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Warhammer 40k tau codex 8th pdf

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Results 1 - 25 of - NICE Codex: Tau T'au Empire 8th Edition - Warhammer 40k · 5 out of 5 GW Warhammer 40K Codex Tau Empire (6th Edition) SC NM. Although world after world has been subsumed under their control, the Tau believe it is only the start of their new unified order, the first steps of a long journey that. May 30, - 3++ 40K Strategies & Tactics Space Communists have now shared a complete look at the Tau Codex, including the all-important points cost. The changes made to this 8 points for 4 Shots S5, very mobile serious dakka.


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The 7th Edition Tactics are here. Because you like shooting and battlemechs, and being an optimist in a crapsack universe. And lots of overwatch. Just stay the fuck out of melee if you don't want to be tabled. Apart from a few special characters with predetermined septs, this keyword is entirely up to you for each unit. As of the revised Codex: Space Marines, many armies can now represent their lesser known chapter equivalents or create their own.

The Tau gain the ability to make bespoke Sept Tenets in The Greater Good by choosing two abilities from the list below:. This deserves its own section, due to its importance to the army. Lots of your units have Markerlights and when a unit is hit by a Markerlight, place a counter by it for the remainder of the phase.

Effects depend on the number of Markerlight counters on a unit, and are cumulative. In addition, Markerlight counters are no longer used up for their effects, so you can really pour focused fire onto a lit target - but make sure you actually do make use of them once placed, because they'll be gone at the end of the Shooting phase or the Charge phase if you're shooting them on Overwatch. Expect a lot of S5 AP0 weapons, with a couple of High damage low output weapons on the bigger units, all of which come with above-average range.

Another viewpoint: It really depends on the army you are facing. Secondary wargear for battlesuit type units, not usually worth replacing a weapon for, but can be when taken in addition to them.

Also known as your relics. Please note that you cannot give any of these to Kroot units. Although why you would want to give a relic to a Kroot Shaper is beyond me.

Like the Tyranids, instead of picking one Signature Systems, you can give any unit one of these, which will replace all of its equivalent weapons when available. Note that they aren't relics but you can use the multi-relic strat to generate up to 3 of these.

Likewise, none of them displace actual relics, so you can put a relic plus one of them on the same unit. Some of these affect all models in the unit, so all 10 of your Crisis Suits can gain bonuses. Consider this when sticking something on a single commander They are making less appealing options very appealing: Crisis Suits in all configurations, Railguns of all forms, and Ion Accelerators.

Thematically, Bork'an is the brains of the Empire. Few of the many great battlesuits in the hunter cadres would be as advanced as they are today without the innovations of this sept. Enlightened and hardworking, they ever aspire to create more technology to better serve both the armies and the citizens of the Greater Good.

On the tabletop, they play similar to any gunline, only they get bonuses to the range of their Rapid Fire and Heavy guns, further detering charges, and allow your weapons to have just that much ability to tap enemy units. Thematically, Dal'yth is the idealized version of the T'au'va's creed.

A world once infested with predators, through hardship, has been transformed into a world of plenty, where aliens of all kinds interact and trade, creating a boon of prosperity. Even in the light of the devastating Damocles Gulf Crusade they gave only inches, and have turned their hardship into reason to push harder and higher. On the tabletop, they play as a slightly beefier gunline, resisting light arms fire better with their armor saves and wiping out enemy opposition with their sudden surges, that while exposing them, also allow them to shock, surprise, and ambush their opponents.

Thematically, the Farsight Enclaves are patriot rebels, aspiring to the tenets of the T'au'va away from what they perceive to be the corrupt and tyrannical rule of the Ethereals. They are also highly aggressive, a trait born of necessity when the only support they have is each other and the few allies they have in the main Empire. On the tabletop, they play as a highly aggressive mobile attack force not unlike Eldar, subverting the ranged stereotype of the Tau with plenty of close range shooting tricks and even some melee tools.

Playing FSE means to always be on the offensive, potentially blindside an opponent expecting a static gunline. If you would do away with tau stereotypes and bring the fight to the enemy, then suit up with the Farsight Enclaves and redden the skies.

Thematically, Sa'cea is the most militant and disciplined of the Septs, where Fire Warriors and Pathfinders train for years in order to unneringly stand their ground against even the mightiest Monsters and war machines.

They are ever eager to expand the greater good, and have disciplined and well trained soldiers prepared to perform this task.

On the tabletop, they highly favor the use of low-volume shot weapons and low squads of regular infantry, allowing them to almost never fail morale and very reliably hit with those extremely powerful and valuable heavy weapons. Thematically, the T'au sept demonstrates the T'au beliefs to the fullest.

From the political ideals of T'au to their tactics, the T'au sept is the singular source for everything regarded as properly T'au. Having a great concentration on Ranged warfare and ways to make sure things keep far away, they are the building block of which every other sept in the T'au Empire is built, and have spawned many great heroes over the course of hundreds of years.

On the tabletop, they play like the classic gunline, blasting anything they see to pieces, and anything that tries to get close will very soon find that charging basically is a second shooting phase for you. You won't be moving much, and that's ok, because that is where your true beauty shines. Thematically, Vior'la are some of the most aggressive and reckless warriors in the Empire.

They are taught from birth to do one thing: move close as quickly as possible, and blast their enemies into paste. They are a tough people that come form an even tougher world, and produce some of the finest military minds ever known.

On the tabletop, they are a highly mobile combat force. They make use of lightning fast speed and powerful weaponry in order to let them outmanuever and shatter their opponents on highly concentrated gunfire.

If you want to use a homing beacon make sure to only use it for getting Farsight into charge Range. Equip the suits with 2 drones apiece, this part is not optional. Again, not optional. Now your Drones hit on 3's and the suits on 2's with rerollable 1's for both, and the Crisis suits reroll failed wounds.

You can even mount Fusion Blasters on the Crisis suits for particularly nasty targets. Anything that survives the Volley will probably be easy pickings for Farsight's Dawn Blade. If you can get another Commander with Fusion Blades in range, so much the better.

Shadowsun's Fortress : Take Shadowsun and set her in the middle of your castle for the double kauyon. This tactic is prefeably done with squad of three missilesides and as many riptides as can be placed around her. To optimise shooting be sure to place command and control node on the battlesuit unit that is shooting plus multi-spectrum sensor suite to remove cover.

Though your marker lights should be doing that anyways. Kroot Konga Line : Yeah, you can still do this. If you're unfamiliar with this classic, you take squads of Kroot at their maximum size then space them out across the board so that they are within 6" of all your units. When the enemy charges your Kroot everything with the range to do so fires overwatch against them. Do this with the Tau sept to hit on 5's. Flex Rich List : Buy a start collecting box, two more squads of fire warriors, Shadowsun, as many drones as you can get and a Ta'unar.

Your list should be a Superheavy Aux, Battallion and if you can squeeze one in, one more detachment that gives CP. Surrounded your Nar with Fire Warriors and Drones, have Shadowsun camp nearby, pop Command and Control every turn and soak in the salt.

At most you'll be rocking around points to customise to your local meta. Take Flamer suits to ruin anyone's dreams of a charge. Take Stealth Suits to actually bother to try and objective grab. Or just be that guy and run a riptide or Yvahra at the exact same time and ruin anyone's chances of living past turn three.

They are terrible Offensively in melee, but defensively they will last. Armour saves on the Tau, especially the suits, are comparable to space marines. So in melee, Tau will be fine defensively provided the opponent isn't overly focused on melee. Namespaces Page Discussion. More More. Page actions Read Edit History. The 7th Edition Tactics are here Contents. Generic melee weapons are for other armies. Pulse Pistol: 12" range and a pistol, in other words it grants you 1 shot at S5 per model in your shooting phase while in combat.

Granted, you should not be getting into close combat but if you somehow survived an assault, your opponent can get hit by this in your next shooting phase from your Fire Warriors if you paid the 1pt per model to bring them. Usually it's better to just fall back and let your other units punish whatever came at you, but if you can't disengage then consider having pulse pistols on half of your guys to give that melee unit an emergency punch.

Night Lords have a compliment of stratagems and relics that used in tandem will: Deny Overwatch, make charges out of deep strike easier, and prevent falling back. Still a very weak solution to a niche problem compared to how many loyalist marines you should expect to face, but know that you at least have something you can do instead of just give them light pats.

Pulse Rifle: The original, the best. Pulse Carbine: Doesn't pin targets anymore, but is assault 2 at 18". Gun drones get two of these. Pulse Blaster: the pulse shotgun found on your breachers, start at a assault 2 bolter at 15" end at S6 ap-2 under 5" Very risky, but that's life on a breacher team. Still sucks due to only being S5 and AP0, which pretty much all characters can take without blinking. Stacks with the abilities from a spotter.

Note that despite having 'pulse' in the name, these do not benefit from Volley Fire. Markerlight: There's a whole section above for the effects these have, but they're almost a rather literal heavy 1 flashlight laser pointer. Rail Rifle : Pathfinders only. The smallest source of Mortal Wounds currently available to Tau, each squad may take up to three of these weapons if they don't take an Ion Rifle. Ion Rifle : Pathfinders and interceptor drones only.

The second type of special weapon available to Pathfinders, this weapon acts like every other Ion weapon, in that it can be overcharged to deal potentially more hits and damage. Not bad at 4 points for a S8 shot.

Photon Grenade: It's a D6 grenade, but it doesn't do any damage. Instead it gives the attacker -1 to hit in the proceeding fight phase. Absolutely amazing with the T'au sept, as the spam means you're bound to get that juicy -1 to hit in overwatch.

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The T'au Empire alternatively and formerly spelled Tau is a fictional alien empire that appears in the setting of Warhammer 40, Warhammer 40, is a miniature wargame , and the Tau are one of the playable armies in the game.

In the fictional setting of Warhammer 40, , the Tau Empire is a relatively small interstellar empire located on the fringe of the Imperium of Man.

The Tau seek to conquer and subjugate all other intelligent species including humans under an ideology they call "the Greater Good". The Tau are oriented towards ranged warfare and generally die quickly in close quarters. They have some of the most powerful ranged weaponry in the game in terms of both range and stopping power.

They heavily use the Overwatch special rule, which allows them to shoot back at their enemies when charged with relatively devastating power. The Tau do not have any psykers nor units that specialise in countering psykers, which makes them somewhat more vulnerable to psychic attacks.

There are, however, optional rules in the Open Play format for including psyker auxiliaries from other races. Most Tau vehicles are classified as flyers, skimmers, or jet pack infantry, meaning they can move swiftly over difficult terrain. The Tau are the only army in the game that routinely incorporates aliens from other species. Kroot warriors provide melee support, while the insectoid Vespids serve as jump infantry.

Gavin Thorpe began developing what eventually became the Tau in the early s. Initially, he conceived them as the counterpart to the Lizardmen faction from Warhammer Fantasy , in the same way the Eldar are the counterpart of the High Elves, and he called them "the Shishell". Like the Lizardmen, the Shishell had a caste-based society. The race was ruled by a caste of psykers. In , Thorpe revisited his Shishell concept when Games Workshop asked him to develop a new army.

The caste system became part of the new Tau race. Whereas most of the races in Warhammer 40, are based on Tolkien fantasy races e. This idea was proposed by Jes Goodwin, who is a sculptor at Games Workshop, as a way to attract new players who weren't interested by the overall fantasy-in-space theme of the other Warhammer 40, races.

The Kroot were originally conceived as a separate army in themselves, but were eventually merged with the Tau. According to Andy Chambers, the chief designer at the time, the Tau were intended "to be altruistic and idealistic, believing heartily in unification as the way forward.

This development was eventually seen as too disparate from the traditional dystopic atmosphere of the rest of the setting. The Tau were eventually modified to display the same altruistic overtones, but with a heavier Orwellian tone that implies that the Tau engage in mind-control and population replacement on worlds within their domain.

With the release of 8th Edition the Tau were rebranded as the T'au Empire. Tau miniatures were designed to display the high-tech science fiction and robotic concepts that had resulted in the choosing of the Tau as the new army-race. The reflection of the Tau's high-technology status was reflected by the lack of cabling and links modelled onto the weapons; instead it was decided that these components were internally integrated.

The Tau Infantry models, according to sculptor Jes Goodwin, were designed to have subtle influences taken from Chinese foot soldiers.

The Battlesuits and vehicles drew from science fiction exo-suits , [2] and were designed to slightly resemble a faster and more lightweight version of the Space Marine Dreadnought. While the Tau vehicles are 'skimmers', the design brief specified that the Tau Tanks have an impression of being heavier and more solid than the Eldar Grav-tanks while nowhere near as solid as some of the more heavily armed vehicles deployed by the Orks or the Chaos Space Marines.

The primary weapon for Fire Warrior teams are the Pulse Rifles, and the Pulse Carbine, a smaller, shorter-ranged version of the Pulse Rifle that is equipped with an underslung " photon grenade" launcher that can pin down enemy infantry. Both of these weapons function by firing particles that break down into plasma pulses as they are fired. Notably, the Tau are at an extreme disadvantage when it comes to close combat, as their standard infantry lacks any melee weapons.

The Rail Gun is the most iconic, and feared, of Tau weapons, which can be found on the Hammerhead tank as of the latest codex, the "heavy support" Broadsides do not sport railguns, but heavy rail rifles. The rail gun has extreme range and is immensely powerful, being one of the best weapons in the standard Warhammer 40, game; its effect upon an Imperial tank is described as two neat holes in both sides, the crew sucked out through one of them as the projectile exited, their remains scattered across two dozen meters.

Since the setting of the Eye of Terror Worldwide Campaign was on the opposite side of the galaxy from the Tau Empire, and published materials had previously established that the Tau have limited faster-than-light capability, a separate 'mini-campaign' was held specifically for Tau players.

Codex: Tau Empire Hoare, was the first publication to incorporate the impact of this game event on the 40k universe. In the new background material published with the Codex, it is explained that Imperial forces were drawn away from Tau space to defend against Abaddon's Thirteenth Black Crusade. This left a power vacuum that prompted the Tau to initiate their Third Sphere Expansion.

In the campaign, registered games involving the Tau contributed to the expansion or contraction of Tau-controlled space.

Over eight weeks of gaming, the Tau Empire grew by nearly a third due to victories. The T'au evolved as hunter-gatherers in the arid plains and desert environments of their homeworld, T'au, though they eventually spread to all ecological regions of the planet. As a result, they have tough, leathery blue-grey skin, which exudes no moisture.

With an average height of 5'5", they have a humanoid body plan, though unlike humans they possess digitigrade legs which end in cloven hooves. The T'au have flat, nose-less faces, with their olfactory organs located inside of their mouths to preserve moisture. On the battlefield, the T'au typically wear all-concealing battlesuits which give them an even more alien or robotic appearance, but a T'au soldier that takes his helmet off for a closer look will reveal that their cranial arrangement isn't that much different from a human's compared to say, a Tyranid; they don't look as similar to humans as the Eldar.

The different T'au castes have slightly different body proportions between themselves. The T'au possess no psykers , and are said to register as little more than a "blip" in the Warp. T'au ships have no navigators a psyker used for warp travel and only realised the existence of the warp after contact with the Imperium.

Instead the T'au make use of a form of Hyperdrive, a slower type of FTL travel and in turn drastically slowing the spread of the T'au across interstellar space. Their inaccessibility to the warp has also denied them the combat abilities of psykers on the battlefield, with the somewhat dubious benefit that they have very few encounters with the forces of Chaos.

Indeed, there has never been a recorded instance of a T'au being tainted by Chaos in any form. The novel explains that, rather than lack of psychic ability, it is the lack of selfish desires linked with Tau'va, the Path of the Greater Good, that protects the T'au from Chaos.

La'Kais lacked this; thus he alone among the T'au force was rendered vulnerable to Chaos [6]. Their negligible signature in the Warp is also one of the main reasons that the Imperium of Man's psykers ignored the T'au for thousands of years, when they were seen as primitive hunter-gatherers confined to their own insignificant planet. Thus, the Imperium was taken by surprise when the T'au started building their small but vigorous interstellar empire, driven not by psyker adepts but by advances in technology, which the Imperium utterly shuns.

T'au society is divided into five castes. They are named after the elements of nature, which reflect the characteristics of each caste. The culture of all T'au castes is influenced by terminology and mindsets related to a hunting context to a greater or lesser degree, depending on the caste.

For example, the two primary military tactics are called the "Mont'ka" lit. As the T'au expanded to other ecological regions of their homeworld, the cultural lifestyle of each group differentiated based on their surroundings. Those who moved from the plains to the fertile river valleys ancestors of the Earth caste developed agriculture, metallurgy, and ultimately built the first true cities.

With the rise of cities along major rivers came a rise in trade between cities, leading to another group of T'au becoming a culture of merchants plying their way along the major river networks ancestors of the Water Caste. The T'au who moved to the mountain regions ancestors of the Air caste became very slender, and even grew membranes between their limbs which allowed them to glide on updrafts an evolutionary trait they later lost.

These became a society of fast raiders, and later, messengers between cities. Those who remained in the arid plains became fierce and skilled hunters, larger and stronger than other T'au. The ancestors of the Fire Caste, these plains-T'au became fierce nomadic raiders and hunters. Each of the groups fought the others, with plains-T'au raiding the cities of the builder-T'au, and rival builder-T'au cities attacking each other.

According to T'au legend, during the siege of the ancient builder-T'au city of Fio'taun by plains-T'au warrior-nomads, a fifth and mysterious T'au caste suddenly appeared in their midst, the Ethereals , who mediated an end to the dispute.

The Ethereals preached the philosophy of the "Greater Good" and began the process of unifying the other four groups under them. The Ethereals formally established the caste system between the five groups of T'au, locking each in place within T'au society. The Ethereals forbid interbreeding, meaning that members of each caste are forbidden to change caste. A side-effect of this is that each caste has been a separate breeding population for several thousand years, each almost forming its own sub-species, leading to notable disparate physical appearances between the castes.

As well as the five castes of the T'au, multiple alien species are incorporated into the T'au Empire; the most significant of these being the Kroot and Vespid although many other races, including the space-faring Nicassar and the Demiurg mining fleets are members.

In addition, human auxiliaries Gue'vesa in the T'au language are sometimes seen to be aiding the T'au as well. The T'au Empire's practice of tolerating and incorporating other races stands in stark contrast with essentially all other major races in the galaxy, which exterminate other races completely rather than conquer and subjugate them. Reports vary on the exact conditions of the alien races working for the T'au themselves, ranging from that they are full allies within the Empire, to that they are mercenary armies hired out by the T'au to aid in the umbrella of protection the T'au military provides their region of space, to reports that these "auxiliaries" are glorified slaves.

Still, the fact that the T'au want to co-exist with other races on any level, even if they are subjugated, makes them far more tolerant than other races, particularly the xenophobic Imperium of Man. Most reports generally indicate that the human auxiliaries serving the T'au Empire are relatively well-treated, with many serving the T'au voluntarily.

As the only significant human population in the galaxy which is not part of the Imperium, this has led to a great deal of both embarrassment and general bewilderment in Imperial officials, who have difficulty comprehending that many planetary-sized populations of humans would truly rather side with the T'au than the brutal and harsh Imperium.

Refusing to believe that the Gue'vesa were willingly won over to the T'au Empire through what was honestly better treatment than they had under the Imperium, many Imperial officials continue to insist that other races must only serve under the T'au due to some form of mind control over their "allied" races. Thus, in contrast to the forces of the Imperium of Man, a T'au army encountered on the battlefield may feature a wide menagerie of different alien races, working together for the Greater Good or at least, as mercenaries working together for payment from the T'au.

The Kroot were designed to have the physique of a Maasai warrior or a professional level basketball player. The 'inverted raptor' jaw was one of the elements quickly established, but care had to be taken not to emulate the jaw structure of the Orks.

The idea that the Kroot evolved from birds came later, but conformed to the model design. The sensor quills were originally to be dreadlocks , but were changed late in the design process.

The Kroot miniatures were almost exclusively sculpted by Brian Nelson. The uniting philosophy of the T'au race is called "The Greater Good", which stresses communal living and cooperation, a convivial attitude to aliens, and self-sacrifice for the good of the whole. Most T'au sincerely believe they are on a noble mission to bring peace, justice, and progress to the rest of the galaxy.

While on the surface the T'au may seem like wonderful altruists, especially when compared to the extremely brutal Imperium of Man, the fiction shows many sinister undertones.

The T'au can be ruthless with alien cultures who don't fit into their utopian society. Cultures which resist assimilation into the T'au Empire are subjugated by force. The Vespids, due to their insectoid mentality, could not relate to the T'au in any way until the T'au implanted "communication helms" into their brains, which then transformed them into compliant and model citizens.

The ruling Ethereal caste uses some form of mind control, possibly pheromone -based, to control the other T'au castes. Literally, their every command is obeyed without question, their every decision seen as wise. When the T'au first started expanding to other star systems, they thought they were the only technologically advanced race in existence, and that it would be effortless to expand their reach throughout the rest of the galaxy. In M41 the nd year of the 41st millennium , they came into contact with the Imperium of Man, which launched the so-called "Damocles Crusade" to conquer the upstart T'au Empire.

The war lasted for three years, between

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Mar 31,  · The Tau are back! March 17th saw Games Workshop release the first 8th edition codex for the Tau Empire and what a codex it was! New Sept Tenants, Stratagems and even a list building restriction found nowhere else in the game. Tau really did get it all. However after getting the codex, I decided that it was worth a look through. Enter your email to get the very latest - news, promotions, hobby tips and more from Games Workshop. You can unsubscribe at any time. By subscribing you confirm that you are over the age of 16 or have consent from your parent or guardian to subscribe. Designed to make it easier to keep track of Tactical Objectives and Stratagems in games of Warhammer 40,, this set of 64 cards – each featuring artwork on the reverse – is an indispensable tool in the arsenal of any T’au Empire gamer. Included: 25 Stratagems available to .