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Wrath & Glory Technical Field Manual Vol.2

This unofficial supplement for Warhammer 40,000: Wrath & Glory introduces new vehicles and monstrous creatures, requiring the core rulebook for use. It includes detailed descriptions of various Imperial Guard, Space Marine, Ork, and Chaos Space Marine units, along with their weapons and attributes. The document encourages modification and distribution for gaming purposes, crediting the original creator.

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0% found this document useful (0 votes)
67 views24 pages

Wrath & Glory Technical Field Manual Vol.2

This unofficial supplement for Warhammer 40,000: Wrath & Glory introduces new vehicles and monstrous creatures, requiring the core rulebook for use. It includes detailed descriptions of various Imperial Guard, Space Marine, Ork, and Chaos Space Marine units, along with their weapons and attributes. The document encourages modification and distribution for gaming purposes, crediting the original creator.

Uploaded by

mpfootprints
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Technical Field Manual Vol.

By: Mighty Bjorn​


With contributions by Nathan Dowdell​
This unofficial supplement brings several new vehicles and monstrous creatures to Warhammer
40,000: Wrath & Glory. This supplement requires the Warhammer 40,000: Wrath & Glory Core
Rulebook and Church of Steel. Some equipment and rules were provided by Nathan Dowdell
and a special thanks must go out to him, without his work on his Abundant Apocryphal series,
this supplement couldn’t have been made. Any rules or equipment that has been provided by
Nathan Dowdell is marked with a * by the item name or rule.​

Everyone is allowed to print, use, or modify this Document to fill the needs of their respected
gaming group. This Document may be printed and distributed as long as the original Document
creator is credited. I hope you find this document helpful. Happy gaming.​

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​

1
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​

Keywords: Imperium, Astra Militarum, Transport​


Crew Complement: 1 Pilot, 1 Crew, 2 Medical Orderlies, 6 Passengers​
Traits: Amphibious, Reliable, Sealed​

Weapons: None​
Wargear: Smoke Launchers, Medical Equipment, Stimms​

Imperial Guard Super Heavies​

Macharius Heavy Tank (Value: 20/Rarity: Very Rare)​


The Macharius Heavy Tank, often referred to as a "Second-Generation" Baneblade, is a heavily
armoured tank of the Imperial Guard. It is larger than the standard Leman Russ Tank but
smaller than the Baneblade it was built to replace when none are available.​
Spd: 8 (Tracked)​
Man: 2​
Res: 17​
Wounds: 26​

2
Size: Gtn​

Keywords: Imperium, Astra Militarum, Super Heavy Tank​


Crew Complement: 1 Pilot, 8 Crew​
Traits: All-Terrain, Sealed, Reliable​

Weapons: Twin-linked Battle Cannons, Twin-linked Heavy Stubbers, 2x Heavy Stubbers​


Wargear: Smoke Launchers​

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.​

Praetor Armoured Assault Launcher (Value: 18/Rarity: Very Rare)​


The Praetor, also known as the Praetor Armoured Assault Launcher, is an armoured assault
missile launcher used by the Astra Militarum for direct infantry fire support. The Praetor is a
modified variant of the Crassus Armoured Assault Transport, and is named after the unique
weapon it mounts known as the Praetor Heavy Assault Launcher. ​
Spd: 10 (Tracked)​
Man: 2​
Res: 17​
Wounds: 25​
Size: Gtn​

Keywords: Imperium, Astra Militarum, Super Heavy Tank​


Crew Complement: 1 Pilot, 4 Crew​
Traits: All-Terrain, Reliable​

Weapons: Praetor Launcher, 2x Heavy Bolters​


Wargear: Smoke Launchers​

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​

3
Space Marine Vehicles​

Sicaran Battle Tank (Value: 14/Rarity: Relic)​


The Sicaran Battle Tank was the exclusive province of the Space Marine Legions and was
considered one of the most advanced armoured units in the arsenal of the Great Crusade. Its
introduction was on-going at the outbreak of the Horus Heresy, and many of these new tanks
would find their way into the hands of Chaos.​
Spd: 23 (Tracked)​
Man: 3​
Res: 17​
Wounds: 18​
Size: Gtn​

Keywords: Imperium, Adeptus Astartes, Tank​


Crew Complement: 1 Pilot, 1 Crew​
Traits: Reliable, Sealed​

Weapons: Twin-linked Accelerator Autocannons, 3x Heavy Bolters​


Wargear: Smoke Launchers​

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.​

Sicaran Venator (Value: 14/Rarity: Relic)​


The Sicaran Venator is a variant of the Sicaran Battle Tank and was designed near the end of
the Great Crusade, just before the outbreak of the Horus Heresy in the early 31st Millennium, as

4
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​

Keywords: Imperium, Adeptus Astartes, Tank​


Crew Complement: 1 Pilot, 1 Crew​
Traits: Reliable, Sealed​

Weapons: Neutron Laser, 2x Heavy Bolters​


Wargear: Smoke Launchers​

Notes: May replace the side sponson Heavy Bolters with 2x Lascannons.​

Space Marine Super Heavies​


Cerberus Heavy Tank Destroyer (Value: 24/Rarity: Relic)​
The Cerberus Heavy Tank Destroyer is a super-heavy tank destroyer that was used in limited
numbers by the Space Marine Legions during the Great Crusade and later during the Horus
Heresy of the late 30th and early 31st Millennia. The Cerberus was a rare and experimental
variant of the super-heavy Spartan Assault Tank also used by the Space Marine Legions, both
of which made use of the same hull, armour, and chassis design. ​
Spd: 14 (Tracked)​
Man: 2​
Res: 19​
Wounds: 30​
Size: Gtn​

Keywords: Imperium, Adeptus Astartes, Super Heavy Tank​


Crew Complement: 1 Pilot, 2 Crew​
Traits: Sealed​

Weapons: Twin-linked Neutron Laser, 2x Heavy Bolters​


Wargear: Awakened Machine Spirit, Smoke Launchers​

Notes: The Heavy Bolters can be replaced with Lascannons.​

5
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​

Keywords: Imperium, Adeptus Astartes, Super Heavy Tank​


Crew Complement: 1 Pilot, 3 Crew​
Traits: Sealed, Reliable​

Weapons: Twin-linked Fellblade Cannons, 2x Quad Lascannons, Twin-linked Heavy Bolter,


Demolisher Cannon​
Wargear: Smoke Launchers​

6
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​

Keywords: Imperium, Adeptus Astartes, Super Heavy Tank, Transport​


Crew Complement: 1 Pilot, 2 Crew, 25 Passengers​
Traits: Sealed​

Weapons: 2x Quad Lascannons, Twin-linked Heavy Bolter​


Wargear: Awakened Machine Spirit, Smoke Launchers​

Typhon Heavy Siege Tank (Value: 24/Rarity: Very Rare)​


The Typhon Heavy Siege Tank is a heavy siege tank based on the Spartan Assault Tank
chassis. It mounts a Dreadhammer Siege Cannon in place of transporting troops.​
Spd: 14 (Tracked)​
Man: 2​
Res: 19​
Wounds: 30​
Size: Gtn​

Keywords: Imperium, Adeptus Astartes, Super Heavy Tank​

7
Crew Complement: 1 Pilot, 2 Crew​
Traits: Sealed​

Weapons: Dreadhammer Siege Cannon, 2x Heavy Bolters​


Wargear: Awakened Machine Spirit, Smoke Launchers​

Notes: The Heavy Bolters can be replaced with Lascannons.​

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​

Str: 7 ​ Tough: 7 Agi: 1 ​ Init: 3​ Will: 4 Int: 2​ Fel: 1​


Defence: 3​ Resilience: 10 (2 AR)​ Wounds: 10​ Shock: 6​

Skills: Default 3, Awareness 6 (Passive 3), Ballistic kill 2, Weapon Skill 2​

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.​

Transport: Can transport up to 10 Orks.​

Abilities: Monstrous Tusk: 7+4 ED / -2 / Range 2 / NA​

DETERMINATION: Spend 1 Ruin to roll 7d6.​

Conviction: 2 ​ Resolve: 2​ Speed: 8​ Size: Huge​

Armaments: The Big Squiggoth may be armed with a Kannon, a Zzap Gun, or a Lobba.​

8
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​

Str: 10 ​ Tough: 10 Agi: 1 ​ Init: 3​ Will: 4 Int: 2​ Fel: 1​


Defence: 3​ Resilience: 14 (4 AR)​ Wounds: 20​ Shock: 8​

Skills: Default 3, Awareness 6 (Passive 3), Ballistic kill 2, Weapon Skill 2​

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.​

Transport: Can transport up to 20 Orks.​

Abilities: Monstrous Tusk: 7+4 ED / -2 / Range 2 / NA​

Howdah Armaments: The Howdah on the Gargantuan Squiggoth is armed with 2x ‘eavy
Lobbas, and 2x Twin-linked Big Shoota.​

DETERMINATION: Spend 1 Ruin to roll 10d6.​

Conviction: 3 ​ Resolve: 3​ Speed: 8​ Size: Gtn​

Armaments: The Howdah ‘eavy Lobbas can be replaced with Killkannons.​

9
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​

Keywords: Adeptus Astartes, Chaos, (Legion), (Mark of Chaos), Tank​


Crew Complement: 1 Pilot, 1 Crew​
Traits: Reliable, Sealed​

Weapons: Twin-linked Accelerator Autocannons, 3x Heavy Bolters​


Wargear: Smoke Launchers​

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.​

Chaos Space Marine Super Heavies​

Spartan Assault Tank (Value: 24/Rarity: Very Rare)​


The Spartan Assault Tanks has been in service with the forces of the Chaos Space
Marines since the days of the Horus Heresy. Now twisted by the warp, these Spartan
Assault Tanks remain within the service of Chaos.​
Spd: 14 (Tracked)​
Man: 2​
Res: 19​
Wounds: 30​
Size: Gtn​

Keywords: Adeptus Astartes, Chaos, (Legion), (Mark of Chaos), Super Heavy Tank, Transport​
Crew Complement: 1 Pilot, 2 Crew, 25 Passengers​
Traits: Sealed​

Weapons: 2x Quad Lascannons, Twin-linked Heavy Bolter​


Wargear: Daemonic Machine Spirit, Smoke Launchers​

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​

11
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​

Keywords: Aeldari, Asuryani, Super Heavy Tank​


Crew Complement: 1 Pilot, 1 Crew​
Traits: Flyer, Gyro-Stabilised, Hover, Sealed, Turbo Boost (6)​

Weapons: D-Cannon, Shuriken Cannon​


Wargear: Holo-field​

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​

Keywords: Aeldari, Asuryani, Super Heavy Tank​


Crew Complement: 1 Pilot, 1 Crew​
Traits: Flyer, Gyro-Stabilised, Hover, Sealed, Turbo Boost (6)​

Weapons: Twin-linked Pulsar, Shuriken Cannon​


Wargear: Holo-field​

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​

12
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​

Keywords: T’au Empire, Fire Caste, Raider​


Crew Complement: 1 Pilot, 1 Crew​
Traits: Gyro-Stabilised, Hover, Open Topped, Turbo Boost (4)​

Weapons: Twin-linked Pulse Rifles*, Markerlight*​


Wargear: Dispersion Field*​

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

13
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.​

New T’au Empire Wargear​


Dispersion Field*: The vehicle is fitted with a system of projectors that cast holographic and
electromagnetic decoys over an area around the vehicle, interfering with enemy attacks.
The vehicle adds +2 to its Defence.​

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)​

Str: 8 ​ Tough: 8 Agi: 8 ​ Init: 4​ Will: 7 Int: 3​Fel: 1​


Defence: 5​ Resilience: 14 (5 AR)​ Wounds: 12​ Shock: 8​

Skills: Default 6, Awareness 8 (Passive 4), Ballistic kill 5, Weapon Skill 6​

Bonuses: Instinctive Behaviour (Lurk)*: Read Below​

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.

Monstrous Scything Talons*: 8+5 ED / -3 / Range 2 / Paired​

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.​

14
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)​

Str: 10 ​ Tough: 8 Agi: 4 ​ Init: 4​ Will: 5 Int: 3​Fel: 1​


Defence: 3​ Resilience: 14 (5 AR)​ Wounds: 18​ Shock: 8​

Skills: Default 3, Athletics 5, Awareness 8 (Passive 4), Ballistic kill 2, Weapon Skill 7​

Bonuses: Instinctive Behaviour (Feed): Read Below​

Second Strike*: This Threat reduces the Multi-Attack penalty by 2DN, as though it had the Dual
Wield Talent (Wrath & Glory, p. 133).​

15
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.

Monstrous Scything Talons*: 10+5 ED / -3 / Range 2 / Paired​

Acid Spray*: 14+3 ED / AP -1 / Range 6 - 12 - 18/ Salvo 2/ Flamer​

DETERMINATION: Spend 1 Ruin to roll 8d6.​

Conviction: 6 ​ Resolve: 7​ Speed: 5​ Size: Gtn​

-Barbed Hierodule-​
Tier/Threat: 1/-, 2/-, 3/MC, 4/MC, 5/MC​
Keywords: Tyranid, (Hive Fleet)​

Str: 8 ​ Tough: 8 Agi: 4 ​ Init: 4​ Will: 5 Int: 3​Fel: 1​


Defence: 3​ Resilience: 14 (5 AR)​ Wounds: 18​ Shock: 8​

Skills: Default 3, Athletics 5, Awareness 8 (Passive 4), Ballistic kill 5, Weapon Skill 5​

Bonuses: Instinctive Behaviour (Lurk)*: Read Below​

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.

Monstrous Scything Talons*: 8+5 ED / -3 / Range 2 / Paired​

Bio Cannons: 18+6 ED / AP -3 / Range 24 - 48 - 72/ Salvo 0/ Heavy (8), Blast (6), Inflict
(Poisoned 5)​

DETERMINATION: Spend 1 Ruin to roll 8d6.​

Conviction: 6 ​ Resolve: 7​ Speed: 5​ Size: Gtn​

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

16
size and power to an Imperial Titan.​

Tier/Threat: 1/-, 2/-, 3/-, 4/MC, 5/MC​


Keywords: Tyranid, (Hive Fleet), Synapse​

Str: 10 ​ Tough: 8 Agi: 4 ​ Init: 4​ Will: 5 Int: 3​Fel: 1​


Defence: 3​ Resilience: 14 (5 AR)​ Wounds: 26​ Shock: 10​

Skills: Default 3, Athletics 5, Awareness 8 (Passive 4), Ballistic kill 4, Weapon Skill 7​

Bonuses: Shadow in the Warp*: see below​

Synapse Creature*: see below​

Transport: Can transport up to 20 Termagaunts or Hormagaunts.​

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.

Titanic Scything Talons: 14+5 ED / -3 / Range 3 / Paired​

Bio Cannons: 18+6 ED / AP -3 / Range 24 - 48 - 72/ Salvo 0/ Heavy (8), Blast (6), Inflict
(Poisoned 5)​

17
DETERMINATION: Spend 1 Ruin to roll 8d6.​

Conviction: 6 ​ Resolve: 7​ Speed: 5​ Size: Gtn​

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)​

Str: 12 ​ Tough: 12 Agi: 6 ​ Init: 8​ Will: 10 Int: 8​ Fel: 4​


Defence: 6​ Resilience: 18 (Bonded Exoskeleton: 5 AR)​ Wounds: 32​ Shock: 0​

Skills: Default 10, Awareness 12 (Passive 6), Intimidation 12, Ballistic kill 3, Weapon Skill 14​

Bonuses: Shadow in the Warp*: see below​

Synapse Creature*: see below​

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).​

4x Bonesaber: 12+6 ED / -3 / Range 2 / Paired, Force, Enhanced Parry (gains +2 instead of


the normal +1 defense against melee attacks)​

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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.​

Conviction: 10​ Resolve: 9​ Speed: 8​ Size: Huge​

Tyranid Special Rules​


Instinctive Behaviour*: Unless controlled or coordinated by the domineering will of the Hive
Mind, many Tyranid organisms will revert to animalistic instincts. Tyranids with this ability will
have one of two forms of base instinct: Feed or Lurk. At the start of the creature’s turn, it must
pass a Resolve test (DN 3) or act according to that instinct; if the Resolve test is passed, the
creature may act freely. If the creature is part of a mob, then the whole mob makes a single
Resolve test.​

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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”.​

Dark Eldar Vehicles​


Ravager (Value: 14/Rarity: Very Rare)​
Slightly bigger and more armored than a Ravager and served by a crew of two, the Rampage is
equipped with an energy shield. Its weaponry includes a Dark Lance Array and twin-linked
Splinter Cannons. It also possesses three engines and five rear stabilizer fins in a star pattern to
offset the increased weight.​
Spd: 100 (Skimmer)​
Man: 8​
Res: 15​
Wounds: 16​
Size: Huge​

Keywords: Aeldari, Drukhari, Raider, Tank​


Crew Complement: 1 Pilot, 1 Crew​
Traits: Gyro-Stabilised, Hover, Open Topped, Turbo-Boost (5)​

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Weapons: Twin-linked Splinter Cannons, Twin-linker Dark Lance Array​
Wargear: Night Shield, Bladevanes​

Dark Eldar Aircraft​

Raven Fighter (Value: 16/Rarity: Uncommon)​


The Raven Fighter is the oldest and smallest aircraft fielded by the Dark Eldar, designed to deal
with ground targets instead of other aircrafts. Considered somewhat vulgar by many, in contrast
to other, more elegant and precise Dark Eldar aircrafts, it has fallen out of favour with many
Kabals. Only the most bloodthirsty Reavers prefer to use the Raven, appreciating its brutal
weaponry and its lack of missile armament.​
Spd: 130​
Man: 8​
Res: 12​
Wounds: 12​
Size: Huge​

Keywords: Aeldari, Drukhari, Flyer​


Crew Complement: 1 Pilot​
Traits: Flyer, Gyro-Stabilised, Hover, Sealed, Turbo-Boost (20)​

Weapons: Splinter Storm Cannon, Twin-linked Dark Lance​


Wargear: Night Shield​

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. ​

Space Marine Weapon Descriptions​


Accelerator Autocannon: An Accelerator Autocannon is a type of heavy Imperial Autocannon.
These rapid-fire weapons unleash shells at a much higher velocity than a standard Autocannon,
enabling it to successfully engage moving targets and strike with pinpoint accuracy. ​

Dreadhammer Siege Cannon: The Dreadhammer Cannon is a massive piece of Imperial


artillery mounted on the Typhon Heavy Siege Tank. Essentially a massive static artillery cannon
mounted on a vehicle chassis, the kinetic blast produced by its multi-tonne shells is enough to
liquefy flesh and bone. Even the most well-protected bunker provides little defense against the
shells of the Dreadhammer Siege Cannon​

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.​

Eldar Weapon Descriptions​


D-Cannon: The Distortion Cannon, often more commonly called a "D-Cannon", and also known
as a "Displacer Cannon," "Displacer," "Warp Cannon," or "Warper," is a heavy Vortex Weapon
utilised by the Craftworld Aeldari and the most dangerous of all that ancient species' weapons. ​

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.​

22
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.​

Dark Eldar Weapon Descriptions​


Dark Lance Array: The Dark Lance Array is a series of 4 Dark Lances linked together to deliver
destructive firepower.​

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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