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		<id>http://2d4chan.org/mediawiki/index.php?title=Siege_of_Terra&amp;diff=425606</id>
		<title>Siege of Terra</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Siege_of_Terra&amp;diff=425606"/>
		<updated>2019-03-01T00:42:57Z</updated>

		<summary type="html">&lt;p&gt;2001:56A:F829:9000:CC7D:F646:3DE1:8345: &lt;/p&gt;
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&lt;div&gt;{{Stub}}&lt;br /&gt;
[[File:Siege_of_Terra1.jpg|thumb|middle|500px|Just 0.000001% of 0.000001% of the Siege of Terra.]]&lt;br /&gt;
The &#039;&#039;&#039;Siege of Terra&#039;&#039;&#039; was the end of the [[Horus Heresy]] in [[Warhammer 40,000]]. If the Horus Heresy can be considered the most important series of events in the 40k universe, then the Siege of Terra itself could be considered the single most important event. It is also possibly the most fucking awesome event; Brother fighting brother, the mighty guns of Titans blowing fortifications to shreds, Imperial Army soldiers leading charges against the traitorous forces even though they know it&#039;s suicide and [[Ollanius Pius]]&lt;br /&gt;
&lt;br /&gt;
It was [[Horus]]&#039;s big attempt to off his daddy and so be the true Emperor of the galaxy (for [[Chaos]] of course!). He bought a load of his traitor legions, millions of corrupt Imperial army personnel and mutants, the part of the Mechanicus that had gone over to his side and a whole load of daemons to boot. On his side the [[Emperor]] had three legions, his custodians and the loyal imperial army regiments of Terra and you know what? The Emperor went and won anyway (granted it was because the Emperor offed Horus before his legions could crack the Imperial palace but still, victory for the home team!).&lt;br /&gt;
&lt;br /&gt;
Horus&#039;s side: Sons of Horus; [[Emperor&#039;s Children]]; [[Thousand Sons]]; [[Death Guard]]; [[World Eaters]]; [[Night Lords]]; [[Iron Warriors]]; [[Word Bearers]] (Though only 5000); [[Lost and the Damned]]; several traitor Titan Legions (Mortis, Storm Lords, Flaming Skulls). &lt;br /&gt;
&lt;br /&gt;
Emperor&#039;s side: [[Blood Angels]]; [[Imperial Fists]]; [[White Scars]]; loyalist Imperial Army regiments; [[Adeptus Custodes|Legio Custodes]], [[Sisters of Silence]], three Titan legions (Ignatum, Astorum, and Defensor), numerically irrelevant numbers of legionaries from other loyalist legions.&lt;br /&gt;
&lt;br /&gt;
(Along with Primarch Vulkan as well as the Knights-Errants)&lt;br /&gt;
&lt;br /&gt;
==Duel of the Emperor and Horus==&lt;br /&gt;
[[file:Horus and his Daddy.jpeg|thumb|middle|400px|If you haven&#039;t seen this image yet, you must be new. Like, really fucking new.]]&lt;br /&gt;
Like with any truly epic event, the siege only ended with the most motherfuckingest duel in the entire 40k fluff; the Emperor of Mankind against Horus, most favoured of the Primarchs and the living avatar of the Chaos Gods. If the Horus Heresy was the most important of a series of events, if the siege was the single most event, then the duel is the defining most of the fluff and affected everything else that came after it. &lt;br /&gt;
&lt;br /&gt;
Although the Emperor managed to win and kill Horus, he was so badly wounded in the end he needed to be on 24/7 life support just to survive. So really when you come down to it it was a draw; Chaos had been stopped then but only at an unthinkable cost to the Imperium.&lt;br /&gt;
&lt;br /&gt;
==/tg/ Connection==&lt;br /&gt;
What, besides the fact that &#039;&#039;&#039;&#039;&#039;it&#039;s the most important event in the 40k universe?&#039;&#039;&#039;&#039;&#039; Fine.&lt;br /&gt;
&lt;br /&gt;
The Siege of Terra is also the theme for the [[Horus Heresy#The Board Game|Horus Heresy board game]], in which you reenact the Siege itself. There. Happy?&lt;br /&gt;
&lt;br /&gt;
Not really. &lt;br /&gt;
&lt;br /&gt;
===The fa/tg/uy&#039;s explanation of the Siege Of Terra (for Dummies and BL Editors)===&lt;br /&gt;
[[File:Loyalists vs. Traitors.jpg|thumb|middle|700px|Some serious Daddy problems.]]&lt;br /&gt;
The main rule of warfare. As the number of combatants increases, the resemblance to complete uncontrolled insanity approaches infinity. And then you have to take into account the terrain...&lt;br /&gt;
&lt;br /&gt;
Basically you start with a planet that&#039;s been nuked, polluted, and generally lived-in for a few hundred thousand years too long (nevermind that this is ~*40,000* years into the future...(*30,000*, fuck this is a mess)). And everyone on it is fighting everyone else, constantly. Your basic unit of land is the Bunker, vault 101 style. There isn&#039;t any natural plant life left of course, so all the oxygen is made in vats with the food. &amp;quot;&amp;quot;Luckily&amp;quot;&amp;quot; this means you can build anywhere that isn&#039;t intensely radioactive, and hence fight over those areas. Get Mega-City-One, nuke it and rebuild it a few times, and then you start to understand.&lt;br /&gt;
&lt;br /&gt;
Then the Emperor comes along, and manages against all odds to conquer the place. Suddenly everyone isn&#039;t killing and dying all the time, and a population boom happens. So Emps organised the largest set of public-works since the first colony ships. He rebuilds huge areas of the planet, and creates the Palace, the Astronomicon, and a buttload more besides. And what he gets is effectively one giant city, the second largest (after Comorragh) in the universe. &amp;quot;Huge&amp;quot; just doesn&#039;t do it justice as a description. Neither does &amp;quot;Labyrinthine&amp;quot;, &amp;quot;Over Populated&amp;quot;, or &amp;quot;Gothic Nightmare&amp;quot;. And this New Terra was mostly just thrown over the original foundations of whatever was there, like a pile of gold-bricks onto a rat maze. There are bunkers and emplacements still around that date back to the War Against The Men of Iron and even before.&lt;br /&gt;
&lt;br /&gt;
Then the Heresy came, and the Emperor says to Dorn &amp;quot;Fortify this fucking madhouse&amp;quot;. So now everything that didn&#039;t have a gun emplacement before does now, everywhere. And he walled in half the doors and windows, put hundreds of AA batteries on every roof, and generally panicked because if they would only ever be necessary if the space defenses (the best in the galaxy bar none) have failed. &lt;br /&gt;
&lt;br /&gt;
Then Horus arrives in orbit. He&#039;s punched through the space-defenses at massive cost, but the war in space is far from won, and the Palace is just a flat no-fly zone, so he can&#039;t just pick and choose landing areas. So he bombards everything his ships can reach, fills the sky with Drop Pods, and tries to march on it.&lt;br /&gt;
&lt;br /&gt;
Which is when Rule #1 kicks in and everything immediately gets Mega-Fucked, for both sides. Ruined streets and bunkers make navigating a nightmare, communications are somewhere between impossible and actively detrimental, Drop Pods land off target, plans and back-up plans fall apart in seconds, demons run amok. And the Primarchs are either constantly trying to out Tactical Genius each other or are too in the thick of it to relay any commands, so no-one has a fucking clue what&#039;s actually going on in the big picture. It&#039;s Stalingrad writ large, but without even the merest hint of sanity, and a thousand space marines charging into every breach. The inclusion of cackling daemons, rampaging renegade guardsman, and bellowing daemon engines doesn&#039;t help the situation.&lt;br /&gt;
&lt;br /&gt;
So it takes roughly 10 minutes of this menial bullshit for a load of the Chaos forces to get bored and just decide &amp;quot;Fuck It, Let&#039;s Just Wreck The Place&amp;quot;. So now everything makes even less sense, entire companies ignoring sensible objectives to go on the Chaos Marine equivalent of a bender. The Emperor&#039;s Children and Night Lords rape, murder, and pillage the civilians of Terra so hard that even 10,000 years later they still live in fear at the memory, while the World Eaters hacked and slashed at anything they thought might bleed. Only the Iron Warriors and Sons of Horus are whole-heartedly tearing at the palace, dedicated to rubbing it in Dorn&#039;s face like a bitch no matter what. And to the horror of the loyalists, they&#039;re succeeding. Brick by brick the greatest military stronghold in the galaxy is falling.&lt;br /&gt;
&lt;br /&gt;
Which sounds great for Chaos, were it not for the simple fact it wasn&#039;t falling quickly enough. It was taking days to advance inches at massive cost, and Guilliman was en-route with reinforcements, with Russ, El&#039;Jonson alongside whatever remained of their respective Legions right behind. If the siege wasn&#039;t ended before they got there, the traitors would likely lose. So Horus put all his cards on the table and lowered his battle barge&#039;s shields, goading the Emperor (who didn&#039;t know about the reinforcements) on-board to hopefully kill him and force the defenders to rout. Everything else is history.&lt;br /&gt;
&lt;br /&gt;
The short story &amp;quot;The Board is Set&amp;quot; seemed to indicate that the Emperor and Malcador knew about the reinforcing loyalists from at least the beginning of the siege.  It also seemed to imply that Horus lowering his shield may have been so he could teleport down and attack the Emperor, not realising it was Malcador on the throne.  Possibly the most epic level of Just As Planned.&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{Template:40k-Timeline}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000 Battles]]&lt;/div&gt;</summary>
		<author><name>2001:56A:F829:9000:CC7D:F646:3DE1:8345</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Force_Weapons&amp;diff=219347</id>
		<title>Force Weapons</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Force_Weapons&amp;diff=219347"/>
		<updated>2019-03-01T00:35:11Z</updated>

		<summary type="html">&lt;p&gt;2001:56A:F829:9000:CC7D:F646:3DE1:8345: &lt;/p&gt;
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&lt;div&gt;Force weapons are psychic weapons in [[Warhammer 40,000]], used by the [[Imperium of Man]], [[Chaos Space Marines]], and the [[Eldar]]. They are used almost exclusively as close combat weapons by [[psyker]]s, and serve to store up and channel psychic energy. Force weapons are very useful against [[Daemon]]s, as [[Warp]] energy is one of the few surefire ways to put down a Daemon. They are, in most cases, not explicitly power weapons, although the difference is usually negligible to those on the receiving end.&lt;br /&gt;
&lt;br /&gt;
The only army that uses force weapons as near standard issue equipment pieces are the [[Grey Knights]]. They can also have ranged &amp;quot;force&amp;quot; weapons, such as the Psilencer and its Dreadknight counterpart, the Gatling Psilencer.  &lt;br /&gt;
&lt;br /&gt;
In 8th edition, generally bump a weapon&#039;s damage to d3. Previously, they had a psychically-activated Instant Death.  In the role playing games, they tended to kill everyone, including the user, but that was true of most psychic powers. &lt;br /&gt;
&lt;br /&gt;
==Imperial==&lt;br /&gt;
&lt;br /&gt;
===Animus Speculum===&lt;br /&gt;
[[File:CulexusSpeculum.png|200px|right|thumb|Animus Speculum]]&lt;br /&gt;
One of the few &#039;&#039;range&#039;&#039; Force weapons.&lt;br /&gt;
&lt;br /&gt;
An unusual piece of equipment and more analogous of a anti-Force weapon due to the nature of the user. The Animus Speculum is a weapon used by the [[Culexus Assassin]], you know, those creepy anti-psychic [[Blanks]] that can tear your soul into oblivion. It is noted as one of the most terrifying weapons ever devised in the 40k universe, and that is saying something. It also looks [[Awesome|dope as fuck.]]&lt;br /&gt;
&lt;br /&gt;
Packed with sensors and techno-arcane circuitry designed to enhance and help control the Assassin&#039;s gifts, the Animus Speculum is an elongated helmet with a stylized skull-shaped faceplate. A bulky apparatus that appears to be an Auspex array is connected to each side of the helmet via thick cables.&lt;br /&gt;
&lt;br /&gt;
It is capable of firing lethal blasts of negative psychic energy. By focusing the Assassin&#039;s aura through the single eye on the front, it becomes a thin beam of energy, burning the target&#039;s brain and [[Grimdark|sucking out its soul.]] These blasts can be deadly to anyone, but psykers who rely upon the warp for energy are especially vulnerable, and can potentially have their powers taken. The weapon also serves as a restraint, dampening the Culexus&#039; negative aura to allies around them.&lt;br /&gt;
&lt;br /&gt;
The Speculum is made primarily of two key quirks such as the following:&lt;br /&gt;
*&#039;&#039;&#039;Psyocculum:&#039;&#039;&#039; The built-in Psyocculum allows the Assassin to clearly see individuals and objects obscured by psychic powers. &lt;br /&gt;
*&#039;&#039;&#039;Arcane Eye:&#039;&#039;&#039; The giant eyepiece that focuses the assassin&#039;s negative [[Bullshit|anti-psychic bullshit]] into a point of immediate [[FATAL|murderfuck.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
AnimusSpeculum.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Force Staff===&lt;br /&gt;
&lt;br /&gt;
[[image:ForceStaffRotated.jpg|200px|right|thumb|Force Staff]]&lt;br /&gt;
&lt;br /&gt;
Also called the more generic Force Weapon.&lt;br /&gt;
&lt;br /&gt;
Serving as a conduit for psychic energy, Force Staffs are used to channel the wielder&#039;s psychic power through the staff and direct it at an opponent, usually in the form of warp fire or warp lightning. Although it takes the form of a staff, in reality there is very little standardization on what [[Count as|counts as a Force Weapon.]] The basic Force Weapon often takes the form of a sword, axe, maul or any close combat weapon. So long as it can channel a psyker&#039;s potential than it is called a Force Staff de jure. &lt;br /&gt;
&lt;br /&gt;
[[Iron Hands|Clan Raukaan]] has one that acts as a thunder hammer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:LibrarianStaff.png|Librarian holding the most common psychic force weapon in the Imperium&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Force Rod===&lt;br /&gt;
[[File:Force_Rod.PNG|200px|right|thumb|Force Rod]]&lt;br /&gt;
A Force Rod is a black rod of [[Heresy|alien origin]] which acts as a psychic battery. Psykers may store their psychic energy in the rod to be used in the future, giving the individual an additional source of energy in combat. &lt;br /&gt;
&lt;br /&gt;
The rod is used as a normal Force Weapon in combat, but the wielder may draw the stored psychic energy from the rod to increase the power of the attack. Force Rods are in some ways analogous to Null Rods. &lt;br /&gt;
&lt;br /&gt;
Due to its xenos origin, it is unknown how such weapon manage to get underpass without triggering the entire [[Adeptus Mechanicus|AdMech]] into war. It could be that such weapons are carefully overseen and sanctioned for Inquisitorial use only.&lt;br /&gt;
&lt;br /&gt;
===Force Sword===&lt;br /&gt;
&lt;br /&gt;
[[image:ForceSword.png|200px|right|thumb|Force Sword]]&lt;br /&gt;
&lt;br /&gt;
Resembling a classical broadsword, the force sword&#039;s inner workings is extremely complex and sacred. Inside the structure is interwoven a powerful psi convector, a special material formed into a precise serpentine shape which concentrates and directs psychic energy in the hands of its wielder. This sometimes appears as an interlacing or serpentine pattern on the blade.&lt;br /&gt;
&lt;br /&gt;
Like the force staff, a force sword gathers the wielder&#039;s psychic power, but instead of channeling it at an opponent, it will store the accumulated psychic power as warp fire coursing along the blade, allowing the psyker in question to attack his opponent with a [[Awesome|flaming sword.]]&lt;br /&gt;
&lt;br /&gt;
The [[Emperor&#039;s Sword]] is possibly the most famous, most potent and most powerful of the Force Swords.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:PrimarisLibrarianSword.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Force Axe===&lt;br /&gt;
&lt;br /&gt;
[[image:LibrarianAxe.png|200px|right|thumb|Force Axe]]&lt;br /&gt;
Like the force sword, but as an axe.&lt;br /&gt;
&lt;br /&gt;
The force axe is a weapon that seems standard issue for Space Marine Librarians who serve as Terminators wear psychically-attuned armor called the Aegis Suit. Similar to the force sword, the force axe incorporates a psi-matrix compartment that is either a serpentine or interlaced pattern which concentrates psychic energy to a sharp point. &lt;br /&gt;
&lt;br /&gt;
Unlike the force sword, the force axe magnifies the power and blow of the Space Marine&#039;s superhuman arm strength. Shattering vehicle armor and slicing flesh like butter. It is by far one of the more powerful force weapons weldable by infantry.&lt;br /&gt;
&lt;br /&gt;
===Furioso Force Halberd===&lt;br /&gt;
&lt;br /&gt;
[[image:DreadnoughtForceHalberd.png|200px|right|thumb|Furioso Force Halberd]]&lt;br /&gt;
&lt;br /&gt;
A giant fuckyou Force Halberd fit for a Dreadnought. &lt;br /&gt;
&lt;br /&gt;
Furioso Force Halberds are basically Dreadnought sized force weapons used by Blood Angel Librarian Dreadnoughts. If a Librarian is severely crippled, he would eventually miss the feeling and experience of smiting enemies with his Force Weapons. The Blood Angels being all emo and bishie, felt sympathy for their crippled Librarian brethren, so they simply grabbed a normal Force Halberd, gave it some growth hormone and enlarged it by twenty times.&lt;br /&gt;
&lt;br /&gt;
It is similiar in function to the Grey Knights Nemesis Doomglaive.&lt;br /&gt;
&lt;br /&gt;
===Nemesis Force Weapon===&lt;br /&gt;
&lt;br /&gt;
Nemesis force weapons are the signature weapons of the [[Grey Knights]] [[Space Marine Chapter]]. Made of special materials containing iron and silver, the power of a Nemesis force weapon is proportional to the Grey Knight wielding it.  Additionally, Nemesis force weapons are one of the few types of force weapons that are also [[power weapon]]s.  The most common types are Nemesis force swords and Nemesis force halberds.&lt;br /&gt;
&lt;br /&gt;
====Nemesis Force Sword====&lt;br /&gt;
[[File:NemSword.jpg|200px|right|thumb|Nemesis Force Sword]]&lt;br /&gt;
The most common type of Nemesis weapon, the Force Sword exemplifies an amalgamation of sorcery and science, something that annoys and triggers [[Magnus]] to this day. A lighter version, of the force halberd, a force sword can take many forms. Force swords are crafted using arcane magic and complex scientific formulae and incorporates a powerfield like all Nemesis Force Weapons. &lt;br /&gt;
&lt;br /&gt;
The blade is tempered iron, flecked with shards of silver and inset with ancient runes of daemon-slaying. In contrast to these primitive materials, the haft and hilt of the sword contain advanced Nemesis power field generators. Their balanced grips and nearly indestructible construction makes them perfect for parrying even the attacks of even the most powerful daemonic foe. &lt;br /&gt;
&lt;br /&gt;
====Nemesis Force Halberd====&lt;br /&gt;
[[File:DemHalberd.jpg|200px|right|thumb|Nemesis Force Halberd]]&lt;br /&gt;
As equally ancient of both design and purpose as the Grey Knights themselves, the Nemesis Force Halberd is one of the most iconic and identifiable weapons of the Grey Knights. Nemesis Force Halberds are finely crafted polearms with long, curved blades and sturdy hafts. &lt;br /&gt;
&lt;br /&gt;
A Nemesis Force Halberd comprises an iron and silver blade set atop a long Adamantium haft, similiar to that of the Nemesis Force Sword. This extra reach is invaluable to a Grey Knight, often allowing him to land a telling blow before he is within reach of the enemy&#039;s own melee weapons. A Grey Knight can easily use such a weapon one-handed in short deadly chops. However the weapon becomes even more dangerous should he wield it two-handed. &lt;br /&gt;
&lt;br /&gt;
[[Grey Knight Paladin|Grey Knight Paladins]] are one of the more common users of these weapons.&lt;br /&gt;
&lt;br /&gt;
====Nemesis Daemon Hammer====&lt;br /&gt;
[[image:NemDH.jpg|200px|right|thumb|Nemesis Daemon Hammer]]&lt;br /&gt;
Think a Thunder Hammer on roids. &lt;br /&gt;
&lt;br /&gt;
The most common Nemesis Force weapon to be used by non-Grey Knights...for some reason.&lt;br /&gt;
&lt;br /&gt;
The Nemesis Daemon Hammer is often used by high ranking Inquisitors of the Ordo Malleus. The Nemesis Daemon Hammer combines the crushing impact of a more traditional Thunder Hammer and affects of pure psychic destruction -- few entities of the Warp can survive the impact of a Force Hammer unless they are monstrous creatures or Titans. This weapon was developed by the Ordo Malleus as the most versatile and practical weapon in daemonic destruction.&lt;br /&gt;
&lt;br /&gt;
In the old Daemonhunters army book, it was originally a [[Power Weapon|glorified Thunder Hammer]] that struck daemons without the initiative penalty that vanilla thunder hammers usually had, but as of the Grey Knights codex, it was changed into a Nemesis Force Weapon you see today.&lt;br /&gt;
&lt;br /&gt;
====Nemesis Warding Stave====&lt;br /&gt;
[[File:NemStave.jpg|200px|right|thumb|Nemesis Warding Stave]]&lt;br /&gt;
A interesting weapon unlike most Nemesis Force Weapons.&lt;br /&gt;
&lt;br /&gt;
A Nemesis Warding Stave&#039;s abilities are defensive, rather than offensive. Designed as a defensive tool, the Nemesis Warding Stave can be used in melee combat to protect a bearer from attacks that would breach even the armor of a Terminator. &lt;br /&gt;
&lt;br /&gt;
The hollowed-out haft of the stave contains several Refractor Field generators, which the wielder can prime with a charge of psychic energy. Thus activated, the stave projects a zone of protective gravitic force similar to a Conversion Field around its wielder, granting him enhanced resilience against his enemies&#039; attacks.&lt;br /&gt;
&lt;br /&gt;
Of course, if push comes to shove, the Warding Stave can still be used to shoot bolts of purifying lightning if the needs arise.&lt;br /&gt;
&lt;br /&gt;
====Nemesis Falchions====&lt;br /&gt;
[[File:NemFalch.PNG|200px|right|thumb|Nemesis Falchions]]&lt;br /&gt;
&lt;br /&gt;
A weapon that is best utilized in pairs. Nemesis Falchions improve its cutting power with the aide of the Grey Knight&#039;s psychic talents.&lt;br /&gt;
&lt;br /&gt;
Nemesis Falchions resemble shorter versions of a Nemesis Force Sword, with a much smaller hook-ended blade. Nemesis Falchions can be carried by a Grey Knight with a Storm Bolter thanks to the Storm Bolter&#039;s wrist mounting. When the weapon&#039;s monofilament circuitry is triggered, a Grey Knight can wield these blades with incredible speed, striking multiple blows in the time it would normally take for one to fall. &lt;br /&gt;
&lt;br /&gt;
The Falchions is thus favored by Grey Knights who like finesse over brute force and is able to cut weak points in armor more effectively than any other Nemesis weapons.&lt;br /&gt;
&lt;br /&gt;
====Nemesis Doomfist====&lt;br /&gt;
[[File:Doomfist.PNG|200px|right|thumb|Nemesis Doomfist]]&lt;br /&gt;
A giant power fist of pure psychic rape.&lt;br /&gt;
&lt;br /&gt;
The Nemesis Doomfist is a variant of the Astartes Power Fists found on Dreadnoughts and possibly one of the most brutally honest names of any weapon, &#039;cause the Doomfist is going to do some [[Anal circumference|roight propa fisting.]]&lt;br /&gt;
&lt;br /&gt;
The Nemesis Doomfist is a massive weapon augmented by Nemesis circuitry, easily able to crush a man in its grip. Nemesis Doomfists are also found as part of the Dreadknight battle suit, although the Dreadnight would most likely opt for the bigger Nemesis Greatsword. Those struck by a Nemesis Doomfist swiftly discover that though the occupant of a Dreadnought may be crippled in body, his psychic might is as formidable as ever.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Nemesis Doomglaive====&lt;br /&gt;
[[File:NemesisDoomGlaive.png|200px|right|thumb|Nemesis Doomglaive]]&lt;br /&gt;
This weapon resembles the huge sword psychically attuned to one arm of the Mk IV Dreadnought, similiar to the Furioso Force Halberd from the Librarian Dreadnought. &lt;br /&gt;
&lt;br /&gt;
It is one of the weapon of the [[Doomglaive Dreadnought|Doomglaive Pattern Dreadnoughts]] of the Grey Knights. It is a best weapon to confront large hordes of enemies, its cunningly articulated mount and long blade proved to make a devastating scything strikes. Although the positioning of the Doomglaive itself makes it difficult to hit enemies bigger than the Dreadnought.&lt;br /&gt;
&lt;br /&gt;
The Nemesis Greatsword is basically the upscaled version of the Doomglaive.&lt;br /&gt;
&lt;br /&gt;
On tabletop in 8th edition, the Doomglaive is a S9 CCW which is pretty meh for a specialist Dreadmought weapon. However, it compensates its lack of strength with 1d6 damage (average: 3.5) instead of a flat 3, meaning that you have a higher chance of wound than to hit.&lt;br /&gt;
&lt;br /&gt;
Additionally, the Doomglaive can take one power from the Sanctic Discipline, which is pretty neat and rare for a Dreadnought weapon. You&#039;ll never have to worry about getting tied up when you are needed elsewhere, since you can just teleport into the best position. In short, if you take another power than Gate, you&#039;re doing it wrong, especially when considering how much easier it makes getting into combat. &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Nemesis Greatsword====&lt;br /&gt;
[[File:NemGreatsword.PNG|200px|right|thumb|Nemesis Greatsword]]&lt;br /&gt;
A giant fuck off sword for purging giant fuck off daemons.&lt;br /&gt;
&lt;br /&gt;
Wielded only by the ridiculous &amp;lt;s&amp;gt;Nemesis Dreadknights&amp;lt;/s&amp;gt; [[Nemesis Dreadknight|Baby Carriers,]] these colossal greatswords consist of a massive blade of silver and iron so large that not even an Adeptus Astartes in Power Armour can lift it. Despite its immense size, it is perfectly balanced in the hands of a Dreadknight, and is a powerful tool against even a greater daemon. &lt;br /&gt;
&lt;br /&gt;
These weapons are designed for maximum Chaos assfucking, probably the only thing a [[Keeper of Secrets]] [[/d/|does not like getting penetrated by.]]&lt;br /&gt;
&lt;br /&gt;
===Psilencer===&lt;br /&gt;
&lt;br /&gt;
[[image:PsilencerArt.jpg|200px|right|thumb|Psilencer]]&lt;br /&gt;
One of the few available &#039;&#039;ranged&#039;&#039; Force weapons.&lt;br /&gt;
&lt;br /&gt;
Psilencers are a type of psionic weapon created by an unknown Xeno race and made use of by the [[Grey Knights]] Chapter. Whether the technology was [[Blood Ravens|stolen or freely given]] to the Grey Knights is not known; all that is known is that it is unlike any weapon within the armories of the Imperium. &lt;br /&gt;
&lt;br /&gt;
They function by channeling the psychic might of the user where it is not only focused but amplified. The unique design means that it lacks a triggering mechanism but instead the wielder channels his psychic might into the containment core of the weapon - after which, focusing crystals channel the resultant energy into a refined azure energy pulse capable of destabilizing the physical form of a Daemon.&lt;br /&gt;
&lt;br /&gt;
On the 7th ed tabletop, it is pretty underwhelming despite the cool fluff; being a gatling gun that fires off six shots a turn at strength 4 at AP-, so daemons with armor will shake it off and even Orks [[Fail|get saves against it]]... at least, until you learn that you can [[Awesome|use Force on this.]] If you&#039;re fighting a lot of multi-wound monsters, you are spamming Psilencers; their precious [[Plot armor|plot armor]] can only protect them for so long. Still, this is still a S4 weapon, so you aren&#039;t looking to go one-on-one with a [[Greater Daemon]]. What the Psilencer is better for is killing swarms or multiwound infantry, or for denying Feel No Pain. Of course, then it is competing with the Psycannon and Incinerator, so competition is high.&lt;br /&gt;
&lt;br /&gt;
On 8th ed, the new psychic stratagem called &#039;&#039;&#039;Psychic Onslaught&#039;&#039;&#039; makes Gatling Psilencers, Psilencers and regular and Heavy Psycannons absolutely brutal towards regular infantry and can even scratch high Toughness models due to number of shots it can shit out. For the Psilencer, it has been buffed in 8th ed. It is now Heavy 6 S4 AP0 D1d3 gun that fires the condensed psychic power of its wielder. [[Dakka|Literal mindbullets.]] Deals 1d3 damage, just like all force weapons. Now that standard weapons like bolters no longer have AP, the lack of AP on this thing stings a lot less; with 6 shots apiece, not to mention having an easier time wounding tougher models, you&#039;re sure to force some failed saves eventually. Of course you still have to be cautious to any unit with Toughness 5 or higher and a 3+ save.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:GreyKnightPsilencerZoomed.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gatling Psilencer===&lt;br /&gt;
&lt;br /&gt;
[[image:DreadknightGatlingPsilencerZoomed.png|200px|right|thumb|Gatling Psilencer]]&lt;br /&gt;
The Psilencer on Crystal Meth. The &#039;&#039;other&#039;&#039; available ranged Force weapon.&lt;br /&gt;
&lt;br /&gt;
A Gatling Psilencer is far more powerful version of the regular Psilencer. Far too large for a single Grey Knight, it is reserved for the infamous baby carriers known as the [[Nemesis Dreadknight]]. This is used for those extra large Daemons that just won&#039;t die in a single barrage of mind bullets and holy promethium. The mechanics of the Gatling Psilencer is similiar to its smaller kin, but obviously mounts more barrels and a larger focusing crystal for even bigger mind bullets. &lt;br /&gt;
&lt;br /&gt;
On the crunch (7th ed), it is basically similiar to the regular Psilencer but it pumps out 12 shots with Force, making it more [[Dakka]] and more chance to mulch swarm armies. Unfortunately, despite the increase size, [[Wat|it is still only a S4 AP- weapon.]]&lt;br /&gt;
&lt;br /&gt;
On 8th ed, the new psychic stratagem called &#039;&#039;&#039;Psychic Onslaught&#039;&#039;&#039; makes Gatling Psilencers, Psilencers and regular and Heavy Psycannons absolutely brutal towards regular infantry and can even scratch high Toughness models due to number of shots it can shit out. The Gatling Psilencer like its smaller sibling has been buffed due to the fact that bolters no longer have AP.&lt;br /&gt;
&lt;br /&gt;
==Genestealer Cults==&lt;br /&gt;
&lt;br /&gt;
===Rod of Office===&lt;br /&gt;
[[File:Rod_of_Office.JPG|200px|right|thumb|Rod of Office]]&lt;br /&gt;
The Rod of Office AKA the Beating Stick or the Beating Cane. &lt;br /&gt;
&lt;br /&gt;
The Rod of Office is the primary Force Weapon for the [[Genestealer Locus]]. Although not the primary offensive weapon per se (That would go to the twin blades and the assortment of bio-weapons including the stinger tail being hidden beneath his robes), it is still able to disrupt enemy units around the Locus.&lt;br /&gt;
&lt;br /&gt;
The Rod of Office houses a complex neurological transmitter crafted for them by their [[Genestealer Magus|Magus]] and [[Clamavus]]. It sends out destabilizing frequencies designed to upset synapses and thought waves. This goes in extra handy when it comes to &amp;quot;negotiations&amp;quot; with a particular powerful person such as a [[Ministorum Priest|Cardinal]] or [[Inquisitor]], the Locus&#039; accompanying it will send out waves of mental disruption that induces [[Rape|brain-spasms, migraines, and harrowing visions in its victims.]]&lt;br /&gt;
&lt;br /&gt;
==Chaos==&lt;br /&gt;
&lt;br /&gt;
===Divining Spear===&lt;br /&gt;
[[File:Divining_Spears.JPG|200px|right|thumb|Divining Spear]]&lt;br /&gt;
&lt;br /&gt;
A Chaos Singing Spear.&lt;br /&gt;
&lt;br /&gt;
Divining Spears are Chaos weapons, used by the [[Tzaangor Enlightened]] and are tuned to hit predetermined victims. When they are thrown, they emit humming reverberations that grow louder as they near their targets.&lt;br /&gt;
&lt;br /&gt;
In the 8th Edition of the Thousand Sons Codex, the Divining Spear is the primary weapon of the aforementioned Tzaangor Enlightened. These nasty little fuckers are a S+1, AP-1, D1 weapon that can be increased to D2 on the charge.&lt;br /&gt;
&lt;br /&gt;
Combine this with the auto-wounding ability of the Enlightened and you get a weapon that is a nasty surprise for vehicles and monsters.&lt;br /&gt;
===Osiron Force Blade===&lt;br /&gt;
[[File:OsironBlade.png|200px|right|thumb|Osiron Force Blade]]&lt;br /&gt;
&lt;br /&gt;
[[Skub|Arguably]] the first Force weapon ever created by the Imperium.&lt;br /&gt;
&lt;br /&gt;
The Osiron Dreadnought was a specialized class of Contemptor Dreadnoughts that were once used by the [[Thousand Sons]] Legion during the Great Crusade and Horus Heresy. Osiron Dreadnoughts were created by the [[Primarch]] [[Magnus the Red]] himself, and each one had the mortally wounded remains of a Thousand Sons Librarian entombed within, his brain laced with a psychometric barrier. &lt;br /&gt;
&lt;br /&gt;
This allowed the Dreadnought to perform psychic abilities safely, and as such these Dreadnoughts were equipped with Force Weapons. The most commonly known Force Weapon used a massive curved Force Blade that featured an in-built Combi-Bolter loaded with Asphyx Shells.&lt;br /&gt;
&lt;br /&gt;
It is unknown whether such weapons are still in use by the TS in the 41st Millennium.&lt;br /&gt;
&lt;br /&gt;
==Eldar==&lt;br /&gt;
&lt;br /&gt;
===Witch Blade===&lt;br /&gt;
[[File:EldarWitchblade.jpg|200px|right|thumb|Witch Blade]]&lt;br /&gt;
The most common Eldar Force Weapon and the most recognizable.&lt;br /&gt;
&lt;br /&gt;
Used by Eldar Seers, particularly [[Farseer]]s and [[Warlock (Eldar)|Warlock]]s and based on a long sword archetype, Witch Blades (or Witchblades) serve as Force Swords with a crystalline, helix shaped force crystal that is powered by the wielder&#039;s psychic power.&lt;br /&gt;
&lt;br /&gt;
Used to enhance and unleash the latent psychic power of the wielder, Witchblades are effective against all infantry targets; humanoid, xenos, beast or Daemon. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:WarlockWitchbladeZoomed.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Singing Spear===&lt;br /&gt;
[[File:Singing_Spear_Eternal_Crusade.png|200px|right|thumb|Singing Spear]]&lt;br /&gt;
A Witchblade on [[Dick|Viagra.]]&lt;br /&gt;
&lt;br /&gt;
A Singing Spear is a force spear which will store psychic energy derived from an Eldar Seer, which the Seer will then throw at an opponent. Once it has struck its opponent, the Singing Spear will return to its wielder like Predator.&lt;br /&gt;
&lt;br /&gt;
Singing Spears obviously take the form of a long spear, thus providing greater striking range and penetrating power. However, since a Singing Spear is a two-handed weapon, its use in close combat is reduced.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:FarseerSingingSpearZoomed.png&lt;br /&gt;
image:PrinceYrielSpearOfTwilight.png|&#039;&#039;Spear of Twilight&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Miststave===&lt;br /&gt;
[[File:Miststave.jpg|200px|right|thumb|Miststave]]&lt;br /&gt;
&lt;br /&gt;
The Miststave of the [[Harlequins]] is a traditional close-combat force weapon of the [[Shadowseer|Shadowseers.]] Crafted from psycho-reactive materials it can channel the psychic power of a wearer to crush the armor plates, flesh and bone of the enemies. Even a glancing blow of this weapon delude the victim clouding its mind with illusions and reducing sight to a slow-motion blur.&lt;br /&gt;
&lt;br /&gt;
The Miststave in 8th edition is the special melee weapon for the Shadowseer, it hits hard with +2S, -1 AP and D1d3. While -1AP is poor, the Shadowseer&#039;s 3 attacks let it do a surprising amount of damage up close for a Psyker, and D3 damage gives it a chance to splat other HQs.&lt;br /&gt;
&lt;br /&gt;
===Psychic Lance===&lt;br /&gt;
[[File:WarlockTitanPsychicLance.png|200px|right|thumb|Psychic Lance]]&lt;br /&gt;
The largest force weapon known by the Eldar and possibly the largest force weapon to date.&lt;br /&gt;
&lt;br /&gt;
Psychic Lances are a type of Titan Close Combat Weapon with a short-range attack used by [[Eldar Knight|Eldar Knights.]] However, a larger and more powerful variety can be found on the fabled [[Warlock Titan]]. &lt;br /&gt;
&lt;br /&gt;
The Eldar psychic lance uses a short burst of psychic energy directed through a crystal mounted in the Knight&#039;s/Titan&#039;s visor. The resonance set up in the crystal acts to wipe out aggressive instincts from the creatures in its area of effect. This weapon was originally used by Exodites to pacify local wildlife, but the effect can be amplified to launch devastating assaults on the minds of sentient enemies.&lt;br /&gt;
&lt;br /&gt;
[[/d/|It also looks strangely phallic in appearance.]] [[NSFW|Like a dildo with warts.]] [[Slaanesh|Actually, fuck that, that just sounds nasty.]]&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Eyeburst===&lt;br /&gt;
[[image:MedusaeEyeburstZoomed.png|200px|right|thumb|Eyeburst]]&lt;br /&gt;
Think of this as something like the Dark Eldar version of the Culexus Assasin&#039;s Animus Speculum...[[Edgy|but even more edgy]] (Which is quite the impressive feat mind you).&lt;br /&gt;
&lt;br /&gt;
The weird helmet looking thing found on [[Medusae]]. A Medusae can open its host&#039;s steel visor and paralyze those under its gaze with a wave of raw anguish, plunging them into a coma from which there is no recovery. It is unknown what the Dark Eldar would do with these comatose bodies, unless they specifically have some [[Bullshit|techno-bullshit]] that can bring these victims out of their deep sleep and into a [[rape|surprise party.]]&lt;br /&gt;
&lt;br /&gt;
Also, they may or may not be responsible for feeding the Medusae some [[Wat|psychic brain fruit.]] Trust us, it gets even weirder afterwards.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Eyeburst used to be a rough analogue of a [[Flamer]], which should be unsurprising since it has always been described as shooting a &#039;wave&#039; of psychic terror. But with 8th edition, it is oddly not a Flamer anymore, the Eyeburst of the Medusae has 4 shots S4 with AP-2. Burns through armor well enough, but keep an Archon close for those rerolls to Hit because this thing does NOT hit automatically.&lt;br /&gt;
&lt;br /&gt;
===Tormentor===&lt;br /&gt;
[[image:IncubusTormentorZoomed.png|200px|right|thumb|Tormentor]]&lt;br /&gt;
A very weird weapon, but its Dark Eldar so you shouldn&#039;t be &#039;&#039;that&#039;&#039; surprised.&lt;br /&gt;
&lt;br /&gt;
The final training of an [[Incubi|Incubus]] is to kill an [[Aspect Warrior]] and take his/her [[spirit stone]]. Said stone will then be used to make this thing you see here attached by the chest plate. A Tormentor unleashes a torturous neural wave that is, unsurprisingly, extremely painful (Hint: [[Khorne|it involves blood being boiled]]). A &#039;&#039;&#039;Bloodstone&#039;&#039;&#039; is a more powerful kind of Tormentor which is made from the spirit stone of an [[Exarch#WH40K|Exarch]].&lt;br /&gt;
&lt;br /&gt;
Don&#039;t tell us how this shit works though.&lt;br /&gt;
&lt;br /&gt;
Despite its fluff, back when they had rules it worked [[derp|exactly like a splinter pistol.]]&lt;br /&gt;
&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;br /&gt;
{{40k-Eldar-Weapons}}&lt;br /&gt;
{{40k-DEldar-Weapons}}&lt;/div&gt;</summary>
		<author><name>2001:56A:F829:9000:CC7D:F646:3DE1:8345</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Basic_Close_Combat_Weapons&amp;diff=80210</id>
		<title>Basic Close Combat Weapons</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Basic_Close_Combat_Weapons&amp;diff=80210"/>
		<updated>2019-03-01T00:33:07Z</updated>

		<summary type="html">&lt;p&gt;2001:56A:F829:9000:CC7D:F646:3DE1:8345: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the non-powered and overall basic and simple close combat weapons used by the Imperium and Cultists from the Forces of Chaos.&lt;br /&gt;
&lt;br /&gt;
===Combat Knife===&lt;br /&gt;
[[File:CKnife.jpg|200px|right|thumb|Combat Knife]]&lt;br /&gt;
&lt;br /&gt;
The most simple, widespread and ubiquitous CCW ever. During the time of the Great Crusade, combat blades were a catch-all category which described a variety of lethal hand-to-hand weapons favoured by the Space Marine Legions, the exact form varying from Legion to Legion by its culture and tradition. They ranged from heavy razor-edged chain-bayonet, to adamantine gladius and Thule-alloy battle-axes that would be too heavy for an unaugmented human to wield. &lt;br /&gt;
&lt;br /&gt;
Most Combat Knives are used as a bayonet for Imperial Guardsmen&#039;s [[Lasgun|flashlights]], although their effectiveness is pretty subpar in an age of [[Space Marine|power armored roid monsters.]] Thus it is used against [[Gretchin|Grots]] and [[Tau]].&lt;br /&gt;
&lt;br /&gt;
===Astartes Combat Knife===&lt;br /&gt;
[[File:Eternalcrusade-smknife.jpg|200px|right|thumb|Astartes Combat Knife]]&lt;br /&gt;
&lt;br /&gt;
Combat Knives for the SPESS MEHREENS. Of course, due to their size, they actually considered as a short sword by Human standards. Astartes Combat Knives comes in all shapes and sizes, and are often the standard issue CCW of Tactical Squads. Tough and thick, these knives are designed for in-close fighting and are often the last weapon a Space Marine will use when all others have run out of ammunition or power.&lt;br /&gt;
&lt;br /&gt;
They are best seen in the Space Marine Video Game where Titus is so awesome that [[Fist of the North Star|merely stabbing an Ork in the head causes it to blow the fuck up.]]&lt;br /&gt;
&lt;br /&gt;
===Night Reaper===&lt;br /&gt;
[[File:Night_Reaper Knife.jpg|200px|right|thumb|Night Reaper]]&lt;br /&gt;
&lt;br /&gt;
The smallest of the Catachan Knives.&lt;br /&gt;
&lt;br /&gt;
Smaller than other typical designs, the blackened blade of the Night Reaper is especially suitable for infiltration and night missions, when light reflecting from a blade can mean the difference between life and death. &lt;br /&gt;
&lt;br /&gt;
The blade itself is triangular in shape, so any wound caused by it is unlikely to knot or heal. Catachans are also known to poison these knives using one of the many venoms native to their nightmarish world, making them even more deadly.&lt;br /&gt;
&lt;br /&gt;
===Catachan Fang===&lt;br /&gt;
[[File:Catachan_Fang.jpg|200px|right|thumb|Catachan Fang]]&lt;br /&gt;
&lt;br /&gt;
Measuring up to twenty inches of gleaming steel, the Catachan Fang is the most common type of knife used by the [[Catachan Jungle Fighters|Catachan regiments.]] It is renowned as a symbol of the Catachan Jungle Fighters across a thousand systems and is equally useful for cutting your way through jungle or enemies of humanity. &lt;br /&gt;
&lt;br /&gt;
This knife is also used for settling disputes between Catachans: one knife is placed in the center of a fighting pit and the combatants must each strive to get hold of it. The duel ends when one fighter draws blood, but some duels still end with death.&lt;br /&gt;
&lt;br /&gt;
===Devil&#039;s Claw===&lt;br /&gt;
[[File:Devil&#039;s_Claw.jpg|200px|right|thumb|Devil&#039;s Claw]]&lt;br /&gt;
&lt;br /&gt;
Now THIS is a knife. Named after the Catachan Devil - the fearsome predator of the Catachan jungles, this is the largest type of the traditional knives of Catachan. Anywhere between three and four feet long, the Devil&#039;s Claw is closer to a sword than a knife. &lt;br /&gt;
&lt;br /&gt;
The blade is hollow and half filled with mercury to give it greater swinging power. It is used mainly on the battlefield in close quarters and it has even achieved a fearsome reputation amongst Orks, who call it &#039;Da Cutta&#039;. Catachan Power Swords are often identical in design to the Devil&#039;s Claw. The elite Catachan Devil Squads are also partly named after these knives, which they wield in battle.&lt;br /&gt;
&lt;br /&gt;
===Sword===&lt;br /&gt;
[[File:Rb1-80-sword.jpg|200px|right|thumb|Sword]]&lt;br /&gt;
The basic non-powered sword found on every single planet in the galaxy. It is relatively easy to manufacture and even untrained fighters can use it in battle with some degree of success. Swords can range from mass-produced blades of cheap metal to lightweight high-quality version or [[Heresy|even elaborate versions made from]] [[Tyranid Bio-Weapons|Tyranid talons.]] &lt;br /&gt;
&lt;br /&gt;
However, as with most melee weapons, it is the skill of a user rather than the actual weapon that determines the winner of combat. The sword is perhaps the most widely used weapon in the Galaxy that can be found in the hands of any servant of the Imperium or follower of Chaos as well as many Xenos races.&lt;br /&gt;
&lt;br /&gt;
===Flail===&lt;br /&gt;
[[File:Dhcr-138-flail.jpg|200px|right|thumb|Flail]]&lt;br /&gt;
&lt;br /&gt;
The Flail is a primitive close combat weapon common on feral and feudal worlds of the Imperium. They usually consist of one or more heavy spiked balls attached to the weapon&#039;s pole and, while difficult to wield, they are capable of inflicting terrible wounds.&lt;br /&gt;
&lt;br /&gt;
Flails are often used as a weapon to go around the protective cover of shields whilst crumpling and deforming armor, breaking bones and lacerating exposed flesh. Of course, it is wise to not get hit by your own flail due to the mechanics of its nature.&lt;br /&gt;
&lt;br /&gt;
Feral Orks are known to sometimes use oversized versions of these.&lt;br /&gt;
&lt;br /&gt;
===Axe===&lt;br /&gt;
[[File:Dhcr-138-axe.jpg|200px|right|thumb|Axe]]&lt;br /&gt;
&lt;br /&gt;
An Axe is a specialized version of utility axe used as a primitive close combat weapon. It sports a brutal blade, used both as a tool and weapon. Because of its function, axes are far more versatile than swords, being able to both function as a weapon whilst being used to chop down trees and other materials into smaller and more manageable pieces.&lt;br /&gt;
&lt;br /&gt;
While it generally does not have the reach of a sword and lacks its ability to parry away blows, a strike from an axe will generally create a more lethal effect when it lands, ripping apart flesh and shattering bone with ease. &lt;br /&gt;
&lt;br /&gt;
Axes are usually found on feudal or Feral worlds, but many heretics also value their simplicity and brutality.&lt;br /&gt;
&lt;br /&gt;
===Hammer===&lt;br /&gt;
[[File:Dhcr-139-hammer.jpg|200px|right|thumb|Hammer]]&lt;br /&gt;
&lt;br /&gt;
The Hammer or otherwise known as the [[Warhammer]] is a primitive weapon - basically a larger version of the regular hand tool, using a massive weighted end to inflict a harder and deadlier blow. Warhammers are common on primitive worlds and, as they can be carried openly by workers, they are doubly useful for heretics plotting raids against the Imperium. [[Sigmar|Many Imperial servants also favor war hammers as an enduring symbol of the Emperor&#039;s righteous justice.]]&lt;br /&gt;
&lt;br /&gt;
The hammer is truly effective when it is mechanized and is surgically mounted onto a living person. This is done quite often by the Guilds of Hive cities to Pit Slaves who will be put to work in mines or foundries. When these slaves escape, they will often join up with any of the numerous criminal gangs present in the underhives of such planets as [[Necromunda]] where they can use these Hammers with devastating efficiency. The sheer pile-driving force of such a mass of pneumatically-driven steel is enough to shatter the most veteran gangers&#039; defenses and knock them senseless to the ground.&lt;br /&gt;
&lt;br /&gt;
===Spear===&lt;br /&gt;
[[File:Rb1-76-halberd.jpg|200px|right|thumb|Spear]]&lt;br /&gt;
&lt;br /&gt;
The basic Spears and/or Halberds are primitive pole weapons common on Feudal Worlds where they are used to impale mounted fighters or their steeds. These weapons are favored due to their long reach and armor-piercing impact of their weapons. &lt;br /&gt;
&lt;br /&gt;
They are in fact, arguably one of the most ancient forms of weapons, in which many stone age tribes fashion them out of sharpened stone, bones and wood. Various versions of these weapons are occasionally used throughout the Imperium and by some Xenos races.&lt;br /&gt;
&lt;br /&gt;
===Hunting Lance===&lt;br /&gt;
[[File:Hunting_Lance.png|250px|right|thumb|Hunting Lance]]&lt;br /&gt;
&lt;br /&gt;
Hunting lances are single-use weapons employed by Rough Rider Squadrons of the Imperial Guard. The lance is effectively a nine foot long shaft with a shaped explosive tip. When the lance impacts with an enemy the tip explodes, increasing the killing power already behind the lance. Once used, however, the lance is rendered useless for the remainder of the battle.&lt;br /&gt;
&lt;br /&gt;
These weapons are advanced versions of those used for hunting big game on the primitive worlds the Rough Riders themselves are often recruited from. They are particularly effective against riotous mobs or compact hordes of infantry. When used properly, they can prove to be more effective against heavily armored troops than a standard lasgun. In game terms, this is demonstrated by the hunting lance&#039;s ability to bypass armor saves when the unit charges. &lt;br /&gt;
&lt;br /&gt;
The Hunting Lance has a variety of different heads for different uses such as:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inferno Tip&#039;&#039;&#039;: consists of a broad, blunt head, designed to impact as much surface area of the target as possible, rather than to puncture armour. When the lance impacts a target, promethium canisters affixed below the blade expel their contents in a burst of white-hot flame.&lt;br /&gt;
*&#039;&#039;&#039;Krak Tip&#039;&#039;&#039;: Consisting of a shaped charge similar to that of a krak grenade, a hunting lance krak tip explodes with even more devastating effect than the standard hunting lance charge, making its use preferable against resilient enemies such as Orks.&lt;br /&gt;
*&#039;&#039;&#039;Melta Tip&#039;&#039;&#039;: Devastating to armored targets, they are extremely heavy due to the explosive reactive charge. Aim and poke at the side armor of any vehicle and watch it explode into metallic chunks.&lt;br /&gt;
*Plasma Tip: Only used in dire circumstances by regiments with deep ties to the Adeptus Mechanicus. When a hunting lance plasma tip impacts a target, it triggers a containment breach of the volatile energies stored within. As with all plasma weapons, they are of dubious reliability.&lt;br /&gt;
*&#039;&#039;&#039;Poison Tip&#039;&#039;&#039;: Useful against xenos opponents. These tips are filled with advance and deadly neurotoxins, poisons and venoms from a host of animals and plants collected by the Imperium. These tips is most effective against monstrous creatures such as Tyranids and Squiggoths.&lt;br /&gt;
*&#039;&#039;&#039;Shock Tip&#039;&#039;&#039;: Used when the Imperial Guard [[Heresy|seeks to take prisoners]], it delivers a crippling electric charge. However, there is a chance that a prisoner would die due to a weak heart or the tip has been overcharged. Could also be used to stun and incapacitate a valuable target.&lt;br /&gt;
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{{40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;/div&gt;</summary>
		<author><name>2001:56A:F829:9000:CC7D:F646:3DE1:8345</name></author>
	</entry>
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