Rogue Trader Tau

Download as pdf or txt
Download as pdf or txt
You are on page 1of 19

Tau

The ​Tau​ are a young race of technologically-oriented beings from the ​Eastern Fringe​ and the dominant
species of the ​Tau Empire​. ​T'au​, the Tau home planet, was discovered in 789.​M35​ by the ​Adeptus
Mechanicus​ ship ​Land's Vision​. Adeptus Mechanicus records indicate that at that time, the Tau species
had mastered the use of simple tools and weapons, as well as fire. Before the planet could be cleansed
and colonized by the Imperium, however, a violent ​Warp​-storm erupted around the planet. This
continued for 6,000 years, making the Tau's homeworld utterly inaccessible.
It was not until the ​Damocles Crusade​ that the Imperium again contacted the Tau. The ​Imperium​ found
the primitive Tau had advanced considerably. In six thousand years, the Tau had advanced from spears
and fire to colonizing planets and ​pulse rifles​.

History
Early Tau History
The Tau Empire
The Tau are a plains-dwelling race. In their prehistory, they lived in tribes on the desert plains, hunting
and gathering their food. As their race aged, they expanded to all environments. The Tau of the plains
became strong and skilful hunters, larger and stronger than most other Tau. The Tau of the mountains
developed the ability to soar high above the baking deserts on thermals. The Tau of the river valleys
developed agriculture and metallurgy, forming the first true settlements. The development of
settlements led to the need of trade, and wandering Tau began to negotiate and mediate between the
disparate tribes.
Eventually, avarice got the better of the Tau. Growing pains, caused by their unusually rapid
technological development led to the invention of sophisticated weaponry. The Tau of the river valleys
developed stone fortresses and crude blackpowder weapons to ward off the aggressive Tau of the
plains. These fledgeling skirmishes led to the darkest period in Tau history, the ​Mont'au​.
The numerous wars that broke out lasted for years. Each year, thousands died as squalid conditions and
lack of access to fresh food and water created a plague that killed more Tau than were dying in the
wars. The Tau were on the verge of wiping themselves out. Out of the destruction and darkness of the
Mont'au came a guiding light: the ​Ethereals​.
Tau legends tell of the first appearance of Ethereals at ​Fio'taun​. The fortress city of Fio'taun was under
assault by the warriors from the plains. Though negotiation had been attempted, the fierce plain
warriors would settle for nothing less than the annihilation of Fio'taun. For five long years, the
inhabitants held off the savage assaults with their thick walls and plentiful cannons. However, disease
and starvation began to take their toll. As the tide of the siege turned, two mysterious Tau appeared.
One made his way into the camp of the plains Tau, exuding a quiet authority that no Tau was able to
resist. Soon, the leader of the plains warriors was persuaded to parley with the Tau of Fio'taun.
Similarly, the other mysterious Tau made his way deep into the fortress. Within a few short hours, the
gates stood wide open, and the Tau stood ready to talk.
The Ethereals spoke of the importance of peace and understanding between all Tau. They described a
Greater Good​ that each Tau must strive towards. The besiegers and the besieged quickly agreed with
the Ethereals and a truce was reached. Across the land, Ethereals emerged, each with the same quiet
authority and message of harmony and cooperation. With the Tau united, a great civilization began.

Current Tau History


The introduction of the Ethereals to Tau society led to the creation of a rigid ​caste system​, with each
caste taking on the name of an element that is close to them. Thus, the warriors of the Tau Empire
became known as the Fire (Shas) Caste, due to their fiery temper. The artisans and scientists became
known as the Earth (Fio) Caste, being the most pragmatic of the Tau. The diplomats and administrators
became known as the Water (Por) Caste, as water flows through all life, uniting it. Lastly, the Tau
messengers and spies became known as the Air (Kor) Caste, traversing the land on top of gusts of
wind. With the invention of aircraft, and later spacecraft, the Air Caste would become the pilots of the
Tau Navy.
The Tau are currently in the process of securing their Third-Phase colonies, while fending off remnants
of ​Hive Fleet​ ​Kraken​ and the occasional ​Ork​ raids. They have a rather uneasy relationship with the
Imperium, which is far more concerned with more important conflicts, like ​Armageddon​ and the ​13th
Black Crusade​.

Tau Society and Physiology


Tau society and physiology revolve around the Sept they are part of. Each caste could almost become a
subspecies of their own, such are the variations between the caste members.

Society
The Tau are the most open and tolerant of the races in the ​galaxy​, which means that they prefer not to
destroy all other races on sight and are nowhere near as xenophobic as the ​Imperium​. They are
appreciative of the ways of the ​humans​, ​Eldar​, and other sentient races, but hold their own values as
superior above all others.
Their tolerance also extends to themselves, as the Tau recognize even lowly Fio'la workers as being as
important to the operation and well-being of the Empire as Shas'vre Battlesuit leaders or even the
highest Aun'o.
Tau names are generally seen in the Imperium as long, complicated, and unwieldy, but they can be
broken down into the following:
● Caste and rank within that caste.
● Sept of birth.
● Personal name (which is often determined/extended by their notable actions or achievements)

Castes and Rank


The ​Caste System​ organizes all Tau into five different castes and each one of them has a defined social
role, be it military, trade, diplomacy, or leadership. The members of a caste are further classified by a
specific rank.
Rank Fire Caste (Shas) / Air Caste (Kor) / Water Caste (Por) / Earth Caste (Fio) / Etheral Caste (Aun)

'​Saal
Cadet
'​La
Warrior / Messenger / Bureaucrat / Worker / Prince
'​Ui
Veteran / Carrier / Envoy / Senior / Prelate
'​Vre
Hero / Pilot / Magister / Overseer / King
'​El
Knight / Captain / Diplomat / Engineer / Holy
'​O
Commander / Admiral / Ambassador / Planner / Ethereal

Sept
Tau come from many planetary systems, or ​Septs​, and these shape and define their methods of work.
Some of these are:
● T'au
● Vior'la
● Sa'cea
Many more can be found at the end of the Armoury.

Personal Name
Tau personal names, unlike those of humans, usually mean things in their language, depending on the
deeds in their lives.

Example
Thus, the Tau named "Shas'O Vior'la Shovah Kais Mont'yr" (​Commander Farsight​) would be broken
down as follows:
● Shas​ - The individual is a member of the Fire Caste...
● O​ - ...who is a high-ranking Commander and hero...
● Vior'la​ - ...who comes from the Sept of Vior'la...
...and has a personal name translated as being far-sighted (​Shovah​), skilled (​Kais​), and having seen
many battles (​Mont'yr​, meaning "blooded").

Physiology
The Tau are humanoid in shape, although they have hoofed feet and four-digit hands (three fingers and
one thumb). Their skin is grey-blue (although this can vary in pigmentation between Tau colony
worlds), rough in texture, leathery, and exudes almost no moisture. Their faces are flat, wide around the
eyes, with an "I"-shaped slit running from the center of the forehead to where a human's nose would be.
Tau vision is considered slightly superior to that of humans - their visual spectrum extends a little more
into the ultraviolet and infrared wavelengths. However their pupils do not dilate, giving poorer depth
perception and providing slower vision focusing reflexes than humans. The olfactory organs of a Tau
are inside the mouth. The Tau are not very good in ​close combat​, as they find the whole concept
uncivilized.
It has also been suggested in several ​Black Library​ books that Tau blood is bluish-purple, explaining
that the blood contains trace amounts of cobalt, rather than iron as common in humans.
The Tau Fire and Water Castes roughly resemble humans in appearance more than the other castes,
standing average 1.7 meters tall, and 70 kilograms in weight. The Earth Caste are more stout in nature,
roughly 1.5 meters tall and 85 kg in weight. While the Air Caste stand about 2 meters tall, and 70
kilograms in weight, looking frail and weak compared to the other castes due to their life in low or no
gravity environments.

Tau and the Warp


The Tau achieve faster-than-light travel by "diving" into the Warp and being subsequently flung out a
great distance from where they entered. There are positives and negatives to this method of travel.
Because their ships have such minimal contact with the Warp and are in a sense just skimming the
surface, their travel is relatively safe, but a flaw in this design is that their speed is greatly reduced in
comparison to races which immerse themselves fully in the Warp.
It is also true that the Tau are a race bereft of psykers. Whether it is due to their limited Warp
interaction or something distinct about the Tau mind it means that they are unique amongst the
dominant races of the galaxy. For while it does mean that the Tau do not possess the significant
advantages that having psykers brings, it is also worthy to note that not one Tau has ever fallen to
Chaos​. In fact, as a species, the Tau register as barely more than a blip in the Warp and it may well be
that this has been their saving grace, protecting the altruism and idealism their race shares from the
destructive tendencies of Chaos.

Origin Path for Creation of Tau Characters

Caste WS BS S T Ag Int Per WP Fel

Tau 15 20 20 20 25 25 20 25 25

Tau Homeworlds

Ethereal Renown​: You were born in an area known for the exceptional wisdom if it’s Ethereals.
Perhaps you were born on T’au or ___, or perhaps you just grew up near the sept’s capital. You grew
up listing to this wisdom and the principals of the Greater Good are strongly imprinted on your mind,
even compared to your peers. Your knowledge of philosophy and unwavering faith in the Tau’s
manifest destiny have defined you.
Characteristics:​ WP +4, Ag -2; Fate Points: 3 (1-5), 4 (6-10);
Untrained Basic Skills:​ Common Lore (Greater Good, Tau Empire), Literacy, Tech-Use
Skills​: Speak Language (Tau)
Talents:​ Unshakable Faith.
Fire Renown:​ You were born in an area known for the bravery and strength of it’s Fire Warriors.
Perhaps you were born on ___ or ___, or perhaps you just grew up near the major military bases. You
grew up around the physical challenges and constant training of the Fire Caste as they prepare to
defend the interest of the Empire. You are familiar with both the stories of war and the equipment used
to prosecute them.
Characteristics:​ S +2, T +2, Fel -2; Wounds: +1; Fate Points: 2 (1-3), 3 (4-9), 4 (10)
Untrained Basic Skills:​ Common Lore (War, Tau Empire), Literacy, Speak Language (Tau),
Tech-Use
Skills​: Dodge, Speak Language (Tau)
Talents:​ Nerves of Steel

Earth Renown​: You were born in an area known for the intelligence and skill of it’s Earth Caste.
Perhaps you were born on ___ or ___, or perhaps you just grew up near the major manufacturing and
research facilities. Science and Technology are discussed openly here, and you could not help but learn
about it as you grew up. The complex devices of the Empire hold no mystery to you.
Characteristics:​ Int +2, S +2, Fel -2; Fate Points: 2 (1-3), 3 (4-9), 4 (10)
Untrained Basic Skills:​ Common Lore (Technology, Tau Empire), Literacy, Tech-Use
Skills:​ Logic, Tech Use, Speak Language (Tau)

Water Renown​: You were born in an area known for the skill and artistry of it’s Water Caste. Perhaps
you were born on ___ or ___, or perhaps you just grew up near a diplomatic or administrative center.
Complex use of words and meaning have surrounded you your whole life, leading you to a great
understanding of language as well as basic understanding of the flow of goods and services as they
relate to the Greater Good.
Characteristics:​ Fel +2, Int +2, T -2; Fate Points: 2 (1-3), 3 (4-9), 4 (10)
Untrained Basic Skills:​ Common Lore (Tau Empire), Forbidden Lore (Xenos) Literacy, Speak
Language (Tau, [Pick One]), Tech-Use, Trade, Commerce
Skills:​ Evaluate, Speak Language (Tau)

Air Renown​: You were born in an area known for the speed and skill of it’s Air Caste. Perhaps you
were born on ___ or ___, or perhaps you just grew up on orbital city. Either way the void and the
methods used to transverse it have been around you your entire life. Even if you are not of the Air
Caste yourself, you share their conform-ability with the vast emptiness.
Characteristics:​ Ag +4, S -2; Fate Points: 2 (1-3), 3 (4-9), 4 (10)
Untrained Basic Skills:​ Common Lore (Void, Tau Empire), Forbidden Lore (Xenos), Literacy,
Navigation (Stellar) and Pilot (Flyer), Tech-Use
Traits: ​Void-Accustomed
Skills​: Speak Language (Tau)

Birthright ​(nothing changes)

Lure of the Void

Renegade: As per book except the Enemy choices are replaced with “Enemy ([Tau Caste] or
[Integrated Species]). Note, the philosophical change won’t be ‘that’ different from the mainstream and
should still be based on the Greater Good. Anyone else would not be put in a position of power.
Duty Bound: ​Duty to the Throne​ is renamed ​Duty of the Empire.​ ​Duty to Humanity​ is renamed ​Duty to
the People​. Lastly, ​Duty to your Dynasty​ is removed. The interaction penalty applies to those beyond
the Empire, instead of the Imperium.

Zealot: ​Favored of the Faithful i​ s removed. Note this is based primarily on the Tau’s manifest destiny
and the Greater Good.

Chosen by Destiny: [The first option] is removed. Note that in the case of Xenophile, Xenos and Alien
Artifacts refer to people and items not of Tau manufacture.

Trials and Travails

Press-Ganged: Renamed ​Out of Place​. Instead of gaining a skill, you may add +3 WS or +3 BS.
However, you may not select a skill that is on your Career list. If you chose the Ability increase, you
may not select the Fire Caste Career. Description is changed to the following: Unfortunate
circumstance forced you to take up actions outside of your caste’s scope. You learned new skills you
may never have wanted to know and forced to do things you never wanted to do. What is learned
cannot be unlearned, and it sets you apart from your brethren.

Calamity, Dark Voyage and High Vendetta: Unchanged

Motivation
Pride: May not select Heirloom item.
All others: Unchanged

NOTE: All “Fate Points” are “Touched by the Fate” points, but use same rules as regular Fate
Points in the Rogue Trader rulebook. Word it how you like.

Caste (Career as it relates to Rogue Trader)

Fire Caste​ ​(Arch-Militant)


Special Ability​: Weapon Master (Pulse Weapons) or Battle Suit Veteran (+5 WS, +5 BS and +5 Pilot
[Jet Pack], and +2 Initiative while inside a Battlesuit)
Skill:​ Common Lore (War), Dodge, Drive, Intimidate, Scholastic Lore (Tau Tactica), Speak language
(Fire Dialect)
Talent:​ Basic Weapon Training (Universal), Pistol Weapon Training (Universal), Thrown Weapon
Training (Universal), Sound Constitution
Gear:​ Pulse Rifle OR Pulse Carbine, Pulse Pistol, Veteran Armor, Infantry Backpack, Microbead,
Knife w/ Mono upgrade, 2 Plasma Grenades, and Tau uniform dyed in character’s Sept color scheme.

Water Caste (Seneschal or Missionary)


Special Ability:​ Exceptional Facilitator (Identical to Exceptional Leader) instead of Pure Faith, or
Seeker of Lore
Skill:​ Barter, Commerce, Charm, Common Lore (Tau Empire), Deceive, Evaluate, Forbidden Lore
(Xenos), Inquiry, Literacy, Speak Language (Water Dialect), Speak Language (Low Gothic or High
Gothic)
Talent:​ Pistol Weapons Training (Universal)
Gear:​ Pulse Pistol, Tau Mesh Robe, Dataslate, Tau Scribe Drone, Best-Craftmanship Shock-Staff, and
Tau Water Caste Robe.

Air Caste (Void-Master)


Special Ability:​ Mastery of (choose one: Space, Gunnery, Augurs, Small Craft)
Skill:​ Common Lore (Kor’vatta, War), Forbidden Lore (Xenos), Navigation (Stellar, Intersteller), Pilot
(Spacecraft, Flyers), Scholastic Lore (Astromancy), Speak language (Air Dialect)
Talent: ​Pistol Weapon Training (Universal), Vehicle Weapon Training (Universal), Nerves of Steel
Gear:​ Pulse Pistol, Tau Void Suit, Microbead, Tau uniform dyed in Sept color scheme, Knife w/ Mono
upgrade, Combi-tool.

Earth Caste​ ​(Explorator w/ Tau equivalent tech devices)


Special Ability:​ Explorator Devices (Identical to Explorator Implants except they are not implats, but
devices that can be removed and reattached at will)
Skill:​ Common Lore (Technology), Forbidden Lore (Xenotech), Logic, Medicade, Scrutiny, Speak
Language (Earth Dialect), Scholastic Lore (Pick Two), Tech-Use, Trade (Technomat)
Talent:​ Pistol Weapon Training (Universal) OR Basic Weapon Training (Universal)
Gear:​ Pulse Pistol OR Pulse Shotgun, Tau Mesh Robe, Microbead, Combi-Tool, Multikey, Dataslate,
Tau Technical Drone

Armory
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability

Very Rare
Gyro-Stabi
Pulse Basic S/2/ 2d10+ (Common for
150m 4 36 Full lised (Pg 8kg N/A
Rifle (Pulse) 4 3E Tau)
121 ITS)

Gyro-Stabi
Basic 2d10+ lised
S/2/
(Pulse) 60m 2E 4 36 Half Very Rare
6
Pulse Carbine (Common for
6kg N/A
Carbine Basic (-10 one Tau)
(Launc 80m Grena * 1 Half handed
S/-/-
her de penalty)

Very Rare
Pulse Pistol S/2/ 2d10+ Gyro-Stabi (Average for
40m 4 16 Half 3kg N/A
Pistol (Pulse) - 2E lised Tau)
Accurate,
Unique (Rare
Rail Heavy 3d10+ Telescopic
200m S/-/- 10 5 2Full 25kg N/A for Tau)
Rifle (Rail) 6I Sight

Very Rare
S(2) Storm,
Burst Heavy 2d10+ (Scarce for
60m /4/ 4 100 Full Gyro-Stabi 20kg N/A
Cannon (Pulse) 2E Tau)
10 lised

Very Rare
Pulse Basic 1d10+ (Average for
30m S/-/- 4 8 Full Shocking 6kg N/A
Shotgun (Pulse) 4E Tau)

Plasma Basic 90m S/-/- 2d10+ 6 8 3Full - 14kg N/A Unique


Gun (Plasma 6E (Rare of Tau)
)

Unique
3d10+
Fusion Basic
35m S/-/- 8E 13 12 2Full - 16kg N/A (Rare for
Gun (Melta)
Tau)

Very Rare
Honor 1d10+ Balanced,
Melee N/A N/A 2 N/A N/A 3kg N/A (Average for
Blade 3R Mono
Ethereals)

Balanced, Unique (One


Bonding 1d5+1
Melee N/A N/A 2 N/A N/A Mono 1kg N/A per Team)
Knife R

Only
affects Rare
EMP 2d10 Ignores 0.5
Thrown 3xSB N/A N/A N/A electronic N/A (Average for
Grenade E Armor kg
equipment, Fire)
Blast (4)

Very Rare
Plasma 2d10+
Thrown 3xSB N/A 6 N/A N/A Blast (2) 2kg N/A (Average for
Grenade 6E
Fire)

Photon Blast (15), Rare


Specia
Flash Thrown 3xSB N/A - N/A N/A test Tough .5kg N/A (Plentiful for
l
Grenade or blinded Tau)
for 1d5
rounds

Rare
Basic 1d10+ 2
Flamer 25m S/-/- 3 8 Flame 6 N/A (Average for
(Flame) 6E Full
Tau)

Name Function

Allows character to re-roll one failed Awareness test per round, and they
Blacksun Filter count as being able to see in absolute darkness. Grants user “Dark Sight”
Trait.

Target Lock Doubles the BS bonus for any Aim action.


Please note that there are official rules for Tau weaponry in the Deathwatch book. We decided,
however, that they were set for a much higher power level, and so we kept our own rules. GMs can feel
free to use the official rules, if they intend to run a higher powered game.

Name AP and Notes

Mesh Robes AP 4 (All) Weigh: 3 kg

AP 6/4 (Head, Body / Legs, Arms); Integrated Micro-Bead, Re-breather,


Scout Armour
and Blacksun Filter. Weight: 9 kg

AP 6 (All); Integrated Micro-Bead, Re-breather, and Blacksun Filter.


Veteran Armour
Weight: 12 kg

Tau Void Suit AP 1 (All); Integrated Micro-Bead, Re-breather, Magboots, Void Suit rules
(pg 141 RT), and Flyer (12) Trait due to thrusters while in the void. Weight:
8

Veteran Void AP 6 (All); Integrated Micro-Bead, Re-breather, Blacksun Filter, Magboots,


Armour Void Suit, and thrusters Flyer (12). Weight: 18 kg

AP 6 (All), +5 S & T, Integrated Micro-Bead, Re-breather, Blacksun Filter,


Magboots, Void Suit rules, MIU devices that links wearer to vehicle /
weapon platform. Weight: 25 kg
XV02 Pilot Battlesuit Note: ​This armour is in the prototype phase. Developed specifically for use
in conjunction with Tau vehicles, most notably the Hammerhead Gunship, it
has an upgraded interface which allows the user to become one with his
vehicle.

AP 8 (All); +10 T, Unnatural Str x2; Integrated Micro-Bead, Re-breather,


XV15 Stealthsuit
Blacksun Filter, Magnoculars, Auspex, Jet Pack, and Synskin. May have 1
support system integrated. Comes pre-equipped with Burster Cannon and
Stealth Field Generator. Weight of armour does NOT count to what
character can carry. Weight: 175 kg

XV17 Battlesuit Little is known about this Battlesuit apart from that it exists.

AP 9 (All); +5 Str & T, Unnatural Str and T x2; Integrated Micro-Bead,


XV22 Stealthsuit Rebreather, Blacksun Filter, Magnoculars, Auspex, Jet Pack, and Synskin.
Has up to 2 weapons assigned to it. May have up to 1 support systems
integrated. Comes pre-equipped with Stealth Field Generator. Heavy
Weapons count as basic weapons. Weight of armour does NOT count to
what character can carry. Weight: 225 kg
Note: ​This armour is in the prototype phase.

AP 8 (All); +15 T, Unnatural Str x2; Integrated Micro-Bead, Re-breather,


Blacksun Filter, Magnoculars, Auspex, Jet Pack, and Synskin. May have 1
XV25 Stealthsuit support system integrated. Comes pre-equipped with Burster Cannon and
Stealth Field Generator. Weight of armour does NOT count to what
character can carry. Weight: 200 kg

XV26 Battlesuit Little is known about this Battlesuit apart from that it exists.

XV46 Vanguard AP 8 (All); +15 S & T, Unnatural Str & T x2; Integrated Micro-Bead,
Void Battlesuit Re-breather, Blacksun Filter, Magboots, Void Suit rules, Magnoculars,
Auspex, & Jet Pack. Has up to 2 weapons assigned to it. May have up to 2
support systems integrated. Heavy Weapons count as basic weapons.
Weight of armour does NOT count to what character can carry. Weight:
200 kg

AP 10 (All) +20 Str & T, Unnatural Str & T x 2; Integrated Micro-Bead,


Re-breather, Blacksun Filter, Magnoculars, Auspex, and Jet Pack. Has up to
3 weapons assigned to it. May have up to 2 support systems integrated.
XV8 Crisis Battlesuit
Heavy Weapons count as basic weapons. Weight of armour and weapons
does NOT count to what character can carry. Size: “Hulking” Weight:
350 kg

AP 11 (All) +20 Str & T, Unnatural Str & T x 2; Integrated Micro-Bead,


Re-breather, Blacksun Filter, Magnoculars, Auspex, and Jet Pack. Has up to
3 weapons assigned to it. May have up to 2 support systems integrated.
XV8-05 Enforcer
Heavy Weapons count as basic weapons. Weight of armour and weapons
Crisis Battlesuit
does NOT count to what character can carry. Size: “Hulking” Weight:
400 kg
Note: ​This armour is only issued to commanders.

AP 10 (All) +20 Str & T, Unnatural Str & T x 2; Integrated Micro-Bead,


XV8-06 Coldstar Re-breather, Blacksun Filter, Magboots, Void Suit rules, Magnoculars,
Crisis Battlesuit Auspex, and Jet Pack. Has up to 3 weapons assigned to it. May have up to 2
support systems integrated. Heavy Weapons count as basic weapons.
Weight of armour and weapons does NOT count to what character can
carry. Size: “Hulking” Weight: 425 kg

AP 12 (All) +25 Str, +20 T, Unnatural Str and T x2; Integrated


Micro-Bead, Re-breather, Blacksun Filter, Magnoculars, and Auspex. May
have 1 support system integrated (suit cannot support Jet Pack). Comes
XV88 Broadside
pre-equipped with 2 Railguns and 2 Missile Pods. Heavy Weapons count as
Battlesuit
basic weapons (exception is Railguns). Weight of armour and weapons
does NOT count to what character can carry. Size: “Hulking” Weight:
1000 kg

AP 12 (All) +15 Str & T, +5 Ag, Unnatural Str & T x 2; Integrated


Micro-Bead, Re-breather, Blacksun Filter, Magnoculars, Auspex, and Jet
Pack. Has up to 1 additional weapon assigned to it. May have up to 3
XV9 Hazard support systems integrated. Comes pre-equipped with one twin-linked Burst
Battlesuit Cannon. Heavy Weapons count as basic weapons. Weight of armour and
weapons does NOT count to what character can carry. Size: “Hulking”
Weight: 500 kg
Note: ​This armour is in the prototype phase.

The XV104 Riptide Battlesuit is a newly-developed, experimental heavy


Battlesuit that towers over all other known forms of Tau Battlesuit save for
its variant, the XV107 R'varna. The XV104 is the latest model to arrive on
XV104 Riptide
the front lines of the Third Sphere of Expansion, and its deadly combination
Battlesuit
of heavy protection, supreme mobility and devastating firepower makes it an
extremely powerful asset for the forces of the Tau Empire.
Note: ​This armour is in the prototype phase. Possibly vehicle rules.

The XV107 R'varna Battlesuit is a rare variant of the recently introduced


XV104 Riptide Battlesuit, and mounts two Pulse Submunitions Cannons as
its main armament. These are experimental weapons systems which fire
micro-cluster projectiles capable of saturating a wide target area with a
XV107 R'varna
deadly storm of plasma pulses. The R’varna has far heavier armour than its
Battlesuit
more mobile, Jetpack-equipped Riptide counterpart, allowing the pilot to
stand firm in the face of any foe whilst the more mobile elements of this
Hunter Cadre envelop and destroy them.
Note: ​This armour is in the prototype phase. Possibly vehicle rules.

Rushed into deployment after the success of the XV107 R'varna Battlesuit,
the XV109 Y'vahra is a Class 10 ​Battlesuit​ designed for devastating
frontline shock assaults. To facilitate this role, the Y'vahra is equipped with
XV109 Y'vahra a triple-barrelled Phased Plasma-Flamer capable of vaporising even
Battlesuit hardened ceramite, and a massive Ionic Discharge Cannon designed to
incapacitate enemy war engines. The complex Vectored Thruster Array
incorporated into the Y'vahra's impressive armour allows it to traverse the
battlefield in long graceful bounds, slamming into the greatest concentration
of the enemy and reaping a heavy toll in lives before jetting away.
Note: ​This armour is in the prototype phase. Possibly vehicle rules.

Note: All Unnatural modifiers are added ​after​ the Characteristic modifiers.

Battlesuit Weapons
Availabilit
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost
y

S(2)
Burst Heavy 2d10+
60m /4/ 4 1000 Full Storm 35kg N/A
Cannon (Pulse) 2E
10

Heavy
Heavy 2d10+
(Flame 30m S/-/- 4 30 Full Flame 15kg N/A
Flamer 6E
)

4d10+
Fusion Heavy
60m S/-/- 10 E 13 25 Full - 35kg N/A
Blaster (Melta)

Heavy
S/2/ 2d10+ 3
Missile Pod (Launc 350m 6 6 Blast (4) 30kg N/A
- 6X Full
her)

Heavy
S/2/ 3d10+ 4 -
Plasma Rifle (Plasm 150m 8 60 30kg NA
- 9E Full
a)

Always
Only
counts as
Heavy 7d10+ 5 mounted on
Railgun 500m S/-/- 16 12 Heavy 100kg N/A
(Rail) 12 E Full XV88’s.
Weapon

Cyclic Ion Heavy 60m -/8/2 1d10+ 2 2000 2 Storm, 35 kg N/A


Blaster (Rail) 0 4E Full Tearing

Smart Heavy 75m S/-/- 2d10+ 6 3 2 Special*, 25kg N/A


Missile (Launc 6X Full Blast (4)
System her)

Airburst Heavy 30m S/2/ 2d10+ 2 10 2 Special*, 20kg N/A


Fragmentati (Launc - 2X Full Blast (6)
on Projector her)

Pulse Heavy 75m S/2/ 2d10+ 6 100 2 Blast (2) 30kg NA Only
Submunition (Launc - 6E Full mounted on
Cannon her) XV107’s.

EMP Heavy 100m S/-/- - - 100 2 Special^ 40kg NA Only


Discharge (Launc Full mounted on
Cannon her) XV109‘s.

Special* = Due to the smart drone systems installed into the weapon component / warheads, these
Battlesuit Weapons can be fired even when the target(s) is(are) no longer seen (but presence must
be known). A BS is still needed to fire, but cover and/or concealment bonuses to not apply. May
only be utilized in this fashion in a 90 degree frontal arc of the firer.
Special^ =

Battlesuit Support Systems


Name Function

Allows character to re-roll one failed Awareness test per round, and they
Blacksun Filter count as being able to see in absolute darkness. Grants user “Dark Sight”
Trait.

Target Lock Doubles the BS bonus for any Aim action.

Battlesuits can be equipped with advanced stabilizing gyroscopes making


Advanced
them a much more stable weapons platform. This grants the wearer the
Stabilisation System
“Hip Shooting” and “Bulging Biceps” Talents.

A force-field surrounds the wearer, and has a 50% chance to negate all
Shield Generator damage. If a 01-05 is rolled, the shield fails and can be rebooted after 4
combat rounds.

+10 to Concealment checks. Lets the wearer re-roll concealment checks


(best result stands) against any sight based senses. Allows the wearer to
Stealth Field
conceal him/herself in plain sight by making a Hard (-20) Concealment
Generator
check even after movement. This Support System can only be used in
Stealthsuits.

Advanced life support systems (for a Tau char), which allows a seriously
wounded char. to be injected with stimulants. Blood loss is stopped by
Stimulant Injector
rolling 1d10 with a 3+. If a character is Stunned or knocked unconscious, a
dose of Stimm is administered. This effect lasts for 4 hours, by which time
the character succumbs to his/her injuries. Other drugs may be added at GM
discretion.

Targeting Array Grants the user the “Independent Targeting” Talent.

Vectored Additional thruster nozzles have been added for advanced mobility. Allows
Retro-Thrusters the wearer to re-roll “Pilot (Jet Pack)” checks; best result counts.

Fitted with additional iridium armour plates, the AP is increased by +2


Iridium Armor
(Arms, Body, Legs), adds +100kg to weight, and subtracts -1 Agility Bonus
Plates
Movement.

Upon reaching 0 wounds or upon initiation by the pilot, he/she is ejected


Ejection Seat 50m into the air up to a 45% angle, with a parachute that automatically
deploys.

Jet Pack Grants the Flyer (12) Trait.

Failsafe Detonator Upon reaching 0 wounds or upon initiation by the pilot, the suit detonates
inflicting 4d10+8 X damage, Pen 8, with a blast radius of 10m. This device
can be overridden by the pilot, and can be used as a timed device.

Drone Controller Up to two Tau drones can be linked to this Battlesuit. These drones act on
their own bust stay within 5m of the pilot unless ordered differently, which
takes a Free Action. The pilot can take control of a drone and see and act
with it’s sensors/weapons as a Half Action.

Multi-Tracker Grants the “Two Weapon Wielder” Talent w/ a -10 penalty.

Corruption Table for Tau Character's


Roll Result

01- Mistrust: This character has seen problems and flaws in the philosophy behind the Greater
10 Good and has grown to question the motives and actions of all around him.

11- It's Full of Stars: The character has seen more than he had ever imagined or was taught would
15 exist, and he does truly dreads the thought of seeing such sights again.

Close-Minded: The character has had the beliefs that once supported him destroyed by
16-
undeniable proof to the contrary, but he or she still attempts to maintain them through blind
20
adherence to dogma.

Insubordination: This character has begun to chafe under the constant unjust attentions or
21-
actions of his Ethereal masters and will refuse or twist orders that he or she feels are wrong.
22
These actions need not always be obvious but should cause serious repercussions if
discovered.

Hopeful: This character has seen past the current concept of the Greater Good... and on to
what the Tau Empire could truly be! He or she advocates complete racial equality, exploration
23-
and incorporation of alien philosophy, or perhaps freedom to choose one's own path
25
independent of caste. The character might not openly preach these beliefs, but he or she
should likewise not shy away from professing them: They are obvious, after all!

Hesitance: The Tau has started wondering whether everything the Ethereals plan out is as
foolproof as it seems, and delays action to mull it for himself. The Tau only rolls 1d5 on
26-
Initiative, and must make a Challenging (+0) Willpower test to perform risky actions without
30
spending a dangerous (A few seconds to a few minutes) amount of time considering their
potential negative outcome. This effect last for 1d5 weeks.

Disillusioned: The character has begun to question the right of the Ethereals to lead the Tau
31-
and their portrayal of the Greater Good. He generally keeps these thoughts to himself and
33
close friends, but if his superiors found out then the consequences would be dire indeed!

Deviant Obsession: Something this character experienced during the last mission changed
him or her forever. This is the same as the Obsession Disorder from the mental disorders table
34-
but the character is obsessed with some horrific or exotic outlier experienced previously, such
45
as the Sorcery after fighting Tzeentchian cultists or Space Marines after experiencing the
shock of their drop-pod assault.

Facade: The character, though in truth frightened and confused at the world around them, tries
46-
to act calm and optimistic, for the perceived good and comfort of others. How difficult it is
50
for them to maintain the act becomes ever harder...

Caste Supremacy: After all the suffering he's been through, this character ​knows​ his caste
51- does all the most important, dangerous work, and he wants you to acknowledge it, too. This
55 character takes a -10 penalty to Fel tests dealing with characters or NPCs of a different caste.
This effect lasts for 1d10 weeks.

Demanding: This character wants an explanation, right now. He wants to know the
56- rationalization behind the terrors he has witnessed, wants them put into comforting terms he
60 understands. Until he gets them, he believes he has every right to be angry or uncooperative
with others. This effect lasts for 1d10+2 weeks.

The Horror!: This character is wracked by guilt over his actions or horrific memories of
61-
things that the Ethereals say do not exist. See Horrific Nightmares on the mental disorders
63
table.

Reeducate: The character has expressed views differing from those considered "correct" and
64-
has been taught the error of his ways. This may be roleplayed or happen off screen between
70
missions. The character's Intelligence is reduced by 1d5.

71- Purist: This character has come to believe that only the Tau should be full members of the
75 Greater Good and is disdainful of aliens, even those within the Empire. -10 penalty to
Fellowship Tests when dealing with aliens and Non-Caste Tau.

Unsure: The character has experienced things far beyond what were taught to him in training
76-
and has no idea how to cope. Every time the character deviates from explicit orders he must
80
Test Willpower or be at -10 to all Tests while undertaking the activity.

World Weary: The character is a broken shell of the person he or she once was, having seen
to much, been deceived too often, and lost faith one too many times. The days seem bleak and
81-
pointless, food has no taste, and it is all he or she can do to get out of bed in the morning.
83
Double all negative effects for Fatigue levels. The character gains the Jaded talent and
reduces his/her Willpower permanently by 1d5.

Prejudiced: This character has come to see a particular species, race, caste, or ethnic group as
inferior. He or she sees them as completely unworthy of inclusion within the Tau Empire and
84-
will never aid them without explicit orders or a vital cause, and even then will only do so
90
begrudgingly. The character gains Hatred for the group in question. Reduce Fellowship by
1d10.

Cleanse, Purge, Kill: This character has witnessed things of such deviation and horror that he
91- has rejected the policy of inclusion inherent in the philosophy of the Greater Good. The
93 character must Test Willpower to allow any sort of threat to remain alive or viable when
possible to end it.

Xenophile: The character believes that perhaps the Tau are not as strong as he once thought
94-
and must attempt to learn everything possible when presented with technology, customs, or
00
any form of exotic non-Tau knowledge.

Tau Worlds (Known)


T'au​, the homeworld of the Tau race. T'au is the capital world and spiritual, political, cultural, and
administrative centre of the Tau Empire. Its citizens are considered especially learned and wise by
other Tau.

Tau'n​, the Tau's first off world colony, Tau from this world are considered to be pioneers

D'yanoi​, having been isolated for a time from the Tau Empire, its inhabitants are considered somewhat
rustic and backwards.

Bork'an​, a Tau centre of learning and academia.

Vior'la​, a major military centre of the Tau Empire, Vior'la's Fire Warriors are considered especially
aggressive and skilled.

Fal'shia​, a centre of technological development, Tau from Fal'shia are considered great problem
solvers.
Dal'yth​, a cosmopolitan and trader-friendly Sept.

Vash'ya ​seems to be primarily inhabited by members of the Air Caste and is a major orbital shipyard
for the Tau Navy.

Sa'cea​, another Tau military centre, Sa'cea produces a very high proportion of
exceptionally-disciplined and honourable Fire Warriors.

N'dras​ was abandoned by the Tau for unclear reasons. Its remaining inhabitants are regarded as
untrustworthy, quick-tempered, and of a brooding countenance.

Farsight Enclaves
The only known breakaway faction of the Tau Empire is the alliance of Tau colony worlds called the
Farsight Enclaves that were placed in the Damocles Gulf against the orders of the Tau Ethereals. These
worlds are led by the Fire Caste's Commander Farsight and were conquered from the Imperium during
the Tau Empire's Second Sphere Expansion. These enclaves have less regard for (or a non-standard
interpretation of) the ​Tau'va,​ the philosophy of the Greater Good. Most of the planets names are
currently unknown.

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy