Relics

**The following relics can be taken:**

1. Warp Rifle. Replaces a Pulse Rifle. After resolving wounds, inflict Perils of The Warp if the enemy is a PSYKER/GIFTED.

- Shooting 36" S6 Rapid Fire 3 AP-3 D2

- Energy Ball 25" Grenade 2d3 S7 AP-2 D4

- Energy Bayonet Melee S5 AP-1 1d3

2. Voidlocked Knife. Replaces a cutter weapon. Make three extra attacks with this weapon.

- Melee S User+1 AP-3 1d3

3. Hell's Eye. Replaces two equipment. Once per turn, you can select one enemy unit and transport them into a hellish pocket dimension for the remaining turn. The transported unit loses Objective Secured and cannot be used by the opponent in any way. They may also not be targets or be targeted in any way. These effects end in the next command phase and the unit suffers 2d3 mortal wounds.

4. Sectional Spike. Replaces a Command Spike. Battlesphere Ordinance extended to 32 inches. New weapon profile: Scream-Data Burst.

Scream-Data Burst: - Shooting 16" S7 AP-6 D3. Saving throws cannot be made against this attack.

5. Void Manipulator. Replaces all equipment. Can only be taken by a GIFTED unit. At the start of the command phase, select either the bearer or a GIFTED friendly unit within 24 inches. That unit auto-passes any psychic tests, automatically gets required warp charges, cannot suffer Perils of the Warp, and manifests one additional power for the remaining turn.

6. Psychic Flayer. Replaces all equipment. Can only be taken by a unit that can deny psychic powers. The bearer cannot suffer a -1 to Deny the Witch tests. Additionally, they gain a permanent +1 and enemy PSYKERS within 18 inches of this bearer cannot manifest psychic powers.

7. Shard of the Spear of Destiny. Replaces any weapon. Can only be taken by your warlord. This weapon automatically hits its target. When making an attack with this weapon, ignore all -1s.

- Shooting 15" Assault 4 S8 AP-4 D4.

- Melee Melee S9 AP-4 2d3.

8. Shard of the World Hammer. Replaces any weapon. Can only be taken by your warlord. Blast on this weapon can be done within engagement range with no risk to the bearer, and the bearer always makes the maximum number of attacks when using this weapon.

- Shooting 8" Assault 2d6 S7 AP-3 D3 Blast. Can be fired in the charge phase BEFORE charging. Blast optional.

- Melee Melee S7 AP-3 D3. When successfully hitting, you may optionally trigger Blast rules. Use the warlord's Attack characteristic to determine the number of attacks made, although the warlord may only harm the enemy unit they have targeted with this weapon, and not themself or any friendly unit around them. Also, ignore scatter.

9. Ultracite Infusion. Grant the bearer a 3+ invulnerability save and a 2+ armor save. The bearer must discard their previous invulnerability save rule if they had one. The bearer must remove 2 inches from their movement characteristic. They may re-roll failed saving throws twice and can only suffer a maximum of -2 to their new armor save characteristic.

10. Shard of the Executioner's Axe. Replaces a Void-Axe. Make three additional attacks with this weapon. You may re-roll failed to-hit and to-wound rolls twice when using this weapon. You may also ignore -1 to hit when attacking, and the damage dealt is doubled against a CHARACTER or INDEPENDENT CHARACTER.

- Melee Melee S9 AP-1 2d3+2

11. Shard of the Architect. Can only be taken by your warlord. Until the warlord is slain, the army gains a permanent +1 to all of their characteristics, except for movement and attacks. Attacks and movement gain 3. Additionally, all units may add 1 to their rolls and/or roll results. The warlord may move twice but they can only move at half of their new movement speed, rounded up.

12. Voidborn Stave. Replaces a GIFTED unit's weapon. When wielding, this unit can re-roll failed psychic tests and cannot suffer Perils of the Warp.

- Shooting 30" Assault 2d6 S8 AP-4 2d3

- Melee Melee S User+3 AP-4 1d3