Wargear & Equipment

TACTICAL ASSETS

Once during the scenario, when you would activate a Ready friendly operative, you can perform the Shoot action using the ranged weapon below instead.

For the purposes of Line of Sight, draw Visibility and Cover lines from a friendly ACOLYTE RETINUE operative. For the purposes of this weapon's special rules, treat that friendly operative as performing the action.

  NAME ATK HIT DMG WR
  Airstrike (hyperfrag) 5 4+ 3/4 Blast 2", Barrage*
  Airstrike (hyperkrak) 4 4+ 5/6 Barrage*, Piercing 1

BASIC WARGEAR & EQUIPMENT

BASIC WARGEAR

Armour
  NAME SPECIAL RULES WP
  Assault Shield The operative gains the Shield* special rule. 1
  Carapace Change this operative's Save stat to 4+ 3
  Flak Armour Change this operative's Save stat to 5+ 1
  Flakweave Defense rolls of 5+ are critical successes 1
Melee Weapons
  NAME ATK HIT DMG WR WP
  Chainsword 4 - 4/5 - 2
  Combat blade 4 - 3/4 - 1
  Eviscerator 4 -1 5/6 Ceaseless, 1" Devastating* 2 3
  Gun butt 3 - 2/3 - -
  Power Fist 4 -1 5/7 Brutal 3
  Power Knife 4 - 3/5 Lethal 5+ 2
  Power Weapon 4 - 4/6 Power* 3
  Shock Baton 4 - 3/3 Shock, Stun 1
  Fists 3 - 1/2 - -
Pistols
  NAME ATK HIT DMG WR WP
  Autopistol 4 - 2/3 Range 8", Ammo* 3 1
  Bolt pistol 4 - 3/4 Range 8", Ammo* 3 2
  Hand Flamer 4 +2 3/3 Range 8", Ammo* 3, Saturate, Torrent 1" 1
  Hot-shot laspistol 4 - 3/4 Range 8", Ammo* 2
  Inferno pistol 4 - 5/3 Range 3", Ammo* 3, Devastating 3, Piercing 2 1
  Laspistol 4 - 2/3 Range 8", Ammo* 3 1
  Plasma pistol 3
  - Standard 4 - 3/5 Range 8", Ammo* 3, Natural reload*, Piercing 1  
  - Overcharge 4 - 4/5 Range 8", Ammo* 3, Hot, Lethal 5+, Natural reload*, Piercing 1  
Ranged Weapons
  NAME ATK HIT DMG WR WP
  Autogun 4 - 2/3 - 2
  Boltgun 4 - 3/4 - 3
  Flamer 5 +2 3/3 Range 8", Ammo* ∞, Saturate, Torrent 2" 3
  Grenade launcher 4
  - Frag 4 - 2/4 Blast 2"  
  - Krak 4 - 4/5 Piercing 1  
  Heavy stakethrower 4 - 3/3 Heavy, Piercing Crits 1, Silent 3
  Heavy bolter 4
  - Focused 5 - 4/5 Ammo* 12, Ceaseless, Heavy, Piercing Crits 1  
  - Sweeping 4 - 4/5 Ammo* 12, Heavy, Piercing Crits 1, Torrent 1"  
  Heavy stubber 3
  - Focused 5 - 3/4 Ammo* 12, Ceaseless, Heavy (Dash only)  
  - Sweeping 4 - 3/4 Ammo* 12, Heavy (Dash only), Torrent 1"  
  Hot-shot lasgun 4 - 3/4 Ammo* 3
  Las-carbine 2
  - Close Range 4 +1 2/3 Range 8" -
  - Long Range 4 -1 2/3 -  
  Lasgun 4 - 2/3 - 2
  Las-volley 5
  - Focused 5 - 4/5 Ammo* ∞, Heavy (Dash only), Rending  
  - Sweeping 4 - 4/5 Ammo* ∞, Heavy (Dash only), Rending, Torrent 1"  
  Long-las 4
  - Stationary 4 +1 3/3 Ammo* 3, Devastating 3, Heavy, Silent  
  - Mobile 4 - 3/4 Ammo* 3  
  Meltagun 4 - 6/3 Ammo* 6, Range 6", Devastating 4, Piercing 2 5
  Missile launcher 4
  - Frag 4 - 3/5 Ammo* 1, Blast 2", Heavy  
  - Krak 4 - 5/7 Ammo* 1, Heavy, Piercing 1  
  Multi-melta 4 - 6/3 Range 12", Devastating 4, Heavy (Dash only), Piercing 2 5
  Needle rifle 4 +1 2/2 Ammo* 12, Lethal 5+, Silent, Toxin* 3
  Plasma cannon 5
  - Standard 4 - 4/5 Ammo* 3, Blast 2", Heavy (Dash only), Piercing 1  
  - Supercharge 4 - 5/6 Ammo* 3, Blast 2", Heavy (Dash only), Hot, Lethal 5+, Piercing 1  
  Plasma gun 4
  - Standard 4 - 4/5 Natural reload*, Piercing 1  
  - Supercharge 4 - 5/6 Hot, Lethal 5+, Natural reload*, Piercing 1  
  Shotgun 3
  - Close range 4 +1 3/3 Range 8"  
  - Long range 4 -1 1/2 -  
  Stakethrower 4 - 2/2 No reload*, Piercing Crits 1, Silent 2
  Tankstopper rifle 4
  - mobile 4 - 4/4 Ammo 3, Devastating 1, Heavy (Dash only), Piercing 1  
  - stationary 4 +1 4/2 Ammo 3, Devastating 4, Heavy, Piercing 1, Severe  
  Webber 5 +1 2/2 Range 6", Ammo* 3, Lethal 5+, Stun 3

OGRYN WARGEAR

Armour
  NAME SPECIAL RULES WP
  Assault Shield The operative gains the Shield* special rule; cannot be equipped with Ripper Gun or Bigger Club 1
  Carapace Change the operative's Save stat to 4+ 3
  Flak armour Change the operative's Save stat to 5+ 1
Melee Weapons
  NAME ATK HIT DMG WR WP
  Ripper gun bayonet 4 +1 4/5 - -
  Power maul 4 +1 4/6 S 3
  Big knife 4 - 4/5 - 1
  Fists (Ogryn) 4 - 2/3 - -
Ranged Weapons
  NAME ATK HIT DMG WR WP
  Grenade harness 4 4+ 2/4 Range 6", Limited 1, Blast 2" 3
  Grenadier gauntlet 4 - 3/5 Ammo* 3, Blast 2" 3
  Hand cannon 4 - 3/4 Range 8", Ammo* 3 1
  Ripper gun 4 +1 4/5 Range 8", Punishing 3

BASIC EQUIPMENT

AUSPEX 2EP

The operative gains the Auspex Scan ability for the battle:
Once per turning point, when a friendly ANGEL OF DEATH operative performs the Shoot action and you're selecting a valid target, you can use this rule. If you do, until the end of the activation/counteraction, enemy operatives within 8" of that friendly operative cannot be obscured.

AUTOSAVANT ARRAY 3EP

SERVITOR operative only. The operative gains the following abilities for the scenario:

Chronicle: If this operative was deployed but not incapacitated, you can select one other friendly ACOLYTE RETINUE operative that was in that scenario to gain D10 (if an Acolyte) or 1 (if a Follower) experience points.

Irrefutable Documentation: While this operative is within 2" of an objective marker and not within control range of an enemy operative, it controls that objective regardless of any other rules or the APL of enemy operatives within the required distance of it. If an enemy operative has the similar ability, control is determined as normal.

Scrivener: After the Set Up Operatives step, gain 1 CP each time additional enemy operatives are placed in the Killzone.

CLIMBING EQUIPMENT 1EP

The operative gains the Climbing Equipment ability for the scenario:
  • Whenever this operative climbs, first 6" it travels is counted as 2". Note that this enables the operative to climb up to 10" vertical distance.
  • This operative does not need to be within 1" of a terrain feature in order to climb it.
  • Each time this operative drops, the intended location can be any vertical distance from the level it occupies
  • Each time this operative drops, it counts any vertical distance it travels as half for that drop.

GRAV CHUTE 2EP

The operative gains the Grav-chute ability for the battle:
  • During scenario setup, if this operative is wholly within your drop zone, it can perform a Grav-chute insertion. If it does so, you can perform a free Normal Move action with this operative. For that action, it has a Movement characteristic of 4" and can FLY.
  • Each time this operative moves off a Vantage Point, for that move, it can move as though it can FLY, so long as it does not move higher than that Vantage Point and ends that move lower than that Vantage Point.

EXPLOSIVE HARNESS 1EP

CANID or SERVO-SKULL operative only. This operative can perform the Shoot action with the below profile. Make a shooting attack against each other operative Visible to and within 2" of it with this weapon - each of them is a valid target and cannot be in Cover. After all of those shooting attacks have been made, this operative is incapacitated and killed - remove it from your roster without making a Casualty test. If this operative is incapacitated in any other circumstances, roll one D6: on a 4+, it makes a shooting attack as above.
  NAME ATK HIT DMG WR
  Explosive Harness 4 3+ 5/6 Piercing 1, Piercing Crits 2

FRENZON COLLAR 1EP

CANID operative only. The operative gains the Frenzied ability for the scenario: You can ignore any or all modifiers to this operative's Move stat. In addition, the Vicious Bite this operative is equipped with gains the Ceaseless weapon rule for the scenario.

LUCKY CHARM 2EP

OGRYN operative only. The operative gains the Lucky Charm ability for the scenario: Once per scenario, when this operative is fighting, retailiating, or a shooting attack is being made against it, you can use the Command Re-roll Tactical Ploy for 0CP.

MEDKIT 1EP

The operative can perform the following action during the scenario:
MEDKIT 1AP

Select one friendly ACOLYTE RETINUE operative within 1" of and Visible to this operative. That operative regains 2D3 lost wounds.

This operative can only perform this action once, and cannot perform this action while within control range of an enemy operative.

OPTIMISED GAIT 1EP

CANID, SERVITOR or TECH-ADEPT ACOLYTE operative only. The operative gains the Optimised Gait ability for the scenario: Each time this operative is climbing or dropping, it can ignore first 2" of vertical distance it travels.

PROVISIONS 1EP

OGRYN operative only. The operative can perform the following action during the scenario:
EAT PROVISIONS 1AP

This operative regains 2D3 lost wounds.

This operative can only perform this action once, and cannot perform this action while within control range of an enemy operative.

REBREATHER 1EP

The operative gains the Rebreather ability for the scenario: You can ignore any or all modifiers to this operative's APL stat and it is not affected by the Stun weapon rule.

ROSARY 2EP

The operative gains the Rosary ability for the scenario: Once per scenario, when normal Dmg is inflcted on this operative, you can ignore that Dmg.

STIMM 1EP

Add 1 to Wounds stat of this operative for the scenario.

UPLIFTING PRIMER 1EP

The operative can perform the following action during the scenario:
UPLIFTING PRIMER 1AP

Until the end of the turning point, while a friendly ACOLYTE RETINUE operative is within 3" of this operative, that friendly operative is uplifted. While an operative is uplifted, each time it fights, retailiates or shoots, in the Roll Attack Dice step of that combat or shooting attack, you can retain one result of 5+ as a critical hit.

VOX-CASTER 2EP

The operative can perform the following action during the scenario:
SIGNAL 1AP

Select one friendly ACOLYTE RETINUE operative within 6” of this operative. Add 1 to its APL.

This operative cannot perform this action while within control range of enemy operatives.

AMMUNITION

Each weapon can be equipped with 1 ammunition type.

DRUM MAGAZINE 1EP

Autogun, Autopistol

Select one eligible weapon the operative is equipped with. That weapon gains Ammo 12 and Ceaseless weapon rules for the scenario.

ENRICHED PROMETHIUM 2EP

Flamer, Hand flamer

Select one eligible weapon the operative is equipped with. That weapon gains the Lethal 5+ weapon rule for the scenario.

HEXAGRAMMATIC BOLTS 1EP

Heavy stakethrower, Stakethrower

Select one eligible weapon the operative is equipped with. That weapon gains the Warded* weapon rule for the scenario.

HOT-SHOT CAPACITOR 1EP

Hot-shot lasgun, Hot-shot laspistol, Hot-shot volleygun, Las-carabine, Lasgun, Laspistol

Select one eligible weapon the operative is equipped with. That weapon gains the Piercing Crits 1 weapon rule for the scenario. If that weapon already has that rule, it gains Piercing 1 weapon rule instead.

INFERNO ROUNDS 1EP

Autogun, Autopistol

Select one eligible weapon the operative is equipped with. That weapon gains the Blaze* special rule for the scenario.

RAD ROUNDS 1EP

Autogun, Autopistol

Select one eligible weapon the operative is equipped with. That weapon gains the Rending special rule for the scenario.

GRENADES

COMBAT GRENADES 2+EP

The operative is equipped with 2 grenades from the following list (you can select similar item twice). This equipment's cost is equal to the total cost of selected items.

  NAME ATK HIT DMG WR EP
  Demolition charge 4 4+ 5/6 Range 6", Blast 2", Heavy (Reposition only), Limited, Piercing 1 3
  Frag grenade 4 4+ 2/3 Range 6", Blast 2", Limited 1
  Incendiary grenade 4 4+ 2/2 Range 6", Blast 2", Blaze, Limited 2
  Krak grenade 4 4+ 4/5 Range 6", Limited, Piercing 1 2

TANGLE GRENADE 2EP

This operative can perform the following action once during the scenario:
TANGLE GRENADE 1AP

Select one enemy operative Visible to and within 6" of this operative, then roll one D6, adding 1 to the result if that enemy operative is in this operative's Line of Sight. On a 3+, that enemy operative is Tangled until it ends its activation with 1 or more APL unspent, or the battle ends (whichever comes first). A Tangled operative cannot perform any actions.

An operative cannot perform this action while within control range of an enemy operative.

UTILITY GRENADES 2EP

The operative is equipped with either 2 smoke grenades, or 2 stun grenades, or 1 smoke grenade and 1 stun grenade. Each grenade equipped allows the operative to perform the respective action once per scenario:
SMOKE GRENADE 1AP

Place one of your Smoke Grenade markers within 6" and visible of this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it. While an operative is wholly within an area of smoke, it's obscured and ignores Piercing weapon rule, unless the operative shooting at it is within 2" of its target.

In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first). Note that group activation counts as one activation.

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.


STUN GRENADE 1AP

Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

WEAPON ACCESSORIES

Each weapon can be equipped with 1 accessory.

AUXILIARY GRENADE LAUNCHER 1EP

Autogun, Boltgun, Lasgun or Shotgun

Each time the operative performs a Shoot action, if a Frag grenade or Krak grenade is selected as the ranged weapon, it can be selected to fire through Auxiliary grenade launcher. If it does so, remove Range 6" weapon rule.

Each time the operative performs Smoke Grenade or Stun Grenade action, the nominated location can be any surface within this operative's line of sight.

EXTERMINATOR 1EP

Autogun, Boltgun, Eviscerator, Lasgun or Shotgun

Once per scenario, when this operative makes a shooting attack, it may select the Hand flamer weapon profile for that shooting attack.

FOREGRIP 1EP

Any ranged weapon except having Heavy weapon rule (or its variations) and pistols

Select one eligible weapon the operative is equipped with. Whenever the operative is shooting at target that is within 3" of it, that weapon has the Accurate 1 weapon rule.

INFRA-SIGHT 1EP

Autogun, Boltgun, Hot-shot Lasgun, Las-carabine, Lasgun or Laspistol

Select one eligible weapon the operative is equipped with. This weapon has the Saturate weapon rule.

LAS-PROJECTOR 1EP

Autogun, Hot-shot lasgun, Boltgun, Lasgun

Select one eligible weapon the operative is equipped with. While this operative is Ready, it can interrupt enemy activation as if it were On Guard.

RECOIL COMPENSATOR 1EP

Autogun, Autopistol, Las Carbine, Lasgun, Laspistol

Select one eligible weapon the operative is equipped with. The operative can perform the following action with that weapon during the scenario:

RUN AND GUN 1AP
Make a free Dash action and a free Shoot action with a -1 Hit stat in any order. You can only select the assigned weapon for this shooting attack.

TELESCOPIC SIGHT 1EP

Autogun, Hot-shot lasgun, Lasgun

Select one eligible weapon the operative is equipped with. The operative can perform the following action with that weapon during the scenario:

TAKE AIM 2AP
Make a free Shoot action at a target more than 6" from this operative with a +1 Hit stat. You can only select the assigned weapon for this shooting attack.

RARE WARGEAR & EQUIPMENT

Each time an Acolyte earns an item of Rare Equipment, you can choose from which table the item is determined – the Ranged or Melee equipment tables from the Spec Ops Narrative Play rules, or the Acolyte-specific Rare Equipment or Rare Wargear tables below. Your Stash cannot include more than one of each item, except results 1-7 on the Acolyte Rare Wargear list. At any time you may permanently assign an item of Rare Equipment (but not Rare Wargear) to a Follower. It may thereafter be equipped at no EP cost but is lost if that Follower is killed or dismissed.

The number before equipment item name is D12 roll result.

RARE EQUIPMENT

(1) BLESSED MANTLE 1EP

The operative gains the Blessed Mantle ability for the scenario: Each time this operative fights or retailiates, before attack dice are resolved, you can change one of your opponent's critical hits into a normal hit.

(2) CAMELEOLINE CLOAK 1EP

The operative gains the Cameleoline Cloak ability for the scenario: While this Operative has a Conceal order and is in Cover, it is always treated as having a Conceal order regardless of any other rules, and is not Visible to enemy operatives more than 6” away.

(3) DIGITAL WEAPON 2EP

The operative gains the the following weapon for the scenario:

  NAME ATK HIT DMG WR
  Digital weapon 4 +1 0/0 Range 3", Devastating 2, Lethal 3+, Limited, Seek Light

(4) ICON OF HOLY TERRA 3EP

The operative gains the Icon of Holy Terra ability for the scenario: While this operative is visible to them, friendly ACOLYTE RETINUE operatives cannot be injured.

(5) NULL STONE 3EP

The operative gains the Null Stone ability for the scenario: This operative cannot be targeted by psychic actions, and operatives within 6" of it cannot perform psychic actions.

(6) PSYCHIC HOOD 2EP

The operative gains the Psychic Hood ability for the scenario: This operative may re-roll Perils of the Warp results, but must accept the second result.

(7) OCULAR AUGMENT 2EP

The operative gains the Ocular Augment ability for the scenario: Each time this operative shoots, enemy operatives are not Obscured for it, and its weapons gain the Saturate weapon rule.

(8) REFRACTOR FIELD 3EP

The operative gains the Refractor Field ability for the scenario: Each time this operative fights or retailiates, subtract 1 from both Dmg stats of its opponent's weapon (to a minimum of 2).

(9) SERVO-CHERUB 2EP

The operative gains the Servo-Cherub ability for the scenario: This operative can perform mission actions and Pick Up Marker action while within 2" (rather than 1") of objective.

(10) SUSPENSOR HARNESS 2EP

The operative gains the Suspensor Harness ability for the scenario: This operative treats Heavy weapon rule as Heavy (Dash only), and Heavy (Dash only) as Heavy (Reposition only).

(11) TOME OF DENUNCIATION 2EP

The operative gains the Denunciation ability for the scenario: Whenever a friendly ACOLYTE RETINUE operative is shooting against, fighting against or retaliating against an enemy operative within 2" of this operative, add 1 to the Atk stat of that friendly operative's weapons.

(12) TOME OF SANCTIFICATION 2EP

The operative gains the Sanctification ability for the scenario: Whenever an enemy operative is shooting against, fighting against or retaliating against a friendly ACOLYTE RETINUE operative within 2" of this operative, subtract 1 from the Atk stat of that enemy operative's weapons.

RARE WARGEAR

D12   NAME ATK HIT DMG WR WP
1-3   Relic Sidearm Select one item of Basic Wargear worth up to 1WP and permanently apply both Rare Wargear effects. This weapon may be further modified. 1
4-5   Relic Weapon Select one item of Basic Wargear worth up to 2WP and permanently apply both Rare Wargear effects. This weapon may be further modified. 2
6   Master-crafted Weapon Select one item of Basic Wargear worth up to 3WP and permanently apply both Rare Wargear effects. This weapon may be further modified. 3
7   Null-rod 4 - 4/6 Null*, Stun, Warded* 3
8   Sling gun 4 - 3/4 Balanced, Rending 3
9   Arc rifle 4 - 4/5 Piercing 1, Stun 4
10   Archeotech pistol 4 - 4/5 Range 8", Ammo* 3, Lethal 5+, Rending 4
11   Force weapon 4 - 4/6 Letal 5+, Force* 4
12   Combi-weapon Select Boltgun and one of the other profiles below on purchase: 5
    - Boltgun 4 - 3/4 -  
    - Combi-flamer 5 +2 3/3 Range 8", Ammo* 3, Saturate, Torrent 2"  
    - Combi-Grav 4 - 4/5 Range 8", Ammo* 3, Lethal Sv+, Piercing 1  
    - Combi-Melta 4 - 5/3 Range 6", Ammo* 3, Devastating 3, Piercing 2  
    - Combi-Plasma 4 - 4/5 Range 8", Ammo* 3, Piercing 1  

RARE WARGEAR EFFECTS

Improved stats: Add 1 to one of the weapon stats: Hit, both Dmg or Atk.

Enhanced capabilities: Add one of the following weapon rules: Brutal, Ceaseless, Lethal 5+, Piercing 1 or Torrent 1".

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