Ranged Weapons are a type of Weapons in Rogue Trader. Ranged Weapons in Rogue Trader, like Lasguns and Plasma Guns, showcase the advanced tech of the time. To use them, characters rely on their Ballistic Skill to determine if they hit. Each Ranged Weapon has a specific range, and attacking beyond it comes with penalties. The damage they deal depends on the weapon's power, and things like armor penetration and critical hits make combat more strategic. Reloading and managing ammo are crucial considerations, adding a tactical element.
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.
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.
Rogue Trader Ranged Weapons
Values for each weapon are taken from a base character with no bonuses to either Weapon Skill or Ballistic Skill
Quick Search of all Ranged Weapons in Rogue Trader
Name |
Type |
Damage |
Armour |
Damage Type |
Rate of Fire |
Range |
Max Ammo |
Effect |
Prerequisites |
---|---|---|---|---|---|---|---|---|---|
|
Two-handed | 18-21 | 20% | Thermal (Energy Damage) | 1 |
18 | 10 | Has no effect |
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|
One-handed | 8-10 | 20% | Toxic (Energy Damage) | 5 (recoil 10) |
7 | 12 | 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) | 1 (recoil 10) |
9 | 4 | 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) | 4 (recoil 20) |
9 | 40 | 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) | 5 (recoil 10) |
10 | 40 | Every hit reduces deflection by -1. Stacks up to 3 times. |
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One-handed | 17-22 | 20% | Impact (Physical Damage) | 3 (recoil 25) |
7 | 12 | Has no effect |
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|
Two-handed | 19-30 | 25% | Impact (Physical Damage) | 3 (recoil 25) |
12 | 15 | Has no effect |
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|
Two-handed | 3-5 | 10% | Piercing (Physical Damage) | 6 (recoil 15) |
8 | 24 | Solid projectile weapons have an increased (+50%) overpenetration. |
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Two-handed | 15-18 | 10% | Thermal (Energy Damage) | 1 |
4 | 6 | Has no effect |
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|
One-handed | 15-30 | 10% | Thermal (Energy Damage) | 2 (recoil 10) |
5 | 20 | 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) | 1 |
6 | 10 | 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) | 1 (recoil 10) |
15 | 5 | Has no effect |
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|
Two-handed | 9-14 | 15% | Impact (Physical Damage) | 3 (recoil 25) |
12 | 14 | Has no effect |
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|
Two-handed | 18-22 | 10% | Piercing (Physical Damage) | 1 |
3 | 8 | Shotguns knock enemies back when shot at effective range. |
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|
One-handed | 13-16 | 60% | Thermal (Energy Damage) | 1 |
4 | 3 | __effect__ |
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|
Two-handed | 30-45 | 60% | Thermal (Energy Damage) | 1 |
10 | 1 | 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) | 1 (recoil 15) |
6 | 6 | Has no effect |
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|
Two-handed | 15-18 | 15% | Thermal (Energy Damage) | 1 |
18 | 10 | __effect__ |
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|
One-handed | 14-16 | 10% | Impact (Physical Damage) | 3 (recoil 20) |
7 | 6 | Has no effect |
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|
Two-handed | 20-30 | 15% | Thermal (Energy Damage) | 1 |
18 | 10 | 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) | 6 (recoil 7) |
10 | 16 | Has no effect |
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|
One-handed | 23-35 | 75% | Thermal (Energy Damage) | 1 |
6 | 10 | Every hit from this pistol inflicts +1 stack of melting |
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|
Two-handed | 20-23 | 50% | Thermal (Energy Damage) | 1 (recoil 10) |
8 | 9 | Has no effect |
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|
Two-handed | 30-45 | 35% | Thermal (Energy Damage) | 1 |
18 | 10 | 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) | 1 |
3 | 4 | Has no effect |
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|
One-handed | 9-14 | 10% | Piercing (Physical Damage) | 1 |
3 | 6 | Shotguns knock enemies back when shot at effective range. |
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|
One-handed | 16-26 | 60% | Thermal (Energy Damage) | 1 |
8 | 3 | Has no effect |
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|
One-handed | 7-14 | 5% | Piercing (Physical Damage) | 2 (recoil 15) |
6 | 6 | 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) | 1 |
3 | 6 | Has no effect |
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|
Two-handed | 7-9 | 20% | Piercing (Physical Damage) | 6 (recoil 15) |
10 | 120 | Has no effect |
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|
Two-handed | 22-25 | 15% | Piercing (Physical Damage) | 1 (recoil 10) |
15 | 5 | Has no effect |
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|
Two-handed | 9-11 | 40% | Thermal (Energy Damage) | 4 (recoil 10) |
8 | 40 | 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) | 3 (recoil 5) |
6 | 20 | 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) | 1 |
11 | 3 |
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|
|
Two-handed | 11-17 | 15% | Impact (Physical Damage) | 4 (recoil 25) |
12 | 16 | Damage against xenos, psykers, and servants of Chaos is increased by +4. |
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One-handed | 4-5 | 5% | Piercing (Physical Damage) | 6 (recoil 15) |
4 | 12 | Solid projectile weapons have an increased (+50%) overpenetration. |
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Two-handed | 30-40 | 5% | Thermal (Energy Damage) | 1 |
4 | 6 | 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) | 1 |
4 | 3 | Has no effect |
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|
One-handed | 10-15 | 10% | Toxic (Energy Damage) | 4 (recoil 10) |
5 | 15 | Has no effect |
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|
Two-handed | 12-16 | 15% | Toxic (Energy Damage) | 4 (recoil 10) |
10 | 16 | Has no effect |
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|
One-handed | 6-8 | 5% | Thermal (Energy Damage) | 2 (recoil 10) |
5 | 20 | 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) | 9 (recoil 40) |
12 | 96 | Has no effect |
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|
Two-handed | 18-22 | 20% | Toxic (Energy Damage) | 2 (recoil 10) |
12 | 36 | Has no effect |
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Two-handed | 13-18 | 15% | Thermal (Energy Damage) | 1 |
18 | 10 | 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) | 7 (recoil 15) |
12 | 24 | Solid projectile weapons have an increased (+50%) overpenetration. |
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Two-handed | 20-26 | 75% | Thermal (Energy Damage) | 1 |
5 | 3 | 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) | 1 |
5 | 4 | Has no effect |
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Two-handed | 7-12 | 15% | Impact (Physical Damage) | 4 (recoil 25) |
12 | 14 | Has no effect |
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Two-handed | 5-12 | 10% | Thermal (Energy Damage) | 4 (recoil 20) |
10 | 40 | A lasgun modified by some handyman. |
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One-handed | 8-12 | 20% | Toxic (Energy Damage) | 4 (recoil 10) |
7 | 25 | Has no effect |
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Two-handed | 21-28 | 60% | Thermal (Energy Damage) | 1 |
4 | 1 | 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) | 1 (recoil 10) |
5 | 5 | Slows enemies and inflicts +1 stack of the fatigued effect. |
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Two-handed | 15-23 | 40% | Piercing (Physical Damage) | 1 (recoil 10) |
18 | 5 | 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) | 2 (recoil 10) |
5 | 30 | Attacks from this pistol inflict the melting effect.
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Two-handed | 12-32 | 0% | Piercing (Physical Damage) | 1 |
2 | 8 | Shotguns knock enemies back when shot at effective range. |
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One-handed | 5-8 | 10% | Piercing (Physical Damage) | 6 (recoil 15) |
5 | 12 | Solid projectile weapons have an increased (+50%) overpenetration. |
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|
Two-handed | 5-6 | 35% | Toxic (Energy Damage) | 7 (recoil 40) |
12 | 96 | Has no effect |
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|
One-handed | 25-40 | 50% | Thermal (Energy Damage) | 1 |
7 | 10 | 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) | 1 (recoil 30) |
10 | 16 | Has no effect |
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|
One-handed | 9-13 | 30% | Thermal (Energy Damage) | 1 |
8 | 16 | Has no effect |
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|
Two-handed | 15-21 | 15% | Impact (Physical Damage) | 4 (recoil 25) |
12 | 16 | Has no effect |
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|
Two-handed | 9-10 | 5% | Thermal (Energy Damage) | 4 (recoil 10) |
10 | 40 | Has no effect |
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|
One-handed | 6-8 | 10% | Thermal (Energy Damage) | 4 (recoil 10) |
5 | 30 | Has no effect |
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|
One-handed | 7-10 | 10% | Thermal (Energy Damage) | 5 (recoil 20) |
5 | 30 | 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) | 8 (recoil 15) |
8 | 24 | Solid projectile weapons have an increased (+50%) overpenetration. |
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Two-handed | 18-25 | 20% | Piercing (Physical Damage) | 1 |
15 | 5 | Has no effect |
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One-handed | 3-5 | 10% | Piercing (Physical Damage) | 8 (recoil 15) |
5 | 16 | Solid projectile weapons have an increased (+50%) overpenetration. |
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Two-handed | 3-5 | 5% | Piercing (Physical Damage) | 4 (recoil 15) |
8 | 24 | Solid projectile weapons have an increased (+50%) overpenetration. |
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One-handed | 4-6 | 0% | Piercing (Physical Damage) | 4 (recoil 15) |
5 | 12 | Solid projectile weapons have an increased (+50%) overpenetration. |
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|
Two-handed | 4-6 | 5% | Thermal (Energy Damage) | 4 (recoil 10) |
10 | 40 | 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) | 1 |
3 | 2 | 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) | 4 (recoil 7) |
10 | 16 | Has no effect |
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Two-handed | 24-36 | 20% | Piercing (Physical Damage) | 1 |
11 | 3 | 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) | 1 |
2 | 8 | Shotguns knock enemies back when shot at effective range. |
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Two-handed | 20-25 | 5% | Piercing (Physical Damage) | 1 |
3 | 8 | Shotguns knock enemies back when shot at effective range. |
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Two-handed | 6-9 | 20% | Rending (Physical Damage) | 8 (recoi l5) |
9 | 100 | Has no effect |
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One-handed | 6-10 | 15% | Rending (Physical Damage) | 7 (recoil 5) |
6 | 18 | Has no effect |
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Two-handed | 12-16 | 15% | Piercing (Physical Damage) | 1 |
15 | 5 | Has no effect |
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Two-handed | 5-6 | 10% | Toxic (Energy Damage) | 9 (recoil 40) |
12 | 96 | Has no effect |
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One-handed | 6-9 | 25% | Toxic (Energy Damage) | 6 (recoil 10) |
7 | 12 | Has no effect |
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Two-handed | 19-29 | 15% | Piercing (Physical Damage) | 1 (recoil 10) |
15 | 4 | Has no effect |
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Two-handed | 6-11 | 20% | Impact (Physical Damage) | 6 (recoil 25) |
12 | 15 | Has no effect |
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One-handed | 7-11 | 15% | Piercing (Physical Damage) | 2 (recoil 15) |
6 | 6 | Has no effect |
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One-handed | 7-11 | 15% | Piercing (Physical Damage) | 1 (recoil 15) |
6 | 6 | Has no effect |
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Two-handed | 3-5 | 15% | Piercing (Physical Damage) | 10 (recoil 40) |
9 | 120 | Has no effect |
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Two-handed | 12-18 | 15% | Piercing (Physical Damage) | 1 (recoil 10) |
9 | 6 | Has no effect |
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Two-handed | 7-11 | 15% | Toxic (Energy Damage) | 7 (recoil 7) |
10 | 18 | 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) | 4 (recoil 10) |
8 | 40 | Has no effect |
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One-handed | 20-30 | 40% | Thermal (Energy Damage) | 1 |
8 | 3 | 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) | 1 (recoil 30) |
10 | 16 | 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) | 1 |
3 | 6 | 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) | 8 (recoil 15) |
8 | 24 | Solid projectile weapons have an increased (+50%) overpenetration. |
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Two-handed | 10-14 | 20% | Thermal (Energy Damage) | 3 (recoil 10) |
10 | 30 | Laser weapons are effective against targets in cover and targets with high dodge. |
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Two-handed | 6-10 | 15% | 4 |
12 | 14 | 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) | 1 |
4 | 6 | Has no effect |
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One-handed | 35-50 | 20% | Thermal (Energy Damage) | 1 |
18 | 10 | 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) | 4 (recoil 15) |
10 | 40 | 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) | 1 |
15 | 5 | Has no effect |
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One-handed | 7-12 | 15% | Piercing (Physical Damage) | 2 (recoil 15) |
5 | 6 | Has no effect |
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Two-handed | 21-24 | 20% | Piercing (Physical Damage) | 1 |
3 | 8 | Shotguns knock enemies back when shot at effective range. |
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One-handed | 6-10 | 5% | Piercing (Physical Damage) | 6 (recoil 15) |
7 | 12 | Solid projectile weapons have an increased (+50%) overpenetration. |
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Two-handed | 20-30 | 20% | Piercing (Physical Damage) | 1 |
18 | 5 | Has no effect |
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One-handed | 10-14 | 15% | Piercing (Physical Damage) | 3 (recoil 15) |
4 | 8 | Has no effect |
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Two-handed | 4-6 | 10% | Piercing (Physical Damage) | 8 (recoil 15) |
8 | 32 | Solid projectile weapons have an increased (+50%) overpenetration. |
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Two-handed | 30-40 | 10% | Impact (Physical Damage) | 1 (recoil 10) |
8 | 4 | 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) | 1 (recoil 30) |
10 | 16 | Has no effect |
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Two-handed | 30-40 | 25% | Impact (Physical Damage) | 3 (recoil 25) |
12 | 15 | Has no effect |
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One-handed | 20-33 | 45% | Piercing (Physical Damage) | 3 (recoil 15) |
6 | 6 | 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) | 1 |
8 | 3 | Deals an additional +60% damage to burning enemies. | |
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One-handed | 10-16 | 15% | Piercing (Physical Damage) | 6 (recoil 15) |
5 | 12 | This pistol deals double damage to adjacent enemies. |
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Two-handed | 23-34 | 10% | Fire (Energy Damage) | 1 |
4 | 10 | Has no effect |
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One-handed | 30-40 | 40% | Thermal (Energy Damage) | 1 |
8 | 16 | Has no effect |
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Two-handed | 20-25 | 20% | Impact (Physical Damage) | 6 (recoil 35) |
12 | 40 | Has no effect |
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One-handed | 3-4 | 5% | Piercing (Physical Damage) | 6 (recoil 15) |
5 | 12 | Solid projectile weapons have an increased (+50%) overpenetration. |
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Two-handed | 22-32 | 10% | Thermal (Energy Damage) | 1 |
18 | 10 | This rifle deals an additional +33% damage to Drukhari enemies. |
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Two-handed | 8-12 | 10% | Piercing (Physical Damage) | 1 |
2 | 8 | 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) | 3 (recoil 10) |
7 | 12 | 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) | 1 |
8 | 16 | 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) | 3 (recoil 20) |
6 | 6 | Has no effect |
Must not have:
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Two-handed | 27-40 | 15% | Piercing (Physical Damage) | 1 |
2 | 8 | 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) | 1 |
7 | 6 | 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) | 4 (recoil 25) |
7 | 12 | 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) | 12 (recoil 50) |
9 | 156 | Has no effect |
Must not have:
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Two-handed | 30-45 | 80% | Thermal (Energy Damage) | 1 |
5 | 4 | Single target attack only. Ignores 7 deflection. |
Must not have:
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Two-handed | 30-40 | 25% | Piercing (Physical Damage) | 4 (recoil 10) |
10 | 60 | 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) | 1 |
7 | 10 | 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) | 8 (recoil 15) |
5 | 48 | 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) | 2 |
2 | 2 | This shotgun never misses. | Must not have:
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One-handed | 26-40 | 70% | Thermal (Energy Damage) | 1 |
6 | 10 | 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) | 1 |
4 | 1 | 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) | 1 |
18 | 10 | 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) | 7 (recoil 15) |
8 | 30 | 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) | 1 |
6 | 6 | Has no effect |
Must not have:
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Two-handed | Thermal (Energy Damage) | 1 |
12 | 1 | 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) | 4 (recoil 10) |
10 | 40 | 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) | 4 (recoil 10) |
10 | 40 | 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) | 1 |
15 | 5 | 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) | 1 |
7 | 10 | 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) | 1 |
18 | 10 | 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) | 1 |
6 | 8 | 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) | 1 |
16 | 2 | 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) | 8 (recoil 40) |
12 | 96 | Has no effect |
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Two-handed | 18-26 | 10% | Fire (Energy Damage) | 1 |
6 | 3 | Has no effect |
Must not have:
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Two-handed | 18-23 | 45% | Thermal (Energy Damage) | 1 (recoil 30) |
10 | 16 | Has no effect | ??????? |
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Two-handed | 3-5 | 15% | Piercing (Physical Damage) | 10 (recoil 40) |
9 | 120 | Has no effect |
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One-handed | 4-6 | 10% | Piercing (Physical Damage) | 6 (recoil 15) |
5 | 12 | 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:
|
|
Two-handed | 20-30 | 20% | Impact (Physical Damage) | 4 (recoil 30) |
12 | 14 | 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) | 4 (recoil 10) |
10 | 40 | 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) | 6 (recoil 35) |
12 | 60 | 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) | 1 (recoil 30) |
10 | 16 | 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) | 4 (recoil 15) |
5 | 12 | Requires Heretical - Zealot This bolt pistol deals warp damage. |
Must not have:
|
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Two-handed | 40-44 | 10% | Fire (Energy Damage) | 1 |
7 | 3 | 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) | 1 |
18 | 10 | 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) | 4 (recoil 10) |
10 | 40 | 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) | 1 |
18 | 10 | 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) | 1 |
15 | 5 | Has no effect | Must not have:
|
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One-handed | 21-33 | 50% | Thermal (Energy Damage) | 1 |
8 | 16 | Has no effect |
|
|
Two-handed | 15-20 | 15% | Impact (Physical Damage) | 4 (recoil 7) |
10 | 16 | Has no effect | |
|
Two-handed | 30-35 | 50% | Thermal (Energy Damage) | 4 (recoil 10) |
8 | 40 | 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) | 1 (recoil 5) |
11 | 4 | Has no effect | |
|
Two-handed | 40-45 | 45% | Thermal (Energy Damage) | 1 (recoil 30) |
10 | 16 | 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:
|
|
One-handed | 5-9 | 0 | Piercing (Physical Damage) | 6 (recoil 15) |
5 | 12 | Has no effect | Must not have:
|
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Two-handed | 45-74 | 15% | Fire (Energy Damage) | 1 |
7 | 6 | 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:
|
|
Two-handed | 28-42 | 20% | Impact (Physical Damage) | 2 (recoil 10) |
12 | 36 | Has no effect | |
|
Two-handed | 24-36 | 50% | Thermal (Energy Damage) | 1 (recoil 30) |
10 | 16 | Has no effect |
Must not have:
|
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One-handed | 13-19 | 5% | Fire (Energy Damage) | 1 |
4 | 6 | 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) | 11 (recoil 40) |
18 | 144 | Has no effect | |
|
Two-handed | 30-45 | 30% | Thermal (Energy Damage) | 1 |
18 | 10 | 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) | 1 |
15 | 5 | 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) | 1 |
3 | 10 | Has no effect |
|
|
Two-handed | 27-41 | 25% | Impact (Physical Damage) | 4 (recoil 25) |
12 | 14 | 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) | 1 |
6 | 6 | 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) | 1 |
4 | 10 | When attacking xenos and daemons with this flamer, the power of burning inflicted by its attacks is increased by +20. |
|
|
Two-handed | 10-15 | 25% | Impact (Physical Damage) | 8 (recoil 40) |
12 | 96 | 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) | 4 (recoil 25) |
12 | 14 | 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) | 7 (recoil 5) |
6 | 18 | Has no effect | |
|
Two-handed | 25-28 | 30% | Thermal (Energy Damage) | 1 |
18 | 10 | Dodge reduction against Drukhari and Aeldari is increased by +40%. | |
|
Two-handed | 36-50 | 10% | Fire (Energy Damage) | 1 |
4 | 8 | Has no effect |
|
|
One-handed | 18-27 | 20% | Impact (Physical Damage) | 4 (recoil 20) |
6 | 4 | Has no effect |
Must not have:
|
|
Two-handed | 18-24 | 10% | Piercing (Physical Damage) | 1 |
3 | 8 | Shotguns knock enemies back when shot at effective range. | Must not have:
|
|
Two-handed | 29-44 | 5% | Fire (Energy Damage) | 1 |
6 | 6 | Has no effect |
Must not have:
|
|
One-handed | 27-40 | 5% | Fire (Energy Damage) | 1 |
3 | 6 | Has no effect |
Must not have:
|
|
One-handed | 15-25 | 35% | Thermal (Energy Damage) | 4 (recoil 5) |
6 | 20 | Laser weapons are effective against targets in cover and targets with high dodge. | Must not have:
|
|
Two-handed | 10-14 | 10% | Thermal (Energy Damage) | 4 (recoil 10) |
10 | 40 | Laser weapons are effective against targets in cover and targets with high dodge. | Must not have:
|
|
Two-handed | 30-46 | 85% | Thermal (Energy Damage) | 1 |
3 | 4 | Has no effect |
Must not have:
|
|
Two-handed | 30-40 | 40% | Thermal (Energy Damage) | 1 (recoil 30) |
10 | 16 | Has no effect |
Must not have:
|
|
Two-handed | 13-20 | 30% | Piercing (Physical Damage) | 1 (recoil 10) |
9 | 4 | When you hit the target with an arc rifle, you also attack any enemies within 2 cells of the target. | Must not have:
|
|
One-handed | 20-30 | 20% | Impact (Physical Damage) | 4 (recoil 30) |
10 | 24 | Has no effect |
|
|
Two-handed | 3-5 | 10% | Piercing (Physical Damage) | 6 |
8 | 24 | Solid projectile weapons have an increased (+50%) overpenetration. | Must not have:
|
|
One-handed | 8-12 | 15% | Impact (Physical Damage) | 4 (recoil 20) |
6 | 4 | Has no effect |
Must not have:
|
|
One-handed | 11-16 | 5% | Thermal (Energy Damage) | 1 |
3 | 6 | Has no effect |
Must not have:
|
|
Two-handed | 18-28 | 20% | Impact (Physical Damage) | 1 (recoil 10) |
15 | 5 | When this shot hits, it poisons the target with a viral toxin for 3 rounds if the enemy fails a Toughness resistance test. | |
|
One-handed | 30-40 | 60% | Thermal (Energy Damage) | 1 |
4 | 6 | Has no effect |
Must not have:
|
|
Two-handed | 14-21 | 15% | Thermal (Energy Damage) | 4 (recoil 10) |
10 | 40 | Laser weapons are effective against targets in cover and targets with high dodge. | Must not have:
|
|
Two-handed | 22-32 | 20% | Thermal (Energy Damage) | 1 |
18 | 10 | Laser weapons are effective against targets in cover and targets with high dodge. | |
|
Two-handed | 20-30 | 55% | Thermal (Energy Damage) | 1 (recoil 30) |
10 | 16 | Has no effect |
Must not have:
|
|
One-handed | 4-6 | 10% | Piercing (Physical Damage) | 6 (recoil 15) |
3 | 12 | Solid projectile weapons have an increased (+50%) overpenetration. | Must not have:
|
|
One-handed | 11-21 | 10% | Piercing (Physical Damage) | 1 |
3 | 6 | Shotguns knock enemies back when shot at effective range. | Must not have:
|
|
Two-handed | 8-10 | 25% | Thermal (Energy Damage) | 4 (recoil 10) |
8 | 40 | Laser weapons are effective against targets in cover and targets with high dodge. | Must not have:
|
|
Two-handed | 6-8 | 0% | Thermal (Energy Damage) | 4 (recoil 10) |
10 | 40 | Laser weapons are effective against targets in cover and targets with high dodge. | Must not have:
|
|
One-handed | 6-10 | 5% | Thermal (Energy Damage) | 3 (recoil 10) |
5 | 20 | Laser weapons are effective against targets in cover and targets with high dodge. | Must not have:
|
|
Two-handed | 23-32 | 50% | Thermal (Energy Damage) | 1 (recoil 30) |
10 | 16 | Has no effect |
Must not have:
|
|
Two-handed | 15-19 | 40% | Thermal (Energy Damage) | 1 |
8 | 16 | Has no effect |
Must not have:
|
|
Two-handed | 24-36 | 10% | Piercing (Physical Damage) | 1 |
4 | 8 | Shotguns knock enemies back when shot at effective range. | Must not have:
|
|
Two-handed | 26-39 | 20% | Piercing (Physical Damage) | 1 |
15 | 5 | Has no effect | Must not have:
|
|
One-handed | 22-32 | 15% | Piercing (Physical Damage) | 1 |
3 | 6 | Shotguns knock enemies back when shot at effective range. | Must not have:
|
|
Two-handed | 25-32 | 75% | Thermal (Energy Damage) | 1 |
3 | 4 | Has no effect |
Must not have:
|
|
One-handed | 6-10 | 5% | Thermal (Energy Damage) | 3 (recoil 10) |
5 | 20 | Laser weapons are effective against targets in cover and targets with high dodge. | Must not have:
|
|
Two-handed | 33-49 | 25% | Thermal (Energy Damage) | 1 |
18 | 10 | Laser weapons are effective against targets in cover and targets with high dodge. | Must not have:
|
|
Two-handed | 25-46 | 85% | Thermal (Energy Damage) | 1 |
3 | 4 | Has no effect |
Must not have:
|
|
One-handed | 25-39 | 50% | Thermal (Energy Damage) | 1 |
8 | 16 | Has no effect |
Must not have:
|
One-Handed Ranged Weapons
Two-Handed Ranged Weapons
Fusion guns and wanderers portent appear in one handed weapon category in despite of being two handed. This looks like a oversight.
0
+10
-1