Plasma

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It's like Russian Vostroyan roulette every time you shoot. You survive, you're awesome. You die, well, shit happens.

"Never was anything great achieved without danger."

– Niccolo Machiavelli

"Ommmmminous Hummmmmmmm"

– Sergeant Schlock plasma gun

Plasma is the fourth state of matter, beyond gas. It is a sea of ions, or charged particles exposed to so much energy, such as nuclear fusion or lightning, that the bind between electrons and nuclei become weakened and the electrons freely flow through the plasma as a current just like through a metal. Plasma emits truly heroic amounts of energy, both as heat and light, because the free electrons within the mass are frequently caught in the attractive pull of the nuclei, resulting in circular motion around the nuclei, which decelerates the electron, causing it to emit a photon in order to maintain conservation of energy (Bremsstrahlung emission). This means plasma is incredibly hot and incandescent, though unless it is optically dense (thick enough to reabsorb the vast majority of emitted photons), it cools rapidly. Seeing as it is a mass of charged particles, it is also highly susceptible to influence from electromagnetic fields. Plasma is the most common state of (regular) matter in the universe; this is because intergalactic space consists mostly of low-density plasma, and stars are giant balls of high-density plasma. Nuclear fusion requires hydrogen gas to be heated to the plasma state to overcome the Coulomb barrier between nuclei.

Plasma is produced by applying a very strong electromagnetic field to a gas, such as hydrogen. The plasma is then contained within an electromagnetic field, keeping it out of contact with the weapon's components which it would almost certainly damage. The tokamak, the most promising candidate for a working fusion reactor, exploits this by accelerating plasma in an intense electromagnetic torus until it becomes so pressurized, hot and fast enough that fusion is achieved, although the cost of power outweighs the possible electrical production benefits in the current generation of the technology.

In fantasy sci-fi, "plasma" weapons fire insubstantial ammunition that imparts extreme heat on impact, or just as with gauss weapons, plasma guns can be anything that sounds cool. Hard sci-fi plasma weapons come in types: "flamethrowers" or cannons that expel stored plasma, Fusion cannons, melta weapons where so much energy is expelled from a weapon that it turns the air outside into plasma, lightning guns such as Tesla coils, with a large pulse of energy sending a huge electrical charge that produces plasma conduits across the air, or Ion Cannon like the ones that GDI uses as its signature superweapon.

In the grim, dark, dark, horrible, grim, dark grimdark future of Warhammer 40,000, plasma weapons are a type of heavy weapon used by the Imperium, Chaos forces, the Tyranids, and the Tau. A few variants are also used by the Eldar and Dark Eldar, and the Orks have a few that they no doubt stole from the Imperium. They operate by firing a bolt of superheated energy that's hot enough to melt virtually anything in proportion to its size (pistols and guns can take out heavies while cannons can take out super-heavies and titans), with its primary drawback being the massive amount of heat generated per shot. Imperial and Chaos players like to use plasma weaponry for its raw, balls-out power and point efficiency.

Plasma is the answer.png

Plasma technology is relatively rare in the Imperium as it is incredibly hard to produce and maintain properly in large quantities, and is thus scarce in both Imperial and Chaos forces. However, its power means that these forces use it every chance they get. The Tau are so advanced, their basic weapons are plasma-based. Because of their high firepower, plasma weapons are the go-to choice of most players when dealing with heavily-armored infantry such as Terminators or Tyranid Warriors.

There is also "blood plasma," which may be of interest to Vampire players, but the idea of a blood-plasma rifle is kinda gross, but can be made exceptionally awesome if done right such as sucking the life force of an individual. It is however possible that it's just another Bloodstrike Missile-esque thing.Pus-rifles on the other hand? Ew.

Contents

A Small Notice to all Devou/tg/uardsmen on Plasma Weaponry[edit]

Due to a recent modeling discrepancy with man-portable Imperial plasma weaponry (and GW making the errors canon), two things need to be said:

First, the Plasma Pistol, Gun, and Cannon only have one barrel. The bottom "barrel" is actually the access port to the main accelerator coil of the weapon. The accelerator coil is a ferromagnetic electromagnet, and thus loses magnetic potency as its molecules shift due to the powerful charges and pulses it experiences. This means it wears out with frequency, and needs to be replaced every so often, or at least often enough for the designers to add an access hatch.

Second, handheld plasma weaponry has a very small opening for the plasma to escape from. The large space that everybody seems so fond of drilling out to make an enormous-caliber barrel is in fact a magnetic plate shaped like a parabolic dish. The actual barrel hole, inside that plate, is small enough to get drilled with an in-universe pin vice(!) so you can see why no one tries to mould it (soft sci-fi weaponry is SRS BZNESS!) This is because the plasma, when it is being charged, is compressed to what is almost a dense gas in order to increase heat retention. The tiny plasma reactor within the weapon is breached for a quick moment, and the spill is immediately drawn along the length and through a narrow tube in a large, ferrometalic block. The block is supercooled to avoid catastrophic burnout, but it is mainly a focusing and directing mechanism. Through the tiny pinhole runs the plasma charge, but it does not touch the sides due to the block's strong magnetic field. When it reaches the muzzle, it is going so fast and is under so much pressure that the parabolic disk shape is necessary in order to focus the plasma as it nearly explodes out of the barrel. The disk face is also magnetized to avoid touching the plasma. The one exception to this is the latest Pattern of Plasma Cannon, which borrows design elements heavily from the Mars-pattern Plasma Destroyer mounted upon the Leman Russ Executioner. It should be noted that all Mars Pattern vehicle-mounted plasma weapons use the "newer" huge-caliber devices, while Ryza Patterns use the pinhole-barrel devices. This can be seen in the Mars-pattern Plasma Blastguns, and conversely on the Ryza-pattern Plasma Annihilator mounted on the Emperor-class Titan. Perhaps this is part of the reason why Ryza plasma technology does not overheat nearly as easily as Mars-pattern plasma tech?

Gets Hot[edit]

This is basically the ONE downside of plasma weapons. They have a chance to overheat to the point where it explodes in the user's face. If any of a plasma weapon's shooting dice come up 1, the model has to make a save (armor or invulnerable) or take a wound. To multi-wound models, this is a noticeable dent, and to most models, which only have one wound, it's potentially deadly. Vehicles were immune to this rule until 6th Edition; with the advent of Hull Points, they now lose one Hull Point unless they save on a 4+.

Still, a lot of players aren't really concerned with this because of the simple fact that plasma is one of the most easily-accessible anti-armor weapons there is to IG, SM, and CSM players. Besides, it's not like you're rolling a 1 every turn, right? In any event, if your plasma gunner(s) are power armored, you usually won't care, although bad luck can cause a pretty nasty waste of points sometimes. If they are guardsmen, you have reserves so, again, you won't care, other than about the gun itself a bit.

It's a common belief that when a plasma weapon gets hot it always explodes and like many common beliefs, it's totally wrong. What happens most of the time is the weapon's fail-safe mechanism makes an emergency heat dump in order to avoid the containment breach and explosion (sometimes, albeit rare, plasma guns do experience meltdown and an explosion). Unfortunately for the wielder, this "heat dumping" takes the form of a cloud of superheated steam, hot enough to boil the unfortunate wielder's flesh alive. While such occurrences are almost guaranteed to be lethal to unarmored shooters, a Space Marine's power armour could provide some measure of protection from it.

Note that all of the previous paragraph is nullified in 8th edition; see the section below:

8-the edition crunch[edit]

8-th edition rulebook makes rather radical departure in terms of how imperial plasma guns work in tabletop's crunch (as per fluff the overheating issue of most imperial plasma guns, barring some experimental models, remains as it was). Now a player can choose to fire his plasma weapons in normal or supercharged mode. Essentially, the odinary overheat is not simulated for the sake of gameplay, but the ovecharge fuck ups are, and you are out of the battle/the tank takes some bad damage if that happens.
- On normal firing mode the gun functions normally and doesn't have any equivalent to "gets hot" rule and is safe to fire.
- On supercharged mode, however, the gun gains +1 Strength and +1 Damage, but on "to hit" roll of one it suffers catastrophic meltdown that either slays the shooting model with no armour or invulnerable save allowed or inflicts mortal wounds, depending on the unit and the gun. Due to how modifiers work in 8th edition this happens more at night, but sometimes never happens at all.

Interestingly, the idea of a overheat-less normal mode appears in the fluff before the 8th Edition. The Fantasy Flight RPGs included the option for Plasma Guns to use an alternate fuel type that would stop them from Overheating, at the cost of not being able to Overcharge at all. On a similar note, Dawn of War 2 portrays some instances of plasma guns being able to be temporarily overcharged at the cost of overheating it (though the overheating drawback isn't potentially killing its user).

Imperial Plasma Weapons[edit]

Imperial and (and by extension, Chaos) Plasma weapons are powerful and point-efficient. They are easily capable of taking out light and medium tanks without the need to flank and target rear armor, and they can go through any infantry armor as well as being rapid-firing. However, Imperial/Chaos players are not terribly fond of Plasma weapons due to the "Gets Hot" rule. The overheating issue is likely caused by unreliable electromagnetic field generators failing to properly contain the Plasma, or perhaps that the Plasma is worth several thousands of kelvin in temperature and can easily melt the operator's face off in the event where the weapon needs to vent excess heat. According to the fluff, Imperial Plasma weapons are extremely rare and most are at least a few centuries old. This is due to the difficulty in mass-producing Plasma weapons on any Forge World other than Ryza, whose hat is that they Plasma the shit out of everything, and the difficulty in properly maintaining/using Plasma weaponry in light of the massive amounts of heat it gives off.

However, since ALL Space Marine Chapters, many Imperial Guard Regiments, and even Underhive Gangs seem to have access to them, this admonition comes across a little flat. They might just be extremely expensive and the Adeptus Mechanicus just says that they are "relics" so people will take better care of them. The official reason seems to be that they are "rare" in terms of numbers, a million Plasma Guns being made per year would be "small" compared to billions of Lasguns made per year. Fun fact: the Adeptus Mechanicus does have Plasma weapon patterns that do not overheat, but boggarts them as usual with the good shit. Seriously, even their Skitarii forces have to deal with the Gets Hot. Then again, given how frequent Imperial forces turn traitor ranging from said Chapters, Regiments, and even Gangs, taking whatever Post-Heresy tech they had with them; the Mechanicus should be understandably paranoid about how and what tech they choose to share like this with their allies (or more specifically, how they refuse to share) since their allies are notoriously unreliable and volatile, and their main enemy is a malevolent bunch of crazies who are more than happy to reverse-engineer and mass-produce their venerable machines with reckless abandon.

Note that prior to 3rd Edition of 40k, there was a split between Good Guy–Bad Guy Plasma technology, with team Imperium having the safer MkII Plasma weapons that required recharging between firing, and team Chaos being stuck with the older MkI Plasma weapons which were bulkier, covered in pipes, and able to spit out up to three shots per turn compared with the MkII's one every other turn, but with the chance of overloading and leading you to roll on a random table to see whether it just gets hot, vents plasma over the bearer, or blows up and takes out everyone in the squad. Even Dreadnoughts were not immune to this, with the MkI Heavy Plasma Gun able to spit out three smaller (coin sized) blast markers, but runs the risk of the weapon taking out the arm and possibly the entire chassis. When the ludicrous volumes of bookkeeping were scrubbed for 3rd Edition, the recharging mechanic was removed along with the stacks of counters, and all Plasma weapons then developed the Gets Hot rule as below, playing into that Edition's general theme of larger armies with more expendable and easy to kill models.

And 8th edition shakes things up again. Plasma can now choose between the Standard profile which does not have the Gets Hot rule, and the Supercharge profile which does – and that Gets Hot instantly kills the shooter, no saving rolls or multi-wound shenanigans allowed save for specific units and weapons (and even those take mortal wounds should Gets Hot trigger). Worth to be noted, however, that Supercharge also means you are getting an eight in Strength (wounding most tanks on 4+ or wounding MEQ on 2+) and dealing a two in Wounds per successful attack (capable of taking down a Terminator with a single shot or wrecking a Leman Russ battle tank with just six successful attacks). Between that and the heavy nerfs the Grav-weapons got, Plasma has re-established itself as a viable option in the metagame.

Plasma Pistol[edit]

Plasma Pistol

The Plasma Pistol: theoretically doubles as a Plasma Grenade provided that it's your last fuel cell and/or you really need that explosion.

Now, despite the significantly reduced size, the Plasma Pistol still has all the punch of the regular-sized Plasma Gun. What's the trade-off for a nuclear reactor that fits your holster, you ask? None... is what we'd like to say. You just have to cope with shooting slower and at a reduced range. Commonly carried by officers from both the Space Marines side and the Imperial Guard side, some specialized assault units such as Assault Marines may also at times be armed with Plasma Pistols, likely as an alternative to Inferno Pistols to shoot at tanks. Logically speaking, the Plasma Pistol should be the safest of the bunch since the gun is (should be) held away from your body when firing instead of being held up to your face while looking down the sights. Even if the gun were to actually melt down, you're likely to lose just your hand. Unless it explosively ruptured with the force of a grenade, it is unlikely for you to lose something critical. One of the latest pattern of Plasma Pistols available to the armed forces of the Imperium of Man is the Mark III "Sunfury," but only a handful of Chapters including the Novamarines are capable of manufacturing the new model. On the other side, Chaos Space Marines love to live dangerously by using hydrogen fuel in a higher quantum state. No, we have no idea what that really means. It's probably just hotter.

Also, Techmarines have access to the Plasma Cutter, which seems to be an allusion to our real-life tool. This Plasma Cutter, however, is better than ours since it also doubles as a rather effective weapon. Appearance-wise, it looks just like two Plasma Pistols attached together. Finally, there is Cypher's. His Plasma Pistol seems to be an ancient (as in, really good) kind since it doesn't get hot in 7th, and it uses Supercharge stats in 8th without the blowing up part.

Profile
Gallery
Stats
Plasma Pistol
Plasma Pistol
7th
Range S AP Type
12" 7 2 Pistol, Gets Hot
8th
Standard
Range Type S AP D Abilities
12" Pistol 1 7 -3 1 -
Supercharge
Range Type S AP D Abilities
12" Pistol 1 8 -3 2 On a hit roll of 1, the bearer is slain.
Cypher's Plasma Pistol
Edition Range Type S AP Damage Abilities
7th 12" Pistol 7 2 N/A -
8th 12" Pistol 2 8 -3 2 -
Plasma Cutter
7th
Range S AP Type
12" 7 2 Assault 1, Gets Hot, Twin-linked
8th
Standard
Range Type S AP D Abilities
12" Assault 1 7 -3 1 -
Supercharge
Range Type S AP D Abilities
12" Assault 1 8 -3 2 On a hit roll of 1, the bearer is slain.

Plasma Exterminator[edit]

Plasma Exterminator

For a name with a word like that, you'd think it's a huge cannon or something. This gun is an "Exterminator" on a more local scale, like pest control.

The Plasma Exterminator is another Primaris-only gun, this time for the Inceptors. It is likely another variant of the Plasma Incinerator. Hellblasters don't use these and stick with their regular Plasma Pistols. Like the more standard twin Assault Bolters that usually comprise their weapons loadout, Inceptor Marines may wield two Plasma Exterminators together as an alternative to the maximization of ass-rape. While rather short-ranged because the rule of common sense states that smaller guns don't shoot very far, the Plasma Exterminator packs as much power as a Plasma Cannon despite that compact size. This may have something to do with additional safety features in order to make room for a much more destructive blast. The wiring adjacent to the feeding cable connected to the backpack is indicative of that. Perhaps the power requirement of this weapon makes it exclusive to Gravis Armor, which would allow non-Inceptors who happen to wear one to use one, unless the Plasma Exterminator completely relies on some system which is only present within the Inceptors' variant of Gravis Armor. Also, the part at the back may either be a spare hydrogen flask just in case the backpack runs out, or it's a high-speed autoloader crucial in maintaining the firepower of this overclocked Plasma Pistol.

Because it has a cabling which will likely take some time to disconnect, it is not recommended to use this weapon as a Plasma Grenade.

Profile
Gallery
Stats
Standard
Range Type S AP D Abilities
18" Assault D3 7 -3 1 -
Supercharge
Range Type S AP D Abilities
18" Assault D3 8 -3 2 On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved.

Plasma Talon[edit]

Plasma Talon

This weapon is the Plasma cherry garnished at the top of the Dark Angels' Ravenwing smoothie.

While Space Marine Bikes usually have either Bolters or Grenade Launchers as their primary armament, the upper echelons of the Dark Angels have access to something more... esoteric. And by the upper echelons, we specifically mean the Black Knights of the Ravenwing and its associated officers such as Apothecaries who may pimp their bikes out with the Plasma Talon, which is essentially a twin sawn-off Plasma Guns instead of the usual twin Boltguns. Indeed, the Plasma Talon seems to be an archaic weapon since only a notable few may attach one on their bikes in a Plasma-heavy Chapter. Given the size and firepower, it seems to be a Plasma "carbine" if there ever should be one. In fact, its effectiveness is at about the same spectrum as the Plasma Exterminator of the Inceptors, and it might as well be the same in design concept if the Black Knights/Bikers can tear off those two sawn-off Plasma Guns and use them when they crashed their bikes. By the looks of it, Cawl or his colleagues might have been responsible for a few "missing" Ravenwing bikes. In battle, the Ravenwing Black Knights drive at top speed upon their Mark IV Raven Pattern Assault Bikes towards the foe. On their approach, their Plasma Talons tear holes in the enemy lines before they ride over their quarry, cracking armor and sundering flesh with their Corvus Hammers as they go.

Speculations aside, the fact is that the Plasma Talon is a couple of short-ranged Plasma Guns used by the Black Knights of the Ravenwing.

Profile
Gallery
Stats
7th
Range S AP Type
18" 7 2 Rapid Fire, Gets Hot, Twin-linked
8th
Standard
Range Type S AP D Abilities
18" Assault 2 7 -3 1 -
Supercharge
Range Type S AP D Abilities
18" Assault 2 8 -3 2 On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved.

Plasma Gun[edit]

Plasma Gun

Everyone's favorite walking death trap.

An uncommon weapon even in the ranks of the Imperial Guard or Space Marines as mentioned above, most extant Plasma Guns are hundreds if not thousands of years old because, well, they tend blow up without proper handling/luck. As a testament to their design, they remain as deadly today as the day of their fabrication. Aesthetically speaking, they look stubby and also rather clunky, with a ribbed back and flared cooling vents along the front. Hydrogen flasks stick out of the butt and bottom of the weapon. These generally contain enough fuel for at least ten shots before you need to swap it out with a new one just like a magazine. If you don't like to carry lots of hydrogen canisters because you don't have Power Armor that can mag-lock stuff as well as handle the weight, an alternative is a backpack that can hold more hydrogen with a feed line to the gun. Plasma guns can generally be fired in two modes: the Standard mode which is not only normal, but also the safest and practically a flat-out upgrade over the conventional Boltgun; or the higher-powered Supercharge mode with a longer range and higher temperature, which is definitely not the safest, possibly lethal, and powerful enough to potentially one-shot a Terminator or Primaris Marine. The latter requires a short time to replenish the plasma back to firing levels after firing.

But here's the twist for not following safety procedures and why it is possibly lethal – firing in such a high-power mode may result in catastrophic plasma containment breach, that is, crunch-wise, represented by the user being automatically slain on a hit roll of 1. No saves of any kind are allowed and it doesn't matter how many wounds they have left, the wielder gets removed from the table.

Profile
Gallery
Stats
Plasma Gun
7th
Range S AP Type
24" 7 2 Rapid Fire, Gets Hot
8th
Standard
Range Type S AP D Abilities
24" Rapid Fire 1 7 -3 1 -
Supercharge
Range Type S AP D Abilities
24" Rapid Fire 1 8 -3 2 On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved.
Twin Plasma Gun
7th
Range S AP Type
24" 7 2 Rapid Fire, Gets Hot, Twin-linked
8th
Standard
Range Type S AP D Abilities
24" Rapid Fire 2 7 -3 1 -
Supercharge
Range Type S AP D Abilities
24" Rapid Fire 2 8 -3 2 On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved.

Plasma Caliver[edit]

Plasma Caliver

On the Plasma side, the Skitarii do not use the same Plasma Guns like the Space Marines and Imperial Guard. They have something arguably better.

For your information, "Caliver" is not a made-up word. It is a corruption of the word "Calibre/Caliber" which literally refers to the bore size of a firearm. Indeed, the Plasma Caliver here doesn't seem to have anything to do with bore size at all, so-so compared to the larger available sizes in fact. Historically speaking, the Caliver is a standardized form of the arquebus, an early form of the firearms we know of. This definition fits very well with the whole steampunk vibe the Mechanicus maintains for their Skitarii. As volatile as it is deadly, the Plasma Caliver exchanges range for a truly terrifying rate of fire, making it a Plasma machine gun. A squad of Skitarii armed with several Plasma Calivers lights up the night sky with each volley, which should say a lot on how much Plasma this thing spews out. The Plasma Caliver seems use three fuel cells attached together at a time, which we may allude to how it shoots three times on the board. If we assume as such, then the Plasma Caliver probably shoots pretty damn fast, emptying all the three fuel cells at the given moment. To say they risk life and limb in the process is a grave understatement, yet to their Tech-Priest masters, such collateral damage matters not at all. Either the Plasma Calivers are cheap to produce to be disposable, or the gun itself may be salvaged somehow after blowing up.

For some reason in the current edition, the Plasma Caliver is identical to the Plasma Blaster where effectiveness is concerned with two shots to speak of.

Profile
Gallery
Stats
7th
Range S AP Type
18" 7 2 Assault 3, Gets Hot
8th
Standard
Range Type S AP D Abilities
18" Assault 2 7 -3 1 -
Supercharge
Range Type S AP D Abilities
18" Assault 2 8 -3 2 On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved.

Plasma Repeater[edit]

Plasma Repeater (Placeholder)

Dark Angels are well-known for their array of Plasma weaponry in 40k. Wind the clock back about ten thousand years or so, and this is in their arsenal.

The Plasma Repeater is a 30K weapon for the Dark Angels, the smallest Plasma weapon to apply the principle of More Dakka. Spewing enough firepower at Melta range to make Loyalist/Traitor Terminators regret their life choices up to that point. As the First, Dark Angels have access to a panoply of war not from the forges of Mars, but from their equipment cache back from the Unification Wars on our Ancient Terra. This means the Plasma Repeater is one of the relics that are often difficult to replicate and mass produce, and/or possessing too much firepower to be reliable to handle. Thankfully, the Plasma Repeater isn't too much to handle, and it is one of the few weapons from the Age of Strife which the Dark Angels were exclusively sanctioned to deploy with. In fact, there are certainly a lot of these around back then too, since despite being relics which you'd expect the notable few such as commanders to carry like the Plasma Blaster with the Tartaros Terminator Sergeant, the Dark Angels may fit entire squads with Plasma Repeaters instead of the usual Plasma Guns. We do not know what the Plasma Repeater actually looks like, but judging from the strength, rate of fire and weapon type it'll most likely resemble a scaled down version of the Phased Plasma Fusil, albeit with a second barrel making it a double-barrelled Plasma submachine gun; sweet mother of cheese does that sound fucking rapetastic.

Sadly, the crunch doesn't match that rapetastic prospect. Their primary failings include short range, comparable to what the Plasma Pistol can pull off, but since it's salvo it lowers to a meager 6" if the unit moves. Their second failing is that only two units can take them (for the moment) since you can only give them to units who can take Plasma Guns (and no, Twin-linked Plasma Guns don't count because Forge World says so.) Legion Veterans have better weapons and rules, so that should leave you with Support Squads as your only choice. On the upside, Twin-linked makes Gets Hot a non issue 90% of the time, though it doesn't make up for the downsides. There are two ways to use them: the first is to spend a few points and cash on a Rhino and hope that your opponent is blind or stupid enough to let them get near whatever's toughest/priciest; the second way is to put them in a Drop Pod and hope they drop in close enough to be near the priciest/scariest thing your opponent has, and also hope your opponent forgot to buy Augury Scanners.

For a distinctive tabletop representation, you will probably have to make do with something like painting your Plasma Guns differently or something. You may have the marines carry Plasma Incinerators to differentiate, or you may get these Plasma Repeating Shotguns made by White Wyvern Designs.

Profile
Gallery
Stats
Range S AP Type
12" 6 2 Salvo 2/3, Twin-linked, Gets Hot

Plasma Blaster[edit]

Plasma Blaster

The Plasma Blaster is an ancient weapon, and it's really ancient. Sure this weapon goes back to the Great Crusade, but what if we told you... it goes way back to 2nd Edition?

At that time, the Plasma Blaster is essentially a Combi-weapon that is two Plasma Guns joined together. It is not a linked weapon, which means you do not fire both of them at the same time, but one at a time. And because of the massive power drain, the Terminator Armor with its bigger power pack is the perfect candidate to carry it. A Plasma Blaster was wielded by Saul Invictus, Captain of the Ultramarines 1st Company, before he was nommed by the Tyranids (Rest in Pieces) and Severus Agemman took his place, but sadly not his Plasma Blaster. The Plasma Blaster was later revamped into a Great Crusade / Horus Heresy era weapon-relic depending on which millennium you're in. During the Horus Heresy, one may find Terminators carrying them – mostly Tartaros – and Contemptor Dreadnoughts having one installed in their claw. Though the range is rather short compared to standard Plasma Guns, the higher rate of fire the Plasma Blaster affords gives it a tactical edge when engaging in assaults. What differentiates this "Combi-Plasma" from other Combi-Plasmas is that this thing is literally two fully-functional Plasma Guns that can last the entire battle or more if you still have flasks left, while the Plasma Guns fitted to general Combi-weapons are only worth a single shot.

May or may not actually be based on the Plasma Repeater of the Dark Angels, which is a similar and (likely) much older weapon used in the same age.

Profile
Gallery
Stats
7th
Range S AP Type
18" 7 2 Assault 2, Gets Hot
8th
Standard
Range Type S AP D Abilities
18" Assault 2 7 -3 1 -
Supercharge
Range Type S AP D Abilities
18" Assault 2 8 -3 2 On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved.

Phased Plasma-Fusil[edit]

Phased Plasma Fusil

Fusil is a type of light flintlock musket, hence the term for a person using one, "Fusilier". The word "Fusil" itself is derived from "Foisil" which means "Flint".

Unlike the previous Plasma Caliver, the Phased Plasma-Fusil is the proper Plasma Gun equivalent of the Mechanicum in terms of application beyond infantry. The 30k Mechanicum's favorite weapon in a 40 watt range, the Phased Plasma-Fusil is tremendously effective against Marines as you might expect. While the Plasma Caliver is only carried by the Skitarii, the Phased Plasma-Fusil is also mounted on vehicles apart from being an option for Thallaxii. The most distinctive features of this gun is the fact that it has two barrels, and the fact that it is slender. You can probably tell that it looks pretty unremarkable when not carried by the relatively smaller Thallaxii and Tech-Priests (and their Servitors). So, vehicles: the Minotaur artillery tank of the Ordo Reductor may use the Phased Plasma-Fusil as its side weapon; and although technically not exclusively Mechanicum, the Magaera variant of the Questoris Knights has one in place of where the Heavy Stubber or Meltagun should be. As one of the few Plasma weapons that do not Get Hot at all, it is typically treated as an Assault 3 weapon because most troops equipped with the Phased Plasma-Fusil are Relentless for some reason or another. Extremely solid choice to increase the fire rate of Thallaxii or to make a death star of Myrmidons roll up in a Triaros and start tearing into Marines with two of these Fusils each.

Also shares the name with a Hrud (Warp) Plasma weapon weapon favored by mercenaries and Inquisitors, although this is likely coincidence or owed to naming conventions, as the two weapons are quite different.

Profile
Gallery
Stats
Edition Range Type S AP Damage Abilities
7th 24" Salvo 2/3 6 3 N/A -
8th 24" Rapid Fire 2 6 -3 2 -

Plasma Incinerator[edit]

Plasma Incinerator

Because, apart from the Dark Angels, Space Marines are rather lacking in terms of Plasma weaponry, Primaris Marines have their own dedicated squad composition with its very own Plasma weaponry.

Imperium-produced Plasma weapons all fire searing bursts of energy, but the Mark III Belisarius-pattern Plasma Incinerator primarily used by the Primaris Hellblaster Marines is the most advanced of its kind, firing a potent armor-melting blast with no risk of overload for the first time since the days of the Horus Heresy. The same cannot be said when the Plasma Incinerator is fired on its deadly overcharged setting, however. So, this Plasma Incinerator here can fire at more or less the same potency as an overcharged Plasma Gun and a little extra range without any safety concerns to trouble you with, but still has an Overcharged mode just in case that Hellblaster Marine is feeling a little lucky for that extra punch. The Plasma Incinerator distinctively features a part which looks to be a high-speed autoloader similar to the Assault Bolter as well as the Auto Bolt Rifle. Unlike most Plasma Guns out there, the Plasma Incinerator uses two hydrogen flasks at a time instead of the conventional one at a time. Perhaps the high-speed autoloader is there to push the extra plasma out. On the other hand, the one of the two might be the actual flask that is used, while the other is a spare attached close by to improve reloading speed. Distinctively, the gun also comes with a handle for you to carry with convenience while you wait for the thing to cool down.

Possibly either Mark I or Mark II of the Belisarius-pattern, the Assault Plasma Incinerator is more at home with the regular Plasma Gun where range is concerned. It is, however, a little bit different in terms of capability when compared to the regular Plasma Incinerator. The fuel flask intake is tilted clockwise possibly for a better grip. The Assault Plasma Incinerator is also fitted with presumably laser and another sophisticated targeting sights because for the reduced rate of fire, you've got to be doubly sure of making that hot shot count.

Possibly either Mark I or Mark II of the Belisarius-pattern, the Heavy Plasma Incinerator is at about the same level as a Plasma Cannon in terms of punch. Presumably, the extra range comes from the juices of the power pack which is connected to the gun. Shunning magazines altogether, this gun/cannon uses a feed line connected to a backpack/fuel tank that is stuck right on top the power pack. The backpack also features three extra ports. These are possibly additional hydrogen flasks for the Hellblaster Marine to swap the Heavy Plasma Incinerator into a regular Plasma Incinerator when the backpack runs out of fuel.

Profile
Gallery
Plasma Incinerator
Assault Plasma Incinerator
Heavy Plasma Incinerator
Stats
Plasma Incinerator
Standard
Range Type S AP D Abilities
30" Rapid Fire 1 7 -4 1 -
Supercharge
Range Type S AP D Abilities
30" Rapid Fire 1 8 -4 2 On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved.
Assault Plasma Incinerator
Standard
Range Type S AP D Abilities
24" Assault 2 6 -4 1 -
Supercharge
Range Type S AP D Abilities
24" Assault 2 7 -4 2 On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved.
Heavy Plasma Incinerator
Standard
Range Type S AP D Abilities
36" Heavy 1 8 -4 1 -
Supercharge
Range Type S AP D Abilities
36" Heavy 1 9 -4 2 On a hit roll of 1, the bearer is slain.

Plasma Cannon[edit]

Plasma Cannon

We can now see that early in the list, our next Plasma gun is already a full-fledged vehicle-mounted weapon because it's too large to carry around.

The exceptions to that rule are the Space Marines because they're big and wear Power Armor. Although the Sisters of Battle do wear Power Armor as well, we can probably infer that the power packs carried by the Sisters are not enough to charge the Plasma Cannon up, while the larger Space Marines with larger power packs may afford to do so (also because Space Marines are genetically engineered super soldiers, while the Soritas is comprised of MOSTLY mortals). Outside of the Power Armor ring, the Plasma Cannon remains a weapon to be installed on vehicles. Apart from the Servitors and influential/fortunate Hive World gangs, you won't see a Heavy Weapons Team with Plasma Cannons because you have to remember that this technology is pretty rare, and it shouldn't be installed on something less protective than in the hull of a Leman Russ Battle Tank and, strangely enough, an Armored Sentinel. Of course, Dreadnoughts may use this also because they're Space Marines made even larger. By being a larger Plasma Gun, the Plasma Cannon delivers destruction over a much larger area; several individuals may be caught in a single blast. The blast itself is also a little different from the usual Plasma Guns. Instead of a small "pulse," the Plasma Cannon fires out a larger "ball" of boiling nuclear energy which looks more or less like a miniature star, hence the "Sun Gun" moniker.

8th Edition introduces a couple more of Plasma Cannon variants mostly for representing a different effect when things go wrong just because the safety is turned off.

Profile
Gallery
Stats
Plasma Cannon
7th
Range S AP Type
36" 7 2 Heavy 1, Blast, Gets Hot
8th
Standard
Range Type S AP D Abilities
36" Heavy D3 7 -3 1 -
Supercharge
Range Type S AP D Abilities
36" Heavy D3 8 -3 2 On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved.
Heavy Plasma Cannon
Heavy Plasma Cannon
7th
Range S AP Type
36" 7 2 Heavy 1, Blast, Gets Hot
8th
Standard
Range Type S AP D Abilities
36" Heavy D3 7 -3 1 -
Supercharge
Range Type S AP D Abilities
36" Heavy D3 8 -3 2 For each hit roll of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
Twin Heavy Plasma Cannon
7th
Range S AP Type
36" 7 2 Heavy 1, Blast, Gets Hot, Twin-linked
8th
Standard
Range Type S AP D Abilities
36" Heavy 2D3 7 -3 1 -
Supercharge
Range Type S AP D Abilities
36" Heavy 2D3 8 -3 2 For each hit roll of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.

Plasma Culverin[edit]

Plasma Culverin

Continuing the early firearms theme at the size of what we would call cannons for the Mechanicus is the Plasma Culverin.

There seems to be a running theme between the Mechanicus and rapid-firing Plasma weaponry, because the Plasma Culverin is also the Dakka-friendly kind on a bigger scale. In fact, the whole thing looks just like the Plasma Caliver in design concept. Since it is much bigger, it will be too unwieldy for an average Skitarius to carry around. Unless said Skitarius happens to be an Ogryn or something, the Plasma Culverin currently sees sole usage with Servitors, specifically Kataphron Battle Servitors, more specifically the Destroyer kind that actually carries around the big guns like this or the Heavy Grav Cannon. Plasma Culverins sacrifice the range of their cannon-pattern equivalents in exchange for a higher rate of fire. Only the Adeptus Mechanicus dare coax such rampant destruction from their Plasma weaponry, yet to the adepts of Ryza in particular, the scars they leave on wielder and war zone alike are considered quite normal. Since it is essentially a larger Plasma Caliver, and Skitarii usually handle with weapons which are also usually outright lethal to people who aren't half-machine, the Plasma Culverin might actually be that much dangerous to the wielder, and so it is carried by Servitors who are half-dead along with already being half-machine.

Because of its low damage per high rate of fire, the Plasma Culverin is applied as a Plasma Gatling to "accommodate" horde armies.

Profile
Gallery
Stats
7th
Range S AP Type
24" 7 2 Heavy 2, Blast, Gets Hot
8th
Standard
Range Type S AP D Abilities
36" Heavy D6 7 -3 1 -
Supercharge
Range Type S AP D Abilities
36" Heavy D6 8 -3 2 On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved.

Plasma Destroyer[edit]

Plasma Destroyer

What makes the Plasma Destroyer different from your regular Plasma Cannons is that it is big enough to be considered a main gun.

Certainly, the Plasma Destroyer is too big to be carried by Space Marines or mounted on flimsy walkers like Sentinels. The only pattern we know so far for this class of Plasma weaponry is the Executioner-pattern Plasma Destroyer mounted on the eponymous Leman Russ loadout; Space Marines used to install this same type of cannon on their Deimos Predators too, but those tanks have been reduced to relics by the present age. The following is why plasma tanks are so hard to come by here. The Plasma Destroyer is produced at Ryza, a Forge World that is the capital of plasma and magnetic containment field, both of which an essential component when you want to make Plasma weapons. Concerning the performance, the Plasma Destroyer is a rather volatile for a cannon with only 12 shots worth of plasma before running out of juice; to recharge, it uses photonic fuel cells, one at a time. Heat management is a critical factor when handling this weapon. In fact, the Leman Russ needs to be modified to accommodate heat vents as such to not melt the insides out. There is also an emergency coolant system by the rear of the cannon, but since the damn tube is outside and vulnerable to damage by stray fires or something, the fail-safe usually doesn't work, so most tank crews usually ditch the tank when it starts to get too hot and the Commissar isn't watching.

There seems to be a distinct difference between a couple of Plasma Destroyers: the Executioner Plasma Cannon that is mounted on the Leman Russ chassis deployed by the Imperial Guard (that we have taken liberty to refer as "Plasma Destroyer" since it is at about the same size anyway), and the Plasma Destroyer that is mounted on the Predator chassis used by Space Marines. We can see that by appearance alone, where the Executioner Plasma Cannon looks to be a giant Plasma Cannon, the Plasma Destroyer seems to be more like the next size of the Plasma Blaster. What makes the Plasma Destroyer more reliable? It doesn't get hot. Recently, this translates to not letting you take your chances and overcharge its shots.

Profile
Gallery
Stats
Executioner Plasma Cannon
7th
Range S AP Type
36" 7 2 Heavy 3, Blast, Gets Hot
8th
Standard
Range Type S AP D Abilities
36" Heavy D6 7 -3 1 -
Supercharge
Range Type S AP D Abilities
36" Heavy D6 8 -3 2 For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
Plasma Destroyer
Edition Range Type S AP Damage Abilities
7th 36" Heavy 3, Blast (3") 7 2 N/A -
8th 36" Heavy 2D3 7 -3 2 -

Plasma Storm Battery[edit]

Plasma Storm Battery

Just like the Plasma Talon, the Plasma Storm Battery is also a twin-linked Plasma weapon of sort.

Unlike the Plasma Talon, this thing is a much bigger talon used by the Ravenwing on their much bigger Land Speeder Vengeance for an occasion where there is a much bigger prey that needs a much bigger Plasma bombardment. Yes, complementing the Heavy Bolter or Assault Cannon of the Vengeance is a couple of Plasma Cannons. Like a supernova born amid the fire of battle, the blast of the Plasma Storm Battery annihilates anything it touches. Whether spitting multiple bolts of energy or loosing a single, monstrous blast, this weapon spells death to all before it. A Plasma Storm Battery is a relic weapon long held in the armory of The Rock. Normally a Land Speeder shouldn't be able to bear the weight of two Plasma Cannons and another Astartes controlling the turret, but not only is the chassis of the Land Speeder Vengeance much bigger, it also has superior lift-engines to carry the heavy weaponry. By service records, the Plasma Storm Battery is the senior equipment compared to the Land Speeder it is mounted on, which was discovered recently at around M36. The Dark Angels just noticed that the new big Land Speeder can carry the Storm Battery and promptly installed it. The original purpose of the Plasma Storm Battery is unknown, though we can perhaps suppose that it used to be mounted on larger relic vehicles such as Deimos Predators.

Do note that it is not recommended to fire this weapon on Supercharge; since all Imperial armies ran out of vehicle weapon-coolant somewhere during 4th Edition, firing this baby in that mode will likely result in multiple mortal wounds, quickly killing the land speeder itself.

Profile
Gallery
Stats
Standard
Edition Range Type S AP Damage Abilities
7th 36" Heavy 3, Gets Hot 7 2 N/A -
8th 36" Heavy D6 7 -3 2 -
Supercharge
Edition Range Type S AP Damage Abilities
7th 36" Heavy 1, Gets Hot, Large Blast 7 2 N/A -
8th 36" Heavy D6 8 -3 3 If you make one or more hit rolls of 1, the bearer suffers 3 mortal wounds after all of this weapon’s shots have been resolved, and the plasma storm battery cannot be used for the rest of the battle.

Hellfire Plasma Cannonade[edit]

Hellfire Plasma Cannonade

As the Devastator of Dreadnoughts, of course, the Deredeo chassis has access to a true Plasma Cannon equivalent, and it shoots like a machine gun.

Alright, that is probably an exaggeration. The Hellfire Plasma Cannonade is a development from existing Plasma-based weapons technology. It was in its experimental, field-testing stage by the onset of the Horus Heresy. The Hellfire is clearly the Imperium's attempt on making Plasma cannons that can fire a lot of miniature stars at a time. It sacrifices range which is something of a standard quality for the Deredeo's armaments for increased armor penetration as well as the aforementioned rate of fire. As a bonus, it may also a fire a one huge blast like what a Plasma weapon should be able to. Fast-forward to 40k with 8th Edition, however, the Hellfire Plasma Cannonade has lost its ability to fire one huge blast, which isn't really as bad as it seems since the Hellfire is supposed to be a Plasma cannon battery that shoots out a lot of Plasma in a short period of time. And for some reason in the present age, it is referred to as Carronade instead of Cannonade. The present rendition is likely a typo, since Carronade is a short but powerful cannon mounted on 18th–19th century warships, while the Cannonade refers to a continuous discharge of heavy gunfire. Clearly, despite being short-ranged like a Carronade, the Hellfire is a Cannonade with its high rate of fire.

This weapon system might be based on the relatively similar Dark Angel's Plasma Storm Battery mounted on their Land Speeder Vengeance.

Profile
Gallery
Stats
7th
Sustained Fire
Range S AP Type
36" 7 2 Heavy 4
Maximal Fire
Range S AP Type
36" 7 2 Heavy 1 , Gets Hot, Large Blast
8th
Range Type S AP D Abilities
24" Heavy 5 8 -3 3 For each hit roll of a 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.

Plasma Eradicator[edit]

Plasma Eradicator

Another Primaris-exclusive Plasma weapon since a couple of this can be mounted on a Primaris-exclusive vehicle.

Possibly a derivative from the Plasma Incinerator family along with the Plasma Exterminator, the Plasma Eradicator with a similarly intimidating name is perhaps a cousin to the Macro- variant. The Plasma Eradicator may be installed on both side turrets of the Astraeus Super-heavy Tank favored by the Primaris Space Marines as an alternative to the Las-rippers. Concerning firepower, the Plasma Eradicator is more or less similar, but not the same compared to the Macro Plasma Incinerator with a similar size, but the super-heavy tank makes up for that by being so heavy enough to mount two on its sponsons. Since the design of the Astraeus was actually based from a recovered STC with some additions here and there from Cawl's part, it is likely that the Plasma Eradicator was one of such additions, modified a little to become a weapon fitting for a heavy hovering tank and not a heavy Redemptor Dreadnought. Since the Plasma Eradicators are not only cheaper than the Las-rippers, but also provide more range that is a whopping extra 12", they are 90% of the time a better choice for you to live with; being within the 24" range will put the Astraeus in danger of being chopped up by enemy Knights or other equivalents, not to mention making it a prime target for most Plasma weapons from the other side.

You'd think a tank that big would be able to feed more juice into its Plasma Eradicators.

Profile
Gallery
Stats
Standard
Range Type S AP D Abilities
36" Heavy D3 8 -4 1 -
Supercharge
Range Type S AP D Abilities
36" Heavy D3 9 -4 2 For each hit roll of 1, the bearer suffers a mortal wound after all of this weapon's shots have been resolved.

Macro Plasma Incinerator[edit]

Macro Plasma Incinerator

The Plasma Cannon size of the Plasma Incinerator family alongside the Heavy variant, notice the "Macro" prefix if the looks of it is not obvious enough for you.

In a similar fashion to how the Heavy Plasma Incinerator is a relatively smaller for better handling by the Primaris Hellblasters, the Macro Plasma Incinerator is just simply a bit too large to carry alone. In their army, if Space Marines can't carry the weapon, then the Dreadnoughts will. For this particular cannon, not just every Dreadnought will do. It has to be the new Redemptor chassis which is also exclusive for the new Primaris Marines possibly due to being designed exclusively for it; regular Dreadnoughts can probably carry it, but likely don't have enough juice to fire the thing. For now, only Redemptor Dreadnoughts are compatible with the Macro Plasma Incinerator by having a better engine. To highlight the exclusiveness, it might have been tailored specifically for the Redemptor Dreadnought, which is a good reason to why we don't see this thing used elsewhere. Appearance-wise, it has a total of five flask-like objects attached to it. The three big ones are likely the fuel cells which are also likely used one at a time. The other two flasks might either be spares or possibly some sort of coolant. Since Primaris Hellblasters tend to handle with Plasma weaponry for the most part, the Macro Plasma Incinerator is a great familiar option for a Redemptor Dreadnought who was a Hellblaster back when he still had more limbs to speak of.

The Macro Plasma Incinerator is essentially a giant plasma gun made (possibly exclusively) for a pattern of giant Dreadnoughts. With a little adjustment, other bigger present Dreadnoughts might be able to use it.

Profile
Gallery
Stats
Standard
Range Type S AP D Abilities
36" Heavy D6 8 -4 1 -
Supercharge
Range Type S AP D Abilities
36" Heavy D6 9 -4 2 For each hit roll of 1, the bearer suffers a mortal wound after all of this weapon's shots have been resolved.

Hellex Plasma Mortar[edit]

Hellex Plasma Mortar

Instead of the usual cannon, the Hellex is a mortar, which means it shoots the Plasma up instead of the usual front.

Now, Plasma Mortars are certainly not new. Starforts for one may have them as part of their collection of batteries. In fact, it isn't that strange for an actual mortar or two to be used on naval ships of the past – the bomb ketch is a good example. As shown in Eternal Crusade, the Plasma Cannon may also double as a Plasma Mortar by aiming significantly higher, which is probably why there isn't a Plasma Mortar proper available. What makes the Hellex much more in line as a mortar is its payload. Deployed by Siege-Automata of the Legio Cybernetica under the Thanatar class, the Plasma coming from the Hellex they carry comes in a shell, but not the regular kind. Shunning the crude shells favored by most siege guns, the Hellex Plasma Mortar fires high-density charges of burning Plasma in programmed trajectory arcs timed to detonate over their targets. These airbursts create rolling waves of incinerating energy which engulf the surrounding area, burning through anything they encountered. The Hellex doesn't fire out raw Plasma. It shoots out a shell filled with raw Plasma, and detonate that over its targets – it fires out a star that promptly explodes. This results in a Plasma Wave that will definitely do a lot of damage over the perimeter. Though a debris might be able to cover you from regular mortar shells, you might need to pray to your god(s) for this one.

There are some additional points for the Hellex Plasma Mortar. On tabletop, the Plasma Wave essentially means you (or your opponent if you're the one who fired it) have to re-roll your successful cover saves. Because being stationary means more time to probably balance itself, the Thanatar will be able to shoot with the Hellex doubly further if it didn't move at that moment. Finally when assembling the model, the end of the barrel may be flared out if you prefer the sight of a blooming flower that shoots out miniature stars a few moments before going supernova over the poor sods over at the other side.

Profile
Gallery
Stats
Stationary
Range S AP Type
12"–48" 8 2 Ordnance 1, Barrage, Large Blast (5"), Plasma Wave
Fired on the Move
Range S AP Type
12"–24" 8 2 Ordnance 1, Barrage, Large Blast (5"), Plasma Wave

Plasma Decimator[edit]

Plasma Decimator

8th Edition brought out a lot of new Plasma weapons, and the Plasma Decimator is another one of them.

The Plasma Decimator is mounted as one of the two primary weapons of the Knight Castellan, Dominus-class chassis. It is a huge and obliterative weapon capable of bathing swathes of the battlefield in searing energies and reducing the enemy to glowing ashes. Because it is a Dominus Knight, it possesses dual plasma cores, which translates to more energy to feed into more and larger weapons these Knights carry to battle. Appearance-wise, this cannon seems to be the next size after the Plasma Culverin. It is one of the few instances where a rather Mechanicum-exclusive weapon makes its way to other Imperium forces, Imperial-aligned Castellan Knights for this case. Pilots of the Knight Castellan are adept at regulating the flow of that abundance of plasmic energy to this potent weapon, even if it risks rustling the Machine Spirits' jimmies in order to unleash an especially ferocious blast should the situation demand it. Simply put, it's just a fancy description for the signature Supercharge affiliated with most Plasma weaponry. Fundamentally speaking, the Plasma Decimator is one of the smaller, pseudo-Titan-sized middle finger graciously-signed to an entire horde of MEQs charging up their way. With the Plasma Decimator, you will be shit-firing plasma from your Knight Castellan at up to 48" across the board.

Of course and as stated, like all Plasma should be, even Knights have to deal with the volatility of that class of weaponry, so supercharge this gun at your own risk and volition.

Profile
Gallery
Stats
Standard
Range Type S AP D Abilities
48" Heavy 2D6 7 -3 1 -
Supercharge
Range Type S AP D Abilities
48" Heavy 2D6 8 -3 2 For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.

Cawl's Wrath[edit]

Cawl's Wrath (Placeholder)

Unlike the usual kind, this Plasma Decimator is exclusive to Mechanicum-aligned Knights Castellan.

So, why is it named after a certain Tech-Priest we know? You see, while our illustrious Archmagos Belisarius Cawl was working on some advanced Plasma weapons technology that ended up with the Primaris Marines – particularly to reduce the size to increase portability – some time around the centuries that took the work, he made this singular Plasma Decimator. Its enhanced containment fields and Machine Spirit data-shackles allow it to generate even more lethal volumes of energy than a typical example of such a weapon. The cannon itself was likely assembled as a testing bed for the containment fields which are crucial to Plasma weaponry, and/or the data-shackles that supposedly keep the Machine Spirit in line so that the system doesn't break down and explode or something. After confirming his results after a session or two of test firing, Cawl probably went back to his labs and told the Knight Castellan to take Cawl's Wrath home in a show of generosity, or the Knight just went home with Cawl's Wrath because his/her House sponsored that part of the project for the better Plasma Decimator. Since Cawl spent most of his working hours over the thousands of years on Mars, the Knight House in question is likely House Taranis, or any other unknown Houses that just so happens to be on Mars.

On the tabletop, it is simply a more potent Plasma Decimator available to Knights Castellan whose loyalties lie to the Machine God.

Profile
Stats
Standard
Range Type S AP D Abilities
48" Heavy 2D6 8 -4 2 -
Supercharge
Range Type S AP D Abilities
48" Heavy 2D6 9 -4 3 For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.

Plasma Blastgun[edit]

Plasma Blastgun

With a seemingly less intimidating name, the Plasma Blastgun is where we jump to the super-heavy class of this kind of weaponry. It also seems to be the next size after the Plasma Destroyer.

The Plasma Blastgun is, by all means, sized for a Titan. In fact, Warhound Titans may carry these as one – or both – of their primary armaments, and the larger sizes such as the Reaver and the Warlord may mount them as secondary weapons by what we anatomically call the shoulders. Continuing the tradition, the Imperium unsurprisingly straps this gun on tanks as well. The Stormblade, a Shadowsword variant, distinctively uses it as its main gun. The Macharius chassis, though smaller in size, also mounts the gun in a similar manner, though that variant in question is a little inferior. It was discovered relatively recently as a Plasma Blastgun that is more compact and easier to maintain. The prospect of churning out more tanks with guns that fire out hot plasma came with a drawback – only about three Forge Worlds know how to make the damn thing. Speaking of variants, the Plasma Blastgun on the Stormblade was exactly the same Plasma Blastgun used by Titans. Recently, a distinction has been made since it is obvious that the colossal Titans have more room to accommodate support systems such as that of power and cooling than a super-heavy tank. The Plasma Blastgun on Titans are obviously much better to shoot with. Despite being less powerful, the difference made by the one on Stormblades is surprisingly range when compared by overcharging.

It is not recommended to stand near a Plasma Blastgun unprotected since when this thing vents out heat with you standing nearby, fourth-degree burns will probably be the least of your worries.

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Gallery
Stormblade
Macharius Omega
Titan
Stats
Plasma Blastgun
Standard
Edition Range Type S AP Damage Abilities
7th 72" Primary Weapon 2, Massive Blast (7") 8 2 N/A -
8th 72" Heavy 2D6 8 -3 2 -
Supercharge
Edition Range Type S AP Damage Abilities
7th 96" Primary Weapon 1, Apocalyptic Blast (10") 10 2 N/A -
8th 96" Heavy 2D6 9 -3 3 For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
Omega Pattern Plasma Blastgun
Pulsed Bolts
Edition Range Type S AP Damage Abilities
7th 60" Ordnance 3, Large Blast (5"), Primary Weapon 7 2 N/A -
8th 60" Heavy 2D6 8 -3 2 -
Maximal Bolts
Edition Range Type S AP Damage Abilities
7th 72" Ordnance 1, Massive Blast (7"), Primary Weapon, Gets Hot 9 2 N/A -
8th 60" Heavy 2D6 9 -3 3 On a hit roll of a 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
Titan Plasma Blastgun
Normal
Edition Range Type S AP Damage Abilities
7th 72" Primary Weapon 2, Massive Blast (7") 8 2 N/A -
8th 72" Macro 2D6 8 -3 3 -
Overcharged
Edition Range Type S AP Damage Abilities
7th 96" Primary Weapon 1, Apocalyptic Blast (10") 10 2 N/A -
8th 72" Macro 2D6 10 -4 4 When using this firing mode, for each hit roll of a 1, the Titan suffers a mortal wound after all of this weapon’s shots have been resolved. These mortal wounds may not be stopped by the Titan’s own void shields.

Plasma Destructor[edit]

Plasma Destructor

The Plasma Destructor is an even bigger Plasma cannon that seems to have been forgotten and mothballed with the Plasma Annihilators.

While the smaller Titan classes such as the Warhound and the Reaver are stuck with the Plasma Blastgun, Warlord Battle Titans has the Plasma Destructor here as an option. Fun fact: way back in the ancient days with Adeptus Titanicus, this gun was called Plasma Cannon, and the smaller Plasma Blastgun was just Plasma Gun. Later on to the 2nd Edition of Epic with Codex Titanicus, they acquired themselves the new names we have here. The Plasma Destructor is so powerful that even for a Titan, it cannot do anything else after firing for a while; it takes that much power to fire the Plasma Destructor. As of recent, this quality isn't mentioned in its Apocalypse incarnation, though the high power demand should secure its place with nothing less than the Warlord size. And since the Plasma Destructor is considered to be at the size for Warlord Titans, some has suspected that the modern Sunfury Plasma Annihilator to be equipped as a primary weapon for the modern Warlord Titan is in fact a Plasma Destructor. But since there hasn't been an official model for this distinctively-shaped Plasma cannon since the Epic age, the Plasma Destructor is merely a fading memory while other Plasma weapons have moved on with models we can actually recognize and say, "Yeah, that's definitely a Plasma."

Footnote: unlike its incarnation in Apocalypse, the Plasma Destructors back in those distant days may also be shoulder-mounted as well.

Profile
Gallery
Stats
2nd
Range Note Attack Dice Target's Sv. Mod To Hit Roll
100 May not fire other weapon or move next turn 4 -6 3
4th
Rapid
Range S AP Type
72" 8 2 Ordnance 3, Blast (7"), Primary Weapon
Full
Range S AP Type
96" 10 2 Ordnance 2, Blast (10"), Primary Weapon

Plasma Obliterator[edit]

Plasma Obliterator

This is the point where the gun is big enough to be worth mounting as an emplacement on a bastion.

The Plasma Obliterator is just at about that size. It may be mounted on Aquila Strongpoints. These things are really, really rare. Although Plasma weapons are established to be pretty rare on their own, this one has a special garnish on its cake. Aquila Strongpoints with Plasma Obliterators installed on were designed by Rogal Dorn during his fortification spree for the Horus Heresy. Because Plasma weapons are pretty good at killing traitor Space Marines, the man himself made sure to pop out some huge varieties on defense lines. Sadly, ten thousand years is a heck of a long time, and the Mechanicus doesn't seem to be building new ones to replace the old ones which were destroyed. Those cogboys are probably more at peace with reserving giant Plasma guns for their God-Machine Titans. Since the Plasma Obliterator is only about second to the Plasma Annihilator below in terms of sheer power, the size of this cannon might be that of a Plasma Destructor. Plasma Destructors are also kind of short for something that big, and this relatively short cannon fits that criterion as well. Although a Primarch, we don't really hear that much about Dorn's engineering prowess; he probably is not at the same level as Manus and Vulkan. The Plasma Obliterator is less likely a new weapon entirely designed by Dorn, but more of a Plasma Destructor appropriated for fortification by Dorn.

Since Aquila Strongpoints are reserved for things that are big and bold like Macrocannons, the Plasma Obliterator is perhaps also similar to the Plasma Projectors similarly mounted on voidships like said Macrocannons.

Profile
Gallery
Stats
Edition Range Type S AP Damage Abilities
7th 72" Primary Weapon 1, Massive Blast, Gets Hot 7 2 N/A -
8th 72" Heavy 2D6 8 -3 2 Each time you roll a hit roll of 1 when firing this weapon, this model suffers a mortal wound after all of its shots have been resolved.

Plasma Annihilator[edit]

Sunfury Plasma Annihilator

Walking cathedrals deserve no less than a gigantic cannon that fires out giant gouts of Plasma on one arm (or both).

A weapon of terrifying and indiscriminate power, the Plasma Annihilator is capable of incinerating entire cityscapes and rendering the strongest armor into steaming vapor. Developed from designs intended for the broadside batteries of void warships, Plasma Annihilators are able to be mounted only on the largest of the Imperium's war machines. Since the Plasma Blastgun is already the limit for super-heavies such as the Shadowsword chassis, the Plasma Annihilator seems to be reserved to nothing less than a building, or the kind that moves such as the bigger Battle Titans, as they have both the reactor-strength required to charge them and the motive power to wield them into the fighting. The blatantly intimidating name is also not just for show: the Plasma Annihilator annihilates. Not only is its payload big and bold, creating humongous craters as well as turning surrounding sands into glass, it also has a high rate of fire to keep that payload coming. Indeed, the weapon is so loud that those glass might as well shatter few moments after being made by the previous shot. Emperor-class Battle Titans can afford that much destructive capability simply because they have a "dynamic" reactor, which essentially means they have much more power than lower-tier Titans.

The Sunfury pattern is a recent rendition of the Plasma Annihilator mounted as the primary gun of Warlord Titans.

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Emperor Battle Titan
2nd
Range Firepower Str Acc Rof
45 24 8 -1 6
4th
Rapid
Range S AP Type
96" 8 2 Ordnance 6, Blast (7"), Primary Weapon
Full
Range S AP Type
120" 10 2 Ordnance 3, Blast (10"), Primary Weapon
Sunfury Plasma Annihilator
Range Type S AP D Abilities
72" Macro 2D6 10 -4 2D6 After resolving all damage on the target unit, roll a D6 for every other unit within 6" of the target unit; on a 4+ that unit also suffers D3 hits using the weapon’s profile.
Weapons of the Imperium of Man
Sidearms: Arc Pistol - Autopistol - Bolt Pistol - Flechette Blaster - Gamma Pistol - Grapnel Launcher
Grav-pistol - Hand Flamer - Handbow - Helfrost Pistol - Hellpistol - Inferno Pistol - Kinetic Destroyer
Laspistol - Needle Pistol - Phosphor Blast Pistol - Phosphor Serpenta - Plasma Pistol
Radium Pistol - Reductor Pistol - Stub Pistol - Volkite Serpenta - Web Pistol - Neural Shredder
Basic Weapons: Arc Rifle - Autogun - Bolter - Bow - Crossbow - Hellgun - Lasgun
Radium Carbine - Shotgun - Storm Bolter - Stubber - Webber
Special Weapons: Combi-weapon - Conversion Beamer - Flamer - Grav-gun - Grenade Launcher
Long-Las - Meltagun - Needle Sniper Rifle - Plasma Caliver - Plasma Gun - Adrathic Destructor
Radium Jezzail - Sniper Rifle - Transuranic Arquebus - Volkite Charger - Photon Thruster
Galvanic Caster - Galvanic Rifle - Psilencer
Heavy Weapons: Autocannon - Grav-cannon - Harpoon Gun - Heavy Arc Rifle - Heavy Bolter
Heavy Flamer - Heavy Stubber - Heavy Webber - Helfrost Cannon
Lascannon - Missile Launcher - Mortar - Multi-Melta - Multi-laser
Phosphor Blaster - Plasma Cannon - Volkite Caliver - Volkite Culverin - Seismic Cannon
Darkfire Cannon
Vehicle-mounted
Weapons
Battle Cannon - Conqueror Cannon - Demolisher Cannon - Heavy Phosphor Blaster
Helfrost Destructor - Hydra Autocannon - Magma Cannon - Nova Cannon - Pulsar-Fusil
Punisher Gatling Cannon - Vanquisher Cannon - Volcano Cannon - Volkite Carronade
Heavy Seismic Cannon - Laud Hailer - Adrathic Devastator - Gatling Psilencer
Ordnance: Accelerator Cannon - Baneblade Cannon - Colossus Siege Mortar - Deathstrike Missile
Dreadhammer Cannon - Earthshaker Cannon - Griffon Heavy Mortar
Hellhammer Cannon - Manticore Missile - Medusa Siege Cannon - Quake Cannon
Stormshard Mortar - Stormsword Siege Cannon - Tremor Cannon
Super-Heavy
Weapons:
Apocalypse Missile Launcher - Doomstrike Missile Launcher - Gatling Blaster
Hellstorm Cannon - Inferno Gun - Laser Blaster - Macro Cannon - Melta Cannon
Plasma Annihilator - Plasma Blastgun - Plasma Destructor - Plasma Obliterator
Turbo-Laser Destructor - Vengeance Cannon - Vortex Missile - Vulcan Mega-Bolter
Sonic Destructor - Sonic Disruptor - Thundercoil Harpoon - Arachnus Magna-Blaze Cannon
Melee Weapons Chainweapons - C'tan Phase Weapons - Force Weapons - Power Weapons
Transonic Weapons - Basic Close Combat Weapons - Miscellaneous Weapons
Weapons of the Genestealer Cults
Sidearms: Autopistol - Bolt Pistol - Hand Flamer - Laspistol
Needle Pistol - Web Pistol - Liberator Autostub
Basic Weapons: Autogun - Lasgun - Shotgun - Webber - Storm Bolter
Special Weapons: Flamer - Grenade Launcher - Sniper Rifle - Mining Laser
Silencer Sniper Rifle - Proclamaitor Hailer - Scrambler Array
Heavy Weapons: Autocannon - Heavy Bolter - Heavy Flamer - Heavy Stubber
Missile Launcher - Mortar - Multi-laser - Seismic Cannon
Heavy Mining Laser - Atalan Incinerator - Multi-Melta
Plasma Cannon - Lascannon
Vehicle-mounted
Weapons
Battle Cannon - Clearance Incinerator - Eradicator Nova Cannon
Heavy Seismic Cannon - Hunter-Killer Missile
Vanquisher Cannon
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
Force Weapons

Chaos Plasma Weapons[edit]

Chaos Plasma Weapons are basically the same as the Imperium's but with more spikes, Chaos decorations and they fire crimson red plasma rather than the Imperium's blue. However they do have a few Plasma weapon exclusively designed by Chaos, for Chaos.

Æther-Fire Cannon[edit]

Æther-Fire Cannon

A Plasma-ish weapon that doesn't seem to settle on whether it wants to be called "Æther-Fire" or "Æther-Flame".

Either way, the Æther-Fire Cannon is an option for the Castellax-Achea Battle-Automata to take instead of the usual Mauler Bolt Cannon loaded with psychoreactive toxins (also known as nerve agents). While the Castellax-Achea itself was developed by a Forge World with a Chaos Dwarfs-ish name, Zhao-Arkhad, the Æther-Fire Cannon is a later development by the Techmarine artificers of the Pyrae Cult – Bright Wizards of the Thousand Sons. This obviously modified Plasma weapon was developed with occult lore as well as the unique "techno-arcana" of the aforementioned Zhao-Arkhad. Aside from the psychic robots, Thousand Sons who happen to carry a Plasma Cannon may switch to this Æther-Fire Cannon instead. On the tabletop, the Æther-Fire Cannon basically adds ten points of Soul Blaze to a Plasma Cannon. If this is bought, all such guns in the unit must be upgraded in the same manner. Although it is nice of them to push the under-used Soul Blaze rule, a whole squad of 5+ Plasma Cannons is likely going to erase or cripple anything remotely susceptible to Soul Blaze anyway. Given that a whole squad of Plasma-Cannoneers will fork out 100pts for what is basically a one or three of Bolter hits a turn... you can see why Soul Blaze is under-used in the first place. If you've got a Castellax-Achea rolling around with 15pts to spare, you might want to consider this.

It is unknown whether the present Thousand Sons still have this psychic-Plasma Cannon at their disposal, or what kind of work a thousands of years in the Warp has done to it.

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Range S AP Type
36" 7 2 Heavy 1, Blast (3"), Soul Blaze, Gets Hot

Ectoplasma Cannon[edit]

Ectoplasma Cannon

GW wanted to give Chaos Plasma a distinctive name. Thankfully, there's already a "Plasma" in "Ectoplasma".

For the most part, an Ectoplasma Cannon can be found as a weapon on the Forgefiend Daemon Engine when the guys who make it want to try something else instead of the usual Hades Autocannons. The pulsing energies of a Forgefiend’s furnace are not always employed to produce solid ammunition. Some sport flex-sheathed Plasma weapons of ancient design, weapons so large they would look more at home on a light aircraft than a land-bound walker. Those Daemon-beasts the Imperium have nicknamed Cerberites bear no less than three of these Ectoplasma Cannons, one mounted on each weapon-limb and one jutting out from their maws. Gargoyle-mouthed and drizzling balefire, the searing energies these devastating weapons hurl outwards are a hybrid of Plasma and burning ectoplasm channeled straight from the Forgefiend’s tainted heart consisting of raw daemonic energy from the Warp and fire tortured, screaming souls. Presumably, the Forgefiend eats stuff to make bullets for the Hades, so it wouldn't be too far-fetched to say that Forgefiends with Ectoplasma Cannons eat, well, people. The Ectoplasma Cannons were once prized artifacts, dating back to before the Heresy, but the Warpsmiths have perverted them into something far worse. In practice, it certainly has become better in regard of not getting hot as of recent.

The Hellwrights themselves seem to also have access to the Ectoplasma technology. A couple of variants, both of which notable weapons hardly found in the present age, have been corrupted into an Ectoplasma alternative. Although we do not know for sure what exactly the Ectoplasma Cannon used to be, we are certainly sure for the following two. The Ectoplasma Blaster is just that, corrupted Plasma Blasters mounted in the fists of Contemptor Dreadnoughts. There is also the Ectoplasma Battery, which is a warped variant of the Hellfire Plasma Cannonade mounted on Deredeo Dreadnoughts. Unlike the Ectoplasma Cannon, these two will still overheat if you're not careful/lucky with it. Perhaps it has something to do with how Dreadnoughts are not Daemon Engines.

And yeah, yeah, cue the Ghostbusters theme.

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Ectoplasma Cannon
Edition Range Type S AP Damage Abilities
7th 24" Heavy 1, Blast, Gets Hot 8 2 N/A -
8th 24" Heavy D3 7 -3 D3 -
Hellforged
Ectoplasma Blaster
Range Type S AP D Abilities
18" Assault 2 8 -3 2 If any hit roll made in a given phase results in a score of a '1,' then the firing unit suffers one mortal wound.
Ectoplasma Battery
Range Type S AP D Abilities
24" Heavy 5 8 -3 3 If any hit roll made in a given phase results in a score of a '1,' then the firing unit suffers one mortal wound.
Weapons of the Forces of Chaos
Sidearms: Autopistol - Bolt Pistol - Stub Pistol - Warpflame Pistol
Injector Pistol - Xyclos Needler - Plasma Pistol - Inferno Bolt Pistol
Basic Weapons: Autogun - Bolter - Fatecaster Greatbow - Lasgun
Shotgun - Stubber - Inferno Bolter - Sonic Blaster
Special Weapons: Flamer - Conversion Beamer - Meltagun - Plasma Gun - Doom Siren
Sniper Rifle - Warpflamer - Bile Spewer - Combi-Bolter - Sonic Shrieker
Heavy Weapons: Æther-Fire Cannon - Autocannon - Heavy Bolter - Heavy Flamer - Heavy Stubber
Lascannon - Mortar - Havoc Launcher - Plasma Cannon - Blastmaster
Reaper Autocannon - Soulreaper Cannon - Plague Sprayer - Plague Spewer
Blight Launcher - Heavy Warpflamer - Heavy Conversion Beamer - Hellfyre Missile Rack
Daemon Weapons: Kai Gun - Fleshmetal Guns - Harvester Cannon - Mawcannon - Butcher Cannon
Soul Burner Petard - Storm Laser - Skull Hurler - Cauldron of Blood Cannon
Hades Gatling Gun - Ichor Cannon - Gorestorm Cannon - Daemongore Cannon
Hellmaw Cannon - Scorpion Cannon - Tormentor Cannon - Plaguespitter
Heavy Blight Launcher - Plagueburst Mortar - Rot Cannon - Beam of Power
Warpfire Flame Cannon - Ectoplasma Cannon - Skull Cannon - Bolts of Change
Skullreaper Cannon - Skullshredder Cannon - Doomfire Cannon - Impaler
Kytan Gatling Cannon - Balemaw Cannon - Plague Catapult - Excruciator Cannon
Magma Cutter - Pandemic Staff
Vehicle-mounted
Weapons
Battle Cannon - Dirge Caster - Single-Barrelled Turbo-Laser Destructor
Hurricane Bolter - Demolisher Cannon - Accelerator Autocannon
Punisher Gatling Cannon
Ordnance: Apocalypse Missile Launcher - Doomstrike Missile Launcher
Super-Heavy
Weapons:
Gatling Blaster - Hellstorm Cannon - Inferno Gun - Laser Blaster
Macro Cannon - Melta Cannon - Plasma Annihilator - Plasma Blastgun
Plasma Destructor - Plasma Obliterator - Vulcan Mega-Bolter
Double-Barrelled Turbo-Laser Destructor - Volcano Cannon - Pus Cannon
Vengeance Cannon
Melee Weapons Chainweapons - Power Weapons - Daemonic Close Combat Weapons - Arc Weapons
Tzaangor Blade Weapons - Basic Close Combat Weapons - Force Weapons

Tau Plasma Weapons[edit]

The Tau make extensive use of Plasma technology. In fact, almost all of their weapons are plasma-based in one form or another. Tau plasma weapons generally shoot the same globes of magnetically- shielded overheated plasma as imperial ones, but do not suffer from the "Gets Hot" rule as they are less powerful than Imperial models and are somewhat lighter. Unlike imperial plasma weapons Tau ones only rely on energy to fire, rather than a combination of energy supply and chemical fuel.

Fun With Fluff

Thanks to 8th's new Overcharge Mechanics T'au plasma weapons got a substantial nerf. The lower power was a reflection of the fact that T'au weapons didn't Overheat. Now that people can choose whether or not their weapons overheat through the overcharge profile, T'au having a lower Strength is both meaningless and a secondary nerf to Crisis and Broadside suits who have already suffered nerfs via cost increases. Plasma weapons aren't that worth it anymore.

Plasma Rifle[edit]

Plasma Rifle

The Plasma Rifle is essentially a Plasma Gun with its safety engaged. If you want their "Plasma" weapon that does blow up like a Plasma should, check out their Ion arsenal below.

Indeed, the Plasma Rifle is the Plasma Gun equivalent for the Battlesuits. The only difference it has to our usual Plasma Gun is that this thing is actually safe, relatively speaking, which translates to a lower power output compared to the Plasma weaponry of their oppositions. In practice, this is the only Plasma proper weapon widely available to the Tau since their Plasma Cannon below were in its field-testing stage by the time of the Taros Campaign. Although it is called a "Rifle", the range of this gun does not surpass our usual Plasma Gun at all. The lack of punch compared to what the Imperium has to offer is probably why the Tau upscaled it into their Plasma Cannon. For the XV8 Crisis Battlesuit, the Plasma Rifle is available as a primary weapon option. A couple of Plasma Rifles may be installed instead of the Smart Missile System over the shoulder of the XV88 Broadside Battlesuit – the same can be said for the XV104 Riptide Battlesuit as well. Commander Longknife also has his own experimental variant to complement the experimental Battlesuit, and his comes with two barrels. Recently, the Plasma Rifle used by Commander Farsight now has "High-intensity" attached to it, no doubt to differentiate from the rest of those used by the other Battlesuits.

The High-intensity Plasma Rifle is a much better variant overall, powerful, with the same range as the Plasma Incinerator as well.

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Plasma Rifle
Edition Range Type S AP Damage Abilities
7th 24" Rapid Fire 6 2 N/A -
8th 24" Rapid Fire 1 6 -3 1 -
Double-barreled Plasma Rifle
Edition Range Type S AP Damage Abilities
7th 24" Assault 2, Twin-linked 6 2 N/A -
8th 24" Rapid Fire 2 6 -3 1 -
High-intensity Plasma Rifle
Range Type S AP D Abilities
30" Rapid Fire 1 6 -4 2 -

Plasma Accelerator Rifle[edit]

Plasma Accelerator Rifle (Placeholder)

The lack of "Plasma" weaponry with the Tau does not mean they neglect working on this branch of their tech tree. The Plasma Accelerator Rifle is one of the recent developments available on the field.

In fact, the Plasma Accelerator Rifle is also one of the deadliest inventions from Bork’an’s renowned science divisions, blending pulse-induction technology with a high-yield plasma generator. No, the gun does not have a metal detector mounted on it, probably. "Pulse-induction" most likely refers to their Pulse technology below which also shoots Plasma, though indirectly since it's not Plasma that comes out of the barrel. The Plasma Accelerator Rifle, on the other hand, uses Pulse technology in conjunction with proper Plasma technology. The result is a long-range armor-piercing weapon that is highly effective against both infantry and light vehicles. Now, plasma acceleration is actually a thing, and it does so through an electric field which we may correlate to the embedded Pulse tech. This E-field in particular is also special in its own way, since it also must be associated with the electron plasma wave (plasma oscillation) or other kinds with "high-gradient plasma structures" as well. Do not actually take any of our word for this, though, since the closest thing most of us get to being scientists is using a search engine. Relatively speaking since the Tau practically steamrolls through achievements, it really took the Earth Caste quite a while to figure out that they should try to combine two similarly "Plasma" weapon systems together.

It seems to be a matter of time before those nerds figure out how to incorporate their Ion technology as well in order to unite the Plasma trinity together in a single frame. Right now, the Plasma Accelerator Rifle is probably still under the early stages of field-testing – a single Battlesuit may be found with one attached in a Bork'an force, and its effectiveness is at about the same level as Farsight's High-intensity Plasma Rifle with a little difference.

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Range Type S AP D Abilities
30" Rapid Fire 1 7 -3 2 -

Tau Plasma Cannon[edit]

Tau Plasma Cannon

This is basically the Plasma Rifle, an enlarged Plasma Rifle grown a tad bit too big.

Because of this, they are more powerful than their little kinder and also fire more rapidly. However, a Plasma Cannon sacrifices some of its armor penetration power for this advantage, making it similar in damage output to an Ion Cannon. Unlike Imperial Plasma Cannons, this Plasma Cannon does not cover a small (or large) area with a Plasma blast; it fires in bursts, which means it is more suited for vaporizing singular big targets rather than groups of heavy infantry stupid enough to clump up. Since the Tau Plasma Cannon is essentially a main gun for a tank which is the TX7 Hammerhead Gunship, a more proportionate comparison over the Imperium's side should be a Plasma cannon that is also worthy for their tanks – the Plasma Destroyer. No matter the weapon, the Tau Plasma Cannon is clearly better than any of the Gorilla counterparts in one factor other than not getting hot from playing it safe. For the size, it shoots pretty far. The smallest size over the Imperium that can shoot as far as their Plasma Cannon is the Plasma Decimator, which is fitted on the larger Dominus-class Knights. Along with the Fusion Cannon, their Plasma Cannon saw first blood during the Taros Campaign where it was 'coincidentally' being field tested there. This gave the Tau much needed boost in their little Weeaboo hands to counteract against heavy Imperial firepower at the time.

Forge World used to produce a variant turret for the Hammerhead Gunship for the twin-linked Plasma Cannon option. But since it "used to," your only choices of getting one are either finding people who sell it, finding alternative bits that look just close enough, whipping out your conversion expertise, or the universal solution.

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Edition Range Type S AP Damage Abilities
7th 48" Heavy 2 7 2 N/A -
8th 48" Heavy 2 7 -3 2 -

Tau Pulse Weapons[edit]

Most Tau plasma weapons are "pulse weapons," which shoot a particle that super heats the air in its immediate vicinity due to its extreme level of excitement. Unlike what many people think, it does not fire plasma. It shoots individual, energized particles. The same thing as a Disruptor Macrocannon except in fires a single particle instead of a shell of particles. The glow is from the particle hitting the air, effectively turning it into plasma. Pulse weapons are as much of a "basic" weapons as shuriken weapons are basic eldar guns, or bolt weapons are basic non-cannon fodder Imperium guns, but they are superior to both in terms of power and effective range, with only ballancing point being they are mounted on rather human-like Fire Warriors. (And Bladestorm)

Pulse Pistol[edit]

Pulse Pistol

Predictably a pistol-sized Pulse weapon, the Pulse Pistol is a far smaller version of the Tau Pulse Rifle.

As a pistol-sized Pulse weapon, it is only used by certain Tau personnel as a basic defense and hold-out weapon to be applied in desperate situations. The only time you'll ever see one of these on the board is if a Battlesuit equips an ejection system and the pilot bails out (5th Edition), on a Sniper Drone spotter (6th edition), or carried by a Fire Warrior. Even Drones are armed with Pulse Pistols, specifically Escort Drones used by the Water Caste. That one is understandable since you can't really make a pacifistic impression when a bodyguard robot with two cannons is right besides you. Hilariously, this thing manages to retain the same shot-for-shot power ratio of a full-sized Pulse Rifle. As hilarious is a part of 40k fluff (depending on whether you find a dead Fishface turned into a Fishcake hilarious): a lone Tau Water Caste was trying to secretly kill a Smurf by pretending to talk the angry blueman down through the use of Diplomacy. This includes speaking to him of Ultramarine culture and whether it would be considered honorable to kill an 'unarmed' woman and what Papa Smurf would think of this dishonor. Her weapon of choice? A Pulse Pistol. Yes you heard us right – a Tau bred to be diplomats first and soldiers later actually thought it was a good idea to kill a supersoldier with lightning fast reflexes at close range with what counts as a really powerful flashlight.

Suffice to say, in a rare stroke of Awesome, Cato Sicarius of ALL people saw through her Bullshit and proceeded to flatten and crush her to death with his hueg augmented blueberry muscles.

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Edition Range Type S AP Damage Abilities
7th 12" Pistol 5 5 N/A -
8th 12" Pistol 1 5 0 1 -

Pulse Blaster[edit]

Pulse Blaster

Unlike the other handheld variants we've seen so far, the Pulse Blaster is actually a later development over that area which came along with the Breacher Teams.

Back when the Tau were starting up their expansion game, most fights they encountered had them being on the defense since their enemies were more on the aggressive side such as the Orks. Everything changed when they attacked the Imperium. Hive Worlds and bunkers are usually narrow and at times not quite accommodating for Battlesuits, and Space Marines are really good at boarding ships which similarly have little room for maneuvering. This is where the suicidal Breacher Teams and their Pulse Blasters come in. As their signature weapon, the Pulse Blaster exchanges the reach and consistency of its rifle equivalent for sheer destructive punch. It uses a two-stage process to enhance the lethality of its Plasma-based ammunition. When the trigger is halfway depressed, an invisible volley of negatively charged particles paint the target, priming it for the killing shot to come. Such victims glow with a ghostly light for a moment before their doom is delivered. A twitch of the trigger, and the Plasma payload is shot out, dragged unerringly to its destination with shocking force – far more than a conventional infantry-borne weapon could hope to achieve. At close quarters the Pulse Blaster's every shot is powerful enough to slam a gory hole through an enemy's chest or even punch clean through the side of a transport vehicle.

Crunch wise, they are a recent Pulse tool for the Fire Caste to play with, and it resembles nothing more than an over-under shotgun married to an assault rifle. With the same rate of fire as the Pulse Carbine, this weapon is the Tau's answer to close quarters combat, acting as a Pulse scattergun that grows more powerful the closer the target is. At its longest range, it won't even put a dent in Ork or Kroot "armor", while at point blank range it'll tear through a Space Marine's armor along with the Space Marine inside it.

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Close Range
Edition Range Type S AP Damage Abilities
7th Up to 5" Assault 2 6 3 N/A -
8th 5" Assault 2 6 -2 1 -
Medium Range
Edition Range Type S AP Damage Abilities
7th 5"–10" Assault 2 5 5 N/A -
8th 10" Assault 2 5 -1 1 -
Long Range
Edition Range Type S AP Damage Abilities
7th 10"–15" Assault 2 4 - N/A -
8th 15" Assault 2 4 0 1 -

Pulse Carbine[edit]

Pulse Carbine

Now this is the smallest Pulse gun you may hold your trigger with.

The Pulse Carbine exchanges the range enjoyed by the Pulse Rifles for more Dakka. Aside from the reduced range which is almost half, it also looks like a sawn-off Pulse Rifle as the Pulse Carbine is more compact as the name suggests – a shorter barrel goes a long way in portability. The Pulse Carbine seems to be exclusively used by the Tau over the suicidal infantry section that has to close in in order to use this gun. Tau personnel who are not infantry such as vehicle crew does not seem to have access to the Pulse Carbine, being stuck with a small (but still deadly) sidearm that is the Pulse Pistol above. Available as an alternative for Strike Teams, for the Pathfinder Teams and also Darkstrider, the size of the Pulse Carbine makes it perfect for their mode of operation whose keyword is scouting. The smaller size also makes room for a Markerlight or an underslung grenade launcher for Photon Grenades. Outside of Fire Warriors, the Pulse Carbine also sees plenty of application by the Gun Drones in a pair, while Exploratory Drones are one Pulse Carbine short since it probably needs more juice diverted to additional equipment to help in exploration such as sensors. After all, it is supposed to look at stuffs like Space Hulks, not shoot stuffs up like mean and green football hooligans.

In the All Guardsman Party, they are a favored weapon due to the punch and full auto. They were disguised as lasguns, but as of the latest, they lost them.

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Edition Range Type S AP Damage Abilities
7th 18" Assault 2, Pinning 5 5 N/A -
8th 18" Assault 2 5 0 1 -

Pulse Rifle[edit]

Pulse Rifle

The Pulse Rifle is the basic firearm used by Fire Warrior squads, and occasionally Gue'vesa and Kroot who have earned the trust of their Tau comrades.

The Pulse Rifle used by the Cadre Fireblades in particular have a larger scope, while Kroot Shapers forgo the scope entirely. The Tetra Scout Speeder used by Pathfinders also mounts two of these as the means for self-defense or perhaps something more offensive. In terms of crunch, these things have better range and power than Lasguns and even regular Bolters. The fluff tends to respect this too, and the first Ravenor novel mentions a Guardsman who (rightly) ditched his own weapon in favor of a scavenged Pulse Rifle. Whilst it can fire on automatic, the Pulse Rifle is not that good at it. It is not something like an assault rifle that anyone can go trigger happy with, so the gunner is expected to pick and choose his shots rather than fill the air with energy rounds despite one power cell being worth fifty shots before needing to reload. The Pulse Rifle also gives us the explanation to the increased range. It appears to be due in part of the built-in gyro-stabilizer allowing the gunner to shoot further in a more accurate sense – that little spherical gizmo at the end of the barrel (at least, according to Fantasy Flight Games' Rogue Trader RPG). The Longshot variant used by the MV71 Sniper Drones, on the other hand, puts further emphasis in the sniping part along with having the range increased even further.

So, it is less likely to be the matter of recoil for the ineffectiveness of the Pulse Rifle in automatic firing. The issue might be in the rate of fire itself.

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Pulse Rifle
Edition Range Type S AP Damage Abilities
7th 30" Rapid Fire 5 5 N/A -
8th 30" Rapid Fire 1 5 0 1 -
Longshot Pulse Rifle
Edition Range Type S AP Damage Abilities
7th 48" Rapid Fire, Sniper X 5 N/A -
8th 48" Rapid Fire 1 5 0 1 This weapon may target a CHARACTER even if they are not the closest enemy unit. If you make a wound roll of 6+ for this weapon, it inflicts a mortal wound on the target in addition to its normal damage.

Burst Cannon[edit]

Burst Cannon

Application of the Burst Cannon is prolific among the armies of the Tau. Having been developed during their steamrolling through the tech tree, these things are EVERYWHERE.

Shortly after the Tau perfected their Pulse induction technology which is what makes Pulse weapons work, the Fire caste was provided with early prototypes of Pulse Rifles; though excellent weapons, they lacked the rate of fire to be repurposed as a support weapon apart from the Sniper Drones that use a variant with increased range. The Ethereals tasked the Earth caste with developing a weapon that would enable Tau warriors to engage with foes many times their number. The result was the creation of the Burst Cannon, which produced impressive results in combat trials where the subjects on the receiving end might have been Orks green with jealously of the amount of Dakka the gun spews out, tearing apart enemy infantry and light armor with equal ease. Now, almost every Tau vehicle has a mounting for a Burst Cannon, and it remains a favored weapon system for all marks of Stealth and Crisis Battlesuits. Appearance-wise, it is that of a quad-barreled Gatling gun – XV9 Hazard Battlesuits as well as Ghostkeel Battlesuits over the shoulders may carry double that number since they use a variant with two barrels. Burst Cannons may also have an armored sheathing over the barrels as shown on the picture. This extra bit in particular is widely attached with Stealth Battlesuits.

Enemies of the Tau have developed a healthy proportion of respect and fear for the Burst Cannon. The weapon makes a distinctive sound when fired, the induction chamber crackling with energy as a stream of charged particles hisses across the battlefield. Imperial Guardsmen that come under fire from Burst Cannons often speak of the sound, each shot cleaving the air with a distinctive whiz-hum, not unlike the sound of solid bullets buzzing past their ear, but multiplied hundredfold as dozens of bursts are fired each second just like our Minigun. Unlike the Heavy Bolters and Stubbers of the Imperium with their rhythmic thumping fire, a Burst Cannon makes a continuous tearing wail, with individual shots nearly indistinguishable from each other. With heavy mountings and large plasma coils powering them, Burst Cannons are a degree more deadly than smaller Pulse weapons. Like these smaller weapons, a Burst Cannon can punch straight through most infantry armor as if it wasn’t there. Given that a Burst Cannon fires a great many of these shots each minute, it is fully capable of clearing an area of infantry in the space of a few bloody seconds. Stealth suits especially favor this weapon, its sudden storm of fire making it an ideal weapon for short ranged ambushes. The XV86 Coldstar Battlesuits used by Tau Commanders have access to a High-output variant which has double the firepower just like there's another Burst Cannon next to it.

Burst Cannons are also well suited to combating light armor, which cannot defend against the powerful hail of high-speed plasma. Walkers, armored transports and recon vehicles all stray within range of a burst cannon at the risk of having their thin armor plating torn from them bit by bit. Even Imperial battle tanks are not immune to the burst cannon: a sustained burst directed at weaker rear armor is capable of rupturing an engine or setting off ammunition stores. Burst Cannons are found on many Tau vehicles, from the Devilfish APC to the fearsome Hammerhead Gunship. Often slaved to Drone control, a Burst Cannon makes for an ideal point-defense weapon, keeping infantry and light vehicles away from a tank hunter like the Hammerhead, or giving a squad of Fire Warriors cover as they deploy from their transport. This is where the Burst Cannon trades the range and accuracy of weapons like the pulse rifle for the ability to saturate an area with Plasma fire. For this reason, Burst Cannons are used extensively as part of established defenses. When guided by Drones, they make effective sentry guns, silently tracking back and forth, scanning for threats. Again, this thing is everywhere, sometimes in conjunction with a variant with two extra barrels below.

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Burst Cannon
Edition Range Type S AP Damage Abilities
7th 18" Assault 4 5 5 N/A -
8th 18" Assault 4 5 0 1 -
Double-barrelled Burst Cannon
Edition Range Type S AP Damage Abilities
7th 18" Assault 4, Twin-linked 5 5 N/A -
8th 18" Assault 8 5 0 1 -
High-output Burst Cannon
Edition Range Type S AP Damage Abilities
7th 18" Assault 6, Twin-linked 5 5 N/A -
8th 18" Assault 8 5 0 1 -

Pulse Submunitions Rifle[edit]

Pulse Submunitions Rifle

Because it'd be rather unfair for the Fire Warriors to get all the shotgun fun with their Pulse Blasters, there is the Pulse Submunitions Rifle.

Hell, since the Pulse Blaster is relatively the newer gun, it might have been based on this cannon-sized rifle here. And despite being a rifle, its range is not that great, but impressive nonetheless considering that it is more of a shotgun rather than a rifle in the first place. The Pulse Submunitions Rifle is a primary weapon used by the XV9 Hazard Battlesuits, and it fires what can be described as a "Pulse shrapnel" shot that explodes above the enemy targets, covering quite an area with cover-ignoring pulse shots. While it does have a decent range as well as killing power, the trade off for spreading shots is its lack of armor-piercing capabilities, as even Flak Armor used by the Imperial Guard has a decent chance of brushing off a Pulse submunitions shot. Nevertheless it has proven to be an awesome tool for clearing out trenches and buildings of infantry, and wiping out tightly packed Ork and Tyranid hordes swarming at the position. The XV9 Hazard Battlesuit of Shas’O Vesu’r Ra’lai in particular sports an experimental rendition of the Pulse Submunitions Rifle as its primary armament. It sacrifices a degree of damage and blast radius in favor for a higher rate of fire, and the ability to be loaded with several potent, limited-issue warheads. Whilst powerful, these warheads are currently equally experimental as their barely-contained power can damage the Battlesuit itself.

Shas'o R'alai is also your only source for a Pulse Submunition Rifle model if you want to get one for your Hazard team.

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Pulse Submunitions Rifle
Edition Range Type S AP Damage Abilities
7th 24" Assault 1, Blast (5"), No Cover Saves 5 6 N/A -
8th 30" Assault 2D3 6 0 1 -
Experimental Pulse Submunitions Rifle
7th
Standard
Range S AP Type
24" 4 5 Assault 2, Blast (3"), No Cover Save, Special Ammunition
Special Ammunition
EMP Shell
Range S AP Type
24" EMP Grenade - Assault 2, Gets Hot
Hyper-Density Sabot
Range S AP Type
36" 9 3 Assault 2, Gets Hot
Cluster-Beam Shell
Range S AP Type
24" 4 4 Assault 2, Blast (5"), Rending, Gets Hot
8th
EMP
Range Type S AP D Abilities
24" Assault 2 6 -1 1 If the target is a VEHICLE, roll a D6. On a 3+, the target unit suffers 1 mortal wound in addition to any other damage.
Hyper Density Sabot
Range Type S AP D Abilities
36" Assault 2 9 -2 2 -

Long-Barrelled Burst Cannon[edit]

Long-Barrelled Burst Cannon

Continuing their tradition of making a bigger variant of a weapon by making it longer, the Long-barrelled Burst Cannon is a Burst Cannon given a metaphorical penis extension.

Unlike with their similarly-sized Fusion Cannon and Plasma Cannon, the Tau's Long-barrelled version for their Burst Cannon sees a healthy application on a number of vehicles other than on a turret in a pair for the TX7 Hammerhead Gunship. In fact, all of these vehicles are atmospheric aircraft, which probably says a lot on the primary reason this weapon was developed. The firepower given by the Burst Cannon is so phenomenal that the Tau attach the guns on many, many of their war engines such as Battlesuits and other ground-based craft. The problem, however, lies in the short range of the Burst Cannon, which does not sit well with air-based craft which would have to fly dangerously low to unleash the regular Burst Cannon. Along with being more powerful, the Long-Barrelled Burst Cannon has double the range of the usual Burst Cannon, giving an aircraft equipped with one or two the room it needs to deliver the payload. The smallest aircraft to mount this gun so far in a pair is the DX-6 Remora, a Drone stealth fighter which provides fire support for vanguard units such as Pathfinders and Stealthsuit Teams. The Barracuda AX-5-2, the Tau's air superiority fighter, mounts two of these on its wings, while the Orca and the Manta also possess these for self-defense, with the Manta sporting sixteen of them compared to the Orca's couple on a single turret.

The Hammerhead itself used to have the Long-barrelled variant as a main gun alternative, but recent rules have that said main gun being the Heavy Burst Cannon below instead.

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Edition Range Type S AP Damage Abilities
7th 36" Heavy 6 5 5 N/A -
8th 36" Heavy 4 5 0 1 -

Heavy Burst Cannon[edit]

Heavy Burst Cannon

With the evolution of larger and more powerful armored vehicles and Battlesuits, it was inevitable that larger versions of the Burst Cannon would be created.

Currently the biggest and most powerful weapon from the Burst Cannon line, the Heavy Burst Cannon is capable of a ferocious rate of fire that can mow down hordes of enemies like a neckbeard on a diet consisted of cheez whiz and crackers. Even in broad daylight, this giant Gatling gun produces a blinding muzzle flash, the barrels a blur of motion with the only sound the enemy is capable of hearing is a constant noise of "BRRRRRRRRRRRT!" rather than the more soothing "DAKKA DAKKA DAKKA DAKKA!". Developed during the Tau Empire's Third Sphere Expansion, it can be primarily found on Riptide Battlesuits as well as a couple of aircraft which are the Barracuda and the Tiger Shark. The Heavy Burst Cannon incorporates multiple induction chambers, and six rather than four barrels, allowing them to fire even faster than their smaller variants. The Heavy Burst Cannon is able to project Plasma rounds much further and with greater force, making it substantially more dangerous to face in the battlesphere. By opening up the in-built Pulse induction inhibitors, a Heavy Burst Cannon can also draw upon the XV104’s Dark Matter Nova Reactor to go Super Saiyan, making possible a devastating storm of Pulse rounds so ridiculously huge that it can crack even the toughest of armor with ease and make reinforced ceramite to cave in and bend over.

On the tabletop, the Heavy Burst Cannon fires more powerful rounds at the same rate of fire and range as the Long-barrelled one, and also able to overcharge with the Nova reactor to double it's firing rate and gain Rending at the cost of overheating and potentially damaging the suit. As of 8th, it has lost the ability to do so. The Heavy Burst Cannon is now a Heavy 12 S6 AP-1 2 D, making it much better at wiping out two-wound infantry and gives it a secondary role of killing light vehicles with sheer number of shots.

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Standard
Edition Range Type S AP Damage Abilities
7th 36" Heavy 8 6 4 N/A -
8th 36" Heavy 12 6 -1 2 -
Nova-charge
Edition Range Type S AP Damage Abilities
7th 36" Heavy 12, Gets Hot, Nova-charge, Rending 6 4 N/A -
8th 36" Heavy 18 6 -1 2 -

Pulse Submunitions Cannon[edit]

Pulse Submunitions Cannon

Imagine going Rambo on a kill streak with an automatic shotgun on both hands. The Pulse Submunitions Cannon is the shotgun, a rather big one to boot.

A deadly experimental weapons system, the Pulse Submunitions Cannon fires micro-cluster projectiles capable of saturating the target area in a storm of Plasma pulses just like the smaller Pulse Submunitions Rifle. Additionally, larger targets such as bulky infantry, monstrous creatures, and vehicles inevitably suffer proportionally greater harm from the Pulse Submunitions Cannon, as they can be struck with a wave of near-simultaneous detonations, amplifying the blast and turning them inside out. Exceptionally handy when it comes to fending off Tyranids, some have even consider calling it as the Tyranid Bug Spray, because it kills them that easily. This plays on tabletop as firing considerably more powerful shots at considerably longer range with a Cluster Fire effect, which means the bulkier the target is, the harder it gets hit. While the Pulse Submunitions Rifle's role is anti-infantry, the Pulse Submunitions Cannon's primary purpose is killing light to medium vehicles as well as monstrous creatures, and as we have stated, it is ridiculously good at it. Like the Heavy Burst Cannon, the Pulse Submunitions Cannon can also nova-charge itself via the Dark Matter Nova Reactor and double its rate of fire. This is applied when you absolutely must murder-fuck an entire horde army up to and including hordes of gargantuan creatures.

It's a giant shotgun that shoots Plasma. Any Ork who happens to loot this boy will be a very happy Ork.

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Edition Range Type S AP Damage Abilities
7th 60" Heavy 1, Large Blast (5"), Cluster Fire 6 3 N/A -
8th 60" Heavy 3D3 6 -2 3 -

Pulse Bomb Generator[edit]

Pulse Bomb Generator

Though it doesn't sound like one, the Pulse Bomb Generator is the Tau's general solution to artillery strikes.

That is, they rely on air support to carry out the explosions, and their choice of bombs come from the Pulse Bomb Generator. As the name suggests, a pulse induction field is used to generate a single bomb made up into a Plasma ball. This ball is then dropped to where it is supposed to explode. It is the primary weapon system for a Sun Shark Bomber, mounted underneath the aircraft’s rear hull. The Pulse Bomb Generator gives the Sun Shark a fairly potent level of firepower capable of blasting ground targets and possibly really unlucky airborne targets. As you might have guessed from the appearance, the Pulse Bomb Generator works by rapidly spinning, building up the Pulse energy until a ball of plasma can be unleashed, and leaving nothing but glowing craters and drifting ashes at the point of impact. Oh, and this thing does not just drop a bomb and recharge. It keeps the bomb coming almost indefinitely, though at times minor malfunctions can occur due to battlefield debris or something, so reconfiguration is required for that case for optimal alignment to recommence Plasma ball production. Until then, the Sun Shark Bomber is forced to maneuver and use its rocket systems, Markerlight and a pair of nimble Interceptor Drones as its means for self-defense to avoid enemy fire until the reactor recharging is completed.

How does the Pulse Bomb work exactly? Well, for up to ten models in an enemy unit, you get to roll a six-sided die. For each roll of 5+, the target unit gets a mortal wound. Enemy infantries get an extra one in their results because they are not tanks.

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Pulse Blastcannon[edit]

Pulse Blastcannon

You think the Pulse shotgun range ends at the Pulse Submunitions Cannon? Think again, and say hello to the Pulse Blastcannon, the proper big brother to the Pulse Blaster.

Also known as the Pulse ARC Cannon on the store page for some reason – another "Pulse Arc Cannon" shows up in the Tau's fluff where it is heavily modified to combine its beam with five others like the Death Star and tear a hole into a Gargant – the Pulse Blastcannon is one of the largest Pulse Weapons at the Tau's disposal, employing superheated Plasma on a scale that leaves only glowing craters to mark where its targets once stood. Pioneered by the finest of Tau's Earth Caste weapons scientists, the Pulse Blastcannon is a weapon so massive in size and power that it can only be borne into battle by a dedicated artillery Battlesuit with another generator attached to exclusively power the cannon such as the KV128 Stormsurge. As one of the two options for the Stormsurge's primary armament, the Pulse Blastcannon is simply the version with more Dakka compared to the Pulse Driver Cannon and its emphasis on range. The Pulse Blastcannon uses Aggressive Reactive Charge technology (A.R.C) to hyper-accelerate plasma energy. A stream of negatively-charged particles is fired from the gun milliseconds before the main plasma charge, accelerating the plasma blast into the target to explosive effect; a shot that disperses over a wider area the further away the target.

It is common for some people to confuse the Blastcannon with the Pulse Driver Cannon due to their similarities in appearance. The most distinct feature you may pick out of it is that the Blastcannon has two barrels at the end compared to the Driver's one. Only slightly smaller than the alternative option for the Stormsurge, the Pulse Blastcannon is an upscaled Pulse Blaster in practice. It even shares the relatively short range, rapid rate of fire, and "the closer the target, the more powerful it is" shtick with its smaller cousin; all are turned up to eleven save perhaps the range part, with the "weakest" Long Range mode being an S9, AP5 large blast, and the "strongest" being the almighty D.

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Close Range
Edition Range Type S AP Damage Abilities
7th Up to 10" Heavy 2 D 1 N/A -
8th 10" Heavy 2 14 -4 6 -
Medium Range
Edition Range Type S AP Damage Abilities
7th 10"–20" Heavy 2, Blast 10 3 N/A -
8th 20" Heavy 4 12 -2 4 -
Long Range
Edition Range Type S AP Damage Abilities
7th 20"–30" Heavy 2, Large Blast 9 5 N/A -
8th 30" Heavy 6 10 0 2 -

Pulse Driver Cannon[edit]

Pulse Driver Cannon

Pioneered by the finest of Tau's Earth Caste weapons scientists, this XBAWXHUEG Pulse Driver Cannon mounted on the KV128 Stormsurge Battlesuit is a weapon so massive in size and power consumption, it can only be borne to battle by a dedicated artillery suit that carries another generator dedicated to the damn thing.

Emitting a deep bass thrum that rises in pitch as its particle accelerator relays spool up – that is, the circular thing by the base of the cannon – the cannon builds up force enough to level a building before the volley is released. Once the pent-up energies are let fly, an incandescent beam of blinding intensity stabs out with a buzzing roar. Anything in its path is obliterated in a column of superheated Plasma, cast into its component atoms as if a solar flare had lashed from the heart of a sun to scour them from history in one terrifying second. And do not disregard the name, this thing drives its Pulses pretty far with its Pulse accelerators, really far. The phenomenal amount of heat generated in that process is emitted through huge heat sinks built into the weapon. The Pulse Driver Cannon was originally developed in response to the gargantuan war engines of the Orks. In the latter stages of the Arkunasha War a stationary prototype mounted on the Argap Plateau sent searing columns of white force through the guts and torsos of Ork war effigies time and time again. In recent decades the weapon's deadly power has been matched instead against the Titans of the Imperium; though these boast far more sophisticated technologies than the walkers used by the Ork race, the result of a sustained barrage from a Pulse Driver Cannon has proven to be much the same.

On the tabletop, it goes way overboard with its firepower, launching S10 AP2 pie-plates with enough range to hit anywhere on the board unless you play Apocalypse. On top of that, as it is mounted on top of a very high platform, it always has the high ground advantage.

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Edition Range Type S AP Damage Abilities
7th 72" Ordnance 1, Large Blast 10 2 N/A -
8th 72" Heavy D6 10 -3 D6 -

Pulse Ordnance Multi-Driver[edit]

Pulse Ordnance Multi-Driver

Though the Tau rely on the Sun Shark and their Pulse bomb delivery as their means of artillery, this thing comes pretty close to conventional artillery.

Hey you! The Pulse Driver Cannon not doing enough Shoop Da Woop for you? Is it not killing enough super-heavies fast enough for you? Do you need to compensate even further for your lack of manly parts? Fear no longer, for the Tau have got your back! Take a regular Pulse Driver Cannon and than triple the amount whilst supercharging it at the same time. You want a Weeaboo Turbo-Laser? You got one. You want a Weeaboo Turbo-Laser Destructor? Well you already have it! The Pulse Ordnance Multi-Driver is a set of three extra-long Pulse Drivers mounted on the back of the Ta'unar Supremacy Armor. Judging from appearance alone, they are not exactly the same breed as the ones on the back of Stormsurges, but the range and name make it close enough to be at least related to the regular Pulse Driver Cannon. This triple-barreled system is designed to combat super-heavy enemies such as Imperial Knights and Tyranid beasts. It can either fire in volleys consisting of high explosive and kinetic projectiles that will reduce entire city blocks to dust with a ridiculously accurate bombardment, or concentrate the fire of all three Drivers into one ridiculously powerful titan-killing volley to saturate a single target or in arcing trajectories to shower a wider area to equally devastating effect because sometimes no kill is better than overkill.

Unlike other Titan weapons we've seen, this one takes the cake in looking like someone just tore the thing off from a starship and installed it on a giant walker.

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Concentrated Bombardment
Edition Range Type S AP Damage Abilities
7th 72" Ordnance 1, Massive Blast (7") D 2 N/A -
8th 72" Macro 6 12 -4 4 -
Pattern Bombardment
Edition Range Type S AP Damage Abilities
7th 12"–120" Apocalyptic Barrage (3), Pinning, No Cover Saves 8 3 N/A -
8th 72" Macro 2D6 8 -3 3 -

Tau Ion Weapons[edit]

Ion weapons are not specifically called plasma guns, but seeing as how they shoot a stream of ions at their targets, they meet the scientific definition of "plasma". Fluff says it doesn't so much fire Plasma, but shoots a stream of Ionising particles that reduce what ever the stream hits to Plasma like a bastard hate child of laser and plasma weapons, and it's pretty horrific if you think about it. Original Ion weapon technology came from one of the Tau Empire member race known as Demiurge, but then Earth caste tinkered with it for a bit, and replaced the power source with a more compact one that could also now be "overcharged" by removing its radiation shielding - this results in weapon firing single powerful blast shots instead of a torrent of weaker ones, but also runs the risk of wounding the weapon operator or damaging his suit/vehicle with a burst of ionizing radiation from the power source. Opposite to pulse weapon, which started as small arms and then evolved in to bigger and bigger weapons, ion weapons started from the biggest of the big (spaceship cannons, analogues to imperial lances), and then went the way of minimizing down to vehicle weapons, to battlesuit weapons, and finally to compact rifles.

Ion Rifle[edit]

Ion Rifle

The aforementioned new power source allowed Earth caste engineers to create a portable Ion weapon.

The resulting weapon that is the Ion Rifle combines the man-portable size of a Pulse Rifle and the firepower equivalent to an Imperial Autocannon in one deadly package. Now, Tau Ion weapons are typically found on heavy vehicles and void craft, and this lightweight man-portable variant is still considered highly experimental. The weapon operates by creating a stream of highly ionized particles and using advanced electro-magnetic fields to direct them at a target. Where the particles strike the target they react explosively, causing massive trauma. Currently, the Ion Rifle is carried by Pathfinder Teams as a variant sniper/anti-materiel weapon to vaporize heavy infantries and light vehicles alike. As an Ion weapon should be capable of, the Ion Rifle’s safety measures can be temporarily shut off, allowing the ion stream to reach dangerous levels of energy before being released. If done correctly, the resulting damage can be spectacular. However, if left active for too long, the ion stream will become unstable and cause severe damage to the wielder. Aside from the Pathfinders, the Interceptor Drones used by Sun Shark Bombers are also armed with a set of twin-linked Ion Rifles as their standard armament, which they use in conjunction with their advanced targeting systems to blow incoming aircraft looking to do harm to the bomber out of the sky.

Ion Rifles are basically the Tau's quintessential Lascannon or Rocket Launcher equivalent; and like its big brother, the Ion Rifle can be overcharged for an S8 AР4 small blast, but in order to do so a soldier must expose the gun's power source to air. This is not a good idea, considering that said power source is highly radioactive. As a result, Pathfinders equipped with this weapon usually die from cancer, unless they get killed in action before that happens (and considering the high risk of their job, there is a good chance they will.)

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7th
Standard
Range S AP Type
30" 7 4 Rapid Fire
Overcharge
Range S AP Type
30" 8 4 Heavy 1, Blast, Gets Hot
8th
Standard
Range Type S AP D Abilities
30" Rapid Fire 1 7 -1 1 -
Overcharge
Range Type S AP D Abilities
30" Heavy D3 8 -1 2 If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.

Quad Ion Turret[edit]

Quad Ion Turret

While the Interceptor Drone carries two Ion Rifles, the Quad Ion Turret carries four as its name implies as the primary weapon of the Razorshark Strike Fighter.

If you know how anti-tank a single Ion Rifle can be, imagine four of them synchronizing their shots for maximum FUCK. For some reason, it is never given to ground vehicles and the larger Battlesuits despite it its ludicrous anti-tank capabilities. While it lacks the range and armor-piercing qualities of the Ion Cannon mounted on the Barracuda, it packs pretty much the same power per shot and even a slightly higher rate of fire. Due to it's rather compact size, it may be mounted on a 360° turret, making the Razorshark an excellent ground attack aircraft, as opposed to more of a dogfighter that is the Barracuda which can only lay hate on Groundpounders in strafing runs. This recently translates to an extra one to a hit roll on the poor sods that can't fly. As with all Tau Ion weapons, the Quad Ion Turret can be overcharged by exposing the reactive Mor'tonium power source to the environment, though this also exposes the vehicle to the dangerous ionizing radiation emitted by the Mor'tonium, not to mention the risk of overloading its primary power cells. Overcharging the Quad Ion Turret allows it to generate a massive and explosive blast with increased damage compared to the normal firing mode, 'cause why not limit yourself in the overkill department? Just don't get too surprised when all your little Tau pilots turn out with cancer at every end of a battle.

By the transition to 8th Edition, the Quad Ion Turret was hit with an equally massive nerf bat, basically reduced to a Reaper Autocannon, which are not even any good over the CSM army, though Overcharge helps it out a bit, granting +1 S D3 damage and D6 shots

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7th
Standard
Range S AP Type
30" 7 4 Heavy 4
Overcharge
Range S AP Type
30" 8 4 Heavy 1, Gets Hot, Large Blast
8th
Standard
Range Type S AP D Abilities
30" Assault 4 7 -1 1 -
Overcharge
Range Type S AP D Abilities
30" Assault 4 8 -1 D3 If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.

Cyclic Ion Blaster[edit]

Cyclic Ion Blaster

The smallest Ion weapon mounted on Battlesuits – that is, the Crisis – is the Cyclic Ion Blaster here.

The Cyclic Ion Blaster is an Ion weapon that combines the designs of the Burst Cannon and the Ion Rifle. This quad barreled weapon fires a rapid stream of ion radiation capable of annihilating lightly armored troops at pretty much the same power as the Ion Rifle, but with a considerably reduced effective range. The design, however, is not perfect. Although the rate of fire is stable, the ion radiation is still quite unpredictable, resulting in an uneven performance when deployed against armor. The original design has a static block of four barrels firing in cycles, while the modern rendition uses a new power source with a rotating three-barrel block in an even smaller package. As a result, the Cyclic Ion Blaster's role changed to one more similar to the more stable Ion Rifle design, and now features a moderately high rate of fire with immensely more damage output per shot. For quite a while it was stuck in development hell as the Earth caste constantly worked to improve it and then re-worked it with a new power source, so the number of working models available to field personnel was rather scarce, but as of recent (999M41–recent, aka five minutes till advancing the storyline) the Cyclic Ion Blaster has finally made it out of experimental stage and gone into mass production.

As of the Damocles rematch, it is one of the standard weapons of Crisis Battlesuits, and also available to the Barracudas AX-5-2.

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Stats
7th
Standard
Range S AP Type
18" 7 4 Assault 3
Overcharge
Range S AP Type
18" 8 4 Heavy 1, Blast, Gets Hot
8th
Standard
Range Type S AP D Abilities
18" Assault 3 7 -1 1 -
Overcharge
Range Type S AP D Abilities
18" Assault 3 8 -1 D3 If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.

Cyclic Ion Raker[edit]

Cyclic Ion Raker

Because the Ghostkeel is a much bigger Battlesuit, it would look silly with just the regular Cyclic Ion Blaster.

As the fancy new Ion weapon for the new XV95 Ghostkeel Suit, the Cyclic Ion Raker acts as an advanced version of the Cyclic Ion Blaster (along with looking like a bigger version) of the Crisis Battlesuits. Just like the smaller Ion Rifles used by Pathfinder Teams, the Cyclic Ion Raker uses a slab of Mor'tonium as its power source. However, due to its role as the Ghostkeel's principal weapon system, the Raker is calibrated to fire with a complete lack of sound. Yes, you read that right. This is a weapon that rakes through a group of enemies, and neither will they see it coming because the Ghostkeel is a ninja, nor will they hear it coming because the gun has a built-in suppressor. Those caught in its intense high-energy streams suddenly melt away, their flesh vaporizing with such suddenness they often do not even have time to scream. As with all Tau Ion weapons, the Ion Raker can be overcharged by exposing the unstable alloy inside to the atmosphere. The resultant burst of radiation is so powerful it can destroy entire platoons of the foe – though regrettably the pilot may also sign his own death warrant in the process... yeah, they're getting cancer for free! Not a particularly good trade off, mind you, but maybe just enough if you can look at the enemy's face once you blow up his precious super-heavy with this cheesemonger of a gun.

The Cyclic Ion Raker features one of the highest rates of fire of any Ion Weapon in its normal firing mode (R 24",S:7, AP4, Assault 6) which can overcharge to a devastated explosion of ionizing radiation (R 24", S:8, AP4, Heavy 1, Large Blast, Gets Hot!).

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7th
Standard
Range S AP Type
24" 7 4 Assault 6
Overcharge
Range S AP Type
24" 8 4 Heavy 1, Large Blast, Gets Hot
8th
Standard
Range Type S AP D Abilities
24" Heavy 6 7 -1 1 -
Overcharge
Range Type S AP D Abilities
24" Heavy 6 8 -1 D3 If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.

Phased Ion Gun[edit]

Phased Ion Gun

The Ion option for the experimental XV9 Hazard Battlesuit is the Phased Ion Gun, which you can probably tell from the looks of it because it doesn't really look like one, or act like one for the matter.

This equally experimental weapon seeks to develop the rapid-firing technology of the Cyclic Ion Blaster and vehicle-mounted Ion Cannon into a stable Battlesuit system. That's right. Despite not having the Cyclic prefix, this gun is at the Dakka side of the spectrum. The Earth caste probably tried to miniaturize the Ion Cannon and incorporate the Cyclic part without the rotation. The result we have seems to be a "Phased Ion", which might be related to the stuff used by the Gatling flamethrower of the XV109 Y'Vahra. The long accelerators of the Phased Ion Gun allow the pilot to engage the enemy at range with a storm of projectiles that react explosively on an atomic level, decimating heavily-armored infantry as well as vehicles. It is a prototype weapon system for use with the XV9 Hazard Battlesuit because the advanced power cores allow the Battlesuit itself to most effectively use these weapons. While the rate of fire is stable and very high, the ionization effect remains unpredictable and varies due to the developing nature of this still-experimental technology. At its peak, a Phased Ion Gun's energy streams are able to bypass virtually all forms of armor. Whilst a Phased Ion Gun is similar in its tactical role to a Cyclic Ion Blaster, it sacrifices some of the latter’s rate of fire for extra damage per shot.

Strangely for an Ion weapon, the Phased Ion Cannon doesn't get hot – that is, it cannot Overcharge. Perhaps "Phased Ion" is already considered overcharged, or a different breed entirely that cannot overcharge in the first place.

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Edition Range Type S AP Damage Abilities
7th 18" Assault 4, Rending 4 4 N/A -
8th 18" Assault D3 4 -1 1 Any hit roll of 6 made for this weapon is resolved at AP -4 instead of AP -1.

Ion Cannon[edit]

Ion Cannon

Listen up, Shas'saals. This point is where things become blurry, because the sizes from here on are all considered Ion Cannons.

The Ion Cannon itself operates by generating a stream of high-energy ionized particles and launching them at a target using an electromagnetic field. These particles react explosively with the target, transferring tremendous energy at the atomic level. The resulting vaporization only magnifies the amount of damage dealt, with starship-based models comparable to Imperial Lances. You see that main gun on the Hammerhead? That's an Ion Cannon. You see those huge guns on the Custodian Battleship? Ion Cannons. Indeed for an Ion weapon, the Ion Cannon sees fairly wide application over the Tau Empire's military; that is, more than two different vehicles use it. Aside from being an alternative cannon for the Hammerhead Gunship, Ion Cannons may also be found on their aircraft. The Barracuda may sport one as its big gun, while the bigger Tiger Shark has double that number, which is two. The huge Manta in particular does not sport the regular Ion Cannons since it is just that big, but a total of six Long-barreled variant to complement its sixteen Burst Cannons. Originally, this variant is just a better variant with no Overcharge just like the other Long-barreled renditions, but recently we can now do so with an extra effect of being more lethal against numerically large units just in case where the Burst Cannons are not enough or out of reach.

Another notable fact about the Ion Cannon is its range which is a whopping double to what their rifles are capable of, which is likely the reason why their aircraft use it.

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Gallery
Stats
Ion Cannon
7th
Standard
Range S AP Type
60" 7 3 Heavy 3
Overcharge
Range S AP Type
60" 8 3 Heavy 1, Gets Hot, Large Blast
8th
Standard
Range Type S AP D Abilities
60" Heavy 3 7 -2 2 -
Overcharge
Range Type S AP D Abilities
60" Heavy D6 8 -2 3 If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
Long-barreled Ion Cannon
7th
Range S AP Type
90" 7 3 Heavy 3
8th
Standard
Range Type S AP D Abilities
96" Heavy 3 7 -2 2 -
Overcharge
Range Type S AP D Abilities
96" Heavy D3 8 -2 3 Change the weapon’s Type to Heavy 2D3 against units containing 10 or more models. If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.

Ion Accelerator[edit]

Ion Accelerator

While the Tau are still working on accelerating Plasma as with the case of the Plasma Accelerator Rifle above, they seem to already have a knack in accelerating Ion streams.

And while the Long-barreled variant maintains its superiority over range by about ten inches, the Ion Accelerator overshadows the cannon in all other aspects. The blast of an Ion Accelerator's blast is more akin to a torrent, melting its targets entirely. This massive weapon rips through armored fortifications with ease, and can amplify its killing power even further by drawing extra power from an XV104’s Nova Reactor. Indeed, available as an alternative primary armament to the Heavy Burst Cannon, XV104 Riptide Battlesuits may choose to instead sport an Ion weapon that fires a wide stream of volatile energy capable of rupturing the thickest armor-plating and tearing great chunks out of reinforced bunkers and fortress walls. The cannon is massive, and capable of turning entire squads of heavily armored soldiers into molten slag in mere moments. It would be a fool’s errand to attempt to mount such a weapon on any frame or chassis smaller than an XV104 Riptide. Appearance-wise, it looks to be a double-barreled Ion cannon with not much change length-wise. While it does have double the barrels, it does not have double the rate of fire despite what the fluff seems to suggest, and neither does it count as Twin-linked – both fire simultaneously, combining their streams to increase weapon's armor-piercing capabilities (to AP2).

The Nova Reactor can empower its Overcharged blast shot even more, turning it into an S9 and an Ordnance, a potential that could rival the almighty Railgun in its ability to bring down heavy armor.

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Gallery
Stats
7th
Standard
Range S AP Type
72" 7 2 Heavy 3
Overcharge
Range S AP Type
72" 8 2 Heavy 1, Gets Hot, Large Blast
Nova-charge
Range S AP Type
72" 9 2 Ordnance 1, Gets Hot, Large Blast, Nova-charge
8th
Standard
Standard
Range Type S AP D Abilities
72" Heavy D6 8 -3 D3 -
Overchage
Range Type S AP D Abilities
72" Heavy D6 9 -3 3 If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
Nova-charge
Standard
Range Type S AP D Abilities
72" Heavy 6 8 -3 D3 -
Overcharge
Range Type S AP D Abilities
72" Heavy 6 9 -3 3 If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.

Ionic Discharge Cannon[edit]

Ionic Discharge Cannon

Another Ion weapon that is capable of tapping into a Nova Reactor, but this one is mounted on the XV109, not XV104.

Also known as the EMP Discharge Cannon on the store page for some reason we will get to right now, the massive Ionic Discharge Cannon designed to incapacitate enemy war engines. For a most relatable example, imagine the Ion Cannons from Star Wars. Yes, the Discharge Cannon is exactly that, but in a smaller package at the size just right for the Y’vahra. Appearance-wise, it is little more than a sawn-off Ion Cannon. Possibly due to the lack of barrel length, the Discharge Cannon has one of the lowest effective ranges among Ion weapons on top of not being able to Overcharge. On the bright side, its shots have the aforementioned EMP effect as they likely ionize vehicles at close range with a Haywire hit on top of the damage it does, making it extremely deadly against said vehicles. The alternate name might suggest this cannon to be a Pulse (of Electromagnetic breed) weapon. Indeed that unlike its relative, the Ion Accelerator, the Discharge Cannon does not possess the distinctive Overcharge profile alongside the Nova Reactor profile. At its size, it would be one of the only Pulse cannons that is not rapid-firing along with the Pulse Submunitions family. Nevertheless, since the official prefix according to its profile is "Ionic," we are sticking with it and assume that it does fire Ions.

While the usual Ion Cannons may not be found on usual Battlesuits, the Ionic Discharge Cannon fills in that gap nicely in an exclusive manner.

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Stats
Standard
Edition Range Type S AP Damage Abilities
7th 12" Heavy 3, Blind, Haywire Burst 8 3 N/A -
8th 12" Heavy 3 8 -3 1 When targeting this enemy VEHICLE, the target suffers a mortal wound in addition to all other damage for each wound roll of 6+ made for this weapon.
Nova Reactor
Edition Range Type S AP Damage Abilities
7th 12" Heavy 3+D3, Blind, Haywire Burst 8 3 N/A -
8th 12" Heavy 3D3 10 -3 3 When targeting this enemy VEHICLE, the target suffers D3 mortal wounds in addition to all other damage for each wound roll of 6+ made for this weapon.

Tri-axis Ion Cannon[edit]

Tri-axis Ion Cannon

You can probably tell that this Ion Cannon is a big gun because it comes with three barrels.

As the biggest of the big Ion Cannons you are likely going to find on the ground because spaceships get most of the big guns, this multi-chambered – specifically triple-barreled – possibly Gatling Ion Cannon is a rapid-firing variant of the standard Ion Cannon at a much bigger scale whose firepower is unmatched for its size in the Tau arsenal. The Tri-axis Ion Cannon is particularly designed to reap through enemy formations, though that doesn't stop it from doing a good damage to something more specific by making its beams actually coherent with precisely controlled lethality after some power adjustments. Seriously this thing is just like the more Dakka version of the Pulse Ordnance Multi-Driver above. But whereas the Pulse Ordnance Multi-Driver is the Tau's Turbo-laser equivalent, the Tri-axis Ion Cannon is the Tau's Gatling Blaster equivalent... Dakka indeed. Mounted only on the Ta'unar Supremacy Armor as its standard armament over the arms, this... thing can fire either the unholy barrage of standard Ion cannon shots, or slightly less rapid firing torrent of powered up shots that surprisingly for Ion technology are not blasts, but a single-targeted tank-busting coherent beam that may rival the bigger Imperial Lascannons in its potential.

This is the weapon you want to fuck that Stompa formation quick and clean. This is the weapon you want to give a Warhound Scout Titan a good pause in its merry run on stomping your forces. This is the weapon you want to shower those pesky Nid hordes in a good bath of irradiated plasma. Ladies and gentlemen, this is the Tri-axis Ion Cannon.

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Stats
Standard
Edition Range Type S AP Damage Abilities
7th 60" Heavy 6 7 3 N/A -
8th 60" Heavy 9 7 -2 2 -
Coherent Beam
Edition Range Type S AP Damage Abilities
7th 60" Heavy 3 9 2 N/A -
8th 60" Heavy 3D3 8 -2 3 If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s have been resolved.
Weapons of the Tau Empire
Basic Weapons: Ion Rifle - Kroot Bolt Thrower - Kroot Gun - Kroot Hunting Rifle - Kroot Rifle - Neutron Blaster
Longshot Pulse Rifle - Pulse Blaster - Pulse Carbine - Pulse Pistol - Pulse Rifle - Rail Rifle
Battlesuit
Weapons:
Airbursting Fragmentation Projector - Burst Cannon - Cyclic Ion Blaster - Cyclic Ion Raker - Flamer
Flechette Discharger - Fusion Blaster - Fusion Cascade - Fusion Collider - Heavy Burst Cannon
Heavy Rail Rifle - High Output Burst Cannon - Missile Pod - Phased Ion Gun - Plasma Rifle
Heavy Battlesuit
Weapons:
Fragmentation Cluster Shell Launcher - Heavy Burst Cannon - High-Yield Missile Pod
Ion Accelerator - Ionic Discharge Cannon - Phased Plasma Flamer - Pulse Submunitions Cannon
Vehicle-mounted
Weapons:
Ion Cannon - Plasma Cannon - Pulse Bomb - Quad Ion Turret
Railgun - Seeker Missile - Smart Missile System
Super-Heavy
Weapons:
Cluster Rocket System - Destroyer Missile - Fusion Eradicator - Heavy Rail Cannon Array
Heavy Railgun - Nexus Meteor Missile System - Pulse Blastcannon
Pulse Driver Cannon - Pulse Ordnance Multi-Driver - Tri-Axis Ion Cannon
Melee Weapons Equaliser - Honour Blade - Onager Gauntlet

Eldar Plasma Weapons[edit]

While limited as the Eldar prefer their more stable and accurate laser-based weaponry, they still make use of a few plasma-based weapons.

Plasma Grenade[edit]

Plasma Grenade

Though the signature feature of Eldar Plasma technology is its reliability to the point of being cool to the touch, that does not mean they don't appreciate exploding Plasma.

Also known as Sunburst Grenades possibly to differentiate, the Plasma Grenades of the Eldar kind are deployed by all three factions of their kind: Craftworlders throw them; Commorraghites toss them; Harlequins juggle them. For Craftworlders, the Plasma Grenades are issued to Guardian Defenders as well as a some of Aspect Warriors – Dire Avengers, Striking Scorpions, and Shadow Spectres – and by extension, Autarchs. For their darker cousins, usage is limited to Wyches and Scourges, and also Corsairs. Harlequin Troupes along with the accompanying Masters are equipped with Plasma Grenades. Though Plasma Grenades are represented over tabletop only by these Eldar factions, that does not mean the notion itself has not strike the other factions of the grimdark future. The Imperium of Man actually uses Plasma Grenades as well, seeing how Rogue Traders as well as Deathwatch Astartes for one may have in possession. If the Orks in general do toss Plasma Grenades, they are likely limited to the Meks who have access to the higher tier of their tech tree. On the other hand, the Tau seems to be content with just Photon Grenades, though Battlesuits tossing grenades might be an interesting prospect. The Necrons and the Tyranids do not seem to deploy Plasma Grenades, or any grenade for the matter.

While the Imperium relies on deliberate Plasma containment breach for their Plasma Grenades, those of the Eldar apply a different design principle like having an actual miniaturized star in there ready to go nova by the grenade pin or something. The idea is rather far-fetched, but this is the Eldar we're talking about, though something like that might also work with Necron Plasma Grenades if they do use them.

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Stats
Edition Range Type S AP Damage Abilities
7th 8" Assault 1, Blast 4 4 N/A -
8th 6" Grenade D6 4 -1 1 -

Starcannon[edit]

Starcannon

It may not look like one, but the Starcannon is the smallest Plasma weapon deployed by Craftworld Eldar.

The Starcannon fires Plasma in many smaller pulses as opposed to single stronger ones, using sophisticated electromagnetic pulses to guide bolts of destructive plasma to a target. Though its Plasma core produces the incandescent heat of a star, unlike its crude and clumsy Imperial counterparts the Starcannon uses sophisticated containment fields to not only prevent the weapon overheating, but going as far as to keep it cool to the touch. Unless you count their Sunburst Grenades, this is as small as it gets for the category. Though its shape is somewhat similar to a few other weapons, there are a couple of ways for you to tell a Starcannon apart. Most distinctive is the Plasma coil, but since that part is sometimes covered by a shroud, the second most distinctive part you may look for is the trinity of canisters at the very back of the weapon. As practically the Plasma Cannon for the Craftworld Eldar, the Starcannon sees a healthy militaristic application. Guardian Defenders may mount one on their Heavy Weapons Platform, and Wraith constructs may similarly do so as well on their shoulders. Smaller vehicles such as Vypers and War Walkers may also has the gun attached. Larger vehicles such as the Wave Serpent and the Falcon may have one as part of their turrets. Finally, Crimson Hunter Exarchs may swap the usual pair of Bright Lances with Starcannons.

Since the Starcannon doesn't blow up ever, the fact that humanity uses a weapon that could maim and/or kill the wielder is seen by the Eldar as a testament to our idiocy. That said, if they're so reliable, it begs the question as to why the Eldar never created a handheld version of the Starcannon for use by their infantry like the Imperium and the Tau.

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Stats
Edition Range Type S AP Damage Abilities
7th 36" Heavy 2 6 2 N/A -
8th 36" Heavy 2 6 -3 D3 -

Disintegrator Cannon[edit]

Disintegrator Cannon

Plasma weapons are often described as striking with the force of a sun. Because of the pathological need to make everything dark and edgy, Disintegrator Cannons of the Dark Eldar are powered by a stolen sun.

To be specific, the Disintegrator Cannon fires particles of unstable matter harnessed from a stolen sun, each shot capable of atomizing the most heavily armored warrior. Far more sophisticated than the conventional breed, it maintains a high rate of fire and always remains cool to the touch even in the fiercest battles despite the ravening energies housed within. Indeed that unlike the crude Plasma-weaponry of more primitive races, Dark Eldar Disintegrators are able to maintain a phenomenal rate of fire without suffering an overload or reducing themselves to slag through excess heat. The Raider combat skimmer may use on as its turret. Likewise, the Ravager variant with its two additional side turrets may mount up to three Disintegrator Cannons. While the Suncannon is limited to only Exarchs for the Crimson Hunters, Razorwing Jetfighters all have access to Disintegrator Cannons. Another large vehicle with Disintegrator Cannons is the Tantalus. The two cannons mounted on the nose of the Tantalus are actually stock parts. They are commonly found on Commoraghite starships. In a space-borne environment, they were considered somewhat low-powered. In the confines of the Dark City, however, they are ridiculously strong. Anyone struck by the Tantalus’s Disintegrators is killed instantly, exploding as the water in their cells turned to superheated steam.

That starship-grade breed of Disintegrator Cannons on the Tantalus is called Pulse-disintegrator, by the way.

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Stats
Disintegrator Cannon
Edition Range Type S AP Damage Abilities
7th 36" Heavy 3 5 2 N/A -
8th 36" Assault 3 5 -3 2 -
Pulse-disintegrator
Edition Range Type S AP Damage Abilities
7th 36" Heavy 6 5 2 N/A -
8th 36" Assault 6 8 -3 2 -

Suncannon[edit]

Suncannon

While the Starcannon is at just the right size to be viable for many installations, 40K being 40K, bigger vehicles need bigger guns.

For this particular case, the vehicle in question is the Wraithknight, and only the Wraithknight so far. The Suncannon is the souped-up version of the Starcannon above with notably more oomph. It is a larger and also noticeably longer Eldar Plasma weapon. A Suncannon is a rapid-firing weapon and its wide and potent blasts are able to pierce all but the heaviest types of armor worn by enemy infantry – that is, this thing wipes out whole platoons. It is also hauntingly accurate due to the use of a sophisticated electromagnetic pulse to guide its lethal blasts to enemy targets. Really, it has all the properties of a Starcannon, only in a much bigger scale. As with all Eldar Plasma weapons, it is far superior to its Imperial counterparts – which for now is only the Plasma Decimator since the Imperial Knights are kinda lacking in variety of weaponry over the Plasma spectrum – as the core of the weapon is protected by a sophisticated series of electromagnetic containment fields to ensure the weapon will never overheat in the hands of its wielder despite producing the incandescent heat of a sun. Unlike the Starcannon, the Suncannon does not come with an exposed Plasma coil for us to identify. But do not worry, because the Suncannon retains the distinctive triple canisters by the top side.

The Suncannon is identical in pretty much every way to the Starcannon except that it dispenses pie plates instead of ho-hum boring-old hits.

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Gallery
Stats
Edition Range Type S AP Damage Abilities
7th 48" Heavy 3, Blast 6 2 N/A -
8th 48" Heavy 2D6 6 -3 2 -
Weapons of the Eldar
Sidearms: Shuriken Pistol - Fusion Pistol - Neural Shredder - Neuro-Disruptor
Basic Weapons: Avenger Shuriken Catapult - Death Spinner - Eldar Flamer - Fusion Gun
Lasblaster - Laser Lance - Prism Rifle - Ranger Long Rifle - Reaper Launcher
Shuriken Catapult - Swooping Hawk Grenade Pack
Exarch Weapons: Dragon's Breath Flamer - Fire Pike - Hawk's Talon - Prism Blaster
Spinneret Rifle - Star Lance - Sunrifle - Tempest Launcher
Warp Weapons: D-Cannon - D-Scythe - Wraithcannon
Heavy Weapons: Bright Lance - Eldar Missile Launcher - Pack Grenade Launcher - Scatter Laser
Shadow Weaver - Shuriken Cannon - Starcannon - Suncannon - Vibro Cannon
Vehicle Weapons: Doomweaver - Phoenix Missile Launcher - Prism Cannon - Pulse Laser
Super Heavy Weapons: Psychic Lance - Pulsar - Revenant Missile Launcher - Sonic Lance
Melee Weapons: Diresword - Eldar Power Sword - Executioner - Ghostglaive - Mirrorsword
Scorpion Chainsword - Scorpion's Claw - Singing Spear - Witchblade
Miscellaneous Weapons
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

Ork Plasma Weapons[edit]

The Orks have only three plasma weapons, but that's all they need. It comes in many different shapes and sizes.

Kustom Mega-Slugga[edit]

Kustom Mega-slugga

This is the weapon for a Mekboy to use when he finds himself in a pinch and wants to have a weapon that can tear Terminators a new one, and yet still has a convenient enough size to be wielded with one hand.

While the "rare" Plasma Pistols used by the Imperium may be found in the hands of a lot of people, the Kustom Mega-slugga may only be found in the hands of a Mekaniak, specifically not the ones wearing Mega Armor because those have outgrown the compact size given by a Slugga. Appearance-wise, the cooling vent looks exactly like it was ripped off from a Sunfury pattern of Plasma Pistols. Accompanying that is the pilot flame-looking thing that certainly makes the Slugga look like a Hand Flamer on top of a Plasma Pistol. The spherical Plasma canister is attached to the back, which raises the question to what the rectangular object attached to where a magazine might be might be. Considering the existence of what appears to be an ejection, it wouldn't be too far-fetched to say that the Kustom Mega-slugga doubles as an actual Slugga. But if this is actually the case, it probably is not represented on tabletop. Since it is a "Kustom" gun, there should exist at least some variants made by some Meks that can do just that. The Kustom Mega-slugga has a couple wiring attached to the power pack carried by the same Mek. The wires end right at the handle where a tube seems to combine whatever came from those two and send the mixture to the Slugga proper.

Despite a lesser range, it is a Pistol, meaning that you can fire whilst in melee. So, happy hunting!

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Gallery
Stats
Edition Range Type S AP Damage Abilities
7th 12" Pistol, Gets Hot 8 2 N/A -
8th 12" Pistol 1 8 -3 D6 If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.

Kustom Mega-Blasta[edit]

Kustom Mega-blasta

A while back, some random Mek took a plasma gun from some dead Imperial and thought to himself "We needs us sum ov dese."

Perhaps due to how Ork Meks generally prefer the "Go big or go home" approach, the Kustom Mega- family skips the comfortably handheld Shoota generation and straight to the slightly more cumbersome that is Blasta. In practice, the Kustom Mega-blasta is essentially a Plasma Gun equivalent for the Orks; though whatever comes out of the barrel can pretty much be anything, the common feature that binds these guns together is the fact that it can and will explode at some point. Big Meks clad in Mega Armour tend to carry a Kustom Mega-blasta instead of their usual smaller Mega-slugga. But since "Kustom" gears are pretty much exclusive to the Meks who make them, beyond their workshops, the Kustom Mega-Blaster is typically found on those Orks who can afford one. Orks abundant with material wealth such as Lootas may be found sporting a Kustom Mega-blasta. Likewise for some reason, some Burna Boyz may also be found using one of the same breed as well. Slightly bigger machines such as Deff Dreads on the good side of the Meks may also have a Kustom Mega-blasta on the side as well as Morkanauts. Grot Tanks along with the bigger Mega Tanks may also have a Mega-blasta turret. Understandably as a rather curious piece of machinery, the "Chinork" Warcopta has a Kustom Mega-blasta as its big gun option.

As far as the "Gets Hot!" rule is concerned in 8th Edition, Orks naturally don't give a fuck – firing at maximum power is their default setting, so they also always have the danger of the weapon blowing up (which is also more fun for everybody involved).

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Gallery
Stats
Edition Range Type S AP Damage Abilities
7th 24" Assault 1, Gets Hot 8 2 N/A -
8th 24" Assault 1 8 -3 D6 If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.

Kustom Mega-Kannon[edit]

Kustom Mega-kannon

Ork philosophy dictates any weapon to be inevitably bigger for the sake of Dakka, no exceptions, not even the Kustom Mega- family.

The Meks seem to have again skipped the a size and went straight to vehicle-grade weight of a Kannon. Despite the increase in load, the Kustom Mega-kannon is typically seen only on two things. First is a Mek Gun, which we all know is a giant gun on wheels manned by Grots. In terms of appearance at least for the specimen we have, it looks just like an Inferno Cannon, particularly the breed mounted on the Malcador Infernus, but in a much smaller package and not fueled by Promethium, of course; also, nothing screams "bigga and betta" better than having two barrels in addition to being much bigger. Unlike the smaller Kustom Mega- weapons we've seen so far, the Kustom Mega-Kannon does not seem to have a distinct Plasma sphere. We can probably speculate that the Plasma in question is built into the gun, if at all. Another vehicle that has the Mega-kannon is the Morkanaut. Now, the one on the Morkanaut is obviously special since recently, it is now a Kustom Mega-zappa. Of course, looking at it, the Kustom Mega-zappa does have a few notable differences from the kind mounted on wheels. Morkanauts obviously have more space to install auxiliary equipment to make the Mega-zappa fire better. The armor provided by the Morkanaut should also provide the volatile Mega-zappa some protection as well.

Practically, as in tabletop-speaking, the Mega-zappa is simply a more powerful version of the Mega-kannon in all aspects but range, where it remains the same.

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Gallery
Stats
Kustom Mega-kannon
Edition Range Type S AP Damage Abilities
7th 36" Heavy 1, Blast, Gets Hot 8 2 N/A -
8th 36" Heavy D6 8 -3 D6 If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
Kustom Mega-zappa
Range Type S AP D Abilities
36" Heavy 3D3 8 -3 D6 If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.
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
Burnas
Spechul Dakka: Splash Burna - Shokk Attack Gun - Tellyport Blasta - Kustom Mega-Blasta
Kombi-Weapons - Squig Launcha
'eavy Gear: Supa Shoota - Dakkaguns - Mek Speshul - Rokkit Launcha - Big Shootas
Snazzgun - Deffguns - Skorcha - Boomstikk - Kustom Shokk Rifle - Rivet Kannon
Heavy Squig Launcha
Da Big Stuff: 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 - Rokkit Kannon
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

Tyranid Plasma Weapons[edit]

Bio-Plasma[edit]

Bio-plasma

Revolving entirely around being organic, Plasma weaponry among Tyranids are few. The Bio-plasma Biomorph is exclusive the Carnifexes, its shots equivalent in deadliness to that of a Plasma Cannon.

To do so, the Carnifex with this Biomorph regurgitates an unstable series of chemicals from its innards, which it then spews from its mouth, ignited using electrical impulses along the Tyranid's throat – much in the same way that a Venom Cannon works. Once launched, the glob of biochemicals go off in an incandescent explosion of Plasma. Because it does not actually burn until passing the throat, it will not overheat inside the user, negating any heat related issues that would have surfaced otherwise. Massive Bio-plasma-emitting spines can also be found on Tyranid Bio-ships. Bio-plasma spines serve as effective short-range weapons batteries in void combat, emitting gargantuan balls of Bio-plasma that can devastate enemy voidcraft. Recently, Bio-plasma-specialized Carnifexes have begun to surface with only an additional suffix along with different stats, the Bio-plasmic Scream possessed by the Screamer Killer brood. This type was originally used to designate Carnifexes with Bio-plasma because of their terrible ululating shriek, caused by rasping plates in their esophagus that were used to energize the Bio-plasma. On the other hand, it is reported that these Screamer Killers use an electrical field around their claws to build up an incandescent Bio-plasma ball before launching it at a target over longer ranges – imagine a Rasengan, but over the mouth.

Since Monstrous Creatures can only fire two of their ranged weapons per Shooting Phase, and you should already have two sets of twin-linked Brainleech Devourers on your 'Fex, AND it has only a 12-inch range, so you'll never get the chance to use this Biomorph and shouldn't waste the points to begin with. While 8th Edition lifts that restriction, it is still held back by its short range, limited number of shots (Assault D3 12" S7 AP-3 1 D), and exclusivity with the more useful Enhanced Senses and Tusks. The option is not terribly popular as far as upgrades go since players in general prefer Venom Cannons, which are both safer and longer-ranged for their anti-armor purposes, though Bio-plasma can prove quite useful against heavily-armored infantry. The Scream, on the other hand, is an Assault D6, 18" range, and AP-4 which make this a much better weapon overall than the standard Bio-plasma, allowing the Screamer Killer to soften things up before it charges.

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Stats
Bio-plasma
Edition Range Type S AP Damage Abilities
7th 12" Assault 1, Blast 7 2 N/A -
8th 12" Assault D3 7 -3 1 -
Bio-plasmic Scream
Range Type S AP D Abilities
18" Assault D6 7 -4 1 -

Bio-Plasmic Cannon[edit]

Bio-plasmic Cannon

Of course, when it comes to Bio-plasma, the Tyranids aren't limited to puking it out like some feral beast.

The Bio-plasmic Cannon is pretty much the only weapon of note on the Exocrine apart from its Powerful Limbs. This massive gun is pretty much the brain that controls the Exocrine because that hulk pretty much serves only as its transport. Only when the larger beast remains still can the symbiote focus all of its mental resources into targeting and destroying its prey. This great weapon can channel Bio-plasma through a series of different ventricles to ensure the destruction of its prey. Now don't let the fancy word fool you, "ventricle" is simply a cavity inside an organ. Get it? 'Cause the Bio-plasmic Cannon is a Biomorph. It has organs that make Bio-plasma as well as launching the hot stuff. Initially, the Bio-plasmic Cannon was essentially the Tyranid's equivalent for the Plasma Gun, but instead of the chance to explode, it had two modes to fire with – either a vast ball of roaring energy to cover a small area with Marine-melting goop, or several focused streams of death from its multiple barrels. Appearance-wise, the Bio-plasmic Cannon looks pretty much like a scaled-up version of the Spore Mine Launcher on the back the Biovore. As mentioned, it has a total of six eyes, one for each of the smaller barrels surrounding the big one. The chimneys over the back probably has something to do with making the Bio-plasma to shoot out of.

8th Edition morphed its application into a practical cannon with only a single mode to fire with just like a lot of other weapons out there, specifically a heavier stream.

Profile
Gallery
Stats
7th
Blast
Range S AP Type
24" 7 2 Assault 1, Large Blast
Streams
Range S AP Type
24" 7 2 Assault 6
8th
Range Type S AP D Abilities
36" Heavy 6 7 -3 2 -
Bio-Weapons of the Tyranids
Small Bio-Weapons: Devourer - Fleshborer - Spike Rifle
Spinefists - Strangleweb - Blinding Venom
Medium Bio-Weapons: Barbed Strangler - Deathspitter - Tyranid Flamespurt Cannon
Impaler Cannon - Shock Cannon - Spore Mine Launcher
Venom Cannon
Large Bio-Weapons: Acid Spray - Bio-Plasmic Cannon - Brainleech Devourer
Drool Cannon - Fleshborer Hive - Heavy Venom Cannon
Rupture Cannon - Stranglethorn Cannon - Tentaclids - Bio-Cannon
Inbuilt Bio-Weapons: Bio-Electric Pulse - Bio-Plasma - Cluster Spines - Flesh Hooks
Grasping Tongue - Ripper Tentacles - Spore Mine Cysts
Stinger Salvo - Thorax Swarm
Melee Weapons Tyranid Close Combat Weapons

A Weapon that Beats Spess Mehreens? NEVAR!![edit]

WardSymbol.pngThis article or section involves Matthew Ward, Spiritual Liege, who is universally-reviled on /tg/. Because this article or section covers Ward's copious amounts of derp and rage, fans of the 40K series are advised that if they proceed onward, they will see fluff and crunch violation of a level rarely seen.

When you have a weapon that's good at killing Marines, it's only a matter of time before you draw the ire of the spiritual liege. Infuriated that there were units in the 41st Millennium which actually had the firepower and weaponry to pop asshole units like Terminators, Matt decided it would be a lovely idea to give the Grey Knights a piece of Wargear for the Ordos Xenos inquisitor that functionally renders any unit using a Plasma weapon within 12" of that unit completely worthless, as its plasma weaponry is treated as BS1. The Ulumeathi Plasma Syphon is supposedly hindered by its short range, but in practice, /tg/ has found it quite easy to get the Inquisitor carrying it into the enemy's midst (often with allied units protecting it) in order to keep high-threat units like nests of Fire Warriors or a Leman Russ Executioner completely locked down. It's particularly nasty against Chaos (which as a rule lacks high-AP weapons except for the Vindicator's Demolisher Cannon and Plasma Weaponry) and Tau, who rely extensively on plasma weapons as described above. Apparently Ward forgot that there is a difference between fluff making Marines unstoppable juggernauts and actually making them that way on the tabletop. 6th Edition ameliorated this somewhat with the advent of the Inquisition Codex giving more Imperial Armies (and a handful of xenos armies as well) access to this broken tool and making the thing only affect Plasma weapons as described in the BRB, thus giving the Tau a fighting chance. Everyone else (Chaos as a whole, basically), though, is still right fucked.

Fuck you, Matt Ward.

But still grav-guns.

In 8th is no longer a thing. As the Syphon has been replaced in favor of Inquisitors in Terminator Armor and the Telethesia physic discipline. And since there’s a way to use one without risking being blown up now, the Plasma Weapons are arguably better than before.