New Vehicle Wargear Cards From White Dwarf


ABLATIVE ARMOUR - 15 Points

The crewman of this vehicle have bolted extra protective plates to it, forming a secondary layer of armour. A vehicle with ablative armour ignores the first hit which successfully penetrates the vehilce's armour. Further hits which penetrate count as normal. Hits from graviton guns and Shokk Attack guns ignore ablative armour. Note that exposed crewmen are not protected by ablative armour and will be affected normally.

CERAMITE ARMOUR - 50 Points

The armour of this vehicle has been made out of Ceramite. Ceramite is a special compound that retains all the protection of normal armour, but also has incredible heat resisting qualities. Any shots from multi-melta, melta guns or melta-bombs which hit the vehicle must halve the result rolled for armour penetration. Note that exposed crewman are not protected by ceramite armour and will be affected normally.

ELECTRO-HULL - 10 Points

this card may be taken by any vehicles expect those with exposed crew. By running a live electric current through the hull, this vehicle has a very simple defence against hand-to-hand attacks. Any model which attacks this vehicle in hand-to-hand combat must first see if thier armour protects them from the shock, by successfully making a basic armour saving roll (field saves have no effect against Electro-hulls). If the models fails, then he will be thrown back 1" and may not attack this turn. If the model successfully makes its basic saving throw then it may attack the vehicle as normal.

SCYTHES - 5 Points

This card may only be taken for bikes. The bike has been equipped with wickedly sharp scythes for cutting down enemy troops as the rider races past at high speed. When the bike is used to make a hit and run attack, before the actual attack is resolved, the enemy model must roll equal to or under his Initiative on a D6 (a 6 always fails). If the roll id failed, the model takes a Strength 4 hit causing 1 Wound with a -1 save modifier. If the model is still alive, or passes its Initiative test, then resolve the hit and run attack as normal.

VORTEX DETONATOR - 50 Points

The Vortex Detonator projects a field over a large area which can detect the tiny warp drives within Vortex grenades and cause them to detonate prematurely. If any model within 12" of the vehicle attempts to use a vortex grenade they will be detected by the Vortex Detonator, and the grenade will automatically explode in the model's hand. Place the blast marker over the model as if it had hit itself with the vortex grenade.

HOLO-FIELD - 30 Points (ELDAR SKIMMERS ONLY)

The vehicle is fitted with a hole-field, similar to those used by the deadly Eldar Harlequins. The holo-field is a programmable hologram field that breaks up the outline of the vehicle as it moves, creating a tiny cloud of multi-coloured fragments. When the vehicle stops, its image coalesces back together into a solid form. As long as the vehicle is moving, all shots fired at is suffer an additional -1 to hit. If the vehicle comes to a halt or makes a pop up attack then it does not benefit from its holo-field.

SPIRIT STONE - 15 Points (ELDAR VEHICLES ONLY)

The vehicle has a spirit stone that contains the soul of a dead Eldar warrior. This protects the vehicle against psychic attacks and in times of great need can be called upon to take over the role one of the crew. If the vehicle is assaulted psychically, then the attack will be nullified on a D6 roll of a 6. In addition, if one of the crew is killed by any means, then the spirit stone will take over with exactly the same profile as an Eldar Guardian. If the dead crew member is hit again, then the spirit stone is hit instead. It has Toughness 4 and 1 Wound. A vehicle may only carry one spirit stone, and Dreadnoghts can't use them at all.

CRYSTAL TARGETING MATRIX - 5 Points (ELDAR VEHICLES ONLY)

The weapons systems of the vehicle have a special targeting array similar to that used by a Dark Reaper Aspect Warriors. Special crystal sensor arrays on the vehicle track and spot potential targets. This information in then fed directly to the weapons and the gunner's helmet. A vehicle fitted with a targeting matrix may ignore all to hit modifiers for firing at fast moving targets.

VECTORED ENGINES - 25 Points (ELDAR SKIMMERS ONLY)

The jet engines of this vehicle have a highly advanced system of vectored control planes that allow it to commit breathtaking feats of aerobatics, even at high speeds. This enhanced manoeuvrability allows the vehicles to negotiate through tight terrain, swinging around to bring its weaponry to bear on many targets. It is commen for the cockpits of vehicles fitted with these engines to be upgraded so that the crew can cope with the excessive G-forces caused by these manoeuvres. A vehicle fitted with vectored engines may make double the number of turns it is normally allowed to make.

AMMO FEED - +5 Points per weapon (SPACE MARINE VEHICLES ONLY)

This vehicle card may be fitted to a vehicle's heavy bolter. The heavy bolter bas been fitted with an ammo feed. The ammo feed reduces the chances of of the weapon jamming. A heavy bolter equipped with an ammo feed may ignore the first jam rolled on the sustained fire dice each turn. This means a heavy bolter with an ammo feed will only jam if two jams are rolled together. A twin-linked heavy bolter may only have a single ammo feed.

COMMAND COMM-LINK - 30 Points (SPACE MARINE VEHICLES ONLY)

This vehicle may only be fitted to Space Marine vehicles that have a character riding in or on them. The vehicle is equipped with a command comm-link, enabling it to guide a Space Marine attack. This allows a character to give orders and command the rest of the force while leading from a forward position - perfect for lightning raids and assaults. When rolling to see which side goes first, a Space Marine force that includes this vehicle may roll two D6 and add their strategy rating to the best result. Futher vehicles with a command comm-link will not confer any bonuses.

RECON PACK - 20 Points (SPACE MARINE VEHICLES ONLY)

This vehicle card may only be taken for Space Marine attack bikes. The extra carrying capacity over a standard bike allows them to be equipped for an enhanced reconnaissance role, using their speed and manoeuvrability to scout ahead of the main force. The collected data is transmitted via uplink back to command HQ. A force which includes this vehicle gains a considerable strategy advantage. The Space Marine player may add 1 to his strategy rating. In addition, on a D6 roll of 4+ you may force your opponent to discard one of his Strategy cards. Further vehicles with a recon pack will not confer any extra bonuses.

SCRABBLA - 10 Points (ORK WARBIKE ONLY)

This card may only be taken for Ork Warbikes. The rider of this Warbike has a faithful Gretchin assistant who rides on the back of the Warbike. These reckless Gretchin are known as Skrabblas. Following the shouted orders of the rider, they scrabble around on the back, throwing their weight around to help ease the heavy Warbike into skid turns. A Warbike rider with a Skrabbla may add +2 to his dice rolls on the Skid turn chart. The Skrabbla is extremely agile and cannot be hit by enemy fire.

'OOOGE XHAUSTS - 5 Points (ORK WARBIKE ONLY)

This card may only be taken for Ork Warbikes. The owner of this Warbike has fitted his bike with absolutely immense exhaust pipes. The 'Oooge Xhausts are specially customized to make as much noise as possible. The thumbing noise they produce sounds like a dozen battle cannons ripping the earth apart, fooling the enemy into thinking they are under attack! any enemy units on overwatch that are within 12" of the Warbike must pass a Leadership test or lose overwatch, just as if they had been shot at.

MOTO-X - 10 Points (ORK WARBIKE ONLY)

This card may only be taken for Ork Warbikes. The Warbike has great big knobbly tyres and special spikey tracks so that it can cope with all types of terrain. The Warbike can travel up to combat speed across difficult ground. In addition, the Warbike may attempt to cross linear obstacles that are no taller than the Warbike's front wheel. Roll a D6, on a 4,5 or 6 the obstacle is successfully crossed, on a 1,2 or 3 the Warbike collides as normal.

This was published to the 40K Mailing List by Kaare Rud Flaarup.


Back to Wargear

Back to Vehicles

E-mail me!