Draw's Warband

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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