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Guild HeighlinerGuild Heighliner

The Spacing Guild

 

 

Guild Navigator and Entourage

The Spacing Guild arose from the ashes of the Great Revolt in the year 10 B.G. (288M.26) originally under the name of Corpus Luminis Praenuntiantis. In the wake of the Butlerian Jihad, the war against machines, robots, and computers, the Corpus Luminis Praenuntiantis discovered a method of calculating, visualizing, and navigating the vast reaches of space through use of the spice melange. Through research their mathematicians had discovered that the spice could not only prolong life, but also transform it. Through use and dependency on the spice, the minds of the Guild Navigators were expanded and they could forsee the paths through space and time their ships would take to reach their destinations.

Frigates boarding a Guild Heighliner

The spice is harvested on only one planet, Arrakis, by the CHOAM company. The Spacing Guild relies on the harvesting of spice to fuel their massive monopoly on space travel. The Guild Navigators rely on the spice to not only guide them through space, but also to survive. Although melange extends life and expands the mind, it also creates a dependency that makes withdrawal lethal. However, the Guild Navigators have mutated over the centuries into massive, vaguely humanoid beings that swim in tanks full of gas saturated with spice to live. Unless they breathe this spice gas constantly, and occasionally consume pills of concentrated melange, they will die, just as if a normal person were deprived of air or water.

The Guild is one of the schools formed after the Butlerian Jihad which focuses on mental and physical training. Unlike their peers, the Bene Gesserit, the Spacing Guild focuses on mathematics and space-travel. The Guild's monopoly on space travel and interplanetary banking marks the first year of the Imperial Calendar, displaying the immense political influence the Guild possesses.

 

A Secret Report

 

The following is restricted information from the Spacing Guild. In includes data compiled on major individuals within the Guild itself as well as the military strength of the Guild.

 

CHARACTERS

Guild Navigator

Guild Navigator…200 pts. per model

Guild Navigators pilot their great ships across space through use of melange. They have grown heavily dependant on the substance for survival, and it fuels their immense mental powers. However, they are trapped within their great tanks of spice gas, and incapable of leaving unless they wish to suffocate without the live-giving properties of the melange-saturated atmosphere in their tanks.
 

Troop Type

M

WS

BS

S

T

W

I

A

Ld

Guild Navigator

6

3

3

8

6

5

10

1

8

Weapons

None. The Guild Navigators are incapable of hand-to-hand combat and rely on their mental powers and bodyguards to protect them.

Armor

None.

Wargear

The Guild Navigators reside in massive armored environment tanks which contain them in an atmosphere rich in spice gases.

Special Rules

Psychics: The Guild Navigator has a psychic mastery level of 4. He may receive powers from the Guild deck.

Prescience: The Guild Navigator is prescient and can fortell the future through his constant intake of melange. He can see his enemy's psychic powers. The Navigator is aware of the presence of any hidden troops on the board. He may also reroll any failed attack, save, etc. throw. Note that this does not work on a prescient enemy, or when a prescient character commands the enemy force.

Psychology: The Guild Navigator is an awesome sight, and inspires fear in his enemies. All broken Guild models within sight of the Guild Navigator will immediately rally.

 

Guild Steersman

Guild Steersman … 151 pts. per model

The Guild Steersman steers the great heighliners of the Spacing Guild through the far reaches of space under the prescient guidance of the Navigator. They are also powerfully psychic due to the immense saturation of their blood with melange, with blue-within-blue eyes much more than that of the average Fremen. 

 

 

Troop Type

M

WS

BS

S

T

W

I

A

Ld

Guild Steersman

5

8

5

6

5

4

8

3

10

Weapons

Laspistol and slip-tip.

Armor

Flak Armor (6+ on save)

Wargear

The Steersman may have 1 Wargear card.

The Steersman may be given additional weapons chosen from the Armor, Assault Weapons, Special Weapons and Grenades section of the Wargear list.

Special Rules

Psychic: The Steersman has a psychic mastery level of 3 and can receive powers from the Guild deck.

Squad Leader: The Steersman can lead a Squad of Guildsmen and be treated as part of it, unable to leave it for the duration of the battle.

 

SQUADS  

Navigator's Tank and Guildsmen Entourage

 Guildsmen…15 pts per model

Guildsmen are essentially employees of the Spacing Guild who have not yet achieved a mindboost from their addiction to the spice. Basically footsoldier bodyguards to the highly psychic Steersmen and Navigators, the Guildsmen are the crewmembers of the Guild spacecraft. 

 

 

 

Troop Type

M

WS

BS

S

T

W

I

A

Ld

Guildsmen

4

3

4

3

3

1

3

1

6

 

 Squad

The squad consists of 5-10 Guildsmen. In addition, the squad may be led by a Navigator or Steersman. The Navigator or Steersman can be bought at additional cost from the Character section above.

Weapons

Laspistol and slip-tip.

Armor

Flak armor (6+ on save)

Wargear

Any model may be equipped with a lasgun at a cost of 2 points per model.

Any model may be equipped with weapons chosen from the Assault Weapons section of the Wargear list.

Up to three models may be equipped with weapons chosen from the Special Weapons and/or Heavy Weapons section of the wargear list.

The entire squad may be equipped with Frag grenades at a cost of 3 points per model in the squad and Krak grenades at a cost of 3 points per model in the squad.