Wargear
Wargear
01/27/08
Wargear
Wargear represents special or unique equipment that a player may use to further bolster the
effectiveness of his army. Only certain models may be given Wargear Cards; which models these
are and the maximum number of cards that may be assigned them are listed with the description and
point cost of the units.
If a model carrying Wargear cards is slain, the Wargear is considered destroyed with him. i!ewise,
unless both players agree otherwise prior to the start of the game, Wargear may not be "passed
around# from model to model$it stays with the model to which it is assigned for the game%s duration.
&elow is a listing of the Wargear that can be found in the game. 'ach heading starts with the name
of the item, followed by an allotment classification. (his tells the player how much of a given amount
of that item is appropriate, depending on the si)e of his army during the game in question.
*llotment +umber per *rmy
,nique
No more than one of theses items it allowed in the Army, no matter what the size.
Furthermore, the item may require a specific character model be present for the
item to be used.
-are
No more than one of these items per 2500 points; some are items may not be
appropriate for !ames of less than "500 points. Note that in some cases, the total
number of are #ar!ear my be limited, no matter what the size of the Army $see
%orte& 'renades(.
,ncommon
)ncommon #ar!ear is relati*ely easy to obtain. +ne such item per "000 points $or
part there,of( can be a*ailable for purchase.
Common
-hese items are usually pro*ided as standard equipment for a !i*en type of unit,
but are not standard equipment for an army as a whole, and so are included here for
reference purposes only. .lease note that only the unit types listed may be equipped
with /ommon #ar!ear0
.ome items of Wargear have a cost of /0% listed; this indicates that the item is already figured into
the cost of the model that carries it, and is not available for purchase by any other model.
Club rules allow for a Character model to select a /personal weapon% from any army list as a
Wargear choice for that model. (his weapon is considered to be unique; only one of that sort of
weapon may be chosen, no matter how common the weapon may be in the army from which it
was ta!en1 If the weapon is available to the model%s army already, the character must pay the
points cost for that army. (he points cost of the weapon is equal to what the model would have
paid should it have come from the appropriate army list. It is recommended that no more than one
model be allowed to ta!e a personal weapon for each 200 points of army strength. +ote that
.upport weapons may not be ta!en in this way1
+ote that, because of their peculiar nature, the use of Wargear sometimes creates a situation
where there is no obvious solution 3(otal 4ower vs. a Collar of 5horne, for example6. In these
situations, roll a dice to see which side 7gains the upper hand7 3in this example, whether the
psy!er power wor!s or is automatically dispelled6. (his sets no precedent, and you should
therefore roll every time the situation occurs.
Wargear Cards
Acid Blood (Biomorph) Common
5 pointsListed Tyranids only
1f the creature with Acid 2lood is wounded or 3illed in 4t4 combat, all models in base to base contact with
it will suffer an automatic hit, with a 5tren!th equal to the creature6s -ou!hness. -his causes one wound,
with a 5a*e 7odifier equal to the /reature6s -ou!hness,8.
Adrenaline Sac (Biomorph) Common
10 pointsListed Tyranids only
+nce per !ame, the creature may /har!e $or run and shoot(, in the shootin! .hase, e*en if it is already
en!a!ed in /lose /ombat or is armed with a 7o*e or Fire weapon.
Aegis Suit Rare
18 points
A model wearin! an Ae!is 5uit !ains a sa*in! throw of 9: a!ainst any enemy psychic power used a!ainst
it. Note that this is in addition to any other sa*in! throws.
Airbursting Fragmentation Projector Rare
+10 points (Tau battlesuit characters only)
5ee the weapon description for full details.
Allure of Slaanesh (Chaos e!ard) Common
20 pointsChapions o! "laanesh only
7odels in base to base contact with the bearer of this reward must roll a ;< chec3 on 8<= before rollin!
their attac3s. 1f they succeed in the test, then they may act normally; howe*er, if they roll hi!her than their
;< score, and if they win the round of 4t4, they will refuse to stri3e the model, and that round will be
considered a draw. -his chec3 is made once per turn, until the model succeeds in ma3in! his ;< roll $at
which point he need not roll a!ainst the effect a!ain(.
Ammo Feed Rare
5 points#perial $nits only
Allows a weapon with sustained fire to i!nore the first >am result that is rolled.
Animus "alorum Unique
%0 pointsChie! Librarian Centurious only
-he character may tar!et one enemy model within "2?; that model must roll a number of ;eadership chec3s
equal to the number of force cards used in the attac3 $up to 8(. 1f any of the rolls are failed, then the model
is 3illed, and one slain ;e!ion of the <amned model is brou!ht bac3 onto the board.
Animus Speculum Common
%0 pointsCule&us 'ssassins only
1n the psychic phase, the /ule&us Assassin may fire #arp 2lasts from the Animus 5peculum@one blast
per Force .oint sapped from the #arp by the Assassin6s Force 7atri&, up to 8 blasts. oll to hit for each
blast separately, >ust li3e a shootin! attac3. Aach blast may be fired at a different tar!et as lon! as it is in the
Assassin6s arc of fire.
1f a blast wounds a psy3er, there is a chance that the blast will destroy one of his powers. 2oth players each
roll a <=. -o this score, you may add as many Force .oints stored in the Force 7atri&, and the psy3er6s
controller may add any number of Force #arp cards. 2oth players then re*eal their total score@if the
Assassin6s score is hi!her, the psy3er loses one psychic power, pic3ed at random.
A psy3er may only attempt to nullify a blast that tar!ets him. Aach blast must be nullified indi*idually and
always counts as ha*in! the same 7astery ;e*el as the psy3er nullifyin! it. Aach blast of ne!ati*e #arp
ener!y has the followin! profileB
-ange (o 8it .ave *rmor
.hort ong .hort ong .tr 9mg :od 4en
0,"2 "2,29 :" , 5 " ,5 2<=:5
Anointed #aemon $ammer Unique
15 points(#n)uisitor Cortea* only
-his is a specially blessed -hunder 4ammer which will force a <aemon or .sy3er to re,roll each successful
1n*ulnerable sa*e. -he second result stands, e*en if it is also a success.
Armor of %aul Rare
+0 points('yanna 'rienal only
#hen the model is hit, it immediately ma3es a ;eadership chec3 rather than a standard Armor 5a*e. 1f the
roll succeeds, the Armor of %aul stops the hit from harmin! the model in any way; if not, continue to ma3e
-o #ound rolls as per the normal rules. -his counts as an 1n*ulnerable sa*e, and is applicable a!ainst all
attac3s
Armor&Piercing Ammo Uncommon
5 pointsone use
)sed with one pro>ectile weapon the model is equipped with which you select before the !ame starts. #hen
the model fires the selected weapon, you may choose to ha*e it fire Armor,.iercin! Ammo instead of its
normal ammunition. A. ammo has a ,= Armor 5a*e 7odifier, and !ains additional armor penetration dice
based on the 5tren!th of the weapon with which it is used, as followsB
Weapons Strength ;<= ><2 ?<@ A<;0
&onus 9ice :<8 :<= :<"2 :<20
7ay not be used in combination with other types of ammo, and is discarded after use.
Aspect Armor Rare
Cost ,aries-ldar only
-his pro*ides the bearer with a 8: to 5: armor sa*e, and is considered a sealed suit with photon flare
protection.
Aura of 'orment (Biomorph) Common
10 pointsListed Tyranids only
All non,-yranids within C? of the creature suffer a ,2 modifier to their ;< score.
Auto&(auncher Uncommon
5 points"pace .arine terinators only/ one use
-his is an automatic point defense system, which is loaded before the !ame starts with either Fra! or 2lind
!renades. -his can be tri!!ered at any time, and will automatically deploy the !renade =? in front of the
model.
Au)iliar* +renade (auncher Uncommon
8 points
7ay be attached to any pro>ectile weapon, includin! close combat weapons, and may be fired in addition to
normal shootin!. ;oaded with either Fra! or Dra3 !renades; choose which before the start of the !ame.
7odels shootin! a normal weapon and the !renade launcher in the same shootin! phase ta3e a E" to hit
penalty for both shots. 5ee the weapon profile for this weapon for more information.
A)e of etribution (elic) Common
20 points'deptus .inistoru only
5ee the weapon profile for more information about this weapon.
A)e of ,horne (Chaos e!ard) Common
15 pointsChapions o! 0horne only
5ee the weapon profile for the weapon for more information.
A)e "or-ai. 'he Unique
15 points"pace 1ol,es coander only
-he A&e is 5= and enemies sufferin! wounds from it ta3e a E8 sa*e modifier. For each critical hit scored in
hand,to,hand combat, add not :" to the /ombat 5core of the A&e6s user but :<8. For more information,
see the weapon profile for this weapon.
Bale /*e Unique
5 points#perial 2uard Coissar 3arric4 only
-he 2ale Aye may be used at the start of each hand,to,hand combat phase . 1t automatically hits any one
model already en!a!ed in hand,to,hand combat fi!htin! a!ainst Farric3.
.tr 9mg .ave :od. *rmor 4en.
9 " ," 2<=:9
Banner of "cCragge Unique
50 points$ltraarine Chapter only
-he 4older of the 2anner is immune to all psycholo!y, and the 2anner itself causes Fear.
Banner of the 0rder (Adeptus Sororitas) Unique
Costed in 5ith 6earer'deptus "ororitas "tandard 6earer only
Any 7inistorum squads or characters within "2G of the 2anner 2earer may re,roll the dice once if they fail a 2rea3 test.
Banner of Sanctit* (elic) Unique
15 points$riah 7acobus only
Any unit within "2? of the 2anner may roll 8 dice for any ;d -est, and choose the most fa*orable 2 to
determine the result. Any unit led by a character carryin! the 2anner of 5anctity may i!nore any Fumbles
rolled in 4t4 combat $the result counts as ", but does not add :" to the enemies6 score(. 5uch models also
add an additional :" critical success to their 4t4 score if they roll any =6s on their attac3 dice.
Battle Cla! Unique
10 points#perial 2uard Coissar 3arric4 only
5ee the weapon profile for more information about this item.
Battlesuit. 'au Common
Cost ,aries8Tau only
All -au 2attle 5uits are considered to be .ower Armor, pro*ide statistical bonuses to the wearer
$Fi!ured into the cost of the model itself(, are equipped with 5canners, and allow the wearer to carry
hea*y weapons without penalty $but they do not chan!e the desi!nation of mo*e or fire weapons(. All
2attlesuit equipped models counts as Foot -roops.
BCA "Crisis# &attlesuit $8 4ard point 5ystems(
-ype H%C battle suits pro*ide an Armor 5a*e of 8: on 2<9. 1t has three hard points, which must ha*e
a weapon or support system allocated to each of them at the start of the !ame. 7ountin! two of the
same weapons on the suit effecti*ely fire lin3s them $this still ta3es two hard points(.
BCAA "&roadside# &attlesuit $" 4ard point 5ystem(
-ype H%C battle suits pro*ide an Armor 5a*e of 2: on 2<9. 1t does not possess a >ump pac3, and is
armed with a -win ;in3ed ail 'un and a 5mart 7issile 5ystem. -he one remainin! hard point cannot
mount a weapon system.
BC;2 ".tealth# 4athfinder &attlesuit
-ype H%C battle suits pro*ide an Armor 5a*e of 8: on <=. 5tealth suits use 5tealth Field 'enerators,
and come with a Ietpac3, -ar!et ;oc3, and 2urst 'un. 5tealth suits and cannot be up!raded.
BCD2 ".tealth# &attlesuit 3" 4ard point 5ystem(
-ype H%C battle suits pro*ide an Armor 5a*e of 8: on <=. 5tealth suits use 5tealth Field 'enerators,
and come with a Ietpac3, and 2urst /annon. 5tealth suits and can accept one non,weapon up!rade.
Beast of 1urgle (Chaos e!ard) Common
%0 pointsChapions o! 9ur:le only
-he /haos ;ord has !ifted his ser*ant with a companion. -his beast will attempt to stay within =? of the
/hampion at all times, and effecti*ely forms a unit with him $they must obey normal unit coherency rules(.
-he 2east has all of the standard daemonic abilities and *ulnerabilities, causes Fear, and has the followin!
statisticsB
: W. &. . ( W I * d
8 8 0 8 5 8 8 <= =
1n addition to the abo*e, if the 2east hits an enemy in 4t4 combat, they are not allowed an armor sa*e;
furthermore, enemies attac3in! the 2east do not !ain multiple opponent bonuses when fi!htin! it.
Bio&Plasma Attac- (Biomorph) Common
%0 pointsListed Tyranids only
5ee the weapon profile for the weapon for more information; this 2iomorph is considered to be a 7o*e or
Fire attac3, and if used, must be the only attac3 made by the model in the shootin! phase.
Bio&Scanner Uncommon
2 points'deptus 'rbites only
A model carryin! this item may detect 4idden models within its 1nitiati*e & 8 radius in inches. 2io,
scanners increase the multiplier of seein! a tar!et in the dar3ness by addin! a :" bonus to the multiplier to
do so.
Bionic Arm Uncommon
5 points
-he model !ains :" 5 in 4t4, and when throwin! !renades; he may also add :" to his 1 score when
resol*in! ties in /lose /ombat.
Bionic Bod* Rare
5 points#perial ':ents only
.ro*ides the model with a 9: Armor 5a*e.
Bionic /*e Uncommon
5 points
-he model !ains :" to hit, and may detect hidden troops, all *ehicles, and any psy3ers within 29?. Note
that if the model uses the 2ionic Aye to Jscan6 it may not shoot in the same turn.
Bionic (eg Uncommon
+ points
-he model !ains :" Attac3s, and may ma3e a special Dic3 Attac3 if it wins a round of hand,to,hand
combat. -he 3ic3 attac3 may be made instead of all of the hits that would normally be inflicted, and is
resol*ed at :2 to the model6s 5tren!th, inflictin! <8 dama!e. 1f the tar!et is no bi!!er than the model with
the 2ionic ;e!, it is also 3noc3ed bac3 <8? by the 3ic3.
Biting S!ord Rare
25 points-ldar -&archs only
5ee the weapon profile for the weapon for more information.
Blac- Staff of Ahriman Unique
25 pointsChaos "pace .arines 'hrian only
#hene*er the user uses a psychic power, the 2lac3 5taff reduces the number of Force /ards required to
power it by ", to a minimum of ". 1n hand,to,hand combat, the 5taff adds :9 to the user6s 5tren!th. For
more information, see the weapon profile for this weapon.
Blac-sun +enerator. $ard Wired Common
5 points8Tau only
Allows the model to i!nore any penalties for firin! at ni!ht $in normal dar3ness(, and increases the model6s
;+5 to 2<=&8?.
Blade of Admonition (elic) Common
7 points'deptus .inistoru only
5ee the weapon profile for more information about this weapon.
Blade of #estruction. 'he Unique
12 points-ldar only
5ee the weapon profile for more information about this item.
Blades of 0ffice Common
0 pointsTau -therials only
5ee the weapon profile for more information on this weapon.
Blades of eason. 'he Rare
25 points"pace .arines #nterro:ator Chaplains and .aster Chaplains only
5ee the weapon profile for more information about this item.
Blade of 'ruth Unique
+0 points"ensei Chapter Coander ;nly
-he 2lade of -ruth has been possessed by the /hapter6s commander since its Foundin!. ;i3e the <aemon
4ammer, it was crafted by the +rdo 7alleus, and is counted as a thunder hammer in all respects. 4owe*er
if the bearer is fi!htin! a <aemon, then character will stri3e in 1nitiati*e order.
Blessed Weapon Rare
+10 points to 5eapon cost#perial 'ries only
A Jblessed weapon6 that includes the most re*ered artifacts carried to war by the +rders 7ilitant. A blessed
weapon may be any weapon from the 4t4 cate!ory; it is considered a 7aster /rafted #eapon that adds 2
to the bearer6s 5tren!th and increases the armor sa*e modifier an additional ,".
Blight +renades Common
+ pointsChaos .arines 5ith the .ar4 o! 9ur:le only
5ee the weapon profile for more information about this item.
Bone Suit Common
8 points-ldar <arle)uins (=eath 7esters) only
-his armor pro*ides a basic armor sa*e of 9:, incorporates a tar!eter, and a ictus 7as3, and is desi!ned
to be worn in combination with a 4olosuit.
Boo- of Saint (ucius (elic) Common
5 points'deptus .inistoru only
Any troops within C? of the character at the start of the ally .hase may use the ;d score of the character
that possesses the 2oo3. -he bro3en unit may ma3e this roll, e*en if they are not in co*er or would
otherwise be pre*ented from doin! so.
Boo- of Sal2ation Unique
0"pace .arines =ar4 'n:els 2rand .aster Librarians only
1f the 'rand 7aster is slain, do not remo*e the model@lay it on its side. -he first <ar3 An!el to reach the
body will retrie*e the boo3 instead of attac3in! that turn. )ntil the boo3 has been pic3ed up, all <ar3
An!els are immune to psycholo!y, will ne*er brea3, and may add :" to their #5. 4owe*er, if the <ar3
An!els ha*e failed to reco*er the boo3 by the end of the !ame, they lose "0 %ictory .oints .
Bra3ier of $ol* Fire (elic) Common
18 points'deptus .inistoru only
5ee the weapon profile for more information about this weapon.
Breathe Fire (Chaos e!ard) Common
10 pointsChapions o! T*eentch only
-his allows the model to attac3 as if it were armed with a Flamer in the 5hootin! .hase. -his is treated as
any other attac3 $and so must be the only attac3 made in that turn(, and cannot be used in /lose /ombat.
Bright (ance Uncommon
%0 points-ldar only
5ee the weapon profile for more information about this weapon.
Bu33er S4uig Sti--bomb3 Rare
5 points;r4s ;nly/ ;ne $se
#hen the 5ti33bomb is thrown, place a 2uzzer 5qui! template where*er the shot lands. esol*e the effects
>ust as if a 5qui! Datapult shot had landed at that spot.
C'an Phase S!ord Common
25 pointsCallidus 'ssassins > -ldar ?irates only
5ee the weapon profile for this weapon for more information.
Carapace Armor Uncommon
8 points
A model wearin! /arapace Armor !ains an armor sa*in! throw of 9:.
Chameoline Uncommon
5 points
All shots fired at a stationary model wearin! /ameleoline are at E" to hit in addition to other modifiers. 1f
the model hides, troops that mo*e into a position to see the hidin! model@or mo*e within their 1nitiati*e
distance@will only detect him rather than spot him until he mo*es or fires. 1nfiltratin! models wearin!
/hameoline may start the !ame hidin! without the benefit of co*er $althou!h in this case the detection
bonus for distance is lost(.
Chaos 'erminator Armor Unique
70 pointsChaos "pace .arine 'baddon only
/onfers a 2: armor sa*e on 2<=. Fes, this means that unless the weapon bein! fired at Abaddon has a
sa*in! throw modifier, it is impossible to wound him. -he armor will also nullify any psychic power which
includes him in its area on a 9: on <=.
Chirurgeon. 'he Unique
+0 pointsChaos "pace .arines @abius 6ile only
/ontains a Frenzon dispenser, which is used to induce the psycholo!ical effects of Frenzy or 4atred for the
rest of the !ame. -he psycholo!y effects are automatic, and no ;d test is required. +nly one psycholo!ical
state may be induced at a time. A Frenzon antidote $also produced by the /hirur!eon( will ne!ate the
effects. 4owe*er, repeated use of Frenzon is dan!erous to the sub>ect@e*ery time a dose is administered
after the first, roll <= for the model affected; on a " the model suffers <8 wounds.
Furthermore, any wound suffered by 2ile may be instantly healed by the /hirur!eon. After normal sa*es
are made, roll a <= for if Fabius 2ile suffers any wounds from each attac3. 1f the roll is hi!her than the
number of wounds sustained, then the dama!e is instantly healed; a roll of = will always succeed in healin!
him. Note that weapons which automatically destroy their tar!et $such as %orte& 'renades and #raith
/annon( cannot be stopped by the /hirur!eon.
-he /hirur!eon also pro*ides 2ile with the same 1mmunities as <aemons.
Finally, the wearer !ains an additional :2 Attac3 <ice in hand,to,hand combat. -hese dice are added after
the Attac3 5core is doubled, if the Frenzon <ispenser is used.
Chronometron Rare
10 points9ecron Lords only
-his de*ice allows the Necron ;ord and an attached unit to double their base 7o*e 5core. -his bonus
applies for the entire !ame, or until the ;ord is destroyed.
-his bonus is not applicable to units of <estroyers.
Cla! of the #esert 'igers Unique
1A points#perial 2uard 'lBCahe only
-his is an ordinary .ower 5word, but it causes Fear .
Cloa- of Confusion Rare
1A points-ldar <arle)uins only
-his de*ice pro>ects multiple ima!es of the wearer. -his pro*ides him with a 9: unmodified sa*e *s. non,
-emplate attac3s. 1n /lose /ombat, the /loa3 ne!ates the bonuses !ained for ha*in! multiple attac3ers
a!ainst the wearer.
Cloa- of Saint Aspira (elic) Common
5 points'deptus .inistoru only
A character wearin! the /loa3 may add :" to any sa*es made for .hysical Armor $field sa*es E or those
deri*ed from other sources , are unaffected(. +nly one /loa3 may be worn at any time.
Collar of ,horne (Chaos e!ard) Common
+0 pointsChapions o! 0horne only
<aemons wearin! the collar are not automatically wounded by Force #eapons, and all Force #eapons lose
their stren!th bonus when hittin! any wearer. Furthermore, and psychic attac3 directed at $or any psychic
template that touches( the wearer is automatically nullified.
Combat #rugs (+eneral) Rare
25 points
7odel may use /ombat <ru!s at any time with immediate effects on his characteristics. -he model speeds
up $7o*e & 2, 1nitiati*e & 2, Attac3s & 2( and becomes harder to in>ure $-ou!hness :"( and stron!er
$5tren!th :"(. At the end of each of the models6 turns after which he has ta3en the dru!s, roll a <=; on a
5:, the model suffers " wound with no sa*e possible. -he effects of the dru!s last until the model suffers a
wound for any reason@at which point this card is discarded and the model6s characteristics return to
normal. /ombat <ru!s may not be used in combination with Frenzon .
Combat #rugs Uncommon
20 points=ar4 -ldar only
/haracter models may be equipped with a combat dru! dispenser, similar to that used by the #ych /ults.
4owe*er, the character may choose to chan!e the dosa!e of the dru!s, allowin! him to ta3e more than one
at a time0 At the start of the !ame, the player may select an effect fro the appropriate table $below(, which
will be in effect for that character for the rest of the battle. At the start of each hand to hand phase, he may
up the dosa!e, by rollin! a!ain on the #yches6 /ombat <ru! -able, and applyin! the new result as well.
1f the character rolls one duplicate $includin! a duplication of the number for the effect he selected at the
start of the battle(, then the model ta3es one wound. ollin! the same result twice 3ills the model outri!ht.
/hoosin! not to ma3e additional rolls on the table means that there is no chance that the model will suffer
any harm from the use of the dru!s.
Combat #rugs (W*ch Cult) Common
#yches use combat dru!s to artificially enhance their already finely trained abilities. oll a <= on the
appropriate table below at the start of the battle to see what effects the narcotics ha*e on each unit. -he
effect lasts for the entire battle. 1f the 5uccubus leadin! the squad has a /ombat <ru! <ispenser, then they
may choose a second result $which will only apply to the 5uccubi model and not to the rest of the squad(.
-oll Wyches% Combat 9rug 'ffects
" -he <ru! adds 5? to the #yches 7o*e $so they may run at "5? or char!e at "K?(; it also allows them a fi*e
inch follow up mo*e, if they win in 4and to 4and combat.
2 :" to the #5 for each model.
8 :" to the 5 for each model.
9 -he model always stri3es first in 4t4 /ombat
5 Aach model may re,roll any Attac3 dice in 4t4 combat. Aach die may only be re,rolled once, and the second
roll always applies.
= :" A for each model.
-oll -eavers% and 8ellions% Combat 9rug 'ffects
" -he unit is immune to psycholo!y for the duration of the fi!ht; models that are separated from the squad do
not brea3 $but still must re!ain coherency by the end of the fi!ht, or count as casualties(.
2 :" to the #5 for each model in the squad.
8 :" to the 5 for each model in the squad.
9 -he model always stri3es first in 4t4 /ombat
5 Aach model may re,roll any Attac3 dice in 4t4 combat. Aach die may only be re,rolled once, and the second
roll always applies.
= :" A for each model in the squad.
Combat "ed-it Unique
+0 points"ensei Chapter Coander ;nly
The model may use this device at any time, provided it is still conscious.
L 1n>ects a combat dru!, ma3in! the model faster $7&2(, harder to in>ure $-:"(, and stron!er $5:"(.
L At the end of each of the models6 turns after which he has ta3en the dru!, roll a <=; on a 5:, the
model suffers " wound with no sa*e possible. -he dru! last until the model suffers a wound for
any reason, at which point the dru!6s effect ends, and the model6s stats return to normal.
At the beginning of each turn, the Combat Medkit may be used to do one of the folloing!
L estore " #ound to the character $pro*ided he is still li*in!(.
L estore his *ision if he has been blinded.
L /ure the effects of any non,lethal !as type.
Combi&Weapon Uncommon
10 points#periu or ;r4s only
A combination of two basic weapons . At the be!innin! of the !ame, declare which you would li3eB a
combination 2olter and 7elta!un, 2olter and .lasma 'un, 2olter and Flamer or twin 2olters $counts as a
sin!le 5torm2olter(. Aach shootin! phase, you can either fire >ust one barrel of the combi,weapon as per
normal shootin! rules, or fire both barrels at the same tar!et with a E" to hit modifier on both shots.
Combi&!eapon5 Bolter&sta-e Crossbo! Uncommon
20 points;rdo .alleus only
-his fires a blessed sil*er sta3e that immolates its tar!et in a burst of holy fire. -he sta3e,crossbow has a
ran!e of 29?. Any psy3er hit will be wounded on a 2: and recei*es no Armor sa*e $thou!h 1n*ulnerable
sa*es may be ta3en as normal(. +n any other tar!et, the weapon counts as 5tren!th 8, with a ," Armor sa*e.
Command and Control 1ode Rare
+10 points (Tau battlesuit characters only)
-his system allows most -au units within "2? of the model to use his ;d score when ma3in! any ;d
chec3s.
<rones, Droot, $and %espid if they are no lon!er led by their .urestrain ;eader( do not benefit from this
system.
Command #rone Unique
++5 points (Coander ;B"haserra only)
-his special drone has been modified to pro*ide command and control elements to +65haserra. 1t allows
any -au unit other than Droot to use her ;d of "0 when ma3in! any ;d chec3s if they are within "C? of her
location.
Consecrated Scrolls Rare
15 points;rdo .alleus only
-he 1nquisitor carries se*eral scrolls, treated with sacred oils and co*ered in illuminated scripture that boost
his psychic abilities and ne!ate any .sychic or <aemonicM#arp effect attemptin! to effect the model. -hey
allow a 1nquisitor to immediately re,use a Ne!ated psychic power without e&pendin! any additional #arp
/ards to do so. -hey may only be used once per battle.
Consul "ors Unique
50 points"pace .arines "ensei "tandard 6earer only
+nce per !ame, the 5ensei player may declare that the /onsul 7ors is !oin! to be used in the 5hootin!
.hase; he must then roll equal to or hi!her than the 2attlefield 1nterference ;e*el for e*ery model equipped
with a tar!eter that is within "2? of the /onsul 7ors. Aach model which passes the test may i!nore the
standard choosin! a tar!et rules, and may fire at any unit or *ehicle the player wishes. #hile it cannot fire
specifically at characters that are part of, screened by, or closer to a unit than 2?, it may select any other
tar!et within the ran!e, ;+5, and the K0 arc of the shooter.
Con2ersion Field Rare
10 points
-he wearer !ains an additional, unmodifiable armor sa*in! throw of 9:. A successful sa*e usin! the Field
causes a blindin! flash; unprotected troops within a radius equal to the incomin! weapon6s 5tren!th in
inches will be blinded until the be!innin! of their ne&t turn on a 9: on <=. 2lind models cannot mo*e or
shoot and fi!ht in hand,to,hand combat with a #5 of ". +nly one personal Field may be used at a time.
Crucible of "alediction Unique
+5 points=ar4 -ldar only
No one 3nows what arcane arts the <ar3 Aldar use to create the /rucibles of 7alediction. Aach crucible
appears to contain the trapped spirits of .sy3ers captured and tortured by the <ar3 Aldar. #hen released,
the spirits hurtle across the battlefield unleashin! a psychic cacophony that can dri*e a .sy3er insane. -he
character operatin! the crucible may ta3e no other action in the turn it will be used $includin! mo*in!(. 1t is
acti*ated at the end of the shootin! phase, releasin! the spirits to char!e e*ery .sy3er on the board0
5tartin! with the closest, each .sy3er on the board may need to pass a ;eadership -est. -hose closer than
"2? suffer a ," to the roll, while those further than 29? ha*e a :" modifier. -he first time the test is failed,
then that model is remo*ed from play; no additional sa*es are permitted for the now insane character.
Furthermore, no subsequent tests need to be made, as the spirits concentrate on the Jwea3est6 model.
-he /rucible of 7alediction can only be ta3en once for each army, and may not be ta3en by a model on a
ea*er Ietbi3e. 1t may only be used once per battle.
Crushing Arm of ,amir Unique
20 points#perial 2uard .o:ul 0air only
/alculate the number of hits scored in hand,to,hand combat as normal. +nce you 3now how many hits
7o!ul has inflicted, roll a <=. 1f the score is equal to or less than the number of hits scored, then the
/rushin! Arm has successfully !ripped the enemy@in which case, the number of hits already inflicted is
automatically doubled. A = always means the Arm has failed in this attempt.
C*bor- Bod* Rare
+5 points;r4s only
A /ybor3 2ody increases the 5tren!th and #ounds of the +r3 wearin! it by :2 apiece. Additionally, if the
+r3 is hit by an attac3 $ran!ed or close combat(, the hit is resol*ed usin! normal Armor .enetration rules;
he is treated as ha*in! an Armor %alue of "5. 1f the attac36s penetration is e&actly "5, the +r3 is 3noc3ed
o*er and may neither mo*e nor fire in his ne&t turn as he spends it standin! bac3 up. Attac3s with a
penetration !reater than "5 3noc3 the +r3 o*er as abo*e, but also cause " #ound for each point by which
the attac3 beats the /ybor3 2ody6s Armor %alue by; e.!., an attac3 with .enetration "C would cause 8
#ounds to the +r3. /ybor3s cannot ride Nobz bi3es and count as two models when determinin! the crew
capacity of an A./.
C*clic 6on Blaster Rare
+10 points (Tau battlesuit characters only)
5ee the weapon description for full details.
#aemon $ammer Rare
+0 points#perial @orces ;nly
-he le!endary <aemon hammer is !i*en only to those of the 1mperium who ha*e e&celled themsel*es in
battle by destroyin! a 'reater <aemon. +n its head is a burnin! si!il of the 1nquisition and it stri3es with
the force of a thunderbolt. 1t is counted as a thunder hammer in all respects. 4owe*er if he is fi!htin! a
<aemon the character will stri3e in 1nitiati*e order. +ne per army.
#aemon S!ord #rachn*en. 'he Unique
25 pointsChaos "pace .arines 'baddon only
5ee the weapon profile for this weapon for more information.
#aemon Weapon Rare
25 pointsChaos only
A model wieldin! a <aemon #eapon !ains :2 to their #5 and 5tren!th, and always wounds psy3ers and
daemons on a roll of 2: re!ardless of their -ou!hness. ;i*in! models wounded by this weapon durin!
hand,to,hand combat must pass a ;d test immediately; failure means that their soul is wrenched from their
body and they are slain.
#amnation +renades Unique
0 points=ar4 -ldar only
5ee the weapon profile for the weapon for more information.
#ar- eaper ange Finder Common
5 points-ldar =ar4 Ceapers only
-his helmet acts as a tar!eter, and ne!ates the penalties for firin! at tar!ets based on their 7o*ement.
#a!n Blade Unique
12 pointsCoander @arsi:ht only
5ee the weapon profile for more information on this weapon.
#eath "as- of Sanguinius Unique
15 points"pace .arines 6lood 'n:els coander only
-he wearer causes -error.
#eath Spinner Common
10 points-ldar 1arp "piders only
5ee the weapon profile for more information on this weapon.
#ecapitator Unique
0 points=ar4 -ldar only
5ee the weapon profile for the weapon for more information.
#estin* of '3eentch (Chaos e!ard) Common
25 pointsChapions o! T*eentch only
1f any model possesses this reward, then the Force /ards are always death to this player first $e.!., they
always !et the !reatest number of cards(. 1n addition, this side always !ets to use the first psychic power
each turn. 1f both sides ha*e this mar3, then it cancels out, and the .sychic .hase proceeds normally.
#estro*er Bod* Uncommon
+0 points9ecron Lords only
-he Necron ;ord replaces its le!s for the fli!ht unit of a <estroyer. )se the <atafa& for standard <estroyers
if the ;ord is attac3ed. -his #ar!ear option must be selected if you wish to attach a ;ord to a unit of
<estroyers.
-his war!ear also increases the ;ords 5tren!th and -ou!hness scores by :".
#igital (asers Rare
A points
Automatically fired at the start of hand to hand combat a!ainst all opponents in base,to,base contact,
before any Attac3 <ice are rolled and re!ardless of whose turn it is. #or3 out the shots as normal.
<i!ilasers !et + shots which may be di*ided any way you choose a!ainst all models in base,to,base
contact with the firin! model. +nce close combat has started, the lasers ha*e no further effect, and the
model usin! them !ains no bonus Attac3 <ice for usin! them.
.trength 9amage .ave :od. *rmor 4en.
8 " ," <=:8
#ires!ord Rare
25 points-ldar -&archs only
5ee the weapon profile for the weapon for more information.
#isembo!ler Blades Unique
0 points=ar4 -ldar only
5ee the weapon profile for the weapon for more information.
#isc of '3eentch (Chaos e!ard) Common
+0 pointsChapions o! T*eentch only
-he /haos ;ord has !ifted his ser*ant with a companion, and is considered to be a ca*alry model. 1f the
rider is slain, the <is3 has all of the standard daemonic abilities and *ulnerabilities; howe*er, these are not
conferred to the rider while he li*es, and so will not typically come into play. 1t also causes Fear, breathes
Flame $as the eward( and has the followin! statisticsB
: W. &. . ( W I * d
"2N 8 0 8 8 " 8 " "0
N7ay mo*e o*er "? terrain obstacles without penalty
#isplacer Field Rare
20 points
-he wearer !ains an additional, unmodifiable armor sa*in! throw of 8: on <=. A successful sa*e means
the wearer is mo*ed <=? in a random direction. 1f the attac3 which struc3 the model uses a blast template,
note that the model will still be hit by the weapon if he ends up still under the template after he displaces. A
<isplacer field will pre*ent the model from catchin! fire $pro*ided the pre*ious rule is met(. A displacer
field will not wor3 a!ainst a %orte& !renade. Note that the <isplacement chec3 is made only once, no
matter how many sa*es are made by the model; in /lose /ombat, mo*e the model after all of the fi!htin!
has been resol*ed. A -eleport Iammer also effects the user of a <isplacement Field. emember, only one
personal Field may be used at a time.
#ocs 'ools Uncommon
8 points;r4 ?ainboy* only
An +r3 .ainboy with <oc6s -ools always counts as ha*in! two close combat weapons. 1f the .ainboy wins
a round of close combat and inflicts at least " #ound, the *ictim is remo*ed as a casualty re!ardless of how
many wounds he has remainin!.
#rone Controller. $ard Wired Uncommon
Daries8Tau only
-his allows the bearer to control one to two drones; note that the controller AN< all the drones only count
as a sin!le war !ear choice.
<rones are a difficult -ar!et $," to hit(. Aach has a small >etpac3, which enables the units to mo*e about.
<rones under the command of a /ontroller ha*e the same mo*e score and psycholo!y as the person with
the unit. 1f he brea3s or is 3illed, the <rones act accordin!ly. /ontrolled <rones count as part of the unit
they are in for distributin! hits, but do not count towards the moral of the unit.
Eun 9rone
+0 points per =rone (1(2& Controller)
*C
C
A 'un <rone is equipped with twin lin3ed pulse carbines. 1f the /ontroller has photon !renades, then
each drone may fire once $with two !renades( o*er the course of the battle; alternately, photon
!renades may be purchased for the <rone at :9 points per <rone; this will effecti*ely pro*ide it with a
sufficient number of !renades to last for the duration of the fi!ht.
:ar!erlight 9rone
20 points per =rone (1(2& Controller)
*C
C
A 7ar3erli!ht <rone is equipped with either a standard or Networ3ed 7ar3erli!ht.
.hield 9rone
+5 points per =rone (1(2& Controller)
*C
C
(roop (ype : W. &. . ( W I * d
'un <rone C 2 8 8 , , 9 " O
(roop (ype : W. &. . ( W I * d
<rone C 2 8 8 , , 9 " O
(roop (ype : W. &. . ( W I * d
5hield <rone C 2 , 8 , , 9 " O
A 5hield <rone is equipped with an Aner!y 5hield, pro*idin! a 9: 1n*ulnerable 5a*e. 7odels in 2ase
to 2ase contact with both the 5hield <rone and another model must attac3 the 5hield <rone first, as it
automatically intercedes and mo*es between the attac3er and the defendin! model.
#rone Controller ('au Battlesuit) Common
Daries8Tau 6attlesuits only
-his allows the bearer to control one to two drones; note that the controller AN< the drones only count
as a sin!le war !ear choice $for <rones statistics, see abo*e(. Note that if a model with a <rone
/ontroller is en!a!ed in 4t4 /ombat, then the <rones are considered to be en!a!ed as well.
#rop $arness. 'au Common
+ points per .odel ("pecialE .ontB4a =eployents only)
7odels usin! a <rop -roop 4arness are deployed in the 7o*ement .hase of the first turn by placin! a
-ar!etM<irection /ounter at the intended drop point for each unit that will be dropped, with the direction
arrow facin! the fli!ht path of the transport *ehicle. -hese troops may be tar!eted in the shootin! phase;
howe*er, the attac3ers must add "2? to the effecti*e ran!e of the tar!et counter, and suffer a E" to hit
penalty due to the small size of the tar!ets. <rop -roops may not fire while bein! deployed.
At the start of the 7o*ement .hase in the second turn, the location of first model on the table is
determined by rollin! a <= and a scatter die, and usin! the tar!et counter as the startin! point. Aach
additional model in that unit will land on the table <8? inches away from the first model, followin! the
direction of the arrow on the tar!et counter. Any troops landin! on a linear obstacle suffer " wound on a
9:. 7odels landin! in base to base contact with the enemy are considered to be /har!in!. -roops not
en!a!ed in 4t4 combat must obey normal unit coherency rules. /ontinue to resol*e any further unit
deployments, until all the units usin! <rop -roop 4arnesses ha*e been placed on the board.
#rop 'roop $arness Common
+ points 8 #perial 2uard "tortroopers and Tau ;nly
7odels usin! a <rop -roop 4arness are deployed in the 7o*ement .hase of the first turn by placin! a
-ar!etM<irection /ounter at the intended drop point for each unit that will be dropped, with the direction
arrow facin! the fli!ht path of the transport *ehicle. -hese troops may be tar!eted in the shootin! phase;
howe*er, the attac3ers must add "2? to the effecti*e ran!e of the tar!et counter, and suffer a E" to hit
penalty due to the small size of the tar!ets. <rop -roops may not fire while bein! deployed.
At the start of the 7o*ement .hase in the second turn, the location of first model on the table is
determined by rollin! a <= and a scatter die, and usin! the tar!et counter as the startin! point. Aach
additional model in that unit will land on the table <8? inches away from the first model, followin! the
direction of the arrow on the tar!et counter. Any troops landin! on a linear obstacle suffer " wound on a
9:. 7odels landin! in base to base contact with the enemy are considered to be /har!in!. -roops not
en!a!ed in 4t4 combat must obey normal unit coherency rules. /ontinue to resol*e any further unit
deployments, until all the units usin! <rop -roop 4arnesses ha*e been placed on the board.
/a2* Armor Common
7 points;r4s only
-his armor pro*ides a basic sa*e of 9:. 1t does not pro*ide the protection of a 5ealed 5uit.
/jection S*stem Rare
+10 points (Tau FD8 and FD88 battlesuit characters only)
-he battlesuit has been fitted with an e>ection system for the pilot. ather than lose his last wound to
an attac3 that does not automatically destroy the model, the battlesuit model is replaced with that of the
pilot. 4e has his statistics reduced by ,2 5, ," -, ," #, and no Armor 5a*e. 4e is armed with a .ulse
.istol only. -his system can only be ta3en by an 1ndependent 7odel.
/mperors 'arot Unique
%5 points;rdo .alleus only
2oth players roll a dice before the andom 7o*ement .hase of each turn followin! the first. 1f the dice
rolls are different, the +rdo 7alleus player is considered to ha*e the initiati*e for that -urn. 1f the dice rolls
are the same, the 1nitiati*e belon!s to his opponent.
/ngineers 'ools Uncommon
5 points-ldar ?irates only
1f the character be!ins his turn on or in base contact with a dama!ed *ehicle, he may attempt to use the
-ools to repair the dama!ed location@only repairable dama!e may be fi&ed; if an entire arm has been
blown off a <readnou!ht, for e&le, An!ineer6s -ools won6t ma3e any difference. -he repair succeeds
$and all applicable dama!e is nullified( if the character rolls a 9: on <=.
/nhanced Senses (Biomorph) Common
2 pointsListed Tyranids only
-he creature can detect 4idden models at 8& its 1nitiati*e score in inches. 5uch models are automatically
spotted, and placed on the board $/hameoline is ineffecti*e *s. this ability(; furthermore, models cannot
1nfiltrate within this distance at the start of the !ame.
/therium Common
+0 pointsCule&us 'ssassins only
.sychic attac3s pass throu!h the wearer as if he were in*isible. 1f he is attac3ed by Force weapons of any
type, #itchblades, %orte& !renades, <istortion cannons or psychic powers, roll a <=; on a 2:, the attac3
has phased ri!ht throu!h him.
/2ersor Combat #rugs Common
25 points-,ersor 'ssassins only
-he Assassin may ta3e one dose of these dru!s at the be!innin! of his turn; the dru! pac3 includes enou!h
doses of all dru!s to last the entire battle.
Fury
-he Assassin may triple his mo*ement when he char!es or runs ; a dose of Fury lasts until the end of the
turn.
(erminus
)ntil the end of your opponent6s ne&t turn, the Assassin may carry on fi!htin! and will not e&plode e*en if
he is reduced to 0 #ounds0 4owe*er, if the Assassin is reduced to 0 #ounds by the end of your opponent6s
ne&t turn, or at the end of the !ame, he will e&plode as normal.
9estroyer
<urin! his turn, if the Assassin 3ills his opponent and uses his follow,up mo*e to enter another close
combat, he may attac3 a!ain immediately. After each follow,up mo*e, roll a <=; on a ",8, the Assassin
!ets no more attac3s this turn; on a 9:, he may fi!ht another combat immediately.
/)ecutioner Rare
1% points-ldar only
5ee the weapon profile for more information about this weapon.
/)ecutor Pistol Common
17 points-,ersor 'ssassins only
5ee the weapon profile for more information about this weapon.
/)itus Ammunition Common
15 pointsDindicare 'ssassins only
A&itus Ammunition comes in three fla*ors, each of which may be used once per !ame by a %indicare
Assassin firin! either an A&itus ;on!rifle or an A&itus .istol. <eclare whether and which type of
Ammunition you wish to use before declarin! a tar!et or rollin! to hit. A&itus Ammo cannot effect -itans.
.hield<&rea!er *mmunition
1f the tar!et is hit by this ammunition and protected by one of the followin! force fields, the field is
destroyed for the rest of the !ameB
efractor Field, /on*ersion Field, the osariusPs /on*ersion Field, <isplacer Field, .ower Field, 5torm
5hield, Aldar une Armor, Dustom Force Field, the Force Field .ro>ecta field, the ;ionPs 4elm field, Force
<ome, Aura of Fire, .sychic 5hield, %olta!e Field, #arp Field, and <aemonic AuraPs.
Aach shell will only 3noc3 down one field, decided randomly if there is a choice. -here are no e&ceptions
to the field6s destruction@the -yranid Qoanthrope6s warp field, Aldar #arloc36s une armor and the
.sychic 5hield, Force <ome and Aura of Fire psychic powers can be destroyed by a shield,brea3er round.
.sychic powers are destroyed and the psychic power card discarded. ;i3ewise, <aemons lose their
<aemonic Aura sa*e for the rest of the battle.
A Force Field .ro>ecta field may be fired on by 5hield,2rea3er ammunition, countin! as a lar!e tar!et, and
will !o .+.0 if hit. 1n the case of the 5torm 5hield or une Armor, the unmodified sa*e is lost, lea*in! a
parry for the 5torm 5hield and the equi*alent of carapace armor for the une Armor.
1f the tar!et has no force field, it ta3es dama!e as normal from the weapon bein! fired.
(urbo<4enetrator *mmunition
1ncurs a E= sa*e modifier and inflicts 2 #ounds. #hen rollin! for armor penetration, roll the normal
penetration dice and double the result.
8ellfire *mmunition
Affects li*in! tar!ets >ust li3e 1mperium 4ellfire shells for the 4ea*y 2olter, e&cept it does not in*ol*e a
blast mar3er.
/)itus (ongrifle Common
15 pointsDindicare 'ssassins only
5ee the weapon profile for more information. -he A&itus ;on!rifle uses A&itus Ammunition .
/)itus Pistol Common
15 pointsDindicare 'ssassins only
5ee the weapon profile for this weapon for more information. -he A&itus .istol may use A&itus
Ammunition.
/*e of the Falcon Unique
2 points#perial 2uard .o:ul 0air only
-he model !ains :" to hit, and may detect hidden troops, all *ehicles, and any psy3ers within 29?. Note
that if the model uses the 2ionic Aye to Jscan6 it may not ma3e shoot in the same turn.
Failsafe 02erride #etonator Rare
+10 points (Tau FD8/FD88 battlesuit characters only)
-his Jsystem6 is more of a manual o*erride than an actual de*ice. 1f the character6s team is en!a!ed by
o*erwhelmin! numbers in 4t4 combat, he may o*erride the failsafe on the plasma core in his
battlesuit, floodin! the area with lethal radiation.
At the end of the 4t4 phase, the character sets off the reaction, 3illin! the model. .lace a 8? blast
mar3er centered on the battlesuit. Any model touched by the template ta3es a 5,C hit, with no armor
sa*e modifier. $Anclosed *ehicles, and models such as -erminators, H%CMH%CC battlesuits, Aldar
A*atars, etc. are not effected(. -his template remains, and any model enterin! the area will be similarly
affected.
As the characters that employ this option see it as the ultimate manifestation of the 'reater 'ood, they
will NA%A employ it if any -au or allied models will be under the -emplate when the failsafe
detonator is used.
Fire A)e Unique
10 points@ue:an only
5ee the weapon profile for more information about this weapon.
Firepi-e Uncommon
25 points-ldar only
5ee the weapon profile for more information about this weapon.
Flail of Chastisement (elic) Common
8 points'deptus .inistoru only
5ee the weapon profile for more information about this weapon.
Fla- Armor Common
1 point
-his armor pro*ides a basic sa*e of =:; howe*er, a!ainst attac3s that use a 2last 7ar3er, this sa*e is
increased to 5:.
Flesh $oo-s (Biomorph) Common
7 pointsListed Tyranids only
-he creature may fire its two flesh hoo3s in the shootin! phase. -hese must be fired at the same tar!et, and
if used, must be the only attac3 made by the model in the shootin! phase. 5ee the weapon profile for the
weapon for more information.
Flight Pac- Uncommon
15 points
.ermits the wearer to ma3e a lon!, powered leap instead of its normal mo*e. -his can be up to a distance of
8=?, reachin! a hei!ht sufficient to clear most *ehicles and models, althou!h flyin! o*er terrain hi!her than
8? will reduce the len!th of the fli!ht =? for e*ery 8? of obstacles cleared. oll a 5catter <ie for the flyin!
model as it lands; an arrow indicates that the model scatters <8? in the indicated direction from its desired
landin! point.
1f a model with a Fli!ht .ac3 has declared a char!e, he may mo*e up to 9? after he6s landed to en!a!e in
hand,to,hand combat. A model may fly, then land and shoot $or throw a !renade(, but it can6t use a 7o*e
or Fire weapon. 7odels attac3in! a character usin! a Fli!ht .ac3 do not recei*e the -o 4it penalties for
firin! at a fast,mo*in! tar!et.
Force A)e Rare
10 pointspsy4ers only
At the end of the psychic phase, one unused Force /ard may be stored in the A&e instead of bein! placed in
the discard pile. -he stored Force /ard may be retrie*ed and used in subsequent psychic phases. 1n hand,
to,hand combat, the A&e increases the wielder6s 5tren!th by a number equal to his 7astery ;e*el, and
wounds <aemons automatically with no sa*e possible. -he wielder may also e&pend the stored Force /ard
to !ain an e&tra :8 5tren!th and E8 armor sa*e in hand,to,hand combat.
Force Cla! Rare
15 points-ldar <arle)uins (?sy4ers) only
1n hand,to,hand combat, the /law increases the wielder6s 5tren!th by a number equal to his 7astery ;e*el,
inflicts <8 wounds, can parry, and wounds <aemons automatically with no sa*e possible. At the end of the
psychic phase, one unused Force /ard may be stored in the /law instead of bein! placed in the discard pile.
-he stored Force /ards may be retrie*ed and used in subsequent psychic phases, or e&pended to !ain an
e&tra :2 5tren!th and E2 armor sa*e in hand,to,hand combat.
Force Field Unique
20 points#perial 2uard Coissar 3arric4 only
#hene*er Farric3 is hit by a weapon, roll a <= and deduct the result from the 5tren!th of the incomin!
shot. 1f reduced to 5tren!th 0 or less, the shot has no effect at all. -he field only wor3s a!ainst attac3s
which ha*e a 5tren!th /haracteristic.
Force Field Proje-ta Rare
50 points;r4 .e4ania4s only
-he Force Field may be acti*ated at the be!innin! of any +r3 turn. -he .ro>e3ta creates a circular, wall,
li3e barrier of pro>ected force "2? in len!th. -he entirety of the Force Field must be within "C? of the
.ro>e3ta6s user but may otherwise be placed anywhere desired. +nce in place, nothin! , friend or foe , may
shoot or mo*e throu!h the barrier, under any circumstances. -eleportin! models, s3immers, flyers at
5trafin! ;e*el, psy3ers and the results of psychic abilities, 7ole 7ortar attac3s, and the li3e are all
completely bloc3ed if they must pass throu!h the "2? field. %ehicles runnin! into the barrier must stop
mo*in! immediately, but suffer no dama!e. At the be!innin! of each +r3 turn after the Force Field6s
acti*ation, roll a <=; on a ",8, the .ro>e3ta burns out, the barrier collapses, and the .ro>e3ta may not be
used for the remainder of the battle. +therwise, the .ro>e3ta 3eeps on wor3in!, and the barrier may be 3ept
in place, turned off, or repositioned within the "C? ran!e.
Force "atri) Common
25 pointsCule&us 'ssassins only
At the be!innin! of each psychic phase, roll a <8 to determine the number of Force .oints that the Force
7atri& absorbs. 1n addition, for each psy3er within "2? of the Assassin, add :" to the score. <educt the
total from the number of #arp cards dealt to players. Force points sapped by the Force 7atri& in this way
may be used to power #arp 2lasts from the Animus 5peculum. 1f the Aner!y <rain card is played or the
psychic phase ended, all Force .oints stored in the 7atri& disappear.
Force od Rare
15 pointspsy4ers only
At the end of the psychic phase, unused Force /ards may be stored in the Force od instead of bein!
placed in the #arp /ard discard pile. -he rod may store up to 8 Force /ards. 5tored Force /ards may be
retrie*ed from the od and used in subsequent psychic phases. 1n hand,to,hand combat, the od increases
the wielder6s 5tren!th by a number equal to his 7astery ;e*el and wounds <aemons automatically with no
sa*in! throw possible. /ounts as a close combat weapon.
Force S!ord Rare
10 pointspsy4ers only
At the end of the psychic phase, one unused Force /ard may be stored in the 5word instead of bein! placed
in the discard pile. -he stored Force /ard may be retrie*ed and used in subsequent psychic phases. 1n hand,
to,hand combat, the 5word increases the wielder6s 5tren!th by a number equal to his 7astery ;e*el, and
wounds <aemons automatically with no sa*e possible. -he wielder may also e&pend the stored Force /ard
to !ain an e&tra :2 5tren!th and E2 armor sa*e in hand,to,hand combat. 7ay also be used to parry .
Fortune of '3eentch (Chaos e!ard) Common
%0 pointsChapions o! T*eentch only
A model with this reward may attempt to nullify the use of a psychic power each turn; this attempt is
always successful on the roll of a 9:.
Frateris Standard Common
10 points@rater .ilitia 6ands only
Any unit containin! a Frateris 5tandard my add :" to its /lose /ombat scores in the first round of 4t4 $in
subsequent rounds it has no effect(. 1f the 5tandard 2earer is 3illed and the Frater 2and is not bro3en,
another model will automatically pic3 it up. 1f the 5tandard falls and the unit is 2ro3en, then the banner is
lost for the rest of the battle.
Fren3on Uncommon
5 points
A combat dru! used to induce the psycholo!ical effects of Frenzy or 4atred for the rest of the !ame. -he
psycholo!y effects are automatic, and no ;d test is required. +nly one psycholo!ical state may be induced
at a time. A sin!le dose of Frenzon antidote $which comes with the #ar!ear /ard( will ne!ate the effects.
4owe*er, repeated use of Frenzon is dan!erous to the sub>ect@e*ery time a dose is administered after the
first, roll <= for the model affected; on a " the model suffers <8 wounds.
Frostfang Unique
10 points"pace 1ol,es only
5ee the weapon profile for this weapon for more information.
+a3e of Flame Rare
15 points9ecron Lords only
Any unit /har!in! the Necron ;ord in 4t4 combat has its ;d 5core reduced by ,".
Additionally, the /har!in! )nit does not recei*e the :" bonus to its hand to 4and score for char!in!.
+a3e of Slaanesh (Chaos e!ard) Common
10 pointsChapions o! "laanesh only
Any model en!a!in! the bearer in /lose /ombat has their A reduced by ," point.
+auntlets of 7ltramar Unique
18 pointsChapter Coander o! the $ltraarines only
5ee the weapon profile for this weapon for more information.
+ha3gh-ulls Adamantium S-ull Unique
15 points;r4 2ha*:h4ull Thra4a only
-his s3ull adds :" to its wearer6s -ou!hness. 1f the wearer is in close combat, he may ma3e a 4ead 2utt
attac3 instead of a normal attac3; this must be decided before the round of combat is resol*ed. 1f he does
this and wins the attac3, he scores only " hit, but it is made at 5"0, ,9 sa*e, and causes <8 dama!e.
+lo2odan /agle Unique
10 points#n)uisitor Cortea* only
-his is a cyber,ea!le, which adds :" to the bearer6s Attac3 and 1nitiati*e scores. $Note that these are
already fi!ures in to the statistic line for the character(. As #ar!ear, it does not count as a member of the
etinue, and does not ta3e up any e&tra space in the a transport.
+orechild Unique
10 pointsChaos "pace .arines 0harn only
5ee the weapon profile for this weapon for more information.
+rapnel 8 +ra2 $arness Uncommon
5 points'deptus 'rbites only
1nstead of shootin! a weapon, the user may fire the !rapnel at a surface $a led!e, for e&le( or another
model. 1f you hit a surface with the 'rapnel, a model may winch itself to that surface in its ne&t mo*ement
phase.
Erapnel
an!e -o 4it 5a*e Armor
5hort ;on! 5hort ;on! 5tr <m! 7od .en 5pecial
0,C C,"= :2 :" 2 " , <=:9 5olid
-he wearer of a 'ra* 4arness sustains no dama!e from fallin! or >umpin!, and may fall any distance
without penalty.
+ra2iton +un Rare
%0 points#perial Tech(?riests and ")uat -n:ineers only
5ee the weapon profile for this weapon for more information.
+rimoire of 'rue 1ames Unique
20 points;rdo .alleus only
<aemons in base to base contact with the bearer must hal*e their #5 before determinin! the results of 4t4
combat.
+ruesome 'alismans Uncommon
5 points=ar4 -ldar only
7any <ar3 Aldar wear talismans such as fin!ers, ears, or eyes that they ha*e ta3en from opponents they
ha*e slain in battle. 7odels with 'ruesome -alismans add an additional :" to their final attac3 score in
4and to 4and combat, due to the disturbin! nature of these Jadornments.6
+unsight. 6nfrared Uncommon
5 points'deptus 'rbites only
1f user is stationary, reduces /o*er -o 4it penalties by E"; does not apply to models appearin! or
disappearin! from +*erwatch or if weapon bein! fired uses any 5ustained Fire.
+unsight. "onocular Uncommon
5 points'deptus 'rbites only
#hen used while stationary with a 2asic, 5pecial, or 4ea*y weapon, !rants a :" to hit, e&cept a!ainst
tar!ets appearin! or disappearin! from +*erwatch.
+unsight. ed&#ot (aser Uncommon
+ points 'deptus 'rbites only
#hen used on a .istol, 5pecial, or 2asic weapon, !rants a :" to hit. 4owe*er, tar!ets !ain a unmodifiable
=: sa*e to dod!e the shot.
+unsight. 'elescopic Rare
5 points'deptus 'rbites > -ldar ?irates only
A stationary fi!hter with this si!ht doubles his weapon6s 5hort an!e, e&cept when used a!ainst tar!ets
appearin! or disappearin! from +*erwatch.
+*ro&Stabili3ed "ono!heel Rare
8 points;r4s only
1ncreases the model6s 7o*ement to C?@it may still run or char!e up to "=?. 4owe*er, the +r3 may not
cross obstacles of any 3ind and will suffer an 55 hit if it attempts to do so. 1t may also not run or char!e
throu!h woods, or difficult or *ery difficult !round.
$ardened Carapace (Biomorph) Common
10 pointsListed Tyranids only
-his pro*ides the creature with a 2: sa*e. 1f ta3en by a ;ictor, the model6s sa*e cannot be reduced to less
than 5:, e*en if this 2iomorph is ta3en.
$arle4uins ,iss Uncommon
10 points-ldar <arle)uins only
5ee the 4aywire !renade type description for more information.
$a*!ire +renade Uncommon
10 points$p to 2 per odel/ one use each
5ee the 4aywire !renade type description for more information.
$ell "as- Uncommon
5 points=ar4 -ldar only
-hese are terrifyin! mas3s that !enerates an aura that causes unnatural dread. +pponents who en!a!e the
wearer in 4and to 4and combat must ma3e a ;eadership chec3 at the be!innin! of each round of combat;
if they fail then they cannot roll any attac3 dice for that round of combat.
$ellfire Ammo Rare
5 points#perial @orces only
5ee the weapon profile for more information about this weapon.
$ellion S-*board Uncommon
20 points=ar4 -ldar only
4ellion 53yboards ma3e use of !ra*itic technolo!y, and speed across the !round at rec3less speeds to brin!
their riders into pro&imity with their *ictims. 53yboards mo*e at "C? per turn, and i!nore terrain, >ust li3e
53immers. -hey tra*el at only 2? abo*e the !round, howe*er, allowin! their riders to en!a!e in 4t4
combat once they reach their foes.
53yboard operators are allowed to ma3e use of <ispersed Formation; because they are on s3immers, they
do not !et a 9? char!e bonus, but they do recei*e the :" bonus for Ale*ated -errain. <ue to their
tremendous mobility, a 4ellion on a 53yboard who wins in 4and to 4and combat may ma3e a 9? Follow,
up 7o*e, rather than the 2? normally allowed. Furthermore, they may i!nore enemy models when they do
so $as they can i!nore terrain0(. 53yboard riders may lea*e 4t4 in the 7o*ement .hase without brea3in!,
or incurrin! partin! hits from the enemy.
$elm of #urfast Unique
8 points"pace 1ol,es .arines only
A model wearin! the 4elm of <urfast automatically spots all hidden models within his normal K0 arc;
these models may be fired at by the wearer normally, but are otherwise treated as detected. Furthermore,
the wearer may re,roll a missed to hit die, pro*ided that the initial shot was not a result of ".
$e)agrammic Wards Uncommon
20 points;rdo .alleus only
-he 1nquisitor is protected by powerful charms and canticles of faith and de*otion. Anemy psy3ers within
29? who attempt to use any psychic powers that would affect the 1nquisitor or his retinue must first pass an
;d at ," to their ;eadership score, or they cannot use the power, althou!h the #arp /ards are still e&pended
for the attempt. -he effects of multiple 4e&a!rammic #ards are not cumulati*e.
$ol* elic (elic) Unique
+0 points;rdo .alleus and 'deptus .inistoru only
A model bearin! a holy relic may re*eal it once per battle. -his may be done at any time, as lon! as the
model with the relic does not mo*e durin! the same turn it is re*ealed. -he turn the relic is re*ealed all
models in the army within "2? !et a :" Attac3 bonus for the rest of that turn. +nly one holy relic may be
ta3en per army, re!ardless of who may be ta3in! it.
$onor Blade Uncommon
+5 points (Tau -therials only)
5ee the weapon description for full details.
$o!ling Banshee "as- Common
12 points-ldar <o5lin: 6anshees only
-his mas3 uses a psychic amplifier to cause almost total paralysis amon!st the enemy. 1n the round that the
model char!es, its opponents cannot roll any attac3 dice a!ainst the wearer. 7odels in +*erwatch may not
fire at the char!in! model. 1t is only effecti*e in the first round of combat, and only if the 4owlin! banshee
char!es. -he <aemonic Auras pro*ide no sa*e a!ainst the 4owlin! 2anshee 7as3.
$olosuit Common
0 points-ldar <arle)uins ;nly
-his suit refracts the ima!e of the wearer, ma3in! them difficult see. All shots fired at a model wearin! a
4olosuit are at E" to hit in addition to other modifiers. 1f the model hides, troops that mo*e into a position
to see the hidin! model@or mo*e within their 1nitiati*e distance@will only <etect him rather than 5pot
him until he mo*es or fires. 1nfiltratin! models wearin! 4olosuits may start the !ame hidin! without the
benefit of co*er $althou!h in this case the models will be <etected in an enemy model mo*es within its
1nitiati*e in inches to the hidden model(.
Furthermore, in hand to hand combat, any attac3ers must first ma3e a leadership roll, or suffer a ," penalty
to their #5 for that round.
-his item also pro*ides the wearer with protection a!ainst *irus, !as, and to&in attac3s. 1t does not, in and
of itself, confer an armor sa*e a!ainst physical or psychic attac3, nor does not constitute a Rfield? for the
purposes of determinin! defensi*e protection.
$onor Blade Uncommon
2 pointsTau -therials only
5ee the weapon profile for more information on this weapon.
$ood of +n*rll. 'he Rare
20 points"pace 1ol,es Cune ?riest only
7ay be worn instead of a normal .sychic 4ood . -he wearer be!ins the !ame with one additional psychic
power, which must be drawn randomly from the ;ibrarian <ec3, after the psychic powers ha*e been
chosen. -his power may duplicate a power already chosen by another ;ibrarian in the army.
$ood of $ellfire Unique
25 points"pace .arine Librarians only
-he ;ibrarian may ma3e a psychic attac3 in the 5hootin! .hase, with a ran!e of 2<=:;<?; this attac3 will
inflict <= 55 hits with a ,2 5a*e 7odifier, and cannot be nullified.
$ood of Prediction Rare
20 points-ldar <arle)uins ("hado5seers) only
-his artifact allows the 5hadowseer to draw an e&tra warp card as soon as the cards ha*e been dealt; he
must then discard one card of his choice that was drawn in the current turn from his hand. -his #ar!ear
may not be worn in con>unction with a .sychic 4ood.
$rulfs $ood of #ar-ness Unique
25 points"pace 1ol,es .arines only
-he model may mo*e up to "=? in the mo*ement phase, but cannot shoot or use psychic abilities in the turn
that he does so, nor ha*e been attac3ed in any way durin! the pre*ious turn. 1f the 4ood is used more than
once, it will burn out on a 9: $chec3 after each use(.
6con of Chiros (elic) Common
15 pointsCedeptor 0yrino, only
-he bearer of this 1con causes -error, and is 1mmune to all .sycholo!y. Any model within ;+5 of the
character carryin! the 1con of /hiros is considered to ha*e an ;< of "0, and may re,roll any Fumbles rolled
in 4t4 combat $the result of the second roll applies, e*en if it is another fumble(.
6con of the 9ust Rare
15 points;rdo .alleus only
'ifted to the most able and battle,tempered of the +rdo 7alleus6 warriors, the 1con of the Iust incorporates
a powerful localized force field. -his !i*es its bearer a 9: 1n*ulnerable sa*e that may be used in
con>unction with the model6s normal Armor sa*e.
6mmune Uncommon
5 points
A model equipped with 1mmune may totally i!nore the effects of the followin! ammo typesB cho3e,
hallucino!en, rad, scare, stumm, to&in, and *irus .
6nferno Bolts Rare
20 pointsChaos "pace .arines "orcerers o! T*eentch only
7odified ammunition for bolt !uns or bolt pistols; may be used whene*er the model usin! them fires such
a weapon. 1f the 1nferno 2olt hits, it e&plodes with a 2? radius centered o*er the tar!et. A*ery model
touched by the template suffers a hit equal to the 7astery ;e*el of the 5orcerer. -ar!ets with sa*in! throws
a!ainst psychic attac3s may ta3e them as normal a!ainst 1nferno 2olts; otherwise, armor and ener!y fields
ha*e no effect. %ehicles hit by the weapon suffer an equi*alent hit centered on one randomly determined
crewman $no armor penetration roll is needed(. For e*ery 8 #ounds inflicted by the Fire 5torm, a .in3
4orror of -zeentch is created, and placed in the area affected by the template. -hese models conform to
normal .in3 4orrors in all respects, and are under the /haos .layer6s control. 7arines usin! 1nferno 2olts
may not apid Fire in the same turn as the 1nferno 2olt is bein! used.
6nferno Pistol. 'he Unique
10 points"pace .arines 6lood 'n:els coander only
5ee the weapon profile for more information on this item.
6nfra&+oggles Unique
5 points'deptus 'rbites only
)ser can spot hidden enemies at double his 1nitiati*e distance in inches. 'o!!les increase the multiplier of
seein! a tar!et in the dar3ness by addin! a :" bonus to the multiplier to do so.
6n4uisitorial "andate Rare
25 points;rdo .alleus only
-he model with the 1nquisitorial 7andate may re*eal it in any turnin! which the 7odel has not mo*ed
$althou!h it may shoot or fi!ht in 4t4(. Any friendly models within =? of the 7andate then recei*e a :" to
their 25 and #5 score for the rest of the turn. +nce the 7andate has been re*ealed, it plays no further part
in the battle.
6ridium Armor Rare
+20 points (Tau battlesuit characters only)
-his system au!ments the models Armor 5a*e by :". 4owe*er, it chan!es the models 7 score by ",
and it looses the 9? /har!e bonus. Iet pac3 mo*ement is reduced to 8<=?.
9et Pac- Common
0 points8Tau 6attlesuits only
/risis $-ype H%C( and 5tealth $both H%"5 S H%25( -au battlesuits possess Iet .ac3s. -hese allow
the wearer to mo*e up to "C? in the same manner as a 53immer.
1f the >et pac3s are used, the suits need not land at the end of their 7o*ement .hase; if the battlesuit
does not land, this must be announced at the end of the model6s mo*ement; Jho*erin!6 does not affect
unit coherency. 5uch battlesuits cannot normally be attac3ed in 4t4, and they cannot ma3e pop,up
attac3s. emember to ta3e the model6s ele*ation into account when determinin! ;+50
H%C and H%25 2attlesuits may ma3e a limited >et pac3 mo*e of up to =G and still fire hea*y weapons;
a mo*e from OG to "CG pre*ents the unit from shootin! anythin! other than a basic weapon. -hey may
also use their >et pac3s to mo*e out of 4and to 4and combat without penalty a!ainst man sized
opponents durin! the -au players 7o*ement .hase.
9uggernaut of ,horne (Chaos e!ard) Common
50 pointsChapions o! 0horne only
-he /haos ;ord has !ifted his ser*ant with a companion, and effecti*ely forms a mount for him. 4owe*er,
the team is considered to be a unit rather than a ca*alry model. 4its a!ainst them diced for randomly,
hittin! the Iu!!ernaut instead f the rider on a 9:. -hey also fi!ht separately, and the Iu!!ernaut will
continue to fi!ht if the ider is slain.
-he 2east has all of the standard daemonic abilities and *ulnerabilities, causes Fear, and has the followin!
statisticsB
: W. &. . ( W I * d
O 8 0 5 5 8 2 2 "0
1n addition to the abo*e, if the Iu!!ernaut /har!es into 4t4, then it may /rush its opponents; if it wins the
round of 4t4, then the attac3s automatically wound, with no sa*es of any 3ind allowed. 1f used a!ainst
*ehicles, the initial round of hits has an Armor .enetration of 5:8<=; this is reduced to 5:2<= in
subsequent rounds.
9ump Pac- Uncommon
10 points
.ermits the wearer to ma3e a lon!, powered leap instead of its normal mo*e. A >ump can be up to a
distance of "C?, reachin! a hei!ht sufficient to clear most obstacles, *ehicles and models. #oods and
sin!le,story buildin!s reduce the >ump to "2?. oll a 5catter <ie for the >umpin! model as it lands; an
arrow indicates that the model scatters <8? in the indicated direction from its desired landin! point. 1f a
model with a Iump .ac3 has declared a char!e, he may mo*e up to 9? after he6s landed to en!a!e in hand,
to,hand combat . A model may >ump, then shoot or throw a !renade, but it can6t use a 7o*e or Fire
weapon. 7odels usin! Iump .ac3s do not recei*e the E" to hit penalty for firin! at a fast,mo*in! tar!et.
,ustom Blasta Uncommon
+0 points;r4s only
5ee the weapon profile for this weapon for more information.
,ustom Force Field Rare
20 points;r4s only
#hene*er an +r3 equipped with a Dustom Force Field is hit, roll a <= and deduct the result from the
5tren!th of the incomin! hit. +n a roll of a =, the hit is automatically stopped, but the +r3 suffers an 58 hit
instead as the field shorts out. 1f the field shorts out, discard this #ar!ear /ard immediately.
,ustom Shoota Uncommon
20 points;r4s only
5ee the weapon profile for more information on this weapon.
(asblaster Uncommon
25 points-ldar only
5ee the weapon profile for more information on this weapon.
(iber $eresius Unique
%0 points;rdo .alleus only
/ontainin! the wisdom of thousands of #itch 4unters, this tome allows an 1nquisitor to better understand
the machinations of his enemies and allows him to approach their lairs from the optimum position of attac3.
2efore the start of the !ame, the +rdo 7alleus player must ta3e a ;eadership test for his Army
/ommander. 1f this is passed, he may choose the deployment zone for his army rather than rollin! a
5trate!y dice roll for it, and places his army on the board after his opponent. 1f he fails the ;eadership test,
the enemy player may choose his deployment zone, and the +rdo 7alleus force must deploy first. -his roll
does not effect the actual initiati*e of the players; only the actual deployment of the models onto the board.
(ightning Field Rare
25 points9ecron Lords and ?ariahs only
-his #ar!ear affects any unit en!a!in! the Necron ;ord $and an attached unit( in 4t4 combat. +nce each
indi*idual combat has been resol*ed, if the Necron model loses, then all wounds of dama!e actually ta3en
by the Necron model will result in the winnin! model ta3in! an equal number of 5,8 hits. -he attac3in!
model may ta3e its normal sa*es a!ainst this dama!e.
(ion $elm. 'he Unique
25 points"pace .arines =ar4 'n:els "upree 2rand .aster only
7odels within 8? of the ;ion 4elm recei*e an additional 9: unmodifiable armor sa*e a!ainst any attac3s
which ori!inate from outside this ran!e. -his sa*e applies to all attac3s, includin! psychic powers. 7odels
may not use personal fields within the ran!e. Note that only one .ersonal Field may be used at a time.
-he ;ion 4elm is carried by a creature called a #atcher, who is always within 2? of the <ar3 An!els
5upreme 'rand 7aster at all times. #hile it cannot attac3 in any way, it is also immune to all dama!e.
5hots fired at Azrael at lon! ran!e must randomize the hits between the #atcher and Azrael; the creature
may be i!nored at short ran!e or in 4t4 combat.
(itanies of Faith (elic) Common
8 points'deptus .inistoru only
-he bearer of the ;itanies who leads a squad in the 5acred ites may roll 2 dice on the table, and the player
may choose which of the results he would rather apply.
(obo&Chip Uncommon
10 points'deptus 'rbites .edics only
-his mental restraint o*erloads the *ictim6s neural centers, and causes them to become docile. 1t may be
used in place of a normal weapon in the 4t4 phase, and if the 7edic wins, he uses his attac3s to place the
chip, rather than ta3e any dama!e, -he *ictim then becomes sub>ect to 5tupidity for the rest of the !ame.
-his is a one use de*ice, and once it has been placed successfully on an opponent, it may not be used a!ain
for the rest of the !ame.
(ongfang Unique
G points
5ee the weapon profile for more information on this weapon.
"ace of %alaan (elic) Unique
8 pointsCedeptor 0yrino, only
5ee the weapon profile for more information about this weapon.
"andiblaster Common
2 points-ldar "tri4in: "corpions only
5ee the weapon profile for more information on this weapon.
"antle of 0phelia (elic) Unique
15 points<elena the Dirtuous only
Fou must declare the use of this elic at the start of the turn. For the whole of the turn that follows, 4elena
may re,roll any failed sa*e for her osarius; if the second roll also fails, then she is wounded normally.
+nce the turn in which the 7antel was employed has ended, it ahs no further effect for the rest of the !ame.
"ar-erlight Common
+10 points (restricted to certain Tau odels only)
an!e , 8=G; pro*ides a 25 of = to the user for the purposes of usin! the 7ar3erli!ht only. Aach successful
7ar3erli!ht hit allows one other -au unit to fire at the mar3ed tar!et with a sin!le type of weapon $twin
lin3ed counts as " weapon( with a -o 4it roll of 2: $modified by terrain, etc.(. Note that units armed with a
7ar3erli!ht must still follow the standard rules for tar!etin! enemy units0
"ar-erlight. 1et!or-ed Common
Cost 9/' (restricted to certain Tau odels only)
-his system uses the same rules as the standard 7ar3erli!ht, but is desi!ned to be used by the unit with the
Networ3ed 7ar3erli!ht, rather than other units. 1n the 5hootin! .hase, the Networ3ed 7ar3erli!hts results
are resol*ed first; if the hit is successful, then the rest of the squad may fire their weapons at the desi!nated
tar!et.
-his system may still direct 5mart and 5ee3er missiles, but no other unit may benefit from it.
+ther 7ar3erli!hts cannot be used in con>unction with a Networ3ed 7ar3erli!ht.
"as- of 9ain :ar. 'he Unique
20 points7ain Har only
An enemy char!ed by the wearer may not fire on +*erwatch at the char!in! Aldar and must hold his
!round. <urin! the first round of close combat, if the Aldar char!es, his opponent rolls no Attac3 <ice@in
addition, in the second round of combat the enemy must roll a 9: on <= to escape the mas36s effect@
failure means that he rolls no dice on that turn, either.
"aster&Crafted Bolt Pistol Rare
10 points
5ee the weapon profile for this weapon for more information.
"aster&Crafted Plasma Pistol Rare
15 points
5ee the weapon profile for more information on this item.
"aster&Crafted Shuri-en Pistol Rare
12 points
5ee the weapon profile for more information on this item.
"aster&Crafted Splinter ifle Rare
25 points (-ldar ?irates ;nly)
5ee the weapon profile for more information on this item.
"aster&Crafted Stormbolter Rare
15 points
5ee the weapon profile for more information on this item.
"augetar. 'he Unique
%5 points.au:an Ca only
5ee the weapon profile for more information about this weapon.
"edi&Pac- Uncommon
10 points
-o use this item, the user must mo*e into base,to,base contact with the model on which you want to use it.
At the end of the close combat phase, the medi,pac3 may be used to do one of the followin!B
estore " #ound to a wounded but still li*in! character .
estore a model reduced to 0 #ounds to " #ound on a roll of 5: on <=.
estore the *ision of any blinded model.
/ure the effects of any non,lethal !as type.
Ne!ate any psycholo!ical effects in a model.
A&tin!uish one model which is on Fire.
"edicus "inisorum (elic) Common
15 points'deptus .inistoru only
1f the character can reach a wounded model in the turn after it was wounded, he must spend the 5hootin!
.hase and the /lose /ombat .hase tendin! to the model. -hen, in the ally .hase, the character with the
7inistorum must pass an ;d chec3. 1f this is successful, the wounded model has one wound restored $those
brou!ht to 0 wounds may still be healed in this way(. Note that the character cannot heal himself with this
elic.
"ega Armor Common
25 points;r4s only
-his armor pro*ides a basic sa*e of 2:; it also comes equipped with a 7edi,5qui!, which will pro*ide an
additional 9: unmodified sa*e if the model is wounded. 1t also pro*ides the protection of a 5ealed 5uit and
.hoton Flare defense. +r3s in 7e!a Armor cannot ride Nobz bi3es and count as two models when
determinin! the crew capacity of an A./.
"e-bo*s 'ools Uncommon
5 points;r4 .e4ania4s only
-he +r3 usin! this item always counts as ha*in! two close combat weapons. 1f the 7e3boy be!ins his turn
on or in base contact with a dama!ed *ehicle, he may attempt to use the -ools to repair the dama!ed
location@only repairable dama!e may be fi&ed; if an entire arm has been blown off a <readnou!ht, for
e&le, 7e3boy -ools won6t ma3e any difference. -he repair succeeds $and all applicable dama!e is
nullified( if the 7e3boy rolls a 9: on <=.
"esh Armor Common
5 points
A model wearin! 7esh Armor !ains an armor sa*in! throw of 5:.
"oon Sabre Unique
15 points-ldar only
5ee the weapon profile for this weapon for more information.
"ulti&'rac-er ($ard Wired) Uncommon
+25 points (Tau characters only)
-his allows a model to fire two weapons in the same turn.
1emesis Force Weapon Rare
20 points#n)uisitors and 2rey 0ni:hts only
5ee the weapon profile for this weapon for more information.
1euro&+auntlet Common
15 points-,ersor 'ssassins only
5ee the weapon profile for this weapon for more information.
1eural #isruptor Uncommon
12 points-ldar <arle)uins only
5ee the weapon profile for this weapon for more information.
1eural Shredder Common
15 pointsCallidus 'ssassins only
1f, at the end of your hand,to,hand phase, a /allidus Assassin is not in base,to,base contact with any enemy
models, she may fire her Neural 5hredder. .lace the Flamer template as normal; any Rhit? models must
pass a ;eadership test with a E2 modifier to their ;d or suffer " #ound with a E8 sa*e modifier. .ersonal
fields do not protect a!ainst the 5hredder. 1f used a!ainst a *ehicle, the Neural 5hredder will automatically
effect affect one randomly determined crew member $althou!h he may sa*e, as listed abo*e(.
1ight Wing. the Ps*ber a2en Unique
10 points"pace .arines "pace 1ol,es Cune ?riest ;nly
Ni!ht #in! will fi!ht in hand,to,hand combat alon!side the bearer; thus any opponent will always face two
enemies. Ni!ht #in! is treated as a separate model only for the purposes of close combat, and may not be
otherwise separated from its bearer.
: W. &. . ( W I * d
, 9 0 8 = " 9 " ,
1ightmare Shroud Unique
+0 points9ecron Lords only
-his #ar!ear may be tri!!ered by the Necron ;ord at any time. #hen acti*ated, e*ery enemy odel
within "2? of the ;ord must ma3e a 2rea3 test.
All of the normal modifiers apply to this roll, and so models who are 1mmune to 2rea3in! will not need to
ta3e the test. $Note that not all models who are 1mmune to .sycholo!y are also 1mmune to 2rea3in!0(
-hose who fail the roll will retreat 2<=? away from all Necron units, as normal.
-he standard rules for ally are also used.
1ull :one (Biomorph) Common
+5 pointsListed Tyranids only
1f the creature is effected by a psychic power $whether directly, or under part of a -emplate(, it can nullify
it on a 9:. -his includes effects which utilize the #arp, includin! #raith and <istort /annon, %orte&
'renades, and <isplacer Fields $if employed by a model in 4t4 a!ainst the creature with the 2iomorph(.
1urgles ot (Chaos e!ard) Common
5 pointsChapions o! 9ur:le only
After the conclusion of the 4t4 .hase, roll a <= for each model still in 2ase to 2ase contact with the bearer
of this reward. +n a roll of = they contract the rot and suffer one wound; there is no sa*e of any 3ind
a!ainst this attac3 $includin! in*ulnerable sa*es, 7edi,5qui!s, etc.( -he ot cannot effect non,li*in!
models $includin! enclosed *ehicles, other daemons, robots, etc.(
1urgles Cloud of Flies (Chaos e!ard) Common
5 pointsChapions o! 9ur:le only
Any enemy model in 2ase to 2ase contact with the bearer of this reward suffers a ," #5 $no matter whom
they mi!ht be attac3in!(0
0ptic "embranes (Biomorph) Common
1 pointsListed Tyranids only
-his pro*ides the creature with a 2: sa*e a!ainst .hoton Flare, /on*ersion Fields, and similar effects.
Pac- +renade (auncher Uncommon
10 points-ldar only
5ee the weapon profile for this weapon for more information.
Parado) of #ualit* Unique
+50 points ('unB,a only)
-his artifact adds :2 to Aun6*a and his 4onor 'uard6s -ou!hness, and pro*ides each model with a 2:
1n*ulnerable sa*e a!ainst all attac3s. 1t also counts as a basic 4t4 weapon.
Pelt of Wulfen. 'he Unique
15 points"pace 1ol,es Coander only
At ran!es up to "0?, enemies shootin! at the wearer suffer a E" to hit penalty@at "0,20? the penalty is E2,
at 20,80? the penalty is E8, and so on, each e&tra "0? reducin! the chance of hittin! by a further E". -his
penalty is cumulati*e with all other modifiers for co*er, etc.
Phase Shifter Rare
10 points9ecron Lords only
-he Necron ;ord !ains a 9: 1n*ulnerable sa*e a!ainst all attac3s, e*en those which do not normally allow
it. +nly attac3s which specifically prohibit <od!es are not affected by this #ar!ear.
-he ;ord may also i!nore all terrain $by literally phasin! throu!h it(, e&cept for models of any 3ind,
includin! *ehicles. As with #raiths, it may not end its 7o*ement .hase inside a terrain feature, and will
emer!e from the top of it if forced to do so.
-he possession of this war!ear is the only way in which a ;ord may be attached to a unit of #raiths; see
the squad description for additional details.
Phial of #olan (elic) Common
10 points'deptus .inistoru/ one use only
A character may drin3 from the .hial at the start of any turn. For the rest for that turn, the model 5 and -
are increased by <8 $roll each separately(, to a ma&imum of "0.
Photo&Contacts Uncommon
1 point'deptus 'rbites only
-he wearer may see and mo*e throu!h 5mo3e clouds without penalty, and shoot throu!h a cloud with a E"
-o 4it penalty.
Photo&%isor Uncommon
+ points'deptus 'rbites only
-he user may re,roll the test to a*oid a .hoton Flash6s effects, and may see and mo*e throu!h 5mo3e
without penalty, shootin! throu!h such clouds with a E" -o 4it penalty.
Photon Beam Searchlight Uncommon
20 points"pace .arine terinators only
-his searchli!ht is so intense, that models in direct pro&imity to it may be blinded. )se the Flamer
-emplate to determine those models in the path of the beam; on a roll of 9: for each model touched by the
template, roll on the .hoton !renade chart to determine how badly the model is effected.
Ph*lacter* Rare
15 points9ecron Lords only
ather than the standard rules, the ;ord uses the followin! table when it ma3es its epair ollsB
#; oll Ph*lacter* epair 'able
; -he ;ord is remo*ed as a /asualty, usin! the normal rules.
D<= -he ;ord is still repairin!; try a!ain in the ne&t turn.
> -he ;ord successfully repairs, and is restored to the !ame with one wound.
2 -he ;ord successfully repairs, and is restored to the !ame with two wounds.
?G -he ;ord successfully repairs, and is fully restored.
Note that the .hylactery is fully compatible with the effects of the 7onolith, -omb 5pyder, and
esurrection +rb.
Plagues!ord (Chaos e!ard) Common
15 pointsChapions o! 9ur:le only
5ee the weapon profile for the weapon for more information.
Plasma Blaster Rare
1A points"pace .arine Terinators only
5ee the weapon profile for this weapon for more information.
Poison Blades Common
10 pointsCallidus 'ssassins only
1f there are enemy models in base,to,base contact with the Assassin at the end of the hand,to,hand combat
phase, she may attac3 any one such model with a .oison 2lade. -he 2lade hits on a <= roll of 8: no matter
what, inflictin! a 59 hit causin! " #ound with no armor sa*e possible $personal fields still sa*e, howe*er(.
Pol*morphine Common
20 points;!!icio 'ssassinoru (assassins) only
A model equipped with this item is not deployed as normal at the start of the !ame. 1nstead, the player may
play this card at any time to re*eal that the Assassin is in fact dis!uised as one of the enemy0 -he player
may select any humanoid $+r3, 5quat, 4uman, 'enestealer hybrid or Aldar( basic trooper model $not a
character or a *ehicle crewman or a model with a 4ea*y #eapon( in the opposin! force and substitute the
Assassin for that model. -he Assassin discards the captured armor and weapons of the trooper as he casts
off his dis!uise, 3eepin! only what weapons and war!ear the player has equipped the Assassin with. -he
model the Assassin replaces may not ha*e an armor sa*in! throw better than a 8: on "<= $nothin! wearin!
-erminator armor, for instance(. -he Assassin herself may wear any armor desired, howe*er.
Positional ela* Uncommon
25 points (Tau battlesuit characters only)
-his command and control system allows the -au player to place a unit of his choice in eser*e at the start
of the !ame. 1n the 7o*ement .hase of the second $or any subsequent( turn, the player may ma3e a roll to
o*ercome the 2attlefield 1nterference ;e*el. 1f he is successful the unit may enter the board from any table
ed!e that does not contain an enemy <eployment Qone.
1f the unit in eser*e is a *ehicle, it may enter the board at any speed.
Possessed Snotling Rare
15 points;r4 psy4ers only
.ossessed 5notlin!s are collected from 5ho33 Attac3 ammunition after a fi!ht, and held by the 7inderz.
#hen an +r3 #eirdboy or #arphead suffers an JAadban!, roll a <=; on a 8: the head of the 5notlin!
e&plodes, instead.
Po!er Armor Uncommon
10 points
A model wearin! .ower Armor !ains an armor sa*in! throw of 8:. 1f the model is fully enclosed, it also
!ains the benefits of a 5ealed 5uit and .hoton Flare protection.
Po!erblades Rare
25 points=ar4 -ldar only
.ower #eapon blades fitted to a model6s armor. 5ee the weapon profile for the weapon for more
information.
Po!er Field Rare
+5 points
A model wearin! a .ower Field !ains an additional, unmodifiable armor sa*in! throw of 2: on <= a!ainst
shootin! dama!e. -he Field offers no protection in hand,to,hand combat. -he model counts as encumbered
for the purposes of close combat. Note that only one .ersonal Field may be used at a time.
Praesidium Protecti2a (elic) Common
8 points#periu only
-his #ar!ear resembles a hi!hly ornate shield. 1t requires one hand to use, and may parry one 4t4 attac3
per round. 1t con*eys a 9: unmodified sa*e to all 4t4 attac3s, and if the sa*e roll is a =, then the attac3er is
hit by his own weapon $chec3 for wounds and armor sa*es as if the model had struc3 itself once per =
rolled(. -he .rotecti*e has no effect on shootin! attac3s.
Praise of ,horne (Chaos e!ard) Common
20 pointsChapions o! 0horne only
-he bearer of this reward may re,roll a failed armor sa*e. -his roll may be made once for each failure, and
the second result stands.
Primiti2e Shield Common
,ariable pointssee ary lists
7odels wearin! a .rimiti*e 5hield recei*e a :" bonus to their armor sa*in! throws a!ainst primiti*e
weapons. A shield by itself will pro*ide an armor sa*e of =: a!ainst primiti*e weapons. Note that as with
all shields, these effects only apply if the incomin! attac3 is from the model6s front K0 arc of si!ht.
Pro)imit* Action #etector Uncommon
5 points'deptus 'rbites only
1f the model is shot at from +*erwatch, he !ains a 9: unmodifiable sa*in! throw to dod!e the shot.
Ps*cannon Rare
+0 points#periu only
5ee the weapon profile for this weapon for more information.
Ps*chic $ood Rare
25 pointspsy4ers only
A psy3er wearin! a .sychic 4ood may ma3e one re,roll for each attempt to Nullify a psychic power.
Ps*-&0ut +renades Common
+0 pointsCule&us 'ssassins only
-hese are normal Fra! !renades with an e&tra surprise for psy3ers. .sy3ers e*en partially co*ered by the 2?
blast template may not use any of their powers for the rest of the turn. Any psychic powers that that psy3er
had in play at that moment are instantly nullified, and any stored Force cards in any force weapon or
similar items are discarded. A*ery time the Assassin uses a psy3,out !renade, roll a <=; on a ",2, the
Assassin6s supply of !renades of this type has been e&hausted.
Purit* Seal (elic) Common
8 points#periu only
7odels bearin! .urity 5eals are immune to Fear and -error. Furthermore, if hit by a psychic attac3, the
model has a psychic sa*e on a <= of 9:. -his does not Nullify the power; you must roll for each model
with a .urity 5eal indi*idually to see if it is effected. Note that, unli3e other elics, the .urity 5eal may be
ta3en by any model with the ability to choose J1mperium +nly6 #ar!ear.
Purit* Seal Common
2 points6lac4 Teplar #nitiates only
2lac3 -emplars characters and 1nitiates may be !i*en purity seals. 5hould a 2lac3 -emplar with a .urity
5eal become filled with i!hteous Qeal, it allows the model to roll an e&tra die and discard one die of your
choice when determinin! their mo*ement towards the enemy. 5hould the modelMunit be bro3en, they may
use the e&tra die towards their rally roll in the followin! turn, instead.
ad +renades Rare
25 points
5ee the ad !renade type description for more information. -he model has enou!h !renades to last the
entire battle.
ed +rail Unique
100 points"pace .arines 6lood 'n:els 'pothecary only
Any 2lood An!els within "2? add :2 to their 7o*ement, and :" to their 5tren!th and #5.
efractor Field Uncommon
5 points
-he wearer !ains an additional armor sa*e of 5: that cannot be modified. -he wearer cannot hide . Note
that only one .ersonal Field may be used at a time.
egenerate (Biomorph) Common
10 points per 5ound that the odel possessesListed Tyranids only
1f the creature is reduced to 0 wounds, place the model on its side, to indicate that it is re!eneratin!. 1n the
ally .hase, the creature will reco*er from each wound suffered on a d= roll of 9:; ma3e this chec3 for
each wound the creature has sustained. 1f the model cannot reco*er at least one wound, then it dies.
+therwise, it may !et bac3 to its feet and act normally in the subsequent turn. -he model is considered to
ha*e a number of wounds equal to those reco*ered by the re!eneration.
-he model may still be attac3ed while it is Jdown.6 oll all attac3s as normal $althou!h the creature cannot
defend itself in /lose /ombat(, and place wound counters ne&t to it, to indicate how much additional
dama!e it has sustained. Aach of these wounds must also be chec3ed for durin! the re!eneration attempt,
and count towards the total amount of dama!e sustained in that turn.
Note that it is possible for the creature to reco*er wounds lost on a pre*ious turn on a subsequent
re!eneration attempt. -he ability to re!enerate is not effected by the type f weapon that inflicted the wound.
espirator Uncommon
1 point'deptus 'rbites > 'deptus .echanicus only
-he user may re,roll any failed -ou!hness test once to a*oid the effects of !ases. -he second result stands,
e*en if it is still a failure.
esurrection 0rb Rare
%0 points9ecron Lords and .onoliths only
Any Necron model within "2? may add :" to its epair olls.
Any Necron model which was R3illed? by a weapon which would not normally allow a epair oll may
still do so if the esurrection +rb is within "2? of them when they are dama!ed.
ictus "as- Common
0 points-ldar <arle)uins only
-his mas3 causes Fear and is equipped with a .hoton Flare compensator; it is pro*ide to all 4arlequins as
part of their standard equipment.
o--it Acti2ator
G points;r4s ;nly
od of +race (elic) Unique
8 points<elena the Dirtuous only
5ee the weapon profile for more information about this weapon.
od of 'igurious Unique
%0 pointsChie! Librarian Ti:urious only
.sy3er powers used with this item cannot be nullified; howe*er, -i!urious ta3es <9 wounds when this
power is used.
od of 'orment Unique
25 pointsChaos "pace .arines @abius 6ile only
5ee the weapon profile for this weapon for more information.
osarius (elic < Standard) Common
10 points#perial 'ries only
A osarius is a elic fitted with a /on*ersion Field. -he wearer !ains an additional, unmodifiable armor
sa*in! throw of 9:. A successful sa*e usin! the Field causes a blindin! flash; unprotected troops within a
radius equal to the incomin! weapon6s 5tren!th in inches will be blinded until the be!innin! of their ne&t
turn on a 9: on <=. 2lind models cannot mo*e or shoot and fi!ht in hand,to,hand combat with a #5 of ".
Note that only one personal Field may be used at a time.
osarius (1o)) Uncommon
10 points'n:els o! T5ili:ht Chaplains only
-he wearer !ains an additional, unmodifiable armor sa*in! throw of 9:. Note that only one personal Field
may be used at a time.
une Armor Rare
10 points-ldar only
-his pro*ides the bearer with a 9: unmodified sa*e, and is considered a sealed suit.
une Armor functions as /arapace armor if itPs unmodifiable sa*e is Tnot used $or if the unmodifiable sa*e
has been lost(. A #arloc3 with a <isplacer Field will ha*e an unmodifiable sa*e for the field, and ta3e the
modifiable carapace armor sa*e for his une Armor as well, or >ust use the unmodifiable sa*e of his une
Armor on its own.
une Staff Stormcaller. 'he Unique
+5 points"pace .arines "pace 1ol,es 9Ial "torcaller only
At the start of the !ame, deal 8 cards from the #arp <ec3. Any Force /ards are retained within the une
5taff; other cards are returned to the dec3. Further Force /ards may be placed in the staff as they are dealt
in normal psychic phases, to a ma&imum of 8. <urin! any psychic phase, the Force /ards may be used to
power the wielder6s psychic abilities. -he une 5taff also adds :" to the wielders Attac3s and 1nitiati*e,
and adds a 5tren!th bonus equal to its wielder6s 7astery ;e*el in hand,to,hand combat .
unes of Fate Unique
%0 points-ldar <arle)uins ("hado5seers) only/ one use
-his #ar!ear allows the player to chan!e any one dice roll in fa*or of the Aldar player; the die can be
chan!ed to any number he chooses. -his chan!e can affect to hit, to wound, number of wounds, armor
penetration, weapon effect, nullify, armor sa*e, field sa*e, sustained fire die, artillery die, scatter die, warp
flu&, characteristic, or strate!y card roll once the !ame has commenced.
unt herds +rabba&Stic- Rare
20 points;r4 Cuntherd* only
-his item may be used at the start of any hand,to,hand combat phase to attac3 any one enemy model in
base contact with the wielder. -his attac3 is resol*ed before any hand,to,hand combat is resol*ed, and will
hit on a 9: on <=. .endin! a hit, the tar!et ta3es an 5C hit with no armor sa*e allowed, e*en for personal
fields. A*en if the tar!et sur*i*es the hit, their #5 is reduced to 0 for the rest of that turn.
Scanner Uncommon
1 point
<etects hidden troops within 29?, or it may be used to ascertain the stren!th and adius of the Affects of
any ad 'renades within 29? instead.
Scanner. 'au Common
2 points8Tau 6attlesuits only
All -au 2attlesuits are equipped with 5canners. -hese units are specifically desi!ned to detect biolo!ical
si!natures, and will locate any li*in! models $includin! -yranid models such as the ;ictor( within 29?;
these units will then be <etected. 4idden *ehicles $with li*in! models in them( and mine fields are also
detected normally. 4owe*er, they will only detect hidden obots and Necrons on a roll of 9:.
Scepter of A2ignor (elic) Unique
15 pointsCardinal 'randus <el!ire only
Any Fleein! 1mperial unit within ;+5 the elic at the start of the ally .hase automatically rallies, and
may act in the followin! turn without penalty. 1t also adds :" to the wielder6s 5 in 4t4 combat.
Scepter of %engeance (elic) Unique
10 points"aint ?ra&edes only
5ee the weapon profile for more information about this weapon.
Scorpions Bite. 'he Unique
18 points0arandras only
5ee the weapon profile for this weapon for more information.
Scream of Slaanesh (Chaos e!ard) Common
25 pointsChapions o! "laanesh only
#hen the model with this reward char!es, it causes Fear.
Screamers Rare
10 points'deptus 'rbites only
-his piece of war!ear is represented by four counters. -hese may be deployed anywhere on the board, after
all of the opponents hidden counters are placed; each of the 5creamers must be placed within =? of at least
one other 5creamer counter. 1f any infiltratin! units mo*e between the 5creamers durin! their mo*ement
phase, the unit is then <etected, and placed on the board immediately. $Note that 5creamers are not
effecti*e a!ainst <ar3 Aldar 7andra3es0(
Sealed Suit Uncommon
5 points
-his item pro*ides the wearer with protection a!ainst *irus, !as, and to&in attac3s. 1t does not, in and of
itself, confer an armor sa*e a!ainst physical or psychic attac3.
See-ing Ammo Uncommon
5 pointsone use
7ay only be used with a sin!le pro>ectile weapon the model is equipped with that you choose before the
!ame starts. #hen the model bearin! this card fires a shot with the selected weapon, you may choose to use
5ee3in! Ammo. 5ee3in! Ammo always hits its tar!et on a to,hit roll of 2:, and may be fired at tar!ets
which are hidden or out of si!ht as lon! as the tar!et is detected and lies within weapon ran!e. 5ee3in!
ammo may not be used in combination with other 3inds of ammo, and is discarded once used.
Seer unes Uncommon
20 points-ldar @arseers only/ one use
#hen an enemy uses a psychic power, you may immediately counter its effects by usin! this card. -he
power is nullified automatically.
Sentinel Arra* Common
15 points-,ersor 'ssassins only
-he Assassin may spot hidden troops at double his 1nitiati*e distance in inches, and has a 8=0 arc of fire.
Ser2o&Arm Uncommon
10 pointsTecharines/ #perial Tech ?riests/ and ")uat -n:ineers only
A model equipped with a ser*o,arm counts as two crewmen when operatin! a *ehicle or support weapon.
4e also suffers no 7o*e or 4t4 penalties for carryin! a hea*y weapon. -hose with the arm who do not
carry a hea*y weapon !ain an e&tra A die in /lose /ombat.
Shado!field Unique
%5 points=ar4 -ldar only
A 5hadowfield surrounds the model wearin! it with a miasma of dar3 ener!ies which absorbs the ener!ies
of all incomin! attac3s, ma3in! the wearer almost immune to any dama!e. 4owe*er, the ener!y field can
become o*erloaded, which will immediately short it out. A 5hadowfield pro*ides a 2: in*ulnerable sa*e
a!ainst any attac3s which hit the model, includin! those recei*ed in 4and to 4and. 1f the sa*e is e*er
failed, then the field is destroyed, and may not be restored durin! the battle.
Sharpened Cla!s (Biomorph) Common
5 pointsListed Tyranids only
-his increases the 5tren!th of the models hits in /lose /ombat by :2; they are also treated as Force
#eapons for the purposes of attac3in! <aemons.
Shield +enerator ('au Battlesuit) Common
15 points8Tau 6attlesuits only
-his unit creates an ener!y field around the model which con*eys a 9: in*ulnerable sa*e.
Shroud of #ar-ness Rare
50 points9ecron Lords only
-his pro*ides the ;ord with the ability to warp itself and a Necron unit $#arriors, 1mmortals, Flayed +nes,
<estroyers, or #raiths( within =? of the ;ord, to any location up to 9C? away, to which the ;ord has ;+5.
-his is similar to the psy3er !ate ability, but ta3es place in the 7o*ement .hase, and any model mo*ed
usin! this #ar!ear is considered to ha*e used its remainin! mo*ement for the turn. 7odels may be mo*ed
up to 29?and still fire their weapons; those mo*ed between 25 and 9C? are considered to ha*e Jrun,6 and no
additional mo*ement is permitted in that turn.
7odels teleported out of 4and to 4and combat with this ability are sub>ect to the partin! shot rules when
disen!a!in! 4t4.
-his de*ice is affected normally by a -eleport Iammer.
Shroud of Sanguinius Unique
50 points"pace .arines 6lood 'n:els 2uardian o! the "hroud only
7ay choose to acti*ate or deacti*ate the stasis field at the start of any 2lood An!els turn. As lon! as the
field is turned off, any 2lood An!els within "2? become sub>ect to frenzy . Note that the bearer of the
5hroud is not affected by frenzy.
Silent #eath. 'he Unique
25 points7ain Har only
5ee the weapon profile for this weapon for more information.
Sim&S-in Rare
5 points
A model equipped with 5im,53in may totally i!nore the effects of the followin! ammo typesB /ho3e,
4allucino!en, ad, 5care, 5tumm, -o&in, and %irus.
Simulacrum 6mperialis (elic) Common
5 points'deptus .inistoru only
Any unit Adeptus 7inistorum within si!ht of the 5imulacrum automatically passes the first ;d chec3 it is
required to ma3e durin! the !ame.
Singing Spear Rare
25 points-ldar psy4ers only
At the end of the psychic phase, up to 2 unused Force /ards may be stored in the 5pear instead of bein!
placed in the discard pile. -he stored Force /ards may be retrie*ed and used in subsequent psychic phases.
1n hand,to,hand combat $or if thrown up to "2? in the 5hootin! .hase(, the 5pear increases the wielder6s
5tren!th by a number equal to his 7astery ;e*el, and wounds <aemons automatically with no sa*e
possible. -he wielder may also e&pend a stored Force /ard to !ain an e&tra :2 5tren!th and E2 armor sa*e
in hand,to,hand combat or when throwin! the 5pear.
S-ull Chip Uncommon
10 points'deptus 'rbites only
-he user may re,roll any 1nitiati*e,based tests that he fails. -he second result stands, e*en if it is a failure.
Sniffer S4uig Rare
20 points;r4s only
An 1mperial Assassin usin! .olymorphine may not re*eal herself to be a dis!uised +r3 model within "C? of
any 5niffer 5qui!s. Any enemy troops with the 1nfiltrate ability may not be deployed within 29? of any
+r3s usin! 5niffer 5qui!s.
Solar Pulse Unique
+0 points9ecron .onoliths only
-his #ar!ear is acti*ated at the start of the turn, and may only be used once per !ame. 1f the ni!ht fi!htin!
rules are in place, then this de*ice will ne!ate the dar3ness penalties for the Necron army for one turn.
1f not, then it may be used to create a Jsolar flare.6 Any enemy units attemptin! to fire at the 7onolith or a
Necron unit within =? of it suffer an additional ,8 to hit them. 5hould these be the closest units, the normal
tar!etin! rules may be suspended in this case, and other Necron models may be selected as tar!ets
followin! the standard tar!etin! procedure.
1n either case, enemy models within =? of the 7onolith will also ha*e the ,8 -o 4it penalty, and will suffer
the same effects as if they had been hit by a .hoton 'renade.
Soul Fla*er Unique
0 points=ar4 -ldar only
A pair of retractable spi3es which counts as a pair of .oisoned 2lades. -hese cannot stri3e the wielder on a
fumble; the A bonus is included in the character6s profile. Furthermore, any opponent who is slain by the
weapon has his *ital >uices drawn out and con*erted into a combat enhancin! dru!, which adds an
additional :" to the A score for the ne&t round of combat $not the ne&t turn0( immediately followin! her
*ictory.
Soul See-er Ammunition Rare
10 points=ar4 -ldar only
-he <ar3 Aldar use captured wraithbone looted from the bodies of slain Aldar #raith!uard to create a
special 3ind of ammunition which they use in battle. 7odels equipped with 5oul 5ee3er ammunition i!nore
-o 4it modifiers for -errain, and may re,roll a roll which misses. 5ouls 5ee3er ammunition may only be
fired from a 5plinter .istol, 5plinter ifle, -ormentor 4elm, or 4ell!lai*e.
Spi-e Arm Rare
5 points;r4s only
-he +r3 !ains :" #5 in hand,to,hand combat and the +r3 always counts as ha*in! hi!her 1nitiati*e in the
e*ent of a /ombat 5core tie.
Spirit Stone Uncommon
+0 points-ldar ?sy4ers only/ one use
#hen used, the psy3er may draw one e&tra #arp /ard per 7astery ;e*el from the #arp <ec3
immediately.
Sp* "as- Common
10 pointsDindicare 'ssassins only
-he Assassin may fire at 4idden models with a E= modifier to hit, and may fire at <etected models with a E
8 modifier.
S4uig Attac- Arm Rare
+ points;r4s only
1n hand,to,hand combat, the +r3 automatically unleashes the squi! as its opponent closes in, so resol*e the
attac3 durin! the 4t4 phase before any Attac3 <ice are rolled. -he +r36s opponent suffers an 55 hit with
no armor sa*e possible. 7ay only be used once per !ame.
Staff of Belief (elic) Common
12 points'deptus .inistoru only
5ee the weapon profile for more information about this weapon.
Staff of 7lthamar Unique
18 points-lrad $lthran only
At the end of the psychic phase, unused force cards may be stored in the staff instead of bein! discarded;
there is no limit to the number of cards that may be thus stored. 5tored cards enhance the wielder6s 5tren!th
and can be e&pended in any future psychic phases by addin! them bac3 to the player6s hand. 1n hand,to,
hand combat, the staff may be used as a weapon, and increases the wielder6s 5tren!th by his 7astery ;e*el
plus " for each card stored in the staff. 1n combat a!ainst daemons, the wielder #ounds them automatically
with no sa*in! throw possible.
Standard of #e2otion Unique
50 points"pace .arines "ensei "tandard 6earer only
Any %eteran 5quad within "2? of the 5tandard has a psychic sa*e on a <= of 9:. Note that this does not
Nullify the power; you must roll for each model indi*idually to see if it is affected.
Standard of #e2astation Unique
50 points"pace .arines =ar4 'n:els "tandard 6earer only
Any <ar3 An!el within =? of the 5tandard is allowed to shoot if they are char!ed by the enemy, >ust as if
the model had been on +*erwatch .
Standard of Fortitude Unique
50 points"pace .arines =ar4 'n:els "tandard 6earer only
Any <ar3 An!els within =? of the 5tandard are allowed to mo*e up to 9? and rapid fire in the same turn.
Standard of Prosecution Unique
50 points"pace .arines "ensei "tandard 6earer only
Any 5ensei Assault 5quad within "2? of the 5tandard becomes sub>ect to Frenzy. Frenzied troops will
automatically char!e any enemies within char!e distance at the start of their turn, and will remain frenzied
until they are 2ro3en in hand,to,hand combat or until there is no enemy within char!e distance. Frenzied
troops char!e durin! the compulsory mo*ement phase and fi!ht with double their Attac3 <ice in 4t4 $the
A & 2; do not include bonuses for /lose /ombat weapons(. Frenzied troops may not parry, and must
always use their 2J follow,up mo*e to !et closer to or en!a!e the enemy. #hile Frenzied, troops are
unaffected by other psycholo!y, unless bro3en in 4t4; then they lose the Frenzy status and must flee >ust
li3e other troops@should they later rally, they are unaffected by their former frenzy. Fou can try to restrain
troops attemptin! to char!e *ia Frenzy@ma3e a ;eadership test; if you are successful, the unit is not
frenzied for that turn and not affected.
Standard of etaliation Unique
50 points"pace .arines "ensei "tandard 6earer only
+nce per battle, any -actical 5quad within "2? of the 5tandard may choose to fire a!ain after the end of the
5hootin! .hase. -he casualties sustained by the unit are remo*ed before these shots are made, and weapons
that are Iammed or echar!in! may not be used.
Standard of etribution Unique
25 points"pace .arines =ar4 'n:els "tandard 6earer only
Any <ar3 An!el within =? of the 5tandard will always inflict at least " hit in hand,to,hand combat, e*en if
they lose or draw a!ainst the opponent. Note that under these circumstances, the opposin! model will also
score " or more hits.
Stasis +renade Rare
20 pointsone use
5ee the 5tasis !renade type description for more information.
Stealth Field +enerator Common
0 pointsTau FD15 and FD25 K"tealthJ 6attlesuits only
4olo,Amitters to pro*ide the model with superior co*er. All shots fired at a stationary model with a 5tealth
Field 'enerator are at E" to hit in addition to other modifiers. 1f the model 4ides, troops that mo*e into a
position to see the hidin! model@or mo*e within their 1nitiati*e distance@will only detect him rather than
spot him until he mo*es or fires.
1nfiltratin! models with this technolo!y may start the !ame 4idin! without the benefit of co*er, althou!h if
any such model is located usin! a scanner, it is automatically 5potted. -hese rules also apply to any drones
controlled by the model.
Stealth Suit Common
10 pointsDindicare 'ssassins only
1f the Assassin fires while hidin!, he becomes <etected, not 5potted.
Steed of Slaanesh (Chaos e!ard) Common
25 pointsChapions o! "laanesh only
-he champion is considered to be a ca*alry model. -he 5teed has all of the standard daemonic abilities and
*ulnerabilities; howe*er, these are not conferred to the rider while he li*es, and so will not typically come
into play. 1t also causes Fear, and has the followin! statisticsB
: W. &. . ( W I * d
"2 8 0 9 5 " = " "0
-he 5teed6s A die should be a different color than that of the rider. 1f that die is the hi!hest scorin! $or a tie
of =(, then the ton!ue has wrapped around the opponent and immobilized it, reducin! the enemies /lose
/ombat score by <8 before the totals are compared.
Steel S-ull Uncommon
5 points;r4s only
-he +r3 usin! this item !ains :" -ou!hness. 4owe*er, the +r3 is sub>ect to the rules for 7adboyz
2eha*ior.
Stimulant 6njector Rare
10 points (Tau battlesuit characters only)
At the end of the 4t4 phase, the stimulant in>ector may be used to do one of the followin!B
L estore " #ound to the model.
L estore a model reduced to 0 #ounds to " #ound on a roll of 5: on <=.
L Ne!ate any psycholo!ical effects in a model.
Storm Shield Rare
10 points
7odel recei*es an e&tra armor sa*in! throw of 9: a!ainst shootin! or hand,to,hand combat which cannot
be modified and applies only a!ainst attac3s from the model6s front K0 arc. Also may be used to parry.
Suppression Shield Rare
,ariable pointssee ary lists
A model equipped with a 5uppression 5hield automatically inflicts an 58 hit resol*es on a sin!le opponent
when it char!es into hand,to,hand combat ; this hit resol*es before 4t4 is started. 7odels wearin! a 5hield
also recei*e a :2 bonus to their armor sa*in! throw a!ainst shootin! or hand,to,hand combat dama!e. Note
that as with all shields, these effects only apply if the incomin! attac3 is from the model6s front K0 arc of
si!ht.
S!ord of Asur Unique
10 points'suran only
5ee the weapon profile for this weapon for more information.
S!ord of Secrets Unique
10 points"pace .arines =ar4 'n:els "upree 2rand .aster only
5ee the weapon profile for this weapon for more information.
S!ooping $a!- +renade Pac- Common
1 point-ldar "5oopin: <a54s only
5ee the weapon profile for more information on this weapon.
S!ooping $a!- Wings Common
17 points-ldar "5oopin: <a54s only
-his de*ice functions in a similar manner to a Iump .ac3. 4owe*er, the >umps must be between =? and 8=?
lon!. -here is no penalty for flyin! o*er ob>ects, and there is no roll for scatter once the models land;
howe*er, they may not land within "? of hard co*er. 5woopin! 4aw3s do no !ain an additional 9? when
they char!e into /lose /ombat $but they still !ain the bonuses for /har!in!(. Any model shootin! at a
5woopin! 4aw3 has a ," -o 4it modifier, no matter how far the 5woopin! 4aw3 >umped.
At the start of the 7o*ement .hase, the 5woopin! 4aw3s may JFly 4i!h6 instead of >umpin! across the
battlefield. -hey may ta3e no other actions that turn $but may fly out of 4t4 combat in this way without
incurrin! any penalty(. )sin! the standard -ar!etin! ules, enemy models may fire at the 5woopin!
4aw3s as they lea*e the board by calculatin! the distance to the position the at the 5woopin! 4aw3s left
from and subtractin! " from their to 4it roll. +nce off the table, the 5woopin! 4aw3s may neither attac3,
not be attac3ed. -hey may return in the 7o*ement .hase of any followin! turn, and land $usin! the rules
listed abo*e( to any location on the board.
S*ringe S4uigs Uncommon
20 points;r4 ?ainboy* only
-o use this item, the .ainboy must ha*e mo*ed into base,to,base contact with wounded models on which
you want to use it, in the turn followin! the model6s in>ury. 1n the rally phase, roll a <= for each model the
.ainboy came in contact with; on a 8:, the model is considered sedated, and should be mar3ed with a
pennon bearin! the .ainboy6s heraldry. 1f the .ainboy is still ali*e at the end of the !ame, models mar3ed
by the pennons are not considered casualties for *ictory point purposes. Note that the .ainboy needs only to
pass by the in>ured models; he does not ha*e to end his mo*ement phase in contact with them.
'alon of $orus. 'he Unique
+0 pointsChaos "pace .arines 'baddon only
5ee the weapon profile for this weapon for more information.
'argals Plasma Blade Unique
5 points"pace 1ol,es only
-his blades weapon may also be thrown as a !renade, inflictin! a 5,O hit with a ,9 sa*e modifier and 2<:9
Armor .enetration.
'arget (oc- ($ard Wired) Uncommon
+10 points (Tau characters only)
-his system allows the bearer to tar!et a separate enemy unit than that en!a!ed by his squad.
'arget (oc- ('au Battlesuit) Common
10 points8Tau 6attlesuits only
-his system allows the battlesuit to tar!et a separate enemy unit to that en!a!ed by his squad; all of his
weapons systems must still be used a!ainst the new tar!et, howe*er.
'argeter Uncommon
2 points
-he user !ains a :" to hit with a specific pro>ectile weapon he carries; pic3 which weapon before the !ame
starts. -ar!eters may not be interchan!ed between weapons durin! battle.
'ears of the /mperor (elic) Common
15 points'deptus .inistoru/ one use only
-he .hial may be thrown, >ust li3e a !renade. 1t employs a 2? 2last 7ar3er, and any daemon touched by
the template is wounded on a 9:, and recei*es no benefit for it6s aura.
'eleport $omer Rare
5 points
Any friendly unit attemptin! to teleport onto the board within =? of the -eleport 4omer will not de*iate if
they roll a J4it6 on the scatter die when usin! a -eleport 4omer. 1f an arrow is rolled on the 5catter <ie,
they de*iate normally.
'eleport 9ammer Rare
20 points
1f anythin! attempts to teleport to a spot within 8=? of a model usin! a -eleport Iammer, the teleportin!
troops must roll for 5catter a second time after they ha*e rolled scatter from their ori!inal tar!et point. 1n
addition, the teleportin! troops will be destroyed if they roll a double," or a double,2 on the distance roll
for either scatter roll. 4as no effect on psy3ers usin! their powers to teleport.
-he #arp 5piderPs >ump !enerator is affected by the -eleport Iammer, but only if the #arp 5piders e&ceed
their ma&imum safe distance for a sin!le >ump. 1f the #arp 5piders are within 8=G of the -eleport Iammer
at any point in their mo*e and they e&ceed their normal ma&imum >ump distance, they ha*e to roll two <=
instead of one and pic3 the hi!hest result to see if they are destroyed.
'erminator Armor Rare
%5 points#periu only
-his is powered armor au!mented by an e&o,s3eletal liftin! frame, and pro*ides a modified sa*e 8: on
2<=. -he wearer may carry a sin!le hea*y weapon without penalty. All of the suits are lin3ed, and feed all
tactical data to e*ery other suit on the field, and allow it6s wearer to utilize the ;+5 of other models in the
squad. 1t is completely sealed a!ainst all en*ironmental effects $!as, bacteria, flamers, etc.(. 2ecause it is so
bul3y, the wearer cannot throw !renades; if it is deacti*ated, its wearer is effecti*ely helpless, and may not
mo*e or fire. -erminator armor comes equipped with a tar!eter and .ower 'lo*e as standard.
'erminator Armor. Chaos Rare
+7 pointsChaos only
;i3e the 1mperial *ersion, /haos -erminator suits are au!mented power armor, and pro*ide a modified
sa*e 8: on 2<=. -he wearer may carry a sin!le hea*y weapon without penalty. -he armor is completely
sealed a!ainst all en*ironmental effects $!as, bacteria, flamers, etc.(. 2ecause it is so bul3y, the wearer
cannot throw !renades; if it is deacti*ated, its wearer is effecti*ely helpless, and may not mo*e or fire.
4owe*er, /haos -erminator armor lac3s the sophisticated equipment found in the 1mperial *ersion, and no
additional equipment or bonuses are pro*ided.
'errorfe) Rare
15 points=ar4 -ldar only
-he -errorfe& is a wrist mounted !renade launcher that fires !renades made from captured Aldar
#raithbone, and causes ni!htmarish, psychically induced *isions that terrify the user6s enemies. -he
weapon has a "2? ran!e, and produces a 2? 2last 7ar3er. Any models touched by the template must pass a
;eadership chec3, with a ," modifier if they are fully co*ered by the mar3er, and an additional penalty of ,"
for e*ery model touched by the mar3er.
'eles-opic (egs Rare
5 points;r4s only
-he +r3 usin! them !ains :2 to its 7o*e, and doesn6t suffer any mo*ement penalties for crossin! obstacles
up to 2? hi!h. -he +r3 can also raise itself up to 2? in the shootin! phase, drawin! ;ine of 5i!ht from that
hei!ht.
'hrone of 1urgle Unique
G pointsChaos (9ur:le) only
'hrone of 9udgment Unique
%0 points#n)uisitor 0araa*o, only
-he -hrone of Iud!ment is a mobile platform, which is treated as a monstrous creature for shootin! and
4t4 purposes. 1t pro*ides the riders an ele*ation bonus in 4t4 $:" to #5(, and may inte!rate with a 5a!e
to allow him to redirect fire $one passen!er on the -hrone may re,roll a failed shootin! attempt(. 1t has an
A% of "C, one hit location, and the followin! <ama!e chartB
9? (hrone of Hudgment 9amage (able
;
-he -hrone of Iud!ment is 3noc3ed aside. 1t sta!!ers <8? in a random direction,
collidin! with anythin! it mo*es into; should this happen, roll a!ain on this chart, with a
:" to the roll.
D
-he inch thic3 armor of the -hrone6s moti*ators holds, but the force of the blow slows
it down. -he -hrone may not mo*e ne&t turn.
=<> -he -hrone is seriously dama!ed. 1t may now only limp alon! at <8? per turn.
?
-he -hrone crashes to the !round, and is effecti*ely destroyed. Daramazo* and his
etinue may dismount normally in the followin! turn.
@
-he -hrone of Iud!ment is en!ulfed in flames. Any model within 8? of the point where
it i!nites will be hit as if by a hea*y flamer.
'oughened /)os-eleton (Biomorph) Common
10 pointsListed Tyranids only
-his 2iomorph increases the model6s -ou!hness by " $to a ma&imum of "0(.
'o)in +renade Rare
15 pointsone use
5ee the -o&in !renade type description for more information.
'ran4uili3er ounds Uncommon
5 points'deptus 'rbites only
-hese special rounds are desi!ned to be fired out of the Adeptus Arbites shot!un for Apprehension )nits. 1f
the -ar!et is hit, he is only allowed an armor sa*e at a ," modifier. 1f it fails, instead of usin! the normal -o
#ound -able to determine the effects of the hit, use the followin! tableB
-oll (ranquili)er 'ffects
" ,2 No Affect
8,9 <ru!!edB educe 7, #5, 25, 1 and ;d by U ; educe A to "
5 5edatedB educe 7, #5, 25, and 1 to "; educe A to 0
= )nconsciousB emo*e model as a casualty
'roph* ac-s Uncommon
5 points=ar4 -ldar only
7any <ar3 Aldar enter battle bearin! trophy rac3s adorned with the decayin! heads of foes that they ha*e
slain. 1f a model with this war!ear slays an enemy in close combat, he may chop off the head and stic3 it on
to the trophy rac30 -his adds :" to the models ;< score for the rest for the battle. Althou!h only the first
head counts towards this bonus, don6t let that stop you from rac3in! Jem up0
'*rants Cla!. 'he Unique
+5 pointsChaos "pace .arines <uron 6lac4heart only
5ee the weapon profile for this weapon for more information.
7nguents of Warding Rare
20 points;rdo .alleus only
-his blessed oil ne!ates the effects of enemy psychic powers used on the unit of a roll of 9:. Note that, if
there is no sa*e, then the )n!uents ha*e no effect.
%a))ine S4uig Rare
50 points;r4 ?ainboy* only
All +r3 troops on the side of the .ainboy with this item are immune to the effects of any *iruses; e.!.,
%irus 'renades and the %irus +utbrea3 5trate!y /ard ha*e no effect a!ainst these troops.
%ectored etro&'hrusters Rare
+10 points (Tau battlesuit characters only)
-his system modifies the >et pac3s of a H%C, H%"5, or H%25 2attlesuit to allow a !reater possibility to
a*oid 4t4 combat. 1f the -au model is /har!ed by enemy units, it may ma3e an immediate mo*e of =?
away from them, in an attempt to escape. -his occurs before 4t4 is initiated, and so the -au model need
not ma3e an ;d chec3, and does not suffer any blows from the enemy as he >ets away from them.
-he enemy models do not Jloose !round6 if the model e*ades them, but may continue to mo*e their full
char!e distance towards the battlesuit as it tries to escape their attac3. -he /har!in! models must pursue
that model, and may not opt to attac3 another tar!et.
-his de*ice cannot be used if the model is part of a team, or if the model has any <rones.
%enom Sacs (Biomorph) Common
5 pointsListed Tyranids only
Any hits caused by the creature in /lose /ombat cause <8 #ounds to the opponent.
%ernacular od Rare
+0 points#perial @orces ;nly
-his artifact ne!ates any psychic power that effects the squad, re!ardless of the source $includin! any
psy3ers within the unit(.
%irus +renade Rare
50 pointsone use
5ee the %irus !renade type description for more information.
%oltage Field (Biomorph) Common
20 pointsListed Tyranids only
-he creature !ains an unmodified sa*e of 9:, and adds :" to its 5tren!th in 4t4 combat. For each
successful %olta!e Field sa*e the creature ma3es within 9? of a non,-yranid force field of any 3ind
$whether a personal field, such as a <isplacer Field, or a de*ice !enerated effect such as a Force Field
.ro>e3ta(, the %olta!e Field effect will burn it out on a 9:, and render it inoperati*e for the rest of the
!ame. Note that the %olta!e Field is not powerful enou!h to effect the fields on a 5uper 4ea*y *ehicle or a
-itan.
%orte) +renade Rare
50 pointsa& 2/ one use
5ee the %orte& !renade description for more information about this weapon.
Warp Field (Biomorph) Common
%0 pointsListed Tyranids only
#hen the creature is hit, roll 2<=. 1f the roll is hi!her than the 5tren!th of the attac3, then it causes no
dama!e to the creature $ties or less wound the creature normally(. 1f the weapon has sustained fire
capability, this roll is made before determinin! how many times the model was hit. .hysical attac3s
$includin! those by #raith /annon, 5ho33 Attac3 'uns, etc.( that do not ha*e a 5tren!th are considered to
be 5tren!th = when the rollin! to see if the creature is effected, althou!h .sychic attac3s without a 5tren!th
are unaffected by the #arp Field.
Warp 9ump +enerator Rare
+0 points
-his war!ear card allows a sin!le model to teleport to any point on the battlefield durin! its mo*ement
phase instead of mo*in! normally. oll a 5catter <ie to see if the model teleports on tar!et; a R4it? means
it is on tar!et; an arrow means it scatters 2<"0? in the direction indicated. 4owe*er, if a double," is rolled,
it means the model is lost in the warp, ne*er to be seen a!ain. -he model may shoot or fi!ht in hand,to,
hand combat on the turn it teleports, but doesn6t count as /har!in!.
Warp Spider 9ump +enerator Common
20 points-ldar 1arp "piders only
-his de*ice allows the #arp 5pider to teleport across the board. 4e may not ma3e a normal mo*e and
Iump, howe*er he may warp, shoot, and then warp a!ain, effecti*ely pro*idin! the models with a Jpop up6
style attac3 durin! the 7o*ement .hase. -hey may Iump without error, and may teleport into buildin!s or
bun3ers, but may not do so from or into a *ehicle which is capable of mo*ement.
-he ma&imum safe distance a #arp 5pider may Iump is "C?. 4e may e&tend that distance by up to 80?; if
he des so, howe*er, there is a chance that the model will be lost in the #arp. For Iumps of "C,29?, the
player must roll a = on a <= for this to occur; for distances from 29,80?, the roll is 5:. Any Iump may be
split, as described abo*e.
#arp 5piders may char!e into 4t4 combat usin! their Iump abilities, and recei*e the standard :" for doin!
so. 1f they attac3 models in +*erwatch in this way, the models may not shoot at the #arp 5piders, due to
the pro&imity of their teleportation. #arp 5piders who Iump into 4t4 may not shoot in the 5hootin! .hase.
;i3e 5woopin! 4aw3s, they may Iump out of 4t4 combat without penalty.
Warp Portal Unique
50+ points-ldar only
-his lar!e structure indicates the presence a portal used by the Aldar to lin3 to!ether places *ia the webway,
or to re!ulate the amount of #arp ener!ies in a !i*en location. 1t may be placed anywhere on the board, but
must be placed immediately after terraformin!, and before any bun3ers or emplacements are placed.
-he #arp .ortal may be used for one of the followin! three purposesB
An Aldar #arloc3 or Farseer may draw an additional #arp /ard per le*el per turn from the .ortal $up to a
ma&imum of four cards per turn(. Any enemy psy3er who used a psychic power within 29? of the .ortal is
immediately pulled "<=? towards it per Force /ard used to power the ability, and will be in>ured on a roll
of 9: if he collides with any terrain while bein! dra!!ed $only ma3e one test to wound, no matter how
many obstacles are hit(.
Alternati*ely, the #arp .ortal may be used to brin! Aldar )nits onto the board. -his adds a cost of "0
points per character or squad and 25 points per *ehicle to the cost of the .ortal. )nits to be brou!ht throu!h
the .ortal must remain in reser*e until they enter the table durin! the 7o*ement .hase of any turn, and
they enter the board as they would from the <eployment Qone.
-he final choice allows any Aldar units wishin! to lea*e the board to do so throu!h an opened #arp .ortal;
howe*er, they will 3eep their current status once they lea*e $e.!. 2ro3en units remain 2ro3en(, and they
may not return to the board once they ha*e left.
1n either of the last two cases, -eleport Iammers ha*e no effect on a #arp .ortal. -he .ortal has an Armor
%alue of 80, and uses the same <atafa& as a buildin!.
Web of S-ulls Uncommon
25 points-ldar only
5ee the weapon profile for more information on this weapon.
Web!a* ,e* Unique
25 points-ldar ?irates only
-his piece of #ar!ear allows a model to tra*el throu!h solid ob>ects0 )se the two 'ate 7ar3ers for the
'ate psy3er power as portals for the .hase Field, to demonstrate when this de*ice is in use.
.lace the two mar3ers on the board, each of which must be within 5? of the character with this war!ear.
;+5 is not required when placin! the .hase Field portals, but they cannot be placed into a *ehicle which is
capable of mo*ement.
-he #ebway Dey only permits horizontal mo*ement. 1f the distance between the two .ortals is !reater
than 5?, any model passin! throu!h it must roll a <=; on a result of =, that model is remo*ed from play as a
casualty.
Any models $friend or foe( which mo*e into one #ebway .ortal from any direction reappear instantly out
of the other, e&pendin! no mo*ement while mo*in! between them; they may /har!e or ma3e un mo*es
as normal throu!h it.
+nly normal foot troops $of either side( may mo*e throu!h the #ebway Dey .ortals; if there is any
question as to who may use it, the model in question must be able to fit into the area of the template. Aach
.ortal bloc3s ;+5, and cannot be used to shoot $or use psychic powers( throu!h. +nce acti*ated, the
#ebway .ortals may not be mo*ed or deacti*ated until the player6s followin! 7o*ement .hase.
-he #ebway Dey offers no protecti*e bonus $other than described abo*e(, and will not function in an area
affected by a -eleport Iammer.
Web!a* Portal Unique
50 points=ar4 -ldar only
-his is a mobile form of the portal used by the <ar3 Aldar to lin3 to!ether places *ia the webway. At the
start of the !ame, the <ar3 Aldar player may specify up to two units that will be held in reser*e, in the
webway. -hese units may not enter play until the #ebway .ortal is opened $if they are not deployed durin!
the !ame, the units will be considered bro3en for *ictory conditions at the conclusion of the battle(. Note
that these units are allowed to deploy as soon as the portal is opened0
-he #ebway .ortal may be acti*ated in the 5hootin! .hase by the character carryin! it, in lieu of shootin!
a weapon in that turn; place a 8? 2last 7ar3er in base to base contact with the model once it is acti*ated.
+nce opened, there is no way to close the portal; -eleport Iammers ha*e no effect. Any units placed in
eser*e may either enter the table immediately, or wait until the followin! 7o*ement .hases, as normal.
4owe*er, the reser*es will always deploy from the location of the portal openin!.
+nce the .ortal has opened, the character model may mo*e away from it as he pleases $the portal itself
must remain stationary(. <ar3 Aldar )nits wishin! to lea*e the board may do so throu!h the #ebway
.ortal rather than departin! from a <eployment Qone; howe*er, they will 3eep their current status once
they lea*e $e.!. 2ro3en units remain 2ro3en(, and they may not return to the board once they ha*e left.
-he #ebway .ortal may not be ta3en by a model on a ea*er Ietbi3e.
Weirdbo* Staff Uncommon
5 points;r4 1eirdboy* only
1n hand,to,hand combat, the 5taff allows the #eirdboy to add to his 5tren!th a number equal to his psychic
7astery ;e*el, and the weapon wounds <aemons automatically in close combat. -he #eirdboy may also
re,roll the dice for his #aaa!h0 -est if he fails the first roll.
Witch Blade Rare
15 points-ldar psy4ers only
At the end of the psychic phase, up to two unused Force /ards may be stored in the 2lade instead of bein!
placed in the discard pile. -he stored Force /ards may be retrie*ed and used in subsequent psychic phases.
1n hand,to,hand combat, the 2lade increases the wielder6s 5tren!th by a number equal to his 7astery
;e*el, and wounds <aemons automatically with no sa*e possible. -he wielder may also e&pend a stored
Force /ard to !ain an e&tra :2 5tren!th and E2 armor sa*e in hand,to,hand combat. 7ay also be used to
parry . For more information, see the weapon profile on this weapon.
Wolf $elm of uss. 'he Unique
50 points"pace .arines "pace 1ol,es only
Any 5pace #ol*es6 characters or units that can draw ;ine of 5i!ht to this model automatically pass any
brea3 test or psycholo!y test they are required to ta3e. 1n addition, the wearer causes Fear.
Wolfen Stone Unique
+0 points"pace .arines "pace 1ol,es only
Non,daemonic foes that are char!ed in 4t4 combat by the bearer of the 5tone must ma3e a brea3 test on
8<= or be effected by Fear.
=%>> Battlesuit Unique
+100 points (Coander ;B"haserra only)
-his -au 2attle 5uits are considered to be a 5ealed 5uit of .ower Armor $8: 5a*e( with a -ech atin! of
K. ;i3e all battlesuits, it con*eys statistical bonuses to the wearer $which is fi!ured in to the stats and cost
of the wearer(. -his battlesuit allows the wearer to carry hea*y weapons without penalty, but does not
chan!e the desi!nation of mo*e or fire weapons. 1t is equipped with a -au 5canner, Iet .ac3, 5tealth
Field 'enerator, 5hield 'enerator $9: )nmodified 5a*e(, and an Ad*anced 7ulti,;oc3 that allows the
model to fire twice in the same turn at two different tar!ets, of desired.
=*clos 1eedler Unique
25 pointsChaos "pace .arines @abius 6ile only
5ee the weapon profile for the weapon for more information.
Special Abilities
Special Abilities
.pecial *bilities are optional traits that a player may use to further bolster the effectiveness of his
army. *gain, only certain models or units may ta!e advantage of these powers; consult your Codex
for the full rules.
/)arch Abilities Eldar Common
Cost Daries-!!ects sin:le 'spect 1arrior -&arch/ as noted
Crac! .hot $:"5pts(
An A&arch with /rac3 5hot adds :" to his rolls when shootin!. 4e may also fire at e&treme ran!e E this
bein! defined as the ma&imum ran!e and half as far a!ain; howe*er, the :" bonus does not apply to such
shots.
(urn *side &low $:5pts(
-his allows the A&arch to .arry, e*en if he doesn6t ha*e a weapon which can do so; such parries can force
an enemy to re,roll 2 attac3 dice, rather than one.
9isarm $:5pts(
1f the A&arch wins the round of 4t4, then he may disarm his opponent rather than wound him. -his causes
no Jhits,6 but one of the enemy6s weapons is destroyed and may no lon!er be used.
Crushing &low $:5pts(
-he A&arch adds :" to the 5tren!th *alue of any weapon he is usin! in 4t4 combat.
&ounding eap $:"0pts(
-he A&arch may leap up to 9? in addition to his normal mo*ement. -his will allow him to clear man sized
models E e*en enemy models E without penalty, and the A&arch may leap out of 4t4 without incurrin! any
penalties for doin! so.
&attle Fortune $:"0pts(
-he A&arch may re,roll any failed Armor sa*es. -hese apply to his physical armor only, and the second
result stands.
War .hout $:5pts(
-he A&arch causes Fear when he char!es into 4t4 combat.
Fighting Fury $:5pts(
-his increases the A&arch6s Attac3 score by :".
:ighty .tri!e $:5pts(
1f the A&arch inflicts two or more hits in a round of 4t4, then he may chan!e the multiple hits for a sin!le
one, with :" 5 for each additional hit after the first.
9istract $:5pts(
-his doubles the A&arch6s bonus for each of the enemy fumbles $he !ets :2 to his combat score, instead of
:"(.
.ustain *ttac! $:5pts(
-he A&arch !ets a Follow,)p mo*e of 9? after 3illin! an opponent in 4t4.
Fast .hot $:25pts(
-he A&arch may fire twice in the 5hootin! .hase; these shots do not need to be at the same tar!et, but must
follow the normal rules for characters shootin!.
(ough $:"0pts(
1ncrease the A&arch6s -ou!hness by :".
.tealth $:"0pts(
-he A&arch has a ," to hit modifier when bein! shot at short ran!e, and a ,2 when bein! shot at lon! ran!e
$in addition to any other modifiers that may apply for co*er, etc.(.
-esolve $:"0pts(
-he A&arch is immune to all psycholo!y, and need ne*er ta3e a 2rea3 -est.
Fire Caste Abilities Tau Units Common
&onding
10 points-!!ects a sin:le unit/ as noted
2onded units who fail a ;eadership -est become 5ha3en, not 2ro3en. 5ha3en troops may not mo*e
towards the enemy but are otherwise unaffected by the condition. 5ha3en troops failin! another ;eadership
test will become 2ro3en as normal. -his is a bonus applied to the entire unit, includin! the -eam ;eader $if
any(.
Opportunity Fire
+10 points-!!ects a sin:le 6onded unit/ as noted
A 2onded )nit is far less li3ely to brea3 in the face of an enemy assault. 1f the -au player wishes, he may
further up!rade any 2onded units to allow them fire at tar!ets of opportunity , these are classified as any
enemy units that ha*e closed within C? of the 2onded )nit durin! the 7o*ement .hase. +pportunity Fire is
considered to be similar to an +*erwatch fire, in that it ta3es place durin! the 7o*ement .hase, before the
char!in! enemy units ha*e a chance to close into 4t4. )nli3e +*erwatch, howe*er, all of the other
standard rules for 5hootin! at tar!ets apply. )nits which fire at tar!ets of opportunity may not fire a!ain in
the 5hootin! .hase, and cannot troll any attac3 dice if they are successfully char!ed in 4t4.
$arle4uin Abilities Eldar Units Common
8olosuit
Cost !i:ured in to price o! odel
-his suit refracts the ima!e of the wearer, ma3in! them difficult see. All shots fired at a model wearin! a
4olosuit are at E" to hit in addition to other modifiers. 1f the model hides, troops that mo*e into a position
to see the hidin! model@or mo*e within their 1nitiati*e distance@will only <etect him rather than 5pot
him until he mo*es or fires. 1nfiltratin! models wearin! 4olosuits may start the !ame hidin! without the
benefit of co*er $althou!h in this case the models will be <etected in an enemy model mo*es within its
1nitiati*e in inches to the hidden model.(.
Furthermore, in hand to hand combat, any attac3ers must first ma3e a leadership roll, or suffer a ," penalty
to their #5 for that round.
-his item also pro*ides the wearer with protection a!ainst *irus, !as, and to&in attac3s. 1t does not, in and
of itself, confer an armor sa*e a!ainst physical or psychic attac3, nor does not constitute a Rfield? for the
purposes of determinin! defensi*e protection.
-ictus :as!
Cost !i:ured in to price o! odel
-his mas3 causes Fear and is equipped with a .hoton Flare compensator; it is pro*ide to all 4arlequins as
part of their standard equipment.
9ispersed Formation
Cost !i:ured in to price o! odel
All 4arlequin units employ the rules for <ispersed Formation. -he squads ha*e a unit coherency distance
of 9?; any *ehicle squadrons in the army ha*e a unit coherency of K?.
8yper *gility
Cost !i:ured in to price o! odel
4arlequins are e&tremely acrobatic. -his pro*ides them with the followin! abilitiesB
, 8=0 attac3 arc; 4arlequins effecti*ely do not ha*e a Front, 5ide, or ear Facin!. -hey may attac3
in any direction, and do not suffer penalties when attac3ed from the side or rear in 4t4 combat.
, 4arlequins in 4t4 combat may Jflip6 out of 4t4. -his allows them to mo*e behind an opponent in
4t4 if there is space behind the enemy model, or to lea*e the fi!ht entirely, without 2rea3in! or
the opponent ma3in! any partin! shots a!ainst them. $1f the model lea*es 4t4, it may fire as per
the normal rules, but cannot char!e a different unit in 4t4 that turn.(
Sacred ites Adeptus Ministorum Common
0 points-!!ects one s)uad (typically "isters o! 6attle)
oll <=, modified the by the character6s status $see below( and consult the 5acred ites -able to see the
result. -his will effect all of the models in the unit, and will last so lon! as the character that performed the
ite leads and stays in coherency with itB
-oll .acred -ites (able
" No effect.
2 -he squad is immune to Fear and -error for the duration of the battle.
8 -he squad becomes sub>ect to Frenzy. Frenzied troops will automatically char!e any enemies within char!e
distance at the start of their turn, and will remain frenzied until they are 2ro3en in hand,to,hand combat or
until there is no enemy within char!e distance. Frenzied troops char!e durin! the compulsory mo*ement
phase and fi!ht with double their Attac3 <ice in 4t4 $the A & 2; do not include bonuses for /lose /ombat
weapons(. Frenzied troops may not parry, and must always use their 2J follow,up mo*e to !et closer to or
en!a!e the enemy. #hile Frenzied, troops are unaffected by other psycholo!y, unless bro3en in 4t4; then
they lose the Frenzy status and must flee >ust li3e other troops@should they later rally, they are unaffected by
their former frenzy. Fou can try to restrain troops attemptin! to char!e *ia Frenzy@ma3e a ;eadership test;
if you are successful, the unit is not frenzied for that turn and not affected.
9 -he squad adds :" to its ;d for the duration of the battle $althou!h it cannot raise the score hi!her than "0(.
5 -he squad 4ates the enemy. -his allows them to ta3e 2rea3 tests with an ;d of "0. 1n /lose /ombat, they
may re,roll any Attac3 <ice once for each round of 4t4 combat, and always use their 2J follow,up mo*e to
!et closer to or en!a!e the enemy.
= Aach model in the unit has a psychic sa*e on a <= of 9:. Note that this does not Nullify the power; you must
roll for each model indi*idually to see if it is effected.
O -he squad is immune to psycholo!y and automatically passes any 2rea3 tests it is required to ma3e.
C -he squad i!nores the standard choosin! a tar!et rules, and each may fire at any unit or *ehicle the player
wishes. #hile it cannot fire specifically at characters that are part of, screened by, or closer to a unit than 2?,
it may select any other tar!et deemed appropriate within the K0 arc of the shooter.
K +nce per battle, the squad may choose to fire a!ain after the end of the 5hootin! .hase. -he casualties
sustained by the unit are remo*ed before these shots are made, and weapons that are Iammed or echar!in!
may not be used.
-he characters performin! the 5acred ites may use the followin! modifiers $note that any of the possible
results in the ran!e may be selected if the character can modify the roll(B
5isters of 2attle /anonessB :8
%eteran 5ister 5uperior $5o2(B :2
7issionary 7a>or 4eroB :"
7issionary 4ero or /hampionB :0
.reacherB :0
For each .sy3er in the aryB ,"
Any 1mperial infantry unit $sa*e for Adeptus 7echanicus, 5pace 7arine, or 1nquisitors( may recei*e
5acred ites, althou!h mutants such as +!ryns, atlin!s, and 5quats will not be !ranted them.
Street S-ills Adeptus Arbites Common
Cost Daries-!!ects sin:le 'deptus 'rbites s)uad/ as noted
5ome Arbites characters and units ha*e become battle hardened thou!ht their e&perience on the street. -o
reflect this, you may up!rade any unit or with one of the followin! s3ills.
-here are two costs listed for each abilityB the first is the additional cost per unit, the second is the cost to
up!rade a character. -his cost is added to the squad or character, respecti*ely.
1f a /haracter is !i*en street s3ills, then this ability effecti*ely ta3es up one war!ear slot for that character.
Combat :aster $:25ptsM:5pts for /haracters(
7odels with this s3ill who are attac3ed by multiple opponents in hand,to,hand combat may add :" to its
#eapon 53ill for each opponent after the first, effecti*ely ne!atin! the bonus for fi!htin! multiple
attac3ers.
Counter *ttac! 3G2ptsIG2pts for Characters6
1f a fi!hter with the /ounter Attac3 s3ill, and one of his parries is cancelled for any reason $e.!., the enemy
model has a sword as well(, he may roll an e&tra Attac3 die immediately for each parry of his that is
cancelled.
&ulging &iceps $:"0pts per modelM:"0pts for /haracters(
-he members of a unit carryin! hea*y weapons are allowed to mo*e and shoot in the same turn with mo*e,
or,fire weapons, but ta3e a E" -o 4it penalty when doin! so.
8url Opponent $:90ptsM:"0pts for /haracters(
7odels with this s3ill who win a round of hand,to,hand combat may throw their opponent <=? away in a
direction of your choosin! instead of inflictin! dama!e as normal. -he thrown model ta3es a sin!le hit of
5tren!th equal to half the distance rolled $e.!., if you roll a 5, the 5tren!th is 8(. -he thrown model must
then spend the ne&t turn standin! up, and may do nothin! else.
8ip .hooting $:80ptsM:"5pts for /haracters(
Fi!hters with this s3ill are allowed to run and shoot in the same turn with a E" -o 4it penalty. 7odels
usin! this s3ill may not count bonuses from 5i!hts of any 3ind, and may not use this s3ill to fire a 4ea*y
weapon.
4oint &lan! Fire $:95ptsM:20pts for /haracters(
-he model is trained to fire his Arbites 5hot!un at point blan3 ran!e. 4e may do this automatically, before
any hand to hand attac3s of any 3ind $includin! ;ashwhip, 7adiblaster, 'rabba,sti33, etc.( are made.
<etermine the results of the 5hot!un fire first, usin! all of the applicable rules for shot!uns; then the /lose
/ombat and 4-4 attac3s are resol*ed. Note that the use of this ability does not pre*ent the model from
rollin! his Attac3 <ice in 4t4.
*mbush $:5ptsM:5pts for /haracters(
-he model may !o into +*erwatch and 4idin! in the same turn.
:edic $NAM:5pts for /haracters(
A 7edic with this s3ill may re,roll a sin!le result on medical reco*ery chart when usin! a 7edpac3; this
ability may only be used once per !ame, and the second result stands, e*en if it is worse than the first.
%eteran Abilities Imperial Guard Common
Cost Daries-!!ects sin:le #perial 2uard ")uad/ as noted
Ceteran Infantry J -ough -iders
Fou may con*ert any or all 1mperial 'uard infantry units to %eteran status by choosin! one of the
followin! %eteran Abilities and spendin! the additional points as listedB
*bility Cost 9escription
Cra)ed :25 /razed units ta3e 2rea3 test only if 50V of the unit is lost in sin!le turn,
and are otherwise 1mmune to .sycholo!y. -his ability costs 50 points for
atlin!s.
9eadeye .hots :25 Aach model which misses a shot in the 5hootin! .hase may re,roll their
-o 4it die once each turn, pro*ided that they are not usin! 4and 'renades
or weapons with a blast mar3er.
Freedom Fighters :5 Aach enemy model mo*in! throu!h woods or buildin!s already occupied
by the squad ta3es a 58 hit; +!ryns cannot ta3e this ability
Eri))led :"5 -he unit rolls 8<= for 2rea3 tests, and selects the best two to determine
the outcome of the roll. -his ability costs 80 points for atlin!s
Euerrillas :"0 -he unit may un and 4ide in same turn, or un and 5hoot with a E"
penalty. +!ryns may not ta3e this ability
8ardened Fighters :"0 -he unit may re,roll any sin!le Attac3 <ie in hand,to,hand combat; the
ori!inal is i!nored e*en if a fumble. Furthermore, opponents may not
.arry a!ainst the attac3 of a 4ardened Fi!hter.
.lic! Crew :20 -his ability applies to hea*y weapons teams. -he unit may shoot twice if
the first shot hits $if usin! a 7ortar, if the 5catter <ie is a R4it?(; the
second shot may be a!ainst a different tar!et, if one may be chosen under
the J5electin! a -ar!et6 rules.
.tealthy :"0 -he models i!nore mo*ement penalties for difficult or *ery difficult
terrain, and !ain a :" /ombat 5core when fi!htin! in hand,to,hand
combat in it. Additionally, ;ine of 5i!ht throu!h woods is doubled. -his
ability may not be selected by ou!h iders or +!ryns.
.treet Fighters :20 1n 5oft /o*er, the defensi*e bonus is ,2 to be hit; if in 4ard /o*er, the
bonus is ,8 to be hit.
(an! 8unters :"0 -he unit is 1mmune to .sycholo!y induced by *ehicles, and may re,roll
any or all armor penetration dice once a turn if en!a!in! a *ehicle in 4t4
combat.
Ceteran .quadrons
Fou may con*ert any or all 1mperial 'uard 5quadrons to %eteran status by choosin! one of the followin!
%eteran Abilities and spendin! the additional points as listedB
*bility Cost 9escription
*ce 9river :5 %ehicles with Ace <ri*ers may cross difficult terrain at /ombat 5peed
without a control roll; it may attempt to cross *ery difficult terrain as well,
but a /ontrol oll will then be necessary.
'vasive 9riving :20 %ehicles with Ace <ri*ers may attempt to disen!a!e from a unit en!a!in!
it in 4and to 4and. Aach model attemptin! to attac3 the *ehicle must first
roll under its 1nitiati*e 5core in order to do so. -he *ehicle may also brea3
off from 4t4 in the 7o*ement phase without incurrin! any stri3es a!ainst
it as it does so.
(an! 8unters :20 Aach turn, the player *ehicle may re,roll a sin!le failed armor penetration
roll caused by a weapon with a %eteran /rew with this ability.
*ce Eunners :25 A sin!le weapon which misses a shot in the 5hootin! .hase may re,roll
their -o 4it die once each turn, pro*ided that they are usin! a sin!le $not
lin3ed( *ehicle mounted !un. Note that Aarthsha3er and /rews may not
ta3e this ability.
Ceteran &atteries
Fou may con*ert any or all 1mperial 'uard 2atteries to %eteran status by choosin! one of the followin!
%eteran Abilities and spendin! the additional points as listedB
*bility Cost 9escription
-esolute :20 esolute units ta3e 2rea3 test only if 50V of the unit is lost in sin!le turn,
and are otherwise 1mmune to .sycholo!y.
9eadeye .hots :25 Aach artillery piece which misses a shot in the 5hootin! .hase may re,roll
their -o 4it die once each turn. Note that Aarthsha3er /rews may not ta3e
this ability.
.lic! Crew :25 -he !unner artillery crew may shoot a!ain if the first shot hits. 1f the
weapon is a 7ortar, the 5catter <ie must roll a R4it.? -he second shot
may be a!ainst a different le!al tar!et, if desired. A!ain, Aarthsha3er
/rews may not ta3e this ability.
%o!s Black Templars Unique
50 points-!!ects entire 6lac4 Teplar ary/ as noted
-he 2lac3 -emplars must swear one of the followin! *ows before a battle. /hoose which *ow you army
has sworn after youP*e determined the mission but before either army sets up. %ows donPt affect 2lac3
-emplar *ehicles unless noted.
*ccept any challenge, +o :atter the Odds
Any unit in the 2lac3 -emplar army must char!e the enemy if they are in ran!e at the start of the 4and to
4and phase, and they must ma3e a follow up mo*e into combat if they win a fi!ht, so lon! as they would
normally be allowed to do so. 1n close combat, the 2lac3 -emplar may re,roll any sin!le die in each round
of 4and to 4and combat $this *ow has no effect a!ainst *ehicles without a #5.( Neophytes in the unit do
not benefit from this *ow; if only neophytes remain in a unit, they are not bound by it. <readnou!hts in the
army are bound by this *ow.
,phold the 8onor of the 'mperor
-he 2lac3 -emplars are con*inced that the Amperor will protect them and refuse to s3ul3 behind co*er li3e
cowards. 2lac3 -emplar units my not count co*er bonuses when bein! fired upon. 4owe*er, such is their
faith in themsel*es that they shru! off e*en the most se*ere wounds, so !ain a =: in*ulnerable sa*in! throw
$or :" to an unmodified sa*e of 8: or hi!her(. Neophytes may count co*er as normal but do not !ain the
in*ulnerable sa*e.
.uffer not the ,nclean to ive
#hen rollin! to wound in close combat, 2lac3 -emplars with this *ow add :2 to their 5- roll to wound
in 4and to 4and combat. 2lac3 -emplars need to summon their holy stren!th when they attac3, so stri3e at
," to their 1nitiati*e. Neophytes stri3e and wound normally.
&e 4ure in :ind, &ody and .oul
+f all de*iants, 2lac3 -emplars abhor witches and warloc3s the most. -he faintest si!n of heretical
psychic power dri*es them into a *iolent fer*or. -his *ow affects all 2lac3 -emplar units, includin!
*ehicles. 1f there is an enemy psy3er on the table at the start of the 2lac3 -emplar first mo*e phase, the
2lac3 -emplars must ma3e an additional mo*e towards the enemy before their normal mo*ement. -he
distance mo*ed is 2d= G $roll for each unit( and each unit must mo*e the full distance, endin! the mo*e as
close to the enemy then when they started, if possible. After this initial sur!e forwards, units may ma3e
their normal mo*e without restriction. All units count as ha*in! co*ered the full distance for mo*in! that
turn, when resol*in! their opponent6s shootin! modifiers $*ehicles may not accelerate in the initial
deployment, but may do durin! their normal mo*ement in the first turn(. -he 2lac3 -emplars only !et this
e&tra mo*e in the first turn of the !ame.
%ehicle Cards
%ehicle "odifications
Cehicle Cards are upgrades or equipment that a player may use to further bolster the effectiveness
of his army. :odifications may be added to any vehicle with a 9atafax, except (itans. (here is no
limit to the number of modifications that can be made to a single vehicle, nor to the number of
instances of the same modification that may be made; however, each /complete% modification may
only be applied to a particular vehicle once unless it is deployed as a squadron. (his means that
although all four of your tan!s may have reinforced armor, if that is their only modification, then they
must all be deployed as part of a single unit. Otherwise, other wargear must be applied to each
vehicle, until they no longer match.
+ote that the (au may only ta!e modifications from their -acial ist; no other Wargear is allowed for
their vehicles from the Eeneral category.
Wargear for All Armies
*blative *rmor 8?@ points (A@ pts for Super $ea2* 2ehicles)
-he crewmen of this *ehicle ha*e bolted e&tra protecti*e plates to it, formin! a secondary layer of armor. A
*ehicle with ablati*e armor i!nores the first hit which successfully penetrates the *ehiclePs armor. Further
hits that penetrate count as normal. 4its from !ra*iton !uns and 5ho33 Attac3 !uns i!nore ablati*e armor.
Note that e&posed crewmen are not protected by ablati*e armor and will be affected normally.
Ablati*e armor only effects weapons which roll to penetrate armor. A!ainst weapons such as buzzer squi!s,
pulsa ro33its, distort cannons, etc., Ablati*e armor has no effect.
Ceramite *rmor
+50 points (sae !or "uper <ea,y ,ehicles)
-he armor of this *ehicle has been made out of ceramite. /eramite is a special compound that retains all
the protection of normal armor, but also has incredible heat resistin! qualities. Any shots from multi,
meltas, melta !uns, or melta,bombs which hit the *ehicle must hal*e the result rolled for armor penetration.
Note that e&posed crewman are not protected by ceramite armor and will be affected normally.
'lectro<8ull
+10 points (20 pts !or "uper <ea,y ,ehicles)
-his card may be ta3en by any *ehicles e&cept those with e&posed crew. 2y runnin! a li*e electric current
throu!h the hull, this *ehicle has a *ery simple defense a!ainst hand,to,hand attac3ers. Any model which
attac3s this *ehicle in hand,to,hand combat must first see if their armor protects them from the shoc3, by
successfully ma3in! a basic armor sa*in! roll $field sa*es ha*e no effect a!ainst Alectro,hulls(. 1f the
model fails, then he will be thrown bac3 "G and may not attac3 this turn. 1f the model successfully ma3es its
basic sa*in! throw then it may attac3 the *ehicle as normal.
8ead .hield
+5 points
-his card may only be ta3en by <readnau!hts and #al3ers. A physical shield is constructed on top of the
<readnau!ht, desi!ned to protect it from attac3s which ori!inate form abo*e the *ehicle $this includes
speculati*e attac3s, such as those from a 7ortar, but not directed fire attac3s, as from a 5ee3er 7issile(.
Any attac3 which ori!inates from abo*e the <readnau!ht is Jdeflected6 on a roll of 9:. 1f the shield fails, it
adds :<= to the wal3er6s armor *alue $for that shot only(; if the armor is penetrated, then the 4ead 5hield
is automatically destroyed.
+ull<.hield
++5 points (sae !or "uper <ea,y ,ehicles)
Aach time a psychic power is used on a *ehicle with a null,shield, roll the 5catter <ie first@on a roll of a
R4it?, the psychic power penetrates the 5hield and wor3s normally. 1f an arrow is rolled, the power is
deflected 2<=? away in the direction indicated, passin! o*er terrain and obstacles but affectin! the first
le!al model $other than the *ehicle whose Null,5hield deflected it( in its path. 1f the null,field is within 2?
radius, the 5hield will nullify the power on a 9: on <=.
-einforced *rmor
+10 points (50 pts !or "uper <ea,y ,ehicles)
-he armor *alue for all locations is increased by :". -he e&tra wei!ht has a ne!ati*e effect on speed; the
*ehicle6s 5low 5peed is reduced by "?, the /ombat 5peed reduced by 2?, and the Fast 5peed reduced by
9?. <readnou!hts and #al3ers ha*e their 7o*ement reduced by 2?.
.cythes
+5 points
-his card may only be ta3en for 2i3es and <ar3 Aldar Iet 2i3es. -he 2i3e has been equipped with
wic3edly sharp scythes for cuttin! down enemy troops as the rider races past at hi!h speed. #hen the 2i3e
is used to ma3e a hit and run attac3, before the actual attac3 is resol*ed, the enemy model must roll equal to
his initiati*e or less on a <= $= always fails(. 1f the roll is failed, the model ta3es a 5,9 hit with a ,"
modifier. 1f the model li*es, $or passed his initiati*e chec3( the resol*e the hit and run attac3 normally.
.earchlight
+5 points (sae !or "uper <ea,y ,ehicles)
Fou may use the 5earchli!ht durin! any mo*ement phase. .lace a 2? 2last 7ar3er anywhere within ;ine
of 5i!ht of the *ehicle usin! the 5earchli!ht. Any hidin! enemy models at least partially co*ered by the
mar3er are Rspotted? $if they are in or behind soft co*er(. Anemy models hidden in or behind hard co*er or
equipped with /hameoline $or its equi*alent( become Rdetected? instead.
.upercharged 'ngine
+5 points (not a,ailable !or "uper <ea,y ,ehicles)
7ay not be ta3en for <readnou!hts or other #al3ers. 7ay be used in any 7o*ement .hase to increase the
*ehicle6s speeds, and may be used repeatedly but no more than once per mo*ement phase. #hen used,
/ombat 5peed is increased by <= and Fast 5peed is increased by 2<=. -hese increases are in addition to
any other increases which may ha*e ta3en effect by pre*ious tri!!erin! of the 5uperchar!ed An!ine. 1f the
die roll is a =, the mo*ement for that die 7)5- be used in that turn0
(eleporter
+50 points (Liit 1 per 'ry)
-he -eleporter is a lar!e piece of equipment, and so must be mounted in a buildin! or on a *ehicle in order
to be used effecti*ely. +nce per turn, a sin!le unit that is either on or in base to base contact with the
-eleporter may be mo*ed to any point on the battlefield durin! its mo*ement phase instead of mo*in!
normally.
oll a 5catter <ie to see if the unit teleports on tar!et; a R4it? means it is on tar!et; an arrow means it
scatters 2<"0? in the direction indicated. 4owe*er, if a double," is rolled, it means the unit malfunctions,
and fails to relocate the unit in that turn. Also, models which teleport off the -able Ad!e are considered
lost, and may not participate in the battle $but do not add any *ictory points to the enemies6 total at the end
of the !ame(.
1f the -eleportation succeeds, place a model on the point indicated. All of the remainin! models in the
squad will then end up a <8? from that model in a random direction $roll the 5catter <e to determine the
location(. -he player may choose the facin! of each of the models as it lands on the board, but may not
otherwise mo*e them for the rest of the 7o*ement .hase. -eleported units may shoot or fi!ht in hand,to,
hand combat on the turn in which they teleport, but do not !ain any mo*ement bonuses when they are fired
upon, nor any bonuses for /har!in!.
Cortex 9etonator
+50 points (sae !or "uper <ea,y ,ehicles)
-he %orte& <etonator pro>ects a field o*er a lar!e area which can detect the tiny warp dri*es within %orte&
!renades and cause them to detonate prematurely. 1f any model within "2? attempts to use a %orte&
!renade they will be detected by the %orte& <etonator, and the !renade will automatically e&plode in the
modelPs hand. .lace the blast mar3er o*er the model as if it had hit itself with the %orte& !renade.
"odifications for Chaos Space "arines
9estroyer
+25 points0horne daeonic ,ehicles only
-he *ehicle has its ram *alue up!raded to 5"0, <20 dama!e, and a E= sa*e modifier. 1n addition, any
model wishin! to attac3 the *ehicle in close combat must roll equal to or under their 1nitiati*e on <= $=
always fails(. 1f this roll is failed, then the model sustains a hit equi*alent to the *ehicle6s am %alue.
Combi<&olter
+5 points/5eapon
Additional combi,weapons may be mounted on a /haos *ehicle at any location. -he weapons may be fired
by the *ehicle crew inside, or by models transported by the *ehicle. 5pace 7arines may rapid fire with the
combi,bolters if the *ehicle is stationary or mo*in! at 5low 5peed.
Coruscating Warp Flame
+%5 pointsT*eentch daeonic ,ehicles only
Any psychic power used a!ainst the *ehicle or a model within 8? of it will be Nullified on a 9: on <=. +n
a roll of =, not only is the power nullified, but its owner must discard it for the rest of the !ame. 1f the
*ehicle is attac3ed in 4-4, it will inflict <= hits with a 5tren!th of 9:<= di*ided amon! the models in
base,to,base contact with it. 7a3e a sin!le roll for the 5tren!th of all the hits; each hit inflicts " #ound
with a sa*in! throw modifier of E" for each point of 5tren!th abo*e 8. 5ur*i*in! enemy models may then
attac3 as normal.
Warp *mp
+25 points"laanesh daeonic ,ehicles only
7ay only be chosen if your army includes at least one squad of Noise 7arines and may only be fitted to
;and iders, .redators, and hinos. -he closer a creature comes to the warp amp, the harder it is for it to
maintain discipline and conscious thou!ht. Anemy models within "C? of the warp amp suffer a E" penalty
to their ;eadership score when ta3in! ;eadership or .sycholo!y tests. #ithin "2?, the penalty increases to
E2, and within =? it increases to E8.
9aemonic 4ossession
+25L o! the ,ehicleBs ,alue
7ay only be chosen for fully,enclosed *ehicles and <readnou!hts. -he *ehicle has no crew , it is
Rmanned? instead by a daemon. 1ts hatches are all welded shut; if the *ehicle had troop,carryin! ability, it
can no lon!er carry any troops. -he <aemon controls the *ehicle and can fire all of its !uns usin! its 25 of
5. 1f the *ehicle is a <readnou!ht it fi!hts with a #5 of 5 as well. Any dama!e results that indicate the
crew is 3illed ha*e absolutely no effect. -he *ehicle causes -error. 1f your army loses all its champions
bearin! 7ar3 of /haos, then the daemon inside the *ehicle will be banished@disablin! the *ehicle.
+urgle Infestation
+20 points9ur:le daeonic ,ehicles only
-he Armor %alue of all locations is increased by " point. 1n addition, any model that attac3s the *ehicle in
close combat must first fi!ht the Nur!lin!s and wa*in! limbs which clin! to the *ehicle; the *ehicle !ets 2
Attac3s with a #5 of 8. 1f the *ehicle wins the combat, it wor3s out hits as normal; the infestation counts
as ha*in! a 5tren!th of 8. 1f the attac3er wins, it may ma3e a sin!le attac3 a!ainst the *ehicle in the normal
manner. <o not count any bonuses multiple combatants fi!htin! a Nur!le,infested *ehicle.
"odifications for #ar- /ldar %ehicles
8orrorfex
+22 points
-he ;i3e the -errorfe&, the 4orrorfe& is a !renade launcher that fires !renades made from captured
Aldar #raithbone, and causes ni!htmarish, psychically induced *isions that terrify the user6s enemies.
-he 4orrorfe& has an "C? ran!e, and produces a 2? 2last 7ar3er. Any models touched by the template
must pass a ;eadership chec3, with a ," modifier if they are fully co*ered by the mar3er, and an
additional penalty of ," for e*ery model touched by the mar3er. -he 4orrorfe& must ta3e the place of
one of the weapons usually mounted on the *ehicle.
+ightshield
+25 points (not a,ailable !or Cea,er 7etbi4es)
-he Ni!htshield uses the same technolo!y as a 5hadowfield, to en*elop the *ehicle in an area of
special distortion. Attac3s which do not use 2last 7ar3ers must add 2<=? to their ran!e when firin! at
a *ehicle protected by a Ni!htshield. Furthermore, the *ehicle has a 8: unmodified sa*e a!ainst any
5ustained Fire <ice attac3, due to the effects of the displacement on the accuracy of such weapons.
.caling +ets
+5 points (a,ailable !or Caiders only)
A web of scalin! nets han!s to the !round form the sides of the aider, allowin! it6s passen!ers to !et
on and off more swiftly. A model may mount or dismount the aider at any location that has a net,
usin! the embar3ation rules for normal *ehicles $i.e. the aider may be mo*in! up to "0?, rather than
needin! to be stationary(. 4owe*er, the nets can be used by enemy models, allowin! them to attac3
either the s3immer or the passen!ers in 4t4 combat; this choice must be announced by attac3er at the
start of the 4t4 .hase. 5calin! Nets pro*ide no additional benefit for aider squads who possess
5hoc3 -roop -rainin!. A *ehicle with 5calin! Nets may not also use 5cythes or 5la*e 5nares.
.creaming Hets
+15 points (not a,ailable to Caiders/ Cea,ers/ or Talos)
-he *ehicle is fitted with additional hi!h powered >et en!ines which fire wei!ht a characteristic hi!h
wail, and allow it a !reater de!ree of mobility. -his allows the *ehicle to use a pop,up attac3, in place
of its normal mo*ement durin! the mo*ement phase. )nli3e a standard pop,up, howe*er, the *ehicle
may chan!e it6s facin! at any time durin! the attac3, effecti*ely !i*in! it a 8=0 attac3 arc when the
5creamin! Iets are en!a!ed.
.cythes
+5 points
-he *ehicle has been equipped with wic3edly sharp scythes for cuttin! down enemy troops as it races
past at hi!h speed. 5cythes allow <ar3 Aldar *ehicles to ma3e a special ram attac3, by mo*in! Jthrou!h
enemy models; those models passed by the *ehicle must roll equal to their initiati*e or less on a <= $=
always fails(. 1f the roll is failed, the model ta3es a 5,9 hit with a ," modifier. 1f the model li*es, it is
mo*ed to the outside of the *ehicle as it passes. 7odels who are attac3ed in this way cannot en!a!e the
<ar3 Aldar *ehicle in 4t4 combat. +nly one 5cythe attac3 can be made a!ainst a unit by the same
*ehicle in any !i*en turn.
.lave .nares
+15 points (a,ailable to Caiders and Cea,ers only)
-he *ehicle trails numerous lon! chains and whips, each lined with barbs and hoo3s to pluc3 unwary
foes from the battlefield as it swoops past. 1f the *ehicle passes o*er any infantry unit durin! the
mo*ement phase, allocate <= 5,9 hits to the unit, with normal armor sa*es allowed. -he models that
are slain become casualties and are treated as prisoners. 1f the *ehicle is still capable of mo*ement at
the end of the !ame, then all of the enemy models which ha*e been ta3en prisoner are counted towards
the <ar3 Aldar %ictory .oint total. 5la*e 5nares ha*e no effect on the crew and passen!ers inside
enclosed *ehicles, and do not pic3 up models from additional units after the 5la*e 5nare has made its
first successful attac3. All prisoners are treated as casualties for moral purposes.
(orture *mp
+10 points (a,ailable to any ,ehicle used to transport a <aeonculus)
<urin! battle, a 4aemonculus tortures captured sla*es and traps their screams in special *oice bo&es.
-hese cries of a!ony are then filtered throu!h comple& pro>ectors to create a wa*e of sonic ener!y
around the *ehicle, which can scatter enemy units. Any model that comes within =? of the *ehicle must
ma3e an immediate Fear -est. -hose who remain within "2? of the *ehicle must ma3e an additional
Fear -est at the start of each turn. Any models that are 2ro3en and within "2? of the *ehicle may not
ally until they ha*e mo*ed out of ran!e of the -orture Amp.
(rophy -ac!s
+10 points (una,ailable to Cea,er 7etbi4es)
-he *ehicle is adorned with s3eletons and s3ulls impaled on sta*es, while prisoners ta3en in battle are
tied to the dec3s with barbed filaments. -his threatenin! and disturbin! abuse of the <ar3 Aldar6s
enemies has a ne!ati*e impact on the moral of enemy troops, who must subtract " from the ;eadership
score whene*er they are within =? of a *ehicle with -rophy ac3s. Note that this modifier is not
cumulati*e, re!ardless of the number of *ehicles within =? of effected units.
"odifications for /ldar
Crystalline Web
+25 points per aror location on the ,ehicle to be odi!ied (sae !or "uper <ea,y ,ehicles)
Fou may apply a /rystalline #eb to part or all of a *ehicle as desired. 1f an armor location bearin! a
/rystalline #eb is penetrated, your opponent should roll on the followin! table instead of the normal
dama!e tableB
9? Crystalline Web 9amage (able
;<D -he *ehicle is completely unaffected.
= Any weapons associated with the penetrated location may not fire durin!
your ne&t turn. No further effects.
><2 oll a =+ on the penetrated location6s dama!e table. -he #eb protectin!
the location is destroyed.
? oll a =A on the penetrated location6s dama!e table; the #eb protectin!
the location is destroyed.
Crystal (argeting :atrix
+5 points (15 pts !or "uper <ea,y ,ehicles)
-he weapon systems of this *ehicle ha*e a special tar!etin! array, similar to that used by <ar3 eaper
Aspect #arriors. 5pecial crystal sensor arrays on the *ehicle trac3 and spot potential tar!ets. -his
information is them fed directly to the !unner6s helmet, and allows him to i!nore all to hit modifiers for
shootin! at fast mo*in! tar!ets.
8olofield
++0 points ("ae !or "uper <ea,y ,ehicles)
-he *ehicle is fitted with a holo,field, similar to that used by the deadly Aldar 4arlequins. -he holo,field is
a pro!rammable holo!ram that brea3s up the outline of the *ehicle as it mo*es, creatin! a tiny cloud of
multi,colored fra!ments. #hen the *ehicle stops, it6s ima!e coalesces bac3 into a solid form. As lon! as
the *ehicle is mo*in!, all shots fired at it suffer an additional ," to hit. 1f the *ehicle comes to a stop or uses
a pop p attac3, then the holo,field does not pro*ide any protection.
4hase Field Eenerator
+50 points
-his piece of #ar!ear allows a *ehicle to tra*el at =? per turn throu!h solid ob>ects0 -he .hase Field
!enerator creates a tunnel the width and hei!ht of the *ehicle, but only si& inches lon! $*ehicles lon!er than
this may not employ this #ar!ear +ption(.
-he .hase Field only permits horizontal mo*ement. 1f the ob>ect is lon!er than =?, then the *ehicle stays
inside if for that round; at the start of the ne&t mo*ement phase, roll <=B on a roll of =, then the *ehicle is
destroyed; otherwise, it may continue normally.
-he .hase Field offers no protecti*e bonus $other than the ob*ious(, and will not function in an area
affected by a -eleport Iammer.
4sycho<.onic .creamers
+20 pointsM Dyper Iet bi4es and @alcon :ra,(tan4s only
-he *ehicle causes -error.
.pectral .hield
+15 points (+0 pts !or "uper <ea,y ,ehicles)
Aach time the *ehicle is hit by a laser weapon $i.e. a ;as!un or ;ascannon(, you may roll a <= and subtract
the die roll6s result from the 5tren!th of the hit.
.pirit .tone
+15 points ("ae !or "uper <ea,y ,ehiclesM cannot be used in =readnau:hts)
-he *ehicle has a 5pirit 5tone that contains the soul of a dead Aldar warrior. -his !i*es the *ehicle limited
protection a!ainst psychic attac3s, and in times of !reat need can be called upon to ta3e o*er the role of one
of the crew. 1t will nullify a psy3er power directed at the *ehicle on a roll of =. 1f called on to ta3e the
position of a /rewman, it has the same profile a an Aldar 'uardian, with a -,9 and " #ound. +nly one
5pirit 5tone may be installed in any !i*en *ehicle.
(alons
+A0 points !or 1ar 1al4ers and =readnou:htsM ++0 points to all other ,ehicles
2efore 4t4 for the *ehicle is resol*ed, roll a <= for each enemy model in base,to,base contact with the
*ehicle. +n a 9:, the model is hit. 4it models must each roll a <=; if the score is equal to or more than the
hit model6s -ou!hness, it suffers one #ound with a E2 sa*e modifier.
Cectored 'ngines
+25 (+50 pts !or "uper <ea,y ,ehiclesM -ldar "4iers only)
-he >et en!ines of this *ehicle ha*e a hi!hly ad*anced system of *ectored control planes that allow it to do
breathta3in! feats of aerobatics, e*en at hi!h speeds. -his modification allows the *ehicle to ne!otiate
throu!h ti!ht terrain, swin!in! around to brin! its weaponry to bear on many tar!ets. 1t is common for the
coc3pits of *ehicles fitted with these en!ines to be up!raded so that the crew can cope with the e&cessi*e
',Forces caused by these maneu*ers. A *ehicle fitted with *ectored en!ines may ma3e double the number
of turns it is normally allowed to ma3e.
8olofield, 8arlequin
++0 ?oints (<arle)uin Dehicles only)
-his field refracts the ima!e of the *ehicle, ma3in! it difficult see. All shots fired at a model equipped with
a 4olofield are at E2 to hit in addition to other modifiers $this is effecti*ely reduced to ," after accountin!
for the size of the *ehicle(.
Furthermore, in hand to hand combat $includin! dri*e by attac3s(, any opponents must first ma3e a
leadership roll or suffer a ," penalty to their #5 for that round.
1t does not interfere with the operation of any other fields in any way.
Ereat :as!
+15 ?oints (<arle)uin =readnau:hts only)
;i3e its smaller counterparts, this !iant ictus 7as3 causes Fear.
"odifications for /ldar Pirates
8olo<field
++0 points
-he *ehicle is fitted with a holo,field, similar to that used by the deadly Aldar 4arlequins. -he holo,field is
a pro!rammable holo!ram that brea3s up the outline of the *ehicle as it mo*es, creatin! a tiny cloud of
multi,colored fra!ments. #hen the *ehicle stops, its ima!e coalesces bac3 into a solid form. As lon! as the
*ehicle is mo*in!, all shots fired at it suffer an additional ," to hit. 1f the *ehicle comes to a stop, then the
holo,field does not pro*ide any protection.
iving *rmor
+25 points
A /orsair A./ may ta3e a non,unique squad choice from the opposin! player6s force, and use this as a
psycholo!ical weapon a!ainst them. -he models are considered strapped to the outside of the *ehicle, and
must be *isible to the opposin! units. Any enemy models $includin! *ehicles( attac3in! the /orsair must
ma3e an ;d roll if they hit it; those models failin! this roll are considered to be 2ro3en. -his benefit lasts
until the attac3in! unit ta3es casualties from the *ehicle with the ;i*in! Armor $this includes passen!ers(,
or all of the models from the opposin! side are slain, at which point the effect is lost for the rest of the
!ame. -he ;i*in! Armor cannot be freed, and count as passen!ers when determinin! casualties from
enemy attac3s. A!ain, <ar3 Aldar are not effected by this #ar!ear option.
4hase Field Eenerator
+50 points
-his piece of #ar!ear allows a *ehicle to tra*el at =? per turn throu!h solid ob>ects0 -he .hase Field
!enerator creates a tunnel the width and hei!ht of the *ehicle, but only si& inches lon! $*ehicles lon!er than
this may not employ this #ar!ear +ption(.
-he .hase Field only permits horizontal mo*ement. 1f the ob>ect is lon!er than =?, then the *ehicle stays
inside if for that round; at the start of the ne&t mo*ement phase, roll <=B on a roll of =, then the *ehicle is
destroyed; otherwise, it may continue normally.
-he .hase Field offers no protecti*e bonus $other than the ob*ious(, and will not function in an area
affected by a -eleport Iammer.
4sycho<.onic .creamers
+20 pointsM Corsair '?CBs only
-he *ehicle causes -error.
.pectral .hield
+15 points (+0 pts !or "uper <ea,y ,ehicles)
Aach time the *ehicle is hit by a laser weapon $i.e. a ;as!un or ;ascannon(, you may roll a <= and subtract
the die roll6s result from the 5tren!th of the hit.
Cectored 'ngines
+5 !or 7et 6i4esM +25 "4iers (-ldar "4iers only)
-he >et en!ines of this *ehicle ha*e a hi!hly ad*anced system of *ectored control planes that allow it to do
breathta3in! feats of aerobatics, e*en at hi!h speeds. -his modification allows the *ehicle to ne!otiate
throu!h ti!ht terrain, swin!in! around to brin! its weaponry to bear on many tar!ets. 1t is common for the
coc3pits of *ehicles fitted with these en!ines to be up!raded so that the crew can cope with the e&cessi*e
',Forces caused by these maneu*ers. A *ehicle fitted with *ectored en!ines may ma3e double the number
of turns it is normally allowed to ma3e.
"odifications for the 6mperium
)nless otherwise noted, the followin! modifications may only be ta3en for *ehicles from the 5pace
7arines, 1mperial A!ents, and 1mperial 'uard army lists.
*mmo Feed
+5 points ("pace .arine Dehicles ;nly)
-he 4ea*y 2olters on the *ehicle ha*e been equipped with a special ammunition feed, similar to that found
on the 4ydra Fla3 *ehicle. -his allows the player to i!nore the first two >ams rolled on the sustained fire
dice for that weapon. Note that twin lin3ed 4ea*y 2olters may only ha*e +NA Ammo Feed0
*uxiliary .torm &olters
+5 points/5eapon added (not a,ailable !or "uper <ea,y ,ehicles)
Fou may mount an au&iliary 5torm 2olter anywhere on the *ehicle. Any member of the crew may fire the
weapon, but if he does so he may not perform his normal tas3. Alternately, troopers from squads bein!
transported may also fire the weapons. Fou may re,roll any >ams once due to the finely,tuned nature of
1mperial machinery.
&ulldo)er &lade
+15 points (%5 pts !or "uper <ea,y ,ehicles)
7ay not be ta3en for <readnou!hts, #al3ers, 2i3es, or 53immers. -he 5tren!th of the *ehicle6s ram is
increased by :" and the am <ama!e is increased by :"<=. Any shots which hit the front of the *ehicle6s
hull will hit the 2lade instead on a 9: on <=@if hit, the 2lade adds :<= to the *ehicle6s front hull armor
*alue for that shot only. 1f the *ehicle6s hull suffers a penetratin! hit from the front, the 2lade is
automatically destroyed. -he <ozer 2lade automatically clears a path throu!h a minefield equal to the
width of the *ehicle.
Command Comm<in!
++0 points ("pace .arine Dehicles onlyM not a,ailable !or "uper <ea,y ,ehicles)
-his option may only be fitted to a *ehicle that is transportin! a character model. -he command /omm,
;in3 allows the character to issue orders and command the rest of the force while leadin! from a Jforward6
position. #hen rollin! to see which side !oes first, the /ommand /omm,;in3 allows the 5pace 7arine
side to roll 2<=, and add their strate!y ratin! to the best result. -his card may only be ta3en once in a 5pace
7arine force.
8eavy Flamer ,pgrade
+10 points/5eapon up:raded
Fou may replace any hea*y bolter normally mounted on an 1mperial *ehicle with a hea*y flamer. -win,
lin3ed 4ea*y 2olters may be up!raded to a sin!le 4ea*y Flamer for free.
8unter<5iller :issile
++0 points (sae !or "uper <ea,y ,ehicles)
7ay not be ta3en for <readnou!hts, #al3ers, 2i3es, or 53immers. -he 7issile is a one,shot weapon and
may only be fired at *ehicles, <readnou!hts, buildin!s or similar tar!ets. 1t always hits on a roll of 8:
re!ardless of all ran!e, to hit, co*er, etc. modifiers. 1f the missile hits, wor3 out dama!e as normal usin!
the followin! profileB
.trength 9amage .ave :od *rmor 4en.
C 2<"0 ,= C:2<"0:<=
4hase Field Eenerator
+50 points
-his piece of #ar!ear allows a *ehicle to tra*el at =? per turn throu!h solid ob>ects0 -he .hase Field
!enerator creates a tunnel the width and hei!ht of the *ehicle, but only si& inches lon! $*ehicles lon!er than
this may not employ this #ar!ear +ption(.
-he .hase Field only permits horizontal mo*ement. 1f the ob>ect is lon!er than =?, then the *ehicle stays
inside if for that round; at the start of the ne&t mo*ement phase, roll <=B on a roll of =, then the *ehicle is
destroyed; otherwise, it may continue normally.
-he .hase Field offers no protecti*e bonus $other than the ob*ious(, and will not function in an area
affected by a -eleport Iammer.
-adar (rac!er
+5 points (<ydra @la4 Tan4s only)
-his replaces the normal tar!eter on the *ehicle, and reduces the penalty to hit fast mo*in! tar!ets by ," $to
a minimum of 0(.
-econ 4ac!
+20 points (Li:ht "pace .arine Dehicles/6i4es ;nly)
-he *ehicle has been equippedMenhanced for the reconnaissance role, usin! its speed and maneu*erability
to scout ahead of the main force. -he collected data is sent *ia uplin3 bac3 to command 4W. A force which
includes this *ehicle !ains considerable strate!ic ad*anta!e. -he 5pace 7arine player may add :" to his
5trate!y atin!, and on a roll of 9: may force his opponent to discard one of his strate!y cards. +nly one
econ .ac3 is permitted per side on the table.
(racer *mmo
+20 points (<ydra @la4 Tan4s only)
All shots fired from the Autocannons !ain an additional :" -o 4it.
Civiator Hamming 4od
+15 points (#perial 9a,y only)
For each missile that hits the 'unship, you may ma3e a Iammin! oll for each %i*iator weapons pod. oll
<=B on a 9, the missile detonates prematurely. 1f the missile has a blast template, resol*e one randomly,
determined hit location on the 'unship countin! the missile6s armor penetration at half *alue; on a 5:, the
missile is fully confused and misses entirely.
"odifications for 0r-s
9eath -oller
+15 points
7ay not be ta3en for <readnou!hts, #al3ers, or 2i3es. -he <eath oller is a massi*e steam roller li3e
drum with spi3ey !rubbins attached to the front of a *ehicle. -he stren!th of the *ehicle6s ram is increased
by :2 and the am <ama!e is increased by :2<=. Any shots which hit the front of the *ehicle6s hull will
hit the oller instead on a 9: on <=@if hit, the oller adds :<= to the *ehicle6s front hull armor *alue for
that shot only. 1f the *ehicle6s hull suffers a penetratin! hit from that shot, the oller is automatically
destroyed, and the *ehicle collides with the wrec3a!e, sufferin! from its own ram *alue on a roll of 9:. -he
<eath oller automatically clears a path throu!h a minefield equal to the width of the *ehicle.
5ustom Force Field
+20 points
#hene*er the *ehicle is hit, roll <= and deduct the result from the 5tren!th of the incomin! shot. +n a
result of a =, the hit is stopped completely but the Force Field is burned out and destroyed, inflictin! an 59
hit on a randomly,selected crewman.
:oto<B
+10 points
-his card may only be ta3en by +r3 warbi3es. -he warbi3e has !reat bi! 3nobby tires and special spi3y
trac3s so that it can cope with all types of terrain. -he warbi3e can tra*el up to combat speed across
difficult !round. 1n addition, the warbi3e may attempt to cross linear obstacles that are no taller then the
warbi3es front wheel. oll a <=, on a 9, 5 or = the obstacle is successfully crossed, on a ", 2 or 8 the
warbi3e collides as normal.
KOOOge Bhausts
+5 points
-his card may only be ta3en for +r3 warbi3es. -he owner of this warbi3e has fitted his bi3e with
absolutely immense e&haust pipes. -he P+oo!e Hhausts are specially customized to ma3e as much noise as
possible. -he thrumpin! noise they produce sounds li3e a dozen battle cannons rippin! the earth apart,
foolin! the enemy into thin3in! they are under attac30 Any enemy units on o*erwatch that are within "2G of
the warbi3e must pass a ;eadership test or lose o*erwatch, >ust as if they had been shot at.
-ed Wun) Eo Fasta
+5 points
7ay not be used by <readnou!hts. At the end of the *ehicle6s mo*ement in 7o*ement .hase, a A< +r3
*ehicle may be mo*ed an additional <=?. -his does not chan!e the effecti*e speed $5low, /ombat, Fast( at
which the *ehicle was tra*elin!. All of the distance rolled on the die must be used, and no turns may be
made.
.!rabbla
+10 points
-his card may only be ta3en by +r3 warbi3es. -he rider of this warbi3e has a faithful 'retchin assistant
who rides on the bac3 of the warbi3e. -hese rec3less 'retchin are 3nown as 53rabblas. Followin! the
shouted orders of the rider, they scrabble around the bac3, throwin! their wei!ht around to help ease the
hea*y warbi3e into s3id turns. A warbi3e rider with a s3rabbla may add :2 to his dice rolls on the s3id turn
chart. -he 53rabbla is e&tremely a!ile and cannot be hit by enemy fire.
.mo!e &omm auncha
+5 points
-his card may only be ta3en by +r3 *ehicles. -he de*ice pro>ects a smo3e producin! de*ice ahead of the
+r3 machine, to protect it from enemy fire. oll an Artillery <ie; the 5mo3e 2omm will ma3e a cloud <=?
across, at that ran!e, to the front of the *ehicle. 1f a misfire is rolled, the ;auncha misfires, and produces the
smo3e on the +r3 *ehicle instead. 1n either e*ent, the ;auncha is only !ood for a sin!le use.
.quig Fuel InLector
+5 points
7ay not be used by <readnou!hts. 7ay be used at the end of the *ehicle6s mo*ement in 7o*ement .hase,
and ma3es it mo*e forward another 8<=? in a strai!ht line immediately. 1f the roll for distance is "5 or
more the *ehicle starts to rattle apart@mo*e the *ehicle, then roll a <= on the 4ull <ama!e -able $2i3e
<ama!e -able, as appropriate(.
"odifications for 'au
&lac!sun Filter
+5 points per 5eapon
-his is a hardware *ersion of the #ar!ear /ard. 1t allows the !unner to i!nore the normal penalties for
dar3ness, and increases his ;+5 to 9<=&8? under those conditions. ;i3e the war!ear card, it allows the
'unner to obser*e and shoot at tar!ets 2<=? into a wood.
9ecoy aunchers
+25 points
<ecoy launchers are mounted near the en!ines of -au s3immers to protect the *ulnerable thruster arrays.
#hen the *ehicle comes under enemy fire, the pilot may acti*ate them, and launch clouds of tiny reflecti*e
strips and emitter drones into the air to protect the *ulnerable thruster systems. -hese can be acti*ated by
the player at the start of any shootin! phase, and will last for the duration of that turn. -he <ecoy
;aunchers effecti*ely ne!ate bonuses for tar!eters and for the size of the *ehicle. A <ecoy ;auncher may
only fire twice in o*er the course of the !ame.
9isruption 4od
++0 points
<isruption .ods throw out distortin! ima!es in both the *isual and ma!netic spectra, ma3in! the hard to
tar!et the *ehicle. -his effect pro*ides a :" to hit the *ehicle at 5low speed, :2 at /ombat, and :8 at Fast
speed.
Flechette 9ischarger
+50 points
.owerful clusters of reacti*e char!es are attached to the prow of the *ehicle. 1f enemy models mo*e into
close pro&imity, they fire off *icious clouds of hi!h *elocity flechettes. 2efore 4t4 for the *ehicle is
resol*ed, each enemy model in base,to,base contact with the *ehicle must roll an armor sa*e. 1f it fails,
then the model suffers one #ound.
:ulti<(rac!er
+50L o! the 1eapon $p:raded
-his unit allows the *ehicle to fire its main !un twice at the same tar!et $it effecti*ely ma3es the main !un
a twin lin3ed weapon(.
4air of Eun 9rones
+%0 points
-he *ehicle is equipped with two 'un <rones. -he drones are specially desi!ned to mo*e with the *ehicle,
safely contained in specially constructed recesses. #hile nested, they may fire their weapons in a 2O0 arc
of fire $"C0 to the side and K0 to the front(, usin! their own 2allistic 53ill. -hey count as /rew for the
purposes of resol*in! dama!e to the *ehicle.
<urin! any -au 7o*ement .hase, the <rones may disen!a!e and dismount; the speed of the *ehicle is not
a factor for this operation. #hen this occurs, the <rones are then considered an independent <rone
5quadron. 2ecause of the power of the <rone /ontroller on the *ehicle, this 5quadron will always ha*e an
;< of C, re!ardless of the number of <rones in the unit.
.ee!er :issiles
+25 points
5ee3er 7issile arrays are pro*ided to allow the -au infantry to immediately obtain fire support. Any model
equipped with a 7ar3erli!ht may request a sin!le missile to be launched if they score a hit with the
7ar3erli!ht.
)p to four missiles may be fitted to a sin!le *ehicle and launched in a sin!le turn if desired, althou!h each
must be !uided by a separate 7ar3erli!ht. Aach 7issile is a one shot weapon.
-he missiles do not require ;+5 from the *ehicle, and is assumed to tra*el in a strai!ht line towards the
tar!et for the purposes of determinin! facin!. -hey missile will stri3e the tar!et on a roll of 2:. 1f the
missile hits, wor3 out dama!e as normal usin! the followin! profileB
.trength 9amage .ave :od *rmor 4en.
C "<20 ,2 C:"<20:<=
Note that the *ehicle carryin! the missiles has no control o*er them. -hey may only be acti*ated by the
successful use of a 7ar3erli!ht.
.ensor .pines
+5 points
5ensor arrays are placed alon! the *ehicle to allow it to detect a ran!e of hazards. -hese sensors effecti*ely
!i*e the *ehicle the same abilities as a 5canner $allow the *ehicle to 5pot hidden models, or detect those
concealed by /hameoline of the equi*alent(. 1t also reduces any chance of the *ehicle settin! off a mine to
a roll of =.
(argeting *rray
+5 points per 5eapon
-ar!etin! Arrays assist the !unner6s aim by reducin! the chance of hittin! a tar!et based on the ran!e and
speed. -his effecti*ely adds :" to the !unner6s 25.
(arget oc!
+10 points per 5eapon
-his tar!etin! array allows the !unner to i!nore the standard tar!et selection rules when firin! $althou!h it
will not allow the *ehicle to tar!et indi*idual characters, the !unners may select any squad or *ehicle they
wish when they fire, pro*ided that the tar!et is in ran!e(.
"odifications for $ammers Slammers
'lectric Counter :easures
+20 points
-his sophisticated >ammin! technolo!y ne!ates the bonuses for tar!eters, and adds an additional 5catter roll
to indirect fire a!ainst the tar!et, pro*ided that the attac3in! unit does not ha*e ;+5 on the *ehicle.
8i<-es Optics
+5 points per 5eapon
-his *ision enhanced modification is based on -au technolo!y, allowin! the !unner to i!nore the normal
penalties for dar3ness and smo3e, and increases his ;+5 to 9<=&8? under ni!httime conditions. -he
enhanced tar!etin! functions allows the 'unner to obser*e and shoot at tar!ets 2<9? into a wood.
+itrogen Cooling .ystem
+5 points
-he .ower!uns on the *ehicle ha*e been equipped with an enhanced Nitro!en flow system, similar to that
found on the Anti,Aircraft /ar. -his allows the player to i!nore the first Iam rolled on the sustained fire
dice for the weapons in that *ehicle.
4roximity Charges
+25 points
.owerful clusters of shaped char!es are attached to the hull of the *ehicle. 1f enemy models mo*e into
close pro&imity, they e&plode. 2efore 4t4 for the *ehicle is resol*ed, each enemy model in base,to,base
contact with the *ehicle suffers a 5= wound, with a ," sa*e. -his system also wor3s a!ainst enemy missiles,
pro*idin! the *ehicle with a 9: sa*e a!ainst a missile stri3e which hits the *ehicle. +nce the system has
been acti*ated for either reason, it may no lon!er be used for the rest of the !ame.
-econ (elemetry Eear
+10 points
-he *ehicle has been equipped for the reconnaissance role to scout ahead of the main force. -he collected
data is sent *ia uplin3 bac3 to the /ommand /ar, effecti*ely !i*in! the *ehicle the same abilities as a
5canner $allow the *ehicle to 5pot hidden models, or detect those concealed by /hameoline of the
equi*alent(.
.laved .ystems
+10 points per 5eapon
-his tar!etin! array allows the /ommand /ar to remotely control the number of 5upport #eapons
purchased by the player, and fire them at a sin!le tar!et desi!nated by the /ommand /ar. -his attac3 is
resol*ed with a sin!le roll, usin! the modified to hit roll for the /ommand /ar6s 25. Note that the *ehicles
modified with this feature must be selected at the start of the !ame; any that lac3 ;+5 to the tar!et are
i!nored when determinin! the dama!e result. Note that this #ar!ear modification is sub>ect to the
2attlefield 1nterference oll, and its status should be chec3ed at the start of each turn.
.urface to *ir :issile
++0 points
-he 7issile is a one,shot weapon and may only be fired at 53immers, 'ra* Attac3 *ehicles, Fliers, Iump
-roops, or similar tar!ets. 1t always hits on a roll of 8: re!ardless of all ran!e, to hit, co*er, and other
modifiers. 1f the missile hits, wor3 out dama!e as normal usin! the followin! profileB
.trength 9amage .ave :od *rmor 4en. &last -adius
C 2<"0 ,= C:2<"0:<= "U? 2last 7ar3er
(riangulation Computer
+5 points per ,ehicle
-his unit allows the /ommand /ar to relay tar!etin! telemetry to other units on the battlefield. +nce an
enemy unit or *ehicle has been hit, the /ommand /ar can relay the precise location of that tar!et to the
other *ehicles on the system, pro*idin! them with :" to hit that tar!et for the rest of the 5hootin! .hase.
Note that this #ar!ear modification, li3e 5la*ed 5ystems, is sub>ect to the 2attlefield 1nterference oll,
and its status should be chec3ed at the start of each turn.
Weapon oc!
+5 points per 5eapon
-ar!etin! Arrays assist the !unner6s aim by reducin! the chance of hittin! a tar!et based on the ran!e and
speed. -his effecti*ely adds :" to the !unner6s 25.
Weapon Con2ersion
Fou may place weapons on *ehicles that don6t appear on the <atafa&. 2elow is a list of point costsB
Weapon Cost
*ssault Cannon 95
*utocannon 25
&attle Cannon 55
&olt Eun 2
&omb, Frag 3xD6 "0
&omb, Inferno 3xD6 "2
&omb, :elta 3xD6 "0
&omb, .mall 3xD6 5
Conversion &eamer 50
Cyclone :issile auncher =5
9ar! ance 85
9emolisher =0
9isintegrator 90
9istort Cannon 85
9uplex lascannon 55
8eavy &olter "5
8eavy Flamer 25
8eavy :ortar 95
8eavy 4lasma Eun 90
8eavy .tubba "0
Inferno Cannon 95
ascannon 95
:eltagun C
:issile auncher wI Frag and 5ra! :issiles 95
:ulti<aser 85
:ulti<:elta =5
4lasmagun C
4ulse aser =0
.huri!en .hie!er Cannon 20
.huri!en Catapult 5
.plinter Cannon "5
.tormbolter 9
(hunderer =0
Cibrocannon 90
Note that some weapon con*ersions are limited to certain races only. -o determine the actual cost of the
*ehicle, subtract the cost of the weapons bein! substituted $if any( before addin! the cost of the new
weapons.
-his chart is intended as a !uideline for play only; it is recommended that any new *ehicles be play,tested
for cost accuracy once the con*ersion is complete.