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Heretic's Scourge

**Heretic's Scourge** is a Tier 2 Exitus Rifle that excels against Organic targets.

## Overview

Heretic's Scourge is a weapon added in the Execution Force DLC for the Vindicare Assassin class. It has an increased Range, as well as Damage and Crit chance bonuses when targeting Organic units. Upgrading it further increases these bonuses, providing large Damage and Crit chance modifiers.

Against most enemy types, the only advantage this rifle has is its extended Range. It is intended for fighting humanoid enemies, such as Nurgle Cultists, or Plague Marines and their more advanced variants. In this role, it has nearly double the Damage, as well as a large Crit bonus, allowing for frequent use of **Precision Targeting**.
Mantle of Flame

For the Tier 1 version, see Warrant of Flame.
For the Tier 3 version, see Keeper of the Faith.

**Mantle of Flame** is a set of Tier 2 Terminator Armour that specializes in Grenades.

## Overview

Mantle of Flame is a mid-game Armour set that improves on the Warrant of Flame. It now provides +2 Max HP in addition to the standard +2 Armour, and grants both +1 Ammo and +1 Area to equipped Grenades by default. When upgraded, the Armour increases to +3, and the Grenade bonuses both double to +2 Ammo and +2 Area.

This is a signficant upgrade over the Warrant of Flame, now posessing a larger Grenade Area bonus than those provided by Purgator and Purifier abilities. For most Grenades, this is a relatively powerful bonus in addition to the extra Ammo provided.

It's especially strong when paired with Empyrean Brain Mines, which normally only have a one-tile radius. This can make for some incredibly strong Stun builds, as this combination can be equipped on any Knight that can use Terminator Armour, and applies large amounts of Stun over multiple targets.
Sheath of the Butcher

For the Tier 2 version, see Sheath of the Enforcer.

**Sheath of the Butcher** is a Tier 1 Synskin Bodyglove that specializes in Resistance.

## Overview

Sheath of the Butcher is a set of Armour added in the Execution Force DLC for the Eversor Assassin class. It provides a small amount of HP, a moderate Resistance bonus, and grants Immunity to both the Weakened and Disable Melee Afflictions. Upgrading it further increases the Resistance bonus.

It is the only Synskin Bodyglove for Eversor Assassins that provides Immunities, allowing the unit to always have full use of its Melee Weapon. It also grants a substantial Resistance bonus for negating other Afflictions. However, except for the default version, it provides the least HP out of any Synskin Bodyglove.
Piety

For the Tier 1 version, see Devotion.
For the Tier 3 version, see Purity.

**Piety** is a set of Tier 2 Power Armour that specializes in Resistance.

## Overview

Piety is mid-game Armour set that improves on the Devotion. Compared to the former, it now provides a +3 HP bonus, and starts with +35% Resistance. When upgraded, the HP bonus increases to +5 HP, the Resistance to +50% total, and it also gains +1 Armour.

This makes for a signficant upgrade over the Devotion, as not only is the Resistance rating higher, but it also has triple the defensive value between the HP and Armour bonuses.
Omnissian Axe

The **Omnissian Axe** is a Melee Weapon for the Techmarine class.

## Overview

The Omnissian Axe is a unique melee weapon type added in the Duty Eternal DLC. It is exclusively used by the Techmarine class, and functions similarly to most other melee weapons. Its common feature is that most Omnissian Axes will feature some amount of **Armour Break**, allowing them to strip **Armour** from hardened targets.

Omnissian Axes are usually the more damaging option for Techmarines, as their Boltguns typically have low **Damage**, which is further hindered by their middling **Range** stats. The **Armour Break** is also a useful aspect, as Knights will typically not have access to much in the way of anti-armor options until later in the campaign.

## Abilities

### Force Strike

Force Strike is an ability which is shared by most melee weapons. By default, it can be activated during standard attacks to boost the Damage, though certain weapons can have different bonuses. For most weapons, this a +1 Damage boost, and each use costs +1 Willpower.

This is mostly used to ensure kills on targets that wouldn't otherwise be finished off with standard strikes. For weapon variants with different bonuses though, this can be used to apply Afflictions, or trigger Autos, such as those granted by Crits.
Ferocity

For the Tier 2 version, see Solaris.

The **Ferocity** is a set of Tier 3 Falchions that can afflict Pinned.

## Overview

The Ferocity is an improved version of the Solaris. It has almost identical stats, differing only in that it now starts with 50% chance to afflict Pinned, removing one Action from an enemy each turn, and has a +15% Crit modifier by default. When upgraded, the Force Strike gets the same 50% chance to afflict Pinned as before, the Crit chance goes up to +30%, and now the duration for Pinned increases to 2 Turns.

This is a very minor improvement over the Solaris, as the only differences between them are 10% higher Crit chance, and the Duration Upgrade for Pinned. This means this weapon functions very similarly, although now due to the 2 Turn Duration for Pinned, it's possible to Afflict two separate targets, removing 2 Actions from enemies in a turn.
Brother's Diligence

For the Tier 2 version, see Lel's Bride.
For the Tier 3 version, see Kai's Evoker.

The **Brother's Diligence** is a Tier 1 Warding Stave that specializes in Focus.

## Overview

The Brother's Diligence is a low-level melee weapon built for utility. It starts with a base Damage of 4, and a +10% Focus bonus. When upgraded, the Force Strike also gains a +20% Crit modifier in addition to the usual +1 Damage bonus, and the weapon also gets a base +1 Crit Damage bonus.

Because Aegis Reaction is an Auto, this means its chance to trigger is now 35% due to Focus. Otherwise, because it has both a Crit modifier and Crit Damage bonus, it can also occasionally deal good damage.
Galarr's Spirit

For the Tier 3 version, see Soulguard.

The **Galarr's Spirit** is a Tier 2 Storm Shield that specializes in Willpower.

## Overview

The Galarr's Spirit is a midgame weapon for Knights that make use of a lot of Warp abilities. It starts with a +1 Willpower boost, as well as +10% Resistance. When upgraded, the Willpower increases to +2, and the Armour can also be improved to a total +2 points.

This makes for a good all-around option, as it has a decent amount of Armour and even some Resistance, while also allowing for more ability usage during combat.
Judgement's Refuge

For the Tier 1 version, see Pain's Refuge.
For the Tier 2 version, see Fate's Refuge.

**Judgement's Refuge** is a set of Tier 3 Power Armour that specializes in Move Speed.

## Overview

Judgement's Refuge is the final version of the Fate's Refuge and Pain's Refuge. It now provides +5 Max HP, and starts with an increased Move Speed of +2. When upgraded, the Max HP increases to +7, and the Move Speed bonus to +3. It gains the same Immunity to Hazards as before, but now also gains +15% Resistance.

The differences are more substantial when compared to the Fate's Refuge. The Move Speed bonus is now higher than the Tier 1 variant, and it also gains HP and Resistance bonuses. Outside of the mobility though, the benefits are still somewhat situational, as the Resistance bonus is quite low, and Immunity to Hazards may not provide a benefit in most battles.
Guardian of Mankind

The **Guardian of Mankind** is a Tier 3 Storm Shield that offers a mix of bonuses.

## Overview

The Guardian of Mankind is an endgame weapon that has no particular specialization. It has buffs in almost all areas (except Parry), but none of these are as good as a specialized Shield. It can be upgraded to bring the base Armor to +2, and the Resistance to +15%.

It is intended to be a "jack of all trades", but several of the buffs are quite minor. Compared to the Soulguard for example, which has significantly more Willpower, higher Armour, and nearly the same Resistance. This limits its overall effectiveness.
Ballard's Blade

For the Tier 2 version, see The Grey Blade.
For the Tier 3 version, see The Weeping Blade.

The **Ballard's Blade** is a Tier 1 Force Sword that specializes in Crits.

## Overview

The Ballard's Blade is a weapon players can find early that has several Crit bonuses. It's identical to a standard Force Sword, except it replaces the Force Strike Damage bonus with a +20% Crit modifier, and has a +1 Crit Damage value by default. When upgraded, it gains a base +10% Crit chance, and the Crit Damage goes up to +2.

This weapon gets most of its Crit chance through Force Strike, making it quite Willpower intensive on its own. In order to more consistently make use of the Crit Damage, this should be used by a Knight built around Crit abilities and items.
Foereaper's Mercy

The **Foereaper's Mercy** is a Tier 2 Psycannon that can afflict Enraged.

## Overview

The Foereaper's Mercy is a mid-tier weapon with no other variants. Its defining feature is its 25% chance to afflict Enraged, causing targets to attempt to Melee Attack the shooter. This can be further upgraded to a maximum of 40%.

This weapon also features some notable improvements. Its one of only two Psycannons that have a higher than average Range, starting at 12, and able to be upgraded to a maximum of 14. The only other one is the Titan's Roar. It also has an increased base Damage of 6, and starts with a Crit Damage value of +1, that can be upgraded to a max of +2.

This means that even without the Enraged Affliction, this is a relatively solid weapon overall, able to deal good damage out to ranges further than most other weapons.
Extractor Servo Skull

The **Extractor Servo Skull** is a type of Wargear that allows Knights to extract Bloom Seeds at range.

## Overview

The Extractor Servo Skull is a unique type of Servo Skull. Its only function is to remotely extract **Seeds** from enemies. This is one of the most consistent and safest ways to acquire **Seeds**, as it is a free action, and can be used at **Range 15**.

The main way of collecting **Seeds** before this item becomes available is through random **Melee Crits**, or the **Hammerhand** ability found on several classes. The only cost for using Extractor Servo Skulls is that it takes up a **Wargear Slot** that could be used by other items.

## Usage

On Seeding the Bloom mission types, extracting (or killing) the last **Seed Carrier** will immediately summon **Reinforcements**. This means that using your Extractor Servo Skull at the start of your turn can make the situation signficantly harder. On higher difficulties, it is usually beneficial to spend a turn or two reducing the number of enemies before attempting to collect the last **Bloom Seed**.

## Acquisition

Extractor Servo Skulls become available after completing the **Advanced Seed Extraction** Research project. It is on the third row of **Research** projects, and is one of the earlier projects that players will unlock.
Excorciation

For the Tier 2 version, see Alban's Needles.
For the Tier 3 version, see Glaivan's Awl.

The **Excorciation** is a Tier 1 Narthecium that specializes in Purge.

## Overview

The Excorciation is an early-game utility weapon. It is identical to a default Narthecium, but comes with a 25% chance to afflict Purge, removing all the target's mutations. When upgraded, this chance increases to 40% total.

Mutations are fairly uncommon in the early-game, mostly limited to Warp Surges and certain abilities used by the Apostate Preacher. As such, this weapon often ends up functionally identical to the default Narthecium.
Asylum

For the Tier 1 version, see Warpfoil.
For the Tier 3 version, see Sheath of Iota.

**Asylum** is a Tier 2 Synskin Bodyglove that specializes in Hit Points.

## Overview

Asylum is a set of Armour added in the Execution Force DLC for the Culexus Assassin class. It grants a substantial amount of HP, as well as a moderate Resistance bonus. Upgrading it further increases the HP, as well as adding Immunity to the Plague Affliction.

It provides the most HP out of any Synskin Bodyglove, and is only beaten by its successor, the Tier 3 Sheath of Iota. It is also the only one that grants Immunity to the Plague Affliction, which is one of the most common in the game. It has no major downsides, other than not providing much in the way of new tactical options.
Oathkeeper

The **Oathkeeper** is a Tier 1 Storm Bolter that specializes in Armour Break.

## Overview

The Oathkeeper is notable in that it is a Tier 1 weapon with no other variants. Its main feature is its multiple Armour Break slots, both as a passive +1 for all attacks, and another +1 for Psybolts when upgraded, bringing the total to +2.

Otherwise, this is a relatively basic Storm Bolter, with no other defining characteristics aside from a Crit Damage modifier that can also be upgraded. It has no in-built modifier for Crits though, making this difficult to trigger reliably.
Fallax

For the Tier 1 version, see Catus.

**Fallax** is a Tier 2 Neural Shredder that specializes in Afflicting Disrupted.

## Overview

Fallax is a weapon added in the Execution Force DLC for the Callidus Assassin class. It has a slightly increased Ammo count, and has a high chance to Afflict Disrupted with its attacks, removing enemy **Overwatch** and temporarily disabling their Autos. Upgrading it increases the chance to Afflict Disrupted, and also adds a Stun bonus to its **Immobilizing Agony** ability.

Besides having a 100% chance to Afflict Disrupted, it is also the only Neural Shredder that has an increased Stun chance, although this is only when using the **Immobilizing Agony** ability. It also has one of the highest Ammo counts, along with the Writ of Agony.
Mantle of Hate

**Mantle of Hate** is a Tier 2 Synskin Bodyglove that specializes in Grenades.

## Overview

Mantle of Hate is a set of Armour added in the Execution Force DLC for the Eversor Assassin class. It provides a moderate HP bonus, as well as small bonuses to equipped Grenade Ammo and Damage. Upgrading it further increases the HP, Grenade Ammo, and Damage bonuses.

It is the only Synskin Bodyglove for Eversor Assassins that provides bonuses for Grenades. It provides a substantial Ammo and Damage increase, allowing units to make extensive use of them. It also grants a substantial HP bonus, only beaten by Armour that specializes in that aspect, such as the Skull of the Slayer.

## Trivia

* It is not related to the Mantle of the Red, despite sharing a similar name.
Bond of Belarios

For the Tier 2 version, see Glimmershield.

The **Bond of Belarios** is a Tier 1 Storm Shield that specializes in Resistance.

## Overview

The Bond of Belarios is identical to the standard Storm Shield, except that it adds a +10% base Resistance value. This can be further upgraded to increase it to +20% total.

This is a relatively low overall chance, so this is most effective when combined with other items that also increase Resistance. Even then, Afflictions are less common than direct Damage, making this shield somewhat situational.
Artisan Nullifer Matrix

The **Artisan Nullifer Matrix** is a type of Wargear that improves Aegis Shield.

## Overview

The Artisan Nullifer Matrix is a piece of Passive Equipment that grants **+3 Armour** when using the **Aegis Shield** ability. It is ideal for tank-based builds on classes such as Justicars, Paladins, or Knights using a Warding Stave.

## Trivia

* It is one of only two pieces of Equipment in the game that has one variant. The other is the Purity Seal Of Precision.
Ectar's Blades

The **Ectar's Blades** are a set of Tier 1 Falchions that specializes in Crits.

## Overview

The Ectar's Blades are a low-tier weapon that is immediately available in the Armoury when starting a new campaign. It is identical to a default set of Falchions, except that it also has a +1 Crit Damage bonus. It has no further upgrades.

This serves as an alternative to the default version before the player is able to unlock other variants. Unlike most of the marketing weapons, the bonus has more of an effect here as it synergizes with the weapon's base +5% Crit chance, making Crits more effective.
Blade of Infernus

For the Tier 2 version, see Blade of the Forsworn.
For the Tier 3 version, see Scourge of the Damned.

The **Blade of Infernus** is a Tier 1 Force Sword that specializes in Damage.

## Overview

The Blade of Infernus is an early-game weapon with mixed stats. Its main advantage is its increased base Damage of 5, but it compromises by removing the ability to Stun targets. When upgraded, it also adds a base +10% Crit modifier.

Considering that the player's options for applying Stun are quite limited in the early-game, this is not that much of a downside. In practice, it just acts as an improved Force Sword, allowing Knights to more easily finish off enemies.
Axe of the Saints

The **Axe of the Saints** is a Tier 2 Omnissian Axe that specializes in **Crits**.

## Overview

The Axe of the Saints is mid-tier option for Techmarines. Its stats are similar to that of the default Omnissian Axe, but it also comes with a base **+15% Crit** bonus, and the **Righteous Auto**, granting the user a **25%** chance to gain **+1 AP** when they get a **Melee Attack Crit**. Upgrading it increases these bonuses to **+30% Crit** chance, and **+50%** chance for **Righteous** to trigger.

This weapon can be useful in **Execution** builds, as **Stunned** targets will automatically be **Crit** when attacked. If the Techmarine is able to chain multiple **Executions**, there's a good chance that you'll trigger the **Righteous Auto**, gaining additional **AP**. The only other way to leverage this would be to build for both **Crits** and **Autos**, which requires certain Servo-Harnesses.
Heretic's Lament

For the Tier 1 version, see Truebolt.
For the Tier 3 version, see Traitor's Due.

The **Heretic's Lament** is a Tier 2 Storm Bolter that specializes in Range.

## Overview

The Heretic's Lament is an improved version of the Truebolt. It starts with a Range of 14, nearly matching the upgraded version of the previous weapon, and can be further upgraded to a total of 17. It has the same +1 Crit Damage, but now that can also be upgraded to a total of +2.

This weapon has one of the highest Ranges available without considering class abilities. This means it can apply its damage out to a much greater range, and has less damage falloff in general. Its only downside is that it still has the base 4 Damage, making it somewhat weaker than other options at closer ranges.
Animus Speculum

The **Animus Speculum** is a Ranged Weapon for the Culexus Assassin class.

## Overview

The Animus Speculum is a unique weapon type added in the Execution Force DLC, and is the Ranged Weapon of the Culexus Assassin. It has average Damage and Range, but as a Psychic tool, it does not have an Ammo count.

It comes with a **Warp Charge** ability, which allows the unit to increase the Damage of their Ranged Attacks depending on their current amount of Willpower.

## Abilities

### Warp Charge

The **Warp Charge** ability for the Animus Speculum allows the unit to increase its Damage based on their current Willpower level. Each use costs +2 Willpower, regardless of how large the Damage bonus is.

For units with a high Maximum Willpower, this can result in substantial Damage bonuses. In the case of the Culexus Assassin, they can also easily recover the Willpower between shots, as they passively generate Willpower whenever an ally spends theirs.
Exanima

For the Tier 3 version, see Anathema.

**Exanima** is a Tier 1 Synskin Bodyglove that specializes in Willpower.

## Overview

Exanima is a set of Armour added in the Execution Force DLC for the Culexus Assassin class. It grants a small amount of HP, as well as a moderate Willpower bonus. Upgrading it also adds a small amount of Focus.

It provides the most Willpower out of any Tier 1 Synskin Bodyglove, suiting units that make heavy use of their abilities. When upgraded, it is also one of the few that grants Focus, although the amount is somewhat negligible. It has no major downsides, other than having a relatively low amount of total HP.
Prodigy's Ward

For the Tier 2 version, see Prodigy's Arms.
For the Tier 3 version, see Prodigy's Mantle.

**Prodigy's Ward** is a set of Tier 1 Power Armour that specializes in Servo Skulls.

## Overview

Prodigy's Ward is a set of early-game Armour built around utility. It provides +2 Max HP, and grants equipped Sero Skulls +1 extra Ammo. When upgraded, these bonuses increase to +4 Max HP, and +2 Servo Skull Ammo.

It provides the most benefit to Servo Skulls that have more limited charges, such as the Hailer Skull or Medicae Skull. It also synergizes with the Apothecary class, as they have several abilities around the use of Servo Skulls.
Recantor

For the Tier 1 version, see Valen.
For the Tier 2 version, see Soul Glaive.

The **Recantor** is a Tier 3 Halberd that specializes in Damage.

## Overview

The Recantor is the endgame version of the Soul Glaive and Valen. Compared to the former, it now starts with 6 base Damage, and a +5% Crit modifier. It has the same +1 Crit Damage bonus and lack of First Strike Auto. When upgraded, the Damage increases to 7, the Crit chance to +15%, and the Crit Damage is the same +2.

This is a relatively minor improvement over the Soul Glaive, gaining only 1 point of Damage and a measly +5% Crit chance. This means this weapon behaves largely the same, other than doing 1 more Damage on average, and bring marginally more consistent when going for Crits.
Irrevocable Judgement

For the Tier 1 version, see Revocation.

**Irrevocable Judgement** is a Tier 3 Exitus Rifle that focuses on Damage.

## Overview

Irrevocable Judgement is a weapon added in the Execution Force DLC for the Vindicare Assassin class. It has noticeably increased Damage, a small Crit modier, and the unique property Augmented Hematosis, which increases the amount of Bleed the Vindicare Assassin does when it Crits. Upgrading it increases Damage even further, and provides a respectable Crit chance boost.

It has the highest base Damage out of any Exitus Rifle, as well as further damage over time from the Augmented Hematosis' Bleeding. Otherwise, it provides no other notable benefits aside from the moderately increased Crit chance.
Frostfire

**Frostfire** is a Tier 2 Exitus Pistol that specializes in Afflicting Immobilized.

## Overview

Frostfire is a weapon added in the Execution Force DLC for the Vindicare Assassin class. It has identical stats to the default Exitus Pistol, with the only difference being an added 25% to Afflict the target with Immobilized, prevening them from Moving. Upgrading it increases the Range, and also grants a small amount of Focus.

Its main purpose is to keep enemies out of Melee range, or to keep them in an exposed position for follow-up attacks. Otherwise, it functions nearly identically to the default version, with a slightly extended Range. The Focus bonus is notable in that it increases the chances for both the Immobilized Affliction and the **Lethal Reflex** Auto.
Armour Adornment

For the Tier 1 version, see Faithkeeper.
For the Tier 2 version, see Soulkeeper.

**Armour Adornment** is a default set of Armour for the Dreadnought.

## Overview

Armour Adornment is a Dreadnought Armour type added in the Duty Eternal DLC. It is similar to the Terminator Armour found on other classes, focusing on basic defense, with no special abilities.

It provides a moderate amount of Armour points, and grants the Large Frame trait, giving Immunity from the effects of Knockback, but also preventing the Dreadnought from gaining defensive bonuses from Cover.
Chaplain

> The Chaplain buffs and emboldens his allies with prayers and litanies, whilst sanctifying and cleansing them from Nurgle's debilitating ailments.
>
> Spotlight - Advanced Classes | Warhammer 40,000: Chaos Gate - Daemonhunters

The **Chaplain** is one of the advanced classes in Warhammer 40,000: Chaos Gate - Daemonhunters.

## Overview

Chaplains are a form of support class that specializes in buffing their Grey Knight allies through their various **Litanies**. These can increase the squad's efficiency and effectiveness in several areas, both offensive and defensive. They're also capable warriors in their own right, well-armored and armed with a selection of debuffs.

## Loadout

Besides having access to the standard arsenal, Chaplains are known for their unique weapon, the Crozius Arcanum. Most Crozius specialize in either debuffing enemies, usually through the **Vulnerable** Affliction, or granting bonus effects to their allies. The Chaplain is also limited to only equipping Terminator Armour, just like many of the advanced classes.

## Trivia

* An oversight in the game has the Emperor's Will Discipline branch incorrectly labelled as "Active Ability".
Serpent's Breath

For the Tier 3 version, see Titan's Fury.

The **Serpent's Breath** is a Tier 2 Incinerator that specializes in Area.

## Overview

The Serpent's Breath is a mid-game weapon that improves the Area covered by standard attacks and Promethium Spray. It starts with an increased Range of 6 for standard attacks, and Promethium Spray has a wider Arc and Range of 75 and 5 respectively. When upgraded, the standard Range increases to 7, and the Duration for Promethium Spray increases to 2 Turns.

The main downside of this weapon is the reduced total Ammo count of 2. This limits the potential of Flames of Purity when compared to other Incinerators. It does also affect Promethium Spray, but the bonuses of this version are actually greater than the amount lost due to Ammo.
Plasma Cannon

For the Tier 2 version, see Thunder of the Ancients.

The **Plasma Cannon** is a Tier 1 Right Arm Weapon for the Dreadnought.

## Overview

The Plasma Cannon is a Ranged Weapon type added in the Duty Eternal DLC. Its standard attack is a free-aimed Blast Attack over Area 2. It comes with the **Overcharge** ability, which increases the Damage and Area of the Blast, in exchange for temporarily disabling the weapon.

Compared to other Right Arm weapons, it has a large area of effect, and Knockback for all of its attacks. Its downsides are that it has the lowest base Damage out of any Right Arm Weapon, as well as one of the lowest effective Ranges.

## Abilities

### Overcharge

The Plasma Cannon can use **Overcharge** to temporarily boost its Damage and Area. It consumes all remaining Ammo, and each Ammo used increases its Damage.

Using this ability will Disable the Plasma Cannon for a short period of time. Dreadnoughts that specialize in the Plasma Cannon Discipline abilities branch can eventually reduce this cooldown period.
Anval's Haven

For the Tier 2 version, see Strifebreaker.
For the Tier 3 version, see Stave of Supremacy.

The **Anval's Haven** is a Tier 1 Warding Stave that specializes in Willpower.

## Overview

The Anval's Haven is an early-game utility weapon. It has identical stats to the starting Warding Stave, but has an improved base Damage of 4, and grants +1 Willpower. When upgraded, this bonus increases to +2 Willpower.

Its offensive power is still somewhat lacking when compared to other weapons, so this is mainly for Knights who spend a lot of Willpower, either on Force Strikes or other class abilities.
Doomfist

For the Tier 2 version, see Vortimer's Hand.

The **Doomfist** is a Left Arm Weapon for the Dreadnought.

## Overview

The Doomfist is a Melee Weapon type added in the Duty Eternal DLC. It is the default Left Arm option for the Dreadnought. It has two attacks - a Melee Strike that inflicts Stun, and a short-range Spread Attack using a **Heavy Flamer**.

Its main advantage when compared to other Left Arm Weapons is that it has a high Stun value. Otherwise, it has the shortest Range, and like most Dreadnought Melee weapons, does not allow them to move and attack in a single action.

## Abilities

### Force Strike

The Doomfist's **Force Strike** ability functions similarly to those found on most Melee Weapons. It differs in that it further increases the Stun effect of the weapon, and costs +2 Willpower for each use. It does not increase the weapon's base Damage.

It is intended for Dreadnoughts being used in Stun builds, as it can apply up to +6 Stun per attack to a single target. The Dreadnought itself can neither perform Executions, nor gain Action Points from them though.

### Heavy Flamer

**Heavy Flamer** is an additional ability that allows the Doomfist to attack groups of targets at range. It is a short-range Spread Attack that deals 4 Damage, and costs 2 Willpower per use.

It allows the Dreadnought to finish off groups of weaker enemies, particularly Melee-oriented hordes, such as Poxwalkers. It does not have an Ammo cost, allowing it to be used infinitely, but is quite expensive in terms of Willpower.
Autoloader Skull

The **Autoloader Skull** is a type of Wargear that **Reloads** a Knight's Ranged Weapon.

## Overview

The Autoloader Skull is a Servo Skull option added in Update XIII. It allows a Knight to **Reload** a unit without using an **Action Point**. It can be used to either **Reload** the owner, or another unit, provided they are in range.

Each **Tier** increases the maximum **Range** and number of **Charges**, with the **Tier 3** version increasing further to **15 Range** max.

This Skull is especially useful on units that frequently have to **Reload**, such as those using the **Scattershot** ability on Psilencers, or **Flames of Purity** on Incinerators.

## Effects

* Tier 1
* Tier 2
* Tier 3
Liberty Lee

## Liberty Lee

### Identity

Template:CisTemplate:Female
Template:Pan

## Family

### Parents

Aldo Lee
Anne Lee

## Household

### Roommates

Travis Bourreau
Summer Holiday

## Attributes

### Traits

Template:GeekTemplate:Clumsy
 Animal Enthusiast

### Likes

 Rocket ScienceTemplate:Likepink
 Yellow
Template:Likepurple
 Focus Music
 Latin Music
 Strange Tunes
 Basics Fashion

### Dislikes

Template:DislikefitnessTemplate:Dislikeisland
Template:Dislikecontempo
Mantle of the Saints

For the Tier 1 version, see Philosopher's Robe.

**Mantle of the Saints** is a Tier 3 Synskin Bodyglove that specializes in using Servo Skulls.

## Overview

Mantle of the Saints is a set of Armour added in the Execution Force DLC for the Callidus Assassin class. It grants a small amount of HP, an extra Servo Skull Slot, and an Ammo bonus for equipped Servo Skulls. Upgrading it increases the amount of HP, as well as adding a second Servo-Skull Slot.

It is one of only a few Synskin Bodygloves that provide Servo Skull Slots, and the only one that grants an Ammo bonus for them. It is very similar to its predecessor, the Tier 1 Philosopher's Robe, only it provides more HP, and does not come with the **Shattering Mask** Auto. Its main downside is that it provides the least HP out of the Tier 3 options, with only a few other sets having lower values.
Forgiveness

The **Forgiveness** is a Tier 1 Storm Bolter that specializes in Crits.

## Overview

The Forgiveness is a low-tier weapon that is immediately available in the Armoury when starting a new campaign. It is identical to a default Storm Bolter, except that it also has a +1 Crit Damage bonus. It has no further upgrades.

This serves as an alternative to the default version before the player is able to unlock other variants. In the early-game, the Crit Damage bonus often has no effect unless the Knight has other Crit modifiers, or is shooting at a Stunned target.
Ogen's Discipline

For the Tier 1 version, see Valdar's Discipline.
For the Tier 3 version, see Gorvan's Discipline.

**Ogen's Discipline** is a set of Tier 2 Power Armour that specializes in a mix of Hit Points and Willpower.

## Overview

Ogen's Discipline is a mid-game Armour set that improves on the Valdar's Discipline. It now provides +4 Max HP, and starts with +2 Willpower. When upgraded, these bonuses increase to +8 Max HP, and +3 Willpower.

This is an improvement over the Valdar's Discipline, as most of the Willpower bonus is available even without upgrades. Compared to the Armour sets specializing in these stats, it has only slightly less Max HP and Willpower, but lacks some of the unique features they offer, such as a Passive Equipment Slot in the case of the Hero's Plate, or the Focus buff provided by the Credenda of Will.
Eternal

The **Eternal** is a Tier 1 Boltgun that specializes in **Range**.

## Overview

The Eternal is an early-game upgrade for Techmarines. It has the same base stats as the default Boltgun, but has an increased **Range** of **14**. Upgrading it further extends this to a total of **17 Range**.

This addresses one of the Boltgun's main shortcomings, which is its low damage outside of close range. While this doesn't increase the weapon's maximum damage, it does make it more consistent at medium to long ranges.
Blessed Greaves

* Tier 1
* Tier 2
* Tier 3

The **Blessed Greaves** is a type of Wargear that improves **Crit** chance for Ranged Weapons.

## Overview

The Blessed Greaves are a piece of Passive Equipment that grants **+15%** / **+25%** / **+35% Crit** chance for **Ranged Attacks**. It is ideal for Ranged-focused classes, such as the Purgator.

It has strong synergy with the **Mental Focus** ability found on some classes, which has a **+50%** chance to grant **+1 Action Point** if the Knight lands a **Ranged Crit**.

## Effects

* Tier 1
* Tier 2
* Tier 3
Indomitable

For the Tier 3 version, see Wendyl's Guard.

**Indomitable** is a Tier 1 Power Sword that specializes in the **Parry** Auto.

## Overview

Indomitable is a weapon added in the Execution Force DLC for the Eversor Assassin class. It has an increased Parry chance of 100%, and provides the **Prodigious Training** property, granting additional XP for kills. Upgrading it adds another Use per Turn for **Parry**, and further increases the amount of XP earned with **Prodigious Training**.

It is the most defensive Power Sword option, with the only alternative being the Tier 3 successor, Wendyl's Guard. It is also one of only two weapons with the **Prodigious Training** property, along with the Conciliator Force Sword. This allows the wielder to rapidly rank up and unlock new abilities.
Boltgun

The **Boltgun** is a Ranged Weapon for the Techmarine class.

## Overview

The Boltgun is a unique weapon type added in the Duty Eternal DLC. It is exclusively used by the Techmarine class, and fills a similar role to the Storm Bolters found on other classes. Their most noteworthy feature is that every variant provides some amount of **Crit Damage** bonus.

Boltguns usually have below-average Damage, and only an average Range. Unlike Storm Bolters, they do not come with the **Overwatch** ability, instead relying on Heavy Bolter Servitors to fill this role. This makes them somewhat awkward, as their low Damage output and lack of **Overwatch** means they're best used in close range, at which point the Techmarine's Omnissian Axe will be more effective.

## Abilities

### Psybolt

Psybolt is an ability which can be activated during standard attacks to apply bonus Damage, or other buffs. For most Boltguns, this is a **+1 Damage** boost, and costs **+1 Willpower** for each use.

It is comparable to the **Force Strike** ability found on most Melee weapons. It's usually used to finish off targets that standard shots otherwise wouldn't be able to manage, though this depends on the bonuses provided by the weapon.
Darig's Rage

The **Darig's Rage** is a Tier 1 Incinerator that specializes in damage to Daemonic targets.

## Overview

The Darig's Rage is a low-tier weapon that is immediately available in the Armoury when starting a new campaign. It is identical to a default Incinerator, except that it also has a +1 Damage bonus against Daemonic targets. It has no further upgrades.

Because Incinerators cannot crit, this weapon has a different bonus when compared to most other marketing weapons. In this case, the Daemonic target damage bonus goes largely unused, as most early-game enemies outside of Bloomspawn missions are considered Organic targets.
Furoza's Law

The **Furoza's Law** is a Tier 2 Storm Bolter that can afflict Crazed.

## Overview

The Furoza's Law is a mid-ter weapon that has no other variants. Its defining trait is the ability to inflict Crazed, causing enemies to potentially attack each other. This starts off low, at +15%, but can be upgraded to a total of +30%. It also starts with increased Damage and Range values of 5 and 12 respectively, where the Range can be further upgraded to a maximum of 14.

The main problem with this weapon, aside from the relatively low chance of the Crazed effect, is its reduced Ammo capacity of 2. Without additional abilities or the Extended Magazine item, a Knight will find themselves having to reload quite often, wasting actions that could be used elsewhere.
Breacher Servitor

The **Breacher Servitor** is a type of Wargear that removes **Armour** from a target.

## Overview

The Breacher Servitor is a type of Servitor used by the Techmarine class. It is a type of Melee Attack that permanently removes a large amount of **Armour** points from the target.

The **Tier 2** version just increases the **Range** and amount of **HP** it has, but the **Tier 3** version also gives it **+1 Damage**, and brings it to a total of **6 Armour Break**.

This is a lot for a single attack, but since Techmarines can't use a single Servitor more than once per turn, it's limited in its applications. Primarily, Techmarines will use this to strip the **Armour** off a priority target, and then leave the Servitor out in the open to draw fire. To this end, this Servitor has one of the highest amounts of **HP** out of any of the Servitor options.

## Effects

* Tier 1
* Tier 2
* Tier 3
Ectar's Staff

The **Ectar's Staff** is a Tier 1 Warding Stave that specializes in Crits.

## Overview

The Ectar's Staff is a low-tier weapon that is immediately available in the Armoury when starting a new campaign. It is identical to a default Warding Stave, except that it also has a +1 Crit Damage bonus. It has no further upgrades.

This serves as an alternative to the default version before the player is able to unlock other variants. For low-level Knights with no other Crit modifiers, the Damage bonus only comes into effect when using abilities like Hammerhand.
Aelwyn's Light

The **Aelwyn's Light** is a Tier 1 Incinerator that specializes in the **Exposed** Affliction.

## Overview

The Aelwyn's Light is an early-game weapon added with the Execution Force DLC. It starts with an average base Damage of 4, has an increased **Ammo** count of 4, and has a **25%** to Afflict **Exposed**, causing the target to have a **+25%** Crit Vulnerability. Upgrading it increases the base Damage to 5, the Afflict chance for **Exposed** becomes **50%** total, and you can increase the weapon's **Stun** damage.

This is one of only three Incinerators that can be upgraded to apply Stun, along with the **Helscorcher** and **Piety's Ashes**. Like those, the upgrade text is misleading, as it implies that you'll only get 1 Stun, when instead you \_replace\_ the **No Stun** modifier, bringing it to **2 Stun** damage total.

This is noteworthy, as this weapon is placed in the player's inventory when playing with the **Execution Force** DLC enabled. As soon as the player has access to weapon upgrades, they can immediately start using this weapon in Stun builds, where as you would normally have to find the other **Incinerators** as **Mission Rewards** first.

It is also currently the only Incinerator that can reach 4 Ammo, which means it's the only one that provides a **+2 Damage** bonus when using **Flames of Purity** before any other bonuses are applied.
Daemon's End

The **Daemon's End** is a Tier 2 Incinerator that can afflict Purge.

## Overview

The Daemon's End is a unique weapon with no other variants. It starts with a 25% chance to afflict Purge, removing all Mutations from a target. It also has an increased base Damage of 5. When upgraded, the Purge chance increases to 50%, and the Arc for standard attacks goes up to 75 degrees total.

This weapon is very effective against targets that tend to mutate often, such as Plague Bearers and Plague Ridden. It also has good damage and a wipe area of effect, making it suitable for most combat scenarios.
Cuirass of Sacrifice

**Cuirass of Sacrifice** is a set of Tier 3 Power Armour that acts as a "jack of all trades".

## Overview

Cuirass of Sacrifice is a unique late-game Armour set with no other variants. It provides +2 Max HP by default, and starts with bonuses for +1 Willpower, +10% Focus, and +10% Resistance. When upgraded, these increase to +4 Max HP, +2 Willpower, +20% Focus, and +20% Resistance.

As the summary would suggest, most of these bonuses are relatively small when compared to alternatives. The only exception is the +20% Focus, which is only beaten by a couple of Power Armour sets. It is similar to the Abjuration of the Faithless and Gorvan's Discipline sets, with the latter having the same or higher stats across the board, but lacking any Resistance.

## Trivia

* The internal name for this item is `PowerArmour_Rainbow_3`, suggesting that at one point it had upgrades requiring Necrosus or Dolorus seeds.
Pale

For the Tier 1 version, see Scorn.

The **Pale** is a Tier 3 Halberd that specializes in Area Damage.

## Overview

The Pale is an improved version of the Scorn. It has the same Blast Area 2 for its Force Strike, but it now starts with a base Damage of 5, and Crit chance of +5%. When upgraded, the Force Strike Area increases to 3, the base Damage to 6 total, and Crit chance to +20%.

This is nearly identical to the Scorn, except with 1 higher Damage, and now with a +20% Crit chance. It functions largely the same, but the single-target Damage is slightly lacking when compared to some other Halberds of the same tier.

## Trivia

* There is no Tier 2 variant of this weapon, it jumps straight from Tier 1 to 3.
Carnage

For the Tier 2 version, see Saevus.
For the Tier 3 version, see Traitor's Ruin.

**Carnage** is a Tier 1 Power Sword that specializes in Damage.

## Overview

Carnage is a weapon added in the Execution Force DLC for the Eversor Assassin class. Its only difference compared to the default weapon is a slightly increased base Damage. Upgrading it also adds a small Crit Damage bonus.

It functions as a straightfoward upgrade over the default Power Sword, offering increased Damage, but providing no new tactical options or other benefits.
Bellower

The **Bellower** is a Tier 3 Psycannon that can afflict Pinned.

## Overview

The Bellower is a unique weapon that has no other variants. Its main feature is its 50% chance to afflict Pinned, causing the target to lose 1 AP for their turn. It also has an increased base Damage of 6, as well as a +15% Crit modifier by default.

It can be upgraded to both extend the Duration of its Pinned Affliction by an additional turn, as well as increasing its Crit chance to +25% total.

This weapon excels at locking down tougher targets that would normally take multiple turns, such as bosses, and limiting their ability to counter-attack each turn, while still doing good damage.

## Trivia

* The internal name for this weapon is `Psycannon_Confuse_3`, possibly hinting that it was supposed to use a different Affliction at one point, such as Crazed. This differs when compared to other weapons, which are correctly named `Pinned`.
Agony's End

For the Tier 2 version, see Astokar's Drill.
For the Tier 3 version, see Tarn's Interdict.

The **Agony's End** is a Tier 1 Narthecium that specializes in Armour Break.

## Overview

The Agony's End is an early-game weapon with some minor buffs. It is identical to the default Narthecium, but has an Armour Break value of 1. When upgraded, it also gains a +10% Crit modifier.

The majority of starting enemies, except for Plague Marines, do not have Armour, limiting this weapon's effectiveness. Otherwise, it would only come into play when dealing with certain Mutations. The Crit modifier is also relatively inconsistent, leading to a somewhat underwhelming weapon.
Sanction

The **Sanction** is a Tier 3 Psycannon that specializes in Stun power.

## Overview

The Sanction is the only Psycannon with Stun upgrades, and has no other Tiers. Its main features are its increased base Stun value of 2, and unlike every other Psycannon, its Psychic Onslaught can also deal this Stun damage by default. This goes even further, with the player able to upgrade the Psychic Onslaught specifically to do an additional +1 Stun, bringing the total to 3.

It also has an increased base Damage of 6, and a default Crit chance of +10% (but no Crit Damage). Other upgrades include an Ammo increase, bringing the total to 3, and a further Crit boost, bringing the chance to +20% at max.

This is an incredibly potent weapon for Stun builds. It can do 2 Stun with standards shots, as well as having the ability to apply 3 Stun in an area of effect for only 2 WP. This makes it both a good option for Justicars and Paladins, and even more powerful when combined with a Purgator specializing in Psychic Onslaught abilities.

Even without that factor, this weapon still has decent stats in terms of Damage, Ammo and Crit chance, making it a good all-around option for any class that's able to equip it.
Darig's Precision

The **Darig's Precision** is a Tier 1 Psilencer that specializes in Crits.

## Overview

The Darig's Precision is a low-tier weapon that is immediately available in the Armoury when starting a new campaign. It is identical to a default Psilencer, except that it also has a +5% Crit modifier. It has no further upgrades.

This serves as an alternative to the default version before the player is able to unlock other variants. The Crit modifier is relatively negligible, and only serves to make this a slightly more viable weapon than the alternative.
Firesworn

The **Firesworn** is a Tier 2 Incinerator that specializes in damage to Organic targets.

## Overview

The Firesworn is a midgame weapon with no other variants. Its only difference over the base Incinerator is a bonus that increases damage against Organic targets. This starts at +2 Damage, and can be increased to +4, doubling the overall damage of the weapon.

Organic targets are largely limited to the fodder enemies such as Nurgle Cultists, Poxwalkers, and the different varieties of Plague Marines. This limits its effectiveness against some of the tougher enemies, which are usually Daemonic or Mechanical.
Faith's Mantle

For the Tier 1 version, see Faith's Ardour.
For the Tier 3 version, see Faith's Shield.

**Faith's Mantle** is a set of Tier 2 Power Armour that specializes in Focus.

## Overview

Faith's Mantle is a mid-game set of Armour that is an improved version of the Faith's Ardour. It now provides a +4 HP bonus, and starts with +20% Focus as standard. When upgraded, it increases to +6 Max HP, the Focus to +30% total, and it also gains a +1 Move Speed bonus.

This offers a major improvement over the Faith's Ardour. The HP bonus has tripled, and the Focus bonus has increased by +10%, as well as the Move Speed bonus. This serves as a good all-around Armour set, providing benefits to defense, utility, and mobility.
Jaric's Solace

The **Jaric's Solace** is a Tier 1 Psilencer that is able to ignore cover.

## Overview

The Jaric's Solace is a unique early-game weapon that has no further variants. It is mostly identical to the standard Psilencer, with two main differences. The first is that its Disruptshot can be upgraded to completely ignore cover bonuses, which is the only weapon with this trait. The other is that it starts with a base +15% Crit chance, but no Crit Damage to make use of it.

Enemies will step out of full cover to use Overwatch, so the ability to ignore it is mostly meant for dealing damage, and applying the Disrupted Affliction. The targets that do take cover are usually not worth applying Disrupted to though, and the damage of this weapon is average at best.