User:GoldDragon/Weapons of the Imperium (Warhammer 40,000)

This list names the various types of weaponry used by the Imperium in the Warhammer 40,000 universe. The various weapons, grouped according to their category, are discussed in detail including their in-universe specs and their in-game use. With the evolution of the Warhammer 40,000 setting over some 20 years, many weapons and equipment have been described in the various editions of the various games. Some of these are no longer in use in the most current editions. Whenever appropriate, the history of the weapon in-game is described, including some of the more notable units that are known to carry that weapon.

The Imperium is a vast, galaxy-spanning empire in Games Workshop's Warhammer 40,000 fictional universe. There are several armed branches of the Imperium's military and police services, and much of their equipment is common to multiple branches. The armed forces of the Imperium include, but are not limited to the Space Marines, the Imperial Guard, the Adeptus Mechanicus, the three Ordos of the Inquisition, the Adeptus Arbites and the Orders Militant of the Sisters of Battle.

The information below is taken mainly from the Warhammer 40,000 rulebooks,[1][2] and the Warhammer 40,000 second edition wargear book.[3] Some of the weapons descriptions are also supplemented by information from the first edition of the Necromunda rulebook, which contains detailed writeups on the various weapons in the Warhammer 40,000 universe.[4] Specific weapon descriptions have been taken from their appropriate Codex entries, including the various Space Marine,[5][6][7][8] Imperial Guard[9][10] and Inquisition codexes.[11][12][13]

Some information is also taken from the various non-Imperial sourcebooks and codexes, such as the Eldar,[14] Tau,[15] Ork[16] and Necron codexes.[17]

In addition, some of the descriptions of the weapon effects are taken from the Warhammer 40,000 video games, Dawn of War and its expansions.[18][19][20]

Melee weapons edit

Close-combat weapons edit

Close combat weapons are an entire class of single-handed weapons used in the Warhammer 40,000 tabletop game and universe. The term itself is a collective term for any implement or weapon that can be used one-handed in an assault. This includes various common melee weapons such as swords, knives, bayonets, maces, clubs and even pistols. It also includes some unorthodox "weapons" such as claws, tails, beaks and teeth.[2]

Specific races have certain preferences for close-combat weapon types, as seen in the official miniatures released by Games Workshop for those races. The Space Marines make common use of chainswords, and occasionally of power weapons.[5] The Imperial Guard make use of various close combat weapons, usually Swords and possibly Chainswords for officer and NCOs and Bayonets for NCOs and lower-ranked soldiers. Certain Imperial guard regiments also make extensive use of knives such as Catachans.[10]

Two-handed weapons edit

Some Imperial troops have the option of wielding weapons that require two hands to use effectively, such as the Eviscerator. These weapons have the advantage of increasing the effective strength the wielder can bring to bear on a foe, but come with their own disadvantages, such as preventing the use of two weapons, and normally slowing the speed of the user in combat.

C'tan Phase Sword edit

Used exclusively by Callidus assassins, the C'tan Phase Sword is an extremely potent close-combat weapon. In the background, it is said to "phase" in and out of "realspace" and is capable of bypassing armour and force fields alike. This characteristic is reflected in-game by the Phase Sword's special rules, which prevent any kind of saving throw from being attempted against wounds caused by the sword.[13]

It is suggested by the background information that the weapon itself has an inherent connection to the gods of the Necrons, the C'tan with which the weapon shares its name. In the third edition Necron codex, a story describes how a Callidus assassin stabs one of the disguised C'tan with her C'tan Phase Blade. Instead of being injured by the weapon, the C'tan simply reabsorbed it back into its body. This is actually reflected in-game by the Necron's special rules. In-game, a C'tan hit by a phase blade will absorb the weapon, disarming the offending attacker.[17]

Chain weapons edit

A chain weapon is a weapon that has motorized biting teeth that saw and slash through a prospective victim, in a similar fashion to a chainsaw. The teeth themselves are fashioned to be incredibly sharp, in some cases carrying a monomolecular edge. Some chain weapons are capable of slicing through bulkheads and thick armour. Many variations of the Chain Weapon are used all over the galaxy.

Chain weapons require regular maintenance, and can become jammed if foreign matter is drawn into the complex working mechanisms. Weapons include a clutch that can reverse the weapons teeth rotation to expel such matter in such an instance.

Chainfist edit

Space Marine Terminators often replace their standard power fist with the chainfist for use against enemy armoured vehicles. The chainfist is a combination of a Powerfist and a Chainsword which usually protrudes from the back of the hand, just above the knuckles. This weapon is capable of cutting through even the toughest of armour on battle tanks. Chainfists are so massive and encumbering (limiting their effectiveness against enemy troops), not to mention energy-inefficient, that they are normally only ever seen on Space Marines equipped with Terminator Armour. However, there are smaller versions that can be used by unaugmented humans.

Chainsword edit

The most common form of chain weapon is the chainsword, frequently carried by assault troops and low-ranking officers of the Imperial Guard and Space Marines (including the Traitor Legions). Another common variant is the chain axe, which is usually carried by Chaos Space Marines (normally of the World Eaters Legion) known as Khorne Berserkers.

Eviscerator edit

A larger version of the chainsword known as the Eviscerator, is usually seen in the hands of religious fanatics such as penitent Sisters of Battle or the zealous and fiery Redemptionists; it is also used by Imperial Guard priests. Eviscerators closely resemble conventional chainsaws, but being large two-handed weapons are generally powerful enough to have similar effects to the chainfists frequently seen carried by Terminators.

Frost blade edit

A Frost blade or Frost axe is a specialised chain weapon used by some characters in the Space Wolves Chapter of Space Marines. The weapon itself is similar in look to a standard chainsword or chainaxe, except that the blade includes teeth from a creature called a kraken - one of the creatures that inhabit the Space Wolves' home world of Fenris in the army's background, and contains a power field generator similar to that used by "power" weapons. In-game, the weapon acts more like a power weapon than a chain one, and is in fact minutely stronger than a standard power sword or axe.[7]

Other chain weapons edit

Chain weapons are not just limited to swords and axes though. Existing in the galaxy are chain glaives as well as a multitude of other weapons that have had their original blades removed and replaced by the striking chain blade.

Hunting Lance edit

Used exclusively by the Rough Riders of the Imperial Guard, this is a lance tipped with a shaped explosive charge. It is a one-shot weapon used in close combat, allowing the guardsman to hit faster and stronger than normal. It also ignores armour, in a similar fashion to power weapons.

Power weapons edit

Power weapons, by comparison to regular weapons, utilise focused energy fields to increase the deadliness of the weapon. The weapon uses a generator, either in its hilt or an external backpack, to sheathe its striking surfaces in a disruptive energy field allowing it to cut through most known forms of matter. Such a weapon can carve through armor and stone with as much resistance as empty air; typically only other energy fields can safely counter the effects of a power weapon. Power weapon technology is limited and all examples are crafted individually by skilled artisans; commonly in the form of a sword, axe, or hammer, but sometimes in a more exotic form such as a whip. Even without the power field active the weapon will be of highest quality and potent in the hands of a skilled fighter. Very rare power weapons consist only of the weapon hilt, when activated an energy blade is projected, much like a Star Wars lightsaber, but it is unknown whether or not it can reflect energy (lasers). An example of such a weapon was a sword wielded by Inquisitor Eisenhorn, this weapon was subsequently destroyed by the daemon Cherubael.

Lightning Claw edit

A Lightning Claw is a specialized type of power weapon, based on the design of the Powerfist. A Lightning Claw consists of a powered gauntlet, fitted with three or four blades. A matter-disrupting energy field is projected around the blades, allowing them to cut through armour and flesh with minimal effort. Lightning Claws are almost invariably worn as a pair, and are mainly used by Assault Terminators or Space Marine Veterans.

Neuro-Gauntlet edit

A type of power weapon used only by the Eversor Assassin temple, this is a glove consisting of many needles encased in energy fields. Bypassing any armour, the gauntlet affects the nervous system of the target, meaning the assassin can wound any individual, regardless of size and toughness. It also has a limited effect on vehicles. Having the same in-game effect as the Dark Eldar Agoniser weapons, as well as background notes of references to alien weaponry, suggests the Imperial Neuro gauntlets are either captured alien artifacts, or at least developed from research on xeno technology.[13]

Powerfist edit

Essentially an oversized, armoured gauntlet, the powerfist generates an energy field around it that disrupts any matter it touches. In-game a powerfist will double the strength of the wearer, making it a popular weapon choice within the Imperium. However, the weapon is cumbersome to use and slows the user down meaning that the opponent will usually have the chance to injure the user before being struck.

Power Maul edit

Power Mauls are charged clubs often used by ranking members of the Adeptus Arbites. They may include additional features such as power setting controls to vary the force of the impact. Unlike a Shock Maul, which only releases a charge on impact, a Power Maul has a constant energy field like any other Power Weapon.

Power Sword edit

Power Swords are the most ubiquitous form of power weapon and are in use by all agencies of the Imperium. They are routinely wielded by ranking Space Marines, officers in the Imperial Guard, senior sisters of the Adepta Sororitas, and members of the Inquisition. Some Imperial armories hold ancient swords of such high quality they strike as potently as a power sword though they have no energy field; in-game such weapons often 'count as' a power weapon.

Thunder Hammer edit

A large hammer incorporating a power field generator, which instead of being active constantly (as is the case with other power weapons), builds up an immense charge which is then released in an instant upon impact with the target. The name comes from the thunderclap-like noise the weapon makes when striking. The force released is enough to knock over the wielder himself unless he is heavily armoured. It is normally used in conjunction with a Storm Shield. It is as powerful as a Powerfist, but also has added effects against both vehicles and infantry. Originally Thunder Hammers were only able to be mounted onto Space Marine Terminator Armour[21]. It is a testament to Imperial engineering that these weapons are now man-portable, and find much usage among Ordo Malleus Inquisitors (who also have an enhanced, specially consecrated version of it, called Daemonhammer).

Dreadnought close combat weapons edit

Some of the most powerful close combat weapons in the game are the huge Dreadnought close combat weapons (DCCW). They are more effective than an equivalent infantry power fist since dreadnoughts are unencumbered by the close combat weapons' weight. They are thus able to strike quickly, represented in-game by dreadnoughts striking in their initiative order.[1]

Dreadnought close combat weapons are usually found on Space Marine Dreadnoughts.[6][5] The Space Wolves Venerable Dreadnought Bjorn the Fell-Handed has a lightning claw as its dreadnought close combat weapon. In the past, separate rules covered this weapon,[8] but with the simplification of the third edition ruleset, the lightning claw works the same as other DCCWs.[7]

Force weapons edit

Force weapons are close-combat weapons designed to channel the psychic energies of the wielder, thus energising the weapon and augmenting its potency above and beyond that of even power weapons. They are used mainly by Space Marine Librarians, Grey Knights and Imperial Inquisitors but they can also be used by some of the more powerful Chaos Sorcerers. Force weapons vary in design, but usually take the form of a bladed weapon, most commonly a sword. 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. Grey Knights, elite daemon-hunting Space Marines from the Ordo Malleus, are all powerful psykers in their own rights, and use force weapons exclusively. The weapons of the Grey Knights were known as Nemesis Force Weapons in the Space Hulk game, but here they were described as incorporating a storm bolter, a notion which appears to have been abandoned since (This principle has since been described as an early model, being used by both Adeptus Custodes and Grey Knights) (Grey Knights now have the storm bolter on their other arm). Force weapons are each unique in their own right, as each is psychically attuned to its owner and thus cannot be effectively wielded by anyone with a different psychic presence although there have been some exceptions to this such as the Grey Knight Tancred using the force weapon (a sword with lightning bolt) which originally belonged to Grand Master Mandulis. As a general rule, a force weapon will use the psychic power of the user to push the target into the Immaterium, or "The Warp".

Shock Weapons edit

Shock Gauntlet edit

A Shock Gauntlet is a unique weapon that is designed to incapacitate Space Marines. When it comes in contact with a Marine's armour it creates a shockwave that causes the servos in the armour to malfuction, effectively paralyzing the victim. This is never used with both hands due to its non-lethality.

Shock Maul edit

A Shock Maul is a type of truncheon or club used by riot teams in the Adeptus Arbites. Upon contact it activates an electrical charge to magnify the force of the blow. Many have power settings with low power being used as a non-lethal stunning weapon, while high settings are quite capable of blowing off limbs. Higher ranks within the Arbites may make use of a Power Weapon version known as a Power Maul.

Ranged weapons edit

Bolt Weapons edit

Bolters fire explosive .75 caliber rocket-propelled rounds (as referenced in some fiction, and a replica of the .75 cal bolt shell purchasable from the Black Library proves), and are similar in nature to the real-world Gyrojet. They are more sophisticated than lasguns or slug-throwers, and more powerful than equivalent sized weapons in either case so are given to the more deserving or capable (e.g: the Adepta Sororitas or the Adeptus Astartes). Each round contains a mass-reactive explosive payload, triggered milliseconds after impact, blasting the target from within. Bolters are made in pistol, rifle, machine gun, and gatling rotary cannon form. The Chaos Space Marine legions also retain the bolters issued to them prior to the Horus Heresy, but are unable to produce newer models of the gun and rely on older designs as their basis for manufacture in the chaos forges.

Boltgun edit

The standard weapon of the Adeptus Astartes, or Space Marines is the boltgun, also known as a bolter. A bolter has semi-auto, four-round burst, or fully automatic fire (rarely used, unavailable on some patterns), and typically carries thirty rounds in its standard sickle-shaped magazine. Other magazine options include a fifteen-round straight magazine, a 40-100 round drum-magazine and a thirty-round belt feed. The last is likely not restricted to thirty rounds, but it as well as the drum-magazine are prone to feeder malfunctions and jams. Bolters are generally much more effective (but more complex) than standard pattern lasguns, but are also different in that they fire physical projectiles rather than directed energy beams, and so have incomparable operating parameters. The unique properties of the "bolt" fired by these weapons allows the warhead to penetrate the target, before ideally detonating inside the target, multiplying the destructive force. Due to complexity, rarity, and cost, Bolters are mainly used by the genetically engineered Space Marines, the Adepta Sororitas, and less frequently by Imperial Guard veterans and officers.
There are many variants of the bolter (referred to as Patterns); including the Mars (the standard pattern during the Great Crusade), Ultima, Crusade, Esperantez, Centauri, Heresy, Konrad, Fillienostos, Raikiri, Nostra, Godwyn-Deaz (a pun on the names of the model sculpters who designed the current look of the Space Marine bolters, Jes Goodwin and Juan Diaz), and Astartes Umbra Patterns. Bolters are also highly customizable, and can be equipped with a wide variety of different modifications, such as optical scopes or bayonets. They can even be used as effective sniper weapons, especially when equipped with Stalker silenced shells and the M40 Targeter System.
Combi weapons edit
Some bolters are customized so that they combine a bolter with a small version of another gun. This grants the wielder some flexibility as they can choose to fire normal bolter rounds or the more specialized side weapon. These types of bolters are referred to as "combi-" weapons, with the name of the side weapon following- for example, a "combi-flamer" combines a bolter with a flamer. While the bolter carries its normal complement of ammunition, the secondary weapon carries only limited ammunition and cannot be fired as often. In game terms combi-weapons are only allowed to be fired once per game, so effectiveness varies between games. A special Combi weapon, the Combi Bolter, does not use specialised rounds but fires extra shots to ensure the target is always hit. Until the new Chaos Space Marine Codex (2007) came out Chaos forces used combi-bolters instead of the Storm Bolter due to the fact that the Storm Bolter was designed after the Horus Heresy and so was unavailable the the Traitor Marines who mainly used pre-heresy equipment. The combi-bolter has since been replaced by a simple Twin-Linked Bolter-which is essentially the same.

Bolt Pistol edit

The Bolt Pistol is a common variant of the Boltgun, and apart from the Space Marines, is also available to officers and seasoned veterans of the Imperial Guard - they are sometimes gifted to Commissars, both for battling and to perform field executions of those too cowardly for the Emperor's service, leading to the weapon being nicknamed the "Bravery Bolter". A standard Bolt Pistol magazine, due to varying manufacturing skills and machinery, is capable of housing between 6 and 12 rounds of ammunition. Such weapons are often used by the assault troops of the Space Marines, the Adepta Soritas, and Chaos Marines. In extended engagements, when reloading can mean almost certain death, a drum magazine can be utilized, with the same capacity as those used on Storm Bolters.
Executioner pistol edit
Used exclusively by the Assassins of the Eversor temple, this is bolt pistol/needle pistol combi-weapon, but unlike other combi-weapons, the needle pistol part of the Executioner may be fired more than once per battle.[13]

Heavy Bolter edit

The Heavy Bolter is a support weapon. Unlike other Bolt weapons, it uses a much larger 1.00 caliber round and is in common use by all but the Imperium's most primitive martial forces. It has a high rate of fire, long range, is inexpensive to manufacture, and tolerant of mistreatment by inexperienced users. It is equipped on tanks and a variety of vehicles as an anti-infantry(AI) weapon as well as on fixed defences.
Heavy Bolters operate differently than other Bolt weapons. Instead of a firing pin physically striking the bolt shell to activate the projectile, a specific electronic pulse is applied in the firing chamber. Bolts are fed into the chamber by an electric motor, rather than exhaust gases cycling the action as in other Bolt weapons. Exhaust gases are used to generate the power needs of the weapon; the initial power and first round are provided by working a slide on the weapons side. These features enable the Heavy Bolter to maintain rates of fire that are physically impossible for a standard Bolter or Bolt Pistol.
Due to its bulk and weight, Imperial Guard infantry operate Heavy Bolters using a two man team, mounting the weapon on a tripod. A single Space Marine, being physically much larger and stronger than a normal human, can carry both the Heavy Bolter and its ammunition alone, and fire it from a braced standing position (even with little aid from their Power Armor). Space Marine Scouts without Power Armor can fire Heavy Bolters in this manner. The Sisters of Battle, with the assistance of power armor-augmented strength, are also capable of carrying the Heavy Bolter and ammunition alone. When used in this way by heavy infantry, the weapon itself is carried with both hands and fired from the hip, with the ammunition belt-fed from a backpack, with optical aiming provided by a HUD and an integrated laser painter mounted just above the Heavy Bolter's barrel. It is also referred to as the "Back Breaker" or the "Bruiser" particularly amongst Underhive inhabitants.

The Ordo Xenos have also created a version of the Heavy Bolter for their own troops using the most advanced Xeno-Tech research at their disposal. This new Heavy Bolter uses the same ammunition and is basically the same weapon, but for added versatility, this new version is equipped with shock suppressors and a series of stabilizers so the weapon can now be effectively fired while the gunner is walking and, consequently, is more adaptable to battlefield tactics

Hurricane bolter edit

The Hurricane bolter is a weapon mount fitted to the Land Raider Crusader. An extremely effective anti-infantry weapon, it consists of three "twin-linked" bolters mounted as a single weapon system.

Mega bolter edit

The Vulcan mega-bolter is a super-heavy version of the bolter, mounted on Imperial Titans, most commonly the Warhound. It resembles two Gatling guns mounted on a large housing. Each set of Gatling guns is composed of a rotating set of weapon barrels servicing three heavy bolter actions. This assembly is mounted on a limited-flexibility fitting within the weapon housing; servos mounted to the assembly can minutely adjust the aim point of the weapon barrels. This enables the operator to saturate a large area with bolt fire (for anti-infantry) or concentrate all rounds into a very precise grouping (against vehicles or similar targets.) Most of the space in the weapon housing is for ammunition storage as the Vulcan has a voracious appetite. Ammo feed systems enable quick selection between the different ammo bins, in theory this gives the weapon great flexibility but in practice only standard high-explosive heavy bolt rounds are used due to their universal availability. Commanders with clout and connections will sometimes secure at least one ammo bin's worth of Kraken penetrator rounds "just in case". Specialized Vulcan Mega-Bolters are sometimes used as the weapon on the chin turret of Imperial aero-space vessels. The Vulcan mega Bolter has also recently been incorporated into a version of the Macharius heavy tank used by the Krieg "Death Korps" Imperial Guard Regiments.

Psycannons edit

The psycannon is a weapon created specifically to combat daemons. It is a more powerful version of the bolter, utilizing high-calibre psychically-charged ritually-inscribed silver-tipped psycannon bolts. The psychic charge and ritual inscription on every blessed bolt allows it to pass through any defensive shielding, whether it is created by daemonic psychic energies or by technology. The weapon has a suspensor to offset the weight and allows it to be fired on the move although at a cost of reduced effective range.
The Psycannon is a weapon used almost exclusively by the Ordo Malleus and its Order Militant, the Grey Knights. There are a few notable exceptions, such as Gideon Ravenor of the Ordo Xenos, whose armoured chair was fitted with a pair of such weapons.
The Psycannon is generally wielded with both hands by the normal power-armoured Grey Knights and most other operators, although members of the Grey Knight Terminator squads mount the psycannons on the back of one arm instead. The method of feeding ammunition is similar to that of a heavy bolter, being an ammunition belt running from the ammunition store located within their backpack.
High-ranking members of the Ordo Malleus may use bolt guns which fire downsized version of the psycannon ammunition. These are less powerful than the Psycannon, but more effective at wounding warp-spawned daemons than an ordinary bolt weapon of the same size.

Storm bolter edit

The storm bolter is a double-barreled version of the bolter. As it is designed for brutal assault, and consumes more ammunition than a normal bolter, they are not normally utilized by Space Marines in regular power armour. However, they are standard issue for Space Marine Terminators, and are often a tank's pintle-mounted weapon. They are also used by the Grey Knights as a gauntlet-mounted weapon with its feed sourced from the back of their armour or from a magazine on the side of the gauntlet (as seen in Dawn of War: Dark Crusade). Like boltguns, Imperial Guard veterans and officers rarely carry a storm bolter. The Sisters of Battle will sometimes designate a member of a squad to carry a storm bolter as a special weapon.
Due to high munitions consumption, and the lack of manual dexterity in Tactical Dreadnought Armor, most Storm Bolters are fed from a large box magazine, carrying approximately 60-150 rounds depending on the size and style. When the weapon is used without Tactical Dreadnought Armour, it usually has a more conventional magazine containing sixty rounds, which, given the double barrels and firing mechanism, gives you thirty shots. These rounds are identical to those fired from bolt pistols and boltguns.
Before the Storm Bolter was created by the Tech Priests, Terminators were often equipped with special combi-weapons which were essentially two boltguns fused together. These "combi-bolters" were capable of a higher rate of fire than the Storm Bolter when at short range, but without a synchronized firing mount, were less effective at longer range. As the Storm Bolter was one of the few perfections of preexisting technology the Imperium achieved after the Horus Heresy, Storm Bolters have replaced Combi-bolters in Imperial armies, and in the new Chaos Space Marine Codex (2007), Chaos Marines use Twin-linked bolters instead.

Bolt Ammunition edit

The Tech-Priests of the Adeptus Mechanicus have developed many types of bolter ammunition over the millennia. The most common variants are:
  • Standard Bolts comprise the following components: Outer casing, propellant base, main charge, mass reactive detonator cap, depleted deuterium core, diamantine tip. The standard bolter shell is standardised at .75 calibre, whereas heavy bolter rounds are larger, at 1.00 Cal. A replica .75 cal bolt shell can be bought from the Black Library (Games-Workshops main fiction and non-miniature based outlet).
  • Hellfire Rounds have devastating results on organic matter, as the rounds are developed to combat Tyranids. The core and tip are replaced with a vial of mutagenic acid with thousands of needles that fire into target upon the shattering of the vial, pumping the acid into the target.
  • Stalker Silenced Shells are rounds with low sound signatures, meant for covert fighting and used in conjunction with an M40 targeting system and an extended barrel and stock on a bolter to produce a sniping weapon system. A solidified mercury slug replaces the mass-reactive warhead for lethality at sub-sonic projectile speed. A gas cartridge also replaces both the propellant base and main charge for silent firing.
  • Inferno Bolts are designed to immolate their targets and destroy them with superheated chemical fire. The deuterium core is replaced with an oxy-phosphorus gel, known as Promethium. It should be noted that the Chaos Space Marine Thousand Sons have their own similarly-named but unrelated type of inferno bolts, which are actually psychically-bound slugs that release arcane energies; these slugs explode with sorcerous energies upon impact.
  • Metal Storm Frag Shells are best against multiple lightly-armoured targets. They detonate before impact and spray shrapnel, shredding their victims. A proximity detonator replaces the mass-reactive cap, and the diamantine tip and deuterium core are replaced with an increased charge and fragmentation casing. They are similar to flak rounds and are used against clusters of enemies.
  • Kraken Pattern Penetrator Rounds are powerful armour-piercing rounds. The deuterium core is replaced by a solid adamantine core and uses a heavier main charge. Upon impact, the outer casing peels away and the high velocity adamantium needle accelerates into the victim, where the larger detonator propels shards of super hardened metal further into the wound. These are effective against heavily-armoured infantry.
  • Psycannon Bolts are used by the Inquisition, primarily the Ordo Malleus and Grey Knights. They are very similar in nature to the rounds fired by their namesake, the Psycannon, and are similarly used against psychic and daemonic targets. Of all the rounds these are the most expensive, as each and every bolt is inscribed with runes on a microscopic level. Other sources say that they contain an anti-psychic substance that still others claim is a byproduct of the Emperor's Golden Throne. The psychic nature of these rounds are not only effective at destroying daemonic targets but also highly efficient at piercing the powerful barriers created by forcefield generators (such as the Tau Shield Generator and the Imperium's own Iron Halo and Storm Shield).

Please Note that Hellfire, Stalker, Inferno, Metal Storm and Kraken pattern rounds are only in use by members of the Ordo Xenos both Active members and those that have returned to normal duty with their respective chapters.

1 : Propellant Base
2 : Outer Casing
3 : Gyrostabilizer
4 : Mass Reactive Detonating Cap
5 : Diamantine Tip
6 : Main Charge
7 : Depleted Deuterium Core

1 : In this bolt,
the Deuterium core is
replaced with a special gel
that ignites with oxygen.

1 : In this bolt,
the Deuterium core is
replaced with a vial of
mutagenic acid. The point
is also replaced with a
chemical substance that
causes the vial to detonate
once it has penetrated the
enemy's armor.

1: The main charge is
increased to enable a
larger explosion.
2 : The Deuterium Core
is replaced by a core
of pure adamantium to
optimize the penetration
of reinforced armour.

1 : Mini-gyrostabilizer
2 : Fragmentation Casing
3 : Increased Charge
4 : Fragmentation Charge
5 : Proximity Detector

1 : Gas Cartridge
2 : Solidified Mercury Slug
3 : Smooth Diamantine Tip

Flamers edit

Flamers are flamethrower-type weapons that project an ignited stream of promethium fuel over a wide area, igniting many enemies in a single gout of flame. In the various tabletop games, they are represented by using various teardrop-shaped templates that represent the extent of the weapon's effect on the battlefield, without needing a roll to hit targets completely engulfed by the template. Much like their real-life counterparts, they are usually shorter-ranged than most of the other weapons in the game.[2]

Flamer edit

Flamers are short-ranged special weapons carried by various soldiers, Imperial and otherwise, in the Warhammer 40,000 universe. To represent the ease of use of a flamethrower, the game mechanics of this weapon differ from that of other ranged weapons. Instead of rolling dice to hit a target, firing a flamer (and other similar weapons) simply involves placing a teardrop-shaped template over a target area. In-game, anything touched by the template is considered to be engulfed in flames and automatically hit, with no reliance on probability.[1]
Many units, both Imperial and non-Imperium, are capable of carrying flamers. While Space Marines and Imperial Guardsmen can be armed with them,[5][10] flamers are iconic weapons of the Sisters of Battle.[12] 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. Both Eldar and Tau Empire factions have specific units that can be armed with flamers.[14][15] Their flamers are identical in game stats and name to the Imperial version, and differ only in appearance. Orks have a specific analog of the flamer, the burna.[16]

Hand flamer edit

Hand flamers are smaller, one-handed versions of the normal flamer. They are often used by assault troops, where the weapon's shorter range is less noticeable. In the first two editions of Warhammer 40,000, the hand flamer used a small teardrop-shaped template similar to that of the standard flamer's.[3] Since the third edition of the game, hand flamers have been almost completely written out of the rules and they are now simply close-combat weapons in game terms. An exception to this is found in the Witch Hunters codex. Sisters of Battle Seraphim can be armed with twin-hand flamers, which in-game fire as a standard flamer.[12]
Hand flamers are still relatively common in the underhives within the Imperium.[4]

Heavy flamer edit

Heavy flamers are larger, more powerful versions of the standard flamer, projecting hotter and denser flames. In game terms, this translates into heavy flamers being stronger and having better armor-piercing capabilities than flamers. During the first and second editions of Warhammer 40,000, heavy flamers used a larger, longer-ranged template than flamers.[3] With the release of the third edition, heavy flamers used the same template (and thus had the same range and area of effect) as the standard flamer, albeit with the aforementioned improved strength and ability to affect armored targets.
Heavy flamers are often used by specialists in dense conditions, such as jungle warfare, urban warfare and close-quarter combat. As an infantry weapon, they are not as common as flamers and fewer units are capable of using them. One of the earliest units to have the weapons were Space Marine Terminators, who made use of them in cramped ship-boarding actions in the game Space Hulk.[22] The Sisters of Battle of the Witch Hunters faction are one of the few infantry units allowed to carry heavy flamers. Some Imperial Guard armies are capable of fielding heavy flamers in squads of infantry, specifically armies that use the Jungle Fighters doctrine special rule such as the Catachan Jungle Fighters. Heavy flamers are also encountered on Imperial armoured vehicles, such as the Sentinels and Chimeras of the Imperial Guard.[10] They are possible secondary weapons for some Space Marine vehicles as well, such as Dreadnoughts and Land Speeder Tornadoes.[5] As of the third edition release of Codex: Witch Hunters, the Sisters of Battle Immolator tank is armed with heavy flamers. Space Orks possess an analog to the heavy flamer with near-identical game stats, the skorcha.[16]

Incinerator edit

The Incinerator is a specialized heavy flamer variant seen primarily in the Daemonhunters army list. It is used mostly by the Grey Knights Chapter. Incinerators are different from heavy flamers in that their promethium fuel is consecrated for use against daemons and other similar warp entities. In-game, the weapon is almost identical to the heavy flamer, except that it completely ignores the invulnerable saving throw special rules, which all daemons have.[11]

Inferno cannon edit

The Inferno cannon is a flame weapon used primarily by the Imperial Guard. It is the primary armament of the Hellhound flame tank.[10]
In-game, the Inferno cannon used to have the same range as the flamer during the third edition of Codex: Imperial Guard.[9] The fourth edition of the Imperial Guard codex changed the way the cannon worked fundamentally. Instead of having a short range, its in-game range was extended to three times as far. It affects the location where it hits, rather than the entire path in front of the vehicle. This is to simulate the image of a flame tank shooting a long, arcing gout of flame at range that forms a deadly pool of liquid flame affecting the area that it impacts, rather than spewing fire directly at the targets from the cannon. This firing effect can be clearly seen when on the Inferno cannon-armed Hellhound vehicles in the game Dawn of War.[19]
Through Forgeworld, the Space Marines gained access to the Inferno Cannon, mounted on customized "Siege Dreadnoughts," which also featured a Dreadnought Close Combat Weapon similar to a Chainfist, with an inbuilt Heavy Flamer. This could be used most effectively against bunkers and transport vehicles, where a penetrating hit by the fist would expose all occupants of the target to a subsequent hit by the Heavy Flamer.

Laser weapons edit

Laser weaponry or Las weapons are laser-based ranged weapons used by many forces in the Warhammer 40,000 universe. Descriptions and depictions of their effects vary between authors and artists from firing a single coherent ray of light, as seen in the video game Warhammer 40,000: Dawn of War.[18], to Star Wars-style blasters with recoil and individual bolts, to invisible beams without any apparent recoil or muzzle flash. These weapons are relatively easy to produce and maintain.[1] They require no solid ammunition, have few moving parts, and use power cells which can be recharged or quickly swapped with a fully-charged power cell. This makes them ideal for distribution among large numbers of men, such as the Imperial Guard. While the accuracy of a laser is generally depicted as not being distorted by wind unlike projectile weapons, it can be diffused by heavy particles in the air such as smoke and thus a laser can dissipate over long distances. However, authors such as Dan Abnett, depict las weapons as having muzzle flash, noticeable recoil, and aim being affected by gravity, accuracy being affected by wind and able to fire underwater, in effect being the same as projectile weapons.

Defence Laser edit

The Defence Laser is an immense laser weapon with incredible power and range, normally in use only in fixed emplacements or on very large vehicles. The Imperator pattern Titan mounts one on its upper carapace as an anti-aircraft cannon. The Defence Laser name was introduced in WH40K: Rogue Trader but in the more recent game editions it seems to have been replaced by the specific Volcano or Nova cannons. In the "Apocalypse" expansion defence lasers have appeared as massive anti-ship emplacements, occupying an entire building of their own and capable of seriously threatening capital warships in space above a planet.

Hellgun edit

A hellgun is an upgraded lasgun which fires a substantially more focused beam, using a series of high quality focusing lenses and a completely revamped power feed to give it a far greater armour-penetration factor compared the typical lasgun. However, the higher power consumption requires superior quality power cells or a backpack power supply to keep maintained, and the complex gun system requires more time and resources to manufacture and repair - as well as more training to get the most out of. This makes it more costly to field, so it is not generally issued to the average Imperial Guardsman. However, Storm Troopers and Grenadiers are always equipped with a hellgun as standard to take full advantage of their superior training and weapons expertise. In associated fiction, hellguns are often equipped with underslung grenade launchers, similar to the real-life M-203 (as in Dan Abnett's Necropolis, where they are used by the 50th Royal Volpone).

Hellpistol edit

The hellpistol corresponds to the laspistol the same way the hellgun corresponds to the lasgun - it is deadlier and only slightly heavier than the laspistol. However, it is correspondingly more expensive in terms of materials and manpower to manufacture and are usually found with grenadier or storm trooper sergeants, although higher-ranking officers also have access to this weapon by virtue of their higher rank. Some Inquisitors will also use this weapon as a matter of preference.

Lascannon edit

The lascannon is one of the anti-tank weapons available to Imperial forces. Its high strength and armour-piercing ability make it a formidable weapon. Lascannons are basically a scaled-up implementation of the "las" technology also used in lasrifles. Space Marines make extensive use of lascannons, and are also fielded in Imperial Guard heavy weapon squads as a crew-served weapon. Lascannons are also mounted on Land Raiders, Predators, Dreadnoughts, and many other Imperial vehicles.[5][10]

Lasgun edit

The lasgun is the standard-issue weapon for all Imperial Guardsmen. It fires a focused laser beam, powerful enough to remove an unarmoured human limb in a single blast, but not as effective against heavy armour or the durable hides of some monstrous aliens. People who play the table-top game refer to the lasgun as "flashlight" due its low strength and lack of armour penetration, especially when compared to the basic weapons of the other armies. However, Imperial Guardsmen, the primary users of the lasgun, are numerous, and can be fielded in very large numbers. Because of this relative lack of power, the lasgun is most effective when delivering massed, focused fire from multiple units, and less effective when used singly. [3]
Lasguns are powered by small rechargeable power packs. Power output can be adjusted to extend the life of the charge. The power packs are extremely reliable and can be recharged by exposing them to direct sunlight, by heating (putting them directly into flames works, but this reduces the lifetime of a power pack and increases the chance of misfires).[10] The reliability and ease of resupply of the lasgun make it an ideal weapon for the extended campaigns often undertaken by the endless armies of the Imperial Guard. These features of the lasgun are not visible in most games where ammunition is not a factor, but are implemented in the Necromunda tabletop skirmish game. In Necromunda, weapons with limited ammunition must pass ammunition rolls which check whether a particular weapon has run out of ammo; the lasgun receives a bonus on this check.[4]
Certain types of lasgun have specific uses, such as the long las which has a longer barrel and greatly improved power and range. These are generally used in a sniper role, and use overpowered liquid metal batteries known as hotshots, which have only one power setting. The power and heat from the improved beam quickly wears out the barrels, which are replaceable and good for about twenty shots each. The lascarbine is a carbine form of the lasgun, designed for special operations and units, usually employed by drop troopers or scout units of the Imperial Guard. It is light and compact, allowing it to be easily stowed so it does not interfere with the carrier's mobility. It was used by the Tanith First & Only,[citation needed] Elysian Drop Troops,[citation needed] Catachans[1] and Inquisitor Gregor Eisenhorn.[citation needed] A rarely seen form of the lasgun is the Assault Laser, wielded almost entirely by private concerns due to its high maintenance requirements - the focusing rings must be replaced every thousand shots or so, and this delicate process can only be done by a trained Techpriest. Assault Lasers are known for their immense rate of fire and higher armour-piercing ability compared to the standard lasrifle.

Laspistol edit

The laspistol is the pistol form of the lasgun, and operates in a similar way. It is suitable for quick use, but lacks firepower or range and is often used in conjunction with a close combat weapon.[10] Many laspistols have power packs mounted in front of the pistol's grip rather than within the grip itself, so that heat from the power cell can be quickly dissipated and the power cell quickly changed when depleted. This also allows the laspistol to use the same power pack as the lasgun, increasing the pistol's logistical flexibility. 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.
Laspistols are carried primarily by Imperial Guard officers and advisers, including Commissars, Techpriest Enginseers and Sanctioned Psykers. Some dedicated close combat units of the Imperial Guard, such as Rough Riders and special weapon squads can also be armed with laspistols.[10]

Multilaser edit

The multilaser is a multiple-barreled laser weapon that fires a torrent of laser beams. It is described as a lower-powered, multiple-shot version of the vehicle-destroying lascannon.[3]
Multilasers have always been used primarily by the armies of the Imperial Guard. They are often mounted on light vehicles that serve either as transports or scouts, for infantry work. Imperial Guard Chimeras and Sentinels are among the few vehicles that are known to mount multilasers.[10]

Laser Destroyer edit

The Laser Destroyer is based on an ancient and therefore fragmentary STC record of an uprated Lascannon, with greater range and a much broader beam able to affect multiple targets. The distinctive long barrel and peculiar focusing optics of the Laser Destroyer make it sensitive to motion and quite prone to misfires, though the extra damage potential is considered to offset these disadvantages.
The rare Destroyer Tank Hunter variant of the Leman Russ Battle Tank is the only known mount for the increasingly difficult to produce Laser Destroyer, used for long range precision 'sniping' against enemy armour. As these tanks are difficult to maintain and nearly impossible to construct, they are seldom deployed in formations larger than a single squadron, attached to a larger formation to deal with truly heavy opposition.

Turbolaser Destructor edit

The Turbolaser is a large and potent Laser weapon, equivalent to a very large lascannon. In a sense, the Turbolaser is to the Lascannon what the Battle Cannon is to the Autocannon - a larger, more devastating weapon based on the same concept.
The weapon is most commonly seen mounted in pairs on Titans - Warhound Scout Titans often carry a pair as one of the arm mounts, while the larger Reaver Battle Titan sometimes mounts a pair of Turbolasers on each arm, and the Warlord Battle Titan generally has a pair in each shoulder mount. However, the weapon is also used elsewhere. Some variants of the Adeptus Astartes Thunderhawk Gunship carry the weapon, instead of a Battle Cannon, when engaged in ship-to-ship combat where a laser weapon is more useful than a battle cannon.

Volcano Cannon edit

The Volcano Cannon is the most powerful ground vehicle-mounted laser weapon, and is used exclusively by Titans and the Shadowsword super-heavy tank. It is primarily meant to target huge objects and obliterate them with a single shot. Such targets usually include other Titan-sized opponents and minor hive cities. In earlier editions of Epic, it was referred to as the Deathray, automatically causing critical hits on war engines.

Melta weapons edit

The principle upon which melta weapons work varies in its depictions. Sometimes it is said to work by producing a small-scale fusion reaction using a pyrum petrol fuel mix. This is projected as a blast of incredible heat. In other cases, it is said to function in a similar way to a modern microwave oven. Melta weapons have a short range but are very powerful and are favoured for use against armoured targets; in the Imperial Guard they are typically fielded specifically for close range anti-tank combat, particularly in urban environments[23]. They are also one of the three types of weapons favoured by Sisters of Battle, along with bolt weapons and flamer weapons.[12] As their name suggests, Melta weapons are capable of rapidly incinerating armour which would normally be immune to most squad-based weapons (obstacles, tank armour, powered armour etc.). Melta weapons are useful squad support weapons in situations where "excessive firepower" is an oxymoron.Cite error: A <ref> tag is missing the closing </ref> (see the help page).

Meltagun edit

 
Meltagun
The meltagun is a commonly found special weapon in the forces of the Imperium. Common imperial slang for meltaguns includes cookers or vape guns.[3] Meltaguns are a common sight in Space Marine and Imperial Guard armies.[5][10] Meltaguns are employed in a support role in Imperial Guardsmen squads. The weapon is, however, bulky and cumbersome over broken ground or swamp terrain. The extreme heat flare produced by the muzzle blast also limits the Meltagun's use indoors or in close quarters.
While the technology may not be identical, analogs of this weapon in other Warhammer 40,000 factions include the Eldar fusion gun[14] and the Tau fusion blaster.[15]

Multi-melta edit

The multi-melta (also known as a thermal cannon)[3] is a larger, longer-ranged version of the meltagun. Unlike their smaller cousins, multi-meltas are not commonly carried by infantry. The only foot infantry known to carry them include Sisters of Battle, Space Marine Devastators and Servitors. It is more often found mounted on vehicles, such as Space Marine Land Speeders and Sisters of Battle Immolators.[5][10][12]

Inferno Pistol edit

The Inferno pistol is a pistol version but is rare. They are only available to the Ordo Hereticus and the militant arm of the Ecclesiarchy, the Sisters of Battle.
Commander Dante, of the Blood Angels has an ancient version of this weapon, called the Perdition Pistol, which fires with the same effect as a normal Meltagun, but can still be used in close combat.[24]

Other melta weapons edit

Meltabomb (see Grenades section)

Plasma weapons edit

Plasma weapons are a class of high-strength, armor piercing energy weapons in the Warhammer 40,000 universe. They employ a magnetic field to accelerate a stream or pulse of superheated ionized gas towards a target. In smaller weapons, this gas would be generated when substances from two canisters mix together. In-universe, plasma weapons are described as being temperamental and the technology to manufacture them has become rather obscure for the Imperium. Despite this, plasma weapons find regular use throughout the armies of the Imperium. Imperial plasma weapons are comparatively stronger than other races' analogs, but this advantage is offset by poor cooling: Plasma weapons using Imperial technology can build up dangerous levels of heat, which is occasionally vented out, which can seriously wound the operator.[3] In second edition, Imperial plasma weapons (known as mark II plasma weapons) had added safety mechanisms and did not suffer from this drawback. Instead, the user had to wait for the weapon to recharge, cool down and stabilize between shots. Older type plasma weapons (known as mark I) still had the potential to overheat dangerously. In third and fourth edition game rules, this is represented by the plasma weapon's capability to wound (often lethally) its wielder. The plasma is described as being a "miniature sun", but has appeared as blue, green or light purple in the case of chaos weaponry seen in the video game Dawn of War.[1]

Plasma Annihilator edit

The Plasma Annihilator is the largest plasma weapon that the Imperium fields on planetary surfaces, as it is essentially a dismounted battleship weapon. It is mounted on the Emperor-class Imperator Titan and delivers sufficient firepower to destroy multiple enemy titans in a single shot. It can achieve this legendary destructive potential because it is fed directly from the massive Plasma Reactor that powers the entire Titan, enabling the Princeps to divert power from other systems (usually motive power) in order to "overcharge" the weapon, though this decreases the life cycle of the components involved considerably.

Note: In the Rules for the warhammer 40,000 table top game, this weapon was available for terminators as a twinlinked plasma gun, similar to a storm bolter, but is no longer included in the rules and has not been included for the last 2 editions.

Plasma Destructor (Titan) edit

This is the second most powerful Plasma weapon available to the Titan Legions. It is only mountable on the Warlord Titan due to its size and massive power requirements. When this weapon is fired the titan is compeltely drained of all its energy, meaning that it cannot move or fire at all, and even when its generators are back on-line, the legs are still immoblised. This is usually only used when the fighting is fierce, or when the titan has a large backup of ground troops, armour, or other Titans to defend it during its down time. This weapon was used in the game Epic - Titan Legions and Epic - Space Marine.

Plasma Cannon (Titan) edit

This is a upgraded version of the Plasma Blastgun, only mountable on the Warlord Class of Titan as only its Plasma Reactors is large enough to power it. The power requirements are such that the Titan cannot fire any other weapons, buts its movement is not restricted (giving the Princeps a chance to fire then seek cover) This weapon was used in the game Epic - Titan Legions and Epic - Space Marine.

Plasma Blastgun edit

Among the largest versions of Plasma Cannons, these are the main weaponry of Stormblade Super Heavy Tanks. They are also commonly mounted on scout titans such as the Warhound, as one of the most powerful anti-tank weapons they can carry, while battle titans such as the Reaver and Warlord may use them as well.

Plasma Cannon edit

The plasma cannon is a heavy weapon that relies on plasma technology to deliver lethal energy blasts, but also has another setting to allow direct shots against tanks and other large targets. It is much longer-ranged than the plasma gun, and has a wider blast radius.
The term plasma cannon was first used to refer to the weapon during the third edition release of the Warhammer 40,000 rules set.[2] Prior to the third edition, the weapons now referred to as plasma cannons were formerly referred to as heavy plasma guns.[3]
As an Imperial plasma weapon, the plasma cannon is powerful but prone to overheating, wounding or killing its wielder. Because of this, only a select few infantry units are known to carry plasma cannons, including Space Marine Devastators, whose power armour can protect them from most malfunctions, and Gun Servitors, which are effectively expendable.[5] Plasma cannons are more commonly seen mounted on vehicles, such as in the improved side-sponsons of Leman Russ Demolishers.[9]
Analogs of this weapon found in other Warhammer 40,000 factions are the kustom mega-blasta of the Orks,[16] the Dark Eldar disintegrator[25] and the Eldar starcannon, which while based on the same theory has a completely different in game effect, and suffers no chance of overheating..[26]

Plasma Destructor edit

The Plasma Destructor is a unique plasma weapon which is mounted in the Leman Russ Executioner. It is the most powerful plasma weapon aside from the ones mounted on Imperial Titans, occupying a middle ground between the Plasma Cannon and the Plasma Blastgun. It is an extremely temperamental weapon that is often criticised by crew for being unable to operate in sustained engagements due to its massive power requirements. However, it has the capability to penetrate most known armour and its extreme destructive potential is the reason that many Imperial Guard commanders try to include at least one Leman Russ Executioner in their armoured formations.

Plasma gun edit

The plasma gun is a rifle-sized plasma weapon common to many of the forces of the Imperium. In-game, is classified as a special weapon and is carried by a variety of Imperial infantry, including Space Marines, Imperial Guardsmen and Stormtroopers.[5][10] Like other infantry-carried plasma weapons, Imperial plasma guns are more powerful than plasma weapons used by xenos races but are unstable; in-game, they have a chance to malfunction and wound the wielder.
Outside of the tabletop games, the plasma gun can be seen in the computer game Dawn of War, where it can be carried by various Space Marine and Imperial Guard units.[18]
Analogs of the weapon can be found in other Warhammer 40,000 factions. Most notable of which is the Tau Empire plasma rifle.[15]

Plasma pistol edit

The plasma pistol is a shorter-ranged, single-handed pistol version of the plasma gun. It is most commonly encountered carried by officers of both Space Marines and Imperial Guard.[9] Aside from characters, some specialized assault troops such as Assault Marines have the capability to be armed with plasma pistols.[5]
In the computer game Dawn of War, plasma pistols are available as wargear choices for Space Marine and Chaos Space Marine leaders and Sergeants.[18]

Missile launchers edit

Cyclone missile launcher edit

The cyclone missile launcher is a missile launcher fitted on the shoulders of select Space Marine Terminators. 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. In-game, the missiles themselves have the same rules as standard Imperium missiles, with either frag and krak warheads.[5]

Exorcist launcher edit

The Sisters of Battle have a specific missile launcher known as the Exorcist launcher, which is mounted exclusively on the Exorcist tank. Unlike the similar Whirlwind launcher, the Exorcist launcher fires many small missiles.[12]

Havoc launcher edit

Chaos also mounts missile launchers (dubbed the Havoc Launcher) on the hulls of their vehicles. Unlike its imperial equivalent, the Hunter Killer Missile, the Havoc Launcher fires salvos of frag missiles.

Hunter-killer missile edit

Imperial Vehicles can also mount a Hunter Killer missile. In essence this is a a single missile mounted on an external launch rail for use against an enemy vehicle, with a long enough range to essentially be considered unlimited range in the tabletop game. The missile invariably has a Krak warhead.

Missile launcher edit

Missile launchers are used by Imperial Guard heavy weapon teams as a crew-fired weapon, typically with one Guardsman carrying the launcher, while the other carries the tripod stand and additional missiles, and assists with loading from the rear of the launch tube. Space Marines, meanwhile, can fire similarly sized launchers from the shoulder and carry their own supply of missiles on a backpack-mounted rack. These launchers fire missiles that commonly have either one of two types of warhead: Frag and Krak. 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. Krak projectiles are shaped charges, effectively lacking a blast radius, but they have high penetrating capabilities which make them useful for targeting either heavily armoured infantry or moderately armoured vehicles. Missile launchers can also fire less common missile versions of the various Imperial grenade types.

Typhoon missile launcher edit

The Typhoon multiple missile launcher or Typhoon missile launcher is a weapon found on Space Marine Land Speeders. It was first introduced along with the Land Speeder Typhoon in the 1998 release of the 3rd edition Codex: Space Marines.[6] In-game, it fires a barrage of anti-personnel missiles appropriate for lightly-armoured infantry.[27]

Mortar edit

The mortar has the ability to bombard enemy positions from behind cover thereby reducing the vulnerability of the Guardsmen operating it and increasing their survivability. Despite it's indirect fire abilities the mortar is not exceptionally strong against more heavily armored troops - and certainly not against tanks.

The rarer Griffon siege mortar has a rather larger explosive force than its man-portable variants, and is an excellent bunker-buster when equipped with specialist siege shells. It is usually mounted on chimera hulls to provide mobile support.

Ballistic Weapons edit

Assault cannon edit

The assault cannon is a six-barreled, self-loading automatic weapon used by a few select vehicles and heavy infantry in the Warhammer 40,000 universe. Effective against massed infantry and light vehicles, the weapon's bulk more-or-less requires it to be mounted on stable platforms such as vehicles.
Compared to other Imperial heavy weapons, there are much fewer units that are capable of carrying assault cannons due to the structural requirements of its mass, bulk and, unlike a self-propelled bolt-weapon, its heavy recoil.
Two common Space Marine vehicles that regularly carry assault cannons are Space Marine Dreadnoughts and Land Speeder Tornados.[5] The Land Raider Crusader's main armaments include twin-linked assault cannons mounted on top of its hull.[28] The Blood Angels Baal Predator, introduced in the third edition release of Codex: Blood Angels, carries a twin-linked assault cannon in its turret.[29] Until the third edition of Warhammer 40,000, Imperial Guard Sentinels were also armed with assault cannons. This was subsequently changed in order to restrict assault cannons solely for Space Marines use.[30]
Aside from vehicles, a few infantry types are capable of fielding assault cannons as well. A version of the assault cannon, longer and thinner than vehicle-mounted equivalents, is often fitted onto Space Marine Terminators.[5]
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. Assault cannons are extremely potent at medium to close range, against armoured infantry and moderately armoured vehicles, while heavy bolters are only effective against lightly armoured targets and autocannons have a slower firing rate. The assault cannon epitomizes the deadliness of elite Terminator squads who teleport behind the enemy's front line and open up full-automatic fire, spreading carnage and terror. In earlier incarnations of the game the assault cannon was notoriously fickle and prone to jamming, sometimes stopping with enough force to detonate the weapon and kill the user. In the 3rd edition, jamming has been reduced to a slight (1/216) chance and in the 4th edition of the game, the jamming rules have been removed, with additional hitting power known as rending. This could be due to refinement in the weapon's research, similar to the transition from the combi-bolter to the storm bolter.
Assault cannons are used by the Destroyer variant of the Marauder bomber.

Autocannon edit

While autopistols and autoguns are similar to their las-variants, autocannons are unlike their lascannon counterparts. Autocannons are rapid-fire heavy weapons designed to eliminate heavily armoured infantry or light vehicles, and are often used by Imperial Guard heavy weapons teams in battle, due to its versatility and reliability. Autocannons have better penetration than heavy bolters and greater range than assault cannons, but have a slower rate of fire. These weapons used to fire an explosive penetrating bolt, much like the bolter, but as the Imperium progressed, this technology was added to the list of that which was lost. They now fire solid-slug rounds ranging from 20mm and up, much like the Bofors 40 mm gun.

Autogun edit

Autoguns are automatic weapons which fire solid-slug ammunition propelled by one of various methods, including the use of compressed gases. The ammunition used by these weapons are caseless ammunition.[3] An Autogun, refers to a wide range of Imperial weapons that rely on solid slug ammunition powered by kinetics. A number of variants exist, encompassing mainly rifles and assault weapons. Autoguns are still popular among soldiers of the Imperial Guard for reasons such as while having a similar calibre, the bullets are capable of causing bleeding whereas a lasgun's beam cauterises wounds instantly. Also its noise and visual effects are more useful against Orks. However it lacks the same degree of power, and requires ammunition unlike the lasgun.
It was the standard-issue weapon for the Imperial Guard until the 32nd millennium, where Las technology had progressed enough to be produced on a large scale.

Autopistol edit

An autopistol is a pistol weapon that operates on the same principles as the autogun. It shoots the same caseless projectiles used by autoguns in shorter bursts. Inquisitor Thaddeus uses a heavily modified model, which he uses in conjunction with two unusual ammunition types;
    • Excecutioner rounds, which are guided, rare and lethal, normally used in Shotgun
    • An unnamed round which is guided and repeatedly hits the target until it runs out of propellant, at which point it explodes inside the target. It is described as the the pinnacle of (Adeptus) Mechanicus technology.

References Counter, Ben (2002). Soul Drinker. Nottingham: Black Library. ISBN 1-84154-260-1. [3]

Exitus pistol edit

Used only by the Vindicare Assassin, this is the Assassin's back-up weapon when retreating after assassinating their target with their Exitus rifle. It is a high strength, solid slug weapon.[13]

Heavy stubber edit

A heavy stubber is a primitive weapon, similar in design and appearance to 20th century heavy machine guns such as the M2HB, and is fairly common and reliable. Its high rate of fire makes up for its lack of strength and armour-piercing abilities. It is an ideal support weapon for low-tech worlds that cannot produce more technologically advanced weapons.
Heavy stubbers are often pintle mounted and used as close defence weapons on Imperial vehicles, when the rarer storm bolters are not available. The Heavy Stubber has relatively poor armor-penetration factor, as it simply fires large-caliber bullets, but it has overwhelmingly better range than the Storm Bolter, so it does continue to see use in even well-equipped armies.
Chaos cults, under the title of "The Lost and the Damned" often do not have great resources, and as such use weapons such as these.

Reaper Autocannon edit

A twin-linked version of the autocannon with a shorter range, reaper autocannons were used by Space Marine Terminators prior to the Horus Heresy. They were eventually replaced by the assault cannon, and are now only used by Chaos Terminators, or are mounted on Chaos Defilers.

Ripper gun edit

Ogryns are equipped with the Ripper gun which are drum-fed, automatic combat shotguns built to their scale. It is a short range weapon firing several shells at once which helps combat the poor aim of the average Ogryn. They are fired to soften up the enemy before the Ogryns charge into close combat. Ripper guns are particularly robustly built so that they can be used as clubs. These guns can also have "Ripper Saws." These are one of the only weapons an Ogryn can use, as the Ogryns' immense size and stupidity usually results in most other weapons being broken over the heads of the enemy when the Ogryns get close.

Shotgun edit

Combat shotguns are basic weapons compared to the higher tech las weapons. Their standard ammunition is scatter shot, which disperses during flight into a hail of fragments. The shotgun is a durable, simple and reliable weapon, which has made it the mainstay of the Elysian Drop Troopers, who prefer it over the lasgun when entering hostile drop zones. The Adeptus Arbites also use the shotgun for crowd control and urban conditions and have developed special 'Executioner' shells for them.
Shotguns are used throughout the Imperium and are popular with hive-world scum and local police. The shotgun is not limited to scatter-shot and slug rounds, however. Inferno shells are available to the well connected hiver or thug and spray both a scattering of metal frag, and a sheet of burning promethium. Grenade shells are also available and according to type can either explode on impact, or en route in a similar fashion to anti-aircraft flak bursts.
The Dark Angels and Blood angels Space marine chapters equip their scouts with special, more powerful, 'manstopper' rounds which have an extra proppelant charge.
Imperial Navy ships carry shotguns for the crew to use during rare boarding actions or, more frequently, against uprisings by crewmen aboard the ship. Space Marine Scout squads are also known to use shotguns in their missions.

Stub Pistol edit

Stub pistols (also stub guns or slug guns) are primitive weapons, resembling 20th century revolvers or automatic pistols. They were available in first and second edition 40K and mentioned in the Inquisitor table top game. They are common on industrial worlds but rarely used by Imperial military forces.

In the Dark Heresy roleplaying game, Stub Revolver, Hand Cannon and the Stub Automatic are the stub pistol type weapons on offer.

Sniper Weapons edit

Sniper rifles edit
Specially constructed or modified weaponry for use by sniper units in Warhammer 40,000[3], the term "Sniper Rifle" is used as a generic term that covers many variations on the theme of long-ranged precision infantry weapon, including various laser and other energy weapons.
There are sniper rifles which use solid slug ammunition - although, like other projectile-based weapons, they are restricted by heavier ammunition. The advantage the slug-thrower has over its light based opponent is that fewer enemies will recognize the report of the rifle, as opposed to a long-las' ruby beam.
Exitus rifle edit
Used only by the extremely skilled assassins from the secretive Vindicare Temple of the Officio Assassinorum, this is an incredibly powerful sniper rifle, modified to fire special rounds designed specifically for the art of assassination from a distance.[13]
  • Shield-breaker - The precise construction of this ammunition type is unknown, but has the ability to circumvent force fields.
  • Turbo-Penetrator - A much heavier propellant charge combined with a difficult to construct shaped charge on the tip of the shell, the Turbo Penetrator round is much more effective against large and armoured targets, including armoured vehicles.
  • Hellfire - Uses the highly toxic Hellfire compound found in other Imperial weapons to inflict horrific injuries on the target.
Needler edit
The needlegun and needle pistol (or needler in general) are silent and deadly weapons that uses both laser power and poisoned needles. The weapon fires a laser bolt like the lasgun, which, a millisecond later, is followed by a needle. The bolt melts and cuts through armour, leaving the flesh (or other vulnerable parts) vulnerable to the needle, which knocks out or kills the target. It is a valuable weapon which needs specialized ammo and care - even more so than the sniper lasgun - and is therefore usually reserved for more elite troops or outfits.

These weapons contain similar technology and principles to the Eldar Shuriken weaponry as both fire focused mono-molecular shrapnel and laser burst propellant.

Grenades edit

Grenade Launcher edit

These launchers fire two types of grenade, frag and krak. Grenades, naturally, are less powerful than missiles, but are easier to fire on the move. They can also fire more exotic types of grenades, as below, though these are not standard issue, and need to be loaded for firing individually.

Grenade types edit

See the Grenade section.

Exotic ranged weapons edit

Animus Speculum edit

Used exclusively by the Culexus Assassin temple, this is a warp-based weapon that fires warp blasts from the Assassins' Etherium mask. This weapon has a higher rate of fire if there are beings with psychic powers near the assassin.[13]

Conversion beamer edit

The Conversion beamer is a heavy weapon that fires a burst of energy that turns the material of the target into more energy. As such it is equally effective against large targets as small ones. On the other hand the beam has to be held very steady to achieve the effect so the weapon cannot be used on the move.
The beamer was dropped from the WH40K games at the publishing of the 3rd edition of the rules.

Neural Shredder edit

An alien device used mainly by the Callidus Assassin temple. Anyone caught in the weapons blast is affected mentally, meaning that troops with lower mental capacity are more likely to be affected .[13]

Web weapons edit

Web weapons, or "glue guns" fire a "net" of sticky material and as such is intended to immobilize rather than kill targets, though if the target continually struggled, the web would tighten to the point of killing the target. Some webbers fire an anesthetic-laden web, rendering the target unconscious. Its main use is in crowd control and mob suppression, and is rarely seen on the battlefield.
It was introduced in WH40K Rogue Trader and featured in the 2nd edition wargear book, but later dropped from the background when the 2nd edition Codexes were released.
Heavy webber edit
The largest version of the web gun, it had the added ability of being able to jam the wheels/tracks and doors of vehicles, rendering them temporarily immobile. It also had a larger effect radius, meaning it could entangle more opponents.
Web pistol edit
The smallest size webber, it could be used in one hand, and as such could be used to immobilise an opponent in close combat. Sometimes used in Necromunda, but generally unpopular due to lack of exotic chemicals and spare parts.
Webber edit
The standard "rifle" form, with a longer range than the pistol, and a greater area of effect.

Grenades edit

Anti-plant grenade edit

A small hand-held device which kills all plant life within its blast radius, thereby removing an enemies' cover.[3]
In the game Warhammer 40,000: Chaos Gate, anti-plant grenades can be used by the player to defoliate forested areas in the game.[31]

Blind grenade edit

A more sophisticated type of smoke grenade, that 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.[3] In-game, blind grenades were not initially present in the third edition of Warhammer 40,000. Blind grenades were reintroduced into the game with a rules addendum in a subsequent issue of White Dwarf Magazine.[32]

Choke grenade edit

Explodes to fill its blast radius with a non-lethal gas which prevents anyone in the from breathing properly, temporarily incapacitating them.[3]

Frag grenade edit

A small hand-held explosive device meant to hurl shrapnel in all directions.
In different Warhammer 40,000 novels the space marine variety is described in one of two ways, 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. Both kinds of space marine grenade designs are described as "micro-grenades" and are apparently smaller.
Frag grenades are common weapons in the Warhammer 40,000 computer game Chaos Gate.[31]

Hallucinogen grenade edit

Fills its area of effect with an invisible hallucinogenic gas, causing anyone breathing it in to experience visions which may have various effects on them, from nothing to running from the field screaming to believing an alien worm is crawling up their leg.[3]

Haywire grenade edit

Haywire grenades (or scramblers) are grenades that explode with a powerful EMP effect, destroying electronic systems and incapacitating vehicles. In the background, they are described as having crystal batteries.[3]

Sanctifier grenade edit

These grenades are used by Daemonhunters to destroy Daemons. These grenades have gothic runes inscribed on them. This grenade is essentially psychic force inside a container. When in proximity of a Daemon or upon impact, it releases a conflagaration of psychic force, usually leaving nothing behind.

Krak grenade edit

Grenades meant to be used against hardened targets such as armoured vehicles or buildings, etc. They are designed to implode, rather than explode, as is usually the case with grenades.
Krak grenades are common weapons in the computer game Warhammer 40,000: Chaos Gate.[31]

Meltabomb edit

The meltabomb is a grenade version of the melta gun technology, analogous in power and effect to a shaped anti-tank satchel charge. The grenade's detonation ignites a supply of petrochemical propellants and heats the surrounding 6-8 feet to many times the boiling point of most metals, making this weapon very usefull against armor and dug-in positions.

Photon Flash flare edit

Explodes with a tremendously powerful flash of light, which will temporarily blind anyone without protection in its area, and may even affect those with protection, such as power-armoured Space Marines.

Plasma grenade edit

Rare in the Imperium, these explode to produce a ball of plasma that covers an area. This will shrink as it uses the available energy in the surrounding area.[3]
The Eldar use a different kind of plasma grenade, Also the Dark Eldar have a version of the Plasma grenade too.

Psyk-Out grenade edit

The rarest grenade in the Imperium, it is rumoured to be produced from a psychic by-product collected from the Emperor's Golden Throne. Used mostly by the Culexus Assassin temple, it is only useful against beings with psychic powers, but can kill such a being instantly.[13]

Scare grenade edit

Produces a non-persistent gas, absorbed through the skin, with affects the nervous system of those affected, producing feelings of apprehension and deep anxiety.

Rad grenade edit

A small hand-held explosive device which irradiates the area encompassed in the blast area. The radiation level dissipates over time.[3]

Smoke grenade edit

A simple grenade that fills the area with thick smoke. Effective against normal eyesight, Smoke is useless against more sophisticated visual devices.[3] Many departments of the Arbites use smoke grenades for crowd control and riot supression. The release of Warhammer 40,000 3rd edition removed the rules for most grenades in-game. Smoke grenades were reintroduced into the game with a rules addendum in a subsequent issue of White Dwarf Magazine.[32]

Stasis grenade edit

The Stasis grenade is a very rare type of grenade used only by the forces of the Adeptus Mechanicus and a few other select Imperial special forces. In-game, the stasis grenade "traps" any units in its area of effect, rendering them incapable of doing anything. This is described in the background as the grenade having a "time-warp generator" that essentially generates a time-loop, causing time to repeat itself within the grenade's area of effect.[3] This grenade has not appeared in game rules since the third edition of Warhammer 40,000.[2]

Tanglefoot edit

Another rare grenade device, produced in small numbers by the Adeptus Mechanicus, and issued to elite Imperial forces. It contains a small but powerful magno-gravitic generator, which produces a field at, and just above, ground level, making it difficult to move through. It is said to be like "walking over a mass of tripwires", hence its name.[3]

Toxin grenade edit

The Toxin grenade spews an amount of toxic chemicals and biological extracts over an area.[3] The substances used in these devices vary by origin, but are usually comprise a lethal gas cocktail, biochemical weapon, or similar offensive device.

Virus grenade edit

A grenade designed for germ warfare. Though relatively safe, there is an inherent risk of mutation within the toxins, meaning it is rarely used except in cases of strategic destruction. Because of its random nature, this device can be as dangerous to its user as their opponent.[3]

Vortex grenade edit

The Vortex grenade is a type of specialized grenade used by a few, select characters in the Warhammer 40,000 universe. Backgroundwise, the grenade opens a "hole" to the Warp, destroying any troops in its area of effect. Under the first and second edition of the game, the grenade's effect was persistent; the vortex that it created would randomly move across the battlefield while the game continued.[3] The grenade was completely taken out of the game in the third edition of Warhammer 40,000. However, it was reintroduced in Warhammer 40,000 Apocalypse expansion.[33], where it is an unpredictable weapon that destroys anything that it comes into contact with, and drifts randomly after activation.
It also appears as specialized equipment in the computer game, Chaos Gate.[31]

Heavy (vehicle-mounted) weapons edit

Battle Cannon edit

Battle Cannons, the main weapon for the Leman Russ Battle Tank, are formidable and can deal significant damage from a long distance. The cannon devastates an area and may be used for indirect fire from behind cover. The sheer power of this weapon makes it a good choice for most armies. Limited numbers of armor-piercing shells may be optionally carried, which have even greater damage and penetrative power, but at the cost of the explosive area effect.

Mega Battle Cannon edit

The Mega Battle Cannon is a larger version of the Battle Cannon and fires rocket propelled ammunition. It is the main armament of the Baneblade tank.

Vanquisher Cannon edit

A more complex variant of the Battle Cannon, the technology to create Vanquisher Cannons is held by only a few Forge Worlds, although new versions are slowly being designed. Its most obvious feature is that it is almost twice as long as the standard battlecannon. It uses specialised armour piercing shells to take down enemy tanks from afar. Vanquisher Cannon-armed Leman Russes are often used as command tanks, where the veteran crew's experience can make the best use of the weapon.

Conqueror Cannon edit

The Conqueror Cannon is a lightweight alternative to the Battle Cannon used on Leman Russ tanks. Although the cannon has a shorter range and fires smaller shells, the drastic reduction in recoil allows the vehicle to fire with more accuracy on the move. The only Forge World producing them in large numbers was Gryphonne IV.

Demolisher Cannon edit

A short-ranged smoothbore cannon with a massive caliber, mounted on the Imperial Guard Leman Russ Demolisher and Space Marine Vindicator, the Demolisher Cannon is a weapon designed to get up close and personal before it is fired. It is among the strongest weapons fielded by the Imperial Guard at regiment level, the sheer damage it is capable of doing is enough reason to risk getting so close, as well as the improved armour on the tank to increase its survivability. 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, and allowing allied forces to assault through the breach. They are also used in urban areas, where they are aimed at the base of an enemy held building and fired, causing the building to collapse.

Earthshaker Cannon edit

The Earthshaker cannon or 'Earthshaker' artillery gun is a 132mm breech-loading cannon used by the Imperial Guard. It has the one of longest ranges of any weapon in the entire game, with a direct-fire in-game range of ten feet on the tabletop, while its stated range when firing in a direct fire position is 15km. In various cases, the cannon can be upgraded with aiming equipment to be able to fire indirectly in the same way as traditional artillery pieces like howitzers. When firing indirectly, the weapon's in-game range is doubled to twenty feet; this is much longer than the tables the game is prescribed to be played on, in effect giving it limitless range at that scale of gameplay. According to the background, if the Earthshaker were fired indirectly, it would have a reach of about 60 to 70 kilometers under average standard atmospheric and gravitic conditions. In the Epic 40k game scale, the Earthshaker can fire barrages at ranges of up to 240cm on the tabletop.

In the background, the Earthshaker is described as a very long ranged weapon, capable of bombarding the rear area of an enemy force without having to be anywhere near it. Its shells are packed with powerful explosives that will destroy nearly anything within a sizable radius. While it is not as strong as the Demolisher Cannon in terms of brute explosive force, its remains an invaluable weapon thanks to its range, and the ability to use indirect fire. Characteristic to the cannon are the powerful earthquake and horrendously loud sounds it makes on impact, hence the name.

The weapon itself can be found mounted on the Imperial Guard's standard artillery piece, the Basilisk. The Earthshaker can also be fielded as static or towed artillery pieces using supplementary rules provided by Forge World in the Imperial Armour sourcebooks.[10] The Imperial Guard is well-known for conducting sustained artillery bombardment from massed companies of Basilisks preceding a major assault, lasting hours - or even days - consuming tremendous amounts of ordnance. The battlefield is churned into a cratered waste and the enemy force is left in smoking ruin, preceding a combined arms advance of armor and mechanized Guard infantry.

Before being named as the Earthshaker cannon, the gun on the Basilisk self propelled gun was referred to as the "Macro-cannon".

Hellhammer Cannon edit

Introduced in the Warhammer 40,000 Apocalypse expansion as 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. The large recoil of this weapon is reduced to manageable levels by a complex muzzle brake.

Deathstrike Cannon edit

A very large long ranged cannon weapon that was available on early-style Warlord Titans. It replaced the head potentially giving the Titan five weapon mounts, except that then a carapace mount position had to be given over to a fire control tower. (Citadel Catalogue 1991)

Inferno Gun edit

A massive flamethrower weapon used mostly on Warhound Scout Titans. Hellhound Fast Attack Tanks are armed with a weaker version called the Inferno Cannon.

Whirlwind launcher edit

The Whirlwind multiple missile launcher is a turret-mounted missile launchers used by the Space Marine Whirlwind. The launcher is capable of firing missiles that, in-game are effective against both infantry and light vehicles. 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 original missiles that the Whirlwind used to fire are still available and have been dubbed Vengeance missiles.[5] In the fourth edition release of Codex: Dark Angels, the standard Castellan missiles were replaced with Incendiary Castellan Missiles. These differ from the former by losing the minefield aspect of the weapon. Instead, the incendiary version has lowered strength and armour-piercing capability but has the in-game effect of ignoring the rules for cover to represent an incendiary firestorm engulfing an entire area in flames.[34]

The Whirlwind launcher is also carried by the Land Raider Helios.[citation needed]

Support weapons edit

Mole Mortar edit

The Mole Mortar is not actually a mortar; it releases an explosive shell that tunnels underground to its target rather than flying through the air. It is useful for attacking burrowing vehicles and the foundations of buildings.

Thudd gun edit

The Thudd gun, or Quad Launcher, is a four-barreled short range artillery weapon on a mobile mounting. The original model is out of production but Forge World has released a new version with experimental rules for use in games of Warhammer 40k.[35]

Tarantula edit

The Tarantula is an automatic sentry gun system used to defend strategic locations and bases. Usually armed with either twin-linked heavy bolters for anti-infantry defence, or twin-linked lascannons for anti-vehicle defence. Space marines also make use of a variant armed with a single multi-melta, which is an even more potent anti-vehicle defence

Rapier edit

The Rapier is a self-propelled infantry support weapon that originated from the same design philosophy as the Thudd gun, i.e. "more is better". Mounting four individual Lascannons (each more than capable of destroying a tank on its own) focused to fire on a single point, the Rapier was designed for bunker-busting. Unfortunately it never truly delivered on its promise as the focusing arrangement required the weapon to be completely static to be effective whilst the weight of the system necessitated a cumbersome carriage which could not be transported as easily as the other infantry support weapons used by the Imperial Guard.

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.

Ship-based missile systems edit

Massive versions of the hand-sized grenades, these can be launched from a vessel in orbit, either to provide fire support for troops on the ground, or to destroy an enemy from space.

Note on Chaos Marines edit

It should also be noted that much of the weapons and equipment used by the Chaos Space Marine Legions also come from this list—especially the equipment wielded by Space Marines. Since the Horus Heresy, the Imperium has made some advances in technology; thus much of the Chaos Marines' equipment is of older design, or the Chaos Marines simply have restricted or no access to some of the items listed above. However, this does not apply to Space Marines which have turned to Chaos after the development and distribution of more advanced weapons.

For example, the Chaos Marines possess plasma weapons - however, their plasma cannons, being much older, are simply too large to be carried by a man; thus they are always vehicle-mounted (the only exception being the new Chaos Codex Obliterator units, heavy infantry who can now extrude arm-mounted plasma cannons from their daemonic bodies). Rather than Stormbolters, which were designed around the time of the Heresy, the Chaos Marines possess older combi-bolters—which are essentially two normal bolters combined into a single gun, but lacking a complex syncrhonized alignment and firing mechanism, the effect is not quite as effective as the Storm Bolter. This has, however, given Chaos pintle-mounted combi-bolters a special utility unknown to Imperial vehicles: the weapon can be adapted to consist of a single bolter combined with a single-shot flamer, plasma gun or a meltagun.

Further still, the Chaos Marines have extremely limited access to jump packs (which were designed shortly prior to the Heresy), and no access to assault cannons, psycannons or the special ammunition types for bolters (except inferno bolts), as all of these were invented after the Heresy.

However, some equipment is replaced by similar daemonic gear. For example, some Chaos Marines can be seen with mutated wings, which act similar to jump packs. While Chaos Marines do not have Artificer Armour (a type of power armour which is well crafted so that it affords better protection), the 3rd Edition Chaos Codex featured an option called Daemon Armour (mutated by the powers of Chaos) which was similar to Artificer Armour.

Bibliography edit

  • Chambers, Andy (2004). Warhammer 40,000 (4th ed.). Nottingham: Games Workshop. ISBN 1-84154-468-X. {{cite book}}: Unknown parameter |coauthors= ignored (|author= suggested) (help)
  • Priestley, Rick (1998). Warhammer 40,000 (3rd ed.). Nottingham: Games Workshop. ISBN 1-84154-000-5.
  • Priestley, Rick (1993). Warhammer 40,000 - Wargear (2nd ed.). Nottingham: Games Workshop. p. 80. {{cite book}}: Unknown parameter |coauthors= ignored (|author= suggested) (help)
  • Priestley, Rick (1992). Rogue Trader. Eastwood: Games Workshop. ISBN 1-872372-27-9.
  • Kinrade, Warwick (2003). Imperial Armour Volume 1. Nottingham: Forge World. ISBN 1-84154-421-3. {{cite book}}: Unknown parameter |coauthors= ignored (|author= suggested) (help)
  • Cavatore, Alessio (2007). Warhammer 40,000 Apocalypse. Nottingham: Games Workshop. ISBN 978-1-84154-838-8. {{cite book}}: Unknown parameter |coauthors= ignored (|author= suggested) (help)

References edit

  1. ^ a b c d e f Chambers, Andy (2004). Warhammer 40,000 (4th ed.). Nottingham: Games Workshop. ISBN 1-84154-468-X. {{cite book}}: Unknown parameter |coauthors= ignored (|author= suggested) (help)
  2. ^ a b c d e Priestley, Rick (1998). Warhammer 40,000 (3rd ed.). Nottingham: Games Workshop. ISBN 1-84154-000-5.
  3. ^ a b c d e f g h i j k l m n o p q r s t u v w x y Priestley, Rick (1993). Warhammer 40,000 - Wargear (2nd ed.). Nottingham: Games Workshop. p. 80. {{cite book}}: Unknown parameter |coauthors= ignored (|author= suggested) (help)
  4. ^ a b c Priestly, Rick (1995). Necromunda - Rulebook (1st ed.). Nottingham: Games Workshop Ltd. pp. 80 pp. 1-872-37248-1. {{cite book}}: Unknown parameter |coauthors= ignored (|author= suggested) (help)
  5. ^ a b c d e f g h i j k l m n o Chambers, Andy (2004). Codex: Space Marines (4th ed.). Nottingham: Games Workshop. ISBN 1-84154-526-0.
  6. ^ a b c Chambers, Andy (1998). Codex: Space Marines (3rd ed.). Nottingham: Games Workshop. ISBN 1-869893-28-X.
  7. ^ a b c Johnson, Jervis (2000). Codex: Space Wolves (3rd ed.). Nottingham: Games Workshop. ISBN 1-84154-010-2. {{cite book}}: Unknown parameter |coauthors= ignored (|author= suggested) (help)
  8. ^ a b Priestley, Rick (1994). Codex: Space Wolves (2nd ed.). Nottingham: Games Workshop. ISBN 1-872372-71-6. {{cite book}}: Unknown parameter |coauthors= ignored (|author= suggested) (help)
  9. ^ a b c d Johnson, Jervis (1999). Codex: Imperial Guard (3rd ed.). Nottingham: Games Workshop. ISBN 1-869893-52-2. {{cite book}}: Unknown parameter |coauthors= ignored (|author= suggested) (help)
  10. ^ a b c d e f g h i j k l m n Chambers, Andy (2003). Codex: Imperial Guard (2nd release) (3rd ed.). Nottingham: Games Workshop. ISBN 1-84154-410-8. {{cite book}}: Unknown parameter |coauthors= ignored (|author= suggested) (help)
  11. ^ a b McNeill, Graham (2003). Codex: Daemonhunters (3rd ed.). Nottingham: Games Workshop. ISBN 1-84154-361-6. {{cite book}}: Unknown parameter |coauthors= ignored (|author= suggested) (help)
  12. ^ a b c d e f McNeill, Graham (2003). Codex: Witch Hunters (3rd ed.). Nottingham: Games Workshop. ISBN 1-84154-485-X. {{cite book}}: Unknown parameter |coauthors= ignored (|author= suggested) (help)
  13. ^ a b c d e f g h i Thorpe, Gavin (1999). Codex Assassins (3rd ed.). Nottingham: Games Workshop. ISBN 1-84154-019-6. {{cite book}}: Unknown parameter |coauthors= ignored (|author= suggested) (help)
  14. ^ a b c Kelly, Phil (2004). Codex: Eldar (4th ed.). Nottingham: Games Workshop. ISBN 1-84154-791-3.
  15. ^ a b c d Hoare, Andy (2006). Codex: Tau Empire (4th ed.). Nottingham: Games Workshop. ISBN 1-84154-712-3.
  16. ^ a b c d Chambers, Andy (2001). Codex: Orks (3rd ed.). Nottingham: Games Workshop. ISBN 1-869893-38-7.
  17. ^ a b Chambers, Andy (2002). Codex: Necrons (3rd ed.). Nottingham: Games Workshop. ISBN 1-84154-190-7. {{cite book}}: Unknown parameter |coauthors= ignored (|author= suggested) (help)
  18. ^ a b c d Relic Entertainment (2004-09-20). Warhammer 40,000: Dawn of War (Windows) (1.00 ed.). THQ.
  19. ^ a b Relic Entertainment (2005-09-21). Warhammer 40,000: Dawn of War - Winter Assault (Windows) (1.40 ed.). THQ.
  20. ^ Relic Entertainment (2006-10-09). Warhammer 40,000: Dawn of War - Dark Crusade (Windows) (1.0 ed.). THQ.
  21. ^ "Thunder and Lightning: Terminator Close Assault Weapons". White Dwarf (116): 22–23. August 1989.
  22. ^ Bass, Dean (1996). Space Hulk - Rulebook (1st ed.). Nottingham: Games Workshop. p. 32. {{cite book}}: Unknown parameter |coauthors= ignored (|author= suggested) (help)
  23. ^ Mitchell, Sandy (2007). Ciaphas Cain, Hero of the Imperium. Nottingham: Black Library. ISBN 978-1-84416-466-0.
  24. ^ White Dwarf (UK) #330, Codex Blood Angels
  25. ^ Johnson, Jervis (2003). Codex: Dark Eldar (3rd ed.). Nottingham: Games Workshop. ISBN 1-84154-307-1. {{cite book}}: Unknown parameter |coauthors= ignored (|author= suggested) (help)
  26. ^ Thorpe, Gavin (2001). Codex: Eldar (3rd ed.). Nottingham: Games Workshop. ISBN 1-869893-39-5.
  27. ^ Chambers, Andy (2004). Codex: Space Marines (4th ed.). Nottingham: Games Workshop. ISBN 1-84154-526-0.
  28. ^ Chambers, Andy (2000). Codex: Armageddon (3rd ed.). Nottingham: Games Workshop. ISBN 1-84154-045-5. {{cite book}}: Unknown parameter |coauthors= ignored (|author= suggested) (help)
  29. ^ Thorpe, Gavin (2001). Codex: Blood Angels (3rd ed.). Nottingham: Games Workshop. ISBN 1-869893-45-X.
  30. ^ Priestley, Rick (1995). Codex: Imperial Guard (2nd ed.). Nottingham: Games Workshop. ISBN 1-872372-92-9.
  31. ^ a b c d Random Games Inc. (1998-10-31). Warhammer 40,000: Chaos Gate (Windows) (1.00 ed.). Strategic Simulations, Inc.
  32. ^ a b "Chapter Approved - Smoke & Blind Grenades". White Dwarf. 232. Games Workshop: 69–76. May 1999.
  33. ^ "Vortex Template". Games Workshop (US).
  34. ^ Johnson, Jervis (2007). Codex: Dark Angels (4th ed.). Nottingham: Games Workshop. ISBN 978-1-84154-807-4. {{cite book}}: Unknown parameter |coauthors= ignored (|author= suggested) (help)
  35. ^ Imperial Quad Launcher

See also edit