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		<title>Lasgun</title>
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		<updated>2023-06-02T05:21:34Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:6547:7D11:DD59:F542: Undo revision 892305 by 174.239.85.161 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Guardsman.jpg|thumb|right|This is painfully accurate.]]&lt;br /&gt;
[[image:KHARN LOEV FLASHLIGHT.jpg|thumb|right|[[Kharn]] also love &amp;lt;strike&amp;gt;Flashlight&amp;lt;/strike&amp;gt;LASGUN!!]]&lt;br /&gt;
[[image:1271099410879.jpg|thumb|right|The closest thing to choice an Imperial guardsmen will have - what sort of lasgun he&#039;ll get (not an actual choice, depends on their regiment).]]&lt;br /&gt;
&lt;br /&gt;
{{Topquote|IT&#039;S NOT A LASER! IT&#039;S A LITTLE LIGHT BULB THAT BLINKS!|Woody, Toy Story}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|What do you call a Lasgun with a taclight mounted under the barrel? [[Twin-linked]].|Any 40k player ever (Hilariously, GW has caught onto this. Even more hilariously, on Regimental Standard they&#039;ve got an in-universe nod where any Guardsman who makes this joke is sentenced to flogging)}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|The Demolisher, the Vanquisher, even the mighty Deathstrike Missile Launcher pale in comparison to the sheer firepower of trillions of lasguns unleashing hell in unison!|Captain Garius Septus of the 263rd [[Maccabian Janissaries]]}}&lt;br /&gt;
&lt;br /&gt;
The humble (and we DO mean humble) &#039;&#039;&#039;Lasgun&#039;&#039;&#039; is the most &amp;quot;standard-issue&amp;quot; armament of an average [[Imperial Guard]]sman in [[Warhammer 40,000]] setting. Given the incalculable number of Guardsmen under arms and the sheer scale of the [[Imperium]] itself, it is safe to say that a lasgun is probably the most common weapon in the entire galaxy that isn&#039;t some underhive piece of junk like stub guns, knives or other miscellaneous weapon. (Or something [[Shootas&#039;an Dakkas|slapped together by an ork]], but that&#039;s another topic in and of itself.) On the tabletop it shares the same rules with [[autogun]]s.&lt;br /&gt;
&lt;br /&gt;
The name is rather obviously a portmanteau of &amp;quot;laser&amp;quot; and &amp;quot;gun&amp;quot;, but argument [[rage]]s [[skub|over how the word is meant to be pronounced]]. Many claim that it should be pronounced /ˈleɪzɡʌn/ (with the &#039;a&#039; as in &amp;quot;laser&amp;quot;), but others contend that this sounds retarded, and /ˈlæzɡʌn/ (with the &#039;a&#039; as in &amp;quot;glass&amp;quot;) is a better pronunciation. According to [[Games Workshop]], its name is pronounced &amp;quot;Laze-gun&amp;quot;; however, Jeremy Vetock and Duncan Rhodes both say &amp;quot;Lazz-gun&amp;quot;, so it really is a toss up. (And unimportant).&lt;br /&gt;
&lt;br /&gt;
==What does it look like?==&lt;br /&gt;
===Shape===&lt;br /&gt;
It is almost universally described in the [[fluff]] as discharging with a sharp crack (caused by the beam ionizing the air it travels through), but some authors describe the lasround as either a &amp;quot;bolt&amp;quot; as in Star Wars or as a &amp;quot;beam&amp;quot; as in Dawn of War. Other features of the weapon have greater variation - some [[Black Library]] works and items such as the [[Imperial Infantryman&#039;s Uplifting Primer]] describe the weapon as possessing a fully automatic firing setting; this feature is represented by Rapid Fire rule on the tabletop, but not represented in [[Dark Heresy]], which can be explained away by virtue of the fact that there are many different patterns of Lasgun produced throughout the Imperium.&lt;br /&gt;
&lt;br /&gt;
===Color===&lt;br /&gt;
There is some dispute as to the color of the &amp;quot;beam&amp;quot;. Some fluff claims it to be blue, while games like Dawn of War portray it as red or something of a reddish-yellow. The popular &#039;&#039;Gaunt&#039;s Ghosts&#039;&#039; series of novels by [[Dan Abnett]] say that the Imperial weapons fire blue &amp;quot;beams&amp;quot;, while the Chaos weapons fire red ones. In order to fix this [[Skub|mess]], we have proposed a Scientific fact on the issue...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fact:&#039;&#039;&#039; the energy of each individual photon is determined by its frequency (i.e. colour); power output is energy per second, meaning the same power output is achievable with either more photons per second at a lower frequency (bright red) or fewer photons per second at a higher frequency (dim blue). In either case, the colour is also dependent on the gas it is traveling through, as the amount of energy transferred to the surrounding medium via [https://en.wikipedia.org/wiki/Compton_scattering Compton scattering] depends on the mass of each gas particle, while the brightness depends on the amount of gas particles, so the laser would look different on different planets. Regardless, a fired lasround would never look like a glowing projectile &amp;quot;bolt&amp;quot; to any camera (such as a human eye) operating at a frame rate lower than approximately a billion frames per second, so those depictions can safely be assumed to be [[heresy|heresy]]. It would look like an actual pulsed laser, i.e. a &amp;quot;beam&amp;quot; that visibly spans the distance from the weapon&#039;s muzzle to the impact point, for the duration of the pulse. The popular visual idea from [[Star Wars|other popular sci-fi weapons]] that fire glowing projectile bolts are not lasers at all, instead being described as magnetically-contained plasma bolts. It should also be taken into account that since damage caused by a laser is higher the greater the photons-per-second impact the target location, and the Imperium’s advanced skill with laser technology, it may be possible that various patterns of lasgun might combine two or more or even all wavelengths of the electromagnetic spectrum to maximize photons-per-second. This would also influence the color of the laser and would change how the above factors influence the color. Easy way to think is: Lasgun = Red, Hellgun = Yellow/redish Lascannon = Pale Blue or just think of all of them as white or gold (white because whole spectrum, gold because holy light + religious fanatics).&lt;br /&gt;
&lt;br /&gt;
== Why the Lasgun sucks ==&lt;br /&gt;
&#039;&#039;See Also: [[Lasgun Patterns]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The lasgun is [[Derp|rather pathetic]] [[Grimdark|compared to the mainline arms and armour of most of the other armies of the setting]], useful only by virtue of the fact that Guardsmen come in ridiculous numbers (except in comparison to Tyranids, Chaos Cultists/Zombies, or Orks) and the application of statistical probability. The weapons are often derisively referred to as &amp;quot;flashlights,&amp;quot; based on their individual uselessness, although this is arguably more of an example of how ridiculously tough everything else is in the setting.&lt;br /&gt;
&lt;br /&gt;
Truthfully, the lasgun is very effective against any target equivalent to an unarmored human. The [[Warhammer 40,000 6th Edition| 6th Edition rulebook]] describes the lasgun as severing limbs at close range but further away it only goes about as deep as the liver, explosively flash-boiling said liver and all other squishy bits in the laser&#039;s path. That sounds awesome, until you remember that there are foes of the 41st millennium that are either equipped with [[Power_Armour|armour capable of deflecting heavy stubber and bolter shell impacts]], [[Orks|biology robust enough to shrug off a heavy stubber hit &#039;&#039;without&#039;&#039; armor]], or if you’re REALLY unlucky, [[Chaos_Space_Marines|those enemies that have both of the aforementioned traits]]. Because of the way that a lasgun&#039;s beam explosively flashes when it strikes a target, virtually any level of armor protection will greatly diminish the effectiveness of lasgun weaponry. Indeed, power armor is &#039;&#039;designed&#039;&#039; to shrug off the explosive flash-effect of energy weapons like the lasgun. A lasgun hit &#039;&#039;might&#039;&#039; briefly stagger an armored Space Marine, but the chance of a single hit incapacitating him is remote.&lt;br /&gt;
&lt;br /&gt;
In other words, being a hand-held rifle of moderate tech designed to be wielded by un-augmented humans, the firepower and capability of a lasgun somewhat pales in comparison to many of the weapons wielded by mankind&#039;s enemies. In addition, while the effectiveness of a lasgun is comparable to an autogun (which are basically AK-47s in SPACE), the lasgun requires a somewhat higher level of industrial technology to construct. Therefore, while the lasgun is very common some Imperial worlds can&#039;t construct them locally. Finally, it can also be assumed that certain atmospheric conditions, especially those with a high percentage of airborne particulates, would greatly degrade a lasgun&#039;s effectiveness at range.&lt;br /&gt;
&lt;br /&gt;
According to the &#039;&#039;[[Dan Abnett|Gaunt&#039;s Ghosts]]&#039;&#039; series the lasgun has an appreciable amount of recoil, which is fucking [[FAIL|stupid]]. The entire point of a handheld laser weapon is that there is no appreciable recoil since you aren&#039;t firing a physical projectile, which makes it easier to use. One of the main strengths of the lasgun is the fact that you can round up a bunch of [[Feral World|Feral Worlders]], give them lasguns with little to no training, point them in a general direction and just watch things die. This makes stubbers more or less obsolete, similar to how firearms made crossbows obsolete and crossbows made most bows obsolete. Not to mention the fact that if a lasgun had appreciable recoil, it wouldn&#039;t even be a lasweapon in the first place (because photons have no mass, otherwise they wouldn&#039;t be able to travel at the speed of light), but some kind of particle gun like a Tau [[Pulse Rifle]] or one of &#039;&#039;[[Bioware|Mass Effect]]&#039;&#039;&#039;s Thanix cannons. On a similar note, [[Warhammer 40K: Darktide]] also portrays lasguns as having recoil, [https://old.reddit.com/r/DarkTide/comments/vxyiei/lasguns_warhammer_40k_darktide/ifyz1np/ with a developer having said that they tried lasguns producing no recoil earlier in development], but found it just felt awful to play with, so it is less the developer not knowing this and more of the case of story and gameplay segregation, which is fair enough.&lt;br /&gt;
&lt;br /&gt;
== Why the Lasgun is still being used ==&lt;br /&gt;
The lasgun is derisively known as a &amp;quot;flashlight&amp;quot; by most players, including Guard players themselves (including the &#039;&#039;&#039;Guards&#039;&#039;&#039; themselves actually, that&#039;s a joke among them). However, within the context of the 40k setting the lasgun is reliable, durable, extremely common, and quite accurate. It should be noted that the lasgun is described as being able to destroy a slab of cement, which means that it is quite a bit more powerful than most modern-day small arms. From a production standpoint the lasgun (and its power pack) requires a somewhat more advanced industrial base to construct than the autogun. In return, however, you get a compact, highly accurate infantry weapon that can fire over a hundred shots on a single power pack, has virtually no moving parts, and that largely removes the logistical headache of constantly restocking physical ammunition supplies. As long as a Guardsman has access to a power source that the lasgun&#039;s power packs can accept, he can, given time, replenish his &amp;quot;ammunition&amp;quot; as long as his equipment remains functional. Any source of electricity, from a common military recharging port to a domestic power socket to an exercise bike with a dynamo can be used to top up power packs. When cut off, guard units can even place their power-packs directly in fires to charge them, but this is an extreme measure since it’s [[heresy|frowned upon by the Mechanicus]] and will heavily reduce the pack’s lifespan. But a &#039;&#039;possibly&#039;&#039; useless power-pack is better than a &#039;&#039;certain&#039;&#039; bayonet charge.&lt;br /&gt;
&lt;br /&gt;
Getting shot by a laser, even if you are protected, would at least flash a decent portion of the surface of what is hit into plasma. Explosively. So, most human-sized targets too tough to be penetrated by a lasgun would at least be stunned/stopped for a moment (in theory). In other words, lasers damage just about anything to some degree when powerful enough. This means that a lasgun can theoretically kill anything in the universe... eventually. Just like the [[Commissar]] told you!&lt;br /&gt;
&lt;br /&gt;
A Lasgun dumps a lot of heat into it&#039;s target and while a fair deal of that would be carried away in a jet of superheated ejecta, a lot of it would persist in a heavily armored target. A single Lasgun bolt might not penetrate Power Armor, but dozens of bolts could saturate it and turn it into an oven.&lt;br /&gt;
&lt;br /&gt;
A lightly protected or unarmored human, on the other hand, will almost certainly be critically wounded by any significant hit. Therefore, the lasgun actually has pretty good utility given the enemies the Imperium faces. In [[Dark Heresy]] the lasgun is far more useful than it is in tabletop 40k, because its reliability, availability and plentiful ammunition become real considerations against the human foes that an agent of the Inquisition is most likely to face.&lt;br /&gt;
&lt;br /&gt;
An additional note to consider is that the Emperor himself saw the technology was necessary to arm the ordinary but fearless men and women of His future Imperium, in what would end up being the greatest endeavour humanity would ever take part in. LAS-tech during the Unification Wars was scarce and the technology and knowledge to build such weaponry was protected/hoarded by what frail societies rose and fell during the Age of Strife. To see how commonly available such tech is now is a testament to how far Humanity in the 41st Millenium have come from the multiple millenia of Old Night.&lt;br /&gt;
&lt;br /&gt;
One last thing about Lasguns is that they &#039;&#039;can&#039;&#039; be used as last-ditch grenades by basically making the entire power pack empty into the gun without ever actually firing it. It turns the Lasgun into an explosive comparable in power to a Krak grenade. In theory, the resulting blast can fracture even vehicle-level armor (it should be noted that this happened to a dreadnought whose front armor was already cracked from being hit by anti-armor weapons). In practice, this technique is rarely utilized because it&#039;s a desperation tactic, and in any event, only seasoned troopers would likely be aware that it&#039;s even possible.&lt;br /&gt;
&lt;br /&gt;
In all seriousness, a lasgun is a deadly weapon when in the hands of someone competent. As being an effective combat weapon goes, anything not too heavily armored, like Traitor Cultists, Eldar Guardians, Ork Boyz, Tyranid Gaunts, and other Imperial Guard style forces are bound to be ridden with laser holes quickly and efficiently. Even [[Power armor]] is not invulnerable: helmet lenses, articulations, and joints are still susceptible to well-placed shots and a point-blank or short-range shot at maximum power can potentially penetrate some areas of a Space Marine&#039;s armor as well.&lt;br /&gt;
&lt;br /&gt;
In the end, a quote from [[Black Crusade (RPG)]] sums up the lasgun perfectly: &#039;&#039;&amp;quot;The Legionnaire that scoffs at a lasgun has not charged across an open field against a hundred of them.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[TL;DR]]&#039;&#039;&#039; Because of how photons affect matter, lasguns can, potentially, damage nearly anything. When combined with its reliability, utility, wide availability, and near-perfect accuracy, the lasgun is basically the perfect infantry weapon.&lt;br /&gt;
&lt;br /&gt;
==Uses for the Lasgun==&lt;br /&gt;
[[Image:Laysgun2_1974.PNG|300px|right|thumb|Also, a rare pict-capture of the ancient Laysgun.]]&lt;br /&gt;
*Warming soup&lt;br /&gt;
*Cigarette lighter&lt;br /&gt;
*Changing TV channels&lt;br /&gt;
*Selling to buy a new weapon&lt;br /&gt;
*Pissing off [[Thunderhawk]] pilots&lt;br /&gt;
*Shining in enemies&#039; eyes&lt;br /&gt;
*Throwing at people (may cause more damage than shooting it at them)&lt;br /&gt;
*Burning ants&lt;br /&gt;
*Paperweight&lt;br /&gt;
*Laser sight for a boltgun&lt;br /&gt;
*Aide during PotentiaPunctum presentations&lt;br /&gt;
*Light shows&lt;br /&gt;
*Igniting gas stoves&lt;br /&gt;
*Laser tag for kids (who are probably more dangerous than the gun itself)&lt;br /&gt;
*Magic shows for kids&lt;br /&gt;
*Lighting candles on birthday cakes&lt;br /&gt;
*A Laser pointer&lt;br /&gt;
*Hair removal&lt;br /&gt;
*Tattoo removal&lt;br /&gt;
*Entertainment for your space-kitties&lt;br /&gt;
*Shooting bottles&lt;br /&gt;
*Hitting your officer&#039;s pipe (Warning, will result in [[Blam|BLAMing]])&lt;br /&gt;
*Flashlight&lt;br /&gt;
*Substitute baseball bat&lt;br /&gt;
*Salvaged for actual useful stuff&lt;br /&gt;
*Horsie rides&lt;br /&gt;
*Chair&lt;br /&gt;
*Marital aid&lt;br /&gt;
*Wall decoration&lt;br /&gt;
*Coat stand&lt;br /&gt;
*Creating a makeshift rave&lt;br /&gt;
*Pretend guitar for when you gotta shred that awesome solo&lt;br /&gt;
*An extension device for your more dangerous bayonet. (This use is recognized and approved by Regimental Standard)&lt;br /&gt;
*Choppa in the hands of an ork boy&lt;br /&gt;
*Larping and cosplay&lt;br /&gt;
*Grave marker/headstone&lt;br /&gt;
&lt;br /&gt;
== Other laser weapons ==&lt;br /&gt;
The lasgun also comes in carbine, pistol, bullpup, sniper (&amp;quot;long-las&amp;quot;), and light machine gun varieties, and the Imperium fields many other weapons based on the same technology, such as the [[hellgun]] (a powerful lasgun powered by a backpack power pack), the mighty [[lascannon]], the even bigger [[Apocalypse|volcano cannon and turbo-laser]], the even even bigger Defense Laser, and the very much bigger &#039;&#039;still&#039;&#039; laser weapons mounted on [[Battlefleet Gothic|starships.]] Must be a different type, though, because a broadside from a Retribution class battleship can devastate half a continent depending on the [[Skub|calcs]]. A single barrage from an Imperator class Titan can devastate an &#039;&#039;entire&#039;&#039; city with weapons as strong as modern day nukes. Keep in mind how large an Imperial city is. So, far stronger than modern nukes.&lt;br /&gt;
&lt;br /&gt;
Oh, and [[C.S. Goto|multilasers]].&lt;br /&gt;
&lt;br /&gt;
=== Bale Eye ===&lt;br /&gt;
[[File:Bale_Eye.PNG|150px|right|thumb|Bale Eye]]&lt;br /&gt;
The smallest known lasweapon short of a Digital Weapon. The Bale Eye is a &#039;&#039;unique&#039;&#039; weapon (So far) used only by [[Commissar Yarrick]].&lt;br /&gt;
&lt;br /&gt;
This gleaming monocle of doom is an optical implant which also functions as a short-ranged laser, similar in effect to a laspistol at close range. It is rumoured within [[Ork]] camps that Yarrick could kill with a glance, and the Bale Eye is where this rumour came from.&lt;br /&gt;
&lt;br /&gt;
Other sources indicate that this rumour started shortly after Yarrick led the successful defence of Hades Hive from Warboss Ugulhard&#039;s Waaagh! He lost his left eye during later campaigns and decided to [[Troll|play upon the Orks&#039; fears]] and incorporate a real &amp;quot;evil eye&amp;quot; into the implant.&lt;br /&gt;
&lt;br /&gt;
It is unknown if this piece of equipment stayed unique to Yarrick or if the Imperium actually mass produce these things for rich folks who like to impress. Given how Imperium nobility goes, it is most likely the latter, with Yarrick just being the most famous user.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Bale_Eye_Model.PNG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Laspistol ===&lt;br /&gt;
&#039;&#039;See main page, [[Laspistol]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Lasgun ===&lt;br /&gt;
[[Image:lasgun.jpg|thumb|right|200px|Standard Cadian pattern Lasgun]]&lt;br /&gt;
&lt;br /&gt;
You know&#039;em, you love&#039;em. There really isn&#039;t a point in repeating what has already been said since you are on a page talking about this wonderful piece of Imperial equipment other &amp;lt;s&amp;gt;then&amp;lt;/s&amp;gt; than putting it in the Lasgun family. Of course there are certain modifications that may breach the line on what &#039;&#039;may&#039;&#039; count as a Lasgun. But overall, it is cheap, effective and put a lovely little dent to most light infantry contrary to popular belief.&lt;br /&gt;
&lt;br /&gt;
Just don&#039;t try and attempt go all [[Leeroy Jenkins]] on this thing. The Lasgun is a light assault weapon, not a Titan-busting Volcano Cannon.&lt;br /&gt;
&lt;br /&gt;
There is a [[Lasgun Patterns|metric fuck ton of various Lasgun patterns]].&lt;br /&gt;
&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-7-8|name=Lasgun|r7=24&amp;quot;|type7=Rapid Fire|s7=3|ap7=-|r8=24&amp;quot;|type8=Rapid Fire 1|s8=3|ap8=0}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:CadianLasgun.png|&amp;lt;center&amp;gt;Cadian&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Suppression Laser ===&lt;br /&gt;
[[File:Suppression_Laser_2.PNG|200px|right|thumb|Suppression Laser]]&lt;br /&gt;
The Suppression Laser is a type of Lasgun often used by gang members in the underhive of a [[Hive World]]. As its name suggests, a Suppression Laser is a laser shotgun that has a [[Dakka|stupendous level of firepower.]] Within the tight confines of a underhive, the large spread of lasers makes the Suppression Laser a popular weapon, especially among members of [[Tek]] gangers of [[House Van Saar]], which has the capacity and capability to both produce and maintain these weapons.&lt;br /&gt;
&lt;br /&gt;
Because its a shotgun, the Suppression Laser trades the reliability, range, and accuracy of the Lasgun with balls-out power. The Mechanicus equivelent of this is the Mitralocks.&lt;br /&gt;
&lt;br /&gt;
On [[Necromunda]] tabletop, the Suppression Laser is a laser version of a different weapon; in this case its 10 credits more than the humble Shotgun, [[Derp|but for no perceivable benefits.]] It can’t even use any of the cool ammo that Shotguns can get.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Suppresion_Laser.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Laser Gauntlet ===&lt;br /&gt;
[[File:Laser_Gauntlets.JPG|200px|right|thumb|Laser Gauntlet]]&lt;br /&gt;
Works essentially the same as a [[Boltstorm Gauntlet]] in function, just replace the bolt rounds with pew pew lasers, though these were deployed first.&lt;br /&gt;
&lt;br /&gt;
These are multiple arm-mounted laser tubes. Laser Gauntlets can unleash a deadly storm of lasbolts at considerable range from the bearer&#039;s fists. With an increased power supply, the gauntlets can fire a series of sustained beams that can punch through enemy armour.&lt;br /&gt;
&lt;br /&gt;
Laser Gauntlets are found mounted on [[Spyrer]]s wearing [[Yeld Hunting Rig]]s, used in the underhive of [[Necromunda]]. Would probably be useful if you like the idea of still having firepower without sacrificing one of your hands for weapon firing.&lt;br /&gt;
&lt;br /&gt;
=== Hotshot Laspistol===&lt;br /&gt;
[[File:Hotshot_Laspistol.jpg|200px|right|thumb|Hotshot Laspistol]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See main page, [[Hellgun#Hellpistol|Hellpistol]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Hotshot Lasgun&#039;s little brother, also known as [[Hellgun#Hellpistol|Hellpistol]] (although there do remain some canon conflict about these two weapons designation). Hotshot Laspistols are typically hand-crafted, rather than mass-produced in factories, and many of them are hundreds of years old and have acquired histories over the course of centuries of use in combat. Unless otherwise specified, a Hotshot Laspistol remains the property of the Departmento Munitorum, though an individual can be awarded one for heroic deeds. A Hotshot Laspistol fires a higher-intensity shot than a laspistol, therefore, despite its higher penetration it will cauterize the wound it causes and prevents too much blood from being shed. For this reason, Hotshot Laspistol are preferred for use as execution weapons for officers and commissars, as a shot to the condemned soldier&#039;s head will prevent any blood from staining their uniform.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TempestusPistol.png|&amp;lt;center&amp;gt;Tempestus Scion&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hotshot Lasgun===&lt;br /&gt;
[[File:Hotshot_Lasgun.png|200px|right|thumb|Hotshot Lasgun]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See main page, [[Hellgun]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A variant of the Lasgun, also known by the far cooler name &amp;quot;[[Hellgun]]&amp;quot; (although there do remain some canon conflict about these two weapons designations since they have different art, different models, and are used by different units in both the lore and in the models...so yeah, probably totally different things), the Hotshot Lasgun and Hotshot Laspistol are weapons used primarily by the [[Stormtrooper]]s (and presumably other arms of the Imperial war machine). In some canon sources, these are juiced-up versions of the Lasgun charge pack inside a normal Lasgun, or in &#039;&#039;other&#039;&#039; canon sources, the entire weapon has a beefier build with better conduits and optics to survive the prolonged increased strain of a higher power throughput. They are designed to be used by elite troops or officers, who are generally better shots. Instead of the Hellgun&#039;s design approach of using lots of batteries and a heavy-duty build to attain higher cyclic fire rates, Hotshots use a super-concentrated laser blast to achieve the same kind of armor-penetrating power. It seems to have just enough penetrating power to be able to pierce most forms of space marine power armor. Or at least as deep as a non-explosive bolt shell would.&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|name=Hotshot Lasgun|r7=18&amp;quot;|type7=Rapid Fire|s7=3|ap7=3|r8=18&amp;quot;|type8=Rapid Fire 1|s8=3|ap8=-2}}&lt;br /&gt;
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image:TempestusLasgun.png|&amp;lt;center&amp;gt;Tempestus Scion&amp;lt;/center&amp;gt;&lt;br /&gt;
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=== Hotshot Volley Gun ===&lt;br /&gt;
[[File:Volley_Gun.png|200px|right|thumb|Hotshot Volley Gun]]&lt;br /&gt;
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Another variation of the Hotshot category of Lasguns. These weapons are borne into battle by [[Stormtrooper|Tempestus Scions]] to deal with armored enemy infantry. The Hot-Shot Volley Gun is a larger version of the Hot-Shot Lasgun that &amp;quot;incorporates penitent-class heat sink arrays&amp;quot; which means that they &amp;quot;can maintain a punishing rate of high powered laser fire&amp;quot;.&lt;br /&gt;
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Think of them as a fully automatic LMG version of the regular old Hotshot Lasgun. As you can imagine, the sheer amount of [[Dakka]] means that they are more likely to be situated within the heavy weapons category then the normal Hotshot Lasguns. They are known to fire with a distinctive spitting howl.&lt;br /&gt;
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The real life equivalent would be the the light machine guns of WW1 and WW2 (like the Lewis Gun and the BAR) and the modern Squad Automatic Weapon (SAW) concept, having the same ammo as the standard rifle (either a short round like the 5.56 NATO for logistics or a long one like the 7.62 NATO to drop what you hit. Though recently America has adopted .277 Fury to replace the latter. Where America goes NATO and its other allies follow). If the Lasgun is a M16 with 5.56 shots and the Hotshot Lasgun is a 7.62 M14, then the Hotshot Volley gun is an MK48 M249 variant or a M240 firing 7.62x51 ammunition...but translated into their future, grimdark space variants. This also highlights the glaring lack of a laser light machine gun equivalent in the Imperial Guard, while the Hotshot Volley Gun exists as a laser medium/general purpose machine gun a regular Volley Gun as a LMG/SAW hasn&#039;t been shown so far.&lt;br /&gt;
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image:TempestusVolley.png|&amp;lt;center&amp;gt;Tempestus Scion&amp;lt;/center&amp;gt;&lt;br /&gt;
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=== Mining Laser ===&lt;br /&gt;
[[File:Mining_Laser.jpg|200px|right|thumb|Mining Laser]]&lt;br /&gt;
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Mining Laser is not formally a weapon, but a tool for breaching tunnels in the mining process. In some cases though the Mining Laser can be used as a weapon, often by [[Genestealer Cult]]s. For example, Dvarlock pattern Mining Laser, founded and identified by Tempestor Gulack of the Kappic Eagles have been modified so it can blast the hole through a meters-thick bulkhead with a single pull of a trigger. It also features three hand-grips, indicating its use in combination with a tertia pattern servo-arm (or the extra arms of a Genestealer Hybrid).&lt;br /&gt;
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There is also the Heavy Mining Laser which is a heavier variant of the standard version, used on [[Goliath Truck|Goliath Rockgrinders]] (More can be read below). Although to be honest, it is only &#039;heavy&#039; because it is on a turreted mount, other than that there is very little difference between the Heavy Mining Laser and the regular old Mining Laser.&lt;br /&gt;
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It is fucking irritating in Space Hulk Deathwing, where it will be the number one cause of bullshit deaths.&lt;br /&gt;
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image:HybridLaser.png|&amp;lt;center&amp;gt;Neophyte Hybrid&amp;lt;/center&amp;gt;&lt;br /&gt;
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=== Long-Las ===&lt;br /&gt;
[[File:Long-Las.jpg|200px|right|thumb|Long-Las]]&lt;br /&gt;
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In the good old days the Imperial sniper rifle was the poorly named [[Needler|&#039;needle rifle&#039;]] which was in fact a kind of laser weapon. Well, partly. It had two parts to each shot. It fired a narrow beam laser to burn through armor, and then it fired a &#039;needle&#039; bullet; a spike of some kind of metal filled with horribly poisonous toxins. With the armor removed first, the spiky bit all but ensured a kill if you hit, spurting deadly death juice into your unfortunate body. Sadly they weren&#039;t especially well conceived weapons (hitting the same spot with two different weapons, one that responds to wind and gravity, and the other that doesn&#039;t is something of a challenge) so they&#039;ve pretty much been written out of the setting these days as being too expensive for regular use. Now the term &amp;quot;sniper rifle&amp;quot; is used fairly loosely in the Imperium; many sniper rifles are simply over-powered lasguns called long-las rifles, while many others (such as those used by [[Space Marine]] [[Scout]]s) are high-velocity slug-throwers which have more in common with [[autogun]]s than they do with energy weapons. Then there are other more exotic variants firing poisoned darts or even stranger payloads, such as the aforementioned needle rifle (which [[Ratling]]s still prefer) or the [[Exitus Rifle]] that fires straightup death. All of these variants have pretty much the same effect on the target, unless you play older editions or use special characters who have rules that say otherwise. Or play [[Dark Heresy]].&lt;br /&gt;
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However, since you are on the Long-Las category, we might as well talk about it. The Long-Las is a sniper variation of the Lasgun with a much longer barrel for increased range and accuracy, and also to prevent overheating. However the barrel makes a Long-Las up to twice as long as a standard Lasgun and thus difficult to use in close quarters.&lt;br /&gt;
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Within the Imperial Guard the Long-Las, formerly known as the Sniper Variant Lasgun, is issued only to those Guardsmen with the necessary marksmanship skills and knowledge in stealth and scouting operations. It uses the XC 52/3 strengthened barrel, longer and thinner than normal models, and lacks a charge setting slider, instead using hotshot power packs. It&#039;s also much quieter than other lasguns and features a flash suppressor to dampen the revealing flashes of its shots ([[FAIL|even though like other lasguns its laser beam is visible]]). However the increased wear on the barrel from using the overpowered energy packs means more frequent barrel changes than is usually required for normal lasguns. You may be wondering why the IG does not use a shorter, thicker heavy barrel version with improved cooling as standard issue for all Guardsmen to kick serious ass. Ask your local [[Commissar]] for a detailed explanation.&lt;br /&gt;
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image:CadianLongLas.png|&amp;lt;center&amp;gt;Cadian&amp;lt;/center&amp;gt;&lt;br /&gt;
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=== Lascarbine ===&lt;br /&gt;
[[File:Lascarbine.jpg|200px|right|thumb|Lascarbine]]&lt;br /&gt;
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During the [[Great Crusade]] the Lascarbine was the great grandfather of the Lasgun. Basically the same weapon as the Lasgun in a smaller package. As a carbine, it has a shorter effective range but is far more compact and easier to handle in close combat fire operations. Given the myriad of Xenos that likes to go in close and personal at that time, the Lascarbine made sense. They were standard issue among the Imperial Army.&lt;br /&gt;
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In modern WH40k, a Lascarbine is designed for use by special operations units and is usually employed by Drop Troopers or scout units of the Imperial Guard such as the [[Elysian Drop Troops]]. Catachan troopers also use them. It could also be potentially used by Imperial Navy personnel due to its compact size, although no canon images have been confirmed.&lt;br /&gt;
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image:CatachanLascarbine.png|&amp;lt;center&amp;gt;Catachan&amp;lt;/center&amp;gt;&lt;br /&gt;
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=== Auxilia Lasrifle ===&lt;br /&gt;
[[File:Lasrifle.png|200px|right|thumb|Auxilia Lasrifle]]&lt;br /&gt;
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The Auxilia lasrifles (Specifically the Kalibrax V-I Pattern) were the primary weapon of the [[Solar Auxilia]] during the Great Crusade and Horus heresy eras. And as befitting weapons from a time when Imperial Technology had not yet sunk into the abyss, they have better range compared to their inferior knockoffs. Its notable for its heavily reinforced energy transfer capacitors, overall durability, and superior heat dissipation qualities. The Kalibrax could also easily handle a variety of modifications and augmentative systems, such as bolt-collimator arrays and induction blast-chargers.&lt;br /&gt;
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These weapons have the option of taking Blast-chargers, which turns the lasrifle into a miniature lascannon, though on the roll of 1 the charger melts in its operator&#039;s hands, preventing the player from using them for the remainder of the game (the gun can still fire after 1 turn of cooling off). They also [[awesome|come standard]] with Collimators, which switch out Rapid Fire for Heavy 2, making any opponent think twice about about charging a squad of [[Solar Auxilia]]. As if a Super Heavy tank as a Dedicated Transport wasn&#039;t enough reason to stay out of range. They were produced on selected few Forgeworlds (despite being the go-to armament of 20% of Imperial Army) to begin with, required advanced technology to make and specific combined-armed tactics (a big no-no for [[Imperial Guard]] thanks to a certain [[Roboute_Guilliman|genius]]) of Solar Auxilia cohorts to use effectively, so were shifted out of production in favor of a basic flashlight.&lt;br /&gt;
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image:SolarAuxiliaLasrifleProfile.png|&amp;lt;center&amp;gt;Solar Auxilia&amp;lt;/center&amp;gt;&lt;br /&gt;
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=== Blast Pistol ===&lt;br /&gt;
[[File:Auxillia_Blast_Pistol.PNG|150px|right|thumb|Blast Pistol]]&lt;br /&gt;
&#039;&#039;Not to be confused with the [[Phosphor Blast Pistol|Phosphor Blast Pistol]], another 30k era weapon that fires &amp;lt;u&amp;gt;completely different rounds.&amp;lt;/u&amp;gt; Nor the [[Dark Eldar]] [[Drukhari Blast Pistol]] which also fires &amp;lt;u&amp;gt;[[Herp|completely different ammunition]]&amp;lt;/u&amp;gt;.&#039;&#039;&lt;br /&gt;
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Basically a souped-up las-pistol that explodes in the user&#039;s hand. Their description makes them seem like laser revolvers used by officers of the Solar Auxilla, to mirror when an officer during the 19th century was issued a sidearm. This gave him a faster-firing gun compared to line troops who had to use lever and bolt-actions, which is similar to the Blast Pistol&#039;s apparently faster rate of fire.&lt;br /&gt;
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These bespoke weapons like the Hotshot Laspistol and Hellpistol were able to fire only a handful of shots before reloading, but their damage output rivals that of arcane [[Volkite Weaponry]]. Due to this, Blast Pistols were seen as an emblem of wealth and prestige, and many were works of art in their own right, and thus they also became a widely used form of decoration and reward for extreme gallantry and commendation within the Solar Auxilia regiments.&lt;br /&gt;
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Now, &#039;&#039;[[derp|for some reason]]&#039;&#039;, the [[Ash Waste Nomads]] from [[Necromunda]], you know, those [[murderhobos]], have an entire [[wat|stockpile of these things]]. Where they get these [[Horus Heresy]]-relics from can be chalked up to Necromunda being an [[STC]] minefield. But even then, it is bizarre, given that the Ash Waste Nomads are a bunch of space Amish like the Eldar Exodites, so they shouldn&#039;t have the knowledge to maintain these things. Given their ragged appearance and their abysmally short range, their shitty maintenance may hold some legitimacy.&lt;br /&gt;
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On the [[Horus Heresy]] table top, Blast Pistols are 6&amp;quot; S5 Las-pistols with Twin Linked and Gets-Hot for two points. Twin linked counteracts Gets Hot, but if you want a good pistol just spend the extra 8 points on a Plasma Pistol.&lt;br /&gt;
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On [[Necromunda]], the Ash Waste Nomads&#039; [[derp|unga-bunga-ing]] their Blast Pistols have resulted in a shittier quality; resembling more like a [[melta]] weapon than a las weapon. As such, they have a few peculiar...quirks nowadays. This, alongside its bigger brother, the Blast Rifle, have the &#039;&#039;&#039;Shock&#039;&#039;&#039; rule which means that if the target is hit by this weapon on a natural 6, the wound roll is considered automatically succeed with no wound rolls needed to be made. Pretty god damn nasty.&lt;br /&gt;
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image:SolarAuxiliaBlastPistol.png|&amp;lt;center&amp;gt;Solar Auxilia&amp;lt;/center&amp;gt;&lt;br /&gt;
Necromundan_Blast_Pistol.PNG|&amp;lt;center&amp;gt;Ash Waste Nomads&amp;lt;/center&amp;gt;&lt;br /&gt;
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=== Blast Rifle ===&lt;br /&gt;
[[File:Blast_Rifle.PNG|200px|right|thumb|Blast Rifle]]&lt;br /&gt;
The bigger brother of the Blast Pistol. The Blast Rifle, like its littler hand cannon, are relics from the [[Great Crusade]] and [[Horus Heresy]]-era. Despite this, as of yet, there is no model from the Horus Heresy line, suggesting that this thing was replaced by the mass-produced Auxilia Lasrifles.&lt;br /&gt;
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In terms of function, we can assume that this gun functions the same as their smaller counterpart. However, since so little is known about these weapons, everything is a guestimate since they only appear on [[Necromunda]]. They seem to only be used by the [[Ash Waste Nomads]] and what has been said about the Blast Pistol can also be said here. If you include their comparatively much reduced range than most laser weapons and their melta-looking heatsink barrels, it can be assumed that the Blast Rifle releases a wide radius of dispersed lasers; akin to a laser melta. Although it does not seem to correlate with the nosecone barrel design which should indicate a more concentrated and therefore, longer range weapon under conventional wisdom.&lt;br /&gt;
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In terms of rules, on Necromunda, like their smaller brother, the Blast Rifle has suffered some unique quirks over the millennia by the Nomads&#039; constant DIY tinkering over these things. This resulted the Rifle and the Blaster having the &#039;&#039;&#039;Shock&#039;&#039;&#039; rule which means that if the target is hit by this weapon on a natural 6, the wound roll is considered automatically succeed with no wound rolls needed to be made. Given that it is a bigger weapon, the Rifle has a longer range that the Pistol. But that is not much of a feat given their pitifully short range.&lt;br /&gt;
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=== Digital Lasers/Digital Weapons ===&lt;br /&gt;
[[File:JokaeroDigitalWeapon.jpg‎|200px|right|thumb|Digi-Weapon]]&lt;br /&gt;
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These are actually melee weapons. However there isn&#039;t really anywhere else to put them.&lt;br /&gt;
In 40k they are exclusively made by [[Jokaero]]. During the Great Crusade and Horus Heresy they are weapons of [[Blood Ravens|unknown]] [[Heresy|Xenos origin]]. This section describes how the Imperium at large uses them.&lt;br /&gt;
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Digital weapons are best described as a small laser used by Space Marine officers. It allows them to re-roll one failed hit during the Assault/Fight Phase, which is decent. However, it is not anywhere near as cool as when they are used in Black Library books or the weapons stated to be used by the [[Jokaero]]. Only the Xenos monkeys have them on the table top in 8th edition.&lt;br /&gt;
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30k Digital Lasers are as usual better than the 40k version. Rather than just Space Marines, Inquisitors and the occasional gun/chain/power sword toting hero, every officer had access to them. They are short ranged but deadly weapons that are &amp;quot;small enough to be concealed in a ring, gauntlet, sword hilt or helm.&amp;quot; So they should be as strong as a single Hot Shot Lasgun, Lasrifle or Las-Lock beam.&lt;br /&gt;
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In the Horus Heresy game a Digital Laser gives the model one additional attack, [[Awesome|so the officer doesn&#039;t have to give up their sole ranged weapon for an extra melee hit.]] One would assume either weapon would also allow an extra ranged attack with the same strength and AP as a Hot-Shot Lasgun or Archaeotech Pistol, like how the Servo Harness gives [[Techmarines]] extra ranged and melee weapons. However, Games Workshop and Forge World aren&#039;t nice enough to give players an option that would be useful in more than one situation without making them pay extra real life money for it first.&lt;br /&gt;
In HH 2.0 they no longer have rules despite the Imperum being more advanced than their counterparts in the 42nd millenium. This might get FAQ&#039;ed or return in an upcoming rulebook.&lt;br /&gt;
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image:JokaeroDigital.png|&amp;lt;center&amp;gt;Jokaero Weaponsmith&amp;lt;/center&amp;gt;&lt;br /&gt;
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=== Las-Lock ===&lt;br /&gt;
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[[File:Las-Lock.PNG|200px|right|thumb|Las-Lock]]&lt;br /&gt;
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Las-lock is like a granddad to &amp;quot;modern&amp;quot; Lasgun, or perhaps the lasgun&#039;s equivalent to a musket. While very few Guard Regiments still use it in-universe in 40k (see [[Only War]] by FFG), the Las-Lock is popular with the Mechanicum in 30k. [[Tech Thrall]]s are thus far the only known Mechanicum troops to carry las-weapons (on tabletop, but many las weapons are used by Skitarii and servitors in fluff), but oh boy, aren&#039;t they numerous. Las-locks sacrifice rate of fire and range for more damage per shot, making it a worse version of the Hot-Shot lasgun with higher Strength, but with miserable AP of 6 and 1 shot max. Not sure how this particular AdMech weapon fares in fluff, though. Since it’s AdMech, large, and has a ton of thick cables attached, it probably hits extremely hard. For an accurate perspective to wrap your head around a fairly antiquated but somewhat useful and powerful weapon think of it like a laser musket from Fallout 4.&lt;br /&gt;
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In addition to the forces mentioned above, las-locks were commonly issued to low level Chaos occupation troops during the Sabbat Crusade. It&#039;s also not uncommon to find these in civilian hands.&lt;br /&gt;
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image:TechThrallLasLock.png|&amp;lt;center&amp;gt;Tech Thrall&amp;lt;/center&amp;gt;&lt;br /&gt;
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=== Mitralock ===&lt;br /&gt;
[[File:Mitralock2.PNG|200px|right|thumb|Mitralock]]&lt;br /&gt;
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There is also the Mitralock, a [[what|laser shotgun]] with reduced range.&lt;br /&gt;
Both have the option to upgrade to Induction chargers [[awesome|increasing their shots to two.(represented as Assault 2 in game.)]] While still allowing them to Assault with no penalty. This turns them into a high risk unit for any opponent dumb enough to charge them.&lt;br /&gt;
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In terms of tabletop, the Mitralock is the [[Shotgun|Scattergun]] of the Las Family. It is an 8&amp;quot; range Las-lock, but it gains Shred. It also has Induction Chargers which is an optional attachment to both Las-locks AND Mitra-locks (HH3, p. 221) it upgrades them to Assault 2. Meanwhile, the name is most likely a reference to the French term for grapeshot (&#039;&#039;&#039;Mitra&#039;&#039;&#039;illeuse).&lt;br /&gt;
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image:TechThrallMitralock.png|&amp;lt;center&amp;gt;Tech Thrall&amp;lt;/center&amp;gt;&lt;br /&gt;
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=== Lascutter ===&lt;br /&gt;
[[File:Bits-lascutter.jpg|200px|right|thumb|Lascutter]]&lt;br /&gt;
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Lascutters are a powerful but extremely unwieldy type of Laser Weapon. Originally industrial tools used for cutting through armoured bulkheads and dense ores, these weapons make use of disruption field-assisted short range laser arcs. They were later utilized for warfare, being used in sieges where they were able to breach enemy fortifications and, if necessary, become devastating close-quarters weapons.&lt;br /&gt;
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Only Breachers can take them in the Horus Heresy game. In Horus Heresy 2.0, Lascutter stats have been fixed to work like other las weapons. Now, they&#039;re &#039;&#039;Exotic Weapons&#039;&#039; instead of &#039;&#039;Las weapons&#039;&#039;.&lt;br /&gt;
They&#039;re still shitty at melee but that&#039;s not why you&#039;re taking them. Lascutters are now 8 inches, Assault 1, S10, Ap 1 with &#039;&#039;Armorbane(Ranged)&#039;&#039;. Making them better than [[Meltagun]]s and a viable alternative to [[Graviton_weapons|Graviton guns]]. Meltaguns need to be at 6 inches to get their anti vehicle bonus. This may seem uncomfortably close but they pair well with [[Volkite Charger]]s. The original Space Marine energy gun. So now your Breacher troops can crack open [[Land Raider]]s while driving around in a [[Land Raider]]. Their melee profile has been nerfed to S7 while still having the &#039;&#039;Cumbersome&#039;&#039; and &#039;&#039;Unwieldy&#039;&#039; rules. Breachers shouldn&#039;t be participating in assaults anyways.&lt;br /&gt;
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Now Astartes don&#039;t have inferior weapons to Genestealers &amp;amp; other humanoid or xeno-terrorists. Lascutters stats currently paint them as proper precursors to [[Mining Laser]]s and [[Heavy Mining Laser|heavy variants]] they should be.&lt;br /&gt;
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In 9E they can be taken by Elysian Drop Troops. They use the outdated profile with no ranged attacks and only one melee hit. Where you don&#039;t want them to be. So use Special or Heavy Weapon options and cross your fingers if you want them to be like their 30k counterparts instead of pieces of shit.&lt;br /&gt;
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image:LegionBreacherLascutter.png|&amp;lt;center&amp;gt;Legion Breacher&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Lightning Gun===&lt;br /&gt;
[[File:Lightning+Gun.jpg|200px|right|thumb|Lightning Gun]]&lt;br /&gt;
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[[Forge World|Oh boy, here we go]].&lt;br /&gt;
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Lightning Guns are, seemingly confusingly, a type of laser weapons used by the AdMech, which given some varied fluff can prompt [[Skub|debate]] as to how much of a laser or electromagnetic weapon they are. Depending on the description they&#039;re either a laser beam wreathed in lightning (read: an ionised laser beam) as a form of electrolaser with most of the killing power from the pew pew lasers, or they fire a laser as a [[Tau|markerlight]] to change the polarity/ionise the location on the target and cause a bolt of lightning to leap to it. This may seem dumb at first glance, but with the Ad Mech&#039;s usual technobullshitium it makes sense. At least compared to the [[Needler]], which has a similar design of &#039;laser beam then killing shot&#039; but doesn&#039;t make sense even once you try to explain it.&lt;br /&gt;
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Either way, they&#039;re Great Crusade era weapons used by various Adeptus Mechanicus troops, most notably [[Thallax]], with the ability to provide effective damage against organic enemies and yet still able to overload mechanical targets like tanks via electromagnetic damage. Or alternatively depending on how you take the above they&#039;re good at overloading mechanical targets like tanks via electromagnetic damage yet still able to clear out meatbags with the laser burns.&lt;br /&gt;
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image:ThallaxLightning.png|&amp;lt;center&amp;gt;Thallax&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Las-Fusil===&lt;br /&gt;
[[File:Las-Fusil.JPG|200px|right|thumb|Las-Fusil]]&lt;br /&gt;
&#039;&#039;Not to be confused with the [[Pulsar-Fusil]] or the [[Phased Plasma-Fusil]]&#039;&#039;&lt;br /&gt;
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The more [[Awesome|chad version]] of the Long-Las.&lt;br /&gt;
&lt;br /&gt;
The Las-Fusil is essentially the laser equivalent to the [[Mk.III Shrike Pattern Bolt Sniper Rifle]]. These are powerful, anti-personnel heavy Laser Weapon used by Space Marine [[Eliminator]] Squads.&lt;br /&gt;
&lt;br /&gt;
Like the Hellguns and/or Hotshot Lasgun, the Las-Fusil requires an external battery supply to power its shots. Although instead of a large and ungainly backpack, it has a modular battery that can be held in the side pocket of the Space Marine. Because it has no mass, the Las-Fusil is more accurate and has greater range than the Shrike Bolt Sniper Rifle. However, it is heavily affected by atmospheric conditions and higher maintenance cost.&lt;br /&gt;
&lt;br /&gt;
Seeing as how a Long-Las has the power to punch through power armor, the Las-Fusil which has a more advance powerpack and stronger focusing lense should be able to punch through vehicle armor like an anti-material rifle. The crunch seems to agree with the fluff as you can swap your Bolt Sniper Rifle for this weapon which is counted as an anti-light vehicle and anti-TEQ gun (36&amp;quot;, heavy 1, S8, AP-3, D3).&lt;br /&gt;
&lt;br /&gt;
=== Multilasers ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See main page, [[Multilasers]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Multilaser is basically just a [[Hellgun]] that&#039;s been modded for more [[Dakka]], being a pretty good weapon against most non- to lightly-armored targets (infantry, Taurox-equivalents, skimmers, etc.). Gets a bad rep due to C.S. Goto, but it’s actually pretty awesome and the Guard should learn to spam them. Waaaaay cheaper than heavy bolters, after all. Because laser.&lt;br /&gt;
&lt;br /&gt;
As stated above, if the Lasgun is an Assault Rifle, the Hotshot Lasgun/Hellgun is a Battle Rifle and the Hotshot Volley Gun is a Medium/General Purpose MG (with the awkward lack of an Light MG/Squad Automatic Weapon), the Multilaser is a Heavy MG bordering on light autocannon depending on the pattern.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Heavy Mining Laser ===&lt;br /&gt;
[[File:GoliathRockgrinderLaser.png|200px|right|thumb|Heavy Mining Laser]]&lt;br /&gt;
The aforementioned Heavy Mining Laser. As previously mentioned, it is basically a Mining Laser on a turret. Like its smaller brother, the Heavy Mining Laser is used primarily to bore through rock and other quarry within Mining and Forge Worlds of the Imperium. However it can also be used to cleanly bore through the side armor of a Leman Russ and a Space Marine if needed. Rules of the Internet, Rule 40,000: if it exist, the Imperium will weaponize it.&lt;br /&gt;
&lt;br /&gt;
The [[Genestealer Cult|Genestealer Cults]] have exploited its power because of this. The only difference between the regular Mining Laser and the Heavy Mining Laser is in its power supply. The regular Mining Laser carries its own portable power supply which makes it mobile but at the cost of a shorter battery life (eg: less &#039;shots&#039;) and a shorter effective range. The Heavy Mining Laser on the other hand, is connected to a much larger and thus, powerful power supply which allows for a longer battery life and a longer range.&lt;br /&gt;
&lt;br /&gt;
It is often mounted on the [[Goliath Truck|Goliath Rockgrinder]], but it can also be mounted on the [[Achilles Ridgerunner]].&lt;br /&gt;
&lt;br /&gt;
=== Lascannon ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See main page, [[Lascannon]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are the main Imperial anti-tank weapon (Heavy1 72&amp;quot; S9 AP3 for D6), and they are mounted on [[Heavy Weapons Squad|E]][[Predator|V]][[Devastator Squad|E]][[Razorback Transport|R]][[Leman Russ Battle Tank|Y]][[Sentinel|T]][[Dreadnought|H]][[Land Raider|I]][[Tarantula|N]][[Fortress of Redemption|G]] and occasionally wielded by [[SPESS MEHREENS]].&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Heavy Lascannon ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See main page, [[Heavy Lascannon ]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Lascannon&#039;s bigger brother. The Heavy Lascannon is what happens when not even Lascannons are doing their job in turning superheavies inside out. It is one of the primary weapons that a [[Field Ordnance Battery]] could carry.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Solex Heavy Lascannon ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See main page, [[Solex Heavy Lascannon ]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Heavy&#039;&#039; Lascannon&#039;s bigger brother on steroids. The Solex ([[skub|Or Sollex]]) Heavy Lascannon is the primary long-ranged weapon for the [[Thanatar-Calix Class Siege-Automata]]. These suped-up Lascannons possess a much longer barrel and is overall, a much larger weapon than the regular Lascannon. Unfortunately, the crunch doesn&#039;t seem to match the fluff however.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Corve Las-Pulser===&lt;br /&gt;
[[File:ContemptorAchillusLasPulser.png|250px|right|thumb|Corve Las-Pulser]]&lt;br /&gt;
The Corve or &#039;&#039;Corvae&#039;&#039; Las-Pulser is a type of Laser Weapon used by the [[Adeptus Custodes]]. They are the giant Lascannon mounted on top of the giant Dreadnought-like spear. It was equipped to the Dreadspear of the Custodes Contemptor-Achillus class Dreadnought.&lt;br /&gt;
&lt;br /&gt;
The Corve is a 36&amp;quot; S9 AP2 Heavy D3 weapon. It is an upgrade for the Agamatus jetbikes and found as part of the Contemptor-Achillus&#039;s Dreadspear, and most of the reason for it&#039;s 40 point upgrade cost. The Pulsar is one of the few weapons that Custodes have as a counterpart to Lascannons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:LasPulser.png|&amp;lt;center&amp;gt;Contemptor Achillus&amp;lt;/center&amp;gt;&lt;br /&gt;
image:AgamatusLasPulser.png|&amp;lt;center&amp;gt;Agamatus Jetbike&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Las-Ripper===&lt;br /&gt;
[[File:Las-Ripper_Side_View.PNG|200px|right|thumb|Las-Ripper]]&lt;br /&gt;
Essentially a weaker version of the Las-Talon.&lt;br /&gt;
&lt;br /&gt;
A Las-Ripper is a type of heavy Imperial Laser Weapon usually deployed on the Primaris Space Marines&#039; [[Astraeus Super-Heavy Tank|Astraeus Super-Heavy Grav Tank.]] Las-Rippers are used as sponson weapons on Astraeus grav tanks, where they serve as the vehicle&#039;s standard anti-personnel weapons for close and messy encounters.&lt;br /&gt;
&lt;br /&gt;
In terms of crunch, as previously aforementioned, the Las-Rippers are a weaker version of the Las-Talon. Although it is not a bad weapon per se, it suffers from the fact that there are much better weapons that the Astraeus could be equipped with.&lt;br /&gt;
&lt;br /&gt;
Most often, the Las-Ripper is replaced with the more powerful Plasma Eradicators. This have got to do with the fact that the [[Plasma Eradicator]]s are understandable more powerful per shot, but what is unusual is that the Eradicators have more range and is [[Wat|&#039;&#039;cheaper&#039;&#039;]] than the Las-Ripper of all things.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:AstraeusLasRipper.png|Alternate View&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Las-Talon===&lt;br /&gt;
[[File:LasTalon.jpg|200px|right|thumb|Las-Talon]]&lt;br /&gt;
A short-range but more powerful Lascannon.&lt;br /&gt;
&lt;br /&gt;
The Las-talon is a specialized type of Laser Weapon that can only be found on both the [[Stormhawk|Stormhawk Interceptor]] air superiority fighter used by the Adeptus Astartes and the Primaris Space Marine [[Repulsor Tank]].&lt;br /&gt;
&lt;br /&gt;
The Las-talon fires two potent blasts of laser energy in rapid succession, ensuring a clean kill against even the heaviest armored targets. Unlike other laser weapons, the Las-talon is relatively short-ranged, with its damage heavily reduced at great range.&lt;br /&gt;
&lt;br /&gt;
And as you know, it is basically the big brother of the Las-Ripper.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:RepulsorLasTalon.png|&amp;lt;center&amp;gt;Primaris Repulsor&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Las-talon Stormhawk Interceptor.png|&amp;lt;center&amp;gt;Stormhawk Interceptor&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Laser Destroyer===&lt;br /&gt;
[[File:Laser_Destroyer.jpg|200px|right|thumb|Laser Destroyer]]&lt;br /&gt;
The Laser Destroyer is an Imperial laser weapon mounted primarily on the [[Destroyer Tank Hunter]], capable of destroying enemy tanks from long range. The Laser Destroyer however is a highly-complex system which all but a few Forge Worlds can no longer reproduce; even those who can create new ones must hand-craft each one through a painstakingly slow process. The result has been that these weapons and the vehicles which use them have become incredibly rare amongst the Imperial Guard. The chance of receiving any replacement for lost or destroyed models is very slim, often leading to recovered tank destroyers instead being fitted with another weapon.&lt;br /&gt;
&lt;br /&gt;
During the invasion of Armageddon, though, a number of Chimeras were refitted with Laser Destroyers and re-designated APDS-6a &#039;Defenders&#039; as an effective stop-gap measure against the Orks.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Neutron Laser===&lt;br /&gt;
[[File:NeutronLaser.jpg|200px|right|thumb|Neutron Laser]]&lt;br /&gt;
A Neutron Laser is a heavy weapon utilized by the forces of Adeptus Mechanicus&#039; Skitarii Legions as a primary weapon for [[Onager Dunecrawler|Onager Dunecrawlers.]], and Imperial Guard forces on the [[Valdor Tank Hunter]]. A Neutron Laser is the last word in battlefield anti-tank weaponry.&lt;br /&gt;
&lt;br /&gt;
With a stabilised neutronic coil arc reactor as its power source, a Neutron Laser is able to fire a beam so devastating that it not only is able to punch through the thickest of armour, but also sends a blast wave of electromagnetic energy that scrambles circuits and synapses alike when it strikes its target.&lt;br /&gt;
&lt;br /&gt;
It doesn&#039;t seem to suffer as much of a backfire feedback that usually plagues its larger brother. So that&#039;s a plus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:OnagerNeutronLaser.png|A slightly more safer version of the Neutron Laser Projector. &#039;&#039;Slightly&#039;&#039;.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Arachnus Heavy Lascannon Battery===&lt;br /&gt;
[[File:Arachnus_Heavy_Lascannon_Battery.JPG|200px|right|thumb|Arachnus Heavy Lascannon Battery]]&lt;br /&gt;
Not to be confused with the Arachnus Heavy Blaze Cannon.&lt;br /&gt;
&lt;br /&gt;
The Arachnus Heavy Lascannon Battery was a Laser Weapon system that was used by the ancient [[Dreadnought#Deredeo Pattern|Deredeo Pattern Dreadnoughts]] of the Legiones Astartes during the [[Great Crusade]] and [[Horus Heresy]] eras. As one might expect, it is developed by Arachnus which also produce the Blaze Cannons used by everyone&#039;s favourite [[Adeptus Custodes|golden bananas.]]&lt;br /&gt;
&lt;br /&gt;
The Arachnus Heavy Lascannon Battery was a set of two massive, twin-linked [[Lascannon]]s that has been suped-up and overcharged, taking up both the Deredeo&#039;s weapon mounts.&lt;br /&gt;
&lt;br /&gt;
Far more powerful than any other pattern of Lascannon regularly fielded by the Legiones Astartes, the Arachnus could inflict devastating amounts of damage with each hit, far more than any standard Las-weaponry.&lt;br /&gt;
&lt;br /&gt;
The Arachnus Heavy Lascannon Battery is still found in use by the various Space Marine Chapters and possibly the Traitor Legions that still maintain functioning Deredeo Dreadnoughts in the 41st Millennium.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, one must remember that this isn&#039;t twin-linked Lascannon, but it does fire 2 S10 AP2 shots, and if its shots score a penetrating hit on a vehicle the shot has a 50% chance of having it count as [[Awesome|&#039;&#039;two&#039;&#039; penetrating hits instead of one.]]&lt;br /&gt;
&lt;br /&gt;
===Sabre Neutron Blaster===&lt;br /&gt;
[[File:SNeutron_Blaster.JPG|200px|right|thumb|Sabre Neutron Blaster]]&lt;br /&gt;
[[Derp|Not to be confused with the]] [[Vespid|Vespid&#039;s]] [[Neutron Blaster]].&lt;br /&gt;
&lt;br /&gt;
The Sabre Neutron Blaster is one of the three primary weapons that the [[Sabre Strike Tank]] could be armed with. Unlike the [[Volkite Saker]] which deals with mass infantry or the [[Anvilus Snub Autocannon]] that targets light armour. The Sabre Neutron Blaster is specifically designed to turn superheavy tanks inside out.&lt;br /&gt;
&lt;br /&gt;
Nothing more than the [[Neutron Laser Projector]]&#039;s little brother. The Sabre Neutron Blaster was constructed in the same manner as the larger neutron cannon employed by the [[Sicaran Battle Tank#Sicaran Venator|Sicaran Venator,]] the intense radiation emitted by the capacitors and charge packs of the cannon is so deleterious that it will eventually degrade the Sabre&#039;s own control systems.&lt;br /&gt;
&lt;br /&gt;
Rules-wise, the Sabre Neutron Blaster is a relatively short-ranged ant-tank weapon. At only 24&amp;quot;, you are not hitting far. But if it hits, it hits hard. S9, AP1, Heavy 1 weapon with Concussive and Shock Pulse rules. This thing can stun-lock enemy vehicles while [[Anal circumference|carving a new rear hole.]]&lt;br /&gt;
&lt;br /&gt;
===Heavy Laser Destroyer===&lt;br /&gt;
[[File:HeavyLaserDestroyer.jpg|200px|right|thumb|Heavy Laser Destroyer]]&lt;br /&gt;
The bigger, badder brother of the regular Laser Destroyer.&lt;br /&gt;
&lt;br /&gt;
The Heavy Laser Destroyer is a type of heavy Laser Weapon with powerful anti-armor capability. It is commonly mounted on the Space Marine [[Repulsor Tank#Repulsor Executioner|Repulsor Executioner tank]], with a smaller variant found also mounted on the [[Gladiator Tank#Gladiator Lancer|Gladiator Lancer Tank.]] The larger chassis of the Repulsor mounts much larger and more powerful generators which could release a more potent shot. Of course, this means that the barrel needs to be strengthened and lengthened to accommodate the high heat dispersal.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, this is a new Primaris weapon found on the Repulsor Executioner and the Gladiator Lancer. The Executioner&#039;s is a 72&amp;quot; range, Heavy 2, S12, AP-4 and D3+3 weapon whilst the Lancer is a slightly weaker 72&amp;quot; range, Heavy 2, S10, AP-3, Dd3+3 weapon, nevertheless, they are both dedicated tank killers, though it is an expensive weapon.&lt;br /&gt;
&lt;br /&gt;
===Arachnus Blaze Cannon===&lt;br /&gt;
[[File:ArachnusCannon.jpg|200px|right|thumb|Arachnus Blaze Cannon]]&lt;br /&gt;
The Arachnus Blaze Cannon is a type of Laser Weapon used by the Adeptus Custodes. This weapon was a development of standard Imperial las-technology, but with built in esoteric and powerful components which could never be replicated en masse.&lt;br /&gt;
&lt;br /&gt;
The Blaze Cannon is mounted on the [[Coronus Grav Carrier]].&lt;br /&gt;
&lt;br /&gt;
On tabletop they are basically the bastard offspring of Multi-lasers and Lascannons, they have two firing modes. One is Burst for infantry shredding, the other is Concentrated for Vehicle killing with AP1 and Exoshock, which gives you an automatic second Penetrating hit which ignores cover saves on a 4+ after you score one (so you roll to hit, roll to penetrate, enemy rolls invulnerable/cover, and only then...).&lt;br /&gt;
&lt;br /&gt;
The Blaze Cannon itself is a S6 AP5 Heavy Bolter, or 48&amp;quot; S8AP1 Heavy 1, Exoshock: In all honesty, the Burst mode is rather shitty, but Concentrated is essentially a Lascannon with nasty special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:CoronusBlazeCannon.png|&amp;lt;center&amp;gt;Coronus Grav-Carrier&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Arachnus Heavy Blaze Cannon===&lt;br /&gt;
[[File:CaladiusAnnihilatorHeavyBlazeCannonProfile.png|200px|right|thumb|Arachnus Heavy Blaze Cannon]]&lt;br /&gt;
A larger version known as the Arachnus Heavy Blaze Cannon also exist.&lt;br /&gt;
&lt;br /&gt;
This time it is mounted on the [[Caladius Grav-Tank|Caladius Annihilator]] and it is basically a twin-linked Lascannon on steroids.&lt;br /&gt;
&lt;br /&gt;
On tabletop they are basically the bastard offspring of Multi-lasers and Lascannons, they have two firing modes. One is Burst for infantry shredding, the other is Concentrated for Vehicle killing with AP1 and Exoshock, which gives you an automatic second Penetrating hit which ignores cover saves on a 4+ after you score one (so you roll to hit, roll to penetrate, enemy rolls invulnerable/cover, and only then...).&lt;br /&gt;
&lt;br /&gt;
The Heavy Blaze Cannon itself is a 48&amp;quot; S8 AP3 Heavy 4, or 72&amp;quot; S10 AP1 Heavy 1, Exoshock: Optional turret replacement for the Caladius.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:CaladiusAnnihilatorHeavyBlazeCannon.png|&amp;lt;center&amp;gt;Caladius Annihilator&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Arachnus Storm Cannon===&lt;br /&gt;
[[File:TelemonArachnusStormCannon.png|200px|right|thumb|Arachnus Storm Cannon]]&lt;br /&gt;
The big honcho mounted only on the biggest of Dreadnought walkers.&lt;br /&gt;
&lt;br /&gt;
The Arachnus Storm Cannon is a large gatling-style Laser Weapon used by the Adeptus Custodes. Seeing as how it is a &#039;&#039;double-barrelled&#039;&#039; gatling weapon, there must be one hell of a cooling system to prevent this from melting the golden gunstick into a golden beatstick. Although, give how its godfather, the [[Superheavy Laser Weapons#Arachnus Magna-Blaze Cannon|Arachnus Magna-Blaze Cannon]], have a stupidly expensive cooling/containment system, I guess something like the Storm Cannon is just as capable in preventing a meltdown. It is most typically mounted on the [[Telemon Heavy Dreadnought]]. The Golden Bananas just wanted to have an oversized Multi-Laser and the Emprah delivereth.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Storm Cannon is a 48&amp;quot; S7 AP3 Heavy 7, or 72&amp;quot; S9 AP1 Heavy 2, Exoshock: the Telemon&#039;s big Gatling gun and perhaps the most versatile of the Arachnus weapons. This is a must take if you are facing armies with a large amount of vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:|&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Helfrost weapons ===&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Laser_cooling Laser cooling is actually a thing.]&lt;br /&gt;
&#039;&#039;See main page, [[Helfrost Weaponry]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Laser Destroyer Array === &lt;br /&gt;
[[File:VindicatorLaserDestroyer01.jpg|200px|right|thumb|Vindicator Laser Destroyer Array]]&lt;br /&gt;
Laser Destroyer Arrays are a special type of lascannon array. Instead of firing in a single, solid blast the laser destroyer would fire short pulses microseconds apart from its various barrels, acting as a sort of long-ranged drill. On the plus side this means they&#039;re more destructive (never a bad thing) as it allowed them to bore through everything, on the downside it&#039;s apparently more of a pain in the ass to fire and reload them, going by their tabletop stats and they&#039;re nowhere near as portable. Note that despite sharing the name, they are not the same as laser destroyers.&lt;br /&gt;
&lt;br /&gt;
In 7th edition (and Horus Heresy) this gave you a single lascannon shot which was Ordnance instead of Heavy and AP 1 instead of 2. It dealt with vehicles better but similar lascannon arrays fired 2 shots instead of the one (both are twin-linked) so if you had to decide on the two then you had to make a choice, quality hits or quantity of hits? &lt;br /&gt;
There was a way to up the shot count, but only if you took a Vindicator Tank Destroyer. If you stayed motionless and/or declared to overcharge it after remaining motionless, you could add +1/+2 to its shots respectively, and after it fired you&#039;d do the equivalent of a Gets Hot roll. In practical terms if you were playing 40k you were free to remove whatever vehicle your opponent fielded that you didn&#039;t like, whereas if you were playing Horus Heresy you&#039;d wish Flare Shields weren&#039;t a thing as you still couldn&#039;t kill that Spartan.&lt;br /&gt;
&lt;br /&gt;
In 8th edition the Laser destroyer is hilariously powerful, being S 12, AP -4, D6 damage but before you roll for damage, roll a D6. On a 1-2, it&#039;s still just D6 damage. On a 3-5, it&#039;s 2D6 and on a 6, it&#039;s 3D6. Ever wanted to cripple a Knight, Land Raider, monster or just remove that one character who accidentally got a little too close in only one shot? Now you can. It&#039;s also surprisingly cheap meaning you can spam the fuckers and potentially forget about taking lascannons entirely. Also hilarious is that the Rapier Laser Destroyer has actual combat stats, and not the kind that are explained away via its crew steering it into the enemy, but literal stats as somehow the thing attempts to hurt the enemy by poking it with its barrels (presumably). Despite being (technically) a vehicle its pokes are also weaker than the Guardsmen who push it around, being S3 whereas these macho-men are S4.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Rapier4.jpg|Rapier variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Superheavy Laser Weapons===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See main page, [[Superheavy Laser Weapons]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Hellgun]]&lt;br /&gt;
*[[Laspistol]]&lt;br /&gt;
*[[Dune]]: from which the term was [[Blood Ravens|cribbed]].&lt;br /&gt;
*[[Volkite_Weaponry|Volkite Weapons]]: The closest equivalent used by [[Space Marines]] during [[Great Crusade|the old days]]. Since their not las weapons their obviously better.&lt;br /&gt;
&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:6547:7D11:DD59:F542</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Imperial_Guard&amp;diff=266007</id>
		<title>Imperial Guard</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Imperial_Guard&amp;diff=266007"/>
		<updated>2023-06-01T04:33:55Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:6547:7D11:DD59:F542: Undo revision 892319 by 205.185.113.147 (talk) It&amp;#039;s not a &amp;#039;joke&amp;#039;, you&amp;#039;re just writing bullshit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Awesome}}&lt;br /&gt;
[[File:Macharius Charge.png|500px|thumb|right|And his name struck fear into the hearts of men.]]&lt;br /&gt;
{{Topquote|Battle is the most magnificent competition in which a human being can indulge. It brings out all that is best; it removes all that is base. All men are afraid in battle. The coward is the one who lets his fear overcome his sense of duty. Duty is the essence of manhood.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Wars may be fought with weapons, but they are won by men.|George S. Patton}}&lt;br /&gt;
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{{Topquote|When one has two hundred artillery pieces per kilometer of the frontline, he does not report contact with the enemy or ask for whereabouts. He reports successful breakthroughs and asks for further orders.|Attributed to Aleksandr Vasilevsky}}&lt;br /&gt;
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{{Topquote|Hey guys, they&#039;re called Astra Militarum now!|Game Workshop, shortly before everyone proceeded to ignore them.}}&lt;br /&gt;
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The &#039;&#039;&#039;Imperial Guard&#039;&#039;&#039; (officially titled the &#039;&#039;&#039;Astra Militarum&#039;&#039;&#039; as of [[Warhammer 40,000 6th Edition|6th Edition]], ‘cause fuck your original name if GW can&#039;t trademark it), also known as [[If the Emperor had a Text-to-Speech Device| &#039;&#039;&#039;THE WALL OF GUNS&#039;&#039;&#039;]], are the foot soldiers of the [[Imperium]] in [[Warhammer 40,000]]. They exist only to fight (and die) gloriously in the [[Emprah]]&#039;s name. [[Commissar]]s (like [[Holt]] and [[Ciaphas Cain]]) ensure that they do so regularly, and any cowards or deserters tend to be summarily executed. During the [[Great Crusade]], the Emperor only intended for them to be [[Solar Auxilia|auxilia]] for his [[Space Marines|SPESS MEHRENS]] (and to man masses of tanks, artillery, and aircraft). After [[Horus Heresy|Horus&#039; little tantrum]] and the [[Second Founding|breakup of the Legions]], trillions upon trillions of humans were drafted to make up for the difference. Although these are, for the most part, mere men and women, they have held the line in the Imperium&#039;s wars for 10,000 years. Many consider their dogged perseverance in the face of overwhelming odds to be what makes them so balls-to-the-wall [[awesome]].&lt;br /&gt;
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It is recommended that you put either [https://youtu.be/CIGHCoVzqtk] or [https://www.youtube.com/watch?v=mhqWHIq-aZw]  on loop before reading the rest of this article.&lt;br /&gt;
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Basically, the Imperial Guard is what happens when you remember that quantity has a quality all its own, and that there is no problem that can&#039;t be solved via the application of a sufficient level of [[Dakka|firepower]]. While the elite forces of the Imperium gain all the glory, the Imperial Guard wages war on thousands of fronts with or without support. They are the soldiers of Humanity who fight and die in numbers beyond counting. &lt;br /&gt;
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Without the Imperial Guard, the Imperium could not exist.&lt;br /&gt;
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==Overview==&lt;br /&gt;
It is worth noting that in a universe where opposing armies include:&lt;br /&gt;
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* Cults of [[Space Marines|genetically-engineered killing machines]];&lt;br /&gt;
* Cults of [[Chaos Space Marines|EVIL genetically-engineered killing machines]], with a variety of sorcerous powers;&lt;br /&gt;
* [[Ork|Barbaric super-fungi]] that grow in size and number the more you fight them;&lt;br /&gt;
* [[Eldar|Creepy space elves]] with psychic powers, incomprehensible technology, and a habit of materializing out of nowhere;&lt;br /&gt;
* [[Dark Eldar|EVIL PIRATE creepy space elves]] that literally get off on making others suffer, whose creative use of slaves makes an agonizing death seem merciful;&lt;br /&gt;
* [[Harlequins|Extra creepy space elf clowns]] whose motives are obscure even among the rest of the space elves and make it their collective goal to turn mass slaughter into a literal art form;&lt;br /&gt;
* [[Tau|Samurai space communists]] with AI-enhanced battlemechs, infinite firepower and [[Kroot|cannibal dinosaurs]] in tow;&lt;br /&gt;
* Endless swarms of [[Tyranid|screeching, hyper-evolved space bugs]] that, combined, spew voracious parasites and corrosive acid from more orifices than most forces have bullets;&lt;br /&gt;
* Nightmarish [[Genestealer Cult|hybrid abominations]] that infest the darkest corners of your world until they breed enough thralls to overwhelm your armies and summon the aforementioned space locusts;&lt;br /&gt;
* [[Daemon|Extradimensional monsters]] that live to [[Khorne|slaughter]], [[Tzeentch|corrupt]], [[Nurgle|infect]], and [[Slaanesh|violate]] mortal bodies, before tearing out their souls to do it all again, but &#039;&#039;much slower&#039;&#039;;&lt;br /&gt;
* [[Lost and the Damned|Your former friends,]] having forsaken themselves to the above creatures;&lt;br /&gt;
* [[Adeptus Mechanicus|Martian Illuminati]] with ancient war machines, a monopoly on modern technology, and religious objections to humans attached to their original limbs;&lt;br /&gt;
* [[Adepta Sororitas|Fanatic warrior nuns]] who can heal themselves through prayer;&lt;br /&gt;
* [[Inquisition|A shadowy secret police]] who will have you executed for simply blinking wrong;&lt;br /&gt;
* [[Imperial Knight|Multi-story bipedal mechs]] bristling with tank-sundering guns from head to man-crushing toe;&lt;br /&gt;
* [[Chaos Knight|EVIL Multi-story bipedal mechs]] bristling with tank-sundering guns from head to man-crushing toe;&lt;br /&gt;
* [[Necron|Nigh-immortal zombie robots]] that snuff out stars for kicks;&lt;br /&gt;
* [[Leagues of Votann|Cyborg midgets]] with the technology you&#039;ve long since lost, who will never, &#039;&#039;ever&#039;&#039; forget you;&lt;br /&gt;
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[[File:Trance.jpg|300px|right|thumb|&amp;quot;Welcome to the jungle, we&#039;ve got fun and games!&amp;quot;]]&lt;br /&gt;
... the foot soldiers of the Imperial Guard take to the field equipped with nothing but [[Flak Armour|flak armor]], [[Lasgun|glorified laser pointers]], a &#039;&#039;highly&#039;&#039; variable amount of training, [[Imperial Infantryman&#039;s Uplifting Primer|some toilet paper]], and a pair of Mars-pattern, titanium-plated balls. In truth, a typical Guardsman&#039;s equipment is &#039;&#039;significantly&#039;&#039; more effective than the gear fielded by any real-world modern nation. It&#039;s just that the threats a Guardsman must face are often incomprehensible in comparison. As such, the Guard makes up the difference with numbers, overwhelming firepower, and sheer nerve.&lt;br /&gt;
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In many cases the Imperial Guard will function as a sort of galaxy-spanning firefighting force, responding to uprisings, rebellions, and other threats as needed. When a world is threatened by a major invasion, the local PDF is expected use its extensive network of defensive assets to hold the line until external help arrives. In the vast majority of situations, that help will consist of the Imperial Guard. In theory if not always in practice, the arrival of an Imperial Guard army is intended to end any such threats, with or without additional help from specialist formations such as the [[Space Marine]]s and the [[Adeptus Mechanicus]]. &lt;br /&gt;
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It would be a mistake to assume that the Guard&#039;s sole purpose is simply to help the PDF hold out until &#039;&#039;even more&#039;&#039; help arrives at some indeterminate point in the future. On the contrary, the Guard&#039;s purpose is to &#039;&#039;end the threat&#039;&#039;. They are, sometimes quite literally, [[Rough Riders|the cavalry riding to the rescue]].&lt;br /&gt;
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On that note, there&#039;s an important detail to remember here: while the Imperial Guard does indeed perform a defensive role, it is &#039;&#039;also&#039;&#039; the Imperium&#039;s primary ground-based &#039;&#039;offensive&#039;&#039; force. Even it’s defensive actions are usually more like attacking the attacker than holding a literal line. When a Crusade is called, it is almost always the Imperial Guard that will provide the vast majority of the Crusade&#039;s fighting strength. Depending on the nature of the threat, dozens or even hundreds of regiments will be called up; a fighting strength in the tens of millions would be considered quite ordinary. Vast formations of infantry from varied worlds will be supported by columns of tanks and other armored vehicles, air support, and artillery... very, very large amounts of artillery. The pictures you see in sourcebooks that depict vast numbers of doggedly advancing human soldiers aren&#039;t just artistic license- this is &#039;&#039;actually&#039;&#039; how many Guard armies prefer to fight, a sheer wall of firepower stretching from horizon to horizon that nothing can stand against, and against which fancy tactical maneuvering means very little. This is why the Imperial Guard has the nickname, &amp;quot;Hammer of the Emperor.&amp;quot;&lt;br /&gt;
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==Recruitment and Deployment==&lt;br /&gt;
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Every Imperial world is expected to pay the [[Imperial Tithe]], which is essentially a tax that supports the greater Imperium. This tithe includes the expectation that the world will produce certain goods and resources, that it will comply with Imperial doctrines, and that it will provide a regular levy of soldiers for induction into the Imperial Guard. &lt;br /&gt;
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The exact amount of soldiery that a world is expected to contribute is based on an arcane formula that even the most wizened member of the [[Administratum]] would struggle to fully explain. Nevertheless, contribute each world must, for a Governor who fails to meet the Tithe will find no sympathy, and risk being branded as a renegade. Aside from this, the quality of the soldiers being contributed is not necessarily important. Many worlds take great pride in drawing new Guard regiments from the best and brightest of their PDF, where such foundings are a matter of great pomp and circumstance. Many of these make a point of contributing Guard levies far in excess of their required tithes. On other worlds, prospective recruits will compete with each other (sometimes bloodlessly, sometimes not) for the right to wage the Imperium&#039;s wars. On yet others, the tithe will be filled with undesirables and criminals. &lt;br /&gt;
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While the exact manner in which a new founding is equipped is not standardized either, it &#039;&#039;is&#039;&#039; expected that the new formation should be ready and able to fight, and the Governor who neglects this requirement risks drawing the ire of the Administratum. Otherwise, the precise character, fighting style, and preferences of the regiment will of course be colored by the world that it was drawn from.&lt;br /&gt;
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In some cases that are experiencing an active war zone, such as on [[Armageddon]], new foundings will be deployed directly to theaters on their home world. Most often, however, the [[Departmento Munitorum]] will coordinate with the Imperial Navy as to where the regiment goes next. The first stop will often be to a nearby Forge World, where the regiment will receive additional gear, equipment, and vehicles. If they are very lucky, a regiment might even receive one or more super-heavy tanks such as the [[Baneblade]]. All the while the regiment will continue training, while its newly assigned [[Commissar]]s work to stamp out any lingering weakness and disloyalty. Soon enough, the new regiment will find itself deployed in one of the Imperium&#039;s endless number of conflicts.&lt;br /&gt;
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It is important to note that once they are deployed off-world, a Guardsman will never see their home planet again, aside from certain highly rare and unusual exceptions. &lt;br /&gt;
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A regiment&#039;s first taste of combat is often a very difficult crucible, and it is one that many regiments do not survive at all. If it does, then the regiment will continue to be deployed as long as it retains fighting strength. Eventually, a regiment that might once have consisted of thousands of soldiers might be whittled down to only a few hundred survivors, or even down to just a single squad. By then such hard-bitten veterans will often consist of some of the toughest and most experienced soldiers that the Imperial Guard has to offer. These survivors are often folded into another regiment where their talents can be transferred to the greener troops. In other cases, two understrength regiments might be combined to form a completely new regiment with a new founding number. In very rare circumstances, a regiment that has fought with distinction through many, many campaigns will be granted the honor of colonizing a newly captured world. For most guardsmen, this distant and highly unlikely outcome is the only hope for a life after service.&lt;br /&gt;
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Therefore, although the average frontline Guardsman does not have good odds of surviving his first deployment, some &#039;&#039;do&#039;&#039; survive, and these veteran soldiers may accumulate &#039;&#039;decades&#039;&#039; of experience. They are some of the manliest motherfuckers the Imperium has to offer, capable of putting even the fucking SPESS MEHRENS to shame. Disturbingly, if Imperial Guard tactics advanced from WWI-style warfare (&amp;lt;s&amp;gt;overuse of artillery&amp;lt;/s&amp;gt; (modern militaries make use of artillery spam whenever possible) and mass charges against machine guns and tanks) to modern military strategies (such as taking cover and using air/armor/support, which while many elite regiments often do, there’s so much damn variety you can&#039;t really have good quality control), the Imperial Guard &#039;&#039;could&#039;&#039; become the most feared army in the whole universe. But &#039;&#039;&#039;NO&#039;&#039;&#039;, that&#039;s not [[grimdark]] enough! However, do note that while the Imperium is generally unconcerned with individual casualties, and while some commanders do therefore order their men to charge enemy lines with or without heavy armor/artillery support and regardless of terrain, fluff has also noted that incompetent commanders who are &#039;&#039;wantonly wasteful&#039;&#039; of Imperial resources tend to be weeded out rather quickly by the Commissariat. &lt;br /&gt;
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Examples of Guardsmen going above and beyond even this inherent badassery, demonstrating the possession of testicles so massive they should be deployed in battle as a separate unit, are plentiful: [[Ollanius Pius]] is one such Guardsman, standing up to fucking [[Horus]] himself (depending on whose canon you prefer). [[Dawn of War]] sees the Blood Ravens running into a pair of Guardsmen who have held their position, without support, in the middle of a combined Chaos/Ork/Eldar invasion, for more than a week. [[Dawn of War II]] has Guardsmen rescued in an earlier mission returning in the finale to provide infantry support while the Blood Ravens launch an attack... on a fucking [[Tyranid]] hive. These same guardsmen (led by the ever awesome [[Merrick|Sergeant Merrick]]) SURVIVE the suicidal mission and fight on for &#039;&#039;ten more years&#039;&#039; against the remnants of the Tyranids/Orks/Eldar. A different group of about 72 loyal Guardsmen also managed to hold out for those ten years. In a frozen wasteland. Surrounded by former comrades taken by Nurgle, bands of Black Legion Chaos Marines, and a growing Daemonic incursion. &lt;br /&gt;
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Fluff-wise it seems that the Guard&#039;s most common methods of war are to use lots of heavy weapons, tanks, and artillery to smash the fuck out of the enemy while Guardsmen mop up the shards of their foe while supported by more heavy weapons, special weapons, and Infantry Fighting Vehicles. So, honestly, the combined arms doctrine of the Imperial Guard is really fucking powerful even without considering their numbers are so vast they could just drown you with their own blood and corpses, and the paper to write the report on for said casualties would be literally not worth the paper.  On top of that, their flak armor (which includes flak shirt and flak pants apparently) actually gives pretty good protection against stub weapons and most other mid-tech small arms. Keep in mind that the Imperial Guard are often fighting other humans such as rebels most of the time, who nearly always use stubbers and armor inferior to Guard flak armor.  When fighting things that make mince meat of Guardsmen, the Guard tends to utilize concentrations of artillery, air support, tanks, superheavy vehicles, IFVs, and heavy weapons of all kinds to smash the enemy so the infantry merely has to occupy the smoldering crater that once consisted of the enemy&#039;s position.  &lt;br /&gt;
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In short... do &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; fuck with the Imperial Guard!&lt;br /&gt;
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==Standard-Issue Equipment and Knick-Knacks==&lt;br /&gt;
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It is known that the Imperial Guard is (in)famously known as the dudes in [[Flak Armour|T-shirts]] and [[Lasgun|Flashlights]], but did you know that the &#039;Guard also carries a bunch of other stuff that may aid his/her&#039;s merry journey of murder? Whilst each regiment may differ on what [[count as]] &#039;standard-issue&#039;, what they do share in common however, are a shit ton of equipment that all Guardsmen no matter their background usually lug around with them. These are:&lt;br /&gt;
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====[[Lasgun]] Weapons Case and Maintenance Kit==== &lt;br /&gt;
[[File:IIUPLasgun.jpg|400px|right|thumb|Lasgun with accessories.]]&lt;br /&gt;
No duh. Your standard-issue flashlight is given to &#039;&#039;all&#039;&#039; Guardsmen upon their first enlistment into the Astra Militarum. Each Lasgun comes inside a weapon&#039;s case which in itself contains several accessories inside its maintenance kit such as:&lt;br /&gt;
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*&#039;&#039;&#039;Lasgun&#039;&#039;&#039; (Pattern varies): Your standard flashlight you all know and love. The pattern of lasgun varies depending on which regiment you came from, but overall, this is your most trusted friend on the battlefield. Learn to take care of it as it is better to shoot things dead from afar than to kill things up close and personal.&lt;br /&gt;
*&#039;&#039;&#039;Lasgun Power Pack&#039;&#039;&#039;: &#039;&#039;THE&#039;&#039; most important part of your Lasgun weapon&#039;s case outside of the Lasgun itself. You can&#039;t fire a Lasgun if you have no power pack, can you? Each Lasgun always comes equipped with &#039;&#039;one&#039;&#039; power pack to ensure that each weapon is combat-ready from the get-go. The power pack is obviously separated from the Lasgun itself to avoid &#039;accidental misfires&#039;. In addition to this, each Guardsman is issued with four additional power packs in case the original was either lost, ran out of ammunition, or was damaged.&lt;br /&gt;
*&#039;&#039;&#039;Long Pattern Bayonet/Combat Knife with Sheath&#039;&#039;&#039;: Each Lasgun weapon&#039;s case comes equipped with the standard-issue butterknife. Like the Lasgun, the knife&#039;s pattern varies from regiment to regiment. It always comes in a sheath to prevent accidental self-harm and is always pre-sharpened. Guardsmen can carry the knife as a standalone weapon if they so choose, although some may just attach it to their Lasguns before being forced to bayonet charge a tank. By far the most versatile weapon as it can also be used for non-military roles such as cooking, chopping wood, or making other arts and crafts.&lt;br /&gt;
*&#039;&#039;&#039;Targeters/Scopes&#039;&#039;&#039;: Not &#039;&#039;really&#039;&#039; standard-issue but can be requested by your regiment. A targeter or a scope is designed to improve a Guardsmen&#039;s accuracy over conventional iron sights. The style of scopes may vary depending on where you&#039;re from, but they all serve the same purpose. To be issued a scope, a Guardsman must prove to his superiors that s/he can actually aim for shit as their lensing materials are quite expensive. The ranging accuracy for most scopes/targeters is +/- two metres under most circumstances. The max range of a scope depends on the reflectivity of the target and the environmental conditions at the time of firing. Guardsman who have these neat equipments should always attempt to shoot his/her&#039;s target at a 90 degree angle as this is more likely to provide an accurate range (Take note, this is only for conventional Sniper Rifles, Long-Las avoid such a thing due to the nature of lasers). A scope/targeter can have its magnification distance adjusted depending on the shooter&#039;s preferences.&lt;br /&gt;
*&#039;&#039;&#039;Sight Calibrator&#039;&#039;&#039;: As its name implies, a piece of equipment that allows the Guardsmen to adjust the weapon&#039;s sight according to his/her&#039;s preference and comfort. May or may not be for a targeting laser attachment, but since no Lasgun actually were seen with such attachments, it can be assumed to be for the standard-issue optic sight. Mostly consists of small tools such as screwdrivers and the like to adjust the aiming reticle, etc.&lt;br /&gt;
*&#039;&#039;&#039;Sanctioned Cleaning Agent&#039;&#039;&#039;: As its name implies, it is a bottle of cleaning agent meant to nick away the grime after battle and to improve the lifecycle of the Lasgun alongside your other weapons and tools. Quite important in maintaining the firing lens of a Lasgun as any attached dirt sticking on the Lasgun&#039;s lens will flash-vapourise; damaging the lens in the process. Most likely a water-free agent, so you can just dip it on your standard-issue soft-cloth and proceed to clean your weapon so when the day comes for parades, you don&#039;t end up looking like a [[murderhobo]].&lt;br /&gt;
*&#039;&#039;&#039;Oiling Agent&#039;&#039;&#039;: A small bottle of oil that may or may not overlap with the [[Derp|Bottle of Sacred Oil of Lubrication]], so consider the latter as a spare. An Oiling Agent is used to &#039;grease-up&#039; your weapons to prevent jamming. Given that the Lasgun has little to no moving parts, it is most likely reserved for your Autopistol.&lt;br /&gt;
*&#039;&#039;&#039;Bottle of Sacred Unguent of Cleansing&#039;&#039;&#039;: Somewhat akin to the above mentioned Sanctioned Cleaning Agent. The Bottle of Sacred Unguent of Cleansing is a vial containing a water-free vial that cleanse any dirt or grime on your weapons and equipment. Most likely a superior version of a Cleaning Agent in a sense that it has most likely be &#039;blessed&#039; to ensure a tip-top shine. Given how religious this bottle sounds, there&#039;s definitely a use for this against Warp-like shenanigans such as Nurgle&#039;s taint. &lt;br /&gt;
*&#039;&#039;&#039;Bottle of Sacred Oil of Lubrication&#039;&#039;&#039;: The aforementioned Bottle of Sacred Oil of Lubrication. Like the Bottle of Sacred Unguent of Cleansing, the Bottle of Sacred Oil of Lubrication is most likely a superior version of your average Oiling Agent that is most likely &#039;blessed&#039; by a Techpriest. Again, seems to be used against [[Heresy|heretical taint]] whilst also offering better lubrication to your weapons or vehicles.&lt;br /&gt;
*&#039;&#039;&#039;Tin of Blessed Sealing Wax&#039;&#039;&#039;: A small metal tin containing solidified sealing wax. It is not a sealing wax meant for Purity Seals however. When heated, the wax would liquefy. Once melted, one can than pour the liquefied wax to &#039;fix&#039; a broken piece of equipment or seal a written message for communication purposes. &lt;br /&gt;
*&#039;&#039;&#039;Blessed Soft-Cloth for Swabbing&#039;&#039;&#039;: Your standard-issue cleaning cloth the size of a large handkerchief. A relatively smooth cloth that makes it great for either cleaning your tools or lubricating your weapons. One of the most important piece of equipment when maintaining your Lasgun, as without it, wear and tear will suffice.&lt;br /&gt;
*&#039;&#039;&#039;Holy Toolbox with Repair Instruments&#039;&#039;&#039;: Each Lasgun weapon&#039;s case comes with a secondary case in the complete package. This separate case holds the necessary tools needed in case your Lasgun or other weapon breaks down. The toolbox may contain a wrench, screwdrivers, additional screws, additional batteries, spare electrical equipment, hammers, a saw and spare binding agents.&lt;br /&gt;
*&#039;&#039;&#039;Spare Lasgun Stock&#039;&#039;&#039;: A spare Lasgun stock that comes with an engraved icon of faith. In case your current gun stock gets damaged, you got a spare around. May come in different style&#039;s of gunstock depending on your both your regiment and preferences. Stock may come in plastic, wood, metal or is completely collapsible, it is up to you to mix-and-match.&lt;br /&gt;
*&#039;&#039;&#039;Spare Lasgun Barrel&#039;&#039;&#039;: A spare Lasgun barrel engraved with an icon of true-shot. Like the gunstock, this is a spare in case your Lasgun&#039;s lens barrel gets damaged or worn out. This spare is there for when you want to still shoot whilst waiting for the [[Administratum]] to offer you a new one.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Power_Pack_Lasgun.PNG|Different styles of Lasgun power packs.&lt;br /&gt;
File:Bayonets.PNG|An assortment of bayonets.&lt;br /&gt;
File:Scopes.PNG|An assortment of scopes.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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====[[Autopistol]]/[[Laspistol]]====&lt;br /&gt;
[[File:Autopistol_Image.PNG|200px|right|thumb|A standard Autopistol.]]&lt;br /&gt;
The &#039;&#039;secondary&#039;&#039; weapon issued by Guardsmen. Depending on the regiment, a Guardsmen after being issued with his Lasgun, would then be issued his sidearm which can either be a Laspistol or an Autopistol. Like its bigger brother, these pistol also come with its own weapon&#039;s case although its maintenance have to be shared with it big brother which comes in everything. These are:&lt;br /&gt;
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*&#039;&#039;&#039;Autopistol/Laspistol&#039;&#039;&#039;: Depending on the regiment as aforementioned, you may be equipped with either the bang-bang or the pew-pew variety of pistols. They all come cleaned and furbished inside their case.&lt;br /&gt;
*&#039;&#039;&#039;Autopistol Clip&#039;&#039;&#039;: Each Autopistol comes equipped with a single &amp;lt;s&amp;gt;clip&amp;lt;/s&amp;gt; magazine of bullets alongside five additional magazines as standard. Like the Lasgun, the Autopistol and its magazine is separated to avoid a misfiring. Guardsmen may be issued more magazines for their Autopistols if there is enough stock within the regiment&#039;s armoury which can be requested via a form to HR. Just pray the [[Administratum]] arrives in time for a entirely new batch of ammo in case the armoury is emptied out.&lt;br /&gt;
*&#039;&#039;&#039;Muzzle Rod and Swab&#039;&#039;&#039;: A cleaning rod with cloth that is meant to clean out your Autopistol or any slug-throwing combustion guns. Definitely not meant for the Lasgun as it technically has no rifling. But for conventional slug-throwers, it may come in handy for maintaining and cleaning out any grime stuck inside the barrel; improving its lifespan and weapons safety.&lt;br /&gt;
*&#039;&#039;&#039;Laspistol Power Pack&#039;&#039;&#039;: Unlike the Lasgun, it seem that the Laspistol is only offered one power pack to come along with the product. Like its big brother, the power pack is the most important part of the Laspistol and it also comes separate to avoid misfiring. The power pack itself is smaller and weigh dramatically less than its larger brother.&lt;br /&gt;
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====[[Grenades &amp;amp; Explosives|Grenades]]====&lt;br /&gt;
[[File:Frag_Grenade_Internal.PNG|120px|right|thumb|An internal of a Frag Grenade.]]&lt;br /&gt;
Like all regiments, each Imperial Guardsmen is equipped with several grenades. The type of grenade may differ depending on what squad the Guardsmen would be enlisted as. All Guardsmen will be trained with practice grenades before they are entrusted in throwing around these explosives around. These grenades are:&lt;br /&gt;
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*&#039;&#039;&#039;Frag Grenades&#039;&#039;&#039;: In mix-standard teams within a [[Infantry Squad]], the Frag Grenade is the most common type of grenade a Guardsmen would be issued. S/he will be given four grenades maximum, although more can be requested via filling out a request form and with approval from senior officers.&lt;br /&gt;
*&#039;&#039;&#039;Krak Grenades&#039;&#039;&#039;: For teams specialising in anti-armour offensives. They will be issued a Krak Grenade instead. Like their frag counterparts, four grenades seem to be the optimum for each Guardsmen.&lt;br /&gt;
*&#039;&#039;&#039;Melta Bomb/Demolition Charge&#039;&#039;&#039;: For [[Breacher Squad]]s, one member may be in charged with a single Melta Bomb or Demolition Charge for anti-tank and demolition purposes. They are heavier than usual and require special training and expertise to master. Not really standard-issue all things considered.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Grenades_and_Bombs.PNG|List of explosives your typical Joe would carry.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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====Armour and Clothing====&lt;br /&gt;
[[File:Uniform.PNG|150px|right|thumb|Fig 1.1 Your average Guardsmen. A dude in a shirt.]]&lt;br /&gt;
Outside of his weapons, clothing is the most important piece of equipment that every Guardsmen must have. You ain&#039;t gonna go out fighting on Valhalla butt-ass naked now would you? Again, the type and style of clothes differ by regiment. Some like the [[Scintillan Fusiliers]] treat their fatigues with higher value than their lasguns whilst others like the [[Catachan Jungle Fighters]] scoffs at fatigues and go completely bare-chested. The list of attire are:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat Fatigue/Dress Uniform&#039;&#039;&#039;: The first piece of clothing that nearly all Guardsmen wear. Uniforms or fatigues are mass produced in order that the countless number of Guard regiments will be equipped quickly and efficiently. Typically, uniforms or fatigues are made from hard-wearing fabrics designed to resist all types of environments passively. They need to be proven hardy in the field and resistant to snags and tears. Nevertheless, overtime, clothing just simply deteriorate either through combat or frequent usage so spares are always up for order. In peacetime or in parades, they can be used to show off the regiment&#039;s discipline and all-round [[Awesome|awesomeness]].&lt;br /&gt;
*&#039;&#039;&#039;Shirt and Undershirt&#039;&#039;&#039;: Your &#039;&#039;actual&#039;&#039; t-shirts. Literally. This is what most Guardsmen wear beneath their fatigues or uniforms. They are made from light fabric like cotton or linen and is designed for maximum comfort. The Catachan Jungle Fighters if they are forced to wear something on their torso, would usually opt for a shirt rather than fatigues to show off their bulky muscles.&lt;br /&gt;
*&#039;&#039;&#039;Flak Armour&#039;&#039;&#039;: You know&#039;em, you love&#039;em. Everyone&#039;s favourite cardboard armour is issued throughout the Imperium. Like all things in the Guard, the style of Flak Armour differs from regiment to regiment. But overall they are the most important piece of equipment outside the Lasgun as the Flak Armour provides &#039;&#039;some&#039;&#039; form of protection. Whilst it won&#039;t do too hot against direct impact from anything above WW2-levels of firearms, it does provide an adequate form of defense against shrapnel. Given that in modern warfare, artillery shrapnel is one of the highest form of casualties, this is actually quite important for the Guard. &lt;br /&gt;
*&#039;&#039;&#039;Helmet with Micro Bead Pick-Up&#039;&#039;&#039;: Each Guardsmen is issued with a standard-issue Flak helmet with micro beads attached. Other than for head protection, the micro bead is important for communication purposes without the Guardsmen making a sound. Micro beads essentially translates the vibrations of your throat and transmit that as sound without saying a single word. Very useful for stealth operations.&lt;br /&gt;
*&#039;&#039;&#039;Dog Tags&#039;&#039;&#039;: Works the same way we have here today. A metal necklace that shows the Guardsman&#039;s regiment, squad, name, date of birth and place of birth. Whilst most Guardsman would never really get the chance to have their dog tags retrieved once they kick the bucket, their superiors should at least have the acumen to dot down who they lost over the years and send it to the Administratum for records keeping.&lt;br /&gt;
*&#039;&#039;&#039;Socks&#039;&#039;&#039;: No sane Guardmen want to go out in the battlefield with chilblains or frostbite on their dinky toes now do they? Each Guardsmen is issued four pairs of socks that are dried and neatly packed. Each pair of sock needs to be washed if possible and dried to prevent trench foot or any other feet-related ailments. Socks are made of some form of thick, warm fabric like wool or cotton. &lt;br /&gt;
*&#039;&#039;&#039;Undergarment&#039;&#039;&#039;: Your [[/d/|bras, panties and underwear]]. Used to keep your manly and womanly bits from flailing around awkwardly in your trousers and to keep them supported and warm. Like socks, they need to be washed as soon as possible to avoid cases of crotch rot.&lt;br /&gt;
*&#039;&#039;&#039;Greatcoat/Rain Overalls&#039;&#039;&#039;: Some Guard regiments are known to issue greatcoats or rain overalls to either keep their cannon fodder warm and dry during winter and the like. They are made of thick, heavy and sometimes waterproof fabric to ensure maximum warmth. The complete opposite of the shirt. [[Valhallan Ice Warriors]], [[Vostroyan Firstborn]]s, [[Armageddon Steel Legion|Armageddon Steel Legionnaires]] and the [[Death Korps of Krieg]] love the shit out of them. &lt;br /&gt;
*&#039;&#039;&#039;Combat Boots and Laces&#039;&#039;&#039;: Standard-issue military boots meant to be rugged enough to survive in nearly any ground. Each boot is fashioned to ensure comfort for the Guardsmen&#039;s feet and comes in three sizes. Each boot is ensured to be waterproof and hard wearing, with each pair expected to last for a while. Like nearly everything else, a combat boot may differ from regiment to regiment. Cadia for example have boots made of rigid hard leather that protects the upper ankle and steel plates that protect the shins; they are called ankle-breakers. Meanwhile, Valhalla favours a rigid, heavily insulated boot with particularly sharp crampon-like grips on the soles. Whilst Attila and Tallarn favour a flexible-soled, lightweight boot that allows the foot to breathe through semo-permeable membranes within the boot&#039;s fabric. All combat boot boxes comes with additional spare laces in case the original was damaged or lost.&lt;br /&gt;
*&#039;&#039;&#039;Leg Gaiters&#039;&#039;&#039;: Tl;dr, these are leg warmers. Largely used during snowy operations and therefore, are popular for snowy regiments like the Valhallans, leg gaiters offer an additional form of warmth around the ankle regions as a normal sock ain&#039;t cutting it. Not really that standard, but the Administratum just slaps every Guardsmen with one just in case.&lt;br /&gt;
*&#039;&#039;&#039;Webbing&#039;&#039;&#039;: Every Guardsmen going into battle requires quite a  lot of kit to carry around with. To do so in a ergonomic factor, each Guardsmen would be issued a form of combat webbing that allows a great deal of equipment to be layered onto the chest rig or backpack whilst leaving the arms free to fight. Typically, the front face of the webbing is fitted with pouches whilst the inside is fitted with mesh that forms a map pocket and has space for an additional two standard-issue Lasgun power packs. Combat webbing can be worn over Flak Armour or alone and has several hooks for grenades or entrenching tools.&lt;br /&gt;
*&#039;&#039;&#039;Belt and Holsters&#039;&#039;&#039;: Every Guardsmen is given a standard-issue leather belt and a holster to ensure their big boy/girl pants don&#039;t accidentally drop down to their knees during inspection day and that their sidearm stays in place. Useful to avoid a wardrobe malfunction but also useful for the local [[Commissar]] or officer to use one as a makeshift flogging equipment. &lt;br /&gt;
*&#039;&#039;&#039;Bandolier&#039;&#039;&#039;: Whilst regiments are all given bandoliers to hold additional ammunition, some regiments like the Catachan Jungle Fighters are obsess with them. Being a bunch of [[LARP|Rambo cosplayers]] is no surprise given how useful a bandolier is for holding additional ammo whilst looking [[Awesome|absolutely baller in the process.]]&lt;br /&gt;
*&#039;&#039;&#039;Field Rucksack with Straps&#039;&#039;&#039;: Everyone&#039;s companion. This large canvas sack backpack holds all your necessary goodies to ensure a Guardsmen isn&#039;t completely fucked on duty. It can provide enough room for MREs, field equipment, trenching equipment, spare ammo, repair equipment and sleeping materials. You don&#039;t wanna lose one.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Flak_Chest.PNG|Chest piece of a Flak Armour.&lt;br /&gt;
Helmet.PNG|Flak Helmet, standard issue.&lt;br /&gt;
Micro_Bead.PNG|Micro Bead, comes standard with said helmet.&lt;br /&gt;
Boots_and_Sock.PNG|Combat boots and socks. Number one vector of the [[Poxwalkers|Walkingpox.]]&lt;br /&gt;
Webbing.PNG|Webbing, for when you want to [[LARP]] as Rambo.&lt;br /&gt;
Backpack.PNG|Field rucksack/backpack carrying all your needs.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Survival Equipment====&lt;br /&gt;
[[File:UpliftingPrimer.jpeg|150px|right|thumb|Everyone&#039;s favourite used toilet paper.]]&lt;br /&gt;
Guns and armour isn&#039;t the only thing a Guardsmen needs. Here, all forms of survival equipment is important for him/her to survive beyond the safety of civilization. Such equipment includes:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Imperial Infantryman&#039;s Uplifting Primer]]&#039;&#039;&#039;: Everyone&#039;s favourite standard-issue &amp;lt;s&amp;gt;toilet paper&amp;lt;/s&amp;gt; booklet. Every Guardsman is issued one and they are expected to read this thing down to the T. Every piece of survival tips and tricks, alongside useless propaganda is written down in the book. A mix-bag all things considered but is better than nothing. It is also the &#039;&#039;one&#039;&#039; piece of equipment that a Guardsman must &amp;lt;u&amp;gt;&#039;&#039;&#039;NEVER&#039;&#039;&#039;&amp;lt;/u&amp;gt; bring with him/her on the battlefield for fear of it falling to the enemy&#039;s hands. Although to be honest, what useful info they may glean over would be as important as real-life toilet paper. &lt;br /&gt;
*&#039;&#039;&#039;[[Imperial Munitorum Manual]]&#039;&#039;&#039;: Not as common as the Primer but orders of magnitude more useful. The Imperial Munitorum Manual is a booklet that goes in-detail towards the functionality of the [[Departmento Munitorum]], the list of equipment and how to maintain them, the list of punishments expected if breached, and the hierarchical structure of the Imperium wit-large. Again, not as common as the Primer, but when available, it usually comes with the complete package. &lt;br /&gt;
*&#039;&#039;&#039;Combat Ration Packs&#039;&#039;&#039;: Hmmm...sweet lovely food. Every Guardsmen is expected to carry around five units of Combat Ration Packs (CRP). They are designed to sustain a soldier directly engaged in combat or under military training. Useful when normal food services aren&#039;t available, their long shelf-life and caloric-dense nutrition makes them an important part of a Guardsmen&#039;s survival. The CRP consists of a full meal packed in a flexible meal bag. The full bag is lightweight and easily fits within a Guardsmen&#039;s pockets. Each meal bag contains a nutrient-rich compound as well as foods designed to enhance the energy levels and stamina of a Guardsmen. Whilst it is theoretically safe to eat from the get-go, most Guardsmen like theirs cooked. CRP can be cooked traditionally or through a flameless heater via chemical reactions with water.&lt;br /&gt;
*&#039;&#039;&#039;Portable Hexamine Stove/Flameless Heater Pack&#039;&#039;&#039;: When cooking CRPs or food caught by the Guardsmen themselves. They can cook their food through a standard-issue collapsible and portable Hexamine stove. These miniature stoves use solid fuel to heat up the food or beverage until the Hexamine tablets are used up. Some are also fitted with an adapter to hold a canteen or cup. Each stove comes with eight tablets in a waxed box, although sometimes a tinder box is issued as well. Although there are complaints that the fuel might be toxic or smells like shit, most Guardsmen can&#039;t complain too much as it is a convenient way to cook food on the go. If behind enemy lines, the light coming from the stove or the smoke used to burn up gathered materials may attract enemies. So a Guardsmen is also issued the aforementioned flameless heater pack that uses water as a pyrotechnic heating mechanism which lasts for fifteen minutes. Simply put the meal bag inside the heater pack, fill it with water and shake it until it chemically activates.&lt;br /&gt;
*&#039;&#039;&#039;Magnocular&#039;&#039;&#039;: A binocular by any other name. The magnocular is meant for surveying purposes. Some magnoculars are compact and lightweight, but most are bulky and heavy. Magnoculars offer high light transmission and optical performance, enabling a Guardsman to view objects at a great distance away. Magnoculars are rubber armoured, shockproof and waterproof and can withstand the harshest battlefield conditions.&lt;br /&gt;
*&#039;&#039;&#039;Rebreather/Gasmask with Mk VIII Filter&#039;&#039;&#039;: Gas masks for all intents and purposes. Rebreathers are used in environments that are too toxic to breath in. Depending on the type of engagement, some rebreathers merely covers the mouth and nose in near-Terran like atmospheres, but others like the gasmask with the Mk VIII Filter that filters out toxic particles cover the entire face in truly hell hole conditions. The Kriegers and the folks from the Steel Legion has an absolute hard-on for these things. &lt;br /&gt;
*&#039;&#039;&#039;Tent Kit&#039;&#039;&#039;: Each Guard Squad is expected to have one member be the tent carrier. He/she carries the necessary materials to build a tent for everyone to sleep in. The tent kit includes the tent, several collapsible stainless steel poles, tensile rope, pins, a hammer and adhesive tape to fix any potential damages to the tent. The kit is designed to be as lightweight as possible whilst still being big enough to house a three-five men team.&lt;br /&gt;
*&#039;&#039;&#039;Medi-Pack&#039;&#039;&#039;: Every Guardsmen is issued a portable medi-pack which is something like a convenient narthecium in a bag. Every Guardsmen is expected to be trained in various ways to alleviate injuries of various kinds through military practise although each squad must have a designated medic. The design of the medi-pack can range from a small medical kit to a complex scanning devices depending on the original source of the regiment and the planet&#039;s technological base. Basic medi-pack kits will usually contain drugs and bandages to treat a variety of injuries and illnesses, such as cataplasm patches, contraseptics, gauze/bandages, sterilised vein clamps, lotion of embalm, phials of morphia X4 (Space morphine), sterilising fluid of cleaning, cleansed surgical grapple, sanctioned insect repellent, and [[Anal circumference|blessed lotions, acid, alkali, medicinal tonics, tablets and internal cleansers for enema administration.]] More advance models might include a diagnostic Cogitator with bio-scanner and probes to determine the patient&#039;s ailments. The most advanced types, available to the elite of the Imperium, can include cast sprays, tox wands, synthskin applicators and more.&lt;br /&gt;
*&#039;&#039;&#039;Surveyor Gear&#039;&#039;&#039;: Surveyor gears are piece of equipment used for tracking and mapping purposes so you know where the hell you&#039;re going and avoid accidentally entering the firing range of a Basilisk. The most common type of gear are Auspex Surveyor Units that can register varying levels of background radiation, infrared signatures and electromagnetic emissions to discover enemy troops. They are simple to operate and require only rudimentary intelligence to read. All a Guardsman has to do is simply point the Surveyor Unit in the general direction and pull the trigger to tell him/her the information to his/her&#039;s squad. The screen then displays the machine&#039;s findings as coloured dots on the slate (Red for hostile, blue for friendlies) in the various range bands (Ten metre increments).&lt;br /&gt;
*&#039;&#039;&#039;Orientation Gear&#039;&#039;&#039;: The &#039;&#039;other&#039;&#039; piece of equipment that is designed in making sure your average Joe won&#039;t end up stumbling inside a Tyranid&#039;s nest. Orientation gears are your maps and compasses. They allow a Guardsman a better understanding on the battlefield they are on and where to go. The compass is accurate, rugged and reliable, being both waterproof and shockproof due to being encased in steel with metal hinges. The compass also comes with a built-in magnifying lens, finger loop and cord lanyard. Particularly &#039;advanced&#039; models of compass may be fitted with chemical fluorescence vials, allowing the compass to be read at night.&lt;br /&gt;
*&#039;&#039;&#039;Mess Kit&#039;&#039;&#039;: The things your average Joe eats from. Each mess kit from the Guard is constructed from enamelled steel and contains everything they need to prepare and serve. They are small, lightweight and very portable and their design differs from regiment to regiment. A Cadian version for example, contains a skillet, a small kettle, a plate, a cup and a Swiss army knife-style cutlery. The handles of these appliances are foldable to save space and can be detached to use with other cookware. The lids of each container can be used for preparing, cooking and/or eating and usually come in two or three pieces. Moreover, to complement the kit, Cadian mess kits use a specially moulded cup that fits over the bottom of the standard litre canteen for anything that requires a deep pot such as boiling water.&lt;br /&gt;
*&#039;&#039;&#039;Sleeping Equipment&#039;&#039;&#039;: Do I have to spell it out? Each Guard regiment is given a quilted sleeping bag with blanket that tapers towards the end. Most of these bags are quilted with feathers that provide insulation against the cold, although some regiments is known to use synthethic materials instead. The outer layers of a sleeping bag must provide a high degree of tearing strength and must be waterproof. Some sleeping bags may incorporate hoods and are sometimes embellished with extra layers to allow [[/d/|more than one person to share the bag.]]&lt;br /&gt;
*&#039;&#039;&#039;Hygiene Kit&#039;&#039;&#039;: No one and their mothers want to have a Guard regiment smelling like an [[Ogryn]] during parade day, so every Guardsmen is expected to be given a hygiene kit to look down and proper. Each kit comes with a bar of hard soap, dry scrub brush, shaving brush, razors, abrasive tooth cleaning paste and a tooth brush, alongside a sharpening stone to sharpen a Guardsman&#039;s  bayonet for shaving purposes. Moreover, the kit comes with delousing powder that can be used to eradicate most forms of parasites or leeches. Although care must be taken as the powder is caustic and shoud be avoided around the groin or eyes. Some hygiene kits such as the Cadian pattern also includes a anti-fungal powder and anti-lice gel that should be employed regularly to ensure the prevention of the spread of diseases.&lt;br /&gt;
*&#039;&#039;&#039;Entrenching Tools&#039;&#039;&#039;: Everyone&#039;s favourite shovel is listed under here. Entrenching tools are multi-purposed and can be used for a wide variety of things. This includes building trenches, planting seeds for food, burrying bodies or using it as a makeshift weapon. They have a foldable stock which allows a Guardsman to fit them in a nice, compact form and save space. The most well known of these shovels are the [[Miscellaneous_Weapons#9-70 Entrenching Tool|9-70 shovel]] which has its edge either sharpened or serrated. Kriegers hug these in their sleep. Imperial E-tools have mono-molecular edges, meaning Guardsmen can entrench literally anywhere.  Which is basically divine intervention for an infantryman.&lt;br /&gt;
*&#039;&#039;&#039;Hand Axe&#039;&#039;&#039;: A [[Basic Close Combat Weapons#Axe|small hand axe]] is given to each Guardsmen for largely non-military purposes such as chopping wood, clearing trees or vines and cutting up meat. Pretty damn versatile and can be used as a makeshift weapon in case your bayonet breaks or you run out of ammunition. It is often made of stainless steel or ceramics.&lt;br /&gt;
*&#039;&#039;&#039;Lamp-Pack&#039;&#039;&#039;: Each Guardsmen is also issued a lamp-pack. Now this may resemble a typical lamp to your typical flashlight (No, not &#039;&#039;that&#039;&#039; [[Lasgun|Flashlight]], &#039;&#039;the other one&#039;&#039;). It is a primary light source for night patrols and is often powered via batteries. Should not be used behind enemy lines for obvious reasons.&lt;br /&gt;
*&#039;&#039;&#039;Anti-Contaminants&#039;&#039;&#039;: Pretty important stuff when it comes to purifying the waters or killing parasites. Whilst each Guardsman is expected to carry a canteen filled with water, sometimes you run out and the next avaliable source of water is in the toilets. This is where this kit comes in handy. To avoid sudden case of [[Nurgle|explosive dirrahea,]] each Guardsman is issued with water purification tablets made from salt in the kit which would kill most virulent pathogens. Although drinking such purified water is unpleasant (Think soda water with the taste of salt), it is better than the alternative. The kit also contains vials of iodine which when taken orally, prevents 99% of the damage to the thyroid gland before being exposed to radiation.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ration_Packs.PNG|Combat ration packs. Yum yum.&lt;br /&gt;
Collapsible_Stove.PNG|Portable hexamine stove, a convenient way to heat up your instant noodles.&lt;br /&gt;
Magnoculars.PNG|Magnoculars. I spy with my little eye.&lt;br /&gt;
Rebreather.PNG|Rebreathers, for when you&#039;re finding it a bit difficult to breathe.&lt;br /&gt;
Gas_Mask_Filter.PNG|A gas mask, for when you&#039;re breathing in [[Krieg]].&lt;br /&gt;
Medi-Pack.PNG|A medi-pack with its accessories.&lt;br /&gt;
Medi-Pack_Model.JPG|Krieg medi-pack model.&lt;br /&gt;
Surveyor_Gear.PNG|A surveyor gear, the motion tracker of 40k.&lt;br /&gt;
Orientation_Gear.PNG|An orientation gear console.&lt;br /&gt;
Compass.PNG|A compass, part of the orientation gear.&lt;br /&gt;
Map_IG.PNG|A map, another part of the orientation gear.&lt;br /&gt;
Mess_Kit.PNG|A Cadian issued mess kit.&lt;br /&gt;
Hygiene_Kit.PNG|A hygiene kit with its complimentaries.&lt;br /&gt;
9-70 Entrenching Tool.PNG|The 9-70 Entrenching Tool, everyone&#039;s favourite shovel.&lt;br /&gt;
Anti-Contaminants.PNG|Anti-Contaminants with all its accessories. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Fluff and stuff==&lt;br /&gt;
&lt;br /&gt;
Dan Abnett and the Guard’s latest Codex turned the IG into gods of mechanized warfare, though they still suck compared to 8-foot-tall Daemonic killing machines with chainaxes. To be fair, though, that&#039;s like comparing a sedan to a tank. How are you NOT supposed to suck against things that can slice through meter-thick speshul-steel armor like so much cheese?&lt;br /&gt;
&lt;br /&gt;
The cold, hard truth of the matter is that the lowest currency in the Imperium is human life. Whereas the modern day commander would sacrifice expensive equipment (a cruise missile ain&#039;t cheap) to save even a single life, in the grim darkness of the far future, emphasis on civilian morale and &amp;quot;leave no man behind&amp;quot; ideals would screw up an already overtaxed bureaucratically fucked Munitorium. Instead, commanders do risk assessment. They&#039;re not going to devote resources just to save one lowly grunt if they will expend resources more expensive in return. Although to be fair, commanders who make these decisions know the moral implications of what they&#039;re doing while the Imperium treats this as a perfectly normal act.  And if they can afford to save you, they normally will.&lt;br /&gt;
&lt;br /&gt;
[[File:Lord Solar Macharius.jpg|250px|left|thumb|&amp;quot;The meaning of victory is not to defeat your enemy but to destroy him, to eradicate him from living memory, to leave no remnant of his endeavors, to crush utterly his every achievement and remove from all record his every trace of existence. From that defeat no enemy can ever recover. That is the meaning of victory.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
A bit of maths, if you will. According to one calculation of the frequency of Hive Worlds, there are 32,380 Hive Worlds in the Imperium. The average population of these worlds is around 200 billion each. We put these together and we get 6.476E15 (6,476,000,000,000,000 or 6.476 Quadrillion) people on Hive worlds ALONE. Eventually there would be more human babies than there would be lasguns coming out of the Forge World assembly lines. So now you see why humans are worth so little. But this also means that once they get their ass in gear and onto the battlefield, they ALWAYS win, because they have practically unlimited manpower and resources. Compare it to water bashing against rocks. A few gallons won&#039;t do jack, but countless billions of tonnes crashing down on it WILL destroy it in a surprisingly short amount of time. Apply actual tactics, and it becomes [[rape|even more effective]] (Do keep in mind, it&#039;s not like they commit trillions of troops to one battle. The Imperium frequently has to withdraw, but it&#039;s like saying &amp;quot;We lost the battle, BUT NOT THE WAR!&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
In fact, it is point-blank stated numerous times that guardsmen are way cheaper than their lasguns, because there are far more Hive Worlds to &#039;&#039;produce&#039;&#039; humans than there are Forge Worlds to produce lasguns. And to add more grimdark, the Imperium lost numerous forge worlds and mining worlds during the [[Time of Ending]], so there are even fewer lasguns and cardboard jackets coming from assembly lines. The [[Death Korps of Krieg]] have a specific guy who runs around battlefields shooting the wounded and collecting their gear (as well as blood and organs to fix those who still can be saved to fight next day). &lt;br /&gt;
&lt;br /&gt;
Sometimes this creates a disparity with other parts of the setting, as an example, games and art with Hive Gangers make it clear that they can be better equipped and armed than Guardsmen, including varieties of ammunition (such as exploding bullets) and [[Rage|fucking powered exoskeletons and thunder/power weapon equivalents]]. &lt;br /&gt;
&lt;br /&gt;
Think of the Red Army from the Hollywood movie [[wikipedia:Enemy at the Gates|Enemy at the Gates]]: Soviet Russia there had a fuckton of soldiers to draw from, but many were not issued spare ammunition or even rifles, and were expected to loot supplies off dead bodies. On an individual level the Germans had the obvious advantage, but send in enough cannon fodder to keep them pinned inside they city, then cut them off, and they eventually cracked. &lt;br /&gt;
&lt;br /&gt;
But what the Imperium does have going for itself is the individual heroism of its protectors. The Guard bears countless heroes, without whom the Imperium would have fallen ages ago. Notable heroes of the Imperial Guard include: [[Ollanius Pius]], [[Straken]], [[Creed|CREEEEEEEEEEEEEEEEED]], [[Lord Solar Macharius]], [[Ciaphas Cain|Ciaphas Cain HERO OF THE IMPERIUM]], [[Vance Motherfucking Stubbs]], [[Yarrick]], [[Sly Marbo|SLY FUCKING MARBO]], [[Colonel-Commissar Ibram Gaunt| Colonel-Commissar fething Ibram Gaunt]] and countless others. These extraordinary men and women inspire the masses around them to truly heroic deeds, and through those deeds, ensure that the Imperium will never falter.  Which is kind of weird since the setting is supposed to be one in which everyone is worthless and heroes have no impact.&lt;br /&gt;
&lt;br /&gt;
==Play Style==&lt;br /&gt;
[[File:Glory.jpg|300px|right|thumb|Men of the Brimlock Eleventh, fighting on Voor against Orks. Note the [[Judge Dredd]] pattern frown.]]&lt;br /&gt;
&lt;br /&gt;
The Imperial Guard are notorious for their SIGAOD methodology: Shooty Imperial Guard Army Of Doom for the less than nerdy. The basic lasguns are downright pathetic, but can [[Dakka|still be effective if used en masse]], and we mean &#039;&#039;en masse&#039;&#039;. The effect is a little like how cavemen throwing rocks could still be a threat to fully armored knights. It only takes one lucky shot and they don&#039;t stop shooting until they get lucky. Scientifically speaking, the lasguns are strong enough that they damage most materials, even Space Marine powered armor.  It&#039;s just so minor against most foes that it doesn&#039;t matter.  Until you get a hundred guys shooting at one target.  Then it matters pretty damn quickly.  Add in special weapons and heavy weapons and indirect fire like mortars all blazing away at an enemy and... yeah.  Also, a lasgun used with precise aiming is quite lethal as you can devastate any vulnerabilities of a target easily.  For example, the Vostroyan Firstborn are famous for their great precision and it shows in the massive kill-counts they rack-up.  Who the fuck knows why that isn&#039;t a requirement for Guardsmen but it&#039;s probably because some goober in charge didn&#039;t notice and so never mentioned it in a memo to who-cares.&lt;br /&gt;
&lt;br /&gt;
The IG has loads of vehicles. &#039;&#039;Loads&#039;&#039; of vehicles. Most of them are fairly cheap and pretty good for what you pay for, so it is quite easy for IG armies to have half a dozen vehicles or more in a medium-sized game. There are 4 principal IG ground vehicles of note:&lt;br /&gt;
* First is the [[Chimera Transport|Chimera]], which is the basic IG troop transport. In modern terms, it would be considered an Infantry Fighting Vehicle, not a mere APC. It is not particularly fast, but it is reasonably durable, it has good firepower, it&#039;s cheap, and the passengers can still shoot while inside. Bread and butter. It&#039;s also used as the chassis for various other vehicles. Overall it&#039;s far more useful than the [[Rhino]].&lt;br /&gt;
* The second is the iconic [[Leman Russ Battle Tank]]. It is in every way a solid, dependable warhorse. Key features include the BFG on the turret (that can potentially fire twice per turn as of 8th Edition), the optional heavy weapon sponsons, and the completely exposed engine in the rear. Apparently, they ran out of badass when they designed it. It is a very tough nut to crack.&lt;br /&gt;
* Third is the [[sentinel|Sentinel]]. It&#039;s a support walker, and while not generally as effective as the other big 3, it earns its place by virtue of utility. The sentinel can serve as a reliable escort and scout while also providing useful fire support. Featuring a decent variety of weapon options, it is also a cheap way to add Hunter-Killer missiles. It&#039;s hard to go wrong by taking a Sentinel.&lt;br /&gt;
* The last vehicle of note is the [[Basilisk Artillery Gun|Basilisk]]. Apparently, some tech-priest decided to take a Chimera, rip out the turret and troop compartment, and bolt on the biggest piece of artillery he could fit on it. The Earthshaker Cannon is far more powerful than even the BFG they stuck on the Leman Russ and has much longer range. No game of WH40k has been played where a target has been out of range of the Basilisk.&lt;br /&gt;
&lt;br /&gt;
The four vehicles above are only a small selection of what the Guard has to offer, but they are all pretty reliable workhorses for most builds and strategies. Most other vehicles are specialized variants of the above, being largely situational units.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s not forget the Deathstrike Missile, which GW used to give UNLIMITED RANGE. Players have called up GW stores the next town over and told them that they&#039;re dropping a Deathstrike in the middle of whatever battle is closest, and they&#039;ve accepted. &#039;&#039;The Range is 200&amp;quot; as of 8th edition, but 16 feet is still ridiculous.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also of note is 6th Edition&#039;s contribution of flyer units. The IG has the most non-apocalypse flyer units in 40k, and while some of them are absolutely useless for anything but flavor, some of them kick all kinds of ass. Triple twin-linked Lascannon, twin-linked Punisher Gatling cannons, or a flying tank-busting mega-bolter kinds of ass to be specific. Rape from above.  &lt;br /&gt;
&lt;br /&gt;
In summary, the Imperial Guard wins by having firepower, cannon fodder, and lots of both, transported in a massive variety of [[METAL BOXES]].&lt;br /&gt;
&lt;br /&gt;
Unfortunately for the Guard, though, the Imperial Navy has a bad habit of taking ships that were designed to launch atmospheric craft in support of the Guard (such as Marauders) and instead sticks void combat attack craft inside (such as Furies) them. The result of this is painfully obvious if you&#039;re a Guardsman on the ground. Not to say they don&#039;t have air support, but that their air support has a presence that is completely at odds with the number of atmospheric fighters and bombers a ship can carry. The Navy literally fits whatever atmospheric fighters and bombers they can into whatever excess space remains after putting their Furies and Starhawks into hangers designed for holding countless Lightnings, Thunderbolts, Marauders, and Avengers, instead. Grimdark? Yep. Thanks to [[Roboute Guilliman]]&#039;s reforms, the inability of Guard to fight at maximum efficiency (or make it to their destination in time without borrowing civilian transport ships) is kinda the point - it makes revolt much harder, and he didn&#039;t care if countless Imperium worlds would go to shit thanks to this, to exclude the possibility of [[heresy]] was much more important. Of course, the reason why a third of the Imperial Army rebelled was due to the Imperium violently conquering their worlds. Fortifying and consolidating conquests post-Heresy would have helped prevent rebellion and Administratum control (it was efficient back then) would have prevented the populace from feeling rebellious because their lives would be great. Damaging the Guard only prevented them from doing their job and really, any rebellious Guard regiments would be (and usually are) quickly annihilated by the loyalists surrounding them. Generally, they steal transports and Chaos forges provide plenty of aircraft for them.  Defeating the point of weakening the Imperial Guard and actually making rebel regiments stronger.&lt;br /&gt;
&lt;br /&gt;
Enter the Hydra. The only tank designed to take out aircraft. That is BADASS. Screw the navy. Hell, some regiments have a Leman Russ for every infantry squad! Do that with Thunderbolts or Lightnings in addition to the Russ and... yeah, epic stomp.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not inaccurate to think of tanks in the Guard as the actual infantrymen and as the footsloggers as supplemental, a resource for screening your more powerful units and contesting objectives. Artillery and what deep-striking elements you have are for exposing enemy units to your tanks, which deliver the killing blow.&lt;br /&gt;
&lt;br /&gt;
So what&#039;s the catch? First thing, the Guard are quite good for what you pay for point-for-point, but they aren&#039;t exactly renowned for their individual resilience in the same way Astartes or Necrons are: Guardsmen are just T3 and 1W with a measly 5+ Sv provided by their flak vests, so most anti-infantry fire will turn them into red paste. This effectively requires you to bring infantry in bulk; in most other armies (Orks and Tyranids not withstanding), 70 infantry models would be a fairly large amount but for the Guard, that&#039;s a paltry figure and you can reasonably expect all of those guys to be dead by the end of round two. Their tanks fare somewhat better - the Leman Russ is their iconic mainstay and has T8 and 12W and a nice +2 Sv so it can shrug off a lot more than the flimsy infantry squads, but lacking any native invuls or FNP or other tricks to mitigate damage, the tanks will still go boom if dedicated anti-tank concentrates hits on them.&lt;br /&gt;
&lt;br /&gt;
As anti-infantry massacre your squads in short order and anti-tank wrecks your vehicles in short order, this encourages a combined-arms approach to play. As in modern military strategy in real life, synergy between different arms working together is vital to your success. The Imperial Guard suffer greatly from good target selection on the enemy&#039;s part and it can be tricky to deny their efforts. Sadly this means the Guard are an army where you can still lose even if you do everything right. For example, should an Eldar player snipe your key officer with Rangers, blow up your artillery with Fire Dragons or get some Banshees or Wraithblades in your infantry line, you are in deep... and even one of those things happening can ruin your game in the long run (Eldar due to their extreme specialization are perfectly placed to exploit destroying Imperial Guard keystone units which is why they are traditionally a bad matchup for Guard, but it&#039;s not just them, many other armies definitely have the tools to put you in this situation). Ultimately, Guard is an army where you have a unit that can answer any situation but you&#039;ll have to get used to the idea of taking casualties and making sacrifices, and get smart at picking which vital unit is &#039;&#039;least&#039;&#039; vital to your long-term success.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that anything even remotely optimized for close combat (Orks, Khorne, Drukhari, etc.) is going to through your infantry line like shit through a goose if they get within arm&#039;s reach, and only a handful of Imperial Guard units are kind of capable in close combat themselves - Ogyrns, Bullgryns, Sentinel Powerlifters, Assassins and some characters like Straken will do a bit of work, but they certainly won&#039;t stop a smash captain. Remember your key strength in this army is reliable firepower and sheer numbers, so using fodder Guardsmen as screening units for the big guns is your best bet. Guardsmen with proper support from buffs and orders can &#039;&#039;sometimes&#039;&#039; handle low-tier GEQs like Guardians, Fire Warriors and Termagaunts but it&#039;s a wasted effort most of the time.&lt;br /&gt;
&lt;br /&gt;
==Steel Balls, Then and Now==&lt;br /&gt;
[[File:Marines and ig.jpg|thumb|The Imperial Guard back in the [[Warhammer 40,000: Rogue Trader|Rogue Trader]] days, a Guardsman pulling a wounded Space Marine to safety, proving they were badass even back in the first edition. &amp;lt;s&amp;gt;holy shit is that a [[Squat]] in the background&amp;lt;/s&amp;gt;|250px]]&lt;br /&gt;
In the ancient days of /tg/ before the Great Purge of 2009, the running meme for the Guard was that they had &amp;quot;steel balls&amp;quot;, and it was well-deserved. In 4th edition and most editions prior, the Guard were stuck in the awkward position of being the Imperium&#039;s first line of defense, but were also obligated to be objectively worse than everyone at everything. The Guard were like the little brothers to the Space Marines, and when the Marines got a tank that had spearheaded human dominance for millennia, the Guard got a hand-me-down tank that used to be a tractor. This constant relegation, coupled with the Guard&#039;s system of shooting anyone who backed down from a fight, gained them a reputation as being patently badass against all odds. Everyone was a bully to them, and yet they stood up tall and spat in every bully&#039;s face!&lt;br /&gt;
&lt;br /&gt;
But in 5th edition, Robin Cruddace took the helm for writing the Imperial Guard, and since it was his personal army and these were the days of &amp;quot;Spiritual Liege&amp;quot; writing, the Guard have shaped into bullies themselves. Since that time, the Guard have been able to field some of the most devastating weapons the game has to offer, with the largest armored battalions, to create some of the most frustrating meta environments possible. Tanks variants were also introduced that allowed the Leman Russ to escape the thumb of the Space Marines, so the &amp;quot;little brother&amp;quot; stigma came to a close. In fact it&#039;s now treated as a major crunch advantage to have access to some of the Guard&#039;s armory and design structure, and any competitive list will take the Guard meta into consideration. It&#039;s a foregone conclusion that they&#039;ll be in the upper tiers of play.&lt;br /&gt;
&lt;br /&gt;
While it is logical that Space Marines would become an auxiliary to the Guard given the lore, and their sheer numbers set victory by attrition to be assured in the long run, the factions that would rival them based on the stories (though would lose strategically due to Imperial manufacturing power and organization) haven&#039;t held up well on the table. Orkz, the most militant and numerous combatants in the galaxy, have spent many long years suffering from poor accuracy and inane tactical pigeon-holes. It was, for example, standard procedure for Ork players to kill tanks by punching them because it&#039;s easier to have Orkz run after a moving vehicle than it is to get Tank Bustaz to shoot straight. As for Tyranids, the other race beyond numbers - Cruddace was allowed to write their codex and they paid dearly for it. For the better part of a decade, the bugs have also been using limited options to jury-rig solutions to basic problems that appear in every conventional 40k game.&lt;br /&gt;
&lt;br /&gt;
[[Bullshit|Over time, people quit talking about how &amp;quot;badass&amp;quot; the Guard were.]] They aren&#039;t really underdogs in lore or crunch, and it&#039;s difficult to think of them as &amp;quot;bold&amp;quot; when you watch a Guard player table your army in a single round of shooting. If anything, it&#039;s the Orkz and everyone else who are brave as all hell for standing up to the bastards, or too stupid to stop, or both.  Although, if you became a Guardsman you’d probably go insane quickly from the horrific space monsters and daemonic shit.  So, still balls of steel.  And their kit and tanks are so damn cool.&lt;br /&gt;
&lt;br /&gt;
==Notable Figures of the Imperial Guard==&lt;br /&gt;
[[File:Stormtrooper vs Ork.jpg|250px|right|thumb|Who&#039;s &amp;quot;ded &#039;ard&amp;quot; NOW, you grammatically-challenged cucumber?!]]&lt;br /&gt;
*[[Ciaphas Cain]] -  &#039;&#039;&#039;HERO OF THE IMPERIUM&#039;&#039;&#039; (Charming Commissar in the Harry Flashman/Edmund Blackadder tradition.)&lt;br /&gt;
*[[Jurgen|Ferik Jurgen]] - Cain&#039;s assistant/bodyguard many of the &#039;&#039;&#039;HERO OF THE IMPERIUM&#039;S&#039;&#039;&#039; victories have been due to Jurgen and his skill with a melta gun. That and he&#039;s a psychic blank so magic bs doesnt work on him.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Colonel-Commissar&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Lord Militant Commander&amp;lt;/s&amp;gt; [[Colonel-Commissar Ibram Gaunt|First Lord Executor Militant Ibram Gaunt]] - (Rambo + Sharpe + 40,000 king of awesome) Main protagonist of Gaunt&#039;s Ghosts, and a REAL hero of the Imperium, [[grimdark|unjustly doomed to lowly obscurity]].&lt;br /&gt;
*[[Commissar Yarrick]] - Old one-eye. Saviour of Armageddon, twice.  Known for having an Ork Klaw on his arm, having a personal Baneblade, and a [[gay|bizarre]] relationship with the ork warlord [[Ghazghkull Mag Uruk Thraka]].&lt;br /&gt;
*[[Holt|Commissar Holt]] - Awesome cinematics are awesome, from Warhammer 40,000: Final Liberation. Don&#039;t you dare to simply call him Holt. {{BLAM}}&lt;br /&gt;
*[[Commissar Dan]] - &amp;quot;But Commissar Dan says we&#039;re on a blaze for glory run!&amp;quot;  &amp;quot;Commissar Dan is a &#039;&#039;maniac&#039;&#039;!  Never listen to anything he says.&amp;quot; Also canon thanks to FFG.&lt;br /&gt;
*[[Commissar Fuklaw]] - Currently in service with the [[Angry Marines]].&lt;br /&gt;
*[[Commissar Raege]] - Currently trolling [[Space Marines]].&lt;br /&gt;
*[[General Sturnn]] - Manly damn old son of a bitch, from [[Dawn of War#Winter Assault|Dawn of War: Winter Assault]]. Struggles with grammar because of the grit in his teeth.&lt;br /&gt;
*[[Castor|Lord General Castor]] - Sporting a manly mustache and known for having a trophy room full of Tyranid heads.&lt;br /&gt;
*[[Ollanius Pius]] - The catalyst for the [[God-Emperor of Mankind|Emperor]] finally &#039;&#039;erasing&#039;&#039; [[Horus]] out of existence. (Erased from canon at one point, later restored, and as of the Horus Heresy book series the fluff for him is a bit complicated, but he&#039;s still awesome in his own way.)&lt;br /&gt;
*[[Vance Motherfucking Stubbs]] - Another manly bastard, &amp;lt;s&amp;gt;famous for &amp;quot;losing&amp;quot; a hundred [[Baneblade]]s.&amp;lt;/s&amp;gt;{{BLAM}}{{BLAM|LIES AND CHAOS PROPAGANDA!!! There is nothing written about the Baneblades being lost.}} &lt;br /&gt;
*[[Colonel &amp;quot;Iron Hand&amp;quot; Straken|Colonel &amp;quot;I ate a Miral landshark for breakfast&amp;quot; Straken]] - Yet another manly fucker and another solid contender for biggest balls in the Imperial Guard.&lt;br /&gt;
*[[Knight Commander Pask]] - Rain man in 40k. An autistic Leman Russ tank ace that has destroyed Titans and Gargants. With a Leman Russ. He somehow manages to wreck his tank in every battle, always getting a new one and renaming it &amp;quot;hand of steel.&amp;quot; He&#039;s managed to claw his way out of hundreds of burning wrecks somehow.&lt;br /&gt;
*[[Colonel Greiss]] - Straken&#039;s former commander and proof that the manliest fuckers the Imperial Guard have aren&#039;t necessarily the biggest.&lt;br /&gt;
*[[Creed|Lord Castellan Usarkar E. Creed]] - Famous for outflanking enemies with Titans. Must have been the work of some sort of tactical geniu-CREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEED!!!&lt;br /&gt;
:*After [[Trazyn]] put Creed into his vault, Geedubs replaced him with his totally-also-a-genius (&amp;lt;s&amp;gt;actually elevated by Imperial nepotism-&amp;lt;/s&amp;gt; {{BLAM}}) daughter, Ursula &amp;lt;s&amp;gt;[[Meme|Trumbull]]&amp;lt;/s&amp;gt; Creed.&lt;br /&gt;
*[[Merrick]] - Tough bastard who survived a Tyranid Invasion, a Chaos uprising, ten years of nonstop combat, and putting a gun to his superior&#039;s head. Also fucking strong, since he can carry an entire heavy weapons setup on his own.&lt;br /&gt;
*[[Sly Marbo]] - ...by time you have read this... you are already dead... &amp;lt;strike&amp;gt;Gone, just like Creed&#039;s ability to scout titans, because GW hates awesome things.&amp;lt;/strike&amp;gt; He&#039;s &#039;&#039;baaaaaaack...&#039;&#039;&lt;br /&gt;
*[[Doom]] Marine - because, why the hell not?&lt;br /&gt;
*[[Enginseer|Engineseers]] - All of them. Want to repair your own tank, do you? HERE&#039;S THE FUCKING MANUAL. By the way, it&#039;s [[Heresy]] to do it yourself.&lt;br /&gt;
* [[Lord Commander Solar Macharius]] - A Brilliant tactician who [[/tg/_Gets_Shit_Done|Gets Shit Done]] (in fluff) and the most useless command choice from the Second Edition Codex: Imperial Guard who would habitually screw up your entire battle plan since he rolled for his strategy rating on a D6 (which decided who got the first turn) and 4-6 would stop you firing your army-fucking pre-battle barrage. On a 6 you also had to put everything you had in reserve on the table. He also had no model and the fluff gave no idea what he looked like. IMPROVED IN 3RD ED WHEN HE GOT BETTER RULES AND A MODEL: Baseline stats are: WS D3+2, BS4, S3, T3, W4, I4, A D3+1, LD10&lt;br /&gt;
**Because he is slow in his old age, he has an initiative of 4, which is pretty bad, but he can potentially have four attacks with a mastercrafted power weapon at a WS of 5. He&#039;s still too wild of a character to use in a serious game, so save him for your fuck-around games, or Apocalypse.&lt;br /&gt;
**In conclusion, he has a terrible crunch but have a ridiculously awesome fluff being as the most successful Warmaster ever existed since the Great Crusade&lt;br /&gt;
*[[The Last Chancers|Colonel Schaeffer]] - The craziest, malicious, heinous and downright evil imperial guard officer to ever exist. Most other officers are either incompetent when battlefield tactics are concerned or egocentric to the point of believing nothing else around them has a pulse, ultimately resulting in the average footslogger having such a brief lifespan. Colonel Schaeffer on the other hand, intends to make those under his command suffer in the most grueling, painful and surprisingly productive way possible. He is there along with them too.&lt;br /&gt;
*Colonel Jurten - Nuked the living shit out of his own planet, &#039;cuz Krieg ain&#039;t belonging to no one but the Big E.  Then inhabited it solely with clones, mostly of himself.&lt;br /&gt;
*[[Commander Kubrik Chenkov]] &amp;quot;Now see here comrade, is all for great glory of great Stalin empero- Нет! Вернись, свинья! {{BLAM}} Essentially a stereotypical Soviet General IN SPESS. Known for being the most famous user of the &amp;quot;send in the next wave&amp;quot; tactic, [[Grimdark|wherein a squad of 50 conscript guardsman are sent into a minefield to clear it by triggering them and another 50 are sent in immediately when they all inevitably die]]. The biggest waste of flesh the Imperial Guard will likely ever see, he&#039;s only survived by dint of never running out of soldiers and somehow clawing together victories. Emperor help Chenkov&#039;s ass if he meets Ibram Gaunt, Ciaphas Cain or Vance Motherfuckin Stubbs as he will most likely end up in the Penal Legions if they hear how that idiot spends his men like autogun bullets. Heck its a surprise that no other Imperial Guard leader or commander above Chenkov has shanked his ass yet. His only redeeming factor is that he considers his life no more important that anyone else&#039;s and leads his men from the front.&lt;br /&gt;
&lt;br /&gt;
==Main Advantages of Fielding an Imperial Guard Army==&lt;br /&gt;
*Shit loads of men to throw around the battlefield[[File:tautears.png|500px|right|thumb|Sweet, sweet-salty tears.]]&lt;br /&gt;
*&#039;&#039;&#039;[[Basilisk Artillery Gun|BASILISKS]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Baneblade|BANEBLADES]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Manticore Rocket Launcher|MANTICORES]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Leman Russ Battle Tank|LEMAN RUSSES]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[commissar|*BLAM*]]&#039;&#039;&#039;&lt;br /&gt;
*[[Creed|Titans acting as scouts]].&lt;br /&gt;
*Reasonable prices for vehicles. Sorta.&lt;br /&gt;
*Tank Squadrons.&lt;br /&gt;
*The first and best [[Hydra Flak Tank|Flak Tank]].&lt;br /&gt;
*Loyal soldiers that can and will [[Ollanius Pius|hold the line to the bitter end]].&lt;br /&gt;
*[[Commissar Yarrick]]&lt;br /&gt;
*Cool looking models and plenty of variety to choose from.&lt;br /&gt;
*Standard issue adamantium balls.&lt;br /&gt;
*&#039;&#039;&#039;YOU COULD NOT POSSIBLY FORGET THAT YOUR GUYS FIELD &#039;&#039;THE BEST TANKS OF THE GAME&#039;&#039;, RIGHT?&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;VANQUISHERS, FUCK YOU [[tau|BLUE SKINNED PANZIES]]&#039;&#039;&#039;&lt;br /&gt;
*Did we forget to mention that all units have standard issue balls of steel? Except for Yarrick. He has adamantium balls. And [[Sly Marbo|that guy in the cardboard box]]. &amp;lt;del&amp;gt;He has Power Balls.&amp;lt;/del&amp;gt;(No one has ever been able to confirm what kind of balls he has (EXCEPT FOR YO MAMA! OOOOOH!) no one fucks with Sly is any form of the word and lives to tell the tale) [[https://www.youtube.com/watch?v=0B2w0abQazg| Your dudes are basically this guy.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;del&amp;gt;Downsides to being a Guardsman&amp;lt;/del&amp;gt; Highly fanciful scenarios that most likely will not occur during your glorious service as a Guardsman==&lt;br /&gt;
&lt;br /&gt;
While your local propaganda might say that being in the guard is the most honorable thing you could ever get into, &amp;lt;b&amp;gt;and it is!&amp;lt;/b&amp;gt; Here is a small list of things that will very likely never happen to you and are entirely preventable with forethought, your trusty lasgun, and endless faith in the Emperor:&lt;br /&gt;
&lt;br /&gt;
[[File:709869c659acffb373baece7b5d00582-d6lzjxz.jpg|right|thumb|300px|[[Awesome|Heroic last stands]] not included, [[Grimdark|but encouraged greatly]].]]&lt;br /&gt;
&lt;br /&gt;
*You will die in the line of duty and no-one but your family and friends will remember you unless you&#039;ve done something that only a Space Marine could do in combat. &#039;&#039;Anyone can do it!&#039;&#039;&lt;br /&gt;
*You&#039;re expendable in every sense of the word. &#039;&#039;Freedom isn&#039;t free and you&#039;re the currency that pays for it!&#039;&#039;&lt;br /&gt;
*Your Commissar might execute you to make your friends fight harder. &#039;&#039;You deserved it.&#039;&#039;&lt;br /&gt;
*Your Commissar might execute your friends to make you fight harder. &#039;&#039;They deserved it.&#039;&#039;&lt;br /&gt;
*Unless you&#039;re in a special forces division like the Kasrkin, you&#039;re really just a meatshield in large scale assaults. &#039;&#039;A glorious, spiffy looking meatshield!&#039;&#039;&lt;br /&gt;
*&amp;quot;See how great this is? Your very own laser gun!&amp;quot; Too bad it&#039;s a bad joke compared to everyone else&#039;s guns. &#039;&#039;You&#039;re just using it wrong.&#039;&#039;&lt;br /&gt;
*You can&#039;t even die when you want to. &#039;&#039;You don&#039;t want to be a quitter, do you?&#039;&#039;&lt;br /&gt;
*You might be: [[Chaos Space Marines|mutilated, disemboweled]], [[Tyranids|eaten alive]], [[Orks|chopped into meat chunks by a rusty slab of metal]], [[Necron|disassembled into your component atoms]], [[Chaos Gods|sacrificed to the Chaos Gods]], [[Imperium|left for dead]], [[Dark Eldar|tortured for fun by xenos]], [[Chaos|mutants, heretics and zealots]], [[Eldar|stuffed with shurikens and lasers better than yours]], [[Tau|or blasted by high-power rounds from miles away]]. &#039;&#039;But you&#039;ll earn the eternal gratitude of the Emperor!&#039;&#039;&lt;br /&gt;
*You will be sent into hopeless situations and your superiors expect you to fight without retreating or showing cowardice. &#039;&#039;Just do it, no one likes a crybaby!&#039;&#039;&lt;br /&gt;
*You may be used as mine clearance. By being marched through the minefield. &#039;&#039;That&#039;s right boys, you can teach those dastardly mines who&#039;s boss by blowing them up!&#039;&#039;&lt;br /&gt;
* Even if after losing your entire regiment, watching your last-minute friends die horrendous deaths, and generally do the most gruesome work to win the day; the minute Space Marines come crashing down from the sky; They&#039;ll take all the credit for it, even if the Marines themselves attribute the win to you. &#039;&#039;They deserve it.&#039;&#039;&lt;br /&gt;
* Those same Space Marines might [[Marines Malevolent|bomb you and the civilians you&#039;re trying to save into mulch because you&#039;re too weak to be worth rescuing.]] &#039;&#039;You deserve it, weakling.&#039;&#039;&lt;br /&gt;
*You will be taken from your home planet and dropped on the other side of the universe to fight in a war you didn&#039;t know existed. &#039;&#039;Think of the interesting people you&#039;ll meet, and then subsequently possibly kill!&#039;&#039;&lt;br /&gt;
*You will NEVER see your home planet again unless you are stationed there. In which case it is likely under siege by yet another one of the Imperium&#039;s foes, and will likely remain so for the remainder of your short life. &#039;&#039;Think of the interesting places you&#039;ll see, and then subsequently blow up!&#039;&#039;&lt;br /&gt;
*5 Million of you dying under a four hour assault by orks, is considered a flawless victory by Segmentum Command (Then again that would likely be either a very large ork warband or a WAAAGH!, so GOOD JOB!). &#039;&#039;Better than 5 million and one, am I right?&#039;&#039;&lt;br /&gt;
*If you fight along side Grey Knights, you will be *BLAMMED*, or mindfucked and lobotomized, after the battle in the interest of secrecy. &#039;&#039;Grey Knights don&#039;t exist, that&#039;s silly.&#039;&#039;&lt;br /&gt;
*Hell, just fighting Chaos has a slight chance of you getting disposed of after the battle because the Inquisitor investigating your regiment thinks that you may be a slight, bit, tad tainted. &#039;&#039;You wouldn&#039;t want to spread that taint would you?&#039;&#039;&lt;br /&gt;
*Even when your army are the only ones that still uses combined arms warfare, your army still sucks, since it&#039;s routinely losing entire brigades (complete with Armor vehicles and aircraft) to any single bog-standard Space Marine and/or xeno mook. &#039;&#039;But not you! Your buddies and you can definitely take &#039;em!&#039;&#039;&lt;br /&gt;
*God forbid you dare complain. Fucking Commissars. &#039;&#039;Morale must be maintained!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Memorable Quotations==&lt;br /&gt;
&lt;br /&gt;
[[File:Astra Militarum Symbol.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Enemies of the Imperium, hear me. You have come here to die. The Immortal Emperor is with us and we are invincible. His soldiers will strike you down, his war machines will crush you under their treads, his mighty guns will bring the very sky crashing down upon you. You cannot win. The Emperor has given us his greatest weapon to wield. So make yourselves ready. We are The First Kronus Regiment, and today is our victory day!&amp;quot; - [[Governor-Militant Lukas Alexander]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The meaning of victory is not to merely defeat your enemy but to destroy him, to completely eradicate him from living memory, to leave no remnant of his endeavours, to crush his achievement and remove all record of his very existence. From that defeat there is no recovery. That is the meaning of victory.&amp;quot; - [[Lord Solar Macharius]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;What is the strongest weapon of mankind? The god-machines of the Adeptus Mechanicus? No! The Astartes Legions? No! The tank? The lasgun? The fist? Not at all! Courage and courage alone stands above them all!&amp;quot; - [[Lord Solar Macharius]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Though our tanks and artillery are mighty, it is the vast ranks of Imperial Guardsmen that shall trample the enemy to dust - let them come&amp;quot; - [[Creed]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;I have at my command an entire battle group of the Imperial Guard. Fifty regiments, including specialized drop troops, stealthers, mechanised formations, armoured companies, combat engineers and mobile artillery. Over half a million fighting men and thirty thousand tanks and artillery pieces are mine to command. Emperor show mercy to the fool who stands before me, for I shall not.&amp;quot; - Warmaster Demetrius&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The enemies of mankind may employ dark sciences or alien weapons beyond Humanity&#039;s ken, but such deviance comes to naught in the face of honest human intolerance backed by a sufficient number of guns.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-DRIVE ME CLOSER! I want to hit them with my sword! (originally a meme that started from a picture of a Commissar standing up in a tank hatch brandishing his sword, the phrase became so popular it is one of Commissar Lord Bernn&#039;s in campaign/skirmish/multiplayer lines when he gets in a Chimera in Dawn of War II, Retribution)&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Look at me. Look at me! &#039;&#039;This&#039;&#039; is home now, Trooper! This is the zone! It doesn&#039;t like you, but by the Throne, it&#039;s where you are! The Emperor wants you, boy! Did no one ever tell you that? The Emperor wants you to make his glory for him! And if you&#039;re scared, I&#039;m terrified. The [[Chaos|archenemy]] is no playmate. You&#039;re going to see things, and be expected to do things your poor mother would have a fit at. But the Emperor expects, and the Emperor &#039;&#039;protects&#039;&#039;, all of us, even you. Especially you - I promise you that.&amp;quot; - [[Colonel-Commissar Ibram Gaunt]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Pain is temporary, Honour is forever&amp;quot; - [[Colonel-Commissar Ibram Gaunt]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;That which I cannot crush with words alone, I shall crush with the [[Baneblade|tanks]] of the Imperial Guard!&amp;quot; - [[Lord Solar Macharius]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;You&#039;re a fearsome warrior! Act like it!&amp;quot; - [[Dawn of War II|General Castor]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[Commissar|You don&#039;t die until I say so!]]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[Commissar|Forward you dogs to victory!!]]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[Commissar|Glory to the first man to die! CHARGE!!!]]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[Regimental Commissar Anton Gebbet|If you will not serve in combat, then you will serve on the firing line!]]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;To each of us falls a task, and all the Emperor requires of us Guardsmen is that we stand the line, and we die fighting. It is what we do best: We die standing.&amp;quot; - General Sturnn, Dawn of War: Winter Assault&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Only in death does duty end&amp;quot; - [[Sturnn]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;All right men! TIME TO WAGE TO WAR!&amp;quot; - [[Sturnn]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;A true servant never yields to doubt&amp;quot; - [[Vance Motherfucking Stubbs|General Vance Stubbs]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Remember, we have more numbers men!&amp;quot; - sergeant in skirmish/multiplayer line from Dawn of War II Retribution&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Let&#039;s see them fight ALL of us!&amp;quot; Guardsman, Dawn of War: Soulstorm&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;For each one of us that falls, 10 more will take its place!&amp;quot; Guardsman, Dawn of War: Soulstorm&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;We died so that others may live.&amp;quot; - Unknown Brimlock Dragoon&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Infantry wins firefights, tanks win battles, artillery wins wars.&amp;quot; - Tactica Imperialis&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;A Guardsman&#039;s LIFE is to die. My job has always been to send them where they CAN die. I&#039;m not afraid to spend men, but I never waste them!&amp;quot; - [[Dawn of War II|General Castor]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Your foe is well equipped, well-trained, battle-hardened. He believes his gods are on his side. Let him believe what he will. We have the tanks on ours.&amp;quot; - Colonel Joachim Pfeiff, [[Death Korps of Krieg|Krieg]] 14th Armoured Regiment&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;A good general does not lead an army to destruction just because he knows it will follow.&amp;quot; - The Tactica Imperialis&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Let my epitaph be this; I was born nameless and abandoned in the gutter of a sunless pit, but I have died a conqueror of worlds.&amp;quot; - Reputed last words of Lord Militant Erais Slaithe&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Peace is not in my vocabulary.&amp;quot; - Commander Jarra Mordiker of the 13th/5th support regiment&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;A good soldier obeys without question. A good officer commands without doubt.&amp;quot; - Tactica Imperialis&lt;br /&gt;
&lt;br /&gt;
==A Piece of Writing That Explains the Imperial Guard==&lt;br /&gt;
At the end of the day, though he&#039;s been ferried through [[Warp|hell]] on a ship that&#039;s ten thousand years old to some godforsaken, war-torn rock; though he deployed from high orbit with nothing but a grav chute; though he is one of ten million men and women snatched from his homeworld to fight a war he barely understands; though he has been given a weapon that fires small suns and may annihilate him as he fires because the knowledge of how it functions has been lost; though his company is supported by tractor-tanks that run on anything you can burn; though he wages war against a [[Tyranid|devouring hivemind]], ravenous [[Daemon|demons]] and [[Ork|hordes]] of [[Eldar|hyper-advanced]] [[Tau|aliens]] with [[Necron|strange technologies]] and [[Chaos Sorcerer|sorceries]] he never dreamed existed; no one will remember his sacrifice, there will be no records of his deeds, no glorious parades in his honor, and no remembrance of his name. All he will earn is a shallow, unmarked grave on a forgotten world untold light years from home.&lt;br /&gt;
&lt;br /&gt;
Yet for all this thankless sacrifice a Guardsman is a man, just like you. He has no [[Space Marines|millennia-old genetic engineering]], no [[Emperor|prophetic leader]], no [[Sisters of Battle|miracles of faith]]. He has his lasgun, his orders, and those beside him. He is an Imperial Guardsman.&lt;br /&gt;
&lt;br /&gt;
[[Awesome|And he will hold the line.]]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=139wRZ83gKg Now in Manly Tear inducing audio format!]&lt;br /&gt;
&lt;br /&gt;
==Another piece of writing: Pity the guardsmen==&lt;br /&gt;
Pity the Guardsman...&lt;br /&gt;
&lt;br /&gt;
A weak sack of flesh destined to die for a dead god that never cared, he spends his pitiful, brief life, alone in his foxhole with nothing to keep him company, or to keep him safe, than the cheapest, most disposable of equipment. Perhaps the glow from his lasgun barrel keeps him warm at night.&lt;br /&gt;
&lt;br /&gt;
Me? As a servant of the Powers I enjoy the delights of all this world and the warp has to offer. Power, it courses through my veins. The gifts of the Chaos Gods will soon overtake me, and one day I may even ascend. What has the Guardsman to look forward to but a grim life, and if he is lucky perhaps he will feel nothing as my axe sends his soul to Khorne.&lt;br /&gt;
&lt;br /&gt;
He lives for a corpse god, and he shall join his god, as a corpse. I shall spare a half second to think of him and his kind. Then, I shall only laugh. Hail Chaos!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
You would laugh monster, But let me remind you.&lt;br /&gt;
&lt;br /&gt;
Within that weak sack of meat and bone, uncared for by his god and wept for by none, beats a heart. A human heart, that carries with it the strength and courage of all mankind. Within that sack of meat is ensconced the hope, the will, and the fury of every man, woman, and child from every corner of the Imperium. Within that weak sack of meat, festooned in thin armour and weapons only powerful in numbers, beats the heart of a man. And for ten thousand years, the hearts of men have beaten, strongly, in defiance of your so called &amp;quot;powers&amp;quot;. For ten thousand years, the hearts of men have stood united against a galaxy that despises them for no reason save that they had the audacity not to lay down and die. For ten thousand years, your Black Crusades have been pushed back, beaten down and made a mockery of, by weak sacks of flesh with cheap weapons and disposable equipment.&lt;br /&gt;
&lt;br /&gt;
For that weak sack of flesh that you so gleefully mock is no super soldier, no immortal warrior, no creature cursed by Chaos like you. He is a man, an Imperial Guardsman drawn from some forgotten corner of the Imperium to fight for his species and for the safety of the people he loves. He is a factory worker, a farmer, a storekeeper, a father, a brother, a son, a mere man. And against creatures like you, teeming and numberless, powered by the very will of thirsting gods... he holds the line. He has held the line for ten thousand Years.&lt;br /&gt;
&lt;br /&gt;
So what&#039;s your excuse, monster?&lt;br /&gt;
&lt;br /&gt;
And in [https://youtu.be/qyGDo1ARpjI 3d animated version for extra pleasure] the guardsmen can finally get the recognition he deserves.&lt;br /&gt;
&lt;br /&gt;
==A Selection of Approved Music for the Imperial Guard==&lt;br /&gt;
&lt;br /&gt;
*https://www.youtube.com/watch?v=hmX1NlxYt_k - Imperial Guard in a nutshell&lt;br /&gt;
*https://www.youtube.com/watch?v=XWBoMWZJkeI - (none of that &#039;mercan shite)(It&#039;s pronounced &#039;Murican)&lt;br /&gt;
*https://www.youtube.com/watch?v=oxapTnODhCs - A marching song that most Training worlds use to this day.&lt;br /&gt;
*https://www.youtube.com/watch?v=HJNz2QgSNsk - Standard cadence song sung by veteran units.&lt;br /&gt;
*https://m.youtube.com/watch?v=n7hHlh2IusY - Commonly sung by Trench and siege regiments, thought to be about an ancient civil war&lt;br /&gt;
*https://www.youtube.com/watch?v=TjvKZHJeayg - Rumored to be used by Praetorian Guard Regiments&lt;br /&gt;
*https://www.youtube.com/watch?v=mRIAw6LkqlE - Again, a rumored anthem.&lt;br /&gt;
*https://www.youtube.com/watch?v=r5NzAksjfDI - Wildly popular Catachan song, most notable for being sung aboard transports.&lt;br /&gt;
*https://www.youtube.com/watch?v=gS1lBID2Mtw - Popular parade piece for the Phantine Air Corps&lt;br /&gt;
*https://www.youtube.com/watch?v=O9fSEdZIM08 - March of the Death Korps of Krieg&lt;br /&gt;
*https://www.youtube.com/watch?v=VWgsdexkv18 - Harakoni Warhawks are sometimes required to memorize the lyrics as part of their training.&lt;br /&gt;
*https://www.youtube.com/watch?v=CKT7qxk9-pw - A campfire song often heard from Drookian Fen Guard encampments.&lt;br /&gt;
*https://www.youtube.com/watch?v=26cr_rBQu74&amp;amp;list=- A traditional folk/drinking song of the Vostroyan Light Armor and Mounted regiments.&lt;br /&gt;
*https://www.youtube.com/watch?v=TLV4_xaYynY - Traditional Catachan folk song. Catachan Guardsmen are sometimes heard either humming, warbling or whistling this song while on Guard duty.&lt;br /&gt;
*https://www.youtube.com/watch?v=V92OBNsQgxU - This is song is inevitably played over loudspeakers whenever there are two or more Valkyries entering the battlefield.&lt;br /&gt;
*https://www.youtube.com/watch?v=yVcD1gW-cQE - This song begun to resurface throughout Valhallan Armored Regiments after a few joint missions with Knight Commander Pask&#039;s Cadian 423rd Armoured Regiment.&lt;br /&gt;
*https://www.youtube.com/watch?v=X1uGm_dIqBI - Quite popular among Vostroyan artillery regiments.&lt;br /&gt;
*https://www.youtube.com/watch?v=IrJAwCBbnuc- Often sung by storm troopers during risky and/or frontal assaults on enemy forward positions or leading massive charges.&lt;br /&gt;
&lt;br /&gt;
*https://www.youtube.com/watch?v=umzRoqtWvrA- Sometimes heard while the Drookian Fen Guard are on the march.&lt;br /&gt;
*https://www.youtube.com/watch?v=-YsMCqgZPKE- Heard when the Drookian Fen Guard are in battle.&lt;br /&gt;
*https://www.youtube.com/watch?v=_6MgTQ-56P0- Ballad of the Imperial Guardsman&lt;br /&gt;
*https://www.youtube.com/watch?v=mhqWHIq-aZw- Undisputed Anthem of the Imperial Guard.&lt;br /&gt;
&lt;br /&gt;
==Notable Imperial Guard Forces==&lt;br /&gt;
Because GW was too lazy to create an original themed Imperial Guard army, they basically used RL armies as a base for them, gave them a little touch of [[grimdark]], assorted amounts of tempered ceramite balls and placed them... IIIIIINNN SPAAAACE!&lt;br /&gt;
&lt;br /&gt;
*[[Cadia|Cadian Shock Troops]]: (Resettled after Cadia&#039;s fall) Generic occidental army/Colonial Marines/Mobile Infantry clones... IIIIIINNN SPAAAACE! FOR [[Imperium|IMPERIUM]] AND [[Emprah|EMPEROR]]! CADIA STANDS!&lt;br /&gt;
*[[Catachan Jungle Fighters]]: Vietnam War Americans (with Australians, British and Canadians)... IIIIIINNN SPAAAACE! GOOD MORNING CATACHAN!&lt;br /&gt;
*[[Tallarn Desert Raiders]]: Lawrence of Arabia&#039;s Raiders (or Mujihadeen)... IIIIIINNN SPAAAACE! الإمبراطور أكبر!&lt;br /&gt;
*[[Armageddon Steel Legion]]: Wehrmacht mechanized divisions... IIIIIINNN SPAAAACE! FÜR DEN IMPERATOR, FEUER FREI!&lt;br /&gt;
*[[Armageddon Ork Hunters]]: American John Rambo Commandos... IIIIIINNN SPAAAACE! WE ARE YOUR WORST NIGHTMARE, ORKS!!!&lt;br /&gt;
*[[Valhallan Ice Warriors]]: World War II Soviet Red Army... IIIIIINNN SPAAAACE! ЗА РОДИНУ! ЗА ИМПЕРАТОРА! НИ ШАГУ НАЗАД!&lt;br /&gt;
*[[Mordian Iron Guard]]: Napoleonic Prussians (spiffing blue uniforms, iron hard discipline and ranked fire)... IIIIIINNN SPAAAACE! GOTT KAISER MIT UNS! &lt;br /&gt;
*[[Death Korps of Krieg]]: WWI&#039;s Western Front (both sides), offensive side... IIIIIINNN SPAAAACE! Now that we&#039;re in space, imagine what the Clone Army in [[Star Wars]] might be if Lucas liked grimdark as much as he liked CGI and revising the original trilogy. &lt;br /&gt;
*[[Gilead Gravediggers]]: WWI&#039;s Western Front (both sides), defensive side... IIIIIINNN SPAAAACE! POUR L&#039;EMPEREUR, ON NE PASSE PAS! The less grimdark and even more trench-loving cousins of the Kriegers.&lt;br /&gt;
*[[Vostroyan Firstborn]]: Cossacks... IIIIIINNN SPAAAACE! YOU WILL NOT MAKE SUBJECTS OF IMPERIAL SONS, FUCK YOUR MOTHER!&lt;br /&gt;
*[[Elysian Drop Troops]]: French paratroopers... IIIIIINNN SPAAAACE! QUI OSE GAGNE! POUR L&#039;EMPEREUR! (Taros Campaign=Dien Bien Phu or Operation Market Garden)&lt;br /&gt;
*[[Dieprian Mountain Men]]: World War II Italian Army Alpini Corps... IIIIIINNN SPAAAACE! NESSUNA MONTAGNA È TROPPO ALTA PER NOI, PER L&#039;IMPERATORE!&lt;br /&gt;
*[[Harakoni Warhawks]]: American paratroopers... IIIIIINNN SPAAAACE! GREEN LIGHT!!! LET&#039;S GO!&lt;br /&gt;
*[[Tanith First (And Only)]]: Roman-era Celts... IIIIIINNN SPAAAACE! DWI&#039;N OFN, OND DILYNWCH FI! &lt;br /&gt;
*[[Attilan Rough Riders]]: &amp;lt;strike&amp;gt;Mongols&amp;lt;/strike&amp;gt; Huns... IIIIIINNN SPAAAACE!  ([[White Scars|Yes, again.]])&lt;br /&gt;
*[[Mordant Acid Dogs]]: Post-apocalyptic miners (and a bit of Raiders)... IIIINNN SPAAAACE!!!... ACID EVERYONE? THERE IS ENOUGH FOR EVERY HERETIC AND XENO!!!&lt;br /&gt;
*[[Savlar Chem Dogs]]: Post-apocalyptic raiders (and a bit of the Vietnam War tunnel rats)... IIIIIINNN SPAAAACE! They rule Bartertown, get out of here guardsman.&lt;br /&gt;
*[[Terrax Guard]]: World War II Soviet Commissars (This is essentially a Commissar Regiment with extra steps)... IIIIIINNN SPAAAACE! ТОЛЬКО ВЕРНЫЙ ВЫИГРЫВАЕТ ДЕНЬ!&lt;br /&gt;
*[[Drookian Fen Guard]]: Anglo-Scottish border reivers... IIIIIINNN SPAAAACE! A GOT NAE PANTS ON UNDER MA KILT SO A KIN DRAPE MA BALLS ON YER FACE WHILE YE CHOKE ON YER OWN BLOOD, YE NINNY LITTLE WANKER!!&lt;br /&gt;
*[[Praetorian Guard]]: Victorian British Army... IIIIIINNN SPAAAACE! PRAETORIANS NEVER YIELD! (Ever seen the movie &#039;&#039;Zulu&#039;&#039;? Like that, but against [[ork|Orks]]. And yes that is a bit racist when you stop and think about it but oh well, just give your officer darker skin tone, not like anyone who isn&#039;t a major [[That Guy]] would care about that in real life.)&lt;br /&gt;
*[[Kanak Skull Takers]]: Cavemen (with some Apache)... IIIIIINNN SPAAAACE! ME TARZAN, YOU DEAD!!&lt;br /&gt;
*[[Brontian Longknives]]: Australian Crocodile Dundee swordsmen (That&#039;s not a knife. THAT&#039;S a knife!)... IIIIIINNN SPAAAACE! Guns? Too modern to my taste.&lt;br /&gt;
*[[Phantine Air Corps]]: Battle of Britain RAF... IIIIIINNN SPAAAACE! FLIP OVER ON HIS BETTY HARPER AND CATCH HIS CAN IN THE VERTI!!&lt;br /&gt;
*[[Phantine Skyborne]]: British SAS... IIIIIINNN SPAAAACE! Who dares, wins. &lt;br /&gt;
*[[Scintillan Fusiliers]]: 18th century French aristocrats... IIIIIINNN SPAAAACE! QU&#039;ILS MANGENT DE LA BRIOCHE!! Likely doomed if their [[Commissar|Commissars]] get an STC for a portable guillotine.&lt;br /&gt;
*[[Ventrillian Nobles]]: 16th century Spanish conquistadors (with some WHFB Tileans)... IIIIIINNN SPAAAACE! POR VENTRILLIA, EL IMPERIO Y EL EMPERADOR!!! Unlike those Scintillan pussies who have panic attacks at a paper cut, the dashing gentlemen of Ventrilla actually know how to fight.&lt;br /&gt;
*[[Maccabian Janissaries]]: Ottoman Empire&#039;s Elite Corps... IIIIIINNN SPAAAACE! AMINA KOYAYIM!!!  Nobody cared who they were until they put on the masks.&lt;br /&gt;
*[[Indigan Praefects]]: Monster Hunters... IIIIIINNN SPAAAACE! Certified Imperium Beast and Pest Control.&lt;br /&gt;
*[[Jopall Indentured Guard]]: Corporate Debt Bondaged Soldiers... IIIIINNNN SPAAACE! FOR PROFI-err I mean, FOR THE EMPEROR!!!&lt;br /&gt;
*[[Athonian Tunnel Rats]]: Vietnam War Tunnel Rats (and a bit of Post-Apocalyptic raider flavor... this feels familiar)... IIIIINNN SPAAAACE!&lt;br /&gt;
*[[Necromundan Spiders]]: New York street gangs... IIIIINNN SPAAAACE! HERETICS! COME OUT TO PLAY-AY!&lt;br /&gt;
*[[Penal_legion|13th Penal Legion]]: ([[The_Last_Chancers|Last Chancers]]) A mix of the worst aspects of german Strafbattalions, Soviet Shtrafbats &amp;amp; the french foreign legion in SPAAACEEEE!&lt;br /&gt;
*[[Solar Auxilia]]: The first iteration of the Imperial Guard. &#039;&#039;Significantly&#039;&#039; better equipped than their latter-day counterparts.&lt;br /&gt;
&lt;br /&gt;
With such a large and diverse collection of units in the Imperial Guard that puts even the Space Marine armies to shame, you&#039;d think that you&#039;d have plenty of options for fielding an army, right? Well, I&#039;ve got some bad news for you: Realistically, you can only field Cadians and Catachans in large numbers, as well as the Death Korps &amp;lt;s&amp;gt;and Elysians&amp;lt;/s&amp;gt; if you&#039;re willing to pay [[Forge World]] prices. As for everyone else? Entirely discontinued (or never made in the first place), with the sole exception of the base Steel Legion infantry squad, and most of them were never made in plastic, so good luck trying to get custom loadouts. Yes, some units like the Attilans or Harakoni may seem too out there to have broad appeal, but you&#039;d think at least the Steel Legion would get more support, what with their intimate involvement in [[Armageddon]], one of 7th Edition&#039;s Warzone settings (or it could be a scam to make you pay FW prices as their models look pretty similar to death korps).&lt;br /&gt;
&lt;br /&gt;
GW are at least remaking Gaunt&#039;s Ghosts in plastic, though six named characters is hardly enough to make a full Tanith army. There are also [[Victoria Miniatures|some]] [[Anvil Industry|people]] who can cover your needs for legally-distinct space army men in a variety of flavors. Now Attilans are back.&lt;br /&gt;
&lt;br /&gt;
==Imperial Guard forces featured in Black Library novels==&lt;br /&gt;
The writers from Black Library have also created some armies for Black Library novels, and while some of them only appear in one novel or short story they may be worth mentioned as a great source of custom Imperial Guard armies:&lt;br /&gt;
&lt;br /&gt;
* Arkhan Confederates, Civil War American Regiments... IIIIIINNN SPAAAACE! Featured in the extremely [[grimdark]] novel &#039;&#039;Fire Caste&#039;&#039;, their name seems to be a reference both to the state of Arkansas and [[H.P. Lovecraft]]&#039;s haunted city of Arkham (also their homeplanet is Providence, so yeah), they just came out of a civil war between loyalists and rebels, with their average troopers getting the slang of &amp;quot;greybacks&amp;quot;, their culture is akin to America&#039;s 19th century with a bit of northern barbarian for some measure, while the Adeptus Mechanicus have enforced Mars dogma Arkhan nobles still have a tendency to tweak and build their own machines as a form of Omnissiah worship, which have resulted in [[Awesome|jumpack sentinels and the Zouaves clockwork power-armoured elite soldiers, which are capable to stand their ground against Tau battlesuits]] (progress!), also their psykers usually come with a northern tribesman guardian who is tasked to chop the psyker&#039;s head in case it gets perils of the warp.&lt;br /&gt;
&lt;br /&gt;
* [[Roane Deepers]], ANZAC... IIIIIINNN SPAAAACE! Featured in &#039;&#039;Ghostmakers&#039;&#039; and &#039;&#039;Necropolis&#039;&#039; by [[Dan Abnett]], they fought with the [[Tanith First (And Only)]] during the [[Sabbat Worlds Crusade]] on Vervunhive. Light infantry and poorly equipped, courtesy of their homeworld being far down the [[Administratum|Departmento Munitorum]]&#039;s list, they come with a bad reputation of being lazy with warfare and training approach. However, when lasers and bullets start whistling around, they are tenacious fighters. They suffered heavy casualties against the much better equipped [[Blood Pact]]. Their uniforms are made of mustard color fatigues, flak armor and a netted helmet.&lt;br /&gt;
&lt;br /&gt;
* Vitrian Dragoons, ancient Babylonians... IIIIIINNN SPAAAACE! with a bit of Ottoman Empire. Another regiment featured in Dan Abnett&#039;s novels. Shock infantry. Wear carapace armour made from a glassy metal from their home world. They also have their own [[Ultramarines|codex which tells them tactical situations and how to react in combat scenarios.]]&lt;br /&gt;
&lt;br /&gt;
==[[/tg/_40,000#Imperial_Guard | /tg/ Homebrew Guard Forces]]==&lt;br /&gt;
Here are some of the regiments spawned by /tg/.&lt;br /&gt;
* [[Cendra#Armed_Forces |Cendran Abolishers]]: Pyromaniacs who eat the burnt flesh of their enemies.&lt;br /&gt;
* [[Darmine#Darmine_Marshalls | Darmine Marshalls]]: Elite sharpshooters supported by huge amounts of explosive collar-fitted penal troopers.&lt;br /&gt;
*[[Onóir#Onóir First and Foremost | Onóir First and Foremost]]: Heavy troopers who use an unholy amount of [[Valkyrie|Valkyries]] and flamethrowers&lt;br /&gt;
* [[Ferdain#Ferdain_Mustangs | Ferdain Mustangs]]: Cavalry regiment that use genetically tailored horses that are practically heavy armour.&lt;br /&gt;
* [[Sauristoni#Armed_Forces| Sauristoni Ghostchasers]]: Renowned scouts and trackers who are experts on Eldar.&lt;br /&gt;
* [[1st Membranes]]: A regiment made almost entirely of psykers from a black ship that crashed on a forge world.&lt;br /&gt;
* [[Arianius Divided Regiments]]: Regiments are segregated along gender lines. Men are [[Choppa|slicey]] women are [[Dakka|shooty.]]&lt;br /&gt;
* [[Kandam | Kandamii Crabhunters]]: A regiment made up of Augmented soldiers who specialize in Oceanic and Aerial warfare.&lt;br /&gt;
*[[New Terran Rangers]]: Or (NTR) for short. Are a group of &amp;lt;s&amp;gt;Slaaneshi cultist&amp;lt;/s&amp;gt; I mean totally loyal Guard that all others should aspire to be. Others should stride to be as heroic as them.&lt;br /&gt;
*[[Unbreakable Tritons]]: A rigorous and disciplined regiment, specializing in aquatic/amphibious, and naval combat.&lt;br /&gt;
* [[Terranknights | Terran Knights]]: Elite regiments recruited exclusively from Terra. As a result they have some of the best equipment in the Imperium. &lt;br /&gt;
* [[Hell Harlots|2478th Penal Legion, &amp;quot;Hell Harlots&amp;quot;]]: All-female [[penal legion]] close combat drop troops made up entirely of the same religious prison gang.&lt;br /&gt;
* [[All_Guardsmen_Party| Generian 99th Medium Infantry]]: The original regiment of the [[All_Guardsmen_Party | All Guardsmen Party]] spawning some of the most dangerous, heretical, yet pragmatic acolytes in the entire inquisition.&lt;br /&gt;
*[[Hua Yuan Exterminators|Hua Yuan Exterminators]]: Tyranid hunters and Hive warfare Specialists that use unique &#039;Color And Mayhem&#039; tactics to disorient and daze in the cramped not!Honk Kong they&#039;re from. By far the most fleshed out /tg/ regiment to date.&lt;br /&gt;
*[[Franchfarran Legion]]: One of the stupidest ideas to come out of thinking about 40k. Beats the Benveadig Militia though...&lt;br /&gt;
*[[Varkhat| The Varkhese Legionnaires]]: Heroes of the Siege of Varkhat and the infamous mechanised force used by the Mechanicus in its recent terraforming endevours.&lt;br /&gt;
* [[Argo Brigade]]: Regiment of brutally effective counterinsurgency operators who really, really enjoy crucifying dissidents, dissident sympathizers, and xenos upside down and/or sideways.&lt;br /&gt;
* The Karthak Raiders: Purple-clad Cadians with names like Kinmar, Kinfey and Kinross. There&#039;s a short story about them coming soon.&lt;br /&gt;
* [[Clavessa_Secundus| Clavessa Bush Brigade]]: Some poor sods who are posted in-orbit on the most parasitic death-world planet in the universe. EVERYTHING is a parasite here. It also has [[Bees|DEATH BEES]]. And the worst thing is, the enemies of the Imperium KEEP INVADING this place for some stupid reason (it says everything when the Orks are the only ones with ACTUALLY sensible, rational and understandable reasons to keep coming back to attack this shithole)&lt;br /&gt;
* [[Void Trekkers]]: Galaxy Quest meets the grim darkness of 40k.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Imperial Guard Regiment Creation Tables]]&lt;br /&gt;
*[[Warhammer_40,000/Tactics/Imperial_Guard (9E)|Imperial Guard Tactics in-game.]]&lt;br /&gt;
*[[Lasgun]]&lt;br /&gt;
*[[Chem-chan]]&lt;br /&gt;
*[[Sentinel]]&lt;br /&gt;
*[[Hellhound Tank]]&lt;br /&gt;
*[[Basilisk Artillery Gun]]&lt;br /&gt;
*[[Leman Russ Battle Tank]]&lt;br /&gt;
*[[Baneblade]]&lt;br /&gt;
*[[Commissar]]&lt;br /&gt;
*[[Imperium]]&lt;br /&gt;
*[[Only War]] - The official Tabletop RPG of the Guard! Formerly.&lt;br /&gt;
*[[Kasrkin-chan]]&lt;br /&gt;
*[http://www.forgeworld.co.uk/The_Horus_Heresy/Solar_Auxilia] - The Imperial Guard before they became the Astra Militarum of today, The awesome looking [[Solar Auxilia|SOLAR AUXILIA]]! Thank the Emperor for [[Forge World]].&lt;br /&gt;
*[[Regulations of the Imperial Guard]] Things The Imperial Guard Is No Longer Allowed To Do.&lt;br /&gt;
*[[Lost and the Damned]]&lt;br /&gt;
*[[Wargames Atlantic]] for cheaper alternative models[[https://1d4chan.org/wiki/Wargames_Atlantic#External_Links|Wargames_Atlantic]]&lt;br /&gt;
*[[Gue&#039;vesa]]&lt;br /&gt;
*[[Genestealer Cult]]&lt;br /&gt;
*[[Digganobz]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [https://wh40k.lexicanum.com/wiki/Astra_Militarum Lexicanum on the Imperial Guard]&lt;br /&gt;
* [https://warhammer40k.fandom.com/wiki/Astra_Militarum WH40k Wikia on the Astra Militarum]&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Imperial_Guard_(Warhammer_40,000) Wikipedia Article]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Faces of Warriors.png|Imperial Guard Veterans... Rare but not impossible, folks!&lt;br /&gt;
File:Guard Regiments 1.jpg&lt;br /&gt;
File:Guard Regiments 2.jpg&lt;br /&gt;
Image:Greeting.jpg&lt;br /&gt;
Image:Propaganda_by_DemonMads.jpg&lt;br /&gt;
Image:YoDawg.jpg&lt;br /&gt;
Image:IG_(2).jpg|&lt;br /&gt;
Image:Guardsmen.jpg|But this works too.&lt;br /&gt;
Image:1230085088983.png|[[wat]]&lt;br /&gt;
Image:Winterassault.jpg|Who needs Pauldrons?&lt;br /&gt;
Image:Repercussions.png|Commissar in action&lt;br /&gt;
Image:IG_(1).jpg|What the [[Jokaero]] should have been.&lt;br /&gt;
Image:The Courage of Man.png|AVE IMPERATOR MOTHERFUCKERS!&lt;br /&gt;
Image:Magnus Kale.png|Guardsmen - They Just Never Stop&lt;br /&gt;
Image:Basilisk.png|[[Basilisk Artillery Gun|Basilisks]] are [[AWESOME]]&lt;br /&gt;
Image:balls.jpg|Imagine this, only 4 times bigger, heck even the women have &#039;em!&lt;br /&gt;
Image:GuardsmanHelmet.jpg|This man shows doubt. He will soon be executed.&lt;br /&gt;
Image:Warhammer-orcs.jpg|Come and get some, fucking green-skins!&lt;br /&gt;
Image:Guardsman.jpg|This is painfully accurate... except for missing the FUCKHEUG BALLS OF STEEL.&lt;br /&gt;
Image:1267818498305.jpg|One should never underestimate the awesomeness of a Guardsman.&lt;br /&gt;
Image:Grimdark checkers.jpg|In the grimdarkness of the 41st millennium, there are still old men playing checkers. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{{Promotions}}&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Mira.jpg|It suggests a deep strike and close-quarters engagement.&lt;br /&gt;
Image:IG_melta.jpg|She&#039;s hotter than her meltagun.&lt;br /&gt;
Image:Catachan-n.jpg&lt;br /&gt;
Image:IG_Babes_(1).jpg&lt;br /&gt;
Image:IG_Babes_(2).jpg&lt;br /&gt;
Image:IG_Babes_(3).jpg&lt;br /&gt;
Image:IG_Babes_(5).jpg&lt;br /&gt;
Image:Krieg_chan_01_by_Jaekyu.jpg&lt;br /&gt;
Image:Krieg_chan_by_Jaekyu.jpg&lt;br /&gt;
Image:1227223498011.jpg&lt;br /&gt;
Image:IG_mot1.jpg&lt;br /&gt;
Image:IG_mot2.jpg&lt;br /&gt;
Image:IG_mot3.jpg&lt;br /&gt;
Image:Kasrkin_chan_sans_helmet_by_Jaekyu.jpg&lt;br /&gt;
Image:Kasrkin_chan_by_Jaekyu.jpg&lt;br /&gt;
Image:IG_Babes_(4).jpg|&amp;quot;Thank the Emperor! Action!&amp;quot;&lt;br /&gt;
Image:Imperial_Guardswoman_by_IronShrineMaiden.jpg|Ponytails and light weaponry are standard issue.&lt;br /&gt;
Image:F0r t3h Emp3r0r by Kazuv.jpg|Even pregnant chicks get conscripted.&lt;br /&gt;
Image:Vostroy_chan_by_Jaekyu.jpg|Vostroya is a cold and crappy place. Still people like it there. Guess why?&lt;br /&gt;
Image:Vostroya san by sexual yeti-da50g3x.png|[[Promotions|PROMOTIONS]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
{{Imperial-Guard}}&lt;br /&gt;
{{40k-Imperial-Regiments}}&lt;br /&gt;
{{Imperium}}&lt;br /&gt;
{{WH40k-Factions}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:6547:7D11:DD59:F542</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Imperial_Guard&amp;diff=266004</id>
		<title>Imperial Guard</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Imperial_Guard&amp;diff=266004"/>
		<updated>2023-05-31T20:17:05Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:6547:7D11:DD59:F542: Imagine writing cope for the Primer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Awesome}}&lt;br /&gt;
[[File:Macharius Charge.png|500px|thumb|right|And his name struck fear into the hearts of men.]]&lt;br /&gt;
{{Topquote|Battle is the most magnificent competition in which a human being can indulge. It brings out all that is best; it removes all that is base. All men are afraid in battle. The coward is the one who lets his fear overcome his sense of duty. Duty is the essence of manhood.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Wars may be fought with weapons, but they are won by men.|George S. Patton}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|When one has two hundred artillery pieces per kilometer of the frontline, he does not report contact with the enemy or ask for whereabouts. He reports successful breakthroughs and asks for further orders.|Attributed to Aleksandr Vasilevsky}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|Hey guys, they&#039;re called Astra Militarum now!|Game Workshop, shortly before everyone proceeded to ignore them.}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Imperial Guard&#039;&#039;&#039; (officially titled the &#039;&#039;&#039;Astra Militarum&#039;&#039;&#039; as of [[Warhammer 40,000 6th Edition|6th Edition]], ‘cause fuck your original name if GW can&#039;t trademark it), also known as [[If the Emperor had a Text-to-Speech Device| &#039;&#039;&#039;THE WALL OF GUNS&#039;&#039;&#039;]], are the foot soldiers of the [[Imperium]] in [[Warhammer 40,000]]. They exist only to fight (and die) gloriously in the [[Emprah]]&#039;s name. [[Commissar]]s (like [[Holt]] and [[Ciaphas Cain]]) ensure that they do so regularly, and any cowards or deserters tend to be summarily executed. During the [[Great Crusade]], the Emperor only intended for them to be [[Solar Auxilia|auxilia]] for his [[Space Marines|SPESS MEHRENS]] (and to man masses of tanks, artillery, and aircraft). After [[Horus Heresy|Horus&#039; little tantrum]] and the [[Second Founding|breakup of the Legions]], trillions upon trillions of humans were drafted to make up for the difference. Although these are, for the most part, mere men and women, they have held the line in the Imperium&#039;s wars for 10,000 years. Many consider their dogged perseverance in the face of overwhelming odds to be what makes them so balls-to-the-wall [[awesome]].&lt;br /&gt;
&lt;br /&gt;
It is recommended that you put either [https://youtu.be/CIGHCoVzqtk] or [https://www.youtube.com/watch?v=mhqWHIq-aZw]  on loop before reading the rest of this article.&lt;br /&gt;
&lt;br /&gt;
Basically, the Imperial Guard is what happens when you remember that quantity has a quality all its own, and that there is no problem that can&#039;t be solved via the application of a sufficient level of [[Dakka|firepower]]. While the elite forces of the Imperium gain all the glory, the Imperial Guard wages war on thousands of fronts with or without support. They are the soldiers of Humanity who fight and die in numbers beyond counting. &lt;br /&gt;
&lt;br /&gt;
Without the Imperial Guard, the Imperium could not exist.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
It is worth noting that in a universe where opposing armies include:&lt;br /&gt;
&lt;br /&gt;
* Cults of [[Space Marines|genetically-engineered killing machines]];&lt;br /&gt;
* Cults of [[Chaos Space Marines|EVIL genetically-engineered killing machines]], with a variety of sorcerous powers;&lt;br /&gt;
* [[Ork|Barbaric super-fungi]] that grow in size and number the more you fight them;&lt;br /&gt;
* [[Eldar|Creepy space elves]] with psychic powers, incomprehensible technology, and a habit of materializing out of nowhere;&lt;br /&gt;
* [[Dark Eldar|EVIL PIRATE creepy space elves]] that literally get off on making others suffer, whose creative use of slaves makes an agonizing death seem merciful;&lt;br /&gt;
* [[Harlequins|Extra creepy space elf clowns]] whose motives are obscure even among the rest of the space elves and make it their collective goal to turn mass slaughter into a literal art form;&lt;br /&gt;
* [[Tau|Samurai space communists]] with AI-enhanced battlemechs, infinite firepower and [[Kroot|cannibal dinosaurs]] in tow;&lt;br /&gt;
* Endless swarms of [[Tyranid|screeching, hyper-evolved space bugs]] that, combined, spew voracious parasites and corrosive acid from more orifices than most forces have bullets;&lt;br /&gt;
* Nightmarish [[Genestealer Cult|hybrid abominations]] that infest the darkest corners of your world until they breed enough thralls to overwhelm your armies and summon the aforementioned space locusts;&lt;br /&gt;
* [[Daemon|Extradimensional monsters]] that live to [[Khorne|slaughter]], [[Tzeentch|corrupt]], [[Nurgle|infect]], and [[Slaanesh|violate]] mortal bodies, before tearing out their souls to do it all again, but &#039;&#039;much slower&#039;&#039;;&lt;br /&gt;
* [[Lost and the Damned|Your former friends,]] having forsaken themselves to the above creatures;&lt;br /&gt;
* [[Adeptus Mechanicus|Martian Illuminati]] with ancient war machines, a monopoly on modern technology, and religious objections to humans attached to their original limbs;&lt;br /&gt;
* [[Adepta Sororitas|Fanatic warrior nuns]] who can heal themselves through prayer;&lt;br /&gt;
* [[Inquisition|A shadowy secret police]] who will have you executed for simply blinking wrong;&lt;br /&gt;
* [[Imperial Knight|Multi-story bipedal mechs]] bristling with tank-sundering guns from head to man-crushing toe;&lt;br /&gt;
* [[Chaos Knight|EVIL Multi-story bipedal mechs]] bristling with tank-sundering guns from head to man-crushing toe;&lt;br /&gt;
* [[Necron|Nigh-immortal zombie robots]] that snuff out stars for kicks;&lt;br /&gt;
* [[Leagues of Votann|Cyborg midgets]] with the technology you&#039;ve long since lost, who will never, &#039;&#039;ever&#039;&#039; forget you;&lt;br /&gt;
&lt;br /&gt;
[[File:Trance.jpg|300px|right|thumb|&amp;quot;Welcome to the jungle, we&#039;ve got fun and games!&amp;quot;]]&lt;br /&gt;
... the foot soldiers of the Imperial Guard take to the field equipped with nothing but [[Flak Armour|flak armor]], [[Lasgun|glorified laser pointers]], a &#039;&#039;highly&#039;&#039; variable amount of training, [[Imperial Infantryman&#039;s Uplifting Primer|some toilet paper]], and a pair of Mars-pattern, titanium-plated balls. In truth, a typical Guardsman&#039;s equipment is &#039;&#039;significantly&#039;&#039; more effective than the gear fielded by any real-world modern nation. It&#039;s just that the threats a Guardsman must face are often incomprehensible in comparison. As such, the Guard makes up the difference with numbers, overwhelming firepower, and sheer nerve.&lt;br /&gt;
&lt;br /&gt;
In many cases the Imperial Guard will function as a sort of galaxy-spanning firefighting force, responding to uprisings, rebellions, and other threats as needed. When a world is threatened by a major invasion, the local PDF is expected use its extensive network of defensive assets to hold the line until external help arrives. In the vast majority of situations, that help will consist of the Imperial Guard. In theory if not always in practice, the arrival of an Imperial Guard army is intended to end any such threats, with or without additional help from specialist formations such as the [[Space Marine]]s and the [[Adeptus Mechanicus]]. &lt;br /&gt;
&lt;br /&gt;
It would be a mistake to assume that the Guard&#039;s sole purpose is simply to help the PDF hold out until &#039;&#039;even more&#039;&#039; help arrives at some indeterminate point in the future. On the contrary, the Guard&#039;s purpose is to &#039;&#039;end the threat&#039;&#039;. They are, sometimes quite literally, [[Rough Riders|the cavalry riding to the rescue]].&lt;br /&gt;
&lt;br /&gt;
On that note, there&#039;s an important detail to remember here: while the Imperial Guard does indeed perform a defensive role, it is &#039;&#039;also&#039;&#039; the Imperium&#039;s primary ground-based &#039;&#039;offensive&#039;&#039; force. Even it’s defensive actions are usually more like attacking the attacker than holding a literal line. When a Crusade is called, it is almost always the Imperial Guard that will provide the vast majority of the Crusade&#039;s fighting strength. Depending on the nature of the threat, dozens or even hundreds of regiments will be called up; a fighting strength in the tens of millions would be considered quite ordinary. Vast formations of infantry from varied worlds will be supported by columns of tanks and other armored vehicles, air support, and artillery... very, very large amounts of artillery. The pictures you see in sourcebooks that depict vast numbers of doggedly advancing human soldiers aren&#039;t just artistic license- this is &#039;&#039;actually&#039;&#039; how many Guard armies prefer to fight, a sheer wall of firepower stretching from horizon to horizon that nothing can stand against, and against which fancy tactical maneuvering means very little. This is why the Imperial Guard has the nickname, &amp;quot;Hammer of the Emperor.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Recruitment and Deployment==&lt;br /&gt;
&lt;br /&gt;
Every Imperial world is expected to pay the [[Imperial Tithe]], which is essentially a tax that supports the greater Imperium. This tithe includes the expectation that the world will produce certain goods and resources, that it will comply with Imperial doctrines, and that it will provide a regular levy of soldiers for induction into the Imperial Guard. &lt;br /&gt;
&lt;br /&gt;
The exact amount of soldiery that a world is expected to contribute is based on an arcane formula that even the most wizened member of the [[Administratum]] would struggle to fully explain. Nevertheless, contribute each world must, for a Governor who fails to meet the Tithe will find no sympathy, and risk being branded as a renegade. Aside from this, the quality of the soldiers being contributed is not necessarily important. Many worlds take great pride in drawing new Guard regiments from the best and brightest of their PDF, where such foundings are a matter of great pomp and circumstance. Many of these make a point of contributing Guard levies far in excess of their required tithes. On other worlds, prospective recruits will compete with each other (sometimes bloodlessly, sometimes not) for the right to wage the Imperium&#039;s wars. On yet others, the tithe will be filled with undesirables and criminals. &lt;br /&gt;
&lt;br /&gt;
While the exact manner in which a new founding is equipped is not standardized either, it &#039;&#039;is&#039;&#039; expected that the new formation should be ready and able to fight, and the Governor who neglects this requirement risks drawing the ire of the Administratum. Otherwise, the precise character, fighting style, and preferences of the regiment will of course be colored by the world that it was drawn from.&lt;br /&gt;
&lt;br /&gt;
In some cases that are experiencing an active war zone, such as on [[Armageddon]], new foundings will be deployed directly to theaters on their home world. Most often, however, the [[Departmento Munitorum]] will coordinate with the Imperial Navy as to where the regiment goes next. The first stop will often be to a nearby Forge World, where the regiment will receive additional gear, equipment, and vehicles. If they are very lucky, a regiment might even receive one or more super-heavy tanks such as the [[Baneblade]]. All the while the regiment will continue training, while its newly assigned [[Commissar]]s work to stamp out any lingering weakness and disloyalty. Soon enough, the new regiment will find itself deployed in one of the Imperium&#039;s endless number of conflicts.&lt;br /&gt;
&lt;br /&gt;
It is important to note that once they are deployed off-world, a Guardsman will never see their home planet again, aside from certain highly rare and unusual exceptions. &lt;br /&gt;
&lt;br /&gt;
A regiment&#039;s first taste of combat is often a very difficult crucible, and it is one that many regiments do not survive at all. If it does, then the regiment will continue to be deployed as long as it retains fighting strength. Eventually, a regiment that might once have consisted of thousands of soldiers might be whittled down to only a few hundred survivors, or even down to just a single squad. By then such hard-bitten veterans will often consist of some of the toughest and most experienced soldiers that the Imperial Guard has to offer. These survivors are often folded into another regiment where their talents can be transferred to the greener troops. In other cases, two understrength regiments might be combined to form a completely new regiment with a new founding number. In very rare circumstances, a regiment that has fought with distinction through many, many campaigns will be granted the honor of colonizing a newly captured world. For most guardsmen, this distant and highly unlikely outcome is the only hope for a life after service.&lt;br /&gt;
&lt;br /&gt;
Therefore, although the average frontline Guardsman does not have good odds of surviving his first deployment, some &#039;&#039;do&#039;&#039; survive, and these veteran soldiers may accumulate &#039;&#039;decades&#039;&#039; of experience. They are some of the manliest motherfuckers the Imperium has to offer, capable of putting even the fucking SPESS MEHRENS to shame. Disturbingly, if Imperial Guard tactics advanced from WWI-style warfare (&amp;lt;s&amp;gt;overuse of artillery&amp;lt;/s&amp;gt; (modern militaries make use of artillery spam whenever possible) and mass charges against machine guns and tanks) to modern military strategies (such as taking cover and using air/armor/support, which while many elite regiments often do, there’s so much damn variety you can&#039;t really have good quality control), the Imperial Guard &#039;&#039;could&#039;&#039; become the most feared army in the whole universe. But &#039;&#039;&#039;NO&#039;&#039;&#039;, that&#039;s not [[grimdark]] enough! However, do note that while the Imperium is generally unconcerned with individual casualties, and while some commanders do therefore order their men to charge enemy lines with or without heavy armor/artillery support and regardless of terrain, fluff has also noted that incompetent commanders who are &#039;&#039;wantonly wasteful&#039;&#039; of Imperial resources tend to be weeded out rather quickly by the Commissariat. &lt;br /&gt;
&lt;br /&gt;
Examples of Guardsmen going above and beyond even this inherent badassery, demonstrating the possession of testicles so massive they should be deployed in battle as a separate unit, are plentiful: [[Ollanius Pius]] is one such Guardsman, standing up to fucking [[Horus]] himself (depending on whose canon you prefer). [[Dawn of War]] sees the Blood Ravens running into a pair of Guardsmen who have held their position, without support, in the middle of a combined Chaos/Ork/Eldar invasion, for more than a week. [[Dawn of War II]] has Guardsmen rescued in an earlier mission returning in the finale to provide infantry support while the Blood Ravens launch an attack... on a fucking [[Tyranid]] hive. These same guardsmen (led by the ever awesome [[Merrick|Sergeant Merrick]]) SURVIVE the suicidal mission and fight on for &#039;&#039;ten more years&#039;&#039; against the remnants of the Tyranids/Orks/Eldar. A different group of about 72 loyal Guardsmen also managed to hold out for those ten years. In a frozen wasteland. Surrounded by former comrades taken by Nurgle, bands of Black Legion Chaos Marines, and a growing Daemonic incursion. &lt;br /&gt;
&lt;br /&gt;
Fluff-wise it seems that the Guard&#039;s most common methods of war are to use lots of heavy weapons, tanks, and artillery to smash the fuck out of the enemy while Guardsmen mop up the shards of their foe while supported by more heavy weapons, special weapons, and Infantry Fighting Vehicles. So, honestly, the combined arms doctrine of the Imperial Guard is really fucking powerful even without considering their numbers are so vast they could just drown you with their own blood and corpses, and the paper to write the report on for said casualties would be literally not worth the paper.  On top of that, their flak armor (which includes flak shirt and flak pants apparently) actually gives pretty good protection against stub weapons and most other mid-tech small arms. Keep in mind that the Imperial Guard are often fighting other humans such as rebels most of the time, who nearly always use stubbers and armor inferior to Guard flak armor.  When fighting things that make mince meat of Guardsmen, the Guard tends to utilize concentrations of artillery, air support, tanks, superheavy vehicles, IFVs, and heavy weapons of all kinds to smash the enemy so the infantry merely has to occupy the smoldering crater that once consisted of the enemy&#039;s position.  &lt;br /&gt;
&lt;br /&gt;
In short... do &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; fuck with the Imperial Guard!&lt;br /&gt;
&lt;br /&gt;
==Standard-Issue Equipment and Knick-Knacks==&lt;br /&gt;
&lt;br /&gt;
It is known that the Imperial Guard is (in)famously known as the dudes in [[Flak Armour|T-shirts]] and [[Lasgun|Flashlights]], but did you know that the &#039;Guard also carries a bunch of other stuff that may aid his/her&#039;s merry journey of murder? Whilst each regiment may differ on what [[count as]] &#039;standard-issue&#039;, what they do share in common however, are a shit ton of equipment that all Guardsmen no matter their background usually lug around with them. These are:&lt;br /&gt;
&lt;br /&gt;
====[[Lasgun]] Weapons Case and Maintenance Kit==== &lt;br /&gt;
[[File:IIUPLasgun.jpg|400px|right|thumb|Lasgun with accessories.]]&lt;br /&gt;
No duh. Your standard-issue flashlight is given to &#039;&#039;all&#039;&#039; Guardsmen upon their first enlistment into the Astra Militarum. Each Lasgun comes inside a weapon&#039;s case which in itself contains several accessories inside its maintenance kit such as:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lasgun&#039;&#039;&#039; (Pattern varies): Your standard flashlight you all know and love. The pattern of lasgun varies depending on which regiment you came from, but overall, this is your most trusted friend on the battlefield. Learn to take care of it as it is better to shoot things dead from afar than to kill things up close and personal.&lt;br /&gt;
*&#039;&#039;&#039;Lasgun Power Pack&#039;&#039;&#039;: &#039;&#039;THE&#039;&#039; most important part of your Lasgun weapon&#039;s case outside of the Lasgun itself. You can&#039;t fire a Lasgun if you have no power pack, can you? Each Lasgun always comes equipped with &#039;&#039;one&#039;&#039; power pack to ensure that each weapon is combat-ready from the get-go. The power pack is obviously separated from the Lasgun itself to avoid &#039;accidental misfires&#039;. In addition to this, each Guardsman is issued with four additional power packs in case the original was either lost, ran out of ammunition, or was damaged.&lt;br /&gt;
*&#039;&#039;&#039;Long Pattern Bayonet/Combat Knife with Sheath&#039;&#039;&#039;: Each Lasgun weapon&#039;s case comes equipped with the standard-issue butterknife. Like the Lasgun, the knife&#039;s pattern varies from regiment to regiment. It always comes in a sheath to prevent accidental self-harm and is always pre-sharpened. Guardsmen can carry the knife as a standalone weapon if they so choose, although some may just attach it to their Lasguns before being forced to bayonet charge a tank. By far the most versatile weapon as it can also be used for non-military roles such as cooking, chopping wood, or making other arts and crafts.&lt;br /&gt;
*&#039;&#039;&#039;Targeters/Scopes&#039;&#039;&#039;: Not &#039;&#039;really&#039;&#039; standard-issue but can be requested by your regiment. A targeter or a scope is designed to improve a Guardsmen&#039;s accuracy over conventional iron sights. The style of scopes may vary depending on where you&#039;re from, but they all serve the same purpose. To be issued a scope, a Guardsman must prove to his superiors that s/he can actually aim for shit as their lensing materials are quite expensive. The ranging accuracy for most scopes/targeters is +/- two metres under most circumstances. The max range of a scope depends on the reflectivity of the target and the environmental conditions at the time of firing. Guardsman who have these neat equipments should always attempt to shoot his/her&#039;s target at a 90 degree angle as this is more likely to provide an accurate range (Take note, this is only for conventional Sniper Rifles, Long-Las avoid such a thing due to the nature of lasers). A scope/targeter can have its magnification distance adjusted depending on the shooter&#039;s preferences.&lt;br /&gt;
*&#039;&#039;&#039;Sight Calibrator&#039;&#039;&#039;: As its name implies, a piece of equipment that allows the Guardsmen to adjust the weapon&#039;s sight according to his/her&#039;s preference and comfort. May or may not be for a targeting laser attachment, but since no Lasgun actually were seen with such attachments, it can be assumed to be for the standard-issue optic sight. Mostly consists of small tools such as screwdrivers and the like to adjust the aiming reticle, etc.&lt;br /&gt;
*&#039;&#039;&#039;Sanctioned Cleaning Agent&#039;&#039;&#039;: As its name implies, it is a bottle of cleaning agent meant to nick away the grime after battle and to improve the lifecycle of the Lasgun alongside your other weapons and tools. Quite important in maintaining the firing lens of a Lasgun as any attached dirt sticking on the Lasgun&#039;s lens will flash-vapourise; damaging the lens in the process. Most likely a water-free agent, so you can just dip it on your standard-issue soft-cloth and proceed to clean your weapon so when the day comes for parades, you don&#039;t end up looking like a [[murderhobo]].&lt;br /&gt;
*&#039;&#039;&#039;Oiling Agent&#039;&#039;&#039;: A small bottle of oil that may or may not overlap with the [[Derp|Bottle of Sacred Oil of Lubrication]], so consider the latter as a spare. An Oiling Agent is used to &#039;grease-up&#039; your weapons to prevent jamming. Given that the Lasgun has little to no moving parts, it is most likely reserved for your Autopistol.&lt;br /&gt;
*&#039;&#039;&#039;Bottle of Sacred Unguent of Cleansing&#039;&#039;&#039;: Somewhat akin to the above mentioned Sanctioned Cleaning Agent. The Bottle of Sacred Unguent of Cleansing is a vial containing a water-free vial that cleanse any dirt or grime on your weapons and equipment. Most likely a superior version of a Cleaning Agent in a sense that it has most likely be &#039;blessed&#039; to ensure a tip-top shine. Given how religious this bottle sounds, there&#039;s definitely a use for this against Warp-like shenanigans such as Nurgle&#039;s taint. &lt;br /&gt;
*&#039;&#039;&#039;Bottle of Sacred Oil of Lubrication&#039;&#039;&#039;: The aforementioned Bottle of Sacred Oil of Lubrication. Like the Bottle of Sacred Unguent of Cleansing, the Bottle of Sacred Oil of Lubrication is most likely a superior version of your average Oiling Agent that is most likely &#039;blessed&#039; by a Techpriest. Again, seems to be used against [[Heresy|heretical taint]] whilst also offering better lubrication to your weapons or vehicles.&lt;br /&gt;
*&#039;&#039;&#039;Tin of Blessed Sealing Wax&#039;&#039;&#039;: A small metal tin containing solidified sealing wax. It is not a sealing wax meant for Purity Seals however. When heated, the wax would liquefy. Once melted, one can than pour the liquefied wax to &#039;fix&#039; a broken piece of equipment or seal a written message for communication purposes. &lt;br /&gt;
*&#039;&#039;&#039;Blessed Soft-Cloth for Swabbing&#039;&#039;&#039;: Your standard-issue cleaning cloth the size of a large handkerchief. A relatively smooth cloth that makes it great for either cleaning your tools or lubricating your weapons. One of the most important piece of equipment when maintaining your Lasgun, as without it, wear and tear will suffice.&lt;br /&gt;
*&#039;&#039;&#039;Holy Toolbox with Repair Instruments&#039;&#039;&#039;: Each Lasgun weapon&#039;s case comes with a secondary case in the complete package. This separate case holds the necessary tools needed in case your Lasgun or other weapon breaks down. The toolbox may contain a wrench, screwdrivers, additional screws, additional batteries, spare electrical equipment, hammers, a saw and spare binding agents.&lt;br /&gt;
*&#039;&#039;&#039;Spare Lasgun Stock&#039;&#039;&#039;: A spare Lasgun stock that comes with an engraved icon of faith. In case your current gun stock gets damaged, you got a spare around. May come in different style&#039;s of gunstock depending on your both your regiment and preferences. Stock may come in plastic, wood, metal or is completely collapsible, it is up to you to mix-and-match.&lt;br /&gt;
*&#039;&#039;&#039;Spare Lasgun Barrel&#039;&#039;&#039;: A spare Lasgun barrel engraved with an icon of true-shot. Like the gunstock, this is a spare in case your Lasgun&#039;s lens barrel gets damaged or worn out. This spare is there for when you want to still shoot whilst waiting for the [[Administratum]] to offer you a new one.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Power_Pack_Lasgun.PNG|Different styles of Lasgun power packs.&lt;br /&gt;
File:Bayonets.PNG|An assortment of bayonets.&lt;br /&gt;
File:Scopes.PNG|An assortment of scopes.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Autopistol]]/[[Laspistol]]====&lt;br /&gt;
[[File:Autopistol_Image.PNG|200px|right|thumb|A standard Autopistol.]]&lt;br /&gt;
The &#039;&#039;secondary&#039;&#039; weapon issued by Guardsmen. Depending on the regiment, a Guardsmen after being issued with his Lasgun, would then be issued his sidearm which can either be a Laspistol or an Autopistol. Like its bigger brother, these pistol also come with its own weapon&#039;s case although its maintenance have to be shared with it big brother which comes in everything. These are:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Autopistol/Laspistol&#039;&#039;&#039;: Depending on the regiment as aforementioned, you may be equipped with either the bang-bang or the pew-pew variety of pistols. They all come cleaned and furbished inside their case.&lt;br /&gt;
*&#039;&#039;&#039;Autopistol Clip&#039;&#039;&#039;: Each Autopistol comes equipped with a single &amp;lt;s&amp;gt;clip&amp;lt;/s&amp;gt; magazine of bullets alongside five additional magazines as standard. Like the Lasgun, the Autopistol and its magazine is separated to avoid a misfiring. Guardsmen may be issued more magazines for their Autopistols if there is enough stock within the regiment&#039;s armoury which can be requested via a form to HR. Just pray the [[Administratum]] arrives in time for a entirely new batch of ammo in case the armoury is emptied out.&lt;br /&gt;
*&#039;&#039;&#039;Muzzle Rod and Swab&#039;&#039;&#039;: A cleaning rod with cloth that is meant to clean out your Autopistol or any slug-throwing combustion guns. Definitely not meant for the Lasgun as it technically has no rifling. But for conventional slug-throwers, it may come in handy for maintaining and cleaning out any grime stuck inside the barrel; improving its lifespan and weapons safety.&lt;br /&gt;
*&#039;&#039;&#039;Laspistol Power Pack&#039;&#039;&#039;: Unlike the Lasgun, it seem that the Laspistol is only offered one power pack to come along with the product. Like its big brother, the power pack is the most important part of the Laspistol and it also comes separate to avoid misfiring. The power pack itself is smaller and weigh dramatically less than its larger brother.&lt;br /&gt;
&lt;br /&gt;
====[[Grenades &amp;amp; Explosives|Grenades]]====&lt;br /&gt;
[[File:Frag_Grenade_Internal.PNG|120px|right|thumb|An internal of a Frag Grenade.]]&lt;br /&gt;
Like all regiments, each Imperial Guardsmen is equipped with several grenades. The type of grenade may differ depending on what squad the Guardsmen would be enlisted as. All Guardsmen will be trained with practice grenades before they are entrusted in throwing around these explosives around. These grenades are:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Frag Grenades&#039;&#039;&#039;: In mix-standard teams within a [[Infantry Squad]], the Frag Grenade is the most common type of grenade a Guardsmen would be issued. S/he will be given four grenades maximum, although more can be requested via filling out a request form and with approval from senior officers.&lt;br /&gt;
*&#039;&#039;&#039;Krak Grenades&#039;&#039;&#039;: For teams specialising in anti-armour offensives. They will be issued a Krak Grenade instead. Like their frag counterparts, four grenades seem to be the optimum for each Guardsmen.&lt;br /&gt;
*&#039;&#039;&#039;Melta Bomb/Demolition Charge&#039;&#039;&#039;: For [[Breacher Squad]]s, one member may be in charged with a single Melta Bomb or Demolition Charge for anti-tank and demolition purposes. They are heavier than usual and require special training and expertise to master. Not really standard-issue all things considered.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Grenades_and_Bombs.PNG|List of explosives your typical Joe would carry.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Armour and Clothing====&lt;br /&gt;
[[File:Uniform.PNG|150px|right|thumb|Fig 1.1 Your average Guardsmen. A dude in a shirt.]]&lt;br /&gt;
Outside of his weapons, clothing is the most important piece of equipment that every Guardsmen must have. You ain&#039;t gonna go out fighting on Valhalla butt-ass naked now would you? Again, the type and style of clothes differ by regiment. Some like the [[Scintillan Fusiliers]] treat their fatigues with higher value than their lasguns whilst others like the [[Catachan Jungle Fighters]] scoffs at fatigues and go completely bare-chested. The list of attire are:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat Fatigue/Dress Uniform&#039;&#039;&#039;: The first piece of clothing that nearly all Guardsmen wear. Uniforms or fatigues are mass produced in order that the countless number of Guard regiments will be equipped quickly and efficiently. Typically, uniforms or fatigues are made from hard-wearing fabrics designed to resist all types of environments passively. They need to be proven hardy in the field and resistant to snags and tears. Nevertheless, overtime, clothing just simply deteriorate either through combat or frequent usage so spares are always up for order. In peacetime or in parades, they can be used to show off the regiment&#039;s discipline and all-round [[Awesome|awesomeness]].&lt;br /&gt;
*&#039;&#039;&#039;Shirt and Undershirt&#039;&#039;&#039;: Your &#039;&#039;actual&#039;&#039; t-shirts. Literally. This is what most Guardsmen wear beneath their fatigues or uniforms. They are made from light fabric like cotton or linen and is designed for maximum comfort. The Catachan Jungle Fighters if they are forced to wear something on their torso, would usually opt for a shirt rather than fatigues to show off their bulky muscles.&lt;br /&gt;
*&#039;&#039;&#039;Flak Armour&#039;&#039;&#039;: You know&#039;em, you love&#039;em. Everyone&#039;s favourite cardboard armour is issued throughout the Imperium. Like all things in the Guard, the style of Flak Armour differs from regiment to regiment. But overall they are the most important piece of equipment outside the Lasgun as the Flak Armour provides &#039;&#039;some&#039;&#039; form of protection. Whilst it won&#039;t do too hot against direct impact from anything above WW2-levels of firearms, it does provide an adequate form of defense against shrapnel. Given that in modern warfare, artillery shrapnel is one of the highest form of casualties, this is actually quite important for the Guard. &lt;br /&gt;
*&#039;&#039;&#039;Helmet with Micro Bead Pick-Up&#039;&#039;&#039;: Each Guardsmen is issued with a standard-issue Flak helmet with micro beads attached. Other than for head protection, the micro bead is important for communication purposes without the Guardsmen making a sound. Micro beads essentially translates the vibrations of your throat and transmit that as sound without saying a single word. Very useful for stealth operations.&lt;br /&gt;
*&#039;&#039;&#039;Dog Tags&#039;&#039;&#039;: Works the same way we have here today. A metal necklace that shows the Guardsman&#039;s regiment, squad, name, date of birth and place of birth. Whilst most Guardsman would never really get the chance to have their dog tags retrieved once they kick the bucket, their superiors should at least have the acumen to dot down who they lost over the years and send it to the Administratum for records keeping.&lt;br /&gt;
*&#039;&#039;&#039;Socks&#039;&#039;&#039;: No sane Guardmen want to go out in the battlefield with chilblains or frostbite on their dinky toes now do they? Each Guardsmen is issued four pairs of socks that are dried and neatly packed. Each pair of sock needs to be washed if possible and dried to prevent trench foot or any other feet-related ailments. Socks are made of some form of thick, warm fabric like wool or cotton. &lt;br /&gt;
*&#039;&#039;&#039;Undergarment&#039;&#039;&#039;: Your [[/d/|bras, panties and underwear]]. Used to keep your manly and womanly bits from flailing around awkwardly in your trousers and to keep them supported and warm. Like socks, they need to be washed as soon as possible to avoid cases of crotch rot.&lt;br /&gt;
*&#039;&#039;&#039;Greatcoat/Rain Overalls&#039;&#039;&#039;: Some Guard regiments are known to issue greatcoats or rain overalls to either keep their cannon fodder warm and dry during winter and the like. They are made of thick, heavy and sometimes waterproof fabric to ensure maximum warmth. The complete opposite of the shirt. [[Valhallan Ice Warriors]], [[Vostroyan Firstborn]]s, [[Armageddon Steel Legion|Armageddon Steel Legionnaires]] and the [[Death Korps of Krieg]] love the shit out of them. &lt;br /&gt;
*&#039;&#039;&#039;Combat Boots and Laces&#039;&#039;&#039;: Standard-issue military boots meant to be rugged enough to survive in nearly any ground. Each boot is fashioned to ensure comfort for the Guardsmen&#039;s feet and comes in three sizes. Each boot is ensured to be waterproof and hard wearing, with each pair expected to last for a while. Like nearly everything else, a combat boot may differ from regiment to regiment. Cadia for example have boots made of rigid hard leather that protects the upper ankle and steel plates that protect the shins; they are called ankle-breakers. Meanwhile, Valhalla favours a rigid, heavily insulated boot with particularly sharp crampon-like grips on the soles. Whilst Attila and Tallarn favour a flexible-soled, lightweight boot that allows the foot to breathe through semo-permeable membranes within the boot&#039;s fabric. All combat boot boxes comes with additional spare laces in case the original was damaged or lost.&lt;br /&gt;
*&#039;&#039;&#039;Leg Gaiters&#039;&#039;&#039;: Tl;dr, these are leg warmers. Largely used during snowy operations and therefore, are popular for snowy regiments like the Valhallans, leg gaiters offer an additional form of warmth around the ankle regions as a normal sock ain&#039;t cutting it. Not really that standard, but the Administratum just slaps every Guardsmen with one just in case.&lt;br /&gt;
*&#039;&#039;&#039;Webbing&#039;&#039;&#039;: Every Guardsmen going into battle requires quite a  lot of kit to carry around with. To do so in a ergonomic factor, each Guardsmen would be issued a form of combat webbing that allows a great deal of equipment to be layered onto the chest rig or backpack whilst leaving the arms free to fight. Typically, the front face of the webbing is fitted with pouches whilst the inside is fitted with mesh that forms a map pocket and has space for an additional two standard-issue Lasgun power packs. Combat webbing can be worn over Flak Armour or alone and has several hooks for grenades or entrenching tools.&lt;br /&gt;
*&#039;&#039;&#039;Belt and Holsters&#039;&#039;&#039;: Every Guardsmen is given a standard-issue leather belt and a holster to ensure their big boy/girl pants don&#039;t accidentally drop down to their knees during inspection day and that their sidearm stays in place. Useful to avoid a wardrobe malfunction but also useful for the local [[Commissar]] or officer to use one as a makeshift flogging equipment. &lt;br /&gt;
*&#039;&#039;&#039;Bandolier&#039;&#039;&#039;: Whilst regiments are all given bandoliers to hold additional ammunition, some regiments like the Catachan Jungle Fighters are obsess with them. Being a bunch of [[LARP|Rambo cosplayers]] is no surprise given how useful a bandolier is for holding additional ammo whilst looking [[Awesome|absolutely baller in the process.]]&lt;br /&gt;
*&#039;&#039;&#039;Field Rucksack with Straps&#039;&#039;&#039;: Everyone&#039;s companion. This large canvas sack backpack holds all your necessary goodies to ensure a Guardsmen isn&#039;t completely fucked on duty. It can provide enough room for MREs, field equipment, trenching equipment, spare ammo, repair equipment and sleeping materials. You don&#039;t wanna lose one.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Flak_Chest.PNG|Chest piece of a Flak Armour.&lt;br /&gt;
Helmet.PNG|Flak Helmet, standard issue.&lt;br /&gt;
Micro_Bead.PNG|Micro Bead, comes standard with said helmet.&lt;br /&gt;
Boots_and_Sock.PNG|Combat boots and socks. Number one vector of the [[Poxwalkers|Walkingpox.]]&lt;br /&gt;
Webbing.PNG|Webbing, for when you want to [[LARP]] as Rambo.&lt;br /&gt;
Backpack.PNG|Field rucksack/backpack carrying all your needs.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Survival Equipment====&lt;br /&gt;
[[File:UpliftingPrimer.jpeg|150px|right|thumb|Everyone&#039;s favourite used toilet paper.]]&lt;br /&gt;
Guns and armour isn&#039;t the only thing a Guardsmen needs. Here, all forms of survival equipment is important for him/her to survive beyond the safety of civilization. Such equipment includes:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Imperial Infantryman&#039;s Uplifting Primer]]&#039;&#039;&#039;: Everyone&#039;s favourite standard-issue &amp;lt;s&amp;gt;toilet paper&amp;lt;/s&amp;gt; booklet. Every Guardsman is issued one and they are expected to read this thing down to the T. Every piece of survival tips and tricks, alongside useless propaganda is written down in the book. A mix-bag all things considered but is better than nothing. It is also the &#039;&#039;one&#039;&#039; piece of equipment that a Guardsman must &amp;lt;u&amp;gt;&#039;&#039;&#039;NEVER&#039;&#039;&#039;&amp;lt;/u&amp;gt; bring with him/her on the battlefield for fear of it falling to the enemy&#039;s hands. Although to be honest, what useful info they may glean over would be as important as real-life toilet paper. It emphasizes not letting civilians see what is in it, but there is no way they haven’t.  Perhaps it is a psy-op against humanity’s enemwis and own public.  To trick enemies into believing the Imperium grossly underestimates its foes so they are caught by surprise and to trick civilians into believing the Imperium’s enemies are no big deal.&lt;br /&gt;
*&#039;&#039;&#039;[[Imperial Munitorum Manual]]&#039;&#039;&#039;: Not as common as the Primer but orders of magnitude more useful. The Imperial Munitorum Manual is a booklet that goes in-detail towards the functionality of the [[Departmento Munitorum]], the list of equipment and how to maintain them, the list of punishments expected if breached, and the hierarchical structure of the Imperium wit-large. Again, not as common as the Primer, but when available, it usually comes with the complete package. &lt;br /&gt;
*&#039;&#039;&#039;Combat Ration Packs&#039;&#039;&#039;: Hmmm...sweet lovely food. Every Guardsmen is expected to carry around five units of Combat Ration Packs (CRP). They are designed to sustain a soldier directly engaged in combat or under military training. Useful when normal food services aren&#039;t available, their long shelf-life and caloric-dense nutrition makes them an important part of a Guardsmen&#039;s survival. The CRP consists of a full meal packed in a flexible meal bag. The full bag is lightweight and easily fits within a Guardsmen&#039;s pockets. Each meal bag contains a nutrient-rich compound as well as foods designed to enhance the energy levels and stamina of a Guardsmen. Whilst it is theoretically safe to eat from the get-go, most Guardsmen like theirs cooked. CRP can be cooked traditionally or through a flameless heater via chemical reactions with water.&lt;br /&gt;
*&#039;&#039;&#039;Portable Hexamine Stove/Flameless Heater Pack&#039;&#039;&#039;: When cooking CRPs or food caught by the Guardsmen themselves. They can cook their food through a standard-issue collapsible and portable Hexamine stove. These miniature stoves use solid fuel to heat up the food or beverage until the Hexamine tablets are used up. Some are also fitted with an adapter to hold a canteen or cup. Each stove comes with eight tablets in a waxed box, although sometimes a tinder box is issued as well. Although there are complaints that the fuel might be toxic or smells like shit, most Guardsmen can&#039;t complain too much as it is a convenient way to cook food on the go. If behind enemy lines, the light coming from the stove or the smoke used to burn up gathered materials may attract enemies. So a Guardsmen is also issued the aforementioned flameless heater pack that uses water as a pyrotechnic heating mechanism which lasts for fifteen minutes. Simply put the meal bag inside the heater pack, fill it with water and shake it until it chemically activates.&lt;br /&gt;
*&#039;&#039;&#039;Magnocular&#039;&#039;&#039;: A binocular by any other name. The magnocular is meant for surveying purposes. Some magnoculars are compact and lightweight, but most are bulky and heavy. Magnoculars offer high light transmission and optical performance, enabling a Guardsman to view objects at a great distance away. Magnoculars are rubber armoured, shockproof and waterproof and can withstand the harshest battlefield conditions.&lt;br /&gt;
*&#039;&#039;&#039;Rebreather/Gasmask with Mk VIII Filter&#039;&#039;&#039;: Gas masks for all intents and purposes. Rebreathers are used in environments that are too toxic to breath in. Depending on the type of engagement, some rebreathers merely covers the mouth and nose in near-Terran like atmospheres, but others like the gasmask with the Mk VIII Filter that filters out toxic particles cover the entire face in truly hell hole conditions. The Kriegers and the folks from the Steel Legion has an absolute hard-on for these things. &lt;br /&gt;
*&#039;&#039;&#039;Tent Kit&#039;&#039;&#039;: Each Guard Squad is expected to have one member be the tent carrier. He/she carries the necessary materials to build a tent for everyone to sleep in. The tent kit includes the tent, several collapsible stainless steel poles, tensile rope, pins, a hammer and adhesive tape to fix any potential damages to the tent. The kit is designed to be as lightweight as possible whilst still being big enough to house a three-five men team.&lt;br /&gt;
*&#039;&#039;&#039;Medi-Pack&#039;&#039;&#039;: Every Guardsmen is issued a portable medi-pack which is something like a convenient narthecium in a bag. Every Guardsmen is expected to be trained in various ways to alleviate injuries of various kinds through military practise although each squad must have a designated medic. The design of the medi-pack can range from a small medical kit to a complex scanning devices depending on the original source of the regiment and the planet&#039;s technological base. Basic medi-pack kits will usually contain drugs and bandages to treat a variety of injuries and illnesses, such as cataplasm patches, contraseptics, gauze/bandages, sterilised vein clamps, lotion of embalm, phials of morphia X4 (Space morphine), sterilising fluid of cleaning, cleansed surgical grapple, sanctioned insect repellent, and [[Anal circumference|blessed lotions, acid, alkali, medicinal tonics, tablets and internal cleansers for enema administration.]] More advance models might include a diagnostic Cogitator with bio-scanner and probes to determine the patient&#039;s ailments. The most advanced types, available to the elite of the Imperium, can include cast sprays, tox wands, synthskin applicators and more.&lt;br /&gt;
*&#039;&#039;&#039;Surveyor Gear&#039;&#039;&#039;: Surveyor gears are piece of equipment used for tracking and mapping purposes so you know where the hell you&#039;re going and avoid accidentally entering the firing range of a Basilisk. The most common type of gear are Auspex Surveyor Units that can register varying levels of background radiation, infrared signatures and electromagnetic emissions to discover enemy troops. They are simple to operate and require only rudimentary intelligence to read. All a Guardsman has to do is simply point the Surveyor Unit in the general direction and pull the trigger to tell him/her the information to his/her&#039;s squad. The screen then displays the machine&#039;s findings as coloured dots on the slate (Red for hostile, blue for friendlies) in the various range bands (Ten metre increments).&lt;br /&gt;
*&#039;&#039;&#039;Orientation Gear&#039;&#039;&#039;: The &#039;&#039;other&#039;&#039; piece of equipment that is designed in making sure your average Joe won&#039;t end up stumbling inside a Tyranid&#039;s nest. Orientation gears are your maps and compasses. They allow a Guardsman a better understanding on the battlefield they are on and where to go. The compass is accurate, rugged and reliable, being both waterproof and shockproof due to being encased in steel with metal hinges. The compass also comes with a built-in magnifying lens, finger loop and cord lanyard. Particularly &#039;advanced&#039; models of compass may be fitted with chemical fluorescence vials, allowing the compass to be read at night.&lt;br /&gt;
*&#039;&#039;&#039;Mess Kit&#039;&#039;&#039;: The things your average Joe eats from. Each mess kit from the Guard is constructed from enamelled steel and contains everything they need to prepare and serve. They are small, lightweight and very portable and their design differs from regiment to regiment. A Cadian version for example, contains a skillet, a small kettle, a plate, a cup and a Swiss army knife-style cutlery. The handles of these appliances are foldable to save space and can be detached to use with other cookware. The lids of each container can be used for preparing, cooking and/or eating and usually come in two or three pieces. Moreover, to complement the kit, Cadian mess kits use a specially moulded cup that fits over the bottom of the standard litre canteen for anything that requires a deep pot such as boiling water.&lt;br /&gt;
*&#039;&#039;&#039;Sleeping Equipment&#039;&#039;&#039;: Do I have to spell it out? Each Guard regiment is given a quilted sleeping bag with blanket that tapers towards the end. Most of these bags are quilted with feathers that provide insulation against the cold, although some regiments is known to use synthethic materials instead. The outer layers of a sleeping bag must provide a high degree of tearing strength and must be waterproof. Some sleeping bags may incorporate hoods and are sometimes embellished with extra layers to allow [[/d/|more than one person to share the bag.]]&lt;br /&gt;
*&#039;&#039;&#039;Hygiene Kit&#039;&#039;&#039;: No one and their mothers want to have a Guard regiment smelling like an [[Ogryn]] during parade day, so every Guardsmen is expected to be given a hygiene kit to look down and proper. Each kit comes with a bar of hard soap, dry scrub brush, shaving brush, razors, abrasive tooth cleaning paste and a tooth brush, alongside a sharpening stone to sharpen a Guardsman&#039;s  bayonet for shaving purposes. Moreover, the kit comes with delousing powder that can be used to eradicate most forms of parasites or leeches. Although care must be taken as the powder is caustic and shoud be avoided around the groin or eyes. Some hygiene kits such as the Cadian pattern also includes a anti-fungal powder and anti-lice gel that should be employed regularly to ensure the prevention of the spread of diseases.&lt;br /&gt;
*&#039;&#039;&#039;Entrenching Tools&#039;&#039;&#039;: Everyone&#039;s favourite shovel is listed under here. Entrenching tools are multi-purposed and can be used for a wide variety of things. This includes building trenches, planting seeds for food, burrying bodies or using it as a makeshift weapon. They have a foldable stock which allows a Guardsman to fit them in a nice, compact form and save space. The most well known of these shovels are the [[Miscellaneous_Weapons#9-70 Entrenching Tool|9-70 shovel]] which has its edge either sharpened or serrated. Kriegers hug these in their sleep. Imperial E-tools have mono-molecular edges, meaning Guardsmen can entrench literally anywhere.  Which is basically divine intervention for an infantryman.&lt;br /&gt;
*&#039;&#039;&#039;Hand Axe&#039;&#039;&#039;: A [[Basic Close Combat Weapons#Axe|small hand axe]] is given to each Guardsmen for largely non-military purposes such as chopping wood, clearing trees or vines and cutting up meat. Pretty damn versatile and can be used as a makeshift weapon in case your bayonet breaks or you run out of ammunition. It is often made of stainless steel or ceramics.&lt;br /&gt;
*&#039;&#039;&#039;Lamp-Pack&#039;&#039;&#039;: Each Guardsmen is also issued a lamp-pack. Now this may resemble a typical lamp to your typical flashlight (No, not &#039;&#039;that&#039;&#039; [[Lasgun|Flashlight]], &#039;&#039;the other one&#039;&#039;). It is a primary light source for night patrols and is often powered via batteries. Should not be used behind enemy lines for obvious reasons.&lt;br /&gt;
*&#039;&#039;&#039;Anti-Contaminants&#039;&#039;&#039;: Pretty important stuff when it comes to purifying the waters or killing parasites. Whilst each Guardsman is expected to carry a canteen filled with water, sometimes you run out and the next avaliable source of water is in the toilets. This is where this kit comes in handy. To avoid sudden case of [[Nurgle|explosive dirrahea,]] each Guardsman is issued with water purification tablets made from salt in the kit which would kill most virulent pathogens. Although drinking such purified water is unpleasant (Think soda water with the taste of salt), it is better than the alternative. The kit also contains vials of iodine which when taken orally, prevents 99% of the damage to the thyroid gland before being exposed to radiation.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ration_Packs.PNG|Combat ration packs. Yum yum.&lt;br /&gt;
Collapsible_Stove.PNG|Portable hexamine stove, a convenient way to heat up your instant noodles.&lt;br /&gt;
Magnoculars.PNG|Magnoculars. I spy with my little eye.&lt;br /&gt;
Rebreather.PNG|Rebreathers, for when you&#039;re finding it a bit difficult to breathe.&lt;br /&gt;
Gas_Mask_Filter.PNG|A gas mask, for when you&#039;re breathing in [[Krieg]].&lt;br /&gt;
Medi-Pack.PNG|A medi-pack with its accessories.&lt;br /&gt;
Medi-Pack_Model.JPG|Krieg medi-pack model.&lt;br /&gt;
Surveyor_Gear.PNG|A surveyor gear, the motion tracker of 40k.&lt;br /&gt;
Orientation_Gear.PNG|An orientation gear console.&lt;br /&gt;
Compass.PNG|A compass, part of the orientation gear.&lt;br /&gt;
Map_IG.PNG|A map, another part of the orientation gear.&lt;br /&gt;
Mess_Kit.PNG|A Cadian issued mess kit.&lt;br /&gt;
Hygiene_Kit.PNG|A hygiene kit with its complimentaries.&lt;br /&gt;
9-70 Entrenching Tool.PNG|The 9-70 Entrenching Tool, everyone&#039;s favourite shovel.&lt;br /&gt;
Anti-Contaminants.PNG|Anti-Contaminants with all its accessories. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Fluff and stuff==&lt;br /&gt;
&lt;br /&gt;
Dan Abnett and the Guard’s latest Codex turned the IG into gods of mechanized warfare, though they still suck compared to 8-foot-tall Daemonic killing machines with chainaxes. To be fair, though, that&#039;s like comparing a sedan to a tank. How are you NOT supposed to suck against things that can slice through meter-thick speshul-steel armor like so much cheese?&lt;br /&gt;
&lt;br /&gt;
The cold, hard truth of the matter is that the lowest currency in the Imperium is human life. Whereas the modern day commander would sacrifice expensive equipment (a cruise missile ain&#039;t cheap) to save even a single life, in the grim darkness of the far future, emphasis on civilian morale and &amp;quot;leave no man behind&amp;quot; ideals would screw up an already overtaxed bureaucratically fucked Munitorium. Instead, commanders do risk assessment. They&#039;re not going to devote resources just to save one lowly grunt if they will expend resources more expensive in return. Although to be fair, commanders who make these decisions know the moral implications of what they&#039;re doing while the Imperium treats this as a perfectly normal act.  And if they can afford to save you, they normally will.&lt;br /&gt;
&lt;br /&gt;
[[File:Lord Solar Macharius.jpg|250px|left|thumb|&amp;quot;The meaning of victory is not to defeat your enemy but to destroy him, to eradicate him from living memory, to leave no remnant of his endeavors, to crush utterly his every achievement and remove from all record his every trace of existence. From that defeat no enemy can ever recover. That is the meaning of victory.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
A bit of maths, if you will. According to one calculation of the frequency of Hive Worlds, there are 32,380 Hive Worlds in the Imperium. The average population of these worlds is around 200 billion each. We put these together and we get 6.476E15 (6,476,000,000,000,000 or 6.476 Quadrillion) people on Hive worlds ALONE. Eventually there would be more human babies than there would be lasguns coming out of the Forge World assembly lines. So now you see why humans are worth so little. But this also means that once they get their ass in gear and onto the battlefield, they ALWAYS win, because they have practically unlimited manpower and resources. Compare it to water bashing against rocks. A few gallons won&#039;t do jack, but countless billions of tonnes crashing down on it WILL destroy it in a surprisingly short amount of time. Apply actual tactics, and it becomes [[rape|even more effective]] (Do keep in mind, it&#039;s not like they commit trillions of troops to one battle. The Imperium frequently has to withdraw, but it&#039;s like saying &amp;quot;We lost the battle, BUT NOT THE WAR!&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
In fact, it is point-blank stated numerous times that guardsmen are way cheaper than their lasguns, because there are far more Hive Worlds to &#039;&#039;produce&#039;&#039; humans than there are Forge Worlds to produce lasguns. And to add more grimdark, the Imperium lost numerous forge worlds and mining worlds during the [[Time of Ending]], so there are even fewer lasguns and cardboard jackets coming from assembly lines. The [[Death Korps of Krieg]] have a specific guy who runs around battlefields shooting the wounded and collecting their gear (as well as blood and organs to fix those who still can be saved to fight next day). &lt;br /&gt;
&lt;br /&gt;
Sometimes this creates a disparity with other parts of the setting, as an example, games and art with Hive Gangers make it clear that they can be better equipped and armed than Guardsmen, including varieties of ammunition (such as exploding bullets) and [[Rage|fucking powered exoskeletons and thunder/power weapon equivalents]]. &lt;br /&gt;
&lt;br /&gt;
Think of the Red Army from the Hollywood movie [[wikipedia:Enemy at the Gates|Enemy at the Gates]]: Soviet Russia there had a fuckton of soldiers to draw from, but many were not issued spare ammunition or even rifles, and were expected to loot supplies off dead bodies. On an individual level the Germans had the obvious advantage, but send in enough cannon fodder to keep them pinned inside they city, then cut them off, and they eventually cracked. &lt;br /&gt;
&lt;br /&gt;
But what the Imperium does have going for itself is the individual heroism of its protectors. The Guard bears countless heroes, without whom the Imperium would have fallen ages ago. Notable heroes of the Imperial Guard include: [[Ollanius Pius]], [[Straken]], [[Creed|CREEEEEEEEEEEEEEEEED]], [[Lord Solar Macharius]], [[Ciaphas Cain|Ciaphas Cain HERO OF THE IMPERIUM]], [[Vance Motherfucking Stubbs]], [[Yarrick]], [[Sly Marbo|SLY FUCKING MARBO]], [[Colonel-Commissar Ibram Gaunt| Colonel-Commissar fething Ibram Gaunt]] and countless others. These extraordinary men and women inspire the masses around them to truly heroic deeds, and through those deeds, ensure that the Imperium will never falter.  Which is kind of weird since the setting is supposed to be one in which everyone is worthless and heroes have no impact.&lt;br /&gt;
&lt;br /&gt;
==Play Style==&lt;br /&gt;
[[File:Glory.jpg|300px|right|thumb|Men of the Brimlock Eleventh, fighting on Voor against Orks. Note the [[Judge Dredd]] pattern frown.]]&lt;br /&gt;
&lt;br /&gt;
The Imperial Guard are notorious for their SIGAOD methodology: Shooty Imperial Guard Army Of Doom for the less than nerdy. The basic lasguns are downright pathetic, but can [[Dakka|still be effective if used en masse]], and we mean &#039;&#039;en masse&#039;&#039;. The effect is a little like how cavemen throwing rocks could still be a threat to fully armored knights. It only takes one lucky shot and they don&#039;t stop shooting until they get lucky. Scientifically speaking, the lasguns are strong enough that they damage most materials, even Space Marine powered armor.  It&#039;s just so minor against most foes that it doesn&#039;t matter.  Until you get a hundred guys shooting at one target.  Then it matters pretty damn quickly.  Add in special weapons and heavy weapons and indirect fire like mortars all blazing away at an enemy and... yeah.  Also, a lasgun used with precise aiming is quite lethal as you can devastate any vulnerabilities of a target easily.  For example, the Vostroyan Firstborn are famous for their great precision and it shows in the massive kill-counts they rack-up.  Who the fuck knows why that isn&#039;t a requirement for Guardsmen but it&#039;s probably because some goober in charge didn&#039;t notice and so never mentioned it in a memo to who-cares.&lt;br /&gt;
&lt;br /&gt;
The IG has loads of vehicles. &#039;&#039;Loads&#039;&#039; of vehicles. Most of them are fairly cheap and pretty good for what you pay for, so it is quite easy for IG armies to have half a dozen vehicles or more in a medium-sized game. There are 4 principal IG ground vehicles of note:&lt;br /&gt;
* First is the [[Chimera Transport|Chimera]], which is the basic IG troop transport. In modern terms, it would be considered an Infantry Fighting Vehicle, not a mere APC. It is not particularly fast, but it is reasonably durable, it has good firepower, it&#039;s cheap, and the passengers can still shoot while inside. Bread and butter. It&#039;s also used as the chassis for various other vehicles. Overall it&#039;s far more useful than the [[Rhino]].&lt;br /&gt;
* The second is the iconic [[Leman Russ Battle Tank]]. It is in every way a solid, dependable warhorse. Key features include the BFG on the turret (that can potentially fire twice per turn as of 8th Edition), the optional heavy weapon sponsons, and the completely exposed engine in the rear. Apparently, they ran out of badass when they designed it. It is a very tough nut to crack.&lt;br /&gt;
* Third is the [[sentinel|Sentinel]]. It&#039;s a support walker, and while not generally as effective as the other big 3, it earns its place by virtue of utility. The sentinel can serve as a reliable escort and scout while also providing useful fire support. Featuring a decent variety of weapon options, it is also a cheap way to add Hunter-Killer missiles. It&#039;s hard to go wrong by taking a Sentinel.&lt;br /&gt;
* The last vehicle of note is the [[Basilisk Artillery Gun|Basilisk]]. Apparently, some tech-priest decided to take a Chimera, rip out the turret and troop compartment, and bolt on the biggest piece of artillery he could fit on it. The Earthshaker Cannon is far more powerful than even the BFG they stuck on the Leman Russ and has much longer range. No game of WH40k has been played where a target has been out of range of the Basilisk.&lt;br /&gt;
&lt;br /&gt;
The four vehicles above are only a small selection of what the Guard has to offer, but they are all pretty reliable workhorses for most builds and strategies. Most other vehicles are specialized variants of the above, being largely situational units.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s not forget the Deathstrike Missile, which GW used to give UNLIMITED RANGE. Players have called up GW stores the next town over and told them that they&#039;re dropping a Deathstrike in the middle of whatever battle is closest, and they&#039;ve accepted. &#039;&#039;The Range is 200&amp;quot; as of 8th edition, but 16 feet is still ridiculous.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also of note is 6th Edition&#039;s contribution of flyer units. The IG has the most non-apocalypse flyer units in 40k, and while some of them are absolutely useless for anything but flavor, some of them kick all kinds of ass. Triple twin-linked Lascannon, twin-linked Punisher Gatling cannons, or a flying tank-busting mega-bolter kinds of ass to be specific. Rape from above.  &lt;br /&gt;
&lt;br /&gt;
In summary, the Imperial Guard wins by having firepower, cannon fodder, and lots of both, transported in a massive variety of [[METAL BOXES]].&lt;br /&gt;
&lt;br /&gt;
Unfortunately for the Guard, though, the Imperial Navy has a bad habit of taking ships that were designed to launch atmospheric craft in support of the Guard (such as Marauders) and instead sticks void combat attack craft inside (such as Furies) them. The result of this is painfully obvious if you&#039;re a Guardsman on the ground. Not to say they don&#039;t have air support, but that their air support has a presence that is completely at odds with the number of atmospheric fighters and bombers a ship can carry. The Navy literally fits whatever atmospheric fighters and bombers they can into whatever excess space remains after putting their Furies and Starhawks into hangers designed for holding countless Lightnings, Thunderbolts, Marauders, and Avengers, instead. Grimdark? Yep. Thanks to [[Roboute Guilliman]]&#039;s reforms, the inability of Guard to fight at maximum efficiency (or make it to their destination in time without borrowing civilian transport ships) is kinda the point - it makes revolt much harder, and he didn&#039;t care if countless Imperium worlds would go to shit thanks to this, to exclude the possibility of [[heresy]] was much more important. Of course, the reason why a third of the Imperial Army rebelled was due to the Imperium violently conquering their worlds. Fortifying and consolidating conquests post-Heresy would have helped prevent rebellion and Administratum control (it was efficient back then) would have prevented the populace from feeling rebellious because their lives would be great. Damaging the Guard only prevented them from doing their job and really, any rebellious Guard regiments would be (and usually are) quickly annihilated by the loyalists surrounding them. Generally, they steal transports and Chaos forges provide plenty of aircraft for them.  Defeating the point of weakening the Imperial Guard and actually making rebel regiments stronger.&lt;br /&gt;
&lt;br /&gt;
Enter the Hydra. The only tank designed to take out aircraft. That is BADASS. Screw the navy. Hell, some regiments have a Leman Russ for every infantry squad! Do that with Thunderbolts or Lightnings in addition to the Russ and... yeah, epic stomp.&lt;br /&gt;
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It&#039;s not inaccurate to think of tanks in the Guard as the actual infantrymen and as the footsloggers as supplemental, a resource for screening your more powerful units and contesting objectives. Artillery and what deep-striking elements you have are for exposing enemy units to your tanks, which deliver the killing blow.&lt;br /&gt;
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So what&#039;s the catch? First thing, the Guard are quite good for what you pay for point-for-point, but they aren&#039;t exactly renowned for their individual resilience in the same way Astartes or Necrons are: Guardsmen are just T3 and 1W with a measly 5+ Sv provided by their flak vests, so most anti-infantry fire will turn them into red paste. This effectively requires you to bring infantry in bulk; in most other armies (Orks and Tyranids not withstanding), 70 infantry models would be a fairly large amount but for the Guard, that&#039;s a paltry figure and you can reasonably expect all of those guys to be dead by the end of round two. Their tanks fare somewhat better - the Leman Russ is their iconic mainstay and has T8 and 12W and a nice +2 Sv so it can shrug off a lot more than the flimsy infantry squads, but lacking any native invuls or FNP or other tricks to mitigate damage, the tanks will still go boom if dedicated anti-tank concentrates hits on them.&lt;br /&gt;
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As anti-infantry massacre your squads in short order and anti-tank wrecks your vehicles in short order, this encourages a combined-arms approach to play. As in modern military strategy in real life, synergy between different arms working together is vital to your success. The Imperial Guard suffer greatly from good target selection on the enemy&#039;s part and it can be tricky to deny their efforts. Sadly this means the Guard are an army where you can still lose even if you do everything right. For example, should an Eldar player snipe your key officer with Rangers, blow up your artillery with Fire Dragons or get some Banshees or Wraithblades in your infantry line, you are in deep... and even one of those things happening can ruin your game in the long run (Eldar due to their extreme specialization are perfectly placed to exploit destroying Imperial Guard keystone units which is why they are traditionally a bad matchup for Guard, but it&#039;s not just them, many other armies definitely have the tools to put you in this situation). Ultimately, Guard is an army where you have a unit that can answer any situation but you&#039;ll have to get used to the idea of taking casualties and making sacrifices, and get smart at picking which vital unit is &#039;&#039;least&#039;&#039; vital to your long-term success.&lt;br /&gt;
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It is also worth noting that anything even remotely optimized for close combat (Orks, Khorne, Drukhari, etc.) is going to through your infantry line like shit through a goose if they get within arm&#039;s reach, and only a handful of Imperial Guard units are kind of capable in close combat themselves - Ogyrns, Bullgryns, Sentinel Powerlifters, Assassins and some characters like Straken will do a bit of work, but they certainly won&#039;t stop a smash captain. Remember your key strength in this army is reliable firepower and sheer numbers, so using fodder Guardsmen as screening units for the big guns is your best bet. Guardsmen with proper support from buffs and orders can &#039;&#039;sometimes&#039;&#039; handle low-tier GEQs like Guardians, Fire Warriors and Termagaunts but it&#039;s a wasted effort most of the time.&lt;br /&gt;
&lt;br /&gt;
==Steel Balls, Then and Now==&lt;br /&gt;
[[File:Marines and ig.jpg|thumb|The Imperial Guard back in the [[Warhammer 40,000: Rogue Trader|Rogue Trader]] days, a Guardsman pulling a wounded Space Marine to safety, proving they were badass even back in the first edition. &amp;lt;s&amp;gt;holy shit is that a [[Squat]] in the background&amp;lt;/s&amp;gt;|250px]]&lt;br /&gt;
In the ancient days of /tg/ before the Great Purge of 2009, the running meme for the Guard was that they had &amp;quot;steel balls&amp;quot;, and it was well-deserved. In 4th edition and most editions prior, the Guard were stuck in the awkward position of being the Imperium&#039;s first line of defense, but were also obligated to be objectively worse than everyone at everything. The Guard were like the little brothers to the Space Marines, and when the Marines got a tank that had spearheaded human dominance for millennia, the Guard got a hand-me-down tank that used to be a tractor. This constant relegation, coupled with the Guard&#039;s system of shooting anyone who backed down from a fight, gained them a reputation as being patently badass against all odds. Everyone was a bully to them, and yet they stood up tall and spat in every bully&#039;s face!&lt;br /&gt;
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But in 5th edition, Robin Cruddace took the helm for writing the Imperial Guard, and since it was his personal army and these were the days of &amp;quot;Spiritual Liege&amp;quot; writing, the Guard have shaped into bullies themselves. Since that time, the Guard have been able to field some of the most devastating weapons the game has to offer, with the largest armored battalions, to create some of the most frustrating meta environments possible. Tanks variants were also introduced that allowed the Leman Russ to escape the thumb of the Space Marines, so the &amp;quot;little brother&amp;quot; stigma came to a close. In fact it&#039;s now treated as a major crunch advantage to have access to some of the Guard&#039;s armory and design structure, and any competitive list will take the Guard meta into consideration. It&#039;s a foregone conclusion that they&#039;ll be in the upper tiers of play.&lt;br /&gt;
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While it is logical that Space Marines would become an auxiliary to the Guard given the lore, and their sheer numbers set victory by attrition to be assured in the long run, the factions that would rival them based on the stories (though would lose strategically due to Imperial manufacturing power and organization) haven&#039;t held up well on the table. Orkz, the most militant and numerous combatants in the galaxy, have spent many long years suffering from poor accuracy and inane tactical pigeon-holes. It was, for example, standard procedure for Ork players to kill tanks by punching them because it&#039;s easier to have Orkz run after a moving vehicle than it is to get Tank Bustaz to shoot straight. As for Tyranids, the other race beyond numbers - Cruddace was allowed to write their codex and they paid dearly for it. For the better part of a decade, the bugs have also been using limited options to jury-rig solutions to basic problems that appear in every conventional 40k game.&lt;br /&gt;
&lt;br /&gt;
[[Bullshit|Over time, people quit talking about how &amp;quot;badass&amp;quot; the Guard were.]] They aren&#039;t really underdogs in lore or crunch, and it&#039;s difficult to think of them as &amp;quot;bold&amp;quot; when you watch a Guard player table your army in a single round of shooting. If anything, it&#039;s the Orkz and everyone else who are brave as all hell for standing up to the bastards, or too stupid to stop, or both.  Although, if you became a Guardsman you’d probably go insane quickly from the horrific space monsters and daemonic shit.  So, still balls of steel.  And their kit and tanks are so damn cool.&lt;br /&gt;
&lt;br /&gt;
==Notable Figures of the Imperial Guard==&lt;br /&gt;
[[File:Stormtrooper vs Ork.jpg|250px|right|thumb|Who&#039;s &amp;quot;ded &#039;ard&amp;quot; NOW, you grammatically-challenged cucumber?!]]&lt;br /&gt;
*[[Ciaphas Cain]] -  &#039;&#039;&#039;HERO OF THE IMPERIUM&#039;&#039;&#039; (Charming Commissar in the Harry Flashman/Edmund Blackadder tradition.)&lt;br /&gt;
*[[Jurgen|Ferik Jurgen]] - Cain&#039;s assistant/bodyguard many of the &#039;&#039;&#039;HERO OF THE IMPERIUM&#039;S&#039;&#039;&#039; victories have been due to Jurgen and his skill with a melta gun. That and he&#039;s a psychic blank so magic bs doesnt work on him.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Colonel-Commissar&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Lord Militant Commander&amp;lt;/s&amp;gt; [[Colonel-Commissar Ibram Gaunt|First Lord Executor Militant Ibram Gaunt]] - (Rambo + Sharpe + 40,000 king of awesome) Main protagonist of Gaunt&#039;s Ghosts, and a REAL hero of the Imperium, [[grimdark|unjustly doomed to lowly obscurity]].&lt;br /&gt;
*[[Commissar Yarrick]] - Old one-eye. Saviour of Armageddon, twice.  Known for having an Ork Klaw on his arm, having a personal Baneblade, and a [[gay|bizarre]] relationship with the ork warlord [[Ghazghkull Mag Uruk Thraka]].&lt;br /&gt;
*[[Holt|Commissar Holt]] - Awesome cinematics are awesome, from Warhammer 40,000: Final Liberation. Don&#039;t you dare to simply call him Holt. {{BLAM}}&lt;br /&gt;
*[[Commissar Dan]] - &amp;quot;But Commissar Dan says we&#039;re on a blaze for glory run!&amp;quot;  &amp;quot;Commissar Dan is a &#039;&#039;maniac&#039;&#039;!  Never listen to anything he says.&amp;quot; Also canon thanks to FFG.&lt;br /&gt;
*[[Commissar Fuklaw]] - Currently in service with the [[Angry Marines]].&lt;br /&gt;
*[[Commissar Raege]] - Currently trolling [[Space Marines]].&lt;br /&gt;
*[[General Sturnn]] - Manly damn old son of a bitch, from [[Dawn of War#Winter Assault|Dawn of War: Winter Assault]]. Struggles with grammar because of the grit in his teeth.&lt;br /&gt;
*[[Castor|Lord General Castor]] - Sporting a manly mustache and known for having a trophy room full of Tyranid heads.&lt;br /&gt;
*[[Ollanius Pius]] - The catalyst for the [[God-Emperor of Mankind|Emperor]] finally &#039;&#039;erasing&#039;&#039; [[Horus]] out of existence. (Erased from canon at one point, later restored, and as of the Horus Heresy book series the fluff for him is a bit complicated, but he&#039;s still awesome in his own way.)&lt;br /&gt;
*[[Vance Motherfucking Stubbs]] - Another manly bastard, &amp;lt;s&amp;gt;famous for &amp;quot;losing&amp;quot; a hundred [[Baneblade]]s.&amp;lt;/s&amp;gt;{{BLAM}}{{BLAM|LIES AND CHAOS PROPAGANDA!!! There is nothing written about the Baneblades being lost.}} &lt;br /&gt;
*[[Colonel &amp;quot;Iron Hand&amp;quot; Straken|Colonel &amp;quot;I ate a Miral landshark for breakfast&amp;quot; Straken]] - Yet another manly fucker and another solid contender for biggest balls in the Imperial Guard.&lt;br /&gt;
*[[Knight Commander Pask]] - Rain man in 40k. An autistic Leman Russ tank ace that has destroyed Titans and Gargants. With a Leman Russ. He somehow manages to wreck his tank in every battle, always getting a new one and renaming it &amp;quot;hand of steel.&amp;quot; He&#039;s managed to claw his way out of hundreds of burning wrecks somehow.&lt;br /&gt;
*[[Colonel Greiss]] - Straken&#039;s former commander and proof that the manliest fuckers the Imperial Guard have aren&#039;t necessarily the biggest.&lt;br /&gt;
*[[Creed|Lord Castellan Usarkar E. Creed]] - Famous for outflanking enemies with Titans. Must have been the work of some sort of tactical geniu-CREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEED!!!&lt;br /&gt;
:*After [[Trazyn]] put Creed into his vault, Geedubs replaced him with his totally-also-a-genius (&amp;lt;s&amp;gt;actually elevated by Imperial nepotism-&amp;lt;/s&amp;gt; {{BLAM}}) daughter, Ursula &amp;lt;s&amp;gt;[[Meme|Trumbull]]&amp;lt;/s&amp;gt; Creed.&lt;br /&gt;
*[[Merrick]] - Tough bastard who survived a Tyranid Invasion, a Chaos uprising, ten years of nonstop combat, and putting a gun to his superior&#039;s head. Also fucking strong, since he can carry an entire heavy weapons setup on his own.&lt;br /&gt;
*[[Sly Marbo]] - ...by time you have read this... you are already dead... &amp;lt;strike&amp;gt;Gone, just like Creed&#039;s ability to scout titans, because GW hates awesome things.&amp;lt;/strike&amp;gt; He&#039;s &#039;&#039;baaaaaaack...&#039;&#039;&lt;br /&gt;
*[[Doom]] Marine - because, why the hell not?&lt;br /&gt;
*[[Enginseer|Engineseers]] - All of them. Want to repair your own tank, do you? HERE&#039;S THE FUCKING MANUAL. By the way, it&#039;s [[Heresy]] to do it yourself.&lt;br /&gt;
* [[Lord Commander Solar Macharius]] - A Brilliant tactician who [[/tg/_Gets_Shit_Done|Gets Shit Done]] (in fluff) and the most useless command choice from the Second Edition Codex: Imperial Guard who would habitually screw up your entire battle plan since he rolled for his strategy rating on a D6 (which decided who got the first turn) and 4-6 would stop you firing your army-fucking pre-battle barrage. On a 6 you also had to put everything you had in reserve on the table. He also had no model and the fluff gave no idea what he looked like. IMPROVED IN 3RD ED WHEN HE GOT BETTER RULES AND A MODEL: Baseline stats are: WS D3+2, BS4, S3, T3, W4, I4, A D3+1, LD10&lt;br /&gt;
**Because he is slow in his old age, he has an initiative of 4, which is pretty bad, but he can potentially have four attacks with a mastercrafted power weapon at a WS of 5. He&#039;s still too wild of a character to use in a serious game, so save him for your fuck-around games, or Apocalypse.&lt;br /&gt;
**In conclusion, he has a terrible crunch but have a ridiculously awesome fluff being as the most successful Warmaster ever existed since the Great Crusade&lt;br /&gt;
*[[The Last Chancers|Colonel Schaeffer]] - The craziest, malicious, heinous and downright evil imperial guard officer to ever exist. Most other officers are either incompetent when battlefield tactics are concerned or egocentric to the point of believing nothing else around them has a pulse, ultimately resulting in the average footslogger having such a brief lifespan. Colonel Schaeffer on the other hand, intends to make those under his command suffer in the most grueling, painful and surprisingly productive way possible. He is there along with them too.&lt;br /&gt;
*Colonel Jurten - Nuked the living shit out of his own planet, &#039;cuz Krieg ain&#039;t belonging to no one but the Big E.  Then inhabited it solely with clones, mostly of himself.&lt;br /&gt;
*[[Commander Kubrik Chenkov]] &amp;quot;Now see here comrade, is all for great glory of great Stalin empero- Нет! Вернись, свинья! {{BLAM}} Essentially a stereotypical Soviet General IN SPESS. Known for being the most famous user of the &amp;quot;send in the next wave&amp;quot; tactic, [[Grimdark|wherein a squad of 50 conscript guardsman are sent into a minefield to clear it by triggering them and another 50 are sent in immediately when they all inevitably die]]. The biggest waste of flesh the Imperial Guard will likely ever see, he&#039;s only survived by dint of never running out of soldiers and somehow clawing together victories. Emperor help Chenkov&#039;s ass if he meets Ibram Gaunt, Ciaphas Cain or Vance Motherfuckin Stubbs as he will most likely end up in the Penal Legions if they hear how that idiot spends his men like autogun bullets. Heck its a surprise that no other Imperial Guard leader or commander above Chenkov has shanked his ass yet. His only redeeming factor is that he considers his life no more important that anyone else&#039;s and leads his men from the front.&lt;br /&gt;
&lt;br /&gt;
==Main Advantages of Fielding an Imperial Guard Army==&lt;br /&gt;
*Shit loads of men to throw around the battlefield[[File:tautears.png|500px|right|thumb|Sweet, sweet-salty tears.]]&lt;br /&gt;
*&#039;&#039;&#039;[[Basilisk Artillery Gun|BASILISKS]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Baneblade|BANEBLADES]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Manticore Rocket Launcher|MANTICORES]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Leman Russ Battle Tank|LEMAN RUSSES]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[commissar|*BLAM*]]&#039;&#039;&#039;&lt;br /&gt;
*[[Creed|Titans acting as scouts]].&lt;br /&gt;
*Reasonable prices for vehicles. Sorta.&lt;br /&gt;
*Tank Squadrons.&lt;br /&gt;
*The first and best [[Hydra Flak Tank|Flak Tank]].&lt;br /&gt;
*Loyal soldiers that can and will [[Ollanius Pius|hold the line to the bitter end]].&lt;br /&gt;
*[[Commissar Yarrick]]&lt;br /&gt;
*Cool looking models and plenty of variety to choose from.&lt;br /&gt;
*Standard issue adamantium balls.&lt;br /&gt;
*&#039;&#039;&#039;YOU COULD NOT POSSIBLY FORGET THAT YOUR GUYS FIELD &#039;&#039;THE BEST TANKS OF THE GAME&#039;&#039;, RIGHT?&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;VANQUISHERS, FUCK YOU [[tau|BLUE SKINNED PANZIES]]&#039;&#039;&#039;&lt;br /&gt;
*Did we forget to mention that all units have standard issue balls of steel? Except for Yarrick. He has adamantium balls. And [[Sly Marbo|that guy in the cardboard box]]. &amp;lt;del&amp;gt;He has Power Balls.&amp;lt;/del&amp;gt;(No one has ever been able to confirm what kind of balls he has (EXCEPT FOR YO MAMA! OOOOOH!) no one fucks with Sly is any form of the word and lives to tell the tale) [[https://www.youtube.com/watch?v=0B2w0abQazg| Your dudes are basically this guy.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;del&amp;gt;Downsides to being a Guardsman&amp;lt;/del&amp;gt; Highly fanciful scenarios that most likely will not occur during your glorious service as a Guardsman==&lt;br /&gt;
&lt;br /&gt;
While your local propaganda might say that being in the guard is the most honorable thing you could ever get into, &amp;lt;b&amp;gt;and it is!&amp;lt;/b&amp;gt; Here is a small list of things that will very likely never happen to you and are entirely preventable with forethought, your trusty lasgun, and endless faith in the Emperor:&lt;br /&gt;
&lt;br /&gt;
[[File:709869c659acffb373baece7b5d00582-d6lzjxz.jpg|right|thumb|300px|[[Awesome|Heroic last stands]] not included, [[Grimdark|but encouraged greatly]].]]&lt;br /&gt;
&lt;br /&gt;
*You will die in the line of duty and no-one but your family and friends will remember you unless you&#039;ve done something that only a Space Marine could do in combat. &#039;&#039;Anyone can do it!&#039;&#039;&lt;br /&gt;
*You&#039;re expendable in every sense of the word. &#039;&#039;Freedom isn&#039;t free and you&#039;re the currency that pays for it!&#039;&#039;&lt;br /&gt;
*Your Commissar might execute you to make your friends fight harder. &#039;&#039;You deserved it.&#039;&#039;&lt;br /&gt;
*Your Commissar might execute your friends to make you fight harder. &#039;&#039;They deserved it.&#039;&#039;&lt;br /&gt;
*Unless you&#039;re in a special forces division like the Kasrkin, you&#039;re really just a meatshield in large scale assaults. &#039;&#039;A glorious, spiffy looking meatshield!&#039;&#039;&lt;br /&gt;
*&amp;quot;See how great this is? Your very own laser gun!&amp;quot; Too bad it&#039;s a bad joke compared to everyone else&#039;s guns. &#039;&#039;You&#039;re just using it wrong.&#039;&#039;&lt;br /&gt;
*You can&#039;t even die when you want to. &#039;&#039;You don&#039;t want to be a quitter, do you?&#039;&#039;&lt;br /&gt;
*You might be: [[Chaos Space Marines|mutilated, disemboweled]], [[Tyranids|eaten alive]], [[Orks|chopped into meat chunks by a rusty slab of metal]], [[Necron|disassembled into your component atoms]], [[Chaos Gods|sacrificed to the Chaos Gods]], [[Imperium|left for dead]], [[Dark Eldar|tortured for fun by xenos]], [[Chaos|mutants, heretics and zealots]], [[Eldar|stuffed with shurikens and lasers better than yours]], [[Tau|or blasted by high-power rounds from miles away]]. &#039;&#039;But you&#039;ll earn the eternal gratitude of the Emperor!&#039;&#039;&lt;br /&gt;
*You will be sent into hopeless situations and your superiors expect you to fight without retreating or showing cowardice. &#039;&#039;Just do it, no one likes a crybaby!&#039;&#039;&lt;br /&gt;
*You may be used as mine clearance. By being marched through the minefield. &#039;&#039;That&#039;s right boys, you can teach those dastardly mines who&#039;s boss by blowing them up!&#039;&#039;&lt;br /&gt;
* Even if after losing your entire regiment, watching your last-minute friends die horrendous deaths, and generally do the most gruesome work to win the day; the minute Space Marines come crashing down from the sky; They&#039;ll take all the credit for it, even if the Marines themselves attribute the win to you. &#039;&#039;They deserve it.&#039;&#039;&lt;br /&gt;
* Those same Space Marines might [[Marines Malevolent|bomb you and the civilians you&#039;re trying to save into mulch because you&#039;re too weak to be worth rescuing.]] &#039;&#039;You deserve it, weakling.&#039;&#039;&lt;br /&gt;
*You will be taken from your home planet and dropped on the other side of the universe to fight in a war you didn&#039;t know existed. &#039;&#039;Think of the interesting people you&#039;ll meet, and then subsequently possibly kill!&#039;&#039;&lt;br /&gt;
*You will NEVER see your home planet again unless you are stationed there. In which case it is likely under siege by yet another one of the Imperium&#039;s foes, and will likely remain so for the remainder of your short life. &#039;&#039;Think of the interesting places you&#039;ll see, and then subsequently blow up!&#039;&#039;&lt;br /&gt;
*5 Million of you dying under a four hour assault by orks, is considered a flawless victory by Segmentum Command (Then again that would likely be either a very large ork warband or a WAAAGH!, so GOOD JOB!). &#039;&#039;Better than 5 million and one, am I right?&#039;&#039;&lt;br /&gt;
*If you fight along side Grey Knights, you will be *BLAMMED*, or mindfucked and lobotomized, after the battle in the interest of secrecy. &#039;&#039;Grey Knights don&#039;t exist, that&#039;s silly.&#039;&#039;&lt;br /&gt;
*Hell, just fighting Chaos has a slight chance of you getting disposed of after the battle because the Inquisitor investigating your regiment thinks that you may be a slight, bit, tad tainted. &#039;&#039;You wouldn&#039;t want to spread that taint would you?&#039;&#039;&lt;br /&gt;
*Even when your army are the only ones that still uses combined arms warfare, your army still sucks, since it&#039;s routinely losing entire brigades (complete with Armor vehicles and aircraft) to any single bog-standard Space Marine and/or xeno mook. &#039;&#039;But not you! Your buddies and you can definitely take &#039;em!&#039;&#039;&lt;br /&gt;
*God forbid you dare complain. Fucking Commissars. &#039;&#039;Morale must be maintained!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Memorable Quotations==&lt;br /&gt;
&lt;br /&gt;
[[File:Astra Militarum Symbol.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Enemies of the Imperium, hear me. You have come here to die. The Immortal Emperor is with us and we are invincible. His soldiers will strike you down, his war machines will crush you under their treads, his mighty guns will bring the very sky crashing down upon you. You cannot win. The Emperor has given us his greatest weapon to wield. So make yourselves ready. We are The First Kronus Regiment, and today is our victory day!&amp;quot; - [[Governor-Militant Lukas Alexander]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The meaning of victory is not to merely defeat your enemy but to destroy him, to completely eradicate him from living memory, to leave no remnant of his endeavours, to crush his achievement and remove all record of his very existence. From that defeat there is no recovery. That is the meaning of victory.&amp;quot; - [[Lord Solar Macharius]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;What is the strongest weapon of mankind? The god-machines of the Adeptus Mechanicus? No! The Astartes Legions? No! The tank? The lasgun? The fist? Not at all! Courage and courage alone stands above them all!&amp;quot; - [[Lord Solar Macharius]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Though our tanks and artillery are mighty, it is the vast ranks of Imperial Guardsmen that shall trample the enemy to dust - let them come&amp;quot; - [[Creed]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;I have at my command an entire battle group of the Imperial Guard. Fifty regiments, including specialized drop troops, stealthers, mechanised formations, armoured companies, combat engineers and mobile artillery. Over half a million fighting men and thirty thousand tanks and artillery pieces are mine to command. Emperor show mercy to the fool who stands before me, for I shall not.&amp;quot; - Warmaster Demetrius&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The enemies of mankind may employ dark sciences or alien weapons beyond Humanity&#039;s ken, but such deviance comes to naught in the face of honest human intolerance backed by a sufficient number of guns.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-DRIVE ME CLOSER! I want to hit them with my sword! (originally a meme that started from a picture of a Commissar standing up in a tank hatch brandishing his sword, the phrase became so popular it is one of Commissar Lord Bernn&#039;s in campaign/skirmish/multiplayer lines when he gets in a Chimera in Dawn of War II, Retribution)&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Look at me. Look at me! &#039;&#039;This&#039;&#039; is home now, Trooper! This is the zone! It doesn&#039;t like you, but by the Throne, it&#039;s where you are! The Emperor wants you, boy! Did no one ever tell you that? The Emperor wants you to make his glory for him! And if you&#039;re scared, I&#039;m terrified. The [[Chaos|archenemy]] is no playmate. You&#039;re going to see things, and be expected to do things your poor mother would have a fit at. But the Emperor expects, and the Emperor &#039;&#039;protects&#039;&#039;, all of us, even you. Especially you - I promise you that.&amp;quot; - [[Colonel-Commissar Ibram Gaunt]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Pain is temporary, Honour is forever&amp;quot; - [[Colonel-Commissar Ibram Gaunt]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;That which I cannot crush with words alone, I shall crush with the [[Baneblade|tanks]] of the Imperial Guard!&amp;quot; - [[Lord Solar Macharius]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;You&#039;re a fearsome warrior! Act like it!&amp;quot; - [[Dawn of War II|General Castor]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[Commissar|You don&#039;t die until I say so!]]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[Commissar|Forward you dogs to victory!!]]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[Commissar|Glory to the first man to die! CHARGE!!!]]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[Regimental Commissar Anton Gebbet|If you will not serve in combat, then you will serve on the firing line!]]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;To each of us falls a task, and all the Emperor requires of us Guardsmen is that we stand the line, and we die fighting. It is what we do best: We die standing.&amp;quot; - General Sturnn, Dawn of War: Winter Assault&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Only in death does duty end&amp;quot; - [[Sturnn]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;All right men! TIME TO WAGE TO WAR!&amp;quot; - [[Sturnn]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;A true servant never yields to doubt&amp;quot; - [[Vance Motherfucking Stubbs|General Vance Stubbs]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Remember, we have more numbers men!&amp;quot; - sergeant in skirmish/multiplayer line from Dawn of War II Retribution&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Let&#039;s see them fight ALL of us!&amp;quot; Guardsman, Dawn of War: Soulstorm&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;For each one of us that falls, 10 more will take its place!&amp;quot; Guardsman, Dawn of War: Soulstorm&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;We died so that others may live.&amp;quot; - Unknown Brimlock Dragoon&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Infantry wins firefights, tanks win battles, artillery wins wars.&amp;quot; - Tactica Imperialis&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;A Guardsman&#039;s LIFE is to die. My job has always been to send them where they CAN die. I&#039;m not afraid to spend men, but I never waste them!&amp;quot; - [[Dawn of War II|General Castor]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Your foe is well equipped, well-trained, battle-hardened. He believes his gods are on his side. Let him believe what he will. We have the tanks on ours.&amp;quot; - Colonel Joachim Pfeiff, [[Death Korps of Krieg|Krieg]] 14th Armoured Regiment&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;A good general does not lead an army to destruction just because he knows it will follow.&amp;quot; - The Tactica Imperialis&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Let my epitaph be this; I was born nameless and abandoned in the gutter of a sunless pit, but I have died a conqueror of worlds.&amp;quot; - Reputed last words of Lord Militant Erais Slaithe&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Peace is not in my vocabulary.&amp;quot; - Commander Jarra Mordiker of the 13th/5th support regiment&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;A good soldier obeys without question. A good officer commands without doubt.&amp;quot; - Tactica Imperialis&lt;br /&gt;
&lt;br /&gt;
==A Piece of Writing That Explains the Imperial Guard==&lt;br /&gt;
At the end of the day, though he&#039;s been ferried through [[Warp|hell]] on a ship that&#039;s ten thousand years old to some godforsaken, war-torn rock; though he deployed from high orbit with nothing but a grav chute; though he is one of ten million men and women snatched from his homeworld to fight a war he barely understands; though he has been given a weapon that fires small suns and may annihilate him as he fires because the knowledge of how it functions has been lost; though his company is supported by tractor-tanks that run on anything you can burn; though he wages war against a [[Tyranid|devouring hivemind]], ravenous [[Daemon|demons]] and [[Ork|hordes]] of [[Eldar|hyper-advanced]] [[Tau|aliens]] with [[Necron|strange technologies]] and [[Chaos Sorcerer|sorceries]] he never dreamed existed; no one will remember his sacrifice, there will be no records of his deeds, no glorious parades in his honor, and no remembrance of his name. All he will earn is a shallow, unmarked grave on a forgotten world untold light years from home.&lt;br /&gt;
&lt;br /&gt;
Yet for all this thankless sacrifice a Guardsman is a man, just like you. He has no [[Space Marines|millennia-old genetic engineering]], no [[Emperor|prophetic leader]], no [[Sisters of Battle|miracles of faith]]. He has his lasgun, his orders, and those beside him. He is an Imperial Guardsman.&lt;br /&gt;
&lt;br /&gt;
[[Awesome|And he will hold the line.]]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=139wRZ83gKg Now in Manly Tear inducing audio format!]&lt;br /&gt;
&lt;br /&gt;
==Another piece of writing: Pity the guardsmen==&lt;br /&gt;
Pity the Guardsman...&lt;br /&gt;
&lt;br /&gt;
A weak sack of flesh destined to die for a dead god that never cared, he spends his pitiful, brief life, alone in his foxhole with nothing to keep him company, or to keep him safe, than the cheapest, most disposable of equipment. Perhaps the glow from his lasgun barrel keeps him warm at night.&lt;br /&gt;
&lt;br /&gt;
Me? As a servant of the Powers I enjoy the delights of all this world and the warp has to offer. Power, it courses through my veins. The gifts of the Chaos Gods will soon overtake me, and one day I may even ascend. What has the Guardsman to look forward to but a grim life, and if he is lucky perhaps he will feel nothing as my axe sends his soul to Khorne.&lt;br /&gt;
&lt;br /&gt;
He lives for a corpse god, and he shall join his god, as a corpse. I shall spare a half second to think of him and his kind. Then, I shall only laugh. Hail Chaos!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
You would laugh monster, But let me remind you.&lt;br /&gt;
&lt;br /&gt;
Within that weak sack of meat and bone, uncared for by his god and wept for by none, beats a heart. A human heart, that carries with it the strength and courage of all mankind. Within that sack of meat is ensconced the hope, the will, and the fury of every man, woman, and child from every corner of the Imperium. Within that weak sack of meat, festooned in thin armour and weapons only powerful in numbers, beats the heart of a man. And for ten thousand years, the hearts of men have beaten, strongly, in defiance of your so called &amp;quot;powers&amp;quot;. For ten thousand years, the hearts of men have stood united against a galaxy that despises them for no reason save that they had the audacity not to lay down and die. For ten thousand years, your Black Crusades have been pushed back, beaten down and made a mockery of, by weak sacks of flesh with cheap weapons and disposable equipment.&lt;br /&gt;
&lt;br /&gt;
For that weak sack of flesh that you so gleefully mock is no super soldier, no immortal warrior, no creature cursed by Chaos like you. He is a man, an Imperial Guardsman drawn from some forgotten corner of the Imperium to fight for his species and for the safety of the people he loves. He is a factory worker, a farmer, a storekeeper, a father, a brother, a son, a mere man. And against creatures like you, teeming and numberless, powered by the very will of thirsting gods... he holds the line. He has held the line for ten thousand Years.&lt;br /&gt;
&lt;br /&gt;
So what&#039;s your excuse, monster?&lt;br /&gt;
&lt;br /&gt;
And in [https://youtu.be/qyGDo1ARpjI 3d animated version for extra pleasure] the guardsmen can finally get the recognition he deserves.&lt;br /&gt;
&lt;br /&gt;
==A Selection of Approved Music for the Imperial Guard==&lt;br /&gt;
&lt;br /&gt;
*https://www.youtube.com/watch?v=hmX1NlxYt_k - Imperial Guard in a nutshell&lt;br /&gt;
*https://www.youtube.com/watch?v=XWBoMWZJkeI - (none of that &#039;mercan shite)(It&#039;s pronounced &#039;Murican)&lt;br /&gt;
*https://www.youtube.com/watch?v=oxapTnODhCs - A marching song that most Training worlds use to this day.&lt;br /&gt;
*https://www.youtube.com/watch?v=HJNz2QgSNsk - Standard cadence song sung by veteran units.&lt;br /&gt;
*https://m.youtube.com/watch?v=n7hHlh2IusY - Commonly sung by Trench and siege regiments, thought to be about an ancient civil war&lt;br /&gt;
*https://www.youtube.com/watch?v=TjvKZHJeayg - Rumored to be used by Praetorian Guard Regiments&lt;br /&gt;
*https://www.youtube.com/watch?v=mRIAw6LkqlE - Again, a rumored anthem.&lt;br /&gt;
*https://www.youtube.com/watch?v=r5NzAksjfDI - Wildly popular Catachan song, most notable for being sung aboard transports.&lt;br /&gt;
*https://www.youtube.com/watch?v=gS1lBID2Mtw - Popular parade piece for the Phantine Air Corps&lt;br /&gt;
*https://www.youtube.com/watch?v=O9fSEdZIM08 - March of the Death Korps of Krieg&lt;br /&gt;
*https://www.youtube.com/watch?v=VWgsdexkv18 - Harakoni Warhawks are sometimes required to memorize the lyrics as part of their training.&lt;br /&gt;
*https://www.youtube.com/watch?v=CKT7qxk9-pw - A campfire song often heard from Drookian Fen Guard encampments.&lt;br /&gt;
*https://www.youtube.com/watch?v=26cr_rBQu74&amp;amp;list=- A traditional folk/drinking song of the Vostroyan Light Armor and Mounted regiments.&lt;br /&gt;
*https://www.youtube.com/watch?v=TLV4_xaYynY - Traditional Catachan folk song. Catachan Guardsmen are sometimes heard either humming, warbling or whistling this song while on Guard duty.&lt;br /&gt;
*https://www.youtube.com/watch?v=V92OBNsQgxU - This is song is inevitably played over loudspeakers whenever there are two or more Valkyries entering the battlefield.&lt;br /&gt;
*https://www.youtube.com/watch?v=yVcD1gW-cQE - This song begun to resurface throughout Valhallan Armored Regiments after a few joint missions with Knight Commander Pask&#039;s Cadian 423rd Armoured Regiment.&lt;br /&gt;
*https://www.youtube.com/watch?v=X1uGm_dIqBI - Quite popular among Vostroyan artillery regiments.&lt;br /&gt;
*https://www.youtube.com/watch?v=IrJAwCBbnuc- Often sung by storm troopers during risky and/or frontal assaults on enemy forward positions or leading massive charges.&lt;br /&gt;
&lt;br /&gt;
*https://www.youtube.com/watch?v=umzRoqtWvrA- Sometimes heard while the Drookian Fen Guard are on the march.&lt;br /&gt;
*https://www.youtube.com/watch?v=-YsMCqgZPKE- Heard when the Drookian Fen Guard are in battle.&lt;br /&gt;
*https://www.youtube.com/watch?v=_6MgTQ-56P0- Ballad of the Imperial Guardsman&lt;br /&gt;
*https://www.youtube.com/watch?v=mhqWHIq-aZw- Undisputed Anthem of the Imperial Guard.&lt;br /&gt;
&lt;br /&gt;
==Notable Imperial Guard Forces==&lt;br /&gt;
Because GW was too lazy to create an original themed Imperial Guard army, they basically used RL armies as a base for them, gave them a little touch of [[grimdark]], assorted amounts of tempered ceramite balls and placed them... IIIIIINNN SPAAAACE!&lt;br /&gt;
&lt;br /&gt;
*[[Cadia|Cadian Shock Troops]]: (Resettled after Cadia&#039;s fall) Generic occidental army/Colonial Marines/Mobile Infantry clones... IIIIIINNN SPAAAACE! FOR [[Imperium|IMPERIUM]] AND [[Emprah|EMPEROR]]! CADIA STANDS!&lt;br /&gt;
*[[Catachan Jungle Fighters]]: Vietnam War Americans (with Australians, British and Canadians)... IIIIIINNN SPAAAACE! GOOD MORNING CATACHAN!&lt;br /&gt;
*[[Tallarn Desert Raiders]]: Lawrence of Arabia&#039;s Raiders (or Mujihadeen)... IIIIIINNN SPAAAACE! الإمبراطور أكبر!&lt;br /&gt;
*[[Armageddon Steel Legion]]: Wehrmacht mechanized divisions... IIIIIINNN SPAAAACE! FÜR DEN IMPERATOR, FEUER FREI!&lt;br /&gt;
*[[Armageddon Ork Hunters]]: American John Rambo Commandos... IIIIIINNN SPAAAACE! WE ARE YOUR WORST NIGHTMARE, ORKS!!!&lt;br /&gt;
*[[Valhallan Ice Warriors]]: World War II Soviet Red Army... IIIIIINNN SPAAAACE! ЗА РОДИНУ! ЗА ИМПЕРАТОРА! НИ ШАГУ НАЗАД!&lt;br /&gt;
*[[Mordian Iron Guard]]: Napoleonic Prussians (spiffing blue uniforms, iron hard discipline and ranked fire)... IIIIIINNN SPAAAACE! GOTT KAISER MIT UNS! &lt;br /&gt;
*[[Death Korps of Krieg]]: WWI&#039;s Western Front (both sides), offensive side... IIIIIINNN SPAAAACE! Now that we&#039;re in space, imagine what the Clone Army in [[Star Wars]] might be if Lucas liked grimdark as much as he liked CGI and revising the original trilogy. &lt;br /&gt;
*[[Gilead Gravediggers]]: WWI&#039;s Western Front (both sides), defensive side... IIIIIINNN SPAAAACE! POUR L&#039;EMPEREUR, ON NE PASSE PAS! The less grimdark and even more trench-loving cousins of the Kriegers.&lt;br /&gt;
*[[Vostroyan Firstborn]]: Cossacks... IIIIIINNN SPAAAACE! YOU WILL NOT MAKE SUBJECTS OF IMPERIAL SONS, FUCK YOUR MOTHER!&lt;br /&gt;
*[[Elysian Drop Troops]]: French paratroopers... IIIIIINNN SPAAAACE! QUI OSE GAGNE! POUR L&#039;EMPEREUR! (Taros Campaign=Dien Bien Phu or Operation Market Garden)&lt;br /&gt;
*[[Dieprian Mountain Men]]: World War II Italian Army Alpini Corps... IIIIIINNN SPAAAACE! NESSUNA MONTAGNA È TROPPO ALTA PER NOI, PER L&#039;IMPERATORE!&lt;br /&gt;
*[[Harakoni Warhawks]]: American paratroopers... IIIIIINNN SPAAAACE! GREEN LIGHT!!! LET&#039;S GO!&lt;br /&gt;
*[[Tanith First (And Only)]]: Roman-era Celts... IIIIIINNN SPAAAACE! DWI&#039;N OFN, OND DILYNWCH FI! &lt;br /&gt;
*[[Attilan Rough Riders]]: &amp;lt;strike&amp;gt;Mongols&amp;lt;/strike&amp;gt; Huns... IIIIIINNN SPAAAACE!  ([[White Scars|Yes, again.]])&lt;br /&gt;
*[[Mordant Acid Dogs]]: Post-apocalyptic miners (and a bit of Raiders)... IIIINNN SPAAAACE!!!... ACID EVERYONE? THERE IS ENOUGH FOR EVERY HERETIC AND XENO!!!&lt;br /&gt;
*[[Savlar Chem Dogs]]: Post-apocalyptic raiders (and a bit of the Vietnam War tunnel rats)... IIIIIINNN SPAAAACE! They rule Bartertown, get out of here guardsman.&lt;br /&gt;
*[[Terrax Guard]]: World War II Soviet Commissars (This is essentially a Commissar Regiment with extra steps)... IIIIIINNN SPAAAACE! ТОЛЬКО ВЕРНЫЙ ВЫИГРЫВАЕТ ДЕНЬ!&lt;br /&gt;
*[[Drookian Fen Guard]]: Anglo-Scottish border reivers... IIIIIINNN SPAAAACE! A GOT NAE PANTS ON UNDER MA KILT SO A KIN DRAPE MA BALLS ON YER FACE WHILE YE CHOKE ON YER OWN BLOOD, YE NINNY LITTLE WANKER!!&lt;br /&gt;
*[[Praetorian Guard]]: Victorian British Army... IIIIIINNN SPAAAACE! PRAETORIANS NEVER YIELD! (Ever seen the movie &#039;&#039;Zulu&#039;&#039;? Like that, but against [[ork|Orks]]. And yes that is a bit racist when you stop and think about it but oh well, just give your officer darker skin tone, not like anyone who isn&#039;t a major [[That Guy]] would care about that in real life.)&lt;br /&gt;
*[[Kanak Skull Takers]]: Cavemen (with some Apache)... IIIIIINNN SPAAAACE! ME TARZAN, YOU DEAD!!&lt;br /&gt;
*[[Brontian Longknives]]: Australian Crocodile Dundee swordsmen (That&#039;s not a knife. THAT&#039;S a knife!)... IIIIIINNN SPAAAACE! Guns? Too modern to my taste.&lt;br /&gt;
*[[Phantine Air Corps]]: Battle of Britain RAF... IIIIIINNN SPAAAACE! FLIP OVER ON HIS BETTY HARPER AND CATCH HIS CAN IN THE VERTI!!&lt;br /&gt;
*[[Phantine Skyborne]]: British SAS... IIIIIINNN SPAAAACE! Who dares, wins. &lt;br /&gt;
*[[Scintillan Fusiliers]]: 18th century French aristocrats... IIIIIINNN SPAAAACE! QU&#039;ILS MANGENT DE LA BRIOCHE!! Likely doomed if their [[Commissar|Commissars]] get an STC for a portable guillotine.&lt;br /&gt;
*[[Ventrillian Nobles]]: 16th century Spanish conquistadors (with some WHFB Tileans)... IIIIIINNN SPAAAACE! POR VENTRILLIA, EL IMPERIO Y EL EMPERADOR!!! Unlike those Scintillan pussies who have panic attacks at a paper cut, the dashing gentlemen of Ventrilla actually know how to fight.&lt;br /&gt;
*[[Maccabian Janissaries]]: Ottoman Empire&#039;s Elite Corps... IIIIIINNN SPAAAACE! AMINA KOYAYIM!!!  Nobody cared who they were until they put on the masks.&lt;br /&gt;
*[[Indigan Praefects]]: Monster Hunters... IIIIIINNN SPAAAACE! Certified Imperium Beast and Pest Control.&lt;br /&gt;
*[[Jopall Indentured Guard]]: Corporate Debt Bondaged Soldiers... IIIIINNNN SPAAACE! FOR PROFI-err I mean, FOR THE EMPEROR!!!&lt;br /&gt;
*[[Athonian Tunnel Rats]]: Vietnam War Tunnel Rats (and a bit of Post-Apocalyptic raider flavor... this feels familiar)... IIIIINNN SPAAAACE!&lt;br /&gt;
*[[Necromundan Spiders]]: New York street gangs... IIIIINNN SPAAAACE! HERETICS! COME OUT TO PLAY-AY!&lt;br /&gt;
*[[Penal_legion|13th Penal Legion]]: ([[The_Last_Chancers|Last Chancers]]) A mix of the worst aspects of german Strafbattalions, Soviet Shtrafbats &amp;amp; the french foreign legion in SPAAACEEEE!&lt;br /&gt;
*[[Solar Auxilia]]: The first iteration of the Imperial Guard. &#039;&#039;Significantly&#039;&#039; better equipped than their latter-day counterparts.&lt;br /&gt;
&lt;br /&gt;
With such a large and diverse collection of units in the Imperial Guard that puts even the Space Marine armies to shame, you&#039;d think that you&#039;d have plenty of options for fielding an army, right? Well, I&#039;ve got some bad news for you: Realistically, you can only field Cadians and Catachans in large numbers, as well as the Death Korps &amp;lt;s&amp;gt;and Elysians&amp;lt;/s&amp;gt; if you&#039;re willing to pay [[Forge World]] prices. As for everyone else? Entirely discontinued (or never made in the first place), with the sole exception of the base Steel Legion infantry squad, and most of them were never made in plastic, so good luck trying to get custom loadouts. Yes, some units like the Attilans or Harakoni may seem too out there to have broad appeal, but you&#039;d think at least the Steel Legion would get more support, what with their intimate involvement in [[Armageddon]], one of 7th Edition&#039;s Warzone settings (or it could be a scam to make you pay FW prices as their models look pretty similar to death korps).&lt;br /&gt;
&lt;br /&gt;
GW are at least remaking Gaunt&#039;s Ghosts in plastic, though six named characters is hardly enough to make a full Tanith army. There are also [[Victoria Miniatures|some]] [[Anvil Industry|people]] who can cover your needs for legally-distinct space army men in a variety of flavors. Now Attilans are back.&lt;br /&gt;
&lt;br /&gt;
==Imperial Guard forces featured in Black Library novels==&lt;br /&gt;
The writers from Black Library have also created some armies for Black Library novels, and while some of them only appear in one novel or short story they may be worth mentioned as a great source of custom Imperial Guard armies:&lt;br /&gt;
&lt;br /&gt;
* Arkhan Confederates, Civil War American Regiments... IIIIIINNN SPAAAACE! Featured in the extremely [[grimdark]] novel &#039;&#039;Fire Caste&#039;&#039;, their name seems to be a reference both to the state of Arkansas and [[H.P. Lovecraft]]&#039;s haunted city of Arkham (also their homeplanet is Providence, so yeah), they just came out of a civil war between loyalists and rebels, with their average troopers getting the slang of &amp;quot;greybacks&amp;quot;, their culture is akin to America&#039;s 19th century with a bit of northern barbarian for some measure, while the Adeptus Mechanicus have enforced Mars dogma Arkhan nobles still have a tendency to tweak and build their own machines as a form of Omnissiah worship, which have resulted in [[Awesome|jumpack sentinels and the Zouaves clockwork power-armoured elite soldiers, which are capable to stand their ground against Tau battlesuits]] (progress!), also their psykers usually come with a northern tribesman guardian who is tasked to chop the psyker&#039;s head in case it gets perils of the warp.&lt;br /&gt;
&lt;br /&gt;
* [[Roane Deepers]], ANZAC... IIIIIINNN SPAAAACE! Featured in &#039;&#039;Ghostmakers&#039;&#039; and &#039;&#039;Necropolis&#039;&#039; by [[Dan Abnett]], they fought with the [[Tanith First (And Only)]] during the [[Sabbat Worlds Crusade]] on Vervunhive. Light infantry and poorly equipped, courtesy of their homeworld being far down the [[Administratum|Departmento Munitorum]]&#039;s list, they come with a bad reputation of being lazy with warfare and training approach. However, when lasers and bullets start whistling around, they are tenacious fighters. They suffered heavy casualties against the much better equipped [[Blood Pact]]. Their uniforms are made of mustard color fatigues, flak armor and a netted helmet.&lt;br /&gt;
&lt;br /&gt;
* Vitrian Dragoons, ancient Babylonians... IIIIIINNN SPAAAACE! with a bit of Ottoman Empire. Another regiment featured in Dan Abnett&#039;s novels. Shock infantry. Wear carapace armour made from a glassy metal from their home world. They also have their own [[Ultramarines|codex which tells them tactical situations and how to react in combat scenarios.]]&lt;br /&gt;
&lt;br /&gt;
==[[/tg/_40,000#Imperial_Guard | /tg/ Homebrew Guard Forces]]==&lt;br /&gt;
Here are some of the regiments spawned by /tg/.&lt;br /&gt;
* [[Cendra#Armed_Forces |Cendran Abolishers]]: Pyromaniacs who eat the burnt flesh of their enemies.&lt;br /&gt;
* [[Darmine#Darmine_Marshalls | Darmine Marshalls]]: Elite sharpshooters supported by huge amounts of explosive collar-fitted penal troopers.&lt;br /&gt;
*[[Onóir#Onóir First and Foremost | Onóir First and Foremost]]: Heavy troopers who use an unholy amount of [[Valkyrie|Valkyries]] and flamethrowers&lt;br /&gt;
* [[Ferdain#Ferdain_Mustangs | Ferdain Mustangs]]: Cavalry regiment that use genetically tailored horses that are practically heavy armour.&lt;br /&gt;
* [[Sauristoni#Armed_Forces| Sauristoni Ghostchasers]]: Renowned scouts and trackers who are experts on Eldar.&lt;br /&gt;
* [[1st Membranes]]: A regiment made almost entirely of psykers from a black ship that crashed on a forge world.&lt;br /&gt;
* [[Arianius Divided Regiments]]: Regiments are segregated along gender lines. Men are [[Choppa|slicey]] women are [[Dakka|shooty.]]&lt;br /&gt;
* [[Kandam | Kandamii Crabhunters]]: A regiment made up of Augmented soldiers who specialize in Oceanic and Aerial warfare.&lt;br /&gt;
*[[New Terran Rangers]]: Or (NTR) for short. Are a group of &amp;lt;s&amp;gt;Slaaneshi cultist&amp;lt;/s&amp;gt; I mean totally loyal Guard that all others should aspire to be. Others should stride to be as heroic as them.&lt;br /&gt;
*[[Unbreakable Tritons]]: A rigorous and disciplined regiment, specializing in aquatic/amphibious, and naval combat.&lt;br /&gt;
* [[Terranknights | Terran Knights]]: Elite regiments recruited exclusively from Terra. As a result they have some of the best equipment in the Imperium. &lt;br /&gt;
* [[Hell Harlots|2478th Penal Legion, &amp;quot;Hell Harlots&amp;quot;]]: All-female [[penal legion]] close combat drop troops made up entirely of the same religious prison gang.&lt;br /&gt;
* [[All_Guardsmen_Party| Generian 99th Medium Infantry]]: The original regiment of the [[All_Guardsmen_Party | All Guardsmen Party]] spawning some of the most dangerous, heretical, yet pragmatic acolytes in the entire inquisition.&lt;br /&gt;
*[[Hua Yuan Exterminators|Hua Yuan Exterminators]]: Tyranid hunters and Hive warfare Specialists that use unique &#039;Color And Mayhem&#039; tactics to disorient and daze in the cramped not!Honk Kong they&#039;re from. By far the most fleshed out /tg/ regiment to date.&lt;br /&gt;
*[[Franchfarran Legion]]: One of the stupidest ideas to come out of thinking about 40k. Beats the Benveadig Militia though...&lt;br /&gt;
*[[Varkhat| The Varkhese Legionnaires]]: Heroes of the Siege of Varkhat and the infamous mechanised force used by the Mechanicus in its recent terraforming endevours.&lt;br /&gt;
* [[Argo Brigade]]: Regiment of brutally effective counterinsurgency operators who really, really enjoy crucifying dissidents, dissident sympathizers, and xenos upside down and/or sideways.&lt;br /&gt;
* The Karthak Raiders: Purple-clad Cadians with names like Kinmar, Kinfey and Kinross. There&#039;s a short story about them coming soon.&lt;br /&gt;
* [[Clavessa_Secundus| Clavessa Bush Brigade]]: Some poor sods who are posted in-orbit on the most parasitic death-world planet in the universe. EVERYTHING is a parasite here. It also has [[Bees|DEATH BEES]]. And the worst thing is, the enemies of the Imperium KEEP INVADING this place for some stupid reason (it says everything when the Orks are the only ones with ACTUALLY sensible, rational and understandable reasons to keep coming back to attack this shithole)&lt;br /&gt;
* [[Void Trekkers]]: Galaxy Quest meets the grim darkness of 40k.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Imperial Guard Regiment Creation Tables]]&lt;br /&gt;
*[[Warhammer_40,000/Tactics/Imperial_Guard (9E)|Imperial Guard Tactics in-game.]]&lt;br /&gt;
*[[Lasgun]]&lt;br /&gt;
*[[Chem-chan]]&lt;br /&gt;
*[[Sentinel]]&lt;br /&gt;
*[[Hellhound Tank]]&lt;br /&gt;
*[[Basilisk Artillery Gun]]&lt;br /&gt;
*[[Leman Russ Battle Tank]]&lt;br /&gt;
*[[Baneblade]]&lt;br /&gt;
*[[Commissar]]&lt;br /&gt;
*[[Imperium]]&lt;br /&gt;
*[[Only War]] - The official Tabletop RPG of the Guard! Formerly.&lt;br /&gt;
*[[Kasrkin-chan]]&lt;br /&gt;
*[http://www.forgeworld.co.uk/The_Horus_Heresy/Solar_Auxilia] - The Imperial Guard before they became the Astra Militarum of today, The awesome looking [[Solar Auxilia|SOLAR AUXILIA]]! Thank the Emperor for [[Forge World]].&lt;br /&gt;
*[[Regulations of the Imperial Guard]] Things The Imperial Guard Is No Longer Allowed To Do.&lt;br /&gt;
*[[Lost and the Damned]]&lt;br /&gt;
*[[Wargames Atlantic]] for cheaper alternative models[[https://1d4chan.org/wiki/Wargames_Atlantic#External_Links|Wargames_Atlantic]]&lt;br /&gt;
*[[Gue&#039;vesa]]&lt;br /&gt;
*[[Genestealer Cult]]&lt;br /&gt;
*[[Digganobz]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [https://wh40k.lexicanum.com/wiki/Astra_Militarum Lexicanum on the Imperial Guard]&lt;br /&gt;
* [https://warhammer40k.fandom.com/wiki/Astra_Militarum WH40k Wikia on the Astra Militarum]&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Imperial_Guard_(Warhammer_40,000) Wikipedia Article]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Faces of Warriors.png|Imperial Guard Veterans... Rare but not impossible, folks!&lt;br /&gt;
File:Guard Regiments 1.jpg&lt;br /&gt;
File:Guard Regiments 2.jpg&lt;br /&gt;
Image:Greeting.jpg&lt;br /&gt;
Image:Propaganda_by_DemonMads.jpg&lt;br /&gt;
Image:YoDawg.jpg&lt;br /&gt;
Image:IG_(2).jpg|&lt;br /&gt;
Image:Guardsmen.jpg|But this works too.&lt;br /&gt;
Image:1230085088983.png|[[wat]]&lt;br /&gt;
Image:Winterassault.jpg|Who needs Pauldrons?&lt;br /&gt;
Image:Repercussions.png|Commissar in action&lt;br /&gt;
Image:IG_(1).jpg|What the [[Jokaero]] should have been.&lt;br /&gt;
Image:The Courage of Man.png|AVE IMPERATOR MOTHERFUCKERS!&lt;br /&gt;
Image:Magnus Kale.png|Guardsmen - They Just Never Stop&lt;br /&gt;
Image:Basilisk.png|[[Basilisk Artillery Gun|Basilisks]] are [[AWESOME]]&lt;br /&gt;
Image:balls.jpg|Imagine this, only 4 times bigger, heck even the women have &#039;em!&lt;br /&gt;
Image:GuardsmanHelmet.jpg|This man shows doubt. He will soon be executed.&lt;br /&gt;
Image:Warhammer-orcs.jpg|Come and get some, fucking green-skins!&lt;br /&gt;
Image:Guardsman.jpg|This is painfully accurate... except for missing the FUCKHEUG BALLS OF STEEL.&lt;br /&gt;
Image:1267818498305.jpg|One should never underestimate the awesomeness of a Guardsman.&lt;br /&gt;
Image:Grimdark checkers.jpg|In the grimdarkness of the 41st millennium, there are still old men playing checkers. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{{Promotions}}&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Mira.jpg|It suggests a deep strike and close-quarters engagement.&lt;br /&gt;
Image:IG_melta.jpg|She&#039;s hotter than her meltagun.&lt;br /&gt;
Image:Catachan-n.jpg&lt;br /&gt;
Image:IG_Babes_(1).jpg&lt;br /&gt;
Image:IG_Babes_(2).jpg&lt;br /&gt;
Image:IG_Babes_(3).jpg&lt;br /&gt;
Image:IG_Babes_(5).jpg&lt;br /&gt;
Image:Krieg_chan_01_by_Jaekyu.jpg&lt;br /&gt;
Image:Krieg_chan_by_Jaekyu.jpg&lt;br /&gt;
Image:1227223498011.jpg&lt;br /&gt;
Image:IG_mot1.jpg&lt;br /&gt;
Image:IG_mot2.jpg&lt;br /&gt;
Image:IG_mot3.jpg&lt;br /&gt;
Image:Kasrkin_chan_sans_helmet_by_Jaekyu.jpg&lt;br /&gt;
Image:Kasrkin_chan_by_Jaekyu.jpg&lt;br /&gt;
Image:IG_Babes_(4).jpg|&amp;quot;Thank the Emperor! Action!&amp;quot;&lt;br /&gt;
Image:Imperial_Guardswoman_by_IronShrineMaiden.jpg|Ponytails and light weaponry are standard issue.&lt;br /&gt;
Image:F0r t3h Emp3r0r by Kazuv.jpg|Even pregnant chicks get conscripted.&lt;br /&gt;
Image:Vostroy_chan_by_Jaekyu.jpg|Vostroya is a cold and crappy place. Still people like it there. Guess why?&lt;br /&gt;
Image:Vostroya san by sexual yeti-da50g3x.png|[[Promotions|PROMOTIONS]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
{{Imperial-Guard}}&lt;br /&gt;
{{40k-Imperial-Regiments}}&lt;br /&gt;
{{Imperium}}&lt;br /&gt;
{{WH40k-Factions}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:6547:7D11:DD59:F542</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Imperial_Guard&amp;diff=266003</id>
		<title>Imperial Guard</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Imperial_Guard&amp;diff=266003"/>
		<updated>2023-05-31T20:16:39Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:6547:7D11:DD59:F542: You&amp;#039;ve already been told the Lasgun range is wrong&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Awesome}}&lt;br /&gt;
[[File:Macharius Charge.png|500px|thumb|right|And his name struck fear into the hearts of men.]]&lt;br /&gt;
{{Topquote|Battle is the most magnificent competition in which a human being can indulge. It brings out all that is best; it removes all that is base. All men are afraid in battle. The coward is the one who lets his fear overcome his sense of duty. Duty is the essence of manhood.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Wars may be fought with weapons, but they are won by men.|George S. Patton}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|When one has two hundred artillery pieces per kilometer of the frontline, he does not report contact with the enemy or ask for whereabouts. He reports successful breakthroughs and asks for further orders.|Attributed to Aleksandr Vasilevsky}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|Hey guys, they&#039;re called Astra Militarum now!|Game Workshop, shortly before everyone proceeded to ignore them.}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Imperial Guard&#039;&#039;&#039; (officially titled the &#039;&#039;&#039;Astra Militarum&#039;&#039;&#039; as of [[Warhammer 40,000 6th Edition|6th Edition]], ‘cause fuck your original name if GW can&#039;t trademark it), also known as [[If the Emperor had a Text-to-Speech Device| &#039;&#039;&#039;THE WALL OF GUNS&#039;&#039;&#039;]], are the foot soldiers of the [[Imperium]] in [[Warhammer 40,000]]. They exist only to fight (and die) gloriously in the [[Emprah]]&#039;s name. [[Commissar]]s (like [[Holt]] and [[Ciaphas Cain]]) ensure that they do so regularly, and any cowards or deserters tend to be summarily executed. During the [[Great Crusade]], the Emperor only intended for them to be [[Solar Auxilia|auxilia]] for his [[Space Marines|SPESS MEHRENS]] (and to man masses of tanks, artillery, and aircraft). After [[Horus Heresy|Horus&#039; little tantrum]] and the [[Second Founding|breakup of the Legions]], trillions upon trillions of humans were drafted to make up for the difference. Although these are, for the most part, mere men and women, they have held the line in the Imperium&#039;s wars for 10,000 years. Many consider their dogged perseverance in the face of overwhelming odds to be what makes them so balls-to-the-wall [[awesome]].&lt;br /&gt;
&lt;br /&gt;
It is recommended that you put either [https://youtu.be/CIGHCoVzqtk] or [https://www.youtube.com/watch?v=mhqWHIq-aZw]  on loop before reading the rest of this article.&lt;br /&gt;
&lt;br /&gt;
Basically, the Imperial Guard is what happens when you remember that quantity has a quality all its own, and that there is no problem that can&#039;t be solved via the application of a sufficient level of [[Dakka|firepower]]. While the elite forces of the Imperium gain all the glory, the Imperial Guard wages war on thousands of fronts with or without support. They are the soldiers of Humanity who fight and die in numbers beyond counting. &lt;br /&gt;
&lt;br /&gt;
Without the Imperial Guard, the Imperium could not exist.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
It is worth noting that in a universe where opposing armies include:&lt;br /&gt;
&lt;br /&gt;
* Cults of [[Space Marines|genetically-engineered killing machines]];&lt;br /&gt;
* Cults of [[Chaos Space Marines|EVIL genetically-engineered killing machines]], with a variety of sorcerous powers;&lt;br /&gt;
* [[Ork|Barbaric super-fungi]] that grow in size and number the more you fight them;&lt;br /&gt;
* [[Eldar|Creepy space elves]] with psychic powers, incomprehensible technology, and a habit of materializing out of nowhere;&lt;br /&gt;
* [[Dark Eldar|EVIL PIRATE creepy space elves]] that literally get off on making others suffer, whose creative use of slaves makes an agonizing death seem merciful;&lt;br /&gt;
* [[Harlequins|Extra creepy space elf clowns]] whose motives are obscure even among the rest of the space elves and make it their collective goal to turn mass slaughter into a literal art form;&lt;br /&gt;
* [[Tau|Samurai space communists]] with AI-enhanced battlemechs, infinite firepower and [[Kroot|cannibal dinosaurs]] in tow;&lt;br /&gt;
* Endless swarms of [[Tyranid|screeching, hyper-evolved space bugs]] that, combined, spew voracious parasites and corrosive acid from more orifices than most forces have bullets;&lt;br /&gt;
* Nightmarish [[Genestealer Cult|hybrid abominations]] that infest the darkest corners of your world until they breed enough thralls to overwhelm your armies and summon the aforementioned space locusts;&lt;br /&gt;
* [[Daemon|Extradimensional monsters]] that live to [[Khorne|slaughter]], [[Tzeentch|corrupt]], [[Nurgle|infect]], and [[Slaanesh|violate]] mortal bodies, before tearing out their souls to do it all again, but &#039;&#039;much slower&#039;&#039;;&lt;br /&gt;
* [[Lost and the Damned|Your former friends,]] having forsaken themselves to the above creatures;&lt;br /&gt;
* [[Adeptus Mechanicus|Martian Illuminati]] with ancient war machines, a monopoly on modern technology, and religious objections to humans attached to their original limbs;&lt;br /&gt;
* [[Adepta Sororitas|Fanatic warrior nuns]] who can heal themselves through prayer;&lt;br /&gt;
* [[Inquisition|A shadowy secret police]] who will have you executed for simply blinking wrong;&lt;br /&gt;
* [[Imperial Knight|Multi-story bipedal mechs]] bristling with tank-sundering guns from head to man-crushing toe;&lt;br /&gt;
* [[Chaos Knight|EVIL Multi-story bipedal mechs]] bristling with tank-sundering guns from head to man-crushing toe;&lt;br /&gt;
* [[Necron|Nigh-immortal zombie robots]] that snuff out stars for kicks;&lt;br /&gt;
* [[Leagues of Votann|Cyborg midgets]] with the technology you&#039;ve long since lost, who will never, &#039;&#039;ever&#039;&#039; forget you;&lt;br /&gt;
&lt;br /&gt;
[[File:Trance.jpg|300px|right|thumb|&amp;quot;Welcome to the jungle, we&#039;ve got fun and games!&amp;quot;]]&lt;br /&gt;
... the foot soldiers of the Imperial Guard take to the field equipped with nothing but [[Flak Armour|flak armor]], [[Lasgun|glorified laser pointers]], a &#039;&#039;highly&#039;&#039; variable amount of training, [[Imperial Infantryman&#039;s Uplifting Primer|some toilet paper]], and a pair of Mars-pattern, titanium-plated balls. In truth, a typical Guardsman&#039;s equipment is &#039;&#039;significantly&#039;&#039; more effective than the gear fielded by any real-world modern nation. It&#039;s just that the threats a Guardsman must face are often incomprehensible in comparison. As such, the Guard makes up the difference with numbers, overwhelming firepower, and sheer nerve.&lt;br /&gt;
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In many cases the Imperial Guard will function as a sort of galaxy-spanning firefighting force, responding to uprisings, rebellions, and other threats as needed. When a world is threatened by a major invasion, the local PDF is expected use its extensive network of defensive assets to hold the line until external help arrives. In the vast majority of situations, that help will consist of the Imperial Guard. In theory if not always in practice, the arrival of an Imperial Guard army is intended to end any such threats, with or without additional help from specialist formations such as the [[Space Marine]]s and the [[Adeptus Mechanicus]]. &lt;br /&gt;
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It would be a mistake to assume that the Guard&#039;s sole purpose is simply to help the PDF hold out until &#039;&#039;even more&#039;&#039; help arrives at some indeterminate point in the future. On the contrary, the Guard&#039;s purpose is to &#039;&#039;end the threat&#039;&#039;. They are, sometimes quite literally, [[Rough Riders|the cavalry riding to the rescue]].&lt;br /&gt;
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On that note, there&#039;s an important detail to remember here: while the Imperial Guard does indeed perform a defensive role, it is &#039;&#039;also&#039;&#039; the Imperium&#039;s primary ground-based &#039;&#039;offensive&#039;&#039; force. Even it’s defensive actions are usually more like attacking the attacker than holding a literal line. When a Crusade is called, it is almost always the Imperial Guard that will provide the vast majority of the Crusade&#039;s fighting strength. Depending on the nature of the threat, dozens or even hundreds of regiments will be called up; a fighting strength in the tens of millions would be considered quite ordinary. Vast formations of infantry from varied worlds will be supported by columns of tanks and other armored vehicles, air support, and artillery... very, very large amounts of artillery. The pictures you see in sourcebooks that depict vast numbers of doggedly advancing human soldiers aren&#039;t just artistic license- this is &#039;&#039;actually&#039;&#039; how many Guard armies prefer to fight, a sheer wall of firepower stretching from horizon to horizon that nothing can stand against, and against which fancy tactical maneuvering means very little. This is why the Imperial Guard has the nickname, &amp;quot;Hammer of the Emperor.&amp;quot;&lt;br /&gt;
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==Recruitment and Deployment==&lt;br /&gt;
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Every Imperial world is expected to pay the [[Imperial Tithe]], which is essentially a tax that supports the greater Imperium. This tithe includes the expectation that the world will produce certain goods and resources, that it will comply with Imperial doctrines, and that it will provide a regular levy of soldiers for induction into the Imperial Guard. &lt;br /&gt;
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The exact amount of soldiery that a world is expected to contribute is based on an arcane formula that even the most wizened member of the [[Administratum]] would struggle to fully explain. Nevertheless, contribute each world must, for a Governor who fails to meet the Tithe will find no sympathy, and risk being branded as a renegade. Aside from this, the quality of the soldiers being contributed is not necessarily important. Many worlds take great pride in drawing new Guard regiments from the best and brightest of their PDF, where such foundings are a matter of great pomp and circumstance. Many of these make a point of contributing Guard levies far in excess of their required tithes. On other worlds, prospective recruits will compete with each other (sometimes bloodlessly, sometimes not) for the right to wage the Imperium&#039;s wars. On yet others, the tithe will be filled with undesirables and criminals. &lt;br /&gt;
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While the exact manner in which a new founding is equipped is not standardized either, it &#039;&#039;is&#039;&#039; expected that the new formation should be ready and able to fight, and the Governor who neglects this requirement risks drawing the ire of the Administratum. Otherwise, the precise character, fighting style, and preferences of the regiment will of course be colored by the world that it was drawn from.&lt;br /&gt;
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In some cases that are experiencing an active war zone, such as on [[Armageddon]], new foundings will be deployed directly to theaters on their home world. Most often, however, the [[Departmento Munitorum]] will coordinate with the Imperial Navy as to where the regiment goes next. The first stop will often be to a nearby Forge World, where the regiment will receive additional gear, equipment, and vehicles. If they are very lucky, a regiment might even receive one or more super-heavy tanks such as the [[Baneblade]]. All the while the regiment will continue training, while its newly assigned [[Commissar]]s work to stamp out any lingering weakness and disloyalty. Soon enough, the new regiment will find itself deployed in one of the Imperium&#039;s endless number of conflicts.&lt;br /&gt;
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It is important to note that once they are deployed off-world, a Guardsman will never see their home planet again, aside from certain highly rare and unusual exceptions. &lt;br /&gt;
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A regiment&#039;s first taste of combat is often a very difficult crucible, and it is one that many regiments do not survive at all. If it does, then the regiment will continue to be deployed as long as it retains fighting strength. Eventually, a regiment that might once have consisted of thousands of soldiers might be whittled down to only a few hundred survivors, or even down to just a single squad. By then such hard-bitten veterans will often consist of some of the toughest and most experienced soldiers that the Imperial Guard has to offer. These survivors are often folded into another regiment where their talents can be transferred to the greener troops. In other cases, two understrength regiments might be combined to form a completely new regiment with a new founding number. In very rare circumstances, a regiment that has fought with distinction through many, many campaigns will be granted the honor of colonizing a newly captured world. For most guardsmen, this distant and highly unlikely outcome is the only hope for a life after service.&lt;br /&gt;
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Therefore, although the average frontline Guardsman does not have good odds of surviving his first deployment, some &#039;&#039;do&#039;&#039; survive, and these veteran soldiers may accumulate &#039;&#039;decades&#039;&#039; of experience. They are some of the manliest motherfuckers the Imperium has to offer, capable of putting even the fucking SPESS MEHRENS to shame. Disturbingly, if Imperial Guard tactics advanced from WWI-style warfare (&amp;lt;s&amp;gt;overuse of artillery&amp;lt;/s&amp;gt; (modern militaries make use of artillery spam whenever possible) and mass charges against machine guns and tanks) to modern military strategies (such as taking cover and using air/armor/support, which while many elite regiments often do, there’s so much damn variety you can&#039;t really have good quality control), the Imperial Guard &#039;&#039;could&#039;&#039; become the most feared army in the whole universe. But &#039;&#039;&#039;NO&#039;&#039;&#039;, that&#039;s not [[grimdark]] enough! However, do note that while the Imperium is generally unconcerned with individual casualties, and while some commanders do therefore order their men to charge enemy lines with or without heavy armor/artillery support and regardless of terrain, fluff has also noted that incompetent commanders who are &#039;&#039;wantonly wasteful&#039;&#039; of Imperial resources tend to be weeded out rather quickly by the Commissariat. &lt;br /&gt;
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Examples of Guardsmen going above and beyond even this inherent badassery, demonstrating the possession of testicles so massive they should be deployed in battle as a separate unit, are plentiful: [[Ollanius Pius]] is one such Guardsman, standing up to fucking [[Horus]] himself (depending on whose canon you prefer). [[Dawn of War]] sees the Blood Ravens running into a pair of Guardsmen who have held their position, without support, in the middle of a combined Chaos/Ork/Eldar invasion, for more than a week. [[Dawn of War II]] has Guardsmen rescued in an earlier mission returning in the finale to provide infantry support while the Blood Ravens launch an attack... on a fucking [[Tyranid]] hive. These same guardsmen (led by the ever awesome [[Merrick|Sergeant Merrick]]) SURVIVE the suicidal mission and fight on for &#039;&#039;ten more years&#039;&#039; against the remnants of the Tyranids/Orks/Eldar. A different group of about 72 loyal Guardsmen also managed to hold out for those ten years. In a frozen wasteland. Surrounded by former comrades taken by Nurgle, bands of Black Legion Chaos Marines, and a growing Daemonic incursion. &lt;br /&gt;
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Fluff-wise it seems that the Guard&#039;s most common methods of war are to use lots of heavy weapons, tanks, and artillery to smash the fuck out of the enemy while Guardsmen mop up the shards of their foe while supported by more heavy weapons, special weapons, and Infantry Fighting Vehicles. So, honestly, the combined arms doctrine of the Imperial Guard is really fucking powerful even without considering their numbers are so vast they could just drown you with their own blood and corpses, and the paper to write the report on for said casualties would be literally not worth the paper.  On top of that, their flak armor (which includes flak shirt and flak pants apparently) actually gives pretty good protection against stub weapons and most other mid-tech small arms. Keep in mind that the Imperial Guard are often fighting other humans such as rebels most of the time, who nearly always use stubbers and armor inferior to Guard flak armor.  When fighting things that make mince meat of Guardsmen, the Guard tends to utilize concentrations of artillery, air support, tanks, superheavy vehicles, IFVs, and heavy weapons of all kinds to smash the enemy so the infantry merely has to occupy the smoldering crater that once consisted of the enemy&#039;s position.  &lt;br /&gt;
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In short... do &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; fuck with the Imperial Guard!&lt;br /&gt;
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==Standard-Issue Equipment and Knick-Knacks==&lt;br /&gt;
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It is known that the Imperial Guard is (in)famously known as the dudes in [[Flak Armour|T-shirts]] and [[Lasgun|Flashlights]], but did you know that the &#039;Guard also carries a bunch of other stuff that may aid his/her&#039;s merry journey of murder? Whilst each regiment may differ on what [[count as]] &#039;standard-issue&#039;, what they do share in common however, are a shit ton of equipment that all Guardsmen no matter their background usually lug around with them. These are:&lt;br /&gt;
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====[[Lasgun]] Weapons Case and Maintenance Kit==== &lt;br /&gt;
[[File:IIUPLasgun.jpg|400px|right|thumb|Lasgun with accessories.]]&lt;br /&gt;
No duh. Your standard-issue flashlight is given to &#039;&#039;all&#039;&#039; Guardsmen upon their first enlistment into the Astra Militarum. Each Lasgun comes inside a weapon&#039;s case which in itself contains several accessories inside its maintenance kit such as:&lt;br /&gt;
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*&#039;&#039;&#039;Lasgun&#039;&#039;&#039; (Pattern varies): Your standard flashlight you all know and love. The pattern of lasgun varies depending on which regiment you came from, but overall, this is your most trusted friend on the battlefield. Learn to take care of it as it is better to shoot things dead from afar than to kill things up close and personal.&lt;br /&gt;
*&#039;&#039;&#039;Lasgun Power Pack&#039;&#039;&#039;: &#039;&#039;THE&#039;&#039; most important part of your Lasgun weapon&#039;s case outside of the Lasgun itself. You can&#039;t fire a Lasgun if you have no power pack, can you? Each Lasgun always comes equipped with &#039;&#039;one&#039;&#039; power pack to ensure that each weapon is combat-ready from the get-go. The power pack is obviously separated from the Lasgun itself to avoid &#039;accidental misfires&#039;. In addition to this, each Guardsman is issued with four additional power packs in case the original was either lost, ran out of ammunition, or was damaged.&lt;br /&gt;
*&#039;&#039;&#039;Long Pattern Bayonet/Combat Knife with Sheath&#039;&#039;&#039;: Each Lasgun weapon&#039;s case comes equipped with the standard-issue butterknife. Like the Lasgun, the knife&#039;s pattern varies from regiment to regiment. It always comes in a sheath to prevent accidental self-harm and is always pre-sharpened. Guardsmen can carry the knife as a standalone weapon if they so choose, although some may just attach it to their Lasguns before being forced to bayonet charge a tank. By far the most versatile weapon as it can also be used for non-military roles such as cooking, chopping wood, or making other arts and crafts.&lt;br /&gt;
*&#039;&#039;&#039;Targeters/Scopes&#039;&#039;&#039;: Not &#039;&#039;really&#039;&#039; standard-issue but can be requested by your regiment. A targeter or a scope is designed to improve a Guardsmen&#039;s accuracy over conventional iron sights. The style of scopes may vary depending on where you&#039;re from, but they all serve the same purpose. To be issued a scope, a Guardsman must prove to his superiors that s/he can actually aim for shit as their lensing materials are quite expensive. The ranging accuracy for most scopes/targeters is +/- two metres under most circumstances. The max range of a scope depends on the reflectivity of the target and the environmental conditions at the time of firing. Guardsman who have these neat equipments should always attempt to shoot his/her&#039;s target at a 90 degree angle as this is more likely to provide an accurate range (Take note, this is only for conventional Sniper Rifles, Long-Las avoid such a thing due to the nature of lasers). A scope/targeter can have its magnification distance adjusted depending on the shooter&#039;s preferences.&lt;br /&gt;
*&#039;&#039;&#039;Sight Calibrator&#039;&#039;&#039;: As its name implies, a piece of equipment that allows the Guardsmen to adjust the weapon&#039;s sight according to his/her&#039;s preference and comfort. May or may not be for a targeting laser attachment, but since no Lasgun actually were seen with such attachments, it can be assumed to be for the standard-issue optic sight. Mostly consists of small tools such as screwdrivers and the like to adjust the aiming reticle, etc.&lt;br /&gt;
*&#039;&#039;&#039;Sanctioned Cleaning Agent&#039;&#039;&#039;: As its name implies, it is a bottle of cleaning agent meant to nick away the grime after battle and to improve the lifecycle of the Lasgun alongside your other weapons and tools. Quite important in maintaining the firing lens of a Lasgun as any attached dirt sticking on the Lasgun&#039;s lens will flash-vapourise; damaging the lens in the process. Most likely a water-free agent, so you can just dip it on your standard-issue soft-cloth and proceed to clean your weapon so when the day comes for parades, you don&#039;t end up looking like a [[murderhobo]].&lt;br /&gt;
*&#039;&#039;&#039;Oiling Agent&#039;&#039;&#039;: A small bottle of oil that may or may not overlap with the [[Derp|Bottle of Sacred Oil of Lubrication]], so consider the latter as a spare. An Oiling Agent is used to &#039;grease-up&#039; your weapons to prevent jamming. Given that the Lasgun has little to no moving parts, it is most likely reserved for your Autopistol.&lt;br /&gt;
*&#039;&#039;&#039;Bottle of Sacred Unguent of Cleansing&#039;&#039;&#039;: Somewhat akin to the above mentioned Sanctioned Cleaning Agent. The Bottle of Sacred Unguent of Cleansing is a vial containing a water-free vial that cleanse any dirt or grime on your weapons and equipment. Most likely a superior version of a Cleaning Agent in a sense that it has most likely be &#039;blessed&#039; to ensure a tip-top shine. Given how religious this bottle sounds, there&#039;s definitely a use for this against Warp-like shenanigans such as Nurgle&#039;s taint. &lt;br /&gt;
*&#039;&#039;&#039;Bottle of Sacred Oil of Lubrication&#039;&#039;&#039;: The aforementioned Bottle of Sacred Oil of Lubrication. Like the Bottle of Sacred Unguent of Cleansing, the Bottle of Sacred Oil of Lubrication is most likely a superior version of your average Oiling Agent that is most likely &#039;blessed&#039; by a Techpriest. Again, seems to be used against [[Heresy|heretical taint]] whilst also offering better lubrication to your weapons or vehicles.&lt;br /&gt;
*&#039;&#039;&#039;Tin of Blessed Sealing Wax&#039;&#039;&#039;: A small metal tin containing solidified sealing wax. It is not a sealing wax meant for Purity Seals however. When heated, the wax would liquefy. Once melted, one can than pour the liquefied wax to &#039;fix&#039; a broken piece of equipment or seal a written message for communication purposes. &lt;br /&gt;
*&#039;&#039;&#039;Blessed Soft-Cloth for Swabbing&#039;&#039;&#039;: Your standard-issue cleaning cloth the size of a large handkerchief. A relatively smooth cloth that makes it great for either cleaning your tools or lubricating your weapons. One of the most important piece of equipment when maintaining your Lasgun, as without it, wear and tear will suffice.&lt;br /&gt;
*&#039;&#039;&#039;Holy Toolbox with Repair Instruments&#039;&#039;&#039;: Each Lasgun weapon&#039;s case comes with a secondary case in the complete package. This separate case holds the necessary tools needed in case your Lasgun or other weapon breaks down. The toolbox may contain a wrench, screwdrivers, additional screws, additional batteries, spare electrical equipment, hammers, a saw and spare binding agents.&lt;br /&gt;
*&#039;&#039;&#039;Spare Lasgun Stock&#039;&#039;&#039;: A spare Lasgun stock that comes with an engraved icon of faith. In case your current gun stock gets damaged, you got a spare around. May come in different style&#039;s of gunstock depending on your both your regiment and preferences. Stock may come in plastic, wood, metal or is completely collapsible, it is up to you to mix-and-match.&lt;br /&gt;
*&#039;&#039;&#039;Spare Lasgun Barrel&#039;&#039;&#039;: A spare Lasgun barrel engraved with an icon of true-shot. Like the gunstock, this is a spare in case your Lasgun&#039;s lens barrel gets damaged or worn out. This spare is there for when you want to still shoot whilst waiting for the [[Administratum]] to offer you a new one.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Power_Pack_Lasgun.PNG|Different styles of Lasgun power packs.&lt;br /&gt;
File:Bayonets.PNG|An assortment of bayonets.&lt;br /&gt;
File:Scopes.PNG|An assortment of scopes.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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====[[Autopistol]]/[[Laspistol]]====&lt;br /&gt;
[[File:Autopistol_Image.PNG|200px|right|thumb|A standard Autopistol.]]&lt;br /&gt;
The &#039;&#039;secondary&#039;&#039; weapon issued by Guardsmen. Depending on the regiment, a Guardsmen after being issued with his Lasgun, would then be issued his sidearm which can either be a Laspistol or an Autopistol. Like its bigger brother, these pistol also come with its own weapon&#039;s case although its maintenance have to be shared with it big brother which comes in everything. These are:&lt;br /&gt;
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*&#039;&#039;&#039;Autopistol/Laspistol&#039;&#039;&#039;: Depending on the regiment as aforementioned, you may be equipped with either the bang-bang or the pew-pew variety of pistols. They all come cleaned and furbished inside their case.&lt;br /&gt;
*&#039;&#039;&#039;Autopistol Clip&#039;&#039;&#039;: Each Autopistol comes equipped with a single &amp;lt;s&amp;gt;clip&amp;lt;/s&amp;gt; magazine of bullets alongside five additional magazines as standard. Like the Lasgun, the Autopistol and its magazine is separated to avoid a misfiring. Guardsmen may be issued more magazines for their Autopistols if there is enough stock within the regiment&#039;s armoury which can be requested via a form to HR. Just pray the [[Administratum]] arrives in time for a entirely new batch of ammo in case the armoury is emptied out.&lt;br /&gt;
*&#039;&#039;&#039;Muzzle Rod and Swab&#039;&#039;&#039;: A cleaning rod with cloth that is meant to clean out your Autopistol or any slug-throwing combustion guns. Definitely not meant for the Lasgun as it technically has no rifling. But for conventional slug-throwers, it may come in handy for maintaining and cleaning out any grime stuck inside the barrel; improving its lifespan and weapons safety.&lt;br /&gt;
*&#039;&#039;&#039;Laspistol Power Pack&#039;&#039;&#039;: Unlike the Lasgun, it seem that the Laspistol is only offered one power pack to come along with the product. Like its big brother, the power pack is the most important part of the Laspistol and it also comes separate to avoid misfiring. The power pack itself is smaller and weigh dramatically less than its larger brother.&lt;br /&gt;
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====[[Grenades &amp;amp; Explosives|Grenades]]====&lt;br /&gt;
[[File:Frag_Grenade_Internal.PNG|120px|right|thumb|An internal of a Frag Grenade.]]&lt;br /&gt;
Like all regiments, each Imperial Guardsmen is equipped with several grenades. The type of grenade may differ depending on what squad the Guardsmen would be enlisted as. All Guardsmen will be trained with practice grenades before they are entrusted in throwing around these explosives around. These grenades are:&lt;br /&gt;
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*&#039;&#039;&#039;Frag Grenades&#039;&#039;&#039;: In mix-standard teams within a [[Infantry Squad]], the Frag Grenade is the most common type of grenade a Guardsmen would be issued. S/he will be given four grenades maximum, although more can be requested via filling out a request form and with approval from senior officers.&lt;br /&gt;
*&#039;&#039;&#039;Krak Grenades&#039;&#039;&#039;: For teams specialising in anti-armour offensives. They will be issued a Krak Grenade instead. Like their frag counterparts, four grenades seem to be the optimum for each Guardsmen.&lt;br /&gt;
*&#039;&#039;&#039;Melta Bomb/Demolition Charge&#039;&#039;&#039;: For [[Breacher Squad]]s, one member may be in charged with a single Melta Bomb or Demolition Charge for anti-tank and demolition purposes. They are heavier than usual and require special training and expertise to master. Not really standard-issue all things considered.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Grenades_and_Bombs.PNG|List of explosives your typical Joe would carry.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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====Armour and Clothing====&lt;br /&gt;
[[File:Uniform.PNG|150px|right|thumb|Fig 1.1 Your average Guardsmen. A dude in a shirt.]]&lt;br /&gt;
Outside of his weapons, clothing is the most important piece of equipment that every Guardsmen must have. You ain&#039;t gonna go out fighting on Valhalla butt-ass naked now would you? Again, the type and style of clothes differ by regiment. Some like the [[Scintillan Fusiliers]] treat their fatigues with higher value than their lasguns whilst others like the [[Catachan Jungle Fighters]] scoffs at fatigues and go completely bare-chested. The list of attire are:&lt;br /&gt;
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*&#039;&#039;&#039;Combat Fatigue/Dress Uniform&#039;&#039;&#039;: The first piece of clothing that nearly all Guardsmen wear. Uniforms or fatigues are mass produced in order that the countless number of Guard regiments will be equipped quickly and efficiently. Typically, uniforms or fatigues are made from hard-wearing fabrics designed to resist all types of environments passively. They need to be proven hardy in the field and resistant to snags and tears. Nevertheless, overtime, clothing just simply deteriorate either through combat or frequent usage so spares are always up for order. In peacetime or in parades, they can be used to show off the regiment&#039;s discipline and all-round [[Awesome|awesomeness]].&lt;br /&gt;
*&#039;&#039;&#039;Shirt and Undershirt&#039;&#039;&#039;: Your &#039;&#039;actual&#039;&#039; t-shirts. Literally. This is what most Guardsmen wear beneath their fatigues or uniforms. They are made from light fabric like cotton or linen and is designed for maximum comfort. The Catachan Jungle Fighters if they are forced to wear something on their torso, would usually opt for a shirt rather than fatigues to show off their bulky muscles.&lt;br /&gt;
*&#039;&#039;&#039;Flak Armour&#039;&#039;&#039;: You know&#039;em, you love&#039;em. Everyone&#039;s favourite cardboard armour is issued throughout the Imperium. Like all things in the Guard, the style of Flak Armour differs from regiment to regiment. But overall they are the most important piece of equipment outside the Lasgun as the Flak Armour provides &#039;&#039;some&#039;&#039; form of protection. Whilst it won&#039;t do too hot against direct impact from anything above WW2-levels of firearms, it does provide an adequate form of defense against shrapnel. Given that in modern warfare, artillery shrapnel is one of the highest form of casualties, this is actually quite important for the Guard. &lt;br /&gt;
*&#039;&#039;&#039;Helmet with Micro Bead Pick-Up&#039;&#039;&#039;: Each Guardsmen is issued with a standard-issue Flak helmet with micro beads attached. Other than for head protection, the micro bead is important for communication purposes without the Guardsmen making a sound. Micro beads essentially translates the vibrations of your throat and transmit that as sound without saying a single word. Very useful for stealth operations.&lt;br /&gt;
*&#039;&#039;&#039;Dog Tags&#039;&#039;&#039;: Works the same way we have here today. A metal necklace that shows the Guardsman&#039;s regiment, squad, name, date of birth and place of birth. Whilst most Guardsman would never really get the chance to have their dog tags retrieved once they kick the bucket, their superiors should at least have the acumen to dot down who they lost over the years and send it to the Administratum for records keeping.&lt;br /&gt;
*&#039;&#039;&#039;Socks&#039;&#039;&#039;: No sane Guardmen want to go out in the battlefield with chilblains or frostbite on their dinky toes now do they? Each Guardsmen is issued four pairs of socks that are dried and neatly packed. Each pair of sock needs to be washed if possible and dried to prevent trench foot or any other feet-related ailments. Socks are made of some form of thick, warm fabric like wool or cotton. &lt;br /&gt;
*&#039;&#039;&#039;Undergarment&#039;&#039;&#039;: Your [[/d/|bras, panties and underwear]]. Used to keep your manly and womanly bits from flailing around awkwardly in your trousers and to keep them supported and warm. Like socks, they need to be washed as soon as possible to avoid cases of crotch rot.&lt;br /&gt;
*&#039;&#039;&#039;Greatcoat/Rain Overalls&#039;&#039;&#039;: Some Guard regiments are known to issue greatcoats or rain overalls to either keep their cannon fodder warm and dry during winter and the like. They are made of thick, heavy and sometimes waterproof fabric to ensure maximum warmth. The complete opposite of the shirt. [[Valhallan Ice Warriors]], [[Vostroyan Firstborn]]s, [[Armageddon Steel Legion|Armageddon Steel Legionnaires]] and the [[Death Korps of Krieg]] love the shit out of them. &lt;br /&gt;
*&#039;&#039;&#039;Combat Boots and Laces&#039;&#039;&#039;: Standard-issue military boots meant to be rugged enough to survive in nearly any ground. Each boot is fashioned to ensure comfort for the Guardsmen&#039;s feet and comes in three sizes. Each boot is ensured to be waterproof and hard wearing, with each pair expected to last for a while. Like nearly everything else, a combat boot may differ from regiment to regiment. Cadia for example have boots made of rigid hard leather that protects the upper ankle and steel plates that protect the shins; they are called ankle-breakers. Meanwhile, Valhalla favours a rigid, heavily insulated boot with particularly sharp crampon-like grips on the soles. Whilst Attila and Tallarn favour a flexible-soled, lightweight boot that allows the foot to breathe through semo-permeable membranes within the boot&#039;s fabric. All combat boot boxes comes with additional spare laces in case the original was damaged or lost.&lt;br /&gt;
*&#039;&#039;&#039;Leg Gaiters&#039;&#039;&#039;: Tl;dr, these are leg warmers. Largely used during snowy operations and therefore, are popular for snowy regiments like the Valhallans, leg gaiters offer an additional form of warmth around the ankle regions as a normal sock ain&#039;t cutting it. Not really that standard, but the Administratum just slaps every Guardsmen with one just in case.&lt;br /&gt;
*&#039;&#039;&#039;Webbing&#039;&#039;&#039;: Every Guardsmen going into battle requires quite a  lot of kit to carry around with. To do so in a ergonomic factor, each Guardsmen would be issued a form of combat webbing that allows a great deal of equipment to be layered onto the chest rig or backpack whilst leaving the arms free to fight. Typically, the front face of the webbing is fitted with pouches whilst the inside is fitted with mesh that forms a map pocket and has space for an additional two standard-issue Lasgun power packs. Combat webbing can be worn over Flak Armour or alone and has several hooks for grenades or entrenching tools.&lt;br /&gt;
*&#039;&#039;&#039;Belt and Holsters&#039;&#039;&#039;: Every Guardsmen is given a standard-issue leather belt and a holster to ensure their big boy/girl pants don&#039;t accidentally drop down to their knees during inspection day and that their sidearm stays in place. Useful to avoid a wardrobe malfunction but also useful for the local [[Commissar]] or officer to use one as a makeshift flogging equipment. &lt;br /&gt;
*&#039;&#039;&#039;Bandolier&#039;&#039;&#039;: Whilst regiments are all given bandoliers to hold additional ammunition, some regiments like the Catachan Jungle Fighters are obsess with them. Being a bunch of [[LARP|Rambo cosplayers]] is no surprise given how useful a bandolier is for holding additional ammo whilst looking [[Awesome|absolutely baller in the process.]]&lt;br /&gt;
*&#039;&#039;&#039;Field Rucksack with Straps&#039;&#039;&#039;: Everyone&#039;s companion. This large canvas sack backpack holds all your necessary goodies to ensure a Guardsmen isn&#039;t completely fucked on duty. It can provide enough room for MREs, field equipment, trenching equipment, spare ammo, repair equipment and sleeping materials. You don&#039;t wanna lose one.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Flak_Chest.PNG|Chest piece of a Flak Armour.&lt;br /&gt;
Helmet.PNG|Flak Helmet, standard issue.&lt;br /&gt;
Micro_Bead.PNG|Micro Bead, comes standard with said helmet.&lt;br /&gt;
Boots_and_Sock.PNG|Combat boots and socks. Number one vector of the [[Poxwalkers|Walkingpox.]]&lt;br /&gt;
Webbing.PNG|Webbing, for when you want to [[LARP]] as Rambo.&lt;br /&gt;
Backpack.PNG|Field rucksack/backpack carrying all your needs.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Survival Equipment====&lt;br /&gt;
[[File:UpliftingPrimer.jpeg|150px|right|thumb|Everyone&#039;s favourite used toilet paper.]]&lt;br /&gt;
Guns and armour isn&#039;t the only thing a Guardsmen needs. Here, all forms of survival equipment is important for him/her to survive beyond the safety of civilization. Such equipment includes:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Imperial Infantryman&#039;s Uplifting Primer]]&#039;&#039;&#039;: Everyone&#039;s favourite standard-issue &amp;lt;s&amp;gt;toilet paper&amp;lt;/s&amp;gt; booklet. Every Guardsman is issued one and they are expected to read this thing down to the T. Every piece of survival tips and tricks, alongside useless propaganda is written down in the book. A mix-bag all things considered but is better than nothing. It is also the &#039;&#039;one&#039;&#039; piece of equipment that a Guardsman must &amp;lt;u&amp;gt;&#039;&#039;&#039;NEVER&#039;&#039;&#039;&amp;lt;/u&amp;gt; bring with him/her on the battlefield for fear of it falling to the enemy&#039;s hands. Although to be honest, what useful info they may glean over would be as important as real-life toilet paper. It emphasizes not letting civilians see what is in it, but there is no way they haven’t.  Perhaps it is a psy-op against humanity’s enemwis and own public.  To trick enemies into believing the Imperium grossly underestimates its foes so they are caught by surprise and to trick civilians into believing the Imperium’s enemies are no big deal.  After all, if wasn’t true, why would the Imperium try so hard to hide it?  Of course, since 40K is the epitome of the unreliable narrator and propaganda as lore, maybe we’re the fools and the truth is that the Uplifting Primer’s seemingly ridiculous propaganda is actually true and all the rest of 40K fluff is the actual propaganda to keep the populace in line and fearful of actually harmless threats to justify the Imperium’s dominance.&lt;br /&gt;
*&#039;&#039;&#039;[[Imperial Munitorum Manual]]&#039;&#039;&#039;: Not as common as the Primer but orders of magnitude more useful. The Imperial Munitorum Manual is a booklet that goes in-detail towards the functionality of the [[Departmento Munitorum]], the list of equipment and how to maintain them, the list of punishments expected if breached, and the hierarchical structure of the Imperium wit-large. Again, not as common as the Primer, but when available, it usually comes with the complete package. &lt;br /&gt;
*&#039;&#039;&#039;Combat Ration Packs&#039;&#039;&#039;: Hmmm...sweet lovely food. Every Guardsmen is expected to carry around five units of Combat Ration Packs (CRP). They are designed to sustain a soldier directly engaged in combat or under military training. Useful when normal food services aren&#039;t available, their long shelf-life and caloric-dense nutrition makes them an important part of a Guardsmen&#039;s survival. The CRP consists of a full meal packed in a flexible meal bag. The full bag is lightweight and easily fits within a Guardsmen&#039;s pockets. Each meal bag contains a nutrient-rich compound as well as foods designed to enhance the energy levels and stamina of a Guardsmen. Whilst it is theoretically safe to eat from the get-go, most Guardsmen like theirs cooked. CRP can be cooked traditionally or through a flameless heater via chemical reactions with water.&lt;br /&gt;
*&#039;&#039;&#039;Portable Hexamine Stove/Flameless Heater Pack&#039;&#039;&#039;: When cooking CRPs or food caught by the Guardsmen themselves. They can cook their food through a standard-issue collapsible and portable Hexamine stove. These miniature stoves use solid fuel to heat up the food or beverage until the Hexamine tablets are used up. Some are also fitted with an adapter to hold a canteen or cup. Each stove comes with eight tablets in a waxed box, although sometimes a tinder box is issued as well. Although there are complaints that the fuel might be toxic or smells like shit, most Guardsmen can&#039;t complain too much as it is a convenient way to cook food on the go. If behind enemy lines, the light coming from the stove or the smoke used to burn up gathered materials may attract enemies. So a Guardsmen is also issued the aforementioned flameless heater pack that uses water as a pyrotechnic heating mechanism which lasts for fifteen minutes. Simply put the meal bag inside the heater pack, fill it with water and shake it until it chemically activates.&lt;br /&gt;
*&#039;&#039;&#039;Magnocular&#039;&#039;&#039;: A binocular by any other name. The magnocular is meant for surveying purposes. Some magnoculars are compact and lightweight, but most are bulky and heavy. Magnoculars offer high light transmission and optical performance, enabling a Guardsman to view objects at a great distance away. Magnoculars are rubber armoured, shockproof and waterproof and can withstand the harshest battlefield conditions.&lt;br /&gt;
*&#039;&#039;&#039;Rebreather/Gasmask with Mk VIII Filter&#039;&#039;&#039;: Gas masks for all intents and purposes. Rebreathers are used in environments that are too toxic to breath in. Depending on the type of engagement, some rebreathers merely covers the mouth and nose in near-Terran like atmospheres, but others like the gasmask with the Mk VIII Filter that filters out toxic particles cover the entire face in truly hell hole conditions. The Kriegers and the folks from the Steel Legion has an absolute hard-on for these things. &lt;br /&gt;
*&#039;&#039;&#039;Tent Kit&#039;&#039;&#039;: Each Guard Squad is expected to have one member be the tent carrier. He/she carries the necessary materials to build a tent for everyone to sleep in. The tent kit includes the tent, several collapsible stainless steel poles, tensile rope, pins, a hammer and adhesive tape to fix any potential damages to the tent. The kit is designed to be as lightweight as possible whilst still being big enough to house a three-five men team.&lt;br /&gt;
*&#039;&#039;&#039;Medi-Pack&#039;&#039;&#039;: Every Guardsmen is issued a portable medi-pack which is something like a convenient narthecium in a bag. Every Guardsmen is expected to be trained in various ways to alleviate injuries of various kinds through military practise although each squad must have a designated medic. The design of the medi-pack can range from a small medical kit to a complex scanning devices depending on the original source of the regiment and the planet&#039;s technological base. Basic medi-pack kits will usually contain drugs and bandages to treat a variety of injuries and illnesses, such as cataplasm patches, contraseptics, gauze/bandages, sterilised vein clamps, lotion of embalm, phials of morphia X4 (Space morphine), sterilising fluid of cleaning, cleansed surgical grapple, sanctioned insect repellent, and [[Anal circumference|blessed lotions, acid, alkali, medicinal tonics, tablets and internal cleansers for enema administration.]] More advance models might include a diagnostic Cogitator with bio-scanner and probes to determine the patient&#039;s ailments. The most advanced types, available to the elite of the Imperium, can include cast sprays, tox wands, synthskin applicators and more.&lt;br /&gt;
*&#039;&#039;&#039;Surveyor Gear&#039;&#039;&#039;: Surveyor gears are piece of equipment used for tracking and mapping purposes so you know where the hell you&#039;re going and avoid accidentally entering the firing range of a Basilisk. The most common type of gear are Auspex Surveyor Units that can register varying levels of background radiation, infrared signatures and electromagnetic emissions to discover enemy troops. They are simple to operate and require only rudimentary intelligence to read. All a Guardsman has to do is simply point the Surveyor Unit in the general direction and pull the trigger to tell him/her the information to his/her&#039;s squad. The screen then displays the machine&#039;s findings as coloured dots on the slate (Red for hostile, blue for friendlies) in the various range bands (Ten metre increments).&lt;br /&gt;
*&#039;&#039;&#039;Orientation Gear&#039;&#039;&#039;: The &#039;&#039;other&#039;&#039; piece of equipment that is designed in making sure your average Joe won&#039;t end up stumbling inside a Tyranid&#039;s nest. Orientation gears are your maps and compasses. They allow a Guardsman a better understanding on the battlefield they are on and where to go. The compass is accurate, rugged and reliable, being both waterproof and shockproof due to being encased in steel with metal hinges. The compass also comes with a built-in magnifying lens, finger loop and cord lanyard. Particularly &#039;advanced&#039; models of compass may be fitted with chemical fluorescence vials, allowing the compass to be read at night.&lt;br /&gt;
*&#039;&#039;&#039;Mess Kit&#039;&#039;&#039;: The things your average Joe eats from. Each mess kit from the Guard is constructed from enamelled steel and contains everything they need to prepare and serve. They are small, lightweight and very portable and their design differs from regiment to regiment. A Cadian version for example, contains a skillet, a small kettle, a plate, a cup and a Swiss army knife-style cutlery. The handles of these appliances are foldable to save space and can be detached to use with other cookware. The lids of each container can be used for preparing, cooking and/or eating and usually come in two or three pieces. Moreover, to complement the kit, Cadian mess kits use a specially moulded cup that fits over the bottom of the standard litre canteen for anything that requires a deep pot such as boiling water.&lt;br /&gt;
*&#039;&#039;&#039;Sleeping Equipment&#039;&#039;&#039;: Do I have to spell it out? Each Guard regiment is given a quilted sleeping bag with blanket that tapers towards the end. Most of these bags are quilted with feathers that provide insulation against the cold, although some regiments is known to use synthethic materials instead. The outer layers of a sleeping bag must provide a high degree of tearing strength and must be waterproof. Some sleeping bags may incorporate hoods and are sometimes embellished with extra layers to allow [[/d/|more than one person to share the bag.]]&lt;br /&gt;
*&#039;&#039;&#039;Hygiene Kit&#039;&#039;&#039;: No one and their mothers want to have a Guard regiment smelling like an [[Ogryn]] during parade day, so every Guardsmen is expected to be given a hygiene kit to look down and proper. Each kit comes with a bar of hard soap, dry scrub brush, shaving brush, razors, abrasive tooth cleaning paste and a tooth brush, alongside a sharpening stone to sharpen a Guardsman&#039;s  bayonet for shaving purposes. Moreover, the kit comes with delousing powder that can be used to eradicate most forms of parasites or leeches. Although care must be taken as the powder is caustic and shoud be avoided around the groin or eyes. Some hygiene kits such as the Cadian pattern also includes a anti-fungal powder and anti-lice gel that should be employed regularly to ensure the prevention of the spread of diseases.&lt;br /&gt;
*&#039;&#039;&#039;Entrenching Tools&#039;&#039;&#039;: Everyone&#039;s favourite shovel is listed under here. Entrenching tools are multi-purposed and can be used for a wide variety of things. This includes building trenches, planting seeds for food, burrying bodies or using it as a makeshift weapon. They have a foldable stock which allows a Guardsman to fit them in a nice, compact form and save space. The most well known of these shovels are the [[Miscellaneous_Weapons#9-70 Entrenching Tool|9-70 shovel]] which has its edge either sharpened or serrated. Kriegers hug these in their sleep. Imperial E-tools have mono-molecular edges, meaning Guardsmen can entrench literally anywhere.  Which is basically divine intervention for an infantryman.&lt;br /&gt;
*&#039;&#039;&#039;Hand Axe&#039;&#039;&#039;: A [[Basic Close Combat Weapons#Axe|small hand axe]] is given to each Guardsmen for largely non-military purposes such as chopping wood, clearing trees or vines and cutting up meat. Pretty damn versatile and can be used as a makeshift weapon in case your bayonet breaks or you run out of ammunition. It is often made of stainless steel or ceramics.&lt;br /&gt;
*&#039;&#039;&#039;Lamp-Pack&#039;&#039;&#039;: Each Guardsmen is also issued a lamp-pack. Now this may resemble a typical lamp to your typical flashlight (No, not &#039;&#039;that&#039;&#039; [[Lasgun|Flashlight]], &#039;&#039;the other one&#039;&#039;). It is a primary light source for night patrols and is often powered via batteries. Should not be used behind enemy lines for obvious reasons.&lt;br /&gt;
*&#039;&#039;&#039;Anti-Contaminants&#039;&#039;&#039;: Pretty important stuff when it comes to purifying the waters or killing parasites. Whilst each Guardsman is expected to carry a canteen filled with water, sometimes you run out and the next avaliable source of water is in the toilets. This is where this kit comes in handy. To avoid sudden case of [[Nurgle|explosive dirrahea,]] each Guardsman is issued with water purification tablets made from salt in the kit which would kill most virulent pathogens. Although drinking such purified water is unpleasant (Think soda water with the taste of salt), it is better than the alternative. The kit also contains vials of iodine which when taken orally, prevents 99% of the damage to the thyroid gland before being exposed to radiation.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ration_Packs.PNG|Combat ration packs. Yum yum.&lt;br /&gt;
Collapsible_Stove.PNG|Portable hexamine stove, a convenient way to heat up your instant noodles.&lt;br /&gt;
Magnoculars.PNG|Magnoculars. I spy with my little eye.&lt;br /&gt;
Rebreather.PNG|Rebreathers, for when you&#039;re finding it a bit difficult to breathe.&lt;br /&gt;
Gas_Mask_Filter.PNG|A gas mask, for when you&#039;re breathing in [[Krieg]].&lt;br /&gt;
Medi-Pack.PNG|A medi-pack with its accessories.&lt;br /&gt;
Medi-Pack_Model.JPG|Krieg medi-pack model.&lt;br /&gt;
Surveyor_Gear.PNG|A surveyor gear, the motion tracker of 40k.&lt;br /&gt;
Orientation_Gear.PNG|An orientation gear console.&lt;br /&gt;
Compass.PNG|A compass, part of the orientation gear.&lt;br /&gt;
Map_IG.PNG|A map, another part of the orientation gear.&lt;br /&gt;
Mess_Kit.PNG|A Cadian issued mess kit.&lt;br /&gt;
Hygiene_Kit.PNG|A hygiene kit with its complimentaries.&lt;br /&gt;
9-70 Entrenching Tool.PNG|The 9-70 Entrenching Tool, everyone&#039;s favourite shovel.&lt;br /&gt;
Anti-Contaminants.PNG|Anti-Contaminants with all its accessories. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Fluff and stuff==&lt;br /&gt;
&lt;br /&gt;
Dan Abnett and the Guard’s latest Codex turned the IG into gods of mechanized warfare, though they still suck compared to 8-foot-tall Daemonic killing machines with chainaxes. To be fair, though, that&#039;s like comparing a sedan to a tank. How are you NOT supposed to suck against things that can slice through meter-thick speshul-steel armor like so much cheese?&lt;br /&gt;
&lt;br /&gt;
The cold, hard truth of the matter is that the lowest currency in the Imperium is human life. Whereas the modern day commander would sacrifice expensive equipment (a cruise missile ain&#039;t cheap) to save even a single life, in the grim darkness of the far future, emphasis on civilian morale and &amp;quot;leave no man behind&amp;quot; ideals would screw up an already overtaxed bureaucratically fucked Munitorium. Instead, commanders do risk assessment. They&#039;re not going to devote resources just to save one lowly grunt if they will expend resources more expensive in return. Although to be fair, commanders who make these decisions know the moral implications of what they&#039;re doing while the Imperium treats this as a perfectly normal act.  And if they can afford to save you, they normally will.&lt;br /&gt;
&lt;br /&gt;
[[File:Lord Solar Macharius.jpg|250px|left|thumb|&amp;quot;The meaning of victory is not to defeat your enemy but to destroy him, to eradicate him from living memory, to leave no remnant of his endeavors, to crush utterly his every achievement and remove from all record his every trace of existence. From that defeat no enemy can ever recover. That is the meaning of victory.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
A bit of maths, if you will. According to one calculation of the frequency of Hive Worlds, there are 32,380 Hive Worlds in the Imperium. The average population of these worlds is around 200 billion each. We put these together and we get 6.476E15 (6,476,000,000,000,000 or 6.476 Quadrillion) people on Hive worlds ALONE. Eventually there would be more human babies than there would be lasguns coming out of the Forge World assembly lines. So now you see why humans are worth so little. But this also means that once they get their ass in gear and onto the battlefield, they ALWAYS win, because they have practically unlimited manpower and resources. Compare it to water bashing against rocks. A few gallons won&#039;t do jack, but countless billions of tonnes crashing down on it WILL destroy it in a surprisingly short amount of time. Apply actual tactics, and it becomes [[rape|even more effective]] (Do keep in mind, it&#039;s not like they commit trillions of troops to one battle. The Imperium frequently has to withdraw, but it&#039;s like saying &amp;quot;We lost the battle, BUT NOT THE WAR!&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
In fact, it is point-blank stated numerous times that guardsmen are way cheaper than their lasguns, because there are far more Hive Worlds to &#039;&#039;produce&#039;&#039; humans than there are Forge Worlds to produce lasguns. And to add more grimdark, the Imperium lost numerous forge worlds and mining worlds during the [[Time of Ending]], so there are even fewer lasguns and cardboard jackets coming from assembly lines. The [[Death Korps of Krieg]] have a specific guy who runs around battlefields shooting the wounded and collecting their gear (as well as blood and organs to fix those who still can be saved to fight next day). &lt;br /&gt;
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Sometimes this creates a disparity with other parts of the setting, as an example, games and art with Hive Gangers make it clear that they can be better equipped and armed than Guardsmen, including varieties of ammunition (such as exploding bullets) and [[Rage|fucking powered exoskeletons and thunder/power weapon equivalents]]. &lt;br /&gt;
&lt;br /&gt;
Think of the Red Army from the Hollywood movie [[wikipedia:Enemy at the Gates|Enemy at the Gates]]: Soviet Russia there had a fuckton of soldiers to draw from, but many were not issued spare ammunition or even rifles, and were expected to loot supplies off dead bodies. On an individual level the Germans had the obvious advantage, but send in enough cannon fodder to keep them pinned inside they city, then cut them off, and they eventually cracked. &lt;br /&gt;
&lt;br /&gt;
But what the Imperium does have going for itself is the individual heroism of its protectors. The Guard bears countless heroes, without whom the Imperium would have fallen ages ago. Notable heroes of the Imperial Guard include: [[Ollanius Pius]], [[Straken]], [[Creed|CREEEEEEEEEEEEEEEEED]], [[Lord Solar Macharius]], [[Ciaphas Cain|Ciaphas Cain HERO OF THE IMPERIUM]], [[Vance Motherfucking Stubbs]], [[Yarrick]], [[Sly Marbo|SLY FUCKING MARBO]], [[Colonel-Commissar Ibram Gaunt| Colonel-Commissar fething Ibram Gaunt]] and countless others. These extraordinary men and women inspire the masses around them to truly heroic deeds, and through those deeds, ensure that the Imperium will never falter.  Which is kind of weird since the setting is supposed to be one in which everyone is worthless and heroes have no impact.&lt;br /&gt;
&lt;br /&gt;
==Play Style==&lt;br /&gt;
[[File:Glory.jpg|300px|right|thumb|Men of the Brimlock Eleventh, fighting on Voor against Orks. Note the [[Judge Dredd]] pattern frown.]]&lt;br /&gt;
&lt;br /&gt;
The Imperial Guard are notorious for their SIGAOD methodology: Shooty Imperial Guard Army Of Doom for the less than nerdy. The basic lasguns are downright pathetic, but can [[Dakka|still be effective if used en masse]], and we mean &#039;&#039;en masse&#039;&#039;. The effect is a little like how cavemen throwing rocks could still be a threat to fully armored knights. It only takes one lucky shot and they don&#039;t stop shooting until they get lucky. Scientifically speaking, the lasguns are strong enough that they damage most materials, even Space Marine powered armor.  It&#039;s just so minor against most foes that it doesn&#039;t matter.  Until you get a hundred guys shooting at one target.  Then it matters pretty damn quickly.  Add in special weapons and heavy weapons and indirect fire like mortars all blazing away at an enemy and... yeah.  Also, a lasgun used with precise aiming is quite lethal as you can devastate any vulnerabilities of a target easily.  For example, the Vostroyan Firstborn are famous for their great precision and it shows in the massive kill-counts they rack-up.  Who the fuck knows why that isn&#039;t a requirement for Guardsmen but it&#039;s probably because some goober in charge didn&#039;t notice and so never mentioned it in a memo to who-cares.&lt;br /&gt;
&lt;br /&gt;
The IG has loads of vehicles. &#039;&#039;Loads&#039;&#039; of vehicles. Most of them are fairly cheap and pretty good for what you pay for, so it is quite easy for IG armies to have half a dozen vehicles or more in a medium-sized game. There are 4 principal IG ground vehicles of note:&lt;br /&gt;
* First is the [[Chimera Transport|Chimera]], which is the basic IG troop transport. In modern terms, it would be considered an Infantry Fighting Vehicle, not a mere APC. It is not particularly fast, but it is reasonably durable, it has good firepower, it&#039;s cheap, and the passengers can still shoot while inside. Bread and butter. It&#039;s also used as the chassis for various other vehicles. Overall it&#039;s far more useful than the [[Rhino]].&lt;br /&gt;
* The second is the iconic [[Leman Russ Battle Tank]]. It is in every way a solid, dependable warhorse. Key features include the BFG on the turret (that can potentially fire twice per turn as of 8th Edition), the optional heavy weapon sponsons, and the completely exposed engine in the rear. Apparently, they ran out of badass when they designed it. It is a very tough nut to crack.&lt;br /&gt;
* Third is the [[sentinel|Sentinel]]. It&#039;s a support walker, and while not generally as effective as the other big 3, it earns its place by virtue of utility. The sentinel can serve as a reliable escort and scout while also providing useful fire support. Featuring a decent variety of weapon options, it is also a cheap way to add Hunter-Killer missiles. It&#039;s hard to go wrong by taking a Sentinel.&lt;br /&gt;
* The last vehicle of note is the [[Basilisk Artillery Gun|Basilisk]]. Apparently, some tech-priest decided to take a Chimera, rip out the turret and troop compartment, and bolt on the biggest piece of artillery he could fit on it. The Earthshaker Cannon is far more powerful than even the BFG they stuck on the Leman Russ and has much longer range. No game of WH40k has been played where a target has been out of range of the Basilisk.&lt;br /&gt;
&lt;br /&gt;
The four vehicles above are only a small selection of what the Guard has to offer, but they are all pretty reliable workhorses for most builds and strategies. Most other vehicles are specialized variants of the above, being largely situational units.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s not forget the Deathstrike Missile, which GW used to give UNLIMITED RANGE. Players have called up GW stores the next town over and told them that they&#039;re dropping a Deathstrike in the middle of whatever battle is closest, and they&#039;ve accepted. &#039;&#039;The Range is 200&amp;quot; as of 8th edition, but 16 feet is still ridiculous.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also of note is 6th Edition&#039;s contribution of flyer units. The IG has the most non-apocalypse flyer units in 40k, and while some of them are absolutely useless for anything but flavor, some of them kick all kinds of ass. Triple twin-linked Lascannon, twin-linked Punisher Gatling cannons, or a flying tank-busting mega-bolter kinds of ass to be specific. Rape from above.  &lt;br /&gt;
&lt;br /&gt;
In summary, the Imperial Guard wins by having firepower, cannon fodder, and lots of both, transported in a massive variety of [[METAL BOXES]].&lt;br /&gt;
&lt;br /&gt;
Unfortunately for the Guard, though, the Imperial Navy has a bad habit of taking ships that were designed to launch atmospheric craft in support of the Guard (such as Marauders) and instead sticks void combat attack craft inside (such as Furies) them. The result of this is painfully obvious if you&#039;re a Guardsman on the ground. Not to say they don&#039;t have air support, but that their air support has a presence that is completely at odds with the number of atmospheric fighters and bombers a ship can carry. The Navy literally fits whatever atmospheric fighters and bombers they can into whatever excess space remains after putting their Furies and Starhawks into hangers designed for holding countless Lightnings, Thunderbolts, Marauders, and Avengers, instead. Grimdark? Yep. Thanks to [[Roboute Guilliman]]&#039;s reforms, the inability of Guard to fight at maximum efficiency (or make it to their destination in time without borrowing civilian transport ships) is kinda the point - it makes revolt much harder, and he didn&#039;t care if countless Imperium worlds would go to shit thanks to this, to exclude the possibility of [[heresy]] was much more important. Of course, the reason why a third of the Imperial Army rebelled was due to the Imperium violently conquering their worlds. Fortifying and consolidating conquests post-Heresy would have helped prevent rebellion and Administratum control (it was efficient back then) would have prevented the populace from feeling rebellious because their lives would be great. Damaging the Guard only prevented them from doing their job and really, any rebellious Guard regiments would be (and usually are) quickly annihilated by the loyalists surrounding them. Generally, they steal transports and Chaos forges provide plenty of aircraft for them.  Defeating the point of weakening the Imperial Guard and actually making rebel regiments stronger.&lt;br /&gt;
&lt;br /&gt;
Enter the Hydra. The only tank designed to take out aircraft. That is BADASS. Screw the navy. Hell, some regiments have a Leman Russ for every infantry squad! Do that with Thunderbolts or Lightnings in addition to the Russ and... yeah, epic stomp.&lt;br /&gt;
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It&#039;s not inaccurate to think of tanks in the Guard as the actual infantrymen and as the footsloggers as supplemental, a resource for screening your more powerful units and contesting objectives. Artillery and what deep-striking elements you have are for exposing enemy units to your tanks, which deliver the killing blow.&lt;br /&gt;
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So what&#039;s the catch? First thing, the Guard are quite good for what you pay for point-for-point, but they aren&#039;t exactly renowned for their individual resilience in the same way Astartes or Necrons are: Guardsmen are just T3 and 1W with a measly 5+ Sv provided by their flak vests, so most anti-infantry fire will turn them into red paste. This effectively requires you to bring infantry in bulk; in most other armies (Orks and Tyranids not withstanding), 70 infantry models would be a fairly large amount but for the Guard, that&#039;s a paltry figure and you can reasonably expect all of those guys to be dead by the end of round two. Their tanks fare somewhat better - the Leman Russ is their iconic mainstay and has T8 and 12W and a nice +2 Sv so it can shrug off a lot more than the flimsy infantry squads, but lacking any native invuls or FNP or other tricks to mitigate damage, the tanks will still go boom if dedicated anti-tank concentrates hits on them.&lt;br /&gt;
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As anti-infantry massacre your squads in short order and anti-tank wrecks your vehicles in short order, this encourages a combined-arms approach to play. As in modern military strategy in real life, synergy between different arms working together is vital to your success. The Imperial Guard suffer greatly from good target selection on the enemy&#039;s part and it can be tricky to deny their efforts. Sadly this means the Guard are an army where you can still lose even if you do everything right. For example, should an Eldar player snipe your key officer with Rangers, blow up your artillery with Fire Dragons or get some Banshees or Wraithblades in your infantry line, you are in deep... and even one of those things happening can ruin your game in the long run (Eldar due to their extreme specialization are perfectly placed to exploit destroying Imperial Guard keystone units which is why they are traditionally a bad matchup for Guard, but it&#039;s not just them, many other armies definitely have the tools to put you in this situation). Ultimately, Guard is an army where you have a unit that can answer any situation but you&#039;ll have to get used to the idea of taking casualties and making sacrifices, and get smart at picking which vital unit is &#039;&#039;least&#039;&#039; vital to your long-term success.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that anything even remotely optimized for close combat (Orks, Khorne, Drukhari, etc.) is going to through your infantry line like shit through a goose if they get within arm&#039;s reach, and only a handful of Imperial Guard units are kind of capable in close combat themselves - Ogyrns, Bullgryns, Sentinel Powerlifters, Assassins and some characters like Straken will do a bit of work, but they certainly won&#039;t stop a smash captain. Remember your key strength in this army is reliable firepower and sheer numbers, so using fodder Guardsmen as screening units for the big guns is your best bet. Guardsmen with proper support from buffs and orders can &#039;&#039;sometimes&#039;&#039; handle low-tier GEQs like Guardians, Fire Warriors and Termagaunts but it&#039;s a wasted effort most of the time.&lt;br /&gt;
&lt;br /&gt;
==Steel Balls, Then and Now==&lt;br /&gt;
[[File:Marines and ig.jpg|thumb|The Imperial Guard back in the [[Warhammer 40,000: Rogue Trader|Rogue Trader]] days, a Guardsman pulling a wounded Space Marine to safety, proving they were badass even back in the first edition. &amp;lt;s&amp;gt;holy shit is that a [[Squat]] in the background&amp;lt;/s&amp;gt;|250px]]&lt;br /&gt;
In the ancient days of /tg/ before the Great Purge of 2009, the running meme for the Guard was that they had &amp;quot;steel balls&amp;quot;, and it was well-deserved. In 4th edition and most editions prior, the Guard were stuck in the awkward position of being the Imperium&#039;s first line of defense, but were also obligated to be objectively worse than everyone at everything. The Guard were like the little brothers to the Space Marines, and when the Marines got a tank that had spearheaded human dominance for millennia, the Guard got a hand-me-down tank that used to be a tractor. This constant relegation, coupled with the Guard&#039;s system of shooting anyone who backed down from a fight, gained them a reputation as being patently badass against all odds. Everyone was a bully to them, and yet they stood up tall and spat in every bully&#039;s face!&lt;br /&gt;
&lt;br /&gt;
But in 5th edition, Robin Cruddace took the helm for writing the Imperial Guard, and since it was his personal army and these were the days of &amp;quot;Spiritual Liege&amp;quot; writing, the Guard have shaped into bullies themselves. Since that time, the Guard have been able to field some of the most devastating weapons the game has to offer, with the largest armored battalions, to create some of the most frustrating meta environments possible. Tanks variants were also introduced that allowed the Leman Russ to escape the thumb of the Space Marines, so the &amp;quot;little brother&amp;quot; stigma came to a close. In fact it&#039;s now treated as a major crunch advantage to have access to some of the Guard&#039;s armory and design structure, and any competitive list will take the Guard meta into consideration. It&#039;s a foregone conclusion that they&#039;ll be in the upper tiers of play.&lt;br /&gt;
&lt;br /&gt;
While it is logical that Space Marines would become an auxiliary to the Guard given the lore, and their sheer numbers set victory by attrition to be assured in the long run, the factions that would rival them based on the stories (though would lose strategically due to Imperial manufacturing power and organization) haven&#039;t held up well on the table. Orkz, the most militant and numerous combatants in the galaxy, have spent many long years suffering from poor accuracy and inane tactical pigeon-holes. It was, for example, standard procedure for Ork players to kill tanks by punching them because it&#039;s easier to have Orkz run after a moving vehicle than it is to get Tank Bustaz to shoot straight. As for Tyranids, the other race beyond numbers - Cruddace was allowed to write their codex and they paid dearly for it. For the better part of a decade, the bugs have also been using limited options to jury-rig solutions to basic problems that appear in every conventional 40k game.&lt;br /&gt;
&lt;br /&gt;
[[Bullshit|Over time, people quit talking about how &amp;quot;badass&amp;quot; the Guard were.]] They aren&#039;t really underdogs in lore or crunch, and it&#039;s difficult to think of them as &amp;quot;bold&amp;quot; when you watch a Guard player table your army in a single round of shooting. If anything, it&#039;s the Orkz and everyone else who are brave as all hell for standing up to the bastards, or too stupid to stop, or both.  Although, if you became a Guardsman you’d probably go insane quickly from the horrific space monsters and daemonic shit.  So, still balls of steel.  And their kit and tanks are so damn cool.&lt;br /&gt;
&lt;br /&gt;
==Notable Figures of the Imperial Guard==&lt;br /&gt;
[[File:Stormtrooper vs Ork.jpg|250px|right|thumb|Who&#039;s &amp;quot;ded &#039;ard&amp;quot; NOW, you grammatically-challenged cucumber?!]]&lt;br /&gt;
*[[Ciaphas Cain]] -  &#039;&#039;&#039;HERO OF THE IMPERIUM&#039;&#039;&#039; (Charming Commissar in the Harry Flashman/Edmund Blackadder tradition.)&lt;br /&gt;
*[[Jurgen|Ferik Jurgen]] - Cain&#039;s assistant/bodyguard many of the &#039;&#039;&#039;HERO OF THE IMPERIUM&#039;S&#039;&#039;&#039; victories have been due to Jurgen and his skill with a melta gun. That and he&#039;s a psychic blank so magic bs doesnt work on him.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Colonel-Commissar&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Lord Militant Commander&amp;lt;/s&amp;gt; [[Colonel-Commissar Ibram Gaunt|First Lord Executor Militant Ibram Gaunt]] - (Rambo + Sharpe + 40,000 king of awesome) Main protagonist of Gaunt&#039;s Ghosts, and a REAL hero of the Imperium, [[grimdark|unjustly doomed to lowly obscurity]].&lt;br /&gt;
*[[Commissar Yarrick]] - Old one-eye. Saviour of Armageddon, twice.  Known for having an Ork Klaw on his arm, having a personal Baneblade, and a [[gay|bizarre]] relationship with the ork warlord [[Ghazghkull Mag Uruk Thraka]].&lt;br /&gt;
*[[Holt|Commissar Holt]] - Awesome cinematics are awesome, from Warhammer 40,000: Final Liberation. Don&#039;t you dare to simply call him Holt. {{BLAM}}&lt;br /&gt;
*[[Commissar Dan]] - &amp;quot;But Commissar Dan says we&#039;re on a blaze for glory run!&amp;quot;  &amp;quot;Commissar Dan is a &#039;&#039;maniac&#039;&#039;!  Never listen to anything he says.&amp;quot; Also canon thanks to FFG.&lt;br /&gt;
*[[Commissar Fuklaw]] - Currently in service with the [[Angry Marines]].&lt;br /&gt;
*[[Commissar Raege]] - Currently trolling [[Space Marines]].&lt;br /&gt;
*[[General Sturnn]] - Manly damn old son of a bitch, from [[Dawn of War#Winter Assault|Dawn of War: Winter Assault]]. Struggles with grammar because of the grit in his teeth.&lt;br /&gt;
*[[Castor|Lord General Castor]] - Sporting a manly mustache and known for having a trophy room full of Tyranid heads.&lt;br /&gt;
*[[Ollanius Pius]] - The catalyst for the [[God-Emperor of Mankind|Emperor]] finally &#039;&#039;erasing&#039;&#039; [[Horus]] out of existence. (Erased from canon at one point, later restored, and as of the Horus Heresy book series the fluff for him is a bit complicated, but he&#039;s still awesome in his own way.)&lt;br /&gt;
*[[Vance Motherfucking Stubbs]] - Another manly bastard, &amp;lt;s&amp;gt;famous for &amp;quot;losing&amp;quot; a hundred [[Baneblade]]s.&amp;lt;/s&amp;gt;{{BLAM}}{{BLAM|LIES AND CHAOS PROPAGANDA!!! There is nothing written about the Baneblades being lost.}} &lt;br /&gt;
*[[Colonel &amp;quot;Iron Hand&amp;quot; Straken|Colonel &amp;quot;I ate a Miral landshark for breakfast&amp;quot; Straken]] - Yet another manly fucker and another solid contender for biggest balls in the Imperial Guard.&lt;br /&gt;
*[[Knight Commander Pask]] - Rain man in 40k. An autistic Leman Russ tank ace that has destroyed Titans and Gargants. With a Leman Russ. He somehow manages to wreck his tank in every battle, always getting a new one and renaming it &amp;quot;hand of steel.&amp;quot; He&#039;s managed to claw his way out of hundreds of burning wrecks somehow.&lt;br /&gt;
*[[Colonel Greiss]] - Straken&#039;s former commander and proof that the manliest fuckers the Imperial Guard have aren&#039;t necessarily the biggest.&lt;br /&gt;
*[[Creed|Lord Castellan Usarkar E. Creed]] - Famous for outflanking enemies with Titans. Must have been the work of some sort of tactical geniu-CREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEED!!!&lt;br /&gt;
:*After [[Trazyn]] put Creed into his vault, Geedubs replaced him with his totally-also-a-genius (&amp;lt;s&amp;gt;actually elevated by Imperial nepotism-&amp;lt;/s&amp;gt; {{BLAM}}) daughter, Ursula &amp;lt;s&amp;gt;[[Meme|Trumbull]]&amp;lt;/s&amp;gt; Creed.&lt;br /&gt;
*[[Merrick]] - Tough bastard who survived a Tyranid Invasion, a Chaos uprising, ten years of nonstop combat, and putting a gun to his superior&#039;s head. Also fucking strong, since he can carry an entire heavy weapons setup on his own.&lt;br /&gt;
*[[Sly Marbo]] - ...by time you have read this... you are already dead... &amp;lt;strike&amp;gt;Gone, just like Creed&#039;s ability to scout titans, because GW hates awesome things.&amp;lt;/strike&amp;gt; He&#039;s &#039;&#039;baaaaaaack...&#039;&#039;&lt;br /&gt;
*[[Doom]] Marine - because, why the hell not?&lt;br /&gt;
*[[Enginseer|Engineseers]] - All of them. Want to repair your own tank, do you? HERE&#039;S THE FUCKING MANUAL. By the way, it&#039;s [[Heresy]] to do it yourself.&lt;br /&gt;
* [[Lord Commander Solar Macharius]] - A Brilliant tactician who [[/tg/_Gets_Shit_Done|Gets Shit Done]] (in fluff) and the most useless command choice from the Second Edition Codex: Imperial Guard who would habitually screw up your entire battle plan since he rolled for his strategy rating on a D6 (which decided who got the first turn) and 4-6 would stop you firing your army-fucking pre-battle barrage. On a 6 you also had to put everything you had in reserve on the table. He also had no model and the fluff gave no idea what he looked like. IMPROVED IN 3RD ED WHEN HE GOT BETTER RULES AND A MODEL: Baseline stats are: WS D3+2, BS4, S3, T3, W4, I4, A D3+1, LD10&lt;br /&gt;
**Because he is slow in his old age, he has an initiative of 4, which is pretty bad, but he can potentially have four attacks with a mastercrafted power weapon at a WS of 5. He&#039;s still too wild of a character to use in a serious game, so save him for your fuck-around games, or Apocalypse.&lt;br /&gt;
**In conclusion, he has a terrible crunch but have a ridiculously awesome fluff being as the most successful Warmaster ever existed since the Great Crusade&lt;br /&gt;
*[[The Last Chancers|Colonel Schaeffer]] - The craziest, malicious, heinous and downright evil imperial guard officer to ever exist. Most other officers are either incompetent when battlefield tactics are concerned or egocentric to the point of believing nothing else around them has a pulse, ultimately resulting in the average footslogger having such a brief lifespan. Colonel Schaeffer on the other hand, intends to make those under his command suffer in the most grueling, painful and surprisingly productive way possible. He is there along with them too.&lt;br /&gt;
*Colonel Jurten - Nuked the living shit out of his own planet, &#039;cuz Krieg ain&#039;t belonging to no one but the Big E.  Then inhabited it solely with clones, mostly of himself.&lt;br /&gt;
*[[Commander Kubrik Chenkov]] &amp;quot;Now see here comrade, is all for great glory of great Stalin empero- Нет! Вернись, свинья! {{BLAM}} Essentially a stereotypical Soviet General IN SPESS. Known for being the most famous user of the &amp;quot;send in the next wave&amp;quot; tactic, [[Grimdark|wherein a squad of 50 conscript guardsman are sent into a minefield to clear it by triggering them and another 50 are sent in immediately when they all inevitably die]]. The biggest waste of flesh the Imperial Guard will likely ever see, he&#039;s only survived by dint of never running out of soldiers and somehow clawing together victories. Emperor help Chenkov&#039;s ass if he meets Ibram Gaunt, Ciaphas Cain or Vance Motherfuckin Stubbs as he will most likely end up in the Penal Legions if they hear how that idiot spends his men like autogun bullets. Heck its a surprise that no other Imperial Guard leader or commander above Chenkov has shanked his ass yet. His only redeeming factor is that he considers his life no more important that anyone else&#039;s and leads his men from the front.&lt;br /&gt;
&lt;br /&gt;
==Main Advantages of Fielding an Imperial Guard Army==&lt;br /&gt;
*Shit loads of men to throw around the battlefield[[File:tautears.png|500px|right|thumb|Sweet, sweet-salty tears.]]&lt;br /&gt;
*&#039;&#039;&#039;[[Basilisk Artillery Gun|BASILISKS]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Baneblade|BANEBLADES]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Manticore Rocket Launcher|MANTICORES]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Leman Russ Battle Tank|LEMAN RUSSES]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[commissar|*BLAM*]]&#039;&#039;&#039;&lt;br /&gt;
*[[Creed|Titans acting as scouts]].&lt;br /&gt;
*Reasonable prices for vehicles. Sorta.&lt;br /&gt;
*Tank Squadrons.&lt;br /&gt;
*The first and best [[Hydra Flak Tank|Flak Tank]].&lt;br /&gt;
*Loyal soldiers that can and will [[Ollanius Pius|hold the line to the bitter end]].&lt;br /&gt;
*[[Commissar Yarrick]]&lt;br /&gt;
*Cool looking models and plenty of variety to choose from.&lt;br /&gt;
*Standard issue adamantium balls.&lt;br /&gt;
*&#039;&#039;&#039;YOU COULD NOT POSSIBLY FORGET THAT YOUR GUYS FIELD &#039;&#039;THE BEST TANKS OF THE GAME&#039;&#039;, RIGHT?&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;VANQUISHERS, FUCK YOU [[tau|BLUE SKINNED PANZIES]]&#039;&#039;&#039;&lt;br /&gt;
*Did we forget to mention that all units have standard issue balls of steel? Except for Yarrick. He has adamantium balls. And [[Sly Marbo|that guy in the cardboard box]]. &amp;lt;del&amp;gt;He has Power Balls.&amp;lt;/del&amp;gt;(No one has ever been able to confirm what kind of balls he has (EXCEPT FOR YO MAMA! OOOOOH!) no one fucks with Sly is any form of the word and lives to tell the tale) [[https://www.youtube.com/watch?v=0B2w0abQazg| Your dudes are basically this guy.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;del&amp;gt;Downsides to being a Guardsman&amp;lt;/del&amp;gt; Highly fanciful scenarios that most likely will not occur during your glorious service as a Guardsman==&lt;br /&gt;
&lt;br /&gt;
While your local propaganda might say that being in the guard is the most honorable thing you could ever get into, &amp;lt;b&amp;gt;and it is!&amp;lt;/b&amp;gt; Here is a small list of things that will very likely never happen to you and are entirely preventable with forethought, your trusty lasgun, and endless faith in the Emperor:&lt;br /&gt;
&lt;br /&gt;
[[File:709869c659acffb373baece7b5d00582-d6lzjxz.jpg|right|thumb|300px|[[Awesome|Heroic last stands]] not included, [[Grimdark|but encouraged greatly]].]]&lt;br /&gt;
&lt;br /&gt;
*You will die in the line of duty and no-one but your family and friends will remember you unless you&#039;ve done something that only a Space Marine could do in combat. &#039;&#039;Anyone can do it!&#039;&#039;&lt;br /&gt;
*You&#039;re expendable in every sense of the word. &#039;&#039;Freedom isn&#039;t free and you&#039;re the currency that pays for it!&#039;&#039;&lt;br /&gt;
*Your Commissar might execute you to make your friends fight harder. &#039;&#039;You deserved it.&#039;&#039;&lt;br /&gt;
*Your Commissar might execute your friends to make you fight harder. &#039;&#039;They deserved it.&#039;&#039;&lt;br /&gt;
*Unless you&#039;re in a special forces division like the Kasrkin, you&#039;re really just a meatshield in large scale assaults. &#039;&#039;A glorious, spiffy looking meatshield!&#039;&#039;&lt;br /&gt;
*&amp;quot;See how great this is? Your very own laser gun!&amp;quot; Too bad it&#039;s a bad joke compared to everyone else&#039;s guns. &#039;&#039;You&#039;re just using it wrong.&#039;&#039;&lt;br /&gt;
*You can&#039;t even die when you want to. &#039;&#039;You don&#039;t want to be a quitter, do you?&#039;&#039;&lt;br /&gt;
*You might be: [[Chaos Space Marines|mutilated, disemboweled]], [[Tyranids|eaten alive]], [[Orks|chopped into meat chunks by a rusty slab of metal]], [[Necron|disassembled into your component atoms]], [[Chaos Gods|sacrificed to the Chaos Gods]], [[Imperium|left for dead]], [[Dark Eldar|tortured for fun by xenos]], [[Chaos|mutants, heretics and zealots]], [[Eldar|stuffed with shurikens and lasers better than yours]], [[Tau|or blasted by high-power rounds from miles away]]. &#039;&#039;But you&#039;ll earn the eternal gratitude of the Emperor!&#039;&#039;&lt;br /&gt;
*You will be sent into hopeless situations and your superiors expect you to fight without retreating or showing cowardice. &#039;&#039;Just do it, no one likes a crybaby!&#039;&#039;&lt;br /&gt;
*You may be used as mine clearance. By being marched through the minefield. &#039;&#039;That&#039;s right boys, you can teach those dastardly mines who&#039;s boss by blowing them up!&#039;&#039;&lt;br /&gt;
* Even if after losing your entire regiment, watching your last-minute friends die horrendous deaths, and generally do the most gruesome work to win the day; the minute Space Marines come crashing down from the sky; They&#039;ll take all the credit for it, even if the Marines themselves attribute the win to you. &#039;&#039;They deserve it.&#039;&#039;&lt;br /&gt;
* Those same Space Marines might [[Marines Malevolent|bomb you and the civilians you&#039;re trying to save into mulch because you&#039;re too weak to be worth rescuing.]] &#039;&#039;You deserve it, weakling.&#039;&#039;&lt;br /&gt;
*You will be taken from your home planet and dropped on the other side of the universe to fight in a war you didn&#039;t know existed. &#039;&#039;Think of the interesting people you&#039;ll meet, and then subsequently possibly kill!&#039;&#039;&lt;br /&gt;
*You will NEVER see your home planet again unless you are stationed there. In which case it is likely under siege by yet another one of the Imperium&#039;s foes, and will likely remain so for the remainder of your short life. &#039;&#039;Think of the interesting places you&#039;ll see, and then subsequently blow up!&#039;&#039;&lt;br /&gt;
*5 Million of you dying under a four hour assault by orks, is considered a flawless victory by Segmentum Command (Then again that would likely be either a very large ork warband or a WAAAGH!, so GOOD JOB!). &#039;&#039;Better than 5 million and one, am I right?&#039;&#039;&lt;br /&gt;
*If you fight along side Grey Knights, you will be *BLAMMED*, or mindfucked and lobotomized, after the battle in the interest of secrecy. &#039;&#039;Grey Knights don&#039;t exist, that&#039;s silly.&#039;&#039;&lt;br /&gt;
*Hell, just fighting Chaos has a slight chance of you getting disposed of after the battle because the Inquisitor investigating your regiment thinks that you may be a slight, bit, tad tainted. &#039;&#039;You wouldn&#039;t want to spread that taint would you?&#039;&#039;&lt;br /&gt;
*Even when your army are the only ones that still uses combined arms warfare, your army still sucks, since it&#039;s routinely losing entire brigades (complete with Armor vehicles and aircraft) to any single bog-standard Space Marine and/or xeno mook. &#039;&#039;But not you! Your buddies and you can definitely take &#039;em!&#039;&#039;&lt;br /&gt;
*God forbid you dare complain. Fucking Commissars. &#039;&#039;Morale must be maintained!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Memorable Quotations==&lt;br /&gt;
&lt;br /&gt;
[[File:Astra Militarum Symbol.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Enemies of the Imperium, hear me. You have come here to die. The Immortal Emperor is with us and we are invincible. His soldiers will strike you down, his war machines will crush you under their treads, his mighty guns will bring the very sky crashing down upon you. You cannot win. The Emperor has given us his greatest weapon to wield. So make yourselves ready. We are The First Kronus Regiment, and today is our victory day!&amp;quot; - [[Governor-Militant Lukas Alexander]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The meaning of victory is not to merely defeat your enemy but to destroy him, to completely eradicate him from living memory, to leave no remnant of his endeavours, to crush his achievement and remove all record of his very existence. From that defeat there is no recovery. That is the meaning of victory.&amp;quot; - [[Lord Solar Macharius]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;What is the strongest weapon of mankind? The god-machines of the Adeptus Mechanicus? No! The Astartes Legions? No! The tank? The lasgun? The fist? Not at all! Courage and courage alone stands above them all!&amp;quot; - [[Lord Solar Macharius]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Though our tanks and artillery are mighty, it is the vast ranks of Imperial Guardsmen that shall trample the enemy to dust - let them come&amp;quot; - [[Creed]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;I have at my command an entire battle group of the Imperial Guard. Fifty regiments, including specialized drop troops, stealthers, mechanised formations, armoured companies, combat engineers and mobile artillery. Over half a million fighting men and thirty thousand tanks and artillery pieces are mine to command. Emperor show mercy to the fool who stands before me, for I shall not.&amp;quot; - Warmaster Demetrius&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The enemies of mankind may employ dark sciences or alien weapons beyond Humanity&#039;s ken, but such deviance comes to naught in the face of honest human intolerance backed by a sufficient number of guns.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-DRIVE ME CLOSER! I want to hit them with my sword! (originally a meme that started from a picture of a Commissar standing up in a tank hatch brandishing his sword, the phrase became so popular it is one of Commissar Lord Bernn&#039;s in campaign/skirmish/multiplayer lines when he gets in a Chimera in Dawn of War II, Retribution)&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Look at me. Look at me! &#039;&#039;This&#039;&#039; is home now, Trooper! This is the zone! It doesn&#039;t like you, but by the Throne, it&#039;s where you are! The Emperor wants you, boy! Did no one ever tell you that? The Emperor wants you to make his glory for him! And if you&#039;re scared, I&#039;m terrified. The [[Chaos|archenemy]] is no playmate. You&#039;re going to see things, and be expected to do things your poor mother would have a fit at. But the Emperor expects, and the Emperor &#039;&#039;protects&#039;&#039;, all of us, even you. Especially you - I promise you that.&amp;quot; - [[Colonel-Commissar Ibram Gaunt]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Pain is temporary, Honour is forever&amp;quot; - [[Colonel-Commissar Ibram Gaunt]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;That which I cannot crush with words alone, I shall crush with the [[Baneblade|tanks]] of the Imperial Guard!&amp;quot; - [[Lord Solar Macharius]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;You&#039;re a fearsome warrior! Act like it!&amp;quot; - [[Dawn of War II|General Castor]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[Commissar|You don&#039;t die until I say so!]]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[Commissar|Forward you dogs to victory!!]]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[Commissar|Glory to the first man to die! CHARGE!!!]]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[Regimental Commissar Anton Gebbet|If you will not serve in combat, then you will serve on the firing line!]]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;To each of us falls a task, and all the Emperor requires of us Guardsmen is that we stand the line, and we die fighting. It is what we do best: We die standing.&amp;quot; - General Sturnn, Dawn of War: Winter Assault&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Only in death does duty end&amp;quot; - [[Sturnn]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;All right men! TIME TO WAGE TO WAR!&amp;quot; - [[Sturnn]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;A true servant never yields to doubt&amp;quot; - [[Vance Motherfucking Stubbs|General Vance Stubbs]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Remember, we have more numbers men!&amp;quot; - sergeant in skirmish/multiplayer line from Dawn of War II Retribution&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Let&#039;s see them fight ALL of us!&amp;quot; Guardsman, Dawn of War: Soulstorm&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;For each one of us that falls, 10 more will take its place!&amp;quot; Guardsman, Dawn of War: Soulstorm&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;We died so that others may live.&amp;quot; - Unknown Brimlock Dragoon&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Infantry wins firefights, tanks win battles, artillery wins wars.&amp;quot; - Tactica Imperialis&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;A Guardsman&#039;s LIFE is to die. My job has always been to send them where they CAN die. I&#039;m not afraid to spend men, but I never waste them!&amp;quot; - [[Dawn of War II|General Castor]]&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Your foe is well equipped, well-trained, battle-hardened. He believes his gods are on his side. Let him believe what he will. We have the tanks on ours.&amp;quot; - Colonel Joachim Pfeiff, [[Death Korps of Krieg|Krieg]] 14th Armoured Regiment&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;A good general does not lead an army to destruction just because he knows it will follow.&amp;quot; - The Tactica Imperialis&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Let my epitaph be this; I was born nameless and abandoned in the gutter of a sunless pit, but I have died a conqueror of worlds.&amp;quot; - Reputed last words of Lord Militant Erais Slaithe&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Peace is not in my vocabulary.&amp;quot; - Commander Jarra Mordiker of the 13th/5th support regiment&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;A good soldier obeys without question. A good officer commands without doubt.&amp;quot; - Tactica Imperialis&lt;br /&gt;
&lt;br /&gt;
==A Piece of Writing That Explains the Imperial Guard==&lt;br /&gt;
At the end of the day, though he&#039;s been ferried through [[Warp|hell]] on a ship that&#039;s ten thousand years old to some godforsaken, war-torn rock; though he deployed from high orbit with nothing but a grav chute; though he is one of ten million men and women snatched from his homeworld to fight a war he barely understands; though he has been given a weapon that fires small suns and may annihilate him as he fires because the knowledge of how it functions has been lost; though his company is supported by tractor-tanks that run on anything you can burn; though he wages war against a [[Tyranid|devouring hivemind]], ravenous [[Daemon|demons]] and [[Ork|hordes]] of [[Eldar|hyper-advanced]] [[Tau|aliens]] with [[Necron|strange technologies]] and [[Chaos Sorcerer|sorceries]] he never dreamed existed; no one will remember his sacrifice, there will be no records of his deeds, no glorious parades in his honor, and no remembrance of his name. All he will earn is a shallow, unmarked grave on a forgotten world untold light years from home.&lt;br /&gt;
&lt;br /&gt;
Yet for all this thankless sacrifice a Guardsman is a man, just like you. He has no [[Space Marines|millennia-old genetic engineering]], no [[Emperor|prophetic leader]], no [[Sisters of Battle|miracles of faith]]. He has his lasgun, his orders, and those beside him. He is an Imperial Guardsman.&lt;br /&gt;
&lt;br /&gt;
[[Awesome|And he will hold the line.]]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=139wRZ83gKg Now in Manly Tear inducing audio format!]&lt;br /&gt;
&lt;br /&gt;
==Another piece of writing: Pity the guardsmen==&lt;br /&gt;
Pity the Guardsman...&lt;br /&gt;
&lt;br /&gt;
A weak sack of flesh destined to die for a dead god that never cared, he spends his pitiful, brief life, alone in his foxhole with nothing to keep him company, or to keep him safe, than the cheapest, most disposable of equipment. Perhaps the glow from his lasgun barrel keeps him warm at night.&lt;br /&gt;
&lt;br /&gt;
Me? As a servant of the Powers I enjoy the delights of all this world and the warp has to offer. Power, it courses through my veins. The gifts of the Chaos Gods will soon overtake me, and one day I may even ascend. What has the Guardsman to look forward to but a grim life, and if he is lucky perhaps he will feel nothing as my axe sends his soul to Khorne.&lt;br /&gt;
&lt;br /&gt;
He lives for a corpse god, and he shall join his god, as a corpse. I shall spare a half second to think of him and his kind. Then, I shall only laugh. Hail Chaos!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
You would laugh monster, But let me remind you.&lt;br /&gt;
&lt;br /&gt;
Within that weak sack of meat and bone, uncared for by his god and wept for by none, beats a heart. A human heart, that carries with it the strength and courage of all mankind. Within that sack of meat is ensconced the hope, the will, and the fury of every man, woman, and child from every corner of the Imperium. Within that weak sack of meat, festooned in thin armour and weapons only powerful in numbers, beats the heart of a man. And for ten thousand years, the hearts of men have beaten, strongly, in defiance of your so called &amp;quot;powers&amp;quot;. For ten thousand years, the hearts of men have stood united against a galaxy that despises them for no reason save that they had the audacity not to lay down and die. For ten thousand years, your Black Crusades have been pushed back, beaten down and made a mockery of, by weak sacks of flesh with cheap weapons and disposable equipment.&lt;br /&gt;
&lt;br /&gt;
For that weak sack of flesh that you so gleefully mock is no super soldier, no immortal warrior, no creature cursed by Chaos like you. He is a man, an Imperial Guardsman drawn from some forgotten corner of the Imperium to fight for his species and for the safety of the people he loves. He is a factory worker, a farmer, a storekeeper, a father, a brother, a son, a mere man. And against creatures like you, teeming and numberless, powered by the very will of thirsting gods... he holds the line. He has held the line for ten thousand Years.&lt;br /&gt;
&lt;br /&gt;
So what&#039;s your excuse, monster?&lt;br /&gt;
&lt;br /&gt;
And in [https://youtu.be/qyGDo1ARpjI 3d animated version for extra pleasure] the guardsmen can finally get the recognition he deserves.&lt;br /&gt;
&lt;br /&gt;
==A Selection of Approved Music for the Imperial Guard==&lt;br /&gt;
&lt;br /&gt;
*https://www.youtube.com/watch?v=hmX1NlxYt_k - Imperial Guard in a nutshell&lt;br /&gt;
*https://www.youtube.com/watch?v=XWBoMWZJkeI - (none of that &#039;mercan shite)(It&#039;s pronounced &#039;Murican)&lt;br /&gt;
*https://www.youtube.com/watch?v=oxapTnODhCs - A marching song that most Training worlds use to this day.&lt;br /&gt;
*https://www.youtube.com/watch?v=HJNz2QgSNsk - Standard cadence song sung by veteran units.&lt;br /&gt;
*https://m.youtube.com/watch?v=n7hHlh2IusY - Commonly sung by Trench and siege regiments, thought to be about an ancient civil war&lt;br /&gt;
*https://www.youtube.com/watch?v=TjvKZHJeayg - Rumored to be used by Praetorian Guard Regiments&lt;br /&gt;
*https://www.youtube.com/watch?v=mRIAw6LkqlE - Again, a rumored anthem.&lt;br /&gt;
*https://www.youtube.com/watch?v=r5NzAksjfDI - Wildly popular Catachan song, most notable for being sung aboard transports.&lt;br /&gt;
*https://www.youtube.com/watch?v=gS1lBID2Mtw - Popular parade piece for the Phantine Air Corps&lt;br /&gt;
*https://www.youtube.com/watch?v=O9fSEdZIM08 - March of the Death Korps of Krieg&lt;br /&gt;
*https://www.youtube.com/watch?v=VWgsdexkv18 - Harakoni Warhawks are sometimes required to memorize the lyrics as part of their training.&lt;br /&gt;
*https://www.youtube.com/watch?v=CKT7qxk9-pw - A campfire song often heard from Drookian Fen Guard encampments.&lt;br /&gt;
*https://www.youtube.com/watch?v=26cr_rBQu74&amp;amp;list=- A traditional folk/drinking song of the Vostroyan Light Armor and Mounted regiments.&lt;br /&gt;
*https://www.youtube.com/watch?v=TLV4_xaYynY - Traditional Catachan folk song. Catachan Guardsmen are sometimes heard either humming, warbling or whistling this song while on Guard duty.&lt;br /&gt;
*https://www.youtube.com/watch?v=V92OBNsQgxU - This is song is inevitably played over loudspeakers whenever there are two or more Valkyries entering the battlefield.&lt;br /&gt;
*https://www.youtube.com/watch?v=yVcD1gW-cQE - This song begun to resurface throughout Valhallan Armored Regiments after a few joint missions with Knight Commander Pask&#039;s Cadian 423rd Armoured Regiment.&lt;br /&gt;
*https://www.youtube.com/watch?v=X1uGm_dIqBI - Quite popular among Vostroyan artillery regiments.&lt;br /&gt;
*https://www.youtube.com/watch?v=IrJAwCBbnuc- Often sung by storm troopers during risky and/or frontal assaults on enemy forward positions or leading massive charges.&lt;br /&gt;
&lt;br /&gt;
*https://www.youtube.com/watch?v=umzRoqtWvrA- Sometimes heard while the Drookian Fen Guard are on the march.&lt;br /&gt;
*https://www.youtube.com/watch?v=-YsMCqgZPKE- Heard when the Drookian Fen Guard are in battle.&lt;br /&gt;
*https://www.youtube.com/watch?v=_6MgTQ-56P0- Ballad of the Imperial Guardsman&lt;br /&gt;
*https://www.youtube.com/watch?v=mhqWHIq-aZw- Undisputed Anthem of the Imperial Guard.&lt;br /&gt;
&lt;br /&gt;
==Notable Imperial Guard Forces==&lt;br /&gt;
Because GW was too lazy to create an original themed Imperial Guard army, they basically used RL armies as a base for them, gave them a little touch of [[grimdark]], assorted amounts of tempered ceramite balls and placed them... IIIIIINNN SPAAAACE!&lt;br /&gt;
&lt;br /&gt;
*[[Cadia|Cadian Shock Troops]]: (Resettled after Cadia&#039;s fall) Generic occidental army/Colonial Marines/Mobile Infantry clones... IIIIIINNN SPAAAACE! FOR [[Imperium|IMPERIUM]] AND [[Emprah|EMPEROR]]! CADIA STANDS!&lt;br /&gt;
*[[Catachan Jungle Fighters]]: Vietnam War Americans (with Australians, British and Canadians)... IIIIIINNN SPAAAACE! GOOD MORNING CATACHAN!&lt;br /&gt;
*[[Tallarn Desert Raiders]]: Lawrence of Arabia&#039;s Raiders (or Mujihadeen)... IIIIIINNN SPAAAACE! الإمبراطور أكبر!&lt;br /&gt;
*[[Armageddon Steel Legion]]: Wehrmacht mechanized divisions... IIIIIINNN SPAAAACE! FÜR DEN IMPERATOR, FEUER FREI!&lt;br /&gt;
*[[Armageddon Ork Hunters]]: American John Rambo Commandos... IIIIIINNN SPAAAACE! WE ARE YOUR WORST NIGHTMARE, ORKS!!!&lt;br /&gt;
*[[Valhallan Ice Warriors]]: World War II Soviet Red Army... IIIIIINNN SPAAAACE! ЗА РОДИНУ! ЗА ИМПЕРАТОРА! НИ ШАГУ НАЗАД!&lt;br /&gt;
*[[Mordian Iron Guard]]: Napoleonic Prussians (spiffing blue uniforms, iron hard discipline and ranked fire)... IIIIIINNN SPAAAACE! GOTT KAISER MIT UNS! &lt;br /&gt;
*[[Death Korps of Krieg]]: WWI&#039;s Western Front (both sides), offensive side... IIIIIINNN SPAAAACE! Now that we&#039;re in space, imagine what the Clone Army in [[Star Wars]] might be if Lucas liked grimdark as much as he liked CGI and revising the original trilogy. &lt;br /&gt;
*[[Gilead Gravediggers]]: WWI&#039;s Western Front (both sides), defensive side... IIIIIINNN SPAAAACE! POUR L&#039;EMPEREUR, ON NE PASSE PAS! The less grimdark and even more trench-loving cousins of the Kriegers.&lt;br /&gt;
*[[Vostroyan Firstborn]]: Cossacks... IIIIIINNN SPAAAACE! YOU WILL NOT MAKE SUBJECTS OF IMPERIAL SONS, FUCK YOUR MOTHER!&lt;br /&gt;
*[[Elysian Drop Troops]]: French paratroopers... IIIIIINNN SPAAAACE! QUI OSE GAGNE! POUR L&#039;EMPEREUR! (Taros Campaign=Dien Bien Phu or Operation Market Garden)&lt;br /&gt;
*[[Dieprian Mountain Men]]: World War II Italian Army Alpini Corps... IIIIIINNN SPAAAACE! NESSUNA MONTAGNA È TROPPO ALTA PER NOI, PER L&#039;IMPERATORE!&lt;br /&gt;
*[[Harakoni Warhawks]]: American paratroopers... IIIIIINNN SPAAAACE! GREEN LIGHT!!! LET&#039;S GO!&lt;br /&gt;
*[[Tanith First (And Only)]]: Roman-era Celts... IIIIIINNN SPAAAACE! DWI&#039;N OFN, OND DILYNWCH FI! &lt;br /&gt;
*[[Attilan Rough Riders]]: &amp;lt;strike&amp;gt;Mongols&amp;lt;/strike&amp;gt; Huns... IIIIIINNN SPAAAACE!  ([[White Scars|Yes, again.]])&lt;br /&gt;
*[[Mordant Acid Dogs]]: Post-apocalyptic miners (and a bit of Raiders)... IIIINNN SPAAAACE!!!... ACID EVERYONE? THERE IS ENOUGH FOR EVERY HERETIC AND XENO!!!&lt;br /&gt;
*[[Savlar Chem Dogs]]: Post-apocalyptic raiders (and a bit of the Vietnam War tunnel rats)... IIIIIINNN SPAAAACE! They rule Bartertown, get out of here guardsman.&lt;br /&gt;
*[[Terrax Guard]]: World War II Soviet Commissars (This is essentially a Commissar Regiment with extra steps)... IIIIIINNN SPAAAACE! ТОЛЬКО ВЕРНЫЙ ВЫИГРЫВАЕТ ДЕНЬ!&lt;br /&gt;
*[[Drookian Fen Guard]]: Anglo-Scottish border reivers... IIIIIINNN SPAAAACE! A GOT NAE PANTS ON UNDER MA KILT SO A KIN DRAPE MA BALLS ON YER FACE WHILE YE CHOKE ON YER OWN BLOOD, YE NINNY LITTLE WANKER!!&lt;br /&gt;
*[[Praetorian Guard]]: Victorian British Army... IIIIIINNN SPAAAACE! PRAETORIANS NEVER YIELD! (Ever seen the movie &#039;&#039;Zulu&#039;&#039;? Like that, but against [[ork|Orks]]. And yes that is a bit racist when you stop and think about it but oh well, just give your officer darker skin tone, not like anyone who isn&#039;t a major [[That Guy]] would care about that in real life.)&lt;br /&gt;
*[[Kanak Skull Takers]]: Cavemen (with some Apache)... IIIIIINNN SPAAAACE! ME TARZAN, YOU DEAD!!&lt;br /&gt;
*[[Brontian Longknives]]: Australian Crocodile Dundee swordsmen (That&#039;s not a knife. THAT&#039;S a knife!)... IIIIIINNN SPAAAACE! Guns? Too modern to my taste.&lt;br /&gt;
*[[Phantine Air Corps]]: Battle of Britain RAF... IIIIIINNN SPAAAACE! FLIP OVER ON HIS BETTY HARPER AND CATCH HIS CAN IN THE VERTI!!&lt;br /&gt;
*[[Phantine Skyborne]]: British SAS... IIIIIINNN SPAAAACE! Who dares, wins. &lt;br /&gt;
*[[Scintillan Fusiliers]]: 18th century French aristocrats... IIIIIINNN SPAAAACE! QU&#039;ILS MANGENT DE LA BRIOCHE!! Likely doomed if their [[Commissar|Commissars]] get an STC for a portable guillotine.&lt;br /&gt;
*[[Ventrillian Nobles]]: 16th century Spanish conquistadors (with some WHFB Tileans)... IIIIIINNN SPAAAACE! POR VENTRILLIA, EL IMPERIO Y EL EMPERADOR!!! Unlike those Scintillan pussies who have panic attacks at a paper cut, the dashing gentlemen of Ventrilla actually know how to fight.&lt;br /&gt;
*[[Maccabian Janissaries]]: Ottoman Empire&#039;s Elite Corps... IIIIIINNN SPAAAACE! AMINA KOYAYIM!!!  Nobody cared who they were until they put on the masks.&lt;br /&gt;
*[[Indigan Praefects]]: Monster Hunters... IIIIIINNN SPAAAACE! Certified Imperium Beast and Pest Control.&lt;br /&gt;
*[[Jopall Indentured Guard]]: Corporate Debt Bondaged Soldiers... IIIIINNNN SPAAACE! FOR PROFI-err I mean, FOR THE EMPEROR!!!&lt;br /&gt;
*[[Athonian Tunnel Rats]]: Vietnam War Tunnel Rats (and a bit of Post-Apocalyptic raider flavor... this feels familiar)... IIIIINNN SPAAAACE!&lt;br /&gt;
*[[Necromundan Spiders]]: New York street gangs... IIIIINNN SPAAAACE! HERETICS! COME OUT TO PLAY-AY!&lt;br /&gt;
*[[Penal_legion|13th Penal Legion]]: ([[The_Last_Chancers|Last Chancers]]) A mix of the worst aspects of german Strafbattalions, Soviet Shtrafbats &amp;amp; the french foreign legion in SPAAACEEEE!&lt;br /&gt;
*[[Solar Auxilia]]: The first iteration of the Imperial Guard. &#039;&#039;Significantly&#039;&#039; better equipped than their latter-day counterparts.&lt;br /&gt;
&lt;br /&gt;
With such a large and diverse collection of units in the Imperial Guard that puts even the Space Marine armies to shame, you&#039;d think that you&#039;d have plenty of options for fielding an army, right? Well, I&#039;ve got some bad news for you: Realistically, you can only field Cadians and Catachans in large numbers, as well as the Death Korps &amp;lt;s&amp;gt;and Elysians&amp;lt;/s&amp;gt; if you&#039;re willing to pay [[Forge World]] prices. As for everyone else? Entirely discontinued (or never made in the first place), with the sole exception of the base Steel Legion infantry squad, and most of them were never made in plastic, so good luck trying to get custom loadouts. Yes, some units like the Attilans or Harakoni may seem too out there to have broad appeal, but you&#039;d think at least the Steel Legion would get more support, what with their intimate involvement in [[Armageddon]], one of 7th Edition&#039;s Warzone settings (or it could be a scam to make you pay FW prices as their models look pretty similar to death korps).&lt;br /&gt;
&lt;br /&gt;
GW are at least remaking Gaunt&#039;s Ghosts in plastic, though six named characters is hardly enough to make a full Tanith army. There are also [[Victoria Miniatures|some]] [[Anvil Industry|people]] who can cover your needs for legally-distinct space army men in a variety of flavors. Now Attilans are back.&lt;br /&gt;
&lt;br /&gt;
==Imperial Guard forces featured in Black Library novels==&lt;br /&gt;
The writers from Black Library have also created some armies for Black Library novels, and while some of them only appear in one novel or short story they may be worth mentioned as a great source of custom Imperial Guard armies:&lt;br /&gt;
&lt;br /&gt;
* Arkhan Confederates, Civil War American Regiments... IIIIIINNN SPAAAACE! Featured in the extremely [[grimdark]] novel &#039;&#039;Fire Caste&#039;&#039;, their name seems to be a reference both to the state of Arkansas and [[H.P. Lovecraft]]&#039;s haunted city of Arkham (also their homeplanet is Providence, so yeah), they just came out of a civil war between loyalists and rebels, with their average troopers getting the slang of &amp;quot;greybacks&amp;quot;, their culture is akin to America&#039;s 19th century with a bit of northern barbarian for some measure, while the Adeptus Mechanicus have enforced Mars dogma Arkhan nobles still have a tendency to tweak and build their own machines as a form of Omnissiah worship, which have resulted in [[Awesome|jumpack sentinels and the Zouaves clockwork power-armoured elite soldiers, which are capable to stand their ground against Tau battlesuits]] (progress!), also their psykers usually come with a northern tribesman guardian who is tasked to chop the psyker&#039;s head in case it gets perils of the warp.&lt;br /&gt;
&lt;br /&gt;
* [[Roane Deepers]], ANZAC... IIIIIINNN SPAAAACE! Featured in &#039;&#039;Ghostmakers&#039;&#039; and &#039;&#039;Necropolis&#039;&#039; by [[Dan Abnett]], they fought with the [[Tanith First (And Only)]] during the [[Sabbat Worlds Crusade]] on Vervunhive. Light infantry and poorly equipped, courtesy of their homeworld being far down the [[Administratum|Departmento Munitorum]]&#039;s list, they come with a bad reputation of being lazy with warfare and training approach. However, when lasers and bullets start whistling around, they are tenacious fighters. They suffered heavy casualties against the much better equipped [[Blood Pact]]. Their uniforms are made of mustard color fatigues, flak armor and a netted helmet.&lt;br /&gt;
&lt;br /&gt;
* Vitrian Dragoons, ancient Babylonians... IIIIIINNN SPAAAACE! with a bit of Ottoman Empire. Another regiment featured in Dan Abnett&#039;s novels. Shock infantry. Wear carapace armour made from a glassy metal from their home world. They also have their own [[Ultramarines|codex which tells them tactical situations and how to react in combat scenarios.]]&lt;br /&gt;
&lt;br /&gt;
==[[/tg/_40,000#Imperial_Guard | /tg/ Homebrew Guard Forces]]==&lt;br /&gt;
Here are some of the regiments spawned by /tg/.&lt;br /&gt;
* [[Cendra#Armed_Forces |Cendran Abolishers]]: Pyromaniacs who eat the burnt flesh of their enemies.&lt;br /&gt;
* [[Darmine#Darmine_Marshalls | Darmine Marshalls]]: Elite sharpshooters supported by huge amounts of explosive collar-fitted penal troopers.&lt;br /&gt;
*[[Onóir#Onóir First and Foremost | Onóir First and Foremost]]: Heavy troopers who use an unholy amount of [[Valkyrie|Valkyries]] and flamethrowers&lt;br /&gt;
* [[Ferdain#Ferdain_Mustangs | Ferdain Mustangs]]: Cavalry regiment that use genetically tailored horses that are practically heavy armour.&lt;br /&gt;
* [[Sauristoni#Armed_Forces| Sauristoni Ghostchasers]]: Renowned scouts and trackers who are experts on Eldar.&lt;br /&gt;
* [[1st Membranes]]: A regiment made almost entirely of psykers from a black ship that crashed on a forge world.&lt;br /&gt;
* [[Arianius Divided Regiments]]: Regiments are segregated along gender lines. Men are [[Choppa|slicey]] women are [[Dakka|shooty.]]&lt;br /&gt;
* [[Kandam | Kandamii Crabhunters]]: A regiment made up of Augmented soldiers who specialize in Oceanic and Aerial warfare.&lt;br /&gt;
*[[New Terran Rangers]]: Or (NTR) for short. Are a group of &amp;lt;s&amp;gt;Slaaneshi cultist&amp;lt;/s&amp;gt; I mean totally loyal Guard that all others should aspire to be. Others should stride to be as heroic as them.&lt;br /&gt;
*[[Unbreakable Tritons]]: A rigorous and disciplined regiment, specializing in aquatic/amphibious, and naval combat.&lt;br /&gt;
* [[Terranknights | Terran Knights]]: Elite regiments recruited exclusively from Terra. As a result they have some of the best equipment in the Imperium. &lt;br /&gt;
* [[Hell Harlots|2478th Penal Legion, &amp;quot;Hell Harlots&amp;quot;]]: All-female [[penal legion]] close combat drop troops made up entirely of the same religious prison gang.&lt;br /&gt;
* [[All_Guardsmen_Party| Generian 99th Medium Infantry]]: The original regiment of the [[All_Guardsmen_Party | All Guardsmen Party]] spawning some of the most dangerous, heretical, yet pragmatic acolytes in the entire inquisition.&lt;br /&gt;
*[[Hua Yuan Exterminators|Hua Yuan Exterminators]]: Tyranid hunters and Hive warfare Specialists that use unique &#039;Color And Mayhem&#039; tactics to disorient and daze in the cramped not!Honk Kong they&#039;re from. By far the most fleshed out /tg/ regiment to date.&lt;br /&gt;
*[[Franchfarran Legion]]: One of the stupidest ideas to come out of thinking about 40k. Beats the Benveadig Militia though...&lt;br /&gt;
*[[Varkhat| The Varkhese Legionnaires]]: Heroes of the Siege of Varkhat and the infamous mechanised force used by the Mechanicus in its recent terraforming endevours.&lt;br /&gt;
* [[Argo Brigade]]: Regiment of brutally effective counterinsurgency operators who really, really enjoy crucifying dissidents, dissident sympathizers, and xenos upside down and/or sideways.&lt;br /&gt;
* The Karthak Raiders: Purple-clad Cadians with names like Kinmar, Kinfey and Kinross. There&#039;s a short story about them coming soon.&lt;br /&gt;
* [[Clavessa_Secundus| Clavessa Bush Brigade]]: Some poor sods who are posted in-orbit on the most parasitic death-world planet in the universe. EVERYTHING is a parasite here. It also has [[Bees|DEATH BEES]]. And the worst thing is, the enemies of the Imperium KEEP INVADING this place for some stupid reason (it says everything when the Orks are the only ones with ACTUALLY sensible, rational and understandable reasons to keep coming back to attack this shithole)&lt;br /&gt;
* [[Void Trekkers]]: Galaxy Quest meets the grim darkness of 40k.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Imperial Guard Regiment Creation Tables]]&lt;br /&gt;
*[[Warhammer_40,000/Tactics/Imperial_Guard (9E)|Imperial Guard Tactics in-game.]]&lt;br /&gt;
*[[Lasgun]]&lt;br /&gt;
*[[Chem-chan]]&lt;br /&gt;
*[[Sentinel]]&lt;br /&gt;
*[[Hellhound Tank]]&lt;br /&gt;
*[[Basilisk Artillery Gun]]&lt;br /&gt;
*[[Leman Russ Battle Tank]]&lt;br /&gt;
*[[Baneblade]]&lt;br /&gt;
*[[Commissar]]&lt;br /&gt;
*[[Imperium]]&lt;br /&gt;
*[[Only War]] - The official Tabletop RPG of the Guard! Formerly.&lt;br /&gt;
*[[Kasrkin-chan]]&lt;br /&gt;
*[http://www.forgeworld.co.uk/The_Horus_Heresy/Solar_Auxilia] - The Imperial Guard before they became the Astra Militarum of today, The awesome looking [[Solar Auxilia|SOLAR AUXILIA]]! Thank the Emperor for [[Forge World]].&lt;br /&gt;
*[[Regulations of the Imperial Guard]] Things The Imperial Guard Is No Longer Allowed To Do.&lt;br /&gt;
*[[Lost and the Damned]]&lt;br /&gt;
*[[Wargames Atlantic]] for cheaper alternative models[[https://1d4chan.org/wiki/Wargames_Atlantic#External_Links|Wargames_Atlantic]]&lt;br /&gt;
*[[Gue&#039;vesa]]&lt;br /&gt;
*[[Genestealer Cult]]&lt;br /&gt;
*[[Digganobz]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [https://wh40k.lexicanum.com/wiki/Astra_Militarum Lexicanum on the Imperial Guard]&lt;br /&gt;
* [https://warhammer40k.fandom.com/wiki/Astra_Militarum WH40k Wikia on the Astra Militarum]&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Imperial_Guard_(Warhammer_40,000) Wikipedia Article]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Faces of Warriors.png|Imperial Guard Veterans... Rare but not impossible, folks!&lt;br /&gt;
File:Guard Regiments 1.jpg&lt;br /&gt;
File:Guard Regiments 2.jpg&lt;br /&gt;
Image:Greeting.jpg&lt;br /&gt;
Image:Propaganda_by_DemonMads.jpg&lt;br /&gt;
Image:YoDawg.jpg&lt;br /&gt;
Image:IG_(2).jpg|&lt;br /&gt;
Image:Guardsmen.jpg|But this works too.&lt;br /&gt;
Image:1230085088983.png|[[wat]]&lt;br /&gt;
Image:Winterassault.jpg|Who needs Pauldrons?&lt;br /&gt;
Image:Repercussions.png|Commissar in action&lt;br /&gt;
Image:IG_(1).jpg|What the [[Jokaero]] should have been.&lt;br /&gt;
Image:The Courage of Man.png|AVE IMPERATOR MOTHERFUCKERS!&lt;br /&gt;
Image:Magnus Kale.png|Guardsmen - They Just Never Stop&lt;br /&gt;
Image:Basilisk.png|[[Basilisk Artillery Gun|Basilisks]] are [[AWESOME]]&lt;br /&gt;
Image:balls.jpg|Imagine this, only 4 times bigger, heck even the women have &#039;em!&lt;br /&gt;
Image:GuardsmanHelmet.jpg|This man shows doubt. He will soon be executed.&lt;br /&gt;
Image:Warhammer-orcs.jpg|Come and get some, fucking green-skins!&lt;br /&gt;
Image:Guardsman.jpg|This is painfully accurate... except for missing the FUCKHEUG BALLS OF STEEL.&lt;br /&gt;
Image:1267818498305.jpg|One should never underestimate the awesomeness of a Guardsman.&lt;br /&gt;
Image:Grimdark checkers.jpg|In the grimdarkness of the 41st millennium, there are still old men playing checkers. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{{Promotions}}&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Mira.jpg|It suggests a deep strike and close-quarters engagement.&lt;br /&gt;
Image:IG_melta.jpg|She&#039;s hotter than her meltagun.&lt;br /&gt;
Image:Catachan-n.jpg&lt;br /&gt;
Image:IG_Babes_(1).jpg&lt;br /&gt;
Image:IG_Babes_(2).jpg&lt;br /&gt;
Image:IG_Babes_(3).jpg&lt;br /&gt;
Image:IG_Babes_(5).jpg&lt;br /&gt;
Image:Krieg_chan_01_by_Jaekyu.jpg&lt;br /&gt;
Image:Krieg_chan_by_Jaekyu.jpg&lt;br /&gt;
Image:1227223498011.jpg&lt;br /&gt;
Image:IG_mot1.jpg&lt;br /&gt;
Image:IG_mot2.jpg&lt;br /&gt;
Image:IG_mot3.jpg&lt;br /&gt;
Image:Kasrkin_chan_sans_helmet_by_Jaekyu.jpg&lt;br /&gt;
Image:Kasrkin_chan_by_Jaekyu.jpg&lt;br /&gt;
Image:IG_Babes_(4).jpg|&amp;quot;Thank the Emperor! Action!&amp;quot;&lt;br /&gt;
Image:Imperial_Guardswoman_by_IronShrineMaiden.jpg|Ponytails and light weaponry are standard issue.&lt;br /&gt;
Image:F0r t3h Emp3r0r by Kazuv.jpg|Even pregnant chicks get conscripted.&lt;br /&gt;
Image:Vostroy_chan_by_Jaekyu.jpg|Vostroya is a cold and crappy place. Still people like it there. Guess why?&lt;br /&gt;
Image:Vostroya san by sexual yeti-da50g3x.png|[[Promotions|PROMOTIONS]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
{{Imperial-Guard}}&lt;br /&gt;
{{40k-Imperial-Regiments}}&lt;br /&gt;
{{Imperium}}&lt;br /&gt;
{{WH40k-Factions}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:6547:7D11:DD59:F542</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Barbgaunt&amp;diff=79813</id>
		<title>Barbgaunt</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Barbgaunt&amp;diff=79813"/>
		<updated>2023-05-31T11:18:09Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:6547:7D11:DD59:F542: Undo revision 892111 by 2A02:908:238:F120:F54E:F1CB:6079:2D55 (talk) This is common for Nids&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ElEIQUahNoFTv2Jb.jpg|290px|right|thumb|The Nids now have air-burst munitions. Emperor preserve us!]]&lt;br /&gt;
Barbgaunts are a new species hailing from the Gauntii genus that first made its debut in 10th Edition. They are one of the two new Gaunt species being introduced, with the other being the [[Neurogaunt]]s.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Barbgaunts are a Tyranid light artillery-organism, working closer to the front line than [[Hive Guard]] and [[Biovore]]s. If anything, Barbgaunts are basically baby Biovores for all intents and purposes. But in terms of their nature, they heavily resemble dedicated light artillery with airburst munitions than anything else. True to most Tyranid artillery units, the [[Light Bio-Cannon|bio-cannons]] on their backs are actually bonded with the same parasitic organism that has enslaved the rest of the gaunt to its will, merging body and weapon into a single lethal entity.&lt;br /&gt;
&lt;br /&gt;
It does come at a cost though. Their heavy weaponry forces the Barbgaunt to adapt to a more tripodal position, making them comparatively slow, awkward and sluggish compared to their more nimble cousins. It&#039;s unclear if they have to walk as a tripod or if they only need to brace themselves on three legs when firing.&lt;br /&gt;
&lt;br /&gt;
==Crunch==&lt;br /&gt;
Crunchwise, Barbgaunts have similar stats to all Gaunts which is not surprising (Although they are &#039;&#039;drastically&#039;&#039; slower, which is also not surprising given their tripodal gait). Their biggest gimmick of course, is their unique weapon they carry. Their light bio-canons is 24&amp;quot; ranged Blast and Heavy weapon with a D6 Attack, BS4+, S5, AP0, D1 light mortar. Whilst not that powerful when compared to other forms of light artillery, the weapon or...shall we say the Gaunt itself, is comparatively cheaper. So you field more of them. &lt;br /&gt;
&lt;br /&gt;
Another unique factor is that, to balance its relatively mediocre stats, these living mortars have a unique ability called &#039;&#039;&#039;Disruption Bombardment&#039;&#039;&#039;. What this thing does is that in your shooting phase, any targeted enemy infantry that was hit by one or more of these attacks counts as disrupted for the next turn. When a unit is disrupted, they subtract 2 from its Move characteristic and 2 from its Advance and Charge rolls made for it.&lt;br /&gt;
&lt;br /&gt;
So yeah, imagine fielding a bunch of miniature &#039;&#039;[[Tremor Cannon]]s&#039;&#039;. A very interesting and useful but annoying weapon against charge armies.&lt;br /&gt;
&lt;br /&gt;
{{Tyranids-Creatures}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:6547:7D11:DD59:F542</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Diablo&amp;diff=175672</id>
		<title>Diablo</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Diablo&amp;diff=175672"/>
		<updated>2023-05-31T03:14:47Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:6547:7D11:DD59:F542: Undo revision 892067 by 76.64.151.192 (talk) It&amp;#039;s still cancer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{/vg/}}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Diablo&#039;&#039;&#039;&#039;&#039; is an [[awesome]] trinity of dark fantasy dungeon-crawling games from [[Blizzard]]. Set in the world of Sanctuary, they tell of the ongoing struggles of humanity against the backdrop of the eternal war between the High Heavens and the Burning Hells, which has a tendency to spill into the mortal world. All three are some of the best examples of old-school &amp;quot;are you a bad enough dude to fight your way through the dungeon of evil?&amp;quot; hack-slash gaming you&#039;ll find outside of the tabletop, even if the gameplay itself rarely amounts to more than &amp;quot;left-click the demons until they die&amp;quot; but goddamn, if doing so doesn&#039;t look spectacular in these games, then we don&#039;t know what does. &lt;br /&gt;
&lt;br /&gt;
==Basic Backstory==&lt;br /&gt;
In the beginning, there was the emptiness of creation, inhabited only by Anu, the Spirit of All. In pursuit of true perfection, Anu cast out those aspects of itself that embodied concepts of evil, only for them to become incarnate on their own as a monstrous seven-headed dragon called Tathamet, the Prime Evil. The two spirits fought to the death and ripped each other apart, creating the universe. Most notably, Anu&#039;s crystal spine became the firmament around which formed the High Heavens, whilst Tathamet&#039;s festering corpse becomes the Burning Hells.&lt;br /&gt;
&lt;br /&gt;
From Anu&#039;s spine, now known as the Crystal Arch, were born first five Archangels, representing the Five Virtues of Valor, Justice, Hope, Fate and Wisdom, and then legions of angels.&lt;br /&gt;
&lt;br /&gt;
From Tathamet&#039;s corpse, demons arose like monstrous maggots, whilst the dragon-god&#039;s decaying heads became mighty arch-demons; the three Prime Evils (Mephisto of Hatred, Baal of Destruction, Diablo of Terror) and the four Lesser Evils (Duriel of Pain, Andariel of Anguish, Azmodan of Sin and Belial of Lies).&lt;br /&gt;
&lt;br /&gt;
Naturally, [[Blood War|the two races took one look at each other and instantly wanted to eradicate each other]]. For untold eons, angels and demons butchered each other in the Eternal Conflict, until a small band of rebels and dissidents grew in the ranks of each side. Led by the angel Inarius and the she-demon Lilith, these dissidents banded together and fled the war, capturing Anu&#039;s crystallized eye - the Worldstone - and using it to forge a world in which they could hide from their fellows, a world they called Sanctuary. In time, they interbred, creating a new race of beings called the Nephalem.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this peace couldn&#039;t last forever; Sanctuary was eventually discovered which just gave the angels and demons one more goddamn thing to fight over. To further complicate things it turns out the Nephalem had the potential to be even more stupid powerful than both angels and demons, which scared the shit out Inarius. Inarius and Lilith would have a falling out over what to do with the Nephalem, causing him to boot her off the fucking planet. The Burning Hells first tried to manipulate humanity onto their side, though Inarius noticed this and began to try to also manipulate them back to his side, which led to a stalemate. And then that ho Lilith came back, leading into the exact sort of debacle that generally happens when a [[bitches|bitchy]] ex-GF returns to haunt you. With all the fireworks the High Heavens now finally took notice, and it became a three-way clusterfuck called the Sin War. Through a convoluted sequence of events involving a Nephalem named Uldyssian, the Worldstone was used to bind their powers reducing them all to mere humans.&lt;br /&gt;
&lt;br /&gt;
With the progenitors destroyed, the angels tried to figure out what to do with their bastard descendants. Humanity would have been destroyed if not for the deciding vote of Tyrael, Archangel of Justice, who had been so moved by Uldyssian&#039;s sacrifice that he now believed humanity had capacity to choose good. The angels came to a truce with the demons, and the two agreed to leave Sanctuary to its own devices now that the Nephalem were powerless and had their minds erased. The angels turned back to the main front of their conflict with the demons, humanity were left to find their own way, and the demons never, ever fucking lie...&lt;br /&gt;
&lt;br /&gt;
Fast forward a couple of thousand years and humanity has built up typical fantasy [[Medieval Stasis|societies]], despite frequent attempts by demons to covertly manipulate them causing the occasional war and cultural ruination. Then one day in the Burning Hells, the four Lesser Evils, who were still [[butthurt]] over the perceived loss in the Sin War and sick of playing second fiddle to the dominance of the three Prime Evils, cooked up a scheme to banish them to Sanctuary. [[Just As Planned|And it actually fucking worked]]!...[[Not as Planned|Except that this was planned by Prime Evils in the first place]]... The Prime Evils were free to actively devastate Sanctuary, unleashing unspeakable evil. The angels took notice, and since he was the one who spared humanity they made Tyrael go fucking fix this. Allied with a group of mystics and sages called the Horadrim, they tracked and defeated the Prime Evils and bound their essence into magical crystal prisons called Soulstones, each a splinter of the Worldstone itself. The three Soulstones were hidden away, buried for generations. Naturally, the Prime Evils want out... which doesn&#039;t spell anything good for Sanctuary.&lt;br /&gt;
&lt;br /&gt;
==The First Game==&lt;br /&gt;
The soulstone of Diablo, Lord of Terror, came to rest in a labyrinth hidden beneath the church of a town called Tristram in the land of Khanduras. The corrupt Archbishop Lazarus retrieved the soulstone and unleashed the weakened Prime Evil&#039;s essence into King Leoric of Khanduras, driving the king into madness and evil before ultimately abandoning his body to possess and subvert that of Leoric&#039;s younger son, Prince Albrecht. Leoric was ultimately slain by Lachdannan, one of his own knights, but too late; Diablo now roamed the labyrinth below Tristram, allowing the hordes of the Burning Hells to begin leaking through and ravage the countryside above. A player takes the role of one of three mighty adventurers who have come to investigate the darkness plaguing Tristram, with a single, simple goal: butcher their way to the dungeon&#039;s heart and kill Diablo.&lt;br /&gt;
&lt;br /&gt;
===Diablo Classes===&lt;br /&gt;
As this was the first game, only three classes were presented as player options. This being early days, they were much less defined then they would be in later games. Though their strengths and weaknesses affected what they could do, theoretically, any class could be pushed into any direction; melee, ranged or magic.&lt;br /&gt;
&lt;br /&gt;
The Warrior is your basic [[Fighter]] type. With the highest Strength and Vitality scores in the game, it&#039;s a classic tank, excelling at wearing heavy armour and using powerful weapons to crush and slaughter whatever stands in its way. It&#039;s the easiest class to play as, given it&#039;s your standard &amp;quot;get up close and hit things&amp;quot; character. His unique Skill is Repair, which lets him fix up damaged items at the cost of permanently lowering their maximum durability, allowing them to prolong their usefulness. Canonically, the Warrior is Prince Aidan, elder son of King Leoric.&lt;br /&gt;
&lt;br /&gt;
The [[Rogue]] is the only female character, and hails from the Sisterhood of the Sightless Eye, an order of female warrior-women that splintered off/descended from the [[Amazon]] warriors of the Askari. Consequently, the Rogue plays much like a precursor to the Amazon class in the second game. Rogues have the highest Dexterity in the game, start with a bow and have the unique ability to fire bows faster than either of the other classes. As a result, they&#039;re optimised for ranged combat, specializing in shooting demons down from afar and running away from melee fights, though they&#039;re better at magic use than the Warror is. Her unique Skill is Trapfinding, allowing a player a chance to avoid those pesky exploding barrels and projectile-launching chests. The canonical name of the Rogue is Moreina.&lt;br /&gt;
&lt;br /&gt;
The [[Sorcerer]] is your magic-using class, capable of casting spells faster than any other and with the greatest Magic score in the game. The Sorcerer is the frailest character in the game, with the lowest Vitality score, but his powerful spells make up for it quite amply. It does make lower levels much trickier, as he will spend a lot of gold of health &#039;&#039;and&#039;&#039; mana potions to keep himself going. His unique skill is Recharge Staves, which allows him to re-imbue magic into staves so he can keep casting spells from them, though like the Warrior&#039;s Repair skill this does permanently lower the amount of magic a staff can store, until it becomes useless. The Sorcerer hails from the Vizjeri mage clan, the most infamous clan due to its long association with dark magics - they were the first mage clan to ever try and magically control demons. The canonical name of the Sorcerer is Jazreth.&lt;br /&gt;
&lt;br /&gt;
Prince Aidan, Moreina and Jazreth canonically fought together in the events of the first game.&lt;br /&gt;
&lt;br /&gt;
===Hellfire===&lt;br /&gt;
In late 1997 there was also a very little known expansion for the first game, &#039;&#039;Diablo: Hellfire&#039;&#039;. The game was actually made by Sierra On-Line, and not Blizzard, so it is a curious offering to say in the least, and definitely not [[canon]]. It still takes place in Tristam; awful lot of evil for such a small town.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hellfire&#039;&#039; implemented two new dungeons. One, the Festering Nests, is a slimy and oozing living nest of insectoid creatures, and the other is the Demon Crypts, an eerily beautiful demonic tomb that is the place where a great demon was sealed away. New spells and spellbooks, including the super quality of life spell Search (which would highlight items on the ground), new quests, new loot. And a new class: the [[Monk]], who could perform sweeping attacks when armed with a staff. (And by editing the game&#039;s command text files you could discover two other classes, a raging but magically inept [[Barbarian]] and a two-weapon fighting jack-of-all-trades [[Bard]]). It also had a crude way to trade items between a single player&#039;s characters, the Cornerstone of the Worlds, where if you dropped an item on that one specific tile, it could be picked up by another character that went to that one specific tile.&lt;br /&gt;
&lt;br /&gt;
==The Second Game==&lt;br /&gt;
Although Diablo was slain beneath Tristram, it wasn&#039;t without cost. Prince Aidan thrust Diablo&#039;s soulstone into his body in an attempt to contain the Lord of Terror, but was ultimately consumed from within; as the demon-summoning Dark Wanderer, he sets off to recover the soulstones of the other Prime Evils, allowing them to be free to crush Sanctuary and then return to the Burning Hells. Neither of the other adventurers from Tristram fared any better; Moreina was slain by the Lesser Evil Andarial, Maiden of Anguish, and resurrected as a demonic undead creature called Blood Raven, whilst Jazreth lost his mind and became a demon-binding mystic called the Summoner.&lt;br /&gt;
&lt;br /&gt;
The player takes the role of one of the five classes, attempting to catch up to the Dark Wanderer and stop his evil plans, with designs of ultimately slaying Diablo and Mephisto alike by invading the Burning Hells and shattering their soulstones upon a mystical anvil. They succeed, but Baal remains free... until the expansion pack, &#039;&#039;Lord of Destruction&#039;&#039;, was released, which adds two new classes (who can fight through the entire game) and revolves around traveling to Mount Arreat to stop Baal before he can take possession of the Worldstone. Along the way, Moreina and Jazreth are also put of their misery.&lt;br /&gt;
&lt;br /&gt;
[[Wizards of the Coast]] liked this game so much that they did up a [[splatbook]] to play in the &#039;&#039;Diablo&#039;&#039; world using [[Dungeons &amp;amp; Dragons 3rd edition|&#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039; 3rd edition]] rules, the now-obscure but pretty faithful &#039;&#039;Diablo II: Diablerie&#039;&#039;. Sadly, it came out before &#039;&#039;Lord of Destruction&#039;&#039;, so it only features the base &#039;&#039;Diablo II&#039;&#039; classes. Still, they work fairly well under the 3rd Edition rules, and manage to be surprisingly faithful to the actual game.&lt;br /&gt;
&lt;br /&gt;
===Diablo II Classes===&lt;br /&gt;
&#039;&#039;Diablo II&#039;&#039; set new ground for the series by coming up with a new mechanic; skill trees. Each class has three unique sets of special talents that it can develop as it gains levels, making them far more flexible, whilst still having a coherent structure that made it easier to build around than the original game&#039;s Warrior/Rogue/Sorcerer trinity.&lt;br /&gt;
&lt;br /&gt;
The [[Amazon]] hails from the warrior-caste of the matriarchal jungle culture of the Askari. As mentioned above, she builds on the talents of the Rogue and is a primarily ranged-focused fighter. Her skill trees are Bow &amp;amp; Crossbow (trick shots like fiery arrows, freezing arrows, homing arrows, etc), Passive &amp;amp; Magic (basic buffs like increased chance of criticals and spell-like effects like illusionary doubles to draw aggro), and Javelin &amp;amp; Spear (melee attacks and special projectiles).&lt;br /&gt;
&lt;br /&gt;
The [[Assassin]] is a female warrior from the Viz-Jaq&#039;tar, a martial order of elite wizard-killers specifically founded and trained &#039;&#039;by&#039;&#039; the Vizjerei Mage Clan in order to police the Mage Clans and ensure that they never fall into demonic corruption again. They favor claw weapons, wielding esoteric martial arts and deploying lethal enchanted traps in their duties. An assassin is a quick-moving, quick-hitting character that favors hit-and-run tactics. Her Martial Arts skill tree increases her lethality in melee, whilst Shadow Disciplines enhance her abilities to escape from danger and Traps, of course, allows her to leave all kinds of nasty surprises for anyone trying to follow her. They&#039;re one of the two classes added by the &#039;&#039;Lord of Destruction&#039;&#039; expansion pack.&lt;br /&gt;
&lt;br /&gt;
The [[Barbarian]] hails from the lands surrounding Mount Arreat, where tribes of these savage warriors have defended the Worldstone for countless generations. One of the two melee-focused classes, alongside the Paladin, the Barbarian is a killing machine, plowing into the ranks of the enemy and leaving only piles of corpses in his wake. So not too dissimilar from [[Dungeons &amp;amp; Dragons]], then. His skill trees are all straight-forward; Combat covers special attacks like Bash, Combat Masteries is an array of permanent passive buffs, and Battlecries act to temporarily buff the Barbarian and allies and debuff enemies.&lt;br /&gt;
&lt;br /&gt;
The [[Druid]] hails from the lands of Scosglen (yes, we winced too) and is a distant cousin to the Barbarian, historically and culturally. Although magic users, the druids stand apart from the Mage Clans, forsaking the use of sorcery in favor of their own brand of nature-magic. They&#039;re pretty close to their &#039;&#039;[[Dungeons &amp;amp; Dragons]]&#039;&#039; cousins, being capable melee fighters, potent spellcasters and skilled summoners [[CoDzilla|all at once]]. Their Elemental skill tree covers basic attack spells, like Firestorm and Tornado. Their Shapeshifting skill tree lets them turn into a [[werewolf]] or werebear and beefs up their skills in said forms. Their Summoning skill tree lets them call animals, killer plants and even nature spirits to fight alongside them. They&#039;re one of the two classes added by the &#039;&#039;Lord of Destruction&#039;&#039; expansion pack.&lt;br /&gt;
&lt;br /&gt;
The [[Necromancer]] is not what you&#039;d expect in a game like this. The Necromancers of Sanctuary are actually [[Wizard|Mage]]-[[Cleric|Priests]] dedicated to honoring and upholding the Balance, a mystical philosophy developed by their founder, Rathma, and embodied in the [[dracolich]] pseudo-deity Trag&#039;Oul, which emphasizes the importance of equilibrium between life and death, as well as light and dark. Consequently, necromancers stand opposed to angels and demons alike, judging both to be dangerous to the existence of humanity and Sanctuary as a whole. Given everything angels have done in this setting, they have their heads screwed on right. The Priest of Rathma is akin to the Sorceress in being a caster class, but is a minion-master in contrast to the Sorceress&#039; &amp;quot;blow shit up&amp;quot; focus. His skill trees consist of Summoning (minion-making), Bone &amp;amp; Poison (offensive and defensive spells) and Curses (debuffs).&lt;br /&gt;
&lt;br /&gt;
The [[Paladin]] is a worshiper of the Zakarum church, a holy warrior who has managed to avoid succumbing to the rot that has eaten his religion out from the inside over centuries of guarding the soulstone of Mephisto, Lord of Hatred. A melee-focused class, the Paladin is a classic tank, specializing more in soaking up damage than in brutally hewing through enemies. Its magic manifests mostly in the forms of holy auras, both Offensive and Defensive - this means Paladins excel when they can fight in groups, as they naturally buff the rest of the party. Their Combat Skills tree covers various holy magic spells and attacks, such as their iconic Holy Bolt and Smite powers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sorceress_vs_Baal.gif|thumb|right|[[Star Wars|I &#039;&#039;&#039;am&#039;&#039;&#039; the Senate.]]]]The [[Sorcerer|Sorceress]] follows in the wake of the [[Sorcerer]] from the first game. Hailing from the Zann Esu clan, an [[Amazon]] Mage Clan (but not the same as the Askari people) dedicated to the mastery of [[Elementalism|elemental arcana]], she specializes in blasting the hell out of enemies with Fire, Ice and/or Lightning magic.  The Sorceress was notorious for &#039;&#039;Static Field&#039;&#039;, the single most cheese spell in the history of the franchise; an AOE bomb that would knock a hard 25% of current health off almost anything as lightning damage.  Now, anything based off &amp;quot;percent of current&amp;quot; is going to be subject to diminishing returns, but the fact that it worked the same on anything from trash mobs to the prime evils meant it was so lethal to bosses it had to be capped to stop working once the target was below 50% total health in hell mode (%33 in nightmare).&lt;br /&gt;
&lt;br /&gt;
===The Remaster===&lt;br /&gt;
&#039;&#039;Diablo II&#039;&#039; is getting a remaster with purdy new HD graphics. Although it had been in development by Activision subsidiary Vicarious Visions since 2019, news of a remake never got out until early 2021 when control of Vicarious Visions was transferred to Blizzard. It was officially announced a month later. Due to release in 2021 for PC and basically every current fucking console, &#039;&#039;Diablo II: Resurrected&#039;&#039; will allegedly only update the graphics, cinematics and netcode of the original game and its expansion. Fans were &#039;&#039;&#039;highly&#039;&#039;&#039; skeptical, and were rightful to be so, as it was &#039;&#039;just&#039;&#039; one year prior that Blizzard rolled out the remaster of &#039;&#039;[[Warcraft|WarCraft III]]&#039;&#039;, which was a total fucking disaster on multiple levels -including removing your ability to even play the original WarCraft III! The devs behind this game claim that Resurrected won&#039;t do that, and will stick to the same classes, core systems and gameplay that people loved from the first game, while adding a few quality-of-life changes from &#039;&#039;D3&#039;&#039;, like a shared stash between characters and automatic gold pickup. Only time will tell if they are true to their word, or if Diablo fans get let down again.&lt;br /&gt;
&lt;br /&gt;
==The Third Game==&lt;br /&gt;
Baal, Lord of Destruction, was destroyed, but so was the Worldstone to save it from his corruption. Now, two decades later, a falling star is seen as a grim omen. Striking the old Tristram cathedral and causing the dead to rise, it heralds the last coming of the last remaining Lesser Evils, Azmodan and Belial, who are marshaling their forces to crush Sanctuary once more in their quest to find an ancient relic: the Black Soulstone. A new brand of heroes must arise, fighting all the way to the High Heavens themselves, where they face the ultimate foe; the Prime Evil, the collective manifestation of all Seven Evils, reborn into a [[Monstergirls|strangely creepy-sexy feminine form]].&lt;br /&gt;
&lt;br /&gt;
It built upon efforts from &#039;&#039;Diablo II&#039;&#039;, attempting to improve them. For the first time, you could choose the gender of your [[PC]], instead of having it determined by your class. You also get three unique followers, allowing you to make your own adventuring party, rather than the generic mercenary hirelings of the previous game.&lt;br /&gt;
&lt;br /&gt;
Like with &#039;&#039;D2&#039;&#039;, it got an expansion pack. Called &#039;&#039;Reaper of Souls&#039;&#039;, it revolves around Maltheal, Archangel of Wisdom, being corrupted into the Archangel of Death and attempting to wipe out humanity, proving once and for all that even the angels are no better than the demons in this world. It also finishes the base game &lt;br /&gt;
side plot hooks of the followers, Cormac the Crusader, Lindon the Scoundrel and Eirena the Enchantress.&lt;br /&gt;
&lt;br /&gt;
The game got large amounts of flak from players (including Blizzard fans) for how many of the elements that made &#039;&#039;Diablo II&#039;&#039; great were cut out and many of the systems simplified or dumbed-down. You can no longer chose which of your primary stats to add to, they just automatically go up when you level, there&#039;s nothing like stat requirements on gear anymore (like needing Strength to wear heavy armor or wield giant two-handed weapons), and you can change out skills and abilities nearly on the fly (as long as you aren&#039;t in combat). No wonder, since &#039;&#039;Diablo III&#039;&#039; was made by the same people behind [[World of Warcraft]], and they wanted to keep it simple so they could [[Profit|port it to consoles later]]. The game also launched with the promises of both a gold and a cash auction house where players could buy and sell items they acquire to other players. This was met with mixed emotions. Although the idea of being able to actually make [[Profit|IRL dosh]] just from playing the game seemed appealing, the drop rates of good items that people would actually want to buy was abysmally low, however some [[Tale of an Industrious Rogue, Part I|entrepreneurial sorts]] did manage minor financial success. However, the auction house was eventually scrapped, which lead to much rejoicing as it allowed for the loot drop system to receive a major overhaul with [[awesome|increased drop rates]] and smart loot better tailored to the class you are playing. Still, with the simplified interface and removal of almost all RPG elements &#039;&#039;Diablo III&#039;&#039; is the least &#039;&#039;Diablo&#039;&#039;-ish game in the series and soured many fans of the series. But one of the most annoying part was the deviation from the older dark style and themes, into a more cartoonish version with main antagonist, instead of actually looking like a terrifying menacing demon, has a visage as if it as a rapebaby of keeper of secrets and a bloodthirster. &lt;br /&gt;
&lt;br /&gt;
The console ports, somehow, wound up better games than the PC original. None of them require an internet connection, the in-game economy is more functional to account for the RMAH never existing, and all have local co-op. It&#039;s not proper &#039;&#039;Diablo&#039;&#039;, but at least it&#039;s a decent &#039;&#039;Gauntlet&#039;&#039;-like instead of the abomination the PC version was.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;Diablo III&#039;&#039; Classes===&lt;br /&gt;
The classes in &#039;&#039;Diablo III&#039;&#039; have a very different setup for their skill trees than those in &#039;&#039;Diablo II&#039;&#039;. They also have more fleshed characterization since they talk a lot more, contrasting in &#039;&#039;D2&#039;&#039; where they only spoke a few times in the whole game.&lt;br /&gt;
&lt;br /&gt;
The [[Barbarian]] is a survivor from the now-scattered tribes that once guarded Mount Arreat. Whereas many have fallen into despair and have forsaken their traditions, he or she still clings to them. The Barbarian is still a brutal killing machine, retaining many of its skills from the last game and specializing in getting into the fray quickly and chopping down whatever stands in its way. The female Barbarian, Sonya, is canonical.&lt;br /&gt;
&lt;br /&gt;
The [[Crusader]] is an heir, thematically and in-universe, to the fallen Paladins of Zakarum. A tank&#039;s tank, capable of dual-wielding greatweapons or carrying a greatweapon and a shield, it&#039;s a heavily armored juggernaut that takes a beating and shrugs it off, all while bolstering itself and smiting foes with holy magic. It was added to the game with &#039;&#039;Reaper of Souls&#039;&#039;. The female Crusader, Johanna, is canonical.&lt;br /&gt;
&lt;br /&gt;
The Demon Hunter is a scarred vigilante who burns with one goal; the extermination of all minions of the Burning Hells. Mechanically, it owes its lineage to both the the Amazon, and Assassin of the last game, with a focus on ranged combat, traps and evasion. The female Demon Hunter, Valla, is canonical. Unlike everyone else who are either apprentices to 2&#039;s PCs and/or guided by Akarat/Bul-Kathos/The Spirits or prophecy, Valla just came to New Tristram to kill demons after her baby sister was driven insane by them during an attack and then drowned. The obligatory [[Edgy]] character, but done well in that she is shown to be appropriately badly socially adjusted and is only really capable of opening up to companions after a while.&lt;br /&gt;
&lt;br /&gt;
The [[Monk]] hails from Ivgorod, Land of 1,000 Gods, which is sort of Russia meets India. Devoted to mystical martial arts, it proves quite adept at beating evil to death with its bare hands. Mechanically, it owes its lineage to the Assassin, specializing in agility and quick strikes. The male monk, Kharazim, is canonical.&lt;br /&gt;
&lt;br /&gt;
The [[Necromancer]] makes a return as a DLC character requiring &#039;&#039;Reaper of Souls&#039;&#039; to play. [[Meme|Gibe moni plos]]. They still can raise squads of [[skeleton|skellies]] and [[golem]]s, use corpses and bones to power different abilities and debilitate foes with curses. The female Necromancer, apparently the apprentice of 2&#039;s Necromancer Xul, is likely canonical.&lt;br /&gt;
&lt;br /&gt;
The [[Witch Doctor]] is a member of the jungle-dwelling Umbaru tribes, using its connection to the spirit world to cleanse the land of evil. It shares thematic ties with the Necromancer and the Druid, being a non-member of the Mage Clans, but is closer to the Necromancer in terms of mechanics, with a focus on creepy zombie and fetish summons and poisonous damage over time. The male witch doctor, Nazeebo, is canonical.&lt;br /&gt;
&lt;br /&gt;
The [[Wizard]] is a voluntary outcast from the Mage Clans of [[China|Xiansai]], forsaking the traditional methods of sorcery for more potent and dangerous spells, allowing it to wield raw arcane force and to control space and time. As you&#039;d expect, it is heir to the throne of Blowsshitupistan, inherited from the Sorcerer and Sorceress. The female wizard, Li-Ming is canonical. Li-Ming is the apprentice of 2&#039;s Sorceress Isendra.&lt;br /&gt;
&lt;br /&gt;
2&#039;s characters also got expanded a bit. The Amazon is named Cassia and she returned home to train the army for the upcoming clusterfuck. The Assassin killed the Sorceress, named Isendra, on orders of her order after Isendra fucked up a spell really badly, but not before she trained Li-Mei. The Barbarian, the Druid and the Paladin are likely still working. The Necromancer is named Xul and he apparently took the 3&#039;s Necromancer (who is the only one yet to be named among 3&#039;s characters but is likely the female) as his apprentice.&lt;br /&gt;
&lt;br /&gt;
==A FUCKING PHONE GAME==&lt;br /&gt;
{{topquote|Is this an out-of-season April&#039;s Fools joke?|The Unspoken Hero of this fucking mess of a conference.}}&lt;br /&gt;
&lt;br /&gt;
With four years having passed since the release of &#039;&#039;Reaper of Souls&#039;&#039; with only a trickle of additional content released over the years -besides shit like finally porting a six-year old game to a Nintendo console- fans of the series craved something to look forward to. But, having learned nothing from what seemed like Activision-Blizzard&#039;s deliberate intent to run &#039;&#039;D3&#039;&#039; with a skeleton crew in favor of games that provided more constant cash influx from micro-transactions, even those fans were flabbergasted by the lengths of Blizzard&#039;s stunning incompetence. At their own convention Blizzard announced the next entry in the franchise: &#039;&#039;Diablo Immortal!&#039;&#039; A FUCKING MOBILE GAME!&lt;br /&gt;
&lt;br /&gt;
Set in the more immediate aftermath of the destruction of the Worldstone at the conclusion of &#039;&#039;Lord of Destruction&#039;&#039;, &#039;&#039;Immortal&#039;&#039; will likely serve to bridge the gap between the events of &#039;&#039;Diablo II&#039;&#039; and &#039;&#039;III&#039;&#039;. Shards of the shattered Worldstone have become a hot commodity across a ravaged Sanctuary and a powerful demon named Skarn seeks to gather as much of the corrupted shards as possible to use them to return the defeated Prime Evils to prominence. Classes revealed thus far are the Barbarian, Crusader, Demon Hunter, Monk, Necromancer and Wizard.&lt;br /&gt;
&lt;br /&gt;
Fan reaction was over-overwhelmingly negative out the gate. With most vidyagaymers being inherently distrustful of mobile games, it certainly did not help that this game would not even be developed in-house! Instead, this game would be developed and run by a [[China|Chinese]] company whose only other games were the typical micro-transaction schlock expected from the Chinese. Accusations were leveled that the game was just a re-skin of a different mobile game, and Blizzard&#039;s hamfisted attempts at damage control through media and social media (including deleting tons of thousands of negative comments and hundreds of thousands of downvotes on their video) only made shit worse. Blizzard employees were roundly booed at a Q&amp;amp;A when they announced no plans for PC, deriding the audience by asking &amp;quot;do you guys not have phones?&amp;quot; With fans and gamers once more being insulted and divided into camps, the future looks dark for &#039;&#039;Diablo&#039;&#039; with nothing but desperate rumors of a Diablo 4 in early production to keep the meager and weakening flames of hope alive. Though considering a circle of perpetual degradation, it would perhaps be like an anime.&lt;br /&gt;
&lt;br /&gt;
The game would eventually come out in May 2022, but the damage to everyone&#039;s reception to this mistake of a game was already done. Hilariously a PC port actually did come out, with the hilariously flimsy excuse of &amp;quot;people were going to emulate it anyways&amp;quot;. And it was a microtransaction hell hole. We&#039;re left to wonder where have all the neckbeards and geniuses who were behind the first great games of the company went, but this shit is beyond heresy. The gameplay is repetitive, story is non-existant and everything is pretty much dulled out and unsavory. Yeah, it&#039;s all subjective, but you know what is &#039;&#039;objectively&#039;&#039; bad game design? The leveling system. See, Bobby Kotick&#039;s minions weren&#039;t dumb, they knew that people were going to complain that you can&#039;t progress without paying, and so to circumvent those complaints, they actually made sure you could &#039;&#039;theoritically&#039;&#039; progress without sparing a couple bucks. In practice, the pace at which you progressed without spending a single dollar was so fucking slow that it made [[Nurgle]] [[FAIL|look like Usain Bolt]] in comparison. In other words, Activision ruins everybody&#039;s day yet again. But what were you expecting at this point, really?&lt;br /&gt;
&lt;br /&gt;
To anyone whose brain wasn&#039;t bought out by ActiBlizzion, you can tell how desperately they were to release this, as between the acquisition by Microsoft and the many, many accusations towards the company&#039;s top brass they needed that income but had nobody able to work on the big games.&lt;br /&gt;
&lt;br /&gt;
==The Fourth Game==&lt;br /&gt;
Announced at Blizzcon 2019, it will star Lilith, the Queen of Succubi and more importantly a co-creator of the World of Sanctuary alongside the angel Inarius (with whom she made the mortal races of the world), as the villain. One has to wonder how exactly a single demon, who isn&#039;t even one of the leaders of hell could possibly pose a threat after the literal embodiment of all evil was utterly crushed in the previous game, though this was also the case with 3 so like 3, they&#039;ll probably retcon a lot of shit. Like 3, it will be always online. At least the graphical style isn&#039;t as bright as 3. The only practical theory with no other information at this point is that Lilith will be trying to use the reawakening Nephalem powers of her mortal descendants to conquer both Heaven and Hell, and the fighting caused by this will allow Diablo to escape for an expansion pack, where hopefully the series will be put out of its misery.&lt;br /&gt;
&lt;br /&gt;
As of 2023. and the open beta, it would seem that Blizzard is doing some course correction since the game has all the best parts of Diablo 2 and 3 with some really nice ideas blatantly stolen from other ARPGs but integrated nicely. The music, sound effects, gameplay are all really atmospheric and engaging. The systems for skills / gear are deep enough to allow you to craft and synergize / create combos without being Path of Exile levels of deep. In short it looks like Blizzard got it&#039;s shit together and made a halfway decent game, a first in 10 years.&lt;br /&gt;
&lt;br /&gt;
That being said, shit started to hit the fan when the last developer stream/showcase discussed features and other gimmicky stuff that is... [[RAGE|Available thanks to a shop and a battle-pass]], with the two mentioned [[Extra Heresy|over fifty times]]. Meaning that Activision probably learned &#039;&#039;nothing&#039;&#039; from their last mobile catastrophe &amp;amp;mdash; [[Whale|with all the whale-dosh they made]], why would they? And hey, some of the content is just cosmetics, so you can technically win without paying, right? Well judging by what the godawful battlepass seems to be all about, giving a few more bucks is gonna quickly become a necessity or an obligation to have access to new content. Activision, even at the face of adversity and world-wide backlash, will never change as long as they have their [[Whale|whales]], eh? [[Troll|Let&#039;s hope that losing the entire Chinese market over prior fuckups comes back to haunt them.]] &lt;br /&gt;
&lt;br /&gt;
===Diablo IV Classes===&lt;br /&gt;
Currently, the only information on them to be released is a single gameplay demonstration trailer. We don&#039;t know if selectable gender will return from Diablo 3 or not.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Barbarian]]:&#039;&#039;&#039; Powerful dual-wielding warrior whose fighting style revolves around sheer unbridled rage. Can leap into battle to deliver crushing blows, unleash shockwaves, and send enemies flying with a mighty boot to the chest.&lt;br /&gt;
* &#039;&#039;&#039;[[Druid]]:&#039;&#039;&#039; The first time it&#039;s been seen since Diablo 2. Elemental spellcasting mixed with transforming into a werewolf or werebear to fuck shit up in melee.&lt;br /&gt;
* &#039;&#039;&#039;Sorceress:&#039;&#039;&#039; The traditional fire/ice/lightning-slinging spellcaster. Specializes in area-attacks and environmental effects, like a cold spell that can literally freeze a group of enemies in place.&lt;br /&gt;
&lt;br /&gt;
==Dungeons and Dragons: Diablo II Edition==&lt;br /&gt;
Both before and after the release of Diablo II, WOTC released a pen-and-paper RPG based on it for both AD&amp;amp;D 2e and D&amp;amp;D 3e under the &amp;quot;Dungeons and Dragons: Diablo II Edition&amp;quot; name. While not as well-supported as the [[World of Warcraft: The Roleplaying Game|World of Warcraft RPG]] published by Sword &amp;amp; Sorcery, the other D&amp;amp;D-based RPG based on Blizzard&#039;s IP, it did get a few books, three for 2e (&amp;quot;Dungeons &amp;amp; Dragons Adventure Game: Diablo II Edition&amp;quot;, &amp;quot;The Bloodstone Tomb&amp;quot; and &amp;quot;The Awakening&amp;quot;) and three for 3e (&amp;quot;Diablerie&amp;quot;, &amp;quot;To Hell and Back&amp;quot;, and &amp;quot;The Secret Cow Level&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Both the 2e and 3e versions present the core classes of Diablo II (Barbarian, Paladin, Amazon, Sorceress, and Necromancer) converted to their respective rulesets, however similar to how the World of Warcraft RPG did not convert the Draenei from the Burning Crusade expansion for WoW into a PC race, the Diablo RPG did not convert the two bonus classes (Druid and Assassin) from the Lord of Destruction expansion for Diablo II. Although, a skilled homebrewer could probably convert a base 3e/3.5e or PF Druid into a Diablo Druid and make some sort of Rogue/Monk-hybrid class to emulate the Diablo Assassin, in addition to using the 3e/3.5e or PF Fighter and Rogue and the Diablo RPG Sorceress (with a name-change) to emulate the classes from Diablo I if they wanted.&lt;br /&gt;
&lt;br /&gt;
[[Category: Video Games]]&lt;br /&gt;
[[Category: Dungeons &amp;amp; Dragons]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:6547:7D11:DD59:F542</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Space_Marine_Inductii&amp;diff=439296</id>
		<title>Space Marine Inductii</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Space_Marine_Inductii&amp;diff=439296"/>
		<updated>2023-05-30T10:01:34Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:6547:7D11:DD59:F542: /* Training and Gene-seed */ Honestly, this is not different from Scout Squads&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BA-Inductii.png|thumb|right|230px|&amp;quot;You&#039;re in the Legions now son.&amp;quot;]] &lt;br /&gt;
{{topquote|Trust not the [[Blood Claw|pups whose claws have yet to be bloodied]], bearing claws that have never rent flesh, and teeth not yet sharpened upon the hide of a foe.|[[Leman Russ]] giving his opinion on the Inductii.}} &lt;br /&gt;
The &#039;&#039;&#039;Inductii&#039;&#039;&#039; were raw Space Marine recruits that were inducted into the Space Marine Legions during the [[Horus Heresy]]. After the [[Drop Site Massacre]], [[Battle of Calth]], the [[Burning of Prospero]] or one of the dozens of other costly battles at the start of the Heresy, most legions found that they had been severely depleted in man power and needed more soldiers to keep fighting the war. As a result every legion would in their own way start mass recruitments of as many viable candidates as possible to try and replenish the losses they had sustained, though as time went on these Inductii would be recruited more and more desperately, [[Grimdark|slowly eroding the legacy of the Legions and ushering in a generation of cruder Space Marines]].&lt;br /&gt;
&lt;br /&gt;
The term Inductii originated with the [[World Eaters]] who created [[Heresy|vat grown Space Marines]] on the planet [[Bodt]] and would psycho-indoctrinate them with the memories of veteran Space Marines to skip the training process and speed up the recruitment in a Legion that suffered pretty heavy casualties, even before the Heresy (this program came to a screaming halt when [[Autek Mor]] had something to say about it).&lt;br /&gt;
&lt;br /&gt;
==Training and Gene-seed==&lt;br /&gt;
&lt;br /&gt;
When the civil war ramped up to eleven and new Marines were needed as soon as possible, there was not enough time for these recruits to go through the full training that the pre-Istvaan Legionaries had, so all legions had to shorten the training process for their Inductii. For most legions this meant using [[Minotaurs|psycho-indoctrination to give the Inductii years worth of experience in a few hours]] and throwing them through the harshest training as fast as possible to weed out the weak as quickly as possible, and while faster this process had some side effects of making the new recruits a little mentally unstable, and a bit cruder in terms of tactics. Flash-indoctrination was also used which literally ripped the memories of dead Veterans and uploaded them to the brains of the new recruits, though this was viewed with disgust by many of the Legionaries. Inductii were also only trained in specific tactics that they were expected to be used, such as the Inductii raised on [[Terra]] for the [[Imperial Fists]] being trained in defensive Siege tactics and fuck all else, while the [[Raven Guard]] focused on [[Reasonable Marines|guerrilla warfare and infiltration]]. A few legions even skipped the training and said &amp;quot;fuck it, baptise them in fire&amp;quot; and would throw the Inductii into the front line, both as &amp;quot;training&amp;quot; and as meat shields for more veteran Legionaries, a tactic common with the [[World Eaters]] and some groups of [[Blood Angels]]. Not all the Legions took such a disposable approach to the Inductii, as the [[Salamanders]], [[Ultramarines]], [[Dark Angels]] and [[Emperors Children]] all trained their Inductii as well as they could and equipped them with better weapons to close any gaps in skill between the Inductii and the other Legionaries, however the Inductii would typically have to go without a lot of the special war gear that had been available to their brothers, simply as there was no longer time or resources to waste on giving every Sergeant [[Artificer Armour]].&lt;br /&gt;
&lt;br /&gt;
The [[Gene-seed]] implementation process was also sped up in an attempt to get boots on the ground faster, with the slow multi-phase implementation being thrown to the wind by most legions and multiple implementations being done at the same time. Because of this the Inductii experienced a far higher recruit fatality and Gene-seed rejection rate than before, as well as Gene-seed flaws becoming more prevalent, such as the [[Thousand Sons]] Inductii experiencing more cases of the Flesh Change. In a few cases, certain Gene-seed was skipped or not implemented to speed up recruitment. Some of the [[Word Bearers]] deployed to distant war zones would not implant the Black Carapace until after an Inductii&#039;s first battle, [[Scout Squad|with the survivors having earned the right to use power armour AFTER their first battle]]. The [[Iron Hands]] would supplement certain organs with forbidden Dark Age of Technology augments, as it was faster to build and implant these augments than it was to grow and implant the Gene-seed organs, and it helped ease some the problems of collecting the Iron Hands Gene-seed when most of it had been lost after [[Drop Site Massacre|Istvaan V]]. &lt;br /&gt;
&lt;br /&gt;
Some of the more stable parts of the galaxy could take more their time with the Gene-seed implementation process, for example the [[Ultramarines]] relied solely on different training techniques to speed up the creation process and kept the Gene-seed implementation process the same, and the [[Imperial Fists]] on [[Terra]] could also take longer with the Gene-seed implants as they waited for [[Horus]], however still decided to shorten the process by delaying the implantation of the Betcher’s Gland and Sus-an Membrane, as their functions were seen a non-factors for the fighting that was to come to Terra. This meant that the both the Betcher&#039;s Gland and Sus-an Membrane atrophied in the Imperial Fists and would over time would become non-functional throughout the Legion and later Chapters. For the legions who hadn&#039;t had the luxury of time, the rushed implementation process of the Gene-seed left it permanently degraded and damaged, and would led to long term effects such as the already mentioned Imperial Fists flaws, and it most likely contributed to the flaws and malfunctioning organs seen throughout the post-heresy Chapters, such as the [[Raven Guard]] and [[Space Wolves]].&lt;br /&gt;
&lt;br /&gt;
As far as equipment goes, as you can see from the images, initially, nearly all Inductii were given the advanced [[Mark VI: Corvus Armour]]. Why that was the case was unknown given that the Beakie armour was incredibly new and costly to make at the time of the Horus Heresy. Whatever was the case, it was likely that the issuing of Beakie armour did not last long as demand outstrip supply, so as time went on, the majority of the Inductii like their Legionnaire seniors, wore [[Mark V: Heresy Armour]] as supplies grew low. For weapons, it varies a lot since the roles of an Inductii differed from legion to legion.&lt;br /&gt;
&lt;br /&gt;
==Culture shock==&lt;br /&gt;
[[File:Inductii colours and symbols.png|thumb|right|400px|The various symbols used to mark out the Inductii in the Legions, just so the Legionaries knew who to direct the scorn at.]]&lt;br /&gt;
The Inductii were typically looked down on by the [[Great Crusade]] veterans, being seen as the new guy and many legions would not be happy about the influx of new recruits who weren&#039;t versed in the cultures of the Legion. The term &amp;quot;Inductii&amp;quot; was only wide spread through the Traitor Legions, as it had come to be a byword for &amp;quot;Abomination&amp;quot; and &amp;quot;Shame&amp;quot; due to their bio-heresy origins with the World Eaters, and while other Legions Inductii weren&#039;t (ironically) as heretical with their production they were still seen as an inferior breed of Space Marine and would typically be shunned and not given the same privileges as their older brothers, such as the Sons of Horus banning Cthonian symbols and imagery on their Inductii. The Loyalists typically had their own names for their Inductii, with the Imperials Fists on Terra calling them [[Black Templars|Neophytes]] or Sentries, they usually shared the traitors opinion of the Inductii being lesser than what had come before them with one Imperial Fist commander lamenting the raising of the Inductii, seeing it as the knowledge and legacy of the [[Great Crusade]] being bled away and replaced with an untested and undisciplined rabble.&lt;br /&gt;
 &lt;br /&gt;
Despite this divide between the Legionaries and the Inductii, both were physiologically nearly identical with the Inductii having all of the same Geneseed and traits as the Veteran legionaries (admittedly with a bit more genetic deviation and flaws on the Inductii&#039;s side with the rushed implementation process they would go through), and the combat capabilities of the Inductii were on-par with the other Legionaries. The distinction between the Legionaries and the Inductii was primarily cultural, though to be fair this cultural division was not just fostered by the original legionaries, with plenty of the Inductii not acclimatising or embracing the Legions cultures.&lt;br /&gt;
&lt;br /&gt;
As the Legions grew desperate they started looking for more recruitment pools which meant recruiting from populations outside of the Legion home worlds and recruitment worlds, with little to no similarity to the cultures worlds that had fostered the Legions original cultures. This sort of culture clash had occurred in a few of the Legions when the Terran marines were reunited with the [[Primarch]]s and started butting heads with the new marines from the new Legion home worlds, but the recruitment of the Inductii brought back these problems back and more. As the Legions mass recruitment brought in more and more of these Inductii from differing cultures, the Inductii were increasingly separated into their own companies and battalions where they would foster their own culture by mixing the traditions of their home world with those of the legion, or outright rejecting the Legions traditions and creating their own. This naturally increased the friction between the Inductii and Legionaries and with most attempts to bridge the gap between the two groups ending in failure. By the time of the [[Siege of Terra]], most Legions were internally fractured between the remaining Legionaries from the Great Crusade and multiple groups of Inductii. &lt;br /&gt;
&lt;br /&gt;
Ironically (or suitably depending on your point of view), the Inductii would be the ones go on to re-define the characters of the [[Space Marine]]s in their new [[Space Marine Chapter|Chapter]] forms, as a lot of quirks and flaws that would become present in the Chapters started with the Inductii, being fostered with the Inductii companies and their use during the heresy. The [[Iron Hands]] technological obsession was fostered in the Inductii due to their extensive augments, the [[Space Wolves]] Inductii acting as [[Blood Claw|proto-Blood Claws]] and the increased geneseed degradation saw far more [[Wulfen]] appear in the Legion, and even the defining tactics for many post-heresy chapters, such as the introduction of special weapons into the [[Tactical Squad]]s were first seen in the [[Ultramarines]] Inductii. Many Inductii companies would also go off and form their own Chapters during the [[Second Founding]], separate from their parent Legions which probably explains chapters like the [[Mortifactors]] being so different from thier parent legions. &lt;br /&gt;
&lt;br /&gt;
In truth, the Inductii were not the last warriors of the Legions. They were the first Soldiers of the Chapters.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:EC-Inductii.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Marines-Forces}}&lt;br /&gt;
{{Chaos Space Marines}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:6547:7D11:DD59:F542</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Gloriana-class_Battleship&amp;diff=232035</id>
		<title>Gloriana-class Battleship</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Gloriana-class_Battleship&amp;diff=232035"/>
		<updated>2023-05-29T16:48:55Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:6547:7D11:DD59:F542: /* Chariots of the Primarchs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:GlorianaCobraComparison.jpeg|300px|thumb||A Gloriana-class of the Iron Warriors compared to a Cobra-class escort]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gloriana&#039;&#039;&#039; is a rare class of [[Battleship]] fielded during the [[Great Crusade]]. Created to be the flagships of the [[Emperor]]&#039;s [[Primarch|sons]] and their [[Space Marine]] legions, each and every one is armed to the teeth and heavily armored, on top of being customized depending on each Primarch&#039;s needs. At least two different patterns of the class were made as a base to build on, with the Scylla pattern being slightly larger than the Circe pattern. The four largest Glorianas were stated to be the &#039;&#039;Iron Blood&#039;&#039;, the &#039;&#039;Conqueror&#039;&#039;, the &#039;&#039;Hrafnkel&#039;&#039;, and the &#039;&#039;Vengeful Spirit&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to not understate how &#039;&#039;massive&#039;&#039; each individual Gloriana was. They averaged around &#039;&#039;20 kilometers in length&#039;&#039;, although several were noticeably larger than this mark, and they were capable of holding entire expeditionary forces &#039;&#039;and&#039;&#039; their support staff &#039;&#039;and&#039;&#039; equipment complement. Many of them could hold a sizeable portion of a Titan legion inside them, something that normally requires a single dedicated ship to do so. The entirety of a full-strength &amp;quot;modern-day&amp;quot; [[Chapter]] of Space Marines would have trouble filling out even a tenth of their cavernous holds. They were built to such exacting standards that it took nearly 10% of Mars&#039; entire production output working flat out for years to build them.&lt;br /&gt;
&lt;br /&gt;
Not only that, but their firepower was immense as well, with enough [[Lance Weapon|lance turrets]], [[Macrocannon|macro-cannons]], [[Torpedo|torpedo tubes]], and fighter launch bays to fight off entire &#039;&#039;fleets&#039;&#039;, with a good chance of the Gloriana coming out on top. Indeed historically, the only way to take out a Gloriana was either through sheer numbers and/or weight of fire, or with &#039;&#039;another&#039;&#039; Gloriana.&lt;br /&gt;
&lt;br /&gt;
That said there were several exceptional ships, like the &#039;&#039;Terminus Est&#039;&#039;, &#039;&#039;Infidus Imperator&#039;&#039;, and the [[Abyss-class Super Battleship|Abyss Class super-battleships]] that could give the Glorianas a run for their money.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Length:&#039;&#039;&#039; ~20Km (on average, varies greatly)&lt;br /&gt;
*&#039;&#039;&#039;Mass:&#039;&#039;&#039; 124.5 megatonnes; approx&lt;br /&gt;
*&#039;&#039;&#039;Crew:&#039;&#039;&#039; 220,000 crew, 80,000 pilots and support personnel; approx&lt;br /&gt;
*&#039;&#039;&#039;Acceleration:&#039;&#039;&#039; 1.2 gravities max sustainable acceleration; approx&lt;br /&gt;
== Chariots of the Primarchs ==&lt;br /&gt;
&lt;br /&gt;
During the Great Crusade and Horus Heresy, each Legion had at least one &#039;&#039;Gloriana&#039;&#039;-class warship as their Legion flagship, except for the Imperial Fists who had the larger and even more deadly [[The Phalanx|Phalanx]] (and the Alpha Legion which secretly had two flagships). A couple are also noted to have served as flagships in other expeditionary fleets. Relatively few Glorianas remain active and accounted for in the 41st Millennium, with the majority of the great ships either confirmed destroyed during the Crusade/Heresy or have since then disappeared without a trace.&lt;br /&gt;
&lt;br /&gt;
*[[Dark Angels]]: The First Legion were given several at the start of the Great Crusade, taken from what had survived Old Night rather than being newly built and equipped from the forbidden armouries of Terra. Though the exact number is unknown; &amp;quot;many&amp;quot; of their fleets were supposedly headed by one. Any surviving vessels would have likely been given to the new chapters. So a few of them still might be in service as mobile [[Fortress-Monastery|Fortress-Monasteries]] for those of the Second Founding.&lt;br /&gt;
**&#039;&#039;Paradigm of Hate&#039;&#039; (Destroyed): Participated in the First Rangdan War, was lost and unsalvageable.&lt;br /&gt;
**&#039;&#039;Truth&#039;s Razor&#039;&#039; (Fate Unknown): Participated in the First Rangdan War, survived to fight again later.&lt;br /&gt;
**&#039;&#039;Invincible Reason&#039;&#039; (Still Active): survived the Horus Heresy and currently serves as the Dark Angels&#039; flagship.&lt;br /&gt;
*[[Emperor&#039;s Children]]:&lt;br /&gt;
**&#039;&#039;Pride of the Emperor&#039;&#039; (Fate Unknown): Crippled during the Battle of Thessala, one of the few battles [[Roboute Guilliman|Girlyman]] lost. No further updates on its status.&lt;br /&gt;
*[[Iron Warriors]]:&lt;br /&gt;
**&#039;&#039;Iron Blood&#039;&#039; (Still Active): Probably reconstructed as a space station or [[Perturabo]] keeps it in reserve on Medrengard. Confirmed to still be active and lurking around, having been spotted by Huron Blackheart&#039;s forces a few times.&lt;br /&gt;
*[[White Scars]]:&lt;br /&gt;
**&#039;&#039;Swordstorm&#039;&#039; (Destroyed): Became one with the speed force during the Battle of Catallus, after Jaghatai attempted to use it as a trap to kill Mortarion.&lt;br /&gt;
*[[Space Wolves]]:&lt;br /&gt;
**&#039;&#039;Hrafnkel&#039;&#039; (Fate Unknown): Galaxy&#039;s largest space tavern, mobile brewery and Viking convention hall. Was crippled by the Sons of Horus during the Battle of Trisolian, where it narrowly managed to escape the &#039;&#039;Vengeful Spirit&#039;&#039;. There has been no known activity with it since, and the Wolves aren&#039;t talking about it either. Likely [[Leman Russ|the top dog]] took his kennel to the Eye with him.&lt;br /&gt;
*[[Imperial Fists]]:&lt;br /&gt;
**&#039;&#039;Eternal Crusader&#039;&#039; (Still Active): Currently serving as the flagship and [[Fortress-Monastery]] of the [[Black Templars]], as the Imperial Fists have the [[The Phalanx|Phalanx]]. Currently known to hide/carry a [[Cross of Dorn-class Maritime Cruiser]] in its belly for maritime operations.&lt;br /&gt;
**&#039;&#039;Burden of Duty&#039;&#039; (Fate Unknown): Only mentioned in the Siege of Cthonia Black Book, apparently the Fists had another Glorianna which [[Derp|they left in orbit of Cthonia alongside a small fleet instead of recalling to Terra for the siege]]. It&#039;s not mentioned what happened to it when the Sons of Horus came calling, but given their fleet won the battle it was probably destroyed or [[Chaos|worse]].&lt;br /&gt;
*[[Night Lords]]:&lt;br /&gt;
**&#039;&#039;Nightfall&#039;&#039; (Fate Unknown): Last seen during the Siege of Terra, where one of its last duties was containing Angron within its many mazes because he was having one of his temper tantrums, at Kharn&#039;s request. He was later sent down on Terra once the fighting begun. Nobody knows its current status, making it a Grimdark version of the Batcave.&lt;br /&gt;
*[[Blood Angels]]:&lt;br /&gt;
**&#039;&#039;Red Tear&#039;&#039; (Fate Unknown): Originally named &#039;&#039;Grey Daughter&#039;&#039;. Sanguinius asked a woman to park it. As a consequence, mostly because she was driven mad by Chaos, it crashed on Signus Prime and got transformed into a fortress. It was later towed back into space, repaired, and served in the Horus Heresy. No other activities after that.&lt;br /&gt;
*[[Iron Hands]]:&lt;br /&gt;
**&#039;&#039;Fist of Iron&#039;&#039; (Fate Unknown): Was severely damaged by the &#039;&#039;Pride of the Emperor&#039;&#039; prior to the [[Drop Site Massacre]] after Fulgrim failed to turn Ferrus to the traitors&#039; side. Partly the reason why Ferrus got himself killed in said massacre. No details about its ultimate fate.&lt;br /&gt;
*[[World Eaters]]:&lt;br /&gt;
**&#039;&#039;Conqueror&#039;&#039; (Still Active): Formerly &#039;&#039;Adamant Resolve&#039;&#039;. Continues to be in active service after the Horus Heresy, last seen during the 13th Black Crusade. Currently serving its Primarch once more.&lt;br /&gt;
*[[Ultramarines]]:&lt;br /&gt;
**&#039;&#039;[[Macragge&#039;s Honour]]&#039;&#039; (Still Active): Guilliman’s space chariot/boat. It used to be a shrine ship after Guilliman&#039;s defeat against Fulgrim, but after the Primarch&#039;s awakening, it was restored to battle-ready condition and is currently being used as his flagship while cruising the galaxy. Fully playable in Battlefleet Gothic 2 and is one of the best ships in the game.&lt;br /&gt;
*[[Death Guard]]:&lt;br /&gt;
**&#039;&#039;Endurance&#039;&#039; (Still Active): In service to Nurgle, so it&#039;s a big garbage truck. Last seen during Mortarion&#039;s Plague Wars campaign.&lt;br /&gt;
*[[Thousand Sons]]:&lt;br /&gt;
**&#039;&#039;Photep&#039;&#039; (Fate Unknown): Was sent away by Magnus with a contingent of Thousand Sons marines before the Burning of Prospero. Later before the Siege of Terra, they returned to their legion on [[Sortiarius]]. Last seen during the Siege of Terra.&lt;br /&gt;
*[[Luna Wolves]]/Sons of Horus:&lt;br /&gt;
**&#039;&#039;[[Vengeful Spirit]]&#039;&#039; (Still Active): Currently used by Abaddon whenever he has a [[Black Crusade|temper tantrum]], remains the Black Legion flagship.&lt;br /&gt;
**&#039;&#039;Magna Tyrannis&#039;&#039; (Still Active): Is currently renamed as the &#039;&#039;Harbinger of Doom&#039;&#039;, and serves as the Spirit&#039;s equally competent but more obscure sibling.&lt;br /&gt;
*[[Word Bearers]]:&lt;br /&gt;
**&#039;&#039;Fidelitas Lex&#039;&#039; (Destroyed): Was destroyed by the Ultramarines over Nuceria during the Shadow Crusade. Role as flagship was taken over by the &#039;&#039;Trisagion&#039;&#039;.&lt;br /&gt;
**&#039;&#039;Chronicle of Ashes&#039;&#039; (Still Active): Was captured by the Ultramarines during the Great Scouring; after being cleansed of Chaotic taint, it was renamed the &#039;&#039;Lex Talionis&#039;&#039; and given to the Nemesis Chapter, an Ultramarine successor.&lt;br /&gt;
*[[Salamanders]]:&lt;br /&gt;
**&#039;&#039;Flamewrought&#039;&#039; (Fate Unknown): Disappeared after the Drop Site Massacre. A Battle Barge named in its honor later served as the Salamanders&#039; flagship.&lt;br /&gt;
*[[Raven Guard]]:&lt;br /&gt;
**&#039;&#039;Shadow of the Emperor&#039;&#039; (Destroyed): Destroyed by the &#039;&#039;Terminus Est&#039;&#039; during the Drop Site Massacre. Its successor, the Second Shadow, was destroyed 10,000 years later, also by the &#039;&#039;Terminus Est&#039;&#039;.&lt;br /&gt;
*[[Alpha Legion]]:&lt;br /&gt;
**&#039;&#039;Alpha&#039;&#039; (Fate Unknown): Was last seen during the Battle of Pluto. Much like the Alpha Legion: seemingly disappeared into thin air.&lt;br /&gt;
**&#039;&#039;Beta&#039;&#039; (Fate Unknown): was last seen under the command of Omegon after a warrior claiming to be Alpharius died on Pluto. Much like the Alpha Legion: seemingly disappeared into thin air.&lt;br /&gt;
&lt;br /&gt;
== Swords of the Emperor ==&lt;br /&gt;
&lt;br /&gt;
There are few Gloriana-class still in active duty in the modern-day Imperium, and in all cases these honored relics are in command of [[Space Marine|Astartes]] Chapters rather than the [[Imperial Navy]]. Needless to say, these old survivors have near-legendary reputations or honor rolls that would fill the libraries of entire planetary systems.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Eternal Crusader&#039;&#039;&#039;, formerly of the [[Imperial Fists]] Legion, still lives up to its name, serving as the mobile fortress-monastery of the [[Black Templars]]. Up until recently it had been in pursuit of the infamous [[Warboss]] [[Ghazghkull Mag Uruk Thraka|Ghazghkull Thraka]], but has since then been deployed for the Cardinal Worlds Crusade in the wake of the formation of the [[Great Rift]].&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Invincible Reason&#039;&#039;&#039; still remains the flagship of the [[Dark Angels]], though in practice it mostly serves as the escort of [[The Rock]] in its travels through the galaxy. Much like the Rock, it&#039;s currently deployed in Imperium Nihilus.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[Macragge&#039;s Honour]]&#039;&#039;&#039; of the [[Ultramarines]] by comparison spent much of the intervening millennia as a spaceborne shrine to their [[Roboute Guilliman|Primarch]], and has only relatively recently returned to active service. For a time it was [[Derp|lost]] to the [[Red Corsairs]] in the wake of the disastrous Terran Crusade, but has since then been recovered, and [[Awesome|once more serves as the Lord Commander&#039;s flagship]].&lt;br /&gt;
&lt;br /&gt;
Finally there&#039;s the &#039;&#039;&#039;Chronicle of Ashes&#039;&#039;&#039;, formerly of the [[Word Bearers]], it was captured, renamed the &#039;&#039;&#039;Lex Talionis&#039;&#039;&#039;, and has since then served the [[Nemesis]] Chapter as their flagship. One can only imagine how long it took and how hard it was to cleanse such a huge vessel of Chaos taint (granted, the Imperium &#039;&#039;did&#039;&#039; capture it in M31-M32 so it&#039;s very likely the level of Chaos influence was &#039;&#039;much&#039;&#039; easier to clear out), and there&#039;s a good chance the depths of the ship still aren&#039;t completely safe.&lt;br /&gt;
&lt;br /&gt;
== Echoes of the Old War ==&lt;br /&gt;
&lt;br /&gt;
[[File:VengefulSpirit13BC.jpg|300px|thumb||Still as deadly as ever]]&lt;br /&gt;
&lt;br /&gt;
There are several &#039;&#039;Gloriana&#039;&#039;-class ships known to be still in service to the [[Chaos|dark powers]].&lt;br /&gt;
&lt;br /&gt;
The most infamous of them all, the &#039;&#039;&#039;[[Vengeful Spirit]]&#039;&#039;&#039;, flagship of the archtraitor [[Horus Lupercal]], still bedevils the Imperium well into [[Age of the Dark Imperium|the current age]]. Now under the command of his successor, the Warmaster [[Abaddon the Despoiler]], the ship leads the fleets of the [[Black Legion]] in their rampage out of the [[Eye of Terror]] after the fall of [[Cadia]].&lt;br /&gt;
&lt;br /&gt;
Likewise the &#039;&#039;&#039;Magna Tyrannis&#039;&#039;&#039;, renamed the &#039;&#039;&#039;Harbinger of Doom&#039;&#039;&#039;, flies the colors of the [[Black Legion]] and serves as the second flagship of the Black Fleet.&lt;br /&gt;
&lt;br /&gt;
[[Mortarion]] still commands the plague-ridden &#039;&#039;&#039;Endurance&#039;&#039;&#039;, and used it during the [[Plague Wars]] to terrorize the worlds of [[Ultramar]], exchanging a couple broadsides with the &#039;&#039;Macragge&#039;s Honor&#039;&#039; before retreating. Likewise the &#039;&#039;&#039;Conqueror&#039;&#039;&#039; still remains under the control of the [[World Eaters]], who use it to wreak havoc in [[Khorne]]&#039;s name, presumably [[Angron]] takes command when he is summoned to the Materium. [[Lotara Sarrin]], Angron&#039;s flag captain during the Heresy, is merged with the command throne and occasionally snacks on passers-by. It was commanded by Kossolax the Foresworn, Chaos Lord of The [[Foresworn]] World Eaters Warband, until Angron returned from the Warp and had Sarrin declare him its master once more.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Iron Blood&#039;&#039;&#039; has been quieter than it&#039;s sisters but it&#039;s noted by Huron Blackheart post Great Rift that it&#039;s been seen around.&lt;br /&gt;
&lt;br /&gt;
It&#039;s conceivable that the &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Beta&#039;&#039;&#039; of the [[Alpha Legion|Legion that doesn&#039;t exist]] are still in operation, but given how that Legion functions, no one knows for sure. The most that can be said is that the largest group of Alpha Legion factions post Great Rift had no idea where either of them are.&lt;br /&gt;
&lt;br /&gt;
== In Battlefleet Gothic ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Gloriana&#039;&#039;-class was not statted out when the [[Battlefleet Gothic|specialist game]] was first released for the simple reason that GW hadn’t created them yet. At the time, the &#039;&#039;Vengeful Spirit&#039;&#039; was simply an ancient [[Chaos]] Battle Barge with stats that made it slightly more effective at boarding, which was underwhelming to say the least. It doesn&#039;t even get Chaos-specific benefits, especially compared to the other Chaos God-aligned battles barges statted out (see the &#039;&#039;&#039;Terminus Est&#039;&#039;&#039; of the [[Death Guard]]).&lt;br /&gt;
&lt;br /&gt;
Not exacly reflecting its reputation as a ship capable of fending off entire Loyalist fleets, and enduring the world-breaking duel between the [[Emperor]] and Horus.&lt;br /&gt;
&lt;br /&gt;
The sidebar to the &#039;&#039;Vengeful Spirit&#039;&#039; also mentioned its equivalents still serving the Imperium were considered &amp;quot;relic&amp;quot; Battle Barges that could customize their weapon load-out before deployment for free, and come with a Space Marine crew by default. Again, a far cry from what&#039;s expected of a ship class that can fend off fleets on its own.&lt;br /&gt;
&lt;br /&gt;
== In Battlefleet Gothic: Armada 2 ==&lt;br /&gt;
&lt;br /&gt;
The ship class makes its debut in the sequel game, with &#039;&#039;Macragge&#039;s Honour&#039;&#039; representing the Imperium while the &#039;&#039;Vengeful Spirit&#039;&#039; appears on the Chaos side. Each is easily twice as powerful and durable as a &amp;quot;regular&amp;quot; battleship of their faction. Just don&#039;t send them without escorts however, as they can still be overwhelmed by multiple ships ganging up on them. The &#039;&#039;Macragge&#039;s Honour&#039;&#039; rolls with massive fighter complements, but its primary punch is its mix of lances and torpedoes. Since the torpedoes are parallel, they can hit a target eight times with one button press; good for boarding actions with that Astartes muscle backing it up.&lt;br /&gt;
&lt;br /&gt;
Hilariously, if you play the Chaos campaign: there&#039;s a mission that has you defeating the&#039;&#039; Macragge&#039;s Honour&#039;&#039; and taking Guilliman prisoner (somehow). This results in the Word Bearers gleefully corrupting the &#039;&#039;Macragge&#039;s Honour&#039;&#039; and re-christening it as the &#039;&#039;Monarchia Redeemed&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Homebrew Stats ==&lt;br /&gt;
&lt;br /&gt;
The lack of &amp;quot;official&amp;quot; stats that reflect the actual capabilities of the class hasn&#039;t stopped players from trying to create some of their own. The following statistics are one of the more &#039;&#039;reasonable&#039;&#039; tries at this:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! Class || Pts || Type/Hits || Speed || Turns || Shields || Armour || Turrets&lt;br /&gt;
|-&lt;br /&gt;
| Gloriana || 750 || Battleship/14 || 20 cm || 45 degrees || 5 || 6+ || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
!Armament || Range/Speed || Firepower/Str || Fire Arc&lt;br /&gt;
|-&lt;br /&gt;
| Port weapons battery || 60cm || 6 || Left&lt;br /&gt;
|-&lt;br /&gt;
| Starboard weapons battery || 60cm || 6 || Right&lt;br /&gt;
|-&lt;br /&gt;
| Port weapons battery || 45cm || 6 || Left&lt;br /&gt;
|-&lt;br /&gt;
| Starboard weapons battery || 45cm || 6 || Right&lt;br /&gt;
|-&lt;br /&gt;
| Dorsal Lance turret || 60cm || 6 || Left/Forward/Right&lt;br /&gt;
|-&lt;br /&gt;
| Port Launch Bay || Thunderhawk 20cm, Stormhawk 30cm || 3 Squadrons || -&lt;br /&gt;
|-&lt;br /&gt;
| Starboard Launch Bay || Thunderhawk 20cm, Stormhawk 30cm || 3 Squadrons || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Relic&#039;&#039;&#039;: The Gloriana-class is an irreplaceable remnant of a better but bygone age. The loss of such a ship is considered a grievous blow to the Imperium as well as the Forces of Chaos. The Gloriana gives 50% more Victory Points if Crippled, and 200% more Victory Points if Destroyed.&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Battlefleet Gothic]]&lt;br /&gt;
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[[Category: Imperial]]&lt;br /&gt;
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[[Category: Imperial Navy]]&lt;br /&gt;
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[[Category: Space Marines]]&lt;br /&gt;
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[[Category: Adeptus Astartes Navy]]&lt;br /&gt;
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[[Category: Chaos]]&lt;br /&gt;
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[[Category: Fleets of Chaos]]&lt;br /&gt;
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[[Category: Chaos Space Marines]]&lt;br /&gt;
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[[Category: Vehicles]]&lt;br /&gt;
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[[Category: Ships]]&lt;br /&gt;
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{{40k-Imperial-Ships}}&lt;br /&gt;
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{{40k-Chaos-Ships}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:6547:7D11:DD59:F542</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=First_Founding&amp;diff=216287</id>
		<title>First Founding</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=First_Founding&amp;diff=216287"/>
		<updated>2023-05-29T16:29:39Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:6547:7D11:DD59:F542: /* Number of Legionaries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Topquote|They shall be my finest warriors, these men who give of themselves to me. Like clay I shall mould them, and in the furnace of war forge them. They will be of iron will and steely muscle. In great armour shall I clad them and with the mightiest guns will they be armed. They will be untouched by plague or disease, no sickness will blight them. They will have tactics, strategies and machines so that no foe can best them in battle. They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines and they shall know no fear.|The [[God-Emperor of Mankind|Emperor of Mankind]] on the creation of the Adeptus Astartes}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|Vos, Hæmi gelidæ valles, quas sæpe cruentis Stragibus æquavit Stilicho ; vos, Thracia, testor, Fulmina, quæ largo mutastis sanguine fluctus ; Dicite, Bisaltæ, vel qui Pangæa juvencis Scinditis, offense quantæ sub vomere putres Dissiliant glebis galæ, vel qualia rastris Ossa peremtorum resonant immania regum. &lt;br /&gt;
Valley of (Mt.) Hemus, which so often Stilicho buried with corpses! Rivers of Thrace, who saw blood replace your waters! I take you as witnesses. Answer, ye Bisaltians, and ye folks whose chariots labour the guts of Pangae! So many helmets covered in rust, broken into shards by the strokes of the ploughshare, a great many times the mattock ploughed the gigantic bones of fallen Kings who found death within your countryside.|Claudius Claudianus, &#039;&#039;In Praise of Stilicho&#039;&#039;, first volume}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After he conquered [[Terra]], the [[God-Emperor of Mankind|Emperor of Mankind]] set out on a [[Great Crusade]] to re-unite the lost human colonies into a mighty [[Imperium]].  He soon realized that bog-standard humans wouldn&#039;t be enough; some situations called for a small number of devastatingly powerful warriors, a surgical strike force to smash enemy linchpins.  To fill this role, he created his [[Primarchs]], and from their genes, he created the &#039;&#039;&#039;Legiones Astartes&#039;&#039;&#039;, the twenty [[Space Marines|Space Marine]] Legions, in an event [[Second Founding|retroactively]] named the &#039;&#039;&#039;First Founding&#039;&#039;&#039;. Space Wolves, Salamanders and Alpha Legion were segregated as Trefoil Legions by the Emperor for some reason. There&#039;s possibly a Zero Founding with the Prototype Legionary.&lt;br /&gt;
&lt;br /&gt;
==The Legions==&lt;br /&gt;
&lt;br /&gt;
{|align=center border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Legion Number !! Primarch !! Homeworld !! Legion Name !! Allegiance&lt;br /&gt;
|-&lt;br /&gt;
! I&lt;br /&gt;
|[[Lion El&#039;Jonson]] || [[Caliban]] || [[Dark Angels|Angels of Death/The Uncrowned Princes/Dark Angels]]&lt;br /&gt;
| style=&amp;quot;background-color: navy;color:white;&amp;quot;| ABSOLUTELY LOYAL, AND HAVE TOTALLY NEVER BEEN TRAITORS AT ANY POINT. PLEASE FOLLOW ME DOWN THIS ENTIRELY SAFE AND UNSUSPICIOUS DARK ALLEY SO THAT I MAY EDUCATE YOU ON THE TOTALLY CLEAN AND LOYALIST HISTORY OF THE DARK ANGELS!&lt;br /&gt;
|-&lt;br /&gt;
! II&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | +++Records expunged+++&lt;br /&gt;
|-&lt;br /&gt;
!III&lt;br /&gt;
| [[Fulgrim]] || [[Chemos]] || [[Emperor&#039;s Children]]&lt;br /&gt;
| style=&amp;quot;background-color: maroon;color:white;&amp;quot;| Absolutely FABULOUS traitor&lt;br /&gt;
|-&lt;br /&gt;
! IV&lt;br /&gt;
| [[Perturabo]] || [[Olympia]] || [[Iron Warriors]]&lt;br /&gt;
| style=&amp;quot;background-color: maroon;color:white;&amp;quot;| Super grumpy Traitor&lt;br /&gt;
|-&lt;br /&gt;
!V&lt;br /&gt;
| [[Jaghatai Khan]] || [[Chogoris|Chogoris/Mundus Planus]] || [[White Scars|Star Hunters/White Scars]]&lt;br /&gt;
| style=&amp;quot;background-color: navy;color:white;&amp;quot;| Speedy, laughing Loyal&lt;br /&gt;
|-&lt;br /&gt;
!VI&lt;br /&gt;
|[[Leman Russ]] || [[Fenris]] || [[Space Wolves|The Rout/Space Wolves]]&lt;br /&gt;
| style=&amp;quot;background-color: navy;color:white;&amp;quot;| Who&#039;s a Loyal Boy? Is it you? Is it you? ruff ruff yiff &lt;br /&gt;
|-&lt;br /&gt;
!VII&lt;br /&gt;
|[[Rogal Dorn]] || [[Terra]], [[Inwit]] || [[Imperial Fists]]&lt;br /&gt;
| style=&amp;quot;background-color: navy;color:white;&amp;quot;| MEGA &amp;lt;s&amp;gt;ULTRA&amp;lt;/s&amp;gt; FISTISHLY Loyal&lt;br /&gt;
|-&lt;br /&gt;
!VIII&lt;br /&gt;
|[[Konrad Curze]] || [[Nostramo]] || [[Night Lords]]&lt;br /&gt;
| style=&amp;quot;background-color: maroon;color:white;&amp;quot;| Spooky traitor (dead)&lt;br /&gt;
|-&lt;br /&gt;
!IX&lt;br /&gt;
|[[Sanguinius]] || [[Baal]] || [[Blood Angels]]&lt;br /&gt;
| style=&amp;quot;background-color: navy;color:white;&amp;quot;| Loyal and fabulously DEEAADD!!! &lt;br /&gt;
|-&lt;br /&gt;
!X&lt;br /&gt;
|[[Ferrus Manus]] || [[Medusa]] || [[Iron Hands|Storm Walkers/Iron Hands]]&lt;br /&gt;
| style=&amp;quot;background-color: navy;color:white;&amp;quot;| Loyal (also DEAD)&lt;br /&gt;
|-&lt;br /&gt;
!XI&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | +++Records expunged+++ &lt;br /&gt;
|-&lt;br /&gt;
!XII&lt;br /&gt;
|[[Angron]] || &amp;lt;s&amp;gt;[[Nuceria]]&amp;lt;/s&amp;gt; [[Bodt]] || [[World Eaters|War Hounds/World Eaters]]&lt;br /&gt;
| style=&amp;quot;background-color: maroon;color:white;&amp;quot;| RAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGE!!!! (traitor)&lt;br /&gt;
|-&lt;br /&gt;
!XIII&lt;br /&gt;
|[[Roboute Guilliman]] || [[Macragge]] || [[Ultramarines|War-Born/Ultramarines]]&lt;br /&gt;
| style=&amp;quot;background-color: navy;color:white;&amp;quot;| SUPER DUPER Loyal. DEFINITELY never made another Imperium. Nope. Never. No chance.&lt;br /&gt;
|-&lt;br /&gt;
!XIV&lt;br /&gt;
|[[Mortarion]] || [[Barbarus]] || [[Death Guard|Dusk Raiders/Death Guard]]&lt;br /&gt;
| style=&amp;quot;background-color: maroon;color:white;&amp;quot;| Icky traitor&lt;br /&gt;
|-&lt;br /&gt;
!XV&lt;br /&gt;
|[[Magnus the Red]] || [[Prospero]] || [[Thousand Sons]]&lt;br /&gt;
| style=&amp;quot;background-color: maroon;color:white;&amp;quot;| &amp;lt;s&amp;gt;Did Nothing Wrong&amp;lt;/s&amp;gt; Traitors (Because of those fuckwit Space Wolves and Horus. Also Fucking Tzeentch and Magnus)&lt;br /&gt;
|-&lt;br /&gt;
!XVI&lt;br /&gt;
|[[Horus|Horus Lupercal]] || [[Cthonia]] || [[Black Legion|Luna Wolves/Sons of Horus]]&lt;br /&gt;
| style=&amp;quot;background-color: maroon;color:white;&amp;quot;| UBER Traitor (and also UBER dead)&lt;br /&gt;
|-&lt;br /&gt;
!XVII&lt;br /&gt;
|[[Lorgar|Lorgar Aurelian]] || [[Colchis]] || [[Word Bearers|Imperial Heralds/Word Bearers]]&lt;br /&gt;
| style=&amp;quot;background-color: maroon;color:white;&amp;quot;| The first Traitors&lt;br /&gt;
|-&lt;br /&gt;
!XVIII&lt;br /&gt;
|[[Vulkan]] || [[Nocturne]] || [[Salamanders|Dragon Warriors/Salamanders]]&lt;br /&gt;
| style=&amp;quot;background-color: navy;color:white;&amp;quot;| Loyal (and with a slightly weird fire fetish)&lt;br /&gt;
|-&lt;br /&gt;
!XIX&lt;br /&gt;
|[[Corvus Corax]] || [[Deliverance]] || [[Raven Guard]]&lt;br /&gt;
| style=&amp;quot;background-color: navy;color:white;&amp;quot;| Sneaky beaky loyal&lt;br /&gt;
|-&lt;br /&gt;
!XX&lt;br /&gt;
|[[Alpharius]] [[Omegon]] || Unknown || |[[Alpha Legion]]&lt;br /&gt;
| style=&amp;quot;background-color: maroon;color:white;&amp;quot;| It&#039;s complicated; even they might not know at this point, but according to the Imperium at large, Traitor. Rogal slew Omegon, but Alpharius is (probably) still at large or is it the other way around... One of them is probably dead anyways.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
[[File:Space Marine Legion.jpg|400px|thumbnail|right|]]&lt;br /&gt;
The Legiones Astartes, being far larger than current Space Marine Chapters, were organized along drastically different lines. At the head of the Legion was its [[Primarch]] Commander who oversaw the Legion&#039;s headquarters. Prior to reuniting with their Primarch, this position was filled by the Legion Master, the most senior Space Marine in the Legion. Below this were the &#039;&#039;&#039;[[Space Marine Chapter|Chapters]]&#039;&#039;&#039; of the Legion, each of which was commanded by a [[Chapter Master|Lord Commander]]. Each [[Space Marine Chapter|Chapter]] in turn was divided into a number of &#039;&#039;&#039;Battalions&#039;&#039;&#039; led by a &#039;&#039;&#039;Lieutenant Commander&#039;&#039;&#039;. Each battalion was then further divided into &#039;&#039;&#039;Companies&#039;&#039;&#039; led by a [[Brother-Captain|Captain]]. The Company, itself divided into a number of &#039;&#039;&#039;Squads&#039;&#039;&#039;, was the basic military division of the Legiones Astartes. Due to the varying sizes of each Legion and the varying nature of supply and attrition, there was no fixed number of how many Chapters, Battalions, Companies, and Squads a Legion would contain. But even then, there was no fixed [[Codex Astartes|institution]] that a particular Company should be composed of certain units, with each Company specialising naturally as marines and officers became veterans of a certain form of warfare.&lt;br /&gt;
&lt;br /&gt;
===Number of Legionaries===&lt;br /&gt;
The Legions were massive armies, and the size of each could vary tremendously. A precise number was never truly achieved and maintained. Even during the Great Crusade, some Legions were very numerous, while others were not. The numbers would always vary with new recruits and inevitable battle-losses, and also important was the availability of potential recruits and the [[Roboute Guilliman|administrative]] [[Perturabo|skills]] of the Primarch and his officers. &lt;br /&gt;
&lt;br /&gt;
However the closest thing to a &#039;standard&#039; legion is what the Emperor started with which was 10 chapters to a legion, 2 battalions to a chapter, five companies to a battalion and 100 marines to a company. Theoretical nominal strength: 10,000.&lt;br /&gt;
&lt;br /&gt;
The most numerous Legion of all was the [[Ultramarines]]. The [[Thousand Sons]] of [[Magnus]] were of a small number as many of them had developed mutations or uncontrollable levels of psychic powers. [[Fulgrim]]&#039;s samples had been largely lost, and this left the Legion of the [[Emperor&#039;s Children]] also with a very small number. Both of these Legions would increase their numbers to acceptable standards only after their Primarchs were found. The [[Dark Angels]], being the First Legion, were originally the largest one but their numbers declined significantly during the [[Rangdan Xenocides]]. The Iron Warriors were also quite numerous for a while, but Perturabo&#039;s [[Death Korps of Krieg|unique view on what qualified as acceptable losses]] changes that in time. &lt;br /&gt;
&lt;br /&gt;
The approximate sizes of a few of the Legions at the start of the Heresy have been given in various sources (it should be noted that originally these numbers were much smaller, a full zero knocked off until they were upped by the BL/Forgeworld writers):&lt;br /&gt;
&lt;br /&gt;
*[[Dark Angels]] - 200,000 or just above, though it is uncertain whether this includes Luther&#039;s contingents of the Fallen. Recent Horus Heresy era fluff would seem to suggest that it does not. &lt;br /&gt;
*[[Emperor&#039;s Children]] - 110,000 before the Isstvan Atrocity&lt;br /&gt;
*[[Iron Warriors]] - 150,000 to 180,000 but could have been more, if not for them regularly taking horrific casualties. The estimate is from after the notably costly series of wars that preceded their betrayal, suggesting higher numbers in the past.&lt;br /&gt;
*[[White Scars]] - 95,000 (Horus Heresy III: Extermination states they had 800 pioneer companies [[Derp|of as few as 500 marines each]], implying they had [[What|400 000 marines]], but [[Fail|this can probably be discounted]])&lt;br /&gt;
*[[Space Wolves]] - 90,000 to 95,000, with 75,000 gathered for Prospero and 20,000 to 25,000 elsewhere&lt;br /&gt;
*[[Imperial Fists]] - 100,000, the 20,000 at Phall were said to be 1/5 of the Legion&lt;br /&gt;
*[[Night Lords]] - Officially 90,000 to 120,000 but conceivably comparable to the larger Legions at points during the Horus Heresy. One of the most difficult legion sizes to estimate. &lt;br /&gt;
*[[Blood Angels]] - 150,000 divided in 300 companies 500 strong. Does not include the small caretaker force of a few additional companies constantly maintained on Baal. &lt;br /&gt;
*[[Iron Hands]] - 113,000&lt;br /&gt;
*[[World Eaters]] - 150,000&lt;br /&gt;
*[[Ultramarines]] - Black Books explicitly say they&#039;re the largest Legion at some 250,000 strong. To no-ones surprise Guilliman kept good records so this number is pretty safe.&lt;br /&gt;
*[[Death Guard]] - 95,000 (Mortarion wanted a much larger Legion but never came close to attaining it). &lt;br /&gt;
*[[Thousand Sons]] - Originally around or under 10,000, retconned to have 80,000 to 85,000. &lt;br /&gt;
*[[Sons of Horus]] - 130,000 to 170,000, 70,000 to 110,000 after Isstvan III&lt;br /&gt;
*[[Word Bearers]] - 140,000 to 250,000+, their official and explicitly incorrect size was 140K and we don&#039;t know who what extent they grew in secret after their shaming at Khur.&lt;br /&gt;
*[[Salamanders]] - 89,000&lt;br /&gt;
*[[Raven Guard]] - 84,000&lt;br /&gt;
*[[Alpha Legion]] - In-universe speculation is 90,000 to 120,000, with 180,000 probably being the greatest probable size. No-one knows for sure.&lt;br /&gt;
&lt;br /&gt;
Using the lowest and highest numbers this means there were 1,933,095 to 2,741,000 Space Marines without including the White Scars. These estimations are the Legions at the closing of the Great Crusade, though it would be a mistake to assume that the number was final and only went down during the Horus Heresy. In fact, many of the Legions were still recruiting at an accelerated rate and their numbers actually went up, [[Raven_Guard#The_Last_Ones_Standing|though at some cost however]]. To put some context to that number, on the low end that&#039;s about the size of the American forces in the Korean War, and on the high end that&#039;s about all the Soviets that were involved in the Battle of Berlin.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also a mistake to assume that the Traitor Legions went turncoat completely en-masse, when in fact the [[Traitor Legion Loyalists|Loyalist elements of those Legions]] counted for a significant portion of their strength. Approximately 100,000 loyalist Legionaries were purged at Isstvan III, practically counting for a Legion-sized force to themselves. Their destruction came at a much greater cost to the Traitor Legions mustered there, cutting the traitor forces down by half, probably more, and so Horus would enter the war with his strength greatly reduced, but could count on daemon auxiliaries for reinforcements, the almost complete annihilation of three Loyalist legions during the [[Drop Site Massacre]] also helped to even out the field between both sides. While rare, there were also a few members of loyalist Legions who sided with the traitors as well - the Dark Angels and White Scars in particular were very nearly torn apart by the resulting infighting. The White Scars only reunited after Jaghatai Khan revealed what he had learned and made the Horus supporters surrender, after which some of the worst offenders were executed and the rest were placed in the most dangerous warzones to redeem themselves. The Dark Angels actually split more dramatically, though their detractors were more inward-looking and can&#039;t be seen as aligned with Horus. See their own article for more details.&lt;br /&gt;
&lt;br /&gt;
===Assets===&lt;br /&gt;
Besides having far greater numbers of Astartes to draw on, the legions were also better equipped and had a much wider variety of arms and vehicles to choose from. Many armored vehicles that are currently Imperial Guard specific once served in the legions, such as the [[Basilisk Artillery Gun|Basilisk]], while other wargear like [[Volkite]] guns or [[Mastodon]]s were mothballed due to their rarity or their obsolescence for the smaller-sized chapters. Numerous tactical roles were likewise phased out, for better or worse, though some roles did find successors in contemporary Chapters both Astartes and [[Primaris Marine|Primaris]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heresy-Era Specialties:&#039;&#039;&#039;&lt;br /&gt;
*[[Breacher Siege Squad]]&lt;br /&gt;
*[[Despoiler Squad]]&lt;br /&gt;
*[[Destroyer Squad]]&lt;br /&gt;
*[[Moritat]]&lt;br /&gt;
*[[Reconnaissance Squad]], succeeded by [[Scout Squad|Scouts]], [[Infiltrator]]s and [[Eliminator]]s.&lt;br /&gt;
*[[Seeker Squad]]&lt;br /&gt;
*[[Sky Hunter Squad]]&lt;br /&gt;
*[[Tactical Support Squad]]&lt;br /&gt;
*[[Legion Consul]], succeeded by [[Chaplain]] and [[Judiciar]]. &lt;br /&gt;
*[[Master of the Signal]]&lt;br /&gt;
*[[Legion Herald]], succeeded by Ancient and [[Primaris Ancient]].&lt;br /&gt;
*[[Praetor (Space Marine)|Praetor]], became the [[Chapter Master]] role.&lt;br /&gt;
*[[Legion Vigilator]], succeeded by Scouts and Eliminators as well.&lt;br /&gt;
*Various other [[Consul]] roles&lt;br /&gt;
&lt;br /&gt;
== Horus Heresy ==&lt;br /&gt;
&lt;br /&gt;
{{Main|Horus Heresy}}&lt;br /&gt;
&lt;br /&gt;
For all their power, the [[Space Marines]] and [[Primarchs]] were not perfect; ([[Alpharius|may]][[Omegon|be]]) half of them were sufficiently flawed to be tempted by (or driven to) [[Chaos]], led by Warmaster [[Horus]].  The traitors were defeated, but at a terrible cost, including the near-death of the [[God-Emperor of Mankind]] and trillions of deaths of invaluable astartes and human beans.&lt;br /&gt;
&lt;br /&gt;
[[Roboute Guilliman]] decided that the so-called [[Horus Heresy]] was proof that one man could not be trusted with power over one-twentieth of the Imperial Armed Forces, so he enacted several reforms to divide the Imperial Army into the Imperial Guard and Navy, and split the remaining loyalist Legions into Chapters, in accordance with his [[Codex Astartes]].  This event was later known as the [[Second Founding]].&lt;br /&gt;
&lt;br /&gt;
==Legions in 40k==&lt;br /&gt;
Technically all of the Chaos Marines are still &#039;legions&#039;, at least in name. They never split into chapters, so legions they technically remain. However, since they are mostly split up into roving warbands and there is no central control ([[Black Legion|with]] [[Word Bearers|a]] [[Death Guard|few]] [[Thousand Sons|exceptions]]) it&#039;s hard to say they really count anymore. Perhaps most importantly it&#039;s impossible to guess how many dudes there are even technically in any legion&#039;s pool. When they aren&#039;t fighting the Imperium, they are fighting each other, and since none of the Black Crusades have been successful we can reasonably assume that Chaos Marines aren&#039;t pouring out of the Eye of Terror in their hundreds of thousands. It&#039;s utterly impossible to guess how many dudes they&#039;ve got. They obviously have enough to attack the Imperium with (especially since their recruiting practices aren&#039;t as picky as their Loyalist counterparts), but probably not much more than the Loyalist Space Marines. Probably more than they came to the Eye with though, between further recruiting (from the Eye of Terror human population and anyone they can abduct/brainwash) and former Loyalists turning to Chaos. &lt;br /&gt;
&lt;br /&gt;
As for the Loyalists... Since the introduction of the [[Codex Astartes]], there are obviously no longer any loyalist Space Marine legions though that does not stop certain chapters from being described or implied to be at &#039;&#039;&amp;quot;Legion Strength&amp;quot;&#039;&#039;. Though this is often a common [[Neckbeard]] error and sometimes even gets used in the fluff, where the term is mistakenly used to describe any significantly oversized chapter, though even then they never compare to the forces from the Great Crusade. Though some make a good attempt at it:&lt;br /&gt;
 &lt;br /&gt;
*[[Imperial Fists]] - As it turned out, Dorn didn&#039;t fully break up his Legion. Every Son of Dorn chapter has a secret plan dubbed &amp;quot;The Last Wall&amp;quot;- if the main Chapter were to encounter an immediate threat to Terra, it could call its successor chapters to unite them into a full Legion until the threat is dealt with; the prospect of so many chapters working in such close cooperation was something that frightened the [[High Lords of Terra]] and they did not approve. Nonetheless, this plan not only saved Terra from [[The War of The Beast|the largest Ork WAAAGH!! the Imperium has ever dealt with]], but also rescued the Imperial Fists from &#039;&#039;actual&#039;&#039; extinction in the process.&lt;br /&gt;
*[[Black Templars]] are obviously over-strength in multiples of 1000 and keep to the spirit of the Great Crusade unlike any other chapter. This force is made up of three primary crusade fleets of unknown size which can end up spread over up to thirty engagements, where the size of a force could be as large as [[Dawn of War|&amp;quot;nearly&amp;quot; chapter strength]] &#039;&#039;(but not &#039;&#039;&#039;over&#039;&#039;&#039; for obvious reasons)&#039;&#039; or as small as a [[Dawn of War 2|single ship and a handful of squads]], so can be averaged at around chapter strength for each primary fleet. This arrangement is meant to be fluid, and changes all the time as fleets merge and disperse. Respectable figures put their numbers between 2000-6000 (with some more recent sources claiming even as high as 25000). The Templars are able to get away with this due to an obscure exception in the Codex allowing chapters to be over-strength during major Crusades in order to easily replace losses, and the Templars are &#039;&#039;always&#039;&#039; crusading. This is unofficially tolerated by the High Lords because of fanatical loyalty, constant casualties, consistent results and the fact that the Templars are so spread out. They may be legion sized &#039;total&#039; but they&#039;re not Legion sized at any single location.&lt;br /&gt;
*[[Space Wolves]] make no secret of the fact they ignore the Codex Astartes, but even then they are no-where near their original size. In M32 during the &#039;&#039;&#039;Battle of the Fang&#039;&#039;&#039; it is remarked that most of &#039;&#039;The Aett&#039;&#039; is actually abandoned. Furthermore, Logan Grimnar&#039;s own Great Company numbers 200 marines prior to the Sanctus Reach campaign and is the largest company on its own &#039;&#039;(i.e.: not including the chapter assets)&#039;&#039;. Their current number was originally between 1200-3000, but following the Siege of Fenris it is almost certainly smaller. Though the influx of Primaris Marines they received shortly afterwards likely also replenished their losses, and perhaps even surpassed their original numbers. Vikings aren&#039;t exactly renowned as avid number-keepers at the best of times though, so who the hell knows (though it is almost certain it is above official chapter strength). &lt;br /&gt;
*[[Astral Claws]] were &#039;&#039;actually&#039;&#039; accused of Legion building and declared heretics even when they were not yet followers of [[Chaos]], their number at the time of the Badab War was around 3000, though they never even used that number as a single force and spread themselves throughout their &#039;&#039;&#039;[[Warhammer_40,000/6th_Edition_Tactics/Tyrant%27s_Legion|PDF forces]]&#039;&#039;&#039;.&lt;br /&gt;
*[[Dark Angels#The Unforgiven|The Unforgiven]] are most likely one of the closest examples of a true Legion in that each of the successor chapters arrange themselves under one &#039;&#039;secret&#039;&#039; command structure (the &#039;&#039;&#039;Inner Circle&#039;&#039;&#039;). Though they each [[RAW|obey the letter, if not the spirit]] of the [[Codex Astartes]] and maintain mostly standard chapters of ten companies. The combined numbers of Dark Angel&#039;s successors would put them at around &#039;&#039;150,000 marines&#039;&#039;, and this is just a rough estimate, though we don&#039;t know if all of the Dark Angel&#039;s successors actually consider themselves part of the Unforgiven. Some definitely do though. Oh yes indeed. The Inner Circle has been known to send a random successor chapter across the galaxy to do the space marine equivalent of getting them a six pack (of traitors) when the main chapter is too busy.&lt;br /&gt;
*[[Ultramarines]] - The 23 [[Second Founding]] chapters of the Ultramarines are all represented in the senate of [[Ultramar]] and some of them would cooperate on matters of Codex orthodoxy to ensure that there were no deviations. The [[Genesis Chapter]] in particular routinely loaned squads and officers to the Ultramarines to fill in gaps, while other successors could loan squads to the [[Ultramarines Honour Company]] and get to wear the blue uniform. Because the Ultramarines account for nearly half of the later-founded chapters in the Imperium, they would amount to around &#039;&#039;500,000 marines&#039;&#039; and nominally look to their progenitor for the source of their leadership and guidance, with instances of Marneus Calgar stepping in to settle disputes between chapters not even of his bloodline or issuing decrees against [[Minotaurs|chapters]] in matters that have nothing to do with the Ultramarines directly. With the return of [[Roboute Guilliman]] and his re-organisation of both the Codex and the region of Ultramar; even though chapters officially maintain their sovereignty apart from each other, he has formally created a cross-Chapter command structure of Tetrarchs to coordinate and protect the Five-Hundred Worlds.&lt;br /&gt;
&lt;br /&gt;
All of the original legions maintain ties with with their subsequent founding chapters (except for the Salamanders, who didn&#039;t have any confirmed successors until the Ultima Founding, and ignore the unconfirmed ones), though the level of formality is different from Chapter to Chapter. The Blood Angels occasionally call all their bros together and go to war, even going to far as to demand they provide the Blood Angels with new squads so that they could rebuild their weakened chapter, but even in those cases, [[Gabriel Seth]] had to remind [[Dante]] that he had no authority to actually demand troops from his successors and might get further by asking nicely.&lt;br /&gt;
&lt;br /&gt;
The Imperial Fists successors did the same thing during the War of the Beast by donning Imperial Fist colours to ensure that the Chapter would not go extinct after it was nearly wiped out. The new Imperial Fists considered changing their colours controversial and a little bit blasphemous, and the [[High Lords of Terra]] generally weren&#039;t happy about that many Space Marines working in such close cooperation at all. &lt;br /&gt;
&lt;br /&gt;
While musing with Aeonid Thiel, Guilliman&#039;s original dream for the Codex was not to split up the Legions at all, but to create a single unified Legion formed of self-sufficient chapters that would come together or break apart as necessary, irrespective of their individual bloodlines, while making it harder for a taint in one chapter to affect the whole. &lt;br /&gt;
&lt;br /&gt;
Given the number of times multiple chapters from different legions have gotten together for a big crusade, he arguably succeed in this goal. Much of what goes on with the Ultramarines tended to be done out of starry-eyed respect and deference towards them rather than grudging support, so in this case, their high level of cooperation appears to be following the spirit of Guilliman&#039;s original idea quite well. &lt;br /&gt;
&lt;br /&gt;
Obviously, the High Lords would prefer to think otherwise because they were scared to death of the possibility of a second Space Marine unification and uprising, even going so far as to plotting to overthrow the resurrected Lord Guilliman before he took control over the Senatorum (which instantly backfired when the Custodians got wind of it in about ten minutes, also you know, &#039;&#039;&#039;PRIMARCH&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
==Two Unknown Legions==&lt;br /&gt;
&lt;br /&gt;
In the [[Rogue Trader|First Edition]] of [[Warhammer 40,000]], the twenty First Founding Chapters were all known.  It seems that [[Games Workshop]] had more love for some than others; when they made [[fluff]] revisions in the transition to Second Edition, the [[Valedictors]] and [[Rainbow Warriors]] were demoted to one of the &amp;quot;Later Foundings.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Nowadays, &amp;lt;s&amp;gt;nothing&amp;lt;/s&amp;gt; [[Horus_Heresy|little]] concrete is known about the Legions II and XI, and likewise their [[Primarch#Two Missing Primarchs|unknown Primarchs]]. Officially, the Imperium deleted all records regarding the &amp;quot;Lost Legions&amp;quot;; the only reminder of the two legions were empty plinths in the Hegemon where statues of the Primarchs stood at the Imperial Palace. Throughout the &#039;&#039;[[Horus Heresy]]&#039;&#039; series, it is suggested that the [[Space Wolves]] destroyed them for some reason.  [[The Horus Heresy: Massacre]] includes a timeline of the events at the end of the [[Great Crusade]], and in 965 and 969.M30, the Space Wolves engaged in two missions from which all data was redacted.  In the book &#039;&#039;The First Heretic&#039;&#039;, when a daemon takes the [[Word Bearers]] on a trip back in time to show them the creation of the Primarchs, the Word Bearers dialogue indicates that the XI Legion in particular did something bad enough for the Emperor to lead their purge himself. &lt;br /&gt;
&lt;br /&gt;
In the book &#039;&#039;Fear To Tread&#039;&#039;, Sanguinius tells Horus that he hasn&#039;t revealed the existence of the Red Thirst to the Emperor because he fears that the Blood Angels would be purged as well, indicating that gene-seed flaws may have also been a factor. &#039;&#039;Deliverance Lost&#039;&#039; has a dialogue between taking place during Corax&#039;s first meeting with the Emperor where he asks why only sixteen of his brothers were waiting to meet him if he was the nineteenth Primarch to be found, only for the Emperor to deflect the question; consequently, we can assume that the Legions were purged sometime before Corax&#039;s discovery (and were never around for the Horus Heresy), possibly during the [[Rangdan Xenocides]]. He also forced the remaining Primarchs to swear an oath never to speak of their absent brothers, so whatever they did must have been extraordinarily bad. &lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Legion,&#039;&#039; a ship&#039;s captain notes that the naughtiness of the [[Alpha Legion]] isn&#039;t the first time that a Legion has &amp;quot;overstepped it&#039;s mark&amp;quot; and that the Imperial Army fleet should report the Alpha Legion &amp;quot;before they become too powerful,&amp;quot; which might imply that one of the Legions got away with naughtiness for a long time and then used their entire Legion to fight the Emperor. &#039;Horus Heresy Book 3: Extermination also hints at the fate of the two missing Legions, first hinting that one Legion did not pass the &amp;quot;Alpha&amp;quot; intake (to take them up to Legion-Strength) when going through testing and the other saying that &amp;quot;the disaster of [REDACTED] had proven the folly of attempting to recruit Legiones Astartes stock from potentially tainted sources.&amp;quot; These could be in reference to the same Legion (using tainted stock in the Alpha intake) or two separate ones, with Legion A fucking up in the Alpha intake and Legion B using tainted stock in the later Great Crusade.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Fabius Bile: Clonelord&#039;&#039;, it is stated that &amp;quot;one of the two&amp;quot; missing Legions lead an expedition to the Ymga monolith, an artefact associated with the [[Necron]]s.&lt;br /&gt;
&lt;br /&gt;
Since Horus and the other traitor Primarchs managed to keep their records un-expunged during the Horus Heresy (and afterwards, since the Space Wolves clearly know who Magnus is, the Grey Knights clearly know who Mortarion is, and Horus&#039; name seems to have [[Lulz|become a swearword]] while Guardsmen are obviously aware that traitor Marines exist and officers also know traitor Primarchs exist too), it can be assumed the missing Legions&#039; naughtiness was something even worse. [[Heresy|Possibly they refused to wear pauldrons]], [[Alpha Legion|we don&#039;t know]]. In The Palatine Phoenix, shortly before his Legion&#039;s first solo mission, [[Fulgrim]] notes that &amp;quot;even the normally contemplative master of the Second had broken his silence to accuse Fulgrim of hubris&amp;quot;, so at least one of the missing Primarchs had spent some time around their brothers, and was active during the Great Crusade. In The Chamber at the End of Memory, Dorn said that very few among his brothers interacted with the II and the XI Primarch, and he was one of them. Millennia later during the [[Ultima Founding]], [[Cawl | Belisarius Cawl]] proposes using gene-seed from the II and XI legions to make Primaris marines, so there is either surviving genetic stock from the two Legions, or possibly actual legionaries that Cawl had been experimenting on for the last ten thousand years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Chamber at the End of Memory&#039;&#039; revealed that not only the entire Imperium were forbidden to speak of the II and XI following their fall (which according to Malcador and Rogal Dorn was terrible enough to overshadow the &#039;&#039;&#039;&#039;&#039;entire Horus Heresy up to the Siege of Terra&#039;&#039;&#039;&#039;&#039;) but those who had interacted with them were made to undergone mind-cleansing (or memory adjustment in the case of the Primarchs) so as to wipe out knowledge of the incidents. More interesting however was that Dorn and Gulliman came up with that idea to spare the Astartes from said two legions from death, and they allowed Macaldor to mind-wipe them all. There was a very good chance that these Astartes ended up with the Fists and the Ultramarines (as the theory above described). &lt;br /&gt;
&lt;br /&gt;
According to a source who allegedly worked for Games Workshop for five years (seen [http://warhammer40000roguetrader.blogspot.com/2012/06/art-of-rogue-trader.html?showComment=1343572598289#c3841833106793028129 here]), Rick Priestley (who helped write the first Rogue Trader) read about the Roman notion of Damnatio Memoriae, and simply threw in the idea of two &amp;quot;missing&amp;quot; Space Marine Legions as a nod to Imperial Rome. Specifically, it referenced the three Roman legions whose numbers -- [[Word Bearers|XVII]], [[Salamanders|XVIII]] and [[Raven Guard|XIX]] -- were never reused after they were wiped out in the disastrous [[Wikipedia: Battle of the Teutoburg Forest| Battle of the Teutoburg Forest]]. The real reason that they were kept around between Rogue Trader and recent revelations was so that people could [[Your Dudes|make up their own pair of Primarchs for model painting and personal fanon]] (although this has lost its effect as doing so is synonymous with making them Mary Sues, and roughly 90% of all fan Lost Legions are this. The other common trait is to make the legion almost entirely composed of pathetic losers, the remaining 10%).&lt;br /&gt;
&lt;br /&gt;
Although one possible name for at least one of the legions is the [[Stormcast Eternals]].&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Warhammer_40,000/Tactics/Space_Marine_Legion_List_(30k)|30k Legion Tactics]]&lt;br /&gt;
* [[Legion Consul]]&lt;br /&gt;
&lt;br /&gt;
{{Marines-Official}}&lt;br /&gt;
{{Chaos-Official}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Space Marines]]&lt;br /&gt;
[[Category:Imperial]]&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:6547:7D11:DD59:F542</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=First_Founding&amp;diff=216286</id>
		<title>First Founding</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=First_Founding&amp;diff=216286"/>
		<updated>2023-05-29T16:29:14Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:6547:7D11:DD59:F542: /* Number of Legionaries */&lt;/p&gt;
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&lt;div&gt;{{Topquote|They shall be my finest warriors, these men who give of themselves to me. Like clay I shall mould them, and in the furnace of war forge them. They will be of iron will and steely muscle. In great armour shall I clad them and with the mightiest guns will they be armed. They will be untouched by plague or disease, no sickness will blight them. They will have tactics, strategies and machines so that no foe can best them in battle. They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines and they shall know no fear.|The [[God-Emperor of Mankind|Emperor of Mankind]] on the creation of the Adeptus Astartes}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|Vos, Hæmi gelidæ valles, quas sæpe cruentis Stragibus æquavit Stilicho ; vos, Thracia, testor, Fulmina, quæ largo mutastis sanguine fluctus ; Dicite, Bisaltæ, vel qui Pangæa juvencis Scinditis, offense quantæ sub vomere putres Dissiliant glebis galæ, vel qualia rastris Ossa peremtorum resonant immania regum. &lt;br /&gt;
Valley of (Mt.) Hemus, which so often Stilicho buried with corpses! Rivers of Thrace, who saw blood replace your waters! I take you as witnesses. Answer, ye Bisaltians, and ye folks whose chariots labour the guts of Pangae! So many helmets covered in rust, broken into shards by the strokes of the ploughshare, a great many times the mattock ploughed the gigantic bones of fallen Kings who found death within your countryside.|Claudius Claudianus, &#039;&#039;In Praise of Stilicho&#039;&#039;, first volume}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After he conquered [[Terra]], the [[God-Emperor of Mankind|Emperor of Mankind]] set out on a [[Great Crusade]] to re-unite the lost human colonies into a mighty [[Imperium]].  He soon realized that bog-standard humans wouldn&#039;t be enough; some situations called for a small number of devastatingly powerful warriors, a surgical strike force to smash enemy linchpins.  To fill this role, he created his [[Primarchs]], and from their genes, he created the &#039;&#039;&#039;Legiones Astartes&#039;&#039;&#039;, the twenty [[Space Marines|Space Marine]] Legions, in an event [[Second Founding|retroactively]] named the &#039;&#039;&#039;First Founding&#039;&#039;&#039;. Space Wolves, Salamanders and Alpha Legion were segregated as Trefoil Legions by the Emperor for some reason. There&#039;s possibly a Zero Founding with the Prototype Legionary.&lt;br /&gt;
&lt;br /&gt;
==The Legions==&lt;br /&gt;
&lt;br /&gt;
{|align=center border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Legion Number !! Primarch !! Homeworld !! Legion Name !! Allegiance&lt;br /&gt;
|-&lt;br /&gt;
! I&lt;br /&gt;
|[[Lion El&#039;Jonson]] || [[Caliban]] || [[Dark Angels|Angels of Death/The Uncrowned Princes/Dark Angels]]&lt;br /&gt;
| style=&amp;quot;background-color: navy;color:white;&amp;quot;| ABSOLUTELY LOYAL, AND HAVE TOTALLY NEVER BEEN TRAITORS AT ANY POINT. PLEASE FOLLOW ME DOWN THIS ENTIRELY SAFE AND UNSUSPICIOUS DARK ALLEY SO THAT I MAY EDUCATE YOU ON THE TOTALLY CLEAN AND LOYALIST HISTORY OF THE DARK ANGELS!&lt;br /&gt;
|-&lt;br /&gt;
! II&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | +++Records expunged+++&lt;br /&gt;
|-&lt;br /&gt;
!III&lt;br /&gt;
| [[Fulgrim]] || [[Chemos]] || [[Emperor&#039;s Children]]&lt;br /&gt;
| style=&amp;quot;background-color: maroon;color:white;&amp;quot;| Absolutely FABULOUS traitor&lt;br /&gt;
|-&lt;br /&gt;
! IV&lt;br /&gt;
| [[Perturabo]] || [[Olympia]] || [[Iron Warriors]]&lt;br /&gt;
| style=&amp;quot;background-color: maroon;color:white;&amp;quot;| Super grumpy Traitor&lt;br /&gt;
|-&lt;br /&gt;
!V&lt;br /&gt;
| [[Jaghatai Khan]] || [[Chogoris|Chogoris/Mundus Planus]] || [[White Scars|Star Hunters/White Scars]]&lt;br /&gt;
| style=&amp;quot;background-color: navy;color:white;&amp;quot;| Speedy, laughing Loyal&lt;br /&gt;
|-&lt;br /&gt;
!VI&lt;br /&gt;
|[[Leman Russ]] || [[Fenris]] || [[Space Wolves|The Rout/Space Wolves]]&lt;br /&gt;
| style=&amp;quot;background-color: navy;color:white;&amp;quot;| Who&#039;s a Loyal Boy? Is it you? Is it you? ruff ruff yiff &lt;br /&gt;
|-&lt;br /&gt;
!VII&lt;br /&gt;
|[[Rogal Dorn]] || [[Terra]], [[Inwit]] || [[Imperial Fists]]&lt;br /&gt;
| style=&amp;quot;background-color: navy;color:white;&amp;quot;| MEGA &amp;lt;s&amp;gt;ULTRA&amp;lt;/s&amp;gt; FISTISHLY Loyal&lt;br /&gt;
|-&lt;br /&gt;
!VIII&lt;br /&gt;
|[[Konrad Curze]] || [[Nostramo]] || [[Night Lords]]&lt;br /&gt;
| style=&amp;quot;background-color: maroon;color:white;&amp;quot;| Spooky traitor (dead)&lt;br /&gt;
|-&lt;br /&gt;
!IX&lt;br /&gt;
|[[Sanguinius]] || [[Baal]] || [[Blood Angels]]&lt;br /&gt;
| style=&amp;quot;background-color: navy;color:white;&amp;quot;| Loyal and fabulously DEEAADD!!! &lt;br /&gt;
|-&lt;br /&gt;
!X&lt;br /&gt;
|[[Ferrus Manus]] || [[Medusa]] || [[Iron Hands|Storm Walkers/Iron Hands]]&lt;br /&gt;
| style=&amp;quot;background-color: navy;color:white;&amp;quot;| Loyal (also DEAD)&lt;br /&gt;
|-&lt;br /&gt;
!XI&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | +++Records expunged+++ &lt;br /&gt;
|-&lt;br /&gt;
!XII&lt;br /&gt;
|[[Angron]] || &amp;lt;s&amp;gt;[[Nuceria]]&amp;lt;/s&amp;gt; [[Bodt]] || [[World Eaters|War Hounds/World Eaters]]&lt;br /&gt;
| style=&amp;quot;background-color: maroon;color:white;&amp;quot;| RAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGE!!!! (traitor)&lt;br /&gt;
|-&lt;br /&gt;
!XIII&lt;br /&gt;
|[[Roboute Guilliman]] || [[Macragge]] || [[Ultramarines|War-Born/Ultramarines]]&lt;br /&gt;
| style=&amp;quot;background-color: navy;color:white;&amp;quot;| SUPER DUPER Loyal. DEFINITELY never made another Imperium. Nope. Never. No chance.&lt;br /&gt;
|-&lt;br /&gt;
!XIV&lt;br /&gt;
|[[Mortarion]] || [[Barbarus]] || [[Death Guard|Dusk Raiders/Death Guard]]&lt;br /&gt;
| style=&amp;quot;background-color: maroon;color:white;&amp;quot;| Icky traitor&lt;br /&gt;
|-&lt;br /&gt;
!XV&lt;br /&gt;
|[[Magnus the Red]] || [[Prospero]] || [[Thousand Sons]]&lt;br /&gt;
| style=&amp;quot;background-color: maroon;color:white;&amp;quot;| &amp;lt;s&amp;gt;Did Nothing Wrong&amp;lt;/s&amp;gt; Traitors (Because of those fuckwit Space Wolves and Horus. Also Fucking Tzeentch and Magnus)&lt;br /&gt;
|-&lt;br /&gt;
!XVI&lt;br /&gt;
|[[Horus|Horus Lupercal]] || [[Cthonia]] || [[Black Legion|Luna Wolves/Sons of Horus]]&lt;br /&gt;
| style=&amp;quot;background-color: maroon;color:white;&amp;quot;| UBER Traitor (and also UBER dead)&lt;br /&gt;
|-&lt;br /&gt;
!XVII&lt;br /&gt;
|[[Lorgar|Lorgar Aurelian]] || [[Colchis]] || [[Word Bearers|Imperial Heralds/Word Bearers]]&lt;br /&gt;
| style=&amp;quot;background-color: maroon;color:white;&amp;quot;| The first Traitors&lt;br /&gt;
|-&lt;br /&gt;
!XVIII&lt;br /&gt;
|[[Vulkan]] || [[Nocturne]] || [[Salamanders|Dragon Warriors/Salamanders]]&lt;br /&gt;
| style=&amp;quot;background-color: navy;color:white;&amp;quot;| Loyal (and with a slightly weird fire fetish)&lt;br /&gt;
|-&lt;br /&gt;
!XIX&lt;br /&gt;
|[[Corvus Corax]] || [[Deliverance]] || [[Raven Guard]]&lt;br /&gt;
| style=&amp;quot;background-color: navy;color:white;&amp;quot;| Sneaky beaky loyal&lt;br /&gt;
|-&lt;br /&gt;
!XX&lt;br /&gt;
|[[Alpharius]] [[Omegon]] || Unknown || |[[Alpha Legion]]&lt;br /&gt;
| style=&amp;quot;background-color: maroon;color:white;&amp;quot;| It&#039;s complicated; even they might not know at this point, but according to the Imperium at large, Traitor. Rogal slew Omegon, but Alpharius is (probably) still at large or is it the other way around... One of them is probably dead anyways.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
[[File:Space Marine Legion.jpg|400px|thumbnail|right|]]&lt;br /&gt;
The Legiones Astartes, being far larger than current Space Marine Chapters, were organized along drastically different lines. At the head of the Legion was its [[Primarch]] Commander who oversaw the Legion&#039;s headquarters. Prior to reuniting with their Primarch, this position was filled by the Legion Master, the most senior Space Marine in the Legion. Below this were the &#039;&#039;&#039;[[Space Marine Chapter|Chapters]]&#039;&#039;&#039; of the Legion, each of which was commanded by a [[Chapter Master|Lord Commander]]. Each [[Space Marine Chapter|Chapter]] in turn was divided into a number of &#039;&#039;&#039;Battalions&#039;&#039;&#039; led by a &#039;&#039;&#039;Lieutenant Commander&#039;&#039;&#039;. Each battalion was then further divided into &#039;&#039;&#039;Companies&#039;&#039;&#039; led by a [[Brother-Captain|Captain]]. The Company, itself divided into a number of &#039;&#039;&#039;Squads&#039;&#039;&#039;, was the basic military division of the Legiones Astartes. Due to the varying sizes of each Legion and the varying nature of supply and attrition, there was no fixed number of how many Chapters, Battalions, Companies, and Squads a Legion would contain. But even then, there was no fixed [[Codex Astartes|institution]] that a particular Company should be composed of certain units, with each Company specialising naturally as marines and officers became veterans of a certain form of warfare.&lt;br /&gt;
&lt;br /&gt;
===Number of Legionaries===&lt;br /&gt;
The Legions were massive armies, and the size of each could vary tremendously. A precise number was never truly achieved and maintained. Even during the Great Crusade, some Legions were very numerous, while others were not. The numbers would always vary with new recruits and inevitable battle-losses, and also important was the availability of potential recruits and the [[Roboute Guilliman|administrative]] [[Perturabo|skills]] of the Primarch and his officers. &lt;br /&gt;
&lt;br /&gt;
However the closest thing to a &#039;standard&#039; legion is what the Emperor started with which was 10 chapters to a legion, 2 battalions to a chapter, five companies to a battalion and 100 marines to a company. Theoretical nominal strength: 10,000.&lt;br /&gt;
&lt;br /&gt;
The most numerous Legion of all was the [[Ultramarines]]. The [[Thousand Sons]] of [[Magnus]] were of a small number as many of them had developed mutations or uncontrollable levels of psychic powers. [[Fulgrim]]&#039;s samples had been largely lost, and this left the Legion of the [[Emperor&#039;s Children]] also with a very small number. Both of these Legions would increase their numbers to acceptable standards only after their Primarchs were found. The [[Dark Angels]], being the First Legion, were originally the largest one but their numbers declined significantly during the [[Rangdan Xenocides]]. The Iron Warriors were also quite numerous for a while, but Perturabo&#039;s [[Death Korps of Krieg|unique view on what qualified as acceptable losses]] changes that in time. &lt;br /&gt;
&lt;br /&gt;
The approximate sizes of a few of the Legions at the start of the Heresy have been given in various sources (it should be noted that originally these numbers were much smaller, a full zero knocked off until they were upped by the BL/Forgeworld writers):&lt;br /&gt;
&lt;br /&gt;
*[[Dark Angels]] - 200,000 or just above, though it is uncertain whether this includes Luther&#039;s contingents of the Fallen. Recent Horus Heresy era fluff would seem to suggest that it does not. &lt;br /&gt;
*[[Emperor&#039;s Children]] - 110,000 before the Isstvan Atrocity&lt;br /&gt;
*[[Iron Warriors]] - 150,000 to 180,000 but could have been more, if not for them regularly taking horrific casualties. The estimate is from after the notably costly series of wars that preceded their betrayal, suggesting higher numbers in the past.&lt;br /&gt;
*[[White Scars]] - 95,000 (Horus Heresy III: Extermination states they had 800 pioneer companies [[Derp|as few as 500 marines each]], implying they had [[What|400 000 marines]], but [[Fail|this can probably be discounted]])&lt;br /&gt;
*[[Space Wolves]] - 90,000 to 95,000, with 75,000 gathered for Prospero and 20,000 to 25,000 elsewhere&lt;br /&gt;
*[[Imperial Fists]] - 100,000, the 20,000 at Phall were said to be 1/5 of the Legion&lt;br /&gt;
*[[Night Lords]] - Officially 90,000 to 120,000 but conceivably comparable to the larger Legions at points during the Horus Heresy. One of the most difficult legion sizes to estimate. &lt;br /&gt;
*[[Blood Angels]] - 150,000 divided in 300 companies 500 strong. Does not include the small caretaker force of a few additional companies constantly maintained on Baal. &lt;br /&gt;
*[[Iron Hands]] - 113,000&lt;br /&gt;
*[[World Eaters]] - 150,000&lt;br /&gt;
*[[Ultramarines]] - Black Books explicitly say they&#039;re the largest Legion at some 250,000 strong. To no-ones surprise Guilliman kept good records so this number is pretty safe.&lt;br /&gt;
*[[Death Guard]] - 95,000 (Mortarion wanted a much larger Legion but never came close to attaining it). &lt;br /&gt;
*[[Thousand Sons]] - Originally around or under 10,000, retconned to have 80,000 to 85,000. &lt;br /&gt;
*[[Sons of Horus]] - 130,000 to 170,000, 70,000 to 110,000 after Isstvan III&lt;br /&gt;
*[[Word Bearers]] - 140,000 to 250,000+, their official and explicitly incorrect size was 140K and we don&#039;t know who what extent they grew in secret after their shaming at Khur.&lt;br /&gt;
*[[Salamanders]] - 89,000&lt;br /&gt;
*[[Raven Guard]] - 84,000&lt;br /&gt;
*[[Alpha Legion]] - In-universe speculation is 90,000 to 120,000, with 180,000 probably being the greatest probable size. No-one knows for sure.&lt;br /&gt;
&lt;br /&gt;
Using the lowest and highest numbers this means there were 1,933,095 to 2,741,000 Space Marines without including the White Scars. These estimations are the Legions at the closing of the Great Crusade, though it would be a mistake to assume that the number was final and only went down during the Horus Heresy. In fact, many of the Legions were still recruiting at an accelerated rate and their numbers actually went up, [[Raven_Guard#The_Last_Ones_Standing|though at some cost however]]. To put some context to that number, on the low end that&#039;s about the size of the American forces in the Korean War, and on the high end that&#039;s about all the Soviets that were involved in the Battle of Berlin.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also a mistake to assume that the Traitor Legions went turncoat completely en-masse, when in fact the [[Traitor Legion Loyalists|Loyalist elements of those Legions]] counted for a significant portion of their strength. Approximately 100,000 loyalist Legionaries were purged at Isstvan III, practically counting for a Legion-sized force to themselves. Their destruction came at a much greater cost to the Traitor Legions mustered there, cutting the traitor forces down by half, probably more, and so Horus would enter the war with his strength greatly reduced, but could count on daemon auxiliaries for reinforcements, the almost complete annihilation of three Loyalist legions during the [[Drop Site Massacre]] also helped to even out the field between both sides. While rare, there were also a few members of loyalist Legions who sided with the traitors as well - the Dark Angels and White Scars in particular were very nearly torn apart by the resulting infighting. The White Scars only reunited after Jaghatai Khan revealed what he had learned and made the Horus supporters surrender, after which some of the worst offenders were executed and the rest were placed in the most dangerous warzones to redeem themselves. The Dark Angels actually split more dramatically, though their detractors were more inward-looking and can&#039;t be seen as aligned with Horus. See their own article for more details.&lt;br /&gt;
&lt;br /&gt;
===Assets===&lt;br /&gt;
Besides having far greater numbers of Astartes to draw on, the legions were also better equipped and had a much wider variety of arms and vehicles to choose from. Many armored vehicles that are currently Imperial Guard specific once served in the legions, such as the [[Basilisk Artillery Gun|Basilisk]], while other wargear like [[Volkite]] guns or [[Mastodon]]s were mothballed due to their rarity or their obsolescence for the smaller-sized chapters. Numerous tactical roles were likewise phased out, for better or worse, though some roles did find successors in contemporary Chapters both Astartes and [[Primaris Marine|Primaris]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heresy-Era Specialties:&#039;&#039;&#039;&lt;br /&gt;
*[[Breacher Siege Squad]]&lt;br /&gt;
*[[Despoiler Squad]]&lt;br /&gt;
*[[Destroyer Squad]]&lt;br /&gt;
*[[Moritat]]&lt;br /&gt;
*[[Reconnaissance Squad]], succeeded by [[Scout Squad|Scouts]], [[Infiltrator]]s and [[Eliminator]]s.&lt;br /&gt;
*[[Seeker Squad]]&lt;br /&gt;
*[[Sky Hunter Squad]]&lt;br /&gt;
*[[Tactical Support Squad]]&lt;br /&gt;
*[[Legion Consul]], succeeded by [[Chaplain]] and [[Judiciar]]. &lt;br /&gt;
*[[Master of the Signal]]&lt;br /&gt;
*[[Legion Herald]], succeeded by Ancient and [[Primaris Ancient]].&lt;br /&gt;
*[[Praetor (Space Marine)|Praetor]], became the [[Chapter Master]] role.&lt;br /&gt;
*[[Legion Vigilator]], succeeded by Scouts and Eliminators as well.&lt;br /&gt;
*Various other [[Consul]] roles&lt;br /&gt;
&lt;br /&gt;
== Horus Heresy ==&lt;br /&gt;
&lt;br /&gt;
{{Main|Horus Heresy}}&lt;br /&gt;
&lt;br /&gt;
For all their power, the [[Space Marines]] and [[Primarchs]] were not perfect; ([[Alpharius|may]][[Omegon|be]]) half of them were sufficiently flawed to be tempted by (or driven to) [[Chaos]], led by Warmaster [[Horus]].  The traitors were defeated, but at a terrible cost, including the near-death of the [[God-Emperor of Mankind]] and trillions of deaths of invaluable astartes and human beans.&lt;br /&gt;
&lt;br /&gt;
[[Roboute Guilliman]] decided that the so-called [[Horus Heresy]] was proof that one man could not be trusted with power over one-twentieth of the Imperial Armed Forces, so he enacted several reforms to divide the Imperial Army into the Imperial Guard and Navy, and split the remaining loyalist Legions into Chapters, in accordance with his [[Codex Astartes]].  This event was later known as the [[Second Founding]].&lt;br /&gt;
&lt;br /&gt;
==Legions in 40k==&lt;br /&gt;
Technically all of the Chaos Marines are still &#039;legions&#039;, at least in name. They never split into chapters, so legions they technically remain. However, since they are mostly split up into roving warbands and there is no central control ([[Black Legion|with]] [[Word Bearers|a]] [[Death Guard|few]] [[Thousand Sons|exceptions]]) it&#039;s hard to say they really count anymore. Perhaps most importantly it&#039;s impossible to guess how many dudes there are even technically in any legion&#039;s pool. When they aren&#039;t fighting the Imperium, they are fighting each other, and since none of the Black Crusades have been successful we can reasonably assume that Chaos Marines aren&#039;t pouring out of the Eye of Terror in their hundreds of thousands. It&#039;s utterly impossible to guess how many dudes they&#039;ve got. They obviously have enough to attack the Imperium with (especially since their recruiting practices aren&#039;t as picky as their Loyalist counterparts), but probably not much more than the Loyalist Space Marines. Probably more than they came to the Eye with though, between further recruiting (from the Eye of Terror human population and anyone they can abduct/brainwash) and former Loyalists turning to Chaos. &lt;br /&gt;
&lt;br /&gt;
As for the Loyalists... Since the introduction of the [[Codex Astartes]], there are obviously no longer any loyalist Space Marine legions though that does not stop certain chapters from being described or implied to be at &#039;&#039;&amp;quot;Legion Strength&amp;quot;&#039;&#039;. Though this is often a common [[Neckbeard]] error and sometimes even gets used in the fluff, where the term is mistakenly used to describe any significantly oversized chapter, though even then they never compare to the forces from the Great Crusade. Though some make a good attempt at it:&lt;br /&gt;
 &lt;br /&gt;
*[[Imperial Fists]] - As it turned out, Dorn didn&#039;t fully break up his Legion. Every Son of Dorn chapter has a secret plan dubbed &amp;quot;The Last Wall&amp;quot;- if the main Chapter were to encounter an immediate threat to Terra, it could call its successor chapters to unite them into a full Legion until the threat is dealt with; the prospect of so many chapters working in such close cooperation was something that frightened the [[High Lords of Terra]] and they did not approve. Nonetheless, this plan not only saved Terra from [[The War of The Beast|the largest Ork WAAAGH!! the Imperium has ever dealt with]], but also rescued the Imperial Fists from &#039;&#039;actual&#039;&#039; extinction in the process.&lt;br /&gt;
*[[Black Templars]] are obviously over-strength in multiples of 1000 and keep to the spirit of the Great Crusade unlike any other chapter. This force is made up of three primary crusade fleets of unknown size which can end up spread over up to thirty engagements, where the size of a force could be as large as [[Dawn of War|&amp;quot;nearly&amp;quot; chapter strength]] &#039;&#039;(but not &#039;&#039;&#039;over&#039;&#039;&#039; for obvious reasons)&#039;&#039; or as small as a [[Dawn of War 2|single ship and a handful of squads]], so can be averaged at around chapter strength for each primary fleet. This arrangement is meant to be fluid, and changes all the time as fleets merge and disperse. Respectable figures put their numbers between 2000-6000 (with some more recent sources claiming even as high as 25000). The Templars are able to get away with this due to an obscure exception in the Codex allowing chapters to be over-strength during major Crusades in order to easily replace losses, and the Templars are &#039;&#039;always&#039;&#039; crusading. This is unofficially tolerated by the High Lords because of fanatical loyalty, constant casualties, consistent results and the fact that the Templars are so spread out. They may be legion sized &#039;total&#039; but they&#039;re not Legion sized at any single location.&lt;br /&gt;
*[[Space Wolves]] make no secret of the fact they ignore the Codex Astartes, but even then they are no-where near their original size. In M32 during the &#039;&#039;&#039;Battle of the Fang&#039;&#039;&#039; it is remarked that most of &#039;&#039;The Aett&#039;&#039; is actually abandoned. Furthermore, Logan Grimnar&#039;s own Great Company numbers 200 marines prior to the Sanctus Reach campaign and is the largest company on its own &#039;&#039;(i.e.: not including the chapter assets)&#039;&#039;. Their current number was originally between 1200-3000, but following the Siege of Fenris it is almost certainly smaller. Though the influx of Primaris Marines they received shortly afterwards likely also replenished their losses, and perhaps even surpassed their original numbers. Vikings aren&#039;t exactly renowned as avid number-keepers at the best of times though, so who the hell knows (though it is almost certain it is above official chapter strength). &lt;br /&gt;
*[[Astral Claws]] were &#039;&#039;actually&#039;&#039; accused of Legion building and declared heretics even when they were not yet followers of [[Chaos]], their number at the time of the Badab War was around 3000, though they never even used that number as a single force and spread themselves throughout their &#039;&#039;&#039;[[Warhammer_40,000/6th_Edition_Tactics/Tyrant%27s_Legion|PDF forces]]&#039;&#039;&#039;.&lt;br /&gt;
*[[Dark Angels#The Unforgiven|The Unforgiven]] are most likely one of the closest examples of a true Legion in that each of the successor chapters arrange themselves under one &#039;&#039;secret&#039;&#039; command structure (the &#039;&#039;&#039;Inner Circle&#039;&#039;&#039;). Though they each [[RAW|obey the letter, if not the spirit]] of the [[Codex Astartes]] and maintain mostly standard chapters of ten companies. The combined numbers of Dark Angel&#039;s successors would put them at around &#039;&#039;150,000 marines&#039;&#039;, and this is just a rough estimate, though we don&#039;t know if all of the Dark Angel&#039;s successors actually consider themselves part of the Unforgiven. Some definitely do though. Oh yes indeed. The Inner Circle has been known to send a random successor chapter across the galaxy to do the space marine equivalent of getting them a six pack (of traitors) when the main chapter is too busy.&lt;br /&gt;
*[[Ultramarines]] - The 23 [[Second Founding]] chapters of the Ultramarines are all represented in the senate of [[Ultramar]] and some of them would cooperate on matters of Codex orthodoxy to ensure that there were no deviations. The [[Genesis Chapter]] in particular routinely loaned squads and officers to the Ultramarines to fill in gaps, while other successors could loan squads to the [[Ultramarines Honour Company]] and get to wear the blue uniform. Because the Ultramarines account for nearly half of the later-founded chapters in the Imperium, they would amount to around &#039;&#039;500,000 marines&#039;&#039; and nominally look to their progenitor for the source of their leadership and guidance, with instances of Marneus Calgar stepping in to settle disputes between chapters not even of his bloodline or issuing decrees against [[Minotaurs|chapters]] in matters that have nothing to do with the Ultramarines directly. With the return of [[Roboute Guilliman]] and his re-organisation of both the Codex and the region of Ultramar; even though chapters officially maintain their sovereignty apart from each other, he has formally created a cross-Chapter command structure of Tetrarchs to coordinate and protect the Five-Hundred Worlds.&lt;br /&gt;
&lt;br /&gt;
All of the original legions maintain ties with with their subsequent founding chapters (except for the Salamanders, who didn&#039;t have any confirmed successors until the Ultima Founding, and ignore the unconfirmed ones), though the level of formality is different from Chapter to Chapter. The Blood Angels occasionally call all their bros together and go to war, even going to far as to demand they provide the Blood Angels with new squads so that they could rebuild their weakened chapter, but even in those cases, [[Gabriel Seth]] had to remind [[Dante]] that he had no authority to actually demand troops from his successors and might get further by asking nicely.&lt;br /&gt;
&lt;br /&gt;
The Imperial Fists successors did the same thing during the War of the Beast by donning Imperial Fist colours to ensure that the Chapter would not go extinct after it was nearly wiped out. The new Imperial Fists considered changing their colours controversial and a little bit blasphemous, and the [[High Lords of Terra]] generally weren&#039;t happy about that many Space Marines working in such close cooperation at all. &lt;br /&gt;
&lt;br /&gt;
While musing with Aeonid Thiel, Guilliman&#039;s original dream for the Codex was not to split up the Legions at all, but to create a single unified Legion formed of self-sufficient chapters that would come together or break apart as necessary, irrespective of their individual bloodlines, while making it harder for a taint in one chapter to affect the whole. &lt;br /&gt;
&lt;br /&gt;
Given the number of times multiple chapters from different legions have gotten together for a big crusade, he arguably succeed in this goal. Much of what goes on with the Ultramarines tended to be done out of starry-eyed respect and deference towards them rather than grudging support, so in this case, their high level of cooperation appears to be following the spirit of Guilliman&#039;s original idea quite well. &lt;br /&gt;
&lt;br /&gt;
Obviously, the High Lords would prefer to think otherwise because they were scared to death of the possibility of a second Space Marine unification and uprising, even going so far as to plotting to overthrow the resurrected Lord Guilliman before he took control over the Senatorum (which instantly backfired when the Custodians got wind of it in about ten minutes, also you know, &#039;&#039;&#039;PRIMARCH&#039;&#039;&#039;).&lt;br /&gt;
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==Two Unknown Legions==&lt;br /&gt;
&lt;br /&gt;
In the [[Rogue Trader|First Edition]] of [[Warhammer 40,000]], the twenty First Founding Chapters were all known.  It seems that [[Games Workshop]] had more love for some than others; when they made [[fluff]] revisions in the transition to Second Edition, the [[Valedictors]] and [[Rainbow Warriors]] were demoted to one of the &amp;quot;Later Foundings.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Nowadays, &amp;lt;s&amp;gt;nothing&amp;lt;/s&amp;gt; [[Horus_Heresy|little]] concrete is known about the Legions II and XI, and likewise their [[Primarch#Two Missing Primarchs|unknown Primarchs]]. Officially, the Imperium deleted all records regarding the &amp;quot;Lost Legions&amp;quot;; the only reminder of the two legions were empty plinths in the Hegemon where statues of the Primarchs stood at the Imperial Palace. Throughout the &#039;&#039;[[Horus Heresy]]&#039;&#039; series, it is suggested that the [[Space Wolves]] destroyed them for some reason.  [[The Horus Heresy: Massacre]] includes a timeline of the events at the end of the [[Great Crusade]], and in 965 and 969.M30, the Space Wolves engaged in two missions from which all data was redacted.  In the book &#039;&#039;The First Heretic&#039;&#039;, when a daemon takes the [[Word Bearers]] on a trip back in time to show them the creation of the Primarchs, the Word Bearers dialogue indicates that the XI Legion in particular did something bad enough for the Emperor to lead their purge himself. &lt;br /&gt;
&lt;br /&gt;
In the book &#039;&#039;Fear To Tread&#039;&#039;, Sanguinius tells Horus that he hasn&#039;t revealed the existence of the Red Thirst to the Emperor because he fears that the Blood Angels would be purged as well, indicating that gene-seed flaws may have also been a factor. &#039;&#039;Deliverance Lost&#039;&#039; has a dialogue between taking place during Corax&#039;s first meeting with the Emperor where he asks why only sixteen of his brothers were waiting to meet him if he was the nineteenth Primarch to be found, only for the Emperor to deflect the question; consequently, we can assume that the Legions were purged sometime before Corax&#039;s discovery (and were never around for the Horus Heresy), possibly during the [[Rangdan Xenocides]]. He also forced the remaining Primarchs to swear an oath never to speak of their absent brothers, so whatever they did must have been extraordinarily bad. &lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Legion,&#039;&#039; a ship&#039;s captain notes that the naughtiness of the [[Alpha Legion]] isn&#039;t the first time that a Legion has &amp;quot;overstepped it&#039;s mark&amp;quot; and that the Imperial Army fleet should report the Alpha Legion &amp;quot;before they become too powerful,&amp;quot; which might imply that one of the Legions got away with naughtiness for a long time and then used their entire Legion to fight the Emperor. &#039;Horus Heresy Book 3: Extermination also hints at the fate of the two missing Legions, first hinting that one Legion did not pass the &amp;quot;Alpha&amp;quot; intake (to take them up to Legion-Strength) when going through testing and the other saying that &amp;quot;the disaster of [REDACTED] had proven the folly of attempting to recruit Legiones Astartes stock from potentially tainted sources.&amp;quot; These could be in reference to the same Legion (using tainted stock in the Alpha intake) or two separate ones, with Legion A fucking up in the Alpha intake and Legion B using tainted stock in the later Great Crusade.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Fabius Bile: Clonelord&#039;&#039;, it is stated that &amp;quot;one of the two&amp;quot; missing Legions lead an expedition to the Ymga monolith, an artefact associated with the [[Necron]]s.&lt;br /&gt;
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Since Horus and the other traitor Primarchs managed to keep their records un-expunged during the Horus Heresy (and afterwards, since the Space Wolves clearly know who Magnus is, the Grey Knights clearly know who Mortarion is, and Horus&#039; name seems to have [[Lulz|become a swearword]] while Guardsmen are obviously aware that traitor Marines exist and officers also know traitor Primarchs exist too), it can be assumed the missing Legions&#039; naughtiness was something even worse. [[Heresy|Possibly they refused to wear pauldrons]], [[Alpha Legion|we don&#039;t know]]. In The Palatine Phoenix, shortly before his Legion&#039;s first solo mission, [[Fulgrim]] notes that &amp;quot;even the normally contemplative master of the Second had broken his silence to accuse Fulgrim of hubris&amp;quot;, so at least one of the missing Primarchs had spent some time around their brothers, and was active during the Great Crusade. In The Chamber at the End of Memory, Dorn said that very few among his brothers interacted with the II and the XI Primarch, and he was one of them. Millennia later during the [[Ultima Founding]], [[Cawl | Belisarius Cawl]] proposes using gene-seed from the II and XI legions to make Primaris marines, so there is either surviving genetic stock from the two Legions, or possibly actual legionaries that Cawl had been experimenting on for the last ten thousand years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Chamber at the End of Memory&#039;&#039; revealed that not only the entire Imperium were forbidden to speak of the II and XI following their fall (which according to Malcador and Rogal Dorn was terrible enough to overshadow the &#039;&#039;&#039;&#039;&#039;entire Horus Heresy up to the Siege of Terra&#039;&#039;&#039;&#039;&#039;) but those who had interacted with them were made to undergone mind-cleansing (or memory adjustment in the case of the Primarchs) so as to wipe out knowledge of the incidents. More interesting however was that Dorn and Gulliman came up with that idea to spare the Astartes from said two legions from death, and they allowed Macaldor to mind-wipe them all. There was a very good chance that these Astartes ended up with the Fists and the Ultramarines (as the theory above described). &lt;br /&gt;
&lt;br /&gt;
According to a source who allegedly worked for Games Workshop for five years (seen [http://warhammer40000roguetrader.blogspot.com/2012/06/art-of-rogue-trader.html?showComment=1343572598289#c3841833106793028129 here]), Rick Priestley (who helped write the first Rogue Trader) read about the Roman notion of Damnatio Memoriae, and simply threw in the idea of two &amp;quot;missing&amp;quot; Space Marine Legions as a nod to Imperial Rome. Specifically, it referenced the three Roman legions whose numbers -- [[Word Bearers|XVII]], [[Salamanders|XVIII]] and [[Raven Guard|XIX]] -- were never reused after they were wiped out in the disastrous [[Wikipedia: Battle of the Teutoburg Forest| Battle of the Teutoburg Forest]]. The real reason that they were kept around between Rogue Trader and recent revelations was so that people could [[Your Dudes|make up their own pair of Primarchs for model painting and personal fanon]] (although this has lost its effect as doing so is synonymous with making them Mary Sues, and roughly 90% of all fan Lost Legions are this. The other common trait is to make the legion almost entirely composed of pathetic losers, the remaining 10%).&lt;br /&gt;
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Although one possible name for at least one of the legions is the [[Stormcast Eternals]].&lt;br /&gt;
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==See Also==&lt;br /&gt;
* [[Warhammer_40,000/Tactics/Space_Marine_Legion_List_(30k)|30k Legion Tactics]]&lt;br /&gt;
* [[Legion Consul]]&lt;br /&gt;
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{{Marines-Official}}&lt;br /&gt;
{{Chaos-Official}}&lt;br /&gt;
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[[Category:Space Marines]]&lt;br /&gt;
[[Category:Imperial]]&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:6547:7D11:DD59:F542</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Lasgun&amp;diff=300862</id>
		<title>Lasgun</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Lasgun&amp;diff=300862"/>
		<updated>2023-05-29T06:36:11Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:6547:7D11:DD59:F542: The range of the Lasgun in the RPG is 100 metres, but that&amp;#039;s because the RPG has long/extreme range at 2-4x the range stat. Aka the Lasgun has a range of 400 metres like most modern assault rifles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Guardsman.jpg|thumb|right|This is painfully accurate.]]&lt;br /&gt;
[[image:KHARN LOEV FLASHLIGHT.jpg|thumb|right|[[Kharn]] also love &amp;lt;strike&amp;gt;Flashlight&amp;lt;/strike&amp;gt;LASGUN!!]]&lt;br /&gt;
[[image:1271099410879.jpg|thumb|right|The closest thing to choice an Imperial guardsmen will have - what sort of lasgun he&#039;ll get (not an actual choice, depends on their regiment).]]&lt;br /&gt;
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{{Topquote|IT&#039;S NOT A LASER! IT&#039;S A LITTLE LIGHT BULB THAT BLINKS!|Woody, Toy Story}}&lt;br /&gt;
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{{Topquote|What do you call a Lasgun with a taclight mounted under the barrel? [[Twin-linked]].|Any 40k player ever (Hilariously, GW has caught onto this. Even more hilariously, on Regimental Standard they&#039;ve got an in-universe nod where any Guardsman who makes this joke is sentenced to flogging)}}&lt;br /&gt;
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{{Topquote|The Demolisher, the Vanquisher, even the mighty Deathstrike Missile Launcher pale in comparison to the sheer firepower of trillions of lasguns unleashing hell in unison!|Captain Garius Septus of the 263rd [[Maccabian Janissaries]]}}&lt;br /&gt;
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The humble (and we DO mean humble) &#039;&#039;&#039;Lasgun&#039;&#039;&#039; is the most &amp;quot;standard-issue&amp;quot; armament of an average [[Imperial Guard]]sman in [[Warhammer 40,000]] setting. Given the incalculable number of Guardsmen under arms and the sheer scale of the [[Imperium]] itself, it is safe to say that a lasgun is probably the most common weapon in the entire galaxy that isn&#039;t some underhive piece of junk like stub guns, knives or other miscellaneous weapon. (Or something [[Shootas&#039;an Dakkas|slapped together by an ork]], but that&#039;s another topic in and of itself.) On the tabletop it shares the same rules with [[autogun]]s. &lt;br /&gt;
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The name is rather obviously a portmanteau of &amp;quot;laser&amp;quot; and &amp;quot;gun&amp;quot;, but argument [[rage]]s [[skub|over how the word is meant to be pronounced]]. Many claim that it should be pronounced /ˈleɪzɡʌn/ (with the &#039;a&#039; as in &amp;quot;laser&amp;quot;), but others contend that this sounds retarded, and  /ˈlæzɡʌn/ (with the &#039;a&#039; as in &amp;quot;glass&amp;quot;) is a better pronunciation. According to [[Games Workshop]], its name is pronounced &amp;quot;Laze-gun&amp;quot;; however, Jeremy Vetock and Duncan Rhodes both say &amp;quot;Lazz-gun&amp;quot;, so it really is a toss up. (And unimportant).&lt;br /&gt;
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==What does it look like?==&lt;br /&gt;
===Shape===&lt;br /&gt;
It is almost universally described in the [[fluff]] as discharging with a sharp crack (caused by the beam ionizing the air it travels through), but some authors describe the lasround as either a &amp;quot;bolt&amp;quot; as in Star Wars or as a &amp;quot;beam&amp;quot; as in Dawn of War. Other features of the weapon have greater variation - some [[Black Library]] works and items such as the [[Imperial Infantryman&#039;s Uplifting Primer]] describe the weapon as possessing a fully automatic firing setting; this feature is represented by Rapid Fire rule on the tabletop, but not represented in [[Dark Heresy]], which can be explained away by virtue of the fact that there are many different patterns of Lasgun produced throughout the Imperium.&lt;br /&gt;
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===Color===&lt;br /&gt;
There is some dispute as to the color of the &amp;quot;beam&amp;quot;. Some fluff claims it to be blue, while games like Dawn of War portray it as red or something of a reddish-yellow. The popular &#039;&#039;Gaunt&#039;s Ghosts&#039;&#039; series of novels by [[Dan Abnett]] say that the Imperial weapons fire blue &amp;quot;beams&amp;quot;, while the Chaos weapons fire red ones. In order to fix this [[Skub|mess]], we have proposed a Scientific fact on the issue... &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fact:&#039;&#039;&#039; the energy of each individual photon is determined by its frequency (i.e. colour); power output is energy per second, meaning the same power output is achievable with either more photons per second at a lower frequency (bright red) or fewer photons per second at a higher frequency (dim blue). In either case, the colour is also dependent on the gas it is traveling through, as the amount of energy transferred to the surrounding medium via [https://en.wikipedia.org/wiki/Compton_scattering Compton scattering] depends on the mass of each gas particle, while the brightness depends on the amount of gas particles, so the laser would look different on different planets. Regardless, a fired lasround would never look like a glowing projectile &amp;quot;bolt&amp;quot; to any camera (such as a human eye) operating at a frame rate lower than approximately a billion frames per second, so those depictions can safely be assumed to be [[heresy|heresy]]. It would look like an actual pulsed laser, i.e. a &amp;quot;beam&amp;quot; that visibly spans the distance from the weapon&#039;s muzzle to the impact point, for the duration of the pulse. The popular visual idea from [[Star Wars|other popular sci-fi weapons]] that fire glowing projectile bolts are not lasers at all, instead being described as magnetically-contained plasma bolts. It should also be taken into account that since damage caused by a laser is higher the greater the photons-per-second impact the target location, and the Imperium’s advanced skill with laser technology, it may be possible that various patterns of lasgun might combine two or more or even all wavelengths of the electromagnetic spectrum to maximize photons-per-second. This would also influence the color of the laser and would change how the above factors influence the color. Easy way to think is: Lasgun = Red, Hellgun = Yellow/redish Lascannon = Pale Blue or just think of all of them as white or gold (white because whole spectrum, gold because holy light + religious fanatics).&lt;br /&gt;
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== Why the Lasgun sucks ==&lt;br /&gt;
&#039;&#039;See Also: [[Lasgun Patterns]]&#039;&#039;&lt;br /&gt;
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The lasgun is [[Derp|rather pathetic]] [[Grimdark|compared to the mainline arms and armour of most of the other armies of the setting]], useful only by virtue of the fact that Guardsmen come in ridiculous numbers (except in comparison to Tyranids, Chaos Cultists/Zombies, or Orks) and the application of statistical probability. The weapons are often derisively referred to as &amp;quot;flashlights,&amp;quot; based on their individual uselessness, although this is arguably more of an example of how ridiculously tough everything else is in the setting.&lt;br /&gt;
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Truthfully, the lasgun is very effective against any target equivalent to an unarmored human. The [[Warhammer 40,000 6th Edition| 6th Edition rulebook]] describes the lasgun as severing limbs at close range but further away it only goes about as deep as the liver, explosively flash-boiling said liver and all other squishy bits in the laser&#039;s path. That sounds awesome, until you remember that there are foes of the 41st millennium that are either equipped with [[Power_Armour|armour capable of deflecting heavy stubber and bolter shell impacts]], [[Orks|biology robust enough to shrug off a heavy stubber hit &#039;&#039;without&#039;&#039; armor]], or if you’re REALLY unlucky, [[Chaos_Space_Marines|those enemies that have both of the aforementioned traits]]. Because of the way that a lasgun&#039;s beam explosively flashes when it strikes a target, virtually any level of armor protection will greatly diminish the effectiveness of lasgun weaponry. Indeed, power armor is &#039;&#039;designed&#039;&#039; to shrug off the explosive flash-effect of energy weapons like the lasgun. A lasgun hit &#039;&#039;might&#039;&#039; briefly stagger an armored Space Marine, but the chance of a single hit incapacitating him is remote.&lt;br /&gt;
&lt;br /&gt;
In other words, being a hand-held rifle of moderate tech designed to be wielded by un-augmented humans, the firepower and capability of a lasgun somewhat pales in comparison to many of the weapons wielded by mankind&#039;s enemies. In addition, while the effectiveness of a lasgun is comparable to an autogun (which are basically AK-47s in SPACE), the lasgun requires a somewhat higher level of industrial technology to construct. Therefore, while the lasgun is very common some Imperial worlds can&#039;t construct them locally. Finally, it can also be assumed that certain atmospheric conditions, especially those with a high percentage of airborne particulates, would greatly degrade a lasgun&#039;s effectiveness at range. &lt;br /&gt;
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According to the &#039;&#039;[[Dan Abnett|Gaunt&#039;s Ghosts]]&#039;&#039; series the lasgun has an appreciable amount of recoil, which is fucking [[FAIL|stupid]]. The entire point of a handheld laser weapon is that there is no appreciable recoil since you aren&#039;t firing a physical projectile, which makes it easier to use. One of the main strengths of the lasgun is the fact that you can round up a bunch of [[Feral World|Feral Worlders]], give them lasguns with little to no training, point them in a general direction and just watch things die. This makes stubbers more or less obsolete, similar to how firearms made crossbows obsolete and crossbows made most bows obsolete. Not to mention the fact that if a lasgun had appreciable recoil, it wouldn&#039;t even be a lasweapon in the first place (because photons have no mass, otherwise they wouldn&#039;t be able to travel at the speed of light), but some kind of particle gun like a Tau [[Pulse Rifle]] or one of &#039;&#039;[[Bioware|Mass Effect]]&#039;&#039;&#039;s Thanix cannons. On a similar note, [[Warhammer 40K: Darktide]] also portrays lasguns as having recoil, [https://old.reddit.com/r/DarkTide/comments/vxyiei/lasguns_warhammer_40k_darktide/ifyz1np/ with a developer having said that they tried lasguns producing no recoil earlier in development], but found it just felt awful to play with, so it is less the developer not knowing this and more of the case of story and gameplay segregation, which is fair enough.&lt;br /&gt;
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== Why the Lasgun is still being used ==&lt;br /&gt;
The lasgun is derisively known as a &amp;quot;flashlight&amp;quot; by most players, including Guard players themselves (including the &#039;&#039;&#039;Guards&#039;&#039;&#039; themselves actually, that&#039;s a joke among them). However, within the context of the 40k setting the lasgun is reliable, durable, extremely common, and quite accurate. It should be noted that the lasgun is described as being able to destroy a slab of cement, which means that it is quite a bit more powerful than most modern-day small arms. From a production standpoint the lasgun (and its power pack) requires a somewhat more advanced industrial base to construct than the autogun. In return, however, you get a compact, highly accurate infantry weapon that can fire over a hundred shots on a single power pack, has virtually no moving parts, and that largely removes the logistical headache of constantly restocking physical ammunition supplies. As long as a Guardsman has access to a power source that the lasgun&#039;s power packs can accept, he can, given time, replenish his &amp;quot;ammunition&amp;quot; as long as his equipment remains functional. Any source of electricity, from a common military recharging port to a domestic power socket to an exercise bike with a dynamo can be used to top up power packs. When cut off, guard units can even place their power-packs directly in fires to charge them, but this is an extreme measure since it’s [[heresy|frowned upon by the Mechanicus]] and will heavily reduce the pack’s lifespan. But a &#039;&#039;possibly&#039;&#039; useless power-pack is better than a &#039;&#039;certain&#039;&#039; bayonet charge.&lt;br /&gt;
&lt;br /&gt;
Getting shot by a laser, even if you are protected, would at least flash a decent portion of the surface of what is hit into plasma. Explosively. So, most human-sized targets too tough to be penetrated by a lasgun would at least be stunned/stopped for a moment (in theory). In other words, lasers damage just about anything to some degree when powerful enough. This means that a lasgun can theoretically kill anything in the universe... eventually. Just like the [[Commissar]] told you! &lt;br /&gt;
&lt;br /&gt;
A Lasgun dumps a lot of heat into it&#039;s target and while a fair deal of that would be carried away in a jet of superheated ejecta, a lot of it would persist in a heavily armored target. A single Lasgun bolt might not penetrate Power Armor, but dozens of bolts could saturate it and turn it into an oven.&lt;br /&gt;
&lt;br /&gt;
A lightly protected or unarmored human, on the other hand, will almost certainly be critically wounded by any significant hit. Therefore, the lasgun actually has pretty good utility given the enemies the Imperium faces. In [[Dark Heresy]] the lasgun is far more useful than it is in tabletop 40k, because its reliability, availability and plentiful ammunition become real considerations against the human foes that an agent of the Inquisition is most likely to face.&lt;br /&gt;
&lt;br /&gt;
An additional note to consider is that the Emperor himself saw the technology was necessary to arm the ordinary but fearless men and women of His future Imperium, in what would end up being the greatest endeavour humanity would ever take part in. LAS-tech during the Unification Wars was scarce and the technology and knowledge to build such weaponry was protected/hoarded by what frail societies rose and fell during the Age of Strife. To see how commonly available such tech is now is a testament to how far Humanity in the 41st Millenium have come from the multiple millenia of Old Night.&lt;br /&gt;
&lt;br /&gt;
One last thing about Lasguns is that they &#039;&#039;can&#039;&#039; be used as last-ditch grenades by basically making the entire power pack empty into the gun without ever actually firing it. It turns the Lasgun into an explosive comparable in power to a Krak grenade. In theory, the resulting blast can fracture even vehicle-level armor (it should be noted that this happened to a dreadnought whose front armor was already cracked from being hit by anti-armor weapons). In practice, this technique is rarely utilized because it&#039;s a desperation tactic, and in any event, only seasoned troopers would likely be aware that it&#039;s even possible. &lt;br /&gt;
&lt;br /&gt;
In all seriousness, a lasgun is a deadly weapon when in the hands of someone competent. As being an effective combat weapon goes, anything not too heavily armored, like Traitor Cultists, Eldar Guardians, Ork Boyz, Tyranid Gaunts, and other Imperial Guard style forces are bound to be ridden with laser holes quickly and efficiently. Even [[Power armor]] is not invulnerable: helmet lenses, articulations, and joints are still susceptible to well-placed shots and a point-blank or short-range shot at maximum power can potentially penetrate some areas of a Space Marine&#039;s armor as well. &lt;br /&gt;
&lt;br /&gt;
In the end, a quote from [[Black Crusade (RPG)]] sums up the lasgun perfectly: &#039;&#039;&amp;quot;The Legionnaire that scoffs at a lasgun has not charged across an open field against a hundred of them.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[TL;DR]]&#039;&#039;&#039; Because of how photons affect matter, lasguns can, potentially, damage nearly anything. When combined with its reliability, utility, wide availability, and near-perfect accuracy, the lasgun is basically the perfect infantry weapon.&lt;br /&gt;
&lt;br /&gt;
==Uses for the Lasgun==&lt;br /&gt;
[[Image:Laysgun2_1974.PNG|300px|right|thumb|Also, a rare pict-capture of the ancient Laysgun.]]&lt;br /&gt;
*Warming soup&lt;br /&gt;
*Cigarette lighter&lt;br /&gt;
*Changing TV channels&lt;br /&gt;
*Selling to buy a new weapon&lt;br /&gt;
*Pissing off [[Thunderhawk]] pilots&lt;br /&gt;
*Shining in enemies&#039; eyes&lt;br /&gt;
*Throwing at people (may cause more damage than shooting it at them)&lt;br /&gt;
*Burning ants&lt;br /&gt;
*Paperweight&lt;br /&gt;
*Laser sight for a boltgun&lt;br /&gt;
*Aide during PotentiaPunctum presentations&lt;br /&gt;
*Light shows&lt;br /&gt;
*Igniting gas stoves &lt;br /&gt;
*Laser tag for kids (who are probably more dangerous than the gun itself)&lt;br /&gt;
*Magic shows for kids&lt;br /&gt;
*Lighting candles on birthday cakes&lt;br /&gt;
*A Laser pointer&lt;br /&gt;
*Hair removal&lt;br /&gt;
*Tattoo removal&lt;br /&gt;
*Entertainment for your space-kitties&lt;br /&gt;
*Shooting bottles&lt;br /&gt;
*Hitting your officer&#039;s pipe (Warning, will result in [[Blam|BLAMing]])&lt;br /&gt;
*Flashlight&lt;br /&gt;
*Substitute baseball bat&lt;br /&gt;
*Salvaged for actual useful stuff&lt;br /&gt;
*Horsie rides&lt;br /&gt;
*Chair&lt;br /&gt;
*Marital aid&lt;br /&gt;
*Wall decoration&lt;br /&gt;
*Coat stand &lt;br /&gt;
*Creating a makeshift rave&lt;br /&gt;
*Pretend guitar for when you gotta shred that awesome solo&lt;br /&gt;
*An extension device for your more dangerous bayonet. (This use is recognized and approved by Regimental Standard)&lt;br /&gt;
*Choppa in the hands of an ork boy&lt;br /&gt;
*Larping and cosplay&lt;br /&gt;
*Grave marker/headstone&lt;br /&gt;
&lt;br /&gt;
== Other laser weapons ==&lt;br /&gt;
The lasgun also comes in carbine, pistol, bullpup, sniper (&amp;quot;long-las&amp;quot;), and light machine gun varieties, and the Imperium fields many other weapons based on the same technology, such as the [[hellgun]] (a powerful lasgun powered by a backpack power pack), the mighty [[lascannon]], the even bigger [[Apocalypse|volcano cannon and turbo-laser]], the even even bigger Defense Laser, and the very much bigger &#039;&#039;still&#039;&#039; laser weapons mounted on [[Battlefleet Gothic|starships.]] Must be a different type, though, because a broadside from a Retribution class battleship can devastate half a continent depending on the [[Skub|calcs]]. A single barrage from an Imperator class Titan can devastate an &#039;&#039;entire&#039;&#039; city with weapons as strong as modern day nukes. Keep in mind how large an Imperial city is.  So, far stronger than modern nukes.&lt;br /&gt;
&lt;br /&gt;
Oh, and [[C.S. Goto|multilasers]].&lt;br /&gt;
&lt;br /&gt;
=== Bale Eye ===&lt;br /&gt;
[[File:Bale_Eye.PNG|150px|right|thumb|Bale Eye]]&lt;br /&gt;
The smallest known lasweapon short of a Digital Weapon. The Bale Eye is a &#039;&#039;unique&#039;&#039; weapon (So far) used only by [[Commissar Yarrick]].&lt;br /&gt;
&lt;br /&gt;
This gleaming monocle of doom is an optical implant which also functions as a short-ranged laser, similar in effect to a laspistol at close range. It is rumoured within [[Ork]] camps that Yarrick could kill with a glance, and the Bale Eye is where this rumour came from. &lt;br /&gt;
&lt;br /&gt;
Other sources indicate that this rumour started shortly after Yarrick led the successful defence of Hades Hive from Warboss Ugulhard&#039;s Waaagh! He lost his left eye during later campaigns and decided to [[Troll|play upon the Orks&#039; fears]] and incorporate a real &amp;quot;evil eye&amp;quot; into the implant. &lt;br /&gt;
&lt;br /&gt;
It is unknown if this piece of equipment stayed unique to Yarrick or if the Imperium actually mass produce these things for rich folks who like to impress. Given how Imperium nobility goes, it is most likely the latter, with Yarrick just being the most famous user.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Bale_Eye_Model.PNG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Laspistol ===&lt;br /&gt;
&#039;&#039;See main page, [[Laspistol]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Lasgun ===&lt;br /&gt;
[[Image:lasgun.jpg|thumb|right|200px|Standard Cadian pattern Lasgun]]&lt;br /&gt;
&lt;br /&gt;
You know&#039;em, you love&#039;em. There really isn&#039;t a point in repeating what has already been said since you are on a page talking about this wonderful piece of Imperial equipment other &amp;lt;s&amp;gt;then&amp;lt;/s&amp;gt; than putting it in the Lasgun family. Of course there are certain modifications that may breach the line on what &#039;&#039;may&#039;&#039; count as a Lasgun. But overall, it is cheap, effective and put a lovely little dent to most light infantry contrary to popular belief. &lt;br /&gt;
&lt;br /&gt;
Just don&#039;t try and attempt go all [[Leeroy Jenkins]] on this thing. The Lasgun is a light assault weapon, not a Titan-busting Volcano Cannon. &lt;br /&gt;
&lt;br /&gt;
There is a [[Lasgun Patterns|metric fuck ton of various Lasgun patterns]].&lt;br /&gt;
&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-7-8|name=Lasgun|r7=24&amp;quot;|type7=Rapid Fire|s7=3|ap7=-|r8=24&amp;quot;|type8=Rapid Fire 1|s8=3|ap8=0}}&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:CadianLasgun.png|&amp;lt;center&amp;gt;Cadian&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Suppression Laser ===&lt;br /&gt;
[[File:Suppression_Laser_2.PNG|200px|right|thumb|Suppression Laser]]&lt;br /&gt;
The Suppression Laser is a type of Lasgun often used by gang members in the underhive of a [[Hive World]]. As its name suggests, a Suppression Laser is a laser shotgun that has a [[Dakka|stupendous level of firepower.]] Within the tight confines of a underhive, the large spread of lasers makes the Suppression Laser a popular weapon, especially among members of [[Tek]] gangers of [[House Van Saar]], which has the capacity and capability to both produce and maintain these weapons.&lt;br /&gt;
&lt;br /&gt;
Because its a shotgun, the Suppression Laser trades the reliability, range, and accuracy of the Lasgun with balls-out power. The Mechanicus equivelent of this is the Mitralocks.&lt;br /&gt;
&lt;br /&gt;
On [[Necromunda]] tabletop, the Suppression Laser is a laser version of a different weapon; in this case its 10 credits more than the humble Shotgun, [[Derp|but for no perceivable benefits.]] It can’t even use any of the cool ammo that Shotguns can get.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Suppresion_Laser.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Laser Gauntlet ===&lt;br /&gt;
[[File:Laser_Gauntlets.JPG|200px|right|thumb|Laser Gauntlet]]&lt;br /&gt;
Works essentially the same as a [[Boltstorm Gauntlet]] in function, just replace the bolt rounds with pew pew lasers, though these were deployed first.&lt;br /&gt;
&lt;br /&gt;
These are multiple arm-mounted laser tubes. Laser Gauntlets can unleash a deadly storm of lasbolts at considerable range from the bearer&#039;s fists. With an increased power supply, the gauntlets can fire a series of sustained beams that can punch through enemy armour.&lt;br /&gt;
&lt;br /&gt;
Laser Gauntlets are found mounted on [[Spyrer]]s wearing [[Yeld Hunting Rig]]s, used in the underhive of [[Necromunda]]. Would probably be useful if you like the idea of still having firepower without sacrificing one of your hands for weapon firing.&lt;br /&gt;
&lt;br /&gt;
=== Hotshot Laspistol===&lt;br /&gt;
[[File:Hotshot_Laspistol.jpg|200px|right|thumb|Hotshot Laspistol]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See main page, [[Hellgun#Hellpistol|Hellpistol]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Hotshot Lasgun&#039;s little brother, also known as [[Hellgun#Hellpistol|Hellpistol]] (although there do remain some canon conflict about these two weapons designation). Hotshot Laspistols are typically hand-crafted, rather than mass-produced in factories, and many of them are hundreds of years old and have acquired histories over the course of centuries of use in combat. Unless otherwise specified, a Hotshot Laspistol remains the property of the Departmento Munitorum, though an individual can be awarded one for heroic deeds. A Hotshot Laspistol fires a higher-intensity shot than a laspistol, therefore, despite its higher penetration it will cauterize the wound it causes and prevents too much blood from being shed. For this reason, Hotshot Laspistol are preferred for use as execution weapons for officers and commissars, as a shot to the condemned soldier&#039;s head will prevent any blood from staining their uniform.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TempestusPistol.png|&amp;lt;center&amp;gt;Tempestus Scion&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hotshot Lasgun===&lt;br /&gt;
[[File:Hotshot_Lasgun.png|200px|right|thumb|Hotshot Lasgun]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See main page, [[Hellgun]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A variant of the Lasgun, also known by the far cooler name &amp;quot;[[Hellgun]]&amp;quot; (although there do remain some canon conflict about these two weapons designations since they have different art, different models, and are used by different units in both the lore and in the models...so yeah, probably totally different things), the Hotshot Lasgun and Hotshot Laspistol are weapons used primarily by the [[Stormtrooper]]s (and presumably other arms of the Imperial war machine). In some canon sources, these are juiced-up versions of the Lasgun charge pack inside a normal Lasgun, or in &#039;&#039;other&#039;&#039; canon sources, the entire weapon has a beefier build with better conduits and optics to survive the prolonged increased strain of a higher power throughput. They are designed to be used by elite troops or officers, who are generally better shots. Instead of the Hellgun&#039;s design approach of using lots of batteries and a heavy-duty build to attain higher cyclic fire rates, Hotshots use a super-concentrated laser blast to achieve the same kind of armor-penetrating power. It seems to have just enough penetrating power to be able to pierce most forms of space marine power armor. Or at least as deep as a non-explosive bolt shell would.&lt;br /&gt;
&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-7-8|name=Hotshot Lasgun|r7=18&amp;quot;|type7=Rapid Fire|s7=3|ap7=3|r8=18&amp;quot;|type8=Rapid Fire 1|s8=3|ap8=-2}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TempestusLasgun.png|&amp;lt;center&amp;gt;Tempestus Scion&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
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=== Hotshot Volley Gun ===&lt;br /&gt;
[[File:Volley_Gun.png|200px|right|thumb|Hotshot Volley Gun]]&lt;br /&gt;
&lt;br /&gt;
Another variation of the Hotshot category of Lasguns. These weapons are borne into battle by [[Stormtrooper|Tempestus Scions]] to deal with armored enemy infantry. The Hot-Shot Volley Gun is a larger version of the Hot-Shot Lasgun that &amp;quot;incorporates penitent-class heat sink arrays&amp;quot; which means that they &amp;quot;can maintain a punishing rate of high powered laser fire&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Think of them as a fully automatic LMG version of the regular old Hotshot Lasgun. As you can imagine, the sheer amount of [[Dakka]] means that they are more likely to be situated within the heavy weapons category then the normal Hotshot Lasguns. They are known to fire with a distinctive spitting howl.&lt;br /&gt;
&lt;br /&gt;
The real life equivalent would be the the light machine guns of WW1 and WW2 (like the Lewis Gun and the BAR) and the modern Squad Automatic Weapon (SAW) concept, having the same ammo as the standard rifle (either a short round like the 5.56 NATO for logistics or a long one like the 7.62 NATO to drop what you hit. Though recently America has adopted .277 Fury to replace the latter. Where America goes NATO and its other allies follow). If the Lasgun is a M16 with 5.56 shots and the Hotshot Lasgun is a 7.62 M14, then the Hotshot Volley gun is an MK48 M249 variant or a M240 firing 7.62x51 ammunition...but translated into their future, grimdark space variants. This also highlights the glaring lack of a laser light machine gun equivalent in the Imperial Guard, while the Hotshot Volley Gun exists as a laser medium/general purpose machine gun a regular Volley Gun as a LMG/SAW hasn&#039;t been shown so far.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TempestusVolley.png|&amp;lt;center&amp;gt;Tempestus Scion&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
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=== Mining Laser ===&lt;br /&gt;
[[File:Mining_Laser.jpg|200px|right|thumb|Mining Laser]]&lt;br /&gt;
&lt;br /&gt;
Mining Laser is not formally a weapon, but a tool for breaching tunnels in the mining process. In some cases though the Mining Laser can be used as a weapon, often by [[Genestealer Cult]]s. For example, Dvarlock pattern Mining Laser, founded and identified by Tempestor Gulack of the Kappic Eagles have been modified so it can blast the hole through a meters-thick bulkhead with a single pull of a trigger. It also features three hand-grips, indicating its use in combination with a tertia pattern servo-arm (or the extra arms of a Genestealer Hybrid).&lt;br /&gt;
&lt;br /&gt;
There is also the Heavy Mining Laser which is a heavier variant of the standard version, used on [[Goliath Truck|Goliath Rockgrinders]] (More can be read below). Although to be honest, it is only &#039;heavy&#039; because it is on a turreted mount, other than that there is very little difference between the Heavy Mining Laser and the regular old Mining Laser.&lt;br /&gt;
&lt;br /&gt;
It is fucking irritating in Space Hulk Deathwing, where it will be the number one cause of bullshit deaths.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:HybridLaser.png|&amp;lt;center&amp;gt;Neophyte Hybrid&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Long-Las ===&lt;br /&gt;
[[File:Long-Las.jpg|200px|right|thumb|Long-Las]]&lt;br /&gt;
&lt;br /&gt;
In the good old days the Imperial sniper rifle was the poorly named [[Needler|&#039;needle rifle&#039;]] which was in fact a kind of laser weapon. Well, partly. It had two parts to each shot. It fired a narrow beam laser to burn through armor, and then it fired a &#039;needle&#039; bullet; a spike of some kind of metal filled with horribly poisonous toxins. With the armor removed first, the spiky bit all but ensured a kill if you hit, spurting deadly death juice into your unfortunate body. Sadly they weren&#039;t especially well conceived weapons (hitting the same spot with two different weapons, one that responds to wind and gravity, and the other that doesn&#039;t is something of a challenge) so they&#039;ve pretty much been written out of the setting these days as being too expensive for regular use. Now the term &amp;quot;sniper rifle&amp;quot; is used fairly loosely in the Imperium; many sniper rifles are simply over-powered lasguns called long-las rifles, while many others (such as those used by [[Space Marine]] [[Scout]]s) are high-velocity slug-throwers which have more in common with [[autogun]]s than they do with energy weapons. Then there are other more exotic variants firing poisoned darts or even stranger payloads, such as the aforementioned needle rifle (which [[Ratling]]s still prefer) or the [[Exitus Rifle]] that fires straightup death. All of these variants have pretty much the same effect on the target, unless you play older editions or use special characters who have rules that say otherwise. Or play [[Dark Heresy]].&lt;br /&gt;
&lt;br /&gt;
However, since you are on the Long-Las category, we might as well talk about it. The Long-Las is a sniper variation of the Lasgun with a much longer barrel for increased range and accuracy, and also to prevent overheating. However the barrel makes a Long-Las up to twice as long as a standard Lasgun and thus difficult to use in close quarters.&lt;br /&gt;
&lt;br /&gt;
Within the Imperial Guard the Long-Las, formerly known as the Sniper Variant Lasgun, is issued only to those Guardsmen with the necessary marksmanship skills and knowledge in stealth and scouting operations. It uses the XC 52/3 strengthened barrel, longer and thinner than normal models, and lacks a charge setting slider, instead using hotshot power packs. It&#039;s also much quieter than other lasguns and features a flash suppressor to dampen the revealing flashes of its shots ([[FAIL|even though like other lasguns its laser beam is visible]]). However the increased wear on the barrel from using the overpowered energy packs means more frequent barrel changes than is usually required for normal lasguns. You may be wondering why the IG does not use a shorter, thicker heavy barrel version with improved cooling as standard issue for all Guardsmen to kick serious ass. Ask your local [[Commissar]] for a detailed explanation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:CadianLongLas.png|&amp;lt;center&amp;gt;Cadian&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Lascarbine ===&lt;br /&gt;
[[File:Lascarbine.jpg|200px|right|thumb|Lascarbine]]&lt;br /&gt;
&lt;br /&gt;
During the [[Great Crusade]] the Lascarbine was the great grandfather of the Lasgun. Basically the same weapon as the Lasgun in a smaller package. As a carbine, it has a shorter effective range but is far more compact and easier to handle in close combat fire operations. Given the myriad of Xenos that likes to go in close and personal at that time, the Lascarbine made sense. They were standard issue among the Imperial Army.&lt;br /&gt;
&lt;br /&gt;
In modern WH40k, a Lascarbine is designed for use by special operations units and is usually employed by Drop Troopers or scout units of the Imperial Guard such as the [[Elysian Drop Troops]]. Catachan troopers also use them. It could also be potentially used by Imperial Navy personnel due to its compact size, although no canon images have been confirmed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:CatachanLascarbine.png|&amp;lt;center&amp;gt;Catachan&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Auxilia Lasrifle ===&lt;br /&gt;
[[File:Lasrifle.png|200px|right|thumb|Auxilia Lasrifle]]&lt;br /&gt;
&lt;br /&gt;
The Auxilia lasrifles (Specifically the Kalibrax V-I Pattern) were the primary weapon of the [[Solar Auxilia]] during the Great Crusade and Horus heresy eras. And as befitting weapons from a time when Imperial Technology had not yet sunk into the abyss, they have better range compared to their inferior knockoffs. Its notable for its heavily reinforced energy transfer capacitors, overall durability, and superior heat dissipation qualities. The Kalibrax could also easily handle a variety of modifications and augmentative systems, such as bolt-collimator arrays and induction blast-chargers.&lt;br /&gt;
&lt;br /&gt;
These weapons have the option of taking Blast-chargers, which turns the lasrifle into a miniature lascannon, though on the roll of 1 the charger melts in its operator&#039;s hands, preventing the player from using them for the remainder of the game (the gun can still fire after 1 turn of cooling off). They also [[awesome|come standard]] with Collimators, which switch out Rapid Fire for Heavy 2, making any opponent think twice about about charging a squad of [[Solar Auxilia]]. As if a Super Heavy tank as a Dedicated Transport wasn&#039;t enough reason to stay out of range. They were produced on selected few Forgeworlds (despite being the go-to armament of 20% of Imperial Army) to begin with, required advanced technology to make and specific combined-armed tactics (a big no-no for [[Imperial Guard]] thanks to a certain [[Roboute_Guilliman|genius]]) of Solar Auxilia cohorts to use effectively, so were shifted out of production in favor of a basic flashlight.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:SolarAuxiliaLasrifleProfile.png|&amp;lt;center&amp;gt;Solar Auxilia&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Blast Pistol ===&lt;br /&gt;
[[File:Auxillia_Blast_Pistol.PNG|150px|right|thumb|Blast Pistol]]&lt;br /&gt;
&#039;&#039;Not to be confused with the [[Phosphor Blast Pistol|Phosphor Blast Pistol]], another 30k era weapon that fires &amp;lt;u&amp;gt;completely different rounds.&amp;lt;/u&amp;gt; Nor the [[Dark Eldar]] [[Drukhari Blast Pistol]] which also fires &amp;lt;u&amp;gt;[[Herp|completely different ammunition]]&amp;lt;/u&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Basically a souped-up las-pistol that explodes in the user&#039;s hand. Their description makes them seem like laser revolvers used by officers of the Solar Auxilla, to mirror when an officer during the 19th century was issued a sidearm. This gave him a faster-firing gun compared to line troops who had to use lever and bolt-actions, which is similar to the Blast Pistol&#039;s apparently faster rate of fire.&lt;br /&gt;
&lt;br /&gt;
These bespoke weapons like the Hotshot Laspistol and Hellpistol were able to fire only a handful of shots before reloading, but their damage output rivals that of arcane [[Volkite Weaponry]]. Due to this, Blast Pistols were seen as an emblem of wealth and prestige, and many were works of art in their own right, and thus they also became a widely used form of decoration and reward for extreme gallantry and commendation within the Solar Auxilia regiments. &lt;br /&gt;
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Now, &#039;&#039;[[derp|for some reason]]&#039;&#039;, the [[Ash Waste Nomads]] from [[Necromunda]], you know, those [[murderhobos]], have an entire [[wat|stockpile of these things]]. Where they get these [[Horus Heresy]]-relics from can be chalked up to Necromunda being an [[STC]] minefield. But even then, it is bizarre, given that the Ash Waste Nomads are a bunch of space Amish like the Eldar Exodites, so they shouldn&#039;t have the knowledge to maintain these things. Given their ragged appearance and their abysmally short range, their shitty maintenance may hold some legitimacy.&lt;br /&gt;
&lt;br /&gt;
On the [[Horus Heresy]] table top, Blast Pistols are 6&amp;quot; S5 Las-pistols with Twin Linked and Gets-Hot for two points. Twin linked counteracts Gets Hot, but if you want a good pistol just spend the extra 8 points on a Plasma Pistol. &lt;br /&gt;
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On [[Necromunda]], the Ash Waste Nomads&#039; [[derp|unga-bunga-ing]] their Blast Pistols have resulted in a shittier quality; resembling more like a [[melta]] weapon than a las weapon. As such, they have a few peculiar...quirks nowadays. This, alongside its bigger brother, the Blast Rifle, have the &#039;&#039;&#039;Shock&#039;&#039;&#039; rule which means that if the target is hit by this weapon on a natural 6, the wound roll is considered automatically succeed with no wound rolls needed to be made. Pretty god damn nasty.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:SolarAuxiliaBlastPistol.png|&amp;lt;center&amp;gt;Solar Auxilia&amp;lt;/center&amp;gt;&lt;br /&gt;
Necromundan_Blast_Pistol.PNG|&amp;lt;center&amp;gt;Ash Waste Nomads&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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=== Blast Rifle ===&lt;br /&gt;
[[File:Blast_Rifle.PNG|200px|right|thumb|Blast Rifle]]&lt;br /&gt;
The bigger brother of the Blast Pistol. The Blast Rifle, like its littler hand cannon, are relics from the [[Great Crusade]] and [[Horus Heresy]]-era. Despite this, as of yet, there is no model from the Horus Heresy line, suggesting that this thing was replaced by the mass-produced Auxilia Lasrifles.&lt;br /&gt;
&lt;br /&gt;
In terms of function, we can assume that this gun functions the same as their smaller counterpart. However, since so little is known about these weapons, everything is a guestimate since they only appear on [[Necromunda]]. They seem to only be used by the [[Ash Waste Nomads]] and what has been said about the Blast Pistol can also be said here. If you include their comparatively much reduced range than most laser weapons and their melta-looking heatsink barrels, it can be assumed that the Blast Rifle releases a wide radius of dispersed lasers; akin to a laser melta. Although it does not seem to correlate with the nosecone barrel design which should indicate a more concentrated and therefore, longer range weapon under conventional wisdom.&lt;br /&gt;
&lt;br /&gt;
In terms of rules, on Necromunda, like their smaller brother, the Blast Rifle has suffered some unique quirks over the millennia by the Nomads&#039; constant DIY tinkering over these things. This resulted the Rifle and the Blaster having the &#039;&#039;&#039;Shock&#039;&#039;&#039; rule which means that if the target is hit by this weapon on a natural 6, the wound roll is considered automatically succeed with no wound rolls needed to be made. Given that it is a bigger weapon, the Rifle has a longer range that the Pistol. But that is not much of a feat given their pitifully short range.&lt;br /&gt;
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=== Digital Lasers/Digital Weapons ===&lt;br /&gt;
[[File:JokaeroDigitalWeapon.jpg‎|200px|right|thumb|Digi-Weapon]]&lt;br /&gt;
&lt;br /&gt;
These are actually melee weapons. However there isn&#039;t really anywhere else to put them.&lt;br /&gt;
In 40k they are exclusively made by [[Jokaero]]. During the Great Crusade and Horus Heresy they are weapons of [[Blood Ravens|unknown]] [[Heresy|Xenos origin]]. This section describes how the Imperium at large uses them.&lt;br /&gt;
&lt;br /&gt;
Digital weapons are best described as a small laser used by Space Marine officers. It allows them to re-roll one failed hit during the Assault/Fight Phase, which is decent. However, it is not anywhere near as cool as when they are used in Black Library books or the weapons stated to be used by the [[Jokaero]]. Only the Xenos monkeys have them on the table top in 8th edition. &lt;br /&gt;
&lt;br /&gt;
30k Digital Lasers are as usual better than the 40k version. Rather than just Space Marines, Inquisitors and the occasional gun/chain/power sword toting hero, every officer had access to them. They are short ranged but deadly weapons that are &amp;quot;small enough to be concealed in a ring, gauntlet, sword hilt or helm.&amp;quot; So they should be as strong as a single Hot Shot Lasgun, Lasrifle or Las-Lock beam.&lt;br /&gt;
&lt;br /&gt;
In the Horus Heresy game a Digital Laser gives the model one additional attack, [[Awesome|so the officer doesn&#039;t have to give up their sole ranged weapon for an extra melee hit.]] One would assume either weapon would also allow an extra ranged attack with the same strength and AP as a Hot-Shot Lasgun or Archaeotech Pistol, like how the Servo Harness gives [[Techmarines]] extra ranged and melee weapons. However, Games Workshop and Forge World aren&#039;t nice enough to give players an option that would be useful in more than one situation without making them pay extra real life money for it first.&lt;br /&gt;
In HH 2.0 they no longer have rules despite the Imperum being more advanced than their counterparts in the 42nd millenium. This might get FAQ&#039;ed or return in an upcoming rulebook.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:JokaeroDigital.png|&amp;lt;center&amp;gt;Jokaero Weaponsmith&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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=== Las-Lock ===&lt;br /&gt;
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[[File:Las-Lock.PNG|200px|right|thumb|Las-Lock]]&lt;br /&gt;
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Las-lock is like a granddad to &amp;quot;modern&amp;quot; Lasgun, or perhaps the lasgun&#039;s equivalent to a musket. While very few Guard Regiments still use it in-universe in 40k (see [[Only War]] by FFG), the Las-Lock is popular with the Mechanicum in 30k. [[Tech Thrall]]s are thus far the only known Mechanicum troops to carry las-weapons (on tabletop, but many las weapons are used by Skitarii and servitors in fluff), but oh boy, aren&#039;t they numerous. Las-locks sacrifice rate of fire and range for more damage per shot, making it a worse version of the Hot-Shot lasgun with higher Strength, but with miserable AP of 6 and 1 shot max. Not sure how this particular AdMech weapon fares in fluff, though. Since it’s AdMech, large, and has a ton of thick cables attached, it probably hits extremely hard. For an accurate perspective to wrap your head around a fairly antiquated but somewhat useful and powerful weapon think of it like a laser musket from Fallout 4.&lt;br /&gt;
&lt;br /&gt;
In addition to the forces mentioned above, las-locks were commonly issued to low level Chaos occupation troops during the Sabbat Crusade.  It&#039;s also not uncommon to find these in civilian hands.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TechThrallLasLock.png|&amp;lt;center&amp;gt;Tech Thrall&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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=== Mitralock ===&lt;br /&gt;
[[File:Mitralock2.PNG|200px|right|thumb|Mitralock]]&lt;br /&gt;
&lt;br /&gt;
There is also the Mitralock, a [[what|laser shotgun]] with reduced range.&lt;br /&gt;
Both have the option to upgrade to Induction chargers [[awesome|increasing their shots to two.(represented as Assault 2 in game.)]] While still allowing them to Assault with no penalty. This turns them into a high risk unit for any opponent dumb enough to charge them.&lt;br /&gt;
&lt;br /&gt;
In terms of tabletop, the Mitralock is the [[Shotgun|Scattergun]] of the Las Family. It is an 8&amp;quot; range Las-lock, but it gains Shred. It also has Induction Chargers which is an optional attachment to both Las-locks AND Mitra-locks (HH3, p. 221) it upgrades them to Assault 2. Meanwhile, the name is most likely a reference to the French term for grapeshot (&#039;&#039;&#039;Mitra&#039;&#039;&#039;illeuse).&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TechThrallMitralock.png|&amp;lt;center&amp;gt;Tech Thrall&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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=== Lascutter ===&lt;br /&gt;
[[File:Bits-lascutter.jpg|200px|right|thumb|Lascutter]]&lt;br /&gt;
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Lascutters are a powerful but extremely unwieldy type of Laser Weapon. Originally industrial tools used for cutting through armoured bulkheads and dense ores, these weapons make use of disruption field-assisted short range laser arcs. They were later utilized for warfare, being used in sieges where they were able to breach enemy fortifications and, if necessary, become devastating close-quarters weapons.&lt;br /&gt;
&lt;br /&gt;
Only Breachers can take them in the Horus Heresy game. In Horus Heresy 2.0, Lascutter stats have been fixed to work like other las weapons. Now, they&#039;re &#039;&#039;Exotic Weapons&#039;&#039; instead of &#039;&#039;Las weapons&#039;&#039;.&lt;br /&gt;
They&#039;re still shitty at melee but that&#039;s not why you&#039;re taking them. Lascutters are now 8 inches, Assault 1, S10, Ap 1 with &#039;&#039;Armorbane(Ranged)&#039;&#039;. Making them better than [[Meltagun]]s and a viable alternative to [[Graviton_weapons|Graviton guns]]. Meltaguns need to be at 6 inches to get their anti vehicle bonus. This may seem uncomfortably close but they pair well with [[Volkite Charger]]s. The original Space Marine energy gun. So now your Breacher troops can crack open [[Land Raider]]s while driving around in a [[Land Raider]]. Their melee profile has been nerfed to S7 while still having the &#039;&#039;Cumbersome&#039;&#039; and &#039;&#039;Unwieldy&#039;&#039; rules. Breachers shouldn&#039;t be participating in assaults anyways.&lt;br /&gt;
&lt;br /&gt;
Now Astartes don&#039;t have inferior weapons to Genestealers &amp;amp; other humanoid or xeno-terrorists. Lascutters stats currently paint them as proper precursors to [[Mining Laser]]s and [[Heavy Mining Laser|heavy variants]] they should be.&lt;br /&gt;
&lt;br /&gt;
In 9E they can be taken by Elysian Drop Troops. They use the outdated profile with no ranged attacks and only one melee hit. Where you don&#039;t want them to be. So use Special or Heavy Weapon options and cross your fingers if you want them to be like their 30k counterparts instead of pieces of shit.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:LegionBreacherLascutter.png|&amp;lt;center&amp;gt;Legion Breacher&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Lightning Gun===&lt;br /&gt;
[[File:Lightning+Gun.jpg|200px|right|thumb|Lightning Gun]]&lt;br /&gt;
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[[Forge World|Oh boy, here we go]].&lt;br /&gt;
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Lightning Guns are, seemingly confusingly, a type of laser weapons used by the AdMech, which given some varied fluff can prompt [[Skub|debate]] as to how much of a laser or electromagnetic weapon they are. Depending on the description they&#039;re either a laser beam wreathed in lightning (read: an ionised laser beam) as a form of electrolaser with most of the killing power from the pew pew lasers, or they fire a laser as a [[Tau|markerlight]] to change the polarity/ionise the location on the target and cause a bolt of lightning to leap to it. This may seem dumb at first glance, but with the Ad Mech&#039;s usual technobullshitium it makes sense. At least compared to the [[Needler]], which has a similar design of &#039;laser beam then killing shot&#039; but doesn&#039;t make sense even once you try to explain it.&lt;br /&gt;
&lt;br /&gt;
Either way, they&#039;re Great Crusade era weapons used by various Adeptus Mechanicus troops, most notably [[Thallax]], with the ability to provide effective damage against organic enemies and yet still able to overload mechanical targets like tanks via electromagnetic damage. Or alternatively depending on how you take the above they&#039;re good at overloading mechanical targets like tanks via electromagnetic damage yet still able to clear out meatbags with the laser burns.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:ThallaxLightning.png|&amp;lt;center&amp;gt;Thallax&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Las-Fusil===&lt;br /&gt;
[[File:Las-Fusil.JPG|200px|right|thumb|Las-Fusil]]&lt;br /&gt;
&#039;&#039;Not to be confused with the [[Pulsar-Fusil]] or the [[Phased Plasma-Fusil]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The more [[Awesome|chad version]] of the Long-Las.&lt;br /&gt;
&lt;br /&gt;
The Las-Fusil is essentially the laser equivalent to the [[Mk.III Shrike Pattern Bolt Sniper Rifle]]. These are powerful, anti-personnel heavy Laser Weapon used by Space Marine [[Eliminator]] Squads. &lt;br /&gt;
&lt;br /&gt;
Like the Hellguns and/or Hotshot Lasgun, the Las-Fusil requires an external battery supply to power its shots. Although instead of a large and ungainly backpack, it has a modular battery that can be held in the side pocket of the Space Marine. Because it has no mass, the Las-Fusil is more accurate and has greater range than the Shrike Bolt Sniper Rifle. However, it is heavily affected by atmospheric conditions and higher maintenance cost. &lt;br /&gt;
&lt;br /&gt;
Seeing as how a Long-Las has the power to punch through power armor, the Las-Fusil which has a more advance powerpack and stronger focusing lense should be able to punch through vehicle armor like an anti-material rifle. The crunch seems to agree with the fluff as you can swap your Bolt Sniper Rifle for this weapon which is counted as an anti-light vehicle and anti-TEQ gun (36&amp;quot;, heavy 1, S8, AP-3, D3).&lt;br /&gt;
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=== Multilasers ===&lt;br /&gt;
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&#039;&#039;See main page, [[Multilasers]].&#039;&#039;&lt;br /&gt;
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The Multilaser is basically just a [[Hellgun]] that&#039;s been modded for more [[Dakka]], being a pretty good weapon against most non- to lightly-armored targets (infantry, Taurox-equivalents, skimmers, etc.). Gets a bad rep due to C.S. Goto, but it’s actually pretty awesome and the Guard should learn to spam them. Waaaaay cheaper than heavy bolters, after all. Because laser.&lt;br /&gt;
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As stated above, if the Lasgun is an Assault Rifle, the Hotshot Lasgun/Hellgun is a Battle Rifle and the Hotshot Volley Gun is a Medium/General Purpose MG (with the awkward lack of an Light MG/Squad Automatic Weapon), the Multilaser is a Heavy MG bordering on light autocannon depending on the pattern.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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=== Heavy Mining Laser ===&lt;br /&gt;
[[File:GoliathRockgrinderLaser.png|200px|right|thumb|Heavy Mining Laser]]&lt;br /&gt;
The aforementioned Heavy Mining Laser. As previously mentioned, it is basically a Mining Laser on a turret. Like its smaller brother, the Heavy Mining Laser is used primarily to bore through rock and other quarry within Mining and Forge Worlds of the Imperium. However it can also be used to cleanly bore through the side armor of a Leman Russ and a Space Marine if needed. Rules of the Internet, Rule 40,000: if it exist, the Imperium will weaponize it.&lt;br /&gt;
&lt;br /&gt;
The [[Genestealer Cult|Genestealer Cults]] have exploited its power because of this. The only difference between the regular Mining Laser and the Heavy Mining Laser is in its power supply. The regular Mining Laser carries its own portable power supply which makes it mobile but at the cost of a shorter battery life (eg: less &#039;shots&#039;) and a shorter effective range. The Heavy Mining Laser on the other hand, is connected to a much larger and thus, powerful power supply which allows for a longer battery life and a longer range.&lt;br /&gt;
&lt;br /&gt;
It is often mounted on the [[Goliath Truck|Goliath Rockgrinder]], but it can also be mounted on the [[Achilles Ridgerunner]].&lt;br /&gt;
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=== Lascannon ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See main page, [[Lascannon]].&#039;&#039;&lt;br /&gt;
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These are the main Imperial anti-tank weapon (Heavy1 72&amp;quot; S9 AP3 for D6), and they are mounted on [[Heavy Weapons Squad|E]][[Predator|V]][[Devastator Squad|E]][[Razorback Transport|R]][[Leman Russ Battle Tank|Y]][[Sentinel|T]][[Dreadnought|H]][[Land Raider|I]][[Tarantula|N]][[Fortress of Redemption|G]] and occasionally wielded by [[SPESS MEHREENS]].  &lt;br /&gt;
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{{clear}}&lt;br /&gt;
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=== Heavy Lascannon ===&lt;br /&gt;
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&#039;&#039;See main page, [[Heavy Lascannon ]].&#039;&#039;&lt;br /&gt;
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The Lascannon&#039;s bigger brother. The Heavy Lascannon is what happens when not even Lascannons are doing their job in turning superheavies inside out. It is one of the primary weapons that a [[Field Ordnance Battery]] could carry.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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=== Solex Heavy Lascannon ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See main page, [[Solex Heavy Lascannon ]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Heavy&#039;&#039; Lascannon&#039;s bigger brother on steroids. The Solex ([[skub|Or Sollex]]) Heavy Lascannon is the primary long-ranged weapon for the [[Thanatar-Calix Class Siege-Automata]]. These suped-up Lascannons possess a much longer barrel and is overall, a much larger weapon than the regular Lascannon. Unfortunately, the crunch doesn&#039;t seem to match the fluff however.&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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===Corve Las-Pulser===&lt;br /&gt;
[[File:ContemptorAchillusLasPulser.png|250px|right|thumb|Corve Las-Pulser]]&lt;br /&gt;
The Corve or &#039;&#039;Corvae&#039;&#039; Las-Pulser is a type of Laser Weapon used by the [[Adeptus Custodes]]. They are the giant Lascannon mounted on top of the giant Dreadnought-like spear. It was equipped to the Dreadspear of the Custodes Contemptor-Achillus class Dreadnought.&lt;br /&gt;
&lt;br /&gt;
The Corve is a 36&amp;quot; S9 AP2 Heavy D3 weapon. It is an upgrade for the Agamatus jetbikes and found as part of the Contemptor-Achillus&#039;s Dreadspear, and most of the reason for it&#039;s 40 point upgrade cost. The Pulsar is one of the few weapons that Custodes have as a counterpart to Lascannons. &lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:LasPulser.png|&amp;lt;center&amp;gt;Contemptor Achillus&amp;lt;/center&amp;gt;&lt;br /&gt;
image:AgamatusLasPulser.png|&amp;lt;center&amp;gt;Agamatus Jetbike&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Las-Ripper===&lt;br /&gt;
[[File:Las-Ripper_Side_View.PNG|200px|right|thumb|Las-Ripper]]&lt;br /&gt;
Essentially a weaker version of the Las-Talon. &lt;br /&gt;
&lt;br /&gt;
A Las-Ripper is a type of heavy Imperial Laser Weapon usually deployed on the Primaris Space Marines&#039; [[Astraeus Super-Heavy Tank|Astraeus Super-Heavy Grav Tank.]] Las-Rippers are used as sponson weapons on Astraeus grav tanks, where they serve as the vehicle&#039;s standard anti-personnel weapons for close and messy encounters.&lt;br /&gt;
&lt;br /&gt;
In terms of crunch, as previously aforementioned, the Las-Rippers are a weaker version of the Las-Talon. Although it is not a bad weapon per se, it suffers from the fact that there are much better weapons that the Astraeus could be equipped with. &lt;br /&gt;
&lt;br /&gt;
Most often, the Las-Ripper is replaced with the more powerful Plasma Eradicators. This have got to do with the fact that the [[Plasma Eradicator]]s are understandable more powerful per shot, but what is unusual is that the Eradicators have more range and is [[Wat|&#039;&#039;cheaper&#039;&#039;]] than the Las-Ripper of all things.  &lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:AstraeusLasRipper.png|Alternate View&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Las-Talon===&lt;br /&gt;
[[File:LasTalon.jpg|200px|right|thumb|Las-Talon]]&lt;br /&gt;
A short-range but more powerful Lascannon.&lt;br /&gt;
&lt;br /&gt;
The Las-talon is a specialized type of Laser Weapon that can only be found on both the [[Stormhawk|Stormhawk Interceptor]] air superiority fighter used by the Adeptus Astartes and the Primaris Space Marine [[Repulsor Tank]]. &lt;br /&gt;
&lt;br /&gt;
The Las-talon fires two potent blasts of laser energy in rapid succession, ensuring a clean kill against even the heaviest armored targets. Unlike other laser weapons, the Las-talon is relatively short-ranged, with its damage heavily reduced at great range.&lt;br /&gt;
&lt;br /&gt;
And as you know, it is basically the big brother of the Las-Ripper.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:RepulsorLasTalon.png|&amp;lt;center&amp;gt;Primaris Repulsor&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Las-talon Stormhawk Interceptor.png|&amp;lt;center&amp;gt;Stormhawk Interceptor&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Laser Destroyer===&lt;br /&gt;
[[File:Laser_Destroyer.jpg|200px|right|thumb|Laser Destroyer]]&lt;br /&gt;
The Laser Destroyer is an Imperial laser weapon mounted primarily on the [[Destroyer Tank Hunter]], capable of destroying enemy tanks from long range. The Laser Destroyer however is a highly-complex system which all but a few Forge Worlds can no longer reproduce; even those who can create new ones must hand-craft each one through a painstakingly slow process. The result has been that these weapons and the vehicles which use them have become incredibly rare amongst the Imperial Guard. The chance of receiving any replacement for lost or destroyed models is very slim, often leading to recovered tank destroyers instead being fitted with another weapon.&lt;br /&gt;
&lt;br /&gt;
During the invasion of Armageddon, though, a number of Chimeras were refitted with Laser Destroyers and re-designated APDS-6a &#039;Defenders&#039; as an effective stop-gap measure against the Orks.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Neutron Laser===&lt;br /&gt;
[[File:NeutronLaser.jpg|200px|right|thumb|Neutron Laser]]&lt;br /&gt;
A Neutron Laser is a heavy weapon utilized by the forces of Adeptus Mechanicus&#039; Skitarii Legions as a primary weapon for [[Onager Dunecrawler|Onager Dunecrawlers.]], and Imperial Guard forces on the [[Valdor Tank Hunter]]. A Neutron Laser is the last word in battlefield anti-tank weaponry. &lt;br /&gt;
&lt;br /&gt;
With a stabilised neutronic coil arc reactor as its power source, a Neutron Laser is able to fire a beam so devastating that it not only is able to punch through the thickest of armour, but also sends a blast wave of electromagnetic energy that scrambles circuits and synapses alike when it strikes its target. &lt;br /&gt;
&lt;br /&gt;
It doesn&#039;t seem to suffer as much of a backfire feedback that usually plagues its larger brother. So that&#039;s a plus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:OnagerNeutronLaser.png|A slightly more safer version of the Neutron Laser Projector. &#039;&#039;Slightly&#039;&#039;.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Arachnus Heavy Lascannon Battery===&lt;br /&gt;
[[File:Arachnus_Heavy_Lascannon_Battery.JPG|200px|right|thumb|Arachnus Heavy Lascannon Battery]]&lt;br /&gt;
Not to be confused with the Arachnus Heavy Blaze Cannon. &lt;br /&gt;
&lt;br /&gt;
The Arachnus Heavy Lascannon Battery was a Laser Weapon system that was used by the ancient [[Dreadnought#Deredeo Pattern|Deredeo Pattern Dreadnoughts]] of the Legiones Astartes during the [[Great Crusade]] and [[Horus Heresy]] eras. As one might expect, it is developed by Arachnus which also produce the Blaze Cannons used by everyone&#039;s favourite [[Adeptus Custodes|golden bananas.]]&lt;br /&gt;
&lt;br /&gt;
The Arachnus Heavy Lascannon Battery was a set of two massive, twin-linked [[Lascannon]]s that has been suped-up and overcharged, taking up both the Deredeo&#039;s weapon mounts.&lt;br /&gt;
&lt;br /&gt;
Far more powerful than any other pattern of Lascannon regularly fielded by the Legiones Astartes, the Arachnus could inflict devastating amounts of damage with each hit, far more than any standard Las-weaponry.&lt;br /&gt;
&lt;br /&gt;
The Arachnus Heavy Lascannon Battery is still found in use by the various Space Marine Chapters and possibly the Traitor Legions that still maintain functioning Deredeo Dreadnoughts in the 41st Millennium. &lt;br /&gt;
&lt;br /&gt;
On the tabletop, one must remember that this isn&#039;t twin-linked Lascannon, but it does fire 2 S10 AP2 shots, and if its shots score a penetrating hit on a vehicle the shot has a 50% chance of having it count as [[Awesome|&#039;&#039;two&#039;&#039; penetrating hits instead of one.]]&lt;br /&gt;
&lt;br /&gt;
===Sabre Neutron Blaster===&lt;br /&gt;
[[File:SNeutron_Blaster.JPG|200px|right|thumb|Sabre Neutron Blaster]]&lt;br /&gt;
[[Derp|Not to be confused with the]] [[Vespid|Vespid&#039;s]] [[Neutron Blaster]].&lt;br /&gt;
&lt;br /&gt;
The Sabre Neutron Blaster is one of the three primary weapons that the [[Sabre Strike Tank]] could be armed with. Unlike the [[Volkite Saker]] which deals with mass infantry or the [[Anvilus Snub Autocannon]] that targets light armour. The Sabre Neutron Blaster is specifically designed to turn superheavy tanks inside out.&lt;br /&gt;
&lt;br /&gt;
Nothing more than the [[Neutron Laser Projector]]&#039;s little brother. The Sabre Neutron Blaster was constructed in the same manner as the larger neutron cannon employed by the [[Sicaran Battle Tank#Sicaran Venator|Sicaran Venator,]] the intense radiation emitted by the capacitors and charge packs of the cannon is so deleterious that it will eventually degrade the Sabre&#039;s own control systems.&lt;br /&gt;
&lt;br /&gt;
Rules-wise, the Sabre Neutron Blaster is a relatively short-ranged ant-tank weapon. At only 24&amp;quot;, you are not hitting far. But if it hits, it hits hard. S9, AP1, Heavy 1 weapon with Concussive and Shock Pulse rules. This thing can stun-lock enemy vehicles while [[Anal circumference|carving a new rear hole.]]&lt;br /&gt;
&lt;br /&gt;
===Heavy Laser Destroyer===&lt;br /&gt;
[[File:HeavyLaserDestroyer.jpg|200px|right|thumb|Heavy Laser Destroyer]]&lt;br /&gt;
The bigger, badder brother of the regular Laser Destroyer.&lt;br /&gt;
&lt;br /&gt;
The Heavy Laser Destroyer is a type of heavy Laser Weapon with powerful anti-armor capability. It is commonly mounted on the Space Marine [[Repulsor Tank#Repulsor Executioner|Repulsor Executioner tank]], with a smaller variant found also mounted on the [[Gladiator Tank#Gladiator Lancer|Gladiator Lancer Tank.]] The larger chassis of the Repulsor mounts much larger and more powerful generators which could release a more potent shot. Of course, this means that the barrel needs to be strengthened and lengthened to accommodate the high heat dispersal.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, this is a new Primaris weapon found on the Repulsor Executioner and the Gladiator Lancer. The Executioner&#039;s is a 72&amp;quot; range, Heavy 2, S12, AP-4 and D3+3 weapon whilst the Lancer is a slightly weaker 72&amp;quot; range, Heavy 2, S10, AP-3, Dd3+3 weapon, nevertheless, they are both dedicated tank killers, though it is an expensive weapon.&lt;br /&gt;
&lt;br /&gt;
===Arachnus Blaze Cannon===&lt;br /&gt;
[[File:ArachnusCannon.jpg|200px|right|thumb|Arachnus Blaze Cannon]]&lt;br /&gt;
The Arachnus Blaze Cannon is a type of Laser Weapon used by the Adeptus Custodes. This weapon was a development of standard Imperial las-technology, but with built in esoteric and powerful components which could never be replicated en masse.&lt;br /&gt;
&lt;br /&gt;
The Blaze Cannon is mounted on the [[Coronus Grav Carrier]].&lt;br /&gt;
&lt;br /&gt;
On tabletop they are basically the bastard offspring of Multi-lasers and Lascannons, they have two firing modes. One is Burst for infantry shredding, the other is Concentrated for Vehicle killing with AP1 and Exoshock, which gives you an automatic second Penetrating hit which ignores cover saves on a 4+ after you score one (so you roll to hit, roll to penetrate, enemy rolls invulnerable/cover, and only then...).&lt;br /&gt;
&lt;br /&gt;
The Blaze Cannon itself is a S6 AP5 Heavy Bolter, or 48&amp;quot; S8AP1 Heavy 1, Exoshock: In all honesty, the Burst mode is rather shitty, but Concentrated is essentially a Lascannon with nasty special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:CoronusBlazeCannon.png|&amp;lt;center&amp;gt;Coronus Grav-Carrier&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Arachnus Heavy Blaze Cannon===&lt;br /&gt;
[[File:CaladiusAnnihilatorHeavyBlazeCannonProfile.png|200px|right|thumb|Arachnus Heavy Blaze Cannon]]&lt;br /&gt;
A larger version known as the Arachnus Heavy Blaze Cannon also exist. &lt;br /&gt;
&lt;br /&gt;
This time it is mounted on the [[Caladius Grav-Tank|Caladius Annihilator]] and it is basically a twin-linked Lascannon on steroids.&lt;br /&gt;
&lt;br /&gt;
On tabletop they are basically the bastard offspring of Multi-lasers and Lascannons, they have two firing modes. One is Burst for infantry shredding, the other is Concentrated for Vehicle killing with AP1 and Exoshock, which gives you an automatic second Penetrating hit which ignores cover saves on a 4+ after you score one (so you roll to hit, roll to penetrate, enemy rolls invulnerable/cover, and only then...).&lt;br /&gt;
&lt;br /&gt;
The Heavy Blaze Cannon itself is a 48&amp;quot; S8 AP3 Heavy 4, or 72&amp;quot; S10 AP1 Heavy 1, Exoshock: Optional turret replacement for the Caladius.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:CaladiusAnnihilatorHeavyBlazeCannon.png|&amp;lt;center&amp;gt;Caladius Annihilator&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Arachnus Storm Cannon===&lt;br /&gt;
[[File:TelemonArachnusStormCannon.png|200px|right|thumb|Arachnus Storm Cannon]]&lt;br /&gt;
The big honcho mounted only on the biggest of Dreadnought walkers.&lt;br /&gt;
&lt;br /&gt;
The Arachnus Storm Cannon is a large gatling-style Laser Weapon used by the Adeptus Custodes. Seeing as how it is a &#039;&#039;double-barrelled&#039;&#039; gatling weapon, there must be one hell of a cooling system to prevent this from melting the golden gunstick into a golden beatstick. Although, give how its godfather, the [[Superheavy Laser Weapons#Arachnus Magna-Blaze Cannon|Arachnus Magna-Blaze Cannon]], have a stupidly expensive cooling/containment system, I guess something like the Storm Cannon is just as capable in preventing a meltdown. It is most typically mounted on the [[Telemon Heavy Dreadnought]]. The Golden Bananas just wanted to have an oversized Multi-Laser and the Emprah delivereth.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Storm Cannon is a 48&amp;quot; S7 AP3 Heavy 7, or 72&amp;quot; S9 AP1 Heavy 2, Exoshock: the Telemon&#039;s big Gatling gun and perhaps the most versatile of the Arachnus weapons. This is a must take if you are facing armies with a large amount of vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:|&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Helfrost weapons ===&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Laser_cooling Laser cooling is actually a thing.]&lt;br /&gt;
&#039;&#039;See main page, [[Helfrost Weaponry]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Laser Destroyer Array === &lt;br /&gt;
[[File:VindicatorLaserDestroyer01.jpg|200px|right|thumb|Vindicator Laser Destroyer Array]]&lt;br /&gt;
Laser Destroyer Arrays are a special type of lascannon array. Instead of firing in a single, solid blast the laser destroyer would fire short pulses microseconds apart from its various barrels, acting as a sort of long-ranged drill. On the plus side this means they&#039;re more destructive (never a bad thing) as it allowed them to bore through everything, on the downside it&#039;s apparently more of a pain in the ass to fire and reload them, going by their tabletop stats and they&#039;re nowhere near as portable. Note that despite sharing the name, they are not the same as laser destroyers.&lt;br /&gt;
&lt;br /&gt;
In 7th edition (and Horus Heresy) this gave you a single lascannon shot which was Ordnance instead of Heavy and AP 1 instead of 2. It dealt with vehicles better but similar lascannon arrays fired 2 shots instead of the one (both are twin-linked) so if you had to decide on the two then you had to make a choice, quality hits or quantity of hits? &lt;br /&gt;
There was a way to up the shot count, but only if you took a Vindicator Tank Destroyer. If you stayed motionless and/or declared to overcharge it after remaining motionless, you could add +1/+2 to its shots respectively, and after it fired you&#039;d do the equivalent of a Gets Hot roll. In practical terms if you were playing 40k you were free to remove whatever vehicle your opponent fielded that you didn&#039;t like, whereas if you were playing Horus Heresy you&#039;d wish Flare Shields weren&#039;t a thing as you still couldn&#039;t kill that Spartan.&lt;br /&gt;
&lt;br /&gt;
In 8th edition the Laser destroyer is hilariously powerful, being S 12, AP -4, D6 damage but before you roll for damage, roll a D6. On a 1-2, it&#039;s still just D6 damage. On a 3-5, it&#039;s 2D6 and on a 6, it&#039;s 3D6. Ever wanted to cripple a Knight, Land Raider, monster or just remove that one character who accidentally got a little too close in only one shot? Now you can. It&#039;s also surprisingly cheap meaning you can spam the fuckers and potentially forget about taking lascannons entirely. Also hilarious is that the Rapier Laser Destroyer has actual combat stats, and not the kind that are explained away via its crew steering it into the enemy, but literal stats as somehow the thing attempts to hurt the enemy by poking it with its barrels (presumably). Despite being (technically) a vehicle its pokes are also weaker than the Guardsmen who push it around, being S3 whereas these macho-men are S4.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Rapier4.jpg|Rapier variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Superheavy Laser Weapons===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See main page, [[Superheavy Laser Weapons]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Hellgun]]&lt;br /&gt;
*[[Laspistol]]&lt;br /&gt;
*[[Dune]]: from which the term was [[Blood Ravens|cribbed]].&lt;br /&gt;
*[[Volkite_Weaponry|Volkite Weapons]]: The closest equivalent used by [[Space Marines]] during [[Great Crusade|the old days]]. Since their not las weapons their obviously better.&lt;br /&gt;
&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:6547:7D11:DD59:F542</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Power_Armour&amp;diff=383880</id>
		<title>Power Armour</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Power_Armour&amp;diff=383880"/>
		<updated>2023-05-29T06:34:48Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:6547:7D11:DD59:F542: Undo revision 891247 by 217.180.196.69 (talk) Except that it&amp;#039;s Tau&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Power_Armor.PNG|thumb|right|400px|The first eight marks of Space Marine Power Armour.]]&lt;br /&gt;
{{Topquote|Feels like you can take on the world in there, doesn&#039;t it?|Danse, [[Fallout|Fallout 4]]}}&lt;br /&gt;
&#039;&#039;&#039;Power Armour&#039;&#039;&#039;, also known as Power Armor to Americans, is a science fiction concept of mechanized armor which increases the strength, speed, and reflexes of those who wear it. It is featured heavily in science fiction/fantasy settings such as Iron Man or [[Warhammer 40,000]]. The idea of Powered Armor was invented by E.E. Smith and [[Starship Troopers|ripped off]]  or borrowed and refined by other writers.&lt;br /&gt;
&lt;br /&gt;
= Before you add anything...&#039;&#039;&#039;READ THIS&#039;&#039;&#039; =&lt;br /&gt;
&#039;&#039;Like [[Approved anime]], /tg/ sure like their power armour. However, power armour is so ubiquitous with Sci-Fi that listing all of them would turn this page into a nightmare to navigate. So before you add your own section, ask yourselves this:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Is it actually power armour? I mean, there are certain pieces of wargear that may look like power armour but actually isn&#039;t, at least not by definition. This gets trickier to identify and classify if your armour originates from a science-fantasy universe. &lt;br /&gt;
&lt;br /&gt;
*Is it relevant to /tg/? And we don&#039;t mean is that power armour from Sci-Fi, no shit it is, what we meant is that does that power armour come from a well developed tabletop presence?&lt;br /&gt;
&lt;br /&gt;
*Is it licensed from a traditional game? This ties back to the first point, it must also come from an official licensed IP, not some third-party source.&lt;br /&gt;
&lt;br /&gt;
*Does it have any historical relevance? Does this power armour you listed offer any historical significance on its influence on the sci-fi genre and other forms of media?&lt;br /&gt;
&lt;br /&gt;
If you do not think it fits in the article itself, add it to the relevant section of the article discussion page.&lt;br /&gt;
&lt;br /&gt;
=Starship Troopers=&lt;br /&gt;
Like so many military science-fiction concepts, the modern idea of powered armor dates back to the Mobile Infantry of Heinlein&#039;s &#039;&#039;[[Starship Troopers]]&#039;&#039;.  The &amp;quot;Marauder&amp;quot; suit is bulky, with integrated thrusters and heavy weapons (including nuclear weapons and heavy explosives, carried as easily as a human soldier carries grenades).  Their primary purpose is not to destroy indiscriminately (though they certainly can), but to &amp;quot;make war as personal as a punch on the nose&amp;quot; -- to [[Drop Pod|drop in]] and destroy with precision, in order to break the enemy in exactly the right way. In other words, it&#039;s much like Crisis [[Battlesuit|battlesuits]] with less [[Tau|weeaboo]] and more [[Humanity Fuck Yeah|humanity fuck yeah]] inside.&lt;br /&gt;
&lt;br /&gt;
Heinlein never discusses [[pauldrons]], but the [[Space Marines]] certainly take after the Mobile Infantry&#039;s other aspects.The dudes from the book not the movie. That was a parody anyway.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Marauder:&#039;&#039;&#039; The basic infantry suit.  Can carry more weapons than vintage [[Doom|Doomguy]].  Basic equipment includes radar and multi-spectrum vision aids.&lt;br /&gt;
* &#039;&#039;&#039;Scout:&#039;&#039;&#039; Lean on weapons, heavy on jump fuel.  Much more mobile than the standard model.&lt;br /&gt;
* &#039;&#039;&#039;Command:&#039;&#039;&#039; Scout suit with more comm gear and gyros for inertial dead reckoning navigation. In practical terms each command suit is an instant, automatic, battlefield mapping system that can share its nav data with other command suits.  This is the sort of battlefield data fusion tech DARPA wishes they could buy and have it actually work as advertised.  &lt;br /&gt;
&lt;br /&gt;
So how many weapons we looking at here?  Well, in the first chapter of the book, Rico is participating in a quick raid on an alien city.  Their objective was to smash and run, inflicting as much material damage as possible without the indiscriminate civilian casualties of strategic bombing.  For this missions he dropped into battle with: a rifle, a heavy flamer, a handheld flamer, an automatic grenade launcher (called a Y-rack) and multiple reloads, conventional thrown grenades, incendiary micro grenades (called firepills), and one psy-ops grenade (a talking timebomb).  And topping it off since Rico was a non-com working on the flank, he was issued a rocket launcher with four low-yield nuclear rockets.&lt;br /&gt;
&lt;br /&gt;
=Warhammer 40,000=&lt;br /&gt;
Because 40k has a huge hard on for Space Marines, and because no super soldier worth his genetic enhancements will go into battle without super armaments, 40k has developed nearly as large a hard on for power armor. &lt;br /&gt;
&lt;br /&gt;
==Human Power Armour==&lt;br /&gt;
&lt;br /&gt;
Virtually identical to Space Marine power armor (More can be read below), these suits of armor are scaled down to fit regular humans (notice that this is the reverse of what it would have been 10,000 years ago).  Human power armour is relatively quite rare, since it occurred to somebody that making good protection being an affordable and wide-spread asset would severely impinge on the current state of [[grimdark]], not to mention expensive.  &lt;br /&gt;
&lt;br /&gt;
Without the extra room and black carapace interface Marine armor provides, many suits of human power armor don&#039;t offer the same degree of protection, as much strength enhancement, or as many subsystems found in Marine armor. Still, the wearer will still be stronger, better protected, and better equipped than the [[Tau|guy in cardboard]]. There are a few variants, including a lighter suit and one for Chaos-fighting Inquisitors. Because these things are still super-rare, usually only [[Rogue Trader|people rolling in money]], [[Adeptus Mechanicus|tech fetishists]], and [[Inquisition|those able to declare not giving them power armor is]] [[heresy]], will have any.&lt;br /&gt;
&lt;br /&gt;
===Ignatus Pattern Armour===&lt;br /&gt;
[[File:InquisitorIgnatus.png|200px|right|thumb|Imperials always show off the guns.]]&lt;br /&gt;
The most &#039;common&#039; type of non-Astartes and non-Sororitas Power Armour.&lt;br /&gt;
&lt;br /&gt;
The Ignatus pattern power armours are all fine examples of Mechanicus artisans. Each of them are individuality crafted only for representatives of the [[Inquisition]]. Of course not as durable as Adeptus Astartes power armours, the Ignatus-pattern is far better designed than those sold to nobles, rogue traders and other agents of the Imperium.&lt;br /&gt;
&lt;br /&gt;
Like every other power armour variant, Ignatus armour is made of thick ceramite armour plates and incorporated electro-muscles so the user can even use the power armour in the first place. The optional helmet protects the wearer from toxic gasses, allows the wearer to breathe underwater, and even survive in a vacuum as long as the suit has power. The helmet has photo-visors so the user can see in the dark and an automatically closing visor renders blind-grenades useless against the wearer. They also have micro-beads and an integral auspex which can be controlled by speaking to the armour’s machine spirit, or the wearer could commune with his armour directly if they have a cerebral plug, MIU, or similar device. It is also possible to use a backpack for the suit which acts as an external power source. With this power-backpack, the wearer can use his armour for five continuous days in battle conditions.&lt;br /&gt;
&lt;br /&gt;
Because the Inquisition often has to deal with Ruinous Powers and other heretical forces, Ignatus suits are commonly inlaid with hexagrammic wards. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Inquisitor_PA.JPG|&amp;lt;center&amp;gt;Inquisitor&amp;lt;/center&amp;gt;&lt;br /&gt;
Ordo_Xenos_PA.JPG|&amp;lt;center&amp;gt;Ordo Xenos&amp;lt;/center&amp;gt;&lt;br /&gt;
Ignatus-pattern_power_armour.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Delphis Mk.II: Ironclad===&lt;br /&gt;
[[File:IroncladArmor.jpg|200px|right|thumb|You thought it was a Space Marine Power Armor didn&#039;t you?]]&lt;br /&gt;
A power armour that looks like something an Astartes would wear. &lt;br /&gt;
&lt;br /&gt;
The Delphis Mk.II &amp;quot;Ironclad&amp;quot; Heavy Power Armour is a variant of standard non-Astartes power armour. It features increased personal protection at the cost of agility, with huge plates of Plasteel covering the flatter areas of the body. Exposed servo-mechanisms run along the legs and arms and elaborate bracing runs across the spine. &lt;br /&gt;
&lt;br /&gt;
The helmet is small by comparison and the gauntlets are unwieldy to the point where basic actions beyond wielding a weapon is impossible. The power cell system in the rear has several thermal ﬁns protruding to shed away excess heat. Ranks of power cells mounted on the rear provide 12 hours of continuous operation before recharging is needed, but require a day of recharging after each prolonged use. Compared to the Ignatus Pattern Armour which can last for 5 days with a power backpack DLC or the more advanced Sisters of Battle and Astartes Power Armour which can run indefinitely due to its fusion process, the Ironclad&#039;s battery lifespan is comparably short-lived and inferior. But hey, this is probably the cheapest and most cost-effective power armour a regular Joe can get with enough money that &#039;&#039;still&#039;&#039; provides enough protection on par with a Mark VII Aquila Power Armour; so you get what you pay for. The suit is also a fully enclosed void suit and incorporates an inbuilt auspex, good craftsmanship photo-visors, an incorporated vox, and a pair of recoil gloves. If the suit becomes unpowered, vents open automatically in the helmet to ensure the wearer does not suffocate.&lt;br /&gt;
&lt;br /&gt;
Each suit is a personal heirloom item, colourful paintwork and elaborate scrolls delineating the history of the various users cover the surface; some users have also added additional ornamental shields to indicate their personal heraldry. The more ostentatious suits may also include large retractable poles for ﬂying more elaborate personal banners and their vessel’s blazons. As such, it is &#039;&#039;very&#039;&#039; popular amongst [[Rogue Traders]] who are expected to only interact with dangerous environments pretty briefly.&lt;br /&gt;
&lt;br /&gt;
Because of all the layered protection, the Delphis Mk.II is the toughest and most &#039;powerful&#039; of the non-Astartes power armours.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Sisters of Battle Armour===&lt;br /&gt;
[[File:BattleSisterArmor.png|200px|right|thumb|Shaped for pragmatism I bet...]]&lt;br /&gt;
Less bulky than the Space Marine armour, as they&#039;re designed for normal sized humans. Despite Astartes &amp;amp; Sororitas armour both giving 3+ saves on the tabletops, in actuality the power armour of the Orders Militant of the [[Adepta Sororitas]] provides less ballistic protection than Space Marine armour does. (The identical in-game protection is mostly because saves in 40k are decided on numbers between 2-6, so there aren&#039;t as many gradients in-between.)&lt;br /&gt;
&lt;br /&gt;
This armour also does not provide the same level of strength enhancement, but it gives enough to carry [[Heavy_Bolter#Heavy_Bolter|heavy bolter]]s and ammunition into combat, and fire them without a sister shattering her arms. Sororitas armor has noticeably smaller [[pauldrons]]. The leading theory behind why they chose this design feature is that smaller pauldrons cut back the material cost it takes to create this variant, without having to sacrifice the pair of perky, globular breasts.&lt;br /&gt;
&lt;br /&gt;
Helmets (Thereby known as [[NSFW|Panty Helms]], seriously, look at the damned thing) are &#039;&#039;not&#039;&#039; included as standard either, mostly because the majority of Sororitas models have &amp;lt;s&amp;gt;spent hours doing their hair&amp;lt;/s&amp;gt; distinctive haircuts. But also because (according to [[Dark Heresy]]), the Sisters of Battle do not receive their helms until about halfway through their careers (how the sisters of battle are expected to fight in environments hostile to human life like space then is anyone&#039;s guess). This makes them inverse of the tradition held by the Astartes, where higher ranking officers are more likely to ditch their helmets instead. Said helmets is officially called the &#039;Sabbat&#039; Pattern Sororitas Helm which comes with a comm-link and rebreather unit for limited operation in a total vacuum; the helmet includes full-spectrum filtering and psycho-oculal buffering to assist the (less physically durable) human mind from being rendered insensible by battlefield conditions.&lt;br /&gt;
&lt;br /&gt;
Despite the strained relations, this type of power armour is often crafted by the AdMech forges of [[Mars]], Sororitas Power Armour is relatively lighter than most suits, providing excellent protection and increased strength at a negligible loss to the user&#039;s mobility and agility thanks to plug ports that link the Sister&#039;s musculature directly to the enhanced fibre bundle network within their power armour.&lt;br /&gt;
&lt;br /&gt;
The advantage of Sororitas power armour, though, when compared to other human-scales of power amour, is that it runs off of the same fusion reactor that Astartes armour does, and therefore can run indefinitely, rather than for a few hours at a time. Another advantage is that it is not as bulky so it does not turn the wearer into a big giant target either.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Battle_Sister_w_Melta.jpg|Dominion Battle Sister with half-mask.&lt;br /&gt;
SeraphimSq.JPG|Seraphim with power armour and jetpack.&lt;br /&gt;
SoB_Panty_Helm.JPG|What is seen cannot be unseen...&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Vratine Armour===&lt;br /&gt;
[[File:VratineArmorZoomed.png|200px|right|thumb|... Since it has historical precedent.]]&lt;br /&gt;
Exclusive to the [[Sisters of Silence]], this is what the Null-ladies get to wear after finishing their training. The &#039;&#039;&#039;Vratine Armour&#039;&#039;&#039; is &#039;&#039;the armour of oath&#039;&#039;, containing designs akin to Space Marine Power Armour and possibly a local pattern from Luna (&#039;&#039;&#039;&#039;&#039;Selenite void-mail&#039;&#039;&#039;; Selene being a goddess of the Moon in &amp;lt;strike&amp;gt;Greek&amp;lt;/strike&amp;gt; &amp;lt;strike&amp;gt;ROMAN&amp;lt;/strike&amp;gt; [https://en.wikipedia.org/wiki/Selene GREEK] mythology&#039;&#039;). Considering that the suit does not come environmentally-sealed like how Power Armour usually do (&#039;&#039;as you can see that the &amp;quot;helmet&amp;quot; is actually a full-faced mask&#039;&#039;) – though additional gear can be equipped to operate in a hostile environment – this armour that these Sisters wear is possibly the closest thing the Imperium has to the Mark I, which is also a Power Armour pattern that is not sealed.&lt;br /&gt;
&lt;br /&gt;
On the other hand, the Sisters of Silence might have been a later addition to the Imperium over the course of the Great Crusade, and the design elements of the Astartes Power Armor is actually derived from a later pattern such as the standard Mark II, or maybe even up to Mark VI, assuming that the armour, like the Space Marines&#039;, has several renditions of itself. This is likely since the Vratine is designed with agility in mind, and the protection factor is also definitely not compromised for that.&lt;br /&gt;
&lt;br /&gt;
As a side note, it doesn&#039;t have a noticeable reactor (much like Custodes armour) and is not called &amp;quot;power armour&amp;quot; anywhere in the FW books, but it is later identified as a form of power armour in the 8th Edition Sisters of Silence Codex.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
99120108007_WitchseekerSquad01.jpg|Witchseekers in Vratine Armour without the helmet.&lt;br /&gt;
Vigilator.jpg|Vigilator with half-mask.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dragon Scale Armour===&lt;br /&gt;
[[image:MilitantEnginseer.jpg|200px|right|thumb|Like walking around in an armored Deep Blue computer.]]&lt;br /&gt;
Consider this a catch-all term for any variety of proprietary protection in a given Forge World’s standing army, e.g., Crimson or Praetor armor. Dragon scale armor is basically Mechanicum power armour, commonly used by militant Enginseers of Imperial Guard and Myrmidon [[Paladin|warrior priests]] of the Ordo Secutor. It does not have an external power source, as it derives power from your not-so-standard-issue Mechanicus potentia coil (and therefore cannot be used by anyone outside the tech-priesthood or high-ranking [[Skitarii]]).  As such, it is more accurate to call it an augmentation than true &#039;armour&#039;.&lt;br /&gt;
&lt;br /&gt;
Not as thick as Astartes power armour, it sports many more inbuilt devices and sensors and gets further pimped by the Techpriest wearing it as he progresses through the ranks of the [[Adeptus Mechanicus]] to the point where it&#039;s hard to tell where the armour ends and its wearer begins. It is in some ways, similar to Iron Man&#039;s armor, but more steampunk. Some wonder if it is connected to the [[Void Dragon]].&lt;br /&gt;
&lt;br /&gt;
Each set of dragon scale is individually hand-forged from adamantine and ceramite plating depending on how much the Adept likes his style, and are woven with prayers of permanence and micro-etched with fractal incantations of defence. In a sense, Dragon Scale Armour provides a higher form of customizability and versatility due to the wearer&#039;s vast and extensive augmentations.&lt;br /&gt;
&lt;br /&gt;
So if the wearer wants to be more agile, thinner pieces are used to offer lighter weight whilst implementing stronger servo-muscles for quick bursts of speed; if he/she wants to be a walking tank then the opposite happens as they are bulked up in thicker plates whilst the muscles are reinforced to provide durability and strength.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
MyrmidonDragonScale.png|&amp;lt;center&amp;gt;Myrmidon Secutor&amp;lt;/center&amp;gt;&lt;br /&gt;
MyrmidonDestroyer.jpg|&amp;lt;center&amp;gt;Myrmidon Destroyer&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Lorica Thallax===&lt;br /&gt;
[[image:Thallax2.PNG|200px|right|thumb|40k&#039;s answer to Robocop.]]&lt;br /&gt;
Less power armour and more &#039;&#039;servitor body&#039;&#039;. The Lorica Thallax is an even &#039;&#039;more&#039;&#039; extreme evolution to the already extensive Dragon Scale Armour.&lt;br /&gt;
&lt;br /&gt;
The Lorica Thallax is a type of Power Armor worn by [[Thallax]] troops of the Ordo Reductor. &lt;br /&gt;
&lt;br /&gt;
Divergent from their Astartes counterparts, it is permanently surgically bonded to the body of the wearer. So unlike the armour from an Astartes, the Lorica uses mechanical armatures to replace the primary limbs, and its protection only covers their organs, nervous systems, and cerebrum with the rest of the more &#039;useless&#039; fleshy bits being long chopped away. The level of protection is at least on par with Astartes Power Armour, so we can deduce that ceramite is also used here.&lt;br /&gt;
&lt;br /&gt;
Moreover, the armour system comes equipped with a compact reactor core to generate power for the Thallax&#039;s weaponry and the system can be equipped with a Jump Pack system. The armor is fused directly to the spinal cord and nervous system of the wearer, which marks them as a warrior of the Mechanicum and acts as a symbol of their eternal servitude. &lt;br /&gt;
&lt;br /&gt;
As a interesting bit of trivia. The word Lorica is literally the latin translation of the word body armour. So Lorica Thallax is literally called Thallax body armour.&lt;br /&gt;
&lt;br /&gt;
On the [[Horus Heresy]] tabletop, the Thallax armor grants them a 4+ save and FnP(6), but prevent them from Sweep Advancing.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
ThallaxArt.jpg|&amp;lt;center&amp;gt;Internal workings of the Armour&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Hunting Rig==&lt;br /&gt;
&lt;br /&gt;
Ah yes, the infamous Hunting Rig from [[Necromunda]]. A bundle of such ridiculous [[bullshit]], it is a miracle that the [[Adeptus Mechanicus]] did not lose their collective metallic heads the moment they lay sight on this [[Dark Age of Technology|DAoT-levels of ass fuckery]]. Used exclusively by the [[Spyrer]] rich kids, because of course they have Jeff Bezos-levels of money. Think of them as the [[/co/|Iron Man Mark 50 War Suit]], motherfuckers can do damn near everything &#039;&#039;[[Powergamer|anything]]&#039;&#039; and makes most marks, variants and patterns of space marine power armor in comparison look like outdated children&#039;s play toys. Again, exactly &#039;&#039;how&#039;&#039; Necromunda avoided an entire AdMech crusade on their ass (as of yet), we have no idea. &lt;br /&gt;
&lt;br /&gt;
Anyways, about that armour....it is self-sustaining, providing sustenance to the wearer so that they are not burdened by the requirement of food. It is also self-repairing, so that they do not require regular maintenance (Meaning that survival challenge can by done by finding a nice little hidey hole and holing up for a few days. Way to go, guys). However the most important feature of the hunting rig is their power boosting system. As the wearer fights and gains experience in combat, the hunting rig will adapt and evolve to suit the wearer by increasing power to certain systems, (essentially [[Level|Leveling up]]) unlocking previously unavailable abilities and new potential as the hunt continues.&lt;br /&gt;
&lt;br /&gt;
These suits are locked onto implants connected to the wearers central nervous system ensuring a seamlessly perfect fit, though make it practically impossible for someone else to wear the suit and even then they would have to have exactly the same body size and shape, so they are essentially useless as loot items or salvage.&lt;br /&gt;
&lt;br /&gt;
[[Dark Heresy]] presents pieces of wargear built by the [[Jokaero]] for nobles in the Calixis sector, which are essentially the same as the ones found on Necromunda, these suits are scary as hell. Boosting the wearer&#039;s WS, Strength, Agility and Perception as well as granting a butt-ton of additional talents, turning the wearer into a 40k [[Ninja]]. However, the actual armour protection of the suit itself amounts to very little, so the user must rely on their enhanced reflexes to avoid injury or on some suits alternative defensive capabilities such as force fields or shields.&lt;br /&gt;
&lt;br /&gt;
An alternate theory is that the hunting rigs are the creation of [[Tau]] battlesuit engineering. This is strongly supported in the Tau 3rd edition codex, which defines several words that are phonetically identical to the rig designations while being thematically accurate to the suit&#039;s functions:&lt;br /&gt;
* Orrus = Or&#039;es (powerful)&lt;br /&gt;
* Jakara = J&#039;karra (mirror)&lt;br /&gt;
* Malcadon = Mal&#039;caor (spider)&lt;br /&gt;
* Yeld = Y&#039;eldi (winged one)&lt;br /&gt;
&lt;br /&gt;
Of course, considering the rigs are clearly much more advanced (such as freaking [[Tyranids|&#039;&#039;evolving&#039;&#039;]]), it is likely the nobles once upon a time illegally purchased Tau suits and hired [[heretek]]s to combine the knowledge gleaned with power armor to make something special and the names of the rig designations are due wanting to cover up the origins while also giving an arrogant finger to the law in plain sight. Or the rigs were inspired by Eldar Aspects and the ignorant nobles used Tau words due to being stupid/weeaboo.&lt;br /&gt;
&lt;br /&gt;
Although each Hunting Rig is unique, they are designed to incorporate ritualised combinations of weaponry, so that groupings of hunting styles can be identified. But as the suits adapt to suit the wearer, even two suits that were similarly designed may be completely different by the end of the hunt.&lt;br /&gt;
&lt;br /&gt;
===Orrus Hunting Rig===&lt;br /&gt;
[[File:Orrus.PNG|200px|right|thumb|The first foray into 40k&#039;s answer to Iron Man.]]&lt;br /&gt;
The Orrus is the most brutal but generic of the Spyre aspects. Specialising in brute force, they are characterised by oversized, piston-powered arms containing [[Bolt Launcher]]s built into the fists.  &lt;br /&gt;
&lt;br /&gt;
They are also protected from shooting attacks by a force field generator incorporated into the warsuit. Orrus rigs typically evolve by increasing the caliber and firing rate of the Bolt Launchers or by increasing the effectiveness of their force field. How this is done, we are not too sure, although it might be due to the rig redirecting power towards both the weapon systems and force field systems. &lt;br /&gt;
&lt;br /&gt;
Both of these scientifically unsound aspects sound suspiciously like the transforming abilities of [[Necrons|Necrodermis]]...or something [[Chaos|else]]. Of course, that’s true for all the rigs. Another edition for the Orrus is the fact that it comes with a helmet that has a sophisticated targeting cogitator that allows the wearer to literally look, point and shoot. Although, given how awfully inaccurate the Bolt Launchers are, the targeting system might as well be as good as useless.&lt;br /&gt;
&lt;br /&gt;
Whilst not the toughest of the rigs, the Orrus definitely provides the wearer with sufficient protection. Overall, the most &#039;balance&#039; and down-to-earth of the lot given the level of [[bullshit]] these rigs are capable of.&lt;br /&gt;
&lt;br /&gt;
At its most basic, this suit increases the wearers WS, S &amp;amp; A by +1, provides a 4+ armour save and a 6+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
The Bolt Launchers are functionally identical to &#039;&#039;Twin Linked&#039;&#039; boltguns, albeit with an 18&amp;quot; range.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Orrus art.jpg&lt;br /&gt;
Orrus blue.jpg&lt;br /&gt;
Orrus blue back.jpg&lt;br /&gt;
Fowler&#039;s Orrus.PNG|Kevin Fowler&#039;s [[awesome|kick-ass]] modern rendition of the Orrus. [https://www.goonhammer.com/necromunday-gang-showcase-fowlers-spyrers/ Link to his credit].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jakara Hunting Rig===&lt;br /&gt;
[[File:Jakara.PNG|170px|right|thumb|[[Original character, do not steal|&#039;&#039;Totally not Aspect Armour from a Howling Banshee. No sir!&#039;&#039;]]]]&lt;br /&gt;
Jakara are the lightest but most agile of the Spyre hunters, specializing in speed and mobility at the expanse of overall protection.  &lt;br /&gt;
&lt;br /&gt;
It is note for being extremely feminine looking, which may be due to the fact that it is skintight bodysuit with some additional armoured padding for some glancing protection. Usually we only see female Spyrers wear these things because of...[[PROMOTIONS|&#039;&#039;reasons&#039;&#039;.]] The armoured padding itself might be made of some sort of ballistic absorbent meta-materials to ensure both strength and flexibility in the process.&lt;br /&gt;
&lt;br /&gt;
They are equipped with a [[Miscellaneous Weapons#Monomolecular Sword|Sword with a Monomolecular edge]] and a unique Mirror Shield which can absorb energy-based attacks and fire it back at their enemies. Jakara rigs evolve by increasing the mobility and speed of the wearer by increasing their leg performance, as well as the durability of their sword. It is most likely done through the redirection of power, applying and modifying the leg structure to provide better tensile acceleration upon the calf muscles with each step. This is to obviously compensate for the lack of overall protection of the rig, forcing the wearer to rely on speed and agility to evade attacks. &lt;br /&gt;
&lt;br /&gt;
If speed isn&#039;t enough, obviously, the aforementioned Mirror Shield should help somewhat. However, as previously stated, the Mirror Shield is only effective against DEW, on projectile weaponry, it should provide as much protection as...well...an [[Fail|&#039;&#039;actual mirror&#039;&#039;]], so even a [[musket]] would be enough to shatter it. &lt;br /&gt;
&lt;br /&gt;
They also adapt by expanding the types of energy absorbed by their shield. And yes, they do look suspiciously similar to the [[Aspect Armour]] worn by the [[Howling Banshees]]. [[Heresy|&#039;&#039;Way too similar&#039;&#039;.]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Jakara blue.jpg&lt;br /&gt;
Jakara blue back.jpg&lt;br /&gt;
Jakara 2 blue.jpg&lt;br /&gt;
Jakara 2 blue back.jpg&lt;br /&gt;
Fowler&#039;s Jakara.PNG|Kevin Fowler&#039;s [[awesome|kick-ass]] modern rendition of the Jakara. [https://www.goonhammer.com/necromunday-gang-showcase-fowlers-spyrers/ Link to his credit].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Malcadon Hunting Rig===&lt;br /&gt;
[[File:Malcadon.PNG|170px|right|thumb|My spidey senses are tingling!]]&lt;br /&gt;
The most subtle and cunning of the Spyre groups. Basically 40k&#039;s spiderman for all intents and purposes.&lt;br /&gt;
&lt;br /&gt;
They are armed like spiders, with [[Web Spinner|Web Spinnerets]] designed to immobilise the enemy so they can be torn apart by their vicious claws. They are also equipped with climbing hooks and hydraulic pistons to allow the wearer to reach perfect ambush points. Their hands and feet are most likely embedded with millions of micro-hooks, allowing them to literally climb up walls if needed.&lt;br /&gt;
&lt;br /&gt;
The Spinneret weapons can also be used to generate strands of web to further aid in climbing. These suits evolve by synthesising neurotoxins for application to their claws, or by increasing the range and area of their Spinnaret weapons. Their suit is further ribbed, probably to ensure that sound movement is minimised when [[LARP|LARPing]] as spiderman. Whilst nowhere near the capabilities of the Matriarch, the Malcadon still offers a good level of stealth operations.&lt;br /&gt;
&lt;br /&gt;
What is most notable of this rig other than its weapons, is its helmet. The Malcadon possess the most complex and sophisticated helmet of the hunting rigs, sporting several different type of lenses that most likely have thermal, ultraviolet and night vision capabilities, alongside a potential zoom function. Given the fact that the Malcadon Spyrers are spies, such high levels of surveillance equipment incorporated into the helmet makes sense.&lt;br /&gt;
&lt;br /&gt;
Like the Jakara, the Malcadon sacrifices defense for its peculiar abilities. And no, its name has nothing to do with [[Malcador]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Malcadon art.jpg&lt;br /&gt;
Malcadon blue.jpg&lt;br /&gt;
Malcadon blue back.jpg&lt;br /&gt;
Malcadon 2 blue.jpg&lt;br /&gt;
Malcadon 2 blue back.jpg&lt;br /&gt;
Fowler&#039;s Malcadon.PNG|Kevin Fowler&#039;s [[awesome|kick-ass]] modern rendition of the Malcadon. [https://www.goonhammer.com/necromunday-gang-showcase-fowlers-spyrers/ Link to his credit].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Yeld Hunting Rig===&lt;br /&gt;
[[File:YeldSingle.PNG|270px|right|thumb|Imperial [[Scourges]], time to shit your pants grandma.]]&lt;br /&gt;
Are the most peculiar Spyrers, being equipped with Chameleonic armour and [[Corvus Corax|razor-edged wings]].  &lt;br /&gt;
&lt;br /&gt;
They are armed with multiple laser tubes built into their gauntlets called...well...[[Laser Gauntlet]]s. Though their wings do allow them to fly, they make for better gliders. Their wings also incorporate the chameleonic technology which makes them difficult to track. Yeld can evolve by increasing the chameleonic response and the sharpness of their wing-blades, as well as by increasing the focus and fire-rate of their laser gauntlets.&lt;br /&gt;
&lt;br /&gt;
In addition, in order to make flight even possible, the rig of the Yeld has adapted to become hollow, to ensure minimum additional weight for full flight. This of course, comes at the expanse of defense and protection, but, like the Jakara, the Yeld focuses on its speed and agility to avoid getting hit in the first place.&lt;br /&gt;
&lt;br /&gt;
A starting Yeld gains +1 to BS &#039;&#039;(and movement, but this has no bearing in &amp;quot;modern&amp;quot; rulesets)&#039;&#039; as well as a 5+ armour save.&lt;br /&gt;
&lt;br /&gt;
Their [[Laser Gauntlet]]s start out identical to a pair of laspistols, but with a 20&amp;quot; range. &#039;&#039;(the original rules have them as identical to short ranged lasguns, but held as pistols; laspistols had considerably different accuracies)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Their wings give them the &amp;quot;Jet Infantry&amp;quot; type as well as inflicting a -1 on to-hit rolls when weapons fire at them from over half range.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Yeld.jpg&lt;br /&gt;
Yeld blue.jpg&lt;br /&gt;
Yeld blue back.jpg&lt;br /&gt;
Fowler&#039;s Yeld.PNG|Kevin Fowler&#039;s [[awesome|kick-ass]] modern rendition of the Yeld. [https://www.goonhammer.com/necromunday-gang-showcase-fowlers-spyrers/ Link to his credit].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Patriarch Hunting Rig===&lt;br /&gt;
[[File:Patriarch2.PNG|240px|right|thumb|It&#039;s Doc Ock in Terminator Armour.]]&lt;br /&gt;
This armour offers the best protection of all the Spyrer armours, and it is only worn by those who have already proven themselves and cannot evolve further. For all intents and purposes, the closes we are gonna get to Human Terminator Armour. Fuckers even look like baby [[Failbaddon]]s.&lt;br /&gt;
&lt;br /&gt;
It is equipped with four [[Miscellaneous Weapons#Mechadendrite|Mechadendrite arms]]; two wielding [[Power Fist|power claw]]s and two with pulse [[Lasgun|laser]]s that can track and target multiple opponents simultaneously due to the advanced sensor arrays built into the rig. The extra arms is controlled via the multiple cerebral connection cables attached to the wearer&#039;s head, like a mini-[[Perturabo]].&lt;br /&gt;
&lt;br /&gt;
How much protection it gives to the wearer, we are not too sure. Although some speculate that it is on par with that of modern Space Marine Power Armour or at the very least, the Delphis Mk.II Ironclad. The addition of its various mechanical tentacles makes the Patriarch Hunting Rig very lethal in close combat, although its lack of sufficient ranged weapons makes it poor in the opposite direction.&lt;br /&gt;
&lt;br /&gt;
Despite its high protection capabilities, for some [[derp|fucktarded reason]], there never seem to be a helmet attached to it, making the entire point of the Patriarch, [[EPIC FAIL|absolutely useless.]]&lt;br /&gt;
&lt;br /&gt;
As its name implies, it seems that only men can wear these things. Whether it is due to tradition or model limitation is up in the air.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Patriarch 2.jpg&lt;br /&gt;
Patriarch.jpg&lt;br /&gt;
Patriarch back.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Matriarch Hunting Rig===&lt;br /&gt;
[[File:Matriarch_Armour.PNG|200px|right|thumb|Have a girlfriend who looks at you the same way a Matriarch looks at her prey.]]&lt;br /&gt;
The [[Callidus]] of Hunting Rigs that behaves a lot like the Crysis Suit from Crysis.&lt;br /&gt;
&lt;br /&gt;
Designed for quietly stalking opponents from the shadows and slaying them up close, equipped with a camo-cloak to hide their position and mask their movements so that they cannot be tracked either at range or in melee. How it is meant to work, &#039;&#039;in theory&#039;&#039; is that the wearer would cover herself in the cloak fully which then turns her nearly invisible, like the invisibility cloak from Harry Potter.&lt;br /&gt;
&lt;br /&gt;
Moreover, the skull-like helmet offers both good head protection and gives the wearer high-quality vision that may incorporate thermal and night vision, alongside an advanced cogitator that assists the wearer to identify which target to destroy.&lt;br /&gt;
&lt;br /&gt;
They expertly dual-wield a large [[Chain Weapon#Chainscythe|chainscythe]] and a [[Miscellaneous Weapons#Monomolecular Sword|monomolecular blade.]] Their armour offers the highest levels of speed and mobility short of the Jakara at the expanse of it being unable to evolve any further. Despite this sounding pretty [[awesome]], their actual model looks like a [[Derp|crazy lady wearing a corset]]....[[PROMOTIONS|with her cleavage for all to see.]] Also, its long ass dress and cape makes running in this thing, [[herp|colossal pain in the ass]]. Moreover, the whole aspect of stealth is kind of rendered moot when you have a &#039;&#039;[[EPIC FAIL|fucking Chainscythe at full rev]]&#039;&#039;. Yeah, it is not the most sensibly designed so [[Fail|don&#039;t expect much protection for this one.]]&lt;br /&gt;
&lt;br /&gt;
As its name implies, it seems that only women can wear these things like the Jakara. Whether it is due to tradition or model limitation is up in the air. But whatever is the case, the Matriarch still looks the dumbest of the hunting rigs.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Matriarch blood.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Squat Power Armour==&lt;br /&gt;
===Void Power Armour===&lt;br /&gt;
[[File:Void_Power_Armour.JPG|200px|right|thumb|Remember how the Emperor originally wanted &amp;lt;u&amp;gt;&#039;&#039;ALL&#039;&#039;&amp;lt;/u&amp;gt; his Space Marines to wear Terminator Armour? Yeah, the Leagues is that dream coming true.]]&lt;br /&gt;
Our [[Squats|SPEHSS DORFS]] too, have their own power armour.&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the similarly named [[Void Armour]] and [[Reinforced Void Armour]] which are Imperial [[Carapace Armour]], the Void Power Armour is the standard-issue armour for the [[Leagues of Votann]]. Yes, you heard that right, &#039;&#039;[[Powergamer|standard-issue]]&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Originally constructed for the most extreme of mining operations so that the Kin could [[Meme|Rock and Stone to the Bone]], they have found use in warfare due to its immense protection against CBRN (Chemical, Biological, Radiological and Nuclear) weapons, thanks in part to it being comprised of hardened, jointed segments that are hooked into the void suit which in itself is fashioned from Magnaferrite weave, and often reinforced with Adamantine and enhanced with micro-field generators. This, when translated to tabletop means that yes, your most basic League troop may have a chance in outright &#039;&#039;[[Troll|ignoring]]&#039;&#039; [[Lulz|Nurgle&#039;s Rot]]. Likewise, their Armor also stops any re-rolls for wounds or damage and reduces AP by 1. [[Cheese|So yeah...]]&lt;br /&gt;
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On another note, the armour looks like 1950s retrofuturistic spacesuits ripped straight out of Popular Science which makes it [[Awesome|unfathomably based.]] [[Skub|Although some have accused it of looking too much like]] [[Blizzard|the Terran Marines ironically.]]&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
CNiuMZPWWNpatQNt_(1).jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Brôkhyr Exo-Frame===&lt;br /&gt;
[[File:Brokhyr_Exo-Frame.JPG|200px|right|thumb|The Paragon Warsuit&#039;s more competent brother.]]&lt;br /&gt;
When the Brôkhyr goes to war and become the [[Brôkhyr Thunderkyn]], all of them must wear a specialized Exo-Frame in order for them to properly lug around their heavy equipment and weaponry with convenience. This advanced engineering equipment also helps out, with Omni-visors able to pick out the telltale signs of enemy units through the dense terrain.&lt;br /&gt;
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The powerful suits they wear are adapted from rugged engineering rigs and allow the Brôkhyr Thunderkyn to heft the heaviest man-portable weapons the Leagues can muster with ease. More of an exo-skeleton than an actual plate of armour, the Exo-Frame resembles somewhat like the Power Loader from Aliens or the Sisters of Battle Paragon Warsuit, only less....[[Fail|&#039;&#039;retarded&#039;&#039;.]] &lt;br /&gt;
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Seriously though, the Exo-Frame is what both the Warsuit and the [[Dreadknight]] &#039;&#039;should have been&#039;&#039;: small, compact, practical, not overly designed and does not get in the way of joint placement issues.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Thunderkyn.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Exo-Armour===&lt;br /&gt;
[[File:Hearthguard_New.JPG|230px|right|thumb|From roided up Easter Eggs to god damned [[Awesome|Doom Guy.]]]]&lt;br /&gt;
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The humorously egg-shaped Exo-Armour is a type of heavy armour, comparable to Terminator Armour, used by the Squats. It is built by the Squat Engineers Guild. The extensive protection it provides is especially useful when fighting in confined spaces where movement is restricted and it is difficult to avoid concentrated enemy fire. Exo-armour is thus greatly valued by Squats, who often find themselves in combat in subterranean tunnels.&lt;br /&gt;
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Exo-armour also serves as an all-enclosing hostile environment suit. The development of Exo-armour was spurred by the inhospitable nature common to the Squat homeworlds.&lt;br /&gt;
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Exo-armour incorporates an integrated power axe and boltgun. Squat armourers are adept at forging magnificent exo armour, embellished with the visage of a Squat Ancestor Spirit. The armour is handed down from father to son and is probably the proudest symbols of status of the Squat military aristocracy.&lt;br /&gt;
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The standard weapons fitted into suits of exo-armour are often upgraded to heavy or combi-weapons by wealthy Squat warriors. They are almost exclusively worn by the elite [[Hearthguard|Hearthguards,]] although wealthy or prominent Squats such as [[Squat Warlord|Warlords]] and [[Living Ancestor]]s are known to wear one too. &lt;br /&gt;
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Recently with the return of the space dorfs as the [[Leagues of Votann]] in the 9th edition of game the Exo-armor has made a comeback. Now the elites who wear it are called the Einhyr Hearthguard. The new version of Exo-armor comes equipped with a [[Volkanite Disintegrator]], [[EtaCarn Plasma Gun]], and a shoulder-mounted [[Exo-Armour Grenade Launcher]] as well as [[Concussion Weapons#Concussion Gauntlet|Concussion Gauntlets]] for melee combat, with many more choosing to add a [[Plasma#Plasma Blade Gauntlet|Plasma Blade Gauntlet]] or [[Concussion Weapons#Concussion Hammer|Concussion Hammers]] for better enhanced close quarters combat. The armour is made from ultra-dense materials attached to a complex servo-assisted frame, allowing the wearer to shrug off anti-tank weaponry while retaining full freedom of movement and even auto-stabilising their aim while they return fire. Their armor also has built-in microgravity field generators linked to implants via the HunTR targeting system to help keep their aim steady allowing them to fire on the move, as well as being equipped with Teleportation Crests to zap around the battlefield with ease in contrast to their Terminator brethren.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SquatExo.jpg|All aboard the Walking Easter Egg with Guns.&lt;br /&gt;
SquatExoArmour.jpg&lt;br /&gt;
FW1NodbWYAA-Gzh.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Vartijan Exo-Driller Armour===&lt;br /&gt;
[[File:Vartijan_Exo-Driller1.jpg|300px|right|thumb|The Centurion Armour of the Squats.]]&lt;br /&gt;
&#039;&#039;For the actual unit itself, see here: [[Vartijan Exo-Driller]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A heavily modified variant of the regular Exo-Armour, the Vartijan Exo-Driller Armour is so god damned bulky that it is just one cogwheel away from being classified into a miniature walker like the [[Paragon Warsuit]].&lt;br /&gt;
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Widely-used by [[Necromunda]]&#039;s [[Ironhead Squat Prospectors]]. It is unknown if this power armour is unique to only the Squats from Necromunda or other Leagues also has access to these pieces of equipment. Whatever is the case, Vartijan Exo-Driller (Which was named after the legendary engineer Valya Vartijan), like all Exo-Armour, was designed to protect Squat miners in the most hostile of environments. They are armed with a [[Miscellaneous_Weapons#Vartijan Fist/Seismic Crusher|piston-powered pulverising fist and a seismic crusher.]] Over the centuries, the Ironhead Prospectors of Necromunda have also upgraded their Vartijans with heavier weapons and better defences to protect them in the Hive World&#039;s hostile Ash Wastes. These include a [[Heavy Flamer]] – which can also be replaced with a [[Heavy Bolter]]. Armed with the Vartijans, the Ironheads can fight off hostiles who attack them or use them to claim prime dig sites in the Ash Wastes.&lt;br /&gt;
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Slabs of plating are attached onto its massive mechanical form, making its sheer bulk enough to turn aside all but the most dangerous of weapons. The armour also carries comprehensive suites of sensor equipment, able to detect valuable seams of ore and hostile gangs alike.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==Space Marine Power Armour==&lt;br /&gt;
The most iconic users of power armour in 40k are the [[Space Marines]] and the [[Chaos Space Marines]]. Made of ceramite layers upon plates of plasteel and adamantium/[[C.S.Goto|adamantite]] which will deflect all but the most powerful of weapons, Power Armour possess many life support systems designed to keep the Space Marine inside alive, even in the worst and most extreme of battlefield conditions. Has physical properties that has led some material scientists (who clearly also do Warhammer) to speculate whether Space Marine armour is in fact an extraordinarily tough ceramic compound (ignoring all this easily trademarkable sci-fi bullshit about plasteel and adamantium/tite), which would make sense given that the Emperor actually invented very little new stuff when making the Marines&#039; battle gear, instead just scaling up and making it bigger/louder/harder/better/faster/stronger etc.&lt;br /&gt;
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The Black Carapace, one of the [[Gene-Seed]] organs, is specially designed to allow a space marine to interface his nervous system with his armour and is the last organ implanted in [[Codex Astartes|Codex]] Chapters. Amongst its features, power armour possess auto-senses to supplement the Marine&#039;s already considerable senses, auspex arrays to create minimaps and transmit data between squad members and commanders, painkiller delivery systems in the event of severe bodily damage, and waste recyclers to keep the Marine going for up to fifty days without fresh food or water. Or, for that matter, taking a shit. The connection between the two being one of the rather less dignified aspects of Astartesdom. The power source is a backpack mounted generator which needs initializing, but after that can take solar energy to keep itself going. According to GW, the backpacks themselves were inspired by the bedrolls (actually greatcoats in reality) carried by soldiers in the Napoleonic era.  The &amp;quot;roll&amp;quot; on the backpack contains oxygen for use whenever the environment demands (like space combat) and the balls on the sides are either jet engines for manoeuvring in space or heat vents. Some early art showed they are more likely jet engines, and can lift a Space Marine for extra battlefield maneuverability, though presumably nowhere near as good as a Jump Pack. Running throughout the suit is a notoriously wilful machine spirit that maintains the armour and assists with the interfaces.&lt;br /&gt;
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There are &amp;lt;s&amp;gt;eight&amp;lt;/s&amp;gt; ten (technically​ nine because one has never been shown) types or &#039;&#039;&#039;Marks&#039;&#039;&#039; of Power Armour used by the Astartes. Regardless of their type, they all have massive [[Pauldrons]], under which the Marine&#039;s ammunition is stored. Pictures can be found in the gallery at the bottom of the page.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Mark I: Thunder Armour===&lt;br /&gt;
[[File:ThunderWarriorZoomed.png|200px|thumb|right|Your move, techno-creep.]]&lt;br /&gt;
The first type of Power Armour was designed for the [[Thunder Warriors]] and worn by many of the techno-barbarians of [[Earth|Terra]]. They provided basic protection against weapons and enhancements to upper-body strength, but that is all - the suit was incapable of supporting its own weight and basic variant did not provide any significant protection to the legs. Which seems like a bizarre and terrible idea given that as any person who moves furniture often can tell you; you should do most of your lifting with your legs unless you want to give yourself a hernia, and as most soldiers can tell you, having to carry a lot of extra gear with the weight distributed onto your shoulders sucks and is exhausting, and being fatigued significantly hurts combat effectiveness.  But perhaps this was intentional as the Emperor intended to replace the Thunder Warriors anyway.  Since they were only used on Terra, there was no need to protect them against the void. Though the lack of life support systems and much lesser degree of protection make them essentially useless in the 41st millennium (this doesn&#039;t seem to stop people from pestering Forge World to make models for it though, even though they&#039;ve said that they won&#039;t for exactly this reason), several Chapters retain sets of Thunder Armour for ceremonial purposes. If you were to field one now, it would probably count as carapace armour (4+ save) with a slight bonus to strength but a penalty to initiative.&lt;br /&gt;
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In [[Deathwatch_(RPG)|Deathwatch]], you can actually get your hands on some. Be forewarned: it&#039;s noisy, doesn&#039;t offer as much protection, doesn&#039;t work with a Marine&#039;s Black Carapace, and actually might not be a whole suit of armour depending on its state of (dis)repair. Overall, it&#039;s kind of shitty, but it&#039;s a surviving artifact linked to the days of the living [[Emperor]] and early Imperium, and that impresses other Marines and those Ecclesiarchy schlubs. Take it for formal occasions.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkI.jpg&lt;br /&gt;
OldPowerArmorMark1.jpg&lt;br /&gt;
Thunder Warrior 1.jpg&lt;br /&gt;
Thunder Warrior 2.jpg&lt;br /&gt;
Thunder Warrior 3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark II: Crusade Armour===&lt;br /&gt;
[[File:CrusadeArmorZoomed.jpg|200px|thumb|right|The Facegrill, v1]]&lt;br /&gt;
Designed by the [[Adeptus Mechanicus]] with the [[Great Crusade]] in mind, the Mark II armour was fully enclosed and contained all the life support and auxiliary systems that would become standard issue for later marks of Astartes power armour, like a waste recycling unit and automated medical equipment. These additions were made possible by a more efficient cooling system, which allowed a considerable reduction in the size of the armour&#039;s power pack. For example, the chest coils, which were kept on the outside of the armour on Thunder Armour for cooling purposes, have now been placed on the inside of the chest plates thanks to more efficient cooling mechanisms. However, this design could not be copied over to the new powered leg armour, which resulted in [[Derp|exposed cabling on the backs of the lower legs.]] &lt;br /&gt;
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The helmet also came with a bunch of enhanced sensory equipment, enabling the wearer to see in the infrared and ultraviolet spectrums. Images could be zoomed in and magnified while sounds could be enhanced. Overall, protection and flexibility was much improved, especially since the legs were now enclosed in armoured hoops and came with their own servomotor, although with the caveat that the overlapping hooped armour plates wee difficult to repair. Unlike the Mark I suit, the design is still sufficiently sound to remain in active, albeit extremely limited, use well into the 41st Millennium.&lt;br /&gt;
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Early depictions of this armour often featured a fixed helmet, similar to old-school diving suits. While [[Forge World]] completely [[Retcon|retconned]] this away for the sake of compatibility with other Marine kits, there had been depictions of Mark II suits with movable helmets since the [[Warhammer 40,000: Rogue Trader|Rogue Trader]] days, so it&#039;s not like GW were ever consistent about it anyway.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkII.jpg&lt;br /&gt;
OldPowerArmorMark2.jpg|Older version of the armour&lt;br /&gt;
MK2Squad.jpg&lt;br /&gt;
881ee11d4d5deee89611414658e77e9f--space-wolves-space-marine.jpg|&amp;lt;center&amp;gt;The armour that carried out the [[Great Crusade]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===The Lost Mark: Imperial Armour===&lt;br /&gt;
[[File:ImperialSpaceMarine.jpg|200px|right|thumb|[[Rogue Trader (sourcebook)|The OG Armour]], which is [[What|not a Beakie, apparently]]. [[Awesome|It still commands respect and reverence, though]].]]&lt;br /&gt;
This interesting mark of old  and exceptionally rare armour had the mother of all [[retcon]]s since the rewriting of the god-awful [[Khornate Knights]]. According to White Dwarf 469, this is a lost mark of power armour, dubbed the &#039;Imperial Pattern&#039;. No, this isn&#039;t [[Meme|the Corvus Armour you&#039;re looking for]]; the power armour timeline in the HH2.0 rulebook states that the &#039;Imperial Pattern&#039; was manufactured between the Mark II and Mark III patterns. Instead, it&#039;s a completely different thing all together.&lt;br /&gt;
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This lost pattern carried with it multiple design idiosyncrasies, such as a helmet that came before the Beakie one [[What|but wasn&#039;t a Beakie helmet]], a &amp;quot;distinctly archaic arrangement of vents and joints&amp;quot;, and a lack of the flared greaves seen on the rest of the Space Marines&#039; power armour marks. Moreover, in these sources, the wearers of this class of power armour also bear a singular weapon thought to be related to the almost obsolete volkite, some manner of [[Disintegration Combi-Gun|disintegration beamer]] [[Disintegration Pistol|and sidearm]]. Now whether Marines issued this armour automatically came equipped with these weapons like a combo package is unknown. Given how rare these things are in the fluff, it wouldn&#039;t be surprising if only a handful still exist within the wider Imperium.&lt;br /&gt;
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In case you haven&#039;t figured it out yet, the &#039;Imperial Pattern&#039; is actually the mark [[Awesome|featured on the very first Space Marine model ever released way back in 1986.]] GW even updated the model for 40K&#039;s 30th anniversary, which you can see on the right.&lt;br /&gt;
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Now &#039;&#039;why&#039;&#039; GeeDubs wanted to retcon what was once the Beakie armour from [[Rogue Trader (sourcebook)|Rogue Trader]] into something completely different, we have no idea. Good thing it doesn&#039;t detract from how fucking dope the armour is.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Ultrawombles.jpg|&amp;lt;center&amp;gt;As it appeared in first edition&amp;lt;/center&amp;gt;&lt;br /&gt;
File:LE2.jpg|&amp;lt;center&amp;gt;LE2 Imperial Space Marine, 1986&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark III: Iron Armour===&lt;br /&gt;
[[File:Mk3IronArmor.png|200px|right|thumb|The Facegrill, v2]]&lt;br /&gt;
Mark III Armour was first conceived for the [[Squat]] campaigns and boarding actions of the Great Crusade. The pattern was a modified Mark II designed to provide better frontal protection for close-quarters combat, essentially fulfilling the role of [[Terminator]] armour before that was invented. It should be noted that the Mark III was never intended to replace the Crusade pattern, but to act as an optional suit specialized for the above-aforementioned situations. Because of this, no Legion was ever fully equipped with the Mark III. While successful in the conditions it was designed for, it was too clumsy and uncomfortable for conventional fighting. &lt;br /&gt;
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By the time of the Horus Heresy, the Mark III was slowly being phased out and replaced by various patterns of Terminator armour, but it&#039;s still fairly common among the Traitor Legions. In fact, several of the more traditional Legions were reluctant to phase out Mark III because it was the most brutally iconic mark of power armour in their day, so there was talk of keeping it for honor guards or spear tip operations. &lt;br /&gt;
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Of course, since it was good enough that it did Terminator Armour&#039;s job well enough to become &amp;quot;iconic&amp;quot; despite the Mark II being the primary issue at the time, then maybe they should&#039;ve kept using it to augment Terminator forces when numbers were needed. Even into M41, the helmet or faceplate is still popular. It appears as a DLC Armour in [[Last Stand - Captain|The Last Stand]] for the Space Marine Captain, where it increases the force of his melee strikes.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkIII.jpg&lt;br /&gt;
OldPowerArmorMark3.jpg&lt;br /&gt;
MK3Squad.jpg&lt;br /&gt;
EC Legionary Mk III.jpg|&amp;lt;center&amp;gt;Heresy era [[Emperor&#039;s Children]] legionnaire&amp;lt;/center&amp;gt;&lt;br /&gt;
MarkIIITacticalSquad.png|&amp;lt;center&amp;gt;Ultramarines&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
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===Mark IV: Maximus Armour===&lt;br /&gt;
[[File:MarkIVMaximus.png|200px|right|thumb|So cool, they brought the helmet back for the Primaris boys!]]&lt;br /&gt;
After a few decades of crusading, the Mechanicum was able to further refine the power armour&#039;s internal systems thanks to having access to more [[Standard Template Construct]]s recovered during the course of the Crusade. In addition to having more advanced visual sensors, the helmet was now capable of easier movement. The suit was also made much lighter than before while only marginally reducing protective capabilities compared to the Mark II. It was much easier to manufacture compared to the MkII and was also easier to repair thanks to the lack of interlocking armour plates and whatnot. &lt;br /&gt;
&lt;br /&gt;
Although the chest power cables were once again relocated to the outside of the plating, they were given an armoured sheath to protect them from damage (since the gaps between armour are actually made of plasteel, that was likely used on the cables, as plasteel gives Terminator armour its legendary durability). [[Horus|Horus Lupercal]] manipulated the Mechanicum&#039;s supply lines to ensure that the Legions that were planning to side with him in the Heresy would be fully equipped with Maximus Armour in time for the Heresy; as a result of this, Mark IV was usually reserved for Chapter Masters and senior captains in the Loyalist Legions. As the Legions were either fully or partially re-equipped with these suits by the time the [[Horus Heresy]] began, Mark IV remains one of the most prevalent types of armour among the Chaos Space Marines.  &lt;br /&gt;
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It&#039;s a little strange that the Imperium didn&#039;t build more of them after the Horus Heresy, though, since it&#039;s far easier to produce and repair than the current Mark VII but not notably inferior. Seeing as they&#039;re always short on everything, you&#039;d think these features would be the most important thing to consider for them (Apparently the [[Red Scorpions]] and [[Iron Hands]] are the only loyal chapters who still know how to produce them, and presumably won&#039;t share the STC for the same reason the [[Blood Angels]] won&#039;t tell people how to put [[Librarian Dreadnought|Librarians into Dreadnoughts]]).&lt;br /&gt;
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Some Chapters/Legions also made their own sub-patterns of Maximus power armour, such as the Ultramarines&#039; Praetor pattern and the Thousand Sons&#039; Achean pattern.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkIV.jpg&lt;br /&gt;
OldPowerArmorMark4.jpg&lt;br /&gt;
MK4Squad.jpg&lt;br /&gt;
Angels Revenant colour scheme.jpg|&amp;lt;center&amp;gt;As a relic of the [[Angels Revenant]] chapter&amp;lt;/center&amp;gt;&lt;br /&gt;
MarkIVTacticalSquad.png|&amp;lt;center&amp;gt;Tactical Squad&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark V: Heresy Armour===&lt;br /&gt;
[[File:Mk5HeresyArmour.png|200px|right|thumb|What a stud.]]&lt;br /&gt;
In between production of the Mark IV and what would be the Mark VI, both Loyalist and Traitor Legions found that they were running out of replacement parts for damaged systems. This would result in several Legions taking parts from older Marks and inadvertently making a brand new Mark of Power Armour. Although appearances varied widely as a result of its ad hoc nature, some form of standardization was achieved. One of the most notable was the introduction of molecular bonding studs on the left pauldron and both greaves (the famous &amp;quot;rivets&amp;quot;), which made them look totally Metal - these were actually originally designed to field-patch busted vehicle armour before they could be repaired properly. Probably one of the most common suits of armour in service among the Traitor Legions, since this was what most of them were wearing when they retreated to the Eye of Terror.&lt;br /&gt;
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For a while, the Horus Heresy [[Fluff|novels]] and [[Crunch|black books]] outright [[Retcon|retconned]] Mark V armour into a catch-all term for any improvised or prototype suits that existed outside of the main Mark series, yet weren&#039;t advanced enough to be considered artificer armour (likely so Forge World wouldn&#039;t get nagged to make variants of all their Mark III and IV squads in Mark V as well). However, they ended up backpedalling on this a bit in [[Horus_Heresy#Retribution|Retribution]]. The classic &amp;quot;studs and cables&amp;quot; version shown here is now apparently considered the &amp;quot;production&amp;quot; model of Mark V armour (apparently based on common designs for parts known to have specific cross-compatibilities, often based on prototypes circulating among the Legions for testing purposes), while the more variable, improvised suits it was based on are &amp;quot;non-production&amp;quot; models. Presumably, Forge World realized that the retcon didn&#039;t make much sense, since all known art and models of the armour up to that point were no less visually consistent than any of the other Marks (and arguably &#039;&#039;more&#039;&#039; consistent than a couple of them). According to the new Horus Heresy red books, its most common form combined elements of Mark IV and Mark VI armor in a manner that could be locally manufactured (or otherwise obtained from existing stocks) and could be maintained even with supply lines destroyed. &lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkV.jpg&lt;br /&gt;
OldPowerArmorMark5.jpg&lt;br /&gt;
MK5Squad.jpg&lt;br /&gt;
Carcharodons Battle-Brother.jpg|&amp;lt;center&amp;gt;The [[Space Sharks|Carcharodons]]&#039; favourite armour pattern&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark VI: Corvus Armour===&lt;br /&gt;
[[File:Mk6CorvusArmor.png|200px|right|thumb|Hate the Xeno. Ca-caw.]]&lt;br /&gt;
The much-beloved [[Beakie]] armour. Designed during the latter years of the Great Crusade, the Mark VI was initially field-tested by the [[Salamanders]] and [[Iron Warriors]], with the intention of making it the proper Mark V. While the former&#039;s reaction is unknown, [[Perturabo]] despised the idea of reducing the protection of his &amp;lt;s&amp;gt;cannon fodder&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;sons&amp;lt;/s&amp;gt; cannon fodder. He arranged for the next test to be conducted by the [[Raven Guard]], and so [[Corax]], whose tactics Perturabo despised, received a shitload of factory-fresh beakie battleplate and was sent out to the galactic fringe to fight Eldar. Much to the Iron Lord&#039;s surprise, the test was such a smashing success that the suit received the XIXth Primarch&#039;s name, and the beakie armour became a common sight in his legion even before it was actually accepted for service in the wider Imperium. It anticipated some of the features of the Mark VII, producing a suit of armour that is in many ways equal to its descendants, if a little bit specialized. By the time of the Siege of Terra, it had entered mass production on both sides (Horus had captured several Forge Worlds responsible for manufacturing it at that point), with the [[Emperor&#039;s Children]] coming to favor its use as well.&lt;br /&gt;
&lt;br /&gt;
Although it offered the worst protection compared to all other proper marks, the Mark VI armour was the first to feature a redundant power system and parts that are largely interchangeable with those of other marks, particularly with Mark VII. It also manages to be lighter and fit together more smoothly than the current Mark VII Aquila due to its slightly lighter armour, allowing for quieter movement, while the helmet includes further improved sensor systems in its, um, &amp;quot;beak&amp;quot;. Due to the design&#039;s inherent stealthiness and legacy, it still remains the favorite pattern for the sons of Corax, who tend to be saddled with older equipment anyhow. For reasons nobody can seem to explain, it was also sporadically used by the [[Alpha Legion]] early on in the Horus Heresy even though it was never actually [[Blood Ravens|issued]] to them. Then again, it&#039;s the Alpha Legion so who knows. &lt;br /&gt;
&lt;br /&gt;
RETCON TIME! As of Horus Heresy 2nd Edition, every Legion has them and it&#039;s the most common armour mark for cannon fodder created during the Heresy. All of this lore-rape to try and [[Grognard|cash in on Beakie nostalgia]] while also [[Games Workshop|selling their subpar plastic Mark VI kit instead of doing plastic Mark II]]. (You still bought them though, didn&#039;t you?)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkVI.jpg&lt;br /&gt;
OldPowerArmorMark6.jpg&lt;br /&gt;
MK6Squad.jpg&lt;br /&gt;
20191026 181625.jpg|&amp;lt;center&amp;gt;A [[White Scars]] legion tactical marine&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark VII: Aquila/Imperator Armour===&lt;br /&gt;
[[File:Mk7AquilaImperator.png|200px|right|thumb|All said, this face really does say &amp;quot;disgust&amp;quot; better.]]&lt;br /&gt;
&lt;br /&gt;
You know&#039;em, you love&#039;em. The most iconic Power Armor design in the franchise and also the pattern that has been in production the longest. Whilst other older Marks (With the exception of the beakie armour) was eventually phased out over the course of the [[Great Crusade]] and the [[Horus Heresy]], the Mark VII has chugged along for 10,000 years because the AdMech hit a [[Derp]] and couldn&#039;t be assed to make anything new until the return of [[Roboute Guilliman|Papa Smurf]]. [[That Guy|Those lazy fucks.]] (Or more realistically, the Mechanicus didn&#039;t see a good reason to replace the Mark VII, which was already pretty good as is. Extensive R&amp;amp;D, re-tooling entire Forge Worlds to meet new demand, and retrofitting existing suits with new parts isn&#039;t cheap, and that&#039;s on top of their &#039;Innovation is the Devil!&#039; dogma.)&lt;br /&gt;
&lt;br /&gt;
The most common Mark of Power Armour among loyalist Space Marines, Mark VII armour was still being designed when the Traitor Legions reached the Sol System and seized [[Mars]]. When this fact became all too foreseeable, [[Rogal Dorn]] ordered the design teams transferred to Terra to prevent the Traitors from seizing it. The Mark VII featured completely covered chest and arm cabling, a distinct helmet that provided more protection, a high level of compatibility with previous marks, and also bore the Imperial aquila on the chest, which was first used there to provide quick identification of the Loyalist Marines during the chaos of the Siege of Terra.&lt;br /&gt;
&lt;br /&gt;
Moreover, this pattern abandoned the studded shoulder armour plate and replaced the helmet. As Mark VII is a development of Mark VI, both have a great deal in common, and parts from one are readily interchangeable with parts from the other, like the helmet. According to GeeDubs, the design of the helmet was meant to resemble a human skull, but you [[Space Wolves|must be drunk from Mjod]] [[Derp|in order to see that resemblance.]] The Mark VII also contains its own back-up power supply and a solar array to recharge, so the suit can operate even without its backpack, though only for a short time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkVII.jpg&lt;br /&gt;
OldPowerArmorMark7.jpg&lt;br /&gt;
Lamenters Battle-Brother.jpg|&amp;lt;center&amp;gt;The most iconic pattern&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark VIII: Errant Armour===&lt;br /&gt;
[[File:Mk8Errant.png|200px|right|thumb|MY THROAT IS INVINCIBLE]]&lt;br /&gt;
[[Jes Goodwin]] [http://wh40k.lexicanum.com/wiki/File:MkVIII_Errant.jpg originally] designed it with awesome [[Power Fist]]-style hands, a modified helmet, a streamlined power pack, and a more flexible leg-and-ankle joint. Games Workshop only bothered with using the altered breastplate, [[Fail|so the overall design looks like a regular Mark VII with a collar.]] That said, the more recent models for Space Marine Devastators have a flexible, ball-like ankle joint more in line with the original artwork. Deathwatch models have this ball-joint and the modified helmet, and Primaris models also have this ankle joint, presumably inspired by the Mk VIII like the breastplate collar is. Said collar is described as being brought into use due to an alarming pattern being noticed; namely, that bullets would deflect off the top of the breastplate and up into the bottom of the Marine&#039;s helmet, killing him, or would pass in-between the bottom of the helmet and the top of the chest plate, into the Marine&#039;s throat, killing him. This is similar to a problem found on the gun mantlet of the German Panther in WWII, in which the rounded mantlet would send shells straight into the hull roof. Later Panther G models would have a &amp;quot;chin&amp;quot; to prevent this.&lt;br /&gt;
&lt;br /&gt;
This was only really a problem with bolt shells due to plasteel armour protecting joints. But, when most of your enemies use bolts of some size or you&#039;re fighting Traitor Marines, this is really damn bad. Breaking the trend of reverse-compatibility between newer and older patterns, the Errant pattern can only accommodate the helmet designed for it, which kind of becomes a moot point when reserving it for officers, since everyone higher up than a Battle-Brother will never wear his helmet. The specialist design, or the [[Adeptus Mechanicus]]&#039;s head-up-own-arse tendencies around distributing new technology are thought to be the probable reasons why it has yet to be widely adopted among Space Marine chapters. Because of its rarity, the armour is generally restricted for use by senior officers only, and even then they&#039;ll usually only be able to wear the breastplate. The Munitorum series from GW, however, shows that it&#039;s fully compatible with Mark VII, so veteran Marines will sometimes receive a piece of Mark VIII to replace a part of their Mark VII suit for some heroic deed. This means that if you see a Marine equipped with full Errant pattern, he is a serious badass and likely expects promotion. The [[Minotaurs]] and [[Deathwatch]] chapters appear to be the exceptions here, as almost all of their Battle-Brothers have access to full suits, the former because they suck the High Lords&#039; dicks and the latter because the Deathwatch is a special operations group made up of veterans of all chapters.&lt;br /&gt;
&lt;br /&gt;
It should be noted that, while artificer armour (at least in the art) looks like a pimped out Mark VIII, regular Mk.VIII [[Crunch|doesn&#039;t actually improve armour save]]. But Fantasy Flight [[Deathwatch_(RPG)|gave it some love]] with an extra armour point all around, and the ability to deflect some headshots to the chest, greatly improving its protection and explained why so many officers using it tend to not wear a helmet (not to mention that the collar helps protect the neck from shrapnel or shots hitting it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkVIII.jpg&lt;br /&gt;
DeathwatchKillTeam1.jpg|The Errant Armour comes as a standard...&lt;br /&gt;
DeathwatchKillTeam2.jpg|in the Deathwatch, apparently...&lt;br /&gt;
Minotaurs Tact. Marine.jpg|&amp;lt;center&amp;gt;The most complete depiction in official artwork to date&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark IX Armour===&lt;br /&gt;
Suffered the same fate as Windows 9. Who knows, really. This mark was skipped over when Mk10 was introduced, and no details were made available. It could either be a Mark V treatment, with any Mark VII or VIII suits made with improvised parts or even contemporary Artificer Armour [[Proxy|counted as the Mark IX]]. Another possibility is that the Mark IX might be part of [[Roboute Guilliman|Guilliman]]&#039;s new job of [[Gets stuff done|actually getting stuff done]] by rolling out a new mark for the Classic Marines. Nothing&#039;s really known at this point, and there&#039;s still no word over five years after Primaris were first announced. Why GW doesn&#039;t make a new set of models and state that this Mark is used to bring the Firstborn Marines&#039; physical capabilities to Primaris level is a mystery for the ages. Then again, it could just be that Mark X sounds way cooler than Mark IX (iPhone X and Windows 10, anyone?), although [[Games Workshop|Geedubs]] did allude to its existence when Primaris armour was revealed to be numbered as 10.&lt;br /&gt;
&lt;br /&gt;
If it helps, it has been suggested in forums and such that Mark 9 power armour was the &#039;variant&#039; used by pre-Primaris Librarians. Still, it is annoying that nothing official is there to be found. This could, of course, be nothing more than wishful thinking or plain old nonsense, as Librarians have been shown in various armour patterns and some sources have shown their psychic hoods as a detachable add-ons rather than built-in.&lt;br /&gt;
&lt;br /&gt;
Or maybe somebody forgot it only went up to Mark VIII when they were designing the Primaris Marines.&lt;br /&gt;
&lt;br /&gt;
===Mark X: Armour System===&lt;br /&gt;
A new form of Power Armor introduced in 8th Edition, worn by the Primaris Space Marines. Unlike all previous marks, the Mark X was built with internal modularity in mind, and all their pieces can be swapped, allowing single set of armour to be used for multiple battlefield roles. If the next mission is more [[Infiltrator|stealth oriented]], you just need to swap in the Phobos package; if you&#039;re [[Aggressor|going to take heat]], change the suit into a Gravis. It&#039;s basically kitbashing on an armour level. But this also allows you to [[Your Dudes|create your own armour configurations]].&lt;br /&gt;
&lt;br /&gt;
There are several configurations that are currently in use:&lt;br /&gt;
&lt;br /&gt;
====Tacticus====&lt;br /&gt;
[[File:TacitusIntercessorZoomed.png|200px|right|thumb|Getting huger, and all without Terminator Armor]]&lt;br /&gt;
The &amp;quot;default&amp;quot; form of the Mark X, the Tacticus configuration combines aspects of previous armour patterns, such as the Mark VIII collar and the Mark IV helmet, and [[Fluff|all the latest technology of the Imperium in the 42nd Millennium]].  ([[Crunch|Still doesn&#039;t affect armour save]].)  &lt;br /&gt;
&lt;br /&gt;
So far it&#039;s only been shown on the Primaris Space Marines, it is unknown if the scruffy old obsolete Space Marines will get it. The vambraces are noted to have built-in cogitator systems, which can be used for a variety of purposes depending on the user&#039;s role, whereas the knee plates have a raised flange guard to protect the joints. Other improvements include the [[Pauldron]]s which now incorporate a second armour layer, reactive armour and curvature which increases the armour&#039;s protection potential as well as a reinforced undersuit. Moreover, the armour also has socket ports for stim-injectors and diagnostic data-links, which makes the life of an [[Apothecary]] a whole load more easier. &lt;br /&gt;
&lt;br /&gt;
The backpack now has reinforced armour plates which offer better protection to the vulnerable fusion reactor. Like the rest of the Mark X suite, the Tacticus pattern is highly customizable; for example, the librarian has a Gravis style plated belly. Other changes can be seen across the range, such as the form-fitting greaves on the Chaplain and the occasional addition of tassets to the hips (especially common on [[Hellblaster]]s).&lt;br /&gt;
&lt;br /&gt;
Due to the modular system of ceramite plating, maintenance cost is actually higher than it is for the older patterns of Power Armour. That and it&#039;s bigger too, which means more material cost on average (Although the high customization actually cheapens the overall cost of a Chapter&#039;s armoury due to the increased standardisation).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:PrimarisApothecary.jpg|&amp;lt;center&amp;gt;Primaris Apothecary&amp;lt;/center&amp;gt;&lt;br /&gt;
image:Primaris Chaplain.jpg|&amp;lt;center&amp;gt;Primaris Chaplain&amp;lt;/center&amp;gt;&lt;br /&gt;
image:PrimarisLibrarian.jpg|&amp;lt;center&amp;gt;Primaris Librarian&amp;lt;/center&amp;gt;&lt;br /&gt;
image:Judiciar.JPG|&amp;lt;center&amp;gt;Judiciar&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Gravis====&lt;br /&gt;
[[File:GravisCaptain.png|200px|right|thumb|I. AM. ULTRASMURF.]]&lt;br /&gt;
The heavy configuration, the equivalent of Terminator Armour that grants +1 Toughness and +1 Wound as well as more mobility and flexibility. Yay. (Rumours that 8th Edition was being designed to make future vidya gaem projects easier to code remain unfounded.)&lt;br /&gt;
&lt;br /&gt;
Gravis armour is worn by the Captain included in the Warhammer 8th Edition Boxed Set. The example captain had both a master crafted power sword &#039;&#039;(that does two wounds nowadays)&#039;&#039; AND a brand new &#039;&#039;&#039;Boltstorm Gauntlet&#039;&#039;&#039; which combines the functionality of a power fist with a bolt pistol capable of firing at triple rate -- Marneus Calgar approves. Said armour design appears to take some leanings from... Iron Man (a noted early proponent for the founding of the Mechanicus, as such a most blessed servant of the Omnissiah), &amp;lt;s&amp;gt;or perhaps the T&#039;a&amp;lt;/s&amp;gt; {{BLAM}} {{BLAM|&#039;&#039;&#039;HERESY!&#039;&#039;&#039;}}, or Terminators, with what appears to be augments on the legs, an enhanced ribcage, and an enclosed armoured hoodie for good measure.&lt;br /&gt;
&lt;br /&gt;
Gravis Armour (like all Mk. X) is highly variable; for example the Inceptors have a Tacticus-style bodyplate and a retractable face-shield.&lt;br /&gt;
&lt;br /&gt;
Gravis Armour is also worn by the Inceptor Squads, granting them the toughness boost as well. Their version also comes with built-in jump packs, replacing the normal backpack-worn type, and shutter style face visors. Another variant is worn by Aggressor Squads, which can come with Fragstorm Grenade Launchers.&lt;br /&gt;
&lt;br /&gt;
Models in Gravis Armour are [http://steppingbetweengames.com/new-8th-edition-40k-models-size-comparison/ fucking big] even compared to even the NuMarines, so... Primaris Centurion Armor.&lt;br /&gt;
&lt;br /&gt;
Seems to be the most [[Skub|contentious]] of all the Mark X variants, by far. It really seems like you either love or hate this one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:PrimarisAggressor.jpg|&amp;lt;center&amp;gt;Primaris Aggressor&amp;lt;/center&amp;gt;&lt;br /&gt;
image:PrimarisInceptor.jpg|&amp;lt;center&amp;gt;Primaris Inceptor&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Phobos====&lt;br /&gt;
[[File:Mk10Phobos.png|200px|right|thumb|Modern. Aerodynamic. [[Nighthaunt|Spoopy]].]]&lt;br /&gt;
Another Mark X configuration worn by [[Reiver|Reivers]], [[Vanguard Lieutenant|Vanguard Lieutenants]] (and other Vanguard HQs), [[Incursor]]s, [[Infiltrators]] and [[Eliminator]]s Primaris forces, the Phobos can be compared to the Mark VI &#039;&#039;Corvus&#039;&#039; Armour due to similar associations with recon troops.&lt;br /&gt;
&lt;br /&gt;
Like the Mark VI, the armour is designed for silent infiltrations and drop assaults – and by &amp;quot;drop,&amp;quot; it is sneakily by Grav-chutes, and not flashy like Jump Packs – and in the same way the older mark was pioneered by the [[Raven Guard]], Phobos Armour was pioneered by the [[Original character, do not steal|Primaris]] [[Night Lords|Reivers]]. Since Reivers from time to time enter the battlefield via air drop, the armour&#039;s power pack sometimes sports a pair of fins for the occasion. These fins are used to direct flight as the Reivers&#039; Grav-chutes slow their descent. Whether or not those fins are the Grav-chutes themselves is arguable – probably unlikely because aside from [[Jokaero|Digital Weapons]], Imperium tech does not shine really bright in the field of miniaturization; that is to say, their style choices usually go big or go home. Most of the Vanguard Marines seem to lack these fins, which supports the assumption that they&#039;re not the Grav-chutes themselves (Actually, only the Lieutenant in Phobos Armour has the Grav-Chutes ability out of the Vanguard, and he has the fins. Other Vanguard are just sneaky, and have Concealed Position instead, so they probably are Grav-Chutes). The [[Infiltrator]]s&#039; power packs instead sport a bunch of antennas, which make up an omni-scrambler system designed to conceal them from enemy auspex scans, while [[Incursor]]s instead have a visor system mounted, allowing them to see through basically any obstructions to their sight. &lt;br /&gt;
&lt;br /&gt;
The standard Phobos helmet seems to come in a couple of different shapes, which resemble either a Tacticus-pattern helmet or the Mark VII helmet (both of which sport what seem to be some kind of rebreather system). The Reivers instead rock a Night Lords inspired (knock off) skull-helmet instead of a Raven Guard Beakie, which [[Skub|may or may not be awesome]], and it [[Banshee|amps up their voice to insane levels of sound]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
PrimarisReiver2.jpg|&amp;lt;center&amp;gt;Mask-only Style&amp;lt;/center&amp;gt;&lt;br /&gt;
PhobosArmorFins.jpg|&amp;lt;center&amp;gt;Grav-chute Fins&amp;lt;/center&amp;gt;&lt;br /&gt;
HelixAdept.jpg|&amp;lt;center&amp;gt;[[Helix Adept]]&amp;lt;/center&amp;gt;&lt;br /&gt;
VanguardEliminatorMini.jpg|&amp;lt;center&amp;gt;[[Eliminator]]&amp;lt;/center&amp;gt;&lt;br /&gt;
SalamandersIncursorMini.jpg|&amp;lt;center&amp;gt;Incursor&amp;lt;/center&amp;gt;&lt;br /&gt;
Vanguard-Librarian.jpg|&amp;lt;center&amp;gt;[[Vanguard Librarian]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Omnis====&lt;br /&gt;
[[FIle:Omnis_Armour.JPG|200px|right|thumb|Well, you see, when an [[Inceptor]] and a [[Devastator Squad|Devastator]] love each other [[Rape|very much]]...]]&lt;br /&gt;
Worn by [[Suppressor|Vanguard Suppressor Squads]]. It&#039;s basically just Tacticus configuration with Inceptor shock absorber boots, Reiver-style Grav-chutes, the Phobos&#039; lack of gorget/collar, a miniaturised jump pack (which looks like a second pair of backpack exhausts with little tail stabilisers), and a new helmet visor design. [[Skub|May or may not]] offer a middle road between the Gravis and Tacticus configuration in terms of defence. &lt;br /&gt;
&lt;br /&gt;
On the whole, the Omnis is lighter than the standard Gravis configuration due to the implementation of the above equipment. Of course, how it is made lighter, we do not know, as unless these armour pieces are intentionally made of a different material or structured differently, they look exactly the same as the rest of its contemporaries.&lt;br /&gt;
&lt;br /&gt;
The models have been the subject of a fair bit of [[Skub|&amp;quot;debate&amp;quot;]] since their debut in the Shadowspear box, although that&#039;s likely got little to do with the armour they&#039;re wearing, and more to do with those ridiculously oversized [[Accelerator_Autocannon|accelerator autocannons]] that they&#039;re toting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Vanguard_Suppressors.jpg|&amp;lt;center&amp;gt;Vanguard Suppressors in Omnis.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Artificer Armour===&lt;br /&gt;
[[File:Sanguinary_Artificer.JPG|200px|right|thumb|A typical Blood Angels Nipple Pattern artificer armour.]]&lt;br /&gt;
Pimped out and individualized versions of regular suits, often enough to be considered one-off derivations in their own right. Artificer Armour can be formed from any older mark of Power Armour (perhaps barring Mk.I plate possibly excepting Thunder Warrior officers) by adding extra or upgraded protection. The upgraded and individualized suits mean that they require a lot of maintenance and needs techs to work around the clock to make sure they stay functional. In time suits become encrusted with unique decorations and individual upgrades and becomes known as Artificer Armour. Because of these heavy modifications, Artificer Armour is often highly superior to newer suits of standard-issue Power Armour, and afford much better protection. &lt;br /&gt;
&lt;br /&gt;
So in simple terms, the [[Adeptus Custodes|more blinged-out the armour, the better it is stat-wise.]] With little to no standardisation, meaning that no two Artificer Armours are the same, design-wise. Standard issue for [[Techmarines]], the [[Sanguinary Guard]] and optional for [[Brother-Captain|officers]], pairing Artificer Armour with an Iron Halo can offer better protection than Terminator armour with none of the drawbacks, yet with only some of the benefits.  &lt;br /&gt;
&lt;br /&gt;
During the [[Great Crusade]] and [[Horus Heresy]] Space Marine Sergeants, the various [[Honour Guard]]s (if they don&#039;t have the option of [[Terminator|Terminator Armour]]) and even unaugmented officers of the [[Solar Auxilia]] could go into battle wearing Artificer Armor. Just another example in a long list that shows how the Imperium is a shadow of its former self. Yes, this means that every squad in 30k tabletop can have someone with a 2+ save in the pre-8th edition armor rules. Yes, it is hell.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TechmarineArmor.png|&amp;lt;center&amp;gt;Techmarine&amp;lt;/center&amp;gt;&lt;br /&gt;
BloodAngelArtificerArmorZoomed.png|&amp;lt;center&amp;gt;Sanguinary Sergeant&amp;lt;/center&amp;gt;&lt;br /&gt;
Astorath.jpg|&amp;lt;center&amp;gt;Astorath&#039;s Spoopy Muscle Armour&amp;lt;/center&amp;gt;&lt;br /&gt;
Azrael_Model.JPG|&amp;lt;center&amp;gt;Azrael&#039;s Bathrobe Armour&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Aegis Armour===&lt;br /&gt;
[[File:GreyKnightArmor1.jpg|200px|right|thumb|It&#039;s all holy smokes and mirrors from here.]]&lt;br /&gt;
The Power Armour of the [[Grey Knights]], Aegis Armour is master-crafted on the forges of Titan and inscribed with prayers and [[Matt Ward|wards]] to prevent [[Daemon]]s from possessing it. [[Khornate Knights|Early fluff insinuated that several psykers were burned alive to be sacrificed as part of the machine-spirit of the armour, but this aspect has been downplayed massively in later revisions]]. (Considering the Golden Throne [[Grimdark|burns an ungodly number of psykers every day to keep]] [[The Emperor|Him]] [[Astronomican|alive]], this isn&#039;t too farfetched; [[Skub|opinions nonetheless vary]] on whether this is true, and if so, whether it is [[Grimdark]] or [[Grimderp]].) &lt;br /&gt;
&lt;br /&gt;
Based on parts from Marks VI, VII, and VIII, within the breastplate of each set is a copy of the Liber Daemonica. It frequently bears a storm bolter on its left forearm, keeping both hands of the wearer free to use. There is an Aegis/Grey Knight version of Terminator and Dreadnought armours, too. Just remember to keep any observations that Aegis Armour look in anyway similar to Tau [[Battlesuit]]s to yourself.(But it isn’t made of paper.)&lt;br /&gt;
&lt;br /&gt;
Could also be the aforementioned Mark 9, since the Inquisition scrubbing it from records if that were the case would explain why we know “nothing” about it.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:GreyKnightAegis.png|&amp;lt;center&amp;gt;Variant 1&amp;lt;/center&amp;gt;&lt;br /&gt;
image:GreyKnightArmor2.jpg|&amp;lt;center&amp;gt;Variant 2&amp;lt;/center&amp;gt;&lt;br /&gt;
image:GreyKnightArmorCrowe.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Castellan Crowe|Castellan Garren Crowe]]&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Auramite Armour===&lt;br /&gt;
[[File:Auramite_Armour_2.PNG|200px|right|thumb|Banana Armor.]]&lt;br /&gt;
The most common power armour within the [[Adeptus Custodes]], it is straight up in the top 3 power armours of the Imperium, its other contenders being the Aquilon &amp;amp; Allarus Terminator armours. The material used for its construction is known as, you guessed right, auramite (which is ceramite, except even [[Cheese|better]]): The first samples and tech to make it was brought back from the depths of [[Terra]]. Another interesting fact is that the servos and motors of the Custodes armour are nearly completely silent. Turning a Custodes into a [[Raven Guard|sneaky marine.]] [[Derp|A very &#039;&#039;shiny&#039;&#039; sneaky marine]], though the stupidity of this is somewhat lessened by the fact that auramite&#039;s colour can be alchemically altered to just about anything. &lt;br /&gt;
&lt;br /&gt;
Custodes power armour also includes a built-in Grav-chute and internal air supply (But let&#039;s be honest, the Grav-chute is all but pointless since we never see it...well...[[Derp|&#039;&#039;anywhere&#039;&#039;]]). Each suit&#039;s helmet includes an internal vox, an altimeter, ambient neutralisers, and hololithic schematic overlay map.&lt;br /&gt;
&lt;br /&gt;
The armour itself is even better than Artificer armour and includes a refractor field, essentially giving it the same properties in-game as Terminator armour. It can even get a teleportation transponder as well as an Arae-shrike: a nasty (so nasty the Mechanicum declared it blasphemous) piece of archeotech that fucks up nearby cogitators. The only ones allowed to make it, like all Custodes-grade weapons, are Emperor-chosen clans of Terra. Probably the only people the Mechanicus won&#039;t fuck with for fear of the golden bois getting...[[Rage|inconvenienced]].&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
CustodianAuramite.png|&amp;lt;center&amp;gt;Custodian Guard&amp;lt;/center&amp;gt;&lt;br /&gt;
Sagittarum.jpg|&amp;lt;center&amp;gt;Sagittarum Guard&amp;lt;/center&amp;gt;&lt;br /&gt;
ShieldCaptainFW.jpg|&amp;lt;center&amp;gt;Shield Captain&amp;lt;/center&amp;gt;&lt;br /&gt;
WardenMini.jpg|&amp;lt;center&amp;gt;Custodian Warden&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
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==Terminator Armour==&lt;br /&gt;
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[[Terminator]] armor, or Tactical Dreadnought armor, are set aside for Space Marine veterans who are exemplars of toughness, martial ability, and wonky proportions. This power armor provides the best personal protection available. Terminator suits have an outer shell of ceramite-bonded plates powered by electrically-motivated fibre bundles. Plates of heavy plasteel further armour the ceramite sections, especially on the front of the suit. This extra armouring provides a level of protection that is far superior to normal Marine armour; not even a krak missile will penetrate the suit&#039;s breastplate (one might wonder why Imperial tanks aren&#039;t coated with this stuff until you remember the equation of cost/supply=/=demand). Moreover, external adamantium layered ribs help support this weight, while the inclusion of suspensors help the suit carry heavier support weapons, not to mention those indestructible [[pauldrons]]. A suit of Terminator armor is built to steamroll nearly everything and give a fighting chance against everything else, which are the things that gives anybody else a fighting chance against Terminators. Standard loadouts for Terminators are [[Power Fist|power fists]] and [[Storm Bolter|storm bolters]], or [[Power weapon]]s and [[Twin-Linked|twin linked]] bolters for the Chaos Terminators; but they also can be armed with a variety of weapons depending on their assigned role, such as thunder hammers, assault cannons, heavy flamers, lightning claws, and chainfists. They can also be augmented with a shoulder-mounted Cyclone missile rack, just to drive home the point that these guys are basically walking tanks. Since most suits are at least as old as the chapter that owns them, and that the Crux Terminatus on their left pauldron allegedly contains a tiny fragment of the Emperor&#039;s own power armor, these suits are holy relics as well as top-shelf wargear.&lt;br /&gt;
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Despite all the pain it can lay down (and keep away), Terminator armor has a few serious drawbacks. The first issue is that it is seriously hard to make. Seriously. Most chapters have only a handful that they can distribute amongst their veterans and officers, and any lost suits are damn near impossible to replace. The second problem is that they lack mobility due to their sheer weight and bulk. Space Marines have developed a variety of workarounds, since Terminator armor can be safely teleported from orbit into the thick of it, and judicious use of teleport homers can put them right where you need them, and a heavy transport such as a [[Land Raider]] can carry small squads. Beyond that, Terminators are otherwise going to be footslogging since they&#039;re too fucking huge to hitch a ride on anything smaller than a house. Better plan on not moving them too far once they hit the ground.&lt;br /&gt;
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Surprisingly, this mix of benefits and drawbacks is such a work of perfection that even [[Belisarius Cawl]], known techno-deviant who pays no heed to things like &#039;tradition&#039;, has found no way to improve them for his new Primarysues and all he could do was find a way to refit them for the taller marines. If the former perfection is meant to be believed, that would mean that the size differences between the new-gen and the old-gen marines [[Retcon|isn&#039;t nearly as vast as we&#039;ve been led to believe this entire time]]. As such, loyalist Terminators can now be either firstborn or Primaris and the only way you&#039;ll know is by asking what campaigns they&#039;ve been in.&lt;br /&gt;
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There are other patterns mentioned in the fluff but not yet seen on the tabletop, or available elsewhere in such small numbers they can be counted as unique variants.&lt;br /&gt;
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The [[Minotaurs]] have widespread access to a rare type of Terminator armour, known as the &#039;&#039;&#039;Arkonak Pattern&#039;&#039;&#039;. However, every official illustration of a Minotaurs Terminator to date has them wearing either Indomitus or Tartaros armour, including [[Asterion Moloc|their Chapter Master]] (the original Tartaros Terminator model).&lt;br /&gt;
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The [[Dark Angels|First Legion&#039;s]] [[Ironwing]] supposedly owned the greatest concentration of Terminator suits out of any of the First Founding Legions, and included a number (plural) of experimental patterns that were unknown anywhere else. Though Forge World [[Fail|neglected to describe or provide rules for any of them.]] So as far as we know they are just functionally identical suits of normal Terminator armour [[Proxy|that come in different shapes]] [[Your Dudes|and colours]].&lt;br /&gt;
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Whereas &#039;&#039;&#039;Extermination&#039;&#039;&#039; claims the [[Alpha Legion]] used five patterns of Terminator armour during the Invasion of Paramar, suggesting that other patterns are yet to be revealed. Or, you know, the Alpha Legion being what it is could mean that their in house artificers are straight up [[Heresy|inventing new technology]] or their infiltrators were [[Blood Ravens|stealing technology from other Legions.]]&lt;br /&gt;
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There are also suits that can be used by regular humans, although they are incredibly rare and have to be modified and adapted in order for them to be used at all. &lt;br /&gt;
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Nevertheless, Terminator Armor has 3 major designs: the Cataphractii pattern, the Tartaros pattern, and the Indomitus pattern. There are a few other patterns that have yet to appear in the tabletop, but have received mentions in the fluff.  &lt;br /&gt;
===Cataphractii Pattern Terminator Armour===&lt;br /&gt;
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[[File:CataphractiiTerminator.png|200px|thumb|right|&amp;quot;My Pauldrons Can Support Hive Cities!&amp;quot;]]&lt;br /&gt;
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The oldest design bar a few prototypes and the first pattern to enter mass production, developed during the [[Great Crusade]] and based on fusion-reactor maintenance suits. The Cataphractii pattern had Roman-esque, slab-like [[pauldrons]] (which apparently held shield generators), which enabled greater protection at the cost of preventing the wearer from moving with any sort of speed. It was the Mechanicus&#039; intention to retrofit [[awesome|all 18 Legions down to the last Marine]] with Terminator armor at first, but it proved to be unfeasible as crafting that many suits would have required far too many resources. In the end they were adopted for use in [[Zone Mortalis|those situations where even Breacher squads struggled yet heavy ordnance was too difficult to deploy]], typically boarding actions and operations in heavily built-up urban areas. &lt;br /&gt;
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After the Horus Heresy, the Cataphractii pattern fell out of general use. This may have been because the last of that armor was destroyed in the fighting and [[Adeptus Mechanicus|the pattern became another lost technology]] in the following years, or because production was ended in favor of later patterns and most of the surviving suits were either cannibalized or became relics that their chapters treated like equivalent of fine china: makes a nice display piece, but practically useless due to enforced disuse. These relics wouldn&#039;t see field use again until the day GW released the Angels of Death supplement (no doubt because they&#039;d sell more copies of &#039;&#039;[[Betrayal at Calth]]&#039;&#039; if both 30K and 40K Marine players could use it).&lt;br /&gt;
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In crunch terms, this translates to a higher invulnerable save than the Indomitus/Tartaros armor at the expense of being unable to run or overwatch. In 8th edition, Cataphractii have reduced movement compared to the other versions as well as halved advanced distances, but get a couple alternate weapon options and retain their boosted invulnerable saves.&lt;br /&gt;
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9E combined Cataphractii and Tartaros Terminators into a joint datasheet called Relic Terminators. While this bumps Cataphractii terminators up to a more standard 5&amp;quot; movement, it also drops their invuln save back down to a standard Terminator invuln save. They have a much more specialized loadout than regular Terminators, so if you are looking for a more ranged variant of Terminators, you&#039;ll probably want to look elsewhere.&lt;br /&gt;
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In the second edition of the Horus Heresy tabletop, Cataphractii Terminators remain lumbering slabs of &amp;quot;fuck you&amp;quot;; they still can&#039;t run or make Sweeping Advances, but they can now overwatch and they retained their 4++ invuln. Many of the Legions also have specialist Cataphractii squads, like the [[Justaerin]], [[Salamanders|Firedrakes]], [[Imperial Fists|Huscarls]], [[Iron Warriors|Tyrant Siege Terminators]], and [[Alpha Legion|Lernaeans]].&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:CataphractiiPict.jpg|&amp;lt;center&amp;gt;Pict Captures&amp;lt;/center&amp;gt;&lt;br /&gt;
image:CataphractiiUltramarines.jpg|&amp;lt;center&amp;gt;Ultramarines&amp;lt;/center&amp;gt;&lt;br /&gt;
image:CataphractiiWordBearers.jpg|&amp;lt;center&amp;gt;Word Bearers&amp;lt;/center&amp;gt;&lt;br /&gt;
image:CataphractiiFists.jpg|&amp;lt;center&amp;gt;Imperial Fists&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Tartaros Pattern Terminator Armour===&lt;br /&gt;
[[File:TartarosTerminator.png|200px|thumb|right|Claws? Check. Prosperine Script? Check. Aerodynamic Pauldrons? Check. Time to ruin some Loyalist&#039;s day.]]&lt;br /&gt;
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The (legally distinct) Hulkbuster Suit.&lt;br /&gt;
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Tartaros is the most advanced pattern of Terminator armor, using systems originally developed for the Mark IV &amp;quot;Maximus&amp;quot;-pattern. Tartaros armor delivers the same level of protection as the Indomitus pattern but is much more mobile, with sensibly-sized [[pauldrons]] and an upright stance. Due to the advances in Pauldron Technology, Terminator squads in Tartaros armor can enact Sweeping Advance, unlike the lesser models. It is however the rarest of models, since it was a very resource-unfriendly model to craft back at the time of the Heresy. In the 41st Millennium, any remaining Tartaros-pattern suit that is in functioning order is a hallowed relic for whoever is lucky to have it.&lt;br /&gt;
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In 8E&#039;s crunch, Tartaros Terminators move at the same speed as regular infantry in Power Armor (Which is pretty dang important if you&#039;re set up like an Assault Terminator) and also get a couple alternate weapon options, such as a grenade launcher and a Volkite Charger.&lt;br /&gt;
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[[Derp|9E rolled Tartaros and Caraphractii terminators into a single datasheet referred to as Relic Terminators]]. Functionally, they&#039;re identical to the standard Terminator Squad with a minor difference in loadout options, namely the ability to take Plasma Blasters on their sergeants. Kind of a shitty fate for a unique set of models when GW is more than willing to make separate datasheets for every conceivable Primaris Marine they crap out.&lt;br /&gt;
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Horus Heresy 2.0 returns the Tartaros to its former glory, though it still only has a 5++ invuln and loses the Heavy subtype.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TartarosPict.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
image:TartarosUltramarines.jpg|&amp;lt;center&amp;gt;Ultramarines&amp;lt;/center&amp;gt;&lt;br /&gt;
image:TartarosThousandSons.jpg|&amp;lt;center&amp;gt;Thousand Sons&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Indomitus Pattern Terminator Armour===&lt;br /&gt;
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[[File:TerminatorArmorModel.png|200px|right|thumb|His head must be all mushed in there...]]&lt;br /&gt;
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The &#039;&#039;&#039;Indomitus Pattern&#039;&#039;&#039; is the current pattern of Terminator armor (though the Forge World books make it clear that it was common at the time of the Heresy, perhaps more so than Tartaros and Cataphractii), sharing similarities with the Tartaros pattern in terms of functionality whilst being cheaper to manufacture. &lt;br /&gt;
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As a later development that sacrificed a little protection for increased mobility and was (comparatively) easier to produce as previously mentioned, this was considered the Indomitus pattern go-to marketing ploy. This is the most commonly produced pattern, as Cataphractii armour was said to be in declining use due to its limitations and Tartaros armour was even more resource intensive to craft, placing Indomitus in a comfortable medium of &amp;quot;good enough&amp;quot;. It has the familiar hunchbacked-bulldog/horse appearance, as seen in the majority of [[Games Workshop]] Terminator kits (although they now produce plastic kits for the other major patterns too).&lt;br /&gt;
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Though inferior to the Cataphractii pattern in protection and inferior to the Tartaros pattern in mobility, the Indomitus pattern has advanced auto-sense systems that are unavailable in normal suits of power armour, and have not been entirely made evident from portrayals of the other types. These senses allow the user to track unseen targets and to know the precise location and condition of their squadmates at all times (while this is evident in the video games as a passive mechanic it can&#039;t really come up on the tabletop since the player sees everything anyway &#039;&#039;[except for &amp;quot;blips&amp;quot; in Space Hulk]&#039;&#039;). But these systems are noted in the RPG and various novels such as &#039;&#039;Master of Sanctity&#039;&#039; where the new user has to get used to a whole new suite of tactical information on top of actually learning how just to walk in the armour itself &#039;&#039;(hint: it&#039;s difficult)&#039;&#039;.&lt;br /&gt;
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A more interesting note is that this pattern also gave rise to the experimental Gorgon pattern (More of which can be read below), a design that was being tested during the Heresy by the [[Iron Hands]] Legion. There are also human-sized suits of Terminator armor, but the tiny amount of them that still exist are used exclusively by the Inquisition; even then, they aren&#039;t quite as potent as the versions used by Space Marines, due to lacking a [[Gene-seed|Black Carapace]].&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
DeathwingTerminatorHammer.png|&amp;lt;center&amp;gt;The Deathwing is here. And it&#039;s very angry.&amp;lt;/center&amp;gt;&lt;br /&gt;
image:TerminatorSquad.jpg|&amp;lt;center&amp;gt;Ultramarines&amp;lt;/center&amp;gt;&lt;br /&gt;
image:TerminatorSquadCQC.jpg|&amp;lt;center&amp;gt;Close Combat&amp;lt;/center&amp;gt;&lt;br /&gt;
image:BloodAngelsTerminators.jpg|&amp;lt;center&amp;gt;Blood Angels&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Gorgon Pattern Terminator Armour===&lt;br /&gt;
[[File:Gorgon_Terminator.JPG|200px|right|thumb|Loyalist Fleshmetal Armour. Just don&#039;t mention this to a living Iron Hand, [[RIP AND TEAR|for obvious reasons.]]]]&lt;br /&gt;
During the Great Crusade, the [[Iron Hands]] developed their own variant of the Indomitus-pattern, called the &#039;&#039;&#039;Gorgon Pattern&#039;&#039;&#039;. This armour was bonded to its wearer in a painful cybernetic connection, so he could never remove it (Kind of like loyalist fleshmetal armour), but also meant he was even more resistant to injury, and it had a unique field effect that caused blinding bright flashes whenever it was struck.&lt;br /&gt;
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Part of the reason why this armour pattern is so cybernetically-intensive is the fact that (other than stroking the Iron Hands&#039; technophiliac tendencies) the heat and electrochemical toxins bleeding from the suit limited the armour&#039;s agility, and its effects required a high level of cybernetic modifications for its wearer to endure.&lt;br /&gt;
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This pattern has been nowhere to be found after the Heresy, likely because [[Ferrus Manus]] didn&#039;t live long enough to work out the kinks in the design. Although, considering how similar it looks compared to the present Indomitus, it is a possibility that the Iron Hands had a hand in the creation of that pattern, whether as the designers themselves, or some Tech-priests (or Techmarines) managed to acquire the design and tinkered with it to make cheap Terminator Armour that could actually be taken off if needed. &lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:GorgonTerminator.jpg|&amp;lt;center&amp;gt;Gorgon Pattern alternate view.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Saturnine Pattern Terminator Armour===&lt;br /&gt;
[[File:Saturnine_Armour.JPG|200px|right|thumb|Only the &amp;lt;u&amp;gt;BIGGEST&amp;lt;/u&amp;gt; of &amp;lt;u&amp;gt;[[Pauldron|PAULDRON]]S!&amp;lt;/u&amp;gt;]]&lt;br /&gt;
Ah...the famed egg-shaped Terminator armour which seemed to have been [[Blood Ravens|&#039;gifted&#039;]] from the [[Squat]]s Exo-Armour.&lt;br /&gt;
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This was one of the most incredibly elusive patterns of Terminator armour, called &#039;&#039;&#039;Saturnine&#039;&#039;&#039;. It&#039;s got the biggest [[Pauldron|pauldrons]] one can get before moving into walkers category and was famous for its extreme bulk, durability, cumbersomeness and difficulty of piloting - basically everything good and bad about Cataphractii turned to eleven. It never went out of field testing phase, since Castraferrum Dreadnoughts could do everything the Saturnine pattern was designed for (boarding actions and indoor/tunnel fighting) better and without its numerous drawbacks except for needing a half-dead Astartes. Some legions still had their batches of test suits when Horus Heresy hit and used them to gain whatever edge over their opponents they could, but they were never seen after the Heresy.&lt;br /&gt;
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Nevertheless, the &#039;&#039;&#039;Saturnine&#039;&#039;&#039; pattern has occasionally been given a passing mention in Forge World&#039;s Horus Heresy rulebooks from time to time, where it was mentioned as being similar to the Indomitus and Tartaros patterns in function (if not design).  However, some people have speculated that it is a revamp of an old Rogue Trader-era version of Terminator armor, as such a suit was recently shown in interior illustrations for the novella &#039;&#039;Meduson&#039;&#039;. From the pictures, this pattern looks like it is intended as a heavy fire platform, like a less [[meme|Xzibit]]-friendly version of 40K-era [[Centurion Squad|Centurion Devastators]]. Which is awesome.  However, this specialisation, and the fact that the armour was described as a custom job devised by [[Vulkan]] rather than a general-issue design, goes against it being the Saturnine pattern.&lt;br /&gt;
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As of the Horus Heresy 2.0 Rulebook, GW seems to have remembered it, as it shows up on the timeline as being introduced in the mid Age of Darkness. Implying it may have been retconned to being the MkV of Terminator Armor (especially since there&#039;s an &#039;Imperial Armour&#039; listed far earlier, this might be the Rogue Trader terminator style).&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Terminator_mini_MK1.jpg|&amp;lt;center&amp;gt;Truly old school.&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:OldTermies.jpg|&amp;lt;center&amp;gt;Note the unique back-mounted weapon attachment.&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:002 Saturnine 2.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Aegis Pattern Terminator Armour===&lt;br /&gt;
[[File:GKTermieArmour.JPG|200px|right|thumb|I HAVE THE POOOWEEEEEEERRRRRR!!!]]&lt;br /&gt;
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Just as how the [[Grey Knights]] have access to the normal Aegis Power Armour, the Silver Sues also gain access to the &#039;&#039;&#039;Aegis Pattern&#039;&#039;&#039; of Terminator armour, where the &#039;&#039;Aegis&#039;&#039; part essentially means the armor has its own psychic shield (&#039;&#039;inscriptions, holy water, all that blessing stuff&#039;&#039;) to deflect whatever Daemons or Psykers throw at it. Who does it anyway? &amp;lt;s&amp;gt;Psyker Tech-priests?&amp;lt;/s&amp;gt; Nah, probably just their Techmarines.&lt;br /&gt;
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In a sense, the Aegis Terminator Armour functions like a combination of the normal Aegis Power Armour and the Terminator Armour, creating a formidable defensive set piece against the most powerful of Chaos Daemons. These chaps are used when fighting the most clusterfuckery of Chaos invasions up to and including, a [[Angron|certain Daemon Primarch going on his happy murder spree on]] [[Armageddon]].&lt;br /&gt;
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They provide one of the best protection out of any armour piece save for the [[Adeptus Custodes|golden boys]] of course.&lt;br /&gt;
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In 8th Edition, this pattern of Terminator Armour works like standard. However, with 2CP, you could use its Aegis abillity, which like in the [[Fluff]], can be used in the psychic phase before a friendly GREY KNIGHTS unit attempts to deny the witch. They could then roll 3d6, picking the two highest when attempting to deny. Some Grey Knight veterans are still rather sore this is no longer part of the Special Rules which made them overpowered in 5th Edition.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:GreyKnightTerminator.jpg|&amp;lt;center&amp;gt;Aegis Pattern alternate view.&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Aquilon Pattern Terminator Armour===&lt;br /&gt;
[[File:AquilonTerminator.jpg|200px|right|thumb|The Aquilon Pattern. The first set of the [[Rape|golden rape train.]]]]&lt;br /&gt;
The [[Adeptus Custodes]] have [[Aquilon Terminator|Aquilon Terminators]] which is, no surprise, tied with the Allarus as one of the best armour sets in the Imperium. Period. The Custodes Terminators&#039; armour was said to be Cataphractii pattern in the short story &#039;&#039;Hands of the Emperor&#039;&#039;, years before they got actual tabletop rules; this is technically still true (at least for 30K), depending on how you look at it, as Forge World made a point of describing the Aquilon pattern as a spin-off of Cataphractii armour when it debuted in &#039;&#039;[[Horus Heresy#Inferno|Inferno]]&#039;&#039;, but with far greater power capacity and customized neuro-fibre uplinks, it is said, redesigned by the mind of the Emperor himself. &lt;br /&gt;
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Aquilon Pattern Terminator Armour was said to have adjusted for the enhanced physique of the Custodes, who were capable of bearing more weight and strain than even Space Marines. This allowed it to be fitted with additional power systems and capacitors, increasing its durability and manoeuvrability. Aquilon Pattern Terminators were given more advanced weaponry than their Astartes counterparts, wielding weapons such as [[Lastrum Storm Bolter]]s, [[Power weapon#Solerite Power Gauntlet|Solerite Power Gauntlets and Power Talons]], [[Infernus Firepike]]s, and twin-linked [[Adrathic Destructor]]. Like their lesser Auramite cousins, the Aquilon was clad in Auramite rather than Ceramite.&lt;br /&gt;
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Within the ranks of the Custodes, Aquilon Pattern Terminator Armour was deployed by the Tharanatoi Caste. It is still issued as heavy assault armor ten thousand years after the Horus Heresy.&lt;br /&gt;
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As expected, it has rules different from (read: better than) the Space Marine version. Much like Tartaros it can make Sweeping Advances with no loss in movement. As seen from the list of gear above, Aquilons have better stuff than what Astartes of both flavours get.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
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===Allarus Pattern Terminator Armour===&lt;br /&gt;
[[Image:AllarusCustodian.png|200px|right|thumb|The second set of the [[Rape|golden rape train]] (Someone&#039;s looking faaaabulous!).]]&lt;br /&gt;
You think the Golden Custards just stopped at the Aquilon? Yeah no, they also have a second pattern called &#039;&#039;&#039;Allarus Terminator Armour&#039;&#039;&#039; for their 40K-era squads, which according to their community lore section on Terminator Armour was made the product of 10k years worth of research and development, and it shows. Lorewise Allarus Terminator Armour has greater durability than normal terminator armour, but none of the downsides, offering total freedom of movement. &lt;br /&gt;
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Driven by magnatomic generator-shrines, articulated with leonus-class actuators, and fashioned from layered auramite and adamantium, Allarus armour is a marvel of craftsmanship. It provides its wearer with an exceptional range of movement and near-unencumbered speed, augmented strength and resilience. According to GW, it has the survivability to [[Wat|stride unharmed from the blast]] of a [[Macrocannon]] shell. Which we call [[Bullshit]] on that claim, since even the small ones from an [[Aquila Strongpoint]] is launching Schwerer Gustav-sized shells, no way in hell that the armour set, let alone the Custodes himself is capable of surviving a direct impact from &#039;&#039;that&#039;&#039;, so we could put it as more of GW shitty flowery language and hyperbole. Or someone slapped in one hell of a shield generator that constitutes the &amp;quot;cost more than worlds&amp;quot; section.&lt;br /&gt;
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Going back on topic, the armour is also coupled with the protective blessings of the Emperor, Allarus Terminator plate is arguably the most effective man-portable combat armour in the entire Imperium. These expertly crafted suits are each individually worth entire worlds.&lt;br /&gt;
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Crunchwise, in 9th Edition, these armour sets gift Allarus Terminators with four wounds each and equipped with [[Balistus Grenade Launcher]]s in addition to their guardian spear/castellan axe...and can deep strike without needing the Stratagem to do so. [[Anal circumference|Ouch.]] [[Awesome|They&#039;re designated character killers,]] with Slayers of Tyrants allowing them to move up to 3&amp;quot; towards the nearest character when piling in and consolidating even if the character isn&#039;t the nearest enemy model. On the other hand, a [[Shield-Captain]] with the Allarus hass the same stat line but with an extra Wound, nevertheless, you also get the signature [[Balistus Grenade Launcher]] and From Golden Light special rule from the Allarus Terminators (for only 10 points more than the vanilla version at 109 points). You lose the Sentinel blade/Storm shield option, but the Eagle&#039;s Eye can fill in for it without making you give up any offensive capability. (Here&#039;s the humongous golden terminator daddy you&#039;ve always wanted.) &lt;br /&gt;
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{{clear}}&lt;br /&gt;
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==Centurion Armour==&lt;br /&gt;
[[File:CenturionSuit.png|250px|right|thumb|HELP ME I&#039;VE GOT A TINY MAN INSIDE ME]]&lt;br /&gt;
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The (in)famous &#039;Power Armor inside of a Power Armor&#039; set piece.&lt;br /&gt;
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Since somebody at GW forgot that the [[meme|Xzibit meme]] wasn&#039;t funny anymore, Space Marines now have [[Centurion_Squad|centurion armour]] that they equip like a miniature walker vehicle, more like a mini-mech, a cute little dreadnought preparing space marines for their life after living. Centurion armour is &amp;quot;worn&amp;quot; over regular power armor, giving better protection (like terminator armor without the invul save but with an additional wound, along with +1 to both S and T) and comes in two flavors: assault and devastator. Assault centurions are heavy assault units equipped with drills and meltas or flamers, meant to get in close to enemy strongpoints and fortifications and wreck shit. Devastator units are heavy fire support units with hurricane bolters and twin-linked heavy weapons, which, in practice, provide less fire power than regular [[Devastator Squad]]s, but higher resilience and mobility, as the suits have Slow and Purposeful.&lt;br /&gt;
&lt;br /&gt;
Fluffwise, the machine spirits on this thing is advanced, almost on par with the [[Land Raider]]&#039;s. There has been once instance where a group of Salamander Centurions were deployed to clear out a Dark Eldar incursion. The Dark Eldar released a toxin that [[grimdark|liquefied people into soup]] and the marines wearing the armor eventually perished after their suits took damage and the toxin leaked through the cracks. [[Rage|A bit miffed after the loss of their pilots]], the Centurion suits&#039; machine spirits continued to fight on, even after their pilots were just fleshy goop at this point. They were eventually disabled, but not before killing scores more Dark Eldar during their rampage.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Paragon Warsuit==&lt;br /&gt;
[[File:Paragon Warsuit.jpg|200px|right|thumb|Every anon&#039;s fever dream of the [[Dreadknight]] coming to life. &#039;&#039;Again&#039;&#039;.]]&lt;br /&gt;
&#039;&#039;For more information, see here: [[Paragon Warsuit]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This [[Derp|derpy]] contraption is the [[Sisters of Battle]]&#039;s new heavy armored walking suit that straddles the line between power armour and a walker. Its design has already garnered some levels of infamy that rivalled those of that [[Dreadknight|embarrassingly awful rip-off of dexter (the boy genius) mech suit]], due to how....off the proportions are.&lt;br /&gt;
&lt;br /&gt;
So anyways, the Paragon Warsuit follows a similar principle as the Centurion Armour, which is essentially a [[Meme|power armour over power armour so you can shoot whilst you shoot.]] But that is only true if you simply take it from surface value.&lt;br /&gt;
&lt;br /&gt;
It differs from the Centurion, however, in that the Paragon Warsuit is more than just a mainframe overlay. Mechanically speaking, it actually has working mechanical legs and limb joints that the user physically controls with their own movements. Therefore, the reality is that the user controls it in the same way as the [[Dreadknight]], just on a much smaller scale. So, in a sense, it is basically the sisters&#039; equivalent of the larger [[Tau]] [[Battlesuit]]&#039;s like the [[XV-8 Crisis Battlesuit]] hilariously enough.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, some sisters seem to suffer from &#039;open head syndrome&#039; where they ditch their helmet to look cool, which renders the entire point of the Warsuit meaningless.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==Chaos Power Armour==&lt;br /&gt;
[[File:ChaosAstartesArmor.png|200px|right|thumb|[[rape|I&#039;m horny and you corpse-worshippers got the butts I CRAAAAVE]]]]&lt;br /&gt;
While many Traitor Marines are equipped with Marks IV or earlier (at least in the lore; if you go buy the models, almost all of them seem to have Mark VII armour, Mark III shoulder pads with Mark VI legs), Chaos power armor is often a mix-and-match setup. About the only unified feature of Chaos power armour is a distinct power pack with stabilizers on long curved fins, that still runs on solar converter core instead of fusion reactor of modern loyalist power packs. Because Chaos Marines often have to go long periods with no access to proper industrial facilities, proper maintenance and replacement parts became an issue (because a faction named &#039;&#039;[[Chaos|chaos]]&#039;&#039; [[Fail|may not be so good at logistics afterall]]) . Because of that, many subsystems in each suit of armor don&#039;t work and replacement parts come in the form of whatever they can dig up from plunder and take off of corpses after [[Orks|raiding and looting]]. Furthermore, Chaos Marines like to customize their armor with devotional iconography and personal trophies, making sure that virtually every suit of armor is personalized and none are exactly alike. Where things get even weirder is when the armor gets too steeped in Chaos and begins to twist, mutate, and turn partially organic, or had a daemon replace its machine spirit. It&#039;s quite likely that the parts of armor that don&#039;t work get replaced with warp magic, daemonic influence, or Dark Mechanicus tech-heresy. &lt;br /&gt;
&lt;br /&gt;
Recent editions and artwork show senior Chaos marines with a sinister and more organic-looking power armour of Mark III through V, a look they pick up after a while either deliberately or due to the Warp&#039;s influence changing their outside look to match their corrupted souls. In the Rogue Trader Era, Chaos Power armor &#039;&#039;was&#039;&#039; organic, so this is actually a pleasant return to the old days. The Chosen models from the Dark Vengeance box set are commonly referred to as the harbringers of this new style, while the new Raptors/Warp Talons set incorporate this design, alongside the regular Raptors, whose design seems like being &amp;quot;metal-guilded armour, that&#039;s begun to blend together and form spikes and weird shapes&amp;quot;, hinting of what&#039;s to come for the aging Chaos Space Marine range.&lt;br /&gt;
&lt;br /&gt;
As of 2016, the non-[[Terminator armour|Terminator-armoured]] [[Thousand Sons]] are now fully equipped with modified, ornate suits of Mark IV armour, in the style of the original [[Jes Goodwin]] Thousand Son model and concept art that established their aesthetic back in the [[Warhammer 40,000: Rogue Trader|old days]]. Since most of them [[Rubric Marines|aren&#039;t really capable]] of changing out of their armour anymore, this makes their current models their most lore-friendly--and least [[neckbeard]]-[[Rage|enraging]]--incarnation yet.&lt;br /&gt;
&lt;br /&gt;
And then, in 2017, GW started releasing new Death Guard Space Marines. The ugly bastards pretty much relive the original style from the old Forge World Death Guard upgrade pack (itself a throwback to Jes Goodwin&#039;s [[Warhammer 40,000: Rogue Trader|Rogue Trader-era]] Death Guard concept), decked out in rotted, space-AIDS-riddled suits of Mark 3 armour, with most sporting the classic reinforced belly plate to hold in their bloated guts and intestines.&lt;br /&gt;
&lt;br /&gt;
2019 finally saw a major update to the main Chaos Space Marine line, including two new kits for the basic Chaos Marine squad (a fully monopose, set-loadout one in the Shadowspear box, and a semi-monopose standalone version with more head and weapon options a few weeks after). The new sculpts are like a less ornate version of the Dark Vengeance Chosen, mixed with the old-Mark-heavy look of the 2nd edition CSM metals, and with better proportions than both. The new Chaos Havoc kit extends this style further by adding recoil-dampening talon mutations on the boots, as well as Mk III-inspired reinforced frontal plating (although the actual suits seem to be based on Mks V and later).&lt;br /&gt;
&lt;br /&gt;
In preparation for Horus Heresy 2.0 we got an &amp;quot;Armour through the Ages&amp;quot; article in White Dwarf 469 (nice), making particular note of the preferences of the remaining Cult Legions, with the World Eaters preferring Mk V and the Emperors Children hogging Mk VI (also in Line with Jes Goodwins original concepts). Thus we can conclude that once, if ever, Geedubs get&#039;s around to it we&#039;ll see Studs and Beaks galore all nice and corrupted.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Warp-Forged Armour===&lt;br /&gt;
[[File:AspiringChampionFleshmetal.png|200px|right|thumb|Through the fires of Hell, my [[Pauldron|pauldrons]] have mouths!]]&lt;br /&gt;
Warp-Forged Armour is a type of armour worn by the warriors of Chaos. It is, as its name implies, forged from the Hell Forges of the Forces of [[Chaos]]. As such, these armour are partially daemonic and, given the lack of supplies from the Traitor side, it sort of [[Count as|counts as]] a form of homegrown power armour. Warp-Forged Armour is often made by either the [[Dark Mechanicus]] or the [[Iron Warriors]], as these chaps are the only ones with the know-how in how to create and maintain these things. These armour pieces are mutated and possessed by a Neverborn and often worked in-tandem with their wearer.&lt;br /&gt;
&lt;br /&gt;
One major advantage of these armour pieces is the fact that being partially daemonic, Warp-Forged Armour could heal over time, which eases the maintenance cost by a whole lot, and given that CSMs are in constant need for a diaper change, this means &amp;lt;u&amp;gt;A LOT.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This daemonic armour is laden with unholy runes, allowing Champions of Chaos or Daemons wearing it to be all but immune to the blows of enemy mortals. In part of its nature, Warp-Forged Armour can be considered as the Chaos equivalent of the [[Grey Knights]] Aegis Armour. Chaos Champions and Chaos Lords who adorn these armour pieces could gain the added benefit of their armour regenerating due to it being partially daemonic.&lt;br /&gt;
&lt;br /&gt;
They offer the middle ground between normal Chaos Powered Armour and Fleshmetal Armour.&lt;br /&gt;
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Also, it’s partially daemonic.  In case no one told you.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chaos_Chosens_Armour.JPG|&amp;lt;center&amp;gt;Chaos Chosens in Warp-Forged Armour&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Chaos Terminator Armour==&lt;br /&gt;
&lt;br /&gt;
Just like their loyalist counterparts, Chaos too has its own pattern of Terminator Armours. Most of which are of the older Cataphractii and Tartaros Patterns since Chaos aren&#039;t known for its high maintenance standards, so by the 41st Millennium, some factions have kitbashed entirely new patterns for their Terminators.&lt;br /&gt;
&lt;br /&gt;
[[Chaos Terminators]] as such, come in a variety of colours and flavours just like their loyalist counterparts. This is seen in the following:&lt;br /&gt;
&lt;br /&gt;
===Chaos Cataphractii Pattern Terminator Armour===&lt;br /&gt;
&lt;br /&gt;
[[File:CSM_Cataphractii_Librarian.JPG|250px|right|thumb|What&#039;s scarier than a Chaos Sorcerer? One in Cataphractii Armour.]]&lt;br /&gt;
During the Horus Heresy the Traitor Legions fielded units clad in Cataphractii armour just like their loyal brothers. They offer the most protection and are thus the toughest of the Terminator suits and are able to take immense punishment before suffering mass systems failure. They were armed with [[Combi-Bolter]]s, [[powerfist]]s and [[Grenade Harness|Grenade Harnesses,]] but also had access to [[Chain Weapon#Chainfist|Chainfists,]] [[Power weapon#Lightning Claw|Lightning Claws,]] [[heavy flamer]]s and [[power sword]]s. &lt;br /&gt;
&lt;br /&gt;
Like their Tartaros cousins, they aren&#039;t as twisted as the Indomitus due to their rarity and lack of exposure from the Warp. Whatever is left of these tainted Cataphractii are now irreplaceable relics since Chaos can&#039;t maintain for shit. So they are usually of much inferior quality as a whole. On the bright side, Chaos Space Marines could be blessed with the Four Chaos Gods for additional quirks.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, they behave similarly to their loyalist counterparts, with the addition of having Chaos-aligned special rules and CP. In a nutshell, they are tanky, tough and has access to the favours of the Chaos Gods which makes them more individualised than their loyalist counterparts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Traitor_Cataphractii_Terminators.jpg|&amp;lt;center&amp;gt;Chaos Cataphractii Terminators.&amp;lt;/center&amp;gt;&lt;br /&gt;
S-l400.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chaos Tartaros Pattern Terminator Armour===&lt;br /&gt;
&lt;br /&gt;
[[File:CSM_Tartaros.JPG|200px|right|thumb|Millennia of disrepair has made this armour seen better days.]]&lt;br /&gt;
During the Horus Heresy the Traitor Legions fielded units clad in Tartaros pattern Terminator Armour, just like their loyal brothers. The most advanced and most mobile of Terminator suits, the Tartaros are surprisingly fast and can initiate a brief but surprising burst of speed to catch their enemies off guard. They are armed with [[Combi-Bolter]]s and [[powerfist]]s, but have also access to [[Lightning claw]]s, [[Chainfist]]s, [[Reaper Autocannon]]s, [[Plasma Blaster]]s, [[Heavy Flamer]]s, [[Grenade Harness|Grenade Harnesses]] and [[Volkite Charger]]s.&lt;br /&gt;
&lt;br /&gt;
Like their Cataphractii cousins, they aren&#039;t as twisted as the Indomitus due to their rarity and lack of exposure from the Warp. Whatever is left of these tainted Tartaros are now irreplaceable relics since Chaos can&#039;t maintain for shit. So they are usually of much inferior quality as a whole. On the bright side, Chaos Space Marines could be blessed with the Four Chaos Gods for additional quirks.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, they behave similarly to their loyalist counterparts, with the addition of having Chaos-aligned special rules and CP. In a nutshell, they are nimble, tough and has access to the favours of the Chaos Gods which makes them more individualised than their loyalist counterparts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Traitor_Tartaros_Terminators.jpg|&amp;lt;center&amp;gt;Chaos Tartaros Terminators.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chaos Indomitus Pattern Terminator Armour===&lt;br /&gt;
&lt;br /&gt;
[[File:CSM_BL_Termie.PNG|220px|right|thumb|The famous elephant armour.]]&lt;br /&gt;
The most common and widespread Chaos Terminators and the most obvious. Similar to their loyalist counterparts, they are the most adaptable of the Terminators and are by far the most twisted looking due to the majority of Chaos Terminators wearing this particular piece of armor. Chaos Elephant Terminators are known for their notable tusks which has become an icon for Chaos Terminators. This is where the nicknames come from.&lt;br /&gt;
&lt;br /&gt;
Now that the Horus Heresy fluff has been expanded, it is rather bizarre that these are the most common Chaos Terminators, as Indomitus Armor only became widespread &#039;&#039;&#039;after&#039;&#039;&#039; the Heresy, so most Chaos Legion Terminators should be wearing Cataphractii or Tartaros. Then again millennia of warfare and degradation has probably resulted in Cataphractii and Tartaros armour becoming quite rare due to the increasing difficulty in repairing it.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, these armour gives Chaos Terminators 2 wounds (3 wounds now!) per model, making them as tanky as their loyalist counterparts with the addition on gaining access to the favours of the Chaos Gods which makes them more individualised.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
99120102097 CSMTerminators01.jpg|&amp;lt;center&amp;gt;Chaos Indomitus Terminators.&amp;lt;/center&amp;gt;&lt;br /&gt;
CSM_Indomitus.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Scarab Occult Pattern Terminator Armour===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See Main Page: [[Rubric Terminators]]&#039;&#039;&lt;br /&gt;
[[File:CSM_Scarab_Occult.JPG|200px|right|thumb|The Nerdinator Armour.]]&lt;br /&gt;
AKA Rubric Terminators or the Sekhmet. Scarab Occult Terminators were once the finest psykers in the [[Thousand Sons]], bodyguards to [[Magnus the Red]] himself. Like their brothers, they were affected by the Rubric of Ahriman spell and turned into dust. Now they stride into battle at side of their sorcerous masters. Clad in ornate armor, they are armed with Khopesh blades and Inferno Combi-Bolters. The unit has also access to [[Heavy Warpflamer]]s, [[Soulreaper Cannon]]s and [[Hellfyre Missile Rack]]s. The Sorcerer leading his unit also wields a Force staff.&lt;br /&gt;
&lt;br /&gt;
Compared to most CSM Legions and Warbands, the Thousand Sons actually maintain their equipment quite well. While some may accuse them of excessive Nerdom, it may just be a manner of common sense which is a rare commodity in Chaos.&lt;br /&gt;
&lt;br /&gt;
Strangely, the Sekhmet were the finest psykers of the Sons, so it is strange that they were rubric&#039;d. However, the Sekhmet were rather emotionless and lacking in ambition, which doesn&#039;t fit well with Tzeentch&#039;s ideal sorcerers. Thus, rubric.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, due to being inanimate automatons, they get 2+/4++ saves as well as Fearless. What is surprising is that they lack the Slow and Purposeful rule, which actually makes them quite nimble for a bunch of walking trash bins. However, they still share in the Rubric Marines other traditional weaknesses. Such as general [[Derp|idiocy without a Sorceror]] and the lack of options to negate cover saves is a particular issue as the targets you&#039;d want to use them against the most.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
99120102066_ThousandSonsTerminators02.jpg|&amp;lt;center&amp;gt;Scarab Occult Terminators.&amp;lt;/center&amp;gt;&lt;br /&gt;
Sekhmet.JPG|&amp;lt;center&amp;gt;The Sekhmet Scarab Occult, pre-Rubric&#039;ed.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blightlord Pattern Terminator Armour===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See Main Page: [[Blightlord Terminator|Blightlord Terminators]]&#039;&#039;&lt;br /&gt;
[[File:Blightlord_CSM.JPG|200px|right|thumb|Imagine the stench of this guy.]]&lt;br /&gt;
Blightlord Terminators serve as the disease-ridden elite of the [[Death Guard]]. They are bloated with disease and a myriad of parasitic organisms that spread a miasma of death and decay around them. They are so bloated with filth that their mobility has crawled to a snails pace; even regular [[Plague Marines]] can outwalk them. Despite this, they are orders of magnitude tougher then even regular Chaos Terminators and their status of being below a [[Deathshroud]] in rank is not to be underestimated.&lt;br /&gt;
&lt;br /&gt;
Due to their level of mutation, they are forever fused with their mutated suits of Cataphractii Armour (A bit like Fleshmetal but more smelly), Blightlord Terminators combine diseased resilience with the protection and firepower of a standard Terminator. In battle, they serve as the elite shock troops of the Death Guard and are present in most warbands of the Legion and are essentially a neigh-unstoppable rape train. &lt;br /&gt;
&lt;br /&gt;
Compared to the Thousand Sons&#039; Scarab Occult Terminators, the Death Guard are the direct opposite when it comes to maintenance, [[Nurgle|for obvious reasons.]] Seriously, forget about even scavenging their equipment. Look at the damned thing.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, since they have Cataphractii armour, they are naturally a bit tougher than the standard Terminator. Since they are [[Nurgle]]&#039;s boys, they also get the standard +1 toughness and 5+ Disgustingly Resilient that regular Plague Marines get. All in all, a tough bastard to crack&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Blightlords_Terminators.jpg|&amp;lt;center&amp;gt;Blightlord Terminators.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Fleshmetal Armour==&lt;br /&gt;
[[File:Fleshmetal.JPG|300px|right|thumb|The one known exception to [[Iron Hands|&amp;quot;The Flesh is Weak&amp;quot;]].]]&lt;br /&gt;
Essentially the Chaos Marine&#039;s take on Artificer armor, given only to champions favored by the Chaos Gods, although it would be much more accurate to call it as a type of Terminator Armour. &lt;br /&gt;
&lt;br /&gt;
A blast from the past editions, Fleshmetal Armour is how it sounds. After spending gods knows how long in the Warp and centuries of combat under chaos, it eventually caused a chaos marine&#039;s power armor to fuse with their own flesh, forming an incredibly hard, organic carapace, tempered by ceramite and reinforced with warpfuckery.&lt;br /&gt;
&lt;br /&gt;
Once a marine receives this gift, they&#039;re now more literal weapons than ever, as the armor cannot be removed anymore (since its now their second skin), condemning them to an eternity of unending war. Of course, since Chaos Marines live for that kind of thing, its more of an encouragement than anything. The only exception to this are [[Helbrute|Helbrutes]], who are driven mad by the process.&lt;br /&gt;
&lt;br /&gt;
Like Warp-Forged Armour, Fleshmetal Armour could heal over time due to being partially daemonic. This eases up on maintenance as wearers of this piece of equipment aren&#039;t desperate to scavenge for bits and pieces if one of their servo-motors stopped functioning. The one major downside is...well...you can&#039;t take it off now can ya?&lt;br /&gt;
&lt;br /&gt;
Just about any Chaos special unit or veteran has fleshmetal armour, like [[Obliterator]]s and [[Chaos Chosen]].&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Obliterators-2019.jpg|&amp;lt;center&amp;gt;Obliterators in Fleshmetal&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ChaosMutilatorsModels.jpg|&amp;lt;center&amp;gt;Mutilators in Fleshmetal&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Tau Battlesuits ==&lt;br /&gt;
&#039;&#039;Main Article: [[Battlesuit]]&lt;br /&gt;
&lt;br /&gt;
[[image:XV22 CommanderShadowSun.jpg|The blueberry&#039;s battlequeen with her XV22|200px|right|thumb]]&lt;br /&gt;
&lt;br /&gt;
The Tau take on &amp;quot;power armor&amp;quot; is a bit more diverse compared to the Imperium because it encompasses both personal protective suits, like stealth suits, and giant weapons platforms, like Riptides. Essentially, the Tau classify everything from enhanced flight suits to nearly Knight-class units as &amp;quot;Battlesuits.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Pound for pound, Tau battlesuits generally have lower raw protective capabilities than their Imperial counterparts. However, they make up for this by having extremely advanced subsystems, high mobility, and devastating weaponry. The Tau Empire is also capable of mass-producing all its suits, in contrast to the Imperium which often resorts to assembling such advanced battlegear in an inefficient, individually handmade, boutique-style fashion.&lt;br /&gt;
&lt;br /&gt;
It is important to note that Tau battlesuits can vary quite widely in form and function. Suits like the XV15, XV22, and XV25 are the closest in form to what the Imperium would consider true &amp;quot;worn&amp;quot; power armor. Meanwhile all medium-sized suits, which includes most designations from the XV8 through X104, are essentially small [[Mecha]], with the pilot fully enclosed in a cocoon-like cockpit. Tau suits are certainly quite durable, but in contrast to Imperial designs sheer protection is not necessarily their most important function. Finally, the Tau place the largest units such as the KV128 and KX139 in a different category called Ballistic Suits, and do not consider them battlesuits as such.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
XV15 black.jpg|XV15&lt;br /&gt;
XV22 Shadowsun.jpg|XV22&lt;br /&gt;
XV25 White.jpg|XV25&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Eldar Armour ==&lt;br /&gt;
&#039;&#039;Main Article: [[Mesh Armour]], [[Aspect Armour]], [[Aspect_Armour#Exarch_Armour|Exarch Armour]], [[Phoenix Armour]] and [[Rune Armour]]&lt;br /&gt;
[[image:GuardianMeshArmor.png|200px|right|thumb|A Guardian in Mesh Armour.]]&lt;br /&gt;
The Eldar use Mesh Armor technology to supplant their powered armor suits, said armor is made out of a combination of [[wraithbone]] and thermoplas, all woven together to make a futuristic mail armored suit. The suit is psychically attuned to the wearer&#039;s mind, so it is capable of tailoring its fit and use to the wearer&#039;s style.&lt;br /&gt;
&lt;br /&gt;
While mesh armor doesn&#039;t seem or look all that tough, it&#039;s protective quality comes from it&#039;s ability to actively harden specific parts of the armor on neural impulse. Upon taking a hit, it will attempt to reduce damage by bulking up the affected part, then spreads the force of the hit&#039;s impact throughout the armor, which reduces the pain and injuries taken by the wearer since its not being concentrated to a single point of their body. We&#039;re not exactly sure how feasible this is, since the hardening only occurs &#039;&#039;upon&#039;&#039; getting hit (which means that the armor only has mere microseconds to do all this upon an object striking it), rather than &#039;&#039;in-anticipation&#039;&#039; like how reactive armor works IRL, but we&#039;re going to chalk it up to futuristic spehss elf magic.&lt;br /&gt;
&lt;br /&gt;
There are currently a couple variants:&lt;br /&gt;
*Mesh Armor - Standard armor worn by guardian squads. Its also equipped with life-support functions and sensory equipment.&lt;br /&gt;
*Aspect Armor - Aspect armor are worn by [[Aspect Warrior]]s. Each aspect shrine has their own take on Aspect Armor depending on their role, so Swooping Hawks and Howling Banshees have lighter armor, while Dark Reapers and Fire Dragons have heavier armor (although &amp;quot;heavy&amp;quot; is subjective as it still allows the wearer to be nimble like every other Eldar warrior). The main thing in common they have though, is that they&#039;re much more durable and flashier than standard mesh armor.&lt;br /&gt;
**Exarch Armor - Aspect armor worn by Exarchs. Because of the Exarch&#039;s seniority and experience; the armor is typically much more blinged out than the standard variant, offering the wearer more protection and other equipment options. Exarch armor is also adorned with the spirit stones of deceased Exarchs, bestowing the wearer with literally millennia of combat experience from past heroes.&lt;br /&gt;
**Phoenix Armor - The armor worn by the Phoenix Lords. Is so expertly made that it can withstand all but the most powerful and/or luckiest of hits, even after thousands of years. Phoenix Armor also stores the consciousness and memories of the original wearer, so in the event a Phoenix Lord falls in battle, he will be instantly revived when another living Eldar dons the armor again (although it has the questionable effect of completely overriding the future wearer&#039;s mind, with the Lord effectively making the unfortunate recipient a flesh puppet.).&lt;br /&gt;
*Rune Armor - Mesh armor worn by warlocks and farseers. Along with standard mesh armor tech, the suit is also inscribed with several runes that afford the wearer a greater deal of protection from damage, and also to better attune them to psychic energy. It also comes with an extra layer of wraithbone for more protection.&lt;br /&gt;
&lt;br /&gt;
==Dark Eldar Armour==&lt;br /&gt;
[[image:Archon7th.jpg|200px|right|thumb|An Archon wearing Ghostplate armour]]&lt;br /&gt;
The Dark Eldar&#039;s armor is similar to their Craftworld cousins, although even lighter to accommodate the Dark Eldar&#039;s penchant for coke-fueled speed. Skimpier in the case of Wyches, who&#039;s career require them to show skin. They&#039;re also adorned with a plethora of spikes and blades, to the point that realistically: all those pointy sticks &#039;&#039;must&#039;&#039; affect unit cohesion and personal movement while in combat.&lt;br /&gt;
&lt;br /&gt;
The few variants they have are:&lt;br /&gt;
*&#039;&#039;&#039;[[Kabalite Armour]]&#039;&#039;&#039; - The combat armor worn by just about every lowly kabalite that isn&#039;t going in naked. To further aid in movement: Kabalite armor is typically just a bodysuit, with armor plates attached where appropriate. They function similarly to mesh armor, in that the bodysuit hardens on neural impulse to deflect damage more effectively, and pressurized to allow the wearer to fight in hostile environments. Its also very, &#039;&#039;very&#039;&#039; spiky.&lt;br /&gt;
*&#039;&#039;&#039;[[Wychsuit]]&#039;&#039;&#039; - Not really &amp;quot;armor&amp;quot; per se, as a lack of one, but included for the sake of reference. Wych suits are flexible body gloves, cut away at certain places to show the Wych&#039;s good sides to the crowd while fighting in arenas or in the field. It offers very little protection due to the latter fact, as it&#039;s role is more for entertainment, than pure combat.&lt;br /&gt;
*&#039;&#039;&#039;[[Incubus Warsuit]]&#039;&#039;&#039; - The closest thing the Dark Eldar have to traditional power armor. It affords similar protection to that of Imperial power armor, whilst being so expertly manufactured that it doesn&#039;t inhibit the wearer&#039;s reflexes and agility in the slightest. The warsuit is completely exclusive to the Incubi, and not even Archons can pay/intimidate their way into getting a personal warsuit.&lt;br /&gt;
*&#039;&#039;&#039;[[Ghostplate Armour]]&#039;&#039;&#039; - Armor used by the poncier gits in Dark Eldar society, most notably Archons. The armor offers much better protection than bog-standard kabalite armor, whilst having a built-in forcefield generator. It also doesn&#039;t compromise on agility, as the resins used in it&#039;s construction are lighter and tougher.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Ork Armour ==&lt;br /&gt;
&#039;&#039;Main Article: [[Mega Armour]]&lt;br /&gt;
[[File:MeganobZoomed.png|200px|right|thumb|I&#039;S WEARIN A TANK YEH GITZ]]&lt;br /&gt;
&lt;br /&gt;
The only known variety of Ork power armour is Ork mega-armour, a direct Orkoid equivalent to Astartes Tactical Dreadnought armor. It basically looks like a chunk of metal or vehicle parts strapped together and called &#039;armour&#039;. Or a miniature power lifter, whatever fits your definition.&lt;br /&gt;
&lt;br /&gt;
Its weight (a ton or more) and complexity make it difficult to move and slow down its user, but it can withstand insane amounts of punishment, almost as much as Imperial Terminator Armour. Piston-enchased metal limbs of mega armour give the wearer phenomenal strength, and it incorporates fearsome weapons: a Power Klaw and Kombi-Weapon or twin-linked Shootaz. It often involves the use of built-in bionics and is very complex, which makes it very hard to manufacture, so it is a rare sight in Ork armies. Usually only Nobs (who like to call themselves &amp;quot;Meganobs&amp;quot; after acquiring Mega Armour) and Warbosses can afford such armour.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
7e-bigmek-tellyportblasta.jpg|Big Mek&lt;br /&gt;
7e-bigmek-kff.jpg|Ditto&lt;br /&gt;
Ocg5-es.jpg|Warboss&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{{40k-Armor}}&lt;br /&gt;
&lt;br /&gt;
=[[BattleTech]] Battle Armor=&lt;br /&gt;
Powered exoskeletons were a thing for civilian purposes in Battletech for centuries for industrial uses and some comparatively light power armor suits were used by the [[Star League|SLDF]] special forces in the 28th century and during the [[Amaris Civil War]]. However, it only really took off and came into it&#039;s own league in 2842 when [[Clan Wolf]] took Clan Goliath Scorpion’s armored diving suit design called the Water Elemental and militarized it. This development happened alongside Clan Hell&#039;s Horses coming up with a new beefed up strain of 2-2.5 meter tall Warriors, who they soon were plunking into these new suits. The result were known as [[Clan Elemental|Elementals]], a nasty surprise for the Inner Sphere when they showed up in [[Clan Invasion|3050]]. &lt;br /&gt;
&lt;br /&gt;
Add the development of [[OmniMech]]s with universal docking ports, and the Clans developed new type of armored infantry who could recharge while riding BattleMechs into battle over vulnerable armored transport vehicles. Battletech Power Armor tends towards the bigger side of things. An Elemental Suit would weigh one metric Tonne, can tank some fire from BattleMech-scale guns, comes with a Power Claw equivalent to shred armor, a jump-pack to get away, and packs some serious firepower with an arm-mounted lascannon alongside shoulder-mounted missile pods. The Inner Sphere responded by eventually developing the Inner Sphere Standard battle armor but were initially restricted to commando drops or defensive warfare due to a lack of mass production or OmniMechs.&lt;br /&gt;
&lt;br /&gt;
Post Truce at Tukayyid, both Spheroid and Clanner factions began experimenting with a variety of designs ranging from [[Seraphim Squad|light patterns capable of flight]] to [[Onager Dunecrawler|quadrupedal]] [[Dreadnought |one-man tanks]] able to take a BattleMech las-cannon blast to the face and still be able to fight. &lt;br /&gt;
&lt;br /&gt;
=== Battle Armor Systems ===&lt;br /&gt;
Based off their Powered Exoskeleton relatives used in civilian work, Power Armor shares many of the same systems such as environmentally sealed life support, myomer-enhanced strength, an armored chassis, and an electrical military power pack with enough charge to continuously last 24 hours before a recharge or replacement is required. What makes them different is typically the inclusion of weapon mounts, an automatic medical aid dispenser, and either a power claw or a magnetic clamp to hitch a ride onto any allied OmniMech or Combat Vehicle for transportation. Smaller humanoid versions may come with either armored gloves, a basic manipulator, or a battle claw for picking up or working with items while more heavily armed models or quadrupedal ones will forgo them entirely. Some specialized variants come with advanced equipment like stealth armor, jump jets, Harjel dispensers, an ECM suite, a BC3 network system, or Modular Weapon Mounts. Many are also easily field stripped instead of requiring a dedicated fitting bay though quadrupedal Battle Armor is even more awkward to pilot with a cramped cockpit compared to humanoid models that fit like a second skin.&lt;br /&gt;
&lt;br /&gt;
=== Battle Armor Models ===&lt;br /&gt;
Like their [[BattleMech]] brethren, Battle Armor is generally categorized into weight classes with each having tradeoffs in terms of speed, stealth, armor, or firepower: Personal Armor - Light (500 kg), Light (750 kg), Medium (1,000 kg), Heavy (1,500 kg), and Assault (2,000 kg). This is rather on the chonky side as even Light Battle Armor weighs more than Astartes Power Armor does. Below is a brief sample of the various Battle Armor models found in the game:&lt;br /&gt;
&lt;br /&gt;
==== Clan ====&lt;br /&gt;
* [[Clan Elemental|Elemental]] (Clan Wolf, though soon every clan was churning them out once they won the production rights or stole the designs): The Original Battle Armor and the measure that every other is compared to. It&#039;s a versatile jack-of-all trades and a Medium weight design. Humorously enough, they were nicknamed “Toads” by the Inner Sphere militaries due to their chonky appearance and jumping capabilities.&lt;br /&gt;
* Sylph (Clan Cloud Cobra): One of the four prototypes from the Elemental Battle Armor&#039;s early days, the Inner Sphere&#039;s experimentation with other weight and specialties prompted the Clans to perfect them. The Sylph is a Light flying design that fills a niche between Jump infantry and Battle Armor at the cost of having lighter armor and a more difficult training regime.&lt;br /&gt;
* Undine (Clan Goliath Scorpion): Basically an up-armored and armed version of the original Water Elemental submersible exoskeleton used to create the original Clan Elemental Armor, it&#039;s an amphibious combatant derived from the four prototypes.&lt;br /&gt;
* Salamander (Clan Fire Mandrill): a Medium class suit based off one of the four prototypes, it&#039;s specialized as a fire-starter and anti-insurgency specialist against infantry. While its reincarnation&#039;s flamers can cause heat overloads on BattleMechs, many Clans weren&#039;t fond of the original prototype at first for being a second-line design instead of a front-line one.&lt;br /&gt;
* Gnome (Clan Hell&#039;s Horses): A Heavy design based on a one of the four prototypes (in this case, a failed one called the Rhino), the Draconis Combine&#039;s development of an Assault Battle Armor capable of withstanding a Heavy Laser prompted the combined-arms themed Hell&#039;s Horses to one-up their own answer. While weighing less than the Kanazuchi that prompt its development, it offers near-equal protection while being heavily armed and twice as fast.&lt;br /&gt;
* Golem (Clan Ghost Bear): Seeing how their rival Hell&#039;s Horses and Kuritan adversaries were developing Assault Battle Armor, the Ghost Bears created own answer with a pure Assault Battle Armor. While it can&#039;t jump, it&#039;s much faster than other Assault suits and is armed to the teeth as a weapons platform.&lt;br /&gt;
* Corona (Clan Star Adder): Created by Clan Star Adder, this one is an Assault Battle Armor designed explicitly around a Medium Pulse Laser as a stand-off weapon to threaten Mechs from a distance. While it can&#039;t jump, it&#039;s transportable via OmniMech and is twice as fast as the Elemental Battle Armor.&lt;br /&gt;
&lt;br /&gt;
==== Inner Sphere ====&lt;br /&gt;
* Night Hawk (Star League): a Personal Armor - Light design, it was originally designed in top secret for the SLDF&#039;s special forces. Unfortunately it was never mass produced for general use and any survivors remained mothballed under ComStar&#039;s armories until after the Clan Invasion. While revolutionary for being the Clan Elemental Armor&#039;s grandfather alongside the Water Elemental armored diving suit, it&#039;s essentially just a sneak suit mounting body armor alongside armored gloves, jump jets, and an ECM suite.&lt;br /&gt;
* Tornado (ComStar/Word of Blake): another Personal Armor - Light model reversed engineered off the Night Hawk, it&#039;s custom tailored to the user and so isn&#039;t easily mass produced. It does come with a low resolution mimetic Camo System and is popular for special forces or militia if heavier Battle Armor is prioritized for front line combat units.&lt;br /&gt;
* Purifier Adaptive (ComStar/Word of Blake): A Medium Battle Armor designed by Comstar but produced by the Word of Blake and later the Republic of the Sphere. While not extraordinary in combat performance, it literally can be rendered invisible to sensors and eyes with its Memetic Armor system (which later evolved into the BattleMech Void Signature System).&lt;br /&gt;
* Inner Sphere Standard (Federated Commonwealth): The first Inner Sphere produced Battle Armor. Based off of captured Elemental Battle Armor, this Medium was quickly pressed into service against the Clan Invasion and served as a default suit sold across the Inner Sphere with multiple other suits based off it with mere anesthetic national cosmetics as a differentiator.&lt;br /&gt;
* Hauberk (Federated Suns): Based off Undine units bought from Clan Sea Fox, it was redesigned as an Assault unit that, while slow and requiring APC&#039;s instead of OmniMechs to transport, is heavily armored and given respectable armament.&lt;br /&gt;
* Infiltrator Mk I &amp;amp; II (Federated Suns): A generalist Medium design, the more primitive Mk I and the streamlined MK II are both among the first units designed to use Stealth Armor to aid in hiding it from detection. Former is more focused in recon than combat while the latter used data off reverse-engineered Night Hawk suits helped redesign it to have a mini Gauss Rifle.&lt;br /&gt;
* Sloth (Lyran Commonwealth): One of the first Quadripedal Battle Armor designs, this Heavy suit is designed for as a low-laying heavy weapons platform. However, it can&#039;t use its limbs for manual manipulation of items like a power glove or combat claw while being unable to ride OmniMechs.&lt;br /&gt;
* Grey Death series (Lyran Commonwealth): Coming in Infiltrator, Scout, Standard, Heavy, and Strike variations, this series of Battle Armor is unique in that it was developed and mass produced by technicians and facilities owned by the House Carlyle, Lyran owners of the Grey Death Legion mercenary unit. It has a diverse set of suits for multiple roles.&lt;br /&gt;
* Kanazuchi (Draconis Combine): An Assault Battle Armor created as a private project by the Combine&#039;s MIC, the first few prototypes had disastrous performance records to the point that it was almost shelved permanently. Only later with the second prototype was it given funding before being live-tested. While the Mad Cat ER PPC destroyed the unit, the pilot survived and proved that the suit was useful for infantry seeking to survive fire from an Assault Mech.&lt;br /&gt;
* Raiden (Draconis Combine): Essentially a Combine improvement to the Inner Sphere Standard. Unfortunately, the first prototypes suffered delays as the Coordinator wanted it to survive a hit from a Large Laser instead of a Medium Laser. He also ordered the chief designer to be the live performer for the test. Despite being 70 years old, the man put on the suit and proved that it can withstand a weapons barrage despite the suit being left barely functional.&lt;br /&gt;
* Kishi (Draconis Combine): The little guy of DCMS&#039;s Battle Armor fleet; weighing in at only 750kg and designed for urban combat. It&#039;s cheap and easy to maintain while being based off of data the DCMS obtained from partnerships with the Nova Cats.&lt;br /&gt;
* Leonidas (Free Worlds League): A Medium weight battle armor, it is highly configurable and is capable of acting as a commander, a guerilla, and other roles due to its modular weapon mounts and wide pool of weapons configurations.&lt;br /&gt;
* Longinus (Free Worlds League): A Medium weight Battle Armor, this model is the closest an Inner Sphere military ever got to reverse engineering the Clan Elemental Armor&#039;s simultaneous possession of Jump Jets and shoulder-mounted missile launchers. However, the Jump Jets are only usable once the disposable missile launchers are expended and discarded.&lt;br /&gt;
* Trinity (Capellan Confederation): Developed by the Capellans alongside the Taurians and Canopians, these Medium weight suits are known as Ying Long, Asterion, and Theseus respectively in their home countries. While a respectable suit, all three nations had various tensions form various political divisions such as reverse-engineering, tech monopoly, and lack of manufacturing coordination.&lt;br /&gt;
* Shen Long (Capellan Confederation): A Heavy quadrupedal armored suit, it possesses a stealth armor chassis and a modular weapons turret to enable it to act as a nifty skirmisher.&lt;br /&gt;
* Centaur (Republic of the Sphere): Designed secretly after the Jihad, this Heavy humanoid battle armor can convert from a standard configuration to a stationary quad configuration with extendable support stabilizers as a portable mini artillery piece.&lt;br /&gt;
* Simian (Republic of the Sphere): Another design the Republic secretly developed after the Jihad, this gorilla-themed Battle Armor is a Medium weight class with lots of speed and a lot of conventional weapon loadouts to lesson costs.&lt;br /&gt;
&lt;br /&gt;
=Fallout Power Armor=&lt;br /&gt;
[[File:T-60.png|thumb|right|300px|The newest iteration of atom-powered tin-can, the T-60 Power Armor.]]&lt;br /&gt;
&lt;br /&gt;
Unlike Warhammer 40,000, [[Fallout]] powered armor is Fluff-wise more &amp;quot;power&amp;quot; than &amp;quot;armor&amp;quot;. It was originally made to allow troops to use heavy weapons on the move and with increased weight limit it was obvious to put some extra armor on the exo-suit. Even while it turns you into a nearly-indestructible walking tank, there is no shortage of stupidly powerful and/or armour-piercing weapons in Fallout, so sneaking and camouflage are always considered better protection than armor, so the main reason people use it is strength and radiation resistance bonuses. It is also possibly the most realistic armor here, strangely. Around Fallout 1 and 2, power armor was an almost cheat button up to the endgame, with an obscene bonus of +3 STR and near immunity to all small arms fire up to energy and heavy weapons(and Gauss in Fallout 2)&lt;br /&gt;
&lt;br /&gt;
Afterwards came Fallout 3, where a leather jacketed character high on morphine could soak more damage than a sober power armored dude and mow him down with a cheap Chinese assault rifle. It had become a glorified metal full plate, met with [[RAGE]] until New Vegas came with some decent power armor, though it still got overshadowed by a badass riot armor that didn&#039;t need training(Lonesome Road DLC) or a clingy female AI driven stealth suit(Old World Blues DLC). &lt;br /&gt;
&lt;br /&gt;
Power armor got a massive overhaul in &#039;&#039;Fallout 4&#039;&#039;, turning them into basically an infantry fighting vehicle rather than just better armor. The crafting system extends to upgrades and new systems for the armor, including neat stuff like a stealth field and a jet pack. On one hand Fallout 4 is one of the few games where power armour feels like actual power armour and not just the best armour you can get, but on the other, it was so strong they couldn&#039;t help but give it to you right at the start of the game (because working towards rewards requires an attention span they don&#039;t think we have, apparently) and had to [[Retcon|change the fact power armour comes with an internal battery so you could only use it until you ran out of fusion cores. Which you never did as they were cheap to buy.]]&lt;br /&gt;
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{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Power Armor Frame==&lt;br /&gt;
[[File:Power Armor Frame.png|thumb|right|200px|The power part of power armor.]]&lt;br /&gt;
Developed sometime after Alaska, the Army showed worry in maintaining the suits of armor they already had during a possible Chinese invasion. With multiple varieties currently in use, and more being developed, a version designed for ease of maintenance was going to be required. Instead, this was developed. Basically all the wires and joints of the armor without the actual armor, one can easily slap individual power armor sections onto the frame allowing for bits of damaged armor to be used to form up a singular complete suit. Think the Heresy armor from 40k above. With the internal workings bare it also made modifying and maintaining the armor a total breeze, though did come at a cost. All American armor post T-45 used a internal reactor allowing for centuries of use before requiring a recharge. Since every armor variety used a different level of power, putting in a reactor would have resulted in a situation of either too much or too little power being produced, resulting at best a sluggish barely working suit and at worst a nuclear explosion. Instead commonly used fusion core batteries were used as the power source. While these cores did hold much more power then the Microfusion packs of the T-45, they still didn&#039;t last long when used. &lt;br /&gt;
&lt;br /&gt;
Fluffwise, a fusion core battery lasted around 10 hours on full charge, and that&#039;s just moving on a brisk pace, no sprinting or doing fast combat maneuvers, which would drain the battery even faster. While realistically this seems horrible to have to deal with during extended operations beyond friendly lines and a logistical and engineering nightmare to deal with in the middle of a conflict, there are ways to greatly extend the battery&#039;s lifespan (and/or optimize the armor&#039;s power consumption) through character skills and perks, so we&#039;d assume that pre-armageddon, there were already ways to make the armor last much longer in the field, but these improvements weren&#039;t standardized for all suits yet by the time the bombs fell (since power armored troops stateside wouldn&#039;t have to worry about running out of fusion cores on their home turf, compared to the soldiers stationed overseas). That or Bethesda didn&#039;t think this concept all the way through and really shouldn&#039;t have overcomplicated the armor&#039;s power source in FO4, whichever makes more sense to you.&lt;br /&gt;
&lt;br /&gt;
The frame was used extensively in the eastern region of America, but none were deployed to the West by the time the bombs dropped. For the record:&lt;br /&gt;
*T-45, T-49, T-51, X-01, X-02, X-03, and Horned Power Armor all have interal reactor versions (or Microfusion in the T-45 case).&lt;br /&gt;
*T-60, T-65 and EX-17 were built exclusively with the frame in mind. &lt;br /&gt;
*The original C-00 model no longer exists, so it&#039;s frame only for that guy.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==T-45 Powered Armor==&lt;br /&gt;
[[File:t-45.png|thumb|right|200px|More of a &#039;proof of concept&#039; than an effective piece of military hardware.]]&lt;br /&gt;
The first generation of power armor to go into the field, the T-45 series was rushed into service to hold back the invading Chinese from taking over Alaska. It worked and contained the invasion, but had a lot of problems. Later used on the homefront. The T-45d is most commonly seen in the Capital Wasteland. &lt;br /&gt;
[[File:big_willie.jpg|thumb|left|200px|The T-45 prototype.]]&lt;br /&gt;
After Bethesda got the rights to make &#039;&#039;Fallout 3&#039;&#039;, they were like &amp;quot;Guys, guys, let&#039;s make a SHITTY POWER ARMOR!&amp;quot; and they went through with it. The result was &amp;lt;s&amp;gt;far from shitty&amp;lt;/s&amp;gt; a [[skub|mixed bag]]. Sure, it has -2 AGL, less radiation resistance, and makes you move around like the [[/co/|Comic Book Guy]] from &#039;&#039;The Simpsons&#039;&#039;, but it looks &#039;&#039;&#039;&amp;lt;u&amp;gt;&#039;&#039;BAD-ASS!!!&#039;&#039;&amp;lt;/u&amp;gt;&#039;&#039;&#039; Noted for using Microfusion packs and batteries to power the suit like an RC car, which make recharging quick but run out of power often. As of Fallout 76, we have what could be considered a more canon representation than Fallout 4&#039;s. T-45 has the most common spawns of all the military armors and the lowest base spawn level. When compared to an at-level suit, it has worse protection than any military suit, but is lighter with a much cheaper price tag on builds and repairs.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===NCR Salvaged Powered Armour===&lt;br /&gt;
[[File:scrap-armor.png|thumb|right|200px|The BOS equivalent of killing Jesus and wearing his skin.]]&lt;br /&gt;
This is the &#039;zombie&#039; version of the T-45d. After the Battle of HELIOS One, the NCR recovered many suits of T-45d from fallen Brotherhood Paladins. However, either because the NCR do not have the capability to manufacture spare parts, lack the actual knowledge to use and maintain power armor, or a bit of both, the &amp;quot;power&amp;quot; part of the armor was stripped, so its just...armor. &lt;br /&gt;
&lt;br /&gt;
The servomotors that augments the wearers&#039; strength have been removed along with a good chunk of the extra plating, and the back-mounted rad scrubbers were replaced with a cheap air conditioner so the wearer doesn&#039;t die from heat stroke while using it (and lords help you if you&#039;re patrolling in the middle of the desert with heavy metal plates all over your body). As its not &amp;quot;true&amp;quot; power armor, it does not require special training, nor is it vulnerable to electric-based attacks, so just about any mook with some measure of brawn can be fitted into it and send him off. The result is, for a lack of a better term, plate armor with an AC strapped to the back. It has less protective qualities than the armor it&#039;s based on, has no built-in rad protection, and has no mechanical assistance to carry all this weight since it was ripped out, so its cumbersome as all hell.&lt;br /&gt;
&lt;br /&gt;
Its use is less for practicality and more as a moral and political tool, basically letting the NCR brag &amp;quot;See? We got power armored troops too!&amp;quot; without actually having the knowledge and technology to build and maintain said troops, which goes with the central theme of Fallout: people of the future attempting to recreate the past, without having a firm grip on what it actually is.&lt;br /&gt;
&lt;br /&gt;
Crunch-wise....what you see is what you get. It has a -2 AGI penalty with no +2 STR bonus to offset the 40kg weight of the armor, or rad protection to help you wade through heavily irradiated areas, with some pretty alright DT if you have the full set. Due to the infinitely better late-game options for personal protection (either just as good with less penalties or full-on upgrades), the salvaged armor only becomes useful if:&lt;br /&gt;
&lt;br /&gt;
A. You want to cosplay in power armor, without wanting to bother getting the perk to actually use it (as there are only two ways to get them, both of which are difficult and late in the game).&lt;br /&gt;
&lt;br /&gt;
B. In need of scrap material to repair actual suits of power armor with.&lt;br /&gt;
&lt;br /&gt;
C. You&#039;re &#039;&#039;really&#039;&#039; desperate for high-DT armor.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==T-51 Powered Armor==&lt;br /&gt;
[[File:FNV T51b Armour.png|thumb|right|200px|The T-51b Power Armor. By far the most popular variant, though it&#039;s certainly not because of the doughboy look of NPCs in New Vegas...]]&lt;br /&gt;
&lt;br /&gt;
The second generation of power armor, the T-51 series managed to get all the kinks ironed out. Used to kick the Chinese out of Alaska and invade China. The quintessential Fallout power armor suit. The T-51b variant is common among the West Coast Brotherhood of Steel. Two suits are known to be in the Capital Wasteland.&lt;br /&gt;
&lt;br /&gt;
This armor only has +1 STR for some reason. What&#039;s even stranger is that the hunk of metal that you put on your head (AKA the helmet, but who calls it that?) gives you a +1 CHR bonus (probably because it&#039;s heavily featured in old world propaganda, but yet again, so was the T-45d variant). We really should be wearing around hunks of metal on our heads these days. After all, this armor be pullin&#039; all dem bitches...&lt;br /&gt;
&lt;br /&gt;
T-51b is the most advanced power armor that existed in the world before the Great War. Some confusion came with the introduction of the T-60 by Bethesda, who never bothered to tell anyone that this new armor was for the rank and file soldier while the T-51b was used by veteran squads. For the record, yes it is still the best and no the T-60 did not replace it.&lt;br /&gt;
&lt;br /&gt;
Used as the standard armor for Paladins, the suit has become an icon (both in universe and real life) for the Brotherhood of Steel.&lt;br /&gt;
&lt;br /&gt;
Due to a developer error that Bethesda never bothered patching, the Winterized variant that you receive as a reward for completing Fallout 3&#039;s &#039;&#039;Operation: Anchorage&#039;&#039; DLC is actually the version meant to be worn by NPCs in the Anchorage simulation, so it&#039;s [[Awesome|functionally indestructible, with a whopping 999,100 HP]] (the version you were meant to get has only 100). However, the vanilla game&#039;s suit was involved in a rather difficult fetch quest (where you were hired to retrieve it for a ghoul called Crowley), and the NPC version of the winterized armour still has that version&#039;s quest script assigned to it, so taking it will [[Fail|prematurely mark that quest as completed by making the game think you stole the vanilla suit for yourself]], locking you out forever. However, anyone in their right mind would have stolen the suit instead of giving it to Crowley anyway, it&#039;s not all bad.&lt;br /&gt;
&lt;br /&gt;
==X-01 Power Armor==&lt;br /&gt;
[[File:x-01.png|thumb|right|200px|The original, the best.]]&lt;br /&gt;
&lt;br /&gt;
Developed as a prototype before the war, the X-01 was later improved drastically by the Enclave into the technologically sophisticated Advanced Power Armor. Crunch-wise, both versions are the same, though fluff-wise, the latter is MUCH better then the former, even if they both look identical. Standard issue for the Enclave (at the peak of their power) the Advanced variety of the X-01 to this day still outclasses all other power armor by a wide margin, utilizing secret underground engineering centres and factories to use the most advanced materials for construction. These things were BAD ASS, with the Enclave eventually losing the war thanks to &lt;br /&gt;
&lt;br /&gt;
A: The player blowing up all that shit used to make them. &lt;br /&gt;
&lt;br /&gt;
B: NCR using zerg tactics. &lt;br /&gt;
&lt;br /&gt;
Sadly (for the Enclave), these aren&#039;t produced anymore thanks to losses in manpower and resources during the Enclave War, forcing the Enclave to develop and produce shittier armors instead. A neat little trick these armor had was an optional addition of tesla coils. In-game this is just better armor, in universe it uses small zaps of electrictiy to hit incoming projectiles melting bullets and detonating explosives before they can deliver their payload directly into the target.&lt;br /&gt;
&lt;br /&gt;
Just remember the difference between the Prototype and Advanced versions. The former tends to have more balanced stats (4, 76) while the later tends to be OP (Fallout 2, New Vegas).&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==X-02 Power Armor==&lt;br /&gt;
[[File:x-02.png|thumb|left|200px|The shitty &#039;urban&#039; version]]&lt;br /&gt;
&lt;br /&gt;
Developed by the Enclave Department of the Army after the Enclave&#039;s loss of the Oil Rig back in FO2. Produced in their base in Raven Rock, the X-02 was supposed to be a step-up from the previous X-01 series, utilizing lighter-weight ceramic plates that granted better mobility without compromising defense, a segmented armor pattern to better absorb damage, removal of the hump and replacing it with more traditional armored pauldrons, and a redesigned helmet that provides a more menacing but reduced head profile. They were apparently produced in enough numbers that the Enclave managed to phase out the older X-01 suits for these. Due to the black coloration and sinister helmet design, Brotherhood soldiers dubbed it the &amp;quot;Black Devil&amp;quot; power armor.&lt;br /&gt;
&lt;br /&gt;
Crunchwise....well, it sucks. Atleast in FO3. It’s barely an upgrade over the T-45 armor (you know, the first armor the US ever fielded back in the Great War) and is completely inferior to the Brotherhood&#039;s T-51b armors, &#039;&#039;despite it being hundreds of years old&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
It returns in FO4 as Creation Club content, where it now gets better representation as having the same stats as the X-01 suit (which is already a clear-cut upgrade over the more common T-51 and T-60 suits), but better energy weapon resistance.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==X-03 Power Armor==&lt;br /&gt;
[[File:hellfire.png|thumb|right|200px|Hellfire armor, the compromise between X-01 and X-02]]&lt;br /&gt;
Also known as Hellfire, the armor was produced near the end of the Enclave-Brotherhood war on the East coast. Basically an attempt to use more recent discoveries in robotics of all things, the armor is remarkably tough for something that costs only slightly more resources than the X-02, boasting a huge increase in heat resistance as befitting its name. Originally used by flame troopers, it has since become standard issue for the Enclave. As far as power armor goes it&#039;s above average. It&#039;s only issue is the heat resistance seems to mess around with the tesla coil systems no longer giving it the option without extensive modifications.&lt;br /&gt;
&lt;br /&gt;
The armor becomes usable in FO4, and much like all Enclave-issue armors, is one of the best armors in the game in terms of pure protection stats.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==T-60 Power Armor==&lt;br /&gt;
[[File:t-602.png|thumb|right|200px|&amp;quot;Can never have enough pauldrons.&amp;quot; - Bethesda]]&lt;br /&gt;
&lt;br /&gt;
A new addition to the series in Fallout 4, introduced as the other “best” Power Armor. The T-60c was designed to supplement the T-51. With a more canonical stat base in Fallout 76, it has inferior protection levels to the T-51b. However, it is much cheaper to build and repair, making it better suited to mass production and deployment. This frees up the superior T-51 for deployment in elite units, which also explains the T-51&#039;s prominence among the Brotherhood of Steel until they set up for mass deployment in Fallout 4. It draws many of its design elements from the T-45, as that allows it to use many of the same internal components as the earlier models. The double pauldrons look is still silly.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Horned Power Armor==&lt;br /&gt;
[[File:horned_armor.jpg|thumb|right|200px|Don&#039;t piss off Rudolph.]]&lt;br /&gt;
&lt;br /&gt;
Used in the semi-canonical (due to Fallout 3, New Vegas, and Fallout 4) Fallout Tactics (Bethesda&#039;s offical stance is that the major events are canon, but many fans choose to believe the whole thing is canon) the Horned Power Armor is used by the Midwestern Brotherhood of Steel with it&#039;s defining feature being, you guessed it, horns. The Midwestern Brotherhood stands out as fully incorporating itself into wasteland life, offering protection to tribes and towns in return for resources, recruits, and information. This in turn is shown in the design of the armor, being the only suit designed from scratch by a Brotherhood faction since the war. Designed for mass production over protection (similar to the more recent Enclave designs), the armor still incorporates many mechanical elements from the T-51b such as an internal reactor. It&#039;s also slimmer and less bulky than other armor designs (though not on the same level of the newer Enclave designs).&lt;br /&gt;
&lt;br /&gt;
Overall, the armor is a compromise between mass production and protection, with heavy modification possible due to the more scrappy way it is produced unlike the more industrial Enclave. While it is numerous enough to equip all of their Paladins (keeping in mind their numbers are MUCH larger then other chapters), it still leaves more of the lower ranking infantry to use more traditional protection.&lt;br /&gt;
&lt;br /&gt;
The armour&#039;s horned helmet, greaves, and slimmer design are reminiscent of the Enclave&#039;s Mk. II advanced power armour (or X-02), which may imply that they&#039;re connected. One of the complaints about the original Tactics armour design was that it didn&#039;t look retro enough for Fallout, so it&#039;s possible that it&#039;s actually scavenged or stolen Enclave armour (which wouldn&#039;t be a stretch, since the Enclave are also known to have been active in Chicago), and the design was just &amp;quot;retrofied&amp;quot; for its reappearance in Fallout 3. Alternatively, it&#039;s possible that the X-02 was made by hybridising elements of this armour with the earlier Enclave X-01. Bethesda haven&#039;t said anything about the similarity though, possibly due to Tactics&#039; weird place in Fallout canon.&lt;br /&gt;
&lt;br /&gt;
==Raider Power Armor==&lt;br /&gt;
[[File:raider_armor.png|thumb|right|100px|If the T-51b was a Tiger tank, this is an armored car.]]&lt;br /&gt;
&lt;br /&gt;
Raiders in the Commonwealth and beyond have managed to refurbish power armor frames, and by cobbling together scraps of T-45 and T-51 armored suits and scrap parts, this.....thing, was made. Raider power armor is the least versatile &amp;amp; weakest of all the armor types. It&#039;s complete shit against anything that has a caliber above .38 and laser pistols can kill the user within 4-5 shots. Turns out a bunch of drugged-out vindictive assholes who shun society are not the best engineers. [[Orks|Still looks metal as hell though]], and it is still better than even the best non powered armor while being cheap as hell to repair.&lt;br /&gt;
&lt;br /&gt;
Despite how it looks, however, it &#039;&#039;is&#039;&#039; functioning power armor. It’s not very good power armor, but it’s power armor. It’s fully sealed, so it has some measure of environmental protection, the servos work to an extent, and it meshes in standard power armor frames. Yes, this means that a couple of crack-addled junkies are capable of making and maintaining functioning suits of power armor, but a large nation state with an established technology base can&#039;t..&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Gallery =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:99810101076 ArmourThroughAgesNEW01.jpg|The first five Marks through the ages.&lt;br /&gt;
File:Power Armour Components.png|Diagram of Aquila armour components.&lt;br /&gt;
File:Newsletter vision study.jpg|Eternal Crusade concept art. Again, fitting real snugly.&lt;br /&gt;
File:Terran marine cutout.jpg|It actually fits! Still a bit unsure about those hips though.&lt;br /&gt;
File:SST_PA_J.jpg|Japan&#039;s take on the Marauder Suit.&lt;br /&gt;
File:Ghost Bear Elementals.jpg|A Clan Ghost Bear Elemental armor alongside an Elemental out of armor as well as a Kuritan Kishi and DCMS infantry soldier.&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* For the [[Warhammer 40,000|40kekkers]] in the room, [https://www.youtube.com/watch?v=MVubdRyU3Mc an official animation of how Space Marines put their armour on].&lt;br /&gt;
&lt;br /&gt;
[[Category: Weapons]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Armour]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Imperial]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Sisters of Battle]]&lt;br /&gt;
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[[Category: Space Marines]]&lt;br /&gt;
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[[Category: Adeptus Mechanicus]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Adeptus Custodes]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Squats]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Official Space Marine Chapters]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Blood Angels]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Dark Angels]]&lt;br /&gt;
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[[Category: Space Wolves]]&lt;br /&gt;
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[[Category: Deathwatch]]&lt;br /&gt;
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[[Category: Grey Knights]]&lt;br /&gt;
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[[Category: Chaos Space Marines]]&lt;br /&gt;
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[[Category: Chaos]]&lt;br /&gt;
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[[Category: Eldar]]&lt;br /&gt;
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[[Category: Dark Eldar]]&lt;br /&gt;
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[[Category: Orks]]&lt;br /&gt;
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[[Category: Tau]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:6547:7D11:DD59:F542</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Leagues_of_Votann&amp;diff=303029</id>
		<title>Leagues of Votann</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Leagues_of_Votann&amp;diff=303029"/>
		<updated>2023-05-29T06:34:03Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:6547:7D11:DD59:F542: Undo revision 891250 by 217.180.196.69 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{awesome}}&lt;br /&gt;
{{Infobox 40k Nations&lt;br /&gt;
|name=Leagues of Votann&lt;br /&gt;
|image=[[Image:‎NewLeaguetemplogo.jpg|300px|center]]&lt;br /&gt;
|Capital=Decentralized, Greater Thurian League being most powerful&lt;br /&gt;
|Official Languages= Squat Lexicon, High Gothic, Low Gothic &lt;br /&gt;
|Power=Great Power&lt;br /&gt;
|Size=Galactic Core, a third of Segmentum Solar, several thousand Mining Worlds, many Holds of various sizes&lt;br /&gt;
|Head of State=Decentralized, [[Votann|Votanns]] act as Head of State&lt;br /&gt;
|Head of Government=Votannic Councils (Hearthspake)&lt;br /&gt;
|Governmental Structure=Confederated Gerontocratic Supranational Union&lt;br /&gt;
|State Religion/Ideology=Ancestor Worship&amp;lt;br&amp;gt;Achievement Ideology&amp;lt;br&amp;gt;Mercantilism&amp;lt;br&amp;gt;A variation of Familialism&lt;br /&gt;
|Demographic=Kin ([[Squats]], Ironkin, &lt;br /&gt;
[[Imperium|Humans]])&lt;br /&gt;
|Military Force=Kinhost Forces, [[Leagues of Votann Fleet|Prospector Fleets]]&lt;br /&gt;
}}&lt;br /&gt;
{{topquote|Right after Mankind’s colonization of the galaxy came its first true golden age. Reared by machine prophets, the survivors of the Oedipal plagues built civilizations that equaled and even surpassed their Solar forbears.| CM Koseman, &#039;&#039;All Tomorrows&#039;&#039;}}&lt;br /&gt;
{{topquote|Better a soulless clone... than a souled roach.|David Mitchell, &#039;&#039;Cloud Atlas&#039;&#039;}}	&lt;br /&gt;
{{topquote|This is very simple. We don&#039;t want your liver, your coin, or that junk you call technology. We want your world. We want the riches you didn&#039;t even realize you had, and that you definitely don&#039;t deserve. Leave while you have the chance. Or don&#039;t. Either way, we&#039;re coming to claim what&#039;s ours.|Ultimatum delivered by the Cthonian Guantlet Consortium, &#039;&#039;Codex- Leagues of Votann&#039;&#039;}}&lt;br /&gt;
{{topquote|Rock and stone to the bone!| Warchant of the deeprock league}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Leagues of Votann&#039;&#039;&#039; or otherwise known as the &#039;&#039;&#039;Squat Homeworlds&#039;&#039;&#039; (Or if you&#039;re in /tg/; as the &#039;&#039;&#039;Domain of Squats, Squat Territories, [[Dwarf Fortress|SPESS DORF FORTRESS]]&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Deeprock Galactic&#039;&#039;&#039;) is the areas in which one can find our beloved space midgets in the early days of 40k and its current modern reboot. They could also be called the Leagues of Bullshit given how utterly ridiculous their lore is and that their technology hasn&#039;t been ripped from them kicking and screaming (literally). However, these are motherfucking dorfs and squats, so they get a pass.&lt;br /&gt;
&lt;br /&gt;
Back in the [[Rogue Trader (Sourcebook)|good old days,]] the then-named Squat Homeworlds, unlike other Imperial-aligned entities in the galaxy, enjoyed a significant degree of autonomy. Whilst de jure, the Squat Homeworlds were part of the [[Imperium of Man]], de facto as is its own self-sustaining and self-sufficient society unlike places such as [[Ultramar]] or the [[Adeptus Mechanicus]] which has an interdependent and semi-autonomous relationship with [[Terra]].&lt;br /&gt;
&lt;br /&gt;
Of course, we all know how the Squats were Squatted soon after making the debut, with the [[Tyranids]] [[Derp|&#039;&#039;SOMEHOW&#039;&#039; targeting &amp;lt;u&amp;gt;&#039;&#039;&#039;&#039;&#039;only&#039;&#039;&#039;&#039;&#039;&amp;lt;/u&amp;gt; the Squat worlds whilst leaving the rest of the Imperium-controlled space right next door to the Squats largely untouched.]] This is ridiculous when taking into account that the territories of the Squats weren&#039;t some small specks like the [[Tau Empire]], but rather, a significantly large domain that took up half of the entire Galactic core. This is made worse when taking into consideration that [[Lolwut|it was completely out of character for the Imperium to stop and do nothing against such a large incursion of Tyranid forces in an area considered Astro-strategically important for them.]] [[Games Workshop|Games Workshop&#039;s]] [[Fail|shitty excuse/explanation in removing the Squats from canon]] [[Rage|had never really stood well within the community,]] [[RAGE|much less among the Squat players.]]&lt;br /&gt;
&lt;br /&gt;
However, their reintroduction as the Leagues of Votann has somewhat radically changed their origins whilst still keeping some old lore modernised. The &#039;&#039;&#039;Leagues of Votann&#039;&#039;&#039; (also known as the [[Squats|Unsquatted Squats]]) is now a [[retcon|&amp;quot;&amp;quot;new&amp;quot;&amp;quot;]] faction in the [[Warhammer 40,000]] universe. They are gatherings of short abhuman clones called the Kin (more commonly known as Squats by the dirty Necromunda gangers), bound together by the [[Votann]], super-cogitators from the [[Dark Age of Technology]]. Kin originate from far space and no knowledge remains about their origins [[Belegar Ironhammer|though they are increasingly approaching the idea of sending out expeditions rediscovering it]]. Each League has its own Votann, and are organized in strongholds around it. [[Powergamer|They used the data stored to survive among the stars and maintain their culture across generations]]. Of course, since some [[Adeptus Mechanicus|factions]] are touchy about AI, the Leagues are very cautious when dealing with [[Imperium of Man|its closest ally]], hence their secretive lifestyle.&lt;br /&gt;
&lt;br /&gt;
However, because of the [[grimdark|setting]], everything is not that simple. Since Dorf Windows is not regularly updated anymore and issues that have arisen from having remained active for literal millennia, the Votann began to deteriorate. If they want to repair their computer, &amp;lt;s&amp;gt;[[Dwarf Fortress|they must wage war with other shitcoin miners for more processing power]]&amp;lt;/s&amp;gt;, the Kin have to once more brave a galaxy full of danger. Aside from that they have a culture valuing wasting nothing, which is a fun way of saying they drain suns of energy and cooled minerals and at best economically enslave indigenous groups while at their worst they’ll mine your planet to dust around you and respond to resistance with military force. Imagine if Italian Corporatists, the Monopoly Man, and the Evil Mining Heads in fiction were merged with the seven dwarves. &lt;br /&gt;
&lt;br /&gt;
==Rogue Trader Era Fluff==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Given the sheer extensive history between the old and the new. This section will contain all the fluff from the old Rogue Trader days. For the sake of preventing page bloat, this entire section will be put in a collapsible page.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===Historical Overview===&lt;br /&gt;
[[File:Squat-logo_banner.png|300px|right|thumb|The original emblem of the squats]]&lt;br /&gt;
&lt;br /&gt;
The Squat Homeworlds were all worlds filled with rich mineral resources, which led the Human ancestors of the Squats to lay down, settle and mine the shit out of. Most of these were located within the galactic core where unique and rare minerals were found in abundance in exchange for being sterile and barren of life of course. But for the early Human colonists, it was a gold mine as [[Terra]] ran out of all of its resources, so the search for raw materials was needed. Their planet&#039;s gravity is great, usually two or three times that of Terra. Their atmospheres are either thin or non-existent. Even those planets with atmospheres are blasted by tremendous storms. But hey? Who gives a shit about all of that when you have all the resources to make you rich, and rich the Squats got.&lt;br /&gt;
&lt;br /&gt;
Like the Gulf States, the Squats quickly took a monopoly on these minerals and started to get wealthy, and with money comes an increase in development and technological advancements. These planets became Mining Worlds and with the coming [[Age of Strife]], the Squats got themselves the good end of the stick by both inhabiting hostile worlds and cranking up the technological kazoo when the rest of humanity plunged into a galactic-wide [[shitstorm]]. &lt;br /&gt;
&lt;br /&gt;
Squat history can be split into several eras.&lt;br /&gt;
&lt;br /&gt;
====Age of Founding====&lt;br /&gt;
&lt;br /&gt;
The first is the Age of Founding, which is the Squat equivalent of the [[Dark Age of Technology]]. This is not technically the first period of the Squats as they had yet to evolve, but it is the time of the founding of the colonies that would become the Squat Homeworlds. Almost twenty thousand years ago contact between these planets and Terra was almost continuous, testament to the importance of these colonies. Terra also kept the worlds well supplied with that which they could not produce for themselves in adequate amounts, primarily food. This period lasted until the [[Age of Strife]].&lt;br /&gt;
&lt;br /&gt;
====Age of Isolation====&lt;br /&gt;
&lt;br /&gt;
The Age of Isolation corresponds with the earlier part of the Age of Strife - around eighteen thousand years ago. The galactic core was cut off from the rest of human space by the devastating Warp storms of the Age of Strife. Many worlds were swallowed by the Warp and disappeared forever, others were trapped in stasis and became lost. Most survived although they were separated from Earth and all contact was lost with the rest of the galaxy. During this time of isolation and danger the Squat worlds still in contact with each other began to organize for their mutual defense. It was at this time that the Squats began to refer to their worlds as the Homeworlds.&lt;br /&gt;
&lt;br /&gt;
The Homeworlds remained isolated for thousands of years and their inhabitants learned to survive in a universe that was becoming increasingly hostile. Those that survived grew and prospered. Settlements were enlarged and fortified into impregnable Strongholds. They soon developed alternative technologies to make up for the lack of supplies from Earth.&lt;br /&gt;
&lt;br /&gt;
During the isolation the complex system of Engineer Guilds developed. These Guilds were responsible for preserving technical knowledge and skills as well as training technicians, miners and other specialists necessary for the Strongholds. The Guilds transcended the Strongholds, allowing every Stronghold to benefit from the preserved knowledge as well as new advances in technology.&lt;br /&gt;
&lt;br /&gt;
During this age the Leagues first began to develop from Strongholds allied for trading and defense purposes.&lt;br /&gt;
&lt;br /&gt;
====Age of Trade====&lt;br /&gt;
&lt;br /&gt;
The Age of Trade took place during a slight abatement of the warp storms during the Age of Strife and led to the Squats encountering other races, including [[Orks]] and [[Eldar]].&lt;br /&gt;
&lt;br /&gt;
At the beginning of the Age of Trade, some strongholds were attacked, but the aliens quickly realized that the Squats [[RIP AND TEAR|were armed to the fucking teeth and prepared to go down fighting]], and that trade was a more practical arrangement. [[Just As Planned|The Squats took full advantage of their tremendous mineral wealth, which they traded for weapons, foodstuffs and high-technology systems.]] To this day, Squat hydroponic plants, [[Heresy|developed with Eldar help]], are among the most efficient food sources in the Imperium. The Squats remained carefully neutral in the numerous conflicts between Eldar and Orks, maintaining trade links with both sides. There were inevitably small wars from time to time, but for the most part the Squats&#039; complex structure of treaties and trade agreements maintained a stable peace.&lt;br /&gt;
&lt;br /&gt;
====Age of Wars====&lt;br /&gt;
&lt;br /&gt;
The Age of Trade lasted for nearly three millennia, but finally collapsed when an enormous Ork battle-fleet, under the command of Grunhag the Flayer, attempted a full-scale invasion of the Homeworlds. Losses on both sides were astronomical, with vicious tunnel-fights through the mine workings and bloody pitched battles in the Squats&#039; underground settlements. The Squats appealed to their Eldar trading partners for help against the invading Orks, but none was received.&lt;br /&gt;
&lt;br /&gt;
The Age of Wars, as it became known, is regarded by the Squats as the blackest chapter in their history, and the double betrayal by Orks and Eldar gave rise to a cultural enmity which still persists. Many strongholds were wiped out by the Orks, and the traditional epic ballad known as The Fall of Imbach commemorates one such destruction. Even today expeditions are mounted from the Squat Homeworlds in search of lost strongholds, and these expeditions are often accompanied by Adeptus Mechanicus priests, eager to rediscover lost Squat technology to [[Blood Ravens|&#039;burrow from&#039;.]]&lt;br /&gt;
&lt;br /&gt;
====Age of Rediscovery====&lt;br /&gt;
&lt;br /&gt;
The Age of Rediscovery was the most recent phase of Squat history, corresponding to the Great Crusade and the current Age of the Imperium. As the Imperium recovered from the Age of Strife and began to reunite the scattered worlds of humanity, the Squat Homeworlds were rediscovered and contact with the Imperium was established.&lt;br /&gt;
&lt;br /&gt;
The Imperium found that a distinct culture had developed on the Homeworlds, and that the Squats had moved outwards through the galaxy, extending their domains. Often they settled harsh planets similar to their own Homeworlds, but they also occupied more conventional worlds able to support normal Human civilization.&lt;br /&gt;
&lt;br /&gt;
====Age of the Imperium====&lt;br /&gt;
&lt;br /&gt;
The current phase in Squat history. It essentially details the various treaties between the Squats and the Imperium.&lt;br /&gt;
&lt;br /&gt;
The experiences of the previous millennia has left the Squats with a strong sense of cultural unity and a fiercely independent nature, and instead of rejoining the Imperium as subject worlds, the Homeworlds negotiated a series of treaties which enabled them to keep their independence. The racial character of the Squats - hard-working, tenacious, honorable, and inimical to alien races - was almost perfect from the Imperial point of view, and the Imperium was content to allow them a great degree of self-government.&lt;br /&gt;
&lt;br /&gt;
A detailed description of their relationship can be read below.&lt;br /&gt;
&lt;br /&gt;
===Squat-Imperium Relations===&lt;br /&gt;
[[File:Squat-homeworlds-800px.jpg|480px|right|thumb|Galactic map of the Squat Homeworlds.]]&lt;br /&gt;
First contact with the Squats by the Imperium began during the [[Great Crusade]] as the Emperor&#039;s forces reached the worlds near the galactic core. Many of these worlds were the Squat Homeworlds and, Squats being Spess Dorfs and Spess Dorfs being just regular Dorfs with tech, conflict became inevitable. Suffice to say, the [[Space Marine]] legions [[Rape|got their shit kicked in]]. Who would have wondered, that 8-foot tall supersoldiers would have trouble trying to fight in 5-foot by 5-foot tunnels with no cover whatsoever. Here&#039;s a fun hint, Empy&#039;s forces got creamed so hard it led directly to the development of the Mark 3 [[Power Armor]].&lt;br /&gt;
&lt;br /&gt;
The Emprah with all his infinite wisdom, decided that being on friendly terms with midgets all armed with D-Cannons and rapid-firing plasma machineguns is probably a good idea rather than engaging a war that might as well be the Imperium&#039;s Vietnam. So a treaty was signed to sweep the whole &#039;first-contact shenanigans&#039; under the bus and get back to business.&lt;br /&gt;
&lt;br /&gt;
The Squat Homeworlds as aforementioned, have long been part of the Imperium, but enjoy a level of autonomy greater than the ordinary self-governed Imperial world. Hell, the Squats are so autonomous that not even the [[Administratum]] can touch them. Instead, Squat Homeworlds are ruled by strongholds of leagues.&lt;br /&gt;
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Nonetheless, the Homeworlds, while governing themselves without interference from the Adeptus Terra, are expected to follow Imperial policy on wider issues. Both the Imperium and the Squats benefit from this arrangement: the Homeworlds provide troops for the [[Imperial Guard]]. The Imperial Guard also provides military support to the Homeworlds when necessary, as they would any other threatened Imperial worlds (Space NATO). Additionally the Squats trade their mineral wealth exclusively with the Imperium in return for some sweet, sweet moolah. The [[Adeptus Mechanicus]] are highly interested in the Squats and the Homeworlds for several reasons: Squats possess a high level of technical expertise which seems to come naturally to the race. Additionally, the Homeworlds as a whole possess the greatest amount of surviving [[STC]] equipment in the Imperium. The Squats are said to allow the Adeptus Mechanicus free access to Squat technology. However it is also said the Squats keep their technology from other races, regarding the Adeptus Mechanicus as little more than sorcerers mired in superstition.&lt;br /&gt;
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The relationship between the Homeworlds and the Imperium is therefore generally peaceful, although through history has been punctuated by bouts of war and bitterness. The Squats and the Imperium trade to their mutual benefit. Both races also share many enemies, especially [[Orks]], making it in their best interests to cooperate. The Squats do not follow the Imperial Cult, rather they revere their ancestors. Squats fighting alongside the Imperial Guard often adopt the Emperor into their beliefs, as a guardian of their ancestors.&lt;br /&gt;
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Squat technology is based upon the heavy mining equipment they brought with them to the Homeworlds. During their isolation from the rest of humanity they adapted it for other uses, notably exo-armour which was engineered from heavy mining suits. Squats continued to innovate and invent while humanity sank into a Dark Age. As a result, the Squats have developed technologies such as [[Wat|neo-plasma]] and warp cores far in advance of anything the Imperium owns. Some Squat technologies were absorbed into the Imperium, especially tunneling vehicles and weaponry such as the [[Tunneling Transport Vehicles#Termite|Termite.]]&lt;br /&gt;
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===Strongholds===&lt;br /&gt;
Strongholds are Squat settlement centres. They were generally founded during the original colonisation and those produced later are known as &#039;&#039;Newholds&#039;&#039;. Strongholds also often join together under Leagues to form defensive pacts.&lt;br /&gt;
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Generally a Stronghold develops around a mine and its associated living quarter although some later developments were not associated with mining. A hereditary Lord ruled each stronghold and was protected and supported by the [[Hearthguard]]. The [[Hearthguard]] were the elite of a Squat army and the servants to the Lord while also protecting the Lord when he went to war. Each Stronghold had a group of [[Squat Trooper|Brotherhood or War-Brethren]] which formed the core of the Squat armed forces for the Stronghold. Every Squat had an obligated 30-70 year service period although they may not be called upon to fight until they had sired two sons and raised them to maturity. This helped protect the continuity of the race from the Stronghold&#039;s military activities. A Squat could then retire from active duty with his honor and probably some wealth and take up a position of responsibility in his family&#039;s business.&lt;br /&gt;
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The Brotherhood was often also seen as a mercenary force. In times of peace warriors were traded for resources to either fight for the Imperium or for other strongholds. Another member of the aristocracy was the [[Squat Warlord|Warlord,]] a close relative of the Lord who was there to be placed in control of the Brotherhood in order to prevent Lords from wielding too much power and sending their troops into battles they should not be fighting. Other Lords would send their Brotherhoods on expeditions which range from locating other ancient and lost strongholds to a campaign against an alien race or piracy. Some Brotherhoods had totally turned to piracy and become known as Squat Reavers. When they returned to their stronghold they distributed the booty between the pirates and the Lord of the Stronghold.&lt;br /&gt;
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Squats had a requirement to provide forces for the Imperial Guard and this often took the form of a detachment of the Brotherhood.  &lt;br /&gt;
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===Leagues===&lt;br /&gt;
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So what are Leagues? Well, in a nutshell, they are groups of strongholds working together for a common purpose - usually mutual defense - trade or dealings with the Imperium.  Leagues varied greatly in size, the smallest consisting of four Strongholds and the largest consisting of over three thousand. The League of Thor was the most powerful and influential, including over 300 strongholds. The League of Norgyr was the league closest to Holy Terra. Now, under the new lore there exists the [[Leagues of Votann]], each formed around a [[Votann]] ancestor core. Votann-equipped leagues seem to be the only survivors as full scale polities in the Imperium, but at least some clans are known to have survived, usually working as engineers, miners and mercenaries.&lt;br /&gt;
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A League usually encompassed the Strongholds on more than one planet with the latest extant being 700 known Leagues total. Each League was led and dominated by a single Stronghold. As some Leagues were virtually nations with distinct cultures, Squats often identified themselves with the League their Stronghold belonged to.&lt;br /&gt;
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The Squats had a strong sense of mutual preservation, as it had been known for rival leagues to go to war with each another. Such occasions could lead to lasting enmity, as Squats were inclined to remember deeds of infamy for many generations much like the Book of Grudges from [[Warhammer Fantasy]]. The League of Thor and League of Grindel fought an unusually bitter war around 2,000 years ago when settlers from both sides clashed over the exploration of the Lost Stronghold of Dargon. The war that followed resulted in the destruction of several Strongholds and many key victories for the League of Thor including the capture of two other Leagues. Peace only came with the huge Ork invasion of Grunhag the Flayer which obliged all the Leagues to unify against their mutual foe. Although the war ended with the rout of the Orks, the two Leagues remained distrustful rivals and both sides considered the other side owing them debts of blood and honor. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Reboot Fluff==&lt;br /&gt;
This section details the new and updated fluff from 2022 onwards. This deals with the Leagues and their similar but new background for the modern 40k narrative.&lt;br /&gt;
===History===&lt;br /&gt;
[[File:Votann meeting.jpg|500px|thumb|right|[[Star Wars|200,000 clone units are ready with a million more well on the way.]]]]&lt;br /&gt;
Even though the oldest living Kin don’t remember what their earliest days were like, some undeniable “First Truths” remain constant in the Votanns’ data tracks. One such truth is that the First Ancestors departed from ancient Terra prior to the Unification Wars to harvest the untold riches of the galaxy with the first holds being settled near the galactic core. What became of these Ancestors is unknown, but curiously when the Ancestors begun to fade away…the Votann are first mentioned.&lt;br /&gt;
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A second First Truth is that the Kin have always been a cloned people. The Ancestors used genetic systems called “cloneskeins” to [[Transhumanist|manipulate and modify their race’s molecular structure]], and continue to define their overall division of labor. Over time the Kin became squatter, denser, and stronger, growing no more than five feet tall max. They’ve even been able to artificially neuter their [[psyker|psychic]] footprint to avoid the attention of [[Chaos]], in a not too dissimilar fashion to how the [[Tau]] souls work. Other examples of this engineering can be seen in the Hearthkyn Warriors, who often are also engineered with particular cloneskeins that allow them to specialise in combat – heightened senses, improved stamina, and the ability to see better in the dark, to name but a few. In contrast, others augment their bodies for battle with mechanical limbs and synthetic organs, with members of the powerful Cthonian Mining Guilds being noted as extensive users of these body modifications. This is not that unexpected as that particular guild (which is noted as being a particularly extreme embodiment of the usual belligerent acquisitiveness of the Kin) is willing to fearlessly locate, secure, and harvest resources for their race from environments so dangerous that even other Kin would balk at their hazards leading to a need for extensive augmentation on their part. Because of all the above, some fans are now speculating that GW is tying the [[Men of Stone]] thread to the modern Squat civilization (either to the Squats themselves or to the Votann) given the [[Men of Gold]] and [[Men of Iron]] have already been speculated to be [[Perpetual]]s and [[Machine Spirit|abominable intelligence]]. It is also revealed the Leagues also have the “Iron Kin,” their fully-mechanical and true AI robot social class, who were designed with a prerogative to help their meaty cousins. This along the mention in some Kin myths of a “group of gleaming golden figures” relative to the first Votann (sometimes referred to as the the Gilded One), means this theory of the Kin being the Men of Stone could bear all the more weight. &lt;br /&gt;
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At some point during the reconstruction after the Horus Heresy, the ancestors of the Ironhead Squats arrived from the Leagues to help with rebuilding efforts on Necromunda. However they somehow lost their Votann ancestor core in the process and so they ended up having to stay on the world long after the rebuilding was done so they could try and track it down, a search which still continues to this day and has resulted in them regressing technologically in the mean time. Maybe someone should tell them to go search Van Saar&#039;s basement. &lt;br /&gt;
On many other Imperial worlds, the Kin have even been states to show up in pre Imperial records, truly showing that the Leagues are a deeply ancient set of orders with even deeper roots that spread all across the galaxy.&lt;br /&gt;
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With the formation of the Great Rift, the Leagues had lost a few holds and trade routes, pressuring them into expanding and gaining new trade routes, endorsing new colonization efforts, and slowly withdrawing from their semi isolated state. &lt;br /&gt;
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During the events of the Arks of Omen, Ark Infernal Threnody was ruthlessly picked apart and dismantled by the Kronus Hegemony league after a failed voyage into the galactic core. Around the same time, one of Abaddon&#039;s battlefleets under Lady Maeve of House Grendyl, arrived in the Polyhadra system with the expectations of easily conquering a world and acquiring a key fragment from the hands of a ramshackle Ork empire. The Greater Thurian League had instead long beaten them to the punch, to the point of having a thriving enclave in the system. Anything resembling ork occupation was reduced to wreckage bolts floating in the void, and the world they sought for was long sliced apart by the Kin. The key fragment itself had already vanished into the churning machineries of the Kin&#039;s colossal mining ships, with the fragments psychic spoor leading into the galactic core. Before she would pursue the fragment however, Maeve&#039;s twisted honor code demanded she punish the Kin for their interference. And soon, savage battle raged across every surviving world in the Polyhadra system.&lt;br /&gt;
There were also Kin mercenaries contracted by Indomitus Fleet Quartus that immediately fled after the murder curse was unleashed.&lt;br /&gt;
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===Culture===&lt;br /&gt;
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[[File:1657022781779.jpg|300px|thumb|right|&amp;quot;GET IN MAH BELLY!&amp;quot;]]&lt;br /&gt;
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{{topquote|So, we&#039;re talking about space dwarfs who need more RAM for their gods?|Anon}}&lt;br /&gt;
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In the modern day of the 41st Millennium, the culture of the Kin seems very egalitarian, with no distinction between male, female, machine or otherwise amongst its members. [[Greater Good|United in the guidance of the Votann, the Leagues of the Kin operate with seeming unity, with the Kin working in unison for the betterment of their Kindreds, or so it would appear to outsiders.]] The truth however is a little more complicated than that though.&lt;br /&gt;
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The Leagues are semi unified conglomerates of  &amp;quot;family states&amp;quot; (a cross between nation states and extended family) called Kindreds, guilds, Freelancers, and kinhost armies. While the Leagues are very communal and chummy with their fellow kin, this does not stop the dark influences of a past long gone from seeping into their civilizations. &lt;br /&gt;
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Entire planets and even systems with ecosystems and civilizations stripped to the bone, regardless of the ethics. Global magna extraction and tectonic delving allows the Kin to harvest whole worlds, populated or not. Evacuation may be offered, but not always. Ferocious competition between Guilds and freelancers, who have taken on the mantle from dark age corporations, merc groups, independent contractors, and cartels and follow the philosophy of &amp;quot;When someone has what you want, why not take it.&amp;quot; While the Kin do live to serve their fellow kin, their societies, and their ancestors, they are also filled to the brim with society-wide greed and hunger. As individuals, they may or may not have such hungers, but as communities they will devour entire worlds. Not even the universe itself will be enough for their wants. Negotiation is an alternative when dropping anchor and starting the harvesting would incur more cost in resources from defeating local resistance than a contract would entail, and the Kin have relocated species, traded technology, or taken more careful approaches to resource collection (read: not just shattering the planet and picking through the space dust for the minerals) in the past. &lt;br /&gt;
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This does not mean they are the type to cut corners. Far from it. [[Grungni|Like their many Dwarven counter parts in other media, one of the things they appreciate is fine ass Craftmanship]]. No planned obsolescence, shoddy piss water, and easy to break communicators here. Only the best in quality is acceptable (or at least, the best they can make). And this is not even such a difficult feat for them. High quality mass produced goods is the norm for League society, with their high technology and industrial society. Many of their holds are even live-in factories, constantly churning out master crafted items at a constant pace. The Leagues overall conduct resource extraction, industry, and technology developments on a vastly larger scale, making the Imperium look puny in their developments by comparison. And unlike the imperium, they don&#039;t dig for the ore required, wasting time and lives (unless of course they actually have to occupy a world, then they&#039;ll mine, extract, manufacture, and bunker down to their hearts content on whatever occupied planetary body they are on). The Kin instead sees that whatever asteroid or world they are working on can just be torn apart, and the remnants plucked out the wreckage&lt;br /&gt;
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But despite all their comforts, riches, and conveniences, they are still a hardy people who revere their ancestors and promote the importance of sacrifice throughout their society, willing to do whatever is needed for their Kin and ancestors.&lt;br /&gt;
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===Morals and Virtues===&lt;br /&gt;
{{topquote|The stars are ours, bequeathed by the ancestors to us millennia ago. It is our duty, to all those who came before us, to reach out into them and stake our claim. No other race can fashion their resources into the technological marvels we can. It is a waste of their potential for any others to possess them.|Brôkhyr Iron-master Tôryk Farstrydd}}&lt;br /&gt;
The Kin are a highly conservative race who are extremely focused on preserving their territories and secrets, as well as the survival of their entire species. This is the primary driving motivation for the majority of all Kin. They can be implacable enemies and valuable allies, but securing their aid, let alone getting them to change their minds on a subject, is fairly difficult. If they deem the motivation of another group to go against their interests, they will be more likely to treat them as foes rather than make friends. &lt;br /&gt;
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The ancestry of the kin as void-bourne miners has led them to develop an unforgiving moral code. They have no tolerance for laziness, wastefulness, or incompetence. In the cold darkness of space, a filter changed too late, a weak seam missed, or a leaking water tank could kill an entire crew. Despite all their technology, the Kin have retained this perfectionist worldview, and such behaviors are treated as deadly sins. Furthermore, the Kin have adopted an extreme survivalist mindset. Leaving resources unharvested is seen as another form of waste, and they would would rather pause to strip a stellar body bare than leave it behind for someone else to find. This has gained them a reputation as selfish hoarders among some other species, but for the kin its simply prudent.&lt;br /&gt;
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The Kin prize efficiency, and this can be seen in the way they coldly and quickly dispatch targets on the battlefield. [[Book of Grudges |Yet, paradoxically, they will go to extreme lengths in an effort to settle a grudge, as happened during the Five Hundred Years&#039; War against Waaagh! Morbok. The Kin don&#039;t see this as a waste, as leaving a particularly hated or dangerous foe alive is not only a danger to the entire race but an affront to the ancestors.]] While far less touchy than [[The Grudge Of Drong|their Fantasy kin can be]] the key to surviving with the Kin is to [[Thorgrim Grudgebearer|offer enough resistance to be worth talking to]] but [[Ungrim Ironfist|not successful enough to warrant permanent deletion from the universe.]]&lt;br /&gt;
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The Kin are natural explorers, and their culture compels them to return new information to the Votann. The Hernkyn fulfill this duty by plunging into the dark and undiscovered portions of the galaxy. These acts allow the Kin to find new resources to exploit as well as threats to neutralize before they become a danger. Others travel beyond the Galactic Core in search of opportunities for trade or profit.&lt;br /&gt;
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The Kin&#039;s hatred of wastefulness means they see preserving ammo as a priority. As such, weapons such as the HyLas Rotary Cannon, which consumes a vast amount of power to use, is only given to the most trusted Hearthkyn.&lt;br /&gt;
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===Technology===&lt;br /&gt;
{{topquote|I saw their ships grind up an entire asteroid cluster in a few hours. I&#039;ve seen them reduce stars to nothing but the echoes of once-existent radiation. Before my eyes have their armies boiled up Ork tribes, cultist hordes and Tyranid swarms. Yet there is one thing I cannot understand - what in the Emperor&#039;s name is it about their systems that lets them tolerate Brü without chucking it all up again? One sip made me feel as if a super-heavy tank was driving over my stomach.|Some Rogue Trader}}&lt;br /&gt;
Let&#039;s not beat around the bush here; League technology is almost always a clear upgrade over the Imperium. While they didn&#039;t retain everything after the collapse of the golden age, they kept far more than their Imperial counterparts, to the point where they can at least echo DAoT society and its tech. While much of the Leagues&#039; tech is reminiscent of the Imperium&#039;s in form and function, it is generally far more advanced, reliable and ubiquitous.&lt;br /&gt;
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Kin gene-technology allows them to make stable mutations, psykers and even alter their souls. [[Cyberpunk|Cybernetic implants and genetic modification is the norm; advanced helper AI citizens walk the streets as equals.]] They have [[T&#039;au|advanced ion weaponry]], something that terrified the shit out of the Imperium to the point where they just straight up [[Derp|banned it.]] Their guns hit harder and faster, so that even their basic infantry can prove to trouble for your average space marine. And unlike the Imperium&#039;s physically and politically unstable hive worlds with their overcrowded, polluted and crime-ridden hive cities, the League&#039;s Holds should be considered closer to actual fortified arcologies. Agri-worlds? Why grow your food using primitive farming methods when you could just grow your [[Meatbread|foodstuffs]] in factories, labs and indoor facilities?&lt;br /&gt;
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[[Doom|Even Chaos avoids their territory.]]&lt;br /&gt;
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Much of the kin arsenal makes use of exotic material not found outside the galactic core. This includes extremely hazardous materials like dark-star ore; the universal dampening field the material emits can halt all mechanical and organic functions making [[Grimdark|even the mildest of wounds lethal]]. Because of its inherent dangers, the material is mined and shaped with exceptional care and only wielded by those who can be trusted with such [[Plasma|tactically valuable yet dangerous weapons]]. Even their teleportation technology is almost flawless, standing in stark contrast to its incredibly risky Imperial counterpart and allowing Kin to be deployed [[Reasonable Marines|safely and tactically]].&lt;br /&gt;
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Many kin weapons are augmented with HunTR modules, which connect to their neural implants to help [[Ork Snipers|bring about the best possible firing solutions.]] Their Brôkhyr have mastered the manufacturing of focusing lenses and other components necessary to produce a sustained stream of energy, leading to focused beam technology that can be used on and off the battlefield, such as their mining and excavation industries. Their exclusive Volkanite weapons are similar to imperial [[Volkite Weaponry|Volkite]] (and may even be closer to the &#039;&#039;original&#039;&#039; technology), with the key difference that they appear to be [[AWESOME|not only more powerful but also more common.]]&lt;br /&gt;
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Ancestor Cores are so [[Bear Lore|big-brained]], in fact, that they actually shine in the warp, fulfilling a similar role to the astronomicon (albeit on a far smaller scale). The Leagues&#039; warp drives and gellar field are also superior to those of the Imperium, but since they don&#039;t dive quite so headlong into the Warp their ships are generally slower than their Imperial counterparts. However, the kin&#039;s methods of warp travel are far safer and more predictable, which they feel outweighs the slower travel speed. And their ships are FUCK HUGE, to the point where they [[Dwarf|dwarf]] even the largest of the Imperium&#039;s interstellar vessels.&lt;br /&gt;
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Shielding developments are also prevalent in the physical realm. Unlike conventional [[void shields]], weave-field generators employ techniques to overlap differing energy fields, interlocking over a range of frequencies and exotic energies. Weave field generators are compact, efficient and scalable, and can be used either as personal shields or projected onto entire areas, the latter of which which is useful for mining.&lt;br /&gt;
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Other amazing devices include pan-specular scanners, which allow the Kin to find an enemy’s location not just physical objects, but through the warp. Even the most terrifying of galactic phenomena are reaped through atom-delving and transotheric resubstantiation; [[Tyranids|stellar siphons drain the stars themselves, as the cthonic mining guilds take whatever resources they need.]] They can even [[Necron|move entire planets.]]&lt;br /&gt;
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Unfortunately, despite holding on to far more dark-age technology than most of humanity&#039;s other splinters, what the Leagues did lose was typically their knowledge of [[Golden Throne|how to make and maintain the really good stuff]] - things like the Votann themselves. Due to this, while they&#039;re closer to the technological pinnacle of dark-age humanity than the Imperium, the ongoing decay of the Votann cores threatens to sink them back to levels similar to their emperor loving cousins, while already slowing down much of their R&amp;amp;D to a crawl. As a result, they are stuck behind the Eldar and the Necrons technologically. But hey, at least they aren&#039;t on the Imperium’s level of decay, and are straight the Tau&#039;s supplier of Ion weaponry and other technologies.&lt;br /&gt;
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Ironically, in comparison to both the adeptus mechanicus and their [[Thorek Ironbrow|Fantasy Counterparts, the Kin don&#039;t have a cultural problem with innovation and research,]] but rather a technical one thanks the Votann decaying and overloading. The traditions of the kin can be traced back to the dark age of technology, a time that was stated to have science as its god. As a result, their traditions call for more innovation and development, not less. Stubborn in favour of progress, not stagnation.&lt;br /&gt;
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They also have variety of beverages called Brü, which range from mainstay nutro-rations for soldiers and miners, to [[Josef Bugman|devastatingly alcoholic recreational beverages]]. None are recommended without a Kin constitution.&lt;br /&gt;
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===Aspects of League society===&lt;br /&gt;
*&#039;&#039;&#039;Leagues:&#039;&#039;&#039; Conglomerates of family states united for better economic and defensive potential. Competitive, but not to the point of self destruction and to the point where it gets in the way of productivity. Looks down on the Imperium, but trades and sometimes even works with them. Distrusts the Eldar because they are entitled bastards who are bad for business. Some are business partners with the Tau and gives them ion guns and other goodies. Loves their Votann to point of self sacrifice. Their numbers greatly outnumber the populations of the upstart tau and the dwindling Aeldari, yet their population is still far fewer than the Imperium&#039;s obviously (they are still described as having formidable and vast interstellar empires however). Loves their Galactic core due to its crazy amounts of wealth and minerals, and it being quite inhospitable to the other races but quite comfy for the Kin, as they were made from the beginning to live in it. There is no exact number of known Leagues, as the Kin see no use in keeping track of all of them. Can often be in nomadic fleets or living in spacefaring holds. Currently trying to fix up their broken trade routes after the Great Rift appeared. The Leagues are named in honour of the Votann themselves, who are also known variously as the Primal Ancestors, the Gilded Ones, or the Stoneminds. In some Kin myths, Votann was not one being but many, and is sometimes depicted as a group of gleaming golden figures, or a wheel of graven stone faces. In other myths, the Votann fashioned the first crucibles, then raised the Kin up and sent them sailing into the dark void - before oceans of fire and flesh rose to swallow the. Some myths speak of Votann as eldest and wisest of the First Ancestors, themselves shadowy presences ill-defined and shown in many different forms - both humanoid and otherwise - where they are depicted at all. With typical pragmatism, the kin accept that their myths are too contradictory, allegorical, and suspect to be cited as possessing a definite basis of fact.&lt;br /&gt;
*&#039;&#039;&#039;First Ancestors:&#039;&#039;&#039; The DAOT colonists (engineers, miners, etc) who journeyed to the galactic mineral-rich core in generation ships as part of a large colonization effort from old Terra. The first ancestors are cited to be agents of change, and held responsible for the majority of the stable mutations - collectively known as cloneskeins - that run through the kin gene pool. Why did they not return to the heartlands of their race is unclear. From the fact that so many Kin fleets plunged into the galactic core within a period of only a few centuries, it might be inferred that a deliberate choice was made. It is during this period that the last references to the first ancestors can be found. Not much else is know about them besides the fact they disappeared when the Votann first appeared...&lt;br /&gt;
*&#039;&#039;&#039;[[Votann]]:&#039;&#039;&#039; Super-cogitators, which contain Gestalt repositories of unimaginable inherited wisdom and knowledge, along with [[Spirit stone|Ancestor Cores]] with their self-organizing datastacks and quantum infocores. They communicate with the Kin via a tangle of arcane technology called a &amp;quot;Fane&amp;quot; and through the special class of Kin psyker priests called the Grimnyr. All members of the Leagues after they pass on are returned and recycled by the ancestor cores in somber ceremonies, both mind, and body. Even the ironkin are not immune to this fate, as while they are long-lived, they will eventually slow down to a crawl and breakdown. The minds and uploaded data are kept in the Votann, while the bodies are recycled to make new kin. They are currently breaking down and developing [[Machine Spirit|&amp;quot;personalities&amp;quot;]], with calculations that normally took hours taking decades, if not centuries to complete. However they can still be modified by the Kin (often at the Votann’s request). Curiously, they also serve another purpose of acting as mini [[Astronomican|Astronomicans]] for the Leagues, due to their vast intellect literally shining in the warp. Has been stated that the &amp;quot;Votann belong to the Kin as Kin belong to the Votann&amp;quot;. Often act more like advisors and repositories (none of them have been leaders). Due to their degradation and age, some of the Votann have even lost the ability to produce more Kin (Brokhyrs and Ironkin Guilds can produce more ironkin, but they are of lower quality than what the ancestors could create). The ancestor cores have also been stated to have been on the first generation ships.&lt;br /&gt;
**&#039;&#039;&#039;Fane:&#039;&#039;&#039; The grimnyr interface in Arcane technological structures called Fanes. A space of timeless devices and quiet contemplation, at the heart of which lies a complex tangle of machinery that is part altar, part interface. It is said that these machines were simply nodes through which the wisdom of the Votann flashed with the speed of thought from one voidcraft to another. They still fulfill this practical purpose. Culturally though, Fanes have taken on a greater spiritual significance to the Kin, so that now they are viewed as places where one stands in full regard of the Ancestors, and where the presence of the Votann lies heavy and Sombre. Indeed, through arcane technological processes that even the Kin do not fully understand, there have been instances recorded of fanes miraculously developing artificial intellect in their own right, and joining the ranks of the Votann themselves. These occurrences of miraculous self awareness are cause for great honour and celebration amongst the Kin in whose Hold they occur. By comparison though, more than one Votann has degenerated in recent centuries until they have become little more than Fanes themselves. To witness such a decline is a terrible tragedy for the Kin.&lt;br /&gt;
*&#039;&#039;&#039;Grimnyr:&#039;&#039;&#039; Kin psykers that wield massive amounts of power. Capable of accessing &amp;quot;empyrically archived&amp;quot; Votann wisdom. They are probably deeply tied to the Votann and represent them in their wing of the Leagues governments. &amp;lt;s&amp;gt;Probably&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Definitely&amp;lt;/s&amp;gt; confirmed to have very long beards.&lt;br /&gt;
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*&#039;&#039;&#039;Votannic Council:&#039;&#039;&#039; A League’s ultimate ruling body. Stubborn, and are slow to change their minds or come to decisions. Elections in the Leagues generally are extremely heated. Needed for full on wars (local conflicts excluded). The Votann are generally treated as part of the council, and they and their Grimnyr often serve as advisors. Every Kindred governs itself in a huge spherical chamber known as the Spakerönde. The ruling councils are called Hearthspake. The Hearthspake sees little of the politicking or self interested maneuvering that typifies man species political arenas. The Kin might be hard headed, but they are almost always earnest and honest in their desire to guide their kindred well.&lt;br /&gt;
**&#039;&#039;&#039;Guild Masters:&#039;&#039;&#039; Guild Leaders who have worked their way up through the Leagues meritocracy. Note that there can be multiple guild masters on the council.&lt;br /&gt;
**&#039;&#039;&#039;Brôkhyr Forge-Master:&#039;&#039;&#039; The absolute cream of the crop from the forges of the Leagues, they not only have proved their ability to create technological marvels,but over see their development as well. They also bring the fury of the Forge to the battlefield, delivering council to the warriors on the field as well.&lt;br /&gt;
**&#039;&#039;&#039;Lord Grimnyr:&#039;&#039;&#039; The ultimate representative of the Grimnyr, who embodies wisdom, guidance, and insight. The Lord Grimnyr acts as the voice of the Votann itself, acting as a walking conduit for both their lore and gestalt might. This role is not purely a ceremonial or advisory role, for it is incumbent upon the Lord Grimnyr to walk the battlefield as the eyes, ears, and voice of the Votann, dispensing wisdom to friends and allies, and unleashing the wrath of the Ancestors. It is not known how they are selected for the position.&lt;br /&gt;
**&#039;&#039;&#039;High Kâhl:&#039;&#039;&#039; The ultimate military commanders of the kinhost militaries. To be named High Kâhl is both a tremendous honour and a awesome responsibility. To be elected a High Kâhl, the incumbent must go beyond just a tremendously capable warriors ,and a indomitable battlefield leader. They must master the cruel calculus of war itself.&lt;br /&gt;
*&#039;&#039;&#039;Kindreds:&#039;&#039;&#039; A combination between nation state and extended family, essentially the societies that make up the Leagues. Generally lives in holds (although it&#039;s population is encouraged to go travel throughout the galaxy and make their ancestors proud). They are very communal in nature, and their populations range from a couple dozen to the millions. Each one is governed by a Votannic council. Every kindred generally follows one of a handful of naming conventions. Generally, they are either named after the kindred&#039;s Votann or famed member, a geographical aspect of their home world, the kindred&#039;s primary purpose or business, or are simply numerical in their designation. Kindred of Naruun, the Iron Canyon Kindred, Orkbane Kindred, and Kindred Six are examples of each of these. In addition, every kindred shares foundational aspects which are called the Four Pillars:&lt;br /&gt;
*# Hearth: “the heart of the hold,” literally the heat and light their forges, recycle air, and let the kin thrive &lt;br /&gt;
*# Forge: Here everything the Kindred needs is built, from weapons to life-support systems&lt;br /&gt;
*# Fane: Where the Grimnyr interface with the Ancestor Cores&lt;br /&gt;
*# Crucible: Where new flesh and blood Kin are made, if not from a more natural method.&lt;br /&gt;
*&#039;&#039;&#039;Hearthspake:&#039;&#039;&#039; In a given hold, the Hearthspake is the governing body, no matter how big or small. They are a council comprised of Guild representatives of particular commercial groups, the hold&#039;s attendant Grimnyr, as well as the leaders of the hold&#039;s Kinhost, such as the Kahl.&lt;br /&gt;
*&#039;&#039;&#039;Kinhosts:&#039;&#039;&#039; The militaries/militias of the Leagues, made after the kindreds united and combined their militaries. Soldiers are typically drawn from the civilian populous, but are not restricted to kinhosts only, as depending on their decision (after they completed their oath of service to their Kâhl), the soldier may return to civilian life after they have done their service. Objectives range from protecting colonization efforts, protecting resources extraction operations and other guild/kindred interests, and overall defense to annihilating entire worlds because they know too much. Has a slightly overall civilian look to them (but are still more deadly than Imperial forces). The forces within the kinhosts militaries (called oathbands), are extremely flexible on what they consist of. Some of these oathbands can even consist entirely of mercenaries.&lt;br /&gt;
**&#039;&#039;&#039;Kinhost commanders/senior Officers:&#039;&#039;&#039; The military leaders of the Kinhost militaries that rank below the High Kâhl.&lt;br /&gt;
*&#039;&#039;&#039;Guilds:&#039;&#039;&#039; The overall backbone of the Leagues. Independent commercial groups. Builds holds and everything else. Regulates and manages almost everything, and oversees fair competition (but are not necessarily overbearing). Does not like cutting corners. Very competitive and ruthless in general. Is unofficially apart of the government. Typically doesn&#039;t leave their own holds. Does not like Freelancers and outcasts (and the occasional rival guild). Every aspect of life and production is affected by the guilds. Clonskin guilds exist and work to improve upon and stabilize cloneskins. Ironkin Guilds exist as well.&lt;br /&gt;
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*&#039;&#039;&#039;Freelancers:&#039;&#039;&#039; Independent contractors, mercenaries, traders, explorers, plumbers, etc. Does the same thing as the guilds except with less political influence and resources. Not too fond of guilds&lt;br /&gt;
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*&#039;&#039;&#039;Holds:&#039;&#039;&#039; The homes of the Leagues and its organizations and populous. Typically enclosed and fortified, holds vary in type and size. Can range from underground tunnels and narrows, to fortified bunkers and live in factories, to hive cities and ecumenopolises. Also comes in the form of space stations, asteroid colonies, and ships. Industrial and high tech in nature, yet typically very cozy with a lot of empasis on community, closeness, and interaction. Essentially hive cities except not shit and on steroids. Contains &amp;quot;Hearths&amp;quot;, which act as the hearts of the holds, providing heat, light, and recycled air, and overall let the kin thrive. Hearths also act as reactors for the Kins holds, powering up all their electrical needs.&lt;br /&gt;
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*&#039;&#039;&#039;Kin in general:&#039;&#039;&#039; The general population of the Leagues. Mainly consists of ironkin, fleshkin, and clonekin (although, there could be more). Tough as nails, and artificial in nature. Comes from &amp;quot;crucibles&amp;quot; (which they prefer due to regular reproduction diluting the genetic quality of offspring. Generally enhanced by both biological and cybernetic means. Very intelligent and industrious. Loves their ancestors to death. Loves their Kin and kindreds. Loves making their master crafts. Loves living in their fortified holds (but will go out into the galaxy to serve the ancestors, their guilds, and their communities). They get to pick their own names (excluding their family names, which they get from the names the crucibles has attached to it, and its considered rude to change), and gain more throughout their life from fellow kin like &amp;quot;Orkslayer&amp;quot;. Loves their individuality and mutations (although some cloneskin templates and mutations can actually lower the lifespan of a clonkin, along with [[Star Wars|clonekins who had their production accelerated]]). Far from uncommon for them to get plenty of physical alterations. They were also made to resist and endure the warp and its corruptions, dampening their souls (note: they are masking their souls brightness, not actually dimming down their souls) for better protection. They also have high amounts of white blood cells, which allows them to greatly resist disease, imbibe higher amounts of alcohol, and heal swiftly. Some can see in infrared.&lt;br /&gt;
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*&#039;&#039;&#039;[[Ironkin]]:&#039;&#039;&#039; The League have [[Men of Iron]] now, or at least true AIs. Appears to be comparable to a Servitor, although distinctly described as being treated as equal to the fleshy Kin. The Ironkin can mimic their living counterparts’ every behavior and demeanor, but display no sense of ambition and are hard-wired with a desire to be helpful. Their bodies are all built for a unique purpose and cannot be easily replaced should they be damaged. One such purpose are the Wayfinders, which are the supercomputer, squatty equivalent of Imperial [[navigator|navigators]], allowing the Kin to traverse the Warp without the need of psykers, and thus reduce the threat of daemonic incursions. All ironkin have a CU, or Cerebral Unit, and a mechanical body, both of which are unique to each individual ironkin. The CU&#039;s themselves are nigh indestructible (with microfield generators woven into the structure of the unit), and can send out distress beacons. Since Kin are Kin, these are high priority for recovery.&lt;br /&gt;
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*&#039;&#039;&#039;[[COG|COGs]]:&#039;&#039;&#039; Are essentially the lower forms of AI, automata, and algorithms the Leagues possess. Akin to tau drones (yet still more advanced). Does much of the menial jobs and such in the Leagues, along with being utilized in combat as well, and overall helps automate the Leagues of Votann. Probably still treated better than servitors (especially considering they look like ironkin).&lt;br /&gt;
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*&#039;&#039;&#039;Outcasts:&#039;&#039;&#039; Hippies, lone wolves, academic heretics, illegal experimenters, and other scourges of bureaucracy. They&#039;re either those who have had their entire faction [[Blackshield|wiped out]] or have been cast out of League society. Seeing how the philosophy and religion of the Leagues involve all Kin experience live before returning in mind and body to the Ancestor Cores, it&#039;s considered a death sentence the same way the Path of the Outcast and the Path of Damnation are to the Craftworld Aeldari.&lt;br /&gt;
&lt;br /&gt;
===Known Leagues===&lt;br /&gt;
[[File:VotannMap.jpg|450px|right|thumb|Leagues of Votann Astrography of the Galactic Core.]]&lt;br /&gt;
*&#039;&#039;&#039;The Major Leagues:&#039;&#039;&#039; These are the ones represented the most in the codex, earning unique rules and wider sections of lore. i.e., they&#039;re the pre-built subfactions one can choose when mustering an army. &lt;br /&gt;
**&#039;&#039;&#039;Greater Thurian League:&#039;&#039;&#039; One of the original founding Leagues and the poster boy League. Has a teal color scheme. Largest of the Leagues, spreading over a wide expanse of the galactic core and very influential on the other Leagues. Includes over 200 allied kindred holds, and it contains the biggest guild. Very wealthy and expansionist, they have a lot of military might and resources at their disposal and they want to expand their reach. Their members think they epitomize what it means to be Kin. Are uncompromising with their mercenary attitude. Apparently, their grim, methodical pragmatism is an inspiration to other Leagues. The Kin’s special character Ûthar the Destined hails from this League, as does the Legends character Yoht Grendok. &lt;br /&gt;
***&#039;&#039;&#039;Known Kindreds:&#039;&#039;&#039; [[Deep Rock Galactic|Deep Rock Kindred]], a kindred belonging to the GTL, and participating in War Zone: Orgvayr; the Kindred of Vortun, Uthar the Destined&#039;s very own home, and therefore also part of the GTL &lt;br /&gt;
***&#039;&#039;&#039;Known Holds:&#039;&#039;&#039; Obsyd Gate, belonging to the Kindred Vortun, and the birthplace of Uthar the Destined; Grand Hall; Hold Silver Six; Demmak&#039;s Haven; Crimson Gulf, known for its size and indomitable walls.&lt;br /&gt;
**&#039;&#039;&#039;Urani-Surtr Regulates:&#039;&#039;&#039; A determined League constantly being invaded by groups of Orks, Tyranids, and Necrons, despite this the League is determined to fight to the last person standing. Their colors are greens and brown. Their kin live on the minimum and are currently at war with the Necron Dynasty of Samnokh. Are stoic, pragmatic, and abhor waste like most other Leagues, though they are noted for being less concerned with the cost of lives and material for battle to prevent giving up ground. Likes to keep their population counts high for their oathbands. [[Slayers of Karak Kadrin|No kin admitted to the Urani-Surtr Regulates has ever left.]]&lt;br /&gt;
**&#039;&#039;&#039;Trans-Hyperian Alliance:&#039;&#039;&#039; The most puritanical in their worship of the Ancestors. Sacrifice has more importance to them than the other leagues. Their colors are mostly orange and white. They enjoy collecting data and new info for their Votanns. They are a nomadic league, spread out not only across the galactic core but beyond, into far space with their 3 Votanns being stored in heavily armed ships. Their prospectors are known for venturing the width and breath of the galaxy in search of resources, and the League’s Hernkyn Pioneer riders are extremely skilled and considered genuinely exceptional by the other Leagues. This lifestyle is driven by the requirement to enrich their Votanns, which for the Trans-Hyperian Alliance is a reward in and of itself.&lt;br /&gt;
***&#039;&#039;&#039;Known Kindreds:&#039;&#039;&#039; Nothka&#039;s Kindred, which is based outside of three planets that got slammed into each other, which is metal as fuck; Kindred of Liminus Crag, famous shipwrights who produce swift voidcraft and atmospheric gunships; Ukulak&#039;s Kindred, where every member has served at least a decade as an honored Hernkyn.&lt;br /&gt;
***&#039;&#039;&#039;Known Holds:&#039;&#039;&#039; Sunder Stair, home of Nothka&#039;s Kindred.&lt;br /&gt;
**&#039;&#039;&#039;Kronus Hegemony:&#039;&#039;&#039; Also known as Kôrynn’s Kindred they are the most militaristic and aggressive league (to the point of being aggressive even to other leagues). Their color scheme is yellow and black. They are a relatively new league formed less than millennium ago. [[Awesome|Ork WAAAGH!s, Tyranid swarms, and many other threats have been broken by the mighty kinhost of the Kronus hegemony]]. They are known for having a harsh reputation, due to their strictness and quotas. The formation of their league was due to their League’s Fane (computer systems) achieving self-awareness and transforming into a full blown Votann which has subsequently been demanding the Hegemony should always be gathering resources; Kindreds that join have to pay a hefty price to join and then have to pay hefty tributes through conquest. They also already pissed off the other Leagues in territorial disputes. Despite their reputation, they are still seen as a boon for the other Leagues due to their defensive capabilities.&lt;br /&gt;
**&#039;&#039;&#039;Ymyr Conglomerate:&#039;&#039;&#039; A massive and ancient power bloc. Has a red color scheme. Few value quality craftsmanship more than the Ymyr conglomerate. They have long ventured beyond the core trading and operating all over the galaxy. They are the richest League, having the best living standards to boot. Even for the other Leagues, they appear decadent. They also have a higher amount of high-quality weaponry and equipment for their kinhosts. &lt;br /&gt;
***&#039;&#039;&#039;Known Kindreds:&#039;&#039;&#039; Orkbane Kindred, known to have harnessed super intense spectra from their host star to power their forges, resulting in uber powerful weapons.&lt;br /&gt;
***&#039;&#039;&#039;Known Holds:&#039;&#039;&#039; Brokhfyre, on the world of Tamakh, and owned by the Orkbane Kindred.&lt;br /&gt;
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*&#039;&#039;&#039;The Lesser Leagues:&#039;&#039;&#039; These are the ones that exist in the background lore, likely never receiving anything more than the occasional few lines of text and implications to the wider lore. &lt;br /&gt;
**&#039;&#039;&#039;Seran-Tok Mercantile League:&#039;&#039;&#039; Has risen to prominence and profited greatly from trade with the T’au Empire. &amp;lt;s&amp;gt;Probably&amp;lt;/s&amp;gt; confirmed to be the Demiurg.&lt;br /&gt;
**&#039;&#039;&#039;Grand Orion Compact:&#039;&#039;&#039; Their Votann was destroyed by Orks from WAAAGH! Morbok resulting in a grudge against the greenskins and starting a 500 year long war of extermination against the members of that WAAAGH! Known to contain the Hold of Oriakh&#039;s Irongate Kindred, which was also destroyed by the WAAAGH!&lt;br /&gt;
**&#039;&#039;&#039;Emberg Agnir Bloc:&#039;&#039;&#039; Destroyed by Tyranids. Their Votann absorbed their biomass to deny the Tyranids their prize as revenge, which drove the Votann mad, turning it into &amp;quot;The Mad Core&amp;quot;, which causes fluctuations in the Warp impeding travel near their former hold, which brings up a lot of fluff questions of its own. How exactly does a mechanical supercomputer &#039;&#039;assimilate&#039;&#039; an entire hold/league? Was it something like [[Forge World|Lucius]], where the Mechanicus holed themselves up underneath the surface, [[Tomb World|using teleportation to send their forces up and retrieving the shatted out mechanical bits back later]]? Or is this some weird techno-vore thing [[Grimdark|where all the dorfs jumped into an acid vat so their biomass could be used by their god?]] Either way, their Votann may have been one of the few Cores left able to react quickly, not that it&#039;ll be of much use now. Probably a callback to the original demise of the Squats.&lt;br /&gt;
**&#039;&#039;&#039;Ghulo Industrial Complex:&#039;&#039;&#039; This League is forever adding new systems and planets to their impressive holdings, and are skilled in transforming even the most barren of worlds into productive and valuable assets. Pours almost all of their time and energy into maintaining trade routes, and keeping their convoys of heavy haulers and escort ships moving along them. This League contains several extremely large and powerful Cthonian guilds, whose influence in the Hearthspakes is such that they&#039;re virtually the defacto rulers of the Ghulo Industrial Complex as a whole. Also owns the hold of Delvegard. &lt;br /&gt;
**&#039;&#039;&#039;Typhon-Styx Protectorate:&#039;&#039;&#039; A League that is renowned for their indomitable fortifications. Their oathbands lean towards steady and relentless strategies, advancing from one position to the next, and allowing waves of enemy counter attacks to smash themselves apart against swiftly-raised ramparts and tanks, dug in as temporary bunkers. Their holds are exceptionally [[Imperial Fists|fortified]].&lt;br /&gt;
**&#039;&#039;&#039;Grendl Dominance:&#039;&#039;&#039; An overly warlike League.&lt;br /&gt;
**&#039;&#039;&#039;Jotun-Erydani Combine:&#039;&#039;&#039; A League that is renowned for their Craftmanship and forging. Is a strongly meritocratic and Brôkhyr centric society.&lt;br /&gt;
**&#039;&#039;&#039;Kapellan League:&#039;&#039;&#039; Had their ancestors degenerate into Fanes. Spent years mourning.&lt;br /&gt;
**&#039;&#039;&#039;Balor-Attal Conglomerate:&#039;&#039;&#039; Had their ancestors degenerate into Fanes. Spent years mourning. Is in the process of disintegrating.&lt;br /&gt;
**&#039;&#039;&#039;Tehys Expanse:&#039;&#039;&#039; A extremely wide spread League. It&#039;s Kindreds [[ComStar|maintain contact by means of a singularity potent interstellar communications network, whose proprietary technologies they will only lease to other Leagues for a substantial fee.]]&lt;br /&gt;
**&#039;&#039;&#039;Sigma-Drakoni Union:&#039;&#039;&#039; [[Saim-Hann|A martially inclined League that prizes honorable combat greatly. It&#039;s Kinhosts are held to a strict code of conduct at all times, and take an unusual degree of pride in their heraldy and decorative insignia.]]&lt;br /&gt;
**&#039;&#039;&#039;Pan-Telluric Commonwealth:&#039;&#039;&#039; A exceptionally egalitarian society.&lt;br /&gt;
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===Kin Space===&lt;br /&gt;
As previously stated, the section of the galaxy most dominated by the Leagues of Votann is predominantly in and around the galactic core, where black holes, dense gravity worlds, and freshly-born stars are frequent. There are many aspects of Kin space that need to be listed, but due to page bloat, they&#039;ll get condensed so as to be be precise with the knowledge.&lt;br /&gt;
*&#039;&#039;&#039;Unaffiliated Kindreds:&#039;&#039;&#039; Khald&#039;s Star Breaker Kindred; Kindred Crimson; Skalfi&#039;s Kindred; The Kindred of Narunn; Vykat&#039;s Kin; Kindred of Echodark; The Thousand Stars Kindred; Iron Canyon Kindred; Star-Delver Kindred; Kindred of Ork Slayers; Yoht&#039;s Black Pillars Kindred; The Kindred Stoic of Nightgulf; Kindred Six; Kindred Eleven-D; the Void Striker Kindred (Destroyed by Maelstrom Orgvayr); Lakhryr&#039;s Kindred (destroyed by Maelstrom Orgvayr); Karkyr Stellar Nursery; Yenna&#039;s Kindred; Kindred of Aarnok; Sylakh&#039;s Kindred, who are rivals with Kindred Six. &lt;br /&gt;
*&#039;&#039;&#039;Holds:&#039;&#039;&#039; Broken Triplets (three hold worlds); Sunder Stair Void station hold; Tamâkh; Brôkhfyre; Crimson Gulf; Cynder Span;Delvegard; Demmâk&#039;s Haven; Grandhall; Hold Silver Six; Hyvôk&#039;s Kindred; Jâluk; Obsyd Gate; Ûrvymm&#039;s Bulwark; Vônyk&#039;s Hall of Hammers; Ymus-Solaryn.&lt;br /&gt;
*&#039;&#039;&#039;Known Mining Worlds:&#039;&#039;&#039; Törg, Darkstar Mines&lt;br /&gt;
*&#039;&#039;&#039;Known Guilds:&#039;&#039;&#039; Cthonian Mining Guilds, Yngvary Combined Logistics, Star-Rider Mercantile Confederation, Cthonian Guild of Kadokh.&lt;br /&gt;
*&#039;&#039;&#039;Enclaves:&#039;&#039;&#039; Human enclave of New Catachan&lt;br /&gt;
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===Regions/Warp storms===&lt;br /&gt;
To most species, the galactic core is uninhabitable. Only the hardiest of species and civilizations could ever dream to live here. But should they survive, the great riches of the core will open to them.&lt;br /&gt;
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In contrast to the Imperium, the Kin do not recognize the name &amp;quot;The Great Rift&amp;quot;, believing it would lend further superstitious menace to a already menacing threat. The appearance of these warp storms has caused much havoc in the galactic core, from swallowing up entire kindreds, to aggravating local core xenos. Some refugees from these swallowed up kindreds were able to make it out thanks to pan-spectral arrays, which gave some small warning to said kindred refugees. Those who escaped told of holds falling into complete madness, and right on their heels were hordes of ravenous Chaos war fleets. These storms have made the already extraordinarily dangerous core even more deadly. Each warp storm within the galactic core is named after a translation of an archaic Terran monster. Örgvayr, meaning &amp;quot;ogre&amp;quot; in low gothic, is the largest and most notable of them, and is located on the north-eastern fringe of the Greater Thurian League&#039;s territory, consuming both the Void Striker and Lakhryr&#039;s kindreds. Other warp storms are Cölosyk, Gëirokh, Töroll, Öggh, and Cyklöp.&lt;br /&gt;
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===Xenos in/near League territory===&lt;br /&gt;
*&#039;&#039;&#039;Orks:&#039;&#039;&#039; The Orks have long-been an enemy of the Kin, their own species-wide durability and sheer refusal to go away making them perhaps the only other species able to comfortably withstand the crushing weight of the galactic core. Being the main neighbors of the Kin, coupled with Orks being Orks and wanting a good punch up, has resulted in their species perhaps being the only thing the Kin consider to be an arch-enemy. With the Five Hundred Years war with WAAAGH! Morbok resulting in the destruction of a Votann, the stellar fleets of Bogg da [[Freebooterz|Freeboota]] King invading in the lieu of some warpstorms, and the neighboring Ork Empire of Morzag, all these things have solidified the Orks as constant pebble in the Kin&#039;s boot.&lt;br /&gt;
*&#039;&#039;&#039;Tyranids:&#039;&#039;&#039; &amp;quot;The Bane&amp;quot;, as the Kin know the Tyranids as, has become somewhat of an intense threat/material opportunity for the Leagues in recent millennium. Hive Fleet Leviathan wiped out the entirety of the Emberg-Aegnir Bloc, resulting in the Mad Votann, and so earning the ire of the species. But at the same time, the Leagues hunt down hive fleet tendrils to harvest them for organic materials (likely their bio-metals and acids). Ultimately, they&#039;re treated more as a hazard than a direct enemy to fight with. &lt;br /&gt;
*&#039;&#039;&#039;Minor Species:&#039;&#039;&#039; The typical one-off species that exist to pad out the Galactic Core to make it less empty. Nothing is known about them other than their names and that they are taking the Great Rift as an opportunity to get antsy. They include the Septeryx, the Chrobdyr Ferrophagites (rust monsters lol) and the ominous Cult of Ohn.&lt;br /&gt;
*&#039;&#039;&#039;Other Big Players:&#039;&#039;&#039; With the Great Rift opening and swallowing a shit ton of Holds, many Kindreds and some Leagues have opted to scarper out of the Galactic Core and find new steading elsewhere. This vacuum has allowed an opening for the Imperium, the T&#039;au Empire, and the Craftworld Eldar to move in on the territory, kicking up dust as they do and transgressing on the Kin&#039;s holdings.&lt;br /&gt;
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===Noteworthy Kin===&lt;br /&gt;
*&#039;&#039;&#039;Ûthar the Destined:&#039;&#039;&#039; A great Kâhl from the Greater Thurian League that has a mysterious objective and destiny, prophesied to complete a great task. He’s a ruthless warrior armed with masterfully wrought weapons, including the legendary Blade of the Ancestors (which he got literally the day he was born on), and has a gift for assessing enemy foes.&lt;br /&gt;
*&#039;&#039;&#039;Yôht Grendok:&#039;&#039;&#039; An eager young up-and-coming Kâhl also from the Greater Thurian league. Yôht is armed with a unique, belt-fed Autoch-pattern combi-bolter and a forgewrought plasma sword. His gear is also noted as being decorated with fine gems, and topped by an ornate rampart crest decorated with leonine imagery. His miniature was among the exclusive merchandise released to commemorate the anniversaries of Games Workshop&#039;s Warhammer Stores in 2023 and Warhammer Legends rules allowed you to use his particular loadout in open, narrative, or matched play – or you could field him as a standard Kâhl.&lt;br /&gt;
*&#039;&#039;&#039;Kôrv Grudgekeeper:&#039;&#039;&#039; A kâhl of the Leagues of Votann&#039;s Greater Thurian League. He is known to be highly contemptuous of all the other intelligent species of the galaxy. This is largely because Grudgekeeper, as his name implies, keeps a [[Book_of_Grudges|list of grudges]].&lt;br /&gt;
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===Relationship/interactions with other factions===&lt;br /&gt;
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{{topquote|Alright listen to me, you mechadendrite molesting piece of shit. If you go any further with that rust stained trashcan lid you call a face, I&#039;m gonna recycle your arse so hard, you won&#039;t be able to get hard in front of a toaster! I&#039;m gonna shove my foot so far into your exhaust pipe, my foot is gonna have a free shoe polishing. Then I&#039;m gonna shove that red hood in your face, and call you a hobo-copper. I will disassemble you with my fucking beard. And then I will reassemble you without your human parts! Because your flesh is weak, you twat!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;... Sniff. That was uncalled for.| A typical Kin&#039;s greeting to a Mechanicus Skitarii}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Galactic relations in general:&#039;&#039;&#039; The Kin will leave most of the denizens in the galaxy alone, so long as they aren&#039;t getting in-between what the Kin want. The Leagues of Votann trade outside the core through a range of names, though these are rarely of their choosing this has caused confusion and misunderstanding over who these mercenary adventurers really are. To those who are in their way however (unwillingly or not), the Kin are a tough nut to crack. Even far from the more secure area that is the galactic core, the Kin are a armoured, fortified, bunkered down, advanced, and tactical juggernaut. More often than not, the Kin succeed in their conflicts, and even the more major players of the galaxy find them difficult. On occasion, a resistant population may be deemed too strong for any conflict to be worthwhile, but most of the time any resistance will be swept aside or ignored. The Kin have no compunctions about tearing open the crust of a world whilst the population still dwells upon it, however sometimes a evacuation can be negotiated. To those on the kins good side, they are invaluable business partners. To those on their bad side, they are a force of ruthlessness and greed. As for the more esoteric side of things, the Kin look at the Emperor, Khaine, and the Chaos Gods in the same lens: “not my horse, not my race”. &lt;br /&gt;
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&#039;&#039;&#039;Ironhead Squat Prospectors:&#039;&#039;&#039; See each other as distant cousins who can share a pint in the pub and complain about the Aeldari.&lt;br /&gt;
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&#039;&#039;&#039;Tyranids:&#039;&#039;&#039; In the Imperium of Man, the Tyranids hunt &#039;&#039;you&#039;&#039;, in the Leagues of Votann, the Leagues hunt &#039;&#039;Tyranids&#039;&#039;. Known to the Leagues as “The Bane” the Kin are wary of the Nids and have gain a grudging respect for their effectiveness and adaptability. Whilst the Nids still view the Kin as biomass ripe for devourment. The nids&#039; themselves also stay clear away from them as the Leagues are known to scout out and hunt down &#039;&#039;entire Tyranid hive fleets&#039;&#039; to harvest their resource bounties. Moreover, the high technological levels and large presence of automatons makes fighting the League a sunk-cost fallacy for the Tyranids such as in one example with the Northstar cluster, where the bioforms exhibited an odd nesting behavior not seen elsewhere. They have proven difficult to eradicate and have brought devastation to the Urani-Surtr Regulates. The Kin see the danger of the Tyranids they pose to their territories, following the destruction of the Emberg Agnir Bloc. It was made up of a few dozen kindred and found themselves in the path of hive fleet Leviathan. The League was wiped out. The Votann was left untouched. It absorbed the bodies of its fallen Kin to deny the Tyranids the biomass, and was driven mad, becoming the mad core, and causing fluctuations in the warp that disrupt travel. Nevertheless, such endeavors still prove too risky for the Tyranids and, given the League&#039;s habit and skillful specialty of hunting their fleets down like giant whalers; the Hive Mind has put the League on the same level as the Necrons in terms of GTFO or DIE!.&lt;br /&gt;
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&#039;&#039;&#039;Tau:&#039;&#039;&#039; The Spess Dorfs are the China to the Tau&#039;s Japan. The Tau view the Leagues as grand benefactors and business partners of the Greater Good and the Tau Empire - although they could certainly improve their viewpoints and dedication to the cause. They are also really happy with their new technology they received from the Leagues, with their ion technology being extremely popular among the Tau&#039;s forces. The Leagues see the Tau as a very naïve, young and gullible people, although they appreciate some aspects of the greater good as it shares similarities with their own philosophy, values, ethics and principles but in contrast to the intense collectivism of the Tau the Leagues insist on putting the Kin first. The Tau are more than happy to pay the Leagues, though the Kin rarely share their more advanced tech and resources. As an example, the Kin&#039;s ion tech is superior and far more compact than the Tau&#039;s. Thanks to the extreme naivety of the Tau, the Tau actually think the few ships they see from the Leagues are all that is left of the Kin, following a invasion from the Tyranids. And are often led into disadvantageous trade deals that benefit the kin more than the Tau.  These rumors have been rebuffed by the Kin, much to the confusion of the Tau. The Kin see no value in enlightening them in this regard so long as they can continue to profit from trade with the naïve civilization. The Kin have also established [[Demiurg|prospecting companies]] within the tau empire itself. With the advances of the empire in the Chalnath expanse, there have been some minor clashes with the various factions of the Kin, which may have somewhat soured some local relations. Kind of. Nothing that money can&#039;t fix, though. Gold settles Grudges as easy as blood, even in space. &lt;br /&gt;
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&#039;&#039;&#039;The Imperium of Man:&#039;&#039;&#039; View the Leagues as useful and good enough for trade, yet they think they are sketchy devianted abhumans who stray too far from the holy human form and are probably heretics, though they don&#039;t seem as quick or eager to put these ones down nor whip out any Exterminatus moves on them. On the world of Necromunda at least, they are looked down upon as Squats despite all they&#039;ve done for the world. Likewise, the Leagues view the Imperium as a bunch of disappointing dumbfuck competitors - although they&#039;re still good enough for trade. Will surprisingly be honest about their usage of AI if pressed on it enough to come out and admit it (which of course it naturally pisses the Imperium off especially among the priesthood of the Mechanicus). Despite their independence, the kin actually have quite a bit of influence within the Imperium itself, and on some Imperial worlds like Necromunda, the Kin have been there since their Imperial records started. They have set up various [[Prospect|prospecting companies]] across the Imperium, one of these being the Ironheads who were notably invited to Necromunda around M31 in a deal where the squats would receive priviliged mining rights in exchange for their service in repairing the wartorn world. Rogue traders are also more than happy to deal with the Leagues, though their extravagant lifestyles are considered wasteful by the kin, and deals are made with governors of Imperial worlds and systems, for a suitable fee. The more zealous of the Imperium deem the Kin as entirely sovereign independent state of abhumans, if not Xenos. Despite this, kin and human coexistance is not all too rare, and kin even have atleast one human enclave in their borders. Overall, the Kin treat them as misguided cousins barely above other species but still family.&lt;br /&gt;
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&#039;&#039;&#039;Aeldari:&#039;&#039;&#039; [[Elf|Guess]]. They like to keep their meetings brief few and far between as the knife-ears aura of xenophobia, arrogance, pretentiousness and entitlement pisses the Kin off to no end, a humorous opinion given how the Kin can be just as greedily entitled towards “their resources” as any Eldar (See the ultimatum at page top).&lt;br /&gt;
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&#039;&#039;&#039;Drukhari:&#039;&#039;&#039; [[Dwarf Fortress|Guess again]]. Unlike the Tau who were dumb enough to trust the S&amp;amp;M gimp suit wearing weirdass sick fuckheads at one point, the Kin are smart enough to not have wanted anything to do with the perverted pasty sweat goblins.&lt;br /&gt;
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&#039;&#039;&#039;Harlequin:&#039;&#039;&#039; Weird creepy murderous chaotic clowns that are to be avoided if they can.&lt;br /&gt;
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&#039;&#039;&#039;Aeldari Exodites:&#039;&#039;&#039; [[Avatar|Guess thrice]]. Although, the Kin actually do respect them for their more practical nature. Still more than happy to invade for resources though.&lt;br /&gt;
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&#039;&#039;&#039;Necrons:&#039;&#039;&#039; The Necrons consider the Kin to be another upstart race, though with a level of trepidation. Not only are they considered remarkably dangerous foes to fight, but the Kin also delve deep into their worlds, breaking into tomb complexes, and plundering the rich harvest within. To the Kin, the metallic aliens are easy pickings while they sleep, and vicious foes when roused. Typically shoot on sight levels of diplomacy. They&#039;re already war with the Urani-Surtr Regulates for control over one of its main worlds. The involved Necrons is the Samnokh dynasty.&lt;br /&gt;
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&#039;&#039;&#039;Orks:&#039;&#039;&#039; The Orks are the Leagues most hated Foe, as not only are they pervasive, but they are also endlessly wasteful, fighting, destructive, mindlessly violent and ravaging what the Kin have built, and The Leagues have been as successful as every other civilization in eradicating the Orks. The Orks are not stopped by the dangers of the core regions, and Ork pirate raids are a particular concern, with Orks like Bogg Da Freeboota king and his numerous fleets pestering the Leagues. The Orks tendency to use whatever scrap they can get has led to the creation of the saying &amp;quot;a prize for a Ork&amp;quot;, used to describe things or ideas that are worthless to the Kin. The 500 years&#039; war was fought against WAAAGH Morbok after they overran the Grand Orion Compact&#039;s Hold of oriax iron gate kindred. The Votann in the hold was torn to pieces, the most widespread grudge in the history of the Kin was called, and the Compact spent the next five centuries hunting down every single Ork from WAAAGH Morbok.&lt;br /&gt;
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&#039;&#039;&#039;Beastmen:&#039;&#039;&#039; Despite their Abhuman heritage, the Kin despise the Beastmen. The Kin see them in a similar vein as the orks, destroyers and defilers of their technologies.&lt;br /&gt;
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&#039;&#039;&#039;Chaos:&#039;&#039;&#039; They find the Leagues to be a major pain in the ass as they actually have at least some ideas on how to deal with chaos unlike their Imperial counterparts. They dimmed their souls, use soulless A.I. to pilot through the warp, have top notch security, and live high quality and comfortable lives in their holds. They see little to even no chaos corruption in the Leagues and will probably see more losses than wins with them. The Kin of course are absolutely disgusted by them, and have little time for their gruesome and foolish activities. At one point, the Demiurg had an automated mining facility that was infiltrated by the alpha legion causing massive losses in revenue. Outside that isolated event chaos warbands will usually try to exterminate the kin in order to steal their resources and technology.&lt;br /&gt;
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&#039;&#039;&#039;The Adeptus Mechanicus:&#039;&#039;&#039; A series of mental breakdowns and cybernetic overloads occurs when Mechanicus members encounter the Leagues. Whether it&#039;s due to them seeing Heresy in the Leagues, or due to the many shinies the Leagues have, it doesn&#039;t matter. They will see the Leagues as major competition regardless of the reason and move to claim the shinies for themselves. To the Leagues, the Adeptus Mechanicus are rats scurrying around a scrap heap. Superstitious tech cultists living on the successes of their ancient betters whose ignorance makes them dangerous. The Kin avoid them whenever possible and are swift to eradicate them when needed, but only if deemed absolutely necessary. Considering incidents such as that with the ai of the spirit of eternity, this is a viewpoint that has quite a bit of validity to it (with very few known exceptions).&lt;br /&gt;
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===Speculation/Theories===&lt;br /&gt;
The LoV being as new as they are, there&#039;s a lot going on about them that we don&#039;t know about. Particularly, how can certain aspects of the setting be connected to them to better help them conform to the whacky-tobaccy universe that is 40k. Until we get lore confirmations, various speculations and conspiracies will be listed here. &lt;br /&gt;
*&#039;&#039;&#039;Votann out in the Wild:&#039;&#039;&#039; As the biggest part of the Leagues and their lore, the Votann naturally draw a lot of attention to themselves, especially since some parts of the lore can now be comfortably assumed to be a Votann. &lt;br /&gt;
**&#039;&#039;&#039;The Van Saar STC:&#039;&#039;&#039; A bit of speculation around the Votann is if anything else in the setting will be retconned into/explained as being one. The most obvious candidate is the [[House Van Saar]] STC, described as being &amp;quot;large building&amp;quot; sized and &amp;quot;damaged&amp;quot; in that it&#039;s spewing out radiation, similar to the disrepair some Votann are said to be in albeit more extreme, and if it was a Votann it would explain why Squats are on Necromunda.&lt;br /&gt;
**&#039;&#039;&#039;The Votann are fueled by alcohol:&#039;&#039;&#039; Naturally, being dorfs, the dorfs need to fill the dorf computers with dorf juice in order for them to give dorf advice. How else are they supposed to run? Fission batteries and solar energy? That&#039;s [[elf|leaf-lover]] hippy dippy shit.&lt;br /&gt;
**&#039;&#039;&#039;Basis of the Cult Mechanicus:&#039;&#039;&#039; Considering how old the religion of the Adeptus Mechanicus is, as well as the age of the Votann themselves, its not too far of a stretch to assume that the concept of the Machine God could have sprouted from a Votann built and buried on Mars.&lt;br /&gt;
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===Influences/Mythology/Aesthetic/Complaints===&lt;br /&gt;
*&#039;&#039;&#039;The greater rage:&#039;&#039;&#039; The 2001 release of the [[Tau]] was spurred with anger, confusion, and revulsion. Even to this day in the year 2022, you&#039;ll still see swathes of the community that seethe at the mere mention of the Tau, deeming them as &amp;quot;weaboo space communists who aren&#039;t grimdark enough&amp;quot;, or simply &amp;quot;another vile xeno who is irrelevant&amp;quot;. And like its predecessor, the LoV is reaching similar levels of division and anger. But much like the decade that it was revealed in, the Leagues bring in a new scale of chaotic and unprecedented changes. This section is to help boil this down, and address complaints and confusion.&lt;br /&gt;
*&#039;&#039;&#039;Twentieth century futurism:&#039;&#039;&#039; There have been quite a few who have claimed that the LoV is &amp;quot;generic sci-fi&amp;quot; and &amp;quot;inconsistent in its design&amp;quot;. To be quite frank, this is a bunch of nonsense hullabaloo. Anyone who has enjoyed enough fictional settings like that of [[Fallout|Fallout]] is going to tell you that the Leagues is full of [[Isaac Asimov|mid-centrury futurism]] and [[Arthur C. Clarke|classical sci-fi]], with the atv looking like a 1960s moon buggy, and the Hernkyn chopper looking like a mid-century 60s bike ([https://youtu.be/ySxEFuUrdio|for god&#039;s sake, look at its trailer]). While you will find some of dieselpunk in the LoV and its not entirely just mid-century aesthetics, [[atompunk|atompunk]] has asserted its dominance here, Giving them a more civilian look. This also includes the look of the Ironkin (and to a certain extent [[UR-025]] and the [[Kastelan Class Battle-Automata]] which look like mid-century robots). Fact is, the LoV is a love letter to classic sci fi. But that&#039;s not all.&lt;br /&gt;
*&#039;&#039;&#039;Western/wacky sci-fi:&#039;&#039;&#039; If you haven&#039;t noticed from the bolter revolvers, the abundance of words like &amp;quot;Pioneer&amp;quot;, &amp;quot;frontier&amp;quot;, &amp;quot;rugged&amp;quot;, and &amp;quot;hardy&amp;quot;, along with the fact that the first revealed  ironkin looks a lot like a western blacksmith, the amount of &amp;quot;simple&amp;quot; practical tools the Kin often carry, the Leagues have a lot of western influences. They also seem to still retain an air of comedic relief from their previous Squat forms. Expect future [[Firefly|Firefly]] references, and a Votann answering with [[Approved Literature|&amp;quot;42&amp;quot;]].&lt;br /&gt;
*&#039;&#039;&#039;Mass produced goodness:&#039;&#039;&#039; Unlike their many Dwarven counterparts, the Leagues are by no means the top technological powerhouse of the galaxy (the Necron and the Aeldari have them beat, along with most of the other species from around the time of the old ones). To be quite honest, they are more about industry as a theme rather than being the most industrious. However, one could say they are still the top non-prehistoric industrial in the galaxy. They could also be said to be the top powerhouse in the galaxy that is both operating at its full capability (Necron sleepiness), and still actively lives and colonizes the galaxy (Eldar and their hidey holes). And in comparison, to their &amp;quot;competitors&amp;quot;, they are probably the most easily accessible due to them generally not wanting to instantly butcher you the second they even glance at you, or just tell you to get lost. As for the lower powers? The Imperium, while it&#039;s very industrial, is also incredibly inefficient and often...dumb with its capabilities in general (Agri-worlds, under use of auto loaders, crappy servitors). And the Tau, while smarter than the Imperium with their industrial capabilities, has far less potential with what they have.&lt;br /&gt;
**Moving on from their position in the galaxy, why the industrial aesthetic? Well, first off, they&#039;re dwarves. Second off, as mentioned above, the other industrial factions are either too insufficient to carry out certain ideas and concepts or are too hidey. The Leagues are in the perfect position to introduce potential new concepts to the universe, like not crap hive cities, dyson spheres that don&#039;t belong to the Necron, megastructures, and potentially much more. it&#039;s a nice change of pace to see an actually efficient industrial that isn&#039;t controlled by ancient aliens.&lt;br /&gt;
**Thirdly, you need a little grime and practicality to that atompunk, and efficient industry is the perfect way to do it. Doesn&#039;t mean you can&#039;t have your cleanliness (and I&#039;m pretty sure they&#039;d prefer to not have pollution in their holds), just adds a tad bit of realistic imagery to it.&lt;br /&gt;
*&#039;&#039;&#039;Cleanliness, kin, and old world blues:&#039;&#039;&#039; Besides the reasons above, there is a reason the Leagues look so clean, organized, and sleek. This comes from the more grimdark and evil side of the Leagues (which is a little weird and unique). As previously stated before, the Leagues are a meritocracy overseen by guilds, wise long-bearded psykers, military commanders, and the mighty moai heads themselves. Said guilds are very competitive and will not hesitate to strip to the bone entire planets with civilizations and ecosystems just to stay ahead.&lt;br /&gt;
**So are they capitalist? Maybe. But while they&#039;ve shown how they can easily have conflicts with themselves, one of their mottos is &amp;quot;Kin are kin&amp;quot;. They also seem to be very egalitarian within their societies. On top of this, we&#039;ve had previous examples of society reaching post scarcity levels of comfort, including even some Imperial worlds, and the friggin lower tech tau. They also seem to put high importance on community and fellow kin. Even the guilds wouldn&#039;t be caught dead cutting corners and making shoddy products (they regulate much of League society).&lt;br /&gt;
**So socialists? Maybe. But really, the answer may be in-between (somewhat). Would certainly suggest looking up the guilds of post classical, classical, and pre-classical history to get a better perspective.&lt;br /&gt;
**Perhaps mercantilism? A pre capitalist economic system would be closer to their ideal they defend their economic interest via specialized guild like organizations and strive to keep their exports above imports while using military force to guard their trade secrets and business partners. &lt;br /&gt;
**But we do know that they generally have a comfortable life and are very egalitarian. The guilds are competitive, meritocratic, regulate much of League society, and still come to blow with each other. What we can tell is that Leagues inner society is generally at least decent for its citizens. As for those who are outside of League society...&lt;br /&gt;
**Expect to see a lot of neocolonialism, colonialism, client states, banana Republics, puppet states, potentially narco states, banana wars, and the 1893 overthrowing of the kingdom of Hawaii except 10x worse (and with more planetary genocide). As with their holds: dirty on the outside, clean on the inside.&lt;br /&gt;
*&#039;&#039;&#039;The mythological and the fantastical:&#039;&#039;&#039; This one is a total mashup. You got Celtic, Greek, Nordic, and other mythologies mashed in. The Leagues are named after Greek titans, and Nordic gods. The Votann are based off [[Odin]]. The Kin are Geri and Freki, odins greedy wolves. The leadership is based off odins ideal leadership (with the grimnyr being based off one of his disguise names).&lt;br /&gt;
*&#039;&#039;&#039;Too Human similarities:&#039;&#039;&#039; Way back in 2008 the now defunct game company Silicon Knights released a game called “Too Human” for the Xbox 360 after over a decade of it being stuck in development hell. The game was based on reimagining Norse mythology through a cyberpunk lens. While the game flopped miserably (so miserably in fact that Silicon Knights tried to sue the engine devs for sabotage, only for that lawsuit to backfire so hard that Too Human had to be deleted from existence) due to its clunky control system, some of its design elements seem suspiciously similar to the Leagues of Votann aesthetic including: exoskeleton-equipped berserkers, combat transports that resemble the Hekaton Land fortress, the whole mega corporation of the Aesir, and the fact that Odin was reimagined in the game as an AI called the “Organic Distributed Information Network” which bears a striking similarity to the idea of the Votann. Maybe someone in GW played the game and used it as inspiration for the Leagues? It wouldn’t be too surprising.&lt;br /&gt;
*&#039;&#039;&#039;[[Deep Rock Galactic]]:&#039;&#039;&#039; Similar to the above, the game &amp;quot;Deep Rock Galactic&amp;quot; may have spurred on GW&#039;s decision to reinvent the squats in some areas. Notably, the game is based on a company of the same name, which uses actual dwarves as their mercenary-miners to plunder a planet of all its wealth while fighting bugs. Themselves a corporatist, mercantile faction that prefers wealth over civility. Now, this game was released in alpha in early 2018, so it could be a little bit of a stretch to say if it&#039;s fully influenced much on the LoV, considering the lengthy design process GW has. It hasn&#039;t stopped WarCom from throwing in some tongue-in-cheek, potential references to the game, though. Plus, with all the &amp;quot;Rock and Stone&amp;quot;s and &amp;quot;For Kahl!&amp;quot;s that players will throw out, it probably won&#039;t matter anyway. Though the codex does mention an offshoot of the Greater Thurman League known as the Deep Rock Kindred.&lt;br /&gt;
*&#039;&#039;&#039;Lost Planet:&#039;&#039;&#039; Replace the games space bugs with nids and you have the squats origin that being human prospectors facing alien monsters and inhospitable planets for a mining company.&lt;br /&gt;
*&#039;&#039;&#039;Starcraft:&#039;&#039;&#039; Seriously their Hearthkyn armor looks like a mini ripoff version of Terran Marine armor. The Einhyr Exo-Suits make that comparison even more blatant. &lt;br /&gt;
*&#039;&#039;&#039;Transformers:&#039;&#039;&#039; their faction symbol looks like the Autobot logo and they worship giant godlike AIs that would probably get along quite well with Primus…less so with Unicron, despite doing his shtick themselves frequently.&lt;br /&gt;
*&#039;&#039;&#039;[[Dwarf]] technology &amp;amp; craftmanship:&#039;&#039;&#039; the Leagues represent a 40k take on the standard fantasy dwarf archetype which more often than not includes them having technology or at least craftmanship superior to all other factions save for “elder/precursor races“ if they are present, so it is no surprise that only the [[Eldar]] and [[Necrons]] beat them with the [[Tau]] being close contenders. Speaking more specifically of [[Warhammer Fantasy|the sister game]] the Dwarfs were the source of the better magic of the [[High Elves (Warhammer Fantasy)|Elves]] and the technology of [[The Empire|The Empire]], have a culture revolving around settling all slights [[Slayers|with blood or gold]], have such reliable magic that they can make doors/walls that even the strongest Daemons can&#039;t pass and Tzeentch himself cannot see through and can [[Arianka|can imprison a Chaos God in a box]], literally use the word human (&amp;quot;Umgi&amp;quot;) as a description for inferior quality, and [[Chaos Dwarfs|even Chaos has to go to them for the good gear]]. In regards to weapons, just ask Warhammer Fantasy players with big expensive models how they feel about Dwarf &amp;lt;strike&amp;gt;sniper missiles&amp;lt;/strike&amp;gt; Cannons.&lt;br /&gt;
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===Forces of the Kin===&lt;br /&gt;
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*&#039;&#039;&#039;[[Kâhl]]:&#039;&#039;&#039; Taking the place of [[Squat Warlord]]s as leaders in their species’ military roster, they’re experienced battle hardened Generals who proudly wield the Leagues advanced weaponry, and are the final authority over an individual Oathband in the Kinhost militaries, they’re subordinate only to their Kindred’s ruling Votannic Council. Their most important role is to cast the Eye of the Ancestors over their foes — marking out priority targets and ensuring the most dangerous enemies are the first to feel the wrath of the Kin. Equipment wise they carry nifty ornate armor and weapons like the Kin equivalent to storm bolter, plasma axes, and Volkite equipped power fists. FOR KARL!!&lt;br /&gt;
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*&#039;&#039;&#039;[[Squat Thunderers|Brôkhyr]]:&#039;&#039;&#039; The [[Guildmaster|engineers]] and lead craftsman of the Leagues, named after the dwarf of Norse mythology, Brokkr, who built Mjolnir. They just blow tech priests out of the water on every level, as not only do their (creatively named) A.N-vyl Terminals (just picture a 3D printer but for guns) have MANY full STCs inside that make all their guns all that and a bag of chips in comparison to those of the Imperium, but they&#039;re also not limited by dogma and orthodoxy when it comes to technological advancements, meaning they actively upgrade their shit. That being said while their specialty lies in engineering these folks are also more than willing to throw down with the best of them. When the Oathbands head to battle, the Brôkhyr will strap on powerful exo-frames to become the mighty Thunderkyn. Although not quite as scratch-resistant as the Einhyr Hearthguard’s exo-armour, since the powerful suits they wear were initially adapted from rugged engineering rigs, they can still take a hell of a pummeling and allow the Brôkhyr Thunderkyn to heft the heaviest man-portable weapons the Leagues can muster with ease. Hordes of their enemies fall before salvos unleashed from bolt cannons, while heavy infantry find themselves pierced by the unstoppable lances of SP conversion beamers, prospects that have made more than one enemy think twice before attacking them. &lt;br /&gt;
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*&#039;&#039;&#039;Brôkhyr Iron-master:&#039;&#039;&#039; The Brôkhyr are the Leagues’ highly skilled techno-artificers, and the Iron-masters are the cream of their crop. They head into battle with a dutiful Ironkin assistant and a knack for repairing even the most beaten-up vehicles. Helping them are a gaggle of E-COGs – hardy combat and repair drones, lacking the intellect of a true Ironkin.&lt;br /&gt;
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*&#039;&#039;&#039;[[Living Ancestor|Grimnyr]]:&#039;&#039;&#039; The predominant psykers of the Leagues, dressed like [[weeb|fucking wizards]] in an army full of voidsuits and armor. Wearing robes over their Power Armor to the point that [[Dark Angels]] themselves looks like normies. The Kin now name their dwarf wizards after the false identity Odin took while on a bet from Frigg, from Norse Mythology (or ripping off the WHFB dwarf god [[Grimnir]]). Are essentially the Votanns eyes, ears, limbs, mouth, etc. They are able to access directly the data stores of the Votann using psychic powers, and communicates its will and guidance to their Kindreds and Leagues. They are the closet you will see to a priest in the largely secular Leagues. They also use barrier tech to help them harness the raw power of the immaterium in battle – such as summoning two mechanical CORVs that often  hover alongside them as familiars (very similar to the ability of the gene stealer cults to summon familiars). Essentially mystical wise old sages.&lt;br /&gt;
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*&#039;&#039;&#039;Embyr:&#039;&#039;&#039; Mentioned in the codex as a sworn order of warriors who protect the gene-wombs of a hold&#039;s Crucible. In essence, they guard the Cloneskeins, and therefore, the next generation of kin. They&#039;re also marked as being another example of kin who are integrated with barrier tech, like the grimnyr, and are therefore psykers. We don&#039;t know to what extent, however. &lt;br /&gt;
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*&#039;&#039;&#039;[[Squat Berserkers|Cthonian Berserks]]:&#039;&#039;&#039;Hailing from the Cthonian mining guilds which are noted for venturing to environments even other Kin fear to tread, these furious and heavily augmented murder machines are a sci-fi reimagining of [[Slayer]]s from WHFB. These frontline fighters originally began as Kin who enhanced the physical capabilities of their cloneskeins with cybernetic upgrades and cyberstimms, all the better to extract precious minerals from rad-plagued nebulae, explosive asteroids, and fathomless ocean depths. Now tasked with dealing with their people’s enemies they charge into battle with modified advanced mining gear like heavy plasma axes, concussion mauls, and power fists all while wearing little or no armor besides that which their cyborg augmentations provides. They also have mole mortars/ grenade launchers (for mining purposes of course). The most augmented and hardiest of the Cthonians are known as &amp;quot;luggers&amp;quot;, who compete with each other to see who the most cybernetically jacked are. Think Wilhem from Borderlands, and you have an idea. &lt;br /&gt;
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*&#039;&#039;&#039;Hearthkyn Warriors:&#039;&#039;&#039; Because replacing i&#039;s with y&#039;s is so sci-fi and trademark friendly. The [[Squat Trooper|Hearthkyn]] are essentially identical in terms of origin as the [[Guardian|Guardian Defenders]] of the eldar, in that they are the core infantry force of the Leagues&#039; military that were conscripted from their civilian populations. However, rather than being a militia roused during times of conflict, the Hearthkyn are instead closer to real-world militaries, in that the soldiery serve for an extended period of time before going home to their civilian professions. Serving in the Hearthkyn, anyone can enlist: male, female, flesh or metal, as Kin are Kin, after all. The units themselves are equipped with all manner of hullabaloo Squat guns depending on their specialization, on the lighter end there are the Autoch-pattern bolters used for assault and laying down covering/saturation fire, there are also bolt shotguns, and bolt revolvers. On the heavier side there are volkanite disintegrators,  ion blasters (whose technology the Kin apparently gave to the Tau much to the Imperium’s ire) and HYLas auto-rifles all of which are used to sunder the defences of heavily-armoured opponents. Finally there’s also specialized heavy weapons such as L7 missile launchers, EtaCarn plasma beamers, Graviton blast cannons, and magna-rail rifles. All these ranged weapons are supported by smart tech integrated into Kin battlegear. The haptic utility nerve transmission recalibrator modules – HunTR for short – interface with their neural augmetics to establish a feedback loop between firearms and their users. This system projects minute gravitational pulses to maintain a stable firing platform even while running at full pelt – or zooming along on a flying trike. For close combat they got plasma blades, plasma axes, and concussion weapons like gauntlets, hammers, and mauls that amplifies the kinetic energy behind a Kin’s strike enough to launch an Ork boy into the air. As for protection they wear their own brand of power armor called Void armour comprised of hardened jointed segments which are hooked into a void suit beneath. The suit is fashioned from magnaferrite weave, and often reinforced with adamantine and enhanced with microfield generators for a level of protection that any Imperial Guardsman would give their left gonad to have!&lt;br /&gt;
**&#039;&#039;&#039;Theyn:&#039;&#039;&#039; Sci-fi spelling for the old Anglo-Saxon Thegns/Thanes (Fantasy Dwarfs had Thanes as heroes, so another connection there). They are experienced  warriors that serve as [[Squat Thunderers|squad leaders]] in Hearthkyn and Einhyr Warrior squads of 10 to 20 warriors and are able to arm themselves with a variety of hand-to-hand combat weapons, including brutal concussion gauntlets, plasma blades, and vicious plasma axes in addition to high quality ranged weapons. Theyns communicate with their squad with the aid of cybernetic implants – relaying strategic instructions from the commanders of the Oathband to their units, and can be differentiated from the other kin by the fancy animal headed crest mounted on the back of their armor which can grant them special abilities like acting as a teleporter.&lt;br /&gt;
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*&#039;&#039;&#039;Hearthkyn Salvager:&#039;&#039;&#039; Masters at the art of recovering prized artifacts and locating precious resources in the depths of hulks and wrecks. They are scouts and explorers foremost, trained to identify items of value, extract as much as possible, and survive – all before clocking out. Each salvager is a hardened warrior, well-acquainted with the dangers of space hulk exploration, and the team also carries a wide assortment of survey equipment to help identify cost-efficient targets. Salvagers often wear heavy armour with in-built &amp;quot;gellar ramparts&amp;quot; and are tethered to their ship by warp-shielded cables, which allows them to scavenge space hulks in the warp. A regular operation in which the Kin loot space hulks is called a Hulk-skim, which involves lasers cutting away large parts of a hulk.&lt;br /&gt;
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*&#039;&#039;&#039;Einhyr [[Hearthguard]]:&#039;&#039;&#039; Named after the Einherjar of Valhalla, they are the newly-christened [[Hearthguard]] Terminators of old, being the honored warriors selected from a Kinhold&#039;s most accomplished fighters, clad in [[Exo-Armour]]. They&#039;re armed with a shoulder mounted grenade launcher, a hand-held Volkanite Disintegrator, and either a power first with a retractable plasma blade or a Thunder Hammer. Like regular Hearthkyn Void armor the Exo-armor also has the HunTR system of micro gravity field generators built in to help keep their aim steady allowing them to fire on the move.&lt;br /&gt;
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*&#039;&#039;&#039;Einhyr Champion:&#039;&#039;&#039; Those who climb the ranks of the Einhyr that eventually became Champions. These  warriors are clad in modified exo-armour fitted with mass-drivers for jump purposes and armed with vicious close combat weapons. They function as living battering rams, pulverising anything that gets in their way.&lt;br /&gt;
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*&#039;&#039;&#039;[[Hekaton Land Fortress]]:&#039;&#039;&#039; A 300 point HECKA CHUNKY Heavy support tank that can also serve as a defensive emplacement and troop transport. This vehicle packs overwhelming firepower onto a rugged frame. Transport numbers vary depending on the nature of the troops inside. For instance it can lug around a hefty 12 models of Hearthkyn or Cthonian Berserks on the higher end, but only 6 of the more heavily armored Einhyr, and just 4 troops with the Exo-frame keyword like the Brôkhyr Thunderkyn. Still it can go toe-to-toe with some of the biggest and best battle tanks in the 41st Millennium thanks to its durable void armour. Weapons wise it can be equipped with a variety of hefty weapons for its main gun– from a cyclic ion cannon, to the very nasty heavy magna-rail cannon, or the devastating SP heavy conversion beamer. If needed a missile launcher with 3 different possible classes of devastating warheads (one kind for vehicles, one for bunker busting, and the last for dealing for infantry) can be added in exchange for removing the craft’s default pan-spectral scanner, though it will lose the ability to ignore light cover when firing. And if all that wasn’t enough it also has a rear mounted MATR autocannon, plus 4 bolt cannon ball turrets around the hull for dealing with swarms of smaller foes that can be swapped out for ion beamers if the user desires. As a side note the Hekatons are also mentioned to sometimes draw carriages in the codex.&lt;br /&gt;
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*&#039;&#039;&#039;[[Magna-Coil Bike|Hernkyn Pioneer]]:&#039;&#039;&#039; THE [[Squat Trike|TRIKES]] RETURN! [[Skub|AS HOVERTRIKES!]] And with a [[-4 Str|female]] driver. It looks like a spider-tank tachikoma from Ghost in the Shell fucked a [[Squat Bike|Harley]] and their baby came out a hoverbike. Hernkyn Pioneers are 35 point vehicles ridden by independently minded Kin who serve as scouts and outriders for the Kinhosts. They exchange the heavier armor of the Hyrthkin for lighter void suits backed up by armored trench coats, an old style pilot’s cap, and when necessary a gas or oxygen mask. Before you make the mistake of thinking they’re outlaw bikers though it should be noted that they are not seen like that at all amongst their own people. Rather in eyes of the Kin the Pioneers willingness to go off alone is considered courageous and selfless as they are putting their own lives at risk for the sake of their families, in effect making them the equivalent of the WFB Dwarf rangers. Anyway, to ensure they can keep riding for as long as possible the Pioneers make sure to carry any all equipment they might conceivably need with them at all times, from bedrolls to digging tools strapped to their rides. To aid them in scouting their trikes come equipped with multiwave comms arrays and pan-spectral scanners which are all quite useful for picking up strategically important data. Weapons-wise the riders can be armed with a bolt pistol, or a bolt shotgun, plus concussion grenades and a plasma blade for backup, while the Trike itself was equipped with a magna-coil autocannon mounted on the front. In addition if the rider is willing to take along a passenger then it’s possible to mount a heavy weapon on the back of the vehicle in the form of a rotary Hy-Las (high yield laser) cannon or an ion beamer. These weapons are linked to the driver and passenger’s implants via the HunTR system so they can fire on the move.&lt;br /&gt;
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*&#039;&#039;&#039;[[Sagitaur ATV]]:&#039;&#039;&#039; A 130 point six wheeled infantry fighting vehicle, that takes its name from the centaur shaped constellation Sagittarius, the Sagitaur is used for surveying inhospitable alien terrain. The Sagitaur is a rapid-response ATV suited to scouting operations and lightning-fast armoured offensives alongside Hernkyn Pioneers. Its armoured carapace is durable enough to shrug off everything from rockslides to plasma blasts. Sagitaurs usually operate in pairs and are remarkably heavily-armed for their size, with a nose-mounted twin bolt cannon complemented by a swivelling turret weapon, such as a HYLas beam cannon, L7 missile launcher, or MATR autocannon. Once they’re right up in the enemy’s lines they will disgorge their troops in the form of 5 troops from a 10 man squad of infantry with the other half being carried by a second vehicles. These can then go on to seize vital objectives. It should be noted though that the troops the Sagitaur Carrie’s cannot have the Exo-frame keyword so using them for things like Thunderkyn is a no-go unlike with the Hekaton.&lt;br /&gt;
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*&#039;&#039;&#039;Colossus-class war engines:&#039;&#039;&#039; were briefly mentioned in a Warcom article where it’s stated the Ymyr Conglomerate Holds can wield more of them then any other league due to the Holds large number of skilled Craftsman and Engineers. Sadly we don’t have a stat line, nor do we have an image to confirm if these are indeed the same thing as the old Squat [[Colossus War Machine]].&lt;br /&gt;
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*&#039;&#039;&#039;[[Ironhead Squat Prospectors]]:&#039;&#039;&#039; An offshoot of the Kin that set up shop on [[Necromunda]] right after the Horus Heresy, and are busy doing dwarrowesque things, while also dealing with the locals that sometimes try to loot their stuff. While they&#039;re only distantly related to the Leagues with no direct affiliation, they&#039;re said to get along. There is a small but not high chance  they&#039;ll be options on the table top as well since Kill team has a precedent for a small unit from one box being an option like the sister novitiate, at the very least make a good proxy/conversion.&lt;br /&gt;
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*&#039;&#039;&#039;[[Cargo-8 Ridgehauler]]:&#039;&#039;&#039; the Squat land trains return! Well they have on Necromunda at least. These huge transport trucks with multiple trailers and strapped on weaponry are used by Squat prospectors and regular human folk to cross the ash wasteland and protect valuable shipments. They aren’t quite up to the standard of the old land trains but at least it’s something.&lt;br /&gt;
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*&#039;&#039;&#039;Chronos Pattern Ironcrawler: &#039;&#039;&#039;a gigantic tracked APC/pickup truck hybrid that’s favored by both the Ironhead Squats and the local Necromundans. The vehicle is even more heavily armored than the Ridgehauler and the cab is sealed to protect against radiation and ash storms. It comes standard with a cargo winch, two pintle mounted turrets, and numerous firing ports in the transport cage behind the cab so any extra troops it’s ferrying can fire on any nearby enemies.&lt;br /&gt;
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*&#039;&#039;&#039;[[Demiurg]]:&#039;&#039;&#039; Outright stated in the League of Votann Codex to be Kin [[Prospect|Prospect fleets]] that have been misidentified by Imperial and Tau observers alike to be a separate race. It’s also a common mistake for Imperial xenologists as said Prospect Fleets have also been misidentified as Grome, Gnostari, or Kreg species. Heck, even the Eldar have known them as the Heliosi Ancients instead of their proper name. WarCom confirmed that the Tau received their ion weapon technology from the Kin, whereas in Battlefleet Gothic they claim that it was from the Demiurg, &#039;&#039;another&#039;&#039; race of dwarf space-miners. Logically, the term &amp;quot;Demiurg&amp;quot; is just be what the Tau call the Kin, with the Demiurg may be another offshoot culture of the wider kin race like prospectors above. After all, their clones-kin’s capability in stressing divergent phenotypes means visibly different strains could possible (like different breeds of dogs or cats) the demiurg simply bring this physical divergence to [[Heresy|extreme]] levels. One example is the Seran-Tok Mercantile Leagues that decided to throw in their lot with the upstart T&#039;au Empire rather than being in the bottom of the Imperium&#039;s to-do list. &lt;br /&gt;
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*&#039;&#039;&#039;Space Craft:&#039;&#039;&#039; While a full list of space assets hasn’t dropped yet, the retcon regarding the nature of the Demiurg means we have some idea of what kind of vessels the Kin have. In addition to smaller autonomous mining craft that can be reconfigured as [[Automated Fighting Drone|fighters]], [[Automated Bombing Drone|bombers]], and [[Automated Barge Drone|assault boats]] the Leagues also wield two classes of rather impressive warp-capable ships that many fans have noted look like giant flying hammers. The first class is the [[Bastion-class Commerce Vessel]]s which seems to be an enormous asteroid mining vessel that can also act as a cruiser, though its firepower is enough to let it hold its ground against an Imperial battleship. They are typically manned by a single large clan/brotherhood and their robot navigators. Less common are the larger [[Stronghold-class Commerce Vessel]]s which are typically manned by two or even three clans/brotherhoods and the previously mentioned robot navigators. These massive crafts both serve as stately battleships and factory/processor ships for the Kin mercantile clans. The mining lasers on both craft while short-ranged are noted to be incredibly powerful, something which is to be expected given they were originally used to cut through asteroids. They derive their power through the use of electromagnetic fields around the prow of the ship that serves as a Bussard Scoop that will absorb interstellar hydrogen. This hydrogen then undergoes fusion and whatever energy or particles isn’t used for powering the laser is then accelerated to the rear of the vessel to speeds near that of the speed of light to provide motive force similar to a ram-jet. As a side benefit the complex radiation shielding this process requires evidently produces numerous other defensive benefits for the starship and adds to its protection. The Mechanicus is noted to be very interested in getting their tendrils on this tech, but despite their best efforts they have yet to get a chance to examine it.&lt;br /&gt;
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==See Also==&lt;br /&gt;
*[[Warhammer 40,000/Tactics/Leagues of Votann(9E)]]&lt;br /&gt;
*[[Kharadron Overlords]], their closest Age of Sigmar counterpart&lt;br /&gt;
*[[Dwarfs (Warhammer Fantasy)]]&lt;br /&gt;
*[[Chaos Dwarfs]]&lt;br /&gt;
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==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:VotannTrike.jpg|They see me dworfin, they hatin&#039;, Patrollin&#039;, and tryna catch me ridin&#039; dirty.&lt;br /&gt;
File:CNiuMZPWWNpatQNt (1).jpg|dorfy thicc dorfy brick&lt;br /&gt;
File: FW1NodbWYAA-Gzh.jpg|‘[[StarCraft|Ye want a piece a&#039; me, lad??]]’&lt;br /&gt;
File:Sagitaur ATV.jpg| Sagitaur ATV, the perfect vehicle for dropping off some Hearthkyn at the pub for some brewskies on a moons surface.&lt;br /&gt;
File:LeagueHold.jpg|One of the many holds in the Leagues, in all it&#039;s industrial might&lt;br /&gt;
File:Ironkin.jpg|A humble Ironkin, ready to serve for their civilization&lt;br /&gt;
File:Getbackintheironkinchen.png|&amp;quot;[[Weeb|UWU.exe]]: I wonder if [[Adeptus Mechanicus|our new friends]] will enjoy these muffins I baked for them? I should head over and see what they&#039;re up to!&amp;quot;&lt;br /&gt;
File:Votann Fanart by 流星R.jpg| Even space Dwarves can be cute.&lt;br /&gt;
File:CthonianBerserks.png|[[Cyberpunk 2020|Just another day of cyberstimms and Cyberpsychosis...]]&lt;br /&gt;
File:Wrathoftheancestors.jpg| [[Primaris Captain|Where have I seen that before?]] [https://1d4chan.org/wiki/File:Captain1.jpg Oh.]&lt;br /&gt;
File:Kâhl.jpg|Pictured: The &#039;&#039;&#039;real&#039;&#039;&#039; Space Vikings.&lt;br /&gt;
File:Hekaton_Land_Fortress.png|Bunker on wheels + half-a-dozen guns + half-a-dozen pissed space dorfs = a VERY bad day for you.&lt;br /&gt;
File:Gangoftrikes.jpg|If Mad Max had discovered hovercraft technology&lt;br /&gt;
File:VotannPioneer.jpg.webp|A Kin Pioneer negotiating with a Imperial&lt;br /&gt;
File:Leaguemining.jpg|It ain&#039;t no trick to get rich quick If you dig dig dig with a shovel or a pick&lt;br /&gt;
File:Leagueanvil.jpg|Remember Brokyr, the Ancestors are Always Watching&lt;br /&gt;
File:Thunderkyn.jpg|&amp;quot;Hey look buddy, I&#039;m an engineer and that means I solve problems...&amp;quot;&lt;br /&gt;
File:LOV Army Shot.png|A Kin Oathhost about to tell the Black Legion to gtfo their lawn&lt;br /&gt;
File:Votann Grimnyr.jpg|Finally, the [[Space Wolves|fucking furries]] don&#039;t have the monopoly on sweet beards&lt;br /&gt;
File:LoV_shortstack.jpg|Shortstack lovers rejoice!&lt;br /&gt;
File:Power_armor_Kin.png|Gender equality sure look good, eh laddies?&lt;br /&gt;
File:Leagues-of-Votann-Codex-art.jpg|Channeling that good &#039;ol IoM energy, but now with 100% more dorfness.&lt;br /&gt;
File:Clone Mutant Ninja Dwarfs.png|[[Teenage Mutant Ninja Turtles|Yaldi-bunga, dudes!]]&lt;br /&gt;
File:Legotann.png|Color schemes GW wish they&#039;d have thought of.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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[[Category:Dwarves]]&lt;br /&gt;
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{{WH40k-Factions}}&lt;br /&gt;
{{40k-Governments}}&lt;/div&gt;</summary>
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