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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 gans 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.

D6

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 strpped-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.

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.

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

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.

SAVE ARMOUR
MOD.
PENE.
-1

D63

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.
PNE.

03

ELDAR ONLY

-6

D6+3

SPECIAL
Parry

FIREPIl 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.

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 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

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 carryng 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.

-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

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

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

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.

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

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.

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 doubl 1 or a doubl 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.

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 doubl 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.

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'Irlfil

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

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

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