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WARGEAR CARDS

2ND EDITION 40K

CONTENTS

Imperial Guard ................................................................... 2-3 Chaos ................................................................................ 4-6 Orks ................................................................................. 7-11 Ultramarines .................................................................. 12-13 Space Wolves .................................................................. 14-16 Eldar .............................................................................. 17-20 Angels of Death ............................................................... 21-23 General .......................................................................... 24-34 Assassins ........................................................................ 35-38 Sisters of Battle ................................................................ 39-42

IMPERIAL GUARD
CLAW OF THE DESERT TIGERS
16 Points

This is an ordinary power sword, yet it has been beautifully encrusted with the emblems of the desert by Ngo craftsmen. Its appearance has raised it to legendary status, so that in Alrahems 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.

WARGEAR CARD

ALRAHEM ONLY

CRUSHING ARM OF KAMIR

20 Points

Mogul Kamirs 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 roll a D6. If the score is equal to or less than the number of hits 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.

WARGEAR CARD

MOGUL KAMIR ONLY

EYE OF THE FALCON

2 Points

M o g u l Ka m i r s b i o n i c e y e h a s a n electromagnetic link built into his bionic arm. This combines to act as a special targeter, adding +1 to hit with any weapon fired.

WARGEAR CARD
MOGUL KAMIR ONLY

IMPERIAL GUARD
FORCE FIELD
20 Points

WARGEAR CARD

Yarrick is protected by a powerful force field that reduces the energy of incoming shots. The force field is not entirely reliable, sometimes offering virtual invulnerability and sometimes proving almost worthless. Whenever Yarrick is hit roll a D6 and deduct the score from 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 ONLY

BALE EYE

5 Points

WARGEAR CARD

Yarricks Bale Eye bionic implant incorporates a deadly laser. The Orks said that 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 TO HIT SHORT LONG SHORT LONG SAVE ARMOUR MOD. PENE.

STR.

DAM.

SPECIAL

Close combat only

-1

2D6+4

YARRICK ONLY

BATTLE CLAW

10 Points

This Ork battle claw has been modified for Commissar Yarrick by Imperial artificers, and utilises a power field to create a weapon comparable to a power fist.

WARGEAR CARD

RANGE TO HIT SHORT LONG SHORT LONG

STR.

DAM.

SAVE ARMOUR MOD. PENE.

SPECIAL

Close combat only

-5

D6+D20+8

YARRICK ONLY

CHAOS
THE CHIRURGEON
30 Points

WARGEAR CARD

The Chirurgeon is a complex part magical, part technological machine which pumps daemon ichor around Biles body, giving him special powers and invulnerabilities as detailed in Codex Chaos. In addition the Chirurgeon contains a Frenzon dispenser implanted directly into Biles 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.

FABIUS BILE ONLY

ROD OF TORMENT

25 Points

The daemon-forged 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 on 2D6 or let out a tortured scream so horrible that any friendly models within 8 must take a Break test.
RANGE TO HIT SHORT LONG SHORT LONG STR. DAM. SAVE ARMOUR MOD. PENE. SPECIAL

WARGEAR CARD

Close combat only

As user

As user

Varies

FABIUS BILE ONLY

XYCLOS NEEDLER

25 Points

WARGEAR CARD

Before rolling to hit, select a serum to fire. If a targets armour/field saving throw fails, the serum affects them automatically, 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 Effects Table (Wargear book, p59). Targets of Xyclos C automatically catch fire as if ignited by a flamer. The flames cant be smothered, but might go out on their own. If the model dies, it explodes with the same effects as a Plasma grenade.
RANGE TO HIT SHORT LONG SHORT LONG STR. DAM. SAVE ARMOUR MOD. PENE. SPECIAL

0-12

12-24 +2

+1

(3)

-1

D6+3

Sust. fire 1D

FABIUS BILE ONLY

BLACK STAFF OF AHRIMAN

25 Points

WARGEAR CARD

The Black Staff is a potent force 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 Ahrimans Strength characteristic.

AHRIMAN ONLY

CHAOS
CHAOS TERMINATOR ARMOUR
70 Points

WARGEAR CARD

Abaddons Terminator armour has been blessed by the fickle Powers of Chaos so that it is far stronger than the earthly materials it was once made of. The armour affords Abaddon a 2+ saving throw on 2D6 and will nullify any psychic power used against him or which includes him in it area of effect on a D6 roll of 4 or more.

ABADDON ONLY

THE TALON OF HORUS

30 Points

The Talon is an icon of 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.

WARGEAR CARD

RANGE TO HIT SHORT LONG SHORT LONG

STR.

DAM.

SAVE ARMOUR MOD. PENE.

SPECIAL

0-12

12-24 +1 Close combat

5 8

1 D3

-2 D6+5 Sust. fire 1D -5 D3+D6+D20+8 Parry

ABADDON ONLY

THE DAEMON SWORD DRACH NYEN 25 Points


Drachnyen rips through steel, flesh and bone without resistance, making a mockery of physical armour. Any hits inflicted by the sword will wound automatically and the victim receives no saving throw for armour, though unmodifiable saves can be taken as normal. Vehicles struck by the sword have their armour penetrated automatically. Psykers and daemons which suffer a hit from the sword will take D3 wounds instead of 1.
RANGE TO HIT SHORT LONG SHORT LONG STR. DAM. SAVE ARMOUR MOD. PENE. SPECIAL

WARGEAR CARD

Close combat only

Auto

Auto

Parry

ABADDON ONLY

GORECHILD

10 Points

Gorechild is a deadly weapon capable of splitting an armoured 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-tohand combat he may re-roll any fumbles (1s) on his attack dice.
RANGE TO HIT SHORT LONG SHORT LONG SAVE ARMOUR MOD. PENE.

WARGEAR CARD

STR.

DAM.

SPECIAL

Close combat only

-4

D6+D12+7 See above

KHRN ONLY

CHAOS
INFERNO BOLTS
20 Points

WARGEAR CARD

Inferno bolts are sorcerous boltgun or bolt pistol shells which have been inscribed with arcane runes that writhe with bluewhite 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 Tzeentchs 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 armour and energy fields have no effect.

SORCERERS OF TZEENTCH ONLY

THE TYRANTS CLAW

35 Points

The Tyrants Claw is a monstrous, bear-like bionic arm and shoulder which was built to replace Hurons 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 combat phase of a turn, nor both.

WARGEAR CARD

RANGE TO HIT SHORT LONG SHORT LONG

STR.

DAM.

SAVE ARMOUR MOD. PENE.

SPECIAL

Close combat Heavy Flamer Template

8 5

1 D3

-5 D6+D20+8 -3 D6+D3+5

Parry

HURON BLACKHEART ONLY

CTAN PHASE KNIFE

10 Points

WARGEAR CARD

The phase knife is similar to the Ctan phase sword used by Callidus Assassins. The blade of the knife can phase in and out of real-space by molecular realignment, so it is capable of bypassing armour and protective fields. A model wounded by the knife does not receive an armour save, even for energy fields.
RANGE TO HIT SHORT LONG SHORT LONG SAVE ARMOUR MOD. PENE.

STR.

DAM.

SPECIAL

Close combat

As user

No save 2D6+5

See rules

MASTER-CRAFTED BOLT PISTOL

10 Points

A weapon crafted by a master armourer 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.

WARGEAR CARD

RANGE TO HIT SHORT LONG SHORT LONG

STR.

DAM.

SAVE ARMOUR MOD. PENE.

SPECIAL

0-12

12-24

+2

+1

-1

D6+4

Close combat

ORKS
MEKBOYS TOOLS
5 Points

WARGEAR CARD

A Mekboy with a set of tools always counts as having two hand-to-hand combat weapons, and so rolls an extra dice in hand-to-hand combat. In addition, if the Mekboy starts a turn on, in or next to a damaged vehicle he may attempt to repair one damaged location. The location must be repairable; weapons that have been completely blown off, for example, or engines that have exploded may not be repaired. Roll a D6 to see if the repair is successful. On a roll of 4, 5 or 6 the location is returned to full working order. On any other roll it remains damaged.

MEKANIAKS ONLY

KUSTOM FORCE FIELD

20 Points

WARGEAR CARD

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 force 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.

ORKS ONLY

FORCE FIELD PROJEKTA

50 Points

WARGEAR CARD

The force field projekta is a unqiue device manufactured by Ork Mekaniaks which can be used to create a wall of energy that is impassable to any object. The force field may be turned on at the start of any Ork turn. It is represented by a 12 ruler, or by any two dice or counters placed 12 apart, and must be placed completely within 18 of the operator. Once in place nothing can shoot or move through the force field under any circumstances. This includes teleporting models, psychic attacks, skimmers, and mole mortar attacks. Note that the force field stops all Ork attacks and movement as well. Vehicles that hit the force field must stop moving but do not suffer any damage. Roll a D6 for the force field at the start of each subsequent Ork turn. On a roll of 1-3 it burns out and may not be used again for the rest of the battle. On a roll of 4-6 it keeps on working and can either be left in place, turned off, or replaced anywhere within 18 of the operator.

MEKANIAKS ONLY

DOCS TOOLS

8 Points

WARGEAR CARD

Ork Painboyz often carry a huge array of tools of the trade. Although these are primarily meant for use on injured orks, the Painboy is not above using them as offensive weapons in hand-to-hand combat. A Painboy with a set of tools always counts as having two hand-tohand combat weapons, and so always rolls an extra dice in hand-to-hand combat. If the Painboy wins a round of combat and inflicts at least 1 wound then the opponent is assumed to have been injected with a Syringe squig. This knocks the victim out and they are removed as a casualty even if they have any wounds remaining.

PAINBOYZ ONLY

ORKS
KUSTOM BLASTA
30 Points

WARGEAR CARD

A kustom blasta is a big rocket launcher or grenade lobber fitted with an Ork Mekboys speshul kustom warheads. The kustom blasta has an unpredictable 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 an S4 hit.
RANGE TO HIT SHORT LONG SHORT LONG STR. DAM. SAVE ARMOUR MOD. PENE. SPECIAL

0-16

16-36 +1

-1 Art. Dice 1

-1

Various

D3 blast

ORKS ONLY

CYBORK BODY

35 Points

WARGEAR CARD

Orks who suffer really terrible injuries can have their bodies replaced with cybork parts. This restores the Ork to fighting fitness and increases his Strength and wounds by +2 points. In addition, if the Ork is hit by an attack then he is treated in the same way as a vehicle or Dreadnought with an armour value of 15. Roll for the armour penetration of the attack as normal. If the attack equals the armour value, then the Ork is knocked over and may not move or fire in his next turn while he stands up. If the attack beats the Orks armour value, then he is knocked over as above and suffers 1 wound for each point the attack beat the armour value by (eg, if the attack scored 17 for its armour penetration then the Ork would be knocked over and suffer 2 wounds.

ORKS ONLY

BUZZER SQUIG STIKKBOMBZ

5 Points

WARGEAR CARD

Buzzer Squig stikkbombz are made out of clay and hold a whole swarm of ferocious Buzzer squigs. When the stikkbomb is thrown the clay pot breaks and the Buzzer squigs come flying out to attack anything nearby. The Buzzer squig stikkbomb is thrown in exactly the same way as a grenade. Place a Buzzer Squig template wherever the stikkbomb lands. Work out the effect of the Buzzer squigs as if a Squig katapult attack had landed at the same spot (see the Ork Codex).

ORKS ONLY ONE USE ONLY, DISCARDED AFTER USE

VAXXINE SQUIG

50 Points

WARGEAR CARD

The Vaxxine squig is a special type of Syringe squig that injects a powerful drug. Before the battle starts ALL of the members of the warband (ie the whole army) are given a shot from the Vaxxine squig. The drug makes any Ork injected with it immune to the effects of any viruses, so virus grenades and he Virus Outbreak strategy card will not have any effect on any of the models in the warband.

PAINBOYZ ONLY

ORKS
KUSTOM SHOOTA
20 Points

WARGEAR CARD

An impressive-looking kustom shoota is an Ork Mekboys pride and joy. If 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 TO HIT SHORT LONG SHORT LONG STR. DAM. SAVE ARMOUR MOD. PENE. SPECIAL

0-12

12-32 +1

-1 Art. Dice 1

-2

Various

Sust. Fire 2D

ORKS ONLY

GHAZGHKULLS ADAMANTIUM SKULL 15 Points


Ghazghkulls adamantium skull adds +1 to Ghazghkulls Toughness, and also allows him to deliver a truly awesome head butt! He may head butt an opponent in close combat instead of making a normal attack. If he does this and wins the combat, then he only scores 1 hit, no matter what the margin he beat his opponents score by. However, the hit has a Strength of 10 and a -4 saving throw modifier, and causes 1D3 wounds.

WARGEAR CARD

GHAZGHKULL ONLY

RUNTHERDS GRABBA-STICK

20 Points

WARGEAR CARD

The Grabba-stick can be used at the start of any handto-hand combat phase to attack one enemy model in base-to-base contact with the Runtherd. This attack is made before normal hand-to -hand attacks are resolved and will hit on a roll of 4 or more on a D6. If the attack hits then the claws of the Grabba-stick spring shut and deliver an electric shock. In battle the Grabbastick is always used at its most powerful setting which delivers a Strength 8 hit with no saving throw for armour allowed. The victim is stunned even if they survive the shock, so their Weapon Skill is reduced to 0 in the ensuing round of combat.

RUNTHERDZ ONLY

SNIFFER SQUIG

20 Points

WARGEAR CARD

Any troops in the opposing army that are allowed to set up using the Infiltration rules may not set up within 24 of any Sniffer squigs. In addition, Sniffer squigs have such a sensitive sense of smell that they can pick out even the most cleverly disguised spy. Therefore an Imperial Assassin with Cameleoline may not reveal himself to be a disguised Ork model within 18 of any Sniffer squigs.

ORKS ONLY

ORKS
SQUIG ATTACK ARM
3 Points

WARGEAR CARD

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 DISCARD AFTER USE

SPIKE ARM

5 Points

WARGEAR CARD

A spike arm often appears to be just a normal bionik arm, but concealed along 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.

ORKS ONLY

GYRO-STABILISED MONOWHEEL

8 Points

WARGEAR CARD

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

WEIRDBOY STAFF

5 Points

WARGEAR CARD

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.

ORK WEIRDBOYZ ONLY

ORKS
STEEL SKULL
5 Points

WARGEAR CARD

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 ONLY

TELESKOPIK LEGZ

5 Points

WARGEAR CARD

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.

ORKS ONLY

ARCHEOTECH WEAPON

10 Points

This device is a powerful and compact weapon of ancient design and origin. It is only pistol-sized but it is as effective as a much larger piece of ordinance. Roll a D6 to determine the weapon type:

WARGEAR CARD

1-2 - Boltgun; 3 - Flamer; 4 - Meltagun; 5 - Plasma Gun; 6 Grenade Launcher with Frag Grenades
The weapon has the standard profile for a weapon of its type but is small enough to use one-handed so it can be used in close combat. However, in close combat only one hit can be scored with the archeotech weapon as it has a slightly delayed recharge time.

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.

WARGEAR CARD

RANGE TO HIT SHORT LONG SHORT LONG

STR.

DAM.

SAVE ARMOUR MOD. PENE.

SPECIAL

0-12

12-36 +1

D8

-6 D6+D8+9

1 Blast

ELDAR ONLY

ULTRAMARINES
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 energy. Any powers used by Tigurius and channelled through the rod cannot be nullified in the turn that they are used.

WARGEAR CARD

Every time a power is played using the Rod of Tigurius, Tigurius suffers D6-4 wounds.

CHIEF LIBRARIAN TIGURIUS ONLY

HOOD OF HELLFIRE

25 Points

WARGEAR CARD

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 wearers Ld. This is the range of the bolt in inches. The bolt is fired in a straight line at a target within the wearers line of sight. It causes D6 S5 hits with a -2 saving throw modifier.

SPACE MARINE LIBRARIAN ONLY

GAUNTLETS OF ULTRAMAR

18 points

WARGEAR CARD

The Gauntlets of Ultramar are worn by the Master of the Ultramarines. The gauntlets take the form of a pair of power gloves each with a built-in boltgun. The gauntlets are worn as a pair so the wearer receives 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 built-in boltguns fire together with the same effect as a single storm bolter.
RANGE TO HIT SHORT LONG SHORT LONG STR. DAM. SAVE ARMOUR MOD. PENE. SPECIAL

0-12 12-24 +1 Close combat only

4 8

1 1

Sus. fire 1D -1 D6+4 -5 D6+D20+8

LORD MACRAGGE ONLY

BANNER OF MACRAGGE

50 Points

The Banner of Macragge is as old 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.

WARGEAR CARD

The holder of the banner and any Space Marine unit he is with is immune to psychology and causes fear as described in the Psychology section of the Warhammer 40,000 rulebook.

ULTRAMARINES ONLY

ULTRAMARINES
SERVO ARM
10 Points

WARGEAR CARD

The servo arm is a special auxiliary arm fitted onto a harness. The servo arm is linked to the users neural network and is equipped with lastorches, vibrosaws, power drills and a large manipulative claw to 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.

TECHMARINES, TECH-PRIESTS AND SQUAT ENGINEERS ONLY

PLASMA BLASTER

16 Points

WARGEAR CARD

After the initial combi-weapons led to the development 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 armour may use the Plasma Blaster. The Plasma Blaster is not a linked 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 TO HIT SHORT LONG SHORT LONG SAVE ARMOUR MOD. PENE.

STR.

DAM.

SPECIAL

0-6

6-24

+1

-2

D6+4

Sus. fire 2D

SPACE MARINE TERMINATORS ONLY

AUTO - LAUNCHERS

5 points

WARGEAR CARD

Suits of Terminator armour 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 Terminators 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).
RANGE TO HIT SHORT LONG SHORT LONG STR. DAM. SAVE ARMOUR MOD. PENE. SPECIAL

6 6

1 -1 Blocks LOS

D6+3 -

2 Blast 2 Blast

SPACE MARINE TERMINATORS ONLY, DISCARD AFTER USE

PHOTON BEAM SEARCHLIGHT

20 Points

WARGEAR CARD

The Photo Beam Searchlight is a high-powered searchlight which is able to flash in short bursts blinding enemy models who arent wearing eye protection. Because of the large amounts of power needed to illuminate the Searchlights magnesium element only models wearing Terminator armour 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 a D6 roll of 4, 5 or 6. Any model hit by the Photon Beam is affected exactly as if hit by a Photon Flash Flare, see the Warhammer 40,000 Wargear Book.

SPACE MARINE TERMINATORS ONLY

SPACE WOLVES
THE WOLF HELM OF RUSS
50 Points

Tradition has it that this ancient helm was fashioned by the Emperors artificers and given to Leman Russ, the Primarch of the Space Wolves. So long as the Space Wolf 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.

WARGEAR CARD

SPACE WOLVES ONLY

NIGHT WING THE PSYBER RAVEN

10 Points

Night wing was fashioned for the Rune Priest Njal Stormcaller by the Iron Priest Ulf Blackbrow, and is attuned to the Rune Priests 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.

WARGEAR CARD

M -

WS 4

BS 0

S 3

T 6

W 1

I 4

A 1

LD -

Night Wing has no Movement or Leadership values, but always moves with Njal at all times.

SPACE WOLF RUNE PRIEST ONLY

THE RUNE STAFF STORMCALLER

35 points

This ancient rune staff absorbed so much power that it eventually became a living thing in the hands of it original owner Njal Stormcaller. At the start of the game deal three 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 wielders psychic abilities. Stormcaller also adds +1 to the wielders A and I, and adds a Strength bonus equal to its wielders mastery level.

WARGEAR CARD

NJAL STORMCALLER ONLY

THE HOOD OF GNYRLL

20 Points

WARGEAR CARD

The Hood of Gnyrll may be worn instead of a normal Psychic Hood. The wearer begins the battle with an additional psychic 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.

SPACE WOLF RUNE PRIEST ONLY

SPACE WOLVES
THE AXE MORKAI
15 Points

The Axe Morkai was taken by Space Wolf Commander Logan Grimnar from a defeated Champion of Khorne, and it is imbued with the brutal power of that bloodthirsty god. The Axe was reforged by the Space Wolves Iron Priests and engraved with the two heads of Morkai, guardian wolf of the Gates of Death.

WARGEAR CARD

The Axe has S6 and enemy suffering wounds have a -3 save modifier. For each critical hit scored in hand-tohand 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).

SPACE WOLF COMMANDER ONLY

MASTER-CRAFTED BOLT PISTOL

10 Points

A weapon crafted by a master armourer 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.

WARGEAR CARD

RANGE TO HIT SHORT LONG SHORT LONG

STR.

DAM.

SAVE ARMOUR MOD. PENE.

SPECIAL

0-12

12-24

+2

+1

-1

D6+4

Close combat

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 a rare metal whose secret died with the ancient Iron Priest. It has a superior profile as shown below.

WARGEAR CARD

RANGE TO HIT SHORT LONG SHORT LONG

STR.

DAM.

SAVE ARMOUR MOD. PENE.

SPECIAL

Close combat only

D3

-2 2D6+D3+5

Parry

SPACE WOLVES ONLY

THE PELT OF WULFEN

15 Points

This ancient pelt is from a massive Wolf of Fenris, the largest ever slain by a warrior of the Space Wolves. This ancient and venerable hide has been interwoven with a modified cameleoline web. At ranges of up to 10 the Pelt of Wulfen reduces the enemys 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 modifiers for cover etc.

WARGEAR CARD

SPACE WOLF COMMANDER ONLY

SPACE WOLVES
THE HELM OF DURFAST
8 Points

WARGEAR CARD

Forged in the stasis-bound ion furnaces beneath the Fang, this ancient helmet was made for Space Wold Durfast, Champion of Mordrak. The Helm has a temporal distort circuit which enables the wearer to readily spot any foes in cover or hiding, all such models are spotted by the model. In addition, the Helms predictive interface guides the hand of the wearer, improving his shooting accuracy considerably. If the shooter misses his target, then you may re-roll the dice again so long as your initial score is not a 1. If your initial dice roll is 1 then you may not re-roll th dice and have missed.

SPACE WOLVES ONLY

THE WULFEN STONE

30 Points

This ancient gem was worked into a suit of armour by the great artificer Iron Priest Fengri and is one of the Space Wolves greatest treasures. Within its murky depths lies coiled within the gene-helix of every Space Wolf. As the bearer of the Wulfen Stone charges into combat his image changes into that of the Wulfen. Its horror can be borne by few creatures. Any enemy charge by the character must take a Break test as it had sustained 25% casualties from shooting. However, instead of rolling 2D6 as normal, the enemy must roll 3D6. Daemonic foes are immune to the effect.

WARGEAR CARD

SPACE WOLVES ONLY

HRULFS HOOD OF DARKNESS

25 points

WARGEAR CARD

The Hood of Darkness is an ancient device of obscure alien origin. It can be activated at the start of the players turn and the character model is cloaked in interdimensional darkness. The model may not shoot or fight hand-to-hand combat that turn, but may move up to 16. The model may not be shot at or attacked in hand-to-hand combat during this turn or the enemys following turn. The model is not affected by psychic powers whilst cloaked but may not use psychic powers either. If the Hood of Darkness is used for two consecutive turns or more then test to see it it fails. At the start of each turn, roll a D6. On the roll of 4 or more it fails and cannot be used again.

SPACE WOLVES ONLY

TORGARLS PLASMA BLADE

5 Points

WARGEAR CARD

Though it looks like an ancient and finely decorated knife, this device actually houses a plasma generator in the handle. When thrown the blade generates an intense plasma field which can penetrate most armour. A homing device automatically returns the blade to its owner once it is thrown. As for grenades, range depends on the throwers Strength. Roll to hit as for normal shooting. The Blade has Strength 7, damage 1, save modifier -4, armour penetration 2D6+7.

SPACE WOLVES ONLY

ELDAR
THE SWORD OF ASUR
10 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 psychi power of Asurmen so it negates daemonic saving throws just like a force weapon.

WARGEAR CARD

RANGE TO HIT SHORT LONG SHORT LONG

STR.

DAM.

SAVE ARMOUR MOD. PENE.

SPECIAL

One handed Close combat Two handed Close combat

6 7

1 1

-3 D6+D12+6 -4 D6+D12+7

Parry Parry

ELDAR ONLY

THE STAFF OF ULTHAMAR 18 Points


This ancient force staff is carried by the chief of the Farseers of Ulthw, 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 being 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 players hand. In hand-to-hand combat the staff may be used as a weapon and increases the wielders Strength by his mastery (ie 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.

WARGEAR CARD

ELDAR FARSEERS ONLY

THE MAUGETAR

45 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 Shrieker 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.

WARGEAR CARD

RANGE TO HIT SHORT LONG SHORT LONG

STR.

DAM.

SAVE ARMOUR MOD. PENE.

SPECIAL

Close combat only 0-20 20-40 +1

8 6

D3 D4

-6 D20+D6+D3+8 -4 D6+D4+6 Sust. Fire 2D

ELDAR ONLY

THE FIRE AXE

10 Points

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 smouldering flames that dance on its surface.

WARGEAR CARD

RANGE TO HIT SHORT LONG SHORT LONG

STR.

DAM.

SAVE ARMOUR MOD. PENE.

SPECIAL

Close combat only

D3

-3 D6+6+D3+D12

ELDAR ONLY

ELDAR
THE SCORPIONS BITE
18 Points

WARGEAR CARD

The Scorpions 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 Scorpions Bite automatically shoots before close combat is resolved, in the same way as a mandiblaster. Work out shooting exactly as normal. If the Scorpions Bite hits roll two D6 and pick the highest. If the score is equal to or more than the targets Toughness D3 wounds are sustained. Saving throws are at -3.
RANGE TO HIT SHORT LONG SHORT LONG SAVE ARMOUR MOD. PENE.

STR.

DAM.

SPECIAL

Close combat only

Special

D3

-3

None

Shooting

ELDAR ONLY

THE BLADE OF DESTRUCTION

12 Points

WARGEAR CARD

This 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 easy 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 TO HIT SHORT LONG SHORT LONG SAVE ARMOUR MOD. PENE.

STR.

DAM.

SPECIAL

Close combat only

-4 D6+D12+7 Parry Twice

ELDAR ONLY

THE SILENT DEATH

25 Points

WARGEAR CARD

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 until there are no further targets within the weapons range and/or within 2 of the last target, after which the Silent Death automatically returns to the throwers hand.
RANGE TO HIT SHORT LONG SHORT LONG STR. DAM. SAVE ARMOUR MOD. PENE. SPECIAL

0-12

12-24

-1

-2

D6+5

ELDAR ONLY

THE MASK OF JAIN ZAR

20 Points

WARGEAR CARD

This is the first and greatest of all Howling Banshee masks after which all others were merely copies. It functions in a similarway 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 paralysing effect. In addition, in the second round of combat the enemy must roll 4+ on a D6 to escape the masks 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.

ELDAR ONLY

ELDAR
LASBLASTER
25 Points

The lasblaster is a tri-barrelled 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.

WARGEAR CARD

RANGE TO HIT SHORT LONG SHORT LONG

STR.

DAM.

SAVE ARMOUR MOD. PENE.

SPECIAL

0-12 12-24 +1 Close combat only

6 5

1 1

-1 -3

D6+6 2D6+5

3 Shots

ELDAR ONLY

SEER RUNES

20 Points

WARGEAR CARD

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 enemys 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.

ELDAR FARSEERS ONLY DISCARD AFTER USE

ELDAR SPIRIT STONE

30 Points

WARGEAR CARD

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. 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.

ELDAR PSYKERS ONLY DISCARD AFTER USE

THE FIREPIKE

25 Points

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 longrange meltagun which can blast holes through armour and flesh with ease. Its profile is shown below.

WARGEAR CARD

RANGE TO HIT SHORT LONG SHORT LONG

STR.

DAM.

SAVE ARMOUR MOD. PENE.

SPECIAL

0-12

12-24 +1

D6

-4

2D6+8

1 Blast

ELDAR ONLY

ELDAR
SINGING SPEAR
25 Points

WARGEAR CARD

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.

ELDAR PSYKERS ONLY

WEB OF SKULLS

25 Points

WARGEAR CARD

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 TO HIT SHORT LONG SHORT LONG STR. DAM. SAVE ARMOUR MOD. PENE. SPECIAL

0-12

12-24

-1

-2

D6+6

See above

ELDAR ONLY

EXECUTIONER

14 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.

WARGEAR CARD

RANGE TO HIT SHORT LONG SHORT LONG

STR.

DAM.

SAVE MOD.

ARMOUR PENE.

Close combat Special: Parry

D3

-6

D6+D20+D3+8

ELDAR ONLY

WITCH BLADE

15 Points

WARGEAR CARD

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.

ELDAR PSYKERS ONLY See page 10 for Bright Lance.

ANGELS OF DEATH
STANDARD OF FORTITUDE
50 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.

WARGEAR CARD

MAY ONLY BE CARRIED BY THE BEARER OF THE SACRED STANDARD

STANDARD OF RETRIBUTION

25 Points

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 Angel within 6 of the standard will always inflict at least 1 hit in hand-to-hand combat, even if they lose or draw against an opponent. Note that under these circumstances the opposing model will also score 1 or more hits, which may result in both models being killed!

WARGEAR CARD

MAY ONLY BE CARRIED BY THE BEARER OF THE SACRED STANDARD

STANDARD OF DEVASTATION

50 Points

The Standard of Devastation reminds the Dark Angels that they must meet any attack with devastating retaliation. Any Dark Angel 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.

WARGEAR CARD

MAY ONLY BE CARRIED BY THE BEARER OF THE SACRED STANDARD

DEATH MASK OF SANGUINIUS

15 Points

Dantes armour incorporates an incredibly lifelike golden mask that is said to have been modelled upon the features of Sanguinius. In battle it almost appears to come to life, and a halo of golden energy plays about the wearers head striking terror into the hearts of his enemies.

WARGEAR CARD

The wearer of the helmet causes terror as described in the Warhammer 40,000 rulebook.

BLOOD ANGELS COMMANDER ONLY

ANGELS OF DEATH
THE LION HELM
25 Points

The Lion Helm creates a dome of energy with a radius of 3 around the helmet. Models within the force bubble receive a 4+ unmodified save against any attacks that originate from outside the bubble. This save applies to all attacks, including psychic attacks. Note that the save does not apply if the attacker is within the force bubble too.

WARGEAR CARD

Models may not use any 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.

DARK ANGELS SUPREME GRAND MASTER ONLY

SWORD OF SECRETS

10 Points

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 sharp edge over the millennia. The Sword of Secrets is a potent close combat weapon and has the following characteristics:
RANGE TO HIT SHORT LONG SHORT LONG SAVE ARMOUR MOD. PENE.

WARGEAR CARD

STR.

DAM.

SPECIAL

Close combat only

-4 D6+D12+6

Parry

DARK ANGELS SUPREME GRAND MASTER ONLY

BOOK OF SALVATION

Free

This book lists all the names of the Fallen that have been captured by the Dark 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 Dark Angels are immune to psychology, will never break, and may add +1 to their Weapon Skill. However, if the Dark Angels have failed to retrieve the book by the end of the game then they lose 10 victory points.

WARGEAR CARD

DARK ANGELS GRAND MASTER LIBRARIANS ONLY

BLADES OF REASON

25 Points

Although not primarily designed for combat the Blades of Reason can be used in this way. Any living opponent who suffers even a single wound from the Blades is incapacitated and should be removed as a casualty, even if they have 1 or more wounds remaining.

WARGEAR CARD

RANGE TO HIT SHORT LONG SHORT LONG

STR.

DAM.

SAVE ARMOUR MOD. PENE.

SPECIAL

Close combat only

-2

D6+3

See above

INTERROGATOR CHAPLAINS AND MASTER CHAPLAINS ONLY

ANGELS OF DEATH
THE INFERNO PISTOL
10 Points

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 the melta-gun to literally melt its target. This weapon takes a few seconds to recharge after each shot, and this means that if it is 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 Dantes power axe.
RANGE TO HIT SHORT LONG SHORT LONG STR. DAM. SAVE ARMOUR MOD. PENE. SPECIAL

WARGEAR CARD

0-6

+1

D3

-4 D6+D3+8 Close combat

BLOOD ANGELS COMMANDER DANTE ONLY

MASTER-CRAFTED PLASMA PISTOL 15 Points


A weapon crafted by a master armourer 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 TO HIT SHORT LONG SHORT LONG STR. DAM. SAVE ARMOUR MOD. PENE. SPECIAL

WARGEAR CARD

0-8

8-24

+2

-1

-1

D6+6

See above

Special: Sustained fire 1 dice. Close combat.

RED GRAIL

100 Points

The Red Grail 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 battlefield has a strange effect on the Blood Angels, enhancing the physical and psychological aspects which are most closely linked to their Primarch.

WARGEAR CARD

Any Blood Angels that are within 12 of the Grail add +2 to their Movement characteristic, and have their Strength and Weapon Skill increased by 1 point each.

BLOOD ANGELS APOTHECARY ONLY

SHROUD OF SANGUINIUS

50 Points

The Shroud is kept in a box protected by a stasis field. If the stasis field is turned off any Blood Angels that are nearby will be driven into an 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.

WARGEAR CARD

MAY ONLY BE CARRIED BY THE GUARDIAN OF THE SHROUD OF SANGUINIUS

GENERAL
ARMOUR PIERCING AMMO
5 Points

WARGEAR CARD

Armor piercing ammo is either projectiles with specially hardened tips in the case of projectile weapons or a supercharged 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. Weapons Strength Bonus Penetration Dice 1-3 +D3 4-5 +D6 6-7 +D12 8-10 +D20

USE ONCE AND DISCARD

BIONIC EYE

5 Points

WARGEAR CARD

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

FORCE AXE

10 points

WARGEAR CARD

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.

PSYKERS ONLY

FORCE SWORD

5 Points

WARGEAR CARD

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

GENERAL
RAD GRENADES
5 Points

WARGEAR CARD

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. SAVE MODIFIER -3 RADIATION EFFECT AREA 1-3 (Secretly Determined)

STRENGTH D6+D4

DAMAGE 1

VORTEX GRENADE

5 Points

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

WARGEAR CARD

D6 ROLL 1-2 3-4 5-6

EFFECT The Vortex disappears. The Vortex remains in play. The Vortex moves D6 in a random direction determined with the scatter dice.

DISCARD AFTER USE

STASIS GRENADE

20 points

WARGEAR CARD

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.

DISCARD AFTER USE

MASTER-CRAFTED BOLT PISTOL

10 Points

A weapon crafted by a master armourer 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.

WARGEAR CARD

RANGE TO HIT SHORT LONG SHORT LONG

STR.

DAM.

SAVE ARMOUR MOD. PENE.

SPECIAL

0-12

12-24

+2

+1

-1

D6+4

Close combat

GENERAL

VIRUS GRENADE

50 Points

WARGEAR CARD

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.

DISCARD AFTER USE

SEEKING AMMO

5 Points

WARGEAR CARD

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.

USE ONCE AND DISCARD

FORCE ROD

15 points

WARGEAR CARD

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 Strength characteristic by a number equal to his mastery level and wounds daemons automatically with no saving throw possible.

PSYKERS ONLY

NEMESIS FORCE WEAPON

20 Points

WARGEAR CARD

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.

INQUISITORS & GREY KNIGHTS ONLY

GENERAL
DISPLACER FIELD
20 Points

WARGEAR CARD

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

SCANNER

20 Points

WARGEAR CARD

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

WARGEAR CARD

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.
RANGE TO HIT SHORT LONG SHORT LONG STR. DAM. SAVE ARMOUR MOD. PENE. SPECIAL

0-8

8-16

+2

+1

-2

D6+4

Sus. Fire 1D

IMPERIUM ONLY

BIONIC LEG

3 Points

WARGEAR CARD

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.

GENERAL
MEDI-PACK

10 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 medipack 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.

WARGEAR CARD

DIGI-LASERS

6 Points

WARGEAR CARD

Digital lasers are concealed weapons fitted into finger rings or the knuckles of a glove. Digi-lasers 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 digi-lasers get three shots, which may be divided amongst multiple opponents if desired. Once close combat has started the digi-lasers have no effect, the model doesn't gain any extra attack dice for having them.
RANGE TO HIT SHORT LONG SHORT LONG STR. DAM. SAVE ARMOUR MOD. PENE. SPECIAL

Close combat

-1

D6+3

See above

GRAVITON GUN

40 points

WARGEAR CARD

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.
RANGE TO HIT SHORT LONG SHORT LONG SAVE ARMOUR MOD. PENE.

STR.

DAM.

SPECIAL

0-8

8*16

+1

See above

Auto

1 blast marker

IMPERIAL TECH-PRIESTS AND SQUAT ENGINEERS ONLY

MASTER-CRAFTED PLASMA PISTOL

15 Points

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 TO HIT SHORT LONG SHORT LONG STR. DAM. SAVE ARMOUR MOD. PENE. SPECIAL

WARGEAR CARD

0-8

8-24

+2

-1

-1

D6+6

See above

GENERAL
AEGIS SUIT

18 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.

WARGEAR CARD

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.

POWER FIELD

35 Points

WARGEAR CARD

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

WARGEAR CARD

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.

HOOD OF HELLFIRE

25 Points

WARGEAR CARD

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 wearers Ld. This is the range of the bolt in inches. The bolt is fired in a straight line at a target within the wearers line of sight. It causes D6 S5 hits with a -2 saving throw modifier.

SPACE MARINE LIBRARIAN ONLY

GENERAL
AUXILIARY GRENADE LAUNCHER
8 Points

WARGEAR CARD

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.
RANGE TO HIT SHORT LONG SHORT LONG SAVE ARMOUR MOD. PENE.

STR.

DAM.

SPECIAL

0-6 Krak Frag

6-12

-1

-1 6 3 D6 1 -3 -1 2D6+6 D6+3 2 Blast

COMBI-WEAPON

10 Points

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 development of combiweapons 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.

WARGEAR CARD

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 barrels at the same target with a -1 to hit modifier on both shots.

IMPERIUM OR ORKS ONLY

BIONIC ARM

5 points

WARGEAR CARD

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.

PLASMA BLASTER

16 Points

WARGEAR CARD

After the initial combi-weapons led to the development 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 armour may use the Plasma Blaster. The Plasma Blaster is not a linked 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 TO HIT SHORT LONG SHORT LONG SAVE ARMOUR MOD. PENE.

STR.

DAM.

SPECIAL

0-6

6-24

+1

-2

D6+4

Sus. fire 2D

SPACE MARINE TERMINATORS ONLY

GENERAL
SERVO ARM

10 Points

WARGEAR CARD

The servo arm is a special auxiliary arm fitted onto a harness. The servo arm is linked to the users neural network and is equipped with lastorches, vibrosaws, power drills and a large manipulative claw to 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.

TECHMARINES, TECH-PRIESTS AND SQUAT ENGINEERS ONLY

PHOTON BEAM SEARCHLIGHT

20 Points

WARGEAR CARD

The Photo Beam Searchlight is a high-powered searchlight which is able to flash in short bursts blinding enemy models who arent wearing eye protection. Because of the large amounts of power needed to illuminate the Searchlights magnesium element only models wearing Terminator armour 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 a D6 roll of 4, 5 or 6. Any model hit by the Photon Beam is affected exactly as if hit by a Photon Flash Flare, see the Warhammer 40,000 Wargear Book.

SPACE MARINE TERMINATORS ONLY

AUTO - LAUNCHERS

5 points

WARGEAR CARD

Suits of Terminator armour 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 Terminators 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).
RANGE TO HIT SHORT LONG SHORT LONG STR. DAM. SAVE ARMOUR MOD. PENE. SPECIAL

6 6

1 -1 Blocks LOS

D6+3 -

2 Blast 2 Blast

SPACE MARINE TERMINATORS ONLY, DISCARD AFTER USE

CONVERSION FIELD

10 Points

WARGEAR CARD

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.

GENERAL
FRENZON
5 Points

WARGEAR CARD

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 administered after the first roll a d6 for the model affected: on a roll of 1 the model suffers d3 wounds.

TELEPORT JAMMER

20 Points

WARGEAR CARD

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

Immune is a broad-band immunisation which 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.

WARGEAR CARD

TARGETER

2 Points

WARGEAR CARD

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.

GENERAL

PSYCHIC HOOD

25 Points

WARGEAR CARD

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.

PSYKERS ONLY

HAYWIRE GRENADE

10 Points

WARGEAR CARD

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

DISCARD AFTER USE

STORM SHIELD

10 points

WARGEAR CARD

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 90 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.

REFRACTOR FIELD

5 Points

WARGEAR CARD

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

GENERAL
COMBAT DRUGS
25 Points

WARGEAR CARD

Frenzon is the best known and cheapest combat drug but there are others - Stim, Gamma , 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.

USE ONCE AND DISCARD

CAMELEOLINE

5 Points

WARGEAR CARD

Cameleoline is a rare artificial substance 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.

WARP JUMP

30 points

WARGEAR CARD

A warp jump is an ancient alien device which allows a single model to teleport. A model equipped with a warp jump may teleport to any point on the battlefield during its movement phase instead of moving normally. Roll a scatter dice to see if the 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.

TOXIN GRENADE

15 Points

WARGEAR CARD

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 other 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

ASSASSINS

EXITUS WEAPONS

Special

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 wellprotected targets. Remember that the Vindicare Assassin's Marksman skill allows him to increase the long range by 50%.

WARGEAR CARD

RANGE TO HIT SHORT LONG SHORT LONG

STR.

DAM.

SAVE ARMOUR MOD. PENE.

SPECIAL

Exitus Longrifle 0-18 18-36 +1 Exitus Pistol +2 0-6 6-12

+1 -1

5 5

1 1

-3 -3

D6+5 D6+5

VINDICARE ASSASSIN ONLY

EXITUS AMMUNITION

Special

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.

WARGEAR CARD

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.

VINDICARE ASSASSIN ONLY

STEALTH SUIT

Special

WARGEAR CARD

The Stealth Suit combines chameleon chemicals with the ordinary synthskin 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.

VINDICARE ASSASSIN ONLY

SPY MASK

Special

WARGEAR CARD

The Spy Mask contains cartridges of concentrated food and water for extended operations and a multichannel 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

ASSASSINS
CTAN PHASE SWORD
Special

WARGEAR CARD

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.

RANGE TO HIT SHORT LONG SHORT LONG

STR.

DAM.

SAVE ARMOUR MOD. PENE.

SPECIAL

Close combat

No save 2D6+5

Parry

CALLIDUS ASSASSIN ONLY

NEURAL SHREDDER

Special

WARGEAR CARD

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.

CALLIDUS ASSASSIN ONLY

POLYMORPHINE

Special

WARGEAR CARD

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.

CALLIDUS ASSASSIN ONLY

POISON BLADES

Special

WARGEAR CARD

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 these through weak points in armour, 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

ASSASSINS
EXECUTOR PISTOL
Special

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.

WARGEAR CARD

WEAPON

RANGE TO HIT SHORT LONG SHORT LONG

STR.

DAM.

SAVE ARMOUR MOD. PENE.

Bolt Pistol 0-12 12-24 Needle Pistol 0-8 8-16 Special: Close combat.

+2 +2

+1 -

4 3

1 1

-1 -1

D6+4 D6+3

EVERSOR ASSASSIN ONLY

SENTINEL ARRAY

Special

WARGEAR CARD

The Sentinel Array is a pack containing motion trackers and target acquisition 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 360 fire arc, this means he may fire his weapons in any direction he chooses.

EVERSOR ASSASSIN ONLY

NEURO-GAUNTLET

Special

WARGEAR CARD

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 NeuroGauntlet 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 the 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 NeuroGauntlet does not halve its characteristics.

EVERSOR ASSASSIN ONLY

EVERSOR COMBAT DRUGS

Special

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.

WARGEAR CARD

EVERSOR ASSASSIN ONLY

ASSASSINS
ETHERIUM
Special

WARGEAR CARD

The Etherium is a highly advanced form Aegis Suit, built into the Culexus Assassin's synthskin. 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.

CULEXUS ASSASSIN ONLY

FORCE MATRIX

Special

WARGEAR CARD
ANIMUS SPECULUM
Special

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 ANIMUS SPECULUM

Special

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

WARGEAR CARD

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.

WEAPON

RANGE TO HIT SHORT LONG SHORT LONG

STR.

DAM.

SAVE ARMOUR MOD. PENE.

Blast 5 0-12 12-24 +1 Special: Destroys psykers powers. See Codex Assassins.

-5

2D6+5

CULEXUS ASSASSIN ONLY

PSYK-OUT GRENADES

Special

WARGEAR CARD

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.

STR.

DAM.

SAVE ARMOUR MOD. PENE.

SPECIAL

-1

N/A

Psyhic Null Zone. 2 Blast Marker.

CULEXUS ASSASSIN ONLY

SISTERS OF BATTLE
BOOK OF ST. LUCIUS
5 Points

WARGEAR CARD

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.

ADEPTUS MINISTORUM RELIC

PHIAL OF DOLAN

10 Points

WARGEAR CARD

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 separately), to a maximum of 10.

ONE USE ONLY ADEPTUS MINISTORUM RELIC

CLOAK OF ST. ASPIRA

5 points

WARGEAR CARD

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.

ADEPTUS MINISTORUM RELIC

TEARS OF THE EMPEROR

15 Points

WARGEAR CARD

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

SISTERS OF BATTLE
ROSARIUS
10 Points

WARGEAR CARD

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.

ADEPTUS MINISTORUM RELIC

LITANIES OF FAITH

8 Points

WARGEAR CARD

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

STAFF OF BELIEF

12 points

WARGEAR CARD

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.

ADEPTUS MINISTORUM RELIC

SIMULACRUM IMPERIALIS

5 Points

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.

WARGEAR CARD
ADEPTUS MINISTORUM RELIC

SISTERS OF BATTLE
MEDICUS MINISTORUM

150 Points

WARGEAR CARD

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.

ADEPTUS MINISTORUM RELIC

PRAESIDIUM PROTECTIVA

8 Points

WARGEAR CARD

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

BRAZIER OF HOLY FIRE

18 points

WARGEAR CARD

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!
RANGE TO HIT SHORT LONG SHORT LONG STR. DAM. SAVE ARMOUR MOD. PENE. SPECIAL

Close combat

-3 2D6+D3+5

ADEPTUS MINISTORUM RELIC

FLAIL OF CHASTISEMENT

8 Points

WARGEAR CARD

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 TO HIT SHORT LONG SHORT LONG SAVE ARMOUR MOD. PENE.

STR.

DAM.

SPECIAL

Close combat

-1

2D6+5

ADEPTUS MINISTORUM RELIC

SISTERS OF BATTLE
BLADE OF ADMONITION
7 Points

WARGEAR CARD

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.
RANGE TO HIT SHORT LONG SHORT LONG STR. DAM. SAVE ARMOUR MOD. PENE. SPECIAL

Close combat

-2

2D6+5

Parry

ADEPTUS MINISTORUM RELIC

AXE OF RETRIBUTION

18 Points

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.

WARGEAR CARD

RANGE TO HIT SHORT LONG SHORT LONG

STR.

DAM.

SAVE ARMOUR MOD. PENE.

SPECIAL

Close combat

D6

-1 2D6+D12+6

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.

WARGEAR CARD

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

ANIMUS MALORUM

Free

WARGEAR CARD

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

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