Power weapon: Difference between revisions

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A weapon used almost exclusively by the [[White Scars]], Power Lances are energy-sheathed lances which the White Scars use in charging their opponents on their bikes. You can imagine the results.  
A weapon used almost exclusively by the [[White Scars]], Power Lances are energy-sheathed lances which the White Scars use in charging their opponents on their bikes. You can imagine the results.  


Tabletop-wise, Power Lances are AP3 +1S on the charge but become AP4 and default strength in following assault phases. Since few box sets come with Power Lance bits, a lot of converting is to be done if you want to kit out your models with Power Lances. They're pretty awful in the hands of anything without Hit And Run. Honestly, they're pretty awful even in the hands of anything with Hit and Run. If you want the +1S, use a power axe. If you want AP3, use a power sword. If you want high strength and don't care about the AP, use a power maul. The only round Power Lances are better than the others is the charging round. Only take them if you like losing.
Tabletop-wise, Power Lances are AP3 +1S on the charge but become AP4 and default strength in following assault phases. Since few box sets come with Power Lance bits, a lot of converting is to be done if you want to kit out your models with Power Lances. They're pretty awful in the hands of anything without Hit And Run. Honestly, they're pretty awful even in the hands of anything with Hit and Run. If you want the +1S, use a power axe. If you want AP3, use a power sword. If you want high strength and don't care about the AP, use a power maul. The only round Power Lances are better than the others is the charging round, so only take them if you think you can win a fight in the first round. If not then stick to the other choices.


===Power Halberd===
===Power Halberd===

Revision as of 18:25, 11 June 2016

Before the age of Titus, this was the only time Ultramarines were even remotely cool.

Power weapons are a type of weapon in Warhammer 40,000. Power weapons look just like normal melee weapons, but what makes them actually useful is that they are sheathed with an energy field surrounding the blade. This energy field can in turn slice through even the toughest of armor.

For one reason or another, the glorious Daemon Weapons of Chaos operate like power weapons. Probably for the same reason that allows cheap guardsmen bayonets to be exactly as deadly as chainswords in melee combat (that is to say, bullshit convenience).

Types of Power weapons

Crozius Arcanum

The signature weapon of Chaplains, the Crozius Arcanum is a mace encased in energy that serves as both a symbol of office and a weapon. Counts exactly as a Power Maul in 7th ed. The Traitor esquivalent, the Dark Apostle uses a functionally identical item, though twisted by Chaos, called an Accursed Crozius.

Power Sword

In a nutshell, the power sword is an example of power weapon technology applied to a sword. It's easily the most common power weapon (the Space Marine video game only said otherwise so as not to make players feel cheated by the DLC they just bought), and is used not only by the Space Marines, but by the Commissariat, Inquisition, and Imperial Guard, who, likewise, often issue it to Sergeants and Officers. The Emperor of Mankind and most of the Primarchs who had swords used Power Swords. As of 6th edition, Power Swords are now AP3, screwing over many units and characters who have swords modeled on, such as Mephiston, resulting in Terminators becoming absurdly hard to kill in assaults.

Shock Mace

An older-model power weapon favored by the traitor legions, the Shock Mace is functionally a Crozius Arcanum (see above), but without the status symbol.

Power Axe

Power Axes are single or double-bladed axes with their edges sheathed in energy. Power Axes are especially favored by the Space Wolves and some Chaos Lords.

On the tabletop, Power Axes are AP2, +1S and Unwieldy, making your unit strike at I1. This is probably going to be your only way to cheaply kill terminators in assault, if they haven't overwatched your guy to death or happen to be using Thunder Hammers and Storm Shields.

Power Maul

Power Mauls are whatever form of bashin' stick or stave a Space Marine, human or xenos supreme race's can get their hands on and turn into a relatively hi-tech weapon. If you can conceivably clobber someone over the head with it, it doesn't look heavy enough to be a Thunder Hammer, and it has room to tape a disruption field generator on somewhere along the haft, it's probably a Power Maul.

Crunch-wise, Power Mauls are AP4, +2 Str and Concussive. This means they bounce off MEQs (but wound on a 2+, at least), and when wielded by aforementioned MEQs turn any variety of Spess Pansy or Humie not wearing power armor into meat slurry, multiple wounds be damned. Great for challenges against the aforementioned T3 squishies.

Power Scythes

A form of Power Weapon shaped like a scythe. Power Scythes were generally unwieldy and never caught on with the Imperial military outside the Legiones Astartes, and even then they were only popular with the Death Guard, who used a massive type of Power Scythe known as Manreapers. Even in that particular case, they were only used by their Primarch Mortarion, some officers (like First Captain Calas Typhon), and the Deathshroud Terminators. Crunch wise they're power axes with reaping blow instead of unwieldy, giving the wielder +1 attack provided there is an enemy in base contact at the cost -1 I. As such, they're nice since they hit before other AP2 weapons. Because of its association with the Death Guard, it should surprise no one that the Departmento Munitorum cancelled all orders for Power Scythes in M34 due to their complete lack of popularity. Whether or not the Adeptus Mechanicus still have the STC printouts are unknown, but knowing the AdMech...

Power Fist

Commissariat-approved use of Power Fists is to inspire the troops.

Also known as big-metal-death-fists-of-doom the power fist is one of the most iconic weapons of 40k, Power Fists are massive gauntlets which are encased within an energy field that breaks down molecular bonds when activated. They are intended to be worn with Terminator armour, but frequently you find people wearing Power Armour, or even NOT wearing Power Anything, wielding Power Fists. The Emperor of Mankind had a power fist on his left hand, which he used to famously put Leman Russ in his place. Russ later said that the subsequent headache was from the drinking contest they had.

Orks, in their looting tendencies, have taken to mimicking Power Fists as Power Klaws, which are like Power Fists except that they usually have 2-4 digits, and have massive grabbing blade-claws instead of articulated fingers. Commissar Yarrick famously killed an Ork and used his Power Klaw to replace his severed forearm. Why the Commissariat has not censured him for using xenos weapons is not entirely clear, but they probably let it slide because he's such a badass. Still, one must wonder how he goes to sleep or takes a shower with that thing on.

Some variants of Power Fist are called Power Claws, which are basically Power Fists with the digits ending in razor sharp claws. You more frequently see them among Chaos Space Marines, but occasionally the Raven Guard or Space Wolves use them. The infamous Talon of Horus, used by Horus Lupercal to kill Sanguinius and critically injure the Emperor, and later looted by Ezekyle Abaddon, is a Power Claw with an infamous history. Most of these, however, would technically be considered a form of Lightning Claws (see below).

On the tabletop, Power Fists/Klaws double the user's strength, but makes him strike at I1. A popular tactic was to use it to instagib enemy ICs in assault by hiding the Fister behind other expendable troops, allocating wounds onto them instead. However, with 6th edition, this tactic is mostly rendered moot as now ICs and characters can issue challenges, so the Power Fister will most likely fall in battle should the opponent strike and kill him first or see that both get killed off. New wound allocation rules also make the Fister more likely to have a wound allocated to him, but that is slightly mitigated by the Look Out Sir! rule. Dreadnoughts have no such penalty to initiative or benefit of LOS! as they are walking death machines crewed by a crippled vet, yet are strangely not characters.

In 7th edition, challenges can only be issued to models in combat (in attacking distance), and both sides get 3" pile in at their initiative step. Thusly, if you plan carefully you can have the powerfister 6" away from the combat, have the enemy close in and unable to challenge, and then pile in onto combat at initiative step 1.

There has been some speculation on how successful it would be to incorporate Power Fists into truly epic highfives and brofists, but the AdMech has made it perfectly clear that to do so would be tech-heresy.

Lightning Claw

Beakie Raven Guard love Lightning Claws.

Lightning Claws are a quartet of razor-sharp claws affixed to a gauntlet, each blade of which is a small power weapon. The claws had different designs pre- and post-Heresy, but they mostly function the same.

The pre-heresy design of the Lightning claws is that instead of blades being placed on the dorsal palm, the fingers on the glove are turned into power blades, giving the user a rather terrifying look. This is the wide-spread model that Chaos marines use since it's what they had on hand (literally) when they fell back to the Eye of Terror.

The current design of Lightning claws are 3-4 smaller power blades that are placed above the weapon's dorsal palm plating, akin to X-men's Wolverine. This design, although considered totally uncool when compared to the old Power Talons, gives the user the advantage of still having articulated fingers, albeit with digits that are still power fist sized, though some bad ass imperial guard commanders have been seen with lighting claws for no fluff explained reason. Possible just an oversight that got grandfathered into the later games but it still looks awesome so we're let it slide. Though two of those guys are from the same regiment (Cadian 412th) so maybe it's just a quirky tradition of that one regiment.

And then there are some gems like Lugft Huron's which have both dorsal and finger claws.

They are normally used in pairs. Favored by Terminators and Chaos Raptors, Lightning Claws are a bit unwieldy, but are much more likely to land a damaging hit on a target when used by a trained user (in tabletop, this translates to re-rolling failed to-wound rolls). They are also AP3, so it is now pointless to use them against Terminators, but they will mince up MEQs and blobs. The Raven Guard in particular often employ Lightning Claws. Always remember to say "snikt" when using them and to take them off before attempting to masturbate or pick your nose. Or don't.

Power Lance

A weapon used almost exclusively by the White Scars, Power Lances are energy-sheathed lances which the White Scars use in charging their opponents on their bikes. You can imagine the results.

Tabletop-wise, Power Lances are AP3 +1S on the charge but become AP4 and default strength in following assault phases. Since few box sets come with Power Lance bits, a lot of converting is to be done if you want to kit out your models with Power Lances. They're pretty awful in the hands of anything without Hit And Run. Honestly, they're pretty awful even in the hands of anything with Hit and Run. If you want the +1S, use a power axe. If you want AP3, use a power sword. If you want high strength and don't care about the AP, use a power maul. The only round Power Lances are better than the others is the charging round, so only take them if you think you can win a fight in the first round. If not then stick to the other choices.

Power Halberd

Pictured: Actually a force halberd.

A large power weapon in the shape of a glaive. Though a functional weapon, Power Halberds are largely ceremonial weapons used by Space Marine Honour Guards when on sentry duty, although the White Scars will use them in combat. The Custodes also used power halberds with attached bolters, but those weapons are to regular power halberds what Custodes are to regular marines. Not wanting to get left behind, CM Asterion Moloc "acquired" one of those and slapped a freaking lascannon onto it.

Thunder Hammer

Big war hammers (40k) that smash anything they touch, and popularly paired with Storm Shields. Unlike other power weapons, Thunder Hammers only activate their energy fields upon contact with a target. This works like a flash capacitor, and utterly explodes whatever Thunder Hammers hit - in editions long past this meant they always scored a wound whenever they hit, no roll was needed. Comes in one-handed and two-handed varieties, but both functionally are the same weapon stat-wise. Particularly common among Terminators, although the Salamanders love it (going with Vulkan's training as a blacksmith and the artificer themes of the Promethean Creed). Gameplay wise, they're basically the same as Powerfists, except when attacking vehicles they will at a minimum get a "Crew Shaken" if they glance or penetrate, in addition to whatever else they roll on vehicle destruction. From 6th ed onwards, the special effect was changed to the "Concussive" rule; any target that takes a wound (but survives) is reduced to Initiative 1 till the end of the next assault phase, simulating disorientation from the explosive impact, making it very effective even against big gribblies that are tough enough to avoid Instant Death. Fun fact: Captains could not use thunder hammers without wearing terminator until Dawn of War proved how awesome it looked.

Daemonhammer

It's a big thunder hammer that is consecrated with inscriptions, sacred oils, and unguents to allow it to defeat Daemons. In the old Daemonhunters army book, it struck daemons without the initiative penalty a thunder hammer usually had, but as of the Grey Knights codex, it was changed into a Nemesis Force Weapon.

Eldar Power Weapons

The Eldar have the knowledge to create power weapons as well: theirs are of a lighter, more elegant design, and are used almost exclusively by the Howling Banshee aspect warriors.

Diresword

A Power Sword with a twist used by an Exarch of the Dire Avengers. In addition to being a power weapon, a Diresword is also a spirit stone, housing a great Exarch of the past. When connecting with the target, the Eldar soul within will attempt to destroy the opponent's mind.

Eldar Power Sword

Used by the Howling Banshees, these weapons are of a more elegant design than their Imperial counterparts: they have a single edge and have a curve at the tip of the blade. Though being lighter, these weapons have more metal at the tip, allowing them to strike just as hard as an Imperial power weapon.

Mirrorswords

Somewhat smaller than, but otherwise identical to the regular power swords, these blades are used in pairs by the Exarchs of the Howling Banshees. The style that they are used in allows the wielder to deliver a far higher amount of blows on a target than with regular power swords.

Executioner

A glaive, this power weapon greatly enhances the power behind the user's blows, allowing the warrior to slice its enemies in half with ease. Exarchs of the Dire Avengers aspect use a similar, but lighter weapon for superior range over their enemies.

Powerblades

Attached to the user's forearms, these weapons grant the wielder the advantages of a power weapon while allowing the user to keep his hands free. Used mainly by Exarchs of the Warp Spiders aspect.

Scorpion's Claw

Scorpion's Claw is an Eldar version of a power fist, except it doesn't slow its wielder (in game terms it doesn't have the Unwieldy or Special Weapon rules). Exarchs of the Striking Scorpions wear this on one hand while holding a chainsword in the other. It's a big claw with a shuriken pistol inside.

Dark Eldar Power Weapons

While many of the Dark Eldar's weapons have only cosmetic differences to those of Eldar design, there are a few that are more unique

Klaive

These massive two-handed swords are the staple weapon of the Incubus and are regarded by them as "The ultimate weapon". These enormous cleavers are AP2 and +1S while letting you strike at full I. Some squad leaders get the even deadlier Demi-Klaives. They grant an additional S normally, but you can choose to use them as +0S and +2A.

Djin Blade

Only available to the most elite of nobles, a Djin blade houses the soul of a fallen Eldar. This grants AP3 and +2A, but on a roll of doubles on the extra attacks the soul rebels and the attacks target the user.

Agonizer

A weapon befitting its name, this deadly whip drives the senses of the victim haywire with pain. It grants AP3 and wounds the enemies on a 4+, regardless of toughness.

Huskblade

Carved from Desiccator bone, this horrid saber drains the moisture out of its victims in a fraction of a second, leaving nothing behind but a shriveled corpse. It grants AP3 and Instant Death. Now known as the Suckblade.

Tau Power Weapons

Onager Gauntlet

Basically a Tau powerfist equivalent, but can only be used by Crisis-type battlesuits. Often jokingly called "donkey punch" by a players, and sometimes modeled on a suit's legs instead of hands, since "onager" is Latin for donkey (although it was also the name of a Roman catapult).

It was designed to battle Imperial tanks after the Tau realized that those crazy Gue'la can send in so many MEHTUL BAWKSES in a single engagement that Crisis teams would exhaust their ammunition supplies and the Guard would still have tanks rolling everywhere. Despite being very successfully tested during the Damocles Crusade, where a 12-man team of Crisis suits managed to falcon punch dozens of Imperial tanks into scrap, it is still undergoing field tests and is treated as an experimental system, due to the fact that the casualty rate of trying to give tanks a proper fisting in the middle of a war was too damn high.

Of the original 12 suits who tested the weapon; only Commander Bravestorm of Farsight's battlesuit retinue survived....kind of. Although Bravestorm lived, his body was too badly wounded after his Crisis suit was critically damaged at one point that he had to be permanently entombed into his Crisis suit just to survive.


Weapons of the Imperium of Man
Sidearms:
Ballistics: Absolvor Bolt Pistol - Archaeotech Repeater - Archeotech Revolver - Assault Grenade Launcher - Autopistol
Belasco Galvian Needler - Bolter Cane - Bolt Launcher - Bolt Pistol - Condemnor Stakethrower - Exitus Pistol
Flechette Blaster - Flechette Pistol - Flintlock Pistol - Grenade Discharger - Handbow - Hand Cannon - Heavy Bolt Pistol
Kinetic Destroyer - Needle Pistol - Radium Pistol - Radium Serpenta - Ripper Pistol - Sawn-Off Shotgun - Shotgun Pistol
Stub Gun
Directed-Energy: Arc Pistol - Blast Pistol - Digital Weapons - Disintegration Pistol - Electrostatic Gauntlet - Gamma Pistol
Helfrost Pistol - Hellpistol - Hotshot Laspistol - Inferno Pistol - Laspistol - Neo-Volkite Pistol - Photon Gauntlet
Bale Eye - Eradication Pistol - Plasma-Caster - Plasma Cutter - Plasma Pistol - Rad Beamer - Voltaic Blaster
Volkite Serpenta
Incendiary: Exterminator - Hand Flamer - Phosphor Blast Pistol - Phosphor Pistol - Phosphor Serpenta - Sulphur Breath
Chemical: Alchem Pistol
Gravitational: Grav-Pistol
Other: Chimera Pistol Sword - Grapnel Launcher - Neural Shredder - Reductor Pistol - Snare Gun - Web Pistol - Web Spinner
Basic Weapons:
Ballistics: Angelus Bolt Carbine - Autogun - Astartes Assault Shotgun - Bolter - Bow - Combat Shotgun - Crossbow
Gun Axe - Galvanic Carbine - Pump-Action Shotgun - Radium Carbine - Storm Bolter - Stubber - Musket
Blunderbuss - Stub Cannon - Stub Rifle - Longrifle - Macrostubber - Bolt Carbine - Imperial Boltgun
Stubcarbine - Sling - Solo Boltgun - Sororitas Boltgun - Special Issue Boltgun - Bolt Rifle - Concussion Carbine
Directed-Energy: Arc Rifle - Blast Rifle - Lascutter - Hellgun - Lasgun (Lasgun Patterns) - Phased Plasma-Fusil - Plasma Blaster
Plasma Incinerator - Suppression Laser - Hotshot Lasgun - Hotshot Volley Gun - Mining Laser - Lascarbine
Laser Gauntlet - Auxilia Lasrifle - Las-Lock - Mitralock - Rad Gun
Incendiary: Assault Flamer - Flamer - Pyreblaster
Gravitational: Grav-gun
Other: Webber
Special Weapons:
Ballistics: Assault Bolter - Grenade Launcher - Flechette Carbine - Needle Sniper Rifle - Radium Jezzail
Sniper Rifle - Transuranic Arquebus - Mole Mortar - Galvanic Caster - Galvanic Rifle - Forge Bolter
Magnarail Lance - Vengeance Grenade Launcher - Purgatus Crossbow - Stake Crossbow
Exitus Rifle - Light Mortar - Mark IX Sniper Rifle - Guardian Bolter - Balistus Grenade Launcher
Lastrum Storm Bolter - Mk.III Shrike Pattern Bolt Sniper Rifle - Krumper Rivet Cannon - Nemesis Bolter
Executioner Shotgun
Directed-Energy: Conversion Beamer - Long-Las - Meltagun - Plasma Caliver - Plasma Gun - Adrathic Destructor
Plasma Repeater - Volkite Charger - Photon Thruster - Melta Rifle - Plasma Talon - Plasma Exterminator
Las-Fusil - Lightning Gun - Proteus Plasma Projector - Volkite Incinerator - Plasma Burner - Arc Lance
Eradication Ray
Incendiary: Incinerator - Phosphor Blast Carbine - Phosphor Torch - Immolation Rifle - Balefire Gun
Chemical: Alchem Flamer - Chem-Thrower
Sonic: Transonic Cannon
Gravitational: Grav-Amp
Warpcraft: Animus Speculum - Psilencer - Psycannon
Combi-Weapons: Magna-Needle Mk.X Pattern Pistol - Ultra-Needle Mk.IX Pattern Pistol - Stub Gun-Plasma Combi-Pistol
Combi-Flamer - Combi-Melta - Combi-Grenade Launcher - Combi-Plasma - Combi-Grav - Combi-Volkite
Infernus Heavy Bolter - Adrastus Bolt Caliver - Disintegration Combi-Gun - Combi-Needler
Condemner Boltgun - Executioner Pistol - Needlespine Blaster
Other: Chaff Launcher - Crozius Arkanos - Infernum Halo Launcher
SLHG Pattern Assault Ram - Stormcaller Stave - Tarantula Sentry Gun
Heavy Weapons:
Ballistics: Autocannon - Assault Cannon - Scatterbolt Launcher - Harpoon Gun - Heavy Bolter - Heavy Stubber - Missile Launcher
Rotor Cannon - Heavy Mortar - Heavy Shotgun - Storm-Welder - Heavy Crossbow - Harpoon Launcher - Scatter Cannon
Ripper Gun - Rad Missile Launcher - Boltstorm Gauntlet - Maxim Bolter - Grenadier Gauntlet - Tempest Bolter
Mole Launcher - Salvo Launcher - Mauler Bolt Cannon - Cyclone Missile Launcher - Typhoon Missile Launcher
Skyhammer Missile Launcher - Grenade Harness - Cerberus Launcher - Rocket Propelled Grenade Launcher
Deathwatch Frag Cannon - Auto-Launcher - Ravenwing Grenade Launcher - Thunderfire Cannon - Icarus Rocket Pod
Ironhail Heavy Stubber - Lucius Pattern Heavy Quad-Launcher - Tempest Salvo Launcher - Bombast Field Gun
Castellan Launcher (Superfrag Rocket Launcher - Superkrak Rocket Launcher - Vengor Launcher) - Charge Caster
Concussion Cannon - Malleus Rocket Launcher - Rad Grenade Launcher
Directed-Energy: Heavy Arc Rifle - Helfrost Cannon - Lascannon - Rad Cannon - Multi-Melta - Multi-laser
Plasma Cannon - Volkite Caliver - Volkite Culverin - Darkfire Cannon - Melta Destroyer
Las-Ripper - Irradiation Projector - Volkite Blaster - Plasma Culverin - Heavy Mining Laser
Volkite Cavitor - Volkite Falconet Battery - Corve Las-Pulser - Vultarax Arc Blaster
Heavy Lascannon
Incendiary: Atalan Incinerator - Heavy Flamer - Phosphor Blaster
Flamestorm Gauntlet - Incendine Combustor
Pyroclast Flame Projector - Infernus Firepike
Chemical: Alchem Heavy Flamer - Death Cloud Projector
Sonic: Seismic Cannon
Gravitational: Grav-Cannon - Heavy Grav-Cannon - Graviton Pulsar - Graviton Ram
Other: Firestrike Servo-Turret - Heavy Webber - Mancatcher - Sabre Weapons Battery - Torsion Cannon
Daemon Weapons:
Ballistics: Hellrifle
Vehicle-mounted
Weapons:
Ballistics: Anvilus Autocannon Battery - Anvilus Snub Autocannon - Battle Cannon - Conqueror Cannon - Demolisher Cannon
Hellstrike Missile - Hydra Autocannon - Eradicator Nova Cannon - Punisher Gatling Cannon - Punisher Rotary Cannon
Vanquisher Cannon - Ironhail Skytalon Array - Ferrumite Cannon - Onslaught Gatling Cannon - Heavy Onslaught Gatling Cannon
Icarus Stormcannon Array - Siegebreaker Cannon - Skyreaper Battery - Avenger Bolt Cannon - Iliastus Accelerator Cannon
Hurricane Bolter - Lastrum Bolt Cannon - Multiple Rocket Pod - Blackstar Rocket Launcher - Deathwind Missile Launcher
Hunter-Killer Missile - Bellicatus Missile Array - Hammerstrike Missile Launcher - Sabre Missile Launcher
Disruptor Missile Launcher - Frag Cannon - Hellfury Missile - Skystrike Missile - Stormstrike Missile Launcher
Aiolos Missile Launcher - Scorpius Launcher - Hyperios Missile Launcher - Hammerfall Missile Launcher
Ironclad Assault Launcher - Boreas Air Defence Missile - Skyspear Missile Launcher - Fragstorm Grenade Launcher
Arcus Launcher - Krakstorm Grenade Launcher - Blackstar Cluster Launcher - Macharius Battle Cannon - Taurox Battle Cannon
Taurox Gatling Cannon - Leviathan Storm Cannon - Vengeance Launcher - Xiphon Rotary Missile Launcher - Kratos Battlecannon
Hellion Pattern Heavy Cannon Array - Terrebrax Rocket Battery - Castigator Gatling Cannon - Pulveriser Cannon
Ballistus Missile Launcher - Oppressor Cannon
Directed-Energy: Helfrost Destructor - Magma Cannon - Pulsar-Fusil - Volcano Cannon - Volkite Saker - Adrathic Devastator - Eradication Beamer
Las-Talon - Macro Plasma Incinerator - Volkite Demi-Culverin - Melta-Cutter - Siege Melta Array - Plasma Eradicator
Magna-Melta - Plasma Destroyer - Volkite Sentinel - Cyclonic Melta Lance - Plasma Storm Battery - Heavy Conversion Beamer
Thermal Spear - Hellfire Plasma Cannonade - Neutron Laser Projector - Neutron Laser - Arachnus Blaze Cannon
Arachnus Heavy Blaze Cannon - Arachnus Heavy Lascannon Battery - Arachnus Storm Cannon - Laser Destroyer Array
Laser Destroyer - Heavy Laser Destroyer - Omega Plasma Array - Sabre Neutron Blaster - Solex Heavy Lascannon
Melta Blastgun - Volkite Cardanelle
Incendiary: Heavy Phosphor Blaster - Incendium Cannon - Inferno Cannon - Flamestorm Cannon - Clearance Incinerator
Infernus Incinerator - Heavy Incinerator
Chemical: Chem Cannon
Sonic: Heavy Seismic Cannon - Laud Hailer
Warpcraft: Gatling Psilencer - Heavy Psycannon - Rift Cannon
Combi-Weapons: Cerastus Shock Lance
Ordnance:
Ballistics: Apocalypse Missile Launcher - Basilisk Magnus - Colossus Siege Mortar - Deathstrike Cannon - Deathstrike Missile
Dreadhammer Cannon - Earthshaker Cannon - Griffon Heavy Mortar - Manticore Missile - Medusa Siege Cannon
Quake Cannon - Spicula Rocket System - Stormshard Mortar - Stormsword Siege Cannon - Tremor Cannon
Nemesis Quake Cannon - Doomsday Cannon - Exorcist Multiple Missile Launcher - Taurox Missile Launcher
Ironstorm Missile Pod - Stormspear Rocket Pod - Spiculus Bolt Launcher - Karacnos Mortar Battery
Praetor Multiple Missile Launcher - Morbus Heavy Bombard - Dominus Triple Bombard - Behemoth Cannon
Whirlwind Multiple Missile Launcher
Directed-Energy: Belleros Energy Cannon - Hellex Plasma Mortar
Gravitational: Graviton-Charge Cannon - Grav Flux Bombard
Warpcraft: Vortex Missile
Super-Heavy
Weapons:
Ballistics: Accelerator Autocannon - Ardex Defensor Mega-Bolter - Avenger Gatling Cannon - Doomstrike Missile Launcher
Gatling Blaster - Thunderhawk Cannon - Vulcan Mega Bolter - Trident - Thundercoil Harpoon - Castigator Bolt Cannon
Shieldbreaker Missile - Helios Defense Missile Pod - Hellion Missile - Accelerator Cannon - Baneblade Cannon
Stormhammer Cannon - Hellhammer Cannon - Macro-Accelerator Cannon - Revelator Missile Launcher
Cruciator Gatling Array
Directed-Energy: Atrapos Lascutter - Hellstorm Cannon - Lightning Cannon - Melta Cannon - Plasma Annihilator
Plasma Blastgun - Plasma Destructor - Plasma Obliterator - Turbo-Laser Destructor
Vengeance Cannon - Arachnus Magna-Blaze Cannon - Thermal Cannon - Plasma Decimator
Volkite Veuglaire - Las-Impulsor - Volcano Lance - Volkite Chieorovile - Volkite Carronade
Defense Laser - Lightning Lock - Conversion Beam Cannon - Volkite Eradicator - Volkite Destructor
Conversion Beam Dissolutor - Extirpator Cannon
Incendiary: Acheron Flame Cannon - Conflagration Cannon - Inferno Gun
Sonic: Sonic Destructor
Gravitational: Graviton Destructor - Graviton Imploder - Graviton Ruinator
Graviton Singularity Cannon - Krius Grav Imploder
Warpcraft: Warp Missile - Warp Missile Rack - Psi-Cannon
Ship Weapons:
Ballistics: Annihilator Cannon - Bombardment Cannon - Doomstorm Missile
Hellfire Missile - Macro Cannon - Nova Cannon - Torpedo
Directed-Energy: Lance Weapon
Sonic: Sonic Disruptor
Non-Firearm Weapons:
Melee Weapons: Chain Weapons - C'tan Phase Weapons - Daemonblade - Force Weapons - Power Weapons - Arc Close Combat Weapons
Transonic Weapons - Basic Close Combat Weapons - Imperial Miscellaneous Weapons - Grav Close Combat Weapons
Grenades & Explosives: Arc Grenade - Blind Grenade - Choke Gas Bomb - Colossus Bomb - Demolition Charge - Frag Grenade - Gunk Bomb
Haywire Mine - Heavy Bomb - Incendiary Charge - Krak Grenade - Melta Bomb - Mindscrambler Grenade - Phosphex Bomb
Poison Globe Grenade - Smoke Grenade - Shock Grenade - Stasis Bomb - Stasis Grenade - Psyk-Out Grenade - Rad Grenade
Tectomagnic Munitions - Vortex Grenade
Weapons of the Dark Eldar
Sidearms:
Ballistics: Splinter Pistol - Stinger Pistol - Terrorfex
Directed-Energy: Drukhari Blast Pistol - Fusion Pistol
Basic Weapons:
Ballistics: Shardcarbine - Shredder - Splinter Rifle
Directed-Energy: Blaster
Special Weapons:
Ballistics: Tormentor Helm - Splinter Pods
Chemical: Destructor - Liquifier Gun
Warpcraft: Eyeburst - Tormentor
Other: Hexrifle - Ossefactor
Heavy Weapons:
Ballistics: Phantasm Grenade Launcher - Splinter Cannon
Directed-Energy: Dark Lance - Haywire Blaster - Heat Lance
Vehicle Weapons:
Ballistics: Horrorfex - Implosion Missile - Cluster Caltrop Pod
Directed-Energy: Disintegrator Cannon - Monoscythe Missile - Pulse-Disintegrator
Storm Vortex Projector - Void Lance - Dark Scythe
Chemical: Necrotoxin Missile
Other: Shatterfield Missile - Spirit Vortex - Stinger Pod
Ship Weapons:
Ballistics: Scythe Missile Launcher - Torpedo
Directed-Energy: Phantom Lance - Heavy Starcannon
Non-Firearm Weapons:
Melee Weapons Dark Eldar Combat Weapons - Dark Eldar Power Weapons
Grenades & Explosives Plasma Grenade - Haywire Grenade - Void Mine
Weapons of the Eldar
Sidearms:
Ballistics: Shuriken Pistol - Harlequin's Embrace - Harlequin's Kiss
Directed-Energy: Fusion Pistol - Mandiblaster
Sonic: Banshee Mask
Warpcraft: Neuro-Disruptor
Other: Neural Shredder
Basic Weapons:
Ballistics: Avenger Shuriken Catapult - Death Spinner - Gatekeepers Bastion
Reaper Launcher - Shuriken Catapult - Shuriken Rifle
Swooping Hawk Grenade Pack
Directed-Energy: Cloudsweeper - Fusion Gun - Lasblaster
Laser Lance - Prism Rifle - Ranger Long Rifle
Incendiary: Eldar Flamer
Exarch Weapons:
Ballistics: Spinneret Rifle - Tempest Launcher
Directed-Energy: Fire Pike - Hawk's Talon - Prism Blaster - Star Lance - Sunrifle
Incendiary: Dragon's Breath Flamer
Heavy Weapons:
Ballistics: Eldar Missile Launcher - Pack Grenade Launcher - Mirage Launcher - Shadow Weaver
Shrieker Cannon - Shuriken Cannon - Torrent Reaper Launcher
Directed-Energy: Bright Lance - Scatter Laser - Starcannon
Haywire Cannon - Firestorm Scatter Laser
Sonic: Vibro Cannon
Warpcraft: Wraithcannon - D-Scythe
Vehicle Weapons:
Ballistics: Doom Weaver - Phoenix Missile Launcher
Directed-Energy: Prism Cannon - Pulse Laser - Prismatic Cannon
Warpcraft: D-Cannon - D-Flail
Super Heavy Weapons:
Ballistics: Deathshroud Cannon - Phantom Missile Launcher
Revenant Missile Launcher - Void Spinner Array
Directed-Energy: Inferno Lance - Pulsar - Suncannon
Sonic: Sonic Lance
Warpcraft: Psychic Lance
Ship Weapons:
Ballistics: Torpedo
Directed-Energy: Naval Lascannon - Phantom Lance - Pulsar Lance
Shadow Lance - Heavy Starcannon
Non-Firearm Weapons:
Melee Weapons: Eldar Chain Weapons - Eldar Power Weapons
Eldar Force Weapons - Miscellaneous Weapons
Grenades & Explosives Plasma Grenade - Haywire Grenade - Hallucinogen Grenade