Requisition Points

An army performing well earns the favor of its superiors; to represent this, requisition points (RPs) are gained throughout the campaign.

## Earning Requisition Points

RPs are gained for forces surviving a battle, and each scenario has specific feats that award additional RPs. Each army gains survival RPs each battle, calculated as follows:

* Each independent character, monstrous creature, and vehicle count their list point value (including one-use items) multiplied by the percentage of their remaining wounds or hull points, rounding up.
* Units of models count their list point value, modified by the percentage of wounds remaining, rounded up.
* Units currently fleeing that would not automatically rally next turn, or that have fled the board do not count. Units in reserve at the end of the game count as normal.
* For each full 100 points, one RP is awarded.

Example: The Inquisition has Mordrak surviving with half wounds, a Land Raider with all hull points, and 3 of 8 marines remaining. Mordrak cost 160 points, the marines cost 180, and the raider 250. Mordrak would count for 80 (160x1/2), the marines 68 (180x3/8), and the raider 250, for a total of 398. Three RPs would be awarded.

Requisition Points are spent to request equipment. Each requisition table has a designated RP cost; paying that number of points allows one roll on the table, and the result is the equipment received. Note that vehicles have separate tables.

## Equipment

Each piece of equipment in a force’s armory may be attached to a unit on the army list each battle. Any unit may only wield three pieces of equipment in a given battle, and equipment may not change hands during a battle, but need not remain with the same unit after the battle is over. An equipped unit gains the benefits on that equipment’s description for the entire game. Note that some equipment effects a limited number of models. A unit above that size may not use the equipment, unless enough replicate pieces are attached to encompass all the models. Unwanted equipment may be salvaged to regain requisition points. The equipment is destroyed, and RPs equal to the salvage value in the equipment’s description are awarded. If an equipped unit is destroyed (including fleeing off the board), roll once on the following table for each piece of equipment attached:

**Equipment Descriptions below depict their salvage value in parentheses. ex: (2)**

## Generic Salvagables

**Might be pretty, but it's useless:**

* Dud (0): This piece of crap just doesn’t work. No effect.
* Junk (1/2): Command has sent you a crate of teddy bears and candy. Hope the grenades you ordered didn't go to the orphanage. No effect; may only be salvaged.
* Carton of Cigarettes (1): Not particularly useful, but you can probably trade it for something nice. No effect, may only be salvaged.
* Decent Salvage (2): Might be a special side arm, might be a piece of artwork, whatever the case, your quartermaster actually likes it. No effect; may only be salvaged.
* Enemy Intel (3): Particularly meaningful, command will spot you considerable resources for this find. No effect, may only be salvaged.
* Treasure (4): Gold, jewels, unobtanium, whatever it is, you'll get a lot for trading it in. No effect, may only be salvaged.
* Relic (5): A priceless piece of history, there are those who would kill to get their hands on this. No effect, may only be salvaged.

**Temporal Displacer (1/2):** Pressing a button allows the user to skip back in time a few seconds. One use per battle, allows the equipped unit to re-roll any one die affecting it.

**Grenade Bin (0)** Each grenade is destroyed after being thrown. One model in the equipped unit may throw it instead of making a shooting attack. Each is 8" range, large blast, assault 1 with the designated effect**:**

* Pop flare-pull the top, strike it, and toss it to shed some light on the situation: Any unit touched by the blast loses any benefit from night fighting for one full turn. May also be consumed to provide defensive grenades for one turn.
* Despair grenade-spreads a potent mix of chemicals that really calls into question what exactly you’re doing here: Any unit touched loses d3 leadership for one full turn. May also be consumed to provide assault grenades for one turn.
* Terror ball-a special concoction that causes powerful hallucinations when absorbed. It’s a bad trip: Any unit touched makes an immediate Morale check and falls back if failed. May also be consumed to provide assault grenades for one turn.
* Cluster bomb-a group of submunitions that fan out before exploding: S3 AP- small blast, barrage 5. May also be consumed to provide assault grenades for one turn.
* Stink bomb-a bag of concentrated disgusting designed to send a target into a wiping frenzy. Don’t touch your eyes after handling: Any unit touched (except those with the Mark of Nurgle) loses all cover saves for one full turn. May also be consumed to provide defensive grenades for one turn.
* Flashbang-loud, bright, and disorienting, be careful not to gaze directly into the grenade: any unit touched counts as hit by a weapon with the blind rule for one full turn. May also be consumed to provide defensive grenades for one turn.
* Vortex grenade-the Warp in a can, when activated, this grenade sucks everything in a small radius into oblivion: small blast. Any model touched must make an initiative test or be removed as a casualty with no saves allowed. Vehicles take an automatic penetrating hit. May also be consumed to provide assault grenades for one turn.

## Empire Cybernetics, Protecting Your Protector's Privates

**personnel upgrades for non-vehicle units:**

* Active Camouflage (2) Tiny sensors and emitters on the garment's surface detect and adjust for light levels, making the wearer blend nearly perfectly with their background. Unit gains the Shrouded rule.
* Adaptive Saddles (½) Specially-constructed tack and harness makes control over the mount simple. Unit gains the Skilled Rider rule.
* Adrenal Reserves (½) Automatic injectors deliver shots of adrenaline to enhance movement speed. Unit gains the Fleet rule.
* Anesthetic Injectors (2) Automated chemical delivery systems respond to incoming damage, numbing sensation in the affected area and allowing the user to fight on. Unit gains the Feel No Pain rule, or increases their FnP by 1 (limit of 2+).
* Armor Blades (2) Additional cutting surfaces attached to the armor allow the wielder increases opportunities to injure the opponent. +1 A, model limit 5.
* Armor Plating (2) Light but strong, adding these plates results in a heavier armor profile. +1 to Armor Save to a limit of 1+.
* Armor-Piercing Ammunition (1) Special-issue ammunition grants better chances to penetrate vehicles. Unit gains the Tank Hunters rule.
* Cadre Hypnotist (2) A dedicated professional spends enough time with the unit to fortify their will for the coming battle. Unit gains the And They Shall Know No Fear rule.
* Camouflage (1) Armor patterns and covers blur the outline of the unit, making it harder to spot in cover. Unit gains the Stealth rule.
* Cerebral Stimulator (½) Alters the fight-or-flight response to escalate the fight instinct, sending the unit charging into their aggressors. Unit gains Counter-charge.
* Combat Stims (½) A shot of chemicals enhances dexterity, resulting in increased melee effectiveness. +1 WS to a limit of 10.
* Corticosteroid Injectors (1) Flooding the nervous system with hormones sends the unit into a blind fury. Unit gains the Rage rule.
* Deadpan Injector (1) Chemical depressants flood the user's nervous system, numbing the fear of losing in combat. Unit gains the Stubborn rule.
* Displacer Sphere (1) A mysterious glowing device, once activated, those within a small radius are flipped out of time for a short while, allowing the bearer to reposition quickly before a battle begins. Unit gains the Scouts rule.
* Distortion Field (½) A chaotic region of air disturbance slows and confuses incoming attackers. Enemies do not count as charging when attacking the equipped unit, and lose d3” to their charge range.
* Drag Hooks (2) Attaching lethal pieces of metal dangling from the monster allows for low-flying attacks without breaking speed. Flying Monster gains Vector Strike rule.
* Enhanced Leg Actuators (2) Motorized leg braces allow for better speed. Unit adds d3” to its movement. Model limit 10.
* Explosive Implants (½) Small charges detonate when the squad breaks, killing one member to bring the rest back in line. When the equipped unit fails a morale check, it may immediately take one wound with no saves of any kind and re-roll the morale check. The second result stands.
* Firing Platforms (½) Heavy but stable weapon mounts allow accurate shooting of heavier weaponry even while in motion. Unit gains the Slow and Purposeful rule.
* Graviton Projector (½) Emitters mounted on the front generate a gravity wave that pulls the unit along behind it. Unit gains the Crusader rule.
* Heads-up Display (1) Holographic imagery aids in target acquisition and aim. +1 BS to a limit of 10.
* High-efficiency Stabilizers (2) Advanced joints and counter-weights allow the user to remain stable even while moving at high speed, allowing for accurate gunfire on the move. Unit gains the Relentless rule.
* Inertial Resonator (1) Gravitic generators in the joints amplify motion, causing the unit to hit harder when charging. Unit gains the Furious Charge rule.
* Jump Boots (1) Storing kinetic energy to release it in short bursts allows quick closing of the distance to the foe. Unit gains d3” to charge range.
* Low-light Optics (1) Special equipment allows target acquisition even in the black of night. Unit gains the Night Vision rule.
* Metallic Skeleton (2) Hydraulic systems allow continuing operation even after significant damage has been sustained. +1 W, model limit 5.
* Mobility Upgrade (2) Command sends machinery to increase a squad's movement ability. Equipped infantry may become Jump infantry, Jet-pack infantry, or Bikes, gaining their movement and special rules. Equipped bikes become jet bikes. No additional weapons are gained. Model limit 5.
* Myomer Reinforcement (1) Synthetic muscles increase the effective brawn of the user. +1 S to a limit of 10.
* Navigational Subcomputer (2) Secondary processing routines analyze paths through difficult terrain to feed data to the user. Unit gains the Move Through Cover rule.
* Neural Lattice (½) A mesh of fine wires connected to the musculature regulate reaction times, granting an increase to speed. +1 I to a limit of 10.
* Orbital Mapping (½) Links to cartographers in orbit gives precise location information when outflanking. Unit gains the Acute Senses rule.
* Phase Bubble (1) The bearer becomes slightly out of phase with reality for a time, unable to interact with normal objects until the device is powered down. Once shut off, the device requires recharging, making the system most useful for taking hidden positions before a battle. Unit gains the Infiltrate rule.
* Pheromone Augments (½) Droplets of pheromones released in conjunction with particular brain activities enhance charisma. +1 Ld to a limit of 10.
* Power Field (2) Small emitters project a protective field around the user to create or enhance defense. +1 to Invulnerability save, limit 2+.
* Propaganda (½) A shipment of media materials to incite the unit's animosity against the enemy. Unit gains the Hatred rule against one of their opponents.
* Psychic Dampener (½) A small jewel disrupts psyker powers in a small radius. Unit gains the Adamantium Will rule.
* Reactive Padding (1) Designed to redirect the brunt of incoming force, these defensive additions increase the survivability of the wearer. +1 T to a limit of 10.
* Regenerative Nanites (2) While short-lived, these imperceptibly small robots ride the blood stream, repairing cellular damage as it occurs before burning out. Unit gains the It Will Not Die rule. Model limit 3.
* Retro-thrusters (2) Small liquid-burn rockets allow an equipped unit a better-controlled descent. Unit gains the Deep Strike rule, or if it has it, reduces their scatter by d3”. Model limit 5.
* Sacrificial Shielding (2) Powerful protective fields surround the bearer, mitigating even the heaviest blows, but shorting out in the process. Unit gains the Eternal Warrior rule.
* Secondary Targeter (1) A model in the unit receives a separate targeting system, allowing it to engage different enemies than the rest of the unit. Unit gains the Split Fire rule.
* Spiked Armor (½) Blades and spines added to the armor pierce the enemy when the charge hits. Unit gains the Hammer of Wrath rule.
* Synergetic Neural Conductors (1) Parsing out neural activity among a group allows for more efficient processing, leading in turn to more availability for other tasks, heightened as more participants are added. Unit gains the Rampage rule.
* Tactical Reports (1) Detailed intel on the enemy highlights their weaknesses, allowing for more precise dispatching of the foe. The unit gains Preferred Enemy against one of their opponents.
* Terror Visage (½) Nightmarish steel masks strike fear into the heart of the enemy. Unit gains the Fear rule.
* Tracers (½) Every fifth bullet is a tracer, designating the target while equally illuminating the shooter. A target hit by a unit with this upgrade loses any benefit from night fighting for a turn, but the equipped unit also loses any night fighting benefit.
* Tunnel Vision (½) Optical filters activated by recognizable brainwave patterns allow the user to focus in on a huge target’s weak spots instead of being distracted by the majestic whole. Unit gains the Monster Hunter rule.
* Ultralight Materials (2) Lighter and smaller component replacements result in a reduction of bulk. Equipped models reduce their size by one (example, Very Bulky becomes Bulky). Model limit 5.
* Vectored Thrusters (2) Small jets mounted in specific spots allow the wearer quick bursts of movement, useful for escaping combat. Unit gains the Hit and Run rule.
* Warp Channels (2) Grooves in the armor lined with rare, and possibly tainted materials, form a network that serves to enhance psychic ability. +1 to Psyker level (only usable by psykers).

## 'For the Greater Hood' Vehicle Services

**Wheel Be Right Behind You- Upgrades for vehicles great and small:**

* Articulated Canopy (½): Flanges and seals allow the vehicle to remove or add an armored canopy when configuration desires change. Vehicle either becomes or loses Open-Topped.
* Artificial Intelligence System (1): Coupling a rudimentary AI to the vehicle allows for additional operations, even in the absence of operator commands. Vehicle gains the Power of the Machine Spirit rule.
* Back-up Generators (½): Replicate systems in the drive train allow for swapping to secondaries mid-battle as damage is taken. Vehicle may sacrifice its shooting phase to negate a previous Immobilized result on a 4+.
* Banner Post (½): Hanging a banner or other suitable designator of army cohesion and pride reminds nearby allies of their purpose. Friendly units within 6” of the vehicle may re-roll failed morale saves.
* Camouflage Paint (½): Indistinct patterns on the vehicle's hull allow more effective use of cover. Vehicle gains the Stealth rule.
* Cloud Generator (2): Heavy particulates are blasted into the air near the vehicle, obscuring its outline from enemy shooters. Vehicle gains the Shrouded rule.
* Crew Support Systems (½): Hardened crew compartments and padding allows uninterrupted operation even under heavy fire. Vehicle may ignore Crew Shaken results on a 2+, or Crew Stunned results on a 4+.
* Elongated Chassis (1): Extending the frame of the vehicle allows for more carrying space, with sufficient extra armor. Transport vehicle gains two to transport capacity.
* Engine Overcharge (1): High-burn fuel injection allows for short bursts of quick movement. Vehicle gains d3” to movement range.
* Fire Control Network (2): Sophisticated computers aboard the vehicle broadcast its targeting data to friendly units, aiding their aim. Any other friendly models firing at one chosen enemy hit by the vehicle's weapons this turn may count their weapons as twin-linked.
* Flechette Dischargers (½): Hull-mounted explosives can be activated to send shrapnel blasting into any unfortunate enough to be close to the vehicle. Whenever the vehicle is charged in melee, at the beginning of the Fight Subphase, each attacking model immediately takes a S4 AP- hit.
* Gravity Repulsors (2): Large anti-gravity devices allow short hops over terrain features. Vehicle becomes Skimmer.
* Gyroscopic Compensators (2): Stabilized weapon mountings allow the vehicle better aim while in motion. Vehicle may fire weapons as if Fast.
* Hardened Spot-seals (1): Efficient sealing systems allow for small openings in the hull without compromising integrity. Vehicle gains one firing point (2 model use).
* Heartseeker Targeting Algorithm (½): Upgrades to the vehicle’s computer allow for more effective engagement against large foes. Vehicle gains the Monster Hunter rule.
* Heavy Power Field (1): Protective shielding around the vehicle deflects or nullifies incoming attacks. Vehicle gains +1 to invulnerability save.
* Heavy Retro-thrusters (2): Large break-away rockets mounted beneath the vehicle allow for better descent control. Vehicle gains Deep Strike, or reduces scatter by d3”.
* High-power Searchlight (½): Heavy illumination spots a target, regardless of lighting conditions. One unit hit by the vehicle, and the vehicle itself, lose all night fighting benefits for one full turn.
* Inertial Dampeners (½): Spot manipulation of gravity fields around the aircraft allow for increased maneuverability. Flyer gains the Vector Dancer rule.
* Quantum Shielding (2): The vehicle's hull is elevated to a state of high uncertainty, protecting greatly from incoming fire until a solid hit collapses the waveform. Vehicle gains +2 AV to all facings until it takes an unsaved penetrating hit.
* Reinforced Armor (½): Extra-light plating allows for more effective defenses without a need for a more powerful drive train. Vehicle gains +1 AV to one desired facing, to a limit of 15.
* Spring-loaded Hatches (2): Fast-opening entryways allow units on board to exit quickly and in an organized fashion, allowing for charges directly out of the vehicle into melee. Transport vehicle gains the Assault Vehicle rule.
* Supercharged Drive-Train (2): Significant upgrades to the vehicles motive and targeting systems allows for greatly increased mobility. Vehicle becomes Fast.
* Targeting Array (1): Computerized aiming assistance increases the probability of the vehicle's weapons striking the target. Vehicle gains +1 to BS to a limit of 10.

## First Fine Firearms, Now With Lasers!

**Ranged weapon equipment upgrades (these affect one ranged weapon carried by the equipped unit, chosen before the battle begins):**

* Airburst Corrector (2): A powerful charge is precisely timed to detonate when a clear path opens to the target, diverting the path of the shrapnel past trees and even around corners to strike its intended foe. Weapon gains the Ignore Cover rule.
* Anti-Aircraft Mount (2): Stabilization and smooth traverse motion grant accurate fire even at fast-moving airborne targets. Weapon gains the Skyfire rule.
* Canister Launcher (2): Packing the fuel into a container before chucking it into the enemy adds distance to the eventual outpouring of horror. Template weapon gains the Torrent rule.
* Concussive Submunitions (1): A secondary charge unleashes a heavy pressure wave capable of knocking the target to the ground. Weapon gains the Strikedown rule.
* Density-Resonance Ammunition (3): Exotic materials within these rounds have a profound reaction upon striking the target, causing a cascading reversal of chemical bonds that has a devastating effect upon more dense materials (such as vehicle armor), but an insignificant enhancement against standard personnel protection. Weapon gains the Armorbane rule.
* Dual Mechanism (3): Doubling the rate of fire can only be a good thing. Weapon gains the Twin-Linked rule.
* EMP Submunitions (2): A secondary charge ignites a high-intensity burst of electromagnetic radiation, minimally effective against most troops, but potent against a vehicle’s systems. Weapon gains the Haywire rule.
* Expanded Chamber (1): Adding more propellant translates into an increased ability to reach out and touch someone. Weapon gains 6” to range.
* Extended Barrel (1): Longer acceleration of the round leads to higher muzzle velocity, imparting more energy to the target. Weapon gains +1 S to a limit of 10.
* Frictionless Action (3): Moving parts within the weapon are replaced with special materials that exhibit no resistance to motion. This allows a significant increase in rate of fire. Weapon gains one additional shot to its profile. Model limit 6.
* Fusion Submunitions (1): A secondary charge ignites upon touching the air, burning with intense energy over a short distance. Weapon gains the Melta rule.
* Gravitic Harness (2): Significantly reducing the weight and kick-back by diverting and nullifying forces allows easier firing of the weapon, even on the move. Entire unit must upgrade the same. Ordnance becomes Heavy, Heavy becomes Rapid-fire, Rapid-fire becomes Assault 2. Model limit 6.
* High-efficiency Explosives (1): More bang for your buck, this upgrade increases the radius of effect for your explosive needs. Blast becomes Large Blast.
* Incendiary Submunitions (1): A secondary charge sprays sticky, flaming fuel over the target, setting it aflame. Weapon gains the Soul Blaze rule.
* Laser-guidance System (1): The missile follows an infrared designator to the target, increasing the missile's chance to strike. Blast weapon gains the Missile Lock rule.
* Nano-sliver Ammunition (2): Fragments of the shell splinter into imperceptibly-small pieces that slowly make their way through the blood stream and accumulate in critical organs, resulting in a marked increase in lethality. Weapon gains the Shred rule.
* Ouranos Targeter (2): Advanced aiming systems allow high-precision firing, finding weak spots and picking out individuals. Weapon gains the Sniper rule.
* Phosphor Submunitions (2): A secondary charge radiates intensely upon striking, prompting the target to shield their eyes. Weapon gains the Blind rule.
* Precision Parts (1): Replacing some common pieces with high-quality versions increases reliability and accuracy. Weapon gains the Master Crafted rule.
* Rattle Cage (1): Metallic attachments to the barrel sound like gunfire while the weapon shoots, creating the illusion of a large mass of fire, prompting the target to duck and cover. Weapon gains the Pinning rule.
* Re-chamber (2): Drastic alterations to the weapon can allow for either high-explosive or scatter rounds. Weapon becomes either Blast or Template; the entire unit must upgrade to the same choice. Model limit 6.
* Reinforced Shell (2): Hardened rounds penetrate farther into the target. Weapon gains +1 AP to a limit of AP1.
* Responsive Tracking (2): Computerized target acquisition allows for competent firing at a moment’s notice, swiveling to aim at new arrivals. Weapon gains the Interceptor rule.
* Shredder Rounds (2): Notched jackets fly into shrapnel upon impact, doing massive damage to the target. Weapon gains the Fleshbane rule.
* Tungsten-Core Ammunition (1): Addition of a solid rod to the round adds the potential for increased armor penetration. Weapon gains the Rending rule.
* Tunneling Ammunition (1): Expensive and unstable points on each round burrow through plating, negating the value of heavier armor. Weapon gains the Lance rule.
* Underslung Grenade Launcher (1): Extends the usable distance of carried grenades. One model in the equipped unit may fire a carried grenade of any type, as if it had made a normal shooting attack. This is treated as a 18” Barrage, Assault (1) weapon whose effects are the same as the grenade fired. Standard (frag, krak, etc) and Specialty (from the grenade bin – consumed when fired just as if thrown) types may be launched. Defensive grenades grant the firer Stealth from the targeted unit, no roll to hit is necessary.
* Updraft Vents (1): Expending some of the propellant directly downward shortly after the round leaves the barrel launches the projectile into the air to descend back to earth from above. Blast weapon gains the Barrage rule.
* Virulent Coating (1): A thin layer of infectious agents can impart death even if the round itself does not. Weapon gains the Poisoned (4+) rule or increases its Poisoned by 1 to a limit of 2+.

## A Cut Above, Quality Weapons and Dinnerware

**Melee weapon upgrades (applies to one melee weapon type in the unit, chosen at the beginning of battle, if a choice exists):**

* Cellular Disintegrator (1): An exotic power core in the weapon's haft emits potent radiation into a storage crystal in the weapon's business end. Upon striking the target, the released energy burns through organic matter with ease, leaving a swath of destruction in its wake. Weapon gains the Fleshbane rule.
* Cutting Torch (1/2): Attaching a high-energy flame to the weapon allows for slicing through thick armor. Weapon gains the Lance rule.
* Flare Haft (1): Upon striking the target, an inset flare ignites, leaving the victim dazed for a few important moments. Weapon gains the Blind rule.
* Hardened Edge (2): Tempering the striking edges grants better odds of penetrating a victim's armor. Weapon gains +1 AP to a limit of AP1. Hydraulic Claw Attachment (1): While not easy to swing into position, the pressure exerted is fully capable of tearing through all but the toughest armor. Weapon gains the Rending rule.
* Inertial Nullifier (2): A special generator activates when the weapon reverses the direction of its swing. Properly utilized, this effect allows the user to strike again if the victim is missed without additional effort. Weapon effectively gains the Twin-Linked rule.
* Inertial Resonator (1): Localized gravity fields increase the momentum of the weapon mid-swing, adding to its destructive force. Weapon gains +1 S to a limit of 10.
* Legacy Weapons (1/2): The generic-issue weapon is traded for a high-quality version kept carefully stored for these occasions. They don't make them like they used to. Weapon gains the Master Crafted rule.
* Lightweight Alloys (2): Replacing the heavier pieces of the weapon with more expensive, lighter alternatives allows for easier handling in the fight. Weapon loses the Unwieldy rule.
* Matched Pairs (1): Replacing the generic secondary weapon with a specially-designed off-hand blade allows for more effective usage of each. Weapon loses the Specialty Weapon rule.
* Neural Catalyst (2): The coating on the weapon starts a chain reaction in the victim that converts their nerve cells into inactive paste. Mortality is quick and certain. Unsaved wounds from the melee weapon cause Instant Death.
* Pneumatic Blast (1/2): Upon striking a powerful force of air is expelled, shaking and disorienting the victim. Weapon gains the Concussive rule.
* Shrapnel Tip (1): Upon piercing the target, the tip of this weapon shatters, transferring more energy into the fleshy parts and spreading the damage. Little enough material shatters each time to allow for multiple uses before replacement. Weapon gains the Shred rule.
* Spreader Hooks (2): A pair of monomolecular angled spears attach to the weapon. Designed to pry into vehicle plating before twisting apart, these are a highly effective addition against even the most heavily armored target. Weapon gains the Armorbane rule.
* Tesla Potentiator (1): Upon striking a metallic target, a powerful electric shock courses through the weapon into the vehicle's systems, overloading controls and possibly igniting ammunition. Weapon gains the Haywire rule.
* Toxic Edge (1): Coating the contact surfaces with a potent toxin aids in the attack's primary function of converting the victim to a corpse. Weapon gains Poisoned (4+) or increases its Poisoned by 1 to a limit of Poisoned (2+).
* Tremor Converter (1/2): Upon striking the target, deflecting energy is channeled into the ground at the victim's feet, causing a localized seismic disturbance capable of knocking the recipient from their feet. Weapon gains the Strikedown rule.

## ⌘ & Ctrl, Bringing The Battle to You!

**Command upgrades (only HQ units may equip these):**

* Enhanced Long-Distance Communications (1/2): Better comms gear allows co-ordination with larger forces, effectively increasing the capability to hold units in reserves. Allows one additional unit to start the game in reserves.
* Improved Global Positioning (1): Knowledge of one’s location minimizes the potential for errors in reinforcements. May add or subtract 1 from reserve rolls.
* Automated Entrenchment (1/2): Machinery alters a terrain feature before battle. After placement of terrain before choosing sides, nominate a piece of terrain. Cover saves granted by that terrain are either improved or decreased by 1 for the duration of the battle.
* Geographical Survey (1/2): Detailed survey equipment grants knowledge of the battlefield and it idiosyncrasies. May force one mysterious [forest/water feature/artifact/objective] result to be re-rolled per battle. The re-rolled result stands.
* Perimeter Alarm System (1): Being alerted to the presence of the enemy is the first step to reacting to them. May add 1 to rolls to Steal the Initiative.
* Solar Interference Generator (1): Adapted from recovered Necron relics, this device is capable of casting a wide net of light, or draining it, but requires significant charge to operate. May toggle Night Fighting for one full turn, once per battle.
* Personal Trainer (1/2): Guidance and direction aids in self-enlightenment. May re-roll the Warlord trait. Usable by the Warlord only.
* Increased Requisition (2): Leveraging contacts with command yields more supplies to support a larger force. The army cap is increased by 100 points while equipped.
* Decoys (1/2): Placing fake troops can be advantageous to initial positioning. After scout and infiltrate moves, may re-deploy one chosen unit anywhere it could legally be placed (including into/out of reserves).
* Orbital Bombardment (2): While only rarely available, anti-ship weaponry is highly competent against ground targets. Use just before starting turn 1, after any Steal Initiative rolls have been made. Place two large templates anywhere on the battlefield, and scatter a full 2d6” (even if a hit is rolled). Any model touched by a template takes a S10 AP1 hit. Cover saves apply as for a barrage weapon. Consumed upon use.
* Artillery Strike (2): In high demand, designating targets for off-board artillery is both fun and educational! Use just before starting turn 1, after any Steal Initiative rolls have been made. Place one small template anywhere on the board, and scatter a full 2d6” (even if a hit is rolled). Then scatter four more small templates as with a multiple barrage (5) weapon. Any models touched take a S8 AP3 hit. Cover saves apply as for a barrage weapon. Consumed upon use.
* Incendiary Air Strike (2): A fast-moving aircraft drops a canister from high altitude, which ignites upon striking the ground. Use just before starting turn 1, after any Steal Initiative rolls have been made. Place the narrow end of the teardrop template anywhere on the board, scatter d6” in the direction indicated and point the wide end along that vector. Any models touched take a S5 AP4 hit with the Ignores Cover rule. Consumed upon use.
* Interceptor Squadron (2): Command directs interceptor aircraft against the enemy reserves. May be used in one of two modes: In Zone Defense mode, choose three enemy reserve rolls to be made with a -1 modifier. Alternatively, Strike mode may be used just before starting turn 1, after any Steal Initiative rolls have been made. Randomly select one unit in the enemy reserves. That unit immediately takes d3 S8 AP2 hits and d6 S5 AP4 hits. Wounds are allocated by the enemy player, and all hits are against the transport if an occupied transport is selected. Consumed when Strike mode is used.

## Requisition Tables

**Time Bank**
These things keep showing up. They’re probably sent back from the future: RP Cost: ½

Note: Since the salvage value and RP cost are the same, any unspent RP may be freely converted to and from Temporal Displacers between battles.

**Grenade bin- Like a ball pit, only for grown-ups: RP Cost: ½**

**Empire Cybernetics- General upgrades**

Bargain Shelves- Cheap, but effective, pay your coin and grab something: RP Cost: 1

Shop Displays- main product line, hard to go wrong here: RP Cost: 2

Backroom- All the best stuff, available for a price: RP Cost 3

'**For the Greater Hood' Vehicle Service- Vehicle upgrades**

The Parking Lot- Piles of random parts, grab one and bolt it on: RP Cost: 1

The Showroom- Shelves of the good stuff: RP Cost: 2

The Covered Shed- These things were never here, understand?: RP Cost: 3

**First Fine Firearms- Ranged weapon upgrades**

The Racks- Decent weapons for a decent price: RP Cost: 2

The Glass Counters- High price for a sackful of kick: RP Cost: 3

Around the Back- Knock three times, someone will meet you: RP Cost: 4

**It's A Cut Above- Melee weapon upgrades**

Bargain knife bin- Watch your fingers: RP Cost: 1

 12-22
 23-33
 34-42
 43-51
 52-56
 61-65
 66

Giant pin-cushion- It’s shaped like a hippo: RP Cost: 2

 12-16
 21-25
 26-31
 34-41
 42-45
 46-53
 54-61
 62-65
 66

Ninja manikins- All weapons guaranteed to have been once-held by a ‘real’ ninja: RP Cost: 3

**⌘ & Ctrl- Command upgrades**

Pamphlet Shelves- You can ignore the one about herpes: RP Cost:1

 12-23
 24-35
 36-43
 44-51
 52-55
 56-61
 62-63
 64-65
 66

Stack of Black Suitcases- There’s gotta be something cool in those: RP Cost: 2

 12-21
 22-31
 32-41
 42-45
 46-53
 54-61
 62-63
 64-65
 66

The Van in the Alley- Better pick the right van: RP Cost: 3

 12-21
 22-31
 32-41
 42-46
 51-55
 56-61
 62-63
 64-65
 66