Power weapon: Difference between revisions

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Revision as of 22:40, 11 November 2018

Before the age of Titus, this was the only time Ultramarines were even remotely cool.

Power weapons are a type of weapon in Warhammer 40,000. Power weapons look just like normal melee weapons, but what makes them actually useful is that they are sheathed with an energy field surrounding the blade. This energy field can in turn slice through even the toughest of armor.

For one reason or another, the glorious Daemon Weapons of Chaos operate like power weapons. Probably for the same reason that allows cheap guardsmen bayonets to be exactly as deadly as chainswords in melee combat (that is to say, bullshit convenience laziness).

8th edition changed this by making chainswords add one to the models attacks with that weapon, which makes logical sense.

Imperial Power Weapons

Power Blade

Power Blade

The little brother of the Power Knife and possibly the smallest known Power Weapon.

Power Blades are small dagger-like Power Weapons used by Imperial forces. They are easily concealable and often used on infiltration missions by assassins and stealth operatives. Power Blades rely on the strength of their built-in power field to maintain the integrity of the thin blade upon a strike.

Due to the fact that Power Knives are meant for Astartes or Custodes hands whilst the Power Blade is known to be usable by regular human forces, it would make sense for the Power Blade to be smaller and concealable.

Power Knife

Power Knife

Weapons that were crafted as a convenient off-hand carver to compliment a larger power weapon, these weapons were used almost exclusively by the Alpha Legion. They lack the strength and cutting power of a Power Sword, but do have Rending. More importantly, they are relatively cheap and have the Specialist weapon quality, allowing them to be paired with bulkier melee weapons and still grant an extra attack.

More recently, Power Knives are now also wielded by the Adeptus Custodes. Though they appear to be mundane pieces of wargear, each Power Knife has been masterfully crafted and is able to pierce the thickest armor, all the way to its hilt.

Power Stake

Power Stake

Yeah, you heard that right. There's a stake that's considered a power weapon. Anyways, a Power Stake is a weapon carried by some Inquisitors, which immolates on contact with psykers. Physically it is a long iron rod but is charged as a Power Weapon and as such is effective against non-psychic foes. So it is the quintessential stabbity stab stab.

On the tabletop the Power Stake was only usable by the Witch Hunters, counting as a two handed Power Weapon (ignoring armour saves) while also wounding Psykers on a 2+. It still rarely saw use, as Blessed Weapons and Force Weapons just offered better benefits 90% of the time.

Power Pick

Power Pick

A mining equipment that has been turned into a improvised weapon.

The Power Pick is a type of construction and mining equipment used by the Imperium meant to shatter diamond-hard boulders into sizable chunks. The power field enveloping the the point of the Power Pick is sharp enough to poke deep holes into armored vehicles.

Due to its hard sharp points the Power Pick has been utilized as a weapon by rebel factions, most notably by Genestealer Cults. Aberrants use these simple weapons, which are capable of piercing ceramite when struck hard enough.

On tabletop it is a makeshift Power Axe. You get the D3 damage and AP-2, but you don't get the bonus point of Strength and they're a colossal 16 points each (now only 10 with Chapter Approved). Interestingly enough also a choice for the Neophyte Leader, although with only S3 and 2A it's an utter waste of points and efficiency compared to the cheaper (4 point) power maul, or the free chainsword/cultist knife.

However, it is now updated to allow a free Rending Claw attack for each attack made with the Power Pick.

Power Hammer

Power Hammer

The little brother of the Thunderhammer....or the more utilitarian and civilian-friendly version of the Thunderhammer. The Power Hammer is a type of construction and mining equipment used by the Imperium. However it can also be utilized as a weapon, most notably by Genestealer Cults.

Aberrants use these weapons on those they can catch, each swing crushing torsos and breaking spines in a burst of disruptive energy. Like their bigger brothers, Power Hammers function by containing most of the disruptive power until the point of impact, unleashing the full blast all at once to ensure whatever material being struck by would shatter from the sheer explosive force.

On tabletop, the Power Hammer is the Aberrants' weapon upgrade choice. 8 (6 more now) more points than the already expensive Pick they start with, but it might be worth it for Power Fists that always roll a 3 for damage. Now that aberrants have been reduced in price using these has actually become a good idea, hammer time has come at last.

Neural Whip

Neural Whip, courtesy of Mrmao.

The very kinky Neural Whip is a Power Weapon utilized by the Sisters of Battle, particularly Repentia Mistresses. The flailing, psycho-conductive neural whips are as much symbols of the rank of Repentia Mistress as they are vicious weapons that lash out at the enemy of the Emperor before they are able to strike back. Of course like all whips, it is very difficult and unwieldy to utilize.

On 7th edition. Neural Whips are a melee weapon with Str User and AP3 with Shred on non-vehicle units with leadership 8 or less. Mob Rule? Fuck that noise. Only Mistress of Repentances get these. (Basic Sisters have LD 8...coincidence?)

Crozius Arcanum

Crozius Arcanum

The signature weapon of Chaplains, the Crozius Arcanum is a mace encased in energy that serves as both a symbol of office and a weapon. Counts exactly as a Power Maul in 7th ed. The Crozius Arcanum itself is a staff of medium length, topped with the Imperial Aquila or symbols, such as winged skeletons or skulls. A few versions use iconography from the Chapter they belong to. The Salamanders, for instance, use the smith's hammer or a dragon's head. Ortan Cassius, Master of Sanctity of the Ultramarines, has fashioned his Crozius Arcanum after a Tyranid head, in remembrance of the Battle for Macragge.

Although it is a bludgeoning weapon, certain 40k authors and artists sometimes forget about that, and simply turned the Arcanum into a slicing weapon. Enjoy envisioning a giant club bisecting people in two.

A Shock Mace is an older-model power weapon favored by the traitor legions. It is functionally a Crozius Arcanum, but without the status symbol.

Power Sword

Power Sword

In a nutshell, the power sword is an example of power weapon technology applied to a sword. It's easily the most common power weapon (the Space Marine video game only said otherwise so as not to make players feel cheated by the DLC they just bought), and is used not only by the Space Marines, but by the Commissariat, Inquisition, and Imperial Guard, who, likewise, often issue it to Sergeants and Officers.

The Emperor of Mankind and most of the Primarchs who had swords used Power Swords. As of 6th edition, Power Swords are now AP3, screwing over many units and characters who have swords modeled on, such as Mephiston, resulting in Terminators becoming absurdly hard to kill in assaults. Now, with armour modifiers, power swords will be pretty useful against Terminators again since AP-3 brings their save down to a 5+.

Relic Blade

Relic Blade

A Relic Blade is a large Power Weapon often resembling a sword or axe surrounded by an power field for shearing through armour. Due to their size and weight these weapons must be wielded two-handed, but are of immense importance to the Space Marines who carry them. Many have their origins in the dark days of the Horus Heresy, while others were created many centuries later as tribute to other momentous events.

A two-handed power sword, which on the tabletop results in +2S (so S+2 AP3) and two-handed (can't benefit from a second weapon, although curiously there is no ban on taking two items that both do this, which currently only means you can wield a relic blade and a storm shield). For some reason this also applies to officers in Terminator armor. Despite the fluff stating that they can use weapons that other Astartes can't.

Don't bother with Relic Blade upgrades for Captains and Chapter Master if a melee based Chapter Relic has better stats. Which they usually will. It is a decent upgrade if the Chapter Relic replaces a ranged weapon, armor or Storm Shield. Honor Guards and Vanguard Sergeants can also use them. Though it is a huge waste on the latter if he doesn't have a Storm Shield.

Sentinel Blade

Sentinel Blade

A super special power weapon for those Special golden boys.

Sentinel Blades are power broadswords, that are wielded by the Adeptus Custodes and are of such daunting size, that their hilts are flanked with Bolt Casters of exceptionally fine craftsmanship. It is a testament to the sheer strength of the Custodes, that they can wield these mighty swords with the same ease a lesser man might swing a cavalry sabre.

As its name implied, Sentinel Guards are the primary users of these weapons.

Power Axe

Power Axe

Power Axes are single or double-bladed axes with their edges sheathed in energy. Power Axes are especially favored by the Space Wolves, Chaos Lords and Techpriests of the Adeptus Mechanicus.

On the tabletop, Power Axes are AP2, +1S and Unwieldy, making your unit strike at I1. This is probably going to be your only way to cheaply kill Terminators in assault, if they haven't overwatched your guys to death or happen to be using Thunder Hammers and Storm Shields.

In 8th Edition, they're the opposite to Power Mauls by being +1S, AP-2 (making MEQ armour saves from 3+ to 5+ and TEQs 2+ to 4+) and, most important, they're no longer unwieldy! Pretty cheap too, being 1 more point than Power Swords and Mauls!

Frost Axe

Frost Axe

A very special Power Axe unlike any other. A Frost Axe is a master-crafted melee weapon, used exclusively by the warriors of the Space Wolves Chapter of Space Marines, and is similar in many ways to more common Power Weapons of similar design (doesn't stop Lexicanum for putting it in the Chain weapon category....for some reason).

Each Frost Axe is considered among some of the most prized weapons of the Chapter, and each is crafted by a master Iron Priest. The cutting edge of Frost Axes are often made from energised diamond, giving them the appearance of blades forged from purest ice. Other times, for those with the courage and skill to slay a mighty miles-long Kraken from the vast oceans depths of Fenris, the edge may be instead studded with the beast's diamond-hard teeth. Regardless of what the details of their design, all Frost Axes are power weapons of consummate lethality.

Now if only they could freeze enemies like its name implies....

Omnisian Axe

Omnisian Axe

A holy icon of the Cult Mechanicus, the Omnisian Axe or glaive is granted to adepts who have shown their faith to the Machine God in battle. These fearsome weapons have no equal amongst power weapons and are only gifted to tech-priests by their superiors.

Saw, or perhaps cog-ed, toothed and marked with sacred equations they are forged with the finest materials and use secrets of tempering and field generation. To the followers of the Machine God, the bearer of an Omnisian glaive is a most blessed figure, a furious incarnation of the Machine God's power in war.

On tabletop, the Omnisian Axe is like a Force Axe but with a flat D2 instead of D1d3, for Domini and Enginseers.

Power Maul

Power Maul

Power Mauls are whatever form of bashin' stick or stave a Space Marine, human or xenos supreme race's can get their hands on and turn into a relatively hi-tech weapon. If you can conceivably clobber someone over the head with it, it doesn't look heavy enough to be a Thunder Hammer, and it has room to tape a disruption field generator on somewhere along the haft, it's probably a Power Maul.

Crunch-wise, Power Mauls are AP4, +2 Str and Concussive. This means they bounce off MEQs (but wound on a 2+, at least), and when wielded by aforementioned MEQs turn any variety of Spess Pansy or Humie not wearing power armor into meat slurry, multiple wounds be damned. Great for challenges against the aforementioned T3 squishies.

This edition still keeps their 2+ Str but their AP-1 (opposite stats to the Power Axe), making em able to wound most things (Read: Toughness 4 models) on a 3+ and reducing their armour saves (so MEQ have their armour saves on a 4+). Ideal for tackling squishy models!

Power Scythes

Power Scythe

A form of Power Weapon shaped like a scythe. Power Scythes were generally unwieldy and never caught on with the Imperial military outside the Legiones Astartes, and even then they were only popular with the Death Guard, who used a massive type of Power Scythe known as Manreapers. Even in that particular case, they were only used by their Primarch Mortarion, some officers (like First Captain Calas Typhon), and the Deathshroud Terminators.

Crunch wise they're power axes with reaping blow instead of unwieldy, giving the wielder +1 attack provided there is an enemy in base contact at the cost -1 I. As such, they're nice since they hit before other AP2 weapons. Because of its association with the Death Guard, it should surprise no one that the Departmento Munitorum cancelled all orders for Power Scythes in M34 due to their complete lack of popularity, although some chapters still managed to get them.

Power Fist

Power Fist

Also known as big-metal-death-fists-of-doom, and one of the most iconic weapons of 40k, Power Fists are massive gauntlets which are encased within an energy field that breaks down molecular bonds when activated. They are intended to be worn with Terminator armour, but frequently you find people wearing Power Armour, or even NOT wearing Power Anything, wielding Power Fists. The Emperor of Mankind had a power fist on his left hand, which he used to famously put Leman Russ in his place. Russ later said that the subsequent headache was from the drinking contest they had.

They are commonly used as an anti-armor weapon. Yes, you heard correctly. Brave bastards will punch tanks until they explode. That's how fucking badass this universe is.

Orks, in their looting tendencies, have taken to mimicking Power Fists as Power Klaws, which are like Power Fists except that they usually have 2-4 digits, and have massive grabbing blade-claws instead of articulated fingers. Commissar Yarrick famously killed an Ork and used his Power Klaw to replace his severed forearm. Why the Commissariat has not censured him for using xenos weapons is not entirely clear , but they probably let it slide because he's such a badass (That, and thee battle-trophy claimed from the foul Xenos has been reconsecrated by servants of the Omnissiah prior to being turned in a prothestic). Still, one must wonder how he goes to sleep, takes a shower, or masturbates with that thing on. (Hint: it's detachable at the shoulder.)

Some variants of Power Fist are called Power Claws, which are basically Power Fists with the digits ending in razor sharp claws. You more frequently see them among Chaos Space Marines, but occasionally the Raven Guard or Space Wolves use them. The infamous Talon of Horus, used by Horus Lupercal to kill Sanguinius and critically injure the Emperor, and later looted by Ezekyle Abaddon, is a Power Claw with an infamous history. Most of these, however, would technically be considered a form of Lightning Claws (see below).

On the tabletop, Power Fists/Klaws double the user's strength, but makes him strike at I1. A popular tactic was to use it to instagib enemy ICs in assault by hiding the Fister behind other expendable troops, allocating wounds onto them instead. However, with 6th edition, this tactic is mostly rendered moot as now ICs and characters can issue challenges, so the Power Fister will most likely fall in battle should the opponent strike and kill him first or see that both get killed off. New wound allocation rules also make the Fister more likely to have a wound allocated to him, but that is slightly mitigated by the Look Out Sir! rule. Dreadnoughts have no such penalty to initiative or benefit of LOS! as they are walking death machines crewed by a crippled vet, yet are strangely not characters.

In 7th edition, challenges can only be issued to models in combat (in attacking distance), and both sides get 3" pile in at their initiative step. Thusly, if you plan carefully you can have the powerfister 6" away from the combat, have the enemy close in and unable to challenge, and then pile in onto combat at initiative step 1.

In 8 edition, much like the Power Axe, they've lost the Unwieldy rule and still get their Str x 2 bonus; however, they're now AP-3 and D3, they also now subtract hits by -1 (so on a Space Marine Sgt, they hit on 4+).

There has been some speculation on how successful it would be to incorporate Power Fists into truly epic highfives and brofists, but the AdMech has made it perfectly clear that to do so would be tech-heresy.

Chainfist

For information on the combi-weapon version of the Power Fist, see Chainfist.

Lightning Claw

Lightning Claw

Lightning Claws are a quartet of razor-sharp claws affixed to a gauntlet, each blade of which is a small power weapon. The claws had different designs pre- and post-Heresy, but they mostly function the same.

The pre-heresy design of the Lightning claws is that instead of blades being placed on the dorsal palm, the fingers on the glove are turned into power blades, giving the user a rather terrifying look. This is the wide-spread model that Chaos marines use since it's what they had on hand (literally) when they fell back to the Eye of Terror.

The current design of Lightning claws are 3-4 smaller power blades that are placed above the weapon's dorsal palm plating, akin to X-men's Wolverine. This design, although considered totally uncool when compared to the old Power Talons, gives the user the advantage of still having articulated fingers, albeit with digits that are still powerfist-sized, though some bad ass imperial guard commanders have been seen with lightning claws for no fluff-explained reason. Possibly just an oversight that got grandfathered into the later games but it still looks awesome so we'll let it slide. Though two of those guys are from the same regiment (Cadian 412th) so maybe it's just a quirky tradition of that one regiment.

And then there are some gems like Lugft Huron's which have both dorsal and finger claws.

They are normally used in pairs. Favored by Terminators and Chaos Raptors, Lightning Claws are a bit unwieldy, but are much more likely to land a damaging hit on a target when used by a trained user (in tabletop, this translates to re-rolling failed to-wound rolls). They are also AP3, so it is now pointless to use them against Terminators, but they will mince up MEQs and blobs. The Raven Guard in particular often employ Lightning Claws. Always remember to say "snikt" when using them and incessantly refer to your enemies as "bub" and to take them off before attempting to masturbate or pick your nose. Or don't.

Solerite Power Gauntlet

Solerite Power Gauntlet

The golden fist for our golden boys.

A Solerite Power Gauntlet is a unique Power Weapon that takes the form of a massive master-crafted Power Fist utilized exclusively by the Legio Custodes, the elite bodyguard of the Emperor of Mankind. First fashioned in the pattern of ancient relics to arm the elite of the Thunder Warriors, the Solerite Power Gauntlets and their raptor-taloned variants are potent weapons.

They differ from the standard Power Fists and claws utilized by the Adeptus Astartes in both the near-irreplaceable artifact power coils which energize their disruption field generators and the nigh-indestructible materials their casings and blades are fashioned from, forged as they are in furnaces recovered from the ancient Tempest Galleries near Terra's molten core by the nascent XVIII Legion (the then-unnamed Salamanders Legion).

The Imperial Fists also gained access to a much smaller variant, but with the same effects.

Power Lance

Power Lance

A weapon used almost exclusively by the White Scars, Power Lances are energy-sheathed lances which the White Scars use in charging their opponents on their bikes. You can imagine the results.

Tabletop-wise, Power Lances are AP3 +1S on the charge but become AP4 and default strength in following assault phases. Since few box sets come with Power Lance bits, a lot of converting is to be done if you want to kit out your models with Power Lances. They're pretty awful in the hands of anything without Hit And Run. Honestly, they're pretty awful even in the hands of anything with Hit and Run. If you want the +1S, use a power axe. If you want AP3, use a power sword. If you want high strength and don't care about the AP, use a power maul. The only round Power Lances are better than the others is the charging round, so only take them if you think you can win a fight in the first round. If not then stick to the other choices.

Power Halberd

Power Halberd

A large power weapon in the shape of a glaive. Though a functional weapon, Power Halberds are largely ceremonial weapons used by Space Marine Honour Guards when on sentry duty, although the White Scars will use them in combat.

The Custodes also used power halberds with attached bolters, but those weapons are to regular power halberds what Custodes are to regular marines. Not wanting to get left behind, CM Asterion Moloc "acquired" one of those and slapped a freaking lascannon onto it. Doesn't have an actual model because GW is lazy.

Guardian Spear

Guardian Spear

The iconic weapon of the Custodian Guard.

Guardian Spears are halberd-like power weapons so heavy that it would take several ordinary men to lift it and incorporating a ranged weapon at its tip. The weapon's powerful ranged and close combat duality complemented the fighting style of this bodyguard force, giving them good capabilities in both close combat and at a distance. In battle, Custodes spin these weapons in great arcs, slaying enemies with each strike be it in melee combat or from afar.

As symbol of their roles as sentinel, Deathwatch Watch Masters are also given Guardian Spears.

The bigger version of the Guardian Spear is the Dreadspear.

Castellan Axe

Castellan Axe

The Guardian Spear's more gritty cousin.

A Castellan Axe is variant of the Guardian Spear, the signature weapon of the Adeptus Custodes, that incorporates a heavier, axe-like blade rather than a speartip. These weapons lend themselves to an elegant and brutal combat style that sees the wielder use their exceptional transhuman strength in conjunction with their axe's momentum, launching thunderous sweeps that switch direction with breathtaking suddenness to cleave through their victims' guard and hack off heads and limbs.

The wielder can also fire concentrated volleys of Bolter fire from the hafts of their weapons, scything down those who attempt to stay out of their blades' devastating reach. These deadly weapons are typically wielded by veteran Custodian Wardens, elite Allarus Custodians or Shield-Captains.

Thunder Hammer

Thunder Hammer

Big war hammers (40k) that smash anything they touch, and popularly paired with Storm Shields. Unlike other power weapons, Thunder Hammers only activate their energy fields upon contact with a target. This works like a flash capacitor, and utterly explodes whatever Thunder Hammers hit - in editions long past this meant they always scored a wound whenever they hit, no roll was needed. Comes in one-handed and two-handed varieties, but both functionally are the same weapon stat-wise. Particularly common among Terminators, although the Salamanders love it (going with Vulkan's training as a blacksmith and the artificer themes of the Promethean Creed).

Gameplay wise, they're basically the same as Powerfists, except when attacking vehicles they will at a minimum get a "Crew Shaken" if they glance or penetrate, in addition to whatever else they roll on vehicle destruction. From 6th ed onwards, the special effect was changed to the "Concussive" rule; any target that takes a wound (but survives) is reduced to Initiative 1 till the end of the next assault phase, simulating disorientation from the explosive impact, making it very effective even against big gribblies that are tough enough to avoid Instant Death.

Fun fact: Captains could not use thunder hammers without wearing terminator until Dawn of War proved how awesome it looked. 8th edition removed the concussive rule and the low Initiative, replacing them with minus 1 to hit 2x str AP3 and 3 damage flat.

Heavy Thunder Hammer

Heavy Thunder Hammer

These monstrosities are used by the Deathwatch for when a regular thunder hammer won't do the job. Being two-handed, you sacrifice the ability to wield a shield for the chance to one-shot most high-value targets.

These weapons are equipped with two heads, each swathed in a powerful disruptor field. Heavy Thunder Hammers are extremely powerful weapons, able to smash the midsection of a Carnifex in twain and turn tanks into crumpled metal.

Equip your Deathwatch with one of these and he would be happy playing galactic whack-a-mole.

Battle-Automata Power Blade

Battle-Automata Power Blade

Not to be confused with the Power Blade or the Powerblade.

The Power Blade of the Legio Cybernetica is not like the small dagger-like Power Blades utilized by Imperium assassins, nor are they the lightning fast and hard-to-parry Powerblades used by Eldar Warp Spiders. These blades resemble a chakram that has been revved-up and function like a power saw.

A common close range weapon used by various types of Battle-Automata, these circular saw-like bladed weapons deploy molecular disruption fields that are super-charged with power from the Battle-Automata's own engine core. These blades are usually used in pairs. A Castellax-class Battle-Automata armed with Power Blades loses the ability to carry its built-in Bolters.

The Horus Heresy tabletop list these as AP2 Rending weapons. Being MCs, Battle Automata melee attacks are already AP2, so the main use for them is the extra attack (because they are counted as a weapon) and, with some good fortune from the dice gods, some armor penetration due to Smash getting worse in 7th Ed.

Dreadnought Power Fist

Mark V Dreadnought Power Fist

A Power Fist suited specifically for Dreadnought needs. Dreadnought Power Fists comes in all shapes and sizes but they all do one thing, fucking shit up.

The most common pattern is the Dreadnought Mark V Power Fist. The weapon takes the form of a massive metal gauntlet and features four clamp-like fingers that can open and close. The fist can be used to smash enemy units and vehicles and grab enemy units with its clamps. The Mark V Dreadnought Power Fist can be armed with an underslung Storm Bolter or Heavy Flamer.

Another variant is the Venerable Dreadnought Power Fist. These Master Crafted Weapons are markedly more advanced than their basic counterparts, and feature four fully articulated and jointed fingers, allowing a greater range of movement than the clamps or bladed fingers of other Castraferrum Dreadnoughts, in a sense, it is essentially the Contemptor Dreadnought Power Fist in all but name. The next variant is the Ironclad Dreadnought Power Fist. These Power Fists feature larger "finger" clamps and thicker armor. The Ironclad Dreadnought Power Fist is equipped with an under-slung Storm Bolter or Heavy Flamer. Additionally there is the Blood Angels' Blood Fists which feature longer servo-manipulator "fingers" than the standard Castraferrum Dreadnought Power Fist and are designed to rip and tear through flesh, bone and armour more swiftly. The newest variant of the Dreadnought Power Fist is the NuMarines Redemptor Fist. A Redemptor Fist is a massive, articulated Dreadnought-sized Power Fist of advanced design used by Primaris Space Marine Redemptor Dreadnoughts as a primary melee weapon on one of their two weapon arms.

Dreadnought Power Claw

Mark IV Dreadnought Power Claw

Similar to the Dreadnought Power Fist, the Power Claw has a lot of variants.

The weapon takes the form of a massive metal gauntlet and features four blade-like fingers that can open and close. The fist can be used to smash enemy units and vehicles and tear through enemy units with its bladed fingers.

There are simply way too many Power Claws to be considered reasonable. Seriously look at this shit. We got the typical Mark IV Power Claw you see on the right as well as the Contemptor Power Claw. There is the Blood Angels' Blood Talon (and its Contemptor versions) which closely resemble a Lightning Claw in their design, featuring four energized adamantium claws that can pincer down on an enemy target or slash through nearly an entire enemy infantry squad with ease. There's the Salamander's more roasty Dreadfire Fist with a built-in Dreadfire Heavy Flamers. The Space Wolves Great Wolf Claw which are enchanted by powerful runes to further augment their destructive potential.

Tl;dr, there is way too many versions and lets not even get into Chaos or Ork territory.

Penitent Engine Power Saw

Penitent Engine Power Saw

A weapon that looks like a case in which the Ministorum Looted a Buzz Saw from an Ork Deff Dred. The Power Saw of the Penitent Engine is a savage looking piece of contraption designed to cause as much carnage as humanly possible whilst still retaining an aura of self-righteous masochism.

All Penitent Engines are armed only with this Dreadnought Close Combat Weapon, which usually includes a large, circulating Saw Blade on each of the walker's arms, as the pilot is in too frantic a mental state to take his or her time to aim long-range weaponry effectively. The Penitent Engine's weapon arms are also equipped with either Flamers or Heavy Flamers, which can be fired together or separately.

With the new update, Penitents along with the Power weapons saw a massive buff, as they are by and large no longer one-shot by heavy weapons, and while they are still weaker than Dreadnoughts in CC, a roll of 4+ allows them to make their full set of attacks TWICE. That’s 8 attacks at strength 10 each dealing 3 wounds. When taking them, go big or go home. Either deploy none or at least four of them.

Fenrisian Great Axe

Fenrisian Great Axe

When the Space Wolves can't get enough Viking, they equip their Dreadnoughts with these fuckhueg Power Axes.

Fenrisian Great Axes are massive Power Weapons that can only be hefted by a Dreadnought. However, it is currently unknown whether this axe have a cool frost affects like the Helfrost weapons. It would be cool if GW implements this however.

Each of these great axes are forged in the heart of the Fang by the Space Wolves' master artificers. Each is longer than a man is tall and so heavy that only a Dreadnought could ever use or even lift.

A Dreadnought, armed with such a weapon, can cleave a bloody path through many foes at once.

Galatus Warblade

Galatus Warblade

Think the Sentinel Blade on steroids or a Sentinel Blade large enough to be wielded by a Dreadnought.

The Galatus Warblade is a massive Dreadnought Close Combat Weapon used by Custodes Contemptor-Galatus Dreadnoughts. These blades are made of the highest materials and could cut the armor of superheavy vehicles with contemptuous ease.

The blade has a built-in Infernus Incinerator just in case you really want to make sure that the targeted enemy is completely and utterly neutralized.

Achillus Dreadspear

Achillus Dreadspear

The Achillus Dreadspear or simply known as the Dreadspear is a Dreadnought-sized version of the Guardian Spear that was widely used by the Legio Custodes. Wielded by the fearsome Contemptor-Achillus Dreadnoughts, these massive spears were capable of devastating enemy infantry and vehicles.

The Achillus Dreadspear features an in-built Corvae Pattern Las-pulser to fire upon enemies at range, but nobody really bother with that as the Dreadnought is fast enough to charge through almost anything smaller than itself.

Cerastus Shock Lance

Cerastus Shock Lance

A very long power weapon for the Imperial Knights.

The Cerastus Shock Lance is a type of Titan Power Lance wielded by Knight Lancer walkers. This magneto-hydraulic power size of prodigious size has a disruption field which may also be projected as a powerful electromagnetic plasma blast over short ranges.

Crunch wise, the Shock Lance is a combi-melee/range weapon that gives it extra initiative when it charges into combat, its shooting mode is basically a 18" range 6-shot plasma rifle that concusses its targets. The Shock Lance is thus, very versatile and can catch unsurprising enemies (even fliers!) off guard.

Thunderstrike Gauntlet

Thunderstrike Gauntlet

The Thunderstrike Gauntlet is a smaller type of Titan power fist carried by Imperial Knights. Crackling with destructive energies, the Thunderstrike Gauntlet allows the Knight to rip apart its enemy, even tearing limbs off of Titans.

When used as a bludgeon instrument the gauntlet releases a deafening thunderclap upon impact, so powerful it is capable of hurling Battle Tanks through the air to land amongst the enemy and crush them beneath the vehicle's weight.

On tabletop the Gauntlet is a S16/AP-4/D6. Higher strength and AP in exchange for -1 to hit and a meager +5 points. This excels at pretty much the same things the Inferno cannon does; anything T7/3+ or better. Plus, you get the lulzy spectacle of chucking a dead razorback at his warlord for extra mortal wounds.

The Reaver Power Fist is basically this but upscaled.

Its much bigger brother can be found on fucking Reaver Titans. This can be read below.

Titan Power Fist

Titan Power Fist

The largest Imperial Power Fists and the proverbial One Punch Weapon.

Essentially the Thunderstrike Gauntlet's bigger brother.

These giant weapons can literally do the equivalent of a power fisting on a truly Titanic scale. The most common users are Reaver Titans, as they provide the best medium between speed and durability.

So far, there is no sources on whether a Warlord is able to get their equivalents. Being the biggest kids on the 'up close and personal' block (Imperators are bigger in size but they're big pussies that avoid glorious melee), Warlords gets an even better toy. See below.

On tabletop the Power Fist is a Sx2 AP-5 10 D. Has a similar trick to the Knights' Thunderstrike Gauntlet, but on a much bigger scale obviously. For extra Lulz, on a 4+ you can throw whatever you killed at that unit and inflict D6 mortal wounds on them.

Titan Power Claw

Arioch Power Claw

The largest Imperial Power Claws.

Titan Power Claws are giant fuckoff weapons against other superheavies and Titans that got too close for comfort. These things can rip open fortresses like tin cans and swipe a Titan's head off in one good blow.

They come in two varieties, the Warlord Arioch Power Claws with a in-built Vulcan Mega-Bolter and the smaller Reaver Power Claws.

On tabletop, the Arioch is a goddamn rape fist. At Sx2 (that's S32, by the way) AP-5 D12, and has the same throwing rule as the Reaver's Power Fist. Doesn't even harm your firepower since it comes with a built-in Vulcan Mega Bolter. Yes, that means the ultimate anti tank weapon is also the ultimate anti infantry weapon. Notably, its insanely high strength makes it the only weapon capable of wounding another Warlord on a 2+. Enjoy power fingering enemy Titans in the asshole.

Gallery

Dreadnought Power Fist

Dreadnought Power Claw

Miscellaneous

Weapons of the Imperium of Man
Sidearms:
Ballistics: Absolvor Bolt Pistol - Archaeotech Repeater - Archeotech Revolver - Assault Grenade Launcher - Autopistol
Belasco Galvian Needler - Bolter Cane - Bolt Launcher - Bolt Pistol - Condemnor Stakethrower - Exitus Pistol
Flechette Blaster - Flechette Pistol - Flintlock Pistol - Grenade Discharger - Handbow - Hand Cannon - Heavy Bolt Pistol
Kinetic Destroyer - Needle Pistol - Radium Pistol - Radium Serpenta - Ripper Pistol - Sawn-Off Shotgun - Shotgun Pistol
Stub Gun
Directed-Energy: Arc Pistol - Blast Pistol - Digital Weapons - Disintegration Pistol - Electrostatic Gauntlet - Gamma Pistol
Helfrost Pistol - Hellpistol - Hotshot Laspistol - Inferno Pistol - Laspistol - Neo-Volkite Pistol - Photon Gauntlet
Bale Eye - Eradication Pistol - Plasma-Caster - Plasma Cutter - Plasma Pistol - Rad Beamer - Voltaic Blaster
Volkite Serpenta
Incendiary: Exterminator - Hand Flamer - Phosphor Blast Pistol - Phosphor Pistol - Phosphor Serpenta - Sulphur Breath
Chemical: Alchem Pistol
Gravitational: Grav-Pistol
Other: Chimera Pistol Sword - Grapnel Launcher - Neural Shredder - Reductor Pistol - Snare Gun - Web Pistol - Web Spinner
Basic Weapons:
Ballistics: Angelus Bolt Carbine - Autogun - Astartes Assault Shotgun - Bolter - Bow - Combat Shotgun - Crossbow
Gun Axe - Galvanic Carbine - Pump-Action Shotgun - Radium Carbine - Storm Bolter - Stubber - Musket
Blunderbuss - Stub Cannon - Stub Rifle - Longrifle - Macrostubber - Bolt Carbine - Imperial Boltgun
Stubcarbine - Sling - Solo Boltgun - Sororitas Boltgun - Special Issue Boltgun - Bolt Rifle - Concussion Carbine
Directed-Energy: Arc Rifle - Blast Rifle - Lascutter - Hellgun - Lasgun (Lasgun Patterns) - Phased Plasma-Fusil - Plasma Blaster
Plasma Incinerator - Suppression Laser - Hotshot Lasgun - Hotshot Volley Gun - Mining Laser - Lascarbine
Laser Gauntlet - Auxilia Lasrifle - Las-Lock - Mitralock - Rad Gun
Incendiary: Assault Flamer - Flamer - Pyreblaster
Gravitational: Grav-gun
Other: Webber
Special Weapons:
Ballistics: Assault Bolter - Grenade Launcher - Flechette Carbine - Needle Sniper Rifle - Radium Jezzail
Sniper Rifle - Transuranic Arquebus - Mole Mortar - Galvanic Caster - Galvanic Rifle - Forge Bolter
Magnarail Lance - Vengeance Grenade Launcher - Purgatus Crossbow - Stake Crossbow
Exitus Rifle - Light Mortar - Mark IX Sniper Rifle - Guardian Bolter - Balistus Grenade Launcher
Lastrum Storm Bolter - Mk.III Shrike Pattern Bolt Sniper Rifle - Krumper Rivet Cannon - Nemesis Bolter
Executioner Shotgun
Directed-Energy: Conversion Beamer - Long-Las - Meltagun - Plasma Caliver - Plasma Gun - Adrathic Destructor
Plasma Repeater - Volkite Charger - Photon Thruster - Melta Rifle - Plasma Talon - Plasma Exterminator
Las-Fusil - Lightning Gun - Proteus Plasma Projector - Volkite Incinerator - Plasma Burner - Arc Lance
Eradication Ray
Incendiary: Incinerator - Phosphor Blast Carbine - Phosphor Torch - Immolation Rifle - Balefire Gun
Chemical: Alchem Flamer - Chem-Thrower
Sonic: Transonic Cannon
Gravitational: Grav-Amp
Warpcraft: Animus Speculum - Psilencer - Psycannon
Combi-Weapons: Magna-Needle Mk.X Pattern Pistol - Ultra-Needle Mk.IX Pattern Pistol - Stub Gun-Plasma Combi-Pistol
Combi-Flamer - Combi-Melta - Combi-Grenade Launcher - Combi-Plasma - Combi-Grav - Combi-Volkite
Infernus Heavy Bolter - Adrastus Bolt Caliver - Disintegration Combi-Gun - Combi-Needler
Condemner Boltgun - Executioner Pistol - Needlespine Blaster
Other: Chaff Launcher - Crozius Arkanos - Infernum Halo Launcher
SLHG Pattern Assault Ram - Stormcaller Stave - Tarantula Sentry Gun
Heavy Weapons:
Ballistics: Autocannon - Assault Cannon - Scatterbolt Launcher - Harpoon Gun - Heavy Bolter - Heavy Stubber - Missile Launcher
Rotor Cannon - Heavy Mortar - Heavy Shotgun - Storm-Welder - Heavy Crossbow - Harpoon Launcher - Scatter Cannon
Ripper Gun - Rad Missile Launcher - Boltstorm Gauntlet - Maxim Bolter - Grenadier Gauntlet - Tempest Bolter
Mole Launcher - Salvo Launcher - Mauler Bolt Cannon - Cyclone Missile Launcher - Typhoon Missile Launcher
Skyhammer Missile Launcher - Grenade Harness - Cerberus Launcher - Rocket Propelled Grenade Launcher
Deathwatch Frag Cannon - Auto-Launcher - Ravenwing Grenade Launcher - Thunderfire Cannon - Icarus Rocket Pod
Ironhail Heavy Stubber - Lucius Pattern Heavy Quad-Launcher - Tempest Salvo Launcher - Bombast Field Gun
Castellan Launcher (Superfrag Rocket Launcher - Superkrak Rocket Launcher - Vengor Launcher) - Charge Caster
Concussion Cannon - Malleus Rocket Launcher - Rad Grenade Launcher
Directed-Energy: Heavy Arc Rifle - Helfrost Cannon - Lascannon - Rad Cannon - Multi-Melta - Multi-laser
Plasma Cannon - Volkite Caliver - Volkite Culverin - Darkfire Cannon - Melta Destroyer
Las-Ripper - Irradiation Projector - Volkite Blaster - Plasma Culverin - Heavy Mining Laser
Volkite Cavitor - Volkite Falconet Battery - Corve Las-Pulser - Vultarax Arc Blaster
Heavy Lascannon
Incendiary: Atalan Incinerator - Heavy Flamer - Phosphor Blaster
Flamestorm Gauntlet - Incendine Combustor
Pyroclast Flame Projector - Infernus Firepike
Chemical: Alchem Heavy Flamer - Death Cloud Projector
Sonic: Seismic Cannon
Gravitational: Grav-Cannon - Heavy Grav-Cannon - Graviton Pulsar - Graviton Ram
Other: Firestrike Servo-Turret - Heavy Webber - Mancatcher - Sabre Weapons Battery - Torsion Cannon
Daemon Weapons:
Ballistics: Hellrifle
Vehicle-mounted
Weapons:
Ballistics: Anvilus Autocannon Battery - Anvilus Snub Autocannon - Battle Cannon - Conqueror Cannon - Demolisher Cannon
Hellstrike Missile - Hydra Autocannon - Eradicator Nova Cannon - Punisher Gatling Cannon - Punisher Rotary Cannon
Vanquisher Cannon - Ironhail Skytalon Array - Ferrumite Cannon - Onslaught Gatling Cannon - Heavy Onslaught Gatling Cannon
Icarus Stormcannon Array - Siegebreaker Cannon - Skyreaper Battery - Avenger Bolt Cannon - Iliastus Accelerator Cannon
Hurricane Bolter - Lastrum Bolt Cannon - Multiple Rocket Pod - Blackstar Rocket Launcher - Deathwind Missile Launcher
Hunter-Killer Missile - Bellicatus Missile Array - Hammerstrike Missile Launcher - Sabre Missile Launcher
Disruptor Missile Launcher - Frag Cannon - Hellfury Missile - Skystrike Missile - Stormstrike Missile Launcher
Aiolos Missile Launcher - Scorpius Launcher - Hyperios Missile Launcher - Hammerfall Missile Launcher
Ironclad Assault Launcher - Boreas Air Defence Missile - Skyspear Missile Launcher - Fragstorm Grenade Launcher
Arcus Launcher - Krakstorm Grenade Launcher - Blackstar Cluster Launcher - Macharius Battle Cannon - Taurox Battle Cannon
Taurox Gatling Cannon - Leviathan Storm Cannon - Vengeance Launcher - Xiphon Rotary Missile Launcher - Kratos Battlecannon
Hellion Pattern Heavy Cannon Array - Terrebrax Rocket Battery - Castigator Gatling Cannon - Pulveriser Cannon
Ballistus Missile Launcher - Oppressor Cannon
Directed-Energy: Helfrost Destructor - Magma Cannon - Pulsar-Fusil - Volcano Cannon - Volkite Saker - Adrathic Devastator - Eradication Beamer
Las-Talon - Macro Plasma Incinerator - Volkite Demi-Culverin - Melta-Cutter - Siege Melta Array - Plasma Eradicator
Magna-Melta - Plasma Destroyer - Volkite Sentinel - Cyclonic Melta Lance - Plasma Storm Battery - Heavy Conversion Beamer
Thermal Spear - Hellfire Plasma Cannonade - Neutron Laser Projector - Neutron Laser - Arachnus Blaze Cannon
Arachnus Heavy Blaze Cannon - Arachnus Heavy Lascannon Battery - Arachnus Storm Cannon - Laser Destroyer Array
Laser Destroyer - Heavy Laser Destroyer - Omega Plasma Array - Sabre Neutron Blaster - Solex Heavy Lascannon
Melta Blastgun - Volkite Cardanelle
Incendiary: Heavy Phosphor Blaster - Incendium Cannon - Inferno Cannon - Flamestorm Cannon - Clearance Incinerator
Infernus Incinerator - Heavy Incinerator
Chemical: Chem Cannon
Sonic: Heavy Seismic Cannon - Laud Hailer
Warpcraft: Gatling Psilencer - Heavy Psycannon - Rift Cannon
Combi-Weapons: Cerastus Shock Lance
Ordnance:
Ballistics: Apocalypse Missile Launcher - Basilisk Magnus - Colossus Siege Mortar - Deathstrike Cannon - Deathstrike Missile
Dreadhammer Cannon - Earthshaker Cannon - Griffon Heavy Mortar - Manticore Missile - Medusa Siege Cannon
Quake Cannon - Spicula Rocket System - Stormshard Mortar - Stormsword Siege Cannon - Tremor Cannon
Nemesis Quake Cannon - Doomsday Cannon - Exorcist Multiple Missile Launcher - Taurox Missile Launcher
Ironstorm Missile Pod - Stormspear Rocket Pod - Spiculus Bolt Launcher - Karacnos Mortar Battery
Praetor Multiple Missile Launcher - Morbus Heavy Bombard - Dominus Triple Bombard - Behemoth Cannon
Whirlwind Multiple Missile Launcher
Directed-Energy: Belleros Energy Cannon - Hellex Plasma Mortar
Gravitational: Graviton-Charge Cannon - Grav Flux Bombard
Warpcraft: Vortex Missile
Super-Heavy
Weapons:
Ballistics: Accelerator Autocannon - Ardex Defensor Mega-Bolter - Avenger Gatling Cannon - Doomstrike Missile Launcher
Gatling Blaster - Thunderhawk Cannon - Vulcan Mega Bolter - Trident - Thundercoil Harpoon - Castigator Bolt Cannon
Shieldbreaker Missile - Helios Defense Missile Pod - Hellion Missile - Accelerator Cannon - Baneblade Cannon
Stormhammer Cannon - Hellhammer Cannon - Macro-Accelerator Cannon - Revelator Missile Launcher
Cruciator Gatling Array
Directed-Energy: Atrapos Lascutter - Hellstorm Cannon - Lightning Cannon - Melta Cannon - Plasma Annihilator
Plasma Blastgun - Plasma Destructor - Plasma Obliterator - Turbo-Laser Destructor
Vengeance Cannon - Arachnus Magna-Blaze Cannon - Thermal Cannon - Plasma Decimator
Volkite Veuglaire - Las-Impulsor - Volcano Lance - Volkite Chieorovile - Volkite Carronade
Defense Laser - Lightning Lock - Conversion Beam Cannon - Volkite Eradicator - Volkite Destructor
Conversion Beam Dissolutor - Extirpator Cannon
Incendiary: Acheron Flame Cannon - Conflagration Cannon - Inferno Gun
Sonic: Sonic Destructor
Gravitational: Graviton Destructor - Graviton Imploder - Graviton Ruinator
Graviton Singularity Cannon - Krius Grav Imploder
Warpcraft: Warp Missile - Warp Missile Rack - Psi-Cannon
Ship Weapons:
Ballistics: Annihilator Cannon - Bombardment Cannon - Doomstorm Missile
Hellfire Missile - Macro Cannon - Nova Cannon - Torpedo
Directed-Energy: Lance Weapon
Sonic: Sonic Disruptor
Non-Firearm Weapons:
Melee Weapons: Chain Weapons - C'tan Phase Weapons - Daemonblade - Force Weapons - Power Weapons - Arc Close Combat Weapons
Transonic Weapons - Basic Close Combat Weapons - Imperial Miscellaneous Weapons - Grav Close Combat Weapons
Grenades & Explosives: Arc Grenade - Blind Grenade - Choke Gas Bomb - Colossus Bomb - Demolition Charge - Frag Grenade - Gunk Bomb
Haywire Mine - Heavy Bomb - Incendiary Charge - Krak Grenade - Melta Bomb - Mindscrambler Grenade - Phosphex Bomb
Poison Globe Grenade - Smoke Grenade - Shock Grenade - Stasis Bomb - Stasis Grenade - Psyk-Out Grenade - Rad Grenade
Tectomagnic Munitions - Vortex Grenade

Chaos Power Weapons

Chaos basically utilize Chain Weapons more than Power Weapons from the Imperium 'cause Chain Weapons look more Manly to a Khornate worshiper; does not help that GW has a boner for Khorne, so oh well.

Accursed Crozius

Accursed Crozius

The Traitor equivalent of the Crozius Arcanum, the Dark Apostle, uses a functionally identical item, though twisted by Chaos, called an Accursed Crozius. Which actually resembles a maul or a giant mace.

At the time of the Horus Heresy, most Chaplains resisted the lure of Chaos and were slaughtered by their brother Astartes. However, the Chaplains of the Word Bearers had the same fervent desire to find objects of worship as their Primarch Lorgar and so willingly turned to the dark devotion of Chaos.

To prove their dedication of faith to the Dark Gods, the Chaplains corrupted their once-sacred Crozius Arcanum, their badge of office and symbol of the Imperial faith. With such blasphemous actions, the Crozius were blessed with fell powers to show that no servant of the Emperor, even the strongest-willed, is immune to the call of Chaos. In battle, they now serve not only as both weapon and mark of rank, but also a powerful link between the bearer and the warp itself.

Bubotic Axe

Bubotic Axe

A weapon that incorporates both a power weapon, a chain weapon and a daemon weapon all at once. Although official fluff calls it a power weapon.

A Bubotic Axe is a type of Chaos Power Weapon that is blessed by the Plague God Nurgle and is a favoured melee weapon of Blightlord Terminators and other Plague Marines. Similiar to their Manreapers and normal Plague Scythes, the Death Guard like to incorporate chain teeth into their Axes. Forming something like a Chainfist in affect. Bubotic Axes may or may not be a pun reference to the word Bubonic.

in the Death Guard Codex, the Bubotic Axe is a S+1 AP-2 D1 weapon, like the standard power axe but with the Plague Weapon special rule.

Great Plague Cleaver

Great Plague Cleaver

The Bubotic Axe's big brother.

The Great Plague Cleaver is a type of heavy Power Weapon used by Death Guard Plague Marines. Bearing more of a resemblance to an axe than an actual cleaver, this thing is so heavy and large that it requires even the strong and sturdy Plague Marines to two hand this bastard.

On tabletop, the Great Plague Cleaver counts as a Power Fist but with Plague Weapon and D6 damage. You would think that such a large weapon should have a pretty significant range right? Nonetheless, this weapon is pretty underwhelming. The main reasons not to take it are its horrendous points cost and the fact that only Plague Marines with their paltry single attack can take one. Best skip this, though cleaving a tank in two could be fun. It would be better if Champions had a fetish for this weapon instead of the Power Fist.

Power Scourge

Power Scourge

A Chaos exclusive weapon.

Power Scourges are Chaos Space Marine Power Weapons. These weapons consist of a set of jointed metal arms tipped with blades that crackle with barely contained energy. In battle, the Power Scourge lashes wildly, cutting anything that gets close.

The large and unwieldy nature of these weapons means that the Power Scourge is only usable on Dreadnoughts, Helbrute, Defiler, Maulerfiend and a assortment of known and unknown Daemon Engines.

Back in the old days, normal Dreadnoughts could also get access to these weapons, but they look more dated, goofy and ridiculous than the more updated counterparts.

In a nutshell, Chaos Rape Tentacles. Appropriate for the Emperor's Children for all your Hentai needs.

Defiler Power Claw

Defiler Power Claw

The quintessential crab claws for your quintessential crab tank.

The Chaos Defiler is a massive multi-legged Daemon Engine that strides upon six legs. The walker's front two legs end in massive, pincer-like Power Claws, similar to those of a Terran crab. These huge piston-driven claws can be used to grab and crush the enemy, toss vehicles aside and tear through fortifications. Defilers are armed with a pair of Defiler Power Claws for the double the crumpin'.

Defiler Claws can range from crab-like, to three fingered hydraulic claws, to even giant crushing pincers like those from an excavator.

Crunchwise, the Defiler doesn't suffer -1 to hit when he gives you d6 wounds to the face. It is gonna crumple most armor like paper, so have your Defiler go and 'soften' up some pesky Terminators.

Weapons of the Forces of Chaos
Sidearms:
Ballistics: Autopistol - Bolt Pistol - Flintlock Pistol
Handbow - Inferno Bolt Pistol - Stub Gun
Directed-Energy: Plasma Pistol
Incendiary: Warpflame Pistol
Chemical: Alchem Pistol - Injector Pistol
Plaguespurter Gauntlet - Xyclos Needler
Basic Weapons:
Ballistics: Autogun - Blunderbuss - Bolter - Bow - Crossbow
Fatecaster Greatbow - Inferno Bolter - Musket
Pump-Action Shotgun - Sawn-Off Shotgun - Shotgun
Stub Rifle
Directed-Energy: Lasgun
Sonic: Sonic Blaster
Other: Net Gun
Special Weapons:
Ballistics: Light Mortar - Sniper Rifle
Directed-Energy: Conversion Beamer - Meltagun - Plasma Gun
Incendiary: Flamer - Warpflamer
Chemical: Alchem Flamer - Bile Spewer - Plague Belcher
Sonic: Doom Siren - Sonic Shrieker
Combi-Weapons: Combi-Bolter
Heavy Weapons:
Ballistics: Autocannon - Heavy Bolter - Heavy Stubber - Havoc Launcher
Reaper Autocannon - Reaper Chaincannon - Soulreaper Cannon
Hellfyre Missile Rack - Rocket Propelled Grenade Launcher
Tyrant Rocket Launcher
Directed-Energy: Æther-Fire Cannon - Lascannon - Plasma Cannon
Heavy Conversion Beamer
Incendiary: Heavy Flamer - Heavy Warpflamer
Chemical: Alchem Heavy Flamer - Death Cloud Projector
Plague Sprayer - Plague Spewer - Blight Launcher
Sonic: Blastmaster - Kakophoni
Daemon Weapons:
Ballistics: Kai Gun - Harvester Cannon - Butcher Cannon - Soul Burner Petard
Hades Autocannon - Hades Gatling Gun - Scorpion Cannon - Tower Gun
Skullreaper Cannon - Skullshredder Cannon - Doomfire Cannon - Impaler
Kytan Gatling Cannon - Balemaw Cannon - Plague Catapult
Directed-Energy: Storm Laser - Ectoplasma Cannon - Magma Cutter
Incendiary: Baleflamer - Daemongore Cannon - Hellmaw Cannon - Warpfire Flame Cannon
Chemical: Plaguespitter - Heavy Blight Launcher - Pandemic Staff
Plagueburst Mortar - Rot Cannon - Bile Spurt
Sonic: Heartstring Lyre
Warpcraft: Beam of Power - Bolts of Change - Ether Lance - Mirror of Absorption
Other: Fleshmetal Guns - Mawcannon - Skull Hurler - Cauldron of Blood Cannon - Ichor Cannon
Gorestorm Cannon - Tormentor Cannon - Skull Cannon - Entropy Cannon - Excruciator Cannon
Vehicle-mounted
Weapons:
Ballistics: Avenger Chaincannon - Battle Cannon - Hurricane Bolter - Kratos Battlecannon
Demolisher Cannon - Accelerator Autocannon - Punisher Gatling Cannon
Directed-Energy: Daemonbreath Spear - Melta Blastgun - Single-Barrelled Turbo-Laser Destructor
Volkite Combustor - Volkite Cardanelle
Sonic: Dirge Caster
Gravitational: Graviton-Charge Cannon - Grav Flux Bombard
Ordnance:
Ballistics: Apocalypse Missile Launcher - Doomstrike Missile Launcher
Super-Heavy
Weapons:
Ballistics: Gatling Blaster - Natrix Shock Lance
Ursus Claws - Vulcan Mega-Bolter
Directed-Energy: Conversion Beam Dissolutor - Extirpator Cannon - Double-Barrelled Turbo-Laser Destructor
Hellstorm Cannon - Laser Blaster - Laser Destructor - Melta Cannon - Plasma Annihilator
Plasma Blastgun - Plasma Destructor - Plasma Obliterator - Volcano Cannon
Vengeance Cannon
Incendiary: Inferno Gun
Chemical: Pus Cannon
Ship Weapons:
Ballistics: Macro Cannon - Naval Missile Turret - Torpedo
Directed-Energy: Armageddon Gun - Lance Weapon
Warpcraft: Warp Cannon
Non-Firearm Weapons:
Melee Weapons: Chain Weapons - Power Weapons - Daemonic Close Combat Weapons - Arc Weapons
Tzaangor Blade Weapons - Basic Close Combat Weapons - Force Weapons - Close-Range Grav-Weapons
Grenades & Explosives: Frag Grenade - Blight Grenade - Krak Grenade - Melta Bomb - Phosphex Bomb - Pox Bomb

Eldar Power Weapons

The Eldar have the knowledge to create power weapons as well: theirs are of a lighter, more elegant design, and are used almost exclusively by the Howling Banshee aspect warriors.

Triskele

Triskele

A giant shuriken Chakram.

A Triskele is an Eldar weapon used by the Exarch of the Howling Banshees. Extremely versatile, it can be thrown ahead of a charge, dismembering many enemies before returning to its owner, or it can be used as a close range melee weapon to rip apart opponents into bloody ribbons; it is highly effective against even the heaviest armored enemies. Jain Zar is the most notable individual to use these weapons.

In 8th edition, the Triskele is an interesting weapon. Basically, for 9 points you trade your Power Sword for a weapon with 1 less AP, but it can be thrown as an Assault 3 shooting attack instead of firing a pistol.

Ends up faring a lot worse than the sword, obviously, since you've paid 5 points overall to reduce your AP by 1, but does roughly triple the damage of the pistol against most targets. Really a terrible idea. Hard pass.

Diresword

Diresword

The Elfdar analogue of the Imperium's Relic Sword.

A Power Sword with a twist used by an Exarch of the Dire Avengers. In addition to being a power weapon, a Diresword is also a spirit stone, housing a great Exarch of the past. When connecting with the target, the Eldar soul within will attempt to destroy the opponent's mind.

All Direswords are modeled after the legendary Sword of Asur, the first of its kind, carried by the first Phoenix Lord; Asurmen.

Eldar Power Sword

Eldar Power Sword

The Eldar's analogue of the regular Power Sword.

Used by the Howling Banshees, these weapons are of a more elegant design than their Imperial counterparts: they have a single edge and have a curve at the tip of the blade. It is a single-bladed sword that is great for slicing and carving flesh and bone alike.

Though being lighter, these weapons have more metal at the tip, allowing them to strike just as hard as an Imperial power weapon.

Mirrorswords

Mirrorswords

Basically an Eldar Force Falchion.

Somewhat smaller than, but otherwise identical to the regular power swords, these blades are used in pairs by the Exarchs of the Howling Banshees. The style that they are used in allows the wielder to deliver a far higher amount of blows on a target than with regular power swords.

They are part of an ambidextrous sword-art using paired blades.

Executioner

Executioner

A glaive, this power weapon greatly enhances the power behind the user's blows, allowing the warrior to slice its enemies in half with ease. Exarchs of the Dire Avengers aspect use a similar, but lighter weapon for superior range over their enemies.

The Executioner is not standardized and thus, it takes many forms - that of a heavy spear, a rune-encrusted sword or a great black scythe. Whatever its form, it is one of the most deadly hand to hand power weapons.

Powerblades

Powerblades

Not to be confused with the Imperium's Power Blade (Seriously GW, fix your god damn names).

Attached to the user's forearms, these weapons grant the wielder the advantages of a power weapon while allowing the user to keep his hands free. Used mainly by Exarchs of the Warp Spiders aspect.

In earlier editions powerblades could be wielded by Exarchs of other Aspects - most notably by the Dark Reapers, who wielded them in conjunction with their heavy weapons to give them both ranged and close-quarters abilities.

Scorpion's Claw

Scorpion's Claw

Scorpion's Claw is an Eldar version of a power fist, except it doesn't slow its wielder (in game terms it doesn't have the Unwieldy or Special Weapon rules). Exarchs of the Striking Scorpions wear this on one hand while holding a chainsword in the other. It's a big claw with a shuriken pistol inside.

Basically, it is far more utilitarian and versatile than any other races Power Fists or Power Claws.

On tabletop, it is a Sx2 (S6) AP-3 claw that carves away D3 wounds per smack, complemented by a built-in Shuriken Catapult that isn't named that. It also will cost the Exarch his Shuriken Pistol, so he won't be able to contribute any ranged firepower if he's tied up in melee.

Eldar Power Lance

Eldar Power Lance

The Eldar have their own Power Spears in the form of Lances. They essentially function the same in all retrospects. They have obviously a longer reach and works better two handed than one handed. Other than that, it is pretty meh.

Both the Craftworld Eldar and Dark Eldar utilize Power Lances. The DEldar is obviously more edgier looking.

Ghostaxe

Ghostaxe

The Ghostaxe is a large Eldar Power Weapon that is a cousin to the Ghostsword. These weapons are often preferred by Wraithblade constructs. Like Ghostweapons, it guides the wielder's blow into the target's weak spot.

In the 8th edition Eldar Codex, Ghostaxes are absurdly expensive, spiking your cost by 16 Points per model, but gives your unit a 4++ Invuln and a terrifying melee statline of WS 4+, S7, AP-3 and d3 damage with 3 attacks on the charge. If they are going to demolish TEQ and Dreadnought statlines in short order but they absolutely need a Spiritseer (the preferable option) or Warlock (the cheaper option) with them casting Enhance.

All things considered it's only really worth it for the 4+ Invuln as you will probably get more damage out of just punching things. The amount of points you need to sink into them to get the Axes hitting reliable is sadly too high. However, with the addition of the Protect power, you can give your wraithblades a 2+/3++. TH/SS terminators wish they could be as durable as these guys now. With the exception of mortal wound and poison weaponry, Ghostaxe wraithblades will be all but impossible to move while chewing nicely through whatever they can get their bony hands on.

Ghostsword

Ghostsword

The Ghostsword is a large melee Power Weapon used by Eldar Wraithblades. They are the smaller version of Ghostglaives. Usually wielded in pairs, they leave glowing traces in the air as they are swung. Like all Ghostweapons, they guide the wielder's blows into the target's weak spot.

In the 8th edition Eldar Codex, the default Ghostswords have 4 Attacks on the charge hitting at WS 3+, S6, AP -3 and Damage 1. This is the one you want to use against lightly armoured units that rely on toughness to shrug off hits. Given they will always be in a Wave Serpent they don’t need much in the way of support but they do appreciate Psyker support or an Autarch Bubble.

Become absolute nightmares if any Iyanden characters bring the Psytronome of Iyanden as they get the option to double the attack characteristic a Wraith unit has at the cost of the Wraith unit taking d3 Mortal Wounds. 6 Attacks per Wraithblade at S6 and AP-3 is going to turn anything short of a superheavy into a fine mist. Toss in Enhance from a Spiritseer nearby and even Conscript Blobs are suffering critical existence failure. Don't forget to give them Fortune from a Farseer as well to mitigate the mortal wounds afterwards.

Wraithbone Power Fist

Wraithbone Power Fist

Like the Imperium's Dreadnought Power Fist, the Elfdar have their own equivalents on their walkers.

The fists found on Eldar Wraithlords and Wraithseers are capable of being used in the same manner as the more common Power Fist, such as punching enemy vehicles or picking up and crushing enemy infantry. These weapons can be outfitted with wrist-mounted Shuriken Catapults or Flamers.

However, despite being a Power Fist, there are much better options for the Wraithlord and Wraithseer such as the Ghostglaive for example, which has far longer range than the conventional Power Fist.

Wraithspear

Wraithspear

Imagine a Singing Spear scaled to a Wraithlord chassis.

Wraithspears are massive, rune-etched Ghost Weapon spear made of Wraithbone. These weapons are carried into combat by the rare Wraithseer combat walkers used by the Eldar. These weapons contain a rudimentary sentience within their Spirit Stone core that empowers the blade and guides its wielder's blows toward the most vital points of their foe.

Unfortunately, the Wraithspear only acts as a catalyst and there are no rules for this weapon despite how powerful it looks. So it is only used to channel the Wraithseer's psychic might into a powerful blast of empyrean energy.

Ghostglaive

Ghostglaive

The Ghostglaive is a heavy Eldar melee weapon mounted on Wraithknights and on Wraithlords. These great blades can even engage Daemon Lords in single combat. They are the big daddies of the Ghostweapons and are able to slice their contemporaries into pieces.

In the 8th edition Eldar Codex, the Ghostglaive is a S+2, AP-4 D6 weapon on the Waithlord. With such a high AP value, this thing is gonna auto-wound anything sort of units having a 2+ armor save (Even than, they must successfully roll a 6 to pass its armor save). Basically, if the target does not have wounds higher than 15, its gonna go down within one turn, especially when considering the Wraithlord has 4 attacks on a charge.

Oh and it gets even worse on a Wraithknight. On a Wraithknight, the Ghostglaive is grown to truly titanic sizes and is now a Sx2, AP-4 weapon with a standard damage of 6. Oh yes, its a fucking Strength 16 weapon, its gonna go through most superheavies like a hot knife through butter. Prepare your anus indeed.

Phantom Power Glaive

Phantom Power Glaive

A giant Power Weapon for the Eldar to combat enemy Titans.

Known also as the Ashuna-Valcry'le, roughly translated as 'Sleepless Harbinger of Destruction', the Phantom Power Glaive is one of the less-common weapons wielded by an Eldar Phantom Titan and could slice superheavy machines into sizable chunks. In addition to its deadly close combat blades the weapon also mounts two Starcannons.

One must wonder why the Imperium never thought of creating a Titan-scale Power Sword.

Gallery

Executioner

Weapons of the Eldar
Sidearms:
Ballistics: Shuriken Pistol - Harlequin's Embrace - Harlequin's Kiss
Directed-Energy: Fusion Pistol - Mandiblaster
Sonic: Banshee Mask
Warpcraft: Neuro-Disruptor
Other: Neural Shredder
Basic Weapons:
Ballistics: Avenger Shuriken Catapult - Death Spinner - Gatekeepers Bastion
Reaper Launcher - Shuriken Catapult - Shuriken Rifle
Swooping Hawk Grenade Pack
Directed-Energy: Cloudsweeper - Fusion Gun - Lasblaster
Laser Lance - Prism Rifle - Ranger Long Rifle
Incendiary: Eldar Flamer
Exarch Weapons:
Ballistics: Spinneret Rifle - Tempest Launcher
Directed-Energy: Fire Pike - Hawk's Talon - Prism Blaster - Star Lance - Sunrifle
Incendiary: Dragon's Breath Flamer
Heavy Weapons:
Ballistics: Eldar Missile Launcher - Pack Grenade Launcher - Mirage Launcher - Shadow Weaver
Shrieker Cannon - Shuriken Cannon - Torrent Reaper Launcher
Directed-Energy: Bright Lance - Scatter Laser - Starcannon
Haywire Cannon - Firestorm Scatter Laser
Sonic: Vibro Cannon
Warpcraft: Wraithcannon - D-Scythe
Vehicle Weapons:
Ballistics: Doom Weaver - Phoenix Missile Launcher
Directed-Energy: Prism Cannon - Pulse Laser - Prismatic Cannon
Warpcraft: D-Cannon - D-Flail
Super Heavy Weapons:
Ballistics: Deathshroud Cannon - Phantom Missile Launcher
Revenant Missile Launcher - Void Spinner Array
Directed-Energy: Inferno Lance - Pulsar - Suncannon
Sonic: Sonic Lance
Warpcraft: Psychic Lance
Ship Weapons:
Ballistics: Torpedo
Directed-Energy: Naval Lascannon - Phantom Lance - Pulsar Lance
Shadow Lance - Heavy Starcannon
Non-Firearm Weapons:
Melee Weapons: Eldar Chain Weapons - Eldar Power Weapons
Eldar Force Weapons - Miscellaneous Weapons
Grenades & Explosives Plasma Grenade - Haywire Grenade - Hallucinogen Grenade

Dark Eldar Power Weapons

While many of the Dark Eldar's weapons have only cosmetic differences to those of Eldar design, there are a few that are more unique

Demiklaive

Demiklaive

Baby Klaives essentially.

Demiklaves are small Dark Eldar melee weapons. Some Incubi sects prefer demiklaives over the Klaive. Demiklaives are two power swords which can be wielded as two close combat swords or as one mighty weapon. Changing from one weapon into two is so easy for Klaivex that they can do it in the midst of battle.

Perhaps the best known Dark Eldar wielding demiklaives is Drazhar, the Master of Blades.

Klaive

Klaive

These massive two-handed swords are the staple weapon of the Incubus and are regarded by them as "The ultimate weapon". Every Klaive is a masterpiece of a weapon. They are perfectly balanced and in the right hands they are also extreme instruments of death. Klaives are also power weapons on their own and because of that can even cleave through Space Marine power armor.

These enormous cleavers are AP2 and +1S while letting you strike at full I. Some squad leaders get the even deadlier Demi-Klaives. They grant an additional S normally, but you can choose to use them as +0S and +2A.

Agoniser

Agoniser

THE BDSM weapon.

A weapon befitting its name, this deadly whip drives the senses of the victim haywire with pain. It is not standardized and therefore, come in many forms, such as whips or gauntlets, but they are designed to attach themselves to the victim's nervous system, take control of it and inflict immense pain which can disable or kill the victim.

The size of the creature doesn't matter and often the larger the creature, the greater the potential for pain-infliction. Agonisers have the ability to harm vehicles as well, potentially disabling the crew or disrupting the vehicle's systems. It grants AP3 and wounds the enemies on a 4+, regardless of toughness.

Huskblade

Huskblade

A very weird weapon. Possibly one of the weirdest weapons in the DEldar armory and that's saying something.

Carved from Desiccator bone, this horrid saber drains the moisture out of its victims in a fraction of a second, leaving nothing behind but a shriveled corpse. How this blade sucks the moisture of its victims despite being a sharpened bone I have no idea. Shit is so goddamned weird.

It grants AP3 and Instant Death. Now known as the Suckblade.

Djin Blade

Djin Blade

A blade that looks annoyingly similiar to the Husk Blade although descriptions of it is different (its described as taking the form of polished crystal with a scowling bestial face upon its hilt).

Only available to the most elite of nobles, a Djin blade houses the soul of a fallen Eldar. This grants AP3 and +2A, but on a roll of doubles on the extra attacks the soul rebels and the attacks target the user.

Punisher

Punisher

A Dark Eldar Power Halberd and used by Dark Eldar Incubi. It is large and unwieldy but incorporates a shock field generator which is beyond the ability of the Imperium to replicate. They are often easily alterable to suit the user with an extendable shaft and a monomolecular blade attached to deliver the shock.

In practice it counts as a two-handed power weapon that also gives +1 Strength, although the two-handed part doesn't matter since Incubi who use it also fight with a Tormentor Helm which counts as a splinter pistol both in and out of combat, effectively giving the Incubi an extra attack anyway since they shoot it through thought alone.

Archite Glaive

Archite Glaive

These Power Glaives are exquisitely crafted pole-arms employed to lethal effect by Succubi in both the gladiatorial arenas of Commorragh and the battlefields of realspace. They can be wielded with both hands, to bisect a foe with ease, or used in combination with another weapon to cut through a host of victims.

On tabletop, these weapons are S+2, AP-3. Sounds like a dream right? Nope, you also take a -1 penalty to your Hit rolls and only have Damage 1 for your troubles. That said, your Succubus has a WS of 2+ anyway so don't worry about the penalty too much, and she can functionally ignore the penalty entirely if you give her Serpentin or from Turn 3 onwards with PFP.

Weapons of the Dark Eldar
Sidearms:
Ballistics: Splinter Pistol - Stinger Pistol - Terrorfex
Directed-Energy: Drukhari Blast Pistol - Fusion Pistol
Basic Weapons:
Ballistics: Shardcarbine - Shredder - Splinter Rifle
Directed-Energy: Blaster
Special Weapons:
Ballistics: Tormentor Helm - Splinter Pods
Chemical: Destructor - Liquifier Gun
Warpcraft: Eyeburst - Tormentor
Other: Hexrifle - Ossefactor
Heavy Weapons:
Ballistics: Phantasm Grenade Launcher - Splinter Cannon
Directed-Energy: Dark Lance - Haywire Blaster - Heat Lance
Vehicle Weapons:
Ballistics: Horrorfex - Implosion Missile - Cluster Caltrop Pod
Directed-Energy: Disintegrator Cannon - Monoscythe Missile - Pulse-Disintegrator
Storm Vortex Projector - Void Lance - Dark Scythe
Chemical: Necrotoxin Missile
Other: Shatterfield Missile - Spirit Vortex - Stinger Pod
Ship Weapons:
Ballistics: Scythe Missile Launcher - Torpedo
Directed-Energy: Phantom Lance - Heavy Starcannon
Non-Firearm Weapons:
Melee Weapons Dark Eldar Combat Weapons - Dark Eldar Power Weapons
Grenades & Explosives Plasma Grenade - Haywire Grenade - Void Mine

Harlequin Power Weapons

In addition to the below weapons, the Harlequins also have access to the Eldar Power Sword mentioned above.

Harlequin's Caress

Harlequin's Cares

The Harlequin's Caress is a bracer that generates a power field around the user's hand, resulting in what essentially is an extremely lightweight Power Fist. A Harlequin armed with a Caress is easily capable of reaching into his opponent's chest and plucking out his heart.

On tabletop, the Harlequin's Caress is the middle child of the three primary Harlequin close combat weapons, which costs 7 points and grants +2S and AP-2. While there are certain unit types against which it is the better choice (this is explored more below), in practice it is never so much better than its cost is justified over the Embrace.

Zephyrglaive

Zephyrglaive

The Zephyrglaive is a power polearm used by Harlequin Skyweavers. Each Zephyrglaive is perfectly weighted and individually balanced to its wielder. Its blade enveloped by a molecular dissonanse field and it is indeed a lethal weapon for the aerial murder.

Crunch-wise. It is a 1S AP-2 weapon with 2 Damage. Combined with the extremely high speed of Skyweavers, it's a useful weapon for backfield assaults against 2W models, letting them quickly wipe out skulking units of Hellblasters and the like.

Ork Power Weapons

Power Klaw

Power Klaw

The Orks saw the umies and their power claws and they answered with their own.

It is similar in characteristics to an Imperial Power Fist, being an armored, powered gauntlet, strapped to an Ork's arm with a piston-driven pincer comprising two to three snapping blades. These are sheathed in energy the same way a Power Fist is, and so can effortlessly rip through any armor, tearing any enemy into bloody paste. It is particularly effective against vehicles.

These weapons are amongst the biggest and choppiest an Ork can possess and often serve as symbol of status as well as a weapon. As such, many of them are owned by Warbosses or by particularly brutish Nobs, in which hands Power Klaws become even more effective, due to their skill and strength. Orks often amputate their own arms, taking the weapon as an augmentic implant. Power Klaws are most often found incorporated into Mega Armour.

Kan Klaw

Kan Klaw

Sometimes called as Power Shears. A up sized Power Klaw suited directly for the Killa Kan's. Resembling oversized hedge trimmers, the Kan Klaw is a large Ork Power Weapon meant to snip enemies in half. These weapons are the standard issue weapon and is built-in the walker, with the weapon being powered through the Killa Kan's own engines.

On tabletop, the Kan Klaw is a fine weapon that increases your Killa Kanz Strength by 3 (to S8) instead of doubling it with no extra attacks. You can equip your Killa Kan with another Klaw for double the slash, making it remarkable against hordes of MEQs and TEQs.

Dread Klaw

Dread Klaw

The Dread Klaw AKA Dred Klaw or Power Shears is the big brother of the Kan Klaw.

Analogous to the Imperium's Dreadnought Power Claw, the Dread Klaw is wielded by the equally large Deff Dred and is used to rip open vehicles like oversized tin cans and turn infantry into salami. Similar to the Kan Klaw, the Dread Klaw draws its power from the Deff Dred's own engine as a reliable power source.

On tabletop, like the Kan Klaw or your standard Power Klaw, the Dread Klaw always does 3 damage and doesn't impose a hit roll penalty. Each extra one increases a Deff Dred's Attack output by adding one extra attack, at expense of losing the option to take shooting weapons. If you want to turn your Deff Dred into a Khornate Dreadnought, you can equip both arms with Dread Klaws.

Klaw of Gork/Mork

Klaw of Gork/Mork

The Klaw of Gork and Klaw of Mork are massive Power Klaws mounted on Gorkanaut and Morkanaut heavy walkers. They are the ultimate weapons of RIP AND TEAR and can rip open the rear ends of any armored vehicle in its way.

These gargantuan Power Klaws are meant to go toe-to-toe with Imperial Knights and win. The Klaws of Gork/Mork throws away the cutting ability with sheer balls-out crushing power. Thus, it functions more like a power fist than a power claw. The main downsides is that these things are large and cumbersome, meaning that it is extremely hard to hit small and nimble opponents and must square up against similarly-sized enemies to be effective. These things are not to be messed with.

On the tabletop, they are a huge Power Klaw for your Gorkanaut and Morkanaut. It comes with two distinct attack profiles. The first is Crush, which is a Sx2 AP-4 D6 Dmg and likewise, hits like a tonne of bricks. The second is Smash, which although it doesn't boost the Naut's strength and only having an AP of -2, it does cause 2 guaranteed wounds per hit. Which is handy, since it lets you make 3 hit rolls for each base Attack, tripling your Attack output.

Weapons of the Orks
Da Basik Poppas:
Ballistics: Grot Blasta - Grot Grappling Hook - Sluggas
Six-Shoota - Pokkit Rokkit Launcha
Directed-Energy: Kustom Mega Slugga
Warpcraft: Shokka Pistol
Other: Squig Blasta
Trusty Shootas:
Ballistics: Gretchin Blunderbuss - Shootas - Shoota Kannon - Ork Blunderbuss
Incendiary: Burnas
Spechul Dakka:
Ballistics: Dakka Shoota - Stikkbomb Launcha - Stikkbomb Chukka - Thump Gun
Directed-Energy: Kustom Mega-Blasta
Incendiary: Splash Burna - Burna Exhaust
Sonic: Rokker Shoota
Warpcraft: Shokk Attack Gun - Tellyport Blasta
Kombi-Weapons: Kombi-Rokkit Launcha - Kombi-Skorcha - Twin-Linked Shoota - Kopta Rokkits
Other: Squig Launcha
'eavy Gear:
Ballistics: 'Eavy Lobba - Supa Shoota - Dakkaguns - Kannon - Lobba
Mek Speshul - Rattler Kannon - Rokkit Launcha - Big Shootas
Snazzgun - Boomstikk - Rivet Kannon - Stikka Kannon
Directed-Energy: Zzap Gun - Kustom Mega-Kannon
Incendiary: Skorcha
Gravitational: Smasha Gun - Traktor Kannon
Warpcraft: Kustom Shokk Rifle
Other: Bubblechukka - Deffguns - Heavy Squig Launcha
Da Big Stuff:
Ballistics: Big Lobba - Flakka-Dakka Gun - Supa-Lobba - Killkannon - Supa-Kannon
Krusha Kannon - Bursta Kannon - Skulhamma Kannon - Seacannon
Grotzooka - Boom Gun - Rokkit Kannon
Directed-Energy: Big Zzappa
Incendiary: Supa-Skorcha - Skorcha Missile
Gravitational: Magna-Kannon - Shunta
Other: Mek Gunz
Bloody'Uge Exploshunz!:
Ballistics: Belly Gun - Cluster Buster - Deffstorm Mega-Shoota - Deth Kannon - Gigashoota
Grot Bomms - Gut Buster Mega-Kannon - Soopagun - Supa-Gatler - Supa-Rokkits
Skullkrusha Mega-Cannon - Krooz Missiles
Directed-Energy: Snapper - Soopa Zzap Gun - Gaze of Mork
Incendiary: Flamebelcha - Splasha Attack Gun
Gravitational: Lifta-Droppa - Supa-Lifta-Droppa
Other: Pulsa Rokkit
Planet-Zoggin Krackars!:
Ballistics: Ship Gunz - Heavy Ship Gunz - Mega-Kannon - Torpedo
Directed-Energy: Zzap Kannon
Non-Dakkas:
Choppy Bitz: Choppa - Ork Chain Weapons - Ork Power Weapons - Runtherd Equipment
Ork Force Weapons - Miscellaneous Klose Kombat Weapons
Bangas and Boom!: Stikkbomb - Burna Bottle - Tankbusta Bomb - Bigbomm - Bomm - Burna Bomb
Boom Bomb - Repulsor Mine - Mega Bomb - 'Gantbuster Bomb

Tau Power Weapons

Honour Blade

Honour Blade

A Honour Blade is a weapon carried by Tau Ethereals and Ethereal Guards for a number of uses. It's mainly used as a symbols of their office, ceremonial weapons, and in self-defense. Of course, with how shit-tier Tau are in close combat, they might as well be plastic kids toys used for decoration. While each weapon is custom-made, they all feature a broad blade fitted to a long, lightweight metallic staff.

Ethereals use the blades primarily to settle disputes, engaging in lengthy, highly stylized duels that are more coordinated co-meditation than combat. Basically, long story short, their weebfags that do interpretive dance rather than actual fighting. Basically the epitome of style over substances. God damn, even Eldar have more balls than that. Some Ethereals carry their Honour Blades on the field of battle, not expecting to have to use them, but prepared to make a last stand against their foes nonetheless, which they will always fail spectacularly.

Curiously enough, they are counted as Power Weapons for some reason, despite the Ethereals not using them at its full potential. On the tabletop, the Honour Blade is a S+2 and D1 weapon.

Equalizer

Equalizer

A Tau walking stick.

Equalizers are Tau ceremonial weapons typically carried in pairs by Ethereals. They are not only a badge of office, but also can be a potent weapon that contains a powerful disruption field able to shatter armor and bones just like power weapons. Of course, Tau are relatively shit fighters and the Ethereals would most likely end up bonking the heads of some Guardsmen like Old Man Henderson hitting a kid on a head with a cane stick.

On tabletop, the Equalizer is a AP-1 weapon with a bonus attack.

Onager Gauntlet

Onager Gauntlet

Basically a Tau powerfist equivalent, but can only be used by Crisis-type battlesuits. Often jokingly called "donkey punch" by a players, and sometimes modeled on a suit's legs instead of hands, since "onager" is Latin for donkey (although it was also the name of a Roman catapult).

It was designed to battle Imperial tanks after the Tau realized that those crazy Gue'la can send in so many MEHTUL BAWKSES in a single engagement that Crisis teams would exhaust their ammunition supplies and the Guard would still have tanks rolling everywhere. Despite being very successfully tested during the Damocles Crusade, where a 12-man team of Crisis suits managed to falcon punch dozens of Imperial tanks into scrap, it is still undergoing field tests and is treated as an experimental system, due to the fact that the casualty rate of trying to give tanks a proper fisting in the middle of a war was too damn high.

Of the original 12 suits who tested the weapon; only Commander Bravestorm of Farsight's battlesuit retinue survived....kind of. Although Bravestorm lived, his body was too badly wounded after his Crisis suit was critically damaged at one point that he had to be permanently entombed into his Crisis suit just to survive.

Weapons of the Tau Empire
Sidearms:
Ballistics: Kroot Pistol
Directed-Energy: Pulse Pistol
Basic Weapons:
Ballistics: Kroot Scattergun - Kroot Rifle - Krootbow
Directed-Energy: Pulse Blaster - Pulse Carbine - Pulse Rifle
Special Weapons:
Ballistics: Accelerator Bow - Kroot Bolt Thrower - Kroot Gun
Kroot Hunting Rifle - Londaxi Tribalest - Rail Rifle
Directed-Energy: Ion Rifle - Neutron Blaster
Other: Dvorgite Skinner
Battlesuit
Weapons:
Ballistics: Airbursting Fragmentation Projector - Flechette Discharger - Heavy Rail Rifle - Missile Pod
Directed-Energy: Burst Cannon - Cyclic Ion Blaster - Cyclic Ion Raker - Fusion Blaster - Fusion Cascade
Fusion Collider - Heavy Burst Cannon - Phased Ion Gun - Plasma Rifle
Incendiary: Tau Flamer
Heavy Battlesuit
Weapons:
Ballistics: Fragmentation Cluster Shell Launcher - High-Yield Missile Pod
Directed-Energy: Heavy Burst Cannon - Ion Accelerator - Ionic Discharge Cannon
Long-Barrelled Burst Cannon - Pulse Submunitions Cannon
Pulse Submunitions Rifle
Incendiary: Phased Plasma Flamer
Vehicle-mounted
Weapons:
Ballistics: Railgun - Seeker Missile - Smart Missile System
Directed-Energy: Ion Cannon - Tau Plasma Cannon - Pulse Bomb Generator
Quad Ion Turret - Fusion Cannon
Super-Heavy
Weapons:
Ballistics: Cluster Rocket System - Destroyer Missile - Heavy Rail Cannon Array
Heavy Railgun - Nexus Meteor Missile System
Directed-Energy: Ar'Ka Cannon - Fusion Eradicator - Pulse Blastcannon
Pulse Driver Cannon - Pulse Ordnance Multi-Driver
Tri-Axis Ion Cannon
Ship Weapons:
Ballistics: Torpedo - Starship Railgun - Heavy Starship Railgun
Gravitic Launcher - Warsphere Missile Pod
Directed-Energy: Cutting Beam - Heavy Ion Cannon
Non-Firearm Weapons:
Melee Weapons: Bonding Knife - Equaliser - Honour Blade - Onager Gauntlet
Grenades & Explosives: EMP Grenade - Photon Grenade

Necron Power Weapons

The Necron only seem to have one Power weapon available. Not like that's a bad thing since the Crons just have much better equipment around.

Hyperphase Sword

Hyperphase Sword

A Hyperphase Sword is a Necron melee weapon whose energy blade vibrates across dimensional states and can easily slice through armor and flesh to sever the vital organs within. A Hyperphase Sword can be considered an advanced type of Power Weapon. Hyperphase Swords are found exclusively as part of the armories of Necron royals, such as Necron Overlords, Necron Lords, Necron Destroyer Lords, and their favoured Lychguards.

Weapons of the Necrons
Sidearms:
Ballistics: Tachyon Arrow
Directed-Energy: Enmitic Disintegrator Pistol - Particle Caster - Scouring Eye
Dimensional: Transdimensional Beamer
Basic Weapons:
Directed-Energy: Gauss Flayer - Gauss Reaper - Tesla Carbine
Special Weapons:
Incendiary: Gauntlet of Fire
Other: Synaptic Disintegrator
Heavy Weapons:
Directed-Energy: Gauss Blaster - Gauss Cannon - Gauss Destructor - Heavy Gauss Cannon
Particle Beamer - Enmitic Annihilator - Enmitic Exterminator
Staff Weapons:
Directed-Energy: Arcane Conduit - Eldritch Lance - Entropic Lance
Rod of Covenant - Staff of Light - Staff of the Destroyer
Voltaic Staff
Other: Abyssal Staff - Aeonstave - Empathic Obliterator
Staff of Tomorrow - Tremorstave
Vehicle Weapons:
Directed-Energy: Death Ray - Focused Death Ray - Gauss Exterminator - Gauss Flux Arc
Heat Cannon - Heat Ray - Particle Shredder - Tesla Cannon
Tesseract Singularity Chamber - Thermal Cutting Beam
Dimensional: Exile Cannon
Superheavy Weapons:
Directed-Energy: Annihilator Beam - Doomsday Cannon - Doomsday Blaster - Gauss Annihilator
Gauss Obliterator - Particle Whip - Tesla Destructor - Tesla Sphere - Æonic Orb
Gravitational: Singularity Generator
Dimensional: Transdimensional Projector - Transdimensional Abductor
Other: Synaptic Obliterator - Atomiser Beam Lance
Ship Weapons:
Directed-Energy: Lightning Arc - Particle Whip Launcher
Non-Firearm Weapons:
Melee Weapons: C'tan Phase Weapons - Hyperphase Weapons - Miscellaneous Weapons - Voidblade
Grenades & Explosives: Countertemporal Nanomine - Death Spheres