Master Wargear List

There has been enough additional wargear printed in different sources from new Codexes to old issues of White Dwarf that it is increasingly difficult for new players to get a complete list of wargear.  This page is an attempt to compile a list of all "official" wargear currently in Warhammer 40K.  By official, I mean only those items that have appeared in army Codexes and White Dwarf.  Items from unofficial sources like Citadel Journal are not included here.

Keep in mind that list is for reference only and the descriptions of the items represent a summary of the actual text on each card.  People using these items in games are strongly encouraged to get an actual copy of the wargear card as my interpretation of the card's effects may not me the same as yours.

Click on one of the following wargear lists to see the list

Wargear
Cards
Vehicle
Cards
Chaos
Rewards
Vehicle Weapon
Conversions
Tyranid
Biomorphs
Sisters of Battle
Relics

Wargear Cards

Name

Points

Restrictions

Rarity

Description

Unique

One per army maximum. Carried by listed special character only unless agreed upon by players

Rare

Limited by the number of cards printed

Uncommon

Any number of uncommon items may be used

Red Grail

100

Blood Angels Apothecary only.

Unique

Blood Angels within 12" gain +2M, +1WS, and +1S.

Chaos Terminator Armor

70

Abaddon only.

Unique

Armor save of 2+ on 2D6 and 4+ nullify if wearer target/affected by psychic powers.

Banner of Macragge

50

Ultramarines only.

Unique

Holder of the banner is immune to psychology and causes fear.

Force Field Projekta

50

Mekaniaks only

Rare

Makes impenetrable field 12" long within 18". Roll 4+ for field to keep working on subsequent Ork turns.

Shroud of Sanguinius

50

Guardian of the Shroud only.

Unique

Blood Angels within 12" of the shroud when it is turned off suffer effects of Frenzy. Bearer is never affected.

Standard of Devastation

50

Bearer of the Sacred Standard only

Unique

Dark Angels within 6" may shoot at chargers as if on overwatch.

Standard of Fortitude

50

Bearer of the Sacred Standard only

Unique

Dark Angels within 6" may move 4" and rapid fire.

Vaxxine Squig

50

Painboyz only

Rare

Entire army is immune to Virus effects.

Virus Grenade

50

Rare

2" Blast. Unprotected models under blast marker are killed on 3+. For each model that dies roll D6 to determine contact range and unprotected models die on 4+, etc.

Vortex Grenade

50

Rare

Anything covered by template is destroyed, 4+ roll for those touched. During each turn roll on 1-2: vortex disappears, 3-4: remains as is, 5-6 moves D6" in random direction. One use only.

Wolf Helm of Russ

50

Space Wolves only.

Unique

Any Space Wolves that can see the wearer will automatically pass any break or psychology test. The wearer causes fear.

The Maugetar

45

Eldar only.

Unique

Shuriken Cannon: 0-20" +1, 20-40": +0, S6, damage D4, -4 save. D6+D4+6, 2 sustained fire dice, ignore jams. Close combat: S8, damage D3, -4 save, D6+D3+D20+8.

Bright Lance

40

Eldar only.

Uncommon

0-12": +1, 12-36": +0, S8, damage D8, -6 save, D6+D8+8 penetration.

Graviton Gun

40

Imperial Tech-Priests and Squat Engineers only

Rare

Living targets are immobilised for remainder of game and may use psychic powers only. Vehicles are penetrated automatically with +1 damage result.

Rod of Tigurius

40

Chief Librarian Tigurius only

Unique

Powers used by the rod cannot be nullified and Tigurius suffers D6-4 wounds.

Cybork Body

35

Orks only

Rare

+2S and +2W model is AV15 and suffers 1 wound for each point weapon penetrates.

Power Field

35

Rare

2+ unmodified save. No protection in HTH combat and model counts as encumbered in HTH combat.

The Animus Malorum

35

Centurius only.

Unique

Target enemy within 12" and roll D6 for each force card 1-3. If score more than target's LD model is dead and a Legion of the Damned model is resurrected.

The Rune Staff Stormcaller

35

Njal Stormcaller only.

Unique

May store and begins game with 3 force cards. Strength increased by mastery level and Stormcaller gains +1A and +1I.

The Tyrant's Claw

35

Huron Blackheart only.

Unique

Close Combat: S8, damage 1, -5 save, D6+D20+8 penetration, parry OR shoot: Heavy flamer template: S5, damage D3, -3 save, D6+D3+5.

Eldar Spirit Stone

30

Eldar psykers only.

Uncommon

Draw one extra force card per mastery level. One use only.

Kustom Blasta

30

Orks only

Uncommon

0-16": +0, 16-36": -1, damage 1, -1 save, D3" blast. Roll artillery dice for S with misfire destroying the blasta and giving model a S4 hit

Psycannon

30

Imperium only.

Rare

0-8": +2, 8-16": +1, S4, damage 1, -2 save, D6+4 penentration, sustained fire 1 die. Psykers and demons are wounded automatically with no save and lose 1 psychic power if wounded.

The Chirurgeon

30

Fabius Bile only

Unique

Frenzon Dispenser for Fabius, roll additional 2 attack dice. See Chaos Codex.

The Talon of Horus

30

Abaddon only.

Unique

Causes terror in imperial forces (Blood Angels suffer hatred instead) can shoot: 0-12": +1, 12-24": +0, S5, damage 1, -2 save, D6+5 penetration, 1 sustained fire die OR close combat: S8, damage D3, -5 save, D3+D6+D20+8 penetration, parry.

The Wulfen Stone

30

Space Wolves only.

Unique

Non-Demonic foes charged by model with stone must make an immediate break test on 3D6

Warp Jump

30

Rare

Model may teleport instead of moving normally. Use scatter die and move model 2D10 inches in direction of arrow. On double 1 model is destroyed.

Black Staff of Ahriman

25

Ahriman only.

Unique

Reduces casting cost of psychic power by 1 and gives Ahriman +4 S.

Blades of Reason

25

Interrogator Chaplains and master Chaplains only

Rare

Close Combat Weapon: S5, damage 1, -2 save, D6+3 penetration. Any living model wounded is a casualty

Combat Drugs

25

Rare

Model gains Mx2, Ix2, Ax2, T+1, S+1. Roll at end of the model's turn: on 5+ model takes 1 wound. Effects last until model is wounded. One use only. May not be used with Frenzon.

Demon Weapon

25

Chaos Only

Rare

+2WS, +2S, always wounds psykers or demons on 2+, living models that are wounded must pass a LD test or be killed outright

Eversor Combat Drugs

25

Eversor Assassin only.

Rare

May triple move for a turn, or stay at zero wounds until end of opponents turn, or on 4+ fight another round of HTH combat after the follow-up move.

Firepike

25

Uncommon

0-12": +1, 12-24": +0, S8, damage D6, -4 save, 2D6+8 penetration, 1" blast.

Hood of Hellfire

25

Space Marine Librarian only.

Unique

For 2D6+LD" models in a straight line suffer D6 S5 hits with -2 save.

Hrulf's Hood of Darkness

25

Space Wolves only.

Unique

Model may not shoot, fight in HTH combat or use psychic power or be targets of same but may move up to 16". Roll 4+ on subsequent turns to see if hood burns out.

Lasblaster

25

Eldar only.

Uncommon

3 shots at targets up to 6" apart. 0-12": +1, 12-24" +0, S6, damage 1, -1 save, D6+6 penetration. In close combat S5, damage 1, -3 save, D6+5 penetration.

Psychic Hood

25

Psykers only

Rare

Psyker may reroll nullify attempt

Rad Grenades

25

Rare

Models within range of rad counter suffer a Str D6+D4 hit with -3 save and 1 damage. Rad counter's range is secretly determined 1-3".

Rod of Torment

25

Fabius Bile only

Unique

Any model suffering 1 wound is removed as casualty and all models within 8" must make an immediate break test.

Singing Spear

25

Eldar psykers only.

Rare

Strength increased by mastery level, wounds demons with no saving throw possible, May store 2 force cards or expend each for +2S and -2 save. Can be thrown 12" in the shooting phase

Standard of Retribution

25

Bearer of the Sacred Standard only

Unique

Dark Angels within 6" always inflict at least 1 wound in HTH combat.

The Demon Sword Drach'Nyen

25

Abaddon only.

Unique

Wounds automatically, no save for armor, Vehicles automatically penetrated. Psykers and demons suffer D3 wounds instead of 1. Parry.

The Lion Helm

25

Dark Angels Supreme Grand Master only

Unique

3" radius energy bubble around helm. All models inside bubble get 4+ unmodified save from shots outside

The Silent Death

25

Eldar only.

Unique

0-12": +0, 12-24": -1, S5, damage 1, -2 save, D6+5 penetration. Can move up to 2" between models on successful hits until all within range are hit.

Web of Skulls

25

Eldar only.

Uncommon

3 shots at targets up to 12" apart. 0-12": +0, 12-24" +1, S6, damage 1, -2 save, D6+6 penetration. In close combat S6, damage 1, -2 save, D6+6 penetration.

Xyclos Needler

25

Fabius Bile only

Unique

Select a serum and shoot: 0-12": +2, 12-24": +1, S3, damage 1, -1 save, D6+3 penetration, sustained fire 1 die. See codex for serum description.

Crushing Arm of Kamir

20

Mogul Kamir only.

Unique

If a D6 roll is less than the hits scored (but not a 6) then the number of hits scored is doubled.

Displacer Field

20

Rare

3+ unmodified save, moves model D6" in a random direction. Will not work against Vortex grenades.

Executor Pistol

20

Eversor Assassin only.

Rare

Counts as master crafter bolt pistol or needle pistol. Assassin may fire either.

Force Field

20

Yarrick only

Unique

Roll a D6 and subtract the score from the S of the attack. Weapon must have a S characteristic for field to work

Inferno Bolts

20

Sorcerers of Tzeentch only.

Rare

Tzeentch's fire storm where bolts hit target at sorcerer's master level as S. No saves except those for psychic attacks. May not rapid fire inferno bolts.

Kustom Force Field

20

Orks only

Rare

Whenever model is hit D6 is deducted from the S of the hit. On a 6 the hit is completely stopped but model takes S3 hit and field destroyed.

Kustom Shoota

20

Orks only

Uncommon

0-12": +1, 12-32": -1, damage 1, -2 save, sustained fire 2 dice. Roll artillery dice for S with misfire destroying the shoota and giving model a S4 hit

Mask of Jain Zar

20

Eldar only.

Unique

When charged opponent may not fire overwatch and must stand his ground and rolls no attack dice. On second round opponent must roll 4+ to escape.

Nemesis Force Weapon

20

Inquisitors and Grey Knights only.

Rare

Strength increased by mastery level, wounds demons with no saving throw possible, May store 2 force cards or expend them to gain additional D3 or D6 wounds on demons. Can parry and counts as storm bolter.

Photon Beam Searchlight

20

Space Marine Terminators only.

Uncommon

Use flamer template, models under template and those touched on a 4+ are hit as if by photon flash flare.

Polymorphine

20

Callidus Assassin only.

Rare

May replace basic trooper with save no better than 3+

Runtherd's Grabba-Stick

20

Runtherd only.

Rare

Before normal HTH attacks stick hits on 4+ with a S8 hit with no saving throw. Victims hit are WS0 for the round.

Seer Runes

20

Eldar Farseers only.

Uncommon

Automatically nullifies a psychic power. One use only.

Sniffer Squig

20

Orks only

Rare

No assasin may be revealed within 18" of model with sniffer squig

Stasis Grenade

20

Rare

2" blast marker. Those under the template are frozen. Those within 2" of the edge move at half speed and must roll 4+ to shoot or use psychic powers. There is also a -2 when shooting into/through this border. See wargear book for details.

Teleport Jammer

20

Rare

Anything teleporting within 36" of jammer must roll to scatter a second time. Also models are destroyed on double 1's or 2's. Does not effect psychic teleports.

The Hood of Gnyrll

20

Space Wolf Rune Priests only.

Unique

May be worn instead of a normal psychic hood and gives wearer an additional psychic power.

Aegis Suit

18

Rare

Wearer gains a 4+ saving throw against psychic powers used against it.

Gauntlets of Ultramar

18

Lord Macragge only.

Unique

Pair of power gloves. Model gets additional attack die and oppponents do not get multiple combat bonus dice. Also counts as storm bolter.

The Scorpion's Bite

18

Eldar only.

Unique

Shoot as mandiblaster and if target hit roll highest of two D6's and if more than target's T. D3 wounds suffered with -3 save.

The Staff of Ulthamar

18

Eldar Farseers only.

Unique

Strength increased by mastery level, wounds demons with no saving throw possible, May store force cards and gain +1S and -1 armor save per card saved.

Claw of the Desert Tigers

16

Al'Rahem only.

Unique

Wielder causes fear.

Plasma Blaster

16

Space Marine Terminators only.

Rare

0-6": +1, 6-24": +0, S7, damage 1, -2 save, D6+4 penetration, 2 sustained fire dice, must recharge.

C'Tan Phase Sword

15

Callidus Assassin only.

Rare

Close Combat: S5, damage 1, no save even for fields, 2D6+5 penentration, parry.

Death Mask of Sanguinius

15

Blood Angels Commander only.

Unique

Wearer causes terror.

Exitus Ammunition

15

Vindicare Assassin only.

Rare

Shield breaker: destroys a field, Turbo Penetrator: -6 save double damage and penetration, Hellfire: wounds living targets on 2+ with D6 wounds splash as hellfire shell.

Exitus Weapons

15

Vindicare Assassin only.

Rare

Longrifle is 0-18":+1, 18-36": +1, S5, damage 1, -3 save, D6+5. Pistol is 0-6":+2, 6-12": +1, same profile plus close combat.

Force Rod

15

Rare

Strength increased by mastery level, wounds demons with no saving throw possible, May store 3 force cards.

Ghazghkull's Adamantium Skull

15

Gazghkull only.

Unique

Gazghkull is +1T and if he wins a HTH combat can make a single S10 hit with -4 save and D3 wounds

Master-Crafted Plasma Pistol

15

Rare

0-8": +2, 8-24": -1, S6, damage 1, -1 save, D6+6 penetration. 1 sustained fire die. close combat. Does not need to recharge.

Neural Shredder

15

Callidus Assassin only.

Rare

Use flamer template, models under template and those touched on a 4+ must make LD test at -2 or take 1 wound with a -3 save. Fields cannot save.

Neuro-Gauntlet

15

Eversor Assassin only.

Rare

Close combat: S7, damage 1, -4 save, D6+D12+7 penetration, squads taking casualties take an immediate break test. Wounded models halve all characteristics

The Axe Morkai

15

Space Wolves Commander only

Unique

Close Combat Weapon: S6, damage 1, -3 save. Each critical score rolled on attack die adds +D3 to result score instead of +1.

The Pelt of Wulfen

15

Space Wolves Commander only

Unique

Model is -1 to-hit in shooting at up to 10", -2 at 10-20", and -3 at 20-30", and so on.

Toxin Grenade

15

Rare

1-1/2" Blast. Unprotected troops die on 2+, protected troops on 3+, enclosed vehicles & sealed armor unaffected. Cloud remains on table: see Wargear book. One use only.

Witch Blade

15

Eldar psykers only.

Rare

Strength increased by mastery level, wounds demons with no saving throw possible, May store 2 force cards or expend each for +2S and -2 save. Can parry

Executioner

14

Eldar only.

Rare

Close Combat Weapon: S8, damage D3, -6 save, D6+3 penetration, parry. Requires two hands.

The Blade of Destruction

12

Eldar only.

Unique

Close Combat Weapon: S7, damage 1, -4 save, D6+D12+7 penetration, can parry twice

Battle Claw

10

Yarrick only

Unique

Close Combat Weapon: S8, damage 1, -5 save, D6+D20+8 penetration.

Combi-Weapon

10

Imperium or Orks only

Uncommon

Choose type of weapon: Bolter/Melta Gun, Bolter/Plasma Gun, Bolter/Flamer, Twin Bolter. -1 To hit if both barrels fired

Coversion Field

10

Rare

Model gains 4+ unmodified save which blinds unprotected troops on 4+ is a radius equal to the strength of the weapon in inches.

Force Axe

10

Psykers only

Rare

Strength increased by mastery level, wounds demons with no saving throw possible, May store 1 force card or expend it to gain +3S and -3 armor save.

Force Sword

10

Psykers only

Rare

Strength increased by mastery level, wounds demons with no saving throw possible, May store 1 force card or expend it to gain +2S and -2 armor save.

Frostfang

10

Space Wolves only.

Unique

Close Combat Weapon: S5, damage D3, -2 save, 2D6+D3+5 penetration, can parry

Gorechild

10

Kharn only.

Unique

Close combat: S7, damage 1, -4 save, D6+D12+7 penetration, re-roll any funbles.

Haywire Grenade

10

Uncommon

1-1/2" Blast. Vehicles hit make a damage roll with a -1 for each location covered. Crewmen and terminators suffer a S3 hit with no armor save possible. One use only.

Jump Pack

10

Uncommon

18" leap, 12" over woods & buildings. Shooting at model does not suffer the -1 to hit for fast moving target.

Master-Crafted Bolt Pistol

10

Rare

0-12": +2, 12-24": +1, S4, damage 1, -1 save, D6+4 penetration, close combat

Medi-Pack

10

Uncommon

Move to patient and remain until end of close combat phase then: Restore 1 wound, revive dead model to 1 wound on 5+, restore vision, cure effect of non lethal gas, or cure psychological effect.

Night Wing the Psyber Raven

10

Space Wolves Rune Priest only.

Unique

Additional HTH opponent: WS4, S3, T6, W1, I4, A1. Moves with rune priest at all times.

Poison Blades

10

Callidus Assassin only.

Rare

If enemy still in HTH combat after a round make 1 attack that hits on 3+, S4, damage 1, no armor save possible.

Servo Arm

10

Techmarines, Tech-priests, and squat engineers only.

Uncommon

Suffers no pentalties for carrying a heavy weapon. Model counts as two crew members. Counts as an additional HTH weapon.

Spy Mask

10

Vindicare Assassin only.

Rare

Assassin can fire at hidden models with additional -6 or detected models with additional -3.

Stealth Suit.

10

Vindicare Assassin only.

Rare

Assassin is only detected when he fires, not spotted.

Storm Shield

10

Rare

Model gains 4+ unmodified save for hits from the front 90 deg. Storm shield can parry.

Sword of Secrets

10

Dark Angels Supreme Grand Master only

Unique

Close Combat Weapon: S8, damage 1, -4 save, D6+D12+8 penetration, can parry

The Fire Axe

10

Eldar only.

Unique

Close combat: S6, damage D3, -3 save, D6+D3+6+12.

The Inferno Pistol

10

Blood Angels Commander Dante only.

Unique

0-8": +1, S8, damage D3, -4 save, D6+D3+8 penetration, first hit struck in close combat is from this weapon.

The Sword of Asur

10

Eldar only.

Unique

One handed close combat: S6, damage 1, -3 save, D6+6+D12 penetration, parry. Two handed close combat: S7, damage 1, -4 save, D6+7+D12 penetration, parry.

Aux. Grenade Launcher

8

Uncommon

Attaches to any weapon and model can fire both with -1 to-hit. Launcher is 0-6": +0, 6-12": -1. Choose ammo at beginning of game: Krak, S6, damage D6, -3 save, 2D6+6 penetration; Frag, S3, damage 1, -1 save, D6+3 penetration, 2" blast.

Doc's Tools

8

Painboyz only

Uncommon

Counts as extra HTH combat weapon. Wounded opponents are removed as casualty

Gyro-Stabilised Monowheel

8

Orks only

Rare

Model gains M of 8" but may not cross obstacles without suffering a S5 hit. May not run or charge through woods, difficult, or very difficult ground

Helm of Durfast

8

Space Wolves only.

Unique

Model can spot all hidden models and can re-roll a failed to-hit roll provided the first roll was not a 1

Digital Lasers

6

Rare

Take three shots at the beginning of a HTH combat against models in base contact. S3, damage 1, -1 save, D6+3 penetration.

Armor-Piercing Ammo

5

Uncommon

-6 save modifier to weapon. Against vehicles penetration is increased based on the S of the weapon: 1-3:+D3, 4-5:+D6, 6-7:+D12, 8-10:+D20. One use only.

Auto-Launchers

5

Space Marine Terminators only.

Uncommon

May be preloaded with frag or blind grenades which land 6" in front of terminator. One use only.

Bale Eye

5

Yarrick only

Unique

Can be used once at the start of each HTH combat phase. Eye hits automatically for S4, damage 1, -1 save, 2D6+4 penetration.

Bionic Arm

5

Uncommon

Model gains +1S for HTH and throwing grenades and +1I in HTH combat only.

Bionic Eye

5

Uncommon

Detects hidden troops within 24" and model gains +1 to hit.

Buzzer Squig Stikkbombz

5

Orks only

Rare

Thrown like a grenade and where grenade lands, resolve as a buzzer squig hit. One use only.

Cameleoline

5

Uncommon

-1 to-hit when model is stationary. When hiding model can only be detected rather than spotted.

Frenzon

5

Uncommon

Induces frenzy or hatred for the remainder of the game. When used model suffers D3 wounds on a D6 roll of 1. Also has one dose of antidote.

Immune

5

Uncommon

Ignore the effects of Choke, Hallucinogen, Rad, Scare, Toxin, and Virus grenades

Mekboyz Tools

5

Mekaniaks only

Uncommon

On a 4+ a damaged vehicle location is returned to working status.

Refractor Field

5

Uncommon

5+ unmodified save. User cannot hide.

Seeking Ammo

5

Uncommon

Shot always hits on 2+ and can be used against detected targets. One use only.

Sentinel Array

5

Eversor Assassin only.

Rare

Spot hidden troops at 2xI and can shoot in 360 degree arc.

Spike Arm

5

Orks only

Rare

+1 WS. Model counts as higher initiative if combat scores are a draw.

Steel Skull

5

Orks only

Uncommon

+1 T. Model is subject to Madboyz rules givin the Codex Imperialis book.

Telescopic Legs

5

Orks only

Rare

+2 M. No movement penalties crossing 2" high obstacles. Model can raise up 2" in shooting phase.

Torgarl's Plasma Blade

5

Space Wolves only.

Unique

Blade may be thrown like a grenade and is S7, damage 1, -4 save, 2D6+4 penetration.

Weirdboy Staff

5

Ork Weirdboyz only

Uncommon

Strength increased by mastery level, wounds demons with no saving throw possible, Weirdboy may re-roll the dice for a failed Waaagh! test.

Bionic Leg

3

Uncommon

Models gains +1 A which is resolved at +2 S with D3 damage. If target is not bigger than model it is knocked back D3"

Squig Attack Arm

3

Orks only

Rare

Model in HTH combat with Ork suffers 1 S5 hit with a normal save. One use only.

Eye of the Falcon

2

Mogul Kamir only.

Unique

Model gains +1 to-hit with any weapon fired.

Targeter

2

Uncommon

+1 to-hit with weapon targetter is placed on

Scanner

1

Uncommon

Detects hidden troops within 24"

Book of Salvation

0

Dark Angels Grand Master of Librarians only.

Unique

Dark Angels must recover book if bearer is slain or lose 10 victory points. While not recovered all dark angels gain +1WS, immune to psychology and never break.

Vehicle Cards

Name

Points

Restrictions

Description

Ceramite Armor

50

Penetration of Melta weapons is halved

Vortex Detonator

50

Vortex grenade used within 12" immediately goes off.

Coruscating Warp Flame

45

Tzeentch Demonic Vehicles Only

Vehicle can nullify psychic powers targeted within 3" on 4+. Models in HTH combat suffer D6 S4+D6 hits

Null Shield

35

Arrow die scatters psychic powers 2D6" in random direction

Command Comm-Link

30

Space Marine Vehicles Only

If character rides in/on vehicle roll 2D6+Strategy to determine start.

Holo-Field

30

Eldar Skimmers Only

Moving vehicles suffer an additional -1 to hit.

Hunter Killer Missile

30

Imperial Vehicles Only

Missile hits on unmodified 3+,S8, damage 2D10, -6 save, 2D10+D6+8 penetration

Talons

30

Eldar Vehicles Only

On 4+ and then a roll >= target's T, target in HTH takes I hit with a -2 save.  Costs double on dreadnoughts and war walkers

Crystalline Web

25 per
Location

Eldar Vehicles Only

Roll on a penetration: 1-2 No Damaage, 3 weapons in location may not fire next turn, 4-5 roll D3 for damage, web is destroyed. 6 roll as normal, web is destroyed.

Destroyer

25

Khorne Demonic Vehicles Only

Vehicle Rams with S10, damage D20, -6 Save. Models in HTH must pass I test or be rammed

Vectored Engines

25

Eldar Skimmers Only

Vehicle may make twice as many turns as normally allowed.

Warp Amp

25

Slaanesh Demonic Vehicles Only

Enemy suffers -1. -2. or -3, to LD tests at 18", 12", or 6" respectively.

Kustom Force Field

20

Ork Vehicles Only

Deduct D6 from strength of hit. Burns out on a 6.

Nurgle Infestation

20

Nurgle Demonic Vehicles Only

+1 armor to all locations. Enemy must beat WS 3 and A 2 in combat to attack vehicle

Psycho-Sonic Screamers

20

Eldar Vehicles Only

Vehicle causes terror.

Recon Pack

20

Space Marine Attack Bikes Only

+1 to strategy rating, on 4+ opponent discards strategy card

Ablative Armor

15

Ignores first hit that penetrates the armor

Bulldozer Blade

15

Imperial Vehicles Only

Model is +1S and +1D6 damage on Ram, On 4+ model gains +1D6 armor.

Spectral Shield

15

Eldar Vehicles Only

Subtract a D6 from the penetration of laser weapons.

Spirit Stone

15

Eldar Vehicles Only

Nullifies psychic attack on 6+ and can take over for dead crewman

Electro Hull

10

Model must make basic save to attack vehicle in HTH combat.

Heavy Flamer

10

Imperial Vehicles Only

Upgrade a heavy bolter to heavy flamer

Moto-X

10

Ork warbike only

4+ to avoid collision of linear obstacle no taller than front wheel

Reinforced Armor

10

Adds 1 point of armor to all locations but slows vehicle

Skrabbla

10

Ork warbike only

+2 to die rolls on skid turn chart.

Ammo Feed

5

Space Marine Vehicles Only

Heavy Bolter ignores the first jam rolled each turn.

Combi-Bolter

5

Chaos Space Marine Vehicles Only

Vehicle mounts auxiliary comb-bolter

Crystal Targetting Matrix

5

Eldar Vehicles Only

Weapon ignores modifiers for fast moving targets

'Oooge Exhausts

5

Ork warbike only

Units within 12" must pass LD test or lose overwatch

Scythes

5

On Hit & Run attack if model rolls over I it takes S4 hit with -1 save

Searchlight

5

Place 2" blast marker in LOS and spot models underneath

Squig Fuel Injector

5

Ork Vehicles Only

Vehicle immediately moves 3D6" straight forward. Takes damage if 15" or more.

Storm Bolters

5

Imperial Vehicles Only

Mount auxiliary storm bolter and re-roll any jams

Supercharged Engine

5

Gain +1D6" at Combat and +2D6" at Fast Speed in movement

Demonic Possession

+25%

Chaos Vehicles Only

Vehicle is BS5, ignore all crew damage, sealed vehicles only and cannot carry crew.

Chaos Rewards

Name

Points

Restrictions

Description

Juggernaut of Khorne

50

Champion of Khorne Only

Model rides a juggernaut of Khorne

Beast of Nurgle

40

Champions of Nurgle Only

Champion gains Beast of Nurgle bodyguard

Fortune of Tzeentch

40

Sorcerers of Tzeentch Only

May nullify on 4+ once each psychic phase

Collar of Khorne

30

Champion of Khorne Only

Psychic attacks that target the wearer are nullified automatically

Disc of Tzeentch

30

Sorcerers of Tzeentch Only

Model rides a disc of Tzeentch

Destiny of Tzeentch

25

Sorcerers of Tzeentch Only

Always gets odd Warp card and goes first in psychic phase

Steed of Slaanesh

25

Champion of Slaanesh Only

Champion rides steed of Slaanesh

Allure of Slaanesh

20

Champion of Slaanesh Only

Roll against LD on 3D6 to strike champion

Praise of Khorne

20

Champion of Khorne Only

May re-roll a failed armor save

Axe of Khorne

15

Champion of Khorne Only

+1S and causes D3 wounds

Beathe Fire

15

Sorcerers of Tzeentch Only

Model breathes as armed with a flamer

Plaguesword

15

Champions of Nurgle Only

Kills mortals that are wounded on 4+

Gaze of Slaanesh

10

Champion of Slaanesh Only

Models in HTH combat are -1 A.

Nurgle's Cloud of Flies

5

Champions of Nurgle Only

Enemy in base contact suffer -1 WS

Nurgle's Rot

5

Champions of Nurgle Only

Mortals in base contact suffer 1 wound on 6+

Scream of Slannesh

5

Champion of Slaanesh Only

Model causes fear when it charges

Vehicle Weapon Conversions

This list is more extensive than the Dark Millenium list and includes the points cost our gaming group has used for items not listed in Dark Millenium

Name

Points

Assault Cannon

45

Autocannon

25

Battlecannon

55

Conversion Beamer

50

Cyclone Missile Launcher

65

Heavy Bolter

15

Heavy Flamer

25

Heavy Plasma Gun

40

Heavy Stubber

10

Lascannon

45

Meltagun

8

Missile Launcher with Frag & Krak

45

Multi-Laser

40

Multi-Melta

65

Plasma Gun

8

Reaper Autocannon

25

Shuriken Cannon

20

Shuriken Catapult

5

Storm Bolter

4

Tyranid Biomorphs

Name

Points

Description

Acid Blood

5

Creature wounded hits all models in HTH combat with S equal to its T

Adrenaline Sac

10

Creature may run and fire a weapon once per game

Aura of Torment

10

Non tyranids within 8" suffer -2 to LD tests

Bio-Plasma Attack

40

Creature gains bio-plasma attack

Enhanced Senses

2

Locate hidden troops at 3 times I

Flesh Hooks

7

Creatute may fire up to two flesh hooks in the shooting phase

Hardened Carapace

10

Creature gains 2+ saving throw on D6

Null Zone

35

Creatures affected by psychic power or warp weapon nullify it on 4+

Optic Membranes

1

Creature gains 2+ saving throw against being blinded

Regeneration

10/wound

On 4+ wound suffered is restored

Toughened Exoskeleton

10

Toughness increased by +1

Sharpened Claws

5

+2S in close combat, counts as psychic attack

Venom Sacs

5

Close combat hits cause D3 wounds

Voltage Field

20

+1S in close combat, unmodified 4+ save, burns out other fields

Warp Field

40

If 2D6 roll beats attack's S, hit is ignored.

Sisters of Battle Relics

Although relics are not explcitly given rarity ratings, troops can take as many as desired.  Rarity is given to remain consistent with other wargear items.

Name

Points

Restrictions

Rarity

Description

Unique

One per army maximum. Carried by listed special character only unless agreed upon by players

Uncommon

Any number of uncommon items may be used

Book of St. Lucius

5

Adeptus Ministorum only

Uncommon

Any troops within 8" may use character's leadership to rally. May attempt to rally even if unable to do so

Cloak of St. Aspira

5

Adeptus Ministorum only

Uncommon

Wearer may add +1 to physical armor saves. Wearer may have only one cloak

Rosarius

10

Adeptus Ministorum only

Uncommon

Conversion Field

Phial of Dolan

10

Adeptus Ministorum only

Uncommon

One use only. Character may drink and gain +D3 S and +D3 T for one turn.

Tears of the Emporer

15

Adeptus Ministorum only

Uncommon

One use only. 2" Blast, affected demons take a wound on 4+ with no demonic saving throw.

Litanies of Faith

8

Adeptus Ministorum only

Uncommon

Character can re-roll on the sacred rites table.

Staff of Belief

12

Adeptus Ministorum only

Uncommon

Two handed weapon adds +3 S, may parry, Demons getto demonic saving throw

Brazier of Holy Fire

18

Adeptus Ministorum only

Uncommon

S5, Dam 1, -3 Save. 2D6+D3+5 pen. Sets opponents on fire, can be fired as heavy flamer once per game

Flail of Chastisement

8

Adeptus Ministorum only

Uncommon

S5, Dam 1, -1 Save. 2D6+5 pen. Wounded opponents lose D3 attacks next round

Simulacrum Imperialis

5

Adeptus Ministorum only

Uncommon

Any unit that sees it automatically passes their first LD test

Blade of Admonition

7

Adeptus Ministorum only

Uncommon

S5, Dam 1, -2 Save, 2D6+5 pen. Bearer causes fear.

Axe of Retribution

20

Adeptus Ministorum only

Uncommon

Two handed weapon: S6, Dam D6, -1 Save, 2D6+D12+6 pen.

Medicus Ministorum

15

Adeptus Ministorum only

Uncommon

Character must spend shooting and HTH phase doing nothing and can heal 1 would on successful LD test.

Purity Seal

8

Imperium Only

Uncommon

Unaffected by fear & terror. Immune to psychic attack on 4+. One use only

Praesidium Protectiva

8

Adeptus Ministorum only

Uncommon

Unmodified saving throw of 4+ in HTH. Bounces hit on a 6

Sceptre of Avignor

15

Armandus Helfire only

Unique

Squads seeing item rally as if on double 1. +1S in HTH combat

Icon of Chiros

15

Kyrinov only

Unique

Causes terror, sqauds seeing item have LD10 and may reroll fumbles in HTH combat.

Mace of Valaan

8

Kyrinov only

Unique

Opponent may never parry: S6, 1 Dam, -3 Save, D6+D12+6 Pen.

Banner of Sanctity

15

Uriah Jacobus only

Unique

Unit within 12" roll 3 dice for LD, bearer re-roll funbles in HTH combat, and all 6's count as critical hits

Rod of Grace

8

Helena the Virtuous only

Unique

May shoot 6", S6, D3 Dam, -4 Save, D6+D3+6 Pen. Can be used in close combat

Mantle of Ophelia

15

Helena the Virtuous only

Unique

For one turn bearer may re-roll failed Rosarius save.

Sceptre of Vengence

10

St. Praxedes only

Unique

HTH combat: S7, 1 Dam, -4 Save, D6+D12+7 Pen.