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		<title>Dungeons &amp; Dragons 4th Edition</title>
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		<summary type="html">&lt;p&gt;2600:1700:9756:490:5472:A1A3:9306:A738: /* D&amp;amp;D 4e on /tg/ */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game Infobox&lt;br /&gt;
|name = Dungeons &amp;amp; Dragons 4th Edition&lt;br /&gt;
|picture = [[Image:DD4Elogo.gif|200px]]&lt;br /&gt;
|type = [[RPG]]&lt;br /&gt;
|publisher = [[Wizards of the Coast]]&lt;br /&gt;
|authors = [[Monte Cook]] &amp;lt;br&amp;gt; [[Chris Perkins]]&lt;br /&gt;
|year = 2009&lt;br /&gt;
|books = [[Dungeon Master&#039;s Guide]]&amp;lt;br&amp;gt;[[Player&#039;s Handbook]]&amp;lt;br&amp;gt;[[Monster Manual]]&amp;lt;br&amp;gt;Player&#039;s Handbook 2&amp;lt;br&amp;gt;Player&#039;s Handbook 3 &amp;lt;br&amp;gt;Monster Manual 2&amp;lt;br&amp;gt;Monster Manual 3&amp;lt;br&amp;gt;Dungeon Master&#039;s Guide 2 &amp;lt;br&amp;gt;Heroes of the Fallen Lands&amp;lt;br&amp;gt;Heroes of the Forgotten Kingdoms&amp;lt;br&amp;gt;Heroes of the Feywild&amp;lt;br&amp;gt;Heroes of the [[Elemental Chaos]]&lt;br /&gt;
}}&lt;br /&gt;
The fourth edition of [[Dungeons_%26_Dragons|Dungeons &amp;amp; Dragons]], the most controversial edition of the system. Replaced [[Dungeons_%26_Dragons_3rd_Edition|3rd edition]], then superseded by [[Dungeons_%26_Dragons_5th_Edition|D&amp;amp;D 5e]].&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
The setting of 4e is highly abstract and designed to give the DM a relatively blank canvas to paint on. This default setting consists of a wild sort-of-medieval landscape in which isolated human and demihuman communities (&#039;&#039;Points of Light&#039;&#039;) struggle to survive after the fall of a greater empire. This provides an explanation for the large areas of wilderness and many ruins for monsters to hide in, and the need for adventurers as opposed to more regulated militias. Despite what you might think, this design style is actually pretty old; it&#039;s basically the style that old-school [[Greyhawk]], the [[Forgotten Realms]] and &amp;quot;generic&amp;quot; AD&amp;amp;D embraced as their core... if you&#039;re familiar with [[Keep on the Borderlands]], you&#039;ve basically got the core idea of 4e&#039;s base setting down pat.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;ground&amp;quot; setting of 4e has become known as the [[Nentir Vale]], after the particular region of the World used for most official non-planar adventure modules.&lt;br /&gt;
&lt;br /&gt;
The [[Great Wheel]] cosmology, present in 2e and 3e since popularized by [[Planescape]], has been replaced by a new metaphysical cosmology, known as the [[World Axis]]. This multiverse follows a more Classical/Norse mythology-based approach to the planes, dividing existence up into the World (what used to be the Prime Material), the [[Feywild]] (Land of Faerie), the [[Shadowfell]] (Land of the Dead), the [[Astral Sea]] (Realm of Gods, World of Spirit), the [[Elemental Chaos]] (Font of Creation), and [[Far Realm]]. Advice is given on how to reset the cosmology back to the Great Wheel in the [[Manual of the Planes]].&lt;br /&gt;
&lt;br /&gt;
The DMG contains an extensive section explaining the tropes of the setting and how they might be used, and also suggesting ways in which the DM can deviate from them to make the setting his own.&lt;br /&gt;
&lt;br /&gt;
Perhaps the biggest difference from, say, [[Greyhawk]] or [[Forgotten Realms]] is that PoLand has very much shaken off Gygax&#039;s beloved &amp;quot;humanocentric&amp;quot; approach to setting design. [[Demihuman]] and [[beastfolk]] races aren&#039;t off lurking in dungeons or skulking around ancient ruins, but vibrant and active parts of the setting. Some of the setting&#039;s greatest empires were founded by [[dragonborn]] ([[Arkhosia]]), [[tiefling]]s ([[Bael Turath]]), [[minotaurs]] (Ruul) and [[hobgoblin]]s, whilst there are still thriving demihuman dominated settlements everywhere, especially if you go to other planes. The setting encourages you to play whatever you want and builds a world where you don&#039;t have to always be human.&lt;br /&gt;
&lt;br /&gt;
One of the things that poses the biggest hassle to get over when trying to approach the setting for veterans is that 4e&#039;s core setting is very much the [[Mystara]] to 3e&#039;s [[Greyhawk]] - there are similarities, and even some retained legacy lore, but it&#039;s fundamentally approached as an entirely different universe with its own unique lore; no [[Celestial]]s, no racial pantheons, [[Metallic Dragon]]s aren&#039;t Always Good, etc. Despite some misconceptions (or confusion with the 4e [[Forgotten Realms]]), this isn&#039;t intended as a retcon.&lt;br /&gt;
&lt;br /&gt;
==Old-School Nods==&lt;br /&gt;
Whilst 4e aggressively asserted its identity as a brand new edition in terms of both fluff and mechanics, a lot of older material is actually given the nod in various subtle ways, increasingly so as the edition aged and became more confident with its basic identity.&lt;br /&gt;
&lt;br /&gt;
Roles stem from the AD&amp;amp;D archetypical party, as explained below. &lt;br /&gt;
&lt;br /&gt;
The rules for Hybrid Classing, introduced in the PHB 3, are actually a surprisingly well-handled translation of the original AD&amp;amp;D [[Multiclassing]] rules - in comparison to 3e &amp;amp; 5e&#039;s multiclassing mechanics, which actually have their roots in AD&amp;amp;D&#039;s Dual-Classing system.&lt;br /&gt;
&lt;br /&gt;
[[Dragon Magazine]] #418 actually brought back several ancient monsters that 3e had passed over; the [[Decapus]], the [[Magen]], the [[Rhagodessa]], and the [[Thoul]]. It wasn&#039;t the only article to do so, either; Dungeon Magazine #195 brought back the [[Dusanu]], for example.&lt;br /&gt;
&lt;br /&gt;
Multiple factions from [[Planescape]] returned, in the form of the Mercykillers, Sensates, Ciphers and Xaositects.&lt;br /&gt;
&lt;br /&gt;
The (sadly underdeveloped) Domains of Dread articles paid homage to the original &amp;quot;Weekend In Hell&amp;quot; version of [[Ravenloft]], with even its hardcore campaign setting fans admitting that the 4e version of the Headless Horseman [[Darklord]] was better.&lt;br /&gt;
&lt;br /&gt;
Multiple famous old-school dungeon modules were said to have a place within the [[Nentir Vale]] setting. Some even received 4th edition updates; the [[Tomb of Horrors]] returned once again, whilst [[Dungeon Magazine]] ran an adaptation of the complete [[Against The Giants]] module series.&lt;br /&gt;
&lt;br /&gt;
Heroes of the Elemental Chaos revived the idea of the [[Urdunnir]], a long-forgotten species of earth [[elemental]] [[dwarves]].&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Nearly every roll consists of making a single d20 roll, plus a modifier, against a target number. Saving throws have been replaced with Defenses that work like AC; the term &#039;Saving Throw&#039; now refers to a 55% (DC 10) roll every turn to recover from a persistent effect.&lt;br /&gt;
&lt;br /&gt;
Gameplay is divided into encounters. The GM selects monsters and traps up to a total experience value as recommended for the size of the party, and the encounter plays out as a tactical miniatures game. Non-combat encounters consist of &amp;quot;skill challenges&amp;quot;, where skill checks (sometimes of multiple types) are made in sequence. XP is awarded for non-combat challenges and quests, as well as for combat encounters.&lt;br /&gt;
&lt;br /&gt;
Each character can take one standard action (such as an attack), one move action, one minor action, and any number of free actions per turn. Each character also gets one immediate interrupt or immediate reaction per round, which may be used outside of the regular turn order. Generally each character will use their standard action to make use of an attack power. Characters are highly specialized as noted above, and fit into combat roles of controller (status effect and mass-attack focused), defender (durability and counter-attack focused), leader (buffing and healing focused), and striker (single target damage focused).&lt;br /&gt;
&lt;br /&gt;
Characters level up from level 1 to 30; with the scope of the game changing every ten levels. Levels 1 to 10 consist of battling localised threats eventually scaling to national threats. Levels 11 to 20 consist of battling national threats that eventually scale to world-wide threats. Levels 21 to 30 consist of battling world-wide threats that scale to multi-versal threats. At 30 characters are expected to undergo some form of apotheosis, effectively becoming demi-gods or equivalent in power.&lt;br /&gt;
&lt;br /&gt;
All-in-all, 4e has been compared to vidya like &#039;&#039;[[World of Warcraft]]&#039;&#039; and all that shit, which &#039;&#039;shouldn&#039;t&#039;&#039; necessarily be a bad thing if it wasn&#039;t oddly stiffing in a mild way. [[Order of the Stick]] summed this up perfectly in their limited edition Dragon Magazine book; the 4e team relies on spacing and managing cooldowns and per-battle abilities, while the 3.5 team just blows all their gold and spell slots on as many game-breaking potions and spells as they want before standing atop a hill and [[Tucker&#039;s Kobolds|whoring the fuck out of arrows and magic traps]].&lt;br /&gt;
&lt;br /&gt;
===4e vs. WoW===&lt;br /&gt;
Although comparing 4e to [[World of Warcraft]] was the most common thing to do back in the day, in actuality, most of its &amp;quot;WoWish&amp;quot; aspects were derived from unspoken assumptions and core mechanical aspects of D&amp;amp;D going back throughout its history. The sourcebook &amp;quot;Wizards Presents: Races &amp;amp; Classes&amp;quot;, a teaser book that covers a lot of the design process leading up to 4e, talks quite extensively about the process - for example, roles have always been part of D&amp;amp;D, ever since we had the Fighting Man, Magic User and Thief, it&#039;s just that actually thinking about what makes their combat role &#039;&#039;work&#039;&#039; and using that to avoid the tiers system of past editions was new to 4e.&lt;br /&gt;
&lt;br /&gt;
The major source of &amp;quot;4e=WoW&amp;quot; comments comes from this related meme: &amp;quot;All 4e classes are spellcasters!&amp;quot; That meme stems from the core of the combat system; the [[AEDU System]]. Each character gains access to a pool of distinctive combat options as they level up, which are categorized according to their use; at-will, once per battle, or once per day - Utility powers are non-offensive powers that provide a boosting effect in some way, such as healing, gaining defense bonuses, gaining a new movement rate, teleporting, etc. The big issue is that this system is &#039;&#039;universal&#039;&#039;; all classes use these basic mechanics, in contrast to warriors using their own little pool of of subsystems for combat stunts (which were often dependent on &amp;quot;DM, May I?&amp;quot;, and/or arbitrarily blocked by monster type - although so were many spells, due to higher-grade monsters typically having the &amp;quot;Immunity to X&amp;quot; trait) and everybody else using the [[Vancian Casting]] system.&lt;br /&gt;
&lt;br /&gt;
This meme looks sensible on the surface, because martial exploits and caster spells do use the same basic terminology and system - a push is a push, whether you use it with a Howling Wall spell or a Body Slam attack. But it might not be that simple. Whilst martial classes having fantastical techniques that are limited by a cool down period is indeed a famous aspect of the [[Warcraft]] games, stemming all the way back to their RTS days, it has precedent in D&amp;amp;D even before then. Beyond the immediate comparison of the [[Barbarian]] and its Rage ability, it goes all the way back to [[Advanced Dungeons &amp;amp; Dragons]], where [[Ranger]]s, [[Paladin]]s and various [[Fighter]] [[kits]] all had special tricks they could only do so often. The main differences are that, one, even Mages (with high STR) ought to be able to do simple things such as a push, as opposed to it being a &amp;quot;magical&amp;quot; class-locked ability, and the fact that the &amp;quot;martial arts/stances/tricks&amp;quot; get &#039;&#039;&#039;very&#039;&#039;&#039; fantastical, bordering on outright magical, as opposed to the more grounded (if still not strictly realistic) stunts of the old editions. Another point on comparing martial exploits to magical spells is that their outcomes are intentionally designed to reflect different themes; you don&#039;t have fighters throwing lightning bolts (unless they have a magic weapon that lets them do that) or teleporting (unless they have a magic item that lets them do that), whilst you don&#039;t have wizards body-slamming people off of their feet, grabbing them as a human shield, or stabbing them deep and twisting so they start bleeding out (which is, as stated earlier, partially quite odd, as overtly simple things like a body-slam might be something that anyone can do). So, it&#039;s an understandable perception.&lt;br /&gt;
&lt;br /&gt;
Part of the problem, of course, is that 4e has a very distinct &amp;quot;Action Fantasy&amp;quot; basic genre assumption, in comparison to the Low Fantasy/Sword &amp;amp; Sorcery/Realism assumption of earlier editions. Whereas the &amp;quot;presumed archetype&amp;quot; for an AD&amp;amp;D or 3e fighter was something like a grizzled but realistic man-at-arms, 4e&#039;s &amp;quot;presumed archetype&amp;quot; for a martial character is something more along the lines of Hercules, Cu Chulainn or, well, pretty much any Shonen anime hero. This was an an intentional part of the design for 4e, since the edition was crafted from the ground up to avoid the [[Linear Warriors, Quadratic Wizards]] trope and the resultant placing of martials so low on the [[Tier System]]. When one guy&#039;s skill-set is &amp;quot;swing sword like a real-world trained warrior&amp;quot; and the other&#039;s skill-set is &amp;quot;fuck reality like a nympho slut&amp;quot;, balance kind of falls apart.&lt;br /&gt;
&lt;br /&gt;
Another element that invites comparison to WoW is the very unusual healing system. In past editions, healing magic was exclusively the province of the [[cleric]] and healing potions, although it broadened out in 3e with things like [[bard]]s having access to Cure spells and Wands or Scrolls of Cure Wounds being added to the game. In 4e, a system was ported over from [[Star Wars D20]] Saga Edition: &#039;&#039;&#039;Second Wind&#039;&#039;&#039;. Once per battle, a character could dig deep and find a reserve of vitality to keep soldiering on despite their wounds, action movie protagonist style. This was reflected as a boost of hit points and a +2 bonus to all defenses for a turn. But 4e didn&#039;tstop there. It added a whole new subsystem: &#039;&#039;&#039;Healing Surges&#039;&#039;&#039;. In essence, these represented the &amp;quot;spare lifeforce&amp;quot; that a PC has available; the vast majority of healing type powers or effects in the game have the rider that they consume one or more Healing Surges as a side effect - if no Healing Surges are left to spend as fuel, then no healing takes place. Basically? A 4e character is limited in how many times per day it &#039;&#039;can&#039;&#039; have a healing effect applied to them, whereas in previous editions characters could be healed as often as there was healing magic free to spend. It also didn&#039;t help that aside from some specific circumstances, you would have to forgo a turn you could have spent actually hitting the enemy to get this healing.&lt;br /&gt;
&lt;br /&gt;
Many anti-4e reports portray all 4e classes as being able to heal themselves as much as they like, at will, because of this Healing Surge system. Which is... not exactly true? Outside of the universal 2nd Wind system, there is a wide class-by-class variability in how much access a given character can tap into their Healing Surge stockpile. Generally speaking, only Defenders (whose core combat role is based around being the front-line warrior, so they are expected to have some level of action movie protag style &amp;quot;shake off the wounds and keep going&amp;quot; tankiness) or Leaders (whose core combat role is aiding other characters) have access to powers that key off of Healing Surges - the former spending Healing Surges to bolster themselves, the latter being able to consume their ally&#039;s Healing Surges to heal or otherwise augment them. In comparison, Strikers and Controllers generally have no ability to use their Healing Surges for healing and instead depend on the presence of Leaders or magic items to heal them if they need help.&lt;br /&gt;
&lt;br /&gt;
Two examples of this from the first PHB are the &amp;quot;Iron Warrior&amp;quot; power for [[Fighter]]s and the &amp;quot;Death Ward&amp;quot; power for [[Paladin]]s - both are Defenders, but the latter has a dash of Leader in it, reflecting the traditional access to low-level [[cleric]] spells. &amp;quot;Iron Warrior&amp;quot; can be used once per day; the Fighter regains healing surge value (1/4th maximum HP, rounded down) Hit Points, plus a further 2d6 + Constitution modifier hit points, and gets to make a saving throw against a &amp;quot;save ends&amp;quot; type effect laid on them. It&#039;s flavored as the Fighter being just too tough and stubborn to die, despite the beating they&#039;ve taken - which is playing on the Fighter&#039;s general &amp;quot;action hero&amp;quot; flavor that it has in 4e. &amp;quot;Death Ward&amp;quot;, in comparison, can be used once per day on a dying companion; the Paladin burns a healing surge, but their companion regains 1/2 their maximum HP, plus bonus HP equal to the paladin&#039;s Charisma modifier. It&#039;s flavored as... well, a variant on the old Paladin ability to Lay on Hands. Both powers are Daily types - they can&#039;t be used again until the character completes a 6 hour rest. And neither is accessible until you reach level 16. Hardly the &amp;quot;at-will healing&amp;quot; that many anti-4e trolls will claim all classes have; but, it still means that all classes - just to varying degrees - have access to their own, &amp;quot;magical&amp;quot;, healing. Not to mention that, even if that is played off as &amp;quot;it&#039;s not on all the time forever&amp;quot; (which is fair enough - it isn&#039;t), it&#039;s both still something that can be considered a problem (if a limited one), and also - if playing off of the &amp;quot;different classes use their healing surges for different things&amp;quot; - it goes &#039;&#039;right back&#039;&#039; to to all classes being spellcasters, as it then just becomes another word/function for &amp;quot;mana&amp;quot; or &amp;quot;power points&amp;quot;. Now, all classes have &amp;quot;healing surges&amp;quot; that they can use for &amp;quot;special abilities&amp;quot;, or; all classes have &amp;quot;mana&amp;quot; that they can use to &amp;quot;cast spells&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
But this argument will probably never die, because it&#039;s an easy target to attack for anybody who doesn&#039;t like 4th edition. Even &#039;&#039;&#039;Art &amp;amp; Arcana&#039;&#039;&#039;, a licensed WotC product covering the history of D&amp;amp;D up until 5th edition and providing samples of art from across its lifespan opens its chapter on 4th edition by describing elements of its design as being &amp;quot;influenced by MMOs&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Roles===&lt;br /&gt;
Arguably one of the biggest class-based mechanical changes in 4e was the introduction of &#039;&#039;&#039;Roles&#039;&#039;&#039;. Whilst often compared to [[World of Warcraft]], this actually stems from the designer team asking themselves &amp;quot;Okay; the iconic D&amp;amp;D party is a Fighting Man, a Cleric, a Magic User and a Thief - now, why is this? What does each class give to the party?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Roles were their answer; a simple &amp;quot;mission statement&amp;quot; of what a class aims to achieve &#039;&#039;in combat&#039;&#039;. The most popular classes are always those that have a strong mission statement, and when that statement gets wobbly, then you end up with problems - hence the infamous Tier system of 3e. Roles became a defining outline for creating classes, both for the designers and the players; a clear shorthand as to what sort of stuff this class should do in order to meaningfully contribute to a battle.  Roles also allowed for a divorce of sorts between what a character did (role) and how they did it (power source), allowing for characters to engage in certain types of actions without being tied to a particular archetype.  This is especially notable with the Leader role, which allowed for skilled healers that weren&#039;t divine spellcasters (in core 3rd edition, the only non-divine healer was the Bard, who wasn&#039;t a full caster).  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defenders&#039;&#039;&#039; are the &amp;quot;tanks&amp;quot; of the party. A defender&#039;s job is to keep the party alive by intercepting enemies and keeping them away from the squishier members of the group. To this end, WoTC decided that a proper defender should not just be capable of taking hits, but they should also be &amp;quot;sticky&amp;quot;; they needed some way to mechanically encourage enemies to not want to get away from the defender, and to punish them if they did - what good&#039;s a fighter if the enemy just shoves past them, taking a hit in the process, and proceeds to whomp the wizard? Each defender has their own unique way of pulling off this stickiness; the common [[Fighter]] is more focused on pouncing on enemies that try to back off, whilst the [[Swordmage]] is more of a hit-and-run character, since they can punish &amp;quot;fleeing&amp;quot; enemies from a range. All of them have some way to enforce &amp;quot;marks&amp;quot; on an enemy, a sort of means of catching the enemy&#039;s attention so that they have a harder time targeting anyone else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strikers&#039;&#039;&#039; are the &amp;quot;critical hitters&amp;quot; of the party. Opportunist attackers, strikers specialize in dealing out lots of damage to opportune targets. They usually can&#039;t take so much damage, but they can bring down big foes quick, which is their job. These are second-line warriors, working in tandem with defenders when done well; the defender&#039;s the anvil, the striker&#039;s the hammer. All strikers have some unique way to boost up their damage against an individual target, such as the iconic [[Rogue]] sneak attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaders&#039;&#039;&#039; are the &amp;quot;supporters&amp;quot; of the party. They focus on aiding the other party members, be it by healing, granting extra opportunities, buffing, etc. What makes them different to the &amp;quot;healbot&amp;quot; cleric of editions past is that WoTC noted a lot of people complained that whilst clerics were &#039;&#039;useful&#039;&#039;, they were often &#039;&#039;boring&#039;&#039;. So, leaders were designed to have &amp;quot;double-duty&amp;quot; powers; abilities that would help the rest of the party &#039;&#039;and&#039;&#039; still let them get stuck into the fray. Leaders tend to have at least one class feature that lets them provide a passive boost to their allies - for example, the [[Warlord]] has the Commanding Presence feature, a subclass-based boost to any ally who spends an action point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Controllers&#039;&#039;&#039; are the &amp;quot;tacticals&amp;quot; of the party. They manipulate the overall flow of battle, specializing in winnowing out weaker foes (mowing down minions with Fireball, for example), impeding stronger foes, and in manipulating the battlefield to force enemies to make hard decisions that benefit the party. Controllers don&#039;t tend to have any unifying class features; their ability to alter the battlefield and blast large groups comes from their [[AEDU System]] powers more than anything.&lt;br /&gt;
&lt;br /&gt;
It bears repeating that Roles do &#039;&#039;&#039;not&#039;&#039;&#039; apply outside of combat. They measure your tactical contributions/combat specialty in the party &#039;&#039;&#039;during&#039;&#039;&#039; a fight, and that&#039;s all. The player with a Leader type class does &#039;&#039;&#039;NOT&#039;&#039;&#039; have to be the party&#039;s meta-game leader unless the party wants them to be. It is perfectly acceptable, if not encouraged, to set up interesting contrasts between a character&#039;s Role and their personality. For example, the snooty, supremacist aristocratic [[elf]] [[warlord]] whose tactical genius can&#039;t be denied, but who is such an asshole that the party only keeps him around because he&#039;s useful in a fight, and certainly doesn&#039;t let him dictate what they should be doing outside of battle.&lt;br /&gt;
&lt;br /&gt;
===Alignment===&lt;br /&gt;
As everyone knows, [[alignment]] is one of D&amp;amp;D&#039;s oldest [[skub|raging arguments for which no peace can be given]], right up there alongside &amp;quot;do [[dwarf]] women have beards?&amp;quot;, and more virtual and literal ink has been spilled talking about the &amp;quot;proper&amp;quot; definition of alignment and how it interacts with classes that have mandated alignment requirements.  To this end, 4e made two rather deep cuts to the sacred cow:&lt;br /&gt;
&lt;br /&gt;
First, classes would no longer have alignment restrictions of any kind.  [[Bard]]s, [[barbarian]]s, and [[skald|bardbarian]]s could be lawful, [[monk]]s could be chaotic, and [[paladin]]s could be whatever alignment they damn well pleased without losing all their class features.  This got some murmuring at first, but it eventually died down, hence its survival into [[Dungeons_%26_Dragons_5th_Edition|next edition]].  After all, [[Eberron|at least one campaign setting]] had similarly relaxed many of these rules, and it didn&#039;t immediately collapse from there.&lt;br /&gt;
&lt;br /&gt;
Second, and much more controversially, the design team stripped out more than half of the existing alignments, collapsing together &amp;quot;chaotic and neutral good&amp;quot; into just &amp;quot;good,&amp;quot; &amp;quot;lawful and neutral evil&amp;quot; into just &amp;quot;evil,&amp;quot; and all three neutral alignments into &amp;quot;unaligned.&amp;quot;  Their arguments for these were, essentially, that the existing alignment system promoted debate and hurt feelings, and that a certain stratum of player saw these alignments as straitjackets restricting characterization rather than tools through which to understand it.  And it hearkened back to the very olden days, when alignment was a spectrum instead of a grid, thus: Law - Good - Neutral - Evil - Chaos.  &lt;br /&gt;
&lt;br /&gt;
It should be added here that there was &#039;&#039;some&#039;&#039; justification for doing this, although it was done rather poorly. Chaotic good was always a slippery alignment to get right (you usually wound up with somebody who was much more chaotic than good, or much more good than chaotic) so collapsing it together with neutral good into a unified alignment of &amp;quot;cares about doing the right thing without necessarily following the rules slavishly&amp;quot; helps ease the problem, and if you&#039;re removing that, why not go for the poorly defined line between lawful evil and neutral evil as well, since both similarly often seemed to end up in the same pot of &amp;quot;evil, but has some personal rules about it&amp;quot;? Lawful good and chaotic evil, on the other hand, both had their own very well defined identities completely separate from generic &amp;quot;good&amp;quot; and &amp;quot;evil&amp;quot;; lawful good had specific definitions of what &amp;quot;good&amp;quot; was, which the other &amp;quot;good&amp;quot; alignments did not, while ordinary evil does evil for self-interest rather than pleasure, as chaotic evil supposedly did. &lt;br /&gt;
&lt;br /&gt;
Everything might have worked better if they left in the lawful neutral and chaotic neutral alignments as &amp;quot;lawful&amp;quot; and &amp;quot;chaotic&amp;quot; (both of which had much firmer identities than neutral good and neutral evil). But, there was a complication: &amp;quot;chaotic neutral&amp;quot; is one of the most famous problematic sacred cows in the alignment system, infamous for being abused by the same sort of &amp;quot;LULSORANDUMB&amp;quot; players who give [[Malkavian]]s a bad name, treated as &amp;quot;carte blanche&amp;quot; to do whatever the fuck the player wanted without actually writing &amp;quot;evil&amp;quot; on their character sheet, or otherwise used to enable anti-social, anti-group behavior behind alignment as a shield.  Indeed, many suspect that this whole process was initially kicked off by a desire to remove &amp;quot;chaotic neutral&amp;quot; from the alignment system altogether for exactly this reason.  &lt;br /&gt;
&lt;br /&gt;
Unfortunately, this was very much a &amp;quot;trying to please everyone, and succeeding in pleasing no one&amp;quot; scenario.  People who liked the old alignment system hated the new one, seeing it, fairly or unfairly (and there are some eloquent defenses of it in the PHB) as a dumbed-down, stripped down version of the old one, tearing out more than half the options and leaving nothing to really replace them.  People who hated the old alignment system continued to be unhappy with this one, since it was, after all, &#039;&#039;still&#039;&#039; an alignment system, only with even fewer options.  And even the people who liked it (for indeed, the fractious nature of alignment-based discussions all-but guarantees there are people who see no difference between neutral and chaotic good, or lawful and chaotic neutral) got to get blasted by the heat of the raging flame war this choice unleashed.&lt;br /&gt;
&lt;br /&gt;
Worse, [[Planescape| a setting that was somewhat-popular with the indie crowd that liked using the game to explore ideas more than actually playing it]] was pretty-tightly tied to the traditional alignment system, and completely-revamping the entire alignment grid from the ground up necessitated plucking it up by the roots after the last edition had instead been content to subject it to malign neglect. And a variety of traditionally-friendly monsters were revamped into evil-or-at-least-dickish ones under the internally-consistent-but-externally-dubious logic that everything in the Monster Manual should exist to get killed, and putting in monsters that don&#039;t was just wasting everyone&#039;s time, leading to accusations that the alignment system was drastically revamped primarily to justify putting &amp;quot;it&#039;s okay to kill this, really&amp;quot; alignments next to as many critters as possible. &lt;br /&gt;
&lt;br /&gt;
It was ultimately undone in the transition back to [[Dungeons_%26_Dragons_5th_Edition|5e]], along with several of the changes to the setting cosmology 4e made, and, as with many 4e design choices, leaves the impression that, perhaps, the design team&#039;s vision might have been better served by just abandoning the old &#039;&#039;D&amp;amp;D&#039;&#039; system of alignment altogether rather than trying to tie it to the property.&lt;br /&gt;
&lt;br /&gt;
===Character Generation===&lt;br /&gt;
Chargen is simplified compared to 3rd Edition (although still time consuming). Skills are all-or-nothing, you either have training in them or you don&#039;t. The core of character generation for 4e, in many ways, is the [[AEDU System]], a universal mechanic for handling class combat options. This results in intimidating large lists of potential options that players need to check, but for newcomers, it is fairly easy to break things up into just the options they need to pick between.&lt;br /&gt;
&lt;br /&gt;
Other unique aspects of Chargen for this edition was the system of the [[Paragon Path]] and the [[Epic Destiny]]. This was then supplemented by the optional system of the Theme (see below).&lt;br /&gt;
&lt;br /&gt;
====Races====&lt;br /&gt;
[[File:Steve Argyle D&amp;amp;D 4e PHB2 Races.jpg|300px|thumb|right|The races of PHB 2. People were upset that the [[Gnome]] and [[Half-Orc]] were not in the core book.]]&lt;br /&gt;
&lt;br /&gt;
[[Level Adjustment]], [[Favored Class]] and the concept of negative ability scores are all out the window in 4th edition. 4e goes for a &amp;quot;accentuate the positive&amp;quot; design methodology, and embraced what [[TVTropes]] calls the &amp;quot;Square Race, Round Class&amp;quot; trope - now you could experiment with unconventional race/class combos and you wouldn&#039;t be crippling yourself in the process. Your racial traits would align better with some classes than others, but still, you would never be outright &#039;&#039;terrible&#039;&#039; at a given class unless you deliberately made yourself crippled. Even the [[Monster Manual]] races, whilst maybe not AS powerful as a [[Player&#039;s Handbook]] race, would still be competitive, they just wouldn&#039;t have the bounty of racial feats and [[Paragon Path]]s that PHB races did.&lt;br /&gt;
&lt;br /&gt;
Races in 4e followed a simple but robust formula:&lt;br /&gt;
* +2 to two different Ability Scores. Certain races play with this mechanic, and from the 3rd PHB onwards, it was retconned that all PC races without unique Ability Score modifiers instead used the formula of +2 to one ability score, +2 to one of two ability scores&amp;quot; - [[Tiefling]]s, for example, started out with a mandatory +2s in [[Charisma]] and [[Intelligence]], and then were erratated so they could choose to boost either Intelligence or [[Constitution]] instead.&lt;br /&gt;
* A racial speed, measured in &amp;quot;squares&amp;quot; (which amount to 5 foot per square, so a &amp;quot;Speed 6 squares&amp;quot; character can move 30 feet per round).&lt;br /&gt;
* Size, which is pretty much identical to 3e, but with fewer bonuses/penalties inherent to specific sizes, so Small PCs were no longer quite as handicapped.&lt;br /&gt;
* Vision - distinct vision ranges were dropped in this edition, so you simply had normal vision, low-light vision, or darkvision, and they tried to reduce the presence of darkvision as much as possible.&lt;br /&gt;
* +2 to two different skills&lt;br /&gt;
* At least one, and usually more, racial features; these are &amp;quot;ribbons&amp;quot;, a vast array of passive traits, such as a bonus to one of your [[Non Armor Defenses]] or an attack bonus against Bloodied creatures.&lt;br /&gt;
* A racial Encounter power, using the AEDU system - this trait was particularly malleable, with many races putting their own unique spins on it; humans, for example, get a bonus at-will for their class instead, whilst half-elves can select an at-will power from a separate class and use it 1/encounter.&lt;br /&gt;
&lt;br /&gt;
The race selection was hugely controversial; responding to letters and forum posts indicating a general lack of a fanbase for [[gnome]]s and [[half-orc]]s, WotC chose to leave those races out of the 4e PHB, instead replacing them with a new race, the [[Dragonborn]], and the [[Tiefling]]s, one of the most popular &amp;quot;monstrous&amp;quot; races in 3rd edition. This added to the shit-storm from the PHB&#039;s release, even though both races were soon released afterwards in the 2nd PHB - and were usually begrudgingly acknowledged as having fixed a lot of their traditional problems.&lt;br /&gt;
&lt;br /&gt;
By the end of 4th edition, the race list had grown as vast as any other edition before it. For the full array, see [[List_of_D%26D_PC_Races#4th_Edition|here]].&lt;br /&gt;
&lt;br /&gt;
====Classes====&lt;br /&gt;
4th edition&#039;s classes changed enormously, and were without a doubt the most controversial aspect of the edition. This is due to all classes prior to the release of Essentials being built around the [[AEDU System]].&lt;br /&gt;
&lt;br /&gt;
A class has the following traits:&lt;br /&gt;
* Role: As described above, this covers your combat role; Defender, Leader, Striker or Controller.&lt;br /&gt;
* Power Source: Describes the origin of your class&#039;s power; Martial characters rely on physical training, Divine characters call upon godly might, Primal characters commune with the [[Primal Spirits]], [[Psionics]] use the power of their minds, Arcane characters perform general magic. This is mostly a flavor thing, although there are a rare few mechanical options locked behind power source, mostly the odd [[feat]], [[Paragon Path]] or [[Epic Destiny]].&lt;br /&gt;
* Key Abilities: Describes what [[Ability Score]]s your class most relies on.&lt;br /&gt;
* Armor Proficiencies&lt;br /&gt;
* Weapon Proficiencies&lt;br /&gt;
* Implement: Certain classes use special items to &amp;quot;focus&amp;quot; their powers, mostly casters. Implement describes just what that is, such as the [[Cleric]] and her Holy Symbol.&lt;br /&gt;
* Bonus to Defense: All classes increase one of their [[Non Armor Defenses]] by +2.&lt;br /&gt;
* Hit Points gained at 1st level&lt;br /&gt;
* Hit Points gained at level up&lt;br /&gt;
* Healing Surges per Day&lt;br /&gt;
* Trained Skills&lt;br /&gt;
* Class Features&lt;br /&gt;
&lt;br /&gt;
Additionally, every class comes with &amp;quot;Build Options&amp;quot;, which are basically little guidelines to the precise selection of features, powers, feats, races, etc to make a solid, functioning &amp;quot;archetypical&amp;quot; example of that character, such as the sword &amp;amp; board fighter.&lt;br /&gt;
&lt;br /&gt;
Compared to classes in other editions, 4e classes are hugely front-loaded; whereas classes in other editions follow a paradigm of &amp;quot;gain X class feature at level Y&amp;quot;, 4e classes gain all of their features at first level (although they do retain the aforementioned level-locked paradigm for Paragon Paths and Epic Destinies). The difference is that 4e classes have relatively few features, averaging about three or four. One of these features, and sometimes more, is always &amp;quot;modular&amp;quot;, presenting a player with options to choose from that fundamentally affect the way the class plays. For example, the [[Fighter]] has the feature &amp;quot;Fighter Weapon Talent&amp;quot;, which can either grant them a +1 attack bonus with either two-handed or one-handed weapons, or it can be traded for alternate features like Battlerager Vigor, Tempest Technique, or Brawler Style, each of which has a very different effect. The [[Wizard]], meanwhile, has the feature &amp;quot;Arcane Implement Mastery&amp;quot;, where they can choose one specific kind of implement and gain special bonuses whilst using that specific implement.&lt;br /&gt;
&lt;br /&gt;
Character versatility is predominantly carried out through the [[AEDU System]]. The vast array of different powers gives each PC their own specific set of tricks to use, so two members of the same race and class will play in very different manners. To try and avoid the problem of overwhelming players with options, similar to complaints about the book-keeping needed for casters in previous editions, PC characters have a very small set of powers, gaining new power &amp;quot;slots&amp;quot; as they level up, until they reach their maximum power set (ignoring the bonus powers granted by a [[Paragon Path]] and an [[Epic Destiny]]) at level 10, which consists of: 2 At-Will powers and 3 each for Encounter powers, Daily powers, and Utility powers. From the Paragon tier (11th level) onwards, leveling up allows a player to replace their weakest power with a power from their new level - for example, at level 13, you replace your now outdated and weak 1st level Encounter power with a 13th level one. This system of dropping powers as you level is controversial, but does keep the book keeping down, as it&#039;s a matter of replacing your powers and not just expanding the list.&lt;br /&gt;
&lt;br /&gt;
At 11th level and 21st level, respectively, a player picks up a [[Paragon Path]] and an [[Epic Destiny]], which further cements the kind of character they want to play and grants bonus class features and powers to match that theme.&lt;br /&gt;
&lt;br /&gt;
The (Power Source) Power [[splatbook]]s provided new powers, variant class features, paragon paths and epic destinies, and were essential to fleshing out the player&#039;s options array; it&#039;s telling that the weakest of the [[AEDU System]] classes were the [[Rune Priest]] and the [[Seeker]], who never had the chance to get options beyond their default 2 class feature variants and 3 paragon paths because they were released after their power splats and relied on [[Dragon Magazine]] for covering up holes.&lt;br /&gt;
&lt;br /&gt;
...And then along came Essentials, and made things way more complicated! Based on the idea of [[Variant Class]]es, Essentials classes can be found and described [[Dungeons &amp;amp; Dragons Essentials|here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=0  cellpadding=5  style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:#ccccff&amp;quot; | 4e Classes table&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4&lt;br /&gt;
|- valign=top&lt;br /&gt;
! &amp;amp;nbsp;       &lt;br /&gt;
! Leader  !! Defender !! Striker !! Controller&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Martial &lt;br /&gt;
| [[Warlord]] || [[Fighter]]  || [[Ranger]]&amp;lt;br/&amp;gt; [[Rogue]] || &lt;br /&gt;
|- valign=top&lt;br /&gt;
! Divine  &lt;br /&gt;
| [[Cleric]]&amp;lt;br/&amp;gt; [[Runepriest]]  || [[Paladin]]  || [[Avenger]] || [[Invoker]]&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Arcane  &lt;br /&gt;
| [[Bard]]&amp;lt;br/&amp;gt; [[Artificer]]   || [[Swordmage]]  || [[Warlock]]&amp;lt;br/&amp;gt; [[Sorcerer]] || [[Wizard]]&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Primal&lt;br /&gt;
| [[Shaman]]  || [[Warden]]   || [[Barbarian]] || [[Druid]]&amp;lt;br/&amp;gt; [[Seeker]]&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Psionic&lt;br /&gt;
| [[Ardent  ]]  ||  [[Battlemind]]  ||  [[Monk]]  || [[Psion]]&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Shadow&lt;br /&gt;
|            ||              || [[Assassin]]&amp;lt;br/&amp;gt; [[Vampire]] ||&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*[[Cleric]] (Role: Leader, Power Source: Divine)&lt;br /&gt;
*[[Fighter]] (Role: Defender, Power Source: [[Martial Power|Martial]])&lt;br /&gt;
*[[Paladin]] (Role: Defender, Power Source: Divine)&lt;br /&gt;
*[[Ranger]] (Role: Striker, Power Source: [[Martial Power|Martial]])&lt;br /&gt;
*[[Rogue]] (Role: Striker, Power Source: [[Martial Power|Martial]])&lt;br /&gt;
*[[Warlock]] (Role: Striker, Power Source: Arcane)&lt;br /&gt;
*[[Warlord]] (Role: Leader, Power Source: [[Martial Power|Martial]])&lt;br /&gt;
*[[Wizard]] (Role: Controller, Power Source: Arcane)&lt;br /&gt;
&lt;br /&gt;
Classes from the second PHB are:&lt;br /&gt;
&lt;br /&gt;
*[[Avenger]] (Role: Striker, Power Source: Divine)&lt;br /&gt;
*[[Barbarian]] (Role: Striker, Power Source: Primal)&lt;br /&gt;
*[[Bard]] (Role: Leader, Power Source: Arcane)&lt;br /&gt;
*[[Druid]] (Role: Controller, Power Source: Primal)&lt;br /&gt;
*[[Invoker]] (Role: Controller, Power Source: Divine)&lt;br /&gt;
*[[Shaman]] (Role: Leader, Power Source: Primal)&lt;br /&gt;
*[[Sorcerer]] (Role: Striker, Power Source: Arcane)&lt;br /&gt;
*[[Warden]] (Role: Defender, Power Source: Primal)&lt;br /&gt;
&lt;br /&gt;
Classes added in the third PHB are:&lt;br /&gt;
&lt;br /&gt;
*[[Ardent]] (Role: Leader, Power Source: Psionic)&lt;br /&gt;
*[[Battlemind]] (Role: Defender, Power Source: Psionic)&lt;br /&gt;
*[[Monk]] (Role: Striker, Power Source: Psionic)&lt;br /&gt;
*[[Psion]] (Role: Controller, Power Source: Psionic)&lt;br /&gt;
*[[Runepriest]] (Role: Leader, Power Source: Divine)&lt;br /&gt;
*[[Seeker]] (Role: Controller, Power Source: Primal)&lt;br /&gt;
&lt;br /&gt;
Classes in other books include:&lt;br /&gt;
*[[Artificer]] (Role: Leader, Power Source: Arcane) from the &#039;&#039;Eberron Campaign Guide&#039;&#039;&lt;br /&gt;
*[[Assassin]] (Role: Striker, Power Source: Shadow) from Dragon Magazine 379&lt;br /&gt;
*[[Swordmage]] (Role: Defender, Power Source: Arcane) from the &#039;&#039;Forgotten Realms Campaign Guide&#039;&#039;&lt;br /&gt;
*[[Vampire]] (Role: Striker, Power Source: Shadow) from &#039;&#039;Heroes of Shadow&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Essentials added new, simplified &amp;quot;subclasses&amp;quot; for every every class in multiple different sourcebooks:&lt;br /&gt;
*[[Bladesinger]] (Base Class: [[Wizard]], Role: Controller, Power Source: Arcane) from the &#039;&#039;Neverwinter Campaign Setting&#039;&#039;&lt;br /&gt;
*[[Binder]] (Base Class: [[Warlock]], Role: Controller, Power Source: Shadow) from &#039;&#039;Heroes of Shadow&#039;&#039;&lt;br /&gt;
*[[Blackguard]] (Base Class: [[Paladin]], Role: Striker, Power Source: Divine) from &#039;&#039;Heroes of Shadow&#039;&#039;&lt;br /&gt;
*[[Executioner]] (Base Class: [[Assassin]], Role: Striker, Power Source: Martial) from &#039;&#039;Heroes of Shadow&#039;&#039;&lt;br /&gt;
*[[Sha&#039;ir]] (Base Class: [[Wizard]], Role: Controller, Power Source: Arcane) from &#039;&#039;Heroes of Elemental Chaos&#039;&#039;&lt;br /&gt;
*[[Elementalist]] (Base Class: [[Sorcerer (Dungeons &amp;amp; Dragons)|Sorcerer]], Role: Striker, Power Source: Arcane) from &#039;&#039;Heroes of Elemental Chaos&#039;&#039;&lt;br /&gt;
*[[Mage]] (Base Class: [[Wizard]], Role: Controller, Power Source: Arcane) from &#039;&#039;Heroes of the Fallen Lands&#039;&#039;&lt;br /&gt;
*[[Knight]] (Base Class: [[Fighter]], Role: Defender, Power Source: Martial) from &#039;&#039;Heroes of the Fallen Lands&#039;&#039;&lt;br /&gt;
*[[Warpriest]] (Base Class: [[Cleric]], Role: Leader, Power Source: Divine) from &#039;&#039;Heroes of the Fallen Lands&#039;&#039;&lt;br /&gt;
*[[Thief]] (Base Class: [[Rogue]], Role: Striker, Power Source: Martial) from &#039;&#039;Heroes of the Fallen Lands&#039;&#039;&lt;br /&gt;
*[[Slayer]] (Base Class: [[Fighter]], Role: Striker, Power Source: Martial) from &#039;&#039;Heroes of the Fallen Lands&#039;&#039;&lt;br /&gt;
*[[Witch]] (Base Class: [[Wizard]], Role: Controller, Power Source: Arcane) from &#039;&#039;Heroes of the Feywild&#039;&#039;&lt;br /&gt;
*[[Protector]] (Base Class: [[Druid]], Role: Controller, Power Source: Primal) from &#039;&#039;Heroes of the Feywild&#039;&#039;&lt;br /&gt;
*[[Berserker]] (Base Class: [[Barbarian]], Role: Defender and Striker, Power Source: Martial) from &#039;&#039;Heroes of the Feywild&#039;&#039;&lt;br /&gt;
*[[Skald]] (Base Class: [[Bard]], Role: Leader, Power Source: Arcane) from &#039;&#039;Heroes of the Feywild&#039;&#039;&lt;br /&gt;
*[[Hunter]] (Base Class: [[Ranger]], Role: Controller, Power Source: Martial) from &#039;&#039;Heroes of the Forgotten Kingdoms&#039;&#039;&lt;br /&gt;
*[[Cavalier]] (Base Class: [[Paladin]], Role: Defender, Power Source: Divine) from &#039;&#039;Heroes of the Forgotten Kingdoms&#039;&#039;&lt;br /&gt;
*[[Sentinel]] (Base Class: [[Druid]], Role: Leader, Power Source: Prime) from &#039;&#039;Heroes of the Forgotten Kingdoms&#039;&#039;&lt;br /&gt;
*[[Hexblade]] (Base Class: [[Warlock]], Role: Striker, Power Source: Arcane) from &#039;&#039;Heroes of the Forgotten Kingdoms&#039;&#039;&lt;br /&gt;
*[[Scout]] (Base Class: [[Ranger]], Role: Striker, Power Source: Martial) from &#039;&#039;Heroes of the Forgotten Kingdoms&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:4theditionPHB.jpg|Player&#039;s Handbook 1&lt;br /&gt;
Image:4theditionPHB2.jpg|Player&#039;s Handbook 2&lt;br /&gt;
Image:4theditionMM.jpg|Monster Manual 1&lt;br /&gt;
Image:4theditionDMG.jpg|Dungeon Master&#039;s Guide 1&lt;br /&gt;
Image:4theditionOPHB.jpg|Original PHB cover, ended up being used for &#039;&#039;Dungeon Delve&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Themes====&lt;br /&gt;
&#039;&#039;&#039;Themes&#039;&#039;&#039; are a mechanic added late in 4e&#039;s lifecycle with the release of the 4e version of [[Dark Sun]]. In basic concept, they can be likened to AD&amp;amp;D&#039;s [[kits]] or 5e&#039;s backgrounds; they&#039;re a defining character background element that is taken as an option at character creation, granting options based on the Theme chosen - sort of a Heroic tier version of the [[Paragon Path]] or [[Epic Destiny]]. The idea spun out of early experiments in &amp;quot;prestige classes&amp;quot; for D&amp;amp;D 4e, with things like the feat-based [[dhampyr]] race and the [[multiclassing]] based Spellscarred &amp;quot;motif&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In fact, themes underwent a revision, so there are two distinct mechanical styles. &lt;br /&gt;
&lt;br /&gt;
The first version debuted in the 4e Dark Sun Campaign Setting slatbook; this version provides the player with a bonus theme-based Encounter Attack power, and the option to take theme attack and utility powers, which contained built-in &amp;quot;upgraded&amp;quot; versions to replace them at higher tiers. Dark Sun &amp;quot;subclass themes&amp;quot; consist of the following:&lt;br /&gt;
* Athasian Minstrel&lt;br /&gt;
* Dune Trader&lt;br /&gt;
* Elemental Priest&lt;br /&gt;
* Gladiator&lt;br /&gt;
* Noble Adept&lt;br /&gt;
* Primal Guardian&lt;br /&gt;
* Templar&lt;br /&gt;
* Veiled Alliance&lt;br /&gt;
* Wasteland Nomad&lt;br /&gt;
* Wilder&lt;br /&gt;
* Escaped Slave (Dragon #390, the others appeared in the DSCS splatbook)&lt;br /&gt;
&lt;br /&gt;
The second version debuted in the [[Neverwinter]] Campaign Setting, a post-Essentials &amp;quot;subsetting&amp;quot; for the [[Forgotten Realms]], and this is the version that became the default. &amp;quot;Neverwinter Style&amp;quot; themes grant the player a bonus Encounter Utility power, as well as new class features at levels 5 and 10, and an assortment of Heroic tier Encounter and Utility powers they can decide to take. This version of the theme appeared in both the aforementioned splatbook and in the subsequent Player&#039;s Option trilogy (or, at least, the [[Elemental Chaos]] and [[Feywild]] ones; they were absent from the Heroes of Shadow book), the Dungeon Survival Handbook, and the [[Book of Vile Darkness]]; it was the pages of [[Dragon Magazine]] that truly filled out the ranks of the themes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neverwinter Campaign Setting Themes:&#039;&#039;&#039;&lt;br /&gt;
* Neverwinter Noble&lt;br /&gt;
* Oghma&#039;s Faithful&lt;br /&gt;
* Harper Agent&lt;br /&gt;
* Dead Rat Deserter&lt;br /&gt;
* Iliyanbruen Guardian&lt;br /&gt;
* Pack Outcast&lt;br /&gt;
* Heir of Delzoun&lt;br /&gt;
* Renegade Red Wizard&lt;br /&gt;
* Scion of Shadow&lt;br /&gt;
* Devil&#039;s Pawn&lt;br /&gt;
* Spellscarred Harbinger&lt;br /&gt;
* Bregan D&#039;aerthe Spy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dungeon Survival Handbook Themes:&#039;&#039;&#039;&lt;br /&gt;
* Bloodsworn&lt;br /&gt;
* Deep Delver&lt;br /&gt;
* Escaped Thrall&lt;br /&gt;
* Trapsmith&lt;br /&gt;
* Treasure Hunter&lt;br /&gt;
* Underdark Envoy&lt;br /&gt;
* Underdark Outcast&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Book of Vile Darkness Themes:&#039;&#039;&#039;&lt;br /&gt;
* Cultist&lt;br /&gt;
* Disgraced Noble&lt;br /&gt;
* Infernal Slave&lt;br /&gt;
* Reaver&lt;br /&gt;
* Vile Scholar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Players Option: Heroes of The Feywild Themes:&#039;&#039;&#039;&lt;br /&gt;
* Fey Beast Tamer&lt;br /&gt;
* Sidhe Lord&lt;br /&gt;
* Tuathan&lt;br /&gt;
* Unseelie Agent&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Players Option: Heroes of The Elemental Chaos Themes:&#039;&#039;&#039;&lt;br /&gt;
* Demon Spawn&lt;br /&gt;
* Earthforger&lt;br /&gt;
* Elemental Initiate&lt;br /&gt;
* Friecrafter&lt;br /&gt;
* Ironwrought&lt;br /&gt;
* Jannissary&lt;br /&gt;
* Moteborn&lt;br /&gt;
* Primordial Adept&lt;br /&gt;
* Watershaper&lt;br /&gt;
* Windlord&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Magazine Themes:&#039;&#039;&#039;&lt;br /&gt;
* Alchemist (#399)&lt;br /&gt;
* Animal Master (#399)&lt;br /&gt;
* Order Adept (#399)&lt;br /&gt;
* Wizard&#039;s Apprentice (#399)&lt;br /&gt;
* Ordained Priest (#399)&lt;br /&gt;
* Scholar (#399)&lt;br /&gt;
* Seer (#399)&lt;br /&gt;
* Chevalier (#399)&lt;br /&gt;
* Guardian (#399)&lt;br /&gt;
* Hospitaler (#399)&lt;br /&gt;
* Noble (#399)&lt;br /&gt;
* Explorer (#399)&lt;br /&gt;
* Guttersnipe (#399)&lt;br /&gt;
* Mercenary (#399)&lt;br /&gt;
* Outlaw (#399)&lt;br /&gt;
* Student of Evard (#400)&lt;br /&gt;
* Gloomwrought Emissary (#400)&lt;br /&gt;
* Iron Wolf Warrior (#400)&lt;br /&gt;
* Fatedancer (#401)&lt;br /&gt;
* Son of Alagondar (#402)&lt;br /&gt;
* Seeker of Illefarn (#402)&lt;br /&gt;
* Hordelands Nomad (#404)&lt;br /&gt;
* Sohei (#404)&lt;br /&gt;
* Samurai (#404)&lt;br /&gt;
* Yakuza (#404)&lt;br /&gt;
* Wild Hunt Rider (#405)&lt;br /&gt;
* Oracle of the Evil Eye (#405)&lt;br /&gt;
* Sariofal Feywarden (#405)&lt;br /&gt;
* Callidyrr Dragoon (#405)&lt;br /&gt;
* Black-Hearted Knave (#406)&lt;br /&gt;
* Infernal Prince (#406)&lt;br /&gt;
* White Horn Knight (#406)&lt;br /&gt;
* Moon Hunter (#406)&lt;br /&gt;
* Soaring Rake (#406)&lt;br /&gt;
* Purple Dragon (#407)&lt;br /&gt;
* Cormyrian Battle Mage (#407)&lt;br /&gt;
* Sentinel Marshal (#407)&lt;br /&gt;
* Brazen Ambassador (#408)&lt;br /&gt;
* Chaosmade (#408)&lt;br /&gt;
* Stormraider (#408)&lt;br /&gt;
* Blackstaff Apprentice (#409)&lt;br /&gt;
* Halaster&#039;s Clone (#409)&lt;br /&gt;
* Masked Lord (#409)&lt;br /&gt;
* Werebear (#410)&lt;br /&gt;
* Wererat (#410)&lt;br /&gt;
* Werewolf (#410)&lt;br /&gt;
* Mariner (#412)&lt;br /&gt;
* Bregan D&#039;Aerthe Mercenary (#413)&lt;br /&gt;
* Elderboy (#413)&lt;br /&gt;
* Melee-Magthere Champion (#413)&lt;br /&gt;
* Sorcere Adept (#413)&lt;br /&gt;
* Drow House Priestess (#413)&lt;br /&gt;
* Widow of Arach-Tinilith (#413)&lt;br /&gt;
* Ooze Master (#413)&lt;br /&gt;
* Secret Apostate (#413)&lt;br /&gt;
* Skulker of Vhaeraun (#413)&lt;br /&gt;
* [[Transcendent Order|Cipher]] (#414)&lt;br /&gt;
* [[Society of Sensation|Sensate]] (#414)&lt;br /&gt;
* [[Xaositect]] (#414)&lt;br /&gt;
* Misshapen (#416)&lt;br /&gt;
* Haunted Blade (#416)&lt;br /&gt;
* Beguiler (#420)&lt;br /&gt;
* Occultist (#420)&lt;br /&gt;
* Ghost (#420)&lt;br /&gt;
* Inquisitive (#426)&lt;br /&gt;
* Courtier (#426)&lt;br /&gt;
* Spy (#426)&lt;br /&gt;
* Vigilante (#426)&lt;br /&gt;
* Ghost of the Past (#430)&lt;br /&gt;
* River Rat (#430)&lt;br /&gt;
&lt;br /&gt;
==D&amp;amp;D Essentials==&lt;br /&gt;
&#039;&#039;&#039;D&amp;amp;D Essentials&#039;&#039;&#039;, also known as &#039;&#039;&#039;D&amp;amp;D 4.5&#039;&#039;&#039;, was a marketing ploy/systems update that came into being during the final few years of 4th edition&#039;s life. Officially released as an attempt to make a more &amp;quot;newbie friendly&amp;quot; version of 4e, and/or to appeal to players more comfortable with older editions of D&amp;amp;D. The system failed to do either and is widely considered amongst 4e&#039;s fanbase to have basically signed the edition&#039;s death warrant.&lt;br /&gt;
&lt;br /&gt;
Essentials first appeared as a pair of [[Player&#039;s Handbook]] equivalents; &amp;quot;Heroes of the Fallen Lands&amp;quot; and &amp;quot;Heroes of the Forgotten Kingdoms&amp;quot;, each of which offered a recap of the standard set of rules, including some errata, as well as new &amp;quot;simplified&amp;quot; versions of several pre-existing 4e classes; these [[variant class]]es consisted of the [[Warpriest]] (variant [[Cleric]]), [[Knight]] (variant [[Fighter]]), [[Slayer]] (variant [[Fighter]]), [[Thief]] (variant [[Rogue]]) and [[Mage]] (variant [[Wizard]]) in the Fallen Lands splat, and the [[Sentinel (D&amp;amp;D)|Sentinel]] (variant [[Druid]]), [[Cavalier]] (variant [[Paladin]]), [[Hunter (D&amp;amp;D)|Hunter]] (variant [[Ranger]]), [[Scout (D&amp;amp;D)|Scout]] (variant [[Ranger]]) and [[Hexblade]] (variant [[Warlock]]) in the Forgotten Kingdoms splat. Later supplements included the [[Protector |Protector]] (variant Druid), [[Skald]] (variant [[Bard]]), [[Witch]] (variant Wizard), and [[Berserker]] (variant [[Barbarian]]) from the Feywild Splat, the [[Elementalist]] (variant [[Sorcerer]]), and [[Sha&#039;ir]] (variant Wizard) from the Elemental Chaos splat and the [[Blackguard]] (variant Paladin), [[Binder]] (variant Warlock), and Executioner (Variant [[Rogue#Assassin|Assassin]]) from the Shadow splat. &lt;br /&gt;
&lt;br /&gt;
All of these classes tweaked the class formulas in different ways, but the basic approach of cutting down the options and removing the potentially overwhelming array of powers that the older [[AEDU System]] classes had presented remained universal. Caster classes like the [[Mage]] and [[Warpriest]] tended to be slightly more complex than martial characters like the [[Knight]] and [[Slayer]], who tended to particularly shun the old way of doing things to focus on stances and at-will powers. Additionally, the writing method would change from the clear but impersonal &amp;quot;manual-like&amp;quot; methodology of the 4e classes to a more &amp;quot;natural language&amp;quot; style.&lt;br /&gt;
&lt;br /&gt;
So, what went wrong? Several things.&lt;br /&gt;
&lt;br /&gt;
Firstly, Essentials was initially marketed as a side-line; promises were made to players that the Essentials classes would consist of just their two debut books and the rest of 4e would remain in business as usual. But this turned out to be a great big lie. Books that were promised, such as the [[Nentir Vale]] gazetteer, were cancelled. Books that fans had been waiting on were replaced with more books full of Essentials content, in the form of the Heroes of Shadow, the Feywild and the Elemental Chaos trilogy. [[Dragon Magazine]] likewise focused on new Essentials-related crunch content. This left fans feeling betrayed. In addition to this, organized play sessions hosted by WoTC would &#039;&#039;only&#039;&#039; play with these, making a lot of the stuff they released completely useless. &lt;br /&gt;
&lt;br /&gt;
Secondly, and just as importantly, the Essentials classes were... well, let&#039;s be blunt; they were crap. In contrast to their predecessors, the Essentials classes were unbalanced as all hell; the best of them were strong in the Heroic tier but fell behind at higher levels, whilst most just could not match up to the power of a 4e class. Their dearth of powers made them, frankly, one-note and boring by comparison. And that&#039;s not getting into their individual flaws, such as the [[vampire]] and its status as a Striker that burned up its own [[Healing Surge]]s as a resource. This led to a considerable backlash from 4e fans, since they found the Essentials classes to be so much more badly designed than their predecessors.&lt;br /&gt;
&lt;br /&gt;
Finally, it was really a doomed idea to begin with; those who disliked 4e were not any more inclined to try Essentials, since it still relied on the &amp;quot;videogamey&amp;quot; concepts of powers to begin alongside the &amp;quot;miniature wargaming&amp;quot; concept of tactical positioning and battlefield manipulation, while the revisions alienated actual fans of 4e as it negated what actual strengths the game had.&lt;br /&gt;
&lt;br /&gt;
So, Essentials was a trainwreck that crashed into the station and leveled the whole place, forcing Wizards to throw out the baby with the bathwater. It caused a marked drop in 4e&#039;s sales, making it the first point where [[Pathfinder]] actually began to outsell 4e, and soon after 4e was cancelled and replaced with [[Dungeons &amp;amp; Dragons 5th Edition]]. Which, if you look closely, does look an awful lot like Essentials under the hood...&lt;br /&gt;
&lt;br /&gt;
In fact, it bears mentioning that WotC themselves seemed to realize that Essentials was shaping up to be a disaster, with both &amp;quot;Heroes of the Feywild&amp;quot; and &amp;quot;Heroes of the Elemental Chaos&amp;quot; releasing new classes that were more the 4e equivalent of 3e&#039;s [[Variant Class]]es than completely new classes like the &amp;quot;first generation&amp;quot; Essentials classes, but it was too little, too late.&lt;br /&gt;
&lt;br /&gt;
==Prototypes==&lt;br /&gt;
Wizards of the Coast didn&#039;t exactly keep it secret that several of their projects before the release of 4E were actually experiments with design ideas they planned for 4th edition. Known prototypes include  &#039;&#039;[[Book of Nine Swords|Tome of Battle]]&#039;&#039;, &#039;&#039;[[Star Wars D20|Star Wars: The Roleplaying Game Saga Edition]]&#039;&#039;, the [[Binder]] from &#039;&#039;Tome of Magic&#039;&#039; and several parts of the &#039;&#039;Magic Item Compendium&#039;&#039;. Unlike 4E, all of these products were well liked, and only the first was remotely controversial. Even the [[Knight]] from Player&#039;s Handbook II and the other 2/3rds of &#039;&#039;Tome of Magic&#039;&#039;, some less well received prototypes, were well liked &#039;&#039;concepts&#039;&#039; hampered by bad writing and balance. [[Truenamer]]&#039;s problem of getting &#039;&#039;worse&#039;&#039; as they increase in level is suspiciously similar to the problem of [[Page 42]] however... Ritual magic as something any class can do is known to show up as early as [[D20 Modern]] [[Urban Arcana]].&lt;br /&gt;
&lt;br /&gt;
==D&amp;amp;D 4e on /tg/==&lt;br /&gt;
[[Image:ST4E.jpg‎ |thumb|right|The &amp;quot;shit Twinkie&amp;quot;, /tg/&#039;s most famous reaction to 4e.]]&lt;br /&gt;
Since its announcement 4e has been a source of controversy and trolling on /tg/. Its supporters consider it to have made D&amp;amp;D simple and fun. Its critics have numerous objections to the system and setting, often referring to it as &#039;shit twinkie&#039; (with the implication that they had been expecting a certain type of D&amp;amp;D goodness and sorely disappointed by what was actually delivered). More cogent arguments against 4th Edition by people tend to decry 4th over some of its perceived issues (character homogenization, signed-in-blood role enforcement, etc).&lt;br /&gt;
&lt;br /&gt;
This is not surprising, given that the [[Dungeons &amp;amp; Dragons]] fandom on /tg/ is about as fractious as the [[Transformers]] fandom on /co/ and /toy/. This was the exact same thing that had happened when 2e switched over to 3e, it&#039;s just that A: the internet gave us a much wider sounding-board than the scattered messaging boards and mail column of [[Dragon Magazine]] did, and B: /tg/ is /tg/ and hates on everything, though not nearly to the extent of say, [[/v/]].&lt;br /&gt;
&lt;br /&gt;
However, since the release of 5th edition, /tg/&#039;s actually gone and mellowed out a lot about 4e. The most common statement on the matter is that the calculated &amp;quot;nostalgia-appeal&amp;quot; motif of 5e makes it honestly feel a little bland compared to 4e, whilst others feel free to admit to actually enjoying 4e&#039;s mechanics now that hating on it is no longer the hip thing to do. The common sentiment is that 4e would have actually been well-received if it was presented as a standalone fantasy combat simulator, but attempting to sell it as the successor to 3e doomed it to skub.  While no one is blind to its flaws as a game and as a system (the combat is still widely seen as overcooked and mathy, and the &#039;&#039;D&amp;amp;D&#039;&#039; elements are often perceived as not really being well married to the game that was forced to use them), it does get some posthumous credit for engaging in daring experimentation rather than playing it safe, even among people who consider the ultimate result a failure.&lt;br /&gt;
&lt;br /&gt;
In perhaps a great twist of irony, [[Pathfinder_Second_Edition|Pathfinder 2e]] has, according to many fans, taken large bits and pieces of 4e into its own design concept. Needless to say this had led to much [[skub|debate]].&lt;br /&gt;
&lt;br /&gt;
===Fandom===&lt;br /&gt;
Though /tg/ frequently jokes that they don&#039;t actually exist, 4th has some legit fans. As hugely popular as [[Pathfinder]] was and remains, 4e actually had huge sales throughout its lifespan, only starting to slow late in its lifespan. Since the release of 5th edition, the &amp;quot;4erries&amp;quot; have become both more common and more mellow, focusing mostly on just quietly talking about what they loved and occasionally needling 5e on what they see as negative choices in development - the loss of the [[Warlord]] and reworking [[Gnoll]]s into basically fuzzy demon-bred zombies first and foremost.&lt;br /&gt;
&lt;br /&gt;
Of course, spending more energy on hating on another game&#039;s flaws than promoting its own virtues was arguably the original sin of 4e marketing, so...  here we go again...&lt;br /&gt;
&lt;br /&gt;
===Beyond 4chan===&lt;br /&gt;
4e has been growing a rather peculiar reputation in mainstream D&amp;amp;D culture, one of misunderstanding and hate filled bile, a few rumors have been spread about 4e among the [[Critical Role]] fans that make up a fair part of the Mainstream fandom, which have spread elsewhere, rumors like; &amp;quot;4e was so mechanically complex (THAC0 called, it wants its place as the most misunderstood D&amp;amp;D mechanic back) because they were also making a virtual tabletop to go along with it, but it never saw the light of day so we got stuck with a math heavy game never actually intended to be played with regular dice (The part about the virtual tabletop is true, but I can&#039;t find any sources to back up the claim as a whole). &lt;br /&gt;
&lt;br /&gt;
It&#039;s also said to be too bloated, this is usually followed up by the amount of powers a PC gets, ignoring that a) 4e slowly paced your power progression throughout Heroic, and b) you are actually supposed to trade out your lowest leveled powers for stronger ones as you gain levels. A 30th level character has a grand total of &#039;&#039;&#039;17&#039;&#039;&#039;* powers; 2 At-Wills, 4 Encounters, 4 Dailies, 7 Utilities, and this is literally just a single Utility power more than a 20th level character, who themselves has just +1 Encounter, Daily and Utility power over a 10th level character. Anyone remotely familiar with the [[Wizard]] or [[Cleric]] spells per day total since at least [[Advanced Dungeons &amp;amp; Dragons]] would laugh at calling this a &amp;quot;bloated&amp;quot; store of powers. Even in 5e, spellcasters still tend to get more spells than this, at least if they&#039;re full casters.&lt;br /&gt;
* Okay, a [[Player&#039;s Handbook]] [[human]] or [[half-elf]] gets a bonus At-Will or Encounter power respectively, and a [[Wizard]] doubles their Encounter, Daily and Utility pools via their Spellbook feature (but can still only use the same 4/4/7 powers-per-day as any other class), but still, the point remains that it&#039;s a pretty small pool of powers.&lt;br /&gt;
&lt;br /&gt;
This is accelerated by shit like semi-famous D&amp;amp;D Animator Puffin Forest giving a bunch of 4e Noobs level &#039;&#039;&#039;8&#039;&#039;&#039; characters because [[FAIL|&amp;quot;They were experienced with other D&amp;amp;D Editions&amp;quot;]] and then throwing a fucking [[Umber Hulk]] and several elite monsters (elites being equal to 2 monsters of the same level) at them all while claiming he was doing the game &amp;quot;by the book.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
* [[Dungeons &amp;amp; Dragons]]&lt;br /&gt;
* [[Advanced Dungeons &amp;amp; Dragons]]&lt;br /&gt;
* [[Dungeons &amp;amp; Dragons 3rd Edition]]&lt;br /&gt;
* [[Dungeons &amp;amp; Dragons 5th Edition]]&lt;br /&gt;
* [[Touhou Power Cards]]&lt;br /&gt;
* [[Drama Cards]]&lt;br /&gt;
* [[Rage]]&lt;br /&gt;
* [[Troll]]&lt;br /&gt;
* [[Skub]]&lt;br /&gt;
* [[Butthurt]]&lt;br /&gt;
* [[Kenshiro Cascadero &amp;quot;Rattata&amp;quot; Orcuslayer]]&lt;br /&gt;
&lt;br /&gt;
=External Links=&lt;br /&gt;
*[http://www.wizards.com/default.asp?x=dnd/welcome Official Site]&lt;br /&gt;
*[http://www.wizards.com/dnd/files/UpdateMar2010.pdf March 2010 Errata], 88 pages, for the 15 official rulebooks and setting books so far.&lt;br /&gt;
*[http://www.wizards.com/Dnd/Article.aspx?x=dnd/updates Latest Errata], May 2010, 36 pages. &lt;br /&gt;
*[https://web.archive.org/web/20110902104428/http://community.wizards.com/charop/wiki/Broken The Book of Broken (archive link because Wizards hates things you aren&#039;t buying right this instant)], 4e character optimization, exploits and haxx like &amp;quot;Flensing Weapon + Intimidate = instant win&amp;quot;&lt;br /&gt;
** [http://www.enworld.org/forum/showthread.php?472893-4E-Character-Optimization-WOTC-rescue-Handbook-Guide An alternative link] for CharOp guides, usually the most up-to-date ones.&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]][[Category:Roleplaying]]&lt;/div&gt;</summary>
		<author><name>2600:1700:9756:490:5472:A1A3:9306:A738</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Gue%27vesa&amp;diff=242628</id>
		<title>Gue&#039;vesa</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Gue%27vesa&amp;diff=242628"/>
		<updated>2021-08-19T00:24:46Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:9756:490:5472:A1A3:9306:A738: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{heresy}}&lt;br /&gt;
&lt;br /&gt;
[[File:Warhammer 40 000 gue vesa by mellanius-d46979b.png|thumb|right|300px|You can&#039;t see it in the picture, but the [[Imperium of Man]] is off to the right. (Not pictured: the Inquisitor, Space Marine and Commissar all lining up to get a decent headshot).]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gue&#039;vesa&#039;&#039;&#039; are human auxiliaries serving in the [[Tau Empire]]. &lt;br /&gt;
&lt;br /&gt;
See, the [[Tau|Space Communists]] are a bit odd in that they aren&#039;t alone in their cause; unlike every other faction in the 41st millennium, the [[Tau]] are willing to allow non-Tau to serve the empire. Other races abound in the Tau empire, including [[Kroot]] and [[Vespid]]s, but the most popular (at least on /tg/) are humans that joined the Empire. Humans working for the Tau&#039;Va are called &amp;quot;Gue&#039;vesa,&amp;quot; which quite literally means &amp;quot;human helpers&amp;quot; in the Tau language; ironically, the Imperium&#039;s grunts joke it means &amp;quot;[[Manticore Rocket Launcher|Human Cannon Fodder]]&amp;quot;, despite the fact the Gue&#039;vesa are treated much better than themselves.&lt;br /&gt;
&lt;br /&gt;
Most of the Gue&#039;vesa come from [[Imperial Guard]] units abandoned in Tau space at the end of the [[Damocles Crusade]], though they are mostly garrisoned on their own worlds and rarely participate in Tau &amp;lt;s&amp;gt;crusades&amp;lt;/s&amp;gt; Spheres Of Expansion. Gue&#039;vesa in the conquering armies of the Tau Empire are often the traitor guard and/or PDF of the planet they currently attack, converted by propaganda (often for decades before actual attack) or (according to Imperial Narrators) captured and brainwashed.&lt;br /&gt;
&lt;br /&gt;
Technically as there are some human Hive Worlds in the Tau Empire. Because it&#039;s an established fact that a single Hive World can have more population than the entire Tau species, it’s questionable who holds the real power (or will eventually).&lt;br /&gt;
&lt;br /&gt;
==How This Happened==&lt;br /&gt;
The Tau had finally gone and pissed the [[Imperium of Man]] off but good, as they had established a series of trade agreements with Imperial Worlds on the frontier, near the Damocles Gulf -  and had begun trading goods and technology with the humans of the frontier. Naturally, since the Imperium immediately refers to any contact with Xenos that doesn&#039;t involve killing them with fire as [[Heresy]], the Administratum flew into a rage that would make an [[Angry Marines|Angry Marine]] titter with schoolgirlish glee were they capable of such. After [[Warp|fucking around for a while]] they eventually got a huge ass fleet into the sector about a century later and began blowing the fuck out of everything and pushing deep into Tau Empire territory.&lt;br /&gt;
&lt;br /&gt;
The Imperial rapetrain ground to an abrupt halt when they came across the Dal&#039;yth sept, which basically decided to do a bang-up impression of the [[Imperial Guard]] and hold the fucking line. Simultaneously amazed and horrified by the prospect any race, let alone a bunch of blue-skinned unguligrade alien space communists, could have the [[Colonel &amp;quot;Iron Hand&amp;quot; Straken|mighty balls]] to stand up to the Imperium in a stand-up drag-down fight, the Imperium was momentarily given pause - before it resumed doing its usual thing and blowing the fuck out of its enemies. Turns out the Tau had been deliberately giving ground to the Imperial crusaders, evacuating what they could and [[Grimdark|sacrificing several worlds]] to buy the Empire enough time to recall their forces elsewhere to make a stand.  &lt;br /&gt;
&lt;br /&gt;
Unfortunately, this is also the first of a retarded trend regarding fighting the Tau: when a faction is winning against them, it suddenly becomes retarded and does things designed for the Tau to win.  In this particular case the Imperium had simply been killing the Tau off from orbit at every world instead of invading.  Then chose to invade a planet for no reason at all and became bogged down for the rest of the Crusade in land stalemates.  Instead of just shooting the enemy from orbit some more like had been working.  Keep in mind that the Tau did not and do not have the city and theatre shields used by everyone else that results in the ground wars Warhammer 40,000 is famous for.  Not even surface-to-space defenses worth a damn.  They were just relatively undefended targets compared to the Crusade.&lt;br /&gt;
&lt;br /&gt;
Sadly for the Imperium of Man, the Tau did not relent, and showed a balls-out stubbornness that would make any [[Commissar]] shed manly tears of pride and [[Rage|RAGE]]. Or at least it &#039;&#039;would&#039;&#039; be impressive if it wasn&#039;t caused by mind-controlling pheromones and brain implants (the latter of which was discovered by Farsight himself).  Even still, with the Imperials having a mighty hard time gaining ground on the Tau - the space communists had superior firepower and were fighting defensively in their home territory, which was a fight that was not very much to the Imperials&#039; advantage, and what originally was expected to be a fairly short affair wound up embroiling the entire sector in a lengthy, drawn-out conflict. The Imperium was winning, slowly but surely, but at the rate they were progressing, it would be an eternity and a day before they could claim to have won the war - and likely trillions more lives (in other words, a dirt cheap Imperial victory). Moreover, though the Imperium had a gigantic manpower advantage (one that got bigger as the war dragged on), the war basically stalemated (Imperial Commanders blame [[Fish of Fury]] for this), with gigantic losses on both sides wearing down both the Imperials and Tau.  Of course, the Imperium &#039;&#039;could&#039;&#039; have done what they did to the other worlds they kicked the Tau off of: let the Imperial Navy blast them to pieces and then send in tanks and Titans to mop up.  But then the Imperium would&#039;ve won (quickly and easily at that) and GW couldn&#039;t sell Tau models and the models of other minor species.&lt;br /&gt;
&lt;br /&gt;
After it became painfully apparent that both sides were getting absolutely nowhere this way, the Imperium eventually relented and entered into meetings with the Tau Empire for cease-fire talks. Whilst neither side trusted the other one bit (this is the universe of [[grimdark]] after all), the meetings were basically successful, in no small part due to the then-new threat of [[Tyranid|Hive Fleet Behemoth]] moving in to [[Anal Circumference|rape]] [[Ultramar]]. This forced the Imperium to stop [[troll]]ing the Tau diplomats and agree to the fucking cease-fire in order to rush to Macragge before the Hive Fleet could get there. This represented the end of the Damocles Crusade, and the beginning of a drawn out cold war between the Tau and the Imperium, where fighting is restricted to small skirmishes and brush fire conflicts that both sides try to avoid escalating (the Imperium because they have [[Tyranid|more]] [[Ork|important]] [[Chaos|shit]] to worry about, the Tau because they do not want to get bumped to the top of the Imperium&#039;s threat list in the Ultima Segmentum and get hit with another crusade.)&lt;br /&gt;
&lt;br /&gt;
This sudden redeployment left a shitload of Imperial personnel stranded, especially those that had been captured by the Tau, and a lot of humans remained in formerly Imperial territory that was now well within Tau space. Most of these humans were offered an agreement by the Tau to join the Tau Empire, and a great many did so, as the choice was between [[grimdark|the POW camp]] or becoming Tau Empire Citizens. Like deciding between [[Dark Heresy|fine wine]] and [[FATAL|a toilet full of spoiled meat]], this was not exactly [[Derp|a difficult fucking choice]].&lt;br /&gt;
&lt;br /&gt;
Those humans who have joined the Tau empire have been provided with the [[/tg/ gets shit done|technology]] required to prevail on the Tau frontier. They have access to their own production capabilities, allowing them to construct equipment ranging from farming and mining tools to [[Lasgun|Flashlights]]. Gue&#039;vesa actively working for the Tau are also capable of using Pulse weapons, whilst Gue&#039;vesa assigned to planetary defense duty generally lack these - but have access to your usual stock of [[Leman Russ Battle Tank|fuck-your-shit-up]] [[Manticore Rocket Launcher|ordnance]].&lt;br /&gt;
&lt;br /&gt;
Since some of these armies are self-contained the Tau have developed terms to define the ranks of the humans, for Gue&#039;vesa soldiers is &amp;quot;Gue&#039;vesa&#039;la,&amp;quot; and the Tau term for their Sergeants is &amp;quot;Gue&#039;vesa&#039;ui.&amp;quot; Similarly, high-ranking ones are  &amp;quot;Gue&#039;vesa&#039;vre&amp;quot; and Commanders are &amp;quot;Gue&#039;vesa&#039;el.&amp;quot; High-level Gue&#039;vesa commanders (ones comparable to a planetary governor) are called &amp;quot;Gue&#039;vesa&#039;o.&amp;quot;&lt;br /&gt;
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==Gue&#039;vesa and the Greater Good==&lt;br /&gt;
Depending on the source you may have very different perspectives about what is for a human to be a citizen of the Tau Empire, Imperial authorities will insist the turncoats are either sterilized, used as cannon fodder and/or live in the worst possible conditions, with stories about the Tau replacing human population from conquered worlds with their own race, indeed a grain of salt maybe required when listening to a faction which enslaves, lobotomizes, burns alive and uses as cannon fodder their own, not that this bothers the high echelons really much, neither you citizen.&lt;br /&gt;
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On the other hand, tau centered material and even a few novels of Black Library show the integrated humans as having better life standards and liberties than those from the Imperium, with enlightened views such as the Gue&#039;vesa being allowed to worship the Emperor (sans the most fanatical aspects), their planets receiving extensive terraforming treatment to heal the damage done by imperial industry and being allowed to access education, health and fair work treatment. It&#039;s important to notice this may actually depend on the level of stability of the planet, as Tau planets in state of warfare may put restrictions and even suspicion upon the Gue&#039;vesa and confidence may demand to be earned.  On the other hand, the Tau know what awaits Gue’vesa whom the Imperium captures and so probably aren’t very concerned about their human population’s fighting spirit.  Backs to a corner and all.&lt;br /&gt;
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In other works however, such as in the book Mont&#039;ka, Imperials who were conquered by the Tau were sent to labour camps or offworld mining colonies without exception, so who knows what the fuck&#039;s going on.&lt;br /&gt;
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And then you have the Fourth Sphere and its rampant xenophobia, which will happily turn on its own Gue&#039;vesa forces at the first possible opportunity while declaring their supposed allies &amp;quot;superstitious&amp;quot; and in need of purging. The parallels of this to the Imperium&#039;s views are uncanny.&lt;br /&gt;
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And then, just to confuse things even more, you have the Ciaphas Cain, HERO OF THE IMPERIUM, books where Cain and Jurgen don&#039;t even realize they&#039;re driving next to Tau Sympathizers until they start screaming at them to go back to their Emperor. Judging from how the Ciaphas Cain, HERO OF THE IMPERIUM, books show the most realistic depictions of Imperium worlds, this is most likely the what it&#039;s really like. Not that much different from the Imperium, for both good and for ill, and depends on where exactly you are. After all a Hive World and a Paradise World are almost completely different universes due to the contrast.&lt;br /&gt;
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==The Gue&#039;vesa in crunch==&lt;br /&gt;
[[File:Imperial Tau Gatecrashing.jpg|500px|right|thumb|Unfortunately for the Tau, the Imperials are always gatecrashers to the Tau-Human cultural exchange programs.]]&lt;br /&gt;
The Gue&#039;vesa are basically Imperial Guardsmen working for Tau. There are two versions of them - auxiliary troopers working for the Tau Empire (which can be fielded in a Tau army), or actual [[Imperial Guard]] regiments (made using the Guard&#039;s codex) that are just modified to look a bit more [[weeaboo|Tau-flavored]] and are used to represent Gue&#039;vesa troops serving as colonial Planetary Defense Forces (for example). The Tau have generally kept a pretty good relationship with the humans in their territory (the Tau scenario in [[Dawn of War|Dark Crusade]] has them sterilizing rebellious humans, but this is non-canon to all true fatguys, though [[Lulz|fun to make fun of]], and given the setting, sterilization&#039;s  getting off light.), and the biggest fears that most humans in Tau space have is the Imperium [[Exterminatus|getting pissed enough to come back and try to finish the fucking job]].&lt;br /&gt;
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As previously pointed out, there are two options for fielding a Gue&#039;vesa army; those maintaining self-contained armies on behalf of the Tau (those using the Imperial Guard codex), and those using human auxiliaries to Tau forces (via chapter approved rules that are now of questionable tournament legality). It is also possible to represent them by using the Tau Codex and simply replacing the Tau (or kroot we suppose) models with [[Awesome|human]] variants, and this &#039;&#039;is&#039;&#039; legal, but it will result in [[Rage|bricks being shat]] by other [[Faggotry|Tau players]]. As of 6th edition, you can also simply add some Imperial Guardsmen under the Allies rules; however if you&#039;re concerned with the fluff (and if you&#039;re trying to play Gue&#039;vesa it&#039;s a safe bet to say you are), it&#039;s a little inconvenient that IG are Allies of Convenience to Tau, so they won&#039;t entirely function as a single army.&lt;br /&gt;
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Gue&#039;vesa auxiliaries working for the Tau are an unusual unit; mostly armed with Lasguns, they provide Tau with a combination of numbers and slightly better melee capability. One nice thing is that unlike the Kroot, the Gue&#039;vesa aren&#039;t morons, and thus can equip specialized Tau-manufactured equipment, such as Markerlights, EMP Grenades, and pulse weapons. The fact that you get pretty good numbers per squad and the fact that they&#039;re kinda inexpensive makes them a pretty nice thing to have for a Tau army low on its numbers. Their one drawback is that they automatically are favored enemy for Imperial troops, who will hit them automatically in close-combat on a 3 or better.&lt;br /&gt;
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In spite of this, Gue&#039;vesa make a damned fine [[Tarpit]] unit. They are shooty enough to actually cause some damage to squads that aren&#039;t ready for them, their Gue&#039;vesa&#039;la can drop a Markerlight, and they cost notably less than even Kroot Carnivores. They also have an armor save (however shitty). They cannot infiltrate or use transports (which sucks), but their sheer cost and mass makes them a damned fine meat-shield unit for those who aren&#039;t terribly fond of using blobs of Kroot. Gue&#039;vesa that do well enough are frequently given better equipment and [[PROMOTIONS|promoted]], with veteran Gue&#039;vesa supposedly being eventually allowed to join Fire Warrior teams.&lt;br /&gt;
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Gue&#039;vesa armies made using the Guard codex are Imperial Guard units [[Counts as|in every way but name and appearance]]. &lt;br /&gt;
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This is basically also true of those playing Gue&#039;vesa using the [[Tau]] codex.&lt;br /&gt;
&lt;br /&gt;
==Notable Gue&#039;vesa==&lt;br /&gt;
Private Jeakim Slovaz was formerly an Imperial Guardsman who served in the 19th Brimlock Dragoons. Apparently, the regiment was abandoned in Tau space following the end of the Damocles Gulf Crusade. Because all of their [[Commissars]] had (supposedly) been {{BLAM}}med by the Tau, the regiment decided to surrender before they all got fucked up as well. The only details following this incident came from a Tau propaganda campaign (not necessarily a bad thing) involving Jeakim Slovaz who told of the humane treatment that human prisoners of war could expect to receive from the Tau Empire &amp;lt;strike&amp;gt;{{BLAM|HERESY!}}&amp;lt;/strike&amp;gt;. Understandably, the Imperium were not pleased with Jeakim&#039;s involvement in the Tau propaganda campaign, and proceeded to label him EXCOMMUNICATE TRAITORIS due to his heretical interaction with foul [[Xenos|xenos]].&lt;br /&gt;
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== Gallery ==&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Gue&#039;vesa.PNG|A Gue&#039;vesa&#039;ui doing their (there is discussion as to this character&#039;s gender) best to look [[Awesome|badass]]. And coming across as entirely too [[Tau|weaboo]]. From [[Mon&#039;Tau]].&lt;br /&gt;
Image:TauSympathizer.png|The [[Imperial Infantryman&#039;s Uplifting Primer]] on the subject. Tau propaganda looks much the same but with the roles reversed; fa/tg/uys joke that the Tau version is more accurate.&lt;br /&gt;
image:Gue&#039;la Humanos Tau.jpg|Various Gue&#039;vesa.&lt;br /&gt;
image:Gue&#039;vesaPrisoner.jpg|Another lucky human is conscripted to serve the [[Greater Good]]. &lt;br /&gt;
File:YoungHumanFireWarrior.jpg|A young human Gue&#039;vesa. &lt;br /&gt;
File:GUela.jpg|Another human Gue&#039;vesa&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
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[[Category: Tau]]&lt;br /&gt;
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{{Template:Tau}}&lt;br /&gt;
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==Links==&lt;br /&gt;
* [http://web.archive.org/web/20080420071331/http://uk.games-workshop.com/tau/tau-auxiliaries/ Tau Auxiliary Article (Archived)]&lt;br /&gt;
* [http://flashgitzanims.tumblr.com/post/123528807793/79 Gue&#039;vesa], in &#039;&#039;Regular Marine&#039;&#039; interpretation&lt;br /&gt;
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[[Category:Warhammer 40,000]][[Category:Tau]][[Category:Imperial]]&lt;/div&gt;</summary>
		<author><name>2600:1700:9756:490:5472:A1A3:9306:A738</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Tau&amp;diff=470052</id>
		<title>Tau</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Tau&amp;diff=470052"/>
		<updated>2021-08-19T00:19:09Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:9756:490:5472:A1A3:9306:A738: /* In a Nutshell */&lt;/p&gt;
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&lt;div&gt;{{heresy}}&lt;br /&gt;
{{Plot Armour}}&lt;br /&gt;
{{skubby}}&lt;br /&gt;
{{flamewar}}&lt;br /&gt;
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[[Image:TAUSYMBOL.gif|center]]&lt;br /&gt;
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{{Infobox 40k Nations&lt;br /&gt;
|name= T&#039;au Empire&lt;br /&gt;
|image=[[Image:Tau_Empire_Flag.jpg|300px|center]]&lt;br /&gt;
|bgcolor=&lt;br /&gt;
|fgcolor=&lt;br /&gt;
|Capital= T&#039;au&lt;br /&gt;
|Official Languages=Tau Lexicon&lt;br /&gt;
|Power= Minor Power&lt;br /&gt;
|Size=Approximately over 300 worlds&lt;br /&gt;
|Head of State= Ethereal Supreme&lt;br /&gt;
|Head of Government= Ethereal Council&lt;br /&gt;
|Governmental Structure=Caste-Based Authoritarian Federation&lt;br /&gt;
|State Religion/Ideology=[[Greater Good]]&lt;br /&gt;
|Demographic=[[Tau]], [[Kroot]], [[Vespid]], [[Gue&#039;vesa|Humans]], [[Nicassar]], [[Tarellian]], Nagi, Hrenians and other minor [[Xenos]] races&lt;br /&gt;
|Military Force=[[Tau]] Fire Caste, Tau Air Caste, [[Kroot]] and [[Vespid]] Forces, The Deathsworn, Hrenian Light Infantry, [[Demiurg]] Forces, [[Nicassar]] Forces, Gue&#039;vesa Forces and other minor Xenos armies&lt;br /&gt;
}}&lt;br /&gt;
[[File:9jfnqeaplhexx.jpg|right|thumb|450px|Get the fuck out of the way, [[Imperium|Oldfag]]. (Vior&#039;la Sept Fire Warriors)]]&lt;br /&gt;
{{Topquote|Why do you see the speck that is in your brother&#039;s eye, but do not notice the log that is in your own eye?|Luke 6:41}}&lt;br /&gt;
{{Topquote|Ce qui constitue une République, c&#039;est l&#039;extermination totale de tout ce qui lui est opposé. - What constitutes a Republic is the total destruction of that which is opposed to it.|Louis Antoine de Saint-Just}}&lt;br /&gt;
{{Topquote|Of all tyrannies, a tyranny sincerely exercised for the good of its victims may be the most oppressive. It would be better to live under robber barons than under omnipotent moral busybodies. The robber baron&#039;s cruelty may sometimes sleep, his cupidity may at some point be satiated; but those who torment us for our own good will torment us without end for they do so with the approval of their own conscience.|C.S Lewis}}&lt;br /&gt;
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Tau (τ) is the 19th letter of the Greek alphabet, 300 in Greek numerals, and also the name for 2π.&lt;br /&gt;
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It is also the name of the Warhammer 40K race known as the &#039;&#039;&#039;Tau&#039;&#039;&#039;, nowadays spelled &#039;&#039;&#039;T&#039;au&#039;&#039;&#039; by GW copyright lawyers as if that somehow [[ChapterHouse Studios|fixes anything]] (many nicknames include &amp;quot;uncreative retards&amp;quot; if you are an [[Eldar]], &amp;quot;blueskinned atrocity&amp;quot; if you&#039;re a [[Imperium of Man|Human]], &amp;quot;bluies&amp;quot;, as the Valhallan 597th call them, or &amp;quot;Space Communists&amp;quot; as anyone on /tg/ will tell you) are a playable race and a minor and overall insignificant power in &#039;&#039;[[Warhammer 40,000]]&#039;&#039;. When first discovered by humanity, the Tau were a barbaric and primitive people. Their planet was then trapped in a warp storm for a few thousand years and they emerged from the other side as a unified species, led by the [[Druids|mysterious]] Ethereal caste and devoted to the concept of the &amp;quot;[[Greater Good]]&amp;quot;. Their new empire supposedly has around 300 worlds, with dozens of small colonies such as terraformed asteroids packed into a stellar cluster about 500 light years across. They have about [[T&#039;au Septs|21 official]] &amp;quot;Septs&amp;quot; which are major systems based around a cultural &#039;prime&#039; planet (think Manhattan then the tri-state area). They were growing until recently, when the Imperium sent a large invading force to counter them.  &lt;br /&gt;
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Although a dystopian society in its own right, the Tau Empire is noted for being one of the LEAST awful places in all the galaxy of 40k. It&#039;s also [[Derp|not really an empire]]; the Tau government, the Ethereal caste, is essentially an edifice of meritocracy and nepotism-Tau leaders are appointed to their position by even higher ranking leaders and/or a council of their future peers; the highest ranking Tau, the Aun&#039;O, is elected by his future underlings, much like the Catholic pope, but is still simply considered the weightiest voice of a group (like a prime minister), not an Emperor with absolute power.&lt;br /&gt;
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The Ethereals are basically like &amp;quot;upper management&amp;quot; if upper management worked... or maybe HR if they didn&#039;t just &#039;klkn&#039; [fancy tau word for F&#039;ed] everyone over. The Ethereals actually care about the people that look up to them as they set mandates across their society and the Castes best accomplish the goals to fulfill those mandates.&lt;br /&gt;
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The Tau started as a classic case of successful design-based [[Troll|trolling]] on the part of [[Games Workshop]]. They were originally developed because GW felt that their setting needed an optimistic race and that their wallets needed more money, which they could get by selling shedloads of 40k to the robot-obsessed Japanese. The Tau, therefore, are the least [[grimdark]] faction in the game; [[Tau Diplomacy|they&#039;re the dudes willing to negotiate when they&#039;ve beaten their enemies]] ([[The Beast|we cannot forget the green skinned diplomats our boy sent out during his siege of terra]]) while all the others are either too [[Chaos Space Marines| murderously psychotic in ways incomprehensible to anyone who does not share the same batshit insanity]], [[Imperium|religiously overzealous]], [[Eldar|arrogantly indifferent]], [[Orks|simplemindedly violent]], [[Necron|murderously enigmatic]], [[Tyranid|more interested in eating you than anything]], or [[Dark Eldar|all of the above]] to offer such courtesies.&lt;br /&gt;
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This began to change in the 6th edition. For all the claims that GW doesn&#039;t listen to its fans, someone seemed to have heard the incessant bitching many fa/tg/uys made over the Tau [[Belisarius Cawl|being shoehorned into the setting]] [[Primaris Marines|in the worst way possible.]] As a result, the Tau began to take on an Orwellian flavor and Imperium-esque elements, with the Ethereals being totalitarian autocrats performing acts of ruthless indifference towards their subjects, including [[Nazi|eugenics]] or up to [[Exterminatus]] of lost races (e.g. Orks and Tyranids), in the guise of being for the Greater Good. &lt;br /&gt;
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As a result you now have a new generation of weebos running around thinking that the Tau actually don&#039;t give a fuck about their people and would actually kill their own kind for things like... sculpting [like really, if you do art outside of the Earth caste you get holed] which would make the Tau the least functioning society in 40k as whole swathes of their own population is routinely exterminated for fixing their crisis suits so they don&#039;t drown or pull a pistol out to protect children (things that actually happened).&lt;br /&gt;
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The Tau Codex leaves ambiguous the question of just how much of their success is due to various forms of indoctrination, caste-based conditioning, and subtle mind control. This has only been exacerbated by the recent Farsight Enclaves supplement, which makes the Ethereals come off as mustache-twirling, Saturday-morning-cartoon villains. It speaks volumes about the 40k setting that in spite of all this they&#039;re &#039;&#039;still&#039;&#039; the friendliest race in the galaxy.&lt;br /&gt;
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Much amusement if you realize that because the Tau have annexed (sometimes peacefully willing) Hive Worlds, the Tau might actually be a cat’s paw to a human civilization by now.  Especially since the Tau foolishly give their tech and knowledge to those who join the Greater Good.  This depends on how much brainwashing is involved.  Because each city on a Hive World has a larger population than the entire Tau species and probably industrial strength as well.  Games Workshop has not realized this problem.&lt;br /&gt;
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==&amp;quot;Naive Weeaboo Space Communists&amp;quot;==&lt;br /&gt;
[[Image:Tau Weeaboo.png|thumb|right|Cue hotblooded music by [https://www.youtube.com/watch?v=-r6xYnFDoV0 JAM Project].]]&lt;br /&gt;
The Tau&#039;s naiveté might seem at odds with the GRIMDARK-ness of the setting (and to a degree, a lot of it is), but the thing is, Games Workshop specifically plays this straight FOR the [[grimdark]] and &#039;&#039;knows&#039;&#039; that the seeming futility of the Tau&#039;s optimism only further accentuates the general hellishness of the rest of the galaxy - and dear [[Emperor|god]] do they play this up for maximum effect. In the 41st millennium, the Tau come across as &#039;&#039;more&#039;&#039; than a little naive to the other races; the Imperium sees any contact with aliens as heretical and will shoot them with [[bolter]] rounds as soon as they look at them; the [[Ork]]s just want to kick the shit out of things; and the [[Eldar]] see the Tau as young and powerful because of their technology but also as a race in its infancy, just staggering out of its borders for the first time and wandering into a pond full of [[Saharduin|sh]][[Dark Eldar|ar]][[Chaos|ks]] (most Eldar philosophers admit their own race has failed, the humans are failing, and add that the Tau are in for a rude awakening). Said Sharks see them as somewhere between sex toy and dinner.  &lt;br /&gt;
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In older fluff [a single book that was so off the rails it said Tau had toes and no nasal slits], the Tau were implied to have been secretly uplifted by the Eldar through the creation and subtle control of the Etherals (especially the mind-influencing pheromone secreting gland at the base of Ethereals’ spines) [which the Tau themselves have laughed about and said isn&#039;t true]  and guiding them through reverse-engineering Imperial technology from the ruined colony ships.  Eventually the Eldar abandoned them because the Tau never accomplished anything notable on their own due to a crippling lack of creativity.  Humans must be in physical contact with an Ethereal or perhaps subjected to heavy doses of the pheromone in other ways to be sufficiently affected but aliens are affected merely by being in the vicinity of an Ethereal. Whether this is canon or not now is uncertain.  It all probably is, seeing as it hasn’t been retconned/overwritten.  Or GW forgot about it.&lt;br /&gt;
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Putting it simply, there&#039;s an ongoing joke that the Tau are some of the most successful trolling performed in the history of mankind just by &#039;&#039;existing&#039;&#039;; a case of the company installing them just to mix things up whilst at the same time keeping them surprisingly on-level.&lt;br /&gt;
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The combination of the above fluff, however, paired with their highly advanced technology, generally &amp;quot;Asian&amp;quot; feel (their Fire Caste&#039;s combat doctrine, though officially derived from two distinct Tau hunting method, is often reminiscent of Sun Tzu&#039;s &amp;quot;&#039;&#039;Art of War&#039;&#039;&amp;quot;), use of [[Mecha|battlesuits]] (just [[Imperial Knight|like]] [[Dreadnought|the]] [[Titan (Warhammer 40,000)|Imperium]]), [[Hammerhead Gunship|heavy firepower]] which rivals that of the Imperial Guard, and one of the [[Fish of Fury|most broken tactics in tabletop 40K until it was finally fixed an edition later]] has conspired to make them very much hated (and by that we mean a source of butthurt) by a reasonable-sized population of the [[/tg/|40K fan populace]], and /tg/ has rightly dubbed the Tau [[Weeaboo]] (as much due to their Asian-ness as anything else) as a result (even when people can use the same logic to point to the Imperium&#039;s xenophobia, the fanatical worship of the God-Emperor, extensive use of Mecha and suicide attacks, use of suicide attacks as punishment for dishonour, and fondness for over-the-top dialogue in general and conclude that the Imperium of Man is Imperial Japan in Space). As a dark twist on this inherent Asian-ness, a thread concerning lack of grimdark fan fluff on Tau led to the creation of [[Sept V&#039;iet]], the Viet Cong Tau.&lt;br /&gt;
[[Image:Tau fire warriors.jpg|490px|thumb|left|The [[Greater Good]]: translatable as [[Deal with it|&amp;quot;if you want to make an omelette, you gotta break some eggs.&amp;quot;]]]]&lt;br /&gt;
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And again in a case of much cultural confusion, the Tau are often considered [[Communism|communists]] (despite being a rigorous, hierarchical, near-eugenicist class society that would have Marx&#039;s spirit resurrect himself to commit suicide) due to their central philosophy of casting aside the self in favour of the Greater Good. This is partly because it&#039;s a nearly twenty year old meme by this point and memes that old are very stubborn about dying... and partly because we&#039;re a bunch of ignorant fucks. If anything the Tau more resemble the class system of Plato&#039;s &#039;&#039;Republic&#039;&#039; crossed with the caste system of India and [[Star_Trek#The_Federation|Star Trek&#039;s Federation]], and a little bit of facism as well (because they&#039;re the only ones in the entire galaxy who bother to try diplomacy with xenos rather than [[Exterminatus|exterminate]] them (partly because all but a few alien species are horrific space monsters that only a complete idiot would try to negotiate with)). &lt;br /&gt;
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Even then, the Tau has more in common with the Imperium than the noblebright space hippie Feds; they adhere to a highly strict doctrine of eugenics, as [[Love Can Bloom|all forms of love, sex or breeding between different castes]] are, translated from Tau lexicon into Gothic, &#039;&#039;&#039;[[HERESY]]&#039;&#039;&#039;. The Tau also have an explicit merchant caste as well as a single unified currency (something the Imperium of Man only has in theory, [[Imperial Truth|much like everything else]]) along with a system of standardised wage labour which makes them actually more Capitalist than the still stuck in Feudal Economics Imperium.  Contrast to the Craftworld Eldar whose society of post-scarcity voluntary labour actually is fully Communist, albeit there are still nobles entitled to bigger houses. &lt;br /&gt;
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The Tau treat their member species with an unusual amount of autonomy and respect while also keeping them [[Tau#Tau_Member_Races|non-Tau comrades]] as second-class citizens with no say in the Tau government. There is no restriction on religion or cultural uniqueness so far as it doesn&#039;t interfere with the greater good: Humans may still worship the Emperor, Nicassar can continue exploring the universe and Kroot can continue to ingest the dead; so it&#039;s a pretty broad stroke of acceptability.&lt;br /&gt;
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What is terrifying and an excellent twist on the Tau is that member races and the individual is kept from &#039;choice&#039;. So if you suck, like you&#039;re just bad at everything, you&#039;re not going to be offed or turned into corpse starch; you are given a 1 bedroom apartment, universal healthcare and a broom. And that&#039;s it. You don&#039;t get to be a hero, you don&#039;t get to rise above your worth and this is decided by an alien society.&lt;br /&gt;
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Pretty goddamned grimdark in a really personal way... almost like GW is saying all you do is provide money and roll dice.&lt;br /&gt;
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If you step outside of those walls; you&#039;re given a couple chances, then you&#039;re sent to reeducation, then you might get some beneficial brain washing... and so on. But death penalty? Nah, what would that serve?&lt;br /&gt;
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To double the weebiness but to greatly decrease the communism connection, the Tau are remarkably similar to war-time era Imperial Japan. Not in terms of military doctrine but in terms of its geopolitics. Like Imperial Japan they&#039;re a young power situated in the east, relatively far from most of their possible rivals&#039; centres of power. Like Imperial Japan they have a seemingly nice enough doctrine in terms of rhetoric; &amp;quot;Greater Good&amp;quot; and &amp;quot;Co-Prosperity Sphere&amp;quot;; but in terms of practise what it means is that they want to replace the old empires in the region with their own.  Like Imperial Japan they&#039;re at a significant disadvantage in terms of production power compared to their most serious rivals in the region, and hope to compensate for that by tactical superiority and winning big decisive battles to topple the old powers.  &lt;br /&gt;
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To further solidify the connections to Japan in the early 20th century, the Tau Empire even borrows some terminology, such as &amp;quot;spheres&amp;quot; of expansion, a firm belief that despite their grotesque material inferiority to their primary enemies, the power of their ideals and their superior willpower shall overcome their enemies all, and a dogged insistence on picking fights it probably can&#039;t win. Imperial Japan knew that America alone had nearly twelve times the industrial power, with Britain having thrice Japan&#039;s military-industrial might, France just about matching theirs, and the Soviets having four times that, and even China; despite being a wartorn barely functional shithole, could be a quagmire for it. &lt;br /&gt;
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But Japan didn&#039;t give a shit because they thought that they were so awesome they could somehow get all these people to surrender through a combination of being better at war than their soft, mewling enemies and that they simply believed in their destiny to rule the waves more than anyone else did. Much like how the Tau is fully aware that the Imperium, the Orks, the Necrons, and the Tyranids could all squash them flat in a stand up fight, but believe this is immaterial because their belief in the greater good shall overcome all and they have mastered the ways of war while their foes are mired in ignorance. &lt;br /&gt;
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What is for sure though is that, whatever part of the terribly suited to analysing politics outside of the modern era one-dimensional spectrum of political agenda they are on (probably wherever you&#039;d put Imperial Japan during world war two), the Tau government is mainly oligarchical, with the vast majority of political power concentrated in the Ethereal caste. &lt;br /&gt;
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This is further driven home by the fact there is a Tau splinter faction led by one of their two best generals alive, Commander [[Farsight]] of the Farsight Enclaves, whose government is a non-caste society seemingly devoid of merchants, meritocratic semi-democracy. The problem is, until people stop dragging him out of his self-imposed exile to fight Tyranids, Orks, and other Tau, he&#039;s a dictator the way Optimus Prime is sometimes depicted. Farsight&#039;s government is one most certainly [[RAGE|NOT recognized by the Tau Empire]], who have finally gotten around to dispatching a fleet to silence them. We still have yet to see the outcome of this fleet dispatch, though.&lt;br /&gt;
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Of course, the Enclaves are a fan favorite (America&#039;jin loves a rebel) but until GW retcons it, the Tau &amp;quot;Don&#039;t Kill Eachother&amp;quot; as that would be single most direct step backwards as a people to the time of the Mont&#039;au (when they just loooved killing each other before the Ethereals). Farsight doesn&#039;t have designs to replace the Ethereals and so long as you ignore the counter-intuitive books he&#039;s featured in; he&#039;s more a guy that is incredibly depressed about his own mistakes and thinks that the Tau Empire is too inclusive and needs to learn how to grimdark better.&lt;br /&gt;
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However, the new codex has HEAVILY downplayed their naiveté, bringing back the original codex mention that the Ethereals have officially declared some species &amp;quot;[[Exterminatus|lost causes]]&amp;quot; and that the [[Greater Good]] demands they be killed to the last.&lt;br /&gt;
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*[[Orks]] were the first of the big players of 40k to get this treatment. They pretty much were the only serious competition Tau had before they discovered the Imperium, and it only took them a few weeks of study to realize the fact that Orks are beyond reason or sanity. They do still employ them as mercenaries in small numbers, and the Water Caste considers the Orks one of their biggest failures.&lt;br /&gt;
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It should be noted that the Tau have experienced three major Ork attacks but never a true Waagh! This is largely because the fortress worlds Farsight has created out in the Gulf, keeping them back at the cost of his forces. The Tau likely have no idea that this is happening since no one has ever gotten to the Enclaves and come back.&lt;br /&gt;
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*[[Tyranids]] unsurprisingly ended up on &amp;quot;shoot on sight&amp;quot; list pretty much after the first contact.  Unlike the Orks, the Tau have experienced the full and unadulterated rape train that is a Hive Fleet in the form of Gorgon which took a bite out of their Empire (lost something like 10% of it) as well as an ally species called the Ulumeathic League who might be completely wiped out.&lt;br /&gt;
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*[[Eldar]] briefly were on the list too, owning this to the first contact being made by the Commorites, and not just any, but [[Urien Rakarth]] himself. It took some nuked Exodite world and Craftworld intervention for tau to realize that not all space-elves are insane rapists and scratch them off the list.  Probably more encouraged by the Eldar effortlessly curbstomping them than actually caring that they shot the wrong Spelves. The Tau also ended up accidentally destroying a Maiden World likely make a perma-hate neighbors of Saim Hann, but they did have some positive dealings with the Lugganath Craftworld to finish off Hive Fleet Gorgon.&lt;br /&gt;
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Interestingly, the Dark Eldar were supposed to be the original nemesis of the Tau when they were originally released. &lt;br /&gt;
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*[[Space Marines]] seem to be entering the list as of the second Damocles war. The reason is not because it&#039;s impossible to reason with them, but because after some intense Water caste psychoanalysis and Nagi &amp;quot;mind-[[rape|ripping]]&amp;quot; they pretty much declared that Astartes aren&#039;t &#039;&#039;people&#039;&#039; but merely a &#039;&#039;weapon&#039;&#039; and as such have no place in Tau&#039;Va.  Since this means they ignore the [[Blood Angels|artistic]], [[Thousand Sons|scholarly]], [[Word Bearers|philosophical]], and [[Ultramarines|administrative]] aspects of being Astartes intended to give them purpose after the Great Crusade ended the Tau are probably just scared shitless of Space Marines and the sheer inspiration their presence brings even off the battlefield.&lt;br /&gt;
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To sum it up, the Tau Empire is still an expansionist empire prone to using military force, but far better than almost every other polity in the setting, as it permits others to exist with rather lenient standards, and isn&#039;t dedicated to the purposeful extinction of all other life in the galaxy. It should be noted that the Water Caste has turned more worlds to join the Empire then the Fire Caste.&lt;br /&gt;
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Additionally, you don&#039;t have to join the Empire to benefit from trade agreements and non-aggression pacts like the Demiurge who traded ion-tech for refuge from the ever xenophobic Imperium but there doesn&#039;t seem to bee any indication they&#039;ve actually &#039;joined&#039; the Empire.&lt;br /&gt;
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They don’t care if you’re some primitive feral species or a peaceful member of a species they have decided to be a lost cause, they will try and do their best to take care of you because they think, in their hubris, that they know best.  &lt;br /&gt;
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Also, as a result of surviving attacks from the major factions in the galaxy yet being blissfully unaware that those were merely tiny brushes or stragglers of vastly larger forces, the Tau believe they have proven they can truly hold their own in the galaxy against all the major players.  As of Eighth Edition they were corrected quite painfully due to the opening of the Great Rift and the loss of most of their Fourth Sphere Expansion forces to a Warp rift, and following a massive Chaos invasion they have been forced to face the possibility that their empire might have bitten off more than it can chew.&lt;br /&gt;
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==Military Doctrine==&lt;br /&gt;
[[Image:TauTyr2.jpg|right|500px|thumb|Close-quarters painting [[Drawfag|strikes again.]] (What a badass Hammerhead pilot)]]&lt;br /&gt;
The Tau military is basically the cherished love child of the United States military and its Japanese anime waifu.&lt;br /&gt;
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The Tau disdain [[Choppy|melee]] [[Rip and tear|combat]] in favour of [[Shooty|ranged combat]], which renders them instantaneously [[Matt Ward|less manly]] in the eyes of most of /tg/&#039;s playerbase. The reasons behind this are complicated. Generally, Tau see hand to hand combat in warfare as an anachronism, which makes sense, considering their basic guns can rip apart tank side armour. In addition, the Tau&#039;s body is adapted for flying &amp;amp;mdash; prehistoric Tau had gliding flaps like flying squirrels &amp;amp;mdash; thus compared to almost all other major races Tau have less muscle strength (heck, less body mass in general), have lower reaction speed, and are hyperopic/farsighted. In their initial design it was said in their first White Dwarf that they are a race that adopted the bow and arrow rather than how humanity adopted the sword.&lt;br /&gt;
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They do practice their own forms of martial arts, and they aren&#039;t &#039;&#039;so&#039;&#039; much weaker as to be crippled (they&#039;re Strength 3 just like Imperial Guardsmen, who are the special forces of their respective PDFs but obviously something to be desired for when you&#039;re dealing with rolling death machines that worship proactive daemons), but it&#039;s very obviously not their strong suit and they would rather fall back on guns than blades.&lt;br /&gt;
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Even the last reason alone is enough to avoid close combat, seeing as [[Necrons]] use similar logic, despite their [[Necron Warrior|Warriors]] and [[Necron Immortal|Immortals]] being much stronger and tougher, and actually highly trained in close combat, but equally as slow, though if the Necrons do want to get into melee, they&#039;re certainly not lacking in specialists. That said, Tau do practice martial arts - Fire Warrior trials and rites involve knives, while Ethereals have a tradition of fighting non-lethal duels to settle disputes, using sharp bladed weapons no less, so they are often quite good with their fencing style, as [[Aun&#039;Shi]] has shown to some unfortunate Orks (keep in mind Aun&#039;shi trained against Shas&#039;Vre to get that good).&lt;br /&gt;
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Some people think Tau military doctrine has been hit hard with the same [[grimdark|stupidity]] nerf bat as every other fieldable army; every other faction has some reason for their material to be as limited as they would be in a fantasy setting, but the Tau have widespread education, unlike Men and Orks; reasonable access to production facilities relative to their population, unlike Necrons and Eldar; and are capable of coherent research and development, unlike Tyranids, Daemons and the Adeptus Mechanicus.&lt;br /&gt;
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For fluff reasons which have never been explained (the crunch reason is obvious), they have the same motif as every other army of equipment often being more valuable than the person wielding it, leading to most personnel being fielded with &amp;quot;inferior&amp;quot; equipment. The most obvious example of this is that they always, under whatever circumstance, field infantry in simple combat armour rather than some sort of battlesuit - its only advantage is having less bulk, as the Tau have a reason not to build larger transports to cope with the shitloads of battlesuits they could deploy instead. &lt;br /&gt;
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This argument is analogous to saying that real-world militaries should only use armored vehicles and not have infantry, and says more about fa/tg/uy ignorance than Tau doctrine. The Tau likely practice economy of force, which has consequences both on and off the battlefield. Sending excessive amounts of force at a target is wasteful, as the excess firepower would be more useful elsewhere. If one only has a unit of XV8 Battlesuits and no infantry, but a swarm of grots in a nearby pass needs to be taken out, they have no choice but to commit a very valuable unit to a task far beneath its worth. This is also an economic matter, as lower power units are cheaper and the Tau do not have an infinite supply of the rare materials needed to produce the strongest Battlesuits. &lt;br /&gt;
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One could easily field a number of fire warriors for far less than the cost of a single battlesuit, and considering many foes will fall beneath &amp;quot;mere&amp;quot; infantry, any cost-aware faction would prefer the infantry&#039;s use over an expensive battlesuit. Similarly, when it comes to occupying or garrisoning territory, numbers of soldiers is significantly more important than quality of soldiers as they need to cover ground and establish a presence. In other words, they are the army who most resemble modern forces in terms of strategy, and mixed armies of infantry, armor and support elements are a good combination. And who the fuck can with a straight face call a pulse rifle and carapace grade armour &amp;quot;inferior equipment&amp;quot;? The view their equipment or doctrine is nerfed also ignores that armies have to replace lost and damaged equipment as well as actually get that equipment to the troops or they&#039;re absolutely fucked. An expensive army of battlesuits is lovely right until combat losses alongside wear and tear reach a point where the empires production can&#039;t keep up with losses or supply problems mean they don&#039;t reach the front (armies in 40k have been shown running low on ammo something far easier to produce and transport in large numbers than battlesuits). An army based around soldiers armed with &amp;quot;cheap&amp;quot; rifles and armour is a lot easier to produce and keep in the field even in the face of casualties or supply problems. &lt;br /&gt;
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The Tau&#039;s superior [[Dakka|firepower]] is similar to that of the [[Imperial Guard]], but their strategy is different, more like the Space Marines who use pinpoint strategy in lieu of numbers and that they tend to rely less on mass warfare and more on sophisticated technical support (drones, stealth technology, railguns), with an emphasis on tactical precision, mobility, and the initiative of individual squads of units, much like how modern warfare is waged (apparently if the Imperial Guard learned from Tau tacticians and fought with modern tactics instead of zergrushing everything then they would have been the most powerful army in the galaxy, but no, that ain&#039;t GRIMDARK and AWESOME enough [unless you&#039;re [[Lord Solar Macharius|Macharius]]]). Their military doctrine is not based on winning by attrition and/or throwing out quality tactics in favour of absorbing and dishing out heavy shocks in bloody epic clusterfucks like the Imperials, Orks and early World War II-era Soviet Russia. (Unless you count the later war &amp;quot;deep warfare&amp;quot;, which is actually the combat doctrine the Tau ripped off. 40k really seems to like the Russians...) &lt;br /&gt;
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Rather, they use infiltration and their sophisticated battlesuits to [[Anal Circumference|bypass enemy strong points and launch deep into their rear]], cutting supply lines and logistics, destroying headquarters and support units, leaving enemies cut off and functionally helpless. There are numerous examples of Tau literally starving and/or thirsting entire armies to death by cutting out their supply lines, while simultaneously harassing them with night raids, ambushes and air strikes to the point the survivors are leaderless, demoralized, out of ammo and fuel, and can barely stand due to exhaustion. The [[Imperial_Armour_Volume_Three:_The_Taros_Campaign#Volume_Three_-_The_Taros_Campaign|Taros]] campaign is a prime example of these tactics (and of the Imperium&#039;s strategic stupidity).&lt;br /&gt;
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Of course, these kinds of tactics only work fine against more convenient armies like the Imperial Guard or Orks. When it comes to Space Marines and Eldar, who sport mostly aerial/warp/webway supply lines, operate as elite armies without obvious weak spots to exploit, have similar or superior tactical mobility and badass officers that can survive most assassination attempts, Tau lose huge parts of their usual advantages (but get the numerical superiority in return). Against utterly unconventional foes, like Tyranids, Daemons or Necrons... well, all times they faced such foes, Tau either devised some entirely new strategies, or lost horribly.&lt;br /&gt;
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[[File:TauTyr.jpg|thumb|left|300px|90% of Tau [[dakka]] comes in the form of [[Plasma|pretty blue lights.]]]]&lt;br /&gt;
The Tau, again, boast some of the most powerful ranged weaponry on the tabletop game, and can crank out more concentrated firepower than any other faction with the lone exception of the Imperial Guard and maybe the orks if you only count number of bullets in the air, and even then, the Tau&#039;s weapons hit quite a bit harder. They have pathetic hand-to-hand combat skills, however, and so the Tau bolster this by using several inducted races (the [[Kroot]], Vespid, and even some [[Gue&#039;vesa|humans cut off from the Imperium during the Damocles Crusade]]) to act as buffers against assault troops to allow Tau Fire Warrior teams and their heavy, long-ranged firepower to tear enemies apart. The most pivotal, and perhaps most infamous, part of the Tau army are their [[Battlesuit|Battlesuits]], which can mount multiple heavy weapon systems and provide excellent mobility to their pilots, all on a fairly durable unit. &lt;br /&gt;
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They also have an extremely powerful navy, though not quite as formidable as the Imperium&#039;s, if largely because of differences in number and tonnage. Tau air units are among the best in the game, with aircraft superior or equal to Imperial Guard equivalents, including a stealth fighter, multipurpose heavy fighter, a superheavy fighter with guns that can one-shot a Titan, and their own [[Manta|Titan-equivalent]] (which is a small starship). Unlike the Imperium, they usually deploy swarms upon swarms of flyers, with only Orks, Tyranids, and Necrons able to rival them in numbers when things come to dogfights—kind of the way the Imperial fleets&#039; atmospheric support craft were supposed to work if fleet officers weren&#039;t a bunch of assholes who do everything they can to provide as little air support as possible.&lt;br /&gt;
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On defense, the Tau are a bit unusual: they leave only token garrisons at their colonies to protect them. These garrisons are intended for scouting rather than combat, avoiding engagement in order to observe and report on invaders using Pathfinders, scanning towers, and drones. Because the Tau have fairly powerful spacefleets and usually keep their forces within reasoned distance of potential hotspots, any potential threat can be quickly dealt with by organizing a hunter cadre to be sent to deal with the situation. For those of you who don&#039;t get it, it&#039;s Frederick the Great&#039;s &amp;quot;he who tries to protect everything protects nothing&amp;quot; strategy. &lt;br /&gt;
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Of course, this strategy means Tau must have some worlds actually being heavily defended - and in fact they do. Sept worlds tend to be guarded by some nasty space stations and garrisoned by an unreasonable amounts of hunter cadres and auxiliary troops, which allows them to act as major defensive nodes from which response fleets are dispatched and to which evacuation fleets rally (think feudal Japan style castles from which commanders would send trained garrisons out to protect the lands around it from encroaching armies), and in case some really scary shit like an Imperial crusade or a Tyranid hive-fleet comes into the sept, it is on the sept world where the decisive battle is fought (See the First Damocles Crusade for an example of this tactic in action). &lt;br /&gt;
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This has, however, backfired on occasion, since it does mean that the Tau garrisons are very vulnerable in the initial stages of an attack. It also makes them very vulnerable to Orphean War style rapid assaults where the attacker is advancing so quickly the defender doesn&#039;t even have time to relay the news that they&#039;re under attack to the rest of their army. While the Tau haven&#039;t yet faced something like the Maynarkh Dynasty, they are awfully close to the Sautekh Dynasty and Imotekh is a noted cantankerous asshole and egotistical conqueror.&lt;br /&gt;
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A rare advantage the Tau have is their willingness to change military strategy. As examples, look at how they changed tactics in reaction to the [[Damocles Crusade]] by the Imperium of Man, and even built an entirely new space fleet to match humans in straight-on space fights, or their unusual but effective choice of switching to older weapons when dealing with [[Hive Fleet Gorgon]].&lt;br /&gt;
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==Fleet==&lt;br /&gt;
[[File:Tau_Map.JPG|500pc|right|thumb|The Domain of the Weebs.]]&lt;br /&gt;
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In the old fluff, the T&#039;au used to have equip their ships with reverse-engineered warp drives from an unknown faction that crashed a starship on one of their home world&#039;s moons. Using their gravitic wave technology (think a sail) they used this to skim the surface of the warp before bouncing back to the Materium after a short while (1/3 the speed of optimal Imperial warp drives). &lt;br /&gt;
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New fluff, on the other hand, has retconned that by giving them what is called a &amp;quot;slingshot drive&amp;quot; for their STL (That&#039;s right, it&#039;s SLOWER than the speed of light, how the fuck do you run an interstellar empire with STL?!?!?). From what little fluff we have on it, it looks like the reality-based theoretical warp drive (in the modern physics meaning, i.e. the Alcubierre bubble). The practical applications, however, are the same in both new and old fluff - Tau FTL is much slower than the Imperium&#039;s, but is predictable, reliable, and not affected by warp storms (a big deal, given Tau spent half of their history inside one). As a result, Tau are capable of building proper interstellar logistics lines, ones the Administratum can only dream of, but their strategic mobility is . . .lacking, to say the least. Compared to pretty much every other faction (though the non-Warp drive using FTL factions are different; the Necrons microteleport and use wormholes, the Eldar use the Webway extradimensional network, and the Tyranids bring their production power with them as they tugboat in by gravity channeling) the Tau move at an absolute snail&#039;s pace, hence the reason why their worlds are so tightly packed together. Of course, if the skip drive was THE best way to travel normally without the Warp and to avoid Warp phenomena,  the radically more advanced Dark Age Humanity would have slapped the drives on every type of ship they had. They didn&#039;t, which implies the drive was more of a stopgap dead-end then a fully developed piece of technology. There may not even be a guarantee of safety from daemons, as, when the drive pushes against the barrier of reality, all it would take is for a daemon to be in the right place at the right time to stick a gnarled claw into the corresponding area in the Warp and cut through to say &amp;quot;hi&amp;quot; to the engineering crew [heavy speculation].&lt;br /&gt;
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Additionally, Slingshot drives are rather big, heavy and power-hungry, even compared to the Warp drive (which takes up 1/3rd of a smaller imperial ships). As a result, escort-class Tau spacecraft are built without FTL drives and are hooked to bigger ships for the purpose of interstellar travel, which basically make them equivalents of the Imperium&#039;s system monitor ships, with the same benefits (cheap, compact and too fast, powerful or durable for their size) without their major downside (being incapable of FTL flight). The Tau also have to concentrate their forces on an interplanetary scale; they can&#039;t throw a bunch of ships into a warzone from halfway across the galaxy as orks and humans can.&lt;br /&gt;
Tau empire have two fleets:&lt;br /&gt;
*Kor&#039;Vatra, or &amp;quot;merchant fleet&amp;quot;, is made of older modular ships that double as merchant and colony vessels (hence the name). One of their main shticks is huge arcs of fire for most gun batteries, with side batteries easily covering front arc, and nose batteries covering all but the stern - as a result, while Kor&#039;vatra Ships may not have as much firepower as Imperial or Ork ones, they can focus more of it on one target. On the flip side, merchant ships while decently fast at sub-light, are not very agile, and must rely on escort wings and auxiliary fleets against more maneuverable foes. Even after the founding of Kor&#039;Or&#039;Vesh, the Kor&#039;Vatra still see a lot of military use, especially against the Imperium, &amp;lt;i&amp;gt;precisely&amp;lt;/i&amp;gt; because it&#039;s regarded as a non-military fleet, so Tau diplomats could tell their imperial colleagues &amp;quot;What battle cruisers on your orbit are you talking about? It&#039;s just our merchant vessels, moving goods to and from our trade missions&amp;quot;.&lt;br /&gt;
*Kor&#039;Or&#039;Vesh, or &amp;quot;combat fleet&amp;quot; is a newer fleet, made for battling Imperium&#039;s fleet in straight up battle, after Kor&#039;Vatra got run over during the Damocles crusade. Made out of more compact, maneuverable and better armored ships, it may lack Kor&#039;Vatra&#039;s wide arcs of fire, but is superior in every other regard, and as the Taros and second Damocles campaigns showed, it is more than capable of fighting off humans even if outnumbered.&lt;br /&gt;
Both fleets use largely the same technologies: railguns as short-range (by Tau standards), high-damage gun batteries; ion cannons as long-range beams (lance equivalent); and, above all, powerful small-craft ordnance (second only to Eldar and available in far greater numbers). Mantas, Barracudas, and EMP drone-torpedoes reign supreme at extreme ranges, gaining the Tau navy the same reputation their ground armies have. Because their small-craft ordnance is so powerful, most Tau ships tend more towards carrier and torpedo boat archetypes than battleships, and suffer horribly if an enemy comes within macro-cannon or boarding range (note the &amp;quot;if&amp;quot;).  Technically, the Imperial equivalents are, as they are when compared to most other factions, far superior.  The problem for the Imperium is, like always, those things are very rare, built in tiny numbers, and never around when you need them.&lt;br /&gt;
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==Non-combat Fluff==&lt;br /&gt;
[[File:Tau city.jpg|450px|thumb|right|Contrary to what [[Imperium of Man|some]] believe, what this picture shows might just be the future for the entire galaxy if the Tau [[Great Crusade|get their way.]]]]&lt;br /&gt;
The Tau were a new race/culture found by the Imperium of Man during their &amp;quot;slash and burn&amp;quot; exploration of their galactic neighborhood. The Tau were still pastoral, had just discovered flint tools and charcoal, and the Imperium had them scheduled for &amp;quot;[[Grimdark|routine cleansing]]&amp;quot; (Low Gothic for “ruthless genocide”) and make room for colonization. Needless to say, that plan was promptly [[derp|fucked up]]. By an unfortunate (or fortunate, depending on your feelings towards a species&#039; right to not be mercilessly exterminated for no reason whatsoever) coincidence which almost certainly involved the dickery of [[Tzeentch]] or [[Cegorach]] or [[The Deceiver|something]], warp storms started hitting the entire galaxy, right around the rise of Vandire, which occluded the Tau homeworld, so nobody could get in or out. Since the Tau were virtually invisible in the warp, the warp storm didn&#039;t have much of an effect on them as they were immune to the influences of Chaos. &lt;br /&gt;
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[[FAIL|The sector was labeled &amp;quot;lost to Chaos,&amp;quot;]] and cleansing was [[What|deferred indefinitely]]. Then [[Age of Apostasy|this shit]] happened, and almost all records about Tau were lost in the ensuring [[Rape|clusterfuck]] of civil war. Only the Adeptus Mechanicus still had records of this first contact when the storm died down 6,000 years later. By then, the Tau had expanded to fill out the &#039;Cluster&#039;, colonizing hundreds of planets and incorporating dozens of alien races. They were put back on the radar when the Imperium found out their border worlds Kleist and Garrus, and probably a bunch of others, changed sides and gave up on Terra (can you blame them?)&lt;br /&gt;
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The Damocles Crusade was launched. The extermination order still stood—it was just going to be much more difficult than the Imperium expected, seeing as the Tau, instead of [[C.S. Goto|throwing spears and rocks at their tanks]] and Space Marines, were now throwing [[ion cannon|ion charges]], &amp;lt;s&amp;gt;[[plasma|plasma blasts]]&amp;lt;/s&amp;gt; particle accelerators (pulse rifles), and [[railgun|electromagnetically-accelerated hypervelocity projectiles]] at their tanks and Space Marines.&lt;br /&gt;
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Tau history is pretty typical up through the iron-age: a knack for engineering, warfare between &amp;quot;urban&amp;quot; farmers and &amp;quot;barbarian&amp;quot; nomads, and unrestrained growth causing a series of plagues, leading to a dark age. Here&#039;s where things go sideways, though the Tau see it as the start of their endless Golden Age: the arrival of the Ethereals. Legend tells of a five-year siege at the castle of Fio&#039;taun, with both sides starving and succumbing to disease, when two foreign Tau entered the battlefield. One went to the castle, the other to the barbarian tribes. Each of these Tau had a quiet grace and irresistible authority. In just a few hours, the castle was persuaded to open their gates, and the barbarians laid down their weapons, and both parties met to parley a truce. &lt;br /&gt;
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These strange Tau called themselves &amp;quot;Ethereals,&amp;quot; and stressed the importance of peace and understanding between all Tau. They described a &amp;quot;Greater Good&amp;quot; that each Tau must strive towards. Soon after, soon enough to seem simultaneous, more of these strange new Tau emerged across the continent with their message of peace and co-operation for all Tau. Their quiet authority was always respected, and their message of harmony was universally embraced. Wait a minute, [[God-Emperor of Mankind|I&#039;ve seen this]] [[Great Crusade|historical pattern before]]....&lt;br /&gt;
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Perhaps uniquely for the setting, Tau-human interactions bear the whiff of realpolitik. On the one hand, the Imperium wants to exterminate them &#039;&#039;eventually&#039;&#039;, but the upper management generally realizes that the Tau are going to be a giant drain of resources and manpower to get rid of, given the stiff resistance they put up in [[Damocles Crusade|previous campaigns]] and their [[Riptide|uniformly]] [[railgun|advanced]] [[battlesuit|technology]]. Furthermore, they serve as a useful buffer state against various threats on the Eastern Fringe, from Orks and Chaos raiders to Tyranid hive fleets to alien forces the Imperium hasn&#039;t had (recorded) contact with. Their existence deflects danger from Imperial space, and in a place and time when the Imperium is [[Time of Ending|coming under attack from all sides]], that&#039;s more important than dogma.&lt;br /&gt;
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This strategy is not unique to the Tau only though, as the Imperium allows countless other (much more dangerous) xeno empires to prosper in the Eastern Fringe to serve as an ablative shield against much nastier shit. Amongst those is (for example) the Charadon ork empire, which is older than the Imperium and spawns a Waaagh! or two per millennium (even with the routine warboss assasination raids that the Ultramarines make). Even after the emergence of the genius warboss Snagrod and his Waagh on Rynn no one cared to issue a crusade against them. So yeah, the Tau empire is not even close to being spotted by the High Lords, not to mention recognized as a threat dangerous enough to actually do something about.&lt;br /&gt;
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Conversely, the Tau have realized just how massive an undertaking expanding through the entire universe would really be, and are taking it slow. They mostly absorb Imperial buffer worlds stripped of manpower and armament in the face of massive redeployments to face other threats, offering the Empire&#039;s protection in return for annexation and outright conquering the places that don&#039;t take the deal. The Tau have claimed that they are engaging in this sort of aggressive behavior because &#039;&#039;someone&#039;s&#039;&#039; going to [[Tyranids|gobble]] those settlements up sooner or later, and if &#039;&#039;they&#039;&#039; don&#039;t do it, then whoever does won&#039;t be [[Exterminatus|nearly as nice about it]]. While baldly self-serving, that logic is...well, mostly correct, really.&lt;br /&gt;
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There&#039;s no lost love between the Imperium and the Tau, but open full-scale war is probably unlikely in the near-future after the Second Damocles Crusade and the exterminatus of one of their Septs... Or it&#039;s 40k and lot&#039;sa people go&#039;na die.&lt;br /&gt;
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Looking at the new galactic map, where the Tau are now sandwiched between their own eye of terror and a Necron dynasty, they are soon to be fucked...&amp;lt;s&amp;gt;Maybe...&amp;lt;/s&amp;gt; Yep, they got done buttfucked by the Death Guard!  And new faith-based Warp fuckery (a glowing flying priest dueling a battlesuit, &#039;&#039;yes&#039;&#039;) from the Imperium that even caused some of their human levies to seek redemption by attacking the Tau.  But it&#039;s not all bad as they&#039;ve cured 1st Generation Genestealer infections (something to do with drinking bleach) and they&#039;ve finally broken out of their nook with the 5th Sphere; one of their biggest fears was being stuck in a globular cluster because one super nova will put the kabosh on the Greater Good... Can&#039;t argue with fire.&lt;br /&gt;
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If things keep going this way, the Tau will eventually see a clash between the shiny new faith fuckreality of the Imperium and the demonic fuckreality of Chaos.  Their reaction to such a blatant display of angelic versus demonic would be precious.&lt;br /&gt;
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=== Castes ===&lt;br /&gt;
[[File:Commander HawkEye.jpg|thumb|290px|right|&amp;lt;s&amp;gt;Join the Greater Good, lose your virginity to a hot alien babe!&amp;lt;/s&amp;gt; Non-approved sexual contact is an offence to the Greater Good, Gue&#039;la. Now get back to work or you won&#039;t get your overtime pay! TAU GET OVERTIME PA{{BLAM}}{{BLAM|Asking questions is heresy!}}]]&lt;br /&gt;
Tau society after the arrival of Ethereals was organized into castes; everyone with a place, and a place for everyone. [[Love Can Bloom|Interbreeding between castes and Xenos races]] is one of the most severe crimes in the Empire, in other words, [[Heresy]]. This was outlawed by the [[Ethereal]]s presumably to preserve the biological differences between castes; the result is the creation of 5 sub-species. Tau society does have many examples of romance, and there are designations of &#039;pair&#039; bonding at least amongst the Earth Caste. The Tau have children which they both raise and also send the creches but they seem to monitor birth rates (likely to match resource levels as well as provide an additional level of social engineering).&lt;br /&gt;
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There also seems to be a tribal system that remains from pre-Caste days that we don&#039;t know too much about. We know that bloodlines have some kind of importance, but as a meritocracy, it does not have a bearing on social constraints. They also can have relatively large families, Shadowsun had three sisters for example.&lt;br /&gt;
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Breeding is managed by the Earth Caste, but, there is at least one instance where a pair-bond has their own child, so perhaps there is a degree of choice. Otherwise, Tau are paired in a way that will create the best biological result. An Imperial genetor&#039;s report in the fourth edition Tau codex observes the presence of synthetic proteins in Tau internal organs and suggests them as evidence that their evolution has been accelerated, though he might have been confused by synthetic proteins that the Tau were given as the Tau make extensive use of things like, huh-duh, advanced medicines and treatments. [[/tg/]] seems to be under the strong impression that they are mammals, as you can see in the picture further down the page, despite the complete implausibility of this theory. The frequent [[/d/|sexualization]] of the Tau by fa/tg/uys is a mystery to many, but clearly not all. [[PROMOTIONS|Not nearly enough]], in fact.  It&#039;s obviously a deep desire for Draenei to be added to the setting to [[PROMOTIONS|reward]] our brave Imperial Guardsmen.&lt;br /&gt;
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==== {{anchor|Fire|Fire Caste}} Shas (Fire) ====&lt;br /&gt;
The &#039;&#039;&#039;Fire Caste&#039;&#039;&#039; consists of the various [[Fire Warrior|warriors]] of the Tau Empire. The miniatures of a Tau army in a [[Warhammer 40,000]] game are almost exclusively Fire Caste. Other castes think Shas are overly-aggressive hotheads due to their tendency to solve all problems by applying more plasma (when Tau encountered other sentient species, Fire Caste representatives immediately voted to hunt down and exterminate them, just like they hunted down dangerous local life forms on the other world they colonized), although for Humans and Eldar, whose history knows numerous [[Wyches|kinky]], [[Haemonculus|horrid]], [[World_Eaters|Earthshatteringly mad]], [[Night_Lords|batshit insane]], [[Blood Angels|bloodthirsty]] individuals and groups, mention of the &amp;quot;Aggressively Hotheaded&amp;quot; Tau would end up with them collectively pointing fingers and laughing at them. On the other hand, it also shows how calm and disciplined other castes are as well as the importance of the balance the Ethereal&#039;s bring to the Tau.&lt;br /&gt;
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They are taller than Earth Caste Tau, and physically stronger than the Air and Water Castes and are slightly shorter than the average 40k human (which is over 5 feet). They pretty much compensate for this by giving their basic Fire Warrior a [[pulse rifle]], which is sort of like an automatic sniper-[[plasma]] gun, and employ heavily armed and sophisticated battlesuits for their elite infantry. Oh yeah, and [[Railgun]]s. Company-sized Tau forces are called &amp;quot;Hunter Cadres&amp;quot;.&lt;br /&gt;
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==== {{anchor|Earth|Earth Caste}} Fio (Earth) ====&lt;br /&gt;
The &#039;&#039;&#039;Earth Caste&#039;&#039;&#039; are the laborers and engineers; they are the &amp;quot;civilians&amp;quot; of Tau society. Their appearance can vary widely, though other Tau would describe them as &amp;quot;plain.&amp;quot; They all have a stoic outlook, with little ambition other than to excel in their career of choice and work for the Greater Good. Unlike the Imperial worker classes, whose quality of life generally &#039;&#039;starts&#039;&#039; at working 14-hour days seven days a week while living off of dried recycled dung chips and goes [[Such is life on Volg|&#039;&#039;downhill from there&#039;&#039;]], the Earth caste is mostly concerned with technological planning and engineering as well as artwork which they incorporate into their creations. They are also scientists and work hand in hand with the Water Caste to develop new technologies (like the rail rifle).&lt;br /&gt;
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The Farsight Enclaves field some Earth Caste pilots for their battlesuits, demonstrating their more flexible caste systems and/or their desperation for manpower but there are examples of Tau work teams able to defend themselves in a pinch. Being in a suit makes them &#039;&#039;even worse&#039;&#039; in close combat than Tau already are, but they make up for it with technical training and tweaks to the suits&#039; software and mechanics, re-rolling missed shots and equipment failures.&lt;br /&gt;
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==== {{anchor|Air|Air Caste}} Kor (Air) ====&lt;br /&gt;
The &#039;&#039;&#039;Air Caste&#039;&#039;&#039; are the intermediaries between Tau. In more primitive times they served as messengers and couriers, and sometimes scouts/explorers, gliding on membranous anatomical wings like flying squirrels through T&#039;au&#039;s atmosphere (although this might be a myth). When the Tau started exploring offworld, it was the Air Caste that took charge of the vessels traveling between the stars and became tall with super frail physiques due to zero-g living. Now the Air Caste are the Tau stellar navy/airforce/mailmen, piloting the Empire&#039;s various carriers, warships, and emissary cruisers. Air caste Tau tend to be tall and slender like runners or dancers, and this is frequently exaggerated by the years the Tau navy spends in low-gravity. &lt;br /&gt;
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Despite their slender stature and lack of muscle mass, Air caste pilots are extremely resistant to G-force, making them excellent void and atmospheric fighter pilots (simultaneously, as small Tau voidcraft also double as atmospheric craft). They also, clearly, have engineer and military classes as they live in Air Caste cities made up of their own population; going to show that Castes have multiple cross overs for responsibilities rather than anything as rigid as the Farsight books describe.&lt;br /&gt;
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==== {{anchor|Water|Water Caste}} Por (Water) ====&lt;br /&gt;
The &#039;&#039;&#039;Water Caste&#039;&#039;&#039; are the emissaries to non-Tau. They are diplomats, merchants, civil servants as well a project leads. The most open-minded Tau can be found among the Water caste, with some even showing individual ambition (but still for the greater good of the Tau Empire). When a new culture is encountered, the Water caste are sent in first to negotiate. If talks break down, the Water caste are withdrawn from the area and it&#039;s time for the Fire Caste to then start negotiating with pulse weapon fire. Also, unlike their Imperial equivalents in bureaucracy, the [[Administratum]], they are brisk, efficient, and very good at their jobs. No dumping valuable ammo on an uninhabited dust world because no one signed the paperwork not to. &lt;br /&gt;
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It&#039;s a less known fact that Pors also run the Tau intelligence and espionage network, and Por&#039;Os and Por&#039;Els from this branch are pretty much Tau Inquisitors except more competent, much saner, and not nearly as good at kicking asses personally. As of the second Damocles Crusade the Imperium has designated the Water caste as a primary threat above any other Tau caste, as their subterfuge, diplomacy and propaganda has cost the Imperium more worlds and manpower than the Fire and Air caste&#039;s military prowess combined, and they even managed to totally outplay the Inquisition on its own field, which royally pissed them off, even turning an Inquisitor (Va&#039;deem) to their side (maybe with the help of the Nagi).&lt;br /&gt;
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The Air Caste also do a quite a lot of things like leading exploration initiatives like the one that discovered the Kroot empire as it was getting rickrolled by the Orks and fought for their liberation after 12 years (with no mention of the Ethereals mind you).&lt;br /&gt;
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==== {{anchor|Ethereal|Ethereal Caste}} Aun (Ethereal) ====&lt;br /&gt;
The &#039;&#039;&#039;Ethereal Caste&#039;&#039;&#039; are basically the philosopher-kings described by Plato in &amp;quot;The Republic&amp;quot;. They are selfless and always focused on what is best for the Greater Good (&amp;quot;Tau&#039;va&amp;quot;) for all Tau and every Tau without exception. The Ethereals are inspirational to all Tau caste members, and merely being near one will inspire a Tau soldier, engineer, pilot, or diplomat to work harder. &lt;br /&gt;
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In the case of the Fire Caste, some Ethereals accompany hunter cadres in battle during important deployments so as to better lead/inspire the troops, which works because all Tau in the combat zone will fight to their bitter deaths. They also seem to have semi-magical powers (don&#039;t ask how they work, none of the Tau know themselves) that allow Tau around them to do special things, like running while shooting. The [[Adeptus Mechanicus]] theorizes that the respect the Ethereal Caste gets from all other Tau is caused by a pheromone. &amp;lt;b&amp;gt;ALL GLORY TO THE HYPNOTAU......&amp;lt;/b&amp;gt;. But the Tau laugh at this an think it&#039;s &#039;typical&#039; human.&lt;br /&gt;
Also, &#039;&#039;[[Xenology]]&#039;&#039; relates a story from a major, insectoid race called the [[Q&#039;Orl]] which alleges that the [[Eldar]] stole one of their queens. Given that these queens have a magic, yellow, diamond-shaped sack that produces mind-control pheromones…well, let&#039;s just say the characters in the story figure it out quickly enough. There is a theory that the Ethereals themselves are also affected by their own pheromones, which could explain why they&#039;re so selfless and uncorrupted despite their absolute power (although being uncorrupted no longer seems to apply after 7th/8th edition).&lt;br /&gt;
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This can also be supported by the (old as fuck and likely retconned) novelization of [[Warhammer_40,000:_Fire_Warrior|Fire Warrior]], where the Ethereal character has a pretty level head and chipper demeanor despite having been [[Anal_Circumference|repeatedly captured and tortured by both the Inquisition and Chaos, watching his diplomatic retinue chopped up by a Chaos Lord, and mind-raped by said Chaos Lord all in the span of roughly two days.]] Either he&#039;s a stoic old motherfucker, or he&#039;s just too busy tripping his blue balls on his own pheromones to give a shit.&lt;br /&gt;
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8th ed has a particularly interesting story in it and it proves without a shadow of a doubt: the Ethereal caste does use some kind of mind-altering substance or influence on the Tau even as it dispels it. During a meeting with Commander O&#039;Ryn and Aun&#039;Va (who is a solid hologram controlled by an AI at this point) in the planet of Junica, their location was ambushed by Chaos forces and Aun&#039;Va (or the AI acting like Aun&#039;Va) ordered O&#039;Ryn to send her forces on what&#039;s essentially a suicide mission. O&#039;Ryn, not seeing the point of throwing her and her soldiers&#039; lives at such a hopeless battle, actually &#039;&#039;defied&#039;&#039; the command of an ethereal (and the space pope himself, no less) and retreated. It could&#039;ve been an interesting and pretty terrifying critique of how manipulative a totalitarian system can be and that the Ethereals don&#039;t shy away from anything to keep the people in line. But no, it was explained with mind control, which is way lazier and honestly way less terrifying [that&#039;s because phil kelly wrote it]. Yet, then there is another example of Aun&#039;shi who hides his ridge crest so that none of the other Tau know he&#039;s an Ethereal.&lt;br /&gt;
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You pick which is more likely- clearly GW can&#039;t.&lt;br /&gt;
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O&#039;Ryn was eventually declared a renegade and Farsight took her in, but it does indeed prove that the unflinching and unquestioning loyalty and fanaticism that the Ethereals&#039; physical presence inspire on nearby Tau aren&#039;t due to their charisma or the Tau&#039;s indoctrination, and instead on something more sinister. To put this into perspective: O&#039;Ryn has been the first Tau since Farsight to actively defy an ethereal&#039;s command and the main reason she was able to do so was because she was speaking to an AI-controlled drone, instead of the actual space pope.&lt;br /&gt;
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... so it doesn&#039;t matter.&lt;br /&gt;
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Additionally, in the novel Farsight: Crisis of Faith by Phil Kelly (detailing the Farsight Expedition) not only is a Tau Water Caste Magister possessed by a daemon of Tzeentch [which is bullshit], who is banished [[Mary Sue|by Farsight carving a bloody hexagram into its chest with his bonding knife]] (Imperium Hexagrammic Wards don&#039;t even work that way, but fuck other writers, am I right phil?), Aun&#039;Va uses mind control to have the Magister&#039;s superior kill herself. Why? Because he&#039;d dared to say the truth out loud, that the Ethereals were eager to send Farsight off to Damocles so that the immensely popular golden boy won&#039;t become a challenge to their rule back home. The ambassador went to her death thinking the ever reasonable Ethereals would let her off with a slap on the wrist for what was basically a breach of etiquette, instead she was dominated into committing suicide for &#039;&#039;being the mentor of someone who&#039;d cast the tiniest bit of doubt on Ethereal motives&#039;&#039;.&lt;br /&gt;
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... Which begs to ask, &amp;quot;why?&amp;quot; Why would the Ethereals care about revealing the truth about Daemons when the Tau have been fighting Daemons for hundreds if not thousands of years. They don&#039;t have religion, they don&#039;t feed the Warp, daemons should have nothing to fuck-do with the Tau except as a speed bump to somewher-else ville. This replay of the Emperor&#039;s rule book is right in light with more lazy writing.&lt;br /&gt;
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Farsight originally lost his Ethereals and kept going because he though he knew better and he was still butthurt from Arkunasha. It&#039;s in his first quotes (look them up, grimdank alright) he&#039;s guilty of believing he knows best over the community and he stays out beyond the Gulf so that he can continue the fight.&lt;br /&gt;
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===Tau Names===&lt;br /&gt;
Tau have ridiculously long, detailed and actually meaningful names. Their names contain their caste, rank, birth sept, and one or more nicknames earned by them through the course of their lives. Fluff does say that they &#039;&#039;do&#039;&#039; have birth names, but those are only used before tau earn at least one appropriate nickname, as a name given to them by comrades is considered more valuable than one just chosen by random at their birth. The nickname part and its importance surprisingly is actually taken from the Roman culture, which is weird, given most Tau culture tend to be based on China and Japan (except for their social and government structures which are copied almost verbatim from Plato&#039;s Republic). &lt;br /&gt;
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Also, do note the lack of last names, which is expected, since Tau society pretty much have no institute of a family, with children being raised in centralized facilities apart from their parents. As a Tau grows, moves through ranks and achieves the respect of their comrades their name changes appropriately, switching the rank part, adding new nicknames and sometimes dropping the old and outdated ones. For example, when Farsight was still a lowly fire warrior, his name was &#039;&#039;&#039;Shas&#039;La Vior&#039;La Shoh&#039;&#039;&#039; (Fire Caste Private of the Hot-Blooded sept Inner Light), and at the &amp;quot;present days&amp;quot; &#039;&#039;&#039;Shas&#039;O Vior&#039;La Shovah Kais Mont&#039;yr&#039;&#039;&#039; (Fire Caste Commander of the Hot-Blooded sept Farsight Skillful Blooded). How the fuck Tau bureaucracy is able to keep track of their population with their names constantly changing is a mystery, but it seems they have no problem with that, probably because they just track ID numbers when names are too much of an issue like most sane people who work with databases.&lt;br /&gt;
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For the sake of convenience Tau often use shortened versions of names, almost always dropping the sept part and secondary nicknames, and if speaking within one caste the caste part too, so in the case of Farsight other fire warriors could refer to him as O&#039;Shovah, while for example an Ethereal would call him Shas&#039;O&#039;Shovah (assuming Farsight allows this; given his seething hatred of Ethereals he&#039;s the type who&#039;d force them to use his full name out of spite). Humans and other non-Tau often get this system wrong and shorten the names in a ways that make little sense: for example, Imperium&#039;s Taros invasion force thought the Taros&#039; chief Ethereal&#039;s name was Aun&#039;El, which was only his caste and rank, and as the book was mostly written from the Imperium&#039;s standpoint, we still don&#039;t know what his actual name was.&lt;br /&gt;
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One final stroke of Tau naming is that as they abandon their true (birth) names it makes them even more resistant to sorcery and daemonic powers that often require the target&#039;s true name to amplify their effect or even make the spell work at all.&lt;br /&gt;
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===Psychic/Chaos Defenses===&lt;br /&gt;
Tau as a species are comprised of psychic blunts, they cannot produce psykers and have limited innate resistance to some forms of psychic powers and daemonic bullshit. People often mistake this resistance to outright invulnerability, but in truth it&#039;s more akin to camouflage - Tau souls are so dim they are indistinguishable from the spirits of non-sapients at best, and at times they even blend in the psychic background of inanimate objects. This may have something to do with how unemotional Tau are, as some of the more passionate subjects in the fluff had been slightly affected by warp shenanigans like faint whispers and slight feelings of &amp;quot;wrongness&amp;quot; in places where humans freak out and try to run away immediately, while more calm and collected tau hadn&#039;t noticed anything strange. If for example a telepath tries to mind-rape a Tau or a daemon tries to posses a Tau they&#039;d find it hard to find a soul to target, but if they did manage to find it, there would be even less resistance than with regular humans. Sadly while this trait is often shown in the fluff, it does not affect Tau crunch in any way aside from  their total lack of psykers.&lt;br /&gt;
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This innate defense is further strengthened by the Greater Good philosophy deeply indoctrinated into each Tau from childhood and (allegedly) reinforced by a subtle mind control if one were to believe in Ethereal Pheromones. Tau&#039;Va being the antithesis of all the creeds of Chaos makes Tau all but immune to its temptations, and only two Tau have ever actually fallen to Chaos: the Water Caste member Water Spider who was possessed by a Daemon of Tzeentch - although, rather amusingly, the Deamon forced Water Spider to become obsessed with the truth, something abberant to the Water Caste and hugely difficult for the Tau as a whole; and one [[Warhammer 40,000: Fire Warrior|Shas&#039;la Kais]]. (Though Kais is a contested point. The video game iteration of Kais was ultimately untainted and even allegedly grew up to be [[Shas&#039;O Kais]]. The much better novelization had Kais getting an assist from Khorne throughout his adventure, though he was permanently scarred by Khorne&#039;s influence and the conflict, [[Grimdark|leaving him permanently insane and hospitalized, unable to meaningfully respond to his friends and environment]].) That being said, the Tau have only just been exposed to the more material horrors of the galaxy; should they become jaded and start losing faith in the Greater Good (as inferred with giving up on indoctrinating certain species), well, that would be an entirely different situation. Their allies, including the Kroot, have been known to go all-in with Chaos worship &#039;&#039;(eating your enemies to get better at killing them? Khorne and Tzeentch approve)&#039;&#039;, although Tau seldom take culture from their allied races. &lt;br /&gt;
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8th Ed is here, and has confirmed that the Tau aren&#039;t immune to Chaos, just slightly difficult for Daemons to spot. When the Tau started the 4th Sphere Expansion with their new warp drives they didn&#039;t take a note from the Imperials&#039; tech and failed to invent the [[Gellar Field]] too, meaning they were fully vulnerable to the Warp&#039;s denizens. The entire experience was hilarious. First was the unpredictability of their warp drives (known as &amp;quot;slipstream technology&amp;quot; to them) that caused most of their expeditionary fleet to be destroyed due to unleashing massive tears in the fabric of reality, [[lulz|while being broadcasted to the Tau sept worlds, causing the Ethereals to rapidly evacuate their bowels as they scramble to censor the event for the wider populace.]] Those that weren&#039;t immediately torn up by the warp rifts were sucked into the Warp where a vast majority was either destroyed after drifting in the more unsavory parts of the Warp or by the various daemons mucking about.&lt;br /&gt;
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Contact was lost, but the Tau managed to find the survivors later, nestled into several worlds that were the original target for conquest. The Tau that survived, however, were acting weird. Some of them started shoving off the Greater Good, while some worshiped a voice that they claim to be the Greater Good itself (which may or may not be a warp entity), while some were outright driven insane. A disturbing trend about them was their total [[Imperium|xenophobia and brutality]]. Any non-Tau who wasn&#039;t driven off from the 4th Sphere colonies were murdered for [[Chaos God|something]] that was telling the survivors that the auxiliaries were the reason for their loss and torment due to their more powerful connection to the Warp, so killing all non-Tau was the only way to ensure the survival of the Greater Good.&lt;br /&gt;
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That being said, they&#039;re still hard for Daemons to see, considering that the Fourth Sphere dove into the Warp unprotected and &amp;quot;merely&amp;quot; got off with plain Chaos corruption when most people who try that shit critfails their [[anal circumference]] roll and either gets torn apart by daemon cocks or becomes [[Chaos Spawn|a Chaos spaaauuuughgghblblblbbl]]. The weirdest part though is that the Warp itself didn&#039;t really bother thing.  Daemons are one thing but the Warp itself fucks up anything unprotected.  That&#039;s just its nature, like if you get in water you&#039;ll get wet without protection.  But this event does still prove that the Chaos Gods can still influence the Tau with enough warp exposure, so it wouldn&#039;t be surprising if a few of them started going bughouse-nuts and began carving 8-pointed stars on their persons in the future. Especially with virtually the entire [[Death Guard]] and a large force of the [[Thousand Sons]] heading straight for the wormhole that links the Fourth Sphere colonies to the center of the Empire...oh wait GW just retconned that force out of existence when they realised the Tau might actually &#039;&#039;lose&#039;&#039; for once. The horror.&lt;br /&gt;
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...and funny thing about that - the 8E Daemons Codex does mention one Tau agri-world that was cut off from supplies eventually succumbing to the native faith revering a certain &amp;quot;Rainfather&amp;quot; - [[Rotigus]] Rainfather, a notorious [[Great Unclean One]].&lt;br /&gt;
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On the subject, let&#039;s not forget that some soldiers are supposed to [[Lovecraft|be driven insane just by looking at the more horrific daemons]] like Great Unclean Ones. Their immunity to this is probably GW incompetency as usual, Matt Ward/Phil Kelly levels of plot armor, or a combination of both.&lt;br /&gt;
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==Alliances==&lt;br /&gt;
[[File:Illus4.jpg|280px|right|thumb|Unfortunately for some [[Slaanesh|deviants]] [[Extra Heresy|and heretical elements on]] [[/tg/]]. [[Not as Planned|This is what an actual canon Tau Female looks like.]] No boobs, no curves, no ass, no redeeming qualities other than having a face of your grandmother and the nose of a mutilated vag. Know the alien. Hate the alien. Purge the alien. The Emperor Protects! &amp;lt;s&amp;gt;This is an Ethereal though, so the other castes should be fair game.&amp;lt;/s&amp;gt;]]&lt;br /&gt;
{{MattWard}}&lt;br /&gt;
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In 6th edition, Tau are notable for being one of two factions (the other being Imperial Guard) who can ally with anyone except for &#039;Nids. Yes, this includes [[Wat|both Chaos Space Marines and Chaos Daemons,]] although, according to the Farsight Enclaves supplement, Farsight rebelled because the Ethereals understand the existence of Chaos on some level, but keep it suppressed from the general populace so they&#039;re not entirely screwed. [[Emperor|That sounds vaguely familiar]]... it is probably going to end [[Horus Heresy|about as well]] (although due to cultural differences likely in it&#039;s own distinct way); all of this is, of course, assuming that the &#039;nids don&#039;t NOM everything before the Tau get the opportunity to fuck their own shit up.&lt;br /&gt;
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Their current level of naïveté leads to a few... &#039;&#039;interesting&#039;&#039; alliances, to say the least.&lt;br /&gt;
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First off, Tau &#039;&#039;can&#039;&#039; ally with [[Ork]]s, even though fluff-wise they are viewed as enemies of the Greater Good to be purged wherever encountered. Smaller Ork warbands (mostly [[Blood Axes]]) frequently act as mercenaries, of course, so the Tau might use them in that capacity. Plus, there might be fluff changes coming up (most notably, it was rumored that the [[Gretchin Revolutionary Committee]] would return in the new Orks codex; they, of course, would get along quite well with the Tau).&lt;br /&gt;
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They are also battle brothers with both the Space Marines and Eldar, which has caused a large amount of headscratching on /tg/. The Eldar make a modicum of sense; after all, the Eldar most likely had a hand in their synthetic evolution and the creation of the Ethereals, and the Eldar are well known for being expert manipulators. A Tau-Space Marine alliance, though, would be odd, to say the least, since Tau and Space Marines are always going at it in the [[fluff]]. Of course, a minor [[Space Marine Chapter|chapter]] could always find an alliance with the Tau, or even [[Heresy|join the Greater Good]], but that seems far-fetched at best. Old fluff from back in the 3rd edition codex tells a story of a Tau commander letting an Apothecary remove the aul glands from dead Marines, establishing that the Tau are honourable warriors in the minds of this particular chapter. Isn&#039;t too hard to guess that someone at GW felt the battle brothers thing was a bit of a head-desk move, so they tried to fix it.&lt;br /&gt;
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The weirdest part, though, is that Tau &#039;&#039;aren&#039;t&#039;&#039; Battle Brothers with the Imperial Guard, despite (or maybe because of) the existence of [[Gue&#039;vesa]] (Imperial Guard defectors).&lt;br /&gt;
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7th edition corrected all of this for the Tau, making them only battle brothers with themselves and certain allies of convenience, like Necrons and the Eldar, while the rest are desperate allies or, in the case of daemons and &#039;Nids, Come the Apocalypse. This effectively &amp;quot;fixes&amp;quot; the issue from the point of view of a butthurt puritan while still allowing for those who bought Tau models to include them as allies in their games.&lt;br /&gt;
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8th edition totally destroyed any chance of Tau having allies in matched play games. Taudar is dead, thank fuck.  It&#039;s almost like going around attacking everyone who refuses your offer of pseudo-enslavement is a bad way to make friends.  Especially when you can&#039;t back it up.&lt;br /&gt;
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==Tau Member Races==&lt;br /&gt;
[[File:Dynamic entry by majesticchicken.jpg|right|thumb|550px|Look up fuckers! You&#039;re invited to the latest imperial party and we&#039;re not taking &amp;quot;no&amp;quot; for an answer!]]&lt;br /&gt;
The Tau are the only faction that willingly accept other races into their ranks. Typically, the races are extended a hand from the Water Caste first, and if they still pose a problem or otherwise refuse to be reasoned with, the Fire Warriors are sent in. It should be noted that tau usually are not in haste of annexing the world, and if the aliens don&#039;t want to join right now but aren&#039;t immediately hostile and open to trade, Water Caste would slowly but surely convert them into a Greater Good to the point that one day they themselves would ask to join the Empire. The species, when annexed or conquered, are usually allowed to keep their planet, but must answer to the authority of the local Ethereal and possibly the local Shas&#039;o. Most of them are fluff and don&#039;t show up on the tabletop, but it would get a little ridiculous if you could purport to play a &#039;single&#039; 40k race that included, like, twelve different races.&lt;br /&gt;
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* Demiurg - &amp;lt;s&amp;gt;[[Squats]] reborn.&amp;lt;/s&amp;gt; NOT ANYMORE the Squats are back and not Demiurg at all! They are a race of space-faring miners specializing in ionic weaponry who serve the Tau with their engineering and mining abilities. They make an appearance in Battlefleet Gothic: Armada though, so that&#039;s nice.&lt;br /&gt;
* Galgs - NOT FROG/TOAD people, big internet snaffu here. They have tentacles and chose not to fight the Tau when they realized they&#039;d get steamrolled by the Fire Caste.&lt;br /&gt;
* [[Gue&#039;vesa]] - Humans who have not only defected to the Tau, but chosen to take up arms and fight alongside them to serve the Greater Good. Rules for them are found in [[Forge World|Forge World&#039;s]] Imperial Armour Volume 3. (If the current trend goes on we may see Sisters join up with the Tau, &amp;lt;s&amp;gt;which might be an improvement for the Sisters.)&amp;lt;/s&amp;gt;{{BLAM}}{{BLAM|HERESY!}} They also have planets that have generations of humans that have never known the Imperium.&lt;br /&gt;
* Hrenian - Alien mercenaries employed for their skills as light infantry. No other information available. Probably [[Lizardmen#Skinks|Skinks]] In Space.&lt;br /&gt;
* Ji&#039;atrix - A spacefaring race. No other information available. (Dammit, GW [[Writefag|writefags]].)&lt;br /&gt;
* [[Kroot]] - Predatory gene-assimilating avian humanoids. They are the first alien race to be actively recruited by the Tau as mercenaries, and are so regularly hired that they have officially progressed to being considered Auxiliaries of the Tau forces. They have colonization rights and can &#039;kroot-form&#039; planets.&lt;br /&gt;
* [[Vespid|Mal&#039;kor]] - Insectoid aliens, also known as Vespids, who are native to a gas giant planet within the Tau Empire. Serve as Auxiliaries and are considered in extremely high regard by the Fire Caste. They have colonization rights too.&lt;br /&gt;
* Morralian - Also known as &amp;quot;Deathsworn&amp;quot;. No other information available.&lt;br /&gt;
* [[Nicassar]] - A voidfaring race of [[psyker]]s and the only psychically-gifted species in the Tau Empire. The Tau have carefully hidden them away from the Imperium due to their (actually justifiable) psyker-phobia. Were the second alien species to join the Greater Good and have been described by the Deathwatch as an Alpha threat because they can empathically create memories in even Space Marines (can make them think they remember their mother&#039;s face for example). [[Tzeentch|Described as having big, bird like heads with beaks.]]&lt;br /&gt;
* Ranghon - No information available. No relation to these [[Rangdan Xenocides|guys]].&lt;br /&gt;
* [[Tarellian]] - These guys are basically [[Lizardmen#Saurus|Saurus]] IIIIN SPAAAAACE!!!!!! Not really part of the Empire, but rather mercenaries who will gladly fight humans and Tyranids on the cheap since the Imperium virus-bombed their home world and the Tyranids nommed their biggest colony.&lt;br /&gt;
* Poctroon - The first sapient species to be found by the Tau, [[wikipedia:Siege of Fort Pitt|they were &amp;quot;accidentally&amp;quot; driven extinct by Tau smallpox]], and their planet just by coincidence was a great place to set a Sept World; Bork&#039;an.&lt;br /&gt;
* Nagi - Brain worms that, due to their horrific appearance and inability to communicate, were attacked by the Fire Caste. They managed to sort it out, though, and now they work with the Ethereals as advisors (because having brain worms about as &amp;quot;advisors&amp;quot; isn&#039;t a bad idea or anything). They have been shown in a few books so far, and were involved in a &amp;quot;mind-rip&amp;quot; (guess outright calling it &amp;quot;rape&amp;quot; was too much) of a space marine POW, while being so self-righteous and smug about their mental superiority they could give Eldar a run for their money. Apparently they can also at least perceive the Warp (which they call &amp;quot;extra-dimensional space&amp;quot;), and probably manipulate it as well, and know enough about it to outright refuse to go anywhere near demonically-tainted Agrellan when the Tau invaded it.&lt;br /&gt;
* Ji&#039;atrices, Morralians, or Ranghons are probably other Warhammer Fantasy Races In Space, such as [[Lizardmen#Kroxigor|Kroxigors]] or Trolls, given the overall tendency of the Tau to incorporate Fantasy races missing from 40k.&lt;br /&gt;
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The usually genocidal actions of the other races, most notably the [[Imperium]], also serve as a motivating factor for less-powerful races to join the Tau. While the Tau do seem a minor threat to the Imperium now, if the current policy continues, there will be more and more races joining up with the them if for no other reason than avoiding [[Exterminatus|extermination]]. Of course, the Tau are just coming to realize how vast and powerful the Imperium really is, and while a lot of their member races really &#039;&#039;are&#039;&#039; the victims of crazy, evil, fascist extermination protocols.  Sort of.  Usually, the Imperium is entirely justified, though.  Any species that the Imperium has no actual reason to wipe out is made a protectorate species, an ally, or allowed to be neutral by the Imperium or just plain ignored (which is usually the case, as many Imperial worlds have alien populations that nobody cares about and may even be traded with under careful regulation and supervision).  The Tau were probably going to be wiped out due to the Eldar&#039;s involvement with them.  An extermination attempt proven to have been justified judging by the number of Imperial worlds the Tau have conquered and the humans they&#039;ve murdered.  Even so, there&#039;s always the chance that a species responsible for a &amp;quot;Hell World&amp;quot; or &amp;quot;Nightmare World&amp;quot; might join up with the Tau, and the damage might be done before they realize their mistake...Good thing they haven&#039;t done anything stupid like leave a psychic species ali- oh wait.  Well, at least they don&#039;t have Warp-sensitive brain worms in close proximity to their lead- oh wait...welp, they&#039;re fucked.&lt;br /&gt;
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==Skub, controversy and hurt-butts==&lt;br /&gt;
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Twelve year old [[fluff]] (from &#039;&#039;[[Dawn of War]]&#039;&#039;, supported by [[Deathwatch]] supplements describing Achillus Crusade) has them controlling population growth and habitation of the rebelling humans on Kronus once they come under the rule of the Tau Empire (this is a rumor) (keep in mind the humans were once at peace with the Tau and then became hostile) (to be fair though, had it been anyone else they were revolting against, including the Imperials, those humans would be dead, [[Grimdark|most likely the slow and painful way, or even suffer such a terrible fate as to wish for death]]). &lt;br /&gt;
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The Tau have a few hundred planets after a handful were eaten by Tyranids (discounting allied held worlds and worlds with little to no inhabitants on them). Despite this, fanfiction writers who somehow got hired by GW and Tau fans alike have this strange habit of treating them like a major faction. For instance, a galaxy ruling combined empire with the Imperum and Eldar usually includes the Tau because the writer doesn&#039;t realize the Tau are one of the smallest, most insignificant minor species in the galaxy. This isn&#039;t to insult them, they can always get stronger; it&#039;s just the plain truth, currently that is. The setting stretches millennia, so who knows how far they can go, hopefully they&#039;ll become more and grow experienced as time goes on assuming the setting doesn&#039;t fall into constant grind never proceeding to the next year for decades &#039;&#039;again&#039;&#039;.&lt;br /&gt;
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One of the more hateful aspects of the Tau is that Games Workshop feels the need to make them seem viable as an army by having their power fluctuate wildly, for example, the Tau can easily subjugate Imperial Hive Worlds and deport its population so easily that it doesn&#039;t even get a footnote. You know, those planets in which the population of a single city shocked an Tau ambassador because &#039;&#039;the city&#039;s population was greater than the entirety of the Tau species&#039;&#039;? Imagine entire planets of those cities, cities in which everyone is an experienced killer (which is why Space Marines love recruiting from Hive Worlds), armed and ready to fling themselves at any invading xenos to purge them with extreme prejudice. These are the same worlds whose PDF is large enough to enforce Imperial rule, and so contribute massive numbers of Imperial Guard (on top of having their own substantial forces). &lt;br /&gt;
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As an example of this, take the Battle of Mu&#039;gulath Bay, known as the Battle of Agrellan to the Imperium. This was a fight over a Hive World which the Tau won, how?  Using Riptide Battlesuits. According to GW, the Riptide&#039;s armor was impervious to nearly all anti-armor weaponry (lascannons, krak missiles, and heavy meltas are a threat to Baneblades and knights and heavier stuff can even threaten Titans, so we know this is bullshit). The kicker though, is that &#039;&#039;&#039;&#039;&#039;Deathstrike Missiles&#039;&#039;&#039;&#039;&#039; &#039;&#039;did nothing&#039;&#039; when its shields were active. You know, the missiles &#039;&#039;&#039;&#039;&#039;Titans are afraid of&#039;&#039;&#039;&#039;&#039; and can vaporize armies? And can use Titan-killer warheads? &#039;&#039;&#039;Those Missiles&#039;&#039;&#039;. This is but one example, another goes back to the Taros campaign in which a Tau stronghold was mysteriously unable to be blown to hell by sustained bombardment from Colossus mortars and then the Tau &#039;&#039;sallied out&#039;&#039; to engage the Imperial forces and won. In addition, a lot of fights are won by their opponents being uncharacteristically stupid, for example in both the Taros Campaign and the Battle of Agrellan the Imperium suddenly forgets how to defend itself and its supply lines during the second [[Damocles Crusade]] and engages the Tau using formations and tactics that cater to the Tau in the extreme (this is especially egregious in the finale), [[wat|and even has an assassin forget to use her gun to instantly kill her target]]. Even the Marines aren&#039;t immune to this sudden stupefying aura, as we have Space Marine Terminators wielding storm shields were shot and killed because they were too busy telling each other to raise their shields up to block the Tau&#039;s shots [[derp|instead of raising their shields up to block the fucking shots.]]&lt;br /&gt;
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There were like three or four of these suits, by the way.&lt;br /&gt;
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There are numerous other things too. Such as conquering multiple Hive Worlds in which one city outnumbers their entire species and everyone is hyperlethal, armed, fanatical and specialized in their claustrophobic combat environments where Tau are helpless. The Farsight Enclaves defending &#039;&#039;conquered&#039;&#039; worlds instead of just defending actual Tau worlds. Farsight being spared by a Bloodthirster for no reason. Not being wiped out by the Skitarii&#039;s radium weapons. The special ammo Space Marines can use that ignores armor or goes through shields and armor not even being mentioned or used. Invisible Shadowsun ambushing and killing a Raven Guard Chapter Master.  Bravestorm somehow intercepting a Vindicare&#039;s bullet to save Farsight, and Darkstrider and his Pathfinders somehow finding and killing said assassin because he had a hunch that something was amiss (seriously). The list goes on and on, it&#039;s like Games Workshop made an entire faction for us to hate for being Noblebright, which pissed everyone off, so they changed the faction into &#039;&#039;Mary Sues&#039;&#039; instead.  They don&#039;t even have Warp fuckery to blame for it either, since the Tau have a tiny Warp presence.  At least if they were human fanatics GW could claim their faith did it, which would be &#039;&#039;slightly&#039;&#039; more believable than some flavor of &amp;quot;They&#039;re just that good.&amp;quot;&lt;br /&gt;
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Heck, they even [[Bullshit|cracked the Codex]] to know every move the Astartes adherent to it would make and pre-empt them.  Even though not even Primarchs or Chaos or any other enemy has managed that in ten thousand years of constant war.  There’s probably counters to counters in the Codex and it probably loops in on itself to ensure Astartes are always ahead.&lt;br /&gt;
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==In a Nutshell==&lt;br /&gt;
{{HurfDurf}}&lt;br /&gt;
;&#039;&#039;&#039;The Stated Reason Why People Hate Tau&#039;&#039;&#039;&lt;br /&gt;
Weeaboo space confucianists — not grimdark enough.&lt;br /&gt;
;&#039;&#039;&#039;The &#039;&#039;Real&#039;&#039; Reason Why People Hate Tau&#039;&#039;&#039;&lt;br /&gt;
{{Powergamer}}&lt;br /&gt;
Until the edition update, this would, most assuredly, be [[Fish of Fury]]. Fuck, even most Tau players felt this was bullshit. That and T&#039;au are consistently considered [[Cheese]] by casual players who bitch and moan about how their army got blown off a featureless table by a Tau&#039;Dar list in 6E and how you are [[That Guy]] for using them. Even though your T&#039;au got nerfed into oblivion in the subsequent three editions and by 9E they are strictly bottom-tier.&lt;br /&gt;
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Post-edition update, it was that certain [[Matt Ward|undesirables]] felt that they were trying to take the mantle of the 40K universe&#039;s &amp;quot;rightful&amp;quot; Imperial protagonists. And because they are not [[Choppa|choppy]] enough. And then 6th Edition codex came, and Tau became one of the shootiest armies in the shootiest edition ever, not to mention their ability to bitchslap cheesmongers, having straight counters against any of the Wardex bullshit. When the 7th edition came out they became overpowered AF and they took the title as the cheddar cheese of Warhammer.&lt;br /&gt;
More generally, the Tau battle philosophy is &amp;quot;deny your opponent the chance to interact with you,&amp;quot; which is a good philosophy for real soldiers but can make for frustrating or uninteresting gameplay.&lt;br /&gt;
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Of course there&#039;s also the fluff side of things, and as mentioned above the Tau are given massive amounts of plot armour compared to everyone else in the setting, even the Space Marines which should give you an idea of how ludicrous it is. To use some examples and keep it short, The Tau have comparatively slow non-warp travel that would &#039;&#039;&#039;LOGICALLY&#039;&#039;&#039; mean the Imperium and everyone else have a gigantic advantage in space combat and logistics, never mind hit and run tactics, yet after the first few retcons of the Damocles Crusade this stopped being an issue. Even in cases where the Tau are stuck in a planet engulfed in a burning nebula that it&#039;s established they cannot fly through, they just go back home by flying through it. Add in battlesuits that are immune to anti-titan weaponry, the capability to conquer (in one day no less) and deport a hive world, where one human hive city has more humans than the entire T&#039;au race and you start to see some issues. Not to mention that despite now having billions/trillions of Humans in the Empire they seemingly have zero problems with untrained psykers being corrupted or chaos cults that force the Imperium to be the arseholes they are.  &lt;br /&gt;
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And of course none of this is even touching the fact that beyond some minor inconsequential skirmishes and battles that barely warrant wiki pages they have never lost a &#039;&#039;&#039;major&#039;&#039;&#039; war/battle, the worse fate they suffer being a stalemate, a stalemate which eventually transforms into a victory when the Imperium withdraws its forces to other theatres of war where they are desperately needed and the Tau just roll in and accomplish what they wanted anyway. This trend was almost mercifully reversed with Shadowsuns desperate stand against the Death Guard and the Tau Empire seemed to have actually faced its first defeat and setback with the battle lost and Shadowsun missing. But this was seemingly ignored/retconned when she turned up no worse for wear a few years later to, you guessed it, subjugate more Imperial worlds with little issue or opposition. And what happened to the Death Guard? They just mysteriously &#039;vanished&#039;. i.e. GW wrote them out of existence. &lt;br /&gt;
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Listing the rest of the insane lore armor and other [[skub|interminable list of other assorted stupidities]] that would require their own separate page just to cover them all. Suffice to say for those who are more interested in the fluff their blatant titan grade plot armour can become somewhat infuriating. &lt;br /&gt;
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;&#039;&#039;&#039;A Real Reason Why People Like Tau&#039;&#039;&#039;&lt;br /&gt;
The one race that isn&#039;t being a wall of dicks. If the Tau are trolling done by Games Workshop, then the target of said trolling was any fatbeard that needs a constant supply of grimdark to stay alive. Of course, the mind-influencing pheromones they use to conquer new worlds and their psycho-indoctrination mass re-education facilities will just have to be ignored if you don&#039;t want destroy your wishful thinking for a half-way decent faction to exist in 40k. But people have always been good at ignoring shit that doesn&#039;t fit into their perceived image of something. Though even considering those, it&#039;s saying something that they&#039;re &#039;&#039;still&#039;&#039; the nicest faction in 40k; they&#039;re just an awful oppressive empire, rather than a hyper-ultra terribad megadeath awful xenocidally oppressive empire, or some flavor of omnicidal maniacs&amp;lt;s&amp;gt;, or Eldar&amp;lt;/s&amp;gt;.&lt;br /&gt;
;&#039;&#039;&#039;Another Real Reason Why People Like Tau&#039;&#039;&#039;&lt;br /&gt;
Most races in 40k (&#039;&#039;especially&#039;&#039; the humans) are themed around &amp;quot;feudalism in the future&amp;quot; with a big dose of societal and doctrinal regression. In other words, &amp;quot;we might be in space, but we have peasantry like medieval serfdoms and fight like crusaders with guns.&amp;quot; By contrast, the Tau are themed around a real sense of futuristic progress. The Tau aim to create a proper post-scarcity economy (that&#039;s why they use robots for manual labor while the Imperium uses literal slaves) and theme their tactics around the modern US Military (the Tau would rather spend bullets than lives, while the Imperium is the opposite). As an interesting side effect, the Tau are capable of fitting into many other sci-fi universes without much trouble, such as &#039;&#039;[[Star Trek]]&#039;&#039; where they would be at home alongside other peaceful yet tyrannical Factions like the Federation. Compare that to the Necrons or Eldar which would be both Roflstomps and completely different from all other groups in that Universe (though they might fit in &#039;&#039;[[Doctor Who]]&#039;&#039;).&lt;br /&gt;
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In short: unlike the Imperium and the Elder (who used to have great science and tech but lost the blueprints and make do with scraps) and the Necrons (who already solved science so hard they are basically magic) the Tau are the best faction for scratching the future-tech itch of your favorite speculative fiction escapism. The Tau&#039;s push for innovation and better technology also leads into our next point:&lt;br /&gt;
;&#039;&#039;&#039;The Real Reason Why People Play Tau&#039;&#039;&#039;&lt;br /&gt;
Arguably have the most powerful guns in the game. Often twin-linked. Often on cool-looking robot battlesuits. [[meme|Also markerlights]]. Also [[Riptide|RAPETIDE]]. Tau players may also have a tendency towards sadism.&lt;br /&gt;
;&#039;&#039;&#039;A Solid Reason People Don&#039;t Play Tau&#039;&#039;&#039;&lt;br /&gt;
They&#039;re fucking expensive. Seriously. On a points-per-pound level, they cost more than any other (plastic) army (we haven&#039;t even mentioned the financial aspect). This is doubly true if you like battlesuits, but of course you do because you&#039;re playing Tau.&lt;br /&gt;
;&#039;&#039;&#039;A Solid Reason People Do Play Tau Despite that Solid Reason Why They Wouldn&#039;t&#039;&#039;&#039;&lt;br /&gt;
Tau armies are one of the easier choices to paint.  They&#039;re not quite on the level of the Custodes, but with dark inner mechanicals and bright armor panels, it&#039;s not difficult to make a battlesuit mini look good with novice painting skills.&lt;br /&gt;
;&#039;&#039;&#039;Helping Necrons? Or are they Necrontyr descendants?&#039;&#039;&#039;&lt;br /&gt;
An often overlooked issue is that Tau have almost no warp signatures, just like Necrons, hate Warpspawns and Warp in general (despite the fact that in 6E they can work with them...I just...I don&#039;t...WAAAARD!!!), just like Necrons, have the exact same skull shape, stature and short lives, and the overwhelming need for Technology and beam weapons, JUST LIKE NECRONS. [[GW]] may have planned a race that simply prepares a pacified, multiracial galaxy for Necrons to feast upon, supported by Ethereals that have a C&#039;tan phase blade. Then there is a reference of &amp;quot;dark seed in east&amp;quot; by the Deceiver, so the tricky C&#039;tan might give Tzeentch the finger in the [[JUST AS PLANNED]] competition. Or maybe GW just has so little creativity that they simply made a new civ conforming to an Old One&#039;s standards without knowing it. Given that recent murmurs have suggested that something absolutely massive is in the works at GW, &#039;&#039;anything&#039;&#039; could be possible, though past experience has led us to believe that it will simply be a Tau wearing a silly [[hat]].&lt;br /&gt;
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==TL;DR==&lt;br /&gt;
&amp;lt;s&amp;gt;The good guys&amp;lt;/S&amp;gt;&lt;br /&gt;
High-tech, Mech-loving alien race who are the &#039;&#039;least&#039;&#039; [[grimdark]] of factions. Can&#039;t melee for shit but can blow you back to the stone age with ranged weaponry if you have the misfortune of being downrange. You will either love them or hate them because of all this, and many neckbeards do feel the [[butthurt]]. For some reason Tau females are [[/d/|awkwardly sexualized]] by a non-insignificant minority of fa/tg/uys, which has shown up in some draw- and writefaggotry. As the saying goes: &amp;quot;You can&#039;t spell TAUNT without TAU.&amp;quot;&lt;br /&gt;
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== Warhammer Fantasy ==&lt;br /&gt;
Unlike most other factions in 40k, Tau have no clear antecedent from [[Warhammer Fantasy]]. Some think the anime influences and rapid industrialization/militarization point towards Nippon; others feel the caste system might be related to the Kingdom of Ind. However, neither faction has ever been explored in great detail (or any detail at all), so it&#039;s impossible to say whether Tau are similar to those factions; instead, we must compare to the real-world equivalents of the Old World nations. Slightly more controversially, there are elements of Cathay (which is the Anglicized word for China back in the British Empire heyday, so yes) in the Tau. Cathay has been described as being technologically advanced (at least on par with the Empire), including terra-cotta automaton warriors (which the Chinese definitely used to make to pay homage to the First Chinese Emperor&#039;s over inflated ego, more than a millennia ago), although such comparison is stated by some to have [[Skub|already been implemented in the characterization of the Eldar and thus, is considered as &#039;&#039;seriously&#039;&#039; stretching up a notch.]]&lt;br /&gt;
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More recently, some have connected the Tau and their subject races to other factions in Fantasy. The rapid evolution of the Kroot and their overall savagery is (somewhat) similar to the Gors of the Beastmen (although the Beastmen are in the 40k universe themselves). The Tau also, through a funny set of coincidences, have a lot in common with the Empire of Sigmar. This is because the Imperium was originally &amp;quot;the Empire in space&amp;quot; (both are less concerned with a unified government structure so long as everyone pays their taxes, for better or for worse) and in books with less plot armor the Imperium and the Tau find they have a lot in common on a political level (the same thing that lead to Richard Nixon shaking hands with Mao Zedong during the Cold War). Thus coincidentally the Tau and the Empire ended up with the same xenos-friendly viewpoint. Others compare them to dwarves: dwarves don&#039;t use Chaos magic, are short, technologically advanced, kinda casty and blue (understood in many countries as &amp;quot;hopelessly drunk&amp;quot;) basicly all the time. Tau don&#039;t use Chaos warp magic, are short, technologically advanced, very casty and blue all the time (in regards to skin colour). Both also get seriously grudgy and angry when you piss them off.&lt;br /&gt;
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==Trivia==&lt;br /&gt;
[[File:Tau Ripoff.jpeg|thumb|right|300px|FOR THE [[Blood Ravens|GREATER THEFT]]!]]&lt;br /&gt;
* Some have said that Tau resemble the protagonist KYNE from the Amiga video game Brataccas, which was released in 1986. Tau were first added to Warhammer 40k in late 2001. Some would dismiss this as coincidence, but Games Workshop has a long history of ripping off designs from other games; [[Beastmen]] are [[Broo]] from [[Glorantha]], very large chunks of 40k are a little too similar to [[Judge Dredd]], and all of the Greater Daemon model designs are stolen from early [[Dungeons &amp;amp; Dragons]]. These properties are understandable as Games Workshop was still selling games of those IPs when Warhammer was first created, but Brataccas is an obscure game from a forgotten system that was quite forgettable even at release, even if Amiga games tended to get fantastic cover art. This being said another of GW&#039;s early products was also puzzles of of this style of &#039;70&#039;s/&#039;80&#039;s Sci-Fi art. The Tau cast system does resemble the Protoss caste from [[Starcraft]], which predates the release of the Tau by 3 years... You have the Templar (Fire/Air Castes) Judicators (Ethereals + Water Castes) and Khalai (Earth Caste). In addition to a rogue sub-caste in the Dark Templar (Farsight Enclaves). This is Ironic considering that GW originally was making a deal with Blizzard to make games based on their properties. GW asked too much/Blizzard didn&#039;t like the terms and left... to make Warcraft and Starcraft. Starcraft would have become a Rogue Trader RTS. It was probably a mistake on GW&#039;s part, as they REALLY missed out. Stealing the Tau from the Protoss was probably done because GW was still salty. Alternatively, Protoss were always intended to be Eldar in the 40K interpretation of Starcraft and any similarities to the Tau are coincidental. Which is then funnier when you realise the Protoss are based on the Eldar that the Eldar are ripped off of Tolkien and that the Eldar supposedly helped push/create Tau society.&lt;br /&gt;
* Tau are technically canon to the Marvel Comics universe, as the series Venom: Space Knight repeatedly used Tau vehicles for aliens in the scenery. In fact, they have the balls to even keep the Tau Sept symbol! Also, you can see what appears to be a Eldar tank, as well as a Necron. The irony of the ripoff masters Games Workshop getting ripped off is juicy, even more so when its realized that lawsuit-happy Games Workshop (who literally tried to copyright &amp;quot;pauldrons&amp;quot; while they plagiarized Eldar from Tolkien and had prior contention between [[Malekith|two very similar Dark Elf characters of theirs who even shared the same name]]) couldn&#039;t do shit about it because Marvel is owned by Disney, and nobody beats The Mouse™.&lt;br /&gt;
** GW and Marvel/Disney settled out of court. A bit sad, a true battle between Daredevil and She-Hulk versus the Ordo Legalitus would have been cool. Interestingly this deal ended with GW and Marvel publishing several 40k comics, starting with a [[Marneus Calgar]] comic in 2020 and a [[Sisters of Battle]] comic in 2021, so the Tau might be canon again after all...&lt;br /&gt;
&lt;br /&gt;
==Notable Tau==&lt;br /&gt;
===[[Canon]]===&lt;br /&gt;
*[[Aun&#039;Va]]&lt;br /&gt;
*[[Aun&#039;Shi]]&lt;br /&gt;
*[[El&#039;Myamoto (Sub-commander Darkstrider)]]&lt;br /&gt;
*[[Shadowsun|O&#039;Shaserra (Commander Shadowsun)]]&lt;br /&gt;
*[[Farsight|O&#039;Shovah (Commander Farsight) and The Eight]]&lt;br /&gt;
*[[Commander Puretide]]&lt;br /&gt;
*[[Shas&#039;o Kais]]&lt;br /&gt;
*[[Commander Or&#039;es&#039;Ka|Shas&#039;o Or&#039;es&#039;Ka]]&lt;br /&gt;
&lt;br /&gt;
===[[/tg/ 40,000]]===&lt;br /&gt;
*[[Blue]]&lt;br /&gt;
*[[Faptau]]&lt;br /&gt;
*[[O&#039;ren I&#039;shi&#039;ii]]&lt;br /&gt;
*[[Shlicktau]]&lt;br /&gt;
*[[Xeno]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[File:Marvel Tau.jpg|thumb|right|250px|FOR THE GREATER GROOT!]]&lt;br /&gt;
* [[Nicassar]]&lt;br /&gt;
* [[Sept V&#039;iet]]&lt;br /&gt;
* [[Tau Quest]]&lt;br /&gt;
* [[Warhammer 40,000: Fire Warrior]]&lt;br /&gt;
* [[Tau Dark Heresy]]&lt;br /&gt;
* [[Warhammer 40,000/Tactics/Tau (9E)|Tactics on how to play them.]]&lt;br /&gt;
* [[Tau Cadre Creation Tables]]&lt;br /&gt;
* [[Codex_-_Tau_Auxiliary]]&lt;br /&gt;
* [[Tau Diplomacy]]&lt;br /&gt;
* [[If the Emperor had a Text-to-Speech Device|&amp;lt;strike&amp;gt;Love Can Bloom 3:Golden Shadowsun&amp;lt;/strike&amp;gt; NON-CANON FANFICTION GARBAGE]]&lt;br /&gt;
&lt;br /&gt;
==External Link==&lt;br /&gt;
Tau Lexicon: *[https://drive.google.com/file/d/1eaLKLz0jdBTk24QSJrc5GSjNZzPzUZF9/view?usp=sharing]&lt;br /&gt;
*[http://www.youtube.com/watch?v=VrHhS5IkRR0 A Typical Tau-Human conversation.]&lt;br /&gt;
*[http://www.youtube.com/watch?v=EbuPaCgdO50 Should one of your Tau actually kill anything tougher than a guardsman in melee, you are allowed to end the game in victory as long as you play this clip.]&lt;br /&gt;
*https://www.youtube.com/watch?v=mhXCQFxGqMM Theme of the T&#039;au Empire. Admittedly, its actually pretty amazing, all things considered.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Tau1.jpg|Stealth suits are :3&lt;br /&gt;
Image:Firewarrior.gif|Fire Warriors are :3 too&lt;br /&gt;
Image:Tau Chibi Fire Warrior.jpg|Chibi, but not weeby.&lt;br /&gt;
File:TauGuela.jpg|Gue&#039;la.&lt;br /&gt;
Image:TauOrigin.jpg|Ohhh GW.&lt;br /&gt;
Image:Tau.gif|In 40k, everyones&#039; guns are huge.&lt;br /&gt;
Image:Tau Fire Warrior.jpg|A Tau Fire Warrior, the basic infantry unit.&lt;br /&gt;
Image:Tau Firepower Demotivator.jpg|The sad truth of 6th edition.&lt;br /&gt;
Image:combine.jpg|In /tg/, tau are the bad guys.&lt;br /&gt;
Image:Itsyourempiretoo.png|Propaganda. [[Nazi|Sound]] [[Communism|familiar?]]&lt;br /&gt;
Image:Never shall the tau!.JPG|Surrender... never shall the Tau.&lt;br /&gt;
Image:Tauassault.jpg|Tau are vicious melee fighters, no less able than [[Space Marines]]!&lt;br /&gt;
Image:1234622525817.jpg|In hindsight, attempting negotiations with Orks was probably a bad idea.&lt;br /&gt;
Image:Tau Problem, Astartes.jpg|What&#039;s that? We&#039;re not grimdark enough for you, Neckbeard?&lt;br /&gt;
Image:Tau Sympathizer.jpg|The Imperial Infantryman&#039;s Uplifting Primer&#039;s entry on Tau players.&lt;br /&gt;
Image:Discotau.jpg|For the Greater Groove!&lt;br /&gt;
Image:Manta.jpg|Fun fact: if you have enough money to buy this, you have too much money.&lt;br /&gt;
Image:Tau cosplay2.jpg|Typical Tau player, engaging in typical Tau behavior. (Pretty badass cosplay, even got the hoof right)&lt;br /&gt;
Image:Tau Battlesuit vs Smurf.jpg|This Char Custom Battlesuit-clad Tau demonstrates his mastery of [[Weeaboo Fightan Magic]]. Also DYNAMIC ENTRY!&lt;br /&gt;
Image:E6abddad6c5999a1dbe6085d8614f051.jpg|Tau in close quarters combat barring some very lucky dice rolls.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
{{Promotions}}&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:TauKroot.jpg&lt;br /&gt;
Image:MARKERLIGHTS.png|MARKERLIGHTS!&lt;br /&gt;
Image:tau_firecleavage.jpg|Sweet [[Weeaboo|weeaboo]] [[Heresy|heresy]].&lt;br /&gt;
Image:Commissar Shadowsuns Goods by morganagod.jpg|DAT ASS.&lt;br /&gt;
Image:DAT_SHAS.jpg| A Fire Warrior appreciating DAT ASS.&lt;br /&gt;
Image:Tau ass.gif|A Greater Good we can all believe in.&lt;br /&gt;
Image:NOT FUCKING CANON.png| [[If the Emperor had a Text-to-Speech Device|THIS IS NOT FUCKING CANON!]]&lt;br /&gt;
Image:JoinTau.jpg|Some recruitment methodologies work better than others.&lt;br /&gt;
Image:Tau Chick.jpg|Few rarely seen Tau chicks. Maybe because Sisters are hotter.&lt;br /&gt;
Image:youtastefunny.jpg|Yeah, we all know the truth about their &amp;quot;greater good&amp;quot;.&lt;br /&gt;
Image:Subcommander torchstar by sexual yeti-d9qal0l.png|Subcommander Torchstar, Farsight&#039;s personal fangirl.&lt;br /&gt;
Image:Tau_caste_nudes.jpg|Earth, Fire, Water, Air...Ethereal?!? SWEET MOTHER OF KHORNE!!! MY EYES!!!&lt;br /&gt;
Image:Laughing tau whores.jpg|S-shut up you filthy sluts! Among my people it is considered quite a handsome dick!&lt;br /&gt;
Image:Power Shopping.jpg|It&#039;s a well-known fact that the Tau Empire has some of the best shopping in the entire galaxy.&lt;br /&gt;
Image:Taugirlpile.jpg|Here we see Tau propaganda meant to entice men with their terrible, blasphemous, and supple soft skin, smooth curves, perky brea...er...ah...heretical alien bodies.&lt;br /&gt;
Image:TauHuman.jpg|Indeed, many humans have already embraced the Greater Good. (The individual with the primitive flashlight has been sent to re-education. Happiness is mandatory, Citizen.)&lt;br /&gt;
Image:greatertits.jpg|An attractive human female defector who for some reason has been equipped with a highly modified commander&#039;s battlesuit, perhaps as a devious ploy to compel desertion by the less loyal.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
{{Tau}}&lt;br /&gt;
{{Tau-Characters}}&lt;br /&gt;
{{WH40k-Factions}}&lt;br /&gt;
{{40k-Governments}}&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Xenos]]&lt;/div&gt;</summary>
		<author><name>2600:1700:9756:490:5472:A1A3:9306:A738</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Tau&amp;diff=470051</id>
		<title>Tau</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Tau&amp;diff=470051"/>
		<updated>2021-08-19T00:09:10Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:9756:490:5472:A1A3:9306:A738: /* In a Nutshell */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{heresy}}&lt;br /&gt;
{{Plot Armour}}&lt;br /&gt;
{{skubby}}&lt;br /&gt;
{{flamewar}}&lt;br /&gt;
&lt;br /&gt;
[[Image:TAUSYMBOL.gif|center]]&lt;br /&gt;
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&lt;br /&gt;
{{Infobox 40k Nations&lt;br /&gt;
|name= T&#039;au Empire&lt;br /&gt;
|image=[[Image:Tau_Empire_Flag.jpg|300px|center]]&lt;br /&gt;
|bgcolor=&lt;br /&gt;
|fgcolor=&lt;br /&gt;
|Capital= T&#039;au&lt;br /&gt;
|Official Languages=Tau Lexicon&lt;br /&gt;
|Power= Minor Power&lt;br /&gt;
|Size=Approximately over 300 worlds&lt;br /&gt;
|Head of State= Ethereal Supreme&lt;br /&gt;
|Head of Government= Ethereal Council&lt;br /&gt;
|Governmental Structure=Caste-Based Authoritarian Federation&lt;br /&gt;
|State Religion/Ideology=[[Greater Good]]&lt;br /&gt;
|Demographic=[[Tau]], [[Kroot]], [[Vespid]], [[Gue&#039;vesa|Humans]], [[Nicassar]], [[Tarellian]], Nagi, Hrenians and other minor [[Xenos]] races&lt;br /&gt;
|Military Force=[[Tau]] Fire Caste, Tau Air Caste, [[Kroot]] and [[Vespid]] Forces, The Deathsworn, Hrenian Light Infantry, [[Demiurg]] Forces, [[Nicassar]] Forces, Gue&#039;vesa Forces and other minor Xenos armies&lt;br /&gt;
}}&lt;br /&gt;
[[File:9jfnqeaplhexx.jpg|right|thumb|450px|Get the fuck out of the way, [[Imperium|Oldfag]]. (Vior&#039;la Sept Fire Warriors)]]&lt;br /&gt;
{{Topquote|Why do you see the speck that is in your brother&#039;s eye, but do not notice the log that is in your own eye?|Luke 6:41}}&lt;br /&gt;
{{Topquote|Ce qui constitue une République, c&#039;est l&#039;extermination totale de tout ce qui lui est opposé. - What constitutes a Republic is the total destruction of that which is opposed to it.|Louis Antoine de Saint-Just}}&lt;br /&gt;
{{Topquote|Of all tyrannies, a tyranny sincerely exercised for the good of its victims may be the most oppressive. It would be better to live under robber barons than under omnipotent moral busybodies. The robber baron&#039;s cruelty may sometimes sleep, his cupidity may at some point be satiated; but those who torment us for our own good will torment us without end for they do so with the approval of their own conscience.|C.S Lewis}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tau (τ) is the 19th letter of the Greek alphabet, 300 in Greek numerals, and also the name for 2π.&lt;br /&gt;
	&lt;br /&gt;
It is also the name of the Warhammer 40K race known as the &#039;&#039;&#039;Tau&#039;&#039;&#039;, nowadays spelled &#039;&#039;&#039;T&#039;au&#039;&#039;&#039; by GW copyright lawyers as if that somehow [[ChapterHouse Studios|fixes anything]] (many nicknames include &amp;quot;uncreative retards&amp;quot; if you are an [[Eldar]], &amp;quot;blueskinned atrocity&amp;quot; if you&#039;re a [[Imperium of Man|Human]], &amp;quot;bluies&amp;quot;, as the Valhallan 597th call them, or &amp;quot;Space Communists&amp;quot; as anyone on /tg/ will tell you) are a playable race and a minor and overall insignificant power in &#039;&#039;[[Warhammer 40,000]]&#039;&#039;. When first discovered by humanity, the Tau were a barbaric and primitive people. Their planet was then trapped in a warp storm for a few thousand years and they emerged from the other side as a unified species, led by the [[Druids|mysterious]] Ethereal caste and devoted to the concept of the &amp;quot;[[Greater Good]]&amp;quot;. Their new empire supposedly has around 300 worlds, with dozens of small colonies such as terraformed asteroids packed into a stellar cluster about 500 light years across. They have about [[T&#039;au Septs|21 official]] &amp;quot;Septs&amp;quot; which are major systems based around a cultural &#039;prime&#039; planet (think Manhattan then the tri-state area). They were growing until recently, when the Imperium sent a large invading force to counter them.  &lt;br /&gt;
&lt;br /&gt;
Although a dystopian society in its own right, the Tau Empire is noted for being one of the LEAST awful places in all the galaxy of 40k. It&#039;s also [[Derp|not really an empire]]; the Tau government, the Ethereal caste, is essentially an edifice of meritocracy and nepotism-Tau leaders are appointed to their position by even higher ranking leaders and/or a council of their future peers; the highest ranking Tau, the Aun&#039;O, is elected by his future underlings, much like the Catholic pope, but is still simply considered the weightiest voice of a group (like a prime minister), not an Emperor with absolute power.&lt;br /&gt;
&lt;br /&gt;
The Ethereals are basically like &amp;quot;upper management&amp;quot; if upper management worked... or maybe HR if they didn&#039;t just &#039;klkn&#039; [fancy tau word for F&#039;ed] everyone over. The Ethereals actually care about the people that look up to them as they set mandates across their society and the Castes best accomplish the goals to fulfill those mandates.&lt;br /&gt;
&lt;br /&gt;
The Tau started as a classic case of successful design-based [[Troll|trolling]] on the part of [[Games Workshop]]. They were originally developed because GW felt that their setting needed an optimistic race and that their wallets needed more money, which they could get by selling shedloads of 40k to the robot-obsessed Japanese. The Tau, therefore, are the least [[grimdark]] faction in the game; [[Tau Diplomacy|they&#039;re the dudes willing to negotiate when they&#039;ve beaten their enemies]] ([[The Beast|we cannot forget the green skinned diplomats our boy sent out during his siege of terra]]) while all the others are either too [[Chaos Space Marines| murderously psychotic in ways incomprehensible to anyone who does not share the same batshit insanity]], [[Imperium|religiously overzealous]], [[Eldar|arrogantly indifferent]], [[Orks|simplemindedly violent]], [[Necron|murderously enigmatic]], [[Tyranid|more interested in eating you than anything]], or [[Dark Eldar|all of the above]] to offer such courtesies.&lt;br /&gt;
&lt;br /&gt;
This began to change in the 6th edition. For all the claims that GW doesn&#039;t listen to its fans, someone seemed to have heard the incessant bitching many fa/tg/uys made over the Tau [[Belisarius Cawl|being shoehorned into the setting]] [[Primaris Marines|in the worst way possible.]] As a result, the Tau began to take on an Orwellian flavor and Imperium-esque elements, with the Ethereals being totalitarian autocrats performing acts of ruthless indifference towards their subjects, including [[Nazi|eugenics]] or up to [[Exterminatus]] of lost races (e.g. Orks and Tyranids), in the guise of being for the Greater Good. &lt;br /&gt;
&lt;br /&gt;
As a result you now have a new generation of weebos running around thinking that the Tau actually don&#039;t give a fuck about their people and would actually kill their own kind for things like... sculpting [like really, if you do art outside of the Earth caste you get holed] which would make the Tau the least functioning society in 40k as whole swathes of their own population is routinely exterminated for fixing their crisis suits so they don&#039;t drown or pull a pistol out to protect children (things that actually happened).&lt;br /&gt;
&lt;br /&gt;
The Tau Codex leaves ambiguous the question of just how much of their success is due to various forms of indoctrination, caste-based conditioning, and subtle mind control. This has only been exacerbated by the recent Farsight Enclaves supplement, which makes the Ethereals come off as mustache-twirling, Saturday-morning-cartoon villains. It speaks volumes about the 40k setting that in spite of all this they&#039;re &#039;&#039;still&#039;&#039; the friendliest race in the galaxy.&lt;br /&gt;
&lt;br /&gt;
Much amusement if you realize that because the Tau have annexed (sometimes peacefully willing) Hive Worlds, the Tau might actually be a cat’s paw to a human civilization by now.  Especially since the Tau foolishly give their tech and knowledge to those who join the Greater Good.  This depends on how much brainwashing is involved.  Because each city on a Hive World has a larger population than the entire Tau species and probably industrial strength as well.  Games Workshop has not realized this problem.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Naive Weeaboo Space Communists&amp;quot;==&lt;br /&gt;
[[Image:Tau Weeaboo.png|thumb|right|Cue hotblooded music by [https://www.youtube.com/watch?v=-r6xYnFDoV0 JAM Project].]]&lt;br /&gt;
The Tau&#039;s naiveté might seem at odds with the GRIMDARK-ness of the setting (and to a degree, a lot of it is), but the thing is, Games Workshop specifically plays this straight FOR the [[grimdark]] and &#039;&#039;knows&#039;&#039; that the seeming futility of the Tau&#039;s optimism only further accentuates the general hellishness of the rest of the galaxy - and dear [[Emperor|god]] do they play this up for maximum effect. In the 41st millennium, the Tau come across as &#039;&#039;more&#039;&#039; than a little naive to the other races; the Imperium sees any contact with aliens as heretical and will shoot them with [[bolter]] rounds as soon as they look at them; the [[Ork]]s just want to kick the shit out of things; and the [[Eldar]] see the Tau as young and powerful because of their technology but also as a race in its infancy, just staggering out of its borders for the first time and wandering into a pond full of [[Saharduin|sh]][[Dark Eldar|ar]][[Chaos|ks]] (most Eldar philosophers admit their own race has failed, the humans are failing, and add that the Tau are in for a rude awakening). Said Sharks see them as somewhere between sex toy and dinner.  &lt;br /&gt;
&lt;br /&gt;
In older fluff [a single book that was so off the rails it said Tau had toes and no nasal slits], the Tau were implied to have been secretly uplifted by the Eldar through the creation and subtle control of the Etherals (especially the mind-influencing pheromone secreting gland at the base of Ethereals’ spines) [which the Tau themselves have laughed about and said isn&#039;t true]  and guiding them through reverse-engineering Imperial technology from the ruined colony ships.  Eventually the Eldar abandoned them because the Tau never accomplished anything notable on their own due to a crippling lack of creativity.  Humans must be in physical contact with an Ethereal or perhaps subjected to heavy doses of the pheromone in other ways to be sufficiently affected but aliens are affected merely by being in the vicinity of an Ethereal. Whether this is canon or not now is uncertain.  It all probably is, seeing as it hasn’t been retconned/overwritten.  Or GW forgot about it.&lt;br /&gt;
&lt;br /&gt;
Putting it simply, there&#039;s an ongoing joke that the Tau are some of the most successful trolling performed in the history of mankind just by &#039;&#039;existing&#039;&#039;; a case of the company installing them just to mix things up whilst at the same time keeping them surprisingly on-level.&lt;br /&gt;
&lt;br /&gt;
The combination of the above fluff, however, paired with their highly advanced technology, generally &amp;quot;Asian&amp;quot; feel (their Fire Caste&#039;s combat doctrine, though officially derived from two distinct Tau hunting method, is often reminiscent of Sun Tzu&#039;s &amp;quot;&#039;&#039;Art of War&#039;&#039;&amp;quot;), use of [[Mecha|battlesuits]] (just [[Imperial Knight|like]] [[Dreadnought|the]] [[Titan (Warhammer 40,000)|Imperium]]), [[Hammerhead Gunship|heavy firepower]] which rivals that of the Imperial Guard, and one of the [[Fish of Fury|most broken tactics in tabletop 40K until it was finally fixed an edition later]] has conspired to make them very much hated (and by that we mean a source of butthurt) by a reasonable-sized population of the [[/tg/|40K fan populace]], and /tg/ has rightly dubbed the Tau [[Weeaboo]] (as much due to their Asian-ness as anything else) as a result (even when people can use the same logic to point to the Imperium&#039;s xenophobia, the fanatical worship of the God-Emperor, extensive use of Mecha and suicide attacks, use of suicide attacks as punishment for dishonour, and fondness for over-the-top dialogue in general and conclude that the Imperium of Man is Imperial Japan in Space). As a dark twist on this inherent Asian-ness, a thread concerning lack of grimdark fan fluff on Tau led to the creation of [[Sept V&#039;iet]], the Viet Cong Tau.&lt;br /&gt;
[[Image:Tau fire warriors.jpg|490px|thumb|left|The [[Greater Good]]: translatable as [[Deal with it|&amp;quot;if you want to make an omelette, you gotta break some eggs.&amp;quot;]]]]&lt;br /&gt;
&lt;br /&gt;
And again in a case of much cultural confusion, the Tau are often considered [[Communism|communists]] (despite being a rigorous, hierarchical, near-eugenicist class society that would have Marx&#039;s spirit resurrect himself to commit suicide) due to their central philosophy of casting aside the self in favour of the Greater Good. This is partly because it&#039;s a nearly twenty year old meme by this point and memes that old are very stubborn about dying... and partly because we&#039;re a bunch of ignorant fucks. If anything the Tau more resemble the class system of Plato&#039;s &#039;&#039;Republic&#039;&#039; crossed with the caste system of India and [[Star_Trek#The_Federation|Star Trek&#039;s Federation]], and a little bit of facism as well (because they&#039;re the only ones in the entire galaxy who bother to try diplomacy with xenos rather than [[Exterminatus|exterminate]] them (partly because all but a few alien species are horrific space monsters that only a complete idiot would try to negotiate with)). &lt;br /&gt;
&lt;br /&gt;
Even then, the Tau has more in common with the Imperium than the noblebright space hippie Feds; they adhere to a highly strict doctrine of eugenics, as [[Love Can Bloom|all forms of love, sex or breeding between different castes]] are, translated from Tau lexicon into Gothic, &#039;&#039;&#039;[[HERESY]]&#039;&#039;&#039;. The Tau also have an explicit merchant caste as well as a single unified currency (something the Imperium of Man only has in theory, [[Imperial Truth|much like everything else]]) along with a system of standardised wage labour which makes them actually more Capitalist than the still stuck in Feudal Economics Imperium.  Contrast to the Craftworld Eldar whose society of post-scarcity voluntary labour actually is fully Communist, albeit there are still nobles entitled to bigger houses. &lt;br /&gt;
&lt;br /&gt;
The Tau treat their member species with an unusual amount of autonomy and respect while also keeping them [[Tau#Tau_Member_Races|non-Tau comrades]] as second-class citizens with no say in the Tau government. There is no restriction on religion or cultural uniqueness so far as it doesn&#039;t interfere with the greater good: Humans may still worship the Emperor, Nicassar can continue exploring the universe and Kroot can continue to ingest the dead; so it&#039;s a pretty broad stroke of acceptability.&lt;br /&gt;
&lt;br /&gt;
What is terrifying and an excellent twist on the Tau is that member races and the individual is kept from &#039;choice&#039;. So if you suck, like you&#039;re just bad at everything, you&#039;re not going to be offed or turned into corpse starch; you are given a 1 bedroom apartment, universal healthcare and a broom. And that&#039;s it. You don&#039;t get to be a hero, you don&#039;t get to rise above your worth and this is decided by an alien society.&lt;br /&gt;
&lt;br /&gt;
Pretty goddamned grimdark in a really personal way... almost like GW is saying all you do is provide money and roll dice.&lt;br /&gt;
&lt;br /&gt;
If you step outside of those walls; you&#039;re given a couple chances, then you&#039;re sent to reeducation, then you might get some beneficial brain washing... and so on. But death penalty? Nah, what would that serve?&lt;br /&gt;
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To double the weebiness but to greatly decrease the communism connection, the Tau are remarkably similar to war-time era Imperial Japan. Not in terms of military doctrine but in terms of its geopolitics. Like Imperial Japan they&#039;re a young power situated in the east, relatively far from most of their possible rivals&#039; centres of power. Like Imperial Japan they have a seemingly nice enough doctrine in terms of rhetoric; &amp;quot;Greater Good&amp;quot; and &amp;quot;Co-Prosperity Sphere&amp;quot;; but in terms of practise what it means is that they want to replace the old empires in the region with their own.  Like Imperial Japan they&#039;re at a significant disadvantage in terms of production power compared to their most serious rivals in the region, and hope to compensate for that by tactical superiority and winning big decisive battles to topple the old powers.  &lt;br /&gt;
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To further solidify the connections to Japan in the early 20th century, the Tau Empire even borrows some terminology, such as &amp;quot;spheres&amp;quot; of expansion, a firm belief that despite their grotesque material inferiority to their primary enemies, the power of their ideals and their superior willpower shall overcome their enemies all, and a dogged insistence on picking fights it probably can&#039;t win. Imperial Japan knew that America alone had nearly twelve times the industrial power, with Britain having thrice Japan&#039;s military-industrial might, France just about matching theirs, and the Soviets having four times that, and even China; despite being a wartorn barely functional shithole, could be a quagmire for it. &lt;br /&gt;
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But Japan didn&#039;t give a shit because they thought that they were so awesome they could somehow get all these people to surrender through a combination of being better at war than their soft, mewling enemies and that they simply believed in their destiny to rule the waves more than anyone else did. Much like how the Tau is fully aware that the Imperium, the Orks, the Necrons, and the Tyranids could all squash them flat in a stand up fight, but believe this is immaterial because their belief in the greater good shall overcome all and they have mastered the ways of war while their foes are mired in ignorance. &lt;br /&gt;
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What is for sure though is that, whatever part of the terribly suited to analysing politics outside of the modern era one-dimensional spectrum of political agenda they are on (probably wherever you&#039;d put Imperial Japan during world war two), the Tau government is mainly oligarchical, with the vast majority of political power concentrated in the Ethereal caste. &lt;br /&gt;
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This is further driven home by the fact there is a Tau splinter faction led by one of their two best generals alive, Commander [[Farsight]] of the Farsight Enclaves, whose government is a non-caste society seemingly devoid of merchants, meritocratic semi-democracy. The problem is, until people stop dragging him out of his self-imposed exile to fight Tyranids, Orks, and other Tau, he&#039;s a dictator the way Optimus Prime is sometimes depicted. Farsight&#039;s government is one most certainly [[RAGE|NOT recognized by the Tau Empire]], who have finally gotten around to dispatching a fleet to silence them. We still have yet to see the outcome of this fleet dispatch, though.&lt;br /&gt;
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Of course, the Enclaves are a fan favorite (America&#039;jin loves a rebel) but until GW retcons it, the Tau &amp;quot;Don&#039;t Kill Eachother&amp;quot; as that would be single most direct step backwards as a people to the time of the Mont&#039;au (when they just loooved killing each other before the Ethereals). Farsight doesn&#039;t have designs to replace the Ethereals and so long as you ignore the counter-intuitive books he&#039;s featured in; he&#039;s more a guy that is incredibly depressed about his own mistakes and thinks that the Tau Empire is too inclusive and needs to learn how to grimdark better.&lt;br /&gt;
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However, the new codex has HEAVILY downplayed their naiveté, bringing back the original codex mention that the Ethereals have officially declared some species &amp;quot;[[Exterminatus|lost causes]]&amp;quot; and that the [[Greater Good]] demands they be killed to the last.&lt;br /&gt;
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*[[Orks]] were the first of the big players of 40k to get this treatment. They pretty much were the only serious competition Tau had before they discovered the Imperium, and it only took them a few weeks of study to realize the fact that Orks are beyond reason or sanity. They do still employ them as mercenaries in small numbers, and the Water Caste considers the Orks one of their biggest failures.&lt;br /&gt;
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It should be noted that the Tau have experienced three major Ork attacks but never a true Waagh! This is largely because the fortress worlds Farsight has created out in the Gulf, keeping them back at the cost of his forces. The Tau likely have no idea that this is happening since no one has ever gotten to the Enclaves and come back.&lt;br /&gt;
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*[[Tyranids]] unsurprisingly ended up on &amp;quot;shoot on sight&amp;quot; list pretty much after the first contact.  Unlike the Orks, the Tau have experienced the full and unadulterated rape train that is a Hive Fleet in the form of Gorgon which took a bite out of their Empire (lost something like 10% of it) as well as an ally species called the Ulumeathic League who might be completely wiped out.&lt;br /&gt;
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*[[Eldar]] briefly were on the list too, owning this to the first contact being made by the Commorites, and not just any, but [[Urien Rakarth]] himself. It took some nuked Exodite world and Craftworld intervention for tau to realize that not all space-elves are insane rapists and scratch them off the list.  Probably more encouraged by the Eldar effortlessly curbstomping them than actually caring that they shot the wrong Spelves. The Tau also ended up accidentally destroying a Maiden World likely make a perma-hate neighbors of Saim Hann, but they did have some positive dealings with the Lugganath Craftworld to finish off Hive Fleet Gorgon.&lt;br /&gt;
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Interestingly, the Dark Eldar were supposed to be the original nemesis of the Tau when they were originally released. &lt;br /&gt;
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*[[Space Marines]] seem to be entering the list as of the second Damocles war. The reason is not because it&#039;s impossible to reason with them, but because after some intense Water caste psychoanalysis and Nagi &amp;quot;mind-[[rape|ripping]]&amp;quot; they pretty much declared that Astartes aren&#039;t &#039;&#039;people&#039;&#039; but merely a &#039;&#039;weapon&#039;&#039; and as such have no place in Tau&#039;Va.  Since this means they ignore the [[Blood Angels|artistic]], [[Thousand Sons|scholarly]], [[Word Bearers|philosophical]], and [[Ultramarines|administrative]] aspects of being Astartes intended to give them purpose after the Great Crusade ended the Tau are probably just scared shitless of Space Marines and the sheer inspiration their presence brings even off the battlefield.&lt;br /&gt;
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To sum it up, the Tau Empire is still an expansionist empire prone to using military force, but far better than almost every other polity in the setting, as it permits others to exist with rather lenient standards, and isn&#039;t dedicated to the purposeful extinction of all other life in the galaxy. It should be noted that the Water Caste has turned more worlds to join the Empire then the Fire Caste.&lt;br /&gt;
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Additionally, you don&#039;t have to join the Empire to benefit from trade agreements and non-aggression pacts like the Demiurge who traded ion-tech for refuge from the ever xenophobic Imperium but there doesn&#039;t seem to bee any indication they&#039;ve actually &#039;joined&#039; the Empire.&lt;br /&gt;
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They don’t care if you’re some primitive feral species or a peaceful member of a species they have decided to be a lost cause, they will try and do their best to take care of you because they think, in their hubris, that they know best.  &lt;br /&gt;
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Also, as a result of surviving attacks from the major factions in the galaxy yet being blissfully unaware that those were merely tiny brushes or stragglers of vastly larger forces, the Tau believe they have proven they can truly hold their own in the galaxy against all the major players.  As of Eighth Edition they were corrected quite painfully due to the opening of the Great Rift and the loss of most of their Fourth Sphere Expansion forces to a Warp rift, and following a massive Chaos invasion they have been forced to face the possibility that their empire might have bitten off more than it can chew.&lt;br /&gt;
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==Military Doctrine==&lt;br /&gt;
[[Image:TauTyr2.jpg|right|500px|thumb|Close-quarters painting [[Drawfag|strikes again.]] (What a badass Hammerhead pilot)]]&lt;br /&gt;
The Tau military is basically the cherished love child of the United States military and its Japanese anime waifu.&lt;br /&gt;
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The Tau disdain [[Choppy|melee]] [[Rip and tear|combat]] in favour of [[Shooty|ranged combat]], which renders them instantaneously [[Matt Ward|less manly]] in the eyes of most of /tg/&#039;s playerbase. The reasons behind this are complicated. Generally, Tau see hand to hand combat in warfare as an anachronism, which makes sense, considering their basic guns can rip apart tank side armour. In addition, the Tau&#039;s body is adapted for flying &amp;amp;mdash; prehistoric Tau had gliding flaps like flying squirrels &amp;amp;mdash; thus compared to almost all other major races Tau have less muscle strength (heck, less body mass in general), have lower reaction speed, and are hyperopic/farsighted. In their initial design it was said in their first White Dwarf that they are a race that adopted the bow and arrow rather than how humanity adopted the sword.&lt;br /&gt;
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They do practice their own forms of martial arts, and they aren&#039;t &#039;&#039;so&#039;&#039; much weaker as to be crippled (they&#039;re Strength 3 just like Imperial Guardsmen, who are the special forces of their respective PDFs but obviously something to be desired for when you&#039;re dealing with rolling death machines that worship proactive daemons), but it&#039;s very obviously not their strong suit and they would rather fall back on guns than blades.&lt;br /&gt;
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Even the last reason alone is enough to avoid close combat, seeing as [[Necrons]] use similar logic, despite their [[Necron Warrior|Warriors]] and [[Necron Immortal|Immortals]] being much stronger and tougher, and actually highly trained in close combat, but equally as slow, though if the Necrons do want to get into melee, they&#039;re certainly not lacking in specialists. That said, Tau do practice martial arts - Fire Warrior trials and rites involve knives, while Ethereals have a tradition of fighting non-lethal duels to settle disputes, using sharp bladed weapons no less, so they are often quite good with their fencing style, as [[Aun&#039;Shi]] has shown to some unfortunate Orks (keep in mind Aun&#039;shi trained against Shas&#039;Vre to get that good).&lt;br /&gt;
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Some people think Tau military doctrine has been hit hard with the same [[grimdark|stupidity]] nerf bat as every other fieldable army; every other faction has some reason for their material to be as limited as they would be in a fantasy setting, but the Tau have widespread education, unlike Men and Orks; reasonable access to production facilities relative to their population, unlike Necrons and Eldar; and are capable of coherent research and development, unlike Tyranids, Daemons and the Adeptus Mechanicus.&lt;br /&gt;
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For fluff reasons which have never been explained (the crunch reason is obvious), they have the same motif as every other army of equipment often being more valuable than the person wielding it, leading to most personnel being fielded with &amp;quot;inferior&amp;quot; equipment. The most obvious example of this is that they always, under whatever circumstance, field infantry in simple combat armour rather than some sort of battlesuit - its only advantage is having less bulk, as the Tau have a reason not to build larger transports to cope with the shitloads of battlesuits they could deploy instead. &lt;br /&gt;
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This argument is analogous to saying that real-world militaries should only use armored vehicles and not have infantry, and says more about fa/tg/uy ignorance than Tau doctrine. The Tau likely practice economy of force, which has consequences both on and off the battlefield. Sending excessive amounts of force at a target is wasteful, as the excess firepower would be more useful elsewhere. If one only has a unit of XV8 Battlesuits and no infantry, but a swarm of grots in a nearby pass needs to be taken out, they have no choice but to commit a very valuable unit to a task far beneath its worth. This is also an economic matter, as lower power units are cheaper and the Tau do not have an infinite supply of the rare materials needed to produce the strongest Battlesuits. &lt;br /&gt;
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One could easily field a number of fire warriors for far less than the cost of a single battlesuit, and considering many foes will fall beneath &amp;quot;mere&amp;quot; infantry, any cost-aware faction would prefer the infantry&#039;s use over an expensive battlesuit. Similarly, when it comes to occupying or garrisoning territory, numbers of soldiers is significantly more important than quality of soldiers as they need to cover ground and establish a presence. In other words, they are the army who most resemble modern forces in terms of strategy, and mixed armies of infantry, armor and support elements are a good combination. And who the fuck can with a straight face call a pulse rifle and carapace grade armour &amp;quot;inferior equipment&amp;quot;? The view their equipment or doctrine is nerfed also ignores that armies have to replace lost and damaged equipment as well as actually get that equipment to the troops or they&#039;re absolutely fucked. An expensive army of battlesuits is lovely right until combat losses alongside wear and tear reach a point where the empires production can&#039;t keep up with losses or supply problems mean they don&#039;t reach the front (armies in 40k have been shown running low on ammo something far easier to produce and transport in large numbers than battlesuits). An army based around soldiers armed with &amp;quot;cheap&amp;quot; rifles and armour is a lot easier to produce and keep in the field even in the face of casualties or supply problems. &lt;br /&gt;
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The Tau&#039;s superior [[Dakka|firepower]] is similar to that of the [[Imperial Guard]], but their strategy is different, more like the Space Marines who use pinpoint strategy in lieu of numbers and that they tend to rely less on mass warfare and more on sophisticated technical support (drones, stealth technology, railguns), with an emphasis on tactical precision, mobility, and the initiative of individual squads of units, much like how modern warfare is waged (apparently if the Imperial Guard learned from Tau tacticians and fought with modern tactics instead of zergrushing everything then they would have been the most powerful army in the galaxy, but no, that ain&#039;t GRIMDARK and AWESOME enough [unless you&#039;re [[Lord Solar Macharius|Macharius]]]). Their military doctrine is not based on winning by attrition and/or throwing out quality tactics in favour of absorbing and dishing out heavy shocks in bloody epic clusterfucks like the Imperials, Orks and early World War II-era Soviet Russia. (Unless you count the later war &amp;quot;deep warfare&amp;quot;, which is actually the combat doctrine the Tau ripped off. 40k really seems to like the Russians...) &lt;br /&gt;
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Rather, they use infiltration and their sophisticated battlesuits to [[Anal Circumference|bypass enemy strong points and launch deep into their rear]], cutting supply lines and logistics, destroying headquarters and support units, leaving enemies cut off and functionally helpless. There are numerous examples of Tau literally starving and/or thirsting entire armies to death by cutting out their supply lines, while simultaneously harassing them with night raids, ambushes and air strikes to the point the survivors are leaderless, demoralized, out of ammo and fuel, and can barely stand due to exhaustion. The [[Imperial_Armour_Volume_Three:_The_Taros_Campaign#Volume_Three_-_The_Taros_Campaign|Taros]] campaign is a prime example of these tactics (and of the Imperium&#039;s strategic stupidity).&lt;br /&gt;
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Of course, these kinds of tactics only work fine against more convenient armies like the Imperial Guard or Orks. When it comes to Space Marines and Eldar, who sport mostly aerial/warp/webway supply lines, operate as elite armies without obvious weak spots to exploit, have similar or superior tactical mobility and badass officers that can survive most assassination attempts, Tau lose huge parts of their usual advantages (but get the numerical superiority in return). Against utterly unconventional foes, like Tyranids, Daemons or Necrons... well, all times they faced such foes, Tau either devised some entirely new strategies, or lost horribly.&lt;br /&gt;
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[[File:TauTyr.jpg|thumb|left|300px|90% of Tau [[dakka]] comes in the form of [[Plasma|pretty blue lights.]]]]&lt;br /&gt;
The Tau, again, boast some of the most powerful ranged weaponry on the tabletop game, and can crank out more concentrated firepower than any other faction with the lone exception of the Imperial Guard and maybe the orks if you only count number of bullets in the air, and even then, the Tau&#039;s weapons hit quite a bit harder. They have pathetic hand-to-hand combat skills, however, and so the Tau bolster this by using several inducted races (the [[Kroot]], Vespid, and even some [[Gue&#039;vesa|humans cut off from the Imperium during the Damocles Crusade]]) to act as buffers against assault troops to allow Tau Fire Warrior teams and their heavy, long-ranged firepower to tear enemies apart. The most pivotal, and perhaps most infamous, part of the Tau army are their [[Battlesuit|Battlesuits]], which can mount multiple heavy weapon systems and provide excellent mobility to their pilots, all on a fairly durable unit. &lt;br /&gt;
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They also have an extremely powerful navy, though not quite as formidable as the Imperium&#039;s, if largely because of differences in number and tonnage. Tau air units are among the best in the game, with aircraft superior or equal to Imperial Guard equivalents, including a stealth fighter, multipurpose heavy fighter, a superheavy fighter with guns that can one-shot a Titan, and their own [[Manta|Titan-equivalent]] (which is a small starship). Unlike the Imperium, they usually deploy swarms upon swarms of flyers, with only Orks, Tyranids, and Necrons able to rival them in numbers when things come to dogfights—kind of the way the Imperial fleets&#039; atmospheric support craft were supposed to work if fleet officers weren&#039;t a bunch of assholes who do everything they can to provide as little air support as possible.&lt;br /&gt;
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On defense, the Tau are a bit unusual: they leave only token garrisons at their colonies to protect them. These garrisons are intended for scouting rather than combat, avoiding engagement in order to observe and report on invaders using Pathfinders, scanning towers, and drones. Because the Tau have fairly powerful spacefleets and usually keep their forces within reasoned distance of potential hotspots, any potential threat can be quickly dealt with by organizing a hunter cadre to be sent to deal with the situation. For those of you who don&#039;t get it, it&#039;s Frederick the Great&#039;s &amp;quot;he who tries to protect everything protects nothing&amp;quot; strategy. &lt;br /&gt;
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Of course, this strategy means Tau must have some worlds actually being heavily defended - and in fact they do. Sept worlds tend to be guarded by some nasty space stations and garrisoned by an unreasonable amounts of hunter cadres and auxiliary troops, which allows them to act as major defensive nodes from which response fleets are dispatched and to which evacuation fleets rally (think feudal Japan style castles from which commanders would send trained garrisons out to protect the lands around it from encroaching armies), and in case some really scary shit like an Imperial crusade or a Tyranid hive-fleet comes into the sept, it is on the sept world where the decisive battle is fought (See the First Damocles Crusade for an example of this tactic in action). &lt;br /&gt;
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This has, however, backfired on occasion, since it does mean that the Tau garrisons are very vulnerable in the initial stages of an attack. It also makes them very vulnerable to Orphean War style rapid assaults where the attacker is advancing so quickly the defender doesn&#039;t even have time to relay the news that they&#039;re under attack to the rest of their army. While the Tau haven&#039;t yet faced something like the Maynarkh Dynasty, they are awfully close to the Sautekh Dynasty and Imotekh is a noted cantankerous asshole and egotistical conqueror.&lt;br /&gt;
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A rare advantage the Tau have is their willingness to change military strategy. As examples, look at how they changed tactics in reaction to the [[Damocles Crusade]] by the Imperium of Man, and even built an entirely new space fleet to match humans in straight-on space fights, or their unusual but effective choice of switching to older weapons when dealing with [[Hive Fleet Gorgon]].&lt;br /&gt;
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==Fleet==&lt;br /&gt;
[[File:Tau_Map.JPG|500pc|right|thumb|The Domain of the Weebs.]]&lt;br /&gt;
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In the old fluff, the T&#039;au used to have equip their ships with reverse-engineered warp drives from an unknown faction that crashed a starship on one of their home world&#039;s moons. Using their gravitic wave technology (think a sail) they used this to skim the surface of the warp before bouncing back to the Materium after a short while (1/3 the speed of optimal Imperial warp drives). &lt;br /&gt;
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New fluff, on the other hand, has retconned that by giving them what is called a &amp;quot;slingshot drive&amp;quot; for their STL (That&#039;s right, it&#039;s SLOWER than the speed of light, how the fuck do you run an interstellar empire with STL?!?!?). From what little fluff we have on it, it looks like the reality-based theoretical warp drive (in the modern physics meaning, i.e. the Alcubierre bubble). The practical applications, however, are the same in both new and old fluff - Tau FTL is much slower than the Imperium&#039;s, but is predictable, reliable, and not affected by warp storms (a big deal, given Tau spent half of their history inside one). As a result, Tau are capable of building proper interstellar logistics lines, ones the Administratum can only dream of, but their strategic mobility is . . .lacking, to say the least. Compared to pretty much every other faction (though the non-Warp drive using FTL factions are different; the Necrons microteleport and use wormholes, the Eldar use the Webway extradimensional network, and the Tyranids bring their production power with them as they tugboat in by gravity channeling) the Tau move at an absolute snail&#039;s pace, hence the reason why their worlds are so tightly packed together. Of course, if the skip drive was THE best way to travel normally without the Warp and to avoid Warp phenomena,  the radically more advanced Dark Age Humanity would have slapped the drives on every type of ship they had. They didn&#039;t, which implies the drive was more of a stopgap dead-end then a fully developed piece of technology. There may not even be a guarantee of safety from daemons, as, when the drive pushes against the barrier of reality, all it would take is for a daemon to be in the right place at the right time to stick a gnarled claw into the corresponding area in the Warp and cut through to say &amp;quot;hi&amp;quot; to the engineering crew [heavy speculation].&lt;br /&gt;
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Additionally, Slingshot drives are rather big, heavy and power-hungry, even compared to the Warp drive (which takes up 1/3rd of a smaller imperial ships). As a result, escort-class Tau spacecraft are built without FTL drives and are hooked to bigger ships for the purpose of interstellar travel, which basically make them equivalents of the Imperium&#039;s system monitor ships, with the same benefits (cheap, compact and too fast, powerful or durable for their size) without their major downside (being incapable of FTL flight). The Tau also have to concentrate their forces on an interplanetary scale; they can&#039;t throw a bunch of ships into a warzone from halfway across the galaxy as orks and humans can.&lt;br /&gt;
Tau empire have two fleets:&lt;br /&gt;
*Kor&#039;Vatra, or &amp;quot;merchant fleet&amp;quot;, is made of older modular ships that double as merchant and colony vessels (hence the name). One of their main shticks is huge arcs of fire for most gun batteries, with side batteries easily covering front arc, and nose batteries covering all but the stern - as a result, while Kor&#039;vatra Ships may not have as much firepower as Imperial or Ork ones, they can focus more of it on one target. On the flip side, merchant ships while decently fast at sub-light, are not very agile, and must rely on escort wings and auxiliary fleets against more maneuverable foes. Even after the founding of Kor&#039;Or&#039;Vesh, the Kor&#039;Vatra still see a lot of military use, especially against the Imperium, &amp;lt;i&amp;gt;precisely&amp;lt;/i&amp;gt; because it&#039;s regarded as a non-military fleet, so Tau diplomats could tell their imperial colleagues &amp;quot;What battle cruisers on your orbit are you talking about? It&#039;s just our merchant vessels, moving goods to and from our trade missions&amp;quot;.&lt;br /&gt;
*Kor&#039;Or&#039;Vesh, or &amp;quot;combat fleet&amp;quot; is a newer fleet, made for battling Imperium&#039;s fleet in straight up battle, after Kor&#039;Vatra got run over during the Damocles crusade. Made out of more compact, maneuverable and better armored ships, it may lack Kor&#039;Vatra&#039;s wide arcs of fire, but is superior in every other regard, and as the Taros and second Damocles campaigns showed, it is more than capable of fighting off humans even if outnumbered.&lt;br /&gt;
Both fleets use largely the same technologies: railguns as short-range (by Tau standards), high-damage gun batteries; ion cannons as long-range beams (lance equivalent); and, above all, powerful small-craft ordnance (second only to Eldar and available in far greater numbers). Mantas, Barracudas, and EMP drone-torpedoes reign supreme at extreme ranges, gaining the Tau navy the same reputation their ground armies have. Because their small-craft ordnance is so powerful, most Tau ships tend more towards carrier and torpedo boat archetypes than battleships, and suffer horribly if an enemy comes within macro-cannon or boarding range (note the &amp;quot;if&amp;quot;).  Technically, the Imperial equivalents are, as they are when compared to most other factions, far superior.  The problem for the Imperium is, like always, those things are very rare, built in tiny numbers, and never around when you need them.&lt;br /&gt;
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==Non-combat Fluff==&lt;br /&gt;
[[File:Tau city.jpg|450px|thumb|right|Contrary to what [[Imperium of Man|some]] believe, what this picture shows might just be the future for the entire galaxy if the Tau [[Great Crusade|get their way.]]]]&lt;br /&gt;
The Tau were a new race/culture found by the Imperium of Man during their &amp;quot;slash and burn&amp;quot; exploration of their galactic neighborhood. The Tau were still pastoral, had just discovered flint tools and charcoal, and the Imperium had them scheduled for &amp;quot;[[Grimdark|routine cleansing]]&amp;quot; (Low Gothic for “ruthless genocide”) and make room for colonization. Needless to say, that plan was promptly [[derp|fucked up]]. By an unfortunate (or fortunate, depending on your feelings towards a species&#039; right to not be mercilessly exterminated for no reason whatsoever) coincidence which almost certainly involved the dickery of [[Tzeentch]] or [[Cegorach]] or [[The Deceiver|something]], warp storms started hitting the entire galaxy, right around the rise of Vandire, which occluded the Tau homeworld, so nobody could get in or out. Since the Tau were virtually invisible in the warp, the warp storm didn&#039;t have much of an effect on them as they were immune to the influences of Chaos. &lt;br /&gt;
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[[FAIL|The sector was labeled &amp;quot;lost to Chaos,&amp;quot;]] and cleansing was [[What|deferred indefinitely]]. Then [[Age of Apostasy|this shit]] happened, and almost all records about Tau were lost in the ensuring [[Rape|clusterfuck]] of civil war. Only the Adeptus Mechanicus still had records of this first contact when the storm died down 6,000 years later. By then, the Tau had expanded to fill out the &#039;Cluster&#039;, colonizing hundreds of planets and incorporating dozens of alien races. They were put back on the radar when the Imperium found out their border worlds Kleist and Garrus, and probably a bunch of others, changed sides and gave up on Terra (can you blame them?)&lt;br /&gt;
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The Damocles Crusade was launched. The extermination order still stood—it was just going to be much more difficult than the Imperium expected, seeing as the Tau, instead of [[C.S. Goto|throwing spears and rocks at their tanks]] and Space Marines, were now throwing [[ion cannon|ion charges]], &amp;lt;s&amp;gt;[[plasma|plasma blasts]]&amp;lt;/s&amp;gt; particle accelerators (pulse rifles), and [[railgun|electromagnetically-accelerated hypervelocity projectiles]] at their tanks and Space Marines.&lt;br /&gt;
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Tau history is pretty typical up through the iron-age: a knack for engineering, warfare between &amp;quot;urban&amp;quot; farmers and &amp;quot;barbarian&amp;quot; nomads, and unrestrained growth causing a series of plagues, leading to a dark age. Here&#039;s where things go sideways, though the Tau see it as the start of their endless Golden Age: the arrival of the Ethereals. Legend tells of a five-year siege at the castle of Fio&#039;taun, with both sides starving and succumbing to disease, when two foreign Tau entered the battlefield. One went to the castle, the other to the barbarian tribes. Each of these Tau had a quiet grace and irresistible authority. In just a few hours, the castle was persuaded to open their gates, and the barbarians laid down their weapons, and both parties met to parley a truce. &lt;br /&gt;
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These strange Tau called themselves &amp;quot;Ethereals,&amp;quot; and stressed the importance of peace and understanding between all Tau. They described a &amp;quot;Greater Good&amp;quot; that each Tau must strive towards. Soon after, soon enough to seem simultaneous, more of these strange new Tau emerged across the continent with their message of peace and co-operation for all Tau. Their quiet authority was always respected, and their message of harmony was universally embraced. Wait a minute, [[God-Emperor of Mankind|I&#039;ve seen this]] [[Great Crusade|historical pattern before]]....&lt;br /&gt;
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Perhaps uniquely for the setting, Tau-human interactions bear the whiff of realpolitik. On the one hand, the Imperium wants to exterminate them &#039;&#039;eventually&#039;&#039;, but the upper management generally realizes that the Tau are going to be a giant drain of resources and manpower to get rid of, given the stiff resistance they put up in [[Damocles Crusade|previous campaigns]] and their [[Riptide|uniformly]] [[railgun|advanced]] [[battlesuit|technology]]. Furthermore, they serve as a useful buffer state against various threats on the Eastern Fringe, from Orks and Chaos raiders to Tyranid hive fleets to alien forces the Imperium hasn&#039;t had (recorded) contact with. Their existence deflects danger from Imperial space, and in a place and time when the Imperium is [[Time of Ending|coming under attack from all sides]], that&#039;s more important than dogma.&lt;br /&gt;
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This strategy is not unique to the Tau only though, as the Imperium allows countless other (much more dangerous) xeno empires to prosper in the Eastern Fringe to serve as an ablative shield against much nastier shit. Amongst those is (for example) the Charadon ork empire, which is older than the Imperium and spawns a Waaagh! or two per millennium (even with the routine warboss assasination raids that the Ultramarines make). Even after the emergence of the genius warboss Snagrod and his Waagh on Rynn no one cared to issue a crusade against them. So yeah, the Tau empire is not even close to being spotted by the High Lords, not to mention recognized as a threat dangerous enough to actually do something about.&lt;br /&gt;
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Conversely, the Tau have realized just how massive an undertaking expanding through the entire universe would really be, and are taking it slow. They mostly absorb Imperial buffer worlds stripped of manpower and armament in the face of massive redeployments to face other threats, offering the Empire&#039;s protection in return for annexation and outright conquering the places that don&#039;t take the deal. The Tau have claimed that they are engaging in this sort of aggressive behavior because &#039;&#039;someone&#039;s&#039;&#039; going to [[Tyranids|gobble]] those settlements up sooner or later, and if &#039;&#039;they&#039;&#039; don&#039;t do it, then whoever does won&#039;t be [[Exterminatus|nearly as nice about it]]. While baldly self-serving, that logic is...well, mostly correct, really.&lt;br /&gt;
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There&#039;s no lost love between the Imperium and the Tau, but open full-scale war is probably unlikely in the near-future after the Second Damocles Crusade and the exterminatus of one of their Septs... Or it&#039;s 40k and lot&#039;sa people go&#039;na die.&lt;br /&gt;
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Looking at the new galactic map, where the Tau are now sandwiched between their own eye of terror and a Necron dynasty, they are soon to be fucked...&amp;lt;s&amp;gt;Maybe...&amp;lt;/s&amp;gt; Yep, they got done buttfucked by the Death Guard!  And new faith-based Warp fuckery (a glowing flying priest dueling a battlesuit, &#039;&#039;yes&#039;&#039;) from the Imperium that even caused some of their human levies to seek redemption by attacking the Tau.  But it&#039;s not all bad as they&#039;ve cured 1st Generation Genestealer infections (something to do with drinking bleach) and they&#039;ve finally broken out of their nook with the 5th Sphere; one of their biggest fears was being stuck in a globular cluster because one super nova will put the kabosh on the Greater Good... Can&#039;t argue with fire.&lt;br /&gt;
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If things keep going this way, the Tau will eventually see a clash between the shiny new faith fuckreality of the Imperium and the demonic fuckreality of Chaos.  Their reaction to such a blatant display of angelic versus demonic would be precious.&lt;br /&gt;
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=== Castes ===&lt;br /&gt;
[[File:Commander HawkEye.jpg|thumb|290px|right|&amp;lt;s&amp;gt;Join the Greater Good, lose your virginity to a hot alien babe!&amp;lt;/s&amp;gt; Non-approved sexual contact is an offence to the Greater Good, Gue&#039;la. Now get back to work or you won&#039;t get your overtime pay! TAU GET OVERTIME PA{{BLAM}}{{BLAM|Asking questions is heresy!}}]]&lt;br /&gt;
Tau society after the arrival of Ethereals was organized into castes; everyone with a place, and a place for everyone. [[Love Can Bloom|Interbreeding between castes and Xenos races]] is one of the most severe crimes in the Empire, in other words, [[Heresy]]. This was outlawed by the [[Ethereal]]s presumably to preserve the biological differences between castes; the result is the creation of 5 sub-species. Tau society does have many examples of romance, and there are designations of &#039;pair&#039; bonding at least amongst the Earth Caste. The Tau have children which they both raise and also send the creches but they seem to monitor birth rates (likely to match resource levels as well as provide an additional level of social engineering).&lt;br /&gt;
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There also seems to be a tribal system that remains from pre-Caste days that we don&#039;t know too much about. We know that bloodlines have some kind of importance, but as a meritocracy, it does not have a bearing on social constraints. They also can have relatively large families, Shadowsun had three sisters for example.&lt;br /&gt;
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Breeding is managed by the Earth Caste, but, there is at least one instance where a pair-bond has their own child, so perhaps there is a degree of choice. Otherwise, Tau are paired in a way that will create the best biological result. An Imperial genetor&#039;s report in the fourth edition Tau codex observes the presence of synthetic proteins in Tau internal organs and suggests them as evidence that their evolution has been accelerated, though he might have been confused by synthetic proteins that the Tau were given as the Tau make extensive use of things like, huh-duh, advanced medicines and treatments. [[/tg/]] seems to be under the strong impression that they are mammals, as you can see in the picture further down the page, despite the complete implausibility of this theory. The frequent [[/d/|sexualization]] of the Tau by fa/tg/uys is a mystery to many, but clearly not all. [[PROMOTIONS|Not nearly enough]], in fact.  It&#039;s obviously a deep desire for Draenei to be added to the setting to [[PROMOTIONS|reward]] our brave Imperial Guardsmen.&lt;br /&gt;
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==== {{anchor|Fire|Fire Caste}} Shas (Fire) ====&lt;br /&gt;
The &#039;&#039;&#039;Fire Caste&#039;&#039;&#039; consists of the various [[Fire Warrior|warriors]] of the Tau Empire. The miniatures of a Tau army in a [[Warhammer 40,000]] game are almost exclusively Fire Caste. Other castes think Shas are overly-aggressive hotheads due to their tendency to solve all problems by applying more plasma (when Tau encountered other sentient species, Fire Caste representatives immediately voted to hunt down and exterminate them, just like they hunted down dangerous local life forms on the other world they colonized), although for Humans and Eldar, whose history knows numerous [[Wyches|kinky]], [[Haemonculus|horrid]], [[World_Eaters|Earthshatteringly mad]], [[Night_Lords|batshit insane]], [[Blood Angels|bloodthirsty]] individuals and groups, mention of the &amp;quot;Aggressively Hotheaded&amp;quot; Tau would end up with them collectively pointing fingers and laughing at them. On the other hand, it also shows how calm and disciplined other castes are as well as the importance of the balance the Ethereal&#039;s bring to the Tau.&lt;br /&gt;
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They are taller than Earth Caste Tau, and physically stronger than the Air and Water Castes and are slightly shorter than the average 40k human (which is over 5 feet). They pretty much compensate for this by giving their basic Fire Warrior a [[pulse rifle]], which is sort of like an automatic sniper-[[plasma]] gun, and employ heavily armed and sophisticated battlesuits for their elite infantry. Oh yeah, and [[Railgun]]s. Company-sized Tau forces are called &amp;quot;Hunter Cadres&amp;quot;.&lt;br /&gt;
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==== {{anchor|Earth|Earth Caste}} Fio (Earth) ====&lt;br /&gt;
The &#039;&#039;&#039;Earth Caste&#039;&#039;&#039; are the laborers and engineers; they are the &amp;quot;civilians&amp;quot; of Tau society. Their appearance can vary widely, though other Tau would describe them as &amp;quot;plain.&amp;quot; They all have a stoic outlook, with little ambition other than to excel in their career of choice and work for the Greater Good. Unlike the Imperial worker classes, whose quality of life generally &#039;&#039;starts&#039;&#039; at working 14-hour days seven days a week while living off of dried recycled dung chips and goes [[Such is life on Volg|&#039;&#039;downhill from there&#039;&#039;]], the Earth caste is mostly concerned with technological planning and engineering as well as artwork which they incorporate into their creations. They are also scientists and work hand in hand with the Water Caste to develop new technologies (like the rail rifle).&lt;br /&gt;
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The Farsight Enclaves field some Earth Caste pilots for their battlesuits, demonstrating their more flexible caste systems and/or their desperation for manpower but there are examples of Tau work teams able to defend themselves in a pinch. Being in a suit makes them &#039;&#039;even worse&#039;&#039; in close combat than Tau already are, but they make up for it with technical training and tweaks to the suits&#039; software and mechanics, re-rolling missed shots and equipment failures.&lt;br /&gt;
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==== {{anchor|Air|Air Caste}} Kor (Air) ====&lt;br /&gt;
The &#039;&#039;&#039;Air Caste&#039;&#039;&#039; are the intermediaries between Tau. In more primitive times they served as messengers and couriers, and sometimes scouts/explorers, gliding on membranous anatomical wings like flying squirrels through T&#039;au&#039;s atmosphere (although this might be a myth). When the Tau started exploring offworld, it was the Air Caste that took charge of the vessels traveling between the stars and became tall with super frail physiques due to zero-g living. Now the Air Caste are the Tau stellar navy/airforce/mailmen, piloting the Empire&#039;s various carriers, warships, and emissary cruisers. Air caste Tau tend to be tall and slender like runners or dancers, and this is frequently exaggerated by the years the Tau navy spends in low-gravity. &lt;br /&gt;
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Despite their slender stature and lack of muscle mass, Air caste pilots are extremely resistant to G-force, making them excellent void and atmospheric fighter pilots (simultaneously, as small Tau voidcraft also double as atmospheric craft). They also, clearly, have engineer and military classes as they live in Air Caste cities made up of their own population; going to show that Castes have multiple cross overs for responsibilities rather than anything as rigid as the Farsight books describe.&lt;br /&gt;
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==== {{anchor|Water|Water Caste}} Por (Water) ====&lt;br /&gt;
The &#039;&#039;&#039;Water Caste&#039;&#039;&#039; are the emissaries to non-Tau. They are diplomats, merchants, civil servants as well a project leads. The most open-minded Tau can be found among the Water caste, with some even showing individual ambition (but still for the greater good of the Tau Empire). When a new culture is encountered, the Water caste are sent in first to negotiate. If talks break down, the Water caste are withdrawn from the area and it&#039;s time for the Fire Caste to then start negotiating with pulse weapon fire. Also, unlike their Imperial equivalents in bureaucracy, the [[Administratum]], they are brisk, efficient, and very good at their jobs. No dumping valuable ammo on an uninhabited dust world because no one signed the paperwork not to. &lt;br /&gt;
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It&#039;s a less known fact that Pors also run the Tau intelligence and espionage network, and Por&#039;Os and Por&#039;Els from this branch are pretty much Tau Inquisitors except more competent, much saner, and not nearly as good at kicking asses personally. As of the second Damocles Crusade the Imperium has designated the Water caste as a primary threat above any other Tau caste, as their subterfuge, diplomacy and propaganda has cost the Imperium more worlds and manpower than the Fire and Air caste&#039;s military prowess combined, and they even managed to totally outplay the Inquisition on its own field, which royally pissed them off, even turning an Inquisitor (Va&#039;deem) to their side (maybe with the help of the Nagi).&lt;br /&gt;
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The Air Caste also do a quite a lot of things like leading exploration initiatives like the one that discovered the Kroot empire as it was getting rickrolled by the Orks and fought for their liberation after 12 years (with no mention of the Ethereals mind you).&lt;br /&gt;
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==== {{anchor|Ethereal|Ethereal Caste}} Aun (Ethereal) ====&lt;br /&gt;
The &#039;&#039;&#039;Ethereal Caste&#039;&#039;&#039; are basically the philosopher-kings described by Plato in &amp;quot;The Republic&amp;quot;. They are selfless and always focused on what is best for the Greater Good (&amp;quot;Tau&#039;va&amp;quot;) for all Tau and every Tau without exception. The Ethereals are inspirational to all Tau caste members, and merely being near one will inspire a Tau soldier, engineer, pilot, or diplomat to work harder. &lt;br /&gt;
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In the case of the Fire Caste, some Ethereals accompany hunter cadres in battle during important deployments so as to better lead/inspire the troops, which works because all Tau in the combat zone will fight to their bitter deaths. They also seem to have semi-magical powers (don&#039;t ask how they work, none of the Tau know themselves) that allow Tau around them to do special things, like running while shooting. The [[Adeptus Mechanicus]] theorizes that the respect the Ethereal Caste gets from all other Tau is caused by a pheromone. &amp;lt;b&amp;gt;ALL GLORY TO THE HYPNOTAU......&amp;lt;/b&amp;gt;. But the Tau laugh at this an think it&#039;s &#039;typical&#039; human.&lt;br /&gt;
Also, &#039;&#039;[[Xenology]]&#039;&#039; relates a story from a major, insectoid race called the [[Q&#039;Orl]] which alleges that the [[Eldar]] stole one of their queens. Given that these queens have a magic, yellow, diamond-shaped sack that produces mind-control pheromones…well, let&#039;s just say the characters in the story figure it out quickly enough. There is a theory that the Ethereals themselves are also affected by their own pheromones, which could explain why they&#039;re so selfless and uncorrupted despite their absolute power (although being uncorrupted no longer seems to apply after 7th/8th edition).&lt;br /&gt;
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This can also be supported by the (old as fuck and likely retconned) novelization of [[Warhammer_40,000:_Fire_Warrior|Fire Warrior]], where the Ethereal character has a pretty level head and chipper demeanor despite having been [[Anal_Circumference|repeatedly captured and tortured by both the Inquisition and Chaos, watching his diplomatic retinue chopped up by a Chaos Lord, and mind-raped by said Chaos Lord all in the span of roughly two days.]] Either he&#039;s a stoic old motherfucker, or he&#039;s just too busy tripping his blue balls on his own pheromones to give a shit.&lt;br /&gt;
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8th ed has a particularly interesting story in it and it proves without a shadow of a doubt: the Ethereal caste does use some kind of mind-altering substance or influence on the Tau even as it dispels it. During a meeting with Commander O&#039;Ryn and Aun&#039;Va (who is a solid hologram controlled by an AI at this point) in the planet of Junica, their location was ambushed by Chaos forces and Aun&#039;Va (or the AI acting like Aun&#039;Va) ordered O&#039;Ryn to send her forces on what&#039;s essentially a suicide mission. O&#039;Ryn, not seeing the point of throwing her and her soldiers&#039; lives at such a hopeless battle, actually &#039;&#039;defied&#039;&#039; the command of an ethereal (and the space pope himself, no less) and retreated. It could&#039;ve been an interesting and pretty terrifying critique of how manipulative a totalitarian system can be and that the Ethereals don&#039;t shy away from anything to keep the people in line. But no, it was explained with mind control, which is way lazier and honestly way less terrifying [that&#039;s because phil kelly wrote it]. Yet, then there is another example of Aun&#039;shi who hides his ridge crest so that none of the other Tau know he&#039;s an Ethereal.&lt;br /&gt;
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You pick which is more likely- clearly GW can&#039;t.&lt;br /&gt;
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O&#039;Ryn was eventually declared a renegade and Farsight took her in, but it does indeed prove that the unflinching and unquestioning loyalty and fanaticism that the Ethereals&#039; physical presence inspire on nearby Tau aren&#039;t due to their charisma or the Tau&#039;s indoctrination, and instead on something more sinister. To put this into perspective: O&#039;Ryn has been the first Tau since Farsight to actively defy an ethereal&#039;s command and the main reason she was able to do so was because she was speaking to an AI-controlled drone, instead of the actual space pope.&lt;br /&gt;
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... so it doesn&#039;t matter.&lt;br /&gt;
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Additionally, in the novel Farsight: Crisis of Faith by Phil Kelly (detailing the Farsight Expedition) not only is a Tau Water Caste Magister possessed by a daemon of Tzeentch [which is bullshit], who is banished [[Mary Sue|by Farsight carving a bloody hexagram into its chest with his bonding knife]] (Imperium Hexagrammic Wards don&#039;t even work that way, but fuck other writers, am I right phil?), Aun&#039;Va uses mind control to have the Magister&#039;s superior kill herself. Why? Because he&#039;d dared to say the truth out loud, that the Ethereals were eager to send Farsight off to Damocles so that the immensely popular golden boy won&#039;t become a challenge to their rule back home. The ambassador went to her death thinking the ever reasonable Ethereals would let her off with a slap on the wrist for what was basically a breach of etiquette, instead she was dominated into committing suicide for &#039;&#039;being the mentor of someone who&#039;d cast the tiniest bit of doubt on Ethereal motives&#039;&#039;.&lt;br /&gt;
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... Which begs to ask, &amp;quot;why?&amp;quot; Why would the Ethereals care about revealing the truth about Daemons when the Tau have been fighting Daemons for hundreds if not thousands of years. They don&#039;t have religion, they don&#039;t feed the Warp, daemons should have nothing to fuck-do with the Tau except as a speed bump to somewher-else ville. This replay of the Emperor&#039;s rule book is right in light with more lazy writing.&lt;br /&gt;
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Farsight originally lost his Ethereals and kept going because he though he knew better and he was still butthurt from Arkunasha. It&#039;s in his first quotes (look them up, grimdank alright) he&#039;s guilty of believing he knows best over the community and he stays out beyond the Gulf so that he can continue the fight.&lt;br /&gt;
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===Tau Names===&lt;br /&gt;
Tau have ridiculously long, detailed and actually meaningful names. Their names contain their caste, rank, birth sept, and one or more nicknames earned by them through the course of their lives. Fluff does say that they &#039;&#039;do&#039;&#039; have birth names, but those are only used before tau earn at least one appropriate nickname, as a name given to them by comrades is considered more valuable than one just chosen by random at their birth. The nickname part and its importance surprisingly is actually taken from the Roman culture, which is weird, given most Tau culture tend to be based on China and Japan (except for their social and government structures which are copied almost verbatim from Plato&#039;s Republic). &lt;br /&gt;
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Also, do note the lack of last names, which is expected, since Tau society pretty much have no institute of a family, with children being raised in centralized facilities apart from their parents. As a Tau grows, moves through ranks and achieves the respect of their comrades their name changes appropriately, switching the rank part, adding new nicknames and sometimes dropping the old and outdated ones. For example, when Farsight was still a lowly fire warrior, his name was &#039;&#039;&#039;Shas&#039;La Vior&#039;La Shoh&#039;&#039;&#039; (Fire Caste Private of the Hot-Blooded sept Inner Light), and at the &amp;quot;present days&amp;quot; &#039;&#039;&#039;Shas&#039;O Vior&#039;La Shovah Kais Mont&#039;yr&#039;&#039;&#039; (Fire Caste Commander of the Hot-Blooded sept Farsight Skillful Blooded). How the fuck Tau bureaucracy is able to keep track of their population with their names constantly changing is a mystery, but it seems they have no problem with that, probably because they just track ID numbers when names are too much of an issue like most sane people who work with databases.&lt;br /&gt;
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For the sake of convenience Tau often use shortened versions of names, almost always dropping the sept part and secondary nicknames, and if speaking within one caste the caste part too, so in the case of Farsight other fire warriors could refer to him as O&#039;Shovah, while for example an Ethereal would call him Shas&#039;O&#039;Shovah (assuming Farsight allows this; given his seething hatred of Ethereals he&#039;s the type who&#039;d force them to use his full name out of spite). Humans and other non-Tau often get this system wrong and shorten the names in a ways that make little sense: for example, Imperium&#039;s Taros invasion force thought the Taros&#039; chief Ethereal&#039;s name was Aun&#039;El, which was only his caste and rank, and as the book was mostly written from the Imperium&#039;s standpoint, we still don&#039;t know what his actual name was.&lt;br /&gt;
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One final stroke of Tau naming is that as they abandon their true (birth) names it makes them even more resistant to sorcery and daemonic powers that often require the target&#039;s true name to amplify their effect or even make the spell work at all.&lt;br /&gt;
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===Psychic/Chaos Defenses===&lt;br /&gt;
Tau as a species are comprised of psychic blunts, they cannot produce psykers and have limited innate resistance to some forms of psychic powers and daemonic bullshit. People often mistake this resistance to outright invulnerability, but in truth it&#039;s more akin to camouflage - Tau souls are so dim they are indistinguishable from the spirits of non-sapients at best, and at times they even blend in the psychic background of inanimate objects. This may have something to do with how unemotional Tau are, as some of the more passionate subjects in the fluff had been slightly affected by warp shenanigans like faint whispers and slight feelings of &amp;quot;wrongness&amp;quot; in places where humans freak out and try to run away immediately, while more calm and collected tau hadn&#039;t noticed anything strange. If for example a telepath tries to mind-rape a Tau or a daemon tries to posses a Tau they&#039;d find it hard to find a soul to target, but if they did manage to find it, there would be even less resistance than with regular humans. Sadly while this trait is often shown in the fluff, it does not affect Tau crunch in any way aside from  their total lack of psykers.&lt;br /&gt;
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This innate defense is further strengthened by the Greater Good philosophy deeply indoctrinated into each Tau from childhood and (allegedly) reinforced by a subtle mind control if one were to believe in Ethereal Pheromones. Tau&#039;Va being the antithesis of all the creeds of Chaos makes Tau all but immune to its temptations, and only two Tau have ever actually fallen to Chaos: the Water Caste member Water Spider who was possessed by a Daemon of Tzeentch - although, rather amusingly, the Deamon forced Water Spider to become obsessed with the truth, something abberant to the Water Caste and hugely difficult for the Tau as a whole; and one [[Warhammer 40,000: Fire Warrior|Shas&#039;la Kais]]. (Though Kais is a contested point. The video game iteration of Kais was ultimately untainted and even allegedly grew up to be [[Shas&#039;O Kais]]. The much better novelization had Kais getting an assist from Khorne throughout his adventure, though he was permanently scarred by Khorne&#039;s influence and the conflict, [[Grimdark|leaving him permanently insane and hospitalized, unable to meaningfully respond to his friends and environment]].) That being said, the Tau have only just been exposed to the more material horrors of the galaxy; should they become jaded and start losing faith in the Greater Good (as inferred with giving up on indoctrinating certain species), well, that would be an entirely different situation. Their allies, including the Kroot, have been known to go all-in with Chaos worship &#039;&#039;(eating your enemies to get better at killing them? Khorne and Tzeentch approve)&#039;&#039;, although Tau seldom take culture from their allied races. &lt;br /&gt;
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8th Ed is here, and has confirmed that the Tau aren&#039;t immune to Chaos, just slightly difficult for Daemons to spot. When the Tau started the 4th Sphere Expansion with their new warp drives they didn&#039;t take a note from the Imperials&#039; tech and failed to invent the [[Gellar Field]] too, meaning they were fully vulnerable to the Warp&#039;s denizens. The entire experience was hilarious. First was the unpredictability of their warp drives (known as &amp;quot;slipstream technology&amp;quot; to them) that caused most of their expeditionary fleet to be destroyed due to unleashing massive tears in the fabric of reality, [[lulz|while being broadcasted to the Tau sept worlds, causing the Ethereals to rapidly evacuate their bowels as they scramble to censor the event for the wider populace.]] Those that weren&#039;t immediately torn up by the warp rifts were sucked into the Warp where a vast majority was either destroyed after drifting in the more unsavory parts of the Warp or by the various daemons mucking about.&lt;br /&gt;
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Contact was lost, but the Tau managed to find the survivors later, nestled into several worlds that were the original target for conquest. The Tau that survived, however, were acting weird. Some of them started shoving off the Greater Good, while some worshiped a voice that they claim to be the Greater Good itself (which may or may not be a warp entity), while some were outright driven insane. A disturbing trend about them was their total [[Imperium|xenophobia and brutality]]. Any non-Tau who wasn&#039;t driven off from the 4th Sphere colonies were murdered for [[Chaos God|something]] that was telling the survivors that the auxiliaries were the reason for their loss and torment due to their more powerful connection to the Warp, so killing all non-Tau was the only way to ensure the survival of the Greater Good.&lt;br /&gt;
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That being said, they&#039;re still hard for Daemons to see, considering that the Fourth Sphere dove into the Warp unprotected and &amp;quot;merely&amp;quot; got off with plain Chaos corruption when most people who try that shit critfails their [[anal circumference]] roll and either gets torn apart by daemon cocks or becomes [[Chaos Spawn|a Chaos spaaauuuughgghblblblbbl]]. The weirdest part though is that the Warp itself didn&#039;t really bother thing.  Daemons are one thing but the Warp itself fucks up anything unprotected.  That&#039;s just its nature, like if you get in water you&#039;ll get wet without protection.  But this event does still prove that the Chaos Gods can still influence the Tau with enough warp exposure, so it wouldn&#039;t be surprising if a few of them started going bughouse-nuts and began carving 8-pointed stars on their persons in the future. Especially with virtually the entire [[Death Guard]] and a large force of the [[Thousand Sons]] heading straight for the wormhole that links the Fourth Sphere colonies to the center of the Empire...oh wait GW just retconned that force out of existence when they realised the Tau might actually &#039;&#039;lose&#039;&#039; for once. The horror.&lt;br /&gt;
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...and funny thing about that - the 8E Daemons Codex does mention one Tau agri-world that was cut off from supplies eventually succumbing to the native faith revering a certain &amp;quot;Rainfather&amp;quot; - [[Rotigus]] Rainfather, a notorious [[Great Unclean One]].&lt;br /&gt;
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On the subject, let&#039;s not forget that some soldiers are supposed to [[Lovecraft|be driven insane just by looking at the more horrific daemons]] like Great Unclean Ones. Their immunity to this is probably GW incompetency as usual, Matt Ward/Phil Kelly levels of plot armor, or a combination of both.&lt;br /&gt;
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==Alliances==&lt;br /&gt;
[[File:Illus4.jpg|280px|right|thumb|Unfortunately for some [[Slaanesh|deviants]] [[Extra Heresy|and heretical elements on]] [[/tg/]]. [[Not as Planned|This is what an actual canon Tau Female looks like.]] No boobs, no curves, no ass, no redeeming qualities other than having a face of your grandmother and the nose of a mutilated vag. Know the alien. Hate the alien. Purge the alien. The Emperor Protects! &amp;lt;s&amp;gt;This is an Ethereal though, so the other castes should be fair game.&amp;lt;/s&amp;gt;]]&lt;br /&gt;
{{MattWard}}&lt;br /&gt;
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In 6th edition, Tau are notable for being one of two factions (the other being Imperial Guard) who can ally with anyone except for &#039;Nids. Yes, this includes [[Wat|both Chaos Space Marines and Chaos Daemons,]] although, according to the Farsight Enclaves supplement, Farsight rebelled because the Ethereals understand the existence of Chaos on some level, but keep it suppressed from the general populace so they&#039;re not entirely screwed. [[Emperor|That sounds vaguely familiar]]... it is probably going to end [[Horus Heresy|about as well]] (although due to cultural differences likely in it&#039;s own distinct way); all of this is, of course, assuming that the &#039;nids don&#039;t NOM everything before the Tau get the opportunity to fuck their own shit up.&lt;br /&gt;
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Their current level of naïveté leads to a few... &#039;&#039;interesting&#039;&#039; alliances, to say the least.&lt;br /&gt;
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First off, Tau &#039;&#039;can&#039;&#039; ally with [[Ork]]s, even though fluff-wise they are viewed as enemies of the Greater Good to be purged wherever encountered. Smaller Ork warbands (mostly [[Blood Axes]]) frequently act as mercenaries, of course, so the Tau might use them in that capacity. Plus, there might be fluff changes coming up (most notably, it was rumored that the [[Gretchin Revolutionary Committee]] would return in the new Orks codex; they, of course, would get along quite well with the Tau).&lt;br /&gt;
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They are also battle brothers with both the Space Marines and Eldar, which has caused a large amount of headscratching on /tg/. The Eldar make a modicum of sense; after all, the Eldar most likely had a hand in their synthetic evolution and the creation of the Ethereals, and the Eldar are well known for being expert manipulators. A Tau-Space Marine alliance, though, would be odd, to say the least, since Tau and Space Marines are always going at it in the [[fluff]]. Of course, a minor [[Space Marine Chapter|chapter]] could always find an alliance with the Tau, or even [[Heresy|join the Greater Good]], but that seems far-fetched at best. Old fluff from back in the 3rd edition codex tells a story of a Tau commander letting an Apothecary remove the aul glands from dead Marines, establishing that the Tau are honourable warriors in the minds of this particular chapter. Isn&#039;t too hard to guess that someone at GW felt the battle brothers thing was a bit of a head-desk move, so they tried to fix it.&lt;br /&gt;
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The weirdest part, though, is that Tau &#039;&#039;aren&#039;t&#039;&#039; Battle Brothers with the Imperial Guard, despite (or maybe because of) the existence of [[Gue&#039;vesa]] (Imperial Guard defectors).&lt;br /&gt;
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7th edition corrected all of this for the Tau, making them only battle brothers with themselves and certain allies of convenience, like Necrons and the Eldar, while the rest are desperate allies or, in the case of daemons and &#039;Nids, Come the Apocalypse. This effectively &amp;quot;fixes&amp;quot; the issue from the point of view of a butthurt puritan while still allowing for those who bought Tau models to include them as allies in their games.&lt;br /&gt;
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8th edition totally destroyed any chance of Tau having allies in matched play games. Taudar is dead, thank fuck.  It&#039;s almost like going around attacking everyone who refuses your offer of pseudo-enslavement is a bad way to make friends.  Especially when you can&#039;t back it up.&lt;br /&gt;
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==Tau Member Races==&lt;br /&gt;
[[File:Dynamic entry by majesticchicken.jpg|right|thumb|550px|Look up fuckers! You&#039;re invited to the latest imperial party and we&#039;re not taking &amp;quot;no&amp;quot; for an answer!]]&lt;br /&gt;
The Tau are the only faction that willingly accept other races into their ranks. Typically, the races are extended a hand from the Water Caste first, and if they still pose a problem or otherwise refuse to be reasoned with, the Fire Warriors are sent in. It should be noted that tau usually are not in haste of annexing the world, and if the aliens don&#039;t want to join right now but aren&#039;t immediately hostile and open to trade, Water Caste would slowly but surely convert them into a Greater Good to the point that one day they themselves would ask to join the Empire. The species, when annexed or conquered, are usually allowed to keep their planet, but must answer to the authority of the local Ethereal and possibly the local Shas&#039;o. Most of them are fluff and don&#039;t show up on the tabletop, but it would get a little ridiculous if you could purport to play a &#039;single&#039; 40k race that included, like, twelve different races.&lt;br /&gt;
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* Demiurg - &amp;lt;s&amp;gt;[[Squats]] reborn.&amp;lt;/s&amp;gt; NOT ANYMORE the Squats are back and not Demiurg at all! They are a race of space-faring miners specializing in ionic weaponry who serve the Tau with their engineering and mining abilities. They make an appearance in Battlefleet Gothic: Armada though, so that&#039;s nice.&lt;br /&gt;
* Galgs - NOT FROG/TOAD people, big internet snaffu here. They have tentacles and chose not to fight the Tau when they realized they&#039;d get steamrolled by the Fire Caste.&lt;br /&gt;
* [[Gue&#039;vesa]] - Humans who have not only defected to the Tau, but chosen to take up arms and fight alongside them to serve the Greater Good. Rules for them are found in [[Forge World|Forge World&#039;s]] Imperial Armour Volume 3. (If the current trend goes on we may see Sisters join up with the Tau, &amp;lt;s&amp;gt;which might be an improvement for the Sisters.)&amp;lt;/s&amp;gt;{{BLAM}}{{BLAM|HERESY!}} They also have planets that have generations of humans that have never known the Imperium.&lt;br /&gt;
* Hrenian - Alien mercenaries employed for their skills as light infantry. No other information available. Probably [[Lizardmen#Skinks|Skinks]] In Space.&lt;br /&gt;
* Ji&#039;atrix - A spacefaring race. No other information available. (Dammit, GW [[Writefag|writefags]].)&lt;br /&gt;
* [[Kroot]] - Predatory gene-assimilating avian humanoids. They are the first alien race to be actively recruited by the Tau as mercenaries, and are so regularly hired that they have officially progressed to being considered Auxiliaries of the Tau forces. They have colonization rights and can &#039;kroot-form&#039; planets.&lt;br /&gt;
* [[Vespid|Mal&#039;kor]] - Insectoid aliens, also known as Vespids, who are native to a gas giant planet within the Tau Empire. Serve as Auxiliaries and are considered in extremely high regard by the Fire Caste. They have colonization rights too.&lt;br /&gt;
* Morralian - Also known as &amp;quot;Deathsworn&amp;quot;. No other information available.&lt;br /&gt;
* [[Nicassar]] - A voidfaring race of [[psyker]]s and the only psychically-gifted species in the Tau Empire. The Tau have carefully hidden them away from the Imperium due to their (actually justifiable) psyker-phobia. Were the second alien species to join the Greater Good and have been described by the Deathwatch as an Alpha threat because they can empathically create memories in even Space Marines (can make them think they remember their mother&#039;s face for example). [[Tzeentch|Described as having big, bird like heads with beaks.]]&lt;br /&gt;
* Ranghon - No information available. No relation to these [[Rangdan Xenocides|guys]].&lt;br /&gt;
* [[Tarellian]] - These guys are basically [[Lizardmen#Saurus|Saurus]] IIIIN SPAAAAACE!!!!!! Not really part of the Empire, but rather mercenaries who will gladly fight humans and Tyranids on the cheap since the Imperium virus-bombed their home world and the Tyranids nommed their biggest colony.&lt;br /&gt;
* Poctroon - The first sapient species to be found by the Tau, [[wikipedia:Siege of Fort Pitt|they were &amp;quot;accidentally&amp;quot; driven extinct by Tau smallpox]], and their planet just by coincidence was a great place to set a Sept World; Bork&#039;an.&lt;br /&gt;
* Nagi - Brain worms that, due to their horrific appearance and inability to communicate, were attacked by the Fire Caste. They managed to sort it out, though, and now they work with the Ethereals as advisors (because having brain worms about as &amp;quot;advisors&amp;quot; isn&#039;t a bad idea or anything). They have been shown in a few books so far, and were involved in a &amp;quot;mind-rip&amp;quot; (guess outright calling it &amp;quot;rape&amp;quot; was too much) of a space marine POW, while being so self-righteous and smug about their mental superiority they could give Eldar a run for their money. Apparently they can also at least perceive the Warp (which they call &amp;quot;extra-dimensional space&amp;quot;), and probably manipulate it as well, and know enough about it to outright refuse to go anywhere near demonically-tainted Agrellan when the Tau invaded it.&lt;br /&gt;
* Ji&#039;atrices, Morralians, or Ranghons are probably other Warhammer Fantasy Races In Space, such as [[Lizardmen#Kroxigor|Kroxigors]] or Trolls, given the overall tendency of the Tau to incorporate Fantasy races missing from 40k.&lt;br /&gt;
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The usually genocidal actions of the other races, most notably the [[Imperium]], also serve as a motivating factor for less-powerful races to join the Tau. While the Tau do seem a minor threat to the Imperium now, if the current policy continues, there will be more and more races joining up with the them if for no other reason than avoiding [[Exterminatus|extermination]]. Of course, the Tau are just coming to realize how vast and powerful the Imperium really is, and while a lot of their member races really &#039;&#039;are&#039;&#039; the victims of crazy, evil, fascist extermination protocols.  Sort of.  Usually, the Imperium is entirely justified, though.  Any species that the Imperium has no actual reason to wipe out is made a protectorate species, an ally, or allowed to be neutral by the Imperium or just plain ignored (which is usually the case, as many Imperial worlds have alien populations that nobody cares about and may even be traded with under careful regulation and supervision).  The Tau were probably going to be wiped out due to the Eldar&#039;s involvement with them.  An extermination attempt proven to have been justified judging by the number of Imperial worlds the Tau have conquered and the humans they&#039;ve murdered.  Even so, there&#039;s always the chance that a species responsible for a &amp;quot;Hell World&amp;quot; or &amp;quot;Nightmare World&amp;quot; might join up with the Tau, and the damage might be done before they realize their mistake...Good thing they haven&#039;t done anything stupid like leave a psychic species ali- oh wait.  Well, at least they don&#039;t have Warp-sensitive brain worms in close proximity to their lead- oh wait...welp, they&#039;re fucked.&lt;br /&gt;
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==Skub, controversy and hurt-butts==&lt;br /&gt;
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Twelve year old [[fluff]] (from &#039;&#039;[[Dawn of War]]&#039;&#039;, supported by [[Deathwatch]] supplements describing Achillus Crusade) has them controlling population growth and habitation of the rebelling humans on Kronus once they come under the rule of the Tau Empire (this is a rumor) (keep in mind the humans were once at peace with the Tau and then became hostile) (to be fair though, had it been anyone else they were revolting against, including the Imperials, those humans would be dead, [[Grimdark|most likely the slow and painful way, or even suffer such a terrible fate as to wish for death]]). &lt;br /&gt;
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The Tau have a few hundred planets after a handful were eaten by Tyranids (discounting allied held worlds and worlds with little to no inhabitants on them). Despite this, fanfiction writers who somehow got hired by GW and Tau fans alike have this strange habit of treating them like a major faction. For instance, a galaxy ruling combined empire with the Imperum and Eldar usually includes the Tau because the writer doesn&#039;t realize the Tau are one of the smallest, most insignificant minor species in the galaxy. This isn&#039;t to insult them, they can always get stronger; it&#039;s just the plain truth, currently that is. The setting stretches millennia, so who knows how far they can go, hopefully they&#039;ll become more and grow experienced as time goes on assuming the setting doesn&#039;t fall into constant grind never proceeding to the next year for decades &#039;&#039;again&#039;&#039;.&lt;br /&gt;
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One of the more hateful aspects of the Tau is that Games Workshop feels the need to make them seem viable as an army by having their power fluctuate wildly, for example, the Tau can easily subjugate Imperial Hive Worlds and deport its population so easily that it doesn&#039;t even get a footnote. You know, those planets in which the population of a single city shocked an Tau ambassador because &#039;&#039;the city&#039;s population was greater than the entirety of the Tau species&#039;&#039;? Imagine entire planets of those cities, cities in which everyone is an experienced killer (which is why Space Marines love recruiting from Hive Worlds), armed and ready to fling themselves at any invading xenos to purge them with extreme prejudice. These are the same worlds whose PDF is large enough to enforce Imperial rule, and so contribute massive numbers of Imperial Guard (on top of having their own substantial forces). &lt;br /&gt;
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As an example of this, take the Battle of Mu&#039;gulath Bay, known as the Battle of Agrellan to the Imperium. This was a fight over a Hive World which the Tau won, how?  Using Riptide Battlesuits. According to GW, the Riptide&#039;s armor was impervious to nearly all anti-armor weaponry (lascannons, krak missiles, and heavy meltas are a threat to Baneblades and knights and heavier stuff can even threaten Titans, so we know this is bullshit). The kicker though, is that &#039;&#039;&#039;&#039;&#039;Deathstrike Missiles&#039;&#039;&#039;&#039;&#039; &#039;&#039;did nothing&#039;&#039; when its shields were active. You know, the missiles &#039;&#039;&#039;&#039;&#039;Titans are afraid of&#039;&#039;&#039;&#039;&#039; and can vaporize armies? And can use Titan-killer warheads? &#039;&#039;&#039;Those Missiles&#039;&#039;&#039;. This is but one example, another goes back to the Taros campaign in which a Tau stronghold was mysteriously unable to be blown to hell by sustained bombardment from Colossus mortars and then the Tau &#039;&#039;sallied out&#039;&#039; to engage the Imperial forces and won. In addition, a lot of fights are won by their opponents being uncharacteristically stupid, for example in both the Taros Campaign and the Battle of Agrellan the Imperium suddenly forgets how to defend itself and its supply lines during the second [[Damocles Crusade]] and engages the Tau using formations and tactics that cater to the Tau in the extreme (this is especially egregious in the finale), [[wat|and even has an assassin forget to use her gun to instantly kill her target]]. Even the Marines aren&#039;t immune to this sudden stupefying aura, as we have Space Marine Terminators wielding storm shields were shot and killed because they were too busy telling each other to raise their shields up to block the Tau&#039;s shots [[derp|instead of raising their shields up to block the fucking shots.]]&lt;br /&gt;
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There were like three or four of these suits, by the way.&lt;br /&gt;
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There are numerous other things too. Such as conquering multiple Hive Worlds in which one city outnumbers their entire species and everyone is hyperlethal, armed, fanatical and specialized in their claustrophobic combat environments where Tau are helpless. The Farsight Enclaves defending &#039;&#039;conquered&#039;&#039; worlds instead of just defending actual Tau worlds. Farsight being spared by a Bloodthirster for no reason. Not being wiped out by the Skitarii&#039;s radium weapons. The special ammo Space Marines can use that ignores armor or goes through shields and armor not even being mentioned or used. Invisible Shadowsun ambushing and killing a Raven Guard Chapter Master.  Bravestorm somehow intercepting a Vindicare&#039;s bullet to save Farsight, and Darkstrider and his Pathfinders somehow finding and killing said assassin because he had a hunch that something was amiss (seriously). The list goes on and on, it&#039;s like Games Workshop made an entire faction for us to hate for being Noblebright, which pissed everyone off, so they changed the faction into &#039;&#039;Mary Sues&#039;&#039; instead.  They don&#039;t even have Warp fuckery to blame for it either, since the Tau have a tiny Warp presence.  At least if they were human fanatics GW could claim their faith did it, which would be &#039;&#039;slightly&#039;&#039; more believable than some flavor of &amp;quot;They&#039;re just that good.&amp;quot;&lt;br /&gt;
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Heck, they even [[Bullshit|cracked the Codex]] to know every move the Astartes adherent to it would make and pre-empt them.  Even though not even Primarchs or Chaos or any other enemy has managed that in ten thousand years of constant war.  There’s probably counters to counters in the Codex and it probably loops in on itself to ensure Astartes are always ahead.&lt;br /&gt;
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==In a Nutshell==&lt;br /&gt;
{{HurfDurf}}&lt;br /&gt;
;&#039;&#039;&#039;The Stated Reason Why People Hate Tau&#039;&#039;&#039;&lt;br /&gt;
Weeaboo space confucianists — not grimdark enough.&lt;br /&gt;
;&#039;&#039;&#039;The &#039;&#039;Real&#039;&#039; Reason Why People Hate Tau&#039;&#039;&#039;&lt;br /&gt;
{{Powergamer}}&lt;br /&gt;
Until the edition update, this would, most assuredly, be [[Fish of Fury]]. Fuck, even most Tau players felt this was bullshit. That and T&#039;au are consistently considered [[Cheese]] by casual players who bitch and moan about how their army got blown off a featureless table by a Tau&#039;Dar list in 6E and how you are [[That Guy]] for using them. Even though your T&#039;au got nerfed into oblivion in the subsequent three editions and by 9E they are strictly bottom-tier.&lt;br /&gt;
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Post-edition update, it was that certain [[Matt Ward|undesirables]] felt that they were trying to take the mantle of the 40K universe&#039;s &amp;quot;rightful&amp;quot; Imperial protagonists. And because they are not [[Choppa|choppy]] enough. And then 6th Edition codex came, and Tau became one of the shootiest armies in the shootiest edition ever, not to mention their ability to bitchslap cheesmongers, having straight counters against any of the Wardex bullshit. When the 7th edition came out they became overpowered AF and they took the title as the cheddar cheese of Warhammer.&lt;br /&gt;
More generally, the Tau battle philosophy is &amp;quot;deny your opponent the chance to interact with you,&amp;quot; which is a good philosophy for real soldiers but can make for frustrating or uninteresting gameplay.&lt;br /&gt;
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Of course there&#039;s also the fluff side of things, and as mentioned above the Tau are given massive amounts of plot armour compared to everyone else in the setting, even the Space Marines which should give you an idea of how ludicrous it is. To use some examples and keep it short, The Tau have comparatively slow non-warp travel that would &#039;&#039;&#039;LOGICALLY&#039;&#039;&#039; mean the Imperium and everyone else have a gigantic advantage in space combat and logistics, never mind hit and run tactics, yet after the first few retcons of the Damocles Crusade this stopped being an issue. Even in cases where the Tau are stuck in a planet engulfed in a burning nebula that it&#039;s established they cannot fly through, they just go back home by flying through it. Add in battlesuits that are immune to anti-titan weaponry, the capability to conquer (in one day no less) and deport a hive world, where one human hive city has more humans than the entire T&#039;au race and you start to see some issues. Not to mention that despite now having billions/trillions of Humans in the Empire they seemingly have zero problems with untrained psykers being corrupted or chaos cults that force the Imperium to be the arseholes they are.  &lt;br /&gt;
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And of course none of this is even touching the fact that beyond some minor inconsequential skirmishes and battles that barely warrant wiki pages they have never lost a &#039;&#039;&#039;major&#039;&#039;&#039; war/battle, the worse fate they suffer being a stalemate, a stalemate which eventually transforms into a victory when the Imperium withdraws its forces to other theatres of war where they are desperately needed and the Tau just roll in and accomplish what they wanted anyway. This trend was almost mercifully reversed with Shadowsuns desperate stand against the Death Guard and the Tau Empire seemed to have actually faced its first defeat and setback with the battle lost and Shadowsun missing. But this was seemingly ignored/retconned when she turned up no worse for wear a few years later to, you guessed it, subjugate more Imperial worlds with little issue or opposition. And what happened to the Death Guard? They just mysteriously &#039;vanished&#039;. i.e. GW wrote them out of existence. &lt;br /&gt;
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Listing the rest of the insane lore armor and other [[skub|interminable list of other assorted stupidities]] that would require their own separate page just to cover them all. Suffice to say for those who are more interested in the fluff their blatant titan grade plot armour can become somewhat infuriating. &lt;br /&gt;
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;&#039;&#039;&#039;A Real Reason Why People Like Tau&#039;&#039;&#039;&lt;br /&gt;
The one race that isn&#039;t being a wall of dicks. If the Tau are trolling done by Games Workshop, then the target of said trolling was any fatbeard that needs a constant supply of grimdark to stay alive. Of course, the mind-influencing pheromones they use to conquer new worlds and their psycho-indoctrination mass re-education facilities will just have to be ignored if you don&#039;t want destroy your wishful thinking for a half-way decent faction to exist in 40k. But people have always been good at ignoring shit that doesn&#039;t fit into their perceived image of something. Though even considering those, it&#039;s saying something that they&#039;re &#039;&#039;still&#039;&#039; the nicest faction in 40k; they&#039;re just an awful oppressive empire, rather than a hyper-ultra terribad megadeath awful xenocidally oppressive empire, or some flavor of omnicidal maniacs&amp;lt;s&amp;gt;, or Eldar&amp;lt;/s&amp;gt;.&lt;br /&gt;
;&#039;&#039;&#039;Another Real Reason Why People Like Tau&#039;&#039;&#039;&lt;br /&gt;
Most races in 40k (&#039;&#039;especially&#039;&#039; the humans) are themed around &amp;quot;feudalism in the future&amp;quot; with a big dose of societal and doctrinal regression. In other words, &amp;quot;we might be in space, but we have peasantry like medieval serfdoms and fight like crusaders with guns.&amp;quot; By contrast, the Tau are themed around a real sense of futuristic progress. The Tau aim to create a proper post-scarcity economy (that&#039;s why they use robots for manual labor while the Imperium uses literal slaves) and theme their tactics around the modern US Military (the Tau would rather spend bullets than lives, while the Imperium is the opposite). As an interesting side effect, the Tau are capable of fitting into many other sci-fi universes without much trouble, such as &#039;&#039;[[Star Trek]]&#039;&#039; where they would be at home alongside other peaceful yet tyrannical Factions like the Federation. Compare that to the Necrons or Eldar which would be both Roflstomps and completely different from all other groups in that Universe (though they might fit in &#039;&#039;[[Doctor Who]]&#039;&#039;). The Tau&#039;s push for innovation and better technology also leads into our next point:&lt;br /&gt;
;&#039;&#039;&#039;The Real Reason Why People Play Tau&#039;&#039;&#039;&lt;br /&gt;
Arguably have the most powerful guns in the game. Often twin-linked. Often on cool-looking robot battlesuits. [[meme|Also markerlights]]. Also [[Riptide|RAPETIDE]]. Tau players may also have a tendency towards sadism.&lt;br /&gt;
;&#039;&#039;&#039;A Solid Reason People Don&#039;t Play Tau&#039;&#039;&#039;&lt;br /&gt;
They&#039;re fucking expensive. Seriously. On a points-per-pound level, they cost more than any other (plastic) army (we haven&#039;t even mentioned the financial aspect). This is doubly true if you like battlesuits, but of course you do because you&#039;re playing Tau.&lt;br /&gt;
;&#039;&#039;&#039;A Solid Reason People Do Play Tau Despite that Solid Reason Why They Wouldn&#039;t&#039;&#039;&#039;&lt;br /&gt;
Tau armies are one of the easier choices to paint.  They&#039;re not quite on the level of the Custodes, but with dark inner mechanicals and bright armor panels, it&#039;s not difficult to make a battlesuit mini look good with novice painting skills.&lt;br /&gt;
;&#039;&#039;&#039;Helping Necrons? Or are they Necrontyr descendants?&#039;&#039;&#039;&lt;br /&gt;
An often overlooked issue is that Tau have almost no warp signatures, just like Necrons, hate Warpspawns and Warp in general (despite the fact that in 6E they can work with them...I just...I don&#039;t...WAAAARD!!!), just like Necrons, have the exact same skull shape, stature and short lives, and the overwhelming need for Technology and beam weapons, JUST LIKE NECRONS. [[GW]] may have planned a race that simply prepares a pacified, multiracial galaxy for Necrons to feast upon, supported by Ethereals that have a C&#039;tan phase blade. Then there is a reference of &amp;quot;dark seed in east&amp;quot; by the Deceiver, so the tricky C&#039;tan might give Tzeentch the finger in the [[JUST AS PLANNED]] competition. Or maybe GW just has so little creativity that they simply made a new civ conforming to an Old One&#039;s standards without knowing it. Given that recent murmurs have suggested that something absolutely massive is in the works at GW, &#039;&#039;anything&#039;&#039; could be possible, though past experience has led us to believe that it will simply be a Tau wearing a silly [[hat]].&lt;br /&gt;
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==TL;DR==&lt;br /&gt;
&amp;lt;s&amp;gt;The good guys&amp;lt;/S&amp;gt;&lt;br /&gt;
High-tech, Mech-loving alien race who are the &#039;&#039;least&#039;&#039; [[grimdark]] of factions. Can&#039;t melee for shit but can blow you back to the stone age with ranged weaponry if you have the misfortune of being downrange. You will either love them or hate them because of all this, and many neckbeards do feel the [[butthurt]]. For some reason Tau females are [[/d/|awkwardly sexualized]] by a non-insignificant minority of fa/tg/uys, which has shown up in some draw- and writefaggotry. As the saying goes: &amp;quot;You can&#039;t spell TAUNT without TAU.&amp;quot;&lt;br /&gt;
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== Warhammer Fantasy ==&lt;br /&gt;
Unlike most other factions in 40k, Tau have no clear antecedent from [[Warhammer Fantasy]]. Some think the anime influences and rapid industrialization/militarization point towards Nippon; others feel the caste system might be related to the Kingdom of Ind. However, neither faction has ever been explored in great detail (or any detail at all), so it&#039;s impossible to say whether Tau are similar to those factions; instead, we must compare to the real-world equivalents of the Old World nations. Slightly more controversially, there are elements of Cathay (which is the Anglicized word for China back in the British Empire heyday, so yes) in the Tau. Cathay has been described as being technologically advanced (at least on par with the Empire), including terra-cotta automaton warriors (which the Chinese definitely used to make to pay homage to the First Chinese Emperor&#039;s over inflated ego, more than a millennia ago), although such comparison is stated by some to have [[Skub|already been implemented in the characterization of the Eldar and thus, is considered as &#039;&#039;seriously&#039;&#039; stretching up a notch.]]&lt;br /&gt;
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More recently, some have connected the Tau and their subject races to other factions in Fantasy. The rapid evolution of the Kroot and their overall savagery is (somewhat) similar to the Gors of the Beastmen (although the Beastmen are in the 40k universe themselves). The Tau also, through a funny set of coincidences, have a lot in common with the Empire of Sigmar. This is because the Imperium was originally &amp;quot;the Empire in space&amp;quot; (both are less concerned with a unified government structure so long as everyone pays their taxes, for better or for worse) and in books with less plot armor the Imperium and the Tau find they have a lot in common on a political level (the same thing that lead to Richard Nixon shaking hands with Mao Zedong during the Cold War). Thus coincidentally the Tau and the Empire ended up with the same xenos-friendly viewpoint. Others compare them to dwarves: dwarves don&#039;t use Chaos magic, are short, technologically advanced, kinda casty and blue (understood in many countries as &amp;quot;hopelessly drunk&amp;quot;) basicly all the time. Tau don&#039;t use Chaos warp magic, are short, technologically advanced, very casty and blue all the time (in regards to skin colour). Both also get seriously grudgy and angry when you piss them off.&lt;br /&gt;
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==Trivia==&lt;br /&gt;
[[File:Tau Ripoff.jpeg|thumb|right|300px|FOR THE [[Blood Ravens|GREATER THEFT]]!]]&lt;br /&gt;
* Some have said that Tau resemble the protagonist KYNE from the Amiga video game Brataccas, which was released in 1986. Tau were first added to Warhammer 40k in late 2001. Some would dismiss this as coincidence, but Games Workshop has a long history of ripping off designs from other games; [[Beastmen]] are [[Broo]] from [[Glorantha]], very large chunks of 40k are a little too similar to [[Judge Dredd]], and all of the Greater Daemon model designs are stolen from early [[Dungeons &amp;amp; Dragons]]. These properties are understandable as Games Workshop was still selling games of those IPs when Warhammer was first created, but Brataccas is an obscure game from a forgotten system that was quite forgettable even at release, even if Amiga games tended to get fantastic cover art. This being said another of GW&#039;s early products was also puzzles of of this style of &#039;70&#039;s/&#039;80&#039;s Sci-Fi art. The Tau cast system does resemble the Protoss caste from [[Starcraft]], which predates the release of the Tau by 3 years... You have the Templar (Fire/Air Castes) Judicators (Ethereals + Water Castes) and Khalai (Earth Caste). In addition to a rogue sub-caste in the Dark Templar (Farsight Enclaves). This is Ironic considering that GW originally was making a deal with Blizzard to make games based on their properties. GW asked too much/Blizzard didn&#039;t like the terms and left... to make Warcraft and Starcraft. Starcraft would have become a Rogue Trader RTS. It was probably a mistake on GW&#039;s part, as they REALLY missed out. Stealing the Tau from the Protoss was probably done because GW was still salty. Alternatively, Protoss were always intended to be Eldar in the 40K interpretation of Starcraft and any similarities to the Tau are coincidental. Which is then funnier when you realise the Protoss are based on the Eldar that the Eldar are ripped off of Tolkien and that the Eldar supposedly helped push/create Tau society.&lt;br /&gt;
* Tau are technically canon to the Marvel Comics universe, as the series Venom: Space Knight repeatedly used Tau vehicles for aliens in the scenery. In fact, they have the balls to even keep the Tau Sept symbol! Also, you can see what appears to be a Eldar tank, as well as a Necron. The irony of the ripoff masters Games Workshop getting ripped off is juicy, even more so when its realized that lawsuit-happy Games Workshop (who literally tried to copyright &amp;quot;pauldrons&amp;quot; while they plagiarized Eldar from Tolkien and had prior contention between [[Malekith|two very similar Dark Elf characters of theirs who even shared the same name]]) couldn&#039;t do shit about it because Marvel is owned by Disney, and nobody beats The Mouse™.&lt;br /&gt;
** GW and Marvel/Disney settled out of court. A bit sad, a true battle between Daredevil and She-Hulk versus the Ordo Legalitus would have been cool. Interestingly this deal ended with GW and Marvel publishing several 40k comics, starting with a [[Marneus Calgar]] comic in 2020 and a [[Sisters of Battle]] comic in 2021, so the Tau might be canon again after all...&lt;br /&gt;
&lt;br /&gt;
==Notable Tau==&lt;br /&gt;
===[[Canon]]===&lt;br /&gt;
*[[Aun&#039;Va]]&lt;br /&gt;
*[[Aun&#039;Shi]]&lt;br /&gt;
*[[El&#039;Myamoto (Sub-commander Darkstrider)]]&lt;br /&gt;
*[[Shadowsun|O&#039;Shaserra (Commander Shadowsun)]]&lt;br /&gt;
*[[Farsight|O&#039;Shovah (Commander Farsight) and The Eight]]&lt;br /&gt;
*[[Commander Puretide]]&lt;br /&gt;
*[[Shas&#039;o Kais]]&lt;br /&gt;
*[[Commander Or&#039;es&#039;Ka|Shas&#039;o Or&#039;es&#039;Ka]]&lt;br /&gt;
&lt;br /&gt;
===[[/tg/ 40,000]]===&lt;br /&gt;
*[[Blue]]&lt;br /&gt;
*[[Faptau]]&lt;br /&gt;
*[[O&#039;ren I&#039;shi&#039;ii]]&lt;br /&gt;
*[[Shlicktau]]&lt;br /&gt;
*[[Xeno]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[File:Marvel Tau.jpg|thumb|right|250px|FOR THE GREATER GROOT!]]&lt;br /&gt;
* [[Nicassar]]&lt;br /&gt;
* [[Sept V&#039;iet]]&lt;br /&gt;
* [[Tau Quest]]&lt;br /&gt;
* [[Warhammer 40,000: Fire Warrior]]&lt;br /&gt;
* [[Tau Dark Heresy]]&lt;br /&gt;
* [[Warhammer 40,000/Tactics/Tau (9E)|Tactics on how to play them.]]&lt;br /&gt;
* [[Tau Cadre Creation Tables]]&lt;br /&gt;
* [[Codex_-_Tau_Auxiliary]]&lt;br /&gt;
* [[Tau Diplomacy]]&lt;br /&gt;
* [[If the Emperor had a Text-to-Speech Device|&amp;lt;strike&amp;gt;Love Can Bloom 3:Golden Shadowsun&amp;lt;/strike&amp;gt; NON-CANON FANFICTION GARBAGE]]&lt;br /&gt;
&lt;br /&gt;
==External Link==&lt;br /&gt;
Tau Lexicon: *[https://drive.google.com/file/d/1eaLKLz0jdBTk24QSJrc5GSjNZzPzUZF9/view?usp=sharing]&lt;br /&gt;
*[http://www.youtube.com/watch?v=VrHhS5IkRR0 A Typical Tau-Human conversation.]&lt;br /&gt;
*[http://www.youtube.com/watch?v=EbuPaCgdO50 Should one of your Tau actually kill anything tougher than a guardsman in melee, you are allowed to end the game in victory as long as you play this clip.]&lt;br /&gt;
*https://www.youtube.com/watch?v=mhXCQFxGqMM Theme of the T&#039;au Empire. Admittedly, its actually pretty amazing, all things considered.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Tau1.jpg|Stealth suits are :3&lt;br /&gt;
Image:Firewarrior.gif|Fire Warriors are :3 too&lt;br /&gt;
Image:Tau Chibi Fire Warrior.jpg|Chibi, but not weeby.&lt;br /&gt;
File:TauGuela.jpg|Gue&#039;la.&lt;br /&gt;
Image:TauOrigin.jpg|Ohhh GW.&lt;br /&gt;
Image:Tau.gif|In 40k, everyones&#039; guns are huge.&lt;br /&gt;
Image:Tau Fire Warrior.jpg|A Tau Fire Warrior, the basic infantry unit.&lt;br /&gt;
Image:Tau Firepower Demotivator.jpg|The sad truth of 6th edition.&lt;br /&gt;
Image:combine.jpg|In /tg/, tau are the bad guys.&lt;br /&gt;
Image:Itsyourempiretoo.png|Propaganda. [[Nazi|Sound]] [[Communism|familiar?]]&lt;br /&gt;
Image:Never shall the tau!.JPG|Surrender... never shall the Tau.&lt;br /&gt;
Image:Tauassault.jpg|Tau are vicious melee fighters, no less able than [[Space Marines]]!&lt;br /&gt;
Image:1234622525817.jpg|In hindsight, attempting negotiations with Orks was probably a bad idea.&lt;br /&gt;
Image:Tau Problem, Astartes.jpg|What&#039;s that? We&#039;re not grimdark enough for you, Neckbeard?&lt;br /&gt;
Image:Tau Sympathizer.jpg|The Imperial Infantryman&#039;s Uplifting Primer&#039;s entry on Tau players.&lt;br /&gt;
Image:Discotau.jpg|For the Greater Groove!&lt;br /&gt;
Image:Manta.jpg|Fun fact: if you have enough money to buy this, you have too much money.&lt;br /&gt;
Image:Tau cosplay2.jpg|Typical Tau player, engaging in typical Tau behavior. (Pretty badass cosplay, even got the hoof right)&lt;br /&gt;
Image:Tau Battlesuit vs Smurf.jpg|This Char Custom Battlesuit-clad Tau demonstrates his mastery of [[Weeaboo Fightan Magic]]. Also DYNAMIC ENTRY!&lt;br /&gt;
Image:E6abddad6c5999a1dbe6085d8614f051.jpg|Tau in close quarters combat barring some very lucky dice rolls.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
{{Promotions}}&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:TauKroot.jpg&lt;br /&gt;
Image:MARKERLIGHTS.png|MARKERLIGHTS!&lt;br /&gt;
Image:tau_firecleavage.jpg|Sweet [[Weeaboo|weeaboo]] [[Heresy|heresy]].&lt;br /&gt;
Image:Commissar Shadowsuns Goods by morganagod.jpg|DAT ASS.&lt;br /&gt;
Image:DAT_SHAS.jpg| A Fire Warrior appreciating DAT ASS.&lt;br /&gt;
Image:Tau ass.gif|A Greater Good we can all believe in.&lt;br /&gt;
Image:NOT FUCKING CANON.png| [[If the Emperor had a Text-to-Speech Device|THIS IS NOT FUCKING CANON!]]&lt;br /&gt;
Image:JoinTau.jpg|Some recruitment methodologies work better than others.&lt;br /&gt;
Image:Tau Chick.jpg|Few rarely seen Tau chicks. Maybe because Sisters are hotter.&lt;br /&gt;
Image:youtastefunny.jpg|Yeah, we all know the truth about their &amp;quot;greater good&amp;quot;.&lt;br /&gt;
Image:Subcommander torchstar by sexual yeti-d9qal0l.png|Subcommander Torchstar, Farsight&#039;s personal fangirl.&lt;br /&gt;
Image:Tau_caste_nudes.jpg|Earth, Fire, Water, Air...Ethereal?!? SWEET MOTHER OF KHORNE!!! MY EYES!!!&lt;br /&gt;
Image:Laughing tau whores.jpg|S-shut up you filthy sluts! Among my people it is considered quite a handsome dick!&lt;br /&gt;
Image:Power Shopping.jpg|It&#039;s a well-known fact that the Tau Empire has some of the best shopping in the entire galaxy.&lt;br /&gt;
Image:Taugirlpile.jpg|Here we see Tau propaganda meant to entice men with their terrible, blasphemous, and supple soft skin, smooth curves, perky brea...er...ah...heretical alien bodies.&lt;br /&gt;
Image:TauHuman.jpg|Indeed, many humans have already embraced the Greater Good. (The individual with the primitive flashlight has been sent to re-education. Happiness is mandatory, Citizen.)&lt;br /&gt;
Image:greatertits.jpg|An attractive human female defector who for some reason has been equipped with a highly modified commander&#039;s battlesuit, perhaps as a devious ploy to compel desertion by the less loyal.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
{{Tau}}&lt;br /&gt;
{{Tau-Characters}}&lt;br /&gt;
{{WH40k-Factions}}&lt;br /&gt;
{{40k-Governments}}&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Xenos]]&lt;/div&gt;</summary>
		<author><name>2600:1700:9756:490:5472:A1A3:9306:A738</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Tau&amp;diff=470050</id>
		<title>Tau</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Tau&amp;diff=470050"/>
		<updated>2021-08-18T23:57:53Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:9756:490:5472:A1A3:9306:A738: /* Warhammer Fantasy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{heresy}}&lt;br /&gt;
{{Plot Armour}}&lt;br /&gt;
{{skubby}}&lt;br /&gt;
{{flamewar}}&lt;br /&gt;
&lt;br /&gt;
[[Image:TAUSYMBOL.gif|center]]&lt;br /&gt;
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&lt;br /&gt;
{{Infobox 40k Nations&lt;br /&gt;
|name= T&#039;au Empire&lt;br /&gt;
|image=[[Image:Tau_Empire_Flag.jpg|300px|center]]&lt;br /&gt;
|bgcolor=&lt;br /&gt;
|fgcolor=&lt;br /&gt;
|Capital= T&#039;au&lt;br /&gt;
|Official Languages=Tau Lexicon&lt;br /&gt;
|Power= Minor Power&lt;br /&gt;
|Size=Approximately over 300 worlds&lt;br /&gt;
|Head of State= Ethereal Supreme&lt;br /&gt;
|Head of Government= Ethereal Council&lt;br /&gt;
|Governmental Structure=Caste-Based Authoritarian Federation&lt;br /&gt;
|State Religion/Ideology=[[Greater Good]]&lt;br /&gt;
|Demographic=[[Tau]], [[Kroot]], [[Vespid]], [[Gue&#039;vesa|Humans]], [[Nicassar]], [[Tarellian]], Nagi, Hrenians and other minor [[Xenos]] races&lt;br /&gt;
|Military Force=[[Tau]] Fire Caste, Tau Air Caste, [[Kroot]] and [[Vespid]] Forces, The Deathsworn, Hrenian Light Infantry, [[Demiurg]] Forces, [[Nicassar]] Forces, Gue&#039;vesa Forces and other minor Xenos armies&lt;br /&gt;
}}&lt;br /&gt;
[[File:9jfnqeaplhexx.jpg|right|thumb|450px|Get the fuck out of the way, [[Imperium|Oldfag]]. (Vior&#039;la Sept Fire Warriors)]]&lt;br /&gt;
{{Topquote|Why do you see the speck that is in your brother&#039;s eye, but do not notice the log that is in your own eye?|Luke 6:41}}&lt;br /&gt;
{{Topquote|Ce qui constitue une République, c&#039;est l&#039;extermination totale de tout ce qui lui est opposé. - What constitutes a Republic is the total destruction of that which is opposed to it.|Louis Antoine de Saint-Just}}&lt;br /&gt;
{{Topquote|Of all tyrannies, a tyranny sincerely exercised for the good of its victims may be the most oppressive. It would be better to live under robber barons than under omnipotent moral busybodies. The robber baron&#039;s cruelty may sometimes sleep, his cupidity may at some point be satiated; but those who torment us for our own good will torment us without end for they do so with the approval of their own conscience.|C.S Lewis}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tau (τ) is the 19th letter of the Greek alphabet, 300 in Greek numerals, and also the name for 2π.&lt;br /&gt;
	&lt;br /&gt;
It is also the name of the Warhammer 40K race known as the &#039;&#039;&#039;Tau&#039;&#039;&#039;, nowadays spelled &#039;&#039;&#039;T&#039;au&#039;&#039;&#039; by GW copyright lawyers as if that somehow [[ChapterHouse Studios|fixes anything]] (many nicknames include &amp;quot;uncreative retards&amp;quot; if you are an [[Eldar]], &amp;quot;blueskinned atrocity&amp;quot; if you&#039;re a [[Imperium of Man|Human]], &amp;quot;bluies&amp;quot;, as the Valhallan 597th call them, or &amp;quot;Space Communists&amp;quot; as anyone on /tg/ will tell you) are a playable race and a minor and overall insignificant power in &#039;&#039;[[Warhammer 40,000]]&#039;&#039;. When first discovered by humanity, the Tau were a barbaric and primitive people. Their planet was then trapped in a warp storm for a few thousand years and they emerged from the other side as a unified species, led by the [[Druids|mysterious]] Ethereal caste and devoted to the concept of the &amp;quot;[[Greater Good]]&amp;quot;. Their new empire supposedly has around 300 worlds, with dozens of small colonies such as terraformed asteroids packed into a stellar cluster about 500 light years across. They have about [[T&#039;au Septs|21 official]] &amp;quot;Septs&amp;quot; which are major systems based around a cultural &#039;prime&#039; planet (think Manhattan then the tri-state area). They were growing until recently, when the Imperium sent a large invading force to counter them.  &lt;br /&gt;
&lt;br /&gt;
Although a dystopian society in its own right, the Tau Empire is noted for being one of the LEAST awful places in all the galaxy of 40k. It&#039;s also [[Derp|not really an empire]]; the Tau government, the Ethereal caste, is essentially an edifice of meritocracy and nepotism-Tau leaders are appointed to their position by even higher ranking leaders and/or a council of their future peers; the highest ranking Tau, the Aun&#039;O, is elected by his future underlings, much like the Catholic pope, but is still simply considered the weightiest voice of a group (like a prime minister), not an Emperor with absolute power.&lt;br /&gt;
&lt;br /&gt;
The Ethereals are basically like &amp;quot;upper management&amp;quot; if upper management worked... or maybe HR if they didn&#039;t just &#039;klkn&#039; [fancy tau word for F&#039;ed] everyone over. The Ethereals actually care about the people that look up to them as they set mandates across their society and the Castes best accomplish the goals to fulfill those mandates.&lt;br /&gt;
&lt;br /&gt;
The Tau started as a classic case of successful design-based [[Troll|trolling]] on the part of [[Games Workshop]]. They were originally developed because GW felt that their setting needed an optimistic race and that their wallets needed more money, which they could get by selling shedloads of 40k to the robot-obsessed Japanese. The Tau, therefore, are the least [[grimdark]] faction in the game; [[Tau Diplomacy|they&#039;re the dudes willing to negotiate when they&#039;ve beaten their enemies]] ([[The Beast|we cannot forget the green skinned diplomats our boy sent out during his siege of terra]]) while all the others are either too [[Chaos Space Marines| murderously psychotic in ways incomprehensible to anyone who does not share the same batshit insanity]], [[Imperium|religiously overzealous]], [[Eldar|arrogantly indifferent]], [[Orks|simplemindedly violent]], [[Necron|murderously enigmatic]], [[Tyranid|more interested in eating you than anything]], or [[Dark Eldar|all of the above]] to offer such courtesies.&lt;br /&gt;
&lt;br /&gt;
This began to change in the 6th edition. For all the claims that GW doesn&#039;t listen to its fans, someone seemed to have heard the incessant bitching many fa/tg/uys made over the Tau [[Belisarius Cawl|being shoehorned into the setting]] [[Primaris Marines|in the worst way possible.]] As a result, the Tau began to take on an Orwellian flavor and Imperium-esque elements, with the Ethereals being totalitarian autocrats performing acts of ruthless indifference towards their subjects, including [[Nazi|eugenics]] or up to [[Exterminatus]] of lost races (e.g. Orks and Tyranids), in the guise of being for the Greater Good. &lt;br /&gt;
&lt;br /&gt;
As a result you now have a new generation of weebos running around thinking that the Tau actually don&#039;t give a fuck about their people and would actually kill their own kind for things like... sculpting [like really, if you do art outside of the Earth caste you get holed] which would make the Tau the least functioning society in 40k as whole swathes of their own population is routinely exterminated for fixing their crisis suits so they don&#039;t drown or pull a pistol out to protect children (things that actually happened).&lt;br /&gt;
&lt;br /&gt;
The Tau Codex leaves ambiguous the question of just how much of their success is due to various forms of indoctrination, caste-based conditioning, and subtle mind control. This has only been exacerbated by the recent Farsight Enclaves supplement, which makes the Ethereals come off as mustache-twirling, Saturday-morning-cartoon villains. It speaks volumes about the 40k setting that in spite of all this they&#039;re &#039;&#039;still&#039;&#039; the friendliest race in the galaxy.&lt;br /&gt;
&lt;br /&gt;
Much amusement if you realize that because the Tau have annexed (sometimes peacefully willing) Hive Worlds, the Tau might actually be a cat’s paw to a human civilization by now.  Especially since the Tau foolishly give their tech and knowledge to those who join the Greater Good.  This depends on how much brainwashing is involved.  Because each city on a Hive World has a larger population than the entire Tau species and probably industrial strength as well.  Games Workshop has not realized this problem.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Naive Weeaboo Space Communists&amp;quot;==&lt;br /&gt;
[[Image:Tau Weeaboo.png|thumb|right|Cue hotblooded music by [https://www.youtube.com/watch?v=-r6xYnFDoV0 JAM Project].]]&lt;br /&gt;
The Tau&#039;s naiveté might seem at odds with the GRIMDARK-ness of the setting (and to a degree, a lot of it is), but the thing is, Games Workshop specifically plays this straight FOR the [[grimdark]] and &#039;&#039;knows&#039;&#039; that the seeming futility of the Tau&#039;s optimism only further accentuates the general hellishness of the rest of the galaxy - and dear [[Emperor|god]] do they play this up for maximum effect. In the 41st millennium, the Tau come across as &#039;&#039;more&#039;&#039; than a little naive to the other races; the Imperium sees any contact with aliens as heretical and will shoot them with [[bolter]] rounds as soon as they look at them; the [[Ork]]s just want to kick the shit out of things; and the [[Eldar]] see the Tau as young and powerful because of their technology but also as a race in its infancy, just staggering out of its borders for the first time and wandering into a pond full of [[Saharduin|sh]][[Dark Eldar|ar]][[Chaos|ks]] (most Eldar philosophers admit their own race has failed, the humans are failing, and add that the Tau are in for a rude awakening). Said Sharks see them as somewhere between sex toy and dinner.  &lt;br /&gt;
&lt;br /&gt;
In older fluff [a single book that was so off the rails it said Tau had toes and no nasal slits], the Tau were implied to have been secretly uplifted by the Eldar through the creation and subtle control of the Etherals (especially the mind-influencing pheromone secreting gland at the base of Ethereals’ spines) [which the Tau themselves have laughed about and said isn&#039;t true]  and guiding them through reverse-engineering Imperial technology from the ruined colony ships.  Eventually the Eldar abandoned them because the Tau never accomplished anything notable on their own due to a crippling lack of creativity.  Humans must be in physical contact with an Ethereal or perhaps subjected to heavy doses of the pheromone in other ways to be sufficiently affected but aliens are affected merely by being in the vicinity of an Ethereal. Whether this is canon or not now is uncertain.  It all probably is, seeing as it hasn’t been retconned/overwritten.  Or GW forgot about it.&lt;br /&gt;
&lt;br /&gt;
Putting it simply, there&#039;s an ongoing joke that the Tau are some of the most successful trolling performed in the history of mankind just by &#039;&#039;existing&#039;&#039;; a case of the company installing them just to mix things up whilst at the same time keeping them surprisingly on-level.&lt;br /&gt;
&lt;br /&gt;
The combination of the above fluff, however, paired with their highly advanced technology, generally &amp;quot;Asian&amp;quot; feel (their Fire Caste&#039;s combat doctrine, though officially derived from two distinct Tau hunting method, is often reminiscent of Sun Tzu&#039;s &amp;quot;&#039;&#039;Art of War&#039;&#039;&amp;quot;), use of [[Mecha|battlesuits]] (just [[Imperial Knight|like]] [[Dreadnought|the]] [[Titan (Warhammer 40,000)|Imperium]]), [[Hammerhead Gunship|heavy firepower]] which rivals that of the Imperial Guard, and one of the [[Fish of Fury|most broken tactics in tabletop 40K until it was finally fixed an edition later]] has conspired to make them very much hated (and by that we mean a source of butthurt) by a reasonable-sized population of the [[/tg/|40K fan populace]], and /tg/ has rightly dubbed the Tau [[Weeaboo]] (as much due to their Asian-ness as anything else) as a result (even when people can use the same logic to point to the Imperium&#039;s xenophobia, the fanatical worship of the God-Emperor, extensive use of Mecha and suicide attacks, use of suicide attacks as punishment for dishonour, and fondness for over-the-top dialogue in general and conclude that the Imperium of Man is Imperial Japan in Space). As a dark twist on this inherent Asian-ness, a thread concerning lack of grimdark fan fluff on Tau led to the creation of [[Sept V&#039;iet]], the Viet Cong Tau.&lt;br /&gt;
[[Image:Tau fire warriors.jpg|490px|thumb|left|The [[Greater Good]]: translatable as [[Deal with it|&amp;quot;if you want to make an omelette, you gotta break some eggs.&amp;quot;]]]]&lt;br /&gt;
&lt;br /&gt;
And again in a case of much cultural confusion, the Tau are often considered [[Communism|communists]] (despite being a rigorous, hierarchical, near-eugenicist class society that would have Marx&#039;s spirit resurrect himself to commit suicide) due to their central philosophy of casting aside the self in favour of the Greater Good. This is partly because it&#039;s a nearly twenty year old meme by this point and memes that old are very stubborn about dying... and partly because we&#039;re a bunch of ignorant fucks. If anything the Tau more resemble the class system of Plato&#039;s &#039;&#039;Republic&#039;&#039; crossed with the caste system of India and [[Star_Trek#The_Federation|Star Trek&#039;s Federation]], and a little bit of facism as well (because they&#039;re the only ones in the entire galaxy who bother to try diplomacy with xenos rather than [[Exterminatus|exterminate]] them (partly because all but a few alien species are horrific space monsters that only a complete idiot would try to negotiate with)). &lt;br /&gt;
&lt;br /&gt;
Even then, the Tau has more in common with the Imperium than the noblebright space hippie Feds; they adhere to a highly strict doctrine of eugenics, as [[Love Can Bloom|all forms of love, sex or breeding between different castes]] are, translated from Tau lexicon into Gothic, &#039;&#039;&#039;[[HERESY]]&#039;&#039;&#039;. The Tau also have an explicit merchant caste as well as a single unified currency (something the Imperium of Man only has in theory, [[Imperial Truth|much like everything else]]) along with a system of standardised wage labour which makes them actually more Capitalist than the still stuck in Feudal Economics Imperium.  Contrast to the Craftworld Eldar whose society of post-scarcity voluntary labour actually is fully Communist, albeit there are still nobles entitled to bigger houses. &lt;br /&gt;
&lt;br /&gt;
The Tau treat their member species with an unusual amount of autonomy and respect while also keeping them [[Tau#Tau_Member_Races|non-Tau comrades]] as second-class citizens with no say in the Tau government. There is no restriction on religion or cultural uniqueness so far as it doesn&#039;t interfere with the greater good: Humans may still worship the Emperor, Nicassar can continue exploring the universe and Kroot can continue to ingest the dead; so it&#039;s a pretty broad stroke of acceptability.&lt;br /&gt;
&lt;br /&gt;
What is terrifying and an excellent twist on the Tau is that member races and the individual is kept from &#039;choice&#039;. So if you suck, like you&#039;re just bad at everything, you&#039;re not going to be offed or turned into corpse starch; you are given a 1 bedroom apartment, universal healthcare and a broom. And that&#039;s it. You don&#039;t get to be a hero, you don&#039;t get to rise above your worth and this is decided by an alien society.&lt;br /&gt;
&lt;br /&gt;
Pretty goddamned grimdark in a really personal way... almost like GW is saying all you do is provide money and roll dice.&lt;br /&gt;
&lt;br /&gt;
If you step outside of those walls; you&#039;re given a couple chances, then you&#039;re sent to reeducation, then you might get some beneficial brain washing... and so on. But death penalty? Nah, what would that serve?&lt;br /&gt;
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To double the weebiness but to greatly decrease the communism connection, the Tau are remarkably similar to war-time era Imperial Japan. Not in terms of military doctrine but in terms of its geopolitics. Like Imperial Japan they&#039;re a young power situated in the east, relatively far from most of their possible rivals&#039; centres of power. Like Imperial Japan they have a seemingly nice enough doctrine in terms of rhetoric; &amp;quot;Greater Good&amp;quot; and &amp;quot;Co-Prosperity Sphere&amp;quot;; but in terms of practise what it means is that they want to replace the old empires in the region with their own.  Like Imperial Japan they&#039;re at a significant disadvantage in terms of production power compared to their most serious rivals in the region, and hope to compensate for that by tactical superiority and winning big decisive battles to topple the old powers.  &lt;br /&gt;
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To further solidify the connections to Japan in the early 20th century, the Tau Empire even borrows some terminology, such as &amp;quot;spheres&amp;quot; of expansion, a firm belief that despite their grotesque material inferiority to their primary enemies, the power of their ideals and their superior willpower shall overcome their enemies all, and a dogged insistence on picking fights it probably can&#039;t win. Imperial Japan knew that America alone had nearly twelve times the industrial power, with Britain having thrice Japan&#039;s military-industrial might, France just about matching theirs, and the Soviets having four times that, and even China; despite being a wartorn barely functional shithole, could be a quagmire for it. &lt;br /&gt;
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But Japan didn&#039;t give a shit because they thought that they were so awesome they could somehow get all these people to surrender through a combination of being better at war than their soft, mewling enemies and that they simply believed in their destiny to rule the waves more than anyone else did. Much like how the Tau is fully aware that the Imperium, the Orks, the Necrons, and the Tyranids could all squash them flat in a stand up fight, but believe this is immaterial because their belief in the greater good shall overcome all and they have mastered the ways of war while their foes are mired in ignorance. &lt;br /&gt;
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What is for sure though is that, whatever part of the terribly suited to analysing politics outside of the modern era one-dimensional spectrum of political agenda they are on (probably wherever you&#039;d put Imperial Japan during world war two), the Tau government is mainly oligarchical, with the vast majority of political power concentrated in the Ethereal caste. &lt;br /&gt;
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This is further driven home by the fact there is a Tau splinter faction led by one of their two best generals alive, Commander [[Farsight]] of the Farsight Enclaves, whose government is a non-caste society seemingly devoid of merchants, meritocratic semi-democracy. The problem is, until people stop dragging him out of his self-imposed exile to fight Tyranids, Orks, and other Tau, he&#039;s a dictator the way Optimus Prime is sometimes depicted. Farsight&#039;s government is one most certainly [[RAGE|NOT recognized by the Tau Empire]], who have finally gotten around to dispatching a fleet to silence them. We still have yet to see the outcome of this fleet dispatch, though.&lt;br /&gt;
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Of course, the Enclaves are a fan favorite (America&#039;jin loves a rebel) but until GW retcons it, the Tau &amp;quot;Don&#039;t Kill Eachother&amp;quot; as that would be single most direct step backwards as a people to the time of the Mont&#039;au (when they just loooved killing each other before the Ethereals). Farsight doesn&#039;t have designs to replace the Ethereals and so long as you ignore the counter-intuitive books he&#039;s featured in; he&#039;s more a guy that is incredibly depressed about his own mistakes and thinks that the Tau Empire is too inclusive and needs to learn how to grimdark better.&lt;br /&gt;
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However, the new codex has HEAVILY downplayed their naiveté, bringing back the original codex mention that the Ethereals have officially declared some species &amp;quot;[[Exterminatus|lost causes]]&amp;quot; and that the [[Greater Good]] demands they be killed to the last.&lt;br /&gt;
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*[[Orks]] were the first of the big players of 40k to get this treatment. They pretty much were the only serious competition Tau had before they discovered the Imperium, and it only took them a few weeks of study to realize the fact that Orks are beyond reason or sanity. They do still employ them as mercenaries in small numbers, and the Water Caste considers the Orks one of their biggest failures.&lt;br /&gt;
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It should be noted that the Tau have experienced three major Ork attacks but never a true Waagh! This is largely because the fortress worlds Farsight has created out in the Gulf, keeping them back at the cost of his forces. The Tau likely have no idea that this is happening since no one has ever gotten to the Enclaves and come back.&lt;br /&gt;
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*[[Tyranids]] unsurprisingly ended up on &amp;quot;shoot on sight&amp;quot; list pretty much after the first contact.  Unlike the Orks, the Tau have experienced the full and unadulterated rape train that is a Hive Fleet in the form of Gorgon which took a bite out of their Empire (lost something like 10% of it) as well as an ally species called the Ulumeathic League who might be completely wiped out.&lt;br /&gt;
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*[[Eldar]] briefly were on the list too, owning this to the first contact being made by the Commorites, and not just any, but [[Urien Rakarth]] himself. It took some nuked Exodite world and Craftworld intervention for tau to realize that not all space-elves are insane rapists and scratch them off the list.  Probably more encouraged by the Eldar effortlessly curbstomping them than actually caring that they shot the wrong Spelves. The Tau also ended up accidentally destroying a Maiden World likely make a perma-hate neighbors of Saim Hann, but they did have some positive dealings with the Lugganath Craftworld to finish off Hive Fleet Gorgon.&lt;br /&gt;
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Interestingly, the Dark Eldar were supposed to be the original nemesis of the Tau when they were originally released. &lt;br /&gt;
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*[[Space Marines]] seem to be entering the list as of the second Damocles war. The reason is not because it&#039;s impossible to reason with them, but because after some intense Water caste psychoanalysis and Nagi &amp;quot;mind-[[rape|ripping]]&amp;quot; they pretty much declared that Astartes aren&#039;t &#039;&#039;people&#039;&#039; but merely a &#039;&#039;weapon&#039;&#039; and as such have no place in Tau&#039;Va.  Since this means they ignore the [[Blood Angels|artistic]], [[Thousand Sons|scholarly]], [[Word Bearers|philosophical]], and [[Ultramarines|administrative]] aspects of being Astartes intended to give them purpose after the Great Crusade ended the Tau are probably just scared shitless of Space Marines and the sheer inspiration their presence brings even off the battlefield.&lt;br /&gt;
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To sum it up, the Tau Empire is still an expansionist empire prone to using military force, but far better than almost every other polity in the setting, as it permits others to exist with rather lenient standards, and isn&#039;t dedicated to the purposeful extinction of all other life in the galaxy. It should be noted that the Water Caste has turned more worlds to join the Empire then the Fire Caste.&lt;br /&gt;
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Additionally, you don&#039;t have to join the Empire to benefit from trade agreements and non-aggression pacts like the Demiurge who traded ion-tech for refuge from the ever xenophobic Imperium but there doesn&#039;t seem to bee any indication they&#039;ve actually &#039;joined&#039; the Empire.&lt;br /&gt;
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They don’t care if you’re some primitive feral species or a peaceful member of a species they have decided to be a lost cause, they will try and do their best to take care of you because they think, in their hubris, that they know best.  &lt;br /&gt;
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Also, as a result of surviving attacks from the major factions in the galaxy yet being blissfully unaware that those were merely tiny brushes or stragglers of vastly larger forces, the Tau believe they have proven they can truly hold their own in the galaxy against all the major players.  As of Eighth Edition they were corrected quite painfully due to the opening of the Great Rift and the loss of most of their Fourth Sphere Expansion forces to a Warp rift, and following a massive Chaos invasion they have been forced to face the possibility that their empire might have bitten off more than it can chew.&lt;br /&gt;
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==Military Doctrine==&lt;br /&gt;
[[Image:TauTyr2.jpg|right|500px|thumb|Close-quarters painting [[Drawfag|strikes again.]] (What a badass Hammerhead pilot)]]&lt;br /&gt;
The Tau military is basically the cherished love child of the United States military and its Japanese anime waifu.&lt;br /&gt;
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The Tau disdain [[Choppy|melee]] [[Rip and tear|combat]] in favour of [[Shooty|ranged combat]], which renders them instantaneously [[Matt Ward|less manly]] in the eyes of most of /tg/&#039;s playerbase. The reasons behind this are complicated. Generally, Tau see hand to hand combat in warfare as an anachronism, which makes sense, considering their basic guns can rip apart tank side armour. In addition, the Tau&#039;s body is adapted for flying &amp;amp;mdash; prehistoric Tau had gliding flaps like flying squirrels &amp;amp;mdash; thus compared to almost all other major races Tau have less muscle strength (heck, less body mass in general), have lower reaction speed, and are hyperopic/farsighted. In their initial design it was said in their first White Dwarf that they are a race that adopted the bow and arrow rather than how humanity adopted the sword.&lt;br /&gt;
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They do practice their own forms of martial arts, and they aren&#039;t &#039;&#039;so&#039;&#039; much weaker as to be crippled (they&#039;re Strength 3 just like Imperial Guardsmen, who are the special forces of their respective PDFs but obviously something to be desired for when you&#039;re dealing with rolling death machines that worship proactive daemons), but it&#039;s very obviously not their strong suit and they would rather fall back on guns than blades.&lt;br /&gt;
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Even the last reason alone is enough to avoid close combat, seeing as [[Necrons]] use similar logic, despite their [[Necron Warrior|Warriors]] and [[Necron Immortal|Immortals]] being much stronger and tougher, and actually highly trained in close combat, but equally as slow, though if the Necrons do want to get into melee, they&#039;re certainly not lacking in specialists. That said, Tau do practice martial arts - Fire Warrior trials and rites involve knives, while Ethereals have a tradition of fighting non-lethal duels to settle disputes, using sharp bladed weapons no less, so they are often quite good with their fencing style, as [[Aun&#039;Shi]] has shown to some unfortunate Orks (keep in mind Aun&#039;shi trained against Shas&#039;Vre to get that good).&lt;br /&gt;
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Some people think Tau military doctrine has been hit hard with the same [[grimdark|stupidity]] nerf bat as every other fieldable army; every other faction has some reason for their material to be as limited as they would be in a fantasy setting, but the Tau have widespread education, unlike Men and Orks; reasonable access to production facilities relative to their population, unlike Necrons and Eldar; and are capable of coherent research and development, unlike Tyranids, Daemons and the Adeptus Mechanicus.&lt;br /&gt;
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For fluff reasons which have never been explained (the crunch reason is obvious), they have the same motif as every other army of equipment often being more valuable than the person wielding it, leading to most personnel being fielded with &amp;quot;inferior&amp;quot; equipment. The most obvious example of this is that they always, under whatever circumstance, field infantry in simple combat armour rather than some sort of battlesuit - its only advantage is having less bulk, as the Tau have a reason not to build larger transports to cope with the shitloads of battlesuits they could deploy instead. &lt;br /&gt;
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This argument is analogous to saying that real-world militaries should only use armored vehicles and not have infantry, and says more about fa/tg/uy ignorance than Tau doctrine. The Tau likely practice economy of force, which has consequences both on and off the battlefield. Sending excessive amounts of force at a target is wasteful, as the excess firepower would be more useful elsewhere. If one only has a unit of XV8 Battlesuits and no infantry, but a swarm of grots in a nearby pass needs to be taken out, they have no choice but to commit a very valuable unit to a task far beneath its worth. This is also an economic matter, as lower power units are cheaper and the Tau do not have an infinite supply of the rare materials needed to produce the strongest Battlesuits. &lt;br /&gt;
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One could easily field a number of fire warriors for far less than the cost of a single battlesuit, and considering many foes will fall beneath &amp;quot;mere&amp;quot; infantry, any cost-aware faction would prefer the infantry&#039;s use over an expensive battlesuit. Similarly, when it comes to occupying or garrisoning territory, numbers of soldiers is significantly more important than quality of soldiers as they need to cover ground and establish a presence. In other words, they are the army who most resemble modern forces in terms of strategy, and mixed armies of infantry, armor and support elements are a good combination. And who the fuck can with a straight face call a pulse rifle and carapace grade armour &amp;quot;inferior equipment&amp;quot;? The view their equipment or doctrine is nerfed also ignores that armies have to replace lost and damaged equipment as well as actually get that equipment to the troops or they&#039;re absolutely fucked. An expensive army of battlesuits is lovely right until combat losses alongside wear and tear reach a point where the empires production can&#039;t keep up with losses or supply problems mean they don&#039;t reach the front (armies in 40k have been shown running low on ammo something far easier to produce and transport in large numbers than battlesuits). An army based around soldiers armed with &amp;quot;cheap&amp;quot; rifles and armour is a lot easier to produce and keep in the field even in the face of casualties or supply problems. &lt;br /&gt;
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The Tau&#039;s superior [[Dakka|firepower]] is similar to that of the [[Imperial Guard]], but their strategy is different, more like the Space Marines who use pinpoint strategy in lieu of numbers and that they tend to rely less on mass warfare and more on sophisticated technical support (drones, stealth technology, railguns), with an emphasis on tactical precision, mobility, and the initiative of individual squads of units, much like how modern warfare is waged (apparently if the Imperial Guard learned from Tau tacticians and fought with modern tactics instead of zergrushing everything then they would have been the most powerful army in the galaxy, but no, that ain&#039;t GRIMDARK and AWESOME enough [unless you&#039;re [[Lord Solar Macharius|Macharius]]]). Their military doctrine is not based on winning by attrition and/or throwing out quality tactics in favour of absorbing and dishing out heavy shocks in bloody epic clusterfucks like the Imperials, Orks and early World War II-era Soviet Russia. (Unless you count the later war &amp;quot;deep warfare&amp;quot;, which is actually the combat doctrine the Tau ripped off. 40k really seems to like the Russians...) &lt;br /&gt;
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Rather, they use infiltration and their sophisticated battlesuits to [[Anal Circumference|bypass enemy strong points and launch deep into their rear]], cutting supply lines and logistics, destroying headquarters and support units, leaving enemies cut off and functionally helpless. There are numerous examples of Tau literally starving and/or thirsting entire armies to death by cutting out their supply lines, while simultaneously harassing them with night raids, ambushes and air strikes to the point the survivors are leaderless, demoralized, out of ammo and fuel, and can barely stand due to exhaustion. The [[Imperial_Armour_Volume_Three:_The_Taros_Campaign#Volume_Three_-_The_Taros_Campaign|Taros]] campaign is a prime example of these tactics (and of the Imperium&#039;s strategic stupidity).&lt;br /&gt;
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Of course, these kinds of tactics only work fine against more convenient armies like the Imperial Guard or Orks. When it comes to Space Marines and Eldar, who sport mostly aerial/warp/webway supply lines, operate as elite armies without obvious weak spots to exploit, have similar or superior tactical mobility and badass officers that can survive most assassination attempts, Tau lose huge parts of their usual advantages (but get the numerical superiority in return). Against utterly unconventional foes, like Tyranids, Daemons or Necrons... well, all times they faced such foes, Tau either devised some entirely new strategies, or lost horribly.&lt;br /&gt;
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[[File:TauTyr.jpg|thumb|left|300px|90% of Tau [[dakka]] comes in the form of [[Plasma|pretty blue lights.]]]]&lt;br /&gt;
The Tau, again, boast some of the most powerful ranged weaponry on the tabletop game, and can crank out more concentrated firepower than any other faction with the lone exception of the Imperial Guard and maybe the orks if you only count number of bullets in the air, and even then, the Tau&#039;s weapons hit quite a bit harder. They have pathetic hand-to-hand combat skills, however, and so the Tau bolster this by using several inducted races (the [[Kroot]], Vespid, and even some [[Gue&#039;vesa|humans cut off from the Imperium during the Damocles Crusade]]) to act as buffers against assault troops to allow Tau Fire Warrior teams and their heavy, long-ranged firepower to tear enemies apart. The most pivotal, and perhaps most infamous, part of the Tau army are their [[Battlesuit|Battlesuits]], which can mount multiple heavy weapon systems and provide excellent mobility to their pilots, all on a fairly durable unit. &lt;br /&gt;
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They also have an extremely powerful navy, though not quite as formidable as the Imperium&#039;s, if largely because of differences in number and tonnage. Tau air units are among the best in the game, with aircraft superior or equal to Imperial Guard equivalents, including a stealth fighter, multipurpose heavy fighter, a superheavy fighter with guns that can one-shot a Titan, and their own [[Manta|Titan-equivalent]] (which is a small starship). Unlike the Imperium, they usually deploy swarms upon swarms of flyers, with only Orks, Tyranids, and Necrons able to rival them in numbers when things come to dogfights—kind of the way the Imperial fleets&#039; atmospheric support craft were supposed to work if fleet officers weren&#039;t a bunch of assholes who do everything they can to provide as little air support as possible.&lt;br /&gt;
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On defense, the Tau are a bit unusual: they leave only token garrisons at their colonies to protect them. These garrisons are intended for scouting rather than combat, avoiding engagement in order to observe and report on invaders using Pathfinders, scanning towers, and drones. Because the Tau have fairly powerful spacefleets and usually keep their forces within reasoned distance of potential hotspots, any potential threat can be quickly dealt with by organizing a hunter cadre to be sent to deal with the situation. For those of you who don&#039;t get it, it&#039;s Frederick the Great&#039;s &amp;quot;he who tries to protect everything protects nothing&amp;quot; strategy. &lt;br /&gt;
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Of course, this strategy means Tau must have some worlds actually being heavily defended - and in fact they do. Sept worlds tend to be guarded by some nasty space stations and garrisoned by an unreasonable amounts of hunter cadres and auxiliary troops, which allows them to act as major defensive nodes from which response fleets are dispatched and to which evacuation fleets rally (think feudal Japan style castles from which commanders would send trained garrisons out to protect the lands around it from encroaching armies), and in case some really scary shit like an Imperial crusade or a Tyranid hive-fleet comes into the sept, it is on the sept world where the decisive battle is fought (See the First Damocles Crusade for an example of this tactic in action). &lt;br /&gt;
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This has, however, backfired on occasion, since it does mean that the Tau garrisons are very vulnerable in the initial stages of an attack. It also makes them very vulnerable to Orphean War style rapid assaults where the attacker is advancing so quickly the defender doesn&#039;t even have time to relay the news that they&#039;re under attack to the rest of their army. While the Tau haven&#039;t yet faced something like the Maynarkh Dynasty, they are awfully close to the Sautekh Dynasty and Imotekh is a noted cantankerous asshole and egotistical conqueror.&lt;br /&gt;
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A rare advantage the Tau have is their willingness to change military strategy. As examples, look at how they changed tactics in reaction to the [[Damocles Crusade]] by the Imperium of Man, and even built an entirely new space fleet to match humans in straight-on space fights, or their unusual but effective choice of switching to older weapons when dealing with [[Hive Fleet Gorgon]].&lt;br /&gt;
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==Fleet==&lt;br /&gt;
[[File:Tau_Map.JPG|500pc|right|thumb|The Domain of the Weebs.]]&lt;br /&gt;
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In the old fluff, the T&#039;au used to have equip their ships with reverse-engineered warp drives from an unknown faction that crashed a starship on one of their home world&#039;s moons. Using their gravitic wave technology (think a sail) they used this to skim the surface of the warp before bouncing back to the Materium after a short while (1/3 the speed of optimal Imperial warp drives). &lt;br /&gt;
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New fluff, on the other hand, has retconned that by giving them what is called a &amp;quot;slingshot drive&amp;quot; for their STL (That&#039;s right, it&#039;s SLOWER than the speed of light, how the fuck do you run an interstellar empire with STL?!?!?). From what little fluff we have on it, it looks like the reality-based theoretical warp drive (in the modern physics meaning, i.e. the Alcubierre bubble). The practical applications, however, are the same in both new and old fluff - Tau FTL is much slower than the Imperium&#039;s, but is predictable, reliable, and not affected by warp storms (a big deal, given Tau spent half of their history inside one). As a result, Tau are capable of building proper interstellar logistics lines, ones the Administratum can only dream of, but their strategic mobility is . . .lacking, to say the least. Compared to pretty much every other faction (though the non-Warp drive using FTL factions are different; the Necrons microteleport and use wormholes, the Eldar use the Webway extradimensional network, and the Tyranids bring their production power with them as they tugboat in by gravity channeling) the Tau move at an absolute snail&#039;s pace, hence the reason why their worlds are so tightly packed together. Of course, if the skip drive was THE best way to travel normally without the Warp and to avoid Warp phenomena,  the radically more advanced Dark Age Humanity would have slapped the drives on every type of ship they had. They didn&#039;t, which implies the drive was more of a stopgap dead-end then a fully developed piece of technology. There may not even be a guarantee of safety from daemons, as, when the drive pushes against the barrier of reality, all it would take is for a daemon to be in the right place at the right time to stick a gnarled claw into the corresponding area in the Warp and cut through to say &amp;quot;hi&amp;quot; to the engineering crew [heavy speculation].&lt;br /&gt;
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Additionally, Slingshot drives are rather big, heavy and power-hungry, even compared to the Warp drive (which takes up 1/3rd of a smaller imperial ships). As a result, escort-class Tau spacecraft are built without FTL drives and are hooked to bigger ships for the purpose of interstellar travel, which basically make them equivalents of the Imperium&#039;s system monitor ships, with the same benefits (cheap, compact and too fast, powerful or durable for their size) without their major downside (being incapable of FTL flight). The Tau also have to concentrate their forces on an interplanetary scale; they can&#039;t throw a bunch of ships into a warzone from halfway across the galaxy as orks and humans can.&lt;br /&gt;
Tau empire have two fleets:&lt;br /&gt;
*Kor&#039;Vatra, or &amp;quot;merchant fleet&amp;quot;, is made of older modular ships that double as merchant and colony vessels (hence the name). One of their main shticks is huge arcs of fire for most gun batteries, with side batteries easily covering front arc, and nose batteries covering all but the stern - as a result, while Kor&#039;vatra Ships may not have as much firepower as Imperial or Ork ones, they can focus more of it on one target. On the flip side, merchant ships while decently fast at sub-light, are not very agile, and must rely on escort wings and auxiliary fleets against more maneuverable foes. Even after the founding of Kor&#039;Or&#039;Vesh, the Kor&#039;Vatra still see a lot of military use, especially against the Imperium, &amp;lt;i&amp;gt;precisely&amp;lt;/i&amp;gt; because it&#039;s regarded as a non-military fleet, so Tau diplomats could tell their imperial colleagues &amp;quot;What battle cruisers on your orbit are you talking about? It&#039;s just our merchant vessels, moving goods to and from our trade missions&amp;quot;.&lt;br /&gt;
*Kor&#039;Or&#039;Vesh, or &amp;quot;combat fleet&amp;quot; is a newer fleet, made for battling Imperium&#039;s fleet in straight up battle, after Kor&#039;Vatra got run over during the Damocles crusade. Made out of more compact, maneuverable and better armored ships, it may lack Kor&#039;Vatra&#039;s wide arcs of fire, but is superior in every other regard, and as the Taros and second Damocles campaigns showed, it is more than capable of fighting off humans even if outnumbered.&lt;br /&gt;
Both fleets use largely the same technologies: railguns as short-range (by Tau standards), high-damage gun batteries; ion cannons as long-range beams (lance equivalent); and, above all, powerful small-craft ordnance (second only to Eldar and available in far greater numbers). Mantas, Barracudas, and EMP drone-torpedoes reign supreme at extreme ranges, gaining the Tau navy the same reputation their ground armies have. Because their small-craft ordnance is so powerful, most Tau ships tend more towards carrier and torpedo boat archetypes than battleships, and suffer horribly if an enemy comes within macro-cannon or boarding range (note the &amp;quot;if&amp;quot;).  Technically, the Imperial equivalents are, as they are when compared to most other factions, far superior.  The problem for the Imperium is, like always, those things are very rare, built in tiny numbers, and never around when you need them.&lt;br /&gt;
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==Non-combat Fluff==&lt;br /&gt;
[[File:Tau city.jpg|450px|thumb|right|Contrary to what [[Imperium of Man|some]] believe, what this picture shows might just be the future for the entire galaxy if the Tau [[Great Crusade|get their way.]]]]&lt;br /&gt;
The Tau were a new race/culture found by the Imperium of Man during their &amp;quot;slash and burn&amp;quot; exploration of their galactic neighborhood. The Tau were still pastoral, had just discovered flint tools and charcoal, and the Imperium had them scheduled for &amp;quot;[[Grimdark|routine cleansing]]&amp;quot; (Low Gothic for “ruthless genocide”) and make room for colonization. Needless to say, that plan was promptly [[derp|fucked up]]. By an unfortunate (or fortunate, depending on your feelings towards a species&#039; right to not be mercilessly exterminated for no reason whatsoever) coincidence which almost certainly involved the dickery of [[Tzeentch]] or [[Cegorach]] or [[The Deceiver|something]], warp storms started hitting the entire galaxy, right around the rise of Vandire, which occluded the Tau homeworld, so nobody could get in or out. Since the Tau were virtually invisible in the warp, the warp storm didn&#039;t have much of an effect on them as they were immune to the influences of Chaos. &lt;br /&gt;
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[[FAIL|The sector was labeled &amp;quot;lost to Chaos,&amp;quot;]] and cleansing was [[What|deferred indefinitely]]. Then [[Age of Apostasy|this shit]] happened, and almost all records about Tau were lost in the ensuring [[Rape|clusterfuck]] of civil war. Only the Adeptus Mechanicus still had records of this first contact when the storm died down 6,000 years later. By then, the Tau had expanded to fill out the &#039;Cluster&#039;, colonizing hundreds of planets and incorporating dozens of alien races. They were put back on the radar when the Imperium found out their border worlds Kleist and Garrus, and probably a bunch of others, changed sides and gave up on Terra (can you blame them?)&lt;br /&gt;
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The Damocles Crusade was launched. The extermination order still stood—it was just going to be much more difficult than the Imperium expected, seeing as the Tau, instead of [[C.S. Goto|throwing spears and rocks at their tanks]] and Space Marines, were now throwing [[ion cannon|ion charges]], &amp;lt;s&amp;gt;[[plasma|plasma blasts]]&amp;lt;/s&amp;gt; particle accelerators (pulse rifles), and [[railgun|electromagnetically-accelerated hypervelocity projectiles]] at their tanks and Space Marines.&lt;br /&gt;
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Tau history is pretty typical up through the iron-age: a knack for engineering, warfare between &amp;quot;urban&amp;quot; farmers and &amp;quot;barbarian&amp;quot; nomads, and unrestrained growth causing a series of plagues, leading to a dark age. Here&#039;s where things go sideways, though the Tau see it as the start of their endless Golden Age: the arrival of the Ethereals. Legend tells of a five-year siege at the castle of Fio&#039;taun, with both sides starving and succumbing to disease, when two foreign Tau entered the battlefield. One went to the castle, the other to the barbarian tribes. Each of these Tau had a quiet grace and irresistible authority. In just a few hours, the castle was persuaded to open their gates, and the barbarians laid down their weapons, and both parties met to parley a truce. &lt;br /&gt;
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These strange Tau called themselves &amp;quot;Ethereals,&amp;quot; and stressed the importance of peace and understanding between all Tau. They described a &amp;quot;Greater Good&amp;quot; that each Tau must strive towards. Soon after, soon enough to seem simultaneous, more of these strange new Tau emerged across the continent with their message of peace and co-operation for all Tau. Their quiet authority was always respected, and their message of harmony was universally embraced. Wait a minute, [[God-Emperor of Mankind|I&#039;ve seen this]] [[Great Crusade|historical pattern before]]....&lt;br /&gt;
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Perhaps uniquely for the setting, Tau-human interactions bear the whiff of realpolitik. On the one hand, the Imperium wants to exterminate them &#039;&#039;eventually&#039;&#039;, but the upper management generally realizes that the Tau are going to be a giant drain of resources and manpower to get rid of, given the stiff resistance they put up in [[Damocles Crusade|previous campaigns]] and their [[Riptide|uniformly]] [[railgun|advanced]] [[battlesuit|technology]]. Furthermore, they serve as a useful buffer state against various threats on the Eastern Fringe, from Orks and Chaos raiders to Tyranid hive fleets to alien forces the Imperium hasn&#039;t had (recorded) contact with. Their existence deflects danger from Imperial space, and in a place and time when the Imperium is [[Time of Ending|coming under attack from all sides]], that&#039;s more important than dogma.&lt;br /&gt;
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This strategy is not unique to the Tau only though, as the Imperium allows countless other (much more dangerous) xeno empires to prosper in the Eastern Fringe to serve as an ablative shield against much nastier shit. Amongst those is (for example) the Charadon ork empire, which is older than the Imperium and spawns a Waaagh! or two per millennium (even with the routine warboss assasination raids that the Ultramarines make). Even after the emergence of the genius warboss Snagrod and his Waagh on Rynn no one cared to issue a crusade against them. So yeah, the Tau empire is not even close to being spotted by the High Lords, not to mention recognized as a threat dangerous enough to actually do something about.&lt;br /&gt;
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Conversely, the Tau have realized just how massive an undertaking expanding through the entire universe would really be, and are taking it slow. They mostly absorb Imperial buffer worlds stripped of manpower and armament in the face of massive redeployments to face other threats, offering the Empire&#039;s protection in return for annexation and outright conquering the places that don&#039;t take the deal. The Tau have claimed that they are engaging in this sort of aggressive behavior because &#039;&#039;someone&#039;s&#039;&#039; going to [[Tyranids|gobble]] those settlements up sooner or later, and if &#039;&#039;they&#039;&#039; don&#039;t do it, then whoever does won&#039;t be [[Exterminatus|nearly as nice about it]]. While baldly self-serving, that logic is...well, mostly correct, really.&lt;br /&gt;
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There&#039;s no lost love between the Imperium and the Tau, but open full-scale war is probably unlikely in the near-future after the Second Damocles Crusade and the exterminatus of one of their Septs... Or it&#039;s 40k and lot&#039;sa people go&#039;na die.&lt;br /&gt;
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Looking at the new galactic map, where the Tau are now sandwiched between their own eye of terror and a Necron dynasty, they are soon to be fucked...&amp;lt;s&amp;gt;Maybe...&amp;lt;/s&amp;gt; Yep, they got done buttfucked by the Death Guard!  And new faith-based Warp fuckery (a glowing flying priest dueling a battlesuit, &#039;&#039;yes&#039;&#039;) from the Imperium that even caused some of their human levies to seek redemption by attacking the Tau.  But it&#039;s not all bad as they&#039;ve cured 1st Generation Genestealer infections (something to do with drinking bleach) and they&#039;ve finally broken out of their nook with the 5th Sphere; one of their biggest fears was being stuck in a globular cluster because one super nova will put the kabosh on the Greater Good... Can&#039;t argue with fire.&lt;br /&gt;
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If things keep going this way, the Tau will eventually see a clash between the shiny new faith fuckreality of the Imperium and the demonic fuckreality of Chaos.  Their reaction to such a blatant display of angelic versus demonic would be precious.&lt;br /&gt;
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=== Castes ===&lt;br /&gt;
[[File:Commander HawkEye.jpg|thumb|290px|right|&amp;lt;s&amp;gt;Join the Greater Good, lose your virginity to a hot alien babe!&amp;lt;/s&amp;gt; Non-approved sexual contact is an offence to the Greater Good, Gue&#039;la. Now get back to work or you won&#039;t get your overtime pay! TAU GET OVERTIME PA{{BLAM}}{{BLAM|Asking questions is heresy!}}]]&lt;br /&gt;
Tau society after the arrival of Ethereals was organized into castes; everyone with a place, and a place for everyone. [[Love Can Bloom|Interbreeding between castes and Xenos races]] is one of the most severe crimes in the Empire, in other words, [[Heresy]]. This was outlawed by the [[Ethereal]]s presumably to preserve the biological differences between castes; the result is the creation of 5 sub-species. Tau society does have many examples of romance, and there are designations of &#039;pair&#039; bonding at least amongst the Earth Caste. The Tau have children which they both raise and also send the creches but they seem to monitor birth rates (likely to match resource levels as well as provide an additional level of social engineering).&lt;br /&gt;
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There also seems to be a tribal system that remains from pre-Caste days that we don&#039;t know too much about. We know that bloodlines have some kind of importance, but as a meritocracy, it does not have a bearing on social constraints. They also can have relatively large families, Shadowsun had three sisters for example.&lt;br /&gt;
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Breeding is managed by the Earth Caste, but, there is at least one instance where a pair-bond has their own child, so perhaps there is a degree of choice. Otherwise, Tau are paired in a way that will create the best biological result. An Imperial genetor&#039;s report in the fourth edition Tau codex observes the presence of synthetic proteins in Tau internal organs and suggests them as evidence that their evolution has been accelerated, though he might have been confused by synthetic proteins that the Tau were given as the Tau make extensive use of things like, huh-duh, advanced medicines and treatments. [[/tg/]] seems to be under the strong impression that they are mammals, as you can see in the picture further down the page, despite the complete implausibility of this theory. The frequent [[/d/|sexualization]] of the Tau by fa/tg/uys is a mystery to many, but clearly not all. [[PROMOTIONS|Not nearly enough]], in fact.  It&#039;s obviously a deep desire for Draenei to be added to the setting to [[PROMOTIONS|reward]] our brave Imperial Guardsmen.&lt;br /&gt;
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==== {{anchor|Fire|Fire Caste}} Shas (Fire) ====&lt;br /&gt;
The &#039;&#039;&#039;Fire Caste&#039;&#039;&#039; consists of the various [[Fire Warrior|warriors]] of the Tau Empire. The miniatures of a Tau army in a [[Warhammer 40,000]] game are almost exclusively Fire Caste. Other castes think Shas are overly-aggressive hotheads due to their tendency to solve all problems by applying more plasma (when Tau encountered other sentient species, Fire Caste representatives immediately voted to hunt down and exterminate them, just like they hunted down dangerous local life forms on the other world they colonized), although for Humans and Eldar, whose history knows numerous [[Wyches|kinky]], [[Haemonculus|horrid]], [[World_Eaters|Earthshatteringly mad]], [[Night_Lords|batshit insane]], [[Blood Angels|bloodthirsty]] individuals and groups, mention of the &amp;quot;Aggressively Hotheaded&amp;quot; Tau would end up with them collectively pointing fingers and laughing at them. On the other hand, it also shows how calm and disciplined other castes are as well as the importance of the balance the Ethereal&#039;s bring to the Tau.&lt;br /&gt;
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They are taller than Earth Caste Tau, and physically stronger than the Air and Water Castes and are slightly shorter than the average 40k human (which is over 5 feet). They pretty much compensate for this by giving their basic Fire Warrior a [[pulse rifle]], which is sort of like an automatic sniper-[[plasma]] gun, and employ heavily armed and sophisticated battlesuits for their elite infantry. Oh yeah, and [[Railgun]]s. Company-sized Tau forces are called &amp;quot;Hunter Cadres&amp;quot;.&lt;br /&gt;
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==== {{anchor|Earth|Earth Caste}} Fio (Earth) ====&lt;br /&gt;
The &#039;&#039;&#039;Earth Caste&#039;&#039;&#039; are the laborers and engineers; they are the &amp;quot;civilians&amp;quot; of Tau society. Their appearance can vary widely, though other Tau would describe them as &amp;quot;plain.&amp;quot; They all have a stoic outlook, with little ambition other than to excel in their career of choice and work for the Greater Good. Unlike the Imperial worker classes, whose quality of life generally &#039;&#039;starts&#039;&#039; at working 14-hour days seven days a week while living off of dried recycled dung chips and goes [[Such is life on Volg|&#039;&#039;downhill from there&#039;&#039;]], the Earth caste is mostly concerned with technological planning and engineering as well as artwork which they incorporate into their creations. They are also scientists and work hand in hand with the Water Caste to develop new technologies (like the rail rifle).&lt;br /&gt;
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The Farsight Enclaves field some Earth Caste pilots for their battlesuits, demonstrating their more flexible caste systems and/or their desperation for manpower but there are examples of Tau work teams able to defend themselves in a pinch. Being in a suit makes them &#039;&#039;even worse&#039;&#039; in close combat than Tau already are, but they make up for it with technical training and tweaks to the suits&#039; software and mechanics, re-rolling missed shots and equipment failures.&lt;br /&gt;
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==== {{anchor|Air|Air Caste}} Kor (Air) ====&lt;br /&gt;
The &#039;&#039;&#039;Air Caste&#039;&#039;&#039; are the intermediaries between Tau. In more primitive times they served as messengers and couriers, and sometimes scouts/explorers, gliding on membranous anatomical wings like flying squirrels through T&#039;au&#039;s atmosphere (although this might be a myth). When the Tau started exploring offworld, it was the Air Caste that took charge of the vessels traveling between the stars and became tall with super frail physiques due to zero-g living. Now the Air Caste are the Tau stellar navy/airforce/mailmen, piloting the Empire&#039;s various carriers, warships, and emissary cruisers. Air caste Tau tend to be tall and slender like runners or dancers, and this is frequently exaggerated by the years the Tau navy spends in low-gravity. &lt;br /&gt;
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Despite their slender stature and lack of muscle mass, Air caste pilots are extremely resistant to G-force, making them excellent void and atmospheric fighter pilots (simultaneously, as small Tau voidcraft also double as atmospheric craft). They also, clearly, have engineer and military classes as they live in Air Caste cities made up of their own population; going to show that Castes have multiple cross overs for responsibilities rather than anything as rigid as the Farsight books describe.&lt;br /&gt;
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==== {{anchor|Water|Water Caste}} Por (Water) ====&lt;br /&gt;
The &#039;&#039;&#039;Water Caste&#039;&#039;&#039; are the emissaries to non-Tau. They are diplomats, merchants, civil servants as well a project leads. The most open-minded Tau can be found among the Water caste, with some even showing individual ambition (but still for the greater good of the Tau Empire). When a new culture is encountered, the Water caste are sent in first to negotiate. If talks break down, the Water caste are withdrawn from the area and it&#039;s time for the Fire Caste to then start negotiating with pulse weapon fire. Also, unlike their Imperial equivalents in bureaucracy, the [[Administratum]], they are brisk, efficient, and very good at their jobs. No dumping valuable ammo on an uninhabited dust world because no one signed the paperwork not to. &lt;br /&gt;
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It&#039;s a less known fact that Pors also run the Tau intelligence and espionage network, and Por&#039;Os and Por&#039;Els from this branch are pretty much Tau Inquisitors except more competent, much saner, and not nearly as good at kicking asses personally. As of the second Damocles Crusade the Imperium has designated the Water caste as a primary threat above any other Tau caste, as their subterfuge, diplomacy and propaganda has cost the Imperium more worlds and manpower than the Fire and Air caste&#039;s military prowess combined, and they even managed to totally outplay the Inquisition on its own field, which royally pissed them off, even turning an Inquisitor (Va&#039;deem) to their side (maybe with the help of the Nagi).&lt;br /&gt;
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The Air Caste also do a quite a lot of things like leading exploration initiatives like the one that discovered the Kroot empire as it was getting rickrolled by the Orks and fought for their liberation after 12 years (with no mention of the Ethereals mind you).&lt;br /&gt;
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==== {{anchor|Ethereal|Ethereal Caste}} Aun (Ethereal) ====&lt;br /&gt;
The &#039;&#039;&#039;Ethereal Caste&#039;&#039;&#039; are basically the philosopher-kings described by Plato in &amp;quot;The Republic&amp;quot;. They are selfless and always focused on what is best for the Greater Good (&amp;quot;Tau&#039;va&amp;quot;) for all Tau and every Tau without exception. The Ethereals are inspirational to all Tau caste members, and merely being near one will inspire a Tau soldier, engineer, pilot, or diplomat to work harder. &lt;br /&gt;
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In the case of the Fire Caste, some Ethereals accompany hunter cadres in battle during important deployments so as to better lead/inspire the troops, which works because all Tau in the combat zone will fight to their bitter deaths. They also seem to have semi-magical powers (don&#039;t ask how they work, none of the Tau know themselves) that allow Tau around them to do special things, like running while shooting. The [[Adeptus Mechanicus]] theorizes that the respect the Ethereal Caste gets from all other Tau is caused by a pheromone. &amp;lt;b&amp;gt;ALL GLORY TO THE HYPNOTAU......&amp;lt;/b&amp;gt;. But the Tau laugh at this an think it&#039;s &#039;typical&#039; human.&lt;br /&gt;
Also, &#039;&#039;[[Xenology]]&#039;&#039; relates a story from a major, insectoid race called the [[Q&#039;Orl]] which alleges that the [[Eldar]] stole one of their queens. Given that these queens have a magic, yellow, diamond-shaped sack that produces mind-control pheromones…well, let&#039;s just say the characters in the story figure it out quickly enough. There is a theory that the Ethereals themselves are also affected by their own pheromones, which could explain why they&#039;re so selfless and uncorrupted despite their absolute power (although being uncorrupted no longer seems to apply after 7th/8th edition).&lt;br /&gt;
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This can also be supported by the (old as fuck and likely retconned) novelization of [[Warhammer_40,000:_Fire_Warrior|Fire Warrior]], where the Ethereal character has a pretty level head and chipper demeanor despite having been [[Anal_Circumference|repeatedly captured and tortured by both the Inquisition and Chaos, watching his diplomatic retinue chopped up by a Chaos Lord, and mind-raped by said Chaos Lord all in the span of roughly two days.]] Either he&#039;s a stoic old motherfucker, or he&#039;s just too busy tripping his blue balls on his own pheromones to give a shit.&lt;br /&gt;
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8th ed has a particularly interesting story in it and it proves without a shadow of a doubt: the Ethereal caste does use some kind of mind-altering substance or influence on the Tau even as it dispels it. During a meeting with Commander O&#039;Ryn and Aun&#039;Va (who is a solid hologram controlled by an AI at this point) in the planet of Junica, their location was ambushed by Chaos forces and Aun&#039;Va (or the AI acting like Aun&#039;Va) ordered O&#039;Ryn to send her forces on what&#039;s essentially a suicide mission. O&#039;Ryn, not seeing the point of throwing her and her soldiers&#039; lives at such a hopeless battle, actually &#039;&#039;defied&#039;&#039; the command of an ethereal (and the space pope himself, no less) and retreated. It could&#039;ve been an interesting and pretty terrifying critique of how manipulative a totalitarian system can be and that the Ethereals don&#039;t shy away from anything to keep the people in line. But no, it was explained with mind control, which is way lazier and honestly way less terrifying [that&#039;s because phil kelly wrote it]. Yet, then there is another example of Aun&#039;shi who hides his ridge crest so that none of the other Tau know he&#039;s an Ethereal.&lt;br /&gt;
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You pick which is more likely- clearly GW can&#039;t.&lt;br /&gt;
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O&#039;Ryn was eventually declared a renegade and Farsight took her in, but it does indeed prove that the unflinching and unquestioning loyalty and fanaticism that the Ethereals&#039; physical presence inspire on nearby Tau aren&#039;t due to their charisma or the Tau&#039;s indoctrination, and instead on something more sinister. To put this into perspective: O&#039;Ryn has been the first Tau since Farsight to actively defy an ethereal&#039;s command and the main reason she was able to do so was because she was speaking to an AI-controlled drone, instead of the actual space pope.&lt;br /&gt;
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... so it doesn&#039;t matter.&lt;br /&gt;
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Additionally, in the novel Farsight: Crisis of Faith by Phil Kelly (detailing the Farsight Expedition) not only is a Tau Water Caste Magister possessed by a daemon of Tzeentch [which is bullshit], who is banished [[Mary Sue|by Farsight carving a bloody hexagram into its chest with his bonding knife]] (Imperium Hexagrammic Wards don&#039;t even work that way, but fuck other writers, am I right phil?), Aun&#039;Va uses mind control to have the Magister&#039;s superior kill herself. Why? Because he&#039;d dared to say the truth out loud, that the Ethereals were eager to send Farsight off to Damocles so that the immensely popular golden boy won&#039;t become a challenge to their rule back home. The ambassador went to her death thinking the ever reasonable Ethereals would let her off with a slap on the wrist for what was basically a breach of etiquette, instead she was dominated into committing suicide for &#039;&#039;being the mentor of someone who&#039;d cast the tiniest bit of doubt on Ethereal motives&#039;&#039;.&lt;br /&gt;
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... Which begs to ask, &amp;quot;why?&amp;quot; Why would the Ethereals care about revealing the truth about Daemons when the Tau have been fighting Daemons for hundreds if not thousands of years. They don&#039;t have religion, they don&#039;t feed the Warp, daemons should have nothing to fuck-do with the Tau except as a speed bump to somewher-else ville. This replay of the Emperor&#039;s rule book is right in light with more lazy writing.&lt;br /&gt;
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Farsight originally lost his Ethereals and kept going because he though he knew better and he was still butthurt from Arkunasha. It&#039;s in his first quotes (look them up, grimdank alright) he&#039;s guilty of believing he knows best over the community and he stays out beyond the Gulf so that he can continue the fight.&lt;br /&gt;
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===Tau Names===&lt;br /&gt;
Tau have ridiculously long, detailed and actually meaningful names. Their names contain their caste, rank, birth sept, and one or more nicknames earned by them through the course of their lives. Fluff does say that they &#039;&#039;do&#039;&#039; have birth names, but those are only used before tau earn at least one appropriate nickname, as a name given to them by comrades is considered more valuable than one just chosen by random at their birth. The nickname part and its importance surprisingly is actually taken from the Roman culture, which is weird, given most Tau culture tend to be based on China and Japan (except for their social and government structures which are copied almost verbatim from Plato&#039;s Republic). &lt;br /&gt;
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Also, do note the lack of last names, which is expected, since Tau society pretty much have no institute of a family, with children being raised in centralized facilities apart from their parents. As a Tau grows, moves through ranks and achieves the respect of their comrades their name changes appropriately, switching the rank part, adding new nicknames and sometimes dropping the old and outdated ones. For example, when Farsight was still a lowly fire warrior, his name was &#039;&#039;&#039;Shas&#039;La Vior&#039;La Shoh&#039;&#039;&#039; (Fire Caste Private of the Hot-Blooded sept Inner Light), and at the &amp;quot;present days&amp;quot; &#039;&#039;&#039;Shas&#039;O Vior&#039;La Shovah Kais Mont&#039;yr&#039;&#039;&#039; (Fire Caste Commander of the Hot-Blooded sept Farsight Skillful Blooded). How the fuck Tau bureaucracy is able to keep track of their population with their names constantly changing is a mystery, but it seems they have no problem with that, probably because they just track ID numbers when names are too much of an issue like most sane people who work with databases.&lt;br /&gt;
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For the sake of convenience Tau often use shortened versions of names, almost always dropping the sept part and secondary nicknames, and if speaking within one caste the caste part too, so in the case of Farsight other fire warriors could refer to him as O&#039;Shovah, while for example an Ethereal would call him Shas&#039;O&#039;Shovah (assuming Farsight allows this; given his seething hatred of Ethereals he&#039;s the type who&#039;d force them to use his full name out of spite). Humans and other non-Tau often get this system wrong and shorten the names in a ways that make little sense: for example, Imperium&#039;s Taros invasion force thought the Taros&#039; chief Ethereal&#039;s name was Aun&#039;El, which was only his caste and rank, and as the book was mostly written from the Imperium&#039;s standpoint, we still don&#039;t know what his actual name was.&lt;br /&gt;
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One final stroke of Tau naming is that as they abandon their true (birth) names it makes them even more resistant to sorcery and daemonic powers that often require the target&#039;s true name to amplify their effect or even make the spell work at all.&lt;br /&gt;
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===Psychic/Chaos Defenses===&lt;br /&gt;
Tau as a species are comprised of psychic blunts, they cannot produce psykers and have limited innate resistance to some forms of psychic powers and daemonic bullshit. People often mistake this resistance to outright invulnerability, but in truth it&#039;s more akin to camouflage - Tau souls are so dim they are indistinguishable from the spirits of non-sapients at best, and at times they even blend in the psychic background of inanimate objects. This may have something to do with how unemotional Tau are, as some of the more passionate subjects in the fluff had been slightly affected by warp shenanigans like faint whispers and slight feelings of &amp;quot;wrongness&amp;quot; in places where humans freak out and try to run away immediately, while more calm and collected tau hadn&#039;t noticed anything strange. If for example a telepath tries to mind-rape a Tau or a daemon tries to posses a Tau they&#039;d find it hard to find a soul to target, but if they did manage to find it, there would be even less resistance than with regular humans. Sadly while this trait is often shown in the fluff, it does not affect Tau crunch in any way aside from  their total lack of psykers.&lt;br /&gt;
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This innate defense is further strengthened by the Greater Good philosophy deeply indoctrinated into each Tau from childhood and (allegedly) reinforced by a subtle mind control if one were to believe in Ethereal Pheromones. Tau&#039;Va being the antithesis of all the creeds of Chaos makes Tau all but immune to its temptations, and only two Tau have ever actually fallen to Chaos: the Water Caste member Water Spider who was possessed by a Daemon of Tzeentch - although, rather amusingly, the Deamon forced Water Spider to become obsessed with the truth, something abberant to the Water Caste and hugely difficult for the Tau as a whole; and one [[Warhammer 40,000: Fire Warrior|Shas&#039;la Kais]]. (Though Kais is a contested point. The video game iteration of Kais was ultimately untainted and even allegedly grew up to be [[Shas&#039;O Kais]]. The much better novelization had Kais getting an assist from Khorne throughout his adventure, though he was permanently scarred by Khorne&#039;s influence and the conflict, [[Grimdark|leaving him permanently insane and hospitalized, unable to meaningfully respond to his friends and environment]].) That being said, the Tau have only just been exposed to the more material horrors of the galaxy; should they become jaded and start losing faith in the Greater Good (as inferred with giving up on indoctrinating certain species), well, that would be an entirely different situation. Their allies, including the Kroot, have been known to go all-in with Chaos worship &#039;&#039;(eating your enemies to get better at killing them? Khorne and Tzeentch approve)&#039;&#039;, although Tau seldom take culture from their allied races. &lt;br /&gt;
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8th Ed is here, and has confirmed that the Tau aren&#039;t immune to Chaos, just slightly difficult for Daemons to spot. When the Tau started the 4th Sphere Expansion with their new warp drives they didn&#039;t take a note from the Imperials&#039; tech and failed to invent the [[Gellar Field]] too, meaning they were fully vulnerable to the Warp&#039;s denizens. The entire experience was hilarious. First was the unpredictability of their warp drives (known as &amp;quot;slipstream technology&amp;quot; to them) that caused most of their expeditionary fleet to be destroyed due to unleashing massive tears in the fabric of reality, [[lulz|while being broadcasted to the Tau sept worlds, causing the Ethereals to rapidly evacuate their bowels as they scramble to censor the event for the wider populace.]] Those that weren&#039;t immediately torn up by the warp rifts were sucked into the Warp where a vast majority was either destroyed after drifting in the more unsavory parts of the Warp or by the various daemons mucking about.&lt;br /&gt;
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Contact was lost, but the Tau managed to find the survivors later, nestled into several worlds that were the original target for conquest. The Tau that survived, however, were acting weird. Some of them started shoving off the Greater Good, while some worshiped a voice that they claim to be the Greater Good itself (which may or may not be a warp entity), while some were outright driven insane. A disturbing trend about them was their total [[Imperium|xenophobia and brutality]]. Any non-Tau who wasn&#039;t driven off from the 4th Sphere colonies were murdered for [[Chaos God|something]] that was telling the survivors that the auxiliaries were the reason for their loss and torment due to their more powerful connection to the Warp, so killing all non-Tau was the only way to ensure the survival of the Greater Good.&lt;br /&gt;
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That being said, they&#039;re still hard for Daemons to see, considering that the Fourth Sphere dove into the Warp unprotected and &amp;quot;merely&amp;quot; got off with plain Chaos corruption when most people who try that shit critfails their [[anal circumference]] roll and either gets torn apart by daemon cocks or becomes [[Chaos Spawn|a Chaos spaaauuuughgghblblblbbl]]. The weirdest part though is that the Warp itself didn&#039;t really bother thing.  Daemons are one thing but the Warp itself fucks up anything unprotected.  That&#039;s just its nature, like if you get in water you&#039;ll get wet without protection.  But this event does still prove that the Chaos Gods can still influence the Tau with enough warp exposure, so it wouldn&#039;t be surprising if a few of them started going bughouse-nuts and began carving 8-pointed stars on their persons in the future. Especially with virtually the entire [[Death Guard]] and a large force of the [[Thousand Sons]] heading straight for the wormhole that links the Fourth Sphere colonies to the center of the Empire...oh wait GW just retconned that force out of existence when they realised the Tau might actually &#039;&#039;lose&#039;&#039; for once. The horror.&lt;br /&gt;
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...and funny thing about that - the 8E Daemons Codex does mention one Tau agri-world that was cut off from supplies eventually succumbing to the native faith revering a certain &amp;quot;Rainfather&amp;quot; - [[Rotigus]] Rainfather, a notorious [[Great Unclean One]].&lt;br /&gt;
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On the subject, let&#039;s not forget that some soldiers are supposed to [[Lovecraft|be driven insane just by looking at the more horrific daemons]] like Great Unclean Ones. Their immunity to this is probably GW incompetency as usual, Matt Ward/Phil Kelly levels of plot armor, or a combination of both.&lt;br /&gt;
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==Alliances==&lt;br /&gt;
[[File:Illus4.jpg|280px|right|thumb|Unfortunately for some [[Slaanesh|deviants]] [[Extra Heresy|and heretical elements on]] [[/tg/]]. [[Not as Planned|This is what an actual canon Tau Female looks like.]] No boobs, no curves, no ass, no redeeming qualities other than having a face of your grandmother and the nose of a mutilated vag. Know the alien. Hate the alien. Purge the alien. The Emperor Protects! &amp;lt;s&amp;gt;This is an Ethereal though, so the other castes should be fair game.&amp;lt;/s&amp;gt;]]&lt;br /&gt;
{{MattWard}}&lt;br /&gt;
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In 6th edition, Tau are notable for being one of two factions (the other being Imperial Guard) who can ally with anyone except for &#039;Nids. Yes, this includes [[Wat|both Chaos Space Marines and Chaos Daemons,]] although, according to the Farsight Enclaves supplement, Farsight rebelled because the Ethereals understand the existence of Chaos on some level, but keep it suppressed from the general populace so they&#039;re not entirely screwed. [[Emperor|That sounds vaguely familiar]]... it is probably going to end [[Horus Heresy|about as well]] (although due to cultural differences likely in it&#039;s own distinct way); all of this is, of course, assuming that the &#039;nids don&#039;t NOM everything before the Tau get the opportunity to fuck their own shit up.&lt;br /&gt;
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Their current level of naïveté leads to a few... &#039;&#039;interesting&#039;&#039; alliances, to say the least.&lt;br /&gt;
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First off, Tau &#039;&#039;can&#039;&#039; ally with [[Ork]]s, even though fluff-wise they are viewed as enemies of the Greater Good to be purged wherever encountered. Smaller Ork warbands (mostly [[Blood Axes]]) frequently act as mercenaries, of course, so the Tau might use them in that capacity. Plus, there might be fluff changes coming up (most notably, it was rumored that the [[Gretchin Revolutionary Committee]] would return in the new Orks codex; they, of course, would get along quite well with the Tau).&lt;br /&gt;
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They are also battle brothers with both the Space Marines and Eldar, which has caused a large amount of headscratching on /tg/. The Eldar make a modicum of sense; after all, the Eldar most likely had a hand in their synthetic evolution and the creation of the Ethereals, and the Eldar are well known for being expert manipulators. A Tau-Space Marine alliance, though, would be odd, to say the least, since Tau and Space Marines are always going at it in the [[fluff]]. Of course, a minor [[Space Marine Chapter|chapter]] could always find an alliance with the Tau, or even [[Heresy|join the Greater Good]], but that seems far-fetched at best. Old fluff from back in the 3rd edition codex tells a story of a Tau commander letting an Apothecary remove the aul glands from dead Marines, establishing that the Tau are honourable warriors in the minds of this particular chapter. Isn&#039;t too hard to guess that someone at GW felt the battle brothers thing was a bit of a head-desk move, so they tried to fix it.&lt;br /&gt;
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The weirdest part, though, is that Tau &#039;&#039;aren&#039;t&#039;&#039; Battle Brothers with the Imperial Guard, despite (or maybe because of) the existence of [[Gue&#039;vesa]] (Imperial Guard defectors).&lt;br /&gt;
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7th edition corrected all of this for the Tau, making them only battle brothers with themselves and certain allies of convenience, like Necrons and the Eldar, while the rest are desperate allies or, in the case of daemons and &#039;Nids, Come the Apocalypse. This effectively &amp;quot;fixes&amp;quot; the issue from the point of view of a butthurt puritan while still allowing for those who bought Tau models to include them as allies in their games.&lt;br /&gt;
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8th edition totally destroyed any chance of Tau having allies in matched play games. Taudar is dead, thank fuck.  It&#039;s almost like going around attacking everyone who refuses your offer of pseudo-enslavement is a bad way to make friends.  Especially when you can&#039;t back it up.&lt;br /&gt;
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==Tau Member Races==&lt;br /&gt;
[[File:Dynamic entry by majesticchicken.jpg|right|thumb|550px|Look up fuckers! You&#039;re invited to the latest imperial party and we&#039;re not taking &amp;quot;no&amp;quot; for an answer!]]&lt;br /&gt;
The Tau are the only faction that willingly accept other races into their ranks. Typically, the races are extended a hand from the Water Caste first, and if they still pose a problem or otherwise refuse to be reasoned with, the Fire Warriors are sent in. It should be noted that tau usually are not in haste of annexing the world, and if the aliens don&#039;t want to join right now but aren&#039;t immediately hostile and open to trade, Water Caste would slowly but surely convert them into a Greater Good to the point that one day they themselves would ask to join the Empire. The species, when annexed or conquered, are usually allowed to keep their planet, but must answer to the authority of the local Ethereal and possibly the local Shas&#039;o. Most of them are fluff and don&#039;t show up on the tabletop, but it would get a little ridiculous if you could purport to play a &#039;single&#039; 40k race that included, like, twelve different races.&lt;br /&gt;
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* Demiurg - &amp;lt;s&amp;gt;[[Squats]] reborn.&amp;lt;/s&amp;gt; NOT ANYMORE the Squats are back and not Demiurg at all! They are a race of space-faring miners specializing in ionic weaponry who serve the Tau with their engineering and mining abilities. They make an appearance in Battlefleet Gothic: Armada though, so that&#039;s nice.&lt;br /&gt;
* Galgs - NOT FROG/TOAD people, big internet snaffu here. They have tentacles and chose not to fight the Tau when they realized they&#039;d get steamrolled by the Fire Caste.&lt;br /&gt;
* [[Gue&#039;vesa]] - Humans who have not only defected to the Tau, but chosen to take up arms and fight alongside them to serve the Greater Good. Rules for them are found in [[Forge World|Forge World&#039;s]] Imperial Armour Volume 3. (If the current trend goes on we may see Sisters join up with the Tau, &amp;lt;s&amp;gt;which might be an improvement for the Sisters.)&amp;lt;/s&amp;gt;{{BLAM}}{{BLAM|HERESY!}} They also have planets that have generations of humans that have never known the Imperium.&lt;br /&gt;
* Hrenian - Alien mercenaries employed for their skills as light infantry. No other information available. Probably [[Lizardmen#Skinks|Skinks]] In Space.&lt;br /&gt;
* Ji&#039;atrix - A spacefaring race. No other information available. (Dammit, GW [[Writefag|writefags]].)&lt;br /&gt;
* [[Kroot]] - Predatory gene-assimilating avian humanoids. They are the first alien race to be actively recruited by the Tau as mercenaries, and are so regularly hired that they have officially progressed to being considered Auxiliaries of the Tau forces. They have colonization rights and can &#039;kroot-form&#039; planets.&lt;br /&gt;
* [[Vespid|Mal&#039;kor]] - Insectoid aliens, also known as Vespids, who are native to a gas giant planet within the Tau Empire. Serve as Auxiliaries and are considered in extremely high regard by the Fire Caste. They have colonization rights too.&lt;br /&gt;
* Morralian - Also known as &amp;quot;Deathsworn&amp;quot;. No other information available.&lt;br /&gt;
* [[Nicassar]] - A voidfaring race of [[psyker]]s and the only psychically-gifted species in the Tau Empire. The Tau have carefully hidden them away from the Imperium due to their (actually justifiable) psyker-phobia. Were the second alien species to join the Greater Good and have been described by the Deathwatch as an Alpha threat because they can empathically create memories in even Space Marines (can make them think they remember their mother&#039;s face for example). [[Tzeentch|Described as having big, bird like heads with beaks.]]&lt;br /&gt;
* Ranghon - No information available. No relation to these [[Rangdan Xenocides|guys]].&lt;br /&gt;
* [[Tarellian]] - These guys are basically [[Lizardmen#Saurus|Saurus]] IIIIN SPAAAAACE!!!!!! Not really part of the Empire, but rather mercenaries who will gladly fight humans and Tyranids on the cheap since the Imperium virus-bombed their home world and the Tyranids nommed their biggest colony.&lt;br /&gt;
* Poctroon - The first sapient species to be found by the Tau, [[wikipedia:Siege of Fort Pitt|they were &amp;quot;accidentally&amp;quot; driven extinct by Tau smallpox]], and their planet just by coincidence was a great place to set a Sept World; Bork&#039;an.&lt;br /&gt;
* Nagi - Brain worms that, due to their horrific appearance and inability to communicate, were attacked by the Fire Caste. They managed to sort it out, though, and now they work with the Ethereals as advisors (because having brain worms about as &amp;quot;advisors&amp;quot; isn&#039;t a bad idea or anything). They have been shown in a few books so far, and were involved in a &amp;quot;mind-rip&amp;quot; (guess outright calling it &amp;quot;rape&amp;quot; was too much) of a space marine POW, while being so self-righteous and smug about their mental superiority they could give Eldar a run for their money. Apparently they can also at least perceive the Warp (which they call &amp;quot;extra-dimensional space&amp;quot;), and probably manipulate it as well, and know enough about it to outright refuse to go anywhere near demonically-tainted Agrellan when the Tau invaded it.&lt;br /&gt;
* Ji&#039;atrices, Morralians, or Ranghons are probably other Warhammer Fantasy Races In Space, such as [[Lizardmen#Kroxigor|Kroxigors]] or Trolls, given the overall tendency of the Tau to incorporate Fantasy races missing from 40k.&lt;br /&gt;
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The usually genocidal actions of the other races, most notably the [[Imperium]], also serve as a motivating factor for less-powerful races to join the Tau. While the Tau do seem a minor threat to the Imperium now, if the current policy continues, there will be more and more races joining up with the them if for no other reason than avoiding [[Exterminatus|extermination]]. Of course, the Tau are just coming to realize how vast and powerful the Imperium really is, and while a lot of their member races really &#039;&#039;are&#039;&#039; the victims of crazy, evil, fascist extermination protocols.  Sort of.  Usually, the Imperium is entirely justified, though.  Any species that the Imperium has no actual reason to wipe out is made a protectorate species, an ally, or allowed to be neutral by the Imperium or just plain ignored (which is usually the case, as many Imperial worlds have alien populations that nobody cares about and may even be traded with under careful regulation and supervision).  The Tau were probably going to be wiped out due to the Eldar&#039;s involvement with them.  An extermination attempt proven to have been justified judging by the number of Imperial worlds the Tau have conquered and the humans they&#039;ve murdered.  Even so, there&#039;s always the chance that a species responsible for a &amp;quot;Hell World&amp;quot; or &amp;quot;Nightmare World&amp;quot; might join up with the Tau, and the damage might be done before they realize their mistake...Good thing they haven&#039;t done anything stupid like leave a psychic species ali- oh wait.  Well, at least they don&#039;t have Warp-sensitive brain worms in close proximity to their lead- oh wait...welp, they&#039;re fucked.&lt;br /&gt;
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==Skub, controversy and hurt-butts==&lt;br /&gt;
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Twelve year old [[fluff]] (from &#039;&#039;[[Dawn of War]]&#039;&#039;, supported by [[Deathwatch]] supplements describing Achillus Crusade) has them controlling population growth and habitation of the rebelling humans on Kronus once they come under the rule of the Tau Empire (this is a rumor) (keep in mind the humans were once at peace with the Tau and then became hostile) (to be fair though, had it been anyone else they were revolting against, including the Imperials, those humans would be dead, [[Grimdark|most likely the slow and painful way, or even suffer such a terrible fate as to wish for death]]). &lt;br /&gt;
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The Tau have a few hundred planets after a handful were eaten by Tyranids (discounting allied held worlds and worlds with little to no inhabitants on them). Despite this, fanfiction writers who somehow got hired by GW and Tau fans alike have this strange habit of treating them like a major faction. For instance, a galaxy ruling combined empire with the Imperum and Eldar usually includes the Tau because the writer doesn&#039;t realize the Tau are one of the smallest, most insignificant minor species in the galaxy. This isn&#039;t to insult them, they can always get stronger; it&#039;s just the plain truth, currently that is. The setting stretches millennia, so who knows how far they can go, hopefully they&#039;ll become more and grow experienced as time goes on assuming the setting doesn&#039;t fall into constant grind never proceeding to the next year for decades &#039;&#039;again&#039;&#039;.&lt;br /&gt;
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One of the more hateful aspects of the Tau is that Games Workshop feels the need to make them seem viable as an army by having their power fluctuate wildly, for example, the Tau can easily subjugate Imperial Hive Worlds and deport its population so easily that it doesn&#039;t even get a footnote. You know, those planets in which the population of a single city shocked an Tau ambassador because &#039;&#039;the city&#039;s population was greater than the entirety of the Tau species&#039;&#039;? Imagine entire planets of those cities, cities in which everyone is an experienced killer (which is why Space Marines love recruiting from Hive Worlds), armed and ready to fling themselves at any invading xenos to purge them with extreme prejudice. These are the same worlds whose PDF is large enough to enforce Imperial rule, and so contribute massive numbers of Imperial Guard (on top of having their own substantial forces). &lt;br /&gt;
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As an example of this, take the Battle of Mu&#039;gulath Bay, known as the Battle of Agrellan to the Imperium. This was a fight over a Hive World which the Tau won, how?  Using Riptide Battlesuits. According to GW, the Riptide&#039;s armor was impervious to nearly all anti-armor weaponry (lascannons, krak missiles, and heavy meltas are a threat to Baneblades and knights and heavier stuff can even threaten Titans, so we know this is bullshit). The kicker though, is that &#039;&#039;&#039;&#039;&#039;Deathstrike Missiles&#039;&#039;&#039;&#039;&#039; &#039;&#039;did nothing&#039;&#039; when its shields were active. You know, the missiles &#039;&#039;&#039;&#039;&#039;Titans are afraid of&#039;&#039;&#039;&#039;&#039; and can vaporize armies? And can use Titan-killer warheads? &#039;&#039;&#039;Those Missiles&#039;&#039;&#039;. This is but one example, another goes back to the Taros campaign in which a Tau stronghold was mysteriously unable to be blown to hell by sustained bombardment from Colossus mortars and then the Tau &#039;&#039;sallied out&#039;&#039; to engage the Imperial forces and won. In addition, a lot of fights are won by their opponents being uncharacteristically stupid, for example in both the Taros Campaign and the Battle of Agrellan the Imperium suddenly forgets how to defend itself and its supply lines during the second [[Damocles Crusade]] and engages the Tau using formations and tactics that cater to the Tau in the extreme (this is especially egregious in the finale), [[wat|and even has an assassin forget to use her gun to instantly kill her target]]. Even the Marines aren&#039;t immune to this sudden stupefying aura, as we have Space Marine Terminators wielding storm shields were shot and killed because they were too busy telling each other to raise their shields up to block the Tau&#039;s shots [[derp|instead of raising their shields up to block the fucking shots.]]&lt;br /&gt;
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There were like three or four of these suits, by the way.&lt;br /&gt;
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There are numerous other things too. Such as conquering multiple Hive Worlds in which one city outnumbers their entire species and everyone is hyperlethal, armed, fanatical and specialized in their claustrophobic combat environments where Tau are helpless. The Farsight Enclaves defending &#039;&#039;conquered&#039;&#039; worlds instead of just defending actual Tau worlds. Farsight being spared by a Bloodthirster for no reason. Not being wiped out by the Skitarii&#039;s radium weapons. The special ammo Space Marines can use that ignores armor or goes through shields and armor not even being mentioned or used. Invisible Shadowsun ambushing and killing a Raven Guard Chapter Master.  Bravestorm somehow intercepting a Vindicare&#039;s bullet to save Farsight, and Darkstrider and his Pathfinders somehow finding and killing said assassin because he had a hunch that something was amiss (seriously). The list goes on and on, it&#039;s like Games Workshop made an entire faction for us to hate for being Noblebright, which pissed everyone off, so they changed the faction into &#039;&#039;Mary Sues&#039;&#039; instead.  They don&#039;t even have Warp fuckery to blame for it either, since the Tau have a tiny Warp presence.  At least if they were human fanatics GW could claim their faith did it, which would be &#039;&#039;slightly&#039;&#039; more believable than some flavor of &amp;quot;They&#039;re just that good.&amp;quot;&lt;br /&gt;
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Heck, they even [[Bullshit|cracked the Codex]] to know every move the Astartes adherent to it would make and pre-empt them.  Even though not even Primarchs or Chaos or any other enemy has managed that in ten thousand years of constant war.  There’s probably counters to counters in the Codex and it probably loops in on itself to ensure Astartes are always ahead.&lt;br /&gt;
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==In a Nutshell==&lt;br /&gt;
{{HurfDurf}}&lt;br /&gt;
;&#039;&#039;&#039;The Stated Reason Why People Hate Tau&#039;&#039;&#039;&lt;br /&gt;
Weeaboo space confucianists — not grimdark enough.&lt;br /&gt;
;&#039;&#039;&#039;The &#039;&#039;Real&#039;&#039; Reason Why People Hate Tau&#039;&#039;&#039;&lt;br /&gt;
{{Powergamer}}&lt;br /&gt;
Until the edition update, this would, most assuredly, be [[Fish of Fury]]. Fuck, even most Tau players felt this was bullshit. That and T&#039;au are consistently considered [[Cheese]] by casual players who bitch and moan about how their army got blown off a featureless table by a Tau&#039;Dar list in 6E and how you are [[That Guy]] for using them. Even though your T&#039;au got nerfed into oblivion in the subsequent three editions and by 9E they are strictly bottom-tier.&lt;br /&gt;
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Post-edition update, it was that certain [[Matt Ward|undesirables]] felt that they were trying to take the mantle of the 40K universe&#039;s &amp;quot;rightful&amp;quot; Imperial protagonists. And because they are not [[Choppa|choppy]] enough. And then 6th Edition codex came, and Tau became one of the shootiest armies in the shootiest edition ever, not to mention their ability to bitchslap cheesmongers, having straight counters against any of the Wardex bullshit. When the 7th edition came out they became overpowered AF and they took the title as the cheddar cheese of Warhammer.&lt;br /&gt;
More generally, the Tau battle philosophy is &amp;quot;deny your opponent the chance to interact with you,&amp;quot; which is a good philosophy for real soldiers but can make for frustrating or uninteresting gameplay.&lt;br /&gt;
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Of course there&#039;s also the fluff side of things, and as mentioned above the Tau are given massive amounts of plot armour compared to everyone else in the setting, even the Space Marines which should give you an idea of how ludicrous it is. To use some examples and keep it short, The Tau have comparatively slow non-warp travel that would &#039;&#039;&#039;LOGICALLY&#039;&#039;&#039; mean the Imperium and everyone else have a gigantic advantage in space combat and logistics, never mind hit and run tactics, yet after the first few retcons of the Damocles Crusade this stopped being an issue. Even in cases where the Tau are stuck in a planet engulfed in a burning nebula that it&#039;s established they cannot fly through, they just go back home by flying through it. Add in battlesuits that are immune to anti-titan weaponry, the capability to conquer (in one day no less) and deport a hive world, where one human hive city has more humans than the entire T&#039;au race and you start to see some issues. Not to mention that despite now having billions/trillions of Humans in the Empire they seemingly have zero problems with untrained psykers being corrupted or chaos cults that force the Imperium to be the arseholes they are.  &lt;br /&gt;
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And of course none of this is even touching the fact that beyond some minor inconsequential skirmishes and battles that barely warrant wiki pages they have never lost a &#039;&#039;&#039;major&#039;&#039;&#039; war/battle, the worse fate they suffer being a stalemate, a stalemate which eventually transforms into a victory when the Imperium withdraws its forces to other theatres of war where they are desperately needed and the Tau just roll in and accomplish what they wanted anyway. This trend was almost mercifully reversed with Shadowsuns desperate stand against the Death Guard and the Tau Empire seemed to have actually faced its first defeat and setback with the battle lost and Shadowsun missing. But this was seemingly ignored/retconned when she turned up no worse for wear a few years later to, you guessed it, subjugate more Imperial worlds with little issue or opposition. And what happened to the Death Guard? They just mysteriously &#039;vanished&#039;. i.e. GW wrote them out of existence. &lt;br /&gt;
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Listing the rest of the insane lore armor and other [[skub|interminable list of other assorted stupidities]] that would require their own separate page just to cover them all. Suffice to say for those who are more interested in the fluff their blatant titan grade plot armour can become somewhat infuriating. &lt;br /&gt;
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;&#039;&#039;&#039;A Real Reason Why People Like Tau&#039;&#039;&#039;&lt;br /&gt;
The one race that isn&#039;t being a wall of dicks. If the Tau are trolling done by Games Workshop, then the target of said trolling was any fatbeard that needs a constant supply of grimdark to stay alive. Of course, the mind-influencing pheromones they use to conquer new worlds and their psycho-indoctrination mass re-education facilities will just have to be ignored if you don&#039;t want destroy your wishful thinking for a half-way decent faction to exist in 40k. But people have always been good at ignoring shit that doesn&#039;t fit into their perceived image of something. Though even considering those, it&#039;s saying something that they&#039;re &#039;&#039;still&#039;&#039; the nicest faction in 40k; they&#039;re just an awful oppressive empire, rather than a hyper-ultra terribad megadeath awful xenocidally oppressive empire, or some flavor of omnicidal maniacs&amp;lt;s&amp;gt;, or Eldar&amp;lt;/s&amp;gt;.&lt;br /&gt;
;&#039;&#039;&#039;Another Real Reason Why People Like Tau&#039;&#039;&#039;&lt;br /&gt;
Unlike many other races in 40k, the Tau are capable of fitting into many other sci-fi universes without much trouble, such as &#039;&#039;[[Star Trek]]&#039;&#039; where they would be at home alongside other peaceful yet tyrannical Factions like the Federation. Compare that to the Necrons or Eldar which would be both Roflstomps and completely different from all other groups in that Universe (though they might fit in &#039;&#039;[[Doctor Who]]&#039;&#039;).&lt;br /&gt;
;&#039;&#039;&#039;The Real Reason Why People Play Tau&#039;&#039;&#039;&lt;br /&gt;
Arguably have the most powerful guns in the game. Often twin-linked. Often on cool-looking robot battlesuits. [[meme|Also markerlights]]. Also [[Riptide|RAPETIDE]]. Tau players may also have a tendency towards sadism.&lt;br /&gt;
;&#039;&#039;&#039;A Solid Reason People Don&#039;t Play Tau&#039;&#039;&#039;&lt;br /&gt;
They&#039;re fucking expensive. Seriously. On a points-per-pound level, they cost more than any other (plastic) army (we haven&#039;t even mentioned the financial aspect). This is doubly true if you like battlesuits, but of course you do because you&#039;re playing Tau.&lt;br /&gt;
;&#039;&#039;&#039;A Solid Reason People Do Play Tau Despite that Solid Reason Why They Wouldn&#039;t&#039;&#039;&#039;&lt;br /&gt;
Tau armies are one of the easier choices to paint.  They&#039;re not quite on the level of the Custodes, but with dark inner mechanicals and bright armor panels, it&#039;s not difficult to make a battlesuit mini look good with novice painting skills.&lt;br /&gt;
;&#039;&#039;&#039;Helping Necrons? Or are they Necrontyr descendants?&#039;&#039;&#039;&lt;br /&gt;
An often overlooked issue is that Tau have almost no warp signatures, just like Necrons, hate Warpspawns and Warp in general (despite the fact that in 6E they can work with them...I just...I don&#039;t...WAAAARD!!!), just like Necrons, have the exact same skull shape, stature and short lives, and the overwhelming need for Technology and beam weapons, JUST LIKE NECRONS. [[GW]] may have planned a race that simply prepares a pacified, multiracial galaxy for Necrons to feast upon, supported by Ethereals that have a C&#039;tan phase blade. Then there is a reference of &amp;quot;dark seed in east&amp;quot; by the Deceiver, so the tricky C&#039;tan might give Tzeentch the finger in the [[JUST AS PLANNED]] competition. Or maybe GW just has so little creativity that they simply made a new civ conforming to an Old One&#039;s standards without knowing it. Given that recent murmurs have suggested that something absolutely massive is in the works at GW, &#039;&#039;anything&#039;&#039; could be possible, though past experience has led us to believe that it will simply be a Tau wearing a silly [[hat]].&lt;br /&gt;
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==TL;DR==&lt;br /&gt;
&amp;lt;s&amp;gt;The good guys&amp;lt;/S&amp;gt;&lt;br /&gt;
High-tech, Mech-loving alien race who are the &#039;&#039;least&#039;&#039; [[grimdark]] of factions. Can&#039;t melee for shit but can blow you back to the stone age with ranged weaponry if you have the misfortune of being downrange. You will either love them or hate them because of all this, and many neckbeards do feel the [[butthurt]]. For some reason Tau females are [[/d/|awkwardly sexualized]] by a non-insignificant minority of fa/tg/uys, which has shown up in some draw- and writefaggotry. As the saying goes: &amp;quot;You can&#039;t spell TAUNT without TAU.&amp;quot;&lt;br /&gt;
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== Warhammer Fantasy ==&lt;br /&gt;
Unlike most other factions in 40k, Tau have no clear antecedent from [[Warhammer Fantasy]]. Some think the anime influences and rapid industrialization/militarization point towards Nippon; others feel the caste system might be related to the Kingdom of Ind. However, neither faction has ever been explored in great detail (or any detail at all), so it&#039;s impossible to say whether Tau are similar to those factions; instead, we must compare to the real-world equivalents of the Old World nations. Slightly more controversially, there are elements of Cathay (which is the Anglicized word for China back in the British Empire heyday, so yes) in the Tau. Cathay has been described as being technologically advanced (at least on par with the Empire), including terra-cotta automaton warriors (which the Chinese definitely used to make to pay homage to the First Chinese Emperor&#039;s over inflated ego, more than a millennia ago), although such comparison is stated by some to have [[Skub|already been implemented in the characterization of the Eldar and thus, is considered as &#039;&#039;seriously&#039;&#039; stretching up a notch.]]&lt;br /&gt;
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More recently, some have connected the Tau and their subject races to other factions in Fantasy. The rapid evolution of the Kroot and their overall savagery is (somewhat) similar to the Gors of the Beastmen (although the Beastmen are in the 40k universe themselves). The Tau also, through a funny set of coincidences, have a lot in common with the Empire of Sigmar. This is because the Imperium was originally &amp;quot;the Empire in space&amp;quot; (both are less concerned with a unified government structure so long as everyone pays their taxes, for better or for worse) and in books with less plot armor the Imperium and the Tau find they have a lot in common on a political level (the same thing that lead to Richard Nixon shaking hands with Mao Zedong during the Cold War). Thus coincidentally the Tau and the Empire ended up with the same xenos-friendly viewpoint. Others compare them to dwarves: dwarves don&#039;t use Chaos magic, are short, technologically advanced, kinda casty and blue (understood in many countries as &amp;quot;hopelessly drunk&amp;quot;) basicly all the time. Tau don&#039;t use Chaos warp magic, are short, technologically advanced, very casty and blue all the time (in regards to skin colour). Both also get seriously grudgy and angry when you piss them off.&lt;br /&gt;
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==Trivia==&lt;br /&gt;
[[File:Tau Ripoff.jpeg|thumb|right|300px|FOR THE [[Blood Ravens|GREATER THEFT]]!]]&lt;br /&gt;
* Some have said that Tau resemble the protagonist KYNE from the Amiga video game Brataccas, which was released in 1986. Tau were first added to Warhammer 40k in late 2001. Some would dismiss this as coincidence, but Games Workshop has a long history of ripping off designs from other games; [[Beastmen]] are [[Broo]] from [[Glorantha]], very large chunks of 40k are a little too similar to [[Judge Dredd]], and all of the Greater Daemon model designs are stolen from early [[Dungeons &amp;amp; Dragons]]. These properties are understandable as Games Workshop was still selling games of those IPs when Warhammer was first created, but Brataccas is an obscure game from a forgotten system that was quite forgettable even at release, even if Amiga games tended to get fantastic cover art. This being said another of GW&#039;s early products was also puzzles of of this style of &#039;70&#039;s/&#039;80&#039;s Sci-Fi art. The Tau cast system does resemble the Protoss caste from [[Starcraft]], which predates the release of the Tau by 3 years... You have the Templar (Fire/Air Castes) Judicators (Ethereals + Water Castes) and Khalai (Earth Caste). In addition to a rogue sub-caste in the Dark Templar (Farsight Enclaves). This is Ironic considering that GW originally was making a deal with Blizzard to make games based on their properties. GW asked too much/Blizzard didn&#039;t like the terms and left... to make Warcraft and Starcraft. Starcraft would have become a Rogue Trader RTS. It was probably a mistake on GW&#039;s part, as they REALLY missed out. Stealing the Tau from the Protoss was probably done because GW was still salty. Alternatively, Protoss were always intended to be Eldar in the 40K interpretation of Starcraft and any similarities to the Tau are coincidental. Which is then funnier when you realise the Protoss are based on the Eldar that the Eldar are ripped off of Tolkien and that the Eldar supposedly helped push/create Tau society.&lt;br /&gt;
* Tau are technically canon to the Marvel Comics universe, as the series Venom: Space Knight repeatedly used Tau vehicles for aliens in the scenery. In fact, they have the balls to even keep the Tau Sept symbol! Also, you can see what appears to be a Eldar tank, as well as a Necron. The irony of the ripoff masters Games Workshop getting ripped off is juicy, even more so when its realized that lawsuit-happy Games Workshop (who literally tried to copyright &amp;quot;pauldrons&amp;quot; while they plagiarized Eldar from Tolkien and had prior contention between [[Malekith|two very similar Dark Elf characters of theirs who even shared the same name]]) couldn&#039;t do shit about it because Marvel is owned by Disney, and nobody beats The Mouse™.&lt;br /&gt;
** GW and Marvel/Disney settled out of court. A bit sad, a true battle between Daredevil and She-Hulk versus the Ordo Legalitus would have been cool. Interestingly this deal ended with GW and Marvel publishing several 40k comics, starting with a [[Marneus Calgar]] comic in 2020 and a [[Sisters of Battle]] comic in 2021, so the Tau might be canon again after all...&lt;br /&gt;
&lt;br /&gt;
==Notable Tau==&lt;br /&gt;
===[[Canon]]===&lt;br /&gt;
*[[Aun&#039;Va]]&lt;br /&gt;
*[[Aun&#039;Shi]]&lt;br /&gt;
*[[El&#039;Myamoto (Sub-commander Darkstrider)]]&lt;br /&gt;
*[[Shadowsun|O&#039;Shaserra (Commander Shadowsun)]]&lt;br /&gt;
*[[Farsight|O&#039;Shovah (Commander Farsight) and The Eight]]&lt;br /&gt;
*[[Commander Puretide]]&lt;br /&gt;
*[[Shas&#039;o Kais]]&lt;br /&gt;
*[[Commander Or&#039;es&#039;Ka|Shas&#039;o Or&#039;es&#039;Ka]]&lt;br /&gt;
&lt;br /&gt;
===[[/tg/ 40,000]]===&lt;br /&gt;
*[[Blue]]&lt;br /&gt;
*[[Faptau]]&lt;br /&gt;
*[[O&#039;ren I&#039;shi&#039;ii]]&lt;br /&gt;
*[[Shlicktau]]&lt;br /&gt;
*[[Xeno]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[File:Marvel Tau.jpg|thumb|right|250px|FOR THE GREATER GROOT!]]&lt;br /&gt;
* [[Nicassar]]&lt;br /&gt;
* [[Sept V&#039;iet]]&lt;br /&gt;
* [[Tau Quest]]&lt;br /&gt;
* [[Warhammer 40,000: Fire Warrior]]&lt;br /&gt;
* [[Tau Dark Heresy]]&lt;br /&gt;
* [[Warhammer 40,000/Tactics/Tau (9E)|Tactics on how to play them.]]&lt;br /&gt;
* [[Tau Cadre Creation Tables]]&lt;br /&gt;
* [[Codex_-_Tau_Auxiliary]]&lt;br /&gt;
* [[Tau Diplomacy]]&lt;br /&gt;
* [[If the Emperor had a Text-to-Speech Device|&amp;lt;strike&amp;gt;Love Can Bloom 3:Golden Shadowsun&amp;lt;/strike&amp;gt; NON-CANON FANFICTION GARBAGE]]&lt;br /&gt;
&lt;br /&gt;
==External Link==&lt;br /&gt;
Tau Lexicon: *[https://drive.google.com/file/d/1eaLKLz0jdBTk24QSJrc5GSjNZzPzUZF9/view?usp=sharing]&lt;br /&gt;
*[http://www.youtube.com/watch?v=VrHhS5IkRR0 A Typical Tau-Human conversation.]&lt;br /&gt;
*[http://www.youtube.com/watch?v=EbuPaCgdO50 Should one of your Tau actually kill anything tougher than a guardsman in melee, you are allowed to end the game in victory as long as you play this clip.]&lt;br /&gt;
*https://www.youtube.com/watch?v=mhXCQFxGqMM Theme of the T&#039;au Empire. Admittedly, its actually pretty amazing, all things considered.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Tau1.jpg|Stealth suits are :3&lt;br /&gt;
Image:Firewarrior.gif|Fire Warriors are :3 too&lt;br /&gt;
Image:Tau Chibi Fire Warrior.jpg|Chibi, but not weeby.&lt;br /&gt;
File:TauGuela.jpg|Gue&#039;la.&lt;br /&gt;
Image:TauOrigin.jpg|Ohhh GW.&lt;br /&gt;
Image:Tau.gif|In 40k, everyones&#039; guns are huge.&lt;br /&gt;
Image:Tau Fire Warrior.jpg|A Tau Fire Warrior, the basic infantry unit.&lt;br /&gt;
Image:Tau Firepower Demotivator.jpg|The sad truth of 6th edition.&lt;br /&gt;
Image:combine.jpg|In /tg/, tau are the bad guys.&lt;br /&gt;
Image:Itsyourempiretoo.png|Propaganda. [[Nazi|Sound]] [[Communism|familiar?]]&lt;br /&gt;
Image:Never shall the tau!.JPG|Surrender... never shall the Tau.&lt;br /&gt;
Image:Tauassault.jpg|Tau are vicious melee fighters, no less able than [[Space Marines]]!&lt;br /&gt;
Image:1234622525817.jpg|In hindsight, attempting negotiations with Orks was probably a bad idea.&lt;br /&gt;
Image:Tau Problem, Astartes.jpg|What&#039;s that? We&#039;re not grimdark enough for you, Neckbeard?&lt;br /&gt;
Image:Tau Sympathizer.jpg|The Imperial Infantryman&#039;s Uplifting Primer&#039;s entry on Tau players.&lt;br /&gt;
Image:Discotau.jpg|For the Greater Groove!&lt;br /&gt;
Image:Manta.jpg|Fun fact: if you have enough money to buy this, you have too much money.&lt;br /&gt;
Image:Tau cosplay2.jpg|Typical Tau player, engaging in typical Tau behavior. (Pretty badass cosplay, even got the hoof right)&lt;br /&gt;
Image:Tau Battlesuit vs Smurf.jpg|This Char Custom Battlesuit-clad Tau demonstrates his mastery of [[Weeaboo Fightan Magic]]. Also DYNAMIC ENTRY!&lt;br /&gt;
Image:E6abddad6c5999a1dbe6085d8614f051.jpg|Tau in close quarters combat barring some very lucky dice rolls.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
{{Promotions}}&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:TauKroot.jpg&lt;br /&gt;
Image:MARKERLIGHTS.png|MARKERLIGHTS!&lt;br /&gt;
Image:tau_firecleavage.jpg|Sweet [[Weeaboo|weeaboo]] [[Heresy|heresy]].&lt;br /&gt;
Image:Commissar Shadowsuns Goods by morganagod.jpg|DAT ASS.&lt;br /&gt;
Image:DAT_SHAS.jpg| A Fire Warrior appreciating DAT ASS.&lt;br /&gt;
Image:Tau ass.gif|A Greater Good we can all believe in.&lt;br /&gt;
Image:NOT FUCKING CANON.png| [[If the Emperor had a Text-to-Speech Device|THIS IS NOT FUCKING CANON!]]&lt;br /&gt;
Image:JoinTau.jpg|Some recruitment methodologies work better than others.&lt;br /&gt;
Image:Tau Chick.jpg|Few rarely seen Tau chicks. Maybe because Sisters are hotter.&lt;br /&gt;
Image:youtastefunny.jpg|Yeah, we all know the truth about their &amp;quot;greater good&amp;quot;.&lt;br /&gt;
Image:Subcommander torchstar by sexual yeti-d9qal0l.png|Subcommander Torchstar, Farsight&#039;s personal fangirl.&lt;br /&gt;
Image:Tau_caste_nudes.jpg|Earth, Fire, Water, Air...Ethereal?!? SWEET MOTHER OF KHORNE!!! MY EYES!!!&lt;br /&gt;
Image:Laughing tau whores.jpg|S-shut up you filthy sluts! Among my people it is considered quite a handsome dick!&lt;br /&gt;
Image:Power Shopping.jpg|It&#039;s a well-known fact that the Tau Empire has some of the best shopping in the entire galaxy.&lt;br /&gt;
Image:Taugirlpile.jpg|Here we see Tau propaganda meant to entice men with their terrible, blasphemous, and supple soft skin, smooth curves, perky brea...er...ah...heretical alien bodies.&lt;br /&gt;
Image:TauHuman.jpg|Indeed, many humans have already embraced the Greater Good. (The individual with the primitive flashlight has been sent to re-education. Happiness is mandatory, Citizen.)&lt;br /&gt;
Image:greatertits.jpg|An attractive human female defector who for some reason has been equipped with a highly modified commander&#039;s battlesuit, perhaps as a devious ploy to compel desertion by the less loyal.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
{{Tau}}&lt;br /&gt;
{{Tau-Characters}}&lt;br /&gt;
{{WH40k-Factions}}&lt;br /&gt;
{{40k-Governments}}&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Xenos]]&lt;/div&gt;</summary>
		<author><name>2600:1700:9756:490:5472:A1A3:9306:A738</name></author>
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