GUILD BIKER SQUADRON
|
|
Points/Model |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Guild Biker |
35 |
4 |
3 |
3 |
4(5) |
1 |
2 |
1 |
9 |
5+ |
Guild Trike |
+ weapon cost |
4 |
3 |
3 |
4(5) |
1 |
2 |
2 |
9 |
4+ |
Daewar use bikes and small trikes extensively for personal
transportation. The Engineers Guild is most renowned of all for its love
of bikes and trikes. The Guild often fields entire squadrons of Guild
Bikers in support of the Warrior Brotherhoods or forms their own Guild
Biker forces to fight their style of mobile warfare against the enemy.
Squad:
The squadron
consists of between three and ten Guild Bikers.
Weapons: Each bike
is fitted with twin-linked particle guns. Each Guild
Biker and gunner is armed with a beam pistol.
Options: Up to two Guild Bikers in the squadron may
either add an auxiliary weapon to their bike's twin-linked
particle guns at +5 pts, or replace their beam pistol with one of the following: power weapon at +8
pts; power fist at +12 pts; plasma pistol at +8 pts.
Up to three Guild Bikers may be upgraded to Guild Trikes each armed
with one of the following: beam cannon at +40 pts; grav cannon at +40
pts; particle
cannon at
+35 pts; plasma cannon at +35 pts.
Character: The squadron may be led by a Guild Journeyman
bought separately from the Elites section of the Army List. The Guild
Journeyman must ride either a Daewar bike or Exo-Trike.
SPECIAL RULES
Skid Attack: Guild Bikers are famed for their
hit-and-run tactics, whereby they advance at speed at the enemy
firing their weapons, perform a high speed skid turn and
accelerate away to avoid return fire.
A Guild Biker squadron which moved 9" or less during the
movement phase may execute a skid attack. At the end of the
shooting phase they may move an additional 2D6", however on
a roll of doubles one model (chosen by the Daewar player) has
lost control of his bike and is removed as a casualty. A Guild
Biker squadron performing a skid attack may not charge into
close combat during the Assault phase. |
SURVEYOR
MANIPLE
|
|
Points/Model |
WS |
BS |
S |
Armour |
I |
A |
Front |
Side |
Rear |
Guild Surveyor |
70 |
4 |
3 |
5 |
10 |
10 |
10 |
2 |
2(3) |
Guild Surveyors were
initially a class of guild robots purpose-built to survey potential mining
areas, and usually dropped on newly discovered planets or asteroids to
conduct initial evaluations for further mining operations.
With the onset of constant warfare however, Guild Surveyors have
been adapted to the role of forward scouts for Daewar forces. They are now programmed to operate behind enemy lines in order to send
back data regarding positions and formations, as well as to run
interference during battle.
Type: Walker.
Crew: One Guild Robot per Guild Surveyor.
Maniple: The maniple consists of
between one and three Guild Surveyors.
Weapons: Each Guild Surveyor is equipped with two
arm-mounted power weapons (bonus included on profile) and a
back-mounted grav gun.
Options: 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.
SPECIAL RULES
Battle Program: At the start of the battle but before
either side has set up, each maniple of Guild Surveyors 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. |
Scout: In battle Guild Surveyors are programmed to scout
ahead of the main force, and thus are always in the vanguard of the
army. To represent this, any Guild Surveyors in the army may be
deployed at the start of a battle, even in scenarios where they could
not normally be deployed. For example, if you were the defender
in a Take & Hold mission then your Guild Surveyors would set up at the
start of the battle instead of being placed in reserve with the rest
of the Fast Attack units. If you're playing a scenario where you
can only deploy a limited number of units the any Guild Surveyors you
deploy are not counted against the limit for the scenario.
Additionally, after both sides have deployed, each Guild Surveyor
maniple
may make a 'free move'. The move happens before the first turn
takes place. All of the normal movement rules apply, and the movement
must comply with the maniple's battle program.
|
|
Note: Guild Robot battle program adapted from
rules by Christian Augst of thetaken.org
and used without permission.
IRON
EAGLE
|
|
Points |
Front
Armour |
Side
Armour |
Rear
Armour |
BS |
Iron Eagle |
150 |
12 |
12 |
10 |
3 |
The Iron Eagle gyrocopter is the eyes and ears of slow moving
Squat convoys, skimming the contours on scouting missions and
reconnoitring the convoy's route. Armed with a plasma cannon and particle
cannons the Iron Eagle also makes an effective strike craft.
Type: Agile, Tank, Skimmer
Crew: Daewar
Weapons: Hull-mounted plasma cannon, twin-linked particle cannons.
Options: The twin-linked particle cannons can be replaced with
twin-linked beam cannons at a cost of +10 pts.
The Iron Eagle may be equipped with any of the following
vehicle upgrades for the cost listed in the Daewar Armoury:
searchlight, smoke launchers.
TRANSPORT:
TERMITE
|
|
Points |
WS |
S |
Armour |
I |
A |
Front |
Side |
Rear |
Termite |
120 |
4 |
5(10) |
14 |
10 |
10 |
2 |
1 |
Each Termite must be assigned as a
transport upgrade for another
unit and may only transport the unit it was assigned to.
Independent characters that join a unit with a Termite may also travel in
it.
Type: Tank, Tunneller
Crew: Daewar
Weapons: Drill (counts as a dreadnought close combat
weapon), twin-linked grav-guns.
Options: The Termite may be equipped with any of the following
vehicle upgrades for the cost listed in the Daewar Armoury: extra armour, searchlight, smoke launchers.
Transport Vehicle: The Termite can carry up to ten Daewar
(count models in Exo-Armour as two models). It is always taken
as a transport upgrade for another unit and may only transport the
unit it was bought for.
SPECIAL RULES
Tunneller: A Termite may always be placed in reserve,
even if reserves are not normally allowed by the scenario being
played, and enters play using the Deep Strike rules.
Drill Attack: Termites are able to use their drill
bits whilst above-ground to attack. When attacking, Termites follow the
rules for walkers in close combat.
Movement: Although able to move rapidly whilst tunnelling
underground, a Termite is slow and cumbersome when above-ground.
Termites can move up to 6" a turn. They must always move
straight ahead, and at the end of the move can pivot up to 90º.
Rough Terrain Capable: A Termite can re-roll any failed
Difficult Terrain tests.
Fire Points - 0.
Access Points - 2: The Termite has two side hatches
which can be used as access points by the passengers. |
|