Kael'yn wrote:No weirdo psy power for Tau, please.
But maybe we can have at least some derived resistance to mitigate the too powerful psyker on the other side:
- our mind does not tamper deeply with Warp, so Warp mind power would not affect us as easily as they can do on human, orks, nids and Eldar (this applies too for Necrons).
So a bonus save/dispel against Warp mind tricks or spells for Necrons/Tau would be nice.
- Even if we don't have psypowers, we can counteract some of their effects by tech too. Warp sorcery need to affect our reality matter to have good effects on Tau (a warp only effect would affect us less, see previous point). And some tau tech could change matter properties from afar if we studied Warp with our psyker allies. Invisibility could be fought with gravity probes, electric field analysis, ...
if someone really want Tau with magic, use nanomachines/implants, no "shazam" stuff from outside power. Magic effect could be duplicated with tech (electric/sonic waves to attune brains and nerves, gravity projector for telekinesis, ...). Look again to Necrons tech.
Alien allies psykers are fine, but GW need to be a little smart to not force us to use them "because we have nothing else against fireballs and invisible mind eaters"
EDIT: "Invocation of elements" is the Tau equivalent of Astra Militarum "orders", not psychic powers. "Paradox of duality" could be a tech so difficult to make (rarest resource, ...) that only high Aun uses this kind of super kinetic dampener
T'au don't need to be able to do everything. That's the nice thing about being an Empire consisting of different races. They can support eachother.
Dammit I'm dieing to play a proper mixed T'au Empire army instead of just a T'au army, if the rules and models would just be worth fielding (Kroot hounds and Krootox are way too expensive, Kroot are meh and Vespid are ugly