Space Marine Wargear & Equipment
Space Marine operatives may be equipped from the Space Marine Wargear List up to their Wargear Capacity and the Space Marine Equipment List up to 3EP per operative, plus any unused Wargear Capacity at a rate of 1EP per 1WP.
SPACE MARINE WARGEAR
Ranged weapons | ||||||
NAME | ATK | HIT | DMG | WR | WP | |
Astartes shotgun | 4 | +1 | 4/4 | Range 6" | 3 | |
Auto bolt rifle | 4 | - | 3/4 | Torrent 1" | 3 | |
Bolt carabine | 4 | - | 3/4 | Accurate 1 | 3 | |
Bolt Pistol | 4 | - | 3/4 | Range 8" | 2 | |
Bolt Rifle | 4 | - | 3/4 | Piercing Crits 1 | 3 | |
Bolt Sniper Rifle | 4 | |||||
- Executioner | 4 | +1 | 3/4 | Ammo* 3, Heavy (Dash only), Saturate, Seek Light, Silent | ||
- Hyperfrag | 4 | +1 | 3/4 | Ammo* 3, Blast 1", Heavy (Dash only), Silent | ||
- Mortis | 4 | +1 | 3/3 | Ammo* 3, Devastating 3, Heavy (Dash only), Piercing 1, Silent | ||
Boltgun | 4 | - | 3/4 | - | 3 | |
Custom bolt carabine | 4 | - | 3/4 | Custom* | 4 | |
Flamer | 5 | +2 | 3/3 | Range 8", Saturate, Torrent 2" | 3 | |
Executor bolt rifle | 4 | |||||
- Heavy | 4 | - | 4/6 | Heavy (Dash only), Lethal 5+, Piercing Crits 1 | ||
- Mobile | 4 | - | 4/5 | - | ||
Executor heavy bolter | 5 | - | 4/5 | Ammo* 12, Heavy (Dash only), Lethal 5+, Piercing 1 | 5 | |
Grav gun | 4 | - | 4/5 | Lethal Sv+*, Piercing 1 | 5 | |
Hand Flamer | 4 | +2 | 3/3 | Range 6", Saturate, Torrent 1" | 2 | |
Hellstorm bolt rifle | 4 | - | 4/5 | Torrent 1" | 4 | |
Hellstorm heavy bolter | 5 | - | 4/5 | Ammo* 12, Balanced, Heavy (Reposition only), Torrent 1" | 5 | |
Heavy bolt pistol | 4 | - | 3/4 | Ammo* 3, Range 8", Piercing Crits 1 | 3 | |
Heavy bolt rifle | 4 | - | 4/5 | Piercing Crits 1 | 4 | |
Heavy bolter | 5 | |||||
- Focused | 5 | - | 4/5 | Ammo* 12, Heavy (Reposition only), Piercing Crits 1 | ||
- Sweeping | 4 | - | 4/5 | Ammo* 12, Heavy (Reposition only), Piercing Crits 1, Torrent 1" | ||
Las-Fusil | 4 | - | 5/7 | Ammo* 3, Heavy, Piercing 2 | 4 | |
Marksman bolt carabine | 4 | - | 3/4 | Lethal 5+ | 3 | |
Melta rifle | 4 | - | 6/3 | Range 8", Devastating 4, Piercing 2 | 6 | |
Meltagun | 4 | - | 6/3 | Range 6", Devastating 4, Piercing 2 | 5 | |
Missile Launcher | 5 | |||||
- Frag | 4 | - | 3/5 | Ammo* 1, Blast 2", Heavy (Reposition only) | ||
- Krak | 4 | - | 5/7 | Ammo* 1, Heavy (Reposition only), Piercing 1 | ||
Neo-volkite pistol | 4 | - | 4/5 | Range 8", Ammo* 3, Rending | 3 | |
Occulus bolt carabine | 4 | - | 3/4 | Saturate | 3 | |
Plasmagun | 5 | |||||
- Standard | 4 | - | 4/5 | Natural Reload*, Piercing 1 | ||
- Supercharge | 4 | - | 4/6 | Hot, Lethal 5+, Natural Reload*, Piercing 1 | ||
Plasma incinerator | 6 | |||||
- Standard | 4 | - | 5/6 | Natural Reload*, Piercing 1 | ||
- Supercharge | 4 | - | 5/7 | Hot, Lethal 5+, Natural Reload*, Piercing 1 | ||
Plasma pistol | 4 | |||||
- Standard | 4 | - | 3/5 | Range 8", Ammo* 3, Natural Reload*, Piercing 1 | ||
- Supercharge | 4 | - | 4/5 | Range 8", Ammo* 3, Hot, Lethal 5+, Natural Reload* Piercing 1 | ||
Special issue bolt pistol | 4 | - | 3/4 | Ammo* 3, Range 8", Piercing 1 | 3 | |
Stalker bolt rifle | 3 | |||||
- Heavy | 4 | - | 3/5 | Heavy (Dash only), Lethal 5+, Piercing Crits 1 | ||
- Mobile | 4 | - | 3/4 | - | ||
Stalker marksman bolt carabine | 4 | +1 | 3/4 | Lethal 5+, Piercing 1 | 4 |
Melee weapons | ||||||
NAME | ATK | HIT | DMG | WR | WP | |
Chainsword | 4 | - | 4/5 | - | 1 | |
Fists | 4 | - | 3/4 | - | - | |
Lightning claw | 4 | - | 4/5 | Lethal 5+ | 2 | |
Power fist | 4 | -1 | 5/7 | Brutal | 3 | |
Power weapon | 4 | - | 4/6 | Lethal 5+ | 3 | |
Thunder hammer | 4 | - | 5/6 | Shock, Stun | 3 |
Hybrid weapons | ||||||
NAME | ATK | HIT | DMG | WR | WP | |
Boltstorm gauntlet | 4 | |||||
- Melee | 4 | -1 | 5/7 | Brutal | ||
- Ranged | 4 | - | 3/4 | Ammo* ∞, Range 8", Balanced | ||
Flamestorm gauntlet | 4 | |||||
- Melee | 4 | -1 | 5/7 | Brutal | ||
- Ranged | 5 | +1 | 3/3 | Ammo* ∞, Range 6", Saturate, Torrent 1" |
Weapon attachments - max 1 per Ranged weapon | ||||||
NAME | ATK | HIT | DMG | WR | WP | |
Auxiliary grenade launcher | Auto bolt rifle, Bolt rifle or Stalker bolt rifle only | 2 | ||||
- Frag | 4 | - | 2/4 | Ammo* 3, Blast 2" | ||
- Krak | 4 | - | 4/5 | Ammo* 3, Piercing 1 | ||
Combi weapon | Boltgun or Auto bolt rifle only. Select one of the following profiles on Weapon purchase. Choose between default weapon profile and this profile for each Shoot Action. |
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Combi-flamer | 5 | +2 | 3/3 | Range 6", Ammo* 3, Saturate, Torrent 2" | 1 | |
Combi-grav | 4 | - | 4/5 | Range 6", Ammo* 3, Lethal Sv+*, Piercing 1 | 2 | |
Combi-melta | 5 | - | 6/3 | Range 3", Ammo* 3, Devastating 4, Piercing 2 | 2 | |
Combi-plasma | 5 | - | 4/5 | Range 6", Ammo* 3, Piercing 1 | 2 | |
Weapon customization | Bolt weapons (excluding Bolt sniper rifle and Heavy bolter) only. Add one of the following special rules to this weapon: Balanced, Punishing, Lethal 5+, Devastating 1, Saturate, Piercing Crits 1, Rending |
1 |
Shields - max 1 per operative | ||||||
NAME | ATK | HIT | DMG | WR | WP | |
Boarding shield | Shield*, Deflect* Ranged 1 | 3 | ||||
Combat shield | Shield* | 1 | ||||
Storm shield | Shield*, Deflect* Melee 1 | 4 |
DEATHWATCH WARGEAR
Ranged weapons | ||||||
NAME | ATK | HIT | DMG | WR | WP | |
Frag cannon | 5 | |||||
- Frag | 4 | - | 4/6 | Blast 2" | ||
- Shell | 4 | - | 5/6 | Piercing 1 | ||
Infernus heavy bolter | 5 | |||||
- Focused | 5 | - | 4/5 | Ammo* 12, Heavy (Reposition only), Piercing 1 | ||
- Sweeping | 4 | - | 4/5 | Ammo* 12, Heavy (Reposition only), Piercing 1, Torrent 1" | ||
- Flamer | 5 | +1 | 3/3 | Range 8", Ammo* 3, Saturate, Torrent 2" |
Melee weapons | ||||||
NAME | ATK | HIT | DMG | WR | WP | |
Heavy thunder hammer | 4 | -1 | 6/8 | Shock, Stun | 4 | |
Lightning claw | 4 | - | 4/5 | Lethal 5+ | 3 | |
Xenophase blade | 4 | - | 4/6 | Brutal, Lethal 5+ | 4 |
Hybrid weapons | ||||||
NAME | ATK | HIT | DMG | WR | WP | |
Guardian spear | 6 | |||||
- Ranged | 4 | - | 3/5 | Piercing Crits 1 | ||
- Melee | 5 | - | 5/7 | 1" Devastating 1, Lethal 5+ |
SPACE MARINE EQUIPMENT LIST
AUSPEX 2EP
The operative gains the Auspex Scan ability for the scenario:Once per turning point, when a friendly SPACE MARINE 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 this operative cannot be obscured.
CAMO CLOAK 3EP
Whenever an operative is shooting this operative, ignore the Saturate weapon rule. This operative has the Stealthy Chapter Tactic. If you selected that CHAPTER TACTIC, you can do both of its options (i.e. retain two cover saves – one normal and one critical success).COMBAT BLADE 1EP
The operative is equipped with the following Melee weapon for the battle:NAME | ATK | HIT | DMG | WR | |
Combat blade | 4 | - | 3/5 |
GRAPNEL LAUNCHER 2EP
The operative gains the Grapnel Launcher ability for the battle:- Each time this operative ascends or descends a terrain feature while climbing, the first vertical distance of up to 6" it travels is counted as 2" for that climb.
- This operative does not need to be within 1" of a physical and climbable part of a terrain feature 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
PHOBOS ARMOUR operative only. The operative gains the Grav-chute ability for the battle:- In the Set Up Operatives step, if this operative is set up wholly within your drop zone, it can perform a Grav-chute insertion. If it does so, you can perform the free Reposition action with this operative befor any other operatives are activated. For that action, it has the Move stat of 4" and can ignore vertical distance.
- 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.
JUMP PACK 4EP
The operative can FLY when performing Reposition or Charge action. If it does, its Move stat cannot be worse than 6". If the operative jumps during this action, it can jump up to 6". For GRAVIS ARMOUR operative, this item's value is 8EP.HELIX GAUNTLET 5EP
The operative can perform the following action during the scenario:
HELIX GAUNTLET | 1AP |
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Select one friendly SPACE MARINE operative within 1” of and Visible to this operative. That operative regains 2D3 lost wounds. | |
This operative cannot perform this action while within Control range of an enemy operative. |
MULTI-SPECTRUM ARRAY 2EP
The operative gains the Multi-Spectrum Array ability for the scenario.When determining if an intended target is in this operative’s Line of Sight:
- The intended target cannot be Obscured, while it is within 8" of this operative.
- Areas of smoke (e.g. smoke grenade) have no effect.
PURITY SEAL 2EP
The operative gains the Purity Seal ability for the scenario:Once per turning point, when this operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
SUSPENSOR SYSTEM 3EP
The operative gains the Suspensor System ability for the battle:When this operative is equipped with Heavy weapon, change that weapon rule to Heavy (Dash only). When this operative is equipped with Heavy (Dash only) weapon, change that weapon rule to Heavy (Reposition only). When this operative is equipped with Heavy (Reposition only) weapon, remove that weapon rule.
TILTING SHIELD 2EP
The operative gains the Tilting Shield ability for the battle:Twice per turning point, when this operative is fighting or retaliating, after your opponent rolls their attack dice, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6 as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).
SPACE MARINE GRENADES LIST
COMBAT GRENADES 1+EP
The operative is equipped with 1 or more 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 | |
Frag grenade | 4 | -1 | 2/3 | Range 6", Limited, Blast 2", Saturate | 1 | |
Krak grenade | 4 | -1 | 4/5 | Range 6", Limited, Piercing 1, Saturate | 2 | |
Melta bomb | 4 | -1 | 5/3 | Range 6", Devastating 3, Heavy (Reposition only), Limited, Piercing 2 | 3 |
GRENADE BANDOLIER 2EP
Whenever the operative performs the Shoot action with Grenade weapn, change that weapon's Hit stat to "-" (in other words, use the operative's Hit stat).
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 |
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Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that’s visible to 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 to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, ignore the Piercing weapon rule unless they are within 2" of each other. | |
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). | |
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 operative has selected this equipment. |
STUN GRENADE | 1AP |
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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 operative has selected this equipment. |
SPACE MARINE CHAPTER RELICS
This elements of equipment can only be accessed via getting Rare Equipment option from Loot table or reaching Level 20 of progression.
AQUAVITAE VIAL
Once per scenario, if this operative is Incapacitated at the start of turning point, if that was first time this operative was incapacitated during this scenario, in the Ready Operatives Step it is Reanimated and regains all its lost wounds.
ARTIFICIER ARMOUR
Improve the operative's Save stat to 2+
IRON HALO
Once per Scenario, when an attack dice inflicts normal Dmg on this operative, you can ignore that inflicted damage.
LAURELS OF VICTORY
Once per turning point, first time this operative incapacitates an enemy operative, it has 1 additional APL for its current activation, or for its next activation if that condition was achieved by counteraction or as a result of guard attack.
MASTER-CRAFTED WEAPON
Select one weapon available for this operative. Apply a Rare Equipment effect of choice to one of that weapon's profiles. The operative now owns that weapon in its Stash, therefore it does not require any wargear points to use that weapon for scenario.
VORTEX BOLTS
DEATHWATCH operatives only.
Once per turning point, when this operative shoots with a bolt weapon, if it does not select any Deathwatch Ammunition for that attack, it can use the following rule:
Vortex Bolts: Subtract 1 from the weapon's Atk stat. The weapon gains Lethal 4+ and Devastating 3 weapon rules. If the target of that attack is PSYKER, the weapon gains Lethal 3+ and Devastating 4 weapon rules instead.
DEATHWATCH AMMUNITION
Unlike normal ACOLYTE RETINUE ammunition, DEATHWATCH ammunition is equipped on the operative itself, not its weapon. Whenever DEATHWATCH operative performs the Shoot action, it can select any compatible item of ammunition it has for that action, or use weapon's default profile. DEATHWATCH operatives cannot use same ROUNDS equipment more than once per activation.
DRAGONFIRE ROUNDS 1EP
Bolt weapons except Bolt sniper rifle
The weapon selected for this shooting attack gains Seek Light rule.
HELLFIRE ROUNDS 1EP
Bolt weapons except Bolt sniper rifle
The weapon selected for this shooting attack gains Rending rule.
KRAKEN ROUNDS 2EP
Bolt weapons except Bolt sniper rifle
The weapon selected for this shooting attack gains Piercing 1 rule.
VENGEANCE ROUNDS 1EP
Bolt weapons except Bolt sniper rifle
Add 1 to the normal Dmg of the weapon selected for this shooting attack.
CRYPTCLEARER SHELLS 1EP
Shotguns
The weapon selected for this shooting attack loses Range rule, and subtract 1 from its Hit stat.
WYRMSBREATH SHELLS 1EP
Shotguns
The weapon selected for this shooting attack gains Range 4" and Torrent 2" rules (preceeding over any rules weapon has), and subtract 1 from its normal and critical Dmg.
XENOPURGE SHELLS 2EP
Shotguns
The weapon selected for this shooting attack gains Piercing Crits 1 rule, and add 1 to its critical Dmg.