Yesh's Iron Angels Yeshua Macabe was once a hot shot sentinel pilot with the New Jerusalem IX/357th regiment, and it was this love of piloting walkers that has prompted him to lead his "Iron Angels" across the Galaxy seaching for hot food, comfortable beds, and spare parts. While currently on the rolls as "missing in action", Yesh maintains he and his squandron were left for dead on a hostile world, far from home, wasted away in some commisar's idea of a "gesture". The truth of his "seperation" will never be known, however, as the painfull experience has left Yesh scarred for life and tight lipped. The Iron Angels are in a constant state of flux as new "Gearheads" come, and old ones go, even their operating strenght changes constantly as machines break down, others are cannabalized, and spoils of war salvaged for chasis and parts. Their one constant is Yeshua and his "Goliath", a lovingly maintained contemptor dreadnought chasis with assault cannon and power glove. The front of the dred is emblazoned with a blue seal of sulieman, which has since become the group's symbol. Yeshua never fails to lead from the front and is always present when the "Angels" are fielded. 0-1 Iron Angel squadron availability: All execpt tryanids and armies that field deamons of any sort, including avatars. type: Elite + 1 Heavy Support Cost: 105 + squadron Yesh: Yesh's profile is that of a space marine drednought with an assault cannon and dreadnought close combat weapon/storm bolter, repeated below: WS BS S front side rear I A 4 4 10 12 12 10 4 2 Squadron: The squadron consists of 1-4 walker type vehicles from any codex, execpt the wraithlord (yes this includes war-walkers). The walkers cost exactly their listed points, with exactly the listed options and profiles. Alternativly, the player may construct custom walkers using the upcoming custom vehicles rules to be published in a future white dwarf. All walkers should be heavily converted. special rules: "come on baby!" the Iron Angels are expert pilots and may chose to increase any moves they make by 1d6 inches. On a roll of "6" however, the over stressed frame refuses to co-operate, the walker moves only the standard move, and may not move the next turn. "I need that part!" If any Iron angel is within 6 inches of a destroyed enemy walker at any time, roll a d6, on the roll of "1", the pilot retrives the part he needs and makes a mad dash towards the nearest table edge, if he leaves, he does not count towards enemy victory points, but neither does the destroyed enemy walker.