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* TheFace -- The Water Caste are expert negotiators and merchants, and are a big part of the reason why the Tau Empire can [[TheAlliance form alliances]] between so many other species. With [[TheFixer connections to so many other species]], the Water Caste merchants have a wide variety of exotic goods to broker trades, in addition to their own high tech manufacturing, which gives them a lot of mercantile power. Many of them see this trading potential as a means of spreading the Greater Good by building up good trade relations across generations opening others up to Tau ideas.
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* GunboatDiplomacy -- They use this quite often, and are happy to back up their generous offers with a grand show off force when making them. Notably, most of the other factions skip the "diplomacy" part of this trope and move directly to the "gunboat", so that should tell you something.

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* GunboatDiplomacy -- They use this quite often, and are happy to back up their generous offers with a grand show off of force when making them. Notably, most of the other factions skip the "diplomacy" part of this trope and move directly to the "gunboat", so that should tell you something.



** The other Tau castes themselves to the Etheral caste. The Ethereals have the absolute loyalty of the other castes, and those other castes see the Ethereals as being messianic figures who hold wisdom that is unquestionable. With the noteworthy exception of the [[DefectorFromDecadence Farsight Enclaves]], they are more than happy to serve.

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** The other Tau castes themselves to the Etheral Ethereal caste. The Ethereals have the absolute loyalty of the other castes, and those other castes see the Ethereals as being messianic figures who hold wisdom that is unquestionable. With the noteworthy exception of the [[DefectorFromDecadence Farsight Enclaves]], they are more than happy to serve.



** TranquilFury -- Or they may lose their temper, [[TheSlowWalk advancing boldly]] behind [[BeamSpam a fusilade of plasma fire]].

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** TranquilFury -- Or -- ...or they may lose their temper, [[TheSlowWalk advancing boldly]] behind [[BeamSpam a fusilade of plasma fire]].



* HumongousMecha -- {{Averted|Trope}}. Despite their [[{{Animesque}} anime influences]], the Tau have no giant robots, understandably considering such things to be impractical from an engineering and technological standpoint. They do use some war machines in the same mass class as titans in the form of [[AirborneAircraftCarrier Manta Destroyers]], but these are small atmospheric-capable starships rather than mechs. However, they are arguably the widest users of MiniMecha in the setting, with large numbers of battlesuits to support their infantry.

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* HumongousMecha -- {{Averted|Trope}}. Despite their [[{{Animesque}} anime influences]], the Tau have no giant robots, understandably considering such things to be impractical from an engineering and technological standpoint. They do use some war machines in the same mass class as titans Titans in the form of [[AirborneAircraftCarrier Manta Destroyers]], but these are small atmospheric-capable starships rather than mechs. However, they are arguably the widest users of MiniMecha in the setting, with large numbers of battlesuits to support their infantry.



* MedievalStasis: Averted. The Tau are the only race (besides arguably the Nids) who have made significant technological advances in the last 10,000 years.

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* MedievalStasis: Averted. The Tau are the only race (besides arguably the Nids) Tyranids) who have made significant technological advances in the last 10,000 years.



* MissileLockOn -- Tau seeker missiles are very fast, have great endurance, and their programmable warheads allow them to serve in both an anti-air and anti-armor capacity, but they require a lock-on from a [[LaserSight Markerlight]] designating their target before they will fire. The usual usage of this trope is {{subverted| trope}} though, as seeker missiles fly so quickly that all but the most attentive pilots will not even realize they have been locked onto before they have time to attempt a HighSpeedMissileDodge.

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* MissileLockOn -- Tau seeker missiles are very fast, have great endurance, and their programmable warheads allow them to serve in both an anti-air and anti-armor capacity, but they require a lock-on from a [[LaserSight Markerlight]] designating their target before they will fire. The usual usage of this trope is {{subverted| trope}} {{subverted|Trope}} though, as seeker missiles fly so quickly that all but the most attentive pilots will not even realize they have been locked onto before they have time to attempt a HighSpeedMissileDodge.



** Their natural resistance to Warp phenomena due to their lessened Warp presence, combined with the relatively low amounts of Chaos raiders in their sector of the galaxy, means they are especially naive about daemons and Chaos worshippers. One early fluff article actually references them facing against a Slaanesh warband -- and misunderstanding the references to their patron god to instead be references to the warband's leader.

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** Their natural resistance to Warp phenomena due to their lessened Warp presence, combined with the relatively low amounts of Chaos raiders in their sector of the galaxy, means they are especially naive about daemons and Chaos worshippers. worshipers. One early fluff article actually references them facing against a Slaanesh Slaaneshi warband -- and misunderstanding the references to their patron god to instead be references to the warband's leader.



* OneSteveLimit -- {{Averted|Trope}}. There are at least three, possibly four, different distinct characters in the fluff all named "Kais". One from [[AllThereInTheManual the Tau codex]], one from [[TheLastChancers a novel]], and [[FireWarrior one]] or [[DawnOfWar two]] from VideoGames, all refering to different characters. "Kais" means "skillful" in Tau, and is presumalby a common given name among them.

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* OneSteveLimit -- {{Averted|Trope}}. There are at least three, possibly four, different distinct characters in the fluff all named "Kais". One from [[AllThereInTheManual the Tau codex]], one from [[TheLastChancers a novel]], and [[FireWarrior one]] or [[DawnOfWar [[VideoGame/DawnOfWar two]] from VideoGames, all refering to different characters. "Kais" means "skillful" in Tau, and is presumalby a common given name among them.
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* GunboatDiplomacy -- They use this quite often, and are happy to back up their generous offers with a grand show off force when making them. Notably, most of the other factions skip the "diplomacy" part of this trope and move directly to the "gunboat", so that should tell you something.
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* TooDumbToLive -- What the rest of the Galaxy consider them as in regards to [[TheCorruption Chaos]], the [[TheLegionsOfHell horrors of the Warp]], and [[everythingtryingtokillyou various other nasties]].

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* TooDumbToLive -- What the rest of the Galaxy consider them as in regards to [[TheCorruption Chaos]], the [[TheLegionsOfHell horrors of the Warp]], and [[everythingtryingtokillyou [[EverythingTryingToKillYou various other nasties]].
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* TooDumbToLive -- What the rest of the Galaxy consider them as in regards to [[TheCorruption Chaos]], the [[TheLegionsOfHell horrors of the Warp]], and [[everythingtryingtokillyou various other nasties]].
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** There's also the bonding ritual between Fire caste warriors. Except marriage can occur between more than two group members. And, while humans signify marriage by wearing rings, Tau signify marriages by carrying ''[[{{Badass}} knives]]''.

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** There's also Speaking of which, the Ta'lissera. It's a bonding ritual between two or more Tau, usually ones who work together and have a great degree of respect. For example, members of a Fire Warrior squad, some Earth caste warriors. Except marriage can occur between more than two group members. And, while humans builders working on a long project, or some Air caste ship crew. After the ritual, all Tau involved carry matching bonding knives to signify marriage by wearing rings, Tau signify marriages by carrying ''[[{{Badass}} knives]]''. their new-found relationship, much like how a human married couple wear rings.
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** There's also the bonding ritual between Fire caste warriors. Except marriage can occur between more than two group members. And, while humans signify marriage by wearing rings, Tau signify marriages by carrying ''[[{{Badass}} knives]]''.
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* HiredGuns

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* HiredGunsHiredGuns: They are not part of the Tau Empire (and have little nationalistic affiliation anyway,) but the Tau often hire their services.
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* ShoutOut: The Tau word for the Demiurg is "Bentu'sin" (meaning "wise-gifted ones"). This is very similar to the Bentusi of the ''VideoGame/{{Homeworld}}'' series, additionally both the Demiurg and Bentusi are spaceborn merchants who provide ion cannon technology to their respective allies. Considering that ''Homeworld'''s developers Relic also went on to make ''VideoGame/DawnOfWar'' and ''VideoGame/Warhammer40000SpaceMarine'', it is unsurprising that some writer at Games Workshop was a fan.
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* MobileFactory: Their Stronghold-class ships are massive vessels, [[StoneWall slow but well defended]] with [[InstantDeathRadius powerful short range weapons]], that act as the center of Demiurg mining fleets. Smaller vessels will enter asteroid fields and break them down, collecting the ore to bring back to the Stronghold ship for processing. In addition to refining the ore, the Stronghold also uses it to produce finished goods, including other smaller ships.
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** An average member of Badass Normal Army of the Imperium begins his military training at the age of 16-18 with the conscription to the PDF. Every single member of the Fire Cast learns to wage war since childhood.

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** An average member of Badass Normal Army of the Imperium Imperial Guardsman begins his military training at the age of 16-18 with the conscription to the PDF. Every single member of the Fire Cast Caste learns to wage war since childhood.
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** An average member of Badass Normal Army of the Imperium begins his military training at the age of 16-18 with the conscription to the PDF. Every single member of the Fire Cast learns to wage war since childhood.
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* ArmorPiercingAttack -- The Neutron Blasters the Vespid carry are capable of ignoring all but the thickest and most dense armor, killing the organic material such armor might be protecting like the armor was not even there.


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* FragileSpeedster -- The Vespid have a light bone and exoskeletal structure, combined with a set of rapidly flapping membranous wings. This allows them to move about the battlefield at high speed, but they are very physically delicate and cannot wear substantial armor.
* PowerCrystal -- The crystals in the Vespid's Neutron Blasters are mined from their homeworld. Their unique structure is absolutely essential to their function, but they can only be fired when vibrated at certain but variable frequencies. So far, only the humming of the Vespid's wings has proven effective at "tuning" these crystals to allow the weapon to function, so only Vespid carry them.
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Pure speculation at this point.


Due for a Codex Update for the 6th Edition in the First Quarter of 2013.

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Due for a Codex Update for the 6th Edition in the First Quarter of 2013.
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* ProudWarriorRaceGuy: The Fire Caste, at any rate, and less violent than most.


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* ProudWarriorRaceGuy -- And equal parts entrepreneurs as they are warriors.
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* AuthorityEqualsAsskicking: In contrast to what was said above, this is [[AvertedTrope averted]] with any Tau not in the Fire Caste, particularly the Ethereals. While even the lowest ranked Ethereal has ostensible authority over the highest ranked Fire Caste, Ethereals do not train in combat (except for certain ritualistic dueling methods) and will not be much of a force in combat. Despite that, they may still accompany hunter cadres in the field, as their mere presence is a kind of combat multiplier in itself, with every Tau present clearly focused on the essence of the Greater Good and willing to lay down their life without hesitation, fear, or protest if necessary.
* BadassNormal -- OK, so they aren't [[PunyEarthlings normal humans]] like the other BadassNormal BadassArmy in ''TabletopGame/{{Warhammer 40000}}'', the [[TankGoodness Imperial]] [[RedshirtArmy Guard]]. The Tau ''are'', however, aliens who are physically weaker than humans and have no psykers. All the Tau have at their disposal to fight the hordes of superpowered and supernatural beings that threaten the empire, is [[HigherTechSpecies their]] [[BeamSpam formidable]] [[MiniMecha technology]] and [[ThePowerOfFriendship their]][[TheAlliance allies]].
* BeginnersLuck -- La'Kais, protagonist of the game ''FireWarrior'' manages to take on and defeat both Imperial and Chaos forces by himself, up to [[DidYouJustPunchOutCthulhu taking down a Lord of Change]] on his first day of live combat, with some help from both Tau and Ultramarine forces with Chaos. Unfortunately after that he was hit with a bad case of Post Traumatic Stress Disorder and was mentally broken by the experience, though it's suggested he'll get better. (He doesn't. The book also reveals [[spoiler: [[GodWasMyCopilot that Khorne was helping him]]]])

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* AuthorityEqualsAsskicking: In contrast to what was said above, this is [[AvertedTrope averted]] {{averted|Trope}} with any Tau not in the Fire Caste, particularly the Ethereals. While even the lowest ranked Ethereal has ostensible authority over the highest ranked Fire Caste, Ethereals do not train in combat (except for certain ritualistic dueling methods) and will not be much of a force in combat. Despite that, they may still accompany hunter cadres in the field, as their mere presence is a kind of combat multiplier in itself, with every Tau present clearly focused on the essence of the Greater Good and willing to lay down their life without hesitation, fear, or protest if necessary.
* BadassNormal -- OK, so they aren't [[PunyEarthlings normal humans]] like the other BadassNormal BadassArmy in ''TabletopGame/{{Warhammer 40000}}'', the [[TankGoodness Imperial]] [[RedshirtArmy Guard]]. The Tau ''are'', however, aliens who are physically weaker than humans and have no psykers. All the Tau have at their disposal to fight the hordes of superpowered and supernatural beings that threaten the empire, is [[HigherTechSpecies their]] [[BeamSpam formidable]] [[MiniMecha technology]] and [[ThePowerOfFriendship their]][[TheAlliance their]] [[TheAlliance allies]].
* BeginnersLuck -- La'Kais, protagonist of the game ''FireWarrior'' manages to take on and defeat both Imperial and Chaos forces by himself, up to [[DidYouJustPunchOutCthulhu taking down a Lord of Change]] on his first day of live combat, with some help from both Tau and Ultramarine forces with Chaos. Unfortunately after that he was hit with a bad case of Post Traumatic Stress Disorder and was mentally broken by the experience, though it's suggested he'll get better. (He doesn't. The book also reveals [[spoiler: [[GodWasMyCopilot [[spoiler:[[GodWasMyCopilot that Khorne was helping him]]]])
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Due for a Codex Update for the 6th Edition in the First Quarter of 2013.

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* AuthorityEqualsAsskicking: In contrast to what was said above, this is [[AvertedTrope averted]] with any Tau not in the Fire Caste, particularly the Ethereals. While even the lowest ranked Ethereal has ostensible authority over the highest ranked Fire Caste, Ethereals do not train in combat (except for certain ritualistic dueling methods) and will not be much of a force in combat. Despite that, they may still accompany hunter cadres in the field, as their mere presence is a kind of combat multiplier in itself, with every Tau present clearly focused on the essence of the Greater Good and willing to lay down their life without hesitation, fear, or protest if necessary.



* AlienHair -- The Kroot are more dissimilar to humans in that they have long quills growing out of the back of their heads, as well as many smaller quills growing about their bodies. These quills are actually sense organs - air vibrating against them provides the Kroot their sense of hearing in the same manner that ears provide humans a sense of hearing.

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* AlienHair -- The Kroot are more dissimilar to humans in that they have long quills growing out of the back of their heads, as well as many smaller quills growing about their bodies. These quills are actually sense organs - air vibrating against them provides the Kroot their sense of hearing in the same manner that ears provide humans a sense of hearing.



* CringeComedy: The Kroot have a sense of humor that tends toward finding amusement in making others uncomfortable. For example, turning up their natural pheromones to an obviously pungent level, and standing around Tau diplomats who cannot stand the smell but at too polite to object, or offering humans meat from their own species and acting offended if they do not accept because the find others squeamishness about food hilarious.

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* CringeComedy: The Kroot have a sense of humor that tends toward finding amusement in making others uncomfortable. For example, turning up their natural pheromones to an obviously pungent level, and standing around Tau diplomats who cannot stand the smell but at are too polite to object, or offering humans meat from their own species and acting offended if they do not accept because the find others squeamishness about food hilarious.


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* NotInThisForYourRevolution -- The Kroot do not make much effort to hide that their embrace of the Greater Good is tenuous at best. They are part of the Tau Empire for the betterment of the Kroot, by giving them opportunities to change, adapt, grow, and survive in a hostile galaxy. The Tau keep insisting that the Kroot will embrace the cause of the Greater Good with time, and the Kroot are content to let them go on thinking that.
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* CringeComedy: The Kroot have a sense of humor that tends toward finding amusement in making others uncomfortable. For example, turning up their natural pheromones to an obviously pungent level, and standing around Tau diplomats who cannot stand the smell but at too polite to object, or offering humans meat from their own species and acting offended if they do not accept because the find others squeamishness about food hilarious.
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* Demiurg: short miners and traders, have their own unique ships.
* Galgs: are green, scaled, frog-like creatures.
* Human Auxilaries (Gue'vesa)
** AlienHair -- Some human ''Gue'vessa'la'' shave their heads to resemble Tau hair, a single lock at the back of the head.
** LesCollaborateurs -- Humans who fight for the Tau Empire for various reasons.
* Hrenian
* Ji'atrix: ethereal beings with an affinity for spacefaring.
* Morralian
* Nicassar: a psychic race with ships that are powered by their captains.
* Ranghon

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!!Demiurg
* Demiurg: AsteroidMiners
* MeaningfulName: "Demiurg" comes from the Ancient Greek word ''demiourgos'', meaning "artisan".
* MightyGlacier: Demiurg mining ships are armed with powerful mining lasers, and they're pretty durable too, but they're rather slow.
* OurDwarvesAreDifferent: They're
short miners and traders, have their own unique ships.
stocky, relatively technologically advanced, and they dig through asteroids to mine out minerals.
* Galgs: are green, scaled, ProudMerchantRaceGuy: They're expert traders as well as miners.
!!Galgs
* FrogsAndToads: They're
frog-like creatures.
humanoids.
* HiredGuns
!!
Human Auxilaries (Gue'vesa)
** * AlienHair -- Some human ''Gue'vessa'la'' shave their heads to resemble Tau hair, a single lock at the back of the head.
** * BerserkButton: They're this for Imperium forces. Imperial Guard, Space Marine and Sisters of Battle units [[ThePowerOfHate get a bonus in close combat against them]].
*
LesCollaborateurs -- Humans who fight for the Tau Empire for various reasons.
* Hrenian
RedShirtArmy: Considered this by Tau.
!!Hrenian
* Ji'atrix: HiredGuns
!!Ji'atrix
* InHarmsWay: They ''love'' exploring.
* StarfishAliens: They're
ethereal beings energy beings.
!!Morralian
* HiredGuns
!!Nicassar
* [[BadassArmy Badass Navy]]
* FantasyCounterpartCulture: Their ships are named Dhows, making them sort of Arabs '''[[RecycledInSpace IN SPACE]]'''!
* FragileSpeedster: Nicassar Dhows, allegedly.
* InHarmsWay: Again, love exploration and scouting.
* PsychicPowers: Nicassar are highly adept psykers. The Tau go to great lengths to hide this fact, to prevent the Imperium banging down their doors.
!!Ranghon
!!Tarellian
* BerserkButton: Humans. The Imperium, following [[AbsoluteXenophobe standard procedure]], virus-bombed the Tarellian home-worlds and nearly pushed the race to the brink of extinction. The Tarellians have ''not'' forgotten this.
* FantasticRacism: They hate humans
with an affinity for spacefaring.
unbridled passion.
* Morralian
LizardFolk
* Nicassar: a psychic race with ships that are powered by their captains.
HiredGuns
* RanghonProudWarriorRaceGuy: Proud Mercenary Race Guy, to be exact.
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It Got Worse sinkhole cleanup


* BeginnersLuck -- La'Kais, protagonist of the game ''FireWarrior'' manages to take on and defeat both Imperial and Chaos forces by himself, up to [[DidYouJustPunchOutCthulhu taking down a Lord of Change]] on his first day of live combat, with some help from both Tau and Ultramarine forces with Chaos. Unfortunately after that he was hit with a bad case of Post Traumatic Stress Disorder and was mentally broken by the experience, though it's suggested he'll get better. ([[ItGotWorse He doesn't.]] The book also reveals [[spoiler: [[GodWasMyCopilot that Khorne was helping him]]]])

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* BeginnersLuck -- La'Kais, protagonist of the game ''FireWarrior'' manages to take on and defeat both Imperial and Chaos forces by himself, up to [[DidYouJustPunchOutCthulhu taking down a Lord of Change]] on his first day of live combat, with some help from both Tau and Ultramarine forces with Chaos. Unfortunately after that he was hit with a bad case of Post Traumatic Stress Disorder and was mentally broken by the experience, though it's suggested he'll get better. ([[ItGotWorse He doesn't.]] (He doesn't. The book also reveals [[spoiler: [[GodWasMyCopilot that Khorne was helping him]]]])

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created an Other folder since Tau have a lot of allies that aren\'t elaborated upon much


[[folder:Kroot Mercenaries]]

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[[folder:Kroot Mercenaries]]!!Allies & Mercenaries
[[folder:Kroot]]



[[folder:Tau Human Auxilaries]]
-> ''or "Gue'vesa"''
* AlienHair -- Some human ''Gue'vessa'la'' shave their heads to resemble Tau hair, a single lock at the back of the head.
* LesCollaborateurs -- Humans who fight for the Tau Empire for various reasons.

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[[folder:Tau [[folder:Other]]
* Demiurg: short miners and traders, have their own unique ships.
* Galgs: are green, scaled, frog-like creatures.
*
Human Auxilaries]]
-> ''or "Gue'vesa"''
*
Auxilaries (Gue'vesa)
**
AlienHair -- Some human ''Gue'vessa'la'' shave their heads to resemble Tau hair, a single lock at the back of the head.
* ** LesCollaborateurs -- Humans who fight for the Tau Empire for various reasons.reasons.
* Hrenian
* Ji'atrix: ethereal beings with an affinity for spacefaring.
* Morralian
* Nicassar: a psychic race with ships that are powered by their captains.
* Ranghon
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From what I can tell, this is where the sentence was intending to go.


The Tau are known for two things: their advanced technology, and their Greater Good. The Tau have embraced technology in a way the Adeptus Mechanicus deems blasphemous, and even their basic infantry are armed with energy weapons the envy of Imperial soldiers, while their elite warriors wear flying battlesuits that can lay waste to entire squads, but it is the philosophy of the Greater Good that is the Tau's most dangerous creation, [[TheAlliance as they actively try to recruit other races into their empire]]. The barbaric Kroot, a species of bird-like aliens that seek evolutionary upgrades by [[CannibalClan feeding on their enemies]], were an early success, while recently the insectoid Vespid have been brought into the fold as well. Many humans also fall prey to the promises of Tau technology and a society less transparently brutal than the Imperium. This leads many to label the Tau the "good guys" of 40K, which is true to some extent - the Tau will at least offer you a chance to surrender before dragging you into the fold by force, and will only put you into concentration camps if it's for the Greater Good. Throw in the fact that the Ethereals are suspected of MindControl as well as the notion of a race [[FantasticCasteSystem rigidly divided into castes]], and you have a classic StrawDystopia.

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The Tau are known for two things: their advanced technology, and their Greater Good. The Tau have embraced technology in a way the Adeptus Mechanicus deems blasphemous, and even their basic infantry are armed with energy weapons the envy of Imperial soldiers, while their elite warriors wear flying battlesuits that can lay waste to entire squads, but it is the philosophy of the Greater Good that is the Tau's most dangerous creation, [[TheAlliance as they actively try to recruit other races into their empire]]. The barbaric Kroot, a species of bird-like aliens that seek evolutionary upgrades by [[CannibalClan feeding on their enemies]], were an early success, while recently the insectoid Vespid have been brought into the fold as well. Many humans also fall prey to the promises of Tau technology and a society less transparently brutal than the Imperium. This leads many to label the Tau the "good guys" of 40K, which is true to some extent - the Tau will at least offer you a chance to surrender before dragging you into the fold by force, and will only put you into concentration camps if it's for the Greater Good. Throw in the fact that the Ethereals are suspected of MindControl as well as the notion of a race [[FantasticCasteSystem rigidly divided into castes]], and you have a classic StrawDystopia.
CrapsaccharineWorld.
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Uh... That\'s a weird pothole, considering that the terms are nothing alike.


The Tau are known for two things: their advanced technology, and their Greater Good. The Tau have embraced technology in a way the Adeptus Mechanicus deems blasphemous, and even their basic infantry are armed with energy weapons the envy of Imperial soldiers, while their elite warriors wear flying battlesuits that can lay waste to entire squads, but it is the philosophy of the Greater Good that is the Tau's most dangerous creation, [[TheAlliance as they actively try to recruit other races into their empire]]. The barbaric Kroot, a species of bird-like aliens that seek evolutionary upgrades by [[CannibalClan feeding on their enemies]], were an early success, while recently the insectoid Vespid have been brought into the fold as well. Many humans also fall prey to the promises of Tau technology and a society less transparently brutal than the Imperium. This leads many to label the Tau the "good guys" of 40K, which is true to some extent - the Tau will at least offer you a chance to surrender before dragging you into the fold by force, and will only put you into concentration camps if it's for the Greater Good. Throw in the fact that the Ethereals are suspected of MindControl as well as the notion of a race [[FantasticCasteSystem rigidly divided into castes]], and you have a classic [[MarySuetopia Straw Dystopia]].

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The Tau are known for two things: their advanced technology, and their Greater Good. The Tau have embraced technology in a way the Adeptus Mechanicus deems blasphemous, and even their basic infantry are armed with energy weapons the envy of Imperial soldiers, while their elite warriors wear flying battlesuits that can lay waste to entire squads, but it is the philosophy of the Greater Good that is the Tau's most dangerous creation, [[TheAlliance as they actively try to recruit other races into their empire]]. The barbaric Kroot, a species of bird-like aliens that seek evolutionary upgrades by [[CannibalClan feeding on their enemies]], were an early success, while recently the insectoid Vespid have been brought into the fold as well. Many humans also fall prey to the promises of Tau technology and a society less transparently brutal than the Imperium. This leads many to label the Tau the "good guys" of 40K, which is true to some extent - the Tau will at least offer you a chance to surrender before dragging you into the fold by force, and will only put you into concentration camps if it's for the Greater Good. Throw in the fact that the Ethereals are suspected of MindControl as well as the notion of a race [[FantasticCasteSystem rigidly divided into castes]], and you have a classic [[MarySuetopia Straw Dystopia]].
StrawDystopia.
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[[folder:Vepsid]]

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\n[[folder:Vepsid]][[folder:Vespid]]



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%% Images selected/replaced per Image Pickin' thread: http://tvtropes.org/pmwiki/posts.php?discussion=r6ttx4k1fdsvupiteszws6iu
%% Please do not change or replace without starting a new thread.
%%
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added images for 3 races


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sorted out Kroot, Vespid, and Gue\'Vesa examples


* AlienHair -- The Tau only grow hair in a single lock at the back of their head, which they typically let grow shoulder length on Fire Warriors and sometimes longer in other castes, typically resembling a top-knot. Some human gue'vessa'la shave their heads except for a spot in the back in imitation of this. The Kroot on the other hand are more dissimilar to humans in that they have long quills growing out of the back of their heads, as well as many smaller quills growing about their bodies. These quills are actually sense organs - air vibrating against them provides the Kroot their sense of hearing in the same manner that ears provide humans a sense of hearing.

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* AlienHair -- The Tau only grow hair in a single lock at the back of their head, which they typically let grow shoulder length on Fire Warriors and sometimes longer in other castes, typically resembling a top-knot. Some human gue'vessa'la shave their heads except for a spot in the back in imitation of this. The Kroot on the other hand are more dissimilar to humans in that they have long quills growing out of the back of their heads, as well as many smaller quills growing about their bodies. These quills are actually sense organs - air vibrating against them provides the Kroot their sense of hearing in the same manner that ears provide humans a sense of hearing.



* AmazingTechnicolorPopulation -- The Kroot are commonly depicted in official artwork with dull green skin similar to Orks, but there canonically exist a variety of other skin tones including red and black. Coloration is usually divided up by kindred, but even the same kindred can change skin color over the course of a few generations depending on what they have been eating.[[note]][[WildMassGuessing It can be speculated]] that the dull green skin commonly shown might be due to the Kroot homeworld of Pech being subject to an Ork invasion centuries ago and the current population having to fight off (and feed off) those Ork's [[AlienKudzu feral descendants]], adopting their skin color in the process.[[/note]]



* BeePeople -- The Vespid, an insect-like race who evolved on {{Floating Continent}}s in a gas giant, with their social structure centered around hive-families called strains, are one of the newer additions to the Tau Empire. [[StarfishLanguage Initial communication proved difficult]], but once [[TranslatorMicrobes translation devices were built to breach the language barrier]], the Vespid joined the Tau eagerly, as the Greater Good already meshed well with the Vespid's own values of hive-over-individual, island-over-hive, and species-over-island.



* BizarreAlienBiology -- The Kroot, plain and simple. They have no dedicated urinal or rectal orifaces; any indigestible components (which are very few to them) are regurgitated up through the mouth. This also serves as a birth canal (see below). They also have multiple stomaches, quill-like sensory organs on the backs of their head (and in other places), and distinctly unhuman musculature that makes them a lot stronger than they look.
** BizarreAlienReproduction: Kroot have no genitalia, as humans recognize them, instead using specialised pores to secrete and absorb genetic material -- the only reason we know they come in male and female, instead of being hermaphroditic, is because the fluff says so. The gene-secreting pores are located on the palms of the hands, while the gene-receiving pores are located on the small of the back -- so sex, for Kroot, essentially consists of a backrub. Once fertilised, the female converts one of her stomaches into a womb, regurgitating the offspring once the pregnancy is ended.
* BladeOnAStick -- Two examples:
** Ethereals sometimes wield an Honor Blade, a staff with a pair of {{Absurdly Sharp Blade}}s at either end. An Ethereal trained in its use is said to be able to [[ImplausibleFencingPowers spin the staff around so fast]] as to make the blades on the ends almost invisible. The Honor Blade is primarily used to settle disputes between Ethereals in [[{{Flynning}} stylized, bloodless duels]], where the sharpness of the blades is used to highlight an Ethereals' restraint and self-control, rather than intent to kill. However, when someone who has no regard for the Greater Good draws near an Ethereal, said restraint need not apply.
** The Kroot use long rifles with a pair of [[SinisterScythe scythe-like]] [[BayonetYa bayonets]] at either end. The Kroot use these [[MixAndMatchWeapon both as a rifle, and as their primary melee weapon]], harkening back to their ancient bladed fighting staves before they adopted firearms. The weapon's great length, combined with the Kroot's own taut, whip-like muscles, allow it to strike with great force when swung in wide arcs.

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* BizarreAlienBiology -- The Kroot, plain and simple. They have no dedicated urinal or rectal orifaces; any indigestible components (which are very few to them) are regurgitated up through the mouth. This also serves as a birth canal (see below). They also have multiple stomaches, quill-like sensory organs on the backs of their head (and in other places), and distinctly unhuman musculature that makes them a lot stronger than they look.
** BizarreAlienReproduction: Kroot have no genitalia, as humans recognize them, instead using specialised pores to secrete and absorb genetic material -- the only reason we know they come in male and female, instead of being hermaphroditic, is because the fluff says so. The gene-secreting pores are located on the palms of the hands, while the gene-receiving pores are located on the small of the back -- so sex, for Kroot, essentially consists of a backrub. Once fertilised, the female converts one of her stomaches into a womb, regurgitating the offspring once the pregnancy is ended.
* BladeOnAStick -- Two examples:
**
Ethereals sometimes wield an Honor Blade, a staff with a pair of {{Absurdly Sharp Blade}}s at either end. An Ethereal trained in its use is said to be able to [[ImplausibleFencingPowers spin the staff around so fast]] as to make the blades on the ends almost invisible. The Honor Blade is primarily used to settle disputes between Ethereals in [[{{Flynning}} stylized, bloodless duels]], where the sharpness of the blades is used to highlight an Ethereals' restraint and self-control, rather than intent to kill. However, when someone who has no regard for the Greater Good draws near an Ethereal, said restraint need not apply.
** The Kroot use long rifles with a pair of [[SinisterScythe scythe-like]] [[BayonetYa bayonets]] at either end. The Kroot use these [[MixAndMatchWeapon both as a rifle, and as their primary melee weapon]], harkening back to their ancient bladed fighting staves before they adopted firearms. The weapon's great length, combined with the Kroot's own taut, whip-like muscles, allow it to strike with great force when swung in wide arcs.
apply.



* CannibalTribe -- The Kroot draw heavily on this trope for their imagery. They consider eating the flesh of another creature a way of showing respect for that creature's strength. Inevitably though, [[IAmAHumanitarian sentient creatures are what they considered the strongest]]. Their culture revolves around finding strong creatures to eat, which is what drives much of their mercenary aspirations. If it puts up a good fight, it will make a good meal, and [[CannibalismSuperpower that makes the Kroot stronger]].



* CreativeSterility -- A characteristic of the Kroot. Though not unintelligent, the Kroot's lack of creativity is what kept their technology at a crude black-powder level for a long period of time, and they were unlikely to go any further than that on their own. That was all changed when Orks invaded their homeworld, and the Kroot's own [[LegoGenetics innate ability to absorb and incorporate genetic information]] from what ([[IAmAHumanitarian or whom]]) they eat allowed them to take advantage of the Orkish GeneticMemory and gain spacefaring technology. In fact, the creative portions of their brains are literally smaller and less developed than the logical-rational parts. In humans, this would be the equivelant of having a smaller right brain than a left brain.



** Kroot who eat too much of a certain creature are locked into an evolutionary dead-end. For example, eating quadrupeds over other animals results in the Kroot lineage permanently becoming Kroot Hounds.



* FeatheredFiend -- Though they have quills instead of feathers, the Kroot are descended from alien avians, and retain their ancestors' beaks and light bones.



* FullFrontalAssault -- Kroot's sexual organs are the [[ExoticEquipment pores in their skin]], so they feel little modesty about the bareness of their bodies, and since the small quills scattered about their flesh are sense organs, they prefer to have them exposed to better feel and smell their environment. If they wear anything, it is usually light and utilitarian, such as belts and pouches for carrying things, or something small and ceremonial like a head dress or necklace.



* LegoGenetics -- Kroot are able to instinctively select [=DNA=] sequences from the prey they eat and add them to their own, so that a Kroot kindred that fights Orks for a few generation will develop a green coloration and heavy musculature (indeed, the Kroot only managed to leave their homeworld after eating some Orks and gaining the ability to instinctively build spaceships). After a messy past incident, the Tau make sure the Kroot don't eat anything [[TheCorruption Chaos]]-related, and Kroot leaders also make sure they don't eat any Tyranids, although since apparently Genestealer hybrids taste absolutely ''vile'', this is a frivolous law except in emergencies.



* NobleSavage -- The Kroot are seen as this within the Tau Empire, where the Por'hui media portray them as a race of {{Proud Warrior| Race Guy}}s with respectable combat skills, and evidence that even primitive races can find a place in the Greater Good. For their part, the Kroot find this concept quaintly amusing at best, not giving much care to what others think of them, and happy to just go along with it as long as the Tau provide them opportunities to grow stronger. And, to be fair, there's more than a little truth to the propaganda.



* PowerIncontinence -- A flaw of the Kroot is that their ability to [[LEGOGenetics incorporate genetic material]] from creatures that they eat can only be controlled by making dietary choices, and not all choices are good ones. For example, a kindred that eats only dim-witted herbivores will find itself able to digest plant matter they could not before, but will also become more dim-witted themselves. This is a major reason for the Kroot's [[IAmAHumanitarian eating of sentients]]: it allows them to maintain their intelligence. The role of the Shapers in Kroot society is to understand what would be most advantageous to eat, and to direct their kindreds' diets to those.
* PrivateMilitaryContractors -- The Kroot aren't actually all that interested in the Greater Good (or rather take its doctrine of selflessness only up to the level of their own race rather than the empire as a whole), and will hire themselves off as mercenaries on the side.



* TheQuisling:
** Gue'Vesa, humans who fight for the Tau Empire for various reasons.
** Anghkor Prok could count for the Kroot, having sworn them into alliance with the Tau and therefore having enough prestige to command Tau troops, though the kroot don't really mind working for Tau ''most of the time''.

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* TheQuisling:
** Gue'Vesa, humans who fight for the Tau Empire for various reasons.
** Anghkor Prok could count for the Kroot, having sworn them into alliance with the Tau and therefore having enough prestige to command Tau troops, though the kroot don't really mind working for Tau ''most of the time''.



* SchizoTech -- {{Averted|Trope}} with the Tau themselves, but present with less technologically-advanced societies inducted into the Tau Empire. For example, the Kroot, [[CreativeSterility being not particularly creative]], had a very slow pace of technological advancement, and their technology was jumped ahead when the Orks invaded their homeworld and the Kroot [[CannibalismSuperpower absorbed]] their GeneticMemory of how to build more technologically advanced devices. Couple this with technology granted to the Kroot as payment for services rendered, and Kroot societies are free mixes of advanced technology with traditional Kroot tribal crafts. For a battlefield example, the iconic Kroot rifle is a breach-loading longarm that also functions as a double-ended BladeOnAStick, yet it fires very advanced munitions provided to the Kroot by the Tau to give it a deceptively high stopping-power per shot.

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* SchizoTech -- {{Averted|Trope}} with the Tau themselves, but present with less technologically-advanced societies inducted into the Tau Empire. For example, the Kroot, [[CreativeSterility being not particularly creative]], had a very slow pace of technological advancement, and their technology was jumped ahead when the Orks invaded their homeworld and the Kroot [[CannibalismSuperpower absorbed]] their GeneticMemory of how to build more technologically advanced devices. Couple this with technology granted to the Kroot as payment for services rendered, and Kroot societies are free mixes of advanced technology with traditional Kroot tribal crafts. For a battlefield example, the iconic Kroot rifle is a breach-loading longarm that also functions as a double-ended BladeOnAStick, yet it fires very advanced munitions provided to the Kroot by the Tau to give it a deceptively high stopping-power per shot.



* SpaceAmish -- Again, obviously not the Tau themselves, but their Kroot allies. After consuming Ork Mekboyz and gaining their gene-coded technical knowledge, the Kroot entered a period of rapid technological development and expansion that almost got them all killed off by an Ork fleet. Anghkor Prok, critical of a culture that led them into war before failing to defend them, has led the kroot in looking to the past and living in a more "traditional" society.



* StarfishLanguage -- The Vespid are so different from other races in their mentality and the manner in which they communicate that communication is only possible through the use of a special "communion helm" translation device built by the Tau and worn by strain leaders. The Vespid joined the Tau Empire eagerly after communication was established, and there is some speculation that this might have been because the helmets do more than facilitate communication, but nothing has been confirmed...




to:

* AlienHair -- The Kroot are more dissimilar to humans in that they have long quills growing out of the back of their heads, as well as many smaller quills growing about their bodies. These quills are actually sense organs - air vibrating against them provides the Kroot their sense of hearing in the same manner that ears provide humans a sense of hearing.
* AmazingTechnicolorPopulation -- The Kroot are commonly depicted in official artwork with dull green skin similar to Orks, but there canonically exist a variety of other skin tones including red and black. Coloration is usually divided up by kindred, but even the same kindred can change skin color over the course of a few generations depending on what they have been eating.[[note]][[WildMassGuessing It can be speculated]] that the dull green skin commonly shown might be due to the Kroot homeworld of Pech being subject to an Ork invasion centuries ago and the current population having to fight off (and feed off) those Ork's [[AlienKudzu feral descendants]], adopting their skin color in the process.[[/note]]
* BizarreAlienBiology -- The Kroot, plain and simple. They have no dedicated urinal or rectal orifaces; any indigestible components (which are very few to them) are regurgitated up through the mouth. This also serves as a birth canal (see below). They also have multiple stomaches, quill-like sensory organs on the backs of their head (and in other places), and distinctly unhuman musculature that makes them a lot stronger than they look.
** BizarreAlienReproduction: Kroot have no genitalia, as humans recognize them, instead using specialised pores to secrete and absorb genetic material -- the only reason we know they come in male and female, instead of being hermaphroditic, is because the fluff says so. The gene-secreting pores are located on the palms of the hands, while the gene-receiving pores are located on the small of the back -- so sex, for Kroot, essentially consists of a backrub. Once fertilised, the female converts one of her stomaches into a womb, regurgitating the offspring once the pregnancy is ended.
* BladeOnAStick -- The Kroot use long rifles with a pair of [[SinisterScythe scythe-like]] [[BayonetYa bayonets]] at either end. The Kroot use these [[MixAndMatchWeapon both as a rifle, and as their primary melee weapon]], harkening back to their ancient bladed fighting staves before they adopted firearms. The weapon's great length, combined with the Kroot's own taut, whip-like muscles, allow it to strike with great force when swung in wide arcs.
* CannibalTribe -- The Kroot draw heavily on this trope for their imagery. They consider eating the flesh of another creature a way of showing respect for that creature's strength. Inevitably though, [[IAmAHumanitarian sentient creatures are what they considered the strongest]]. Their culture revolves around finding strong creatures to eat, which is what drives much of their mercenary aspirations. If it puts up a good fight, it will make a good meal, and [[CannibalismSuperpower that makes the Kroot stronger]].
* CreativeSterility -- A characteristic of the Kroot. Though not unintelligent, the Kroot's lack of creativity is what kept their technology at a crude black-powder level for a long period of time, and they were unlikely to go any further than that on their own. That was all changed when Orks invaded their homeworld, and the Kroot's own [[LegoGenetics innate ability to absorb and incorporate genetic information]] from what ([[IAmAHumanitarian or whom]]) they eat allowed them to take advantage of the Orkish GeneticMemory and gain spacefaring technology. In fact, the creative portions of their brains are literally smaller and less developed than the logical-rational parts. In humans, this would be the equivelant of having a smaller right brain than a left brain.
* CripplingOverspecialization --Kroot who eat too much of a certain creature are locked into an evolutionary dead-end. For example, eating quadrupeds over other animals results in the Kroot lineage permanently becoming Kroot Hounds.
* FeatheredFiend -- Though they have quills instead of feathers, the Kroot are descended from alien avians, and retain their ancestors' beaks and light bones.
* FullFrontalAssault -- Kroot's sexual organs are the [[ExoticEquipment pores in their skin]], so they feel little modesty about the bareness of their bodies, and since the small quills scattered about their flesh are sense organs, they prefer to have them exposed to better feel and smell their environment. If they wear anything, it is usually light and utilitarian, such as belts and pouches for carrying things, or something small and ceremonial like a head dress or necklace.
* GenderIsNoObject
* LegoGenetics -- Kroot are able to instinctively select [=DNA=] sequences from the prey they eat and add them to their own, so that a Kroot kindred that fights Orks for a few generation will develop a green coloration and heavy musculature (indeed, the Kroot only managed to leave their homeworld after eating some Orks and gaining the ability to instinctively build spaceships). After a messy past incident, the Tau make sure the Kroot don't eat anything [[TheCorruption Chaos]]-related, and Kroot leaders also make sure they don't eat any Tyranids, although since apparently Genestealer hybrids taste absolutely ''vile'', this is a frivolous law except in emergencies.
* NobleSavage -- The Kroot are seen as this within the Tau Empire, where the Por'hui media portray them as a race of {{Proud Warrior| Race Guy}}s with respectable combat skills, and evidence that even primitive races can find a place in the Greater Good. For their part, the Kroot find this concept quaintly amusing at best, not giving much care to what others think of them, and happy to just go along with it as long as the Tau provide them opportunities to grow stronger. And, to be fair, there's more than a little truth to the propaganda.
* PowerIncontinence -- A flaw of the Kroot is that their ability to [[LEGOGenetics incorporate genetic material]] from creatures that they eat can only be controlled by making dietary choices, and not all choices are good ones. For example, a kindred that eats only dim-witted herbivores will find itself able to digest plant matter they could not before, but will also become more dim-witted themselves. This is a major reason for the Kroot's [[IAmAHumanitarian eating of sentients]]: it allows them to maintain their intelligence. The role of the Shapers in Kroot society is to understand what would be most advantageous to eat, and to direct their kindreds' diets to those.
* PrivateMilitaryContractors -- The Kroot aren't actually all that interested in the Greater Good (or rather take its doctrine of selflessness only up to the level of their own race rather than the empire as a whole), and will hire themselves off as mercenaries on the side.
* TheQuisling -- Anghkor Prok could count for the Kroot, having sworn them into alliance with the Tau and therefore having enough prestige to command Tau troops, though the kroot don't really mind working for Tau ''most of the time''.
* SchizoTech -- [[CreativeSterility Not being particularly creative]], the Kroot had a very slow pace of technological advancement, and their technology was jumped ahead when the Orks invaded their homeworld and the Kroot [[CannibalismSuperpower absorbed]] their GeneticMemory of how to build more technologically advanced devices. Couple this with technology granted to the Kroot as payment for services rendered, and Kroot societies are free mixes of advanced technology with traditional Kroot tribal crafts. For a battlefield example, the iconic Kroot rifle is a breach-loading longarm that also functions as a double-ended BladeOnAStick, yet it fires very advanced munitions provided to the Kroot by the Tau to give it a deceptively high stopping-power per shot.
* SpaceAmish -- After consuming Ork Mekboyz and gaining their gene-coded technical knowledge, the Kroot entered a period of rapid technological development and expansion that almost got them all killed off by an Ork fleet. Anghkor Prok, critical of a culture that led them into war before failing to defend them, has led the kroot in looking to the past and living in a more "traditional" society.





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\n* BeePeople -- The Vespid, an insect-like race who evolved on {{Floating Continent}}s in a gas giant, with their social structure centered around hive-families called strains, are one of the newer additions to the Tau Empire. [[StarfishLanguage Initial communication proved difficult]], but once [[TranslatorMicrobes translation devices were built to breach the language barrier]], the Vespid joined the Tau eagerly, as the Greater Good already meshed well with the Vespid's own values of hive-over-individual, island-over-hive, and species-over-island.
* StarfishLanguage -- The Vespid are so different from other races in their mentality and the manner in which they communicate that communication is only possible through the use of a special "communion helm" translation device built by the Tau and worn by strain leaders. The Vespid joined the Tau Empire eagerly after communication was established, and there is some speculation that this might have been because the helmets do more than facilitate communication, but nothing has been confirmed...



[[folder:Other]]
* Tau Human Auxilaries: humans who sided with The Greater Good over the Empire.

to:

[[folder:Other]]
* Tau
[[folder:Tau Human Auxilaries: humans Auxilaries]]
-> ''or "Gue'vesa"''
* AlienHair -- Some human ''Gue'vessa'la'' shave their heads to resemble Tau hair, a single lock at the back of the head.
* LesCollaborateurs -- Humans
who sided with The Greater Good over fight for the Empire.
Tau Empire for various reasons.
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Added DiffLines:

[[quoteright:349:http://static.tvtropes.org/pmwiki/pub/images/TauEmpire_3761.jpg]]

->''A thousand fibres connect each of us with our fellow Tau and along those fibres our deeds run as causes which come back to us as effects. Everything we must do must be in furtherance of the Greater Good, lest we return to the Mont'au, the Terror.''

A young, dynamic, and somewhat [[NaiveNewcomer naive]] race, the Tau have come a long way very quickly. A few thousand years ago they were a bunch of primitives who had just discovered fire, and were targeted for extermination by the Imperium - but a [[DeusExMachina miraculous warp storm]] destroyed the fleet sent to their homeworld, and the Imperium lost interest. Within scant centuries, they had discovered firearms, evolved into distinct subraces, and were proceeding to destroy each other, until a cadre of mysterious strangers convinced the various Tau to [[OneWorldOrder work together for the benefit of all]]. Now the warriors of the Fire Caste, pilots of the Air Caste, artisans of the Earth Caste, and diplomats of the Water Caste serve the philosophy of the Greater Good, under the wise and watchful eyes of the Ethereal Caste.

The Tau are known for two things: their advanced technology, and their Greater Good. The Tau have embraced technology in a way the Adeptus Mechanicus deems blasphemous, and even their basic infantry are armed with energy weapons the envy of Imperial soldiers, while their elite warriors wear flying battlesuits that can lay waste to entire squads, but it is the philosophy of the Greater Good that is the Tau's most dangerous creation, [[TheAlliance as they actively try to recruit other races into their empire]]. The barbaric Kroot, a species of bird-like aliens that seek evolutionary upgrades by [[CannibalClan feeding on their enemies]], were an early success, while recently the insectoid Vespid have been brought into the fold as well. Many humans also fall prey to the promises of Tau technology and a society less transparently brutal than the Imperium. This leads many to label the Tau the "good guys" of 40K, which is true to some extent - the Tau will at least offer you a chance to surrender before dragging you into the fold by force, and will only put you into concentration camps if it's for the Greater Good. Throw in the fact that the Ethereals are suspected of MindControl as well as the notion of a race [[FantasticCasteSystem rigidly divided into castes]], and you have a classic [[MarySuetopia Straw Dystopia]].

The tabletop Tau army is perhaps the shootiest in the game - basic Tau firearms outclass the equivalents of most other races in terms of power and range and are capable of shredding light vehicles, while their heavy weapons make mockeries of enemy armor. Tau battlesuits can also be customized to deal devastating ranged damage to a specific type of unit, and are mobile enough to make hit and run attacks. On the downside, the Tau are simply pathetic in close combat, and have no dedicated assault units besides Kroot kindreds. Success with the Tau means learning how to make the elements of your army work in harmony - using the Kroot to shore up your flanks, drawing the enemy into a killing zone with a unit of Pathfinders, or having your Drones pin down attackers before they can reach your lines, and remember, if you bring along an Ethereal, [[HeroicBSOD keep him alive]].

----
[[foldercontrol]]

[[folder:The Tau race]]
* ActionGirl -- [[http://wh40k.lexicanum.com/wiki/O%27Shaserra Commander Shadowsun]], the supreme commander of the Fire Caste who led several successful raids on a Tyranid splinter fleet, eventually destroying it without losing a single ship.
* AirborneAircraftCarrier: The Manta fits this, though it would be more accurate to equate it with an Airborne Amphibious Assault Carrier, since its primary function is to transport large groups of ground forces from orbit to the surface and from one surface zone to another. It is capable of transporting an entire hunter cadre (which equates to an entire tabletop Tau force deployment) and, given jetpack battlesuits and grav-tank mounted infantry, can actually deploy its entire force with one low-speed pass without ever landing. It is in the same mass category as an [[HumongousMecha Imperial Titan]], though its primary role is the transportation and long-range fire support of Tau ground forces, rather than being used for direct combat.
** A Manta's max carrying capacity is 188 infantry. You can then swap up to 140 of these for [[HoverTank tanks]], [[MiniMecha battlesuits]], [[AttackDrone drones]], turrets...
* AlienBlood -- Due to high levels of cobalt, Tau blood is blue, and according to at least [[CiaphasCain one inquisitor]], smells awful.
* AlienHair -- The Tau only grow hair in a single lock at the back of their head, which they typically let grow shoulder length on Fire Warriors and sometimes longer in other castes, typically resembling a top-knot. Some human gue'vessa'la shave their heads except for a spot in the back in imitation of this. The Kroot on the other hand are more dissimilar to humans in that they have long quills growing out of the back of their heads, as well as many smaller quills growing about their bodies. These quills are actually sense organs - air vibrating against them provides the Kroot their sense of hearing in the same manner that ears provide humans a sense of hearing.
* [[AliensSpeakingEnglish Aliens Speaking Gothic]] - Tau education involves implanting [[NeuralImplanting didactic modules]] (microchips containing databases of factual information) into the brains of Tau infants and children, and these include language data. Therefore, almost all Tau can understand and speak languages they might be expected to encounter, including Imperial Gothic. However, while those modules can give information, they cannot impart actual skill, which still requires practice. So unlike TranslatorMicrobes, any Tau who does not have reason to practice those languages will speak them haltingly and with a heavy accent and may miss a lot of nuance when listening to other languages spoken. Because of this, Tau almost always defer to the [[CunningLinguist Water Caste]], who does practice speaking and interpreting alien languages, if they are to communicate with aliens. Whether or not a given Tau ''chooses'' to speak an alien language [[EloquentInMyNativeTongue is another matter]], and how pervasive this is can be subject to DependingOnTheWriter. Members of castes other than the Water caste tend to defer to dedicated translators when dealing with aliens. After all, [[CripplingOverspecialization that is not their area]]. And when a Water Caste member is not present, they still defer to another present if that person is willing to speak. The only times they will actually speak with aliens is when no other translator is available.
** Inquisitor Oriel once warned [[TheLastChancers the guardsmen he was traveling with]] on a Tau ship (while disguised as a diplomatic delegation) to watch what they said around the Tau. Even though the only Tau to have spoken to them directly was a Water Caste interpreter, he knew psychically that the other Tau around them understood far more of what they said than they let on. He even speculated that they might be [[ObfuscatingStupidity doing so deliberately]] as a means of getting the humans to let their guard down and say something that the Tau could later use as leverage against them in negotiations.
* TheAlliance -- They're the ''only'' ones that actually bother to get (and keep) allies, [[ChronicBackstabbingDisorder whereas the others would either wipe everything else out]], or still have internal problems to sort out (often times, it's both). Amongst their allies are the barbaric, bird-like Kroot; the insectoid Vespid, who may or may not be mind controlled; the squid-like, space-faring Nicassar, who make up most of the Tau Navy; the dwarf-resembling Demiurg merchants and traders; and the reptilian, [[{{Expy}} Trandoshan-reminding]] Tarellian mercenaries, who '''hate''' the Imperium.
* AmazingTechnicolorPopulation -- The Kroot are commonly depicted in official artwork with dull green skin similar to Orks, but there canonically exist a variety of other skin tones including red and black. Coloration is usually divided up by kindred, but even the same kindred can change skin color over the course of a few generations depending on what they have been eating.[[note]][[WildMassGuessing It can be speculated]] that the dull green skin commonly shown might be due to the Kroot homeworld of Pech being subject to an Ork invasion centuries ago and the current population having to fight off (and feed off) those Ork's [[AlienKudzu feral descendants]], adopting their skin color in the process.[[/note]]
* AmbitionIsEvil -- A core Tau value, though that only applies to ''personal'' ambition. Ambition on [[TheNeedsOfTheMany an empire-wide scale]] in following the Greater Good is considered a virtue.
* AncientAstronauts -- The Tau actually ''were'' visited by a spacefaring non-indigenous species when they were living as hunter-gatherers: humanity. Though in defiance of this trope, the Tau seem not to regard them with any particular awe. Considering that humans were planning on "sterilizing" T'au and colonizing the planet for themselves, they might also count as AbusivePrecursors. Apparently the Tau's breakthrough into FasterThanLightTravel came about when they discovered [[LostTechnology the ruins of an alien spaceship]] on one of the other planets in their home system. It is not recorded if this ship was human or otherwise but given the human visitation of their system, it certainly seems probable.
* {{Animesque}} -- The battlesuits are a dead giveaway.
* ApologeticAttacker -- In most cases, though if the Ethereal is dead or the Fire Caste's blood is up, they can be just as fierce as the other races.
* ArrangedMarriage -- While the Tau have no direct analogue to human marriages (the closest they come to is the [[BloodBrothers Bonding Ceremony]] which involves a mix-gender group of several partners and is a [[TrueCompanions non-sexual agápe relationship]]) they do have arranged ''breeding'', with breeding couples being summoned by a "Procreation Committee" to spend a day together attempting to conceive, after which they go their separate ways. All child-rearing is done in educational/nursing facilities by professional instructors of the matching caste. However, it is not unusual for a parent to take an interest in their offspring's development and occasionally visit them, though the onus of rasing the child is on the instructors rather than the parent, and the Tau's society places more importance on chosen family via the Ta'lissera rather than blood relation.
* AsceticAesthetic -- Common to Tau vehicles, ships, and structures. They prefer their constructions to be ergonomic and functional, with every component designed to fit perfectly with every other component, such that it forms one common whole. Living spaces do occasionally have frescoes on the walls and floors, with abstract labyrinth-like patterns, though the colors are so subtle as to be almost unnoticeable unless one focuses directly on it, the intention being that it serves as a meditation aid. The Fire Caste in particular is known for its austere sense of aesthetics, and this is reflected in the visual simplicity of their military structures.
* AsskickingEqualsAuthority -- While their FantasticCasteSystem determines a Tau's limitations on vocation, their Fantastic ''Ranking'' System is entirely meritocratic. Everyone begins life at the lowest ranks and is given a chance to ascend to a higher rank once every four T'au years of their adult life. This promotion is based entirely on how good a given Tau is at doing their job, and for those in the Fire Caste in particular, being good at their job means being an excellent soldier and leader.
* AttackDrone -- Unlike the Imperium, the Tau make extensive use of artificial intelligences as worker or battlefield drones, and have so far avoided the [[AIIsACrapshoot robot rebellion]] problem.
* BadassNormal -- OK, so they aren't [[PunyEarthlings normal humans]] like the other BadassNormal BadassArmy in ''TabletopGame/{{Warhammer 40000}}'', the [[TankGoodness Imperial]] [[RedshirtArmy Guard]]. The Tau ''are'', however, aliens who are physically weaker than humans and have no psykers. All the Tau have at their disposal to fight the hordes of superpowered and supernatural beings that threaten the empire, is [[HigherTechSpecies their]] [[BeamSpam formidable]] [[MiniMecha technology]] and [[ThePowerOfFriendship their]][[TheAlliance allies]].
* BeePeople -- The Vespid, an insect-like race who evolved on {{Floating Continent}}s in a gas giant, with their social structure centered around hive-families called strains, are one of the newer additions to the Tau Empire. [[StarfishLanguage Initial communication proved difficult]], but once [[TranslatorMicrobes translation devices were built to breach the language barrier]], the Vespid joined the Tau eagerly, as the Greater Good already meshed well with the Vespid's own values of hive-over-individual, island-over-hive, and species-over-island.
* BeginnersLuck -- La'Kais, protagonist of the game ''FireWarrior'' manages to take on and defeat both Imperial and Chaos forces by himself, up to [[DidYouJustPunchOutCthulhu taking down a Lord of Change]] on his first day of live combat, with some help from both Tau and Ultramarine forces with Chaos. Unfortunately after that he was hit with a bad case of Post Traumatic Stress Disorder and was mentally broken by the experience, though it's suggested he'll get better. ([[ItGotWorse He doesn't.]] The book also reveals [[spoiler: [[GodWasMyCopilot that Khorne was helping him]]]])
* [[BenevolentAlienInvasion Benevolent-ish Alien Invasion]] - Compared to [[AbsoluteXenophobe standard Imperial procedure]], re-education camps and status as an underclass of society isn't so bad.
* {{BFG}} -- The basic Pulse Rifle can knock a Space Marine on his back, while a Rail Rifle can punch a hole in him.
* BigGood -- [[http://wh40k.lexicanum.com/wiki/Aun%27Va High Ethereal Aun'va]], Master of the Undying Spirit and Aun'o of the Tau Empire.
* BizarreAlienBiology -- The Kroot, plain and simple. They have no dedicated urinal or rectal orifaces; any indigestible components (which are very few to them) are regurgitated up through the mouth. This also serves as a birth canal (see below). They also have multiple stomaches, quill-like sensory organs on the backs of their head (and in other places), and distinctly unhuman musculature that makes them a lot stronger than they look.
** BizarreAlienReproduction: Kroot have no genitalia, as humans recognize them, instead using specialised pores to secrete and absorb genetic material -- the only reason we know they come in male and female, instead of being hermaphroditic, is because the fluff says so. The gene-secreting pores are located on the palms of the hands, while the gene-receiving pores are located on the small of the back -- so sex, for Kroot, essentially consists of a backrub. Once fertilised, the female converts one of her stomaches into a womb, regurgitating the offspring once the pregnancy is ended.
* BladeOnAStick -- Two examples:
** Ethereals sometimes wield an Honor Blade, a staff with a pair of {{Absurdly Sharp Blade}}s at either end. An Ethereal trained in its use is said to be able to [[ImplausibleFencingPowers spin the staff around so fast]] as to make the blades on the ends almost invisible. The Honor Blade is primarily used to settle disputes between Ethereals in [[{{Flynning}} stylized, bloodless duels]], where the sharpness of the blades is used to highlight an Ethereals' restraint and self-control, rather than intent to kill. However, when someone who has no regard for the Greater Good draws near an Ethereal, said restraint need not apply.
** The Kroot use long rifles with a pair of [[SinisterScythe scythe-like]] [[BayonetYa bayonets]] at either end. The Kroot use these [[MixAndMatchWeapon both as a rifle, and as their primary melee weapon]], harkening back to their ancient bladed fighting staves before they adopted firearms. The weapon's great length, combined with the Kroot's own taut, whip-like muscles, allow it to strike with great force when swung in wide arcs.
* BrainwashingForTheGreaterGood -- A literal case for those conquered by the Tau who resist the idea of the Greater Good (though the Tau prefer not to think of it as "brainwashing"). They have no prisons, any disruptive social deviancy is considered to be a psychological issue on the part of the deviant, and correctional institutions are more like a mental hospital and educational facility than a lockup. Any concentration camps they establish are holding areas to protect those who reject the Greater Good from themselves until they can be properly re-educated.
* CannibalTribe -- The Kroot draw heavily on this trope for their imagery. They consider eating the flesh of another creature a way of showing respect for that creature's strength. Inevitably though, [[IAmAHumanitarian sentient creatures are what they considered the strongest]]. Their culture revolves around finding strong creatures to eat, which is what drives much of their mercenary aspirations. If it puts up a good fight, it will make a good meal, and [[CannibalismSuperpower that makes the Kroot stronger]].
* CompellingVoice -- Any orders given by an Ethereal are obeyed without question. The Ordo Xenos of the Inquisition are ''very'' interested in this ability...
* CreativeSterility -- A characteristic of the Kroot. Though not unintelligent, the Kroot's lack of creativity is what kept their technology at a crude black-powder level for a long period of time, and they were unlikely to go any further than that on their own. That was all changed when Orks invaded their homeworld, and the Kroot's own [[LegoGenetics innate ability to absorb and incorporate genetic information]] from what ([[IAmAHumanitarian or whom]]) they eat allowed them to take advantage of the Orkish GeneticMemory and gain spacefaring technology. In fact, the creative portions of their brains are literally smaller and less developed than the logical-rational parts. In humans, this would be the equivelant of having a smaller right brain than a left brain.
* CrewOfOne -- Many Tau vehicles have crews much smaller than those used by some other galactic civilizations, thanks to their extensive use of simple artificial intelligence and automation to take the load off the crew. Even in cases where a Tau vehicle has a nominally larger crew, this is mostly for the sake of redundancy in case some members become incapacitated, and to keep any one crew from having to divide their attention between too many areas. For example, the Hammerhead Gunship has a crew of three, but the "glass cockpit" of each of the crew's stations allows any one of them to take over the task of any other if necessary, and it could theoretically be operated by a single crewmember tabbing between control screens.
* CripplingOverspecialization -- The basic weapon of the Tau line infantry is powerful enough that even SpaceMarines are cautious about trying to soak its fire up, and the Tau's anti-vehicle weapons render enemy armor laughable. However, the Tau's poor reflexes compared to other races leave them at a huge disadvantage in a close-quarters battle. They make heavy use of Kroot auxiliaries to try and make up this difference, but the Kroot's skills are primarily in assaulting from ambush rather than taking the fight to the enemy. As a result, the Tau have few options when there is a military need to swiftly storm and overrun.
** Kroot who eat too much of a certain creature are locked into an evolutionary dead-end. For example, eating quadrupeds over other animals results in the Kroot lineage permanently becoming Kroot Hounds.
** Commander Shadowsun, having been created for the ''Cities of Death'' supplement, is frighteningly effective in urban combat but becomes a massive liability when the unwise player attempts to use her in any other environment.
* CrystalSpiresAndTogas -- Tau cities are noticeably cleaner than most Imperial settlements.
* DarkAndTroubledPast -- As stated in the quotation, a race-wide example: the Mont'au, which does in fact mean "The Terror."
* DarkMessiah - Ethereals.
* DefensiveFeintTrap -- One of the core branches of Tau tactical doctrine, called "kuyon" in their language which translates roughly as "patient hunter." It focuses on using a "lure" (either a seemingly isolated and vulnerable unit or objective or in some cases the ''lack'' of forces) to draw the enemy into the Tau's considerable crossfire.
* DeflectorShields -- The Tau possess energy shield technology, which in contrast to the "Void Shields" of the Imperium (which absorb incoming fire or stop it dead) are genuine "deflector" shields because that is what they do, [[ExactlyWhatItSaysOnTheTin deflect incoming fire away from the object being protected]]. This has the disadvantage of not necessarily protecting against every incoming attack but has the advantage of not being subject to [[TimTaylorTechnology overloads and powerdowns]]. This is represented as an invulnerable save in game mechanics, as the incoming fire is either deflected completely away or manages to get through and score a hit. Also notable is that Tau often put these shields on sacrificial drones which are designed to bodyguard living Tau by [[TakingTheBullet throwing themselves into the path of oncoming fire]] and counting on their shields to protect their assigned Tau.
* DittoAliens -- Humans often have trouble telling one Tau apart from another, or even telling which Tau are male or female. The Tau often have similar sentiments about humans.
* DoesNotLikeShoes -- Tau feet end in hooves, which gives them less impetus than races like humans to wear shoes, so generally they go barehoofed, including their line Fire Warriors. Battlesuits do have covered feet, but that is only because they enclose everything. The Kroot and Vespid have bird-like and insect-like feet respectively, and also go bareclawed, but that is an extension of [[FullFrontalAssault neither race wearing clothes beyond a few small items]].
* DropShip -- The Orca Dropship[[note]]a CanonImmigrant from ''FireWarrior''[[/note]] is the first vehicle in the setting to be referred to as a "drop ship". Unlike the Thunderhawk Gunship used by the Space Marines, the Orca is purely a transportation craft rather than a multi-mission transport and strike craft, and is only armed for surpressing a landing zone and point defense. It is capable of transporting two Fire Warrior teams, two [[MiniMecha Crisis Battlesuit]] teams, and a squadren of [[AttackDrone Gun Drones]].
* EasyEvangelism -- Played straight when the Ethereals first revealed themselves to the rest of Tau society. They ended a long and bloody siege simply by telling each side to work together, and within a matter of months had the rest of T'au coming together for the Greater Good. However, this is also {{Handwave}}d by the Ethereals use of a CompellingVoice. This trope is {{averted| trope}} though with their attempts to evangelize the Greater Good outside their species. Some do convert, setting aside their own ambitions in exchange for the protection of the Tau and the benefits and comforts of their technology, but many more do not, particularly as it is understandably difficult to overcome literally thousands of years of institutionalized FantasticRacism if nothing else. Tau-sympathizers versus Throne-loyalists is a common source of civil divide on Imperial worlds which border the Tau Empire, and is understandably seen as a "moral threat" by Imperial authorities.
* EmpireWithADarkSecret -- Propaganda aside, there are strong hints that Ethereals use pheromones to demand the unquestioning obedience of the other Tau. They still avert the StrawHypocrite characterisation that usually comes with this; the Ethereals, like their followers, absolutely believe in the Greater Good of group over self, community over group, planet over community, and race/alliance over planet. Even the renegade Farsight agrees in principle -- he just disagrees, sometimes lethally, on how to achieve it.
* FantasticCasteSystem -- The four main castes are part Hindu Varnas, part FourTemperamentEnsemble and part {{Elemental|Powers}} ThemeNaming: the Earth Caste are manual labourers and artisans, the Air Caste are {{Ace Pilot}}s, the Water Caste are bureaucrats, politicians and [[CantArgueWithElves diplomats]], and the Fire Caste make up the [[ProudWarriorRaceGuy military]] - the final, ruling caste are the Ethereals.
* FashionableAsymmetry -- Tau infantry typically have enclosed helmets with an optics cluster offset from the central vertical axis, and [[ShouldersOfDoom broad pauldrons]], but only on their left shoulder. [[WordOfGod According to the Games Workshop concept artist who designed the Tau]], the offset optics was to make them appear more "alien" than would otherwise be suggested by their human-like frames, and the pauldrons were inspired by [[http://en.wikipedia.org/wiki/Ashigaru Japanese ashigaru foot soldiers]], but were only placed on the shoulder that faces the enemy when aiming a rifle in order to make the influence more subtle.
* FasterThanLightTravel -- Notable in that they use a different mechanism for achieving it than most other races. Other races tend to have ships [[SubspaceOrHyperspace fully enter the warp]], travel to another system, then exit the warp. The Tau use the "stutter drive" type, entering the warp for only an instant and exiting some distance away. This brief jump is only short range (by interstellar standards) but their drives make many of them very rapidly. This has been likened to holding a buoyant ball under water and letting it spring out, or skipping a stone across a surface. The net effect is much slower interstellar travel than other methods, but also much safer and more reliable travel.
* FeatheredFiend -- Though they have quills instead of feathers, the Kroot are descended from alien avians, and retain their ancestors' beaks and light bones.
* TheFederation -- Still imperialist, but quite a bit less evil than the other factions.
* {{Fictionary}} -- One of the better realized examples in the series. Tau words tend to be composed of smaller particle words combined to make up a more complex concept (much like many real world languages) with each particle [[PunctuationShaker separated by apostrophes]]. As many particles are reused between words, many patterns become evident when studying many of the words in the fluff, which can sometimes lead to understanding a few nuances on their use.
** For example, the Tau word "Mont'ka" is given the translation "Killing blow" and refers to the strategy of concentrating force on a target's most critical places. Likewise, the Tau word "Mont'au" is given the translation "The Terror" and refers to the period before the Ethereals brought the Tau'va, when Tau would slay one another. The Tau word "Mont'yr" is translated as "Blooded", refering to one who has seen battle. The particle "Mont" is part of each of these words, and from that we can infer that it is a core part of Tau words with connotations of death and fear.
* FlatEarthAtheist -- The Tau have next to no Warp signature and don't use it for travel, and are therefore doubtful of the existence of "daemons."
* FlechetteStorm -- A minor example. Tau vehicles occasionally mount a proximity defense system that bursts out a brief storm of flechettes when an enemy attempts to strike or climb onto a vehicle at close range. This system is appropriately named "[[ExactlyWhatItSaysOnTheTin Flechette Launchers]]".
* FourFingeredHands -- And hooves, and unique teeth. Imperial propaganda states that the Tau are descended from grazing bovines.
* FullFrontalAssault -- Kroot's sexual organs are the [[ExoticEquipment pores in their skin]], so they feel little modesty about the bareness of their bodies, and since the small quills scattered about their flesh are sense organs, they prefer to have them exposed to better feel and smell their environment. If they wear anything, it is usually light and utilitarian, such as belts and pouches for carrying things, or something small and ceremonial like a head dress or necklace.
* GatlingGood -- The burst cannon is a variation of the pulse rifle technology with twice the barrels, set up to rotate as it fires, mounted extensively on Tau vehicles and battlesuits as their standard anti-infantry and point defense weapons.
* GenderIsNoObject -- Neither the Tau nor the Kroot have any division of gender in any particular social roles, including military. It is hard enough for most races to tell the difference between the Tau sexes, as they have little sexual dimorphism beyond their primary sexual characteristics, and the Kroot have even less than that.
* {{Glamour}} -- Ethereals are seen this way by other Tau, positively radiating control and wisdom as beacons of hope and the justness of Greater Good. Humans seem them as just another one of the xenos. A Tau of any other caste who spends enough of their life around Ethereals can learn to "tune-out" the awe those Ethereals project, but will still [[CompellingVoice obey any command they are given]].
* TheGreys -- Though a bit taller.
* HappinessInSlavery -- Used in two seperate ways:
** Other species who are absorbed into the Tau Empire are treated magnanimously whether they allow themselves to be subsumed into the empire voluntarily or through conquest. A resistant power will usually have its military partially disarmed so it must rely on the Tau for protection, and will have to prove itself trustworthy before being allowed to build it back up. The Tau help their conquests to rebuild and elevate their standards of living above that they had before. Their existance is [[BreadAndCircuses generally quite comfortable]], but despite that they have still lost their sovereignty to the Tau.
** The other Tau castes themselves to the Etheral caste. The Ethereals have the absolute loyalty of the other castes, and those other castes see the Ethereals as being messianic figures who hold wisdom that is unquestionable. With the noteworthy exception of the [[DefectorFromDecadence Farsight Enclaves]], they are more than happy to serve.
* HeroicBSOD -- The death of an Ethereal is devastating to Tau morale. If one is killed, the Fire Caste may panic and attempt an organized retreat...
** TranquilFury -- Or they may lose their temper, [[TheSlowWalk advancing boldly]] behind [[BeamSpam a fusilade of plasma fire]].
* HigherTechSpecies -- [[PlayingWithATrope Played with]], in that the Tau have a lower maximum tech level than races like humans (especially as it concerns applications of the Warp such as long range FasterThanLightTravel or TeleportersAndTransporters) but what technology they do have they understand very well and can manufacture easily. This means that when going up against a SchizoTech foe such as the Imperium, the Tau will not equal their most impressive weapons, but their more common weapons will easily outmatch that of the Imperium. For example, plasma guns are rare weapons among the Imperials, being almost a LostTechnology, while similar weapons are standard issue among Tau infantry. Also, while Imperial plasma guns are highly dangerous to use, being prone to venting plasma in the user's face, exploding and similar mishaps, Tau guns are as reliable as Imperial lasguns while packing a lot more of a punch.
* HollywoodAtheist -- To the point of ScaryDogmaticAliens.
* HonorBeforeReason -- {{Inverted|Trope}} (at least compared to some other in-universe examples) in that they consider the trope to be, well, ''dishonorable''. They regard a LastStand as the result of an incompetent commander. Any Tau military strategy inevitably involves extensive contingency plans for falling back and rallying. Some of their military philosophies even exploit this to lure enemies into traps when they think to press their advantage.
* HotBlooded -- The Vior'la sept, which directly translates to "Hot Blooded".
* {{Hover Tank}}s -- One of the only two races (and 3 factions) to regularly use them. Characterized by sloping forward hulls and swiveling engine nacelles, Tau tanks lack the speed of Eldar tanks but are better armored. They have the [[AwesomePersonnelCarrier Devilfish]] for infantry transport, the [[TankGoodness Hammerhead Gunship]] for hunting armor, and the [[MissileLockOn Skyray]] for missile defense against aerial threats.
* HumongousMecha -- {{Averted|Trope}}. Despite their [[{{Animesque}} anime influences]], the Tau have no giant robots, understandably considering such things to be impractical from an engineering and technological standpoint. They do use some war machines in the same mass class as titans in the form of [[AirborneAircraftCarrier Manta Destroyers]], but these are small atmospheric-capable starships rather than mechs. However, they are arguably the widest users of MiniMecha in the setting, with large numbers of battlesuits to support their infantry.
** In the early period of contact between the Tau and the Imperium, the Tau actually doubted the existence of Imperial Titans, believing them to simply be Imperial propaganda to intimidate opponents. Later contacts in which the Imperium employed Titans against the Tau proved [[CurbStompBattle decisive in the Imperium's favor]] since the Tau had no effective way to counter them. In response to this, rather than [[AwesomeButImpractical build Titans of their own]], the Tau opted to [[BoringButPractical create a new version of their Tiger Shark bomber chassis equipped with Manta-scale railguns]]. So far it has proven to be effective at forcing the Imperium to be more cautious about deploying such valuable assets as Titans when a flight of bombers can potentially cripple them with a strafing run.
* IHaveManyNames -- Tau names begin with the caste and rank, their sept of origin, and their personal name. As they advance in their careers, they will be given additional honorific names of their notable accomplishments or traits that have come to define them. While their [[OverlyLongName full name]] is only used in very formal situations, their caste and rank followed by their personal name is considered the polite shorthand way to address a Tau.
* ImprobableAimingSkills -- One of the uses of Tau [[LaserSight markerlights]] is to feed targeting data to other Tau units, where [[HeadsUpDisplay HUD projections]], target movement prediction routines, and aim-correction computers can allow the firer to use their weapons with startling accuracy. This makes units with large numbers of marklights such as Pathfinder squads a priority target for the Tau's enemies, as they are a force-multiplier for the rest of the Tau army.
* InvisibilityCloak -- Tau Stealthsuits are one of the smaller varieties of battlesuit, fitting as PoweredArmor, and equipped with an active camouflage device. Stealth team commanders are chosen from veteran Fire Warriors who show great personal initiative and are usually employed as irregulars, being given independent deployments with a broad set of operational parameters. Such missions are usually things like observing the enemy from hiding, attacking targets of opportunity, and disrupting the enemy's rear operations. When more regular Tau forces move to engage, the stealth teams will usually position themselves to assist before resuming their mission.
* [[ItsRainingMen It's Raining Tau]] -- Any Tau unit equipped with a jetpack (which includes most battlesuits) is capable of using it to do a high-altitude deep strike insertion, deploying from Mantas or Orcas (or Tigersharks in the case of drones) and using their jetpacks to arrest their fall.
* LaserSight -- Tau make extensive use of "markerlights" that improve other units' chances to hit an enemy target, or to [[{{Roboteching}} guide seeker missiles]].
* LawOfInverseRecoil -- Used in an interesting way. Tau pulse weapons, owing to the fact that their rounds are extremely low mass (though high velocity) have almost no recoil. This tends to surprise professional human soldiers who manage to get their hands on one in the field, after seeing [[BlownAcrossTheRoom the effect those pulse weapons have on targets]]. The [[GatlingGood Burst Cannon]], owing to its [[MoreDakka rate of fire]], does have a noticeable muzzle-climb, but it is slight enough that vehicles' and battlesuits' firing computers automatically adjust aim to compensate for it, and even an infantry unit can (theoretically) manage it with a good grip.
* LegoGenetics -- Kroot are able to instinctively select [=DNA=] sequences from the prey they eat and add them to their own, so that a Kroot kindred that fights Orks for a few generation will develop a green coloration and heavy musculature (indeed, the Kroot only managed to leave their homeworld after eating some Orks and gaining the ability to instinctively build spaceships). After a messy past incident, the Tau make sure the Kroot don't eat anything [[TheCorruption Chaos]]-related, and Kroot leaders also make sure they don't eat any Tyranids, although since apparently Genestealer hybrids taste absolutely ''vile'', this is a frivolous law except in emergencies.
* LetUsNeverSpeakOfThisAgain -- Good luck getting any Tau from the official septs to say anything about the [[DefectorFromDecadence Farsight Enclaves]]. While not exactly a cover-up (Commander Farsight was too big a hero in the Tau media to outright deny) the idea that there is a rogue Tau state outside [[HappinessInSlavery the benevolent guidance of the Etheral Caste]] is something Tau do not like to even think about, let alone speak on. Indeed, most of the Imperium's intelligence on Farsight comes via a Rogue Trader who in turn got it [[InVinoVeritas from a too-drunk Water Caste merchant]].
* LightningBruiser -- Tau [[MiniMecha XV8 Crisis Battlesuits]] are large, strong, tough enough to resist lots of small arms fire, and can mount a diverse array of weaponry and combat support systems. But also thanks to good strength-to-weight ratios of their materials, neural interfaces, piloting-assist artificial intellignece, and a small counter gravity generator, they are quite nimble. Add to that a JetPack which allows them to navigate battlefields at speed via a series of powered leaps, and the only thing that keeps them from being complete {{Game Breaker}}s is that they are terrible when [[UnskilledButStrong swarmed in close combat]].
* MacrossMissileMassacre -- Tau battlesuits and vehicles often have multiple firing missile systems, such as the missile pod or smart missile system, both of which output several small missiles at once. The missile pod tends to be a more simply-guided direct-fire variation, while the smart missile system is capable of navigating its missiles [[{{Roboteching}} around blocking terrain]].
* MadeASlave -- Though they do not call it that, one of the darker sides to the Tau's philosophy is that everyone must serve the Greater Good eventually, whether willing or not. Some of the fluff suggests that those who resist the Tau and do not accept the Greater Good after surrendering are put into single-sex concentration camps to be re-educated. [[TheQuisling Those who do eventually accept]] are given more comfortable accommodations and allowed more agency to further the Greater Good. Those who do not accept are put to labor for the Greater Good, with the hope that their labors will teach them something about working not for the self [[TheNeedsOfTheMany but for the many]]. That said, the Tau make sure all their prisoners' basic needs are met, do not engage in unnecessary torture, sacrifice, arbitrary executions, or work the prisoners to death, [[ALighterShadeOfGrey which puts them above]] a lot of the other users of this trope [[CrapsackWorld in this setting]].
* MagneticWeapons -- The Tau mount railguns on their [[HumongousMecha XV88 Broadside Battlesuits]] and [[TankGoodness Hammerhead Gunships.]]
** This is the Tau's signature for weaponry. Even their pulse rifles are technically coilguns, albeit ones that cause their physical ammunition to break down into an energy state while in transit down the barrel. They are only distinguished from "plasma guns" (when the term is used in the rest of the setting) in that the ammunition being excited to a plasma happens in the weapon itself, rather than in a reactor that "bottles" it for later discharge.
* MeatVersusVeggies
* MechaExpansionPack -- The Crisis and Broadside [[MiniMecha battlesuits]] have a common chassis, simplifying [[EasyLogistics their logistics somewhat]] as they share parts. Both models (though the Crisis suits moreso) have universal hardpoints designed to accommodate a wide variety of weapons and combat support systems, allowing the suits to be configured for different mission types and to counter a variety of different threats.
* MedievalStasis: Averted. The Tau are the only race (besides arguably the Nids) who have made significant technological advances in the last 10,000 years.
* MindOverManners -- Something that the Ethereals regularly engage in. Though they can give a command to any other Tau and will be obeyed without question, they generally prefer to explain their orders when they can, occasionally using {{koan}}s or [[TricksterMentor trick debates]] to allow other Tau to reach the conclusion they already had in mind. This is done because the Ethereals' CompellingVoice only works if other Tau are close enough to smell them, and [[PragmaticVillainy since Ethereals cannot be everywhere at once]], they have [[MoreThanMindControl gradually cultivated Tau culture to obey them even without compulsion]].
* MiniMecha -- Any Tau battlesuit with an "8" in the first digit of its designation will classify as this.
* MissileLockOn -- Tau seeker missiles are very fast, have great endurance, and their programmable warheads allow them to serve in both an anti-air and anti-armor capacity, but they require a lock-on from a [[LaserSight Markerlight]] designating their target before they will fire. The usual usage of this trope is {{subverted| trope}} though, as seeker missiles fly so quickly that all but the most attentive pilots will not even realize they have been locked onto before they have time to attempt a HighSpeedMissileDodge.
* NaiveNewcomer -- Though reality is beginning to sink in.
** Their natural resistance to Warp phenomena due to their lessened Warp presence, combined with the relatively low amounts of Chaos raiders in their sector of the galaxy, means they are especially naive about daemons and Chaos worshippers. One early fluff article actually references them facing against a Slaanesh warband -- and misunderstanding the references to their patron god to instead be references to the warband's leader.
* TheNeedsOfTheMany -- The Greater Good is, as far as it's been explained, a sort of patriotic utilitarianism; rather than literally counting who will benefit, it demands that the Tau choose to benefit the largest idea of "us" possible.
* NeuralImplanting -- A part of the Tau's education system, and a way in which they manage to cram enough learning into their relatively short lives to keep their technology advancing at the rate it is. "Didactic modules" are implanted in Tau at various states of maturity beginning as infants with others implanted at various stages. The limitation is that these modules can only impart factual data, and the access speed of them is generally slower than something learned organically. Thus, Tau education supplements these with lots of drilling and practice of the information most pertinent to each Tau's particular caste (Fire caste members train with weapons, Water caste members train in speaking languages, Earth caste members train operating and maintaining equipment, Air caste members train in flight simulators, etc.)
* NobleSavage -- The Kroot are seen as this within the Tau Empire, where the Por'hui media portray them as a race of {{Proud Warrior| Race Guy}}s with respectable combat skills, and evidence that even primitive races can find a place in the Greater Good. For their part, the Kroot find this concept quaintly amusing at best, not giving much care to what others think of them, and happy to just go along with it as long as the Tau provide them opportunities to grow stronger. And, to be fair, there's more than a little truth to the propaganda.
* TheNoseless -- The Tau are almost RubberForeheadAliens, except that their nose is concave instead of convex as it is in humans, as a single slit running up and down the center of their face from above the mouth to well past the eyes. There is some variation in it though. For example, the Etheral caste is distinguished by a diamond-shaped crest of bone in the center of their slit. [[ActionGirl Commander Shadowsun]] has a slit that parts halfway up into a Y-shape, though it is unknown if this is characteristic of all female Tau.
* ObstructiveBureaucrat -- {{Inverted|Trope}} with the Water Caste. Their role as bureaucrats is to make the other castes function more comfortably and efficiently. As a rule, they are very good at this job too.
* OneSteveLimit -- {{Averted|Trope}}. There are at least three, possibly four, different distinct characters in the fluff all named "Kais". One from [[AllThereInTheManual the Tau codex]], one from [[TheLastChancers a novel]], and [[FireWarrior one]] or [[DawnOfWar two]] from VideoGames, all refering to different characters. "Kais" means "skillful" in Tau, and is presumalby a common given name among them.
* OurSoulsAreDifferent -- Tau, like all sentients, have a presence in the warp. However, that presence is duller and dimmer than that of humans, and orders of magnitude less than that of Eldar. This has the effect of giving them some degree of natural resistance (though not necessarily immunity) to daemonic influence. This is also the reason why no psykers have ever been born to the Tau - their connection with the warp is too weak for such powers to manifest among them.
* PowerIncontinence -- A flaw of the Kroot is that their ability to [[LEGOGenetics incorporate genetic material]] from creatures that they eat can only be controlled by making dietary choices, and not all choices are good ones. For example, a kindred that eats only dim-witted herbivores will find itself able to digest plant matter they could not before, but will also become more dim-witted themselves. This is a major reason for the Kroot's [[IAmAHumanitarian eating of sentients]]: it allows them to maintain their intelligence. The role of the Shapers in Kroot society is to understand what would be most advantageous to eat, and to direct their kindreds' diets to those.
* PrivateMilitaryContractors -- The Kroot aren't actually all that interested in the Greater Good (or rather take its doctrine of selflessness only up to the level of their own race rather than the empire as a whole), and will hire themselves off as mercenaries on the side.
* PropagandaMachine -- The Tau Por'hui media is composed of Water Caste members who have the job of reporting on empire-wide events and evangelizing the Tau Empire with transmissions outside their own borders. While they do not fabricate information, they do only give it selectively to put the most optimistic spin on it. While the Tau Empire itself is very stable and prosperous, the reason for this lying by omission is to keep the population from realizing just how unlikely they are to reach their goal of uniting the galaxy under the Greater Good, given the Tau's slow [[FasterThanLightTravel FTL travel]], lack of super-luminal communication, and the fact that most of the galaxy is simply not interested in joining.
* TheQuisling:
** Gue'Vesa, humans who fight for the Tau Empire for various reasons.
** Anghkor Prok could count for the Kroot, having sworn them into alliance with the Tau and therefore having enough prestige to command Tau troops, though the kroot don't really mind working for Tau ''most of the time''.
* {{Realpolitik}} -- Characteristic of Tau / Imperium relations:
** For example, in the wake of the Damocles Crusade, many Imperial worlds were stripped of their defenders in order to make a stand at Macragge against [[HordeOfAlienLocusts Hive Fleet Behemoth]]. The Tau expanded their empire in the wake of the Imperial muster, going into now-defenseless systems and offering to protect them in exchange for annexation rights. Those who would not accept the deal were simply {{curb stomp| battle}}ed as most of their defenses were already removed. The Tau defend their aggressive actions by saying that if they had not "expanded defensive interests" to those Imperial worlds than other, less {{benevolent| alien invasion}} powers would have taken them anyway before the Imperium could build its forces back up to keep them.
** While the Imperium of course wants to be rid of the Tau eventually, they generally refrain from taking direct offensive action against them, except to try and liberate Imperial worlds that the Tau have annexed, preferring instead a policy of trying to contain the Tau Empire's expansion. This is in part because of the huge drain of military resources that would be required to completely rout the Tau, but it also is because the Tau Empire functions as a bulwark against Tyranid hive fleets, Orks, and other local powers around the Eastern Fringe where the Imperium's power is limited. As long as the Tau Empire exists, it will distract other potential threats away from Imperial worlds, and the Imperium is only too happy to let that happen.
* RevengeBeforeReason -- If an Etheral is killed while in a theater of war, the other Tau present typically go through several stages. First they [[LosingTheTeamSpirit fall back in a panic]], then [[HeroicBSOD go into stunned inactivity while they try to come to grips with what happened]], then [[HeroicSafeMode gradually try to return to their duties by numbly going through the motions]], which eventually gives way to [[TranquilFury a cold anger over what was done]]. An opposing force had better press its advantage during this time, because at the end of this period the Tau drop their normal policies of allowing [[SinkTheLifeBoats a retreating enemy to withdraw]] or [[LeaveNoSurvivors accepting their surrender]], and [[ItsPersonal their new objective]] becomes to [[RoaringRampageOfRevenge kill as many of the foe as they can]].
* {{Roboteching}}:
** The Tau's seeker missles function like this. A unit somewhere on the battlefield requests a seeker missile launch via a [[LaserSight markerlight]], the missile launches off its mounting on a nearby vehicle, shoots up into the air (regardless of original orientation) then cruises along until it can fly straight into the target.
** Likewise, the Tau's smart missile systems, which fire a salvo of [[MacrossMissileMassacre several missiles at once]]. These missiles are small, low velocity, short range, and have a very modest payload, but are self-guided and capable of nimbly weaving around blocking terrain to seek their targets, making them ideal for clearing out infantry hiding in heavy cover that would otherwise protect them from the Tau's more typical high power, long range weaponry.
* ScaryDogmaticAliens -- There is a good reason why they are sometimes referred to as "Blue Space Communists."
* SchizoTech -- {{Averted|Trope}} with the Tau themselves, but present with less technologically-advanced societies inducted into the Tau Empire. For example, the Kroot, [[CreativeSterility being not particularly creative]], had a very slow pace of technological advancement, and their technology was jumped ahead when the Orks invaded their homeworld and the Kroot [[CannibalismSuperpower absorbed]] their GeneticMemory of how to build more technologically advanced devices. Couple this with technology granted to the Kroot as payment for services rendered, and Kroot societies are free mixes of advanced technology with traditional Kroot tribal crafts. For a battlefield example, the iconic Kroot rifle is a breach-loading longarm that also functions as a double-ended BladeOnAStick, yet it fires very advanced munitions provided to the Kroot by the Tau to give it a deceptively high stopping-power per shot.
* ShinyLookingSpaceships -- Notable in contrast to the Imperium, which has very old space ships with baroque hulls that make them resemble space cathedrals. [[TheLastChancers The 13th Penal Legion's]] Lt. Kage once noted to himself how odd he felt the interior of a Tau ship was, finding the cleanliness and quietness of the ship's interior to be [[ItsQuietTooQuiet rather unnerving]] in contrast to the [[UsedFuture well-lived-in]] state of most Imperial ships. {{Justified|Trope}} by the fact that most Tau ships are almost brand new by the standards of the setting, and have not had much opportunity to build up a history of wear-and-repair like their counterparts among other species. As well, the Tau's continued technological advancement inverts the series' usual rule of thumb that older technology is better technology, so ships that get too out of date are either refurbished with updated technology or retired and replaced with newer classes of ship.
* ShortRangeLongRangeWeapon -- [[AcceptableBreaksFromReality Concessions to the scale of the tabletop aside]], the Tau try to {{avert|ed trope}} this as much as possible, as they fare poorly if they are not given the opportunity to line up a good shot. To facilitate this, the small circular device near the tip of the barrel on most pulse weapons is actually a gyroscope housing that is part of a fire-by-wire system which automatically corrects for shaking hands and gravity to keep the barrel level and on target even at extreme range, so that a firer need not close the distance to ensure an accurate shot.
* ShoutOut -- The Battlesuits, unsurprisingly, contain many nods to the ''{{Gundam}}'' series in their designs.
** The XV-88 series is an obvious homage to ''Anime/MobileSuitGundam'''s RX-77 Guncannon, with its similar model number and twin shoulder cannons.
** Commander Farsight's Custom Crisis Battlesuit sports a [[CharClone red paintjob and silver helmet]].
** One of the Hazard suits' weapons is a [[GatlingGood double burst cannon]] which is often twin-linked, in the style of ''GundamWing Endless Waltz'''s Heavyarms.
* SniperRifle -- The Tau [[MagneticWeapons Rail Rifle]] is a misnomer, as railguns do not use rifling, but it does fit a marksmen's niche. Earlier FlawedPrototype models were subject to occasional [[ExplosiveInstrumentation unexpected capacitor discharge]], potentially injuring or killing the wielder, but the Earth Caste eventually [[TechnologyMarchesOn ironed out that glitch]]. For safety reasons, most of those rifles were mounted on special [[AttackDrone weapon drones]] instead of carried by infantry. Even though they are safer now than they were before, the practice of mostly using drones to carry and fire them seems to have stuck.
* SpaceAmish -- Again, obviously not the Tau themselves, but their Kroot allies. After consuming Ork Mekboyz and gaining their gene-coded technical knowledge, the Kroot entered a period of rapid technological development and expansion that almost got them all killed off by an Ork fleet. Anghkor Prok, critical of a culture that led them into war before failing to defend them, has led the kroot in looking to the past and living in a more "traditional" society.
* SpaceRomans -- The Tau culture is a pastiche of various Eastern philosophies and civilizations.
** While its Eastern influences are the most obvious, an important but often overlooked inspiration for the Tau is that of TheBritishEmpire [[RecycledInSpace IN SPACE]]! A small "island" nation which expands outward, claiming territory, absorbing indigenous populations as best they can, laying down infrastructure and spreading their culture where ever they go, and having an influence far in excess of their own modest numbers.
* StarfishLanguage -- The Vespid are so different from other races in their mentality and the manner in which they communicate that communication is only possible through the use of a special "communion helm" translation device built by the Tau and worn by strain leaders. The Vespid joined the Tau Empire eagerly after communication was established, and there is some speculation that this might have been because the helmets do more than facilitate communication, but nothing has been confirmed...
* StealthPun:
** Tau call humans "Gue'la". This is ''awfully'' similar to the Cantonese insult "gweilo" for Westerners when pronounced just right, as ''DawnOfWar'' players discovered.
** The first digit in a Tau battlesuit's designation is its size class, ranging from one for form-fitting PoweredArmor to eight for MiniMecha. This is in keeping with the Tau's base-eight counting system, as Tau have FourFingeredHands. However, [[http://www.forgeworld.co.uk/Warhammer-40000/Tau/TAU-BATTLESUITS-AND-DRONES/XV9-HAZARD-CLOSE-SUPPORT-ARMOUR.html Forge World makes a line]] of [[CanonForeigner questionably-canon]] battlesuits which are slightly larger than that and are designated with a nine. Which means that when expressed in a base-eight system, those battlesuit's sizes are taken UpToEleven.
** The way the Tau army functions is a bit of a stealth pun. In order for the army to be anywhere near effective, all the units must work together in perfect harmony. In order to succeed, your units have to work towards the greater good.
* [[TakeOverTheWorld Take Over The Galaxy]] -- This is the Tau's ultimate goal, fueled by UtopiaJustifiesTheMeans. The Greater Good demands that all eventually work together toward purposes larger than themselves, and this drives the Tau expansion and imperialism. They would rather have other galactic powers submit to the Greater Good voluntarily, but those who cannot or will not accept it are obstacles to be removed.[[note]]It is worth contrasting this with the Imperium, who also hold a manifest destiny of dominating the stars. But unlike the Tau, their leadership generally understands that as laudable an ideal of purging other powers from the galaxy is, it is impractical and unachievable, and generally content themselves with being a far-reaching galactic superpower. The Tau's ideal of uniting the galaxy when they are such a relatively small empire, have no faster-than-light communications other than messenger ships, slow FTL travel that limits even those, and are unified by a philosophy which depends on the adherance of each member and only grows more diverse and potentially conflicted as they expand, is all played to underscore their [[NaiveNewcomer naïvity]].[[/note]]
* TranquilFury -- Killing an Ethereal typically causes the other Tau to go into shock. Once they get over that, however, they will ''hunt you down''.
* TribalFacepaint -- An old practice by the plains-hunting tribes in Tau pre-history, which is still practiced by their modern descendants in the Fire Caste, except they paint their armor and guns rather than their faces. These paints usually take the form of careful parallel straight lines done primarily on helmets and rifles in Sept colors, with some secondary lines on the torso, legs, and shoulders. This is often the only clashing color alongside otherwise drab uniforms.
* TrueCompanions -- Fire Warrior squads sometimes undergo a ritualistic [[BloodBrothers blood-mingling ceremony]], which translates into improved morale on the tabletop.
* TheUnfavourite -- Much like the Dark Eldar before them, the Tau have gone more than six years and two editions without an up-to-date codex.
* UnskilledButStrong -- Tau battlesuits range in size from PoweredArmor to MiniMecha and are as strong and tough as you would expect such combat systems to be. However, their operators are very poor at close range fighting, and will often find themselves outmaneuvered and taken down by weaker foes.
* UnstoppableRage -- Any Tau who manages to withstand the HeroicBSOD of the death of their Ethereal becomes a truly terrifying force of [[BeamSpam plasma-spewing death]].
* UtopiaJustifiesTheMeans -- The Tau KickTheDog only subtly, and when they do this is almost always the motivation. Conquered populations are inducted into the philosophy of the Greater Good, their population's subject to selective sterilization to keep them from growing faster than the Tau can indoctrinate them. Troublemakers are placed in guarded [[BrainwashingForTheGreaterGood reeducation camps]] and determined recidivists are made to [[ReleasedToElsewhere simply disappear and are never heard from again]].
* {{Veganopia}} -- It is stated by at least one Inquisitor that Tau apparently do not eat meat. However, it is stated elsewhere that the Fire Caste still engage in ceremonial game hunts. It appears that the Fire Caste is the only Tau caste which does eat meat, and even then only in a ritual manner. All other Tau dishes depicted in fiction have been of the non-meat variety, though starfish and other sea creatures have appeared.
* WeHaveReserves -- {{Averted|Trope}}, in that the Tau do not have an enormous recruitable population or the economy-of-scale production abilities of powers like the Imperium, but they do have a universally effecient and high-tech industry. This informs their strategic doctrine, with their forces being almost entirely mechanized and committed to mobile warfare. Since they cannot hold down large areas of terrain, their forces are swiftly re-deployed from one battlezone to the next, moving to counter enemy advances or hit them where they are vulnerable. Further, if a battle is going poorly, Tau forces will do a TacticalWithdrawal rather than lose a signifigant amount of personnel, so that the survivors can be redeployed to hit a more vulnerable flank.[[note]]Incidentally, while this means that the average Fire Warrior is less likely to be committed to a near-suicidal action than the average Imperial Guardsman, they will almost certainly see more total deployments with greater frequency, meaning their odds of surviving an entire campaign are [[CrapsackWorld not necessarily much better]].[[/note]]
* WellIntentionedExtremist -- Unique in the setting in that the "well-intentioned" and "extremist" parts are roughly balanced.
* WeWillUseManualLaborInTheFuture -- Strongly {{averted| trope}}. Tau industry and vessels are all highly automated, and even the lower ranks of the Earth caste, the ostensible laborers of their society, are more like equipment operators, often directing small teams of utility drones who do the actual labor.
* WeWillWearArmorInTheFuture -- Tau metallurgy is capable of easily mass-producing a "nano-crystalline compound" called Fio'tak which is similar to ceramite used in armor by the Imperium, but is considerably lighter. This is what allows Tau to make [[HoverTank tanks light enough to hover]], and [[MiniMecha battlesuits]] light enough to nimbly JetPack around. This also allows them to ensure that even their infantry has fair protection against small arms without slowing them down with excessive weight.
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[[folder:Kroot Mercenaries]]

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[[folder:Vepsid]]


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[[folder:Other]]
* Tau Human Auxilaries: humans who sided with The Greater Good over the Empire.

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