TAU CODEX EBOOK
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As an eBook Edition it is fully compatible with Android, Kindle and iBook of technological wizardry you prefer, you can download Codex: Tau. Read the Full Rules Here! Also, does anyone know if these ebook versions will be getting the . I would download the Tau codex if it was out :). Codex Tau Empire [Warhammer ] on weinratgeber.info An update/ expansion to the currently-existing Codex: Tau Empire, this book contains Read it now.
The initial obvious step up in the rules department is that there are more than two pages of it this time. More time and effort seems to have actually been put into making this a unique faction of a bigger force in the same way many of the lesser space marine codices, with it sharing the same units but utilising them with different combat doctrines.
Many problems such as the heavy emphasis upon HQ choices still remain, but that's an issue which has been a growing issue for two editions now. Furthermore, despite my misgivings with the direction the book went in, it did give Tau players something many had wanted for a long time: The ability to take Crisis battlesuits as troops, even without being forced to take them exclusively as troops.
Furthermore many of the upgrades which were added such as the replacement Warlord traits and some of the signature systems fitted well with the army's backstory.
They felt like a group who had seen far more of the galaxy's dangers than the Tau Empire. The real problem here however is that there's a distinct lack of polish when it comes to many areas of the book.
It looks like many areas were developed very quickly or had no time to really think about how they would work, especially when it comes to the Warlord traits.
While opinions will vary of course, the only one which seemed to have real merit behind it for a Tau list was the Fire Unquenchable. This was a trait which made your Warlord of choice fearless, and anyone within "6 around him Stubborn.
It felt more like an ability leaders should have, working alongside troops rather than just being combat monsters with PWNZRD special rules.
Others however like Way Of The Short Blade and Through Surety Destruction felt either fairly useless, or far more limited in their overall use in the game, or veered towards the above problem. Further problems in the HQ department besides the odd choices of Warlord traits are the characters. For all Iyanden's problems it is worth giving that book some praise in keeping the number of special characters fairly low, as here their numbers completely exploded.
Besides Farsight himself, there are a grand total of eight new characters here serving as his personal lieutenants. Even for a standard codex this is an obscene amount to give to a book and to be honest their use within the book is fairly limited as they're always going to be deployed as bodyguards to Farsight.
This means that when you do deploy them you're going to need to spend a vast amount of points in HQ choices and rely heavily upon HQ choices for firepower. The only big justification there is for lumping all of them together is the variety of battlesuits, with Crises, Broadsides, and even one Riptide, all listed under it. As such it's easy to tailor make it to what you want with only the requirement of a couple of choices for what's needed.
That said, even considering this detail the point above still stands, as it's still turning the game into Characterhammer. Where in the grim darkness of the far future, battles are decided by who has the more beefy or broken named characters.
Okay, that's an exaggeration, but it's still a problem with characters being prioritised over the actual armies and backbone units. Besides the HQ choices are the shiny toys the army has been given to race into combat with. As you might have guessed many are angled towards battlesuits and intended only for them. Unfortunately a lot of them are either overpriced or seem to have visible problems that just don't make them worth taking.
High on this list of new gubbins are the Fusion Blades.
Farsight Enclaves - A Codex: Tau Empire Supplement
Apparently whoever was writing this took Farsight's unusual close combat approach, or perhaps the army's Preferred Enemy: Orks, a little too close to heart and decided to give them beam swords. Despite their natural shortcomings with a low WS, this at least sounds promising with with the blade having S8 AP1 attacks with Armourbane and Blind.
Unfortunately any benefits of this are offset by two big problems: You can only utilise these on models with twin linked fusion blasters, meaning the model lacks the range to take advantage of the Tau's naturally superior BS. Furthermore, on the roll of a 1 in melee, the model not only breaks the blade but also its guns meaning it cannot shoot or fight for the rest of the game.
With such heavy flaws, the weapon is just not worth taking. Similar problems can be found with the Seismic Fibrilator Nodes, which are intended to slow down enemy forces by turning all nearby ground as dangerous terrain. Unfortunately which can only be used once, have a low chance of working for even one turn meaning it's relatively useless.
Not to mention there's too much of a chance of it failing without any actual use for its cost of 45 points. Next on the list, the Warscaper Drone, is a moderately useful choice by comparison but once again costs far too many points to justify taking it. Offering move through cover, outflank, acute senses and the ability to turn difficult terrain into the dangerous type for enemies it looks useful. The problem is that it's an item which can only be given to characters, has a "12 range for the latter ability so it's more of a very limited 35 point one trick pony than a truly useful item.
It's not bad, but nowhere near as good as it could have been with a slightly greater range and without the limitation of being a character only item. The final two of note are the only truly good ones in the book.
Mostly because they're simple, well priced, without a high chance of failure and are more there to cover the army's shortcomings than try to give them new abilities. First up is the Earth Caste Pilot Array, a Riptide specific item which allows for re-rolls of all 1s in the shooting phase and when rolling for the Nova reactor.
This not only makes the Riptide a better fire support platform but gives it far more reliability, at the cost of giving it WS 1. As such both its strengths and weaknesses have been enhanced, balancing it out and with it only costing 30pts. Finally, there's the Talisman of Arthas Moloch. With psychic powers being set up as the big focus for this edition, and the Tau having no psychics, this is something they desperately needed.
It's also a slightly better alternative to shield drones and is genuinely useful for the whole force.
Items which have either been developed since Farsight left or he refuses to use, but overall it feels like more of a loss than an alternative.
The other items were more well rounded and more useful, whereas the ones here either aren't worth the cost or are best written for battlesuit heavy armies. Again, this doesn't seem to have been written for a relatively flexible army so much as a strike force of a very limited design. One working primarily with battlesuits and ignoring other options such as Fire Warriors or even many of the other units like Pathfinders or Hammerhead tanks. The only few bits which even do refer to them are a requirement to have a bonding knife per squad, preferred enemy, and some of the more generalised Warlord traits.
There's nothing wrong with an army being written for primarily one type of unit, but they need more variety, flexibility and better items.
Oddly enough, despite their lack of a specific codex, a better example of an army like this would be one of the White Scars special rules lists. Overall the rules here aren't so much bad as rushed. It's clear to see what the writers who go oddly unaccredited by name were going for but there's such a distinct lack of polish it's almost as if this was written in a very short space of time.
The flaws in many items could have easily been ironed out with just a bit of play-testing and a very narrow time-frame would also explain the emphasis upon battlesuit forces. This is a theory supported by the lack of any apparent editing and the problems highlighted in the early thoughts article on the book.
The Farsight Enclaves is continuing with a lot of bad habits seen in rulebooks of late and falls short in a lot of areas, but if you desperately want to take Crisis suits as troops it might be worth the cash just for that. It's ultimately a step up from Iyanden, but that's only because Mat Ward set the bar so low for this codex.
Unfortunately for us, the fluff behind the army is worse than the rules. Far, far worse. Lore Even in comparison to 40K's many races, the Tau Empire is insanely easy to screw up.
Codex: T'au Empire
Yes, getting the Craftworld Eldar down without making them too human and keeping a degree of mystery is surprisingly difficult. As is writing space marines without allowing for favoritism to overwhelm writing direction and keeping each chapter equal and uniquely interesting. The same goes with the Imperial Guard, presenting them as a competent force who dies due to the sheer power of those they fight than Zapp Brannigan tactics.
However the tau have the unique problem of having two very separate interpretations, both of which have to be balance without one overwhelming the other. On the one side the tau have the idea that they are the last, best hope for a good galaxy much like the Emperor of Mankind's great crusade was.
Uniting all races under a single banner without the need for the relentless conflict which has dominated the galaxy for millennia. However, going too far with this and bringing them up as having no dark side can easily alienate them from the universe or make them seem like a overwhelmingly perfect faction.
To balance this out later editions added hints of their society being an Orwellian dictatorship with mind control, eugenics and propaganda disguising its true nature.
The second time he gets destroyed was in the events of Mont'ka, but being an AI they just slapped his engram in a new XV88 body. Also gains the ability to wirelessly transmit himself from one battlesuit to another in Farsight: Crisis of Faith, presumably because Phil Kelly forgot that he needed his chip to be plugged into a suit to control them and that he couldn't survive without his chip.
Commander Sha'vastos, an old comrade of Farsight and one of the commanders who was forcefully equipped with a Puretide engram neurochip. It was a prototype, however, and rapidly began to degrade, damaging Sha'vastos' mind, so Farsight put him in stasis and smuggled him out of the Empire. Years later his scientists finally managed to remove it safely, and in gratitude Sha'vastos fights alongside his friend and leader in his XV8 Crisis battlesuit outfitted with a plasma rifle, a flamer, and two gun drones.
Farsight, leader of the Enclaves. Has very dark and cracked skin thanks to exposure to heat and flames, as well as a mechanical replacement leg.
He pilots an XV8 Crisis battlesuit equipped with his trademark Dawn Blade, a high-intensity plasma rifle, and a shield generator mounted on one arm. Before finding the blade he used to mount a twin-linked fusion gun.
Farsight's battlesuit is notably an archaic design, as it is over a hundred years old , but constant upgrades and crafty Earth-Caste maintenance keep the suit on par with current sleeker battlesuit designs of the rest of the Tau Empire.
Honor-Shas'vre O'Vesa, less of a Fire Caste warrior and more of an old Earth Caste mad scientist kept alive by microdrones, given the honorary title of "Shas" to denote his position as a warrior.
Pilots a massive Riptide with excellent targeting arrays, an ion accelerator , a twin-linked fusion blaster , and a pair of shielded missile drones. This gets changed to "can leave his suit after all, but pretends he can't" in Farsight: Crisis of Faith. Incredibly brave duh and fights with the last remaining Tau power fist-equivalent, the Onager Gauntlet.
Too bad we don't actually know what it looks like and his official image doesn't depict it Also uses a plasma rifle, a flamer , and a pair of gun drones. Re Built to last, he also has a shield and stims injectors. His life support seems to have given him extended life, as he saves Farsight in Mont'Ka. At one point he's nearly killed by Space Marines as they tear his battlesuit apart, but he tricks them by not moving and pretending he's dead after they rip his suit open but before they attack him.
It's just as retarded as it sounds. Commander Brightsword, supposedly a generational pilot who inherited the title from the previous Brightsword, but actually a clone of him. Possesses a scarred and pock-marked XV8 Crisis battlesuit that was also passed down, and fights with two fusion blades, which are melta swords that can also be twin-linked fusion blasters, and a shield drone.
Commander Arra'kon, a Tau born in the Enclaves who served as supreme military commander during Farsight's hermetic absence.
An expert strategist, and damned good in a fight, especially against infantry. He pilots an XV Enforcer battlesuit armed with a plasma rifle, a cyclic ion blaster, an airbursting fragmentation projector, and two gun drones.
Possible Psyker? In previous lore, his name came about due to him studying Ork psychology to an extreme degree, to the point where he could predict their psychological reactions to everything.
This then carried over to the Imperium when he studied the Codex Astartes and was able to predict Imperial strategy because of it.
However in the Kelly books, Farsight's demonstrated multiple instances where he literally sees the future and what his opponent will do. Yes by the way this shows up before he found the Dawn Blade.
Implying that he might be the first Tau psyker, a "New type" of Tau if you will. This is On the one hand, it explains why he's immune to Ethereal influence, on the other hand prior to obtaining the Dawn Blade there's no precedence for this.
The Tau are a race with very little warp presence, how in the hell do they suddenly jump from that to "manipulate the very warp itself with mere thought"?!
To make matters worse, this only appears in the books, he has no psychic abilities on the tabletop, and nothing seems to have come out of it. Quotes[ edit ] "Learn to shorten your reach! If your foe can come close enough to negate your striking power, all stratagem is lost, and when all stratagem is lost, the battle is lost. If those in our heartland had witnessed the savageries of the void as have we, they would know this. The hand of each of the great starfarers is turned against the other; none will join their strength together just to see their ancient enemies prosper.
Neither should we. I am changed, an outcast now Farsight IS Roy Batty now. Cranky old man voice much? That's the fluff , here's the crunch [ edit ] The old and new Farsight models. While popular fluff-wise even among non-Tau players for his badassery and generally cool backstory, Commander Farsight wasn't actually all that useful on the tabletop at first because he came with a shit ton of limitations, like no auxilaries, tanks or Pathfinders and so on, and his massive bodyguard blob was too expensive and risky.Jean-Paul Montillet.
Okay, that's an exaggeration, but it's still a problem with characters being prioritised over the actual armies and backbone units. The Dawn Blade is made of life draining metal, and has turned Farsight into a vampire. Leave a comment Next on the list, the Warscaper Drone, is a moderately useful choice by comparison but once again costs far too many points to justify taking it.
There are no obviously bias accounts, no flavoured text which contradicts the events of Codex: Tau Empire or even a suggestion Farsight himself might be being manipulated by his alien weapon.