1st:
Weapons;
- Ion Cannons; Behaves as lances in all respects, there is no need for anything fancy here.
- Railguns; These behave as Macro weapons, however instead of 'volley' fire, they're ripple fired. "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 Launchers; these are... similar... to torpedoes, however each 'torpedo' is actually 10 drone missiles with pretty good guidance, but smaller range than torpedoes, I would have these weapons slowly track towards the closest enemy target, not enough to be OP, with small individual damage 'per missile' and keeping armour piercing. However, the further the missiles go, the weaker the salvo becomes.
- Gravitic Hooks; Certain Tau ships come with 'gravitic hooks' that carry a small (and somewhat ♥♥♥♥♥♥) escort into battle. So while the ship itself may be weaker than it's "equals" the escorts make up the difference to a degree.
- Cutting Beam; Demiurg weapon only, behaves as a Lance.
- Demiurg Launch Bays; May launch strike craft, OR torpedoes, shared cooldown.
- Demiurg Torpedo Silos; Only exists on the Stronghold vessel, may fire torpedoes in any direction.
2nd:
Favours;
- Favour of the Fire Caste;
Passive: Accuracy improved by 5%
Activated: +1 to Boarding Actions. Replaces Boarding with "Fire caste Assault" - Favour of the Earth Caste;
Passive: The "Repair" special order has 2x the standard healing rate.
Activated: Repair Drones, may repair another ship in range for up to 100 HP. *Long cooldown* - Favour of the Air Caste;
Passive: Ship speed improved by 25.
Activated: May launch a squadron of Barracuda fighters to protect the ship. (Like the Darkstar ability.) - Favour of the Ethereal Caste;
Passive: +20 Troop Value for this ship.
Activated: Negotiations; Ship cannot be targeted for 10 seconds except by Lightning Strike, but cannot attack in that time, an attack order or using any skill cancels this ability. An enemy Lightning Strike may cancel this as they 'strike for the Ethereal'
3rd: Shields
Tau Shields behave as normal shields. However there is a '2nd' shield.
The Gravitational Deflector gives them a 75 Armour on the front until they take a prow weapons critical, should the ship take a prow weapons critical, the deflector is disabled and the armour is the same as all other facings for that ship class.
4th: "Combustion Gauge"
Behaves identically to Chaos and Imperium combustion gauges.
5th: "Skills"
No real need for any changes here, except for replacing Micro-warp perhaps. Otherwise, identical to Imperial Navy.
6th: "Upgrades"
As above. Identical to Imperial Navy.
7th: "Crew" (Using IoM examples)
Commissar is replaced by - Ethereal
Navigator is left alone.
Tech-Priest is replaced by - Earth Caste Engineer
Master Gunner is replaced by - Fire Caste Gunner
Ratings is replaced by - Fire Warriors
Servitors is replaced by - Earth Caste
Squadron Sergeant is left alone.
8th: Weaknesses
Slow; The Tau are no better than Orks when it comes to speed. And some ships are even slower.
Poor Shielding; Depending on the ship, Tau often have poorer shielding than their class equivalents.
Cannot conduct Lightning Strikes; *Does not apply to Kroot or Demiurg.
Half Boarding Strength; *Does not apply to Kroot or Demiurg.
Does not have Assault Boats
9th: Curiosities.
Messenger Escort; This escort can be taken, and improves the accuracy of Tau ships in range of it's tracking systems by 10% for each range bracket.
Tau Mercenaries; Mercenaries CANNOT be bought and kept, but are similar to the 'freebie' ship you can take if all your ships are off of the board, they are bought specifically on a mission to mission basis *hiring the merc* for that mission only and do not form a permanent part of the fleet so cannot be upgraded, favoured or have skills bought, instead starting with random upgrades and skills appropriate to them. Additionally, if reduced to 200 HP, they will attempt to warp out of the battle.
10th Strike Craft.
Barracudas; Behave as normal fighters.
Mantas; Each squadron is an individual Manta Missile Destroyer, and are also shielded. Lotsa dakka.
THE SHIPS!
- BATTLESHIP: Explorer, Vash'ya Configuration.
- BATTLESHIP: Explorer, Bor'kan Configuration.
- BATTLESHIP: Custodian Class "Or'es El'leath"
- BATTLESHIP: Demiurg Stronghold Commerce Vessel - MERCENARY.
- BATTLECRUISER: Kroot Warsphere - MERCENARY
- BATTLECRUISER: Protector Class, Lar'shi'vre
- CRUISER: Hero, Lar'shi Vash'ya Configuration.
- CRUISER: Hero, Lar'shi Tolku Configuration.
- CRUISER: Demiurg Bastion Commerce Vessel - MERCENARY.
- LIGHT CRUISER: Merchant, Ke'leshan Configuration
- LIGHT CRUISER: Merchant, Dal'yth Configuration
- LIGHT CRUISER: Emissary Class Il'Porrui
- ESCORT: Defender Class Starship Kir'quath
- ESCORT: Messenger Class Starship Skether'qan
- ESCORT: Kass'l "Orca" Gunship - Comes free on ships with Gravitic Hooks. Cannot be taken otherwise. (Except for the Custodian which comes with Warden Carrier Escorts)
- ESCORT: Castellan Heavy Escort Kir'shasvre
- ESCORT: Warden Carrier Escort Kir'la
Explorer "Vash'ya" Configuration Battleship
Hull Integrity: 1200
Shields: 100
Speed: 125
Rotation: 5'0/s
Detection: 5'000
Troop Value: 40
Turrets: 18
Armour: 50/50/25
Prow Railgun *270 degree arc*Launch Bays: Barracudas and Mantas, 4 Squadrons
- Range: 9000
- Damage: 12
- Attacks: 6 (Divided between cannons. So if there are 6 guns on the hull it'd be 1 attack.)
- Rate of Fire: 10
- Critical Chance: 4
3 Gravitic Hooks carrying 3 Orca Gunships.
Explorer "Bor'kan" Configuration Battleship
Hull Integrity: 1200
Shields: 100
Speed: 125
Rotation: 5'0/s
Detection: 5'000
Troop Value: 40
Turrets: 18
Armour: 50/50/25
Prow Railgun *270 degree arc*Prow Gravitic Launcher: Behaves as a Strength 8 Torpedo salvo, modified by the above. Not sure of stats.
- Range: 9000
- Damage: 12
- Attacks: 6 (Divided between cannons. So if there are 6 guns on the hull it'd be 1 attack.)
- Rate of Fire: 10
- Critical Chance: 4
Launch Bays: Barracudas and Mantas, 2 Squadrons
3 Gravitic Hooks carrying 3 Orca Gunships.
Custodian "Or'es El'leath" Class Battleship
Hull Integrity: 1000
Shields: 200
Speed: 150
Rotation: 5'0/s
Detection: 5'000
Troop Value: 40
Turrets: 18
Armour: 50/50/50
Port Railgun *180 degree arc* *Front/Left*Starboard Railgun *180 degree arc* *Front/Right*
- Range: 9000
- Damage: 12
- Attacks: 4 (Divided between cannons. So if there are 6 guns on the hull it'd be 1 attack.)
- Rate of Fire: 10
- Critical Chance: 4
Port Ion Cannon *180 degree arc* *Front/Left*
- Range: 9000
- Damage: 12
- Attacks: 4 (Divided between cannons. So if there are 6 guns on the hull it'd be 1 attack.)
- Rate of Fire: 10
- Critical Chance: 4
Starboard Ion Cannon *180 degree arc* *Front/Right*
- Range: 6000
- Damage: 8
- Attacks: 1
- Rate of Fire: 12
- Critical Chance: 6
Prow Gravitic Launcher: Behaves as a Strength 4 Torpedo salvo, modified by the above. Not sure of stats.
- Range: 6000
- Damage: 8
- Attacks: 1
- Rate of Fire: 12
- Critical Chance: 6
Launch Bays: Barracudas and Mantas, 2 Squadrons
3 Ventral Gravitic Hooks carrying 3 Warden Carrier Escorts.
Demiurg Stronghold Commerce Vessel
Hull Integrity: 1000
Shields: 400
Speed: 125
Rotation: 5'0/s
Detection: 5'000
Troop Value: 60
Turrets: 16
Armour: 75/50/50
Port Macro-Battery *As Retribution Battleship Port Batteries* - Range downgraded to 6'000
Starboard Macro-Battery *As Retribution Starboard Batteries* - Range downgraded to 6'000
Port Lance *As Gothic Cruiser Port Lance Batteries - Range upgraded to 12000
Starboard *As Gothic Cruiser Starboard Lances* - Range upgraded to 12000
Prow Macro-Battery *As Retribution Battleship Port Batteries, redirected forwards. Range downgraded to 6'000*
Prow Cutting Beam *As Pulsar Lance*
Dorsal Torpedo Silos *Strength 6 direction-able Torpedo Salvo*
Dorsal Launch Bays *3 Squadrons*
Protector Class Battlecruiser Lar'shi'vre
SPECIAL NOTE: I elected this to be the Battlecruiser instead of the Hero as, while it has a weaker hull, it is a dedicated warship as opposed to a modified merchant vessel like the Hero. (As the Hero was an attempt to match the Lunar Class Cruiser. An attempt that 'failed'.
Hull Integrity: 600
Shields: 200
Speed: 150
Rotation: 10'0/s
Detection: 5'000
Troop Value: 40
Turrets: 12
Armour: 50/50/50
Prow Railgun *Forward Arc*Port Railgun 180 Degrees *Forward/Left Arc*
- Range: 9000
- Damage: 12
- Attacks: 2
- Rate of Fire: 10
- Critical Chance: 4
Starboard Railgun 180 Degrees *Forward/Right Arc*
- Range: 9000
- Damage: 12
- Attacks: 2
- Rate of Fire: 10
- Critical Chance: 4
Prow Ion Cannon Forward Arc
- Range: 9000
- Damage: 12
- Attacks: 2
- Rate of Fire: 10
- Critical Chance: 4
Dorsal Gravitic Launcher: Behaves as a Strength 6 Torpedo salvo, modified by the above. Not sure of stats.
- Range: 9000
- Damage: 8
- Attacks: 1
- Rate of Fire: 12
- Critical Chance: 6
Launch Bays: Barracudas and Mantas, 1 Squadron
Kroot Warsphere (Battlecruiser)
SPECIAL NOTE: This ship must use 'come to new heading' to change direction. They cannot turn otherwise and will always move slowly.
Hull Integrity: 1000
Shields: 200
Speed: 100
Rotation: 0/s
Detection: 5'000
Troop Value: 80
Turrets: 12
Armour: 50/50/50
Macrocannons 360 Degree fire.
- Range: 6000
- Damage: 12
- Attacks: 12 (Divided between cannons. So if there are 6 guns on the hull it'd be 2 attacks.)
- Rate of Fire: 10
- Critical Chance: 4
Hero Class Cruiser Vash'ya
Hull Integrity: 800
Shields: 200
Speed: 150
Rotation: 10'0/s
Detection: 5'000
Troop Value: 40
Turrets: 12
Armour: 50/50/50
Prow Railgun 270 degree arcPort Ion Cannon Forward/Left Arc
- Range: 9000
- Damage: 12
- Attacks: 4
- Rate of Fire: 10
- Critical Chance: 4
Starboard Ion Cannon Forward/Right Arc
- Range: 6000
- Damage: 8
- Attacks: 2
- Rate of Fire: 12
- Critical Chance: 6
Dorsal Gravitic Launcher: Behaves as a Strength 6 Torpedo salvo, modified by the above. Not sure of stats.
- Range: 6000
- Damage: 8
- Attacks: 2
- Rate of Fire: 12
- Critical Chance: 6
Launch Bays: Barracudas and Mantas, 1 Squadron
Hero Class Cruiser Tolku
Hull Integrity: 800
Shields: 200
Speed: 150
Rotation: 10'0/s
Detection: 5'000
Troop Value: 40
Turrets: 12
Armour: 50/50/50
Prow Railgun 270 degree arcPort Railgun Forward/Left 180 degree arc
- Range: 9000
- Damage: 12
- Attacks: 4
- Rate of Fire: 10
- Critical Chance: 4
Starboard Railgun Forward/Right 180 degree arc
- Range: 9000
- Damage: 12
- Attacks: 4
- Rate of Fire: 10
- Critical Chance: 4
Dorsal Gravitic Launcher: Behaves as a Strength 6 Torpedo salvo, modified by the above. Not sure of stats.
- Range: 9000
- Damage: 12
- Attacks: 4
- Rate of Fire: 10
- Critical Chance: 4
Launch Bays: Barracudas and Mantas, 1 Squadron
Demiurg Bastion Commerce Vessel
Hull Integrity: 800
Shields: 200
Speed: 150
Rotation: 5'0/s
Detection: 5'000
Troop Value: 60
Turrets: 16
Armour: 75/50/50
Port Macro-Battery *As Dauntless Light Cruiser Port Batteries* - Range 6'000
Starboard Macro-Battery *As Dauntless Light Cruiser Port Batteries* - Range 6'000
Port Lance *As Lunar Cruiser Port Lance Batteries - Range upgraded to 12000
Starboard *As Lunar Cruiser Starboard Lances* - Range upgraded to 12000
Prow Macro-Battery *As Dominator Cruiser Port Batteries, redirected forwards. Range 9'000*
Prow Cutting Beam *As Pulsar Lance*
Dorsal Launch Bays *1 Squadron or Strength 4 Torpedo salvo*
Merchant Class Light Cruiser Ke'lshan
Hull Integrity: 600
Shields: 100
Speed: 125
Rotation: 10'0/s
Detection: 5'000
Troop Value: 40
Turrets: 8
Armour: 50/50/50
Prow Railgun 270 degree arcPort Railgun Forward/Left 180 degree arc
- Range: 9000
- Damage: 12
- Attacks: 2
- Rate of Fire: 10
- Critical Chance: 4
Starboard Railgun Forward/Right 180 degree arc
- Range: 9000
- Damage: 12
- Attacks: 2
- Rate of Fire: 10
- Critical Chance: 4
2 Gravitic Hooks
- Range: 9000
- Damage: 12
- Attacks: 2
- Rate of Fire: 10
- Critical Chance: 4
Merchant Class Light Cruiser Dal'yth
Hull Integrity: 600
Shields: 100
Speed: 125
Rotation: 10'0/s
Detection: 5'000
Troop Value: 40
Turrets: 8
Armour: 50/50/50
Prow Railgun 270 degree arcPort Railgun Forward/Left 180 degree arc
- Range: 9000
- Damage: 12
- Attacks: 2
- Rate of Fire: 10
- Critical Chance: 4
Starboard Railgun Forward/Right 180 degree arc
- Range: 9000
- Damage: 12
- Attacks: 2
- Rate of Fire: 10
- Critical Chance: 4
Port Ion Cannon Forward/Left Arc
- Range: 9000
- Damage: 12
- Attacks: 2
- Rate of Fire: 10
- Critical Chance: 4
Starboard Ion Cannon Forward/Right Arc
- Range: 9000
- Damage: 8
- Attacks: 1
- Rate of Fire: 12
- Critical Chance: 6
- Range: 9000
- Damage: 8
- Attacks: 1
- Rate of Fire: 12
- Critical Chance: 6
Emissary Class Light Cruiser Dal'yth
Hull Integrity: 400
Shields: 100
Speed: 150
Rotation: 10'0/s
Detection: 5'000
Troop Value: 40
Turrets: 8
Armour: 50/50/50
Prow Railgun 270 degree arcPort Railgun Forward/Left 180 degree arc
- Range: 9000
- Damage: 12
- Attacks: 4
- Rate of Fire: 10
- Critical Chance: 4
Starboard Railgun Forward/Right 180 degree arc
- Range: 6000
- Damage: 12
- Attacks: 2
- Rate of Fire: 10
- Critical Chance: 4
Prow Gravitic Launcher: Str 3 Torpedo salvo.
- Range: 6000
- Damage: 12
- Attacks: 2
- Rate of Fire: 10
- Critical Chance: 4
Launch Bays: 1 Squadron of Barracuda's only.
Defender Class Starship (escort)
Hull Integrity: 200
Shields: 100
Speed: 150
Rotation: 15'0/s
Detection: 5'000
Troop Value: 40
Turrets: 4
Armour: 50/50/50
Prow Railgun 270 degree arcProw Gravitic Launcher: Str 2 Torpedo salvo.
- Range: 6000
- Damage: 12
- Attacks: 3
- Rate of Fire: 10
- Critical Chance: 4
Messenger Class Starship (escort)
Hull Integrity: 100
Shields: 100
Speed: 175
Rotation: 20'0/s
Detection: 5'000
Troop Value: 40
Turrets: 4
Armour: 50/50/50
Prow Railgun 270 degree arc
- Range: 6000
- Damage: 12
- Attacks: 1
- Rate of Fire: 10
- Critical Chance: 4
Orca Class Gunship
- Comes 'free' with ships Merchant Class and Explorers with Gravitic Hooks, number = to Grav-Hooks. *Cost included in the parent vessel.*
Hull Integrity: 100
Shields: 100
Speed: 150
Rotation: 20'0/s
Detection: 5'000
Troop Value: 40
Turrets: 2
Armour: 50/50/50
Prow Railgun 270 degree arcProw Ion Cannon *Forward Arc
- Range: 6000
- Damage: 12
- Attacks: 2
- Rate of Fire: 10
- Critical Chance: 4
- Range: 6000
- Damage: 8
- Attacks: 1
- Rate of Fire: 12
- Critical Chance: 6
Castellan Class Heavy Escort
Hull Integrity: 200
Shields: 100
Speed: 150
Rotation: 20'0/s
Detection: 5'000
Troop Value: 40
Turrets: 4
Armour: 50/50/50
Prow Railgun 270 degree arcProw Gravitic Launcher; Strength 2 Torpedo salvo
- Range: 6000
- Damage: 12
- Attacks: 3
- Rate of Fire: 10
- Critical Chance: 4
Warden Carrier Escort
-Comes free with the Castellan Carrier, number = to Grav-Hooks. Cost included with Castellan.
Hull Integrity: 100
Shields: 100
Speed: 150
Rotation: 20'0/s
Detection: 5'000
Troop Value: 40
Turrets: 2
Armour: 50/50/50
Prow Railgun 270 degree arcProw Ion Cannon *Forward Arc
- Range: 6000
- Damage: 12
- Attacks: 2
- Rate of Fire: 10
- Critical Chance: 4
- Range: 6000
- Damage: 8
- Attacks: 1
- Rate of Fire: 12
- Critical Chance: 6