Tau Lore and Antagonists
Jan 1, 2019 19:57:49 GMT -6
Post by Traskus on Jan 1, 2019 19:57:49 GMT -6
I'm going to edit this later to bring it more in-line with modern material, but am moving it now so it doesn't disappear from tapatalk. Tau racial classes found here. Paragon asset found here.
Lore
Antagonists
Kwak:
That's it. I'm sick of all this "somewhat less advanced than the average" bullshit that's going on in the DtD system right now. Tau deserve much better than that. Much, much better than that.
I should know what I'm talking about. I myself GM'd a genuine Tau Ethereal in my dining room for 6 months (that's about 3 sessions) and have been practicing with homebrewing it for almost a week now. I can even convert videogame aliens and 40k statblocks with my half-assed fluff.
Tau envoys spend years converting a single race and it gene test it up to a million times to produce the Greatest Good known to mankind.
Tau are thrice as innovative as other races and thrice as diplomatic for that matter too. Anything the Imperium can subjugate, a Tau can subjugate better. I'm pretty sure the Tau could easily crossbreed a Kroot and a Vespid into a single XCOM reference.
Ever wonder why the Council never bothered conquering the Tau? That's right, they were too scared to cross the Wall of Fire and their allies of destruction. Even in the 40k lore, Imperium soldiers targeted the Tau first because their technology was feared and respected.
So what am I saying? Tau are simply the best biologists that the Wheel has ever seen, and thus, require better fluff in the DtD system. Here is the homebrew I propose for Tau.
That's it. I'm sick of all this "somewhat less advanced than the average" bullshit that's going on in the DtD system right now. Tau deserve much better than that. Much, much better than that.
I should know what I'm talking about. I myself GM'd a genuine Tau Ethereal in my dining room for 6 months (that's about 3 sessions) and have been practicing with homebrewing it for almost a week now. I can even convert videogame aliens and 40k statblocks with my half-assed fluff.
Tau envoys spend years converting a single race and it gene test it up to a million times to produce the Greatest Good known to mankind.
Tau are thrice as innovative as other races and thrice as diplomatic for that matter too. Anything the Imperium can subjugate, a Tau can subjugate better. I'm pretty sure the Tau could easily crossbreed a Kroot and a Vespid into a single XCOM reference.
Ever wonder why the Council never bothered conquering the Tau? That's right, they were too scared to cross the Wall of Fire and their allies of destruction. Even in the 40k lore, Imperium soldiers targeted the Tau first because their technology was feared and respected.
So what am I saying? Tau are simply the best biologists that the Wheel has ever seen, and thus, require better fluff in the DtD system. Here is the homebrew I propose for Tau.
Lore
Those in the Great Wheel who have heard of the Tau at all know them only as a naive, backwater race who hide behind their Crystal Sphere and struggle to understand arcane technology. All of this is correct, but lacks the full understanding of the guiding principles behind all of Tau science, culture, and strategy: The Greater Good, an ideology rooted in the belief that the needs of the many outweigh the needs of the few, or the one.
This idea was first spread across the plains of their homeworld by the Ethereal Tau, who united their race's warring kingdoms under a single government. During this event, now known as the First Crystal Sphere Expansion, the basic tenets of the Greater Good were established. All the castes worked together, based on their strengths and weaknesses, under the absolute leadership of the Ethereal Caste. Breeding was carefully controlled to preserve these castes, ensuring that future generations could serve even more efficiently. Thus, the Tau found strength not through sheer force or technological domination, but through cooperation and selective breeding.
These were the skills that the Tau came to rely on in the Second Crystal Sphere Expansion, in which they left their home planet to find a vast Crystal Sphere brimming with hostile aliens. The Ethereal rulers soon realized that it would be impossible for some of these races to conform to their Greater Good, and their response was to change the races. The centuries that other races spent traversing Portal Relays and conquering entire sectors were instead spent building a covenant of races united under the Tau Empire. From the scampering Sectoids to the carniverous Kroot, each species within the Wall of Fire learned how to follow the Greater Good in their own way - or at least how to shut up and follow orders.
Now, with a tightly-woven web of alliances and unparallelled mastery of genetics, the Tau Empire moves on beyond the Wall of Fire into the Third Crystal Sphere Expansion, where they have encountered their greatest threat yet - sorcery. Magic defies every single one of their scientific laws, and challenges their understanding of the world as a giant machine where all the pieces can someday work together in harmony. The current response of the caste leaders has been to suppress and deny any information about it, encouraging those who learn too much tend to still believe in the Greater Good.
There are, however, a growing number of Tau who have seen the true horrors of the universe and find the Greater Good's ideals incompatible with it. Cutting ties with the Empire and with their former caste, these dissidents (the ones who aren't caught, at least) now divide themselves by their new ideologies. These "Renegade Castes" are a grave threat to the Tau Empire's cohesion, and even knowledge of their existence can cause someone to disappear from their home one day without warning.
The Heart Caste has chosen to embrace magic, gods, and daemons, accepting the Wheel's inherent irrationality and ruthlessness. A close-knit order of sorcerers, they remain highly authoritarian, but from individual to individual as secrets and truths are passed down. Already, their members' knack at sorcery has earned the Heart Caste legitimacy in the eyes of many organizations, but their arrogant fervor and reckless curiosity bring alarm to many others. Of the Renegade Castes, the Heart Caste has the highest level of infiltration within the empire, subtly spreading enchantments and disseminating arcane secrets.
Their leader, Kor'Ra, was once hailed by her people as the Avatar - a long-foretold figure possessing the traits and abilities of all five Elemental Castes - and led the Tau fleet to glory with her Syrneth magic. But when she saw how other Tau sorcerers were mistrusted and mistreated, and was faced with too much uncomfortable classified information, she rallied her entire flagship's crew into mutiny, turning it into a ghost ship that now serves as the Heart Caste's mobile base.
The Metal Caste takes the opposite stance on the existence of magic, feeling that the Tau are too weak and self-serving to seriously address it. Instead, they look to the legacy of the C'Tan as the greatest good, seeking the excavation of Modrons, the revival of their masters, and the proliferation of technology over magic at every turn. Metal Caste Tau are almost all cyborgs to some extent, and chillingly rational. Their top minds are hard at work constructing a nano-virus that can turn their entire species into Necrodermis androids, freeing them forever from the the shackles of the Warp.
Their leader, Por'Tifex, was an influential Water Caste research administrator who became a Nephilim after a scouting expedition to the Tomb World Argentum. Exiled by the Ethereals for getting too personally involved with Earth Caste techno-research, Por'Tifex seeks to unite organic and synthetic life through the Metal Caste, redeem himself in the eyes of his people, and rule both Modrons and Ethereals as the supra-genius who saved them from the Warp.
The Void Caste, while much less extreme than the other two castes, is by far the most notorious, for they are the sworn enemies of the Ethereal Caste. Magic, rather than being absolute good or absolute evil to them, was simply a window into the alleged hypocrisy and tyranny of the Ethereals, whom they believe must be overthrown so that the Empire can be restructured. In stark contrast to their old principles of cooperation and humility, the Void Caste is highly meritocratic and competitive, valuing pride before honor. In addition, many of their members are former heroes of the Empire, thus making the Void Caste's existence an unspoken common knowledge among much of the Tau.
Even more well-known is their leader, O'Shovah, a great commander who fused with a daemon. When he isn't managing his own pocket empire hidden not too far from the Wall of Fire, "Farsight" travels around the Wheel, saving random communities and telling them the evils of the Tau. Someday, he will return to his homeland - not as a hero, but as a conquerer.
This idea was first spread across the plains of their homeworld by the Ethereal Tau, who united their race's warring kingdoms under a single government. During this event, now known as the First Crystal Sphere Expansion, the basic tenets of the Greater Good were established. All the castes worked together, based on their strengths and weaknesses, under the absolute leadership of the Ethereal Caste. Breeding was carefully controlled to preserve these castes, ensuring that future generations could serve even more efficiently. Thus, the Tau found strength not through sheer force or technological domination, but through cooperation and selective breeding.
These were the skills that the Tau came to rely on in the Second Crystal Sphere Expansion, in which they left their home planet to find a vast Crystal Sphere brimming with hostile aliens. The Ethereal rulers soon realized that it would be impossible for some of these races to conform to their Greater Good, and their response was to change the races. The centuries that other races spent traversing Portal Relays and conquering entire sectors were instead spent building a covenant of races united under the Tau Empire. From the scampering Sectoids to the carniverous Kroot, each species within the Wall of Fire learned how to follow the Greater Good in their own way - or at least how to shut up and follow orders.
Now, with a tightly-woven web of alliances and unparallelled mastery of genetics, the Tau Empire moves on beyond the Wall of Fire into the Third Crystal Sphere Expansion, where they have encountered their greatest threat yet - sorcery. Magic defies every single one of their scientific laws, and challenges their understanding of the world as a giant machine where all the pieces can someday work together in harmony. The current response of the caste leaders has been to suppress and deny any information about it, encouraging those who learn too much tend to still believe in the Greater Good.
There are, however, a growing number of Tau who have seen the true horrors of the universe and find the Greater Good's ideals incompatible with it. Cutting ties with the Empire and with their former caste, these dissidents (the ones who aren't caught, at least) now divide themselves by their new ideologies. These "Renegade Castes" are a grave threat to the Tau Empire's cohesion, and even knowledge of their existence can cause someone to disappear from their home one day without warning.
The Heart Caste has chosen to embrace magic, gods, and daemons, accepting the Wheel's inherent irrationality and ruthlessness. A close-knit order of sorcerers, they remain highly authoritarian, but from individual to individual as secrets and truths are passed down. Already, their members' knack at sorcery has earned the Heart Caste legitimacy in the eyes of many organizations, but their arrogant fervor and reckless curiosity bring alarm to many others. Of the Renegade Castes, the Heart Caste has the highest level of infiltration within the empire, subtly spreading enchantments and disseminating arcane secrets.
Their leader, Kor'Ra, was once hailed by her people as the Avatar - a long-foretold figure possessing the traits and abilities of all five Elemental Castes - and led the Tau fleet to glory with her Syrneth magic. But when she saw how other Tau sorcerers were mistrusted and mistreated, and was faced with too much uncomfortable classified information, she rallied her entire flagship's crew into mutiny, turning it into a ghost ship that now serves as the Heart Caste's mobile base.
The Metal Caste takes the opposite stance on the existence of magic, feeling that the Tau are too weak and self-serving to seriously address it. Instead, they look to the legacy of the C'Tan as the greatest good, seeking the excavation of Modrons, the revival of their masters, and the proliferation of technology over magic at every turn. Metal Caste Tau are almost all cyborgs to some extent, and chillingly rational. Their top minds are hard at work constructing a nano-virus that can turn their entire species into Necrodermis androids, freeing them forever from the the shackles of the Warp.
Their leader, Por'Tifex, was an influential Water Caste research administrator who became a Nephilim after a scouting expedition to the Tomb World Argentum. Exiled by the Ethereals for getting too personally involved with Earth Caste techno-research, Por'Tifex seeks to unite organic and synthetic life through the Metal Caste, redeem himself in the eyes of his people, and rule both Modrons and Ethereals as the supra-genius who saved them from the Warp.
The Void Caste, while much less extreme than the other two castes, is by far the most notorious, for they are the sworn enemies of the Ethereal Caste. Magic, rather than being absolute good or absolute evil to them, was simply a window into the alleged hypocrisy and tyranny of the Ethereals, whom they believe must be overthrown so that the Empire can be restructured. In stark contrast to their old principles of cooperation and humility, the Void Caste is highly meritocratic and competitive, valuing pride before honor. In addition, many of their members are former heroes of the Empire, thus making the Void Caste's existence an unspoken common knowledge among much of the Tau.
Even more well-known is their leader, O'Shovah, a great commander who fused with a daemon. When he isn't managing his own pocket empire hidden not too far from the Wall of Fire, "Farsight" travels around the Wheel, saving random communities and telling them the evils of the Tau. Someday, he will return to his homeland - not as a hero, but as a conquerer.
Antagonists
Tau Commander
The finest of the Fire Caste, Tau Commanders lead coordinated battle efforts wherever aggressive negotiations prove necessary.
Level 4
554 333 455
Static/Mental 32/25
Size/Res 4/5
HP/Res 20/10
Weaponry 3, Ballistics 6, Acrobatics 2, Perception 2, Command 4, Common Lore 2
Fearless, Fall Back, Move and Shoot, Farsighted, Air of Authority, Ambidextrous, Dual Shot, Commanding Note, Independent Targeting, Meditation, Rapid Reaction, Sprint.
Ethereal
Level 4
333 444 435
Action Points: 7
Static/Mental 14/30
Size/Res 4/5
HP/Res 16/12
Weaponry 4, Ballistics 3, Command 5, Deceive 2, Perception 2, Forbidden Lore 2, Common Lore 3, Academic Lore 2, Scrutiny 3
Ethereal Caste, Farsighted, Air of Authority, Commanding Note, Redshirt Shield, Wholeness of Body, Combat Insight, Eidetic Memory, King of Monsters, Elegance
Armor: None (AP 3, All)
Spiritual Liege: All allies are immune to Fear in your presence. If you die or pass out, they immediately suffer Fear (4).
Shield Drone
Level 1
When genetic engineering proves insufficient for the Empire's needs, the Tau sometimes develop automated servants. This drone generates a void shield to augment soldiers' fighting gear.
244 111 232
Static 29
Size/Res 1/2
HP 12
Acrobatics 2 Perception 2, Tech-Use or Medicae 2
Flier, Armor 3 (All)
Shields Up: A Shield Drone can spend its Reaction Action to maintain an energy shield around a single piece of equipment within 10m. Melee Weapons receive the Power Field property, Armor increases its AP by 2, and Ranged Weapons increase their quality by one.
Gun Drone
Level 1
Static 29
Size/Res 1/2
HP 12
244 111 232
This drone can be controlled manually for specific targets, or automatically seek out and destroy any races from outside of the Empire.
Ballistics 2, Acrobatics 2 Perception 2
Flier 12, Machine, Sound Constitution x2
Armor 3 (All), Burst Cannon (60m; S/4; 2k2 E; Pen 2; Twin-Linked; Reliable)
Pathfinder
Level 3
Part scout, part saboteur, these Fire Caste soldiers are trained in Gravity Ski. Their extreme mobility and firepower makes them more dangerous than their rank would indicate.
333 333 433
Weaponry 1 Ballistics 4 Perception 5 Common Lore 2 Stealth 3 Acrobatics 4
Fall Back, Move and Shoot, Weapon Proficiency (Ranged 1), Armor Proficiency (Medium), Fleet of Foot, Evasion, Defensive Mobility, Hard Target, Far Shot
Weapons: Grenade Launcher (Basic, 60m, Clip 6, 2Full), Plasma Grenade (3k3 E Pen 10), Frag Grenade (4k2 X Blast 4), Pulse Rifle (2k2 E Pen 2, S/4, 100m, Clip 40 Full, Reliable)
Armor: Pathfinder (AP 4, All, +2k0 to stealth, 1 range further when motionless)
Gravity Ski 1
Water Caste Envoy
The Water caste are the administrators and diplomats of the Tau, seeking to win conflicts before they even begin.
Level 3
233 444 343
Size/Res 4/4
Static/Mental 19/30
HP/Resolve 12/10
Perception 4, Charm 4, Common Lore 4, Deceive 4, Intimidate 3, Scrutiny 3, Persuade 4, Politics 3, Ballistics 1
Fall Back, At Your Service, Chem Geld, Farsighted, Peer (Tau, Any), Good Reputation (Tau), Challenge x3,
Pulse Pistol (2k2 E Pen 2, S/- Range 30m Clip 30, Reliable)
Kroot Carnivore
Kroot are a distinct Kython subspecies that crossed the Wall of Fire long ago, and exploiting their incredible physiology has served as the foundation for much of Tau science. With their unique ability to evolve from their meals, the Kroot have been bred to serve as a living wall for the Greater Good.
Level 2
544 211 343
Static/Mental 22
Size/Res 4/4
HP/Resolve 15/4
Ballistics 2, Weaponry 4, Acrobatics 2, Perception 3, Survival 4, Stealth 4, Scrutiny 2, Athletics 2
Natural Weapon (7k2 R Brawling), Pulse Shield (7k1 E, Balanced, Defensive, Armoured), Pulse Pistol
Armor: None (2AP, All)
Deathleaper, Lil' Devourer, Light Step, Sound Constitution, Unarmed Warrior, Furious Assault, Shield Finesse, Shield Wall
Infernal Monster 1
Cannibalism: A kroot can spend a couple of minutes to eat somebody and steal their racial power and their racial characteristic and skill bonuses. The SM will tell you what you get. Any stolen powers and bonuses replace all previous stolen powers and bonuses and are lost after 24 hours.
Only one kroot can steal powers from each body, since he eats all the important bits. This also means that it’s impossible for somebody to survive having their powers stolen. Bodies that are cooked, more than a day old or otherwise spoiled are no use.
Kroot Shaper
The Kroot apex predator, and responsible for leading their particular strain in evolution and in battle. Shapers are every bit as strong as ferocious as their inferiors, but their spiritual strength and mastery of ki bring unimaginable power.
Level 4
Hero Points 1
Action Points 8
555 322 353
Static/Mental 28/15
Size/Res 4/5
HP/Resolve 17/7
Ballistics 3, Weaponry 5, Acrobatics 3, Perception 3, Survival 4, Stealth 4, Scrutiny 2, Command 3
Danger Sense, Cleave, Devastating Critical, Deathleaper, Lil' Devourer, Light Step, Wild Step, Unarmed Master, Furious Assault, Lightning Attack, Wholeness of Body, Shield Finesse, Shield Wall
Infernal Monster 3
Natural Weapon (7k3 R), Power Shield(7k1 E, Balanced, Defensive, Armoured, Power Field) Pulse Pistol
Armor: None (7AP, All)
Cannibalism
Shaper: You can give other willing kroot copies of the powers and bonuses you have stolen. The process takes 30 seconds of physical contact and the copies run out 24 hours after you stole the originals. Shapers are the respected spiritual leaders of their race. They bear the grave responsibility of telling their tribe who to eat.
Vespid Stingwing
The insectile Vespid serve as the Empire's paratroopers, assisting the Air Caste in terrain where ground troops would be unfeasible. While tough and agile, they were incapable of spoken language until after heavy genetic modification.
Level 3
354 122 233
Static/Mental 26
Size/Res 4/4
Weaponry 2, Ballistics 4, Acrobatics 2, Perception 2, Survival 3
Fearless, Exoskeleton, Catfall, Chem Geld, Exotic Weapon Proficiency (Needle Rifle), Deadeye Shot, Crack Shot, Defensive Mobility
Flyer (10), Dark Sight,
Natural Weapon (Claws, 1k1, Pen 4), Needle Rifle
Armor AP 4, All
Sectoid
As one of the first races within the Wall of Fire to submit to the Greater Good, Sectoids serve as scouts and cannon fodder for the Tau Empire. They are useless in a direct confrontation, but their sheer numbers and knack for sorcery can make them a nuisance for unprepared heroes.
Level 1
131 221 212
Size 2, Resilience 2, HP 6, Static Def. 21
Ballistics 1, Perception 2, Stealth 1, Athletics 1
Caster (Abjuration 2, Necromancy 1), Silent Arcana, Dark Sight, Paranoia, Sneak Attack, Storm of Iron
Plasma Pistol (3k3 E Pen 8, 30m, 3/2, Clip 10 4Full, Recharge, Overheats)
Suicide Sectoid
In Tau space, the needs of the many outweigh the needs of the few. Therefore, to be selected as a walking explosive is one of the highest honors a Sectoid can receive. Doused in Promethium and equipped with a pair of Plasma Grenades, the Suicide Sectoids prove that even the smallest creature can make a difference.
Level 2
131 221 212
Size 2, Resilience 3, HP 6, Static Def. 21
Acrobatics 1, Brawl 1, Perception 2, Stealth 2, Athletics 1
Caster (Abjuration 2, Necromancy 1), Silent Arcana, Dark Sight, Paranoia, Fleet of Foot, Burn Baby Burn, Evasive, Nerves of Steel
Self-Destruct (4k4 X Pen 10, Blast (2), Ignores User's Resilience)
Sectoid Commander
High ranking Sectoids study the Greater Good, as well as how to use their minds to spread it among the uninitiated.
Level 3
142 321 213
Size 2, Resilience 4, HP 10,
Ballistics 1, Perception 3, Stealth 2, Athletics 1, Command 3, Common Lore 3
Caster (Enchantment 3, Abjuration 2, Necromancy 1), Silent Arcana, Dark Sight, Paranoia, Sneak Attack, Storm of Iron, Air of Authority, Spell Focus (Enchantment), Spell Specialization (Enchantment), Zen Shooting
Plasma Pistol (3k3 E Pen 8, 30m, 3/2, Clip 10 4Full, Recharge, Overheats)
Chryssalid
Chryssalids are the result of cross-breeding the hardy Vespid and the brutal Kroot, resulting in the perfect melee combatant to support the Tau. They reproduce by implanting their offspring into the bodies of their fallen enemies, giving even a single Chryssalid the potential to wipe out an entire colony of dissidents.
Level 3
442 111 133
Static 23
Size/Res 4/4
HP 10
Brawl 3, Perception 3, Athletics 3,
Quadruped, Dark Sight, Shocktrooper, Noisy Cricket, Mandibles, Armor Plating 4, Furious Assault, Powerful Charge, Frenzy (Always On), Iron Jaw, Fear (1)
Bite: 4k3 Pen3, Chryssalid Plague*
Claws: 6k3 Pen 3, Toxic
*Chryssalid Plague: Creatures killed by this weapon in melee combat become The Walkin' Dead after a number of turns equal to their Constitution. If the zombie is not killed within a number of turns equal to this number, it turns into a Chryssalid.
Muton
Big, brutal, and bred to perfection, the Mutons enforce the Greater Good with loyalty and ferocity rivalling the Aasimar and Tieflings.
Level 3
423 222 223
Static/Mental 12/15
Size/Res 5/5
HP/Res 12/5
Athletics 3, Ballistics 3, Perception 2, Intimidate 3
Quick Draw, Crack Shot, Iron Jaw, Rock and Roll, Sound Constitution x2
Bolter (4k2 X Pen 6, S/3, 90m, Clip 24 Full, Tearing) Great Hammer (7k3 I Pen 2, Two Hands, Unbalanced) Carapace Armor (7AP, All)
Muton Berserker
Sometimes, precision gunfire just doesn't cut it. For these situations, the Tau subject some Mutons to a never-ending regimen of drugs and Sohei training - leaving nothing in them but fury.
Level 4
523 212 113
Static/Mental 21/15
Size/Res 5/5
HP/Res 12/5
Athletics 4, Brawl 4, Perception 1 Intimidate 4
Size 5, Resilience 5, HP 12
No One Tougher, Crushing Blow, Frenzy, Greater Frenzy, Berserk Charge, Reflexive Fury, Salt the Wound, Reforging Pain, Unarmed Warrior, Unarmed Master, Iron Jaw, Sound Constitution x2, Fear (2)
Fists (5k2+2 I, Brawling), Carapace Armor (7AP, All)
Muton Elite
Tasked with protecting the Ethereal Caste, Muton Elites use the finest equipment and years of experience to crush any foe deadly enough to reach them.
Level 4
624 223 233
Static/Mental 21/20
Size/Res 6
HP/Res 14/7
Fearless, No One Tougher, Quick Draw, Crack Shot, Crushing Blow, Iron Jaw, Strip the Flesh, Rock and Roll, Sound Constitution x2
Ravager (5k2 X Pen 6, S/4, 30m, Clip 5 Full, Scatter, Tearing) Gravity Hammer (8k4 I Pen 2, Two Hands, Unbalanced, Volatile) Light Power Armor (10 AP, All)
Andromedons are employed by the Tau Empire, used as miniature walking tanks. They are a massive colony of hive-minded worms inhabiting armored suits, carrying massive weapons and shields. They work in pairs, psychically bonded to one another. When one is slain, the other flies into a murderous rage.
Int: 2, Wis: 3, Wil: 4
Str: 6, Dex: 3, Con: 5
Cha: 1, Fel: 2, Cmp: 4
Skills: Athletics 3, Ballistics 3, Perception 4, Weaponry 4
Speed: 9
Size/Resilience: 7/7
Static Defense: 14
HP: 18
Level: 4
Armor: 14 (all)
Feats: Blind fighting, Combat Master, Danger Sense, Guardian, Hardy, Iron Jaw, Jaded, Power Attack, Powerful Charge, Strong Minded, Wall of Steel, Weapon Proficiency (ranged 2, melee 1)
Attacks: Shield Bash (8k3 I or R, Pen 12), Plasma Cannon (3k3 E pen 8, S/-, 120m, blast 3, overheats)
Traits: Auto-Stabillized
Empathic Bond: Andromedons always appear in pairs. Always. If one Andromedon dies, the other flies into a murderous rage. It gains the Fearless, Frenzy, and Furious Assault feats.
Seismic Sight: This creature does not see. It feels vibrations in the Earth. You, that stream, even those ants. Attacks on its sight and hearing fail.
Worm Colony: This creature ignores the Accurate property when targeted by a weapon with it.
Weak Point: Opponents can aim for weak points on this creature's armor. This is a called shot action, and a successful hit ignores this creature's armor. Weapons with the scatter property automatically hit weak points.
The finest of the Fire Caste, Tau Commanders lead coordinated battle efforts wherever aggressive negotiations prove necessary.
Level 4
554 333 455
Static/Mental 32/25
Size/Res 4/5
HP/Res 20/10
Weaponry 3, Ballistics 6, Acrobatics 2, Perception 2, Command 4, Common Lore 2
Fearless, Fall Back, Move and Shoot, Farsighted, Air of Authority, Ambidextrous, Dual Shot, Commanding Note, Independent Targeting, Meditation, Rapid Reaction, Sprint.
Ethereal
Level 4
333 444 435
Action Points: 7
Static/Mental 14/30
Size/Res 4/5
HP/Res 16/12
Weaponry 4, Ballistics 3, Command 5, Deceive 2, Perception 2, Forbidden Lore 2, Common Lore 3, Academic Lore 2, Scrutiny 3
Ethereal Caste, Farsighted, Air of Authority, Commanding Note, Redshirt Shield, Wholeness of Body, Combat Insight, Eidetic Memory, King of Monsters, Elegance
Armor: None (AP 3, All)
Spiritual Liege: All allies are immune to Fear in your presence. If you die or pass out, they immediately suffer Fear (4).
Shield Drone
Level 1
When genetic engineering proves insufficient for the Empire's needs, the Tau sometimes develop automated servants. This drone generates a void shield to augment soldiers' fighting gear.
244 111 232
Static 29
Size/Res 1/2
HP 12
Acrobatics 2 Perception 2, Tech-Use or Medicae 2
Flier, Armor 3 (All)
Shields Up: A Shield Drone can spend its Reaction Action to maintain an energy shield around a single piece of equipment within 10m. Melee Weapons receive the Power Field property, Armor increases its AP by 2, and Ranged Weapons increase their quality by one.
Gun Drone
Level 1
Static 29
Size/Res 1/2
HP 12
244 111 232
This drone can be controlled manually for specific targets, or automatically seek out and destroy any races from outside of the Empire.
Ballistics 2, Acrobatics 2 Perception 2
Flier 12, Machine, Sound Constitution x2
Armor 3 (All), Burst Cannon (60m; S/4; 2k2 E; Pen 2; Twin-Linked; Reliable)
Pathfinder
Level 3
Part scout, part saboteur, these Fire Caste soldiers are trained in Gravity Ski. Their extreme mobility and firepower makes them more dangerous than their rank would indicate.
333 333 433
Weaponry 1 Ballistics 4 Perception 5 Common Lore 2 Stealth 3 Acrobatics 4
Fall Back, Move and Shoot, Weapon Proficiency (Ranged 1), Armor Proficiency (Medium), Fleet of Foot, Evasion, Defensive Mobility, Hard Target, Far Shot
Weapons: Grenade Launcher (Basic, 60m, Clip 6, 2Full), Plasma Grenade (3k3 E Pen 10), Frag Grenade (4k2 X Blast 4), Pulse Rifle (2k2 E Pen 2, S/4, 100m, Clip 40 Full, Reliable)
Armor: Pathfinder (AP 4, All, +2k0 to stealth, 1 range further when motionless)
Gravity Ski 1
Water Caste Envoy
The Water caste are the administrators and diplomats of the Tau, seeking to win conflicts before they even begin.
Level 3
233 444 343
Size/Res 4/4
Static/Mental 19/30
HP/Resolve 12/10
Perception 4, Charm 4, Common Lore 4, Deceive 4, Intimidate 3, Scrutiny 3, Persuade 4, Politics 3, Ballistics 1
Fall Back, At Your Service, Chem Geld, Farsighted, Peer (Tau, Any), Good Reputation (Tau), Challenge x3,
Pulse Pistol (2k2 E Pen 2, S/- Range 30m Clip 30, Reliable)
Kroot Carnivore
Kroot are a distinct Kython subspecies that crossed the Wall of Fire long ago, and exploiting their incredible physiology has served as the foundation for much of Tau science. With their unique ability to evolve from their meals, the Kroot have been bred to serve as a living wall for the Greater Good.
Level 2
544 211 343
Static/Mental 22
Size/Res 4/4
HP/Resolve 15/4
Ballistics 2, Weaponry 4, Acrobatics 2, Perception 3, Survival 4, Stealth 4, Scrutiny 2, Athletics 2
Natural Weapon (7k2 R Brawling), Pulse Shield (7k1 E, Balanced, Defensive, Armoured), Pulse Pistol
Armor: None (2AP, All)
Deathleaper, Lil' Devourer, Light Step, Sound Constitution, Unarmed Warrior, Furious Assault, Shield Finesse, Shield Wall
Infernal Monster 1
Cannibalism: A kroot can spend a couple of minutes to eat somebody and steal their racial power and their racial characteristic and skill bonuses. The SM will tell you what you get. Any stolen powers and bonuses replace all previous stolen powers and bonuses and are lost after 24 hours.
Only one kroot can steal powers from each body, since he eats all the important bits. This also means that it’s impossible for somebody to survive having their powers stolen. Bodies that are cooked, more than a day old or otherwise spoiled are no use.
Kroot Shaper
The Kroot apex predator, and responsible for leading their particular strain in evolution and in battle. Shapers are every bit as strong as ferocious as their inferiors, but their spiritual strength and mastery of ki bring unimaginable power.
Level 4
Hero Points 1
Action Points 8
555 322 353
Static/Mental 28/15
Size/Res 4/5
HP/Resolve 17/7
Ballistics 3, Weaponry 5, Acrobatics 3, Perception 3, Survival 4, Stealth 4, Scrutiny 2, Command 3
Danger Sense, Cleave, Devastating Critical, Deathleaper, Lil' Devourer, Light Step, Wild Step, Unarmed Master, Furious Assault, Lightning Attack, Wholeness of Body, Shield Finesse, Shield Wall
Infernal Monster 3
Natural Weapon (7k3 R), Power Shield(7k1 E, Balanced, Defensive, Armoured, Power Field) Pulse Pistol
Armor: None (7AP, All)
Cannibalism
Shaper: You can give other willing kroot copies of the powers and bonuses you have stolen. The process takes 30 seconds of physical contact and the copies run out 24 hours after you stole the originals. Shapers are the respected spiritual leaders of their race. They bear the grave responsibility of telling their tribe who to eat.
Vespid Stingwing
The insectile Vespid serve as the Empire's paratroopers, assisting the Air Caste in terrain where ground troops would be unfeasible. While tough and agile, they were incapable of spoken language until after heavy genetic modification.
Level 3
354 122 233
Static/Mental 26
Size/Res 4/4
Weaponry 2, Ballistics 4, Acrobatics 2, Perception 2, Survival 3
Fearless, Exoskeleton, Catfall, Chem Geld, Exotic Weapon Proficiency (Needle Rifle), Deadeye Shot, Crack Shot, Defensive Mobility
Flyer (10), Dark Sight,
Natural Weapon (Claws, 1k1, Pen 4), Needle Rifle
Armor AP 4, All
Sectoid
As one of the first races within the Wall of Fire to submit to the Greater Good, Sectoids serve as scouts and cannon fodder for the Tau Empire. They are useless in a direct confrontation, but their sheer numbers and knack for sorcery can make them a nuisance for unprepared heroes.
Level 1
131 221 212
Size 2, Resilience 2, HP 6, Static Def. 21
Ballistics 1, Perception 2, Stealth 1, Athletics 1
Caster (Abjuration 2, Necromancy 1), Silent Arcana, Dark Sight, Paranoia, Sneak Attack, Storm of Iron
Plasma Pistol (3k3 E Pen 8, 30m, 3/2, Clip 10 4Full, Recharge, Overheats)
Suicide Sectoid
In Tau space, the needs of the many outweigh the needs of the few. Therefore, to be selected as a walking explosive is one of the highest honors a Sectoid can receive. Doused in Promethium and equipped with a pair of Plasma Grenades, the Suicide Sectoids prove that even the smallest creature can make a difference.
Level 2
131 221 212
Size 2, Resilience 3, HP 6, Static Def. 21
Acrobatics 1, Brawl 1, Perception 2, Stealth 2, Athletics 1
Caster (Abjuration 2, Necromancy 1), Silent Arcana, Dark Sight, Paranoia, Fleet of Foot, Burn Baby Burn, Evasive, Nerves of Steel
Self-Destruct (4k4 X Pen 10, Blast (2), Ignores User's Resilience)
Sectoid Commander
High ranking Sectoids study the Greater Good, as well as how to use their minds to spread it among the uninitiated.
Level 3
142 321 213
Size 2, Resilience 4, HP 10,
Ballistics 1, Perception 3, Stealth 2, Athletics 1, Command 3, Common Lore 3
Caster (Enchantment 3, Abjuration 2, Necromancy 1), Silent Arcana, Dark Sight, Paranoia, Sneak Attack, Storm of Iron, Air of Authority, Spell Focus (Enchantment), Spell Specialization (Enchantment), Zen Shooting
Plasma Pistol (3k3 E Pen 8, 30m, 3/2, Clip 10 4Full, Recharge, Overheats)
Chryssalid
Chryssalids are the result of cross-breeding the hardy Vespid and the brutal Kroot, resulting in the perfect melee combatant to support the Tau. They reproduce by implanting their offspring into the bodies of their fallen enemies, giving even a single Chryssalid the potential to wipe out an entire colony of dissidents.
Level 3
442 111 133
Static 23
Size/Res 4/4
HP 10
Brawl 3, Perception 3, Athletics 3,
Quadruped, Dark Sight, Shocktrooper, Noisy Cricket, Mandibles, Armor Plating 4, Furious Assault, Powerful Charge, Frenzy (Always On), Iron Jaw, Fear (1)
Bite: 4k3 Pen3, Chryssalid Plague*
Claws: 6k3 Pen 3, Toxic
*Chryssalid Plague: Creatures killed by this weapon in melee combat become The Walkin' Dead after a number of turns equal to their Constitution. If the zombie is not killed within a number of turns equal to this number, it turns into a Chryssalid.
Muton
Big, brutal, and bred to perfection, the Mutons enforce the Greater Good with loyalty and ferocity rivalling the Aasimar and Tieflings.
Level 3
423 222 223
Static/Mental 12/15
Size/Res 5/5
HP/Res 12/5
Athletics 3, Ballistics 3, Perception 2, Intimidate 3
Quick Draw, Crack Shot, Iron Jaw, Rock and Roll, Sound Constitution x2
Bolter (4k2 X Pen 6, S/3, 90m, Clip 24 Full, Tearing) Great Hammer (7k3 I Pen 2, Two Hands, Unbalanced) Carapace Armor (7AP, All)
Muton Berserker
Sometimes, precision gunfire just doesn't cut it. For these situations, the Tau subject some Mutons to a never-ending regimen of drugs and Sohei training - leaving nothing in them but fury.
Level 4
523 212 113
Static/Mental 21/15
Size/Res 5/5
HP/Res 12/5
Athletics 4, Brawl 4, Perception 1 Intimidate 4
Size 5, Resilience 5, HP 12
No One Tougher, Crushing Blow, Frenzy, Greater Frenzy, Berserk Charge, Reflexive Fury, Salt the Wound, Reforging Pain, Unarmed Warrior, Unarmed Master, Iron Jaw, Sound Constitution x2, Fear (2)
Fists (5k2+2 I, Brawling), Carapace Armor (7AP, All)
Muton Elite
Tasked with protecting the Ethereal Caste, Muton Elites use the finest equipment and years of experience to crush any foe deadly enough to reach them.
Level 4
624 223 233
Static/Mental 21/20
Size/Res 6
HP/Res 14/7
Fearless, No One Tougher, Quick Draw, Crack Shot, Crushing Blow, Iron Jaw, Strip the Flesh, Rock and Roll, Sound Constitution x2
Ravager (5k2 X Pen 6, S/4, 30m, Clip 5 Full, Scatter, Tearing) Gravity Hammer (8k4 I Pen 2, Two Hands, Unbalanced, Volatile) Light Power Armor (10 AP, All)
Andromedons are employed by the Tau Empire, used as miniature walking tanks. They are a massive colony of hive-minded worms inhabiting armored suits, carrying massive weapons and shields. They work in pairs, psychically bonded to one another. When one is slain, the other flies into a murderous rage.
Int: 2, Wis: 3, Wil: 4
Str: 6, Dex: 3, Con: 5
Cha: 1, Fel: 2, Cmp: 4
Skills: Athletics 3, Ballistics 3, Perception 4, Weaponry 4
Speed: 9
Size/Resilience: 7/7
Static Defense: 14
HP: 18
Level: 4
Armor: 14 (all)
Feats: Blind fighting, Combat Master, Danger Sense, Guardian, Hardy, Iron Jaw, Jaded, Power Attack, Powerful Charge, Strong Minded, Wall of Steel, Weapon Proficiency (ranged 2, melee 1)
Attacks: Shield Bash (8k3 I or R, Pen 12), Plasma Cannon (3k3 E pen 8, S/-, 120m, blast 3, overheats)
Traits: Auto-Stabillized
Empathic Bond: Andromedons always appear in pairs. Always. If one Andromedon dies, the other flies into a murderous rage. It gains the Fearless, Frenzy, and Furious Assault feats.
Seismic Sight: This creature does not see. It feels vibrations in the Earth. You, that stream, even those ants. Attacks on its sight and hearing fail.
Worm Colony: This creature ignores the Accurate property when targeted by a weapon with it.
Weak Point: Opponents can aim for weak points on this creature's armor. This is a called shot action, and a successful hit ignores this creature's armor. Weapons with the scatter property automatically hit weak points.