Learn about weapon types, stats, talents, and proficiencies in warhammer 40k rogue trader, including Bolt, Flamer, and Exotic weapons.
Aeldari Weapon Proficiency and Drukhari Weapon Proficiency
Aeldari and Drukhari weapons require special training to use, specifically the Aeldari Weapon Proficiency and Drukhari Weapon Proficiency talent(s). These talents are unlocked by having the Lore [Xenos] feature or the Base Skill: Lore [Xenos] talent. It is important not to confuse these talents with the Aeldari Equipment and Drukhari Equipment features, which are possessed by two companions and cannot be learned. While some Xenos gear can be found in Chapter 1, it becomes more common and powerful in late Chapter 2. Notable Xenos weapons include the Bloodseeker Klaive, Bloodthirster, Elite Blast Pistol, Sharpened Venom Blade, and Star Blight.
Bolt Weapons
Bolt weapons are iconic in Warhammer 40,000, used by forces like the Adeptus Astartes and Adepta Sororitas. Forms include Bolt Pistol, Bolter, Heavy Bolter, and Storm Bolter. They generally offer higher per-shot damage than Auto weapons, feature withering burst fire, and have slightly elevated Armor Penetration, making them effective general-purpose weapons.
Burst Fire
Burst Fire is an alternative firing mode found on Auto, Bolt, and Las weapons. When used, the weapon fires a number of rounds equal to its rate of fire in a wide, inaccurate line. This mode is best used against groups of enemies or at very close range against a single powerful foe. Connecting with multiple bolter rounds in a single turn can be devastating, especially later in the game with better weapons.
Chain, Force, Primitive, and Melee Weapon Types
These are subclasses of melee weapons that affect the efficacy of certain talents. Melee weapons can be categorized as knives, swords, hammers, axes, spears, and staves, often indicated in their name. Different types have shared stats and features:
- Axes: Have a 2 AP Sweep attack that inflicts bleeding.
- Hammers: High Armor Penetration. Have a Shove attack that knocks enemies back and usually an AoE Swing/Slam attack.
- Knives: Always one-handed. Usually only have a 1 AP Strike attack.
- Staves/Spears: Always two-handed. Restricted to Psykers, have a basic melee attack and a basic Psyker power usable while equipped.
- Swords: +10% Parry and -10 to enemy Weapon Skill when hit. Usually have a standard 1 AP attack and a 2 AP cleave/sweep.
Damage
Damage is the amount of damage a weapon deals per attack before factors like enemy Armor and Deflection are considered. Extra damage from alternative fire modes is not shown, but character-influencing characteristics and talents are, causing damage values to change when switching characters.
Exotic Weapons
Exotic Weapons are a catch-all category for unusual Xenos weapons and Adeptus Mechanicus creations, such as the Arc Rifle. This designation means you will not receive any talent bonuses for using these weapons.
Flamer Weapons
Flamer weapons use prometheum and typically have two firing modes: Stream (1 AP, hits all enemies in a line) and Spray (2 AP, hits all enemies in a cone). They deal moderate damage, have low Armor Penetration, and offer no benefit against Dodge or cover (press the cover button to crouch behind walls or objects). Their large Area of Effect (AoE) is their primary advantage.
- The Adeptus Astartes Equipment, Aeldari Equipment, and Drukhari Equipment talents belong to specific midgame companions and are not learnable by the player.
- Xenos weapons become more common and powerful in late Chapter 2.
- Burst Fire is most effective against groups or at point-blank range.
- Melee weapon types determine the effectiveness of certain talents and have unique attack options.
- Exotic weapons do not benefit from talent bonuses.
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