ASTARTES WARGEAR: Difference between revisions

Created page with " == Wargear List == These lists detail the points values of various items of wargear available to units in your army. Many unit entries in the army list that follows may include wargear options from one or more of these lists - in each instance, the army list entry will tell you (in bold) exactly which of these lists you may use. === Melee Weapons === A model may replace his boltgun, bolt pistol and/or Melee weapon with one of the following: {| class="wikitable" |Chains..."
 
 
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== Wargear List ==
== Wargear Lists ==
These lists detail the points values of various items of wargear available to units in your army. Many unit entries in the army list that follows may include wargear options from one or more of these lists - in each instance, the army list entry will tell you (in bold) exactly which of these lists you may use.
These lists detail the points values of various items of wargear available to units in your army. Many unit entries in the army list that follows may include wargear options from one or more of these lists - in each instance, the army list entry will tell you (in bold) exactly which of these lists you may use.


Line 34: Line 34:
{| class="wikitable"
{| class="wikitable"
|Storm bolter
|Storm bolter
|'''5''' pts
|}
{| class="wikitable"
|Hand Flamer
|'''5''' pts
|'''5''' pts
|}
|}
Line 42: Line 46:
{| class="wikitable"
{| class="wikitable"
|Grav-pistol<sup>'''1'''</sup>
|Grav-pistol<sup>'''1'''</sup>
|'''15''' pts
|'''10''' pts
|}
|}
{| class="wikitable"
{| class="wikitable"
|Plasma pistol
|Plasma pistol
|'''15''' pts
|'''10''' pts
|}
|}
<sup>'''1'''</sup> May not be taken by Legion of the Damned.
<sup>'''1'''</sup> May not be taken by Legion of the Damned.
Line 58: Line 62:
{| class="wikitable"
{| class="wikitable"
|Lightning claw
|Lightning claw
|'''3''' pts
|'''Free'''
|}
|}
{| class="wikitable"
{| class="wikitable"
|Thunder hammer
|Thunder hammer
|'''15''' pts
|'''10''' pts
|}
|}
A model wearing Terminator armour may replace his power weapon with one of the following:
A model wearing Terminator armour may replace his power weapon with one of the following:
{| class="wikitable"
{| class="wikitable"
|Lightning claw
|Lightning claw
|'''3''' pts
|'''Free'''
|}
|}
{| class="wikitable"
{| class="wikitable"
Line 75: Line 79:
{| class="wikitable"
{| class="wikitable"
|Power fist
|Power fist
|'''10''' pts
|'''Free'''
|}
|}
{| class="wikitable"
{| class="wikitable"
|Chainfist
|Chainfist
|'''FREE'''
|'''Free'''
|}
|}
{| class="wikitable"
{| class="wikitable"
|Thunder hammer
|Thunder hammer
|'''15''' pts
|'''10''' pts
|}
|}


Line 200: Line 204:
|'''15''' pts
|'''15''' pts
|}
|}
=== Chapter Relics ===
Only one of each Chapter Relic may be taken per army. A model may replace one weapon with one of the following:
{| class="wikitable"
|The Primarch’s Wrath
|'''20''' pts
|}
{| class="wikitable"
|Teeth of Terra
|'''35''' pts
|}
{| class="wikitable"
|The Shield Eternal
|'''50''' pts
|}
{| class="wikitable"
|The Burning Blade
|'''55''' pts
|}
{| class="wikitable"
|The Armour Indomitus<sup>'''1'''</sup>
|'''60''' pts
|}
<sup>'''1'''</sup> Does not replace one of the character’s weapons. May not be chosen by models wearing Terminator armour.


=== Space Marine Standards ===
=== Space Marine Standards ===
Line 262: Line 242:
|}
|}
<sup>'''1'''</sup> May not be taken by a Land Raider of any type.
<sup>'''1'''</sup> May not be taken by a Land Raider of any type.
= Wargear =
This section lists wargear (including Fulmination Discipline, Geokinesis Discipline, Librarius Discipline, Technomancy Discipline, Melee Weapons, Ranged Weapons, Armour, Special Issue Wargear, Chapter Relics, Space Marine Psychic Powers, Space Marine Vehicle Equipment and Lords of War Equipment) used by Space Marines, along with the rules for using them in your games of Warhammer 40,000.
----
== Melee Weapons ==
Profiles for the following melee weapons can be found in the Appendix for Core Weapons:
• '''C'''hainfist
• '''C'''hainsword
• '''C'''lose Combat Weapon
• '''E'''viscerator
• '''F'''orce Axe
• '''F'''orce Stave
• '''F'''orce Sword
• '''L'''ighting Claws
• '''P'''ower Axe
• '''P'''ower Fist
• '''P'''ower Lance
• '''P'''ower Maul
• '''P'''ower Sword
• '''T'''hunder Hammer
=== Crozius Arcanum ===
{| class="wikitable"
|The crozius arcanum is both a Chaplain’s rod of office and his weapon of righteous judgement. Each one is an ancient relic, with the legends of its bearers captured in etched script about its haft.
|}
{| class="wikitable"
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
|Melee
| +2
|4
|Concussive
|}
----
=== Relic Blade ===
{| class="wikitable"
|Relic blades are two-handed swords or axes sheathed in an armour-sundering power field. Only a Space Marine of long and faultless service can earn the right to wield such a blade.
|}
{| class="wikitable"
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
|Melee
| +2
|3
| -
|}
----
=== Seismic Hammer ===
{| class="wikitable"
|Mounted on Ironclad Dreadnoughts and designed to tear down fortifications during a siege, a blow from a seismic hammer causes catastrophic shockwaves to tear through the target.
|}
{| class="wikitable"
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
|Melee
|x2
|1
|Concussive, Specialist Weapon, Unwieldy
|}
----
=== Servo-Arm ===
{| class="wikitable"
|Techmarines and Servitors are equipped with powerful servo-arms that can be used for battlefield repairs or even be put to use as weapons.
|}
{| class="wikitable"
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
|Melee
|x2
|1
|Specialist Weapon, Unwieldy
|}
----
=== Siege Drill ===
{| class="wikitable"
|These monstrously oversized grinding drills are so heavy they cannot be carried by anything smaller than a Centurion warsuit. A single blow can breach a hole through the armoured panels of a fortress or reduce a battle tank to twisted scrap in seconds.
|}
{| class="wikitable"
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
|Melee
|x2
|2
|Armourbane, Specialist Weapon
|}
----
== Ranged Weapons ==
Profiles for the following ranged weapons can be found in the Warhammer 40,000 rulebook:
• '''A'''ssault Cannon
• '''A'''utocannon
• '''B'''olt Pistol
• '''B'''oltgun
• '''C'''ombi-weapons
• '''F'''lamer
• '''F'''lamestorm Cannon
• '''H'''eavy Bolter
• '''H'''eavy Flamer
• '''L'''ascannon
• '''M'''eltagun
• '''M'''issile Launchers
• '''M'''ulti-melta
• '''P'''lasma Cannon
• '''P'''lasma Gun
• '''P'''lasma Pistol
• '''S'''niper Rifle
• '''S'''pace Marine shotgun
• '''S'''torm Bolter
=== Astartes Grenade Launcher ===
{| class="wikitable"
|Scout Bikers can employ grenade launchers outfitted with adaptive targeters to compensate for the high speeds at which they hurl themselves at the enemy.
|}
{| class="wikitable"
|
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
|Frag grenade
|24"
|3
|6
|Rapid Fire, Blast
|-
|Krak grenade
|24"
|6
|4
|Rapid Fire
|}
----
=== Cerberus Launcher ===
{| class="wikitable"
|The cerberus launcher unleashes a barrage of anti-personnel warheads interspersed with sanctified anti-sensory munitions that blind and disorient the foe.
|}
{| class="wikitable"
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
|18"
|4
|6
|Heavy 1, Blind, Large Blast
|}
----
=== Conversion Beamer ===
{| class="wikitable"
|Conversion beamers are incredibly rare pre-Heresy weapons that are able to induce a controlled subatomic reaction in their target. The greater the distance between the firer and his victim, the more deadly the blast, as the beam has time to grow in power.
|}
A shot from a conversion beamer has a different profile depending on how far the target is from the firer. When firing the conversion beamer, place the blast marker over a target within 72” and then roll for scatter. Once the final location of the blast marker has been determined, measure the distance from the firer to the centre of the blast marker and consult the chart below to determine the effect. If this distance is greater than 72”, the shot misses. If it is not clear which of the profiles to use, the controlling player can choose.
{| class="wikitable"
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
|up to 18"
|6
| -
|Heavy 1, Blast
|-
|18"-42"
|8
|4
|Heavy 1, Blast
|-
|42"-72"
|10
|1
|Heavy 1, Blast
|}
----
=== Cyclone Missile Launcher ===
{| class="wikitable"
|The cyclone missile launcher is commonly used by Space Marines in Tactical Dreadnought armour to provide heavy fire support. Essentially a rack of missiles fitted to the shoulders of a Terminator, the cyclone missile launcher enables the bearer to engage both heavily armoured vehicles and lightly armoured infantry at will.
|}
A Terminator can fire his cyclone missile launcher in addition to his storm bolter.
{| class="wikitable"
|
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
|Frag missile
|48"
|4
|6
|Heavy 2, Blast
|-
|Krak missile
|48"
|8
|3
|Heavy 2
|}
----
=== Deathwind Launcher ===
{| class="wikitable"
|Deathwind launchers are fitted to some Drop Pods to provide a level of anti-infantry fire support to their passengers. Their high rate of fire and broad destructive spread slaughters those who might attempt to overwhelm the disembarking squad of Space Marines, giving the Emperor’s finest the precious seconds they need to secure an otherwise unassailable perimeter.
|}
{| class="wikitable"
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
|12"
|5
| -
|Heavy 1, Large Blast
|}
----
=== Demolisher Cannon ===
{| class="wikitable"
|The demolisher cannon is the weapon of choice when faced with dug-in enemy infantry in a dense environment such as a siege. The terrific blast unleashed by the detonation of the huge demolisher shells is often sufficient to bring down buildings in which the enemy take cover, crushing them beneath tons of fallen masonry.
|}
{| class="wikitable"
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
|24"
|10
|2
|Ordnance 1, Large Blast
|}
----
=== Grav-weapons ===
{| class="wikitable"
|The secrets of grav-weapon construction are known only to a select few. In battle, gravweaponry affects the local gravity field, using its victim’s own mass against them, an ordeal that will stun those it does not kill outright. Heavily armoured targets find themselves crushed as if by the mighty fist of a god, while vehicles are left as crumpled, smoke belching wrecks.
|}
{| class="wikitable"
|
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
|Grav-pistol
|12"
|*
|2
|Pistol, Concussive, Graviton
|-
|Grav-gun
|18"
|*
|2
|Salvo 2/3, Concussive, Graviton
|-
|Grav-cannon
|24"
|*
|2
|Salvo 3/5, Concussive, Graviton
|}
----
=== Hurricane Bolter ===
{| class="wikitable"
|First used by the Black Templars Chapter, hurricane bolters combine the punishing firepower of multiple twin-linked boltguns to produce a truly withering storm of shells.
|}
A hurricane bolter consists of three twin-linked boltguns fired as a single weapon.
----
=== Icarus Stormcannon Array ===
{| class="wikitable"
|The Stalker mounts a twinned stormcannon array, granted a capacity for independent targeting by the servo-mind conclave to which it is shackled. Each servo-mind can direct the stormcannons to track separate targets, or when faced with heavier foes the array can concentrate fire in a single, withering salvo that will tear even the greatest winged beast from the skies.
|}
When a unit that contains one or more models equipped with Icarus stormcannon arrays shoots, choose either one or two targets.
* If one target is chosen, each model can re-roll failed To Hit rolls when firing its Icarus stormcannon array at that target.
* If two targets are chosen, each model that is able to fire its Icarus stormcannon array fires it at each target, resolving all shots from the unit against the first target before moving on to the second.
{| class="wikitable"
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
|48"
|7
|4
|Heavy 3, Interceptor, Skyfire
|}
----
=== Orbital Strike ===
{| class="wikitable"
|A Chapter Master has the authority to order a Strike Cruiser to target the surface with its lance batteries, bringing overwhelming firepower to bear against the enemies of the Imperium.
|}
{| class="wikitable"
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
|Infinite
|10
|1
|Heavy 1, Barrage, Large Blast, One use only, '''Orbital'''
|}
'''Orbital:''' If an arrow is rolled on the scatter dice when firing a weapon that has this special rule, the shot always scatters the full 2D6" regardless of the firing model’s Ballistic Skill. In addition, firing an Ordnance weapon that has this special rule does not prevent the firing model from declaring a charge against the target unit in the same turn.
----
=== Skyhammer Missile Launcher ===
{| class="wikitable"
|These weapons fire volleys of missiles that smash into their targets with devastating force – perfect for turning armoured vehicles into scrap metal.
|}
{| class="wikitable"
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
|60"
|7
|4
|Heavy 3
|}
----
=== Skyspear Missile Launcher ===
{| class="wikitable"
|The skyspear missile launcher fires pre-blessed savant warheads, each a relic in its own right, housing the entombed remains of a distinguished Chapter serf. This servitor’s mummified brain augments the missile’s auto-targeters, allowing it to second-guess enemy pilots or home in on the heretical emissions of their debased machine spirits. Against the dogged pursuit of a savant warhead and its macabre pilot, there can be little chance of escape, while the tank’s servo-loaders maintain a steady rate of fire.
|}
{| class="wikitable"
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
|60"
|7
|2
|Heavy 1, Armourbane, '''Savant Lock''', Skyfire
|}
'''Savant Lock:''' If any shot from a weapon with this special rule misses a Flyer, Flying Monstrous Creature, Skimmer or Jetbike, roll a D6 at the start of the next friendly Shooting phase if the target unit is still on the battlefield and has not been destroyed. On a 5+, the target unit suffers a hit (using its rear Armour Value if it is a vehicle) with the profile above.
----
=== Stormstrike Missiles ===
{| class="wikitable"
|Stormstrike missiles detonate with a thunderous boom that leaves those caught in the blast radius reeling and disoriented.
|}
{| class="wikitable"
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
|72"
|8
|2
|Heavy 1, Concussive, One use only
|}
----
=== Thunderfire Cannon ===
{| class="wikitable"
|The thunderfire cannon is a colossal multibarrelled artillery weapon. It is far too large to be carried by an individual and so is conveyed into battle on a set of tracks and accompanied by a Techmarine gunner.
|}
Thunderfire cannons have three different profiles. All thunderfire cannons in the unit must use the same profile each time the unit fires.
{| class="wikitable"
|
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
|Surface detonation
|60"
|6
|5
|Heavy 4, Barrage, Blast
|-
|Airburst
|60"
|5
|6
|Heavy 4, Barrage, Blast, Ignores Cover
|-
|Subterranian blast
|60"
|4
| -
|Heavy 4, Barrage, Blast, Strikedown
|}
----
=== Typhoon Missile Launcher ===
{| class="wikitable"
|The typhoon missile launcher is an upgrade to the Land Speeder STC that turns the vehicle into a multipurpose weapons platform. Whether facing tanks or infantry, the typhoon is a fearsome, versatile weapon.
|}
{| class="wikitable"
|
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
|Frag missile
|48"
|4
|6
|Heavy 2, Blast
|-
|Krak missile
|48"
|8
|3
|Heavy 2
|}
----
=== Whirlwind Multiple Missile Launcher ===
{| class="wikitable"
|Housing cadaverous telemetric-servitors, the whirlwind multiple missile launcher is a superlative suppression weapon. Inscribed with scrolling text invoking the Emperor’s judgement, the whirlwind launcher’s warheads are death to infantry and light vehicles alike.
|}
Whirlwind multiple missile launchers have two different profiles. All Whirlwind multiple missile launchers in the squadron must use the same profile each time the squadron fires.
{| class="wikitable"
|
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
|Vengeance
|12"-48"
|5
|4
|Heavy 1, Barrage, Large Blast
|-
|Incendiary castellan
|12"-48"
|4
|5
|Heavy 1, Barrage, Ignores Cover, Large Blast
|}
----
=== Combi-bolter ===
{| class="wikitable"
|Designed as a tactically flexible weapon for use with Cataphractii Terminator armour, a combi-bolter is essentially two standard-issue boltguns slaved together. It is bulky and somewhat crude compared to the more advanced storm bolter, but nonetheless remains an effective and deadly weapon.
|}
{| class="wikitable"
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
|24"
|4
|5
|Rapid Fire, Twin-linked
|}
----
=== Grenade Harness ===
{| class="wikitable"
|An auxiliary weapon system fitted to Cataphractii Terminator armour, the grenade harness unleashes a barrage of fragmentation charges at the foe as the wearer charges into combat.
|}
A model can fire its grenade harness in addition to its combi-bolter. In addition, models in the wearer’s unit do not suffer the penalty to their Initiative for charging enemies through difficult terrain, but fight at their normal Initiative in the ensuing combat.
{| class="wikitable"
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
|8"
|3
| -
|Assault 2, Blast
|}
----
=== Kheres Pattern Assault Cannon ===
{| class="wikitable"
|An ancient weapon incorporated into Contemptor pattern Dreadnoughts, the Kheres is a high-velocity cannon which uses electrically driven spinning barrels to maintain a tremendous rate of fire. Thanks to this relentless torrent of explosive shells, this bulky assault cannon can chew and tear its way through the most heavily armoured foe.
|}
{| class="wikitable"
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
|24"
|6
|4
|Heavy 6, Rending
|}
----
=== Icarus Stormcannon ===
{| class="wikitable"
|An effective if unsubtle weapon, the triple-barrelled Icarus stormcannon screams as it spins at incredible speed, spewing forth a stream of solid rounds. Excellent dogfighting weapons, these cannons fill the sky with such a rain of shot that even the most skilled pilot is hard pressed to weave out of its path.
|}
{| class="wikitable"
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
|48"
|7
|4
|Heavy 3, Interceptor, Skyfire
|}
----
=== Las-talon ===
{| class="wikitable"
|This weapon fires two blasts of laser energy in quick succession, ensuring a clean kill against even the heaviest armoured targets.
|}
{| class="wikitable"
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
|24"
|9
|2
|Heavy 2
|}
----
=== Disintegration Combi-gun ===
{| class="wikitable"
|These deadly combi-weapons are relics from the Dark Age of Technology. Whilst the main bolter weapon fires salvos of mass-reactive bolts, it is the gun’s secondary weapon that is most feared, for it can reduce a target to atoms in the blink of an eye.
|}
The Imperial Space Marine can choose to fire either the main boltgun or the disintegration gun secondary weapon. You cannot fire both in the same turn. Note that unlike other combi-weapons, the secondary weapon can be fired more than once during the battle.
{| class="wikitable"
|
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
|''Main Weapon''
|
|
|
|
|-
| - Boltgun
|24"
|4
|5
|Rapid Fire
|-
|''Secondary Weapon''
|
|
|
|
|-
| - Disintegration gun
|18"
|5
|2
|Rapid Fire, Gets Hot, Instant Death
|}
----
=== Disintegration Pistol ===
{| class="wikitable"
|The design of these dangerous side arms has long since been lost, and the few that remain are revered beyond measure.
|}
{| class="wikitable"
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
|9"
|5
|2
|Pistol, Gets Hot, Instant Death
|}
----
== Armour ==
=== Artificer Armour ===
{| class="wikitable"
|Embellished by the finest artificers, these lavish suits of power armour afford the wearer protection that rivals even that bestowed by Terminator armour.
|}
Artificer armour confers a 2+ armour save.
----
=== Terminator Armour ===
{| class="wikitable"
|Terminator armour is the best protection a Space Marine can be equipped with. It is even said that Terminator armour can withstand the titanic energies at a plasma generator’s core and that this was, in fact, the armour’s original purpose.
|}
Terminator armour confers a 2+ armour save and a 5+ invulnerable save. Furthermore, models in Terminator armour have the Bulky, Deep Strike and Relentless special rules, and may not make Sweeping Advances.
----
== Special Issue Wargear ==
Profiles for the following special issue wargear can be found in the Warhammer 40,000 rulebook:
• '''F'''rag Grenades (see assault grenades)
• '''K'''rak Grenades
• '''M'''elta Bombs
=== Armorium Cherub ===
{| class="wikitable"
|Cherubim are diminutive flying cyborg constructs created to assist the Emperor’s servants, be they scribe or soldier. Among the Adeptus Astartes they are rarely seen outside of the Librarius, save for those few that relay targeting data and carry spare ammunition for Devastator Squads.
|}
One use only. One model in a unit equipped with an armorium cherub can re-roll all failed To Hit rolls in one Shooting phase. An armorium cherub is represented by a separate miniature that will always remain as close as possible to the unit that selected it. The model itself is purely decorative and is always ignored for game purposes – just move it to one side if it gets in the way. Remove the armorium cherub once it has been used or once the unit that selected it has been completely destroyed.
----
=== Auspex ===
{| class="wikitable"
|A compact and short-ranged scanning device, the auspex utilises a variety of broad wavelength detection modes to pinpoint the locations of concealed enemies, so that none may escape the wrath of the Space Marines.
|}
A model with an auspex can use it in place of making a shooting attack. If he does so, target an enemy unit within 12" (this does not count as choosing a target for his unit to shoot at). A unit that is targeted by one or more auspexes has its cover save reduced by 1 until the end of the phase.
----
=== Camo Cloak ===
{| class="wikitable"
|Space Marine Scouts often wear camo cloaks – loose garments woven from a lightreactive material known as cameleoline, which imitates the appearance of nearby terrain. So garbed, Scouts are almost impossible to see at long distances.
|}
A model wearing a camo cloak has +1 cover save. If it does not already have a cover save, it gains a 6+ cover save.
----
=== Chapter Banner ===
{| class="wikitable"
|A single Chapter banner is worth more than some planetary systems. Each is an irreplaceable work of art that has seen millennia of glorious service, a precious record of ancient Imperial history and a symbol of the indomitable might of the Chapter who would die to defend it. The blood of the Space Marines’ greatest heroes stains the very fabric of these hallowed relics.
|}
Friendly units within 12" of a model equipped with the Chapter banner, and drawn from the same Chapter, re-roll failed Pinning tests. In addition, all friendly models with the Space Marines Faction in the same unit as this banner have +1 Attack whilst the bearer is alive.
----
=== Cluster Mines ===
{| class="wikitable"
|While operating behind enemy lines, Scout Bikers carry cluster mines – explosive devices crammed with tiny anti-personnel bomblets and triggered by tripwires or pressure sensors.
|}
After your army deploys, Scouts redeploy and Infiltrators deploy, but before the roll to Seize the Initiative, each unit with cluster mines in your army may booby-trap a single piece of battlefield terrain on the table. The piece of battlefield terrain should be marked with a small marker to remind both players that it has been booby-trapped. Enemy models treat booby-trapped pieces of battlefield terrain as dangerous terrain. Note that having multiple units booby-trap the same piece of battlefield terrain has no additional effect. A unit with cluster mines which begins the game in Reserve may still booby-trap a piece of battlefield terrain.
----
=== Combat Shield ===
{| class="wikitable"
|A combat shield is a lighter version of the storm shield fitted to the wearer’s vambrace, leaving their hand free to wield another weapon whilst providing protection from incoming attacks.
|}
A combat shield confers a 6+ invulnerable save.
----
=== Company Standard ===
{| class="wikitable"
|Each Space Marine company has a company standard upon which is recorded their roll of honour. In its presence, every battle-brother fights their hardest to be worthy of the heroic legacy of the past.
|}
Friendly units within 12" of a model equipped with the company standard re-roll failed Morale checks, Pinning tests and Fear tests.
----
=== Digital Weapons ===
{| class="wikitable"
|Digital weapons are concealed lasers fitted into rings, bionic implants or the knuckles of a glove. They lack range, but can be used in melee to take advantage of an enemy’s exposed weakness.
|}
A model armed with digital weapons can re-roll a single failed roll To Wound in each Assault phase.
----
=== Grav-amp ===
{| class="wikitable"
|The grav-amp is a wonder of archeotech that focusses and strengthens the field of the bearer’s grav-weapons.
|}
When rolling To Wound with a grav-weapon, or to determine its effects on a vehicle, the bearer can re-roll the result.
----
=== Hellfire Shells ===
{| class="wikitable"
|Originally designed for slaying Tyranid monstrosities, these shells incorporate a bio-acid that voraciously eats through flesh.
|}
Each time a weapon equipped with hellfire shells fires, the controlling player can choose whether to fire a hellfire shell or to use the ordinary profile for that weapon.
{| class="wikitable"
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
|24"
|1
| -
|Heavy 1, Blast, Poisoned (3+)
|}
----
=== Iron Halo ===
{| class="wikitable"
|The iron halo is an honour granted to Space Marine commanders and a symbol of their exceptional bravery and wisdom. Usually mounted upon the backpack or built into an armoured collar, it contains an energy field that wards against even the most potent of enemy weapons.
|}
An iron halo confers a 4+ invulnerable save.
----
=== Ironclad Assault Launchers ===
{| class="wikitable"
|An ironclad assault launcher is loaded with a variety of anti-personnel grenades that disorient enemies and drive them out of cover.
|}
Enemies charging a model equipped with ironclad assault launchers do not gain bonus Attacks from charging unless the model was already locked in combat from a previous turn.
----
=== Jump Pack ===
{| class="wikitable"
|A jump pack enables the wearer to make bounding leaps across the battlefield and make boosted flights over short distances or to the tops of fortress walls. Jump packs also allow Space Marines to deploy from the air – plummeting into battle from low-flying Stormraven Gunships while using controlled bursts of their thrusters to slow their descent.
|}
Models equipped with jump packs add 8" to their movement characteristic.
----
=== Locator Beacon ===
{| class="wikitable"
|Locator beacons are often carried by Scout Bikers or mounted onto Drop Pods, and provide a signalling package, broad-spectrum communicators, and geo-positional tracking. When activated, the beacon uploads detailed positional information to the tactical grid, allowing precision reinforcement by reserve forces.
|}
Friendly units do not scatter when they Deep Strike, so long as the first model is placed within 6" of a model with a locator beacon. The locator beacon must have been on the battlefield at the start of the turn in order for it to be used.
----
=== Narthecium ===
{| class="wikitable"
|The narthecium is used by Space Marine Apothecaries to dispense medical aid, including complex battlefield surgery, to the wounded. The wrist-mounted device also houses a reductor – the mechanism with which the gene-seed of the fallen is recovered, ensuring the Chapter’s future.
|}
As long as the Apothecary is alive, all models in his unit have the Feel No Pain special rule.
----
=== Omniscope ===
{| class="wikitable"
|Centurions make use of omniscopes to better direct their fearsome firepower and pierce the gloom of a hostile galaxy.
|}
A model with an omniscope has the Night Vision and Split Fire special rules.
----
=== Psychic Hood ===
{| class="wikitable"
|Psychic hoods are embedded with arcane constructions of psychically attuned crystals that allow the wearer to extend his psychic protection to nearby allies.
|}
Each time a unit (or model) is targeted by an enemy psychic power and is within 12" of a friendly model with a psychic hood, the wearer of the hood can attempt to Deny the Witch in their stead, as if he were in the target unit. If the Deny the Witch attempt is failed, the psychic power is resolved as normal, but effects only the initial target, not the wearer of the hood.
If a model with a psychic hood is embarked in a vehicle or building, he can only use the hood to nullify powers targeting the vehicle or building he is embarked within.
----
=== Rosarius ===
{| class="wikitable"
|A rosarius is worn by Space Marine Chaplains for protection and as a symbol of office. It emits a protective energy field around the wearer capable of deflecting blows and shots that would smash a ferrocrete bunker. It is said that the stronger the bearer’s belief in the might of the Emperor, the stronger a rosarius’ force field will be.
|}
A rosarius confers a 4+ invulnerable save.
----
=== Servo-harness ===
{| class="wikitable"
|This backpack-mounted contraption is a mobile shrine to the Omnissiah. It incorporates many blessed tools, mechanical limbs and weapons, all of which enable a Techmarine in the field to make battlefield repairs to vehicles, shore up defences, or to assist his brethren in combat.
|}
A servo-harness gives the bearer two servo-arms, a plasma cutter and a flamer. In the Shooting phase, the bearer can fire both harness-mounted weapons, or one harness-mounted weapon and another weapon.
{| class="wikitable"
|
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
|Plasma cutter
|12"
|7
|2
|Assault 1, Gets Hot, Twin-linked
|}
----
=== Signum ===
{| class="wikitable"
|The signum is a communication device that quickly processes and broadcasts targeting data. This ancient piece of technology allows one member of a Space Marine squad to fire with even greater accuracy, battering vital targets with a hail of unerring shots.
|}
At the start of the Shooting phase, a model with a signum can choose to use it instead of shooting. If he does so, one model in his unit is Ballistic Skill 5 for the remainder of the Shooting phase. Declare that the signum is being used before any rolls To Hit are made.
----
=== Space Marine Bike ===
{| class="wikitable"
|Space Marine bikes are fitted with powerful engines, armour plating and bulletproof tyres. Each bike is a versatile fighting platform capable of moving at great speed while remaining steady enough that the rider can fire its in-built armaments. When used by a Space Marine to charge into combat, the speed and weight of the bike itself becomes a formidable weapon.
|}
Models equipped with Space Marine bikes change their unit type to Bike. Space Marine bikes are fitted with a twin-linked boltgun.
----
=== Special Issue Ammunition ===
{| class="wikitable"
|Special issue ammunition encompasses a number of rare and specialist boltgun rounds, each ideally suited to a different victim – dragonfire bolts are hollow shells filled with superheated gas that explode and saturate foes concealed in cover, while kraken bolts sport an adamantine core and improved propellant to penetrate the thickest hide, even at extreme range. Hellfire rounds douse their targets in voracious acids, while the fabled vengeance rounds employ unstable flux core technology that makes them hazardous to use but incredibly effective against armoured targets.
|}
In addition to the normal profile for their boltgun (including boltguns that are part of a combi-weapon), models with special issue ammunition can choose, in each of their Shooting phases, to instead use one of the profiles below until the beginning of their next Shooting phase. All models with special issue ammunition in a unit must use the same profile.
{| class="wikitable"
|
|'''Range'''
|'''S'''
|'''AP'''
|'''Type'''
|-
|Dragonfire bolt
|24"
|4
|5
|Rapid Fire, Ignores Cover
|-
|Hellfire round
|24"
|1
|5
|Rapid Fire, Poisoned (2+)
|-
|Kraken bolt
|30"
|4
|4
|Rapid Fire
|-
|Vengeance round
|18"
|4
|3
|Rapid Fire
|}
----
=== Standard of the Emperor Ascendant ===
{| class="wikitable"
|Woven from threads of spun adamantium in the early days of the Unification of Terra, this banner was carried at the head of the Emperor’s personal guard. It is said that its constant proximity to the Master of Mankind has imbued within it indelible traces of his psychic signature. Whatever the truth of this, its presence is a constant inspiration to those loyal to the Emperor’s cause, instilling them with vigour, valour and determination even as their foes quail in its presence.
|}
A model equipped with the Standard of the Emperor Ascendant has the Fear special rule. In addition, friendly models drawn from the same Chapter as a model equipped with the Standard of the Emperor Ascendant have +1 Attack and the Fearless special rule whilst they are within 12" of that model.
----
=== Storm Shield ===
{| class="wikitable"
|A storm shield is a large, solid shield that has an energy field generator built into it. Though the bulk of the shield offers physical protection, it is the energy field which is more impressive, as it is capable of deflecting almost any attack. Even blows that would normally cut through Terminator armour are turned aside with ease by the protective energies of the storm shield.
|}
A storm shield confers a 3+ invulnerable save. In addition, a model equipped with a storm shield can never claim the +1 Attack for being armed with two Melee weapons in an assault.
----
=== Teleport Homer ===
{| class="wikitable"
|Teleport homers emit a powerful signal enabling orbiting Strike Cruisers to lock onto them with their teleportation equipment. By matching the exact coordinates of this signal, the risk of missing the intended mark is greatly reduced.
|}
Friendly units composed entirely of models in Terminator armour do not scatter when they Deep Strike, so long as the first model is placed within 6" of the teleport homer’s bearer. For this to work, the bearer of the teleport homer must have been on the battlefield at the start of the turn.
----
=== Atomantic Shielding ===
{| class="wikitable"
|One of the Contemptor Dreadnought’s most distinctive features is a series of defensive field generators mounted inside its armour plating and powered by the atomantic power core within.
|}
A Contemptor Dreadnought has a 5+ invulnerable save against all shooting attacks, and a 6+ invulnerable save against all close combat attacks. In addition, if a Contemptor Dreadnought suffers an Explodes! result on the Vehicle Damage table, add 1" to the radius of the resulting explosion.
----
=== Cataphractii Terminator Armour ===
{| class="wikitable"
|One of the first-issued patterns of Tactical Dreadnought armour, the Cataphractii suits are even more armoured than their more modern counterparts, with slab-like ceramite pauldrons housing additional shield generators. This design has the unfortunate side effect of putting further strain on the armour’s servos and slowing the wearer in combat.
|}
Cataphractii Terminator armour confers a 2+ Armour Save and a 4+ invulnerable save. Furthermore, models in Catapractii Terminator armour have the Bulky, Deep Strike and Slow and Purposeful special rules.
A Terminator Captain wearing Cataphractii Terminator armour also re-rolls invulnerable saving throws of 1 to represent the overlapping energy fields projected from both his iron halo and his armour’s in-built shield generators.
A model wearing Cataphractii Terminator armour counts as wearing Terminator Armour for the purposes of embarking within Transport vehicles, the use of teleport homers, and for the purposes of Formation Restrictions.
----
== Space Marine Vehicle Equipment ==
Profiles for the following space marine vehicle equipment can be found in the Warhammer 40,000 rulebook:
• '''D'''ozer Blade
• '''E'''xtra Armour
• '''H'''unter-killer Missile
• '''S'''earchlight
• '''S'''moke Launchers
• '''S'''torm Bolter
=== Ceramite Plating ===
{| class="wikitable"
|These hull plates are thrice-blessed by the Chapter’s Techmarines and anointed with the seven sacred unguents of thermic warding to protect against the extreme conditions of orbital re-entry. Such precautions also serve to thwart the fury of certain weapons, absorbing and dispersing even the most extreme temperatures and microwave emissions.
|}
Melta weapons do not roll an extra D6 armour penetration when shooting a vehicle equipped with ceramite plating at half range or less.
----
=== Frag Assault Launchers ===
{| class="wikitable"
|The hulls of Land Raider Crusaders and Land Raider Redeemers are studded with explosive charges designed to hurl shrapnel at the enemy as the troops inside charge out.
|}
Any unit charging into close combat on the same turn as it disembarks from a transport vehicle equipped with frag assault launchers counts as having frag grenades.
----
=== Ironclad Assault Launchers ===
{| class="wikitable"
|An ironclad assault launcher is loaded with a variety of anti-personnel grenades that disorient enemies and drive them out of cover.
|}
A model equipped with ironclad assault launchers does not suffer the penalty to its Initiative for charging enemies through difficult terrain. Furthermore, enemies charging a model equipped with ironclad assault launchers do not gain bonus Attacks from charging unless the model was already locked in combat from a previous turn.
----
=== Locator Beacon ===
{| class="wikitable"
|Locator beacons are often carried by Scout Bikers or mounted onto Drop Pods, and provide a signalling package, broad-spectrum communicators, and geo-positional tracking. When activated, the beacon uploads detailed positional information to the tactical grid, allowing precision reinforcement by reserve forces.
|}
Friendly units do not scatter when they Deep Strike, so long as the first model is placed within 6" of a model with a locator beacon. The locator beacon must have been on the battlefield at the start of the turn in order for it to be used.
----
=== Siege Shield ===
{| class="wikitable"
|Many Vindicators are equipped with an enormous bulldozer blade, allowing them to shoulder aside battlefield detritus without risk.
|}
A vehicle with a siege shield automatically passes Dangerous Terrain tests.
----
=== Infernum Halo-launcher ===
{| class="wikitable"
|Stormhawk Interceptors are fitted with devices that launch spreads of sanctified chaff-fares.
|}
You can re-roll failed cover saves for a Stormhawk Interceptor that is Jinking.
----
=== Rear Grapples ===
{| class="wikitable"
|A Stormraven can bear a mighty Dreadnought to war.
|}
A Stormraven can transport a single Dreadnought with its rear grapples. An embarked Dreadnought suffers a Strength 10 hit on its rear armour if a Zooming Stormraven is wrecked or suffers a Crash and Burn! result; the hit is Strength 4 if the Stormraven is Hovering.
----
=== Aquila Aegis Field ===
An Aquila aegis field confers a 6+ invulnerable save. In addition, a model with an Aquila aegis field ignores Crew Shaken and Crew Stunned results on the Vehicle Damage table (but still loses a Hull Point).
----
=== Grav-amp ===
When rolling To Wound with this vehicle’s grav-cannon, or to determine its effect on a vehicle, you can re-roll the result. The second result must be kept, even if it is worse.