Tau Gue'Vesa Kill Team

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Shas'O Juice wrote this.



Gue'vesa Kill Team

These are rules for giving upgrades and weapons to Human Auxiliaries that are not normally allowed to Gue'vesa squads.
As more and more systems are brought into the Greater Good, the Tau have learned the value of incorporating alien warriors into their armies. The two most prolific species are the Kroot and the humans. Human warriors are, surprisingly, well-suited to the philosophy of the Greater Good-especially when they feel they are being treated fairly. Tau who treat their Gue'vesa as equals on the battlefield, instead of cannon fodder, find that these aliens have a surprising loyalty and fervor on the battlefield. Tau kill teams are typically formed from three types of warriors:
  • Tau Pathfinders Their technology, infiltration abilities, and access to rail rifles make these Tau warriors perfect members of a kill team. Unfortunately, their low WS makes these scouts ill-suited to the later phases of kill-team missions.
  • Kroot Mercenaries Their bloodthirsty nature and excellent hand-to-hand abilities make these the perfect scorched-earth wetworks specialists. Their tendency to feast noisily on fallen sentries; however, has foiled many missions before they were truly started.
  • Gue'vesa Humans fill a unique niche in Tau military doctrine. They are better hand-to-hand combatants than Tau, and they are better able to think critically and improvise than Kroot. Therefore, they make excellent kill-team specialists. Many former Imperial Guardsmen wholeheartedly support the Greater Good; others just go along to get along.

This article deals with putting together and running a Gue'vesa kill team

UnitCostWsBsSTWIALdSave
Gue'vesa'la Warrior6 pts333313175+
Gue'vesa'la Leader+10 pts333313286+

Options

Pulse Rifle or Pulse Carbine (+3 points per model; max 4 per squad). The Tau have found that humans take very easily to their weaponry. They make these weapons more readily available to kill teams.
Tau Carapace Armor (+5 points per model). Similar to Imperial carapace armor, these Tau bodysuits have been adapted into (and sometimes combined with) Imperial Guard armor. They often bear a great resemblance to Cadian armor. This improves the armor save to 4+.
Close Combat Weapon (+2 points per model) Chainswords, knives, and a variety of other weapons are often salvaged from battlefields or made from the Gue'vesa's limited manufacturing capabilities. As the Tau do not make pistols, many Gue'vesa officers often carry two of these.
Power Weapon (+10 points per model). As the Gue'vesa manufacturing capabilities improve, they have begun to construct a few of these weapons. No more than 1 per squad.
EMP grenades (+3 points per model). The Tau's distaste for close combat extends to assaulting vehicles. Thankfully, the Gue'vesa have no such hesitations.
Markerlight (+10 points per model; 1 per team).
Tau Bionics (+20 points per model; 1 per squad). Some Gue'vesa have become so seriously injured that their bodies must be replaced rather than repaired. This upgrade works as normal bionics, but also adds +1 S and +1 T, as Tau bionics are more advanced.
(As these bionics are experimental, Tau do not yet use them on themselves; the humans are often guinea pigs who choose untested bionics over a quadriplegic life. To represent this, any human with Tau bionics that rolls a 1 on a to-hit roll in close combat has his bionics freeze up partially, losing 1 Attack.
If the model still has any attacks left, it must continue to fight. Further rolls may decrease the model's Attacks characteristic even more. Any model reduced to 0 attacks is removed as a casualty. Note that this uses the base attacks characteristic, and that the +1 attack for two close combat weapons or charging does not count).
Eviscerator (+30 points) A very few of these can be made by the Gue'vesa. One per squad. Counts as power fist, always strikes last, does 2D6 + Str for AP.
Refractor Field (+20 points, Gue'vesa'la only). Tau assist their kill teams in making these, based on information from captured Guard technicians; this grants a 5+ invulnerable save.
Trademark item (+10 points, Gue'vesa'la only). Tau are baffled by the morale effect these cigars, cowboy hats, strange facial hair growths, and stuffed bunnies have on their human helpers. Unit may re-roll any failed Morale or Pinning checks. Only applies to the sub-unit the commander is in.
Ork Fighter (+5 points per model; may give to entire squad). Those Gue'vesa in the Farsight Enclave have benefited from their prolonged campaigns against the Orks. Like other Tau units in the Enclave, the Gue'vesa may take this upgrade. +1 to WS and Initiative.
Imperial Guard Weapons As the Gue'vesa continue to improve their manufacturing capabilities, they have been able to produce a very few of the following weapons. Only 1 of these may be taken per team.
  • Meltagun (+15 points)
  • Flamer (+9 points)
  • Grenade Launcher (+12 points)
Note: I increased the points value of any Guard weapons by 50-100%, as they aren't normally available to Gue'vesa squads. I thought these squads needed something extra, as even IG troops squads can carry heavy weapons. I also opted for an armor upgrade, as other armies' Troops officers can take these.
I haven't yet fully played through the new kill team rules, and I'm aware I could be offering options that kill team members can't take. I put these together with the intention that only 2 or 3 options be taken per team.
The Kill Team rules tend to balance this out well, as you get more nasty sentries when you start to take more upgrades. I also made some cool conversions (which I'll post when I decide on a color scheme) for Gue'vesa with bionics, meltaguns, etc, that I actually want to use!




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