recursal/Fanatic-Fandom huggingface dataset:
Multi-Melta Servitor

The **Multi-Melta Servitor** is a type of Wargear that adds **Damage** to **Ranged Attacks**.

## Overview

The Multi-Melta Servitor is the default Servitor option for the Techmarine class. It provides the **Support Fire** ability, allowing the Servitor to also shoot at a target whenever it is shot by an ally, increasing the **Damage** dealt.

Each **Tier** increases the amount of **HP** the Servitor has, with the **Tier 2** version doubling the amount of **Support Fire** shots to **4 per Turn**, and the **Tier 3** version increasing it to **3 Damage** total.

This Servitor benefits squads that focus mainly on **Ranged Attacks**, such as those with Purgators. Each Tier adds **4 Damage** (if all shots are fired), bringing the total to **12 Damage** for the top-tier version. This is at odds with the Techmarine themselves though, as their **Ranged Weapon** - the Boltgun, is relatively weak until upgraded.

## Effects

* Tier 1
* Tier 2
* Tier 3
Illumination

The **Illumination** is a Tier 1 Boltgun that specializes in **Crits**.

## Overview

The Illumination is an early-game alternative for Techmarines. Instead of its **Psybolt** adding +1 Damage, it gives a **+25% Crit** chance boost. It also comes with a base **+10% Crit** chance, and starts with **+2 Crit Damage**. Upgrading it increases the **Psybolt** bonus to **+50% Crit** chance, and the **Crit Damage** to a total of **+3**.

The idea behind this weapon is that instead of having a small Damage bonus with **Psybolt**, you instead get a large bonus that you need to get a **Crit** to use. Ideally, you would use Blessed Greaves to further boost your **Crit** chance, but this requires certain Servo-Harnesses, as Techmarines do not have access to a **Wargear Slot** by default.

## Trivia

* This weapon uses the same icon as the Steelsinger.
Psyk-Out Grenade

* Tier 1
* Tier 2
* Tier 3

The **Psyk-Out Grenade** is a type of Wargear that Afflicts **Silenced** over an area.

## Overview

The Psyk-Out Grenade is a Grenade that initially deals minimal **Damage**, but prevents the targets from using **Psychic** abilities for a short time. It is used to deny the enemy access to their more dangerous abilities, in favor of using direct attacks.

All versions of the Psyk-Out Grenade have a **100%** chance to Afflict **Silenced**. The **Tier 2** version adds **+4 Damage**, and the **Tier 3** version also increases the blast to **Area 3** and increases the **Duration** to **2** Turns.

This Grenade is often situational, as most enemies in the game have limited, or no **Psychic** Abilities at all. The first **Psychic** enemy the player will encounter are Apostate Preachers, who only tend to spawn as one or two units in a larger group.

## Effects

* Tier 1
* Tier 2
* Tier 3
Daemonstinger

For the Tier 1 version, see Daemonspite.

The **Daemonstinger** is a Tier 3 Psilencer that specializes in damage to Daemonic targets.

## Overview

The Daemonstinger is a top-tier weapon that improves over the Daemonspite. It has otherwise average stats, aside from a slightly increased base Damage of 5. Its main strength is its multiple Daemon-specific slots. It has +2 Damage and +20% Crit chance against Daemonic targets, and both can be upgraded to double them to +4 Damage and +40% Crit respectively.

Several of the tougher enemies in the game count of Daemonic, including several of the bosses. This makes this weapon quite strong in general, able to reach 9 Damage, and having a high base Crit chance to trigger Autos. While it doesn't have Crit Damage itself, the Purgator has several abilities that can add to it, boosting this weapon's damage even further.
Sacred Incense

* Tier 1
* Tier 2
* Tier 3

The **Sacred Incense** is a type of Wargear that improves **Willpower**.

## Overview

The Sacred Incense is a piece of Passive Equipment that grants a **+2** / **+4** / **+6 Willpower** bonus per **Tier**. It is the default Equipment item, and the **Tier 1** version is immediately available when starting a campaign.

It works well with all classes, particularly those that spend a lot of **Willpower**, such as Justicars or Librarians.

## Effects

* Tier 1
* Tier 2
* Tier 3
Power in Faith

For the Tier 1 version, see Refuge in Faith.
For the Tier 2 version, see Resilience in Faith.

**Power in Faith** is a set of Tier 3 Terminator Armour that specializes in Focus.

## Overview

Power in Faith is the final version of the Resilience in Faith and Refuge in Faith. It now provides +4 HP, as well as the same +2 Armour, and now grants +20% Focus and +1 Willpower by default. When upgraded, these bonuses increase to +6 Max HP, +4 Armour, +35% Focus, and +2 Willpower.

This is a notable improvement over the Resilience in Faith in all key areas. It provides the second largest Focus boost, after the Faith's Shield Power Armour set, it has good stats in both Max HP and Armour provided, and has a respectable Willpower bonus. This makes it a strong all-around Armour set for most builds.
Confundio

**Confundio** is a Tier 2 Synskin Bodyglove that specializes in the Polymorphine ability.

## Overview

Confundio is a set of Armour added in the Execution Force DLC for the Callidus Assassin class. It grants a small Move Speed bonus, as well as the **Shattering Mask** Auto, which gives a chance for the unit to gain an Action when Attacking with **Polymorphine**. Upgrading it further increases the Move Speed bonus, as well as adding a small amount of extra HP.

It is one of only two Synskin Bodygloves that provide the **Shattering Mask** Auto, the other being the Tier 1 Philosopher's Robe. As the chance is only 50%, it benefits from items like the Sanctic Shard to boost the unit's Focus. It is also the only Synskin Bodyglove that provides a Move Speed bonus.
Scholar's Diligence

For the Tier 2 version, see Scholar's Acuity.
For the Tier 3 version, see Scholar's Devotion.

**Scholar's Diligence** is a set of Tier 1 Terminator Armour that specializes in Willpower.

## Overview

Scholar's Diligence is an early-game set of Armour built around ability usage. It provides +2 Armour by default, and grants +2 Willpower. After upgrading, these increase to +3 Armour and Willpower each.

It is one of the stronger Armour sets in the early-game, as it provides most of its benefits as standard, even before the player has access to upgrades. It provides a good amount of Armour and Willpower, allowing players more freedom when using their abilities.
Keeper of the Flame

For the Tier 1 version, see Will of the Flame.
For the Tier 2 version, see Heart of the Flame.

**Keeper of the Flame** is a set of Tier 3 Power Armour that specializes in Grenades.

## Overview

Keeper of the Flame is a late-game set of Armour that supersedes the Heart of the Flame and Will of the Flame sets. It now provides a +4 HP bonus, and starts with the same +1 Grenade Damage bonus as before, but now has a +4 Grenade Range bonus by default. When upgraded, these increase to +8 Max HP, +3 Grenade Damage, +6 Grenade Range, and it gains the same +1 Grenade Ammo bonus as before.

This offers improvements in almost all key areas, allowing Grenades to be thrown further and deal more damage than any other alternative. Like before, this snergizes well with the Purgator and Purifier classes, as they have several abilities that further boost Grenades' power.

## Trivia

* When combined with Tier 3 Frag Grenades, and a Purifier specializing in Grenade abilties, this can result in Grenades with upwards of 12 Damage.
Kantu's Vambrace

**Kantu's Vambrace** is a set of Tier 3 Power Armour that specializes in Action Points.

## Overview

Kantu's Vambrace is a unique late-game Armour set that has no other variants. It provides +2 HP by default, and also grants +1 Action Points. When upgraded, the Max HP increases to +4, and it also gains +1 Move Speed, and +15% Focus.

It is unique in that no other item has a passive that grants extra Action Points with no other conditions. This makes it incredibly strong for a variety of builds, particularly those with abilities that also grant additional Actions, such as Autos for Melee or Ranged Crits. This is further emphasized by the extra +15% Focus boost, making it easier to trigger such Autos.

It is one of the stronger options for the classes limited to Power Armour, those being Interceptors, Purgators, and Purifiers, as they all have abilities that can trigger additional Actions on top of the bonus provided by this Armour.
Hydraulic Claw Servitor

The **Hydraulic Claw Servitor** is a type of Wargear that distracts enemies in an area.

## Overview

The Hydraulic Claw Servitor is a type of Servitor used by the Techmarine class. It can be used to distract groups of enemies by Afflicting them with **Enraged**, forcing them to attempt to **Melee Attack** the Servitor. The Servitor also has the **First Strike** Auto, granting it a **100%** chance to strike whenever an enemy moves next to them.

The **Tier 2** version increases the **Damage** and **HP** of the Servitor, and the **Tier 3** version also increases the **Area** of the **Enraged Affliction**.

This can be very powerful against certain enemies, such as Plague Marines, as their **Melee Attacks** are often much weaker than their **Ranged** options. It can also be used multiple times, provided the Servitor has enough **HP**, or the Techmarine has enough **Willpower** to keep it repaired.

Compared to the Hailer Skull, which has a similar effect, the Hydraulic Claw Servitor can deal **Damage**, and potentially has infinite uses, where as the **Hailer Skull** does not cost an action to use.

## Effects

* Tier 1
* Tier 2
* Tier 3
Emancipator

The **Emancipator** is a Tier 2 Storm Bolter that has the Snap Fire Auto.

## Overview

The Emancipator is a unique weapon, with no other variants. Its main feature is the Snap Fire Auto, which has a +25% chance to gain +1 AP when the weapon Crits. This can be further upgraded to a total of +50%. It also features an above-average Psybolt Damage of +2, as well as an increased Range of 12, that can also be upgraded to a total of 14.

As it has no base Crit chance by default, it's likely intended that the Knight shoots at Stunned targets for the guaranteed Crit. This is also suggested by the weapon's internal name, `StormBolter_Finisher_2`.
Falchions

The **Falchions** are one of the default melee weapons for most classes.

## Overview

The Falchions are a more basic weapons category, usually built around Crits. They deal the standard amount of Damage, and have the same +1 Damage bonus for Force Strike. Their unique aspect is that they start with a base +5% Crit chance, allowing them to more easily get Crit Damage, Precision Targeting, or trigger Autos.

## 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.

### Crit Chance

Almost all Falchions come with at least a +5% Crit chance modifier. In the early-game, this is usually too rare to make a significant difference. Later tiers of Falchions though come with higher Crit bonuses, lending more towards Knights built around Crit chances.
Blade of the Prefect

For the Tier 1 version, see The Adept's Blade.
For the Tier 3 version, see Blade of Meh'Lindi.

**Blade of the Prefect** is a Tier 2 Phase Sword that specializes in Damage.

## Overview

Blade of the Prefect is a weapon added in the Execution Force DLC for the Callidus Assassin class. It has slightly increased Damage, and its **Death Strike** ability deals significantly more Damage, but it cannot Crit with any attack. Upgrading it increases both the base Damage, and the Damage bonus for **Death Strike**.

It has significantly higher Damage than most alternatives, particularly when using **Death Strike**, which almost doubles its damage output. Its main downside is that, because it cannot Crit, it cannot perform either Precision Targeting or Executions, somewhat limiting its options in combat.
Missile Launcher

The **Missile Launcher** is a Tier 1 Left Arm Weapon for the Dreadnought.

## Overview

The Missile Launcher is a Ranged Weapon type added in the Duty Eternal DLC. Its main attack is a long-range barrage of missiles that cause damage over Area 4, and Afflicts Hobbled. It also has the **Mindstrike Missile** ability, which enhances this attack by making it Ignore Allies. This costs +2 Willpower per use.

Compared to other Left Arm options, it has the longest Range and Area, Afflicts Hobbled, and can be made to Ignore Allies. Its downsides are that it has the lowest base Damage, and has to be Reloaded after every shot. It also has no Melee Attack of any kind, and does not provide any bonus Armour.

It is intended for Dreadnoughts that are used in more of a fire support role. In close combat, the Dreadnought will have to rely on their Right Arm Weapon, or support from other Grey Knights.

## Abilities

### Mindstrike Missile

**Mindstrike Missile** is an ability for **Missile Launchers**. It adds a bonus that causes it to Ignore Allies, allowing it to be used when allies are close-in around the target. Each use costs +2 Willpower.

Dreadnoughts that choose to specialize in the Missile Launcher Discipline branch of abilities will eventually be able to upgrade this ability to also provide a +1 to +3 Damage bonus against Daemonic targets.
Equity

For the Tier 1 version, see Merit.

**Equity** is a Tier 2 Exitus Pistol that specializes in Crit Damage.

## Overview

Equity is a weapon added in the Execution Force DLC for the Vindicare Assassin class. It has slightly increased Damage and Crit Damage, as well as a small Crit modifier. When upgraded, the Crit Damage is further improved, and the Crit chance bonus gets another small increase.

It is a straight upgrade over the previous Merit pistol, with higher stats in all key areas. Like before, its overall Damage doubles when it gets a Crit, but Equity has a slightly higher Crit modifier, and also has a higher base Damage for standard, non-Crit shots.
Doom Lance

For the Tier 2 version, see Lightsinger.
For the Tier 3 version, see Titans Wrath.

The **Doom Lance** is a Tier 1 Halberd that specializes in First Strike.

## Overview

The Doom Lance is an early-game weapon that focuses on its unique trait. It has the same statistics as the default Halberd, the only difference is that its First Strike Auto now has a 50% chance to trigger. When upgraded, this gets up to 2 uses per turn.

Because of this, it generally functions identically to the default Halberd in most cases. The 50% chance though means that it's still fairly inconsistent when this Auto triggers, and the player is unlikely to have many abilities or items to boost their Auto chance at this stage in the game.
Rupture

For the Tier 1 version, see Penance of the Heretic.

The **Rupture** is a Tier 2 Psycannon that specializes in Crits.

## Overview

The Rupture is a straight upgrade over the Penance of the Heretic. It starts with a base Crit chance of +25% and Crit Damage of +3. These can then be further upgraded to +40% and +5 respectively.

Its biggest downside is that it still has the same reduced base stats as the previous version, with 4 Damage and 8 Range respectively, though with the same higher than average Ammo count of 3.

This makes it an incremental upgrade over the Penance of the Heretic, just making the maximum possible damage higher and easier to achieve. If used by a Knight that's sufficiently built around Crit chance, it's possible to reach a total of 9 Damage per hit, assuming that every hit is a Crit.
Mantle of the Red

**Mantle of the Red** is a Tier 3 Synskin Bodyglove that specializes in Move Speed.

## Overview

Mantle of the Red is a set of Armour added in the Execution Force DLC for the Eversor Assassin class. It provides a moderate amount of HP, a small Move Speed bonus, and grants the **Righteous** Auto, which gives the unit a chance to gain an Action Point when getting a Melee Attack Crit. Upgrading it improves the Move Speed bonus, and also increases the chance for **Righteous** to trigger.

It is the only Synskin Bodyglove that provides the **Righteous** Auto, making it a strong choice for units that specialize in Melee Attack Crits. It also provides a substantial Move Speed bonus, with the Tier 2 Sheath of the Enforcer granting a similar, but smaller bonus. Otherwise, it has a relatively low total HP, with only some Tier 1 alternatives providing less.

## Trivia

* It is not related to the Mantle of Hate, despite sharing a similar name.
Exul

**Exul** is a Tier 2 Synskin Bodyglove that specializes in Focus.

## Overview

Exul is a set of Armour added in the Execution Force DLC for the Culexus Assassin class. It grants a moderate amount of HP and Focus, as well as the unique property, **Augmented Dampening**, which increases the amount of Warp Surge reduction for the Culexus Assassin's Psychic Dampening Auto. Upgrading it further increases the HP and Focus amounts.

It is the only Synskin Bodyglove that improves **Psychic Dampening**, and it provides the most Focus out of any Tier 2 option, further boosting **Psychic Dampening** and other Autos. It also grants a substantial amount of HP, and generally has no major downsides.
Poxwalker

> These poor infected have been cursed by one of Nurgle's plagues: The walking pox. Although physically weak, their sheer numbers can overwhelm.
>
> In-game description

**Poxwalker** is an enemy that appears in Warhammer 40,000: Chaos Gate - Daemonhunters.

## Overview

Poxwalkers are one of the first enemies encountered, and one of the most numerous. They are generally quite weak, relying on numbers to overwhelm their adversaries. They often appear as follows in groups, usually lead by other units such as Nurgle Cultists or Bloated Poxwalkers.

There are three different Poxwalker variants, with two of them wielding Improvised Weapons, which increase their Melee Damage.

## Behavior

Poxwalkers are a Melee-only unit, with their main approach being to surround a target and beat it to death. On their own, they are relatively manageable, but they often appear in large groups. This is why one of their more dangerous abilities is **Groan**, allowing them to summon groups of weaker Groaned Poxwalkers to overwhelm the enemy.

The most effective way to deal with Poxwalkers is to use area attacks to eliminate them as they group up. Weapons such as Psycannons, Psilencers, and Incinerators are very effective for dealing with them. Frag Grenades can also be a viable option, but generally need upgrades or abilities to improve their effectiveness.

As an undead enemy, Poxwalkers are completely immune to the effects of Stun, making them difficult to deal with for squads that don't bring sufficient firepower.

## See also

* Bloated Poxwalker

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Revocation

For the Tier 3 version, see Irrevocable Judgement.

**Revocation** is a Tier 1 Exitus Rifle that specializes in Damage.

## Overview

Revocation is a weapon added in the Execution Force DLC for the Vindicare Assassin class. It features slightly increased Damage over the base weapon. When upgraded, it also gains a small Crit Damage bonus.

This weapon attempts to boost the Exitus Rifle's modest Damage, offering 25-50% more Damage over the base weapon. Vindicare Assassins have several options for boosting their Crit chance, allowing them to regularly make use of the Crit Damage bonus.
Abjurer of Lies

For the Tier 1 version, see Heavy Psycannon.

The **Abjurer of Lies** is a Tier 2 Heavy Psycannon that specializes in Range.

## Overview

The Abjurer of Lies is an upgraded version of the Heavy Psycannon for the Dreadnought. In its base form, its only difference is that it has a higher Damage value. Upgrading it increases the total Ammo count, gives the **Weapon Scouring** ability a wider Area, and further extends the effective Range.

Compared to other Tier 2 Right Arm Weapons, it has nearly double the effective Range of most alternatives, and has debuffs for dealing with both Ranged and Psychic enemies. Its main downside is that its options for damaging multiple enemies are limited, and require ability unlocks.
Golden Mandate

For the Tier 1 version, see True-Eye.
For the Tier 3 version, see Vanquisher.

The **Golden Mandate** is a Tier 2 Storm Bolter that specialzes in Crits.

## Overview

The Golden Mandate is very similar to its predecessor, the True-Eye. The main differences are its starting Crit stats, of +15% and +2 Crit Damage respectively, and the ability to upgrade the Psybolt's Crit chance from +25% to +50%. This means when fully upgraded, this weapon has a +75% chance to Crit when using Psybolt, making it much more consistent.

The total Crit Damage also goes up to +3 when ugpraded, nearly doubling the weapon's damage output. However, it still has a below-average Range of 8, making this more of a close quarters weapon.
Paladin

> The Paladin is an elite Terminator Armour-clad warrior, pulverising and pounding enemies with powerful combat-focused abilities.
>
> Spotlight - Advanced Classes | Warhammer 40,000: Chaos Gate - Daemonhunters

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

## Overview

The Paladin is a frontline brawler, able to wear the toughest armor, and deal considerable damage in close quarters. They have access to a variety of offensive abilities, allowing them to handle hordes, engage single targets, or hold down an area. This makes them quite flexible, as they can be built in several ways to suit different playstyles.

## Loadout

Paladins are the only class that can wield the Storm Shield, a defensive item that takes the place of a **Ranged Weapon**, and grants the **Defend Position** Ability. This allows Paladins to set an area where they will automatically attack the first enemy that enters. Additionally, they can only equip Terminator Armour, and like the Justicar, they can also unlock the option to use Psycannons through Abilities.

## Abilities

\* Some abilities use the Knight's equipped weapon for base damage.
Bloated Poxwalker

> These poor infected have been cursed by one of Nurgle's plagues: The walking pox. Although physically weak, their sheer numbers can overwhelm.
>
> In-game description

**Bloated Poxwalker** is an enemy that appears in Warhammer 40,000: Chaos Gate - Daemonhunters.

## Overview

Bloated Poxwalkers are a tougher form of Poxwalker that starts appearing after the first few missions. They have significantly more health, do more damage, and have access to more abilities. They are more common in the early-game, leading groups of standard Poxwalkers and Nurgle Cultists.

## Behavior

Bloated Poxwalkers have similar tactics to their standard counterparts. They are a Melee-only unit that attempts to surround their target and pummel them to death. They can also use the **Groan** ability to summon weaker Groaned Poxwalkers to help overwhlem their targets.

Their most notable feature is their **Pestilential Explosion** ability, which allows them to detonate themselves to damage and Afflict nearby targets with Plague, as well as buff any nearby Poxwalkers. Because of this, Bloated Poxwalkers are best dealt with at range, to limit exposure to this blast. Otherwise, Precision Targeting can be used to decapitate them, which permanently disables this ability.

As an undead enemy, Bloated Poxwalkers are completely immune to the effects of Stun, making them difficult to deal with for squads that don't bring sufficient firepower.

## See also

* Poxwalker

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Silverbolt

For the Tier 1 version, see Edeon's Gift.
For the Tier 3 version, see Sister's Tear.

The **Silverbolt** is a Tier 2 Storm Bolter that specialzes in Damage.

## Overview

The Silverbolt is intended to be an improvement over the Edeon's Gift. Its main features are a starting Damage of 5, that can be upgraded to 6 total, as well as a base Crit Damage value of +1.

Unlike most weapons, there is actually a downgrade in one aspect. Where as the Edeon's Gift could be upgraded to improve its starting Ammo count of 3, the Silverbolt has the same base Ammo count but has no upgrades for it.
Rain of Absolution

For the Tier 1 version, see Missile Launcher.

The **Rain of Absolution** is a Tier 2 Missile Launcher that specializes in Afflicting Hobbled.

## Overview

The Rain of Absolution is an upgraded version of the Missile Launcher for the Dreadnought. In its base form, the only difference is that it has a higher base Damage. Upgrading it improves the Damage further, and also doubles the Duration of the Hobbled Affliction.

Compared to other Tier 2 Left Arm Weapons, it has the smallest increase in stats when compared to its lower-Tier equivalent. Its most defining feature, aside from its Range and Area over the alternatives, is that it can apply the Hobbled Affliction to large groups of targets at once.
Shadow's Refuge

For the Tier 3 version, see Shroud of the Damned.

**Shadow's Refuge** is a Tier 1 Synskin Bodyglove that specializes in the Culexus Assassin's Life Draining Touch Attack.

## Overview

Shadow's Refuge is a set of Armour added in the Execution Force DLC for the Culexus Assassin class. It grants a small Willpower bonus, along with the unique property, **Vicious Strike**, which grants a slight Damage bonus for the Culexus' **Life Draining Touch** Attack. Upgrading it further increases this Damage bonus.

It is the most offensively-oriented of the Tier 1 Synskin Bodygloves, being one of only a few that directly improves Attacks. However, it is also the only one that provides no Hit Point bonus at all, meaning that the unit can be quite fragile.
Nurgle Cultist

> The Cultists of Nurgle are individually no match for a Grey Knight, but they roam in packs and come armed with a variety of weapons
>
> In-game description

**Nurgle Cultist** is an enemy that appears in Warhammer 40,000: Chaos Gate - Daemonhunters.

## Overview

Nurgle Cultists are one of the first enemies encountered, serving as the foot soldiers of the Cultist forces. They are generally quite weak and deal minimal damage, with their main strength being in their numbers. They often appear alongside their brethren, as well as Poxwalkers, and occasionally lead by a Plague Marine.

## Behavior

Cultists are only armed with their Autogun, and possess no special abilities. As such, their main combat tactic is to take standard shots at adversaries, and set up **Overwatch** cones when they have actions remaining. Occasionally they will use **Hunker Down** to temporarily boost their defense, although this ends their turn.

The most effective way to deal with Cultists is to use Precision Targeting to remove their Autogun. Once disarmed, they are forced to switch to a Melee-based behavior, which deals next to no damage and often leaves them exposed.

Ironically, Cultists can be somewhat awkward to deal with when using Stun builds. This is because their low HP often means they are killed before they can be Stunned. The most effective counter to this is to use non-lethal Stuns, such as Empyrean Brain Mines or the Librarian's Psychic Shriek ability.

## See also

* Nurgle Heavy Stubber
* Nurgle Grenadier

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Apostate's Doom

For the Tier 1 version, see Covenant.
For the Tier 2 version, see Writ of Agony.

**Apostate's Doom** is a Tier 3 Neural Shredder that specializes in Area.

## Overview

Apostate's Doom is a weapon added in the Execution Force DLC for the Callidus Assassin class. It has slightly increased Damage, as well as a much wider Arc. Upgrading it further increases the size of the Arc, as well as extending the effective Range.

Compared to other Neural Shredders, it has the widest overall Area, with its Arc being triple that of most alternatives. This allows it to potentially Immobilize large groups of targets when using the **Immobilizing Agony** ability. It also has a noticeably longer Range than most, and does moderate Damage.
Blade of Meh'Lindi

For the Tier 1 version, see The Adept's Blade.
For the Tier 2 version, see Blade of the Prefect.

**Blade of Meh'Lindi** is a Tier 3 Phase Sword that specializes in Damage.

## Overview

Blade of Meh'Lindi is a weapon added in the Execution Force DLC for the Callidus Assassin class. It has significantly increased stats for both base Damage and the Damage bonus provided by its **Death Strike** ability, but it cannot Crit with any attack. Upgrading it further improves both the base Damage and **Death Strike** Damage bonus.

It has the highest Damage for any Phase Sword, with its **Death Strike** ability being almost double that of most other options. However, like its predecessors before it, it cannot perform Precision Targeting or Executions, due to it being unable to Crit. This limits it to a purely damage-dealing role.
Abjuration of the Faithless

**Abjuration of the Faithless** is a set of Tier 3 Power Armour that has bonuses in a mix of stats.

## Overview

Abjuration of the Faithless is a unique late-game Armour set that has no other variants. It provides +3 Max HP, and starts with a +2 Willpower bonus, and +15% Resistance. When upgraded, these bonuses increase to +3 Willpower, +30% Resistance, and it gains +1 Move Speed.

The bonuses on this Armour set are somewhat random, and don't compliment eachother well. The Willpower and Resistance bonuses are relatively high, and there aren't many Armour sets that grant increased Move Speed. It's similar in nature to the Cuirass of Sacrifice Armour, except with less immediately beneficial bonuses.

## Trivia

* The internal name for this item is `PowerArmour_Metabolism_3`.
Hammer of the Chosen

For the Tier 2 version, see Legato's Grip.
For the Tier 3 version, see Final Justice.

The **Hammer of the Chosen** is a Tier 1 Daemon Hammer that specializes in Crits.

## Overview

The Hammer of the Chosen is an early-game weapon with only a couple notable differences. It starts with a +1 Crit Damage bonus, and when upgraded this increases to +2, and the weapon also gains the Righteous Auto. This grants a 25% chance for the Knight to gain +1 Action Point when getting a Melee Crit. This can only trigger once per turn.

As the weapon has no base Crit modifier, the most consistent way to trigger Righteous is on Stunned targets. Since most targets can be executed when Stunned, this usually just means the Knight gains +2 Action Points instead of +1.

The player's options for Stun are quite limited in the early-game though, so it's unlikely that they'll be able to both unlock and make use of this aspect before finding better weapons, such as the Tier 2 variant, Legato's Grip.
Klotec's Shroud

**Klotec's Shroud** is a Tier 3 Stealthsuit that specializes in Abilities.

## Overview

Klotec's Shroud is a set of Armour added in the Execution Force DLC for the Vindicare Assassin class. It grants a substantial amount of Focus, as well as the unique trait, **Lethal Resolve**, which reduces the Cooldowns for all abilities. Upgrading it further increases the amount of Focus, as well as offering a small HP bonus, and increasing the Duration of the **Stealth** ability.

It offers the largest amount of Focus out of any Stealthsuit, making most Afflictions and Autos very consistent. The Cooldown reduction also allows the wearer to make use of their most powerful abilities more regularly. Finally, it is the only Stealthsuit that increases the Duration for the Stealth ability, providing further value, especially in prolonged battles.
Ravager

**Ravager** is a Tier 1 Executioner Pistol that specializes in Afflicting Weakened.

## Overview

Ravager is a weapon added in the Execution Force DLC for the Eversor Assassin class. It has an increased Ammo count, as well as a moderate Crit Damage bonus, and its **Needler** ability Afflicts Weakened for 2 Turns instead of applying Bleed. Upgrading it increases the Duration for both the Weakened and Neurotoxin Afflictions.

Compared to other Executioner Pistols, it has one of the highest Ammo counts, only matched by the Fiendslayer, and the highest Crit Damage bonus. It has no Crit modifier though, requiring other Equipment to make use of it. Its main use is for debuffing targets that would otherwise take multiple turns to kill, Weakening them, and making them more susceptible to Bleed.
Castigator

For the Tier 1 version, see Doomglaive.

The **Castigator** is a Tier 2 Doomglaive that specializes in Damage.

## Overview

The Castigator is an upgraded vesion of the Doomglaive for the Dreadnought. In its base form, the only difference is that it has a higher base Damage. Upgrading it improves the Damage further, and also extends the Range of the **Promethium Spray**.

When compared to other Left Arm Weapons, it has the highest base Damage, which is enhanced by the Armour Pierce property, allowing it to bypass Armour to deal damage directly. Its weaknesses are that it has limited options for Ranged Damage, and that as with other Dreadnought Melee Weapons, it cannot move and attack in a single action.
Prodigy's Plate

For the Tier 2 version, see Hero's Plate.
For the Tier 3 version, see Champion's Plate.

**Prodigy's Plate** is a set of Tier 1 Power Armour that specializes in Hit Points.

## Overview

Prodigy's Plate is an early-game set of Armour focusing purely on defense. In its base form, it provides a +4 HP bonus. When upgraded, this bonus increases to +6 Max HP, and it gains +1 Armour.

It provides the strongest protection out of any Power Armour, with only the Valdar's Discipline coming close, only missing the point of Armour. It provides no other benefits, but functions as a strong Armour choice, particularly since Knights won't have access to many specialized builds in the early-game.
Empyrean Harvest

**Empyrean Harvest** is a Tier 2 Synskin Bodyglove that specializes in generating Willpower.

## Overview

Empyrean Harvest is a set of Armour added in the Execution Force DLC for the Culexus Assassin class. It provides a moderate amount of HP and Willpower, as well as the **Surge Overlfow** Auto, which lets the unit generate additional Willpower when a Warp Surge occurs. Upgrading it increases both the Willpower bonus, as well as amount of Willpower generated by **Surge Overflow**.

Compared to other Tier 2 Synskin Bodygloves, it provides the most amount of Willpower, beaten only by the Tier 3 Anathema. It is also the only option that grants the **Surge Overflow** Auto, allowing it to generate Willpower substantially quicker than most alternatives. Its main downside is that it provides a relatively low amount of HP.
Saint's Judgement

For the Tier 1 version, see Immaculate Deed.
For the Tier 3 version, see Elrin's Oath.

The **Saint's Judgement** is a Tier 2 Psycannon that specializes in Damage.

## Overview

The Saint's Judgement is an improvement over the Immaculate Deed. It base Damage can now be upgraded to a total of 7, and its Psychic Onslaught already starts at the same 5 Damage that the previous version had. In addition, it also now has a base +10% Crit chance, and can be upgraded to do 1 Crit Damage.

Like before, its main drawback is that it can only hold 1 Ammo. Without abilities or the Extended Magazine item, you cannot use the Psychic Onslaught ability, as it requires 2 Ammo.
Sheath of the Enforcer

For the Tier 1 version, see Sheath of the Butcher.

**Sheath of the Enforcer** is a Tier 2 Synskin Bodyglove that specializes in Resistance.

## Overview

Sheath of the Enforcer is a set of Armour added in the Execution Force DLC for the Eversor Assassin class. It grants a moderate amount of HP, as well as a large Resistance bonus. Upgrading it further increases the HP and Resistance, as well as adding a small Move Speed bonus.

Compared to other Synskin Bodygloves, it offers the most Resistance, and is one of only two that provides a Move Speed bonus, the other being the Tier 3 Mantle of the Red. It also provides a substantial amount of HP, beaten only by Armour that specializes in it, such as the Skull of the Enforcer.
Merit

For the Tier 2 version, see Equity.

**Merit** is a Tier 1 Exitus Pistol that specializes in Crit Damage.

## Overview

Merit is a weapon added in the Execution Force DLC for the Vindicare Assassin class. It has an increased Crit Damage bonus, as well as a small Crit modifier. Upgrading it further increases the Crit Damage bonus.

This weapon can deal double its Damage when it Crits, but its own Crit modifier is not very substantial. It requires other bonuses from class abilities or other Equipment in order to make it consistent. Otherwise, it functions identically to the default weapon.
Mordaxia

For the Tier 1 version, see Innocence.
For the Tier 3 version, see The Immaculate Shade.

**Mordaxia** is a Tier 2 Synskin Bodyglove that specializes in Resistance.

## Overview

Mordaxia is a set of Armour added in the Execution Force DLC for the Callidus Assassin class. It grants a small amount of HP, a moderate Resistance bonus, and the **Blade Accuracy** property, which increases the Range of the Callidus Assassin's Poison Blades ability. Upgrading it further increases the HP and Resistance bonuses.

Compared to other Tier 2 Synskin Bodygloves, it provides the most Resistance, and is the only one that grants the **Blade Accuracy** property. Otherwise, it has no major downsides, other than the opportunity cost of other options.
Purgator

> A ranged heavy-weapons specialist. With a coldly determined advance, the Purgator can unleash a steady stream of devastating fire with unerring accuracy.
>
> Classes | Warhammer 40,000: Chaos Gate - Daemonhunters

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

## Overiew

The Purgator is a Ranged Weapons specialist, being the only starter class that can use heavy weapons by default. They have several abilities that buff and supplement this playstyle, making them one of the greatest sources of ranged damage in a squad. Their abilities and arsenal also make them ideal for dispatching large hordes of fodder enemies, such as Poxwalkers.

## Loadout

Purgators have access to the standard set of equipment, but are known for their ability to wield Psycannons, Psilencers and Incinerators. This gives them access to a wide range of abilities that are not normally available to other Knights, allowing them to deal exceptional damage at range. However, because they are one of few classes limited to Power Armour, they can be somewhat fragile when compared to other units.

## Abilities

\* Some abilities use the Knight's equipped weapon for base damage.
Ogen's Edict

For the Tier 1 version, see Condemnation.
For the Tier 2 version, see Conviction.

The **Ogen's Edict** is a set of Tier 3 Falchions that specialize in Crits.

## Overview

The Ogen's Edict is the top-tier alternative to the Conviction. It starts with the same values as the former; 5 base Damage, +20% Crit chance, and +20% Crit modifier for Force Strike. When upgrading, the Force Strike Crit bonus is the same +40% as before, but now the Damage can be increased to 6 total, and the base Crit chance to +35%.

This is one of the highest Crit chances out of any melee weapon, ideal for classes with the Ruthless Precision ability, such as the Interceptor or Paladin. It is a relatively minor improvement over the Conviction though, only gaining 1 extra point of Damage, and +5% Crit chance overall.
Daemon Hammer

The **Daemon Hammer** is one of the default melee weapons for most classes.

## Overview

The Daemon Hammer is one of the simplest weapons to use, only having two aspects to consider. It deals a standard amount of damage by default, and its main feature is that when using Force Strike it has a +2 Damage bonus.

## 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.

Daemon Hammers are unique, in that Force Strike typically does +2 Damage instead of the usual +1. This means it tends to do the most direct damage out of any of the common melee weapon types. Most variants don't deviate too much from this, only having one or two extra bonuses.
Liberator

For the Tier 3 version, see Salvation.

The **Liberator** is a Tier 1 Storm Bolter that can afflict Bleed.

## Overview

The Liberator is a low-tier weapon that has no other variants. Its main feature is its multiple Bleed Affliction slots. It has a base chance of 25% by default, which can later be upgraded to a total of 40%.

Its Psybolt also replaces the usual Damage increase with a 100% Bleed Affliction chance. When upgraded, it also gets the normal +1 Damage bonus. Otherwise its stats are identical to a standard Storm Bolter.

Bleed causes 2 damage at the end of each turn, reducing by 1 each turn, and ignores Armour. It's only applied after the enemy has finished their turn though, meaning that this weapon does more damage over time, but gives enemies more chance to attack your Knights before it takes effect.

This weapon works well with the Apothecary class, as they have several abilities that benefit Bleed Afflictions.
Heavy Psycannon

For the Tier 2 version, see Abjurer of Lies.

The **Heavy Psycannon** is a Tier 1 Right Arm Weapon for the Dreadnought.

## Overview

The Heavy Psycannon is a Ranged Weapon type added in the Duty Eternal DLC. Its standard attack is a long-range volley of shots that does moderate Damage. It can Afflict Silenced, preventing targets from using Psychic abilities, and also has the **Weapon Scouring** ability, which Disables enemies' Ranged weapons in a small Area.

As a Right Arm Weapon, it has the longest Range by far, and has options to debuff both Ranged and Psychic enemies. Its main downside is that it requires ability unlocks in order to damage multiple enemies in a single attack.

## Abilities

### Weapon Scouring

**Weapon Scouring** is an ability that allows the Heavy Psycannon to Disable enemies' Ranged Weapons in a small Area. The Affliction lasts for 1 Turn, and costs 2 Willpower per use.

It is mainly used to suppress enemies, or force them to approach the squad. It has no effect on enemies that focus on Melee Attacks, and does not deal Damage to enemies other than the primary target.
Scholar's Devotion

For the Tier 1 version, see Scholar's Diligence.
For the Tier 2 version, see Scholar's Acuity.

**Scholar's Devotion** is a set of Tier 3 Terminator Armour that specializes in Willpower.

## Overview

Scholar's Devotion is the late-game equivalent of the Scholar's Acuity and Scholar's Diligence. It now provides +4 Max HP, as well as the same +2 Armour as before, but now grants +3 Willpower as standard. After upgrading, the Armour doubles to +4, the Willpower increases to +5 total, and it gains the same Immunity to Drained as before.

This is a relatively incremental improvement over the Scholar's Acuity, only offering an extra point in Max HP, Armour, and Willpower. These are still strong stats for their Tier though, and the +5 Willpower bonus is only matched by the equivalent Power Armour, the Triumph of Will.
Disruptor Skull

The **Disruptor Skull** is a type of Wargear that Afflicts enemies with **Disrupted** and **Damages** them.

## Overview

The Disruptor Skull is the only Servo Skull that can be used offensively. It deals a small amount of **Damage** that ignores **Armour**, and also applies the **Disrupted** Affliction, which prevents the enemy from triggering their **Auto** abilities.

Each **Tier** increases the amount of **Damage** dealt, and amount of **Ammo**. The **Tier 3** version maxes out at **6 Damage** and **4 Ammo**.

It fills a similar role to the **Disruptshot** ability found on Psilencers. It does not cost any **Willpower** or **Action Points** to use, but it has a shorter **Range** compared to Psilencers, and limited uses per battle.

Most enemies are vulnerable to the **Disrupted** Affliction, including several bosses. In these cases, it allows Knights to disable certain abilities that protect or otherwise prevent further damage, giving them ability to continue attacking the target, dealing more damage in a turn.

## Effects

* Tier 1
* Tier 2
* Tier 3
Heavy Bolter Servitor

The **Heavy Bolter Servitor** is a type of Wargear that grants the **Overwatch** ability.

## Overview

The Heavy Bolter Servitor is a type of Servitor used by the Techmarine class. It allows them to use the **Overwatch** ability, which they do not have access to with their primary Ranged Weapon, the Boltgun. Each version increases the amount of **Damage** dealt, and the **HP** that the Servitor has.

Unlike most forms of **Overwatch**, this ability can potentially trigger an infinite number of times. This is because the Heavy Bolter Servitor does not need to reload their weapon, giving them an infinite number of shots. When positioned optimally, this can be a very powerful ability, particularly for hordes of weaker enemies, such as Poxwalkers.

## Effects

* Tier 1
* Tier 2
* Tier 3
Plasma Cannon Servitor

The **Plasma Cannon Servitor** is a type of Wargear that applies **Damage** and **Knockback** over an **Area**.

## Overview

The Plasma Cannon Servitor is a type of Servitor used by the Techmarine class. It allows them to **Damage** enemies in an **Area**, destroying their cover, and also affecting them with **Knockback**.

Each **Tier** increases the amount of **HP** the Servitor has, with the **Tier 2** version increasing the blast to **3 Damage**, and the **Tier 3** version increasing it to **Area 4**.

This gives the Techmarine a form of infinitely reusable, but weaker, Frag Grenades, allowing them to always have a way to displace targets, destroy cover, and knock smaller targets into bottomless pits for instant-kills.

The downsides to this Servitor are that is has a smaller than average **Range** (beaten only by the Servo-Arm Servitor), and it has one of the lowest total **HP** amounts. This can make it quite fragile, so positioning is important to prevent it from being destroyed early in a mission.

## Effects

* Tier 1
* Tier 2
* Tier 3
Daemonbane

For the Tier 3 version, see Daemonflayer.

The **Daemonbane** is a Tier 2 Halberd that specializes in damage to Daemonic targets.

## Overview

The Daemonbane has mostly average stats, but excels against Daemonic enemies. It has an increased base Damage of 5, similar to most Tier 2 Halberds, but it also has +1 Damage and +10% Crit against Daemonic targets specifically. When upgraded, these increase to +2 Damage and +25% Crit respectively. In exchange for this, it's missing the First Strike Auto found on most Halberds.

Several of the tougher enemies in game are classed as Daemonic, including multiple bosses, so this ends up being a relatively strong weapon on average. As its base stats are relatively similar to other weapons, it's not too much of a handicap when dealing with other classes of enemies.
Anval's Refuge

**Anval's Refuge** is a set of Tier 1 Terminator Armour that specializes in Move Speed.

## Overview

Anval's Refuge is a unique set of early-game Armour, and has no other variants. It provides +2 Armour, and grants +1 Move Speed by default. When upgraded, it also provides +2 Max HP, +3 total Armour, and the Move Speed bonus doubles to +2.

This is similar to the Pain's Refuge set of Power Armour, providing identical Move Speed and Max HP bonuses. It grants signficantly more Armour, but requires upgrades to achieve the same HP bonus, which are often not avaiable before the player starts finding superior Tier 2 alternatives. Unlike the Pain's Refuge though, there are no further variants of this Armour.