Kor'or'vesh Fleet List
bubble bubble
Forces
The Kor'or'vesh Fleet List uses the datasheets from the Tau Kor'or'vesh Forces section and the Tau Kor'or'vesh Allied Forces section.
Using The Fleet List
The fleet list includes the following information:
- Class
- The type of the ship.
- Notes
- Notes on usage or optional upgrades.
- Cost
- The points value of the formation.
Special Rules
Tau fleets use Tau special rules and are equipped with Tau systems and Tau ordnance
Tau Special Rules
- Boarding Actions
- All Tau Kor’vattra ships (Explorers, Heroes, and Merchants) halve their boarding value when fighting in assaults.
- Teleport Attacks
- Tau may not conduct teleport attacks.
- Escort Squadrons
- Defenders are fielded in squadrons of 2–6, and may be combined with Messengers. Messengers operate as individual ships or as part of a squadron of Defenders.
The Orcas from each parent ship use the same Leadership as the parent and must act as a squadron, but act independently: they are deployed separately from their parent and activate different orders. If the parent ships are squadroned together, their Orcas may be squadroned together also: declare this after rolling for capital ship leadership and forming capital ship squadrons. 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. When Orcas from multiple squadroned parent ships form a combined squadron (or squadrons), all use the highest leadership from among the parents. Orcas may not be squadroned with any other form of escort. Wardens may only squadron with other Wardens or Castellans. A single capital ship may carry only Orcas or Wardens on its gravitic hooks.
Tau Systems
- Railguns
- Railguns of the size mounted on warships require massive amounts of energy to fire despite Tau superconductors. Tau railguns count as standard weapon batteries in all respects.
- 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.
- 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. Ships with gravitic launchers are armed with Tau missiles.
- 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. You may not have more Orcas, Wardens, or Nicassar Dhows than the gravitic hook capacity of the fleet - much of the cost of these vessels is included in that of the parent ship. A single ship may only carry a single type of escort (e.g. Orcas or Wardens, but not a mix of Orcas and Wardens).
- Tracking Systems
- Some Tau starships and orbital platforms 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. Any Tau vessel within 10 cm of a ship with tracking systems may re-roll misses when using turrets and ignores the column shift when firing batteries at ranges above 30 cm. Tracking systems are fully functional under any special order on any ship or defence equipped with them, including Brace For Impact.
Tau Ordnance
- Attack Craft
- 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.
Attack Craft | Speed | Notes |
---|---|---|
Barracuda | 25 cm | Fighter |
Manta | 20 cm | Bomber, Resilient: may roll a 4+ to save against removal by a single fighter attack per ordnance phase. |
- Tau Missiles
- Tau missiles are able to alter both their speed and course throughout flight, so may move at any speed between 20 cm and 40 cm (i.e. must move at least 20 cm, cannot move more than 40 cm) each ordnance phase. They are also guided. Each ordnance phase the missiles may change course by 45 degrees at the start of their movement.
The sophistication of Tau missiles comes at the cost of decreased endurance. Each turn after the turn it was launched, roll 1D6 for each point of strength in each missile salvo and reduce the strength of the salvo by 1 for every 6 rolled.
Kor'or'vesh Fleet List
The Tau Commerce Protection Fleet has an attack rating of 2.
You may include 0–1 Commander in your fleet, who must be assigned to a ship and improves its Leadership to the value shown. If the fleet is worth over 750 points a Commander must be included to lead it. | ||
Type | Cost | Notes |
---|---|---|
Tau Kor'el (Ld 8) | 50 | |
Tau Kor'o (Ld 9) | 80 | |
The commander has one re-roll included in their points cost. Additional re-rolls may be purchased as below. | ||
Type | Cost | Notes |
One extra reroll | 25 | |
Two extra rerolls | 75 |
You may include any number of Explorer battleships in your fleet. Up to one Custodian may be present per full 750 pts of Tau vessels in the fleet (allied vessels don't count towards this total). | ||
Type | Cost | Options |
---|---|---|
Custodian-class battleship | 330 pts | May be either Mk XXIII Vash'ya or Mk XXIV Bor'kan configuration |
Explorer-class battleship | 230 pts | May be either Mk XXIII Vash'ya or Mk XXIV Bor'kan configuration | You may include any number of Merchant, Emissary, or Protector-class starships. You may include up to one Hero-class starship for each other capital ship in the fleet. |
Type | Cost | Options |
Protector-class starship | 185 pts |
|
Hero-class starship | 180 pts |
|
Emissary-class starship | 110 pts |
|
Merchant-class starship | 95 pts |
|
You may include up to one Messenger-class starship per 500 pts. You may include any number of Defender and/or Castellan-class starships. You may not include more Orca and/or Defender-class gunships than the total gravitic hook capacity of the fleet. | ||
Class | Cost | Options |
---|---|---|
Castellan-class starship | 50 pts | |
Messenger-class starship | 50 pts | 0–1 per 500 pts |
Defender-class starship | 45 pts | |
Warden-class gunship | 30 pts | Requires one gravitic hook. |
Orca-class gunship | 25 pts | Requires one gravitic hook. |
Kroot Vessels: a Tau fleet may include up to one Warsphere if the fleet is worth up to 1500 points, or up to two in games larger than that. Warspheres do not count against cruiser limits in Kor'vattra fleets. | ||
Class | Cost | Options |
---|---|---|
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. There cannot be more Stronghold than Bastion vessels in the fleet. |
Class | Cost | Options |
Stronghold commerce vessel | 350 pts | |
Bastion commerce vessel | 255 pts | |
Citadel commerce vessel | 185 pts | Nicassar Vessels: a Tau 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 capital ship may have either Orcas or Dhows but not both. Gravitic hooks on a Custodian battleship or Emissary starship cannot count toward this total. |
Class | Cost | Options |
Nicassar Caravan | 200 | |
Nicassar Rig | 50 | |
Nicassar Dhow | 45 | |
Rogue Trader Vessels: a Tau fleet may include up to one Rogue Trader cruiser and its attendant escorts may accompany the fleet for every 750 points of Tau ships in the fleet. Additionally, a single squadron of up to six Xenos escorts can be taken as per the Rogue Trader rules and fleet list. | ||
Rogue Trader Cruiser | 185 | |
Dauntless Light Cruiser | 125 | |
Endeavour Light Cruiser | 110 | |
Xenos Vessel | 50 | |
Recommissioned Escort | 30 | |
Iconoclast Destroyer | 30 | |
Cargo Vessel | 20 |
Any ship with launch bays may choose to have them launch any mix of Barracuda interceptors and Manta bombers. Ships with gravitic launchers carry Tau missiles. |
Tau Kor'or'vesh Forces
You may not have more Orcas than the gravitic hook capacity of the fleet. Orcas use the leadership of their parent capital ship for all leadership tests, and may only squadron with other Orcas carried by parent capital ships that are themselves squadroned together.
Any Tau fleet may bring Wardens on gravitic hooks instead of Orcas, but a single capital ship may only carry Wardens or Orcas. Wardens may only squadron Wardens or Castellans.
Tracking Systems. May operate alone or may join a squadron of Defenders.
May upgrade from 4 to 6 hits for +15 pts
May upgrade from 4 to 6 hits for +15 pts.
- Deflector Shield
A fleet must contain more Protectors in T’olku configuration than in Vior’la configuration.
- Deflector Shield
A fleet must contain more Protectors in T’olku configuration than in Vior’la configuration.
May be equipped with a deflector field for +10 pts. Gravitic hooks may only transport Warden-class gunships.
May be equipped with a deflector field for +10 pts. Gravitic hooks may only transport Warden-class gunships.
May be equipped with a deflector field for +10 pts.
- Deflector Shield
- Deflector Shield
May not Come To New Heading.
May not Come To New Heading.
- Deflector Shield
May not Come To New Heading. Gravitic hooks may only be used to carry Warden-class gunships. Integrated improved Tracking System with 20cm range.
Deflector Shield
Some Tau 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 Kor'or'vesh Allied Forces
- Kroot Warsphere
May go on All Ahead Full without passing a command test.
- Demiurg Technology
- Cutting Beam
Initially Ld 10, drops 1 Ld per point of damage down to Ld 5. Bridge Smashed critical effect does not change Ld but causes +1 damage. Worth 400 VP in a pure Demiurg fleet or when fighting Orks. May not Come to New Heading.
- Demiurg Technology
- Cutting Beam
Initially Ld 9, drops 1 Ld per point of damage down to Ld 5. Bridge Smashed critical effect does not change Ld but causes +1 damage. Worth 300 VP in a pure Demiurg fleet or when fighting Orks. May not Come to New Heading. Launch bays may launch assault craft or torpedoes each turn - not both.
- Demiurg Technology
- Cutting Beam
Initially Ld 9, drops 1 Ld per point of damage down to Ld 5. Bridge Smashed critical effect does not change Ld but causes +1 damage. Worth 200 VP in a pure Demiurg fleet or when fighting Orks. May not Come to New Heading.
+1 Ld (max 10). Cannot take Burn Retros, Come To New Heading or All Ahead Full special orders. A Nicassar Caravan moves 10 cm in any direction during the movement phase, no more, no less. It is not slowed down by blast markers, celestial phenomena or being crippled. Does not take normal critical effects: critical hits simply cause +1 hit.
For every Nicassar Rig in the fleet, four Dhows must be purchased. Their gravitic hooks count toward the number of Dhows in the fleet and cannot be used on any other escort type.
Tau ships with gravitic hooks may bring Dhows instead of Orcas (but may not bring a mix of both). Dhows use the leadership of their parent capital ship +1 (representing their natural spacefaring ability) for all leadership tests. Dhows may only squadron with other Dhows carried by parent capital ships that are themselves in the same squadron.
Improved thrusters: +D6cm on All Ahead Full orders. May exchange prow lance battery for S6 prow torpedoes at no cost.
+1 bonus when defending against boarding. May increase front armour to 6+ and reduce Turn to 45°. If front armour is increased, may add a Power Ram for +5 pts
- Xenotech Systems
May choose one Xenotech System at no additional cost.
Moves +4D6 when under All Ahead Full special orders as warships do. Worth one assault point in planetary assault scenarios when within 30 cm of the planet edge and count as a half-transport (rounding DOWN) in scenarios that require transports. When included in a Rogue Trader escort squadron and not being used as a transport, offers +1 Ld to Reload Ordnance for the squadron (regardless of the number of Cargo Vessels present).
Kroot Warsphere
Kroot Warspheres use the following the special rules:
- Movement
- Because of their unique construction, Kroot Warspheres don’t move in the same way as normal ships. In their movement phase Warspheres travel 10 cm 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 2D6 cm in any direction at the end of their move. If this causes them to move 10 cm or more, the direction of this additional move becomes their new direction of travel. Due to their low speed and considerable momentum, Warspheres which are crippled or moving through 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 (45°) 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.
- Boarding and Planetary Assaults
- The Warsphere has a boarding strength equal to double its remaining hit points. During planetary assaults, Kroot Warspheres cannot return to flight during a battle once they have landed. However, they are not destroyed and only count as disengaged for purposes of victory points.
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 30 cm.
Demiurg Technology
Demiurg Stronghold, Bastion and Citadel class vessels use the following the special rules:
- Blast Markers
- Any Blast marker which a Demiurg vessel moves over is removed immediately – this includes any in base contact with the vessel at the beginning of its turn. When this happens, ships in base contact with the Demiurg vessel and sharing blast markers with them lose these (along with their effects) as well.
Blast markers have no effect on the movement of the Demiurg ship, nor do they face any other negative effects of moving through blast markers, though any leadership checks they were required to make before the movement phase are still affected normally by blast markers.
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.
- 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 occasion 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.
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 Demiurg vessel in the Movement phase gives the beam the equivalent of one extra lance shot (up to a maximum of 8).
The cutting beam always starts with an effective strength of one before adding for blast markers, and it will never have less than this as long as it is operational.
Any Demiurg vessel may extend the range of its cutting beam to 30 cm by halving its effective strength, rounding down. For example, a Demiurg Bastion that gathers up four blast markers in the course of its immediately previous movement may in the shooting phase fire a Str-5, range 15 cm cutting beam or a Str-2, range 30 cm cutting beam. Blast markers cannot be held from turn to turn in order to power the cutting beam, any unused ones are lost.
Xenotech Systems
Rogue Trader capital ships and escorts commonly bear refits of uncertain origin. To represent this each Rogue Trader cruiser and escort squadron may roll one random crew skill for +10% point value. In addition, each Rogue Trader vessel may roll randomly against the Xenotech System table below for +15 points per cruiser or +5 points per escort. For an additional +5 points per ship, the player can select the desired technology instead of rolling randomly for it. Auxiliary vessels in a Rogue Trader escort squadron can only use these refits if they are in a squadron that includes at least three Rogue Trader escorts.
D6 | Xenotech System |
---|---|
1 | Long Range Sensors: The vessel adds +1 to its base leadership (max. of Ld 10). |
2 | Targeting Matrix: The vessel counts all targets as closing when using the gunnery table within 30cm and ignores right-shift modifiers for shooting greater than 30 cm. |
3 | Advanced Shielding: The vessel increases the strength of its shields by +1. |
4 | Ship Defense Grid: The vessel increases the strength of its turrets by +1. |
5 | Advanced Drive Technology: The vessel adds +5 cm to its speed as ell as +1D6 when undergoing All Ahead Full special orders. |
6 | Gravitic Thrusters: The vessel can double the maximum rate of its normal turn. |