Under each Warlord's personal command is a unit of the Hearthguard,
drawn from the Lord's loyal retainers, who form an aristocratic class in the
stronghold. The Hearthguard are a warrior elite, and their status is
reflected in their fondness for lavishly-ornamented gold jewellery. Belts,
buckles, chains, pieces of armour and even weapons are decorated with
traditional designs in gold and other precious metals, and a Hearthguard's
prowess is displayed in the form of these decorative items.
An Engineer Guildmaster is often accompanied into battle by a small
group of his closest colleagues. These Guild Journeymen are accomplished
Guild Engineers in their own right, both skilled and experienced, and are
most often found on the battlefield testing their latest engineering
projects.
Hearthguard and Guild Journeymen can be used in two ways; they can either
be assigned as a bodyguard for a character or they can be used as leaders
for Daewar squads. Whichever way they are used, there can never be more than
20 Hearthguard and Guild Journeymen in the army altogether.
If you include any Hearthguard or Guild Journeymen in your army then
regardless of the number actually taken they count as a single Elites
choice.
Squad: A Warlord or Hearthlord's bodyguard consists of between
three and eight Hearthguard. An Engineer Guildmaster's bodyguard consists of
between three and five Guild Journeymen. The bodyguard and the character to
which it is assigned form a single unit.
Options: Any model may be given equipment from the Hearthguard
section of the Daewar Armoury.
Up to one in three models (rounding fractions up) may be armed with a
heavy weapon (those marked with a 'H').
Standard Bearer: One Hearthguard in the Warlord's bodyguard may
carry either the Warlord's Banner
at a cost of +20 points, or the
Banner of Vengeance at +30 points. Alternatively, one Guild Journeyman
in the Engineer Guildmaster's retinue may carry the
Engineer's Guild Lodge
Banner at a cost of +35 points.
Warlord's Champion: One Hearthguard of the Warlord's bodyguard may
carry the Warlord's Pavisse at a cost of +25 points.
Transport: A Hearthguard or Guild Journeyman bodyguard may be
mounted in an Termite bought separately from the Fast Attack section of the
Army List.
SPECIAL RULES
Squad Leaders: Up to one Hearthguard or Guild Journeyman may
be attached to each Daewar squad as indicated in the army list. A squad
leader may be given equipment form the Hearthguard section of the Daewar
Armoury. Additionally, he is a member of his squad and cannot leave it
during the game. |
GUILD CRUSADER MANIPLE |
|
Points/Model |
WS |
BS |
S |
Armour |
I |
A |
Front |
Side |
Rear |
Guild Crusader |
85 |
4 |
3 |
5(10) |
11 |
11 |
10 |
2 |
2 |
Robots make solid if somewhat limited troops because they rely on a
program which determines what they do on the battlefield. Despite this they
have many advantages over ordinary troops, as they are stronger, better
armed and do not need to check morale. The technical expertise of the
Engineers Guild has enabled them to maintain a substantial force of robots,
some of which date back to the Age of Strife.
Type: Walker
Maniple: Each maniple consists of one to three Guild Crusaders.
Crew: One Guild Robot.
Weapons: Each Guild Crusader is armed with a dreadnought close
combat weapon, particle gun and particle cannon.
Options: Any model may replace its particle gun with one of the
following: incinerator at +5 pts; dreadnought close combat weapon at +15
pts. In addition, up to one model may replace its particle gun with a grav
cannon at +35 pts.
Any model may replace its dreadnought close combat weapon with a thunder
hammer at +5 pts.
Any model may replace its particle cannon with a beam cannon at +5 pts.
The entire maniple may be equipped with any of the following vehicle
upgrades for the cost listed in the Daewar Armoury: boosted actuators, extra
armour, grav field, upgraded combat program, upgraded targeting program.
Character: The maniple may be joined by a Guild Journeyman bought
separately from the Elites section of the Army List.
SPECIAL RULES
Battle Program: At the start of the battle but before either
side has set up, each maniple of Guild Robots must be given a battle
program and an objective. The objective may be set as any location on
the battlefield, mark it with a counter of some sort. Robots may only
move, shoot and assault based on the conditions relevant to their battle
program. The maniple's program may not be changed unless it is changed
by a Journeyman or Guildmaster with a Battle Computer, or the maniple is
using a Take & Hold program and achieves its objective.
Program |
Movement |
Shooting |
Assault |
Engage & Destroy |
Move towards closest enemy. |
Shoot at closest enemy. |
Assault any enemy within 6". Must advance after
defeating an enemy unit. |
Defend |
Turn towards closest enemy. |
Shoot at closest enemy. |
Assault any enemy within 6". Must consolidate
after defeating an enemy unit. |
Take & Hold |
Move towards objective. Once objective is
reached, program is automatically changed to 'Defend'. |
Shoot at closest enemy. |
Assault any enemy within 6" that is between the
maniple and its objective. Must advance after a defeated unit if it
will bring the maniple closer to its objective, otherwise must
consolidate. |
Tear Attack: A Guild Defender armed with two dreadnaught close
combat weapons can use them to tear apart enemy vehicles and therefore
rolls 2D6 + Strength when working out Armour Penetration against
vehicles. |
Note: Guild Robot battle program adapted from rules by Christian Augst
of thetaken.org and used without
permission.
GUILD MINER SQUAD
|
|
Points/Model |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Guild Miner |
14 |
4 |
3 |
3 |
4 |
1 |
2 |
1 |
9 |
5+ |
Previously a strictly civilian Guild house, Guild Miners are a fairly
recent addition to Daewar battle forces. Conscripted to help defend the
Homeworlds, Guild Miners join the fray with their gravitic mining equipment,
and are even known to drill directly onto the battlefield using their
Termite transports.
Squad: The squad consists of between six and twelve Daewar.
Weapons: Close combat weapon and beam pistol.
Options: Up to four models may replace their close combat weapon
and mag-pistol with a grav gun at +10 pts. In addition, up to one model may
replace his close combat weapon and mag-pistol with a grav cannon at +40
pts.
Up to two models may be armed with a demolition charge at a cost of +15
pts.
The entire squad may be equipped with either photon flash flares at +2
pts per model or grav bombs at +4 pts per model.
Character: The squad may be led by a Guild Journeyman bought
separately from the Elites section of the Army List.
Transport Vehicle: The entire squad may be mounted in an Termite
bought separately from the Fast Attack section of the Army List.
SPECIAL RULES Infiltration: In the
right circumstances Guild Miners can work their way into a forward
position on the battle field. To represent this, as long as the Guild
Miner squad is not mounted in a Termite and the mission allows
Infiltrators they may set up using the Infiltrators rule.
Demolitions Experts: Guild Miners are experts at explosive
work, and thus receive +1 Armour Penetration against bunkers. In
addition, when moving over a minefield, Guild Miners only trigger a mine
on a 6+. |
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