|
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Wargear
++ CHAPTER APPROVED ++
Assassins:
Exitus Weapons
Paid for in Assassin Point Cost |
Exitus Ammunition
Paid for in Assassin Point Cost |
| Exitus Weapons are purpose-built for each
individual Vindicare sniper. They are manufactured as matched sets of a pistol and a
rifle. Both use the same high powered rounds with armor piercing tips for general
purpose executions. They also accept a variety of special ammunition types for
particularly well-protected targets. Remember that the Vindicare Assassin's Marksman
skill allows him to increase the long range by 50%. |
Special Exitus Ammunition
types may only be used with an Exitus Pistol or Longrifle. A Vindicare Assassin
carries one each of the following rounds; each round may only be used once during
the battle. Shield-Breaker. If the target
is protected by a force field the field is automatically destroyed and may not be used for
the rest of the battle. If the target has no force field it takes normal damage.
There are no exceptions to this, even Tyranid Zoanthrope's warp fields, Eldar
Warlock's Rune armor and the Psychic Shield, Force Dome and Aura of Fire psychic powers
can be destroyed by a shield-Breaker round.
Turbo-Penetrator. This has a -6 saving throw
modifier and inflicts double damage (2 wounds). When rolling for armor penetration,
roll d6+5 and double the result.
Hellfire. Always wounds on 2+ against living
targets and causes d6 wounds. Hellfire shells affect Tyranids, but do nothing to
daemonic creatures. Note that this does not have a splash effect like a heavy bolter
hellfire shell. |
Exitus Longrifle
Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save /
Ap / Special
0-18 18-36
+1 +1 5
1 -3 d6+5
Exitus Pistol
Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save /
Ap / Special
0-6
6-12 +2 -1
5 1 -3
d6+5 |
| VINDICARE
ASSASSIN ONLY |
VINDICARE
ASSASSIN ONLY |
Stealth Suit
Paid for in Assassin Point Cost |
Spy Mask
Paid for in Assassin Point Cost |
| The Stealth Suit combines chameleon chemicals with the
ordinary synskin worn by Imperial Assassins. The combination of the Stealth Suit and
a Vindicare Assassin's training means that if the Assassin fires while he is hiding, he is
not spotted- instead flip over the Hidden counter to show that he is only Detected.
Note that the Stealth Suit does not stop the Vindicare Assassin being detected by troops
within their Initiative distance, or who gain a clear of sight by moving around the cover
that conceals him. |
The Spy Mask contains cartridges of concentrated food
and water for extended operations and a multi-channel comm sensor for monitoring enemy
communications. However, the main feature of the Spy Mask is a wide spectrum visor
which can pick out heat and energy sources at tremendous distances. This enables the
Assassin to fire at Hidden models with a -6 to hit modifier or Detected models with a -3
to hit modifier. These to hit modifiers are in addition to any others for cover,
movement, etc. |
| VINDICARE
ASSASSIN ONLY |
VINDICARE
ASSASSIN ONLY |
C'tan Phase Sword
Paid for in Assassin Point Cost |
Neural Shredder
Paid for in Assassin Point Cost |
The Phase Sword was found on one of the
long dead worlds of the C'tan. Excavations by the Adeptus Mechanicus uncovered
numerous artifacts of extremely advanced technology but of their makes, the enigmatic
C'tan, there was no evidence.
The blade of the Phase Sword is unusual in its ability to phase in and out of real-space
by molecular realignment, so it is capable of bypassing armor and protective fields.
A model wounded by a C'tan Phase Sword does not receive an armor save, even for armor
fields. |
The Neural Shredder is of
unknown origin, although some speculate that it is but one of a range of psychic weapons
developed by the Adeptus Astra Telepathica. If, at the end of the Imperial player's
hand to hand phase, the Callidus Assassin is not in base to base contact with any enemy
models then she may fire the Neural Shredder. To fire the Neural Shredder place the
Flamer template so that the pointed end is touching the Assassin. Any models wholly
under the template are hit automatically, while models partially under the template are
hit on a d6 roll of 4+. All models hit must pass a Leadership test with a -2
modifier to their Leadership characteristic. If the test is failed the model suffers
one wound with a -3 saving throw modifier. Armor fields do not protect against the
Neural Shredder. |
Range: Sht Lg /To hit: Sht Lg
/Str/ Dam/ Save / Ap / Special
Close Combat
- -
5 1 no save 2d6+5
parry |
CALLIDUS
ASSASSIN ONLY |
CALLIDUS
ASSASSIN ONLY |
Polymorphine
Paid for in Assassin Point Cost |
Poison Blades
Paid for in Assassin Point Cost |
| The Callidus Assassin is
not deployed at the start of the game. Instead, the player may reveal at any time
that the Callidus Assassin is in fact disguised as one of the enemy! The player can
select an Ork, Squat, Human,Genestealer Hybrid or Eldar and substitute the Callidus
Assassin for that model. The model must be a basic trooper model and not a character
model, vehicle crewman or have a heavy weapon. In addition, as armor restricts the
movement of the Assassin, the model the Assassin replaces cannot have an armor saving
throw better than 3+ on 1d6. The Assassin discards any captured wargear as she casts
off her disguise and has only the weapons and wargear normally carried. |
A Callidus Assassin
frequently has to operate with little or no weaponry. However, a Callidus Assassin
is never totally unarmed and will always manage to secrete several needle-like Poison
Blades about her person. The Callidus Assassin can drive through weak points in
armor, such as eyes and other exposed areas.
If there are any enemy models in base to base contact with the Assassin at the end of the
hand to hand combat phase, she may attack one with the Poison Blade. The
Poison Blade hits on a d6 roll of 3+, inflicting a S4 hit that causes 1 wound, with no
armor saving throw allowed. Armor fields may save as normal. |
CALLIDUS
ASSASSIN ONLY |
CALLIDUS
ASSASSIN ONLY |
Executor Pistol
Paid for in Assassin Point Cost |
Sentinel Array
Paid for in Assassin Point Cost |
| The Executor Pistol is standard issue for
all Eversor Assassins and consists of a master-crafted bolt pistol with a combined needle
pistol. The Assassin must decide whether he wishes to fire the needle pistol or the
master-crafted bolt pistol, he can not fire both in the same shot. The Assassin may
use his Fast Shot skill to split shots between the needle pistol and the master-crafted
bolt pistol. See the Wargear book for details of the needle pistol. |
The Sentinel Array is a pack containing
motion trackers and target acquistion systems, allowing the Eversor Assassin to sense
enemy troop movements from all sides. The Sentinel Array enables the Eversor
Assassin to spot Hidden troops at double his Initiative distance. In addition, the
Eversor Assassin has a 360º fire arc, this means he may fire his weapons in any direction
he chooses. |
Weapon Range: Sht Lg /To
hit: Sht Lg /Str/ Dam/ Save / Ap /
Special
Bolt Pistol 0-12 12-24
+2
+1 4 1
-1 d6+4
Needle Pistol 0-8 8-16
+2 - 3 1
-1 d6+3 |
| EVERSOR
ASSASSIN ONLY |
EVERSOR
ASSASSIN ONLY |
Neuro-Gauntlet
Paid for in Assassin Point Cost |
Eversor Combat Drugs
Paid for in Assassin Point Cost |
| The Neuro-Gauntlet consists of an
exo-skeleton hyper-alloy glove, with neuro-toxin injectors fitted into the fingers.
The lethal toxins mean that enemies die in an excruciatingly painful and violent
manner. Against living targets the following rules apply: Any squad which
takes a casualty from the Neuro-Gauntlet must make an immediate Break test. If a
model is wounded by the Neuro-Gauntlet but isn't killed then the potent cocktail of acids
and toxins will halve all its characteristics (rounding all fractions up) including any
remaining wounds, for the rest of all battle. The Eversor temple constantly modifies
the toxins and acids used in the Neuro-Gauntlet so that they remain effective against all
potential enemies, this includes Tyranid creatures. However,there are no known
toxins to affect daemons; a daemonic creature wounded by the Neuro-Gauntlet does not
halve its characteristics. |
The Eversor Assassin may take
one dose of any one of the following drugs at the beginning of his turn. There are
enough doses to last the entire battle. Fury. The
Assassin may triple his movement when he charges or runs. This lasts for the
duration of the turn.
Terminus. Until the end of your opponent's next turn, the Assassin
may carry on fighting and will not explode even if he is reduced to 0 wounds!
However, if the Assassin is still on 0 wounds at the end of your opponent's next turn or
at the end of the game, then he will die and explode as normal.
Destroyer. During his turn, if the Assassin kills
his opponent and uses his follow up move to enter another close combat, he may attack
again immediately. After each follow up move, roll a d6. On a 1-3 the Assassin
gets no more attacks this turn, on a 4-6 he may fight another round of combat immediately. |
Range: Sht Lg /To hit: Sht Lg
/Str/ Dam/ Save / Ap / Special
Close Combat
-
- 7 1
-4 d6+d12+7 See Rules |
| EVERSOR
ASSASSIN ONLY |
EVERSOR
ASSASSIN ONLY |
Etherium
Paid for in Assassin Point Cost |
Force Matrix
Paid for in Assassin Point Cost |
| The Etherium is a highly advanced form
Aegis Suit, built into the Culexus Assassin's synskin. This, combined with the
Culexus Assassin's innate abilities, means that psychic attacks pass right through him as
if he were invisible. This makes it very difficult for weapons that are in any way
connected to the warp to harm him. If he is attacked by warp weapons such as force
swords, Witch Blades, Vortex grenades, D-cannons or psychic powers then roll a dice.
On a d6 roll or 2 or more the attack has no effect on the Culexus Assassin,
although the attack is not nullified. Force weapons may still wound the Assassin.
However, the psyker may not add his mastery level to the strength or use extra
force cards to enhance the attack. If the attack has a blast marker, then other
models within the blast may still be affected. A bolt that hits the first model in
its path may pass right through a Culexus Assassin and continue until it hits another
model or runs out of range. This is a unique way of avoiding psychic attacks and
even provides protection against powers played with the Ultimate Force warp card. |
The Force Matrix consists of a series of
psychic conduits that run within the Assassin's Etherium and is made from a material
similar to that used in force weapons. When a psyker taps into the warp, he is not
totally efficient at using all th energy: a lot of excess energy is simply left to
dissipate. The Force Matrix acts as a conductor, absorbing this excess warp energy
providing the Culexus Assassin, who is unable to tap directly into the warp, with a source
of warp energy. The closer the Culexus Assassin gets to psykers, the more energy the
Force Matrix will absorb. At the beginning of each psychic phase roll a d3 to
determine the number of force points that the Force Matrix absorbs. In addition, for
each psyker within 12" you may add +1 to the score. So, if two psykers are
within 12" of the Culexus Assassin, the Force Matrix will absorb d3+2 force points.
Force points can be used to fire blasts from the Animus Speculum. Any force
points left at the end of the psychic phase are lost as the Force Matrix is unable to
store warp energy for a prolonged period of time. If the Energy Drain card is played
then any force points are lost and the psychic phase ends as normal. |
| CULEXUS
ASSASSIN ONLY |
CULEXUS
ASSASSIN ONLY |
Animus Speculum
Paid for in Assassin Point Cost |
Psyk-Out Grenades
Paid for in Assassin Point Cost |
| As well as acting as a restraining
device, the Animus Speculum is a weapon capable of firing lethal blasts of negative
psychic energy. By focusing the Assassin's aura through the single eye on the front
it becomes a thin beam of energy, burning the target's brain and sucking out its soul.
These blast can be deadly to all but psykers who rely upon the warp energy are
particularly vulnerable and can find themselves robbed of their powers. In the
psychic phase the Culexus Assassin may use the Animus Speculum to unleash blasts of
negative psychic energy. The Assassin may fire one blast for each force point used
to power the Animus Speculum (using force points gained from the Force Matrix).
Regardless of the number of force points the Culexus has, no more than three blasts may be
fired in any one psychic phase. Roll to hit for each blast separately, using the
Culexus Assassin's BS, just like a normal shooting attack.The Culexus Assassin may fire
blasts while in hand to hand combat but these must be fired against foes in base to base
contact. Each blast may be fired at a different target as long as it is in the
Assassin's arc of fire. If a blast wounds a psyker then there is a chance that the
blast will destroy one of his powers. Both players should secretly roll a d6 and add
as many force cards as they want to, the Culexus Assassin using force points from his
Force Matrix. Both players then reveal their score. If the psyker gets the
higher score or the result is a tie, then he has defended himself against the Culexus
Assassin. If the Culexus Assassin gets the higher score then he wins the psychic
combat and the psyker must discard one of his powers, chosen at random. The warp
cards Reflection, Daemonic Attack and Destroy Power may not be used to stop the blasts and
have no effect; a psyker may only attempt to nullify a blast that id fired directly
at him. Each blast must be nullified individually and counts as having the same
mastery level as the psyker. This means that it will always be nullified on a d6
roll of 4 or more. The effects of each blast are summarized below. |
Psyk-Out Grenades are used exclusively by the Culexus
temple and the Daemon Hunters of the Ordo Malleus. Each grenade is similar in design
to a frag grenade. however it is laced with a highly dangerous substance that is only
produced by the Golden Throne on Terra. The dust like substance is heavily
impregnated with negative psychic energy and is very rare. When some has been
collected, the Imperium's finest armorers use the dust to make Psyk-Out Grenades and
Psycannon rounds. The grenade has a 2" blast marker; roll to hit and
scatter as normal. The grenade detonates with the same effect as a frag grenade,
resolves any hits and wounds as normal. In addition, any psykers either wholly or
partially under the blast marker will be affected by the negative psychic energy.
The psyker may not use any of his powers for the rest of his turn. Any psychic
powers that the psyker has in play at that moment are automatically nullified and any
force cards stored in a force weapon or similar item must be discarded. Every time
the Assassin uses a Psyk-Out Grenade roll a d6. On a roll of 1 or 2 the grenades
have run out and may not be used for the rest of the battle. |
Weapon Range: Sht Lg /To
hit: Sht Lg /Str/ Dam/ Save / Ap /
Special
Blast 0-12
12-24 +1
- 5 1
-5 2d6+5
|
Range: Sht Lg /To
hit: Sht Lg /Str/ Dam/ Save / Ap /
Special
3 1
-1
- Psychic null-zone |
| CULEXUS
ASSASSIN ONLY |
CULEXUS
ASSASSIN ONLY |
Blood Angels:
Death Mask of Sanguinius
15 Points |
Inferno
Pistol
10 Points |
Dante's armor incorporates an incredibly
liflike golden mask that is said to have been modelled upon the features of Sanguinius.
In battle it appears to come to life and a halo of golden energy plays about the
wearer's head striking terror into the hearts of his enemies.
The wearer of the helmet causes terror as described in the Warhammer 40,000 rulebook. |
The Inferno Pistol is a beautifully
crafted weapon that dates back to the Dark Age of Technology. It uses similar
principles to those used for a melta-gun to literally melt its target.
The weapon takes a few seconds to recharge after each shot and this meand that if it used
in hand to hand combat then only the very first hit inflicted in each round of combat can
be with the pistol. Any further hits will be inflicted with Dante's power axe. |
Weapon Range: Sht Lg /To
hit: Sht Lg /Str/ Dam/ Save / Ap /
Special
Blast
0-6
+1
- 8 d3
-4 d6+d3+8
|
BLOOD
ANGELS COMMANDER ONLY |
BLOOD
ANGELS COMMANDER DANTE ONLY |
Red Grail
100 Points |
Shroud of Sanguinius
50 Points |
The Red Grail is used to hold the
Blood of Sanguinary Priests during the induction rituals that are performed when a Blood
Angel joins the Chapter. Its presence on the battle field has a strange effect on
the Blood Angels, enhancing the physical and psychological aspects which are most closely
linked with their Primarch.
Any Blood Angels within 12" of the Grail add +2 to their Movement characteristics and
have their Strength and Weapon Skill increased by 1 point each. |
The Shroud is kept in a box protected
by a stasis field. If the stasis field is turned off any Blood Angels nearby will be
driven into a ecstatic state by the psychic vibrations.
The Guardian of the Shroud may choose to activate or deactivate the stasis field at the
start of any Blood Angels turn. As long as the field is turned off any Blood Angels
within 12" of the shroud become subject to frenzy. When the stasis field is
reactivated the Blood Angels will return to normal. Note that the bearer of the
Shroud is not affected by frenzy when the field is deactivated. |
BLOOD
ANGELS APOTHECARY ONLY |
MAY
ONLY BE CARRIED BY THE GUARDIAN OF THE SHROUD OF SANGUINIUS |
Chaos:
Inferno Bolts
20 Points |
Daemon Weapon
25 Points |
| Inferno bolts are
sorcerous boltgun or bolt pistol shells which have been inscribed with arcane runes that
writhe with blue-white fire. The bolts can be used whenever the model fires in the
shooting phase instead of ordinary bolt ammunition (though the bolts may not be used in
conjunction with rapid fire). If they hit a target the bolts explode with the same
effects as the psychic power Tzeentch's Fire Storm. The Strength value of the fire
storm is equal to the mastery level of the Sorcerer using the bolts instead of its normal
Strength of 5. Targets with saving throws against psychic attacks may take them as
normal against Inferno bolts. Otherwise armor and energy fields have no effect. |
A daemon weapon contains the bound
essence of a daemon from the warp, lending the wielder supernatural power and ferocity.
A model wielding a daemon weapon in hand to hand combat gains +2 to their WS and
Strength characteristics and always wounds psykers and daemons on a roll of 2 or more on a
d6 regardless of their Toughness. Living models wounded by a daemon weapon during
the hand to hand combat phase must roll a Ld test on 2d6 immediately. If they fail
the test their soul is wrenched from their body and consumed by the weapon-killing the
model instantly regardless of wounds. |
SORCERERS
OF TZEENTCH ONLY |
CHAOS
ONLY |
Black Staff of Ahriman
25 Points |
Gorechild
10 Points |
| The Black Staff is a
potent focus of psychic energy. Whenever Ahriman uses a psychic power the Black
Staff reduces the number of force cards needed to power it by 1 to a minimum of one, so
force 2 powers only require one force card to use and force 3 powers only need two force
cards to use. In hand to hand combat the powerful energies of the Black Staff add +4
to Ahriman's Strength charcteristic. |
Gorechild is a deadly weapon capable of splitting an
armored Space Marine from head to crotch with one blow and is doubly dangerous in the
hands of Kharn. Kharn is so familiar with Gorechild that in hand to hand combat he
may re-roll any fumbles (1's) on his attack dice. |
Range: Sht Lg /To hit: Sht Lg
/Str/ Dam/ Save / Ap / Special
Close Combat
-
- 7 1
-4 d6+d12+7 See above |
AHRIMAN
ONLY |
KHARN
ONLY |
The Daemon Sword
Drach'nyen
25 Points |
The Talon of Horus
30 Points |
| Drach'nyen rips through steel, flesh and
bone without resistance, making a mockery of physical armor. Any hits inflicted by
the sword will wound automatically and the victim recieves no saving throw for armor,
though umnodifiable saves can be taken as normal. Vehicles struck by the sword have
their armor penetrated automatically. Psykers and daemons which suffer a hit from the
sword will take d3 wounds instead of 1. |
The Talon of Horus is an evil incarnate to the Imperium,
it causes terror in Imperial forces, except for Blood Angels Space Marines, which
are affected by the psychology rules for hatred instead. The claw mounts an
early custom storm bolter on its back so it can be used to either make a shooting attack
or fight in close combat in a turn but not both. |
Range: Sht Lg /To hit: Sht Lg
/Str/ Dam/ Mod / Ap / Special
Close Combat
- 1 auto
auto parry |
Weapon Range: Sht Lg /To
hit: Sht Lg /Str/ Dam/ Save / Ap /
Special
0-12 12-24 +1
- 5 1
-2 d6+5 1 sus. fire
Close Combat only
8 d3 -56 d6+d20+d3+8 parry |
ABADDON
ONLY |
ABADDON
ONLY |
Xyclos Needler
25 Points |
The Chirurgeon
30 Points |
| Before rolling to hit, select a serum to
fire. If a target's armor/field saving throw fails, the serum affects them
autmatically, no roll to wound is needed. Serums only affect living creatures.
Against other targets the needler uses its basic profile. Xyclos A
automatically inflicts d3 wounds per hit. Xyclos B causes psychotic
visions. Roll d6+2 on the Hallucinogen Effect Table (Wargear book, p59).
Targets of Xyclos C automatically catch fire as if ignited by a
flamer. The flames can't be smothered but might go out on their own. If the
model dies, it explodes with the same effects as a Plasma grenade. |
The Chirurgeon is a complex
part magical, part technological machine which pumps daemon ichor around Bile's body,
giving him special powers and invulnerabilities as detailed in Codex Chaos. In
addition the Chirurgeon contains a Frenzon dispenser implanted directly into Bile's heart
(see p71 of the Wargear book for details) and its articulated drill and saw arms mean Bile
rolls an additional 2 attack dice in hand to hand combat. Note that the +2 attacks
are added after any doubling of his attacks for frenzy. |
Range: Sht Lg /To hit: Sht Lg
/Str/ Dam/ Save / Ap / Special
0-12
12-24 +2
+1 (3) 1 -1
d6+3 1 sus. fire dice |
FABIUS
BILE ONLY |
FABIUS
BILE ONLY |
Rod of Torment
25 Points |
Chaos Terminator Armor
70 Points |
| The daemon-froged Rod of Torment
amplifies the slightest pin prick into a raging weal of agony. Any opponent
suffering 1 or more wounds from the Rod of Torment is immediately disabled by the pain and
removed as a casualty even if they have any remaining wounds. In addition the model
must pass a Ld test om 2d6 or let out a tortured scream so horrible that any friendly
models within 8" must make a Break test. |
Abaddon's Terminator Armor has been blessed
by the fickle Powers of Chaos so that it is far stronger than the earthly materials it was
once made od. The armor affords Abaddon a 2+ saving throw on 2d6 and will nullify
any psychic power used against him or which includes him in its area of effect on a d6
roll of 4 or more. |
Range: Sht Lg /To hit: Sht Lg
/Str/ Dam/ Mod / Ap / Special
Close Combat
as
user 1 as user varies
- |
FABIUS
BILE ONLY |
ABADDON
ONLY |
The Tyrant's Claw
35 Points |
|
| The Tyrant's Claw is a monstrous, bear
like bionic arm and shoulder which was built to replace Huron's own arm. The Claw
incorporates a built-in heavy flamer for close range combat and a number of hooks and
blades which allow Huron to parry in hand to hand combat. The Claw can be used in
the shooting phase or the hand to hand phase of a turn, not both. |
|
Range: Sht Lg /To hit: Sht Lg
/Str/ Dam/ Mod / Ap / Special
Close Combat
Only 8
1
-5 d6+d20+8 parry
Hvy. Flamer Template
5 d3
-3 d6+d3+5
parry |
HURON
BLACKHEART ONLY |
|
Reward
15 Points |
Reward
20 Points |
AXE OF KHORNE
The model carries a mighty Axe of Khorne, suffused
with chaotic power and laden with death! A hit from the Axe of Khorne causes not 1
wound on its victim but D3 wounds (roll a d6: 1-2=1, 3-4=2, 5-6=3). In
addition, the wepon adds +1 to the wielder's Strength. |
PRAISE OF KHORNE
The Chaos Champion has been favored by Khorne and has received the Blood God's unholy
blessing. The model may retake any failed armor save. Note that this reward
will not work on any types of save other than armor saves. |
CHAMPIONS
OF KHORNE ONLY |
CHAMPIONS
OF KHORNE ONLY |
Reward
50 Points |
Reward
30 Points |
JUGGERNAUT OF KHORNE
The model rides a Juggernaut of Khorne that has been gifted to him by the Chaos God.
The special rules and characteristics for the Juggernaut can be found in the
Daemonic Creatures section of Codex Chaos. |
COLLAR OF KHORNE
The Collar of Khorne that hangs around the model's neck is said to be
forged from the heat of Khorne's rage at the very foot of the Blood God's throne of brass.
The power of the collar is to suck the energy of the warp from around it,
fortifying the wearer and also protecting it from psychic attack. As a result force
weapons lose their Strength bonus and cannot wound the wearer automatically if he is a
daemon and psychic attacks that target the wearer or include it in their area of effect
are nullified and will not work. |
CHAMPIONS
OF KHORNE ONLY |
CHAMPIONS
OF KHORNE ONLY |
Reward
5 Points |
Reward
25 Points |
SCREAM OF SLAANESH
Slaanesh has gifted the vafored Champion with the ability to emit a dreadful, soul-numbing
scream. When the model charges it causes fear as described in the
Psychology section of the Warhammer 40,000 rulebook. |
STEED OF SLAANESH
The model rides a Steed of Slaanesh which has been gifted to him by the Chaos God.
The characteristics and special rules for Steeds can be found in the Daemonic Creatures
section of the Codex Chaos. |
CHAMPIONS
OF SLAANESH ONLY |
CHAMPIONS
OF SLAANESH ONLY |
Reward
10 Points |
Reward
20 Points |
GAZE OF SLAANESH
The Chaos Champion has been granted the ability to direct a lurid, eldritch gaze towards
nearby enemies, distracting them and weakening their resolve. Any enemy models
attempting to fight the Champion in hand to hand combat have their Attacks characteristics
reduced by -1 point. |
ALLURE OF SLAANESH
In hand to hand combat, enemy models must test against their Leadership on 3d6 to be able
to strike this model. If they fail the test then they fight normally, but if they
win the combat they will not strike the model and so many hits are wasted and the combat
is treated as a draw. Once an enemy model has passed the test, it need not test
again. |
CHAMPIONS
OF SLAANESH ONLY |
CHAMPIONS
OF SLAANESH ONLY |
Reward
40 Points |
Reward
5 Points |
BEAST OF NURGLE
The model is accompanied by a Beast of Nurgle that has been gifted to him by the Chaos
God. The characteristics and special rules for the Beast can be found in the
Daemonic Creatures section of Codex Chaos. The Beast will attempt to remain within
6" of its master at all times. In effect, the two form a special unit and must
obey the Unit Coherency rules. |
NURGLE'S CLOUD OF FLIES
A cloud of flies surrounds the model. All enemy models in base to base contact
suffer a -1 modifier to their Weapon Skill, whether they are attacking the model with
Cloud of Flies or another. |
CHAMPIONS
OF NURGLE ONLY |
CHAMPIONS
OF NURGLE ONLY |
Reward
5 Points |
Reward
15 Points |
NURGLE'S ROT
After making normal attacks in hand to hand combat, roll a d6 for each mortal enemy model
in base to base contact. On a roll of 6 they contract Nurgle's rot and suffer a
single wound. No saving throw of any kind are allowed against Nurgle's Rot, so it
cannot be stopped by energy fields, dodged, stopped by a medi-squig and so on. Note
that this only applies to mortal foes, not to other daemons, vehicles, Avatars or
Wraithguard. |
PLAGUESWORD
The Plaguesword drips with venomous slime. A wound from a Plaguesword will kill
mortal creatures outright on a d6 roll of 4 or more, regardless of how many wounds they
have. On a roll of 1-3 the Plaguesword only causes 1 wound. Note that this
only applies to mortal foes, not to other daemons, vehicles, Avatars or Wraithguard. |
CHAMPIONS
OF NURGLE ONLY |
CHAMPIONS
OF NURGLE ONLY |
Reward
30 Points |
Reward
40 Points |
DISC OF TZEENTCH
The model rides a Disc of Tzeentch which has been gifted to him by the Chaos God.
The characteristics and special rules for Discs can be found in the Daemonic Creatures
section of Codex Chaos. |
FORTUNE OF TZEENTCH
A model with this Reward is allowed to use a nullify each psychic phase just as if they
had been dealt a Nullify card. This nullify always works on a roll of 4+, no matter
what the psychic levels of the models involved. |
CHAMPIONS
OF TZEENTCH ONLY |
CHAMPIONS
OF TZEENTCH ONLY |
Reward
10 Points |
Reward
25 Points |
BREATHE FIRE
The model may breathe fire. This allows the model to attack in the shooting phase as
if it were armed with a flamer. This is treated exactly the same as any other weapon
attack, so if the model breathes fire it may not make any other shooting attacks in the
same turn, and it may not breathe fire if engaged in hand to hand combat. |
DESTINY OF TZEENTCH
If any army includes a model with this Chaos Reward then the force cards are always dealt
to that side first, even in the psychic phase of an opponent's turn. In addition,
that side always gets to use the first psychic power. If both sides have a Sorcerer
with this Reward the two cancel out and the normal rules apply. |
CHAMPIONS
OF TZEENTCH ONLY |
CHAMPIONS
OF TZEENTCH ONLY |
Dark Angels:
Standard of Devastation
50 Points |
Standard of Retribution
25 Points |
The Standard of Devastation reminds
the Dark Angels that they must meet any attack with devastating retaliation.
Any Dark Angels within 6" of the standard is allowed to shoot if they are charged by
the enemy, just as if the model had been in overwatch. |
The Standard of Retribution serves to
remind the Dark Angels that the enemies of the Emperor can never be forgiven. It
inspires them to carry on fighting under any circumstances, smiting their foes with
righteous fury.
Any Dark Angels within 6" of the standard will always inflict at least
1 hit in hand to hand combat, even if they lose or draw against the opponent. Note
that under these circumstances the opposing model will also score 1 or more hits which may
result in both models being killed! |
| MAY
ONLY BE CARRIED BY THE BEARER OF THE SACRED STANDARD |
MAY
ONLY BE CARRIED BY THE BEARER OF THE SACRED STANDARD |
Standard of Fortitude
50 Points |
The Lion Helm
25 Points |
This standard celebrates the unstoppable courage and
tenacity of the Chapter. It will inspire any Dark Angels nearby to attack the enemy
with grim determination, advancing steadily while unleashing a hail of fire at the enemy.
Any Dark Angels within 6" of the standard are allowed to move up to 4" and rapid
fire in the same turn. |
The Lion Helm creates a dome of energy
with a radius of 3" around the helmet. Models within the force bubble receive
4+ unmodified save against any attacks that originate from outside the bubble. The
save applies to all attacks, including psychic attacks. Note that the save does not
apply if the attacker is within the force bubble too. Models may not use personal
fields within the energy bubble, even against opponents also inside the field because you
may not use more than one field at the same time. |
| MAY
ONLY BE CARRIED BY THE BEARER OF THE SACRED STANDARD |
DARK
ANGELS SUPREME GRAND MASTER ONLY |
Sword of Secrets
10 Points |
Book of Salvation
Free |
The Sword of Secrets was cut from a single block of
jet black obsidian. The blade is so incredibly well crafted that it has not chipped
or lost its razor edge over the millenia.
The Sword of Secrets is a potent close combat weapon and has the following charcteristics: |
This book lists all the names
of the Fallen that have been captured by the Drak Angels during their great crusade and
they will never willingly let it fall into enemy hands.
If the Grand Master is slain, then do not remove his body. Place it on its side and
leave it on the table top. The first Dark Angel to reach the body will retrieve the
book instead of attacking that turn. Until the book has been picked up all the Dark
Angels are immune to psychology, will never break and may add +1 to their Weapon Skill.
However, if the Dark have failed to retrieve the book by the end of the game then
they lose 10 victory points. |
Range: Sht Lg /To hit: Sht Lg
/Str/ Dam/ Mod / Ap / Special
Close Combat
6 1 -4
d6+d3+8 |
| DARK
ANGELS SUPREME GRAND MASTER ONLY |
DARK
ANGELS GRAND MASTER LIBRARIANS ONLY |
Blades of Reason
25 Points |
|
| Although not primarily designed for combat, the Blades
of Reason can be used this way. Any living opponent who suffers even a single wound
from the Blades is incapcitated and should be removed as a casualty, even if they have 1
or more wounds remaining |
|
Range: Sht Lg /To hit: Sht Lg
/Str/ Dam/ Mod / Ap / Special
Close Combat
5 1
-2 d6+3 See
Above |
| INTERROGATOR
CHAPLAINS AND MASTER CHAPLAINS ONLY |
|
Eldar:
The Sword of Asur
10 Points |
The Staff of Ulthamar
18 points |
| The Sword of Asur is a massive power blade of ancient
origin. It can be wielded in one or both hands, permitting its user the option of
fighting with two weapons or inflicting a single devastating attack. The Sword of
Asur is imbued with the psychic power of Asurmen so it negates daemonic saving throws just
like a force weapon. |
This ancient force staff is
carried by the chief of the Farseers of Ulthwe and forms a hyperspatial link with the
infinity circuit of that Craftworld. At the end of the psychic phase unused force
cards may be stored in the staff instead of discarded. There is no maximum number of
force cards that can be stored in this way. Stored cards enhance the wielders
Strength and can be expended in future psychic phases by adding them back to the player's
hand. In hand to hand combat the staff may be used as a weapon and increases the
wielder's Strength by his mastery (i.e. 4) plus 1 for each card stored in the staff.
NB: stored cards are not expended when used to enhance hand to hand combat.
In combat against daemons the wielder wounds daemons automatically with no saving
throw possible. |
Range: Sht Lg /To hit: Sht Lg
/Str/ Dam/ Save / Ap / Special
One handed close combat 6
1
-3 d6+d12+6 Parry
Two handed close combat 7
1 -4
d6+d12+7 Parry |
ELDAR
ONLY |
ELDAR
FARSEERS ONLY |
The Maugetar
45 Points |
The Fire Axe
10 Points |
| The Maugetar is a scythe-shaped weapon built into a
Shuriken Shrieker Cannon. It is an ancient weapon of unknown origin. The
Maugetar can fire normal ammunition or Shreiker ammunition using the same profile.
See the Warhammer 40,000 rulebook for the full Shrieker ammunition rules. The
Maugetar is exceptionally well made so any 'jam' results rolled on the sustained fire dice
are ignored. The weapon requires two hands to use and cannot be used to parry in
hand to hand combat. |
The Fire Axe is a power weapon of ancient construction
and incredible potency. It was forged in fire during the Fall and the heat of its
creation has never left it. Entrapped runes writhe in the smoldering flames that
dance on its surface. |
Weapon Range: Sht Lg /To
hit: Sht Lg /Str/ Dam/ Save / Ap /
Special
Shuriken Cannon 0-20 20-40 +1
- 6 d4
-4 d6+d4+6 2 sus. fire
Close Combat only
8 d3 -6
d6+d20+d3+8 |
Range: Sht Lg /To hit: Sht Lg
/Str/ Dam/ Save / Ap / Special
Close Combat only
6 d3
-3 d6+d3+12+6
|
| ELDAR ONLY |
ELDAR ONLY |
The Scorpion's Bite
18 Points |
The Blade of Destruction
12 Points |
| The Scorpion's Bite is a vastly superior mandiblaster
constructed in ancient times. It takes the form of a sinister helmet which
incorporates two mandible-shaped laser weapons. The Scorpion's Bite automatically
shoots before close combat is resolved, in the same way as a mandiblaster. work out
shooting exactly as normal. If the Scorpion;s Bite hits, roll 2d6 and pick the
highest. If the score is equal to or more than the targets Toughness d3 wounds are
sustained. Saving throws are at a -3. |
The long and elegantly curved blade was made in the
distant past and retains much of its original power. It is amongst the most potent
of all Eldar weapons that survive from the time of the Fall.It is light and east to wield
with blurring speed. An Eldar armed with the Blade of Destruction may make two
parries against opponents in hand to hand combat. |
Range: Sht Lg /To hit: Sht Lg
/Str/ Dam/ Save / Ap / Special
Close Combat only
Special / d3 -3
none shooting
|
Range: Sht Lg /To hit: Sht Lg
/Str/ Dam/ Save / Ap / Special
Close Combat only
7 1
-4 d6+d12+7 Parry Twice
|
| ELDAR ONLY |
ELDAR ONLY |
The Silent Death
25 Points |
The Mask of Jain Zar
20 Points |
| The Silent Death is a triple-bladed
throwing weapon whose edges were forged in the anti-flame of the warp. Black fire
licks around its keen surfaces, sharper than any mortal substance. When the weapon
is thrown, it may strike several targets. Nominate your first target and roll to
hit. If successful, nominate a further target within 2" of the first; if
this is hit nominate a further target within 2" of the second, and so on.
Continue rolling to hit until you miss or there are no further targets within the weapon's
range and/or within 2" of the last target, after which the Silent Death automatically
returns to the throwers hand. |
This is the first and the
greatest of all the Howling Banshee masks after which all others were merely copies.
It functions in a similar way to an ordinary Banshee mask but is more effective.
An enemy who is charged may not fire overwatch at the charging Eldar and must hold
his ground. During the first round of close combat, when the Eldar charges, his
opponent rolls no attack dice because of the masks paralyzing effect. In addition,
in the second round of combat the enemy must roll 4+ on a d6 to escape the mask's
effect-otherwise he rolls no attack dice again. The mask has no effect in the third
and subsequent rounds. If the Eldar wearing the Mask of Jain Zar is charged by an
enemy the mask has no effect. |
| Range: Sht Lg /To hit: Sht Lg
/Str/ Dam/ Save / Ap / Special
0-12 12-24
- -1 5 1
-2 d6+5 |
| ELDAR ONLY |
ELDAR ONLY |
Lasblaster
25 Points |
Seer Runes
20 Points |
| The lasblaster is a
tri-barreled laser weapon with a powered blade attached to the stock. The weapon can
fire three shots per shooting phase in the same way as the Eldar scatter laser. All
three targets must be within 6" of each other , roll to hit as normal and resolve any
damage using the weapon profile given below. The powered blade in the stock may be
used in hand to hand combat using the profile given below. |
Seer Runes are complex
wraithbone shapes used by Eldar Farseers to predict the future and the flow of the warp.
Seer runes may also be used to temporarily sever an enemy's connection with the
warp and so nullify a psychic power. when an enemy uses a psychic power you may
immediately counter its effects by using the seer runes. The power is nullified
automatically. The seer runes are temporarily disrupted after use and may not be
used again in the same battle. |
Range: Sht Lg /To
hit: Sht Lg /Str/ Dam/ Save / Ap /
Special
0-12 12-24
+1 - 6
1 -1
d6+6 3 shots
Close Combat only
5 1 -3
2d6+5 |
ELDAR
ONLY |
ELDAR FARSEERS ONLY-DISCARD AFTER
USE |
Eldar Spirit Stone
30 Points |
The Firepike
25 Points |
| A Spirit Stone is a special crystal
containing the psyche of a long-dead Eldar. Often the spirit stones of Eldar seers
are carried by their living compatriots to lend them extra psychic strength. A
spirit stone can be tapped for additional psychic energy once per battle, enabling the
Warlock or Farseer to draw one extra warp card per mastery level from the warp deck
immediately |
The Firepike is an intricate and elegant Eldar heat
weapon, an ancient artifact created before the Fall of the Eldar. A Firepike is a
form of long range melta-gun which can blast holes through armor and flesh with ease.
Its profile is shown below. |
Range: Sht Lg /To hit: Sht Lg
/Str/ Dam/ Save / Ap / Special
0-12 12-24
+1 - 8
d6 -4
2d6+8 1" blast
|
ELDAR
FARSEERS ONLY-DISCARD AFTER USE |
ELDAR
ONLY |
Singing Spear
25 Points |
Web of Skulls
25 Points |
| A singing spear is a silver
spear chased with mysterious metals, named after the constant drone it emits when it is in
the hands of a psyker. At the end of the psychic phase one or two unused force cards
may be stored in the spear instead of being placed on the warp cards discard pile.
Stored force cards may be retrieved from the weapon and used in subsequent psychic
phases. The spear can be thrown up to 12" in the shooting phase and returns to
the psyker after the throw. In hand to hand combat or when thrown the spear
increases the wielder's Strength characteristic by a number equal to his mastery level and
wounds daemons automatically with no saving throw possible. The wielder may also
expend stored force cards to gain additional bonuses. Each force card expended
equals an extra +2 Strength and -2 armor save. |
This ancient Eldar weapon consists of
three crystal skulls liked together by lengths of chain. The weapon is grasped by
the chain links and cast like a spinning bolas, returning automatically to its user.
The Web of Skulls can also be used in hand to hand combat like a flail. When
thrown the weapon has the profile shown below. In close combat it has S6 and -2 save
modifier. The Web of Skulls can be thrown at any three targets within 12" of
each other, striking each in turn. |
Range: Sht Lg /To hit: Sht Lg
/Str/ Dam/ Save / Ap / Special
0-12 12-24
- -1 6
1 -2
d6+6 See above |
ELDAR
PSYKERS ONLY |
ELDAR
ONLY |
Executioner
14 Points |
Witch Blade
15 Points |
| The Executioner takes many forms- that of a heavy spear,
a rune-encrusted sword or a great black scythe. Whatever its form, it is one of the
most deadly hand to hand power weapons. The Executioner has a Strength of 8, a -6
saving throw modifier and inflicts d3 damage. The Executioner can be used to parry but it
requires both hands to use. |
A witch blade is a unique
Eldar weapon which channels psychic energy through a crystalline matrix. At the end
of the psychic phase one or two unused force cards may be stored in the witch blade
instead of being placed on the warp cards discard pile. Stored force cards may be
retrieved from the weapon and used in subsequent psychic phases. In hand to hand
combat the witch blade increases the wielder's Strength characteristic by a number equal
to his mastery level and wounds daemons automatically with no saving throw possible.
The wielder may also expend stored force cards to gain additional bonuses in hand
to hand combat. Each force card expended equals an extra +2 Strength and -2 armor
save. The witch blade can be used tp parry. |
Range: Sht Lg /To hit: Sht Lg
/Str/ Dam/ Save / Ap / Special
Close Combat Only - -
8 d3
-6 d6+3 Parry |
ELDAR
ONLY |
ELDAR
PSYKERS ONLY |
Bright Lance
40 Points |
|
| The bright lance is a distinctive high powered laser
weapon rather like a stripped down lascannon. The bright lance sacrifices some of
the range andpunch of heavier laser weapons for a faster recharge rate and lighter
weight. It is possible to move and fire with a bright lance. |
|
Range: Sht Lg /To hit: Sht Lg
/Str/ Dam/ Save / Ap / Special
0-12 12-36
+1 - 9
d8 -6 d6+d8+4 - |
ELDAR
ONLY |
|
General Wargear:
Armor Piercing Ammo
5 Points |
Force Axe
10 Points |
| Armor piercing ammo is either projectiles
with specially hardened tips in the case of projectile weapons or a super-charged power
pack in the case of energy weapons. When you fire a shot using armor piercing ammo
the weapon's save modifier is increased to -6 for that one shot only. Against
vehicles the weapons armor penetration is increased by an amount which varies according to
the Strength of the weapon as shown below. The decision to use armor piercing ammo
must be made before the dice is rolled to hit. |
A force axe crackles with
barely suppressed sparks of psychic energy. At the end of the psychic phase one
unused force card maybe stored in the force axe instead of being placed on the warp cards
discard pile. The stored force card may be retrieved from the weapon and used in
subsequent psychic phases. In hand to hand combat the force axe increases the
wielder's Strength characteristic by a number equal to his mastery level and wounds
daemons automatically with no saving throw possible. The wielder may also expend the
stored force card to gain an extra +3 Strength and -3 armor save in hand to hand combat. |
Weapon's Strength
1-3
4-5 6-7
8-10
Bonus Penetration Dice +d3 +1d6
+1d12 +1d20 |
USE ONCE
AND DISCARD |
PSYKERS
ONLY |
Bionic Eye
5 Points |
Force Sword
5 Points |
A bionic eye is a technological
replacement for an eye lost through injury or disease. In many ways it is superior
to the original, giving sharper vision and an expanded range of visible light spectrums,so
the subject can see in the dark, detect radiation and so on. A model equipped with a
bionic eye gains +1 to hit with all shooting and can detect hidden troops and energy
emissions from vehicles,psykers etc. within 24".
Detect hidden troops within 24"
+1 To Hit |
Phased crystalline patterns along the
force sword's blade coil iridescent psychic energy around it like a snake. At the
end of the psychic phase one unused force card may be stored in the force sword instead of
being placed on the warp cards discard pile. The stored force card may be retrieved
from the weapon and used in subsequent psychic phases. In hand to hand combat the
force sword increases the wielder's Strength characteristic by a number equal to his
mastery level and wounds daemons automatically with no saving throw possible. The
wielder may also expend the stored force card to gain an extra +2 Strength and -2 armor
save in hand to hand combat. The force sword can be used to parry. |
| |
PSYKERS
ONLY |
Rad Grenades
5 Points |
Vortex Grenade
5 Points |
| Rad grenades unleash a deadly dose of
radiation. Determine where the grenade hits as normal and place a randomly drawn Rad
counter face down at that spot. The player who threw the grenade can secretly
examine the counter to find out what the radius is. If any target is within the
distance shown on the marker it is automatically hit by the radiation. The counter
remains in place for the rest of the game. Any models that move within the radiation
effect distance are automatically hit immediately and will be hit every turn if they
remain there. |
The vortex grenade tears a rift in the
fabric of real space like a miniature black hole. The vortex grenade is thrown like
an ordinary grenade and it uses the special Vortex marker. Anything covered by the
template is automatically destroyed and anything touched by it is destroyed unless it
rolls 4+ on 1d6. This includes vehicles, terrain etc, no armor save is possible at
all. The vortex blocks sight and cannot be fired through. At the beginning of
each subsequent player turn roll a d6 and consult the chart below. |
Strength
Damage Save Modifier
Radiation Effect Area
d6+d4 1
-3
1-3" (Secretly Determined) |
D6 Roll Effect
1-2 The Vortex
disappears
3-4 The Vortex remains
in play
5-6 The Vortex moves
d6" in a random
direction determined with the scatter dice. |
| |
DISCARD
AFTER USE |
Stasis Grenade
20 Points |
Master-Crafted Bolt Pistol
10 Points |
| A Stasis grenade creates a
localized temporal loop. Determine where the grenade hits as normal and place a
2" blast marker there. Everything under the blast marker is trapped in a stasis
loop. Models inside the loop may neither act nor be affected by anything outside the
loop, they cannot move or shoot and they cannot be shot at. It is not possible to
shoot through a loop but it is possible to see through it normally. Vehicles and
troops within 2" of the edge of the blast marker move at half speed and may only
shoot or use psychic powers if they first roll a 4, 5 or 6 on a d6. Close combat is
only worked out every other turn. There is a -2 to hit modifier for shooting into,
through or out of the area within 2" of the marker. The stasis field remains in
play. At the beginning of each side's turn one player rolls a d6 and consults the
Stasis chart in the Wargear book. |
A weapon crafted by a master armorer and ornamented by
the greatest artists is a worthy weapon for a warrior. Such pistols are treasured
possessions and are often passed from one warrior to another. |
Range: Sht Lg /To hit: Sht Lg
/Str/ Dam/ Save / Ap / Special
0-12 12-24
+2 +1 4
1 -1
d6+4 Close Combat |
DISCARD
AFTER USE |
|
Displacer Field
20 Points |
Scanner
20 Points |
A displacer field is in fact a miniature
warp-drive mechanism with a proximity detector which activates the warp-drive when it
picks up incoming shots, psychic attacks or close combat blows. The displacer field
is very reliable, activating on a roll of 3 or more on a d6 whenever the wearer is hit.
The field instantly shifts the wearer d6" in a direction determined by rolling
the scatter dice. This will cause the attacks which struck the character to miss unless
the attack uses a template or blast marker and the field fails to get him out of the area
of effect. A displacer field will not work against a Vortex grenade.
3+ Unmodified save, move d6" in a random direction |
A scanner can detect living matter and energy of any
kind within 24" of the user. Readings will indicate concentrations of tissue
and energy such as groups of creatures or vehicles. The scanner is capable of
differentiating between animals and vegetation and can read through rock up to 5 meters
thick. The main military use of the scanner is for finding hidden troops which are
automatically detected if they are within 24".
Detects
hidden troops within 24" |
| |
|
Psycannon
30 Points |
Bionic Leg
3 Points |
| The psycannon is a weapon specially
constructed to damage psykers and daemons. It uses storm bolter components but the
bolts themselves are heavily impregnated with psychic energy. The psycannon may be
fired in the shooting phase. Against daemons and psykers the psycannon wounds
automatically and daemons get no saving throw. In addition, each time a psyker
or daemon is damaged by a psycannon it will lose the use of one psychic power (picked
randomly) for the rest of the battle. |
Many veteran warriors proudly carry a bionic
leg from some fearsome battle of the past. A model equipped with a bionic leg gains
+1 attack to its Attack characteristic and can make a special kick attack if it wins a
round of hand to hand combat. The model can only make one kick attack, regardless of
how much it beat its opponent's Combat Score by. The kick attack is resolved at +2
to the model's Strength and inflicts d3 damage. If the target is no bigger than the
model with the bionic leg it is also knocked back d3" by the kick. |
Range: Sht Lg /To hit: Sht Lg
/Str/ Dam/ Save / Ap / Special
0-8 8-16
+2
+1 4 1
-2 d6+4 sus. fire- 1 dice |
IMPERIUM
ONLY |
|
Aegis Suit
18 Points |
Power Field
35 Points |
| An aegis suit is a close-fitting mesh of psycho
conductive filaments which dissipate dangerous amounts of psychic energy. It is
normally woven into clothing or hard wired into armor, hence an aegis suit may be combined
with physical armor and/or force fields. A model wearing an aegis suit gains a
saving throw of 4, 5 or 6 on a d6 against any enemy psychic power used against it. |
A power field is an invisible bubble of
pure energy craeted by a large, cumbersome generator. A personal power field
provides excellent protection against shooting damage, giving a saving throw of 2 or more
on a d6. This is not modified by weapon save modifiers so it will always succeed on
a roll of 2 or more regardless of the save modifier of the weapon which hit it.
However, in hand to hand combat the power field offers no protection as an opponent can
easily get his weapon inside the power field bubble and strike the wearer. In
addition, a model carrying a personal power field suffers the -1 penalty for being
encumbered in hand to hand combat. |
|
|
Jump Pack
10 Points |
Hood of Hellfire
25 Points |
| A jump pack permits its wearer to make a
long powered leap instead of its normal move. A jump can be made up to a
distance of 18",reaching a height sufficient to clear most obstacles, vehicles and
models. Woods and single story buildings reduce the jump to 12". Roll a
scatter dice for the jumping model on landing: a roll of a hit indicates it's on
target; an arrow indicates the model scatters d3" in the direction indicated.
When a model with a jump pack charges he may move up to 4" after he's landed
to engage an opponent in hand to hand combat. A model may make a jump, land and then
shoot or throw a grenade but it can't use a move or fire weapon. Models using jump
packs leap in slow, predictable curves so models firing at them do not suffer the normal
-1 to hit penalty for firing at a target moving 10" or faster. |
The Hood of Hellfire may be worn instead
of a normal psychic hood. The Hood of Hellfire is a psychic amplification unit built
into a helmet or worn over the head. The hood works by amplifying and focussing the
aggression of the wearer into a psychic bolt. This power is used in the psychic
phase and can be nullified like any other psychic power. Roll 2d6 and add the
wearer's Ld. This is the range of the bolt in inches. The bolt is fired in a
straight line at a target within the wearer's line of sight. It causes d6 S5 hits
with a -2 saving throw modifier. |
|
|
Aux. Grenade Launcher
8 Points |
Combi-Weapon
10 Points |
| This particular version of the auxiliary
grenade launcher is small enough to fit onto any weapon, including hand to hand combat
weapons and may fired in addition to normal shooting. The grenade launcher is loaded
with either krak or frag grenades (choose which at the start of the game). Other
grenades may not be loaded during the game. A model carrying an auxilliary grenade
launcher may choose to shoot a weapon and the grenade launcher in the same shooting phase
with a -1 to hit modifier on both shots. |
A combi-weapon is a
combination of two basic weapons, normally a boltgun and another weapon such as a flamer,
melta-gun or plasma gun. It was the developement of combi-weapons which lead to the
invention of the Imperial Storm Bolter. At the beginning of the game you must either
write down or declare to your opponent what type of combi-weapon you have chosen from the
following list.
Bolter + Meltagun, Bolter + Plasma gun, Bolter + Flamer or Twin Bolters (which
counts as Storm Bolter)
Each shooting phase you can either fire just one barrel of the combi-weapon
as per the normal rules or fire both bareels at the same target with a -1 to hit modifier
on both shots. |
Range: Sht Lg /To hit: Sht Lg
/Str/ Dam/ Save / Ap / Special
0-6 6-12
-
-1
Krak
6 d6 -3
2d6+6
Frag
3 1 -1
d6+3 2" blast |
|
IMPERIUM
OR ORKS ONLY |
Bionic Arm
5 Points |
Plasma Blaster
16 Points |
| A bionic arm makes for a powerful
enhancement of any warrior's skills, giving him greatly amplified strength, reflexes, grip
and dexterity. A model fitted with a bionic arm gains +1 to their Strength
characteristic for the purposes of hand to hand combat and throwing grenades. The
model also gains +1 initiative in hand to hand combat only. |
After the initial combi-weapons led to
the developement of the storm bolter, Imperial artificers returned their attentions back
to the combi-weapon. The result was the Plasma Blaster. Due to the sheer bulk
of the power packs required only models in Terminator armor may use the Plasma Blaster.
The Plasma Blaster is not a liked weapon and you may not fire it as a single plasma
gun. The Plasma Blaster also takes a turn to recharge, just like a normal plasma
gun. |
Range: Sht Lg /To hit: Sht Lg
/Str/ Dam/ Save / Ap / Special
0-6 6-24
+1 -
7 1
-2 d6+4 2 sus. fire dice |
| |
SPACE
MARINE TERMINATORS ONLY |
Servo-Arm
10 Points |
Photon Beam Searchlight
20 Points |
| The servo arm is a special auxilliary arm
fitted onto a harness. The Servo arm is linked to the user's neural network and is
equipped with lastorches, vibrosaws, power drills and a large manipulative claw tp lift
heavy items of equipment. A model equipped with a servo arm suffers no penalties for
carrying heavy equipment or heavy weapons and counts as two crew members if he is crewing
a support weapon or operating a vehicle or equipment. A model equipped with a servo
arm rolls one extra dice in hand to hand combat. |
The Photon Beam Searchlight is a
high-powered searchlight which is able to flash in short bursts blinding enemy models who
aren't wearing eye protection. Because of the large amounts of power needed to
illuminate the Searchlight's magnesium element only models wearing Terminator armor may
use the Photon Searchlight. The Terminator can fire the Photon Searchlight in
addition to his normal firing. Place the flamer template with the tip touching the
Terminator. Any model wholly under the template is hit by the flash and any model
whose base is partially under the template is hit on the d6 roll of 4, 5 or 6. A
model hit by the Photon Beam is affected exactly as if hit by a Photon Flash Flare, see
the Warhammer 40,000
Wargear book.is partially under the template is hit on the |
TECHMARINES,
TECH-PRIESTS AND SQUAT ENGINEERS ONLY |
SPACE
MARINE TERMINATORS ONLY |
Auto-Launchers
5 Points |
Conversion Field
10 Points |
| Suits of Terminator armor can be fitted
with a special harness containing a set of auto-launchers similar to those used on
vehicles. The auto-launcher carries three grenades of the same type which are fired
all at once. The Terminator can trigger the auto-launchers in addition to his normal
firing. The first grenade hits a point exactly 6" away in the Terminator's 90º
fire arc. The other two deviate d3" away from the target point.
Auto-launchers may be pre-loaded with frag or blind grenades (blocks LOS). |
A conversion
field converts incoming energy into light, giving the bearer an additional saving throw of
4, 5 or 6 on a d6. This extra save is taken before an armor save and is not subject
to saving throw modifiers so it always succeeds on a 4, 5 or 6. A successful save
causes a blinding flash of light that illuminates an area with a radius equal to the
Strength of the attacker or weapon in inches. Any models within this area that have
no eye protection will be blinded on a roll of 4, 5 or 6 on a d6 until the beginning of
their next turn. Models that are blind cannot move or shoot and fight in hand to
hand combat with a WS of 1.
4, 5 or 6 Unmodified save
Blinds
unprotected troops on 4, 5 or 6. |
Range: Sht Lg /To hit: Sht Lg
/Str/ Dam/ Save / Ap / Special
6
- -
3 1
-1 d6+3 2" blast
6
- - Blocks LOS
-
2" blast |
| SPACE MARINE
TERMINATORS ONLY, DISCARD AFTER USE |
|
Frenzon
5 Points |
Teleport Jammer
20 Points |
| Frenzon is a drug that can be used to
induce the psychological effects of frenzy or hatred for the rest of the game. The
psychology effects are automatic and no test is made against Leadership. Only one
psychological state can be induced at a time. A single dose of frenzon antidote
(contained in the frenzon dispensing device) will negate the induced psychological state.
However, repeated use of frenzon is dangerous to the subject. Every time a
dose is adminstered after the first roll a d6 for the model affected: on a roll of 1
the model suffers d3 wounds. |
A teleport jammer emits a constant signal
which interferes with teleport beams, making teleporting into its area of effect very
difficult and dangerous. The jammer has a 36" radius of effect. If
anything attempts to teleport into this area the player with the jammer can force the
teleporting troops to roll for scatter a second time after they have rolled scatter from
their original target point. In addition, the teleporting troops will be destroyed
if they roll a double 1 or a double 2 on the distance dice for either scatter roll.
The teleport jammer does not affect psykers using their powers to teleport. |
| |
|
Immune
5 Points |
Targeter
2 Points |
| immune is a broad-band immunisation whic protects the
body against bio-warfare attacks, a variety of toxins and dangerous levels of radiation.
A character equipped with Immune totally ignores the effects of the following
grenades: choke, hallucinogen, rad, scare, toxin and virus. |
Targeters are devices which combine various optical and
electronics sights. A model using a weapon with a targeter gains a +1 modifier
on its roll to hit with that weapon. Targeters are always fitted to specific
weapons, so a character armed with a plasma gun with a targeter and a bolt pistol would
get +1 to hit when he was shooting with the plasma gun bot not with the bolt pistol.
Targeters may not be interchanged between weapons during a battle. |
| |
|
Psychic Hood
25 Points |
Haywire
Grenade
10 Points |
| A psychic hood is in fact a web of fine
wires and crystals set into a helmet or worn over the head. The effect of the
psychic hood is to amplify a psyker's ability to disrupt manipulations of the warp by
another psyker, making it easier for him to nullify psychic powers. This means a
psyker wearing a psychic hood is allowed to reroll the dice throw when he attempts to
nullify psychic powers. |
Haywire or scrambler grenades
emit a powerful burst of electromagnetic interference which scrambles delicate circuits
and overloads instrumentation. Haywire only affects vehicles, dreadnoughts, robots,
Wraithguard and Terminators. Its burst covers a 1.5" radius, roll to hit and
scatter as for a normal grenade. Vehicles etc. hit by a Haywire grenade are
penetrated automatically. Roll to hit locations covered by the template a snormal
and then roll on the appropriate damage table. However, the pulse is unlikely to
destroy a vehicle, dreadnought, etc. so deduct -1 from the damage roll. Vehicle
crewmen or Terminators hit by a Haywire grenade suffer a S3 hit causing 1 wound with no
armor save possible. Discard ths card after use.
Penetrates armor automatically |
PSYKERS
ONLY |
DISCARD
AFTER USE |
Storm Shield
10 Points |
Refractor Field
5 Points |
| A storm shield is a large plasteel plate
which contains a small but potent power field generator, because of this they are also
known as power shields. Once activated, the Storm Shield is surrounded by a glowing
blue field of energy which emits crackling lightning when it is used to parry a blow.
A model equipped with a Storm Shield receives an extra armor saving throw of 4, 5
or 6 against shooting or hand to hand combat damage from the model's front 90º arc.
This saving throw ignores normal save modifiers and therefore offers a save even
against weapons with large negative modifiers such as lascannons and power weapons.
A Storm Shield may be used to parry. |
A refractor field is an energy bubble
projected by a small generator no larger than a pistol holster. It operates by
dispersing the energy of incoming shots and close combat attacks over the total area of
the field. One unfortunate side effect is that when the field is switched on it
produces a hazy band of light which makes it impossible for the wearer to hide. The
refractor field gives its wearer an extra saving throw of 5 or 6 on a d6. This save
is always taken before a save for armor (if any) and is not subject to saving throw
modifiers, so the save is 5+ whether the field is hit by a lascannon or a bolter.
5+ Unmodified save |
| |
|
Combat Drugs
25 Points |
Cameleoline
5 Points |
| Frenzon is the best known and cheapest
combat drug but there are others - Stim, Gamma Æ, Rage and Satrophine. A character
equipped with combat drugs may use them at any time with immediate effects on his
characteristics. The character speeds up (Mx2, Ix2, Ax2) and becomes harder to
injure (T+1) and stronger (S+1). At the end of each of the character's turns roll a
d6: on a roll of 5 or 6 the character suffers 1 wound with no armor save possible as
the drugs ravage his system. The effects of the drugs last until the character
suffers a wound for any reason at which point this card is discarded and the model's
characteristics return to normal. Combat drugs may not be used with frenzon. |
Cameleoline is a rare artificial
subsatnce which can be woven into the structure of most fabrics. Morphic polymer
chains in the material automatically take on the colors and textures of their
surroundings. The result is that after a second or two of motionlessness the wearer
appears to fade into the background, offering chameleon-like protection from prying eyes.
All shots fired at a stationary model wearing cameleoline suffer a -1 to hit
modifier in addition to the normal to hit modifiers for cover etc. If the model
hides, troops that move into position to see the hiding model or move within their
Initiative distance, will only detect him rather than spotting him. |
USE ONCE
AND DISCARD |
|
Warp Jump
30 Points |
Toxin Grenade
15 Points |
| A warp jump is an ancient alien device
which allows a single model to teleport. A model equipped witha warp jump may
teleport to any point on the battlefiels during its movemnet phase instead of moving
normally. Roll a scatter dice to see if teh model teleports on target: a
"hit" means it is on target, an arrow means it scatters 2d10" in the
direction indicated. However, if a double 1 is rolled on 2d10 for deviation the
model is lost in the warp, never to be seen again. The model may shoot and fight in
hand to hand combat on the turn it teleports but it doesn't count as charging if it
teleports directly into hand to hand combat. For further details on teleporting
troops see the teleporter rules in the Warhammer 40,000 Wargear book. |
When a Toxin grenade explodes it showers
the area with a cloud of deadly poison. Determine where the grenade hits as normal
and place a 1.5" blast marker there. Every unprotected model under the blast
marker is killed on a roll of 2 or more. Troops with some form of protection are
killed on a d6 roll of a 3 or more. Enclosed vehicles and troops wearing sealed
armor ( Space Marines and Aspect Warriors), Tyranids and their creatures such as
Genestealers (but not including crossbreeds like Genestealer Hybrids) cannot be affected.
The toxin gas cloud remains on the table. At the beginning of each side's
turn one player rolls a d6 and consults the chart in the Wargear book. |
| |
DISCARD
AFTER USE |
Virus Grenade
50 Points |
Seeking Ammo
5 Points |
| The Virus grenade contains a lethal
genetically tailored virus. Determine where the grenade hits as normal and place a
2" blast marker there. Everything under the blast marker is killed on a d6 roll
of 3 or more unless protected by sealed armor (Space Marines, Aspect Warriors, enclosed
vehicles). Protected troops survive automatically. Do not remove models killed
straight away. Instead lie the model down and test to see if the mutating virus
spreads to nearby troops. Roll a d6 to establish the contact range in inches for the
virus. Any normally vulnerable model within the contact range of a victim is killed
on a d6 roll of 4,5 or6. Every time a model is killed roll for the contact
range for that model and work out if models within this range are killed. Once there
are no more victims within the contact range the virus has mutated into a safe form and
there is no further effect. |
Seeking ammo may only be used with
projectile weapons such as boltguns. The projectiles are fitted with tiny thrusters
and a rudimentary robot brain. When you fire a shot using seeking ammo you do not
use the firer's Ballistic Skill or any modifiers to hit for speed, cover etc. The
seeking ammo will always hit its target on a roll of 2 or more on a d6. Seeking ammo
can also be fired at targets which are hidden or out of sight as long as the target
is detected (by a scanner or another model for example) and lies within weapon range.
Seeking ammo may not be used in combination with other kinds of special ammo. |
DISCARD
AFTER USE |
USE ONCE
AND DISCARD |
Force Rod
15 Points |
Nemesis Force Weapon
20 Points |
| A force rod is prized because it can
absorb prodigious amounts of psychic energy into its helix-shaped central core. At
the end of the psychic phase unused force cards may be stored in the force rod instead of
being placed on the warp discard pile. The rod may store a maximum of 3 force cards.
Stored force cards may be retrieved from the rod and used in subsequent psychic
phases. In hand to hand combat the force rod increases the wielder's Strebgth
characteristic by a number equal to his mastery level and wounds daemons automatically
with no saving throw possible. |
Nemesis force weapons are used
exclusively by the daemon hunters of the Imperium. At the end pf the psychic phase
one or two unused force cards may be stored in the Nemesis weapon instead of being placed
on the warp cards discard pile. Stored force cards may be retrieved from the weapon
and used in subsequent psychic phases. In hand to hand combat the Nemesis weapon
increases the wielder's Strength by a number equal to his mastery level and wounds daemons
automatically with no saving throw possible. The wielder can also expend stored
force cards to cause extra damage when he hits daemons in hand to hand combat.
Expending one force card inflicts d3 wounds per hit, expending two force cards inflicts d6
wounds per hit. The Nemesis force weapon can be used to parry and incorporates a
built-in storm bolter which may be fired normally in the shooting phase. |
| PSYKERS
ONLY |
INQUISITORS
& GREY KNIGHTS ONLY |
Medi-Pack
10 Points |
Digital Lasers
6 Points |
A medi-pack is an
advanced automated medical machine. To use the machine a model carrying it must move
into base to base contact with his patient during his own turn and remain there through
the shooting and close combat phases doing nothing else. At the end of the close
combat phase the medi-pack can do one of the following:
1 Restore 1 wound to a wounded but still living character.
2 Restore a model reduced to 0 wounds to 1 wound on a roll of 5 or 6
on a D6.
3 Restore the vision of any blinded model.
4 Cure the effects of any non-fatal gas type.
5 Negate any psychological effects in a model. |
Digital lasers are concealed
weapons fitted into finger rings or knuckles of a glove. Digilasers do not prevent a
model using any other weapons. They are automatically fired at the start of hand to
hand combat against opponents in base to base contact, before any dice are rolled and
regardless of whose turn it is. The shots are worked out exactly the same way as
normal, the wearer blasting away at point blank range as his attackers close. The
digilasers get three shots, which may be divided amongst multiple opponents if desired.
Once close combat has started the digilasers have no effect, the model doesn't gain
any extra attack dice for having them. |
Range: Sht Lg /To
hit: Sht Lg /Str/ Dam/ Save / Ap /
Special
Close Combat
3 1
-1 d6+3 See above |
|
|
Digital Lasers
6 Points |
Combi-Weapon
10 Points |
| The graviton gun affects the local
gravity field and charges the weight of objects, making them far heavier than normal.
A target hit by a graviton gun is always affected, no damage roll is required.
A living target is immobilised for the remainder of the game and may not move or
shoot, although a psyker may continue to use his powers. If the target is a vehicle,
roll for hit location as normal but ignore armor penetration. Roll for damage on the
appropriate vehicle location damage chart(s) adding +1 to the dice score. Against
buildings roll to hit and if a hit occurs roll for damage and add +1 to the result. |
A combi-weapon is a combination of two basic
weapons, in this case a bolter and a melta-gun. It was the developement of the
combi-weapons which lead to the invention of the Imperial storm bolter. Each
shooting phase you can either fire just one barrel of the combi-weapon as per the normal
rules or fire both barrels at the same target with a -1 to hit modifier on both shots. |
Range: Sht Lg /To hit: Sht Lg
/Str/ Dam/ Save / Ap / Special
0-8 8-16
+1 - See above
- Auto 1"
blast marker |
| IMPERIAL
TECH-PRIESTS AND SQUAT ENGINEERS ONLY |
|
Combi-Weapon
10 Points |
Master-Crafted Plasma
Pistol
15 Points |
| A combi-weapon is the combination of two
basic weapons, in this case abolter and a plasma gun. Each shooting phase you can
fire just one barrel of the combi-weapon as per the normal rules or fire both barrels at
the same target with -1 to hit modifier on both shots. |
A weapon crafted by a master armorer
and ornamented by the greatest artists is a worthy weapon for a warrior. Such
weapons are treasured possessions for those lucky enough to receive them.
The energy source of a master-crafted Plasma pistol is far superior to that
used in a normal Plasma pistol. The weapon does not have to recharge for a turn
after it has been fired-it can be fired every turn if desired. |
Range: Sht Lg /To hit: Sht Lg
/Str/ Dam/ Save / Ap / Special
0-8 8-24
+2 -1 6
1 -1
d6+6 See above |
| |
|
Imperial Guard:
Claw of the Desert Tigers
16 Points |
Crushing Arm of Kamir
20 Points |
This is an ordinary power
sword, yet it has
been beautifully encrusted with the emblems of
N'go craftsmen. It's appearance has raised it
to legendary status, so that in Al'Rahems hands
it is regarded with awe by his friends and with
fear by his foes. To represent this, the Claw of
the Desert Tigers causes the wielder to be
feared by his enemies. The rules for fear apply
as described in the Psychology section of the
Warhammer 40,000 rulebook. |
Mogul Kamir's arm acts in unison with his
special
bionic eye to provide a unique guidance system.
In addition the arm is tremendously powerful and
can crush an enemy that has been gripped. To
represent this calculate the number of hits scored
in hand to hand combat as normal. Once you know
how many hits Mogul has inflicted then the
Crushing Arm has successfully gripped the
enemy-in which case the number of hits already
inflicted is automatically doubled. If the d6 roll is
greater than the number of hits already inflicted
or is 6 regardless of the number of hits, then the arm
has failed to get a grip and no extra hits are caused. |
AL'RAHEM
ONLY |
MOGUL
KAMIR ONLY |
Eye of the Falcon
2 Points |
Battle Claw
10 Points |
Mogul Kamir's bionic eye has an
electromagnetic link built into his bionic
arm. This combines to act as a special
targeter, adding +1 to hit with any
weapon fired. |
This Ork battle claw has been modified for
Commissar Yarrick by Imperial artificers and
utilizes a power field to create a weapon
comparable to a power fist. |
Range: Sht Lg /To hit: Sht Lg
/Str/ Dam/ Save / Ap / Special
Close Combat Only +1 -
8 1 -5
d6+d20+8 2 sus fire. |
| MOGUL KAMIR
ONLY |
YARRICK
ONLY |
Force Field
20 Points |
Bale Eye
5 Points |
| Yarrick is protected by a powerful force
field that reduces the energy of incoming shots. The force field is not entirely
reliable, sometimes offering invulnerability and sometimes proving almost worthless.
Whenever Yarrick is hit roll a D6 and deduct the score of the strength of the
attack. If reduced to strength 0 or less the attack is stopped completely. The
force field has no effect on special attacks that do not have a strength. |
Yarrick's Bale Eye bionic implant incorporates a deadly
laser. The Orks said he could kill with a glance and indeed they were right, a
superstition that Yarrick was able to exploit to his advantage. The Bale Eye can be
used once at the start of each hand to hand combat phase. It automatically hits any
one model already engaged in hand to hand fighting against Yarrick. |
Range: Sht Lg /To hit: Sht Lg
/Str/ Dam/ Save / Ap / Special
Close Combat
+1 - 4
1 -1 d6+4
- |
| YARRICK
ONLY |
YARRICK
ONLY |
Legion of the Damned:
Animus Malorum
Free |
|
| The Animus Malorum is an ancient relic
taking the form of a skull whose eyes blaze with light when its power is unleashed.
During the psychic phase, the power of the Animus Malorum may be targeted at a single
enemy model within 12". You may use between 1 and 3 Force cards to power the
skull. Roll a d6 for every Force card used. If the result is more than the
target's Leadership value then it's soul is sucked from it's body - the model is dead
regardless of wounds or armor. If the target is killed then you may ressurect a dead
Legion of the Damned model, placed within normal unit coherency. This may not be
used to increase the size of the unit beyond its original size. The power of the
skull may be nullified like a psychic power, requiring a 4+ to successfully nullify. |
|
SERGEANT
CENTURIUS ONLY |
|
Orks:
Kustom Force Field
20 Points |
Squig Attack Arm
3 Points |
| A kustom force field is an Orky device which careens
wildly from providing virtual invulnerability to little more than an embarrassing crackle
as shells whistle straight through it! Whenever an Ork equipped with a kustom
refraktor field is hit roll a d6 and deduct the result from the Strength of the incoming
hit. On a roll of 6 the hit is automatically stopped but the Ork suffers an S3 hit
instead as the field shorts out and gives him a nasty shock. If the field shorts out
this card is discarded immediately |
The squig attack arm is a special bionik
replacement which incorporates a cage containing a dangerous gnasher squig. In hand
to hand combat the Ork automatically unleashes the squig as its opponent closes in so
resolve the attack during the hand to hand combat phase before any attack dice are rolled.
The Ork's opponent suffers an automatic Strength 5 attack with no saving throw
modifier from the squig, after which the creature either crawls off to digest the chunk of
flesh it's bitten off or is killed by the opponent. This means the squig attack arm
may only be used once per game. |
ORKS
ONLY |
ORKS
ONLY-DISCARD AFTER USE |
Spike Arm
5 Points |
Gyro-Stabilized Monowheel
8 Points |
| a spike arm often appears to be just a normal bionik
arm, but concealed along the the length of the arm are sets of retractable spikes or
blades. In close combat the arm can be used to grip an opponent and then impale them
as the concealed spikes slam into position. This gives the Ork +1 WS in hand to hand
combat and means that the Ork always counts as having higher Initiative in the case of the
Combat Scores being drawn. |
The gyro-stabilized monowheel is always popular with
Orks addicted to the exhilaration and excitement induced by high speeds. An Ork with
a gyro-stabilized monowheel increases its Movement characteristic to 8", so it can
"run" or charge up to 16". However, the Ork may not cross obstacles
of any kind and will suffer a S5 hit if it attempts to do so and it may not run or charge
through woods or difficult and very difficult ground. |
| ORKS ONLY |
ORKS ONLY |
Weirdboy Staff
5 Points |
Steel Skull
5 Points |
| All Ork Weirdboyz carry a copper staff to help them
earth excess Waaagh! power and stop their heads from exploding. Particularly valued
or powerful Weirdboyz eventually get hold of a special Weirdboy staff which is made of
strange copper alloys and inscribed with ancient Orky glyphs. A weirdboy staff is a
force weapon so the Weirdboy can add his mastery level to his Strength and wounds daemons
automatically in hand to hand combat. The Weirdboy may also reroll the dice for his
Waaagh! test if he fails the first roll. |
Nasty head injuries mean that this Ork has had a large
part of its cranium replaced with steel plates. This has the advantage of making the
Ork hard to hurt, even by Ork standards! The Ork gains +1 on its Toughness
characteristic for having a steel skull. However, the Ork also suffers occasional
bouts of Madboy-like behavior and is subject to the rules for Madboyz given in the Codex
Imperialis book. |
ORKS
WEIRDBOYZ ONLY |
ORKS
ONLY |
Kustom Blasta
30 Points |
Teleskopic Legs
5 Points |
| A kustom blasta is a big
rocket launcher or grenade lobber fitted with an Ork Mekboy's speshul kustom warheads.
The kustom blasta has an unpredictable blast marker witha d3" radius-roll for
the size of the blast marker each time the weapon is fired. It also has a variable
Strength which is rolled on the artillery dice each time it is fired, giving it a Strength
of between 2 and 10. If a misfire is rolled on the artillery dice the kustom blasta
has exploded! The blasta is destroyed and the Ork carrying it suffers and S4 hit. |
Teleskopic legz are an invention of pure
Orky cunning. An Ork with teleskopic legz gains +2 to its Move characteristic and
doesn't suffer any movement penalties for crossing obstacles up to 2" high. The
Ork can also raise itself up by 2" in the shooting phase, allowing it to see and
shoot over intervening terrain and obstacles more easily. |
Range: Sht Lg /To hit: Sht Lg
/Str/ Dam/ Save / Ap / Special
0-16 16-36
- -1 Art. dice 1
-1 Various d3" blast |
ORKS
ONLY |
ORKS
ONLY |
Kustom Shoota
20 Points |
|
| An impressive-looking kustom shoota is an
Ork Mekboy's pride and joy. It fires long, ragged bursts of shots with a hugely
variable effect. The kustom shoota has sustained fire, rolling 2 dice. It also
has a variable Strength which is rolled on the artillery dice each time it is fired,
giving it a Strength of between 2 and 10. If a misfire is rolled on the artillery
dice the kustom shoota has exploded! The shoota is destroyed and the Ork carrying it
suffers an S4 hit. |
|
Range: Sht Lg /To hit: Sht Lg
/Str/ Dam/ Save / Ap / Special
0-12 12-32
+1 -1 Art. dice 1
-2 Various sus. fire 2 dice |
ORKS
ONLY |
|
Sisters of Battle:
Book of St. Lucius
5 Points |
Phial of Dolan
10 Points |
| This holy artifact contains the sermons of the famed
Confessor, St. Lucius of Agathea. A member of the clergy reading from the ancient
tome can inspire those around him. Any troops within 8" of the character at the
start of the rally phase may use the character's Leadership value for their test to rally.
They may attempt to rally even if they are not in cover or would otherwise not be
able to do so. |
Anyone who drinks the contents of one of these crystal
bottles is filled withthe strength and determination of Dolan, the Great Confessor.
The character may drink the contents of the phial at the start of any turn. For the
rest of the player's turn the character's Strength and Toughness are increased by D3 each
(roll seperately), to a maximum of 10.
ONE USE ONLY |
| ADEPTUS
MINISTORUM RELIC |
ADEPTUS
MINISTORUM RELIC |
Cloak of St. Aspira
5 Points |
Tears of the Emperor
15 Points |
| Leading a force from the Order of the Bloody Rose, the
Canoness St. Aspira liberated almost a hundred worlds from the grip of the heretic
Denescura. Her magnificent fur and velvet cloak is said to ward away blows of the
enemy. A character wearing the cloak may add +1 to any armor saving throws they make
due to physical armor. This does not apply to saves from fields or saving throws of
any kind. Only one cloak may be worn. |
There are many stories of statues of the Emperor and
other icons of faith weeping blood-like tears. These tears are collected in ornate
crystal bottles and they are a potent weapon against the forces of Chaos. The phial
can be thrown just like a grenade and uses a 2" blast marker. Any daemon
affected takes a wound on a D6 roll of 4+ and receives no saving throw for its daemonic
aura. |
| ADEPTUS
MINISTORUM RELIC |
ADEPTUS
MINISTORUM RELIC |
Rosarius
10 Points |
Litanies of Faith
8 Points |
| Awarded to those of great faith, a Rosarius is the
shield of the Emperor and contains a conversion field generator. A conversion field
gives the wearer an unmodified saving throw of 4, 5 or 6 on a d6. Any models within
a radius equal to the attacking weapon's Strength may be blinded. See the Warhammer
40,000 Wargear book for more details. |
It may take a single Adept the whole of his life to
write out a scroll containing the Litanies of Faith. The bearer cab choose certain
hymnals and chants to inspire their followers to greater feats of faith. A character
leading a squad in the Sacred Rites with the Litanies of Faith can roll two dice and
choose which result to apply. |
| ADEPTUS
MINISTORUM RELIC |
ADEPTUS
MINISTORUM RELIC |
Staff of Belief
12 Points |
Simulacrum Imperialis
5 Points |
| Carved of wood taken from the massive trees lining the
Garden of Saints, the Staff of Belief is a potent symbol of faith and devotion. The
Staff is a hand to hand combat weapon and requires both hands to wield. It adds +3
to the users Strength and may be use to parry. Daemons receive no daemonic aura save
for hits inflicted by the Staff of Belief. |
Wrought from the bones of a great saint, a Simulacrum
Imperialis inspires those around it to their greatest efforts. Any unit within line
of sight to the Simulacrum automatically passes the first Leadership test it is required
to make in the game. |
| ADEPTUS
MINISTORUM RELIC |
ADEPTUS
MINISTORUM RELIC |
Medicus Ministorum
150 Points |
Praesidium Protectiva
8 Points |
| Using the relics contained within this rare scentwood
box, a character can cure all manner of injuries and ailments. I f the character can
reach a model in the turn after it is wounded, there is a chance they may be healed.
The character must spend their shooting phase and their close combat phase doing
nothing. At the end of the turn, if the character passes a Leadership test, he may
heal 1 lost wound on the injured model. A model reduced to 0 wounds may be rasied to
1 wound in this way. Characters cannot heal themselves. |
Believed to contain shards of armor worn by hte Emperor
himself, a Praesdium Protectiva is shaped like a highly ornate shield. It requires a
free hand to use, may parry a close combat blow made from within the character's front arc
and confers an unmodified saving throw of 4+ on 1d6 against hand to hand attacks. In
addition, if a roll of 6 is made for the saving throw, the attacking model recieves a hit
instead-roll to wound and make saving throws as if the model were hit by its own
weapon.The Praesidium Protetciva has no effect on shooting damage. |
| ADEPTUS
MINISTORUM RELIC |
ADEPTUS
MINISTORUM RELIC |
Brazier of Holy Fire
18 Points |
Flail of Chastisement
8 Points |
| It is claimed that this ornatelt wrought
torch will light the faith and shroud the heretic in darknenss. In battle the
brazier can be swung like a weapon, setting fire to the wielder's foes with its flames.
It can also be used to project a jet of flame over a larger distance. The
Brazier of Holy Fire has the profile below. Any model hit in hand to hand combat
will be set on fire on a D6 roll of 4+ (see the Flamer entry on p23 of the Wargear
book). In addition, once per battle the Brazier can be used to project a jet of
flame, resolved using the rules and profile for a heavy flamer. The character can
move and fire in this way as the Brazier itself is not a heavy weapon, it just has the
effects of one! |
The Flail of Chastisement is barbed with small hooks
which grip the target's flesh and constrict it as it struggles. The Flail is used in
hand to hand combat with the following profile. If a target is wounded by the Flail
but not killed, it loses D3 Attacks in the next round of combat reducing its attacks to a
minimum of 1. |
Range: Sht Lg /To hit: Sht Lg
/Str/ Dam/ Save / Ap / Special
Close Combat
5 1 -3
2d6+d3+5 |
Range: Sht Lg /To hit: Sht Lg
/Str/ Dam/ Save / Ap / Special
Close Combat
5 1 -1
2d6+5 |
| ADEPTUS
MINISTORUM RELIC |
ADEPTUS
MINISTORUM RELIC |
Blade of Admonition
7 Points |
Axe of Retribution
18 Points |
| The Blade of Admonition is polished to a mirror finish
and is said to reflect the true face of those who look at it. The bearer of the
Blade of Admonition causes fear as described in the Warhammer 40,000 rulebook.
The blade may be used in close combat with the following profile. |
The Axe of Retribution is styled upon the famous Axe of
Chalcydon borne by Saint Jason of Huale. Its massive double-bladed headed is studded
with jewels which rend the flesh of those it strikes. The Axe may be used in close
combat with the following profile. |
Range: Sht Lg /To hit: Sht Lg
/Str/ Dam/ Save / Ap / Special
Close Combat
5 1 -2
2d6+5 Parry |
Range: Sht Lg /To hit: Sht Lg
/Str/ Dam/ Save / Ap / Special
Close Combat
6 d61 -1
2d6+d12+6 |
| ADEPTUS
MINISTORUM RELIC |
ADEPTUS
MINISTORUM RELIC |
Purity Seal
8 Points |
|
A Purity Seal is a mark of great faith
and strength of mind. A character bearing a Seal is not affected by fear or
terror. If the character is targeted by a psychic attack, they will be
unaffected on a D6 roll of 4+. This is not a nullify, other models may be affected
as normal even if the character is not. Once the Purity Seal has successfully
protected its wearer once it may no longer be used for the rest of the battle. Unlike
other relics, a Purity Seal can be taken by any character allowed to take "Imperium
Only" wargear and is counted as a Wargear card.
ONE SUCCESSFUL USE ONLY |
|
| ADEPTUS
MINISTORUM RELIC & IMPERIUM ONLY |
|
Space Wolves:
The Axe Morkai
15 Points |
The Wolf Helm of Russ
50 Points |
| The Axe Morkai was taken by Space Wolves
Commander Logan Grimnar from a defeated Champion of Khorne and it is imbued with the
brutal power of that blood thirsty god. The Axe was reforged by the Iron Priests and
engraved with with the two heads of Morkai, guardian wolf of the Gates of Death. The
Axe has S6 and enemy suffering wounds have a -3 save modifier. For each critical hit
scored in hand to hand combat (i.e. each attack dice roll of a 6) add not +1 to the Combat
Score but +d3 (1-2=1, 3-4=2, 5-6=3). |
Tradition has it that this ancient helm
was fashioned by the Emperor's artificers and given to Leman Russ, the Primarch of the
Space Wolves. So long as the Space Wolves warrior wearing the Helm of Russ lives and
is on the battlefield, any Space Wolves characters or units that can see the wearer will
automatically pass any Break test or psychology test they are required to take. In
addition, the wearer causes fear as described in the Psychology section of the Warhammer
40,000 rulebook. |
SPACE
WOLVES COMMANDER ONLY |
SPACE
WOLVES ONLY |
Nightwing the Psyber Raven
10 Points |
The Pelt of Wulfen
10 Points |
Night was fashioned for the Rune Priest Njal Stormcaller
by the Iron Priest Ulf Blackbrow and is attuned to the Rune Priest's unique brain pattern.
Night Wing will fight in hand to hand combat alongside Njal. Any
opponent will therefore always face two enemies: Njal and Night Wing.
Night Wing has no Movement or Leadership values
but always moves with Njal at all times. |
This ancient pelt is from a
massive Wolf of Fenris, the largest ever slain by a warrior of the Space Wolves. The
ancient and venerable hide has been interwoven with a modified cameleoline web. At
ranges of up to 10" the Pelt of Wulfen reduces the enemy's chances of scoring a hit
by -1. At 10-20" the penalty is -2, at 20-30 it is -3 and so on, each extra
10" reducing the chance of hitting by a further -1. These penalties apply to
shooting (not hand to hand fighting) and are in addition to other modifers for cover, etc. |
M WS
BS S
T W I
A LD
- 4
0
3 6
1 4 1
- |
SPACE
WOLVES RUNE PRIEST ONLY |
SPACE
WOLVES COMMANDER ONLY |
The Hood of Gnyrll
20 Points |
The Rune Staff Stormcaller
35 Points |
| The Hood of Gnyrll may be worn instead of a normal
psychic hood. The wearer begins the battle with an additional psycic power. If
his mastery level is 1 he therefore receives two psychic powers, if level 2 he receives
three , if level 3 he receives four and level 4 psykers receive five. |
This ancient rune staff absorbed so much
power that it eventually became a living thing in the hands of its original owner Njal
Stormcaller. At the start of the game deal 3 cards from the warp deck. Any
force cards are retained within the rune staff, other cards are returned to the deck.
Further force cards may be placed in the staff as they are dealt, up to a maximum of
three. During any psychic phase the force cards may be used to power the wielder's
psychic abilities. Stormcaller also adds +1 to the wielder's A and I and adds a
Strength bonus equal to its wielder's mastery level. |
SPACE
WOLVES RUNE PRIEST ONLY |
NJAL
STORMCALLER ONLY |
Frostfang
10 Points |
|
| Frostfang is a mighty weapon crafted centuries ago by
the Iron Priest Fergus Forgrim, the famed master craftsman of the Space Wolves. Its
chainsaw blade is fashioned from arare metal whose secret died with the ancient Iron
Priest. It has a superior profile as shown below. |
|
Range: Sht Lg /To hit: Sht Lg
/Str/ Dam/ Save / Ap / Special
Close Combat
5 d3 -2 2d6+d3+5
Parry |
SPACE
WOLVES ONLY |
|
Ultramarines:
Banner of Macragge
50 Points |
Gauntlets of Ultramar
18 Points |
| The Banner of Macragge is a
sold as the Ultramarines Chapter itself. The banner records the campaign history of
the entire Ultramarines Chapter and is carried to battle when the whole Chapter fights as
one. Many foes have balked at the sight of the Banner of Macragge, knowing they
face the entire Ultramarines Chapter and certain defeat. The holder of the banner
and any Space Marine unit he is with is immune to psychology and causes fear as
described in the Psychology section of the Warhammer 40,000 rulebook. |
The Gauntlets of Ultramar are worn by the
Master of the Ultramarines. The gauntlets take the form of a pair of power golves
each with a built-in boltgun. The gauntlets are worn as a pair so the wearer
recieves an extra attack dice in close combat. In addition, the gauntlets allow the
wearer to deal with many opponents at once so opponents do not receive any bonuses for
multiple combats. The gauntlets buitl-in boltguns fire together with the same effect
as a single storm bolter. |
Range: Sht Lg /To hit: Sht Lg
/Str/ Dam/ Save / Ap / Special
0-12 12-24
+1 - 4
1 -1
d6+4 1 sus. fire dice
Close Combat only
8 1 -5
d6+d20+8 |
ULTRAMARINES
ONLY |
LORD
MACRAGGE ONLY |
Rod of Tigurius
40 Points |
|
| The Rod of Tigurius is an extremely potent force weapon,
drawing the psychic energy out of Tigurius and focussing it into a tight beam of
unstoppable ebergy. Any powers used by Tigurius and channelled through the rod
cannot be nullified in the turn that they are used. Every time a power is played
using the Rod of Tigurius, Tigurius suffers d6-4 wounds. |
|
CHIEF
LIBRARIAN TIGURIUS ONLY |
|
Vehicle Wargear:
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Vehicle - 5 Points
SCYTHES
This card may only be taken for bikes.
The bike has been equipped with wickedly sharp scythes for cutting down enemy
troops as the rider races past at high speed. When the bike is used to make a hit
and run attack, before the actual attack is resolved, the enemy model must roll equal to
or under his Initiative on a D6 (a 6 always fails). If this roll is failed, the
model takes a Strength four hit causing 1 wound with a -1 save modifier. If the
model is still alive or passes its Initiative test, then resolve the hit and run attack as
normal. |
Vehicle - 5 Points
SUPER-CHARGED
ENGINE
This card may only be taken for vehicles
(including bikes and skimmers) but not for dreadnoughts or other walkers. The
vehicles engine has been lovingly serviced and tinkered with by the driver, including
having it rebored, gas flowed and fitted with a huge supercharger. The supercharger
can be used in any movement phase to increase the vehicle's speeds as shown below.
Roll the dice for extra movement each time the supercharger is used. The extra
movement rolled doesn't have to be used unless you roll the maximum (6 and 12
respectively) in which case the additional movement must be used up.
Slow Speed Combat Speed Fast Speed
No change
+D6
+2D6 |
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Vehicle - 5 Points
SEARCHLIGHT
A searchlight is useful for spotting hidden troops.
When you use the searchlight place a 2" blast marker anywhere within the line
of sight of the vehicle. Any hidden enemy models completely or partially covered by
the marker are "spotted" if they are in or behind soft cover (woods, bushes,
etc.). Models hidden in or behind hard cover (walls, rocks for example) are
"detected" instead. |
Vehicle - 10 Points
REINFORCED ARMOR
The armor of this vehicle or Dreadnought
has been reinforced by having extra armor plates, track links, sand bags and the like
strapped to the outside. This means that the vehicle's armor value is increased by 1
point on all of its hit locations apart from wheels or tracks. Unfortunately the
extra weight decreases the vehicle's speed. Vehicles have their slow speed reduced
by 1", their combat speed reduced by 2" and their fast speed reduced by 4".
Dreadnoughts and walkers have their movement rate reduced by 2". |
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Vehicle - 35 Points
NULL SHIELD
A null-shield protects against psychic
attacks and works by projecting a field of negative psychic energy which repels psychic
power on contact. Every time a psychic power is used on a vehicle or Dreadnought
with a null-field roll the scatter dice first- on a roll of a "hit" the psychic
power penetrates the shield and works normally. If an arrow is rolled the psychic
power is deflected 2d6" away in the direction indicated, passing over terrain and
obstacles but affecting the first model ( other than the vehicle or Dreadnought) in its
path. If the null-field is within an area of effect marker caused by a psycic power
it will nullify the power on a roll of 4, 5 or 6 on a D6. |
Vehicle - 30 Points
HOLO-FIELD
The vehicle is fitted with a
holo-field, similar to those used by the deadly Eldar Harlequins. The holo-field is
a programmable hologram field that breaks up the outline of the vehicles as it moves,
creating a tiny cloud of multi-colored fragments. When the vehicle stops, its image
coalesces back together into a solid form. As log as the vehicle is moving, all
shots fires at it suffer an additional -1 to hit. If the vehicle comes to a halt or
makes a pop up attack then it does not benefit from its holo-field.
ELDAR SKIMMERS ONLY |
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Vehicle - 30 Points
TALONS
The Falcon can find itself vulnerable to attack at close
quarters. To counter this the Eldar can fit Talons to their vehicles. Talons
consist of a series of pods that are positioned on the vehicle's hull. Psychic nodes
linked to the pilot's helmet can unleash a great hail of tiny psycho-conductive crystals,
like tiny needles only a few millimeters longs. The Talons shoot automatically
before close combat attacks against the vehicle are worked out. Roll a D6 for each
model in hand to hand combat with the vehicle. On aD6 roll of 4 or more it is hit.
If a hit is scored roll a D6. If the score is equal to or more than the
target's Toughness then it suffers one wound with a -2 saving throw modifier. Talons
can be fitted to walkers, like Dreadnoughts and War Walkers but at double the normal
points cost.
ELDAR VEHICLES ONLY |
Vehicle - 20 Points
PSYCHO-SONIC
SCREAMERS
Psycho-sonic screamers may only be fitted to Falcons
and Vypers. The vehicle is fitted with a series of vanes, that resonate as the
vehicle flies through the air. These are fed into psycho-sonic amplifiers similar to
those used by the Howling Banshee Aspect Warriors creating a bow wave of psycho-sonic
energy in front of the vehicle. The resulting psychic scream can induce terrible
fear in enemy units and cause them to panic, fleeing for cover. A vehicle fitted
with this card causes terror as described in the psychology section of the
Warhammer 40,000 ruelbook.
ELDAR VEHICLES ONLY |
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Vehicle - 5 Points
CRYSTAL
TARGETING MATRIX
The weapon systems of this vehicle have a special
targeting array similar to that used by Dark Reaper Aspect Warriors. Special crystal
sensor arrays on the vehicle tarck and spot potential targets. This information is
then fed directly to the weapons and the gunner's helmet. A vehicle fitted with a
targeting matrix may ignore all to hit modifiers for firing at fast moving targets.
ELDAR VEHICLES ONLY |
Vehicle - 15 Points
SPIRIT STONE
The vehicle has a spirit stone that
contains the soul of a dead Eldar warrior. This protects the vehicle against psychic
attacks and in times of great need can be called upon to take over the role of one of the
crew. If the vehicle is assaulted psychically, then the attack will be nullified on
a D6 roll of 6. In addition, if one of the crew is killed by any means, then the
spirit stone will take over with exactly the same profile as an Eldar Guardian. If
the dead crew member is hit again, then the spirit stone is hit instead. It has
Toughness 4 and 1Wound. A vehicle may only carry one spirit stone and dreadnoughts
can't use them at all.
ELDAR VEHICLES ONLY |
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Vehicle - 25
Points/Location
CRYSTALLINE WEB
Part of the vehicle is protected by
tiny crystal spiders, similar to the ones that protect the wraithbone of a craftworld.
When the vehicle location suffers damage the spiders can rebuild the damaged area.
Choose a location to fit the Crystalline Web to. If the location is
penetrated, your opponent should roll on the table below, instead of the normal damage
table.
D6 Crystalline Spider Damage
Table
1-2 The crystal spiders manage to completely
repair any
damage and the vehicle is unaffected.
3 The damage is
repairable but it will take a little time.
If the location
has a weapon on it then it may not
fire next turn
while the damage is repaired.
4-5 Roll a D3 on the location's
damage table and the
Crystalline Web
is destroyed. Further penetrating
hits are
rolled on the damage table.
6 Roll a D6 on the location's
damage table and the
Crystalline Web
is destroyed. Further penetrating
hits are rolled on the
normal damage table.
ELDAR VEHICLES ONLY |
Vehicle - 15 Points
SPECTRAL SHIELD
The hull of the vehicle is covered with tiny
outlets, allowing the vehicle to release a gaseous substance that interferes with the
wavelength of laser energy, causing the energy of laser shots to dissipate. If the
vehicle is hit by a laser weapon, the Eldar player rolls a D6 and subtracts the score from
the armor penetration dice roll.
ELDAR VEHICLES ONLY |
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Vehicle - 25 Points
VECTORED ENGINES
The jet engines of this vehicle have
a highly advanced system of vectored control planes that allow it to commit breathtaking
feats of aerobatics, even at high speeds. This enhanced manoeuverability allows the
vehicle to negotiate through tight terrain, swinging around to bring its weaponry to bear
on many targets. It is common for the cockpits of vehicles fitted with these engines
to be upgraded so that the crew can cope with the excessive G-forces caused by these
manoeuvers. A vehicle fitted with vectored engines may take double the number of
turns it is normally allowed to make.
ELDAR SKIMMERS ONLY |
Vehicle - +5 Points per
weapon
STORM BOLTERS
Many Imperial vehicles are fitted
with storm bolters mounted as auxiliary weapons. Because they have an ample supply
of ammunition these vehicle-mounted storm bolters are less prone to jamming so reroll any
jams rolled on the sustained fire dice. Any member of the crew can fire an auxiliary
storm bolter but if he does so he may not perform his usual task (i.e. fir ehis weapon if
a gunner or drive the vehicle if a driver). Alternatively, troopers from squads
being transported may fire auxiliary storm bolters instead of firing their own weapons
through hatches or firing slits. Models firing storm bolters may not be targeted
seperately by the enemy.
IMPERIAL VEHICLES ONLY |
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Vehicle - 15 Points
BULLDOZER BLADE
This card may only be taken for
vehicles (excluding bikes and skimmers), it may not be taken for Dreadnoughts or other
walkers. The "dozer" blade increases the Strength of the vehicle's ram
value by +1 and adds +1d6 to the ram damage it inflicts. This is in addition to the
+D6 ram bonus against buildings received by vehicles with a ram bar noted in the Warhammer
40,000 rulebook. In addition to this, any shots which hit the front of the vehicle's
hull will hit the blade on a roll of 4, 5 or 6 on a d6. If it is hit the
"dozer" blade adds +D6 to the vehicle's front hull armor value for that shot
only. If the vehicle's hull suffers a penetrating hit from the front the bulldozer
blade is automatically wrecked and this card is discarded.
IMPERIAL VEHICLES ONLY |
Vehicle - 30 Points
HUNTER-KILLER
MISSILE
This card may only be taken for vehicles
(excluding bikes and skimmers), it may not be taken for Dreadnoughts. Hunter-killer
missiles are one shot weapons for use against heavily armored targets. The missile
is fitted with a robot brain so it is self-guiding and doesn't require a crewman to fire
it. The missile may only be fired at vehicles, Dreadnoughts, buildings or similar
targets. It always hits its target on a roll of 3+ regardless of range and to hit
modifiers for target size, speed, cover etc. if the missile hits work out damage
using the profile given below. Discard this card once the missile has been fired.
Strength Damage Save Mod.
Armor Penetration
8
2d10
-6
2d10+d6+8
IMPERIAL VEHICLES ONLY |
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Vehicle - +10 Points per
weapon
HEAVY FLAMER
Heavy bolters are often replaced with heavy flamers
on Imperial vehicles fighting in built-up areas or jungles to give superior close-in
defense against infantry assaults. This card allows you to upgrade heavy bolters to
heavy flamers on a vehicle for an extra 10 points per weapon upgraded. Twin linked
heavy bolters may be upgraded to a single heavy flamer for free.
IMPERIAL VEHICLES ONLY |
Vehicle - +5 Points per
weapon
AMMO FEED
This vehicle card may be fitted to a vehicle's heavy
bolter. The heavy bolter has been fitted with an ammo feed. The ammo feed
reduces the chances of the weapon jamming. A heavy bolter equipped with an ammo feed
may ignore the first jam rolled on the sustained fire dice each turn. This means a
heavy bolter with an ammo feed will only jam if two jams are rolled together. A
twin-linked heavy bolter may only have a single ammo feed.
SPACE MARINE VEHICLES ONLY |
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Vehicle - 20 Points
RECON PACK
This vehicle card may only be taken
for Space Marine attack bikes. The extra carrying capacity over a standard bike
allows them to be equipped for an enhanced reconnaissance role, using their speed and
manoeuverability to scout ahead of the main force. The collected data is transmitted
via uplink back to command HQ. A force which includes this vehicle gains
considerable strategic advantage. the Space Marine player may add 1 to his strategy
rating. In Addition, on a d6 roll of 4+ you may force your opponent to discard one
of his Strategy cards. Further vehicles with a recon pack will not confer any extra
bonuses.
SPACE MARINE VEHICLES ONLY |
Vehicle - 30 Points
COMMAND
COMM-LINK
This vehicle may only be fitted to
Space Marine vehicles that have a character riding in or on them. The vehicle is
equipped with a command comm-link, enabling it ot guide a Space Marine attack. This
allows a character to give orders and command the rest of the force while leading from a
forward position -perfect for lightning raids and assaults. when rolling to see
which side goes first, a Space Marine force that includes this vehicle may roll two D6 and
add their strategy rating to the best result. Further vehicles with a command
comm-link will not confer any bonuses.
SPACE MARINE VEHICLES ONLY |
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Vehicle - 10 Points
NURGLE INFESTATION
The vehicle has been infected by Nurgle's Rot. The vehicle is infested with
pestilence, decaying limbs and tentacles. The vehicle is rotten to the core, slimy
ooze covers the tank and Nurglings clamber all over the vehicle. The armor value of
all the vehicle's locations are increased by 1 point. In addition, any model who
attacks the vehicle in hand to hand combat must roll equal to or under their Initiative on
a D6 (6 always fails). If this roll is failed then the model sustains a hit
equivalent to the vehicles ram value.
NURGLE DAEMONIC VEHICLES ONLY |
Vehicle - 25 Points
DESTROYER
The device is favored by Chaos Space Marines that worship Khorne the Blood
God and may only be fitted to Land Raiders, Predators and Rhinos. The vehicle is
equipped with all manner of spikes, slicing blades, scythed wheels, grabbing claws and
torture implements. A vehicle equipped with a Destroyer has its ram value upgraded
to Strength 10, D20 Damage, -6 saving throw. In addition, any model that wishes to
attack the vehicle in hand to hand combat must roll equal to or under their Initiative on
a D6 (6 always fails). If this roll is failed then the model sustains a hit
equivalent to the vehicles ram value.
KHORNE DAEMONIC VEHICLES ONLY |
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Vehicle - +5 Points per
Weapon
COMBI-BOLTER
The combi-bolter is the standard armament for Chaos Space Marine
Terminators. However, it is not uncommon to find them mounted on Chaos Space Marine
vehicles for additional fire power. Any member of the crew can fire the
combi-bolter, though they may not drive, fire other weapons, etc. if they do so.
Alternatively, troopers from squads being transported may fire the combi-bolter instead of
firing their weapons through hatches or firing slits. Models firing combi-bolters
may not be targeted seperately. The combi-bolters follow all rules for combi-weapons
as printed in Codex Chaos. Chaos Space Marines may rapid fire with combi-bolters if
the vehicle is stationary or moving at slow speed.
CHAOS SPACE MARINE VEHICLES ONLY |
Vehicle - +5 Points per
Weapon
DAEMONIC POSSESSION
This card may only be chosen for fully enclosed vehicles or dreadnoughts.
The vehicle has no crew, instead it is possessed by a daemon. Its hatches are
welded shut and sealed with sigils and runes of Chaos. If the vehicle had atroop
carrying capability then it can no longer carry any troops. The daemon controls the
vehicle and can fire all of its guns using its BS of 5. If the vehicle is a
dreadnought it fights with a Ws of 5 as well. Any damage results that crew are
killed have absolutely no effect. The vehicle has an aura of pure evil and causes
terror. If the vehicle is destroyed, then its daemon will disappear back into the
warp. If the Chaos army loses all its Champions bearing a Mark of Chaos, then the
daemon will be banished along with the other daemons,dsiabling the vehicle.
CHAOS VEHICLES ONLY |
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Vehicle - 25 Points
WARP AMP
This card may be chosen if your army includes at least one squad of Noise
Marines and may only be fitted to Land Raiders, Predators and Rhinos. The vehicle is
equipped with a device designed to amplify emotions by projecting resonant warp energies
from rune-encrusted horns and pipes which sprout from the vehicle. The closer a
creature comes to the warp amp the harder it is to maintain discipline and concious
thought. Enemy model within 18" of the warp amp suffer a -1 penalty to their
Leadership score when taking Break or psychologt tests. Within 12" the penalty
increases to -2 and within 6" it increases to -3.
SLAANESH DAEMONIC VEHICLES ONLY |
Vehicle - 45 Points
CORUSCATING WARP FLAME
The vehicle is covered with weird gargoyles that constantly chatter
incantations and breathe great gouts of Tzeentch warp fire. This covers the vehicle
in a sheet of sorcerous flames which consume enemy troopers and psychic powers. Any
psychic power used against the vehicle or a model within 3" of it will be nullified
on a D6 roll of 4 or 5. On a roll of 6 the power is nullified and it must be
discarded for the rest of the game. If the vehicle is attacked in close combat it
will inflict D6 hits with a Strength of 4+d6 divided among the models in base contact with
it. Make a single roll for the Strength of all the hits. Each hit inflicts one
wound with a saving throw modifier of -1 for each point of Strength above 3.
Surviving enemy models may then attack.
TZEENTCH DAEMONIC VEHICLES ONLY |
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