Adeptus Astartes Weapons List

'The Night Sentinels are a bright light in a sea of darkness, with hungry predators circling them. Their enemies await the single, milisecond-long moment where the Night Sentinels and their dominance of the Warp around them fail. When that happens, the predators will feast, as with what happened in the aftermath of the Great Rift and continues to this day. Yet when the Great Rift happened, the Night Sentinels emerged from their supposed deletion and brought their nullmarines to worlds besieged by mankind's purest nemesis: the tides of Chaos. Many of their corrupted cousins and a near limitless number of their thralls were cut down by blessed Chain Glaive and nullarium manifestations. Then, just like that, leaving the Inquisition baffled, they vanished to bring divine intervention elsewhere. Their help brought many Imperial worlds from the brink of defeat, and cleansed the taint of the Immaterium and its denizens from many more, letting the Imperium of Mankind safely resettle those worlds. This, perhaps, offered a slight respite in desperate times, as the victory of Chaos grows ever-closer....'

'However, the Night Sentinels have no allies, save for the recent Cadian 76th, and so, when the moment that their nullification gene-seed mutation fails to function, every Neverborn and warband they have angered that is within range of the chapter's fleet will descend, possibly annihilating them and leaving the rest to mere remnants, letting the deathly entropy of the galaxy take hold of them. And just like that, nothing will be left of them except perhaps legends told by their enemies and those they saved, of giants encased of powered armor able to tame the psychic maelstrom around them, cleaving apart foes with swipes of their polearmed Chain Glaives...'

A Chain Glaive, or some other weapon, may be traded for one of the following weaponry:

Flamer: 12" Assault D6 S4 AP0 D1. Each time an attack is made with this weapon, that attack automatically hits the target.

Meltagun: 12" Assault 1 S8 AP-4 Dd6. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

When attacking with a Plasmagun, choose one of the profiles below:

- Plasmagun (Standard): 24" Rapid Fire 1 S7 AP-3 D1

- Plasmagun (Overcharge): 24" Rapid Fire 1 S8 AP-3 D2. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.

When attacking with a Nullshot Launcher, choose one of the profiles below:

- Psykout Shell: 36" Grenade 1 S5 AP-7 Dd3. This attack automatically hits the target. Invulnerable saving throws cannot be made against this attack. If the target is a PSYKER or DAEMON, the attack causes mortal wounds instead of normal wounds.

- Dispersion Shell: 36" Grenade D6 S6 AP-2 D1. Blast. This attack automatically hits its target. Invulnerable saving throws cannot be made against this attack.

- Displacement Shell: 36" Grenade D3 S10 AP-2 D2d6. This attack automatically hits its target. Invulnerable saving throws cannot be made against this attack. If the target is a Daemon Prince or Greater Daemon, make the maximum number of attacks with this weapon.

Heavy Bolter: 36" Heavy 3 S5 AP-1 D2

Multi-Melta: 24" Heavy 2 S8 AP-4 Dd6. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

Lascannon: 48" Heavy 1 S9 AP-3 Dd6

Plasma Cannon: Before selecting targets, select one of the profiles below to make attacks with:

- Standard: 36" Heavy D3 S7 AP-1 D1. Blast.

- Supercharge: 36" Heavy D3 S8 AP-3 D2. Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.

Missile Launcher: Before selecting targets, select one of the profiles below to make attacks with.

- Frag Missile: 48" Heavy D6 S4 AP0 D1. Blast.

- Krak Missile: 48" Heavy 1 S8 AP-2 Dd6

When attacking with a Heavy Nullshot Launcher, choose one of the profiles below:

- Psykout Shell: 48" Grenade 1 S5 AP-7 Dd3. This attack automatically hits the target. Invulnerable saving throws cannot be made against this attack. If the target is a PSYKER or DAEMON, the attack causes mortal wounds instead of normal wounds.

- Dispersion Shell: 48" Grenade D6 S6 AP-2 D1. Blast. This attack automatically hits its target. Invulnerable saving throws cannot be made against this attack.

- Displacement Shell: 48" Grenade D3 S10 AP-2 D2d6. This attack automatically hits its target. Invulnerable saving throws cannot be made against this attack. If the target is a Daemon Prince or Greater Daemon, make the maximum number of attacks with this weapon.