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HQ:
Ex-Inquisitor Tharrus Draw - 180
WS BS S T W I A Ld Sv
6 5 3 (6) 4 3 5 3 10 2+/4++
Rules: Transport: Vendetta
Stubborn
Independent Character
Psyker
Feel No Pain
Wargear:
Inferno pistolPower Weapon
Re-constructed
Frag & Krak Grenades
Draw can also be accompanied by his faithful aide, Yennar at +50:
WS BS S T W I A Ld Sv
4 4 3 3 1 3 2 8 4+
Rules:Bodyguard Yennar will always take wounds before Draw when allocated.
Wargear:
Shotgun with auxiliary grenade launcher (S4 AP- assault 2 12, OR S6 AP4/S3 AP5 blast rapid fire 24)
Laspistol
Frag & Krak grenades
Power Maul (+1S power weapon)
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Space Marine Chief Apothecary Merias (Red Scorpions) - 100
WS BS S T W I A Ld Sv
5 5 4 4 2 4 2 9 3+
Rules:
And They Shall Know No Fear
Combat Tactics
Master Apothecary
Independent Character
Wargear:
Narthecium/reductor
Power weapon
Frag & Krak grenadesBolt Pistol
Venerable Dreadnought Ulfsson (Space Wolves) 240
WS BS F S R S I A
5 5 13 13 10 6 4 2
Rules:
Litanies of hate
Venerable
Wargear:
Null Shield
DCCW with heavy flamer
Plasma cannon
Searchlight and smoke launchers
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Scavenger Chief 40
WS BS S T W I A Ld Sv
5 4 4 3 2 4 2 9 4+
Special Rules:
Follow the Leader
Hardened Fighter
Tactician
Wargear:
Laspistol and close combat weapon
Frag & Krak grenades
Heavy Flak armour
Options:
May replace pistol with bolt pistol +5, splinter pistol +5, shuriken pistol +5, fusion pistol +15, plasma
pistol +15
May replace CCW with poisoned blades +5, power weapon +15, lightning claw +20, big choppa +10,
power fist +25.
May take meltabombs +5
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Warband:
Eldar Corsair Nimael 40
WS BS S T W I A Ld Sv
4 6 3 3 1 5 1 8 4+
Rules:
Fleet
Move Through Cover
Infiltrate, Scouts, Stealth
Independent Character
Wargear:
Pathfinder long rifleShuriken Pistol
Haywire Grenades, frag and krak grenades.
Camo Cloak
Eldar Corsair Farseer Khareon 85
WS BS S T W I A Ld Sv
5 5 3 3 2 5 2 10 3+
Special Rules:Psyker
Fleet
Independent Character
Wargear:
Witchblade with built in force weapon
Shuriken Pistol
Advanced Mesh Armour
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Eldar Corsair Heilef 60
WS BS S T W I A Ld Sv
6 4 3 3 1 5 2 8 4+
Special Rules:
Hit & Run
Fleet
Furious Charge
Independent Character
Wargear:
Power weapon
Banshee Mask
Swooping Hawk jump packFusion pistol
Aspect armour
Mandiblasters
Haywire, offensive and defensive grenades
Dark Eldar Wych Sjektar 30
WS BS S T W I A Ld Sv
6 4 3 3 1 6 2 8 6+
Rules:
Dodge
Gladiator
Fleet
Independent Character
Wargear:
Power Weapon
Flail
Splinter Pistol
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Dark Eldar Fallen Trueborn Bloodedge 65
WS BS S T W I A Ld Sv
5 5 3 3 1 5 2 9 3+
Rules:
Recluse
Preferred Enemy: Dark Eldar
Fleet
Independent Character
Wargear:
Stolen Incubus armour
Blaster
HuskbladeHellion Skyboard
Harlequin Trio Ce, Go, Rach 120
WS BS S T W I A Ld Sv
6 5 3 3 1 6 2 10 6+
Rules: Transport: if acting solo, may take a Venom
Dodge
FleetIndependent Character
Wargear:
Harlequins Kiss and Fusion Pistol
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Grey Knight Flavian 40
WS BS S T W I A Ld Sv
4 4 4 4 1 4 1 9 3+
Rules:
And They Shall Know No Fear
Psyker
Independent Character
Wargear:
Wrist mounted stormbolter
Psybolt ammunition
Frag & Krak grenades
Force weapon
Options:
May take a halberd (+2 I) +15, falchion (+2 A) +15, hammer (S8 I1) +25
Deathwing Terminator Bezrael 63
WS BS S T W I A Ld Sv
4 4 4 4 1 4 2 9 2+/5++
Rules:Fearless
And They Shall Know No Fear
Independent Character
Wargear:
Dual Lightning claws
Cyclone Launcher
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Tau Crisis Suit ShoOsuya 80
WS BS S T W I A Ld Sv
4 5 5 4 2 3 1 9 3+
Wargear:
Targeting Array, Advanced Stabilisation System
Plasma Rifle
Missile Pod
Smart Missile System
Independent Character
Options:
May take fusion blaster, burst cannon, or 2nd
weapon for +10, or cyclic ion cannon for +20
Necron Immortal 100101 45
WS BS S T W I A Ld Sv
4 5 4 4 1 2 1 10 3+
Rules:
Reanimation Protocols
Independent Character
Wargear:Gauss Blaster
Stolen warscythe
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Elites:
Lost Assassin 100
WS BS S T W I A Ld Sv
8 8 4 4 2 7 4 10 4+
Rules:
Fearless
Fleet
Lightning Reflexes (4++)
Move Through Cover
Synskin (FNP 6+)
Callidus +40: CTan Phase Sword, Neural Shredder, Polymorphine, Poisoned Blades. Sabotage, Hit &Run, Stealth
Culexeus +35: Animus Speculum, Etherium, Psyocculum, Psyk-out grenades. Infiltrate, Psychic
Abomination, Soulless, Psyker Assassin
Eversor +35: Executioner Pistol, Frenzon, Meltabombs, Neuro Gauntlet. Bio-meltdown, Fast Shot,
Feel No Pain, Furious Charge
Vindicare +40: D grenades, CCW, Exitus pistol and rifle, Spy mask, stealth suit. Deadshot, Infiltrate,
Stealth
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Deathwatch team (3) - 70
WS BS S T W I A Ld Sv
4 4 4 4 1 4 2 10 3+
4 4 4 4 1 4 2 10 3+
Rules: Transport: Storm Eagle
And They Shall Know No Fear
Combat Tactics Chapter Traits:
Combat Squads (follow my lead) see codex deathwatch
Fire Control
Wargear:
Boltgun
Special Ammunition
Bolt Pistol
Frag & Krak grenades
Options:
May add up to three additional veterans +20 pts per model- Melta bombs +5 pts per model
May upgrade a single veteran to an apothecary with a narthecium +15 pts (May be an assault
marine)
Any veteran or apothecary may replace their boltgun and/or bolt pistol with Combi-flamer, -melta
orplasma or plasma pistol +10 pts, flamer +5, meltagun +10, plasma gun +15 Up to three veterans may be upgraded to assault marines, replacing their boltguns with,
Chainswords free, Power weapon +15 pts, A single lightning claw +20 pts
Any assault marines may replace their bolt
pistol with, Plasma pistol +10 pts each, Inferno pistol or storm shield +15 pts, A second lightning claw
+10 pts
A single assault marine may instead replace his
boltgun or bolt pistol with a, Powerfist +25 pts, Thunder hammer +30 pts
Any assault marine may be equipped with a jump pack +8 pts per model
A single veteran may be upgraded to a
devastator marine, replacing his boltgun with, A multi-melta or missile launcher +10 pts, A heavy
bolter with fire selector and suspensor or plasma cannon +15 pts, A lascannon +25 pts
If a deathwatch kill team does not contain a Codicier, it may upgrade a single veteran to a
lexicanum +30 pts (may take a jump pack)
A single veteran may be upgraded to a deathwatch techmarine +25 pts
A deathwatch techmarine may replace their servo-arm with a servo-harness +25 pts
A deathwatch techmarine may replace his boltgun or bolt pistol with, Storm bolter free, Combi-
flamer, -melta orplasma or plasma pistol +10 pts
A deathwatch techmarine may take either a, Power weapon +15 pts, Thunder Hammer +30 pts
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Ork Kommandos (5) 40
WS BS S T W I A Ld Sv
4 2 3 4 1 2 2 7 6+
4 2 4 4 2 3 3 8 6+
Rules:
Mob Rule
Furious Charge
Wargear:
Slugga
CCW or shoota
Options:
Nob may take power klaw +20, boss pole +10, big choppa +5, eavy armour +10, combi skorcha +15
Up to two models may take a burna +10, rokkit launcha +10, big shoota +5
Lone Wolf Fenrir Asgard - 100
WS BS S T W I A Ld Sv
5 4 4 4 2 4 2 8 3+
4 0 4 4 1 4 2 5 6+
Rules:
Fearless
And They Shall Know No Fear
Wargear:
Frost Blade, combi melta, Mark of the Wulfen
2 Fenrisian Wolves
Frag & Krak grenades
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Troops:
Kroot Hunters (5) 30
WS BS S T W I A Ld Sv
4 4 4 3 1 4 2 7 6+
Rules:
Stealth
Move Through Cover
Fleet
Wargear:
Kroot Rifle
CCW
Options:
Headhunter (poisoned 4+) +10, vulturkin (JP w/ H&R) +20, Ranger +15
Space Marine Scout contingent (Dark Angels) (5) 80
WS BS S T W I A Ld Sv
4 4 4 4 1 4 1 (2) 8 (9) 4+
Rules:And They Shall Know No Fear
Infiltrate
Scouts
Move Through Cover
Wargear:
Bolters/chainswords
Bolt Pistols
Frag & Krak grenades
Options:
Allmay replace bolters for shotguns or sniper rifles for free
1 may take a missile launcher or heavy bolter +10
Camo cloaks +15
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Scavengers (5 models) - 45
WS BS S T W I A Ld Sv
4 3 3 3 1 3 1 7 5+
Rules: Transport: Chimera
Follow the Leader
Hardened Fighters
Scavengers
Wargear:
Lasgun/close combat weapon
Las Pistol
Frag & krak grenades
Options:
Up to 15 more models at 9pts each
Any model may take a bolter +5, shuriken catapult +5, splinter rifle +5, pulse rifle +10, gauss flayer
+10
One model per 5 may take a flamer +5, melta +10, plasma +15, big shoota +5
One model per 10 may take a heavy bolter w/ suspensor, missile launcher, multimelta, heavy flamer,
shuriken cannon, splinter cannon, gauss cannon +15, a plasma cannon or rail rifle +20, lascannon,
reaper launcher, dark or bright lance +25
Up to 3 models may take a power weapon or poisoned weapon +15, lightning claw +20, power fist
+25, thunder hammer or pair of lightning claws +30.One model may take meltabombs +5
One model may be upgraded to Veteran Sergeant Kean (40):
WS BS S T W I A Ld Sv
5 4 3 3 2 4 2 10 4+
Rules:
Gunfighter
Stubborn (conferred)
Wargear:
Dual Plasma pistols (count-as power weapons in CC)
Frag & Krak grenades
Vox Caster
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Fast Attack:
Cavalry Boys (7) 70
WS BS S T W I A Ld Sv
4 3 3 3(4) 1 4 2 8 5+
Rules:
Hit and Run
Scouts
Furious Charge
Wargear:
Lance and Splinter pistol
Options:
2 may take a heat lance +20, a meltagun +10, a flamer +5 or a plasma gun +15
Up to thee may take a power weapon +15 or a power fist +25
Arkangel Sisters (2) 110
WS BS S T W I A Ld Sv
4 4 3 3 1 5 2 8 3+
Rules:Faithful
Shield of Faith
Angelic Visage
Blood Sisters
Wargear:
Blessed weapon
Inferno Pistol
Frag & Krak grenades
Jump packs
Aegis Imperialis
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Heavy Support:
Trained Carnifex 120
WS BS S T W I A Ld Sv
4 2 9 6 4 1 4 5 3+
Rules:
Move Through Cover, Guided
Wargear:
Crushing claws
Options:
May take shoulder mounted TL missile launcher +10, TL heavy flamer +15
Wraithlord Corsair 140
WS BS S T W I A Ld Sv
4 4 10 9 3 4 2 8 3+
Rules:
Blind
Wargear:Wraithsword and shuriken cannon
Options:
Heavy bolter or multimelta free, assault cannon +25, plasma cannon +20
Ork Mekboy 30
WS BS S T W I A Ld Sv
4 2 4 4 2 3 3 8 4+/5++
Rules:
Repair
Wargear:
Slugga and choppa
Cybork armour
Options:
May take a kustom force field or shok attak gun +20, or a burna +10
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Transports:
Storm Eagle 225
Type BS F S R
Skimmer, Fast 4 12 12 12
Wargear: Rules:
TL heavy bolter, vengeance launcher Deep strike
Ceramite plating [TC 20] assault vehicle, PoTMS
Options:
Exchange heavy bolter for TL multimelta +15 or typhoon launcher +25
Take 4 hellstrike missiles +40, or two TL lascannons +50
Searchlight +1, Extra armour +15
Vendetta 140
Type BS F S R
Skimmer, Fast 4 12 11 10
Wargear:
Extended capacity (12)
TL heavy bolter, 2 TL lascannons
Options:
Replace heavy bolter with missile launcher +10
Take up to 4 hellstrike missiles +30, missile pods +10, 2 additional lascannons +25
Chimera 50
Type BS F S R
Tank 3 12 11 10
Wargear:
Multilaser TC - 10
Options:
Take TL autocannon +20, TL heavy bolter +10
Venom - 50
Type BS F S R
Skimmer, fast 4 10 10 10
Rules: Wargear: TC - 5
Night Vision TL splinter rifle, splinter cannon, flickerfield, optional second splinter cannon
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Tharrus Draw
Draw was recruited by the Inquisition at a very young age, taken from his family against his will.
However, he excelled throughout his training with his zeal, courage and skill at arms. However, his
most profound quality was his ability to lead and inspire, but with a suspicious mind, making him
ideal material to lead an inquisitorial warband by the age of 20. His chosen specialism was the Ordo
Xenos, and as a Puritan Inquisitor he set out to rid the galaxy of the threat of the alien. Hi first major
success came just under a year later, where he and his warband successfully destroyed a significant
genestealer hybrid cult in the Exxan system and was swiftly rewarded for his efforts. His accolades
continued to accumulate for the best part of two decades, his physical and mental abilities kept in
top condition by compulsory Inquisitorial bionics and enhancements.
He was then dispatched to the far flung world of Khaenera Beta, on the fringe of the Ghoul Stars to
investigate a suspected xenos infiltration of the governors house. However, upon arrival a warp
storm broke out, severing all communication beyond the planet, isolating Draw and his men upon
the planet. For what they found was not a minor xenos incursion, but a full blown Enslaver plague.Fighting desperately for survival, Draws men fell back to the mighty Imperial Fortress, hoping there
to wait out the outside threat. By the time they reached it, there was only Draw and 4 others left
alive. Seeing the futility of the investigation opened Draws mind to the entire futility of the efforts
of the Ordo Xenos, the Inquisition, even the Imperium itself, for it could not possibly hope to prevail
against all the evil in the galaxy. As these thoughts flashed through his mind, the Enslavers finally
broke through into the fortress. In a last act of desperation, Draw detonated the thermonuclear
stockpile at the heart of the fortress, creating an explosion the disintegrated the very atmosphere of
Khaenera Beta, destroying the Enslaver plague. Thought dead, Draws name was crossed off the list
of active service Inquisitors, and the Bell of Lost Souls even tolled once for his remembrance.
Rogue traders from neighbouring planets had heard the cataclysmic explosion even as far away as
that, and once the warp storm had abated, set course for the planet. What they found was a lifeless
planet, except for one, torn and battered figure, an arm missing, half his body burnt beyond
recognition. But Draw was alive. Over the next months and years, the surgeons on Khaenera Echo
slowly rebuilt Draws body, replacing his missing arm with a bionic, and regrafting his skin. However,
Draws reconstruction was not a normal one, as once conscious, he asked for and upgrade. The
bionic was made of pure living metal of the Necrons, giving him uncontestable strength; his skin was
grafted with tough Ork hide, his damage organs replaced with salvaged Tyranid bio-morphs. He
became his most hated enemies in order to combat them better, to put himself on an even footing.
Once the surgery was complete, he set about creating a new warband. One that would be dedicated
not to the Emperor, but to mankind by destroying the Enslaver menace and freeing humanity of the
xenos threat. To do this he realised, that he would need to find like-minded characters, so he set
about employing disillusioned warriors from all over the sector, regardless of their race or
allegiances. To this day, Draws Warband are the largest mercenary warband on the western fringe,
and are continuously striving to combat the Enslaver threat.
Special Rules:
Independent Character (Unique)
StubbornPsyker
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Feel No Pain
Wargear:
Infernus Pistol
Power weapon
Re-constructed (counts as artificer armour with 4++ invulnerable save):
- Necrolytic arm. Strikes at S6 in close combat- Bio-morphs. Has Feel No Pain USR- Ork Hide. Toughness 4
Frag & Krak grenades
Bolt Pistol
Psychic Powers:
Hammerhand He and any squad he is attached to strike at +1 S in close combat
Scourging Shooting attack: Range 18. S5 AP4 Assault 6
If Draw is used, any Draws Crews may use his Ld for any leadership, pinning or morale checks, and
are stubborn within 6 of him.
Warband leader If Draw is present, then any warband members may be taken at -30 of their points
cost.
Yennar
Yennar is Draws most trusted aide, and was responsible for nursing him back to health after his
ordeal on Khaenera Beta. As a reward, Draw took him on as a bodyguard and bought him his much-
loved custom shotgun and power maul. Yennars loyalty is unquestionable, often putting his life on
the line to save his hero.
Special Rules:
Bodyguard Yennar will always have wounds allocated on himself before Draw, and Draw cannot be
targeted by psychic powers/attacks directly while Yennar lives
Wargear:
Flak Armour
Frag & Krak grenades
Power maul
Shotgun with auxiliary grenade launcher attachment
Laspistol
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Draws Warband
After his recovery, Draw went on to recruit as many disillusioned warriors as possible, either human,
xenos or hybrid, to aid his cause for survival. Some were found by chance, others by intent, and
others just simply came to him. Their quest against the Enslavers became legendary within not only
human civilisations, but also amongst Tau, Eldar, even Ork worlds the fighters of the free. Their
quest initially began slowly, with only a handful of warriors, with little equipment between them. As
they expanded, and were able to complete more intense missions, their acclaim grew, and with it
their recruits and funds, allowing them to purchase or barter for better equipment such as exotic
xenos tech or spare parts. However, the majority of their gear they find on the battlefield, either as
remains from large campaigns, or as a result of their own skirmishes with hostile groups. Hence,
their warriors and there wargear are diverse and mixed, with underhive gang members wielding
Eldar lance weaponry, or the simple fire warrior armed with a pair of vicious-looking poisoned
blades. Their aptitude with weapons is greatly enhanced under the training they receive, as they are
taught to fight in the most brutal but versatile way possible, with ranged and close combat weaponsfor every scenario. As such, they are the perfect skirmishers, designed for any role with the support
of certain elite allies such as the Dark Angels scouts, or the Harlequin troupe. They also have at their
disposal, vehicles that have been taken and repaired from deserted battle fields, in addition to the
Deathwatchs Storm Eagle, and Draws personal Vendetta to add some firepower to their punch.
More uniquely, the Crew have also taken use of various xenos beasts to their advantage, such as lost
Eldar Wraithlords, or isolated Tyranid Carnifexes, wielding them for their new cause as heavy
support units. Such initiative is rare in the 41st
millennium with the stagnation of the Imperium and
the decline of the Eldar, so the Crew find themselves at an advantage despite their relatively small
numbers against the majority of their foes, be it Daemons, Necrons, Tyranids, or the Enslavers
themselves. Even with their small numbers, they are the most numerous and possible most
(in)famous warband on the Western Fringe, and now roam the galaxy aboard the Humanitys
Revenge, in search of overlooked civilisations to defend, and new ways to tackle the Enslaver
menace.
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Chief Apothecary Merias
Merias was a high-ranking apothecary in the Red Scorpions chapter, serving across the galaxy in their
campaigns. Unsatisfied with the aloofness of the Astartes and disregard for humanity, Merias
disappeared (assumed dead) during a raid on a Chaos fortress, and went in search of a better
purpose to serve. Coming dangerously close to chaos to learn new techniques of healing and
biological repair, he eventually found himself on a distant agri-world, and settled down for a while as
a chirugeon and apothecary, occasionally hiring himself out as a mercenary. It was while he was here
that he heard of the figure found on the remains of a nearby planet, dying of his injuries, and so
went to see if there was any help he could give. Upon arrival, the man had regained consciousness
and noticed the giant Astartes. Beckoning him over, the man said he recognised the heraldry of the
Red Scorpions Apothecarium, but promised not to reveal his identity if he would do as he asked. In
agreement, Merias healed the mans injuries exactly to his specifications, using his newly learnt
skills. After, the man introduced himself as Ex-Inquisitor Draw of the Ordo Xenos, and asked if he
would become the first member of his new warband, dedicated to humanity, to which Meriasunanimously agreed.
Special Rules:
Master Apothecaryall units within 12 have the Feel No Pain USR
Stubborn
And They Shall Know No Fear
Combat Tactics
Independent Character (unique)
Wargear:
Narthecium/reductor
Power weapon
Frag & krak grenades
Bolt pistol
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Venerable Dreadnought Ulfsson
It is not known how long Ulfsson has lived, for his mental state was damaged at some point before
he entered the Crew. He was found, damaged and in disrepair in an industrial backwater which had
been under heavy fighting. All they know is his name and origins as Ulfsson of the Space Wolves
Chapter, but no more, not even which Great Company he fought for. His presence is inspiring to
those around him on the battlefield as a true God of War, having fought for centuries at least judging
by the scars on his armour. When Ulfsson fights with the Crew, it is a day that their enemy will rue
hard and long.
Special Rules:
Venerable
Litanies of Hateall units within 12 re-roll failed to hits on the turn they assault, and have Furious
Charge
Wargear:
Plasma cannon
Dreadnought Close combat weapon with built-in heavy flamer
Null shield 4+ invulnerable save
Smoke launchers and searchlight
Scavenger Chief
Some Scavengers are recognised by Draw to be leaders of warriors, with skill at arms and tactics that
are valuable for leading any force. They are then promoted to Chief, and given command of a small
force for various missions, in order to prove themselves to gain additional units under their
command. Although they are not close combat monsters or deadly duellers, they provide a form of
organisation to the Crew, keeping the forces cohesive and supportive of each other. Their role is an
important one, without which the Crew would suffer greatly.
Special Rules:
Follow the Leader
Hardened Fighter
TacticianThe Chiefs role is to co-ordinate attacks. In game terms this means you can choose to
add or take away one to your reserve rolls, re-roll to seize the initiative and all units gain a Scout
move before the game starts.
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Nimael
Nimael is an Eldar corsair, whose speciality lies in the ways of a corrupted Pathfinder, killing from
afar and slipping away unseen. He was found in the cells of the prisons on Jengaft III along with 2 of
his companions, and was liberated in return for his service to the Crew.
Special Rules:
Stealth
Infiltrate
Move Through Cover
Scouts
Fleet
Independent Character
Wargear:Advanced Mesh Armour (4+)
Pathfinder Long Rifle
Shuriken Pistol
Camo cloak
Haywire, defensive and assault grenades
Farseer Khareon
Khareon was the second of the corsairs to be found on Jengaft III. His gift offoresight makes him an
invaluable addition to the Crew, and is no less formidable at psychic or physical battle. His time away
from his old craftworld has damaged his psychic capabilities, so he can only perform a small number
of abilities
Special Rules:
Psyker
Fleet
Independent Character
Wargear:
Witchblade with built in force weapon
Shuriken Pistol
Advanced Mesh Armour
Psychic powers:
Fortune one friendly squad may re-roll all failed saves that turn within 12
Doom one enemy squad must re-roll all successful hits that turn within 12
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Heilef
The last of the three corsairs, she was exiled from her craftworld for attempting to master multiple
paths for her own benefit. As such, she has many of the skills from each of the disciplines within the
Temple of War, and uses them to her advantage on the battlefield.
Special Rules:
Hit & Run
Fleet
Furious Charge
Independent Character
Wargear:
Power weapon
Banshee MaskSwooping Hawk jump pack
Fusion pistol
Aspect armour
Mandiblasters
Haywire, offensive and defensive grenades
Sjektar
Sjektar was a wych gladiator of profound skill and agility, before she lost favour with High Archon
Asdrubdael Vect, and was cast out of the arenas to work as a slave. She fought her way free, and
escaped into the webway, reappearing in the midst of a battle between forces of the Crew and an
Enslaver host. Choosing to attack the Enslavers was a good decision, as by fending off the xenos, she
earned the respect of the Crew who supported her application to the warband, and was quickly
approved for service.
Special Rules:
Gladiator
Dodge
Fleet
Independent Character
Wargear:
Power weapon
Wych armour
Assault and defensive grenades
Flail
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Fallen Trueborn Ker-tei Bloodedge
Bloodedge was a trueborn of the Kabal of the Torn Throats, and was on course to become Archon of
the House, after his father. Unfortunately for him, his father was assassinated by schemers, who
framed him for the murder. Hunted by the rest of his house, Bloodedge stole various items of
wargear, and left on his personal Hellion board, determined to one day return to avenge the death
of his father and his demise. He came into the employ of the Crew, after they approached him on
hearing of his reputation as a blood thirsty killer in the hive city Fronstert Hive of Khaenera Delta.
Special Rules:
Recluse
Fleet
Preferred Enemy: Dark Eldar
Independent Character
Wargear:
Hellion skyboard
Incubus Armour
Huskblade
Blaster
Haywire, assault and defensive grenades
Harlequins Ce, Go, Rach
No one knows the true names of these elusive and enigmatic eldar, as they merely seemed to
appear one day and offer their services directly to Draw. When asked of their reasons, they simply
stated he was interesting, leading for some to question their motives. Those suspicions are quickly
abated once the harlequins are seen at work on the battlefield, eloquently and gracefully turning
combat into an effortless but lethal dance. They also have at their disposal, a Dark Eldar Venom,
leading to more questions about their past actions.
Special Rules:
Fleet
Dodge
Transfixingon the turn they assault, roll a D6 and add it to the Trios initiative, and the same with
the assaulting unit. If the formers total is greater, then the enemy squad are reduced to WS1 for the
remainder of the assault phase.
Independent Character
Wargear:
Harlequins Kiss
Fusion Pistol
Shimmer armour
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Brother Flavian
Flavian came into the employ of Draw after the First War of Armageddon. After the destruction left
by Angrons forces, the entire company of Grey Knights lay dead. Almost. Presumed dead, Flavian
took this opportunity to work independently of religious dogma, and disillusioned too, with the
efforts of the Imperium, was eventually found by Draws Crew attempting to single-handedly fight
off an Enslaver incursion to protect a human settlement.
Special Rules:
Psyker
And They Shall Know No Fear
Combat Tactics
Independent Character
Wargear:Wrist-mounted storm bolter
Force weapon
Frag and Krak Grenades
Flavian also has access to a Halberd, Rapier and Hammer from the Grey Knights armoury.
Bezrael
Bezrael is a former veteran of the Dark Angels First Company. Upon initiation to the Deathwing and
on learning the secrets of the Fall, Bezrael was appalled and vowed to right the wrongs of his Fallen
brothers on a personal crusade. After he was accidentally left isolated on a death world, he chose
not to call for extraction, but to forge his own bloody pathway through the Fallen with his trademark
lightning claws. Every Fallen he kills, he leaves an indicator to the Dark Angels 2nd
Company that this
Fallen had been Redeemed, before moving on. He joined to Crew as it would provide him with
transport and therefore better access to the Fallen, working his own agenda in accordance with the
movements of the Crew.
Special Rules:
Fearless
Preferred Enemy: Chaos
And They Shall Know No Fear
Deep Strike
Wargear:
Dual lightning claws
Cyclone launcher
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ShoOsuya
Following the breakaway of Commander Farsight from the Ethereals, Osuya was inspired to do the
same. He felt that the Greater Good had been corrupted and twisted by the Ethereal caste to suit
their own agenda, and so became a mercenary, working for whoever needed help most. His
employment with the Crew is strictly conditional, for if at any point he feels that their aims have
gone astray, he has vowed to execute whoever was responsible and leave the Crew once more.
Special Rules:
MoralShoOsuya will instantly remove one model to restore leadership in any squad within 12
that fails a morale check.
Wargear:
Plasma Rifle
Missile Pod
Smart Missile SystemAdvanced Stabilising System
Targeting Array
ShoOsuya also has access to the Seeker Missile, Fusion blaster, burst cannon, flamer and cyclic ion
cannon upgrades from the Tau codex.
Immortal 100101
100101 or Binary for short, was found in pieces at the remains of a destroyed Necron tomb after the
actions of the Biel-tan craftworld. The Crew rebuilt Binary, engineering him so that his destroyer
tendencies were removed, and restored a level of sentience to him. He is now loyal to the Crew,
fighting for whatever cause they tell him to.
Special Rules:
Reanimation Protocols
Fearless
Wargear:
Gauss Blaster
Warscythe
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Lost Assassins
Various freelance assassins come through the employ of the Crew, either for money, reward or
glory. At any one point there is usually an assassin working for them somewhere, and have become
an established part of the warband.
Special Rules:
Fearless
Fleet
Lightning Reflexes - gives a 4+ invulnerable save
Move Through Cover
Synskin - gives 6+ Feel No Pain
Callidus: CTan Phase Sword Ignores all saves
Neural Shredder S8 template weapon resolved against leadershipPolymorphine May start anywhere on the table
Poisoned Blades 4+
Sabotage either S8 AP2 large blast one vehicle, D6 S4 AP2 hits against unit within 3 or
move one unit up to 6, all on deployment.
Hit & Run
Stealth
Culexeus: Animus Speculum12 S5 AP1 Assault 2 (+1 for every psyker in range)
Etherium assaulting units must pass Ld test on 3D6
Psyocculum BS10 against psykers
Psyk-out grenades psykers reduced to I1 in CC
Infiltrate
Psychic Abomination3+ invun against psykers, and psykers within 6 must pass morale
checks
SoullessAll units within 18 are max Ld7
Psyker Assassin May always target psykers
Eversor: Executioner Pistol12 S4 AP2
Frenzon12 charge at +D6 attacks
Meltabombs
Neuro Gauntlet power weapon that wounds on max 4+
Bio-meltdown on death, drop a S5 AP5 template
Fast Shot May shoot twice
Feel No Pain and Furious Charge
Vindicare: D grenades and CCW
Exitus pistol and rifle12 AP1, 36 AP1. Hellfire rounds, Turbo-penetrators (4D6 against
vehicles, D3 +1 wounds), Shield breaker (same as hellfire but no invuns)
Spy mask cover saves at -1
Stealth suit Night fighting when targeted
Deadshot May target anymodel, and allocates wounds
InfiltrateStealth
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Lone Wolf Fenrir Asgard
Asgard is the last warrior of his Great Company, who were destroyed by a marauding and vicious
warband of Thousand Sons. Though it is unknown what they were searching for, the Space Wolves
managed to deny them their prize, holding up until reinforcements arrived, but to the ultimate cost.
Asgard was the sole survivor, trapped under a collapsed manufactorum, kept company by two
Fenrisian wolves. The Crew found him after the campaign had moved on, while scavenging for
usable equipment, and brought him back to the Humanitys Vengeance. Upon his recovery, he swore
an oath of allegiance to the Crew, provided they help him in his aim to hunt down the leader of the
Thousand Sons warband - Azhek Ahriman himself.
Special Rules:
Fearless
And They Shall Know No Fear
Wargear:
Frost Blade
Combi-melta
Frag & Krak grenades
2 Fenrisian Wolves
Arkangel Sisters
The identity of these two warriors is mostly unknown, apart from the fact that they once served for
a now renegade Order of the Sisters of Battle, and were Arkangels before they lost faith in the cause
of the Emperor, but were not tempted by Chaos. They now seek to redeem themselves and their
order for the sake of Humanity by hunting down their old Order, so that they cannot wreak havoc on
the rest of the Galaxy. Known for their inseparable bond as blood sisters, they will fight as a team
on the battlefield, and if one falls, will fight all the harder for the others sake.
Special Rules:
Shield of Faith Gains a 6+ invulnerable save
Angelic Visage Improves the invulnerable save to 4+, and grants Furious Charge
Blood Sisters If one sister dies, the other gains Rage, +1WS +1S and +1A.
Wargear:
Blessed weapon (+2 S power weapon)
Inferno Pistol
Frag & Krak grenades
Jump packs
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Scavengers
The Scavengers are the term given to the mainstay of the Crews military power, equipped with a
variety of Imperial and Xenos technology, and often riding to battle in modified Chimeras or other
such looted vehicles. Their primary aim is to secure any worthwhile equipment on the battlefield,
and failing that, steal that of their enemies. Their most favoured tactic is to rush forward in their
transport, guns blazing from various portholes, before leaping out and annihilating a particular
squad with a volley of fire, followed up by a brutal assault. Known for their vicious tactics in close
combat, they take advantage of any opening, often resulting in unaware or sluggish foes to be
destroyed before they even have a chance to retaliate.
Special Rules:
Follow the LeaderIf Draw is present, they may use his Ld, and are stubborn within 6 of him
Hardened Fighters Every miss against this unit in CC results in a S4 hit to the attacking unitScavengers If an enemy unit is destroyed in CC with a Scavenger unit, roll a D6. On a 4+, place a
marker where that unit was previously this becomes an objective that only Scavenger units can
capture. In Annihilation games, controlling a Scavenger objective counts as an additional kill point.
Veteran Sergeant Kean
Kean is an ex-Veteran Sergeant of the Catachan 116th
Regiment, wanted for insubordination and the
death of a senior officer. Such tendencies are common within the Jungle Devils, due to the nature of
their tactics and attitude. In Keans case, he killed a Commissar who was ordering his squad to
advance in a certain-death diversion to allow the planetary governor for the planet they were
fighting on, to escape. This respect and duty he felt to his squad is reflected in his leadership skills
and the awe with which the Crew treat him. With his custom borrowed plasma pistols, taken from
the dead commissars body, he executes death-defying manoeuvres on the battlefield, taking his
squad to the edge, but never beyond what would be suicidal. This determination is unmatched,
much like his skill at arms, and wherever he treads, the Crew fight all the harder.
Special Rules:
Gunfighter May use both pistols and move in one turn
Stubborn (conferred)
Follow the Leader
Hardened Fighter
Scavengers
Wargear:
Dual Plasma pistols (count-as power weapons in CC)
Frag & Krak grenades
Vox Caster allows his unit to re-roll failed morale checks
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Scout Contingent of the Dark Angels (I Legion)
The scouts under the leadership of the legendary Sergeant Naaman did not die as suspected on
Piscina IV. After the arrival of reinforcements, Naaman faked his own death and went underground
with the remainder of his scouts. The reason for this was Naaman had seen the full brutality of the
Orks, and he knew that once the Dark Angels left the planet, the population would have to slowly
eradicate the remaining threat: something which would take decades and cost countless lives. To
combat this, Naaman decided he and his scouts would stay back and eliminate the Ork presence
once and for all. This objective took him 40 years, and by the end of the campaign, had only 4 scouts
remaining under his command. However, these scouts were no ordinary scouts, for they had fought
the bitter war of hand to hand fighting in Ork-infested territory for decades, and had developed an
affinity for the ways and actions of their foes. Finally, with their campaign at an end, they caught
word that the Crew were in the system. Having heard of their legendary status, and knowing full well
that he could not return to his chapter, Naaman and his scouts infiltrated their way onto the
Humanitys Vengeance, whereupon they waited in Draws personal quarters in order to offer theirservices to his cause.
Special Rules:
And They Shall Know No Fear
Scouts
Infiltrate
Move Through Cover
Preferred Enemy: Orks
Wargear:
Hellfire rounds
Shotgun, sniper rifle or combat blade
Bolter
Bolt Pistol
Frag & Krak Grenades
Combi flamer and power fist (Naaman)
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Kroot Hunter squad
The Kroot are a race of xenos known for their carnivorous hunting skills, often hiring themselves out
as mercenaries. Their most common employer is the Tau, but some Kroot are less than happy with
the subjugation of their race, and a handful have made their way into the employ of Tharrus Draw.
They are used to scout out enemy positions and fortifications, and as light skirmishers to take out
sentries before the main host of the warband gets to the fray. They are exceptional hunters with
acute senses and agility, with adaptations to help them fight better, such as the wings of the
Vulturkin, or the poisoned weapons of the Headhunters.
Special Rules:
Stealth
Move Through Cover
Fleet
Wargear:
Kroot Rifle
CCW
Hunters: These are the most common type of Kroot, who have forgone mutation to remain
multi-purpose hunters.
Headhunters: These squads utilise poisoned weaponry to take down larger foes, and have evolved
from fighting such races as the Tyranids.
Vulturkin: These squads have evolved wings so as to reach combat quicker, also giving them
the ability to perform hit and run attacks on isolated enemy units. This demoralising
tactic is often used against infantry forces, where the need for diversions and
counter attacks is extremely valuable.
Rangers: These squads are quite different to the rest of their kin, in that they prefer to kill
from afar rather than getting into close combat. Their marksmanship is highly
valued, particularly in scouting forces where they can be used to suppress infantry
and counter enemy snipers.
Deathwatch Veteran Squad
The Ordo Xenos Deathwatch travel far and wide in their quest against the xenos, and on occasion
things go wrong. Kill Team Xerxes were in the process of hunting a particularly vicious Ork warboss,
when their ship was sucked into a freak warpstorm. Critically damaged by the events, when the ship
was spat out, far from where they originally were, the captain gave the order to abandon ship. They
took to their Storm Eagle and made a crash landing on an isolated planet far from civilisation, as this
craft too, had been damaged by the tumultuous storm. Repeatedly attacked by local beasts, the
supplies began to run out over the next months, while the team desperately tried to send out
distress signals. Fortunately for them, the Crew picked up one of those signals and came to
investigate. What they found was a group of veteraned Astartes on their last legs, surrounded byvarious decomposing bodies of what appeared to be an evolved form of Enslavers. The veterans had
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suffered psychological damage over those months, realising all their training and expertise was in
the end, futile against the will of Nature, and so decided to help the Crew hunt xenos in an
unorthodox manner, much like the ways they had been forced to adapt by their situation.
Special Rules:
And They Shall Know No Fear
Combat Tactics
Follow My Lead
Fire Control
Combat Squads
Preferred Enemy: Xenos
Wargear:
Bolter
Special Ammunition:Type Range Strength AP
Hellfire Rounds Rapid Fire, poisoned 2+ 24 X 5
Kraken Rounds Rapid Fire 30 4 4
Vengeance Rounds Rapid Fire, Gets Hot! 18 4 3
Metal Storm Rounds Rapid Fire, Blast 24 3 6
Inferno Rounds Rapid Fire, Ignores Cover 24 4 5
Implosion Rounds Rapid Fire, Rending 24 4 5
Stalker Rounds Heavy 2, Pinning 36 4 5
Bolt pistol
Frag & Krak grenades
Heavy bolter with suspensor:
Type Range Strength AP
Normal (suspensor) Assault 3 18 5 4
Hellfire Shells Heavy, Blast, Poisoned (2+) 36 X 4
Metal Storm Shells Heavy 2, Blast 36 4 5
Lexicanum Powers:
The Avenger- This power is a psychic shooting attack Template S5 AP3 Assault 1Fury of the Ancients - This is a psychic shooting attack that follows a straight line, drawn from the
librarian to any one point on any table edge. Every unit in its path suffers D3
Strength 5, AP hits and must take a Pinning test. If the attack would hit a
friendly unit or a unit locked in close combat, it will stop before it hits them
and the attack will have no further effect along its course.
Might of Heroes - This power is used at the start of either players Assault phase, and if
successful, the Librarian (or any one other model in the same unit as the
Librarian) gains +D3 attacks in that Assault phase.
Smite - This power is a psychic shooting attack 12 S4 AP2 Assault 4
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Quickening - This power is used at the start of the Librarians Assault phase. If successful,
the Librarian has the fleet special rule and Initiative 10 for the duration of
the assault phase.
Vortex of Doom - This power is a psychic shooting attack 12 S10 AP1 Heavy 1, Blast
If when using this power the Librarian fails his Psychic test, place the Vortex
of Doom blast marker on the Librarian. In this case the template will not
scatter.
[BA] Blood Boil This power is a psychic shooting attack that hits automatically an enemy unit
within 12. One model in that unit suffers a wound with no armour saves
allowed. The victim of Blood Boil is chosen by the controller of the targeted
unit, unless the total of the dice rolled for the psychic test is 5 or less, in
which case the Librarians controlling player chooses.
[RG] Fear of the Darkness This power is a psychic shooting attack that hits automatically an
enemy unit within 24. That unit must immediately take a Morale test with a
-2 penalty to their Leadership.[DA] Force Barrier This power gives the Librarian a special form of Invulnerable save that is
taken by passing a psychic test rather than making a normal Invulnerable
save roll. Whenever the Librarian suffers a wound, he may either take a save
as normal, or he may use the force barrier power instead (once per turn of
course). If the Librarian chooses to use the power, takes a psychic test and
passes it, then the wound is saved (just as if he had made an Invulnerable
save). If the test is failed then the Librarian is wounded as if he had failed an
Invulnerable save. Attacks that ignore Invulnerable saves cannot be stopped
by a Force Barrier.
[IF] Force Dome This power is used at the start of the Librarians Movement phase. The
Librarian and any unit he is with receive a 5+invulnerable save until the end
of the following player turn.
[WS] The Gate of Infinity This power is used at the beginning of the Librarians Movement
phase. The Librarian, and any unit he is with, is removed from the tabletop
and immediately placed back together anywhere within 24 using the deep
strike rules. If the Librarian travels alone, there is no risk, but if he takes a
unit with him, there is a chance something will go wrong. If the deep strike
attempt scatters and doubles are rolled, one member of the unit, chosen by
the controlling player, is claimed by the Warp and removed as a casualty
(the survivors scatter normally).
[IH]Machine Curse This power is a psychic shooting attack with a range of 24 that only affects
vehicles. If the Machine Curse hits, the target vehicle automatically suffers a
single glancing hit.
[UM] Might of the Ancients This power is used at the start of the Librarians Assault phase. If
successful, the Librarian has Strength 6 and rolls 2D6 for armour penetration
for the remainder of that Assault phase.
[SW] Murderous Hurricane This power is a psychic shooting attack with a range of 18. The
target unit takes 3D6 Strength 3 hits with AP. Place a marker next to the
affected unit next turn that unit treats all terrain, even clear terrain, asboth difficult and dangerous.
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[BR] Veil of Time This power is used at the start of the Librarians Movement phase. Until the
end of the player turn, the Librarian can choose to re-roll any rolls to hit, to
wound rolls, Armour saves, Invulnerable saves, Leadership tests or Morale
tests. Note that the re-rolled result must be accepted no re-rolling the re-
rolls!
Home Chapter:
Black Templar- Fleet
Blood Angels - Furious Charge
Blood Ravens - Infiltrate, Scout
Dark Angels - Fearless
Imperial Fists - Stubborn
Iron Hands - Tank Hunters
Raven Guard- Stealth
Space Wolves - Counter-attackUltramarines - Chapter Tactics
White Scars - Move Through Cover
Cavalry Boys
The Cavalry are Scavengers mounted on whatever mounts they have found, inherited, tamed or
bought, and are used as rapid response teams to threats. They can also be used as hit and run
experts, tank hunters or outflankers, designed to cause havoc amongst enemy lines. Their favoured
tactic is to charge headlong at the enemy with lances, aiming to spear as many of the foe as possible
in one charge. While they are not an elite close combat unit, they excel, like much of the Crew at
extended skirmishes in tight terrain where larger formations or vehicles cannot manoeuvre, flanking
the enemy to attack them from previously unforeseen angles.
Special Rules:
Hit and Run
Scouts, Infiltrate
Furious Charge
Wargear:
Lance count as power weapons on the turn they charge
Splinter pistol
Frag & Krak grenades
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Trained Carnifex
These Tyranid monstrosities are relatively few and far between within the Crew, due to the difficult
nature of subduing and incapacitating them. However, on occasion due to fate, skill or chance, one is
captured and trained by various members to act as a biological battering ram and fire support
platform. Their sheer size and ferocity is able to crush all but the most agile or tough foes, their
rampage allowing the rest of the Crew to move up relatively unhindered. However, they are
unintelligent creatures, and without constant direction they revert to their old habits and attempt to
flee the battlefield in search of the presence of the Hive Mind.
Special Rules:
Move Through Cover
Guided Must pass a morale check every turn, regardless of modifiers or Fall Back.
Wargear:
Crushing claws
Corsair Wraithlord
As with their living kin, corsair wraithlords occasionally come into contact with the Crew, fighting
alongside them for a time before moving on. They are more malevolent than their Craftworld
equivalents, due to the nature of their beliefs and therefore are more dangerous adversaries on the
battlefield. However, similarly to the Trained Carnifexes, they need constant supervision as the spirit
stones are not entirely capable of conscient thought and so sometimes will simply freeze, as if in a
coma. To prevent this from happening, they have been equipped with telepathic communicators to
the Crews psykers, allowing them to guide the Wraithlords across the battlefield.
Special Rules:
BlindIf not within 12 of another friendly unit roll a D6 at the beginning of every turn. On a 5+ the
spirit stones have withdrawn and the unit is paralysed for that turn.
Wargear:
Wraithsword (S10 CCW)
Shuriken cannon
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Ork Mekboy
A handful of Meks have slowly found their way into the ranks of the Crew as freelance engineers for
the small fleet of transports and equipment that the Crew has accumulated. They have an affinity
with technology not found in any other race (except possibly the Adeptus Mechanicus who very
rarely are found freelance), and so find employment relatively easily. They also occasionally take to
the battlefield either to take care of their precious vehicles, or to burn off a bit of energy now and
again, wielding their favourite new toys.
Special Rules:
RepairMay repair a damage result on a 5+ on one friendly vehicle within 2 in the movement
phase.
Furious Charge
Wargear:Slugga and choppa
Cybork armour Provides a 5+ invulnerable save and a 4+ armour save
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Draws Vendetta
This retired Imperial workhorse is Draws personal pride and joy, having been salvaged from an
Imperial scrap heap and lovingly restored and customised by Draw himself. It has retained its original
livery of the Elysian 109th
, and shark teeth design, but with renovated weapons systems and an
extended transport capacity. Draw uses it as his personal transport for him and his elite warband,
but due to its formidable firepower is also used as a gunship to provide ranged support for the
Crews ground units. Its twin-linked lascannons, missile launchers and hellstrike missiles are the most
devastating firepower the Crew can bring to bear, matched only by the Deathwatch teams Astartes
Storm Eagle.
Wargear:
Extended capacity (12)
Twin linked heavy bolter
2 twin-linked lascannons
Deathwatch Storm Eagle
The Storm Eagle is a mighty gunship of the Adeptus Astartes, used to transport elite units into the
heart of battle, guns blazing all the while. Its Ceramite plating and adamantium armour deflects all
but the most powerful weaponry, while it disgorges its passengers into the fray. The Deathwatch
Storm Eagle was carefully restored by the Crews mechanics (not letting the Meks get anywhere near
it), so it could return to battle as the single most powerful vehicles they have at their disposal. The
Deathwatch use it as their personal transport to get to where theyre needed most, after which it is
used to annihilate opposing vehicles and infantry formations alike with its devastating arsenal.
Special Rules:
Deep strike
Assault vehicle
Power of the Machine Spirit
Wargear:
Ceramite plating
Transport capacity of 20
Twin linked heavy bolter
Vengeance launcher
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Razorwing
This elegant piece of Dark Eldar technology was brought by the Harlequin troupe as their favoured
method of transport. With its highly advanced technology and agility, it is a formidable addition to
the Crews fleet, providing a fast assault transport that is otherwise lacking in their armoury.
Lightning quick with lethal firepower, the troupe use it as an assault vehicle so that they may start
their dance as early as possible and let the slaughter begin.
Special Rules:
Night Vision
Wargear:
Twin linked splinter rifle
Splinter cannon
Flickerfield
- Optional second splinter cannonTransport capacity of 5
Chimera
Although they look nothing like the Imperial vehicle they share their name with, the Crews Chimeras
are remarkably similar in armament, armour and specifications. Their weaponry is looted and
adapted Imperial tech, fitted to crude but toughened chassis to provide a rugged transport for the
Crews Scavenger squads. Boasting a moderate firepower such as multi-lasers or heavy bolters, the
Chimeras are primarily used to get the Scavengers to where they need to be as quick as possible,
and then worry about shooting later.
Wargear:
Multilaser
Transport capacity of 10
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Famous Battles
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Reference Tables
WS BS S T W I A LD SV
Draw 6 5 3 (6) 4 3 5 3 10 2+/4++
Yennar 4 4 3 3 1 3 2 8 4+
Merias 5 5 4 4 2 4 2 9 3+
Scavenger Chief 5 4 4 3 2 4 2 9 4+
Nimael 4 6 3 3 1 5 1 8 4+
Khareon 5 5 3 3 2 5 2 10 3+
Heilef 6 4 3 3 1 5 2 8 4+
Sjektar 6 4 3 3 1 6 2 8 6+
Bloodedge 5 5 3 3 1 5 2 9 3+
Ce 6 5 3 3 1 6 2 10 6+
Go 6 5 3 3 1 6 2 10 6+
Rach 6 5 3 3 1 6 2 10 6+
Flavian 4 4 4 4 1 4 1 9 3+
Bezrael 4 4 4 4 1 4 2 9 2+/5++
ShoOsuya 4 5 5 4 2 3 1 9 3+
100101 4 5 4 4 1 2 1 10 3+
Lost Assassin 8 8 4 4 2 7 4 10 4+
Deathwatch Veteran 4 4 4 4 1 4 2 10 3+
Ork Kommando 4 2 3 4 1 2 2 7 6+
Ork Nob 4 2 4 4 2 3 3 8 6+
Asgard 5 4 4 4 2 4 2 8 3+Fenrisian Wolf 4 0 4 4 1 4 2 5 6+
Kroot Hunter 4 4 4 3 1 4 2 7 6+
Dark Angels Scout 4 4 4 4 1 4 1 8 4+
Scout Sgt. Naaman 4 4 4 4 1 4 2 9 4+
Scavenger 4 4 4 3 1 4 2 7 6+
Sergeant Kean 5 4 3 3 2 4 2 10 4+
Cavalry Boys 4 3 3 3(4) 1 4 2 8 5+
Arkangel Sister 4 4 3 3 1 5 2 8 3+
Trained Carnifex 4 2 9 6 4 1 4 5 3+
Wraithlord Corsair 4 4 10 9 3 4 2 8 3+
Ork Mekboy 4 2 4 4 2 3 3 8 4+/5++
Type BS F S R Transport
Chimera Tank 3 12 11 10 10
Vendetta Skimmer, Fast 4 12 11 10 12
Storm Eagle Skimmer, Fast 4 12 12 12 20
Razorwing Skimmer, Fast 4 10 10 10 5
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Name Range Strength AP Type
Autocannon 48 7 4 Heavy 2
Big Shoota 18 5 5 Assault 3
Blaster 18 8 2 Heavy
Bolt Pistol 12 4 5 Pistol
Boltgun 24 4 5 Rapid Fire
Bright Lance 36 8 2 Lance, HeavyBurna Template 4 5 Assault
Cyclone Launcher 48 8 3 Heavy 2
48 4 6 Heavy 2, Blast
Dark Lance 36 8 2 Lance, Heavy
Flamer Template 4 5 Assault
Fusion Pistol 6 8 1 Pistol, Melta
Gauss Blaster 24 5 4 Assault 2, Gauss*
Gauss Flayer 24 4 5 Rapid Fire, Gauss*
Heat Lance 6 8 1 Lance, Melta, Assault
Heavy Bolter 36 5 4 Heavy 3
Heavy Flamer Template 5 4 Heavy 1
Hellstrike Missiles 72 8 3 Ordnance 1, One shot
Inferno Pistol 6 8 1 Pistol, Melta
Kroot Rifle 24 4 6 Rapid Fire
Lascannon 48 9 2 Heavy
Lasgun 24 3 - Rapid Fire
Laspistol 12 3 - Pistol
Mandiblasters 6 4 6 Assault 2
Meltagun 12 8 1 Assault, Melta
Missile Launcher 48 8 3 Heavy
48 4 6 Heavy, Blast
Multiple Rocket Pod 24 4 6 Heavy, Large Blast
Multilaser 36 6 6 Heavy 3
Multimelta 24 8 1 Heavy, Melta
Plasma Cannon 36 7 2 Heavy, Gets Hot!, Blast
Plasma gun 24 7 2 Rapid Fire, Gets Hot!
Plasma Pistol 12 7 2 Pistol, Gets Hot!
Plasma Rifle 24 7 2 Rapid Fire
Pulse Rifle 30 5 5 Rapid Fire
Ranger Long Rifle 36 X 4 Heavy 1, Sniper
Reaper Launcher 24 5 3 Heavy 1
Rokkit Launcha 24 8 3 Assault 1
Scatter Laser 36 6 6 Heavy 4
Shokk Attak Gun 72 2D6 2 Heavy 1*
Shoota 18 4 6 Assault 2
Shotgun 12 4 - Assault 2
Shuriken Catapult 18 4 5 Assault 2
Shuriken Pistol 12 4 - PistolSkorcha Template 5 4 Assault
Slugga 12 4 6 Pistol
Smart Missile System 36 5 5 Heavy 5
Sniper Rifle 36 X 6 Heavy, Sniper
Splinter Cannon 36 6 4 Heavy, Poisoned (2+)
Splinter Pistol 12 3 6 Pistol, Poisoned (4+)
Splinter Rifle 24 3 6 Rapid Fire, Poisoned (4+)
Storm bolter 24 4 5 Assault 2
Typhoon Missile Launcher 48 8 3 Heavy 2
48 4 6 Heavy 2, Blast
Vengeance Launcher 48 5 4 Heavy 2, Large Blast