Grav-Weaponry
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Grav-Weapons are weapons that employ ancient Graviton technology, selectively altering gravity to turn the target's mass against them. Grav weapons were used by many of the Space Marine Legions during the Horus Heresy. However, in the 41st millennium, the secrets of how to build and maintain them are locked deep within the vaults of the Adeptus Mechanicus on Mars and are even rarer than plasma guns, and like Plasma guns this will not stop every Marine and his Primarch from fielding bucketloads of them. Only a select few know these secrets and only the most promising techmarines are trusted with them.
Graviton weapons from Forge World operate completely differently than the grav-weapons shown in the new Space Marine Codex. The reason for this was a mystery up until Horus Heresy III - Extermination came out and actually had a Graviton weapon that behaved like a Grav weapon: the Graviton Imploder. The explanation being that all 40k Grav weapons started out as Graviton weapons, but Graviton weapons were not actually intended to be used as weapons at all (more likely they were to be used like Star Trek tractor beams) nevertheless they were used as weapons until some guy on the Forgeworld of Tigrus figured out how to make a cheaper replacement which concentrated the energy onto single targets rather than over wider areas. The tech-priests called this a blasphemy owing to the fact that it was not how the technology was originally intended but considering they are generally more useful on the battlefield they became more common than the original design.
All grav weapons have the Concussive and "Graviton" rules. Instead of comparing Strength to Toughness when rolling to wound, the firing player (you) instead rolls the target's armor save up to a minimum of 6+.For example if the target has a 2+, that's what they get wounded on. (Go Orks!) When rolling to Pen on vehicles, 1-5 does nothing and a 6 immobilizes the vehicle and takes a hull point. Graviton weapons have no affect on buildings.
They come in three varieties, similar to the way plasma weapons do.
Grav-pistol
The smallest of the grav-weapons and comparable to Plasma Pistols in terms of how often people use them.
Stats: S*|AP2|12'|Pistol
Grav-gun
The middle sized of the Grav Weapons.
Stats: S*|AP2|18'|Salvo 2/3
Grav-cannon
The biggest of the Grav Weapons, Grav Cannons are carried by Devastator Centurions. Standard devastators can now take them as well.
Stats: S*|AP2|24'|Salvo 3/5
Heavy Grav-Cannon
An even bigger Grav-Cannon, for Adeptus Mechanicus of course. 30' range and salvo 4/6 to make Wraithknights cry.
Grav-amp
A piece of Specialist Wargear that allows any Grav-Weapons being used in the same squad as the model holding it is in to re-roll failed wounds and vehicle damage.
Tabletop
Grav-guns are something of an alternative plasma gun in terms of use. It has MEQ and TEQ killing potential comparable to plasma, without the chance of blowing up and if they stand still they get a extra shot. However this comes at the cost of a shorter range (which is further shortened by moving due to Salvo) and a weakness to light armor which makes them worthless against Guardsmen, Ork Boyz, and the like. Because of this grav-guns are best used at mid to short range, prioritizing heavy units to get the best use out of them. Also capable of tearing through vehicles when used in large numbers via hull point stripping that can be argued to both ignore a vehicle's cover save and deal two hull points worth of damage for every six after the first.
Essentially, Grav guns are meant for killing the big, tough units in an enemy army while leaving the fodder for the rest of your army to handle.