Grenades & Explosives

From 1d4chan

Grenades, bombs, mines and explosives comes in all shapes and colors of the gore-infested rainbow with almost every playable faction having a grenade or two equipped. All of them are usually hand-held devices meant to be thrown; however, certain weapons such as Grenade Launchers fire grenades at a much further and accurate distance. Nevertheless, this page is meant for the hand-held/thrown variety. 40k has a shit ton of grenade types, but we are only listing those that have a presence on tabletop or else have sufficient information and images.

For Imperial Grenade Launchers, you can read it here. For the Eldar equivalent, you can read it here.

Offensive Anti-Infantry[edit]

These are grenades specializing in killing a swath of light infantry. These grenades rely on shrapnel or any form of omnidirectional blast to maximize casualties. However, its omnidirectional blast makes it piss poor at armored targets.

Incendiary Charge[edit]

Incendiary Charges

Incendiary Charges are essentially, Molotov Cocktails. They are the most primitive, ubiqious and easy-to-make improvise explosives in the entire Galaxy. Everyone, from their dusty grandmothers to little billy could make these things. Just get a glass bottle, fill it up with flammable liquids (Alcohol, napalm, etc.) and plug the end with a wick doused in more flamable liquids. Light up, aim and hope you don't set youself on fire.

They are used by hive gangers and riots in rebelling Imperial Worlds. The Ork equivelent would be Burna Bottles, more can be read below.

On Necromunda tabletop, the Incendiary Charge has a 5” blast and can cause enemies to Blaze it, which is always a good time. They’re a little pricey, but having a few on your second-liners will give anyone pause.

Frag Grenade[edit]

Frag Grenade

The most ubiquitous, common and identifiable type of grenade not only in the 40k universe but the entirety of military fiction. Frag grenades (or fragmentation grenades) are small, anti-personnel grenades, exploding in a hail of thousands of tiny and deadly shards of metal, the effect being to deny an enemy the benefits of any cover as they are assaulted.

Frag grenades are very simple in design and effect, consisting of a central explosive core with a fuse inserted and secured by a pin, wrapped in a steel casing. Upon detonation, irregular shards of the casing are propelled at high velocity into the nearby surrounding area. The casing is typically grooved, both to create more shrapnel upon detonation and to provide a secure grip.

A single frag grenade weighs about 1 kilogram and has a blast radius between 3 meters and 5 meters.

Blasting Charges[edit]

Blasting Charges

Nothing more than a bundle of dynamites rented from the Loonytoons. Blasting Charges are a type of Imperium-derived explosive. Created from scavenged detonators and low-end demolition gear, the short-fused blasting charges used by Genestealer Cultists can be hurled into the enemy ranks to sow death and disruption ahead of a concerted assault. Like most 'weapons' from the Genestealer Cults, Blasting Charges originated from demolition charges meant to destroy large rocks and minerals in mining activities.

On tabletop, these things are Frag Grenades by any other name, booms just as sweet. Never forget to use them since it increases your shooting output from 1/2 S3 shots to D6 (and you also use the Grenadier like stratagem to shoot 10D6 of these!).

Infernus Firebomb Cluster[edit]

Infernus Firebomb Cluster

The Infernus Firebomb Cluster is a type of incendiary bomb launcher used by Adeptus Custodes Ares Gunships. Similiar to the Burna Bomb in function, except you know, better. The Infernus Firebomb Cluster as its name suggests, is a trio of cluster munitions that splits apart mid-air into dozens of smaller incendiary bomblets to bathe an entire battlefield in promethium. The Ares carries one under each wing for a total of six Firebombs, now that's a whole lot of diddly.

In the Horus Heresy tabletop, the Infernus Firebomb Cluster is mainly used for its anti-infantry function (Bomb 3, heavy bolter strength large blasts with ignores cover). In 9th Edition, Firebomb Clusters are basically identical to the bombs dropped by the Thunderhawk (pick a unit you flew over, roll 1d6 for each model in the unit (3d6 for vehicles or monsters), a roll of 4+ = 1 Mortal Wound), the big difference being you can use them twice per game.

Stikkbomb[edit]

Stikkbomb

An Orkified Stielhandgranate. These are the Ork's version of the Frag Grenade and functions almost identical save for maybe size and throwing range. Stikkbombs are Ork grenades in the form of a stick with the explosive part at the top and the pin at the bottom. The stick handle is very useful, allowing the grenade to be easily carried stuffed down a boot or through a belt. The main reason for the popularity of the design is its brutal appearance and appropriate sense of size and power. Although in reality, it could be for the fact that like the real life Stielhandgranate, the handle gives Stikkbombs a further and more accurate throwing range at the cost of being poor at 'rolling a grenade at short range.

Big enough to hit enemies with in close combat, but this usually makes the 'nade go off in the Ork's hand, killing both him and whoever he's hitting. Somewhat risky to use in general, inasmuch as many Orks forget which part of the grenade they're supposed to throw.

Stikkbombs comes in even more variety and flavors than the grenades of the Imperium. However, they all bear the same shape, with only the fillings inside being different. Certain Orks are known to strap a couple of Stikkbombs together to create one super grenade called the Super Stikkbomb.

Stikkbombs can be found mounted on a Stikkbomb Launcha if the respective Ork proves to be lazy in throwing a grenade.

Tl;dr, it an overgrown Ork hand grenade, built in a similar manner to a German stick grenade.

Burna Bottle[edit]

Burna Bottle

Burna Bottles are a type of Ork weapon analogous to a Molotov Cocktail.

This weapon consists of a glass bottle (or in the case of Snakebites, a clay pot) filled with Squig oil, Promethium, or whatever other flammable substance Orks can think of. When lit and thrown, the Burna Bottle will shatter on the enemy and engulf them in flame. It is the favored weapon of Boomdakka Snazzwagon crews.

The weapon seems to be the more popular incendiary device than the 'Firey Stikkbombs' as they are cheaper to produce and easier to make in the truckload. Great for clearing a occupied manhole, poor at killing anything wearing Carapace armor and above.

The most infamous user of Burna Bottles is Big Pyro, who is a deranged Deathskull obsessed with fire.

Burna Bomb[edit]

Burna Bomb

I love the smell of napalm in the morning!

The more fiery cousin of the regular Bomm. The Burna Bomb is a variant of a standard Bomm, that can be mounted on Ork Fighta-Bommers or more specifically, the Burna-Bommers. When these bombs explode they blanket vast swathes of the battlefield with burning promethium.

On tabletop, the Burna-Bommers gets two Burna Bombs, and can drop one per turn on a unit it flies over. Roll a D6 for every model in the unit they drop on (capped at 10), inflicting a mortal wound for every roll of 5+, or 4+ vs INFANTRY.

Plasma Grenade[edit]

Plasma Grenade

See main page here: Plasma Grenade

Plasma Grenades are grenades that utilize Plasma as its main form of detonation and explosive. Only two factions seem to use Plasma Grenades in bulk. The Imperium and Eldar.

Imperial Plasma Grenades make use of a deliberate plasma containment failure to unleash a highly lethal blast of heat and light similar to a miniature sun which can take out almost any target. However, they are rarely used due to the technological cost needed to make one.

The Eldar and Dark Eldar use plasma grenades in placement of the more crudely designed Frag Grenades used by the Imperium. They use a small amount of exploding plasma to blind the enemy and prevent them from properly using their terrain to defend their position against advancing enemy forces.

Egerian Geode[edit]

Egerian Geode

Combine the wide ranging effect of a frag and the cutting power of a krak and you get the Egerian Geode.

Egerian Geodes are a form of Grenade recovered from xenos crystalline maze-cities. Despite their overall simplistic and minimalist design, these grenades are made of advance materials and lethal explosives. Inside them are compacted shards of Diamantine glass that upon detonation become deadly cutting projectiles capable of slicing through most armor.

As such, they cut through materials much higher than the standard frag grenades. Making them great in dealing with swathes of power armored enemies that would have shrugged shrapnel from more normal frags. Due to their nature, only Imperials with special access such as Rogue Traders and Deathwatch are allowed to use these weapons. If you get access to a renewable supply (that is to say, a sufficiently radical Tech Priest at your service), count yourself lucky as these things are nasty.

As you know, they are the only grenades that does not belong to one of any of the major races. If anything, they are only found in the Rogue Trader Rulebook, which makes these grenades old as fuck.

Blight Grenade[edit]

Blight Grenade

A specially icky type of grenade utilized extensively by the Death Guard.

A Blight Grenade, also known as a Death Head of Nurgle, is a highly effective improvised grenade and chemical weapon utilized by the Plague Marines, Chaos Sorcerers and other devoted followers of Nurgle. Each is made from a literal decapitated head of a conquered enemy and are filled with a metric shit ton of chemical and biological agents.

When they explode the resulting shrapnel carries deadly toxins and contagions that can penetrate cracks in armor, cause flesh to boil and slough away, and fill the air with blinding spores, all the while keeping the victim alive until the very end.

Sometimes, the Death Guard can be less disgusting and use a bleached skull instead. Of course, it would be one hell of a sight seeing Chaos Space Marines lobbing over exploding decapitated heads as grenades. Of all the possible ways to die, death by exploding head is definitely a notable way to go.

Offensive Anti-Vehicle[edit]

The opposite of anti-infantry grenades. These grenades are meant to disable to outright destroy vehicles ranging from scout bikes to tanks. As such, some of these devices has a explosive shaped charge meant to penetrate armor rather than the omnidirectional blast of normal frag grenades.

Krak Grenade[edit]

Krak Grenade

The Yin to the Frag's Yang. Krak Grenades otherwise known as simply Kraks, are the quintessential anti-tank grenade used predominantly by the Imperium. Designed to "crack" open armored targets such as vehicles through a concentrated implosive blast. However, the krak grenade must be placed more carefully on the target than frag grenades, because their explosive radius is only half that of a frag grenade.

Typically Krak Grenades are attached directly onto vehicles or fortifications with magnetic, adhesive or physical clamps, maximizing their effect on the target. They can also be used against monstrous creatures (such as the larger Tyranid bioforms), when they are attached to the creature's carapace before detonation.

Krak grenades are commonly used by the Imperial Guard, Sisters of Battle, loyal Space Marines, and Chaos Space Marines. Kraks are often thrown underneath the vehicle so as to maximize the implosive radius and target the weak underbelly of most vehicles.

Arc Grenade[edit]

Arc Grenade

A new grenade for which the Adeptus Mechanicus could shit on their enemies to death like the Elfdar Swooping Hawks.

Resembling an Ork Stikk Bomb, the Arc Grenade is a weapon from the Arc Weaponry family. Like the Eldar Haywire Grenades or the Tau EMP Grenades, the Arc Grenade it explodes in a flurry of arcing lightning and energy. Unlike the Eldar or Tau equivalents however, the Imperium is manly enough to actually make their Arc Grenades kill infantry.

The Pteraxii Skystalkers use these as their primary anti-tank weapon. They often carry a bundle, or clusters of these grenades before dropping them all at once for maximum damage.

On tabletop, these weapons are some nasty work. If the grenades hits, roll one D6 for each model on the targeted unit, adding 2 of each result if that unit is a vehicle. For each 5+, that enemy unit suffers 1 mortal wound.

Demolition Charge[edit]

Demolition Charge

Blasting Charges on steroids. The Demolition Charge is a short range explosive carried primarily by the Imperial Guard. It is effective simply because of its strength but has a dangerously short range (as far as a person can throw it). This short range makes it just as dangerous for the attacker as it is for the defender.

"Demo Charges" are primarily used to damage or destroy tanks, fortifications and buildings. However, it can also act as anti-personnel weapons, although the power of the typical explosive charge would be a tad overkill and a waste of explosives.

A standard-type charge looks similar to a flattened cylinder and weighs around two kilos and detonates upon impact after being activated and thrown. Its lethality-sphere is supposed to be around twenty meters. Demolition charges are not always standardized, however, and often are actually improvised in the field. As a result, there are numerous variances in weight, appearance and detonation method. A common improvised demolition charge is simply a group of tube-charges taped together and set off remotely by wire or timed detonation-tape.

Guardsmen who volunteer to carry a demolition charge are authorized to request better food and ration allowances. The most prominent users of these are the Catachan Jungle Fighters.

Haywire Mine[edit]

Haywire Mine

It seems that Grandpapa Smurf and Uncle Cawl 'borrowed' a few technological items from the Eldar, after Robo Guillibutt's date with Yvraine during the Gathering Storm. One of which is the Haywire Grenades.

The Haywire Mine are weapons used by the new Space Marine Incursors. These mines are heavy-duty weapons that allow the Incursors to knockout enemy armor. They function exactly like Haywire Grenades, which is essentially a giant EMP pulse.

Judging by the fact that it looks like an Ork Tankbusta Bomb, it is highly likely that the Haywire Mine, despite being called a mine, acts more like a magnetic shaped charge, whereby the flat surface is a magnetic clamp meant to latch on a vehicle's surface before it goes boom. It is most likely thrown rather than placed down like a mine, due to the presence of a handle.

Melta Bomb[edit]

Melta Bomb

See main page here: Melta Bomb

A Melta Bomb is a type of explosive charge belonging to the Melta design tree. Typical examples have dimensions analogous to that of a grenade, but can be larger. When activated, they explode with intense thermal energy, 'melting' the target away. Like all melta-weapons, melta bombs are especially useful for attacking vehicles, buildings and other armored targets.

They are used by being attached or thrown to walls, hulls or bulkheads and have an integral timer that can be set for one hour. When it comes to tank hunting, it is often optimal to attach the bomb on the side of back of a vehicle (Or any area that serves as a 'blind spot'). Unlike the smaller Kraks, it is not advisable to throw one due to the weapon's weight and size being a hindrance.

Heavy Bomb[edit]

Heavy Bomb

The most common munitions dumped by Imperial Naval Aircraft such as the Marauder Bomber. Heavy Bombs are aircraft weapons that is used in conventional bombing runs. Though they cannot be fitted to the Marauder Destroyer variant. They are an ordnance weapon capable of crippling infantry, light to medium vehicles and buildings, weighing between 1,000 and 1,500 pounds each.

On tabletop, in three times a game the Marauder can bomb a unit on the field. Roll dice to stack mortal wounds on the target: 3d6 per vehicle/monster or d6 for every other model - every 4+ causes a mortal wound.

Although it has a model, it is barely given screen time due to the fact that they are usually housed internally within the Marauder.

Colossus Bomb[edit]

Colossus Bomb

The Imperial MOAB, for when you want to nuke an area without going full nuclear. Only the Colossus Marauder is modified to carry this big bastard, and it could only carry one.

The Colossus Bomb features a diamantine armor-penetrating tip, a mass reactive fuse, and an internal Melta Warhead, all of which is backed up with 10,000 kilograms of high explosives. The bomb features a guidance system that is controlled from the craft that guides it to its target accurately, adjusting its tail fins until the moment of contact. Given the Armor Penetrating head the most direct real world comparison would be "Earthquake bombs", which burrow into the earth before exploding destroying targets via making an underground cavity, which then collapse in, bringing the structure in with it.

It is of no surprise that this monster of a weapon has been used by the Imperial Navy as an effective Titan killer, since a direct hit from the weapon will result in catastrophic damage to any target, including God-Machines and super-heavy tanks such as the Baneblade and Shadowsword.

"Colossus" indeed.

Tankbusta Bomb[edit]

Tankbusta Bomb

Ork Melta Bombs, although it would be more accurate to call it a anti-tank shaped charge.

Tankbusta Bombs are heavy magnetic discs size and shape of manhole covers. They are directional and are used when Stikkbombs simply aren't sufficient to destroy something (and as such are more attractive to many Orks).

They are attached to the vehicles by magnetic clamps and detonated with deadly efficiency. They are commonly used by Tankbustas and Kommandos. They were best seen during the intro cinematic of Dawn of War where one of the Boyz manage to turn the Dreadnought inside out. They're also powerful enough to blow off chunks of ceramite and adamantium from the hulls of land raiders.

Likewise, due to its size, only one Tankbusta Bomb can be carried by a single Tankbusta. However, it ain't feasible to see an entire squad of Tankbustas all carrying around these giant magnet of doom.

Unfortunately, despite this hunk of awesomeness, they only appear in the intro for Dawn of War for....reasons. However, it could be stated that these bombs was also seen attached on Bomb Squigs during Warhammer 40,000: Space Marine. On tabletop, Tankbusta Bombs can only be thrown one at a time unless you use the new Stikkbombs strategem to throw up to 10 and equate to a Rokkit Launcha with D3 shots and D6 damage.

Bigbomm[edit]

Bigbomm

Despite the name, Bigbomms are the smallest type of Ork bombs, carried by Deffkoptas and Warkoptas.

These bombs look like your conventional WW2 gravity bombs with a fin stabilizer and all. Whilst it can kill a bunch of infantry, it is mostly use to blow the hatch (Or the entire turret) off an armored vehicle before the aircraft unloads its other payload of Boyz or Dakka.

On tabletop, for the Warkopta, you get two of these for free. Drop them on units you move over, deals a mortal wound to each model in the unit (max 5) on a 5+. For the Deffkopta, you can get one of these for no points (which is probably why the Kopta itself costs so much), so you probably should do that. Once per game it can be dropped after moving over the target in the Movement Phase, delivering damage the same as the one on the Warkopta.

Bomm[edit]

Bomm

The lazily named Bomm is essentially the Ork equivalents of Imperial Bombs. They can be mounted on almost any Ork aircraft, including Fightas, Fighta-Bommers and Heavy Bommers. They come in all shapes and sizes, but they usually look like an upscaled Bigbomm (The irony is not lost on this one) with an enlarged fin stabilizer packed with as much explosives as possible.

Fightas and Fighta-Bommers can only carry around one-to-four Bomms in total, the Fighta-Bommer could carry three Bomms per wing if there is enough modifications. What you want is to have the Heavy Bommers, 'cause this bird can carry a metric shit ton of Bomms to effectively nuke the entire area in a single bombing run. Seems to be slowly phased out by either Rokkits, Burna Bombs or Boom Bombs.

Boom Bomb[edit]

Boom Bomb

The big cheese of Ork bombs short of nukes. Boom Bombs (AKA Boom Bomms) are heavier versions of a standard Ork Bomm. These huge, crude and unsubtle bombs serve as the main armament of Blitza-Bommers as they are the only aircraft big enough to carry one of these under their wings. For some reason, you would expect the Heavy Bommer to be able to carry a number of these, but they can't.

On tabletop, Boom Bombs count VEHICLES and MONSTERS as three models when working out how many dice they get to roll for mortal wounds - and they inflict mortal wounds to all targets on 4s, while Burna-Bommers' Burna Bombs require 5s for non-INFANTRY. Bomb squadrons of smaller vehicles for maximum pain.

Repulsor Mine[edit]

Repulsor Mine

The main weapon of an Ork Minelayer.

To reconcile the defensive role of mines, Orks use Repulsor Mines, invented by Orghamek.

These weapons are a weird one, think of it as an inverse naval mine. Rather than floating on water or space, it floats in the air. The reason why they can float is due to the fact that it contains weak repulsor fields.

These mines are placed by Minelayer's claw and after their fields are activated, they float in mid-air until someone passes under them. This will collapse the delicate repulsor field, causing the mine to fall on top of the poor bastard. Although, given how fast some aircraft are, these mines could only be effective against much slower Bombers and Dropships. The unfortunate trespasser is than turn to shreds by a massive explosion, if the fall of a heavy mine doesn't kill them first.

They were best seen during Warhammer 40,000: Space Marine, where a couple of Minelayers were shown hovering around and laying its traps. Despite this, not a lot of Imperial Naval ships or aircraft was harmed by them.

Mega Bomb[edit]

Mega Bomb

The Mega Bomb is the Boom Bomb's MOAB cousin.

We are not quite sure if these things are just a canister of a metric ORK-ton of explosives or it is an actual nuclear warhead. These bombs are big enough that only the biggest Ork aircraft could carry it. Not even a regular Bomma is big enough to heft this giant bomb. Instead, this work rests solely on the responsibility of the Mega Bommer, an airplane AIRSHIP with engines big enough to carry just ONE of these bad boys.

In Aeronautica, these bad boys have a firepower of 10! Causing damage on a 2+, with extra damage on a 4+. Granted, the Mega Bommer could only carry one of these things and it could only attack ground targets. But you can rest assured that you are essentially carrying a Fat Boy at all times.

'Gantbuster Bomb[edit]

'Gantbuster Bomb

The Colossus Bomb of Ork Bombs.

Big enough to make the Boom Bomb look like a firecracker. The 'Gantbuster Bomb appeared only in the Deff Skwadron graphic novel as the weapon that literally kickstarts a global Orkoid war on the planet.

The 'Gantbuster Bomb is a prototype weapon developed by Warboss Badthug to royally fuckup Warboss Grimlug's personnal Gargant. Hence its name. Looking like a giant cannonball ripped straight out of Looney Tunes. When activated, the Ork flyboyz launch the 'Gantbuster Bomb like a giant bowling ball, rolling straight into the open belly door of a Gargant before detonating in a bloody huge explosion.

One can imagine bowling pin sounds being generated once one drops one of these on a couple of gitz.

Haywire Grenade[edit]

Haywire Grenade

Eldar EMP grenades in a nutshell.

Haywire Grenades are used by both the Eldar, Harlequin and Dark Eldar for disabling enemy vehicles. Each one sends out a pulse of electromagnetic energy which shorts out electrical wires and disrupts many energy systems. They don't have any effect on biological creatures.

In 1st Edition, Haywire Grenades emitted a massive pulse of electro-magnetic energy primarily designed to destroy electronic systems, but could also affect the neural systems of nearby organisms.

Haywire Grenades are most prominently used by DEldar Scourges and Wyches.

EMP Grenade[edit]

EMP Grenade

An EMP Grenade also known as Pulse Grenades, is a type of Tau grenade that is sometimes issued to Fire Caste infantry such as Fire Warriors and Pathfinders. EMP Grenades as its name implies, briefly emit an electromagnetic pulse (EMP) upon detonation, which can overload electronic circuitry, causing anything from minor malfunctions in electronics to fires, complete meltdowns and other critical malfunctions.

On a vehicle/robot the havoc is enough to at the very least disable them temporarily, or, more often than not, cause some form of catastrophic failure in a system, leading to an explosive reaction for the unfortunate vehicle or robotic construct.

It is, like the Eldar Haywire Grenades, almost useless against regular infantry or anything biological like the Tyranids.

Tactical[edit]

Tactical or utility grenades aren't meant to kill or maim its targets, rather they are meant to create affects that puts the target at a temporary disadvantage. This includes blinding them, creating a smokescreen or stunning them.

Smoke Grenade[edit]

Smoke Grenade

Smoke Grenades are one of the most common form of tactical grenades. When people think of non-lethal grenades, the Smoke Grenade comes into mind.

A Smoke Grenade is a simple metallic canister designed to emit a thick, persistent smoke cloud in order to shroud an opponent's vision. Related to, but not as effective as Blind Grenades, Smoke Grenades are used by the military forces of the Imperium of Man as a tool to take tactical control over the battlefield. The most notable users being Primaris Infiltrators.

However, there exist many technologies among the various intelligent species of the galaxy that are more than capable of penetrating the simple visual obfuscation caused by smoke. This can make these grenades ineffective in this role against certain well-equipped foes.

Blind Grenade[edit]

Blind Grenade

Despite the name, they ain't Flashbangs. Unless you are using the one in Dawn of War where it basically functions like a Flashbang.

Blind grenades are a more complex version of a smoke grenade, releasing a dense dark grey smoke cloud as well as infrared bafflers and broad spectrum electro-magnetic radiation and chaff to disrupt enemy scanners. The broad range of interference makes most forms of direct attack through it impossible, though the effect only lasts for a short time and the cloud can quickly dissipate given the correct weather conditions.

As mentioned above, a variant of Blind Grenade used by the Blood Ravens Astartes chapter releases a bright flash of energy that incapacitates rather than harms its targets. This type of blind grenade does not work on vehicles or infantry units that are inside of a building.

Here's a fun fact, the cannon appearance of Blind Grenades look like three doughnuts duct taped together.

Shock Grenade[edit]

Shock Grenade

The ACTUAL 40k Flashbangs.

A Shock Grenade is a non-lethal type of Imperial grenade designed to produce a blinding flash of light and loud, raucous noise without causing permanent injury. Shock Grenades are most often used by the Reiver Squads of Primaris Space Marine formations who deploy them to stun the enemy long enough for the Reivers to launch a close assault that makes quick work of the foe.

Shock Grenades are known to be shaped similarly to that of a Krak Grenade. Why they made it like this, we have no idea. They differentiate themselves from Kraks by having what appears to be a glass casing filled with a yellow substance (possible the pyrotechnic chemicals needed to shoot out the bright flashes). Of course, whilst it is not lethal, holding one when it is about to blow would result in losing one's hand.

Mindscrambler Grenade[edit]

Mindscrambler Grenade Pouch

Mindscrambler grenades are a special type of grenade only used by the Adeptus Mechanicus and most commonly issued to Sicaran Ruststalkers. The munition contains the egg-sac of a Cthellan electrogenesis squid. When detonated, the resultant surge of bio-electricity causes heavy neural trauma to any living creature and artificial sentience alike. It's basically a reverse EMP grenade that gives targets PTSD.

Whilst no canon model exists for the Mindscrambler Grenade, it is heavily hinted that the small pouch next to the Ruststalker ammunition accessory model, may actually contain the grenades (The larger pouches obviously stores the ammunition for the Ruststalker's Flechette Blaster).

In 7th Edition, these things are AP4 Haywire Grenades that always wound on a 4+ (They become S3 when assaulting vehicles). This specifically isn't Poisoned, so you can screw with Monstrous/Gargantuan Creatures with that. As such, they are pretty awesome.

Stasis Bomb[edit]

Stasis Bomb

The Stasis Bomb is a deadly archaic weapon only utilised by the Dark Angels Space Marine Chapter and the Successor Chapters of the Unforgiven. The Stasis Bomb is an archaic holdover from the Dark Age of Technology, and is deployed by the Dark Angel aircraft such as the Ravenwing Dark Talon that is a part of the armory of the Dark Angels' elite 2nd Company.

Basically a time bomb, the blast of a Stasis Bomb causes a degree of damage but, more importantly, will momentarily halt the flow of time.

While the actual suspension of the normal flow of the space-time continuum is measured in mere milliseconds, this unnatural disruption to the time stream has lingering effects on those in close proximity to such a blast, causing gut-wrenching disorientation and slowing their reaction times, making them ripe for a good old fashion Dark Angel Blamming.

A smaller variant is called the Stasis Grenade although it is much rarer.

Photon Grenade[edit]

Photon Grenade

Tau Flashbangs, with more emphasis on the flash and less on the bang.

Photon grenades are designed to emit an extremely bright pulse of multi-spectrum light which will damage any viewing equipment or optical devices. This will blind them and make them effectively put them into a protracted state of shock, during which time they cannot defend themselves.

Tau photon grenades are designed to emit a sonic blast and a pulse of multi-spectrum light. They can be thrown by hand or fired from a Pulse Carbine.

The Imperium makes use of a photon grenade known as a photon flash or simply a flash grenade but in lesser amounts. This could be due to the fact that the Imperium has a lot of choices to choose from such as Blind or Smoke Grenades.

Hallucinogen Grenade[edit]

Hallucinogen Grenade

AKA, the LSD Grenade. Hallucinogen grenades are used as psychological weapons. They release a cloud of invisible gas which has strange and unpredictable effects on the minds of those inhaling it. These effects usually have the result of taking the victim out of combat or making him turn against his allies; effects range from turning victims into passive zombies or idiots, to producing delusions, paranoia and hallucination.

Only those with armor which seals them from the local environment (Such as Power Armor, which means most Space Marines are gonna laugh it off though for game balance this is not typically represented in the rules) are unaffected by hallucinogenic gas. Though the effect may be much strong on the victim, it is usually short-lived and ceased soon.

These grenades can be thrown or launched from a backpack grenade launcher.

Hence, these grenades are popular among the Dark Eldar and Harlequins who use various forms of hallucinogenic weaponry, such as terrorfex grenades. The more prolific user of these grenades are the Shadowseers whose Pack Grenade Launchers lob them like there is not tomorrow.

Countertemporal Nanomine[edit]

Countertemporal Nanomine

The only known Necron grenade/mine.

Countertemporal Nanomines are a Necron Cryptek device.

Released from hive-gems about the bearer's person, a swarm of nanoscarabs sweep out and lace the ground before them with microscopic temporal charges. Foes advancing into this invisible minefield find reality shattering and glitching around them. They are used by Chronomancers.

Crunchwise, for +30pts, you gain the Countertemporal Nanomines which is a Chonomancer only weapon. During your Shooting phase, pick an enemy within 18". Halve charge and advance rolls until your next turn.

This makes the mines a very useful tool in fucking up charging units, giving you time for both your Cryptek and his Cryptothralls to formulate its next move.

Exotic[edit]

These are grenades and explosives deemed too weird, bizarre or unique. They are often their own category as they do not follow into the normal conventions of a grenade. Basically, these are the super weird ones.

Vortex Grenade[edit]

Vortex Grenade

See main page here: Vortex Grenade

The most known of the exotic grenades. Vortex Grenades are grenades that open up a tear in reality and sucks in everything within the Warp much like that of a black hole. For all intents and purposes, Vortex Grenades are pretty similiar to Eldar D-Cannons, which are warp weapons, however the Imperium can not fully control the vortices of the Warp unlike the Eldar. Therefore, these vortices are doubly dangerous, as once they are created they behave in an unpredictable and uncontrollable manner. They may shrink, expand, vanish, remain for long periods of time, move or even divide. For this reason, they can be as deadly to their user as their intended targets.

Due to this, Vortex Grenades are very difficult and expensive to produce; reserved only for the most elite and accomplished of warriors/servants of the Emperor. Seeing as how these grenades are nothing more than a piece of glassball barely holding in the power of the Warp, a simple detonator is needed to let the whole thing go to literal hell. Everyone and everything encompassed by the vortex is destroyed; all matter and energy is drawn through the vortex and it is turned into the very stuff of the warp.

Psyk-Out Grenade[edit]

Psyk-Out Grenade

Another well known exotic grenade. Psyk-Out weapons have similar effects to Psycannon bolts; they are anti-psyker weapons meant to fuck with the psychic stability of the target. Psyk-Out weapons could take both grenade and missile form.

When they detonate they release fine dust particles which are heavily impregnated with negative psychic energy. This form of energy is extremely rare; in all of human space it can be obtained only as a by-product of the Emperor's metabolism.

Using the material to create anti-psyker weapons is considered by many to be a great waste, and their issue is strictly controlled. Psyk-Out weapons are useless against non-psychic targets. Against psychic creatures such as daemons and psykers, however, their effects are devastating.

They are utilized by Culexus assassins and by Witch Hunter armies (as orbital missiles). Historically, they were wielded by the Sisters of Silence.

Rad Grenade[edit]

Rad Grenade

Hand-held dirty bombs.

Rad Grenades are weapons utilized by Inquisitors of the Ordo Xenos or Space Marines. Rad grenades detonate in a shower of tiny, radioactively-contaminated fragments. Each particle's radioactive emissions have a millisecond half-life, ensuring that the thrower can charge in without exposing himself to contamination. Nevertheless, those enemies caught in the initial blast will feel the rad grenade's debilitating influence for some time afterwards.

It is unknown whether the AdMech utilizes Rad Grenades, but seeing as how they are always the main users of Radium Weaponry, it would not be surprising in the slightest if we see some Skitarii scuttering around with a bag of these.

Tectomagnic Munitions[edit]

Tectomagnic Munitions

A Tectomagnic Munitions is the primary weapon of the Archaeopter Fusilave tactical bomber.

As its name implies, the bombs cause tectonic and magnetic disturbances that weaken the geographical surroundings of the target. Think of it as the bomb version of the Tremor Cannon wielded by a Banehammer. Any infantry under the field of influence would be buried alive as the bombs turn solid ground into quicksand, whilst any vehicle would be rendered stuck and inoperable until it is thawed free. The Archaeopter Fusilave could carry up to six of these bombs under its casing.

The bombs themselves are held together in a bundle-like casing. The Archaeopter Fusilave could choose to either release one bomb at a time, or unload its entire cargo at once, turning an entire battlefield into an open graveyard.

Crunchwise, true to its name, these bombs could halve enemy mobility with a stratagem. It could also be re-used which makes it unique amongst other races' bombs. You can choose an enemy squad that is closing with your shooting units and it likely won't charge, while you shoot them with impunity. The bomb itself will deal solid 5 Mortal Wounds to a unit of monstrous creatures like Necron Wraiths.

Death Spheres[edit]

Death Spheres

Death Spheres are the primary armnent of the Necron Night Shroud bomber.

A relic from the days of the War in Heaven, a Death Sphere is a containment vessel imprisoning a fragment of anti-matter like those of a Particle Weapon. The warhead is kept phased out of the material universe until the Death Sphere is launched from the Night Shroud and detonates, unleashing an energy blast that annihilates all that it touches.

On 8th edition tabletop, Death Spheres are the most powerful aircraft bombs in the game, inflicting a mortal wound on a 3+ and rolling 1d6 per model/3d6 per VEHICLE/MONSTER (capped at 12 dice). Averages a little less than 7 mortal wounds on a 10 model unit or 2 mortal wounds on a VEHICLE or MONSTER. It also averages of around 8 mortal wounds against the rare few units of light vehicles that still exist, such as Killa Kans and Grot Tanks. Use these liberally and watch your opponent cry in his sleep.

Void Mine[edit]

Void Mine

The Void Mine is one of the most feared weapons employed by the Dark Eldar.

Delivered with pinpoint accuracy by Voidraven Bombers, the void mine has two warheads, the first detonates a split second before the other. The first has no direct effect, it merely creates a bubble in reality that protects everything outside and condemns everything within. The second contains a particle of darklight, which when introduced into realspace produces a catastrophic implosion. If it were not for the initial bubble in reality, the Voidraven would also meet its end. As it is, though, anything caught within the crackling sphere is all but annihilated and a hemispherical crater is all that remains in the void mines wake. It's also possible to both increase the yield of darklight and remove the limiter that creates the reality bubble, increasing the blast radius considerably but risking being uncontrollable and almost certainly killing the user along with it. So most Kabals are carrying around a significant stockpile of WMD's casually as part of their arsenal.

These bad boys despite being called a mine, acts more like a bomb and are so big that even a Voidraven Bomber could only carry one Void Mine per mission. Henceforth, Voidraven pilots are often quite pickish when it comes to murderfucking units with the Void Mine.

Navigation[edit]

Imperium Chaos Eldar Others
Weapons of the Imperium of Man
Sidearms:
Ballistics: Absolvor Bolt Pistol - Archaeotech Repeater - Archeotech Revolver - Assault Grenade Launcher - Autopistol
Belasco Galvian Needler - Bolt Launcher - Bolt Pistol - Exitus Pistol - Flechette Blaster - Flechette Pistol - Flintlock Pistol
Handbow - Hand Cannon - Heavy Bolt Pistol - Kinetic Destroyer - Needle Pistol - Radium Pistol - Sawn-Off Shotgun
Shotgun Pistol - Stub Gun
Directed-Energy: Arc Pistol - Blast Pistol - Digital Weapons - Electrostatic Gauntlet - Gamma Pistol - Helfrost Pistol
Hellpistol - Hotshot Laspistol - Inferno Pistol - Laspistol - Neo-Volkite Pistol - Photon Gauntlet
Plasma-Caster - Plasma Pistol - Voltaic Blaster - Volkite Serpenta
Incendiary: Exterminator - Hand Flamer - Phosphor Blast Pistol - Phosphor Pistol - Phosphor Serpenta - Sulphur Breath
Gravitational: Grav-Pistol
Other: Grapnel Launcher - Neural Shredder - Reductor Pistol - Web Pistol - Web Spinner
Basic Weapons:
Ballistics: Angelus Bolt Carbine - Autogun - Astartes Assault Shotgun - Bolter - Bow - Combat Shotgun
Galvanic Carbine - Pump-Action Shotgun - Radium Carbine - Storm Bolter - Stubber - Musket
Blunderbuss - Stub Cannon - Stub Rifle - Longrifle - Macrostubber - Bolt Carbine - Imperial Boltgun
Stubcarbine - Sling - Solo Boltgun - Sororitas Boltgun - Special Issue Boltgun - Bolt Rifle - Concussion Carbine
Directed-Energy: Arc Rifle - Lascutter - Hellgun - Lasgun (Lasgun Patterns) - Phased Plasma-Fusil - Plasma Blaster - Plasma Incinerator
Suppression Laser - Hotshot Lasgun - Hotshot Volley Gun - Mining Laser - Lascarbine - Laser Gauntlet - Auxilia Lasrifle
Las-Lock - Mitralock - Lascutter
Incendiary: Assault Flamer - Flamer - Pyreblaster
Gravitational: Grav-gun
Other: Webber
Special Weapons:
Ballistics: Assault Bolter - Grenade Launcher - Flechette Carbine - Needle Sniper Rifle - Radium Jezzail
Sniper Rifle - Transuranic Arquebus - Mole Mortar - Galvanic Caster - Galvanic Rifle - Forge Bolter
Magnarail Lance - Vengeance Grenade Launcher - Purgatus Crossbow - Stake Crossbow
Exitus Rifle - Light Mortar - Mark IX Sniper Rifle - Guardian Bolter - Balistus Grenade Launcher
Lastrum Storm Bolter - Mk.III Shrike Pattern Bolt Sniper Rifle - Krumper Rivet Cannon
Directed-Energy: Conversion Beamer - Long-Las - Meltagun - Plasma Caliver - Plasma Gun - Adrathic Destructor
Plasma Repeater - Volkite Charger - Photon Thruster - Melta Rifle - Plasma Talon - Plasma Exterminator
Las-Fusil - Lightning Gun - Proteus Plasma Projector - Volkite Incinerator - Plasma Burner - Arc Lance
Incendiary: Incinerator - Phosphor Blast Carbine - Phosphor Torch - Immolation Rifle - Balefire Gun
Chemical: Chem-Thrower
Sonic: Transonic Cannon
Gravitational: Grav-Amp
Warpcraft: Animus Speculum - Psilencer - Psycannon
Combi-Weapons: Combi-Flamer - Combi-Melta - Combi-Grenade Launcher - Combi-Plasma - Combi-Grav
Infernus Heavy Bolter - Adrastus Bolt Caliver - Disintegration Combi-Gun - Combi-Needler
Condemner Boltgun - Executioner Pistol
Other: Chaff Launcher - Infernum Halo Launcher - SLHG Pattern Assault Ram - Tarantula Sentry Gun
Heavy Weapons:
Ballistics: Autocannon - Assault Cannon - Harpoon Gun - Heavy Bolter - Heavy Stubber - Missile Launcher
Rotor Cannon - Heavy Mortar - Storm-Welder - Heavy Crossbow - Harpoon Launcher - Scatter Cannon
Ripper Gun - Rad Missile Launcher - Boltstorm Gauntlet - Maxim Bolter - Grenadier Gauntlet - Tempest Bolter
Mole Launcher - Salvo Launcher - Mauler Bolt Cannon - Cyclone Missile Launcher - Typhoon Missile Launcher
Skyhammer Missile Launcher - Grenade Harness - Cerberus Launcher - Rocket Propelled Grenade Launcher
Deathwatch Frag Cannon - Auto-Launcher - Ravenwing Grenade Launcher - Thunderfire Cannon
Icarus Rocket Pod - Lucius Pattern Heavy Quad-Launcher - Tempest Salvo Launcher
Directed-Energy: Heavy Arc Rifle - Helfrost Cannon - Lascannon - Rad Cannon - Multi-Melta - Multi-laser
Plasma Cannon - Volkite Caliver - Volkite Culverin - Darkfire Cannon - Melta Destroyer
Las-Ripper - Irradiation Projector - Volkite Blaster - Plasma Culverin - Heavy Mining Laser
Volkite Cavitor - Volkite Falconet Battery - Corve Las-Pulser - Vultarax Arc Blaster
Incendiary: Atalan Incinerator - Heavy Flamer - Phosphor Blaster
Flamestorm Gauntlet - Incendine Combustor
Pyroclast Flame Projector - Infernus Firepike
Sonic: Seismic Cannon
Gravitational: Grav-Cannon - Heavy Grav-Cannon - Graviton Pulsar - Graviton Ram
Other: Firestrike Servo-Turret - Heavy Webber - Sabre Weapons Battery - Torsion Cannon
Vehicle-mounted
Weapons:
Ballistics: Anvilus Autocannon Battery - Anvilus Snub Autocannon - Battle Cannon - Conqueror Cannon - Demolisher Cannon
Hellstrike Missile - Hydra Autocannon - Eradicator Nova Cannon - Punisher Gatling Cannon - Punisher Rotary Cannon
Vanquisher Cannon - Ironhail Skytalon Array - Ferrumite Cannon - Onslaught Gatling Cannon - Heavy Onslaught Gatling Cannon
Icarus Stormcannon Array - Siegebreaker Cannon - Skyreaper Battery - Avenger Bolt Cannon - Iliastus Accelerator Cannon
Hurricane Bolter - Lastrum Bolt Cannon - Multiple Rocket Pod - Blackstar Rocket Launcher - Deathwind Missile Launcher
Hunter-Killer Missile - Bellicatus Missile Array - Hammerstrike Missile Launcher - Sabre Missile Launcher
Disruptor Missile Launcher - Frag Cannon - Hellfury Missile - Skystrike Missile - Stormstrike Missile Launcher
Aiolos Missile Launcher - Scorpius Launcher - Hyperios Missile Launcher - Hammerfall Missile Launcher
Ironclad Assault Launcher - Boreas Air Defence Missile - Skyspear Missile Launcher - Fragstorm Grenade Launcher
Arcus Launcher - Krakstorm Grenade Launcher - Blackstar Cluster Launcher - Macharius Battle Cannon - Taurox Battle Cannon
Taurox Gatling Cannon - Leviathan Storm Cannon - Vengeance Launcher - Xiphon Rotary Missile Launcher
Directed-Energy: Helfrost Destructor - Magma Cannon - Pulsar-Fusil - Volcano Cannon - Volkite Saker - Adrathic Devastator - Eradication Beamer
Las-Talon - Macro Plasma Incinerator - Volkite Demi-Culverin - Melta-Cutter - Siege Melta Array - Plasma Eradicator
Magna-Melta - Plasma Destroyer - Volkite Sentinel - Cyclonic Melta Lance - Plasma Storm Battery - Heavy Conversion Beamer
Thermal Spear - Hellfire Plasma Cannonade - Neutron Laser Projector - Neutron Laser - Arachnus Blaze Cannon
Arachnus Heavy Blaze Cannon - Arachnus Heavy Lascannon Battery - Arachnus Storm Cannon - Laser Destroyer Array
Laser Destroyer - Heavy Laser Destroyer - Omega Plasma Array - Sabre Neutron Blaster
Incendiary: Heavy Phosphor Blaster - Incendium Cannon - Inferno Cannon - Flamestorm Cannon - Clearance Incinerator
Infernus Incinerator - Heavy Incinerator
Chemical: Chem Cannon
Sonic: Heavy Seismic Cannon - Laud Hailer
Warpcraft: Gatling Psilencer - Heavy Psycannon - Rift Cannon
Ordnance:
Ballistics: Apocalypse Missile Launcher - Basilisk Magnus - Thunder-Fire Cannon - Colossus Siege Mortar - Deathstrike Cannon
Deathstrike Missile - Goliath Mega-Cannon - Dreadhammer Cannon - Earthshaker Cannon - Griffon Heavy Mortar
Manticore Missile - Medusa Siege Cannon - Quake Cannon - Spicula Rocket System - Thunderer Cannon - Stormshard Mortar
Stormsword Siege Cannon - Tremor Cannon - Nemesis Quake Cannon - Doomsday Cannon - Exorcist Multiple Missile Launcher
Taurox Missile Launcher - Ironstorm Missile Pod - Stormspear Rocket Pod - Spiculus Bolt Launcher - Karacnos Mortar Battery
Praetor Multiple Missile Launcher - Morbus Heavy Bombard - Dominus Triple Bombard - Behemoth Cannon
Whirlwind Multiple Missile Launcher
Directed-Energy: Belleros Energy Cannon - Hellex Plasma Mortar
Gravitational: Graviton-Charge Cannon - Grav Flux Bombard
Warpcraft: Vortex Missile
Super-Heavy
Weapons:
Ballistics: Accelerator Autocannon - Avenger Gatling Cannon - Doomstrike Missile Launcher - Gatling Blaster
Thunderhawk Cannon - Vulcan Mega Bolter - Trident - Thundercoil Harpoon - Castigator Bolt Cannon
Shieldbreaker Missile - Helios Defense Missile Pod - Hellion Missile - Accelerator Cannon - Baneblade Cannon
Hellhammer Cannon - Macro-Accelerator Cannon - Revelator Missile Launcher - Cruciator Gatling Array
Directed-Energy: Atrapos Lascutter - Hellstorm Cannon - Lightning Cannon - Melta Cannon - Plasma Annihilator
Plasma Blastgun - Plasma Destructor - Plasma Obliterator - Turbo-Laser Destructor
Vengeance Cannon - Arachnus Magna-Blaze Cannon - Thermal Cannon - Plasma Decimator
Volkite Veuglaire - Las-Impulsor - Volcano Lance - Volkite Chieorovile - Volkite Carronade
Defense Laser - Lightning Lock - Conversion Beam Cannon - Volkite Eradicator - Volkite Destructor
Incendiary: Acheron Flame Cannon - Conflagration Cannon - Inferno Gun
Sonic: Sonic Destructor
Gravitational: Graviton Imploder - Graviton Singularity Cannon - Krius Grav Imploder
Warpcraft: Warp Missile - Warp Missile Rack - Psi-Cannon
Ship Weapons:
Ballistics: Bombardment Cannon - Doomstorm Missile - Hellfire Missile
Macro Cannon - Nova Cannon - Torpedo
Directed-Energy: Hellfury Cannon - Lance Weapon
Sonic: Sonic Disruptor
Non-Firearm Weapons:
Melee Weapons: Chain Weapons - C'tan Phase Weapons - Force Weapons - Power Weapons - Arc Close Combat Weapons
Transonic Weapons - Basic Close Combat Weapons - Imperial Miscellaneous Weapons - Grav Close Combat Weapons
Grenades & Explosives: Arc Grenade - Colossus Bomb - Demolition Charge - Frag Grenade - Haywire Mine - Heavy Bomb
Incendiary Charge - Krak Grenade - Melta Bomb - Mindscrambler Grenade - Smoke Grenade - Blind Grenade
Shock Grenade - Vortex Grenade - Stasis Bomb - Psyk-Out Grenade - Rad Grenade - Tectomagnic Munitions
Weapons of the Forces of Chaos
Sidearms:
Ballistics: Autopistol - Bolt Pistol - Inferno Bolt Pistol - Stub Gun
Directed-Energy: Plasma Pistol
Incendiary: Warpflame Pistol
Chemical: Injector Pistol - Xyclos Needler
Basic Weapons:
Ballistics: Autogun - Bolter - Fatecaster Greatbow
Inferno Bolter - Shotgun - Stub Rifle
Directed-Energy: Lasgun
Sonic: Sonic Blaster
Special Weapons:
Ballistics: Light Mortar - Sniper Rifle
Directed-Energy: Conversion Beamer - Meltagun - Plasma Gun
Incendiary: Flamer - Warpflamer
Chemical: Bile Spewer - Plague Belcher
Sonic: Doom Siren - Sonic Shrieker
Combi-Weapons: Combi-Bolter
Heavy Weapons:
Ballistics: Autocannon - Heavy Bolter - Heavy Stubber - Havoc Launcher
Reaper Autocannon - Reaper Chaincannon - Soulreaper Cannon
Hellfyre Missile Rack
Directed-Energy: Æther-Fire Cannon - Lascannon - Plasma Cannon
Heavy Conversion Beamer
Incendiary: Heavy Flamer - Heavy Warpflamer
Chemical: Plague Sprayer - Plague Spewer - Blight Launcher
Sonic: Blastmaster
Daemon Weapons:
Ballistics: Kai Gun - Harvester Cannon - Butcher Cannon - Soul Burner Petard
Hades Autocannon - Hades Gatling Gun - Scorpion Cannon - Tower Gun
Skullreaper Cannon - Skullshredder Cannon Doomfire Cannon - Impaler
Kytan Gatling Cannon - Balemaw Cannon - Plague Catapult
Directed-Energy: Storm Laser - Ectoplasma Cannon - Magma Cutter
Incendiary: Baleflamer - Daemongore Cannon - Hellmaw Cannon - Warpfire Flame Cannon
Chemical: Plaguespitter - Heavy Blight Launcher - Pandemic Staff
Plagueburst Mortar - Rot Cannon - Bile Spurt
Sonic: Heartstring Lyre
Warpcraft: Beam of Power - Bolts of Change - Mirror of Absorption
Other: Fleshmetal Guns - Mawcannon - Skull Hurler - Cauldron of Blood Cannon - Ichor Cannon
Gorestorm Cannon - Tormentor Cannon - Skull Cannon - Entropy Cannon - Excruciator Cannon
Vehicle-mounted
Weapons:
Ballistics: Battle Cannon - Hurricane Bolter - Demolisher Cannon
Accelerator Autocannon - Punisher Gatling Cannon
Directed-Energy: Single-Barrelled Turbo-Laser Destructor
Sonic: Dirge Caster
Ordnance:
Ballistics: Apocalypse Missile Launcher - Doomstrike Missile Launcher
Super-Heavy
Weapons:
Ballistics: Gatling Blaster - Natrix Shock Lance
Ursus Claws - Vulcan Mega-Bolter
Directed-Energy: Double-Barrelled Turbo-Laser Destructor - Hellstorm Cannon - Laser Blaster - Laser Destructor
Melta Cannon - Plasma Annihilator - Plasma Blastgun - Plasma Destructor - Plasma Obliterator
Volcano Cannon - Vengeance Cannon
Incendiary: Inferno Gun
Chemical: Pus Cannon
Ship Weapons:
Ballistics: Macro Cannon - Naval Missile Turret - Torpedo
Directed-Energy: Lance Weapon
Non-Firearm Weapons:
Melee Weapons: Chain Weapons - Power Weapons - Daemonic Close Combat Weapons - Arc Weapons
Tzaangor Blade Weapons - Basic Close Combat Weapons - Force Weapons
Grenades & Explosives: Frag Grenade - Blight Grenade - Krak Grenade - Melta Bomb
Weapons of the Dark Eldar
Sidearms:
Ballistics: Splinter Pistol - Stinger Pistol - Terrorfex
Directed-Energy: Drukhari Blast Pistol - Fusion Pistol
Basic Weapons:
Ballistics: Shardcarbine - Shredder - Splinter Rifle
Directed-Energy: Blaster
Special Weapons:
Ballistics: Tormentor Helm - Splinter Pods
Chemical: Destructor - Liquifier Gun
Warpcraft: Eyeburst - Tormentor
Other: Hexrifle - Ossefactor
Heavy Weapons:
Ballistics: Phantasm Grenade Launcher - Splinter Cannon
Directed-Energy: Dark Lance - Haywire Blaster - Heat Lance
Vehicle Weapons:
Ballistics: Horrorfex - Implosion Missile - Cluster Caltrop Pod
Directed-Energy: Disintegrator Cannon - Monoscythe Missile - Pulse-Disintegrator
Storm Vortex Projector - Void Lance - Dark Scythe
Chemical: Necrotoxin Missile
Other: Shatterfield Missile - Spirit Vortex - Stinger Pod
Ship Weapons:
Ballistics: Scythe Missile Launcher - Torpedo
Directed-Energy: Phantom Lance - Heavy Starcannon
Non-Firearm Weapons:
Melee Weapons Dark Eldar Combat Weapons - Dark Eldar Power Weapons
Grenades & Explosives Plasma Grenade - Haywire Grenade - Void Mine
Weapons of the Eldar
Sidearms:
Ballistics: Shuriken Pistol - Harlequin's Embrace - Harlequin's Kiss
Directed-Energy: Fusion Pistol - Mandiblaster
Sonic: Banshee Mask
Warpcraft: Neuro-Disruptor
Other: Neural Shredder
Basic Weapons:
Ballistics: Avenger Shuriken Catapult - Death Spinner - Gatekeepers Bastion
Reaper Launcher - Shuriken Catapult - Swooping Hawk Grenade Pack
Directed-Energy: Cloudsweeper - Fusion Gun - Lasblaster
Laser Lance - Prism Rifle - Ranger Long Rifle
Incendiary: Eldar Flamer
Exarch Weapons:
Ballistics: Spinneret Rifle - Tempest Launcher
Directed-Energy: Fire Pike - Hawk's Talon - Prism Blaster - Star Lance - Sunrifle
Incendiary: Dragon's Breath Flamer
Heavy Weapons:
Ballistics: Eldar Missile Launcher - Pack Grenade Launcher - Mirage Launcher - Shadow Weaver
Shrieker Cannon - Shuriken Cannon - Torrent Reaper Launcher
Directed-Energy: Bright Lance - Scatter Laser - Starcannon
Haywire Cannon - Firestorm Scatter Laser
Sonic: Vibro Cannon
Warpcraft: Wraithcannon - D-Scythe
Vehicle Weapons:
Ballistics: Doom Weaver - Phoenix Missile Launcher
Directed-Energy: Prism Cannon - Pulse Laser - Prismatic Cannon
Warpcraft: D-Cannon - D-Flail
Super Heavy Weapons:
Ballistics: Deathshroud Cannon - Phantom Missile Launcher
Revenant Missile Launcher - Void Spinner Array
Directed-Energy: Inferno Lance - Pulsar - Suncannon
Sonic: Sonic Lance
Warpcraft: Psychic Lance
Ship Weapons:
Ballistics: Torpedo
Directed-Energy: Naval Lascannon - Phantom Lance - Pulsar Lance
Shadow Lance - Heavy Starcannon
Non-Firearm Weapons:
Melee Weapons: Eldar Chain Weapons - Eldar Power Weapons
Eldar Force Weapons - Miscellaneous Weapons
Grenades & Explosives Plasma Grenade - Haywire Grenade - Hallucinogen Grenade
Weapons of the Genestealer Cults
Sidearms:
Ballistics: Autopistol - Bolt Pistol - Needle Pistol - Liberator Autostub
Directed-Energy: Laspistol
Incendiary: Hand Flamer
Other: Web Pistol
Basic Weapons:
Ballistics: Autogun - Shotgun - Storm Bolter
Directed-Energy: Lasgun
Other: Webber
Special Weapons:
Ballistics: Grenade Launcher - Sniper Rifle - Silencer Sniper Rifle
Directed-Energy: Mining Laser
Incendiary: Flamer
Sonic: Proclamaitor Hailer
Other: Scrambler Array
Heavy Weapons:
Ballistics: Autocannon - Heavy Bolter - Heavy Stubber
Missile Launcher - Light Mortar
Directed-Energy: Multi-laser - Heavy Mining Laser - Multi-Melta
Plasma Cannon - Lascannon
Incendiary: Heavy Flamer - Atalan Incinerator
Sonic: Seismic Cannon
Vehicle-mounted
Weapons:
Ballistics: Battle Cannon - Eradicator Nova Cannon
Hunter-Killer Missile - Vanquisher Cannon
Incendiary: Clearance Incinerator
Sonic: Heavy Seismic Cannon
Non-Firearm Weapons:
Melee Weapons: Chain Weapon - Power Weapon - Tyranid Close Combat Weapons
Heavy Rock Drill - Heavy Rock Cutter - Heavy Rock Saw
Miscellaneous Weapons - Basic Close Combat Weapons
Grenades & Explosives: Frag Grenade - Krak Grenade - Blasting Charges
Weapons of the Orks
Da Basik Poppas:
Ballistics: Grot Blasta - Grot Grappling Hook - Sluggas
Six-Shoota - Pokkit Rokkit Launcha
Directed-Energy: Kustom Mega Slugga
Other: Squig Blasta
Trusty Shootas:
Ballistics: Gretchin Blunderbuss - Shootas - Shoota Kannon - Ork Blunderbuss
Incendiary: Burnas
Spechul Dakka:
Ballistics: Dakka Shoota - Stikkbomb Launcha - Stikkbomb Chukka - Thump Gun
Directed-Energy: Kustom Mega-Blasta
Incendiary: Splash Burna - Burna Exhaust
Sonic: Rokker Shoota
Warpcraft: Shokk Attack Gun - Tellyport Blasta
Kombi-Weapons: Kombi-Rokkit Launcha - Kombi-Skorcha - Twin-Linked Shoota - Kopta Rokkits
Other: Squig Launcha
'eavy Gear:
Ballistics: 'Eavy Lobba - Supa Shoota - Dakkaguns - Kannon - Lobba
Mek Speshul - Rattler Kannon - Rokkit Launcha - Big Shootas
Snazzgun - Boomstikk - Rivet Kannon - Stikka Kannon
Directed-Energy: Zzap Gun - Kustom Mega-Kannon
Incendiary: Skorcha
Gravitational: Smasha Gun - Traktor Kannon
Warpcraft: Kustom Shokk Rifle
Other: Bubblechukka - Deffguns - Heavy Squig Launcha
Da Big Stuff:
Ballistics: Big Lobba - Flakka-Dakka Gun - Supa-Lobba - Killkannon - Supa-Kannon
Krusha Kannon - Bursta Kannon - Skulhamma Kannon - Seacannon
Grotzooka - Boom Gun - Rokkit Kannon
Directed-Energy: Big Zzappa
Incendiary: Supa-Skorcha - Skorcha Missile
Gravitational: Magna-Kannon - Shunta
Other: Mek Gunz
Bloody'Uge Exploshunz!:
Ballistics: Belly Gun - Cluster Buster - Deffstorm Mega-Shoota - Deth Kannon - Gigashoota
Grot Bomms - Gut Buster Mega-Kannon - Soopagun - Supa-Gatler - Supa-Rokkits
Skullkrusha Mega-Cannon - Krooz Missiles
Directed-Energy: Snapper - Soopa Zzap Gun - Gaze of Mork
Incendiary: Flamebelcha - Splasha Attack Gun
Gravitational: Lifta-Droppa - Supa-Lifta-Droppa
Other: Pulsa Rokkit
Planet-Zoggin Krackars!:
Ballistics: Ship Gunz - Heavy Ship Gunz - Mega-Kannon - Torpedo
Directed-Energy: Zzap Kannon
Non-Dakkas:
Choppy Bitz: Choppa - Ork Chain Weapons - Ork Power Weapons - Runtherd Equipment
Miscellaneous Klose Kombat Weapons
Bangas and Boom!: Stikkbomb - Burna Bottle - Tankbusta Bomb - Bigbomm - Bomm - Burna Bomb
Boom Bomb - Repulsor Mine - Mega Bomb - 'Gantbuster Bomb
Weapons of the Tau Empire
Sidearms:
Directed-Energy: Pulse Pistol
Basic Weapons:
Ballistics: Kroot Rifle - Krootbow
Directed-Energy: Pulse Blaster - Pulse Carbine - Pulse Rifle
Special Weapons:
Ballistics: Kroot Bolt Thrower - Kroot Gun - Kroot Hunting Rifle - Rail Rifle
Directed-Energy: Ion Rifle - Neutron Blaster
Battlesuit
Weapons:
Ballistics: Airbursting Fragmentation Projector - Flechette Discharger - Heavy Rail Rifle - Missile Pod
Directed-Energy: Burst Cannon - Cyclic Ion Blaster - Cyclic Ion Raker - Fusion Blaster - Fusion Cascade
Fusion Collider - Heavy Burst Cannon - Phased Ion Gun - Plasma Rifle
Incendiary: Tau Flamer
Heavy Battlesuit
Weapons:
Ballistics: Fragmentation Cluster Shell Launcher - High-Yield Missile Pod
Directed-Energy: Heavy Burst Cannon - Ion Accelerator - Ionic Discharge Cannon
Long-Barrelled Burst Cannon - Pulse Submunitions Cannon
Pulse Submunitions Rifle
Incendiary: Phased Plasma Flamer
Vehicle-mounted
Weapons:
Ballistics: Railgun - Seeker Missile - Smart Missile System
Directed-Energy: Ion Cannon - Tau Plasma Cannon - Pulse Bomb Generator
Quad Ion Turret - Fusion Cannon
Super-Heavy
Weapons:
Ballistics: Cluster Rocket System - Destroyer Missile - Heavy Rail Cannon Array
Heavy Railgun - Nexus Meteor Missile System
Directed-Energy: Fusion Eradicator - Pulse Blastcannon - Pulse Driver Cannon
Pulse Ordnance Multi-Driver - Tri-Axis Ion Cannon
Ship Weapons:
Ballistics: Torpedo - Starship Railgun - Heavy Starship Railgun
Gravitic Launcher - Warsphere Missile Pod
Directed-Energy: Cutting Beam - Heavy Ion Cannon
Non-Firearm Weapons:
Melee Weapons: Bonding Knife - Equaliser - Honour Blade - Onager Gauntlet
Grenades & Explosives: EMP Grenade - Photon Grenade
Weapons of the Necrons
Sidearms:
Ballistics: Tachyon Arrow
Directed-Energy: Enmitic Disintegrator Pistol - Particle Caster - Scouring Eye
Dimensional: Transdimensional Beamer
Basic Weapons:
Directed-Energy: Gauss Flayer - Gauss Reaper - Tesla Carbine
Special Weapons:
Incendiary: Gauntlet of Fire
Other: Synaptic Disintegrator
Heavy Weapons:
Directed-Energy: Gauss Blaster - Gauss Cannon - Gauss Destructor - Heavy Gauss Cannon
Particle Beamer - Enmitic Annihilator - Enmitic Exterminator
Staff Weapons:
Directed-Energy: Eldritch Lance - Entropic Lance - Rod of Covenant
Staff of Light - Staff of the Destroyer - Voltaic Staff
Other: Abyssal Staff - Aeonstave - Empathic Obliterator
Staff of Tomorrow - Tremorstave
Vehicle Weapons:
Directed-Energy: Death Ray - Focused Death Ray - Gauss Exterminator - Gauss Flux Arc
Heat Cannon - Heat Ray - Particle Shredder - Tesla Cannon
Tesseract Singularity Chamber - Thermal Cutting Beam
Dimensional: Exile Cannon
Superheavy Weapons:
Directed-Energy: Annihilator Beam - Doomsday Cannon - Doomsday Blaster - Gauss Annihilator
Gauss Obliterator - Particle Whip - Tesla Destructor - Tesla Sphere - Æonic Orb
Gravitational: Singularity Generator
Dimensional: Transdimensional Projector - Transdimensional Abductor
Other: Synaptic Obliterator - Atomiser Beam Lance
Ship Weapons:
Directed-Energy: Lightning Arc - Particle Whip Launcher
Non-Firearm Weapons:
Melee Weapons: C'tan Phase Weapons - Hyperphase Weapons - Miscellaneous Weapons - Voidblade
Grenades & Explosives: Countertemporal Nanomine - Death Spheres