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These are normal Frag grenades (256) with an extra surprise for psykers. Psykers even partially covered by the 2” blast template may not use any of their powers for the rest of the turn. Any psychic powers that that psyker had in play at that moment are instantly nullified, and any stored Force Cards (37) in any force weapon or similar items are discarded. Every time the Assassin uses a psyk-out grenade, roll a D6; on a 1-2, the Assassin‘s supply of grenades of this type has been exhausted.
Rad Grenades Rare-2 Points See the Rad ammunition (258) description. The model has enough grenades to last the entire battle.
Red Grail Unique Points — Space Marines Blood Angels Apothecary only Any Blood Angels within 12” add +2 to their Movement, and +1 to their Strength and WS.
Refractor Field Uncommon Points The wearer gains an additional armour save of 5+ that cannot be modified. The wearer cannot hide (23).
Rod of Command Rare-1 Free —Daemon Prince of Tzeentch only Once per battle, one friendly unit anywhere on the table to move (10) twice in a single turn. The affected unit moves and then immediately has another movement phase (23).
Rod of Grace Unique Points — Sisters of Battle Helena the Virtuous only See the weapon profile (254) for this weapon for more information.
Rod of Tigurius Unique Points — Chief Librarian Tigurius only Any psychic powers channeled through the Rod will automatically work and cannot be nullified in the turn they are cast. Every time this option is used, the wielder suffers D6-4 Wounds automatically.
Rod of Torment Unique Points — Chaos Space Marines Fabius Bile only See the weapon profile (253) for this weapon for more information.
Runtherd Grabba-Stick Rare-1 Points — Ork Runtherdz only This item may be used at the start of any hand-to-hand combat phase (32) to attack any one enemy model in base contact with the wielder. This attack is resolved before any hand-to-hand combat is resolved, and will hit on a 4+ on D6. It strikes at S8, with no armour save allowed, even for personal fields. Even if the target survives the hit, their Weapon Skill is reduced to 0 for the rest of that turn.
Rune Staff Stormcaller, The Unique Points — Space Wolves Njal Stormcaller only At the start of the game, deal 3 cards from the Warp Deck. Any Force Cards (37) are retained within the Rune Staff; other cards are returned to the deck. Additional Cards may be placed in the staff as they are dealt in normal psychic phases (36), to a maximum of 3. During any psychic phase, the Force Cards may be used to power the wielder‘s psychic abilities. The Rune Staff also adds +1 to wielder's Attacks and Initiative, and adds a Strength bonus equal to wielder‘s Mastery Level (36) in hand-to-hand combat (32).
Scanner Uncommon Point Detects hidden (23) troops within 24".
Sceptre of Avignor Unique Points — Sisters of Battle Cardinal Armandus Helfire only See the weapon profile (254) for this weapon for more information.
Sceptre of Vengeance Unique Points — Sisters of Battle Saint Praxedes only See the weapon profile (254) for this weapon for more information.
Scorpion’s Bite, The Unique Points — Eldar only See the weapon profile (254) for this weapon for more information.
Seeking Ammo Uncommon Points — one use May only be used with a single projectile weapon the model is equipped with that you choose before the game starts. When the model bearing this card fires a shot with the selected weapon, you may choose to use Seeking Ammo. Seeking Ammo always hits its target on a to-hit roll of 2+, and may be fired at targets which are hidden (23) or out of sight as long as the target is detected and lies within weapon range. Seeking ammo may not be used in combination with other kinds of ammo. Discarded after use.
Seer Runes Uncommon
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