NEWS
07.01.2002
Happy new year all! This year's new project is Codex:Demiurg,
a new spin on Dwarves in space. Check it out.
22.10.2001
Just a comment on my reasoning behind not having Squat tanks - although
yes they are mechanical geniuses and would have no problem creating all
manner of small to medium-sized tanks, I was following the original fluff
that they would have no reason to. Squat Homeworlds are generally high-G
worlds where the Squats live underground or in strongholds to protect
themselves from the harsh conditions. Its because of this that Squats in
Epic had only their super-heavies and tunnellers, because these were the
vehicles most suited to the environment in which they lived.
Other than that, not much else to report on the Squat front, and no
changes to the army list at the moment.
07.10.2001
It looks like the Demiurg have been confirmed! Check out the Demiurg Stronghold
class star ship at Forgeworld.
The 40k CCG is coming
along nicely. The final list of cards has been released - unfortunately no
Squats, however it looks to be fun for all CCG-40k fans regardless!
29.07.2001
Time for a new poll! What sort of Tanks should Daewar have access to?
Poll to the left.
Also, there's a whole slew of Squat threads at the GW forums, but most of
them are the work of one or two individuals with no real interest in Squats,
and for whom they are merely the 'topic of the moment'. However there are
one or two worth checking out:
Also, a minor alteration to Guild
Miners - they lose their 'Move Through Cover' special rule, however gain
the Demolitions Experts special rules whereby they receive a +1 to AP
against Bunkers and other fortifications, and only trigger minefields on a
roll of 6+. Thanks to James Budd for
this idea.
22.07.2001
I'm sure many 40k gamers know of or have played a game called Magic: The
Gathering. A company by the name of Sabertooth Games has aquired the rights
to produce a Collectable Card Game similar to Magic, but set in the
Warhammer 40k universe, and it looks to be a stunning set. Check it out
here.
Also if you haven't yet signed the
Squat Petition,
go do so now! 305 and counting...
20.07.2001
A few structural changes to the Daewar army list. As much as I like the
design of the Thor and Sleipnir tanks, I've removed them - Squats generally
didn't make much use of small-scale tanks, instead preferring their Super
Heavy vehicles, and I feel that this should be reflected in the army list.
The tanks have been moved to an optional
section of the army list, along with Reavers, which both allow Squat players
to field models which they may have converted up but don't fit into any of
the other army list entries.
Termites have been moved into the Fast Attack entry previously occupied
by the Sleipnir - this means that Daewar are able to deploy onto the
battlefield using Deep Strike, but once there, they aren't moving around
much!
18.07.2001
Squats seem to be the topic of the day over at the
rec.games.miniatures.warhammer newsgroup, so check it out!
Also if you haven't yet signed the
Squat Petition,
go do so now! 282 and counting...
11.07.2001
And now for something actually not Squat related:
Space Wolves in Epic 40k! The official rules for them kinda suck (waaay
underpriced) and I wanted to use them as my second army, so I made up some
rules instead!
BTW, last time I looked, the Squat petition was up to 232 signatures!
05.07.2001
The Squat
Petition continues to garner support, and stands at a colossal 185
signatures already! Arcturas Stronghold copped a mention on the forums in
another Squat thread:
04.07.2001
The Squat petition is going strong, with 136 signatures in just 4 days!
On another note, there's yet another Squat thread on the GW Forums, check it
out:
Also, there's a post on the rec.games.miniatures.warhammer newsgroup
discussing Squat transports. These guys can come up with interesting
discussions when they're not busy flaming the living shite out of each
other.
30.06.2001
Sign the Squat petition today, and let Games Workshop know that there is
support for Squats in the gaming community.
Games Workshop have a weekly poll up asking which codex should be
revamped. Come join in this Squat thread to let them know that they should
finish the Squats first!
There's also been a few threads up at the Portent forums discussing a
Codex, and Squats in general:
26.06.2001
Been a while since the last update, mostly due to University end of
semester exams. Not much action happening in the Squat community recently,
except an interesting Squat thread on the Portent Forums:
15.06.2001
Daewar Iron Eagle
Gyrocopters are now Agile rather than Fast.
I also have a thread on the GW forum explaining my Daewar codex:
13.06.2001
Added a change to the Daewar
force organisation rules -
they may now exchange two Fast Attack choices for a single Heavy Support
choice in the same way as Iron Warriors.
Oh, and yet another Squat thread:
12.06.2001
Nothing much to update at the moment. I discovered a few new Squat Codex
sites and added them to the Links page. Another
thread at the GW Forums (these are becoming quite popular):
11.06.2001
The new
Chaos Squat Codex is progressing nicely.
Chaos Guard Army List completed.
More Squat threads at the GW Forums:
And another at the Portent Forums:
10.06.2001
Have modified Squat weapons one more time. Beam guns and Particle guns
are now Dual Fire weapons, and use the following rules:
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 |
12" |
3 |
3 |
Dual Fire |
24" |
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).
Found some Squat threads over at the GW Forums, check them out and
participate to let GW know there is interest in Squats!
08.06.2001
Migrating all pages to a slightly different format so that I can use
frontpage to update all the sidebars at the same time. If any pages seem to
be broken, drop me an e-mail letting me know so that I can fix it.
07.06.2001
Further work done on Vermin army list!
Psychic Powers completed.
Warpstone weapons changed - they now add +1 Strength, but if a 6 is
rolled to wound it ignores armour (goes for both ccw and ranged).
Biotox weapons and
Biotoxvermin packs updated (including
Biotox Fanatics). Lots of updates in
Vermin warger. Also added what
Vermin History I had.
06.06.2001
Updated Vermin army list with minor
changes. Changed Warmaster's stats to those of a Lord level Stormvermin.
Named Vermin transport the Burrower. Re-named Plaguevermin to Biotoxvermin.
5.24.2001
Have completed and added rules for Knights in Epic 40k.
5.16.2001
There's another Squat thread on the GW Forum, go check it out here and
let GW know that Squats are NOT dead.
5.15.2001
Well, after a fair few comments and a voting swing against them, the
Squat Str3/AP3 beam gun is going. Too much of a Space Marine killer.
The weapon most likely to replace it is a dual-mode weapon (similar to
the Arbites combat shotgun), as follows:
Beam Gun, can be fired as either
Range12"/St3/AP3/Heavy 1, or
Range24"/St3/AP5/Assault 1
That way they retain a technical edge, still have some anti-SM abilities,
and aren't forced into stand-and-shoot warfare. What do you all think? Feel
free to post comments on the poll to the right.
Have html-ised Tim Huckelbery's Adeptus Arbites play-test army list. This
should be appearing in a Citadel Journal sometime soon, and is an excellent
piece of work. I'm glad to add that one or two of my ideas made it into
there also!
Also, added the Epic 40k Adeptus Arbites list to match.
5.10.2001
The new and improved Epic 40k section is now open. Inside you'll find an
improved Squat army list, with Adeptus Titanicus II super-heavy vehicles, as
well as detachment rules for the newer 40k forces such as Iron Warriors and
Catachans. Enjoy!
5.8.2001
All you Squat Warlords go and check out this GW Forum thread to show
interest in GW bringing back the Squats.
How many people would play Squats if Gw put them out
5.6.2001
Also have removed the Tiamat. The Tiamat as is is just too similar to the
Land Raider, and the Ishkur fulfils its role admirably. Hence, that makes
the Ishkur the main APC for Squats (the Termites are more of a 'fringe'
choice). To follow on from this, the Ishkur may now carry Squats in Exo-Armour.
OK, I've decided to can Brawlers. Basically, they can't cope in close
combat with their Initiative of 2 - they just get slaughtered too easily.
I've decided to bring Berserkers back to the Troops section, and remove
their Ignore Injury and Berserk Charge special rules. They now only pass all
Morale checks whilst in close combat (as they did in Epic). Also gave them
the option of Photon Flash Flares, which when used on a charge forces the
defending unit to pass a basic armour save or fight at half Initiative
(rounding down - this is important) for the rest of the combat.
So they're not super-effective, but they're not as jacked as Brawlers
were. Let me know what you think?
Renamed Guild Robots to Guild Defenders. Changed Ishkurs to match the
de-weaponed Vindicator + Chimera turret look (12/12/0), and changed price
and turret options to match.
Changed Gilgamesh armament. Gilgamesh tanks are now armed with a heavy
plasma, particle or beam cannon, which can either fire as a regular version
of the weapon, or in a high-powered mode as an Ordinance weapon with
improved capabilities. See the Wargear listings for each heavy variant for
full details.
Changed Tiamat into a Gilgamesh without the big gun and with a troop
carrying capacity.
Added the Zaltu, basically an Ishkur with a multiple plasma warhead
launcher. In case anyone was interested, Zaltu is the Mesopotamian diety of
chaos.
Adapted Guild Robot battle program rules from rules by Christian Augst of
thetaken.org.
02.05.01
Renamed Guild Robots to Guild Defenders. Changed Ishkurs to match the
de-weaponed Vindicator + Chimera turret look (12/12/0), and changed price
and turret options to match.
Changed Gilgamesh armament. Gilgamesh tanks are now armed with a heavy
plasma, particle or beam cannon, which can either fire as a regular version
of the weapon, or in a high-powered mode as an Ordinance weapon with
improved capabilities. See the Wargear
listings for each heavy variant for full details.
Changed Tiamat into a Gilgamesh without the big gun and with a troop
carrying capacity.
Added the Zaltu, basically
an Ishkur with a multiple plasma warhead launcher. In case anyone was
interested, Zaltu is the Mesopotamian diety of chaos.
Adapted Guild Robot battle program rules from rules by Christian Augst of
thetaken.org.
30.04.01
Added Guild Journeymen to the
Hearthguard entry. These replace Hearthguard for Engineer Guildmaster
retinues and squad leaders for Guild squads.
With the addition of Guild Journeymen I was able to clean up the
Guild Expeditionary Force
and Guild Miner Relief
Force army lists.
Cleaned up Reaver options: added
Dark Eldar weapons, took out all Heavy weapons, additionally no more than
one of each weapon may be taken.
Modified wargear list: added
Journeyman's Tools and
Auxiliary Weapon (to
replace combi-weapon), added clauses that
Daewar bike counts as a
two-handed weapon and Exo-Trike
counts as two one-handed weapons, allowed Auxiliary weapons to be added to a
bike's twin-linked particle rifles (changed
Guild Biker entry to
suit).
Tau took the premise of railguns also, so mag-weapons are being renamed
to beam weapons. Think of them as much better las-weapons. The Gilgamesh's
main weapon has been re-named to heavy beam cannon to match.
Berserkers have lost their 'fleet of foot', as it was way out of
character with Daewar in general.
27.04.01
Just found out that Tau have taken over the license for Pulse Rifles, so
I'm renaming the Daewar heavy basic to Particle Rifles.
Continuing to adhere to the ancient tenet of K.I.S.S., I have removed the
Stout special rule and the Leader rule from the Warlord/Hearthguard/Hearthlord,
instead replacing it with Leadership 10. Have reduced Hearthguard Attacks to
1, but have allowed Exo-Armour to use a rapid fire weapon in close combat as
a pistol to compensate.
Berserkers now double Initiative when charging rather than receiving an
extra attack.
26.04.01
Minor rules changes for
Berserkers: Ignore Injury is now a 5+ invulnerable save, and if the
squad uses their 'fleet of foot' rule and rolls a 1, one model suffers a
wound.
Replaced Guild Biker
Squadron's special rules with skid attack, details in unit entry.
Added the special character
Kal Dargon, Daemon Slayer.
After some correspondance with
Eric of the Squat Figure
Directory, I have completed and added the
Reaver
squad to the Elites section. Basically this unit allows players to field
those Squat models with exotic weaponry, as it represents booty captured by
the Reavers during their privateering raids.
21.04.01
Added the special character
Zakar, Ancestor Lord of the League of Thor.
Additional minor changes: re-named Hammer of Gilgamesh to plasma
blastcannon. Daewar units now may not use the voluntary fallback rule at all
when fighting against Orks.
19.04.01
Renamed Defenders to Tarantulas, and incorporated them into the Support
Weapon Battery.
Added the option of taking a
Guild Miner Relief Force
instead of a regular Daewar force. This force represents a small
detachment consisting mainly of Guild Miners sent to quickly tunnel to a
specific objective.
Further tweaked costs. Basic Daewar cost back down to 11 (again!). Miner
cost up to 14. Berserker cost up to 18. Added access points and fire points
info to all troop transport able vehicles.
17.04.01
My Vermin page managed to pick up an award!
Finally realised that for troops with initiative 2 plasma grenades are
actually WORSE than frag grenades. Have incorporated the effect of frag
grenades into beam grenades and raised their cost accordingly. Have removed
plasma grenades (duh).
16.04.01
Completed rules for
Shadowvermin Assassin and the Doomwheel's
Warp Lightning
Generator.
15.04.01
Reintroducing Vermin as a new race encountered by the Daewar whilst
exploring the Eastern fringe. Vermin are a species of mutated Human (sort of
like Beastmen). Check out the
Codex:Vermin in progress now.
10.04.01
Renamed Crusaders back to Guild Robots (damn the Adeptus Astartes and
their Land Raider variants) and placed them back in the Elites category.
09.04.01
Added Marduk Thorsson,
Grand Warlord of the League of Thor to the
Special Characters section.
Changing (almost) all instances of 'Squat' to 'Daewar'. The Squats need a
new name, and mine shall be Daewar (inspired by the Dwarfs of Dragonlance).
Closing the Adeptus Arbites section of Arcturas Stronghold. Tyranid Tim
has taken up the reins of developing the Arbites, and after seeing his good
work on both the Genestealer Cult and Adeptus Mechanicus lists I trust he
will create a fine list. The preliminary rules can be found
here.
08.04.01
Updated Exo-Armour to confer
both a 2+ armour save AND a 6+ invulnerable save (similar to Space Marine
Terminator armour, but not as good).
Created the
Arcturas Stronghold Forum. Feel free to comment about the Codex, or
Daewars in general.
07.04.01
Norm Flam of the
Toy Soldier
gallery has kindly given me permission to place pictures of his painted
Daewar army
for sale online. Check them out now in the
Gallery section.
Have corrected Crusader armour from 12/12/10 to 11/11/10.
Big change: The beam rifle and beam pistol are being changed to
ST3/AP3 weapons. Play-testers for this change would be appreciated.
Added rules for taking a
Guild Expeditionary Force. Bikers ahoy!
06.04.01
Have replaced the WD111 history with a
new history written by myself. Based on the same events, it expands on
them and points out important events and people, as well as the origins of
the technology used in the Codex. Check it out!
Also changed the names of the Vehicles to distance them from the Wolves.
Moving away from the Norse theme to names of Mesopotamian deities.
05.04.01
Epic 40k section completed.
Moved the Daewar links off the main page to its own
page, with a short description of each link.
04.04.01
OK, so I lied. Added the
Goliath Barrage to Heavy Support (based on the Fighta Bommerz Raid from
Codex: Armageddon).
Having pretty much finished tweaking the abilities and points costs for
individual units in the army, I'm now working on the army as a whole. To
represent the immobility I've removed the option for taking Ishkurs as a
transport upgrade for each unit and instead added them to the Fast Attack
section - this represents that although generally Daewars are slow and
sluggish they have the option to move around the battlefield in transports.
Along these lines I've moved Guild Miners with their Termite transport to
the Elites section, and moved the Crusader maniple to the Support section.
To compensate for the loss of a Troops choice I've increased the maximum
number of Incinerator squads to 2 (in line with Ork special troops choices),
and allowed up to one Thunderer squad to be taken as a Troops choice to
adjust for the high number of Heavy Support choices.
Range (and cost) of Daewar Mole Mortar and Thudd Gun increased.
03.04.01
List is fairly finalised now, however is still open to tweaks and
additions. Comments and critiques are welcome, e-mail me or ICQ via the
links at the very bottom of the page. In particular, any gamers able to
play-test please drop me an e-mail
to tell me how it goes, will publish results. Also, anyone with pictures of
painted and/or converted Daewar minis and vehicles for display, e-mail me so
I can add them to the modelling page, will give full recognition.
If I get enough photos of minis and stuff, I'll try for a Citadel Journal
submission with (a long shot...) Chapter Approved status!
02.04.01
Thanks to Darren Pettrey and
Zem for comments, have made more
minor adjustments. All HQ, Hearthguard, and Thunderer Commander points costs
up, Basic Troop back to 12 pts, Ishkur now unable to transport Exo-Armour.
Corrected oversights: Rune Axe for non-HG now same cost as power fist,
Incinerators lose melta weapons, link to summary fixed, background image
fixed.
Guild Surveyors may no longer Deep Strike (Scout is enough), Daewar Bikes
up 5 pts, particle cannon range down to 36". Gilgamesh's main armament
changed to Str9/AP2 ordinance weapon, the Hammer of Gilgamesh: increased
Gilgamesh's points cost to 230 to reflect this. Heavy weapons price
adjustment (up) all 'round.
Replaced all flamers with incinerators: higher strength but lower AP.
Also changed Mole Mortar and
Thudd Gun rules to those created
by Tim Huckleberry.
01.04.01
I managed to locate the fluff from both WD111 and the 2nd edition Codex
Imperialis, and as a result I've changed the entries for
Living Ancestors (formerly
Ancestor Lords) and Hearthguard.
Also removed the Grand Warlord option (leaving the
Warlord as a mighty hero level
character) and added the Hearthlord
to provide a hero level character. The Ancestor Lord may see a return as a
special character or 0-1 HQ choice, but for now is replaced by the Living
Ancestor.
30.03.01
The Modelling Daewars section is now
open, currently with the miniatures recommended for each troop type and
vehicle in the Codex.
29.03.01
Codex:Daewars fully refurbished and
completed. Points costs reviewed, all sections re-done. New unitsadded:
Guild Surveyor
Guild Robot, Colossus Guild Robot,
Defender Guild Robot and
Iron Eagle Gyrocopter.
Many new wargear items added. Check it
out!
Brought the Daewar
History up to date by adding information
about the current age, the Age
of Oppression. Begun work on the
modelling section.
22.03.2001
Temporarily removed links to non-Daewar pages from front-page, re-styling
site. Expect to see Wargear and fluff completed when re-design finishes.
18.06.2000
I'm beginning work on the Daewar EPIC40k conversion for my army list. Go
see it here. Also added the Vermin
(Skaven) army list. Note: This army list is still very beta, and
requires a lot of tweaking. Plus as an added bonus I added Hello Kitty
40,000 to the frontpage. I love that photo. As always,
comments and suggestions are
appreciated.
11.06.2000
Added the Adeptus Arbites army list.
Note: This army list is still very beta, and requires a lot of
tweaking. Also note that it's in the old format, I'll convert it as I go
along. As always, comments and
suggestions are appreciated.
10.06.2000
Created and set up a new Daewar
Webring. Join today! Moved Arcturas stronghold to my ISP webspace
because of continual troubles with Xoom. Signed up for the
Warhammer 40,000
Webring.
09.06.2000
Linked to the Ultimate Games Workship Links and submitted my site to
their link page. Also added the WarSeeker search to the main page, submitted
my site to their search engine, AND joined the Warp Network. Listed page
with Excite.au and Yahoo.au. Links ahoy!
08.02.2000
Some superficial fixes to the pages to make them more standard.
16.12.99
The news page is added.
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