ASTARTES WARGEAR

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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.

Melee Weapons

A model may replace his boltgun, bolt pistol and/or Melee weapon with one of the following:

Chainsword free
Lightning claw 3 pts
Power weapon 5 pts
Power fist 10 pts
Thunder hammer 15 pts

Ranged Weapons

A model may replace his boltgun, bolt pistol and/or Melee weapon with one of the following:

Boltgun free
Storm bolter 5 pts
Hand Flamer 5 pts
Combi-flamer, -grav, -melta or -plasma 10 pts
Grav-pistol1 10 pts
Plasma pistol 10 pts

1 May not be taken by Legion of the Damned.

Terminator Weapons

A model wearing Terminator armour may replace his storm bolter with one of the following:

Combi-flamer, -melta or -plasma 5 pts
Lightning claw Free
Thunder hammer 10 pts

A model wearing Terminator armour may replace his power weapon with one of the following:

Lightning claw Free
Storm shield 5 pts
Power fist Free
Chainfist Free
Thunder hammer 10 pts

Heavy Weapons

A model may replace his boltgun with one of the following:

Heavy bolter 10 pts
Heavy flamer1 10 pts
Multi-melta 10 pts
Missile launcher (with frag and krak missiles) 15 pts
○ May also take flakk missiles 10 pts
Plasma cannon 15 pts
Lascannon 20 pts
Grav-cannon and grav-amp2 20 pts

1 Sternguard Veterans and Legion of the Damned only.

2 May not be taken by Legion of the Damned.

Special Weapons

A model may replace his Melee weapon or boltgun with one of the following:

Flamer 5 pts
Meltagun 10 pts
Grav-gun1 15 pts
Plasma gun 15 pts

1 May not be taken by Legion of the Damned.

Special Issue Wargear

A model may take up to one of each of the following:

Auspex 5 pts
Melta bombs 5 pts
Teleport homer 5 pts
Digital weapons 10 pts
Jump pack1,2 15 pts
Space Marine bike1 20 pts

1 May not be taken by models wearing Terminator armour. Note that these pieces of wargear are mutually exclusive. For example, a Librarian riding a Space Marine bike may not also take a jump pack.

2 May not be taken by a Techmarine.

Dreadnought Weapons

A model may replace its multi-melta with one of the following:

Twin-linked autocannon 5 pts
Twin-linked heavy bolter 5 pts
Twin-linked heavy flamer 5 pts
Plasma cannon 5 pts
Assault cannon 10 pts
Twin-linked lascannon 15 pts

Space Marine Standards

A model may take up to one of the following:

Company standard1 15 pts
Chapter banner (one per army)2 25 pts
Standard of the Emperor Ascendant (one per army) 60 pts

1 Command Squad only.

2 Honour Guard only.

Space Marine Vehicle Equipment

A model may take up to one of each of the following:

Dozer blade1 5 pts
Storm bolter 5 pts
Extra armour 10 pts
Hunter-killer missile 10 pts

1 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:

Chainfist

Chainsword

Close Combat Weapon

Eviscerator

Force Axe

Force Stave

Force Sword

Lighting Claws

Power Axe

Power Fist

Power Lance

Power Maul

Power Sword

Thunder Hammer

Crozius Arcanum

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.
Range S AP Type
Melee +2 4 Concussive

Relic Blade

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.
Range S AP Type
Melee +2 3 -

Seismic Hammer

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.
Range S AP Type
Melee x2 1 Concussive, Specialist Weapon, Unwieldy

Servo-Arm

Techmarines and Servitors are equipped with powerful servo-arms that can be used for battlefield repairs or even be put to use as weapons.
Range S AP Type
Melee x2 1 Specialist Weapon, Unwieldy

Siege Drill

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.
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:

Assault Cannon

Autocannon

Bolt Pistol

Boltgun

Combi-weapons

Flamer

Flamestorm Cannon

Heavy Bolter

Heavy Flamer

Lascannon

Meltagun

Missile Launchers

Multi-melta

Plasma Cannon

Plasma Gun

Plasma Pistol

Sniper Rifle

Space Marine shotgun

Storm Bolter

Astartes Grenade Launcher

Scout Bikers can employ grenade launchers outfitted with adaptive targeters to compensate for the high speeds at which they hurl themselves at the enemy.
Range S AP Type
Frag grenade 24" 3 6 Rapid Fire, Blast
Krak grenade 24" 6 4 Rapid Fire

Cerberus Launcher

The cerberus launcher unleashes a barrage of anti-personnel warheads interspersed with sanctified anti-sensory munitions that blind and disorient the foe.
Range S AP Type
18" 4 6 Heavy 1, Blind, Large Blast

Conversion Beamer

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.

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

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.

Range S AP Type
Frag missile 48" 4 6 Heavy 2, Blast
Krak missile 48" 8 3 Heavy 2

Deathwind Launcher

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.
Range S AP Type
12" 5 - Heavy 1, Large Blast

Demolisher Cannon

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.
Range S AP Type
24" 10 2 Ordnance 1, Large Blast

Grav-weapons

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.
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

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

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.
Range S AP Type
48" 7 4 Heavy 3, Interceptor, Skyfire

Orbital Strike

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.
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

These weapons fire volleys of missiles that smash into their targets with devastating force – perfect for turning armoured vehicles into scrap metal.
Range S AP Type
60" 7 4 Heavy 3

Skyspear Missile Launcher

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.
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

Stormstrike missiles detonate with a thunderous boom that leaves those caught in the blast radius reeling and disoriented.
Range S AP Type
72" 8 2 Heavy 1, Concussive, One use only

Thunderfire Cannon

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.

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

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.
Range S AP Type
Frag missile 48" 4 6 Heavy 2, Blast
Krak missile 48" 8 3 Heavy 2

Whirlwind Multiple Missile Launcher

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.

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

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.
Range S AP Type
24" 4 5 Rapid Fire, Twin-linked

Grenade Harness

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.

Range S AP Type
8" 3 - Assault 2, Blast

Kheres Pattern Assault Cannon

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.
Range S AP Type
24" 6 4 Heavy 6, Rending

Icarus Stormcannon

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.
Range S AP Type
48" 7 4 Heavy 3, Interceptor, Skyfire

Las-talon

This weapon fires two blasts of laser energy in quick succession, ensuring a clean kill against even the heaviest armoured targets.
Range S AP Type
24" 9 2 Heavy 2

Disintegration Combi-gun

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.

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

The design of these dangerous side arms has long since been lost, and the few that remain are revered beyond measure.
Range S AP Type
9" 5 2 Pistol, Gets Hot, Instant Death

Armour

Artificer Armour

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

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:

Frag Grenades (see assault grenades)

Krak Grenades

Melta Bombs

Armorium Cherub

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

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

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

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

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

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

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

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

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

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.

Range S AP Type
24" 1 - Heavy 1, Blast, Poisoned (3+)

Iron Halo

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

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

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

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

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

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

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

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

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.

Range S AP Type
Plasma cutter 12" 7 2 Assault 1, Gets Hot, Twin-linked

Signum

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

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

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.

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

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

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

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

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

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:

Dozer Blade

Extra Armour

Hunter-killer Missile

Searchlight

Smoke Launchers

Storm Bolter

Ceramite Plating

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

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

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

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

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

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

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.