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"Battlefleet Gothic: Armada II" - Tau Protector Escorts [Advanced Ship Guide]


"Spreading the way of the Greater Good to help you get better at games to impress your Ethereals."


Tau Protector Fleet Escorts

The Tau race is split into two different fleet factions, based on their naval structuring of their warrior fleets, which make up the Protector half, and their Merchant trader vessels that make up the second. Because of the Tau's focus on even their trading vessels being heavily armed and armored, the Merchant fleet ships serve as combat vessels in their own right, mostly focusing on bringing more broadside weaponry to the fight, while the Protector ships focus on frontal facing weapon load outs.

In addition to this, there is a set of 4 mercenary ships, vessels from other species that the Tau have brought into the fold of their Greater Good way. Being the only faction that doesn't express some severe level of perpetual xenophobia, the Tau are the only faction of the game to feature these "3rd party races". These ships are available to both the Protector and Merchant fleets in equal measure, thus they have been given their own ship section you will find linked below, to avoid having redundancy in the guides.

Patch Status: Updated for Current Patch (v.11218) - July 13th, 2020

Tau Protector Fleets Guide Navigation

*Nicassar, Kroot and Demiurg ships have their own section to reduce redundancy across Merchant/Protector fleet guides.

- 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.

Tau Protector Fleet Escorts Ships Stats

Nothing too amazing to see here stats wise. The Destroyer and Frigate both have relatively standard stats for ships of their size. One thing worth pointing out here is that they do not receive the bonus to frontal armor that line ships do on account of their lack of targetable subsystems.

Shield: 200
Armor: 67 (All Sides)
Identification Range: 9,000
Speed: 210
Rotation Speed: 16
200: Warden
- 400: Castellan
Defense Turrets:
- 3: Warden
- 6: Castellan
Bravery: -25
Defending Troops per Stage: 4

Tau Protector Fleet Escorts Attributes & Skills

The Tau have a handful of basic skills and abilities, the most unique of which is their warfare bonuses they get to pick at the beginning of the battle. Beyond that, most of the uniqueness of the Protector faction lies in their special weapon types, frontal focusing arcs with lack of real broadside weaponry. Great faction for high single-target damage.

  • Gravitic Drive Propulsion: Grants Tau maneuvers.
  • Escort: Does not have assault skills.
  • Independent: -25 Bravery penalty.
  • Warfare: Benefits from Tau Warfare selected at beginning of battle.
  • Scanner: Marks enemies within 13,000 units and keeps them revealed for 30 seconds.

Point Cost: 41
Raw Total Crit Output: 0.45* critical hits per minute
Raw Total DPS: 3*
*Does not count Missiles


  • Missile Launcher (2 Tubes)
    Seeker Homing Torpedoes (2 Charges)
  • 3 x Double-Barrel Light Railgun Turret
    Efficient Accuracy (80/60/40/20/0)
    270° Front Arc
    Range: 13,500

The Tau are one of my favorite factions personally, for two main reasons. One is they all tend to have great single target damage, especially the Protector fleet ships. The second is of all the advanced races in the galaxy that have been around for millennia longer than the Tau, they are the only species to figure out how to install homing devices on their Torpedoes that doesn't necessitate a living pilot guiding them in. Even though they are referred to as seeker Missiles, they function essentially the same.

This gives the Tau a much longer potential range for their Torpedo launches than with other factions, especially if they can provide some form of massed fire or defensive squadron cover to protect the missiles from defense turrets as they travel along their journey.

Pro-tip: While this can be done with the Astarte's massed homing boarding torpedoes as well, you can use the seeking ability and concentrated fire with squadron support, to take out Space Stations from well outside their weapon range. While these are normally found only in the campaign at the time of writing, its worth remembering as a strategy should the Tau get their own campaign in the future or a game mode gets added to multiplayer featuring the structures.

Point Cost: 37
Raw Total Crit Output: 0.75 critical hits per minute
Raw Total DPS: 3.8


  • 2 x Ion Cannon Turret
    100% Accuracy, Armor Piercing
    270° Front Arc
    Range: 9,000
  • 2 x Railgun Artillery
    Efficient Accuracy (80/60/40/20/0)
    90° Front Arc
    Range: 9,000

The Warden is the lance possessing, all standard weapon light ship for the Tau Protectors' fleet. Since the Tau options are limited, you will probably find yourself using most of the available hulls at some pint or another, as they all have fairly unique and worthwhile load outs.

Interestingly, of the two escorts, the Warden Destroyer is the shorter ranged craft along with being the weaker of the two defensively (due to it's size), only having half the hull points of the larger Castellan Frigate.


7/13/2020 - Updated for patch 11218.

© 2019 SOE

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