|
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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 ampl | |