WARGEAR

Auxiliary Weapon: These are basically a one-shot weapon attached onto another weapon, giving the Daewar a choice of two weapons to fire instead of one. A Daewar model may add an Auxiliary grav gun, incinerator or plasma gun to a beam gun, particle gun, or bike mounted twin-linked particle guns. A model with an auxiliary weapon may choose which of the weapons he is going to use in the shooting phase, however the auxiliary weapon may only be fired once per battle.

Banner of Vengeance: This banner follows the same rules as the Warlord's Banner. In addition, once per battle the bearer can call upon the power of the Banner. This can be done in any assault phase - for that phase any Daewar unit with a model within 6" of the Banner of Vengeance may double their Initiative in close combat. 

 

Additionally, at the start of any Daewar turn a model equipped with a Battle Computer may attempt to change the battle program of any robot maniple with a model within 6". Roll a D6, adding +1 if the operator of the battle computer is an Engineer Guildmaster - on a result of 4+ he has succeeded, and may change the maniple's battle program.

Beam Weapons: Beam weapons are a highly evolved form of laser weapon. Thousands of years of advances and refinement of laser technology has resulted in a weapon able to fire a much more effectively concentrated beam of light energy at a point, resulting in a much greater ability to penetrate armour than regular las-weapons.

Beam guns are Dual Fire weapons - models armed with them may move and fire once up to 12" or remain stationary and fire once up to 24" in low power mode (Strength 3 / AP 5), or remain stationary and fire once up to 12" in high power mode (Strength 3 / AP 3).

Beam pistols are Dual Fire pistols - models armed with them may move and fire once up to 12" in lower power mode (Strength 3 / AP 5), or remain stationary and fire once up to 12" in high power mode (Strength 3 / AP 3) if stationary. Beam pistols may also be used as a close combat weapon in hand to hand.

Bionics: Bionics allow a Daewar who has suffered a crippling injury to return to service, but are unlikely to improve or enhance his abilities. However there is a chance an attack or shot will hit a bionic part causing less damage. To represent this, if a model with bionics is killed, instead of removing it, place the model in its side. Roll a D6 at the start of the next turn: on a roll of a 6 the model is stood back up with 1 wound, but on any other roll it is removed as a casualty.

Blessing of the Ancestors: The model has been blessed by a Living Ancestor and thus the Ancestors of the Daewar race watch over and protect him, granting a 4+ invulnerable save that may be used instead of the model's normal armour save.

Blind Grenades: A unit carries enough Blind Grenades for one use during the battle. A unit cannot assault on the same turn it uses these grenades and they are used in the Shooting Phase, instead of firing any weapons. Until the start of the player's next turn, the unit will count as being in cover, receiving a 5+ Cover Save. Because they count as being in cover, they will also strike first if assaulted, unless the enemy is armed with something like Frag Grenades or the Banshee Mask.

Book of Grudges: Any Daewar unit with a model within 6" of the bearer of the Book of Grudges counts as Hating all enemies. This means that in close combat, they will always hit their opponent on a roll of 3+.

Daewar Bike: Daewar bikes are fitted with twin-linked particle guns and increase the rider's Toughness by +1 point, and count as a single two-handed weapon for the purposes of choosing further weapons from the Armoury. Daewar characters that are part of a unit (or have a bodyguard) may only be given a bike if all the models in the unit are also on bikes.

Demolition Charges: A model armed with a demolition charge may use it in the shooting phase instead of making its normal shooting attack. Only one model per unit per turn may use a demolition charge; if a unit has two or more models with charges, only one demolition charge may be used per turn.

Demolition charges have a range of 6". The attack is treated the same way as for an ordinance attack, except that the model throwing the charge can move on the turn that it throws. Place the large Ordinance Blast marker as you would normally and then roll to see if the charge scatters.

Demolition charges are one-shot weapons. If a model uses his demolition charge and survives, replace him with a Guild Miner model armed with a beam rifle. If such a model is unavailable, the model is removed instead.

Doom Lance: The doom lance is the weapon of choice of Exo-Trike riders, allowing them to strike hard and fast when charging an enemy. A doom lance counts as a power weapon, however if its wielder charges into close combat he may double his Initiative and Strength. If a model armed with a doom lance is not charging then it strikes at -1 Initiative and normal Strength.

Engineer's Guild Lodge Banner: This banner follows the same rules as the Warlord's Banner. In addition, once per battle the bearer can call upon the power of the Banner. This can be done at the start of any turn -  for the rest of the turn, any vehicles and support weapons within 6" of the Banner gain a 6+ invulnerable saving throw against glancing or penetrating hits.

Exo-Armour: Daewar exo-armour is very much like Terminator armour in that it combines a mobile exo-skeleton with heavy armour plating. The Daewars developed exo-armour from the sealed environment suits they used in asteroid mining operations and other hostile surroundings such as plasma reactor pressure chambers and chemical storage tanks. As the Daewar were forced to defend themselves during the Age of Isolation they converted much of their civilian equipment into efficient wargear, with exo-armour becoming one of the most abiding creations from that period. Daewar exo-armour is lavishly decorated with precious metals and embellished with traditional designs or runs declaring the accomplishments, wealth and lineage of the wearer.

A model wearing Exo-Armour receives both a 2+ armour save and a 6+ invulnerable save. Note: a model wearing Exo-Armour may take either the regular armour save or the invulnerable save, but not both. Daewar in Exo-Armour always count as having not moved for the purposes of determining weapons fire. The armour is somewhat heavy and cumbersome, so Exo-Armoured Daewar that win a close combat may only consolidate; they will not be able to advance.

In addition, provided that they are not charging, models wearing exo-armour may use a particle gun as an additional close combat weapon in close combat.

Exo-Trike: Exo-Trikes are a combination of a trike and Exo-Armour; thus a model riding an Exo-Trike is treated as wearing Exo-armour and riding a bike. Exo-Trikes are armed with a Doom Lance and particle gun, and count as two one-handed weapons for the purposes of choosing further weapons from the Armoury. Daewar characters that are part of a unit may only be given an Exo-Trike if all the models in the unit are also on bikes. Note: Unlike Exo-Armoured models Exo-Trikes may advance as normal in close combat.

Grav-bombs: Troops armed with grav bombs may treat any hits they score in assault with a vehicle as close range grav weapon hits. However, grav bombs need to be primed and clamped on, so each model using them makes only one attack and doesn't count bonus attacks for charging, extra hand weapons, etc. Grav-bombs can be used in a Death or Glory attack against a tank attempting to overrun.

Grav-pulse grenades: Upon impact, grav-pulse grenades release a series of intense gravitic pulses which temporarily stun and hinder anyone entering the immediate area. As a result, any model charging a unit equipped with grav-pulse grenades does not count as charging, and receives none of the bonuses which they would normally receive from charging (+1 attack, etc). Additionally, a unit armed with grav-pulse grenades always fights simultaneously against troops in cover.

Grav-weapons: Grav-weapons, known in the Imperium as Graviton-Guns, work by generating an intense gravity field at a single point, with the potential of causing massive internal damage to both infantry and vehicles alike. Damage against infantry is worked out as normal, however if a Grav-weapon successfully hits a vehicle, roll on the following table instead of rolling for armour penetration, adding +1 if the target is within half range or under:
D6 Result
1 No effect
2-5 Glancing hit
6+ Penetrating hit

Additionally, any units taking one or more casualties from a grav weapon must take a pinning test as if they had been hit by a barrage weapon.

Heavy Beam Cannon: By concentrating all the energy from the Thor's plasma reactor into a tightly focused single beam, a heavy beam cannon in high power mode almost doubles its range and improves more on its already considerable armour penetrating power. When fired in low power mode it is treated exactly as if it were a regular beam cannon, hence the Thor may move and/or fire its other weaponry. When fired in high power mode the heavy beam cannon uses the following profile:
Weapon Range Strength AP Type
Heavy beam cannon 60" 10 2 Ordnance 1 No Blast

When firing in high power mode the heavy beam cannon rolls to hit as normal and does not use a blast template, however in all other respects treat it as an Ordinance weapon (i.e. may not move or shoot other weapons, causes ordinance pinning and rolls on Ordinance penetration table). If a hit is scored against a vehicle roll 3D6 (instead of the usual 2D6) and pick the highest result.

Heavy Grav Cannon: The heavy grav cannon has two modes of fire; high power and low power. When fired in low power mode it is treated exactly as if it were a regular grav cannon, hence the Thor may move and/or fire its other weaponry. When fired in high power mode the heavy grav cannon uses the following profile:
Weapon Range Strength AP Type
Heavy grav cannon 24" 8 1 Ordnance 1 Blast

Any units taking casualties from a heavy grav cannon firing in high power mode must take an ordinance pinning test. If a heavy grav cannon firing in high power mode successfully hits a vehicle roll twice on the grav weapon penetration table, choosing the highest result. However in all other respects treat it as an Ordinance weapon (i.e. may not move or shoot other weapons, causes ordinance pinning and rolls on Ordinance penetration table).

Heavy Particle Cannon: The heavy particle cannon has two modes of fire: high power and low power. When fired in low power mode it is treated exactly as if it were a regular particle cannon, hence the Thor may move and/or fire its other weaponry. When fired in high power mode the heavy beam cannon uses the following profile:
Weapon Range Strength AP Type
Heavy particle cannon 36" 6 4 Ordnance 6 No Blast

When firing in high power mode the heavy particle cannon rolls to hit as normal and does not use a blast template, however in all other respects treat it as an Ordinance weapon (i.e. may not move or shoot other weapons, causes ordinance pinning and ordinance penetration against vehicles).

Heavy Plasma Cannon: The heavy plasma cannon has two modes of fire: high power and low power. When fired in low power mode it is treated exactly as if it were a regular plasma cannon, hence the Thor may move and/or fire its other weaponry. When fired in high power mode the heavy plasma cannon uses the following profile:
Weapon Range Strength AP Type
Heavy plasma cannon 48" 7 2 Ordnance 1 Blast

Incinerators: Incinerators are adapted from the intense furnace heaters used by Daewar to dispose of waste, and used mainly by the Incinerators Guild of their namesake. They fire a jet of intense heat at a short range which are extremely effective at point blank range, but due to the short duration of each shot are easily thwarted by heavier armour. The regular Incinerator uses the flamer template, and the Heavy Incinerator uses the heavy flamer template.

Incinerator pistols, which always come in pairs, fire together with the same effect as a single incinerator but count as two close combat weapons in hand to hand.

Journeyman's Tools: A Guild Journeyman will sometimes (but not always) bring his Engineer's tools to the battlefield. These tools allow him to attempt or aid in battlefield repairs, and may be used at the start of any Daewar turn to repair an immobilised vehicle, destroyed vehicle weapon or destroyed support weapon that is in base contact with the Guild Journeyman. On a D6 roll of a 6 the vehicle or weapon is repaired and may move or shoot normally. The Journeyman's Tools may be used in close combat, and count as a power weapon.

The Journeyman's tools may also be used to assist in a repair attempt by an Engineer Guildmaster or another Guild Journeyman. Add +1 to the repair roll for each additional Guild Journeyman with tools who is also in base contact with the vehicle or support weapon. A Journeyman's tools count as a single one-handed weapon for the purposes of purchasing further weapons from the Armoury.

Master-Crafted Weapons: A master-crafted weapon follows the normal rules for the weapon, except that you may re-roll one failed to hit roll per turn. Master-crafted weapons are taken as an upgrade for a weapon that is already being carried by a model and should be represented by a suitably ornate weapon on the model itself. Please note that you may not master-craft grenades.

Mole Mortar: The mole mortar is an ingenious invention of the Engineers Guild. The mole mortar fires a burrowing sub-surface missile, or tunnel torpedo, into the ground. The missile burrows its way towards its target, bypassing all surface hazards and defences, and then emerges from the ground underneath it. The torpedo itself has a very sophisticated self-guided device able to track its target through solid rock. The is obviously very useful to the Daewar, whose worlds are usually rocky and whose sub-surface fortresses are invulnerable to ordinary artillery.

Mole Mortars operate much like a regular Barrage weapon, but have a minimum Guess range of 12". Once the distance is measured, roll Scatter die and 2D6 at the Guessed location. If at least one of the Mole Mortar's crew has line of sight to the target spot then the shot will scatter only ½ of the distance rolled. The effect of the shot depends on the 2D6 roll as follows:
2D6 Roll Result
Non-doubles Subterranean Explosion - the torpedo then explodes just below the surface. Place the blast template and roll the scatter die as normal, however if an arrow is rolled, move the template the distance of the higher of the two dice rolls (Mole Mortars are not very accurate!). All models covered or touching the template take a Strength 4 hit at AP5, and any unit that suffers casualties in this manner is Pinned automatically, unless they are immune from Pinning. The exploding torpedo also creates a crater the size of the Blast template which remains in play for the rest of the game: these craters act as Difficult Terrain and offer a 5+ cover save to any models inside, but do not block line of sight.
Doubles Airburst! - the torpedo has emerged into the air and exploded, spraying shrapnel all around! Place an Ordinance template, and scatter it as normal, using the D6 roll if an arrow is rolled. Any models covered or touching the template take Strength 3 hit at AP5. Units suffering casualties in this manner take Pinning checks as per normal Barrage (ie not Ordinance) Pinning rules. Note: no crater is created for an Airburst.

Multiple Plasma Warhead Launcher: Each time the launcher is fired roll a D3 to determine how many missiles the launcher fires that turn. The launcher is armed with 12 missiles, once it has fired all 12 it has run out of ammunition and may not be fired for the remainder of the battle.

The multiple plasma warhead launcher uses regular blast templates and rolls to hit as normal, however in all other respects treat it as an Ordinance weapon (ie may not move or shoot other weapons, causes ordinance pinning and uses the ordinance damage table).

The multiple plasma warhead launcher may be modified to fire indirectly in the same way as a thudd gun or mole mortar. If this option is taken the launcher's becomes a barrage weapon with a guess range of 12-48".

Particle Weapons: As expected of their namesake, particle weapons create and discharge super-charged particles which explode on contact. The miniature particle exciters used in particle weapons are slightly more difficult to produce than the power generators used in beam weapons, thus particle guns are not as prolific in Daewar armouries as beam guns are.

Particle guns are Dual Fire weapons - models armed with them may move and fire once up to 12" or remain stationary and fire once up to 24" in low power mode (Strength 5 / AP 5), or remain stationary and fire once up to 12" in high power mode (Strength 5 / AP 3).

Photon Flash Flares: Originally used to provide bright lights for mining operations and newly excavated tunnels, photon flash flares earned a place in the Daewar armoury after the siege of the Almanor Stronghold. A surprise attack by Eldar breached the Stronghold's defence, and the fighting came down to vicious hand-to-hand in the Stronghold's outlying tunnel systems. Throwing forth photon flares to allow a better aim for their heavy weapons, the besieged Daewar inadvertently blinded the foremost attacking Eldar, allowing them to break out and eventually push them back out of the Stronghold.

Any unit charged by a unit equipped with photon flash flares strike at half their Initiative (rounding down) for the first round of the combat.

Plasma Weapons: Unlike the Imperium and their mystic approach to technology, Daewar are well versed in engineering design and construction, and long ago perfected a method to keep plasma cores well within safe operating temperatures. Daewar plasma weapons do not overheat, and unlike regular plasma weapons will not cause a wound to its bearer on a to hit roll of 1 as inferior Plasma weapons do.

Rod of the Ancestors: The Rod is an Living Ancestor's symbol of office, and a powerful force weapon. It is treated as a power weapon, but can unleash a psychic attack that can kill an opponent outright. Roll to hit, to wound and to save as normal, Then as long as at least one wound has been inflicted, make a Psychic test for the psyker against one opponent wounded by the rod. The normal rules for using psychic powers apply, and you can not use another psychic ability in the same turn. If the test is passed then the opponent is slain outright, no matter how many wounds it has (but count the actual amount inflicted for determining which side won the assault).

The Rod may also be used to nullify an opposing psychic's power. Declare that you'll use the Rod after an opponent has successfully made a Psychic test, but before they have used the power. Each player then rolls a D6 and adds their model's Leadership value to the score. If the Living Ancestor beats the opposing model's score then the psychic power is nullified and may not be used that turn. If the opposing model's score is equal or higher, it may use its psychic power as normal.

Rune Axe: A Rune Axe is a power axe which has been inscribed with runes of blessing by a living ancestor. The spirit of a dead warrior guides the hand of its wielder, imbuing him with increased strength and dexterity. Rune axes ignore armour saves, and grant its wielder +1 Strength and +1 Initiative.

Storm Shield: A storm shield is a small metal shield that has an energy field generator built into it. The energy field is too small to be of much use against ranged attacks, but is very useful in close combat. A model that has a storm shield may take a 4+ invulnerable save in close combat, instead of its normal armour save. The save may only be used against one opponent per turn (the defender chooses who to use it against), and is taken instead of the model's normal saving throw.

Stronghold Heirloom: A model bearing a stronghold heirloom may reveal it once per battle. This may be done at any time, as long as the model with the heirloom does not move during the same turn it is revealed. On the turn the heirloom is revealed all Daewar within 2D6" get a +1 Attack bonus for the rest of that turn. Note that the heirloom may be revealed in an opposing player's turn if you wish.

Scanner: A scanner is used to detect hidden enemy troops. If enemy infiltrators set up within 4D6" of a model with a scanner then that model is allowed to take a 'free' shot at them (or sound the alarm in a Raid scenario). If the model is part of a unit then the whole unit may shoot. These shots are taken before the battle begins, and may cause the infiltrators to fall back. The normal shooting rules apply.

Thudd Gun: The quad launcher is more commonly known as the thudd gun on account of the rhythmic and distinctive thudd-thudd-thudd-thudd noise that it makes when fired. The weapon launches a close salvo of four shots, producing a pattern of four bursts on the ground. It is unusually heavy, and for this reason is always mounted on its own special motorised tractor unit.

Thudd Guns fire a salvo of 2+D3 Barrage shots, but each will scatter from the previous template, rather than all scattering from the first shot. Place the first marker as normal, and generate second marker placement as per normal Salvo rules, then scatter the third template from the location of the second, and so on. This may result in some models being covered by multiple templates; in this case they only are effected by a single hit.

Thunder Hammer: The thunder hammer is a large hammer with a power generator which energises only when the hammer strikes its target. This allows the weapon to store a tremendous amount of energy and release it only at the moment of impact, producing a terrific blast of energy and a sound like a crack of thunder.

A thunder hammer counts as a power fist, but any model wounded by it and not killed may not attack again until the end of the next assault phase. Vehicles struck by a thunder hammer are 'crew shaken', in addition to any other results they suffer.

Warlord's Banner: Add +1 to the friendly combat resolution score of any assault that takes place within 6" of the warlord's banner. However, if the model bearing the banner is slain in close combat, then the enemy model that slew him captures the banner and gets the bonus from then on.

Warlord's Great-Axe: Unlike the pavisse, the Warlord's ceremonial weapon is almost always carried into battle by the Warlord himself, and in most cases is actually more functional than it is decorative. The great-axe may be wielded either two-handed, in which case it counts as a power fist, or single handed with the same effect as a rune axe. The Warlord must choose how he will use the great-axe at the start of each assault phase.

Warlord's Pavisse: The pavisse is the warlord's ceremonial shield, however in battle the pavisse is traditionally wielded by one of the Warlord's Hearthguard. In game terms, the pavisse counts as a storm shield. Whilst he carries the pavisse the Hearthguard is honour bound to protect his lord, thus you may choose to take any shooting hits on the Warlord on the wielder of the pavisse instead if he is within 2". In addition, in the close assault phase, after models have moved but before combats are resolved, the wielder of the pavisse and the Warlord may swap places if they are within 2" of each other.


PSYCHIC POWERS

 
Force Dome
Phase: Any Psychic Test? Yes Range: 12"
Effect: If successful place the ordinance template within 12" of the Living Ancestor - until the end of the phase any troops covered by the template count as being in cover, and any vehicles under the template count as hull down.
 
Heal
Phase: Enemy Shooting Psychic Test? Yes Range: 2"
Effect: This power may only be used on a model (it may be the Living Ancestor) which has been reduced to 0 Wounds. If the test is passed, place the model on its side and roll a D6 for it at the start of the next Daewar turn, if the result is greater than the model's Toughness, it regains  Wound. If the result is less than or equal to the model's Toughness the model is removed as a casualty.
 
Juxtapose
Phase: N/A Psychic Test? Yes Range: Battlefield
Effect: Living Ancestors have a wealth of memories from Ancestors long past, and although they cannot see the future they are often able to advise on how to handle a current situation by comparing it with a similar past experience. After both sides have deployed at the start of a game, a Living Ancestor which successfully uses the Juxtapose psychic power may reposition D3 units in his army. No unit can be repositioned outside its normal deployment zone, and may only be moved up to 6" from its original position.
 
Wisdom
Phase: N/A Psychic Test? Yes Range: Battlefield
Effect: Living Ancestors are revered and ancient Daewar, wise in the history of their race and storehouses of knowledge of anything Daewar. If the Living Ancestor successfully uses the Wisdom psychic power the Daewar player may re-roll the dice if the mission being played has a dice roll to see who gets first turn.


VEHICLE UPGRADES

Boosted Actuators: This upgrade may only be taken for Robots, and must be taken for the entire maniple. At the end of its move, a robot squadron with boosted actuators can try to go an extra 6". It must first take a Difficult Terrain test and if successful can be moved forward up to 6". A Robot that uses its boosted actuators may not shoot in the same turn.

Grav-field: Grav-fields create a shifting gravity field around a vehicle in order to ward off incoming shots. Any model shooting at a vehicle with an active grav field must add 6" to the range to represent the grav field warding off incoming shots.

Extra Armour: Some Daewar vehicle crews add additional armour plating to their vehicles to provide a little extra protection. Vehicles equipped with extra armour count 'crew stunned' results on the Vehicle Damage tables as a 'crew shaken' result instead.

Pintle-Mounted Twin-Linked Particle Gun: These weapons are fixed to the outside of a vehicle and can either be used by a crewman from an open hatch or by remote control from inside the vehicle. They are treated as an extra twin-linked particle gun that can be used in addition to any other weapons the vehicle has. Note that this means that a vehicle that moves can fire one weapon and the pintle-mounted twin-linked particle gun.

Plasma Warhead: Plasma warheads are a common upgrade for Daewar vehicles. They are treated as a single multiple plasma warhead launcher shot with unlimited range.

Rough Terrain Modification: Vehicles equipped with rough terrain modifications can re-roll a failed Difficult Terrain test as long as they are not going to be moving more than 6" that turn.

Searchlight: Searchlights are only of any use in missions where the rules for night fighting are being used. They allow one enemy unit spotted by the vehicle to be fired at by any other Daewar that are in range and have a line of fire (the enemy unit has been illuminated by the vehicle's searchlight). However a vehicle that uses a searchlight can be fired on by any enemy units in their next turn, as they can see the searchlight shining out into the dark.

Smoke Launchers: Some vehicles have small launchers mounted onto them that carry smoke charges (or a more sophisticated equivalent in the case of skimmers). These are used to temporarily hide the vehicle behind concealing clouds of smoke especially if the vehicle is moving out in the open. Once per game, after completing its move, a vehicle with smoke launchers can trigger them (it doesn't matter how far it moved). Place some cotton wool around the vehicle to show it is concealed. The vehicle may not fire in the same turn as it used its smoke launchers, but any penetrating hits scored by the enemy in their next shooting phase count as glancing hits. After the enemy's turn the smoke disperses with no further effect.

Track Guards: Track guards protect the vulnerable track mechanism of an armoured vehicle. The vehicle treats Immobilised results as Crew Stunned instead, on a D6 roll of 4+.

Upgraded Combat Program: This upgrade may only be taken for Robots, and must be taken for the entire maniple. The robot has an upgraded hand-to-hand combat program, and receives a bonus of +2 I in close combat.

Upgraded Targeting Program: This upgrade may only be taken for Robots, and must be taken for the entire maniple. The robot has been programmed with an upgraded target acquisition algorithm, and receives a bonus of +1 BS.


 
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