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Made in dk
Loyal Necron Lychguard






Auxiliary Cadre
Integrated Command Structure
ASTRA MILITARUM (see below), KROOT and VESPID STINGWINGS units from your army have the following ability:

Targeting Triangulation (Aura): While an enemy unit is within 9" of and visible to this unit, each time a ranged attack made by a friendly T’AU EMPIRE model (excluding KROOT, VESPID STINGWINGS and TITANIC models) targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1.

ASTRA MILITARUM and T’AU EMPIRE units (excluding KROOT and VESPID STINGWINGS units) from your army have the following ability:

Localised Stealth Projectors (Aura): While a friendly KROOT or VESPID STINGWINGS unit is wholly within 6" of and visible to this unit, that KROOT or VESPID STINGWINGS unit can only be selected as the target of a ranged attack if the attacking model is within 18".

Gue’vesa Integration
You can include ASTRA MILITARUM units in your army, even though they do not have the T’AU EMPIRE Faction keyword. The combined points cost of such units you can include in your army is:
Incursion: Up to 500 pts
Strike Force: Up to 1000 pts
Onslaught: Up to 1500 pts
A T’AU EMPIRE model must be your WARLORD, and ASTRA MILITARUM models from your army lose the Voice of Command ability if they have it. You cannot include units with any of the following keywords in your army using this rule: AIRCRAFT; COMMISSAR; EPIC HERO; MILITARUM TEMPESTUS; OGRYN; RATLING; TECH-PRIEST ENGINSEER; MINISTORUM PRIEST.

Just added Astra Militarum, they have stealth projectors for the other auxiliaries.


Kroot Hunting Pack
Choose eat or stalk at the start of each game. If you choose eat T'AU EMPIRE models in your army gain 6+ invulnerable save against melee attack and their melee weapons gain Lethal Hits if you choose stalk T’AU EMPIRE models in your army gain a 5+ invulnerable save against ranged attacks and their melee weapons gain Sustained Hits.

KEYWORDS
If you select this Detachment, KROOT CARNIVORE units from your army have the Battleline keyword.

Everyone now benefits from the detachment, not just Kroot. To represent Kroot adapting through eating their foes I let the player choose one of two effects at the start of the game.


Kauyon
During the third, fourth and fifth battle rounds, weapons equipped by T’AU EMPIRE models from your army have the [SUSTAINED HITS 1] ability. During the third, fourth and fifth battle rounds, while a unit is a Guided unit (see For the Greater Good), each time a ranged attack is made by a model in that unit that targets a Spotted unit, you can ignore any or all modifiers to that attack’s Ballistic skill characteristics and/or all modifiers to the Hit roll.

Sustained hits also applies to melee.


Retaliation Cadre
Each time a T’AU EMPIRE model from your army makes a ranged attack that targets a unit within 12", improve the Strength characteristic of that attack by 1. If that attack targets a unit within 9", improve the Armour Penetration characteristic of that attack by 1 as well.

Removed BATTLESUIT keyword.


Mont’ka
During the first, second and third battle rounds, ranged weapons equipped by T’AU EMPIRE models from your army have the [ASSAULT] ability. During the first, second and third battle rounds, while a unit is a Guided unit, its ranged weapons have the [LETHAL HITS] ability. During the first, second and third battle rounds, melee weapons equipped by T’AU EMPIRE models from your army have the [LETHAL HITS] ability.

Added Lethal Hits in melee.
   
Made in us
Fixture of Dakka





Gue’vesa Integration
You can include ASTRA MILITARUM units in your army, even though they do not have the T’AU EMPIRE Faction keyword. The combined points cost of such units you can include in your army is:
Incursion: Up to 500 pts
Strike Force: Up to 1000 pts
Onslaught: Up to 1500 pts
A T’AU EMPIRE model must be your WARLORD, and ASTRA MILITARUM models from your army lose the Voice of Command ability if they have it. You cannot include units with any of the following keywords in your army using this rule: AIRCRAFT; COMMISSAR; EPIC HERO; MILITARUM TEMPESTUS; OGRYN; RATLING; TECH-PRIEST ENGINSEER; MINISTORUM PRIEST.

Looks pretty good. I feel like maybe Ogryn and Ratlings should be allowed to be included though? If anything, they'd probably be some of the easiest to recruit into the greater good, and aside from giving tau access to a bit of a bruiser melee unit (ogryn), I don't think there's a big risk of breaking the game with these guys. I'm guessing you copied the wording from the brood brothers detachment or something similar?

Targeting Triangulation (Aura): While an enemy unit is within 9" of and visible to this unit, each time a ranged attack made by a friendly T’AU EMPIRE model (excluding KROOT, VESPID STINGWINGS and TITANIC models)

You might want to exclude AM units from the list of units that can get the extra AP. Mostly because you're giving tau players access to a lot of new profiles here, and I feel like there's a decent chance that at least one of those units will end up a little spicier than intended when it has an extra pip of AP. But I could be wrong.

Everyone now benefits from the detachment, not just Kroot. To represent Kroot adapting through eating their foes I let the player choose one of two effects at the start of the game.

As much as I like flexible detachments that work with a large variety of units, this is kind of *the* kroot-specific detachment. I feel like it might be okay to let it just benefit kroot.

Kroot Hunting Pack
Choose eat or stalk at the start of each game. If you choose eat T'AU EMPIRE models in your army gain 6+ invulnerable save against melee attack and their melee weapons gain Lethal Hits if you choose stalk T’AU EMPIRE models in your army gain a 5+ invulnerable save against ranged attacks and their melee weapons gain Sustained Hits.

I feel like you'll never take eat over stalk. A 5++ is just way better than a 6++, and ranged weapons are better at reaching out and threatening units than melee weapons are. Lethal hits does wonky (arguably not very fluffy) things to how effective units are in melee, but I don't think it's going to be useful enough on lackluster tau melee profiles to be taken over a 5++. Also, doesn't this de-value at least one shaper who hands out SH or LH?

I also feel like opening this up to non-kroot units mostly just turns this into the detachment you take when you want all your vehicles to have a "free" 5++.

Sustained hits also applies to melee.

I kind of like this. It's a pretty small buff, but it's nice to potentially reward a squad of kroot for holding out and waiting to pounce.

Removed BATTLESUIT keyword.

Probably fine. I guess this mostly helps out breachers and lets FW and kroot hit a little harder? Not sure how much it would help vespid without reviewing their gun stats, but it's probably not breaking them either.


Added Lethal Hits in melee.

Despite kind of liking the changes to Kau'yon, I don't think I like these changes as much. Lethal Hits is a wonky rule. It lets units punch up against things that they probably shouldn't be good at hurting. Simultaneously, I feel like it's probably not going to help most tau units enough to bother convincing your opponents to use a homebrew rule.

So my concern is that you end up with this rule that mathematically won't actually significantly change the game much, but also it will feel weird/bad when your tau fire warriors manage to somehow punch a couple of points of damage onto an imperial knight.


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
 
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