In the universe of Games Workshop's table-top wargame Warhammer 40,000, the Tau are an alien race, inhabiting a small but dense region of space on the eastern edge of the Milky Way Galaxy, roughly 300 light years in diameter. The Tau were first introduced to Warhammer 40,000 in late 2001, the result of Games Workshop's plan to introduce a new race to the game }}.
The Tau have evolved and advanced rapidly since their first encounter with the Imperium of Man in the 35th millennium, rising from a hunter-gatherer level of technology to a starfaring race in less than six thousand years. Tau society has also advanced rapidly, from warring tribes to a unified caste system working towards common goals, known by the Tau as "the Greater Good".
As well as the five castes of the Tau, multiple alien species are incorporated into the Tau Empire; the most significant of these being the Kroot.
The Tau were the fourth army to receive a Codex updated for Fourth Edition rules (Codex: Tau Empire - Hoare, 2006). In addition, the Tau have been the focus of an Imperial Armour rules supplement (Imperial Armour Volume Three - The Taros Campaign - Kinrade, 2005).
Every Tau is humanoid in shape, with two arms, two cloven feet, four-digit hands (three fingers and one thumb), and a single head. Their skin is grey-blue (although this can vary in pigmentation between worlds), rough in texture, leathery, and exudes almost no moisture. Their faces are flat, wide around the eyes, with an "I"-shaped slit running from the centre of the forehead to where a human's nose would be. Tau vision is considered slightly superior to humans, as their receptive visual spectrum extends slightly into the ultraviolet and infrared wavelengths, although the advantages of this are countered by the lack of a dilation capability of the pupil, which in turn results in poorer depth perception and a slower focusing reflex. The olfactory organs are located inside the mouth. On average, Tau are slightly smaller than humans in stature, and are slender in build, although this varies between castes.
However, the only female Tau ever illustrated, Commander Shadowsun, can be seen to have a very much more human-like face, being smoother, sleeker, with larger eyes, a nose-like facial feature, and a "Y" shaped facial slit instead of the "I" shaped one previously seen. However, it is uncertain if Shadowsun is a standard example for all female Tau.
There are, at this point, no psykers amongst the Tau. As a result, the Tau have little information on the Immaterium beyond its existence, and are unaware of the perils of the Immaterium. This is why the Tau are researching the Warp on Medusa V.
While the Age of Apostasy troubled the Imperium, the primitive tool users that would one day become the Tau began to spread out from the plains as hunting grounds grew scarce. Each tribe of proto-Tau adapted to their new environments with significant speed; while those that migrated to the river deltas developed their metalworking and agricultural skills, the groups that remained on the plains became skilful and aggressive hunters.
Along with the rapid adaptation came an equally rapid level of technological development. The Tau quickly came to use black powder weapons and stone fortifications. Soon, the tribes that inhabited the plains and the mountains fell into conflict with the groups dedicated to agriculture and trade. Vast intertribal wars were fought across the main continent, lasting for years at a time. Thousands died on each side of the conflict, while squalid conditions and lack of access to fresh food and water created a plague that killed more Tau than were dying in the wars.
By the end of the 37th millennium, the Tau were on the verge of wiping themselves out. At the same time as war and disease reached their most deadly levels, strange events began to occur. Flickering lights in the night sky and half-glimpsed figures seen in the mountains were interpreted as portents, pointing towards the end of their race. On the plateau of Fio'taun, an alliance of mountain Tau and plains Tau laid siege to the greatest fortress-city of the builder Tau. The siege had lasted five seasons, but supplies were running low, disease was running rampant within the city, and the plains Tau would accept no resolution other than victory through conflict.
One night, a Tau of unusual appearance entered the attacker's camp and asked to see the army's commander. Despite being softly spoken, the sentries found themselves unable to resist the stranger, and escorted him to their leader. At the same time, another mysterious Tau presented himself to those guarding the walls of Fio'taun, asking to speak to the castellan. Again, this mysterious individual was obeyed, and within the hour he led the castellan and the other leaders of the fortress-city outside the gates. Outside, the party from the fortress were met by the first mysterious Tau, himself leading a group from the besiegers' camp. Commanding the two groups to sit, the pair of mysterious Tau, calling themselves Ethereals, began to explain how the talents of the different tribes could be harnessed. They spoke of a "Greater Good" that could be achieved through unification of the tribes, and by sunrise, the two forces had declared a truce. Over the next year, more of the Ethereals appeared, preaching the messages of peace and the Greater Good across the planet, and by the end of the year, the wars were over and the Tau began to flourish like never before. Having saved the Tau from extinction, the Ethereals were revered with the utmost devotion by the other Tau, who readily adapted to the new caste system established by the Ethereals.
The Tau Empire quickly developed over the next thousand years, both scientifically and in size. Within a short period of time, the Tau developed rocket technology, and quickly established colonies on the moons of T'au. Access to space allowed them to develop larger vessels, which in turn allowed the Tau to travel to nearby planets. Air caste stellar cartographers discovered that the Tau homeworld resided in a dense cluster of stars, prompting further expansion. The Tau discovered the existence of the Immaterium and warp technology, but as their race had no psykers, they were unable to tap into the full potential of warp travel. They were able to develop limited faster-than-light technology by modifying their gravitic propulsion system to allow a starship to 'dive' towards the Immaterium, the resulting expulsion throwing the starship a significant distance. With this new technology, the Tau began to expand into interstellar space, claiming new systems and discovering alien species. In most cases, these species were incorporated into the Tau Empire, although some (such as the Orks), resisted.
The Tau Empire came into contact with the Imperium in the middle of the 41st millennium. A Tau colony ship entered an Imperial system, and was destroyed by the Imperial Navy. At the same time, Rogue Traders made contact with several outlying Tau sept worlds, and began trade between these worlds and Imperial settlements on the Eastern Fringe. Alarmed by the rapid development of this xenos race and the threat of alien contamination, the Administratum declared war on the Tau, launching the Damocles Gulf Crusade. After months of stalemate, the Imperial commanders accepted the Water caste's offers of peace, and withdrew from Tau space.
In the final quarter of the 41st millennium, the Tau Empire has been assaulted by splinters of Tyranid Hive Fleet Kraken. The weakening of Imperial space by the need to defend the Cadian sector against Abaddon the Despoiler has also made open the way towards a new period of Tau colonial expansion, and the Wars of the Third Sphere are beginning.
The Greater Good also encompasses other races, and any races the Tau come into contact with are invited to integrate themselves into Tau society and place themselves under the guidance of the Ethereals. The races and groups that choose to incorporate themselves earn the benefits of mutual protection, trade, and access to the technology of the Tau.
Although accepting of other races, the Tau believe that their own way is superior to any other, and harbour extreme confidence in their manifest destiny to unite the stars. They are more likely to peaceably integrate races that show similar qualities to those promoted by the Greater Good.
Several of the novels published by the Black Library division of Games Workshop have provided more information and detail about the Tau psyche. The novel Kill Team (Thorpe, 2001) reveals that their number of digits has led them to use a base-8 number system and that their food is similar to that of humans, although varying in taste and colour. The protagonist of the novel, Kage, notices their intricate artwork, which is so subtle that it almost goes unnoticed by humans. The Tau characters in the novel also contrast with the brutish, militant humans with their calm, patient and quiet personalities which expose philosophies similar to the real-world religion that is a homonym of their name: Taoism.
The Tau have many ways of addressing each other. To the tau, the most important part of their name is the caste that they are born into and this forms the first portion of their identity. Broadly speaking, the tau are divided into four main castes, each corresponding to the four elements, Fire (Shas), Water (Por), Earth (Fio) and Air (Kor), and a ruling caste, the Ethereals (Aun). The Tau word meaning insect or insectoid appears to be Mal, as 'spider' is Mal'caor, which is linked with the Air caste's name in the Tau term for their Vespid allies, Mal'Kor.
With the caste of a Tau established, the second portion of the name refers to their rank within society. The tau are unusual as a culture in that there is no stigma attached to any rank or profession. Each Tau has his or her place in society, and enjoys the respect of their peers no matter how menial the tasks that they perform. Each role is recognized as being part of the greater whole and a furtherance of the common good. There are five major levels of Tau rank, each of which has a subtly different meaning dependent on the caste to which it is suffixed. In ascending order of seniority, these ranks are as follows(including the best imperial equivalent of each rank based upon the nuances of the Fire caste).
'Saal = Cadet
'La = Warrior
'Ui = Veteran
'Vre = Hero
'El = Knight or Noble
'O = Commander
The Tau of each sept are characterised by a number of influences, including but not limited to the relative strength of the castes that inhabit the worlds of that sept, the location of the sept in proximity to the homeworld of T'au, climate of the inhabited worlds, and exposure to other races cultures. These influences combine to affect the culture and attitudes of the Tau from that Sept. For example, the First Sphere sept of Dal'yth is characterised as a cosmopolitan society welcoming to non-Tau, based on the sept’s location near several alien worlds and the large proportion of Water caste Tau in the population. In contrast, the attitude of stoicism and tenacious refusal to accept defeat that characterise the Third Sphere sept of Fi'rios is a result of the bloody battles required to take these worlds from the Orks.
Fire caste tactics are based on the concept of the 'hunter'. The two main schools of warfare are Mont'ka (killing blow), and Kauyon (patient hunter). Mont'ka focuses on the hunter running the prey to the ground; identifying a target of opportunity and attacking it swiftly at the right moment. A Hunter Cadre will often stand at readiness for days, waiting for the right opportunity to strike in a well coordinated and rehearsed plan of battle. Kauyon is the opposite; the hunter lures the prey into a trap through the use of bait (often a team of Fire Warriors). The bait is exposed to the enemy, who, while moving to destroy the bait, are drawn into a position where they can be eliminated by the rest of the Cadre.
The Tau prefer not to hold positions against enemy assault, and only construct bunkers to act as emergency shelters, or to use as a hidden observation post. Attacks against Tau installations and cities are protected primarily by the efforts of a Hunter Cadre to draw the enemy away. If this fails, the Cadre will perform attacks intended to stall the enemy while the location is evacuated, then fall back to the deserted city and use an urban warfare variant of Kauyon to defeat the enemy. In extreme circumstances, Mont'ka and Kauyon can be adapted to defend a vital location, but this type of warfare is discouraged.
The Tau prefer to carefully plan their assaults, and tend to fight only after carefully coordinating their troops and weapons for the mission at hand. Destruction of the enemy is more of a concern for Tau commanders than the possession of territory, as once the enemy is eliminated, any territory ceded to that enemy in a strategic retreat can be re-occupied with minimal effort.
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." part of the reason for choosing the Tau was their clean, 'manga' image.
Graham McNeill was responsible for much of the background material produced for the Tau, developing what Andy Chambers described as "...their proud, quiet but determined character * to the point where they actually became a rather likeable, if slightly naive addition to the cosmos."
The Tau were updated in early 2006 with the release of a new Codex. as the background story of the Tau portrays them as constantly adapting and improving their technology, several new vehicles were included, the rail rifles available to Tau Pathfinders had their special rules changed, and numerous 'Special Issue' items appeared in the equipment list, to represent devices and technologies undergoing field testing.
As the Tau background material states that they have a limited faster-than-light capability, and the Eye of Terror was located on the far side of the galaxy to the Tau Empire, a separate 'mini campaign' was held specifically for Tau players. In the new background material published with the Codex, it is explained that the weakened state of Imperium worlds on the frontier of Tau space (as these forces were reassigned to the Cadian sector to defend against Abaddon's Thirteenth Black Crusade) prompted the Tau Empire to declare a crusade of their own; the Third Sphere Expansion.
The Tau mini campaign counted all results involving Tau as one of the armies participating in a registered game as contributing to the expansion or contraction of Tau-controlled space. Over eight weeks of gaming, the Tau Empire expanded to almost 133% of its original size}}.
The Tau infantry models, according to sculptor Jes Goodwin, were designed to have subtle influences taken from Japanese Ashigaru foot soldiers, while the Battlesuits and vehicles drew from mecha anime. The Tau vehicles are 'skimmers', however, the design brief specified that the Tau tanks have an impression of being heavier and more solid than the Eldar Falcon and Wave Serpent grav-tanks. }}
The four fingered, cloven-hoofed design for the Tau was established after it was realised that as a minimum of Tau body was exposed, it was difficult to tell that they were a humanoid alien species.
Many players tend to view Tau as a "shooty" army that are terrible at close combat and were created primarily to wage war at a distance; the Tau's extra-long range weapon systems encourages this style. Opponents of Tau incorporate the use of faster units to counter these tactics of long-range warfare.
In game, the Tau strike a balance between the devastating, but very static, raw firepower on the Imperial Guard, and the faster Eldar, who in turn pack less of a punch.
In the last years, the concept of Mont'ka was taken more into focus by the Mech-Tau board, which focused heavily on the background oriented fully mechanised hunter cadres, not on a static firing line. One of the main elements of this tactic was also displayed on Games-Workshops websites, the so called "fish of fury", a squad of firewarriors using their APCs to close on the enemy, unleash a devastating hail of fire and also as cover from counter assaults and fire.
An additional reason for players to support the Tau is their dynamic nature as a race that is closely akin to Star Trek's United Federation of Planets. It is possible for players to get bored of the endless run of races fighting solely for their own survival and prefer an army that seeks unity and peace rather than to be the sole survivor. The Tau represent a move away from the grim, gothic, fantasy based races which alienated some players, and offer a science-fiction based, optimistic alternative.
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