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Gue'vesa Kill Team

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Thanks to Shas'O Juice for 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:

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

Stats of the Gue'vesa'la
Unit Cost Ws Bs S T W I A Ld Save
Gue'vesa'la Warrior 6 pts 3 3 3 3 1 3 1 7 5+
Gue'vesa'la Leader +10 pts 3 3 3 3 1 3 2 8 6+

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.

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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Comment made by D Black on 07:54:47, 19 March 2008
not quite sure about the Eviscerator ande perhaps adding a
slightly higher ranking member (officer) for4 the fancy items

Comment made by MOOMOO on 00:08:59, 19 February 2008
This is awesome!!! :)

Comment made by i dunno on 12:57:21, 22 December 2007
very good idea but is the 6 save for the leader just a typo cos it dont seem right unless he is a jungle fighter

Comment made by TipTop1987 on 20:17:21, 20 November 2007
Did any one else find it odd that the leader had a worse armour save then his men?

Comment made by Germiantor on 03:57:00, 19 October 2007
thrilling idea, though the freezing bionics should more risky though. Other than that, brilliant!

Comment made by Jon-azz on 07:48:24, 17 September 2007
were can i find the rules for bionics??

Comment made by Oshova on 13:01:28, 23 August 2007
briliant!

Comment made by fattyboy5 on 03:13:13, 1 August 2007
o and i dont know why people are going on about pulse pistols, but a sniper dorne spotter and an ejected battlesuit pilot carry one.

Comment made by fattyboy5 on 03:10:44, 1 August 2007
Very good. You have obvouisly put a lot of thought into this and it will work. But here is the problem. For an extra 4 points, you get fire warrior, which is so much better. Good for a themed army though

Comment made by Divinity on 08:04:02, 29 July 2007
see what i don't understand is why didn't the tau just upgrade each guard's lasgun, like the kroot?

Comment made by Alexander on 14:51:44, 28 May 2007
I like the idea. 9/10

Comment made by Greater good or bust. on 05:32:14, 13 May 2007
I think that there is to many guard weapons. I think though that Lasguns of the tau empire should have Ap 6

Comment made by Ace cipher zer0 on 19:46:15, 20 March 2007
sniper drone spotters also have close combat pistols so the Tau use pistols.

Comment made by diablo_rox_sox on 18:25:18, 15 January 2007
grogalmighty is right if the tau can hardly trust there own troops with certin weapons then why should they trust the gue'vesa'la worriors

Comment made by Grogalmighty on 17:01:32, 19 December 2006
I give these stats a 5.
Remember that all heavy weapons and armor for the Gue'vesa are confiscated upon Tau hegemony. However, i do like the stats, and the tau weapon choices, the Carapice armor should be changed to "Tau Ceramic Armor", remove bionics, power weapon, trademark item, orc fighter, and all imperial guard weapons save for lasguns. The tau would not equip the gue'vesa with their own equipment, since all imperial facilities on Tau held worlds are replaced by the cleaner, more efficient drone controlled versions.

Comment made by Inq_Razeil on 09:02:30, 10 December 2006
in deed tey do

Comment made by waverlyt on 18:39:12, 22 November 2006
Actually, the entry in C:TE for the Ejection System mentions that 'suit pilots carry pulse pistols.


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