"Battlefleet Gothic: Armada II" - Tau Allied Mercenary Vessels [Advanced Ship Guide]

Updated on March 4, 2019
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Tau Allied Mercenary Vessels

The Tau Mercenary and Allied vessels are special ships that belong to the other species the Tau have encountered in their travels and brought into the fold of their empire. The Nicassar, Demiurg and Kroot species each get their own ship(s) to use with special weapons and abilities available only to them.

Because they technically are a third faction of the Tau, but not capable of functioning on their own, you will find these vessels available to both Merchant and Protector fleets. This is also why these ships have been given their own section here, since they are very different than the vessels they share weight tiers with and to avoid redundancy since otherwise they would have to be duplicated for each of the Tau Fleet guides.

Tau Fleets Guide Navigation

Protector Fleet:

Merchant Fleet:

Mercenaries & Allies:

- Main Guide Index -
Check out this link to be taken to the main index for all of the "Battlefleet Gothic: Armada II" guides I am assembling, including ship guides for other factions and more!

Terms Used

This section briefly covers the advanced weapon data you will find for each ship. These values are calculated based off the base weapons stats and are explained as follows:
DPS - Damage Per Second - The total damage output per weapon type (all guns combined) per second, assuming 100% of shots land, before considering armor penalties.
Crits Pm - Critical Hits Per Minute - Assuming all shots land, this will be the average number of critical hit's the guns will cause every minute before modifiers. (all guns combined)
Salvos PM - Salvos Per Minute - The total number of combined waves of fire, not including multiple rounds fired from the same weapon.
Rounds PM - The actual number of shots or individual projectiles fired each minute from all guns combined.

Nicassar Dhow Stats & Abilities

Shield: 400
Armor: 67 (All Sides)
Identification Range: 9,000
Speed: 160
Rotation Speed: 50
Hull: 400
Defense Turrets: 3
Bravery: -25
Defending Troops per Stage: 4

Gravitic Drive Propulsion: Grants Tau maneuvers.
Escort: Does not have assault skills.
Independent: -25 Bravery penalty.
Starborn: -25% to Command skills cool-down.
Scanner: Marks vessels in 13,000 units and keeps them revealed for 30 seconds.

Nicassar Dhow

Tau Allied Frigate - Nicasssar Dhow
Tau Allied Frigate - Nicasssar Dhow | Source

Point Cost: 59
Raw Total Crit Output: 0.9 critical hits per minute
Raw Total DPS: 6

Armament:

  • 2 x Nicassar Double-Barrel Railgun Battery Weapons
    Efficient Accuracy (80/60/40/20/0)
    90° Side (1 per broadside)
    Range: 9,000

The Nicassar Dhow doesn't have much special going for it, being of escort size and all, but it does have a few points to make note of. First off, it does high damage for an escort sized vessel and doesn't cost too much for the benefit. On the downside, especially when compared to Protector fleet ships, is the need to do this damage through broadsides,limiting the single target damage the Nicassar Dhow is capable of.

Outside of it's weaponry, one useful factor is the special ability reducing cool-down on command abilities. This allows the Nicassar Dhow to be a more effective scout than other Tau escorts, being able to trigger the Scanner ability more often as a result.

Finally as a point of uniqueness, the Nicassar Dhow has twice as many shield hit points as is normal for an escort, or any escort in the game actually. This gives the vessel a very interesting tanky ability for a ship of its size.

Demiurg "Bastion" Stats & Abilities

Shield: 400
Armor: 83 (Front), 67 (Rear & Sides)
Identification Range: 9,000
Speed: 160
Rotation Speed: 16
Hull: 1,600
Defense Turrets: 12
Bravery: -25
Boarding Damage: 4-8
+ Causes 4 Assault Actions
Lightning Strike Damage: 2-4
+ Causes 2 Assault Actions
Critical Assault Chance: 10%
Defending Troops per Stage: 12

Gravitic Drive Propulsion: Grants Tau maneuvers.
Mercenaries: If morale reaches 0, this ship flees as soon as possible.
Low Maneuverability: Can't use High Energy Turn.
Independent: -25 Bravery penalty.
Average Troop Efficiency: Deals 1-2 troop damage per assault action.
Brutal Strike: 10% chance to deal +1 troop damage per assault action.
Space Miners: Takes no damage from asteroid fields.

Demiurg "Bastion"

Tau Allied Cruiser - Demiurg "Bastion"
Tau Allied Cruiser - Demiurg "Bastion" | Source

Point Cost: 231
Raw Total Crit Output: 4.05* critical hits per minute
Raw Total DPS: 23*
*Does not count Cutting Beam, Launch Bays or Torpedoes.

Armament:

  • Cutting Beam
    100% Accuracy, Special Weapon
  • Torpedo Launcher (4 Tubes)
    3 x Basic Charges
  • 2 x Launch Bays
    Fighter/Bomber/Assault Squadrons (3 charges of each)
  • 4 x Lance Artillery
    100% Accuracy, Armor Piercing
    90° Front / Side (2 per broadside)
    Range: 18,000
  • 2 x Macro Battery Weapons
    Efficient Accuracy (80/60/40/20/0)
    90° Side (1 per broadside)
    Range: 9,000
  • 2 x Light Macro Battery Weapons
    Efficient Accuracy (80/60/40/20/0)
    90° Front
    Range: 13,500

The Bastion is one of two Demiurg ships available to the two Tau fleets, being the Cruiser sized version of the two. As with the other Mercenary vessels, the Demiurg have their own special weapons, most of which are generic versions of Launch Bays, torpedo Launchers Lances and Macros. Of these standard weapons, the firing arcs are split more like the standard Imperial/Chaos factions. Because of this, you'll see a higher overall dps and cpm than the majority of Tau Protectors that can focus the entire armament in one direction.

The really notable weapon is the Cutting Beam, a weapon that charges when sitting next to wrecks or inside of asteroid fields. You can build up to a 7 second charge beam, which deals a total of 840 damage, before armor reductions, to all ships in it's 4,500 unit long path. This is an excellent weapon against weaker armored, more numerous factions that need to stick together like Orks and Imperials are two good candidates. It might be harder to hit Aeldari vessels, but their weaker armor and hull points will make landed shots more devastating to them.

Unfortunately because of the special nature in the way it charges, you are really susceptible to the RNG of map generation as far as how useful you'll find the Demiurg Cutting Beams, so while it may be fun and useful to bring along to a fight, don't rely on the Cutting Beam to make or break the fight for you.

Demiurg "Stronghold" Stats & Abilities

Shield: 800
Armor: 83 (Front), 67 (Rear & Sides)
Identification Range: 9,000
Speed: 120
Rotation Speed: 12
Hull: 2,000
Defense Turrets: 18
Bravery: -25
Boarding Damage: 6-12
+ Causes 6 Assault Actions
Lightning Strike Damage: 3-6
+ Causes 3 Assault Actions
Critical Assault Chance: 10%
Defending Troops per Stage: 18

Gravitic Drive Propulsion: Grants Tau maneuvers.
Mercenaries: If morale reaches 0, this ship flees as soon as possible.
Low Maneuverability: Can't use High Energy Turn.
Independent: -25 Bravery penalty.
Average Troop Efficiency: Deals 1-2 troop damage per assault action.
Brutal Strike: 10% chance to deal +1 troop damage per assault action.
Space Miners: Takes no damage from asteroid fields.

Demiurg "Stronghold"

Tau Allied Battleship - Demiurg "Stronghold"
Tau Allied Battleship - Demiurg "Stronghold" | Source

Point Cost: 347
Raw Total Crit Output: 7.5* critical hits per minute
Raw Total DPS: 44*
*Does not count Cutting Beam, Launch Bays or Torpedoes.

Armament:

  • Cutting Beam
    100% Accuracy, Special Weapon
  • Torpedo Launcher (6 Tubes)
    3 x Basic Charges
  • 3 x Launch Bays
    Fighter/Bomber/Assault Squadrons (3 charges of each)
  • 6 x Lance Artillery
    100% Accuracy, Armor Piercing
    90° Front / Side (3 per broadside)
    Range: 18,000
  • 2 x Macro Battery Weapons
    Efficient Accuracy (80/60/40/20/0)
    90° Front
    Range: 13,500
  • 4 x Macro Battery Weapons
    Efficient Accuracy (80/60/40/20/0)
    90° Side (2 per broadside)
    Range: 9,000

The Larger Demiurg "Stronghold" class Battleship vessel keeps the same Cutting Beam special weapon and a similar load out beyond that, just overall more potent. The damage numbers of the Stronghold are far higher than the Tau Protector fleet ships, but keep in mind this has a lot to do with the Tau's vessels being able to focus their entire armament on a single target, something the split arcs of the Stronghold and Bastion, prevents them from doing.

As mentioned above, the Cutting Beam special weapon requires you to sit near asteorids or wrecks to charge up to its 7 second max, to get the full damage potential each time it is used. This makes the layout of the map have a large effect on the usefulness of this ship, granted the rest of the weapons the two Demirurg ships come with is potent enough to be worth having.

Keep in mind, the major downside to Mercenary ships are their weakness too morale loss, that can cause them to run off the field of battle if hit too hard too quickly. The Water Caste Diplomat fleet upgrade is usually a good option if you plane on heavily relying on numerous Mercenary ships, to help negate this.

Kroot Warsphere Stats & Abilities

Shield: 400
Armor: 83 (All Sides)
Identification Range: 9,000
Speed: 120
Rotation Speed: 0
Hull: 2,000
Defense Turrets: 15
Bravery: -50
Boarding Damage: 12
+ Causes 6 Assault Actions
Lightning Strike Damage: 6
+ Causes 3 Assault Actions
Critical Assault Chance: 10%
Defending Troops per Stage: 18

Superconducting Engines: Moves in all 4 directions without rotating.
Mercenaries: If morale reaches 0, this ship flees as soon as possible.
Disorganized: -50 Bravery penalty.
Good Troop Efficiency: Deals 2 troop damage per assault action.
Brutal Strike: 10% chance to deal +1 troop damage per assault action.
Immune to Criticals: Immune to critical effects.
Boarding Mastery: 360 degree boarding arc.

Kroot Warsphere

Tau Allied Battleship - Kroot Warsphere
Tau Allied Battleship - Kroot Warsphere | Source

Point Cost: 240
Raw Total Crit Output: 3.6 critical hits per minute
Raw Total DPS: 24

Armament:

  • 6 x Kroot Double-Barrel Missile Pod
    Efficient Accuracy (80/60/40/20/0)
    360° Arc
    Range: 9,000

The Kroot Warsphere has some of the best single target DPS/CPM available in the entirety of the Tau fleet. It's raw numbers are already high than the majority of Protector vessels, and it can deal every bit of it to any ship within range no matter the angle. There is something incredibly potent about having multiple Kroot Warspheres with lock on orders and a friendly Escort and the Targeting coordinator upgrade.

These dense vessels can soak up tons of damage while putting plenty of it back on their targets, while following up with powerful boarding actions that surpass whats normally available to the Tau, at least troop damage wise. The one real drawback to these vessels besides their morale drawback attributed to the Mercenary vessels, is they are typically slower than most Tau ships while you typically want them to take the lead over your other vessels, slowing down your entire battle group as a result.

Questions & Answers

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