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Wargear

Contents
Melee Weapons
• Crozius Arcanum
• Relic Blade
• Seismic Hammer
• Servo-Arm
• Siege Drill
Ranged Weapons
• Astartes Grenade Launcher
• Cerberus Launcher
• Conversion Beamer
• Cyclone Missile Launcher
• Deathwind Launcher
• Demolisher Cannon
• Grav-weapons
• Hurricane Bolter
• Icarus Stormcannon Array
• Orbital Strike
• Skyhammer Missile Launcher
• Skyspear Missile Launcher
• Stormstrike Missiles
• Thunderfire Cannon
• Typhoon Missile Launcher
• Whirlwind Multiple Missile Launcher
• 
Combi-bolter
• 
Grenade Harness
• 
Kheres Pattern Assault Cannon
• 
Icarus Stormcannon
• 
Las-talon
• 
Disintegration Combi-gun
• 
Disintegration Pistol
Armour
• Artificer Armour
• Terminator Armour
Special Issue Wargear
• Armorium Cherub
• Auspex
• Camo Cloak
• Chapter Banner
• Cluster Mines
• Combat Shield
• Company Standard
• Digital Weapons
• Grav-amp
• Hellfire Shells
• Iron Halo
• Ironclad Assault Launchers
• Jump Pack
• Locator Beacon
• Narthecium
• Omniscope
• Psychic Hood
• Rosarius
• Servo-harness
• Signum
• Space Marine Bike
• Special Issue Ammunition
• Standard of the Emperor Ascendant
• Storm Shield
• Teleport Homer
• 
Atomantic Shielding
• 
Cataphractii Terminator Armour
Chapter Relics
• Armour of Antilochus
• Armour of Faith
• Black Sword
• Dorn’s Arrow
• Fist of Dorn
• Gauntlet of the Forge
• Gauntlets of Ultramar
• Hood of Hellfire
• Infernus
• Kesare’s Mantle
• Moondrakkan
• Moonfang
• Quietus
• Rod of Tigurius
• Spear of Vulkan
• Standard of the Emperor Ascendant
• Sword of the High Marshals
• Talassarian Tempest Blade
• Teeth of Terra
• The Armour Indomitus
• The Burning Blade
• The Primarch’s Wrath
• The Raven’s Talons
• The Shield Eternal
Space Marine Psychic Powers
• Force Vortex
• 
Fulmination Discipline
  Electrosurge
 1 Electroshield
 2 Electropulse
 3 Lightning Arc
 4 Fists of Lightning
 5 Magnetokinesis
 6 Electrodisplacement
• 
Geokinesis Discipline
  Chasm
 1 Earth Blood
 2 Scorched Earth
 3 Landquake
 4 Phase Form
 5 Warp Quake
 6 Shifting Worldscape
• 
Librarius Discipline
  The Emperor’s Wrath
 1 Veil of Time
 2 Fury of the Ancients
 3 Psychic Fortress
 4 Might of Heroes
 5 Psychic Scourge
 6 Null Zone
• 
Technomancy Discipline
  Subvert Machine
 1 Blessing of the Machine
 2 Machine Curse
 3 Reforge
 4 Warpmetal Armour
 5 Fury of Mars
 6 Machine Flense
Space Marine Vehicle Equipment
• Ceramite Plating
• Frag Assault Launchers
• Ironclad Assault Launchers
• Locator Beacon
• Siege Shield
• 
Infernum Halo-launcher
• 
Rear Grapples
• 
Aquila Aegis Field
• 
Grav-amp
Lords of War Equipment
• 
Hellstrike Missile
• 
Thunderhawk Cannon
• 
Thunderhawk Cluster Bomb
• 
Turbo-laser Destructor
This section of Codex: Space Marines 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 Warhammer 40,000 rulebook:
Chainfist
Force Axe
Power Axe

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
- +2 4 Melee, 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
- +2 3 Melee, Two-handed

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
- x2 1 Melee, 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
- x2 1 Melee, 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
- x2 2 Melee, Armourbane, Specialist Weapon

Ranged Weapons

Profiles for the following ranged weapons can be found in the Warhammer 40,000 rulebook:
Boltgun
Flamer
Lascannon
Meltagun

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 Ordnance 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 Ordnance 1, Barrage, Large Blast
Incendiary castellan 12"-48" 4 5 Ordnance 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:

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 Morale checks, Pinning tests and Fear 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, and drawn from the same Chapter, 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 (2+)

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.
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.

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 gain the Jump unit type.

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, Gets Hot

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.

Chapter Relics

The sacred artefacts of the Adeptus Astartes are items of incredible rarity, bestowing great power upon the Space Marines that carry them. Only one of each of the following items may be chosen per army.


Only one of each Chapter Relic may be taken per army. A model may replace one weapon with one of the following:

The Primarch’s Wrath 20 pts
Teeth of Terra 35 pts
The Shield Eternal 50 pts
The Burning Blade 55 pts
The Armour Indomitus1 60 pts
1 Does not replace one of the character’s weapons. May not be chosen by models wearing Terminator armour.

Armour of Antilochus

This exceptionally ornate war-panoply was crafted by the Tech-Priests of Ademax Primus.
This is a suit of Terminator armour that does not prevent Sweeping Advances and includes a teleport homer.

Armour of Faith

Crafted by master artisans, these sacred suits are inscribed with wards and catechisms of hatred.
The Armour of Faith confers a 2+ armour save and a 4+ invulnerable save.

Black Sword

Each Black Sword is a masterpiece of jet-black solarite with an edge that can shear adamantium.

Range S AP Type
- +2 2 Melee, Master-crafted

Dorn’s Arrow

This ancient and venerated storm bolter has reaped a mighty tally in the Emperor’s name.

Range S AP Type
24" 4 4 Assault 4

Fist of Dorn

This ancient weapon embodies the belligerent wrath for which the Imperial Fists are famed.

Range S AP Type
- +6 1 Melee, Concussive, Master-crafted, Specialist Weapon, Unwieldy

Gauntlet of the Forge

None can endure Vulkan’s fiery rage.
The Gauntlet of the Forge is a heavy flamer that incorporates a set of digital weapons.

Gauntlets of Ultramar

These masterwork gauntlets were acquired by Roboute Guilliman himself when he defeated a mighty champion of the Dark Gods in single combat.
Each Gauntlet of Ultramar can be used as a Melee weapon with the Melee weapon profile below. The combined pair can also be fired as a ranged weapon, using the ranged weapon profile below.

Range S AP Type
- x2 2 Melee
24" 4 2 Assault 2

Hood of Hellfire

This hood incorporates a psychic amplifier, granting Tigurius unparalleled control over his mental powers.
The Hood of Hellfire is a psychic hood. Furthermore, it enables Tigurius to re-roll failed Psychic tests.

Infernus

Infernus is an ornate combi-flamer crafted and sanctified by Cassius himself. Infernus is loaded with specialised hellfire shells whose warheads are filled with a powerful mutagenic acid. Since the First Tyrannic War, every one of these rounds has been painstakingly inscribed by Cassius with the name of a battle-brother slain by the Tyranids.

Range S AP Type
Bolter (with hellfire rounds) 24" 1 5 Rapid Fire, Master-crafted, Poisoned (2+)
Flamer Template 4 5 Assault 1, One use only

Kesare’s Mantle

This drakescale cloak was made from the nearinpenetrable hide of the infamous salamander Sho’Valla.
Kesare’s Mantle confers a 3+ invulnerable save.

Moondrakkan

The bike Moondrakkan was originally commissioned for the fourth Master of the Hunt.
Moondrakkan is a Space Marine bike that makes D3 Hammer of Wrath attacks instead of 1.

Moonfang

This ancient power sword possesses a voracious machine spirit that knows its prey’s weak spots.

Range S AP Type
- User 3 Melee, Prey’s Bane

Prey’s Bane: When attacking with a weapon that has this special rule, a To Wound roll of 6 causes a Wound regardless of the target’s Toughness. This Wound is resolved with the Instant Death special rule.

Quietus

Telion’s modified stalker pattern boltgun sports a simple targeter and is loaded with silenced bolter rounds. In Telion’s hands, this gun can end wars with a single shot.

Range S AP Type
36" X 5 Heavy 2, Sniper

Rod of Tigurius

The Rod of Tigurius allows the Chief Librarian to blast his foes’ souls from their bodies.

Range S AP Type
- +2 4 Melee, Concussive, Force, Master-crafted, Soul Blaze

Spear of Vulkan

The incandescent blade of this polearm can set even ceramite ablaze.

Range S AP Type
- +2 3 Melee, Master-crafted, Two-handed

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.

Sword of the High Marshals

Legends say that, after failing to protect the Emperor, Rogal Dorn broke his sword in anger. Sigismund decreed that the Sword of the High Marshals should incorporate shards of Dorn’s shattered weapon, forever reminding them of their duty.

Range S AP Type
- User 3 Melee, Master-crafted, Legacy of Dorn

Legacy of Dorn: The Sword of the High Marshals gives High Marshal Helbrecht a Charge Bonus of D3 Attacks instead of one.

Talassarian Tempest Blade

Sicarius’ ancestral sword possesses a legendary sharpness and has slain many heretics and xenos, often in a single stroke.

Range S AP Type
- User 3 Melee, Coup de Grâce

Coup de Grâce: When Captain Sicarius makes close combat attacks, he can choose instead to make a single coup de grâce Attack. This Attack has +2 Strength and the Instant Death special rule.

Teeth of Terra

The origins of the Teeth of Terra lie shrouded in mystery. Mentions of this large, obsidian-toothed chainsword can be found dotted throughout the histories of many Space Marine Chapters, yet the weapon itself can be traced to no artisan’s hand, nor can it be found in any Chapter’s armoury save in times of the greatest need. What is certain is that, when wielded in battle by a true hero of the Imperium, the Teeth of Terra strikes with the force of a thunderbolt. The more formidable the odds its wielder faces, the louder the blade’s engines growl in its hunger to lay low the foes of Mankind.

Range S AP Type
- +2 3 Melee, Concussive, Rampage, Specialist Weapon

The Armour Indomitus

The Armour Indomitus is an ancient suit of artificer armour forged long before the Horus Heresy. Those Masters of the Forge who have completed a pilgrimage in order to study it first-hand maintain that the battle plate has provided the blueprint for each model of power armour since its inception. Unlike the plasteel and ceramite of modern power armour, the Armour Indomitus is made from layered plates of raw adamantium, making it extremely heavy but all but unbreachable by conventional weaponry. In the face of even heavier fire, it also incorporates a shimmering force field, the secrets of which have long been lost to modern artificers.
The Armour Indomitus confers a 2+ armour save and a 6+ invulnerable save. Once per game, at the beginning of any phase, the wearer can choose to temporarily push the armour’s force field to its limit. For the duration of that phase, the Armour Indomitus confers a 2+ invulnerable save.

The Burning Blade

This ancient broadsword is so large and dense that only a Space Marine could lift it, let alone wield it in battle. It was recovered from the wreckage of Horus’ Battle Barge, the only unblemished artefact in a chamber crawling with the filthy taint of Chaos. Some artificers have posited that it was wielded by the Emperor himself, and that it is the Master of Mankind’s greatness that shines out from its sacred steel. In the heat of battle, the sword blazes so bright that it can melt the ceramite armour of the battle-brother who wields it, but even mortal danger cannot stay the wrath of the Space Marines for long.

Range S AP Type
- +3 2 Melee, Blind, Incandescent

Incandescent: At the end of an Assault phase in which the bearer made one or more To Hit roll with the Burning Blade, roll a D6. On a roll of a 2+, nothing happens. On the roll of a 1, the bearer takes a Strength 4 AP2 hit.

The Primarch’s Wrath

The ancient boltgun known as the Primarch’s Wrath is believed to have come from the personal weapons collection of Roboute Guilliman, and has dispensed thunderous death to the foes of Mankind for millennia. Chased in Theldrite moonsilver and inscribed in microscopic lettering with every treatise on tactics that Guilliman ever penned, this weapon’s quality is such that it allows its wielder to sweep away great swathes of the enemy with a storm of lethal fragmenting bolts.

Range S AP Type
24" 4 4 Salvo 3/5, Master-crafted, Shred

The Raven’s Talons

These exquisitely-crafted talons are reputedly unbreakable and can cut through the toughest armour with ease.
Each Raven’s Talon can be used as a Melee weapon with the following profile.

Range S AP Type
- User 3 Melee, Master-crafted, Rending, Shred

The Shield Eternal

The Shield Eternal is believed to have been a gift from Rogal Dorn to his seneschal during the dark days of the Horus Heresy. This magnificently worked storm shield is a bulwark against which all the wrath of a hateful galaxy can crash. Its warding powers turn aside the maleficent attentions of the witch and the Daemon, safeguarding its wearer from mortal blows and perfidious Warpcraft alike.
The Shield Eternal is a storm shield. In addition, the bearer of the Shield Eternal gains the Adamantium Will and Eternal Warrior special rules.

Space Marine Psychic Powers


Force Vortex

The Librarius creates a globe of coruscating psychic energy that tears apart the molecular bonds of anything it touches.
Warp Сharge: 4
Force Vortex is a witchfire power with the following profile:

Range S AP Type
24" D 1 Heavy 1, Large Blast, Vortex

Fulmination Discipline


Electrosurge

(Primaris Power)
Electrokinetic energy surges through the psyker’s veins and arcs between his fingertips. With a gesture, it leaps forth to transform flesh into charred meat.
Warp Сharge: 1
Electrosurge is a witchfire power with the following profile:

Range S AP Type
18" 5 4 Assault 6

1

Electroshield

With a thought, the psyker summons a crackling shield of electrokinetic energy to ward away the bullets and blows of the enemy.
Warp Сharge: 1
Electroshield is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker has a 3+ invulnerable save.
2

Electropulse

The psyker concentrates his power into a raging cyclone of electromagnetic energy that spirals outwards before detonating in a shock wave that causes machine circuits to sputter and die.
Warp Сharge: 1
Electropulse is a nova power with the following profile:

Range S AP Type
9" 1 - Assault 1, Haywire

3

Lightning Arc

Bolts of Warp lightning leap forth from the psyker’s eyes and mouth, arcing violently among the enemy forces and leaving death in their wake.
Warp Сharge: 2
Lightning Arc is a witchfire power with the following profile:

Range S AP Type
18" 5 4 Assault D6, Lethal Discharge

Lethal Discharge: After this attack has been resolved against the target, roll a dice for every other enemy unit within 6" of the target. On the roll of a 4 or more, that unit suffers D6 Strength 5 AP4 hits that are Randomly Allocated.
4

Fists of Lightning

The psyker summons crackling coronae of living lightning that surround his fists. Whenever enemies are struck, incandescent arcs of lethal energy leap forth to course through their ranks.
Warp Сharge: 1
Fists of Lightning is a blessing that targets the Psyker. Whilst this power is in effect, the Psyker adds 1 to both his Strength and Attacks. In addition, each time the Psyker hits an enemy unit in close combat, that unit suffers two additional Strength 5 AP- hits.
5

Magnetokinesis

The psyker surrounds his allies in a bubble of magnetokinetic force before levitating them across the battlefield to a tactically superior position.
Warp Сharge: 2
Magnetokinesis is a blessing that targets a single unit within 18". Unless the target is Zooming, Swooping or is locked in combat, it can immediately make a move of up to 18". The unit can move over all other models and terrain as if they were open ground, but it cannot end its move on top of other models or impassable terrain. Any model that starts or ends this move in difficult terrain must take a Dangerous Terrain test. The unit cannot charge in the same turn that it was moved using this power, and all models in the unit count as having moved in the Movement phase for the purposes of shooting weapons in the Shooting phase.
6

Electrodisplacement

The psyker bends the power of the Warp and an eldritch bolt of lightning flashes across the battlefield. In an instant, the psyker has displaced himself, switching his location with that of his allies.
Warp Сharge: 2
Electrodisplacement is a blessing that targets a single non-vehicle unit within 24". Remove all models in the target unit except one, then swap the position of the Psyker with that model. Then, set up all models from the Psyker’s unit (if any) within 6" and unit coherency of the Psyker, and set up all remaining models from the swapped model’s unit within 6" and unit coherency of that model.

If either unit was locked in combat, the displaced unit is now locked in combat with that enemy - models cannot otherwise be placed within 1" of an enemy model.

Unless locked in close combat, these units can charge in the same turn.

Geokinesis Discipline


Chasm

(Primaris Power)
The psyker slams his hands together, and then pulls them slowly apart. As he does so, a wide chasm filled with lava opens under an enemy unit.
Warp Сharge: 2
Chasm is a psychic power that targets an enemy unit within 18" of the Psyker that is not locked in combat. All models in the enemy unit must immediately take a Dangerous Terrain test with no armour saves allowed (invulnerable saves can be taken normally). This psychic power has no effect on Swooping or Zooming units.
1

Earth Blood

The psyker draws on the very life force of the planet upon which he treads, sending forth a surge of healing energy that spreads up from the ground and into those standing nearby.
Warp Сharge: 1
Earth Blood is a blessing that targets a single friendly non-vehicle character within 18". The target immediately regains D3 wounds lost earlier during the battle. In addition, whilst the power is in effect, the target and all models in their unit have the It Will Not Die special rule.
2

Scorched Earth

The psyker focusses his mental powers on an area of nearby ground. The once-solid surface begins to writhe and burn, spewing rocks and lava into the air and turning the area into a quagmire of fire and magma.
Warp Сharge: 1
Scorched Earth is a malediction that targets a point on the battlefield within 24" of the Psyker. Choose the point when the power is manifested. Each unit within 6" of that point immediately suffers a single Strength 5 АР4 hit with the Ignores Cover special rule (hits are Randomly Allocated). In addition, whilst the power is in effect, all terrain (including open ground) within 6" of the point chosen is treated as being dangerous terrain.
3

Landquake

The psyker stamps down hard upon the ground, triggering a violent shock wave that ripples outwards and knocks enemy warriors from their feet.
Warp Сharge: 1
Landquake is a malediction that targets all enemy units within 18". Whilst this power in effect, the targets move as though they were in difficult terrain. Furthermore, whilst this power is in effect, the targets cannot Run, Turbo-boost, or move Flat Out. This psychic power has no effect on Swooping or Zooming units.
4

Phase Form

The psyker creates an anomaly that pushes an ally out of sync with reality. Objects lose some of their substance, alloiving the ally to pass through them when it moves or see through them when it attacks.
Warp Сharge: 1
Phase Form is a blessing that targets a single friendly unit within 24". Whilst the power is in effect, the unit has the Move Through Cover special rule and all of its weapons have the Ignores Cover special rule. In addition, the unit does not need line of sight in order to attack an enemy unit in the Shooting phase - as long as the target is in range, it can be shot at.
5

Warp Quake

The psyker focusses on a building and balls his hand into a tight fist. As his hand starts to shudder, so too does the building, until it starts to crumble and collapse.
Warp Сharge: 1
Warp Quake is a witchfire power that targets either a single building or a single piece of Ruins terrain within 24".

If you targeted a building, roll a dice; on a roll of 1-3, the building suffers a glancing hit, and on a roll of 4-6, it suffers a penetrating hit.

If you targeted a piece of Ruins terrain, roll a dice for each unit that is even partially within those ruins: on a 4 or more, that unit suffers D6 Strength 6 AP- hits as they are struck by falling debris. These hits are Randomly Allocated.
6

Shifting Worldscape

The psyker tears the landscape asunder, raising up an area of ground and everything standing upon it, and moving it through the air to a new location.
Warp Сharge: 3
Shifting Worldscape is a psychic power that targets a single terrain feature within 24" of the Psyker and in their line of sight. The terrain feature must be one that can be physically picked up and placed in a different location on battlefield. Move the terrain to an area of open ground anywhere on the battlefield within 24" of its starting position, so long as it is more than 1" away from any other models or other terrain features after the relocation is complete.

Any units that have all of their models on the piece of terrain are moved with it. If a unit has only a portion of its models on the terrain feature, then the models that occupy the terrain piece are immediately moved off it by their player, in the same manner as a model disembarking from a vehicle (treating the edge of the terrain as an Access Point and ending this move wholly within 6” of the terrain and in coherency).Models moved in this way must then take a Dangerous Terrain test.

Librarius Discipline


The Emperor’s Wrath

(Primaris Power)
Crackling bolts of psychic force leap from the Librarian’s gauntlet, tearing through armour to annihilate the enemies of the Imperium.
Warp Сharge: 1
The Emperor’s Wrath is a witchfire power with the following profile:

Range S AP Type
18" 5 3 Assault 1, Blast

1

Veil of Time

The psyker projects his will beyond the regular passage of time, taking in the strands of fate before returning to the present to sway the tide of battle.
Warp Сharge: 2
Veil of Time is a blessing that targets the Psyker’s unit. Whilst the power is in effect, the Psyker and his unit can re-roll all failed saving throws.
2

Fury of the Ancients

Calling upon the myths and legends of his Chapter’s home world, the psyker sends forth a terrifying monstrosity wrought from psychic energy.
Warp Сharge: 1
Fury of the Ancients is a beam with the following profile:

Range S AP Type
20" 6 4 Assault 1, Pinning

3

Psychic Fortress

Drawing on boundless reserves of inner strength, the psyker shields his mind - and those of his brethren - from the threat of sorcerous assault.
Warp Сharge: 1
Psychic Fortress is a blessing that targets the Psyker. Whilst the power is in effect, all friendly units within 12" of the Psyker have the Fearless and Adamantium Will special rules. In addition, whilst this power is in effect, all friendly units within 12" of the Psyker have a 4+ invulnerable save against any Wounds caused by witchfire powers.
4

Might of Heroes

The psyker cages the immense power of the Immaterium within his physical form and becomes the Emperor’s vengeance made manifest.
Warp Сharge: 1
Might of Heroes is a blessing that targets the Psyker. Whilst the power is in effect, add 2 to the Psyker’s Strength, Toughness, Initiative and Attacks.
5

Psychic Scourge

The psyker pits his superhuman willpower against that of an enemy sorcerer in a battle of mental fortitude, seeking to scour arcane knowledge from the foul witch’s mind.
Warp Сharge: 1
Psychic Scourge is a malediction that targets an enemy Psyker within 24". The Psyker manifesting this power rolls two dice and adds their Mastery Level to the highest result. The other Psyker rolls a single dice and adds their Mastery Level to the result.
  • If the enemy Psyker’s result is higher, there is no effect.
  • If the scores are drawn, or your result is higher than the enemy Psyker’s, the target suffers a Wound with no saves of any kind allowed and, whilst this power is in effect, can only successfully manifest Warp Charge points on the roll of a 6.
  • Finally, if your result is at least 3 points higher than that of the enemy Psyker’s, then they also lose a randomly chosen psychic power - they cannot use it for the rest of the battle.

6

Null Zone

The psyker unleashes the full might of his mind to cast down his target’s defences, both technological and mystical, rendering them vulnerable to the retribution of the Adeptus Astartes.
Warp Сharge: 2
Null Zone is a malediction that targets an enemy unit within 24". Whilst the power is in effect, all models in the target unit suffer a -2 penalty to any invulnerable saves they have. This is cumulative with any other modifiers to a model’s invulnerable save, but cannot make it worse than 6+.

Technomancy Discipline


Subvert Machine

(Primaris Power)
The psyker imposes his will upon an enemy machine spirit, forcing it into a state of dormancy or confusion, or even causing it to fire upon its own allies.
Warp Сharge: 1
Subvert Machine is a malediction that targets a single enemy vehicle within 18". If this power is successfully manifested, randomly select one of the vehicle’s weapons (do not include Bombs, weapons with the One Use Only/One Shot Only special rule that have already fired, and weapons that have been destroyed). Then, you and your opponent each roll a dice and look up the result below:
  • If your opponent rolls higher, nothing happens.
  • If the results are drawn, then that weapon can only fire Snap Shots whilst this power is in effect.
  • If you roll higher, you can immediately shoot with that weapon at another enemy unit - the weapon fires using the vehicle’s Ballistic Skill, unless the vehicle is Crew Stunned or Shaken, in which case the weapon can only fire Snap Shots.

1

Blessing of the Machine

A dormant machine spirit is coaxed into vital life by the psyker’s mental impulse. Though granted only fleeting animus, when such a spirit is roused from its slumber, it will not hesitate to lash out at those it deems a threat.
Warp Сharge: 1
Blessing of the Machine is a blessing that targets a single friendly vehicle within 24". Whilst the power is in effect, the target vehicle ignores the effects of Crew Shaken and/or Crew Stunned damage results and has the Power of the Machine Spirit special rule. If the vehicle already has this special rule, it instead increases its Ballistic Skill by 1 whilst this power is in effect.

If the Psyker is embarked on a Transport vehicle, he may still attempt to manifest this psychic power, but may only target the vehicle he is embarked upon.
2

Machine Curse

The psyker’s otherworldly vision penetrates the vehicle’s armoured shell, laying bare its vulnerable inner workings to his destructive manipulation.
Warp Сharge: 1
Machine Curse is a focussed witchfire power that targets a single enemy vehicle unit within 18". The target model immediately suffers D3 Strength 1 АР- hits with the Haywire special rule.
3

Reforge

The psykers mind communes with the machine spirit of a damaged vehicle, soothing its pain as otherworldly energies reforge its wounded hull.
Warp Сharge: 1
Reforge is a blessing that targets a single friendly vehicle within 24". The controlling player can choose for the target vehicle either to immediately recover one Hull Point lost earlier in the battle, or repair a Weapon Destroyed or Immobilised result suffered earlier in the battle. In addition, the target vehicle has the It Will Not Die special rule whilst this power is in effect.

If the Psyker is embarked on a Transport vehicle, he may still attempt to manifest this psychic power, but may only target the vehicle he is embarked upon.
4

Warpmetal Armour

At the psyker’s command, Warp energy temporarily coalesces into a steely metal, bolstering the armour of nearby tanks or wrapping allies in a second skin capable of turning aside bullet and blade alike.
Warp Сharge: 2
Warpmetal Armour is a blessing that targets a single friendly unit within 24". If this power targets a vehicle unit, then whilst it is in effect add 1 to all the Armour Values (Front, Sides and Rear) of models in that unit. If this power targets a non-vehicle unit, then whilst it is in effect add 1 to the Toughness of all models in the target unit.

If the Psyker is embarked on a Transport vehicle, he may still attempt to manifest this psychic power, but may only target the vehicle he is embarked upon.
5

Fury of Mars

The psyker channels the mechanical wrath of the Omnissiah into an enormous, Warp-fuelled pulse that surges forth in an invisible wave to unleash ruin upon the impure technology of the foe.
Warp Сharge: 1
Fury of Mars is a beam with the following profile:

Range S AP Type
18" 1 - Assault 1, Haywire

6

Machine Flense

The psyker’s mind lashes out at an enemy war machine to shred its armoured hull. Not yet satisfied with the damage he has wrought, the psyker redirects the jagged fragments he has torn free to assail yet more of his foes.
Warp Сharge: 2
Machine Flense is a focussed witchfire that targets a single enemy vehicle unit within 18". The target immediately loses D3 Hull Points. For each Hull Point that the vehicle loses, the Psyker inflicts D6 Strength 4 AP6 hits with the Rending special rule on a single enemy unit within 12" of the target vehicle. You can choose a different target for each Hull Point lost in this way if you wish.

Space Marine Vehicle Equipment

Profiles for the following space marine vehicle equipment can be found in the Warhammer 40,000 rulebook:

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.

Lords of War Equipment


Hellstrike Missile


Range S AP Type
70" 8 3 Ordnance 1, One use only

Thunderhawk Cannon


Range S AP Type
72" 8 3 Primary weapon 1, Massive Blast

Thunderhawk Cluster Bomb


Range S AP Type
- 6 4 Heavy 6, Bomb, Apocalyptic Barrage

Turbo-laser Destructor


Range S AP Type
96" D 2 Primary weapon 1, Large Blast