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THE DAMOCLES
GULF CRUSADE Part II, by Nate Montes
Having only expanded into space in the last thousand years, the Tau have only recently been encountered by the
Imperium. Though frontier colonies, Rogue Traders and dissident Imperial elements may well have long known
of the Tau and their emergent empire, but for the fighting men of the Imperial Navy first contact did not come
until the dawn of the war known as the Damocles Gulf Crusade. Here, continuing from his article in issue 19 of
Battlefleet Gothic Magazine, Nate Montes presents background and scenarios from the war...
SCENARIO THREE: PURSUIT AT RESVAR SIX directly away from it. The attacker’s vessels are then
Forces: The attacker may use up to 1,000 points of ships, situated anywhere up to 15cm away from the short table
but may NOT use his or her fleet commander’s flagship or edge closest to the Demiurg ship. The Defender then
re-rolls for this scenario. The defender may use either a situates the remaining Tau fleet along the opposite table
Demiurg Stronghold commerce vessel or two Demiurg edge, but the additional ships from the previous scenario
Bastion cruisers (see BFG magazine #6, p.4 or #10, p.4 are kept off the table for now.
for appropriate rules) along with a Tau fleet consisting of
any vessels on the current Tau fleet or allies list, as First Turn: The attacker takes the first turn.
outlined in BFG #17 except Hero class cruisers. The
entire defending fleet cannot total more than 2,000 Special Rules: Demiurg ships may move, shoot and make
points. In addition to this limit, the Tau fleet may special orders normally. However, as they understand that
separately include any number of ships that survived the the approaching Tau fleet is coming to relieve them, any
first scenario, as described below. The Tau player, is circumstance that would result in their attempting to
encouraged to use or proxy, Nicassar Dhows for this disengage or turning toward the nearest table edge
scenario. instead results in their moving directly toward the
opposite short table edge.
Battlezone: This scenario is set in the flare or Mercurial
regions, where Demiurg vessels will typically hide owing Game Length: The game ends when all Demiurg vessels
to the unique properties of their shields. Roll for celestial in play leave the opposite short table edge or are
phenomena normally. destroyed.
Set-Up: Forces approach each other from opposite short Tau Reinforcements: On every turn after the first turn
table edges. The Demiurg vessels are placed in the centre after the Tau player has declared special orders, he or she
no more than 60cm from the attacker’s table, facing may roll a D6. Tau reinforcements from the first battle may
The Tau fleet launches a surpise attack upon the imperial ships
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information away with them.” He wished no ill toward the mounted any sizable defence. Known as Pra’yen, its
Gue’la that approached, and in fact held a passing defences seemed as woefully inadequate as the orbital
fascination for their ships that individually were technically colonies that were easily swept aside at Viss’el, and the
superior. He knew confidently, however, that this particular decision was made: the Crusade would begin in earnest. In
gap between their races was only temporary, and they did late 744.M41, two years after the Crusade was first
not, and could not, understand the rigorous discipline the assembled, the fleet set out on the five-month voyage
Kor’vattra brought to the Greater Good. If they approached across the Damocles Gulf. Approaching as close to the
too close, they would be stopped. He would make it so, for system as they dared in the turbulent Warp, the fleet
was he not O’Mesme? Should the need arise, he could smashed into normal space, bent on either taking or
easily reconfigure his carefully drilled formation to deliver destroying the system. The fleet approached the outer
Mont’ka, the Killing Blow. They would be given a chance to planet with little concern, intent on brushing its defences
withdraw, but should they engage, none would escape. aside and cleansing it so that they could quickly move on to
the primary world. Little did they know, however, that
SCENARIO FOUR: ASSAULT ON PRA’YEN despite its similarity to the habitat clusters around Viss’el,
For almost two years Admiral Jallaque made preparations this was a fully armed and operational military outpost, and
for the fleet to cross the Damocles Gulf and put an end to an entire fleet was hiding nearby waiting as the patient
the emerging threat once and for all. Expeditionary and hunter, ready to spring their trap…
reconnaissance forces were sent throughout the region of
the Perdus Rift and the Damocles border stars, attempting Forces: Both sides have an equal number of points for this
to size up the foe they were arrayed against. There were scenario. The attacker can use any number of ships desired
notable successes, such as the planetary assault in the from his available fleet list (including fleet replacements
lightly-defended Viss’el system that eliminated all Tau and reinforcements). The attacker must use his fleet
presence in the area. These were tempered with commander’s flagship and any number of ships required to
considerable concerns, however. The task force sent to field it (such as two cruisers, if the flagship is a
Resvar had seemed to disappear without a trace, and battlecruiser), as well as at least two Space Marine strike
Imperial Fists Captain Taelos returned with an envoy from cruisers. The attacker may also have two transports for
the distant world of T’olku with disturbing intelligence that every 500 points of Imperial Navy vessels (NOT Space
the Tau had significantly more military resources at their Marine ships) in the attacking fleet, and for 30 points each
disposal than originally anticipated. When collated with may substitute a heavy transport for every two regular
reports of new ship types being sighted by transport transports counted against the attacking fleet list’s point
captains supplying the Imperial colony worlds along the total.
Perdus Rift, only one course of action seemed clear. There
was no way the fleet would be able to defend Nimbosa, Fris The Tau fleet can use any number of ships in his or her fleet
and the other dozen or so colony worlds simultaneously list (including fleet replacements and reinforcements), but
from the alien threat intent on establishing colonies of their may not use Nicassar vessels for this battle. The defender
own; not merely intending to conquer but instead apply may also include, for free, a Tau Orbital cluster with the
the much more insidious, subversive and seductive concept characteristics shown opposite:
of peaceful cohabitation, as if any truly loyal Imperial
citizen would be willing to cast his lot with the alien. There Additionally, the defender may have up to D6x10 points
was, however, only one major system from which the Tau worth of planetary defences for every 500 points in the
could launch a major push against the colonies of the Rift, attacker’s fleet list, arranged in any combination desired. If
and that was the system the aliens referred to as the Dal’yth high-orbit defences are desired, orbital platforms can only
Sept. Reconnaissance indicated that with the exception of be used as per the characteristics on the following table.
the Dal’yth homeworld, only the seventh, outermost planet Each platform can only use one weapon system, for the
total cost as indicated.
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Note: Forgeworld’s new Tau Space Station model for Battlefleet Gothic would be great for this scenario.
the side of the planet facing the attacking fleet, no more Game Length: The game lasts until one fleet is destroyed
than 15cm from the template edge. All other planetary or disengages, or the attacker has scored 10 or more
defences may be set up normally. As the attacking fleet is Assault Points.
not anticipating major resistance, it is not approaching the
planet with intent to surprise the enemy, giving the Tau Victory Conditions: These are determined normally for
defenders time to properly situate their fleet. The attacker Planetary Assaults as described on p.76 of the rulebook.
does not get a chance to position any of the defender’s
vessels. The attacking fleet sets up normally for planetary Author Nate Montes is a long-time Battlefleet Gothic player,
and a member of the Rules Review Committee. He
assaults. A separate low-orbit table will be required. has playtested the Tau since their earliest
development.
First Turn: The players roll a D6. Whoever gets the highest Further Interested in the Tau? Full rules for the Tau in
Information Battlefleet Gothic can be found in Battlefleet Gothic:
may take either the first or second turn. Armada, whilst the full range of Tau models is
available from Games Workshop.
Special Rules: Except where described differently, this More BFG Turn to page 50 for Tau Tactics.
scenario follows all rules set on p.76 of the rulebook. Website www.BattlefleetGothic.com
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