The following are unofficial vehicle upgrades and wargear that you might want to use in your games. Make sure that you and your opponent agree on their use beforehand though.
| Pintle Mount | Any vehicle with transport capability | 20 points |
Any vehicle with a troop transport capability may be equipped with a pintle-mount. This allows one model being carried by the transport to fire his weapon as if it were stationary, even if the transport had moved. The model is still subject to all other Troops Firing From Vehicles restrictions.
If the vehicle suffers a Crew Shaken or Crew Stunned result from vehicle damage, the model using the pintle-mount is also affected.
In addition, if the transport suffers an Armament Destroyed result from vehicle damage, the pintle-mount and the model using it may be chosen as one of the vehicle's destroyed `weapons'.
A model using a pintle-mount may embark and disembark as normal.
| Power Field | Any ONE walker or tank | 35 points |
A power field is an invisible bubble of pure energy created by a large cumbersome generator. Because of its size and power requirements, a power field is normally mounted on a vehicle. It provides excellent protection against shooting damage, but unfortunately offers no protection against hand-to-hand combat attacks. Enemy models can easily bypass the energy field and strike the vehicle.
Power fields give a vehicle an invulnerable save of 4+ against all shooting attacks. This is taken after a vehicle is hit, but before any Armor Penetration is determined.
Power fields are useless against hits from hand-to-hand combat and the vehicle does not get a save.
A Power field may be purchased as a vehicle upgrade for any Tanks or Walkers (including Dreadnoughts).
| Anti-Plant Missiles | All missile launchers in ONE squad | 10 points per squad | |||
This missile was developed as a defoliant to clear areas of vegetation that could act as cover to enemy troops. Anti-plant missiles have the following profile:
| Range | Strength | AP | Notes | ||
| 48" | Special | N/A | Heavy 1, Blast | ||
All vegetation in the area effect of the missile is automatically destroyed. The missile cannot affect other models.
Anti-plant missiles may be fired from any missile launcher instead of a krak or frag missile. They are enough missiles to equip all of the missile launchers in a single squad.
| Bolter Ammo | Any character model | 8 points | |||
This ammo cache contains a supply of special ammo that can be used in any bolter. Roll a D6 at the start of each battle to see which type is available.
| D6 | Bolt Type | Range | Strength | AP | Notes |
| 1 | Standard Bolt | 24 | 4 | 5 | Rapid Fire |
| 2 | Inferno Bolt | 24 | 4 | 4 | Rapid Fire |
| 3 | Hellfire Round | 24 | Wounds on a 3+ | 5 | Heavy 1, Blast |
| 4 | Metal Storm Frag Shell | 24 | 3 | 6 | Rapid Fire, Blast |
| 5 | Stalker Silenced Shell | 24 | 4 | 6 | Rapid Fire, Silenced Weapon |
| 6 | Kraken Penetrator Round | 24 | 3 | 2 | Rapid Fire |
Stealth Mode.
Copyright © 1999 Troy Arakaki. All rights reserved.
Revised: December 24, 2002.