Wargear Cards

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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
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.
Uncommon
An ancient relic in the shape of a skull, its eye sockets blazing when its power is loosed.
In the Psychic phase the skull may be turned on a single living enemy model within 12". From one to three Force cards feed it, and a D6 is rolled for each: if the total beats the target's Leadership, its soul is drawn from its body and it dies. Any Legion of the Damned model slain earlier may then be resurrected, placed within normal unit coherency—never taking the unit above its starting size. The skull's power may be nullified like a psychic power, on a 4+.
Centurius only
Unique
Restraint and weapon in one. The helm holds the Culexus Assassin's soulless aura in check—and focused through the single eye at its front, that aura becomes a thin beam of negative psychic energy that burns the mind from a target.
Fired in the Psychic Phase, one blast per force point spent, and never more than three in a single phase. Each is rolled to hit separately on the firer's Ballistic Skill as an ordinary shot, and each may pick its own target within the arc of fire.
Blasts may be loosed from inside a close combat, but only at something in base contact. A Psyker wounded by one risks losing a power outright.
| Range | To Hit | Str | Dam |
|---|---|---|---|
| 0-12 / 12-24 | +1 / – | 5 | 1 |
| Save Mod | AP | Special | |
| -5 | 2D6+5 | – | |
See the full entry in Weapons.
Culexus Assassins only
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
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
Yarrick's bionic eye conceals a deadly laser. The Orks say he can kill with a glance, and they are right; it is a superstition he has learned to exploit.
Once per Hand-to-Hand Combat phase, as it opens, the Bale Eye automatically hits any one model already locked in combat with Yarrick.
| Str | Dam | Save Mod | AP |
|---|---|---|---|
| 4 | 1 | -1 | 2D6+4 |
| Special | |||
| Close Combat | |||
See the full entry in Weapons.
Yarrick only
Unique
Old as the Chapter itself, the Banner records the whole campaign history of the Ultramarines and is carried to war only when the Chapter fights as one. Many enemies have quailed at the sight of it, knowing they face the entire Chapter and certain defeat. Its bearer, and any Space Marine unit the bearer accompanies, are immune to psychology and cause fear.
Ultramarines only
Unique
An Ork battle claw reworked for Commissar Yarrick by Imperial artificers, wrapped in a power field that makes it the equal of a power fist.
| Str | Dam | Save Mod | AP |
|---|---|---|---|
| 8 | 1 | -5 | D6+D20+8 |
| Special | |||
| – | |||
See the full entry in Weapons.
Yarrick only
Unique
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
The Black Staff gathers and focuses psychic energy. Each psychic power Ahriman wields costs 1 force card fewer, to a minimum of one: force 2 powers need a single card, force 3 powers two. In hand-to-hand combat its pent energies add +4 to his Strength characteristic.
Ahriman only
Unique
A long and elegantly curved blade from the deep past, holding much of its first power still—among the most potent Eldar weapons to survive the Fall.
Light enough to wield at blurring speed: its bearer may Parry twice in each round of Hand-to-Hand Combat.
| Str | Dam | Save Mod | AP |
|---|---|---|---|
| 7 | 1 | -4 | D6+D12+7 |
| Special | |||
| Close CombatParry | |||
See the full entry in Weapons.
Unique
An ancient and horrible instrument: a knife of many honed and polished blades, each etched with neural wires so fine that they wake agony in every nerve fibre they part. Torture is its purpose; combat merely a use it can be put to.
Not built for fighting, but it serves. A living opponent who loses even one wound to the Blades is left helpless by the pain: the model is removed as a casualty, whatever wounds it still has.
| Str | Dam | Save Mod | AP |
|---|---|---|---|
| 5 | 1 | -2 | D6+3 |
| Special | |||
| Close Combat | |||
See the full entry in Weapons.
Interrogator-Chaplains and Master Chaplains only
Rare
Every name of the Fallen taken by the Dark Angels across their long crusade is set down in this book. Its cultural weight to the Chapter is beyond measure, and no Dark Angel will willingly see it fall into enemy hands.
Should the Grand Master be slain, the body stays on the table: lay the model on its side where it fell. The first Dark Angel to reach it spends that turn recovering the book rather than attacking. While the book lies unclaimed every Dark Angel is immune to psychology, will never break and adds +1 to their Weapon Skill. If the game ends with the book still on the ground, the Dark Angels forfeit 10 victory points.
Dark Angels Grand Master Librarians only
Unique
A high-powered laser with the look of a lascannon pared down to its essentials. What it gives up in range and weight of fire it repays in a recharge quick enough to shoot while moving.
A stripped-down laser weapon that trades the reach and punch of the heavier patterns for lightness and a faster recharge—so unlike them, it may be fired on the move.
| Range | To Hit | Str | Dam |
|---|---|---|---|
| 0-12 / 12-36 | +1 / – | 9 | D8 |
| Save Mod | AP | Special | |
| -6 | D6+D8+9 | – | |
See the full entry in Weapons.
Uncommon
A clay pot packed with a swarm of furious Buzzer squigs, which come boiling out at whatever stands nearest to the crack of the shell.
Thrown exactly as a grenade. Where the clay pot breaks, place a Buzzer Squig template and work out the swarm exactly like a Squig Katapult attack landing on the spot.
| Range | To Hit | Str | Dam |
|---|---|---|---|
| – / User S x 2 + 2 | – / – | – | – |
| Save Mod | AP | Special | |
| – | – | – | |
See the full entry in Weapons.
Discard after use
Rare
A lesser sibling of the C'tan Phase Sword carried by the Callidus Assassins, and cut from the same impossible metal.
Molecular realignment lets the blade phase in and out of real space as it swings, so armour and protective fields might as well not exist. A model wounded by the knife receives no armour saving throw of any kind—energy fields included.
| Str | Dam | Save Mod | AP |
|---|---|---|---|
| User | 1 | No Save | 2D6+5 |
| Special | |||
| Close Combat | |||
See the full entry in Weapons.
Rare
Dug from a long-dead world of the C'tan by the Adeptus Mechanicus, who recovered wonders there and no trace of the makers. The blade slips in and out of real-space as it swings, passing through armour and protective fields as though they were not worn.
The blade slips in and out of real space as it moves, so armour is simply not there when it lands. Nothing wounded by it gets an armour saving throw, and an armour field is no help either.
| Str | Dam | Save Mod | AP |
|---|---|---|---|
| 5 | 1 | No Save | 2D6+5 |
| Special | |||
| Parry | |||
See the full entry in Weapons.
Callidus Assassins only
Rare
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
Pestilaan's Chalice both sustains him and slays his enemies. Nurgle's warp-foam sprays from it as a normal shooting attack, or nourishes him when he drinks.
Wounds on Pestilaan are marked with counters as usual—but keep placing them past his maximum, decided before play. Reaching that maximum lays him flat: he remains a target for shooting, and is struck in close combat as though taking free hacks. At the end of that turn he may drink from the Chalice: roll a D6 and remove that many wound counters. Below his maximum, he stands and fights on; still above it, not even the warp-foam can heal him, and he is slain. A weapon that kills outright, such as a Vortex Grenade, kills him regardless.
Pestilaan only
Unique
The fickle gods have blessed the plates of Abaddon's Terminator armour until they are stronger than any earthly material. It grants him a 2+ saving throw on 2D6, and any psychic power used against him—or catching him in its area of effect—is nullified on a D6 roll of 4 or more.
Abaddon only
Unique
Part sorcery and part machine, the Chirurgeon rides Bile's back and pumps daemon ichor through his veins, granting the powers and invulnerabilities set out in Codex Chaos. A Frenzon dispenser is sunk straight into his heart, and the device's articulated drill and saw arms add 2 attack dice to Bile's rolls in hand-to-hand combat—they join the count only after Frenzy has doubled his Attacks.
Fabius Bile only
Unique
An ordinary power sword, made legendary: N'go craftsmen have encrusted it with the emblems of the desert, and in Al'rahem's hand it is regarded with awe by friends and dread by enemies. The wielder is feared by their foes—the rules for Fear apply.
| Str | Dam | Save Mod | AP |
|---|---|---|---|
| 5 | 1 | -3 | 2D6+5 |
| Special | |||
| Close CombatParry | |||
See the full entry in Weapons.
Al'rahem only
Unique
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
Two basic weapons on one frame—a boltgun paired with a flamer, meltagun or plasma gun, or with a second boltgun. Working out how to build them is what led the Imperium to the storm bolter.
The pairing is fixed before the game and either written down or declared to the opponent. Two boltguns count as a Storm Bolter.
In each Shooting Phase the bearer either fires one barrel, resolved exactly as that weapon normally is, or fires both at a single target at a further -1 to hit on each shot.
Boltgun
| Range | To Hit | Str | Dam |
|---|---|---|---|
| 0-12 / 12-24 | +1 / – | 4 | 1 |
| Save Mod | AP | Special | |
| -1 | D6+4 | – | |
Flamer
| Range | To Hit | Str | Dam |
|---|---|---|---|
| – / Medium Flamer Template | – / – | 4 | 1 |
| Save Mod | AP | Special | |
| -2 | D6+4 | Template To HitCatch On Fire | |
Meltagun
| Range | To Hit | Str | Dam |
|---|---|---|---|
| 0-6 / 6-12 | +1 / – | 8 | D6 |
| Save Mod | AP | Special | |
| -4 | 2D6+8 | – | |
Plasma Gun
| Range | To Hit | Str | Dam |
|---|---|---|---|
| 0-6 / 6-24 | +1 / – | 7 | 1 |
| Save Mod | AP | Special | |
| -2 | D6+7 | Sustained Fire 1Recharge | |
See the full entry in Weapons.
The field turns the energy of an incoming attack into raw light. Every blow it stops goes off as a blinding white flash, which is protection of a sort for the bearer and a hazard to everyone standing nearby without eye cover.
| Save | Special | ||
|---|---|---|---|
| 4+ | Unmodified SaveExtra SaveBlinds | ||
See the full entry in Armour.
Rare
Kamir's bionic arm and his bionic eye work in concert as a guidance system of their own; the arm can also close on an enemy and crush.
Work out the hits Kamir scores in hand-to-hand combat as normal, then roll a D6. A score equal to or less than the hits inflicted means the arm has taken hold, and the hits already scored are doubled. A score above the number of hits—or any 6—means the grip has failed and no extra hits are caused.
Mogul Kamir only
Unique
An Ork ruined badly enough is rebuilt in metal: +2 Strength and +2 wounds. Hits against the Ork are worked out as against a vehicle with an armour value of 15—roll armour penetration as normal. A hit that equals the value knocks the Ork over, costing the next turn standing up, neither moving nor firing; a hit that beats it knocks the Ork over too, and costs a wound for every point of the margin.
Rare
Within the blade writhes the bound essence of Drach'nyen, a warp entity that unmakes reality along the line of every cut.
Drach'nyen slides through steel, flesh and bone as though nothing were there, and physical armour is a mockery before it. Every hit wounds automatically and permits no armour saving throw, though unmodifiable saves are taken as normal; a vehicle that is struck has its armour penetrated automatically. Psykers and daemons suffer D3 wounds from a hit instead of 1.
| Str | Dam | Save Mod | AP |
|---|---|---|---|
| – | 1 | No Save | Auto |
| Special | |||
| Close CombatParry | |||
See the full entry in Weapons.
Abaddon only
Unique
The bound essence of a warp daemon lives inside this weapon, and its hunger bleeds into whoever carries it. A model bearing it in hand-to-hand combat adds +2 to its Weapon Skill and Strength characteristics, and wounds psykers and daemons on a D6 roll of 2+, whatever their Toughness.
A living model wounded by the weapon during the Hand-to-Hand Combat phase takes an immediate Leadership test on 2D6. If the test is failed the daemon tears the soul free and devours it: the model dies at once, whatever wounds it had left.
Rare
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
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 warp-drive small enough to wear, wired to a proximity sensor. Anything incoming—a shot, a psychic assault, a blade—trips it, and the wearer is somewhere else before the blow arrives. It is reliable, but it chooses the destination, not the wearer.
| Save | Special | ||
|---|---|---|---|
| 3+ | Unmodified SaveExtra SaveDisplacement | ||
See the full entry in Armour.
Rare
The tools of the Painboy's trade, meant for mending Orks and just as happy opening them. A Painboy carrying them always counts as fighting with two hand-to-hand weapons, rolling the extra attack dice—and if the Painboy wins a round of combat and deals at least 1 wound, the loser has met a Syringe squig: knocked out and removed as a casualty however many wounds remain.
Painboyz only
Uncommon
A crystal holding the psyche of an Eldar long dead—the stones of departed seers, carried by the living to lend them strength. Once per battle the stone may be tapped: the Warlock or Farseer takes an additional warp card from the warp deck for each point of their Mastery Level.
Eldar Psykers only, Discard after use
Uncommon
A field of negative energy woven through the Culexus Assassin's synskin. Combined with what they are, it lets psychic attacks pass through them as though nothing stood there. Whenever a warp weapon—a force sword, a Witch Blade, a vortex grenade, a D-cannon—or a psychic power strikes them, roll a D6: on a 2 or more the attack simply does not touch them. It is not nullified: a blast marker still catches anything else beneath it, and a psychic bolt passes through them and flies on until it finds another model or the end of its range. A force weapon may still wound them, but its psyker adds no Mastery Level to the blow and may spend no force cards on it. Not even a power played with Ultimate Force gets past the Etherium.
Culexus Assassins only
Rare
At the start of their turn the Eversor may take one dose of any one drug below. The supply lasts the whole battle.
Fury—their movement is tripled when they charge or run, until the turn ends.
Terminus—until the end of the opponent's next turn they fight on and will not detonate, even at 0 Wounds. If they still stand at 0 Wounds when that turn closes—or when the game does—they die, and explode as normal.
Destroyer—when they kill their opponent and their Follow-Up Move carries them into a fresh combat, they attack again at once. After each such move roll a D6: on a 4+ they fight another round immediately, on a 1-3 the killing is over for the turn.
Eversor Assassins only
Rare
It takes many forms—a heavy spear, a rune-crusted sword, a great black scythe—and in every one of them it is among the deadliest of hand-to-hand weapons.
A power weapon needing both hands, whatever shape it takes. It parries.
| Str | Dam | Save Mod | AP |
|---|---|---|---|
| 8 | D3 | -6 | D6+D3+8 |
| Special | |||
| Close CombatParry | |||
See the full entry in Weapons.
Rare
Standard issue of the Eversor temple: a master-crafted bolt pistol and a needle pistol married on one frame, so that whichever death is called for, the Assassin's hand is already holding it.
Two weapons in one housing. The firer picks a barrel each time they shoot and may never use both in a single shot, though a model with Fast Shot may divide a turn's shots between the two.
Needle Pistol
| Range | To Hit | Str | Dam |
|---|---|---|---|
| 0-8 / 8-16 | +2 / – | 3 | 1 |
| Save Mod | AP | Special | |
| -1 | D6+3 | Needle Weapon | |
Master-crafted Bolt Pistol
| 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.
Eversor Assassins only
Rare
Specialist rounds for the Exitus Weapons and nothing else. The Vindicare carries a single round of each kind, and each is fired once per battle.
Shield-Breaker—a target's force field is destroyed outright and stays down for the rest of the battle, without exception: a Zoanthrope's warp field, Rune armour, and the Psychic Shield, Force Dome and Aura of Fire powers all fall to it. A target carrying no field takes normal damage instead.
Turbo-Penetrator—a -6 Save Modifier, and a wounding hit costs 2 wounds. Roll D6+5 for armour penetration and double the result.
Hellfire—wounds any living target on a D6 roll of 2+ and causes D6 wounds. Tyranids are living targets; daemons are proof against it. Unlike the heavy bolter shell of the same name, there is no splash.
Vindicare Assassins only
Rare
Built by the temple as a matched pair for one sniper's hands alone: a longrifle and a pistol chambering the same high-powered, armour-tipped rounds, and taking the specialist ammunition kept for better-protected marks. A Vindicare's Marksman skill stretches their long range by half again.
Exitus Longrifle
| Range | To Hit | Str | Dam |
|---|---|---|---|
| 0-18 / 18-36 | +1 / +1 | 5 | 1 |
| Save Mod | AP | Special | |
| -3 | D6+5 | – | |
Exitus Pistol
| Range | To Hit | Str | Dam |
|---|---|---|---|
| 0-6 / 6-12 | +2 / -1 | 5 | 1 |
| Save Mod | AP | Special | |
| -3 | D6+5 | Close Combat | |
See the full entries: Exitus Longrifle, Exitus Pistol.
Vindicare Assassins only
Rare
Kamir's bionic eye carries an electromagnetic link to his bionic arm; the pair work as a targeter of their own, worth +1 to hit with whatever weapon he fires.
Mogul Kamir only
Unique
A power weapon of terrible potency, forged in fire during the Fall. The heat of its making never left it: runes writhe, trapped, in the flames that dance along the blade.
| Str | Dam | Save Mod | AP |
|---|---|---|---|
| 6 | D3 | -3 | D6+D3+D12+6 |
| Special | |||
| Close Combat | |||
See the full entry in Weapons.
Unique
An intricate and elegant heat weapon from before the Fall—a melta-gun given reach, burning holes through armour and flesh at distances no Imperial pattern can match.
| Range | To Hit | Str | Dam |
|---|---|---|---|
| 0-12 / 12-24 | +1 / – | 8 | D6 |
| Save Mod | AP | Special | |
| -4 | 2D6+8 | Blast 1" | |
See the full entry in Weapons.
Uncommon
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
Yarrick is shielded by a powerful force field that bleeds energy from incoming shots—though not reliably, sometimes rendering him near-invulnerable and sometimes next to worthless. Each time Yarrick is hit, a D6 is rolled and its score subtracted from the attack's Strength; an attack brought to Strength 0 or below is stopped entirely. Special attacks with no Strength are unaffected.
Yarrick only
Unique
A Mekaniak-built wall of energy: switch it on at the start of any Ork turn, laid out as a 12" line placed wholly within 18" of the operator. Nothing passes it, in either direction—shooting, movement, teleporting models, psychic attacks, skimmers, mole mortar rounds, and the Orks' own attacks just the same. A vehicle that drives into it stops dead, undamaged. As each later Ork turn begins, roll a D6: on 1-3 the projekta burns out for the battle; on 4-6 it holds, and may stand, switch off, or be placed afresh within 18" of the operator.
Mekaniaks only
Rare
Psychic conduits running through the Etherium, drawn from the same material as force weapons. A psyker at work never uses everything taken from the warp; the Matrix drinks the excess, and feeds it to an Assassin who cannot touch the warp themselves.
At the start of each Psychic phase it absorbs D3 force points, plus 1 for every psyker within 12" of the Assassin. The points fire the Animus Speculum's blasts, and whatever is unspent when the phase ends is lost—the Matrix cannot hold warp energy for long. If Energy Drain is played, every stored point is lost and the phase ends as normal.
Culexus Assassins 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
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 | |||
| Close CombatParry | |||
See the full entry in Weapons.
Space Wolves only
Unique
Worn by the Master of the Ultramarines: two power gloves, a boltgun built into each.
Worn as a pair, the gauntlets grant an extra attack dice in close combat, and let the wearer meet many opponents at once—enemies gain no multiple combat bonuses against him. The built-in boltguns fire together with the effect of a single storm bolter.
| Str | Dam | Save Mod | AP |
|---|---|---|---|
| 8 | 1 | -5 | D6+D20+8 |
| Special | |||
| Close Combat | |||
See the full entry in Weapons.
Lord Macragge only
Unique
The great warlord's cranium is plated in adamantium, worth +1 Toughness—and one truly awesome headbutt. Ghazghkull may headbutt instead of attacking normally in close combat: if he then wins the round he scores a single hit only, whatever the margin, but the hit lands at Strength 10 with a -4 save modifier and causes D3 wounds.
Ghazghkull only
Unique
Kharn's vast and ancient chain-axe is a relic of the Great Crusade: its teeth were pulled from the jaws of the mica-dragons on Luther McIntyre, its haft is adamantium, and its head measures a full three spans.
A single blow from Gorechild can open an armoured Space Marine from helm to hip, and the axe is deadlier still in its master's grip: Kharn knows the weapon so well that in hand-to-hand combat his fumbles—attack dice that roll a 1—are re-rolled.
| Str | Dam | Save Mod | AP |
|---|---|---|---|
| 7 | 1 | -4 | D6+D12+7 |
| Special | |||
| Close Combat | |||
See the full entry in Weapons.
Kharn 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.
Tech-Priests & Squat Engineers only
Rare
For the Ork who finds running too slow. The Ork's Movement becomes 8", running or charging up to 16"—but no obstacle of any kind can be crossed, and attempting one costs a Strength 5 hit, and woods, difficult and very difficult ground can be neither run nor charged through.
Rare
Also called a scrambler. The burst of electromagnetic interference melts cabling and blows circuitry apart in showers of sparks, which does nothing at all to a man and a great deal to a machine. The crystal batteries are costly and hard to build, so the grenades are scarce and cannot be made small enough for a launcher.
Only vehicles, robots, Dreadnoughts, Eldar Wraithguard and models in Terminator Armour can be harmed by one. Ordinary troops are untouched.
A vehicle or dreadnought beneath the marker is penetrated automatically, whatever its armour. Roll for the locations covered as normal and go straight to the damage table, taking -1 off each damage roll; a total of 0 does nothing. The pulse cripples rather than wrecks.
Vehicle crew, and models in Exo-Armour or Terminator Armour, take a single Strength 3 hit that wounds with no save of any kind.
A Haywire grenade is always thrown. It cannot be built small enough for a Grenade Launcher.
| Range | To Hit | Str | Dam |
|---|---|---|---|
| – / User S x 2 + 2 | – / – | – | – |
| Save Mod | AP | Special | |
| – | – | Blast 1.5" | |
See the full entry in Weapons.
Discard after use
Uncommon
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
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
Boltgun and bolt pistol shells engraved with sorcerous runes that writhe in blue-white flame. The bolts may be fired in any Shooting phase in place of ordinary ammunition, but never together with rapid fire. A bolt that hits detonates with the effects of the psychic power Tzeentch's Fire Storm, the fire storm's Strength being the firing Sorcerer's Mastery Level rather than the usual 5. Saving throws against psychic attacks may be taken as normal; armour and energy fields count for nothing.
Sorcerers of Tzeentch only
Rare
A weapon of astonishing craft from the Dark Age of Technology, working on the same principle as the meltagun: it does not so much wound its target as melt it. It is Dante's sidearm, and has been for eleven hundred years.
The pistol needs a few seconds to recharge between shots. In hand-to-hand combat only the first hit landed in each round can be struck with it; every hit after that is dealt with Dante's power axe.
| Range | To Hit | Str | Dam |
|---|---|---|---|
| 0-6 | +1 / – | 8 | D3 |
| Save Mod | AP | Special | |
| -4 | D6+D3+8 | Close Combat | |
See the full entry in Weapons.
Commander Dante only
Unique
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
A big rocket launcher or grenade lobber loaded with a Mekboy's speshul kustom warheads—how big a bang, and how wide, is settled fresh with every trigger pull.
Roll the Artillery Dice for Strength each time the blasta fires—anything from 2 to 10—and roll for the size of its blast marker too, a D3" radius. A Misfire means the blasta has exploded: the weapon is destroyed and the Ork holding it takes a Strength 4 hit.
| Range | To Hit | Str | Dam |
|---|---|---|---|
| 0-16 / 16-36 | – / -1 | Art. Dice | 1 |
| Save Mod | AP | Special | |
| -1 | Various | – | |
See the full entry in Weapons.
Uncommon
Orky protection: somewhere between invulnerability and an embarrassing crackle. Whenever the wearer is hit, roll a D6 and knock the result off the incoming hit's Strength. A 6 stops the hit entirely—but the field shorts out with a bang, the Ork takes a Strength 3 hit, and the card is discarded at once.
Rare
A Mekboy's pride and joy, hung with barrels and dials, firing long ragged bursts to hugely variable effect.
Roll the Artillery Dice for Strength every time the shoota fires—anything from 2 to 10. A Misfire means the shoota has exploded: the weapon is destroyed and the Ork holding it takes a Strength 4 hit.
| Range | To Hit | Str | Dam |
|---|---|---|---|
| 0-12 / 12-32 | +1 / -1 | Art. Dice | 1 |
| Save Mod | AP | Special | |
| -2 | Various | Sustained Fire 2 | |
See the full entry in Weapons.
Uncommon
A tri-barrelled laser with a powered blade seated in the stock—three shots a phase at range, and a weapon still when the fighting closes.
The lasblaster fires three shots each Shooting phase, rolling to hit each separately; every target must lie within 6" of the others. The powered blade fixed to its stock fights with the second profile.
Laser
| Range | To Hit | Str | Dam |
|---|---|---|---|
| 0-12 / 12-24 | +1 / – | 6 | 1 |
| Save Mod | AP | Special | |
| -1 | D6+6 | – | |
Powered Blade
| Range | To Hit | Str | Dam |
|---|---|---|---|
| – | – / – | 5 | 1 |
| Save Mod | AP | Special | |
| -3 | 2D6+5 | Close Combat | |
See the full entry in Weapons.
Uncommon
A winged Space Marine helm said to have been worn by Lion El'Jonson himself, housing a device that throws a bubble of protective force about the wearer.
The Helm projects a dome of energy 3" in radius. Models inside it receive a 4+ unmodified save against any attack that originates outside the bubble—psychic attacks included. Attacks from within the bubble are saved as normal. No personal field may be used inside the dome, even against another model also within it: a model never benefits from more than one field at a time.
Dark Angels Supreme Grand Master only
Unique
A modified chainfist from the forges of Fenris and the newest weapon in the Space Wolf armoury, commissioned by the former members of Kvalnir Silverclaw's Long Fang pack and presented to him for a century of service. The chainfist's extra D20 of armour penetration is already folded into the profile.
| Str | Dam | Save Mod | AP |
|---|---|---|---|
| 10 | D4 | -6 | 3D10+10 |
| Special | |||
| Close CombatParry | |||
See the full entry in Weapons.
Kvalnir Silverclaw only
Unique
The first and greatest of the Howling Banshee masks, of which all others are copies. An enemy charged by its wearer may not fire overwatch at them and must hold their ground. In the first round of the combat the opponent rolls no attack dice at all, paralysed by the mask's shriek; in the second they escape its grip only on a D6 roll of 4+, or again roll none. By the third round the effect is spent—and it never works at all if the wearer is the one charged.
Unique
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 scythe-shaped blade of unknown and ancient origin, built into a Shuriken Shrieker Cannon—harvest and harvester in a single weapon.
The cannon fires ordinary ammunition or Shrieker ammunition on the same profile—the Shrieker rules are in the rulebook. So fine is its making that any Jam rolled on the Sustained Fire Dice is ignored. The Maugetar needs both hands, and cannot parry.
Scythe
| Range | To Hit | Str | Dam |
|---|---|---|---|
| – | – / – | 8 | D3 |
| Save Mod | AP | Special | |
| -6 | D6+D3+D20+8 | Close Combat | |
Shuriken Cannon
| Range | To Hit | Str | Dam |
|---|---|---|---|
| 0-20 / 20-40 | +1 / – | 6 | D4 |
| Save Mod | AP | Special | |
| -4 | D6+D4+6 | Sustained Fire 2 | |
See the full entry in Weapons.
Unique
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 Mekboy with these tools always counts as fighting with two hand-to-hand weapons, rolling the extra attack dice. Better: if the Mekboy's turn begins aboard a damaged vehicle, inside one or beside one, a single repair may be attempted on a damaged location—so long as it is repairable at all, which a blown-off weapon or an exploded engine is not. A roll of 4 or more puts the location back in full working order.
Mekaniaks only
Uncommon
Handed down through Yrrthilien Mournsong's family from generation to generation, and nigh unusable on foot—but from the saddle of a speeding jetbike it has few equals.
A power sword in all respects but one: the long, curved blade is made for the saddle, and its potency rises with the jetbike's momentum. Use the profile matching the rider's current speed—at full tilt the blade is nothing but a streak of electric blue light.
Fast speed
| Str | Dam | Save Mod | AP |
|---|---|---|---|
| 8 | 1 | -5 | D6+D20+8 |
| Special | |||
| Close CombatParry | |||
Combat speed
| Str | Dam | Save Mod | AP |
|---|---|---|---|
| 7 | 1 | -4 | D6+D12+7 |
| Special | |||
| Close CombatParry | |||
Slow speed
| Str | Dam | Save Mod | AP |
|---|---|---|---|
| 6 | 1 | -3 | D6+D12+6 |
| Special | |||
| Close CombatParry | |||
See the full entry in Weapons.
Yrrthilien only
Unique
Carried by the Imperium's daemon hunters, and made for that work alone.
A Nemesis Force Weapon is made for daemon hunting and carries a storm bolter in its haft. When the Psychic Phase ends, unused Force Cards—up to two at once—may be kept in the blade instead of being discarded, ready for later psychic phases.
In Hand-to-Hand Combat the weapon raises the wielder's Strength by their Mastery Level; daemons are wounded automatically, with no saving throw allowed. A stored Force Card may be expended as it strikes a daemon to deepen the wound: one card for D3 wounds, two for D6.
Storm Bolter
| Range | To Hit | Str | Dam |
|---|---|---|---|
| 0-12 / 12-24 | +1 / – | 4 | 1 |
| Save Mod | AP | Special | |
| -1 | D6+4 | Sustained Fire 1 | |
Close Combat
| Range | To Hit | Str | Dam |
|---|---|---|---|
| – | – / – | User+Mastery | 1 |
| Save Mod | AP | Special | |
| Special | S+D6 | Parry | |
See the full entry in Weapons.
Inquisitors & Grey Knights only
Rare
Origin unknown—some in the Adeptus Astra Telepathica suspect it is one of their own range of psychic weapons, and say no more. It burns out minds rather than bodies, and the Callidus turns it on whoever survives their blades.
The Neural Shredder is fired at the end of the Imperial player's Hand-to-Hand Combat phase, and only while no enemy model stands in base-to-base contact with the Callidus Assassin. Place the Flamer template with its point touching the Assassin: models wholly beneath it are hit automatically, and a model partly beneath it is hit if a D6 scores 4 or better.
A hit burns the mind, not the body. Every model hit takes a Leadership test at -2 to its Leadership. Failure costs 1 wound with a -3 Save Modifier—and armour fields give no protection at all.
| Range | To Hit | Str | Dam |
|---|---|---|---|
| – / Medium Flamer Template | – / – | – | – |
| Save Mod | AP | Special | |
| – | – | Template To Hit | |
See the full entry in Weapons.
Callidus Assassins only
Rare
A strange weapon of the Eldar Harlequins. Any creature struck by its rays is instantly subject to Stupidity.
A creature hit falls under Stupidity at once. At the start of each following turn it takes a normal Leadership test: a failure prolongs the effect, a pass shakes it off entirely and no further tests are needed.
| Range | To Hit | Str | Dam |
|---|---|---|---|
| 0-12 / 12-24 | +1 / – | Special | 1 |
| Save Mod | AP | Special | |
| -1 | – | – | |
See the full entry in Weapons.
Harlequins only
Rare
An exo-skeleton glove of hyper-alloy, its fingertips fitted with injectors, and the toxins behind them reworked by the temple whenever an enemy grows resistant. Those it does not kill outright, it ruins.
Injectors set in the fingers deliver acids and nerve toxins, and only living things are troubled by them. A squad that loses anyone to the glove must test to break at once.
A victim wounded but left alive has every characteristic halved for the rest of the battle, fractions rounded up, whatever Wounds it has left included. The temple reworks the mixture constantly, so Tyranids are no more resistant than anyone else; daemons, having nothing to poison, are unaffected.
| Str | Dam | Save Mod | AP |
|---|---|---|---|
| 7 | 1 | -4 | D6+D12+7 |
| Special | |||
| – | |||
See the full entry in Weapons.
Eversor Assassins only
Rare
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
A high-powered searchlight that fires in short bursts, blinding any enemy without eye protection. Its magnesium element draws so much power that only a model in Terminator armour can carry it, and the Terminator may fire it in addition to normal shooting.
Place the flamer template with its narrow end against the Terminator. Anything wholly beneath the template is caught by the flash; a model only partly beneath it is caught on a D6 roll of 4, 5 or 6. Whatever is caught suffers exactly as though struck by a Photon Flash Flare.
Space Marine Terminators only
Uncommon
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
A Callidus often works stripped of everything—except the needle-thin blades secreted about their person, driven through eye-slits and joints where armour gives nothing. When the Hand-to-Hand Combat phase closes with enemy models still in base-to-base contact, the Assassin may strike one of them: the blade hits on a D6 roll of 3+, a Strength 4 hit for 1 wound with no armour save. Armour fields save as normal.
Callidus Assassins only
Rare
The Callidus Assassin never deploys with the army. At any moment the Imperial player may reveal that one enemy model—an Ork, Human, Squat, Genestealer Hybrid or Eldar—has been the Assassin in disguise all along, and swap the models. The disguise must be a basic trooper: never a character, a member of a vehicle's crew or the bearer of a heavy weapon, and never a model whose armour saves on better than 3+ on a D6, since armour cramps the change. Their borrowed wargear falls away with the disguise—they fight with their own and nothing else.
Callidus Assassins only
Rare
A bubble of pure energy thrown up by a generator too bulky to be anything but a burden. Nothing shot at the bearer gets through it. An opponent in reach simply steps inside the bubble and strikes past it.
| Save | Special | ||
|---|---|---|---|
| 2+ | Unmodified SaveExtra SaveEncumberedShooting Only | ||
See the full entry in Armour.
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.
Rare
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
Around the Golden Throne gathers a dust heavy with negative psychic energy, and terribly rare. The Imperium's finest armourers work it into Psycannon rounds—and into these grenades, carried only by the Culexus temple and the Daemon Hunters of the Ordo Malleus.
Thrown with a 2" blast marker, scattering like any other grenade, and doing the damage of a Frag Grenade where it lands.
Its real work is on Psykers. Any caught wholly or partly beneath the marker lose the use of their powers until the turn ends, anything they already have running is nullified on the spot, and force cards held in a weapon or similar device are discarded. Supply is short: roll a D6 after each throw, and on a 1 or 2 there are none left for the battle.
| Range | To Hit | Str | Dam |
|---|---|---|---|
| – / User S x 2 + 2 | – / – | 3 | 1 |
| Save Mod | AP | Special | |
| -1 | – | – | |
See the full entry in Weapons.
Culexus Assassins only
Rare
A token of great faith and a fortified mind. Whoever bears the Seal ignores fear and terror. Targeted by a psychic attack, the character shrugs it off on a D6 roll of 4+—no nullify is involved, and other models caught by the same attack suffer as normal. Once the Seal has protected its wearer it is spent for the rest of the battle.
Imperium only
Uncommon
A dose of radiation with no blast to speak of. What it leaves behind is a patch of poisoned ground that stays poisoned, and only the thrower knows how far it reaches.
A Rad grenade has no blast to speak of. Work out where it lands as normal, then place a Rad counter face down on the spot, drawn at random from a set made beforehand—small blanks of card will do. Only the thrower may look at it, and the radius stays secret for the rest of the game.
Anything standing inside that radius is hit at once, automatically. So is any model that later moves inside it, and again every turn it stays. The counter is never removed: the ground it marks stays poisoned for the rest of the battle.
Radiation cannot be seen, and a scanner is the only thing that reads it—which few troopers carry.
| Range | To Hit | Str | Dam |
|---|---|---|---|
| – / User S x 2 + 2 | – / – | D6+D4 | 1 |
| Save Mod | AP | Special | |
| -3 | 2D6+D4 | – | |
See the full entry in Weapons.
Rare
The vessel that holds the blood of the Sanguinary Priests through the induction rites of every new Blood Angel. Carried to war it works strangely on the Chapter, sharpening the physical and psychological traits that tie them closest to their Primarch.
Every Blood Angel within 12" of the Grail adds +2 to their Movement characteristic and gains +1 Strength and +1 Weapon Skill.
Sanguinary High Priest only
Unique
A generator no bigger than a pistol holster spreads the force of a hit across the whole surface of a bubble of energy. Running, it wraps the bearer in a haze of light—which is why nobody wearing one can go unnoticed.
| Save | Special | ||
|---|---|---|---|
| 5+ | Unmodified SaveExtra SaveCannot Hide | ||
See the full entry in Armour.
Uncommon
One huge, bright red button. To launch a Gretchin Rocket Boy, Notsnick must be within 4"; the press launches every Gretchin within that reach. Each shoots off D6+1 x 10 inches in the direction it faces—the way it moved, or any direction the Ork player turned it during the Movement phase if it stood still—and explodes on impact.
Notsnick the Mekboy only
Unique
A force weapon of tremendous potency that draws the psychic energy out of Tigurius and hurls it as a tight, unstoppable beam. No power Tigurius sends through the Rod can be nullified during the turn it is played; each such power costs him D6-4 wounds.
Chief Librarian Tigurius only
Unique
Daemon-forged for a connoisseur of pain, the Rod turns the smallest scratch into agony beyond bearing. Bile values the screams as highly as the kills.
A model that loses even a single wound to the Rod is overwhelmed: it comes off the table as a casualty, however many wounds it still has. The victim must also pass a Leadership test on 2D6 or die screaming, so horribly that a Break test is forced on every friendly model within 8".
| Str | Dam | Save Mod | AP |
|---|---|---|---|
| User | 1 | User | Varies |
| Special | |||
| Close Combat | |||
See the full entry in Weapons.
Fabius Bile only
Unique
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
As the Hand-to-Hand Combat phase begins, before any normal attacks are worked out, the Runtherd may turn the stick on one enemy model in base-to-base contact. Roll a D6: on a 4 or more the claws snap shut and deliver the shock—a Strength 8 hit, with no armour save allowed. In battle the stick is never set below full power. A victim that survives the shock is stunned all the same, and fights the round that follows at Weapon Skill 0.
Runtherdz only
Rare
A mandiblaster grown far beyond its kind, worked in ancient times into a sinister helm that spits laser fire from twin mandibles as its wearer closes.
The Scorpion's Bite shoots automatically before close combat is resolved, exactly as a mandiblaster does—work the shot out as normal shooting. On a hit, roll two D6 and keep the higher: if the score equals or beats the target's Toughness, the target takes D3 wounds, saving at -3.
| Str | Dam | Save Mod | AP |
|---|---|---|---|
| Special | D3 | -3 | – |
| Special | |||
| – | |||
See the full entry in Weapons.
Unique
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
Wraithbone shapes of terrible intricacy, cast by Farseers to read the future and the currents of the warp. When an enemy uses a psychic power, the runes may be used at once to cut them from the warp: the power is nullified automatically. The casting scatters the runes' alignment, and they may not be used again in the same battle.
Eldar Farseers only, Discard after use
Uncommon
A pack of motion trackers and target acquisition systems feeding the Eversor from every side at once. Hidden troops are spotted at double the Eversor's Initiative distance, and their fire arc is a full 360°—they may shoot in any direction they choose.
Eversor Assassins only
Rare
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 & Squat Engineers only
Uncommon
Ten thousand years have worn the Emperor's battle standard—the cloth he laid over the dead Primarch aboard Horus's barge—down to one blood-soaked fragment, kept in an iron box under a stasis field. It still radiates a psychic charge strong enough to drive nearby Blood Angels into ecstasy.
As a Blood Angels turn begins the Guardian of the Shroud may cut the stasis field, or restore it. For as long as it stays off, every Blood Angel within 12" of the Shroud is subject to Frenzy; switching it back on returns them to normal. The bearer is never affected.
Guardian of the Shroud only
Unique
Three blades forged in the anti-flame of the warp, their edges licked by black fire sharper than any mortal substance.
Thrown, it hunts. Nominate the first target and roll to hit; on a hit, nominate another target within 2" of the last and roll again, and so on until a miss, or until no further target lies in range and within 2" of the previous one. The weapon then returns to the thrower's hand of its own accord.
| Range | To Hit | Str | Dam |
|---|---|---|---|
| 0-12 / 12-24 | – / – | 5 | 1 |
| Save Mod | AP | Special | |
| -2 | D6+5 | – | |
See the full entry in Weapons.
Unique
A silver spear chased with metals nobody can name, called singing for the constant drone it gives off in a psyker's grip.
When the Psychic phase ends, up to two unspent force cards may be laid into the spear rather than discarded, and drawn out again in later Psychic phases. It may be thrown up to 12" in the Shooting phase, returning to the psyker afterwards. Thrown or swung, it adds the wielder's Mastery Level to their Strength and wounds daemons outright, no saving throw permitted; each stored force card expended is worth a further +2 Strength and -2 on the armour save.
| Str | Dam | Save Mod | AP |
|---|---|---|---|
| – | – | – | – |
| Special | |||
| Close Combat | |||
See the full entry in Weapons.
Eldar Psykers only
Rare
Nothing hides from that nose. Enemy troops deploying by the Infiltration rules may not set up within 24" of a Sniffer squig—and an Imperial Assassin wearing Cameleoline cannot cast off the disguise of an Ork model within 18" of one.
Rare
What looks like an ordinary bionik arm hides ranks of retractable blades. Gripping and impaling gives the Ork +1 Weapon Skill in hand-to-hand combat, and where Combat Scores are drawn, the Ork always counts as the higher Initiative.
Rare
Rations and water for a long stalk, a comm sensor that reads the enemy's traffic—and above both, a wide-spectrum visor that picks heat and energy out of the landscape at great distance. The Vindicare may fire at Hidden models at -6 to hit, and at Detected models at -3, on top of every other modifier that applies.
Vindicare Assassins only
Rare
A bionik arm built around a cage, and in the cage a gnasher squig. As an opponent closes, the squig is loosed automatically: before any attack dice are rolled, the opponent takes an automatic Strength 5 hit with no saving throw modifier. The squig then wanders off to digest whatever it bit free—or dies to the opponent—so the arm works once per game.
Discard after use
Rare
The ancient force staff of the chief of Ulthwe's Farseers, joined by hyperspatial link to the Craftworld's own infinity circuit. At the end of the Psychic phase, any number of unspent force cards may be laid into the staff rather than discarded—there is no limit—and taken back into the hand in later Psychic phases. In Hand-to-Hand Combat the staff strikes with the wielder's Strength raised by their Mastery Level, plus 1 for every card held in the staff—and the stored cards are not spent by fighting with them. Its wounds kill daemons outright, no saving throw permitted.
Eldar Farseers only
Unique
Its lesson to the Dark Angels: every attack is answered in kind, and harder. When an enemy charges a Dark Angel standing within 6" of the standard, that Dark Angel may shoot at the chargers exactly as though on Overwatch.
Bearer of the Sacred Standard only
Unique
A celebration of the Chapter's unbreakable courage and tenacity, driving nearby Dark Angels forward with grim determination and a hail of fire. Dark Angels standing within 6" of it may move up to 4" and still rapid fire in the same turn.
Bearer of the Sacred Standard only
Unique
Its lesson: the Emperor's enemies are past all forgiveness, so the Dark Angels fight on whatever the odds and strike with righteous fury. Dark Angels standing within 6" of it never come away from a round of hand-to-hand combat without landing at least 1 hit, even on a round they lose or draw—in which case the opponent scores their hits too, and both models may die.
Bearer of the Sacred Standard only
Unique
A time-warp generator small enough to throw. Where it lands, an instant repeats itself endlessly, and the space inside appears frozen solid to anyone watching from outside. It is Adeptus Mechanicus work, issued to their own agents rather than to troops, and occasionally sold to planetary rulers at whatever price they will bear.
The target may be a model, a piece of scenery, or any visible patch of ground. Everything under the marker is caught in the loop; a model only partly under it is caught on a D6 roll of 4, 5 or 6, and is otherwise moved clear.
Inside the loop nothing happens at all. Trapped models may not act, and nothing outside can affect them—they cannot move, shoot, or be shot at. A loop cannot be shot through, though it can be seen through normally.
Time Distortion
Every model within 4" of the centre of the marker, but not under it, is caught in the surrounding distortion. No roll is needed and base coverage does not matter. Such models move at half rate in their own turn, and may shoot or use Psychic Powers only if a D6 first scores 4 or more. Hand-to-Hand Combat is fought every other turn.
Firing into the distortion, out of it, or clean through it, carries -2 To Hit. A model with the movement to leave the distortion is free of it; one that moves from the distortion into the loop is trapped.
Stasis-loop Chart (D6)
The chart is rolled once per side, each turn. A Stasis grenade is too bulky for a Grenade Launcher.
| Range | To Hit | Str | Dam |
|---|---|---|---|
| – / User S x 2 + 2 | – / – | – | – |
| Save Mod | AP | Special | |
| – | – | Blast 2" | |
See the full entry in Weapons.
Discard after use
Rare
Chameleon chemicals worked through an assassin's ordinary synskin. A Vindicare who fires from hiding is not spotted by the shot—the Hidden counter flips to Detected instead. The suit is no defence against troops within their Initiative distance, nor against an enemy who walks round the cover and simply looks.
Vindicare Assassins only
Rare
Enough head wounds, and the cranium comes back as steel plate: +1 Toughness, and an Ork hard to hurt even by Ork standards. The plate presses on what little is beneath, though—the Ork suffers bouts of Madboy-like behaviour, following the Madboyz rules in Codex Imperialis.
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 massive power blade of ancient origin, first of its line, carrying the psychic imprint of Asurmen himself.
The sword may be swung in one hand or both—choose each time it attacks, using the matching profile: a hand free to fight with a second weapon, or a single devastating blow. Charged with the psychic power of Asurmen, its wounds ignore daemonic saving throws entirely.
One-handed
| Str | Dam | Save Mod | AP |
|---|---|---|---|
| 6 | 1 | -3 | D6+D12+6 |
| Special | |||
| Close CombatParry | |||
Two-handed
| Str | Dam | Save Mod | AP |
|---|---|---|---|
| 7 | 1 | -4 | D6+D12+7 |
| Special | |||
| Close CombatParry | |||
See the full entry in Weapons.
Unique
Cut from a single block of jet-black obsidian after the Lion's disappearance, and so finely made that in all the millennia since it has neither chipped nor dulled. It is also the only key to the deepest dungeon on the Rock, where the arch-heretic Luther is held.
A potent close combat weapon, and one that can be turned to parry.
| Str | Dam | Save Mod | AP |
|---|---|---|---|
| 6 | 1 | -4 | D6+D12+6 |
| Special | |||
| Close CombatParry | |||
See the full entry in Weapons.
Dark Angels Supreme Grand Master only
Unique
With this claw Horus duelled the Emperor and strangled the Primarch Sanguinius. Abaddon tore it from the dead Warmaster's armour, and its psychic energies have since fused it to his own.
To the Imperium the Talon is evil incarnate: it causes Terror in Imperial forces, except Blood Angels Space Marines, who fall under the rules for Hatred instead. An early custom storm bolter rides the back of the claw, so in a turn the Talon may shoot or fight in close combat—never both.
Storm Bolter
| Range | To Hit | Str | Dam |
|---|---|---|---|
| 0-12 / 12-24 | +1 / – | 5 | 1 |
| Save Mod | AP | Special | |
| -2 | D6+5 | Sustained Fire 1 | |
Claw
| Range | To Hit | Str | Dam |
|---|---|---|---|
| – | – / – | 8 | D3 |
| Save Mod | AP | Special | |
| -5 | D3+D6+D20+8 | Close CombatParry | |
See the full entry in Weapons.
Abaddon only
Unique
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
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
A rotting seat of office raised over the hull of the High Priest's war altar, wrapped in two layers of protection. A Conversion Field shields whoever sits the throne: any shot that strikes it is turned aside on an unmodifiable D6 save of 4+. A psychic field shields the throne and the war altar carrying it—every psychic power directed at the altar is nullified on a D6 roll of 4+.
High Priest of Nurgle only
Unique
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
A cloud of poison, sometimes synthesised but more often harvested from something that grew it first—the Catachan Devil, or the Scarlet Lasher of Luther McIntyre IX. It kills anything breathing the air it spreads through.
Models wholly under the marker breathe the gas and are hit automatically; those partly under it may jump clear, and are hit on a D6 roll of 4, 5 or 6. What a hit does depends on what the model is wearing.
Troop Type
D6 Roll to Kill
Toughness and wounds count for nothing. Sealed armour carries its own air, so anything wearing it is safe, as are enclosed vehicles, dreadnoughts, and troops inside sealed buildings. Tyranids and their constructs are immune—a metabolism from another galaxy shrugs off poisons from this one—though Genestealer hybrids are not.
The cloud stays on the table and drifts as any other, on the Blast Cloud Movement Chart.
| Range | To Hit | Str | Dam |
|---|---|---|---|
| – / User S x 2 + 2 | – / – | – | – |
| Save Mod | AP | Special | |
| – | – | Blast 1.5"Blast Remains | |
See the full entry in Weapons.
Discard after use
Rare
A monstrous bionic arm and shoulder, bear-like in its bulk, built to replace the arm Huron lost. A heavy flamer sits inside the housing, and the fist bristles with hooks and blades.
The Claw fights in only one phase each turn—Shooting, or Hand-to-Hand Combat—never both: the built-in heavy flamer scours anything at close range, while the hooks and blades let Huron parry blow for blow.
Claw
| Range | To Hit | Str | Dam |
|---|---|---|---|
| – | – / – | 8 | 1 |
| Save Mod | AP | Special | |
| -5 | D6+D20+8 | Close CombatParry | |
Heavy Flamer
| Range | To Hit | Str | Dam |
|---|---|---|---|
| – / Large Flamer Template | – / – | 5 | D3 |
| Save Mod | AP | Special | |
| -3 | D6+D3+5 | Template To HitCatch On Fire | |
See the full entry in Weapons.
Huron Blackheart only
Unique
A Syringe squig loaded with something potent. Before the battle every model in the warband gets a shot, and no Ork so jabbed can be touched by viruses—virus grenades and the Virus Outbreak strategy card do nothing to the army at all.
Painboyz only
Rare
A tailored virus released by the blast, and the danger is not the first casualty but the next. It passes from the dead to whoever is standing too close, and again from them, until it burns itself out into something harmless.
A model whose base lies entirely under the marker is hit; one only partly under it is hit on a D6 roll of 4, 5 or 6.
Troop Type
D6 Roll to Kill
Contagion
A model killed by the virus is not removed. Lay it down and roll a D6: that is the contact range in inches. Every model within the range that the virus can harm is killed on a D6 roll of 4, 5 or 6. Lay each new casualty down and roll again for it, so the contagion spreads outward from body to body. A model lying inside two contact ranges tests against both.
Once a round of rolls finds no fresh victims the virus has mutated into something harmless and the outbreak ends. Bodies are removed at that point. Tyranids and their constructs are of other genetic stock and are largely untouched, but Genestealer hybrids have their hosts' weaknesses and die like anything else.
| Range | To Hit | Str | Dam |
|---|---|---|---|
| – / User S x 2 + 2 | – / – | – | – |
| Save Mod | AP | Special | |
| – | – | Blast 2" | |
See the full entry in Weapons.
Discard after use
Rare
Adeptus Mechanicus work, and rare even by their standards: the blast tears the skin between real space and the warp, leaving a hole that swallows matter and energy alike. Where it drifts is nobody's choice, and it is as happy to consume the thrower as the target.
Everything under the marker is destroyed outright. Anything the marker merely touches is destroyed on a D6 roll of 4 or more. Neither armour saves nor force fields offer any protection whatever, and a Displacer Field will not shift its wearer clear.
Terrain goes the same way: trees, rocks, walls and any part of a building are destroyed where the vortex touches them. Nothing can be seen or shot through a vortex, and no Psychic Power will cross it.
Vehicles
A vehicle wholly covered is destroyed. A vehicle partly covered has each covered location hit on a D6 roll of 4, 5 or 6, its armour penetrated automatically; roll on the location's damage table with +1 on the effect roll.
Vortex Chart (D6)
The chart is rolled once per side, each turn. The grenade is far too heavy for a Grenade Launcher.
| Range | To Hit | Str | Dam |
|---|---|---|---|
| – / User S x 2 + 2 | – / – | – | – |
| Save Mod | AP | Special | |
| – | – | Blast 1.5" | |
See the full entry in Weapons.
Discard after use
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
Three crystal skulls strung on lengths of chain, gripped by the links and sent spinning through the enemy.
Cast like a spinning bolas, it may be sent at three targets, no two of them more than 12" apart, striking one after another before returning to its wielder's hand. In Hand-to-Hand Combat it swings as a flail on the same Strength and Save Modifier.
| Range | To Hit | Str | Dam |
|---|---|---|---|
| 0-12 / 12-24 | – / -1 | 6 | 1 |
| Save Mod | AP | Special | |
| -2 | D6+6 | – | |
See the full entry in Weapons.
Uncommon
Every Weirdboy carries a copper staff to earth the Waaagh! before it bursts the head channelling it. The prized ones are stranger alloys, cut with ancient glyphs, and hum with what they hold.
The staff is a force weapon: in Hand-to-Hand Combat the Weirdboy adds their Mastery Level to their Strength, and daemons are wounded outright. Carrying it also lets the Weirdboy reroll a failed Waaagh! test, once.
| Str | Dam | Save Mod | AP |
|---|---|---|---|
| – | – | – | – |
| Special | |||
| Close Combat | |||
See the full entry in Weapons.
Ork Weirdboyz only
Uncommon
Unique to the Eldar: a crystalline matrix runs the length of the blade, and psychic energy runs through it the way blood runs through a vein.
When the Psychic phase ends, up to two unspent force cards may be laid into the blade rather than discarded, and drawn out again in later Psychic phases. In Hand-to-Hand Combat it adds the wielder's Mastery Level to their Strength, and it wounds daemons outright, no saving throw permitted. Stored cards may be expended for more: each one spent is worth a further +2 Strength and -2 on the armour save. The blade parries.
| Str | Dam | Save Mod | AP |
|---|---|---|---|
| – | – | – | – |
| Special | |||
| Close CombatParry | |||
See the full entry in Weapons.
Eldar Psykers only
Rare
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
Bile had the needler crafted so that his newest genetic serums could be trialled under battlefield conditions. Its magazine carries three, each fouler than the last.
A serum is chosen before rolling to hit. If the target's armour or field saving throw fails, the serum takes hold automatically—no roll to wound is made. Serums affect only living creatures; against anything else the needler falls back on its basic profile.
Xyclos A deals D3 wounds per hit, automatically. Xyclos B breeds psychotic visions—a D6+2 roll on the Hallucinogen Effect Chart decides which. Xyclos C sets the target alight as though ignited by a flamer; the flames cannot be smothered, though they may burn out on their own, and a model that dies explodes with the effects of a Plasma Grenade.
| Range | To Hit | Str | Dam |
|---|---|---|---|
| 0-12 / 12-24 | +2 / +1 | 3 | 1 |
| Save Mod | AP | Special | |
| -1 | D6+3 | Sustained Fire 1 | |
See the full entry in Weapons.
Fabius Bile only
Unique
Nothing matches that filter.