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Tau Ships for Jericho Reach RTs


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#1 Wizzardman

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Posted 27 January 2014 - 05:28 PM

I built these rules a while ago for one of my group's primary DMs, and I want to see what the FFG community thinks. The rules are mostly based on the ForgeWorld BFG Tau ships; at the RT's request (and so they play a little differently than standard), I've modified them from the original ForgeWorld concepts to include more variety of weapons batteries.

 

These were originally designed for a campaign that included the Mathhammer house rule, so I've included Mathhammer armor to the side of each entry's armor value.

 

Let me know what you think!

 

Tau Special Rules and Weapon Rules

Weapons Batteries: Now divided into Railguns and Missile Batteries

    1. Railguns: typically have longer range and higher damage, but fire smaller salvos due to bulky magnetic launch equipment

    2. Missile Batteries: typically have shorter ranges than railguns, but fire large salvos

 

Gravitic Launcher: As torpedo tubes; unlike Imperial tubes, Tau torpedos are stored in a stable state, preventing further explosions when this area is damaged

    Standard Tau Torpedo is a Tau Plasma Torpedo (2d10+3 dmg, crit 10, range 6 turns*, Terminal Penetration 3)

    Standard Tau torpedo system is the Drone Guidance System (rating +30)

        1. At the beginning of each turn, torpedos using this system may take one 45 degree turn and vary their speed between 8 and 12 VUs for this turn

        2. Due to Newton's third law, the torpedo may still only move for 6 turns before it runs out of fuel

        3. Susceptible to jamming--on a successful Tech-Use test at -30, an enemy ship may force a Tau torp in 30 VU to change direction or speed for 1 turn

 

Gravitic Hooks: large gravitational tethers designed to support small vessels lacking their own FTL drive. These are commonly found on the largest of Tau ships. Traditionally used to carry small destroyer-class picket vessels, they are now more commonly used by troop transports.

 

Prow Deflector: advanced gravitic defensive shield positioned over the prow of larger Tau warships; provide +2 shields to Battleships, and +1 shield to smaller ships

 

Advanced Tracking Systems: upgraded targeting information provided via specialized sensor networks aboard Tau Messenger vessels. Railguns receive +10 BS from advanced target movement prediction, while Missile Batteries use the additional info to target weaknesses (gaining Penetration 3)

 

Wide Prow: Tau "side" weapons ports cover the Front and Left or Front and Right firing arcs, and Tau escorts can fire prow weapons batteries in their left and right arcs

 

 

TAU SKETHER’QAN (MESSENGER) DRONE STARSHIP

    Speed: 10    Maneuverability: +25        Detection: +25

    Shields: 1        Turrets: 2                Armour: 18 (Mathhammer: 6)        Hull Points: 26

    Weapons/Slots: Prow Missile Battery (strength 4, damage 1d10+1, crit 4, range 5)

    Other Components:

Drone Core (as bridge), Gravitic Drive, Near-Warp Approach Engine, Gravitic Shield Array, Drone Network Hub, Augur Array, Sensor Megaprocessor

    Special Components

        Drone Network Hub: this unmanned vessel uses advanced repair drones and automated defense turrets instead of internal personnel

            This vessel is always considered to be at Morale 100, may not make Hit and Run actions, and is always at -10 on all Command Tests

            This component changes the ship's crew rating to 30; damage to this section imposes a -5 penalty to the crew rating, and prevents repair attempts

        Sensor Megaprocessor (provides Advanced Tracking Systems to any allied ship within 3 VU; +50 achievement points on Exploration/Combat)

            Note: if this component, the auspex, or the ship's bridge is damaged, this vessel no longer provides Advanced Tracking Systems

 

 

TAU KIR'SHASVRE (CASTELLAN) HEAVY ESCORT

    Speed: 7        Maneuverability: +15        Detection: +20

    Shields: 1        Turrets: 2                Armour: 18 (Mathhammer: 6)        Hull Points: 35

    Weapons/Slots: Prow Missile Battery (strength 4, damage 1d10+1, crit 4, range 6), Prow Gravitic Launcher (strength 4)

    Other Components: command Bridge, Gravitic Drive, Near-Warp Approach Engine, Gravitic Shield Array, Crew Quarters, Life Support System, Augur Array

 

 

TAU IL'PORRUI (EMISSARY) ENVOY CRUISER

    Speed: 6        Maneuverability: +15        Detection: +20

    Shields: 2        Turrets: 2                Armour: 20 (Mathhammer: 8)        Hull Points: 48

    Weapons/Slots:

        Prow Railgun Battery (strength 4, damage 1d10+3, crit 4, range 9)

        Port/Starboard Missile Batteries (strength 4 STORM, damage 1d10+1, crit 4, range 6)

        Prow Gravitic Launcher (strength 6)

        Port/Starboard Launch Bays (Strength 1 each)        Barracudas Only

    Essential Components: Command Bridge, Gravitic Drive, Near-Warp Approach Engine, Gravitic Shield Array, Forward Deflector Grid, Crew Quarters, Ambassadorial Suite, Barracks, Life Support System, Augur Array

    Special Components

        Forward Deflector Grid (This enhances gravitic shield project, increasing the vessel's shield rating to 3 in the Prow Arc only)

            Sensitive--if this component is to be depowered or depressurized by a critical hit, it is instead damaged.

        Ambassadorial Suite (Treat as Xenos Habitats from "Into the Storm")

Gravitic Hooks (Allows ship to provide transport for one Raider or Transport vessels without warp engines OR drag 1 vessel up to frigate size)

        Command Bridge (If an Ethereal is present, this ship gets +5 to its Crew Rating)

If an Ethereal was present, and this component is damaged or depressurized, roll 1d10; on a 10, the Ethereal is killed

 

 

TAU OR'ES EL'LEATH (CUSTODIAN) BATTLESHIP

    Speed: 5        Maneuverability: +5        Detection: +20

    Shields: 2        Turrets: 5            Armour: 22 (Mathhammer: 10)        Hull Points: 90

    Weapons/Slots:

        Port/Starboard Railgun Battery (strength 4, damage 1d10+3, crit 4, range 9)

        Port/Starboard Missile Batteries (strength 4 STORM, damage 1d10+1, crit 4, range 6)

        Prow Gravitic Launcher (strength 8)

        Port/Starboard Launch Bays (Strength 4 each)

    Essential Components: command Bridge, Gravitic Drive, Near-Warp Approach Engine, Gravitic Shield Array, Forward Deflector Matrix, Crew Quarters, Ethereal Suite, Barracks, Life Support System, Augur Array, Gravitic Hooks

    Special Components

        Forward Deflector Matrix (This enhances gravitic shield project, increasing the vessel's shield rating to 4 in the Prow Arc only)

            Sensitive--if this component is to be depowered or depressurized by a critical hit, it is instead damaged.

        Command Bridge (If an Ethereal is present, this ship gets +5 to its Crew Rating)

If an Ethereal was present, and this component is damaged or depressurized, roll 1d10; on a 10, the Ethereal is killed

        Gravitic Hooks (Allows ship to provide transport for up to three Raider or Transport vessels without warp engines OR drag 1 vessel up to cruiser size)

 

 

Tau Attack Craft

Barracuda Superiority Fighter        Rating +10, Speed 8, Squad Size 12    Space Superiority: +15 to combat tests versus enemy fighters

 

Manta Missile Destroyer        Rating +5, Speed 8, Squad Size 6    Space Superiority: +15 to combat tests versus enemy fighters

    1. Easy Modifications--A Manta Missile Destroyer wing can be used as Torpedo Bombers (Strength 1) after 1 turn of using the Reloading Action

Edited by Wizzardman, 28 January 2014 - 06:44 AM.

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#2 Erathia

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Posted 27 January 2014 - 09:11 PM

I like the conversion, though I'm wondering if you invented these yourself or based them off the rules from Forgeworld? The replacement of the Ion Cannons with Missile Batteries from the Custodian really hurts its status as the Tau's heavy hitter, and you've changed up the Emissary quite a bit - most noticeably by removing its Gravitic hooks.

 

I really like all of the special rules for the Tau though, and hope you get a chance to negotiate and then betray the blue-skinned "lesser of two evil" jerks.


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#3 Nameless2all

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Posted 28 January 2014 - 06:39 AM

:rolleyes:  Ahhhhh  I like.


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#4 Wizzardman

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Posted 28 January 2014 - 06:46 AM

The DM who requested these specifically asked for fewer Ion Cannons--he's not a big fan of lances, and often argues that macrobatteries are more effective (even for NPCs). Personally, I'm a little less biased, and they're fairly easy to add back in.

 

I did change the Emissary a lot... but I didn't intend for "no gravitic hooks" to be part of that. That should be fixed now.

 

And betraying the Tau is always fun. In our first encounter in a previous game, we dropped a space elevator on a Tau-indoctrinated Hive, killing millions of traitor Hiveworlders. The Tau were so sad when we blamed it on them.


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