Weapons

**Weapons** are the main method of dealing damage in Warhammer 40,000: Chaos Gate - Daemonhunters. They are split into two categories, **Ranged** and **Melee**. A unit can equip one of each to take into battle, but most Ranged weapons prevent the use of a Melee weapon unless equipped on a unit wearing Terminator Armour.

## Ranged

Ranged weapons can attack enemies at a distance, but usually require a certain amount of Ammo for each attack. When the weapon runs out of Ammo, it must be Reloaded before it can fire again. Most classes can only use a Storm Bolter by default, with Purgators and Purifiers being the only classes able to equip most weapons. This means for most classes, Ranged weapons generally deal less damage than the Melee alternatives.

###  Storm Bolters

Storm Bolters are the most common Ranged weapon, and for most classes, is their only option. The basic abilites are Psybolt, which usually adds a Damage bonus for +1 Willpower, and Overwatch, which allows the unit to shoot targets moving in an area.

###  Psycannons

Psycannons are a weapon type focusing on damage output. Their common abilities are Psychic Onslaught, which deals damage over an area for +2 Willpower and +1 additional Ammo, and Overwatch, which is identical to the ability found on Storm Bolters. Justicars and Paladins can eventually unlock the ability to use them, and with Terminator Armour, they can even dual wield them with Melee weapons.

###  Psilencers

Psilencers are the longest ranged weapons in the game, occasionally able to engage targets outside the shooter's line of sight. Their default abilities are Disruptshot, which is a powerful ability that disables an enemy's Autos and interrupts Overwatch, and Scattershot, which deals damage in a cone based on the amount of Ammo remaining. Both abilities cost +1 Willpower. Interceptors can also eventually unlock the ability to use this weapon.

###  Incinerators

Incinerators are short-range weapons that specialize in dealing damage to multiple targets in a single action. All of their attacks are cone-based, which also means they cannot cause Crits. Their standard abilities are Flames of Purity, which grants a Damage bonus based on how much Ammo is remaining and costs +2 Willpower, and Promethium Spray, which creates a Flame Hazard that damages and afflicts Burning to units moving through it.

###  Storm Shields

Storm Shields are an alternative option that is exclusive to the Paladin class. They cannot attack or deal damage directly, and are mostly focused on stat buffs. Their main ability is Defend Position, which sets an area where the first enemy to enter gets knocked back.

###  Boltguns

Boltguns are the Ranged Weapon of the Techmarine class. They function as a slightly weaker version of the standard Storm Bolter, but with more Ammo and a Crit Damage bonus. They share the same **Psybolt** ability, usually adding a Damage bonus for +1 Willpower, but do not have an equivalent to **Overwatch**.

###  Executioner Pistols

Executioner Pistols are the Ranged Weapon of the Eversor Assassin class. They have average stats in all areas, being similar to the standard Storm Bolter. Their unique ability is **Needler**, which is an alternate attack that can Afflict Bleed, and lowers the target's Resistance.

###  Exitus Rifles

Exitus Rifles are the primary weapon of the Vindicare Assassin class. They have very long effective Ranges, but a smaller than average Ammo count. They come with the **Disrupt Shot** ability, allowing them to disable enemy **Overwatch** and Autos, and can trigger Precision Targeting when they Crit, being able to cripple enemy body parts.

###  Exitus Pistols

Exitus Pistols are the secondary weapon of the Vindicare Assassin class, serving as a substitute for a Melee Weapon. They have low Damage, but are one of the few Ranged Weapons with infinite Ammo, and usually come with a Crit Damage bonus. They have the **Lethal Reflex** Auto, which gives the unit a chance to gain an Action when they get a kill with the pistol.

###  Animus Speculum

The Animus Speculum is a Psychic tool that serves as the Ranged Weapon of the Culexus Assassin class. They have average Damage and Range stats, but do not use Ammo, allowing unlimited attacks. They can be boosted with **Warp Charge**, which typically increases the Damage based on the unit's current Willpower.

###  Neural Shredders

Neural Shredders are the Ranged Weapon of the Callidus Assassin class. They have below-average Damage and Range, but attack in a narrow cone, allowing them to hit multiple targets. They typically have **Armour Pierce**, allowing their attacks to bypass enemy Armour, as well as the **Immobilizing Agony** ability, which lets them apply Immobilized to groups of enemies.

## Melee

Melee weapons are usable by all classes, and are typically their most damaging option in combat. They don't require Ammo like Ranged weapons, but they are limited to attacking adjacent targets. Units are able to move and Melee attack in one action, provided the distance they cover is not greater than 1 Action Point otherwise. Most Melee weapons come with the Force Strike ability, which increases the Damage of the weapon for 1 Willpower.

###  Force Swords

Force Swords are the standard weapon type. Their common trait is the Parry Auto, which gives a 50% chance to block an enemy's Melee attack. This can only trigger once per turn.

###  Halberds

Halberds are a comon weapon type focusing on defense. Their unique trait is the First Strike Auto, which grants a 25% chance to automatically strike any enemy that approaches. This can only trigger once per turn.

###  Falchions

Falchions are a pair of weapons typically built around Crit chance and status effects. Their defining trait is that they usually come with at least a +5% Crit modifier, and most variants also have some form of buff or status effect.

###  Daemon Hammers

Daemon Hammers are one of the most basic weapon types. They tend to have few slots, and their shared trait is that their Force Strike usually does more damage than most other Melee weapons.

###  Warding Staves

Warding Staves are the most utility-oriented weapon type. Their base Damage is usually below-average, with them focusing more on passive buffs and defense. Their common trait is the Aegis Reaction Auto, which gives a 25% chance to automatically activate Aegis Shield at the end of the turn.

###  Crozius Arcanum

Crozius Arcanum are a support-based weapon that can only be equipped by Chaplains. Their unique trait is the ability to afflict Vulnerable, causing an enemy to take +2 Damage from all sources for the rest of the turn.

###  Narthecium

Narthecium are a support-based weapon that can only be equipped by the Apothecary class. They typically have below-average Damage and cannot use Force Strike like other Melee weapons. Their defining ability is Battlefield Medicine, which allows them to heal the owner or an adjacent unit for 5 HP.

###  Omnissian Axes

Omnissian Axes are the Melee Weapon of the Techmarine class. They typically tend to specialize in Armour Break, allowing them to quickly strip targets of their Armour points. Like most Melee Weapons, they have a **Force Strike** ability, but for most variants, this just adds a further Armour Break bonus, rather than increasing the Damage.

###  Power Swords

Power Swords are the Melee Weapon of the Eversor Assassin class. They are functionally similar to Force Swords, with similar stats and abilities, but it can usually also Afflict Bleed. They have the **Parry** Auto, allowing them to deflect Melee Attacks, and the **Eviscerate** ability, which adds a Damage bonus based on the amount of Bleed a target is Afflicted with.

###  Phase Swords

Phase Swords are the Melee Weapon of the Callidus Assassin class. They are a fairly straightforward weapon with average stats. They typically come with **Armour Pierce**, allowing their attacks to bypass enemy Armour, and the **Death Strike** ability, which increases the Damage of the weapon, but cannot Stun or Crit.

## Dreadnought Weapons

Dreadnoughts have their own selection of Weapons that are typically more powerful than those found on other units. This is offset by the fact that Dreadnoughts can only be taken on Technophage missions, which are more challenging than most standard missions. They have a mix of both Melee and Ranged Weapons, which function similarly to those found on other classes.

###  Left Arm Weapons

Dreadnought Left Arm Weapons are most commonly Melee Weapons, which means they do not usually require Ammo or Reloading, but are typically short-range Weapons. The exception to this is the Missile Launcher type, which is a Ranged Weapon only and must be Reloaded after each shot.

###  Right Arm Weapons

Dreadnought Right Arm Weapons are Ranged Weapons, and are usually their main option. Unlike with regular units, the Dreadnought's Ranged Weapons are usually their strongest. However, like all Ranged Weapons, they require Ammo to be fired, and must be Reloaded when they run out.