2nd edition Warhammer 40k Chapter Approved Wargear Cards

March 17, 2017 | Author: Vladsimpaler | Category: N/A
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++ CHAPTER APPROVED ++

Assassins: Exitus Weapons

Exitus Ammunition

Paid for in Assassin Point Cost

Paid for in Assassin Point Cost

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

Special Exitus Ammunition types may only be used with an Exitus Pistol or Longrifle. A Vindicare Assassin carries one each of the following rounds; each round may only be used once during the battle.

Exitus Longrifle Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special 0-18 18-36 +1 +1 5 1 -3 d6+5 Exitus Pistol Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special 0-6 6-12 +2 -1 5 1 -3 d6+5

VINDICARE ASSASSIN ONLY

Shield-Breaker. If the target is protected by a force field the field is automatically destroyed and may not be used for the rest of the battle. If the target has no force field it takes normal damage. There are no exceptions to this, even Tyranid Zoanthrope's warp fields, Eldar Warlock's Rune armor and the Psychic Shield, Force Dome and Aura of Fire psychic powers can be destroyed by a shield-Breaker round. Turbo-Penetrator. This has a -6 saving throw modifier and inflicts double damage (2 wounds). When rolling for armor penetration, roll d6+5 and double the result. Hellfire. Always wounds on 2+ against living targets and causes d6 wounds. Hellfire shells affect Tyranids, but do nothing to daemonic creatures. Note that this does not have a splash effect like a heavy bolter hellfire shell.

VINDICARE ASSASSIN ONLY

Stealth Suit

Spy Mask

Paid for in Assassin Point Cost

Paid for in Assassin Point Cost

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 of sight by moving around the cover that conceals him.

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

VINDICARE ASSASSIN ONLY

C'tan Phase Sword

Neural Shredder

Paid for in Assassin Point Cost

Paid for in Assassin Point Cost

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

The Neural Shredder is of unknown origin, although some speculate that it is but one of a range of psychic weapons developed by the Adeptus Astra Telepathica. If, at the end of the Imperial player's hand to hand phase, the Callidus Assassin is not in base to base contact with any enemy models then she may fire the Neural Shredder. To fire the Neural Shredder place the Flamer template so that the pointed end is touching the Assassin. Any models wholly under the template are hit automatically, while models partially under the template are hit on a d6 roll of 4+. All models hit must pass a Leadership test with a -2 modifier to their Leadership characteristic. If the test is failed the model suffers one wound with a -3 saving throw modifier. Armor fields do not protect against the Neural Shredder.

Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special Close Combat - - 5 1 no save 2d6+5 parry

CALLIDUS ASSASSIN ONLY

CALLIDUS ASSASSIN ONLY

Polymorphine

Poison Blades

Paid for in Assassin Point Cost

Paid for in Assassin Point Cost

The Callidus Assassin is not deployed at the start of the game. Instead, the player may reveal at any time that the Callidus Assassin is in fact disguised as one of the enemy! The player can select an Ork, Squat, Human,Genestealer Hybrid or Eldar and substitute the Callidus Assassin for that model. The model must be a basic trooper model and not a character model, vehicle crewman or have a heavy weapon. In addition, as armor restricts the movement of the Assassin, the model the Assassin replaces cannot have an armor 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.

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

CALLIDUS ASSASSIN ONLY

CALLIDUS ASSASSIN ONLY

Executor Pistol

Sentinel Array

Paid for in Assassin Point Cost

Paid for in Assassin Point Cost

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

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

Weapon Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special Bolt Pistol 0-12 12-24 +2 +1 4 1 -1 d6+4 Needle Pistol 0-8 8-16 +2 - 3 1 -1 d6+3

EVERSOR ASSASSIN ONLY

EVERSOR ASSASSIN ONLY

Neuro-Gauntlet

Eversor Combat Drugs

Paid for in Assassin Point Cost

Paid for in Assassin Point Cost

The Neuro-Gauntlet consists of an exo-skeleton hyper-alloy glove, with neuro-toxin injectors fitted into the fingers. The lethal toxins mean that enemies die in an excruciatingly painful and violent manner. Against living targets the following rules apply: Any squad which takes a casualty from the Neuro-Gauntlet must make an immediate Break test. If a model is wounded by the Neuro-Gauntlet but isn't killed then the potent cocktail of acids and toxins will halve all its characteristics (rounding all fractions up) including any remaining wounds, for the rest of all battle. The Eversor temple constantly modifies the toxins and acids used in the Neuro-Gauntlet so that they remain effective against all potential enemies, this includes Tyranid creatures. However,there are no known toxins to affect daemons; a daemonic creature wounded by the Neuro-Gauntlet does not halve its characteristics.

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 Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special Close Combat - - 7 1 -4 d6+d12+7 See Rules 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 46 he may fight another round of combat immediately.

EVERSOR ASSASSIN ONLY

EVERSOR ASSASSIN ONLY

Etherium

Force Matrix

Paid for in Assassin Point Cost

Paid for in Assassin Point Cost

The Etherium is a highly advanced form Aegis Suit, built into the Culexus Assassin's synskin. This, combined with the Culexus Assassin's innate abilities, means that psychic attacks pass right through him as if he were invisible. This makes it very difficult for weapons that are in any way connected to the warp to harm him. If he is attacked by warp weapons such as force swords, Witch Blades, Vortex grenades, D-cannons or psychic powers then roll a dice. On a d6 roll or 2 or more the attack has no effect on the Culexus Assassin, although the attack is not nullified. Force weapons may still wound the Assassin. However, the psyker may not add his mastery level to the strength or use extra force cards to 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.

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

CULEXUS ASSASSIN ONLY

Animus Speculum

Psyk-Out Grenades

Paid for in Assassin Point Cost

Paid for in Assassin Point Cost

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 blast can be deadly to all but psykers who rely upon the warp 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 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 his 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 he has defended himself 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 his 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 id fired directly at him. 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. The effects of each blast are summarized below.

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

Weapon Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special Blast 0-12 12-24 +1 - 5 1 -5 2d6+5

Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special 3 1 -1 - Psychic nullzone

CULEXUS ASSASSIN ONLY

CULEXUS ASSASSIN ONLY

Blood Angels: Death Mask of Sanguinius 15 Points Dante's armor incorporates an incredibly liflike golden mask that is said to have been modelled upon the features of Sanguinius. In battle it appears to come to life and a halo of golden energy plays about the wearer's head striking terror into the hearts of his enemies. The wearer of the helmet causes terror as described in the Warhammer 40,000 rulebook. BLOOD ANGELS COMMANDER ONLY

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 a melta-gun to literally melt its target. The weapon takes a few seconds to recharge after each shot and this meand that if it used in hand to hand combat then only the very first hit inflicted in each round of combat can be with the pistol. Any further hits will be inflicted with Dante's power axe. Weapon Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special Blast 0-6 +1 - 8 d3 -4 d6+d3+8

BLOOD ANGELS COMMANDER DANTE ONLY

Red Grail 100 Points

Shroud of Sanguinius 50 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 battle field has a strange effect on the Blood Angels, enhancing the physical and psychological aspects which are most closely linked with their Primarch. Any Blood Angels within 12" of the Grail add +2 to their Movement characteristics and have their Strength and Weapon Skill increased by 1 point each.

The Shroud is kept in a box protected by a stasis field. If the stasis field is turned off any Blood Angels nearby will be driven into a 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.

BLOOD ANGELS APOTHECARY ONLY

MAY ONLY BE CARRIED BY THE GUARDIAN OF THE SHROUD OF SANGUINIUS

Chaos: Inferno Bolts 20 Points

Daemon Weapon 25 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 armor and energy fields have no effect.

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.

SORCERERS OF TZEENTCH ONLY

CHAOS ONLY

Black Staff of Ahriman 25 Points

Gorechild 10 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 charcteristic.

Gorechild is a deadly weapon capable of splitting an armored Space Marine from head to crotch with one blow and is doubly dangerous in the hands of Kharn. Kharn is so familiar with Gorechild that in hand to hand combat he may re-roll any fumbles (1's) on his attack dice.

AHRIMAN ONLY

Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special Close Combat - - 7 1 -4 d6+d12+7 See above

KHARN ONLY

The Daemon Sword Drach'nyen 25 Points

The Talon of Horus 30 Points

Drach'nyen rips through steel, flesh and bone without resistance, making a mockery of physical armor. Any hits inflicted by the sword will wound automatically and the victim recieves no saving throw for armor, though umnodifiable saves can be taken as normal. Vehicles struck by the sword have their armor penetrated automatically. Psykers and daemons which suffer a hit from the sword will take d3 wounds instead of 1.

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

Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Mod / Ap / Special Close Combat - 1 auto auto parry

Weapon Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special 0-12 12-24 +1 - 5 1 -2 d6+5 1 sus. fire Close Combat only 8 d3 -56 d6+d20+d3+8 parry

ABADDON ONLY

ABADDON ONLY

Xyclos Needler 25 Points

The Chirurgeon 30 Points

Before rolling to hit, select a serum to fire. If a target's armor/field saving throw fails, the serum affects them autmatically, 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, p59). Targets of Xyclos C automatically catch fire as if ignited by a flamer. The flames can't be smothered but might go out on their own. If the model dies, it explodes with the same effects as a Plasma grenade.

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.

Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special 0-12 12-24 +2 +1 (3) 1 -1 d6+3 1 sus. fire dice

FABIUS BILE ONLY

FABIUS BILE ONLY

Chaos Terminator Armor 70 Points

Rod of Torment 25 Points The daemon-froged 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 om 2d6 or let out a tortured scream so horrible that any friendly models within 8" must make a Break test. Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Mod / Ap / Special Close Combat as user 1 as user varies -

Abaddon's Terminator Armor has been blessed by the fickle Powers of Chaos so that it is far stronger than the earthly materials it was once made od. The armor 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.

FABIUS BILE ONLY

ABADDON ONLY

The Tyrant's Claw 35 Points The Tyrant's Claw is a monstrous, bear like bionic arm and shoulder which was built to replace Huron's own arm. The Claw incorporates a built-in heavy flamer for close range combat and a number of hooks and blades which allow Huron to parry in hand to hand combat. The Claw can be used in the shooting phase or the hand to hand phase of a turn, not both. Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Mod / Ap / Special Close Combat Only 8 1 -5 d6+d20+8 parry Hvy. Flamer Template 5 d3 -3 d6+d3+5 parry

HURON BLACKHEART ONLY

Reward 15 Points

Reward 20 Points AXE OF KHORNE

PRAISE OF KHORNE

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 (roll a d6: 1-2=1, 3-4=2, 5-6=3). In addition, the wepon adds +1 to the wielder's Strength.

The Chaos Champion has been favored by Khorne and has received the Blood God's unholy blessing. The model may retake any failed armor save. Note that this reward will not work on any types of save other than armor saves.

CHAMPIONS OF KHORNE ONLY

CHAMPIONS OF KHORNE ONLY

Reward 50 Points

Reward 30 Points COLLAR OF KHORNE JUGGERNAUT OF KHORNE

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

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.

CHAMPIONS OF KHORNE ONLY

CHAMPIONS OF KHORNE ONLY

Reward 5 Points

Reward 25 Points SCREAM OF SLAANESH

Slaanesh has gifted the vafored Champion with the ability to emit a dreadful, soulnumbing scream. When the model charges it causes fear as described in the Psychology section of the Warhammer 40,000 rulebook. CHAMPIONS OF SLAANESH ONLY

STEED OF SLAANESH 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 the Codex Chaos. CHAMPIONS OF SLAANESH ONLY

Reward 10 Points

Reward 20 Points ALLURE OF SLAANESH

GAZE OF SLAANESH The Chaos Champion has been granted the ability to direct a lurid, eldritch gaze towards nearby enemies, distracting them and weakening their resolve. Any enemy models attempting to fight the Champion in hand to hand combat have their Attacks characteristics reduced by -1 point.

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 many hits are wasted and the combat is treated as a draw. Once an enemy model has passed the test, it need not test again.

CHAMPIONS OF SLAANESH ONLY

CHAMPIONS OF SLAANESH ONLY

Reward 40 Points

Reward 5 Points BEAST OF NURGLE

NURGLE'S CLOUD OF

The model is accompanied by a Beast of Nurgle FLIES 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 Codex Chaos. 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 the Unit Coherency rules.

CHAMPIONS OF NURGLE ONLY

Reward 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 Cloud of Flies or another. CHAMPIONS OF NURGLE ONLY

Reward 15 Points NURGLE'S ROT

PLAGUESWORD

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 throw of any kind are allowed against Nurgle's Rot, so it cannot be stopped by energy fields, dodged, stopped by a medisquig and so on. Note that this only applies to mortal foes, not to other daemons, vehicles, Avatars or Wraithguard.

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.

CHAMPIONS OF NURGLE ONLY

CHAMPIONS OF NURGLE ONLY

Reward 30 Points

Reward 40 Points FORTUNE OF TZEENTCH

DISC OF TZEENTCH The model rides a Disc of Tzeentch which has been gifted to him by the Chaos God. The characteristics and special rules for Discs can be found in the Daemonic Creatures section of Codex Chaos. CHAMPIONS OF TZEENTCH ONLY

Reward 10 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. CHAMPIONS OF TZEENTCH ONLY

Reward 25 Points BREATHE FIRE

DESTINY OF TZEENTCH

The model may breathe 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 breathe fire if engaged in hand to hand combat.

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.

CHAMPIONS OF TZEENTCH ONLY

CHAMPIONS OF TZEENTCH ONLY

Dark Angels: Standard of Devastation 50 Points

Standard of Retribution 25 Points

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

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 Angels within 6" of the standard will always inflict at least 1 hit in hand to hand combat, even if they lose or draw against the 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 MAY ONLY BE CARRIED BY THE BEARER OF THE SACRED STANDARD STANDARD

Standard of Fortitude 50 Points

The Lion Helm 25 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.

The Lion Helm creates a dome of energy with a radius of 3" around the helmet. Models within the force bubble receive 4+ unmodified save against any attacks that originate from outside the bubble. The 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 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.

MAY ONLY BE CARRIED BY THE BEARER OF THE SACRED STANDARD

DARK ANGELS SUPREME GRAND MASTER ONLY

Sword of Secrets 10 Points

Book of Salvation Free

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 edge over the millenia. The Sword of Secrets is a potent close combat weapon and has the following charcteristics:

This book lists all the names of the Fallen that have been captured by the Drak Angels during their great crusade and they will never willingly let it fall into enemy hands. If the Grand Master is slain, then do not remove his body. Place it on its side and leave it on the table top. The first Dark Angel to reach the body will retrieve the book instead of attacking that turn. Until the book has been picked up all the Dark Angels are immune to psychology, will never break and may add +1 to their Weapon Skill. However, if the Dark have failed to retrieve the book by the end of the game then they lose 10 victory points.

Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Mod / Ap / Special Close Combat 6 1 -4 d6+d3+8

DARK ANGELS SUPREME GRAND MASTER ONLY

Blades of Reason 25 Points Although not primarily designed for combat, the Blades of Reason can be used this way. Any living opponent who suffers even a single wound from the Blades is incapcitated and should be removed as a casualty, even if they have 1 or more wounds remaining Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Mod / Ap / Special Close Combat 5 1 -2 d6+3 See Above INTERROGATOR CHAPLAINS AND MASTER CHAPLAINS ONLY

DARK ANGELS GRAND MASTER LIBRARIANS ONLY

Eldar: The Sword of Asur The Staff of Ulthamar 10 Points 18 points The Sword of Asur is a massive power blade of ancient origin. It can be wielded in one or This ancient force staff is carried by the chief of the Farseers of Ulthwe forms a hyperspatial link with the infinity circuit of that both hands, permitting its user the option of and 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 fighting with two weapons or inflicting a of force cards that can be stored in this way. Stored cards enhance the single devastating attack. The Sword of wielders 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 Asur is imbued with the psychic power of may be used as a weapon and increases the wielder's Strength by his Asurmen so it negates daemonic saving 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 throws just like a force weapon. combat against daemons the wielder wounds daemons automatically Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special One handed close combat 6 1 -3 d6+d12+6 Parry Two handed close combat 7 1 -4 d6+d12+7 Parry

ELDAR ONLY

The Maugetar 45 Points The Maugetar is a scythe-shaped weapon built into a Shuriken Shrieker Cannon. It is an ancient weapon of unknown origin. The Maugetar can fire normal ammunition or Shreiker ammunition using the same profile. See the Warhammer 40,000 rulebook for the full Shrieker ammunition rules. The Maugetar is exceptionally well made so any 'jam' results rolled on the sustained fire dice are ignored. The weapon requires two hands to use and cannot be used to parry in hand to hand combat.

with no saving throw possible.

ELDAR FARSEERS ONLY

The Fire Axe 10 Points

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

Weapon Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special Shuriken Cannon 0-20 20-40 +1 - 6 d4 -4 d6+d4+6 2 Close Combat only 6 d3 -3 d6+d3+12+6 sus. fire Close Combat only 8 d3 -6 d6+d20+d3+8

ELDAR ONLY

ELDAR ONLY

The Scorpion's Bite 18 Points

The Blade of Destruction 12 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 2d6 and pick the highest. If the score is equal to or more than the targets Toughness d3 wounds are sustained. Saving throws are at a -3.

The long and elegantly curved blade was made in the distant past and retains much of its original power. It is amongst the most potent of all Eldar weapons that survive from the time of the Fall.It is light and east 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: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special Close Combat only Special / d3 -3 none shooting

Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special Close Combat only 7 1 -4 d6+d12+7 Parry Twice

ELDAR ONLY

ELDAR ONLY

The Silent Death 25 Points

The Mask of Jain Zar 20 Points

The Silent Death is a triple-bladed throwing weapon whose edges were forged in the anti-flame of the warp. Black fire licks around its keen surfaces, sharper than any mortal substance. When the weapon is thrown, it may strike several targets. Nominate your first target and roll to hit. If successful, nominate a further target within 2" of the first; if this is hit nominate a further target within 2" of the second, and so on. Continue rolling to hit until you miss or 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 throwers hand.

This is the first and the greatest of all the 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 his ground. During the first round of close combat, when the Eldar charges, his opponent rolls no attack dice because of the masks paralyzing 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.

Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special 0-12 12-24 - -1 5 1 2 d6+5

ELDAR ONLY

-

ELDAR ONLY

Lasblaster 25 Points

Seer Runes 20 Points

The lasblaster is a tri-barreled laser weapon with a powered blade attached to the stock. The weapon can fire three shots per shooting phase in the same way as the Eldar scatter laser. All three targets must be within 6" of each other , roll to hit as normal and resolve any damage using the weapon profile given below. The powered blade in the stock may be used in hand to hand combat using the profile given below.

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.

Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special 0-12 12-24 +1 - 6 1 -1 d6+6 3 shots Close Combat only 5 1 -3 2d6+5

ELDAR ONLY

ELDAR FARSEERS ONLY-DISCARD

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

The Firepike 25 Points The Firepike is an intricate and elegant Eldar heat weapon, an ancient artifact created before the Fall of the Eldar. A Firepike is a form of long range melta-gun which can blast holes through armor and flesh with ease. Its profile is shown below.

ELDAR FARSEERS ONLY-DISCARD

ELDAR ONLY

AFTER USE

AFTER USE

Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special 0-12 12-24 +1 - 8 d6 -4 2d6+8 1" blast

Singing Spear 25 Points

Web of Skulls 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 armor save.

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

ELDAR PSYKERS ONLY

ELDAR ONLY

Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special 0-12 12-24 - -1 6 1 -2 d6+6 See above

Executioner 14 Points

Witch Blade 15 Points

The Executioner takes many forms- that of a heavy spear, a rune-encrusted sword or a great black scythe. Whatever its form, it is one of the most deadly hand to hand power weapons. The Executioner has a Strength of 8, a -6 saving throw modifier and inflicts d3 damage. The Executioner can be used to parry but it requires both hands to use.

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

Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special Close Combat Only - - 8 d3 -6 d6+3 Parry

ELDAR ONLY

ELDAR PSYKERS ONLY

Bright Lance 40 Points The bright lance is a distinctive high powered laser weapon rather like a stripped down lascannon. The bright lance sacrifices some of the range andpunch of heavier laser weapons for a faster recharge rate and lighter weight. It is possible to move and fire with a bright lance. Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special 0-12 12-36 +1 - 9 d8 -6 d6+d8+4 -

ELDAR ONLY

General Wargear: Armor Piercing Ammo 5 Points

Force Axe 10 Points

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

A force axe crackles with barely suppressed sparks of psychic energy. At the end of the psychic phase one unused force card maybe stored in the force axe instead of being placed on the warp cards discard pile. The stored force card may be retrieved from the weapon and used in subsequent psychic phases. In hand to hand combat the force axe increases the wielder's Strength characteristic by a number equal to his mastery level and wounds daemons automatically with no saving throw possible. The wielder may also expend the stored force card to gain an extra +3 Strength and -3 armor save in hand to hand combat.

Weapon's Strength Bonus Penetration Dice

1-3 4-5 +d3 +1d6

6-7 8-10 +1d12 +1d20

USE ONCE AND DISCARD

PSYKERS ONLY

Bionic Eye 5 Points

Force Sword 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

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

PSYKERS ONLY

Rad Grenades 5 Points

Vortex Grenade 5 Points

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

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

Strength d6+d4

D6 Roll Effect 1-2 The Vortex disappears 3-4 The Vortex remains in play 5-6 The Vortex moves d6" in a random direction determined with the scatter dice.

Damage 1

Save Modifier Radiation Effect Area -3 1-3" (Secretly Determined)

DISCARD AFTER USE

Stasis Grenade 20 Points

Master-Crafted Bolt Pistol 10 Points A weapon crafted by a master armorer 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.

A Stasis grenade creates a localized temporal loop. Determine where the grenade hits as normal and place a 2" blast marker there. Everything under the blast marker is trapped in a stasis loop. Models inside the loop may neither act nor be affected by anything outside the loop, they cannot move or shoot and they cannot be shot at. It is not possible to shoot through a loop but it is possible to see through it normally. Vehicles and troops within 2" of the edge of the blast marker move at half speed and may only shoot or use psychic powers if they first roll a 4, 5 or 6 on a d6. Close combat is only worked out every other turn. There is a -2 to hit modifier for shooting into, through or out of the area within 2" of the marker. The stasis field Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special 0-12 12-24 +2 +1 4 1 -1 d6+4 Close Combat 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.

DISCARD AFTER USE

Displacer Field 20 Points

Scanner 20 Points

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

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: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special 0-8 8-16 +2 +1 4 1 -2 d6+4 sus. fire- 1 dice

IMPERIUM ONLY

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 meters 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 within 24"

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.

Aegis Suit 18 Points

Power Field 35 Points

An aegis suit is a close-fitting mesh of psycho conductive filaments which dissipate dangerous amounts of psychic energy. It is normally woven into clothing or hard wired into armor, hence an aegis suit may be combined with physical armor and/or force fields. A model wearing an aegis suit gains a saving throw of 4, 5 or 6 on a d6 against any enemy psychic power used against it.

A power field is an invisible bubble of pure energy craeted by a large, cumbersome generator. A personal power field provides excellent protection against shooting damage, giving a saving throw of 2 or more on a d6. This is not modified by weapon save modifiers so it will always succeed on a roll of 2 or more regardless of the save modifier of the weapon which hit it. However, in hand to hand combat the power field 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.

Jump Pack 10 Points

Hood of Hellfire 25 Points

A jump pack permits its wearer to make a long powered leap instead of its normal move. A jump can be made up to a distance of 18",reaching a height sufficient to clear most obstacles, vehicles and models. Woods and single story buildings reduce the jump to 12". Roll a scatter dice for the jumping model on landing: a roll of a hit indicates it's on target; an arrow indicates the model scatters d3" in the direction indicated. When a model with a jump pack charges he may move up to 4" after he's landed to engage an opponent in hand to hand combat. A model may make a jump, land and then shoot or throw a grenade but it can't use a move or fire 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.

The Hood of Hellfire may be worn instead of a normal psychic hood. The Hood of Hellfire is a psychic amplification unit built into a helmet or worn over the head. The hood works by amplifying and focussing the aggression of the wearer into a psychic bolt. This power is used in the psychic phase and can be nullified like any other psychic power. Roll 2d6 and add the 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.

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 fired in addition to normal shooting. The grenade launcher is loaded with either krak or frag grenades (choose which at the start of the game). Other grenades may not be loaded during the game. A model carrying an auxilliary grenade launcher may choose to shoot a weapon and the grenade launcher in the same shooting phase with a -1 to hit modifier on both shots.

Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special 0-6 6-12 - -1 Krak 6 d6 -3 2d6+6 Frag 3 1 -1 d6+3 2" blast

Combi-Weapon 10 Points A combi-weapon is a combination of two basic weapons, normally a boltgun and another weapon such as a flamer, melta-gun or plasma gun. It was the developement of combi-weapons which lead to the invention of the Imperial Storm Bolter. At the beginning of the game you must either write down or declare to your opponent what type of combi-weapon you have chosen from the following list.

Bolter + Meltagun, Bolter + Plasma gun, Bolter + Flamer 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 bareels at the same target with a -1 to hit modifier on both shots.

IMPERIUM OR ORKS ONLY

Bionic Plasma Blaster Arm 16 Points 5 Points After the initial combi-weapons led to the developement of the storm A bionic arm makes for a powerful bolter, Imperial artificers returned their attentions back to the combienhancement of any warrior's skills, giving weapon. The result was the Plasma Blaster. Due to the sheer bulk of power packs required only models in Terminator armor may use the him greatly amplified strength, reflexes, grip the Plasma Blaster. The Plasma Blaster is not a liked weapon and you may and dexterity. A model fitted with a bionic not fire it as a single plasma gun. The Plasma Blaster also takes a turn to recharge, just like a normal plasma gun. arm gains +1 to their Strength characteristic for the purposes of hand to hand combat and Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special throwing grenades. The model also gains +1 0-6 6-24 +1 - 7 1 -2 d6+4 2 sus. fire dice initiative in hand to hand combat only. SPACE MARINE TERMINATORS ONLY

Servo-Arm 10 Points The servo arm is a special auxilliary 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 tp lift heavy items of equipment. A model equipped with a servo arm suffers no penalties for carrying heavy equipment or heavy weapons and counts as two crew members if he is crewing a support weapon or operating a vehicle or equipment. A model equipped with a servo arm rolls one extra dice in hand to hand combat. TECHMARINES, TECH-PRIESTS AND SQUAT ENGINEERS ONLY

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 armor 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 Warhammer 40,000 Wargear book.is partially

under the template is

hit on the SPACE MARINE TERMINATORS ONLY

Auto-Launchers 5 Points

Conversion Field 10 Points

Suits of Terminator armor 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 autolaunchers in addition to his normal firing. The first grenade hits a point exactly 6" away in the Terminator's 90ยบ 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).

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

Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special 6 - - 3 1 -1 d6+3 2" blast 6 - - Blocks LOS 2" blast

4, 5 or 6 Unmodified save Blinds unprotected troops on 4, 5 or 6. SPACE MARINE TERMINATORS ONLY, DISCARD AFTER USE

Frenzon 5 Points

Teleport Jammer 20 Points

Frenzon is a drug that can be used to induce the psychological effects of frenzy or hatred for the rest of the game. The psychology effects are automatic and no test is made against Leadership. Only one psychological state can be induced at a time. A single dose of frenzon antidote (contained in the frenzon dispensing device) will negate the induced psychological state. However, repeated use of frenzon is dangerous to the subject. Every time a dose is adminstered after the first roll a d6 for the model affected: on a roll of 1 the model suffers d3 wounds.

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.

Immune 5 Points

Targeter 2 Points

Targeters are devices which combine various immune is a broad-band immunisation whic optical and electronics sights. A model using a weapon with a targeter gains a +1 modifier on protects the body against bio-warfare its roll to hit with that weapon. Targeters are attacks, a variety of toxins and dangerous always fitted to specific weapons, so a character levels of radiation. A character equipped armed with a plasma gun with a targeter and a with Immune totally ignores the effects of bolt pistol would get +1 to hit when he was the following grenades: choke, shooting with the plasma gun bot not with the hallucinogen, rad, scare, toxin and virus. bolt pistol. Targeters may not be interchanged between weapons during a battle.

Psychic Hood 25 Points

Haywire Grenade 10 Points

A psychic hood is in fact a web of fine wires and crystals set into a helmet or worn over the head. The effect of the psychic hood is to amplify a psyker's ability to disrupt manipulations of the warp by another psyker, making it easier for him to nullify psychic powers. This means a psyker wearing a psychic hood is allowed to reroll the dice throw when he attempts to nullify psychic powers.

Haywire or scrambler grenades emit a powerful burst of electromagnetic interference which scrambles delicate circuits and overloads instrumentation. Haywire only affects vehicles, dreadnoughts, robots, Wraithguard and Terminators. Its burst covers a 1.5" radius, roll to hit and scatter as for a normal grenade. Vehicles etc. hit by a Haywire grenade are penetrated automatically. Roll to hit locations covered by the template a snormal and then roll on the appropriate damage table. However, the pulse is unlikely 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 armor save possible. Discard ths card after use.

PSYKERS ONLY

DISCARD AFTER USE

Penetrates armor automatically

Storm Shield 10 Points

Refractor Field 5 Points

A storm shield is a large plasteel plate which contains a small but potent power field generator, because of this they are also known as power shields. Once activated, the Storm Shield is surrounded by a glowing blue field of energy which emits crackling lightning when it is used to parry a blow. A model equipped with a Storm Shield receives an extra armor saving throw of 4, 5 or 6 against shooting or hand to hand combat damage from the model's front 90ยบ 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.

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 armor (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.

Combat Drugs 25 Points

Cameleoline 5 Points

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

Cameleoline is a rare artificial subsatnce which can be woven into the structure of most fabrics. Morphic polymer chains in the material automatically take on the colors and textures of their surroundings. The result is that after a second or two of motionlessness the wearer appears to fade into the background, offering chameleon-like protection from prying eyes. All shots fired at a stationary model wearing cameleoline suffer a -1 to hit modifier in addition to the normal to hit 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 him rather than spotting him.

USE ONCE AND DISCARD

5+ Unmodified save

Warp Jump 30 Points

Toxin Grenade 15 Points

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

When a Toxin grenade explodes it showers the area with a cloud of deadly poison. Determine where the grenade hits as normal and place a 1.5" blast marker there. Every unprotected model under the blast marker is killed on a roll of 2 or more. Troops with some form of protection are killed on a d6 roll of a 3 or more. Enclosed vehicles and troops wearing sealed armor ( Space Marines and Aspect Warriors), Tyranids and 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.

DISCARD AFTER USE

Virus Grenade 50 Points

Seeking Ammo 5 Points

The Virus grenade contains a lethal genetically tailored virus. Determine where the grenade hits as normal and place a 2" blast marker there. Everything under the blast marker is killed on a d6 roll of 3 or more unless protected by sealed armor (Space Marines, Aspect Warriors, enclosed vehicles). Protected troops survive automatically. Do not remove models killed straight away. Instead lie the model down and test to see if the mutating virus spreads to nearby troops. Roll a d6 to establish the contact range in inches for the virus. Any normally vulnerable model within the contact range of a victim is killed on a d6 roll of 4,5 or6. Every time a model is killed roll for the contact range for that model and work out if models within this 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.

Seeking ammo may only be used with projectile weapons such as boltguns. The projectiles are fitted with tiny thrusters and a rudimentary robot brain. When you fire a shot using seeking ammo you do not use the firer's Ballistic Skill or any modifiers to hit for speed, cover etc. The seeking ammo will always hit its target on a roll of 2 or more on a d6. Seeking ammo can also be fired at targets which are hidden or out of sight as long as 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.

DISCARD AFTER USE

USE ONCE AND DISCARD

Force Rod 15 Points

Nemesis Force Weapon 20 Points

A force rod is prized because it can absorb prodigious amounts of psychic energy into its helix-shaped central core. At the end of the psychic phase unused force cards may be stored in the force rod instead of being placed on the warp discard pile. The rod may store a maximum of 3 force cards. Stored force cards may be retrieved from the rod and used in subsequent psychic phases. In hand to hand combat the force rod increases the wielder's Strebgth characteristic by a number equal to his mastery level and wounds daemons automatically with no saving throw possible.

Nemesis force weapons are used exclusively by the daemon hunters of the Imperium. At the end pf the psychic phase one or two unused force cards may be stored in the Nemesis weapon instead of being placed on the warp cards discard pile. Stored force cards may be retrieved from the weapon and used in subsequent psychic phases. In hand to hand combat the Nemesis weapon increases the wielder's Strength by a number equal to his mastery level and wounds daemons automatically with no saving throw possible. The wielder can also expend stored force cards to cause extra damage when he hits 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.

PSYKERS ONLY

INQUISITORS & GREY KNIGHTS ONLY

Medi-Pack 10 Points A medi-pack is an advanced automated medical machine. To use the machine a model carrying it must move into base to base contact with his patient during his own turn and remain there through the shooting and close combat phases doing nothing else. At the end of the close combat phase the medi-pack can do one of the following: 1 Restore 1 wound to a wounded but still living 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.

Digital Lasers 6 Points Digital lasers are concealed weapons fitted into finger rings or knuckles of a glove. 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 dice are rolled and regardless of whose turn it is. The shots are worked out exactly the same way as normal, the wearer blasting away at point blank range as his attackers close. The 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: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special Close Combat 3 1 -1 d6+3 See above

Digital Lasers 6 Points

Combi-Weapon 10 Points

The graviton gun affects the local gravity field and charges the weight of objects, making them far heavier than normal. A target hit by a graviton gun is always affected, no damage roll is required. A living target is immobilised for the remainder of the game and may not move or shoot, although a psyker may continue to use his powers. If the target is a vehicle, roll for hit location as normal but ignore armor penetration. Roll for damage on the appropriate vehicle location damage chart(s) adding +1 to the dice score. Against buildings roll to hit and if a hit occurs roll for damage and add +1 to the result.

A combi-weapon is a combination of two basic weapons, in this case a bolter and a meltagun. It was the developement of the combiweapons which lead to the invention of the Imperial storm bolter. Each shooting phase you can either fire just one barrel of the combiweapon as per the normal rules or fire both barrels at the same target with a -1 to hit modifier on both shots.

Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special 0-8 8-16 +1 - See above Auto 1" blast marker IMPERIAL TECH-PRIESTS AND SQUAT ENGINEERS ONLY

Combi-Weapon 10 Points A combi-weapon is the combination of two basic weapons, in this case abolter and a plasma gun. Each shooting phase you can fire just one barrel of the combi-weapon as per the normal rules or fire both barrels at the same target with -1 to hit modifier on both shots.

Master-Crafted Plasma Pistol 15 Points A weapon crafted by a master armorer and ornamented by the greatest artists is a worthy weapon for a warrior. Such weapons are treasured possessions for those lucky enough to receive them.

The energy source of a master-crafted Plasma pistol is far superior to that used in a normal Plasma pistol. The weapon does not have to recharge for a turn after it has been fired-it can be fired every turn if desired. Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special 0-8 8-24 +2 -1 6 1 -1 d6+6 See above

Imperial Guard: Claw of the Desert Crushing Arm of Tigers Kamir 16 Points 20 Points This is an ordinary power sword, yet it has been beautifully encrusted with the emblems of N'go craftsmen. It's appearance has raised it Mogul Kamir's arm acts in unison with his special eye to provide a unique guidance system. to legendary status, so that in Al'Rahems bionic In addition the arm is tremendously powerful and can crush an enemy that has been gripped. To hands this calculate the number of hits scored it is regarded with awe by his friends and represent in hand to hand combat as normal. Once you know how many hits Mogul has inflicted then the with Crushing Arm has successfully gripped the fear by his foes. To represent this, the enemy-in which case the number of hits already inflicted is automatically doubled. If the d6 roll is Claw of greater than the number of hits already inflicted the Desert Tigers causes the wielder to or is 6 regardless of the number of hits, then the arm has failed to get a grip and no extra hits are caused. be feared by his enemies. The rules for fear apply as described in the Psychology section of the Warhammer 40,000 rulebook. AL'RAHEM ONLY MOGUL KAMIR ONLY

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.

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: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special Close Combat Only +1 - 8 1 -5 d6+d20+8 2 sus fire.

MOGUL KAMIR ONLY

YARRICK ONLY

Force Field Bale Eye 20 Points 5 Points Yarrick is protected by a powerful force field Yarrick's Bale Eye bionic implant that reduces the energy of incoming incorporates a deadly laser. The Orks said he shots. The force field is not entirely reliable, could kill with a glance and indeed they were sometimes offering invulnerability and right, a superstition that Yarrick was able to sometimes proving almost exploit to his advantage. The Bale Eye can worthless. Whenever Yarrick is hit roll a D6 be used once at the start of each hand to hand and deduct the score of the strength of the combat phase. It automatically hits any one attack. If reduced to strength 0 or less the model already engaged in hand to hand attack is stopped completely. The force field fighting against Yarrick. has no effect on special attacks that do not Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special Close Combat +1 - 4 1 -1 d6+4 have a strength. YARRICK ONLY YARRICK ONLY

Legion of the Damned: Animus Malorum Free The Animus Malorum is an ancient relic taking the form of a skull whose eyes blaze with light when its power is unleashed. During the psychic phase, the power of the Animus Malorum may be targeted at a single enemy model within 12". You may use between 1 and 3 Force cards to power the skull. Roll a d6 for every Force card used. If the result is more than the target's Leadership value then it's soul is sucked from it's body - the model is dead regardless of wounds or armor. If the target is killed then you may ressurect a dead Legion of the Damned model, placed within normal unit coherency. This may not be used to increase the size of the unit beyond its original size. The power of the skull may be nullified like a psychic power, requiring a 4+ to successfully nullify.

SERGEANT CENTURIUS ONLY

Orks: 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

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.

ORKS ONLY-DISCARD AFTER USE

Spike Arm 5 Points

Gyro-Stabilized Monowheel 8 Points The gyro-stabilized monowheel is always a spike arm often appears to be just a normal popular with Orks addicted to the bionik arm, but concealed along the the exhilaration and excitement induced by high length of the arm are sets of retractable speeds. An Ork with a gyro-stabilized spikes or blades. In close combat the arm monowheel increases its Movement can be used to grip an opponent and then characteristic to 8", so it can "run" or charge impale them as the concealed spikes slam up to 16". However, the Ork may not cross into position. This gives the Ork +1 WS in obstacles of any kind and will suffer a S5 hit hand to hand combat and means that the Ork if it attempts to do so and it may not run or always counts as having higher Initiative in charge through woods or difficult and very the case of the Combat Scores being drawn. difficult ground. ORKS ONLY

ORKS ONLY

Weirdboy Staff 5 Points

Steel Skull 5 Points

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

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

ORKS WEIRDBOYZ ONLY

Kustom Blasta 30 Points

ORKS ONLY

Teleskopic Legs 5 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 witha 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 and S4 hit. Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special 0-16 16-36 - -1 Art. dice 1 -1 Various d3" blast

ORKS ONLY

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

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: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special 0-12 12-32 +1 -1 Art. dice 1 -2 Various sus. fire 2 dice

ORKS ONLY

Sisters of Battle: Book of St. Lucius 5 Points This holy artifact contains the sermons of the famed Confessor, St. Lucius of Agathea. A member of the clergy reading from the ancient tome can inspire those around him. Any troops within 8" of the character at the start of the rally phase may use the character's Leadership value for their test to rally. They may attempt to rally even if they are not in cover or would otherwise not be able to do so. ADEPTUS MINISTORUM RELIC

Phial of Dolan 10 Points Anyone who drinks the contents of one of these crystal bottles is filled with the strength and determination of Dolan, the Great Confessor. The character may drink the contents of the phial at the start of any turn. For the rest of the player's turn the character's Strength and Toughness are increased by D3 each (roll seperately), to a maximum of 10. ONE USE ONLY ADEPTUS MINISTORUM RELIC

Cloak of St. Aspira 5 Points

Tears of the Emperor 15 Points

Leading a force from the Order of the Bloody Rose, the Canoness St. Aspira liberated almost a hundred worlds from the grip of the heretic Denescura. Her magnificent fur and velvet cloak is said to ward away blows of the enemy. A character wearing the cloak may add +1 to any armor saving throws they make due to physical armor. This does not apply to saves from fields or saving throws of any kind. Only one cloak may be worn.

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

ADEPTUS MINISTORUM RELIC

ADEPTUS MINISTORUM RELIC

Rosarius 10 Points

Litanies of Faith 8 Points

Awarded to those of great faith, a Rosarius is the shield of the Emperor and contains a conversion field generator. A conversion field gives the wearer an unmodified saving throw of 4, 5 or 6 on a d6. Any models within a radius equal to the attacking weapon's Strength may be blinded. See the Warhammer 40,000 Wargear book for more details.

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

ADEPTUS MINISTORUM RELIC

ADEPTUS MINISTORUM RELIC

Staff of Belief 12 Points

Simulacrum Imperialis 5 Points

Carved of wood taken from the massive trees lining the Garden of Saints, the Staff of Belief is a potent symbol of faith and devotion. The Staff is a hand to hand combat weapon and requires both hands to wield. It adds +3 to the users Strength and may be use to parry. Daemons receive no daemonic aura save for hits inflicted by the Staff of Belief.

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

ADEPTUS MINISTORUM RELIC

ADEPTUS MINISTORUM RELIC

Medicus Ministorum 150 Points

Praesidium Protectiva 8 Points

Using the relics contained within this rare scentwood box, a character can cure all manner of injuries and ailments. I f the character can reach a model in the turn after it is wounded, there is a chance they may be healed. The character must spend their shooting phase and their close combat phase doing nothing. At the end of the turn, if the character passes a Leadership test, he may heal 1 lost wound on the injured model. A model reduced to 0 wounds may be raised to 1 wound in this way. Characters cannot heal themselves.

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

ADEPTUS MINISTORUM RELIC

ADEPTUS MINISTORUM RELIC

Brazier of Holy Fire 18 Points

Flail of Chastisement 8 Points

It is claimed that this ornately wrought torch will light the faith and shroud the heretic in darkness. In battle the brazier can be swung like a weapon, setting fire to the wielder's foes with its flames. It can also be used to project a jet of flame over a larger distance. The Brazier of Holy Fire has the profile below. Any model hit in hand to hand combat will be set on fire on a D6 roll of 4+ (see the Flamer entry on p23 of the Wargear book). In addition, once per battle the Brazier can be used to project a jet of flame, resolved using the rules and profile for a heavy flamer. The character can move and fire in this way as the Brazier itself is not a heavy weapon, it just has the effects of one!

The Flail of Chastisement is barbed with small hooks which grip the target's flesh and constrict it as it struggles. The Flail is used in hand to hand combat with the following profile. If a target is wounded by the Flail but not killed, it loses D3 Attacks in the next round of combat reducing its attacks to a minimum of 1.

Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special Close Combat 5 1 -3 2d6+d3+5

Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special Close Combat 5 1 -1 2d6+5

ADEPTUS MINISTORUM RELIC

ADEPTUS MINISTORUM RELIC

Blade of Admonition 7 Points

Axe of Retribution 18 Points

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

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

Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special Close Combat 5 1 -2 2d6+5 Parry

Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special Close Combat 6 d61 -1 2d6+d12+6

ADEPTUS MINISTORUM RELIC

Purity Seal 8 Points A Purity Seal is a mark of great faith and strength of mind. A character bearing a Seal is not affected by fear or terror. If the character is targeted by a psychic attack, they will be unaffected on a D6 roll of 4+. This is not a nullify, other models may be affected as normal even if the character is not. Once the Purity Seal has successfully protected its wearer once it may no longer be used for the rest of the battle. Unlike other relics, a Purity Seal can be taken by any character allowed to take "Imperium Only" wargear and is counted as a Wargear card. ONE SUCCESSFUL USE ONLY

ADEPTUS MINISTORUM RELIC & IMPERIUM ONLY

ADEPTUS MINISTORUM RELIC

Space Wolves: The Axe Morkai 15 Points

The Wolf Helm of Russ 50 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 blood thirsty god. The Axe was reforged by the Iron Priests and engraved with 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).

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 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.

SPACE WOLVES COMMANDER ONLY

SPACE WOLVES ONLY

Nightwing the Psyber Raven 10 Points

The Pelt of Wulfen 10 Points

Night 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. Night Wing has no Movement or Leadership values but always moves with Njal at all times. M -

WS 4

BS 0

S 3

T 6

W 1

I 4

A 1

This ancient pelt is from a massive Wolf of Fenris, the largest ever slain by a warrior of the Space Wolves. The 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 modifers for cover, etc.

LD -

SPACE WOLVES RUNE PRIEST ONLY

SPACE WOLVES COMMANDER ONLY

The Hood of Gnyrll 20 Points

The Rune Staff Stormcaller 35 Points

The Hood of Gnyrll may be worn instead of a normal psychic hood. The wearer begins the battle with an additional psycic 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.

This ancient rune staff absorbed so much power that it eventually became a living thing in the hands of its original 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.

SPACE WOLVES RUNE PRIEST ONLY

NJAL STORMCALLER ONLY

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 arare metal whose secret died with the ancient Iron Priest. It has a superior profile as shown below. Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special Close Combat 5 d3 -2 2d6+d3+5 Parry

SPACE WOLVES ONLY

Ultramarines: Banner of Macragge 50 Points The Banner of Macragge is a sold 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 causesfear as described in the Psychology section of the Warhammer 40,000 rulebook.

ULTRAMARINES ONLY

Rod of Tigurius 40 Points The Rod of Tigurius is an extremely potent force weapon, drawing the psychic energy out of Tigurius and focussing it into a tight beam of unstoppable ebergy. 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

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 golves each with a built-in boltgun. The gauntlets are worn as a pair so the wearer recieves 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 buitl-in boltguns fire together with the same effect as a single storm bolter. Range: Sht Lg /To hit: Sht Lg /Str/ Dam/ Save / Ap / Special 0-12 12-24 +1 - 4 1 -1 d6+4 1 sus. fire dice Close Combat only 8 1 -5 d6+d20+8

LORD MACRAGGE ONLY

Vehicle Wargear:

Vehicle - 5 Points

SCYTHES 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 his Initiative on a D6 (a 6 always fails). If this roll is failed, the model takes a Strength four 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.

Vehicle - 5 Points

SUPER-CHARGED ENGINE This card may only be taken for vehicles (including bikes and skimmers) but not for dreadnoughts or other walkers. The vehicles 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

Vehicle - 5 Points

SEARCHLIGHT A searchlight is useful for spotting hidden troops. When you use the searchlight place a 2" blast marker anywhere within the 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, rocks for example) are "detected" instead.

Vehicle - 10 Points

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

Vehicle - 35 Points

NULL SHIELD 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 psycic power it will nullify the power on a roll of 4, 5 or 6 on a D6.

Vehicle - 30 Points

HOLO-FIELD 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 vehicles as it moves, creating a tiny cloud of multi-colored fragments. When the vehicle stops, its image coalesces back together into a solid form. As log as the vehicle is moving, all shots fires 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

Vehicle - 20 Points Vehicle - 30 Points

TALONS 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 millimeters longs. 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 aD6 roll of 4 or more it is 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

PSYCHO-SONIC SCREAMERS Psycho-sonic screamers may only be fitted to Falcons and Vypers. The vehicle is fitted with a series of vanes, that 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 psychosonic 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 ruelbook. ELDAR VEHICLES ONLY

Vehicle - 15 Points

Vehicle - 5 Points

CRYSTAL TARGETING MATRIX 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 tarck 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

SPIRIT STONE 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 crew member is hit again, then the spirit stone is hit instead. It has Toughness 4 and 1Wound. A vehicle may only carry one spirit stone and dreadnoughts can't use them at all.

ELDAR VEHICLES ONLY

Vehicle - 25 Points/Location

CRYSTALLINE WEB Vehicle - 15 Points Part of the vehicle is protected by tiny crystal spiders, similar to the ones that protect the wraithbone of a craftworld. When the vehicle SPECTRAL SHIELD location suffers damage the spiders can rebuild the damaged area. Choose a location to fit the Crystalline Web to. If the location is The hull of the vehicle is covered with tiny penetrated, your opponent should roll on the table below, instead of the outlets, allowing the vehicle to release a normal damage table. D6 Crystalline Spider Damage Table gaseous substance that interferes with the 1-2 The crystal spiders manage to completely repair any wavelength of laser energy, causing the damage and the vehicle is unaffected. 3 The damage is repairable but it will take a little time. If energy of laser shots to dissipate. If the the location has a weapon on it then it may not fire next turn while the damage is repaired. vehicle is hit by a laser weapon, the Eldar 4-5 Roll a D3 on the location's damage table and player rolls a D6 and subtracts the score the Crystalline Web is destroyed. Further penetrating hits are rolled on the damage table. from the armor penetration dice roll. 6 Roll a D6 on the location's damage table and ELDAR VEHICLES ONLY the Crystalline Web is destroyed. Further penetrating hits are rolled on the normal damage table.

ELDAR VEHICLES ONLY

Vehicle - +5 Points per weapon

Vehicle - 25 Points

STORM BOLTERS

VECTORED ENGINES

Many Imperial vehicles are fitted with storm bolters The jet engines of this vehicle have a highly advanced mounted as auxiliary weapons. Because they have an system of vectored control planes that allow it to ample supply of ammunition these vehicle-mounted commit breathtaking feats of aerobatics, even at high storm bolters are less prone to jamming so reroll any speeds. This enhanced manoeuverability allows the jams rolled on the sustained fire dice. Any member vehicle to negotiate through tight terrain, swinging of the crew can fire an auxiliary storm bolter but if he around to bring its weaponry to bear on many does so he may not perform his usual task (i.e. fir ehis targets. It is common for the cockpits of vehicles weapon if a gunner or drive the vehicle if a fitted with these engines to be upgraded so that the driver). Alternatively, troopers from squads being crew can cope with the excessive G-forces caused by transported may fire auxiliary storm bolters instead of these manoeuvers. A vehicle fitted with vectored firing their own weapons through hatches or firing engines may take double the number of turns it is slits. Models firing storm bolters may not be targeted normally allowed to make. seperately by the enemy.

ELDAR SKIMMERS ONLY

IMPERIAL VEHICLES ONLY

Vehicle - 15 Points

BULLDOZER BLADE 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 noted in the Warhammer 40,000 rulebook. In addition to this, any shots which 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 armor 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

Vehicle - 30 Points

HUNTER-KILLER MISSILE 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 armored 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. Armor Penetration 8 2d10 -6 2d10+d6+8

IMPERIAL VEHICLES ONLY

Vehicle - +5 Points per weapon

AMMO FEED HEAVY FLAMER This vehicle card may be fitted to a vehicle's Heavy bolters are often replaced with heavy heavy bolter. The heavy bolter has been flamers on Imperial vehicles fighting in fitted with an ammo feed. The ammo feed built-up areas or jungles to give superior reduces the chances of the weapon close-in defense against infantry jamming. A heavy bolter equipped with an assaults. This card allows you to upgrade ammo feed may ignore the first jam rolled heavy bolters to heavy flamers on a vehicle on the sustained fire dice each turn. This for an extra 10 points per weapon means a heavy bolter with an ammo feed upgraded. Twin linked heavy bolters may will only jam if two jams are rolled be upgraded to a single heavy flamer for together. A twin-linked heavy bolter may free. only have a single ammo feed. IMPERIAL VEHICLES ONLY SPACE MARINE VEHICLES ONLY Vehicle - +10 Points per weapon

Vehicle - 20 Points

RECON PACK This vehicle card may only be taken for Space Marine attack bikes. The extra carrying capacity over a standard bike allows them to be equipped for an enhanced reconnaissance role, using their speed and manoeuverability to scout ahead of the main force. The collected data is transmitted via uplink back to command HQ. A force which includes this vehicle gains considerable strategic advantage. the Space Marine player may add 1 to his strategy rating. In Addition, on a d6 roll of 4+ you may force your opponent to discard one of his Strategy cards. Further vehicles with a recon pack will not confer any extra bonuses.

SPACE MARINE VEHICLES ONLY

Vehicle - 30 Points

COMMAND COMM-LINK This vehicle 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 ot 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 goes 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

Vehicle - 10 Points

NURGLE INFESTATION 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 Nurglings clamber all over the vehicle. The armor 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 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 vehicles ram value.

Vehicle - 25 Points

DESTROYER The device is favored 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, 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 vehicles ram value. KHORNE DAEMONIC VEHICLES ONLY

NURGLE DAEMONIC VEHICLES ONLY

Vehicle - +5 Points per Weapon

COMBI-BOLTER 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 fire power. 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 seperately. The combi-bolters follow all rules for combi-weapons as printed in Codex Chaos. Chaos Space Marines may rapid fire with combi-bolters if the vehicle is stationary or moving at slow speed. CHAOS SPACE MARINE VEHICLES ONLY

Vehicle - +5 Points per Weapon

DAEMONIC POSSESSION This card may only be chosen for fully enclosed vehicles or dreadnoughts. The vehicle has no crew, instead it is possessed by a daemon. Its hatches are welded shut and sealed with sigils and runes of Chaos. If the vehicle had atroop carrying capability 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 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 into the warp. If the Chaos army loses all its Champions bearing a Mark of Chaos, then the daemon will be banished along with the other daemons,dsiabling the vehicle. CHAOS VEHICLES ONLY

Vehicle - 45 Points

CORUSCATING WARP

Vehicle - 25 Points

WARP AMP This card may 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 to maintain discipline and conscious thought. Enemy model 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 VEHICLES ONLY

FLAME The vehicle is covered with 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 the hits. Each hit inflicts one 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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