GUILDMEN |
|
Points |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Guildmen |
10 |
4 |
3 |
3 |
4 |
1 |
2 |
1 |
9 |
4+ |
Captain |
+5 |
4 |
3 |
3 |
4 |
1 |
2 |
1 |
9 |
4+ |
Squad: The Squad consists of between
ten and twenty Guildmen.
Weapons: Nail Gun
Options: 2 men per squad can come
equipped with a Smog Thrower for +5 points or Thud Rifle for +5 points. 2 men per squad
can also be given a Graviton gun +10 points or a Thunderlaser +15 points. The captain can
be armed with any weapons available in the Guild Wargear list.
GUILD
ARMADILLO SQUAD |
|
Points |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Guildmen |
10 |
4 |
3 |
3 |
4 |
1 |
2 |
1 |
9 |
4+ |
Captain |
+5 |
4 |
3 |
3 |
4 |
1 |
2 |
1 |
9 |
4+ |
Squad: The Squad consists of between
five and ten Guildmen.
Weapons: Nail Gun
Options: 1 man per squad can come
equipped with a Smog Launcher for +5 points or Thud Rifle for +5 points. 2 man per squad
can also be given a Graviton gun +10 points or a Thunderlaser +15 points. The Squad can be
mounted on an Armadillo for +55 points. The captain can be armed with any weapons
available in the Guild Wargear list.
HUMAN
MINESLAVES |
|
Points |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Mineslave |
5 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
10 |
5+ |
Squad: The Squad consists of between
twenty and forty human slaves.
Weapons: Autoguns or Shotguns (unit
does not have to be uniformly armed)
Options: Each slave can have his
weapon upgraded to a Boltgun for +3 points.
SPECIAL RULES
Like all slaves they are forced to wear a
metal brace around their neck that will explode if they flee. As a result they will rarely
fall back but if they do remove the unit entirely. |
HITMEN |
|
Points |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Hitman |
12 |
4 |
4 |
3 |
4 |
1 |
2 |
1 |
9 |
4+ |
Captain |
+8 |
4 |
4 |
3 |
4 |
1 |
3 |
2 |
9 |
4+ |
Squad: Between 5 and 20 hitmen.
Weapons: Needle Sniper Rifle
Options: A captain may be given additional equipment from the
Guild wargear list.
Special Rules: Hitmen can use the Inflitrate special rules but
only when the scenario allows it. The captain can be armed with any weapons available in
the Guild Wargear list.
TRANSPORT: TERMITE |
|
Points |
Front
Armour |
Side
Armour |
Rear
Armour |
BS |
Termite |
85 |
14 |
13 |
13 |
3 |
Type: Tank, Tunneler (see below). |
Crew: Guildmen. |
Weapons: The Termite has no weapons.
Options: May be given vehicle upgrades
from the Guild Armoury.
Transport: May Transport 10 Guildmen.
SPECIAL RULES
Tunneler: Transports under
ground at normal tank speed. Ignoring terrain. Keep track of distance using a die or map.
When you have reached the desired point, place the termite on the table. The Termite may
continue to move above ground, ignoring all terrain except buildings/fortresses. If you
hit a building you can penetrate using a Str. 7 AP 2 hit with +1d6 added to roll. (See
building chart in 3rd edition rule book.) Termite still causes tank shock when above
ground. All normal hand to hand rules count when it is above ground. (Such as death or
glory etc...). Under certain conditions a Termite can get itself into a useful
position before the battle has begun, as such it can deep strike if the mission being
played allows it. It takes a whole turn of movement to both burry in the ground again, or
come out. Any sort of seeking missile, such as a Hunter Killer missile that ignores line
of sight or such as a Guess Range basilisk weapon can be used to hit a Termite while it is
buried. If it is hit underground, count its armour value as 14 because it is impossible to
determine what part of the Tank is hit. Also note that in this case being underground
causes the Tank to being assumed Hull Down. |
TRANSPORT: ARMADILLO |
|
Points |
Front
Armour |
Side
Armour |
Rear
Armour |
BS |
Armadillo |
55 |
15 |
15 |
12 |
3 |
Type: Tank. |
Crew: Guildmen. |
Weapons: An Armadillo has a twin
linked Thudd Rifle
Options: May be given vehicle upgrades
from the Guild Armoury.
Transport: May Transport 10 Guildmen.
Back to Codex: Guild
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