Wargear Cards

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EGIS SUI

WARGEAR CARD

THE ANIMUS MALOR

An a e g i s s u i t is a c l o s e - f i t t i n g m e s h of p s y c h o conductive filaments which dissipate dangerous amounts of psychic energy. It is normally woven info clothing or hard wired into armour, hence an aegis suit may be c o m b i n e d with physical armour and/or force fields. A model wearing an aegis suit gaìns a saving throw of 4, 5 or 6 on a D6 against any enemy psychic power used against it.

The Animus Malorum is an ancient relic taking the form a skuil whose eyes biaze with tight when its power is unleashed. During the psychic phase the power of the Animus Malorum may be targeted at a single living 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 Ld value then its soul is sucked from its body - the model is dead regardless of W o u n d s or armour. If the target is killed then you may resurrect a dead Legion of the D a m n e d model, placed within normal unit coherency. This may not be used to increase the unit beyond its originai size. The power of the skull may be Nullified like a psychic power, requiring a 4+ to successfully Nullify it.

CENTURIUS ONLY

ARMOUR PIERCING AMMO 5 Poi Armour piercing ammo is either projectiles with specially hardened tips in the case of projectile weapons or a s u p e r - c h a r g e d power pack in the case of energy weapons. When you tire a shot using armour piercing ammo the weapons save modifier is increased to -6 for that one shot only. Against vehicles the weapon's armour penetration is increased by an amount which varies according to the Strength of the weapon as shown below. The decision to use armour piercing ammo must be made before the dice is rolled to hit. Weapon's Strength Bonus Penetration Dice

1-3 +D3

8-10 +1D6

+1D12

+1D20

so 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. 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

8 Poi

This particular version of the auxiliary grenade launcher is small enough to fit onto any weapon, including hand-to-hand c o m b a t w e a p o n s , a n d may be fired in a d d i t i o n to normal shooting. The grenade launcher is loaded with either krak or frag grenades (choose which at the start of the game). Other g r e n a d e s m a y not b e l o a d e d d u r i n g t h e g a m e . A model carrying an auxiliary grenade launcher may choose to shoot a w e a p o n and the g r e n a d e launcher in the s a m e s h o o t i n g phase with a -1 to hit modifier on both shots. RANGE TO HIT SHORT LONG SHORT LONG 0-6 Krak

6-12



STR.

DAM.

6

D6

3

1

SAVE ARMOUR MOO. PENE.

SPECIAL

-1

-

Frag

USE ONCE AND DISCARD

BANNER OF MACRAGGE

AUX. GRENADE LAUNCHER

BIONIC A R M

-3

2D6+6 D6+3

2" blast

5 Points

A bionic arm makes for a powerful enhancement of any w a r r i o r ' s s k i l l s , g i v i n g him g r e a t l y a m p l i f i e d strength, reflexes, grip and dexterity. A model fitted w i t h a b i o n i c a r m g a i n s +1 to t h e i r S t r e n g t h c h a r a c t e r i s t i c for t h e p u r p o s e s of h a n d - t o - h a n d combat and throwing grenades. The model also gains +1 Initiative in hand-to-hand combat only.

AXE MORK T h e A x e M o r k a i w a s t a k e n by S p a c e W o l v e s 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 Iran Priests and engraved with the two heads of Morkai, guardian wolf of the Gates of Death. The Axe has S6 and enemy suffering wounds have a -3 save modifier. For each criticai hit scored in handto-hand combat (i.e., each attack dice roll of a 6) add not +1 to the Combat Score but +D3 (1-2 = 1, 3-4 = 2, 5-6 =3).

SPACE WOLVES COMMANDER ONLY

BIONIC E Y E

5 Points

A bionic eye is a technological replacement for an eye lost through injury or disease. In many ways it is superior to the originai, 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 ali shooting, and can detect hidden troops and energy emissions from vehicles, psykers etc. within 24".

Detect hidden t r o o p s within 24" +1 To Hit

BC5

BIONIC L

BLACK STAFF OF AHRIMAN

M a n y v e t e r a n warriors p r o u d l y carry a bionic leg f r o m s o m e f e a r s o m e battle of the past. A m o d e l e q u i p p e d with a bionic leg g a i n s +1 attack to its Attack characteristic and c a n m a k e a special kick attack if it wins a round of hand-to-hand c o m b a t . T h e m o d e l can only m a k e one kick attack, r e g a r d l e s s of h o w m u c h it b e a t its o p p o n e n t ' s C o m b a t Score by. T h e kick attack is resolved at + 2 to the model's Strength a n d inflicts D3 d a m a g e . If t h e t a r g e t is no b i g g e r t h a n t h e m o d e l w i t h t h e bionic leg it is also k n o c k e d back D3" by the kick.

25 Poiints

T h e B l a c k Staff is a p o t e n t f o c u s of p s y c h i c energy. W h e n e v e r Ahriman uses a psychic p o w e r t h e B l a c k Staff r e d u c e s t h e n u m b e r of f o r c e c a r d s n e e d e d to p o w e r it b y 1 to a m i n i m u m of o n e , s o f o r c e 2 p o w e r s o n l y require o n e f o r c e c a r d to u s e a n d f o r c e 3 p o w e r s o n l y n e e d t w o f o r c e c a r d s to u s e . In h a n d - t o - h a n d c o m b a t t h e p o w e r f u l e n e r g i e s of t h e B l a c k Staff add +4 to Ahriman's Strength characteristic.

AHRIMAN ONLY

BRIGHT LANC

CAMELEOLINE

The bright lance is a distinctive high powered laser w e a p o n rather like a strìpped-down lascannon. The bright lance sacrifices some of the range and punch of heavier laser weapons for a faster recharge rate and lighter weight. It is possible to move and tire with a bright lance.

RANGE TO HIT SHORT LONG SHORT LONG 0-12

12-36

+1

STR.

DAM.

9

D8

SAVE MOD -6

ARMOUR PENE.

SPECIAL

8+D6+D8

ELDAR ONLY

THE CHIRURGEON

30 Points

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 colours and textures of their surroundings. The result is that after a second or two motionless the wearer appears to fade into the background, offering chameleon-like protection from prying eyes. AH shots fired at a stationary model wearing cameleoline suffer a - 1 to m o d i f i e r in a d d i t i o n to t h e n o r m a l to hit modifiers for cover etc. If the model hides troops that move into a position to see the hiding model, or move within their Initiative distance, will only detect him rather than spotting him.

CLAW OF THE DESERT TIGERS 16 Po

THE BLADE OF DESTRUCTION

12 Points

This long and elegantly curved biade was made in the distant past and retains much of its originai power. It is amongst the most potent of ali Eldar weapons to survive from the time of the Fall. It is light and easy to wield with blurring speed. An Eldar armed with the Biade of Destruction may make two parries against opponents in hand-to-hand combat. RANGE TO HIT SHORT LONG SHORT LONG Close combat only

STR.

7

DAM. 1

SAVE ARMOUR MOD. PENE. -4

SPECIAL

D6*D12t7 Parry twice

ELDAR ONLY

AOS TERMINATOR ARMOUR 70 Points Abaddon's Terminator armour has been blessed b y t h e fickle P o w e r s of C h a o s s o t h a t it is far s t r o n g e r t h a n t h e e a r t h l y m a t e r i a l s it w a s o n c e m a d e of. T h e a r m o u r a f f o r d s A b a d d o n a 2 + s a v i n g t h r o w o n 2 D 6 a n d will nullify a n y p s y c h i c p o w e r u s e d a g a i n s t h i m or w h i c h i n c l u d e s h i m in its a r e a of effect o n a D 6 roll of 4 o r m o r e .

ABADDON ONLY

COMBAT DRUGS

25 Points

The Chirurgeon is a complex part magical, part technological machine which pumps daemon ichor around Bile's body, giving him special powers and invulnerabilities as detailed in Codex Chaos. In addition, the Chirurgeon contains a Frenzon dispenser implanted directly into Bile's heart (see p71 of the Wargear book for details) and its articulated drill and saw arms mean Bile rolls an additional 2 attack dice in hand-to-hand combat. Note that the +2 attacks are added after any doubling of his attacks for frenzy.

T h i s is a n o r d i n a r y p o w e r s w o r d , y e t it h a s b e e n e n c r u s t e d w i t h t h e e m b l e m s of t h e d e s e r t N'go c r a f t s m e n . Its a p p e a r a n c e h a s r a i s e d it t o l e g e n d a r y s t a t u s , s o that in A l ' r a h e m ' s h a n d s it is r e g a r d e d w i t h a w e by his f r i e n d s , a n d w i t h fear by his f o e s . To r e p r e s e n t t h i s , t h e C l a w of t h e D e s e r t T i g e r s c a u s e s t h e w i e l d e r to be f e a r e d by h i s e n e m i e s . T h e r u l e s for fear a p p l y a s d e s c r i b e d in t h e P s y c h o l o g y s e c t i o n of t h e W a r h a m m e r 40,000 rulebook.

Frenzon is the best known and cheapest combat drug but there are others - S t i m , Gamma / E , 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, 1x2, Ax2) and becomes harder to injure (T+1) and stronger (S+1). At the end of each of the character's tums roll a D6: on a roll of 5 or 6 the character suffers 1 wound with no armour save possible as the drugs ravage his system. The effects of the drugs last until the character suffers a w o u n d for any r e a s o n at which point this c a r d is discarded and the model's characteristics return to normal. Combat drugs may not be used with frenzon.

FABIUS BILE ONLY

AL'RAHEM ONLY

USE ONCE AND DISCARD

COMBI-WEAPO

-

CONVERSION FIELD

IO Points

A c o m b i - w e a p o n is a c o m b i n a t i o n of t w o basic w e a p o n s , normally a boltgun and another w e a p o n such as a flamer, melta gun or plasma gun. It w a s the development of combiw e a p o n s w h i c h led to the invention of the Imperiai S t o r m Bolter. At the beginning of the g a m e you must either write down or declare to your opponent what type of combi-weapon you have chosen from the following list. B o l t e r + Melta g u n , Bolter + P l a s m a g u n , Bolter + F l a m e r or t w i n B o l t e r s ( w h i c h c o u n t s a s S t o r m 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.

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 armour 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 a n d tight in hand-to-hand combat with a W S of 1.

IMPERIUM OR ORKS ONLY

B l i n d s unprotected t r o o p s o n 4, 5 or 6.

DAEMON WEA A daemon weapon contains the bound essence of a d a e m o n from the w a r p , lending the wielder supernatural power and ferocity. A model wielding a daemon weapon in hand-to-hand combat gains +2 to their W S and Strength characteristics and a l w a y s wounds psykers and daemons on a roll of 2 or more on a D6 regardless of their Toughness. Living models wounded by a daemon weapon during the hand-toh a n d c o m b a t p h a s e m u s t roll a Ld t e s t o n 2 D 6 immediately. If they fail the test their soul is wrenched from their body and consumed by the weapon - killing the model instantly regardless of wounds.

CHAOS ONLY

DISPLACER FIELD A dispiacer field is in fact a miniature w a r p - d r i v e mechanism with a proximity detector which activates t h e w a r p - d r i v e w h e n it p i c k s up i n c o m i n g s h o t s , psychic attacks or d o s e combat blows. The dispiacer field is very reliable, activating on a roll of 3 or more on a D6 whenever the wearer is hit. The field instantly shifts the wearer D6" in a direction determined by rolling the scatter dice. This will cause the attacks which struck the character to miss unless the attack uses a tempiale or blast marker and the field fails to get him out of the area of effect. A dispiacer field will not work against a Vortex grenade 3+ Unmodified save, move D6" in a random direction

4, 5 or 6 Unmodified save

DEATH MASK OF SANGUINIUS

'

THE DAEMON SWORD DRACH NYEN 25 Points Drach'nyen 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 . I SHORT LONG SHORT LONG

15 Points

Dante's 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 lite, and a halo of golden energy plays about the wearer's head, striking terror into the hearts of his enemies. The wearer of the Death Mask of Sanguinius causes Terror as described in the Psychology section of the Warhammer 40,000 Rulebook

BLOOD ANGELS COMMANDER ONLY

30 Points

A spirit s t o n e is a special c r y s t a l c o n t a i n i n g t h e psyche of a long-dead Eldar. Often the spirit stones of Eldar seers are carried by their living compatriots to lend them extra psychic strength. A spirit stone can be t a p p e d 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.

auto

PENE.

SPECIAL

auto

I

parry

ABADDON ONLY

IGITAL L A S E

6 Points

Digital lasers are concealed weapons fitted into finger rings or the knuckles of a giove. Digilasers do not prevent a model using any other weapons. They are automatically fired at the start of hand-to-hand combat against opponents in base-tobase contact, before any attack dice are rolled and regardless of whose turn it is. T h e shots are worked out in exactly the same way as normal, the wearer blasting away at point blank range as his attackers close. The digilasers get three shots, which may be divided amongst multiple opponents if desired. Once close combat has started the digilasers have no effect, the model doesn't gain any extra attack dice for having them.

Close combat only

STR.

DAM.

3

1

SAVE ARMOUR MOD. PENE. -1

D6»3

SPECIAL See above

14 Points

EXECUTIONER

The Executioner takes many forms - that of a heavy s p e a r , a r u n e - e n c r u s t e d s w o r d or a g r e a t b l a c k 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. RANGE TO HIT SHORT LONG SHORT LONG Close combat only

ELDAR PSYKERS ONLY DISCARD AFTER USE

DAM. MOD. 1

RANGE TO HIT SHORT LONG SHORT LONG

ELDAR SPIRIT STONE

STR.

Close combat only

STR. DAM. 8

SAVE ARMOUR MOD. PÉNE.

03

ELDAR ONLY

-6

D6+3

SPECIAL Parry



FIREPIl è t i

FORCE AXE

The Firepike is an intricate and elegant Eldar heat weapon, an ancient artefact created before the Fall of the Eldar. A Firepike is a form of long-range meltagun which can blast holes through armour and flesh with ease. Its profile is shown below.

RANGE TOHIT SHORT LONG SHORT LONG 12

24

+1

-

SAVE ARMOUR STR. DAM. MOD. PENE. 8

D6

-4

SPECIAL

206+8

1" Blast

A force axe crackles with barely suppressed sparks of psychic energy. At the end of the psychic phase one unused force card may be 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 h a n d - t o - h a n d combat the force a x e increases t h e 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 e x p e n d t h e stored force card to gain an extra +3 Strength and -3 armour save in hand-to-hand combat.

ELDAR ONLY

FRENZON

Phased crystalline patterns along the force sword's b i a d e c o i l i r i d e s c e n t p s y c h i c e n e r g y a r o u n d it l i k e a s n a k e . A t t h e e n d of t h e p s y c h i c p h a s e o n e u n u s e d f o r c e c a r d m a y b e s t o r e d in t h e force s w o r d i n s t e a d of b e i n g p l a c e d o n t h e w a r p c a r d s discard pile. T h e s t o r e d force card m a y be retrieved from the weapon a n d used in s u b s e q u e n t p s y c h i c p h a s e s . In h a n d - t o - h a n d c o m b a t the force sword increases the wielder's Strength c h a r a c t e r i s t i c by a n u m b e r e q u a l to his m a s t e r y l e v e l a n d w o u n d s d a e m o n s automatically with no s a v i n g t h r o w possible. T h e w i e l d e r m a y also e x p e n d t h e s t o r e d f o r c e c a r d to gain a n e x t r a +2 Strength a n d -2 a r m o u r s a v e in h a n d - t o - h a n d c o m b a t . T h e force s w o r d c a n b e u s e d to parry.

PSYKERS ONLY

GAUNTLETS OF ULTRAMAR

is

0-12

12-24 +1

Close Combat Only -

4 8

SAVE ARMOUR PENE. DAM. MOD. 1

F OR C E R O D A force rod is prized because it can absorb prodigious a m o u n t s of p s y c h i c e n e r g y into its h e l i x - s h a p e d centrai 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 cards discard pile. The rod may store a maximum of 3 force cards. Stored force cards m a y be retrieved from the rod a n d 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

-1

D6+4

LORD MACRAGGE ONLY

SPECIAL

Sus. -1 dice

D6+D20+8

5 Poir

Frenzon is a drug that c a n be u s e d to induce t h e p s y c h o l o g i c a l effects of f r e n z y or h a t r e d for t h e rest of t h e g a m e . T h e p s y c h o l o g y effects a r e automatic a n d no test is m a d e against Leadership. Only o n e psychological state c a n b e induced at a time. A single d o s e of frenzon antidote (contained in t h e f r e n z o n d i s p e n s i n g d e v i c e ) will negate t h e induced psychological state. However, repeated use of f r e n z o n is d a n g e r o u s to t h e subject. Every time a d o s e is administered after t h e first roll a D 6 for t h e m o d e l a f f e c t e d : o n a roll of 1 t h e m o d e l suffers D 3 w o u n d s .

GRAVITON G U N

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 bolt gun. 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 bolt guns fire together with the same effect as a single storm bolter. STR.

I

PSYKERS ONLY

FORCE SWORD

RANGE TO HIT SHORT LONG SHORT LONG

10 Points

-

40 Points

The graviton gun affects the locai gravity field and changes 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 noi 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 a r m o u r penetration. Roll for damage on the appropriate vehicle location damage chart(s) adding + 1 to the dice score. Against buildings roll to hit and and if a hit occurs roll for damage and add + 1 to the result. RANGE TO HIT SHORT LONG SHORT LONG 0-8

8-16

+1

STR. DAM. See a b o v e

SAVE ARMOUR MOD. PENE.

-

FROSTFA F r o s t f a n g is a m i g h t y w e a p o n c r a f t e d c e n t u r i e s ago by the Iran Priest Fergus Forgrim, t h e f a m e d m a s t e r c r a f t s m a n of t h e S p a c e W o l v e s . I t s c h a i n s a w b i a d e is f a s h i o n e d f r o m a r a r e m e t a l w h o s e secret d i e d with t h e ancient Iron Priest. It has a superior profile a s shown below. RANGE TO HT SHORT LONG SHORT L ONG Close combat only

SAVE ARMOUR STR. DAM. MOD. PENE. 5

D3

2D6+D3+5

SPEC Parry

S P A C E WOLVES ONLY

GYRO-STABILISED MONOW The gyro-stabilised monowheel is always popular with O r k s a d d i c t e d to t h e e x i l a r a t i o n a n d e x c i t e m e n t induced by high speeds. An Ork with a gyro-stabilised 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 a n d very difficult ground.

SPECIAL

Auto 1" Diasi marker

IMPERIAI. TECH-PRIESTS & SQUAT ENGINEERS ONLY

-2

ORKS ONLY

HAYWIRE G R E N A D E

10 Points

H a y w i r e or s c r a m b l e r g r e n a d e s emit a p o w e r f u l b u r s t of electromagnetic interference which scrambles delicate circuits and overloads instrumentation. Haywire only affects vehicles, dreadnoughts, robots, Wraithguard and Terminators. Its burst covers a I X " radius, roll to hit and scatter as for a normal g r e n a d e . V e h i c l e s e t c . hit by a H a y w i r e g r e n a d e a r e penetrated automatically. Roll to hit locations covered by the template as normal 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 armour save possible. Discard this card after use.

T h e H o o d of G n y r l l m a y b e w o r n i n s t e a d of a n o r m a l psychic hood. T h e w e a r e r begins the battle w i t h a n a d d i t i o n a l p s y c h i c p o w e r . If his m a s t e r y l e v e l is 1 h e t h e r e f o r e r e c e i v e s t w o p s y c h i c p o w e r s , if level 2 he r e c e i v e s three, if level 3 he receives four and level 4 p s y k e r s receive five.

The Hood of Hellfire may be worn instead of a normal psychic hood. The Hood of Hellfire is a psychic amplification unit built into a helmet or worn over the head. The hood works by amplifying and focussing the aggression of the wearer into a psychic bolt. This power is used in the psychic phase and can be nullified like any other psychic power. Roll 2D6 and add the wearer's Ld. This is the range of the bolt in inches. The bolt is fired in a straight line at a target within the wearer's line of sight. It causes D6 S5 hits with a -2 saving throw modifier.

SPACE WOLVES RUNE PRIEST ONLY

SPACE MARINE LIBRARIAN ONLY

Penetrates a r m o u r automatically DISCARD AFTER USE

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 g r e n a d e s : c h o k e , h a l l u c i n o g e n , r a d , scare, toxin and virus.

HOOD OF HELLFIRE

THE HOOD OF GNYRLL

THE INFERNO PIS

INFERNO BOL 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 Tzeentch's Fire Storm. The Strength value of the fire storm is equal to the mastery level of the Sorcerer using the bolts instead of its normal Strength of 5. Targets with saving throws against psychic attacks may take them as normal against Inferno bolts. Otherwise armour a n d energy fields have no effect.

SORCERERS OF TZEENTCH ONLY

JUMP PACK A jump pack permits its wearer to make a long powered leap instead of its normal m o v e . A j u m p can be m a d e up to a distance of 18", reaching a height sufficient to clear most obstacles, vehicles and m o d e l s . Woods and single storey buildings reduce the jump to 12". Roll a scatter dice for the j u m p i n g model on l a n d i n g : a roll of a hit indicates it's on t a r g e t ; an arrow i n d i c a t e s the model scatters D 3 " in the direction indicated. W h e n a model with a jump pack charges he m a y m o v e up to 4 " a f t e r h e s l a n d e d to e n g a g é an o p p o n e n t in h a n d - t o - h a n d c o m b a t . A model may m a k e a j u m p , land and then shoot or throw a grenade, but it can't use a move or fire w e a p o n . Models using jump packs leap in slow, predictable c u r v e s so m o d e l s firing at t h e m d o not suffer the normal -1 to hit penalty for firing at a target moving 10" or faster.

A kustom blasta is a big rocket launcher or grenade lobber fitted with an Ork Mekboy's speshul kustom warheads. The kustom blasta has an unpredictable blast marker with a D3" radius - roll for the size of the blast marker each time the weapon is fired. It also has a variable Strength which is rolled on the artillery dice each time it is fired, giving it a Strength of between 2 and 10. If a misfire is rolled on the artillery dice the kustom blasta has exploded! The blasta is destroyed and the Ork carrying it suffers an S4 hit.

0-16

16-36

-1

SAVE ARMOUR MOD. PENE. Art. dice

1

ORKS ONLY

This weapon takes a few seconds to recharge after each shot, and this means that if it is used in hand-tohand combat then only the very first hit inflicted in each round of combat can be with the pistol. Any further hits will be inflicted by Dante's power axe. SHORT LONG SHORT LONG 0-6

+1

STR. 8

DAM.

MOD.

D3

-4

-1

Various.

PENE.

SPECIAL

D6+D3+8Close combat

BLOOD ANGELS COMMANDER DANTE ONLY

KUSTOM FORCE FIELD

KUSTOM BLASTA

RANGE TO HIT SHORT LONG SHORT LONG

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.

20 Points

A kustom force field is an Orky device which careens wildly from providing virtual invulnerability to little more than an embarrassing crackle as shells whistle straight through it! Whenever an Ork equipped with a kustom refraktor field is hit roll a D6 and deduct the result from the Strength of the incoming hit. On a roll of 6 the hit is automatically stopped but the Ork suffers an S3 hit instead as the field shorts out and gives him a nasty shock. If the field shorts out this card is discarded immediately.

SPECIAL D3" blast

ORKS ONLY

KUSTOM SHOOTA

20 Points

An impressive-looking kustom shoota is an Ork Mekboy's pride and Joy. It fires long, ragged bursts of shots with a hugely variable effect. The kustom shoota has sustained fire, rolling 2 dice. It also has a variable Strength which is rolled on the artillery dice each time it is fired, giving it a Strength of between 2 and 10. If a misfire is rolled on the artillery dice the kustom shoota has exploded! The shoota is destroyed and the Ork carryìng it suffers an S4 hit. RANGE TO HIT SHORT LONG SHORT LONG 0-12

12-32

+1

-1

STR. DAM. Art. dice

SAVE ARMOUR MOD. PENE.

1

-2

Various

LASBLAST

I SPECIAL Sustained fire - 2 dice

THE MASK OF JAIN ZAR

The lasblaster is a tri-barrelled laser weapon with a p o w e r e d biade attached to the stock. The w e a p o n can fire three shots per shooting phase in the same way as the Eldar scatter laser. AH 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 biade in the stock may be used in hand-to-hand combat using the profile given below. RANGE TO HIT SHORT LONG SHORT LONG

1 o Points

A w e a p o n c r a f t e d by a m a s t e r a r m o u r e r

and

o r n a m e n t e d by t h e g r e a t e s t a r t i s t s is a w o r t h y w e a p o n for a w a r r i o r . S u c h pistols a r e t r e a s u r e d possessions, and are often passed from

one

w a r r i o r to a n o t h e r .

+2

»1

1

-1

SPECIAL

3 Shots

6+D6 D6+5

ELDAR ONLY

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.

STR. 4

SAVE ARMOUR DAM. MOD. PENE. 1

NEMESIS FORCE WEAPON

-1

D6+4

SPECIAL Close combat

20 Po

Nemesis force weapons are used exclusively by the daemon hunters of the Imperium. At the end of 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 torce 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

This is the first a n d greatest of ali Howling Banshee masks after which ali others were merely copies. It functions in a similar way to an ordinary Banshee mask but is more effective. An enemy w h o is charged may not fire overwatch at the charging Eldar and must hold his ground. During the first round of combat, when the Eldar charges, his opponent rolls no attack dice because of the mask's paralysing effect. In addition, in the second round of combat the enemy must roll 4+ on a D6 to escape the mask's effect - otherwise he rolls no attack dice again. T h e mask has no effect in the third and subsequent rounds. If the Eldar wearing the Mask of Jain Zar is charged by a n enemy the mask has no effect.

MASTERCRAFTED PLASMA PISTOL 15

I SHORT LONG SHORT LONG

0-12 12-24

6 5

SAVE ARMOUR MOD. PENE.

ELDAR ONLY

MASTER-CRAFTED BOLT PISTOL

TO HIT SHORT LONG

DAM.

0-12 12-24 +1 Close combat only

O R K S ONLY

RANGE SHORT LONG

STR.

0-8

8-24

+2

-1

STR. 6

DAM. 1

MOD.

PENE.

SPECIAL

-1

D6+6

See a bove

S p e c i a l : Sustained tire 1 dice. Close combat.

BS 0

S 3

T 6

W 1

I 4

1 Restore 1 w o u n d to a wounded but stili 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.

THE PELT OF WULFEN

Night W i n g w a s fashioned for t h e Rune Priest Njal S t o r m c a l l e r b y t h e I r o n P r i e s t U l f B l a c k b r o w , a n d is a t t u n e d t o t h e R u n e Priest's u n i q u e brain p a t t e r n . Night W i n g will tight in h a n d - t o - h a n d c o m b a t a l o n g s i d e N j a l . A n y o p p o n e n t will t h e r e f o r e a l w a y s f a c e t w o e n e m i e s : Njal a n d Night W i n g .

WS 4

A medi-pack is an advanced automated medicai machine. To use the machine a model carrying it must move into base-tobase contact with his patient during his o w n 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:

5 Negate any psychological effects in a model.

NIGHT WING THE PSYBER RAVE

M

20 Po

A 1

LD

-

Night Wing has no Movement or Leadership values, but always moves with Njal at ali times. SPACE WOLVES RUNE PRIEST ONLY

is P

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 enemy's chances of scoring a hit by - 1 . At 10-20" the penalty is -2, at 20-30" it is -3, a n d so on, each extra 10" reducing the chance of hitting by a further - 1 . These penalties apply to shooting (not h a n d - t o - h a n d f i g h t i n g ) a n d a r e in a d d i t i o n to o t h e r modifiers for cover, etc.

SPACE W O L V E S COMMANDER ONLY

POLYMORPHI

PSYCANNO

Polymorphine is a shape-altering chemical which allows the highly trained Assassins of the Callidus shrine to transform not only their f e a t u r e s but their whole body. A n A s s a s s i n equipped with polymorphine is not deployed at the start of the game. Instead, the player may play this card at any time to reveal that the Assassin is in fact disguised as o n e of the e n e m y ! T h e player c a n select any h u m a n o i d (Ork, Squat, Human, Genestealer hybrid or Eldar) basic trooper model (not a character or a vehicle crewman or a model with a heavy weapon) in the opposing force and substitute the Assassin for that model. The Assassin discards the captured armour and weapons of the trooper as he casts off his disguise, keeping only what weapons a n d wargear the player has equipped the Assassin with.

OFFICIO ASSASSINORUM ONLY

PSYCHIC HOOD

25 Points

A psychic hood is in fact a web of fine wires and crystals set into a helmet or worn over the head. The effect of the psychic hood is to amplify a psyker's ability to disrupt manipulations of the warp by another psyker, making it easier for him to nullify psychic powers. This means a psyker wearing a psychic hood is allowed to reroll the dice throw when he attempts to nullify psychic powers.

A power field is an invisible bubble of pure energy c r e a t e d by a l a r g e , c u m b e r s o m e g e n e r a t o r . 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.

RAD G R E N A D E S STRENGTH

DAMAGE

D6+D4

1

SAVE MODIFIER

-3

RADIATION EFFECT AREA

1-3" Secretly determined

Rad grenades unleash a deadly dose of radiation. Determine w h e r e the g r e n a d e hits as normal a n d p l a c e a r a n d o m l y drawn Rad counter face down at that spot. T h e player who threw the grenade c a n secretly examine the counter to find out what the radius is. If any target is within t h e 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 m o v e within the radiation effect distance are automatically hit immediately, and will be hit every turn if they remain there.

0-8

8-16

+2

+1

STR.

DAM.

4

1

SAVE ARMOUR MOD. PENE. -2

D6+4

The Red Grail is used to hold the blood of Sanguinar/ 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.

ROD OF TIGURIUS

SPECIAL Sustained fire - 1 dice

IMPERIUM ONLY

oints

B L O O D ANGELS APOTHECARY ONLY

25 Points

RANGE TO HIT SHORT LONG SHORT LONG

RED GRAIL

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.

PSYKERS ONLY

Points

The psycannon is a weapon specially constructed to damage psykers and daemons. It uses storm bolter c o m p o n e n t s but the bolts t h e m s e l v e s 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.

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

A refractor field is an energy bubble projected by a small g e n e r a t o r 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 m a k e s it i m p o s s i b l e for the w e a r e r to h i d e . T h e 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 armour (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

ROD OF TORMENT 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 2 D 6 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 Close combat only

CHIEF LIBRARIAN TIGURIUS ONLY

STR. DAM. as user

1

SAVE ARMOUR MOD. PENE. SPECIAL as user

FABIUS BILE ONLY

varies

THE RUNE STAFF STORMCALLER

35 Points

SEEKING

SCANNER

This ancient rune staff absorbed so much power that it eventually became a living thing in the hands of its originai owner Njal Stormcaller. At the start of the game deal 3 cards from the warp deck. Any force cards are retained within the rune staff, other cards are returned to the deck. Further force cards may be placed in the staff as they are dealt, up to a maximum of three. During any psychic phase the force cards may be used to power the wielder's psychic abilities. Stormcaller also adds +1 to the wielder's A and I, and adds a Strength bonus equal to its wielder's mastery level.

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 metres thick. The main military use of t h e s c a n n e r is for finding h i d d e n troops, which are automatically detected if they are within 24".

N J A L STORMCALLER ONLY

Detects h i d d e n t r c o p s within 2 4 "

20 Points Seer runes are complex wraithbone shapes used by Eldar Farseers to predict the future and the flow of the warp. Seer runes may also be used to temporarily sever an enemy's connection with the warp and so nullify a p s y c h i c power. W h e n a n e n e m y uses a p s y c h i c p o w e r y o u may i m m e d i a t e l y c o u n t e r its effects by using the seer runes. The power is nullified a u t o m a t i c a l l y . T h e seer runes a r e temporarily disrupted after use and may not be used again in the same battle.

ELDAR FARSEERS ONLY DISCARD AFTER USE

SPIKE A R M

5 Points

The Silent Death is a triple-bladed throwing weapon whose edges were forged in the anti-flame of the warp. Black fire licks around its keen surfaces, sharper than any mortai substance. When the weapon is thrown it may strike several targets. Nominate your first target and roll to hit. If successful, nominate a second 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 weapon's range and/or within 2" of the last target, after which the Silent Death automatically returns to the thrower's hand.

0-12 12-24

-1

STR.

DAM.

5

1

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 target 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 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

SINGING SPEAR

THE SILENT DEAT

RANGE TOHIT SHORT LONG SHORT LONG

AMMO

SAVE ARMOUR PENE. MOD. -2

SPECIAL

D6+5

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 armour save.

ELDAR PSYKERS ONLY

ELDAR ONLY

SQUIG ATTACK ARM

25 Points

3 Points

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 i m p a l e t h e m a s t h e c o n c e a l e d s p i k e s s l a m into position. This gives the Ork +1 W S in hand-to-hand combat and means that the Ork always counts as having higher Initiative in the case of t h e Combat Scores being drawn.

The squig attack arm is a special bionik replacement which incorporates a cage containing a dangerous g n a s h e r s q u i g . In h a n d - t o - h a n d c o m b a t t h e O r k automatically unleashes the squig as its o p p o n e n t closes in so resolve the attack during the hand-tohand 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 c h u n k of f l e s h i t ' s b i t t e n off or is k i l l e d by t h e opponent. This means the squig attack arm may only be used once per game.

ORKS ONLY

ORKS ONLY DISCARD AFTER USE

ANDARD OF FORTITUDE

50 Poin

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 hall of tire 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.

MAY ONLY BE CARRIED BY THE BEARER OF THE SACRED STANDARD

S T A N D A R D OF DEVASTATION 50 Poi 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.

MAY ONLY BE CARRIED BY THE BEARER OF THE SACRED STANDARD

STEEL SKULL 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 T o u g h n e s s characteristic for having a steel skull. However, the Ork also suffers occasionai bouts of Madboy-like behaviour, and is subject to the rules for Madboyz given in the Codex Imperialis book.

ORKS ONLY

STANDARD OF RETRIBUTION

25 Po



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!

MAY ONLY B E CARRIED BY THE BEARER OF THE SACRED STANDARD

STORM SHIEL A Storm Shield is large plasteel piate which contains a small but potent power field generator, because of this they are also k n o w n as power shields. O n c e a c t i v a t e d , t h e S t o r m S h i e l d is s u r r o u n d e d by a glowing blue field of energy which emits crackling lightning when it is used to parry a blow. A model e q u i p p e d with a S t o r m S h i e l d r e c e i v e s a n e x t r a armour saving throw of 4, 5 or 6 against shooting or hand-to-hand combat damage from the model's front 9 0 ° are. This s a v i n g t h r o w ignores n o r m a l s a v e modifiers and therefore offers a save even against w e a p o n s with large negative modifiers such as lascannons and power weapons. A Storm Shield may be used to parry.

TELEPORT JAMM Targeters are devices which combine various optical and electronic sights. A model using a weapon with a targeter gains a +1 modifier on its roll to hit with that w e a p o n . T a r g e t e r s a r e a l w a y s f i t t e d to s p e c i f i c weapons, so a character armed with a plasma gun with a targeter and a bolt pistol would get +1 to hit when he w a s shooting with the plasma gun but not w i t h t h e b o l t p i s t o l . T a r g e t e r s m a y n o t be interchanged between weapons during a battle.

A teleport j a m m e r e m i t s a Constant s i g n a l w h i c h interferes with teleport beams, making teleporting into its area of effect very difficult and dangerous. T h e 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 originai target point. In addition, the teleporting troops will be destroyed if they roll a doublé 1 or a doublé 2 on the distance dice for either scatter roll. The teleport jammer does not affect psykers using their powers to teleport.

ASIS G R E N A D E

20 Points

A Stasis grenade creates a localised temporal loop. Determine where the grenade hits as normal and place a 2" blast m a r k e r t h e r e . E v e r y t h i n g u n d e r 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 s h o o t t h r o u g h a loop, but it is p o s s i b l e to s e e t h r o u g h 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 t h e marker. T h e stasis field r e m a i n s in play. At t h e b e g i n n i n g of e a c h side's t u r n o n e p l a y e r rolls a D6 a n d consults the Stasis chart in the Wargear book.

DISCARD AFTER USE

E TALON OF HOR The Talon is an icon of evil incarnate to the Imperium, it causes terror in Imperiai 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 tight in close combat in a turn, but not both. RANGE TO HIT SHORT LONG SHORT LONG 0-12

12-24

+1

close combat

STR.

DAM.

5

1

6

D3

SAVE ARMOUR MOD. PENE. SPECIAL -2

D6+5

SUSI fire 1D

-5 D3+D6+D20+8

parry

ABADDON ONLY

LESKOPIC L E

5 Points

T e l e s k o p i c l e g z a r e a n i n v e n t i o n of p u r e O r k y cunning. A n Ork with telekopic 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 to shoot over intervening terrain and obstacles more easily.

ORKS ONLY

TOXIN GRENA

WEB OF S K U L L

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 1/2" blast marker there. Every unprotected model under the blast marker is killed on a roll of 2 or more. T r o o p s with some form of protection are killed on a D6 roll of a 3 or more. Enclosed vehicles and troops wearing sealed armour (Space Marines and Aspect W a r r i o r s ) , Tyranids and their creatures such as Genestealers (but not including c r o s s b r e e d s like G e n e s t e a l e r 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.

warp jump is an ancient alien device which allows 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 doublé 1 is rolled on the 2D10 for deviation the model is lost in the warp, never to be seen again. The model may shoot and fight in handto-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.

This ancient Eldar w e a p o n c o n s i s t s of three crystal skulls linked 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 W e b of Skulls can also be used in hand-to-hand combat like a flaiI. When thrown the weapon has the profile shown below. In close combat it has S6 and -2 save modifier. RANGE TO HIT SHORT LONG SHORT LONG 12

24

5 Points

AH Ork Weirdboyz carry a copper staff to help them earth excess W a a a g h ! power and stop their heads 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 O r k y g l y p h s . A W e i r d b o y 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

XYCLOS NEEDLER

25 Points

Before rolling to hit, select a serum to fire. If a target's 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. X y c l o s A automatically inflicts D3 wounds per hit. X y c l o s B causes psychotic visions. Roll D6+2 on the Hallucinogen Effect Table (Wargear book, p59). Targets of X y c l o s C automatically catch fire as if ignited by a flamer. The flames can't be smothered, but might go out on their own. If the model dies, it explodes with the same effects as a Plasma grenade. I SHORT LONG SHORT LONG 0-12

12-24

+2

+1

STR. (3)

DAM. 1

MOD. -1

FABIUS BILE ONLY

PENE.

D6+3

SPECIAL

sust. fire 1D

WITCH B L A D E

15 Points

-1

DAM.

6

1

SAVE ARMOUR MOD. PENE. -2

D6+6

SPECI See below

The W e b of Skulls can be thrown at any three targets within 12" of each other, striking each in turn.

ELDAR ONLY

DISCARD AFTER USE

WEIRDBOY STAFF

-

STR.

THE WOLF HELM OF RUSS

-i'Irlfiìl

A witch biade 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 biade 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 biade 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 armour save. The witch biade can be used to parry.

Tradition has it that this ancient helm was fashioned by the Emperor's artificers and given to Leman Russ, the Primarch of the Space Wolves. So long as the Space W o l v e s warrior wearing the H e l m of Russ lives a n d is on the b a t t l e f i e l d , any Space Wolves characters or units that can see the w e a r e r will a u t o m a t i c a l l y p a s s any Break test or psychology test they are required to take. In addition, t h e w e a r e r c a u s e s f e a r a s d e s c r i b e d in t h e P s y c h o l o g y s e c t i o n of t h e W a r h a m m e r 4 0 , 0 0 0 rulebook.

ELDAR PSYKERS ONLY

SPACE W O L V E S ONLY

VIRUS GRENADI

V O R T E X GRENADI

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 armour (Space Marines. Aspect Warriors, enclosed vehicles). P r o t e c t e d t r o o p s s u r v i v e a u t o m a t i c a l l y . Do not r e m o v e 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 a 4, 5 or 6. 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.

T h e v o r t e x g r e n a d e t e a r s a rift in t h e f a b r i c of real s p a c e like a m i n i a t u r e black hole. The vortex g r e n a d e is thrown like an o r d i n a r / g r e n a d e a n d it uses the special Vortex marker. Anything c o v e r e d by the template is automatically d e s t r o y e d , and anything touched by it is d e s t r o y e d unless it rolls 4+ on 1D6. This includes vehicles. terrain etc, no a r m o u r save is possible at ali. T h e vortex blocks sight and cannot be fired through. At the beginning of e a c h subsequent player turn roll a D6 a n d consult the chart below.

DISCARD AFTER USE

DISCARD AFTER USE

I

D6 R O L L 1-2

EFFECT The Vortex disappears

3-4

T h e V o r t e x r e m a i n s in p l a y

5-6

The Vortex m o v e s D6" in a r a n d o m direction d e t e r m i n e d w i t h the scatter dice

I

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