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Wargear & Vehicle

Cards

Being a collection of Wargear & Vehicle Cards from 2nd Edition Warhammer 40,000
2nd Edition 40k Wargear Booklet 4th July 2019

Wargear Restrictions
All Wargear Cards have one of three designations to represent
their availability to the characters of Warhammer 40,000. These
are Common, Rare and Unique; each of the following card entries
denotes its designation.

Common Wargear is that which is freely available for


characters and so you may have as many in your army as
you wish, within the usual restrictions for choosing such
wargear, e.g. points, restrictions on the cards etc.

Rare Wargear is, unsurprisingly, very rare; either they are


hard to produce or perhaps they are items of extraordinary
power from a bygone age. In either case you may never
have more than one of each Rare item per army.

Unique Wargear is that which is owned by Special


Characters; warriors, psykers and personalities of great
renown. These Unique items of wargear are specific to these
characters so may not be given to anyone else.

Please Note: These distinctions have been changed slightly from


those in the Q&A article in WD195. The reason for this is to better
differentiate the distinctions and to avoid confusion and as such
any changes have been made within the spirit of the original
article.

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2nd Edition 40k Wargear Booklet 4th July 2019

Contents
Page No.
Wargear Cards
Universal Wargear 4
Psykers 9
Grenades 10
Fields 12
Imperial Wargear 13
Space Wolves 17
Ultramarines 20
Dark Angels 21
Blood Angels 23
Imperial Guard 24
Assassins 26
Eldar Wargear 31
Ork Wargear 36
Chaos Wargear 40
Chaos Rewards 43
Vehicle Cards
Universal Vehicle Cards 46
Imperial Vehicle Cards 48
Eldar Vehicle Cards 50
Ork Vehicle Cards 52
Chaos Vehicle Cards 53
Index 55

Wargear cards from the Citadel Journal have not been included as they are not ‘official’. In
addition, I have not included the Relics of the Sisters of Battle, with the exception of Purity
Seal, which is also a Wargear Card.

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2nd Edition 40k Wargear Booklet 4th July 2019

Universal Wargear
Any army may select items of Universal Wargear, including psyker wargear, grenades and
fields.

ARMOUR PIERCING AMMO 5 Points


Armour 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 armour piercing ammo the weapon’s save modifier is increased to -6 for that
one shot only. Against vehicles the weapon’s armour penetration is increased by an amount,
which varies according to the Strength of the weapon as shown below. The decision to use
armour piercing ammo must be made before the dice is rolled to hit.
Weapon’s Strength 1-3 4-5 6-7 8-10
Bonus Penetration Dice +D3 +1D6 +1D12 +1D20

Use Once and Discard


Common

AUX. 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 be 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 auxiliary 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.
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PEN. SPECIAL
0-6 6-12 - -1 - - - - -
Krak - - - 6 D6 -3 2D6+6 -
Frag - - - 3 1 -1 D6+3 2” Blast

Common

BIONIC ARM 5 Points


A bionic arm makes for a powerful enhancement of any warrior’s skills, giving them 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 model also gains +1 Initiative in hand-to-hand combat only.

Common

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
emissions from vehicles, psykers etc. within 24”.
Detect hidden troops within 24”
+1 To Hit
Common

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2nd Edition 40k Wargear Booklet 4th July 2019

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 resolved at +2 to the model’s Strength and inflicts D3 damage. If the target is no bigger
than the model with the bionic leg it is also knocked back D3” by the kick.

Common

CAMELEOLINE 5 Points
Cameleoline is a rare artificial substance, which can be woven onto the structure of most
fabrics. Morphic polymer chains in the material automatically take on the colours and textures
of their surroundings. The result is that after a second or two motionless the wearer appears
to fade into the background, offering chameleon-like protection from prying eyes. All shots
fired at a stationary model wearing Cameleoline suffer a -1 to modifier in addition to the
normal to hit modifiers for cover etc. If the model hides, troops that move into position to see
the hiding model, or move within their initiative distance, will only detect them rather than
spotting them.
Common

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 psychological 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. However, repeated use of frenzon is dangerous to the 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.
Common

IMMUNE 5 Points
Immune is a broad-band immunisation which protects the body against bio-warfare attacks, a
variety of toxins and dangerous levels of radiation. A character equipped with Immune totally
ignores the effects of the following grenades: choke, hallucinogen, rad, scare, toxin and virus.

Common

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 storey 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 they may move up to 4" after they land 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 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.
Common

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2nd Edition 40k Wargear Booklet 4th July 2019

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 their patient during their 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 character.
2 Restore a model reduced to 0 wounds to 1 wound on a roll of 5 or 6 on a D6.
3 Restore the vision of any blinded model.
4 Cure the effects of any non-fatal gas type.
5 Negate any psychological effects in a model.

Common

SCANNER 1 Point
A scanner can detect living matter and energy of any kind within 24" of the user. Readings will
indicate concentrations of tissue and energy such as groups of creatures or vehicles. The
scanner is capable of differentiating between animals and vegetation, and can read through
rock up to 5 metres thick. The main military use of the scanner is for finding hidden troops,
which are automatically detected if they are within 24".
Detects hidden troops within24"
Common

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 target speed, cover
etc. The seeking ammo will always hit its target on a roll of 2 or more on a D6. Seeking ammo
can also be fired at targets, which are hidden or out of sight as long the target is detected (by
a scanner or another model for example) and lies within weapon range. Seeking ammo may
not be used in combination with other kinds of special ammo.

USE ONCE AND DISCARD


Common

TARGETER 2 Points
Targeters are devices, which combine various optical and electronic sights. A model using a
weapon with a targeter gains a +1 modifier on its roll to hit with that 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 shooting with the plasma gun but not with the
bolt pistol. Targeters may not be interchanged between weapons during a battle.

Common

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
armour; hence an aegis suit may be combined with physical armour and / or force fields. A
model wearing a aegis suit gains a saving throw of 4, 5 or 6 on a D6 against any enemy
psychic power used against it.
Rare

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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 their 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 armour save possible
as the drugs ravage their system. The effects of the drugs last until the character suffers a
wound for any reason at which point this card is discarded and the model’s characteristics
return to normal. Combat drugs may not be used with Frenzon.

USE ONCE AND DISCARD


Rare

DIGITAL LASERS 6 Points


Digital lasers are concealed weapons fitted into finger rings or the knuckles of a glove.
Digilasers do not prevent a model using any weapons. They are automatically fired at the
start of hand-to-hand combat against opponents in base-to-base contact, before any attack
dice are rolled and regardless of whose turn it is. The shots are worked out in exactly the
same way as normal, the wearer blasting away at point blank range as their attackers close.
The digilasers get three shots, which may be divided amongst multiple opponents if desired.
Once close combat has started the Digilasers have no effect, the model doesn’t gain any
extra attack dice for having them.
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PEN. SPECIAL
Close combat 3 1 -1 D6+3 See above

Rare

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

Rare

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 been fired - it can
be fired every turn if desired.
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PEN. SPECIAL
0-8 8-24 +2 -1 6 1 -1 D6+6 See above
Special: Sustained fire 1 dice. Close combat.

Rare

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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 target point. In addition, the teleporting troops will be destroyed if 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.
Rare

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 the 2D10 for deviation the model is lost in the warp, never
to be seen again. The model 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 into hand-to-hand combat. For
further details on teleporting troops see the teleporter rules in the Warhammer 40,000
Wargear book (pg. 77).
Rare

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PSYKERS
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 them to nullify psychic powers. This means a
psyker wearing a psychic hood is allowed to reroll the dice throw when they attempt to nullify
psychic powers.
PSYKERS ONLY
Common

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 may be stored in the force axe instead of being placed
on the warp cards discard pile. The stored force card may be retrieved from the weapon and
used in subsequent psychic phases. In hand-to-hand combat the force axe increases the
wielder’s Strength characteristic by a number equal to their mastery level and wounds
daemons automatically with no saving throw possible. The wielder may also expend the
stored force card to gain an extra +3 Strength and -3 armour save in hand-to-hand combat.

PSYKERS ONLY
Rare

FORCE ROD 25 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 cards 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 phases. In hand-to-hand combat the force rod increases the wielder’s
Strength characteristic by a number equal to their mastery level and wounds daemons
automatically with no saving throw possible.

PSYKERS ONLY
Rare

FORCE SWORD 25 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 card 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 their mastery level and wounds daemons automatically with no saving throw
possible. The wielder may also expend the stored force card to gain an extra +2 Strength and
-2 armour save in hand-to-hand combat. The force sword can be used to parry.

PSYKERS ONLY
Rare

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2nd Edition 40k Wargear Booklet 4th July 2019

GRENADES
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 1½" 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 as normal and then roll on the
appropriate damage table. However, the pulse is unlikely to destroy a vehicle, dreadnought
etc. so deduct -1 from the damage roll. Vehicle crewmen or Terminators hit by a Haywire
grenade suffer a S3 hit causing 1 wound with no armour save possible. Discard this card after
use.
Penetrates armour automatically
DISCARD AFTER USE
Common

RAD GRENADES 25 Points


SAVE RADIATION
STRENGTH DAMAGE MODIFIER EFFECT AREA
D6+D4 1 -3 1-3”
Secretly determined

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.
Common

STASIS GRENADE 20 Points


A Stasis grenade creates a localised 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 or more on a D6. Close combat is only worked out every other turn. There is
a -2 to hit modifier for shooting into, through or out of the area within 2" of the marker. The
stasis field remains in play. At the beginning of each side's turn one player rolls a D6 and
consults the Stasis chart in the Wargear book (pg. 74).

DISCARD AFTER USE


Rare

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2nd Edition 40k Wargear Booklet 4th July 2019

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 1½” 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
armour (Space Marines and Aspect Warriors); Tyranids and their creatures such as
Genestealers (but not including crossbreeds like Genestealer Hybrids) cannot be affected.
The toxin gas cloud remains on the table. At the beginning of each side's turn one player rolls
a D6 and consults the chart in the Wargear book (pg. 75).

DISCARD AFTER USE


Rare

VIRUS GRENADES 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 armour (Space Marines, Aspect Warriors
and 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
vulnerable model within the contact range of a victim is killed on a D6 roll of 4 or more. Every
time a model is killed roll for the contact range for that model, and work out if models within
this range are killed. Once there are no more victims within the contact range the virus has
mutated into a safe form and there is no further effect.

DISCARD AFTER USE


Rare

VORTEX GRENADE 50 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 or more on a D6. This includes vehicles, terrain etc., no armour
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:

D6 ROLL EFFECT
1-2 The Vortex disappears
3-4 The Vortex remains in play
The Vortex moves D6” in a random direction determined with the scatter
5-6
dice

DISCARD AFTER USE


Rare

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2nd Edition 40k Wargear Booklet 4th July 2019

FIELDS
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 5 or 6 on a D6. This save is always taken
before a save for armour (if any) and is not subject to saving throw modifiers, so the save is
5+ whether the field is hit by a lascannon or a bolter.
5+ Unmodified save
Common

CONVERSION FIELD 10 Points


A conversion field converts incoming energy into light, giving the bearer an additional saving
throw of 4 or more on a D6. This extra save is taken before an armour save and is not subject
to saving throw modifiers so it always succeeds on a roll of 4 or more. A successful save
causes a blinding flash of light that illuminates an area with a radius equal to the Strength of
the attacker 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 or more on a D6 until 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.
4, 5 or 6 Unmodified save
Blinds unprotected troops on 4, 5 or 6
Rare

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 miss unless the
attack uses a template or blast marker and the field fails to get them out of the area of effect.
A displacer field will not work against a Vortex grenade.
3+ Unmodified save, move D6” in a random direction
Rare

POWER FIELD 35 Points


A power field is an invisible bubble of pure energy created 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 offers no protection as an opponent can
easily get his weapon inside the power field bubble and strike the wearer. In addition, a model
carrying a personal power field suffers the -1 penalty for being encumbered in hand-to-hand
combat.
Rare

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2nd Edition 40k Wargear Booklet 4th July 2019

Imperial Wargear
Only Imperial armies may select items of Imperial Wargear; Space Marines, Imperial Guard,
Agents of the Imperium and Squats.

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
90° 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).
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PEN. SPECIAL
Frag - - - 3 1 -1 D6+3 2” Blast
Blind - - - Blocks LOS - 2” Blast

DISCARD AFTER USE


SPACE MARINE TERMINATORS ONLY
Common

COMBI-WEAPON 10 Points
A combi-weapon is a combination of two basic weapons, normally a bolt gun and another
weapon such as a flamer, melta gun or plasma gun. It was the development of combi-
weapons, which led 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 + Melta gun, Bolter + Plasma gun, Bolter + Flamer or twin Bolters (which counts
as Storm Bolter)
Each shooting phase you can either fire just one barrel of the combi-weapon as per the
normal rules or fire both barrels at the same target with a -1 to hit modifier on both shots.

IMPERIUM OR ORKS ONLY


Common

PHOTON BEAM SEARCHLIGHT 20 Points


The Photon 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
model whose base is partially under the template is hit on the D6 roll of 4, 5 or 6. A model hit
by the Photon Beam is affected exactly as if hit by a Photon Flash Flare, see the Wargear
Book (pg.62).

SPACE MARINE TERMINATORS ONLY


Common

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2nd Edition 40k Wargear Booklet 4th July 2019

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.

ONE SUCCESSFUL USE ONLY


IMPERIUM ONLY
Common

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 they are crewing a support weapon or operating a vehicle or equipment. A model
equipped with a servo arm rolls one extra dice in hand-to-hand combat.

TECHMARINES, TECH-PRIESTS & SQUAT ENGINEERS ONLY


Common

STORM SHIELD 10 Points


A Storm Shield is 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 armour
saving throw of 4, 5 or 6 against shooting or hand-to-hand combat damage from the model's
front 90° arc. This saving throw ignores normal save modifiers and therefore offers a save
even against weapons with large negative modifiers such as lascannons and power weapons.
A Storm Shield may be used to parry.
Common

GRAVITON GUN 40 Points


The graviton gun affects the local gravity field and changes the weight of objects, making
them far heavier than normal. A target hit by a graviton gun is always affected, no damage roll
is required. A living target is immobilised for the remainder of the game and may not move or
shoot, although a psyker may continue to use their powers. If the target is a vehicle, roll for hit
location as normal but ignore armour 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.
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PEN. SPECIAL
1” Blast
0-8 8-16 +1 - See above - Auto marker

IMPERIAL TECH-PRIESTS & SQUAT ENGINEERS ONLY


Rare

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2nd Edition 40k Wargear Booklet 4th July 2019

NEMESIS FORCE WEAPON 20 Points


Nemesis force weapons are used exclusively by the daemon hunters of the Imperium. At the
end of the psychic phase one or two unused force cards may be stored in the Nemesis
weapon instead of being placed on the warp cards discard pile. Stored force cards may be
retrieved from the weapon and used in subsequent psychic phases. In hand-to-hand combat
the Nemesis weapon increases the wielder's Strength by a number equal to their mastery
level and wounds daemons automatically with no saving throw possible. The wielder can also
expend stored force cards to cause extra damage when he hits daemons in hand-to-hand
combat. Expending one force card inflicts D3 wounds per hit, expending two force cards
inflicts D6 wounds per hit. The Nemesis force weapon can be used to parry and incorporates
a built-in storm bolter, which may be fired normally in the shooting phase.

INQUISITORS & GREY KNIGHTS ONLY


Rare

PLASMA BLASTER 15 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.
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PEN. SPECIAL
0-6 6-24 +1 - 7 1 -2 D6+4 2 Sus. Fire

SPACE MARINE TERMINATORS ONLY


Rare

POLYMORPHINE 20 Points
Polymorphine is a shape-altering chemical, which allows the highly trained Assassins of the
Callidus shrine to transform not only their features but their whole body. An Assassin
equipped with polymorphine is not deployed at the start of the game. Instead, the player may
play this card at any time to reveal that the Assassin is in fact disguised as one of the enemy!
The player can select any humanoid (Ork, Squat, Human, Genestealer hybrid or Eldar) basic
trooper model (not a character or a vehicle crewman or a model with a heavy weapon) in the
opposing force and substitute the Assassin for that model. The Assassin discards the
captured armour and weapons of the trooper as they cast off their disguise, keeping only
what weapons and wargear the player has equipped the Assassin with.

OFFICIO ASSASSINORUM ONLY


Rare

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2nd Edition 40k Wargear Booklet 4th July 2019

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 battle.
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PEN. SPECIAL
0-8 8-16 +2 +1 4 1 -2 D6+4 1 Sus. Fire

IMPERIUM ONLY
Rare

THE ANIMUS MALORUM 35 Points


The Animus Malorum is an ancient relic taking the form 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 living
enemy model within 12". You may use between 1 and 3 Force cards to power the skull. Roll a
D6 for every Force card used, if the result is more than the target's Ld value then its soul is
sucked from its body - the model is dead regardless of Wounds or armour. If the target is
killed then you may resurrect a dead Legion of the Damned model, placed within normal unit
coherency. This may not be used to increase the unit beyond its original size. The power of
the skull may be Nullified like a psychic power, requiring a 4+ to successfully Nullify it.

CENTURIUS ONLY
Unique

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2nd Edition 40k Wargear Booklet 4th July 2019

SPACE WOLVES
These items of Wargear are unique to the Space Wolves Chapter of Space Marines

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.

SPACE WOLF RUNE PRIEST ONLY


Rare

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 his 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 the Hood Darkness is used for two consecutive turns or more then
test to see if it fails. At the start of each turn, roll a D6. On the roll of 4 or more it fails and
cannot be used again.

SPACE WOLVES ONLY


Rare

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 normal shooting.
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PEN. SPECIAL
See above - - 7 1 -4 2D6+7 -

SPACE WOLVES ONLY


Rare

THE WULFEN STONE 30 Points


This ancient gem was worked into a suit or armour by the great artificer Iron Priest Fengri and
is one of the Space Wolves’ greatest treasures. Within its murky depths lies the raging image
of the Were, the monster of Fenris that 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 charged by the character must
take a Break test as if it had sustained 25% casualties from shooting. However, instead of
rolling 2D6 as normal, the enemy must roll 3D6. Daemonic foes are immune to the effect.

SPACE WOLVES ONLY


Rare

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2nd Edition 40k Wargear Booklet 4th July 2019

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 Marines.
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 they are required to take. In addition, the wearer causes fear as
described in the Psychology section of the Warhammer 40,000 rulebook (pg. 65).

ULRIK THE SLAYER ONLY


Unique

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.
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PEN. SPECIAL
Close combat 5 D3 -2 D3+2D6+5 Parry

RAGNAR BLACKMANE ONLY


Unique

THE RUNE STAFF STORMCALLER 35 Points


This ancient rune staff absorbed so much power that it has eventually become a living thing in
the hands of its 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 wielder’s psychic abilities.
Stormcaller also adds +1 to the wielder’s A and I, and adds a Strength bonus equal to
its wielder’s mastery level.

NJARL STORMCALLER ONLY


Unique

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.
M WS BS S T W I A LD
- 4 0 3 6 1 4 1 -
Night Wing has no Movement or Leadership values, but always moves with Njal at all
times.

NJARL STORMCALLER ONLY


Unique

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2nd Edition 40k Wargear Booklet 4th July 2019

AXE OF MORKAI 15 Points


The Axe Morkai was taken by Space Wolves 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 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 save modifier. For each critical hit
scored in hand-to-hand combat (i.e. each attack dice roll of a 6) add not +1 to the Combat
Score but +D3 (1-2 = 1, 3-4 = 2, 5-6 =3).

LOGAN GRIMNAR ONLY


Unique

THE PELT OF THE 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 10” reducing the chance of
hitting by a further -1. These penalties apply to shooting (not hand-to-hand fighting) and are in
addition to other modifiers for cover, etc.

LOGAN GRIMNAR ONLY


Unique

THE HELM OF DURFAST 8 Points


Forged in the stasis-bound ion furnaces beneath the Fang, this ancient helmet was made for
Space Wolf 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 shooter misses his target, then you may
re-roll the dice again so long as your initial score is not 1. If your initial dice roll is 1 then you
may not re-roll the dice and have missed.

DURFAST OF MORDRAK ONLY


Unique

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2nd Edition 40k Wargear Booklet 4th July 2019

ULTRAMARINES
These items of Wargear are unique to the Ultramarines Chapter of Space Marines.

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.

The holder of the banner and any Space Marine unit he is with is immune to psychology and
causes fear as described in the Psychology section of the Warhammer 40,000 rulebook.

ANCIENT HELVETICUS ONLY


Unique

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 bolt gun. The gauntlets are worn as a pair
so the wearer receives an extra attack dice in close combat. In addition, the gauntlets allow
the wearer to deal with many opponents at once so opponents do not receive any bonuses
for multiple combats. The gauntlets' built-in bolt guns fire together with the same effect as a
single storm bolter.
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PEN. SPECIAL
0-12 12-24 +1 - 4 1 -1 D6+4 1 Sus. Fire
Close combat - - 8 1 -5 D6+D20+8 -

LORD MACRAGGE ONLY


Unique

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 focusing the aggression of the wearer into a psychic bolt. This power is used
in the psychic phase and can be nullified like any other psychic power. Roll 2D6 and add the
wearer's Ld. This is the range of the bolt in inches. The bolt is fired in a straight line at a target
within the wearer's line of sight. It causes D6 S5 hits with a -2 saving throw modifier.

CHIEF LIBRARIAN TIGURIUS ONLY


Unique

ROD OF TIGURIUS 40 Points


The Rod of Tigurius is an extremely potent force weapon, drawing the psychic energy out of
Tigurius and focusing it into a tight beam of unstoppable energy. Any powers used by
Tigurius and channeled through the rod cannot be nullified in the turn that they are used.
Every time a power is played using the Rod of Tigurius, Tigurius suffers D6 -4 wounds.

CHIEF LIBRARIAN TIGURIUS ONLY


Unique

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2nd Edition 40k Wargear Booklet 4th July 2019

DARK ANGELS
These items of Wargear are unique to the Dark Angels Chapter of Space Marines.

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.
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PEN. SPECIAL
Close combat 5 1 -2 D6+3 See above

INTERROGATOR CHAPLAINS & MASTER CHAPLAINS ONLY


Rare

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.
Models may not use any personal fields within the energy bubble, even against opponents
also inside the field, because you may not use more than one field at the same time.

COMMANDER AZRAEL ONLY


Unique

THE 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:
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PEN. SPECIAL
Close combat 6 1 -4 D6+D12+6 Parry

COMMANDER AZRAEL ONLY


Unique

THE 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 tabletop. 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 immune to psychology, will
never break, and may add +1 to his Weapon Skill. However, if the Dark Angels have failed to
retrieve the book by the end of the game then they lose 10 victory points.

EZEKIEL ONLY
Unique

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2nd Edition 40k Wargear Booklet 4th July 2019

THE 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 under these circumstances
the opposing model will also score 1 or more hits, which may result in both models being
killed!
BROTHER BETHOR ONLY
Unique

THE 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.

BROTHER BETHOR ONLY


Unique

THE 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.

BROTHER BETHOR ONLY


Unique

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2nd Edition 40k Wargear Booklet 4th July 2019

BLOOD ANGELS
These items of Wargear are unique to the Blood Angels Chapter of Space Marines.

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 lite, and a
halo of golden energy plays about the wearer's head, striking terror into the hearts of his
enemies.
The wearer of the Death Mask of Sanguinius causes Terror as described in the Psychology
section of the Warhammer 40,000 Rulebook (pg. 65).

COMMANDER DANTE ONLY


Unique

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 by Dante's power axe.
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PEN. SPECIAL
0-6 - +1 - 8 D3 -4 D3+D6+8 Close combat

COMMANDER DANTE ONLY


Unique

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 reactivated the Blood Angels will
return to normal. Note that the bearer of the Shroud is not affected by frenzy when the field is
deactivated.
SERGEANT CLEUTIN ONLY
Unique

RED GRAIL 100 Points


The Red Grail is 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.
Any Blood Angels that are within 12" of the Grail add +2 to their Movement characteristic, and
have their Strength and Weapon Skill increased by 1 point each.

APOTHECARY CORBULO ONLY


Unique

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2nd Edition 40k Wargear Booklet 4th July 2019

IMPERIAL GUARD
These items of Wargear are unique to the Imperial Guard.

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.
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PEN. SPECIAL
Close combat 4 1 -1 2D6+4 -

YARRICK ONLY
Unique
Please note: In White Dwarf issue 182, GW released a duplicate card for Yarrick’s Bale Eye
but it was called his Evil Eye; these two cards are the same and it is only mentioned here to
avoid any possible confusion.

BATTLE CLAW 10 Points


This Ork battle claw has been modified for Commissar Yarrick by Imperial artificers, and
utilizes a power field to create a weapon comparable to a power fist.
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PEN. SPECIAL
Close combat 8 1 -5 D6+D20+8 -

YARRICK ONLY
Unique

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 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 completely. The force field has no effect on special attacks that do
not have a Strength.
YARRICK ONLY
Unique

CLAW OF THE DESERT TIGERS 16 Points


This is an ordinary power sword, yet it has been encrusted with the emblems of the desert
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 (pg. 65).

AL’RAHEM ONLY
Unique

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2nd Edition 40k Wargear Booklet 4th July 2019

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 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 cause.

MOGUL KAMIR ONLY


Unique

EYE OF THE FALCON 2 Points


Mogul Kamir’s bionic eye has an electromagnetic link built into his bionic arm. This combines
to act as a special targeter, adding +1 to hit with any weapon fired.

MOGUL KAMIR ONLY


Unique

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2nd Edition 40k Wargear Booklet 4th July 2019

ASSASSINS
These items of Wargear are unique to the Imperial Assassin Temples. The cost of wargear is
included in each Assassin’s entry in Codex 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 armour 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
SHORT LONG SHORT LONG STR. DAM MOD. PEN. SPECIAL
Longrifle 0-18 18-36 +1 +1 5 1 -3 D6+5
Close
Pistol 0-6 6-12 +2 -1 5 1 -3 D6+5 combat

VINDICARE ASSASSIN ONLY


Rare

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; discard this card when all three
rounds have been used.
Shield-Breaker: If the target is protected by a force field the field is automatically destroyed,
if the target has no force field it takes normal damage.
Turbo-Penetrator: This has a -6 saving throw modifier and inflicts double damage (2
wounds). When rolling for armour penetration, roll D6+5 and double the result.
Hellfire: Always wounds on 2+ against living targets and causes D6 wounds. Note that this
does not have a splash effect like a heavy bolter hellfire shell.

VINDICARE ASSASSIN ONLY


Rare

STEALTH SUIT Special


The Stealth Suit combines chameleon chemicals with the ordinary synskin 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 Assassin being detected by troops within their Initiative distance, or who gain a
clear line of sight by moving around the cover that conceals him.

VINDICARE ASSASSIN ONLY


Rare

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 a -
6 to hit modifier or Detected models with a -3 to hit modifier. These to hit modifiers are in
addition to any others for cover, movement, etc.

VINDICARE ASSASSIN ONLY


Rare

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2nd Edition 40k Wargear Booklet 4th July 2019

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 artefacts of extremely advanced technology, but
of their makers, 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 armour and protective fields. A model
wounded by a C’tan Phase Sword does not receive an armour save, even for armour fields.
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PEN. SPECIAL
Close combat 5 1 No save 2D6+5 Parry

CALLIDUS ASSASSIN ONLY


Rare

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 Telepathica. If at the end of the 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
on the D6 roll of 4+. All models hit must pass a Leadership test with a -2 modifier to their
Leadership characteristic. If the test is failed the model suffers 1 wound with a -3 saving throw
modifier. Armour fields do not protect against the Neural Shredder.

CALLIDUS ASSASSIN ONLY


Rare

POLYMORPHINE Special
The Callidus Assassin is not deployed at the start of the game. Instead, the player may play
this card at any time to reveal that the Callidus Assassin is in fact disguised as one of the
enemy! The player can select either 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 armour
restricts the movement of the Assassin, the model the Assassin replaces cannot have an
armour saving throw better than 3+ on 1D6. The Assassin discards any captured wargear as
she casts off her disguise, and has only the weapons and wargear normally carried.

CALLIDUS ASSASSIN ONLY


Rare

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
poisoned 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 still enemy models in base-to-base contact with the Assassin at the end of the
hand-to-hand combat phase, she may attack one with a poison blade. The poison blade hits
on a D6 roll of 3+, inflicting a S4 hit that causes 1 wound, with no armour saving throw
allowed. Armour fields may save as normal.

CALLIDUS ASSASSIN ONLY


Rare

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2nd Edition 40k Wargear Booklet 4th July 2019

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 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 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


Rare

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 cannot 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 (pg.
17).
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM MOD. PEN. SPECIAL
Bolt Close
Pistol 0-12 12-24 +2 +1 4 1 -1 D6+4 combat
Needle Close
Pistol 0-8 8-16 +2 - 3 1 -1 D6+3 combat

EVERSOR ASSASSIN ONLY


Rare

NEURO-GAUNTLET Special
The Neuro-Gauntlet consists of an exo-skeleton hyper-alloy glove, with neuro-toxin injectors
fitted to 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 fractions up), including any remaining Wounds, for 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 almost all potential enemies, including Tyranid creatures.
However, there are no known toxins to affect daemons; a daemonic creature wounded by the
Neuro-Gauntlet does not halve its characteristics.
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PEN. SPECIAL
Close combat 7 1 -4 D6+D12+7 See rules

EVERSOR ASSASSIN ONLY


Rare

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2nd Edition 40k Wargear Booklet 4th July 2019

SENTINEL ARRAY Special


The Sentinel Array is a pack containing motion trackers and target acquisition systems,
allowing the Eversor Assassin to sense enemy troops movements from all sides. The Sentinel
Array enables the Eversor Assassin to spot hidden troops at double his Initiative distance. In
addition, the Eversor Assassin has a 360° fire arc, this means he may fire his weapons in any
direction he chooses.
EVERSOR ASSASSIN ONLY
Rare

ANIMUS SPECULUM Special


As well as acting as a restraining device, the Animus Speculum is a weapon capable of firing
lethal blasts of negative psychic energy. By focusing the Assassin’s aura through the single
eye on the front it becomes a thin beam of energy, burning the target’s brain and sucking out
its soul. These blasts can be deadly to all, but psykers who rely upon the warp for energy are
particularly vulnerable, and can find themselves robbed of their powers.
In the psychic phase the Culexus Assassin may use the Animus Speculum to unleash blasts
of negative psychic energy. The Assassin may fire one blast for each force point used to
power the Animus Speculum (using force points gained from the Force Matrix). Regardless of
the number of force points the Culexus Assassin has, no more than three blasts 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 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 at a different target as long as it is in the Assassin’s arc of fire.
If a blast wounds a psyker then there is a chance that the blast will destroy one of their
powers. Both players should secretly roll a D6, and add as many force cards as they want to,
the Culexus Assassin using force points from his Force Matrix. Both players then reveal their
score. If the psyker gets the higher score, or the result is a tie, then they have defended
themselves against the Culexus Assassin. If the Culexus Assassin gets the higher score then
he wins the psychic combat and the psyker must discard one of their powers, chosen at
random.
The warp cards Reflection, Daemonic Attack and Destroy Power may not be used to stop the
blasts and have no effect; a psyker may only attempt to nullify a blast that is fired directly at
them. Each blast must be nullified individually and counts as having the same mastery level
as the psyker. This means that it will always be nullified on a D6 roll of 4 or more.
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PEN. SPECIAL
0-12 12-24 +1 - 5 1 -5 2D6+5 See rules

CULEXUS ASSASSIN ONLY


Rare

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2nd Edition 40k Wargear Booklet 4th July 2019

ETHERIUM Special
The Etherium is a highly advanced form of Aegis suit, built into the Culexus Assassin’s
synskin. Combined with the Culexus Assassin’s innate abilities this means that psychic
attacks pass right through him as if he were invisible and making 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 of 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 their mastery level to the strength or use extra force cards to 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 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
Rare

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, they are not always totally efficient at using all the 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” 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 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


Rare

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 armourers 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; resolve 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 their powers for the rest of the 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. On a roll of a 1 or 2 the grenades
have run out and may not be used for the rest of the battle.

CULEXUS ASSASSIN ONLY


Rare

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2nd Edition 40k Wargear Booklet 4th July 2019

Eldar Wargear
These items of Wargear are unique to the armies of the Eldar, including Harlequins.

BRIGHT LANCE 40 Points


The bright lance is a distinctive high-powered laser weapon rather like a strìpped-down
lascannon. The bright lance sacrifices some of the range and punch of heavier laser weapons
for a faster recharge rate and lighter weight. It is possible to move and fire with a bright lance.
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PEN. SPECIAL
0-12 12-36 +1 - 9 D8 -6 D6+D8+8 -

ELDAR ONLY
Common

ELDAR 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 seer runes are temporarily disrupted after use and may not be used again
in the same battle.
DISCARD AFTER USE
ELDAR FARSEERS ONLY
Common

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. A 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 level from the warp deck
immediately.
DISCARD AFTER USE
ELDAR PSYKERS ONLY
Common

FIREPIKE 25 Points
The Firepike is an intricate and elegant Eldar heat weapon, an ancient artefact created before
the Fall of the Eldar. A Firepike is a form of long-range melta-gun, which can blast holes
through armour and flesh with ease. Its profile is shown below.
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PEN. SPECIAL
0-12 12-24 +1 - 8 D6 -4 2D6 +8 1” Blast

ELDAR ONLY
Common

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2nd Edition 40k Wargear Booklet 4th July 2019

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.
AH three targets must be within 6" of each other, roll to hit as normal and resolve any damage
using the weapon profile given below. The powered blade in the stock may be used in hand-
to-hand combat using the profile given below.
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PEN. SPECIAL
0-12 12-24 +1 - 6 1 -1 D6+6 3 Shots
Close combat 5 1 -3 D6+5 -

ELDAR ONLY
Common

WEB OF SKULLS 25 Points


This ancient Eldar weapon consists of three crystal skulls linked together by lengths of chain.
The weapon is grasped by the chain links used as a flail in close combat or cast like a
spinning bolas, returning automatically to its user. The Web of Skulls can be thrown at any
three targets within 12" of each other, striking each in turn.
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PEN. SPECIAL
0-12 12-24 - -1 6 1 -2 D6+6 See below
Close combat 6 1 -2 D6+6 Close combat

ELDAR ONLY
Common

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 can be used to parry but it requires both hands to use.
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PEN. SPECIAL
Close combat 8 D3 -6 D3+D6+D20+8 Parry

ELDAR ONLY
Rare
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 Strength characteristic by a number equal to his mastery level and wounds
daemons automatically with no saving throw possible. The wielder may also expend stored
force cards to gain additional bonuses. Each force card expended equals an extra +2
Strength and -2 armour save.
ELDAR PSYKERS ONLY
Rare

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2nd Edition 40k Wargear Booklet 4th July 2019

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 their
mastery level and wounds daemons automatically with no saving throw possible. The wielder
may also expend stored force cards to gain additional bonuses in hand-to-hand combat. Each
force card expended equals an extra +2 Strength and -2 armour save. The witch blade can be
used to parry.
ELDAR PSYKERS ONLY
Rare

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 psychic power of Asurmen so it
negates daemonic saving throws just like a force weapon.
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PEN. SPECIAL
One handed Close combat 6 1 -3 D6+D12+6 Parry
Two handed Close combat 7 1 -4 D6+D12+7 Parry

ASURMEN ONLY
Unique

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 Wargear book for the full Shrieker ammunition
rules (pg. 44).
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.
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM MOD. PEN. SPECIAL
Close combat 8 D3 -6 D3+D6+D20+8 -
Shuriken 2 Sus.
Cannon 0-20 20-40 +1 - 6 D4 -4 D4+D6+6 Fire

MAUGAN RA ONLY
Unique

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2nd Edition 40k Wargear Booklet 4th July 2019

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.
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PEN. SPECIAL
Close combat Special D3 -3 None Shooting

KARANDRAS ONLY
Unique

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.
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PEN. SPECIAL
Close combat 6 D3 -3 D3+D6+D12+6 -

FUEGAN ONLY
Unique

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 to 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.
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PEN. SPECIAL
Close combat 7 1 -4 D6+D12+7 Parry twice

JAIN ZAR ONLY


Unique

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 similar way 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 their
ground. During the first round of combat, when the Jain Zar charges, her opponent rolls no
attack dice because of the mask's paralysing effect. In addition, in the second round of
combat the enemy must roll 4+ on a D6 to escape the mask's effect - otherwise they roll no
attack dice again. The mask has no effect in the third and subsequent rounds. If Jain Zar is
charged by an enemy the mask has no effect.

JAIN ZAR ONLY


Unique

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2nd Edition 40k Wargear Booklet 4th July 2019

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 second target within 2" of the first - if this is hit
nominate a further target within 2" of the second, and so on. Continue rolling to hit until you
miss or until there are no further targets within the weapon's range and / or within 2" of the
last target, after which the Silent Death automatically returns to the Jain Zar's hand.
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PEN. SPECIAL
0-12 12-24 - -1 5 1 -2 D6 +5 -

JAIN ZAR ONLY


Unique

THE STAFF OF ULTRAMAR 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 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 used as a weapon and increases the
wielder’s Strength by his mastery (i.e. 4) plus 1 for each card stored in the staff. NB: Stored
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.

ELDRAD ONLY
Unique

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2nd Edition 40k Wargear Booklet 4th July 2019

Ork Wargear
These items of Wargear are unique to Ork armies.

DOC’S TOOLS 8 Points


Ork Painboyz often carry a huge array ‘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 round of combat and inflicts at least 1 wound then the opponent is assumed to have
been injected with a Syringe squig. This knocks the victim out and they are removed as a
casualty even if they have any wounds remaining.

PAINBOYZ ONLY
Common

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 with a D3"
radius - roll for the size of the blast marker each time the weapon is fired. It also has a
variable Strength, which is rolled on the artillery dice each time it is fired, giving it a Strength
of between 2 and 10. If a misfire is rolled on the artillery dice the kustom blasta has exploded!
The blasta is destroyed and the Ork carrying it suffers an S4 hit.
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PEN. SPECIAL
0-16 16-36 - -1 Art. dice 1 -1 Various. D3” blast

ORKS ONLY
Common

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

ORKS ONLY
Common

KUSTOM SHOOTA 20 Points


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

ORKS ONLY
Common

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2nd Edition 40k Wargear Booklet 4th July 2019

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 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 the location is returned to full working order. On any other roll it remains damaged.

MEKANIAKS ONLY
Common

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 behaviour, and is subject to the rules for Madboyz
given in the Codex Imperialis book (pg. X).
ORKS ONLY
Common

WEIRDBOY STAFF 5 Points


All Ork Weirdboyz carry a copper staff to help them earth excess Waaagh! power and stop
their heads exploding. Particularly valued or powerful Weirdboyz eventually get hold of a
special Weirdboy staff, which is made of strange copper alloys and inscribed with ancient
Orky glyphs. A Weirdboy staff is a force weapon so the Weirdboy can add his mastery level to
his Strength and wounds daemons automatically in hand-to-hand combat. The Weirdboy may
also reroll the dice for his Waaagh! test if he fails the first roll.

ORK WEIRDBOYZ ONLY


Common

BUZZER SQUIG STIKKBOMB 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
effect of the Buzzer squigs as if a Squig katapult attack had landed at the same spot (see the
Ork Codex, pg. 15).
ONE USE ONLY. DISCARD AFTER USE
ORKS ONLY
Rare

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 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 attack beast the
armour value by (e.g. if the attack scored 17 for its armour penetration then the Ork would be
knocked over and suffer 2 wounds).
ORKS ONLY
Rare

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2nd Edition 40k Wargear Booklet 4th July 2019

FORCE FIELD PROJEKTA 50 Points


The force field projekta is a unique 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 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 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 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
Rare

GYRO STABILISED MONOWHEEL 8 Points


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

ORKS ONLY
Rare

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 delivers a Strength 8 hit with
no saving throw for armour allowed. The victim is stunned even if they survive the shock, so
their Weapon Skill is reduced to 0 in the ensuing round of combat.

RUNTHERDZ ONLY
Rare

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 Polymorphine may not reveal themself to be disguised as an Ork model within
18” of any Sniffer squigs.
ORKS ONLY
Rare

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2nd Edition 40k Wargear Booklet 4th July 2019

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 the
Ork +1 WS in hand-to-hand combat and means that the Ork always counts as having higher
Initiative in the case of the Combat Scores being drawn.

ORKS ONLY
Rare

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 off or is killed by the opponent. This means the squig attack arm may
only be used once per game.
DISCARD AFTER USE
ORKS ONLY
Rare

TELESCOPIC LEGS 5 Points


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

ORKS ONLY
Rare

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 (i.e. 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 the Virus Outbreak strategy card will not have any effect on
any of the models in the warband.
PAINBOYZ ONLY
Rare

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 what the margin he beat his opponent’s score by. However, the hit has a Strength of
10 and a -4 saving throw modifier, and causes 1D3 wounds.

GHAZGHKULL ONLY
Unique

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2nd Edition 40k Wargear Booklet 4th July 2019

Chaos Wargear
These items of Wargear are unique to the armies of the Chaos, including Chaos Space
Marines, Chaos Cults and Daemon World forces.

DAEMON WEAPON 25 Points


A daemon weapon contains the bound essence of a daemon from the warp, lending the
wielder supernatural power and ferocity. A model wielding a daemon weapon in hand-to-hand
combat gains + 2 to their WS and Strength characteristics and always wounds psykers and
daemons on a roll of 2 or more on a D6 regardless of their Toughness. Living models
wounded by a daemon weapon during the hand-to-hand combat phase must roll a Ld test on
2D6 immediately. If they fail the test their soul is wrenched from their body and consumed by
the weapon - killing the model instantly regardless of wounds.

CHAOS ONLY
Rare

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
saving throws against psychic attacks may take them as normal against Inferno bolts.
Otherwise armour and energy fields have no effect.

SORCERERS OF TZEENTCH
Rare

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 its area of effect on a D6 roll of 4 or more.

ABADDON ONLY
Unique

THE DAEMON SWORD DRACH’NYEN 25 Points


Drach'nyen rips through steel, flesh and bone without resistance, making a mockery of
physical armour. Any hits inflicted by the sword will wound automatically and the victim
receives no saving throw for armour, though unmodifiable saves can be taken as normal.
Vehicles struck by the sword have their armour penetrated automatically. Psykers and
daemons which suffer a hit from the sword will take D3 wounds instead of 1.
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PEN. SPECIAL
Close combat - 1 Auto Auto Parry

ABADDON ONLY
Unique

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2nd Edition 40k Wargear Booklet 4th July 2019

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 tight in close combat in a turn, but not both.
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PEN. SPECIAL
0-12 12-24 +1 - 5 1 -2 D6+5 1 Sus. fire
Close combat 8 D3 -5 D3+D6+D20+8 Parry

ABADDON ONLY
Unique

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 Khârn.
Khârn is so familiar with Gorechild that in hand-to-hand combat he may re-roll any fumbles
(1’s) on his attack dice.
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PEN. SPECIAL
Close combat 7 1 -4 D6+D12+7 See above

KHÂRN ONLY
Unique

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 (pg. 104). In addition, the Chirurgeon contains a Frenzon dispenser implanted directly
into Bile's heart (see pg. 71 of the Wargear book for details) and its articulated drill and saw
arms mean Bile rolls an additional 2 attack dice in hand-to-hand combat. Note that the +2
attacks are added after any doubling of his attacks for frenzy.

FABIUS BILE ONLY


Unique

ROD OF TORMENT 25 Points


The daemon-forged Rod of Torment amplifies the slightest pinprick 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.
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PEN. SPECIAL
Close combat As user 1 As user Varies -

FABIUS BILE ONLY


Unique

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2nd Edition 40k Wargear Booklet 4th July 2019

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 Effect Table (Wargear
book, pg. 59).
Xyclos C: Targets automatically catch fire as if ignited by a flamer. The flames can't be
smothered, but might go out on their own. If the model dies, it explodes with the same effects
as a Plasma grenade (Wargear book pg. 63).
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PEN. SPECIAL
0-12 12-24 +2 +1 (3) 1 -1 D6+3 1 Sus. fire

FABIUS BILE ONLY


Unique

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 shooting phase or the hand-to-hand combat phase of a
turn, not both.
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PEN. SPECIAL
Heavy flamer template 5 D3 -3 D3+D6+5 See rules
Close combat 8 1 -5 D6+D20+8 Parry

HURON BLACKHEART ONLY


Unique

BLACK STAFF OF AHRIMAN 25 Points


The Black Staff is a potent focus 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 energies of the Black Staff add +4 to
Ahriman's Strength characteristic.
AHRIMAN ONLY
Unique

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.
RANGE TO HIT SAVE ARMOUR
SHORT LONG SHORT LONG STR. DAM. MOD. PEN. SPECIAL
Close combat As user 1 No save 2D6+5 See rules

CYPHER ONLY
Unique

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2nd Edition 40k Wargear Booklet 4th July 2019

Chaos Rewards
Chaos Rewards may be bought for Chaos Lords, Champions and Sorcerers as indicated in
the Codex Chaos army lists.

The number of rewards a model may be given is noted in the army lists, but is always equal
to the number of Wargear cards the model is allowed to have. Each reward that is taken uses
up one of the ‘slots’ that can be used for a Wargear card. For example, a Chaos Lord could
have three Wargear cards, or three Chaos Rewards, or any combination that added up to
three in total.

Chaos Rewards may be taken more than once for different models. However, no two models
can have exactly the same combination of Chaos Rewards. For example, you could have one
model with Nurgle’ Rot, a second with Nurgle’s Rot and a Beast of Nurgle, a third with a
Beast of Nurgle and a Cloud of Flies, and so.

Nurgle Rewards
Champions or Lords that bear the Mark of Nurgle may take any of the following Chaos
Rewards.

BEAST OF NURGLE 40 Points


The model is accompanied by a Beast of Nurgle that has been gifted to him by the Chaos
God. The characteristics and special rules for the Beast can be found in the Daemonic
Creatures section of this book. The Beast will attempt to remain within 6” of its master at all
times. In effect, the two form a special unit and must obey all the Unit Coherency rules.

NURGLE’S ROT 5 Points


After making normal attacks in hand-to-hand combat, roll a D6 for each mortal enemy model
in base-to-base contact. On a roll of 6 they contract Nurgle’s Rot and suffer a single wound.
No saving throws of any kind are allowed against Nurgle’s Rot, so it cannot be stopped by
energy fields, dodges, medi-squig and so on. Note that this only applies to mortal foes, not to
other daemons, vehicles, Avatars or Wraithguard.

NURGLE’S CLOUD OF FLIES 5 Points


A cloud of flies surrounds the model. All enemy models in base-to-base contact suffer a -1
modifier to their Weapon Skill, whether they are attacking the model with the Cloud of Flies or
another.

PLAGUESWORD 15 Points
The Plaguesword drips with venomous slime. A wound from a Plaguesword will kill mortal
creatures outright on a D6 roll of 4 or more, regardless of how many wounds they have. On a
roll of 1-3 the Plaguesword only causes 1 wound. Note that this only applies to mortal foes,
not to other daemons, vehicles, Avatars or Wraithguard.

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2nd Edition 40k Wargear Booklet 4th July 2019

Khorne Rewards
Champions or Lords that bear the Mark of Khorne may take any of the following Chaos
Rewards.

AXE OF KHORNE 15 Points


The model carries a mighty Axe of Khorne, suffused with chaotic power and laden with death!
A hit from the Axe of Khorne causes not 1 wound on its victim but D3 wounds. In addition, the
weapon adds +1 to the Wielder’s Strength.

COLLAR OF KHORNE 30 Points


The Collar of Khorne that hangs around the model’s neck is said to be forged from the heat of
Khorne’s rage at the very foot of the Blood God’s throne of brass. The power of the collar is to
suck the energy of the warp from around it, fortifying the wearer and also protecting it from
psychic attack. As a result force weapons lose their Strength bonus and cannot wound the
wearer automatically if he is a daemon, and psychic attacks that target the wearer or include
it in their area of effect are nullified and will not work.

JUGGERNAUT OF KHORNE 50 Points


The model rides a Juggernaut of Khorne that has been gifted to him by the Chaos God. The
characteristics and special rules for the Juggernaut can be found in the Daemonic Creatures
section of Codex Chaos (pg. 54).

PRAISE OF KHORNE 20 Points


The model may retake any failed armour save. Note that this reward will not work on any
types of save other than armour saves.

Tzeentch Rewards
Sorcerers or Lords that bear the Mark of Tzeentch may take any of the following Chaos
Rewards.

BREATHE FIRE 10 Points


The model may breather fire. This allows the model to attack in the shooting phase as if it
were armed with a flamer. This is treated exactly the same as any other weapon attack, so if
the model breathes fire it may not make any other shooting attacks in the same turn, and it
may not breather fire if engaged in hand-to-hand combat.

DESTINY OF TZEENTCH 25 Points


If any army includes a model with this Chaos Reward then the Force cards are always dealt
to that side first, even in the psychic phase of an opponent’s turn. In addition, that side always
gets to use the first psychic power. If both sides have a Sorcerer with this reward the two
cancel out and the normal rules apply.

DISC OF TZEENTCH 30 Points


The model rides a Disc of Tzeentch, which has been gifted to him by the Chaos God. The
characteristics and special rules for the Disc can be found in the Daemonic Creatures section
of Codex Chaos (pg.60).

FORTUNE OF TZEENTCH 40 Points


A model with this reward is allowed to use a nullify each psychic phase just as if they had
been dealt a Nullify card. This nullify always works on a roll of 4+, no matter what the psychic
levels of the models involved.

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2nd Edition 40k Wargear Booklet 4th July 2019

Slaanesh Rewards
Champions or Lords that bear the Mark of Slaanesh may take any of the following Chaos
Rewards.

ALLURE OF SLAANESH 20 Points


In hand-to-hand combat, enemy models must test against their Leadership on 3D6 to be able
to strike this model. If they fail the test then they fight normally, but if they win the combat they
will not strike the model and so any hits are wasted and the combat is treated as a draw.
Once an enemy model has passed the test, it need not test again.

GAZE OF SLAANESH 10 Points


Any enemy models attempting to fight the model in hand-to-hand combat have their Attacks
characteristic reduced by -1 point.

SCREAM OF SLAANESH 5 Points


When the model charges it causes fear as described in the Psychology section of the
Warhammer 40,000 rulebook (pg. 65).

STEED OF SLAANESH 25 Points


The model rides a Steed of Slaanesh, which has been gifted to him by the Chaos God. The
characteristics and special rules for Steeds can be found in the Daemonic Creatures section
of Codex Chaos (pg. 56).

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2nd Edition 40k Wargear Booklet 4th July 2019

Universal Vehicle Cards


These upgrades may be purchased for any vehicle.

ABLATIVE ARMOUR 15 Points


The crewman of this vehicle have bolted extra protective plates to it, forming a secondary
layer of armour. A vehicle with ablative armour ignores the first hit that successfully
penetrates the vehicle’s armour; further hits that penetrate count as normal. Hits from graviton
guns and Shokk Attack guns ignore ablative armour. Note that exposed crewmen are not
protected by ablative armour and will be affected normally.

CERAMITE ARMOUR 50 Points


The armour of this vehicle has been made out of Ceramite. Ceramite is a special compound
that retains all the protection of normal armour, but also has incredible heat resisting qualities.
Any shots from multi-meltas, melta guns or melta-bombs, which hit the vehicle must halve the
result rolled for armour penetration. Note that exposed crewman are not protected by
Ceramite armour and will be effected normally.

ELECTRO-HULL 10 Points
This card may be taken by any vehicles except those with exposed crew. By running a live
electric current through the hull, this vehicle has a very simple defence against hand-to-hand
attacks. Any model which attacks this vehicle in hand-to-hand combat must first see if their
armour protects them from the shock, by successfully making a basic armour saving roll (field
saves have no effect against Electro-hulls). If the model fails, then he will be thrown back 1”
and may not attack this turn. If the model successfully makes its basic saving throw then it
may attack the vehicle as normal.

NULL-SHIELD 35 Points
A null-shield protects against psychic attacks, and works by projecting a field of negative
psychic energy, which repels psychic power on contact. Every time a psychic power is used
on a vehicle or Dreadnought with a null-field roll the scatter dice first – on a roll of a ‘hit’ the
psychic power penetrates the shield and works normally. If an arrow is rolled the psychic
power is deflected 2D6” away in the direction indicated, passing over terrain and obstacles
but affecting the first model (other than the vehicle or Dreadnought) in its path. If the null-field
is within an area of effect marker caused by a psychic power it will nullify the power on a roll
of 4, 5 or 6 on a D6.

REINFORCED ARMOUR 10 Points


The armour of this vehicle or Dreadnought has been reinforced by having extra armour
plates, track links, bags and the like strapped to the outside. This means that the vehicle’s
armour value is increased by 1 point on all of its hit locations apart from wheel or tracks.
Unfortunately the extra weight decreases the vehicle’s speed. Vehicles have their combat
speed reduced 1”, their combat speed reduced by 2”, and their fast speed reduced by 4”.
Dreadnoughts and walkers have their movement rate reduced by 2”.

SCYTHES 5 Points
This card may only be taken for bikes. The bike has been equipped with wickedly sharp
scythes for cutting down enemy troops as the rider races past at high speed. When the bike is
used to make a hit and run attack, before the actual attack is resolved, the enemy model must
roll equal to or under their Initiative on a D6 (a 6 always fails). If this roll is failed, the model
takes a Strength 4 hit causing 1 Wound with a -1 save modifier. If the model is still alive, or
passes its Initiative test, then resolve the hit and run attack as normal.

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2nd Edition 40k Wargear Booklet 4th July 2019

SEARCHLIGHT 5 Points
A searchlight is useful for spotting hidden troops. When you use the searchlight place a 2”
blast marker anywhere within line of sight of the vehicle. Any hidden enemy models
completely or partially covered by the marker are ‘spotted’ if they are in or behind soft cover
(woods, bushes etc.). Models hidden in or behind hard cover (walls or rocks for example) are
‘detected’ instead.

SUPERCHARGED ENGINE 5 Points


This card may only be taken for vehicles (including bikes and skimmers) but not for
Dreadnoughts or other walkers. The vehicle’s engine has been lovingly serviced and tinkered
with by the driver, including having it rebored, gas flowed and fitted with a huge supercharger.
The supercharger can be used in any movement phase to increase the vehicle’s speeds as
shown below. Roll the dice for extra movement each time the supercharger is used. The extra
movement rolled doesn’t have to be used unless you roll the maximum (6 and 12
respectively) in which case the additional movement must be used up.

SLOW SPEED COMBAT SPEED FAST SPEED


No change +D6 +2D6

VORTEX DETONATOR 50 Points


The Vortex Detonator projects a field over a large area which can detect the tiny warp drives
within Vortex grenades and cause them to detonate prematurely. If any model within 12” of
the vehicle attempts to use a vortex grenade they will be detected by the Vortex Detonator,
and the grenade will automatically explode in the model’s hand. Place the blast marker over
the model as if it had hit itself with the vortex grenade.

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2nd Edition 40k Wargear Booklet 4th July 2019

Imperial Vehicle Cards


These upgrades may only be purchased for Imperial vehicles.

AMMO FEED 5 Points per weapon


This vehicle card may be fitted to a vehicle’s heavy bolter. The heavy bolter has been fitted
with an ammo feed, which reduces the chances of the weapon jamming. A heavy bolter
equipped with an ammo feed may ignore the first jam rolled on the sustained fore dice each
turn. This means a heavy bolter with an ammo feed will only jam if two jams are rolled
together. A twin-linked heavy bolter may only have a single ammo feed.

SPACE MARINE VEHICLES ONLY

BULLDOZER BLADE 15 Points


This card may only be taken for vehicles (excluding bikes and skimmers); it may not be taken
for Dreadnoughts or other walkers. The dozer blade increases the Strength of the vehicle’s
ram value by +1 and adds +1D6 to the ram damage it inflicts. This is in addition to the +D6
ram bonus against buildings, received by vehicles with a ram bar as noted in the Buildings
section of the Warhammer 40,000 rulebook (pg. 88). In addition to this, any shots that hit the
front of the vehicle’s hull will hit the blade on a roll of 4, 5 or 6 on a D6. If it is hit the dozer
blade adds +D6 to the vehicle’s front hull armour value for that shot only. If the vehicle’s hull
suffers a penetrating hit from the front the bulldozer blade is automatically wrecked and this
card is discarded.
IMPERIAL VEHICLES ONLY

COMMAND COMM-LINK 30 Points


This vehicle card may only be fitted to Space Marine vehicles that have a character riding in
or on them. The vehicle is equipped with a command comm-link, enabling it to guide a Space
Marine attack. This allows a character to give orders and command the rest of the force while
leading from a forward position – perfect for lightning raids and assaults. When rolling to see
which side foes first, a Space Marine force that includes this vehicle may roll two D6 and add
their strategy rating to the best result. Further vehicles with a command comm-link will not
confer any bonuses.
SPACE MARINE VEHICLES ONLY

HEAVY FLAMER 10 Points per weapon


Heavy bolters are often replaced with heavy flamers on Imperial vehicles fighting in built-up
areas or jungles to give superior close-in defence against infantry assaults. This card allows
you to upgrade heavy bolters to heavy flamers on a vehicle for an extra 10 points per weapon
upgraded. Twin linked heavy bolters may be upgraded to a single heavy flamer for free.

IMPERIAL VEHICLES ONLY

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2nd Edition 40k Wargear Booklet 4th July 2019

HUNTER-KILLER MISSILE 30 Points


This card may only be taken for vehicles (excluding bikes and skimmers), it may not be taken
for Dreadnoughts. Hunter-killer missiles are one-shot weapons for use against heavily
armoured targets. The missile is fitted with a robot brain so it is self-guiding and doesn’t
require a crewman to fire it. The missile may only be fired at vehicles, Dreadnoughts,
buildings or similar targets. It always hits its target on a roll of 3+ regardless of range and to
hit modifiers for target size, speed, cover etc. If the missile hits work out damage using the
profile given below. Discard this card once the missile has been fired.
STRENGTH DAMAGE SAVE MOD. ARMOUR PENE.
8 2D10 -6 D6+D10+8

ONE USE ONLY, DISCARD AFTER USE


IMPERIAL VEHICLES ONLY

RECON PACK 20 Points


The extra carrying capacity of an attack bike allows them to be equipped for an enhanced
reconnaissance role, using their speed and maneuverability to scout ahead of the main force;
the collected data is transmitted via uplink back to command HQ. A force that includes this
vehicle gains a considerable strategic advantage; the Space Marine player may add 1 to their
strategy rating. In addition, on a D6 roll of 4+ you may force your opponent to discard one of
their Strategy cards. Further vehicles with a recon pack will not confer any extra bonuses.

SPACE MARINE ATTACK BIKE ONLY

STORM BOLTERS 5 Points per weapon


Many Imperial vehicles are fitted with storm bolters mounted as auxiliary weapons. Because
they have an ample supply of ammunition these vehicle mounted storm bolters are less prone
to jamming so reroll any jams rolled on the sustained fire dice. Any member of the crew can
fire an auxiliary storm bolter but it they do then may not perform their usual task (i.e. fire their
weapon if a gunner or drive the vehicle if a driver). Alternatively, troopers from squads being
transported may fire auxiliary storm bolters instead of their own weapons through hatches or
firing slits. Models firing storm bolters may not be targeted separately by the enemy.

IMPERIAL VEHICLES ONLY

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2nd Edition 40k Wargear Booklet 4th July 2019

Eldar Vehicle Cards


These upgrades may only be purchased for Eldar vehicles.

CRYSTALLINE WEB 25 Points per location


Part of the vehicle is protected by tiny crystal spiders, similar to the ones that protect the
wraithbone of a craftworld. When the vehicle location suffers damage the spiders can rebuild
the damaged area.
Choose a location to fit the Crystalline Web to. If the location is penetrated, your opponent
should roll on the table below, instead of the normal damage table.

D6 CRYSTALLINE SPIDER DAMAGE TABLE


The crystal spiders manage to completely repair any damage and the vehicle is
1-2
unaffected.
The damage is repairable, but it will take a little time. If the location has a weapon
3
on it then it may not fire next turn while the damage is repaired.
Roll a D3 on the location’s damage table and the Crystalline Web is destroyed.
4-5
Further penetrating hits are rolled on the normal damage table.
Roll a D6 on the location’s damage table and the Crystalline web is destroyed.
6
Further penetrating hits are rolled on the normal damage table.

ELDAR VEHICLES ONLY

CRYSTAL TARGETING MATRIX 5 Points


The weapon systems of this vehicle have a special targeting array similar to that used by
Dark Reaper Aspect Warriors. Special crystal sensor arrays on the vehicle track and spot
potential targets; this information is then fed directly to the weapons and the gunner’s helmet.
A vehicle fitted with a targeting matrix may ignore all to hit modifiers for firing at fast moving
targets.
ELDAR VEHICLES ONLY

HOLO-FIELD 30 Points
The vehicle is fitted with a holo-field, similar to those used by the deadly Eldar Harlequins.
The holo-field is a programmable hologram field that breaks up the outline of the vehicle as it
moves, creating a tiny cloud of multi-coloured fragments. When the vehicle stops, its image
coalesces back into a solid form.
As long as the vehicle is moving, all shots fired at it suffer an additional -1 to hit. If the vehicle
comes to a halt or makes a pop up attack then it does not benefit from its holo-field.

ELDAR SKIMMERS ONLY

PSYCHO-SONIC SCREAMERS 20 Points


Psycho-sonic screamers may only be fitted to Falcons and Vypers. The vehicle is fitted with a
series of vanes, which resonate as the vehicle flies through the air. These are fed into
psycho-sonic amplifiers similar to those used by the Howling Banshee Aspect Warriors
creating a bow wave of psycho-sonic energy in front of the vehicle. The resulting psychic
scream can induce terrible fear in enemy units and cause them to panic, fleeing for cover.
A vehicle fitted with this card causes terror as described in the psychology section of the
Warhammer 40,000 Rulebook (pg. 65).

ELDAR VEHICLES ONLY

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2nd Edition 40k Wargear Booklet 4th July 2019

SPECTRAL SHIELD 15 Points


The hull of the vehicle is covered with tiny outlets, allowing the vehicle to release a gaseous
substance that interferes with the wavelength of laser energy, causing the energy of laser
shots to dissipate.
If the vehicle is hit by a laser weapon, the Eldar players rolls a D6 and subtracts the score
from the armour penetration dice roll.

ELDAR VEHICLES ONLY

SPIRIT STONE 15 Points


The vehicle has a spirit stone that contains the soul of a dead Eldar warrior. This protects the
vehicle against psychic attacks and in times of great need, can be called upon to take over
the role of one of the crew. If the vehicle is assaulted psychically, then the attack will be
nullified on a D6 roll of 6. In addition, if one of the crew is killed by any means, then the spirit
stone will take over with exactly the same profile as an Eldar Guardian. If the dead
crewmember is hit again, then the spirit stone is hit instead. It has Toughness 4 and 1
Wound. A vehicle may only carry one spirit stone, and Dreadnoughts can’t use them at all.

ELDAR VEHICLES ONLY

TALONS 30 Points
The Falcon can find itself vulnerable to attack at close quarters. To counter this the Eldar can
fit Talons to their vehicles.
Talons consist of a series of pods that are positioned on the vehicle’s hull. Psychic nodes
linked to the pilot’s helmet can unleash a great hail of tiny psycho-conductive crystals, like tiny
needles only a few millimetres long. The Talons shoot automatically before close combat
attacks against the vehicle are worked out. Roll a D6 for each model in hand-to-hand combat
with the vehicle. On a D6 roll of 4+ it’s a hit. If a hit is scored roll a D6. If the score is equal to
or more than the target’s Toughness then it suffers one wound with a -2 saving throw
modifier.
Talons can be fitted to walkers, like Dreadnoughts and War Walkers but at double the normal
points cost.

ELDAR VEHICLES ONLY

VECTORED ENGINES 25 Points


The jet engines of this vehicle have a highly advanced system of vectored control planes that
allow it to commit breathtaking feats of aerobatics, even at high speeds. This enhanced
manoeuvrability allows the vehicle to negotiate through tight terrain, swinging around to bring
its weaponry to bear on many targets. It is common for the cockpits of vehicles fitted with
these engines to be upgraded so that the crew can cope with excessive G-forces caused by
these manoeuvres. A vehicle fitted with vectored engines may make double the number of
turns it is normally allowed to make.

ELDAR SKIMMERS ONLY

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2nd Edition 40k Wargear Booklet 4th July 2019

Ork Vehicle Cards


These upgrades may only be purchased for Ork vehicles.

KUSTOM FORCE FIELD 20 Points


The vehicle or Dreadnought is fitted with a Mekboy kustom force field. Whenever the vehicle
is hit roll a D6 and deduct the result from the Strength of the incoming shot. On a roll of 6 the
hit is stopped completely but the force field generator burns out and destroys itself in the
process, inflicting a S4 hit on a randomly selected crewman instead.

ORK VEHICLES AND DREADNOUGHTS ONLY

MOTO-X 10 Points
The Warbike has great big knobbly tyres and special spikey tracks so that it can cope with all
types of terrain. The Warbike can travel up to combat speed across difficult ground. In
addition, the Warbike may attempt to cross-linear obstacles that are no taller than the
Warbike’s front wheel. Roll a D6 and on a 4, 5 or 6 the obstacle is successfully crossed but
on a 1, 2 or 3 the Warbike collides as normal.

ORK WARBIKE ONLY

‘OOOGE XHAUSTS 5 Points


The owner of this Warbike has fitted their bike with absolutely immense exhaust pipes. The
‘Ooooge Xhausts are specially customized to make as much noise as possible. The
thrumping noise they produce sounds like a dozen battle cannons ripping the earth apart,
fooling the enemy into thinking they are under attack! Any enemy units on overwatch that are
within 12” of the Warbike must pass a Leadership test or lose overwatch, just as if they had
been shot at.
ORK WARBIKE ONLY

SKRABBLA 10 Points
The rider of this Warbike has a faithful Gretchin assistant who rides on the back of the
Warbike. These reckless Gretchin are known as Skrabblas. Following the shouted orders of
the rider, they scrabble around on the back, throwing their weight around to help ease the
heavy Warbike into skid turns. A Warbike rider with a Skrabbla may add +2 to their dice rolls
on the Skid turn chart. The Skrabbla is extremely agile and cannot be hit by enemy fire.

ORK WARBIKE ONLY

SQUIG FUEL INJECTOR 5 Points


This card may only be taken for Ork vehicles but not for Dreadnoughts. The vehicle contains
special gubbins that squirt an extra dose of squig fuel into the engine to produce a burst of
mind-boggling speed! The squig fuel injector is used at the end of the vehicle’s movement
and makes it move another 3D6” forward in a straight line immediately. If the roll for distance
is 15 or more the vehicle starts to rattle itself apart – move the vehicle and then roll a D6 on
the Hull Damage Table (or the Bike / Buggy / Wartrack Damage Table as appropriate).

ORK VEHICLES ONLY

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2nd Edition 40k Wargear Booklet 4th July 2019

Chaos Vehicle
These upgrades may only be purchased for Chaos vehicles.

NURGLE INFESTATION 20 Points


The vehicle has been infected by Nurgle’s Rot. The vehicle is infested with pestilence,
decaying limbs and tentacles. The vehicle is rotten to the core; slimy ooze covers the tank
and Nurgling clamber all over the vehicle.
The armour value of all the vehicle’s locations are increased by 1 point. In addition, any
model who attacks the vehicle in hand-to-hand combat must first fight against the Nurglings
and waving limbs. The vehicle has 2 attacks with a WS of 3. If the vehicle wins the combat
then it works out hits as normal. The infestation counts as having a Strength of 3. If the
attacker wins then it may make a single attack against the vehicle in the normal manner. Do
not count any bonuses for multiple attackers fighting a Nurgle infested vehicle.

NURGLE DAEMONIC VEHICLES ONLY

DESTROYER 25 Points
This device is favoured by Chaos Space Marines that worship Khorne the Blood God and
may only be fitted to Land Raiders, Predators and Rhinos. The vehicle is equipped with all
manner of spikes, slicing blades, scythed wheels, grabbing claws and torture implements. A
vehicle equipped with a Destroyer has its ram value upgraded to Strength 10, D20 damage
with a -6 saving throw.
In addition, any model that wishes to attack the vehicle in hand-to-hand combat must roll
equal to or under their initiative on a D6 (6 always fails). If this roll is failed then the model
sustains a hit equivalent to the vehicle’s ram value.

KHORNE DAEMONIC VEHICLE ONLY

COMBI-BOLTER 5 Points per weapon


The combi-bolter is the standard armament for Chaos Space Marine Terminators. However, it
is not uncommon to find them mounted on Chaos Space Marine vehicles for additional
firepower.
Any member of the crew can fire the combi-bolter, though they may not drive, fire other
weapons, etc. if they do so. Alternatively, troopers from squads being transported may fire the
combi-bolter instead of firing their weapons through hatches or firing slits; models firing
combi-bolters may not be targeted separately. The combi-bolters follow all the rules for
combi-weapons as printed in Codex Chaos (pg. 73). Chaos Space Marines may rapid fire
with combi-bolters if the vehicle is stationary or moving at slow speed.

CHAOS SPACE MARINE VEHICLES ONLY

DAEMONIC POSSESSION +25% to the vehicle’s point value


This card may only be chosen for fully enclosed vehicles and Dreadnoughts. The vehicle has
no crew, instead it is possessed by a daemon. Its hatches are all welded shut and sealed with
sigils and runes of Chaos. If the vehicle had a troop carrying capacity then it can no longer
carry any troops.
The daemon controls the vehicle and can fire all of its guns using its BS of 5. If the vehicle is
a Dreadnought it fights with a WS of 5 as well. Any damage results that indicate the crew are
killed have absolutely no effect. The vehicle has an aura of pure evil, and causes terror. If the
vehicle is destroyed, then its daemon will disappear back to the warp. If the Chaos army loses
all its champions bearing a Mark of Chaos, then the daemon will be banished along with all
the other daemons, disabling the vehicle.

CHAOS VEHICLES ONLY

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2nd Edition 40k Wargear Booklet 4th July 2019

WARP AMP 25 Points


This card may only be chosen if your army includes at least one squad of Noise Marines and
may only be fitted to Land Raiders, Predators and Rhinos. The vehicle is equipped with a
device designed to amplify emotions by projecting resonant warp energies from rune-
encrusted horns and pipes, which sprout from the vehicle.
The closer a creature comes to the warp amp the harder it is for it to maintain discipline and
conscious thought. Enemy models within 18” of the warp amp suffer a -1 penalty to their
Leadership score when taking Break or psychology tests. Within 12” the penalty increases to
-2 and within 6” it increases to -3.

SLAANESH DAEMONIC VEHICLE ONLY

CORUSCATING WARP FLAME 45 Points


The vehicle is covered in weird gargoyles that constantly chatter incantations and breathe
great gouts of Tzeentch warp fire. This covers the vehicle in a sheet of sorcerous flames,
which consume enemy troopers and psychic powers. Any psychic power used against the
vehicle or a model within 3” of it will be nullified on a D6 roll of 4 or 5. On a roll of 6 the power
is nullified and it must be discarded for the rest of the game.
If the vehicle is attacked in close combat it will inflict D6 hits with a Strength of 4+D6, divided
among the models in base contact with it. Make a single roll for the Strength of all of the hits.
Each hit inflicts 1 wound with a saving throw modifier of -1 for each point of Strength above 3.
Surviving enemy models may then attack.

TZEENTCH DAEMONIC VEHICLES ONLY

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2nd Edition 40k Wargear Booklet 4th July 2019

INDEX
Entries marked with an * are Vehicle Cards

Page No. Page No.


Ablative Armour* 46 Force Axe 9
Aegis Suit 6 Force Field 24
Allure of Slaanesh 45 Force Field Projekta 38
Ammo Feed* 48 Force Matrix 30
Animus Malorum 16 Force Rod 9
Animus Speculum 29 Force Sword 9
Armour Piercing Ammo 4 Fortune of Tzeentch 44
Auto-Launchers 13 Frenzon 5
Auxiliary Grenade Launcher 4 Frostfang 18
Axe of Khorne 44 Gauntlets of Ultramar 20
Axe of Morkai 19 Gaze of Slaanesh 45
Bale Eye 24 Ghazghkull’s Adamantium Skull 39
Banner of Macragge 20 Gorechild 41
Battle Claw 24 Graviton Gun 14
Beast of Nurgle 43 Gyro Stabilised Monowheel 38
Bionic Arm 4 Haywire Grenade 10
Bionic Eye 4 Heavy Flamer* 48
Bionic Leg 5 Helm of Durfast 19
Black Staff of Ahriman 42 Holo-Field* 50
Blade of Destruction 34 Hood of Gnyrll 17
Blades of Reason 21 Hood of Hellfire 20
Book of Salvation 21 Hrulf’s Hood of Darkness 17
Breathe Fire 44 Hunter-Killer Missile* 49
Bright Lance 31 Immune 5
Bulldozer Blade* 48 Inferno Bolts 40
Buzzer Squig Stikkbombz 37 Inferno Pistol 23
Cameleoline 5 Juggernaut of Khorne 44
Ceramite Armour* 46 Jump Pack 5
Chaos Terminator Armour 40 Kustom Blasta 36
Chirurgeon 41 Kustom Force Field 36
Claw of the Desert Tigers 24 Kustom Force Field* 52
Collar of Khorne 44 Kustom Shoota 36
Combat Drugs 7 Lasblaster 32
Combi-Bolter* 53 Lion Helm 21
Combi-Weapon 13 Mask of Jain Zar 34
Command Comm-Link* 48 Master-Crafted Bolt Pistol 7
Conversion Field 12 Master-Crafted Plasma Pistol 7
Coruscating Warp Flame* 54 Maugetar 33
Crushing Arm of Kamir 25 Medi-Pack 6
Crystalline Web* 50 Mekboy’s Tools 37
Crystal Targeting Matrix* 50 Moto-X* 52
C’Tan Phase Knife 42 Nemesis Force Weapon 15
C’Tan Phase Sword 27 Neural Shredder 27
Cybork Body 37 Neuro-Gauntlet 28
Daemonic Possession* 53 Nightwing the Psyber Raven 18
Daemon Sword Drach ‘Nyen 40 Null-Shield* 46
Daemon Weapon 40 Nurgle’s Cloud of Flies 43
Death Mask of Sanguinius 23 Nurgle Infestation* 53
Destiny of Tzeentch 44 Nurgle’s Rot 43
Destroyer* 53 ‘Ooooge Xhausts* 52
Digital Lasers 7 Pelt of the Wulfen 19
Disc of Tzeentch 44 Photon Beam Searchlight 13
Displacer Field 12 Plaguesword 43
Doc’s Tools 36 Plasma Blaster 15
Eldar Seer Runes 31 Poison Blades 27
Eldar Spirit Stone 31 Polymorphine 15, 27
Electro-Hull* 46 Power Field 12
Etherium 30 Praise of Khorne 44
Evil Eye See Bale Eye Psycannon 16
Eversor Combat Drugs 28 Psychic Hood 9
Executioner 32 Psycho-Sonic Screamers* 50
Executor Pistol 28 Psyk-Out Grenades 30
Exitus Ammunition 26 Purity Seal 14
Exitus Weapons 26 Rad Grenade 10
Eye of the Falcon 25 Recon Pack* 49
Fire Axe 34 Red Grail 23
Firepike 31 Reinforced Armour* 46

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2nd Edition 40k Wargear Booklet 4th July 2019

Page No. Page No.


Refractor Field 12
Rod of Tigurius 20
Rod of Torment 41
Rune Staff Stormcaller 18
Runtherd’s Grabba-Stick 38
Scanner 6
Scorpion’s Bite 34
Scream of Slaanesh 45
Scythes* 46
Searchlight* 47
Seeking Ammo 6
Seer Runes See Eldar Seer Runes
Sentinel Array 29
Servo Arm 14
Shroud of Sanguinius 23
Silent Death 35
Singing Spear 32
Skrabbla* 52
Sniffer Squig 38
Spectral Shield* 51
Spike Arm 39
Spirit Stone See Eldar Spirit Stone
Spirit Stone* 51
Spy Mask 26
Squig Attack Arm 39
Squig Fuel Injector* 52
Staff of Ultramar 35
Standard of Devastation 22
Standard of Fortitude 22
Standard of Retribution 22
Stasis Grenade 10
Stealth Suit 26
Steed of Slaanesh 45
Steel Skull 37
Storm Bolters* 49
Storm Shield 14
Supercharged Engine* 47
Sword of Asur 33
Sword of Secrets 21
Talon of Horus 41
Talons* 51
Targeter 6
Teleport Jammer 8
Telescopic Legs 39
Torgarl’s Plasma Blade 17
Toxin Grenade 11
Tyrant’s Claw 42
Vaxxine Squig 39
Vectored Engines* 51
Virus Grenade 11
Vortex Detonator* 47
Vortex Grenade 11
Warp Amp* 54
Warp Jump 8
Web of Skulls 32
Weirdboy Staff 37
Witch Blade 33
Wolf Helm of Russ 18
Wulfen Stone 17
Xyclos Needler 42

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