The Missile Launcher is a very simple weapon, being little more than a tube capable of firing different kinds of explosive payload, similar to the Mortar. The Missile launcher is capable of firing a variety of payloads, chief amongst which are the anti-personnel Fragmentation ("Frag") missiles, and anti-vehicle Krak missiles, though anti-air "Flakk" missiles were brought in with the advent of flyers in Warhammer 40,000 6th edition. Missiles with defoliant chemicals or chemical weaponry can and have been used, as well. The main advantages of the Missile launcher are that it is cheap to manufacture, able to take several kinds of munitions, and portable.
- 1 Imperium
- 1.1 Missile Launcher
- 1.2 Mole Launcher
- 1.3 Cyclone Missile Launcher
- 1.4 Salvo Launcher
- 1.5 Typhoon Missile Launcher
- 1.6 Skyhammer Missile Launcher
- 1.7 Multiple Rocket Pod
- 1.8 Hunter-Killer Missile
- 1.9 Hellstrike Missile
- 1.10 Exorcist Multiple Missile Launcher
- 1.11 Whirlwind Multiple Missile Launcher
- 1.12 Hyperios Missile Launcher
- 1.13 Manticore Missile
- 1.14 Skyspear Missile Launcher
- 1.15 Ironstorm Missile Pod
- 1.16 Stormspear Rocket Pod
- 1.17 Shieldbreaker Missile
- 1.18 Helios Defense Missile Pod
- 1.19 Apocalypse Missile Launcher
- 1.20 Hellion Missile
- 1.21 Deathstrike Missile
- 1.22 Doomstrike Missile Launcher
- 1.23 Hellfire Missile
- 2 Chaos
- 3 Eldar
- 4 Tau
- 5 Orks
The Missile Launcher is one of the most common explosive weapons fielded by the Imperium of Man, employed very commonly by Imperial Guard Heavy weapons teams, and extensively used amongst Space Marine squads of all kinds. It also sees use among the ranks of the Chaos Space Marines. Its incredible versatility in payload allows it to be a potent anti-infantry and anti-vehicle weapon when the situation calls for it. Its anti-vehicle capabilities are only outstripped by the Lascannon and vehicle-mounted weapons, and it is easy to learn and easy to use.
Back in the days of the Great Crusade, these things were the goofiest looking weapons ever, with banana-shaped top-fitted magazines (as seen in some recent Forge World weapons packs). Dark Eldar laughed at how oddly shaped and impractical they were. Seriously.
They stopped laughing after said missiles evaporated them.
Aside from the two standard Missile Launchers, the Astartes short launcher and the longer Imperial Guard version that shoots long, almost torpedo-like missiles, the Imperium also employs several other large missile weapons.
Basically the Imperium's take on the Squat's Mole Mortar. The Mole Launcher is a specialized missile launcher utilized by Imperial Guard Engineers, in particular the Death Korps of Krieg. Known more formally as a breaching torpedo, the weapon fires burrowing warhead capable of digging through obstacles and detonating on the other side.
The explosive charge is contained within a shoulder-mounted launch tube, which can lock in place facing the ground or the side of a tunnel. When fired the torpedo is launched into the earth, where a powerful drill and small powerfield generator allow it to slice through rock very quickly. The projectile also contains a guidance system linked to a separate control panel, allowing a team member to guide the the torpedo to its target.
The Mole Launcher's primary purpose is for blasting into enemy tunnels, causing a sudden and catastrophic collapse. It can also be used against surface targets, burrowing up to the surface and exploding underneath a bunker or vehicle where it's armoring is weakest.
Cyclone Missile Launcher
A miniature Whirlwind Launcher.
The Cyclone Missile Launcher is a Missile Launcher variant specially designed to be fitted on Terminator Armor. Loaded with Krak and Frag Missiles, the Cyclone consists of two cube-shaped missile boxes, twin-linked, with a targeter and sensor array. The missile and sensor unit is fixed on the back of standard terminator armor, allowing the Space Marine to use a Storm Bolter and Power Fist with the Cyclone. Older designs of the Cyclone missile launcher had the sensor array hand-carried by the Terminator, thus taking away the option of a power fist but making it more accurate.
A missile launcher gifted to only the Emprah's best and finest.
The Salvo Launcher is a weapon used by the Adeptus Custodes Vertus Praetor's. Despite their small size, these weapons can turn even the most heavily armored vehicles in a few...well....salvos. Mounted on the prow of their Dawneagle Jetbikes, these weapons fire Flakkburst Missiles that allow their riders to shoot enemy flyers out of the sky or Melta Missiles that are effective against vehicles.
As usual/expected, these things are gilded in
gold Auramite, as befitting for the Emprah's posse of gilded bananas.
They are also far more powerful than missile launchers far bigger than it. Which is unsurprising. But what is surprising is that it looks suspiciously like one of the missile launcher choices for the video game Spore....strange....
Typhoon Missile Launcher
Wielded by the infamous flying toasters. The Typhoon showers the sky in missiles to cover a wide area of land.
The Typhoon Missile Launcher is a Space Marine Missile Launcher equipped with both Frag and Krak Grenades. They are most commonly mounted on vehicles, such as the aforementioned Stormtalon Gunship.
Its sister variant is the Skyhammer Missile Launcher.
Skyhammer Missile Launcher
Another weapon wielded by the infamous flying toasters. They have a more limited ammo rack to compensate for more powerful explosions.
The Skyhammer Missile Launcher is a Missile Launcher platform employed on Space Marine Stormtalon Gunships. These weapons fire a volley of hyper-velocity missiles that smash into their targets and are ideal tank-killers.
Its sister variant is the Typhoon Missile Launcher.
Multiple Rocket Pod
The Multiple Rocket Pod all simply known as the Rocket Pod, are weapons most commonly mounted on Imperial Aircraft such as the Vulture Gunship or Valkyrie. They work by firing large numbers of small fragmentation rockets, covering a large area in lethal shrapnel. They are an anti-infantry weapon and are particularly effective against high density concentrations of poorly-armoured opponents.
These are basically the Skyhammer's and Typhoon Missile Launcher's bigger and more badass brother. Instead of small individual rockets, this thing saturates the land with explosive munitions.
Maximum Dakka indeed.
A single-use fire-and-forget krak missile packaged in a launch tube that is easily mounted to any vehicle. They are effectively Krak Missiles with massively extended range, although only one can be mounted on a vehicle due to their vast size. They are also unique in that they are guided weapons with an on-board artificial intelligence, known as a "logis-engine." Sensors in the missile's nose transmit information on the target and surrounding environment to the logis-engine, which guides the missile in flight by manipulating its stabilizing fins, allowing the missile to match the target's movements and avoid obstacles. The missile's warhead is an impact fused shaped charge, designed for maximum armor penetration. Other instruments include an internal gyroscope for stable flight and a small battery to power the sensor and logis-engine.
In-game, they are a cheap upgrade for most Imperial vehicles and walkers, as a quick way to add a bit of anti-armor punch to an armored personnel carrier or other light armor. However, being one shot only you'll never actually hit anything with it as it has the incredible ability to miss everything every time it is fired. (Unless you stick one on Knight Commander Pask's tank, BS4 with re-rollable 1's to hit and to wound, use it to stun enemy artillery or instagib a warlord of Toughness 4 or below with no Eternal Warrior). Or just takes as many as you can and alpha-strike the fuck out of your opponent.
Weirdly, unlike real life rocket addons for tanks (such as the Tulip from WW2), the Imperium lacks a version to fight infantry (Frag) or as air-defence (Flakk). *BLAM* That's what your lasguns and the venerable Hydra are for, Guardsman. To suggest otherwise is Tech-Heresy
A Hunter-Killer in the air.
A Hellstrike Missile is an Imperial solid-fuel air-to-surface anti-armor missile outfitted with a high-explosive warhead intended for use during ground support airstrikes. It is essentially identical in function to a Hunter-Killer Missile in that it is a guided weapon equipped with an on-board Cogitator or artificial intelligence known as a "Logis-Engine."
Sensors in the missile's nose transmit information on the location and movement of the target and the surrounding environment to the Logis-Engine, which alters the trajectory of the missile in flight by manipulating its stabilizing fins, allowing it to match the target's movements and avoid any obstacles. A Hellstrike Missile is larger than its Hunter-Killer counterpart and is often fired at high velocity while the aircraft deploying it is in flight. Hellstrike Missiles are a common armament on many forms of Imperial military aircraft.
Exorcist Multiple Missile Launcher
The iconic pipe organ gun. The Exorcist Multiple Missile Launcher is a large device used primarily for destroying enemy emplacements and armored vehicles, used solely by the Ordo Hereticus. The main users are of course, the Exorcist.
The Exorcist Multiple Missile Launcher is basically a MIRV which stands for Multiple Independently Targetable Reentry Vehicle and it is used to pepper the battlefield with a rain of steel and explosives.
It is unknown how the Exorcist manage to store all these missiles given the relatively tiny space the Rhino often exhibits. Nevertheless, the biggest question is how one manage to fire over a dozen missiles with the use of an organ keyboard. It could be stupid if it wasn't so stupidly awesome.
As such, the Exorcist Multiple Missile Launcher is great when it comes to killing off horde armies, but start to suffer against more heavily armored troops or vehicles. When that happens, you will have to rely on more harder hitting missile launchers to get the job done.
The main armament of the Exorcist Multiple Missile Launcher. The missiles fired from the Exorcist Multiple Missile Launcher are independently stabilizing high explosive armor piercing (HEAP) missiles that can crack open the armor of most infantry and light vehicles. However, despite this armor piercing quality, it lacks the overall strength and weight to be needed to harm larger vehicles. The small and slim size of the missiles is to obviously save weight and prevent hampering of the Rhino's speed.
Whirlwind Multiple Missile Launcher
The Whirlwind multiple missile launcher is mounted on the Space Marine Whirlwind vehicle. It is capable of firing various types of missiles, the most common types being the standard Vengeance missile or Incendiary Castellan missile. The Whirlwind can be loaded with multiple types of munitions, but can only launch one type at a time. The most current versions of the launcher, are either 2 pods of 5 missiles each, fired in tandem pairs, or larger missiles fired one at a time from 2 pods of 2 missiles each.
The ammunition is as follows:
Vengeance missiles are the standard warheads used by the Whirlwind. The Vengeance missile is a high explosive missile containing a proximity fuse, which detonates the missile close to the target, scattering deadly shrapnel over the entire area.
Castellan missiles are defensive missiles, which upon detonating, scatter mines over a large area. They are often effective for denying an enemy an easy route for counter attacks. Sufficient mines are fired in each shot that the field will remain until the end of the battle.
Incendiary Castellan Missiles
Incendiary Castellan missiles are missiles that have exchanged the fragmentation charge for a volatile chemical warhead that blankets the blast area in searing flames. It is commonly used on targets inside structures which are protected from fragmentation blast. Even the most sturdy of defenses provide no protection and if by some chance the defenders inside the structure aren't burned to death, most die from the after vapors which kill them from the inside out.
Hyperios Missile Launcher
The Hyperios Missile Launcher is a specialized, anti-aircraft missile launcher mounted on Space Marine Whirlwind Hyperios. It is capable of firing up to twenty Hyperios missiles at fast, low-flying targets, making it ideal for defense against ground-attack craft making strafing runs.
Due to a lack of manpower for dedicated air defense units in Space Marine Chapters, It is common for Hyperios Missile Launchers equipped with automated remotely-activated defense systems to be utilized by Space Marine forces for local air defense. These automated platforms are dropped in by Thunderhawks, activated by the chapters Techmarines, and can be monitored via command vehicles.
The Hyperios Anti-Aircraft Missile functions in a similar fashion to a Hunter-Killer Missile. Tracking equipment within the missile locks onto a target, which feeds information to a logis-engine. Once fired, the logis-engine manipulates the missile's fins in order match the target's movements, avoid obstacles, and destroy it. Most of the missile's mass is taken up by fuel needed to intercept fast-moving targets, allowing it to fly short distances at high velocity. The Hyperios missile does not contain enough fuel to reach high-altitude targets, which are better suited to Manticore AA missiles.
The primary weapon of the Manticore, the individual missiles of a Manticore can evaporate anything that is not dressed in Power Armor.
The missile is divided into five sections: a fuse, the control and guidance equipment, the electrical unit, an explosive warhead and a propellant container for the two-stage solid fuel rocket. The first stage, a starting rocket, launches the missile into the air where the main in-flight rocket motor kicks in, propelling it to speeds of 1,080 kph. The standard Manticore missile's warhead is a high explosive fragmentation device capable of causing damage to a wide variety of targets including battle tanks. It can also be replaced by any number of alternatives, such as an oxy-phosphor incendiary warhead for anti-infantry firepower or an Interceptor warhead for targeting high-altitude enemy aircraft. The standard missile has an operational range of 30 kilometers.
Skyspear Missile Launcher
Ahhh...the famous corpse cannon.
The Skyspear Missile Launcher is a type of surface-to-air Missile Launcher mounted on Space Marine Hunters. These launchers are able to fire a salvo of missiles, each of which is guided by the interred remains of a Chapter Serf. The very aspect on using a dead guy to aim your missiles had been a source for intense and passionate debates on the type of Drugs GW had been smoking in order to come out with such an idea.
The missile itself is extremely powerful, able to blow apart Tau Barracudas to Eldar Vampire Raiders. It can even destroy creatures such as Bloodthirsters and Hive Tyrants. Although in the case for the former, how a single missile can take out a creature that can give even the giant baby carriers a run for its money is unknown. Unless it is a Deathstrike, we ain't seeing how this is possible.
Ironstorm Missile Pod
Basically a baby Apocalypse Missile Launcher.
Mounted on the back of the Questor Imperialis, the Imperial Knight, and by the Renegade Knights of the Questor Traitoris. This missile pod is used to blast bloody holes against massed infantry assaults, and it is most effective against light- to medium-armoured opponents (72" S5 AP4, Heavy 1, Large Blast, Barrage).
It can engage targets at a long range and fire missiles that explode and saturate a sizable blast radius. It is most effective against light to medium-armored foes and massed infantry assaults.
There are multiple variants of the Missile Pod.
Ironstorm with Six Missile Tubes
The standard variant of the Ironstorm Missile Pod, this version features six missile tubes.
Ironstorm with Four Missile Tubes
An uncommon variant of the Ironstorm Missile Pod, this version features four missile tubes, holding less ammunition than the standard variant.
Ironstorm with Two Missile Tubes
A rare variant of the Ironstorm Missile Pod, this version features only two missile tubes, holding a great deal less ammunition than the standard variant.
Porphyrion Ironstorm Missile Pod
A large variant of the Ironstorm Missile Pod that is used by the Acastus Knight Porphyrion. This version is much larger than the standard, featuring sixteen missile tubes, along with the ability to be raised and lowered into the Porphyrion's upper carapace. This version of the Ironstorm Missile Pod can also be outfitted with Helios Defence Missiles, which are used to defend the massive Knight from enemy aircraft.
Stormspear Rocket Pod
The Ironstorm's more Dakka brother.
Another pod mounted on the back of the Questor Imperialis, the Imperial Knight, and by the Renegade Knights of the Questor Traitoris. This carapace-mounted weapon fires self-propelled projectiles tipped with armor-piercing warheads. Only accurate at medium range, they are best employed versus heavily armored infantry or moderately armored vehicles. The launcher itself is capable of firing their payloads in successive volleys of three.
It fires self-propelled projectiles tipped with armor-penetrating warheads and is used against heavily armored infantry or moderately armored vehicles (48" S8 AP3, Heavy 3).
Like its brother, there are many variants of this weapon.
Stormspear with Eighteen Rocket Tubes
The standard variant of the Stormspear Rocket Pod, this version features eighteen rocket tubes.
Stormspear with eight Rocket Tubes
An uncommon variant, this version features only eight rocket tubes, holding less ammunition than that of the standard pattern.
Stormspear with twenty-four Rocket Tubes
A rare variant, this version features twenty-four missile tubes, and consequently holds much more ammunition than that of the standard pattern. This version uses a larger overall pod design to accommodate the additional rocket tubes.
The main secondary weapon of the new Imperial Knight Dominus. The Shieldbreaker Missiles can come in a configuration of either one or two depending on your preferences. They are mounted on the back or the shoulders in order to resemble the Warlord Titan.
These missiles are meant to break apart vehicles in precise shots. Whilst the Siegebreaker Cannons are aimed towards light vehicles and mass infantry formations of MEQs, the Shieldbreaker Missiles are definitely aimed at heavier vehicles such as battle tanks and artillery.
On the tabletop, the Shieldbreaker Missiles are a bit situational due to the amount of fantastic anti-superheavy and anti-vehicle weapons that both variants of the Knight Dominus carries. On one hand it’s a one-shot missile, so you are restricted to either two to four missiles depending on your weapon configuration. On the other hand, it’s Str 10, AP -4, D6 Damage Heavy 1 weapon that has an ability that gives Invulnerable Saves the proverbial middle finger if it successfully wounds. Thus, a proper tactic is that this missile can be the 'killing blow' to a weakened character or unit.
Helios Defense Missile Pod
The personal FUCK OFF anti-air and anti-vehicle missile contraption exclusive to the Knight Porphyrion, cause they're too big to carry 'kiddie toys' like the Stormspear and Ironstorm Weapon Pods found on smaller Knight Patterns.
The Helios Defense Missile is a type of Missile used by the Imperium of Man to protect ground-based vehicles and installations against enemy aircraft. The Helios Defence Missile is known to have been used in the Ironstorm Missile Pod, however the large size of the missiles makes it impractical to house it in a small missile pod. Hence, the specially built missile pod of the Porphyrion is the only one capable of carrying and firing in large bulk. These missiles are equipped if the Knight is heading into battle-zones where the danger from airborne assault is apparent.
It is only outclassed by the Apocalypse Missile Launcher in both size and devastation.
Apocalypse Missile Launcher
Strapped to the back of a Reaver Battle Titan, the Apocalypse Missile Launcher does just that: spraying an area in explodey goodness capable of devouring waves of infantry and tanks alike.
The Apocalypse Missile Launcher unit is comprised of the Apocalypse Launcher loaded with 20 rockets, packaged in two 10-rocket pods. The launcher, mounted on a Titan's chassis, is a highly automated self-loading and self-aiming system. It contains a fire control computer that integrates the vehicle and rocket-launching operations. The rockets can be fired individually or in ripples of 2 to 20. Accuracy is maintained in all firing modes because the launcher's computer re-aims the launcher between rounds.
The weapon consisting of the multiple missile-tubes is capable of launching an immense barrage of explosive fire. The destructive potential of just one Apocalypse launcher is equivalent to an entire Imperial Guard artillery company. The missiles fired by an Apocalypse launcher travel at supersonic speeds, and just one salvo is enough to flatten an entire square kilometer of area.
This weapon can fire guided and unguided projectiles and can hit a target a substantial distance away. The Apocalypse Missile Launcher is often employed using "shoot-and-scoot" tactics -- firing its rockets rapidly, then moving away to avoid counter fire.
Its Eldar equivalent is the Revenant Missile Launcher.
A giant Hunter-Killer Missile.
Attached to the side of the Epic Stormblades casemate was a single shot Anti-Titan missile. The missile's warhead consists of an adamantium penetrator sleeve within which is encased a relatively small plasma warhead.
The armored sleeve ensures that plasma warhead has penetrated deep into the target before it detonates, releasing white-hot plasma. It was there to help kick in the teeth of any titan that came around the corner, but fairly pointless against Gargants.
It was once common for Imperial Guard Stormblades to mount whole racks of these missiles to assist in bringing down the heaviest Titans. Unfortunately this arrangement left the missiles exposed to enemy fire, which could cause the warhead to suddenly detonate if it suffered damage, and led to the loss of a number of Stormblades before the practice was officially stopped.
An explosive set to Maximum Fuck and strapped to a truck, an impact of this weapon will fucking END anything hit by it. A single ICBM made of FUCK YOU out for your blood would make anyone think twice. Batteries of these helped out in the Battle for Armageddon when fired from literally the opposite side of the planet. An even deadlier variations exists as the Vortex Missile.
The deployment of a single Deathstrike Missile Launcher is a complicated procedure that requires a huge investment of resources and many religious and administrative rituals by the Adeptus Mechanicus and Administratum respectively. As such, the deployment can take months to complete. Moreover the large lumbering launch vehicles often require their own dedicated escort and presents foes with a valuable and soft target. For the Departmento Munitorum, simple logistics has precluded its deployment in all but the most extreme circumstances.
Doomstrike Missile Launcher
A missile that can nuke an entire tabletop game in one shot.
Take a Deathstrike Missile, remove its ICBM capabilities and fill it up with even more explosives. You will get the Doomstrike Missile Launcher, the second largest land based missile launcher to date. Bigger then every other faction's by a large margin.
So huge it can only be used by the Imperator Battle Titan, this is a highly accurate missile launcher with a high rate of fire. It gains its accuracy by way of leveling the entire half of the city that the enemy is on so that his destruction is assured.
The Warmonger-class Titan variant of the notable variant of the Imperator Titan mounts not one but eight of these badboys on one gun arm. This is unsurprising given that the Warmonger specializes in its deep strike/fire-support capability. Saturating a entire city in long range bombardment and Dakka.
The Doomstrike Missile earns its namesake as one of the most killy weapons available. Orks wish they can build an awesome missile such as this.
You want to give the enemy the ultimate middle finger. You want to absolutely annihilate his entire army, city, mountain villa, private jet, luxury cars and his pet dog. Don't worry we have a solution for you! Move over Doomstrike cause there is a new big kid in town.
A Deathstrike grown several orders of magnitude too large. A Hellfire Missile is capable of annihilating massive swathes of enemy infantry in one go. These things dwarfs the Doomstrike in both size and tonnage.
The Hellfire Missile is basically a giant thermonuclear warhead that is able to threaten entire Titan legions. These things are so big and massive that they are as tall as a Warhound or even Reaver Titan.
The Chaos Space Marines Havocs use a man-portable missile launcher just like the Imperial model (presumably left over from their loyalist days). Their Titans also have the same missile launchers available, although the Cyclone, Hunter-Killer, and Manticore missiles weren't developed until after the Horus Heresy, so they aren't available to the Chaos Space Marines. Apparently they couldn't steal some after they were invented, and none of the Chapters who turned traitor later brought any with them. Its just as likely that they have never gotten their hands on any substantial manufacturing complexes for them, meaning they have to use the limited Imperial Ordanance they do get from their looting and stolen factories in apocalypse battles. In dawn of war 2, the missiles launcher used by the plague marines puts slow effects on vehicles they hit, which is fantastic for ensnaring dangerous targets like avatar of Khaine, land raider or any METAL BOXES for your damage dealing units to catch up on them.
The Havoc Launcher is a small multiple missile pod that hooks onto Chaos vehicles (it was used on all Imperial vehicles during the Great Crusade and both sides of the Horus Heresy, though it's Chaos-only now) and can fire off a cluster of long-ranged explosive shells, perfect for dispatching clusters of small enemies - it's particularly effective against Orks, Dark Eldar, the Tyranids, Kroot, and the Imperial Guard. The weapon has the following profile:
Range: 48" | Strength: 5 | AP: 5 | Heavy 1, Blast, Twin-Linked
It can be thought of as a rough equivalent to the Imperial Hunter-Killer or Cyclone missile launchers, as it is an upgrade easily applied to any vehicle for some extra firepower, but where the Hunter-Killer missile is meant to damage or kill a single strong unit (with only one shot, mind), the Havoc Launcher is meant to handle mass infantry and attack weaker units - and unlike the Hunter-Killer missile, can be fired all damned game long. Be warned, though; Tau, 'Ard boyz, Necrons, Storm Troopers, and Space Marines can generally weather its offensive - though the Havoc Launcher will reliably cause wounding hits, its poor AP value means most forces still get their saves. It's still a decent deterrent to infantry-heavy armies (Tyrablobs, Guard blobs, and Orks), though, and not a bad investment for the points. Also, once your Rhino has disgorged its angry Berserkers and been immobilised, your opponent tends to forget that it's a threat. This can result in the paralysed transport causing the final wound to a special snowflake Space Marine character when both armies in a 800pt annihilation game are otherwise exhausted, tabling the opponent.
Eldar Missile Launcher
Unlike the ones used by the Imperium, Eldar missile launchers consist of several pods of small missiles, using a cluster of small projectiles instead of a single large one to deal damage. Of note is that the number of openings on the launcher does not reflect the number of missiles that it is capable of holding: each firing tube is connected to several smaller chambers, in which the missiles are held and fired from. In addition, the Eldar eschew fragmentation rounds in favour of an unstable plasma core round, which has a small degree more penetrative prowess.
The Dark Reapers aspect warriors use a variation on the Eldar Missile Launcher: the Reaper Launcher. Firing a hail of small missiles over a very large distance, they can do considerable damage to Space Marines and all but the largest of Tyranid organisms. Exarchs of the Dark Reapers can use either a regular Eldar missile launcher or the Tempest Launcher: a modified Reaper Launcher that shoots its projectiles in an arc, bombarding a large area with lethal projectiles.
Torrent Reaper Launcher
A specialized variant of the normal Reaper Launcher. The Torrent Dark Reaper Launcher is a fucking Gatling missile launcher! The launcher makes use of a cylindrical drum for magazine-style loading of rapid-fire mini missiles. Increasing the ammo capacity of the standard reaper launcher significantly, but the added ammunition increases the weight of the weapon as well, despite the addition of anti-grav devices.
A Tempest Launcher is an ancient form of Reaper Launcher utilized exclusively by Dark Reaper Exarchs. It looks like two Reaper Launchers duct taped together for twice the bang. These launchers fire clusters of small Reaper Missiles in an arc.
Whilst individually, they are weaker than standard Reaper Missiles, they have a significant area of effect to compensate for this. They are thus, able to affect a larger target area and be used in an indirect fire role or as a unconventional form of artillery.
As the case for most Eldar technology, the weapon is psychically activated, and its resonant Wraithbone construction is sensitive to the Eldar's innately psychic mind. Like the more common Reaper Launcher, the Tempest Launcher is linked to its targeter via the handle.
This creates a mind-link with the Dark Reaper's weapon, allowing the warrior to "see" out of the muzzle of the launcher. However, the skill of a Dark Reaper Exarch means that his skill would be on a whole new playing field.
Phoenix Missile Launcher
The Phoenix Missile Launcher is a type of Eldar Missile Launcher typically mounted on Phoenixes, Vampire Raiders and their variants. Used against ground targets, they are most notable for using plasma warheads which are rapidly discharged to saturate an area in expanding plasma explosions.
On tabletop, Phoenix Missiles are similar to starcannons with only D6 variable shots and flat 2 damage, so they're unreliable for big damage output but can trim a few enemy Terminators or Primaris marines from any squad.
Revenant Missile Launcher
The biggest Eldar Missile Launcher to date.
This is the Eldar's answer to the Imperium's Apocalypse Missile Launcher.
The Revenant Missile Launcher is a type of Eldar Missile Launcher mounted on Revenant Titans. This shoulder-mounted weapon is loaded with rapid-firing missiles armed with plasma warheads for close-range defense against enemy infantry.
Curiously, the missile launchers are situated on the side of the Titan's head, creating a rather cramp and awkward firing position. Or it could be a homage to the smaller Mandiblasters from the Striking Scorpions. Either way, the missile launcher is more of a self defense than anything else.
Due to this, not many people actually use the missile launcher as an offensive tool. So you ain't seeing too much missile spam here.
Exclusive to the Voidraven Bomber, Implosion Missiles are Dark Eldar weapons carried by Voidraven Bombers due to their size. These missiles emit a field of molecular dissonance which instantly implodes its victim in upon themselves, leaving only a scorched silhouette. Despite this and being put on one of the largest Dark Eldar aircraft avaliable, there is no cannon model for this missile. Much to GeeDub's Fail.
It is a missile that is basically a D3 shots at S6 and AP-3.
The Monoscythe Missile is designed to release a wave of energy at head-height upon impact, decapitating nearby foes. The Monoscythe Missile is found on both the Voidraven Bomber and the Razorwing Jetfighter.
The Monoscythe Missile is a Assault D6, S6, 0 AP , 2 Damage. Nice for drowning a Bike Squad or TEQs in saves.
Filled with deadly neuropoisons, it fires shards of toxic shrapnel when it detonates, killing and pinning the enemy. The Necrotoxin Missile is found on both the Voidraven Bomber and the Razorwing Jetfighter.
The Necrotoxin Missile is an Assault D6, Wounds on a 2+ (6+ for Vehicles). Your infantry hunting and character sniping choice. Recent FAQ changed this to Assault D6. Still good though.
The Shatterfield Missile has two separate detonation chambers, first one sucks away all warmth, turning the foe into ice-like statues. The second one sends out a powerful force that blows the brittle enemy to pieces. The Shatterfield Missile is found on both the Voidraven Bomber and the Razorwing Jetfighter.
The Shatterfield Missile is an Assault D6, S7, -1 AP, 1 Damage with Shred. Necrotoxin is much more consistent but this has a nice niche in burying MEQ units in armor saves.
|Weapons of the Dark Eldar|
|Sidearms:||Blast Pistol - Fusion Pistol - Splinter Pistol - Stinger Pistol - Terrorfex|
|Basic Weapons:||Blaster - Shardcarbine - Shredder - Splinter Rifle|
|Special Weapons:|| Destructor - Eyeburst - Hexrifle |
Liquifier Gun - Ossefactor - Splinter Pods - Tormentor
|Heavy Weapons:|| Dark Lance - Haywire Blaster - Heat Lance |
Phantasm Grenade Launcher - Splinter Cannon
|Vehicle Weapons:|| Disintegrator Cannon - Horrorfex - Implosion Missile - Monoscythe Missile |
Necrotoxin Missile - Shatterfield Missile - Spirit Vortex - Stinger Pod
|Melee Weapons||Dark Eldar Combat Weapons - Power Weapons|
The Tau also use missile launchers, albeit only on their battlesuits and vehicles -- Fire Warrior squads are instead given markerlights and are expected to designate targets for the vehicles to shoot at, rather than carry missiles themselves. This is because the hunter cadre is far more integrated, the vehicles and infantry work as one. They are generally not as powerful as their Imperial equivalents, but they can be more accurate if their targets are illuminated by markerlights.
Airbursting Fragmentation Projector
Less of a missile launcher and more of a Tau grenade launching ordnance.
The Airbursting Fragmentation Projector or Launcher is an experimental special issue Tau weapon currently undergoing field tests. It launches a a proximity-fused explosive projectile, launched on a trajectory computed by an on-board drone intelligence, that calculate the precise height and distance from the other munitions to provide maximum effect.
The munition is fired at a high angle and explodes directly above the target, negating the effects of any cover the foe might be using. The weapon has proved effective against swarms of Tyranids, including those with chameleonic properties. Another major advantage of the weapon is that it can be targeted on an enemy even if the user does not have a direct line of sight to it, due to it's indirect fire trajectory.
On tabletop it is a longer ranged Flamer that ignores line of sight but doesn't auto-hit, so not a flamer at all. Not bad. Unless you need to ignore the line of sight, such as on very terrain laden maps, the Burst Cannon outperforms this weapon.
The vanilla Missile Pod.
A missile pod is a small rack of miniature missiles mounted on the arm or shoulder of a Battlesuit.
It is a relatively simple Tau multiple missile delivery system able to engage targets at long range. It isn't quite as strong or armor-piercing or long-ranged as an Imperial missile launcher (Example: it is not as powerful as an Imperial Krak warhead and lacking the damage radius of a Frag Missile), but it is an assault weapon, rather than a heavy weapon.
Despite being overall inferior to the Imperium's missile, Tau missiles instead combine the best attributes of both, and are capable of rapid fire to shred infantry, transports, skimmers, and other light vehicles with ease.
A Tau Missile Pod typically consists of a small silo of semi-intelligent missiles that are extremely effective against both heavy infantry and light vehicles.
High-Yield Missile Pod
The High-Yield Missile Pod is large rack of High Explosive Missiles mounted on the hands of XV-88 Broadside Battlesuit in place of the normal Twin-Linked Heavy Rail Rifle. Similar in power and role to an Imperial Autocannon, a High-yield Missile Pod is essentially a larger and more rapidly-firing Missile Pod that consists of a silo of semi-intelligent missiles.
Designed as a Light Vehicle killer this thing fires double the normal amount of missiles compared to its lighter cousin and spells the end of any light vehicle caught in its range.
High-yield Missile Pods were developed during the Tau Empire’s Great War of Confederation after initial setbacks were encountered fighting the Ork menace, where the sheer mass of attacking Greenskin waves and the light nature of their vehicles meant that the Heavy Rail Rifle, although deadly, could not stem the overwhelming tide of attackers.
Smart Missile System
A Smart Missile System is a Tau missile launcher that fires self-propelled auto-tracking missiles. A smart missile system's munitions have even less strength, range, and armor-piercing ability than those of a missile pod, but they include advanced built-in target tracking and guidance systems.
The tracking system is provided by a Drone-level artificial intelligence which makes the projectile completely independent of the firing unit. This allows for the firer to engage targets that are outside their line-of-sight, hide behind the terrain and the missiles are not affected by fighting in low-light or nighttime conditions.
The operator must remain steady to designate a target, but can then unleash four missiles that will Robotech around obstacles on the way to their target allowing for multiple simultaneous and devastating offensive missile strikes.
On the tabletop the Smart Missile System is a heavy 4 pulse rifle that can hit targets out of LoS from the shooter. Most vehicles and most Tau players for that matter can take them in a pair of these things for double the firepower, which is great.
Cluster Rocket System
The Cluster Rocket System is a type of Tau weapon. Cluster Rocket Systems saturate the enemy with salvos of drone-guided warheads. Cluster Rocket Systems are most typically mounted on the KV128 Stormsurge Ballistic Suit.
These over grown missile pods replace the Suits arms and can vomit forth enough ordnance to threaten anything with T:7 or lower, or an AV of 11, with the ability to fire up to 4d6 attacks, or 8d6 if it stabilizes at a range of 48", so long as Lady Luck, and Admiral Awesome smile on you, this thing will earn back its points, and then some solely with amount of infantry it can annihilate.
Crunch wise, the Cluster Rocket System fires a shitload of shots for smacking the shit out of tarpits within range. It is a 4D6 shots at 48" and S5, but no bonus damage or AP to speak of. If you want to saturate a entire area in GEQ grinding rockets, this is the weapon for you.
Nexus Meteor Missile System
The Nexus Missile System is a class of heavy Missile Launcher used by the Tau Empire.
Because the Cluster Rocket Pod wasn't producing a big enough boom. This thing can only be mounted on the KX-139 Ta'Unar Supremacy Suit, and boy does it show. A swarm killer of the highest order this weapon lays down one Apocalyptic Mega Blast Template that starts out as strong as a Railgun, and ends up as weak as a Pulse Rifle, with an explosion bright enough to blind anyone left standing.
These weapons are used for blob armies at long range where it can fire with relative safety from its own missile's blast radius. However, when things get too close, the Nexus Meteor Missile System is replaced with the Fragmentation Cluster Shell Launcher.
Fragmentation Cluster Shell Launcher
The Airbursting Fragmentation Projector on Bathsalts.
The Fragmentation Cluster Shell Launcher is a type of Tau heavy Battlesuit weapon. This massive array is mounted on the KX-139 Battlesuit series. This weapon is used when you just wanna launch so much grenades in the sky it starts to resemble more like an actual Steel Rain than the creator's namesake.
The Fragmentation Cluster Shell Launcher is used as a replacement for the Nexus Meteor Missile System in case the Supremacy Suit found itself a bit too surrounded by a bunch of mooks.
As such, the Fragmentation Cluster Shell Launcher is best used for close range defense and infantry target saturation whereas the Nexus Meteor Missile System is aimed at blob armies at a much further range.
On the tabletop, the weapon always comes buddy-buddy with the Heavy Rail Cannon, essentially the Fragmentation Cluster Shell Launcher is the same Airbursting Fragmentation Projector with the same Cluster Shells ability but with a much longer and wider range.
The seeker missile is the Tau Empire's primary indirect fire support weapon, equivalent to the Imperial hunter-killer missile. Prior to 6th edition, they could only be activated remotely by a markerlight, which they made up for by being BS5. The 6th edition Tau Empire codex made them able to be fired like normal weapons as well - without anyone else to give them markerlight rules, they are identical to hunter-killer missiles.
With markerlights it is a slightly different story. They can be remotely fired even if the vehicle carrying them would be unable to use them (because it has moved, or does not have line-of-sight to a target, for example). The Tau Empire realized that having a vehicle carry missiles but be unable to fire them itself would be silly, and so most vehicles dedicated to carrying seeker missiles, like the Skyray Missile Gunship, mount networked markerlights that allow them to designate targets themselves. Other largish Tau vehicles can mount a smaller number of seeker missiles purely for infantry anti-armor support.
Take a seeker missile, feed it steroids made of hate, and then give it something to destroy, there you've got a Destroyer Missile. These munitions are an advanced form of Seeker Missiles, piloted by advanced AI before being delivered with extreme precision. You can say it is the Tau equivalent of the infamous Deathstrike Missile Launcher, although not as obscene and not as table breaking ridiculous.
Mounted on the KV128 Stormsurge suit in sets of 4 these missiles normally act at S:8, AP1, but can be fired at S:D by spending a Markerlight Token.
In 8th edition, the Destroyer Missile has been changed to a single shot on a hit that do D3 mortal wounds. Basically becoming a Seeker missile with a foot of range lopped off, although it can still benefit from Markerlights.
Da boyz, dey like dem rokkits, 'cuz dey make some big 'splosions. When ya need ta crack open da humie metal boxes ta chop 'em to bits, get da Rokkit Launcha. Da Launcha got'z a button dat shoots rokkits at da gitz it iz pointed at. Even snots know dat. Some Boyz just carry da Rokkit Launcher like a Shoota, but da Meks dey put it on Trukks, Trakks, 'kopters... Like I wuz saying, da boyz dey like dem rokkits so da Meks put 'em errywhere!
Tankbustas, gitz ta really like ta krump' da 'umie (and panzee) 'Tanks', day also get da Tankhammer. Da Tankhammer, its just a buncha 'splosives on a stikk ta be used in melee like a choppa. Hit da humie wagon an' it goes bang.
Basically a rocket on a stick. Rokkit Launchas probably spawned from an Ork's desire to make something explode, that wasn't within easy reach of a grenade. It is a massive, but very simple weapon - usually a stout stick with a simple trigger mechanism or a tubular launcher with as many rokkits as Orks can get a hold of. Rokkits can be loaded one at a time, or loaded automatically from a magazine if the weapon is a bit more complex.
Orks can use it on the move with no noticeable loss of accuracy, though that speaks more to how bad ork shooting is even when they are standing still then any notable trait of the weapon itself. Its simplicity makes it very easy to manufacture and it is a fairly common Ork special weapon. It is usually mounted on vehicles such as Warbuggyz or Killa Kans, but sometimes Ork Boyz equip themselves with Rokkit Launchas, that gives their mob the ability to shoot down armored vehicles. It is also a primary weapon of Ork Tankbustas. Due to its simplicity, it is often combined with a Shoota to make a Kombi-Weapon.
Pokkit Rokkit Launcha
The Rokkit Launcha's baby brother.
A RPG in a literal can. Some mekboyz create smaller versions of Rokkit Launchas, known as Pokkit Rokkit Launchas. These versions are one handed, keeping user's other hand free. They fire one rokkit at a time, but are more accurate than the standard Rokkit Launchas due to its ease in handling and the smaller rokkit having a smaller and weaker back blast that normal rokkits are known to have.
Like its bigger brother, Ork Mekboys sometimes customize their Pokkit Rokkit Launchas with some unusual munitions, most of them fire simple Rokkits, the shorter-ranged Orkish variant of Krak Missiles. Ork Rokkits are crammed full of high explosives, and they tend to be unreliable, but usually are extremely effective. They are also very loud - a big plus for any self-respecting Ork warrior.
Some Orks like to set their enemies alight without the risk of going too close. Some Orks like to bombard their enemies from the sky. Some Orks like to do both and proceed to bombard the enemies from the sky and setting them alight from a distance.
The Skorcha Missile is a variant of Ork Rokkit, that are mounted on Ork Burna-Bommers. These "fire and fergit" rokkits corkscrew wildly toward their target before exploding in great balls of flame.
They are the Ork's equivalent to the Imperium's Rocket Pods but in a more burny fashion.
Rokkits so big that not even a Tankbustas with their Rokkit Launcha can fire it.
Supa-Rokkits are enormous versions of simple Ork rokkits, that are sometimes mounted on Stompas, Fighta-Bommers, Heavy Bommers or Battle Fortresses. These Rokkits have enough strength to turn a Leman Russ inside out.
Most often than not, a Supa-Rokkit is often seen accompanying a Deth Kannon upon an Ork Stompa. These are seen to soften up any heavy enemy armor before the Deth Kannon can unleash its load on them.
Of course it has just as much chance of it spiraling out of control and hitting the vehicle it has been fired from or prematurely exploding within said vehicle. Turning your prized Stompa in a blazing wreck.
More of a guided missile than a bomb.
Some Gretchins like to go out in a bang.
Grot Bombs are Ork guided missiles, piloted by a single Gretchin. That makes it a very accurate weapon, especially for Orks. The Gretchin sacrifices himself to drive the missile to its target, but whether this is a punishment or reward is unknown. It is possible that Ork Mekboyz do not make the Gretchin pilots fully aware of their ultimate fate. They can be mounted on Trakks, Fighta-Bommers, Heavy Bommers or Battle Fortresses.
However, its most identifiable user are the Grot Bomm Launcha.
The Pulsa Rokkit is an enormous Ork Rokkit, that contains a large and unstable force field generator. It is a special version of Kustom Force Field, mounted on a rocket and launched into enemy ranks. The generator is modified into a special version called a Pulsa and detaches from the rocket and slowly descends (hopefully) to the ground.
The Pulsa launches waves of energy in all directions like a stone on a pond, which sends troops into disarray as they are thrown around and vehicles flip over. Most of the time the Pulsa will burn out after one massive pulse, however on some occasions it can continue to fire.
The crew doesn't need to be able to see where the rocket is going, ultimately as long as it lands somewhere in the area of the enemy is fine. Foot soldiers are knocked over and sometimes pinned to the ground, heavy weapons on mounts are often flipped over and their crews knocked down, dreadnoughts are sometimes knocked over or even have their legs destroyed, bikes and vehicles are spun round and flipped over and some terrain is even demolished, especially walls.
The biggest Ork missile to grace the surface and should be more appropriated to be mounted on an Ork Voidship.
Krooz Missiles are the biggest Ork missiles, enormous in size and power. These are mounted exclusively on Ork Mega-Gargants and their destructive potential can be considered a threat to even the infallible Emperor Titans of the Imperium.
Considered as the Ork's answer to the Imperium's Doomstrike Missile Launcher, these missiles are basically nuclear warheads in all but name. However like its smaller kin, the Krooz Missile is not that reliable and have a chance of it spiraling out of control and hitting the Mega-Gargant it has been fired from or prematurely exploding within said Mega-Gargant.
|Weapons of the Orks|
|Da Basik Poppas:||Grot Blasta - Sluggas - Six-Shoota - Kustom Mega Slugga - Pokkit Rokkit Launcha|
|Trusty Banga:|| Gretchin Blunderbuss - Shootas - Shoota Kannon - Ork Blunderbuss |
|Spechul Dakka:|| Splash Burna - Shokk Attack Gun - Tellyport Blasta - Kustom Mega-Blasta |
|'eavy Gear:||Rokkit Launcha - Big Shootas - Snazzgun - Deffguns - Skorcha|
|Da Big Stuff:|| Supa Shoota - Dakkaguns - Big Lobba - Flakka-Dakka Gun - Supa-Lobba - Killkannon |
Supa-Kannon - Krusha Kannon - Bursta Kannon - Skulhamma Kannon - Seacannon
Grotzooka - Big Zzappa - Boom Gun - Magna-Kannon - Shunta - Mek Gunz - Supa-Skorcha
|Bloody'Uge Exploshunz!:|| Belly Gun - Deffstorm Mega-Shoota - Supa-Gatler - Gigashoota - Lifta-Droppa |
Soopagun - Soopa Zzap Gun - Skullkrusha Mega-Cannon - Pulsa Rokkit - Deth Kannon
Supa-Lifta-Droppa - Gaze of Mork - Flame Belcha
|Choppy Bitz:|| Choppa - Chain weapons - Power weapons - Runtherd Equipment |
Miscellaneous Klose Kombat Weapons