d lance battery
  60cm
  2
  Right
  Prow weapons battery
  45cm
  8
  Front
  Prow cutting beam
  15cm
  Special (max 8)
  Front
  Dorsal Launch bays
  Fighters 30cm
  2 squadrons
  All round
  Bombers 20cm
  Assault Boats 30cm
  Torpedoes 30cm
  4
  
  ARMADA
  112
  TAU VESSELS
  TAU KOR’VATTRA FLEET LIST
  ESCORTS
  Your fleet may include up to one Messenger
  class starship per 500 points.
  Messenger class starship . . . . . . . . . . . . . 50 pts
  Your fleet may include any number of Defender
  class starships.
  Defender class starship . . . . . . . . . . . . . . 45 pts
  You may not have more Orcas than the gravitic
  hook capacity of the fleet. Each Orca costs 25
  points as much of their cost is included in the
  value of the parent ship. 
  Orca  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 pts
  ORDNANCE
  Any ship with launch bays may launch any mix of
  Barracudas or Mantas. Ships with gravitic
  launchers are armed with Tau missiles. 
  SQUADRONS
  Defenders are fielded in squadrons of 2-6 ships.
  They may be combined in squadrons with
  Messengers if you wish. They may not be
  combined with Orcas. Messengers operate as
  single ships, or in squadrons.
  The Orcas from each parent ship fight as a
  squadron with the same Leadership as the
  parent. They are deployed separately from their
  parent however and activate different orders. If
  the parent ships are squadroned together, their
  Orcas may be likewise. However, the normal
  squadron limit of six still applies, so you may
  find it necessary to have more than one Orca
  squadron associated with a capital ship
  squadron. Orcas may be squadroned with other
  Orcas from vessels squadroned with their parent
  vessels. Orcas may not be squadroned with any
  other form of escort
  ALLIES, SUBJECTS & MERCENARIES
  Tau fleets make frequent use of mercenaries.
  These include subject races, commerce partners,
  allies and other, less scrupulous individuals.
  Your fleet may include mercenaries chosen from
  the 
  following, 
  subject 
  to 
  the 
  relevant
  restrictions.
  Kroot Vessels
  A Tau fleet can include up to one Warsphere if
  the fleet is worth 1500 points, or up to two
  Warspheres in games larger than that.
  Kroot Warsphere . . . . . . . . . . . . . . . . . . 145 pts
  Demiurg Vessels
  A Tau fleet can include up to one Demiurg
  vessel for every three Tau capital ships in the
  fleet.
  Stronghold Commerce Vessel  . . . . . . . 350 pts
  Bastion Commerce Vessel  . . . . . . . . . . 255 pts
  Nicassar Vessels
  Your fleet may include Nicassar Dhows in place
  of some or all of its Orcas. You may not have
  more Dhows (or Orcas) than the gravitic hook
  capacity of the fleet. A ship may have either
  Orcas or Dhows, but not both so the gravitic
  hook capacity of the fleet is divided between
  Orcas and Dhows. 
  Nicassar Dhow  . . . . . . . . . . . . . . . . . . . . 45 pts
  The Dhows from each parent ship fight as a
  squadron with the same Leadership as the
  parent, but may be squadroned with other
  Dhows from vessels squadroned with their own
  parent vessel. If the parent ships are squadroned
  together, their Dhows may be likewise.
  However, the normal squadron limit of six still
  applies, so you may find it necessary to have
  more than one Dhow squadron associated with
  a capital ship squadron. Dhow squadrons are
  deployed separately from their parent however
  and activate different orders. Dhows may not be
  squadroned with any other form of escort.
  FLEET COMMANDER
  0-1 Commander
  Your fleet may include a fleet comannder to
  lead it if you wish. Your fleet must include a
  commander if it is greater than 750 pts. the
  commander may be either a Kor’O or Kor’el.
  Tau Kor’el (Ld 8) . . . . . . . . . . . . . . . . . . . 50 pts
  Tau Kor’O (Ld 9) . . . . . . . . . . . . . . . . . . . 80 pts
  The commander has one re-roll included in his
  points cost. If you wish, the commander’s ship
  may carry a member of the Ethereal caste and
  therefore purchase additional re-rolls at the cost
  shown.
  Aun’el (one extra re-roll)  . . . . . . . . +25 points
  Aun’O (two extra re-rolls) . . . . . . . . +75 points
  CAPITAL SHIPS
  Battleships
  Your fleet may include any number of
  battleships. If your fleets is worth more than 750
  pts it must include at least one Explorer.
  Explorer class starship  . . . . . . . 230 points each
  Cruisers
  Your fleet may include any number of Merchant
  class starships. It may also include up to one
  Hero class starship for every Merchant or
  Explorer in the fleet.
  Merchant class starship  . . . . . . 105 points each
  Hero class starship . . . . . . . . . . 180 points each
  “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.”  
  – The Air Caste Petition 
  ahead of the Tau’n Campaign
  
SOURCE: textdata/thevault/Warhammer/40k/Battlefleet Gothic/Supplementals/BFG_Tau_Fleets.pdf