SPECIAL RULES:
Strategy: Daewar Forces have a Strategy Rating of 2D6, and a
Vehicle Leadership Value of 9 for campaign use. For missions
involving Sentries, Daewar Forces use 8 Daewar (Initiative 2).
Force Organisation:
Whichever Force Organisation chart is being used, Daewar may drop two
choices from the Fast Attack section and replace them with a single
extra Heavy Support choice. They may not reduce the number of Fast
Attack choices below one. On Standard Missions, therefore, a Daewar
force could limit themselves to one Fast Attack choice which will in
turn provide them with one extra Heavy Support choice.
Dual Fire Weapons: Squats make use of a type of
weapons known as 'Dual Fire' weapons. Dual Fire weapons have two modes
of fire, high power mode and normal fire mode. Dual Fire weapons may
fire in normal fire mode once up to 24" if stationary or once up
to 12" if moving, or may fire in high power mode once up to
12" if stationary.
Weapon |
Range |
Strength |
AP |
Type |
Beam gun |
24" |
3 |
3 |
Dual Fire |
3 |
5 |
For example, a Beam gun has a normal fire mode
of Strength 3 AP 5, and a high power mode of Strength 3 AP 3. This
means that a model with a Beam gun may move and fire once up to
12" in normal fire mode (Strength 3 / AP 5), or may remain
stationary and either fire once up to 24" in normal fire mode
(Strength 3 / AP 5) or once up to 12" in high power mode
(Strength 3 /AP 3).
Blood Feud: The Daewar have fought many long
and bitter wars against the Orks and bear an enduring enmity against
the whole green-skinned race. Daewar will hit on a roll of 3+,
regardless of the models’ respective Weapon Skills, when fighting in
close combat against Orks and Grots. However, Daewar units may not use
the voluntary fallback rule at all when fighting against Orks.
Short Legged: Daewar are short legged and
wide of girth, making their movement somewhat ungainly. When
pursuing a foe or fleeing from combat, Daewar on foot roll 3D6 and
pick the two lowest dice. However, as they accustomed to high gravity
conditions they do not suffer the usual penalties to movement when
fighting in high gravity.
Steadfast: Daewar are a firm and resolute
race fighting for their very freedom, and are thus unwilling to
retreat, even in the face of overwhelming losses. To represent this
Daewar may ignore the 50% minimum squad
strength restriction on regrouping, and thus a Daewar squad may attempt
to regroup as long as it has at least one model. However, if a Daewar
squad wishes to use the voluntary fallback rule they must first
pass a Leadership test with a -1 modifier.
Guild Expeditionary
Force: Instead of taking a regular Daewar force you may take
a Guild Expeditionary Force. A Guild Expeditionary Force does
not use the normal Daewar Army List, but instead may only select
units from the following list:
-
HQ: 1 Engineer Guildmaster, 0-1 Living Ancestor
-
Elites: Guild Journeymen
-
Troops: Guild Biker Squadron
-
Fast Attack: Iron Eagle
-
Heavy Support: Guild Robot Squadron
All characters and any accompanying bodyguards
must be mounted on either Daewar bikes or Exo-Trikes. The Living
Ancestor may only accompany an Engineer Guildmaster riding a Daewar
bike (not an Exo-Trike).
Guild Miner
Relief Force: Alternatively if you are playing a battle where you
can use the Deep Strike rules, you may take a Guild Miner Relief
Force. A Guild Miner Relief Force does not use the normal Daewar Army
List, but instead may only select units from the following list:
-
HQ: 1 Engineer Guildmaster, 0-1 Living Ancestor
-
Elites: Guild Journeymen
-
Troops: Guild Miner Squad
-
Fast Attack: Guild Surveyor Squadron
-
Heavy Support: Support Weapon battery
(may include only
Mole Mortars, must be transported in a Termite at +100 pts)
The Engineer Guildmaster must be accompanied by a
Guild Journeyman bodyguard and mounted in a Termite. All Guild Miner squads must take their Termite
transport.
Mixed Armour: It is possible for Daewar units to have models with different armour saves. The normal casualty
removal rules are slightly altered to take this into account.
The opposing player rolls to hit and wound for
whichever unit he is firing with as normal. However, when the Daewar player makes his armour saves, he uses the save for the armour worn by
the greatest number of models in the unit. In the case of a tie, the Daewar
player may decide which save is used. Any casualties removed
after the saving throws have been taken must come first of all from
the models whose saving throw was used (even if hit by weapons that
don't allow a save to be taken, like power weapons etc.).
For example, if a Hearthguard bodyguard consisted
of three models with Exo-armour and two with carapace armour then the
Exo-armour save would be used but casualties would be taken on the Exo-armoured
Daewar first of all.
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