INTRODUCTION

 

Welcome to the Codex: Guild, a book entirely dedicated to the collecting, painting and gaming with the most business minded and cruel leaders of the largest corporate entity in the Warhammer 40,000 universe – The Guild.

The Guild

Squats. The racial slur pains the ears of suffering Guildmen. A painful reminder that they are of the same species as the pathetic happy go lucky short bearded folk whom are allied with the Imperium. The history of the Guild dates back to the years when Space Marines first discovered Squat homeworlds. Most of the species, known among themselves originally as Karad Vanrik (a direct translation being something like homo sapien), were happy to accept the human language and technology, and worst yet the name given to them, Squats, a blatant mockery of their height. A small group headed by a business minded Squat called Zarad the Black saw the amount of money that could be made off of these humans. Zarad initiated the Guild and what started as a small company acceptable under human law soon spread to gain control over a group of Squat homeworld planets. The humans did not even realise the change that was occuring. These Guildmen (they refused to be referred to as Squats) were blinded by the famous Squat greed for money. Their dark glorious factories spread black polluting clouds all over their barren mine stripped worlds. It was only when the Emperors finest discovered some of the more sadistic Guildmasters were using human slaves in their mines that the Imperium became aware of the problem. By then however it was too late, the Guild had become a rich power spread over two hundred worlds and reaping the benefits. When first attacked the Guild bought mercenaries who fought back stronger than any human would care to admit and when pushed the Guild amassed an army of its own consisting of well equipped Guildmen wielding a technology never before seen by the Imperium. Their money served them well and their research in gravity and toxic gasses (found in plenty in the mines they live in) made their weapons powerful enough to fight back against legions of Spacemarines. As yet, no attempt to capture a Guild controlled planet has succeeded. On the other hand the Imperium is fortunate because the various factions of the Guild fight among each other relentlessly keeping their numbers at a minimum.

Why Collect the Guild?

The lack of models for the Guild may seem to present a problem but on the contrary this makes collecting them all the more exciting as it presents a huge number of oppurtinities for you to display your modelling talents. A vast array of Dwarf models are available for conversion. The army in itself is also one of the most unique interesting and challenging armies to play as in the 40k universe. If the thought of owning a large army of ruthless enslaving Guildmen appeal to you then this is the army for you.

What is in the book?

Unlike most Codexes this is an indpendent non Games Wokshop organised codex otherwise you’d be paying an outrageous price as opposed to downloading it from the internet for free! This therefore lacks a typical guide to painting but that’s understandable because anyone who would take on the enormous task of modelling and painting a Guild army probably doesn’t need a painting guide.

The Army List: This tells you about the different characters troops and vehicle available to the Guild and how to work out an army for Warhammer 40,000.

The Guild: The end of this book deals with a closer look at what exactly guild weapons do, it is dedicated to background details and extra information about the Guild.

SPECIAL RULES

Fat of Foot: Guildmen are slow, they walk slow because to run fast would wear you out on the high gravity worlds they live on and thus have adapted to a certain style of movement. That aside, they have short stubby legs. To represent this, Guildmen may not move and assault in the same turn. They are simply too slow about it. They can assault or move but not both.

Guild Defenders: The Guildmen are too slow to make a succesful offensive attack. Even when they engage enemy planets they use orbital barrages and the like to force the enemy into attacking their fortified positions. (This is practically the opposite of the Dark Eldar ‘Piratical Raiders’ rule). As a result the Guild are ALWAYS defenders in a scenario and the Guild player ALWAYS has the option of setting up a piece of fortified cover in his deployment zone.


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