Wrath & Glory Technical Field Manual Vol.2
Wrath & Glory Technical Field Manual Vol.2
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Table of Contents
Imperial Guard Vehicles……………….…….2
Imperial Guard Super Heavies……………...2
New Imperial Guard Weapons……………...3
Space Marine Vehicles……………….……...4
Space Marine Super Heavies…………….…5
New Space Marine Weapons……….……....8
Ork Creatures………………………….……..8
New Chaos Space Marine Vehicles……..…10
New Chaos Space Marine Super Heavies…11
New Chaos Space Marine Weapons………11
Eldar Super Heavies…………….……….….12
New Eldar Weapons…...……………………12
T’au Empire Vehicles…………….………….13
New T’au Empire Weapons…...……………13
New T’au Empire Wargear………….………14
Tyranid Bio-forms………………………….…14
Tyranid Special Rules………………………..19
Dark Eldar Vehicles…..………...…………….20
Dark Eldar Aircraft……………...…………….21
Dark Eldar Weapons……...………………….21
Imperial Weapons Descriptions……………..22
Space Marine Weapon Descriptions………..22
Eldar Weapon Descriptions……………...…..22
T’au Empire Weapon Descriptions………….23
Dark Eldar Weapon Descriptions……………23
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Imperial Guard Vehicles
Samaritan (Value: 10/Rarity: Rare)
The Samaritan is a variant of the Chimera armoured personnel carrier (APC) used by the Astra
Militarum to transport wounded guardsmen. The Samaritan is a non-combat vehicle and is
completely unarmed, lacking even a simple Pintle-mounted weapon for self-defence. Instead
the Samaritan is used by the Imperial Guard's medical companies as an ambulance.
Spd: 26 (Tracked)
Man: 3
Res: 16
Wounds: 15
Size: Huge
Weapons: None
Wargear: Smoke Launchers, Medical Equipment, Stimms
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Size: Gtn
Notes: The Twin-linked Battle Cannons can be replaced by Twin-linked Vanquisher Cannons.
The side sponson Heavy Stubbers can be replaced with Heavy Flamers or Heavy Bolters.
Macharius Vulcan: Another variant of the Macharius Heavy Tank is the Macharius Vulcan. It
replaces the turret mounted Twin-linked Battle Cannons with a Vulcan Mega Bolter.
Notes: Any Heavy Bolter can be replaced with a Heavy Flamer, Autocannon, Lascannon
New Imperial Guard Weapons (All Weapons in this section has the Keyword Imperium)
Ranged Weapon Names Dam ED AP Rg S/M/L Salv Traits Value Rarity Keywords
Praetor Launcher 18 4 -2 120/240/360 2 Blast (10) 10 Very Rare Explosive
Vulcan Mega Bolter 15 4 -2 24/48/72 8 Rapid Fire (4) 12 Very Rare Projectile
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Space Marine Vehicles
Notes: May replace the side sponson Heavy Bolters with 2x Lascannons.
Variant: A variant of the Sicaran Battle Tank is the Sicaran Punisher. It replaces the Twin-linked
Accelerator Autocannons with a Punisher Gatling Cannon.
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a purpose-built tank destroyer for the Space Marine Legions. It removes the turret and hull
mounted Heavy Bolter for a tank killing Neutron Laser.
Spd: 23 (Tracked)
Man: 3
Res: 17
Wounds: 18
Size: Gtn
Notes: May replace the side sponson Heavy Bolters with 2x Lascannons.
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Fellblade (Value: 26/Rarity: Relic)
The Fellblade was a highly advanced pattern of Imperial super-heavy main battle tanks. It was
based upon the same Standard Template Construct (STC) design as the mighty Baneblade that
formed the mainstay of the vast armoured brigades of the Legiones Astartes and the Imperial
Army during the Great Crusade and later, the Horus Heresy.
Spd: 12 (Tracked)
Man: 2
Res: 19
Wounds: 36
Size: Gtn
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Spartan Assault Tank (Value: 24/Rarity: Very Rare)
The Spartan is a massive vehicle, and is one of the largest ground vehicles ever used by the
Space Marines, smaller only than their ancient super-heavy vehicles such as the Mastodon,
Fellblade, and Falchion. The Spartan also has the largest carrying capacity of all
non-super-heavy vehicles, with the ability to carry 25 Power Armoured Space Marines or 12
Astartes in Terminator Armour.
Spd: 14 (Tracked)
Man: 2
Res: 19
Wounds: 30
Size: Gtn
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Crew Complement: 1 Pilot, 2 Crew
Traits: Sealed
New Space Marine Weapons (All Weapons in this section has the Keywords Imperium and
Adeptus Astartes)
Ranged Weapon Names Dam ED AP Rg S/M/L Salv Traits Value Rarity Keywords
Accelerator Autocannon 16 4 -2 24/48/72 4 NA 10 Very Rare Projectile
Dreadhammer Siege Cannon 20 2 -4 24/48/72 – Blast (8) 14 Very Rare Explosive
Fellblade Cannon 18 4 -3 36/72/108 – Blast (6) 14 Very Rare Explosive
Quad Lascannons 18 6 -4 24/48/72 2 Reliable 10 Very Rare Las
Ork Creatures
Big Squiggoth
Big Squiggoths are the smaller and far more common breed of the beast, which stands about
the size of an Imperial Leman Russ tank. Their smaller size is the result of either youth or the
poor breeding methods of their Ork caretakers. They often travel in packs, particularly on worlds
dominated by Feral Orks.
Tier/Threat: 1/-, 2/-, 3/MC, 4/MC, 5/MC
Keywords: Orks, Squig
Bonuses: Monstrous Creature: This Threat is immune to the Fear, Pinned, and Staggered
conditions. Second Strike: This Threat reduces the Multi-Attack penalty by 2 DN, as though it
had the Dual Wield Talent.
Armaments: The Big Squiggoth may be armed with a Kannon, a Zzap Gun, or a Lobba.
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Gargantuan Squiggoth
Gargantuan Squiggoths are monstrous creatures approximately the size of a small Imperial
Titan. Their size is the result of their breeding using the special, high-quality feed formula of the
Snakebites Clan. These giants are sometimes used as mounts by the most powerful of Ork
Warbosses.
Tier/Threat: 1/-, 2/-, 3/MC, 4/MC, 5/MC
Keywords: Orks, Squig
Bonuses: Gargantuan Creature: This Threat is immune to the Fear, Pinned, and Staggered
conditions. A Gargantuan Creature can attack as a Multi-Action at a -1 per attack action.
Howdah Armaments: The Howdah on the Gargantuan Squiggoth is armed with 2x ‘eavy
Lobbas, and 2x Twin-linked Big Shoota.
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Chaos Space Marine Vehicles
Sicaran Battle Tank (Value: 14/Rarity: Relic)
Horus himself was so impressed with the capabilities of the Sicaran Battle Tank that he tried to
get as many as he could before the beginning of his Heresy. Several still remain within the
service of the Chaos Space Marines in the 41st Millenium.
Spd: 23 (Tracked)
Man: 3
Res: 17
Wounds: 18
Size: Gtn
10
Notes: May replace the side sponson Heavy Bolters with 2x Lascannons.
Variant: A variant of the Sicaran Battle Tank is the Sicaran Punisher. It replaces the Twin-linked
Accelerator Autocannons with a Punisher Gatling Cannon.
Keywords: Adeptus Astartes, Chaos, (Legion), (Mark of Chaos), Super Heavy Tank, Transport
Crew Complement: 1 Pilot, 2 Crew, 25 Passengers
Traits: Sealed
New Chaos Space Marine Weapons (All Weapons in this section has the Keywords
Chaos)
Ranged Weapon Names Dam ED AP Rg S/M/L Salv Traits Value Rarity Keywords
Accelerator Autocannon 16 4 -2 24/48/72 4 NA 10 Very Rare Projectile
Quad Lascannons 18 6 -4 24/48/72 2 Reliable 10 Very Rare Las
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Eldar Super Heavies
Cobra: The Cobra is a war engine hunter, utilizing terrifying weapons designed to destroy
enemy super-heavy vehicles and Titans in a single blow.
Spd: 75 (Skimmer)
Man: 5
Res: 16
Wounds: 26
Size: Gtn
Notes: The Shuriken Cannon can be replaced with a Scatter Laser, Starcannon, Eldar Missile
Launcher, or a Bright Lance.
Scorpion: The vehicle's namesake in Eldar mythology had a ranging sting attack to lash at
enemies before they could get within range, and so too does the Scorpion. Scorpions are used
to spearhead armoured assaults and as long-range fire support for raiding forces, where their
devastating anti-tank firepower has earned them nicknames among the Imperial Guard like
Grave-maker or Death's Sled.
Spd: 75 (Skimmer)
Man: 5
Res: 16
Wounds: 26
Size: Gtn
Notes: The Shuriken Cannon can be replaced with a Scatter Laser, Starcannon, Eldar Missile
Launcher, or a Bright Lance.
New Eldar Weapons (All Weapons in this section has the Keyword Aeldari)
Ranged Weapon Names Dam ED AP Rg S/M/L Salv Traits Value Rarity Keywords
D-Cannon 20 2 -3 36/72/108 – Blast (10), 14 Very Rare Vortex
Warp Weapon
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Pulsar 18 2 -4 24/48/72 – Lance, 10 Very Rare Las
Reliable
T’au Empire Vehicles
Tetra (Value: 12/Rarity: Rare)
The Tetra is a light anti-grav reconnaissance vehicle used by the Tau Empire. Operated by a
two-man Pathfinder Team, it is not a true combat vehicle, instead designed for long-range
patrols and infiltration missions.
Spd: 75 (Skimmer)
Man: 6
Res: 12
Wounds: 16
Size: Large
New T’au Empire Weapons (All Weapons in this section has the Keywords T’au Empire)
Ranged Weapon Names Dam ED AP Rg S/M/L Salv Traits Value Rarity Keywords
Markerlight* – - – 18/36/54 - Special 7 Uncommon Exotic
Pulse Rifle* 12 1 -1 18/36/54 2 Rapid Fire (2) 5 Common Pulse
Markerlight Rules*: A successful attack with a Markerlight inflicts one instance of the Marked
condition on the target. A character with a markerlight may fire the markerlight as part of a
multi-action which includes another ranged attack with a different weapon.
MARKED: A ranged attack against a Marked character gains an additional +2 bonus dice. An
instance of the Marked condition is removed when a ranged attack is made using a T’AU
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EMPIRE weapon against the character. A character removes all instances of the Marked
condition on them at the end of their turn.
Some weapons in the T’au Empire arsenal are reliant on this condition to function; this is
represented using the Guided trait.
GUIDED: The weapon can be fired automatically in response to a markerlight signal. When the
Marked condition is placed on a target, you may spend 1 Ruin to allow a single weapon with this
Trait to be fired as a Free Action, making an immediate attack with a Ballistic Skill of 10 (which
includes the +2 for the target being Marked.
Tyranid Bioforms
Harpy
A Harpy is a flying Skyswarm bioform of Tyranid. Larger and more powerful than their
closely-related bioform the Gargoyle, Harpies are roughly comparable to an aerial Trygon.
Tier/Threat: 1/-, 2/-, 3/MC, 4/MC, 5/MC
Keywords: Tyranid, (Hive Fleet)
Second Strike*: This Threat reduces the Multi-Attack penalty by 2DN, as though it had the Dual
Wield Talent (Wrath & Glory, p. 133).
Monstrous Creature: This Threat is immune to the Fear, Pinned, and Staggered conditions.
Second Strike: This Threat reduces the Multi-Attack penalty by 2 DN, as though it had the Dual
Wield Talent.
Abilities: BATTLECRY: Terrifying Presence: Anyone that can see this Threat must make a DN
3 Terror Test.
Stranglethron Cannon*: 12+4 ED / AP -2 / Range 18 - 36 - 54/ Salvo 0/ Heavy (7), Blast (10),
Inflict (Restrained), Inflict (Pinned)
DETERMINATION: Spend 1 Ruin to roll 8d6.
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Conviction: 6 Resolve: 7 Speed: 10 Flight Size: Huge
Adaptive Armaments: May replace the Stranglethron Cannon for a Venom Cannon.
Venom Cannon*: 16+3 ED / AP -2 / Range 18 - 36 - 54/ Salvo 2/ Heavy (7), Blast (2), Inflict
(Poisoned 5)
Hierodule
The Hierodule is a large Tyranid Bio-construct, around the size of an Imperial Super Heavy
Tank. Like many Tyranid creatures the Hierodule seems to be a mutable breed, able to be
created in different forms depending on the needs of the Hive Fleet. There have been two
different forms of Hierodule observed by Imperial forces so far, namely the "Scythed" and the
"Barbed" variants.
-Scythed Hierodule-
Tier/Threat: 1/-, 2/-, 3/MC, 4/MC, 5/MC
Keywords: Tyranid, (Hive Fleet)
Skills: Default 3, Athletics 5, Awareness 8 (Passive 4), Ballistic kill 2, Weapon Skill 7
Second Strike*: This Threat reduces the Multi-Attack penalty by 2DN, as though it had the Dual
Wield Talent (Wrath & Glory, p. 133).
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Gargantuan Creature: This Threat is immune to the Fear, Pinned, and Staggered conditions. A
Gargantuan Creature can attack as a Multi-Action at a -1 per attack action.
Abilities: BATTLECRY: Terrifying Presence: Anyone that can see this Threat must make a DN
5 Terror Test.
-Barbed Hierodule-
Tier/Threat: 1/-, 2/-, 3/MC, 4/MC, 5/MC
Keywords: Tyranid, (Hive Fleet)
Skills: Default 3, Athletics 5, Awareness 8 (Passive 4), Ballistic kill 5, Weapon Skill 5
Gargantuan Creature: This Threat is immune to the Fear, Pinned, and Staggered conditions. A
Gargantuan Creature can attack as a Multi-Action at a -1 per attack action.
Abilities: BATTLECRY: Terrifying Presence: Anyone that can see this Threat must make a DN
5 Terror Test.
Bio Cannons: 18+6 ED / AP -3 / Range 24 - 48 - 72/ Salvo 0/ Heavy (8), Blast (6), Inflict
(Poisoned 5)
Hierophant Bio-titan
The Hierophant Bio-titan is an immense, hideous creature, towering over the battlefield and
bristling with spines, tendrils and symbiote weapons. They are amongst the largest
bio-creatures yet encountered amongst the swarms of the Tyranid hive fleets, comparable in
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size and power to an Imperial Titan.
Skills: Default 3, Athletics 5, Awareness 8 (Passive 4), Ballistic kill 4, Weapon Skill 7
Second Strike*: This Threat reduces the Multi-Attack penalty by 2DN, as though it had the Dual
Wield Talent (Wrath & Glory, p. 133).
Gargantuan Creature: This Threat is immune to the Fear, Pinned, and Staggered conditions. A
Gargantuan Creature can attack as a Multi-Action at a -1 per attack action.
Abilities: BATTLECRY: Terrifying Presence: Anyone that can see this Threat must make a DN
8 Terror Test.
Bio Cannons: 18+6 ED / AP -3 / Range 24 - 48 - 72/ Salvo 0/ Heavy (8), Blast (6), Inflict
(Poisoned 5)
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DETERMINATION: Spend 1 Ruin to roll 8d6.
Swarmlord
The Swarmlord is a uniquely powerful Tyranid bioform based on the Hive Tyrant strain and it is
the most powerful synapse creature ever created by the Hive Mind.
Tier/Threat: 1/-, 2/-, 3/-, 4/MC, 5/MC
Keywords: Tyranid, (Hive Fleet)
Skills: Default 10, Awareness 12 (Passive 6), Intimidation 12, Ballistic kill 3, Weapon Skill 14
Champion: A Swarmlord may take Ruin Actions and has 6 personal Ruin.
The Will of the Hive Mind*: A Hive Tyrant’s Synapse Creature rule affects Tyranids within 35m,
rather than 25m. In addition, it generates 1 Ruin at the beginning of each of its turns.
Second Strike*: This Threat reduces the Multi-Attack penalty by 2DN, as though it had the Dual
Wield Talent (Wrath & Glory, p. 133).
Monstrous Creature: This Threat is immune to the Fear, Pinned, and Staggered conditions.
Second Strike: This Threat reduces the Multi-Attack penalty by 2 DN, as though it had the Dual
Wield Talent.
Abilities: BATTLECRY: Terrifying Presence: Anyone that can see this Threat must make a DN
6 Terror Test.
Action: The Swarmlord may use its Monstrous Psyker action and make a melee or ranged
attack without suffering the +2DN Multi-Action penalty.
Monstrous Psyker: The Swarmlord may attempt to activate the Smite psychic power,
Psyniscience, Deny the Witch, Leech Life, or any one power from the Hive Mind psychic
discipline (see Abundance of Apocryphal Adversaries - Tyranids).
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Pincer Tail*: 15 +3ED / -0 / Range 2
RUIN*: Monstrous Psyker: Spend 1 Ruin. The Hive Tyrant attempts to activate a Psychic
Power or Deny the Witch.
REACTION*: Sweeping Tail: When an enemy moves or attacks while within 2m of the Hive
Tyrant, it may make an attack with its Pincer Tail.
ANNIHILATION*: Death Throes: When the Hive Tyrant is slain, it may make a single shooting
or melee attack before it dies. CONVICTION RESOLVE
DETERMINATION: Psychic Field: You do not need to spend Ruin to roll Determination. Roll
12d6. The Swarmlord may roll Determination against Mortal Wounds. Any Wounds negated by
Determination are ignored instead of being converted to Shock.
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• Tyranids with the Feed instinct are driven by a voracious need to attack and consume, and
they will rampage towards the nearest prey without thought for anything but sating appetites that
will never be satisfied. A Tyranid with the Feed instinct becomes Frenzied.
• Tyranids with the Lurk instinct are driven by their survival instincts to seek out cover, hiding
themselves away and attacking only when threatened. A Tyranid with the Lurk instinct becomes
pinned.
Shadow in the Warp*: The unfathomable presence of the Hive Mind radiates out from its
synapse creatures, smothering the ability of the Psykers who stand before them to draw upon
their mystic powers.
Whenever a Psyker uses a psychic power while within 35m of a Tyranid with this ability, they
must count all 6s on their Wrath dice as 1s. Psykers with the TYRANID keyword are not
affected.
Synapse Creature*: Some Tyranids serve as synaptic conduits or nodal relays through which a
portion of the Hive Mind’s iron will flow, overriding the natural instincts of the swarm.
Tyranids automatically pass Resolve tests if they are within 25m of a friendly Synapse Creature.
Further, Tyranids within range of a Synapse Creature cannot suffer Shock, as they are driven to
action without regard for fear, pain, fatigue, or the limits of their own bodies. When a Tyranid
within range of a Synapse Creature rolls Determination, Wounds negated are ignored rather
than being converted into Shock.
Naturally, a Synapse Creature also receives these benefits, as they are always considered to be
“within range of a Synapse Creature”.
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Weapons: Twin-linked Splinter Cannons, Twin-linker Dark Lance Array
Wargear: Night Shield, Bladevanes
New Dark Eldar Weapons (All Weapons in this section has the Keywords Drukhari)
Ranged Weapon Names Dam ED AP Rg S/M/L Salv Traits Value Rarity Keywords
Dark Lance Array 16 4 -4 18/36/54 2 Lance 10 Very Rare Darklight
Splinter Storm Cannon 8 2 -1 18/36/54 4 Inflict (poison 6) 9 Uncommon —-
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Imperial Guard Weapon Descriptions
Praetor Launcher: The Praetor Launcher is a sophisticated, multiple heavy missile launcher
akin to the Whirlwind Missile Launcher of the Space Marine Whirlwind tank and Helios Pattern
Land Raiders, although it is much larger and more powerful.
Vulcan Mega Bolter: A Vulcan Mega Bolter is an immense, hydraulically-driven, five-barrelled,
air-cooled, electrically-fired rotary Bolt Weapon. The Vulcan Mega Bolter is one of the most
potent and effective anti-infantry weapons available to the Imperium, and easily carves through
swathes of Heretics or Xenos with mass-reactive shells larger than human skulls firing two at a
time, leaving a heavy carbonised reek in the air.
Fellblade Cannon: Developed by the Forge World of Tigrus, the Accelerator Cannon was
capable of using both high-density, armour-piercing shells for use against enemy armoured
vehicles and high-explosive fragmentation shells that were highly effective against enemy
infantry.
Quad Lascannons: The Quad Lascannon is a rack of 4 Lascannons, linked together. This
creates tremendous firepower in a small package but requires large power generators to power
these powerful weapon systems.
Pulsar: Though similar to a Bright Lance, Pulsars are four to five times in size and immensely
more powerful with greater range and a high rate of fire. Pulsars are a direct threat to Imperial
Titans and far superior to anything the Adeptus Mechanicus has sanctioned for use on their own
war machines. Against smaller targets a Pulsar is overkill, simply slicing a Leman Russ Battle
Tank in two with a single shot.
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T’au Empire Weapon Descriptions
Markerlight*: A Marker Light is essentially an advanced T'au hand-held laser range finder that
is used to "paint" targets for other T'au units to fire upon. When activated, a Marker Light
projects a simple beam at the target which measures the exact distance between the Marker
Light and the user.
Pulse Rifle*: A Pulse Rifle is the main infantry weapon of the T’au Fire Caste, a Pulse Weapon
that utilises pulsed induction fields to propel lethal micro-bursts of plasma over long ranges. A
Pulse Rifle is the standard-issue weapon for Fire Warriors, and has a range and damage output
that outclasses the standard weapons of every intelligent race the Tau have yet encountered.
Splinter Storm Cannon: The Splinter Storm Cannon is a heavy barreled Splinter Cannon
designed to deliver rapid firepower for sustained periods of time if necessary.
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