Professional Documents
Culture Documents
Wargear Booklet
Wargear Booklet
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.
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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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Universal Wargear
Any army may select items of Universal Wargear, including psyker wargear, grenades and
fields.
Common
Common
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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
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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
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
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Rare
Rare
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
PSYKERS ONLY
Rare
PSYKERS ONLY
Rare
PSYKERS ONLY
Rare
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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 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
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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
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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
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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
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.
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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.
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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
CENTURIUS ONLY
Unique
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SPACE WOLVES
These items of Wargear are unique to the Space Wolves Chapter of Space Marines
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.
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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
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ULTRAMARINES
These items of Wargear are unique to the Ultramarines Chapter of Space Marines.
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.
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DARK ANGELS
These items of Wargear are unique to the Dark Angels Chapter of Space Marines.
EZEKIEL ONLY
Unique
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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
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BLOOD ANGELS
These items of Wargear are unique to the Blood Angels Chapter of Space Marines.
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IMPERIAL GUARD
These items of Wargear are unique to the Imperial Guard.
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.
YARRICK ONLY
Unique
AL’RAHEM ONLY
Unique
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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.
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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.
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.
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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
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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
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Eldar Wargear
These items of Wargear are unique to the armies of the Eldar, including Harlequins.
ELDAR 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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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
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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ASURMEN ONLY
Unique
MAUGAN RA ONLY
Unique
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KARANDRAS ONLY
Unique
FUEGAN ONLY
Unique
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ELDRAD ONLY
Unique
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Ork Wargear
These items of Wargear are unique to Ork armies.
PAINBOYZ ONLY
Common
ORKS ONLY
Common
ORKS ONLY
Common
ORKS ONLY
Common
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MEKANIAKS ONLY
Common
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MEKANIAKS ONLY
Rare
ORKS ONLY
Rare
RUNTHERDZ ONLY
Rare
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ORKS ONLY
Rare
ORKS ONLY
Rare
GHAZGHKULL ONLY
Unique
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Chaos Wargear
These items of Wargear are unique to the armies of the Chaos, including Chaos Space
Marines, Chaos Cults and Daemon World forces.
CHAOS ONLY
Rare
SORCERERS OF TZEENTCH
Rare
ABADDON ONLY
Unique
ABADDON ONLY
Unique
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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
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CYPHER ONLY
Unique
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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.
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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Khorne Rewards
Champions or Lords that bear the Mark of Khorne may take any of the following Chaos
Rewards.
Tzeentch Rewards
Sorcerers or Lords that bear the Mark of Tzeentch may take any of the following Chaos
Rewards.
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Slaanesh Rewards
Champions or Lords that bear the Mark of Slaanesh may take any of the following Chaos
Rewards.
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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.
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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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.
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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.
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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.
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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.
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.
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Chaos Vehicle
These upgrades may only be purchased for Chaos vehicles.
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.
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2nd Edition 40k Wargear Booklet 4th July 2019
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2nd Edition 40k Wargear Booklet 4th July 2019
INDEX
Entries marked with an * are Vehicle Cards
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2nd Edition 40k Wargear Booklet 4th July 2019
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