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==Xenos Variants== ===Eldar=== Though Warp weapons are considered taboo in Eldar society for their unnerving effects, Eldar military forces always seem to find that they don't really give a good goddamn when it comes to defending the [[craftworld]]s, and as such, make use of more Warp weapons than anyone else in 40k. ====Wraithcannon==== [[File:Wraithcannon.jpg|200px|right|thumb|Wraithcannon]] Carried by [[Eldar]] [[Wraithguard]] and a certain variant of grav-tank, these guns are just like the Imperial Vortex weapon in that they open a portal and drag anything near it to the warp. They are powered by the Wraithguard's psychic energy of its spirit stone, the Wraithcannon opens a small temporary rift between real and warp space, tearing apart its target as it is torn between different dimensions. However, unlike the D-Cannon the Wraithcannon is more tightly controlled and more accurate. The Wraithcannons are so fiendish that no mortal (only Wraithguard) could wield them. There's also the Heavy Wraithcannon, which has triple the range, and is the basic weapon of the Wraithknight. ====D-Scythe==== [[File:D-Scythe.jpg|200px|right|thumb|D-Scythe]] A variant on the Wraithcannon that is dispersed instead of focused, so it can hit more enemies at once but does less damage. There is once again a heavier variant called the Heavy D-Scythe that's mounted on the Hemlock Wraithfighter. Considered a sinister and taboo weapon, D-Scythes can rip the soul of an enemy from their body and banish it to the Warp; which doesn't make ANY SENSE because it's firmly established in the setting that an individual is perfectly capable of being alive without a soul, A.K.A psychic blanks, the Sisters of Silence, Necrons etc. (though Necrons aren't organic anymore so whether they're truly 'alive' or not is debatable). This means if D-Scythes work exactly as how they're described, they essentially just turn whoever's on the receiving end of them into a psychic null, ''[[FAIL|which is STUPID because blanks are anathema to psykers, and the Eldar are ALL psykers]]'' [[Derp|(God fucking dammit GeeDubs)]]. It also would render these weapons completely useless against Necrons, T'au drones, the variety of Ad. Mech robots still around and, of course, psychic nulls (this, obviously, doesn't translate at all in the crunch). More likely, the removal of a soul from a being that has one is sufficiently traumatic to kill them. After all, people can survive without an appendix, but very few can survive their appendix exploding while still inside them. When fired, a D-Scythe emits no visible blast and leaves behind no damage, save the motionless corpse of those targeted. D-Scythes are normally wielded by Wraithguards in place of their Wraithcannons. They look really freakin' cool. ====D-Cannon==== [[File:Distort_Cannon.png|200px|right|thumb|D-Cannon]] A larger version of the Wraithcannon mounted on a special artillery platform, the D-Cannon can collapse realspace in a small area and suck in all unlucky sods that stood too close to the hole. [[Meme|You want it.]] The size of the warp hole created depends on the size of the D-Cannon, with larger weapons requiring more power and a larger chassis to mount them. The largest D-Cannons are those mounted on Eldar Cobras and Phantom Titans, and even Void Shields are useless in defending against them. These terrifying weapons are capable of swallowing multiple battle tanks in one hit, and the shockwave that results from their sudden closure can knock over other armoured vehicles lucky enough to avoid being dragged into Hell. The AdMech tried numerous times to reverse-engineer and study the mechanics of the D-Cannon. [[FAIL|Failures, one too many.]] It also has a interesting name. ====D-Flail==== [[File:D-Flail.JPG|200px|right|thumb|D-Flail]] The signature weapon of the specialized [[Warp Hunter]] tank, unlike other conventional Eldar D-weapons, the D-Flail has alternative firing modes, making it quite flexible. This large-scale D-Cannon variant can either function as a longer-ranged D-Cannon or can focus its energies to tear open a short-ranged rift to envelope nearby enemies. It is unknown if the weapons found on Eldar Titans and Knights carry a form of the D-Flail. Crunchwise, the D-Flail has the aforementioned two-firing modes. The first is called '''Blast'''. Blast is a long ranged (36") horde killing, Heavy D3, S 10, AP-4, D6 Battle Cannon. This mode is designed to wipe out Tarpitters, as it has this special ability in which it could increase the number of hit rolls made to 2D3, depending if the enemy unit has 10 or more models. The second firing mode is called '''Rift'''. Rift is an extremely short-ranged (12") Heavy D6 railgun analogue. While 12" may not sound impressive and incredibly dangerous especially for a tank destroyer, it does hit its target automatically. Great when it comes to dealing with charging TEQs and MEQs. It was clearly named by a moron. {{40k-Eldar-Weapons}} ===Orks=== ====Shokka Pistol==== [[File:Shokka_Pistol.JPG|200px|right|thumb|Shokka Pistol]] The baby of the bunch. The Shokka Pistol, despite the name, is a type of weapon that elegan/tg/entlemen have trouble trying place in its category. Although it bears the name of its larger cousin, whether this weapon is a genuine miniature Shokk Attack Gun or a gun that uses the Warp to shoots out lightning akin to Imperial [[Arc Weaponry]] is unknown. What is known is that this pistol is a whole lot more useful against vehicles than people. On the tabletop in Kill Team, [[Comms Boy]]z are the only [[Ork Kommando|Ork Kommandoes]] that actually use this weapon. It is a weapon rarely used due to the Comm Boy'z specialization, but in terms of stats, the Shokka Pistol is a BS/WS 4+, D1/1, A 6 Pistol that has the stun and MW2 rule, making it a gun that does some serious damage on crits. Overall, it is a puzzling pistol with extra damage against vehicles. The only option that doesn't replace a choppa, but still hardly worth the points as you might go the entire game without shooting it even once due to 6" range and Blast (preventing it from being shot while in cc). If not for Blast, it would otherwise be a fairly straightforward upgrade to a slugga, although still not worth the points as it's half the price of another boy in the mob. <gallery> Comms Boy.JPG </gallery> ====Shokk Attack Gun==== [[File:Shokk_Attack_Gun.jpg|200px|right|thumb|Shokk Attack Gun]] The Shokk Attack Gun is one of the only [[Ork]]-portable weapons that force the wielder to stay still while firing, and quite possibly one of the strangest weapons in their arsenal. It's basically an oversized tellyporta gun, that transports someone to a location using warp travel. Unprotected. Orks are too smart to get roped into being living ammunition (despite the fact that the law of averages would mean there has to be orks nuts enough to try it), and grots are too feisty to constantly catch and feed into the gun. So, the Meks rely on [[snotling]]s, who are too dumb to realize they're about to be [[Anal Circumference|monumentally screwed]] until its too late. (Or [[Squig]]s, according to the 9th edition codex.) When the snotling gets fired through the gun, they briefly travel through the Warp without any shielding, and so are completely subjected to seeing the multitude of horrors contained within (and remember: time functions differently in the Warp. A second in realspace could very well have been hours, days, or even longer for the snotling). If the snotling successfully makes it out: he's driven completely out of his fucking mind, and will proceed to [[rip and tear]] their way through anything in front of them until they die, including vehicles as the Mek will teleport the snotling right inside the armor, so the crew's stuck with what's essentially a tiny roid-raging slasher villain inside a confined space. How exactly snotlings suddenly possess the power to tear open powered-armor opponents, even after being driven insane, is not fully explained (you have a snotling materialize inside your helmet and see how useful the helmet turns out to be), though realistic it would not be unheard of for the snotling to have been changed by the Warp into a [[Chaos Spawn]]-'''AGHOAUGHGORKSAVEMENOUHOIUGHONESM'''{{BLAM}} As my predecessor said, the Warp can turn even mere Snotlings into unnamable horrors. Like all complex Ork contraptions: it's crazily unpredictable. It can do anything from [[FAIL|killing everything within D6" of the Big Mek, including the Mek himself]] or [[Awesome|rolling double six and utterly destroying anything under the template.]] In appearance it is a large, heavy piece of machinery with huge, spinning blades at the front and numerous whirring, grinding cogs and other gubbins sticking out from the casing. When used it makes a distinctive whine, shakes and rattles in an alarming fashion, oily smoke pours from inside as its Mek Operator holds on as tight as he can. It is very hard to aim with a Shokk Attack Gun, as even the strongest Orks find it hard to hold it still. Due to this, its sometimes seen mounted on a Mekboy Junka vehicle, to aid in stabilization and mobility. ==== Tellyport Blasta ==== [[File:Tellyportblasta.jpg|200px|right|thumb|Tellyport Blasta]] The Tellyport Blasta is an Ork Energy weapon sometimes integrated into Mega Armour used by [[Big Mek|Big Meks.]] Basically an enlarged Shokk Attack Gun that, instead of opening up a Warprift and sucking up Snotlings for ammunitions; is big enough to just use enemy vehicles and units ''as its ammuntion.'' This is because it is based on Tellyporta technology. The weapon folds its target in a Warpspace bubble and displaces it at random. Victims will only travel a short distance before they reappear again, so the Meks use the weapon to rematerialize them high in the air, or inside a solid object. Thus a Tellyport Blasta tends to be unpredictable, but, as many other Ork weapons, still effective. An enlarged version of this weapon is used on Ork [[Wazbom Blastajet|Wazbom Blastajets.]] In 8th Edition, it fires an assault range 12" D3 shots at a S8 and AP-2, this thing has an interesting way of instantly killing its victims. Any model that is wounded, but not killed by this gun, is instantly killed at the end of the shooting phase if the Ork Player rolls higher than that model's current wounds on a D6. It is quite nice albeit somewhat situational having a little bit of extra dread for those super beefy characters that were already wounded but cling to their wounds at a virtue of inv save or other shenanigans. ==== Kustom Shokk Rifle ==== [[File:Kustom_Shokk_Rifle.JPG|200px|right|thumb|Kustom Shokk Rifle]] The Kustom Shokk Rifle is a modified and stripped-down version of the classic Shokk Attack Gun. It is the primary weapon of the [[Shokkjump Dragsta]] and was originally conceived when the Mad Mek Gungubbinz [[Wat|somehow managed to fire himself out of his own Shokk Attack Gun and live]]. The Kustom Shokk Rifle incorporates the Dragsta's systems into its operation, allowing it to teleport the entire vehicle short distances (with the added bonus that it doesn't ''usually'' rematerialize inside a solid object). Needless to say, most Dragsta drivers tend to be not completely sane, even by Speed Freek standards. Additionally, the Kustom Shokk Rifle is able to zap targeted units into the [[Warp]] just like the Shokk Attack Gun, although whilst the Shokk Attack Gun uses [[Snotling|Snotlings]] as live ammunition, the Kustom Shokk Rifle functions more like an Eldar D-Cannon. Crunchwise, the Kustom Shokk Rifle is a 24" Assault 2 weapon that is strength 8, AP-3 and damages on a D6. Rolling a hit roll on a 1 causes the bearer to suffer one mortal wound whilst rolling a 6 on a wound roll causes the ''target'' to suffer one mortal wound along with any other damage sustained beforehand. =====Shokkhammer===== Mentioned in the Black Library ebook Brutal Kunnin’ as the preferred weapon of Da Meklord, it’s a Shokk Attack Gun/Tellyport Blasta mounted on the head of an enormous power hammer, such that any target struck by it is teleported into multiple places at once. Splat. {{40k-Ork-Weapons}} ===Hrud=== ====Warp Fusil==== The [[Hrud]] use a type of warp-laced plasma to create a potent sniper weapon called the Warp Fusil. The plasma shot dematerializes from real space for a moment, allowing it to bypass barriers and armour, before emerging into reality a moment later and making a gooey, charred mess of whatever was aimed at. Because Hrud infest everywhere and their warp fusils are excellent at assassinating things, they see use among many alien and imperial mercenaries. ===Kinebrach === The Kinebrach used to make weapons, of which at least some required interaction with the Warp or Warp entities during their creation. Some of the weapons were [[Cubes]]. The production of many, if not all of their weaponry was later considered forbidden. The [[Interex]] showed these weapons to the Imperium, despite suspecting the Imperium being tainted by Kaos (their word for [[Chaos]]). This may have been a test to see if they were actually tainted by Kaos, an attempt to impress the militaristic Imperium, or both.
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