Tau Empire factbook (My portion) FT
A Guide to the Tau Empire
http://upload.wikimedia.org/wikipedia/en/4/44/Tau40ksymbol.jpg
Basics
History of the Tau Empire
*Coming soon*
Culture and Language
The Tau culture is based around the ideal of Tau'va, or the Greater Good. Personal ambitions and needs are sacrificed so that they can serve the Greater Good of the Empire. It is due to this that the Tau have prospered so well in such a short time. The septs of the Tau Empire each have their own cultures, from the wisdom of T'au to the fierce pride and skill of the Fire Warriors from Vior'la. The Tau also believe in a “manifest destiny”, that they were fated to bring all of the races in the universe under one banner; their banner. And to bring to them the light of the Greater Good.
Their language is vastly different to that of Terrans. Lyrical and soft, it is very dependent on posture, gestures and how the words themselves are said. If it wasn't for the translators Tau made for communication with other races, no one to this day would be able to understand them. They have a certain way they refer to one another, such as the Fire Caste being known as Shas, the Air Caste, Kor, etc. And their names made of parts that define who and what they are. Their name consists of what Caste they are from, then their rank in Tau society, then the sept they are from, and then their normal name.
Economics
Earth Caste. Air Caste. These two castes drive the economy of the Tau Empire. The Earth Caste literally builds everything needed by the Tau Empire, from homes to factories, while the Air Caste transports the goods all across the Tau Empire, and even to other worlds and nations who accept their trade. The Tau Empire relies on both castes to provide and transport the technology, weapons, and goods for the rest of the Empire. Both are spread on every sept in the Tau Empire and provide a network of distribution, which is aided by the density and closeness of the systems of the Tau Empire. They also receive technology from any alien races they absorb and add it to their own arsenal, as well as supplying their own powerful technology to those races. A powerful economy indeed.
Tau Holdings
The Tau Empire is divided into sub-regions. First, there is the Tau Empire itself, covering the entire area spreading out for countless lightyears, centering upon T'au itself. This is the densest part of the Empire and if any hostile foe manage to make it here, they will face the largest concentration of Tau military might, defenses, and ships in the entire Empire. Many have tried to breach that line; none have ever succeeded.
The Empire is then divided into Expansion Spheres, labeled the First, Second, and Third respectively. Three times the Tau Empire has pushed in a great wave of expansion and each time, they have gained several systems. In each of these Spheres are Tau Septs, areas of space around a well-developed Tau colony world. The Tau Sept controls all of the minor colony worlds in its area, providing easy defense and a doorway to unting several Septs into a wide front against enemy attack or in an expansionary offensive.
Primary Worlds of the Tau Empire
*coming soon*
Locales of Interest
*coming soon*
Species of the Tau Empire
*coming soon*
Characters and Personas
*coming soon*
Technology of the Tau Empire
Engine Technology
The Tau use a form of a gravitic drive, which forms a gravitic sheath around the ship. This sheath is sent out ahead of the ship and pulls it along, a space version of the sail. Throughout the years of the Tau Empire's existence, they have improved on the gravitic engines. Making them faster, stronger, taking up less power, until it has reached the point that the Tau can maneuver quite well and are a mobile force in fleet engagements, and in inter-system travel, making trade between Septs and the lesser planets much easier. Their ships are very mobile during space conflicts because of this, allowing them to perform sharp turns and other maneuvers in combat.
Armor Technology
The Tau used advanced metals forged by the Earth Caste from raw materials mined from the various worlds of the Tau Empire for their armor, weapons, and the like. The armor can take a beating, but its endurance is dependent on how much armor it has, how thick, and the weapons battering it.
Shield Technology
The Tau used their gravitic technology to shape the gravitic field their ships generate to form a protective bubble around the ship, repelling incoming fire. Useful for blocking anything from kinetic weaponry to plasma beams, it is an all-purpose shield and, while not infinitely strong, it can take lots of damage and allow the Tau to slam their enemies with all their firepower under their protective shield.
Sensor Technology
The Tau have normal sensor system suites on their ships but those only work so well. To truly coordinate their fire and blast the enemy with a continuous wave of fire, they need the help of their Skether'Quan (Messenger) class ships, which have unparalleled processing and storing power in their ships. Using their sensors, which can be directly linked to a ship's turrets, they can target enemies with unerring accuracy and pummel them with fire.
Weapons Technology
The Tau Empire utilizes many weapons in its path to granting the universe the gift of the Greater Good. From the Fire Warriors pulse carbine to the gigantic railguns used to destroy heavy armor, the Tau are ready and able with some of the most advanced technology in the universe.
Pulse Weaponry are weapons that are old favorites of the Fire Warriors in the Hunter Cadres. They electromagnetic induction that converts particles to a plasma state and fires them out of the barrel. They are very powerful and long-ranged, allowing the Tau to literally rip their enemies apart from long-range. A subsection of these weapons are the Pulse Carbines, used by Gun Drones, and Pathfinders. They are as powerful as the Carbine but have less range and a Photon Grenade Launcher They can be outfitted with Markerlights, enabling them to mark enemy soldiers and bunkers for long-range bombardment. Mostly used by the Pathfinders.
The Burst Cannon is a multi-barreled weapon that is capable of sustaining high rates of fire. Utilizing the Tau pulse weaponry technology, they are used on vehicles and battlesuits, and rarely overheat. These guns are perfect in an anti-infantry role, as they have been known to rip through Space Marine armor, so they are the perfect weapon against infantry, especially heavy infantry squads.
Kroot Rifles are weapons utilized by the Tau's Kroot allies, who wield rifles capable of shooting charged pulse rounds, while enabling them to fight savagely in hand to hand combat with the blades mounted near the barrel and stock. A heavier version of this weapon is the Kroot Gun, used against light vehicles. It is so large, it has to be mounted on the backs of the apish Krootox.
Plasma rifles are another weapon designed by the Tau. An efficient weapon, the plasma rifle is able to deal heavy damage to heavy infantry, penetrating their armor with its immense heat. Unlike the other races, these plasma guns will not overheat, giving the Tau even more of an advantage over their enemies.
The Railgun is a high-powered weapon used on Tau battle suits, tanks and spaceships. These powerful weapons fire single, solid object at hypervelocity, propelled by an electric circuit. These powerful weapons have even been made into smaller versions, known as rail rifles. Able to fire the powerful rounds, these weapons are perfect for anti-armor situations. They are used by Drone Sniper teams, allowing them to be mobile armor killers, as well as ambushing infantry with Gun Drones and causing confusion.
On spaceships, they are batteries that can only fire one at a time due to the massive amount of power needed to fire each gun.
Ion Cannons are high-scale energy weapons used on Hammerhead Gunships, and their spaceships and fighters. It fires a stream of high-energy particles at a target, using an electromagnetic field to propell them at their targets. When it hits a target, the particles explode violently, as the result of direct energy transmission at the atomic level, causing large explosions and massive damage. They are used more as they consume less energy than Railguns.
Missile Pods are silos of missiles that are mounted on Crisis battlesuits, used by the said mobile suit. They are fairly light missiles, simple and easy-to-use. They are fired like a normal rocket is from a bazooka, in a straight line from the firer to the target. It is mainly used to take out light vehicles, but if the shots are placed well, they can take out heavy tanks like the Imperial Space Marine Predator tank.
The Smart Missiles are missiles used by Broadside suits and some Tau vehicles. They are fired in large clusters, straight into the air. After clearing any terrain blocking their path, they shoot through the air to find their target, coming down on their heads when they have locked on. They are weaker than the normal missiles fired from the Missile Pods but they are large in number per salvo. However, due to their weak nature, they are only useful in destroying enemy infantry.
Seeker Missiles are the means which Tau infantry for which they can get heavy support. A Shas'ui (Fire Warrior Veteran), or a member of a Pathfinder teamed fires their Markerlights at an enemy. Using this beam of light, along with coordinates, they are able to lock on and go to a target. They have unlimited range due to the use of coordinates and Markerlights, and are sufficiently powerful enough to destroy heavy vehicles, like the Necron Monolith. Tau Sky Rays have these mounted as well.
The Fusion Blaster is mostly an anti-tank weapon, mounted on battlesuits and vehicles. They are the Tau equivalent to the meltas the Imperium and Chaos use, melting through vehicle armor with ease and giving the Tau an advantage in combat.
Neutron Blaster is a hybrid weapon of Tau and Vespid technologies and can only be used by the Vespid. An unstable and energetic crystal is mounted at the barrel of each weapon, taken from the stalactite islands that reside on the Vespid homeworld. Along with the Tau efficient neutron projection system, this allows the weapon to fire through almost all types of armor. Due to the ultrasonic tone made by the Vespids wings, which is what the crystal needs to be modulated, only the Vespid can use this weapon.
The air-bursting fragmentation launcher is a weapon used by elite members of the Air Caste that fires many tiny fragmentation bomblets that explode when coming in contact with the ground, buildings, or the enemy. Perfect for bombing large areas and causing large amounts of damage.
Cyclic Ion Blaster is a weapon used by Tau battlesuits that can cut through almost any armor. Utilizing four barrels, it can fire a constant stream of ion energy at a foe, tearing through it like paper. It is their most common weapon and it has laid low many foes of the Tau.
Gravitic Launchers are massive railguns where mass drivers trigger the initial acceleration before the ships gravitic field is pulsed to squeeze the missiles towards the enemy at enormous speed. The missiles are drone-controlled and extremely dangerous.
Turrets are the main weapons of Tau ships and can be armed with a range of weapon types and are set so as to fire in overlapping fire zones, providing the best amount of fire in one area.
Troop Types of the Tau Empire
Troops
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Fire Warriors
Fire Warriors are the mainstay of the Tau military and are reckoned warriors in their own right. They are equipped with the latest in Tau weaponry, pulse carbines, shield, sniper, recon and gun drones, and in the case of the Shas'ui, photon grenades. Led in their squads by a veteran Fire Warrior, the Shas'ui, they lay their lives down for the Tau Empire, ensuring further glory to the Tau Empire. Used on any battlefield, these soldiers are extremely well-trained, armed and are devoted to the cause of Tau'va, or the Greater Good. Fire Warrior teams are formed from the same Sept, ensuring loyalty to each other in battle and their determination to defend each other will be at its highest.
X25 Stealthsuits
These “lone wolves” of the Tau Empire are essentially the commandos for the Tau. Utilizing the powerful holographic disruption fields, advanced sensory equipment and the powerful Burst or Fusion cannons, they can mow down infantry with ease, if given an opportunity. With their jetpacks, they can boost around, raiding at whim and sending the enemy into chaos. Perfect for diversions, ambushes or flank attacks. They focus on ambushing isolated troops and aiding friendly units. Due to their being not part of the battle plans much, they have freedom to move and change tactics, something their commanders love. Many a time a foe has been surprised by a force of Stealthsuits ahead of a Tau army.
Pathfinders
http://uk.games-workshop.com/tau/background/images/tau-pathfinder.gif
Pathfinders are essentially the scouts for the Tau Empire, forging ahead and relaying intel and enemy battle positions, along with information of interest in tandem with the Marker Drone squads. Armed with Pulse Carbines, they are not as heavily armed or combat worthy as other Tau soldiers, but their primary purpose to provide information as a battle is progressing and find a vantage point for the battlefield so they can relay information and call down surgical strikes on enemy forces. They are the eyes and ears of a Cadre commander and they are proud of their duty, seeking to find the best and most valuable targets for their brethren. Due to their use in directing the Cadre rather than the other way around and in making Fire Warrior teams operate at maximum efficiency, they are well-respected. Their skill at battlefield position and their Markerlights have made them renowned amongst their Imperial enemies especially.
Gun Drones
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Gun Drones are self-sufficient, machine intelligence that are equipped with twin-linked Pulse Carbines and are used in support of Fire Warrior squads as well in ambushes and in holding off and/or confusing an enemy before the main stroke of the Tau hits them. They can move in and out and cause a great amount of damage. However, like the Tau, they cannot fight in close combat well. They are normally grouped in squads of 4-8 drones.
A subsection of these are the various other drones:
-Sniper Drone
Drones that are armed with Rail Rifles, allowing them to be used in anti-personnel and anti-light vehicle situations. With a Tau spotter in tow, they are dangerous and can cause immense damage from a distance.
-Heavy Gun Drones
The same as the normal Gun Drones, except armed with twin-linked Burst Cannons. Perfect for ripping through hordes of infantry, light or heavy.
-Command-Link Drones
Not really much of a weapon, these drones accompany Tau commanders, allowing them to have more control over the battle by linking them to squad leaders and other commanders in the Tau force under their command.
-Marker Drones
Drones equipped with either one Burst Cannon and a Markerlight, or Networked Markerlight and a Targeting Array. Either way, they are used to pinpoint enemy locations for sniper or heavy fire, ambushes, intelligence, or for bombardment by Seeker Missiles.
-Sentry-Gun Drones.gif
Drones that are equipped with twin-linked burst cannon, missile pod or plasma rifle weaponry and used as static defenses in places where the Tau need extra firepower or absolutely must hold an objective and need more power to aid in their defense.
Tau Auxiliary Troops
Kroot Auxiliaries
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The Kroot are one of the many auxiliaries the Tau can call upon to fight in close combat and aid the Fire Warriors in battle. Wielding powerful Kroot Rifles that shoot pulse-enhanced rounds capable of tearing through light vehicles, they are mostly used in close combat to bludgeon, rip, and stab with the blades on the stock and barrel of the weapon. Leaping into battle, and screeching in their high-pitched voices and squawks, they are a frightening sight on the battlefield. The Kroot are also very adaptive, as they eat the corpses of their vanquished enemies and, over the passing of years, their DNA is merged with Kroot DNA by Kroot Shapers, allowing them to take on the strongest aspects of that race. In exchange for Tau assistance, they offer up their soldiers as mercenaries for the Tau. They have been doing so ever since they have been taken into the Empire after the Tau liberated their worlds from the Orks.
Kroot Hounds
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The Kroot Hounds are an evolutionary dead end for the Kroot, but have been kept around for their usefulness in battle. Used in tandem with normal Kroot, they are mainly a harassing/fast attack unit, used against retreating forces, closing in and ripping apart the enemy with their sharp teeth and powerful jaws.
Vespid
http://www.brokenblade.co.uk/data/thumbs/vespid1auction.jpg
Vespids are another auxiliary the Tau call upon, especially when fighting Space Marines. Using the Neutron Blaster, a weapon that is a mix of Tau and Vespid technology, they can cut through enemy armor with ease, making Vespid troops good for fighting heavy infantry. Their wings allow them to traverse the battlefield with ease, providing recon and making ambushes a simple part of their job. Their claws are also extremely sharp and perfect for rending armor, bone, flesh and buildings to rubble. They are used by Tau commanders for mobile reserve units or flanking troops.
Gue'vesa Auxiliaries
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The last of the auxiliaries, the Gue'vesa (Tau for human helpers), are converted humans and their descendants from the Damocles Crusade and various other battles who, when captured or surrounded, surrendered to the Tau Empire and agreed to join them. All Imperial Guardsmen, they have been given new training, weaponry and purpose by the Tau and are often used against their Imperial brothers. Their knowledge of their type of warfare has aided the Tau again, again and again. They use pulse carbines and rifles during battle.
Tau Armor
Devilfish APC
http://wh40k.lexicanum.com/mediawiki/images/e/ea/Devilfish.jpg
The Devilfish APC is the main transport vehicles for the Tau, transporting Fire Warriors and Pathfinders, along with any auxiliaries, to their destination quickly. They can carry up to twelve soldiers at a time and can provide mobile fire support after they have deployed. Armed with a single Burst Cannon, two Gun Turrets or Smart Missile launchers, it can put down some heavy fire while its cargo disembarks. Cloaked and hover-capable, it is a vital addition to the Tau arsenal.
Piranha Skimmer
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These are fast attack/scout vehicles for the Tau, often used for patrol in urban environments and on border worlds where speed is essential. They are mostly used in infantry suppression, tank hunters, rapid response, or transportation of VIPs, along with aiding Pathfinder teams. Armed with a single fusion blaster and burst cannong, along with two gun turrets, it can unleash hell rather quickly.
Sky Ray Gunship
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The Gunship serves the Tay forces as a long range support vehicle for Fire Warriors, who lack such heavy weaponry. Using the same chassis as the Devilfish APC, it is armored as much as the Hammerhead Gunship, but has replaced weapons. Instead of railguns or ion cannons, it has two Markerlight systems, and six Seeker Missile Arrays. It can unload a vast amount of Seeker Missiles on its foes, locking on and dispensing the damage. It is good for an artillery piece when they don't have their heavier armor. When used in tandem with Pathfinders and their Markerlights, they become the perfect mobile perimeter and air defence missile system.
Hyperspatial Travel
25-08-2007, 03:15
Characters and Personas - Hyperspatial Travel
Shas'el Taun Kae'la: Shas'el Taun is the commander of a small force on Kae'la, and originates from that colony world. Extremely self-effacing, he tends to see all failures stemming directly from his own perceived incompetence, and has trouble taking credit for victories and successes. Nevertheless, he is a talented commander, who follows Kauyon doctrine in order to gain victory after victory. He is well-liked by his troops, who are accustomed to his oddities, but often raises eyebrows from other commanders.
Shas'el Jin'ah Ta'u: A decent commander, Jin'ah is currently dispatched to Joura, where he is engaged in combat aboard the Planet Eater, attempting to prevent the Dratherian forces there from taking over the ship. He follows the Mont'ka doctrine, and is an immensely skilled combatant in both melee and ranged combat.
Shas'ui Ill'ka Kae'la: A Stealth Suit squad leader, serving under Shas'el Taun.
Kor'O Ki'num Ta'u: Former commander of the Kin'ui'tah, deceased. Died during the battle for Joura.
Kor'ui Shal'tar Ta'u: Communicator for the Kin'ui'tah, badly wounded with the disabling of the Kin'ui'tah.
Kor'vre Uin'a Ta'u: Navigator and scanner-master for the Kin'ui'tah. Current status is unknown.
Kor'O Ki'ja Au'taal: Commander of the fleet dispatched to Fy'ria, currently engaging forces of Xharn in combat. Not an especially talented commander tactically, his strategic sense and ability to plan beyond the battle at had has earned him his promotions.
Kor'ui Shas'ta Ta'u: Crewmember aboard the fleet dispatched to Fy'ria in order to deal with an Ork infestation.
Aun'O Varn Tol'ku: Respected Ethereal within the Tau Empire. Spearheaded much of the Third Sphere Expansion in the Northern Tau Empire, and is an astute strategist as well as a Tau with commanding personality. He is somewhat eccentric, and often travels with his Air Caste captain, Kor'el Fi'gar N'dras.
Kor'el Fi'gar N'dras: Captain of the Haftak, a Skether'qan class starship, he is often requisitioned to travel with Aun'O Varn. One of the most brilliant captains in the Empire, he managed to fight off a pair of Killkroozers with his lightly armed Skether'qan in what is now known as the Fi'gar sequence, escaping with his precious cargo, the Ethereal Varn. Although not yet promoted to full Kor'O, or full Fleet Commander, this is primarily because Varn continually requests his presence aboard whatever ship he is on.
Aun'o Siv'ai T'au: Leader of the Coalition leaving Sa'cea to fight against the go'auld. Considered to be a rousing speaker.
Shas'o Hala Sa'cea: Commander of the Shas'saal cadets on Sa'cea, and establishes training doctrine on Sa'cea.
+Wonders where he misplaced his Chaos Space Marines+
Hyperspatial Travel
25-08-2007, 04:05
Map of the Tau Empire
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Key:
White Stars: First Sphere Colonies.
Blue Stars: Second Sphere Colonies.
Green Stars: Third Sphere Colonies.
Orange Stars: Allied and Vassal Worlds.
Red Stars (None as yet): Hostile and Enemy Worlds.
Green Dotted Line: Divider between the North and South Tau Empires. Note that the Tau Empire is, for all intents and purposes ICly, a single, unified body. OOCly, however, the Northern Tau Empire is Hyperspatial Travel, and the Southern Tau Empire is Telros.
Tau Armor (cont.)
Tetra Scout Speeder
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The Tetra Scout Speeder are used by Tau Speeder Teams, that scout ahead of Tau forces, as well as serving as a patrol function. Armed with Disruption Beam pods, two each, they can lay down suppressive fire rather quickly as well as slaughter surprised enemies. However, they cannot take much punishment and are used for more specialized roles and situations.
Hammerhead Gunship
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The Hammerhead Gunship is the main battle tank for the Tau and as such, is heavily armored and armed. It has a single railgun or ion cannons as its main weapon, with two fusion blasters on the front with which to combat enemy infantry. Much of the inside of this beast are occupied by capacitors for its main weapon, making transportation of troops impossible. They are powerful and their railguns can tear through armor like paper. A true foe to be feared, they are a shocking sight to foes and a heartening one to friendly units when they appear on the battlefield.
Tau Battlesuits
XV8 Crisis Battlesuit
http://uk.games-workshop.com/tau/battlesuit-configurations/images/tau-battlesuit.jpg
The Crisis Battlesuits are piloted by those who have achieved one of the highest honors normal soldiers of the Tau armed forces can get; the right to be given the rank Shas'ui. Not only that, but they could even be given the honor of being the personal bodyguard of their Shas'o or Shas'el. They are experienced and powerful warriors, who have faced down the worst foes of the Tau Empire and triumphed. They have also sworn the oaths of communion and loyalty to their comrades in accordance to the Ta'lissera ritual, putting their team above themselves. They use a range of weapons, from Missile Pods, to fusion blasters to burst cannons, to plasma weapons, to Gun Drones latched on to become turrets. With their jetpacks, they are highly mobile, and can strike wherever they please, hitting hard and scattering the enemy, or responding to brushfires of combat.
XV88 Broadside Battlesuit
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The XV88 Battlesuits are commanded by elite Fire Warriors, along with the Crisis Battlesuits, but they have different scenarios to follow. While the Crisis Suits jump around, dealing with threats and aiding Tau advances, the Broadside teams have their jetpacks removed and given a heavier version of Crisis Battlesuit armor. As such, they lose much mobility but make room for some of the most powerful weapons in the Tau arsenal: twin-linked railguns and smart missile pods. They are used to engage and destroy heavily-armored targets.
The Kor'vattra
Tau Empire Starfighters and Bombers
Barracuda Superiority Fighter
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The Barracuda is the most numerous fighter in the Kor'vattra, and is used in fighter to fighter engagements, as well as supporting the Fire Caste in battle. It is armed with a single ion cannon on its nose, off-center, along with a pair of missile pods. On each wing, it has a burst cannon that is controlled independently by an A.I., similar to the Gun Drones. They have proven to be an equal match to their Imperial counterparts and, in time, could become better.
Tiger Shark Strike Craft
Essentially a heavier version of the Barracuda, it is the heavy fighter for the Tau. Armed with twice the armament of the Barracuda, it also carries an underside rack that carries Gun Drones, which can be dropped on enemy positions to cause havoc.
There is a variant of this fighter, the AX-10, which is armed with twin-railguns, replacing both the Ion cannons and the Gun Drone rack. This allows them to be used for countering enemy heavy war machines, such as they did against Imperial Warhound Titans during the Damocles Gulf Crusade.
Manta Missile Destroyer
The Manta is a ship capable of operating in a planetary atmosphere or in space, being used in space as a bomber in support of the fleet, or to transport entire Cadres, vehicles and all, to their destination. And even in some situations, to support them. Armed with massive Railcannons that fire drone-guided rounds, a battery of Ion Cannons, missiles, and burst cannons for defense, it is a fortress of weaponry that can lay waste to anything on the ground and cause severe damage in space. A variant, the Moray, is used purely as a support vehicle, forgoing the transport capability, giving it more weaponry. It is so strong, that it is the only thing in the Tau arsenal that can take Imperial Titans on in a head-to-head battle.
Orca Dropship
http://kofler.dot.at/40k/units/Tau_Orca_Drop_Ship.jpg
The Orca dropship is used to drop a small Hunter Cadre, or part of a large one, into a combat zone. Armed with a twin-linked burst cannon, missile pod, as well as a retractable underside turret, it can clear infantry and light vehicles from the drop zone. A variant known as the Scorpionfish is also used, sacrificing troop transport and much of its flight capabilities to carry vast amounts of missiles, seeker, tracer (heavy missile for anti-warmachine work), and smart missiles.
Hyperspatial Travel
25-08-2007, 05:42
Worlds of the Northern Tau Empire
Inner Worlds of the Empire
T'au:: The Tau homeworld. As the eldest sept, Tau from here are considered especially learned and wise. Large areas of the surface are arid in nature, which is where the Tau originally flourished, although it is a planet of varying climates.
Sa'cea: One of the hottest and most densely populated Tau world, Sa'cea has a greater proportion of Fire Warriors than almost any other, and Sa'cean Fire Warriors are commonly regarded as disciplined and honourable warriors.
Bork'an: A centre of learning and academia, Bork'an has many universities and research facilities. Many Earth Caste members hail from Bork'an.
Nu'shia: A heavily populated world of the Air caste, Nu'shia has many orbital habitats, although the world below remains fairly undeveloped. Boasting major shipyards, Nu'shia supplies many ships of the Tau fleet. Air Caste members from Nu'shia are widely considered to be the best pilots in the Northern section of the Empire.
Tau'n: The first offworld colony of the Empire, Tau hailing from Tau'n are generally considered to be explorers and pioneering.
Second Sphere Colonies
Ten'dath: Ten'dath is a minor Second Sphere colony, and many Earth Caste builders hail from here. The architecture of Ten'dath is well regarded, however, it has no special talents beyond that.
Ely'sair: Renowned for the quality of its artworks and poety, Tau from Ely'sair are renowned as intellectuals and artists.
Au'taal: A beautiful world, Tau from Au'taal are often regarded as easygoing and lazy, although they are quite friendly.
Ygg'fir: Ygg'fir is a heavily forested world, and is inhabited by both Tau and Kroot. Several hundred thousand Kroot live on Ygg'fir, as well as a few rabid Ork tribes, who are preyed on by the Kroot. Ygg'fir is best known for the contribution it has given the Empire in science, researching greatly into the Warp and Immaterium.
Ui'tan: Ui'tan is a hellish mineral-rich world, where few can live. Most Tau live near the poles, but the mineral resources, as well as the orbital shipyards and manufacturies make Ui'tan quite significant when it comes to the output of war materiel, especially Skyray Missile Gunships, and, as such, is protected by a fleet contigent, as well as a powerful orbital force.
In'hui: In'hui is an Fire Caste world, primarily, and is used to train many Fire Caste members, who must deal with the rugged terrain, lack of natural resources and useable cover, making them more successful in combat. Many cadets are trained here. However, the north is immensely fertile, and the Earth Caste exports vast quantities of food from In'hui.
Tol'ku: Known for the sage counsel of its Ethereal Caste, many Tau who have had successful dealings with aliens hail from here. Tol'ku's contribution to the Tau military is minimal, however, the success of its Ethereals and Water Caste members is notable.
Shal'tar: Shal'tar is a water world, with only a few islands inhabitable. Shal'tar, however, is at the lead in producing prominent Air Caste members, and the Air Caste orbitals in Shal'tar are quite extensive, to say the least. Shal'tar also serves as a hub for trading Nicassar, where many Nicassar caravans come to rest.
Gov'ra: Gov'ra is a nondescript world, almost, with many of the same population makeups that T'au itself has. Gov'ra tends to serve as trade hub, military centre, meeting-place and fleet gathering area when needed, although it specializes in none of these.
N'dras: This world was almost abandoned fifty years ago, and has recently been resettled in great numbers. Despite this, though, the Tau of N'dras are very untrusting of strangers, and have significant Fire and Air Caste numbers, as well as powerful orbital defensive capabilities.
Ai'dar: Ai'dar is a home to many Water Caste scientists and negotiators, despite this, maintains a major manufacturing industry. It is not an especially important world, but the goods it produces can be quite useful.
Hin'fer: A home to many Fire Caste members, warriors from Hin'fer are generally seen as soft and weak, especially as their Sept has not been overly involved in many conflicts. Because of this, oddly enough, Hin'fer Fire Warriors are often more than willing to put their life on the line, even moreso than other Tau, in order to impress upon most Tau that Hin'fer does indeed train their warriors well.
Third Sphere Colonies
E'in: E'in is a heavily occupied Third Sphere colony, as huge mines in E'in supply inner manufacturing worlds with great loads of metal. E'in is constantly being mined, and merits a significant escort.
Fy'ria: Fy'ria is a world of warriors. Although it is inhabited by a mere two million Tau, a majority of those are Fire Warriors, and Orks still infest the world. It is on the edge of the Empire, and often suffers raids.
Fi'rios: The Tau occupying this world wrested it from the control of a fierce Ork warlord, and have paid a dear price. The Tau of Fi'rios are known for their stubbornness, and unwillingess to give in, even when the odds mount against them.
Ni'tar: Ni'tar is a minor world, used often to serve as a refueling base and inroad to the Second Sphere Colonies. Major manufacturing sectors on this world exist, and, surprisingly enough, Ni'tar is a major contributor to the starfleet of the Tau.
Ti'nan: Ti'nan is one of the many agricultural Third Sphere colonies. Not yet poisoned by industry or overpopulation, Ti'nan sends much food into the greater Empire.
Kae'la: Kae'la has recently been cleansed of Orks, and is scheduled for major resettlement. Kae'la is an agricultural world.
Tu'nar: Tu'nar and Ya'lkja are a pair of worlds that maintain close relations, having been connected by a Warp anomaly that speeds travel by a factor of five. Tau ships are able to travel between the two worlds with impunity, and the two agricultural worlds share mining and agriculture quite often.
Ya'lkja: Ya'lkja is connected to Tu'nar by a warp anomaly, and also has a minor manufacturing sector, using minerals from Tu'nar.
Nimbar: Nimbar is an Air Caste colony, where the majority of the population lives in orbit. Closely affiliated with nearby Pech, the Air Caste members of Nimbar have a close relations with Pech, and serve to import and export most goods into the Kroot homeworld.
Entara: One of the furthest colonies from Tau, Entara is sparsely inhabited, yet many famous Earth Caste scientists hail from Entara. A paradise world, it is home to the I'tai lab, where xenobiological research takes place.
Allied and Vassal Worlds
-Currently under construction-
Light Cruisers
Il'Fannor (Merchant) Class Cruiser
The Il'Fannor class was a starship made after the Gal'Leath (Explorer) Class ship proved to be too bulky and just too weak to deal with threats such as the skirmishes with the various Ork fleets, and was the result of research into a new class of ship. It has power plants a fraction of the size of the Explorer class but it could still reach one-third of average warp speed. It has been upgraded after the Ork skirmishes with the ability to convert all of its cargo space into weapons systems, if needed. This ship, along with the Emissary class, drive the Tau trade on to greater heights.
Lar'Shi (Hero) Class Cruiser
http://us.games-workshop.com/games/bfg/fleets/Tau/taufleet/images/hero.jpg
Another ship that came as a result of research, this time from their battles with Imperial fleets during the Damocles Gulf Crusade. They attempted to make a ship on par with the Imperial Lunar class; althought a failure, it has become a powerful ship of the line and is a common sight in Tau fleets.
Demiurg 'Bastion' Commerce Vessel
http://blackstone.outpost10f.com/ships/Bastion.jpg
These massive ships belong to the race of beings known as the Demiurg, a rather reclusive race who have benefitted the Tau economy immensely, and are apparently a telepathic race. Their ships are armed with massive lance and weapon batteries, allowing them to punish any who dare to attack them, though they try to retreat at all signs of conflict. Their engines and shields are powered by interstellar hydrogen, allowing their shields to be immensely powerful and hard to break but making them slow at the same time. Their cutting beam runs off of this as well, allowing it to slice through ships, or asteroids as it is intended. Normally, it accumulates resources by mining asteroids and brings them back to Tau planets and to its own kind, somehow. They can launch mining craft and probes, reconfigured for battle, as fighter-craft and torpedoes.
Il'Porrui (Emissary) Class Cruiser
http://spaceship.brainiac.com/GamesWork/bfg-emissary.jpeg
This ship is not made for war; in fact, it was intended as armed transport for Ethereals, Water Caste diplomats and Tau commanders, and it has been seen in the Tau fringes, ferrying officials as they broke r deals and peace amongst the Tau Empire. It iswell-defended, despite its size, with an impressive array of weaponry allowing it to hold its own against all but the largest capital ships of its enemies.It has also been used as a merchant ship, allowing it to carry large amounts of goods. All of this is making it into a true workhorse of the Tau navy.
Lar'Shi'Vre (Protector) Class Cruiser
http://spaceship.brainiac.com/GamesWork/bfg-protector.jpeg
This ship is the main fighting ship of the Tau in fleet actions, as its sole purpose and its systems are geared towards engaging and destroying enemy ships. Armed with an array of every Tau weapon imaginable, it is well-armed and can equal their Imperial equivalents, and despite not having the bulk of other cruisers, it is powerful and can take on any kind of foe.
Heavy Capital Ships
Gal'Leath (Explorer) Class Battleship
http://www.hillcity-comics.com/role_play/gw/99110813001.gif
The Explorer was the first Tau ship and served as its one and only ship for many years. It has vast amounts of cargo space, extensive research facilities and can be used as a mobile dock for semi-independent ships. It was lightly armed, however, and when they encountered the Orks, and the Merchant class was born after the encounter, production of the Explorer dropped of by 85%. It is now used as a merchant and colonization ship.
Demiurg 'Stronghold' Commerce Vessel
http://spaceship.brainiac.com/GamesWork/bfg-demiurg.jpeg
Much like the 'Bastion' ship, except that is is more oriented towards being a factory/processor ships, with probes and mining ships coming in from all over the system they are in, exploiting local resources. Heavily shielded, armed, and capable of cutting ships apart with their prow beam, they can dish out damage.
Or'es El'leath (Custodian) Class Battleship
http://spaceship.brainiac.com/GamesWork/bfg-custodian.jpeg
The Custodian is one of a new wave of Tau ships being sent to the frontlines, a fresh era of Tau adaptation beginning. It serves as the fleet carrier, sending out squadrons of Mantas, Barracudas and Tiger Sharks to combat enemy fighter-craft and ships. It also carries three escort ships, Warden Class, for its own protection, as well as being extensively armed in its own defense.
Escort Ships
Kir'Qath (Defender) Class Escort
http://us.games-workshop.com/games/bfg/introduction/images/tau_defender.jpg
The Defender class escort is the Tau answer to the Imperial Sword class escort. They are the main escort used in Tau fleets, being deployed in squadrons to cover larger vessels as they move into position and bombard enemy ships. They have a weakness in that their drives have a lengthy recharge time. They can make a series of jumps but after that, they need to wait a rot'aa at the least before doing so again. This makes them ineffective for scouting, as they are slow and will be unable to retreat if going too far. Rapid fleet manuevers would leave them behind as well and become a liability. Therefore, they are spread throughout Tau space, being called upon by heavier units for support when needed.
Skether'Qan (Messenger) Class Escort
These ships are self-sufficient small craft used to transfer messages all over the Tau Empire. Mostly compromised of a gravitic drive and a hold, it is used in battles with their unmatched data processing and communication suites, serving as Pathfinders in space. They have light weaponry that is used to deter ships, and as such, they choose to stay near the capital ships. Fighting off smaller craft in return for defense against true warships. They are carried by traveling fleets, to send back messages and coordinate battles. With them on the field, Tau fleets can lock on and bombard enemy fleets with greater ease and efficiency and from longer ranges.
Kass'L (Orca) Class Gunship
Another escort class, this ship is able to take on any Imperial or Ork escorts and come out on top. Unable to build a drive light enough for such a small ship, it is instead carried by a capital ships gravitic sheath. When battle comes, they are unleashed, and provide cover for their parent ships.
Kir'La (Warden) Class Escort
An escort that is solely dedicated to protecting the Custodian class Battleship. Like the Orca class, they cannot travel on their own due to the lack of etherdrive, so they are carried by their mothership and deployed on arrival. They don't stray too far from the mothership and fight fiercely to protect it.
Kir'shasvre (Castellan) Class Escort
A heavier version of the Warden class, it has its own etherdrive and is equipped for starship combat, serving as a frigate class. It takes on the role of an escort vessel and has stood up to Imperial Firestorm and Sword class frigates, a powerful class of escorts indeed.
Other
Kroot Warsphere
http://www.dysartes.com/rumours/specgames/images/krootwarsphere.jpg
The Warspheres are self-contained Kroot towns, with all of their genetic knowledge and choice items onboard. As such, they are loathe to fight unless pressed or being paid well for it. They have a single drive running through the ship from north to south, with maneuvering thrusters on the equator. This makes their engines reliable but slow, just enough for landing or exiting a planet. Somehow, and to this day they have not told the Empire, the Kroot are capable of true Warp travel, and are somehow incapable of finding planets that are not inhabitable.
The Ctan
25-08-2007, 20:45
OOCnes: Neat. Perhaps add some specific numbers, population breakdown etc.
Well, HT is working on the population of the planets and whatnot. I could also post the fleet numbers for my section of the Tau Empire. But aside from that, I don't go into that much. Too confusing. Besides, I don't try to wank beyond my population and whatnot.
And what do you mean by population breakdown and what specific numbers can I do?
Hyperspatial Travel
26-08-2007, 03:15
As it stands, I'm just working on a 500 million for inner worlds, 200 million for Second Sphere colonies, and 50 million for Third Sphere colonies. Naturally, it's only a rough approximation, and actual population numbers will spring up as we RP various worlds. Oh, and T'au itself has 3 billion Tau on it, mainly because it evens out the numbers of worlds between Telros and myself (5 billion worth of colonies in the Northern Empire, 3 billion in the Southern Empire).
I'm not entirely sure how to do fleet numbers so far - our fleet numbers per person will probably exceed standard Tau numbers, considering that we have no fleet numbers for the Tau - and population breakdown between Kroot, Vespid, Tau Castes, and Gue'vesa will be a difficult thing to do, especially considering there's not much canonical data on it to begin with. (Although I'm assuming we'll probably have Fire Caste members not exceed 5% of the population, in order to have a reasonably-sized military)
Some of this stuff will evolve as we RP, once we've given the Tau Empire a few trials by fire with other nations, so we can figure out what's reasonable in respect to other people we might RP with.
Hyperspatial Travel
26-08-2007, 04:15
Fleet Breakdown - The Northern Tau Empire
(Please note. The standard 1000 vessels per billion population is not used by the Tau - rather, 100 vessels per billion is used, making them more-or-less ten times stronger than your average capship. Keep this in mind when fighting the Tau. This does not change the overall fleet strength, merely its concentration.)
Total Fleet Size: 815 vessels
Escorts: 614
Kir'la: 75
Kir'shasvre: 123
Kir'qath: 139
Kass'l: 183
Nicassar Dhows: 89
Explanation: The Kass'l is a non-Warp capable escort, as is the Kir'la. However, the Kir'la is a carrier escort, whereas the Kass'l is a general-purpose escort, used across the Empire. The Kir'qath is the main independent warp-capable escort used in the Empire, and, while the newer Kir'shasvre is slowly replacing it, it still remains in service in major numbers.
The Nicassar retain a significant Dhow force in the service of the Tau, although this is not declining nor increasing significantly as the years go by.
Cruisers: 157
Il'fannor: 71
Il'porrui: 10
Lar'shi'vre: 9
Lar'shi: 24
Kroot Warsphere: 16
Demiurg Bastion: 18
Explanation: The Il'fannor is the primary cruiser used in the Tau Empire, used as often for trade and cargo transport as it is for warfare. The Il'porrui is a newer Water Caste vessel, and, although it is a capable combat craft, has not been brought into major service in order to come into combat. The older Lar'shi is a servicable craft, and since the only difference between it and the Lar'shi'vre is that the newer craft is not as tough - and has its firepower less concentrated over a single arc, (and, admittedly, is considerably cheaper), the Lar'shi remain with the same amount of production as the Lar'shi'vre do.
The Kroot have a large force of Warspheres in the service of the Tau, and use these to transport troops from world to world.
The Demiurg Bastion Commerce vessels are in the service of the Tau as well, and, although they tend not to be seen except in deep space, and when trading with the Tau, or requisitioned for the Greater Good, they remain a significant force for the Tau.
Battleships: 44
Gal'leath: 21
Or'es El'leath: 17
Demiurg Stronghold: 6
The Gal'leath is the primary battleship for the Tau, and, although it is not commonly used, and has almost been entirely phased out to make room for Lar'shi and Il'fannor vessels, it is still a valuable ship when it comes to colonization. The Or'es El'leath is the only carrier in the Tau fleet, and each of them have a trio of Kir'la craft in attendance. A spare Kir'la craft for each carrier exists, but this is to ensure that all carriers can remain in combat despite escort losses.
The Demiurg Strongholds are exceedingly rare across the Tau Empire, and are not often seen. However, these mammoth warships are the most powerful vessels available to the Tau, and often brought to bear when a major war is at hand.