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Ultramarines Land Raider
Ultramarines Land Raider — Gary Harrod

Wargear · 45 cards

Vehicle Cards

JumpAny Army

Any Army

The crew have bolted extra plates on to the vehicle as a second skin of armour. The first hit to pass a Penetration Test against the vehicle is ignored; any later penetrating hit counts as normal. Hits from a Graviton Gun or a Shokk Attack Gun take no notice of the ablative plates. Exposed Crew are not shielded by them and are hit as normal.

The vehicle is armoured in ceramite, a compound as protective as ordinary armour plate and far better at shedding heat. When a Multimelta, Meltagun or Melta Bomb hits the vehicle, its Armour Penetration roll is halved. Exposed Crew gain no protection from the ceramite and are hit as normal.

Neither a Skimmer nor a vehicle carrying Exposed Crew may take this card.

Shaped plates of laminated hyper-alloy and ceramic make up this advanced armour. A model firing on the vehicle from the side must penetrate its front Armour Value instead, as though it were firing from the front.

Only a Skimmer may take this card.

Ejector seats let the crew escape when the vehicle is lost. When a damage result destroys the skimmer, each crew member, though not any troops it is transporting, ejects on a roll under their Initiative. Those that get out are set down D6" from the wreck in one random direction. Together they form one unit that can move and fight in its next turn.

Electro-Hull

10 Points

Any vehicle may take this card except one with Exposed Crew.

A live current runs through the hull, a simple guard against attack at close quarters. Any model must pass its basic Armour Save against the shock before it may strike at the vehicle at all in Hand-to-Hand Combat; an Energy Field gives no save against it. A model that fails is hurled back 1" and makes no attack this turn. A model that passes attacks as normal.

Only a vehicle whose weapons have a Targeter may take this card.

The system takes the place of the standard Targeter on one weapon. A gyro-stabilised laser sight holds that weapon on its target as the vehicle moves: it may fire at any moment of the Movement Phase, so the vehicle can shoot and then pull back into cover.

Null-Shield

35 Points

A null-shield projects negative psychic energy, which pushes psychic power away on contact.

Whenever a Psychic Power targets the vehicle or Dreadnought, the Scatter Dice is rolled first. On a hit the power breaks through and works as normal. On an arrow it is turned 2D6" aside in the direction shown, crossing terrain and obstacles freely, and affects the first model it meets along that line other than the shielded one.

Where the shielded model lies inside the area of effect marker of a Psychic Power, a D6 roll of 4+ nullifies the power.

Extra plates, track links, sandbags and the like are lashed all over the vehicle or Dreadnought. Every hit location gains +1 Armour Value, except wheels and tracks.

The added weight costs speed. A vehicle loses 1" from its Slow speed, 2" from its Combat speed and 4" from its Fast speed. A Dreadnought or other Walker moves 2" less.

Scythes

5 Points

Only a Bike may take this card.

Razor-edged scythes on the bike mow down enemy troops while the rider speeds past. Whenever the bike makes a Hit & Run Attack, the enemy model rolls a D6 before anything else and must score no more than its Initiative; a 6 fails whatever the Initiative. A model that fails suffers a hit at Strength 4, Save Modifier -1, which inflicts 1 wound. If it survives, or passed the roll, the Hit & Run Attack is then resolved as normal.

Searchlight

5 Points

A searchlight picks out hidden troops. When it is used, a 2" Blast Marker is placed anywhere within the vehicle's Line of Sight. Hidden enemy models wholly or partly under it are Spotted when in Soft Cover or behind it, such as woods or bushes, and Detected when in Hard Cover or behind it, such as walls or rocks.

Any vehicle may take this card, Bikes and Skimmers included, but not a Dreadnought or any other Walker.

The driver has lavished care on the engine: rebored, gas-flowed and given a huge supercharger. In any Movement Phase the supercharger may be used to raise the vehicle's speeds as the chart shows, the extra distance being rolled afresh each time. The extra need not be used, unless the dice show the most they can (6 on a D6, 12 on 2D6), when all of it must be.

Supercharged Engine Chart

Speed
Extra Move
Slow
No change
Combat
+D6"
Fast
+2D6"

The detonator spreads a field over a wide area that senses the tiny warp drives inside Vortex Grenades and sets them off early. Should any model try throwing a Vortex Grenade while within 12" of this vehicle, the field catches it and the grenade explodes while the model still holds it: its marker goes over the model as though it had hit itself.

Imperium

Ammo Feed

+5 Points per weapon

This card adds an ammo feed to a Heavy Bolter on the vehicle, making it less likely to jam. Each turn, the first Jam its Sustained Fire Dice show is ignored, so the weapon jams only when two come up at once. A Twin-Linked Heavy Bolter takes one ammo feed at most.

Space Marine vehicles only

Any vehicle may take this card except a Bike, a Skimmer, a Dreadnought or any other Walker.

The blade gives the vehicle's Ram Value +1 Strength and adds D6 to the damage its ram inflicts. This adds to the D6 that a ram bar already gives against a building.

A shot striking the hull from the front is caught by the blade on a D6 roll of 4+, raising the hull's front Armour Value by D6 against that one shot. Should a hit from the front penetrate the hull, the blade is wrecked at once and the card is discarded.

Imperial vehicles only, Discard after use

Heavy Flamer

+10 Points per weapon

Imperial vehicles sent into jungle or among buildings often trade their Heavy Bolters for Heavy Flamers, which hold off infantry at close quarters far better.

Each Heavy Bolter on the vehicle may be swapped for a Heavy Flamer, the card's price being paid for every weapon swapped. A Twin-Linked pair of Heavy Bolters may become a single Heavy Flamer at no cost.

Range
– / Large Flamer Template
To hit
– / –
Str
5
Dam
1
Save Mod
-3
AP
D6+5

See the full entry in Weapons.

Imperial vehicles only

Any vehicle may take this card except a Bike, a Skimmer or a Dreadnought.

A single missile meant for heavily armoured targets, steered on to its mark by a robot brain.

One shot only. The missile may be fired only at a vehicle, a Dreadnought, a Building or a similar target, and needs no crew member to fire it. It hits on a D6 roll of 3+ whatever the range, and no To Hit Modifier applies to it, whether for size, speed, cover or anything else.

Hunter-Killer Missile

Range
* / *
To hit
* / *
Str
8
Dam
2D10
Save Mod
-6
AP
D6+2D10+8

See the full entry in Weapons.

Imperial vehicles only, Discard after use

Recon Pack

20 Points

Only an Attack Bike may take this card.

It can carry more than a standard bike, enough to fit it out for reconnaissance: scouting at speed in advance of the army and sending what it finds back to headquarters by uplink. An army including the bike may add 1 to its Strategy Rating. Its player may also, on a D6 roll of 4+, make the opposing player discard a Strategy Card. A second recon pack in the same army gives no further bonus.

Space Marine vehicles only

Storm Bolters

+5 Points per weapon

Many Imperial vehicles carry Storm Bolters as auxiliary weapons. With ammunition close to hand they jam less readily: if one of them shows a Jam on its Sustained Fire Dice, that dice is re-rolled.

Any crew member may man an auxiliary Storm Bolter, giving up their own task that turn to do so: a gunner does not fire their weapon, and a driver does not drive. Transported troops may fire the auxiliary Storm Bolters in place of shooting their own weapons from hatches or firing slits. The enemy may not pick out a model firing a Storm Bolter as a target of its own.

Storm Bolter

Sustained Fire 1
Range
0-12 / 12-24
To hit
+1 / –
Str
4
Dam
1
Save Mod
-1
AP
D6+4

See the full entry in Weapons.

Imperial vehicles only

Eldar

Crystal sensors like a Dark Reaper Aspect Warrior's find and track targets, feeding what they see straight to the gunner's helmet and the weapons. Shots from the vehicle ignore every To Hit Modifier for a fast-moving target.

Eldar vehicles only

Crystalline Web

25 Points per location

Tiny crystal spiders, like those that guard a craftworld's wraithbone, protect one part of the vehicle and rebuild it when it is damaged.

The web is fitted to a chosen location. When a hit penetrates that location, the opposing player rolls on the chart below instead of the location's usual Damage chart.

Crystalline Spider Damage Chart (D6)

1-2
The spiders mend all the damage; the vehicle suffers nothing.
3
The damage can be mended, but it takes time: a weapon in the location cannot fire in the following turn, during the repair.
4-5
The location takes a D3 roll on its damage chart, and the web is destroyed. Later penetrating hits use the normal damage chart.
6
The location takes a D6 roll on its damage chart, and the web is destroyed. Later penetrating hits use the normal damage chart.

Eldar vehicles only, Discard after use

Falcon Jets

15 Points

Only a Skimmer may take this card.

Advanced jet engines can lift the skimmer far up into the atmosphere. As its Movement Phase begins it may choose to fly high, and is taken off the table. As its player's next turn begins it returns anywhere on the table it likes; it may make no other move that turn, and counts as moving at Fast speed.

Holo-Field

30 Points

Like the Holo-Suits of the Harlequins, a holo-field projects a programmable hologram. While the vehicle moves, it breaks the outline into a swirl of many-coloured fragments, and the image reforms as a solid shape once the vehicle halts.

So long as the vehicle moves, every shot at it suffers -1 To Hit on top of any other modifier. A halted vehicle, or one making a Pop-Up Attack, gets no benefit.

Eldar skimmers only

Only a Falcon or a Vyper may be fitted with psycho-sonic screamers.

Vanes along the hull hum in the airflow as the vehicle flies, and amplifiers of the kind Howling Banshee Aspect Warriors wear turn the sound into a wave of psycho-sonic energy pushed out ahead of it. The psychic scream can terrify enemy units, sending them running for cover. The vehicle causes Terror.

Eldar vehicles only

Scythes

10 Points

A Skimmer or a Bike may take this card.

A pair of vicious power scythes jut out on either side, letting the pilot cut down enemy models while skimming overhead and leaving them little chance to strike back. In a Hit & Run Attack the vehicle adds one attack dice to its roll and has +1 Weapon Skill.

Tiny vents across the hull release a gas that disrupts laser light, so that laser shots lose their energy. When a laser weapon hits the vehicle, the Eldar player reduces its Armour Penetration roll by D6.

Eldar vehicles only

Only a Skimmer may take this card.

The pilot steers with a spirit stone controller, mind and machine moving as one, and can throw the skimmer into remarkable manoeuvres to slip incoming fire. Whenever a shot hits the skimmer, a D6 roll of 5+ means the pilot has dodged it, and the shot misses with no effect.

Spirit Stone

15 Points

The stone holds the soul of a fallen Eldar warrior. It guards the vehicle against psychic attack, and at need it can take a dead crew member's place.

A D6 roll of 6 nullifies any Psychic Power attacking the vehicle. If a crew member dies, whatever the cause, the stone takes over that position with the profile of an Eldar Guardian. Hits later scored on that crew position fall on the stone, a target of Toughness 4 with a single Wound. No vehicle carries more than one spirit stone, and a Dreadnought cannot use one.

Eldar vehicles only

Star Engines

10 Points

Only a Skimmer may take this card.

An advanced jet drive, which takes a highly skilled pilot to handle, lets the vehicle travel one way while facing another. The skimmer may make one extra 90° Turn as its turn begins or as it ends, even when travelling at Fast speed.

Talons

30 Points

A Falcon can be caught out at close quarters, and Talons are the Eldar answer.

Pods on the hull, linked to the pilot's helmet by psychic nodes, release a storm of psycho-conductive crystal needles a few millimetres long. The Talons fire automatically before any close combat attack on the vehicle is worked out. Each model the vehicle is fighting in Hand-to-Hand Combat is hit on a D6 roll of 4+. For each hit a further D6 is rolled; if the score matches or exceeds the target's Toughness, the target suffers 1 wound, Save Modifier -2.

A Walker, such as a Dreadnought or War Walker, may be fitted with Talons at twice the usual cost.

Eldar vehicles only

Vectored control planes on the jet engines let the vehicle perform startling aerobatics even at speed, threading through close terrain and swinging round to bring its weapons to bear. Crews of vehicles so fitted often have their cockpits upgraded to withstand the strain. The vehicle may make twice as many Turns as it is normally allowed.

Eldar skimmers only

Orks

Only an Ork Warbike may take this card.

The bike's owner has bolted on vast exhaust pipes, tuned to make as much din as they possibly can. The thudding roar sounds like a heavy barrage tearing up the ground, and the enemy takes it for an attack. Each enemy unit on Overwatch within 12" of the bike takes a Leadership Test; failing it costs the unit its Overwatch, as being shot at would.

Ork Warbike only

Big Smokey

10 Points

The rider has tuned the engine to pour out thick black smoke without harming the bike, and the screen it lays behind disrupts enemy shooting.

The Big Smokey template, which is the boxed game's flamer template, is placed behind the bike after its first move. It moves with the bike, and stays down until the battle ends or the bike is wrecked. Only models wearing infra-vision goggles or visors, and others that can see through Smoke, may shoot through it.

Enemy troops the template passes over lose Overwatch as though fired upon. Those that cannot see in smoke must also either move at random or stay put next turn while it clears.

Pirate Bikes only

Evil Ginevil, a famous pirate biker, built a test engine that could push a bike to extraordinary speeds, and that could also blow up, as his own did on the day it killed him. The bike carries a copy, and it goes faster every time it moves.

Once the bike has moved up to its maximum speed, the Artillery Dice is rolled and the score added to its move in inches. The bonus is fixed: the bike may not slow down and must move the whole distance rolled. On a Misfire the engine blows up; the rider dies and the burning wreck goes Out of Control at once.

Pirate Bikes only

Only an Ork vehicle or Dreadnought may take this card.

A Mekboy's kustom force field. Whenever a shot hits the vehicle, a D6 is rolled and the score taken off the incoming shot's Strength. A 6 stops the hit outright, but the generator burns itself out in doing so, and a randomly chosen crew member is struck at Strength 4 instead.

Ork vehicles and Dreadnoughts only, Discard after use

Moto-X

10 Points

Only an Ork Warbike may take this card.

Huge knobbly tyres and spiked tracks let the bike cope with any ground. It may travel through Difficult Ground at up to Combat speed. It may also try to cross a linear Obstacle no taller than its front wheel: on a D6 roll of 4+ it gets over, and on 1–3 it suffers a Collision as normal.

Ork Warbike only

Skrabbla

10 Points

Only an Ork Warbike may take this card.

A devoted Gretchin, known as a Skrabbla, clings on behind the rider. Answering shouted orders, it scrambles about and shifts its weight to help the heavy machine round Skid Turns. The rider adds +2 to each roll on the Skid Test Chart. The Skrabbla is far too nimble for enemy fire to hit.

Ork Warbike only

Spiked Hubs

10 Points

Sharp adamantium spikes jut from the hubs of the bike's wheels, lethal to a careless opponent. Whenever the bike carries out a Hit & Run Attack, the hubs make an extra attack, resolved before the combat starts: the enemy model must pass a D6 test against its Initiative or be hit automatically. The spikes strike at Strength 5, Save Modifier -2, and inflict D3 wounds. Once a model has survived them, the Hit & Run Attack is then worked out.

Pirate Bikes only

Only an Ork vehicle may take this card, and not a Dreadnought.

Mekboy gubbins pump a second shot of squig fuel through the engine for a sudden, ridiculous turn of speed. The injector comes into play once the vehicle has finished moving: it at once travels a further 3D6" straight ahead. A distance roll of 15+ shakes it apart: once the extra move is made, the vehicle takes a D6 roll on its hull Damage chart, or on the bike, buggy or wartrak chart where it has one.

Ork vehicles only

Chaos

Combi-Bolter

+5 Points per weapon

A Chaos Space Marine Terminator carries a combi-bolter as standard, and one is often mounted on a Chaos Space Marine vehicle for extra firepower.

Any crew member may fire a combi-bolter, but then neither drives nor fires another weapon that turn. Transported troops may fire the combi-bolters in place of their own weapons from hatches or firing slits. The enemy may not single out a model firing one. The combi-bolters follow the rules of the Mk 1 Combi-Weapon. A Chaos Space Marine may Rapid Fire one while the vehicle stands still or moves at Slow speed.

Mk 1 Combi-Weapon

Template To Hit · Catch On Fire
Boltgun
Range
0-12 / 12-24
To hit
+1 / –
Str
4
Dam
1
Save Mod
-1
AP
D6+4
Meltagun
Range
0-6 / 6-12
To hit
+1 / –
Str
8
Dam
D6
Save Mod
-4
AP
2D6+8
Flamer
Range
– / Medium Flamer Template
To hit
– / –
Str
4
Dam
1
Save Mod
-2
AP
D6+4

See the full entry in Weapons.

Chaos Space Marine vehicles only

A vehicle may take this card once, and only if it carries Daemonic Possession.

Gargoyles cover the hull, chattering incantations without pause and breathing gouts of Tzeentch's warp fire, so that a sheet of sorcerous flame plays over the vehicle and eats enemy troops and psychic powers alike.

A D6 roll of 4+ nullifies any Psychic Power aimed at the vehicle, or at a model no more than 3" from it; a 6 also sends the power's card out of play, not to be used again that battle.

Whenever the vehicle fights in Hand-to-Hand Combat, the flames inflict D6 hits, shared out between the models standing in base contact, at Strength 4+D6, one roll setting the Strength of every hit. Each hit causes 1 wound, its Save Modifier -1 for every point by which the Strength exceeds 3. Enemy models that survive then make their attacks.

Tzeentch daemonic vehicles only

Daemonic Possession

+25% of the vehicle's points

Only a fully enclosed vehicle or a Dreadnought may take this card.

A daemon possesses the vehicle in place of a crew. Every hatch is welded shut and sealed under Chaos runes and sigils, and a vehicle that once carried troops can carry none. The daemon drives, and fires every weapon aboard at Ballistic Skill 5; a possessed Dreadnought fights at Weapon Skill 5 as well. A damage result that kills the crew does nothing. Pure evil radiates from the vehicle, and it causes Terror.

Should the vehicle be destroyed, the daemon slips back into the warp. Should the Chaos army lose every Champion that bears a Mark of Chaos, the daemon is banished along with every other daemon in the army, and the vehicle is disabled.

Chaos vehicles only

Destroyer

25 Points

Only a Land Raider, Predator or Rhino carrying Daemonic Possession may take this card, and no vehicle may take it twice.

Worshippers of the Blood God Khorne favour this device: the hull bristles with grabbing claws, scythed wheels, slicing blades, spikes and instruments of torture. The vehicle's Ram Value becomes Strength 10, D20 damage, Save Modifier -6.

In Hand-to-Hand Combat, whoever means to strike at the vehicle rolls a D6 first, and must score no more than its Initiative; a 6 fails whatever the Initiative. A model that fails suffers a hit at the vehicle's Ram Value.

Khorne daemonic vehicles only

Only a vehicle carrying Daemonic Possession may take this card, and no vehicle may take it twice.

Nurgle's Rot has got into the vehicle. Pestilence, rotting limbs and tentacles sprout from a hull gone soft to the core, slime runs down the plates, and Nurglings swarm over every surface.

Every location on the vehicle gains +1 Armour Value. In Hand-to-Hand Combat, before a model can strike at the vehicle it must fight its way past the Nurglings and the flailing limbs, which have 2 Attacks at Weapon Skill 3 and strike at Strength 3. Should the vehicle win, its hits are resolved as normal; should the attacker win, it may strike once at the vehicle in the usual way. No bonus for several attackers applies against an infested vehicle.

Nurgle daemonic vehicles only

Warp Amp

25 Points

Only a Land Raider, Predator or Rhino carrying Daemonic Possession may take this card, and only where at least one Noise Marine squad is in the army; no vehicle may take it twice.

Rune-crusted horns and pipes sprout from the hull and pour out resonant warp energies that amplify emotion. The nearer a creature comes, the less it can hold to discipline or to conscious thought. An enemy model takes -1 to its Leadership while within 18" of the vehicle for a Break Test or a Psychology test; the penalty is -2 within 12" and -3 within 6".

Slaanesh daemonic vehicles only