Wargear Cards

Any Army
An Aegis Suit is a fine psycho-conductive lattice worn against the skin, bleeding hostile psychic energy away before it can bite. Worn under clothing or wired into armour, it combines freely with physical armour, a force field, or both.
The wearer saves on a D6 roll of 4, 5 or 6 against every hostile Psychic Power turned on them.
Rare
For a projectile weapon, Armour Piercing Ammo is a load of specially hardened rounds; for an energy weapon, a super-charged power pack. Whether the shot uses it is declared before the dice is rolled to hit.
For that one shot the weapon's save modifier becomes -6. Against vehicles the weapon's Armour Penetration gains a bonus dice, read from the chart by the weapon's Strength.
Armour Piercing Ammo Chart
Discard after use
Uncommon
Mounts on a Basic Weapon and is pre-loaded with a single grenade type before the battle. A model may shoot either the launcher or the weapon each turn, not both. The magazine holds grenades enough to see out the battle. The type of Grenades available is dictated by the army list.
| Range | To Hit | Str | Dam |
|---|---|---|---|
| 0-6 / 6-12 | – / – | * | * |
| Save Mod | AP | Special | |
| * | * | – | |
See the full entry in Weapons.
Uncommon
A Bionic Arm replaces flesh with something stronger and surer. The model gains +1 Strength when fighting in Hand-to-Hand Combat and when throwing grenades, and +1 Initiative in Hand-to-Hand Combat only.
Uncommon
A Bionic Eye improves on the original in most respects: sharper focus, a wider spectrum, sight in the dark. The model gains +1 to hit with all shooting, and detects Hidden troops and energy emissions—vehicles, Psykers and the like—within 24".
The bonus applies to every weapon the model shoots, unlike a Targeter's, and the two may not be combined.
Uncommon
A Bionic Leg is often the memento of some old battlefield. The model gains +1 Attack, and when it wins a round of Hand-to-Hand Combat it may deliver a kick—one kick, whatever the margin on the Combat Scores.
The kick is resolved at +2 Strength, inflicts D3 damage, and knocks a target no bigger than the kicking model back D3".
Uncommon
Cameleoline fabric mimics whatever lies behind its wearer; a model that stands still for a moment seems to melt into the terrain.
Shooting at a stationary model wearing Cameleoline suffers an extra -1 to hit, on top of the usual modifiers for cover. While the model Hides, troops moving into a position to see it, or within their Initiative distance, Detect it but never Spot it.
Uncommon
Frenzon is merely the best known and cheapest of the combat drugs; Stim, Gamma Æ, Rage and Satrophine serve the same trade.
A character equipped with Combat Drugs may take them at any time, to immediate effect: Movement, Initiative and Attacks are doubled, and Toughness and Strength each rise by 1.
The body pays: each of the bearer's turns ends with a D6 roll, and a 5 or 6 costs the character 1 wound, no armour save allowed. The effects end when the character suffers a wound for any reason; the card is then discarded and the model's characteristics revert.
Combat Drugs may not be combined with Frenzon.
Discard after use
Rare
Digilasers hide in finger rings, or along the knuckles of a glove, and leave the model free to use any other weapon.
The moment Hand-to-Hand Combat begins they fire of their own accord—before any attack dice are rolled, whichever side's turn it is—at opponents in base contact. The shots—three, divided between opponents as the model wishes—are worked out as ordinary shooting.
Once close combat proper is under way the digilasers do nothing further, and grant no extra attack dice.
| Str | Dam | Save Mod | AP |
|---|---|---|---|
| 3 | 1 | -1 | D6+3 |
| Special | |||
| Close Combat | |||
See the full entry in Weapons.
Rare
A Force Axe spits and crackles with barely contained psychic charge. When the Psychic Phase ends, one unused Force Card may be kept in the axe instead of being discarded, ready for a later psychic phase.
In Hand-to-Hand Combat the axe raises the wielder's Strength by their Mastery Level; daemons are wounded automatically, with no saving throw allowed. The stored Force Card may be expended for a further +3 Strength and a -3 save modifier in that combat.
| Str | Dam | Save Mod | AP |
|---|---|---|---|
| User+Mastery | 1 | Special | S+D6 |
| Special | |||
| – | |||
See the full entry in Weapons.
Psykers only
Rare
A Force Rod's helix-shaped core drinks in psychic energy, and holds more of it than any blade. When the Psychic Phase ends, unused Force Cards—up to three at once—may be kept in the rod instead of being discarded, ready for later psychic phases.
In Hand-to-Hand Combat the rod raises the wielder's Strength by their Mastery Level; daemons are wounded automatically, with no saving throw allowed.
| Str | Dam | Save Mod | AP |
|---|---|---|---|
| User+Mastery | 1 | Special | S+D6 |
| Special | |||
| – | |||
See the full entry in Weapons.
Psykers only
Rare
A Force Sword's blade is sheathed in shifting crystal patterns of psychic charge. When the Psychic Phase ends, one unused Force Card may be kept in the sword instead of going to the warp cards discard pile, ready for a later psychic phase.
In Hand-to-Hand Combat the sword raises the wielder's Strength by their Mastery Level; daemons are wounded automatically, with no saving throw allowed. The stored Force Card may be expended for a further +2 Strength and a -2 save modifier in that combat.
| Str | Dam | Save Mod | AP |
|---|---|---|---|
| User+Mastery | 1 | Special | S+D6 |
| Special | |||
| Parry | |||
See the full entry in Weapons.
Psykers only
Rare
One shot of Frenzon puts its subject into Frenzy or Hatred for the rest of the game—automatically, with no Leadership test, and only one state at a time.
The dispensing device carries a single dose of antidote, which ends the induced state. Each dose after the first is a gamble: roll a D6, and a 1 costs the model D3 wounds.
Uncommon
Immune is a blanket inoculation against the battlefield's poisons—bio-weapons, toxins and hard radiation alike.
A character equipped with Immune ignores the effects of choke, hallucinogen, rad, scare, toxin and virus grenades entirely.
Uncommon
A Jump Pack trades its wearer's ordinary move for a single powered leap of up to 18", high enough to clear most obstacles, vehicles and models. Through woods or over single storey buildings the leap shortens to 12".
Roll a scatter dice as the model lands: a hit is on target, an arrow scatters the model D3" in the direction shown.
A model that Charges with a Jump Pack may move up to 4" after landing to reach an opponent in Hand-to-Hand Combat. It may leap, land, then shoot or throw a grenade, but may not use a move or fire weapon.
The leap follows a slow, predictable curve, so enemies firing at the model never suffer the -1 to hit for a target moving 10" or faster.
Uncommon
Armourers of the first rank build these pistols, and the finest artists decorate them. Few are ever bought: a weapon like this is inherited, handed down the line of warriors who have carried it.
| Range | To Hit | Str | Dam |
|---|---|---|---|
| 0-12 / 12-24 | +2 / +1 | 4 | 1 |
| Save Mod | AP | Special | |
| -1 | D6+4 | Close Combat | |
See the full entry in Weapons.
Rare
A master-crafted plasma pistol draws on a far better energy source than the ordinary Plasma Pistol: it needs no turn to recharge after firing, and may fire every turn.
| Range | To Hit | Str | Dam |
|---|---|---|---|
| 0-8 / 8-24 | +2 / -1 | 6 | 1 |
| Save Mod | AP | Special | |
| -1 | D6+6 | Close CombatSustained Fire 1 | |
See the full entry in Weapons.
Rare
A Medi-Pack is an automated field surgery. Its bearer moves into base-to-base contact with the patient during its own turn, then stands idle through both the shooting and close combat phases.
When the close combat phase ends, the machine does one of the following.
Gives back 1 wound to a character wounded but still alive.
Brings a model on 0 wounds back to 1 wound, on a D6 roll of 5 or 6.
Restores the vision of a blinded model.
Cures the effects of any non-fatal gas.
Negates any psychological effects in a model.
Uncommon
A Psychic Hood crowns its wearer with fine wires and crystal, sharpening a Psyker's grip on the warp; another psyker's workings become that much easier to unpick.
The wearer may reroll the dice throw when attempting to nullify a Psychic Power.
Psykers only
Rare
Each round of Seeking Ammo steers itself on tiny thrusters under a rudimentary robot brain. It fits projectile weapons only, boltguns among them.
A shot with it sets aside the firer's Ballistic Skill and every to hit modifier for target speed, cover and the rest: the round hits on a D6 roll of 2 or more. The target need not even be visible—anything Detected and within the weapon's range may be shot at, Hidden or out of sight.
Seeking Ammo may not be combined with any other special ammunition.
Discard after use
Uncommon
A Targeter is a stack of optical and electronic sights fitted to one specific weapon, worth +1 to hit with that weapon alone.
The fit lasts the battle. A character carrying a bolt pistol and a plasma gun fitted with a Targeter has the bonus when shooting the plasma gun, not the pistol, and Targeters may not be moved between weapons while the game is played.
Uncommon
A Teleport Jammer floods a 36" radius with a signal that teleport beams cannot read cleanly, making arrival inside it a dangerous business.
When anything attempts to teleport into the area, the jammer's owner may force a second scatter roll, taken after the first has been resolved. On a double 1 or double 2 on the distance dice of either roll, the teleporting troops are destroyed.
Psykers teleporting by their own powers pass through the jamming untouched.
Rare
No one now living built the Warp Jump. Its bearer may step across the warp to any point on the battlefield in the movement phase, in place of its normal move.
Roll a scatter dice on arrival: a hit lands on target, while an arrow sends the model 2D10" in the direction shown—and a double 1 on that roll drops it into the warp, gone for good.
On the turn it teleports the model may still shoot and fight in Hand-to-Hand Combat, though arriving directly into combat does not count as Charging. The teleporter rules cover anything not given here.
Rare
Imperial
The art of building an Ammo Feed was lost with the Dark Age of Technology, and the survivors are rare, sought-after things: a hopper or power pack carried on the back, feeding the weapon by mechanised belt. Jams are rare.
An Ammo Feed may only be attached to a Storm Bolter or a Plasma Gun, and lets the user reroll one Sustained Fire dice.
Imperium only
Uncommon
Logan Grimnar took this axe from a Champion of Khorne he had killed, and the Blood God's temper is still in it. The Iron Priests reforged the weapon and cut into it the twin heads of Morkai, the wolf that guards the Gates of Death.
The axe strikes at Strength 6 and wounds it inflicts carry a -3 saving throw modifier. Every critical hit in Hand-to-Hand Combat—each attack dice that comes up 6—adds +D3 to the Combat Score rather than the usual +1: 1 on a roll of 1–2, 2 on 3–4, 3 on 5–6.
Space Wolf Commander only
Unique
The golden mask on Dante's armour is said to bear Sanguinius's own face. In battle it seems to wake, crowning the wearer's head in golden light while the enemy's courage fails.
A model wearing the Death Mask of Sanguinius causes Terror.
Blood Angels Commander only
Unique
Fergus Forgrim, greatest of the Space Wolves' Iron Priests, made this blade centuries ago. Its chain teeth are cut from a metal nobody has been able to reproduce since: the working of it went into the grave with him.
| Str | Dam | Save Mod | AP |
|---|---|---|---|
| 5 | D3 | -2 | 2D6+D3+5 |
| Special | |||
| Parry | |||
See the full entry in Weapons.
Space Wolves only
Unique
Whatever a Graviton Gun hits, it affects; there is no Damage roll to make. A living target is pinned where it stands for the rest of the game and can neither Move nor Shoot, though a Psyker so caught may still work Psychic Powers.
Against a vehicle, roll the hit location as usual and disregard Armour Penetration altogether. Damage is then rolled on that location's chart with 1 added to the dice.
Against a building, roll to hit; where the shot lands, damage is rolled with 1 added.
| Range | To Hit | Str | Dam |
|---|---|---|---|
| 0-8 / 8-16 | +1 / – | – | – |
| Save Mod | AP | Special | |
| – | * | Blast 1" | |
See the full entry in Weapons.
Imperial Tech-Priests & Squat Engineers only
Rare
Made beneath the Fang, in furnaces held in stasis, for Durfast, Champion of Mordrak.
A temporal distort circuit strips away concealment: the wearer automatically spots every enemy in cover or hiding. A predictive interface steadies their aim as well, so a missed shot may be rolled again—unless the failed roll was a 1, in which case the shot is simply gone.
Space Wolves only
Unique
Worn in place of an ordinary Psychic Hood, the Hood of Gnyrll opens its wearer to one power more than they could otherwise hold.
A Rune Priest carrying it takes to the field knowing one extra Psychic Power: two at Mastery Level 1, three at level 2, four at level 3 and five at level 4.
Space Wolf Rune Priest only
Unique
The Hood of Hellfire replaces a normal Psychic Hood: a psychic amplifier set into the wearer's helmet, turning aggression outward as a bolt of force.
The bolt is loosed in the Psychic Phase and may be nullified like any other Psychic Power. Its range is 2D6 plus the wearer's Leadership in inches; it flies straight, must be aimed at a target the wearer can see, and inflicts D6 Strength 5 hits at a -2 saving throw modifier.
Space Marine Librarian only
Unique
Old, and not of human making. Nobody has established where it came from.
Switched on at the start of the wearer's turn, it drops them into a darkness that is not quite of this world. They may move up to 16" but neither shoot nor fight, and nothing can shoot at or attack them for the rest of that turn or through the enemy's next. Psychic Powers neither reach them nor can be cast by them.
Held longer than a single turn it begins to fail: from the second consecutive turn onward the wearer rolls a D6 as each turn opens, and on 4 or more the darkness collapses and the hood is spent.
Space Wolves only
Unique
Ulf Blackbrow made the raven for Njal Stormcaller and keyed it to the Rune Priest's own brain pattern. It fights at his side, so anyone who closes with Njal is facing two opponents rather than one.
The bird has no Movement or Leadership of its own and keeps pace with Njal wherever he goes.
Space Wolf Rune Priest only
Unique
The hide of the largest Wolf of Fenris ever brought down by a Space Wolf, ancient and honoured, and woven through with a reworked Cameleoline mesh.
Shooting at the wearer is harder the further away the shooter stands: -1 to hit inside 10", -2 from 10" to 20", -3 from 20" to 30", and another -1 for every 10" after that. It has no effect in Hand-to-Hand Combat, and applies on top of cover and every other modifier.
Space Wolf Commander only
Unique
The Plasma Blaster is a combi-weapon developed after the Storm Bolter. The bulk of the power packs it requires means only models in Terminator Armour may use one.
It is not a linked weapon and may not be fired as a single Plasma Gun. It takes a turn to recharge, as an ordinary plasma gun does.
| Range | To Hit | Str | Dam |
|---|---|---|---|
| 0-6 / 6-24 | +1 / – | 7 | 1 |
| Save Mod | AP | Special | |
| -2 | D6+4 | Sustained Fire 2Recharge | |
See the full entry in Weapons.
Space Marine Terminators only
Rare
The psycannon exists to hurt Psykers and daemons; its workings come from the Storm Bolter, its bolts steeped in psychic energy.
Its bolts wound a daemon or a Psyker without a roll, and a daemon gets no saving throw at all. Any Psyker or daemon it damages loses one Psychic Power, chosen at random, for the rest of the battle.
| Range | To Hit | Str | Dam |
|---|---|---|---|
| 0-8 / 8-16 | +2 / +1 | 4 | 1 |
| Save Mod | AP | Special | |
| -2 | D6+4 | Sustained Fire 1 | |
See the full entry in Weapons.
Imperium only
Rare
Njal Stormcaller bore this staff so long, and drove so much power through it, that the wood woke and became a living thing.
Deal three Warp Cards at the start of the battle. Force cards among them stay in the staff and the rest go back to the deck; more may be added from later deals, to a limit of three. They may be spent in any Psychic Phase to power the bearer's own abilities.
The staff also grants +1 Attacks and +1 Initiative, and adds the bearer's Mastery Level to their Strength.
Njal Stormcaller only
Unique
A Servo Arm rides on a harness, wired into the user's nervous system: an extra limb tipped with lastorches, vibrosaws, power drills and a heavy claw for lifting.
The bearer carries heavy equipment and heavy weapons without penalty. Crewing a support weapon, or operating equipment or a vehicle, it counts as two crew members; in Hand-to-Hand Combat it rolls one extra attack dice.
Techmarines, Tech-Priests and Squat Engineers only
Uncommon
A slab of plasteel with a compact field generator set into it, which is why an older name for one is a power shield. Switched on, it carries a haze of blue light that spits and cracks wherever a blow is turned aside.
See the full entry in Armour.
Rare
A suit of Terminator Armour may be fitted with a harness of auto-launchers similar to those mounted on vehicles. The harness carries three grenades of the same type, fired together, and may be triggered in addition to the model's normal firing.
One grenade strikes a point exactly 6" away within the model's 90° fire arc; the other two land D3" off that point. Before battle the harness is loaded with either Frag or Blind grenades.
Frag
| Range | To Hit | Str | Dam |
|---|---|---|---|
| 6 | – / – | 3 | 1 |
| Save Mod | AP | Special | |
| -1 | D6+3 | Blast 2" | |
Blind
| Range | To Hit | Str | Dam |
|---|---|---|---|
| 6 | – / – | * | * |
| Save Mod | AP | Special | |
| * | * | Blast 2"Blast RemainsSmoke | |
See the full entry in Weapons.
Space Marine Terminators only, Discard after use
Uncommon
It passes for an old knife, richly worked, until it leaves the hand. A generator seated in the hilt wakes on release and sheathes the blade in plasma fierce enough to open most armour.
Thrown rather than swung. How far it reaches is worked out from the thrower's Strength, the way a grenade's is, and the attack is resolved like any other Shooting attack. A homing mechanism carries the blade back to its owner once it has struck.
| Range | To Hit | Str | Dam |
|---|---|---|---|
| – / User S x 2 + 2 | – / – | 7 | 1 |
| Save Mod | AP | Special | |
| -4 | 2D6+7 | – | |
See the full entry in Weapons.
Space Wolves only
Unique
Said to have been made by the Emperor's own artificers and given to Leman Russ, Primarch of the Space Marines.
While the Space Wolf wearing it is alive and on the table, any Space Wolves character or unit with line of sight to them passes every Break Test and Psychology test automatically. The wearer also causes Fear.
Space Wolves only
Unique
Iron Priest Fengri set this gem into a suit of armour, and it is counted among the greatest treasures the Chapter holds. Something moves in the clouded stone: the Were, the beast that sleeps in every Space Wolf's gene-helix.
When the bearer charges, onlookers see the Wulfen instead of a man. Any enemy so charged must take a Break Test as though it had lost a quarter of its number to shooting, rolling 3D6 in place of the usual 2D6. Daemons are unmoved.
Space Wolves only
Unique