You are on page 1of 42

WARGEAR

CARDS
2ND EDITION 40K
CONTENTS

Imperial Guard ................................................................... 2-3


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

CLAW OF THE DESERT TIGERS 16 Points


This is an ordinary power sword, yet it has been
beautifully encrusted with the emblems of the desert
by N’go craftsmen. Its appearance has raised it to
legendary status, so that in Al’rahem’s hands it is
regarded with awe by his friends, and with fear by his
foes. To represent this the Claw of the Desert Tigers
causes the wielder to be feared by his enemies. The
rules for fear apply as described in the Psychology
section of the Warhammer 40,000 rulebook. WARGEAR
CARD
AL’RAHEM ONLY

CRUSHING ARM OF KAMIR 20 Points


Mogul Kamir’s arm acts in unison with his special bionic
eye to provide a unique guidance system. In addition
the arm is tremendously powerful and can crush an
enemy that has been gripped. To represent this
calculate the number of hits scored in hand-to-hand
combat as normal. Once you know how many hits
Mogul has inflicted roll a D6. If the score is equal to or
less than the number of hits inflicted then the Crushing
Arm has successfully gripped the enemy - in which case
the number of hits already inflicted is automatically
doubled. If the D6 roll is greater than the number of hits
WARGEAR
already inflicted, or is 6 regardless of the number of
hits, then the arm has failed to get a grip and no extra
hits are caused.
CARD
MOGUL KAMIR ONLY

EYE OF THE FALCON 2 Points


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

WARGEAR
CARD
MOGUL KAMIR ONLY
IMPERIAL GUARD

FORCE FIELD 20 Points


Yarrick is protected by a powerful force field that
reduces the energy of incoming shots. The force field
is not entirely reliable, sometimes offering virtual
invulnerability and sometimes proving almost
worthless. Whenever Yarrick is hit roll a D6 and
deduct the score from the Strength of the attack. If
reduced to Strength 0 or less the attack is stopped

WARGEAR completely. The force field has no effect on special


attacks that do not have a Strength.

CARD
YARRICK ONLY

BALE EYE 5 Points


Yarrick’s Bale Eye bionic implant incorporates a deadly
laser. The Orks said that he could kill with a glance,
and indeed they were right, a superstition that Yarrick
was able to exploit to his advantage. The Bale Eye can
be used once at the start of each hand-to-hand combat
phase. It automatically hits any one model already
engaged in hand-to-hand fighting against Yarrick.

WARGEAR RANGE TO HIT SAVE ARMOUR

CARD SHORT LONG SHORT LONG


Close combat only
STR.
4
DAM.
1
MOD.
-1
PENE.
2D6+4
SPECIAL

YARRICK ONLY

BATTLE CLAW 10 Points


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

WARGEAR RANGE TO HIT SAVE ARMOUR

CARD SHORT LONG SHORT LONG


Close combat only
STR.
8
DAM.
1
MOD.
-5
PENE.
D6+D20+8
SPECIAL

YARRICK ONLY
CHAOS

THE CHIRURGEON 30 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

WARGEAR saw arms mean Bile rolls an additional 2 attack dice in


hand-to-hand combat. Note that the +2 attacks are
CARD added after any doubling of his attacks for frenzy.

FABIUS BILE ONLY

ROD OF TORMENT 25 Points


The daemon-forged Rod of Torment amplifies the slightest pin
prick into a raging weal of agony. Any opponent suffering 1 or
more wounds from the Rod of Torment is immediately
disabled by the pain and removed as a casualty even if they
have any remaining wounds.

In addition the model must pass a Ld test on 2D6 or let out a


tortured scream so horrible that any friendly models within 8”
must take a Break test.
WARGEAR RANGE TO HIT SAVE ARMOUR

CARD SHORT LONG SHORT LONG


Close combat only
STR.
As user
DAM.
1
MOD. PENE.
As user Varies
SPECIAL

FABIUS BILE 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.
Xyclos A automatically inflicts D3 wounds per hit. Xyclos B
causes psychotic visions. Roll D6+2 on the Hallucinogen
Effects Table (Wargear book, p59). Targets of Xyclos C
automatically catch fire as if ignited by a flamer. The flames
can’t be smothered, but might go out on their own. If the model
WARGEAR dies, it explodes with the same effects as a Plasma grenade.

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

BLACK STAFF OF AHRIMAN 25 Points


The Black Staff is a potent force of psychic energy.
Whenever Ahriman uses a psychic power, the
Black Staff reduces the number of force cards
needed to power it by 1 to a minimum of one, so
force 2 powers only require one force card to use
and force 3 powers only need two force cards to
use. In hand-to-hand combat the powerful
WARGEAR energies of the Black Staff add +4 to Ahriman’s
CARD Strength characteristic.

AHRIMAN ONLY
CHAOS

CHAOS TERMINATOR ARMOUR 70 Points


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

WARGEAR it area of effect on a D6 roll of 4 or more.

CARD
ABADDON ONLY

THE TALON OF HORUS 30 Points


The Talon is an icon of evil incarnate to the Imperium, it
causes terror in Imperial forces, except for Blood Angels
Space Marines, which are affected by the psychology
rules for hatred instead. The claw mounts an early
custom storm bolter on its back so it can be used to
either make a shooting attack or fight in close combat
in a turn, but not both.

WARGEAR RANGE TO HIT


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

CARD 0-12 12-24 +1


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

ABADDON ONLY

THE DAEMON SWORD DRACH ‘NYEN 25 Points


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

WARGEAR from the sword will take D3 wounds instead of 1.

CARD RANGE TO HIT


SHORT LONG SHORT LONG
Close combat only
STR.
-
DAM.
1
SAVE ARMOUR
MOD.
Auto
PENE.
Auto
SPECIAL
Parry
ABADDON ONLY

GORECHILD 10 Points
Gorechild is a deadly weapon capable of splitting an
armoured Space Marine from head to crotch with one
blow and is doubly dangerous in the hands of Kharn.

Kharn is so familiar with Gorechild that in hand-to-


hand combat he may re-roll any fumbles (1’s) on his
attack dice.

WARGEAR RANGE TO HIT SAVE ARMOUR


CARD SHORT LONG SHORT LONG
Close combat only
STR.
7
DAM.
1
MOD.
-4
PENE. SPECIAL
D6+D12+7 See above

KHÂRN ONLY
CHAOS

INFERNO BOLTS 20 Points


Inferno bolts are sorcerous boltgun or bolt pistol shells which
have been inscribed with arcane runes that writhe with blue-
white fire. The bolts can be used whenever the model fires in
the shooting phase instead of ordinary bolt ammunition
(though the bolts may not be used in conjunction with rapid
fire). If they hit a target the bolts explode with the same effects
as the psychic power Tzeentch’s Fire Storm. The Strength value
of the fire storm is equal to the mastery level of the Sorcerer
using the bolts instead of its normal Strength of 5. Targets with

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

THE TYRANT’S CLAW 35 Points


The Tyrant’s Claw is a monstrous, bear-like bionic arm
and shoulder which was built to replace Huron’s own
arm. The Claw incorporates a built-in heavy flamer for
close range combat and a number of hooks and blades
which allow Huron to parry in hand-to-hand combat.
The Claw can be used in the shooting phase or the
hand-to-hand combat phase of a turn, nor both.

WARGEAR RANGE TO HIT


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

CARD Close combat


Heavy Flamer Template
8
5
1
D3
-5 D6+D20+8
-3 D6+D3+5
Parry

HURON BLACKHEART ONLY

C’TAN PHASE KNIFE 10 Points


The phase knife is similar to the C’tan phase
sword used by Callidus Assassins. The blade of
the knife can phase in and out of real-space by
molecular realignment, so it is capable of
bypassing armour and protective fields. A model
wounded by the knife does not receive an
armour save, even for energy fields.
WARGEAR
CARD RANGE TO HIT
SHORT LONG SHORT LONG STR. DAM.
SAVE ARMOUR
MOD. PENE. SPECIAL
Close combat As user 1 No save 2D6+5 See rules

MASTER-CRAFTED BOLT PISTOL 10 Points


A weapon crafted by a master armourer and
ornamented by the greatest artists is a worthy
weapon for a warrior. Such pistols are treasured
possessions, and are often passed from one
warrior to another.

WARGEAR
CARD RANGE TO HIT
SHORT LONG SHORT LONG STR. DAM.
SAVE ARMOUR
MOD. PENE. SPECIAL
0-12 12-24 +2 +1 4 1 -1 D6+4 Close combat
ORKS

MEKBOY’S TOOLS 5 Points


A Mekboy with a set of tools always counts as having
two hand-to-hand combat weapons, and so rolls an
extra dice in hand-to-hand combat. In addition, if the
Mekboy starts a turn on, in or next to a damaged
vehicle he may attempt to repair one damaged
location. The location must be repairable; weapons
that have been completely blown off, for example, or

WARGEAR engines that have exploded may not be repaired. Roll a


D6 to see if the repair is successful. On a roll of 4, 5 or 6
CARD the location is returned to full working order. On any
other roll it remains damaged.
MEKANIAKS ONLY

KUSTOM FORCE FIELD 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 force field is hit roll a D6 and deduct the
result from the Strength of the incoming hit. On a
WARGEAR roll of 6 the hit is automatically stopped but the
Ork suffers an S3 hit instead as the field shorts
CARD out and gives him a nasty shock. If the field shorts
out this card is discarded immediately.
ORKS ONLY

FORCE FIELD PROJEKTA 50 Points


The force field projekta is a unqiue device manufactured by Ork
Mekaniaks which can be used to create a wall of energy that is
impassable to any object. The force field may be turned on at
the start of any Ork turn. It is represented by a 12” ruler, or by
any two dice or counters placed 12” apart, and must be placed
completely within 18” of the operator. Once in place nothing
can shoot or move through the force field under any
circumstances. This includes teleporting models, psychic
attacks, skimmers, and mole mortar attacks. Note that the
force field stops all Ork attacks and movement as well. Vehicles

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

DOC’S TOOLS 8 Points


Ork Painboyz often carry a huge array of ‘tools of the
trade’. Although these are primarily meant for use on
injured orks, the Painboy is not above using them as
offensive weapons in hand-to-hand combat. A Painboy
with a set of tools always counts as having two hand-to-
hand combat weapons, and so always rolls an extra
dice in hand-to-hand combat. If the Painboy wins a

WARGEAR round of combat and inflicts at least 1 wound then the


opponent is assumed to have been injected with a

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

KUSTOM BLASTA 30 Points


A kustom blasta is a big rocket launcher or grenade
lobber fitted with an Ork Mekboy’s speshul kustom
warheads. The kustom blasta has an unpredictable
blast marker 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
WARGEAR and the Ork carrying it suffers an S4 hit.
RANGE TO HIT SAVE ARMOUR
CARD SHORT LONG SHORT LONG
0-16 16-36 +1
STR. DAM.
-1 Art. Dice 1
MOD.
-1
PENE.
Various
SPECIAL
D3” blast
ORKS ONLY

CYBORK BODY 35 Points


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

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

BUZZER SQUIG STIKKBOMBZ 5 Points


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

VAXXINE SQUIG 50 Points


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

PAINBOYZ ONLY
ORKS

KUSTOM SHOOTA 20 Points


An impressive-looking kustom shoota is an Ork
Mekboy’s pride and joy. If fires long, ragged bursts of
shots with a hugely variable effect. The kustom shoota
has sustained fire, rolling 2 dice. It also has a variable
Strength which is rolled on the artillery dice each time it
is fired, giving it a Strength of between 2 and 10. If a
misfire is rolled on the artillery dice the kustom shoota
has exploded! The shoota is destroyed and the Ork
WARGEAR carrying it suffers an S4 hit.
RANGE TO HIT SAVE ARMOUR
CARD SHORT LONG SHORT LONG
0-12 12-32 +1
STR. DAM.
-1 Art. Dice 1
MOD.
-2
PENE.
Various
SPECIAL
Sust. Fire 2D
ORKS ONLY

GHAZGHKULL’S ADAMANTIUM SKULL 15 Points


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

GHAZGHKULL ONLY

RUNTHERD’S GRABBA-STICK 20 Points


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

SNIFFER SQUIG 20 Points


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

SQUIG ATTACK ARM 3 Points


The squig attack arm is a special bionik replacement which
incorporates a cage containing a dangerous gnasher squig. In
hand to hand combat the Ork automatically unleashes the
squig as its opponent closes in so resolve the attack during the
hand to hand combat phase before any attack dice are rolled.
The Ork's opponent suffers an automatic Strength 5 attack with
no saving throw modifier from the squig, after which the
creature either crawls off to digest the chunk of flesh it's bitten

WARGEAR off or is killed by the opponent. This means the squig attack
arm may only be used once per game.

CARD ORKS ONLY


DISCARD AFTER USE

SPIKE ARM 5 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 impale them as the
concealed spikes slam into position. This gives
WARGEAR the Ork +1 WS in hand to hand combat and
means that the Ork always counts as having
CARD higher Initiative in the case of the Combat Scores
being drawn.
ORKS ONLY

GYRO-STABILISED MONOWHEEL 8 Points


The gyro - stabilized monowheel is always
popular with Orks addicted to the exhilaration
and excitement induced by high speeds. An Ork
with a gyro-stabilized monowheel increases its
Movement characteristic to 8", so it can "run" or
charge up to 16". However, the Ork may not
cross obstacles of any kind and will suffer a S5 hit
WARGEAR if it attempts to do so and it may not run or charge
through woods or difficult and very difficult
CARD ground.

ORKS ONLY

WEIRDBOY STAFF 5 Points


All Ork Weirdboyz carry a copper staff to help them
earth excess Waaagh! power and stop their heads from
exploding. Particularly valued or powerful Weirdboyz
eventually get hold of a special Weirdboy staff which is
made of strange copper alloys and inscribed with
ancient Orky glyphs. A weirdboy staff is a force
weapon so the Weirdboy can add his mastery level to

WARGEAR his Strength and wounds daemons automatically in


hand to hand combat. The Weirdboy may also reroll

CARD the dice for his Waaagh! test if he fails the first roll.

ORK WEIRDBOYZ ONLY


ORKS

STEEL SKULL 5 Points


Nasty head injuries mean that this Ork has had a
large part of its cranium replaced with steel
plates. This has the advantage of making the
Ork hard to hurt, even by Ork standards! The
Ork gains +1 on its Toughness characteristic for
having a steel skull. However, the Ork also
suffers occasional bouts of Madboy-like behavior
WARGEAR and is subject to the rules for Madboyz given in
the Codex Imperialis book.
CARD
ORKS ONLY

TELESKOPIK LEGZ 5 Points


Teleskopic legz are an invention of pure Orky
cunning. An Ork with teleskopic legz gains +2 to
its Move characteristic and doesn't suffer any
movement penalties for crossing obstacles up to
2" high. The Ork can also raise itself up by 2" in
the shooting phase, allowing it to see and shoot
WARGEAR over intervening terrain and obstacles more
easily.
CARD
ORKS ONLY

ARCHEOTECH WEAPON 10 Points


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

1-2 - Boltgun; 3 - Flamer; 4 - Meltagun;


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

BRIGHT LANCE 40 Points


The Bright Lance is a distinctive high powered
laser weapon rather like a stripped down
lascannon. The bright lance sacrifices some of
the range andpunch of heavier laser weapons
for a faster recharge rate and lighter weight. It is
possible to move and fire with a bright lance.

WARGEAR RANGE TO HIT SAVE ARMOUR

CARD SHORT LONG SHORT LONG


0-12 12-36 +1 -
STR.
9
DAM.
D8
MOD. PENE.
-6 D6+D8+9
SPECIAL
1” Blast

ELDAR ONLY
ULTRAMARINES

ROD OF TIGURIUS 40 Points


The Rod of Tigurius is an extremely potent force
weapon, drawing the psychic energy out of Tigurius
and focussing it into a tight beam of unstoppable
energy. Any powers used by Tigurius and channelled
through the rod cannot be nullified in the turn that they
are used.
Every time a power is played using the Rod of Tigurius,

WARGEAR Tigurius suffers D6-4 wounds.

CARD
CHIEF LIBRARIAN TIGURIUS ONLY

HOOD OF HELLFIRE 25 Points


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
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
CARD wearer’s line of sight. It causes D6 S5 hits with a -2
saving throw modifier.
SPACE MARINE LIBRARIAN ONLY

GAUNTLETS OF ULTRAMAR 18 points


The Gauntlets of Ultramar are worn by the Master of the
Ultramarines. The gauntlets take the form of a pair of power
gloves each with a built-in boltgun. The gauntlets are worn as a
pair so the wearer receives an extra attack dice in close
combat. In addition, the gauntlets allow the wearer to deal with
many opponents at once so opponents do not receive any
bonuses for multiple combats. The gauntlets’ built-in boltguns
fire together with the same effect as a single storm bolter.

WARGEAR RANGE TO HIT


SHORT LONG SHORT LONG STR. DAM.
SAVE ARMOUR
MOD. PENE. SPECIAL
CARD 0-12 12-24 +1
Close combat only
- 4
8
1
1
-1 D6+4
-5 D6+D20+8
Sus. fire 1D

LORD MACRAGGE ONLY

BANNER OF MACRAGGE 50 Points


The Banner of Macragge is as old as the Ultramarines
Chapter itself. The banner records the campaign
history of the entire Ultramarines Chapter and is
carried to battle when the whole Chapter fights as one.
Many foes have balked at the sight of the Banner of
Macragge, knowing they face the entire Ultramarines
Chapter and certain defeat.

WARGEAR 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

SERVO ARM 10 Points


The servo arm is a special auxiliary arm fitted onto a
harness. The servo arm is linked to the user’s neural
network and is equipped with lastorches, vibrosaws,
power drills and a large manipulative claw to lift heavy
items of equipment. A model equipped with a servo
arm suffers no penalties for carrying heavy equipment
or heavy weapons and counts as two crew members if
he is crewing a support weapon or operating a vehicle
WARGEAR or equipment. A model equipped with a servo arm rolls
one extra dice in hand-to-hand combat.
CARD TECHMARINES, TECH-PRIESTS
AND SQUAT ENGINEERS ONLY

PLASMA BLASTER 16 Points


After the initial combi-weapons led to the development of the
storm bolter, Imperial artificers returned their attentions back
to the combi-weapon. The result was the Plasma Blaster. Due
to the sheer bulk of the power packs required only models in
Terminator armour may use the Plasma Blaster. The Plasma
Blaster is not a linked weapon and you may not fire it as a single
plasma gun. The Plasma Blaster also takes a turn to recharge,
just like a normal plasma gun.

WARGEAR RANGE TO HIT SAVE ARMOUR

CARD SHORT LONG SHORT LONG


0-6 6-24 +1 -
STR.
7
DAM.
1
MOD.
-2
PENE.
D6+4
SPECIAL
Sus. fire 2D

SPACE MARINE TERMINATORS ONLY

AUTO - LAUNCHERS 5 points


Suits of Terminator armour can be fitted with a special harness
containing a set of auto-launchers similar to those used on
vehicles. The auto-launcher carries three grenades of the same
type which are fired all at once. The Terminator can trigger the
auto-launchers in addition to his normal firing. The first
grenade hits a point exactly 6” away in the Terminator’s 90o fire
arc. The other two deviate D3” away from the target point.
Auto-launchers may be pre-loaded with frag or blind grenades
(blocks LOS).

WARGEAR RANGE TO HIT


SHORT LONG SHORT LONG STR. DAM.
SAVE ARMOUR
MOD. PENE. SPECIAL
CARD 6
6
-
-
-
-
-
-
3 1
Blocks LOS
-1 D6+3
-
2” Blast
2” Blast

SPACE MARINE TERMINATORS ONLY, DISCARD AFTER USE

PHOTON BEAM SEARCHLIGHT 20 Points


The Photo Beam Searchlight is a high-powered searchlight
which is able to flash in short bursts blinding enemy models
who aren’t wearing eye protection. Because of the large
amounts of power needed to illuminate the Searchlight’s
magnesium element only models wearing Terminator armour
may use the Photon Searchlight. The Terminator can fire the
Photon Searchlight in addition to his normal firing. Place the
flamer template with the tip touching the Terminator. Any
model wholly under the template is hit by the flash and any
WARGEAR model whose base is partially under the template is hit on a D6
roll of 4, 5 or 6. Any model hit by the Photon Beam is affected

CARD exactly as if hit by a Photon Flash Flare, see the Warhammer


40,000 Wargear Book.

SPACE MARINE TERMINATORS ONLY


SPACE WOLVES

THE WOLF HELM OF RUSS 50 Points


Tradition has it that this ancient helm was fashioned by
the Emperor’s artificers and given to Leman Russ, the
Primarch of the Space Wolves.
So long as the Space Wolf wearing the Helm of Russ
lives and is on the battlefield, any Space Wolves
characters or units that can see the wearer will
automatically pass any Break Test or psychology test

WARGEAR they are required to take. In addition, the wearer


causes fear as described in the Psychology section of

CARD the Warhammer 40,000 rulebook.

SPACE WOLVES ONLY

NIGHT WING THE PSYBER RAVEN 10 Points


Night wing was fashioned for the Rune Priest Njal
Stormcaller by the Iron Priest Ulf Blackbrow, and is
attuned to the Rune Priest’s unique brain pattern. Night
Wing will fight in hand-to-hand combat alongside
Njal. Any opponent will therefore always face two
enemies: Njal and Night Wing.

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.

SPACE WOLF RUNE PRIEST ONLY

THE RUNE STAFF STORMCALLER 35 points


This ancient rune staff absorbed so much power that it
eventually became a living thing in the hands of it original
owner Njal Stormcaller.
At the start of the game deal three cards from the warp deck.
Any force cards are retained within the rune staff, other cards
are returned to the deck. Further force cards may be placed in
the staff as they are dealt, up to a maximum of three. During
any psychic phase the force cards may be used to power the

WARGEAR wielder’s psychic abilities.


Stormcaller also adds +1 to the wielder’s A and I, and
CARD adds a Strength bonus equal to its wielder’s mastery
level.

NJAL STORMCALLER ONLY

THE HOOD OF GNYRLL 20 Points


The Hood of Gnyrll may be worn instead of a
normal Psychic Hood. The wearer begins the
battle with an additional psychic power. If his
mastery level is 1 he therefore receives two
psychic powers, if level 2 he receives three, if
level 3 he receives four and level 4 psykers
receive five.
WARGEAR
CARD
SPACE WOLF RUNE PRIEST ONLY
SPACE WOLVES

THE AXE MORKAI 15 Points


The Axe Morkai was taken by Space Wolf Commander
Logan Grimnar from a defeated Champion of Khorne,
and it is imbued with the brutal power of that
bloodthirsty god. The Axe was reforged by the Space
Wolves’ Iron Priests and engraved with the two heads
of Morkai, guardian wolf of the Gates of Death.
The Axe has S6 and enemy suffering wounds have a -3

WARGEAR save modifier. For each critical hit scored in hand-to-


hand combat (i.e., each attack dice roll of a 6) add not

CARD +1 to the Combat Score but +D3 (1-2 =1, 3-4 =2, 5-6
=3).

SPACE WOLF COMMANDER ONLY

MASTER-CRAFTED BOLT PISTOL 10 Points


A weapon crafted by a master armourer and
ornamented by the greatest artists is a worthy
weapon for a warrior. Such pistols are treasured
possessions, and are often passed from one
warrior to another.

WARGEAR
CARD RANGE TO HIT
SHORT LONG SHORT LONG STR. DAM.
SAVE ARMOUR
MOD. PENE. SPECIAL
0-12 12-24 +2 +1 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 RANGE TO HIT SAVE ARMOUR

CARD SHORT LONG SHORT LONG


Close combat only
STR.
5
DAM.
D3
MOD. PENE.
-2 2D6+D3+5
SPECIAL
Parry

SPACE WOLVES ONLY

THE PELT OF WULFEN 15 Points


This ancient pelt is from a massive Wolf of Fenris, the
largest ever slain by a warrior of the Space Wolves. This
ancient and venerable hide has been interwoven with a
modified cameleoline web.
At ranges of up to 10” the Pelt of Wulfen reduces the
enemy’s chances of scoring a hit by -1. At 10-20” the
penalty is -2, at 20-30” it is -3, and so on, each extra
WARGEAR 10” reducing the chance of hitting by a further -1.
These penalties apply to shooting (not hand-to-hand
CARD fighting) and are in addition to other modifiers for
cover etc.

SPACE WOLF COMMANDER ONLY


SPACE WOLVES

THE HELM OF DURFAST 8 Points


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

THE WULFEN STONE 30 Points


This ancient gem was worked into a suit of armour by the great
artificer Iron Priest Fengri and is one of the Space Wolves’
greatest treasures. Within its murky depths lies coiled within
the gene-helix of every Space Wolf.

As the bearer of the Wulfen Stone charges into combat his


image changes into that of the Wulfen. Its horror can be borne
by few creatures. Any enemy charge by the character must take

WARGEAR a Break test as it had sustained 25% casualties from shooting.


However, instead of rolling 2D6 as normal, the enemy must roll

CARD 3D6. Daemonic foes are immune to the effect.

SPACE WOLVES ONLY

HRULF’S HOOD OF DARKNESS 25 points


The Hood of Darkness is an ancient device of obscure alien
origin. It can be activated at the start of the player’s turn and
the character model is cloaked in interdimensional darkness.
The model may not shoot or fight hand-to-hand combat that
turn, but may move up to 16”. The model may not be shot at or
attacked in hand-to-hand combat during this turn or the
enemy’s following turn. The model is not affected by psychic
powers whilst cloaked but may not use psychic powers either. If

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

CARD the roll of 4 or more it fails and cannot be used again.

SPACE WOLVES ONLY

TORGARL’S PLASMA BLADE 5 Points


Though it looks like an ancient and finely decorated
knife, this device actually houses a plasma generator in
the handle. When thrown the blade generates an
intense plasma field which can penetrate most armour.
A homing device automatically returns the blade to its
owner once it is thrown. As for grenades, range
depends on the thrower’s Strength. Roll to hit as for

WARGEAR normal shooting.


The Blade has Strength 7, damage 1, save modifier -4,
CARD armour penetration 2D6+7.

SPACE WOLVES ONLY


ELDAR

THE SWORD OF ASUR 10 Points


The Sword of Asur is a massive power blade of ancient
origin. It can be wielded in one or both hands,
permitting its user the option of fighting with two
weapons or inflicting a single devastating attack. The
Sword of Asur is imbued with the psychi power of
Asurmen so it negates daemonic saving throws just like
a force weapon.

WARGEAR RANGE TO HIT


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

CARD One handed Close combat


Two handed Close combat
6
7
1
1
-3 D6+D12+6
-4 D6+D12+7
Parry
Parry

ELDAR ONLY

THE STAFF OF ULTHAMAR 18 Points


This ancient force staff is carried by the chief of the Farseers of
Ulthwé, and forms a hyperspatial link with the infinity circuit of
that Craftworld. At the end of the psychic phase unused force
cards may be stored in the staff instead of being discarded.
There is no maximum number of force cards that can be stored
in this way. Stored cards enhance the wielder’s Strength and
can be expended in future psychic phases by adding them back
to the player’s hand. In hand-to-hand combat the staff may be

WARGEAR used as a weapon and increases the wielder’s Strength by his


mastery (ie 4) plus 1 for each card stored in the staff. NB: stored

CARD cards are not expended when used to enhance hand-to-hand


combat. In combat against daemons the wielder wounds
daemons automatically with no saving throw possible.

ELDAR FARSEERS ONLY

THE MAUGETAR 45 Points


The Maugetar is a scythe-shaped weapon built into a Shuriken
Shrieker Cannon. It is an ancient weapon of unknown origin.
The Maugetar can fire normal ammunition or Shrieker
ammunition using the same profile. See the Warhammer
40,000 Rulebook for the full Shrieker ammunition rules. The
Maugetar is exceptionally well made so any ‘jam’ results rolled
on the sustained fire dice are ignored. The weapon requires
two hands to use and cannot be used to parry in hand-to-hand
combat.

WARGEAR RANGE TO HIT


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

CARD Close combat only


0-20 20-40 +1 -
8
6
D3
D4
-6 D20+D6+D3+8
-4 D6+D4+6 Sust. Fire 2D

ELDAR ONLY

THE FIRE AXE 10 Points


The Fire Axe is a power weapon of ancient
construction and incredible potency. It was
forged in fire during the Fall and the heat of its
creation has never left it. Entrapped runes writhe
in the smouldering flames that dance on its
surface.

WARGEAR RANGE TO HIT


SHORT LONG SHORT LONG STR. DAM.
SAVE ARMOUR
MOD. PENE. SPECIAL
CARD Close combat only 6 D3 -3 D6+6+D3+D12

ELDAR ONLY
ELDAR

THE SCORPION’S BITE 18 Points


The Scorpion’s Bite is a vastly superior mandiblaster
constructed in ancient times. It takes the form of a sinister
helmet which incorporates two mandible-shaped laser
weapons. The Scorpion’s Bite automatically shoots before close
combat is resolved, in the same way as a mandiblaster. Work
out shooting exactly as normal. If the Scorpion’s Bite hits roll
two D6 and pick the highest. If the score is equal to or more
than the target’s Toughness D3 wounds are sustained. Saving
throws are at -3.

WARGEAR RANGE TO HIT SAVE ARMOUR


CARD SHORT LONG SHORT LONG
Close combat only
STR.
Special
DAM.
D3
MOD.
-3
PENE.
None
SPECIAL
Shooting
ELDAR ONLY

THE BLADE OF DESTRUCTION 12 Points


This long and elegantly curved blade was made in the
distant past and retains much of its original power. It is
amongst the most potent of all Eldar weapons that
survive from the time of the Fall. It is light and easy to
wield with blurring speed. An Eldar armed with the
Blade of Destruction may make two parries against
opponents in hand-to-hand combat.
WARGEAR RANGE TO HIT SAVE ARMOUR
CARD SHORT LONG SHORT LONG
Close combat only
STR.
7
DAM.
1
MOD. PENE. SPECIAL
-4 D6+D12+7 Parry Twice
ELDAR ONLY

THE SILENT DEATH 25 Points


The Silent Death is a triple-bladed throwing weapon whose
edges were forged in the anti-flame of the warp. Black fire licks
around its keen surfaces, sharper than any mortal substance.
When the weapon is thrown it may strike several targets.
Nominate your first target and roll to hit. If successful,
nominate a further target within 2” of the first; if this is hit
nominate a further target within 2” of the second, and so on.
Continue rolling to hit until you miss or 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
WARGEAR returns to the thrower’s hand.
RANGE TO HIT SAVE ARMOUR
CARD SHORT LONG SHORT LONG
0-12 12-24 - -1
STR.
5
DAM.
1
MOD.
-2
PENE.
D6+5
SPECIAL

ELDAR ONLY

THE MASK OF JAIN ZAR 20 Points


This is the first and greatest of all Howling Banshee masks after
which all others were merely copies. It functions in a similarway
to an ordinary Banshee mask but is more effective. An enemy
who is charged may not fire overwatch at the charging Eldar
and must hold his ground. During the first round of close
combat, when the Eldar charges, his opponent rolls no attack
dice because of the mask’s paralysing effect. In addition, in the
second round of combat the enemy must roll 4+ on a D6 to

WARGEAR escape the mask’s effect - otherwise he rolls no attack dice


again. The mask has no effect in the third and subsequent

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.

WARGEAR RANGE TO HIT


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

CARD 0-12 12-24 +1


Close combat only
- 6
5
1
1
-1
-3
D6+6
2D6+5
3 Shots

ELDAR ONLY

SEER RUNES 20 Points


Seer runes are complex wraithbone shapes used by
Eldar Farseers to predict the future and the flow of the
warp. Seer runes may also be used to temporarily sever
an enemy’s connection with the warp and so nullify a
psychic power. When an enemy uses a psychic power
you may immediately counter its effects by using the
seer runes. The power is nullified automatically. The
WARGEAR seer runes are temporarily disrupted after use and may
not be used again in the same battle.
CARD ELDAR FARSEERS ONLY
DISCARD AFTER USE

ELDAR SPIRIT STONE 30 Points


A spirit stone is a special crystal containing the
psyche of a long-dead Eldar. Often the spirit
stones of Eldar seers are carried by their living
compatriots to lend them extra psychic strength.
Spirit stone can be tapped for additional psychic
energy once per battle enabling the Warlock or
Farseer to draw one extra warp card per mastery
WARGEAR level from the warp deck immediately.

CARD ELDAR PSYKERS ONLY


DISCARD AFTER USE

THE FIREPIKE 25 Points


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

WARGEAR RANGE TO HIT


SHORT LONG SHORT LONG STR. DAM.
SAVE ARMOUR
MOD. PENE. SPECIAL
CARD 0-12 12-24 +1 - 8 D6 -4 2D6+8 1” Blast

ELDAR ONLY
ELDAR

SINGING SPEAR 25 Points


A singing spear is a silver spear chased with mysterious metals,
named after the constant drone it emits when it is in the hands
of a psyker. At the end of the psychic phase one or two unused
force cards may be stored in the spear instead of being placed
on the warp cards discard pile. Stored force cards may be
retrieved from the weapon and used in subsequent psychic
phases. The spear can be thrown up to 12" in the shooting
phase and returns to the psyker after the throw. In hand to
hand combat or when thrown the spear increases the wielder's

WARGEAR 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
CARD gain additional bonuses. Each force card expended equals an
extra +2 Strength and -2 armor save.

ELDAR PSYKERS ONLY

WEB OF SKULLS 25 Points


This ancient Eldar weapon consists of three crystal
skulls liked together by lengths of chain. The weapon is
grasped by the chain links and cast like a spinning
bolas, returning automatically to its user. The Web of
Skulls can also be used in hand to hand combat like a
flail. When thrown the weapon has the profile shown
below. In close combat it has S6 and -2 save modifier.
The Web of Skulls can be thrown at any three targets
WARGEAR within 12" of each other, striking each in turn.

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.

WARGEAR RANGE TO HIT SAVE ARMOUR

CARD
SHORT LONG SHORT LONG STR. DAM. MOD. PENE.
Close combat - - 8 D3 -6 D6+D20+D3+8
Special: Parry
ELDAR ONLY

WITCH BLADE 15 Points


A witch blade is a unique Eldar weapon which channels psychic
energy through a crystalline matrix. At the end of the psychic
phase one or two unused force cards may be stored in the witch
blade instead of being placed on the warp cards discard pile.
Stored force cards may be retrieved from the weapon and used
in subsequent psychic phases. In hand to hand combat the
witch blade increases the wielder's Strength characteristic by a
number equal to his mastery level and wounds daemons

WARGEAR automatically with no saving throw possible. The wielder may


also expend stored force cards to gain additional bonuses in

CARD hand to hand combat. Each force card expended equals an


extra +2 Strength and -2 armor save. The witch blade can be
used tp parry.

ELDAR PSYKERS ONLY

See page 10 for Bright Lance.


ANGELS OF DEATH

STANDARD OF FORTITUDE 50 Points


This standard celebrates the unstoppable courage and
tenacity of the Chapter. It will inspire any Dark Angels
nearby to attack the enemy with grim determination,
advancing steadily while unleashing a hail of fire at the
enemy.

Any Dark Angels within 6” of the standard are allowed


to move up to 4” and rapid fire in the same turn.
WARGEAR
CARD MAY ONLY BE CARRIED BY THE
BEARER OF THE SACRED STANDARD

STANDARD OF RETRIBUTION 25 Points


The Standard of Retribution serves to remind the Dark
Angels that the enemies of the Emperor can never be
forgiven. It inspires them to carry on fighting under any
circumstances, smiting their foes with righteous fury.
Any Dark Angel within 6” of the standard will always
inflict at least 1 hit in hand-to-hand combat, even if
they lose or draw against an opponent. Note that
WARGEAR under these circumstances the opposing model will
also score 1 or more hits, which may result in both

CARD models being killed!


MAY ONLY BE CARRIED BY THE
BEARER OF THE SACRED STANDARD

STANDARD OF DEVASTATION 50 Points


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

Any Dark Angel within 6” of the standard is allowed to


shoot if they are charged by the enemy, just as if the
model had been in overwatch.

WARGEAR
CARD MAY ONLY BE CARRIED BY THE
BEARER OF THE SACRED STANDARD

DEATH MASK OF SANGUINIUS 15 Points


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 life, and a halo of golden
energy plays about the wearer’s head striking
terror into the hearts of his enemies.

WARGEAR The wearer of the helmet causes terror as


CARD described in the Warhammer 40,000 rulebook.

BLOOD ANGELS COMMANDER ONLY


ANGELS OF DEATH

THE LION HELM 25 Points


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

WARGEAR 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.

DARK ANGELS SUPREME GRAND MASTER ONLY

SWORD OF SECRETS 10 Points


The Sword of Secrets was cut from a single block of jet
black obsidian. The blade is so incredibly well-crafted
that it has not chipped or lost its razor sharp edge over
the millennia.

The Sword of Secrets is a potent close combat weapon


and has the following characteristics:
WARGEAR
CARD
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PENE. SPECIAL
Close combat only 6 1 -4 D6+D12+6 Parry
DARK ANGELS SUPREME GRAND MASTER ONLY

BOOK OF SALVATION Free


This book lists all the names of the Fallen that have been
captured by the Dark Angels during their great crusade, and
they will never willingly let it fall into enemy hands.

If the Grand Master is slain, then do not remove his body. Place
it on its side and leave it on the table top. The first Dark Angel to
reach the body will retrieve the book instead of attacking that
turn. Until the book has been picked up all Dark Angels are

WARGEAR immune to psychology, will never break, and may add +1 to


their Weapon Skill. However, if the Dark Angels have failed to

CARD retrieve the book by the end of the game then they lose 10
victory points.
DARK ANGELS GRAND MASTER
LIBRARIANS ONLY

BLADES OF REASON 25 Points


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

WARGEAR RANGE TO HIT


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

CARD Close combat only 5


INTERROGATOR CHAPLAINS
1 -2 D6+3 See above

AND MASTER CHAPLAINS ONLY


ANGELS OF DEATH

THE INFERNO PISTOL 10 Points


The Inferno pistol is a beautifully crafted weapon that dates back
to the Dark Age of Technology. It uses similar principles to those
used for the melta-gun to literally melt its target.

This weapon takes a few seconds to recharge after each shot,


and this means that if it is used in hand-to-hand combat then
only the very first hit inflicted in each round of combat can be
with the pistol. Any further hits will be inflicted with Dante’s

WARGEAR power axe.


RANGE TO HIT SAVE ARMOUR
CARD SHORT LONG SHORT LONG
0-6 - +1 -
STR.
8
DAM.
D3
MOD. PENE. SPECIAL
-4 D6+D3+8 Close combat
BLOOD ANGELS COMMANDER DANTE ONLY

MASTER-CRAFTED PLASMA PISTOL 15 Points


A weapon crafted by a master armourer and
ornamented by the greatest artists is a worthy weapon
for a warrior. Such weapons are treasured possessions
for those lucky enough to receive them.
The energy source of a master-crafted Plasma pistol is
far superior to that used in a normal Plasma pistol. The
weapon does not have to recharge for a turn after it has
WARGEAR been fired - it can be fired every turn if desired.

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.

RED GRAIL 100 Points


The Red Grail used to hold the blood of Sanguinary
Priests during the induction rituals that are performed
when a Blood Angel joins the Chapter. Its presence on
the battlefield has a strange effect on the Blood Angels,
enhancing the physical and psychological aspects which
are most closely linked to their Primarch.

WARGEAR 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.

BLOOD ANGELS APOTHECARY ONLY

SHROUD OF SANGUINIUS 50 Points


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

The Guardian of the Shroud may choose to activate or


deactivate the stasis field at the start of any Blood Angels turn.
As long as the field is turned off any Blood Angels within 12” of
the shroud become subject to frenzy. When the stasis field is

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.

MAY ONLY BE CARRIED BY THE GUARDIAN


OF THE SHROUD OF SANGUINIUS
GENERAL

ARMOUR PIERCING AMMO 5 Points


Armor piercing ammo is either projectiles with specially
hardened tips in the case of projectile weapons or a super-
charged power pack in the case of energy weapons. When you
fire a shot using armor piercing ammo the weapon's save
modifier is increased to -6 for that one shot only. Against
vehicles the weapons armor penetration is increased by an
amount which varies according to the Strength of the weapon
as shown below. The decision to use armor piercing ammo
must be made before the dice is rolled to hit.

WARGEAR Weapon’s Strength 1-3 4-5 6-7 8-10


CARD Bonus Penetration Dice +D3 +D6 +D12 +D20

USE ONCE AND DISCARD

BIONIC EYE 5 Points


A bionic eye is a technological replacement for an eye
lost through injury or disease. In many ways it is
superior to the original, giving sharper vision and an
expanded range of visible light spectrums, so the
subject can see in the dark, detect radiation and so on.
A model equipped with a bionic eye gains +1 to hit with
all shooting and can detect hidden troops and energy
WARGEAR emissions from vehicles, psykers etc. within 24".

CARD Detect hidden troops within 24”


+1 To Hit

FORCE AXE 10 points


A force axe crackles with barely suppressed sparks of psychic
energy. At the end of the psychic phase one unused force card
maybe stored in the force axe instead of being placed on the
warp cards discard pile. The stored force card may be retrieved
from the weapon and used in subsequent psychic phases. In
hand to hand combat the force axe increases the wielder's
Strength characteristic by a number equal to his mastery level
and wounds daemons automatically with no saving throw

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

FORCE SWORD 5 Points


Phased crystalline patterns along the force sword's blade coil
iridescent psychic energy around it like a snake. At the end of
the psychic phase one unused force card may be stored in the
force sword instead of being placed on the warp cards discard
pile. The stored force card may be retrieved from the weapon
and used in subsequent psychic phases. In hand to hand
combat the force sword increases the wielder's Strength
characteristic by a number equal to his mastery level and
wounds daemons automatically with no saving throw possible.
WARGEAR The wielder may also expend the stored force card to gain an
extra +2 Strength and -2 armor save in hand to hand combat.

CARD The force sword can be used to parry.

PSYKERS ONLY
GENERAL

RAD GRENADES 5 Points


Rad grenades unleash a deadly dose of radiation. Determine
where the grenade hits as normal and place a randomly drawn
Rad counter face down at that spot. The player who threw the
grenade can secretly examine the counter to find out what the
radius is. If any target is within the distance shown on the
marker it is automatically hit by the radiation. The counter
remains in place for the rest of the game. Any models that
move within the radiation effect distance are automatically hit
immediately and will be hit every turn if they remain there.

WARGEAR
CARD STRENGTH
D6+D4
DAMAGE
1
SAVE
MODIFIER
-3
RADIATION
EFFECT AREA
1-3” (Secretly Determined)

VORTEX GRENADE 5 Points


The vortex grenade tears a rift in the fabric of real space like a
miniature black hole. The vortex grenade is thrown like an
ordinary grenade and it uses the special Vortex marker.
Anything covered by the template is automatically destroyed
and anything touched by it is destroyed unless it rolls 4+ on
1d6. This includes vehicles, terrain etc, no armor save is
possible at all. The vortex blocks sight and cannot be fired
through. At the beginning of each subsequent player turn roll
a d6 and consult the chart below

WARGEAR 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

STASIS GRENADE 20 points


A Stasis grenade creates a localized temporal loop. Determine
where the grenade hits as normal and place a 2" blast marker
there. Everything under the blast marker is trapped in a stasis
loop. Models inside the loop may neither act nor be affected by
anything outside the loop, they cannot move or shoot and they
cannot be shot at. It is not possible to shoot through a loop but
it is possible to see through it normally. Vehicles and troops
within 2" of the edge of the blast marker move at half speed
and may only shoot or use psychic powers if they first roll a 4, 5
or 6 on a d6. Close combat is only worked out every other turn.
WARGEAR There is a -2 to hit modifier for shooting into, through or out of
the area within 2" of the marker. The stasis field remains in

CARD play. At the beginning of each side's turn one player rolls a d6
and consults the Stasis chart in the Wargear book.

DISCARD AFTER USE

MASTER-CRAFTED BOLT PISTOL 10 Points


A weapon crafted by a master armourer and
ornamented by the greatest artists is a worthy
weapon for a warrior. Such pistols are treasured
possessions, and are often passed from one
warrior to another.

WARGEAR
CARD RANGE TO HIT
SHORT LONG SHORT LONG STR. DAM.
SAVE ARMOUR
MOD. PENE. SPECIAL
0-12 12-24 +2 +1 4 1 -1 D6+4 Close combat
GENERAL

VIRUS GRENADE 50 Points


The Virus grenade contains a lethal genetically tailored virus.
Determine where the grenade hits as normal and place a 2"
blast marker there. Everything under the blast marker is killed
on a d6 roll of 3 or more unless protected by sealed armor
(Space Marines, Aspect Warriors, enclosed vehicles). Protected
troops survive automatically. Do not remove models killed
straight away. Instead lie the model down and test to see if the
mutating virus spreads to nearby troops. Roll a d6 to establish
the contact range in inches for the virus. Any normally

WARGEAR vulnerable model within the contact range of a victim is killed


on a d6 roll of 4,5 or6. Every time a model is killed roll for the
contact range for that model and work out if models within this
CARD range are killed. Once there are no more victims within the
contact range the virus has mutated into a safe form and there
is no further effect.
DISCARD AFTER USE

SEEKING AMMO 5 Points


Seeking ammo may only be used with projectile
weapons such as boltguns. The projectiles are fitted
with tiny thrusters and a rudimentary robot brain.
When you fire a shot using seeking ammo you do not
use the firer's Ballistic Skill or any modifiers to hit for
speed, cover etc. The seeking ammo will always hit its
target on a roll of 2 or more on a d6. Seeking ammo
can also be fired at targets which are hidden or out of
WARGEAR sight as long as the target is detected (by a scanner or
another model for example) and lies within weapon
CARD range. Seeking ammo may not be used in combination
with other kinds of special ammo.

USE ONCE AND DISCARD

FORCE ROD 15 points


A force rod is prized because it can absorb prodigious
amounts of psychic energy into its helix-shaped central
core. At the end of the psychic phase unused force
cards may be stored in the force rod instead of being
placed on the warp discard pile. The rod may store a
maximum of 3 force cards. Stored force cards may be
retrieved from the rod and used in subsequent psychic

WARGEAR phases. In hand to hand combat the force rod


increases the wielder's Strength characteristic by a
CARD number equal to his mastery level and wounds
daemons automatically with no saving throw possible.

PSYKERS ONLY

NEMESIS FORCE WEAPON 20 Points


Nemesis force weapons are used exclusively by the daemon
hunters of the Imperium. At the end pf the psychic phase one
or two unused force cards may be stored in the Nemesis
weapon instead of being placed on the warp cards discard pile.
Stored force cards may be retrieved from the weapon and used
in subsequent psychic phases. In hand to hand combat the
Nemesis weapon increases the wielder's Strength by a number
equal to his mastery level and wounds daemons automatically
with no saving throw possible. The wielder can also expend
stored force cards to cause extra damage when he hits
WARGEAR daemons in hand to hand combat. Expending one force card
inflicts d3 wounds per hit, expending two force cards inflicts d6
wounds per hit. The Nemesis force weapon can be used to
CARD parry and incorporates a built-in storm bolter which may be
fired normally in the shooting phase.

INQUISITORS & GREY KNIGHTS ONLY


GENERAL

DISPLACER FIELD 20 Points


A displacer field is in fact a miniature warp-drive mechanism
with a proximity detector which activates the warp-drive when
it picks up incoming shots, psychic attacks or close combat
blows. The displacer field is very reliable, activating on a roll of
3 or more on a d6 whenever the wearer is hit. The field
instantly shifts the wearer d6" in a direction determined by
rolling the scatter dice. This will cause the attacks which struck
the character to missunless the attack uses a template or blast

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.

CARD 3+ Unmodified save


Move D6" in a random direction

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

WARGEAR 5 meters thick. The main military use of the


scanner is for finding hidden troops which are
CARD automatically detected if they are within 24".

Detects hidden troops within 24"

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.

RANGE TO HIT SAVE ARMOUR


CARD SHORT LONG SHORT LONG
0-8 8-16 +2 +1
STR.
4
DAM.
1
MOD.
-2
PENE.
D6+4
SPECIAL
Sus. Fire 1D

IMPERIUM ONLY

BIONIC LEG 3 Points


Many veteran warriors proudly carry a bionic leg from
some fearsome battle of the past. A model equipped
with a bionic leg gains +1 attack to its Attack
characteristic and can make a special kick attack if it
wins a round of hand to hand combat. The model can
only make one kick attack, regardless of how much it
beat its opponent's Combat Score by. The kick attack is

WARGEAR resolved at +2 to the model's Strength and inflicts d3


damage. If the target is no bigger than the model with

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:

1. Restore 1 wound to a wounded but still living

WARGEAR character.
2. Restore a model reduced to 0 wounds to 1 wound

CARD on a roll of 5 or 6 on a D6.


3. Restore the vision of any blinded model.
4. Cure the effects of any non-fatal gas type.
5. Negate any psychological effects in a model.

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 divided amongst multiple opponents if desired. Once close


combat has started the digi-lasers have no effect, the model
doesn't gain any extra attack dice for having them.
CARD RANGE TO HIT
SHORT LONG SHORT LONG STR. DAM.
SAVE ARMOUR
MOD. PENE. SPECIAL
Close combat 3 1 -1 D6+3 See above

GRAVITON GUN 40 points


The graviton gun affects the local gravity field and charges the
weight of objects, making them far heavier than normal. A
target hit by a graviton gun is always affected, no damage roll
is required. A living target is immobilised for the remainder of
the game and may not move or shoot, although a psyker may
continue to use his powers. If the target is a vehicle, roll for hit
location as normal but ignore armor penetration. Roll for
damage on the appropriate vehicle location damage chart(s)
adding +1 to the dice score. Against buildings roll to hit and if
a hit occurs roll for damage and add +1 to the result.
WARGEAR
CARD
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PENE. SPECIAL
0-8 8*16 +1 - See above - Auto 1” blast marker
IMPERIAL TECH-PRIESTS AND SQUAT ENGINEERS ONLY

MASTER-CRAFTED PLASMA PISTOL 15 Points


A weapon crafted by a master armorer and ornamented
by the greatest artists is a worthy weapon for a warrior.
Such weapons are treasured possessions for those lucky
enough to receive them.
The energy source of a master-crafted Plasma pistol is
far superior to that used in a normal Plasma pistol. The
weapon does not have to recharge for a turn after it has
WARGEAR been fired-it can be fired every turn if desired.

CARD RANGE TO HIT


SHORT LONG SHORT LONG STR. DAM.
SAVE ARMOUR
MOD. PENE. SPECIAL
0-8 8-24 +2 -1 6 1 -1 D6+6 See above
GENERAL

AEGIS SUIT 18 Points


An aegis suit is a close-fitting mesh of psycho
conductive filaments which dissipate dangerous
amounts of psychic energy. It is normally woven into
clothing or hard wired into armor, hence an aegis suit
may be combined with physical armor and/or force
fields.

WARGEAR A model wearing an aegis suit gains a saving throw of


4, 5 or 6 on a d6 against any enemy psychic power used
CARD against it.

POWER FIELD 35 Points


A power field is an invisible bubble of pure energy
craeted by a large, cumbersome generator. A personal
power field provides excellent protection against
shooting damage, giving a saving throw of 2 or more
on a d6. This is not modified by weapon save modifiers
so it will always succeed on a roll of 2 or more
regardless of the save modifier of the weapon which hit
it. However, in hand to hand combat the power field
WARGEAR offers no protection as an opponent can easily get his
weapon inside the power field bubble and strike the
CARD wearer. In addition, a model carrying a personal
power field suffers the -1 penalty for being
encumbered in hand to hand combat.

JUMP PACK 10 points


A jump pack permits its wearer to make a long powered leap
instead of its normal move. A jump can be made up to a
distance of 18", reaching a height sufficient to clear most
obstacles, vehicles and models. Woods and single story
buildings reduce the jump to 12". Roll a scatter dice for the
jumping model on landing: a roll of a hit indicates it's on
target; an arrow indicates the model scatters d3" in the
direction indicated. When a model with a jump pack charges

WARGEAR he may move up to 4" after he's landed to engage an opponent


in hand to hand combat. A model may make a jump, land and
then shoot or throw a grenade but it can't use a move or fire
CARD weapon. Models using jump packs leap in slow, predictable
curves so models firing at them do not suffer the normal -1 to
hit penalty for firing at a target moving 10" or faster.

HOOD OF HELLFIRE 25 Points


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

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

CARD wearer’s line of sight. It causes D6 S5 hits with a -2


saving throw modifier.
SPACE MARINE LIBRARIAN ONLY
GENERAL

AUXILIARY GRENADE LAUNCHER 8 Points


This particular version of the auxiliary grenade launcher is
small enough to fit onto any weapon, including hand to hand
combat weapons and may fired in addition to normal shooting.
The grenade launcher is loaded with either krak or frag
grenades (choose which at the start of the game). Other
grenades may not be loaded during the game. A model
carrying an auxilliary grenade launcher may choose to shoot a
weapon and the grenade launcher in the same shooting phase
with a -1 to hit modifier on both shots.

WARGEAR RANGE TO HIT SAVE ARMOUR

CARD SHORT LONG SHORT LONG


0-6 6-12 -1 -1
STR. DAM. MOD. PENE. SPECIAL

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.

IMPERIUM OR ORKS ONLY

BIONIC ARM 5 points


A bionic arm makes for a powerful enhancement
of any warrior's skills, giving him greatly
amplified strength, reflexes, grip and dexterity.
A model fitted with a bionic arm gains +1 to their
Strength characteristic for the purposes of hand
to hand combat and throwing grenades. The

WARGEAR model also gains +1 initiative in hand to hand


combat only.
CARD

PLASMA BLASTER 16 Points


After the initial combi-weapons led to the development of the
storm bolter, Imperial artificers returned their attentions back
to the combi-weapon. The result was the Plasma Blaster. Due
to the sheer bulk of the power packs required only models in
Terminator armour may use the Plasma Blaster. The Plasma
Blaster is not a linked weapon and you may not fire it as a single
plasma gun. The Plasma Blaster also takes a turn to recharge,
just like a normal plasma gun.

WARGEAR RANGE TO HIT SAVE ARMOUR

CARD SHORT LONG SHORT LONG


0-6 6-24 +1 -
STR.
7
DAM.
1
MOD.
-2
PENE.
D6+4
SPECIAL
Sus. fire 2D

SPACE MARINE TERMINATORS ONLY


GENERAL

SERVO ARM 10 Points


The servo arm is a special auxiliary arm fitted onto a
harness. The servo arm is linked to the user’s neural
network and is equipped with lastorches, vibrosaws,
power drills and a large manipulative claw to lift heavy
items of equipment. A model equipped with a servo
arm suffers no penalties for carrying heavy equipment
or heavy weapons and counts as two crew members if
he is crewing a support weapon or operating a vehicle
WARGEAR or equipment. A model equipped with a servo arm rolls
one extra dice in hand-to-hand combat.
CARD TECHMARINES, TECH-PRIESTS
AND SQUAT ENGINEERS ONLY

PHOTON BEAM SEARCHLIGHT 20 Points


The Photo Beam Searchlight is a high-powered searchlight
which is able to flash in short bursts blinding enemy models
who aren’t wearing eye protection. Because of the large
amounts of power needed to illuminate the Searchlight’s
magnesium element only models wearing Terminator armour
may use the Photon Searchlight. The Terminator can fire the
Photon Searchlight in addition to his normal firing. Place the
flamer template with the tip touching the Terminator. Any
model wholly under the template is hit by the flash and any
WARGEAR model whose base is partially under the template is hit on a D6
roll of 4, 5 or 6. Any model hit by the Photon Beam is affected
CARD exactly as if hit by a Photon Flash Flare, see the Warhammer
40,000 Wargear Book.

SPACE MARINE TERMINATORS ONLY

AUTO - LAUNCHERS 5 points


Suits of Terminator armour can be fitted with a special harness
containing a set of auto-launchers similar to those used on
vehicles. The auto-launcher carries three grenades of the same
type which are fired all at once. The Terminator can trigger the
auto-launchers in addition to his normal firing. The first
grenade hits a point exactly 6” away in the Terminator’s 90o fire
arc. The other two deviate D3” away from the target point.
Auto-launchers may be pre-loaded with frag or blind grenades
(blocks LOS).

WARGEAR RANGE TO HIT


SHORT LONG SHORT LONG STR. DAM.
SAVE ARMOUR
MOD. PENE. SPECIAL
CARD 6
6
-
-
-
-
-
-
3 1
Blocks LOS
-1 D6+3
-
2” Blast
2” Blast

SPACE MARINE TERMINATORS ONLY, DISCARD AFTER USE

CONVERSION FIELD 10 Points


A conversion field converts incoming energy into light, giving
the bearer an additional saving throw of 4, 5 or 6 on a d6. This
extra save is taken before an armor save and is not subject to
saving throw modifiers so it always succeeds on a 4, 5 or 6. A
successful save causes a blinding flash of light that illuminates
an area with a radius equal to the Strength of the attacker or
weapon in inches. Any models within this area that have no
eye protection will be blinded on a roll of 4, 5 or 6 on a d6 until

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.

CARD 4, 5 or 6 Unmodified save


Blinds unprotected troops on 4, 5 or 6.
GENERAL

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

CARD subject. Every time a dose is administered after the first


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

TELEPORT JAMMER 20 Points


A teleport jammer emits a constant signal which
interferes with teleport beams, making teleporting into
its area of effect very difficult and dangerous. The
jammer has a 36" radius of effect. If anything attempts
to teleport into this area the player with the jammer can
force the teleporting troops to roll for scatter a second
time after they have rolled scatter from their original
WARGEAR target point.
In addition, the teleporting troops will be destroyed if
CARD they roll a double 1 or a double 2 on the distance dice
for either scatter roll. The teleport jammer does not
affect psykers using their powers to teleport.

IMMUNE 5 points
Immune is a broad-band immunisation which
protects the body against bio-warfare attacks, a
variety of toxins and dangerous levels of
radiation.

A character equipped with Immune totally

WARGEAR ignores the effects of the following grenades:


choke, hallucinogen, rad, scare, toxin and virus.
CARD

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

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

WARGEAR wearing a psychic hood is allowed to reroll the


dice throw when he attempts to nullify psychic
CARD powers.

PSYKERS ONLY

HAYWIRE GRENADE 10 Points


Haywire or scrambler grenades emit a powerful burst of
electromagnetic interference which scrambles delicate
circuits and overloads instrumentation. Haywire only affects
vehicles, dreadnoughts, robots, Wraithguard and
Terminators. Its burst covers a 1.5" radius, roll to hit and
scatter as for a normal grenade. Vehicles etc. hit by a
Haywire grenade are penetrated automatically. Roll to hit
locations covered by the template a snormal and then roll on
the appropriate damage table. However, the pulse is unlikely
WARGEAR to destroy a vehicle, dreadnought, etc. so deduct -1 from the
damage roll. Vehicle crewmen or Terminators hit by a

CARD Haywire grenade suffer a S3 hit causing 1 wound with no


armor save possible. Discard ths card after use.
Penetrates armor automatically
DISCARD AFTER USE

STORM SHIELD 10 points


A storm shield is a large plasteel plate which contains a
small but potent power field generator, because of this
they are also known as power shields. Once activated,
the Storm Shield is surrounded by a glowing blue field
of energy which emits crackling lightning when it is
used to parry a blow. A model equipped with a Storm
Shield receives an extra armor saving throw of 4, 5 or 6
against shooting or hand to hand combat damage
WARGEAR from the model's front 90º arc. This saving throw
ignores normal save modifiers and therefore offers a
CARD save even against weapons with large negative
modifiers such as lascannons and power weapons. A
Storm Shield may be used to parry.

REFRACTOR FIELD 5 Points


A refractor field is an energy bubble projected by a
small generator no larger than a pistol holster. It
operates by dispersing the energy of incoming shots
and close combat attacks over the total area of the
field. One unfortunate side effect is that when the field
is switched on it produces a hazy band of light which
makes it impossible for the wearer to hide. The
refractor field gives its wearer an extra saving throw of
WARGEAR 5 or 6 on a d6. This save is always taken before a save
for armor (if any) and is not subject to saving throw

CARD modifiers, so the save is 5+ whether the field is hit by a


lascannon or a bolter.
5+ Unmodified save
GENERAL

COMBAT DRUGS 25 Points


Frenzon is the best known and cheapest combat drug but there
are others - Stim, Gamma Æ, Rage and Satrophine. A
character equipped with combat drugs may use them at any
time with immediate effects on his characteristics. The
character speeds up (Mx2, Ix2, Ax2) and becomes harder to
injure (T+1) and stronger (S+1). At the end of each of the
character's turns roll a d6: on a roll of 5 or 6 the character
suffers 1 wound with no armor save possible as the drugs

WARGEAR ravage his system. The effects of the drugs last until the
character suffers a wound for any reason at which point this

CARD card is discarded and the model's characteristics return to


normal. Combat drugs may not be used with frenzon.

USE ONCE AND DISCARD

CAMELEOLINE 5 Points
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.

WARP JUMP 30 points


A warp jump is an ancient alien device which allows a single
model to teleport. A model equipped with a warp jump may
teleport to any point on the battlefield during its movement
phase instead of moving normally. Roll a scatter dice to see if
the model teleports on target: a "hit" means it is on target, an
arrow means it scatters 2d10" in the direction indicated.
However, if a double 1 is rolled on 2d10 for deviation the
model is lost in the warp, never to be seen again. The model

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

CARD into hand to hand combat. For further details on teleporting


troops see the teleporter rules in the Warhammer 40,000
Wargear book.

TOXIN GRENADE 15 Points


When a Toxin grenade explodes it showers the area with a
cloud of deadly poison. Determine where the grenade hits
as normal and place a 1.5" blast marker there. Every
unprotected model under the blast marker is killed on a roll
of 2 or more. Troops with some form of protection are
killed on a d6 roll of a 3 or more. Enclosed vehicles and
troops wearing sealed armor ( Space Marines and Aspect
Warriors), Tyranids and other creatures such as
Genestealers (but not including crossbreeds like
WARGEAR Genestealer Hybrids) cannot be affected. The toxin gas
cloud remains on the table. At the beginning of each side's
CARD turn one player rolls a d6 and consults the chart in the
Wargear book.

DISCARD AFTER USE


ASSASSINS

EXITUS WEAPONS Special


Exitus Weapons are purpose-built for each individual Vindicare
sniper. They are manufactured as matched sets of a pistol and a
rifle. Both use the same high powered rounds with armor
piercing tips for general purpose executions. They also accept
a variety of special ammunition types for particularly well-
protected targets. Remember that the Vindicare Assassin's
Marksman skill allows him to increase the long range by 50%.

RANGE TO HIT SAVE ARMOUR

WARGEAR SHORT LONG SHORT LONG


Exitus Longrifle
STR. DAM. MOD. PENE. SPECIAL

CARD 0-18 18-36 +1


Exitus Pistol
+1 5 1 -3 D6+5

0-6 6-12 +2 -1 5 1 -3 D6+5


VINDICARE ASSASSIN ONLY

EXITUS AMMUNITION Special


Special Exitus Ammunition types may only be used with an Exitus Pistol or Longrifle. A
Vindicare Assassin carries one each of the following rounds; each round may only be used
once during the battle.
Shield-Breaker. If the target is protected by a force field the field is automatically destroyed
and may not be used for the rest of the battle. If the target has no force field it takes normal
damage. There are no exceptions to this, even Tyranid Zoanthrope's warp fields, Eldar
Warlock's Rune armor and the Psychic Shield, Force Dome and Aura of Fire psychic powers can
be destroyed by a shield-Breaker round.

WARGEAR 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

STEALTH SUIT Special


The Stealth Suit combines chameleon chemicals with
the ordinary synthskin worn by Imperial Assassins. The
combination of the Stealth Suit and a Vindicare
Assassin's training means that if the Assassin fires while
he is hiding, he is not spotted- instead flip over the
Hidden counter to show that he is only Detected. Note
that the Stealth Suit does not stop the Vindicare

WARGEAR Assassin being detected by troops within their Initiative


distance, or who gain a clear of sight by moving around
CARD the cover that conceals him.

VINDICARE ASSASSIN ONLY

SPY MASK Special


The Spy Mask contains cartridges of concentrated food
and water for extended operations and a multi-
channel comm sensor for monitoring enemy
communications. However, the main feature of the
Spy Mask is a wide spectrum visor which can pick out
heat and energy sources at tremendous distances.
This enables the Assassin to fire at Hidden models with

WARGEAR a -6 to hit modifier or Detected models with a -3 to hit


modifier. These to hit modifiers are in addition to any

CARD others for cover, movement, etc.

VINDICARE ASSASSIN ONLY


ASSASSINS

C’TAN PHASE SWORD Special


The Phase Sword was found on one of the long dead worlds of
the C'tan. Excavations by the Adeptus Mechanicus uncovered
numerous artifacts of extremely advanced technology but of
their makes, the enigmatic C'tan, there was no evidence. The
blade of the Phase Sword is unusual in its ability to phase in and
out of real-space by molecular realignment, so it is capable of
bypassing armor and protective fields. A model wounded by a
C'tan Phase Sword does not receive an armor save, even for
armor fields.

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

NEURAL SHREDDER Special


The Neural Shredder is of unknown origin, although some
speculate that it is but one of a range of psychic weapons
developed by the Adeptus Astra Telepathica. If, at the end of
the Imperial player's hand to hand phase, the Callidus Assassin
is not in base to base contact with any enemy models then she
may fire the Neural Shredder. To fire the Neural Shredder place
the Flamer template so that the pointed end is touching the
Assassin. Any models wholly under the template are hit
automatically, while models partially under the template are
WARGEAR hit on a d6 roll of 4+. All models hit must pass a Leadership test
with a -2 modifier to their Leadership characteristic. If the test

CARD is failed the model suffers one wound with a -3 saving throw
modifier. Armor fields do not protect against the Neural
Shredder.

CALLIDUS ASSASSIN ONLY

POLYMORPHINE Special
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

WARGEAR Assassin replaces cannot have an armor saving throw better


than 3+ on 1d6. The Assassin discards any captured wargear

CARD as she casts off her disguise and has only the weapons and
wargear normally carried.

CALLIDUS ASSASSIN ONLY

POISON BLADES Special


A Callidus Assassin frequently has to operate with little
or no weaponry. However, a Callidus Assassin is never
totally unarmed and will always manage to secrete
several needle-like Poison Blades about her person.
The Callidus Assassin can drive these through weak
points in armour, such as eyes and other exposed
areas. If there are any enemy models in base to base
contact with the Assassin at the end of the hand to hand
WARGEAR combat phase, she may attack one with the Poison
Blade. The Poison Blade hits on a d6 roll of 3+,
CARD inflicting a S4 hit that causes 1 wound, with no armor
saving throw allowed. Armor fields may save as
normal.
CALLIDUS ASSASSIN ONLY
ASSASSINS

EXECUTOR PISTOL Special


The Executor Pistol is standard issue for all Eversor Assassins
and consists of a master-crafted bolt pistol with a combined
needle pistol. The Assassin must decide whether he wishes to
fire the needle pistol or the master-crafted bolt pistol, he can
not fire both in the same shot. The Assassin may use his Fast
Shot skill to split shots between the needle pistol and the
master-crafted bolt pistol. See the Wargear book for details of
the needle pistol.

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

CARD Bolt Pistol 0-12 12-24


Needle Pistol 0-8 8-16
+2
+2
+1
-
4
3
1
1
-1
-1
D6+4
D6+3
Special: Close combat.
EVERSOR ASSASSIN ONLY

SENTINEL ARRAY Special


The Sentinel Array is a pack containing motion
trackers and target acquisition systems, allowing
the Eversor Assassin to sense enemy troop
movements from all sides. The Sentinel Array
enables the Eversor Assassin to spot Hidden
troops at double his Initiative distance. In

WARGEAR addition, the Eversor Assassin has a 360º fire arc,


this means he may fire his weapons in any
CARD direction he chooses.

EVERSOR ASSASSIN ONLY

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.

EVERSOR ASSASSIN ONLY

EVERSOR COMBAT DRUGS Special


The Eversor Assassin may take one dose of any one of the following drugs
at the beginning of his turn. There are enough doses to last the entire
battle.
Fury. The Assassin may triple his movement when he charges or runs.
This lasts for the duration of the turn.
Terminus. Until the end of your opponent's next turn, the Assassin may
carry on fighting and will not explode even if he is reduced to 0 wounds!
However, if the Assassin is still on 0 wounds at the end of your opponent's
next turn or at the end of the game, then he will die and explode as

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.

EVERSOR ASSASSIN ONLY


ASSASSINS

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.

CULEXUS ASSASSIN ONLY

FORCE MATRIX Special


The Force Matrix consists of a series of psychic conduits that run within the
Assassin's Etherium and is made from a material similar to that used in
force weapons. When a psyker taps into the warp, he is not totally
efficient at using all th energy: a lot of excess energy is simply left to
dissipate. The Force Matrix acts as a conductor, absorbing this excess
warp energy providing the Culexus Assassin, who is unable to tap directly
into the warp, with a source of warp energy. The closer the Culexus
Assassin gets to psykers, the more energy the Force Matrix will absorb. At
the beginning of each psychic phase roll a d3 to determine the number of
force points that the Force Matrix absorbs. In addition, for each psyker
within 12" you may add +1 to the score. So, if two psykers are within 12"

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.

CULEXUS ASSASSIN ONLY

ANIMUS SPECULUM Special ANIMUS SPECULUM Special


As well as acting as a restraining device, the Animus Speculum is a cards as they want to, the Culexus Assassin using force points from his
weapon capable of firing lethal blasts of negative psychic energy. By Force Matrix. Both players then reveal their score. If the psyker gets the
focusing the Assassin's aura through the single eye on the front it becomes higher score or the result is a tie, then he has defended himself against
a thin beam of energy, burning the target's brain and sucking out its soul. the Culexus Assassin. If the Culexus Assassin gets the higher score then
These blast can be deadly to all but psykers who rely upon the warp he wins the psychic combat and the psyker must discard one of his
energy are particularly vulnerable and can find themselves robbed of powers, chosen at random. The warp cards Reflection, Daemonic Attack
their powers. In the psychic phase the Culexus Assassin may use the and Destroy Power may not be used to stop the blasts and have no effect;
Animus Speculum to unleash blasts of negative psychic energy. The a psyker may only attempt to nullify a blast that id fired directly at him.
Assassin may fire one blast for each force point used to power the Animus Each blast must be nullified individually and counts as having the same
Speculum (using force points gained from the Force Matrix). Regardless mastery level as the psyker. This means that it will always be nullified on a
of the number of force points the Culexus has, no more than three blasts d6 roll of 4 or more. The effects of each blast are summarized below.

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

PSYK-OUT GRENADES Special


Psyk-Out Grenades are used exclusively by the Culexus temple and the Daemon Hunters of the Ordo Malleus.
Each grenade is similar in design to a frag grenade. however it is laced with a highly dangerous substance
that is only produced by the Golden Throne on Terra. The dust like substance is heavily impregnated with
negative psychic energy and is very rare. When some has been collected, the Imperium's finest armorers use
the dust to make Psyk-Out Grenades and Psycannon rounds. The grenade has a 2" blast marker; roll to hit
and scatter as normal. The grenade detonates with the same effect as a frag grenade, resolves any hits and
wounds as normal. In addition, any psykers either wholly or partially under the blast marker will be affected
by the negative psychic energy. The psyker may not use any of his powers for the rest of his turn. Any psychic
powers that the psyker has in play at that moment are automatically nullified and any force cards stored in a
force weapon or similar item must be discarded. Every time the Assassin uses a Psyk-Out Grenade roll a d6.
WARGEAR On a roll of 1 or 2 the grenades have run out and may not be used for the rest of the battle.

CARD STR. DAM.


SAVE ARMOUR
MOD. PENE. SPECIAL
3 1 -1 N/A Psyhic Null Zone. 2” Blast Marker.
CULEXUS ASSASSIN ONLY
SISTERS OF BATTLE

BOOK OF ST. LUCIUS 5 Points


This holy artifact contains the sermons of the
famed Confessor, St. Lucius of Agathea. A
member of the clergy reading from the ancient
tome can inspire those around him. Any troops
within 8" of the character at the start of the rally
phase may use the character's Leadership value

WARGEAR for their test to rally. They may attempt to rally


even if they are not in cover or would otherwise
CARD not be able to do so.

ADEPTUS MINISTORUM RELIC

PHIAL OF DOLAN 10 Points


Anyone who drinks the contents of one of these
crystal bottles is filled with the strength and
determination of Dolan, the Great Confessor.
The character may drink the contents of the phial
at the start of any turn. For the rest of the
player's turn the character's Strength and

WARGEAR Toughness are increased by D3 each (roll


separately), to a maximum of 10.
CARD ONE USE ONLY
ADEPTUS MINISTORUM RELIC

CLOAK OF ST. ASPIRA 5 points


Leading a force from the Order of the Bloody
Rose, the Canoness St. Aspira liberated almost a
hundred worlds from the grip of the heretic
Denescura. Her magnificent fur and velvet cloak
is said to ward away blows of the enemy. A
character wearing the cloak may add +1 to any

WARGEAR armor saving throws they make due to physical


armor. This does not apply to saves from fields or
CARD saving throws of any kind. Only one cloak may
be worn.
ADEPTUS MINISTORUM RELIC

TEARS OF THE EMPEROR 15 Points


There are many stories of statues of the Emperor
and other icons of faith weeping blood-like tears.
These tears are collected in ornate crystal bottles
and they are a potent weapon against the forces
of Chaos. The phial can be thrown just like a
grenade and uses a 2" blast marker. Any
daemon affected takes a wound on a D6 roll of
WARGEAR 4+ and receives no saving throw for its daemonic
aura.
CARD
ADEPTUS MINISTORUM RELIC
SISTERS OF BATTLE

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.

WARGEAR See the Warhammer 40,000 Wargear book for


more details.
CARD
ADEPTUS MINISTORUM RELIC

LITANIES OF FAITH 8 Points


It may take a single Adept the whole of his life to
write out a scroll containing the Litanies of Faith.
The bearer cab choose certain hymnals and
chants to inspire their followers to greater feats
of faith. A character leading a squad in the
Sacred Rites with the Litanies of Faith can roll two

WARGEAR dice and choose which result to apply.

CARD
ADEPTUS MINISTORUM RELIC

STAFF OF BELIEF 12 points


Carved of wood taken from the massive trees
lining the Garden of Saints, the Staff of Belief is a
potent symbol of faith and devotion. The Staff is
a hand to hand combat weapon and requires
both hands to wield. It adds +3 to the users
Strength and may be use to parry. Daemons

WARGEAR receive no daemonic aura save for hits inflicted


by the Staff of Belief.
CARD
ADEPTUS MINISTORUM RELIC

SIMULACRUM IMPERIALIS 5 Points


Wrought from the bones of a great saint, a
Simulacrum Imperialis inspires those around it to
their greatest efforts. Any unit within line of sight
to the Simulacrum automatically passes the first
Leadership test it is required to make in the
game.

WARGEAR
CARD
ADEPTUS MINISTORUM RELIC
SISTERS OF BATTLE

MEDICUS MINISTORUM 150 Points


Using the relics contained within this rare scentwood
box, a character can cure all manner of injuries and
ailments. I f the character can reach a model in the
turn after it is wounded, there is a chance they may be
healed. The character must spend their shooting
phase and their close combat phase doing nothing. At
the end of the turn, if the character passes a Leadership

WARGEAR test, he may heal 1 lost wound on the injured model. A


model reduced to 0 wounds may be raised to 1 wound
CARD in this way. Characters cannot heal themselves.

ADEPTUS MINISTORUM RELIC

PRAESIDIUM PROTECTIVA 8 Points


Believed to contain shards of armor worn by the
Emperor himself, a Praesdium Protectiva is shaped like
a highly ornate shield. It requires a free hand to use,
may parry a close combat blow made from within the
character's front arc and confers an unmodified saving
throw of 4+ on 1d6 against hand to hand attacks. In
addition, if a roll of 6 is made for the saving throw, the
WARGEAR attacking model receives a hit instead-roll to wound
and make saving throws as if the model were hit by its
CARD own weapon. The Praesidium Protetciva has no effect
on shooting damage.

ADEPTUS MINISTORUM RELIC

BRAZIER OF HOLY FIRE 18 points


It is claimed that this ornately wrought torch will light the faith
and shroud the heretic in darkness. In battle the brazier can be
swung like a weapon, setting fire to the wielder's foes with its
flames. It can also be used to project a jet of flame over a
larger distance. The Brazier of Holy Fire has the profile below.
Any model hit in hand to hand combat will be set on fire on a
D6 roll of 4+ (see the Flamer entry on p23 of the Wargear
book). In addition, once per battle the Brazier can be used to
project a jet of flame, resolved using the rules and profile for a
heavy flamer. The character can move and fire in this way as

WARGEAR the Brazier itself is not a heavy weapon, it just has the effects of
one!

CARD RANGE TO HIT


SHORT LONG SHORT LONG STR. DAM.
SAVE ARMOUR
MOD. PENE. SPECIAL
Close combat - - 5 1 -3 2D6+D3+5 -
ADEPTUS MINISTORUM RELIC

FLAIL OF CHASTISEMENT 8 Points


The Flail of Chastisement is barbed with small
hooks which grip the target's flesh and constrict it
as it struggles. The Flail is used in hand to hand
combat with the following profile. If a target is
wounded by the Flail but not killed, it loses D3
Attacks in the next round of combat reducing its
attacks to a minimum of 1.
WARGEAR RANGE TO HIT SAVE ARMOUR
CARD SHORT LONG SHORT LONG
Close combat - -
STR.
5
DAM.
1
MOD.
-1
PENE.
2D6+5
SPECIAL
-
ADEPTUS MINISTORUM RELIC
SISTERS OF BATTLE

BLADE OF ADMONITION 7 Points


The Blade of Admonition is polished to a mirror
finish and is said to reflect the true face of those
who look at it. The bearer of the Blade of
Admonition causes fear as described in the
Warhammer 40,000 rulebook. The blade may
be used in close combat with the following

WARGEAR profile.
RANGE TO HIT SAVE ARMOUR

CARD SHORT LONG SHORT LONG


Close combat - -
STR.
5
DAM.
1
MOD.
-2
PENE.
2D6+5
SPECIAL
Parry

ADEPTUS MINISTORUM RELIC

AXE OF RETRIBUTION 18 Points


The Axe of Retribution is styled upon the famous
Axe of Chalcydon borne by Saint Jason of Huale.
Its massive double-bladed headed is studded
with jewels which rend the flesh of those it
strikes. The Axe may be used in close combat
with the following profile.

WARGEAR RANGE TO HIT SAVE ARMOUR


CARD SHORT LONG SHORT LONG
Close combat - -
STR.
6
DAM.
D6
MOD. PENE.
-1 2D6+D12+6
SPECIAL
-

ADEPTUS MINISTORUM RELIC

PURITY SEAL 8 points


A Purity Seal is a mark of great faith and strength of
mind. A character bearing a Seal is not affected by fear
or terror. If the character is targeted by a psychic
attack, they will be unaffected on a D6 roll of 4+. This
is not a nullify, other models may be affected as normal
even if the character is not. Once the Purity Seal has
successfully protected its wearer once it may no longer
be used for the rest of the battle.

WARGEAR Unlike other relics, a Purity Seal can be taken by


any character allowed to take "Imperium Only"
CARD wargear and is counted as a Wargear card.
ONE SUCCESSFUL USE ONLY
ADEPTUS MINISTORUM RELIC

ANIMUS MALORUM Free


The Animus Malorum is an ancient relic taking the form of a
skull whose eyes blaze with light when its power is unleashed.
During the psychic phase, the power of the Animus Malorum
may be targeted at a single enemy model within 12". You may
use between 1 and 3 Force cards to power the skull. Roll a d6
for every Force card used. If the result is more than the target's
Leadership value then it's soul is sucked from it's body - the
model is dead regardless of wounds or armor. If the target is

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

You might also like