Gue'vesa Sergeant
A human auxiliary squad leader with awkward loyalties.
Threat File — Gue'vesa Sergeant
TR 3 · Kroot & AuxiliariesSaves: Willpower +4
Proficiencies: Command +5, Awareness +4, Fieldcraft +4
Two Armies' Training. Guard grit welded to T'au fire discipline: allied gue'vesa within 30 feet do not provoke Reactive Fire when withdrawing, and the squad falls back in order instead of routing.
Voice They Trust. Allied gue'vesa within 30 feet gain +1 to Morale checks and ignore the first Pinned result inflicted on the squad each round.
Cadre Uplink. Once per encounter, the sergeant calls T'au support: a gun drone pair arrives, a markerlight passes over one enemy (+2 to hit for T'au and gue'vesa attacks until the sergeant's next turn), or the squad receives a warning that cancels a surprise round against it.
Pulse Carbine. Ranged Attack: +4 to hit, range 60/180 ft., one target. Hit: 2d6 + 2 energy damage.
Directed Volley. The sergeant names one target it can see. Allied gue'vesa within 30 feet gain +1 to hit against that target until the start of the sergeant's next turn.
Parley. The sergeant offers terms mid-fight — ceasefire, surrender, safe passage — and genuinely prefers the party alive and listening. Enemies who attack a parleying sergeant hand every gue'vesa present a reason to fight harder: the squad gains +1 to hit until the end of the scene.
Morale: Holds while the squad holds; surrenders to save its people if the fight is lost, and negotiates like someone with nothing left to prove.
Tactics: Fight the sergeant as a professional running a losing side well: cover, bounds, concentrated fire, and an exit plan. Use Parley early — its offer should be uncomfortably reasonable. Captured, it is an intelligence prize; killed, its squad breaks fast.
Loot / Evidence / Hooks: A T'au comms bead, old Imperial dog-tags, and a defection ledger naming every soul in the squad.
Enemy Dossier
GM ReferenceA gue'vesa sergeant is a former Imperial NCO now drilling humans in xenos doctrine, and doing it well. The competence is the crime; the archive notes it survives contact with the enemy far too often.
Use this enemy to make a gue'vesa squad fight like veterans, and to give the party a human commander they can capture, turn, or condemn.
Threat Profile: Low-medium durability, modest personal firepower, squad-wide discipline effects, T'au comms link, morale anchor for auxiliary troops.
Two Armies' Training. Combines Guard grit with T'au fire discipline; its squad falls back in order instead of routing.
Voice They Trust. Allied gue'vesa within 30 feet gain +1 to Morale checks and ignore the first Pinned result each round.
Cadre Uplink. Can call T'au support once per encounter: a drone pair, a markerlight pass, or a warning that saves the squad.
Directed Volley. Orders the squad to concentrate fire on one target the sergeant can see.
Fall Back by Numbers. The squad withdraws by bounds without provoking Reactive Fire.
Parley. Offers terms mid-fight; the sergeant genuinely prefers the party alive and listening.
Morale: Holds while the squad holds; surrenders to save its people if the fight is lost, and negotiates like someone with nothing left to prove.
Tactics: Fight the sergeant as a professional running a losing side well: cover, bounds, concentrated fire, and an exit plan. Use the parley action early — its offer should be uncomfortably reasonable. Captured, it is an intelligence prize; killed, its squad breaks fast.
Full Stat Block Priority: Medium