Weapons in Rogue Trader are equipped items that are used to deal damage to any hostile unit. There are different types of weapons, and each weapon has individual stats and properties. From common weapons that don't have any special properties to very rare ones that the player might find a lot more interesting and useful, as most rare weapons deal a lot of damage, or grant a skill. Weapons also vary in range, weight, rate of fire, etc and they usually require some type of proficiency from the wielder to be used correctly.
How do weapons work in Warhammer 40k Rogue Trader?
All weapons have a percentage to hit the enemy ruled by their respective characteristics, certain modifiers such as cover or range will change the chance to hit a weapon provides.
If the enemy is standing in the tile next to you, you can only attack with melee weapons or pistols. Note that trying to get away from an adjacent enemy may provoke Attacks of Opportunity.
It is much easier to hit the target in a weapon or ability’s optimal range, which is currently set to be the half of maximum range. You can change weapon loadouts (you have two by default), to be competent at different ranges in combat.
Combat can be complemented with the right Characteristics or Talents to improve their damage output, such as Ballistic Skill, which measures a character's accuracy with all forms of ranged weapons or Weapon Skill for measuring competence in Melee combat.
Characters get a bonus in melee if 2 or more characters are near the same target. Note that this doesn’t apply to large targets.
Cover in Warhammer 40k Rogue Trader
Ground combat uses a cover system. When you hide behind cover, the shots have a chance to hit the cover instead, sometimes destroying it in the process. There are two types of cover: partial (shown as a half-empty shield) and full (shown as a full shield). When shooting from behind the cover, the character will step out, shoot, and then go back into cover.
Where to Find Weapons in Rogue Trader?
Players can usually find Weapons from their fallen enemies, earn as a reward for completing quests, and loot chests accessible when exploring new areas. This allows players to find the right type of weapon for each member of their crew. Loadout customization has been a big part of the Warhammer games since the inception of the tabletop wargame.
Weapons are divided between several Proficiencies. In order to wield a weapon of any kind, the character will need to meet its proficiency.
Warhammer 40k Rogue Trader Weapons List
Values for each weapon are taken from a base character with no bonuses to either Weapon Skill or Ballistic Skill
Quick Search of all Weapons in Rogue Trader
Name |
Type |
Damage |
Armour |
Damage Type |
Effect |
Prerequisites |
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One-handed | 16-28 | 25% | Physical Damage | Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
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One-handed | 18-24 | 30% | Physical Damage | This sword deals an additional +psy rating damage. |
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One-handed | 15-19 | 15% | Physical Damage | When hit by this weapon, the target suffers a -5 % penalty to armour. Stacks. |
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One-handed | 15-21 | 15% | Physical Damage | Axes have a special attack that inflicts bleeding. |
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One-handed | 22-33 | 25% | Physical Damage | This chainsword grants +10% critical hit chance. All chain weapons have +50% critical damage.
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One-handed | 19-30 | 20% | Physical Damage | If an attack with this knife kills the target, the wielder restores +1 AP and can make an additional attack with this knife. Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
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One-handed | 29-42 | 30% | Power (Physical Damage) | When the wielder successfully parries with this power sword, they immediately counterattack with whichever attack costs the least AP. It also grants:
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One-handed | 8-10 | 15% | Physical Damage | Axes have a special attack that inflicts bleeding. |
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Two-handed | 8-12 | 0% | Physical Damage | - |
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One-handed | 23-28 | 15% | Physical Damage | Attacks against targets suffering from toxin apply the toxin effect with the same power to all enemies within a 2-cell radius of the target. |
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Two-handed | 13-16 | 25% | Physical Damage | - |
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Two-handed | 7-11 | 0% | Physical Damage | Devastating 6: the first use of an attacking Navigator power does not set it on cooldown. The second use of a Navigator power will deal an additional +6 damage to all targets and 6 direct damage to the Navigator.
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One-handed | 20-28 | 35% | Power (Physical Damage) | This klaive's area attack has an increased area of effect. |
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Two-handed | 27-39 | 25% | Physical Damage | When this sword hits a bleeding enemy, it removes bleeding and inflicts toxin of the same power. The wielder gains +(5 x target's bleeding power)% dodge until their next turn. |
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One-handed | 19-27 | 30% | Power (Physical Damage) | Each hit decreases the target's Weapon Skill, Ballistic Skill, Strength, Toughness, and Perception by -5. Stacks. |
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One-handed | 20-30 | 40% | Physical Damage | Each successful hit with this axe increases the critical damage of this axe by 25% until the end of combat. |
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Two-handed | 20-34 | 35% | Physical Damage | Axes have a special attack that inflicts bleeding. |
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One-handed | 11-13 | 10% | Physical Damage | Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
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Two-handed | 7-11 | 0% | Physical Damage | The wielder of this staff (power level 9) gains the Lightning Arc ability. The ability is also available in its heroic act and desperate measure versions. Power level affects the damage of this power.
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Two-handed | 7-11 | 0% | Physical Damage | - |
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One-handed | 20-29 | 15% | Physical Damage | If the wielder deals damage to the target with this sword, the wielder gets a +3 bonus to their Weapon Skill, Ballistic Skill, Toughness, and Strength, while the target suffers a -3 penalty to the same characteristics until the end of the combat. |
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Two-handed | 19-27 | 35% | Physical Damage | Most warriors prefer swords for they provide more flexibility on the battlefield against close combat enemies.
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One-handed | 20-33 | 15% | Physical Damage | After scoring a critical hit with the duelling sword, if the wielder has a weapon in the other hand, they immediately attack the closest enemy with it, using whichever attack costs the least AP. |
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One-handed | 17-20 | 20% | Physical Damage | Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
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One-handed | 16-26 | 30% | Power (Physical Damage) | If the wielder kills an enemy with Charge, this ability has no cooldown. |
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Two-handed | 37-47 | 25% | Physical Damage | Most warriors prefer swords for they provide more flexibility on the battlefield against close combat enemies. +10% parry -10 to enemy Weapon Skill when hit. |
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One-handed | 27-37 | 15% | Physical Damage | Deals an additional + (4 x STR bonus) damage, and gains +(5 x STR bonus)% armour penetration. Targets have +30% dodge against attacks made with this weapon. |
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One-handed | 18-28 | 20% | Physical Damage | Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
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One-handed | 18-29 | 20% | Physical Damage | Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
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One-handed | 11-16 | 25% | Physical Damage | This sword deals an additional +psy rating damage. |
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One-handed | 13-23 | 40% | Physical Damage | The wielder of this sword gains a +25% bonus to parry. |
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One-handed | 15-21 | 30% | Power (Physical Damage) | Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
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One-handed | 19-29 | 25% | Physical Damage | Attacks with the glimmersteel blade inflict bleeding (4) if the target fails a Toughness resistance test. |
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Two-handed | 16-23 | 10% | Physical Damage | Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
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One-handed | 15-22 | 15% | Physical Damage | Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
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One-handed | 29-42 | 20% | Physical Damage | Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
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Two-handed | 28-39 | 20% | Physical Damage | Most warriors prefer swords for they provide more flexibility on the battlefield against close combat enemies.
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One-handed | 18-20 | 30% | Physical Damage | Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
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One-handed | 20-29 | 20% | Physical Damage | This blade deals an additional +(AGI bonus/2) damage to targets for each common negative effect on them. Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
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Two-handed | 24-35 | 35% | Physical Damage | Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
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One-handed | 21-28 | 15% | Physical Damage | Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
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One-handed | 9-11 | 10% | Physical Damage | - |
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One-handed | 11-15 | 15% | Physical Damage | On a successful hit with this sword, the target must pass a Toughness resistance test with a -5 penalty. On failure, the target suffers the bleeding effect, and veil degradation is increased by +1. Conviction - Heretical: the wielder restores wounds equal to 25% of the damage dealt to the bleeding target. |
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One-handed | 11-15 | 10% | Physical Damage | Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
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Two-handed | 36-46 | 35% | Power (Physical Damage) | Most warriors prefer swords for they provide more flexibility on the battlefield against close combat enemies. +10% parry -10 to enemy Weapon Skill when hit |
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One-handed | 32-42 | 40% | Power (Physical Damage) | Axes have a special attack that inflicts bleeding. |
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One-handed | 13-20 | 35% | Power (Physical Damage) | Maces and hammers have a special attack. |
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One-handed | 15-24 | 25% | Power (Physical Damage) | Grants an additional area attack that affects all adjacent cells around the wielder. +1 damage per character in the party. |
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Two-handed | 18-23 | 25% | Physical Damage | - |
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One-handed | 10-15 | 10% | Physical Damage | If the target of the attack is already suffering from the disturbed effect, the attack deals an additional +(wielder's WP bonus x 2) damage to this target. Attacks with this sword cost +1 AP. On a hit, this sword's attack inflicts the disturbed effect on the target for 2 rounds. Most warriors prefer swords for they provide more flexibility on the battlefield against close combat enemies. |
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One-handed | 11-15 | 15% | Physical Damage | Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
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Two-handed | 31-41 | 50% | Power (Physical Damage) | If the target of this axe's attack is suffering from exposed, all energy damage dealt to the target is increased by +(3 x INT bonus)% until the end of combat. |
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Two-handed | 15-19 | 40% | Power (Physical Damage) | Axes have a special attack that inflicts bleeding. |
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One-handed | 18-20 | 30% | Physical Damage | Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
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One-handed | 15-22 | 40% | Power (Physical Damage) | Axes have a special attack that inflicts bleeding. |
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Two-handed | 13-18 | 30% | Power (Physical Damage) | Most warriors prefer swords for they provide more flexibility on the battlefield against close combat enemies.
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One-handed | 10-13 | 30% | Power (Physical Damage) | Maces and hammers have a special attack. |
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One-handed | 13-17 | 20% | Power (Physical Damage) | Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
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One-handed | 7-15 | 10% | Physical Damage | - |
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One-handed | 7-15 | 10% | Physical Damage | - |
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Two-handed | 19-26 | 35% | Power (Physical Damage) | Requires Conviction - Dogmatic Whenever the wielder hits a daemon for the first time in combat, that daemon becomes blinded for 1 round. |
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Two-handed | 7-11 | 0% | Physical Damage | - |
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Two-handed | 7-11 | 0% | Physical Damage | - |
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Two-handed | 7-11 | 0% | Physical Damage | The first attacking Navigator power each turn costs -1 AP less. Devastating 12: the first use of any attacking Navigator power does not set it on cooldown. The second use of any Navigator power will deal an additional +12 damage to all targets and 12 direct damage to the Navigator. Direct Damage: damage that cannot be reduced by the target's parameters or bonuses. |
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One-handed | 33-43 | 40% | Physical Damage | Axes have a special attack that inflicts bleeding. |
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Two-handed | 31-45 | 45% | Power (Physical Damage) | All targets hit by this thunder hammer must pass an Agility resistance test with a +10 bonus or fall prone. All collisions caused by the thunder hammer's pushing attacks deal +300% more damage. |
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One-handed | 33-48 | 10% | Physical Damage | This knife has a 100% critical hit chance against prone or stunned targets. When the wielder scores a critical hit with this knife, the target and everyone in a 4- cell radius around it must pass a Willpower resistance test or make a single attack against the nearest target. |
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Two-handed | 22-27 | 40% | Physical Damage | This thunder hammer deals +3 damage 7 and grants a +10% stacking chance to stun an enemy for one turn for each point of theenemy's deflection. A successful Toughness resistance test negates this effect. Maces and hammers have a special attack. |
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One-handed | 18-28 | 30% | Physical Damage | Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
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One-handed | 20-23 | 15% | Physical Damage | Grants the wielder:
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One-handed | 20-31 | 15% | Physical Damage | Each successful attack with this weapon increases the bleeding effect it inflicts by +3. |
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Two-handed | 16-23 | 5% | Physical Damage | On a critical hit, this sword inflicts +1 stack of the laceration effect. For each stack of laceration, all attacks of this sword against the same target deal +10% damage. |
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One-handed | 10-13 | 10% | Power (Physical Damage) | This knife has a chance to inflict bleeding. Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
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One-handed | 16-23 | 35% | Power (Physical Damage) | Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
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One-handed | 30-40 | 30% | Physical Damage | Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
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One-handed | 34-44 | 15% | Physical Damage | Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
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One-handed | 9-14 | 15% | Power (Physical Damage) | - |
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One-handed | 35-49 | 40% | Power (Physical Damage) | Attacks by this axe deal additional damage equal to 5% of the target's maximum wounds. This bonus is applied to each enemy only once per round. |
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Two-handed | 13-16 | 25% | Physical Damage | - |
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Two-handed | 7-11 | 0% | Physical Damage | All allies targeted by Navigator powers gain +(Navigator's PER bonus/2) additional MP on their next turn. Infusing 7: allies targeted by Navigator powers gain a +7 bonus to all their characteristics until the end of the Navigator's next turn. This bonus stacks and is prolonged until the Navigator's next turn every time it stacks.
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Two-handed | 7-11 | 0% | Physical Damage | Castigating 5: Enemies targeted by the Navigator powers gain a -5 penalty to all their characteristics until the end of the Navigator's next turn. This penalty stacks and is renewed every time the same enemy becomes the target of the Navigator powers.
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Two-handed | 7-11 | 0% | Physical Damage | - |
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Two-handed | 7-11 | 0% | Physical Damage | Infusing 5: Allies targeted by the Navigator powers gain a +5 bonus to all their characteristics until the end of the Navigator's next turn. This bonus stacks and is prolonged until the Navigator's next turn every time it stacks.
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Two-handed | 19-24 | 0% | Physical Damage | First use in combat of every Navigator power costs -1 less AP. Castigating 10: enemies targeted by Navigator powers gain a -10 penalty to all their characteristics until the end of the Navigator's next turn. This penalty stacks and is renewed every time the same enemy becomes the target of Navigator powers. Infusing 6: Allies targeted by Navigator powers gain a +6 bonus to all their characteristics until the end of the Navigator's next turn. This bonus stacks and is prolonged until the Navigator's next turn every time it stacks.
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Two-handed | 19-24 | 0% | Physical Damage | The wielder of this staff (power level 18) gains the Lightning ability. The ability is also available in its heroic act and desperate measure versions. Power level affects the damage of this power.
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Two-handed | 19-24 | 0% | Physical Damage | - |
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Two-handed | 7-11 | 0% | Physical Damage | Enemies targeted by Navigator powers suffer +Navigator's PER bonus additional damage from the next psychic attack. Castigating 7: enemies targeted by Navigator powers gain a -7 penalty to all their characteristics until the end of the Navigator's next turn. This penalty stacks and is prolonged until the Navigator's next turn every time it stacks.
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One-handed | 9-12 | 5% | Physical Damage | Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
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One-handed | 26-38 | 40% | Power (Physical Damage) | This power axe deals +50% |
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Two-handed | 7-11 | 0% | Physical Damage | - |
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Two-handed | 7-11 | 0% | Physical Damage | - |
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Two-handed | 21-26 | 40% | Power (Physical Damage) | All damage dealt when this weapon pushes an enemy is increased by +100%. |
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Two-handed | 21-29 | 40% | Physical Damage | This weapon deals +(wielder's Lore (Xenos)/4)% more damage to xenos enemies. |
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Two-handed | 17-23 | 40% | Power (Physical Damage) | Maces and hammers have a special attack. |
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Two-handed | 19-25 | 40% | Power (Physical Damage) | Maces and hammers have a special attack. |
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Two-handed | 17-23 | 25% | Physical Damage | Axes have a special attack that inflicts bleeding. |
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One-handed | 43-53 | 35% | Power (Physical Damage) | On a successful hit with this crozius, all of the wielder's allies gain +5 to damage against the target for 1 round. After the wielder deals damage with this crozius, each of the wielder's allies performs an attack of opportunity against the target. |
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One-handed | 15-21 | 15% | Physical Damage | Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
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Two-handed | 7-11 | 0% | Physical Damage | Allies gain +Navigator's PER bonus additional MP on their first turn. Infusing 9: Allies targeted by Navigator powers gain +9 bonus to all their characteristics until the end of the Navigator's next turn. This bonus stacks and is prolonged until the Navigator's next turn every time it stacks.
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One-handed | 23-33 | 30% | Physical Damage | The wielder of this sword gains +25% bonus to dodge and a +25% bonus to parry. Enemies hit by this sword suffer a -25 penalty to their Weapon Skill until the wielder's next turn. |
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One-handed | 10-14 | 20% | Physical Damage | Axes have a special attack that inflicts bleeding. |
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One-handed | 12-16 | 15% | Physical Damage | Axes have a special attack that inflicts bleeding. |
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Two-handed | 13-16 | 25% | Physical Damage | This staff gains +10% armour penetration for every level of the wielder's psy rating. |
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Two-handed | 30-46 | 35% | Physical Damage | This attack deals an additional +wielder's AGI bonus damage. This weapon has an additional Shove attack action that pushes enemies away. If an enemy cannot be pushed, the wielder is pushed away instead. |
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Two-handed | 7-11 | 0% | Physical Damage | The wielder of this staff gains the Consign ability. This ability is also available in its heroic act and desperate measure versions. The wielder's divination psychic powers have a 50% chance not to increase veil degradation.
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Two-handed | 22-30 | 40% | Power (Physical Damage) | This axe uses brutal strike for attacks of opportunity. |
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One-handed | 13-17 | 25% | Physical Damage | Axes have a special attack that inflicts bleeding. |
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One-handed | 29-45 | 45% | Power (Physical Damage) | Axes have a special attack that inflicts bleeding. |
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Two-handed | 34-45 | 30% | Power (Physical Damage) | Attacks with this hammer always critically hit against stunned and prone targets. The critical damage is increased by +80%. |
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One-handed | 23-33 | 30% | Physical Damage | Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
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One-handed | 32-46 | 35% | Power (Physical Damage) | Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
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One-handed | 19-30 | 20% | Physical Damage | If an attack with this knife kills the target, the wielder restores +1 AP and can make an additional attack with this knife. Most warriors prefer swords for they provide more flexibility on the battlefield against close combat enemies.
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One-handed | 36-52 | 40% | Physical Damage | Most warriors prefer swords for they provide more flexibility on the battlefield against close combat enemies.
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Two-handed | 19-24 | 0% | Physical Damage | Whenever allies become targets of a Navigator power that hasn't targeted them this combat, they gain +1 additional AP on their next turn. Infusing 10: Allies targeted by Navigator powers gain a +10 bonus to all their characteristics until the end of the Navigator's next turn. This bonus stacks and is prolonged until the Navigator's next turn every time it stacks. Devastating 6: The first use of a damaging Navigator power does not set the power on cooldown. The second use of a Navigator power will deal an additional +6 damage to all targets and 6 direct damage to the Navigator.
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One-haned | 33-43 | 40% | Physical Damage | Axes have a special attack that inflicts bleeding. |
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One-handed | 15-22 | 40% | Physical Damage | Each successful hit by this power axe increases the Strength of its wielder by +5 until the end of combat. | Must not have:
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One-handed | 28-33 | 40% | Physical Damage | When you hit an enemy with the bonebreaker maul, the target must pass a Toughness resistance test with a -10 penalty or fall prone and gain random trauma. | Must not have:
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One-handed | 20-29 | 15% | Physical Damage | Most warriors prefer swords for they provide more flexibility on the battlefield against close combat enemies.
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Must not have:
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One-handed | 23-33 | 30% | Physical Damage | Decreases the target's weapon damage by -3 for 2 rounds after the wielder has parried an attack.
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One-handed | 29-43 | 15% | Physical Damage | When the wielder has melee superiority, attacks with this sword always score critical hits with a +100% bonus to critical damage. | Must not have:
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One-handed | 26-36 | 20% | Physical Damage | Increases the bleeding level caused by this axe by +1 until the end of combat for each strike attack performed by it. | Must not have:
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One-handed | 19-26 | 30% | Physical Damage | Each attack with this weapon decreases the target's Agility, Toughness, and Strength by -4, even when parried or dodged. | Must not have:
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Two-handed | 36-52 | 20% | Physical Damage | Requires Heretical - Zealot Each successful attack with Edge of the Irrevocable raises veil degradation by + (from 1 to 5) and deals an additional + (2 X veil de radation) warp damage. It also grants:
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One-handed | 17-24 | 15% | Physical Damage | Most warriors prefer swords for they provide more flexibility on the battlefield against close combat enemies.
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One-handed | 22-23 | 10% | Physical Damage | Maces and hammers have a special attack that pushes enemies away. |
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Two-handed | 7-11 | 0% | Physical Damage | The wielder of this staff (power level 8) gains the Emperor's Wrath ability. The ability is also available in its heroic act and desperate measure versions. Power level affects the damage of this power.
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One-handed | 13-14 | 10% | Physical Damage | On a successful hit with this weapon, the target must pass a Willpower resistance test with a -wielder's Coercion / 3 penalty or immediately be moved 4 cells away, provoking attacks of opportunity. |
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One-handed | 19-27 | 20% | Physical Damage | Grants an additional attack ability that ends the attacker's turn and deals an additional +30 machine damage with a 50% overpenetration chance. | Must not have:
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One-handed | 29-47 | 10% | Physical Damage | A weapon adorned by xenos artisans that keeps the memory of the Janusian spirit wreathed in purple flame. When the Wielder deals damage to the target with Lilaethan's Fury, the target becomes blinded until the end of combat. The first attack with Lilaethan's Fury in a round against the blinded target does not set the attack on cooldown. |
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One-handed | 33-55 | 15% | Physical Damage | Most warriors prefer swords for they provide more flexibility on the battlefield against close combat enemies. +10% parry -10 to enemy Weapon Skill when hit |
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One-handed | 39-60 | 25% | Physical Damage | Most warriors prefer swords because they provide more flexibility on the battlefield against close combat enemies. +10% parry -10 to enemy Weapon Skill when hit |
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Two-handed | 23-28 | 0% | Physical Damage | Each enemy the psyker kills with a psychic power from the telepathy discipline permanently increases the effective power level of all telepathy discipline staves this character wields by +1. Telepathy now affects necrons. |
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Two-handed | 36-56 | 20% | Physical Damage | This sword grants the following effects based on the Wielder's rank of Conviction - Dogmatic:
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Must not have:
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Two-handed | 7-11 | 0% | Physical Damage | The wielder of this staff, with a power level of (5 + psyker's resolve), gains the Emperor's Wrath ability. The ability is also available in its heroic act and desperate measure versions. Power level affects the damage of this power. Using Emperor's Wrath grants the psyker additional armour equal to the staff's power level until the start of the psyker's next turn. Does not stack. +15% Willpower +10% Fellowship |
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One-handed | 34-44 | 40% | Physical Damage | This power axe deals +(3 X wielder's STR bonus) damage to bleeding targets. If it's the first attack against a bleeding target, this attack has no cooldown. | Must not have:
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Two-handed | 19-24 | 0% | Physical Damage | The wielder of this staff (power level 10) gains the Inferno ability. The ability is also available in its heroic act and desperate measure versions. Power level affects the damage of this power. For every two creatures suffering burning in combat, the power level of this staff is increased by +1 and the Willpower bonus is increased by +2. +15 Willpower |
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Two-handed | 19-24 | 0% | Physical Damage | The wielder of this staff (power level 7) gains the Inferno ability. The ability is also available in its heroic act and desperate measure versions. Power level affects the damage of this power. For every two creatures suffering burning in combat, the power level of this staff is increased by +1 and the Willpower bonus is increased by +1. +15 Willpower |
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Two-handed | 19-24 | 0% | Physical Damage | Enemies that begin their turn stunned or immobilised within the psyker's line of sight suffer 14 damage. |
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Two-handed | 19-24 | 0% | Physical Damage | The wielder of this staff gains the Consign ability. This ability is also available in its heroic act and desperate measure versions. The wielder's divination psychic powers that affect one ally also affect the ally closest to the target. Divination psychic powers, including Consign, that affect one enemy also affect the enemy closest to the target. +20 Willpower |
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Two-handed | 19-24 | 0% | Physical Damage | The wielder of this staff (power level 15) gains the Emperor's Wrath ability. The ability is also available in its heroic act and desperate measure versions. Power level affects the damage and healing of this power. Sanctic psychic powers (including all versions of Emperor's Wrath) heal allies instead of damaging them. +20% Willpower +10% Fellowship |
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One-handed | 3-3 | 0% | Physical Damage | Has no effect |
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One-handed | 28-43 | 40% | Physical Damage | This power axe deals an additional +(1.5 X (wielder's STR bonus + wielder's TGH bonus)) damage. The first attack each round against a bleeding target restores +1 AP to the wielder. The wielder suffers 6 damage every turn. |
Must not have:
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One-handed | 13-15 | 10% | Physical Damage | Has no effect | Must not have:
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One-handed | 33-38 | 50% | Physical Damage | A weapon that once belonged to the Pure-Voiced Prophet and was eventually presented to the Rogue Trader of House von Valancius. This sword ignores deflection. |
Must not have:
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Two-handed | 28-38 | 40% | Physical Damage | A weapon that once belonged to the Pure-Voiced Prophet and was eventually presented to the Rogue Trader of House von Valancius. On a successful hit with this weapon, the target must pass a Toughness resistance test with a -10 penalty or become stunned. If the target fails the test, this attack has no cooldown. |
Must not have:
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One-handed | 29-45 | 35% | Physical Damage | The wirlfrt suffers 75% less mental and warp damage. | Strength 55 Must not have:
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One-handed | 24-34 | 15% | Physical Damage | Most warriors prefer swords for they provide more flexibility on the battlefield against close combat enemies. +10% parry -10 to enemy Weapon Skill when hit |
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One-handed | 38-56 | 20% | Physical Damage | Most warriors prefer swords for they provide more flexibility on the battlefield against close combat enemies. +10% parry -10 to enemy Weapon Skill when hit |
Must not have:
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Two-handed | 7-11 | 0% | Physical Damage | Enemies targeted by Navigator powers suffer +11% more damage from all sources. This effect stacks up to PER bonus times. Castigating (11): enemies targeted by Navigator powers suffer a -11 penalty to all their characteristics until the end of the Navigator's next turn. This bonus stacks and is prolonged until the Navigator's next turn every time it stacks. +10 Willpower +15 Perception |
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Two-handed | 13-28 | 35% | Physical Damage | An ancient weapon that once belonged to the leader of the Engine Vandals, roamers of Dargonus wastelands. Most warriors prefer swords for they provide more flexibility on the battlefield against close combat enemies. +10% parry -10 to enemy Weapon Skill when hit |
Must not have:
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One-handed | 10-13 | 15% | Physical Damage | Doesn't have an area attack. Increases damage from all sources against any hit targets by +15% until the end of combat. Doesn't stack. | Must not have:
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Two-handed | 19-24 | 0% | Physical Damage | Enemies that suffer damage from the Navigator also gain a damage-over-time effect that deals damage to them at the end of their turn until the end of combat. The damage is equal to 20% of all damage they have suffered from the Navigator. Devastating 10: the first use of a damaging Navigator power does not set the power on cooldown. The second use of a damaging Navigator power will deal an additional +10 damage to all targets and 10 direct damage to the Navigator. Castigating 6: enemies targeted by Navigator powers gain a -6 penalty to all their characteristics until the end of the Navigator's next turn. This penalty stacks and is renewed every time the same enemy becomes the target of Navigator powers. +25 Willpower +25 Perception -15 Toughness |
none |
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One-handed | 24-34 | 40% | Physical Damage | Axes have a special attack that inflicts bleeding. | Must not have:
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One-handed | 28-38 | 40% | Physical Damage | Maces and hammers have a special attack that pushes enemies away. | Must not have:
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One-handed | 19-27 | 30% | Physical Damage | Axes have a special attack that inflicts bleeding. | Must not have:
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Two-handed | 33-48 | 25% | Physical Damage | Most warriors prefer swords for they provide more flexibility on the battlefield against close combat enemies. +10% parry -10 to enemy Weapon Skill when hit |
Must not have:
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One-handed | 19-27 | 20% | Physical Damage | Most warriors prefer swords for they provide more flexibility on the battlefield against close combat enemies. +10% parry -10 to enemy Weapon Skill when hit |
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One-handed | 17-19 | 20% | Physical Damage | Maces and hammers have a special attack that pushes enemies away. | Must not have:
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Two-handed | 16-24 | 15% | Physical Damage | Most warriors prefer swords for they provide more flexibility on the battlefield against close combat enemies. +10% parry -10 to enemy Weapon Skill when hit |
Must not have:
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One-handed | 19-28 | 35% | Physical Damage | Maces and hammers have a special attack that pushes enemies away. | Must not have:
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Two-handed | 24-32 | 50% | Physical Damage | Maces and hammers have a special attack that pushes enemies away. | Must not have:
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One-handed | 35-52 | 40% | Physical Damage | Maces and hammers have a special attack that pushes enemies away. | Must not have:
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One-handed | 30-44 | 40% | Physical Damage | Maces and hammers have a special attack that pushes enemies away. | Must not have:
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Two-handed | 18-21 | 20% | Thermal (Energy Damage) | Has no effect |
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One-handed | 8-10 | 20% | Toxic (Energy Damage) | Deals double toxic damage. Increases the power of toxin inflicted by +1 for each successful hit. |
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Two-handed | 10-15 | 10% | Piercing (Physical Damage) | When the wielder hits a target with the Arc Rifle, they also attack all enemies within 2 cells of the target. |
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Two-handed | 12-17 | 5% | Thermal (Energy Damage) | Laser weapons are effective against targets in cover and targets with high dodge. |
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Two-handed | 10-15 | 10% | Thermal (Energy Damage) | Every hit reduces deflection by -1. Stacks up to 3 times. |
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One-handed | 17-22 | 20% | Impact (Physical Damage) | Has no effect |
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Two-handed | 19-30 | 25% | Impact (Physical Damage) | Has no effect |
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Two-handed | 3-5 | 10% | Piercing (Physical Damage) | Solid projectile weapons have an increased (+50%) overpenetration. |
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Two-handed | 15-18 | 10% | Thermal (Energy Damage) | Has no effect |
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One-handed | 15-30 | 10% | Thermal (Energy Damage) | Laser weapons are effective against targets in cover and targets with high dodge. |
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One-handed | 15-25 | 60% | Thermal (Energy Damage) | Laser weapons are effective against targets in cover and targets with high dodge. |
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Two-handed | 22-30 | 15% | Piercing (Physical Damage) | Has no effect |
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Two-handed | 9-14 | 15% | Impact (Physical Damage) | Has no effect |
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Two-handed | 18-22 | 10% | Piercing (Physical Damage) | Shotguns knock enemies back when shot at effective range. |
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One-handed | 13-16 | 60% | Thermal (Energy Damage) | __effect__ |
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Two-handed | 30-45 | 60% | Thermal (Energy Damage) | Laser weapons are effective against targets in cover and targets with high dodge. |
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One-handed | 8-16 | 15% | Piercing (Physical Damage) | Has no effect |
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Two-handed | 15-18 | 15% | Thermal (Energy Damage) | __effect__ |
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One-handed | 14-16 | 10% | Impact (Physical Damage) | Has no effect |
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Two-handed | 20-30 | 15% | Thermal (Energy Damage) | The wielder gains a 30% chance to gain one more attack action after a kill. |
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Two-handed | 25-35 | 20% | Toxic (Energy Damage) | Has no effect |
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One-handed | 23-35 | 75% | Thermal (Energy Damage) | Every hit from this pistol inflicts +1 stack of melting |
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Two-handed | 20-23 | 50% | Thermal (Energy Damage) | Has no effect |
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Two-handed | 30-45 | 35% | Thermal (Energy Damage) | A weapon created under foreign stars and obtained by Calligos Winterscale as spoils of combat. Its shots are devious and deadly, as is the very essence of xenos. Grants +5 MP after each attack and allows the wielder to move after attacking. If an attack with this weapon hits 3 or more targets, this attack has no cooldown. This rifle has +100% overpenetration. |
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Two-handed | 25-28 | 70% | Thermal (Energy Damage) | Has no effect |
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One-handed | 9-14 | 10% | Piercing (Physical Damage) | Shotguns knock enemies back when shot at effective range. |
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Two-handed | 16-26 | 60% | Thermal (Energy Damage) | Has no effect |
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One-handed | 7-14 | 5% | Piercing (Physical Damage) | An unremarkable and weak pistol. The engraving covering its surface is far more valuable than any meagre stopping power it might possess. |
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One-handed | 7-11 | 5% | Fire (Energy Damage) | Has no effect |
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Two-handed | 7-9 | 20% | Piercing (Physical Damage) | Has no effect |
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Two-handed | 22-25 | 15% | Piercing (Physical Damage) | Has no effect |
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Two-handed | 9-11 | 40% | Thermal (Energy Damage) | Laser weapons are effective against targets in cover and targets with high dodge. |
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One-handed | 8-11 | 35% | Thermal (Energy Damage) | Laser weapons are effective against targets in cover and targets with high dodge. |
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Two-handed | 16-24 | 15% | Piercing (Physical Damage) |
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Two-handed | 11-17 | 15% | Impact (Physical Damage) | Damage against xenos, psykers, and servants of Chaos is increased by +4. |
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One-handed | 4-5 | 5% | Piercing (Physical Damage) | Solid projectile weapons have an increased (+50%) overpenetration. |
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Two-handed | 30-40 | 5% | Thermal (Energy Damage) | The armour penetration of this flamer is increased by +4% but it does not inflict the burning effect. |
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One-handed | 10-17 | 50% | Thermal (Energy Damage) | Has no effect |
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One-handed | 10-15 | 10% | Toxic (Energy Damage) | Has no effect |
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Two-handed | 12-16 | 15% | Toxic (Energy Damage) | Has no effect |
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One-handed | 6-8 | 5% | Thermal (Energy Damage) | Laser weapons are effective against targets in cover and targets with high dodge. |
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Two-handed | 5-6 | 10% | Toxic (Energy Damage) | Has no effect |
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Two-handed | 18-22 | 20% | Toxic (Energy Damage) | Has no effect |
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Two-handed | 13-18 | 15% | Thermal (Energy Damage) | Laser weapons are effective against targets in cover and targets with high dodge. |
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Two-handed | 5-8 | 5% | Piercing (Physical Damage) | Solid projectile weapons have an increased (+50%) overpenetration. |
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Two-handed | 20-26 | 75% | Thermal (Energy Damage) | This melta weapon modified by the Adeptus Mechanicus has increased firepower and range. |
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Two-handed | 14-19 | 50% | Thermal (Energy Damage) | Has no effect |
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Two-handed | 7-12 | 15% | Impact (Physical Damage) | Has no effect |
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Two-handed | 5-12 | 10% | Thermal (Energy Damage) | A lasgun modified by some handyman. |
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One-handed | 8-12 | 20% | Toxic (Energy Damage) | Has no effect |
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Two-handed | 21-28 | 60% | Thermal (Energy Damage) | The largest type of melta weapon, usually only employed by the Adeptus Astartes or mounted upon imperial vehicles. |
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One-handed | 13-20 | 30% | Piercing (Energy Damage) | Slows enemies and inflicts +1 stack of the fatigued effect. |
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Two-handed | 15-23 | 40% | Piercing (Physical Damage) | When this shot hits, it poisons the target with a viral toxin for 3 rounds if the enemy fails a Toughness resistance test. |
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One-handed | 5-7 | 5% | Thermal (Energy Damage) | Attacks from this pistol inflict the melting effect.
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Two-handed | 12-32 | 0% | Piercing (Physical Damage) | Shotguns knock enemies back when shot at effective range. |
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One-handed | 5-8 | 10% | Piercing (Physical Damage) | Solid projectile weapons have an increased (+50%) overpenetration. |
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Two-handed | 5-6 | 35% | Toxic (Energy Damage) | Has no effect |
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One-handed | 25-40 | 50% | Thermal (Energy Damage) | This weapon inflicts a special immolation effect that inflicts burning (8) but cannot be removed until the end of combat. The target also must pass a Toughness resistance test with a +5 bonus or become stunned for 1 round. |
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Two-handed | 11-15 | 35% | Thermal (Energy Damage) | Has no effect |
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One-handed | 9-13 | 30% | Thermal (Energy Damage) | Has no effect |
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Two-handed | 15-21 | 15% | Impact (Physical Damage) | Has no effect |
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Two-handed | 9-10 | 5% | Thermal (Energy Damage) | Has no effect |
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One-handed | 6-8 | 10% | Thermal (Energy Damage) | Has no effect |
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One-handed | 7-10 | 10% | Thermal (Energy Damage) | Burst shot's cost is decreased by -1 AP. First attack with this weapon in combat does not set attacks on cooldown. |
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Two-handed | 7-10 | 10% | Piercing (Physical Damage) | Solid projectile weapons have an increased (+50%) overpenetration. |
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Two-handed | 18-25 | 20% | Piercing (Physical Damage) | Has no effect |
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One-handed | 3-5 | 10% | Piercing (Physical Damage) | Solid projectile weapons have an increased (+50%) overpenetration. |
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Two-handed | 3-5 | 5% | Piercing (Physical Damage) | Solid projectile weapons have an increased (+50%) overpenetration. |
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One-handed | 4-6 | 0% | Piercing (Physical Damage) | Solid projectile weapons have an increased (+50%) overpenetration. |
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Two-handed | 4-6 | 5% | Thermal (Energy Damage) | Laser weapons are effective against targets in cover and targets with high dodge. |
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Two-handed | 24-34 | 10% | Piercing (Physical Damage) | Targets hit with this shotgun must pass a Toughness resistance test or become poisoned, suffering toxin (8) damage each turn. |
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Two-handed | 7-8 | 15% | Toxic (Energy Damage) | Has no effect |
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Two-handed | 24-36 | 20% | Piercing (Physical Damage) | Deadeye shots fired by this rifle deal an additional +5 damage to larger enemies, i.e.: -Hulking creatures suffer +5 damage -Enormous creatures suffer +10 damage -Massive creatures suffer +15 damage |
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Two-handed | 10-15 | 10% | Piercing (Physical Damage) | Shotguns knock enemies back when shot at effective range. |
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Two-handed | 20-25 | 5% | Piercing (Physical Damage) | Shotguns knock enemies back when shot at effective range. |
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Two-handed | 6-9 | 20% | Rending (Physical Damage) | Has no effect |
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One-handed | 6-10 | 15% | Rending (Physical Damage) | Has no effect |
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Two-handed | 12-16 | 15% | Piercing (Physical Damage) | Has no effect |
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Two-handed | 5-6 | 10% | Toxic (Energy Damage) | Has no effect |
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One-handed | 6-9 | 25% | Toxic (Energy Damage) | Has no effect |
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Two-handed | 19-29 | 15% | Piercing (Physical Damage) | Has no effect |
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Two-handed | 6-11 | 20% | Impact (Physical Damage) | Has no effect |
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One-handed | 7-11 | 15% | Piercing (Physical Damage) | Has no effect |
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One-handed | 7-11 | 15% | Piercing (Physical Damage) | Has no effect |
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Two-handed | 3-5 | 15% | Piercing (Physical Damage) | Has no effect |
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Two-handed | 12-18 | 15% | Piercing (Physical Damage) | Has no effect |
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Two-handed | 7-11 | 15% | Toxic (Energy Damage) | On hit: if the target is suffering from toxin and fails the corresponding Toughness resistance test with -25 penalty, it suffers an additional 15-20 mental damage. |
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Two-handed | 10-13 | 30% | Thermal (Energy Damage) | Has no effect |
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Two-handed | 20-30 | 40% | Thermal (Energy Damage) | The weapon of a wrathful leader from the Aeldari corsairs, taken as a trophy by the Imperial Navy and later stolen from a secret arsenal by Kasballica agents. |
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Two-handed | 15-20 | 45% | Thermal (Energy Damage) | A cogni-weapon inhabited by a bloodthirsty machine spirit famous for its ferocity and fondness for slaughter. This plasma rifle never overheats. |
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One-handed | 25-40 | 5% | Fire (Energy Damage) | Whenever the wielder kills a target with this hand flamer, the target explodes, dealing (enemy's TGH bonus / 3) fire damage to all creatures in a 2-cell radius and applies burning (9). |
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Two-handed | 4-6 | 10% | Piercing (Physical Damage) | Solid projectile weapons have an increased (+50%) overpenetration. |
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Two-handed | 10-14 | 20% | Thermal (Energy Damage) | Laser weapons are effective against targets in cover and targets with high dodge. |
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Two-handed | 6-10 | 15% | This Godwyn-De'az pattern bolter was given to Sister Argenta on the day she took her vows to join the Order of the Martyred Lady. Unfortunately, despite its illustrious name, the gleam of its metal has dulled after years of travel and encounters with horrors untold, and the sacred prayers engraved on the barrel have been worn smooth in places. With every shot it fires, another spark goes out in the halo of sanctity that surrounds this noble weapon.q |
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Two-handed | 15-22 | 5% | Fire (Energy Damage) | Has no effect |
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One-handed | 35-50 | 20% | Thermal (Energy Damage) | This rifle can only perform deadeye shot attacks. Whenever the wielder scores a critical hit with a single- shot attack, they gain an additional attack this turn. |
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Two-handed | 6-8 | 5% | Thermal (Energy Damage) | Laser weapons are effective against targets in cover and targets with high dodge. |
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Two-handed | 12-17 | 15% | Piercing (Physical Damage) | Has no effect |
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One-handed | 7-12 | 15% | Piercing (Physical Damage) | Has no effect |
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Two-handed | 21-24 | 20% | Piercing (Physical Damage) | Shotguns knock enemies back when shot at effective range. |
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[Mezoa-Pattern] Autopistol |
One-handed | 6-10 | 5% | Piercing (Physical Damage) | Solid projectile weapons have an increased (+50%) overpenetration. |
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Two-handed | 20-30 | 20% | Piercing (Physical Damage) | Has no effect |
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One-handed | 10-14 | 15% | Piercing (Physical Damage) | Has no effect |
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Two-handed | 4-6 | 10% | Piercing (Physical Damage) | Solid projectile weapons have an increased (+50%) overpenetration. |
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Two-handed | 30-40 | 10% | Impact (Physical Damage) | On a successful hit with this weapon, the wielder also attacks all targets in a 4-cell radius around the target. |
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Two-handed | 30-45 | 30% | Thermal (Energy Damage) | Has no effect |
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Two-handed | 30-40 | 25% | Impact (Physical Damage) | Has no effect |
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One-handed | 20-33 | 45% | Piercing (Physical Damage) | On a successful hit, the shot explodes, dealing 20 impact damage to everyone in the area of effect around the target. |
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One-handed | 25-38 | 80% | Thermal (Energy Damage) | Deals an additional +60% damage to burning enemies. | |
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One-handed | 10-16 | 15% | Piercing (Physical Damage) | This pistol deals double damage to adjacent enemies. |
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Two-handed | 23-34 | 10% | Fire (Energy Damage) | Has no effect |
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One-handed | 30-40 | 40% | Thermal (Energy Damage) | Has no effect |
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Two-handed | 20-25 | 20% | Impact (Physical Damage) | Has no effect |
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One-handed | 3-4 | 5% | Piercing (Physical Damage) | Solid projectile weapons have an increased (+50%) overpenetration. |
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Two-handed | 22-32 | 10% | Thermal (Energy Damage) | This rifle deals an additional +33% damage to Drukhari enemies. |
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Two-handed | 8-12 | 10% | Piercing (Physical Damage) | Shots from this shotgun push targets 3 cells away even if the shot misses. | Must not have:
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One-handed | Impact (Physical Damage) | This pistol is equipped with an unusual serum that thins the blood, inflicting bleeding (6). |
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One-handed | 30-45 | 50% | Thermal (Energy Damage) | This venerable weapon belonged to the devout preacher Petrakara, who brought light to the Night Satrapies of the dark world of Obscuralion. |
Must not have:
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One-handed | 8-12 | 10% | Impact (Physical Damage) | Has no effect |
Must not have:
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Two-handed | 27-40 | 15% | Piercing (Physical Damage) | All types of physical damage dealt to targets hit by this shotgun pistol are increased by +33% for 2 rounds. | Must not have:
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Two-handed | 23-34 | 15% | Fire (Energy Damage) | For each target hit by this flamer's attack, the power of burning inflicted by this flamer's attacks is increased by +3 until the end of combat. | |
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One-handed | 22-32 | 25% | Impact (Physical Damage) | Burst attacks with this bolt pistol cost +1 AP more. After firing a burst attack, single-shot attacks with this bolt pistol gain +50% to damage until the end of combat. This effect stacks. |
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Two-handed | 3-6 | 5% | Piercing (Physical Damage) | Has no effect |
Must not have:
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Two-handed | 30-45 | 80% | Thermal (Energy Damage) | Single target attack only. Ignores 7 deflection. |
Must not have:
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Two-handed | 30-40 | 25% | Piercing (Physical Damage) | Enemies that are hit by this weapon suffer an irradiated effect that lasts for 3 turns, decreasing all healing received by -50%. Also prevents using Reanimation Protocol for 3 rounds. | Must not have:
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One-handed | Thermal (Energy Damage) | This weapon has an additional extremely short-range ability (2 cells) and increased damage (50%). | |||
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One-handed | 9-13 | 10% | Piercing (Physical Damage) | Burst attacks made with this weapon cost 0 AP. Solid projectile weapons have an increased (+50%) overpenetration. |
Must not have:
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Two-handed | 70-100 | 1% | Piercing (Physical Damage) | This shotgun never misses. | Must not have:
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One-handed | 26-40 | 70% | Thermal (Energy Damage) | Laser weapons are effective against targets in cover and targets with high dodge. |
Must not have:
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Two-handed | 45-60 | 90% | Thermal (Energy Damage) | All targets hit by this weapon's area attack deal 25 energy damage to everyone in a 2-cell radius. |
Must not have:
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Two-handed | 40-60 | 30% | Thermal (Energy Damage) | Grants +25% hit chance. If the wielder has at least Iconoclast: Zealot conviction, damage is increased by +30% of current momentum. | Must not have:
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Two-handed | 11-19 | 15% | Piercing (Physical Damage) | This rifle has 3 different burst attacks with different rate of fire and damage. Each round only one of these burst attacks is available, determined randomly. | Must not have:
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Two-handed | 9-14 | 5% | Fire (Energy Damage) | Has no effect |
Must not have:
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Two-handed | Thermal (Energy Damage) | This weapon's attacks project additional rays, each dealing 30 energy damage to 3 random enemies in a 10- cell radius around the primary target. |
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Two-handed | 6-8 | 0% | Thermal (Energy Damage) | Laser weapons are effective against targets in cover and targets with high dodge. | |
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Two-handed | 6-8 | 0% | Thermal (Energy Damage) | Laser weapons are effective against targets in cover and targets with high dodge. | |
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Two-handed | 42-65 | 40% | Piercing (Physical Damage) | Damage from overpenetration is always equal to 100%. Deals an additional +(3 X target's deflection) damage. | Must not have:
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Two-handed | 37-56 | 25% | Thermal (Energy Damage) | This blaster deals an additional (10 + 2 X target's deflection) direct damage. | |
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Two-handed | 30-45 | 35% | Thermal (Energy Damage) | Laser weapons are effective against targets in cover and targets with high dodge. | |
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Two-handed | 30-45 | 0% | Piercing (Physical Damage) | This shotgun has an increased attack area. Its attacks deal +150% damage, but their hit chance is decreased by -50%. | Must not have:
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One-handed | 15-21 | 30% | Thermal (Energy Damage) | Laser weapons are effective against targets in cover and targets with high dodge. |
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Two-handed | 6-9 | 20% | Impact (Physical Damage) | Has no effect |
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Two-handed | 18-26 | 10% | Fire (Energy Damage) | Has no effect |
Must not have:
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Two-handed | 18-23 | 45% | Thermal (Energy Damage) | Has no effect | ??????? |
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Two-handed | 3-5 | 15% | Piercing (Physical Damage) | Has no effect |
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One-handed | 4-6 | 10% | Piercing (Physical Damage) | This autopistol can be used as if the wielder has the Dual-Weapon Combat talent. +5 Perception +5 Ballistic Skill Solid projectile weapons have an increased (+50%) overpenetration. |
Must not have:
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Two-handed | 20-30 | 20% | Impact (Physical Damage) | War Hymn of Furious Recital increases the rate of fire of this bolter by the number of enemies affected by War Hymn of Furious Recital. |
Must not have:
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Two-handed | 15-24 | 15% | Thermal (Energy Damage) | This lasgun deals an additional +(4 X BS bonus) damage to enemies with more than 60% armour. |
Must not have:
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Two-handed | 12-18 | 25% | Impact (Physical Damage) | Each kill with this weapon increases its rate of fire by +1. |
Must not have:
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Two-handed | 33-49 | 60% | Thermal (Energy Damage) | Every attack action with this plasma gun has a separate cooldown. All of this plasma gun's attack actions can be used in a single turn. |
Must not have:
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One-handed | 24-36 | 25% | Impact (Physical Damage) | Requires Heretical - Zealot This bolt pistol deals warp damage. |
Must not have:
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Two-handed | 40-44 | 10% | Fire (Energy Damage) | Targets hit by this flamer's attack suffer an agonising flames negative effect in addition to burning. Agonising flames: targets suffering from this effect must perform a Willpower resistance test with a -10 penalty at the start of their turn. If the target fails, they run to a random ally and inflict burning on them equal to the power of burning the target is currently suffering. The target also inflicts agonising flames on this ally. |
Must not have:
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Two-handed | 23-34 | 20% | Thermal (Energy Damage) | Laser weapons are effective against targets in cover and targets with high dodge. |
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Two-handed | 5-7 | 5% | Thermal (Energy Damage) | Laser weapons are effective against targets in cover and targets with high dodge. | Must not have:
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Two-handed | 25-40 | 20% | Thermal (Energy Damage) | An ancient xenos weapon that keeps the memory of the Janusian spirit wreathed in blue flame. |
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Two-handed | 15-21 | 15% | Piercing (Physical Damage) | Has no effect | Must not have:
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One-handed | 21-33 | 50% | Thermal (Energy Damage) | Has no effect |
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Two-handed | 15-20 | 15% | Impact (Physical Damage) | Has no effect | |
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Two-handed | 30-35 | 50% | Thermal (Energy Damage) | Laser weapons are effective against targets in cover and targets with high dodge. | Must not have:
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One-handed | 30-46 | 100% | Impact (Physical Damage) | Has no effect | |
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Two-handed | 40-45 | 45% | Thermal (Energy Damage) | This plasma gun can only perform overcharged attack actions. Its damage is increased by +(5 X BS bonus)%. This plasma gun's plasma explosion deals two times more damage and is 15% more likely to happen. |
Must not have:
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One-handed | 5-9 | 0 | Piercing (Physical Damage) | Has no effect | Must not have:
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Two-handed | 45-74 | 15% | Fire (Energy Damage) | The first attack with this flamer in combat deals additional direct damage to xenos, psykers, and daemons, equal to 10% of the target's maximum wounds. The burning effect applied by this flamer deals additional damage equal to 2% of the target's maximum wounds to xenos, psykers, and daemons. |
Must not have:
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Two-handed | 28-42 | 20% | Impact (Physical Damage) | Has no effect | |
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Two-handed | 24-36 | 50% | Thermal (Energy Damage) | Has no effect |
Must not have:
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One-handed | 13-19 | 5% | Fire (Energy Damage) | When hit by this weapon, all melee attacks against the target gain +10% critical hit chance and +15% critical damage for 2 turns. |
Must not have:
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Two-handed | 4-7 | 10% | Impact (Physical Damage) | Has no effect | |
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Two-handed | 30-45 | 30% | Thermal (Energy Damage) | If deadeye shot, using this weapon, deals critical damage, it stuns the target for 1 turn. | Must not have:
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Two-handed | 30-45 | 35% | Piercing (Physical Damage) | This rifle's deadeye shot costs +1 AP more and deals triple damage against large targets (size 2X2 cells and larger). | Must not have:
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Two-handed | 40-60 | 20% | Fire (Energy Damage) | Has no effect |
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Two-handed | 27-41 | 25% | Impact (Physical Damage) | Each shot with this bolter deals an additional +(5 X BS bonus) rending damage with 40% armour penetration to all characters adjacent to the target. |
Must not have:
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Two-handed | 35-52 | 0% | Fire (Energy Damage) | This flamer's attacks also inflict toxin at the same level as burning is inflicted. |
Must not have:
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Two-handed | 30-46 | 15% | Fire (Energy Damage) | When attacking xenos and daemons with this flamer, the power of burning inflicted by its attacks is increased by +20. |
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Two-handed | 10-15 | 25% | Impact (Physical Damage) | This abominable weapon once adorned the hand of the Helbrute known as Doomscream, the heinous champion of the Word Bearers Legion. The monster's hand was severed in the heat of battle, and the remains of the corrupted bolter were used to forge a new, more compact weapon. The malevolent spirit dwelling within this dark relic demands that the sacred unguents used to appease it must be mixed with the fresh blood of innocents. A successful hit with this weapon randomly applies one of the following negative effects: bleeding, toxin, burning, perplexed, staggered, blinded, fatigued, immobilised. |
Must not have:
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Two-handed | 27-41 | 25% | Impact (Physical Damage) | The wielder of this bolter has a 10% chance to regain +1 AP after a successful hit. If AP was regained this way for the first time this turn, this attack has no cooldown. |
Must not have:
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One-handed | 11-15 | 15% | Impact (Physical Damage) | Has no effect | |
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Two-handed | 25-28 | 30% | Thermal (Energy Damage) | Dodge reduction against Drukhari and Aeldari is increased by +40%. | |
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Two-handed | 36-50 | 10% | Fire (Energy Damage) | Has no effect |
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One-handed | 18-27 | 20% | Impact (Physical Damage) | Has no effect |
Must not have:
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Two-handed | 18-24 | 10% | Piercing (Physical Damage) | Shotguns knock enemies back when shot at effective range. | Must not have:
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Two-handed | 29-44 | 5% | Fire (Energy Damage) | Has no effect |
Must not have:
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One-handed | 27-40 | 5% | Fire (Energy Damage) | Has no effect |
Must not have:
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One-handed | 15-25 | 35% | Thermal (Energy Damage) | Laser weapons are effective against targets in cover and targets with high dodge. | Must not have:
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Two-handed | 10-14 | 10% | Thermal (Energy Damage) | Laser weapons are effective against targets in cover and targets with high dodge. | Must not have:
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Two-handed | 30-46 | 85% | Thermal (Energy Damage) | Has no effect |
Must not have:
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Two-handed | 30-40 | 40% | Thermal (Energy Damage) | Has no effect |
Must not have:
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Two-handed | 13-20 | 30% | Piercing (Physical Damage) | When you hit the target with an arc rifle, you also attack any enemies within 2 cells of the target. | Must not have:
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One-handed | 20-30 | 20% | Impact (Physical Damage) | Has no effect |
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Two-handed | 3-5 | 10% | Piercing (Physical Damage) | Solid projectile weapons have an increased (+50%) overpenetration. | Must not have:
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One-handed | 8-12 | 15% | Impact (Physical Damage) | Has no effect |
Must not have:
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One-handed | 11-16 | 5% | Thermal (Energy Damage) | Has no effect |
Must not have:
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Two-handed | 18-28 | 20% | Impact (Physical Damage) | When this shot hits, it poisons the target with a viral toxin for 3 rounds if the enemy fails a Toughness resistance test. | |
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One-handed | 30-40 | 60% | Thermal (Energy Damage) | Has no effect |
Must not have:
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Two-handed | 14-21 | 15% | Thermal (Energy Damage) | Laser weapons are effective against targets in cover and targets with high dodge. | Must not have:
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Two-handed | 22-32 | 20% | Thermal (Energy Damage) | Laser weapons are effective against targets in cover and targets with high dodge. | |
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Two-handed | 20-30 | 55% | Thermal (Energy Damage) | Has no effect |
Must not have:
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One-handed | 4-6 | 10% | Piercing (Physical Damage) | Solid projectile weapons have an increased (+50%) overpenetration. | Must not have:
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One-handed | 11-21 | 10% | Piercing (Physical Damage) | Shotguns knock enemies back when shot at effective range. | Must not have:
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Two-handed | 8-10 | 25% | Thermal (Energy Damage) | Laser weapons are effective against targets in cover and targets with high dodge. | Must not have:
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Two-handed | 6-8 | 0% | Thermal (Energy Damage) | Laser weapons are effective against targets in cover and targets with high dodge. | Must not have:
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One-handed | 6-10 | 5% | Thermal (Energy Damage) | Laser weapons are effective against targets in cover and targets with high dodge. | Must not have:
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Two-handed | 23-32 | 50% | Thermal (Energy Damage) | Has no effect |
Must not have:
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Two-handed | 15-19 | 40% | Thermal (Energy Damage) | Has no effect |
Must not have:
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Two-handed | 24-36 | 10% | Piercing (Physical Damage) | Shotguns knock enemies back when shot at effective range. | Must not have:
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Two-handed | 26-39 | 20% | Piercing (Physical Damage) | Has no effect | Must not have:
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One-handed | 22-32 | 15% | Piercing (Physical Damage) | Shotguns knock enemies back when shot at effective range. | Must not have:
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Two-handed | 25-32 | 75% | Thermal (Energy Damage) | Has no effect |
Must not have:
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One-handed | 6-10 | 5% | Thermal (Energy Damage) | Laser weapons are effective against targets in cover and targets with high dodge. | Must not have:
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Two-handed | 33-49 | 25% | Thermal (Energy Damage) | Laser weapons are effective against targets in cover and targets with high dodge. | Must not have:
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Two-handed | 25-46 | 85% | Thermal (Energy Damage) | Has no effect |
Must not have:
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One-handed | 25-39 | 50% | Thermal (Energy Damage) | Has no effect |
Must not have:
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