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+

A Guild Trike
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.

A Surveyor wreaks havoc amongst an Imperial Guard force

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.


 
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