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A4 portrait 9 cards
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Agias VIII

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(Hrud Gland) While most professionals wouldn't recommend the surgery, there's bound to be one sketchy doctor in some backwater hive willing to implant an unknown organ within you, a small price to pay for the world famous beautiful Hrud shimmer.








Use this card once, When you do so return it to the deck. Use this card during either player shooting phase or fight phase, when you do target one friendly character unit, it may reroll all saves this phase.

Agias IX

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(Tunneling IED) A small wind up toy drill strapped with makeshift explosives, seemingly the makings of a teenage prank gone wrong, this toy is strapped with more then just cherry bombs. Wind it up and watch it go.









Use this card once, When you do so return it to the deck. Use this card after both players have deployed but before the first turn, Select one terrain piece on the board it loses all traits except obscuring and gains the difficult ground trait

Agias IX

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(Ghastly Visage) There is no artifact on this god foresaken world but you leave with unsettling feeling that something lurks behind you, yet whenever you turn around there is nothing their. yet those who lay there eyes on you turn a pallid white from fear.








Use this card once, When you do so return it to the deck. Use this card during any players command phase select one enemy unit within 6 of a friendly unit it loses the ability to hold objectives in any capacity until the next command phase.

Agias VII

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(Unwanted Servitor) A failed creation of the Adeptus Mechanicus, this servitor was made with the brain of a blank, causing extreme discomfort to those who meet its gaze, causing eyes to glide off it into the peripheral. While it presence is off-putting it beats a bullet any day.








Use this card once, When you do so return it to the deck. Use this card at the start of your opponents shooting phase, select one friendly target it cannot be shot unless it is the closest eligible target this phase.

Agias VI

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(Homunculus Doll) Usually found deep in the workshops of Commorragh's Homunculi, this small doll resembles that of a humanoid figure wrapped in hair and stuck with pins. The intrinsic workings of this tool remain a mystery to most, including the residents of the dark city.






Use this card once, When you do so return it to the deck. Use this card after both players have deployed but before the first turn select two friendly units as long as they are within 24 inches of each other wounds can be dispersed among either character (this occurs before taking any Feel No Pains)

Agias V

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(Unstable Novacore Reactor) Left behind in the wreckage of an old riptide, this battery has the potential to enhance any vehicle, but they were known to be unstable even before fishing it out of a dead battlesuit






Use this card once, When you do so return it to the deck. Use this card after both players have deployed but before the first turn, Target one friendly vehicle unit it gains the overcharge ability. each command phase it may use this ability, Overcharge: Take d3 mortal wounds, this unit may advance and shoot and charge without penalty as well as counts as top bracket if it has one)

Agias IV

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(Corrupted Tome of Ju'fux'al) While the use of daemon possession in warfare is considered a war crime by the high lords of terror, no one has actually suffered the consequence of war crimes since the 1900 's. as long as we maintain control of the entity, we may have a powerful weapon our hands





You may only use this card once, When you do so return it to the deck. Use this card when you kill an enemy unit character, summon one chaos spawn as close to the destroyed unit as possible, (you may use the enemy model as the chaos spawn model, but use the chaos spawn datasheet as documented in codex Chaos Space Marines)

Agias II

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(Ramshackled Flickerfields) A stockpile of armor haphazardly created from old elder vehicles while the work is shoddy the results cannot be denied.









Use this card once, When you do so return it to the deck. Use this card at the begging of the game after all units have been deployed but before the first turn. select on unit on the battlefield It gain - 1 to hit and no hit roll can be rerolled against it for the rest of the game

Agias III

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(Broken Warp Spider Jump Generator ) A broken down back pack used by the warp spiders of the Craftworld Eldar, it seems unusable but some power within still remains, if you can figure out how to fix it it could be invaluable, but to misuse it could leave you wandering the Webway indefinitely









Use this card once, When you do so return it to the deck. Use this card when a unit you control is selected as the target of a charge it may make a normal move of 6 up to inches in any direction


VIII VIII
IX IX
IX IX
VII VII
VI VI
V V
IV IV
II II
III III

Agias I

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(Third Eye of X'orth'ky) Ripped straight from the skull of a daemon this eye continues to move on its own, empowered by the warp this eyes glance speaks more to you than any words it could whisper. Only the sound of mind could resist this temptation






Use this card once, When you do so return it to the deck. Use this card after both players have deployed but before the first turn, Select one infantry or monster model in your army it becomes a psyker with cast 1 deny 1 it knows one power from your codex discipline if possible in addition to Smite until the end of the game

Agias III

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(Mirror of the Aeldari) The Aeldari people manage to constantly stay one step ahead of their enemies, they'll have you believe its their cunning that keeps them on the ball, but this Aeldari hand me down shows the immediate future, lets see these pompous elves get away now we've leveled the playing field a little








Use this card once, When you do so return it to the deck. Use this card after both players have deployed but before rolling to determine who goes first, you may instead select who goes first.

Agias VIII

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Use this card once, When you do so return it to the deck. Use this card at the start of the charge phase, switch the positions of unit you control with one other unit you control that is

Agias V

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(Protype-biotransferance Plate) Riddled with ancient runes and glowing green sigils this small metal plate is fitted with multiple needles that seemingly inject an unknown substance into the bearer turning their skin metal for a short time and enhancing their senses. but many weaker men and women have lost their minds to the effects of the toxin.



Use this card once, When you do so return it to the deck. Use this card while mustering your army, you may select one infantry character model in your army to undertake the proto-biotransferance, The model can only lose half of its wounds (rounding up) each phase until the end of the game but each time the unit takes an out of action test it must reroll a successful result.

Agias VII

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(Decomissoned Drone) An old drone found destroyed in the rubble its technology far more advanced then that of the imperium, with hard work you may restore it to its working condition, it may not be much in a fight but makes for a great scout









Use this card once, When you do so return it to the deck. Use this card after both players have deployed but before the first turn, select up to two units they may make a move of up to 6inches pre game.

Agias VI

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(Zoat Implants) Old Veteran Guardsmen sit around the campfires and share scary stories of Tyranid sightings, some of the most chilling however are not of mindless monsters, but of the stories in which these creatures show human like intelligence. Hence the legend of the Zoat an experiment of the tyrranid race made only from the minds of an intelligent race




Use this card once, When you do so return it to the deck. Use this card after both players have deployed but before the first turn, Select one unit in your army that contains 3 or more models that is not a character unit, that unit gains Fearless for the rest of the game, and once per game you can make the cost of one stratagem that affects that unit cost 0cp.

Agias I

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(Kork Armour) This mysterious armour is unlike anything seen today, visibly to heavy for any mortal wear yet imbedded with hap hazard technology in order to feel weightless to the bearer. Found deep within an orc fortress being used as a coffee table, the orc race seem to have a deep allure to this artifact








Use this card once, When you do so return it to the deck. Use this card after both players have deployed but before the first turn, select one Infantry or Monster Model, It gains +2 to its Armour Save

Kork Armour

Agias II

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(Mysterious Microchip) While most technology was lost during the age of strife, it remain hidden amongst the ruins of forgotten worlds. However, every discovery is a gamble, is this a boon to the imperium or a temptation of Tzeentch






Use this card once, When you do so return it to the deck. Use this card after both players have deployed but before the first turn. Select one Vehicle unit in your army, for the rest of the game one weapon that unit is equipped with gains +1 Dmg but every unmodified roll of 1 from this weapon inflicts one mortal wound to the bearer

Agias IV

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(Substances of Commoragh) The Aeladri of Commoragh are known for their potent drugs and stimulants, often too much for the mortal man even under the safest of conditions, only a fool would be wise enough to take some that they found lying in a battlefield







Use this card once, When you do so return it to the deck. Use this card after both players have deployed but before the first turn, Select one unit in you army, Roll twice on the Combat Drugs table located in the the Drukhari Codex and apply both results (if you roll duplicates the effects become cumulative


I I
III III
VIII VIII
V V
VII VII
VI VI
I I
II II
IV IV

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