Welcome, fellow Warhammer 40K enthusiasts! Today, we’re diving into the strategic depths of the T’au Empire’s Crusade rules, specifically focusing on the mechanics of expanding their burgeoning empire across the galaxy. The T’au are known for their advanced technology, diplomatic finesse, and strategic acumen, and these Crusade rules capture the essence of their relentless quest to bring the Greater Good to all corners of the universe. In this review, we will explore how each step of the expansion process works, how it fits the narrative feel of the T’au, and provide a detailed summary of the rules.
Before we delve into the new rules, it’s important to acknowledge some of the limitations that T’au players faced in the 9th edition. The focus on assimilating planets created narrative issues for campaigns. GMs would have to balancing adding new planets only for a Tau player dominate them in the campaign, and heaven help you if you had multiple Tau players. The reliance on straightforward military victories for progression also neglected the T’au’s strong emphasis on diplomatic efforts and strategic integration of conquered worlds.
While these challenges remain, some areas have been streamlined (such as the number of planets required.
Planets and Their Characteristics
Diplomat Power and Military Power: Each planet within a star system has Diplomat Power and Military Power values. These values determine the difficulty of assimilating the planet through diplomatic efforts or military conquest, respectively. Players accumulate Diplomat and Military points through their games, which are then used to take over planets.
Military Success: Each victory in battle grants the player 1 Military point, highlighting the T’au’s reliance on both strategic diplomacy and military might to expand their empire.
Assimilation Abilities: Each planet has unique Assimilation Abilities that either aid or hinder your progress. These abilities trigger upon the planet’s assimilation and can influence your strategy for the entire star system.
Supply Line Effect: Once a star system is fully assimilated, players can integrate one planet’s Supply Line Effect into their Crusade force, providing ongoing benefits for future conquests.
Core World: Each star system has a Core World, which must be the first planet generated and the last to be assimilated. This structure emphasizes the strategic importance of conquering peripheral planets before tackling the system’s heart.
Generating a New Star System
To generate a new star system, follow these steps:
- Determine the Temperament of the System’s Inhabitants: Roll a D6 to determine the general disposition of the system’s inhabitants. This roll affects the Diplomat and Military Power of the planets within the system. For example, a roll indicating a “Warlike” temperament adds 1 to the Military Power of each planet, reflecting the inhabitants’ aggressive nature.
- Determine the Number of Planets: Decide whether the system will contain 4, 6, or 8 planets. This choice affects the scale and complexity of the assimilation process.
- Determine Each Planet’s Type: For each planet, roll a D6 to decide whether to use the Common Planets table (1-4) or the High-value Planets table (5-6). Then, roll a second D6 to determine the specific type of planet, such as a Mining World, Civilian World, or Fleet Installation.
Shrine World
With a Diplomat Power of 5 and Military Power of 2, Shrine Worlds are pivotal to local faith. Assimilating these planets can either shake the faith of the local populace or stir their fervor.
- Assimilation Abilities:
- Shaken Faith: Select up to three planets; subtract 1 from the Diplomat Power of each of those planets (to a minimum of 1).
- Stir the Flames: Add 1 to the Military Power of all planets.
- Supply Line Effect:
- Collapse of Faith: While assimilating your Crusade force’s next star system, each time you perform a diplomatic takeover, you gain 1 Requisition point.
Civilian World
These worlds have a Diplomat Power of 3 and Military Power of 2. Conquering them affects recruitment and military preparedness of neighboring planets.
- Assimilation Abilities:
- Threat of Invasion: Add 1 to the Military Power of other Civilian World planets.
- Recruitment Down: Subtract 1 from the Military Power of Fleet Installation and Military Base planets (to a minimum of 1).
- Supply Line Effect:
- A Mingling of Cultures: Select up to three units from your Order of Battle with the Battle-ready or Blooded ranks. Each of those units gains 5XP.
Mining World
Rich in resources but defended by lazy forces, these planets have a Diplomat Power of 3 and Military Power of 4.
- Assimilation Abilities:
- Harvest Resources: Your Crusade force gains D3 Requisition points.
- Starve the War Machines: Select up to two planets; subtract 1 from the Military Power of each of those planets (to a minimum of 1).
- Supply Line Effect:
- Spoils of War: Your Crusade force gains D3+1 Requisition points.
Military Base
Strongly fortified with a Diplomat Power of 4 and Military Power of 6, their fall greatly impacts local defenses.
- Assimilation Abilities:
- Force to the Table: Subtract 1 from the Diplomat Power of each other planet (to a minimum of 1).
- Military Supplies: You can use the Fresh Recruits Requisition once without spending any Requisition points.
- Supply Line Effect:
- Repurposed Infrastructure: Increase your Crusade forces Supply Limit by 400 points.
Fleet Installation
With Diplomat Power of 4 and Military Power of 6, these planets are voidborne strongholds and centers of military might.
- Assimilation Abilities:
- Invasion Plans: Select one planet; halve the Military Power of that planet (rounding up).
- Orbital Dominance: You can use the Rearm and Resupply Requisition once without spending any Requisition points.
- Supply Line Effect:
- Fleet Intel: After you generate your Crusade force’s next star system, subtract 1 from the Military Power of all planets in that system (to a minimum of 1).
Agri World
Essential for supplies, these planets have Diplomat Power of 2 and Military Power of 2.
- Assimilation Abilities:
- Empty Bellies: Select up to one Civilian World and up to one Military Base or Fleet Installation; subtract 1 from the Diplomat Power of each of those planets (to a minimum of 1).
- Full Stomachs: You can use the Repair and Recuperate Requisition once for a cost of up to 2RP less than usual (to a minimum of 0).
- Supply Line Effect:
- Rest and Recuperation: Select up to two units from your Order of Battle; remove one Battle Scar from each of those units.
Political Centre
Governed from a central stronghold, these planets have Diplomat Power of 6 and Military Power of 3.
- Assimilation Abilities:
- Sell-outs: Select one planet; halve the Diplomat Power of that planet (rounding up).
- Belief in the Cause: You can use the Renowned Heroes Requisition once without spending any Requisition points.
- Supply Line Effect:
- Diplomatic Contacts: After you generate your Crusade force’s next star system, subtract 1 from the Diplomat Power of all planets in that system (to a minimum of 1).
Traders’ Hub
These planets have Diplomat Power of 4 and Military Power of 4, combining economic importance with strong defenses.
- Assimilation Abilities:
- Indirect Influence: Select one planet; switch the Diplomat Power and Military Power of that planet.
- Supply Line Effect:
- Trade Networks: After you generate your Crusade force’s next star system, your Crusade force gains 2D3 Diplomat points and D3 Military points.
Research World
With Diplomat Power of 4 and Military Power of 3, these planets are centers of technological advancement.
- Assimilation Abilities:
- Review Research: Your Crusade force gains 2D3 Requisition points.
- Supply Line Effect:
- Scientific Integration: You can use the Renowned Heroes and Prototype System Requisitions once each without spending any Requisition points.
Taking Over a Planet
Players can choose between a Diplomatic Takeover or a Military Takeover:
- Diplomatic Takeover: Requires Diplomat points equal to or higher than the planet’s Diplomat Power. This method avoids devastation and sends a message of compliance.
- Military Takeover: Requires Military points equal to or higher than the planet’s Military Power. This method involves direct combat, which can result in the planet being razed and unusable for Supply Line Effects.
Set Up Supply Lines Requisition
After conquering the Core World, players can spend Requisition points to incorporate a planet into their supply lines, leveraging its Supply Line Effect for future conquests. This Requisition costs 1RP for a Core World and 2RP for other planets.
Conclusion
The new T’au Crusade rules are almost identical to the last set of rules with a few exceptions. Allowing players to pick the size of the system is a nice change, but that wasn’t a huge pain point in the old system. Even the changes to the planet value roll don’t really change the outcome in any relaistic manner. With this in mind, let’s see if any other chnages have been made i nthe latter part of the Tau crusade rules.
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