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Codex - Tau Auxiliary 8th edition
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===Special rules Gue'Vesa<span style="color: red"> '''WIP''' </span>=== * '''Traitors''': ''Although the humans who have joined the Tau empire bear no ill-will towards their former compatriots, the same can not be said of Imperial troops fighting the auxiliaries.'' '''Imperium''' Models will have a +1 to hit on '''Gue'vesa''' in combat *'''Voice of the Gue'Vesa:''' At the start of your turn, all Gue'Vesa <'''Infantry'''> units within 6β of the <'''Gue'Vesa Liaison'''> gain one of the following benefits until the start of your next movement phase. ::- Whenever a model suffers an unsaved wound roll a D6, on a 6+ that wound is ignored. ::- This unit always attacks first in the Combat phase. ::- This unit rolls 2D6 for all morale tests, and picks the lowest dice for their result. ====Wild Keyword <Regiment> <span style="color: red"> '''WIP''' </span>==== While the Gue'vesa have long since left the bleak and overly draconic dystopian authority of the Astra Militarum behind, they did not forget the beneficial teachings of their stints in the Imperium's grand forces. Instead blending and refining the lessons they had learned with the combat style of their new T'au allies. These new regiments form the heart of the Gue'vesa fighting force, and are often seen battling alongside similarly specialised T'au Hunter Cadres. The regiment names are often taken from the warzone in which the Gue'vesa found themselves defecting to the T'au empire. <'''Regiment'''> Keywords include * T'Ros Ospreys * Dal'yth 2nd * Damocles Dragoons * Ghosts of Gorgon
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