Heretic Astartes Wargear & Equipment

Unlike the normal Acolyte campaign, all the wargear and equiplment is purchased for Boon Points. Following BP value is noted right to item name. Since the item is purchased, it is owned permanently, until it is used (if it has limited number of usages), or until it is lost.

If an operative is incapacitated at the end of scenario, all its wargear and equipment is lost unless stated otherwise.

EQUIPMENT

MEDKIT 2BP

The operative regains 2D3 lost wounds.

WARPDUST 1BP

The operative regains D3 lost wounds, increases its Move stat by 1 and is not injured until the end of the turning point. From the beginning to the end of the turning point after that, the operative's Move stat is reduced by 1.

FRAG GRENADE 1BP

  NAME ATK HIT DMG WR
  Frag grenade 4 - 2/4 Range 6", Blast 2", Saturate

KRAK GRENADE 2BP

  NAME ATK HIT DMG WR
  Krak grenade 4 - 4/5 Range 6", Piercing 1, Saturate

MELTA GRENADE 4BP

  NAME ATK HIT DMG WR
  Melta grenade 4 - 4/2 Range 6", Piercing 2, Devastating 3

DIABOLYK BOMB 3BP

  NAME ATK HIT DMG WR
  Diabolyk bomb 4 - 4/3 Range 6", Blast 2", Devastating 2, Saturate

BLIGHT GRENADE 3BP

  NAME ATK HIT DMG WR
  Blight grenade 4 -1 2/4 Range 6", Blast 2", Poison, Saturate, Severe

HERESY-ERA ARMOUR 6BP

Change the operative's Save stat to 2+.

TERMINATOR ARMOUR 27BP

Change the operative's Move stat to 5", Save stat to 2+ and increase its Wounds stat by 4. Whenever an attack dice inflicts damage to that operatie, reduce that damage by 1, to a minimum of 1 (this is cumulative with other similar abilities and takes precedence over their damage reduction limit). Change the Heavy weapon rule of weapons this operative is equipped with as follows: Heavy to Heavy (Dash only), Heavy (Dash only) to Heavy (Reposition only), Heavy (Reposition only) to no such rule. In addition, this operative gains access to Terminator wargear list.

If it is possible, use 40mm round base for that operative.

SORCEROUS SCROLLS 2BP

Use when the operative performs a PSYCHIC action or attacks with a PSYCHIC weapon. That action costs 0AP. That weapon has the Hit stat of 2+ for that attack. This item is destroyed after that action or attack.

AUSPEX 3BP

Works for one Scenario. The operative gains the Auspex Scan ability for the battle:
Once per turning point, when a friendly 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.

MAGAZINE COUPLERS 2BP

Select a ranged weapon the operative is equipped with. Double its Ammo weapon rule. If the weapon does not have Ammo weapon rule, it gains Ammo 12 weapon rule.

TAINTED ROUNDS 2BP

Increase both Dmg stats of boltguns and bolt pistols the operative is equipped with.

PLAGUE ROUNDS 2BP

Boltguns and bolt pistols the operative is equipped with gain Severe and Poison weapon rules.

INFERNO ROUNDS 2BP

Boltguns and bolt pistols the operative is equipped with gain Piercing 1 weapon rule.

ENSORCELLED ROUNDS 2BP

Boltguns and bolt pistols the operative is equipped with gain Devastating 1 weapon rule.

SONIC ROUNDS 2BP

Boltguns and bolt pistols the operative is equipped with gain Shock weapon rule. If the target's Save stat is 4+ or worse, they also gain the Stun weapon rule.

BONE SHRAPNEL ROUNDS 2BP

Boltguns and bolt pistols the operative is equipped with gain Blast 1" weapon rule. Decrease their Critical Dmg stat by 1.

JUMP PACK 10BP

Whenever this operative performs the Reposition action, it can FLY.

MELTA MINE 4BP

The operative carries the Melta Mine marker at the start of scenario. It can perform the Place Marker action with it anywhere in the killzone. First time an enemy operative moves within 2" of that marker, perform the ranged attack against that operative with the following weapon:

  NAME ATK HIT DMG WR
  Melta mine 4 2+ 4/2 Range 2", Piercing 2, Devastating 3

Remove the marker from the killzone then.

You can select only one ROUNDS equipment for Shoot action, and must select different ROUNDS equipment for different Shoot actions in same activation.

WARGEAR

Ranged weapons
  NAME ATK HIT DMG WR BP
  Blight launcher 4 - 4/6 Piercing 1 7
  Bolt pistol 4 - 3/4 Range 8", Ammo 3 2
  Boltgun 4 - 3/4 - 3
  Heavy bolter 6
  - 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"  
  Inferno pistol 4 - 4/2 Range 3", Ammo 3, Devastating 3, Piercing 2 6
  Meltagun 4 - 6/3 Range 6", Devastating 4, Piercing 2 7
  Missile launcher 6
  - Frag 4 - 3/5 Heavy (Reposition only), Ammo 1, Blast 2"  
  - Krak 4 - 5/7 Heavy (Reposition only), Ammo 1, Piercing 1  
  Plague spewer 5 +1 3/3 Range 7", Ammo 12, Poison, Saturate, Severe 6
  Plasmagun 6
  - Standard 4 - 4/6 Natural Reload*, Piercing 1  
  - Supercharge 4 - 5/6 Hot, Lethal 5+, Natural Reload*, Piercing 1  
  Plasma pistol 5
  - 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  
  Reaper autocannon 7
  - Focused 5 - 3/4 Ammo* ∞, Ceaseless, Heavy (Reposition only), Punishing  
  - Sweeping 4 - 3/4 Ammo* ∞, Ceaseless, Heavy (Reposition only), Punishing, Torrent 2"  
Melee weapons
  NAME ATK HIT DMG WR BP
  Combat blades 4 - 3/5 - 1
  Chainaxe 5 - 4/5 Brutal, 1" Devastating 1 4
  Chainsword 5 - 4/5 - 3
  Fell dagger 5 - 3/4 PSYCHIC, Life Syphon 2
  Heavy Chainaxe 5 -1 5/6 Brutal, 1" Devastating 1 4
  Power fist 5 -1 5/7 Brutal 5
  Power maul 5 - 4/6 Shock 4
  Power spear 5 - 4/5 1" Devastating 1 4
  Power weapon 5 - 4/6 Lethal 5+ 4

TERMINATOR WARGEAR

Ranged weapons
  NAME ATK HIT DMG WR BP
  Assault cannon 5 - 4/5 Ammo ∞, Heavy (Dash only), Punishing 6
  Heavy flamer 5 +1 4/4 Range 8", Ammo 3, Heavy (Dash only), Saturate, Torrent 2" 5
  Plasma cannon 9
  - Standard 4 - 5/7 Heavy, Blast 2", Natural reload, Piercing 1 -
  - Supercharge 4 - 6/7 Heavy, Blast 2", Hot, Lethal 5+, Natural reload, Piercing 1 -
  Combi-bolter 4 - 3/4 Ceaseless 4