TROOPS

 

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

E-mail me!