Weapons

There are countless weapons that the Imperial Trust has access to, from the humble lasgun to the most complex of techno-arcane masterpieces. What follows is a brief description of all Imperial Trust weapons, with links to more detailed information where it is available.

## Tier Zero Weapons

Tier Zero Weapons are the most simple weapons of the current era, though they still see a good deal of use by second line formations in the poorer polities.

### Las

The mainstay of the Imperiums Imperial Guard, las weapons are some of the most logistically simple weapons in existence. While basic lasguns are considered to be obsolete, lascannons are still used as anti-tank weapons for many polities' non-elite formations.

#### Heavy Lasrifle

The heavy lasrifle is a laser rifle halfway between the lasgun and the lascannon. It is, just, able to be used as a rifle by unaugmented humans and is most often found as either a sniper rifle or a pintle-mounted weapon.

## Tier One Weapons

Tier One Weapons are the mainstay weapons that make up the majority of the weapons of most regular formations in the Imperial Trust.

### Flamers

Flamers are highly effective at short ranges against lightly armoured foes but often suffer against any other forms of target.

#### Quartus Flame Accelerators

An advanced variant of the Flamer inspired by Ryza’s work on the Plasma Pulsar. Using a specialized fuel mixture paired with a focused jet, a Flame Accelerator is a fuel efficient design, using shorter bursts of flame than traditional flamers so as to increase combat endurance. As a secondary effect it is capable of firing a bolt of concentrated flame, burning far hotter and for longer. Such a bolt has a marked increase in power and penetration, and at the range of more conventional weapons of similar scale. The Micro Flame Accelerator, the equivalent of a Hand Flamer, is compact enough that it can be used in the same mounting as a plasma foil. Feasibility studies are still ongoing as to whether this switch is worthwhile.

#### Orthus patten flamer

The Orthus patten flamer, an intriguing design that manages to use the interplay between the two streams from the flamer to double the effect of the flamer without using any more promethium. This will be immediately rolled out among your military and will provide a major boost to them in certain situations. Variants of this flamer are exist for most forms of flamers, though they are less effective one the larger weapon scales.

### Impalers

Impaler weapons are mass drivers/electromagnetic catapults which accelerate magnetic charged projectiles at hypersonic speeds, relying on their kinetic force to penetrate armour and deliver damage. They are the most common weapons in use by the Imperial Trust, with the Impaler Rifle being considered the default weapon for non-elite formations. One of the cheapest Tier One Weapons, costing little more then Tier Zero despite vastly superior combat power.

### Accelerated Weapons

These weapons are somewhat conventional weapons that use electromagnetic forces to accelerate their shell rather then the more common chemical. While originally limited to battle cannons and larger weapons this has been expanded over the years and applied to a vast array of ballistic weapons.

### Lumex weaponry

Lumex weapons use hard-light technology to fire projectiles made of petrified photons. The light bullets are extremely energy dense, giving them stopping power that can even match pulse weaponry, though the utter lack of focus of their explosions also gives them slightly more mediocre armour-piercing ability. Perhaps their greatest advantage is that it's supremely convenient to supply ammunition for them, as they require nothing more than ordinary lasgun charge packs to keep them going.

### Bolters

The traditional weapon of the Adeptus Astartes in modern times bolters are mostly used as specialist weapons used to make use of custom ammunition.

### Meltas

Incredibly powerful but short ranged anti-tank weapons, meltas have remained dominate in their niche since time immemorial. Given that Eldar use more advanced versions for exactly the same role, this is unlikely to change anytime soon.

#### Muspelheim Pattern Meltas

Muspelheim Pattern Meltas were designed by some of the greatest masters of thermal mechanics humanity has ever produced, and have an approximately thirty percent higher effective range then the old Imperial patterns.

### Light Power Weapons

Mass producible power weapons that have a significantly inferior power field. While they have trouble piercing power armour it should do well against carapace armour, and better against power armour then conventional weapons. One of the most complex tier one weapons, verging on being tier two.

### Phased Ion Weapons

The tau have been experimenting with Ion variations for thousands of years, with the destroyer pressing them they have refocused on these weapons for their ability to penetrate armor. Phased ion weapons were initially considered a dead end, the weapons proving too unreliable, but as the destroyer pressed on these weapons were once more investigated. By using a number of potent techno-arcana shared with them by Secundus, the tau were able to induce a phenomenon known as “ion collapse” causing the ion pulse to collapse into a sphere smaller than an atom. Despite using advanced physics reactions, these weapons are themselves notably simple to produce, being slightly less expensive than standard pulse weapons. The weapons, however, are not without flaws.

The Ion collapse phenomenon only functions properly with extremely small amounts of accelerated ions, reducing the overall energy of the shot dramatically, often to the point where the overall energy impact is only on par with an impaler round. Secondly, as the ion blast has collapsed to sub atomic scale, strange and poorly understood quantum effects will influence it. As a result of this the penetration of the weapon is immensely inconsistent, one round will struggle to overcome carapace but the next could punch through power armor. This makes the weapon incredibly unreliable, however it has proven more effective than most weapons of its cost against the hyper armored constructs of the destroyer. One in a dozen shots having the power to damage them putting it head and shoulders above the dozens of pulse hits needed to down its gleaming puppets.

At the current stage of development, this class consists of rifles in both standard and heavy infantry models as well as their inspiration, the XV-9 Hazard suit’s Phased ion Gun. These are some of the most complex tier one weapons, verging on being tier two.

## Tier Two Weapons

Tier Two Weapons are the most advanced weapons that the Imperial Trust can mass produce. They are used in small numbers by regular formations and are the mainstay of most elite formations.

### Pulse

Pulse Weaponry is a form of downgraded plasma weaponry developed by the Tau Empire. While not especially good at penetrating armour its high stopping power make it highly effective against infantry and light vehicles, and it has the penetration to threaten even power armoured foes.

#### Astartes Pulse Rifle

The Astartes Pulse Rifle is the basic weapon used by the Adeptus Astartes of the Imperium Secundus. This weapon could best be described as a less powerful plasma rifle that is both cheaper to make and utterly stable, and is a step more effective and more expensive then Impaler Rifles.

### Volkite

Volkite Weapons are a class of powerful thermal ray weapons whose technology is pre-Imperial in origin and dates back to the Dark Age of Technology or the Age of Strife. These weapons possessed considerable killing power, surpassing most other armaments of their size but are no more effective at penetrating armour then bolters. This makes them highly valauble against hordes of lightly armoured foes but suffer against better armoured targets.

### Rail Weapons

Rail Weapons are best considered to be a more advanced version of Impaler weapons that are optimised for power rather then rate of fire or logistics. They are on the upper end of what the Imperial Trust can mass produce, and have proven to be highly effective against well armoured targets.

### Haywire Weaponry

Haywire Weaponry fires powerful electromagnetic blasts that disable enemy vehicles and control systems, making them highly effective against conventional vehicles. However their limited use against the high technology of the Elder Races or the Warp infused technology of the Orks and to a lesser extent Chaos makes them a niche weapon, barring their own psychic enhancements.

### AA Haywire Weaponry

Created after a realisation that aircraft are uniquely vulnerable to having their electronics disabled, both in that they often need more delicate electronics and that shielding said electronics was expensive in terms of added weight. Combined with the availability of the Wind Azyr (and the Rune of Lightning) provided by the Trust, associated with electricity, the heavens as well as foresight. Jointly, this suddenly made it practical to create an AA Haywire Gun to utterly cripple enemy air forces.

### Anti-Air Missiles

These AA missile launcher designs increase the effective range of the weapon by imparting the initial missile with a high starting velocity using electromagnetics.

#### AA Missile Launcher

Notably lager then a normal missile launcher this weapon is designed to be used by Shocktroopers or vehicles, though it can function as a crew served weapon. It uses an electromagnetic system very similar to that of an Impaler to launch its missiles at supersonic speed, making it a very dangerous weapon to light and medium aircraft. This is an effective short range AA weapon though it has trouble with the larger and better armored aircraft. It has enough range to hit targets within around ten kilometers, more then enough to threaten bombers and strike aircraft. (Heavy Weapon)

#### AA Heavy Missile Launcher

Similar in size to a Battle Cannon this weapon is designed to be used by dedicated AA platforms or as a secondary weapon by superheavy vehicles. It uses an electromagnetic system very similar to that of an Impaler to launch its missiles at five times the speed of sound, making it a very dangerous weapon to most aircraft. This is an effective medium range AA weapon with enough firepower to one shot many aircraft and badly damage all but the toughest. It has enough range to hit targets within around forty kilometers, more then enough to protect and entire region from attackers. (Ordinance Weapon)

### Power Weapons

Weapons that use power fields to cut though flesh and armour, greatly enhancing their effect. These have been the standard anti-power armour melee option for as far as history stretches.

## Tier Three Weapons

Tier Three Weapons are highly advanced weapons which can still be manufactured in large enough qualities to be issued to the best elite formations, and to certain members of lesser elite formations.

### Neutron Laser Weaponry

Standard issue weaponry from the Dark Age of Technology Neutron Laser Weaponry combines, range, damage, penetration, accuracy and logistics into a single, expensive, package. While all Neutron Lasers are effective at penetrating armour and inflict massive damage to their targets there is a distict split among Nuetron Weapons between those built for AT and those made for AP.

### Neutron Shardcaster

Created in an attempt to duplicate the Eldar Prism Cannon using human technology, researchers combined Slow technology with various tricks to sharply increase the effective Neutron 'concentration' per shell. The result is the Neutron Shardcaster (so named because the projectiles resemble crystal shards), which fires singular bolts of incredible destruction, though there is a substantial time delay between each shot fired. Each Neutron Bolt can, similar to the Eldar Prism Cannon, reach exceptional range on top of great arcing capabilities. This makes them quite deadly among snipers as well as in anti-superheavy roles.

### TransNeutron Weaponry

A family of adjustable frequency neutron armaments based on Mibu’s largely failed attempts to adapt some principles of transonic weaponry to las rifles, using latest in militarized cogitator designs, and adapting several of the easier to manufacture Troll materials, the TransNeutron rifle is an effort to create a new service rifle for elite units throughout the conclave.

Featuring a notable increase in penetration and damage for an affordable increase in price, the TransNeutron family of weapons have proven to be a success in that role, offering an affordable upgrade to neutron rifles, and swiftly becoming the armament of choice for Quartus’s elites when a more specialised weapon is not needed.

### Plasma Weaponry

Plasmas sheer damage and penetration capability made it one of the best weapons that the Imperium could make even though they were limited to making unstable versions prone to explosively failing. The Imperial Trust's version lacks these flaws making them possibly the best power armour killers available to the Trust.

### Plasma Foil

A recovered Dark age design, Plasma foils are an incredibly lethal melee weapon. They use power field enhanced magna grapples to create an energy sheath capable of maintaining a dense blade of superheated plasma. Further enhancing their cutting power is a power field woven into the containment fields tearing at the atomic structure of struck material as the contained fury of a star melts it. They notably outperform traditional power swords.

In addition to being immensely deadly, when deactivated a Plasma foil is incredibly small, often only slightly larger than a combat knife. This has enabled it to be built into wrist mounts to act as a sidearm, as well as ensure it is easily handled by those who wield it. The blade coming to life with a distinctive snap-hiss at the press of a button.

In battle, the field will be repelled by other power fields, resulting in sword duels between a foil and a power sword being relatively similar, though the blade’s lightweight makes it far easier to maneuver, and many lesser power swords will melt after repeated parries. A handful of techniques and patterns exist that take advantage of the blades’ ability to deactivate and reactivate, though such techniques are often considered risky. While the blade can be reactivated in seconds, that is often a long time to survive unarmed should your killing blow prove survivable.

#### Heavy Plasma foil

The compact size of the plasma foil has made it an attractive melee add-on for walkers of all sizes. Designs exist to incorporate upscaled plasma foils into everything from the lights of knight walkers, to the greatest of titans. This has been a great boon to the more ranged-focused walkers, enabling them to mount a deadly melee weapon without sacrificing ranged firepower.

### Gravatic Anti-Air Missiles

These AA missile launcher designs massively increase the effective range of the weapon by imparting the initial missile with a high starting velocity using gravatics.

#### Gravatic Missile Launcher

This missile launcher is designed to be mounted on superheavy vehicles and stationary defences and is similar in size to a Plasma Blastgun or Baneblade Cannon. It uses gravatic technology to launch a man sized missile at almost ten kilometers per second, speed that while rapidly lost allows it to target distant enemies with ease. This is a deadly long ranged AA weapon with enough firepower to one shot most aircraft and inflict major damage on even the superheavy aircraft such as Thunderhawk Gunships and most landers. It can reliably target enemies at a range of four hundred kilometers, a massive range that only the massive SAM batteries used by city defenses can match. (Light Titan Weapon)

#### Heavy Gravatic Missile Launcher

This missile launcher is designed to be mounted on the largest superheavy vehicles and stationary defences and is similar in size to a Neutron Obliterator. It uses Gravatic technology to launch a massive missile at almost ten kilometers per second, speed that while rapidly lost allows it to target distant enemies with ease. This is a deadly long ranged AA weapon with enough firepower to one shot almost all aircraft and inflict major damage on even those superheavy aircraft capble of surviving a hit. It can reliable target enemies at a range of eight hundred kilometers, a massive range that exceeds the AA range of any weapon that you know of. (Titan Weapon)

### Micro Missiles

This weapons are small, guided missiles that can be launched en mass from a small area. They are short ranged and have similar power to full size missiles.

#### Micro Missile Launchers

A Micro-Missile launcher that is attached it Recon Advanced Power Armour and can hold two dozen Micro-Missiles without significantly effecting the armours agility.

#### Micro-Missile Array

Ammunition supply is often the bane of missile weapons, the size of the projectiles limiting the amount of ammo a soldier can carry. Micro-Missiles work to alleviate this limitation through the use of expensive miniaturization techniques. While this enables a larger supply of missiles to be carried into battle, it dramatically increases the cost of each missile. As such, only the most elite soldiers will be equipped with so expensive a weapon.

### Executioner-Vengeance Bolt Shells

Created by the Silver Skulls Astartes and adapted from the Executioner shotgun shells utilized by Adeptus Arbites, these unusually long variants of vengeance bolt shells are used with specialized long-barreled bolt pistols and Stalker Pattern boltguns. The normal loss in from Vengeance rounds are more than offset by the extended range of the Executioner’s propulsion system, while the greater power per shot and the advanced self-guiding systems allows these specialist weapons to outperform impaler snipers in their preferred range. In the hands of a Combat-Grade Diviner, only the most advanced sniper weapons can outperform them.

### Mistburn shells

One of the first products of the growing joint research program of the avernite peoples, Mistburn rounds were the result of a collaboration between the chemical mastery of the Mycenids, the Trolls' experience with unconventional munitions, and the unhinged creativity of the Khoswe. Mistburn rounds are a destructive cross between Fuel air bombs and acidic chem rounds. The compound is a three stage chemical weapon effective against most slow moving targets. While somewhat expensive to produce without a relevant psychic tradition, it can be produced via purely mundane means.

The first stage is an inert powder that has been compressed into the shell, which upon detonation will catalyse into the second gaseous phase with sufficient violence to ensure rapid dispersal, though not so rapid as to trigger void shields. The cloud is highly acidic, and has a slight negative charge. Targeting compounds laced into the primary cloud are designed to react to select substances to produce a strong positive charge, causing the cloud to concentrate around weak points, such as sensors, joint seals, or simply anything being eroded with unusual speed. This phase can be tuned to last anywhere from 20 to 160 seconds.

The third stage is both the shortest and most dramatic. The entire cloud will rapidly catalyse to shift from an acidic compound, to a high explosive one. The strength of the blast can often be enough to destroy infantry or medium vehicles within the cloud outright, the ability to concentrate explosives around structural weak points allows it to degrade even super heavy fortifications and targets, especially if said targets are not hermetically sealed. In wargames a barrage of mistburn shells was able to cripple a simulated titan suffering from only a moderate hull breach.

### Psychic Grenades

These psychic grenade weapons are intended to take advantage of the increasing number of battle psykers in pretty much every major human polity. Psychic grenades contain a psychic reactant that can store substantial amounts of psychic power, though only for minutes at a time, limiting them to battle psykers. A more expensive variant can store the psychic effects on a substantially longer term basis, allowing non-psyker squads to use them.

When released, they create a psychic detonation, the exact effect depending on the grenade (effectively they are ‘templates’ that only require the infusing of warp energy to function). Generally, these grenades are not used to inflict mundane explosions or such, and are more intended to give elite squads access to more unusual forms of attack. The most common options are various mind-warping telepathic attacks that bypass unwarded armour to cause terror or insanity. More advanced versions can inflict psychic hexes in order to more effectively work even against protective wards.

### Pulse Case

Replacing the magnetic containment of plasma pulse with a hard light case allows pulse case weapons to effectively combine the advantages of hard light and pulse into a single weapon while retaining a similar cost. The thermal insulation of hard light constructs and its faster cycle time allows a higher rate of fire than standard Pulse, while the plasma pulse has better armour penetration than Hard Light weapons.

### Plasma Case

Similar to how a plasma rifle is a pulse rifle scaled up, Plasma Case uses the same principles as Pulse Case but on a larger scale. However as a Lex plasma weapon uses hard light to replace the magnetic containment of the plasma, it is unable to take advantage of any refinement in plasma weapon technology that involves the magnetic containment system. Instead the Lex Case system is easier to produce as the hard light containment systems are easier to produce than the magnetic counterpart. This results in Plasma Case weapons being cheaper to make than normal plasma weapons of similar performance. Although there is danger of catastrophic misfire if used at maximum fire rate for too long.

### Chim Case

While a specialist weapon, Chim Case allows hard light weapons to have chemical payloads added to the rounds, this allows them to take advantage of a number of effects such as acid or combustion. By taking advantage of the non-reactive nature of hard light constructs, Chim Case can utilise payloads that otherwise would be non viable due to the difficulty of containing them.

### Implosion Generator

A reimagining of the Void Shield, the Implosion Generator projects a void shield that redirects even air molecules into the warp. The result is a powerful implosion force in the target area as the atmosphere of the planet rushes to fill the gaping void created by the use of the Implosion Generator. Implosion Generators have a rather short range and are also expensive, but excel at killing vast hordes of enemies quickly.

## Tier Four Weapons

Tier Four Weapons are incredibly advanced weapons which can only be made in small quantities due to their complexity or cost. They are mostly used by the best of the best, or by specialist formations of elites.

### Grav Weaponry

Weapons that make use of gravity to rip targets apart or crush them under their own weight. While incredibly powerful against heavily armoured targets they suffer against light targets, which when combined with their cost relegates them to a specialist weapon.

### Repulsor Tech

Derived from the original Repulsor Impact Fields, Repulsor tech is a style of grav weapon that those in the Imperial Trust may recognise as similar to the effect of Ordinatus Grabaknir, creating large explosions of gravatic force. While the Tau have few devices capable of operating on Grabaknir’s scale, they have many more weapons from tank mounted variants, hand held pistols and even titan scale armaments. At the same time its defensive applications have been explored further, with defence shields that activate when struck projecting a gravatic shell that stuns or even kills those that attempt to strike the user. Most useful vs lightly armoured foes these weapons see most use on the non Destroyer fronts.

### Thermal Shock Array

The thermal shock array is technically two weapons - a Helfrost cryocannon, and an unfocused melta cannon. When the weapon system is activated the melta cannon fires a milisecond before the helfrost cannon, heating the target to near adamantine melting temperatures, immediately before the helfrost cannon hits and brings it down to near absolute zero. While the extra heat of the target reduces the amount of ice that forms to a degree, the vastly increased range of temperature shifting massively increases the effectiveness against armored targets. A heavier variant exists that incorporates a vanquisher cannon on a slight delay, hitting the now weakened section of armor with a hypersonic shell.

### Conversion Beamer

A massively complex weapon that converts the atmosphere into antimatter to explode the enemy. This powerful weapon can be used in sieges or field battles, but requires a highly trained Magos or Techmarine to use safely. The smallest variants are heavy weapons, while the largest are Macro Weapons.

#### Macro Conversion Beam

These massive conversion beams are some of the most complex weaponry known, with only venerable Archmagos being able to safely fire them. Between this restriction and their sheer size they are only useful in a handful of situations, yet their incredible power makes them one of the best siege weapons that Callamus has access to. These massive weapons need weeks to install in siege works, yet are able to breach the defenses of all but the greatest of fortresses once they can open fire.

### Mindcatch-Weaponry

Some of humanity’s most deadly weapons, like Conversion and Enthalpic Weapons, are simply not usable by those lacking the requisite knowledge. This presents an issue, as one generally does not want to send valuable Magos who do understand how to operate such equipment without dying. Said Magos also likely has less combat experience than a specialist. Enter the Mindcatch weaponry. By using the Mindcatcher to store the neural loops of Magos (or Archmagos) specialised in the use of said weapon, then downloading it unto the weapon, a combat specialist may now wield these potent weapons on the battlefield even without the requisite training.

### Tectonic distortion device

Not uncommon across the galaxy these devices are unique in that they are intended for combat use. When activated they cause earthquakes and shaking across a large area. This disrupts tactical mobility and damages structures, making them good for sieges and disrupting enemy bases. At their most extreme they can open up chasms and create small mountain ranges. They are not used more commonly because they are indiscriminate, highly expensive, single use and if the intent of a mission is capture, they will likely destroy the target.

### Bio Destroyer

The construction of a Squat civilization that was hiding within Segmentum Ultima after the Tyranid Swarm destroyed their home. The biological destroyer is a specialist weapon created specifically to counter the Tyranids. Its name and effects are quite clear; the weapon destroys biological matter with extreme efficiency and would have had a great impact had it been completed before the war’s end. Its effects are extraordinary but come with severe limitations. First and foremost is cost, as the weapons were highly expensive prototypes after all. Most cripplingly though is their utter ineffectiveness against anything not biological (carbon-based and living matter). Shooting someone in a full suit of cloth would result in nothing happening at all, but should a hole be opened in it then the unfortunate individual would be harmed severely. The third is an odd interaction with Warp creatures. Something about their nature seems to “confuse” the weapon, prompting unpredictable effects from the beam. This is sometimes seen when targeting some psychics too, although it is much less common, as it has been designed to deal with tyranids. A very situational weapon, but one with utility against large swarms of primarily biological foes such as the Orks.

### Graviton Inverter

The Graviton Inverter was built on the observation that gravity tends not to care too much about the mass or weight of a target. This weapon temporarily inverts gravity in a small locale, causing a ‘Falling Upwards’ effect, an event familiar to certain psychic miscasts. Used mainly on Titans, this weapon can be utterly devastating, in spite of only inverting gravity for a few seconds at a time in a small space, as a grand titan can be flung into the air and thus turned into easy prey, especially in Titan duels.

### Phased Haywire

Created from deep research into the Ion Collapse phenomenon at the heart of the Phased Ion Weapon with the aid of the First Worldship and Termite Archives, Phased Haywire Weaponry is the product. Concentrating far larger amounts of Ions together into atomic sizes, the 'Ion Bolt' is fired in conjunction with a powerful electromagnetic pulse, amplifying the effects of both. On hitting a target, the Ion Sphere explodes in an exceptionally powerful electromagnetic pulse, utterly frying electronic equipment in a notable radius beyond the hope of recovery. In effect, Phased Haywire can be considered an upgrade to Haywire Weapons.

## Tier Five Weapons

Tier Five Weapons are unbelievably advanced weapons which can only be made in tiny quantities due to their massive complexity and cost. They are mostly used by heroes.

### Burning Static

Created by Vulkan, Burning Statics are combinations of Psytech and Haywire devices intended to interfere with the metallic tyranids of Hive Fleet Talos. As with most of the Primarch’s designs the device is extremely expensive and complex, but it is among the only devices with the technological strength and power required to disrupt the technology of the Necrons. Whether this was because of its dilution at the claws of the Tyranids or the psyonic effects is unclear.
Although Talos is thankfully no more, the device remains and is able to disrupt the mechanisms of Daemonically corrupted warmachines with great efficiency, burning the daemons within.

### Null Blades

The result of a collaborative project between Corax and Vulkan, Null Blades are highly advanced weapons that are able to cut through Warp effects. This allows them to easily pierce Psychic Shields, deflect some Psychic powers, and also makes them significantly more effective against psykers and daemons. Against Psykers a Null Blade will disrupt the powers of any psyker it is embedded in the flesh of, making it near impossible for them to use even the most simple of powers, while daemons find themselves rapidly drained of power while the Null Blade is embedded in them. Apart from the price there are two major flaws with Null Blades, the first being that their technologies do not meld well with power fields, reducing their ability to penetrate more conventional armour deep enough to cause real damage, and second that they are fragile for melee weapons, and will often require replacement after only a handful of battles.

### Disintegration Guns

One of the weapons that the Eldar provided the schematics for, disintegration guns are highly advanced rifles with incredible destructive power, able to disintegrate a target into its component molecules. While the price greatly restricts their availability, disintegration guns are another good option for your ranged heroes to wield in battle.

### Stasis Grenade

A Grenade that trap the area around it in a moment of frozen time, taking all around it out of the battle for enough time for the battle to change without them.

### Enthalpic Weapons

Enthalpic weapons create vortices of reverse-flowing time, if only by an instant, and were found in the Data-Jewels on Diephobe. These vortices transport energy and matter from the future within the vortices into the present, causing mass devastation to anything within, including space-time itself. The vortices' sizes are based on the weapons that create them, though the complexity of the required weapon goes up as it gets bigger. In effect enthalpic weapons are one of the few weapons you have encountered near as deadly as vortex weaponry, and lack vortex weaponry's volatility and one shot nature. On the other hand they are even more complex and expensive to produce.

### Grav-Shear Weaponry

Grav-weapons that concentrate the gravitic forces they produce into a very small area, making them capable of cutting though most conventional materials with ease, and even the hardest materials the Mechanicus can produce with time. When it comes to anti-armour work even plasma weapons lack the combination of power and rate of fire that Grav-Shear Weapons use while the nature of the damage they inflict means the living beings suffer far worse wounds then the size would indicate. The extreme price of Grav-Shear Weapons means that you doubt they will ever be able to equip anyone shot of heroes with them. All Grav-Shear ranged weapons fire an almost totally invisible shot and silent, making them effective in stealth situations. While they were once fragile and even more expensive due to their prototype nature Archmagos Tranth has been able to improve them

### Vortexspike Weapons

Between the madness of the war against the Deceiver and Destroyer, it was inevitable that numerous attempts to improve Vortex Weaponry would be attempted, some of them even maliciously encouraged by the Deceiver. While many attempts ended in disaster, through sheer weight of attempts Secundus chanced upon a successful improvement of Vortex Weaponry, even using psychic enhancements to improve the effective payload.

### Super-Exitus Rifle

Super-Exitus Rifles are incredibly advanced sniper rifles, by far the best that you know of made by human hands.

### Orichalcum Power Weapons

Orichalcum Power Weapon (Pen 18, +50 to all rolls, add half of enemies base damage to your own, can increase base damage by up to 100%)