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All the stratagems, warlord traits (including for Kroot), relics and secondary objectives you’d expect from a 9th Edition book, plus Invocations of the Elements for Ethereals, who are Chaplains now.Crusade Rules, including rules for carving out your very own slice of the Empire.Prototype wargear rules, allowing you to hand out powerful upgraded weaponry and equipment to favoured models.Rules for constructing a Tau army, including overhauled Sept traits and powerful new versions of the tactical philosophies to reward you for spreading the Tau’va.Lore for the forces of the Tau Empire and some of their most notable luminaries.Tau now play as a dynamic combined-arms force, launching lethal lightning strikes to seize key positions and neutralise the opponent’s biggest threats, then leveraging their formidable defensive tools to secure positions until victory is assured. The good news is that there’s been some big changes to the faction, and they now play in a way that is much more engaging for both Tau players and their opponents. It was also one of the more limited codexes in that edition, with many of the faction’s iconic units being mediocre to outright bad. Those with memories of 8th edition Tau will probably remember that the promise of the fluff didn’t exactly end up being fulfilled on the table, with competitive Tau being possibly the most obnoxious example of the castled-up gunline approach – take your biggest guns, stick them all in a pile together with as many auras overlapping as possible, and roll dice until your opponent either goes away or manages to kill all your stuff.
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In a universe full of Lord of the Rings analogues fighting with swords, they’re powered by science and a rational desire not to be within chopping range of the other creepy weirdos in the galaxy.
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Instead the Tau fight with powerful, long-ranged guns, utilising graceful anti-grav transports and tanks as well as piloted battlesuits, stuffed full of sleek future tech. Nobody’s interested in performing the Sacred Rites of Initiation to power up a piece of barely-understood technology, and nobody is diving into melee swinging a gigantic power fist (well, ok, nearly nobody – we’ll talk about relics later). As implied in our introduction, Tau bring together two archetypes with a lot of appeal – units with an anime sensibility, and a style that is, for want of a better word, more “realistic” than most others in 40k.
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