0-20 HEARTHGUARD AND GUILD JOURNEYMEN
Points/Model WS BS S T W I A Ld Sv
Hearthguard 18 4 3 4 4 1 3 1 10 4+
Guild Journeyman 15 4 3 3 4 1 3 1 10 5+

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 defend their Warlord against an Eldar attack

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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