0-1 WARLORD |
|
Points |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Warlord |
50 |
5 |
4 |
4 |
4 |
3 |
3 |
3 |
10 |
4+ |
To guard against dishonourable use of Brotherhood troops by unscrupulous
or avaricious Stronghold Lords, a Brotherhood is always led by a trustworthy
relative of the Lord, known as the Warlord. A Warlord is trained from infancy
to be a leader and act as a source of great inspiration to the Daewar he
commands, constantly reminding them of their duty to their ancestors.
Options: The Warlord can be given any equipment allowed from the Daewar
Armoury.
Retinue: The Warlord may be accompanied by a Hearthguard bodyguard and/or Living Ancestor advisor. See the Hearthguard
and Living Ancestor entries for details.
SPECIAL RULES Independent Character: Unless accompanied by a
retinue, the Warlord is an independent character and follows the Independent Character special rules in the Warhammer 40,000 rulebook. Leader: The Warlord is the heart of a Stronghold, and is a strong and charismatic leader. As long as the Warlord is alive, any
Daewar unit with a model within 12" of the Warlord may use his Leadership value for morale and pinning tests.
|
0-1 ENGINEER GUILDMASTER |
|
Points |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Engineer Guildmaster |
45 |
5 |
4 |
3 |
4 |
2 |
3 |
2 |
10 |
5+ |
The Guild Engineers are the technicians and scientists of the Daewar
Strongholds, responsible for manufacturing the huge fighting machines and
massive weapons of destruction. An Engineer Guildmaster has many special skills
which make him an invaluable part of any Daewar fighting force, including the
ability to repair and recover damaged machines on the battlefield.
Options: The Engineer Guildmaster can be given any equipment allowed from the
Daewar Armoury.
Retinue: The Engineer Guildmaster may be accompanied by a Guild
Journeyman bodyguard, and/or Living Ancestor advisor. See the Guild
Journeyman and Living Ancestor entries for details.
SPECIAL RULES
Independent Character: Unless accompanied by a retinue, the Engineer Guildmaster is an independent character and follows the Independent Character special rules in the Warhammer 40,000 rulebook.
Repair: A Guildmaster is a master technician, and can attempt to carry out hasty battlefield
repairs. This ability may be used at the
start of any Daewar turn to repair an immobilised vehicle or a
destroyed weapon on a vehicle that is in
base contact with the Engineer Guildmaster. On a D6 roll of a 5 or 6 the
vehicle or weapon is repaired and may move or shoot normally. |
HEARTHLORD |
|
Points |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Hearthlord |
40 |
5 |
4 |
4 |
4 |
2 |
3 |
2 |
10 |
4+ |
A Warlord often selects his finest and most able Hearthguard to serve him
as his lieutenants in battle. These individuals, known as Hearthlords, are most
often seen leading squads in battle alongside their Lord, but in some cases have
been known to lead smaller Daewar battle forces when the Warlord is indisposed
on other fronts.
Options: The Hearthlord can be given any equipment allowed from the Daewar Armoury.
Retinue: The Hearthlord may be accompanied by a Hearthguard bodyguard. See the Hearthguard entry
for details.
SPECIAL RULES
Independent Character: Unless accompanied by a retinue, the Hearthlord is an independent character and follows the Independent Character special rules in the Warhammer 40,000 rulebook.
|
0-1 LIVING ANCESTOR |
|
Points |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Living Ancestor |
25 |
3 |
2 |
3 |
5 |
1 |
2 |
1 |
10 |
4+ (Invulnerable) |
Living Ancestors take the field in small numbers with Daewar forces, drawn from either the stronghold or from the Engineers Guild, to provide sage advice for the leaders and psychic support for the warriors. Their psychic abilities concentrate on defence, but they are by not entirely incapable of attack.
Up to one Living Ancestor may be included in a Daewar army as an advisor for a
Warlord or Engineer Guildmaster. The Living Ancestor forms a unit with the
character he is advising or becomes a part of the character's bodyguard if
present, and as long as the character is alive the Living Ancestor must remain
within 2" of him at all times. The Living Ancestor and the character
he accompanies count as a singe HQ choice. Note: a Living Ancestor may not
be taken as an advisor for a Warlord or Engineer Guildmaster riding an Exo-Trike.
Options: The Ancestor Lord can be given any equipment allowed from the
Daewar Armoury
other than Exo-armour, Exo-trike and Daewar bike. Psychic Powers: The Living
Ancestor may have up to two of the following: Force Dome at +15 pts;
Heal at
+15 pts; Juxtapose at +10 pts; Wisdom at +10 pts.
SPECIAL RULES
Favoured of the Ancestors: The Ancestors of the Daewar race watch over and protect the
Living Ancestor, giving him a 4+ invulnerable save (already included on profile).
Slow: Living Ancestors are ancient, even by Daewar standards,
and hence are unable move with any great speed. Any unit including a Living
Ancestor on foot that wins a close combat may only consolidate; they will not be able
to advance.
Sidecar:
If the character the Living Ancestor is advising is riding a Daewar bike,
then the Living Ancestor rides in a side car next to the bike at no
additional cost. The Living Ancestor and character are two distinct
models, however If the character riding the bike is killed, the Living
Ancestor may attempt to make his saving throw - if successful he has
survived the crash, treat the Living Ancestor as an independent character
for the remainder of the game.
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