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Points — Eldar Farseers only, one use
When an enemy uses a psychic power, you may immediately counter its effects by using this card. The power is nullified (37) automatically. Discard after use.
Sentinel Array Special Included in cost of Eversor Assassin May spot hidden (23) troops at double his Initiative distance in inches, and has a 360° arc of fire.
Servo-Arm Common Points - Squat Engineers, Techmarines and TechPriests only A servo-arm gives its wearer a +1 bonus to the number of Attack Dice rolled in close combat. In addition, the model may ignore all encumbrance (32) penalties and counts as two crewman (13) for a vehicle or artillery platform.
Shroud of Sanguinius Unique Points — Space Marines Blood Angels Guardian of the Shroud only May choose to activate or deactivate the stasis field at the start of any Blood Angels' turn. As long as the field is turned off, any Blood Angels within 12" become subject to frenzy (47). Note that the bearer of the Shroud is not affected by frenzy.
Silent Death, The Unique Points — Eldar only See the weapon profile (254) for this weapon for more information.
Singing Spear Rare-2 Points — Eldar psykers only At the end of the psychic phase (36), up to 2 unused Force Cards (37) may be stored in the Spear instead of being placed in the discard pile. The stored Force Cards may be retrieved and used in subsequent psychic phases. In hand-to-hand combat (32) or when thrown up to 12", the Spear increases the wielder‘s Strength by a number equal to his Mastery Level (36), and wounds Daemons automatically with no save possible. The wielder may also expend a stored Force Card to gain an extra +2 Strength and –2 armour save in hand-to-hand combat or when throwing the Spear.
Sniffer Squig Rare-1 Points — Orks only An Imperial Assassin (103) using Cameleoline (207) may not reveal herself to be a disguised Ork model within 18” of any Sniffer Squigs. Any enemy troops with the Infiltrate (13) ability may not be deployed within 24” of any Orks using Sniffer Squigs.
Spike Arm Rare-2 Points — Orks only The Ork gains +1 WS in hand-to-hand combat (32) and the Ork always counts as having higher Initiative in the event of a Combat Score tie.
Squig Attack Arm Rare-1 Points — Orks only In hand-to-hand combat (32), the Ork automatically unleashes the Squig as its opponent closes in, so resolve the attack during the HtH phase before any Attack Dice are rolled. The Ork‘s opponent suffers an S5 hit with no armour save possible. May only be used once per game.
Spirit Stone Uncommon Points — Eldar Psykers only, one use When used, the psyker may draw one extra Warp Card per Mastery Level (36) from the Warp Deck immediately. Discard after use.
Spy Mask Special Included in cost of Vindicare Assassin The Assassin may fire at Hidden (23) models with a –6 modifier to hit, and may fire at Detected models with a –3 modifier.
Staff of Ulthamar Unique Points — Eldar Farseers only At the end of the psychic phase (36), unused Force Cards (37) may be stored in the staff instead of being discarded; there is no limit to the number of cards that may be thus stored. Stored cards enhance the wielder‘s Strength and can be expended in any future psychic phases by adding them back to the player‘s hand. In hand-to- hand combat (32), the staff may be used as a weapon, and increases the wielder‘s Strength by his Mastery Level plus 1 for each card stored in the staff. In combat against daemons, the wielder Wounds them automatically with no saving throw possible.
Standard of Devastation Unique Points — Space Marines Dark Angels Standard Bearer only Any Dark Angel within 6” of the Standard is allowed to shoot if they are charged (23) by the enemy, just as if the model had been on Overwatch (24).
Standard of Fortitude Unique Points — Space Marines Dark Angels Standard Bearer only Any Dark Angels within 6” are allowed to move up to 4” and rapid fire (148) in the same turn.
Standard of Retribution Unique
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