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==Guild Engineer== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> ''"No, you daft bastard! The Coils wrap around the gun like this! How did the Mechanicus survive this long with idiots like you?" - Guild Engineer Baldrek, angrily mocking a Tech Priest of the Cult Mechanicus. <div class="mw-collapsible-content"> Squats since times ancient, back to the times of their human ancestors, had access to many technological achievements of the Dark Age of Technology while most of it was lost during the turbulent times of the Age of Strife. Despite this, they never stopped improving on existing technological pieces nor stopped with innovating and creating new techno-marvels. These tasks, along with making sure that every machine in a Hold works well, is the job of the Engineer Guilds. Guild Engineers are the driving force behind the advancements of Squat technology. Most of the time they sit in the guild's vast factoria or laboratories constructing new armaments, tinkering with existing pieces, trying out something new or creating new tech from the very base. Unhindered by the likes of the Adeptus Mechanicus, Guild Engineers are free to pursuit passionately new heights (as long as they will not cross lines that should not be crossed no matter how tempting it would be). There are however times when Guild Engineers need to leave their Holds for various reasons, from joining expeditionary forces to reclaim lost technology or abandoned Holds, to aiding Squat armies with their expertise and knowledge. In the mists of battle, Guild Engineers will repair damaged machines and use their skills to analyze and counter enemy armor. Commonly seen wielding exotic weapons and usually wearing Iridium or Exo-Armour, these technomancers are always valued by allies and have their enemies be wary of them. </div> </div> '''Points Cost''' - 45 {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Guild Engineer | 4 | 4 | 3 | 4 | 2 | 2 | 2 | 10 | 5+ | Infantry (Character) | 1 Guild Engineer |- |} <br style="clear: both; height: 0px;" /> '''Special Rules:''' *Bitter Hatred *Hardy Souls for Hardy Men *Independent Character *League Affiliation *Battlesmith: If a Guild Engineer is in base contact with, or embarked upon a vehicle, instead of shooting it may attempt to repair a weapon destroyed or Immobilised result, or restore a lost hull point on a D6 roll of 5+. *Master of Calculations: Instead of firing a weapon in the shooting phase, a Guild Engineer who has joined an artillery unit may confer his ballistic skill on any crew members firing artillery weapons. '''Wargear:''' *Flak Armour *Shot Pistol *CCW *Frag Grenades *Krak Grenades '''Options:''' *May select items from the Special Issue Wargear or Tech Relics lists in the armoury at the points cost indicated. *May replace his Flak Armour, Shot Pistol, CCW, Frag Grenades and Krak Grenades with Squat Exo-Armour, an Auto-shot rifle and a power weapon (40pts) *If not wearing Exo-Armour then the Guild Engineer may select items from the Melee Weapons, Special Weapons or Ranged Weapons lists. *If not riding a Bike then the Guild Engineer may select items from the Heavy Weapons list. *If wearing Exo-Armour then the Guild Engineer may select items from the Exo-Suit Ranged Weapons and Exo-Armour Melee Weapons list. *May take one of the following: **Servo-Arm (30pts) **Servo Harness (55pts)
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