I'm not sure there really is a reason for the fork to basically be the Lance of Longinus.
Right, so onto War Zone Damocles: Monte Carlos
This is a campaign book about Tau vs Imperium. I don't have the first one and don't really care. However, they did introduce a new Space Marine character (and formations for the Ravens or Scars or whatever), complete with mini, and a new Tau Ethereal, complete with mini.
Now this is the second book, and having just introduced a new Tau character, with rules and description and a special mini for people to buy for a hundred million dollars... yes, you guessed it,
they kill him off in this book.
Now yes, the Tau basically win, but it's a Pyrrhic victory for them, and to their mindset that means it's a crushing defeat, because they don't belong in a setting where there is never real progress and it's always Status Quo and nobody ever gets a clean victory. But the Imperium was the actual army who had to go home and really lick its wounds and admit (in private) that they lost, while reporting home that it was a huge success and they set the entire system on fire
just to prove how badass they are.
Yeah, a planet is on fire, as is the "Gulf of Damocles" which used to be a handy way of getting to that planet. Basically, a labyrinth of space lanes in the giant star cloud. Yes, Imperials have their own way of getting there, much faster and only with a somewhat significant risk of daemon attack.
And yes, you can obviously still use the mini and rules - death hasn't stopped other characters from continuing to exist in the rules. But it's still a pointless, dickish thing to do.
It's seriously worth pointing out that the Tau basically held even/drove back the combined Astra Militarum, Space Marines, Imperial Knights AND Adeptus Mechanicus, and they only suffered their "real" loss (the death of their hero) thanks to an attack by four Imperial Assassins (one of each).
In this book, we also learn that Tau bleed red (no they fucking don't).
I will grudgingly admire the quantity of quality artwork in this book, too.
Right, so why am I covering this book anyway? Well, it adds a Decurion for the Astra Militarum (Catachan specifically, but whatevs).
1+ Command choice (Battle Group Command: 1 Company Command or Tank Commander, plus 0-1 Lord Commissar, no special rules)
0-3 Core per Command
0-3 Auxiliary per Core
Benefits: Company Commanders are better at issuing orders (more and further), roll 3drop1 for Ld tests for orders, and re-roll all To Hit rolls of 1 with Lasguns and Hot-Shot Lasguns.
Auxiliary/Component: Emperor's Shield Infantry Platoon
1 Infantry Platoon (must include at least five Infantry squads, no transports) and 1-3 units of Scout Sentinels or Armoured Sentinels. Infantry get Move Through Cover when close to Sentinels, and the Commander gets to shout "Shoot, counting as Stationary even if you moved!" at the Infantry.
Core: Emperor's Shield Infantry Company
1 Company Command Squad and 3 Emperor's Shield Infantry Platoons. Yes, a minimum of 19 squads of infantry (15 Infantry, 3 Platoon Command, 1 Company Command - so 170+ mans). The Company Commander can issue "Everyone shoot shoot shoot!" and have that affect as many units as he wants, with one Ld test, all against the same target.
Core: Emperor's Fist Armoured Company
1 Tank Commander (with at least one extra as normal), 3 Lemon Ruski squadrons (any kind), 1-3 Enginseers. Yes, this is a Core choice, yes your army can basically consist of LR tanks, this is awesome. Tanks from this formation that are close to Enginseers find that Penetrating Hits are Not Very Effective (roll twice and drop the highest), tanks get BS 4 when close to the commander, and if a bunch of these Tank Shock or Ram the same target in the same turn, you:
-Subtract 1 Ld for the Tank Shock, per extra tank
-Add 1 to the ram damage for the Ram, per extra tank. Except they're already Strength 7 (half of Front Armour 13-14), +1 for being a Tank, +2 for being Heavy, == Strength 10. DRINK ONCE.
Auxiliary: Emperor's Talon Recon Company
2-4 units of Sentinels (any). Each has to be the full 3 models. They gain Outflank, and you pick one target at the start and they all get Preferred Enemy (that unit). Also one Sentinel is the Commander, who can issue certain commands to Sentinels at Ld 8.
Auxiliary: Emperor's Blade Assault Company
1 Company Command Squad (in a Chimera or Taurox), 3x Veterans (in Chimerae or Tauroxes), 1-3 squadrons of Hellhounds (or Banewolves or Devildogs or a mix or whatever). All units have Preferred Enemy (enemies close to Objectives), and the Infantry all have Ob-Sec. This is a pretty good one, and I wouldn't fault anyone for taking one or two of these.
Auxiliary: Emperor's Wrath Artillery Company
1 Company Command Squad (in a Chimera or Taurox), 1-3 Enginseers, 1 Manticore or Deathstrike, and 2 units of either Basilisks, Hydras or Wyverns. The Company Commander can issue certain commands to vehicles from this formation (Ld 8). Once per turn, one model with a Vox Caster (not necessarily from this formation) can call in coordinates of a nearby enemy. This formation then gets Twin-Link against that enemy. This is grand. Take a couple.
Auxiliary: Ogryn Auxilia
1 Commissar, 2 Ogryn units, 2 Bullgryn units. If one unit charges an enemy, then another unit also charges, the second unit gets S 7 for HoW hits. Also they're all Fearless when within 12" of the Commissar.
Auxiliary: Psykana Division
1 Primaris Psyker, 3 units of Wyrdvane Psykers, 1-3 Commissars. The Primaris knows any powers known by any Wyrdvanes that are close, and for every 5 Wyrdvane close to him, he gets an extra Mastery Level (but not powers known). Any unit of Wyrdvane joined by a Commissar gets to harness Warp Charges on a 2+, but if they fail the test, one model is instantly executed. This also happens if they roll Perils, but that prevents Perils from happening at all.
Auxiliary: Emperor's Fury Super-Heavy Company
1 Enginseer and 3 Super-Heavies. The Enginseer gets +2 to repair these tanks, enemies are in Difficult Terrain if they're close to at least two of these tanks, and an enemy hit by Primary Weapons from all three has to take a Morale check on 4d6 unless it has Gone to Ground.
Auxiliary: Emperor's Spear Aerial Company
3 units of Valkyrie or Vendetta Squadrons. You roll Reserves for all of them at once. They can also perform Low-Altitude Drops. If they do this, they can't Jink and they suffer Difficult Terrain tests if they fly over terrain more than 3" tall, but units that leap out via Grav-Chute do not scatter.
(Also available as Auxiliary with no special rules: one Super-Heavy Tank, Militarum Tempestus Platoon, Infantry Platoon)
Tau also get some additional formations because they're assholes.
Counterstrike Cadre: 1 Pathfinder Team, 3 Strike/Breacher Teams. All of them need Devilfish Transports. They all get Twin-Linked against enemies too close to Objectives, and the vehicles are Fast when coming in from Reserves.
Rapid Insertion Force (obligatory sex joke goes here)
1 unit of Stealth Suits, 3 units of Crisis Suits, 1 unit of Riptides. The Stealth Suits start on the field and everyone else is in Derp Strike Reserves. Any unit from the formation that Derps in close to the Stealth Suits doesn't scatter and has Twin Linked shooting tor that turn.
Ranged Support Cadre
3x Pathfinders, 3x Broadsides. The Broadsides double the value of Markerlights fired by the Pathfinders. The Pathfinders have Infiltrate and Shrouded until they move or fire any non-Markerlight weapons. Also, the Broadsides can provide supporting fire for the Pathfinders at any range (within weapon range).
Piranha Firestream Wing
4 units of Piranhas. One unit must have only one, and that's the Target Acquisition. Every turn, it picks one target, and against that target they all get +1 BS and Tank Hunters. If any unit is fully within 6" of a table edge at the end of the Move Phase, they can go into Ongoing Reserves. When they come back, they're at full strength (I assume this also means destroyed models are brought back), with damage repaired and Drones and seeker missiles replaced. That can be pretty handy. Also you could have drones detach and wander off, then re-arm and get more free drones. A very small freebie, sure, but all you're really giving up is some Burst Cannon fire.
Ghostkeel Wing
3 units of Ghostkeel. Any unit gets +1 BS to shoot an enemy another unit has already shot at this turn. Friendly models within 12" of 2 units from this gain Stealth. If they already have Stealth, they get Shrouded. If a unit from this is close to another unit from this, enemies can't Overwatch against them.
Skysweep Missile Defence
1 Devilfish and 3 units of Sky Rays. Sky Rays close to the Devilfish can just flay-out fire as many Seeker Missiles as they have, without a per-turn limit, and while the Devilfish remains undestroyed, the Sky Rays get a 5+ Cover Save against the shooting attacks of "flying crap".
Ethereal Council
3-7 Ethereals, which can include Aun'Va and Aun'Shi. They are Fearless, all form one single unit of Characters (not Independent), and double the range of Failure Is Not An Option. Additionally, they grant the powers of all four elements at once, every turn.
Drone Net VX1-0
4+ Drone units. As long as at least 2 units remain on the field, they all get +1 BS (as do all drones in the army that aren't part of this formation, haxx!). All Drones in this formation also get Interceptor, Jink, Outflank, Precision Shots and Split Fire.
Riptide Wing
3 units of Riptides. If one unit shoots something another unit shot, they get +1 BS. Each Riptide close to another gets to re-roll Nova Reactor attempts, because it's safer to put all your nuclear reactors next to each other. 1/battle you can unleash the SUPERSHOOTERS. Each one that didn't move can fire twice (four times for those that Nova'd their shooting to double). They can't Assault on that turn.
Air Superiority Cadre
3 Razorsharks. +1 BS against flying crap and Jetbikes and Skimmers. As long as at least one model remains at the start of the shooting phase, automatically chuck 1d3 Markerlight counters to place anywhere you want. And as long as enemy flying crap (including Skimmers/Jetbikes) are on the table, there is no Reserves roll, they just fly on to deal with it.
THE EIGHT
Eight specific supersuits, all special characters. They quad the Supporting Fire range for each other, they grant Stubborn to the entire army (until all eight are dead), and they're Fearless and have Preferred Enemy (enemies). Specifically it's Commander Farsight, one Iridium Crisis Suit Commander, one Riptide Shas'vre, one Broadside Shas'vre, four Crisis Commanders. They all have specific wargear.
For what it's worth, they're not bad choices by any stretch - it's a very solid group there, and you split them up as Independent Characters and attach them to whatever you like.
And now everything is done and until they shit out another Codex I can just take a holiday.