An Anti-vehicle 3+ weapon would wound vehicles on any to-wound roll of 3+. Some Imperial armouries hold ancient swords of such high quality they strike as potently as a Power Sword though they possess no energy field emitters. Used exclusively by the Rough Rider mounted cavalry units of the Imperial Guard, this weapon is constructed of a hollow, lightweight metal shaft tipped with a spear point, which is also connected to the impact fuse of the weapon's shaped charge. The Rapier which is sometimes known as the Rapier "Laser Destroyer" should not be confused with the tank-mounted Laser Destroyer weapon, though the similarity between the names could indicate that one was a development of the other, although it could just as easily be a coincidence. 1. The advantage the slug-thrower has over its energy-based opponent is that fewer enemies will recognise the report of the rifle, as opposed to a Long-Las' ruby beam. The power requirements for this weapon are such that the Titan cannot fire any other weapons, but its movement is not restricted, giving the Princeps a chance to fire then seek cover. In earlier patterns of the Assault Cannon the weapon was notoriously fickle and prone to jamming, sometimes stopping with enough force to detonate the weapon and kill the user. Celestial Orrery. Space Marines make use of Lascannons as a shoulder-fired weapon, and are also fielded in Imperial Guard heavy weapon squads as a tripod-mounted crew-served weapon. The Dark Angels and Blood Angels Space Marine Chapters equip their Scout Marines with special "Manstopper" rounds which have an extra propellant charge. The Hellhammer Cannon is the main turret weapon of the Imperial Hellhammer super-heavy tank, this short barreled, wide-bore weapon fires a large, powerful shell armed with an unstable sub-molecular charge, which is capable of blasting through any form of armour or cover. Dreadnought close combat weapons are usually found on Space Marine Dreadnoughts. For this reason, Shadowswords are only made on Forge Worlds which raise Titan Legions. The Hellgun is slowly being replaced in the Imperial Guard by the more advanced Hotshot Lasgun whose beams are capable of piercing even Power Armour, which the Hellgun is not. The only foot infantry known to carry them include Sisters of Battle, Space Marine Devastators, Legionaries of the Damned and Servitors. Flamers are short-ranged special weapons carried by various soldiers, Imperial and otherwise, in the Warhammer 40,000 universe. In-universe, plasma weapons are described as being temperamental and the technology to manufacture them become rather obscure for the Imperium in the middle of their history. A "full" shot is most effective against armoured targets, and the combined power of both plasma bolts is enough to tear apart any armour with ease. It is most often used in a bunker-buster role by driving up close to enemy fortifications and firing into them at very short range, thus allowing allied infantry to assault through the breach. Here's our comprehensive guide to the . It also has a limited effect on vehicles. A Frag Grenade is a small hand-held explosive device meant to hurl shrapnel in all directions. Its still possible that someWarhammer 40k factionswill also have access to unique Weapon Abilities common to their wargear, such as Poison for the plague-riddenDeath Guard, or Magna-Rail for the high-techLeagues of Votann. A new function of the weapon introduced with the fourth edition of the Codex: Space Marines allows it to fire Castellan Missiles, which are modified to deploy minefields on the battlefield. The Conversion Beamer is a heavy weapon that fires a burst of energy that turns the material of the target into more energy. The Inferno Cannon is a flame weapon used primarily by the Imperial Guard. Although the Assault Cannon lacks the range of other rapid-fire guns such as the Heavy Bolter and the Autocannon, its enormous rate of fire enables it to literally shred its way through most targets, punishing them with thousands of rounds per minute. May be fired even if your unit is within 1" of an enemy. The standard pattern of Hellgun currently used in the Imperial Guard is the Hellgun Mark II pattern, which is gyro-stabilised and requires the backpack-mounted power source to be effective. The Beast Snagga box goes up for pre-order this weekend, and includes 26 new Ork minis. The name comes from the thunderclap-like noise the weapon makes when striking. Both Eldar and the Tau have specific units that can be armed with Flamers. A Shock Gauntlet is a unique weapon that is designed to incapacitate Space Marines. Like, what does it mean if they have the same word but a different number, like the different assault types? Bypassing any armour, the gauntlet's energy fields directly affect the nervous system of the target, meaning the Assassin can wound any organic individual, regardless of their size and/or toughness. Upon contact it activates an electrical charge to magnify the force of the blow. However, some authors, such as Dan Abnett, depict laser weapons as having muzzle flash, noticeable recoil, and an accuracy that is affected by gravity, as well as by wind and able to fire underwater, thus making laser weapons effectively the same as projectile weapons. Force Staves are also common amongst Psykers in the Imperial Guard and is also the weapon of choice of Tigurius, Chief Librarian of the Ultramarines. The developers of the game (Fatshark) said that there will be over 80+ weapons on launch. Rare in the Imperium, the Plasma Grenade explodes to produce a ball of plasma that covers an area. However, the weapon is cumbersome to use and slows the user down, so that the opponent will usually have the chance to strike out at the user before the Powerfist can land its first blow. ability lets them sling a few extra shots whenever you roll a six to hit, balancing their inaccuracy with a high rate of fire. The grenade opens a "hole" to the Warp in realspace, destroying any troops in its area of effect. It is the primary armament of the Hellhound flame tank. The Defence Laser is an immense laser weapon with incredible power and range, normally used only in fixed emplacements or on very large vehicles. This rare variant of the Imperial Guard's primary battle tank, known as the Leman Russ Destroyer Tank Hunter, is used for long-range precision sniping against enemy armour. 10th edition Warhammer 40k Weapon Abilities replace weapon types and special rules, will be part of the core rules, and shared across factions. As with other plasma weapons, a massive energy drain is involved. Its high rate of fire makes up for its lack of strength and armour-piercing abilities. The Forces of Chaos also mount Missile Launchers, dubbed the Havoc Launcher, on the hulls of their vehicles. Their flamers are identical in game stats and name to the Imperial version, and differ only in appearance. The Neuro Gauntlet is a type of Power Weapon used only by the Assassins of the Eversor Temple. We include affiliate links in articles. Strength is used when determining whether or not your attack wounds your target, and is compared against the target's Toughness. Left 4 Dead style of murdering hordes of enemies, whether solo or with . The Plasma Gun is a rifle-sized Plasma Weapon common to many of the armed forces of the Imperium. The Space Marines make use of two types of Frag Grenades, either disc shaped with a button in the center that can be pressed repeatedly in order to determine how long until it explodes, or a small egg shape. An Assault 2 weapon fires two shots by rolling two dice, each hitting based on the bearer's BS. This is a big change to the Weapon Types system that has been in effect since 3rd edition 40k, which granted each weapon just one type. Pistols: can be fired instead of all other weapon types. The large recoil of this weapon is reduced to manageable levels by a complex muzzle brake. In general, all the. Rather than being defined by a single type, such as Heavy or Assault, and a textbox of special rules, weapons will pull from a selection of standardised Weapon Abilities. While it is more likely to be hit when exposed and cause a potentially debilitating explosion, the likeliness of this occurring is outweighed by the benefits. It increases the damage wrought by its wielder, but no additional weapons can be used alongside it. A number of variants exist, encompassing mainly automatic rifles and assault weapons. Each weapon is also described with various statistics. He's also written for PCGamesN, and 'Grimdark', his book of essays about Warhammer 40k and Games Workshop, will be published by MIT press when it finally emerges from the warp. The Needle Pistol is a small elegant version of the basic Needler weapon. "more is better". A Lightning Claw is a specialised type of power weapon, based on the design of the Powerfist. Melta X weapons do an additional X wounds against targets within half their weapon range: a Melta 2 weapon would do two extra wounds. Instead, psykers will have additional abilities on their datasheet, including melee and ranged attacks with thePsychicWeapon Ability. The principle upon which Melta Weapons work varies in their depictions. The Deathwatch Graviton Cannon is a modification made by the Deathwatch Techmarines of Watch Fortress Erioch in the Jericho Reach of the more common Grav-gun. The smallest size Webber, the Web Pistol can be used one-handed, and as such, can be used to immobilise an opponent in close combat. Some Imperial Guard armies are capable of fielding Heavy Flamers in squads of infantry, such as the Catachan Jungle Fighters. An Autopistol is a pistol weapon that operates on the same principles as the autogun. Certain Imperial Guard Sentinel variants were also armed with Assault Cannons. A short-ranged, smoothbore cannon with a massive caliber shell that is mounted on the Imperial Guard Leman Russ Demolisher and Space Marine Vindicator, the Demolisher Cannon is among the shortest ranged vehicle ordnance weapons in the Imperial arsenal. The Conqueror Cannon is a lightweight alternative to the Battle Cannon used on Leman Russ tanks. While standard Boltguns are rarely used by the Imperial Guard, Bolt Pistols are quite popular amongst the Commissariat, and are frequently used by junior officers and non-commissioned officers in place of their regular-issue Laspistol sidearms. The Space Marines make common use of Chainswords, and occasionally of Power Weapons. Some of the most powerful close combat weapons in the Imperium are the huge melee weapons used by the cybernetic Dreadnoughts of the Astartes. The Deathstrike Cannon is a very large, long-ranged ballistic weapon that was available on early-pattern Warlord-class Titans. And that's it for the Weapon Attributes and Ratings in Warhammer 40000 Darktide. Sisters of Battle Seraphim can be armed with twin Hand Flamers. Warhammer 40K: Darktide is a dark-themed horror shooter with gruesome enemies and brutal solutions for getting rid of them that is capturing the attention of more and more players. The force released is enough to knock over the wielder himself unless he is heavily armoured. They are designed to implode and produce a powerful pressure wave that can damage armoured or hardened targets, rather than explode, as is usually the case with grenades. Zealot Preachers value maneuverability and short-range firepower, as they are always face-to-face with the enemy. Some dedicated close combat units of the Imperial Guard, such as Rough Riders and special weapon squads can also be armed with Laspistols. They are often used by assault troops, since the weapon's shorter range is less noticeable. Heavy Flamers are also encountered on Imperial armoured vehicles, such as the Sentinels and Chimeras of the Imperial Guard. Unlike other weapons which have analogs in other armies, Flamers generally have no specialised versions in the non-Imperial armies that they are found in; they are simply referred to as Flamers. While Chaos Space Marines do not have Artificer Armour (a type of Power Armour which is well-crafted so that it affords better protection), the Traitor Legions have access to Daemon Armour mutated by the powers of Chaos that is similar in protection to the Artificer Armour available to Loyalist Space Marines. Used mostly by the Culexus Assassin temple, it is only useful against beings with psychic powers, but can kill such a being instantly. Its safe to assume the weapon ignores any benefits of cover the target enjoys, whatever those are in 10th edition. Whenyou roll to hit with aLethal Hits weapon and score a natural six (or otherwise score a Critical Hit), you dont need to roll to wound, the attack wounds automatically. The first and fastest way of getting your hands on the upcoming 9th edition Orks codex is to grab the new Beast Snagga Army Set, which introduces the book alongside the Greenskins latest squig-obsessed faction. Orks have a specific analog of the Flamer, the Burna. It is connected to targeting systems on the terminator's gauntlet allowing the missiles and the Terminator's other weapons to be fired simultaneously and with great accuracy, even on the move. For more information, please see our A. Adrathic Weapon; Alchem Weapons; Anti-plant munitions; Arc Weapon; Auto weapon; B. Biomorph; The weapons are also used by many other Imperial forces as well as the Chaos Space Marines. They are only available to the Ordo Hereticus and the militant arm of the Ecclesiarchy, the Sisters of Battle. A Bolt Pistol magazine carries only 6 to 10 rounds of standard bolt rounds, each weighing about 0.08kg and with a diameter of .75 calibre (19.05mm). Frag projectiles (short for fragmentation) typically have a smaller explosive payload, encased in a perforated metal casing; they are designed to spray an area with shrapnel upon detonation, making them useful against entire groups of lightly armoured infantry but with poor armor penetration against heavier targets. The Rad Grenade is a small hand-held explosive device which irradiates the area encompassed in the blast area. This firing effect can be clearly seen when on the Inferno cannon-armed Hellhound vehicles in the game Dawn of War. The Space Wolves Venerable Dreadnought Bjorn the Fell-Handed has a Lightning Claw as its Dreadnought melee weapon. . A more sophisticated type of smoke grenade, the Blind Grenade emits infra-red bafflers and broad-band spectrum electro-magnetic radiation in addition to smoke, to blind not only normal eyesight but also artificial sight aids. Stub Pistols (also Stub Guns or Slug Guns) are primitive kinetic weapons, resembling 20th Century revolvers or automatic pistols. Much like their real-life counterparts, they are usually shorter-ranged than most of the other weapons in the game. Incinerators are different from Heavy Flamers in that their Promethium fuel is consecrated for use against daemons and other similar warp entities. However, the Hellpistol is correspondingly more expensive in terms of materials and manpower to manufacture and is usually only used by Imperial Guard Grenadier or Storm Trooper Sergeants, although higher-ranking Imperial Guard officers also have access to this weapon by virtue of their higher grade.