ENERGY LASH
As a Crystalwisp moves, it constantly extends additional tendrils of its unholy light outwards from its crystalline structures. Whenever one of these luminous tendrils comes into contact with an object storing information, the data is gradually erased through unknown means. This effect works on electronic, mechanical, and living storage mediums; scrolls and murals may be absorbed just as easily as the information stored within a vessel’s cogitators or a human mind.
Range |
S |
AP |
Type |
12" |
3 |
- |
Assault 5, Datavore |
Datavore: A unit that suffers one or more unsaved Wounds due to a weapon with this special rule must take a Leadership test (units with the Fearless or And They Shall Know No Fear special rules are assumed to automatically pass this test). If the test is failed, all models in the unit will have their Weapon Skill and Ballistic Skill reduced to 1 until the end of their next turn. When resolving a hit against a vehicle, roll a D6 for each hit instead of rolling for armour penetration as normal. On a 1-5 nothing happens, but on a 6, the target suffers an Crew Stunned result and loses a Hull Point. This weapon has no effect on buildings. |
ETHER BEAMER
Ether beamers function using technology reverse-engineered from captured Fra'al weapons to fire a pulsed directed energy beam of unknown energy at their target. Those who find themselves unlucky enough to be targeted by the weapon's 'ether field' will find their energy shields useless; their armour rendered useless and their flesh rapidly corroding before their eyes.
Range |
S |
AP |
Type |
24" |
5 |
5 |
Heavy 1, Blast, Ether Field, Gets Hot |
Ether Field: When firing a weapon with this special rule, a To Wound roll of a 6 wounds automatically, regardless of the target’s Toughness. Against vehicles and buildings, an Armour Penetration roll of a 6 that does not cause a penetrating hit automatically causes a glancing hit. In addition, successful invulnerable saving throws made against Wounds, penetrating hits or glancing hits inflicted by this weapon must be re-rolled. |
ETHER BLASTER
Ustilising the same technologic principles as the larger ether beamer, the ether blaster hammers its targets with short-ranged bursts of devastating fire, the weapon's powerful ether field either ignoring their power shields or overloading them entirely.
A shot from an ether blaster has a different profile depending on how far the target unit is from the fire. If it is not clear which of the profiles to use, the controlling player can choose.
Range |
S |
AP |
Type |
up to 6" |
6 |
3 |
Assault 2, Ether Field, Gets Hot |
6"-12" |
5 |
5 |
Assault 2, Ether Field, Gets Hot |
12"-18" |
4 |
- |
Assault 2, Ether Field, Gets Hot |
Ether Field: When firing a weapon with this special rule, a To Wound roll of a 6 wounds automatically, regardless of the target’s Toughness. Against vehicles and buildings, an Armour Penetration roll of a 6 that does not cause a penetrating hit automatically causes a glancing hit. In addition, successful invulnerable saving throws made against Wounds, penetrating hits or glancing hits inflicted by this weapon must be re-rolled. |
ETHER CANNON
Able to generate a much larger and more powerful ether field than the ether beamer, the ether cannon's energy beam is capable of corroding entire swathes of enemy infantry or whole vehicle squadrons in the blink of an eye, leaving those warriors lucky enough to survive its wrath frozen in horror.
Range |
S |
AP |
Type |
24" |
6 |
4 |
Heavy 1, Large Blast, Ether Field, Gets Hot |
Ether Field: When firing a weapon with this special rule, a To Wound roll of a 6 wounds automatically, regardless of the target’s Toughness. Against vehicles and buildings, an Armour Penetration roll of a 6 that does not cause a penetrating hit automatically causes a glancing hit. In addition, successful invulnerable saving throws made against Wounds, penetrating hits or glancing hits inflicted by this weapon must be re-rolled. |
GAMMA PISTOL
Entrusted only to the most renowned members of the Cult Mechanicus, the gamma pistol is a prized possession of many an Arch-Heretek; either as coveted relic from their days amongst the Martian priesthood or well-won prize lifted from the still-warm corpse of a Mechanicus Tech-Priest.
Range |
S |
AP |
Type |
12" |
6 |
2 |
Pistol, Armourbane |
|
GLUON CANNON
The gluon cannon fires a glowing beam of energy formed of energized gluon particles. Those caught in the beam's path will find their bodies not only ravaged by those energized gluons, but also deadly levels of radiation, the after effects of such an attack leaving the ill-fated victims and their armour severally weakened and vulnerable to follow-up attacks.
Range |
S |
AP |
Type |
48" |
4 |
3 |
Heavy 1, Large Blast, Decay Increase, Fleshbane, Haywire, Rad-phage |
Decay Increase: Friendly units' ranged weapons have the Rending special rule when targetting an enemy unit during the phase that it has suffered one or more unsaved Wounds, glancing or penetrating hits by a weapon with this special rule.
Rad-phage: A model that loses one or more Wounds to an attack with this special rule and survives has its Toughness score reduced by -1 for the rest of the battle. |
GRAV-FLUX BOMBARD
One of the larger and more powerful graviton weapons, the grav-flux bombard creates a spiralling vortex of gravitation-torsion force, and is a fortress-breaching weapon which can reduce the toughest armour to twisted scrap and crush anything living beyond recognition.
Range |
S |
AP |
Type |
18" |
* |
2 |
Heavy 1, Large Blast, Graviton Collapse, Ignores Cover, Pinning, Torsion Crusher |
Graviton Collapse: Instead of rolling To Wound normally with this weapon, any model caught in its blast must instead pass a Strength Test on 2D6 or suffer a Wound. Against targets with an Armour Value, roll 3D6 for armour penetration instead. After a graviton collapse weapon has been fired, leave the Blast marker in place. This area now counts as both difficult terrain and dangerous terrain until the start of controlling player's next turn.
Torsion Crusher: When a target with an Armour Value is struck by this weapon, the amount of Hull Point damage caused by the weapon is doubled. |
GRAVITON CANNON
The graviton cannon is a large type of gravitational projector weapon. The power of the graviton cannon is sufficient to rupture organs and crack bones even inside armour, but it's primary use is to counter enemy machinery without the risk of secondary explosions.
Range |
S |
AP |
Type |
36" |
* |
4 |
Heavy 1, Large Blast, Concussive, Graviton Pulse, Haywire |
Graviton Pulse: Instead of rolling To Wound normally with this weapon, any model caught in its blast must instead pass a Strength Test or suffer a Wound. After a graviton pulse weapon has been fired, leave the Blast marker in place. This area now counts as both difficult terrain and dangerous terrain until the start of controlling player's next turn. |
GRAVITON GUN
The graviton gun is an exotic and unconventional grav-weapon originally developed for use in low gravity environments for peaceful purposes. The weapon fires a stream of particles which affects the local gravitational field of a target area, making the targeted object either far heavier or lighter depending on the weapon's setting. The effect is generally non-lethal and can be used to incapacitate foes who need to be captured alive, but the power of the graviton gun's highest settings is sufficient to rupture organs and crack bones even inside armour.
Range |
S |
AP |
Type |
18" |
* |
4 |
Heavy 1, Blast, Concussive, Graviton Pulse, Haywire |
Graviton Pulse: Instead of rolling To Wound normally with this weapon, any model caught in its blast must instead pass a Strength Test or suffer a Wound. After a graviton pulse weapon has been fired, leave the Blast marker in place. This area now counts as both difficult terrain and dangerous terrain until the start of controlling player's next turn. |
GRAVITON IMPLODER
The graviton imploder - or more simply 'tank-crusher' as it is less formally known as - uses a concentrated beam to create a collapsing grav-field to bring down kinetic force proportionally to the density and mass of the material it strikes.
Range |
S |
AP |
Type |
18" |
* |
2 |
Salvo 2/4, Concussive, Graviton Implosion |
Graviton Implosion: Instead of rolling To Wound normally with this weapon, any model which is is hit by an attack with this special rule must roll equal to or under their Strength or suffer one Wound. Roll 3D6 for armour penetration against targets with an Armour Value. Roll separately for each successful hit. |
HADES MISSILE LAUNCHER
Utilizing modified flakk missiles boasting an increased explosive yields and guided by twin tracking-auguries, the hades missile launcher is a formidable anti-air asset, capable of knocking even the most heavily armed and armoured gunship from the skies as nothing more than a crumpled, burning wreck.
Range |
S |
AP |
Type |
36" |
8 |
4 |
Heavy 2, Skyfire |
|
HEAVY CONVERSION BEAMER
Heavy conversion beamers are larger, vehicle-mounted variants of the man-portable conversion beamer. Each is an ancient relic-weapon of incredible and poorly-understood power, that is both difficult to construct and highly complex to use, requiring skilled calibration to operate as well as dedicated reactor core systems to power.
A shot from a heavy conversion beamer has a different profile depending on how far the target is from the firer. When firing the heavy conversion beamer, place the blast marker over a target within 72" and then roll for scatter. Once the final location of the blast marker has been determined, measure the distance from the firer to the centre of the blast marker and consult the chart below to determine the effect. If this distance is greater than 72", the shot misses. If it is not clear which of the profiles to use, the controlling player can choose.
Range |
S |
AP |
Type |
up to 18" |
6 |
- |
Heavy 1, Large Blast, Firing Calibration |
18"-42" |
8 |
4 |
Heavy 1, Large Blast, Firing Calibration |
42"-72" |
10 |
1 |
Heavy 1, Large Blast, Firing Calibration |
Firing Calibration: This weapon may not be fired if the model carrying it has moved in the same turn, regardless of the Relentless special rule or if the carrying model is a vehicle, etc. |
HELLFIRE LAUNCHER
The primary weapon of the Hellfire Noakis Reiver, this rapid fire missile launcher is outfitted with adaptive targeters to compensate for the high speeds at which they hurl themselves towards the enemy, allowing them to accurately rain down volleys of highly explosive missiles into the ranks of the foe.
Range |
S |
AP |
Type |
48" |
5 |
5 |
Heavy 3, Blast, Ignores Cover, Twin-linked |
|
HELLRIFLE
A weapon much favoured by those Hereteks who pursue forbidden technologies linked to the power of the Warp. Though the hellrifle closely resembles an antique firearm, in reality, it is a highly sophisticated weapon that employs an array of containment shielding and galvanic impellers to fire razor-sharp shards of daemonic matter.
Range |
S |
AP |
Type |
36" |
6 |
3 |
Heavy 1, Rending |
|
HRUD FUSIL
Little is known of the reclusive and dangerous race known as the Hrud other than that they dwell only in darkness and possess strange, warp-based technology which, it is said, allows them to walk between worlds and even corrupt the flow of time with their baleful presence. The fusil is one of a scant few Hrud artefacts that occasionally come up for sale and is always in high demand. It is a form of 'plasma musket' that uses an unfathomable mechanism to phase a plasma bolt between realspace and the warp, bypassing its target’s defences.
Range |
S |
AP |
Type |
40" |
7 |
3 |
Heavy 1, Ignores Cover, Gets Hot |
|
IMMATERIUM ENERGY-ARC
A relic of the Yu'Vath, an ancient and Chaos-corrupted alien species whose empire was well-established in the Calyx Expanse two Terran millennia ago. Yu’vath weapons are not powered in ways humans could understand, instead harnessing energy directly from the Warp itself. Of these weapons, the immaterium energy-arc is one of the most terrifying, unleashing bolts of living Warp-lightning that no known armour can withstand.
Range |
S |
AP |
Type |
18" |
7 |
2 |
Heavy D3, Blind, Energy-arc |
Energy-arc: When firing a weapon with this special rule, a To Hit roll of a 6 causes 2 additional hits on the target. Snap Shots never cause additional hits as a result of this special rule. |
INTEGRATED PLASMA CANNON
While operational, a Slinnar War Machine pulses with the light and heat of a star captured in an obsidian cage. This energy can be unleashed in short but incredibly potent bursts. These blasts appear similar to the discharge of a plasma weapon, but contain enough energy to breach nearly any material with minimal diminishment of the beam.
Range |
S |
AP |
Type |
36" |
7 |
2 |
Assault 1, Blast, Gets Hot |
|
IRRADIATION ENGINE
Irradiation engines are the largest class of projected radiation devices used as potent anti-personnel weapons. Any organic victims caught in the blast of such a weapon suffer an appalling death as they are boiled alive from within - their organic tissues blasted apart on a cellular level by the potent ionising radiation.
Range |
S |
AP |
Type |
Template |
4 |
3 |
Heavy 1, Fleshbane, Rad-phage, Torrent |
Rad-phage: A model that loses one or more Wounds to an attack with this special rule and survives has its Toughness score reduced by -1 for the rest of the battle. |
KAI GUN
The Kai gun is a huge, two-handed, ballistic weapon of archaic design similar to a bolter that was developed following the loss of the Forge World of Kai to Warp Storm Gae-sann in the 34th Millennium. Possessing an advanced industrial culture, the Machine Smiths of Kai bartered their skills for a measure of protection, learning to fashion weapons in the Warp that they could not have conceived before.
Range |
S |
AP |
Type |
24" |
6 |
3 |
Assault D6, Daemonic Firearm, Soul Blaze |
Daemonic Firearm: If a 1 is rolled when determining the number of shots this weapon makes, the bearer immediately suffers a Wound with no armour saves allowed and his Ballistic Skill is 1 until the end of the phase. |
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