Wargear

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    Wargear Cards01/27/08

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    Wargear

    Wargear represents special or unique equipment that a player may use to further bolster theeffectiveness of his army. Only certain models may be given Wargear Cards; which models theseare and the maximum number of cards that may be assigned them are listed with the description andpoint cost of the units.

    If a model carrying Wargear cards is slain, the Wargear is considered destroyed with him. i!ewise,unless both players agree otherwise prior to the start of the game, Wargear may not be "passedaround# from model to model$it stays with the model to which it is assigned for the game%s duration.

    &elow is a listing of the Wargear that can be found in the game. 'ach heading starts with the nameof the item, followed by an allotment classification. (his tells the player how much of a given amountof that item is appropriate, depending on the si)e of his army during the game in question.

    *llotment +umber per *rmy

    niqueNo more than one of theses items it allowed in the Army, no matter what the size.

    Furthermore, the item may require a specific character model be present for the

    item to be used.

    -are

    No more than one of these items per 2500 points; some are items may not be

    appropriate for !ames of less than "500 points. Note that in some cases, the total

    number of are #ar!ear my be limited, no matter what the size of the Army $see%orte& 'renades(.

    ncommon)ncommon #ar!ear is relati*ely easy to obtain. +ne such item per "000 points $or

    part thereof( can be a*ailable for purchase.

    Common

    -hese items are usually pro*ided as standard equipment for a !i*en type of unit,

    but are not standard equipment for an army as a whole, and so are included here for

    reference purposes only. lease note that only the unit types listed may be equippedwith /ommon #ar!ear

    ome items of Wargear have a cost of /0% listed; this indicates that the item is already figured intothe cost of the model that carries it, and is not available for purchase by any other model.

    Club rules allow for a Character model to select a /personal weapon% from any army list as aWargear choice for that model. (his weapon is considered to be unique; only one of that sort ofweapon may be chosen, no matter how common the weapon may be in the army from which itwas ta!en1 If the weapon is available to the model%s army already, the character must pay thepoints cost for that army. (he points cost of the weapon is equal to what the model would havepaid should it have come from the appropriate army list. It is recommended that no more than onemodel be allowed to ta!e a personal weapon for each 200 points of army strength. +ote thatupport weapons may not be ta!en in this way1

    +ote that, because of their peculiar nature, the use of Wargear sometimes creates a situationwhere there is no obvious solution 3(otal 4ower vs. a Collar of 5horne, for example6. In thesesituations, roll a dice to see which side 7gains the upper hand7 3in this example, whether the

    psy!er power wor!s or is automatically dispelled6. (his sets no precedent, and you shouldtherefore roll every time the situation occurs.

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    Wargear Cards

    Acid Blood (Biomorph) Common5 pointsListed Tyranids only

    1f the creature with Acid lood is wounded or 3illed in 4t4 combat, all models in base to base contact withit will suffer an automatic hit, with a tren!th equal to the creature6s -ou!hness. -his causes one wound,

    with a a*e 7odifier equal to the /reature6s -ou!hness8.

    Adrenaline Sac (Biomorph) Common10 pointsListed Tyranids only

    +nce per !ame, the creature may /har!e $or run and shoot(, in the shootin! hase, e*en if it is already

    en!a!ed in /lose /ombat or is armed with a 7o*e or Fire weapon.

    Aegis Suit Rare18 points

    A model wearin! an Ae!is uit !ains a sa*in! throw of 9: a!ainst any enemy psychic power used a!ainst

    it. Note that this is in addition to any other sa*in! throws.

    Airbursting Fragmentation Projector Rare

    +10 points (Tau battlesuit characters only)ee the weapon description for full details.

    Allure of Slaanesh (Chaos e!ard) Common20 pointsChapions o! "laanesh only

    7odels in base to base contact with the bearer of this reward must roll a < chec3 on 8am result that is rolled.

    Animus "alorum Unique%0 pointsChie! Librarian Centurious only

    -he character may tar!et one enemy model within "2?; that model must roll a number of eadership chec3s

    equal to the number of force cards used in the attac3 $up to 8(. 1f any of the rolls are failed, then the model

    is 3illed, and one slain e!ion of the

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    -ange (o 8it ave *rmor

    hort ong hort ong tr 9mg :od 4en

    0"2 "229 :" 5 " 5 2ectile weapon, includin! close combat weapons, and may be fired in addition to

    normal shootin!. oaded with either Fra! or Dra3 !renades; choose which before the start of the !ame.

    7odels shootin! a normal weapon and the !renade launcher in the same shootin! phase ta3e a E" to hit

    penalty for both shots. ee the weapon profile for this weapon for more information.

    Ae of etribution (elic) Common20 points'deptus .inistoru only

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    ee the weapon profile for more information about this weapon.

    Ae of ,horne (Chaos e!ard) Common15 pointsChapions o! horne only

    ee the weapon profile for the weapon for more information.

    Ae "or-ai. 'he Unique15 points"pace ol,es coander only

    -he A&e is = and enemies sufferin! wounds from it ta3e a E8 sa*e modifier. For each critical hit scored in

    handtohand combat, add not :" to the /ombat core of the A&e6s user but :

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    B2 "tealth# 4athfinder &attlesuit-ype H%C battle suits pro*ide an Armor a*e of 8: on

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    Biting S!ord Rare25 points-ldar -&archs only

    ee the weapon profile for the weapon for more information.

    Blac- Staff of Ahriman Unique25 pointsChaos "pace .arines 'hrian only

    #hene*er the user uses a psychic power, the lac3 taff reduces the number of Force /ards required to

    power it by ", to a minimum of ". 1n handtohand combat, the taff adds :9 to the user6s tren!th. Formore information, see the weapon profile for this weapon.

    Blac-sun +enerator. $ard Wired Common5 pointsTau only

    Allows the model to i!nore any penalties for firin! at ni!ht $in normal dar3ness(, and increases the model6s

    + to 2

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    Boo- of Sal2ation Unique0"pace .arines =ar4 'n:els rand .aster Librarians only

    1f the 'rand 7aster is slain, do not remo*e the model@lay it on its side. -he first ect@e*ery time a dose is administered

    after the first, roll

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    Furthermore, any wound suffered by ile may be instantly healed by the /hirur!eon. After normal sa*es

    are made, roll a

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    1f the character rolls one duplicate $includin! a duplication of the number for the effect he selected at the

    start of the battle(, then the model ta3es one wound. ollin! the same result twice 3ills the model outri!ht.

    /hoosin! not to ma3e additional rolls on the table means that there is no chance that the model will suffer

    any harm from the use of the dru!s.

    Combat #rugs (W*ch Cult) Common#yches use combat dru!s to artificially enhance their already finely trained abilities. oll a ects a combat dru!, ma3in! the model faster $7&2(, harder to in>ure $-:"(, and stron!er $:"(.

    L At the end of each of the models6 turns after which he has ta3en the dru!, roll a

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    Combi&!eapon5 Bolter&sta-e Crossbo! Uncommon20 points;rdo .alleus only

    -his fires a blessed sil*er sta3e that immolates its tar!et in a burst of holy fire. -he sta3ecrossbow has a

    ran!e of 29?. Any psy3er hit will be wounded on a 2: and recei*es no Armor sa*e $thou!h 1n*ulnerable

    sa*es may be ta3en as normal(. +n any other tar!et, the weapon counts as tren!th 8, with a " Armor sa*e.

    Command and Control 1ode Rare+10 points (Tau battlesuit characters only)

    -his system allows most -au units within "2? of the model to use his d score when ma3in! any d

    chec3s.

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    -he /rucible of 7alediction can only be ta3en once for each army, and may not be ta3en by a model on a

    ea*er Ietbi3e. 1t may only be used once per battle.

    Crushing Arm of ,amir Unique20 points#perial uard .o:ul air only

    /alculate the number of hits scored in handtohand combat as normal. +nce you 3now how many hits7o!ul has inflicted, roll a

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    #eath "as- of Sanguinius Unique15 points"pace .arines 6lood 'n:els coander only

    -he wearer causes -error.

    #eath Spinner Common10 points-ldar arp "piders only

    ee the weapon profile for more information on this weapon.

    #ecapitator Unique0 points=ar4 -ldar only

    ee the weapon profile for the weapon for more information.

    #estin* of '3eentch (Chaos e!ard) Common25 pointsChapions o! T*eentch only

    1f any model possesses this reward, then the Force /ards are always death to this player first $e.!., they

    always !et the !reatest number of cards(. 1n addition, this side always !ets to use the first psychic power

    each turn. 1f both sides ha*e this mar3, then it cancels out, and the sychic hase proceeds normally.

    #estro*er Bod* Uncommon0 points9ecron Lords only

    -he Necron ord replaces its le!s for the fli!ht unit of a

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    #isplacer Field Rare20 points

    -he wearer !ains an additional, unmodifiable armor sa*in! throw of 8: on

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    A hield

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    /mperors 'arot Unique%5 points;rdo .alleus only

    oth players roll a dice before the andom 7o*ement hase of each turn followin! the first. 1f the dice

    rolls are different, the +rdo 7alleus player is considered to ha*e the initiati*e for that -urn. 1f the dice rolls

    are the same, the 1nitiati*e belon!s to his opponent.

    /ngineers 'ools Uncommon5 points-ldar ?irates only

    1f the character be!ins his turn on or in base contact with a dama!ed *ehicle, he may attempt to use the

    -ools to repair the dama!ed location@only repairable dama!e may be fi&ed; if an entire arm has been

    blown off a

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    &itus Ammunition comes in three fla*ors, each of which may be used once per !ame by a %indicare

    Assassin firin! either an &itus on!rifle or an &itus istol.

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    A*atars, etc. are not effected(. -his template remains, and any model enterin! the area will be similarly

    affected.

    As the characters that employ this option see it as the ultimate manifestation of the 'reater 'ood, they

    will N% employ it if any -au or allied models will be under the -emplate when the failsafedetonator is used.

    Fire Ae Unique10 points@ue:an only

    ee the weapon profile for more information about this weapon.

    Firepi-e Uncommon25 points-ldar only

    ee the weapon profile for more information about this weapon.

    Flail of Chastisement (elic) Common8 points'deptus .inistoru only

    ee the weapon profile for more information about this weapon.

    Fla- Armor Common1 point

    -his armor pro*ides a basic sa*e of =:; howe*er, a!ainst attac3s that use a last 7ar3er, this sa*e is

    increased to 5:.

    Flesh $oo-s (Biomorph) Common7 pointsListed Tyranids only

    -he creature may fire its two flesh hoo3s in the shootin! phase. -hese must be fired at the same tar!et, and

    if used, must be the only attac3 made by the model in the shootin! phase. ee the weapon profile for the

    weapon for more information.

    Flight Pac- Uncommon15 points

    ermits the wearer to ma3e a lon!, powered leap instead of its normal mo*e. -his can be up to a distance of

    8=?, reachin! a hei!ht sufficient to clear most *ehicles and models, althou!h flyin! o*er terrain hi!her than8? will reduce the len!th of the fli!ht =? for e*ery 8? of obstacles cleared. oll a catter

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    -he stored Force /ards may be retrie*ed and used in subsequent psychic phases, or e&pended to !ain an

    e&tra :2 tren!th and E2 armor sa*e in handtohand combat.

    Force Field Unique20 points#perial uard Coissar 3arric4 only

    #hene*er arric3 is hit by a weapon, roll a e3ta creates a circular, wall

    li3e barrier of pro>ected force "2? in len!th. -he entirety of the Force Field must be within "C? of the

    ro>e3ta6s user but may otherwise be placed anywhere desired. +nce in place, nothin! friend or foe may

    shoot or mo*e throu!h the barrier, under any circumstances. -eleportin! models, s3immers, flyers at

    trafin! e*el, psy3ers and the results of psychic abilities, 7ole 7ortar attac3s, and the li3e are all

    completely bloc3ed if they must pass throu!h the "2? field. %ehicles runnin! into the barrier must stop

    mo*in! immediately, but suffer no dama!e. At the be!innin! of each +r3 turn after the Force Field6sacti*ation, roll a

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    Any unit containin! a Frateris tandard my add :" to its /lose /ombat scores in the first round of 4t4 $in

    subsequent rounds it has no effect(. 1f the tandard earer is 3illed and the Frater and is not bro3en,

    another model will automatically pic3 it up. 1f the tandard falls and the unit is ro3en, then the banner is

    lost for the rest of the battle.

    Fren3on Uncommon5 points

    A combat dru! used to induce the psycholo!ical effects of Frenzy or 4atred for the rest of the !ame. -he

    psycholo!y effects are automatic, and no d test is required. +nly one psycholo!ical state may be induced

    at a time. A sin!le dose of Frenzon antidote $which comes with the #ar!ear /ard( will ne!ate the effects.

    4owe*er, repeated use of Frenzon is dan!erous to the sub>ect@e*ery time a dose is administered after the

    first, roll

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    hort on! hort on! tr -ldar ?irates only

    A stationary fi!hter with this si!ht doubles his weapon6s hort an!e, e&cept when used a!ainst tar!etsappearin! or disappearin! from +*erwatch.

    +*ro&Stabili3ed "ono!heel Rare8 points;r4s only

    1ncreases the model6s 7o*ement to C?@it may still run or char!e up to "=?. 4owe*er, the +r3 may not

    cross obstacles of any 3ind and will suffer an 5 hit if it attempts to do so. 1t may also not run or char!e

    throu!h woods, or difficult or *ery difficult !round.

    $ardened Carapace (Biomorph) Common10 pointsListed Tyranids only

    -his pro*ides the creature with a 2: sa*e. 1f ta3en by a ictor, the model6s sa*e cannot be reduced to less

    than 5:, e*en if this iomorph is ta3en.

    $arle4uins ,iss Uncommon10 points-ldar

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    $a*!ire +renade Uncommon10 points$p to 2 per odel one use each

    ee the 4aywire !renade type description for more information.

    $ell "as- Uncommon5 points=ar4 -ldar only

    -hese are terrifyin! mas3s that !enerates an aura that causes unnatural dread. +pponents who en!a!e the

    wearer in 4and to 4and combat must ma3e a eadership chec3 at the be!innin! of each round of combat;

    if they fail then they cannot roll any attac3 dice for that round of combat.

    $ellfire Ammo Rare5 points#perial @orces only

    ee the weapon profile for more information about this weapon.

    $ellion S-*board Uncommon20 points=ar4 -ldar only

    4ellion 3yboards ma3e use of !ra*itic technolo!y, and speed across the !round at rec3less speeds to brin!

    their riders into pro&imity with their *ictims. 3yboards mo*e at "C? per turn, and i!nore terrain, >ust li3e

    3immers. -hey tra*el at only 2? abo*e the !round, howe*er, allowin! their riders to en!a!e in 4t4combat once they reach their foes.

    3yboard operators are allowed to ma3e use of

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    $o!ling Banshee "as- Common12 points-ldar

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    6con of the 9ust Rare15 points;rdo .alleus only

    'ifted to the most able and battletempered of the +rdo 7alleus6 warriors, the 1con of the Iust incorporates

    a powerful localized force field. -his !i*es its bearer a 9: 1n*ulnerable sa*e that may be used incon>unction with the model6s normal Armor sa*e.

    6mmune Uncommon5 points

    A model equipped with 1mmune may totally i!nore the effects of the followin! ammo typesB cho3e,

    hallucino!en, rad, scare, stumm, to&in, and *irus .

    6nferno Bolts Rare20 pointsChaos "pace .arines "orcerers o! T*eentch only

    7odified ammunition for bolt !uns or bolt pistols; may be used whene*er the model usin! them fires such

    a weapon. 1f the 1nferno olt hits, it e&plodes with a 2? radius centered o*er the tar!et. *ery model

    touched by the template suffers a hit equal to the 7astery e*el of the orcerer. -ar!ets with sa*in! throws

    a!ainst psychic attac3s may ta3e them as normal a!ainst 1nferno olts; otherwise, armor and ener!y fields

    ha*e no effect. %ehicles hit by the weapon suffer an equi*alent hit centered on one randomly determined

    crewman $no armor penetration roll is needed(. For e*ery 8 #ounds inflicted by the Fire torm, a in34orror of -zeentch is created, and placed in the area affected by the template. -hese models conform to

    normal in3 4orrors in all respects, and are under the /haos layer6s control. 7arines usin! 1nferno oltsmay not apid Fire in the same turn as the 1nferno olt is bein! used.

    6nferno Pistol. 'he Unique10 points"pace .arines 6lood 'n:els coander only

    ee the weapon profile for more information on this item.

    6nfra&+oggles Unique5 points'deptus 'rbites only

    )ser can spot hidden enemies at double his 1nitiati*e distance in inches. 'o!!les increase the multiplier of

    seein! a tar!et in the dar3ness by addin! a :" bonus to the multiplier to do so.

    6n4uisitorial "andate Rare25 points;rdo .alleus only

    -he model with the 1nquisitorial 7andate may re*eal it in any turnin! which the 7odel has not mo*ed

    $althou!h it may shoot or fi!ht in 4t4(. Any friendly models within =? of the 7andate then recei*e a :" to

    their and # score for the rest of the turn. +nce the 7andate has been re*ealed, it plays no further part

    in the battle.

    6ridium Armor Rare+20 points (Tau battlesuit characters only)

    -his system au!ments the models Armor a*e by :". 4owe*er, it chan!es the models 7 score by ",and it looses the 9? /har!e bonus. Iet pac3 mo*ement is reduced to 8et pac3s are used, the suits need not land at the end of their 7o*ement hase; if the battlesuitdoes not land, this must be announced at the end of the model6s mo*ement; Jho*erin!6 does not affect

    unit coherency. uch battlesuits cannot normally be attac3ed in 4t4, and they cannot ma3e popup

    attac3s. emember to ta3e the model6s ele*ation into account when determinin! +

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    H%C and H%25 attlesuits may ma3e a limited >et pac3 mo*e of up to =G and still fire hea*y weapons;

    a mo*e from OG to "CG pre*ents the unit from shootin! anythin! other than a basic weapon. -hey may

    also use their >et pac3s to mo*e out of 4and to 4and combat without penalty a!ainst man sized

    opponents durin! the -au players 7o*ement hase.

    9uggernaut of ,horne (Chaos e!ard) Common50 pointsChapions o! horne only

    -he /haos ord has !ifted his ser*ant with a companion, and effecti*ely forms a mount for him. 4owe*er,

    the team is considered to be a unit rather than a ca*alry model. 4its a!ainst them diced for randomly,

    hittin! the Iu!!ernaut instead f the rider on a 9:. -hey also fi!ht separately, and the Iu!!ernaut will

    continue to fi!ht if the ider is slain.

    -he east has all of the standard daemonic abilities and *ulnerabilities, causes Fear, and has the followin!

    statisticsB

    : W & ( W I * d

    O 8 0 5 5 8 2 2 "0

    1n addition to the abo*e, if the Iu!!ernaut /har!es into 4t4, then it may /rush its opponents; if it wins the

    round of 4t4, then the attac3s automatically wound, with no sa*es of any 3ind allowed. 1f used a!ainst

    *ehicles, the initial round of hits has an Armor enetration of 5:8

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    /ontainin! the wisdom of thousands of #itch 4unters, this tome allows an 1nquisitor to better understand

    the machinations of his enemies and allows him to approach their lairs from the optimum position of attac3.

    efore the start of the !ame, the +rdo 7alleus player must ta3e a eadership test for his Army

    /ommander. 1f this is passed, he may choose the deployment zone for his army rather than rollin! a

    trate!y dice roll for it, and places his army on the board after his opponent. 1f he fails the eadership test,the enemy player may choose his deployment zone, and the +rdo 7alleus force must deploy first. -his roll

    does not effect the actual initiati*e of the players; only the actual deployment of the models onto the board.

    ightning Field Rare25 points9ecron Lords and ?ariahs only

    -his #ar!ear affects any unit en!a!in! the Necron ord $and an attached unit( in 4t4 combat. +nce each

    indi*idual combat has been resol*ed, if the Necron model loses, then all wounds of dama!e actually ta3en

    by the Necron model will result in the winnin! model ta3in! an equal number of 8 hits. -he attac3in!model may ta3e its normal sa*es a!ainst this dama!e.

    ion $elm. 'he Unique25 points"pace .arines =ar4 'n:els "upree rand .aster only

    7odels within 8? of the ion 4elm recei*e an additional 9: unmodifiable armor sa*e a!ainst any attac3s

    which ori!inate from outside this ran!e. -his sa*e applies to all attac3s, includin! psychic powers. 7odels

    may not use personal fields within the ran!e. Note that only one ersonal Field may be used at a time.

    -he ion 4elm is carried by a creature called a #atcher, who is always within 2? of the ect to tupidity for the rest of the !ame.

    -his is a one use de*ice, and once it has been placed successfully on an opponent, it may not be used a!ain

    for the rest of the !ame.

    ongfang UniqueG points

    ee the weapon profile for more information on this weapon.

    "ace of %alaan (elic) Unique8 pointsedeptor yrino, only

    ee the weapon profile for more information about this weapon.

    "andiblaster Common2 points-ldar "tri4in: "corpions only

    ee the weapon profile for more information on this weapon.

    "antle of 0phelia (elic) Unique15 points

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    "ar-erlight Common+10 points (restricted to certain Tau odels only)

    an!e 8=G; pro*ides a of = to the user for the purposes of usin! the 7ar3erli!ht only. ach successful

    7ar3erli!ht hit allows one other -au unit to fire at the mar3ed tar!et with a sin!le type of weapon $twinlin3ed counts as " weapon( with a -o 4it roll of 2: $modified by terrain, etc.(. Note that units armed with a

    7ar3erli!ht must still follow the standard rules for tar!etin! enemy units

    "ar-erlight. 1et!or-ed CommonCost 9/' (restricted to certain Tau odels only)

    -his system uses the same rules as the standard 7ar3erli!ht, but is desi!ned to be used by the unit with the

    Networ3ed 7ar3erli!ht, rather than other units. 1n the hootin! hase, the Networ3ed 7ar3erli!hts results

    are resol*ed first; if the hit is successful, then the rest of the squad may fire their weapons at the desi!natedtar!et.

    -his system may still direct mart and ee3er missiles, but no other unit may benefit from it.

    +ther 7ar3erli!hts cannot be used in con>unction with a Networ3ed 7ar3erli!ht.

    "as- of 9ain :ar. 'he Unique20 pointsain Har only

    An enemy char!ed by the wearer may not fire on +*erwatch at the char!in! ldar and must hold his

    !round.

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    estore a model reduced to 0 #ounds to " #ound on a roll of 5: on

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    1eural Shredder Common15 pointsCallidus 'ssassins only

    1f, at the end of your handtohand phase, a /allidus Assassin is not in basetobase contact with any enemy

    models, she may fire her Neural hredder. lace the Flamer template as normal; any Rhit? models must

    pass a eadership test with a E2 modifier to their d or suffer " #ound with a E8 sa*e modifier. ersonalfields do not protect a!ainst the hredder. 1f used a!ainst a *ehicle, the Neural hredder will automatically

    effect affect one randomly determined crew member $althou!h he may sa*e, as listed abo*e(.

    1ight Wing. the Ps*ber a2en Unique10 points"pace .arines "pace ol,es une ?riest ;nly

    Ni!ht #in! will fi!ht in handtohand combat alon!side the bearer; thus any opponent will always face two

    enemies. Ni!ht #in! is treated as a separate model only for the purposes of close combat, and may not beotherwise separated from its bearer.

    : W & ( W I * d

    9 0 8 = " 9 "

    1ightmare Shroud Unique0 points9ecron Lords only

    -his #ar!ear may be tri!!ered by the Necron ord at any time. #hen acti*ated, e*ery enemy odel

    within "2? of the ord must ma3e a rea3 test.

    All of the normal modifiers apply to this roll, and so models who are 1mmune to rea3in! will not need to

    ta3e the test. $Note that not all models who are 1mmune to sycholo!y are also 1mmune to rea3in!(

    -hose who fail the roll will retreat 2

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    Parado of #ualit* Unique+50 points ('unB,a only)

    -his artifact adds :2 to Aun6*a and his 4onor 'uard6s -ou!hness, and pro*ides each model with a 2:

    1n*ulnerable sa*e a!ainst all attac3s. 1t also counts as a basic 4t4 weapon.

    Pelt of Wulfen. 'he Unique15 points"pace ol,es Coander only

    At ran!es up to "0?, enemies shootin! at the wearer suffer a E" to hit penalty@at "020? the penalty is E2,

    at 2080? the penalty is E8, and so on, each e&tra "0? reducin! the chance of hittin! by a further E". -his

    penalty is cumulati*e with all other modifiers for co*er, etc.

    Phase Shifter Rare10 points9ecron Lords only

    -he Necron ord !ains a 9: 1n*ulnerable sa*e a!ainst all attac3s, e*en those which do not normally allow

    it. +nly attac3s which specifically prohibit

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    Note that the hylactery is fully compatible with the effects of the 7onolith, -omb pyder, and

    esurrection +rb.

    Plagues!ord (Chaos e!ard) Common15 pointsChapions o! 9ur:le only

    ee the weapon profile for the weapon for more information.

    Plasma Blaster Rare1A points"pace .arine Terinators only

    ee the weapon profile for this weapon for more information.

    Poison Blades Common10 pointsCallidus 'ssassins only

    1f there are enemy models in basetobase contact with the Assassin at the end of the handtohand combat

    phase, she may attac3 any one such model with a oison lade. -he lade hits on a

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    A model wearin! a ower Field !ains an additional, unmodifiable armor sa*in! throw of 2: on

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    ad +renades Rare25 points

    ee the ad !renade type description for more information. -he model has enou!h !renades to last the

    entire battle.

    ed +rail Unique100 points"pace .arines 6lood 'n:els 'pothecary only

    Any lood An!els within "2? add :2 to their 7o*ement, and :" to their tren!th and #.

    efractor Field Uncommon5 points

    -he wearer !ains an additional armor sa*e of 5: that cannot be modified. -he wearer cannot hide . Note

    that only one ersonal Field may be used at a time.

    egenerate (Biomorph) Common10 points per ound that the odel possessesListed Tyranids only

    1f the creature is reduced to 0 wounds, place the model on its side, to indicate that it is re!eneratin!. 1n the

    ally hase, the creature will reco*er from each wound suffered on a d= roll of 9:; ma3e this chec3 for

    each wound the creature has sustained. 1f the model cannot reco*er at least one wound, then it dies.+therwise, it may !et bac3 to its feet and act normally in the subsequent turn. -he model is considered to

    ha*e a number of wounds equal to those reco*ered by the re!eneration.

    -he model may still be attac3ed while it is Jdown.6 oll all attac3s as normal $althou!h the creature cannot

    defend itself in /lose /ombat(, and place wound counters ne&t to it, to indicate how much additional

    dama!e it has sustained. ach of these wounds must also be chec3ed for durin! the re!eneration attempt,

    and count towards the total amount of dama!e sustained in that turn.

    Note that it is possible for the creature to reco*er wounds lost on a pre*ious turn on a subsequent

    re!eneration attempt. -he ability to re!enerate is not effected by the type f weapon that inflicted the wound.

    espirator Uncommon

    1 point'deptus 'rbites > 'deptus .echanicus only-he user may reroll any failed -ou!hness test once to a*oid the effects of !ases. -he second result stands,

    e*en if it is still a failure.

    esurrection 0rb Rare%0 points9ecron Lords and .onoliths only

    Any Necron model within "2? may add :" to its epair olls.

    Any Necron model which was R3illed? by a weapon which would not normally allow a epair oll may

    still do so if the esurrection +rb is within "2? of them when they are dama!ed.

    ictus "as- Common0 points-ldar

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    od of 'igurious Unique%0 pointsChie! Librarian Ti:urious only

    sy3er powers used with this item cannot be nullified; howe*er, -i!urious ta3es

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    -he Assassin may spot hidden troops at double his 1nitiati*e distance in inches, and has a 8=0arc of fire.

    Ser2o&Arm Uncommon10 pointsTecharines #perial Tech ?riests and "uat -n:ineers only

    A model equipped with a ser*oarm counts as two crewmen when operatin! a *ehicle or support weapon.4e also suffers no 7o*e or 4t4 penalties for carryin! a hea*y weapon. -hose with the arm who do not

    carry a hea*y weapon !ain an e&tra A die in /lose /ombat.

    Shado!field Unique%5 points=ar4 -ldar only

    A hadowfield surrounds the model wearin! it with a miasma of dar3 ener!ies which absorbs the ener!iesof all incomin! attac3s, ma3in! the wearer almost immune to any dama!e. 4owe*er, the ener!y field can

    become o*erloaded, which will immediately short it out. A hadowfield pro*ides a 2: in*ulnerable sa*e

    a!ainst any attac3s which hit the model, includin! those recei*ed in 4and to 4and. 1f the sa*e is e*er

    failed, then the field is destroyed, and may not be restored durin! the battle.

    Sharpened Cla!s (Biomorph) Common5 pointsListed Tyranids only

    -his increases the tren!th of the models hits in /lose /ombat by :2; they are also treated as Force#eapons for the purposes of attac3in! ect to frenzy . Note that the bearer of the

    hroud is not affected by frenzy.

    Silent #eath. 'he Unique25 pointsain Har only

    ee the weapon profile for this weapon for more information.

    Sim&S-in Rare5 points

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    A model equipped with im3in may totally i!nore the effects of the followin! ammo typesB /ho3e,

    4allucino!en, ad, care, tumm, -o&in, and %irus.

    Simulacrum 6mperialis (elic) Common5 points'deptus .inistoru only

    Any unit Adeptus 7inistorum within si!ht of the imulacrum automatically passes the first d chec3 it is

    required to ma3e durin! the !ame.

    Singing Spear Rare25 points-ldar psy4ers only

    At the end of the psychic phase, up to 2 unused Force /ards may be stored in the pear instead of bein!

    placed in the discard pile. -he stored Force /ards may be retrie*ed and used in subsequent psychic phases.

    1n handtohand combat $or if thrown up to "2? in the hootin! hase(, the pear increases the wielder6stren!th by a number equal to his 7astery e*el, and wounds

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    Spi-e Arm Rare5 points;r4s only

    -he +r3 !ains :" # in handtohand combat and the +r3 always counts as ha*in! hi!her 1nitiati*e in the

    e*ent of a /ombat core tie.

    Spirit Stone Uncommon0 points-ldar ?sy4ers only one use

    #hen used, the psy3er may draw one e&tra #arp /ard per 7astery e*el from the #arp ect to Frenzy. Frenzied troops will

    automatically char!e any enemies within char!e distance at the start of their turn, and will remain frenzied

    until they are ro3en in handtohand combat or until there is no enemy within char!e distance. Frenzied

    troops char!e durin! the compulsory mo*ement phase and fi!ht with double their Attac3

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    A & 2; do not include bonuses for /lose /ombat weapons(. Frenzied troops may not parry, and must

    always use their 2Jfollowup mo*e to !et closer to or en!a!e the enemy. #hile Frenzied, troops are

    unaffected by other psycholo!y, unless bro3en in 4t4; then they lose the Frenzy status and must flee >ust

    li3e other troops@should they later rally, they are unaffected by their former frenzy. ou can try to restrain

    troops attemptin! to char!e *ia Frenzy@ma3e a eadership test; if you are successful, the unit is notfrenzied for that turn and not affected.

    Standard of etaliation Unique50 points"pace .arines "ensei "tandard 6earer only

    +nce per battle, any -actical quad within "2? of the tandard may choose to fire a!ain after the end of the

    hootin! hase. -he casualties sustained by the unit are remo*ed before these shots are made, and weapons

    that are Iammed or echar!in! may not be used.

    Standard of etribution Unique25 points"pace .arines =ar4 'n:els "tandard 6earer only

    Any

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    Stimulant 6njector Rare10 points (Tau battlesuit characters only)

    At the end of the 4t4 phase, the stimulant in>ector may be used to do one of the followin!B

    L estore " #ound to the model.L estore a model reduced to 0 #ounds to " #ound on a roll of 5: on ury. 1n the rally phase, roll a

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    by the pennons are not considered casualties for *ictory point purposes. Note that the ainboy needs only to

    pass by the in>ured models; he does not ha*e to end his mo*ement phase in contact with them.

    'alon of $orus. 'he Unique0 pointsChaos "pace .arines 'baddon only

    ee the weapon profile for this weapon for more information.

    'argals Plasma Blade Unique5 points"pace ol,es only

    -his blades weapon may also be thrown as a !renade, inflictin! a O hit with a 9 sa*e modifier and 2ump !enerator is affected by the -eleport Iammer, but only if the #arp piders e&ceed

    their ma&imum safe distance for a sin!le >ump. 1f the #arp piders are within 8=G of the -eleport Iammerat any point in their mo*e and they e&ceed their normal ma&imum >ump distance, they ha*e to roll two

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    bul3y, the wearer cannot throw !renades; if it is deacti*ated, its wearer is effecti*ely helpless, and may not

    mo*e or fire. -erminator armor comes equipped with a tar!eter and ower 'lo*e as standard.

    'erminator Armor. Chaos Rare7 pointsChaos only

    i3e the 1mperial *ersion, /haos -erminator suits are au!mented power armor, and pro*ide a modified

    sa*e 8: on 2

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    'ran4uili3er ounds Uncommon5 points'deptus 'rbites only

    -hese special rounds are desi!ned to be fired out of the Adeptus Arbites shot!un for Apprehension )nits. 1f

    the -ar!et is hit, he is only allowed an armor sa*e at a " modifier. 1f it fails, instead of usin! the normal -o#ound -able to determine the effects of the hit, use the followin! tableB

    -oll (ranquili)er 'ffects

    " 2 No ffect

    89

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    %irus +renade Rare50 pointsone use

    ee the %irus !renade type description for more information.

    %oltage Field (Biomorph) Common20 pointsListed Tyranids only

    -he creature !ains an unmodified sa*e of 9:, and adds :" to its tren!th in 4t4 combat. For eachsuccessful %olta!e Field sa*e the creature ma3es within 9? of a non-yranid force field of any 3ind

    $whether a personal field, such as a e3ta(, the %olta!e Field effect will burn it out on a 9:, and render it inoperati*e for the rest of the

    !ame. Note that the %olta!e Field is not powerful enou!h to effect the fields on a uper 4ea*y *ehicle or a

    -itan.

    %orte +renade Rare50 pointsa& 2 one use

    ee the %orte& !renade description for more information about this weapon.

    Warp Field (Biomorph) Common%0 pointsListed Tyranids only

    #hen the creature is hit, roll 2

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    -he #arp ortal may be used for one of the followin! three purposesB

    An ldar #arloc3 or Farseer may draw an additional #arp /ard per le*el per turn from the ortal $up to a

    ma&imum of four cards per turn(. Any enemy psy3er who used a psychic power within 29? of the ortal isimmediately pulled "ured on a roll

    of 9: if he collides with any terrain while bein! dra!!ed $only ma3e one test to wound, no matter howmany obstacles are hit(.

    Alternati*ely, the #arp ortal may be used to brin! ldar )nits onto the board. -his adds a cost of "0

    points per character or squad and 25 points per *ehicle to the cost of the ortal. )nits to be brou!ht throu!h

    the ortal must remain in reser*e until they enter the table durin! the 7o*ement hase of any turn, and

    they enter the board as they would from the

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    the !ame, the units will be considered bro3en for *ictory conditions at the conclusion of the battle(. Note

    that these units are allowed to deploy as soon as the portal is opened

    -he #ebway ortal may be acti*ated in the hootin! hase by the character carryin! it, in lieu of shootin!

    a weapon in that turn; place a 8? last 7ar3er in base to base contact with the model once it is acti*ated.+nce opened, there is no way to close the portal; -eleport Iammers ha*e no effect. Any units placed in

    eser*e may either enter the table immediately, or wait until the followin! 7o*ement hases, as normal.4owe*er, the reser*es will always deploy from the location of the portal openin!.

    +nce the ortal has opened, the character model may mo*e away from it as he pleases $the portal itself

    must remain stationary(.

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    Special Abilities

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    Special Abilities

    pecial *bilities are optional traits that a player may use to further bolster the effectiveness of hisarmy. *gain, only certain models or units may ta!e advantage of these powers; consult your Codexfor the full rules.

    /arch Abilities Eldar CommonCost Daries-!!ects sin:le 'spect arrior -&arch as noted

    Crac! hot $:"5pts(An &arch with /rac3 hot adds :" to his rolls when shootin!. 4e may also fire at e&treme ran!e E this

    bein! defined as the ma&imum ran!e and half as far a!ain; howe*er, the :" bonus does not apply to such

    shots.

    (urn *side &low $:5pts(-his allows the &arch to arry, e*en if he doesn6t ha*e a weapon which can do so; such parries can force

    an enemy to reroll 2 attac3 dice, rather than one.

    9isarm $:5pts(1f the &arch wins the round of 4t4, then he may disarm his opponent rather than wound him. -his causes

    no Jhits,6 but one of the enemy6s weapons is destroyed and may no lon!er be used.Crushing &low $:5pts(

    -he &arch adds :" to the tren!th *alue of any weapon he is usin! in 4t4 combat.

    &ounding eap $:"0pts(-he &arch may leap up to 9? in addition to his normal mo*ement. -his will allow him to clear man sized

    models E e*en enemy models E without penalty, and the &arch may leap out of 4t4 without incurrin! any

    penalties for doin! so.

    &attle Fortune $:"0pts(-he &arch may reroll any failed Armor sa*es. -hese apply to his physical armor only, and the second

    result stands.

    War hout $:5pts(-he &arch causes Fear when he char!es into 4t4 combat.

    Fighting Fury $:5pts(

    -his increases the &arch6s Attac3 score by :".:ighty tri!e $:5pts(

    1f the &arch inflicts two or more hits in a round of 4t4, then he may chan!e the multiple hits for a sin!le

    one, with :" for each additional hit after the first.

    9istract $:5pts(-his doubles the &arch6s bonus for each of the enemy fumbles $he !ets :2 to his combat score, instead of

    :"(.

    ustain *ttac! $:5pts(-he &arch !ets a Follow)p mo*e of 9? after 3illin! an opponent in 4t4.

    Fast hot $:25pts(-he &arch may fire twice in the hootin! hase; these shots do not need to be at the same tar!et, but mustfollow the normal rules for characters shootin!.

    (ough $:"0pts(

    1ncrease the &arch6s -ou!hness by :".tealth $:"0pts(

    -he &arch has a " to hit modifier when bein! shot at short ran!e, and a 2 when bein! shot at lon! ran!e

    $in addition to any other modifiers that may apply for co*er, etc.(.

    -esolve $:"0pts(-he &arch is immune to all psycholo!y, and need ne*er ta3e a rea3 -est.

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    Fire Caste Abilities Tau Units Common&onding

    10 points-!!ects a sin:le unit as noted

    onded units who fail a eadership -est become ha3en, not ro3en. ha3en troops may not mo*e

    towards the enemy but are otherwise unaffected by the condition. ha3en troops failin! another eadership

    test will become ro3en as normal. -his is a bonus applied to the entire unit, includin! the -eam eader $if

    any(.

    Opportunity Fire+10 points-!!ects a sin:le 6onded unit as noted

    A onded )nit is far less li3ely to brea3 in the face of an enemy assault. 1f the -au player wishes, he may

    further up!rade any onded units to allow them fire at tar!ets of opportunity these are classified as any

    enemy units that ha*e closed within C? of the onded )nit durin! the 7o*ement hase. +pportunity Fire is

    considered to be similar to an +*erwatch fire, in that it ta3es place durin! the 7o*ement hase, before the

    char!in! enemy units ha*e a chance to close into 4t4. )nli3e +*erwatch, howe*er, all of the other

    standard rules for hootin! at tar!ets apply. )nits which fire at tar!ets of opportunity may not fire a!ain in

    the hootin! hase, and cannot troll any attac3 dice if they are successfully char!ed in 4t4.

    $arle4uin Abilities Eldar Units Common

    8olosuitCost !i:ured in to price o! odel

    -his suit refracts the ima!e of the wearer, ma3in! them difficult see. All shots fired at a model wearin! a

    4olosuit are at E" to hit in addition to other modifiers. 1f the model hides, troops that mo*e into a position

    to see the hidin! model@or mo*e within their 1nitiati*e distance@will only

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    Sacred ites Adeptus Ministorum Common0 points-!!ects one suad (typically "isters o! 6attle)

    oll

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    Street S-ills Adeptus Arbites CommonCost Daries-!!ects sin:le 'deptus 'rbites suad as noted

    ome Arbites characters and units ha*e become battle hardened thou!ht their e&perience on the street. -o

    reflect this, you may up!rade any unit or with one of the followin! s3ills.

    -here are two costs listed for each abilityB the first is the additional cost per unit, the second is the cost toup!rade a character. -his cost is added to the squad or character, respecti*ely.

    1f a /haracter is !i*en street s3ills, then this ability effecti*ely ta3es up one war!ear slot for that character.

    Combat :aster $:25ptsM:5pts for /haracters(7odels with this s3ill who are attac3ed by multiple opponents in handtohand combat may add :" to its

    #eapon 3ill for each opponent after the first, effecti*ely ne!atin! the bonus for fi!htin! multiple

    attac3ers.

    Counter *ttac! 3G2ptsG2pts for Characters61f a fi!hter with the /ounter Attac3 s3ill, and one of his parries is cancelled for any reason $e.!., the enemy

    model has a sword as well(, he may roll an e&tra Attac3 die immediately for each parry of his that is

    cancelled.

    &ulging &iceps $:"0pts per modelM:"0pts for /haracters(-he members of a unit carryin! hea*y weapons are allowed to mo*e and shoot in the same turn with mo*e

    orfire weapons, but ta3e a E" -o 4it penalty when doin! so.

    8url Opponent $:90ptsM:"0pts for /haracters(7odels with this s3ill who win a round of handtohand combat may throw their opponent

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    %eteran Abilities Imperial Guard CommonCost Daries-!!ects sin:le #perial uard "uad as noted

    eteran Infantry J -ough -idersou may con*ert any or all 1mperial 'uard infantry units to %eteran status by choosin! one of the

    followin! %eteran Abilities and spendin! the additional points as listedB

    *bility Cost 9escription

    Cra)ed :25 /razed units ta3e rea3 test only if 50V of the unit is lost in sin!le turn,and are otherwise 1mmune to sycholo!y. -his ability costs 50 points for

    atlin!s.

    9eadeye hots :25 ach model which misses a shot in the hootin! hase may reroll their-o 4it die once each turn, pro*ided that they are not usin! 4and 'renades

    or weapons with a blast mar3er.

    Freedom Fighters :5 ach enemy model mo*in! throu!h woods or buildin!s already occupiedby the squad ta3es a 8 hit; +!ryns cannot ta3e this ability

    Eri))led :"5 -he unit rolls 8

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    eteran &atteriesou may con*ert any or all 1mperial 'uard atteries to %eteran status by choosin! oneof the followin!

    %eteran Abilities and spendin! the additional points as listedB

    *bility Cost 9escription

    -esolute :20 esolute units ta3e rea3 test only if 50V of the unit is lost in sin!le turn,and are otherwise 1mmune to sycholo!y.

    9eadeye hots :25 ach artillery piece which misses a shot in the hootin! hase may rerolltheir -o 4it die once each turn. Note that arthsha3er /rews may not ta3e

    this ability.

    lic! Crew :25 -he !unner artillery crew may shoot a!ain if the first shot hits. 1f theweapon is a 7ortar, the catter

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    %o!s Black Templars Unique50 points-!!ects entire 6lac4 Teplar ary as noted

    -he lac3 -emplars must swear one of the followin! *ows before a battle. /hoose which *ow you army

    has sworn after youP*e determined the mission but before either army sets up. %ows donPt affect lac3

    -emplar *ehicles unless noted.

    *ccept any challenge, +o :atter the OddsAny unit in the lac3 -emplar army must char!e the enemy if they are in ran!e at the start of the 4and to

    4and phase, and they must ma3e a follow up mo*e into combat if they win a fi!ht, so lon! as they would

    normally be allowed to do so. 1n close combat, the lac3 -emplar may reroll any sin!le die in each roundof 4and to 4and combat $this *ow has no effect a!ainst *ehicles without a #.( Neophytes in the unit do

    not benefit from this *ow; if only neophytes remain in a unit, they are not bound by it.

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    %ehicle Cards

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    %ehicle "odifications

    ehicle Cards are upgrades or equipment that a player may use to further bolster the effectivenessof his army. :odifications may be added to any vehicle with a 9atafax, except (itans. (here is nolimit to the number of modifications that can be made to a single vehicle, nor to the number ofinstances of the same modification that may be made; however, each /complete% modification mayonly be applied to a particular vehicle once unless it is deployed as a squadron. (his means thatalthough all four of your tan!s may have reinforced armor, if that is their only modification, then theymust all be deployed as part of a single unit. Otherwise, other wargear must be applied to eachvehicle, until they no longer match.

    +ote that the (au may only ta!e modifications from their -acial ist; no other Wargear is allowed fortheir vehicles from the Eeneral category.

    Wargear for All Armies*blative *rmor 8?@ points (@ pts for Super $ea2* 2ehicles)

    -he crewmen of this *ehicle ha*e bolted e&tra protecti*e plates to it, formin! a secondary layer of armor. A

    *ehicle with ablati*e armor i!nores the first hit which successfully penetrates the *ehiclePs armor. Further

    hits that penetrate count as normal. 4its from !ra*iton !uns and ho33 Attac3 !uns i!nore ablati*e armor.

    Note that e&posed crewmen are not protected by ablati*e armor and will be affected normally.

    Ablati*e armor only effects weapons which roll to penetrate armor. A!ainst weapons such as buzzer squi!s,pulsa ro33its, distort cannons, etc., Ablati*e armor has no effect.

    Ceramite *rmor+50 points (sae !or "uper

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    +ull

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    "odifications for #ar- /ldar %ehicles8orrorfex

    +22 points

    -he i3e the -errorfe&, the 4orrorfe& is a !renade launcher that fires !renades made from captured

    ldar #raithbone, and causes ni!htmarish, psychically induced *isions that terrify the user6s enemies.

    -he 4orrorfe& has an "C? ran!e, and produces a 2? last 7ar3er. Any models touched by the template

    must pass a eadership chec3, with a " modifier if they are fully co*ered by the mar3er, and an

    additional penalty of " for e*ery model touched by the mar3er. -he 4orrorfe& must ta3e the place ofone of the weapons usually mounted on the *ehicle.

    +ightshield+25 points (not a,ailable !or ea,er etbi4es)

    -he Ni!htshield uses the same technolo!y as a hadowfield, to en*elop the *ehicle in an area of

    special distortion. Attac3s which do not use last 7ar3ers must add 2

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    (orture *mp+10 points (a,ailable to any ,ehicle used to transport a

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    -he hase Field only permits horizontal mo*ement. 1f the ob>ect is lon!er than =?, then the *ehicle stays

    inside if for that round; at the start of the ne&t mo*ement phase, roll

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    "odifications for /ldar Pirates8olo

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    *mmo Feed+5 points ("pace .arine Dehicles ;nly)

    -he 4ea*y olters on the *ehicle ha*e been equipped with a special ammunition feed, similar to that found

    on the 4ydra Fla3 *ehicle. -his allows the player to i!nore the first two >ams rolled on the sustained fire

    dice for that weapon. Note that twin lin3ed 4ea*y olters may only ha*e +N Ammo Feed

    *uxiliary torm &olters+5 points/eapon added (not a,ailable !or "uper ams once due to the finelytuned nature of1mperial machinery.

    &ulldo)er &lade+15 points (%5 pts !or "uper

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    -he hase Field offers no protecti*e bonus $other than the ob*ious(, and will not function in an area

    affected by a -eleport Iammer.

    -adar (rac!er+5 points (

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    -his card may only be ta3en for +r3 warbi3es. -he owner of this warbi3e has fitted his bi3e with

    absolutely immense e&haust pipes. -he P+oo!e Hhausts are specially customized to ma3e as much noise as

    possible. -he thrumpin! noise they produce sounds li3e a dozen battle cannons rippin! the earth apart,

    foolin! the enemy into thin3in! they are under attac3 Any enemy units on o*erwatch that are within "2G of

    the warbi3e must pass a eadership test or lose o*erwatch, >ust as if they had been shot at.

    -ed Wun) Eo Fasta+5 points

    7ay not be used by ects a smo3e producin! de*ice ahead of the

    +r3 machine, to protect it from enemy fire. oll an Artillery

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    (argeting *rray+5 points per eapon

    -ar!etin! Arrays assist the !unner6s aim by reducin! the chance of hittin! a tar!et based on the ran!e and

    speed. -his effecti*ely adds :" to the !unner6s .

    (arget oc!+10 points per eapon

    -his tar!etin! array allows the !unner to i!nore the standard tar!et selection rules when firin! $althou!h it

    will not allow the *ehicle to tar!et indi*idual characters, the !unners may select any squad or *ehicle they

    wish when they fire, pro*ided that the tar!et is in ran!e(.

    "odifications for $ammers Slammers'lectric Counter :easures

    +20 points

    -his sophisticated >ammin! technolo!y ne!ates the bonuses for tar!eters, and adds an additional catter roll

    to indirect fire a!ainst the tar!et, pro*ided that the attac3in! unit does not ha*e + on the *ehicle.

    8i

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    urface to *ir :issile+0 points

    -he 7issile is a oneshot weapon and may only be fired at 3immers, 'ra* Attac3 *ehicles, Fliers, Iump

    -roops, or similar tar!ets. 1t always hits on a roll of 8: re!ardless of all ran!e, to hit, co*er, and other

    modifiers. 1f the missile hits, wor3 out dama!e as normal usin! the followin! profileB

    trength 9amage ave :od *rmor 4en. &last -adiusC 2ect to the attlefield 1nterference oll,

    and its status should be chec3ed at the start of each turn.

    Weapon oc!+5 points per eapon

    -ar!etin! Arrays assist the !unner6s aim by reducin! the chance of hittin! a tar!et based on the ran!e andspeed. -his effecti*ely adds :" to the !unner6s .

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    Weapon Con2ersionou may place weapons on *ehicles that don6t appear on the