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