Professional Documents
Culture Documents
CARDS
2ND EDITION 40K
CONTENTS
WARGEAR
CARD
MOGUL KAMIR ONLY
IMPERIAL GUARD
CARD
YARRICK ONLY
YARRICK ONLY
YARRICK ONLY
CHAOS
CARD RANGE
0-12
TO HIT
SHORT LONG SHORT LONG
12-24 +2 +1
STR.
(3)
DAM.
1
SAVE ARMOUR
MOD.
-1
PENE.
D6+3
SPECIAL
Sust. fire 1D
FABIUS BILE ONLY
AHRIMAN ONLY
CHAOS
CARD
ABADDON ONLY
ABADDON ONLY
GORECHILD 10 Points
Gorechild is a deadly weapon capable of splitting an
armoured Space Marine from head to crotch with one
blow and is doubly dangerous in the hands of Kharn.
KHÂRN ONLY
CHAOS
WARGEAR saving throws against psychic attacks may take them as normal
against Inferno bolts. Otherwise armour and energy fields
have no effect.
CARD
SORCERERS OF TZEENTCH ONLY
WARGEAR
CARD RANGE TO HIT
SHORT LONG SHORT LONG STR. DAM.
SAVE ARMOUR
MOD. PENE. SPECIAL
0-12 12-24 +2 +1 4 1 -1 D6+4 Close combat
ORKS
WARGEAR that hit the force field must stop moving but do not suffer any
damage. Roll a D6 for the force field at the start of each
subsequent Ork turn. On a roll of 1-3 it burns out and may not
CARD be used again for the rest of the battle. On a roll of 4-6 it keeps
on working and can either be left in place, turned off, or
replaced anywhere within 18” of the operator.
MEKANIAKS ONLY
CARD Syringe squig. This knocks the victim out and they are
removed as a casualty even if they have any wounds
remaining.
PAINBOYZ ONLY
ORKS
WARGEAR up. If the attack beats the Ork’s armour value, then he is
knocked over as above and suffers 1 wound for each point the
CARD attack beat the armour value by (eg, if the attack scored 17 for
its armour penetration then the Ork would be knocked over
and suffer 2 wounds.
ORKS ONLY
PAINBOYZ ONLY
ORKS
GHAZGHKULL ONLY
WARGEAR off or is killed by the opponent. This means the squig attack
arm may only be used once per game.
ORKS ONLY
CARD the dice for his Waaagh! test if he fails the first roll.
ELDAR ONLY
ULTRAMARINES
CARD
CHIEF LIBRARIAN TIGURIUS ONLY
WARGEAR The holder of the banner and any Space Marine unit he
is with is immune to psychology and causes fear as
CARD described in the Psychology section of the Warhammer
40,000 rulebook.
ULTRAMARINES ONLY
ULTRAMARINES
WARGEAR M
-
WS
4
BS
0
S
3
T
6
W
1
I
4
A
1
LD
-
CARD Night Wing has no Movement or Leadership values,
but always moves with Njal at all times.
CARD +1 to the Combat Score but +D3 (1-2 =1, 3-4 =2, 5-6
=3).
WARGEAR
CARD RANGE TO HIT
SHORT LONG SHORT LONG STR. DAM.
SAVE ARMOUR
MOD. PENE. SPECIAL
0-12 12-24 +2 +1 4 1 -1 D6+4 Close combat
FROSTFANG 10 points
Frostfang is a mighty weapon crafted centuries
ago by the Iron Priest Fergus Forgrim, the famed
master craftsman of the Space Wolves. Its
chainsaw blade is fashioned from a rare metal
whose secret died with the ancient Iron Priest. It
has a superior profile as shown below.
WARGEAR the Hood of Darkness is used for two consecutive turns or more
then test to see it it fails. At the start of each turn, roll a D6. On
ELDAR ONLY
ELDAR ONLY
ELDAR ONLY
ELDAR
ELDAR ONLY
CARD rounds. If the Eldar wearing the Mask of Jain Zar is charged by
an enemy the mask has no effect.
ELDAR ONLY
ELDAR
LASBLASTER 25 Points
The lasblaster is a tri-barrelled laser weapon with a powered
blade attached to the stock. The weapon can fire three shots
per shooting phase in the same way as the Eldar scatter laser.
All three targets must be within 6” of each other, roll to hit as
normal and resolve any damage using the weapon profile
given below. The powered blade in the stock may be used in
hand-to-hand combat using the profile given below.
ELDAR ONLY
ELDAR ONLY
ELDAR
CARD
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PENE. SPECIAL
0-12 12-24 - -1 6 1 -2 D6+6 See above
ELDAR ONLY
EXECUTIONER 14 Points
The Executioner takes many forms- that of a heavy
spear, a rune-encrusted sword or a great black scythe.
Whatever its form, it is one of the most deadly hand to
hand power weapons. The Executioner has a Strength
of 8, a -6 saving throw modifier and inflicts d3 damage.
The Executioner can be used to parry but it requires
both hands to use.
CARD
SHORT LONG SHORT LONG STR. DAM. MOD. PENE.
Close combat - - 8 D3 -6 D6+D20+D3+8
Special: Parry
ELDAR ONLY
WARGEAR
CARD MAY ONLY BE CARRIED BY THE
BEARER OF THE SACRED STANDARD
WARGEAR Models may not use any personal fields within the
energy bubble, even against opponents also inside the
CARD field, because you may not use more than one field at
the same time.
If the Grand Master is slain, then do not remove his body. Place
it on its side and leave it on the table top. The first Dark Angel to
reach the body will retrieve the book instead of attacking that
turn. Until the book has been picked up all Dark Angels are
CARD retrieve the book by the end of the game then they lose 10
victory points.
DARK ANGELS GRAND MASTER
LIBRARIANS ONLY
CARD
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PENE. SPECIAL
0-8 8-24 +2 -1 6 1 -1 D6+6 See above
Special: Sustained fire 1 dice. Close combat.
WARGEAR Any Blood Angels that are within 12” of the Grail add
+2 to their Movement characteristic, and have their
CARD Strength and Weapon Skill increased by 1 point each.
WARGEAR reactivated the Blood Angels will return to normal. Note that
the bearer of the Shroud is not affected by frenzy when the field
CARD is deactivated.
WARGEAR possible. The wielder may also expend the stored force card to
gain an extra +3 Strength and -3 armor save in hand to hand
CARD combat.
PSYKERS ONLY
PSYKERS ONLY
GENERAL
WARGEAR
CARD STRENGTH
D6+D4
DAMAGE
1
SAVE
MODIFIER
-3
RADIATION
EFFECT AREA
1-3” (Secretly Determined)
WARGEAR D6 ROLL
1-2
EFFECT
The Vortex disappears.
CARD 3-4
5-6
The Vortex remains in play.
The Vortex moves D6” in a random direction
determined with the scatter dice.
DISCARD AFTER USE
CARD play. At the beginning of each side's turn one player rolls a d6
and consults the Stasis chart in the Wargear book.
WARGEAR
CARD RANGE TO HIT
SHORT LONG SHORT LONG STR. DAM.
SAVE ARMOUR
MOD. PENE. SPECIAL
0-12 12-24 +2 +1 4 1 -1 D6+4 Close combat
GENERAL
PSYKERS ONLY
WARGEAR marker and the field fails to get him out of the area of effect. A
displacer field will not work against a Vortex grenade.
SCANNER 20 Points
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
PSYCANNON 30 points
The psycannon is a weapon specially constructed to damage
psykers and daemons. It uses storm bolter components but the
bolts themselves are heavily impregnated with psychic energy.
The psycannon may be fired in the shooting phase. Against
daemons and psykers the psycannon wounds automatically
and daemons get no saving throw. In addition, each time a
psyker or daemon is damaged by a psycannon it will lose the
use of one psychic power (picked randomly) for the rest of the
WARGEAR battle.
IMPERIUM ONLY
CARD the bionic leg it is also knocked back d3" by the kick.
GENERAL
MEDI-PACK 10 Points
A medi-pack is an advanced automated medical machine. To
use the machine a model carrying it must move into base to
base contact with his patient during his own turn and remain
there through the shooting and close combat phases doing
nothing else. At the end of the close combat phase the medi-
pack can do one of the following:
WARGEAR character.
2. Restore a model reduced to 0 wounds to 1 wound
DIGI-LASERS 6 Points
Digital lasers are concealed weapons fitted into finger rings or
the knuckles of a glove. Digi-lasers do not prevent a model
using any other weapons. They are automatically fired at the
start of hand to hand combat against opponents in base to
base contact, before any dice are rolled and regardless of
whose turn it is. The shots are worked out exactly the same way
as normal, the wearer blasting away at point blank range as his
attackers close. The digi-lasers get three shots, which may be
WARGEAR 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
Krak 6 D6 -3 2D6+6
Frag 3 1 -1 D6+3 2” Blast
COMBI-WEAPON 10 Points
A combi-weapon is a combination of two basic weapons,
normally a boltgun and another weapon such as a flamer,
melta-gun or plasma gun. It was the development of combi-
weapons which lead to the invention of the Imperial Storm
Bolter. At the beginning of the game you must either write
down or declare to your opponent what type of combi-weapon
you have chosen from the following list.
Bolter + Meltagun, Bolter + Plasma gun, Bolter + Flamer
WARGEAR or Twin Bolters (which counts as Storm Bolter)
Each shooting phase you can either fire just one barrel of the
CARD combi-weapon as per the normal rules or fire both barrels at
the same target with a -1 to hit modifier on both shots.
WARGEAR the beginning of their next turn. Models that are blind cannot
move or shoot and fight in hand to hand combat with a WS of 1.
FRENZON 5 Points
Frenzon is a drug that can be used to induce the
psychological effects of frenzy or hatred for the rest of
the game. The psychology effects are automatic and
no test is made against Leadership. Only one
psychological state can be induced at a time. A single
dose of frenzon antidote (contained in the frenzon
dispensing device) will negate the induced
psychological state.
WARGEAR However, repeated use of frenzon is dangerous to the
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.
TARGETER 2 Points
Targeters are devices which combine various
optical and electronics sights. A model using a
weapon with a targeter gains a +1 modifier on
its roll to hit with that weapon. Targeters are
always fitted to specific weapons, so a character
armed with a plasma gun with a targeter and a
bolt pistol would get +1 to hit when he was
WARGEAR shooting with the plasma gun bot not with the
CARD bolt pistol. Targeters may not be interchanged
between weapons during a battle.
GENERAL
PSYKERS ONLY
WARGEAR ravage his system. The effects of the drugs last until the
character suffers a wound for any reason at which point this
CAMELEOLINE 5 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 colors and textures of
their surroundings. The result is that after a second or two of
motionlessness the wearer appears to fade into the
background, offering chameleon-like protection from prying
eyes. All shots fired at a stationary model wearing cameleoline
suffer a -1 to hit modifier in addition to the normal to hit
WARGEAR modifiers for cover etc. If the model hides, troops that move
into position to see the hiding model or move within their
CARD Initiative distance, will only detect him rather than spotting
him.
WARGEAR may shoot and fight in hand to hand combat on the turn it
teleports but it doesn't count as charging if it teleports directly
WARGEAR Turbo-Penetrator. This has a -6 saving throw modifier and inflicts double damage (2
wounds). When rolling for armor penetration, roll d6+5 and double the result.
CARD Hellfire. Always wounds on 2+ against living targets and causes d6 wounds. Hellfire shells
affect Tyranids, but do nothing to daemonic creatures. Note that this does not have a splash
effect like a heavy bolter hellfire shell.
VINDICARE ASSASSIN ONLY
WARGEAR
CARD RANGE TO HIT
SHORT LONG SHORT LONG STR. DAM.
SAVE ARMOUR
MOD. PENE. SPECIAL
Close combat - - 5 1 No save 2D6+5 Parry
CALLIDUS ASSASSIN ONLY
CARD is failed the model suffers one wound with a -3 saving throw
modifier. Armor fields do not protect against the Neural
Shredder.
POLYMORPHINE Special
The Callidus Assassin is not deployed at the start of the game.
Instead, the player may reveal at any time that the Callidus
Assassin is in fact disguised as one of the enemy! The player
can select an Ork, Squat, Human, Genestealer Hybrid or Eldar
and substitute the Callidus Assassin for that model. The model
must be a basic trooper model and not a character model,
vehicle crewman or have a heavy weapon. In addition, as
armor restricts the movement of the Assassin, the model the
CARD as she casts off her disguise and has only the weapons and
wargear normally carried.
WARGEAR WEAPON
RANGE TO HIT
SHORT LONG SHORT LONG STR. DAM.
SAVE ARMOUR
MOD. PENE.
NEURO-GAUNTLET Special
The Neuro-Gauntlet consists of an exo-skeleton hyper-alloy
glove, with neuro-toxin injectors fitted into the fingers. The
lethal toxins mean that enemies die in an excruciatingly painful
and violent manner. Against living targets the following rules
apply: Any squad which takes a casualty from the Neuro-
Gauntlet must make an immediate Break test. If a model is
wounded by the Neuro-Gauntlet but isn't killed then the potent
cocktail of acids and toxins will halve all its characteristics
(rounding all fractions up) including any remaining wounds, for
WARGEAR the rest of the battle. The Eversor temple constantly modifies
the toxins and acids used in the Neuro-Gauntlet so that they
remain effective against all potential enemies, this includes
CARD Tyranid creatures. However, there are no known toxins to
affect daemons; a daemonic creature wounded by the Neuro-
Gauntlet does not halve its characteristics.
WARGEAR
normal.
Destroyer. During his turn, if the Assassin kills his opponent and uses his
follow up move to enter another close combat, he may attack again
CARD immediately. After each follow up move, roll a d6. On a 1-3 the Assassin
gets no more attacks this turn, on a 4-6 he may fight another round of
combat immediately.
ETHERIUM Special
The Etherium is a highly advanced form Aegis Suit, built into the Culexus
Assassin's synthskin. This, combined with the Culexus Assassin's innate
abilities, means that psychic attacks pass right through him as if he were
invisible. This makes it very difficult for weapons that are in any way
connected to the warp to harm him. If he is attacked by warp weapons
such as force swords, Witch Blades, Vortex grenades, D-cannons or
psychic powers then roll a dice. On a d6 roll or 2 or more the attack has
no effect on the Culexus Assassin, although the attack is not nullified.
Force weapons may still wound the Assassin. However, the psyker may
not add his mastery level to the strength or use extra force cards to
WARGEAR enhance the attack. If the attack has a blast marker, then other models
within the blast may still be affected. A bolt that hits the first model in its
path may pass right through a Culexus Assassin and continue until it hits
CARD another model or runs out of range. This is a unique way of avoiding
psychic attacks and even provides protection against powers played with
the Ultimate Force warp card.
WARGEAR of the Culexus Assassin, the Force Matrix will absorb d3+2 force points.
Force points can be used to fire blasts from the Animus Speculum. Any
force points left at the end of the psychic phase are lost as the Force Matrix
CARD is unable to store warp energy for a prolonged period of time. If the
Energy Drain card is played then any force points are lost and the psychic
phase ends as normal.
WARGEAR
may be fired in any one psychic phase. Roll to hit for each blast separately,
using the Culexus Assassin's BS, just like a normal shooting attack.The
RANGE TO HIT SAVE ARMOUR
CARD
Culexus Assassin may fire blasts while in hand to hand combat but these
must be fired against foes in base to base contact. Each blast may be fired WEAPON SHORT LONG SHORT LONG STR. DAM. MOD. PENE.
at a different target as long as it is in the Assassin's arc of fire. If a blast Blast 0-12 12-24 +1 - 5 1 -5 2D6+5
wounds a psyker then there is a chance that the blast will destroy one of Special: Destroys psyker’s powers. See Codex Assassins.
his powers. Both players should secretly roll a d6 and add as many force
CULEXUS ASSASSIN ONLY
ROSARIUS 10 Points
Awarded to those of great faith, a Rosarius is the
shield of the Emperor and contains a conversion
field generator. A conversion field gives the
wearer an unmodified saving throw of 4, 5 or 6
on a d6. Any models within a radius equal to the
attacking weapon's Strength may be blinded.
CARD
ADEPTUS MINISTORUM RELIC
WARGEAR
CARD
ADEPTUS MINISTORUM RELIC
SISTERS OF BATTLE
WARGEAR the Brazier itself is not a heavy weapon, it just has the effects of
one!
WARGEAR profile.
RANGE TO HIT SAVE ARMOUR
WARGEAR killed then you may ressurect a dead Legion of the Damned
model, placed within normal unit coherency. This may not be
CARD used to increase the size of the unit beyond its original size.
The power of the skull may be nullified like a psychic power,
requiring a 4+ to successfully nullify.
SERGEANT CENTURIUS ONLY