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Wargear

Every character can choose Wargear, free of cost, to fill up to 2 slots. Unlike abilities, you may switch Wargear at the start of every battle. You may also take any items that
are available for Infantry HQ Models in your faction's armoury. Every 2 level ups you unlock an additional slot for Wargear.

Weapons:

Slot Item Name Type Range S AP D Special


1 Hand Combat Blade Melee - U 0 1 Attacks +1

1 Hand Relic Sword Melee - +1 -3 1

1 Hand Relic Axe Melee - +2 -2 1d3

1 Hand Relic Maul Melee - +3 -1 2

1 Hand Relic Claw Melee - x2 -3 3 -1 to hit. x2: Attacks +1

1 Hand Relic Shield Melee - +1 -1 1 Sv +1

1 Hand Dueling Blade Melee - +1 -1 1 5++ during the Fight phase

1 Hand Slavedriver's Whip Melee - -1 0 1 Roll 3 hits for each Attack with this weapon.

2 Hand Relic Lance Melee - U -3 2 If you charged this turn: S x2 Takes 2 Slots

2 Hand Relic Hammer Melee - x2 -3 3 -1 to hit. +1 to Wound vs Vehicles. Takes 2 Slots

2 Hand Relic Scythe Melee - +3 -1 1 +2 extra attacks vs non-character Infantry Takes 2 Slots

2 Hand Hook & Chain Melee - +1 -2 1 +2 to your charge distance. Takes 2 Slots

1 Hand Dueling Pistol Pistol 3 12 4 0 1 AP -3 vs Characters, reroll Wounds vs Characters.

1 Hand Relic Pistol Pistol 2 12 5 -2 2 On 6 to hit: 1 mortal wound

1 Hand Hand-cannon Pistol 1 9 6 -3 d3 During overwatch: Pistol 3, +1 to hit.

1 Hand Relic Rifle Rapid Fire 2 36 4 -1 1 Damage d3 vs Infantry

1 Hand Shrapnel Launcher Rapid Fire 3 30 5 0 1 Rapid Fire 6 vs Units with 10 or more models.

1 Hand Spirit Rifle Rapid Fire 4 24 5 -1 1 This weapon always wounds Vehicles on a 6+

1 Hand Relic Launcher Assault 2 12 5 0 1 On a wound roll of 5+: Ap -2

1 Hand Needle Threader Assault 3 9 * -1 1 This weapon always wounds on a 4+

1 Hand Show of Force Assault 4 6 5 -2 2 This weapon automatically hits its target

Heavy d3 24 7 -2 3
2 Hand Fist of the Firmament Takes 2 Slots
2 Hand Fist of the Firmament Takes 2 Slots
Heavy d6 36 5 -1 1

Heavy 3 36 7 -3 1
2 Hand Blazing Comet Takes 2 Slots
Heavy 3 36 9 -4 3 -1 to hit. On a roll of 1 to hit, bearer is slain.

Heavy 1 36 9 -3 d6
2 Hand Light of Judgment Takes 2 Slots
Heavy 3 36 6 -3 2

Melee - U -3 1 Sx2 D3 vs Psykers


2 Hand Malleus Malleficarum Takes 2 Slots
Heavy 1 12 8 -3 3 May only target Psykers

2 Hand Warp Rift Generator Heavy 1 48 9 -4 2d3 -1 to hit. Target gets -1 to their Invulnerable saves. Takes 2 Slots

Heavy d6 72 4 -1 1 Heavy 6 vs units with 10 or more models. No LoS


2 Hand Starfall Rocket Cluster Takes 2 Slots
Heavy d3 48 6 -1 d3 Heavy 3 vs units with 5 or more models. No LoS

Heavy 1 60 8 -3 d6 +1 to hit vs units with Fly. -1 to hit vs units without Fly


2 Hand Stormwrath Anti-Air System Takes 2 Slots
Heavy d6 60 5 -2 1 +1 to hit vs units with Fly. -1 to hit vs units without Fly

2 Hand Voidbreaker Missile Launcher Heavy 1* 48 16 -5 2d3 One use only. Ignores invulnerable saves. Takes 2 Slots

5++ during the Shooting phase. Discharge: Fight phase, 1d3 mortal
1 Hand Personal holo-field Melee - * * *
wounds to each unit within 1". Lose the inv. save.

If this model charged in the preceding charge phase, on a wound roll of


Head Brutal Headgear Melee - +2 -2 2
5+ this weapon causes a mortal wound instead of its normal damage.

Others:

Slot Item Name Special


Once per turn at the start of the Psychic phase: Make a leadership test on 2d6. If you succeed, your next Psychic power
1 Hand Scrolls of Forbidden Lore
receives a +1 bonus; otherwise it gets a -1 penalty

Once per turn, when this model or a friendly [FACTION] unit within 6" becomes the target of a Psychic power, roll-off
1 Hand Mirror of Souls against the psyker that manifested that power, adding your respective Leadership scores. If you win, change the target
of that Psychic power to the Psyker that manifested it.

Use at the end of Movement: Target vehicle within 1" or that you are embarked in gets +1 to their WS or their BS until
Back Enhanced Control Systems
the end of turn.

Back Enhanced Self-Destruct System Whenever a friendly [FACTION] Vehicle within 3" rolls to explode, you may add 2 to the roll.

Back Shimmerscale Cloak Units targeting this model from more than 12" away during the shooting phase have -1 to their hit rolls.

Back Ballistic Weave Cloak Improve this model's armor save by 1 (to a maximum of 2+)
Back Cloak of Heroes Add +1 to the Leadership of other friendly [FACTION] units who can see this model.

Head Abyssal Crown Whenever you roll a double for a psychic or deny test, add 1 to that test's result.

Head Machinist's Goggles Whenever you repair a Vehicle, it regains 3 wounds instead of d3.

Head Air-to-Ground Vox Link This model may shoot at models within 6" of a friendly [FACTION] Flyer, even if they are out of LoS.

Head Multi-spectrum Visor This model ignores any negative modifiers on its target units during the shooting phase.

Shoulder Enhanced Targetting System Add 1 to your hit rolls against Monsters and Vehicles during the shooting phase.

Shoulder Makeshift Wings This model's movement becomes 12", and it gains the Fly keyword.

Once per turn, instead of moving you may set a Snare Trap within 3" of this model. Units without Fly that move within
Shoulder Snare Traps (3)
1" of a Snare Trap end their movement and remove the token. They may not charge or advance this turn.

Once per turn, at the start of the Movement phase: roll 1d6 and receive one of the following effects: 1: Lose 1 wound.
Shoulder Alchemist's Satchel
2: +1 Mv. 3-4: FNP 6+ 5: +1S 6: +1T

Torso Sanctified Armor Increase the warp charge of Psychic powers that target this model by 1

Torso Armor Spikes Succesful save rolls of 6+ during the Fight phase deal 1 mortal wound to the attacker.

Torso Mirrored Armor Units targeting this model during the Fight phase receive a -1 to their hit rolls.

Torso Reinforced Armor Plating Treat AP values of -1 as if they were 0 for attacks that target this model.

Torso Deadman Switch When this model is slain, units within d6" receive 1d6 mortal wounds.

Feet Impulse Boots Add +1 to your Advance and Charge distances.

Feet Magnetic Lock System When moving or advancing, you may ignore vertical distances.

Feet Rapid Response System increase the distance you move for Heroic Interventions by 1"

Increase your Movement speed to 14". When advancing, add 6" to your movement (do not roll), and you gain a 4+
Special Personal Motorbike Takes 2 Slots
invulnerable save until end of turn. Equipped with a Shrapnel Launcher.

Special Forcefield Generator Friendly [FACTION] models within 6" of this model gain a 5+ invulnerable save. Takes 2 Slots

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