Rogue Trader Tau
Rogue Trader Tau
Rogue Trader 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.
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)
'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 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)
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.
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.
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.
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)
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)
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)
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.
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
XV17 Battlesuit Little is known about this Battlesuit apart from that it exists.
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
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
Pulse Heavy 75m S/2/ 2d10+ 6 100 2 Blast (2) 30kg NA Only
Submunition (Launc - 6E Full mounted on
Cannon her) XV107’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^ =
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.
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.
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.
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.
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.
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'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.
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.