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Wargear Cards from Chapter Approved. These are not mine (they come from this webpage http://www.gobiel.com/sonsofruss/wargear.htm ) and have numerous typos. : P
Citation preview
++ 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
missunless the attack uses a template or blast marker
and the field fails to get him out of the area of
effect. A displacer field will not work against a
Vortex grenade. 3+ Unmodified save, move d6" in a
random direction
A scanner can detect living matter and
energy of any kind within 24" of the
user. Readings will indicate concentrations
of tissue and energy such as groups of
creatures or vehicles. The scanner is capable
of differentiating between animals and
vegetation and can read through rock up to 5
meters thick. The main military use of the
scanner is for finding hidden troops which
are automatically detected if they are within
24".
Detects hidden troops within 24"
Psycannon
30 Points
Bionic
Leg
3 Points
The psycannon is a weapon specially constructed to damage psykers and
daemons. It uses storm bolter components but the bolts themselves are
heavily impregnated with psychic energy. The psycannon may be fired
in the shooting phase. Against daemons and psykers the psycannon
wounds automatically and daemons get no saving throw. In
addition, each time a psyker or daemon is damaged by a psycannon it will lose the use of one psychic power (picked randomly) for the rest of
the battle.
Many veteran warriors proudly carry a
bionic leg from some fearsome battle of the
past. A model equipped with a bionic leg
gains +1 attack to its Attack characteristic
and can make a special kick attack if it wins
a round of hand to hand combat. The model
can only make one kick attack, regardless of
how much it beat its opponent's Combat
Score by. The kick attack is resolved at +2
to the model's Strength and inflicts d3
damage. If the target is no bigger than the
model with the bionic leg it is also knocked
back d3" by the kick.
Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special
0-8 8-16 +2 +1 4 1 -2 d6+4 sus. fire- 1 dice
IMPERIUM ONLY
Aegis Suit
18 Points
Power
Field
35 Points
An aegis suit is a close-fitting mesh of
psycho conductive filaments which dissipate
dangerous amounts of psychic energy. It is
normally woven into clothing or hard wired
into armor, hence an aegis suit may be
combined with physical armor and/or force
fields. A model wearing an aegis suit gains
a saving throw of 4, 5 or 6 on a d6 against
any enemy psychic power used against it.
A power field is an invisible bubble of pure energy
craeted by a large, cumbersome generator. A
personal power field provides excellent protection
against shooting damage, giving a saving throw of 2
or more on a d6. This is not modified by weapon
save modifiers so it will always succeed on a roll of 2
or more regardless of the save modifier of the weapon
which hit it. However, in hand to hand combat the
power field offers no protection as an opponent can
easily get his weapon inside the power field bubble
and strike the wearer. In addition, a model carrying a
personal power field suffers the -1 penalty for being
encumbered in hand to hand combat.
Jump
Pack
10 Points
Hood of
Hellfire
25 Points
A jump pack permits its wearer to make a long powered leap instead
of its normal move. A jump can be made up to a distance of
18",reaching a height sufficient to clear most obstacles, vehicles and
models. Woods and single story buildings reduce the jump to 12". Roll
a scatter dice for the jumping model on landing: a roll of a hit indicates it's on target; an arrow indicates the model scatters d3" in the direction
indicated. When a model with a jump pack charges he may move up to
4" after he's landed to engage an opponent in hand to hand combat. A
model may make a jump, land and then shoot or throw a grenade but it
can't use a move or fire weapon. Models using jump packs leap in
slow, predictable curves so models firing at them do not suffer the
normal -1 to hit penalty for firing at a target moving 10" or faster.
The Hood of Hellfire may be worn instead of a
normal psychic hood. The Hood of Hellfire is a
psychic amplification unit built into a helmet or worn
over the head. The hood works by amplifying and
focussing the aggression of the wearer into a psychic
bolt. This power is used in the psychic phase and can
be nullified like any other psychic power. Roll 2d6
and add the wearer's Ld. This is the range of the bolt
in inches. The bolt is fired in a straight line at a target
within the wearer's line of sight. It causes d6 S5 hits
with a -2 saving throw modifier.
Aux. Grenade
Launcher
8 Points
Combi-Weapon
10 Points
This particular version of the auxiliary grenade launcher is small
enough to fit onto any weapon, including hand to hand combat weapons and may fired in addition to normal shooting. The grenade launcher is
loaded with either krak or frag grenades (choose which at the start of
the game). Other grenades may not be loaded during the game. A
model carrying an auxilliary grenade launcher may choose to shoot a
weapon and the grenade launcher in the same shooting phase with a -1
to hit modifier on both shots.
A combi-weapon is a combination of two basic
weapons, normally a boltgun and another weapon
such as a flamer, melta-gun or plasma gun. It was the
developement of combi-weapons which lead to the
invention of the Imperial Storm Bolter. At the
beginning of the game you must either write down or
declare to your opponent what type of combi-weapon
you have chosen from the following list. Bolter + Meltagun, Bolter + Plasma gun,
Bolter + Flamer or Twin Bolters (which
counts as Storm Bolter) Each shooting phase you can either fire just one
barrel of the combi-weapon as per the normal rules or
fire both bareels at the same target with a -1 to hit
modifier on both shots.
Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special
0-6 6-12 - -1 Krak 6 d6 -3 2d6+6
Frag 3 1 -1 d6+3 2" blast
IMPERIUM OR ORKS ONLY
Bionic
Arm
5 Points
Plasma Blaster
16 Points
A bionic arm makes for a powerful
enhancement of any warrior's skills, giving
him greatly amplified strength, reflexes, grip
and dexterity. A model fitted with a bionic
arm gains +1 to their Strength characteristic
for the purposes of hand to hand combat and
throwing grenades. The model also gains +1
initiative in hand to hand combat only.
After the initial combi-weapons led to the developement of the storm
bolter, Imperial artificers returned their attentions back to the combi-
weapon. The result was the Plasma Blaster. Due to the sheer bulk of
the power packs required only models in Terminator armor may use the
Plasma Blaster. The Plasma Blaster is not a liked weapon and you may
not fire it as a single plasma gun. The Plasma Blaster also takes a turn
to recharge, just like a normal plasma gun.
Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special
0-6 6-24 +1 - 7 1 -2 d6+4 2 sus. fire dice
SPACE MARINE TERMINATORS
ONLY
Servo-Arm
10 Points
Photon Beam
Searchlight
20 Points
The servo arm is a special auxilliary arm fitted onto a
harness. The Servo arm is linked to the user's neural
network and is equipped with lastorches, vibrosaws,
power drills and a large manipulative claw tp lift
heavy items of equipment. A model equipped with a
servo arm suffers no penalties for carrying heavy
equipment or heavy weapons and counts as two crew
members if he is crewing a support weapon or
operating a vehicle or equipment. A model equipped
with a servo arm rolls one extra dice in hand to hand
combat.
The Photon Beam Searchlight is a high-powered searchlight which is
able to flash in short bursts blinding enemy models who aren't wearing
eye protection. Because of the large amounts of power needed to
illuminate the Searchlight's magnesium element only models wearing
Terminator armor may use the Photon Searchlight. The Terminator can
fire the Photon Searchlight in addition to his normal firing. Place the
flamer template with the tip touching the Terminator. Any model
wholly under the template is hit by the flash and any model whose base is partially under the template is hit on the d6 roll of 4, 5 or 6. A model
hit by the Photon Beam is affected exactly as if hit by a Photon Flash
Flare, see the Warhammer 40,000
Wargear book.is partially under the template is
hit on the
TECHMARINES, TECH-PRIESTS AND SQUAT ENGINEERS ONLY
SPACE MARINE TERMINATORS ONLY
Auto-Launchers
5 Points
Conversion Field
10 Points
Suits of Terminator armor can be fitted with a special harness containing a set of auto-launchers similar to those used on
vehicles. The auto-launcher carries three grenades of the same type
which are fired all at once. The Terminator can trigger the auto-
launchers in addition to his normal firing. The first grenade hits a point
exactly 6" away in the Terminator's 90º fire arc. The other two deviate
d3" away from the target point. Auto-launchers may be pre-loaded
with frag or blind grenades (blocks LOS).
A conversion field converts incoming energy into light, giving the bearer an additional saving throw of 4, 5 or 6 on a d6. This extra save is taken before an armor save and is not subject to saving throw modifiers so it always succeeds on a 4, 5 or 6. A successful save causes a blinding flash of light that illuminates an area with a radius equal to the Strength of the attacker or weapon in inches. Any models within this area that have no eye protection will be blinded on a roll of 4, 5 or 6 on a d6 until the beginning of their next turn. Models that are blind cannot move or shoot and fight in hand to hand combat with a WS of 1. 4, 5 or 6 Unmodified save Blinds unprotected troops on 4, 5 or 6.
Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special
6 - - 3 1 -1 d6+3 2" blast 6 - - Blocks LOS - 2" blast
SPACE MARINE TERMINATORS
ONLY, DISCARD AFTER USE
Frenzon
5 Points
Teleport Jammer
20 Points
Frenzon is a drug that can be used to induce the
psychological effects of frenzy or hatred for the rest
of the game. The psychology effects are automatic
and no test is made against Leadership. Only one
psychological state can be induced at a time. A single
dose of frenzon antidote (contained in the frenzon
dispensing device) will negate the induced
psychological state. However, repeated use of
frenzon is dangerous to the subject. Every time a
dose is adminstered after the first roll a d6 for the
model affected: on a roll of 1 the model suffers d3
wounds.
A teleport jammer emits a constant signal which
interferes with teleport beams, making teleporting
into its area of effect very difficult and
dangerous. The jammer has a 36" radius of effect. If
anything attempts to teleport into this area the player
with the jammer can force the teleporting troops to
roll for scatter a second time after they have rolled
scatter from their original target point. In addition,
the teleporting troops will be destroyed if they roll a
double 1 or a double 2 on the distance dice for either
scatter roll. The teleport jammer does not affect
psykers using their powers to teleport.
Immune
5 Points
Targeter
2 Points
immune is a broad-band immunisation whic
protects the body against bio-warfare
attacks, a variety of toxins and dangerous
levels of radiation. A character equipped
with Immune totally ignores the effects of
the following grenades: choke,
hallucinogen, rad, scare, toxin and virus.
Targeters are devices which combine various
optical and electronics sights. A model using a
weapon with a targeter gains a +1 modifier on
its roll to hit with that weapon. Targeters are
always fitted to specific weapons, so a character
armed with a plasma gun with a targeter and a
bolt pistol would get +1 to hit when he was
shooting with the plasma gun bot not with the
bolt pistol. Targeters may not be interchanged
between weapons during a battle.
Psychic Hood
25 Points
Haywire Grenade
10 Points
A psychic hood is in fact a web of fine wires and
crystals set into a helmet or worn over the
head. The effect of the psychic hood is to amplify
a psyker's ability to disrupt manipulations of the
warp by another psyker, making it easier for him to
nullify psychic powers. This means a psyker
wearing a psychic hood is allowed to reroll the dice
throw when he attempts to nullify psychic powers.
Haywire or scrambler grenades emit a powerful burst of
electromagnetic interference which scrambles delicate circuits and
overloads instrumentation. Haywire only affects vehicles,
dreadnoughts, robots, Wraithguard and Terminators. Its burst covers a
1.5" radius, roll to hit and scatter as for a normal grenade. Vehicles etc.
hit by a Haywire grenade are penetrated automatically. Roll to hit
locations covered by the template a snormal and then roll on the appropriate damage table. However, the pulse is unlikely to destroy a
vehicle, dreadnought, etc. so deduct -1 from the damage roll. Vehicle
crewmen or Terminators hit by a Haywire grenade suffer a S3 hit
causing 1 wound with no armor save possible. Discard ths card after
use. Penetrates armor automatically
PSYKERS ONLY DISCARD AFTER USE
Storm Shield
10 Points
Refractor Field
5 Points
A storm shield is a large plasteel plate which contains
a small but potent power field generator, because of
this they are also known as power shields. Once
activated, the Storm Shield is surrounded by a
glowing blue field of energy which emits crackling
lightning when it is used to parry a blow. A model
equipped with a Storm Shield receives an extra armor
saving throw of 4, 5 or 6 against shooting or hand to
hand combat damage from the model's front 90º
arc. This saving throw ignores normal save
modifiers and therefore offers a save even against
weapons with large negative modifiers such as
lascannons and power weapons. A Storm Shield
may be used to parry.
A refractor field is an energy bubble projected by a
small generator no larger than a pistol holster. It
operates by dispersing the energy of incoming shots
and close combat attacks over the total area of the
field. One unfortunate side effect is that when the
field is switched on it produces a hazy band of light
which makes it impossible for the wearer to
hide. The refractor field gives its wearer an extra
saving throw of 5 or 6 on a d6. This save is always
taken before a save for armor (if any) and is not
subject to saving throw modifiers, so the save is 5+
whether the field is hit by a lascannon or a bolter.
5+ Unmodified save
Combat Drugs
25 Points
Cameleoline
5 Points
Frenzon is the best known and cheapest combat drug
but there are others - Stim, Gamma Æ, Rage and
Satrophine. A character equipped with combat drugs
may use them at any time with immediate effects on
his characteristics. The character speeds up (Mx2,
Ix2, Ax2) and becomes harder to injure (T+1) and
stronger (S+1). At the end of each of the character's
turns roll a d6: on a roll of 5 or 6 the character
suffers 1 wound with no armor save possible as the
drugs ravage his system. The effects of the drugs last
until the character suffers a wound for any reason at
which point this card is discarded and the model's
characteristics return to normal. Combat drugs may
not be used with frenzon.
Cameleoline is a rare artificial subsatnce which can
be woven into the structure of most fabrics. Morphic
polymer chains in the material automatically take on
the colors and textures of their surroundings. The
result is that after a second or two of motionlessness
the wearer appears to fade into the background,
offering chameleon-like protection from prying
eyes. All shots fired at a stationary model wearing
cameleoline suffer a -1 to hit modifier in addition to
the normal to hit modifiers for cover etc. If the model
hides, troops that move into position to see the hiding
model or move within their Initiative distance, will
only detect him rather than spotting him.
USE ONCE AND DISCARD
Warp Jump
30 Points
Toxin Grenade
15 Points
A warp jump is an ancient alien device which allows
a single model to teleport. A model equipped witha
warp jump may teleport to any point on the battlefiels
during its movemnet phase instead of moving
normally. Roll a scatter dice to see if teh model
teleports on target: a "hit" means it is on target, an
arrow means it scatters 2d10" in the direction
indicated. However, if a double 1 is rolled on 2d10
for deviation the model is lost in the warp, never to be
seen again. The model may shoot and fight in hand
to hand combat on the turn it teleports but it doesn't
count as charging if it teleports directly into hand to
hand combat. For further details on teleporting troops
see the teleporter rules in the Warhammer 40,000
Wargear book.
When a Toxin grenade explodes it showers the area
with a cloud of deadly poison. Determine where the
grenade hits as normal and place a 1.5" blast marker
there. Every unprotected model under the blast
marker is killed on a roll of 2 or more. Troops with
some form of protection are killed on a d6 roll of a 3
or more. Enclosed vehicles and troops wearing
sealed armor ( Space Marines and Aspect Warriors),
Tyranids and their creatures such as Genestealers (but
not including crossbreeds like Genestealer Hybrids)
cannot be affected. The toxin gas cloud remains on
the table. At the beginning of each side's turn one
player rolls a d6 and consults the chart in the Wargear
book.
DISCARD AFTER USE
Virus Grenade
50 Points
Seeking Ammo
5 Points
The Virus grenade contains a lethal genetically tailored
virus. Determine where the grenade hits as normal and place a 2" blast marker there. Everything under the blast marker is killed on a d6 roll of
3 or more unless protected by sealed armor (Space Marines, Aspect
Warriors, enclosed vehicles). Protected troops survive
automatically. Do not remove models killed straight away. Instead lie
the model down and test to see if the mutating virus spreads to nearby
troops. Roll a d6 to establish the contact range in inches for the
virus. Any normally vulnerable model within the contact range of a
victim is killed on a d6 roll of 4,5 or6. Every time a model is killed roll for the contact range for that model and work out if models within
this range are killed. Once there are no more victims within the contact
range the virus has mutated into a safe form and there is no further
effect.
Seeking ammo may only be used with projectile
weapons such as boltguns. The projectiles are fitted
with tiny thrusters and a rudimentary robot
brain. When you fire a shot using seeking ammo you
do not use the firer's Ballistic Skill or any modifiers
to hit for speed, cover etc. The seeking ammo will
always hit its target on a roll of 2 or more on a
d6. Seeking ammo can also be fired at targets which
are hidden or out of sight as long as the target is
detected (by a scanner or another model for example)
and lies within weapon range. Seeking ammo may
not be used in combination with other kinds of special
ammo.
DISCARD AFTER USE USE ONCE AND DISCARD
Force Rod
15 Points
Nemesis Force Weapon
20 Points
A force rod is prized because it can absorb prodigious
amounts of psychic energy into its helix-shaped
central core. At the end of the psychic phase unused
force cards may be stored in the force rod instead of
being placed on the warp discard pile. The rod may
store a maximum of 3 force cards. Stored force
cards may be retrieved from the rod and used in
subsequent psychic phases. In hand to hand combat
the force rod increases the wielder's Strebgth
characteristic by a number equal to his mastery level
and wounds daemons automatically with no saving
throw possible.
Nemesis force weapons are used exclusively by the daemon hunters of the Imperium. At the end pf the psychic phase one or two unused force
cards may be stored in the Nemesis weapon instead of being placed on
the warp cards discard pile. Stored force cards may be retrieved from
the weapon and used in subsequent psychic phases. In hand to hand
combat the Nemesis weapon increases the wielder's Strength by a
number equal to his mastery level and wounds daemons automatically
with no saving throw possible. The wielder can also expend stored force cards to cause extra damage when he hits daemons in hand to
hand combat. Expending one force card inflicts d3 wounds per hit,
expending two force cards inflicts d6 wounds per hit. The Nemesis
force weapon can be used to parry and incorporates a built-in storm
bolter which may be fired normally in the shooting phase.
PSYKERS ONLY INQUISITORS & GREY KNIGHTS
ONLY
Medi-Pack
10 Points
Digital Lasers
6 Points
A medi-pack is an advanced automated medical machine. To use the
machine a model carrying it must move into base to base contact with
his patient during his own turn and remain there through the shooting and close combat phases doing nothing else. At the end of the close
combat phase the medi-pack can do one of the following:
1 Restore 1 wound to a wounded but still living character.
2 Restore a model reduced to 0 wounds to 1 wound on a roll of 5 or
6 on a D6.
3 Restore the vision of any blinded model.
4 Cure the effects of any non-fatal gas type.
5 Negate any psychological effects in a model.
Digital lasers are concealed weapons fitted into finger rings or knuckles
of a glove. Digilasers do not prevent a model using any other
weapons. They are automatically fired at the start of hand to hand
combat against opponents in base to base contact, before any dice are rolled and regardless of whose turn it is. The shots are worked out
exactly the same way as normal, the wearer blasting away at point
blank range as his attackers close. The digilasers get three shots, which
may be divided amongst multiple opponents if desired. Once close
combat has started the digilasers have no effect, the model doesn't gain
any extra attack dice for having them.
Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special
Close Combat 3 1 -1 d6+3 See above
Digital Lasers
6 Points
Combi-Weapon
10 Points
The graviton gun affects the local gravity field and charges the weight
of objects, making them far heavier than normal. A target hit by a
graviton gun is always affected, no damage roll is required. A living
target is immobilised for the remainder of the game and may not move or shoot, although a psyker may continue to use his powers. If the
target is a vehicle, roll for hit location as normal but ignore armor
penetration. Roll for damage on the appropriate vehicle location
damage chart(s) adding +1 to the dice score. Against buildings roll to
hit and if a hit occurs roll for damage and add +1 to the result.
A combi-weapon is a combination of two basic
weapons, in this case a bolter and a melta-
gun. It was the developement of the combi-
weapons which lead to the invention of the
Imperial storm bolter. Each shooting phase you
can either fire just one barrel of the combi-
weapon as per the normal rules or fire both
barrels at the same target with a -1 to hit
modifier on both shots.
Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special 0-8 8-16 +1 - See above - Auto 1" blast marker
IMPERIAL TECH-PRIESTS AND SQUAT ENGINEERS ONLY
Combi-Weapon
10 Points
Master-Crafted Plasma
Pistol
15 Points
A combi-weapon is the combination of two
basic weapons, in this case abolter and a
plasma gun. Each shooting phase you can
fire just one barrel of the combi-weapon as
per the normal rules or fire both barrels at
the same target with -1 to hit modifier on
both shots.
A weapon crafted by a master armorer and ornamented by the greatest
artists is a worthy weapon for a warrior. Such weapons are treasured
possessions for those lucky enough to receive them. The energy source of a master-crafted Plasma pistol
is far superior to that used in a normal Plasma
pistol. The weapon does not have to recharge for a
turn after it has been fired-it can be fired every turn if
desired.
Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special
0-8 8-24 +2 -1 6 1 -1 d6+6 See above
Imperial Guard:
Claw of the Desert
Tigers
16 Points
Crushing Arm of
Kamir
20 Points
This is an ordinary power sword, yet it has been beautifully encrusted with the emblems of N'go craftsmen. It's appearance has raised it to legendary status, so that in Al'Rahems hands it is regarded with awe by his friends and with fear by his foes. To represent this, the Claw of the Desert Tigers causes the wielder to be feared by his enemies. The rules for fear apply as described in the Psychology section of the Warhammer 40,000 rulebook.
Mogul Kamir's arm acts in unison with his special
bionic eye to provide a unique guidance system.
In addition the arm is tremendously powerful and can crush an enemy that has been gripped. To
represent this calculate the number of hits scored
in hand to hand combat as normal. Once you know
how many hits Mogul has inflicted then the
Crushing Arm has successfully gripped the
enemy-in which case the number of hits already
inflicted is automatically doubled. If the d6 roll is
greater than the number of hits already inflicted or is 6 regardless of the number of hits, then the arm
has failed to get a grip and no extra hits are caused.
AL'RAHEM ONLY MOGUL KAMIR ONLY
Eye of the
Falcon
2 Points
Battle
Claw
10 Points
Mogul Kamir's bionic eye has an
electromagnetic link built into his bionic
arm. This combines to act as a special
targeter, adding +1 to hit with any
weapon fired.
This Ork battle claw has been modified for
Commissar Yarrick by Imperial artificers
and
utilizes a power field to create a weapon
comparable to a power fist.
Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special
Close Combat Only +1 - 8 1 -5 d6+d20+8 2 sus fire.
MOGUL KAMIR ONLY YARRICK ONLY
Force Field
20 Points
Bale Eye
5 Points
Yarrick is protected by a powerful force field
that reduces the energy of incoming
shots. The force field is not entirely reliable,
sometimes offering invulnerability and
sometimes proving almost
worthless. Whenever Yarrick is hit roll a D6
and deduct the score of the strength of the
attack. If reduced to strength 0 or less the
attack is stopped completely. The force field
has no effect on special attacks that do not
have a strength.
Yarrick's Bale Eye bionic implant
incorporates a deadly laser. The Orks said he
could kill with a glance and indeed they were
right, a superstition that Yarrick was able to
exploit to his advantage. The Bale Eye can
be used once at the start of each hand to hand
combat phase. It automatically hits any one
model already engaged in hand to hand
fighting against Yarrick.
Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special
Close Combat +1 - 4 1 -1 d6+4 -
YARRICK ONLY YARRICK ONLY
Legion of the Damned:
Animus Malorum
Free
The Animus Malorum is an ancient relic taking the
form of a skull whose eyes blaze with light when its
power is unleashed. During the psychic phase, the
power of the Animus Malorum may be targeted at a
single enemy model within 12". You may use
between 1 and 3 Force cards to power the skull. Roll
a d6 for every Force card used. If the result is more
than the target's Leadership value then it's soul is
sucked from it's body - the model is dead regardless
of wounds or armor. If the target is killed then you
may ressurect a dead Legion of the Damned model,
placed within normal unit coherency. This may not
be used to increase the size of the unit beyond its
original size. The power of the skull may be nullified
like a psychic power, requiring a 4+ to successfully
nullify.
SERGEANT CENTURIUS ONLY
Orks:
Kustom Force
Field
20 Points
Squig Attack
Arm
3 Points
A kustom force field is an Orky device
which careens wildly from providing virtual
invulnerability to little more than an
embarrassing crackle as shells whistle
straight through it! Whenever an Ork
equipped with a kustom refraktor field is hit
roll a d6 and deduct the result from the
Strength of the incoming hit. On a roll of 6
the hit is automatically stopped but the Ork
suffers an S3 hit instead as the field shorts
out and gives him a nasty shock. If the field
shorts out this card is discarded immediately
The squig attack arm is a special bionik replacement
which incorporates a cage containing a dangerous
gnasher squig. In hand to hand combat the Ork
automatically unleashes the squig as its opponent
closes in so resolve the attack during the hand to hand
combat phase before any attack dice are rolled. The
Ork's opponent suffers an automatic Strength 5 attack
with no saving throw modifier from the squig, after
which the creature either crawls off to digest the
chunk of flesh it's bitten off or is killed by the
opponent. This means the squig attack arm may only
be used once per game.
ORKS ONLY ORKS ONLY-DISCARD AFTER USE
Spike
Arm
5 Points
Gyro-Stabilized
Monowheel
8 Points
a spike arm often appears to be just a normal
bionik arm, but concealed along the the
length of the arm are sets of retractable
spikes or blades. In close combat the arm
can be used to grip an opponent and then
impale them as the concealed spikes slam
into position. This gives the Ork +1 WS in
hand to hand combat and means that the Ork
always counts as having higher Initiative in
the case of the Combat Scores being drawn.
The gyro-stabilized monowheel is always
popular with Orks addicted to the
exhilaration and excitement induced by high
speeds. An Ork with a gyro-stabilized
monowheel increases its Movement
characteristic to 8", so it can "run" or charge
up to 16". However, the Ork may not cross
obstacles of any kind and will suffer a S5 hit
if it attempts to do so and it may not run or
charge through woods or difficult and very
difficult ground.
ORKS ONLY ORKS ONLY
Weirdboy
Staff
5 Points
Steel
Skull
5 Points
All Ork Weirdboyz carry a copper staff to
help them earth excess Waaagh! power and
stop their heads from
exploding. Particularly valued or powerful
Weirdboyz eventually get hold of a special
Weirdboy staff which is made of strange
copper alloys and inscribed with ancient
Orky glyphs. A weirdboy staff is a force
weapon so the Weirdboy can add his
mastery level to his Strength and wounds
daemons automatically in hand to hand
combat. The Weirdboy may also reroll the
dice for his Waaagh! test if he fails the first
roll.
Nasty head injuries mean that this Ork has
had a large part of its cranium replaced with
steel plates. This has the advantage of
making the Ork hard to hurt, even by Ork
standards! The Ork gains +1 on its
Toughness characteristic for having a steel
skull. However, the Ork also suffers
occasional bouts of Madboy-like behavior
and is subject to the rules for Madboyz given
in the Codex Imperialis book.
ORKS WEIRDBOYZ ONLY ORKS ONLY
Kustom
Blasta
30 Points
Teleskopic
Legs
5 Points
A kustom blasta is a big rocket launcher or grenade
lobber fitted with an Ork Mekboy's speshul kustom
warheads. The kustom blasta has an unpredictable
blast marker witha d3" radius-roll for the size of the
blast marker each time the weapon is fired. It also
has a variable Strength which is rolled on the artillery
dice each time it is fired, giving it a Strength of
between 2 and 10. If a misfire is rolled on the
artillery dice the kustom blasta has exploded! The
blasta is destroyed and the Ork carrying it suffers and
S4 hit.
Teleskopic legz are an invention of pure
Orky cunning. An Ork with teleskopic legz
gains +2 to its Move characteristic and
doesn't suffer any movement penalties for
crossing obstacles up to 2" high. The Ork
can also raise itself up by 2" in the shooting
phase, allowing it to see and shoot over
intervening terrain and obstacles more
easily. Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special
0-16 16-36 - -1 Art. dice 1 -1 Various d3" blast
ORKS ONLY ORKS ONLY
Kustom
Shoota
20 Points
An impressive-looking kustom shoota is an Ork
Mekboy's pride and joy. It fires long, ragged bursts
of shots with a hugely variable effect. The kustom
shoota has sustained fire, rolling 2 dice. It also has a
variable Strength which is rolled on the artillery dice
each time it is fired, giving it a Strength of between 2
and 10. If a misfire is rolled on the artillery dice the
kustom shoota has exploded! The shoota is destroyed
and the Ork carrying it suffers an S4 hit.
Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special
0-12 12-32 +1 -1 Art. dice 1 -2 Various sus. fire 2 dice
ORKS ONLY
Sisters of Battle:
Book of St.
Lucius
5 Points
Phial of Dolan
10 Points
This holy artifact contains the sermons of the
famed Confessor, St. Lucius of Agathea. A
member of the clergy reading from the
ancient tome can inspire those around
him. Any troops within 8" of the character
at the start of the rally phase may use the
character's Leadership value for their test to
rally. They may attempt to rally even if
they are not in cover or would otherwise not
be able to do so.
Anyone who drinks the contents of one of
these crystal bottles is filled with the
strength and determination of Dolan, the
Great Confessor. The character may drink
the contents of the phial at the start of any
turn. For the rest of the player's turn the
character's Strength and Toughness are
increased by D3 each (roll seperately), to a
maximum of 10.
ONE USE ONLY
ADEPTUS MINISTORUM RELIC ADEPTUS MINISTORUM RELIC
Cloak of St.
Aspira
5 Points
Tears of the
Emperor
15 Points
Leading a force from the Order of the
Bloody Rose, the Canoness St. Aspira
liberated almost a hundred worlds from the
grip of the heretic Denescura. Her
magnificent fur and velvet cloak is said to
ward away blows of the enemy. A character
wearing the cloak may add +1 to any armor
saving throws they make due to physical
armor. This does not apply to saves from
fields or saving throws of any kind. Only
one cloak may be worn.
There are many stories of statues of the
Emperor and other icons of faith weeping
blood-like tears. These tears are collected in
ornate crystal bottles and they are a potent
weapon against the forces of Chaos. The
phial can be thrown just like a grenade and
uses a 2" blast marker. Any daemon
affected takes a wound on a D6 roll of 4+
and receives no saving throw for its
daemonic aura.
ADEPTUS MINISTORUM RELIC ADEPTUS MINISTORUM RELIC
Rosarius
10 Points
Litanies of
Faith
8 Points
Awarded to those of great faith, a Rosarius is the
shield of the Emperor and contains a conversion
field generator. A conversion field gives the
wearer an unmodified saving throw of 4, 5 or 6 on
a d6. Any models within a radius equal to the
attacking weapon's Strength may be blinded. See
the Warhammer 40,000 Wargear book for more
details.
It may take a single Adept the whole of his life to
write out a scroll containing the Litanies of
Faith. The bearer cab choose certain hymnals and
chants to inspire their followers to greater feats of
faith. A character leading a squad in the Sacred
Rites with the Litanies of Faith can roll two dice
and choose which result to apply.
ADEPTUS MINISTORUM RELIC ADEPTUS MINISTORUM RELIC
Staff of Belief
12 Points
Simulacrum
Imperialis
5 Points
Carved of wood taken from the massive trees
lining the Garden of Saints, the Staff of Belief is a
potent symbol of faith and devotion. The Staff is a
hand to hand combat weapon and requires both
hands to wield. It adds +3 to the users Strength
and may be use to parry. Daemons receive no
daemonic aura save for hits inflicted by the Staff of
Belief.
Wrought from the bones of a great saint, a
Simulacrum Imperialis inspires those around
it to their greatest efforts. Any unit within
line of sight to the Simulacrum
automatically passes the first Leadership test
it is required to make in the game.
ADEPTUS MINISTORUM RELIC ADEPTUS MINISTORUM RELIC
Medicus
Ministorum
150 Points
Praesidium
Protectiva
8 Points
Using the relics contained within this rare
scentwood box, a character can cure all manner of
injuries and ailments. I f the character can reach a
model in the turn after it is wounded, there is a
chance they may be healed. The character must
spend their shooting phase and their close combat
phase doing nothing. At the end of the turn, if the
character passes a Leadership test, he may heal 1
lost wound on the injured model. A model reduced
to 0 wounds may be raised to 1 wound in this
way. Characters cannot heal themselves.
Believed to contain shards of armor worn by the
Emperor himself, a Praesdium Protectiva is shaped
like a highly ornate shield. It requires a free hand
to use, may parry a close combat blow made from
within the character's front arc and confers an
unmodified saving throw of 4+ on 1d6 against
hand to hand attacks. In addition, if a roll of 6 is
made for the saving throw, the attacking model
receives a hit instead-roll to wound and make
saving throws as if the model were hit by its own
weapon. The Praesidium Protetciva has no effect
on shooting damage.
ADEPTUS MINISTORUM RELIC ADEPTUS MINISTORUM RELIC
Brazier of Holy
Fire
18 Points
Flail of
Chastisement
8 Points
It is claimed that this ornately wrought torch will light the faith and
shroud the heretic in darkness. In battle the brazier can be swung like a
weapon, setting fire to the wielder's foes with its flames. It can also be
used to project a jet of flame over a larger distance. The Brazier of
Holy Fire has the profile below. Any model hit in hand to hand combat will be set on fire on a D6 roll of 4+ (see the Flamer entry on
p23 of the Wargear book). In addition, once per battle the Brazier can
be used to project a jet of flame, resolved using the rules and profile for
a heavy flamer. The character can move and fire in this way as the
Brazier itself is not a heavy weapon, it just has the effects of one!
The Flail of Chastisement is barbed with small
hooks which grip the target's flesh and constrict it
as it struggles. The Flail is used in hand to hand
combat with the following profile. If a target is
wounded by the Flail but not killed, it loses D3
Attacks in the next round of combat reducing its
attacks to a minimum of 1.
Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special
Close Combat 5 1 -3 2d6+d3+5 Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special
Close Combat 5 1 -1 2d6+5
ADEPTUS MINISTORUM RELIC ADEPTUS MINISTORUM RELIC
Blade of
Admonition
7 Points
Axe of
Retribution
18 Points
The Blade of Admonition is polished to a mirror finish and
is said to reflect the true face of those who look at it. The
bearer of the Blade of Admonition causes fear as described
in the Warhammer 40,000 rulebook. The blade may be
used in close combat with the following profile.
The Axe of Retribution is styled upon the famous Axe of
Chalcydon borne by Saint Jason of Huale. Its massive
double-bladed headed is studded with jewels which rend the
flesh of those it strikes. The Axe may be used in close
combat with the following profile.
Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special
Close Combat 5 1 -2 2d6+5 Parry Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special
Close Combat 6 d61 -1 2d6+d12+6
ADEPTUS MINISTORUM RELIC ADEPTUS MINISTORUM RELIC
Purity Seal
8 Points
A Purity Seal is a mark of great faith and strength of
mind. A character bearing a Seal is not affected
by fear or terror. If the character is targeted by a psychic
attack, they will be unaffected on a D6 roll of 4+. This is
not a nullify, other models may be affected as normal even
if the character is not. Once the Purity Seal has
successfully protected its wearer once it may no longer be
used for the rest of the battle. Unlike other relics, a Purity
Seal can be taken by any character allowed to take
"Imperium Only" wargear and is counted as a Wargear
card.
ONE SUCCESSFUL USE ONLY
ADEPTUS MINISTORUM RELIC &
IMPERIUM ONLY
Space Wolves:
The Axe
Morkai
15 Points
The Wolf Helm of
Russ
50 Points
The Axe Morkai was taken by Space Wolves
Commander Logan Grimnar from a defeated
Champion of Khorne and it is imbued with the brutal
power of that blood thirsty god. The Axe was
reforged by the Iron Priests and engraved with with
the two heads of Morkai, guardian wolf of the Gates
of Death. The Axe has S6 and enemy suffering
wounds have a -3 save modifier. For each critical hit
scored in hand to hand combat (i.e. each attack dice
roll of a 6) add not +1 to the Combat Score but +d3
(1-2=1, 3-4=2, 5-6=3).
Tradition has it that this ancient helm was fashioned
by the Emperor's artificers and given to Leman Russ,
the Primarch of the Space Wolves. So long as the
Space Wolves warrior wearing the Helm of Russ
lives and is on the battlefield, any Space Wolves
characters or units that can see the wearer will
automatically pass any Break test or psychology test
they are required to take. In addition, the wearer
causes fear as described in the Psychology section of
the Warhammer 40,000 rulebook.
SPACE WOLVES COMMANDER ONLY
SPACE WOLVES ONLY
Nightwing the Psyber
Raven
10 Points
The Pelt of
Wulfen
10 Points
Night was fashioned for the Rune Priest Njal
Stormcaller by the Iron Priest Ulf Blackbrow
and is attuned to the Rune Priest's unique
brain pattern. Night Wing will fight in hand
to hand combat alongside Njal. Any
opponent will therefore always face two
enemies: Njal and Night Wing.
Night Wing has no Movement or
Leadership values but always moves
with Njal at all times.
This ancient pelt is from a massive Wolf of Fenris,
the largest ever slain by a warrior of the Space
Wolves. The ancient and venerable hide has been
interwoven with a modified cameleoline web. At
ranges of up to 10" the Pelt of Wulfen reduces the
enemy's chances of scoring a hit by -1. At 10-20" the
penalty is -2, at 20-30 it is -3 and so on, each extra
10" reducing the chance of hitting by a further -
1. These penalties apply to shooting (not hand to
hand fighting) and are in addition to other modifers
for cover, etc. M WS BS S T W I A LD
- 4 0 3 6 1 4 1 -
SPACE WOLVES RUNE PRIEST ONLY
SPACE WOLVES COMMANDER ONLY
The Hood of Gnyrll
20 Points
The Rune Staff Stormcaller
35 Points
The Hood of Gnyrll may be worn instead of
a normal psychic hood. The wearer begins
the battle with an additional psycic
power. If his mastery level is 1 he therefore
receives two psychic powers, if level 2 he
receives three , if level 3 he receives four
and level 4 psykers receive five.
This ancient rune staff absorbed so much power that
it eventually became a living thing in the hands of its
original owner Njal Stormcaller. At the start of the
game deal 3 cards from the warp deck. Any force
cards are retained within the rune staff, other cards
are returned to the deck. Further force cards may be
placed in the staff as they are dealt, up to a maximum
of three. During any psychic phase the force cards
may be used to power the wielder's psychic
abilities. Stormcaller also adds +1 to the wielder's A
and I and adds a Strength bonus equal to its wielder's
mastery level.
SPACE WOLVES RUNE PRIEST ONLY
NJAL STORMCALLER ONLY
Frostfang
10 Points
Frostfang is a mighty weapon crafted
centuries ago by the Iron Priest Fergus
Forgrim, the famed master craftsman of the
Space Wolves. Its chainsaw blade is
fashioned from arare metal whose secret
died with the ancient Iron Priest. It has a
superior profile as shown below.
Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special
Close Combat 5 d3 -2 2d6+d3+5 Parry
SPACE WOLVES ONLY
Ultramarines:
Banner of
Macragge
50 Points
Gauntlets of Ultramar
18 Points
The Banner of Macragge is a sold as the Ultramarines
Chapter itself. The banner records the campaign
history of the entire Ultramarines Chapter and is
carried to battle when the whole Chapter fights as
one. Many foes have balked at the sight of the
Banner of Macragge, knowing they face the entire
Ultramarines Chapter and certain defeat. The holder
of the banner and any Space Marine unit he is with is
immune to psychology and causesfear as described in
the Psychology section of the Warhammer 40,000
rulebook.
The Gauntlets of Ultramar are worn by the Master of
the Ultramarines. The gauntlets take the form of a
pair of power golves each with a built-in
boltgun. The gauntlets are worn as a pair so the
wearer recieves an extra attack dice in close
combat. In addition, the gauntlets allow the wearer to
deal with many opponents at once so opponents do
not receive any bonuses for multiple combats. The
gauntlets buitl-in boltguns fire together with the same
effect as a single storm bolter.
Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special
0-12 12-24 +1 - 4 1 -1 d6+4 1 sus. fire
dice
Close Combat only 8 1 -5 d6+d20+8
ULTRAMARINES ONLY LORD MACRAGGE ONLY
Rod of Tigurius
40 Points
The Rod of Tigurius is an extremely potent
force weapon, drawing the psychic energy
out of Tigurius and focussing it into a tight
beam of unstoppable ebergy. Any powers
used by Tigurius and channelled through the
rod cannot be nullified in the turn that they
are used. Every time a power is played
using the Rod of Tigurius, Tigurius suffers
d6-4 wounds.
CHIEF LIBRARIAN TIGURIUS ONLY
Vehicle Wargear:
Vehicle - 5 Points
SCYTHES This card may only be taken for bikes. The bike has
been equipped with wickedly sharp scythes for
cutting down enemy troops as the rider races past at
high speed. When the bike is used to make a hit and
run attack, before the actual attack is resolved, the
enemy model must roll equal to or under his Initiative
on a D6 (a 6 always fails). If this roll is failed, the
model takes a Strength four hit causing 1 wound with
a -1 save modifier. If the model is still alive or passes
its Initiative test, then resolve the hit and run attack as
normal.
Vehicle - 5 Points
SUPER-CHARGED ENGINE This card may only be taken for vehicles (including bikes and
skimmers) but not for dreadnoughts or other walkers. The vehicles
engine has been lovingly serviced and tinkered with by the driver, including having it rebored, gas flowed and fitted with a huge
supercharger. The supercharger can be used in any movement phase to
increase the vehicle's speeds as shown below. Roll the dice for extra
movement each time the supercharger is used. The extra movement
rolled doesn't have to be used unless you roll the maximum (6 and 12
respectively) in which case the additional movement must be used up.
Slow Speed Combat Speed Fast Speed
No change +D6 +2D6
Vehicle - 5 Points
SEARCHLIGHT
A searchlight is useful for spotting hidden
troops. When you use the searchlight place
a 2" blast marker anywhere within the line of
sight of the vehicle. Any hidden enemy
models completely or partially covered by
the marker are "spotted" if they are in or
behind soft cover (woods, bushes,
etc.). Models hidden in or behind hard cover
(walls, rocks for example) are "detected"
instead.
Vehicle - 10 Points
REINFORCED ARMOR The armor of this vehicle or Dreadnought has been
reinforced by having extra armor plates, track links,
sand bags and the like strapped to the outside. This
means that the vehicle's armor value is increased by 1
point on all of its hit locations apart from wheels or
tracks. Unfortunately the extra weight decreases the
vehicle's speed. Vehicles have their slow speed
reduced by 1", their combat speed reduced by 2" and
their fast speed reduced by 4". Dreadnoughts and
walkers have their movement rate reduced by 2".
Vehicle - 35 Points
NULL SHIELD A null-shield protects against psychic attacks and
works by projecting a field of negative psychic
energy which repels psychic power on contact. Every
time a psychic power is used on a vehicle or
Dreadnought with a null-field roll the scatter dice
first- on a roll of a "hit" the psychic power penetrates
the shield and works normally. If an arrow is rolled
the psychic power is deflected 2d6" away in the
direction indicated, passing over terrain and obstacles
but affecting the first model ( other than the vehicle
or Dreadnought) in its path. If the null-field is within
an area of effect marker caused by a psycic power it
will nullify the power on a roll of 4, 5 or 6 on a D6.
Vehicle - 30 Points
HOLO-FIELD The vehicle is fitted with a holo-field, similar to those
used by the deadly Eldar Harlequins. The holo-field
is a programmable hologram field that breaks up the
outline of the vehicles as it moves, creating a tiny
cloud of multi-colored fragments. When the vehicle
stops, its image coalesces back together into a solid
form. As log as the vehicle is moving, all shots fires
at it suffer an additional -1 to hit. If the vehicle
comes to a halt or makes a pop up attack then it does
not benefit from its holo-field. ELDAR SKIMMERS ONLY
Vehicle - 30 Points
TALONS The Falcon can find itself vulnerable to attack at close
quarters. To counter this the Eldar can fit Talons to
their vehicles. Talons consist of a series of pods that
are positioned on the vehicle's hull. Psychic nodes
linked to the pilot's helmet can unleash a great hail of
tiny psycho-conductive crystals, like tiny needles
only a few millimeters longs. The Talons shoot
automatically before close combat attacks against the
vehicle are worked out. Roll a D6 for each model in
hand to hand combat with the vehicle. On aD6 roll of
4 or more it is hit. If a hit is scored roll a D6. If the
score is equal to or more than the target's Toughness
then it suffers one wound with a -2 saving throw
modifier. Talons can be fitted to walkers, like
Dreadnoughts and War Walkers but at double the
normal points cost.
ELDAR VEHICLES ONLY
Vehicle - 20 Points
PSYCHO-SONIC
SCREAMERS
Psycho-sonic screamers may only be fitted
to Falcons and Vypers. The vehicle is
fitted with a series of vanes, that resonate as
the vehicle flies through the air. These are
fed into psycho-sonic amplifiers similar to
those used by the Howling Banshee Aspect
Warriors creating a bow wave of psycho-
sonic energy in front of the vehicle. The
resulting psychic scream can induce terrible
fear in enemy units and cause them to panic,
fleeing for cover. A vehicle fitted with this
card causes terror as described in the
psychology section of the Warhammer
40,000 ruelbook.
ELDAR VEHICLES ONLY
Vehicle - 5 Points
CRYSTAL TARGETING
MATRIX
The weapon systems of this vehicle have a
special targeting array similar to that used by
Dark Reaper Aspect Warriors. Special
crystal sensor arrays on the vehicle tarck and
spot potential targets. This information is
then fed directly to the weapons and the
gunner's helmet. A vehicle fitted with a
targeting matrix may ignore all to hit
modifiers for firing at fast moving targets.
ELDAR VEHICLES ONLY
Vehicle - 15 Points
SPIRIT STONE The vehicle has a spirit stone that contains the soul of
a dead Eldar warrior. This protects the vehicle
against psychic attacks and in times of great need can
be called upon to take over the role of one of the
crew. If the vehicle is assaulted psychically, then the
attack will be nullified on a D6 roll of 6. In addition,
if one of the crew is killed by any means, then the
spirit stone will take over with exactly the same
profile as an Eldar Guardian. If the dead crew
member is hit again, then the spirit stone is hit
instead. It has Toughness 4 and 1Wound. A vehicle
may only carry one spirit stone and dreadnoughts
can't use them at all. ELDAR VEHICLES ONLY
Vehicle - 25 Points/Location
CRYSTALLINE WEB Part of the vehicle is protected by tiny crystal spiders, similar to the
ones that protect the wraithbone of a craftworld. When the vehicle
location suffers damage the spiders can rebuild the damaged
area. Choose a location to fit the Crystalline Web to. If the location is
penetrated, your opponent should roll on the table below, instead of the
normal damage table. D6 Crystalline Spider Damage Table 1-2 The crystal spiders manage to completely repair any
damage and the vehicle is unaffected.
3 The damage is repairable but it will take a little time. If
the location has a weapon on it then it may not fire next turn
while the damage is repaired.
4-5 Roll a D3 on the location's damage table and
the Crystalline Web is destroyed. Further penetrating hits are rolled on the damage table.
6 Roll a D6 on the location's damage table and
the Crystalline Web is destroyed. Further
penetrating hits are rolled on the normal damage table.
ELDAR VEHICLES ONLY
Vehicle - 15 Points
SPECTRAL SHIELD
The hull of the vehicle is covered with tiny
outlets, allowing the vehicle to release a
gaseous substance that interferes with the
wavelength of laser energy, causing the
energy of laser shots to dissipate. If the
vehicle is hit by a laser weapon, the Eldar
player rolls a D6 and subtracts the score
from the armor penetration dice roll.
ELDAR VEHICLES ONLY
Vehicle - 25 Points
VECTORED ENGINES The jet engines of this vehicle have a highly advanced
system of vectored control planes that allow it to
commit breathtaking feats of aerobatics, even at high
speeds. This enhanced manoeuverability allows the
vehicle to negotiate through tight terrain, swinging
around to bring its weaponry to bear on many
targets. It is common for the cockpits of vehicles
fitted with these engines to be upgraded so that the
crew can cope with the excessive G-forces caused by
these manoeuvers. A vehicle fitted with vectored
engines may take double the number of turns it is
normally allowed to make. ELDAR SKIMMERS ONLY
Vehicle - +5 Points per weapon
STORM BOLTERS Many Imperial vehicles are fitted with storm bolters
mounted as auxiliary weapons. Because they have an
ample supply of ammunition these vehicle-mounted
storm bolters are less prone to jamming so reroll any
jams rolled on the sustained fire dice. Any member
of the crew can fire an auxiliary storm bolter but if he
does so he may not perform his usual task (i.e. fir ehis
weapon if a gunner or drive the vehicle if a
driver). Alternatively, troopers from squads being
transported may fire auxiliary storm bolters instead of
firing their own weapons through hatches or firing
slits. Models firing storm bolters may not be targeted
seperately by the enemy. IMPERIAL VEHICLES ONLY
Vehicle - 15 Points
BULLDOZER BLADE This card may only be taken for vehicles (excluding
bikes and skimmers), it may not be taken for
Dreadnoughts or other walkers. The "dozer" blade
increases the Strength of the vehicle's ram value by
+1 and adds +1d6 to the ram damage it inflicts. This
is in addition to the +D6 ram bonus against buildings
received by vehicles with a ram bar noted in the
Warhammer 40,000 rulebook. In addition to this, any
shots which hit the front of the vehicle's hull will hit
the blade on a roll of 4, 5 or 6 on a d6. If it is hit the
"dozer" blade adds +D6 to the vehicle's front hull
armor value for that shot only. If the vehicle's hull
suffers a penetrating hit from the front the bulldozer
blade is automatically wrecked and this card is
discarded. IMPERIAL VEHICLES
ONLY
Vehicle - 30 Points
HUNTER-KILLER MISSILE This card may only be taken for vehicles (excluding bikes and
skimmers), it may not be taken for Dreadnoughts. Hunter-killer
missiles are one shot weapons for use against heavily armored
targets. The missile is fitted with a robot brain so it is self-guiding and
doesn't require a crewman to fire it. The missile may only be fired at
vehicles, Dreadnoughts, buildings or similar targets. It always hits its target on a roll of 3+ regardless of range and to hit modifiers for target
size, speed, cover etc. if the missile hits work out damage using the
profile given below. Discard this card once the missile has been fired.
Strength Damage Save Mod. Armor Penetration
8 2d10 -6 2d10+d6+8
IMPERIAL VEHICLES ONLY
Vehicle - +10 Points per weapon
HEAVY FLAMER
Heavy bolters are often replaced with heavy
flamers on Imperial vehicles fighting in
built-up areas or jungles to give superior
close-in defense against infantry
assaults. This card allows you to upgrade
heavy bolters to heavy flamers on a vehicle
for an extra 10 points per weapon
upgraded. Twin linked heavy bolters may
be upgraded to a single heavy flamer for
free.
IMPERIAL VEHICLES ONLY
Vehicle - +5 Points per weapon
AMMO FEED
This vehicle card may be fitted to a vehicle's
heavy bolter. The heavy bolter has been
fitted with an ammo feed. The ammo feed
reduces the chances of the weapon
jamming. A heavy bolter equipped with an
ammo feed may ignore the first jam rolled
on the sustained fire dice each turn. This
means a heavy bolter with an ammo feed
will only jam if two jams are rolled
together. A twin-linked heavy bolter may
only have a single ammo feed.
SPACE MARINE VEHICLES
ONLY
Vehicle - 20 Points
RECON PACK This vehicle card may only be taken for Space Marine
attack bikes. The extra carrying capacity over a
standard bike allows them to be equipped for an
enhanced reconnaissance role, using their speed and
manoeuverability to scout ahead of the main
force. The collected data is transmitted via uplink
back to command HQ. A force which includes this
vehicle gains considerable strategic advantage. the
Space Marine player may add 1 to his strategy
rating. In Addition, on a d6 roll of 4+ you may force
your opponent to discard one of his Strategy
cards. Further vehicles with a recon pack will not
confer any extra bonuses. SPACE MARINE VEHICLES
ONLY
Vehicle - 30 Points
COMMAND COMM-LINK This vehicle may only be fitted to Space Marine
vehicles that have a character riding in or on
them. The vehicle is equipped with a command
comm-link, enabling it ot guide a Space Marine
attack. This allows a character to give orders and
command the rest of the force while leading from a
forward position -perfect for lightning raids and
assaults. when rolling to see which side goes first, a
Space Marine force that includes this vehicle may roll
two D6 and add their strategy rating to the best
result. Further vehicles with a command comm-link
will not confer any bonuses. SPACE MARINE VEHICLES
ONLY
Vehicle - 10 Points
NURGLE INFESTATION
The vehicle has been infected by Nurgle's
Rot. The vehicle is infested with pestilence,
decaying limbs and tentacles. The vehicle is
rotten to the core, slimy ooze covers the tank
and Nurglings clamber all over the
vehicle. The armor value of all the vehicle's
locations are increased by 1 point. In
addition, any model who attacks the vehicle
in hand to hand combat must roll equal to or
under their Initiative on a D6 (6 always
fails). If this roll is failed then the model
sustains a hit equivalent to the vehicles ram
value. NURGLE DAEMONIC VEHICLES ONLY
Vehicle - 25 Points
DESTROYER The device is favored by Chaos Space Marines that
worship Khorne the Blood God and may only be
fitted to Land Raiders, Predators and Rhinos. The
vehicle is equipped with all manner of spikes, slicing
blades, scythed wheels, grabbing claws and torture
implements. A vehicle equipped with a Destroyer has
its ram value upgraded to Strength 10, D20 Damage, -
6 saving throw. In addition, any model that wishes to
attack the vehicle in hand to hand combat must roll
equal to or under their Initiative on a D6 (6 always
fails). If this roll is failed then the model sustains a
hit equivalent to the vehicles ram value. KHORNE DAEMONIC VEHICLES ONLY
Vehicle - +5 Points per
Weapon
COMBI-BOLTER The combi-bolter is the standard armament for Chaos
Space Marine Terminators. However, it is not
uncommon to find them mounted on Chaos Space
Marine vehicles for additional fire power. Any
member of the crew can fire the combi-bolter, though
they may not drive, fire other weapons, etc. if they do
so. Alternatively, troopers from squads being
transported may fire the combi-bolter instead of firing
their weapons through hatches or firing slits. Models
firing combi-bolters may not be targeted
seperately. The combi-bolters follow all rules for
combi-weapons as printed in Codex Chaos. Chaos
Space Marines may rapid fire with combi-bolters if
the vehicle is stationary or moving at slow speed. CHAOS SPACE MARINE VEHICLES ONLY
Vehicle - +5 Points per
Weapon
DAEMONIC POSSESSION This card may only be chosen for fully enclosed vehicles or
dreadnoughts. The vehicle has no crew, instead it is possessed by a daemon. Its hatches are welded shut and sealed with sigils and runes of
Chaos. If the vehicle had atroop carrying capability then it can no
longer carry any troops. The daemon controls the vehicle and can fire
all of its guns using its BS of 5. If the vehicle is a dreadnought it fights
with a Ws of 5 as well. Any damage results that crew are killed have
absolutely no effect. The vehicle has an aura of pure evil and causes
terror. If the vehicle is destroyed, then its daemon will disappear back into the warp. If the Chaos army loses all its Champions bearing a
Mark of Chaos, then the daemon will be banished along with the other
daemons,dsiabling the vehicle. CHAOS VEHICLES ONLY
Vehicle - 25 Points
WARP AMP This card may be chosen if your army includes at
least one squad of Noise Marines and may only be
fitted to Land Raiders, Predators and Rhinos. The
vehicle is equipped with a device designed to amplify
emotions by projecting resonant warp energies from
rune-encrusted horns and pipes which sprout from the
vehicle. The closer a creature comes to the warp amp
the harder it is to maintain discipline and conscious
thought. Enemy model within 18" of the warp amp
suffer a -1 penalty to their Leadership score when
taking Break or psychology tests. Within 12" the
penalty increases to -2 and within 6" it increases to -
3. SLAANESH DAEMONIC VEHICLES ONLY
Vehicle - 45 Points
CORUSCATING WARP
FLAME The vehicle is covered with weird gargoyles that
constantly chatter incantations and breathe great
gouts of Tzeentch warp fire. This covers the vehicle
in a sheet of sorcerous flames which consume enemy
troopers and psychic powers. Any psychic power
used against the vehicle or a model within 3" of it
will be nullified on a D6 roll of 4 or 5. On a roll of 6
the power is nullified and it must be discarded for the
rest of the game. If the vehicle is attacked in close
combat it will inflict D6 hits with a Strength of 4+d6
divided among the models in base contact with
it. Make a single roll for the Strength of all the
hits. Each hit inflicts one wound with a saving throw
modifier of -1 for each point of Strength above
3. Surviving enemy models may then attack. TZEENTCH DAEMONIC VEHICLES ONLY
Recommended