So, what gameplay gimmicks set the T’au apart from other factions in the game? Well, they can recruit auxiliaries, paying influence to turn wild Kroot Hounds and fresh-to-Gladius Vespid Stingwings to their side. You’re the leader of the contingent on a ship that was saved by the nascent Greater Good Warp deity (the T’au may not have an imprint in the Warp, but their client races do) and thus landed on Gladius. But while they have the power of anime behind them (Mech suits for days), they don’t have God: they’re basically null when it comes to psychic powers and have no access to the Warp as a means of FTL travel.Īt the period of the fluff represented in the game, the T’au are launching their doomed Fourth Sphere Expansion to claim worlds outside their surrounded empire. Their Empire is tiny, but they’re technologically advanced and they’re befriending every alien race they can. The T’au are technically small potatoes in the universe of Warhammer 40K. That’s right, about two years after the game launched, we finally got to play as the worst race in the setting the T’au. Having not played Warhammer 40,000: Gladius - Relics of War since the last big faction DLC, I was blindsided by the newest one.