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Squat Guildmasters

 Post subject: Squat Guildmasters
PostPosted: Thu May 17, 2007 7:07 pm 
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I don't remember who asked this question or in which thread it was posted (so I decided to start a new one), but someone asked if anyone remembered an article from many years ago which gave a suggestion on what to do with all the extra Guildmasters that came in the Squats box of minis. I knew I had printed it and it was just a matter of finding it, which I was able to do. So, here is the article. I have no idea who the original author is.

Warlord Bike Detachement Special Card

Every so often, even Warlords feel the need for speed. When this happens, they grab some bikes and go off a-riding. If it so happens that there's going to be a battle soon, so much the better, but they put on their exo-armor first. Unfortunately, since they're not all that used to riding and firing, their firing is a little off, but that's a small price to pay.

Warlord Bike:
Move: 30 cm
Save: 6+ fixed
CAF: +6
Weapons: Bolters
Range 25 cm
Attack dice: 2
To Hit: 5+
TSM: 0
Notes: Warlord Bikes are command units and always pass morale checks. In addition, any Squat units within 10 cm will add +1 to their morale dice.

Contents:
5 Guildmaster stands
Break Point: 4
Morale: 1
VP: 2
Cost: 200

That's all the original author wrote. For NetEpic, I'm guessing they would have the Command and Insprirational abilities, but not HQ. I don't know if these stats have been playtested at all, but they look pretty good to me and I wouldn't mind being able to use all of those extra Guildmasters I have lying around doing nothing. Any thoughts?

EDIT: Oops, CS, please edit the title, because "eith" should be "with".





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 Post subject: Squat Guildmasters
PostPosted: Thu May 17, 2007 11:32 pm 
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Guildmasters get Command, Elite, HQ, Inspirational.  They'd be a pretty risky unit without HQ.

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 Post subject: Squat Guildmasters
PostPosted: Fri May 18, 2007 3:56 am 
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Hi!

Look good to me, as an optional unit of course.

Stick in that book, as per my stance this time around I want all those loose ideas compiled. :;):

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 Post subject: Squat Guildmasters
PostPosted: Fri May 18, 2007 2:33 pm 
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(zap123 @ May 17 2007,18:32)
QUOTE
Guildmasters get Command, Elite, HQ, Inspirational. ?They'd be a pretty risky unit without HQ.

Good point. This detachment probably should have the same special abilities as normal Guildmasters, especially if you're going to shell out 200 points for them.

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 Post subject: Squat Guildmasters
PostPosted: Mon May 21, 2007 3:06 pm 
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Hi,

it's a great idea, I was also thinking about doing something with all those extra guildmasters.

I 've gone on a different way for statistics:


Special Unit: GuildMaster Squadron
Restriction: can only be added to a Guild Biker Company

Contents:

5 GuildMasters stands
1 GuildMaster Lord stand
Break Point: 4
Morale: 1
VP: 3 (4?)
Cost: 300 (or 350?)

The standard GuildMasters stands use the GuildMaster codex statistics:

Move: 30 cm
Save: 5+/6+
CAF: +5
Weapons: Lascannon
Range: 50 cm
Attack dice: 1
To Hit: 5+
TSM: -1

The GuildMaster Lord has the following stats:

GuildMaster Lord Bike:
Move: 30 cm
Save: 4+/6+
CAF: +6
Weapons: Dual Lascannon
Range: 50 cm
Attack dice: 2
To Hit: 5+
TSM: -2


My idea for this special unit is:

Before guildmasters can lead bike or trike squadrons, they join a special unit lead by the most experimented biker: the guildmaster lord. After many years of hard training and many battles, those who have survived and have shown the superior capacites will obtain the honnor to lead other brothers.

This was my thoughts to use my extra guildmasters :)


PS: I hope my english is understandable ;)

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 Post subject: Squat Guildmasters
PostPosted: Mon May 21, 2007 3:23 pm 
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I like your idea too, Scream.

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 Post subject: Squat Guildmasters
PostPosted: Mon May 21, 2007 4:28 pm 
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Thanks Dwarf Supreme :)

I think that I could add something like:

- while GuildMaster Lord is alive, GuildMaster Squadron always succeed any Moral Check
- Is it needed to add "Hard and Hit" ability like Veteran Attack Bikes ?"
- Only the GuildMaster Lord should be HQ ?

I need to check wich abilities should be available and compute  the cost for this special card ;)





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 Post subject: Squat Guildmasters
PostPosted: Tue May 22, 2007 11:20 am 
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To continue on my idea and adjust some points:

Special Unit: GuildMaster Squadron
Restriction: can only be added to a Guild Biker Company

Contents:

5 GuildMasters stands
1 GuildMaster Lord stand
Break Point: 5
Morale: 2
VP: 4
Cost: 300

GuildMaster Lord Bike:
Move: 30 cm
Save: 5+/6+f
CAF: +6
Weapons: Dual Lascannon
Range: 50 cm
Attack dice: 2
To Hit: 5+
TSM: -2
Notes: Command, Elite, HQ, Inspirationnal

GuildMaster:
Move: 30 cm
Save: 5+/6+f
CAF: +5
Weapons: Lascannon
Range: 50 cm
Attack dice: 1
To Hit: 5+
TSM: -1
Notes:  

The standard GuildMasters stands use the GuildMaster codex statistics but loose their special abilities.

It should be cool to create also special character, a Grand GuildMaster Lord ;) Its profile would be close to the GuildMasterLord with Combat Leader ability and should cost +/-100 points (I'm discussing theprofile on epic_fr)

Edit: I corrected the BP and squadron cost  (I forgot it was Squats  :O )





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 Post subject: Squat Guildmasters
PostPosted: Wed May 23, 2007 8:44 am 
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How about using the models to make a Hearthguard bike squadron?

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 Post subject: Squat Guildmasters
PostPosted: Wed May 23, 2007 9:08 am 
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For a HearthGuard Bike squadron, I would say:

- take a guildmaster trike
- cut top of the helmet
- drill a hole in it's neck (vertically ;) )
- take a hearthguard mini
- cut its head
- glue the hearthguard head inside the hole
- you should now have a guildmaster trike with a hearthguard head, let's call it a HearthGuard Bike :)

I did a little conversion for a special character where I put an hearthguard head on a Warlord body, not to hard to do and good rendering.

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 Post subject: Squat Guildmasters
PostPosted: Wed May 23, 2007 2:18 pm 
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I plan on using the Guildmaster bike stands as is.

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