wargear cards

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EGIS SUI THE ANIMUS MALOR WARGEAR CARD ARMOUR PIERCING AMMO 5 Poi 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 tire a shot using armour piercing ammo the weapons 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 8-10 Bonus Penetration Dice +D3 +1D6 +1D12 +1D20 USE ONCE AND DISCARD An aegis suit is a close-fitting mesh of psycho- conductive filaments which dissipate dangerous amounts of psychic energy. It is normally woven info clothing or hard wired into armour, hence an aegis suit may be combined with physical armour and/or force fields. A model wearing an aegis suit gaìns a saving throw of 4, 5 or 6 on a D6 against any enemy psychic power used against it. AUX. GRENADE LAUNCHER 8 Poi 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 SHORT LONG SHORT LONG STR. DAM. SAVE MOO. ARMOUR PENE. SPECIAL 0-6 6-12 -1 Krak - 6 D6 -3 2D6+6 Frag 3 1 D6+3 2" blast The Animus Malorum is an ancient relic taking the form a skuil whose eyes biaze with tight 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 originai size. The power of the skull may be Nullified like a psychic power, requiring a 4+ to successfully Nullify it. CENTURIUS ONLY AXE MORK 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 Iran 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 criticai 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). SPACE WOLVES COMMANDER ONLY BANNER OF MACRAGGE so Points BIONIC ARM 5 Points The Banner of Macragge is as old as the Ultramarines Chapter itself. The banner records the campaign his- tory 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. ULTRAMARINES ONLY A bionic arm makes for a powerful enhancement of any warrior's skills, giving him greatly amplified strength, reflexes, grip and dexterity. A model fitted with a bionic arm gains +1 to their Strength characteristic for the purposes of hand-to-hand combat and throwing grenades. The model also gains +1 Initiative in hand-to-hand combat only. 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 originai, 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 ali shooting, and can detect hidden troops and energy emissions from vehicles, psykers etc. within 24". Detect hidden troops within 24" +1 To Hit

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  • EGIS SUI THE ANIMUS MALOR

    WARGEAR CARD

    ARMOUR PIERCING AMMO 5 Poi 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 tire a shot using armour piercing ammo the weapons 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 8-10

    Bonus Penetration Dice +D3 +1D6 +1D12 +1D20

    USE ONCE AND DISCARD

    An aegis sui t is a c lose- f i t t ing mesh of psycho-conduct ive f i l aments which d iss ipa te dangerous amounts of psychic energy. It is normally woven info clothing or hard wired into armour, hence an aegis suit may be combined with physical armour and/or force fields. A model wearing an aegis suit gans a saving throw of 4, 5 or 6 on a D6 against any enemy psychic power used against it.

    AUX. GRENADE LAUNCHER 8 Poi 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 addi t ion to normal shooting. The grenade launcher is loaded with either krak or frag grenades (choose which at the start of the game). Other g renades may not be loaded dur ing the game . A model carrying an auxiliary grenade launcher may choose to shoot a weapon and the g renade launcher in the same shoot ing phase with a -1 to hit modifier on both shots.

    RANGE TO HIT SHORT LONG SHORT LONG STR. DAM.

    SAVE MOO.

    ARMOUR PENE. SPECIAL

    0-6 6-12 -1

    Krak - 6 D6 -3 2D6+6 Frag 3 1 D6+3 2" blast

    The Animus Malorum is an ancient relic taking the form a skuil whose eyes biaze with tight 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 originai size. The power of the skull may be Nullified like a psychic power, requiring a 4+ to successfully Nullify it.

    CENTURIUS ONLY

    A X E MORK The Axe Morka i w a s t a k e n by S p a c e W o l v e s C o m m a n d e r Logan G r i m n a r f r om a d e f e a t e d Champion of Khorne, and it is imbued with the brutal power of that bloodthirsty god. The Axe was reforged by the Iran 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 criticai 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).

    SPACE WOLVES COMMANDER ONLY

    BANNER OF MACRAGGE so Points BIONIC A R M 5 Points The Banner of Macragge is as old as the Ultramarines Chapter itself. The banner records the campaign his-tory 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.

    ULTRAMARINES ONLY

    A bionic arm makes for a powerful enhancement of any warr ior 's sk i l l s , g iv ing him great ly ampl i f ied strength, reflexes, grip and dexterity. A model fitted w i th a b ion i c a rm ga ins +1 to the i r S t reng th character is t ic for the purposes of hand- to -hand combat and throwing grenades. The model also gains +1 Initiative in hand-to-hand combat only.

    BIONIC E Y E 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 originai, 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 ali shooting, and can detect hidden troops and energy emissions from vehicles, psykers etc. within 24".

    Detect hidden t roops within 24"

    +1 To Hit

  • BC5

    BIONIC L

    Many veteran warriors proudly carry a bionic leg f rom some fearsome batt le of the past. A model equ ipped 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 . T h e m o d e l c a n o n l y m a k e o n e k i ck a t t a c k , r e g a r d l e s s of how m u c h it bea t its o p p o n e n t ' s Combat Score by. The kick attack is resolved at +2 to the model 's Strength and inflicts D3 damage. If the ta rget is no b igger than the model wi th the bionic leg it is also knocked back D3" by the kick.

    B R I G H T L A N C The bright lance is a distinctive high powered laser weapon rather like a strpped-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 tire with a bright lance.

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

    0-12 12-36 +1 9 D8 -6 8+D6+D8

    ELDAR ONLY

    THE CHIRURGEON 30 Points The Chirurgeon is a complex part magical, part technological machine which pumps daemon ichor around Bile's body, giving him special powers and invulnerabilities as detailed in Codex Chaos. In addition, the Chirurgeon contains a Frenzon dispenser implanted directly into Bile's heart (see p71 of the Wargear book for details) and its articulated drill and 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

    ints BLACK STAFF OF AHRIMAN 25 Poi

    The B lack Staff is a potent f o c u s of psych ic energy. W h e n e v e r A h r i m a n u s e s a psych ic power t he B lack Staff reduces the number of force ca rds n e e d e d to powe r it by 1 to a m i n i m u m of o n e , so force 2 p o w e r s only require one fo rce c a r d to use and fo rce 3 powers only need t w o fo rce ca rds to use . In hand- to -hand c o m b a t t he power fu l energ ies of t he B lack Staff add +4 to Ah r iman ' s St rength character is t ic .

    AHRIMAN ONLY

    THE BLADE OF DESTRUCTION 12 Points

    This long and elegantly curved biade was made in the distant past and retains much of its originai power. It is amongst the most potent of ali 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 Biade 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. PENE. SPECIAL

    Close combat only 7 1 -4 D6*D12t7 Parry twice

    ELDAR ONLY

    CAMELEOLINE Cameleoline is a rare artificial substance which can be woven into the structure of most fabrics. Morphic polymer chains in the material automatically take on the 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. AH shots fired at a stationary model wearing cameleoline suffer a -1 to mod i f ie r in add i t ion to the norma l to hit modifiers for cover etc. If the model hides troops that move into a position to see the hiding model, or move within their Initiative distance, wil l only detect him rather than spotting him.

    AOS TERMINATOR ARMOUR 70 Points

    Abaddon ' s Terminator a rmour has been b lessed by the f ickle P o w e r s of Chaos so tha t it is far s t ronger than the ear th ly mater ia ls it w a s once m a d e of. T h e a rmou r af fords A b a d d o n a 2 + sav-ing throw on 2 D 6 a n d wil l null i fy a n y psych ic power used aga ins t h im or wh ich inc ludes h im in its a rea of ef fect on a D6 roll of 4 or m o r e .

    ABADDON ONLY

    CLAW OF THE DESERT TIGERS 16 Po

    This is an o rd inary power s w o r d , yet it has been enc rus ted wi th the e m b l e m s of the deser t N'go c ra f t smen . Its a p p e a r a n c e has ra ised it to legendary s ta tus , so that in A l ' r ahem 's hands it is r ega rded wi th a w e by his f r iends , and wi th fear by his foes . To represent th is , the C law of the Deser t T igers causes the w ie lder to be feared by his enem ies . The ru les for fear app ly as desc r i bed in the Psycho logy sec t ion of the W a r h a m m e r 40 ,000 ru lebook.

    C O M B A T D R U G S 25 Points Frenzon is the best known and cheapest combat drug but there are others - St im, Gamma /E, Rage and Satrophine. A character equipped with combat drugs may use them at any time with immediate effects on his characteristics. The character speeds up (Mx2, 1x2, Ax2) and becomes harder to injure (T+1) and stronger (S+1). At the end of each of the character's tums roll a D6: on a roll of 5 or 6 the character suffers 1 wound with no armour save possible as the drugs ravage his system. The effects of the drugs last until the character suffers a wound for any reason at which point th is card is discarded and the model's characteristics return to normal. Combat drugs may not be used with frenzon.

    AL'RAHEM ONLY USE ONCE AND DISCARD

  • -C O M B I - W E A P O

    A combi -weapon is a combinat ion of two basic weapons , normally a boltgun and another weapon such as a f lamer, melta gun or plasma gun. It was the development of combi-weapons which led to the invent ion of the Imperiai 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. Bol ter + Melta gun , Bol ter + Plasma gun, Bolter + F lamer or tw in Bol ters (which c o u n t s as S to rm 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

    DAEMON WEA A daemon weapon contains the bound essence of a d a e m o n f rom the w a r p , l end ing the w i e l d e r supernatural power and ferocity. A model wielding a daemon weapon in hand-to-hand combat gains +2 to their WS and Strength characterist ics 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 rol l 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

    D I S P L A C E R F IELD A dispiacer field is in fact a miniature warp-dr ive mechanism with a proximity detector which activates the warp-dr ive when it p icks up incoming sho ts , psychic attacks or dose combat blows. The dispiacer 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 tempiale or blast marker and the field fails to get him out of the area of effect. A dispiacer field will not work against a Vortex grenade

    3+ Unmodif ied save, move D6" in a random direction

    C O N V E R S I O N F IELD IO Points ' THE DAEMON SWORD DRACH NYEN 25 Points A conversion field converts incoming energy into light, giving the bearer an additional saving throw of 4, 5 or 6 on a D6. This extra save is taken before an armour save and is not subject to saving throw modifiers so it always succeeds on a 4, 5 or 6. A successful save causes a blinding flash of light that illuminates an area with a radius equal to the Strength of the attacker or weapon in inches. Any models within this area that have no eye protection will be blinded on a roll of 4, 5 or 6 on a D6 until the beginning of their next turn. Models that are blind cannot move or shoot and tight in hand-to-hand combat with a WS of 1.

    4, 5 or 6 Unmodif ied save Bl inds unprotected t roops on 4, 5 or 6.

    Drach'nyen rips through steel, flesh and bone without resistance, making a mockery of physical armour. Any hits inflicted by the sword will wound automati-cally 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 dae-mons which suffer a hit from the sword will take D3 wounds instead of 1 .

    I SHORT LONG SHORT LONG STR. DAM. MOD. PENE. SPECIAL I

    Close combat only 1 auto auto parry

    ABADDON ONLY

    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

    BLOOD ANGELS COMMANDER ONLY

    IGITAL L A S E 6 Points Digital lasers are concealed weapons fitted into finger rings or the knuckles of a giove. Digilasers do not prevent a model using any other weapons. They are automatically fired at the start of hand-to-hand combat against opponents in base-to-base contact, before any 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 his 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. PENE. SPECIAL

    Close combat only 3 1 -1 D63 See above

    ELDAR SPIRIT STONE 30 Points E X E C U T I O N E R 14 Points A spir i t s tone is a special c rysta l conta in ing 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 addit ional psychic energy once per battle, enabling the Warlock or Farseer to draw one extra warp card per mastery level from the warp deck immediately.

    ELDAR PSYKERS ONLY DISCARD AFTER USE

    The Executioner takes many forms - that of a heavy spear, a rune -enc rus ted sword or a great b lack scythe. Whatever its form, it is one of the most deadly hand-to-hand power weapons. The Executioner has a Strength of 8, a -6 saving throw modifier and inflicts D3 damage. The Executioner can be used to parry but it requires both hands to use.

    RANGE TO HIT SAVE ARMOUR SHORT LONG SHORT LONG STR. DAM. MOD. PNE. SPECIAL

    Close combat only 8 03 -6 D6+3 Parry

    ELDAR ONLY

  • FIREPI

    l t i 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 TOHIT SAVE ARMOUR SHORT LONG SHORT LONG STR. DAM. MOD. PENE. SPECIAL

    12 24 +1 - 8 D6 -4 206+8 1" Blast

    ELDAR ONLY

    F O R C E S W O R D P h a s e d c rys ta l l i ne p a t t e r n s a l o n g the f o r ce s w o r d ' s b i a d e coi l i r i descen t p s y c h i c ene rgy a r o u n d it l i ke a s n a k e . At the end of t he psych i c phase one u n u s e d force card may be s tored in the force sword instead of being p laced on the wa rp cards discard pile. The s tored force card may be retr ieved f rom the weapon and used in subsequent psychic phases . In hand-to-hand comba t t h e f o r c e s w o r d i n c r e a s e s t h e w i e l d e r ' s S t r e n g t h charac ter is t i c by a n u m b e r equa l to his mas te ry level a n d w o u n d s d a e m o n s a u t o m a t i c a l l y w i th no s a v i n g throw possible. The wielder may also expend the s tored force card to gain an extra +2 Strength and -2 a rmour save in hand- to-hand comba t . The force sword can be used to parry.

    PSYKERS ONLY

    GAUNTLETS OF ULTRAMAR is 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. PENE. SPECIAL

    0-12 12-24 +1 4 1 -1 D6+4 Sus. -1 dice

    Close Combat Only - 8 D6+D20+8 -

    LORD MACRAGGE ONLY

    F O R C E A X E 10 Points I F O R C E R O D 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 his 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

    A force rod is prized because it can absorb prodigious amounts of psych ic energy into its he l ix -shaped centrai 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 retr ieved from the rod and used in subsequent psychic phases. In hand-to-hand combat the fo rce rod i n c r e a s e s the w i e l d e r ' s S t reng th characteristic by a number equal to his mastery level and wounds daemons automatically with no saving throw possible.

    PSYKERS ONLY

    FRENZON 5 Poir Frenzon is a drug that can be used to induce the psycho log ica l ef fects of f renzy or hatred for the rest of t he g a m e . The p s y c h o l o g y e f fec ts a re automatic and no test is made against Leadership. Only one psychological state can be induced at a t ime. A single dose of frenzon antidote (contained in the f renzon dispensing device) will negate the induced psycho log ica l s tate. However , repeated use of f renzon is dangerous to the subject. Every t ime a dose is administered after the first roll a D6 for the mode l a f fec ted: on a roll of 1 the model suffers D3 wounds.

    F R O S T F A Frost fang is a migh ty w e a p o n c ra f ted centur ies ago by the Iran Priest Fergus Forgr im, the famed m a s t e r c r a f t s m a n of t h e S p a c e W o l v e s . I ts cha insaw b iade is fash ioned f rom a rare meta l whose secret d ied with the ancient Iron Priest. It has a superior profile as shown below.

    RANGE TO H SHORT LONG SHORT L

    T SAVE ARMOUR ONG STR. DAM. MOD. PENE. SPEC

    Close combat only 5 D3 -2 2D6+D3+5 Parry

    SPACE WOLVES ONLY

    G R A V I T O N G U N 40 Points The graviton gun affects the locai 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 noi move or shoot, although a psyker may continue to use his powers. If the target is a vehicle, roll for hit location as normal but ignore armour penetrat ion. Roll for damage on the appropriate vehicle location damage chart(s) adding +1 to the dice score. Against buildings roll to hit and 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. PENE. SPECIAL

    0-8 8-16 +1 See a b o v e - Auto 1" Diasi marker

    GYRO-STABILISED MONOW The gyro-stabilised monowheel is always popular with Orks add ic ted to the ex i lara t ion and exc i tement 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.

    IMPERIAI. TECH-PRIESTS & SQUAT ENGINEERS ONLY ORKS ONLY

  • HAYWIRE G R E N A D E 10 Points Haywire or scrambler g renades emit a powerfu l burst of electromagnetic interference which scrambles delicate circuits and overloads instrumentation. Haywire only affects vehicles, dreadnoughts, robots, Wraithguard and Terminators. Its burst covers a IX" radius, roll to hit and scatter as for a normal g r e n a d e . V e h i c l e s e t c . hi t by a Hayw i re g r e n a d e 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 automatical ly DISCARD AFTER USE

    I M M U N E 5 Points Immune is a broad-band immunisation which protects the body against b io-warfare attacks, a variety of toxins and dangerous levels of radiation. A character equipped with Immune totally ignores the effects of the fol lowing grenades: choke, hal luc inogen, rad, scare, toxin and virus.

    J U M P P A C K 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 he may move up to 4 " a f ter h e s landed to e n g a g 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 s low, 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.

    THE HOOD OF GNYRLL HOOD OF HELLFIRE

    T h e H o o d of Gnyr l l may be w o r n i ns tead of a normal psychic hood. The wearer begins the battle wi th an addi t ional psych ic power . If his mastery l e v e l is 1 he t h e r e f o r e r e c e i v e s t w o p s y c h i c powers , if level 2 he receives three, if level 3 he receives four and level 4 psykers receive five.

    SPACE WOLVES RUNE PRIEST ONLY

    The Hood of Hellfire may be worn instead of a normal psychic hood. The Hood of Hellfire is a psychic ampli-fication unit built into a helmet or worn over the head. The hood works by amplifying and focussing the aggression of the wearer into a psychic bolt. This power is used in the psychic phase and can be nulli-fied like any other psychic power. Roll 2D6 and add the wearer's Ld. This is the range of the bolt in inch-es. 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.

    SPACE MARINE LIBRARIAN ONLY

    INFERNO BOL 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 ONLY

    THE INFERNO PIS

    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.

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

    0-6 +1 8 D3 -4 D6+D3+8Close combat

    BLOOD ANGELS COMMANDER DANTE ONLY

    K U S T O M B L A S T A KUSTOM FORCE FIELD 20 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.

    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.

    RANGE TO HIT SHORT LONG SHORT LONG

    SAVE ARMOUR MOD. PENE. SPECIAL

    0-16 16-36 -1 Art. dice 1 -1 Various. D3" blast

    ORKS ONLY ORKS ONLY

  • K U S T O M S H O O T A 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 carryng it suffers an S4 hit.

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

    0-12 12-32 +1 -1 Art. dice 1 -2 Various Sustained fire - 2 dice

    ORKS ONLY

    MASTER-CRAFTED BOLT PISTOL 1 o Points A w e a p o n c r a f t e d by a m a s t e r a r m o u r e r a n d o r n a m e n t e d by t he g rea tes t ar t is ts is a wo r t hy weapon for a warr ior. Such pistols are t reasured p o s s e s s i o n s , a n d a re o f t e n p a s s e d f r o m o n e warrior to another.

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

    0-12 12-24 +2 1 4 1 -1 D6+4 Close combat

    NEMESIS FORCE WEAPON 20 Po 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 retr ieved from the weapon and used in subsequent psychic phases. In hand-to-hand combat the Nemesis weapon increases the wielder's Strength by a number equal to his mastery level and wounds daemons automatically with no saving throw possible. The wielder can also expend stored force cards to cause extra damage when he hits daemons in hand-to-hand combat. Expending one torce 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

    L A S B L A S T The lasblaster is a tri-barrelled laser weapon with a powered biade 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 biade in the stock may be used in hand-to-hand combat using the profile given below.

    I RANGE TO HIT SAVE ARMOUR SHORT LONG SHORT LONG STR. DAM. MOD. PENE. SPECIAL

    0-12 12-24 +1 6 1 -1 6+D6 3 Shots Close combat only 5 D6+5

    ELDAR ONLY

    THE MASK OF JAIN ZAR 20 Po This is the first and greatest of ali Howling Banshee masks after which ali 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 his ground. During the first round of combat, when the Eldar charges, his opponent rolls no attack dice because of the mask's paralysing effect. In addition, in the second round of combat the enemy must roll 4+ on a D6 to escape the mask's effect - otherwise he rolls no attack dice again. The mask has no effect in the third and subsequent rounds. If the Eldar wearing the Mask of Jain Zar is charged by an enemy the mask has no effect.

    ELDAR ONLY

    MASTERCRAFTED PLASMA PISTOL 15

    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.

    I SHORT LONG SHORT LONG STR. DAM. MOD. PENE. SPECIAL

    0-8 8-24 +2 -1 6 1 -1 D6+6 See a bove

    Points

    Spec ia l : Sustained tire 1 dice. Close combat.

    A medi-pack is an advanced automated medicai machine. To use the machine a model carrying it must move into base-to-base contact with his patient during his own turn and remain there through the shooting and close combat phases doing nothing else. At the end of the close combat phase the medi-pack can do one of the following:

    1 Restore 1 wound to a wounded but stili 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.

    NIGHT WING THE PSYBER RAVE T H E PELT OF WULFEN is P N i g h t W i n g w a s f a s h i o n e d fo r t h e R u n e P r i es t N ja l S t o r m c a l l e r by the I ron P r i e s t Ul f B l a c k b r o w , a n d is a t tuned to the Rune Priest 's un ique brain pat tern. Night W i n g wi l l t ight in hand - to -hand c o m b a t a longs ide N ja l . Any o p p o n e n t wil l there fore a l w a y s face two e n e m i e s : 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 ali times.

    SPACE WOLVES RUNE PRIEST ONLY

    This ancient pelt is from a massive Wolf of Fenris, the largest ever slain by a warrior of the Space Wolves. This ancient and v e n e r a b l e h i de h a s b e e n i n t e r w o v e n w i t h a m o d i f i e d 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 h a n d - t o - h a n d f ight ing) and are in add i t i on to other modifiers for cover, etc.

    SPACE WOLVES COMMANDER ONLY

  • P O L Y M O R P H I 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 he casts off his disguise, keeping only what weapons and wargear the player has equipped the Assassin with.

    OFFICIO ASSASSINORUM ONLY

    P S Y C H I C H O O D 25 Points A psychic hood is in fact a web of f ine wires and crystals set into a helmet or worn over the head. The effect of the psychic hood is to amplify a psyker's ability to disrupt manipulations of the warp by another psyker, making it easier for him to null ify psychic powers. This means a psyker wearing a psychic hood is allowed to reroll the dice throw when he attempts to nullify psychic powers.

    PSYKERS ONLY

    RAD G R E N A D E S 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 d istance are automatically hit immediately, and will be hit every turn if they remain there.

    P S Y C A N N O Points A power field is an invisible bubble of pure energy c r e a t e d by a la rge , c u m b e r s o m e g e n e r a t o r . A personal power field provides excellent protect ion 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.

    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 automatical ly 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. PENE. SPECIAL

    0-8 8-16 +2 +1 4 1 -2 D6+4 Sustained fire - 1 dice

    IMPERIUM ONLY

    RED GRAIL The Red Grail is used to hold the blood of Sanguinar/ 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.

    BLOOD ANGELS APOTHECARY ONLY

    oints 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 imposs ib le for the weare r 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+ Unmodif ied save

    ROD OF TIGURIUS 40 Points ROD OF TORMENT

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

    Every time a power is played using the Rod of Tigurius, Tigurius suffers D6 -4 wounds.

    CHIEF LIBRARIAN TIGURIUS ONLY

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

    In addition, the model must pass a Ld test on 2D6 or let out a tortured scream so horrible that any friendly models within 8" must take a Break test.

    RANGE TO HIT SHORT LONG SHORT LONG STR. DAM.

    SAVE ARMOUR MOD. PENE. SPECIAL

    Close combat only as user 1 as user varies

    FABIUS BILE ONLY

  • THE RUNE STAFF STORMCALLER 35 Points S C A N N E R This ancient rune staff absorbed so much power that it eventually became a living thing in the hands of its originai owner Njal Stormcaller. At the start of the game deal 3 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.

    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 mil i tary use of the scanner is for f inding hidden troops, which are automatically detected if they are within 24".

    NJAL STORMCALLER ONLY Detects h idden t rcops within 24"

    20 Points THE SILENT DEAT 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 psych ic power. When an enemy uses a psychic power you may immedia te ly counter its effects by using the seer runes. The power is nullified a u t o m a t i c a l l y . T h e seer runes a re t e m p o r a r i l y disrupted after use and may not be used again in the same battle.

    ELDAR FARSEERS ONLY DISCARD AFTER USE

    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 mortai 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 thrower's hand.

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

    0-12 12-24 -1 5 1 -2 D6+5

    ELDAR ONLY

    S P I K E A R M 5 Points SQUIG ATTACK ARM 3 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 concea led sp ikes s lam 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

    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 c h u n k of f lesh i t 's b i t t en off or is k i l led by the opponent. This means the squig attack arm may only be used once per game.

    ORKS ONLY DISCARD AFTER USE

    S E E K I N G A M M O 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

    S I N G I N G S P E A R 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

    ANDARD OF FORTITUDE 50 Poin

    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 hall of tire 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.

    MAY ONLY BE CARRIED BY THE BEARER OF THE SACRED STANDARD

  • STANDARD OF DEVASTATION 50 Poi

    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.

    MAY ONLY BE CARRIED BY THE BEARER OF THE SACRED STANDARD

    STANDARD OF RETRIBUTION 25 Po

    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!

    MAY ONLY BE CARRIED BY THE BEARER OF THE SACRED STANDARD

    S T E E L S K U L L 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 character ist ic for having a steel skull. However, the Ork also suffers occasionai bouts of Madboy-like behaviour, and is subject to the rules for Madboyz given in the Codex Imperialis book.

    ORKS ONLY

    S T O R M S H I E L A Storm Shield is large plasteel piate which contains a small but potent power field generator, because of this they are also known as power shields. Once ac t i va ted , the S to rm Sh ie ld is su r rounded by a glowing blue field of energy which emits crackl ing lightning when it is used to parry a blow. A model equ ipped with a S to rm 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 are. This sav ing throw ignores norma l save modifiers and therefore offers a save even against weapons wi th large negat ive modi f ie rs such as lascannons and power weapons. A Storm Shield may be used to parry.

    TELEPORT JAMM 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 w e a p o n . Ta rge te rs are a lways f i t ted to speci f ic 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 w i th the bo l t p i s t o l . T a r g e t e r s may not be interchanged between weapons during a battle.

    A teleport jammer emits a Constant s ignal 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 originai target point. In addition, the teleporting troops will be destroyed if they roll a doubl 1 or a doubl 2 on the distance dice for either scatter roll. The teleport jammer does not affect psykers using their powers to teleport.

    ASIS G R E N A D E 20 Points A S t a s i s g r e n a d e c r e a t e s a l o c a l i s e d t e m p o r a l l o o p . 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 th rough a loop, but it is poss ib le to see through it normally. Vehicles and troops within 2" of the edge of the blast marker move at half speed and may only shoot or use psychic powers if they first roll a 4 , 5 or 6 on a D6. Close combat is only worked out every other turn. There is a -2 to hit modifier for shooting into, through or out of the area within 2" of the marker. The stasis f ield remains in play. At the beg inn ing of each side's turn one player rolls a D6 and consults the Stasis chart in the Wargear book.

    DISCARD AFTER USE

    E TALON OF HOR The Talon is an icon of evil incarnate to the Imperium, it causes terror in Imperiai forces, except for Blood Angels Space Marines, which are affected by the psy-chology 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. PENE. SPECIAL

    0-12 12-24 +1 5 1 -2 D6+5 SUSI fire 1D close combat 6 D3 -5 D3+D6+D20+8 parry

    ABADDON ONLY

    LESKOPIC L E 5 Points T e l e s k o p i c legz are an i nven t i on 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

  • TOXIN G R E N A When a Toxin grenade explodes it showers the area with a cloud of deadly poison. Determine where the grenade hits as normal and place a 1 1/2" 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 Warr iors) , Tyranids and their creatures such as Genestealers (but not including crossbreeds like Genestealer Hybr ids) 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.

    DISCARD AFTER USE

    W E I R D B O Y S T A F F 5 Points AH 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 g lyphs. A Wei rdboy 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

    XYCLOS NEEDLER 25 Points Before rolling to hit, select a serum to fire. If a target's armour/f ield 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. Xyc los A automatically inflicts D3 wounds per hit. Xyc los B causes psychotic visions. Roll D6+2 on the Hallucinogen Effect Table (Wargear book, p59). Targets of Xyc los C automatically catch fire as if ignited by a flamer. The flames can't be smothered, but might go out on their own. If the model dies, it explodes with the same effects as a Plasma grenade. I SHORT LONG SHORT LONG STR. DAM. MOD. PENE. SPECIAL

    0-12 12-24 +2 +1 (3) 1 -1 D6+3 sust. fire 1D

    FABIUS BILE ONLY

    W E B O F S K U L L warp jump is an ancient alien device which allows

    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 doubl 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.

    This ancient Eldar weapon consists of three crystal skul ls linked together by lengths of chain. The weapon is grasped by the chain links and cast like a spinning bolas, returning automatically to its user. The Web of Skulls can also be used in hand-to-hand combat like a flaiI. When thrown the weapon has the profile shown below. In close combat it has S6 and -2 save modifier.

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

    12 24 - -1 6 1 -2 D6+6 See below

    The Web of Skulls can be thrown at any three targets within 12" of each other, striking each in turn.

    ELDAR ONLY

    W I T C H B L A D E 15 Points A witch biade 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 biade 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 biade 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 in hand-to-hand combat. Each force card expended equals an extra +2 Strength and -2 armour save. The witch biade can be used to parry.

    ELDAR PSYKERS ONLY

    THE WOLF HELM OF RUSS -i'Irlfil Tradition has it that this ancient helm was fashioned by the Emperor's artificers and given to Leman Russ, the Primarch of the Space Wolves. So long as the Space Wolves warrior wearing the Helm of Russ l ives and is on the bat t lef ie ld, any Space Wolves characters or units that can see the wearer wil l automat ica l ly pass any Break test or psychology test they are required to take. In addition, t he w e a r e r c a u s e s fea r as d e s c r i b e d in t he P s y c h o l o g y sec t i on of t he W a r h a m m e r 4 0 , 0 0 0 rulebook.

    SPACE WOLVES ONLY

    VIRUS G R E N A D I V O R T E X GRENADI 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 Ma r i nes . Aspec t War r i o r s , e n c l o s e d v e h i c l e s ) . Pro tec ted t roops su rv i ve au tomat ica l l y . 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 a 4, 5 or 6. 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

    T h e vo r tex g renade tears a rift in the fabr ic of real space l ike a miniature black hole. The vortex grenade is thrown like an ord inar / grenade and it uses the special Vortex marker. Anything covered by the template is automatically destroyed, and anything touched by it is destroyed unless it rolls 4+ on 1D6. This includes vehicles. terrain etc, no armour save is possible at ali. 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.

    I D6 R O L L EFFECT I 1-2 The Vor tex d i s a p p e a r s

    3-4 The Vor tex r e m a i n s in p lay

    5-6 The Vortex m o v e s D6" in a r a n d o m d i rec t ion d e t e r m i n e d w i t h the scat ter d i ce

    DISCARD AFTER USE