THUNDERER SQUAD
Points/Model WS BS S T W I A Ld Sv
Thunderer 11 4 3 3 4 1 2 1 9 5+
Thunderer Commander 22 4 3 3 4 1 2 1 9 5+

Thunderers supply withering support fire for the Brotherhood on the battlefield, devastating concentrations of enemy troops or tanks and forming strong points to hold the battleline.

Squad: The squad consists of between three and six Daewar. Additionally, up to one Thunderer squad may also include a Thunderer Commander.

Weapons: Each Daewar in the squad must be armed with one of the following weapons: beam cannon at +35 pts; grav cannon at +40 pts; particle cannon at +30 pts; plasma cannon at +30 pts. The Thunderer Commander is armed with a beam pistol.

Options: The entire squad may be given grav-pulse grenades at an additional cost of +2 pts per model.

Character: The squad may be led by a Hearthguard 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

Fire Control: Thunderer squads are highly trained (and naturally adept!) in the handling and use of heavy weaponry, and under the right direction this allows them to direct their firepower at the most desirable targets quickly and efficiently. To represent this, as long as the squad includes a Thunderer Commander who is still alive and doesn't shoot in the Shooting phase then the squad may attempt to engage up to two different target units instead of one. The squad must first pass a Leadership test: if successful declare which models will fire at each target and then carry on using the normal rules, if unsuccessful the squad may only fire at a single target.


GUILD ARTILLERY BATTERY
Points/Model WS BS S T W I A Ld Sv
Daewar 70 4 3 3 4 1 2 1 9 5+

Artillery batteries are comprised of Mole Mortars  and Thudd Guns manned by Guild Engineers. They often have an incredible range, and are able to 'soften up' the enemy for the rest of the Daewar force to deal with.

Battery: The battery consists of between one and three support weapons.

Weapons: Each support weapon is armed with either a mole mortar or thudd gun.

Crew: Two Daewar per support weapon each armed with a beam pistol.

Character: The battery may be joined by a Guild Journeyman bought separately from the Elites section of the Army List.

SPECIAL RULES

Movement: Mole Mortars and Thudd Guns must remain stationary to fire, but may otherwise move as normal.

Hits on the Battery: When a battery of support weapons is fired at, randomise any hits between the crew and the support weapons themselves by rolling a D6:

D6 Result
1-4 Crew hit
5-6 Support Weapon hit

Hits against the crew are resolved as normal, Support weapons count as vehicles with an armour value of 10, any penetrating or glancing hits destroy them.


GUILD DEFENDER BATTERY
Points/Model WS BS S Armour I A
Front Side Rear
Guild Defender 80 4 3 5 10 10 10 2 1

Defender battery fluff.

Type: Walker, open-topped.

Maniple: Each maniple consists of one to three Guild Defenders.

Crew: One Guild Robot.

Weapons: Each Guild Defender is armed with either a heavy beam cannon, heavy plasma cannon, heavy grav cannon or heavy partcle cannon.

Character: The battery may be joined by a Guild Journeyman bought separately from the Elites section of the Army List.

SPECIAL RULES

Robots: Guild Defenders are robots, and thus follow the rules for battle programs as outlined at the start of the army list. Guild Defenders must start the battle on 'Defend' orders, but may have their orders changed by a Guildmaster or Journeyman equipped with a battle computer during the battle.

Movement: Guild Defenders must remain stationary to fire in high power mode, or can move up to 6" and fire in low power mode.


0-1 GOLIATH BARRAGE - 50 pts

Daewar use batteries of Goliaths to bombard enemy emplacements at long range and pound hostile cities into rubble. This gives the Brotherhoods invaluable supporting fire while they move into position to launch their assaults against the weakened foe.

SPECIAL RULES

Preliminary Barrage: The effects of the Goliath's attack is determined by resolving a preliminary barrage against the enemy force.

The barrage is resolved after both sides have deployed but before the first Movement phase, and can affect the entire opposing army, including Reserves. If the enemy move on at the beginning of the battle instead of deploying beforehand, resolve the Goliath's barrage at the end of the enemy's first Movement phase. If the scenario you are playing uses a preliminary barrage anyway, make two rolls to affect each vulnerable units. Resolve each hit separately so, for example, a unit hit twice would suffer 2D6 wounds and need to take two Pinning tests.

Friendly Fire: Prior to rolling the preliminary barrage roll a d6. On a roll of 1 a few of the Goliath's shells have deviated from target - onto friendly forces! Roll for the preliminary barrage as before but make a dice roll for every eligible unit on the tabletop, friend or foe.


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