GUILD WARGEAR

Nail Gun: This is the standard weapon of the Guild. It was designed to make up for the fact that Guildmen are short and cannot get around the battlefield too quickly. Their basic plan when devising this weapon was, “Other species are faster and they’ll run towards us unless we kill them while they’re still out of range.” Thus the Nail Gun was designed using gravometric technology to fire slowly fire a single accurate then explosive resembling a nail. The Nail Gun is Heavy 1, Range 36, Strength 4, AP 5. Note that this is not because it is a heavy weapon that it is marked heavy. It is done so simply because the firing time is so slow you can only move or fire.

Thud Rifle: Originally the Thud Rifle, a deadly weapon in the hands of any Guildman was intended to be the standard issue weapon but was simply too expensive and was relegated to standard forces. It fires small round pellets that explode on impact with similair force to a boltgun but have also been given large amounts of acid to be especially good against armoured troops. The Thud Rifle is Assault 2, 18”, Strength 4, AP 3.

Smog Thrower: A smog thrower (sometimes refferred to as a Smog Launcher) is a flamer type weapon favoured by the Exo-Guildmen as it gives them a chance to puncture marine armour with their Hammers. It fires a jet black spray of fumes and hot boiling acid and gasses that can melt armour. While not very powerful themselves their armour piercing potential makes them very worth whil. They are Assault 1, Flamer Template, Strength 2, AP 2. In addition any unit taking casualties from a Smog Launcher has their armour save reduced by 1 (ie terminators with 2+ saves get 3+ saves and spacemarines with 3+ saves get 4+ saves). Leave some sort of counter by the unit to remind you that they have been succesfully hit by a Smog Launcher and have had their armour reduced by 1. Note a unit may never have its armour reduced by more than one in one turn, but if hit again in any subsidiary turn they may have their armour reduced once again.

Graviton Gun: A graviton gun lifts its opponents up into the air and leaves them their above cloud level. It is Assault 1, 24”, Strength 8, AP 2. Any time a person with a Graviton Gun rolls a 6 to hit they may make an additional shot (and so on until they stop rolling 6’s). In addition anytime a 6 is rolled to wound even if the Target has a Toughness greater than 4 it is considered instant death. Remove the model. If you roll a 6 to penetrate against a vehicle remove the model entirely.

Thunder Laser: A Thunderlaser is the Guild version of a lascannon. What it lacks in range, it makes up for in strength. Heavy 1, Range 36, Strength 10, AP 2.

Black Hammer: This is a close combat weapon with such a wide hitting range that it can fell multiple opponents in one blow. Unlike traditional close combat weapons a Black Hammer has an AP value as opposed to allowing or not allowing Armour. It has an AP Value of 4. Plus for each attack that succesfully hits, you egt an additional attack!

Miniguns: Miniguns are basically Assault Cannons that can be carried by an Ogryn.

Ion Guns: Guild plasma weaponry is more advanced than Imperial plasma weaponry because more funding has gone into them. The Guild Ion Guns are for all intents and purposes Plasma Guns, except that they do not overheat.

Fire Cannon: The fire cannon is a rapid firing plasma launcher. It is Strength 7, AP 2, Heavy 4, Small Template.

Smog Cannon: The Smog Cannon is a much larger version of the Smog Thrower. It is so large that it must be mounted on a Tank. It also uses the flamer template except that it is Strength 4, AP 1. In addition the spread of corrosive gasses is immenese coming from the Smog Cannon. When firing it, first place the Flame Template with the flat end facing away from the tank. Then place the Ordnance blast radius on the end of the flame template so that its center is perfectly aligned with the flamer templates line of symmetry. (ie: don’t stick the Ordnance template on the side of the flamer template stick it straight at the very end). Any unit taking casualties from a Smog Cannon has their armour reduced by 1 and must make an immediate fall back roll.

Dreadnought Black Hammer: Like a standard black hammer but it has an AP of 2.

Graviton Cannon: Like a standard Graviton Gun except that it has a wider blast range. Its stats therefore are Heavy 1, 36”, Strength 8, AP 2. Any time a vehicle with a Graviton Cannon rolls a 6 to hit they may make an additional shot (and so on until they stop rolling 6’s). In addition anytime a 6 is rolled to wound even if the Target has a Toughness greater than 4 it is considered instant death. Remove the model. If you roll a 6 to penetrate against a vehicle remove the model entirely. The Graviton Cannon is also a standard ordnance weapon as such it is move or fire.

Mole Mortar: The mole mortar digs underground and has unlimited range. It is fried anywhere digsuntil it seeks its target and explodes underground. A Mole Mortar is Heavy 1, Strength 9, AP 3, Template, Guess Range. People can be pinned from a Mole Mortar as if it were an ordnance weapon.

Gravity Well: All enemy models within 36" reduce movement by D6 All enemy models within 24" reduce movement by 2D6 if this number exceeds 6 take a Strength 3 hit, armour saves as normal and if it exceeds 9 take a Strength 6 hit. All enemy models within 12" reduce movement by 3D6 if this number exceeds 6 take a strength 3 hit if it exceeds 9 take a strength 6 hit and if it exceeds 12 take a strength 6 hit and become immobilised until the generator is destoyed. While in the well they can can fire as normal but with -1 BS (force of gravity effects shots) The generator itself has a Armor value of 12 all around and 1 penetrating hit of 4 or better destoys it on a six it explodes creating a gravity hole sucking all models within 6" in on a 4,5,6. No save instant death, including tanks. (they are 'spaghetti-fied').

Combi-weapons: The Guild is very good at manufacturing wepaon that will give the best of both worlds. As a result any weapon may be a kombi weapon. Simply slect any two weapons in the wargear list, add the price together and multiply by 1_ to find out how many points the combi weapon is. This allows Guildmaster to carry another weapons in addition to a double handed weapon such as a Black Hammer. I both parts of the combi weapon are shooting weapons, then only one may be fired per turn.

Guild Scavenger Class Armour: Scavenger Class Armour or simply Carapace armour is personal body armour this is in effect very similair to mesh except that it is covered in gravometric bolts to drive bullets away. This armour provides a 4+ save.

Guild Thermal Class Armour: Thermal armour is used to protect individuals that use the highly advanced Guild plasma weapons. This armour provides a 3+ save.

Guild Exo Class Armour: Due to the powerful exo-skeleton and power sources built into their armour, Guildmen in Exo armour are capable of moving and firing with heavy weapons. On the other hand, this armour is somewhat heavy and cumbersome so Exo-Guildmen are not able to pursue a more lightly armoured foe when they flee. To represent this, Exo-Guildmen that win a close combat may only consolidate, they will not be able to advance. A model wearing Exo armour has a 2+ armour save and adds +1 to its A , Attacks characteristic. (Not included in statistics)

Auspex: An auspex is a short-ranged scanner used by the Guild to detect hidden enemy troops. If enemy infiltrators set up within 4D6" of a model with an auspex, 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.

Bionics: Bionics allow an Squat 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, e.g. a shot that would cripple a leg will only cause mild damage to a bionic leg. To represent this, if a model with bionics is killed, instead of removing it, place the model on 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.

Electronode Staff: This is a Techno-Kreep only weapon that generates electrical bolts. It is Assault 3, Range 24, Strength 2D6 –1, AP D6. Roll the 2D6-1 and D6 oce per trun and thos statistics apply for all three shots. If a double 6 is rolled, then each of the three shots use the small template. Re-roll the 2D6. If another double 6 is rolled then each shot is worked out with an Ordnance Blast. Any further rolls of double six should be followed by the question “Where did you buy those loaded dice?”

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

Smoking Cloak: Smoking Cloaks allow a Techno-Kreep to nullify an opposing psychic's power if he is within range of the powerful mind bending smoke. In game terms this distance is 24”. Declare that you'll use the Smoking Cloak 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 Techno-Kreep 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. In addition the smoking cloak can suffocate any psychic in close combat and as longas they remain in close comabt with the Techno-Kreep their statistics are halved rounding up.

Synapse Blades: Techn-Kreeps can be armed with a special assortment of blades that send electric shocks through their opponents. They count as power weapons and all wounds inflicted by Synapse blades are doubled. Ie subtract 2 woudns with very succesful hit.

Dark Halo: The Iron Halo is a term of valiance given to Marines the Guild noticed the Imperium using to upgrade the ability of their soldiers. As such they decided to develop their own version, the Dark Halo In game terms it has the same effect as an Iron Halo, giving the model a 4+ invulnerable save that may be used instead of the model's normal armour save. No more than one model per army may have an Dark Halo.

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! The cost listed in the Wargear section is in addition to the cost of the weapon itself (ie a master-crafted power weapon costs 15+15=30 pts). However, only the upgrade costs are taken against the 100 points limit on wargear for a model (so the master-crafted power weapon above would count as 15 points against the 100 points limit, not 30 points).

Servo-Arm: Many Guildmasters Technicians are equipped with a powerful servo-arm that can be used to carry out hasty battlefield repairs. While most Guildmen are technicians at some level only one character model on the battlefield can be selected to be the Guildman’s personal Technician. This model must be equipped with a Servo-Arm to represent this. Traditionally this is the Exo-Guildman captain that accompanies his private retinue. The servo-arm counts as a power fist in close combat. It always hits on a 4+ and is rolled separately from the Guildmaster Technician’s own Attacks. In addition it may be used at the start of any Squat turn to repair an immobilized vehicle that is in base contact with the Guildmaster Technician. On a D6 roll of a 6 the vehicle is repaired and may move normally.

Signum: The signum is a special form of communication device that allows the Guildmaster Technician to access a myriad of useful battlefield targeting information, and then pass it on to his fellow battle brothers. In game terms it allows you, each turn, to re-roll one missed to hit shooting roll for the retinue that the Guildmaster Technician belongs to. Note that this may only be used if you have a model with the Servo-Arm as he represents the Guildmaster Technician.

Graviton Belt: The Graviton Belt was developed for use of workers on very high-g worlds and was later developed for military use. Troops wearing Graviton Belts are counted as wearing a Jump Pack. Troops move from just a few inches to several feet above the ground, and may move over obstacles and difficult terrain without penalty as long as they have the movement left to clear the terrain and/or obstacle.

Harley Jetbikes: Like all jetbikes these give the standard +1 toughness and a quick glance at the fast attack section will show you that in addiiton to this all other statistcis are upgraded by 1 aswell. Plus the bikes provide a screen of smoke.

GUILD VEHICLE UPGRADES

Just as with choosing wargear for your Guild troops and characters, the upgrades you choose for your vehicle should be represented on the model itself, e.g. if you choose to upgrade your vehicle with searchlights, then the model of your vehicle should have searchlights on it too. Note that when choosing upgrades no vehicle can have the same upgrade more than once.

Dozer Blade: Vehicles equipped with dozer blades can re-roll a failed Difficult Terrain test as long as they are not going to be moving more than 6" that turn.

Extra Armour: Some Guild 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.

Hunter-Killer Missile: Hunter-killer missiles are a common upgrade for Guild vehicles. They are treated as a krak missile with unlimited range and can only be used once per battle.

Pintle-Mounted Thud Rifle: Pintle-mounted storm bolters 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 thud rifle that can be used in addition to any other weapons the vehicle has. Note that his means that a vehicle that moves can fire one weapon and the pintle-mounted thud rifle.

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 Guildmen 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.


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