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HQ: Ex-Inquisitor Tharrus Draw - 180 WS 6 BS 5 S 3 (6) T 4 W 3 I 5 A 3 Ld 10 Sv 2+/4++

Rules: Stubborn Independent Character Psyker Feel No Pain Wargear: Inferno pistol Power Weapon Re-constructed Frag & Krak Grenades

Transport: Vendetta

Draw can also be accompanied by his faithful aide, Yennar at +50: WS 4 BS 4 S 3 T 3 W 1 I 3 A 2 Ld 8 Sv 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)

Space Marine Chief Apothecary Merias (Red Scorpions) - 100 WS 5 BS 5 S 4 T 4 W 2 I 4 A 2 Ld 9 Sv 3+

Rules: And They Shall Know No Fear Combat Tactics Master Apothecary Independent Character Wargear: Narthecium/reductor Power weapon Frag & Krak grenades Bolt Pistol Venerable Dreadnought Ulfsson (Space Wolves) 240 WS 5 BS 5 F 13 S 13 R 10 S 6 I 4 A 2

Rules: Litanies of hate Venerable Wargear: Null Shield DCCW with heavy flamer Plasma cannon Searchlight and smoke launchers

Scavenger Chief 40 WS 5 BS 4 S 4 T 3 W 2 I 4 A 2 Ld 9 Sv 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

Warband: Eldar Corsair Nimael 40 WS 4 BS 6 S 3 T 3 W 1 I 5 A 1 Ld 8 Sv 4+

Rules: Fleet Move Through Cover Infiltrate, Scouts, Stealth Independent Character Wargear: Pathfinder long rifle Shuriken Pistol Haywire Grenades, frag and krak grenades. Camo Cloak Eldar Corsair Farseer Khareon 85 WS 5 BS 5 S 3 T 3 W 2 I 5 A 2 Ld 10 Sv 3+

Special Rules: Psyker Fleet Independent Character Wargear: Witchblade with built in force weapon Shuriken Pistol Advanced Mesh Armour

Eldar Corsair Heilef 60 WS 6 BS 4 S 3 T 3 W 1 I 5 A 2 Ld 8 Sv 4+

Special Rules: Hit & Run Fleet Furious Charge Independent Character Wargear: Power weapon Banshee Mask Swooping Hawk jump pack Fusion pistol Aspect armour Mandiblasters Haywire, offensive and defensive grenades Dark Eldar Wych Sjektar 30 WS 6 BS 4 S 3 T 3 W 1 I 6 A 2 Ld 8 Sv 6+

Rules: Dodge Gladiator Fleet Independent Character Wargear: Power Weapon Flail Splinter Pistol

Dark Eldar Fallen Trueborn Bloodedge 65 WS 5 BS 5 S 3 T 3 W 1 I 5 A 2 Ld 9 Sv 3+

Rules: Recluse Preferred Enemy: Dark Eldar Fleet Independent Character Wargear: Stolen Incubus armour Blaster Huskblade Hellion Skyboard Harlequin Trio Ce, Go, Rach 120 WS 6 BS 5 S 3 T 3 W 1 I 6 A 2 Ld 10 Sv 6+

Rules: Dodge Fleet Independent Character Wargear: Harlequins Kiss and Fusion Pistol

Transport: if acting solo, may take a Venom

Grey Knight Flavian 40 WS 4 BS 4 S 4 T 4 W 1 I 4 A 1 Ld 9 Sv 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 4 BS 4 S 4 T 4 W 1 I 4 A 2 Ld 9 Sv 2+/5++

Rules: Fearless And They Shall Know No Fear Independent Character Wargear: Dual Lightning claws Cyclone Launcher

Tau Crisis Suit ShoOsuya 80 WS 4 BS 5 S 5 T 4 W 2 I 3 A 1 Ld 9 Sv 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 4 BS 5 S 4 T 4 W 1 I 2 A 1 Ld 10 Sv 3+

Rules: Reanimation Protocols Independent Character Wargear: Gauss Blaster Stolen warscythe

Elites: Lost Assassin 100 WS 8 BS 8 S 4 T 4 W 2 I 7 A 4 Ld 10 Sv 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

Deathwatch team (3) - 70 WS 4 4 BS 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 2 2 Ld 10 10 Sv 3+ 3+

Rules: And They Shall Know No Fear Combat Tactics Combat Squads Fire Control Wargear: Boltgun Special Ammunition Bolt Pistol Frag & Krak grenades

Transport: Storm Eagle Chapter Traits: (follow my lead) see codex deathwatch

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 or plasma 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, Combiflamer, -melta or plasma or plasma pistol +10 pts A deathwatch techmarine may take either a, Power weapon +15 pts, Thunder Hammer +30 pts

Ork Kommandos (5) 40 WS 4 4 BS 2 2 S 3 4 T 4 4 W 1 2 I 2 3 A 2 3 Ld 7 8 Sv 6+ 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 5 4 BS 4 0 S 4 4 T 4 4 W 2 1 I 4 4 A 2 2 Ld 8 5 Sv 3+ 6+

Rules: Fearless And They Shall Know No Fear Wargear: Frost Blade, combi melta, Mark of the Wulfen 2 Fenrisian Wolves Frag & Krak grenades

Troops: Kroot Hunters (5) 30 WS 4 BS 4 S 4 T 3 W 1 I 4 A 2 Ld 7 Sv 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 4 BS 4 S 4 T 4 W 1 I 4 A 1 (2) Ld 8 (9) Sv 4+

Rules: And They Shall Know No Fear Infiltrate Scouts Move Through Cover Wargear: Bolters/chainswords Bolt Pistols Frag & Krak grenades Options: All may replace bolters for shotguns or sniper rifles for free 1 may take a missile launcher or heavy bolter +10 Camo cloaks +15

Scavengers (5 models) - 45 WS 4 BS 3 S 3 T 3 W 1 I 3 Transport: Chimera A 1 Ld 7 Sv 5+

Rules: 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 5 BS 4 S 3 T 3 W 2 I 4 A 2 Ld 10 Sv 4+

Rules: Gunfighter Stubborn (conferred) Wargear: Dual Plasma pistols (count-as power weapons in CC) Frag & Krak grenades Vox Caster

Fast Attack: Cavalry Boys (7) 70 WS 4 BS 3 S 3 T 3(4) W 1 I 4 A 2 Ld 8 Sv 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 4 BS 4 S 3 T 3 W 1 I 5 A 2 Ld 8 Sv 3+

Rules: Faithful Shield of Faith Angelic Visage Blood Sisters Wargear: Blessed weapon Inferno Pistol Frag & Krak grenades Jump packs Aegis Imperialis

Heavy Support: Trained Carnifex 120 WS 4 BS 2 S 9 T 6 W 4 I 1 A 4 Ld 5 Sv 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 4 Rules: Blind Wargear: Wraithsword and shuriken cannon Options: Heavy bolter or multimelta free, assault cannon +25, plasma cannon +20 Ork Mekboy 30 WS 4 Rules: Repair Wargear: Slugga and choppa Cybork armour Options: May take a kustom force field or shok attak gun +20, or a burna +10 BS 2 S 4 T 4 W 2 I 3 A 3 Ld 8 Sv 4+/5++ BS 4 S 10 T 9 W 3 I 4 A 2 Ld 8 Sv 3+

Transports: Storm Eagle 225 Type Skimmer, Fast

BS 4

F 12

S 12 Rules: Deep strike assault vehicle, PoTMS

R 12

Wargear: TL heavy bolter, vengeance launcher Ceramite plating [TC 20]

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 Skimmer, Fast

BS 4

F 12

S 11

R 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 Tank Wargear: Multilaser Options: Take TL autocannon +20, TL heavy bolter +10 Venom - 50 Type Skimmer, fast Rules: Night Vision

BS 3

F 12

S 11

R 10

TC - 10

BS 4

F 10

S 10

R 10

Wargear: TC - 5 TL splinter rifle, splinter cannon, flickerfield, optional second splinter cannon

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) Stubborn Psyker

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 muchloved 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

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 weapons for 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.

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 Merias unanimously agreed. Special Rules: Master Apothecary all 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

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 Hate all 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 Tactician The 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.

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 of foresight 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

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 Mask Swooping 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

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 Transfixing on 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

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

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: Moral ShoOsuya 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 System Advanced 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

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 leadership Polymorphine 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 Speculum 12 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 Abomination 3+ invun against psykers, and psykers within 6 must pass morale checks Soulless All units within 18 are max Ld7 Psyker Assassin May always target psykers Eversor: Executioner Pistol 12 S4 AP2 Frenzon 12 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 rifle 12 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 any model, and allocates wounds Infiltrate Stealth

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

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 Leader If 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 unit Scavengers 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

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 their services 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)

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 by various decomposing bodies of what appeared to be an evolved form of Enslavers. The veterans had

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: Hellfire Rounds Kraken Rounds Vengeance Rounds Metal Storm Rounds Inferno Rounds Implosion Rounds Stalker Rounds Type Rapid Fire, poisoned 2+ Rapid Fire Rapid Fire, Gets Hot! Rapid Fire, Blast Rapid Fire, Ignores Cover Rapid Fire, Rending Heavy 2, Pinning Range 24 30 18 24 24 24 36 Strength X 4 4 3 4 4 4 AP 5 4 3 6 5 5 5

Bolt pistol Frag & Krak grenades Heavy bolter with suspensor: Type Normal (suspensor) Assault 3 Hellfire Shells Heavy, Blast, Poisoned (2+) Metal Storm Shells Heavy 2, Blast Lexicanum Powers: The Avenger Fury of the Ancients -

Range 18 36 36

Strength 5 X 4

AP 4 4 5

Might of Heroes -

Smite -

This power is a psychic shooting attack Template S5 AP3 Assault 1 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. 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. This power is a psychic shooting attack 12 S4 AP2 Assault 4

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, as both difficult and dangerous.

[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 rerolls!

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-attack Ultramarines - 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

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: Blind If 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

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: Repair May 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

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

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 cannon Transport 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

Famous Battles

Reference Tables WS 6 4 5 5 4 5 6 6 5 6 6 6 4 4 4 4 8 4 4 4 5 4 4 4 4 4 5 4 4 4 4 4 BS 5 4 5 4 6 5 4 4 5 5 5 5 4 4 5 5 8 4 2 2 4 0 4 4 4 4 4 3 4 2 4 2 S 3 (6) 3 4 4 3 3 3 3 3 3 3 3 4 4 5 4 4 4 3 4 4 4 4 4 4 4 3 3 3 9 10 4 BS 3 4 4 4 12 12 12 10 T 4 3 4 3 3 3 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 4 3 4 4 3 3 3(4) 3 6 9 4 3 1 2 2 1 2 1 1 1 1 1 1 1 1 2 1 2 1 1 2 2 1 1 1 1 1 2 1 1 4 3 2 F 11 11 12 10 W 5 3 4 4 5 5 5 6 5 6 6 6 4 4 3 2 7 4 2 3 4 4 4 4 4 4 4 4 5 1 4 3 S 10 10 12 10 I 3 2 2 2 1 2 2 2 2 2 2 2 1 2 1 1 4 2 2 3 2 2 2 1 2 2 2 2 2 4 2 3 A LD 10 8 9 9 8 10 8 8 9 10 10 10 9 9 9 10 10 10 7 8 8 5 7 8 9 7 10 8 8 5 8 8 R SV 2+/4++ 4+ 3+ 4+ 4+ 3+ 4+ 6+ 3+ 6+ 6+ 6+ 3+ 2+/5++ 3+ 3+ 4+ 3+ 6+ 6+ 3+ 6+ 6+ 4+ 4+ 6+ 4+ 5+ 3+ 3+ 3+ 4+/5++ Transport 10 12 20 5

Draw Yennar Merias Scavenger Chief Nimael Khareon Heilef Sjektar Bloodedge Ce Go Rach Flavian Bezrael ShoOsuya 100101 Lost Assassin Deathwatch Veteran Ork Kommando Ork Nob Asgard Fenrisian Wolf Kroot Hunter Dark Angels Scout Scout Sgt. Naaman Scavenger Sergeant Kean Cavalry Boys Arkangel Sister Trained Carnifex Wraithlord Corsair Ork Mekboy

Chimera Vendetta Storm Eagle Razorwing

Type Tank Skimmer, Fast Skimmer, Fast Skimmer, Fast

Name Autocannon Big Shoota Blaster Bolt Pistol Boltgun Bright Lance Burna Cyclone Launcher Dark Lance Flamer Fusion Pistol Gauss Blaster Gauss Flayer Heat Lance Heavy Bolter Heavy Flamer Hellstrike Missiles Inferno Pistol Kroot Rifle Lascannon Lasgun Laspistol Mandiblasters Meltagun Missile Launcher Multiple Rocket Pod Multilaser Multimelta Plasma Cannon Plasma gun Plasma Pistol Plasma Rifle Pulse Rifle Ranger Long Rifle Reaper Launcher Rokkit Launcha Scatter Laser Shokk Attak Gun Shoota Shotgun Shuriken Catapult Shuriken Pistol Skorcha Slugga Smart Missile System Sniper Rifle Splinter Cannon Splinter Pistol Splinter Rifle Storm bolter Typhoon Missile Launcher Vengeance Launcher

Range 48 18 18 12 24 36 Template 48 48 36 Template 6 24 24 6 36 Template 72 6 24 48 24 12 6 12 48 48 24 36 24 36 24 12 24 30 36 24 24 36 72 18 12 18 12 Template 12 36 36 36 12 24 24 48 48 48

Strength 7 5 8 4 4 8 4 8 4 8 4 8 5 4 8 5 5 8 8 4 9 3 3 4 8 8 4 4 6 8 7 7 7 7 5 X 5 8 6 2D6 4 4 4 4 5 4 5 X 6 3 3 4 8 4 5

AP 4 5 2 5 5 2 5 3 6 2 5 1 4 5 1 4 4 3 1 6 2 6 1 3 6 6 6 1 2 2 2 2 5 4 3 3 6 2 6 5 4 6 5 6 4 6 6 5 3 6 4

Type Heavy 2 Assault 3 Heavy Pistol Rapid Fire Lance, Heavy Assault Heavy 2 Heavy 2, Blast Lance, Heavy Assault Pistol, Melta Assault 2, Gauss* Rapid Fire, Gauss* Lance, Melta, Assault Heavy 3 Heavy 1 Ordnance 1, One shot Pistol, Melta Rapid Fire Heavy Rapid Fire Pistol Assault 2 Assault, Melta Heavy Heavy, Blast Heavy, Large Blast Heavy 3 Heavy, Melta Heavy, Gets Hot!, Blast Rapid Fire, Gets Hot! Pistol, Gets Hot! Rapid Fire Rapid Fire Heavy 1, Sniper Heavy 1 Assault 1 Heavy 4 Heavy 1* Assault 2 Assault 2 Assault 2 Pistol Assault Pistol Heavy 5 Heavy, Sniper Heavy, Poisoned (2+) Pistol, Poisoned (4+) Rapid Fire, Poisoned (4+) Assault 2 Heavy 2 Heavy 2, Blast Heavy 2, Large Blast

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