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	<title>2d4chan - User contributions [en]</title>
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	<updated>2026-06-06T06:19:44Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Bull_Centaur&amp;diff=106324</id>
		<title>Bull Centaur</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Bull_Centaur&amp;diff=106324"/>
		<updated>2023-02-01T03:42:52Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:601E:644B:9752:F3C7: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Heresy}}&lt;br /&gt;
[[File:Chaosdwarfbullcentaur.jpg|250px|right|thumb|Think [[centaur]]s but actually [[Awesome|badass.]]]]&lt;br /&gt;
An unholy fusion of [[Dwarves|Shortstack]] and [[Furry|Bull]], these Bull Centaurs are the elite shock troops used by the [[Chaos Dwarves]]. They have the upper torso of a Chaos Dwarf but with long snaggly tusks and exotic beards with the body of a bull. They are also cannibals, for some reason.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Transformed to nothing more than Daemonic calvary serving under [[Hashut]], a Bull Centaur is what happens when a very unfortunate Dwarven mummy gives birth to a [[Chakat]] that was chucked inside a blazing iron bull serving a Sumerian-esque Chaos God. &lt;br /&gt;
&lt;br /&gt;
Their origin can be found in the Time of Chaos when a few dwarfs found even their mighty constitutions and resistance to magic overwhelmed, leading to this horrific mutation. &lt;br /&gt;
&lt;br /&gt;
They are taken at birth and raised by the Sorcerers who use their dark arts to further tamper with them, fusing them into armour and contraptions of daemon-empowered and infused metal. This tampering means that over time a Bull Centaur&#039;s flesh will harden and take on a consistency of [[Necrodermis|living metal,]] leaving the Centaur requiring poultices of [[Wat|molten mercury]], steel sutures, brazen splints etc. to heal. Naturally only their Sorceror masters can offer this.&lt;br /&gt;
&lt;br /&gt;
==Status==&lt;br /&gt;
The Bull Centaurs, though few in number, serve as temple guardians and shock troops in times of war. They require no payment for their duties as they are utterly devout to their Father in Darkness and a large number of the slave-sacrifices sent to Hashut&#039;s temples will in fact be tithed to the Bull Centaurs, who indulge their ferocious flesh-hunger in an orgy of violence. [[Edgy|They prefer their meat to be alive and screaming.]] &lt;br /&gt;
&lt;br /&gt;
The sorcerers who rule the Chaos Dwarfs trust the Bull Centaur for although they are intelligent and ferocious and some are mighty warriors, none of their kind are magic users. Ergo, they are the closest thing the Chaos Dwarves have to a [[Greater Daemon]].&lt;br /&gt;
&lt;br /&gt;
{{Chaos-Daemons}}&lt;br /&gt;
[[Category: Warhammer Fantasy]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:601E:644B:9752:F3C7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Hashut&amp;diff=246761</id>
		<title>Hashut</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Hashut&amp;diff=246761"/>
		<updated>2023-02-01T03:34:16Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:601E:644B:9752:F3C7: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Heresy}}&lt;br /&gt;
{{Whfb-stub}}&lt;br /&gt;
[[File:Warhammer Chaos Dwarf Symbol.png|center|150px]]&lt;br /&gt;
[[File:Hashut_by_trollfeetwalker_demljg3-fullview.jpg|450px|right|thumb|More Sumerian than Gozer. [https://www.deviantart.com/trollfeetwalker/art/Hashut-884482995 Credits to Trollfeetwalker.]]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:1.10em;font-weight:bold;font-style: FFF Tusj ;font-family:serif;margin-top:1em;margin-bottom:1em&amp;quot;&amp;gt;&amp;lt;span style=&#039;color:&lt;br /&gt;
#CD7F32;font-size:100%&#039;&amp;gt;{{Topquote|FUCK YOU GILGAMESH! I AM STILL RELEVENT!|&amp;lt;s&amp;gt;Enkidu&amp;lt;/s&amp;gt; Hashut after being [[Isekai|Isekai&#039;d]] into Warhammer Fantasy}}&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hashut, the Father of Darkness&#039;&#039;&#039; is the patron of the [[Chaos Dwarfs]] in [[Warhammer Fantasy]] and [[Age of Sigmar]]. He&#039;s portrayed as a great, blazing bull, wreathed in smoke and shadow. Bulls are a common theme for him, along with fire and oppression. [[Khorne|Not blood though...]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
When the polar gates of the [[Old Ones (Warhammer)|Old Ones]] were destroyed, the [[dwarfs]] of the Dark Lands were affected by the overflowing [[chaos]] energies more than their western cousins, mostly because they didn&#039;t have mountain fortresses to hide in. Slowly but surely, these dwarfs began to mutate in body, mind, and soul, growing as dark and twisted as the land in which they resided. As their numbers dwindled and the horrors increased, the dwarfs found themselves seemingly cut off from their [[Warhammer Fantasy Gods#Dwarfs|Ancestor Gods]], who admittedly had their hands completely full dealing with the absolute clusterf**k of the post-war Dwarf realm in the east and trying to figure out how the hell they could counteract the doom that was upon them. The oldest lore states that the chaos dwarfs first encountered Hashut while trying to build a hold in one of the Dark Land mountains in a desperate attempt to escape the winds of chaos. While digging, the future Chaos Dwarfs found a strange gate sealed shut with all kinds of evil looking glyphs and dark magic runes that killed one of the dwarfs that tried to touch them. Fortunately or unfortunately depending on how you look at it one of the sealing runes had been damaged by an earthquake allowing the imprisoned demon to speak to those outside the cage (with early lore seeming to indicate he might be a daemon of [[Khorne]] who went rogue and started to use magic eventually becoming too powerful to kill and forcing Khorne to seal him away, though that might no longer be the case). Apparently being the kind of guy not to miss out on a good opportunity, the powerful Chaos demon stepped in when the dwarfs were down to only a meager few survivors and offered them a deal: patronage and protection in return for subjugation and sacrifice. Twisted, broken, and abandoned, the dwarfs agreed. And weirdly enough, it kind of worked out for the now Chaos Dwarfs. Their numbers and power grew under Hashut&#039;s protection and he granted them secret knowledge, including powerful sorceries that fused seamlessly with natural dwarfen ingenuity to create mighty arcane engines of destruction, conquest, and industry. He also granted them the means to acquire mastery of powerful bull-like monstrosities known as the [[Great Taurus]] and [[Lamassu|Lammasu]] and granted special mutations in the form of [[Bull Centaur|bull-like features]] to create a dedicated warrior class to serve his new priesthood. With Hashut&#039;s backing, the Chaos Dwarfs proved more than capable of carrying out their end of the deal, conquering the foes that surrounded them, enslaving many survivors and sacrificing even more to the Father of Darkness&#039; hungry maw. The Chaos Dwarf empire thusly became powerful, if small, and its denizens thrived as much as could be expected in the Dark Lands.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, all good things must come to an end, and when the [[The End Times]] rolled around, [[Gork]] &amp;amp; [[Mork]] krumped Hashut good (pretty justifiable considering the unmitigated oppression and suffering the Chaos Dwarfs had subjected orcs and goblins to during the course of their existence) and thusly he disappeared. But, somehow, he popped right back up in the [[Age of Sigmar]], doing his same schtick but with new pawns. This time, a Runeson of the ancient Vostarg attempted to reclaim his lodge from Chaos. Unfortunately for him, but fortunately for Hashut, it didn&#039;t go so well and the Runeson and his army were never seen again. Instead, those brave explorers visiting the ancient ruins of his lost lodges have found twisted monuments dedicated to &amp;quot;The First Prophet&amp;quot; of a &amp;quot;Father of Darkness&amp;quot;.  Hashut&#039;s back, baby, and he&#039;s ready to &amp;lt;s&amp;gt;partttaaayyy&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;never get any models or mentions ever again.&amp;lt;/s&amp;gt; exert his influence again through the Horns of Hashut warband in the realm of Ghur.&lt;br /&gt;
&lt;br /&gt;
==Nature==&lt;br /&gt;
[[File:Warhammer Hashut.png|right|thumb|A bronze effigy of the Father of Darkness.]]&lt;br /&gt;
Hashut is an interesting being, because even though he&#039;s technically a &amp;quot;god&amp;quot;, he&#039;s nowhere close to the Big Four. Rather, much like the [[Horned Rat]], Hashut is more likely a very powerful daemon who hit on a good thing and grew even more powerful because of it. Whether he embodies a specific aspect of the emotional spectrum is unclear because even though he seems to feed mostly on suffering and subjugation, that&#039;s not necessarily a unique trait when it comes to Chaos. Hashut seems to have an explicit connection with fire, heat, and bulls, with his sacrifices usually combining all three as chosen victims are cooked in bull-shaped cauldrons full of lava or roasted alive in bull-shaped burning chambers. One Chaos Dwarf Sorcerer Lord even has a bull-shaped wall that he attaches his victims to before spraying them down with lava pumped through pressure hoses. Exactly why Hashut loves fire and bulls so much is also unclear, but hey, a Chaos god&#039;s gotta have an aesthetic and apparently nobody had done flaming bulls yet so here we are. Though explanation for it can be quite simple: Hashut was most likely modeled after the Biblical Moloch that was associated with everything mentioned above, with burning human sacrifices to it continuing to up until Romans [[Exterminatus|EXTERMINATUS&#039;D]] Carthage, though Moloch actually one-ups Hashut in evilness since his human sacrifices were exclusively required to be _children_ . Aside from this, &amp;quot;burning people in a bull shaped statue&amp;quot; is also related with torture device called the &amp;quot;Brazen Bull&amp;quot; designated by orders of an ancient schizoid tyrant of Sicilian city of Akragas, Phalaris.&lt;br /&gt;
&lt;br /&gt;
Oddly enough, of all the Chaos &amp;quot;gods&amp;quot; in the setting, Hashut arguably seems to count among the &#039;&#039;least&#039;&#039; brutal when it comes to how he treats his followers. Though the Chaos Dwarfs are undoubtedly twisted and incredibly evil thanks to his patronage, Hashut doesn&#039;t go out of his way to [[Tzeentch|mess with them like a certain blue, bird-lovin&#039; mofo]], [[Khorne|force them to fight for eternity for his favor]], [[Nurgle|&amp;quot;bless&amp;quot; them with horrific diseases]], [[Slaanesh|murder-rape them]], or [[Horned Rat|encourage constant scheming and backstabbing to the point of near-permanent paranoia]]. Even though some Chaos Dwarfs are mutated, it&#039;s usually seen as a good thing, with Bull Centaurs forming a sort of &amp;quot;holy warrior&amp;quot; caste within the society of the Dawi Zharr. The only exception would be the slowly-turning-to-rock mutations of the Sorcerer caste, but then again, that might not be Hashut&#039;s doing, and they do gain pretty impressive powers in return for that trade off. So even though he&#039;s a grim, malignant dude, in general Hashut seems to be happy to back the Chaos Dwarfs up on their business as long as he gets the cut he wants. That and he did basically save their race from destruction, though at the price of their souls and sanity, but the Chaos Dwarfs honestly don&#039;t seem to mind that much all things considered. Honestly, it&#039;s nice to see such a positive working relationship in the setting.&lt;br /&gt;
&lt;br /&gt;
Given that the Chaos Dwarfs follow Hashut exclusively, it could be argued that he was uniquely qualified for the job. He had just the right combination of dark power, personality and made the right demands in exchange for his blessings to get at least a few of the normally unyielding Dawi to bend the knee to his cause when in extremis.&lt;br /&gt;
&lt;br /&gt;
It is currently unknown whether Hashut is responsible for the super tall hats that the Chaos Dwarfs like to wear, but honestly, it was probably part of the pact that they had to wear ridiculous headgear. Depending on your point of view, that might have been the most evil or kindest thing he ever did to them.&lt;br /&gt;
&lt;br /&gt;
==Age of Sigmar==&lt;br /&gt;
&lt;br /&gt;
HE LIVES!!!! The latest war-band for Warcry announced at Warhammer Fest 2022 all but confirms his continued existence in the Mortal Realms, introduced through the &amp;quot;Horns of Hashut&amp;quot;, an all human force who worship Hashut and are lead by a so called Ruinator Alpha who wears a sick looking horned helmet that looks like a bull’s head, and wields what looks like a bident, a flail, and some ash grenades they can throw to blind the enemy...[[awesome|also they can breath fire!]] Sorcerers dedicated to Hashut seem to be able to cast fire, shadow and daemonology related spells. According to Warcom the human followers serve as a vanguard for the Babylonian stunties we all know and love, softening up or outright clearing out any opposition before the Chaos Duardin show up. This does bring up the interesting and unexplored concept of Hashut being a Chaos God not worshipped exclusively by the Chaos Dwarfs. According to Warcom the Horns are currently in the middle of a turf war over in Ghur with troops belonging to [[Be&#039;lakor]] (whose trying to trigger a schism in the rest of the forces of chaos he can exploit), some troops belonging to [[Archaon]] (whose just doing his usual “conquer everything for chaos and rub his success in Be’lakor’s face shtick”), and some guerilla fighters of the Rotmire Creed (former alchemists of Excelsis lead by a Witherlord who worship [[Nurgle]] as the Lord Leech ) who were promised elixirs of immortality if they corrupt a piece of the realm of Ghur filled with carnivorous plants called the Gnarlwood.  The reason this particular piece of the continent of Thondia is so sought after is that at the center of this place in the so called Ravening Ruin is a bunch of Seraphon artifacts and a major source of life energy. This crucible of life energy formed around the Realm-shaper engine of a crashed Seraphon temple-ship named Talaxis, creating a ferocious forest which Nurgle wants to corrupt but Hashut wants his followers to instead burn down and turn into a fiery desert before then harnessing the energy there to build and power more daemon forges. Ironically Hashut despite being a chaos god is probably one of the best suited to deal with Nurgle thanks to his followers predilection for killing things with fire from their flamethrowers and whatnot. Whether or not this penchant for fire will help them against Archaon and Be&#039;lakor’s troops though remains to be seen.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Chaos Dwarfs]] - His worshippers&lt;br /&gt;
*[[K&#039;daai]] - His [[daemon]]s&lt;br /&gt;
*[[Vashtorr]] - His 40k equivalent&lt;br /&gt;
&lt;br /&gt;
{{ChaosGods}}&lt;br /&gt;
[[Category: Warhammer Fantasy]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:601E:644B:9752:F3C7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Ark_of_Omen&amp;diff=50398</id>
		<title>Ark of Omen</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ark_of_Omen&amp;diff=50398"/>
		<updated>2023-02-01T03:32:38Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:601E:644B:9752:F3C7: Undo revision 869391 by 176.128.236.200 (talk) Hello Carnac&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Arks_of_Omen.JPG|300px|right|thumb|[[Huron Blackheart]] must be laughing his ass off after Abby replaced his Blackstone for this...junk...]]&lt;br /&gt;
&#039;&#039;&#039;Arks of Omen&#039;&#039;&#039; are [[Failbaddon]]&#039;s new copeship needed to aid his faltering [[Black Crusade]] after he [[Butthurt|raged-quit]] and [[Exterminatus|yeeted]] his last remaining (And priceless!) [[Blackstone Fortress]] on [[Cadia]]. These things were for all intents and purposes, [[Space Hulk]]s. Literally, that&#039;s what they are. Except, rather than being filled with [[Orks|mushrooms]] and [[Genestealers|cockroaches]], they are now filled with literal [[Chaos|edgelords]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Length:&#039;&#039;&#039; 20-60+km&lt;br /&gt;
*&#039;&#039;&#039;Mass:&#039;&#039;&#039; 0.3-2.1+ gigatonnes; approx&lt;br /&gt;
*&#039;&#039;&#039;Crew:&#039;&#039;&#039; 600,000+ crew, 140,000 pilots and support staff; approx&lt;br /&gt;
*&#039;&#039;&#039;Acceleration:&#039;&#039;&#039; 1.2 gravities max sustainable acceleration&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Being nothing more than a colossal [[Black Legion]] void craft, they were unleashed to reinforce the Black Legion&#039;s Balefleets and seize the Nachmund Gauntlet from the Imperium. &lt;br /&gt;
&lt;br /&gt;
Each Ark of Omen is heavily weaponised and augmented with a piece of [[Vashtorr]]&#039;s own fleshmetal, granting its master as much control over the craft as any other voidship could offer. Abaddon the Despoiler awards them to a favoured Warband – seeded, naturally, with loyal enforcers and informants – and he also dispatches the Arks to claim artefacts of mysterious provenance. It is not yet clear what the Despoiler&#039;s ultimate plan is for these vast warships and the artefacts they seek, because like all good prophecies, the one Abaddon follows is vague and could mean a number of different things. Or he&#039;s just hedging his bets so whenever he has his next fuck-up he can claim it was all [[just as planned]]. Like he has the last [[Black Crusade|13 times before]].&lt;br /&gt;
&lt;br /&gt;
{{40k-Chaos-Ships}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Battlefleet Gothic]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Chaos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Fleets of Chaos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Chaos Space Marines]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Word Bearers]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Vehicles]]&lt;br /&gt;
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[[Category: Ships]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:601E:644B:9752:F3C7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Death_Korps_of_Krieg&amp;diff=170924</id>
		<title>Death Korps of Krieg</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Death_Korps_of_Krieg&amp;diff=170924"/>
		<updated>2023-02-01T03:27:23Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:601E:644B:9752:F3C7: Undo revision 874226 by 178.174.137.86 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{awesome}}&lt;br /&gt;
[[Image:Krieg_trooper.gif|frame|left|Yes, they have faces. But they&#039;re ugly, so the gas mask is probably for the best.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Krieg Commissar.jpg|300px||thumb|right|Even their [[Commissar|Commissars]] are more badass than your average Commissar. Krieg Commissars aren&#039;t used to prevent cowardice, however. Instead, they are used to actually &#039;&#039;temper&#039;&#039; the average Krieg soldier&#039;s more fanatical inclinations.]]&lt;br /&gt;
{{Topquote|Animals flee this hell; the hardest stones cannot bear it for long; only men endure.|Diary of an unknown German soldier at Stalingrad }}&lt;br /&gt;
{{Topquote|In life, war.  In death, peace.  In life, shame.  In death, atonement.|Final litany of the &#039;&#039;Litany of Sacrifice&#039;&#039;, recited by Krieg Korpsmen when entering battle (and 9E, it seems)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Death Korps of Krieg, the most Grimdark of Grimdark&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Death Korps of Krieg&#039;&#039;&#039; is a series of [[Imperial Guard]] regiments which hail from the [[Death World]] of [[Krieg]]. They like trenches and gas masks and are known for their iron discipline and suicidal tolerance for casualties. In fact, they will take any objective and vanquish any enemy, just as long as they have enough men to throw in the meat grinder. Hell, Krieg means WAR in German (as you have gathered, the Imperium does not do &#039;subtle&#039;). That&#039;s how badass they are. What&#039;s the difference between them and other Guard units, you ask? These motherfuckers don&#039;t even give a shit. They&#039;re some sort of badass human lemmings, and they are so [[grimdark]] that they alone are responsible for about 20% of the grimdarkness in [[Warhammer 40,000]]. They have no will to live, no fucks to give, and one hell of a lot of xenos to shiv (with [[Miscellaneous_Weapons#9-70 Entrenching Tool|sharpened entrenching tools]]). This is said to be a relic of the tragic civil war on the original hive world of Krieg, a den of traitors, corruption and strife where rebels rose to power and seceded from the Imperium. However, loyalists Guardsmen decided to light Krieg up like it was nuclear 4th of July instead of letting the heretical rebels take control of the planet, resulting in their homeworld becoming a bitch of a [[3.6 Roentgen|radioactive hellhole]] (hence the Korps&#039; gas mask fetish). Now the people of Krieg are so sad about their rebellious past they’d literally rather die than continue living their shameful lives.&lt;br /&gt;
&lt;br /&gt;
The greatest source of mundane horror in all of Warhammer, the Death Korps does not need eldritch nonsense or nonsensical alien &amp;quot;biology&amp;quot; for the darkness factor. This is quite simply humanity at its worst and nothing more. Due to them just being so damn cool, they are often a popular choice in the community, especially in regards to memes. This tarnishes their overall &amp;quot;I am willing to die for even a chance at forgiveness&amp;quot; to the god awful shovel wehraboo memes we all know and despise.&lt;br /&gt;
&lt;br /&gt;
Also it needs to be said that in current non-jokey 40k canon there is an in universe romance novel about Kriegers titled &amp;quot;My Wish to Generate Children with You is Only Exceeded by My Devotion to Him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you think about it, the Death Korps suicidal nut jobs are better equipped than most Guardsmen.  They have flak armor like any other, but they have plasteel helmets, their lasguns are much more powerful (albeit at the cost of shots per powerpack), their bayonet skill is outright legendary, their uniform is fully sealed against nuclear, biological, and chemical attack (also protecting them from the mud, rain, and other elements and likely acting as an any environment survival suit issued to the Guard), and they have a backpack full of gear and supplies instead of rushing into battle practically (or literally) naked.  Heck, these suicidal guys even have grenadiers wearing carapace armor wielding hellguns despite being sent specifically to get killed doing something useful.  Their tank regiments include heavy tank companies and super heavy tanks (like the [[Mordian Iron Guard]], come to think of it).  They also have WAAAAAY more artillery and heavy weapons than anyone else.  They make the [[Cadia|&#039;&#039;&#039;Cadians&#039;&#039;&#039;]] look under-equipped and poorly trained.&lt;br /&gt;
&lt;br /&gt;
Perhaps maddest of all, is that lore-wise Kriegers are kinda the new kids on the block, only having been serving for just over a thousand years as a regimentum (which is the term for all regiments from a given planet).&lt;br /&gt;
&lt;br /&gt;
Despite being fairly well known and popular, Kriegers are generally not given staring roles in books and stories. Largely because it&#039;s kind of hard to write about Corporal Karl-724/28821 who&#039;s goals in life start and end with wanting to kill aliens, mutants and heretics and dying in battle to atone for the sins of his planet&#039;s past. Most of what we see of them is through the eyes of others.&lt;br /&gt;
==Background==&lt;br /&gt;
===The Civil War===&lt;br /&gt;
Some time ago, in 443.M40, Krieg was a pretty sweet planet to live on, until the heretical dickwad of a Planetary Governor (and most of the ruling elite) decided that the Tithe was wack and voted to detach from the [[Imperium]]. Needless to say the loyal citizens wouldn&#039;t let the rebel scum get away with that and a bloody civil war broke out. The loyalists were severely outnumbered, and only managed to seize control of a single hive called Ferrograd (ferro is Italian for iron and grad is old Slavic for town - GW being subtle), due to the fact that a loyal Krieg Imperial Guard regiment under the command of a Colonel Jurten was there, waiting to depart. After Jurten and his boys secured the hive and asked for orders, the Sector government told him to hold the planet at all costs and that no help would be coming. While getting some turnips out of the basement Jurten tripped over some nukes and decided to even the odds by blowing the world back to the Stone Age. Afterwards, after just 500 years of continual terrible war in around 943.M40, the loyalists managed to drag Krieg back into the paralysed lap of the Emperor. When the [[Administratum]] came with a task force, they annoyedly gave Krieg a year to train up a regiment as a start to paying back the 500 year back log. To their shock, the planet had vast manufactora developed beneath the surface constantly churning out military equipment and supplies and ten whole regiments were waiting deployment and demanding the worst available warzones. Needless to say, the government was pleased and Krieg has been the unofficial favorite child of military bureaucracy since then. Today the citizens of Krieg celebrate the day their hero Colonel Jurten destroyed their planet&#039;s ecosystem on &amp;quot;Jurten Day&amp;quot;, when everybody digs out entrenchments and practices NBC weapons drills, just like every other day, though everyone gets one crumbly chocolate chip cookie.&lt;br /&gt;
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===The Death Korps===&lt;br /&gt;
[[Image:Vraks.jpg|300px|thumb|right|You don&#039;t know hell until you have lived through [[Vraks]]]]The inhabitants of Krieg are mad sorry for their disgraceful past and try to make up for it by being the baddest motherfuckers since the [[God-Emperor of Mankind|Empra]] himself. In fact they&#039;ve been so successful in producing hardass guardsmen that the Adeptus Mechanicus Biologis gave them some Vitae Wombs (IVF/clone tubes) so that they can produce even more top notch cannon fodder, which is important, because Krieg is a radioactive shithole, and most of them are sterile. So sterile that most Kriegers are born of complex gene-cloning and subsequent growth-vats. Their society is &#039;&#039;absolutely&#039;&#039; militarized. Children are being born only to be filled with the guilt of their ancestors, trained and sent to die for their Emperor. Contrary to other less &amp;lt;s&amp;gt;brainwashed&amp;lt;/s&amp;gt; &#039;&#039;&#039;LOYAL&#039;&#039;&#039; units they&#039;re truly happy to do so and would die with a smile on their lips for the glory of the Emperor, if they&#039;d ever smile. Seriously, those guys are stone cold. You&#039;d rather chat with a necron than a Krieg trooper. They don&#039;t even have names. They&#039;re just called Trooper #1337 or Major Alpha and such (although some of the higher-ranked survivors get names, like Colonel Tyborc, hero of [[Vraks]]) both to underscore what expendable clones they are and because they don&#039;t give a flying fuck about anything other than marching, dying gloriously and shooting heretics in the head (fluff dependent; McNeill and Mitchell portray them as stoic to the point of being cold but still personal whereas Steve Lyons depicted them as machine-like and quiet, though still capable of anger and annoyance).  As such gung-ho individuals they technically don&#039;t even have the need for Commissars to maintain morale, since their deserting rate is practically zero and the officers (and probably even the regular troopers) will happily execute their soldiers themselves if need occurs. Commissars that are sent their way are usually sent in to say &amp;quot;Captain, I know you want to charge in and stab those Orks in the face with bayonets, but if you do that maybe one in ten is getting out of there alive. The Emperor needs you alive and we are going to goddamn wait until a situation comes where we can have enough survivors for the next battle and if you order a charge, it&#039;s [[blam]]ming time for you.&amp;quot; If a Commissar is the voice of reason in your ear, you know your priorities are interesting.&lt;br /&gt;
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[[File:S c h w e r e by nicklausofkrieg-d764sze.png|250px|thumb|left|If you thought [[Warhammer 40k]] just couldn&#039;t get any [[Grimdark|grimdarker]], have a beer with one of these fine gentlemen.]]&lt;br /&gt;
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If one thing is even more serious business for Kriegers than dying, it&#039;s killing heretics with extreme prejudice, even by Imperial standards. As mentioned in the &#039;&#039;Codex: Stronghold Assault&#039;&#039;,  once there was a [[Hive|Hive City]] that hadn&#039;t paid its tithe, and got a visit from the Death Korps for it. After five years of constant bombardment, the city surrendered unconditionally, but the Kriegers wouldn&#039;t just stop bombarding over such a small thing. After three more years, there was nobody left alive in the ruins anymore. The Death Korps still wouldn&#039;t leave until two years later - when they had eventually shot &#039;&#039;the entire mountain-sized Hive&#039;&#039; to rubble! ( &amp;lt;s&amp;gt;That seems unusually wasteful for Kriegers. Aren&#039;t hives supposed to be sacred archeotech in and of themselves?&amp;lt;/s&amp;gt; Heretical Hives are worth less than the dirt under a Krieger&#039;s boot!) That was also more about making a point about why surrendering early is the best option for you.  Wait, Hive Cities are protected by void shields capable of shrugging off orbital bombardment.  Either the Kriegers had some huge toys or the humble Earthshaker isn&#039;t so humble.&lt;br /&gt;
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A surprising degree of bio and cybernetic enhancements also appear to be common among Kriegers, which while taking away from their raw awesomeness, should give you idea of how high the esteem in which the Imperium holds the Death Korps.&lt;br /&gt;
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The Munitorium has a hard on for these guys because unlike guardsmen from other places they always obey orders to the letter, &amp;lt;s&amp;gt;even&amp;lt;/s&amp;gt; especially when it means dying in droves. Most Kriegers &#039;&#039;&#039;never&#039;&#039;&#039; retreat, they &#039;&#039;&#039;almost&#039;&#039;&#039; fight to the death every time.  Once when a Commissar ordered a retreat, an unknown Krieger shot the Commissar for cowardice. Seriously, these guys don&#039;t fuck around. The only thing that does happen once in a while that could be potentially seen as approaching a retreat is a regiment/army being reassigned if the high-ups conclude the objectives have been met or are simply no longer attainable and dying elsewhere serves the Emperor better. That being said, during the siege of Vraks the Kriegers shot their own Commissars who tried to stop their retreat, despite being the most fanatical of the Imperial Guard, they&#039;re still only human (p. 72, Imperial Armour 5, Siege of Vraks Part One, for all those who get a hard on for the Death Korps).&lt;br /&gt;
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Now these suicidal, [[Iron Warriors|violent siege specialists]] are ordered to fight in the most dangerous battles. The Death Korps of Krieg may want to die, but [[Nightbringer|death is a bitch to them]]. When they do die though, they are easily replaced. Join the Death Korps of Krieg now (rebreather, lasgun and no will to live included)!&lt;br /&gt;
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== Horses ==&lt;br /&gt;
[[File:Krieg irl.jpg|220px|thumb|left|Historic IRL version.]]&lt;br /&gt;
Yes, they ride gas mask-wearing horses into battle in the grim darkness of the 41st millennium. These are not any ordinary horses, though. Like [[Space Marines]], they are genhanced with extra organs implanted to deal with harsh environments (giving them 6+ feel no pain), keep them fighting well after any [[My Little Pony|ordinary filly]] would be blasted to the knacker&#039;s. Their hooves are splayed to allow for better footing, and it&#039;s way &#039;&#039;waaaay&#039;&#039; more muscular than a normal horse. As in, forget armor or cybernetics, this thing can take bullets by virtue of the simple fact that the damn thing&#039;s muscles are so thick and dense. They are vat grown and implanted with [[Angron|devices to increase aggression]]. If that wasn&#039;t enough, they also have [[Eversor]]-esque combat drug injectors implanted into their bodies for use upon command. They can also be hopped up on other, even more dangerous combat drugs when a battle is about to begin. Imagine if you will the biggest, angriest moose you&#039;ve ever seen (or look one up if you&#039;ve never seen one. Also look up how many people they kill per year). Now imagine that it can tank high caliber gunfire and even potentially artillery. Now imagine that someone has just loaded it up with enough bath salts to kill ten men, it&#039;s coming straight for you, and it really, reeeaaaally wants you dead. Even more so than the average mama moose. That&#039;s a Deathrider mount. These form the backbone of the Krieg Death Rider units, who are lead by a Sergeant known as a &amp;quot;Ridemaster.&amp;quot; They are used as scouts and to harass the enemy. In addition to lasguns and grenades, they carry a one-use-only explosive-tipped lance, and can charge &amp;quot;fleet of hoof&amp;quot; if not shooting.&lt;br /&gt;
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== Vitae Womb ==&lt;br /&gt;
It is stated that the Kriegers make use of &amp;quot;Vitae Womb&amp;quot; technology to keep up the annual crop of 50 million suicidally fanatical gas mask mooks specifically given to them by the Adeptus Mechanicus. What that means is a matter of [[skub|debate]], ranging from exowombs to drugs which increase fertility and accelerate pregnancy. What is not disputed is that it keeps population production up well beyond what can usually be achieved by human uteri - certainly ones inhabiting a radioactive hellscape. At least take comfort in the fact that it, in all likelihood, can&#039;t be as bad as [[Honsou|a certain Warsmith]]&#039;s [[Daemonculaba|pet project]].&lt;br /&gt;
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Or [[/d/|could it?]]&lt;br /&gt;
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In all honesty it&#039;s almost certainly just an artificial womb. The basic technology itself is something that the Imperium makes use of on a regular basis and Vitae Womb is probably just a specific incarnation of it used to mass produce (biologically speaking) normal humans. House Goliath is a product of such technology.  There are no women in the Krieg military, because they also supply kids for their birth rates - they do both so they can recruit and tithe more regiments. Though it might just be cloning, with copious amounts of brainwashing to make sure the problems exhibited by normal clones don&#039;t manifest.&lt;br /&gt;
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== Daily Actions of Krieg Guardsmen ==&lt;br /&gt;
05:00 – Get Up. The Kriegers will rise from their dugout, foxhole/bunker/gun emplacement to start the day.&lt;br /&gt;
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06:00 - Mandatory Bed Making. The Krieg soldiers spend the next hour making his bed so much he doesn’t have time to rest.&lt;br /&gt;
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07:00 - Thanks To The Emperor. The Kriegers will give thanks to the emperor, fireworks are fired off daily (and usually out of a basilisk onto some heretics&#039; mustering point) to show how great he is.&lt;br /&gt;
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08:00 - Morning Rations. Breakfast is for the weak and non-Kriegers. However, rough riders will give their genetically engineered super horses a bag of oats and a nice apple before today&#039;s maneuvers begin.&lt;br /&gt;
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09:00 - Morning Bayonet Charge. Kriegers will launch themselves at enemy positions today before [[Commissars]] are even able to give the order (or more importantly, countermand such an order). Shiny medals are given out for bravery much to the confusion of the average Krieger who doesn’t know what a medal is. Or what it&#039;s for.&lt;br /&gt;
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10:00 - Entrenching. Kriegers will fight, die, and dig trenches for the next hour or so, or get shot while digging trenches, or bash the local heretic&#039;s face in with said entrenching tool. Those that have lost theirs can typically find another one buried in the skull of a local heretic.&lt;br /&gt;
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12:00 - Lunch Time. Faux-Soylens Veridiens ration bars are issued to Kriegers, the Kriegers give thanks for this wonderous meal (which tastes like a wet sock).&lt;br /&gt;
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13:00 - Mandatory Bed Making. Kriegers spend the next hour making their beds.&lt;br /&gt;
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14:00 - Afternoon Bayonet Charge. Kriegers will charge enemy positions - most wont be making it back. Those that do, please return the equipment to the local Quartermaster so it can be reissued to other Kriegers.&lt;br /&gt;
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15:00 - TV Break. Kriegers will stop for an hour and put on famous Krieger game shows such as “the price of a mile” the weakest link (in our fortifications) family fortunes Krieg edition (which when your name is alpha 62487 and these are my clone brethren is remarkably popular) hole in the wall (of guns) and total wipeout (much to a Krieger&#039;s disappointment ISN&#039;T a show about 100% fatalities), also casualty Krieg edition is popular.&lt;br /&gt;
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16:00 - Thanks To The Emperor (Again). Kriegers spend the next hour or so giving thanks to the emperor for entrenching tools, gas masks and that Mechanicus-issued tin of beans they had last week.&lt;br /&gt;
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17:00 - Evening Bayonet Charge. Those Kriegers that didn’t die this afternoon will be given another opportunity to redeem themselves, by charging through no man&#039;s land into the enemy&#039;s most fortified position/gun emplacement.&lt;br /&gt;
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18:00 - Evening Rations. A larger, more substantial meal of &#039;&#039;two&#039;&#039; ration bars is given to Kriegers. Those that complain about the taste of said ration bar shall be served an extra helping of death.&lt;br /&gt;
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19:00 - Cocaine Break. Kriegers will take their Mechanicus-issued “performance enhancers” which can be bought from the local quartermaster and used for everything from teething for younger Kriegers to hunger suppressants.&lt;br /&gt;
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20:00 - More bed making. The Kriegers unmake and remake their beds again to show how hardcore they are and disciplined. Those who got their arms blown off earlier by ordnance will try to make their beds with their teeth.&lt;br /&gt;
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21:00 - Last Chance (for Martyrdom). The Kriegers who didn&#039;t die in today&#039;s siege/meat grinder will be given another chance to die for the Emperor. As [[Commissars]] and officers decide who&#039;s going to have the honor of this evening&#039;s kamikaze mission, dozens put up their hands and yell out “ME ME ME ME ME!” as if it was free money.&lt;br /&gt;
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22:00 - Free Time. Those Kriegers who didn&#039;t die in today&#039;s kamikaze missions are now utterly depressed, the one guy in 500 who will try again tomorrow with another 500, gasmask wearing madmen, better luck next time.&lt;br /&gt;
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23:00 - Home Time. Kriegers will retire to their dugouts/foxholes/bunkers/trenches. Others will pay a visit to their gene-donor&#039;s foxhole to ask for advice on being blown to smithereens by older, wiser, more experienced soldiers, who will in turn ask the ranking officers (grandparents) on what is best to do in said situations.&lt;br /&gt;
It&#039;s usually at this point when young Kriegers ask their gene donors for permission to go to a major bayonet charge this weekend, at which point parents will say “If you&#039;re going to fight in my bunker, you charge by my rules, no bayonet charges after 8pm”.&lt;br /&gt;
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00:00 - Prep. Young Kriegers spend the next hour or so making their beds and or disassembling their Lucius pattern lasguns, some Kriegers work up the courage to ask out other Kriegers if they’d like to share a ration bar in a newly bombed out hole made by artillery fire (some Kriegers find this more intimidating than charging today&#039;s gun emplacement).&lt;br /&gt;
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1:00 - Rest. The Kriegers are ordered to go to bed by some very tired [[Commissars]], so the Kriegers obey and put younger Kriegers to sleep while older Kriegers lock up their bunkers and give thanks for such a homey rockcrete bunker over their heads&lt;br /&gt;
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== Vraks, and Forge World Stupidity ==&lt;br /&gt;
[[File:Death Korps Engineers-Tunnel Fighting.png|400px|thumb|right|The Death Korps doing their best to recrate the mine at Messines]]&lt;br /&gt;
Now, for all that the soldiers of Krieg are supposed to be some of the hardest bastards in the Imperium and willing to sacrifice their lives in an instant if that&#039;s what is asked of them, there comes a point where going any further with that characterization crosses the line between &amp;quot;grimly awesome&amp;quot; and &amp;quot;over-the-top caricature&amp;quot;. There&#039;s really nothing &#039;&#039;&#039;wrong&#039;&#039;&#039; with this since 40k originally started out as a parody setting, just so long as the writers meet one simple condition:&lt;br /&gt;
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&#039;&#039;&#039;It has to be &#039;&#039;intentional&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
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When [[Imperial Armour]] released their [[Vraks]] trilogy, it was &#039;&#039;&#039;supposed&#039;&#039;&#039; to be an example of how dark and gritty siege warfare could become, and therefore a textbook example of how the Death Korps operates. Prior to this, they were written as pragmatic, capable, dedicated, and &#039;&#039;utterly ruthless&#039;&#039; soldiers who combined the tactical sense you&#039;d expect from a professional soldier who had been trained from birth with a willingness to sustain whatever amount of casualties are required to achieve their objectives on the battlefield; meeting their deaths without the slightest hesitation, and making sure that the Emperor&#039;s foes paid as high a price for those deaths as they could arrange.&lt;br /&gt;
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Instead, we were shown a teeming mass of &amp;quot;soldiers&amp;quot; who amounted to little better than shambler zombies with guns; utterly incompetent and suicidal to the point where they were more concerned with killing &#039;&#039;themselves&#039;&#039; than the enemies of the Imperium. The most sterling example of this has to be walking over minefields to clear them, something that could easily be accomplished with far less cost in men and materiel by using vehicles with dozer blades as [https://en.wikipedia.org/wiki/Mine_roller mine rollers]. They literally have to be convinced that there are better ways to fight the Emperor&#039;s foes than marching into the teeth of enemy fire until they run out of ammunition by their damn &#039;&#039;[[Commissar|Commissariat]]&#039;&#039;; political officers whose entire job revolves around two things:&lt;br /&gt;
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1. Inspiring soldiers through sheer hammy charisma.&lt;br /&gt;
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2. Discouraging cowardice through the not-insignificant accomplishment of successfully being more terrifying than any enemy a Guardsmen might be facing at the moment. In a universe where said enemies might be [[Chaos|the Legions of Hell]], [[Tyranids|an endless swarm of alien horrors from beyond the stars]], [[Orks| a race of sentient bioweapons whose extreme bloodlust is matched only by their uncountable numbers]] or &#039;&#039;[[Night Lords|genetically-engineered superhumans whose entire schtick revolves around being the most nightmarish motherfuckers in existence]]&#039;&#039;.&lt;br /&gt;
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The sheer wastefulness of the Idiot Korps&#039; tactics is so great that it becomes impossible to take any of the books seriously, and the setting is left poorer for it. If the Death Korps actually fought like they&#039;re described in Vraks then in all likelihood the Imperium would have long since discarded them as a useful fighting force due to how needlessly and exorbitantly wasteful they are of lives and materiel, and we would like to remind you that the Imperium measures the casualties of war in &#039;&#039;planets&#039;&#039;, not men.&lt;br /&gt;
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Now to be fair, part of this characterization is likely caused by taking the cultural memory of WWI-- the idea of men mindlessly charging into Machine Gun emplacements across a no-man&#039;s land ripped apart by artillery and chemical weapons-- and porting it into 40k. Viewed this way much of the above make sense: Death Korp Tactics are wasteful because in popular memory that&#039;s all World War I was-- lions lead by donkeys who charged bravely if mindlessly into certain death. The problem comes when you try to get into the head of an entire culture whose goal is doing just that: this leads to the Death Korps being stupid and fighting stupidly. In the end when Forge World tried to portray a WWI-style mud and blood conflict, they fumbled because turning an already pretty grimdark conflict up to the 40k required 11 on the old grimdark dial was bound to push it into [[grimderp]] territory if handled poorly... and it was.&lt;br /&gt;
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TL;DR: In essence, the Vraks trilogy wanted to recreate the muddy hell holes of WWI in 40k, and in the process turned the Death Korps from something much like the Red Army during WWII into [[Skub|a poorly-researched/malicious portrayal of the Red Army during WWII.]] ([https://en.wikipedia.org/wiki/Basij#History Or a slightly better researched/malicious portrayal of the Iranian army during the Iran-Iraq war.])&lt;br /&gt;
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Thankfully, they&#039;re generally portrayed in lore usually as being unafraid of death but not willing to waste their lives (so they can kill more of the Emperor&#039;s enemies).  In fact, with their heavy tanks and numerous grenadiers and their engineers, the Death Korps seems more like a mashup of various real life successful ways the trenches in WWII were ultimately defeated.  Their machines and units imply the Death Korps is more of a &amp;quot;line breaking specialists&amp;quot; army than a &amp;quot;dig trench and sit there forever&amp;quot; army, with their trenches used more like forward bases and mustering points for their breaching attacks than as their main method of defeating the enemy.&lt;br /&gt;
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==Tabletop==&lt;br /&gt;
[[File:Death Korps Artillery.png|500px|thumb|right|A battery of field artillery is worth a thousand &amp;lt;s&amp;gt;muskets&amp;lt;/s&amp;gt; lasguns]]&lt;br /&gt;
===3rd edition===&lt;br /&gt;
Despite being mostly associated with FW, the Death Korps actually got their first set of rules in the Imperial Guard 3.5 codex being one of the pre-made regiments found in the book. They came with 6 doctrines and had &#039;&#039;Iron Discipline&#039;&#039; (ignores being under half strength modifiers for moral and pinning tests if using an officers Ld) , &#039;&#039;Die-hards&#039;&#039; (ignore negative modifiers for being outnumbered in combat) and &#039;&#039;Hardened fighters&#039;&#039; (+1WS). The Death Korps also got access to Rough Riders, Strom Trooper squads and Heavy Weapons platoons (yes 3rd ed guard had limited access to Heavy weapon teams), though they lacked any specialised organisation or special equipment. Obviously a very moral focused army they could be quite hard to shift and would be more willing than most other Guard armies to throw down the gauntlet, and their access to storm troopers and rough riders meant they could back this aggression up quiet well.&lt;br /&gt;
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===4th-5th edition and Vraks===&lt;br /&gt;
The Death Korps was first seen in the way we know them today at the end of 4th edition when Imperial Armour V - The Siege of Vraks pt 1 was released, giving the Death Korps models and more rules. They kept the same doctrines from the Imperial Guard Codex but gained some unique units such as the Death Riders and Grenadiers as well as a selection of unique equipment. Due to their inspiration, the Death Korps army list favoured immobile artillery over the standard [[Basilisk Artillery Gun|Basalisks]] and [[Leman Russ Battle Tank|Leman Russ Tanks]] of the other guard regiments and had more restrictions on the number of tanks they could take, while having no access to the basilisks. Though to make up for this they could take a a fairly bit of field artillery and cheap big guns allowing you to rattle you opponents teeth loose with the constant barrage you could unleash. The Death Korps were further added to when Imperial Armour VI and VII where released which introduced the Death Korps engineers and gave the Death Korps a tank army in the form of the Armoured Battlegroup, which let the Death Korps take [[Awesome|Leman Russ tanks as troops and Gorgon Assault Vehicles and troop transports for Infantry Platoons]]. The rules did need updating halfway through the series as Vraks books 1+2 where released when the 3.5 Imperial guard codex was still in use, and Vraks book 3 released a few months after the 5th edition Imperial guard codex released so had to quickly include some re-worked version of their old 3.5 rules and clarifications that let them use orders from the new guard codex (these rules were on page 128 in a box tucked away under the rules for the [[Atlas Recovery Tank]]). Still at least Krieg was up to date, and was in a fairly decent position for an army that had all its rules released over the course of 3 edition.&lt;br /&gt;
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===6th-7th edition and Orpheous===&lt;br /&gt;
When 6th edition launched it brought with it quite a few updates to armies and introduced more specialised rules for sub-factions, which left the Death Korps rules slightly outdated. Luckily Forge World produced a PDF containing updated rules for the Death Korps Siege Regiment, which gave all Death Korps infantry +1WS and made them immune to Fear, in addition to [[Iron Warriors|not taking Morale checks for suffering 25% shooting casualties]]. &#039;&#039;Iron Discipline&#039;&#039; also returned giving Death Korps units that were falling back but within 6” of a Krieg officer the ability to regroup, regardless if they had been reduced to 25% strength. Both of these rules obviously makes the Death Korps a great army at attritional warfare as they will usually never retreat and can&#039;t be shifted from an objective unless they are killed to the last man. &lt;br /&gt;
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The Death Korps Siege regiment was the same as earlier incarnations where the armies bread and butter was massed artillery and infantry assault, with access to a bunch of cheap field and heavy artillery batteries that allowed cover the table with more pie plates than a stage after an eating competition. The draw back is the Siege Regiment had no access to chimeras or [[Basilisk Artillery Gun|Basilisks]], which makes it a far more static force that relies on wiping out opponents at range and taking objectives with units of marching infantry. Later in 7th edition Vraks 2.0 was released which contained the updated rules to the original Siege regiment army and added unique orders and warlord traits to the army. The Death Korps also got a second army in the Fall of Orpheous book with the Assault Battalion army, which was a more aggressive force that gave the Death Korps access to Basalisks, their own variant of the Chimera and Tank Commanders, as well as making Grenadiers troop choices. The pay off was the loss of the cheap artillery and most big guns were placed in the Heavy support slot, rather than being spread out over the Elite and Heavy Support slots, meaning the army relied more on shock tactics and getting into your opponents lines with all those Grenadiers and their fancy Storm Chimeras.&lt;br /&gt;
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===8th edition===&lt;br /&gt;
After the overhaul of the game system the Death Korps rules were transferred to the new Imperial Armour indexes, which gave them their units and new rules. &#039;&#039;Cult of Sacrifice&#039;&#039; became the new rule for the Death Korps which was simply &amp;quot;all models with this rule ignore models lost during the shooting phase when calculating moral,&amp;quot; and all Death Korps infantry gained +1WS which made them over all the best Guard regiment with great moral and better fighting than all the others. Oddly the new Death Korps army was a mix of the Siege Regiment and Assault Battalion, and meant the Death Korps could take both immobile earthshaker guns and Basilisks in the same army. The Death Korps also go access to a few regular guard units and could take [[What|Psykers]] in the same army as them. It was a weird transitional phase for Krieg.&lt;br /&gt;
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===9th edition===&lt;br /&gt;
The good news? They&#039;re now available in plastic. The bad news? All the special rules that made them unique are gone, thus robbing them of all their individuality.&lt;br /&gt;
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With the shit show that is the Imperial Armour compendium, how did the Death Korps fair? Not well as they have been more or less shoved through the bland machine with the decade of development that the Imperial Armours gave them being more or less undone. Firstly they lost +1WS and are back to being a bog standard regiment with the exact same stuff as the regular guard and &#039;&#039;Cult of Sacrifice&#039;&#039; is now a regimental doctrine, and a pretty shit one at that. It allows the Death Korps to ignore ALL modifiers in combat attrition tests, so the unit will still fail the moral test, but won&#039;t be affected by some obscure rule that means 2 more guys will run away. It also allows any Death Korps model that has died to make a shooting attack or melee attack on a 4+, which isn&#039;t great considering most attacks will be with the S3 [[Lasgun]] or fists and you still need to roll to hit and wound giving a Krieger with lasgun a 12.5% chance of actually wounding a GEQ (not including armour saves). It&#039;s even worse for tanks since they will be stuck shooting at their BS6+, making the rule practically useless. On top of all of this Krieg has lost most of it&#039;s own unique and core units. Grenadiers, Centaurs, Earthshaker batteries, named characters. [[Fail|All squatted and turned to legends]]. These rules changes and absolute gutting of the army has led to general moaning and complaining from the community, and while it hasn&#039;t been released yet the nebulous 9th edition Imperial Guard codex is likely to include Krieg as a standard regiment, [[Rage|practically undoing most of the uniqueness of Krieg to make it another Guard regiment like it was in 3rd, because time is a flat circle at Games Workshop HQ.]]&lt;br /&gt;
&lt;br /&gt;
Now that the Guard Codex is only half available, we know how they&#039;ll function in a weird fashion: their troops get their own datasheet, where they get a plasma gunner at base [[What|but have to give it up if they want a Vox-Caster]]; they can&#039;t be wounded on a 1 or a 2; they can get a medic which means the first failed save of a turn is damage 0, so no-one dies; 2 sods can take a special weapon, other than a plasma gun, and it&#039;s specified that you can&#039;t take the same weapon more than twice [[What|when only 2 sods can take the weapons, and the kit only comes with one of each]]; the Watchmaster can get a Boltgun, or a melee weapon and a pistol. And then the fun begins: because of how the keywords and doctrines work, [[Fail|all of the Forgeworld Kreig units that are left, and aren&#039;t Infantry Squads can&#039;t benefit from any Regimental Doctrines or orders until an FAQ comes out, which in classic GW fashion, won&#039;t happen until a month after the codex is fully released.]]&lt;br /&gt;
&lt;br /&gt;
==Facts/Notes==&lt;br /&gt;
*Due to the Krieger ideology of repentance to the Emperor, dying is considered the greatest honor for an average Krieger, and dying while achieving a great victory is a Krieger&#039;s wet dream. The Death Korps of Krieg&#039;s version of Heaven (or at the very least an equivalent concept) is to achieve a great victory for the Imperium while sustaining 100% casualties. They would be the perfect soldier for the Normandy Landings or Stalingrad. They will attempt to achieve a glorious victory while drowning the enemy with their corpses. &lt;br /&gt;
*The Death Korps of Krieg kill. &lt;br /&gt;
*They seriously do not fuck around.&lt;br /&gt;
*They have [[Rough riders|cuirassiers that ride horses with fucking rebreathers.]] Yep...&lt;br /&gt;
*The lasgun model they use is called the &amp;quot;Lucius&amp;quot; Pattern No.98, in keeping with their German WWI inspiration, (the standard-issue Mauser rifle was the model 1898).  More powerful per shot than most lasguns, but it might blow up if you fire it too quickly.&lt;br /&gt;
*The Death Korps of Krieg resemble old World War I soldiers, with most people thinking they are German because of their name and the &#039;&#039;stahlhelm&#039;&#039;-style helmets. However, the overall design of the Korps is actually a mix between various armies from WWI and even the 19th century; the helmet is a &#039;&#039;stahlhelm&#039;&#039;-Adrian hybrid, the uniform is mostly French, the gas mask looks like British-American models, the grenadiers&#039; armour plates are undoubtedly German and the Death Riders and officers are French cuirassiers from the Napoleonic Wars with the same WWI flavour. Meanwhile their tanks, while the same Russes as everyone else in the Guard, have the trench-rails of WWII French tanks.&lt;br /&gt;
*I bet they allow the use of hardcore cocaine. And they won&#039;t take it because it doesn&#039;t help in killing heretics or dying &#039;&#039;fast enough&#039;&#039;.&lt;br /&gt;
*They have cool looking &amp;quot;Grenadiers&amp;quot; for, well, grenadiering?&lt;br /&gt;
*They don&#039;t desert, ever (they&#039;re not all that into sweet things anyway).&lt;br /&gt;
*They&#039;re German-French-British-Russian, so of course they&#039;re gonna win (after taking a stupidly high amount of casualties).&lt;br /&gt;
*&amp;quot;Kill confirmed&amp;quot; is the only thing they ever say &amp;lt;s&amp;gt;in combat&amp;lt;/s&amp;gt; ever.&lt;br /&gt;
*&amp;lt;s&amp;gt;They don&#039;t fly aerial vehicles, they just crash them into enemy AA guns. 50/50 chance of them still surviving.&amp;lt;/s&amp;gt; They fly CAS and bomber aircraft into the most suicidal of missions, and once irreparably damaged, suicide-bomb them into enemy AA to clear the way for other air units.&lt;br /&gt;
*Krieger pickup lines are notoriously bad, so bad they make the Mechanicus look like Barry White! Notable lines include &amp;quot;Contributing to a cloning vat of fetuses with you would be an appropriate use of our genetic material&amp;quot;, &amp;quot;Corporal, share this additional synthesized Mechanicus issued ration bar with me at sixteen hundred hours&amp;quot;, &amp;quot;Would you like to go for some recaf with me? I used water from a shell hole and it was warm three hours ago”, (so far so good), “I have fixed my bayonet, I shall  now CHAAAAAAAAARGE!” (Ew), &amp;quot;I found this bombed-out fox-hole near our position, it&#039;s an acceptable location to swap reproductive fluid&amp;quot;, and &amp;quot;My gene donors are away on a suicidal bayonet charge this weekend, I&#039;ve got the whole barracks to myself, and I just picked up a mixslate of the most rousing Krieg anthems&amp;quot; (hint: apart from Nazi-type marches, it sounds like lasguns firing, orders being yelled, screams of the wounded, explosions, and marching boots...suuuper romantic).&lt;br /&gt;
*Rejection in Krieg is common, because most Kriegers are male, look like each other and fucking in the Emperor’s service on Krieg is not only blasphemous, it will likely result in your willy melting off from radiation sickness. Common excuses include &amp;quot;I&#039;m washing my bald, scarred, irradiated scalp&amp;quot;, &amp;quot;I&#039;d love to but I have a Tyranid invasion to stop&amp;quot;, &amp;quot;The offer is tempting, but I&#039;ve just been ordered to charge that dugout, gonna be busy all day&amp;quot;, &amp;quot;I can&#039;t go to the military parade with you, I&#039;m dying for the Empra tomorrow&amp;quot;, and &amp;quot;I like you as a squad mate, you’re like a brother-in-arms to me&amp;quot;.&lt;br /&gt;
*If Krieg and Cadia swapped places Abaddon would have stayed in the Eye of Terror (but the Imperial casualties would have increased by an order of magnitude).&lt;br /&gt;
*A romantic evening to a Krieger usually involves barbed wire, grey dugout positions, landmines, a searchlight, filthy latrines, an emplaced heavy machine gun, trench foot, and some sensual stick bombs.&lt;br /&gt;
*Their response to [[Necrons]] fucking vaporizing them is to continue firing, but also make sure to drop their weapon when they are hit so as to preserve as much of their equipment as possible.&lt;br /&gt;
*Kill or be Killed, either way, Krieg is redeemed. One millimetre at a time. (or, they will redeemed...once the pencil pushers of the Administratum and Munitorum decide they are &amp;quot;redeemed&amp;quot;.)&lt;br /&gt;
* A Krieg Death Corps trooper and a [[Catachan Jungle Fighters|Catachan Jungle Fighter]] got into a fight to see who was the most badass type of guardsman ever. Except no they didn&#039;t, because a true Krieger always has more important [[Gets shit done|shit to get done]]. That and a true Catachan is too busy wrestling jungle scorpions to go fight a doormat.&lt;br /&gt;
*They are highly popular with the Commissariat as they do not retreat. They hold the line.&lt;br /&gt;
*Fans do their heavy-WWI inspiration one better by portraying them as being highly eager to use [[Miscellaneous_Weapons#9-70 Entrenching Tool|sharpened entrenching tools/shovels]] in close-combat, though this has technically never really appeared in canon (the use of shovels in melee, that is. Their suicidal eagerness to get into melee is definitely canon as shit). At the very least, the recent Kill Team supplement did show use that Kriegers do indeed love WW1-style [[Basic Close Combat Weapons#Maul|Trench Mauls]], so that&#039;s a given.&lt;br /&gt;
*Will kill their commander if they are ordered to retreat more than a few times. &amp;lt;s&amp;gt;Unless they have a reason, that is&amp;lt;/s&amp;gt; {{Blam| &#039;&#039;&#039;THEY NEVER HAVE A REASON TO RETREAT, AVE IMPERATOR&#039;&#039;&#039;!!!!!!!}}&#039;&lt;br /&gt;
**Jokes aside, even the one time they broke was against literally the single worst batch of chemical weapons in Warhammer history (which is really saying something) on Vraks by the [[The Purge]]. It literally took a rolling blackout of super-heavy tank melting gas fired by the single most life hating unit of beings to ever exist to drive them off. By one trench line exactly. (And even then they weren&#039;t so much driven off as melted where they stood.) Even then, this isn&#039;t really &amp;quot;breaking&amp;quot; - they&#039;re strategically repositioning so they can die for the Emperor in a more useful way than being turned into poisonous slag.&lt;br /&gt;
*They look down on other regiments that aren&#039;t as suicidally fanatical and/or disciplined as they are, because of this they get along with the [[Mordian Iron Guard]] as they also share their fatalistic devotion to duty, and absolutely despise the [[Jopall Indentured Guard]] as they are the complete opposite of what the Korps believes a soldier should be (however, they also openly praise Jopallian marksmanship).&lt;br /&gt;
*Did I mention that the greatest victory for a Krieger unit involves 100% casualties?&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
[[File:WH Faces (2).jpg|280px|right|thumb|[[Doctor Who|Are you my mummy?]]]]&lt;br /&gt;
The Death Korps are very clearly based off of German, French, British, and American WWI soldiers, all the way down to their trenchcoats (French), gas masks (British/German), helmets (French/German hybrid), their riders (French), love of big guns (American/German) and of course, affinity for trench warfare. Just like the good ol&#039; &amp;lt;s&amp;gt;Somme&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Ypres&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Marne&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Verdun&amp;lt;/s&amp;gt;  Passchendaele, eh?&lt;br /&gt;
&lt;br /&gt;
They also seem to be much more heavily focused on the machines, tactics, and special units that ultimately overcame trench warfare.  Such as focused artillery barrages to cover for a large number of very heavily armored soldiers to get close and seize trenches and then be reinforced by normal troops.  Tanks, lots and lots of tanks especially really damn huge ones, and so on.  Which makes sense; they’re sent to win wars not stagnate them.&lt;br /&gt;
&lt;br /&gt;
==Modeling Options==&lt;br /&gt;
As the most popular (Fluffwise) regiment, [[Forge World]] has models for them that cost more than the average Kriegsman&#039;s life, but then again that&#039;s not really a high bar. Thankfully, [http://anvilindustry.co.uk Anvil Industry] comes to the rescue with their Regiments range, allowing anyone to build very authentic-looking Kriegers, complete with their signature death masks, unique lasguns and wheeled heavy weapons.&lt;br /&gt;
&lt;br /&gt;
Really worth looking at the Les Grognard set and German WWI set from Wargames Atlantic for cheap alternatives, for more on them look here[[https://1d4chan.org/wiki/Wargames_Atlantic#External_Links|Wargames_Atlantic]]&lt;br /&gt;
&lt;br /&gt;
If you are really wanting those FW style models, but you don’t want to sell your kidneys then certain Slavic and Asian countries will have you covered in the recast black market, for the correct amount of Vodka and Rice of course.&lt;br /&gt;
&lt;br /&gt;
Finally, as of July 2021, plastic multipart Krieg models have been confirmed to be releasing in the not too distant future by the Warhammer Community team. Meaning that soon you&#039;ll be able to get your Krieg guardsmen without having to sell your organs to Forgeworld! Because you&#039;ll be selling them to GW directly, that is. Still, the suffering&#039;s over!&lt;br /&gt;
&lt;br /&gt;
Recent leaks have which were 90% suggest more Imperial Guard is coming with their codex in 2022. It&#039;s speculated we are going to have Cadians, Catachans, and Kriegers as the main frontliners of the codex.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Krieg.jpg|&amp;quot;If there is a [[Warp|Hell]], you might want to go there for some R&amp;amp;R after a tour on [[Krieg]].&amp;quot;&lt;br /&gt;
File:Forge World DKOK advancing.png|The original [[Forge World]] sculpts, which are possibly the most kino thing ever made by FW.&lt;br /&gt;
File:New DKOK.png|There new plastic models by GW introduced in the new [[Kill Team]] box.&lt;br /&gt;
File:Old and New DKOK.png|A direct comparison between the two model generations. Generally speaking the FW ones are a little more WW1 feeling but have less guard armor. On top of that the FW Kreigers cost a fucking arm and leg so the GW squad is a cheaper options. We say cheaper, which in this contexts means its only going to cost you a arm now. &lt;br /&gt;
File:Krieg soldier.jpg|What&#039;s cooler than WW1 inspired suicide troopers? The same thing but as shock-troopers.&lt;br /&gt;
File:ChicksDigShovels.png|Bitches &#039;&#039;dig&#039;&#039; shovels.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Love and Krieg]], [https://1d4chan.org/wiki/Love_and_Krieg_Spinoffs and its various spin-offs].&lt;br /&gt;
* [https://1d4chan.org/wiki/Warhammer_40,000/Tactics/Imperial_Guard(8E)#Death_Korps_of_Krieg Tactics/Death Korps of Krieg]&lt;br /&gt;
* [http://i.imgur.com/esFMLb8.png Writefaggotry about the mind of a Deathkorps Medicae]&lt;br /&gt;
* [https://web.archive.org/web/20170718013716/http://www.projectafterforums.com/index.php?act=attach&amp;amp;type=post&amp;amp;id=10367 A rare female Krieger]&lt;br /&gt;
* [https://www.moddb.com/mods/unification-mod-dawn-of-war-soulstorm Now available for play as a fully fledged faction designed specifically from the ground up for the Unification Mod]&lt;br /&gt;
* [https://www.youtube.com/watch?v=D7GsdsuSXfw Krieg song by StringStorm]&lt;br /&gt;
* [https://www.youtube.com/watch?v=Oo8H5vUKMlk&amp;amp;ab_channel=Sabaton Death Korps unofficial theme song by Sabaton]&lt;br /&gt;
* [https://www.youtube.com/watch?v=-8EEDoEQTBE&amp;amp;ab_channel=SpartanMusic Now with proper Krieg animation]&lt;br /&gt;
* [https://www.youtube.com/watch?v=LZM5__JtSOk An animation of Kriegers getting shit done]&lt;br /&gt;
* [https://www.youtube.com/watch?v=hmv9YA2pS-g A similar but different animation consisting of Kriegers getting shit done]&lt;br /&gt;
* [https://www.youtube.com/watch?v=XA3RmSKVnOw They were featured in a cinematic trailer] for 9th edition [[Kill Team (Specialist Game)|Kill Team]]. The trailer proved to be a completely perfect Krieger mission since they all died while also succeeding in the objective.&lt;br /&gt;
{{Template:40k-Imperial-Regiments}}&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Imperial]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:601E:644B:9752:F3C7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Axis_%26_Allies&amp;diff=75827</id>
		<title>Axis &amp; Allies</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Axis_%26_Allies&amp;diff=75827"/>
		<updated>2023-01-31T02:31:00Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:601E:644B:9752:F3C7: /* Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Wargames]]&lt;br /&gt;
[[Category:Board Games]]&lt;br /&gt;
{{Oldschool}}&lt;br /&gt;
{{Game Infobox&lt;br /&gt;
|name = Axis &amp;amp; Allies&lt;br /&gt;
|picture = [[Image:Axis&amp;amp;Allies box.jpg|200px]]&lt;br /&gt;
|type = [[Wargame]]&lt;br /&gt;
|playno = 2-5&lt;br /&gt;
|time = 1-5 hours&lt;br /&gt;
|publisher = Milton Bradley&lt;br /&gt;
|authors = Lawrence H. Harris&lt;br /&gt;
|year = 1981&lt;br /&gt;
|books = History of WWII&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Axis and Allies is a [[board game]] based off WWII and is thus [[awesome]]. Through its many expansions, it covers most if not all theatres of the second World War. &lt;br /&gt;
&lt;br /&gt;
If you enjoy strategy, battles and an extraordinary dose of awesome: &#039;&#039;&#039;PLAY THIS GAME&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t, how the fuck did you end up on 1d4chan anyway?&lt;br /&gt;
&lt;br /&gt;
Note - The information within this article applies mostly to Axis &amp;amp; Allies and Axis &amp;amp; Allies: 1942.&lt;br /&gt;
&lt;br /&gt;
=The Armies=&lt;br /&gt;
&lt;br /&gt;
[[Image:Axis&amp;amp;Allies tablepieces.jpg|thumb|right|400px|Risk is for pussies]]&lt;br /&gt;
&lt;br /&gt;
The full version of A&amp;amp;A is a 3v2 team game with the Soviets, British, and Americans allied against the Germans and Japanese.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Soviet Union==&lt;br /&gt;
It is advised that you randomly distribute the armies among players rather than having players choose. This is because there will be nonstop arguments over who ends up playing Russia, or else the unfortunate player with last pick will end up getting stuck with Russia like that scrawny loser in gym class who&#039;d always get picked last (i.e. probably you if you read this site) and if there was an odd number of total players both teams would try to coax the other teams into taking him. This is because playing Russia in Axis &amp;amp; Allies is not a game. It is a chore. A necessary sacrifice. The sweat of the laborer&#039;s brow that must be given up for the greater good of one&#039;s comrades and the communal whole. Somebody has to be the poor sod who says &amp;quot;I buy five infantry&amp;quot; turn after turn as he watches everybody else have a good time. The height of the Russia player&#039;s excitement is when he rolls lucky enough on those attack dice that he can afford a tank too.&lt;br /&gt;
&lt;br /&gt;
While the most boring faction to play, it is also the most crucial. The entire metagame basically revolves around either protecting Russia (for the Allies) or crushing it (for the Axis). The Russia player has surprisingly little to say in this however, since all he can do is spam infantry and &amp;lt;s&amp;gt;pray for the best&amp;lt;/s&amp;gt; {{BLAM|&#039;&#039;&#039;*BLAM*&#039;&#039;&#039; Religious sentiment is a symptom of political unreliability, comrade.}} [[This Guy|The player who willingly chooses Russia]] will be honored by other players for his noble sacrifice that allowed the rest of them to choose factions that are actually fun to play. &lt;br /&gt;
&lt;br /&gt;
If the Axis somehow lets the Soviets mass-produce tanks at the rate other Allied countries can (anywhere between 2 to 5 a turn), they&#039;re doing it wrong. If the Soviets manage to deploy battleships and not lose the game next turn, the Axis war effort is lost as Stalin declares to abstain from alcohol and Hitler shoots himself in the head three years early.&lt;br /&gt;
&lt;br /&gt;
As far as strategy goes, your main objectives should be to hold Karelia and Caucasus while not letting the Germans surround you, because if they get Archangel, you’re screwed.&lt;br /&gt;
&lt;br /&gt;
==Germany==&lt;br /&gt;
You will start the game with a fuckhueg army, which is good because you&#039;re surrounded on all sides by people who want you dead just because you wanted to unite the world under the rule of the glorious master race. Poor Hitler, nobody likes you. Well, you&#039;ll show them for kicking you out of art school. You&#039;ll show them ALL!&lt;br /&gt;
&lt;br /&gt;
Better get cracking right away stomping those filthy commie scum because the Axis player&#039;s strength is in their early-game advantage. If you allow the Allies any time at all their economic advantage will overpower you and the US will pull a D-Day. Sink those British ships and then get to work Panzer spamming. Roleplay as a [[/pol/]] member. Playing Germany is a tense action-packed ride all the way through; not for everyone but then neither is liquor and Aryan whores.&lt;br /&gt;
&lt;br /&gt;
==United Kingdom==&lt;br /&gt;
[[Skub|Arguably]] the most fun and desired faction of the game. This is the army for people who fancy themselves [[Creed|tactical geniuses]] as they start with units fucking EVERYWHERE on the map. The Brits probably have the most options available to them out of all the armies, with troops and economic power in Europe, Asia, Africa, the Pacific, and Canada. The drawback is that while you have a presence everywhere, none of these forces are particularly formidable on their own, so it&#039;s especially important to be strategic and choose your targets wisely. Played wisely, the Brit player is the most hated and deadly foe of both Germany and Japan. Played poorly, their territories are just so much Nazi food. Not an army for nooblets, but very rewarding to master.&lt;br /&gt;
&lt;br /&gt;
If you can hold Egypt, Australia, and India, you can win.&lt;br /&gt;
&lt;br /&gt;
==Japan==&lt;br /&gt;
Has, like, all the navy pieces at the start of the game. So many battleships and carriers and subs you won&#039;t know what to do with them all. Despite going 4th in the turn order Japan is very difficult for the Allies to damage on their first turn, so you&#039;ll often have most if not all of your starting forces available on your first turn. On top of that most of your economy is in islands and with any luck you&#039;ll have undisputed control of the seas for the first two turns or so. As a result Japan, like the UK, gets quite a degree of freedom in deciding what strategies to pursue, but your overall goals should be &amp;quot;squeeze Russia like a vice between you and Germany&amp;quot; and “take India and Hawaii”. Japan is safe for the first two turns or so but Germany will die pretty quickly with all three Allied nations bearing down on them (which is what happened in real life), so you need to make like an [[4e|MMORPG]] tank and draw aggro. Do this by eating away at Russia and Britain&#039;s economies by taking Siberia and island-hopping while forcing America to spend all their dosh on expensive-ass warships to stop you from doing that.&lt;br /&gt;
&lt;br /&gt;
If you like the idea of gradually expanding from a small but secure position into a huge empire, Japan is the army to play. Your economy starts off on the weak side but you have the most potential for growth. Sadly you cannot kamikaze except when using the optional rules.&lt;br /&gt;
&lt;br /&gt;
==United States==&lt;br /&gt;
You have the strongest starting economy and are basically immune to direct assault apart from your holdings in China and the Pacific. The two massive oceans on either side are a mixed blessing. On one hand, any serious effort by the Axis to attack you is going to be a futile waste of resources. On the other hand, it&#039;s going to be a couple of turns before you can even seriously participate in the game. Don&#039;t think you&#039;re going to do something clever with those troops in China or those ships in Hawaii because chances are Japan will wipe them out before you&#039;ve even have a chance to move. Sounds unfair, but so is being a president with polio in the middle of a world-spanning war.&lt;br /&gt;
&lt;br /&gt;
US can bring some serious firepower to the table, but only after they&#039;ve built some transports and shipped them to where the action actually is. (Read: Africa and Europe) Continuing the MMO analogy, if Japan is tanking the boss (Russia + UK) for Germany then America is the boss&#039;s enrage timer; if the Axis haven&#039;t crushed Russia and/or crippled UK before America thinks it&#039;s had enough time to build up, then it&#039;s pretty much game over for the Axis, barring some mad dice luck. There&#039;s no taking you on directly until the game&#039;s pretty much decided, so America is the perfect army for people who like long-term planning, or for [[Elves|girly-men who don&#039;t like being attacked]].&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry:&#039;&#039;&#039; Your basic soldier who exist only to get slaughtered in droves to protect the more valuable tanks and artillery. Cheap and disposable. [[Imperial Guard|Victory goes to he who shows no regard for the lives of his men]].  Has only one point in attack and two in defense, and so are better at holding ground than taking it.&lt;br /&gt;
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&#039;&#039;&#039;Artillery:&#039;&#039;&#039; Buttbuddy with Infantry units to increase their attack power. Russia can build a couple so they can actually counterattack for a change. Always hits on a 2 or less. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tanks:&#039;&#039;&#039; Notable for their ability to take two territories in a turn if the first is undefended. Strong, versatile, and reliable, no army is complete without a few (unless it&#039;s Russia).  With three points in attack and two in defense, they&#039;re both much better than infantry on the attack and worse on the defense when accounting for costs. (Hence the Russian player&#039;s lack of them.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter:&#039;&#039;&#039; Air units are a bit pricey, but luckily your cheaper land units can take hits for them. With 3 attack, 4 defense, 4 movement, and the ability to land on carriers, there&#039;s not much these guys can&#039;t do. Germany will make you hate the shit out of them since they start with like 6 of the buggers and they&#039;re impossible to kill if the Germany player is halfway smart with them. Luckily though, if you&#039;re Britain, you won&#039;t have to kill all of them. You just need to take out enough of them to stop them from relaxing and building enough bombers to crush you and pull an Operation Sea Lion the turn after.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bomber:&#039;&#039;&#039; More fuel and attack power than fighters, but can&#039;t defend worth shit and can&#039;t land on carriers because they&#039;re too obese. They can attack factories to destroy an enemy&#039;s moneys without directly engaging the troops--only AA guns can harm them when they do this. Heavy Bombers tech used to make them stupidly broken since they could kill 3 units in one round of combat and average 10-11 damage to industrial complexes per strategic bombing run. 3e nerfed the shit out of this so now Heavy Bombers is more trouble than it&#039;s worth, just like all the other tech upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport:&#039;&#039;&#039; Move land units across water. Nothing else to say.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Submarine:&#039;&#039;&#039; Trash mobs of the seas. They only have a 2 in both attack and defense; every other ship is better except the transport. They have a number of weird special abilities which you will never use because subs are only good as cannon fodder for better ships and they don&#039;t share their special abilities with attached fleets. They are also wonderful for hunter-killer missions to take out pesky transports loaded with high calibre rounds on tracks that can&#039;t shoot you, if left unguarded. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroyer:&#039;&#039;&#039; Can nullify the sub&#039;s special abilities, which is useless because the sub&#039;s special abilities are useless. The destroyer is not; it&#039;s a solid 3/3 (2/2 in 1942) fighter which can be upgraded to attack land units with the right tech.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carrier:&#039;&#039;&#039; [[StarCraft|CARRIER HAS ARRIVED.]] Up to two fighter units can land on one. Bombers can&#039;t because of their obesity. With two more defense points than attack points (not in 1942) and their fighters having one more defense than attack, carriers are the reason why large naval confrontations generally consist of two fleets staring at each other endlessly wishing they had more attack than defense.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruiser:&#039;&#039;&#039; 1942 thing. Combines the cost-effectiveness of the destroyer with the combat power of the battleship. Gets a 3 up and can also bombard during amphibious assaults like the battleship. Take these instead of destroyers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battleship:&#039;&#039;&#039; Was an overpriced piece of garbage until 3e came along and gave it an extra hit point, the only unit in the entire game with the privilege. Since damage is always allocated by the victim, they&#039;re your equivalent of 5th Edition Nob Bikers, you can stack multiple battleships in a sea zone and the enemy has to hit you several times before you lose even one ship. Auto-repairs after combat for extra lulz. Natural buddy for transport ships as it gets to fire on land units when part of an amphibious invasion. The drawback? Just one of these costs as much as the entire economy of Russia. Another way to measure the closeness of Allied victory is how much Russia puts into naval resources. As mentioned earlier, if they can build battleships and not break a sweat, the Axis are likely doomed.&lt;br /&gt;
&lt;br /&gt;
=Strategies=&lt;br /&gt;
==The Basics==&lt;br /&gt;
* &#039;&#039;&#039;Buy infantry:&#039;&#039;&#039; Lots of infantry. This what makes and breaks your army. Not by virtue of its stats but by being cheap cannonfodder to protect your expensive hitters like tanks and airplanes. If you build up infantry in one region you force the enemy either to enter a &#039;&#039;&#039;stacking contest&#039;&#039;&#039; or to abandon the neighboring region; this is why you end up with a fuckton of Russian and German infantry on the Eastern front every single game. The same is true for navies, with subs/transports and battleships&#039; extra HP playing the role of infantry.&lt;br /&gt;
* &#039;&#039;&#039;Buffer regions:&#039;&#039;&#039; Regions you conquer for one turn to get the IPCs, then the enemy will re-conquer it in turn. Will develop primarily on static fronts, Caucasus being the classic example between a German held Eastern Europe and a Soviet held Karelia. The MO is to keep your force as economical as possible, attacking with airplanes and the minimum amount of infantry.&lt;br /&gt;
&lt;br /&gt;
=50th Anniversary Edition=&lt;br /&gt;
Yet another edition of the game, but as it combines a lot of the minor changes of the past editions while throwing in a few big new features, the end result is an actually well-designed game rather than a hodgepodge of patches like the other expansions.  Highlights include:&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;2&amp;quot; new playable countries&#039;&#039;&#039;&lt;br /&gt;
**Play as &#039;&#039;&#039;Italy&#039;&#039;&#039;, the unloved junior member of the Axis and recreate history by being completely ineffectual in North Africa and just serving as a mass of poorly-trained infantry that the Allies target first because you&#039;re a pushover compared to Germany.  Despite this, a clever player can do a lot with them as having an extra player in the turn order can shake things up a lot, especially by launching well-placed amphibious assaults and taking weakly-defended provinces for the sole purpose of allowing Germany to blitz through with Tanks next turn.&lt;br /&gt;
**&#039;&#039;&#039;China&#039;&#039;&#039;, although technically they are controlled by the US player.  Doesn&#039;t have an economy or build units but simply spawns free infantry every turn depending on how many provinces they control (though these can&#039;t leave the country). Also, they have a single plane that they start the game with. Not good for much other than being a minor bump in the road for Japan.&lt;br /&gt;
*&#039;&#039;&#039;Redesigned map that actually makes sense&#039;&#039;&#039;.  Eastern Europe is no longer a huge vertical column from Poland through Greece.  China is no longer just 2 provinces that can be crossed in a single turn.  And deserts and huge mountain ranges are impassable so no more tank excursions from the Congo into Algeria.&lt;br /&gt;
*&#039;&#039;&#039;Units stats and prices have been balanced&#039;&#039;&#039;, meaning there is actually a reason to get more than one type of naval unit and that Russia will actually produce more than literally just Infantry every turn.&lt;br /&gt;
*&#039;&#039;&#039;Better game dynamics&#039;&#039;&#039;.  Changes in the units and map means a good Russian player with a mixed army can actually counterattack Germany if well-supported by the UK rather than just delaying the inevitable.  Japan&#039;s initial territory being smaller means the UK has a lot more flexibility in Southeast Asia and can totally turn the game around if Japan is lagging.  And the inclusion of Italy and the change to how Industrial Complexes work means North Africa is now a valid front rather than either completely useless or gamebreaking if you can set-up a factory there as in previous expansions.&lt;br /&gt;
&lt;br /&gt;
All in all, probably the best edition as it balances giving players more decisions on how to play rather than the exact same moves while avoiding the absolutely insane cheese possible with some of the other versions.  Hell, the Allies may even win for once!&lt;br /&gt;
&lt;br /&gt;
Other editions of the game include the Australians and French, which tend to lose France almost every first turn of Germany and stay in the game on obscure parts of the map. Play the French if the USSR wasn&#039;t hard enough for you, and you&#039;re happy to have your troops from France sit in the U.K., brooding, waiting for the Americans to show up for D-Day. The French Resistance is not included, which, if this game had a secret service side to it, would make France and Britain exponentially more powerful. Essentially Britain as the player is split into three, though the one with the U.K. still controls the economy of all it&#039;s colonies and commonwealth nations (the player in South East Asia commands the troops there) except Australia and New Zealand. Australia actually has a nice Navy for it&#039;s size, and is so far away and unimportant for Japan that it will become a problem later in the game if not dealt with in a manner miniature to how Japan would go about invading the USA (historically, the Japanese military never even planned such a thing, and assumed that if the conflict with the U.S. took more than 12 months they would lose). The neutral countries actually have armies, such as Switzerland and Mongolia. There is also a WWI version and a miniatures battlefield focused version that is no longer in production, that actually had Greek forces and others.&lt;br /&gt;
In this game, one side or the other winning is incrementally more difficult and can take as long as the original version of Risk.&lt;br /&gt;
There is a downloadable version, which, unless you want to chase down two different board games no longer in production to make the full version of the map (they are separated between European and Pacific Theatres) and spend over $120, can be downloaded here, with over a hundred different other maps, like LOTR and so on.&lt;br /&gt;
http://triplea.sourceforge.net/mywiki&lt;br /&gt;
&lt;br /&gt;
{{Board Games}}&lt;br /&gt;
[[Category:Board Games]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:601E:644B:9752:F3C7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Araby&amp;diff=47706</id>
		<title>Araby</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Araby&amp;diff=47706"/>
		<updated>2023-01-30T07:47:52Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:601E:644B:9752:F3C7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Whfb-stub}}&lt;br /&gt;
&amp;lt;!-- don&#039;t remove until the oilmonger anon is gone --&amp;gt;&lt;br /&gt;
{{editwar}}&lt;br /&gt;
[[File:Araby Map.jpg|right|300px]]&lt;br /&gt;
&#039;&#039;&#039;Araby&#039;&#039;&#039; was an area in the [[Warhammer Fantasy Battle|Warhammer World]] based roughly on the medieval Middle East, or at least how the average brit imagines it. The Arabyans had scimitars and jezzail muskets and used them to fight back those [[Tomb Kings|Tomb King]] guys when they came about uninvited stirring shit up. Much like [[Kislev]], they had an army all the way back in [[Warmaster]], which included flying carpets and magicians who could summon [[Genie|djinni]]. Oh and they had [[Awesome|Elephant Cavalry]]. Despite having a lot of potential when it came to introducing a new and unique faction with a slightly different tone to the usual semi-european setting, GeeDubs did, their favourite past time; nothing.&lt;br /&gt;
&lt;br /&gt;
In [[Total War: Warhammer II]], [[RAGE|no Arabyan faction or subfaction showed up]], leaving the empty lands of Araby to be contested between Bretonnians to the west, Dwarfs to the west and southeast, and Tomb Kings to the east. The only possible Arabyan character in the game is Khaled Al-Muntasir, who rules the Lahmian Sisterhood in the Dark Lands. He was an Arabyan Vampire in lore (heavily implied to be the original identity of Mannfred von Carstein), and even then he is represented by a typical Vampire lord.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== Early history ===&lt;br /&gt;
Two thousand years before the reign of Sigmar, Mullah Aklan&#039;d of the island of Fyrus led a war against the High Elves, who raided his people&#039;s ports and cities. He became the founder of Araby as a nation, being its first Great Sultan. Then, Araby had to deal with later assaults by Nehekhara, [[Arkhan the Black]], and the Skaven.&lt;br /&gt;
&lt;br /&gt;
Centuries later, Ibn Jellaba went south to explore the Lizardmen of Zlatan, and returned as a very wealthy man after establishing the first trade agreement with humans and Lizardmen.&lt;br /&gt;
&lt;br /&gt;
Araby was later doomed to Chaos corruption, no thanks to a cultist of Tzeentch, Mahik al&#039;Rak, who influenced Arabyan sorcerers to inadvertantly serve Tzeentch after being possessed by a Lord of Change.&lt;br /&gt;
&lt;br /&gt;
=== Sultan Jaffar ===&lt;br /&gt;
Araby’s most prominent appearance is little lore than a sidestory in [[Bretonnia]]n history, serving as the impetus of their great crusade. Long story short, the evil sorcerer Jaffar unified Araby as one of its Great Sultans, with his pacts with the Djinn devolving into service to Kairos Fateweaver. He got tricked by the [[Skaven]] into believing that Estalia was going to invade, and he launched a “pre-emptive” attack, crushing and enslaving Estalia as its virtually powerless to stop the invaders. Bretonnia, meanwhile, is deeply concerned by the horrific injustice happening right next door, and proceeds to beat the shit out of Araby all the way back to the desert until the Vizier is killed and the once-proud nation is a shadow of its former self. Those who left home brought with them booty, others decided to vassalize some of the remaining city-states. And Araby has been the punching bag of both Bretonnia and the Tomb Kings ever since.&lt;br /&gt;
&lt;br /&gt;
Essentially an easy way for Bretonnia fans to enjoy their Deus Vult without having to worry about arguably being the baddies. If this was a good idea is debatable, though it would have made a pretty cool starter set for a new edition, introducing Araby in the process. Alas it would not come to pass, for such a deed would have required a bit of imagination, never one of GeeDubs strong suits. &lt;br /&gt;
&lt;br /&gt;
This very original, never before seen storyline may or may not be because GeeDubs, being Brits, are still salty at having lost the crusades. Particularly the eighth and ninth, where an English king actually participated.&lt;br /&gt;
&lt;br /&gt;
=== So much lost potential ===&lt;br /&gt;
&lt;br /&gt;
Araby also used to be part of the Nehekharan Empire and managed to largely avoid the Necromantic corruption that overtook the rest of the Empire, having been able to have staved off Nagash and Arkhan for nearly a 1000 years. This would arguably make them the only true successors of Nehekharan civilisation as a result. A more intelligent writer than those at GW would perhaps explore this avenue, perhaps depicting Arabyans reconquering some of the old Nehekharan cities from the Tomb Kings or dealing amicably with the more rationally minded undead, or perhaps clashing with Settra the Imperishable over who is the true inheritor of the greatness of the oldest human civilisation on the planet, but no, this apparently was too much to ask for.&lt;br /&gt;
&lt;br /&gt;
=== Future ===&lt;br /&gt;
The northern coast of Araby was invaded by Luthor Harkon and his Vampire Coast pirates.&lt;br /&gt;
&lt;br /&gt;
Araby, like Estalia, Tilea, and the other nations to the north, was ruined by the massive Skaven invasions during the End Times.&lt;br /&gt;
&lt;br /&gt;
== Geography and Politics ==&lt;br /&gt;
Unsurprisingly, Araby is mostly a vast desert with almost no life in the interior. Most of the cities are situated in the north where rivers from the Atalan Mountains provides fertile soil and the seashores allows the Arabyans dominate trade with other countries, while desert inland territories are inhabited by nomads. Araby only borders [[Nehekhara]] to the east and [[Southlands]] to the south (duh). &lt;br /&gt;
&lt;br /&gt;
The country is nominally ruled by Great Sultan from the city Al-Haikk, but he really only controls the capital (so, like in real life, or the Empire [[Elector Count|further in the north]]), with other Sheikhs, Emirs and Princes being pretty independent. Same goes for nomadic tribes. Here is the list of notable cities:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Al-Haikk&#039;&#039;&#039; - as it was said earlier, the nominal capital of Araby, where Great Sultan resides.&lt;br /&gt;
* &#039;&#039;&#039;Copher&#039;&#039;&#039; - the most independent city, known for its wizards and pirates that are pain in the ass for the Old Worlders.&lt;br /&gt;
* &#039;&#039;&#039;Djambiya&#039;&#039;&#039; - only notable for being the closest one to the realm of undead Egyptians.&lt;br /&gt;
* &#039;&#039;&#039;Sorcerer&#039;s Islands&#039;&#039;&#039; - not a city, but an archipelago that resembles Azores, which is situated to the west of Araby. Here be College of Sorcerers.&lt;br /&gt;
* &#039;&#039;&#039;Lashiek&#039;&#039;&#039; - Arabyan fleet is located here.&lt;br /&gt;
* &#039;&#039;&#039;Sanaá&#039;&#039;&#039; - is only interesting as a birthplace of Abdul Alhazred aka [[Games Workshop|GW&#039;s]] most shameless [[Lovecraft]] rip-off.&lt;br /&gt;
* &#039;&#039;&#039;Teshert&#039;&#039;&#039; - Arabyan colony in [[Badlands]] that guards the only passable road between the Sultanate and [[Border Princes]].&lt;br /&gt;
* &#039;&#039;&#039;Bel-Aliad&#039;&#039;&#039; - previous capital that was completely destroyed by [[Arkhan the Black]] more than three thousand years ago.&lt;br /&gt;
* &#039;&#039;&#039;Sudenburg&#039;&#039;&#039; - An Imperial Colony in the Southwest.&lt;br /&gt;
*&#039;&#039;&#039;Ka-Sabar&#039;&#039;&#039; - The southernmost city in Araby, once Nehekharan. Is occasionally attacked by angry Tomb Kings or suffers raids by Forest Goblins and Apemen from the Southlands directly to the south. The inhabitants are mostly black Southlanders, who adopted Arabyan culture.&lt;br /&gt;
&lt;br /&gt;
== Religion==&lt;br /&gt;
Arabyan religion has generally been left vague. (Thankfully) Nothing at all to do with contemporary Islamic Extremism, since their beliefs and culture were vaguely described in the 90s when they were first introduced. It should be noted that Araby&#039;s inclusion in Bretonnian lore at that point was more due to a desire to satirise the then ongoing First Gulf War, meaning that they were intended as a parody of Saddam Hussein&#039;s secular Iraqi government, which at the time was attempting to invade Kuwait, rather than a typical West-vs-Islam screed (yes, this would essentially make Bretonnia George H.W. Bush&#039;s America). This has not stopped fans from theorising that they are a society of strict monotheists, however, based off of a line from the Old World Bestiary.&lt;br /&gt;
&lt;br /&gt;
Given the fact that they are descended from the Nehekharans, it&#039;s probably more logical to assume that they worship those gods.&lt;br /&gt;
&lt;br /&gt;
Another belief in Araby is a sect formed by Mullah Aklan&#039;d, who claimed to venerate deities older than the Nehekharan gods. He led an army of Arabyans against the High Elves, being his people&#039;s first Great Sultan. Among his followers were the &amp;quot;Death Commandos&amp;quot;, who guard the Great Sacred Books of Mullah Aklan&#039;d, which describe his accounts about Araby&#039;s history, society, government, and warfare, and the secrets of St&#039;oec.&lt;br /&gt;
&lt;br /&gt;
=== Djinn-worship and the risk of Chaos ===&lt;br /&gt;
Nathan Long implies in &#039;&#039;The Two Crowns of Ras Karim&#039;&#039; that Arabyans worship Djinns as their gods, by going to temples to leave offerings to them at sunset. In the lore, Djinns are described as some sort of [[Daemons of Chaos|Chaos Daemons]] ... which would make Araby a Chaos-aligned nation, in spite of the prohibition of &#039;&#039;direct&#039;&#039; worship of the Chaos Gods.&lt;br /&gt;
&lt;br /&gt;
Even worse was that all this Chaos corruption was stuck by Mahik al&#039;Rak, an insane sorcerer who built the Portal of Twilight in the ruins of Bel Aliad. His influence of other Arabyan sorcerers into the service of Tzeentch made sure that the land will never be free from Chaos corruption. &lt;br /&gt;
&lt;br /&gt;
One tragic result of Arabyan obsession of Djinn was Jaffar, a sorcerer who united Araby as its Sultan to wage war on the Old World, up to the point that he even made a pact with [[Kairos Fateweaver]], a Daemon of Tzeentch!&lt;br /&gt;
&lt;br /&gt;
In a Gotrek &amp;amp; Felix novel, it was written by good ol&#039; Bill King that a &#039;Prophet of Law&#039; had arisen in Araby who was dedicated to destroying all influences of Chaos, and this entailed genociding all non-human races. The Prophet of Law emerged long after Sultan Jaffar&#039;s misrule and dark pacts, but not even his attempted purge of Araby would stop the inevitable [[The End Times|ruin of it and the Warhammer world]]. Not that it would have, anyways, as that would have been just as evil, slaying all nonhumans would include the Dwarfs, Halflings, and Elves, and would have made the Arabyans just as evil as the Imperium of Man is when it destroys a non-Chaos Abhuman or Xenos civilization which means no harm to it.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
Insofar as culture and society goes, Araby has been fairly indecisively written. The only thing that&#039;s completely clear regarding them is their consummate professionalism in matters of trade and economics. They vie with Cathay for overland spice trade routes that go through the Southlands, and have generally emerged better off from those confrontations than the Cathayans have. Some writers, like the great Rick Priestley, when he made an Arabyan armylist for Warmaster, described the Arabyans much akin to the Islamic World from the 8th - 16th centuries, i.e.: significantly ahead of the Old World insofar as medicine in particular and other scientific disciplines in general were concerned. Though they typically were behind insofar as adopting gunpowder was concerned however, but if you know anything about the efficacy of gunpowder in the middle ages, you&#039;d also realise that this isn&#039;t particularly a mark of backwardness. On the other hand, Arabyans were also described as notorious slavers, who had contacts with Norscans (but then again, the Norscans sell slaves to the Kislevites also) and also had decadent, opulent courts. &lt;br /&gt;
&lt;br /&gt;
This disconnect was later justified by writers stating that the Arabyans were a disaggregated society ruled by many Emirs, Sheikhs, and Sultans, with some of them being Orientalist nightmares, while others were more or less competent rulers who governed their domains justly and with respect for the Arts and Sciences. So in a way, Araby is like the decentralised Empire of Man and Kislev to the north: like its real-life development, its potential as a great civilisation to rival its northern counterparts was hampered and stifled by corrupt rulers who limited their more-advanced neighbours from improving their whole nation and its peoples.&lt;br /&gt;
&lt;br /&gt;
Because both GW designers and independent fan-writers are both neither as well-informed on historical matters as either thinks to be, most Arabyan armylists and lore, although ostensibly written to evoke the Arabs of the 7-9th centuries, actually ends up invoking the Ottoman Empire, which was Turkic (one of the Arabyan characters from a recent BL novel is called Mehmed Bey, &#039;Bey&#039; being a Turkic title, with a Mongolian cognate, no less). This wouldn&#039;t be that great a problem, except for the fact that the Warhammer World already has several local equivalents to Turks and Tatars.&lt;br /&gt;
&lt;br /&gt;
Along the southern borders, the local Southlanders were influenced by Arabyan culture, and they also intermarried with local Arabyans, resulting in a large mixed population.&lt;br /&gt;
&lt;br /&gt;
== Local Flora and Fauna ==&lt;br /&gt;
Older lore stated a Minor Chaos God named Atagro&#039;s rise to godhood involved having to slay a Sandworm like something out of Frank Herbert&#039;s &amp;quot;Dune&amp;quot; within the depths of the deserts of Araby at the behest of another Minor Chaos God named Shagraunt. Arabyan Horses are a native breed, and ostriches may be found here, presumably in the savannah closer to the jungles of the Southlands. Panthers apparently live in the area near the Southlands, too. Camels and War Elephants have been mentioned, too.&lt;br /&gt;
&lt;br /&gt;
== Collecting Araby ==&lt;br /&gt;
While interest in Araby as a faction is sadly middeling, there are some fan-made codexes out there, most of them centered around the expected middle eastern/north African fare. Historical miniatures like Victrix African War Elephant and Numidian Cavalry aswell as GBPs Arab cavalry sets should prove treasure troves for the aspiring collector of Araby. In the future there may be some hope for GeeDubs to revive Araby in their upcoming Warhammer: The Old World game, &amp;lt;s&amp;gt;though such a thing remains doubtful as [[ChapterHouse Studios|they&#039;re not exactly easy to trademark]]&amp;lt;/s&amp;gt; Recently there was apparently a tweet by a Creative Assembly designer where he posted some Arabyan artwork ostensibly developed in-house by the Old World team which he promptly deleted. Given recent developments that Cathay will be a launch race both in Total War: Warhammer III and in Warhammer: The Old World, the possibility that Araby will once again see the light of the day has become more significant.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Controversy&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The fantastic portrayal of Arabyans is theorized as one of the reasons for the lack of more recent araby related content but in a setting where [[Sylvania|&amp;quot;totally not romanians&amp;quot;]] are literal vampires and the [[Norsca|Norse]] are demon worshipping, mass murdering, backwards cavemen, and [[Brettonia|Frangland has a 90% tax rate]], subtlety is a rare thing to ask for.&lt;br /&gt;
&lt;br /&gt;
==The Death(?) of Araby==&lt;br /&gt;
In 2021, it was officially stated by Creative Assembly designers that there were no plans to add Araby to Total Warhammer, nor were there ever likely to be plans to do so. It was even stated that Games Workshop itself wanted to stay as far away from Araby as possible with its new tabletop game releases, meaning that the faction has effectively come as close as you can get to being [[squatted]] without actively being killed off in the lore.&lt;br /&gt;
&lt;br /&gt;
Fans immediately erupted in protest at this news, and the [[skub]] about why Games Workshop would do this to one of the more requested and actually fleshed-out human factions...&lt;br /&gt;
&lt;br /&gt;
Which turned out to be (partially) bullshit.&lt;br /&gt;
&lt;br /&gt;
New WFRP book, which mainly deals with knightly orders, adds a little bit more information about Araby. First of all, it mentions enigmatic Black Scimitar Guard as a thing that existed at least during the Crusades, which may be a new Tzar Guard-ish type of unit in... something. While the references are quite small, and Roleplay is known to be essentially a lore dump to which GW writers add some ideas that can be potentially brought to Old World or TWW3, it is still some glimmer of hope. Now, we can only wait.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Arabyan People.png|Arabyans.&lt;br /&gt;
Orfeo and Alkadi Nasreen.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [[Warhammer_Army_Project/Araby|Arabyan fandex]]&lt;br /&gt;
&lt;br /&gt;
{{Regions and areas of the Old World}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:601E:644B:9752:F3C7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Missile_Launcher&amp;diff=341021</id>
		<title>Missile Launcher</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Missile_Launcher&amp;diff=341021"/>
		<updated>2023-01-30T07:42:02Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:601E:644B:9752:F3C7: /* Castellan Launcher */ Realised this could be taken as trying to defend this shitty weapon, it&amp;#039;s not meant to be.&lt;/p&gt;
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&lt;div&gt;The &#039;&#039;&#039;Missile Launcher&#039;&#039;&#039; is a very simple weapon, being little more than a tube capable of firing different kinds of explosive payload, similar to the [[Mortar]]. The Missile launcher is capable of firing a variety of payloads, chief amongst which are the anti-personnel Fragmentation &amp;quot;Frag&amp;quot; missiles, and anti-vehicle &amp;quot;Krak&amp;quot; missiles, though anti-air &amp;quot;Flakk&amp;quot; missiles were brought in  with the advent of flyers in [[Warhammer 40,000 6th edition]].  Missiles with defoliant chemicals or chemical weaponry can and have been used, as well. The main advantages of the Missile launcher are that it is cheap to manufacture, able to take several kinds of munitions, and portable. The main drawback is that the ammo is more far expensive and complex then comparable gun ammunition, and also bigger and heavier per shot.&lt;br /&gt;
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From the power of missiles and giant cannons in 40k, perhaps swarming infantry and small-ish tanks are favored because they need to spread out with numbers or else be wipes out by one giant gun or fuck huge missile.  Resulting in more epic and grimdark than just pushing a button.&lt;br /&gt;
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==Imperium==&lt;br /&gt;
===Missile Launcher===&lt;br /&gt;
[[File:Missile Launcher.jpg|200px|right|thumb|Missile Launcher]]&lt;br /&gt;
The Missile Launcher is one of the most common explosive weapons fielded by the [[Imperium of Man]], employed very commonly by [[Imperial Guard]] Heavy weapons teams, and extensively used amongst [[Space Marine]] squads of all kinds. It also sees use among the ranks of the [[Chaos Space Marines]]. Its incredible versatility in payload allows it to be a potent anti-infantry and anti-vehicle weapon when the situation calls for it. Its anti-vehicle capabilities are only outstripped by the [[Lascannon]] and [[Imperial Ordnance|vehicle-mounted weapons]], and it is easy to learn and easy to use.&lt;br /&gt;
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Back in the days of the [[Great Crusade]], these things were the goofiest looking weapons ever, with banana-shaped top-fitted magazines (as seen in some recent [[Forge World]] weapons packs). [[Dark Eldar]] laughed at how oddly shaped and impractical they were. Seriously.&lt;br /&gt;
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They stopped laughing after said missiles evaporated them.&lt;br /&gt;
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Aside from the two standard Missile Launchers, the Astartes short launcher and the longer Imperial Guard version that shoots long, almost torpedo-like missiles, the Imperium also employs several other large missile weapons.&lt;br /&gt;
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===Mole Launcher===&lt;br /&gt;
[[File:Mole_Launcher.jpg|200px|right|thumb|Mole Launcher]]&lt;br /&gt;
Basically the Imperium&#039;s take on the [[Squat]]&#039;s [[Mole Mortar Team|Mole Mortar.]] The Mole Launcher is a specialized missile launcher utilized by Imperial Guard Engineers, in particular the [[Death Korps of Krieg]]. Known more formally as a breaching torpedo, the weapon fires burrowing warhead capable of digging through obstacles and detonating on the other side.&lt;br /&gt;
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The explosive charge is contained within a shoulder-mounted launch tube, which can lock in place facing the ground or the side of a tunnel. When fired the torpedo is launched into the earth, where a powerful drill and small powerfield generator allow it to slice through rock very quickly. The projectile also contains a guidance system linked to a separate control panel, allowing a team member to guide the the torpedo to its target.&lt;br /&gt;
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The Mole Launcher&#039;s primary purpose is for blasting into enemy tunnels, causing a sudden and catastrophic collapse. It can also be used against surface targets, burrowing up to the surface and exploding underneath a bunker or vehicle where it&#039;s armoring is weakest.&lt;br /&gt;
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===Castellan Launcher===&lt;br /&gt;
[[File:Castellan_Launcher.PNG|200px|right|thumb|Castellan Launcher]]&lt;br /&gt;
&amp;lt;s&amp;gt;The T-Shirt Cannons&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Nerf Guns&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;A 1980s Hasbro Gun Toy&amp;lt;/s&amp;gt; Proof that sometimes having more shit does not make it better.&lt;br /&gt;
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Resembling the horrid byproduct of a [[Primaris Marines|Primaris Space Marine]] [[Slaanesh|fucking an]] [[Ork]] [[Kopta Rokkits|Kopta Rokkit]]/[[Kombi-Rokkit Launcha]]. The Castellan Launcher is the primary weapon of the [[Desolation Squad]] and ho boy, has this thing reached [[Paragon Warsuit]]-levels of [[CS Goto|revulsion]] and [[Chris-Chan|mockery]].&lt;br /&gt;
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This...ergonomic nightmare is a [[MOAR DAKKA|rotary Missile Launcher with a belt-feed of missiles that can launch missiles like a Heavy Bolter, as well as having a rail attachment to mount larger and even MOAR missiles.]] It is also able to fire a selection of either Super-Frag and Super-Krak missiles, whatever the fuck [[derp|&#039;&#039;that means&#039;&#039;.]] Sounds [[awesome]] on paper right? In practice unfortunately, this thing looked [[Fail|&#039;&#039;hideous&#039;&#039;]]. &lt;br /&gt;
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For one thing, as a Missile Launcher, conventional wisdom goes that such a weapon requires a system to vent out the tremendously excess gas that would be generated once the rocket propellant has been ignited, doing so without a system would lead to both the kinetic energy of the missile/rocket [[Abbadon|ripping your arm off in the opposite direction]] and causing a catastrophic explosion as the weapon&#039;s superstructure is unable to withstand the sudden change in air pressure. Typical Missile/Rocket Launchers circumvent this by having a backblast, in which the air pressure and kinetic energy from the propellant is redirected safely from the user, which is why nearly all forms of these launchers have an &#039;over-the-shoulder&#039; design. This hunk of [[Cawl|Cawl&#039;s fever dream]] however? Has no such physical evidence of a backblast design, and even if it did, the rifle design means that it would be blasting directly into the marine&#039;s [[EPIC FAIL|&#039;&#039;face and chest.&#039;&#039;]] They&#039;d only be able to get around this if they did something like use regular propellant to kick the missile out before it engages its rockets. [[Bolter|Huh, why does that sound familiar?]]&lt;br /&gt;
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So yes, [[Fail|Cawl reinvented Bolters and like the used car salesman he is passed them off as new]].&lt;br /&gt;
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Another problem is the sheer unnecessary add-on of the rail accessory. Now, we &#039;&#039;get&#039;&#039; where the weapon design is going for. Having a modular weapon system that has a rail attachment for easy retrofitting of disposable and extremely versatile ATGMs and SAMs like an oversized &amp;lt;s&amp;gt;under-barrelled&amp;lt;/s&amp;gt; &#039;&#039;over&#039;&#039;-barrelled Grenade Launcher may sound neat and all. But that would work best for an &#039;&#039;actual&#039;&#039; assault rifle. On a &#039;&#039;Missile Launcher&#039;&#039;, it just creates redundancy and unnecessary increase weight. Missile Launchers ain&#039;t light, even for transhumans, and making a weapon &#039;&#039;this&#039;&#039; top-heavy is bound to cause some mobility and logistical problems. If you really want these giant missiles, make them shoulder-mounted for Emprah&#039;s sake.&lt;br /&gt;
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The final issue is that design-wise, it just looks like a mess. The interchangable fuck-off missile attachments does not grant the model a degree of consistency and - when paired with the aforementioned problems already present - it makes it overly-designed; like the designer wants to overcompensate for something. The humble [[Lasgun|Flashlight]] isn&#039;t much to look at, yet, it is one of the most identifiable and iconic weapons in 40k. This however? This will give a [[/k/|gun enthusiast]] a god damn [[Firaeveus Carron|&#039;&#039;seizure&#039;&#039;.]]&lt;br /&gt;
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===Rad Missile Launcher===&lt;br /&gt;
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&#039;&#039;For more information, see [[Rad Missile Launcher|here:]]&#039;&#039;&lt;br /&gt;
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===Infernum Halo Launcher===&lt;br /&gt;
[[File:Infernum.jpg|200px|right|thumb|Infernum Halo Launcher]]&lt;br /&gt;
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More of an area-denial defensive system than an actual weapon. Essentially, your basic flare guns for fighter planes.&lt;br /&gt;
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The Infernum Halo Launcher is a type of flare discharger used for self-defense on the [[Stormhawk|Stormhawk Interceptor]] aircraft of [[Adeptus Astartes]] and on the [[Corvus Blackstar]] of the [[Deathwatch]]. The golden &amp;quot;halo&#039;s&amp;quot; created by the discharger are a distinctive visual trait of the gunship and announce their presence for dynamic entry.&lt;br /&gt;
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On tabletop, despite being a relatively lameduck and overglorified flare launcher, the Halo Launcher is surprisingly quite useful. Essentially, if an enemy unit with the KEY WORD &#039;&#039;&#039;&#039;Fly&#039;&#039;&#039;&#039; targets a model with a Infernum Halo Launcher in the Shooting phase, your opponent must [[Troll|subtract 1 from the subsequent hit rolls.]] Tis&#039; a great tool to offset any potential life-threatening damage to your personnel fighter.&lt;br /&gt;
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[[Tl;dr]], its a 40k decoy flare.&lt;br /&gt;
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===Chaff Launcher===&lt;br /&gt;
[[File:Chaff_Launcher.JPG|200px|right|thumb|Chaff Launcher]]&lt;br /&gt;
Essentially, pretty much the same as the Infernum Halo Launcher in function. The Chaff Launcher as its name implies launches chaffs which is a radar countermeasure in which aircraft or other targets spread a cloud of small, thin pieces of aluminium, metallized glass fibre or plastic. The effect of which either appears as a cluster of primary targets on radar screens or swamps the screen with multiple returns. &lt;br /&gt;
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What this does is confuse any lock-on missile into redirecting its targeting flight at these dummy units, causing the missile to prematurely detonate and allowing the aircraft to escape relatively unscathed.&lt;br /&gt;
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The [[Archaeopter]] and its variants use this shit a &#039;&#039;lot&#039;&#039;. Not too surprising since they are relatively low altitude aircraft; juicy targets for anti-air munitions and guided SAM missiles. The only problem is that the Chaff Launcher is located at the top of the aircraft rather than the bottom, which makes [[Derp|distracting the missile more difficult]], especially if the chaff prematurely explodes and covers the aircraft in the cloud. Woe to be, &#039;&#039;another&#039;&#039; [[Fail|GW design fail.]] (Except that covering the aircraft in a cloud is exactly how chaff is designed to operate. Modern helicopters have chaff buckets that launch directly into the arc of the rotor blades to distribute the chaff in a cloud around it. So GW actually got this one right.)&lt;br /&gt;
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===Cyclone Missile Launcher===&lt;br /&gt;
[[File:Cyclone_Missile_Launcher.png|200px|right|thumb|Cyclone Missile Launcher]]&lt;br /&gt;
A miniature Whirlwind Launcher.&lt;br /&gt;
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The Cyclone Missile Launcher is a Missile Launcher variant specially designed to be fitted on [[Terminator|Terminator Armor.]] Loaded with Krak and Frag Missiles, the Cyclone consists of two cube-shaped missile boxes, twin-linked, with a targeter and sensor array. The missile and sensor unit is fixed on the back of standard terminator armor, allowing the Space Marine to use a Storm Bolter and Power Fist with the Cyclone. Older designs of the Cyclone missile launcher had the sensor array hand-carried by the Terminator, thus taking away the option of a power fist but making it more accurate.&lt;br /&gt;
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The forerunner of this weapon was mounted (and still mounted in M41) on the [[Javelin Attack Speeder]] - anti-grav relic vehicles of the [[Great Crusade]].&lt;br /&gt;
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===Malleus Rocket Launcher===&lt;br /&gt;
[[File:MallusRocket.jpg|200px|right|thumb|Malleus Rocket Launcher]]&lt;br /&gt;
The smallest MLRS ever fielded by the Imperial Guard.&lt;br /&gt;
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The Malleus Rocket Launcher is one of the three primary weapons that is used by the [[Imperial Guard]] [[Field Ordnance Battery]], and it looks awfully like WW2 towed rocket artillery. Considered as a light anti-infantry artillery rocket piece, the Malleus contains six fragmentary rockets on each rocket pod for a total of twelve rockets per salvo. This makes it a pretty hefty weapon when it comes to quickly dealing with swarm armies.&lt;br /&gt;
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Crunchwise, Malleus Rocket Launcher is a Heavy D6+6 MLRS that is S6, AP-1, D1, with the Blast ability. To no one&#039;s surprise, this thing shreds GEQs like paper mache put in a blender. However, its low strength, damage and AP means that it struggles against MEQs and TEQs simply laugh it off.&lt;br /&gt;
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===Salvo Launcher===&lt;br /&gt;
[[File:Salvo_Launcher.jpg|200px|right|thumb|Salvo Launcher]]&lt;br /&gt;
A missile launcher gifted to only the Emprah&#039;s best and finest.&lt;br /&gt;
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The Salvo Launcher is a weapon used by the [[Adeptus Custodes]] Vertus Praetor&#039;s. Despite their small size, these weapons can destroy even the most heavily armored vehicles in a few...well....[[Derp|salvos.]] Mounted on the prow of their [[Dawneagle Jetbike|Dawneagle Jetbikes,]] these weapons fire Flakkburst Missiles that allow their riders to shoot enemy flyers out of the sky or Melta Missiles that are effective against vehicles.&lt;br /&gt;
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As usual/expected, these things are gilded in &amp;lt;s&amp;gt;gold&amp;lt;/s&amp;gt; Auramite, as befitting for the Emprah&#039;s posse of gilded bananas.&lt;br /&gt;
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They are also far more powerful than missile launchers far bigger than it. Which is unsurprising. But what is surprising is that it looks suspiciously like one of the missile launcher choices for the video game Spore....[[Original character, do not steal|strange]]....&lt;br /&gt;
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Crunchwise, it has a 24” range and is either a Multi-Melta shot that re-rolls wounds against Vehicles but does not get melta dice at half range, or a Heavy D3 S7 AP-1 D3 missile that gets +1 to hit against things with Fly but -1 to hit against anything that doesn’t. This little quirk shouldn’t be a problem, though, since your normal BS is 2+. The melta version is great for ripping apart vehicles and the flakk choice is great for shoring up your slightly spotty anti-air. Very situational, but fills out the lack of high strength anti-tank shooting that Custodes lack immensely.&lt;br /&gt;
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===Typhoon Missile Launcher===&lt;br /&gt;
[[File:Typhoon_Missiles.jpg|200px|right|thumb|Typhoon Missile Launcher]]&lt;br /&gt;
Named after the Typhoon pattern of [[Land Speeder|Land Speeders]], but most notoriously wielded by the [[Stormtalon|infamous flying toasters.]] The Typhoon showers the sky in missiles to cover a wide area of land.&lt;br /&gt;
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The Typhoon Missile Launcher is a Space Marine Missile Launcher equipped with both Frag and Krak Missiles. They are most commonly mounted on vehicles, such as the aforementioned Stormtalon Gunship.&lt;br /&gt;
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Its sister variant is the Skyhammer Missile Launcher.&lt;br /&gt;
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On tabletop, they are essentially a double shot missile launcher found on land speeders, includes frag and krak missiles. Not bad and allows your flying toaster to have some much-added punch and firepower.&lt;br /&gt;
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===Skyhammer Missile Launcher===&lt;br /&gt;
[[File:Skyhammer_Missiles.jpg|200px|right|thumb|Skyhammer Missile Launcher]]&lt;br /&gt;
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Another weapon wielded by the [[Stormtalon|infamous flying toasters.]] They have a more limited ammo rack to compensate for more powerful explosions.&lt;br /&gt;
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The Skyhammer Missile Launcher is a Missile Launcher platform employed on Space Marine Stormtalon Gunships. These weapons fire a volley of hyper-velocity missiles that smash into their targets and are ideal tank-killers.&lt;br /&gt;
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Its sister variant is the Typhoon Missile Launcher.&lt;br /&gt;
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On tabletop, these are your anti-air krak missiles. Quite good against aircraft and can give vehicles a bloody nose even though it is meant specifically against fighter jets. Should make your flying toaster a bit more viable now.&lt;br /&gt;
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===Cerberus Launcher===&lt;br /&gt;
[[File:Cerberus_Launcher.JPG|200px|right|thumb|Cerberus Launcher]]&lt;br /&gt;
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A anti-infantry rocket launching platform.&lt;br /&gt;
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The Cerberus Launcher is an Imperial weapon commonly mounted under the nose mount on Space Marine Land Speeder Storms. Considered as the Land Speeder equivalent of the Stormtalon&#039;s Skyhammer Missile Launcher. This tri-barreled launcher can launch fragmentation or stun rockets depending on the enemy being faced.&lt;br /&gt;
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As it is the primary weapon for the Land Speeder Storm, the Cerberus Launcher is a D6 bolter shots with a [[Lolwut|surprisingly underwhelming range]] [[Wat|at just 18&amp;quot;.]] You would think the Imperium would have the decency to add enough fuel to a rocket so that it could last more than 15 meters right? [[FAIL|But I guess not.]]&lt;br /&gt;
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Still, for hit and runs, the Cerberus gets the job done.&lt;br /&gt;
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===Tempest Salvo Launcher===&lt;br /&gt;
[[File:Tempest_Salvo_Launcher.JPG|200px|right|thumb|Tempest Salvo Launcher]]&lt;br /&gt;
[[Derp|Not to be confused with the Eldar]] [[Tempest Launcher]] [[Herp|nor the Adeptus Custodes]] [[Salvo Launcher]].&lt;br /&gt;
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The Tempest Salvo Launcher is one of the primary weapons for the [[Land Speeder#Land Speeder Tempest|Land Speeder Tempest]]. &lt;br /&gt;
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Due to its size, the Land Speeder Tempest is big enough that a set of Tempest Salvo Launchers could be equipped and placed on the sides of the vehicle. The Tempest Salvo Launchers are able to hold up to 8 missiles, and are a mixed load of Frag and Krak Missiles. &lt;br /&gt;
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All in all, it is far more versatile than any other of the Land Speeder Missile Launcher like the Typhoon or the Cerberus.&lt;br /&gt;
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On the tabletop, the Tempest Salvo Launcher is better than the Typhoon Missile Launcher for the fact that it always come in a pair. Statwise, this weapon is a 36&amp;quot; range, Heavy 1d3, S6, AP-3, D2 Missile Launcher. The only downside is that, compared to the Typhoon, the Salvo Launcher comes in at only 10 points each, making it drastically more expensive compared to the Typhoon.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
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===Deathwind Missile Launcher===&lt;br /&gt;
[[File:Deathwind.jpg|200px|right|thumb|Deathwind Missile Launcher]]&lt;br /&gt;
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The [[Creed]] of Drop Pods.&lt;br /&gt;
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Deathwind Missile Launchers are weapons equipped on Space Marine [[Drop Pods]]. Like most of these [[Trap]] Drop Pods, they are designed to fool the enemy and/or provide heavy covering fire for the Space Marines instead. They replace the standard Storm Bolter, offering a nasty surprise of short-range explosive support fire to the face.&lt;br /&gt;
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They may be deployed en masse as a Deathwind Orbital Strike Force.&lt;br /&gt;
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In 7th Edition, the Deathwind launcher is now cheaper. With the reduced price, you can pay a little more than a tac marine for the ability to lock down a 12&amp;quot; area around a drop pod with a S5 AP- pie plate. You kill a MEQ, you basically pay off the cost of the launcher. Put these on your offensive pods, otherwise it&#039;ll be a waste. &lt;br /&gt;
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With the [[Nerf]] of Drop Pods in 8th Edition, the Deathwind Missile Launcher has been [[Fail|regulated to the gutter]] where once the [[Pyrovore]] and [[Mandrakes]] use to dwell in. At best, they are only useful for creating a annoying distraction and maybe kill a few stragglers for some added benefit.&lt;br /&gt;
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How this Missile Launcher avoids [[FATAL|accidentally hitting one of its missiles at its own occupants or even the structure of the Drop Pods itself remains a mystery.]]&lt;br /&gt;
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===Icarus Rocket Pod===&lt;br /&gt;
[[File:Icarus_Rocket_Pod.JPG|200px|right|thumb|Icarus Rocket Pod]]&lt;br /&gt;
Not to be confused with the [[Icarus Stormcannon Array]] [[Derp|which also serves the same function as the Rocket Pod.]]&lt;br /&gt;
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The Icarus Rocket Pod is an anti-air rocket pod mounted as a secondary weapon on the [[Redemptor Dreadnought]] and the [[Gladiator Tank#Gladiator Valiant|Gladiator Valiant Tank.]] It is a relatively small rocket pod analogous to the much larger Multiple Rocket Pods used by [[Valkyrie|Valkyries]], although it carries less rockets of around seven in total. Like the Icarus Stormcannon Array, the name is a tongue-in-cheek reference to the Icarus myth.&lt;br /&gt;
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On the tabletop, the Icarus Rocket Pod is a 24&amp;quot; range, S7, AP-1, D1, Heavy D3 weapon. Like most anti-air weapons, you could add 1 to all hit rolls made for this weapon against targets that can fly.&lt;br /&gt;
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Overall, there are better anti-air weapons around, but for what it&#039;s worth, the weapon is a nice free additional complement for the Redemptor Dreadnought to scare away any enemy flyers in its vicinity.&lt;br /&gt;
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===Multiple Rocket Pod===&lt;br /&gt;
[[File:M_Rocket_Pod.jpg|200px|right|thumb|Multiple Rocket Pod]]&lt;br /&gt;
The Multiple Rocket Pod all simply known as the Rocket Pod, are weapons most commonly mounted on Imperial Aircraft such as the Vulture Gunship or Valkyrie. They work by firing large numbers of small fragmentation rockets, covering a large area in lethal shrapnel. They are an anti-infantry weapon and are particularly effective against high density concentrations of poorly-armoured opponents.&lt;br /&gt;
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These are basically the Skyhammer&#039;s and Typhoon Missile Launcher&#039;s bigger and more badass brother. Instead of small individual rockets, this thing saturates the land with explosive munitions.&lt;br /&gt;
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On tabletop, these are your standard anti-infantry missiles, 16pts for a pair gets you Assault 2d6 with the damage profile of a heavy bolter (and half a shot more on average). Shorter range than Hellfuries, but a better damage profile and more importantly are assault. You&#039;re putting these on a flier, so a 36&amp;quot; range really shouldn&#039;t be a problem.&lt;br /&gt;
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Maximum Dakka indeed.&lt;br /&gt;
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===Blackstar Rocket Launcher===&lt;br /&gt;
[[File:BlackstarRocket.jpg|200px|right|thumb|Blackstar Rocket Launcher]]&lt;br /&gt;
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The Blackstar Rocket Launcher is a weapon mounted on [[Deathwatch]] [[Corvus Blackstar]] gunships. Mounted on each wing of a Blackstar, it allows a barrage of missiles that are each selected the moment before firing to maximize the destruction it wreaks. It is the only weapon system on the Blackstar that is actually reliable in attacking enemy air vehicles. &lt;br /&gt;
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They can fire both incendiary Dracos Air-to-Ground Missiles or Air-to-Air Corvid Rockets, but as you already know, most opt in for the Corvids as the standard issue Assault Cannons do a better job at killing infantry than the Dracos.&lt;br /&gt;
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The Twin-Assault Cannons from the Blackstar can be swapped for Twin Lascannons for anti-vehicle and the missiles for Blackstar Rocket Launchers. However, despite the anti-infantry option from the Drcacos missile, most would just use the Assault Cannons instead, therefore, the Rocket Launcher is only used for the Corvid rockets which is the only decent weapon on the Blackstar at taking out flyers.&lt;br /&gt;
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===Taurox Missile Launcher===&lt;br /&gt;
[[File:Taurox_Missile_Launcher.JPG|200px|right|thumb|Taurox Missile Launcher]]&lt;br /&gt;
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Mounted on the [[FAIL|stupidly designed]] [[Taurox]].&lt;br /&gt;
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The Taurox Missile Launcher is a missile artillery array mounted on the Taurox Prime. It bares a [[Original character, do not steal|uncanny resemblance to the Soviet Katyusha rockets due to the whole &#039;put a rack of missiles on a truck&#039; schlick.]] Despite the [[FAIL]] of the Taurox, the missile launcher itself is extremely versatile, able to fire spreads of missiles over long distances and suppress distant enemy infantry and armor.&lt;br /&gt;
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However, despite the fluff, in 7th Edition, the Missile Launcher is pretty mediocre as it is your basic two-shot missile launcher in standard frag and krak. In 8th Edition, its mediocrity has gotten worse in terms of point cost efficiency. Don&#039;t even bother mounting them.&lt;br /&gt;
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So yeah, unlike the real Katyusha, these things aren&#039;t made of WIN.&lt;br /&gt;
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===Bellicatus Missile Array===&lt;br /&gt;
[[File:Bellicatus_Missile_Array.JPG|200px|right|thumb|Bellicatus Missile Array]]&lt;br /&gt;
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Imagine the Hyperios Missile Launcher&#039;s little cousin with an identity crisis. The Bellicatus Missile Array is a Missile Launcher weapon that looks like the fusion of multiple Space Marine turreted missile launchers reduced into a compact form. Seriously, this weapon can&#039;t decide whether it wants to be a anti-infantry, anti-tank or anti-air missile launcher; so it ended up saying &amp;quot;Fuck it!&amp;quot; and incorporated all of them in a tiny package. &lt;br /&gt;
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The Bellicatus Missile Array is primarily used by [[Primaris Marine|Primaris Space Marine]] [[Impulsor|Impulsor vehicles.]] These batteries are frequently used for those squads requiring additional fire support. Because the Magos who &#039;invented&#039; this wanted to cram in every single type of missile there is in one tiny weapons system, the missile launcher ain&#039;t the most prettiest to look at.  On the other hand, several vehicles with these would likely work together and result in the same number of each type of missile as it would if you had three Impulsors and each had one type of missile.  Just without your eggs being in one basket.&lt;br /&gt;
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On tabletop, this missile launcher is the ultimate jack-of-all-trades of missile launcher. You want to clear out that annoying infantry harassing your unit formation? Launch some Heavy D6, Strength 4, D1 frag missiles at their faces. Want to destroy that dangerous armored vehicle for the final killshot? Launch the Heavy 1, Strength 8, AP-2 D6 damage krak missiles to make sure that vehicle stops dead in its tracks. Want to deal with those hard-to-hit, nightmare-inducing flyers? Launch the Heavy D3, Strength 7, AP-1, D3 damage icarus missiles to make sure that bird goes down for good. All of these missiles have a decent range of 48&amp;quot;. Just don&#039;t expect the macross level of missile massacre you would traditionally see, such as the Hyperios.&lt;br /&gt;
&lt;br /&gt;
===Hammerstrike Missile Launcher===&lt;br /&gt;
[[File:Hammerstrike_Missile_Launcher.JPG|200px|right|thumb|Hammerstrike Missile Launcher]]&lt;br /&gt;
The Hammerstrike Missile Launcher is where the [[Storm Speeder#Hammerstrike|Storm Speeder Hammerstrike]] got its name from. &lt;br /&gt;
&lt;br /&gt;
An anti-armour weapon system fitted with Krak warheads. The Missile Launcher along with its sister weapons from the Storm Speeder has become the butt of jokes due to the fact that the gunner&#039;s head is exposed [[Fail|&#039;&#039;RIGHT BESIDE THE FIRING MECHANISM!&#039;&#039;]] Why Cawl decided that giving the poor bastard of what [[Count as|counts as]] a [[Sonic Weaponry|Sonic Weapon]] in all but name, we have no fucking clue.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, rules-wise, this thing is pretty beast, albeit, short-ranged. At 36&amp;quot;, you ain&#039;t hitting far especially on a flyer. But at S8 and AP-3, with the fact that you are dealing 3 Damage per missile. You could theoretically deal up to 24 Wounds in a single salvo. You could actually take down a Knight if the Dice Gods are in your favour. [[RAGE|Field several of these and your opponent would flip the table.]]&lt;br /&gt;
&lt;br /&gt;
===Sabre Missile Launcher===&lt;br /&gt;
[[File:Sabre_Missile_Launcher.JPG|200px|right|thumb|Sabre Missile Launcher]]&lt;br /&gt;
The Sabre Missile Launcher is one of the secondary weapons that could be attached to the [[Sabre Strike Tank]].&lt;br /&gt;
&lt;br /&gt;
These missile launchers are essentially a mini-version of the Hunter-Killer missile attachments. Bearing similarities to the regular old hand-held missile launcher, one of the pros for the Sabre Missile Launcher is that the Sabre Strike Tank is able to carry not one, [[Awesome|but four of these things.]]&lt;br /&gt;
&lt;br /&gt;
The missile launcher itself carries the aptly named Sabre Missiles, which offers the same punch as a regular hand-held missile launcher. If your Sabre is armed with the autocannon or volkite saker, it would make sense to have these to give your Sabre some needed anti-tank punch. However, if you have a neutron laser, the benefit for these becomes a bit more redundant.&lt;br /&gt;
&lt;br /&gt;
===Disruptor Missile Launcher===&lt;br /&gt;
[[File:Disrupter_Missile_Launcher.JPG|200px|right|thumb|Disruptor Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
The secondary weapon of the [[Skorpius Hover Tank#Skorpius Disintegrator|Skorpius Disintegrator]]. The Disruptor Missile Launcher is a hull-mounted missile launcher situated at the front of the giant killer rubber duck of a vehicle. The Skorpius Disintegrator mounts six of them - three on each side - and it is primarily a anti-tank and anti-vehicular missile launcher akin to the Hunter-Killer missile attatchments used by conventional Imperial vehicles.&lt;br /&gt;
&lt;br /&gt;
Crunch-wise, the Disruptor Missile Launcher packs quite a punch with heavy D6 shots and D3 damage a pop. At Strength 7 and AP-2, this weapon can do a whole world of hurt to light vehicles and conventional main-battle tanks. Whilst the random attack numbers and damage makes it unpredictable, you have six missile for you the launch, so chances are is that you are gonna cause some wounds by the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Seeing as how every single Skorpius Disintegrators come automatically with one, a handful of them can prove quite the pickle to handle if there is not enough armor support.&lt;br /&gt;
&lt;br /&gt;
===Hunter-Killer Missile ===&lt;br /&gt;
[[File:HK_MIssile_Launcher.JPG|200px|right|thumb|Hunter-Killer Missile]]&lt;br /&gt;
A single-use fire-and-forget krak missile packaged in a launch tube that is easily mounted to any vehicle. They are effectively Krak Missiles with massively extended range, although only one can be mounted on each vehicle for... [[derp|reasons]]?  They are also unique in that they are guided weapons with an on-board &amp;quot;logis-engine.&amp;quot; Sensors in the missile&#039;s nose transmit information on the target and surrounding environment to the logis-engine, which guides the missile in flight by manipulating its stabilizing fins, allowing the missile to match the target&#039;s movements and avoid obstacles. The missile&#039;s warhead is an impact fused shaped charge, designed for maximum armor penetration. Other instruments include an internal gyroscope for stable flight and a small battery to power the sensor and logis-engine.&lt;br /&gt;
&lt;br /&gt;
In-game, they are a cheap upgrade for most Imperial vehicles and walkers, as a quick way to add a bit of anti-armor punch to an armored personnel carrier or other light armor. However, it is arguably not an ideal upgrade for vehicles with a BS of 3 (4+ to hit), as being a one-shot weapon you&#039;ll never actually hit anything with it- it has the uncanny ability to miss every time it is fired. (Unless you stick one on Knight Commander Pask&#039;s tank, BS4 with re-rollable 1&#039;s to hit and to wound, use it to stun enemy artillery or instagib a warlord of Toughness 4 or below with no Eternal Warrior). In theory you could ignore all this and just take as many as you can in the hopes of alpha-striking the fuck out of your opponent, but the points you would spend doing so are probably better used elsewhere.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Weirdly, unlike real life rocket addons for tanks (such as the Tulip from WW2), the Imperium lacks a version to fight infantry (Frag) or as air-defence (Flakk).&amp;lt;/s&amp;gt; {{Blam}} {{Blam|That&#039;s what your lasguns and the venerable Hydra are for, Guardsman. To suggest otherwise is [[Belisarius Cawl|Tech-Heresy]]}}&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:HK_MIssile_Launcher_2.JPG&lt;br /&gt;
File:Hunter-Killer_Missile.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hellstrike Missile===&lt;br /&gt;
[[File:Hellstrike.jpg|200px|right|thumb|Hellstrike Missile]]&lt;br /&gt;
A Hunter-Killer in the air.&lt;br /&gt;
&lt;br /&gt;
A Hellstrike Missile is an Imperial solid-fuel air-to-surface anti-armor missile outfitted with a high-explosive warhead intended for use during ground support airstrikes. It is essentially identical in function to a Hunter-Killer Missile in that it is a guided weapon equipped with an on-board Cogitator known as a &amp;quot;Logis-Engine.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Sensors in the missile&#039;s nose transmit information on the location and movement of the target and the surrounding environment to the Logis-Engine, which alters the trajectory of the missile in flight by manipulating its stabilizing fins, allowing it to match the target&#039;s movements and avoid any obstacles. A Hellstrike Missile is larger than its Hunter-Killer counterpart and is often fired at high velocity while the aircraft deploying it is in flight. Hellstrike Missiles are a common armament on many forms of Imperial military aircraft.&lt;br /&gt;
===Hellfury Missile===&lt;br /&gt;
[[File:Hellfuries.JPG|200px|right|thumb|Hellfury Missile]]&lt;br /&gt;
A cousin of the Hellstrike Missile, this time, serving more of an anti-infantry weapon.&lt;br /&gt;
&lt;br /&gt;
The Hellfury Missile is an air-to-surface missile used by Imperial Aircraft such as the Vendetta Heavy Gunship and Vulture Gunship. Each missile is packed with incendiary sub-munitions, which burst in the air to cover a wide area. Therefore, they externally look very similar to the Hellstrike other than the difference in the payload.  Not always, though.  They usually are just explosive warheads and aircraft generally have large, independent missiles that hold cluster munitions instead.&lt;br /&gt;
&lt;br /&gt;
They are particularly useful against dug-in troops hiding behind cover and have proven highly effective in combat against Tyranid ground swarms.&lt;br /&gt;
&lt;br /&gt;
In 8th edition, Hellfuries are anti-infantry missiles that are expensive for the amount of shots you get. Therefore, they unfortunately haven&#039;t found their niche yet.&lt;br /&gt;
&lt;br /&gt;
===Skystrike Missile===&lt;br /&gt;
[[File:Skystrike_Missiles.JPG|200px|right|thumb|Skystrike Missile]]&lt;br /&gt;
Another cousin of the Hellstrike Missile found and used mainly by the [[Lightning Fighter]] and [[Thunderbolt Fighter]].&lt;br /&gt;
&lt;br /&gt;
The Skystrike Missile is one of the very many anti-air weapons used by the Imperium. As such, it bares an uncanny resemblance to the Hellstrike in appearances and function. The only difference really is that it is apparently &#039;cheaper&#039; but less sophisticated than the Hellstrike. The missile incorporates a conventional heat-seeking warhead for targeting the power signatures and engine exhaust of enemy aircraft rather than the more advanced Logis-Engines.&lt;br /&gt;
&lt;br /&gt;
Crunchwise it follows pretty much the same as the fluff. Cheaper at 15 points each, but only Heavy 1, S7, AP-2, D3 damage. Your dedicated anti-air missile, it gets +1 to hit against flyers but -1 against everything else. The strength here seems to be that you get to take 6 instead of only 4. But the damage for each unsaved wound is an average of 2 compared to Hellstrikes&#039; 4.4. Statistically, they are worse unless you are shooting at very specific targets like jet bikes or battle suits.&lt;br /&gt;
&lt;br /&gt;
===Stormstrike Missile Launcher===&lt;br /&gt;
[[File:Stormstrike_Missile_Launcher.JPG|200px|right|thumb|Stormstrike Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
A much better version of the Hunter-Killer missile by virtue of having the ability to [[Dakka|fire more missiles.]]&lt;br /&gt;
&lt;br /&gt;
Stormstrike Missiles on the Stormstrike Missile Launcher are a type of Missile used by Space Marines and most notably, from the [[Deathwatch]] chapter. They detonate with a thunderous boom that leaves those caught in the blast reeling and disorientated. They are employed by [[Stormraven Gunship]], [[Stormfang]], and [[Corvus Blackstar]] gunships for cases when the Space Marines &#039;&#039;really&#039;&#039; want to make enemy tank drivers cry.&lt;br /&gt;
&lt;br /&gt;
Due to their nature, Stormstrikes are pretty deadly against enemy armor. As the Corvus Blackstar comes standard issue with 2 of these badboys, the Stormstrike Missile Launchers are a serious threat to vehicles with 72&amp;quot; Heavy 1 S8 AP-3 D3. The black birds carry &amp;lt;u&amp;gt;&#039;&#039;&#039;&#039;&#039;[[Rape|four]]&#039;&#039;&#039;&amp;lt;/u&amp;gt;&#039;&#039; of them just to let you know, which is enough to kill most tanks in one salvo or severely cripple them in one shot.&lt;br /&gt;
&lt;br /&gt;
Because of this, the Stormstrike is generally preferred over the Blackstar Rocket Launcher as a) not a lot of players really use that much aircraft (Or at all), b) you have better anti-air alternatives as a Space Marines player and c) who the hell use a Corvus Blackstar (A plane design to carry troops and blow up ground units) for anti-air!?&lt;br /&gt;
&lt;br /&gt;
===Xiphon Rotary Missile Launcher===&lt;br /&gt;
[[File:Xyphon_Rotary_Launcher.JPG|200px|right|thumb|Xiphon Rotary Missile Launcher]]&lt;br /&gt;
The Xiphon Rotary Missile Launcher is a type of Missile Launcher launched from Imperial [[Xiphon Pattern Interceptor|Xiphon Pattern Interceptors]] and a crucial secondary armament for that aircraft. Its unique rotary system allows the Xiphon to rapidly launch multiple missiles in a compact form and is often found in the underbelly of the interceptor.&lt;br /&gt;
&lt;br /&gt;
This deadly weapons system is actually a more compact copy of a design more commonly found on heavy void fighters and incorporates sophisticated munitions with their own cluster-charged warheads and internal tracking auguries, mounted on a rapid-firing rotary magazine-fed launcher system. These weapons systems are efficient in their principal task of destroying enemy fighter craft but are flexible enough to be readily turned on armoured ground targets as well.&lt;br /&gt;
&lt;br /&gt;
On the Horus Heresy tabletop, this thing is a Heavy 2 S8 AP2 weapon that re-rolls successful Jink and cover saves and rolls d3 times per Penetrating hit, choosing the best one (and AP grants +1 on that table). This essentially turns your Xiphon into a [[Awesome|anti-tank flyer.]] We know you want it.&lt;br /&gt;
&lt;br /&gt;
===Aiolos Missile Launcher===&lt;br /&gt;
[[File:Aiolos.JPG|200px|right|thumb|Aiolos Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
Imagine the Cyclone Missile Launcher on Acid.&lt;br /&gt;
&lt;br /&gt;
The main secondary weapon of the Deredeo Pattern Dreadnought by virtue of the Deredeo Dreadnought having a chassis suitably large and stable enough to mount one. The Aiolos is a primarily anti-armor missile launcher meant for enemy armor on the move. However, it can just be as effective against high-altitude aircraft whilst the Quad-Linked Autocannons harass low-altitude aircraft, creating a formidable platform for air-defense.  &lt;br /&gt;
&lt;br /&gt;
The Aiolos missile launcher is noted for its capability of independently targeting enemies. This homing feature is deadly to the aforementioned high-altitude aircraft and is known to down many cocky pilots. Still, these weapons can just be as deadly against ground targets as air.&lt;br /&gt;
&lt;br /&gt;
Despite the potential as a good AA platform, the crunch place the Deredeo and the Aiolos primarily on the anti-armor category, much to the incompetence of GW.&lt;br /&gt;
&lt;br /&gt;
===Spicula Rocket System===&lt;br /&gt;
[[File:Spicula_Rocket_System.JPG|200px|right|thumb|Spicula Rocket System]]&lt;br /&gt;
&lt;br /&gt;
The Space Marines finally have their own Exorcist Missile Launchers.&lt;br /&gt;
&lt;br /&gt;
The Spicula Rocket System is a MLRS-system akin to that of the Exorcist Missile Launcher though in terms of design it seems to borrowed more from a WW2 Hedgehog anti-submarine weapon. It is one of the main weapons for the [[Legion Arquitor Bombard]]. Compared to the [[Grav-Weaponry#Graviton-Charge Cannon|Graviton-Charge Cannon]] which specializes in heavy and superheavy units and the [[Imperial Ordnance#Morbus Heavy Bombard|Morbus Heavy Bombard]] which is aimed towards medium armor. The Spicula Rocket System is designed to target multiple infantry units at once.&lt;br /&gt;
&lt;br /&gt;
With its warhead shape and its size, the Spicula Rocket System is like the Exorcist Missile Launcher&#039;s more petite and conventional brother. No surprise, as it seems that certain higher-ups at GeeDubs may have bitched about their company&#039;s favorite mascot not having a proper MLRS like the Sisters; as if the Space Marines needed &#039;&#039;anymore&#039;&#039; goddamned vehicles to the armor-stricken Sisters.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:SRS_back.JPG|Back view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exorcist Multiple Missile Launcher===&lt;br /&gt;
[[File:New Exorcist Missile Launcher.JPG|200px|right|thumb|Exorcist Multiple Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
The iconic pipe organ gun. The Exorcist Multiple Missile Launcher is a large device used primarily for destroying enemy emplacements and armored vehicles, used solely by the Ordo Hereticus. The main users are of course, the [[Exorcist]].&lt;br /&gt;
&lt;br /&gt;
The Exorcist Multiple Missile Launcher is basically an MLRS (Multiple Launch Rocket System, as the name would suggest) and it is used to pepper the battlefield with a rain of steel and explosives.&lt;br /&gt;
&lt;br /&gt;
It is unknown how the Exorcist manage to store all these missiles given the relatively tiny space the Rhino often exhibits. Nevertheless, the biggest question is how one manage to fire over a dozen missiles with the use of an organ keyboard. It could be stupid if it wasn&#039;t so [[Awesome|stupidly awesome.]]&lt;br /&gt;
&lt;br /&gt;
As such, the Exorcist Multiple Missile Launcher is great when it comes to killing off horde armies, but start to suffer against more heavily armored troops or vehicles. When that happens, you will have to rely on more harder hitting missile launchers to get the job done.&lt;br /&gt;
&lt;br /&gt;
====Exorcist Missiles====&lt;br /&gt;
&lt;br /&gt;
The main armament of the Exorcist Multiple Missile Launcher. The missiles fired from the Exorcist Multiple Missile Launcher are independently stabilizing high explosive armor piercing (HEAP) missiles that can crack open the armor of most infantry and light vehicles. However, despite this armor piercing quality, it lacks the overall strength and weight to be needed to harm larger vehicles. The small and slim size of the missiles is to obviously save weight and prevent hampering of the Rhino&#039;s speed.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Exorcist_Multiple_Missile_Launcher.jpg|Old variant.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Scorpius Launcher===&lt;br /&gt;
[[File:Scorpius_Launcher.jpg|200px|right|thumb|Scorpius Launcher]]&lt;br /&gt;
&lt;br /&gt;
The [[Dakka|more Dakka brother of the Whirlwind Missile Launcher]].&lt;br /&gt;
&lt;br /&gt;
The Scorpius Launchers are the primary weapons of the Whirlwind Scorpius. As the Whirlwind Scorpius is designed for killing a lot of things in rapid fashion, the Scorpius Launcher has been made to kill off hordes of infantry and even vehicles in one salvo. Contrast this to the more tactical Whirlwind whose limitation of four powerful missiles means that its strikes must be significant and destructive. &lt;br /&gt;
&lt;br /&gt;
The Scorpius Launcher projects implosive warheads devastating to armored infantry or light vehicles.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, whilst the Scorpius Launcher has only half the range of either of the Whirlwind&#039;s rocket types, the 3d3 S6 AP-2 D2 shots is still plenty to threaten hordes and light vehicles alike. And as an added bonus, [[MOAR DAKKA|it can fire twice in a shooting phase if the Scorpius hasn&#039;t moved in the movement phase.]]&lt;br /&gt;
&lt;br /&gt;
===Arcus Launcher===&lt;br /&gt;
[[File:Arcus_Launcher.JPG|200px|right|thumb|Arcus Launcher]]&lt;br /&gt;
The [[Awesome|more chad cousin]] of the Scorpius Launcher. The Arcus Launcher is a type of advanced Missile Launcher mounted on [[Space Marine]] [[Sicaran Arcus|Sicaran Arcus artillery tanks]] during the [[Great Crusade]] and [[Horus Heresy]].&lt;br /&gt;
&lt;br /&gt;
Combining the looks of a Scorpius Launcher with the internal mechanisms based upon the rotary missile launcher developed for the Xiphon Interceptor, the greater size of the mounting on the Sicaran hull allows for a more complex feed mechanism and the employment of multiple-warhead types. Over time, the advanced Arcus Launchers have broken down and in the 41st Millennium Sicaran Arcus tanks are commonly equipped with more basic rotary missile systems.&lt;br /&gt;
&lt;br /&gt;
On the [[Horus Heresy]] tabletop, this thing was [[Rape]] incarnate. With the Arcus warheads, it is a 36&amp;quot; S8, AP2, &#039;&#039;&#039;Heavy 4&#039;&#039;&#039; weapon that forces [[Troll|successful cover saves to be rerolled]] and if it stands still, the weapon can be fired [[Dakka|&#039;&#039;&#039;TWICE&#039;&#039;&#039;,]] so 8 shots in total. This tank makes 6th edition [[Eldar]] cry [[Cheese|looking at its cheese.]] [[Anal circumference|Penetration from these roll D3 time on vehicle damage chart and choose the highest result.]] It is also the best AA in a Legion army for +15pts, making them fire 4 twin-linked S7 AP3 rerolling successful cover saves hits, 8 hits again if it stands still. [[Powergamer|This beauty can even be set to destroy MC or infantry in an efficient way with 2 5&amp;quot; blast S5 AP4 or 4 S7 AP4 shots that deal instant death to most mechanicum robots.]]&lt;br /&gt;
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===Terrebrax Rocket Battery===&lt;br /&gt;
[[File:Terrebrax_Rocket_Battery.PNG|200px|right|thumb|Terrebrax Rocket Battery]]&lt;br /&gt;
The primary and &amp;lt;u&amp;gt;ONLY&amp;lt;/u&amp;gt; weapon system found on the [[Mole]].&lt;br /&gt;
&lt;br /&gt;
The Terrebrax Rocket Battery is a rocket system wrapped around the neck of the Mole like a belt conveyor. It is a weapon designed to blast through tough rock faces when it drills and it is capable of cycle-firing a rapid salvo of rockets to crack even the most stubborn redoubt of stone or plasteel. Once the Mole emerges into the surface, it can also still fire the rocket system at the enemy. However, given the way the weapon is structured and its unguided system, the weapon remains a highly inaccurate one that is only useful either against mass infantry or as a close-range assault suppression weapon.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, on the [[Horus Heresy]] tabletop, the Terrebrax Rocket Battery is a 48&amp;quot;, Strength 7, Heavy 12, 12 shot [[Wat|Autocannon]] with AP5. Why in the Emperah&#039;s tits that a mass rapid-firing rocket system have a similar type with an &#039;&#039;[[Lolwut|Autocannon]]&#039;&#039; of all weapons, rather than having the multiple blast templates that should come &#039;&#039;automatically&#039;&#039; with a weapon with the word &#039;rocket&#039; in its name, [[Derp|we have no idea.]]&lt;br /&gt;
&lt;br /&gt;
===Whirlwind Multiple Missile Launcher===&lt;br /&gt;
[[File:Whirlwind_multiple_missile_launcher.jpg|200px|right|thumb|Whirlwind Multiple Missile Launcher]]&lt;br /&gt;
The Whirlwind multiple missile launcher is mounted on the Space Marine [[Whirlwind Artillery Tank|Whirlwind vehicle.]] It is capable of firing various types of missiles, the most common types being the standard Vengeance missile or Incendiary Castellan missile. The Whirlwind can be loaded with multiple types of munitions, but can only launch one type at a time. The most current versions of the launcher, are either 2 pods of 5 missiles each, fired in tandem pairs, or larger missiles fired one at a time from 2 pods of 2 missiles each.&lt;br /&gt;
&lt;br /&gt;
The ammunition is as follows:&lt;br /&gt;
&lt;br /&gt;
====Vengeance Missiles====&lt;br /&gt;
Vengeance missiles are the standard warheads used by the Whirlwind. The Vengeance missile is a high explosive missile containing a proximity fuse, which detonates the missile close to the target, scattering deadly shrapnel over the entire area.&lt;br /&gt;
&lt;br /&gt;
====Castellan Missiles====&lt;br /&gt;
&lt;br /&gt;
Castellan missiles are defensive missiles, which upon detonating, scatter mines over a large area. They are often effective for denying an enemy an easy route for counter attacks. Sufficient mines are fired in each shot that the field will remain until the end of the battle.&lt;br /&gt;
&lt;br /&gt;
====Incendiary Castellan Missiles====&lt;br /&gt;
&lt;br /&gt;
Incendiary Castellan missiles are missiles that have exchanged the fragmentation charge for a volatile chemical warhead that blankets the blast area in searing flames. It is commonly used on targets inside structures which are protected from fragmentation blast. Even the most sturdy of defenses provide no protection and if by some chance the defenders inside the structure aren&#039;t burned to death, most die from the after vapors which kill them from the inside out.&lt;br /&gt;
&lt;br /&gt;
===Hyperios Missile Launcher===&lt;br /&gt;
[[File:Whirlwind_Hyperios_Missile_Launcher.JPG|200px|right|thumb|Hyperios Missile Launcher]]&lt;br /&gt;
The Hyperios Missile Launcher is a specialized, anti-aircraft missile launcher mounted on Space Marine Whirlwind Hyperios. It is capable of firing up to twenty Hyperios missiles at fast, low-flying targets, making it ideal for defense against ground-attack craft making strafing runs.&lt;br /&gt;
&lt;br /&gt;
Due to a lack of manpower for dedicated air defense units in Space Marine Chapters, It is common for Hyperios Missile Launchers equipped with automated remotely-activated defense systems to be utilized by Space Marine forces for local air defense. These automated platforms are dropped in by Thunderhawks, activated by the chapters Techmarines, and can be monitored via command vehicles.&lt;br /&gt;
&lt;br /&gt;
====Hyperios Missile====&lt;br /&gt;
&lt;br /&gt;
The Hyperios Anti-Aircraft Missile functions in a similar fashion to a Hunter-Killer Missile. Tracking equipment within the missile locks onto a target, which feeds information to a logis-engine. Once fired, the logis-engine manipulates the missile&#039;s fins in order match the target&#039;s movements, avoid obstacles, and destroy it. Most of the missile&#039;s mass is taken up by fuel needed to intercept fast-moving targets, allowing it to fly short distances at high velocity. The Hyperios missile does not contain enough fuel to reach high-altitude targets, which are better suited to Manticore AA missiles.&lt;br /&gt;
&lt;br /&gt;
===Hammerfall Missile Launcher===&lt;br /&gt;
[[File:Hammerfall_ML.JPG|200px|right|thumb|Hammerfall Missile Launcher]]&lt;br /&gt;
The Missile Launcher found exclusively on its namesake, the [[Hammerfall Bunker]]. &lt;br /&gt;
&lt;br /&gt;
The Hammerfall Missile Launcher is a suped-up Hyperios that fires either Superkrak or Superfrag missiles. What&#039;s so &#039;super&#039; about them, we have no fucking clue. Could be due to its larger size which could give it a larger warhead. This Missile Launcher as such would make for a spectacularly violent suppressive weapon, given the immobility and combat nature of the Hammerfall Bunker.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, these things are nasty. Each of them has an impressive 72&amp;quot; range, with the Superfrag being a Heavy 2D6 launcher with S6, AP0, D1 Blast weapon whilst the Superkrak being a Heavy 2 weapon with the stats being S10, AP-2, D6. Your Superfrags are gonna be turning MEQs and GEQs into burger patties with that blast template whilst your Superkraks would turn TEQs and vehicles inside out.&lt;br /&gt;
&lt;br /&gt;
===Vengeance Launcher===&lt;br /&gt;
[[File:Vengeance_Launchers.jpg|200px|right|thumb|Vengeance Launcher]]&lt;br /&gt;
Not to be confused with the [[Vengeance Grenade Launcher]].&lt;br /&gt;
&lt;br /&gt;
The Vengeance Launcher is an Imperial multi-chambered rocket battery which saturates a target area with fragmenting anti-personnel warheads. It is one of the primary weapons of the Space Marine [[Storm Eagle]] meant to complement its ground assault/transport role.&lt;br /&gt;
&lt;br /&gt;
Designed for close-range ground attack, this weapon allows the Adeptus Astartes Storm Eagle assault gunship to both clear a landing zone in a hostile area and continue to provide direct fire support once it has delivered its deadly cargo of Space Marines. &lt;br /&gt;
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The Vengeance Launcher itself is a 48&amp;quot; range missile launcher. At S5, AP4, this Heavy 2 weapon creates large blast templates every time it opens fire. Just like in fluff, this weapon is great against masses of infantry, however, heavier armoured vehicles or units could tank these blasts and continue to chug along.&lt;br /&gt;
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===Boreas Air Defence Missile===&lt;br /&gt;
[[File:Boreas_missiles-1.jpg|200px|right|thumb|Boreas Air Defence Missile]]&lt;br /&gt;
The Manticore&#039;s anti-air cousin. This is a new toy for the [[Dreadnought#Doredeo Pattern|Deredeo Dreadnought]] to play with. &lt;br /&gt;
&lt;br /&gt;
This missile system fires the Boreas (Not [[Indrick Boreale|Boreale]]) Air Defence Missiles, which turns your Doredeo into a perfect air-defense platform in times where you don&#039;t really need that much anti-tank and anti-armor weapons like the Anvilus autocannon battery or the Aiolos missile launcher. &lt;br /&gt;
&lt;br /&gt;
They can target a separate unit from the Deredeo’s main weapons and can even ignore intervening obstacles if the enemy is outside the bearer’s line of sight, which would make the Doredeo a proverbial pain in the ass for flyer-heavy players. Like the Manticore, the Boreas is limited to four missiles in a game, making these weapons situational but strategic against heavily-armed air assets like [[Thunderhawk|Thunderhawks]] or the [[Ares Gunship]].&lt;br /&gt;
&lt;br /&gt;
The Boreas is often paired with the anti-armor Volkite Falconet Battery to make the Doredeo a slow-hitting but hard-punching weapon system.&lt;br /&gt;
&lt;br /&gt;
===Manticore Missile===&lt;br /&gt;
[[File:Manticore_Missile.jpg|200px|right|thumb|Manticore Missile]]&lt;br /&gt;
The primary weapon of the [[Manticore Rocket Launcher|Manticore]], the individual missiles of a Manticore can evaporate anything that is not dressed in Power Armor.&lt;br /&gt;
&lt;br /&gt;
The missile is divided into five sections: a fuse, the control and guidance equipment, the electrical unit, an explosive warhead and a propellant container for the two-stage solid fuel rocket. The first stage, a starting rocket, launches the missile into the air where the main in-flight rocket motor kicks in, propelling it to speeds of 1,080 kph. The standard Manticore missile&#039;s warhead is a high explosive fragmentation device capable of causing damage to a wide variety of targets including battle tanks. It can also be replaced by any number of alternatives, such as an oxy-phosphor incendiary warhead or chemical warhead for anti-infantry firepower or an Interceptor warhead for targeting high-altitude enemy aircraft. The standard missile has an operational range of 30 kilometers.&lt;br /&gt;
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===Skyspear Missile Launcher===&lt;br /&gt;
[[File:SkyspearLauncher.jpg|200px|right|thumb|Skyspear Missile Launcher]]&lt;br /&gt;
Ahhh...the famous corpse cannon.&lt;br /&gt;
&lt;br /&gt;
The Skyspear Missile Launcher is a type of surface-to-air Missile Launcher mounted on Space Marine [[Hunter Multi-Launcher Vehicle|Hunters.]] These launchers are able to fire a salvo of missiles, each of which is guided by the [[Wat|interred remains of a Chapter Serf.]] The very aspect on using a dead guy to aim your missiles had been a source for [[Skub|intense and passionate debates]] on the type of [[Drugs]] GW had been smoking in order to come out with such an idea.&lt;br /&gt;
&lt;br /&gt;
The missile itself is extremely powerful, able to blow apart [[Tau]] [[Barracuda|Barracudas]] to [[Eldar]] [[Vampire Raider|Vampire Raiders.]] It can even destroy creatures such as [[Bloodthirster|Bloodthirsters]] and [[Hive Tyrant|Hive Tyrants.]] Although in the case for the former, how a single missile can take out a creature that can give even the [[Dreadknight|giant baby carriers]] a run for its money is unknown. Unless it is a [[Deathstrike missile|Deathstrike]], we ain&#039;t seeing how this is possible.&lt;br /&gt;
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In 8th Edition, the Skyspear for [[Derp|&#039;&#039;some&#039;&#039; reason is no longer explicitly AA.]] This weapon delivers a high strength hit equal to a lascannon, re-rolling missed hits whether the model is flying or not.&lt;br /&gt;
&lt;br /&gt;
While not an efficient damage dealer, the entire Hunter tank is a steal for its points. Exact same base cost as a Predator while making the leap from T7 to T8, and getting a free 5&#039; range lascannon that can reroll hits. Won&#039;t spit out as much damage as your other Heavy Support options, but incredibly reliable.&lt;br /&gt;
{{clear}}&lt;br /&gt;
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===Ironstorm Missile Pod===&lt;br /&gt;
[[File:Ironstorm.jpg|200px|right|thumb|Ironstorm Missile Pod]]&lt;br /&gt;
Basically a baby Apocalypse Missile Launcher.&lt;br /&gt;
&lt;br /&gt;
Mounted on the back of the Questor Imperialis, the [[Imperial Knight]], and by the [[Daemon Knights|Renegade Knights]] of the Questor Traitoris. This missile pod is used to blast bloody holes against massed infantry assaults, and it is most effective against light- to medium-armoured opponents (72&amp;quot; S5 AP4, Heavy 1, Large Blast, Barrage).&lt;br /&gt;
&lt;br /&gt;
It can engage targets at a long range and fire missiles that explode and saturate a sizable blast radius. It is most effective against light to medium-armored foes and massed infantry assaults.&lt;br /&gt;
&lt;br /&gt;
There are multiple variants of the Missile Pod.&lt;br /&gt;
&lt;br /&gt;
====Ironstorm with Six Missile Tubes==== &lt;br /&gt;
The standard variant of the Ironstorm Missile Pod, this version features six missile tubes.&lt;br /&gt;
====Ironstorm with Four Missile Tubes====&lt;br /&gt;
An uncommon variant of the Ironstorm Missile Pod, this version features four missile tubes, holding less ammunition than the standard variant.&lt;br /&gt;
====Ironstorm with Two Missile Tubes====&lt;br /&gt;
A rare variant of the Ironstorm Missile Pod, this version features only two missile tubes, holding a great deal less ammunition than the standard variant.&lt;br /&gt;
====Porphyrion Ironstorm Missile Pod====&lt;br /&gt;
A large variant of the Ironstorm Missile Pod that is used by the Acastus Knight Porphyrion. This version is much larger than the standard, featuring sixteen missile tubes, along with the ability to be raised and lowered into the Porphyrion&#039;s upper carapace. This version of the Ironstorm Missile Pod can also be outfitted with Helios Defence Missiles, which are used to defend the massive Knight from enemy aircraft. &lt;br /&gt;
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===Stormspear Rocket Pod===&lt;br /&gt;
[[File:Stormspear.jpg|200px|right|thumb|Stormspear Rocket Pod]]&lt;br /&gt;
The Ironstorm&#039;s more [[Dakka]] brother.&lt;br /&gt;
&lt;br /&gt;
Another pod mounted on the back of the Questor Imperialis, the [[Imperial Knight]], and by the [[Daemon Knights|Renegade Knights]] of the Questor Traitoris. This carapace-mounted weapon fires self-propelled projectiles tipped with armor-piercing warheads. Only accurate at medium range, they are best employed versus heavily armored infantry or moderately armored vehicles. The launcher itself is capable of firing their payloads in successive volleys of three.&lt;br /&gt;
&lt;br /&gt;
It fires self-propelled projectiles tipped with armor-penetrating warheads and is used against heavily armored infantry or moderately armored vehicles (48&amp;quot; S8 AP3, Heavy 3).&lt;br /&gt;
&lt;br /&gt;
Like its brother, there are many variants of this weapon.&lt;br /&gt;
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====Stormspear with Eighteen Rocket Tubes====&lt;br /&gt;
The standard variant of the Stormspear Rocket Pod, this version features eighteen rocket tubes.&lt;br /&gt;
====Stormspear with Eight Rocket Tubes====&lt;br /&gt;
An uncommon variant, this version features only eight rocket tubes, holding less ammunition than that of the standard pattern.&lt;br /&gt;
&lt;br /&gt;
====Stormspear with Twenty-Four Rocket Tubes====&lt;br /&gt;
A rare variant, this version features twenty-four missile tubes, and consequently holds much more ammunition than that of the standard pattern. This version uses a larger overall pod design to accommodate the additional rocket tubes.&lt;br /&gt;
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===Spiculus Bolt Launcher===&lt;br /&gt;
[[File:Spiculus.JPG|200px|right|thumb|Spiculus Bolt Launcher]]&lt;br /&gt;
&lt;br /&gt;
The Aiolos&#039; big brother and the Cyclone&#039;s gold-encrusted father.&lt;br /&gt;
&lt;br /&gt;
The Spiculus Bolt Launcher is a type of large Missile Launcher used by the [[Adeptus Custodes]]. These arrays, resembling the smaller Cyclone Missile Launcher or Apocalypse Missile Launcher, are typically mounted on the [[Telemon Heavy Dreadnought|Telemon Heavy Dreadnoughts.]]&lt;br /&gt;
&lt;br /&gt;
Because they are mounted on the biggest and baddest of the golden bois, the Spiculus Bolt Launcher is deadly against all types of targets and enemies. A one-hit KO to speak simply. Anything that missile hits, it destroys.&lt;br /&gt;
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The Telemon Dreadnought is an [[Cheese|absolute monster of a machine on tabletop,]] with every weapon it carries being considered a god damned [[Rape|rape machine.]] The Bolt Launcher is no different &#039;&#039;especially&#039;&#039; if the Telemon stands still. If it doesn&#039;t move, the golden hulk can shoot its Spiculus Bolt Launcher (24” heavy 5 S5 ap-2 D1) &amp;lt;u&amp;gt;&#039;&#039;&#039;[[Dakka|twice]]&#039;&#039;&#039;&amp;lt;/u&amp;gt;  by itself which makes it a perfect back field camper for chewing GEQ’s.&lt;br /&gt;
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===Shieldbreaker Missile===&lt;br /&gt;
[[File:Shieldbreaker_Missiles.PNG|200px|right|thumb|Shieldbreaker Missiles]]&lt;br /&gt;
The main secondary weapon of the new Imperial Knight Dominus. The Shieldbreaker Missiles can come in a configuration of either one or two depending on your preferences. They are mounted on the back or the shoulders in order to resemble the Warlord Titan. &lt;br /&gt;
&lt;br /&gt;
In fact, these are the most ridiculously advanced (not to say magical) missiles in all of the Imperium&#039;s armory. They are designed to avoid any kind of energy/spiritual shield the target can put up, and manage to do so by using empyric cascade micro-generators controlled by Machine Spirits that teleport the missiles through the Warp for a few milliseconds, reemerging just inside the target&#039;s barrier. This is why in-game they negate invulnerable saves.&lt;br /&gt;
&lt;br /&gt;
These missiles are meant to break apart vehicles in precise shots. Whilst the Siegebreaker Cannons are aimed towards light vehicles and mass infantry formations of MEQs, the Shieldbreaker Missiles are definitely aimed at heavier vehicles such as battle tanks and artillery.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Shieldbreaker Missiles are a bit situational due to the amount of fantastic anti-superheavy and anti-vehicle weapons that both variants of the Knight Dominus carries. On one hand it’s a one-shot missile, so you are restricted to either two to four missiles depending on your weapon configuration. On the other hand, it’s Str 10, AP -4, D6 Damage Heavy 1 weapon that has an ability that gives Invulnerable Saves the proverbial middle finger if it successfully wounds. Thus, a proper tactic is that this missile can be the &#039;killing blow&#039; to a weakened character or unit.&lt;br /&gt;
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===Helios Defense Missile Pod===&lt;br /&gt;
[[File:HeliosMissile.jpg|200px|right|thumb|Helios Defense Missile Pod]]&lt;br /&gt;
The personal FUCK OFF anti-air and anti-vehicle missile contraption exclusive to the Knight Porphyrion, cause they&#039;re too big to carry &#039;kiddie toys&#039; like the Stormspear and Ironstorm Weapon Pods found on smaller Knight Patterns.&lt;br /&gt;
&lt;br /&gt;
The Helios Defense Missile is a type of Missile used by the Imperium of Man to protect ground-based vehicles and installations against enemy aircraft. The Helios Defence Missile is known to have been used in the Ironstorm Missile Pod, however the large size of the missiles makes it impractical to house it in a small missile pod. Hence, the specially built missile pod of the Porphyrion is the only one capable of carrying and firing in large bulk. These missiles are equipped if the Knight is heading into battle-zones where the danger from airborne assault is apparent.&lt;br /&gt;
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It is only outclassed by the Apocalypse Missile Launcher in both size and devastation.&lt;br /&gt;
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===Praetor Multiple Missile Launcher===&lt;br /&gt;
[[File:Praetor_Multiple_Missile_Launcher.JPG|200px|right|thumb|Praetor Multiple Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
Carried by a Crassus transport that has replaced its troop capacity with missile racks called the [[Crassus Armored Assault Transport#Praetor Armoured Assault Launcher|&#039;&#039;&#039;PRAETOR ARMOURED ASSAULT LAUNCHER&#039;&#039;&#039;.]] Bigger than the Helios by sheer basis of having [[/d/|bigger and thiccer missiles.]] &lt;br /&gt;
&lt;br /&gt;
Similar to the Helios Defense Missile Pod, it is designed to fold in relatively neatly when not in use. Its large missile racks enable it to be fitted with a number of different munition types. Thus, it is capable of firing apocalyptic levels of dakka with three distinct payload options.&lt;br /&gt;
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====Foehammer Missiles====&lt;br /&gt;
Fires high-yield explosives designed to penetrate armour in a hard-hitting and devastating barrage, which can be used against the ground-based enemy vehicles or enemy-held objects to surely turn tanks into scrap metal.&lt;br /&gt;
&lt;br /&gt;
====Firestorm Missiles====&lt;br /&gt;
Launches a number of small incendiary rounds that saturate an area with flame. Think of it as something like a cluster bombs with a more fiery affect akin to a saturation bombing, or the poor man&#039;s/limp dick version of a thermobaric bomb.&lt;br /&gt;
&lt;br /&gt;
====Pilum Missiles====&lt;br /&gt;
Anti-air rockets capable of defending the Praetor from aerial foes; sophisticated tracking systems in its AA mount constantly monitoring skies for potential airborne targets although generally less suited than a dedicated anti-air vehicle.&lt;br /&gt;
&lt;br /&gt;
===Apocalypse Missile Launcher===&lt;br /&gt;
[[File:Apocmiss.jpg|200px|right|thumb|Apocalypse Missile Launcher]]&lt;br /&gt;
Strapped to the back of a [[Reaver Battle Titan]], the Apocalypse Missile Launcher does just that: spraying an area in explodey goodness capable of devouring waves of infantry and tanks alike.&lt;br /&gt;
&lt;br /&gt;
The Apocalypse Missile Launcher unit is comprised of the Apocalypse Launcher loaded with 20 rockets, packaged in two 10-rocket pods. The launcher, mounted on a Titan&#039;s chassis, is a highly automated self-loading and self-aiming system. It contains a fire control computer that integrates the vehicle and rocket-launching operations. The rockets can be fired individually or in ripples of 2 to 20. Accuracy is maintained in all firing modes because the launcher&#039;s computer re-aims the launcher between rounds. &lt;br /&gt;
&lt;br /&gt;
The weapon consisting of the multiple missile-tubes is capable of launching an immense barrage of explosive fire. The destructive potential of just one Apocalypse launcher is equivalent to an entire Imperial Guard artillery company. The missiles fired by an Apocalypse launcher travel at supersonic speeds, and just one salvo is enough to flatten an entire square kilometer of area.&lt;br /&gt;
&lt;br /&gt;
This weapon can fire guided and unguided projectiles and can hit a target a substantial distance away. The Apocalypse Missile Launcher is often employed using &amp;quot;shoot-and-scoot&amp;quot; tactics -- firing its rockets rapidly, then moving away to avoid counter fire. &lt;br /&gt;
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The [[Warmaster Heavy Battle Titan]] can [[MoreDakka|slap two of these]] on its carapace mounts.&lt;br /&gt;
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Its Eldar equivalent is the Revenant Missile Launcher.&lt;br /&gt;
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===Revelator Missile Launcher===&lt;br /&gt;
[[File:Revelator_missile_launcher.JPG|200px|right|thumb|Revelator Missile Launcher]]&lt;br /&gt;
The Revelator Missile Launcher is the secondary armament of the [[Warmaster Heavy Battle Titan]].&lt;br /&gt;
&lt;br /&gt;
This weapon system functions something alike the [[Apocalypse Missile Launcher]] mounted on lesser Titans (which the Warmaster can still mount two of, as mentioned previously), the main difference however, is that the Revelator Missile Launcher sacrifices missile stockpile for GIANT ECKS BAWKS HUEG EXPLOSIONS. Hence, it only carries six large and powerful missiles in total.&lt;br /&gt;
&lt;br /&gt;
This makes the Revelator Missile Launcher less suited for artillery against massed infantry and more appropriate in giving fortresses and enemy Titans a [[Anal circumference|new asshole.]] It&#039;s an anti-Titan missile for all intents and purposes and, given the role of the Warmaster, this shit is complementary.&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], the Revelator Missile Launcher sits in the middle between the Apocalypse Missile Launcher and the Warp Missile Rack.&lt;br /&gt;
&lt;br /&gt;
===Hellion Missile ===&lt;br /&gt;
[[File:Hellion_Missile.jpg|200px|right|thumb|Hellion Missile]]&lt;br /&gt;
A giant Hunter-Killer Missile.&lt;br /&gt;
&lt;br /&gt;
Attached to the side of the Epic Stormblades casemate was a single shot Anti-Titan missile.  The missile&#039;s warhead consists of an adamantium penetrator sleeve within which is encased a relatively small plasma warhead. &lt;br /&gt;
&lt;br /&gt;
The armored sleeve ensures that plasma warhead has penetrated deep into the target before it detonates, releasing white-hot plasma. It was there to help kick in the teeth of any titan that came around the corner, but fairly pointless against Gargants.&lt;br /&gt;
&lt;br /&gt;
It was once common for Imperial Guard Stormblades to mount whole racks of these missiles to assist in bringing down the heaviest Titans. [[Not As Planned|Unfortunately this arrangement left the missiles exposed to enemy fire,]] [[FATAL|which could cause the warhead to suddenly detonate if it suffered damage, and led to the loss of a number of Stormblades before the practice was officially stopped.]]&lt;br /&gt;
&lt;br /&gt;
===Deathstrike Missile===&lt;br /&gt;
[[File:Deathstrike_Missile.jpg|200px|right|thumb|Deathstrike Missile]]&lt;br /&gt;
An explosive set to [[Angry Marines|Maximum Fuck]] and strapped to a truck, an impact of this weapon will fucking END anything hit by it. A single ICBM made of [[Rage|FUCK YOU]] out for your blood would make anyone think twice.   Batteries of these helped out in the Battle for Armageddon when fired from literally the opposite side of the planet. The missile can carry a variety of payloads, though the most common in use is a plasma warhead able to vaporize a vast area of land. Tactical, biological, and the aptly named titan-killer warheads also exist. But by far the deadliest and rarest is the dreaded [[Warp Weapons|Vortex Missile]].&lt;br /&gt;
&lt;br /&gt;
The deployment of a single Deathstrike Missile Launcher is a complicated procedure that requires a huge investment of resources and many religious and administrative rituals by the Adeptus Mechanicus and Administratum respectively. [[Fail|As such, the deployment can take months to complete.]] Instead of just dick-slapping the big red button. Moreover the large lumbering launch vehicles often require their own dedicated escort and presents foes with a valuable and soft target. Except it’s range is such you can plop it down and fire from literally anywhere on the planet.  For the Departmento Munitorum, simple logistics has precluded its deployment in all but the most extreme circumstances.  That said, when shit hits the fan the Guard&#039;s leadership really don&#039;t give a fuck about whining adepts&#039; opinions and start smashing big red buttons.  Thank the Emperor.  Thank God-Emperor you can justify almost anything by saying “It worked, so the Machine Spirits were pleased, so you have no right to complain unless you’re a dirty heretic.”&lt;br /&gt;
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===Warp Missile Rack===&lt;br /&gt;
[[File:Warp_Missile_Rack.JPG|200px|right|thumb|Warp Missile Rack]]&lt;br /&gt;
&lt;br /&gt;
Hey! Ya know how the Deathstrike can be upgraded into a Vortex Missile for maximum FUCK? Now imagine that, [[Powergamer|but supersized]] and mounted on the carapace of a [[Reaver Battle Titan]]. Congrats! [[Awesome|You now have a weapon that can reliably threaten the walking cheesemongers known as]] [[Warlord Battle Titan|Warlord Battle Titans.]] The Warp Missile Rack is a missile launching system that is big enough to house only one Warp Missile per mission. It is a relatively medium to long ranged missile, but it is not the ICBM that is the Deathstrike Missile. This is due to the fact that the missile itself is not long enough to go into the outer atmosphere due to its short length relative to its size (Which means less fuel to launch the missile into space), as well as the fact that Reaver Titans are front line support Titans and as such, ICBM capabilities are not as needed.&lt;br /&gt;
&lt;br /&gt;
The [[Warp Missile]] itself is one of the rarest and most powerful munitions available to Reaver Titan Princeps. Mounted atop the god-machine’s carapace, the Warp Missile can be fired just once. Equipped with a miniature warp engine like those on starships, when fired it briefly enters the warp and emerges within an enemy Titan’s shields, [[Meme|attacking its weak point for MAXIMUM damage.]] Contrast this to the Vortex Missile which tears open a hole in spacetime and sucks everything inside the [[Warp]], the Warp Missile acts more like a [[C&#039;tan Phase Weapons|C&#039;tan Phase Weapon]] just on a titanic scale.&lt;br /&gt;
&lt;br /&gt;
As such, the Warp Missile Rack is a powerful addition to your Reaver Titans, giving them a one-shot weapon that bypasses shields. This is useful in pegging down Warlords a notch or two. It also gives Reavers some well needed niche as a &#039;light&#039; anti-Titan walker, given the fact that the introduction of the [[Warbringer Nemesis Titan]] has pushed Reavers to near obsolescence. &lt;br /&gt;
&lt;br /&gt;
The weapon has so far only appeared in the [[Adeptus Titanicus/Tactics|Adeptus Titanicus game]], implying it&#039;s only rarely deployed to Titan vs Titan battles.  To be fair, there are few other circumstances when such a weapon would be useful anyway.&lt;br /&gt;
&lt;br /&gt;
===Doomstrike Missile Launcher===&lt;br /&gt;
[[File:Doomstrike_Missile_Launcher.jpg|200px|right|thumb|Doomstrike Missile Launcher]]&lt;br /&gt;
A missile that can nuke an entire tabletop game in one shot.&lt;br /&gt;
&lt;br /&gt;
Take a Deathstrike Missile, remove its ICBM capabilities and fill it up with even more explosives. You will get the Doomstrike Missile Launcher, the third largest land based missile launcher to date. Bigger then every other faction&#039;s by a large margin.&lt;br /&gt;
 &lt;br /&gt;
So huge it can only be used by the [[Imperator Battle Titan]], this is a highly accurate missile launcher with a high rate of fire. It gains its accuracy by way of leveling the entire half of the city that the enemy is on so that his destruction is assured.&lt;br /&gt;
&lt;br /&gt;
The Warmonger-class Titan variant of the notable variant of the Imperator Titan mounts not one but &#039;&#039;eight&#039;&#039; of these badboys on one gun arm. This is unsurprising given that the Warmonger specializes in its deep strike/fire-support capability. Saturating a entire city in long range bombardment and [[Dakka]].&lt;br /&gt;
&lt;br /&gt;
The Doomstrike Missile earns its namesake as one of the most killy weapons available. Orks wish they can build an awesome missile such as this.&lt;br /&gt;
&lt;br /&gt;
You ask why the Imperial Guard doesn&#039;t stick this on a vehicle to use in large numbers since it apparently has far less logistical concerns than Deathstrikes?  The reason is that you&#039;re a fucking heretic for daring to use common sense.&lt;br /&gt;
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===Hellfire Missile===&lt;br /&gt;
[[File:Hellfire_Missile.jpg|200px|right|thumb|Hellfire Missile]]&lt;br /&gt;
&lt;br /&gt;
(Not to be confused with the real-world anti-tank missile of the same name.)&lt;br /&gt;
&lt;br /&gt;
You want to give the enemy the ultimate middle finger. You want to absolutely annihilate his entire army, city, mountain villa, private jet, luxury cars and his pet dog all in one go? Don&#039;t worry we have a solution for you! Move over Doomstrike cause there is a new big kid in town.&lt;br /&gt;
&lt;br /&gt;
A Deathstrike grown several orders of magnitude too large. A Hellfire Missile is capable of annihilating massive swathes of enemy infantry in one go. These things dwarfs the Doomstrike in both size and tonnage.&lt;br /&gt;
&lt;br /&gt;
The Hellfire Missile is basically a giant thermonuclear warhead that is able to threaten entire Titan legions. These things are so big and massive that they are as tall as a Warhound or even Reaver Titan. &lt;br /&gt;
&lt;br /&gt;
As such only the biggest warmachines  are able to carry them without resorting to a stationary silo. One of which is the [[Ordinatus Golgotha]] which can carry up to [[Rape|&#039;&#039;six&#039;&#039;]] of these monsters.&lt;br /&gt;
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{{40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
&lt;br /&gt;
== Squat ==&lt;br /&gt;
===L7 Missile Launcher===&lt;br /&gt;
[[File:Handheld_L7_Missile_Launcher.PNG|200px|right|thumb|L7 Missile Launcher (Handheld Version)]]&lt;br /&gt;
The L7 Missile Launcher is a type of heavy Missile Launcher used by the [[Leagues of Votann]]. It is known to be mounted on vehicles such as the [[Sagitaur ATV]]. Here, the L7 occupy one-half of a larger weapon system, where it consists of the right side which sits seven anti-personnel missiles that deals high splash damage (More of this can be read below under Sagitaur Missile Launcher).&lt;br /&gt;
&lt;br /&gt;
Certain [[Hearthkyn Warrior]]s are able to carry mobile and man-portable versions of these. Although, rather than having two missile boxes, the hand-held version only has one. It can be assumed that the man-portable version has the entire box magazine being detachable, and that the camera-looking thing at the bottom of the missile box would be something like a [[markerlight]] to allow the missiles to home at the target and &#039;fire-and-forget&#039;. The hand-held version do have something like an additional magazine at the bottom, although it is likely to be a battery to power up the entire weapon system.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the L7 Missile Launcher comes with 2 profiles, a Focused shot at 30&amp;quot; HunTR 1, S9 AP-2 Dd6 and a Blast shot at 30&amp;quot; HunTR d6, S5 AP-1 D1. A versatile weapon that adds a bit of punch to your squad.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
L7Missile.jpg|Sagitaur Version (Right-side)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sagitaur Missile Launcher===&lt;br /&gt;
[[File:L7Missile.jpg|200px|right|thumb|Sagitaur Missile Launcher]]&lt;br /&gt;
The generically named Sagitaur Missile Launcher is one of the primary weapons of the [[Sagitaur ATV]]. The Missile Launcher is actually two weapons in one and consists of a wider weapon system. On the right side of the weapon is the aforementioned L7 Missile Launcher. While the left side houses four anti-armour missiles against tanks and equivalents, making this a very versatile weapon system.&lt;br /&gt;
&lt;br /&gt;
Now this interesting weapon had an interesting [[Skub]] history, [[Cheese|but not in the way you expect.]] For one thing, there has been plenty of [[derp|confusion]] on what the damned thing looks like. Early Warhammer Community seems to insinuate that the L7 Missile Launcher &#039;&#039;is&#039;&#039; the Sagitaur Missile Launcher, but the crunch &#039;&#039;clearly&#039;&#039; highlights that there are in fact, &#039;&#039;two&#039;&#039; different missile launchers that the Sagitaur could mount.&lt;br /&gt;
&lt;br /&gt;
This confusion is further hampered by the fact that the regular Hearthkyn Warriors can carry models of the actual L7, which in itself looks &#039;&#039;very&#039;&#039; similar to half of the design of the missile launcher mounted on the Sagitaur. So, whether this means that the Sagitaur Missile Launcher is either an upscaled L7, or actually &#039;&#039;THE&#039;&#039; missile launching weapon shown in various promos, or represents the other half of the missile launcher turret (with the L7 occupying the right-hand side) remained in perpetual limbo for several months until the release of the Sagitaur ATV as an independent unit by GeeDubs in late October.&lt;br /&gt;
&lt;br /&gt;
With the release of the Sagitaur ATV page in GeeDubs&#039; store gave us both an actual scale model between the Sagitaur ATV with a [[Space Marine|SPEHSS MEHREEN]] &#039;&#039;and&#039;&#039; the sprue mould of the entire model &#039;&#039;including&#039;&#039; all of its weapons. Through hefty investigations, it came to the conclusion that, despite what GeeDubs states on the vehicle having [[Bullshit|&#039;&#039;four weapon turrets&#039;&#039;]], the actual model only comes with three. Moreover, the L7 Missile Launcher section that comes with it, is much bigger than the ones the Hearthkyns use. Because of this, elegen/tg/entlemen had come to a conclusion that the Sagitaur Missile Launcher is most likely a wider missile launching system in which the L7 formed one-half of it, whilst the &#039;&#039;actual&#039;&#039; unique Sagitaur-exclusive Missile Launcher as shown in the crunch, represents the left-side (I.e. the one with the &#039;&#039;bigger&#039;&#039; missiles) of the overall weapon system.&lt;br /&gt;
&lt;br /&gt;
All of this confusion could honestly be avoided if GeeDubs just made the L7 an infantry-exclusive weapon whilst the Sagitaur gets the bigger missile launcher and call it as its own. [[Fail|But that&#039;s GW for you.]]&lt;br /&gt;
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With all said and done, lets go to the crunch. On the tabletop, this weapon system is a 36&amp;quot; Heavy 2, S10 AP-3 D3. Oddly enough, found on the Sagitaur and costing 10 points. Very strong, but the low rate of fire means you probably won&#039;t do too much damage with this. Probably best used to give lighter vehicles something to think about, but you can also sucker punch a weakened tank if the opportunity presents itself.&lt;br /&gt;
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===Hekaton VLS===&lt;br /&gt;
[[File:Hekaton_VLS.JPG|200px|right|thumb|Hekaton VLS]]&lt;br /&gt;
The Hekaton VLS (Verticle Launch System) is a missile weapon system used on the [[Leagues of Votann]]&#039;s [[Hekaton Land Fortress]].&lt;br /&gt;
&lt;br /&gt;
A first for 40k in the fact that is uses a VLS as its primary form of missile launch sequence. The Hekaton VLS can hit anything, anywhere due to the way it is constructed. The VLS is protected by a hatch which can be opened when primed for firing. Capable of housing seven missiles, the VLS can be equipped with either the haywire-causing single-shot &#039;&#039;&#039;Ancestor&#039;s Vengeance Warhead&#039;&#039;&#039;, a dozen infantry-shredding and frag-bursting &#039;&#039;&#039;Kin&#039;s Wrath Warhead&#039;&#039;&#039; or a few tank-busting armour-piercing &#039;&#039;&#039;Mountain Breaker Warhead&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
On tabletop, this translates to a 36&amp;quot; missile launcher that can hit anywhere within its radius. For the Ancestor&#039;s Vengeance Warhead, it is a Heavy D6, S6, AP-2, D2 missile and could only be shot once per battle. The weapon can target units that are not visible due to its VLS nature, and when it hits a vehicle, that attack has a damage characteristic of 3 and an unmodified wound roll of 4+ if successfully wounding a target. On the other hand, the Kin&#039;s Wrath Warhead is a Heavy 2D6, S6, AP-2, D2 ATGM that creates a blast. Lastly, the Mountain Breaker Warhead is a Heavy 1, S10, AP-3, D6 tank buster of a weapon. So you have a missile launcher that can perforate light vehicles, MEQs, TEQs, tanks and superheavies. &#039;&#039;Nice&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ancestor_Warhead.PNG|Ancestor&#039;s Vengeance Warhead&lt;br /&gt;
Kin&#039;s_Wrath_Warhead.PNG|Kin&#039;s Wrath Warhead&lt;br /&gt;
Mountain_Breaker_Warhead.PNG|Mountain Breaker Warhead&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Doomstorm Missile===&lt;br /&gt;
[[File:Doomstorm_Missile.jpg|200px|right|thumb|Doomstorm Missile]]&lt;br /&gt;
&lt;br /&gt;
If the [[Hellfury Cannon]] ain&#039;t doing much in coring a Titan a [[Anal circumference|new asshole,]] than the Doomstorm Missile would sure do the trick.&lt;br /&gt;
&lt;br /&gt;
The [[Squats]] saw the Doomstrike Missile Launcher and decided to one-up the Imperium with their own overly large and overcompensated fuck off missile. Doomstorm Missiles are a Squat weapon often found mounted in groups of 6 on the [[Cyclops War Machine]]. [[Exterminatus|They feature plasma warheads, ideal for vaporizing large bodies of light infantry, vehicles, superheavies and fellow Titans.]]&lt;br /&gt;
&lt;br /&gt;
These monsters are giant ICBMs meant to hit targets from the other end of the globe, meaning that the Cyclops don&#039;t even need to bother going up to face its adversary. Just get a map and shoot, because this thing is just one step closer to becoming an Exterminatus-grade weapon. &lt;br /&gt;
&lt;br /&gt;
It really speaks volumes of Squat battle tactics when their principle anti-Titan vehicle still needs six hydrogen bombs on a ICBM to feel just a tad-bit secure. It also speaks volumes that the Squats thought it was a relatively good idea to [[Derp|place their city-destroying WMDs exposed to the elements rather than being safely enclosed.]] Seriously, one shot from a heavy stubber would decommission the entire missile.&lt;br /&gt;
&lt;br /&gt;
It is unknown whether these missiles can be found in silos, but they sure as hell can be proven quite useful in void combat between starships. Currently, only the Cyclops is able to field these things.&lt;br /&gt;
&lt;br /&gt;
{{40k-Squat-Weapons}}&lt;br /&gt;
&lt;br /&gt;
== Chaos ==&lt;br /&gt;
&lt;br /&gt;
The [[Chaos Space Marines]] [[Havoc]]s use a man-portable missile launcher just like the Imperial model (presumably left over from their loyalist days).  Their Titans also have the same missile launchers available, although the Cyclone, Hunter-Killer, and Manticore missiles weren&#039;t developed until after the [[Horus Heresy]], so they aren&#039;t available to the Chaos Space Marines.  Apparently they couldn&#039;t steal some after they were invented, [[Derp|and none of the Chapters who turned traitor later brought any with them.]] Its just as likely that they have never gotten their hands on any substantial manufacturing complexes for them, meaning they have to use the limited Imperial Ordnance they do get from their looting and stolen factories in apocalypse battles. In dawn of war 2, the missiles launcher used by the plague marines puts slow effects on vehicles they hit, which is fantastic for ensnaring dangerous targets like avatar of Khaine, land raider or any [[METAL BOXES]] for your damage dealing units to catch up on them.&lt;br /&gt;
&lt;br /&gt;
===Hellfyre Missile Rack===&lt;br /&gt;
[[File:HellfyreMissileRack.jpg|200px|right|thumb|Hellfyre Missile Rack]]&lt;br /&gt;
&lt;br /&gt;
A weapon that is more of a laser light show than the actual [[Lasgun|laser light show.]]&lt;br /&gt;
&lt;br /&gt;
The [[Thousand Sons]]&#039; equivalent of the loyalist Cyclone Missile Launcher. The Hellfyre Missile Rack is a Missile Launcher system that is deployed on the Terminator Armour of the Scarab Occult Terminators of the Thousand Sons Traitor Legion. &lt;br /&gt;
&lt;br /&gt;
Hellfyre Missiles are compact but deadly warheads that explode with the power of the Warp, [[Wat|unleashing detonations of aetheric light.]] Don&#039;t ask us what &#039;&#039;type&#039;&#039; of light it unleashes; most definitely ain&#039;t the harmless pretty lights you see from light shows and more likely the atom-blasting radiation type of light you see from Neutron Stars. &lt;br /&gt;
&lt;br /&gt;
Judging by the way it is set up, the Rubric Terminators only have a total of eight shots before being exhausted of ammunition. It looks like a pain in the ass to reload the entire weapons system, which would probably be why no one in their right minds would bother reloading such a weapon in the middle of the battlefield.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Hellfyre Missile Rack is only available to Scarab Occult Terminators, 24&amp;quot; Heavy 2 S8 AP-2 Damage D3, it can now finally, finally, be fired in addition to the model&#039;s other weapons at the cost of 15 points.&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], its a Chaos Cyclone Missile Launcher, you must be an idiot &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; to use it.&lt;br /&gt;
&lt;br /&gt;
===Havoc Launcher===&lt;br /&gt;
[[File:HavocLauncherRhino.jpg|200px|right|thumb|Havoc Launcher]]&lt;br /&gt;
&lt;br /&gt;
The Havoc Launcher is a small multiple missile pod that can be employed by Chaos vehicles (it was used on all Imperial vehicles during the [[Great Crusade]] and both sides of the [[Horus Heresy]], though it&#039;s [[Chaos]]-only now). It functions by firing off a cluster of long-ranged explosive shells, perfect for dispatching clusters of small enemies - it&#039;s particularly effective against [[Ork]]s, [[Dark Eldar]], the [[Tyranids]], [[Kroot]], and the [[Imperial Guard]]. The weapon has the following profile:&lt;br /&gt;
&lt;br /&gt;
Range: 48&amp;quot; | Strength: 5 | AP: 5 | Heavy 1, Blast, Twin-Linked&lt;br /&gt;
&lt;br /&gt;
It can be thought of as a rough equivalent to the Imperial Hunter-Killer, as it is an upgrade easily applied to any vehicle for some extra firepower. But where the Hunter-Killer missile is a one-shot weapon meant to damage or kill a single, high-priority target, the Havoc Launcher is meant to handle clusters of infantry. The Havoc has the added advantage of being able to fire all damned game long. Be warned, though; [[Tau]], &#039;Ard boyz, [[Necron]]s, Storm Troopers, and [[Space Marines]] can generally weather its offensive. That being said it&#039;s still a decent deterrent against light troops (Tyrablobs, Guard blobs, and Orks), and not a bad investment for the points. Also, once your Rhino has disgorged its angry Berserkers and been immobilised, your opponent tends to forget that it&#039;s a threat. [[Awesome | This can result in the paralysed transport causing the final wound to a special snowflake Space Marine character when both armies in a 800pt annihilation game are otherwise exhausted, tabling the opponent.]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
ChaosMissileLauncher.jpg|Despite sharing a similar name, the Havoc Launcher is &#039;&#039;not&#039;&#039; related to Chaos Space Marine Havocs or the differently-profiled missile launchers they use.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Naval Missile Turret===&lt;br /&gt;
[[File:Naval_Missile_Turrets_Chaos.JPG|200px|right|thumb|Duo of Naval Missile Turrets]]&lt;br /&gt;
The largest missile launcher to date, at least when it comes to the [[Chaos Space Marines|boys in spikes.]] [[Fleets of Chaos|Chaos Warships]] are long-ranged combatants, especially when it comes to their [[Imperial Navy|Imperial counterparts]]; often depending on peppering their enemies before they get the chance to close in-range to counterfire.&lt;br /&gt;
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In this case, their missile turrets perform their job as their equivalent of [[Macrocannon]]s. [[Reasonable Marines|In a rare stroke of common sense,]] which is one hell of a feat since this is [[Chaos]] [[Fail|we are dealing with here]], these missile turrets are actually VLS (Vertical Launch System) which can be found in modern naval vessels in today&#039;s world. This makes them more compact and less vulnerable in being blown the fuck off by enemy fire and allows it to literally target and hit their enemies from &#039;&#039;anywhere&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This is true in-game as well, as these things &#039;&#039;cannot miss&#039;&#039; and will continue to pepper the target until its shields goes down or it goes boom. Sure it may not pack as much punch as a [[Torpedo]], but at least this thing does not miss. It is equivalent to the [[Dark Eldar]] [[Scythe Missile Launcher]] and the [[Tau]] [[Gravitic Launcher]] in function. &lt;br /&gt;
&lt;br /&gt;
These turrets come in light, medium and superheavy variants, although they all look the same. &lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Eldar==&lt;br /&gt;
===Eldar Missile Launcher===&lt;br /&gt;
[[File:Eldar_missile_launcher.jpg|200px|right|thumb|Eldar Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
Unlike the ones used by the [[Imperium]], Eldar missile launchers consist of several pods of small missiles, using a cluster of small projectiles instead of a single large one to deal damage. Of note is that the number of openings on the launcher does not reflect the number of missiles that it is capable of holding: each firing tube is connected to several smaller chambers, in which the missiles are held and fired from.  In addition, the Eldar eschew fragmentation rounds in favour of an unstable plasma core round, which has a small degree more penetrative prowess. &lt;br /&gt;
&lt;br /&gt;
On tabletop, it is a pretty flexible weapons choice that slams targets at a respectable 48&amp;quot; range with either a single Heavy S8 AP-2 D1d6 shot or a Heavy d6 S4 AP-1 blob evaporator. Compared to the standard Reaper Launcher, the Eldar Missile Launcher is slightly more expensive, with a higher potential against GEQ and heavies, but the Reaper Launcher does more consistent damage and is better against medium targets such as MEQs, TEQs, bikes, nobs, Primaris Marines, or Tyranid Warriors. &lt;br /&gt;
&lt;br /&gt;
===Reaper Launcher===&lt;br /&gt;
[[File:Reaper_Launcher.png|200px|right|thumb|Reaper Launcher]]&lt;br /&gt;
&lt;br /&gt;
The Dark Reapers aspect warriors use a variation on the Eldar Missile Launcher: the Reaper Launcher. Firing a hail of small missiles over a very large distance, they can do considerable damage to Space Marines and all but the largest of [[Tyranid]] organisms. Exarchs of the Dark Reapers can use either a regular Eldar missile launcher or the Tempest Launcher: a modified Reaper Launcher that shoots its projectiles in an arc, bombarding a large area with lethal projectiles.&lt;br /&gt;
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On tabletop, the Reaper Launchers hit at a solid S8 AP-2 flat D3, for your vehicle and monster killing needs, or can opt for one extra shot at S5 AP-2 flat D2 for taking out any pesky infantry attempting to [[Tarpit|tarpit]] your precious Dark Reapers.&lt;br /&gt;
&lt;br /&gt;
===Torrent Reaper Launcher===&lt;br /&gt;
[[File:Torrent_Reaper.jpg|200px|right|thumb|Torrent Reaper Launcher]]&lt;br /&gt;
A specialized variant of the normal Reaper Launcher. The Torrent Dark Reaper Launcher is a fucking [[Awesome|Gatling missile launcher!]] The launcher makes use of a cylindrical drum for magazine-style loading of rapid-fire mini missiles. Increasing the ammo capacity of the standard reaper launcher significantly, but the added ammunition increases the weight of the weapon as well, despite the addition of anti-grav devices. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, as awesome as it sounds, GW has yet to implement this weapon into tabletop fully, [[Derp|FOR. SOME. REASON.]] Because as cool as it is to have your Space Elves wield a bunch of gatling missile launchers, [[Bullshit|the upper echelons of GW had conveniently forgotten that this thing even existed in the first place.]] Once again disappointing /tg/ with their [[Fail|gross incompetence.]]&lt;br /&gt;
&lt;br /&gt;
===Tempest Launcher===&lt;br /&gt;
[[File:Tempest_Launcher.jpg|200px|right|thumb|Tempest Launcher]]&lt;br /&gt;
A Tempest Launcher is an ancient form of Reaper Launcher utilized exclusively by Dark Reaper Exarchs. It looks like two Reaper Launchers duct taped together for twice the bang. These launchers fire clusters of small Reaper Missiles in an arc. &lt;br /&gt;
&lt;br /&gt;
Whilst individually, they are weaker than standard Reaper Missiles, they have a significant area of effect to compensate for this. They are thus, able to affect a larger target area and be used in an indirect fire role or as a unconventional form of artillery.&lt;br /&gt;
&lt;br /&gt;
As the case for most Eldar technology, the weapon is psychically activated, and its resonant Wraithbone construction is sensitive to the Eldar&#039;s innately psychic mind. Like the more common Reaper Launcher, the Tempest Launcher is linked to its targeter via the handle. &lt;br /&gt;
&lt;br /&gt;
This creates a mind-link with the Dark Reaper&#039;s weapon, allowing the warrior to &amp;quot;see&amp;quot; out of the muzzle of the launcher. However, the skill of a Dark Reaper Exarch means that his skill would be on a whole new playing field.&lt;br /&gt;
&lt;br /&gt;
On tabletop, it is one of the primary weapons for a Dark Reaper Exarch. Just pay 5 more points to trade in in your Reaper Launcher for a Heavy 2d6 S4 AP-2 D1 weapon that doesn&#039;t need LoS to help with clearing out blobs. It&#039;s going to average more hits than the Missile Launcher&#039;s anti-infantry mode, though you won&#039;t have any sort of S8 fire mode. Just remember it has a shorter range than the Reaper Launchers. If you are going MSU or Ynnari with your Reapers this should be your default choice to make up for the lost Dakka.&lt;br /&gt;
&lt;br /&gt;
===Phoenix Missile Launcher===&lt;br /&gt;
[[File:Phoenix_Missile_Launchers.JPG|200px|right|thumb|Phoenix Missile Launcher]]&lt;br /&gt;
The Phoenix Missile Launcher is a type of Eldar Missile Launcher typically mounted on Phoenixes, Vampire Raiders and their variants. Used against ground targets, they are most notable for using plasma warheads which are rapidly discharged to saturate an area in expanding plasma explosions.&lt;br /&gt;
&lt;br /&gt;
They are also quite small, especially when you factor in the size of the Phoenix, let alone the Vampire Raider. You would expect the Eldar would carry some gigantic missiles for their gigantic planes, but alas they got the one with the metaphorical [[Dick|short dick.]]&lt;br /&gt;
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On tabletop, Phoenix Missiles are similar to starcannons with only D6 variable shots and flat 2 damage, so they&#039;re unreliable for big damage output but can trim a few enemy Terminators or Primaris marines from any squad.&lt;br /&gt;
&lt;br /&gt;
===Revenant Missile Launcher===&lt;br /&gt;
[[File:RVL.PNG|200px|right|thumb|Revenant Missile Launcher]]&lt;br /&gt;
The second biggest ground-based Eldar Missile Launcher.&lt;br /&gt;
&lt;br /&gt;
The Revenant Missile Launcher also known as the Cloudburst Missile Launcher is a type of Eldar Missile Launcher mounted on [[Revenant Scout Titan|Revenant Titans.]] This shoulder-mounted weapon is loaded with rapid-firing missiles armed with plasma warheads for close-range defense against enemy infantry.&lt;br /&gt;
&lt;br /&gt;
Curiously, the missile launchers are situated on the side of the Titan&#039;s head, creating a rather cramp and awkward firing position. Or it could be a homage to the smaller [[Mandiblaster]]s from the Striking Scorpions. Either way, the missile launcher is more of a self defense than anything else.&lt;br /&gt;
&lt;br /&gt;
Due to this, not many people actually use the missile launcher as an offensive tool. So you ain&#039;t seeing too much missile spam here.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, the Missile Launcher is an anti-aircraft weapon; 2d6, S8, AP-2, D1d3 that adds +1 to hit against units that fly.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Revenant_Missile.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Phantom Missile Launcher===&lt;br /&gt;
[[File:Phantom_Missile_Launcher.JPG|200px|right|thumb|Phantom Missile Launcher]]&lt;br /&gt;
The biggest ground-based Eldar Missile Launcher to date.&lt;br /&gt;
&lt;br /&gt;
This is the Eldar&#039;s answer to the Imperium&#039;s Apocalypse Missile Launcher.&lt;br /&gt;
&lt;br /&gt;
The Phantom Missile Launcher also known as the Voidstorm Missile Launcher are enormous Missile Launchers mounted on Eldar [[Phantom Battle Titan|Phantom Titans]] and are the Revenant Missile Launcher&#039;s bigger brother. These missile launchers are used for close anti-personnel and anti-aircraft defense. It is assumed that the missile pod from the Titan&#039;s left shoulder fires the smaller anti-personnel warheads, whilst the larger one from the right shoulder fires the larger anti-aircraft warheads.&lt;br /&gt;
&lt;br /&gt;
Like its little brother, the Phantom Missile Launchers are placed on the side of the Titan&#039;s head, specifically, besides its shoulders. Whilst it is a bit more reasonable than the Revenant version due to the sheer fact that it has more room. It is still a relatively awkward weapon to fire.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, these Missile Launchers as its name implies, are both anti-infantry and anti-aircraft; 2d6, S8, AP-3, D1d3 that adds +1 to hit against units that fly.&lt;br /&gt;
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===Implosion Missile===&lt;br /&gt;
[[File:Implosion_Missile_Launcher.JPG|200px|right|thumb|Implosion Missile]]&lt;br /&gt;
&lt;br /&gt;
Exclusive to the Voidraven Bomber, Implosion Missiles are Dark Eldar weapons carried by Voidraven Bombers due to their size. [[Lolwut|These missiles emit a field of molecular dissonance which instantly implodes its victim in upon themselves, leaving only a scorched silhouette.]] The Implosion Missile is highly suspected to be the weapons mounted on the missile launcher detachment for the Voidraven Bomber. Each Bomber could carry two under each wing for a grand total of four.&lt;br /&gt;
&lt;br /&gt;
In 7th Edition, most Dark Eldar players with a Voidraven Bomber would usually toss on Implosion Missiles and [[Lulz|grab popcorn as they watch Terminators weep bitter tears as the high strength and high AP would most guarantee a dead termie.]] Depending on the enemy, some might want to choose between either mixing up the Necrotoxin and Implosion Missiles or dedicating yourself to one. &lt;br /&gt;
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In 8th Edition, it is a missile that is basically a D3 shots at S6 and AP-3.&lt;br /&gt;
&lt;br /&gt;
===Monoscythe Missile=== &lt;br /&gt;
[[File:Monoscythe_Missile.PNG|200px|right|thumb|Monoscythe Missile]]&lt;br /&gt;
The Monoscythe Missile is designed to release a wave of energy at head-height upon impact, decapitating nearby foes. One must wonder the effectiveness of the weapon when faced against creatures [[Derp|with literally no necks]] like the various assortments of [[Squig|Squigs]] and the occasional [[Krootox]]. The Monoscythe Missile is found on both the Voidraven Bomber and the Razorwing Jetfighter.&lt;br /&gt;
&lt;br /&gt;
The Monoscythe Missile is a Assault D6, S6, 0 AP , 2 Damage. Nice for drowning a Bike Squad or TEQs in saves.&lt;br /&gt;
&lt;br /&gt;
===Necrotoxin Missile===&lt;br /&gt;
[[File:Necrotoxin_Missile.JPG|200px|right|thumb|Necrotoxin Missile]]&lt;br /&gt;
Filled with deadly neuropoisons, it fires shards of toxic shrapnel when it detonates, killing and pinning the enemy. This missile would definitely be useless against machines or the entirety of the [[Necron]] army. The Necrotoxin Missile is found on both the Voidraven Bomber and the Razorwing Jetfighter.&lt;br /&gt;
&lt;br /&gt;
The Necrotoxin Missile is an Assault D6, Wounds on a 2+ (6+ for Vehicles). Your infantry hunting and character sniping choice, yes, that includes [[Necrons]] [[Derp|to the list despite being machines.]] Recent FAQ changed this to Assault 3D3. Still good pretty though.&lt;br /&gt;
&lt;br /&gt;
Let’s be reasonable.  It’s the Dark Eldar.  Do you really think they don’t have a way to poison even freaking machines?&lt;br /&gt;
&lt;br /&gt;
===Shatterfield Missile===&lt;br /&gt;
[[File:Shatterfield_Missile.PNG|200px|right|thumb|Shatterfield Missile]]&lt;br /&gt;
The Shatterfield Missile has two separate detonation chambers, first one [[Wat|sucks away all warmth, turning the foe into ice-like statues.]] The second one sends out a powerful force that blows the brittle enemy to pieces. The Shatterfield Missile is found on both the Voidraven Bomber and the Razorwing Jetfighter.&lt;br /&gt;
&lt;br /&gt;
The Shatterfield Missile in 8th Edtion is an Assault D6, S7, -1 AP, 1 Damage weapon with Shred. Necrotoxin is overall a much more consistent weapon in terms of damage, but this has a nice niche in burying MEQ units in armor saves.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Scythe Missile Launcher===&lt;br /&gt;
[[File:Scythe_Missile_Launcher.JPG|200px|right|thumb|Trio of Scythe Missile Launchers]]&lt;br /&gt;
Otherwise known as the Scythe Missile Artillery. Scythe Missile Launchers are a type of Missile Launcher battery used by almost every single [[Dark Eldar]] spaceships. They come in the heavy and light classes.&lt;br /&gt;
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As void weapons, Scythe Missile Launchers are among the largest missile launchers in the entire Eldar race period. These are rapid firing missile launchers are often used as the equivalent of a [[Macrocannon]] or [[Heavy Starcannon]] among the [[Fleets of Commorragh]]. Because of its ability to home and track down targets, they are used far more frequently than Heavy Starcannons which are rare in the Drukhari armoury and is more in line with their Craftworld cousins.&lt;br /&gt;
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They are identified by their ovoid shape and are relatively small in comparison with the ship.&lt;br /&gt;
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In Battlefleet Gothic Armada II, Scythe Missile Launchers has the highest crit chances out of any Macro-weapons. This makes them punch through shielding and armour on vessels much heavier than the ships that are currently using them&lt;br /&gt;
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{{40k-Eldar-Weapons}}&lt;br /&gt;
{{40k-DEldar-Weapons}}&lt;br /&gt;
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==Tau==&lt;br /&gt;
The [[Tau]] also use missile launchers, albeit only on their battlesuits and vehicles -- Fire Warrior squads are instead given markerlights and are expected to designate targets for the vehicles to shoot at, rather than carry missiles themselves. This is because the hunter cadre is by doctrine suppose to be a highly mobile and elastic thing, it&#039;s why they don&#039;t use any crew served weapons the way the Imperial Guard does. As mobility is so highly valued missiles and other heavy weapons are attached to vehicles which are then tightly integrated with the infantry so as to work as one for the Greater Good. They are generally not as powerful as their Imperial equivalents, but they can be more accurate if their targets are illuminated by markerlights.&lt;br /&gt;
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===Airbursting Fragmentation Projector===&lt;br /&gt;
[[File:Airbursting_Fragmentation_Projector.jpg|200px|right|thumb|Airbursting Fragmentation Projector]]&lt;br /&gt;
Less of a missile launcher and more of a Tau grenade launching ordnance. &lt;br /&gt;
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The Airbursting Fragmentation Projector or Launcher is an experimental special issue Tau weapon currently undergoing field tests. It launches a a proximity-fused explosive projectile, launched on a trajectory computed by an on-board drone intelligence, that calculate the precise height and distance from the other munitions to provide maximum effect.&lt;br /&gt;
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The munition is fired at a high angle and explodes directly above the target, negating the effects of any cover the foe might be using. The weapon has proved effective against swarms of Tyranids, including those with [[Lictor|chameleonic properties.]] Another major advantage of the weapon is that it can be targeted on an enemy even if the user does not have a direct line of sight to it, due to it&#039;s indirect fire trajectory.&lt;br /&gt;
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On tabletop it is a longer ranged Flamer that ignores line of sight but doesn&#039;t auto-hit, so not a flamer at all. Not bad. Unless you need to ignore the line of sight, such as on very terrain laden maps, the Burst Cannon outperforms this weapon.&lt;br /&gt;
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Tl;dr Its a T&#039;au mortar.&lt;br /&gt;
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=== Missile Pod ===&lt;br /&gt;
[[File:Missile_Pod.jpg|150px|right|thumb|Missile Pod]]&lt;br /&gt;
The vanilla Missile Pod.&lt;br /&gt;
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A missile pod is a small rack of miniature missiles mounted on the arm or shoulder of a Battlesuit. &lt;br /&gt;
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It is a relatively simple Tau multiple missile delivery system able to engage targets at long range. It isn&#039;t quite as strong or armor-piercing or long-ranged as an Imperial missile launcher (Example: it is not as powerful as an Imperial Krak warhead and lacking the damage radius of a Frag Missile), but it is an assault weapon, rather than a heavy weapon. &lt;br /&gt;
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Despite being overall inferior to the Imperium&#039;s missile, Tau missiles instead combine the best attributes of both, and are capable of rapid fire to shred infantry, transports, skimmers, and other light vehicles with ease. &lt;br /&gt;
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A Tau Missile Pod typically consists of a small silo of semi-intelligent missiles that are extremely effective against both heavy infantry and light vehicles. &lt;br /&gt;
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=== High-Yield Missile Pod ===&lt;br /&gt;
[[File:High-Yield_Missile_Pod.jpg|200px|right|thumb|High-Yield Missile Pod]]&lt;br /&gt;
The High-Yield Missile Pod is large rack of High Explosive Missiles mounted on the hands of XV-88 Broadside Battlesuit in place of the normal Heavy Rail Rifle. &lt;br /&gt;
Similar in power and role to an Imperial Autocannon, a High-yield Missile Pod is essentially a larger and more rapidly-firing Missile Pod that consists of a silo of semi-intelligent missiles. &lt;br /&gt;
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Designed as a Light Vehicle killer this thing fires double the normal amount of missiles compared to its lighter cousin and spells the end of any light vehicle caught in its range.&lt;br /&gt;
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High-yield Missile Pods were developed during the Tau Empire’s Great War of Confederation after initial setbacks were encountered fighting the Ork menace, where the sheer mass of attacking Greenskin waves and the light nature of their vehicles meant that the Heavy Rail Rifle, although deadly, could not stem the overwhelming tide of attackers.&lt;br /&gt;
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=== Smart Missile System ===&lt;br /&gt;
[[File:Smart_Missile_System_models.jpg|150px|right|thumb|Smart Missile System]]&lt;br /&gt;
A Smart Missile System is a Tau missile launcher that fires self-propelled auto-tracking missiles. A smart missile system&#039;s munitions have even less strength, range, and armor-piercing ability than those of a missile pod, but they include advanced built-in target tracking and guidance systems. &lt;br /&gt;
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The tracking system is provided by a Drone-level artificial intelligence which makes the projectile completely independent of the firing unit. This allows for the firer to engage targets that are outside their line-of-sight, hide behind the terrain and the missiles are not affected by fighting in low-light or nighttime conditions. &lt;br /&gt;
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The operator must remain steady to designate a target, but can then unleash four missiles that will Robotech around obstacles on the way to their target allowing for multiple simultaneous and devastating offensive missile strikes.&lt;br /&gt;
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On the tabletop the Smart Missile System is a heavy 4 pulse rifle that can hit targets out of LoS from the shooter. Most vehicles and most Tau players for that matter can take them in a pair of these things for [[Dakka|double the firepower,]] which is great. They are especially great when those pesky Gue&#039;la decide that hiding in cover or MEHTAL BAWKSES is a neat strategy.&lt;br /&gt;
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=== Cluster Rocket System ===&lt;br /&gt;
[[File:ClusterRockets.jpg|200px|right|thumb|Cluster Rocket System]]&lt;br /&gt;
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[[Dakka|Macross Missile Spam. On tabletop.]]&lt;br /&gt;
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The Cluster Rocket System is a type of Tau weapon. Cluster Rocket Systems saturate the enemy with salvos of drone-guided warheads. Cluster Rocket Systems are most typically mounted on the KV128 Stormsurge Ballistic Suit.&lt;br /&gt;
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These over grown missile pods replace the Suits arms and can vomit forth enough ordnance to threaten anything with T:5 or lower, with the ability to fire up to 4d6 attacks, a range of 48&amp;quot;, so long as Lady Luck, and Admiral Awesome smile on you, this thing will earn back its points, and then some solely with amount of infantry it can annihilate. Crunch wise, the Cluster Rocket System fires a shitload of shots for smacking the shit out of tarpits within range. If you want to saturate a entire area in GEQ grinding rockets, this is the weapon for you.&lt;br /&gt;
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=== Nexus Meteor Missile System ===&lt;br /&gt;
[[File:99560113052_TauNexusMissile03.jpg|200px|right|thumb|Nexus Meteor Missile System]]&lt;br /&gt;
The Nexus Missile System is a class of heavy Missile Launcher used by the Tau Empire.&lt;br /&gt;
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When they mean meteor, I believe the Weebs really meant it as this thing hits like an asteroid. Sacrifices the amount of [[Dakka|missile spam]] for precise, powerful explosions...like a [[Manticore Rocket Launcher|Manticore.]]&lt;br /&gt;
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Because the Cluster Rocket Pod wasn&#039;t producing a big enough boom. This &#039;&#039;thing&#039;&#039; can only be mounted on the KX-139 Ta&#039;Unar Supremacy Suit, and boy does it show. A swarm killer of the highest order this weapon lays down one Apocalyptic Mega Blast Template that starts out as strong as a Railgun, and ends up as weak as a Pulse Rifle, with an explosion bright enough to blind anyone left standing.&lt;br /&gt;
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These weapons are used for blob armies at long range where it can fire with relative safety from its own missile&#039;s blast radius. However, when things get too close, the Nexus Meteor Missile System is replaced with the Fragmentation Cluster Shell Launcher.&lt;br /&gt;
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===Fragmentation Cluster Shell Launcher===&lt;br /&gt;
[[File:FragCluster.jpg|200px|right|thumb|Fragmentation Cluster Shell Launcher]]&lt;br /&gt;
The Airbursting Fragmentation Projector on [[Drugs|Bathsalts.]]&lt;br /&gt;
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The Fragmentation Cluster Shell Launcher is a type of Tau heavy Battlesuit weapon. This massive array is mounted on the KX-139 Battlesuit series. This weapon is used when you just wanna launch so much grenades in the sky it starts to resemble more like an &#039;&#039;actual&#039;&#039; [[Steel Rain]] than the [[Drop Pod|creator&#039;s namesake.]] &lt;br /&gt;
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The Fragmentation Cluster Shell Launcher is used as a replacement for the Nexus Meteor Missile System in case the Supremacy Suit found itself a bit &#039;&#039;too&#039;&#039; surrounded by a bunch of mooks.&lt;br /&gt;
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As such, the Fragmentation Cluster Shell Launcher is best used for close range defense and infantry target saturation whereas the Nexus Meteor Missile System is aimed at blob armies at a much further range. &lt;br /&gt;
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On the tabletop, the weapon always comes buddy-buddy with the Heavy Rail Cannon, essentially the Fragmentation Cluster Shell Launcher is the same Airbursting Fragmentation Projector with the same Cluster Shells ability but with a much longer and wider range.&lt;br /&gt;
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=== Seeker Missile ===&lt;br /&gt;
[[File:Seeker2.jpg|200px|right|thumb|Seeker Missile]]&lt;br /&gt;
The seeker missile is the Tau Empire&#039;s primary indirect fire support weapon, equivalent to the Imperial hunter-killer missile.  Prior to 6th edition, they could only be activated remotely by a markerlight, which they made up for by being BS5. The 6th edition Tau Empire codex made them able to be fired like normal weapons as well - without anyone else to give them markerlight rules, they are &#039;&#039;identical&#039;&#039; to hunter-killer missiles. &lt;br /&gt;
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&#039;&#039;With&#039;&#039; markerlights it is a slightly different story. They can be remotely fired even if the vehicle carrying them would be unable to use them (because it has moved, or does not have line-of-sight to a target, for example).  The Tau Empire realized that having a vehicle carry missiles but be unable to fire them itself would be silly, and so most vehicles dedicated to carrying seeker missiles, like the [[Skyray Missile Gunship]], mount networked markerlights that allow them to designate targets themselves.  Other largish Tau vehicles can mount a smaller number of seeker missiles purely for infantry anti-armor support.&lt;br /&gt;
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Come Eighth edition, they are now heavy weapons that fire on a Six, regardless of the heavy weapons penalty. However, two marker lights on a target will allow you to use the firing model&#039;s BS as opposed to a six.&lt;br /&gt;
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=== Destroyer Missile ===&lt;br /&gt;
[[File:DestroyerMissile.jpg|250px|right|thumb|Destroyer Missile]]&lt;br /&gt;
[[Meme|A Missile that will pierce the heavens!]]&lt;br /&gt;
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Take a seeker missile, feed it steroids made of hate, and then give it something to destroy, there you&#039;ve got a Destroyer Missile. These munitions are an advanced form of Seeker Missiles, piloted by advanced AI before being delivered with extreme precision. You can say it is the Tau equivalent of the infamous [[Deathstrike Missile Launcher]], although not as obscene and not as table breaking ridiculous.&lt;br /&gt;
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Mounted on the KV128 Stormsurge suit in sets of 4 these missiles normally act at S:8, AP1, but can be fired at S:D by spending a Markerlight Token.&lt;br /&gt;
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In 8th edition, the Destroyer Missile has been changed to a single shot on a hit that do D3 mortal wounds. Basically becoming a Seeker missile with a foot of range lopped off, although it can still benefit from Markerlights.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Destroyer Missile 2.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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=== Gravitic Launcher ===&lt;br /&gt;
[[File:Gravitic_Launchers_2.JPG|200px|right|thumb|Gravitic Launcher]]&lt;br /&gt;
A very interesting weapon. &lt;br /&gt;
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Gravitic Launchers are a type of &#039;Missile Launcher&#039; found only on the biggest Tau Warship. &#039;Missile Launcher&#039; is in quotations because its firing mechanism is nothing more than an even larger railgun. While this should technically put it in the [[Gauss]] section, the reality is that this weapon only shoots out missiles, it&#039;s just that its firing mechanism follows the Railgun-mechanics which doesn&#039;t make it an actual bonafide Railgun.&lt;br /&gt;
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Due to its unique technical makeup, the weapon consists of a two-stage launch system. First, mass drivers provide the initial burst of speed to launch the missile before the ship&#039;s gravitational field is pulsed to force the missile out at a tremendous speed. The missiles are drone controlled, giving them exceptional directional control making them highly dangerous weapons. So, in a way they’re a type of bolt weapon with magnetic and gravitic kicker instead of a chemical kick charge to get the ball rolling.&lt;br /&gt;
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They are identified by the four-tubed looking things sandwiched between the bridge and launch bays on top of a [[Or&#039;Es El&#039;Eleath|Or&#039;es El&#039;leath-class Battleship.]] The ones on the [[Lar&#039;shi&#039;vre-class Cruiser]] resembles five holes on the prow of the ship.&lt;br /&gt;
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Gravitic_Launchers.JPG|3D-printed model.&lt;br /&gt;
Graviticlauncher.jpg|Firing its missiles.&lt;br /&gt;
Gravitic_Launcher_Cruiser.JPG|On the Lar&#039;shi&#039;vre-class Cruiser.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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=== Warsphere Missile Pod ===&lt;br /&gt;
[[File:Warsphere_Missile_Pod.JPG|200px|right|thumb|Warsphere Missile Pod]]&lt;br /&gt;
Warsphere or Kroot Missile Pods are used in the aforementioned [[Warspheres]]. These Missile Pods are arranged in three on each second ring of the Warsphere and erected like a modern VLS system.&lt;br /&gt;
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These missile pods are the &amp;lt;u&amp;gt;&#039;&#039;&#039;ONLY&#039;&#039;&#039;&amp;lt;/u&amp;gt; weapons found on a [[Kroot]] Warsphere. Whilst the Kroots have six of these on their flying eggships, the Warsphere is actually underarmed for a vessel of such size. Due to this, Warspheres are always gonna be outgunned and outdakka&#039;ed for even ships of a lesser class.&lt;br /&gt;
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The only advantage these missile pods bring to the table is that, like the Gravitic Launcher, the missiles it fires are heat-seeking, turning the Missile Pod into a fire-and-forget weapon as it could independently target the nearest vessel. The missiles could also hit anywhere, giving the eggship zero blind spots against enemy counterattacks. It also hits hard, which each missile dealing a substantial damage to void shields and its equivalent. All in all, treat the Kroot Missile Pod like a complementary dish to the [[DISTRACTION CARNIFEX]] role of the Warspheres. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
{{40k-Tau-Weapons}}&lt;br /&gt;
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==Orks==&lt;br /&gt;
Da boyz, dey like dem rokkits, &#039;cuz dey make some big &#039;splosions. When ya need ta crack open da humie [[Rhino|metal boxes]] ta chop &#039;em to bits, get da Rokkit Launcha. Da Launcha got&#039;z a button dat shoots rokkits at da gitz it iz pointed at. Even snots know dat. Some [[Ork|Boyz]] just carry da Rokkit Launcher like a Shoota, but da Meks dey put it on Trukks, Trakks, &#039;kopters... Like I wuz saying, da boyz dey like dem rokkits so da Meks put &#039;em errywhere! &lt;br /&gt;
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[[Tankbustas]], gitz ta really like ta krump&#039; da &#039;umie (and panzee) &#039;Tanks&#039;, day also get da Tankhammer. Da Tankhammer, its just a buncha &#039;splosives on a stikk ta be used in melee like a choppa. Hit da humie wagon an&#039; it goes bang. &lt;br /&gt;
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Den dere&#039;z dem [[Mekboy]]z dat muck about wit bigga n&#039; blastier rokkits. Dey put [[Grot]]z in &#039;em ta guide da bomm. Humies call &#039;em &amp;quot;smart bomms&amp;quot;. Any propa git knows deyze called Grot Bomms.&lt;br /&gt;
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===Pokkit Rokkit Launcha===&lt;br /&gt;
[[File:Pokkit Rokkit.jpg|200px|right|thumb|Pokkit Rokkit Launcha]]&lt;br /&gt;
The Rokkit Launcha&#039;s baby brother. &lt;br /&gt;
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A RPG in a literal can. Some mekboyz create smaller versions of Rokkit Launchas, known as Pokkit Rokkit Launchas. These versions are one handed, keeping user&#039;s other hand free. They fire one rokkit at a time, but are more accurate than the standard Rokkit Launchas due to its ease in handling and the smaller rokkit having a smaller and weaker back blast that normal rokkits are known to have.&lt;br /&gt;
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Like its bigger brother, Ork Mekboys sometimes customize their Pokkit Rokkit Launchas with some unusual munitions, most of them fire simple Rokkits, the shorter-ranged Orkish variant of Krak Missiles. Ork Rokkits are crammed full of high explosives, and they tend to be unreliable, but usually are extremely effective. They are also very loud - a big plus for any self-respecting Ork warrior.&lt;br /&gt;
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===Rokkit Launcha===&lt;br /&gt;
[[File:Rokkit_Launcha.jpg|200px|right|thumb|Rokkit Launcha]]&lt;br /&gt;
Basically a rocket on a stick. Rokkit Launchas probably spawned from an Ork&#039;s desire to make something explode, that wasn&#039;t within easy reach of a grenade. It is a massive, but very simple weapon - usually a stout stick with a simple trigger mechanism or a tubular launcher with as many rokkits as Orks can get a hold of. Rokkits can be loaded one at a time, or loaded automatically from a magazine if the weapon is a bit more complex. &lt;br /&gt;
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Orks can use it on the move with no noticeable loss of accuracy, though that speaks more to how bad ork shooting is even when they are standing still then any notable trait of the weapon itself. Its simplicity makes it very easy to manufacture and it is a fairly common Ork special weapon. It is usually mounted on vehicles such as [[Warbuggy]]z or [[Killa Kan]]s, but sometimes Ork Boyz equip themselves with Rokkit Launchas, that gives their mob the ability to shoot down armored vehicles. It is also a primary weapon of Ork [[Tankbustas]]. Due to its simplicity, it is often combined with a Shoota to make a Kombi-Weapon.&lt;br /&gt;
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===Rokkit Kannon===&lt;br /&gt;
[[File:Rokkit_Kannon.PNG|200px|right|thumb|Rokkit Kannon]]&lt;br /&gt;
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[[Awesome|A rapid firing rocket launcher.]]&lt;br /&gt;
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The Rokkit Kannon is one of the two primary weapons of the land-bound fighter-jet known as the [[Megatrakk Scrapjet]] (The other primary weapon being a twin-linked Big Shoota). This front-mounted Rokkit Kannon is belt-fed with multiple rokkits to ensure that the target is blown to scrap. There is also several normal Rokkits on the Scrapjet&#039;s fins, but nobody cares for that when your a supersized Browning Machine gun that fires RPG rounds rather than .50 cal.&lt;br /&gt;
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Crunchwise, the Rokkit Kannon is an Assault 2D3 weapon that is S8, AP-2 and D3, quite good a blowing apart MEQs and even TEQs on a regular basis. Not too shabby considering its modest range of 24&amp;quot; (Which in itself, is considered a non-issue due to how fast the Scrapjet is).&lt;br /&gt;
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===Skorcha Missile===&lt;br /&gt;
[[File:Skorcha_Missiles.jpg|150px|right|thumb|Skorcha Missile]]&lt;br /&gt;
Some Orks like to set their enemies alight without the risk of going too close. Some Orks like to bombard their enemies from the sky. Some Orks like to do both and proceed to bombard the enemies from the sky &#039;&#039;and&#039;&#039; setting them alight from a distance.&lt;br /&gt;
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The Skorcha Missile is a variant of Ork Rokkit, that are mounted only on the Ork Burna-Bommers. These &amp;quot;fire and fergit&amp;quot; rokkits corkscrew wildly toward their target before exploding in great balls of flame.&lt;br /&gt;
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They are the Ork&#039;s equivalent to the Imperium&#039;s Rocket Pods but in a more burny fashion.&lt;br /&gt;
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===Supa-Rokkits===&lt;br /&gt;
[[File:Supa_Rokkits.jpg|150px|right|thumb|Supa-Rokkits]]&lt;br /&gt;
Rokkits so big that not even a [[Tankbustas|Tankbustas]] with their Rokkit Launcha can fire it.&lt;br /&gt;
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Supa-Rokkits are enormous versions of simple Ork rokkits, that are sometimes mounted on [[Stompa]]s, [[Fighta-Bommer]]s, [[Heavy Bommer]]s or [[Battlefortress|Battle Fortresses]]. These Rokkits have enough strength to turn a Leman Russ inside out.&lt;br /&gt;
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Most often than not, a Supa-Rokkit is often seen accompanying a Deth Kannon upon an Ork Stompa. These are seen to soften up any heavy enemy armour before the [[Deth Kannon]] can unleash its load on them.&lt;br /&gt;
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Of course it has just as much chance of it [[FAIL|spiralling out of control and hitting the vehicle it has been fired from or prematurely exploding &#039;&#039;within&#039;&#039; said vehicle.]] Turning your prized Stompa in a blazing wreck.&lt;br /&gt;
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===Grot Bomms===&lt;br /&gt;
[[File:Grot_Bomb.jpg|200px|right|thumb|Grot Bomms]]&lt;br /&gt;
An Orkified Ohka.&lt;br /&gt;
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More of a guided missile than a bomb. Some [[Gretchin|Gretchins]] like to go out in a bang.&lt;br /&gt;
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Grot Bombs/Bomms are Ork guided missiles, piloted by a single Gretchin. That makes it a very accurate weapon, especially for Orks. The Gretchin sacrifices himself to drive the missile to its target, but whether this is a punishment or reward is unknown. It is possible that Ork Mekboyz do not make the Gretchin pilots fully aware of their ultimate fate. They can be mounted on [[Wartrakks|Trakks]], [[Fighta-Bommer]]s, [[Heavy Bommer]]s or [[Battlefortress|Battle Fortresses]]. However, its most identifiable users are the [[Grot Bomm Launcha]] and the [[Grot Bommer|Grot Bommer]].&lt;br /&gt;
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Current Grot Bomms come in two distinct flavors. The ones launched from a Bomm Launcha is shaped like a conventional missile, whereas the one dropped by a Grot Bommer is well...shaped like a gravity bomb. From a design standpoint, it makes sense. The Bomm Launcha is a ground vehicle, therefore, to maximize distance and lift, the Grot Bomm needs to be aerodynamic. On the other hand, the Grot Bommer need not to worry about distance, as it is already flying at high altitudes. Rather, the Grot Bomms is designed for a stabilized free-fall, turning it more akin to a guided bomb than a missile.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Grot_Bomm.jpg|Grot Bommer variant.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Orks-Forces}}&lt;br /&gt;
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===Pulsa Rokkit===&lt;br /&gt;
[[File:Pulsa_Rokkit.jpg|200px|right|thumb|Pulsa Rokkit]]&lt;br /&gt;
The Pulsa Rokkit is an enormous Ork Rokkit, that contains a large and unstable force field generator. It is a special version of Kustom Force Field, mounted on a rocket and launched into enemy ranks. The generator is modified into a special version called a Pulsa and detaches from the rocket and slowly descends (hopefully) to the ground.&lt;br /&gt;
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The Pulsa launches waves of energy in all directions like a stone on a pond, which sends troops into disarray as they are thrown around and vehicles flip over. Most of the time the Pulsa will burn out after one massive pulse, however on some occasions it can continue to fire.&lt;br /&gt;
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The crew doesn&#039;t need to be able to see where the rocket is going, ultimately as long as it lands somewhere in the area of the enemy is fine. Foot soldiers are knocked over and sometimes pinned to the ground, heavy weapons on mounts are often flipped over and their crews knocked down, dreadnoughts are sometimes knocked over or even have their legs destroyed, bikes and vehicles are spun round and flipped over and some terrain is even demolished, especially walls.&lt;br /&gt;
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=== Krooz Missiles ===&lt;br /&gt;
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[[File:Epic_Krooz_Missiles.jpg|200px|right|thumb|Krooz Missiles]]&lt;br /&gt;
The biggest Ork missile to grace the surface and should be more appropriated to be mounted on an Ork Voidship.&lt;br /&gt;
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Krooz Missiles are the biggest Ork missiles, enormous in size and power. These are mounted exclusively on Ork Mega-Gargants and their destructive potential can be considered a threat to even the infallible Emperor Titans of the Imperium.&lt;br /&gt;
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Considered as the Ork&#039;s answer to the Imperium&#039;s Doomstrike or even Hellfire Missile Launcher, these snub-nosed missiles are basically nuclear warheads in all but name. However like its smaller kin, the Krooz Missile is not that reliable and have a chance of it [[FAIL|spiraling out of control and hitting the Mega-Gargant it has been fired from or prematurely exploding &#039;&#039;within&#039;&#039; said Mega-Gargant.]] &lt;br /&gt;
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They also kind of look like a Looney Tunes rocket, but it&#039;s from Epic, so all is (mostly) forgiven.&lt;br /&gt;
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{{40k-Ork-Weapons}}&lt;br /&gt;
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==Others==&lt;br /&gt;
===Guardian Salvo Launcher===&lt;br /&gt;
[[File:Guardian_Salvo_Launcher.JPG|200px|right|thumb|Guardian Salvo Launcher]]&lt;br /&gt;
The secondary weapon found only on the [[Blackstone Fortress#Guardian Drones|Guardian Drones.]] The Guardian Salvo Launcher is a quad-barrelled quasi-missile launching system used by the Guardian Drones to deal with multiple enemies.&lt;br /&gt;
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Guardian Drones usually come in a pair of these things for [[Dakka|octuple the fun.]]&lt;br /&gt;
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Crunchwise, it is what you expect. These Salvo Launchers are meant to soften up the enemy/enemies before going in for the kill with its [[Plasma#Destroyer Pulse|Destroyer Pulse.]] They are good against lightly-armored units as it is a Heavy D6 weapon with a good 24&amp;quot; range. Its solid S5, AP-3 and D1 stats allow the Guardian Drone to handily deal with the annoying pests that would like to flank it.&lt;br /&gt;
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It is best used in conjunction with the [[Plasma#Destroyer Pulse|Destroyer Pulse.]], which is a weapon suited for tough, armored opponents. &lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Epic 40,000]]&lt;br /&gt;
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[[Category: Imperial]]&lt;br /&gt;
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[[Category:Squats]]&lt;br /&gt;
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[[Category: Space Marines]]&lt;br /&gt;
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[[Category: Imperial Guard]]&lt;br /&gt;
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[[Category: Chaos]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
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[[Category: Eldar]]&lt;br /&gt;
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[[Category: Tau]]&lt;br /&gt;
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[[Category: Orks]]&lt;br /&gt;
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[[Category: Weapons]]&lt;br /&gt;
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[[Category: Warhammer Weapons]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:601E:644B:9752:F3C7</name></author>
	</entry>
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