<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://2d4chan.org/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=2001%3A8003%3A1C20%3A8C00%3AA03F%3A19EE%3A6A3E%3A6BBB</id>
	<title>2d4chan - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://2d4chan.org/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=2001%3A8003%3A1C20%3A8C00%3AA03F%3A19EE%3A6A3E%3A6BBB"/>
	<link rel="alternate" type="text/html" href="http://2d4chan.org/wiki/Special:Contributions/2001:8003:1C20:8C00:A03F:19EE:6A3E:6BBB"/>
	<updated>2026-06-05T15:14:56Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Morglum_Necksnapper&amp;diff=345337</id>
		<title>Morglum Necksnapper</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Morglum_Necksnapper&amp;diff=345337"/>
		<updated>2023-01-24T12:44:29Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:A03F:19EE:6A3E:6BBB: Undo revision 872232 by 2600:387:2:813:0:0:0:50 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{NotFunny}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Morglum Necksnapper&#039;&#039;&#039; is the OG [[Black Orc]] special character for the [[Orcs &amp;amp; Goblins]] in [[Warhammer Fantasy]], as proven by the fact he achieves the normally Savage Orc-restricted feat of riding a boar whilst wielding two choppas. He was phased out around 6th edition for [[Grimgor Ironhide]], and canonically killed off by him in the End Times.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The only good stunty is a dead stunty, and the only thing better n&#039; a dead stunty is a dyin&#039; stunty who tells yer where to find &#039;is mates.&amp;quot;&lt;br /&gt;
—Morglum Necksnapper.&lt;br /&gt;
&lt;br /&gt;
Morglum Necksnapper is a powerful fighter who has led his mob from the desolate East to conquer many Orc and Goblin tribes around the Worlds Edge Mountains. Those who fight hard enough (and survive) are allowed to join the Necksnappers, a still-growing horde that has won many famous victories. For example, when he and his Black Orcs defeated the tribe of Oglok the &#039;Orrible in the Badlands, this Warboss was so overawed that he decided to throw in his lot with Morglum, following him in his subsequent campaigns.&lt;br /&gt;
&lt;br /&gt;
Most Orcs are loud and quarrelsome, but Black Orcs are quiet and stern, strong and silent. This is especially true of Morglum, who appears to be almost entirely fearless. Morglum is renowned for his short, to the point battle cries and terse tactical observations.&lt;br /&gt;
&lt;br /&gt;
In 2488 IC, at the Battle of Death Pass, he led his Black Orcs, Orcs and Goblins to a convincing victory against an Errant Bretonnian army. As the Bretonnian Duke and his knights galloped frantically out of Death Pass towards the setting sun, pursued by hordes of Goblins, Morglum Necksnapper made his famous pronouncement:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Let &#039;em tell da King. Da east belongs to da Orcs. Da east belongs to Morglum. Da east is green.&amp;quot;&lt;br /&gt;
—Morglum Necksnapper.&lt;br /&gt;
&lt;br /&gt;
When news of the disaster reached the Bretonnian King, Philippe V wisely concluded that the Errantry Wars had achieved all worthy objectives and it was time to declare them at an end. The Bretonnians, in their pride, do not cope well with defeat, and were it not for the wise King ending the wars, countless more knights may well have thrown their lives away in an effort to regain the honour of their defeated brethren.&lt;br /&gt;
&lt;br /&gt;
Years later, the Greenskin coalition led by Morglum joined [[Gorfang Rotgut|Gorfang Rotgut&#039;s]] Orcs after their siege of Barak Varr in 2503 IC, and in 2507 they attacked Karak Azul together. The Orcs briefly took possession of parts of the hold and Gorfang captured many kinsfolk of King Kazador.&lt;br /&gt;
&lt;br /&gt;
Morglum uses two axes and rides his favorite war boar. After beating it in a day-long head-butting contest, Morglum gained its respect so that it now behaves itself in combat.&lt;br /&gt;
&lt;br /&gt;
Bulak&#039;s Bloody Armour - This old and well-worn suit of armour is encrusted with blood that will never wash off. Most of the blood seems to actually be Bulak&#039;s rather than that of his enemies, which is why Morglum is now the one wearing it. Still, rumour has it his final fight wasn&#039;t at all fair and that somehow the spirit of the long-dead Bulak is trapped inside, eager for revenge.&lt;br /&gt;
&lt;br /&gt;
{{Orc-Gitz}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer Fantasy]] [[Category: Orcs &amp;amp; Goblins]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:A03F:19EE:6A3E:6BBB</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Fulgrim&amp;diff=222475</id>
		<title>Fulgrim</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Fulgrim&amp;diff=222475"/>
		<updated>2023-01-23T15:24:43Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:A03F:19EE:6A3E:6BBB: In essence, the fights are supposed to be in a &amp;quot;Vacuum&amp;quot; for simplicity, but notes are added to make things clearer in particular instances.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Template:Heresy}}&lt;br /&gt;
{{Sick|See [[Slaanesh]].}}&lt;br /&gt;
[[File:Fulgrimsketch.png|400px|right|thumb|Fulgrim&#039;s sketch, looking less fabulous than usual. [[RAGE|Bringing this shit up is a sure fired way of getting your]] [[Anal circumference|ass perforated with one of his many swords.]]]]&lt;br /&gt;
{{Topquote|I finally figured out the only reason to be alive is to enjoy it.|Rita Mae Brown}}&lt;br /&gt;
{{Topquote|He that loves pleasure must to pleasure fall|Christopher Marlowe, Doctor Faustus}}&lt;br /&gt;
{{Topquote|There was a point where this needed to stop and we&#039;ve clearly passed it, but let&#039;s keep going and see what happens.|anonymous}}&lt;br /&gt;
{{Topquote|That which causes us trials shall yield us triumph, and that which makes our hearts ache shall fill us with gladness. For the only true happiness is to learn, to advance and to improve. None of this could happen without rejecting error, ignorance and imperfection. We must pass out of the darkness to reach the light!|The Primarch himself, being badly mistaken}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fulgrim&#039;&#039;&#039;, &#039;&#039;&#039;&amp;quot;The Palatine Phoenix&amp;quot;&#039;&#039;&#039; AKA &#039;&#039;&#039;Prissy Little Bitch&#039;&#039;&#039;, &#039;&#039;&#039;Drama Queen&#039;&#039;&#039;, &#039;&#039;&#039;[[TTS|Obnoxious Brown Noser]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Anime|Every Gay Anime Character Stereotype]]&#039;&#039;&#039;, &#039;&#039;&#039;snek man&#039;&#039;&#039;, is the [[Primarch]] of the [[Emperor&#039;s Children]] [[Chaos Space Marines|traitor legion]], a [[daemon prince]], the Pretty-Boy of the family, perennial handler of extra-fucking-cursed swords and an enormous hedonistic bitch.&lt;br /&gt;
&lt;br /&gt;
Pre-heresy, Fulgrim was the HAWTEST goddamn asshole in the galaxy. Like, anime protagonist, Gary Stu self-insert HAWT. (Jury&#039;s still out on if he was hotter than Sanguinius). He was so HAWT, that his residual HAWTNESS made all of humanity the HAWTEST race in the galaxy, which is kind of ironic, because &#039;ful&#039; means ugly in Swedish, and &#039;grim&#039; means ugly in Danish. Anyways, point is, Fulgrim was one handsome human. Because of this, he decided that all the ugly [[xenos]] had to [[Khorne|&#039;&#039;&#039;fucking die&#039;&#039;&#039;]] for the crime of not being HAWT humans. Fulgrim was also moody as hell, craving drama, and was generally the worst guy at parties. In fact, he was so edgy, that one time he met up with [[Perturabo]] to tell him he&#039;d heard of some cool [[Eldar]] weapons they could use to kill [[God-Emperor of Mankind|daddy]]. They met on a remote planet to talk about it, and halfway through the first fucking sentence, Fulgrim decided that he couldn&#039;t just explain it out in the open. Rather, he felt he had to tell Perturabo in a magnificent amphitheater built into a meteor crater. Nothing else would do. Sadly, no such amphitheater existed in the galaxy at the time. No probs for Fulgrim, though, as he just made the [[Iron Warriors]] build one. Since there were no craters on this planet AND no meteors available, better break out the explosives! Boom went the dynamite, and the [[Slaanesh|erecting]] of this theater began, while Fulgrim broke out the deck chair and refused to move until his brother&#039;s legion raised said theater. Funny thing is though that the Iron Warriors and even Perturabo to a certain extent seemed to enjoy the project, probably because they were building something more fulfilling than fucking trenches. When the theater was done, he finally took the stage and began prancing around, eventually getting to the point and starting his explanation. Unfortunately, he&#039;d spent so much time dicking around that a covert ops [[Raven Guard]] had enough time to set up shop in the rafters and promptly shot Fulgrim through the head, just as he was getting to the good part of the story. If Perturabo was anything other than a humorless emo fuckwad, he&#039;d have felt some glee at seeing his time-wasting, but still conscious brother describing the experience of getting a nine-inch titanium spike stuck in his brain after spending ten minutes, cackling hysterically at the wasted effort.&lt;br /&gt;
&lt;br /&gt;
Despite all this, we should remember that Fulgrim was a pretty cool guy before he fell to [[Chaos]]. He wasn&#039;t always prideful to a fault, and in fact, many Primarchs were his friends. [[Ferrus Manus]] (oh the irony) and [[Horus]] were both extremely close to Fulgrim, and Fulgrim was the only Primarch [[Konrad Curze]] really trusted. He wasn&#039;t just handsome superficially, and actually had a decent sense of compassion, which the Imperium desperately needed at the time (heck, in his personal Primarch novel, he [[Dawww|fondly remembers his foster parents as doing the best they could]], a sentiment which is tragically at odds with the narcissistic perfectionist he&#039;d become). Also, the past tense is necessary because Fulgrim&#039;s present circumstances seem to change way faster than [[Games Workshop|GW]] has ever moved any plot, ever. He&#039;d been a painting, a snake, a dude, possessed by a [[Daemon#Greater Daemons|greater daemon,]] and all kinds of shit. Fuck knows which if any of these actually were him, or just dickish Slaaneshi daemons taking the piss. No one knows fucking anything anymore. No, really! For a while [[what|his soul was literally stuck in a painting]] [http://en.wikipedia.org/wiki/The_Picture_of_Dorian_Gray a la Dorian Gray], and a greater daemon possessed his body, making him do [[/d/|some pretty fucked up things]] even by the standards of an [[Space Marine|Astartes]] following [[Slaanesh]], which is saying a &#039;&#039;lot&#039;&#039;. Fulgrim now has full control of his body again, or, at least that&#039;s what he says. (Because Chaos has always been [[Alpha Legion|honest and trustworthy, amirite?]]) Apparently [[Jaghatai Khan|Jaghatai&#039;s]] and his fates were switched by someone.&lt;br /&gt;
&lt;br /&gt;
[[Angron]] thinks that Fulgrim is an [[Pretty Marines|over-pomped dandy]] and regularly pays his daemonworld visits, where he pummels Fulgrim&#039;s four-armed snake ass into a bloody pulp and generally makes a mockery of Slaanesh in general... Or so [[Khorne]] fanboys would have you believe, as they constantly rant on about how Angron &amp;quot;[[/tg/ gets shit done|GETS SHIT DONE!]]&amp;quot; and conveniently ignore that, whilst Fulgrim has &amp;lt;s&amp;gt;[[Awesome|KILLED TWO FUCKING PRIMARCHS]]&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;[[FAIL|KILLED ONE FUCKING PRIMARCH (Though that is still a massive achievement)]]&amp;lt;/s&amp;gt;, [[Ferrus Manus| KILLED A FUCKING PRIMARCH]] AND [[Roboute Guilliman|TURNED ANOTHER INTO A VEGETABLE FOR 10,000 FUCKING YEARS]], not to mention dozens, if not hundreds of clones of Ferrus made by Fabius Bile, Angron&#039;s Primarch body count currently stands at ZERO. Though of course, what Angron does kill at least stays fucking dead. Meanwhile, Fulgrim&#039;s mark, Guilliman, came back to life as a fucking rejected DOTA/[[StarCraft]] character concept. To top it off, &amp;lt;s&amp;gt;it&#039;s heavily implied that Guilliman managed to kill Fulgrim before his nap&amp;lt;/s&amp;gt; Guilliman got owned by Fulgrim before taking some warp dust and going into a coma. Some of the official lore cites this as a claim that Fulgrim was the best duelist amongst the primarchs, but frankly, such a claim is laughable considering [[Jaghatai Khan|who]] [[Sanguinius|his]] [[Lion El&#039;Jonson|brothers]] [[Leman Russ|are]]. (If only they were around to dispute that claim.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Anyway, Fulgrim is trapped crying in a painting while Angron&#039;s mind is his own. So, yes, Slaaneshi do indeed suck.&amp;lt;/s&amp;gt; Nevermind he got out! Also, he got fucked in the ass by a medieval torture instrument in the latest [[Black Library]] book. This is CANON! [[/d/|Not like he hadn&#039;t enjoyed it.]] Although, him retaking his body is kinda skub because turning into a daemon prince is explained in the lore and has remained consistent: your soul is removed and replaced by Warp substance.  Which means if he puts his soul back in.  Uh. He stops being a daemon?  Gets eaten by the Warp energy anyway? Gets torn into multiple beings by the conflict?&lt;br /&gt;
&lt;br /&gt;
He is the second Primarch to receive his own miniature as part of [[Forge World]]&#039;s Character Series. (Surprisingly, it&#039;s not just a set piece. It&#039;s an actual miniature!) &lt;br /&gt;
&lt;br /&gt;
==Youth==&lt;br /&gt;
[[File:YoungFulgrim.jpg|300px|right|thumb|Even as a teen, Fulgrim resembled a [[Gay|Preening Bishonen Fuckboi]] in a horrid [[Slaanesh|Yaoi fanfic.]]]]&lt;br /&gt;
Like his brother Primarchs, the infant Fulgrim was abducted by the four [[Gods of Chaos]], who weren&#039;t really into the whole Primarch thing. Also, like his brother Primarchs, he was eventually thrown onto a planet of his own since the four Gods found out that raising infant Primarchs really wasn&#039;t worth the trouble, especially when you can get [[Xenos|some other suckers]] to do it for you.&lt;br /&gt;
&lt;br /&gt;
Fulgrim landed on the planet [[Chemos]], whose people had been dependent on interstellar trade to make everything work. The warpstorms caused by the birth of Slaanesh made such trade impossible, meaning the planet didn&#039;t have the resources to sustain a large population. Art, culture, and recreation were sacrificed for the need to survive. By the time baby Fulgrim landed, the planet&#039;s resources had been so stretched that any orphan found was normally killed so as not to put further strain on the planets dwindling resources. Indeed, the scouts that found him during a storm debated as to whether or not they should kill the infant. Unfortunately for the scout arguing for the death penalty, the infant Primarch was equipped with a little failsafe called adorable cuteness that made most people want to protect him. Those who found him named the infant Fulgrim in honor of one of the ancient gods of Chemos. He was raised by Tullea and Corrin, the Chemosians who found him, and eventually grew up to completely turn Chemos&#039; fortunes around. Sadly, his foster parents would die young due to the intense labor requirements and poor living conditions of Chemos.&lt;br /&gt;
&lt;br /&gt;
As with all the Primarchs, Fulgrim grew up at an unnatural rate. He started off differently from other Primarchs, as he wasn&#039;t a warrior, or a freedom fighter, or an object of worship, but a simple laborer in one of Chemos&#039; many factories. Once working, he immediately showed talent in all things, improving machines to make them more efficient, working hours that would kill a normal human, and re-discovering new technologies that had been lost since the Dark Age of Technology. He improved Chemos&#039; infrastructure so much that people actually began to have time for other things again. Most importantly of all, with Fulgrim came a will and a drive for Chemos&#039; people to rise up above their level of merely existing and become something greater than drab factory workers struggling for survival. Perhaps the people of Chemos would never become great, but now they could reach for the stars once more. In this time, he also engaged in political marriages over the years to unite the factory-cities of Chemos. But though he initially loved some of them, Fulgrim would outlive all of his spouses, and after awhile, he stopped caring about them.&lt;br /&gt;
&lt;br /&gt;
These losses actually give Fulgrim a somewhat different dimension in his family drama compared to his brothers. While not the only Primarch to be raised by familial figures (or at least [[Jaghatai Khan|comrades-in-arms]]), nor lose them, he is thus far the only one confirmed to have been married before. Many of his brothers would certainly become kings and emperors on planetary or even galactic scales, and while their love lives were never detailed, it&#039;s certainly possible that he wasn&#039;t the only one to secure his dynasty with marriages when he wasn&#039;t performing miracles or conquering enemies (and for all we know, some of them might have known how to [[Lukas the Trickster|have a good time with the mortals]] without [[FATAL|breaking them in two]]). However, for those Primarchs with such influences, they were either able to retain their links to humanity with augmetics (for [[Tarasha Euten|good]] or [[Kor Phaeron|ill]]), preserve an [[Sanguinius|all-encompassing]] [[Vulkan|compassion]] for the whole, or otherwise have everything go tits up due to either [[Angron|external factors]] or their own [[Perturabo|petty vindictiveness]]. &lt;br /&gt;
&lt;br /&gt;
Fulgrim, however, wasn&#039;t able to preserve any of those mortal links, and neither did he have them dramatically torn away from him as a galvanizing moment. They just left his life because they were all too mortal, fragile beings in a flawed environment, and he was something so far beyond that. He cared once, even erecting busts of his parents within his personal chambers, and he still retained a sense of that care for others. But as time went on and the people he loved kept leaving, he grew more distant from common humanity; by the time of the Crusade, he couldn&#039;t even tell his parents apart, and his fondness for them was dimmed by pity. And while it may not have been explicitly stated, it likely contributed to Fulgrim&#039;s obsession with perfection as something that truly lasts.&lt;br /&gt;
&lt;br /&gt;
It was then that the [[God-Emperor of Mankind|Emperor]] arrived. As soon as Fulgrim saw the Emperor, he took a knee and swore fealty. &amp;lt;s&amp;gt;What, no jokes about kneeling? This Website has changed&amp;lt;/s&amp;gt;. The Emperor then showed Fulgrim his [[First Founding|Legion]], now only 200 strong. It is said that upon seeing his sons displayed before him, entire companies reduced to only one Astartes, yet still proudly bearing their banner, Fulgrim knelt. He then rose and addressed his sons, saying, &amp;quot;You are the Emperor&#039;s chosen, his heralds, his warriors, his children, for this is only the beginning.&amp;quot; Just as the people of Chemos were born again, so would the Third Legion&#039;s Astartes forge themselves into a new future under a new master. Perhaps the one truly perfect, truly eternal being in all the galaxy, who would raise all of humanity to his golden standard.&lt;br /&gt;
&lt;br /&gt;
==Terra==&lt;br /&gt;
[[File:Fulgrim by slaine69.jpg|400px|thumb|left|Prince Sky didn&#039;t take Love Island being on TV very well.]]&lt;br /&gt;
Despite the [[Great Crusade]] being well underway, Fulgrim and the Emperor went back to [[Earth|Terra]] to reunite Fulgrim with his [[Space Marines|legion]], why he didn&#039;t bring them along so they could get going is anybody’s guess.&lt;br /&gt;
When they finally reached Terra, Fulgrim was introduced to his legion and discovered that some accident had reduced the [[gene-seed]]s of the III Legion to the point that only 200 remained. Without the Primarch, it had been a slow and laborious process of repairing the damage.&lt;br /&gt;
&lt;br /&gt;
But never let it be said that Fulgrim didn&#039;t know how to bounce back from any hit, as he met his legion he made the customary speech to his legion and named them The [[Emperor&#039;s Children]]. &lt;br /&gt;
The Emperor&#039;s already ginormous ego was pleased by this speech, so he allowed Fulgrim and his legion to use the Aquila as their symbol. Never let it be said that the Emperor doesn&#039;t reward those who strokes his ego pleasingly.&lt;br /&gt;
As all other Primarchs, his legion quickly gave him a nickname. Since Fulgrim in their eyes had risen their legion from the ashes, Fulgrim got the name The Phoenician. As all other Primarchs, his brothers had a nickname for him too; since Fulgrim liked to dress in one outlandish costume after another (to the point that Lady Gaga would ask him to tone it down some), they named him Peacock (this name would also be used to describe the nature of his legion when not in battle).&lt;br /&gt;
&lt;br /&gt;
Just how long it took Fulgrim to get his legion back on track has been forgotten but Fulgrim&#039;s Flagship was completed 160 years before the [[Horus Heresy]], so he probably took some time as no Primarch wants to be seen dead without his flagship. Especially if that Primarch is the most vainglorious man ever to exist.&lt;br /&gt;
Unfortunately for Fulgrim, the Emperor couldn&#039;t sit around and wait for Fulgrim to finish his work in bringing the Emperor&#039;s Children back to full strength, so Fulgrim&#039;s legion were merged with [[Horus]]&#039;s [[Black Legion|Luna Wolves]] until they were ready to go out on their own. As a sidenote, Fulgrim&#039;s flagship took twice as long to build as any other Gloriana-class battleship ever had because he insisted on it being absolutely perfect. We don&#039;t know how long that was but more than likely it was &#039;&#039;quite&#039;&#039; a long while. &lt;br /&gt;
&lt;br /&gt;
Among Fulgrim&#039;s closest friends were Horus and [[Ferrus Manus]], whom he nicknamed The Gorgon, and whom he shared a closer friendship with than the rest of his brothers. At the surface they seemed completely different in terms of attitude and difference. Then you realize that Fulgrim basically grew up as super-powered factory worker/coal miner and the bonding suddenly makes a lot more sense. &lt;br /&gt;
&lt;br /&gt;
Their first meeting was on Terra beneath Mount Narodnya, the greatest forge of the Urals, where Ferrus Manus was busy toiling with the forge-masters who had once served the Terrawatt Clan during the [[Unification Wars]] soon after his arrival from [[Medusa]]. The Primarch of the Iron Hands had been demonstrating his phenomenal skill and the miraculous powers of his liquid metal hands when Fulgrim, the Primarch of the III Legion, the Emperor&#039;s Children, and his elite Phoenix Guard, had descended upon the sprawling forge complex.&lt;br /&gt;
&lt;br /&gt;
Neither Primarchs had met each other before, but when they meet each other they immediately felt a kinship, either that or the fact that each of them were 3.5 meters tall, one a regal-looking albino and the other a muscular strongman with living metal all over his hands and that all artisans in the room immediately prostrated themselves in front of them, might have been a pretty HUGE clue. That said, Ferrus&#039; conversations with [[Lorgar]] tended to run to about half a minute, and that was only if Ferrus couldn&#039;t help it, so maybe there is something in that story.&lt;br /&gt;
&lt;br /&gt;
When Ferrus Manus later told of what had happened beneath Mount Narodnya, he said that Fulgrim had come claiming that he had come to forge the most perfect weapon ever created for The Great Crusade. Ferrus Manus, ever prideful, could not let such boast go unchallenged (if he had been less prideful, he might have been a head taller than he is today, not to mention alive). Laughing in Fulgrim&#039;s face, Ferrus Manus answered Fulgrim&#039;s boast by declaring that such pansy hands as Fulgrim&#039;s could never forge anything. &lt;br /&gt;
&lt;br /&gt;
Fulgrim accepted the challenge with &amp;quot;regal grace&amp;quot; and both Primarchs stripped to the waist, making every female and male (&amp;lt;s&amp;gt;who bent that way&amp;lt;/s&amp;gt; [[gay|Primarch abs do &#039;&#039;&#039;not&#039;&#039;&#039; give a shit about your sexuality]]) artisan swoon in pleasure. For three months the Primarchs worked unceasingly at the forge until at last their weapons were complete. Fulgrim had forged an exquisite warhammer--Forgebreaker--that could level a mountain with a single blow, and Ferrus Manus a golden bladed sword--Fireblade--that forever burned with the fire of the forge.&lt;br /&gt;
&lt;br /&gt;
Well never let it be said that both Primarchs didn&#039;t appreciate fine craftsmanship; Fulgrim declared that Fireblade equal of that borne by the legendary hero Nuada Silverhand and Ferrus swore that only the mighty thunder gods of Nordyc legend were fit to bear such a magnificent warhammer.&lt;br /&gt;
Without a word the two exchanged weapons; unknown at the time was the fact that [[Drop Site Massacre|Fulgrim would later use Forgebreaker to beat Ferrus to a bloody pulp when Ferrus stubbornly refused to join Horus&#039;s rebellion]]. &lt;br /&gt;
&lt;br /&gt;
It was after the whole affair beneath Mount Nerodnya that Fulgrim came up with Ferrus&#039;s nickname. Arriving at the Imperial Palace, [[Sanguinius]] of the [[Blood Angels]] had arrived bearing gifts from his home world of [[Baal]]. Exquisite statues from the glowing rock of Baal, priceless gem-stones and wondrous artifacts of aragonite, opal, and tourmaline. The lord of the Blood Angels had brought enough to fill a dozen wings of the Palace with the greatest wonders imaginable (apparently Sanguinius tried to imitate Fulgrim&#039;s trick of stroking the Emperor´s ego). Fulgrim was ecstatic over the wonders Sanguinius had brought, but Ferrus Manus had little time for such things and declared that such frivolities were a waste of time when there was still a galaxy out there to conquer. Fulgrim jokingly answered this by saying that Ferrus was a terrible old Gorgon, the nickname stuck and word had it that Ferrus became quite fond of the nickname (considering that his Legion Terminators were called Gorgon Terminators and had unique Gorgon Pattern Armor, he must have). Might have had something to do with his own legion calling him the Medusan, that or the fact his homeworld is called MEDUSA... (GW subtlety strikes again).  &lt;br /&gt;
&lt;br /&gt;
These anecdotes notwithstanding, Fulgrim couldn&#039;t hang around Terra all day and having already been merged with the Luna Wolves, they quickly set off on The Great Crusade along with Horus.&lt;br /&gt;
&lt;br /&gt;
===Great Crusade===&lt;br /&gt;
Fulgrim&#039;s quest for perfection began as a need to live up to the honors bestowed upon his legion-- the only legion to bear the Emperor&#039;s own heraldry as its symbol. In his eyes they were a legion apart, set above their brothers by the Emperor&#039;s own hand. Indeed it is true that the Emperor&#039;s Children perhaps could not practice attrition warfare as well as the Iron Warriors, or drop assault as well as the Blood Angels, or fleet engagements as well as the [[Imperial Fists]], instead taking a jack of all trades approach, and most importantly possessing within them the will and drive to become paragons in all things. Fulgrim saw in his children what the Emperor meant for space marines to be, not only experts at war and carnage, but noble, strong, and excelling in all matters. Because of this the Emperor&#039;s Children were noted to place an emphasis on artistic matters and physical appearance, values that to other Astartes seemed vainglorious. &lt;br /&gt;
&lt;br /&gt;
By the time Roboute Guilliman had been discovered, Fulgrim was still campaigning alongside Horus and had yet to strike out independently. It seemed that there was some resistance against the Emperor&#039;s Children leaving for the Great Crusade; firstly from his brothers who felt that the Legion had not properly recovered from the genetic degradation that had reduced them to only two hundred marines. For Fulgrim&#039;s part he hated this as a form of pity (further enlarging the Space Hulk-sized chip on his shoulder) and felt that his legion was being underutilized, resenting that resources were being diverted to legions which already had strong battle records. Secondly, the Courts of Terra had originally felt that the Emperor&#039;s Children, being largely of noble-stock, were one of the most internally cooperative Legions when they required military agents and had reservations against losing such troops to a different commander, even if it was their own gene-father, so Malcador sent his agents into Fulgrim&#039;s new expeditionary fleet to keep tabs on him. This would also have the compound effect of further souring Fulgrim&#039;s attitude towards common humanity; he had already grown distant from mortals in his quest for perfection with his shiny new godly Dad and demigod brothers ([[Remembrancer|unless they gelled with his artistic ethos]]), and this would grow even worse when the Council of Terra was created, [[Mortarion|resenting any meddling by &#039;mere mortals&#039; in Astartes affairs]].&lt;br /&gt;
&lt;br /&gt;
Fulgrim&#039;s first fully independent action was to bring compliance to the Feudal World of &#039;&#039;&#039;Byzas&#039;&#039;&#039; with only seven marines. Arguing where if [[Leman Russ]] could conquer a world with only 800 men, and [[Horus]] could do it with 80, then Fulgrim would do it with 8 &#039;&#039;(including himself)&#039;&#039;. Such a perfect victory would silence the criticisms of his brothers and his detractors at court. When he landed on Byzas, the hereditary governor of the planet was only too happy to agree to compliance, although they would first have to deal with the various factions of rebels among the nobility as well as the secret societies and revolutionaries throughout the populace. No less than ten different factions attempted to poison Fulgrim on his very first day of arrival &#039;&#039;(something he considered very rude)&#039;&#039; so Fulgrim set himself the goal of achieving compliance within one month. Although the world could not match the Astartes physically or technologically they did have a comparatively advanced form of swordsmanship and philosophy regarding the search for perfection. Even so he could not otherwise hope to wage war against so many factions with only eight men, and set about uniting all of the factions against him for the sake of efficiency &#039;&#039;(even where some more sensible factions wanted to ally themselves with him)&#039;&#039;, presenting a unified front for him to behead and successfully bringing the world to compliance on time, while incorporating the world&#039;s primitive fundamentals of swordplay and philosophy into his own ideals of perfection.&lt;br /&gt;
&lt;br /&gt;
As the Great Crusade went on, Fulgrim&#039;s focus on perfection became an obsession. It began to alienate their fellow Astartes as more egotistical legionaries like Eidolon ascended up the command chain. During one campaign, Horus came close to rebuking Fulgrim personally for the problems his officer caused. It&#039;s likely that this started when he found the infamous Blade of the Laer, which was more or less responsible for everything going wrong for the IIIrd (and by extension the Xth), as it was inhabited by what is assumed to be a [[Keeper of Secrets]]. Anyways, the corruption&#039;s effects were subtle at first, but eventually a lot of Fulgrim&#039;s restraint vanished, and he became a pretty huge [[Eldrad|dick]]. Also, he became convinced that he&#039;d have to go beyond the Emperor&#039;s work to reach perfection (he felt this way because of the Blight that his legion suffered), leading to him approving of Fabius Bile&#039;s [[Extra Heresy|experiments]] ([[Noise Marines|you can guess what that led to]]). &lt;br /&gt;
&lt;br /&gt;
Naturally, ugly-ass [[Mortarion]] hated Fulgrim and his vanity--seems he fantasised about Fulgrim&#039;s finery rotting away in the fumes of [[Barbarus]]. [[Jaghatai Khan|Jaghatai]] didn&#039;t have much time for Fulgrim&#039;s boasting about his swordsmanship either and told him during a post-Ulanor meeting that &amp;quot;You have your prowess, but I would leave you choking on it.&amp;quot; Fulgrim at the time did not take particularly well to this (though later he would&#039;ve found this promise strangely arousing), as he saw the Khan as an aloof and judgemental hick from a dustbowl planet that he&#039;d only ever land on if a palace was built to keep him from ever stepping in the dirt. Interestingly, the Khan also made some revealing comparisons of Sanguinius and Fulgrim (though he kept these observations to himself). While both Primarchs were absolutely resplendent, the Khan noted that Sanguinius seemed to be born to such splendor and made it look natural, while Fulgrim looked like a bit of a try-hard, and that while Sanguinius seemed willing to cast aside his finery in a heartbeat, Fulgrim would rather die. The Khan was also of the opinion that Fulgrim could be &amp;quot;irritatingly stupid at times&amp;quot;. So clearly not the best of buds. &lt;br /&gt;
&lt;br /&gt;
One incident of note was with the Primarch [[Konrad Curze]] of the [[Night Lords]]. Fulgrim tutored Curze and was the only primarch the Night Haunter really trusted or confided in, due likely in no small part to the fact that Fulgrim was the only Primarch Curze had met on Nostramo who he didn&#039;t see dying horribly in his visions. During one campaign alongside the Imperial Fists, Curze had one of the violent fits of future seeing that he was prone to, and Fulgrim rushed to his aid. Curze told him of visions he had of death at the hands of his father (the Emperor) and Primarchs fighting one another. &lt;br /&gt;
&lt;br /&gt;
Fulgrim was (understandably) deeply troubled by this, and decided to confide in [[Rogal Dorn]], well known for his [[derp| cool head and fairness]]. In the end though, it turned out to be a mistake as Dorn reacted badly to Curze&#039;s visions. Angered by the very idea that someone would have visions of the Emperor killing one of his sons, he confronted Curze. We don&#039;t know what &#039;&#039;exactly&#039;&#039; he said to him, but we do know a) Dorn was [[Crimson Fists|brutally honest]] and b) that it caused Curze to freak out, attack him and then flee. This little incident helped bring about the fall of the Night Lords Legion, but how far it was Fulgrim&#039;s, Dorn&#039;s, or Curze&#039;s responsibility is largely due to Konrad&#039;s absence from Nostramo resulting in his whole Legion becoming staffed by murderers, criminals, and other scum; the very people he so loathed. This being said, Fulgrim should either have kept his mouth shut or found someone less... inflexible than Rogal Dorn to try and help Konrad.&lt;br /&gt;
&lt;br /&gt;
==Horus Heresy==&lt;br /&gt;
Old lore says that during the heresy, Fulgrim tried to persuade [[Horus]] to quit his bullshit, but then Horus somehow managed to coerce Fulgrim into joining him, using &amp;quot;decadent pastimes&amp;quot;. Most fa/tg/uys suspect it was a promise of untold amounts of drugs and buttsex. Black Library retconned/modify this; the reason Fulgrim turned was because of the daemon sword he found on Laer, which he became corrupted by. Ironically enough, Laer had been purged of a Slaanesh-worshipping xenos race before this. Then again, they didn&#039;t know it at the time, so, maybe this is Slaanesh&#039;s form of poetic payback? Or maybe (S)he is just a clever (wo)man. Seeking eternal peace from unknowingly murdering his best friend and brother, [[Ferrus Manus]], Fulgrim sacrificed his soul to the daemon inhabiting that sword. The Daemon possessing the sword said sweet nothings into Fulgrim&#039;s ear, promising it would ease his pain... So, let&#039;s recap. This sword was talking to Fulgrim in his head, claimed it could do the unthinkable, and was promising not to fuck him over. So obviously he HAD to trust it! Anyways, Fulgrim gets his soul squashed, paintings get haunted, corpses get implicitly buggered, virgins are featured on [[/d/]], drugs are taken, blood is spilled, noise is made, Slaanesh&#039;s nipple(s) get hard, et cetera...&lt;br /&gt;
&lt;br /&gt;
On an interesting note, Horus promises to save his brother from his fate, which is insane, since he just spent all day fucking over everyone else.&lt;br /&gt;
&lt;br /&gt;
Fulgrim claims to have exorcised the daemon from himself, however, he was later forced to admit that he was lying when Lorgar threatened to expose his possession to the other traitor Legions. Since then, he actually has exercised the daemon, and duped Perturabo into helping him become a Daemon Prince himself. What a twist! After that, Fulgrim only showed up when Horus bothered to summon him; in the meantime he was probably screwing with Slaanesh, or his/her legion, or whatever. All the drugs were probably involved.&lt;br /&gt;
&lt;br /&gt;
His first appearance after becoming a Daemon Prince was in the Battle of Dwell where he, Horus, and Mortarion fought against the forces of the [[Iron Hands]], who were still pissed about Fulgrim beheading their primarch, proving that they couldn&#039;t just let bygones be bygones. In addition, 58 Imperial legions (not [[First Founding|those]] legions), the [[Salamanders]], and the [[White Scars]].&lt;br /&gt;
&lt;br /&gt;
After having kicked the loyalist forces&#039; collective ass and sending them skulking off, the Iron Hands commander [[Shadrak Meduson]] tried to assassinate Mortarion and Fulgrim by ambushing them in their ship with five [[Storm Eagle#Fire Raptor|Fire Raptors]]. Loe and behold, they failed and ran off again, and just to show that even Black Library doesn&#039;t know the meaning of OP, Fulgrim used his psychic powers to destroy one of the loyalists&#039; crafts before it could escape... yeah, next time, we´ll probably have [[Magnus the Red]] perform party tricks by juggling flagships with both hands tied behind his back. (Seriously why does [[Black Library]] keep trying to build suspense by having people try to assassinate the traitor primarchs when we KNOW they don&#039;t die... yet, so obviously we already know the outcome of the attempt.)&lt;br /&gt;
&lt;br /&gt;
Next time, Fulgrim disguised himself as some serpent god of the Knight House of Devine in order to corrupt them... sure, why not? Makes as much sense as anything else. &lt;br /&gt;
(Horus Heresy updates are sure to come later... as with everything else in this god damn article.)&lt;br /&gt;
&lt;br /&gt;
After Molech, Fulgrim disappeared again, to the point that [[Eidolon]] was basically running the EC&#039;s operations, with only a third of the Legion and a sudden competence. (Seriously, read Path of Heaven. He&#039;s finally a believable commander, corrupt as he is.) Horus didn&#039;t have a clue where Fulgrim was, or what he was up to, and those Emperor&#039;s Children who hadn&#039;t gone totally crazy had to admit that the Warp-infused, megalomaniac Warmaster now cared about them more than their own dad.&lt;br /&gt;
&lt;br /&gt;
During the Siege of Terra Rogal Dorn kicked Fulgrim&#039;s daemonic ass hard enough that even if he couldn&#039;t die, Fulgrim was hurt so bad he ragequit the entire siege, abandoning his legion to get mauled by an embarrassingly small force of Imperial Fists. Or at least, that&#039;s what the Imperials want you to think. In reality, he mostly just fucked around (platonically) with Dorn in his pre-snake form for a while before Dorn stabbed him. At which point, Fulgrim instantly healed the wound but then got bored and left to go on a murder orgy amongst Terra&#039;s civies. &lt;br /&gt;
&lt;br /&gt;
TL;DR: Fulgrim&#039;s sword fucked him in the ass; this makes him asinine, especially considering the fact that he used it to kill [[Ferrus Manus|his best friend]], a man who could &#039;&#039;[[awesome|punch weapons into existence with his bare (metal) hands]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Despite&amp;lt;/s&amp;gt; Because everything about him screams &amp;quot;[[Matt Ward|flaming homo]]&amp;quot; and/or &amp;quot;[[Weeaboo|Anime Character]]&amp;quot; (He&#039;s literally [[Jojo&#039;s Bizarre Adventure|Dio Brando]]), he did [[gets shit done|get shit done]] in the heresy/post-heresy [[Khorne|killing two other Primarchs]], which is pretty badass. In fact, we all should be grateful he put [[Roboute Guilliman|Granddaddy smurf]] in stasis because he would have likely run off into the eye of terror never to return like half the other other surviving loyalist Primarchs. On that note, it&#039;s time to talk about the [[Battle of Thessala|big battle]]. What we know is, the battle was in realspace and both primarchs had a retinue of their best marines. Fulgrim [[Awesome|managed to out-maneuver everyone&#039;s favorite Spiritual Liege]] and separate Guilliman from his retinue with a giant black cloud; by the time the Ultramarines finally found Guilliman through the smog, the loyalist primarch was bleeding on the floor... &#039;&#039;Kinky...&#039;&#039; (Many Sons of Guilliman sacrificed their lives fighting Fulgrim to buy enough time to evacuate their Primarch)&lt;br /&gt;
&lt;br /&gt;
==GRANDPA SMURF IS WHAT AGAIN!?== &lt;br /&gt;
In the closing years of the 41st millennium, the combined force of the Adeptus Mechanicus and the [[Yvraine|Eldar]] have [[GW|magically]] brought [[Roboute Guilliman]] out of stasis. The blue giant is now stretching his limbs and restraining himself from smashing his face against the wall over the state of the Imperium. Suffice to say, news spread fast, and eventually reached the daemon Primarchs. Fulgrim was shown to be——surprise!——quite alive, and to say he was [[Butthurt]] over hearing the revelation that Big Bobby Blue [[Troll|is up and about, possibly giving him the trollface]] [[Rage|is a colossal understatement.]]&lt;br /&gt;
Not to mention he was the first to actually attack the big blue in front of a crowd, who were celebrating his return and most recent victory. Knowing that Slaanesh is alive, Guilliman could never again enjoy something without having to fear the powers of chaos were trying to corrupt him. Dang that must suck. Or, [[Slaanesh|succ.]]&lt;br /&gt;
&lt;br /&gt;
According to &#039;&#039;The Fracture of Biel-Tan&#039;&#039;, He was allegedly spotted outside the Eye of Terror for the first time in 10,000 years when the Emperor&#039;s Children assaulted the Imperial Mining World of Extremis Six, wherein they [[Khorne|slaughtered everything.]]  Expect more to follow, because now that Primarchs are fair game, it&#039;s hard to imagine GW passing up the chance to make a giant multi-armed serpent daemon Primarch, especially the one that turned Papa Smurf into a vegetable. Impatient gamers can now kitbash (at very high cost) the new Morathi model to get close to the effect.&lt;br /&gt;
&lt;br /&gt;
Another piece of lore from the &#039;&#039;Phoenix Rising&#039;&#039; book states that a giant, snake bodied, 3 sword wielding, whip handed motherfucker is leading a traitor host known as the Grand Cacophony and slaughtering Imperial Guard and Eldar alike.&lt;br /&gt;
&lt;br /&gt;
And now in &#039;&#039;Faith and Fury&#039;&#039; we have ANOTHER tease of our favorite snakeboi. Some Emperor&#039;s Children topple a planet called Yhedaris and say that the &amp;quot;Illuminator is coming.&amp;quot; Yeah, it&#039;s pretty on the nose about who they&#039;re referring to.&lt;br /&gt;
&lt;br /&gt;
Also, Fulgrim went to Istvaan III after a sonic beacon caught his attention. There, he met the last loyal member of Emperor&#039;s Children, the Venerable Dreadnought Ancient Rylanor, alongside some Thousand Sons. Rylanor revealed he prepared a special &amp;quot;Fuck You&amp;quot; for Fulgrim: a Horus Heresy-era Virus Bomb, which he was sitting on and then detonated.&lt;br /&gt;
&lt;br /&gt;
Buuuut a Thousand Sons psyker named Akhtar contained the blast, while Fulgrim opened up the Dreadnought like a can of peaches, and offered Rylanor a chance to become like him, but Rylanor told Fulgrim to shove it up his scaly arse. Another Thousand Sons, Vistorio, impressed by Rylanor&#039;s massive balls in front of Fulgrim and not wishing to see Rylanor become Fulgrim&#039;s personal fleshlight, pulled up his Bolt-Pistol and capped Akhtar. The Life-Eater Virus was free and consumed Istvaan III and everyone there. Snakey-Boi Fulgrim survived, but his pride was wounded in a way few others possibly could.&lt;br /&gt;
&lt;br /&gt;
==On the Tabletop==&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fulgrim:&#039;&#039;&#039; || 8 || 6 || 6 || 6 || 6 || 8 || 5 || 10 || 2+/5++/3++ in CC&lt;br /&gt;
|}&lt;br /&gt;
[[File:FulgrimMini.jpg|300px|thumb|right|Fulgrim &amp;lt;s&amp;gt; The Collector &amp;lt;/s&amp;gt; the Illuminator, Primarch of the Emperor&#039;s Children.]]&lt;br /&gt;
Fulgrim is very good at fighting both rank and file and HQ&#039;s due to his high initiative (8) granting extra attacks and his good save in close combat. Also he is really fast thanks to Crusader and Fleet, so he will have an easy time to reach combat. Fulgrim has some pretty good defense with 2+, 5++ (3++ in CC), Primarch rule, T6/W6 and whenever he passes an armor or invulnerable save in CC on a 6 the enemy takes a blind test. For weapons he has a shredding volkite charger, which is ok, and the Sword of Laer, an AP2 and rending close combat weapon, which is surprisingly weak for a Primarch weapon, striking at S 6 and with only 5 attack base. But never fear, &#039;cause you can always upgrade him to carry Fireblade(at least for battles set during the Great Crusade) at no additional cost!&lt;br /&gt;
Fireblade is a Master Crafted Paragon Blade that instant kills on to wound rolls of 5+, [[Derp|and is so much better than the Blade of the Laer it actually hurts]], so always use it. With it Fulgrim can really step up and fight other Primarch without fear, like he should.&lt;br /&gt;
On the supporting side, he is actually one of the best Primarchs: Sire of the Emperor&#039;s Children force him to challenge any opponents who has at least WS 5 (not a real downside, as you would love to challenge almost anyone due to his Sublime Swordsman rule) and also grants him Crusader, but more importantly gives to every units with Adeptus Astartes (Emperor&#039;s Children) on the table plus Fulgrim himself +2 to Combat Resolution, meaning easy victories from your units, that will almost certainly overrun the other side thanks to Crusader and their mostly superior initiative. Also, units with Adeptus Astartes (Emperor&#039;s Children) can Reroll their reserves roll, whether successful or not. Lastly, Strategic Planning let him choose one warlord trait from either the Legion Warlord Traits or the Strategic Traits, making him able to adapt to his enemies and the situations he will face.&lt;br /&gt;
&lt;br /&gt;
His cheap cost combined with his powerful force multiplier abilities conspire to make this sick fuck an excellent choice, but he&#039;ll need a transport to avoid getting shot to death before he reaches combat. Plasma in particular will just make anyone using Fulgrim cry, so keep this in mind.&lt;br /&gt;
&lt;br /&gt;
He should have also had access to the &#039;&#039;&#039;MURDER SWORD&#039;&#039;&#039; (Anathame), but Forge World forgot he had it in the books. Now the books have progressed far enough to know that [[Erebus]] took the sword back and smashed it into eight daggers.&lt;br /&gt;
&lt;br /&gt;
===Fulgrim VS other Primarchs:===&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;
Primarch fighting, while fun to see, isn&#039;t a very competitive thing to do as it&#039;ll usually tie up both Primarchs for the entire game without either of them dying. With that in mind this section is how Fulgrim fares against other Primarchs Mathhammer wise. Please note that all the various abilities are taken into account when possible and the match-ups assume the Primarchs are the only ones involved in the fighting, so various abilities like Angron&#039;s &amp;quot;The Butcher&#039;s Nails&amp;quot; and Rampage do not provide any bonuses. In essence, the fights are supposed to be in a &amp;quot;Vacuum&amp;quot; for simplicity, but notes are added to make things clearer in particular instances. Also all of the Primarchs use their most powerful weapons (because why have a contest if you don&#039;t do your best?) so naturally Fulgrim will use Fireblade.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fulgrim VS Horus&lt;br /&gt;
**Horus hits 3 times (Talon), wounds 2.667 times, 0.889 after saves and IWND will take that down to 0.555 wounds at the start of the next turn.&lt;br /&gt;
**Fulgrim hits 4 times, wounds 2.667 times, 0.889 wounds after saves and IWND will take that down to 0.555.&lt;br /&gt;
**Apparently, a fair fight...but taking into account the -1 to WS and S from the Talon of Horus at the first wounds that Fulgrim will receive, the scale will decisively tip in favor of Horus. Also he could use Worldbreaker to easily negate Fulgrim +2 attack for his initiative, but on the long term the Talon is more effective.&lt;br /&gt;
&lt;br /&gt;
* Fulgrim VS Angron&lt;br /&gt;
**Angron Round 1: hits 5.333 times, wounds 4.444 times, 1.48 after saves, and IWND take it down to 1.148.&lt;br /&gt;
**Angron Round 2 and thereafter: hits 4 times, wounds 3.333 times, 1.111 times after saves and IWND will take that down to 0.778 wounds at the start of the next turn.&lt;br /&gt;
**Fulgrim hits 3.5 times, wounds 2.333 times (2.722 times if his warlord trait is Child of Terra), 1.166 (1.361) times after saves, 1.069 (1.248) after Feel No Pain (remember that half of the attacks that wound cause Instant Death) and IWND will take that down to 0.736 (0.915) wounds at the start of the next turn.&lt;br /&gt;
**A really close fight: Angron does marginally more damage (if Fulgrim doesn&#039;t choose Child of Terra as his Warlord Trait) but is frailer (the irony!) with a weaker save and 1 less wound (I guess that&#039;s the catch to have nails inserted directly into your brain...) so he will need 6 (6.1) rounds to kill Fulgrim, with the latter also needing 6 (5.5), but since Fulgrim has higher initiative he&#039;ll strike first and kill Angron just slightly before he&#039;s killed. Also with Child of Terra there, it&#039;s almost no contest...&lt;br /&gt;
&lt;br /&gt;
* Fulgrim vs Mortarion&lt;br /&gt;
**Mortarion hits 2.5 times, wounds 1.666 times, 0.555 wounds after saves and IWND will take that down to 0.222.&lt;br /&gt;
**Fulgrim hits 6 times, wounds 2.666 times, 1.333 times after saves and IWND will take that down to 0.778 wounds at the start of the next turn.&lt;br /&gt;
**The first fight against a Primarch who isn&#039;t specialised in dueling and Fulgrim (most appropriately), wins.&lt;br /&gt;
&lt;br /&gt;
* Fulgrim VS Ferrus&lt;br /&gt;
**Ferrus hits 2.5 times, wounds 2.083 times, 0.694 times after saves and IWND will take that down to 0.361 wounds at the start of the next turn.&lt;br /&gt;
**Fulgrim Round 1: hits 5.629 (Master-crafted) times, wounds 3.284 times (Child of Terra), 1.094 times after saves and IWND will take that down to 0.761 wounds at the start of the next turn.&lt;br /&gt;
**Fulgrim Round 2 and thereafter: hits 3.611 times, wounds 2.107 times, 0.702 times after saves and IWND will take that down to 0.369 wounds at the start of the next turn.&lt;br /&gt;
**The infamous match! And also one of the closest, with the same outcome as the lore unless Fulgrim either has the Laer Blade or he doesn&#039;t have Child of Terra, in which case he doesn&#039;t really stand a chance. With the Hammer, Ferrus is like Fulgrim&#039;s worst nightmare, &#039;cause strikedown will go off even if the strike doesn&#039;t wound him, reducing his initiative to 4 and stripping him of all his advantages. In the end, Fulgrim will win on the 11th round, while Ferrus needs 12 rounds to come on top, so Fulgrim did really well to take the hammer away. Also, a really epic fight!&lt;br /&gt;
***&#039;&#039;&#039;Its worth noting that in the fluff during this duel Ferrus was fighting with Fireblade and Fulgrim with Forgebreaker. Here&#039;s how well that goes: against a primarch Fireblade is only a little better than just using his bare hands, though against most Primarchs Ferrus still wounds on a 2+ so it&#039;s all right for him. For Fulgrim though Forgebreaker is a HUGE upgrade. He goes from wounding of 4+ to 2+ thanks to strength 10. Most importantly Ferrus will no longer have Concussive to mitigate Fulgrim&#039;s sublime swordsman rules so he still get&#039;s more attacks. Even worse is that since Fulgrim can concuss Ferrus down to initiative 1, sublime swordsman will generate SEVEN additional attacks whenever concuss hits and hitting so much means it should be every turn. And even worse is that since Ferrus is down to initiative 1 a lot of the time, Blind is much much more likely to hit. It doesn&#039;t even matter if we make Forgebreaker unwieldy in Fulgrim&#039;s hands because unwieldy doesn&#039;t actually reduce initiative, it just makes you fight at that initiative step, and putting out so much more damage means striking at the same time simply doesn&#039;t matter. In the first turn Fulgrim should get that first unsaved wound to concuss and after that it gets disgusting. Once Fulgrim concusses Ferrus he gets 12(!) attacks (since sublime swordsman doesn&#039;t limit the bonus attacks it can give) hitting on 3+ (8 hits) wounding on 2+ (5.3 wounds) which is a frankly disgusting 3.5 wounds after saves. IWND will take that down to 3.177 but holy shit is Ferrus screwed. He dies after 3 rounds of combat and quite frankly he gets wrecked like a bitch. With Forgebreaker there&#039;s a reasonable chance that Fulgrim could take on Horus simply because the combination of sublime swordsman and concussive is just so powerful (it becomes a matter of where or not Horus fails his 3+ save against stat penalties before the claw cripples Fulgrim enough - and odds are against Lupercal in it).&#039;&#039; &#039;&#039;&#039;Turns out Fulgrim WAS the better smith, after all.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fulgrim VS Konrad Curze&lt;br /&gt;
**Curze hits 3 times, wounds 2.25 times, 0.75 wounds after saves and IWND will take that down to 0.417 wounds at the start of the next turn.&lt;br /&gt;
**Fulgrim hits 3.5 times, wounds 2.333 times, 1.167 times after saves and FNF and IWND will take that down to 0.833 wounds at the start of the next turn.&lt;br /&gt;
**Easy win for Fulgrim.&lt;br /&gt;
&lt;br /&gt;
* Fulgrim VS Vulkan&lt;br /&gt;
**Vulkan hits 2 times, wounds 1.666 times, 0.556 wounds after saves and IWND will take that down to 0.222 wounds at the start of the next turn.&lt;br /&gt;
**Fulgrim Round 1 (And every round he is not Concussed): hits 6 times, wounds 3 times, 1 wounds after saves and 0.444 wounds after IWND.&lt;br /&gt;
**Fulgrim Round 2 (And every round he IS Concussed): hits 4 times, wounds 2 times, 0.667 wounds after saves and 0.111 wounds after IWND.&lt;br /&gt;
**Another really difficult fight for Fulgrim, but he should come out on top nevertheless, &#039;cause even counting in the 55% chance of a lower damage output he still does a little bit more damage on the whole. Still, really hard.&lt;br /&gt;
&lt;br /&gt;
* Fulgrim VS Lorgar&lt;br /&gt;
**Lorgar hits 2.5 times, wounds 2.0833 times, 0.694 after saves and IWND will take that to 0.361 wounds at the start of the next turn.&lt;br /&gt;
**Fulgrim Round 1: hits 4.556 times, wounds 2.53 times, 1.265 times after saves and IWND will take that down to 0.932 wounds at the start of the next turn.&lt;br /&gt;
**Fulgrim Round 2 and thereafter: hits 5.333 times/4 times (Concussed), wounds 3.556 times/2.667 (Concussed), 1.778 times/1.333 (Concussed) after saves and IWND will take that down to 1.444/1 wounds at the start of the next turn.&lt;br /&gt;
**Fulgrim easy victory: even if counting in concussive, Fulgrim will do a lot more damage to Lorgar, and he also has +1 wound.&lt;br /&gt;
**Note: as always, psychic powers not included.&lt;br /&gt;
&lt;br /&gt;
* Fulgrim VS Perturabo&lt;br /&gt;
**Fulgrim Round 1: hits 4.5 times, wounds 3 times, 1 wounds after saves and 0.667 wounds after IWND.&lt;br /&gt;
**Fulgrim Round 2 and thereafter: hits 3 times, wounds 2 times, 0.667 wounds after saves and 0.333 wounds after IWND.&lt;br /&gt;
**Fulgrim Blinded: hits 1.667 times, wounds 1.111 times, 0.37 times after saves and 0.037 after IWND&lt;br /&gt;
**Perturabo hits 2 times, wounds 1.667, 0.555 wounds after saves and IWND will take that down to 0.222 wounds at the start of the next turn.&lt;br /&gt;
**Perturabo (with Fulgrim Blinded) hits 2.667 times, wounds 2.222, 0.741 wounds after saves and IWND will take that down to 0.407 wounds at the start of the next turn.&lt;br /&gt;
**Fulgrim surprisingly loses as after the first round he will be brought to I 4 (by Strikedown) and then Blinded and or Concussed pretty much every round (actually 85% of the total rounds, if my calculations are correct, that is more than enough for Perturabo to destroy him).&lt;br /&gt;
&lt;br /&gt;
* Fulgrim VS Alpharius&lt;br /&gt;
**Alpharius hits 2.92 times and wounds 1.701 times, 0.567 wounds after saves and IWND will take that down to 0.234 wounds at the start of the next turn.&lt;br /&gt;
**Fulgrim hits 5.333 times, wounds 3.556, 1.778 wounds after saves and 1.444 wounds after IWND.&lt;br /&gt;
**Fulgrim easily wins.&lt;br /&gt;
&lt;br /&gt;
* Fulgrim VS Rogal Dorn&lt;br /&gt;
**Dorn hits 2 times, wounds 1.5 times, 0.5 wounds after saves and IWND will take that down to 0.167 wounds at the start of the next turn.&lt;br /&gt;
**Fulgrim hits 4.5 times, wounds 3, 1.5 wounds after saves and 1.167 wounds after IWND.&lt;br /&gt;
**Another easy win.&lt;br /&gt;
&lt;br /&gt;
* Fulgrim VS Corvus Corax&lt;br /&gt;
**Corvus hits 4 times (Scourge)/3 times (Shadow-walk), wounds 3 times (Scourge)/2.25 times (Shadow-walk), 1 wounds (Scourge)/0.75 wounds (Shadow-walk) after saves and IWND will take that down to 0.667/0.417 wounds at the start of the next turn.&lt;br /&gt;
**Fulgrim hits 4.667/3.5 times, wounds 3.111/2.333 times, 2.07/1.555 wounds after saves and 1.737/1.222 wounds after IWND.&lt;br /&gt;
**Fulgrim easily win in a challenge. &lt;br /&gt;
**Note: even with Hit &amp;amp; Run and Sire of Raven Guard Corax cannot win this fight, unless he gets lucky with Blind.&lt;br /&gt;
&lt;br /&gt;
* Fulgrim VS Roboute Guilliman&lt;br /&gt;
**Fulgrim Round 1: hits 5.333 times (Fireblade is MC), wounds 3.555 times, 1.528 times after saves and IWND will take that down to 1.195 at the start of the next turn.&lt;br /&gt;
**Fulgrim Round 2 and thereafter: hits 4 times, wounds 2.667 times, 1.083 times after saves and IWND will take that down to 0.75 at the start of the next turn.&lt;br /&gt;
**Concussed Fulgrim (cannot happen earlier than round 3): Hits 3 times, wounds 2 times, 0.75 times after saves and IWND will take that down to 0.417 wounds.&lt;br /&gt;
**Guilliman with Gladius Incandor Round 1/2: hits 2.5 times, wounds 2.222 times, 0.74 times after saves and IWND will take that down to 0.407 wounds at the start of the next turn. &lt;br /&gt;
**Guilliman with Gladius Incandor Round 3 and thereafter: hits 3.333 times, wounds 2.963 times, 0.988 times after saves and IWND will take that down to 0.654 wounds at the start of the next turn.&lt;br /&gt;
**Guilliman with Hand of Dominion Round 1/2: hits 2.5 times, wounds 2.083 times, 0.694 times after saves and IWND will take that down to 0.361 wounds at the start of the next turn. &lt;br /&gt;
**Guilliman with Hand of Dominion Round 3 and thereafter: hits 3.333 times, wounds 2.777 times, 0.926 times after saves and IWND will take that down to 0.593 wounds at the start of the next turn.&lt;br /&gt;
**An unsurprising loss for Guilliman. If Guilliman chooses to use the Gladius Incandor, Fulgrim will out-damage him in the long run, and if he chooses to concuss Fulgrim, Fulgrim temporarily loses his extra attacks, but Guilliman cannot put out enough damage to keep Fulgrim concussed, meaning Fulgrim gets back up to his normal initiative, gains his extra attacks back, and beats down Guilliman.&lt;br /&gt;
&lt;br /&gt;
*Fulgrim vs. Leman Russ&lt;br /&gt;
**Fulgrim Round 1: Hits 2.142 (6 attacks, Master Crafted) times, wounds 1.903 times (Child of Terra), down to 0.952 after saves and 0.592 after IWND&lt;br /&gt;
**Leman Russ: Hits 4.381 times, wounds 3.65, 1.217 wounds after saves and 0.884 wounds after IWND (Axe of Helwinter)&lt;br /&gt;
** Fulgrim puts up a better fight than most with his 3++ save, but ultimately his damage output is totally crippled by having to hit on 5s, just like all the other Primarchs, and he is slowly ground out.&lt;br /&gt;
&lt;br /&gt;
* Fulgrim vs Jaghatai &lt;br /&gt;
**Jaghatai hits 4 times, wounds 2 times, 0.666 wounds after saves and IWND will take that down to 0.333&lt;br /&gt;
**Fulgrim Round 1: hits 4 times, wounds 2.333 times, 0.777 times after saves and  IWND will take that down to 0.444 wounds at the start of the next turn.&lt;br /&gt;
**If Fulgrim doesn&#039;t have Child of Terra it&#039;s a dead tie as they have the same initiative (the White Tiger Dao has Duelist&#039;s Edge), with it, Fulgrim wins.&lt;br /&gt;
&lt;br /&gt;
*Fulgrim VS Sanguinius&lt;br /&gt;
**Fulgrim Round 1: hits 3 times (Fireblade), wounds 2.333 times (Child of Terra), 1.167 after saves and IWND will take that down to 0.833 wounds at the start of the next turn.&lt;br /&gt;
**Fulgrim Round 2: hits 3.5 times, wounds 2.722 times, 1.361 times after saves and IWND will take that down to 1.028 wounds at the start of the next turn.&lt;br /&gt;
**Sanguinius Round 1: hits 4.667 times (Blade), wounds 4.148 times, 1.383 after saves and IWND will take that down to 1.049 wounds at the start of the next turn.&lt;br /&gt;
***Sanguinius on the charge: hits 5.333 times, wounds 5.574 times (including HoW), 1.859 after saves and IWND will take that down to 1.525 wounds at the start of the next turn.&lt;br /&gt;
**Sanguinius Round 2+: hits 4 times, wounds 3.556 times, 1.185 after saves and IWND will take that down to 0.852 wounds at the start of the next turn.&lt;br /&gt;
**Sanguinius loses as Fulgrim has a chance of killing him in round 5 (5.94 wounds average), and even if not Fulgrim has the higher initiative in round 6.&lt;br /&gt;
**Note: On the charge Sanguinius can beat Fulgrim by round 5 (5.93 wounds average) while lowering Fulgrim&#039;s own chances, but if he doesn&#039;t Fulgrim wins.&lt;br /&gt;
&lt;br /&gt;
* TL;DR version: Fulgrim is a really good challenger, having better chances against almost any other Primarch except for Horus, Perturabo (Only with Forgebreaker) and Leman Russ. He struggles a little with something that can impair his Initiative (Concussive, Strikedown), but is still a really tough Primarch and difficult to put down in a fight, like he should be.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Heresy 2.0==&lt;br /&gt;
Much has changed in this newest edition of the Horus Heresy.&lt;br /&gt;
&lt;br /&gt;
Primarchs have a set of shared rules:&lt;br /&gt;
*Independent Character, Eternal warrior, Fearless, It Will Not Die (5+), Bulky (4) and Relentless. Unit type character&lt;br /&gt;
*They are not effected by negative modifiers to their statlines (other then wounds).&lt;br /&gt;
*Resolve snap shots at their normal BS.&lt;br /&gt;
*All hits from either shooting or close combat are allocated by the Primarchs controlling player. These hits are kept in a separate wound pool.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || LD || SV &lt;br /&gt;
|- &lt;br /&gt;
| Fulgrim:|| 425 || 8 || 8 || 6 || 6 || 6 || 6 || 8 || 6 || 10 || 2+(4++) &lt;br /&gt;
|}&lt;br /&gt;
Fulgrim has the standard statline shared by all primarchs, with an extra point in WS and two extra points of Initiative.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Legiones Astartes (Emperor&#039;s Children):&#039;&#039;&#039; Makes Fulgrim fight at one Initiative step higher when he makes a charge, even when disordered. Not quite the same as having +1 Initiative, as it doesn&#039;t help for gaining extra attacks or for Sweeping Advances, but it won&#039;t really matter in most situations anyway.&lt;br /&gt;
*&#039;&#039;&#039;Bulky (6):&#039;&#039;&#039; Fulgrim needs room to stretch out inside transports. Even so, he fits perfectly inside a Spartan with 10 Phoenix terminators as a bodyguard.&lt;br /&gt;
*&#039;&#039;&#039;Sudden Strike (1):&#039;&#039;&#039; [[Awesome|Gives Fulgrim another +1 initiative on the charge.]]&lt;br /&gt;
*&#039;&#039;&#039;Crusader:&#039;&#039;&#039; Lets Fulgrim consolidate an extra few inches after a combat.&lt;br /&gt;
*&#039;&#039;&#039;Tactical Excellence:&#039;&#039;&#039; One phase per game, you can force enemy units making a reaction to pass a leadership test first, unless the reacting unit has a Primarch. Not super useful, but it can see some niche use against armies with lower leadership.&lt;br /&gt;
*&#039;&#039;&#039;Sublime Swordsman:&#039;&#039;&#039; The reason why you&#039;re taking Fulgrim. In a challenge, he gets a number of extra attacks equal to the difference in Initiative between himself and his opponent. [[Rip and Tear|On the charge, you&#039;re attacking at Initiative 9, so you&#039;ll be dishing out 10 attacks against praetors.]]&lt;br /&gt;
*&#039;&#039;&#039;Traitor&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sire of the Emperor&#039;s Children:&#039;&#039;&#039; Any Emperor&#039;s Children units that can look at their [[Spiritual liege|spiritual liege]] can use Fulgrim&#039;s leadership of 10 for leadership and pinning checks, and all EC units add +1 to the amount of wounds dealt for combat results. [[Awesome|He also makes the first reaction his unit makes in each Game Turn not count towards the Reaction allotment]].&lt;br /&gt;
&lt;br /&gt;
Fulgrim can exchange the Blade of the Laer for Fireblade for free.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Blade of the Laer:&#039;&#039;&#039; S6, AP2, Melee, Duellist&#039;s Edge (1), Fleshbane, Master-crafted, Specialist Weapon. Duellist&#039;s Edge buffs his initiative up to 10 in a challenge when charging, granting an extra attack with Sublime Swordsman. Fleshbane lets you wound [[Rogal Dorn| almost]] all non-vehicles on a 2+, which can make him pretty terrifying in a duel despite the S6. [[Fail|Despite that, keep in mind that he doesn&#039;t have any way to ID marines with this weapon.]]&lt;br /&gt;
*&#039;&#039;&#039;Fireblade:&#039;&#039;&#039; S7, AP2, Melee, Murderous Strike (5+), Master-Crafted, Specialist Weapon. The sword Ferrus Manus forged for Fulgrim isn&#039;t as completely dominant over the Laer blade as it was last edition due to the latter gaining Fleshbane, but it&#039;s arguably still better at killing marines, able to ID them on a 5+ to wound.&lt;br /&gt;
*&#039;&#039;&#039;Firebrand:&#039;&#039;&#039; S6, AP4, Pistol 2, Deflagrate, Shred, Master-Crafted. Fulgrim&#039;s souped up volkite pistol. Shred and Master-Crafted make it noticeably deadlier than a normal volkite serpenta, but as far as Primarch sidearms go, it&#039;s not great.&lt;br /&gt;
*&#039;&#039;&#039;The Gilded Panoply:&#039;&#039;&#039; Gives Fulgrim a standard Primarch 2+/4++ save, [[Awesome|which increases to a 2+/3++ in close combat.]]&lt;br /&gt;
&lt;br /&gt;
====30k Fulgrim Vs other Primarchs: Heresy 2.0====&lt;br /&gt;
&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;
Primarch fighting has significantly changed in the new edition. The sweeping changes to the Weapon Skill system really put those with lower scores at a huge disadvantage. While the changes to universal special rules mean that characters can often bring more attacks (like with Rage and Rampage) or newer tricks (Brutal) to the table that they never could before.&lt;br /&gt;
&lt;br /&gt;
This means that Primarch vs Primarch fighting is more likely to actually resolve itself within the duration of the game, rather than taking turns whittling off small numbers from each other.&lt;br /&gt;
&lt;br /&gt;
Also, because Overwatch Reactions are now done at full ballistic skill, shooting will likely play a more significant role. However, for the sake of brevity, there should be no need to include them unless they make a meaningful difference to the outcome.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fulgrim vs. The Lion&#039;&#039;&#039;&lt;br /&gt;
:Fulgrim with the Laer Blade &#039;&#039;(Initiative 9, +2 attacks, hits on MC 4+)&#039;&#039;. 4.75 hits, 3.98 wounds, &#039;&#039;&#039;1.73 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.4 at the end of the turn thanks to IWND.&lt;br /&gt;
::Fulgrim, charging with the Laer Blade &#039;&#039;(Initiative 10, +3 attacks, hits on MC 4+)&#039;&#039;. 5.25 hits, 4.375 wounds, &#039;&#039;&#039;1.93 unsaved wounds&#039;&#039;&#039; which is reduced to 1.60 at the end of the turn thanks to IWND.&lt;br /&gt;
:Lion with the Lion Sword &amp;amp; Deathwing subtype &#039;&#039;(hits on MC3+)&#039;&#039;: 4.88 hits, 4.07 wounds, &#039;&#039;&#039;1.35 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.02 at the end of the turn thanks to IWND&lt;br /&gt;
::Lions Choler +1 attack &#039;&#039;(hits on MC3+)&#039;&#039;: 5.55 hits, 4.62 wounds, &#039;&#039;&#039;1.54 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.21 at the end of the turn thanks to IWND.&lt;br /&gt;
::Lions Choler +2 attacks &#039;&#039;(hits on MC3+)&#039;&#039;: 6.22 hits, 5.18 wounds, &#039;&#039;&#039;1.72 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.39 at the end of the turn thanks to IWND.&lt;br /&gt;
&lt;br /&gt;
:Fulgrim wins- Both brothers have a Master-crafted, Fleshbane sword, and wound each other the same way. The Lion is more accurate, but because of his higher initiative Fulgrim has more attacks, even though they hit less often. This fight boils down to the fact that Fulgrim has a better save in melee.&lt;br /&gt;
::A few assumptions have been made here. The Emperor&#039;s Children Legiones Astartes trait allows their models to fight at one initiative step higher, this is NOT the same as +1 to their initiative characteristic (the same way that Unwieldy weapons do not lower Initiative either, they just fight at Initiative step one). However Fulgrim does get a +1 Initiative bonus in challenges from &#039;&#039;Duelist Edge&#039;&#039; and from charging with &#039;&#039;Sudden Strike&#039;&#039;.&lt;br /&gt;
::Fulgrim is slightly easier to shoot at though. He only has a 4++ invulnerable save outside of melee, and Primarch reactions cannot be denied by his &#039;&#039;Tactical Excellence&#039;&#039; rule.&lt;br /&gt;
:::If Fulgrim takes the Fireblade, he loses &#039;&#039;Duelist Edge&#039;&#039;, and therefore one bonus attack, and only wounds on a 3+. Resulting in &#039;&#039;&#039;1.00 unsaved wounds&#039;&#039;&#039; per phase, and will lose.&lt;br /&gt;
:::If the Lion uses the Wolf Blade, and can trigger Reaping Blow for extra attacks, his damage potential increases to &#039;&#039;&#039;1.55 unsaved wounds&#039;&#039;&#039;, increased to &#039;&#039;&#039;1.72&#039;&#039;&#039; and &#039;&#039;&#039;1.89&#039;&#039;&#039; when triggering Lion&#039;s Choler. This still works out as a loss because Fulgrim strikes before the Lion. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fulgrim vs. Perturabo&#039;&#039;&#039;&lt;br /&gt;
:Fulgrim with the Laer Blade &#039;&#039;(Initiative 9, +4 attacks, hits on MC 3+)&#039;&#039;. 6.89 hits, 5.74 wounds, &#039;&#039;&#039;1.91 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.57 at the end of the turn thanks to IWND.&lt;br /&gt;
::Fulgrim, charging with the Laer Blade &#039;&#039;(Initiative 10, +5 attacks, hits on MC 3+)&#039;&#039;: 7.56 hits, 6.3 wounds, &#039;&#039;&#039;2.1 unsaved wounds,&#039;&#039;&#039; which is reduced to 1.76 at the end of the turn thanks to IWND.&lt;br /&gt;
:Perturabo with Forgebreaker Desecrated &#039;&#039;(Hits on MC 5+)&#039;&#039;: 2.22 hits, 1.85 wounds, &#039;&#039;&#039;1.23 unsaved wounds&#039;&#039;&#039;, which is reduced to 0.89 at the end of the turn thanks to IWND.&lt;br /&gt;
&lt;br /&gt;
:Fulgrim&#039;s 3+ Invulnerable save and extra attacks manage to easily defeat Perturabo. Despite having a 3+ Invulnerable save of his own, the extra attacks granted by Sublime Swordsman overwhelm Perturabo, and put an end to him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fulgrim vs the Khan&#039;&#039;&#039;&lt;br /&gt;
:Fulgrim with the Laer Blade &#039;&#039;(Initiative 9, +0 attacks, hits on MC 3+)&#039;&#039;. 4.2 hits, 3.5 wounds, &#039;&#039;&#039;1.16 unsaved wounds,&#039;&#039;&#039; which is reduced to 0.82 at the end of the turn thanks to IWND.&lt;br /&gt;
::Fulgrim, charging with the Laer Blade &#039;&#039;(Initiative 10, +1 attack, hits on MC 3+): 4.89 hits, 4.08 wounds, &#039;&#039;&#039;1.36 unsaved wounds,&#039;&#039;&#039; which is reduced to 1.02 at the end of the turn thanks to IWND.&lt;br /&gt;
:the Khan with the White Tiger Dao &#039;&#039;(Hits on MC 5+)&#039;&#039;: 2.22 hits, 1.48 wounds, &#039;&#039;&#039;0.49 unsaved wounds,&#039;&#039;&#039; which is reduced to 0.15 at the end of the turn thanks to IWND.&lt;br /&gt;
&lt;br /&gt;
:Fulgrim wins. Neither Primarch can do much damage to the other, due to their 3+ Invulnerable saves and the Khan&#039;s high initiative, though Fulgrim proves superior in the end due to Fleshbane and his higher WS.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fulgrim vs. Leman Russ&#039;&#039;&#039;&lt;br /&gt;
:Fulgrim with the Laer Blade &#039;&#039;(Initiative 9, +2 attacks, hits on MC 4+)&#039;&#039;. 4.75 hits, 3.98 wounds, &#039;&#039;&#039;1.99 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.65 at the end of the turn thanks to IWND.&lt;br /&gt;
::Fulgrim, charging with the Laer Blade &#039;&#039;(Initiative 10, +3 attacks, hits on MC 4+)&#039;&#039;. 5.25 hits, 4.375 wounds, &#039;&#039;&#039;2.19 unsaved wounds&#039;&#039;&#039; which is reduced to 1.85 at the end of the turn thanks to IWND.&lt;br /&gt;
:Leman Russ with the Sword of Balenight &#039;&#039;(Hits on MC 4+)&#039;&#039;: 3.75 hits, 3.13 wounds, &#039;&#039;&#039;2.09 unsaved wounds,&#039;&#039;&#039; which is reduced to 1.75 at the end of the turn thanks to IWND.&lt;br /&gt;
::Leman Russ charging with the Sword of Balenight &#039;&#039;(+1 WS due to legion trait)&#039;&#039;: 5.56 hits, 4.63 wounds, &#039;&#039;&#039;3.09 unsaved wounds,&#039;&#039;&#039; which is reduced to 2.75 at the end of the turn thanks to IWND.&lt;br /&gt;
::Leman Russ using Counter-Attack with the Sword of Balenight &#039;&#039;(Hits on MC 4+)&#039;&#039;: 4.75 hits, 3.96 wounds, &#039;&#039;&#039;2.64 unsaved wounds,&#039;&#039;&#039; which is reduced to 2.3 at the end of the turn thanks to IWND.&lt;br /&gt;
&lt;br /&gt;
:Russ wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fulgrim vs. Rogal Dorn&#039;&#039;&#039;&lt;br /&gt;
:Fulgrim with the Laer Blade &#039;&#039;(Initiative 9, +3 attacks, Hits on MC 4+)&#039;&#039;: 4.75 hits, 2.38 wounds, &#039;&#039;&#039;1.19 unsaved wounds,&#039;&#039;&#039; which is reduced to 0.85 at the end of the next turn thanks to IWND.&lt;br /&gt;
:Rogal Dorn with Storm’s Teeth &#039;&#039;(Hits on 4+)&#039;&#039;: 3 hits, 2.91 wounds, &#039;&#039;&#039;0.97 unsaved wounds,&#039;&#039;&#039; which is reduced to 0.64 at the end of next turn thanks to IWND.&lt;br /&gt;
::Reaping Blow (+2 attacks): 4 hits, 3.89 wounds, &#039;&#039;&#039;1.3 unsaved wounds,&#039;&#039;&#039; which is reduced to 0.97 at the end of the turn thanks to IWND.&lt;br /&gt;
&lt;br /&gt;
:Dorn wins with reaping blow. Due to only being wounded on a 4+, he effectively reduces Fulgrim&#039;s damage output by 40%, while still doing a substantial amount of damage on his own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fulgrim vs. Konrad Curze&#039;&#039;&#039;&lt;br /&gt;
:Fulgrim with the Laer Blade &#039;&#039;(Initiative 9, +2 attacks, hits on MC 4+)&#039;&#039; 4.75 hits, 3.98 wounds, &#039;&#039;&#039;1.99 unsaved wounds,&#039;&#039;&#039; which is reduced to 1.65 at the end of the turn thanks to IWND.&lt;br /&gt;
::Fulgrim, charging with the Laer Blade &#039;&#039;(Initiative 10, +3 attacks, hits on MC 4+)&#039;&#039;: 5.25 hits, 4.38 wounds, &#039;&#039;&#039;2.19 unsaved wounds,&#039;&#039;&#039; which is reduced to 1.85 at the end of the turn thanks to IWND.&lt;br /&gt;
::Fulgrim with the Laer Blade vs. Glimpse of Death: 4.75 hits, 3.98 wounds, &#039;&#039;&#039;1.0 unsaved wound,&#039;&#039;&#039; which is reduced to 0.64 at the end of the turn thanks to IWND.&lt;br /&gt;
:Konrad Curze with Mercy and Forgiveness (Hits on 4+): 3.5 hits, 2.63 wounds, &#039;&#039;&#039;0.88 unsaved wounds,&#039;&#039;&#039; which is reduced to 0.54 at the end of the turn thanks to IWND.&lt;br /&gt;
::Konrad Curze with Glimpse of Death: 4 hits, 3 wounds, &#039;&#039;&#039;1.0 unsaved wound,&#039;&#039;&#039; which is reduced to 0.64 at the end of the turn thanks to IWND.&lt;br /&gt;
&lt;br /&gt;
:Fulgrim barely wins. If Curze uses Glimpse of Death (which he should), both primarchs do the exact same damage to each other, though Fulgrim&#039;s higher initiative wins in the end.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fulgrim vs. Sanguinius&#039;&#039;&#039;&lt;br /&gt;
:Fulgrim with the Laer Blade &#039;&#039;(Initiative 9, +3 attacks, Hits on MC 4+)&#039;&#039;: 4.75 hits, 3.98 wounds, &#039;&#039;&#039;1.99 unsaved wounds,&#039;&#039;&#039; which is reduced to 1.65 at the end of the turn thanks to IWND.&lt;br /&gt;
::Fulgrim vs. Charging Sanguinius &#039;&#039;(Hits on MC 5+):&#039;&#039; 3.22 hits, 2.68 wounds, &#039;&#039;&#039;0.67 unsaved wounds,&#039;&#039;&#039; which is reduced to 0.34 at the end of the turn thanks to IWND.&lt;br /&gt;
:Sanguinius with the Blade Encarmine &#039;&#039;(Hits on MC 4+): 4.25 hits, 3.77 wounds, &#039;&#039;&#039;1.26 unsaved wounds,&#039;&#039;&#039; which is reduced to 0.93 at the end of the turn due to IWND.&lt;br /&gt;
::Sanguinius charging with the Blade Encarmine &#039;&#039;(Hits on MC 3+):&#039;&#039; 6.88 hits, 6.12 wounds, &#039;&#039;&#039;2.04 unsaved wounds,&#039;&#039;&#039; which is reduced to 1.71 at the end of the turn thanks to IWND.&lt;br /&gt;
&lt;br /&gt;
:Fulgrim wins. Sanguinius has a fantastic first round of combat, but Fulgrim&#039;s 3++ Invulnerable save tanks his damage output significantly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fulgrim vs. Ferrus Manus&#039;&#039;&#039;&lt;br /&gt;
:Fulgrim with the Laer Blade &#039;&#039;(Initiative 9, +3 attacks, hits on MC 3+):&#039;&#039; 6.2 hits, 5.17 wounds, &#039;&#039;&#039;1.72 unsaved wounds,&#039;&#039;&#039; which is reduced to 1.38 at the end of the turn thanks to IWND.&lt;br /&gt;
::Fulgrim charging with the Laer Blade &#039;&#039;&#039;(Initiative 9, +4 attacks, hits on MC 3+): 6.87 hits, 5.73 wounds, &#039;&#039;&#039;1.91 unsaved wounds,&#039;&#039;&#039; which is reduced to 1.57 at the end of the turn thanks to IWND.&lt;br /&gt;
:Ferrus Manus with Forgebreaker &#039;&#039;(Hits on MC 5+)&#039;&#039;: 2.22 hits, 1.85 wounds, &#039;&#039;&#039;1.85 unsaved wounds,&#039;&#039;&#039; which is reduced to 1.51 at the end of the turn thanks to IWND.&lt;br /&gt;
&lt;br /&gt;
:Ferrus Manus wins by a little, but his bodyguards suck so it&#039;s probably fine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fulgrim vs. Angron&#039;&#039;&#039;&lt;br /&gt;
:Fulgrim with the Laer Blade &#039;&#039;(Initiative 9, +3 attacks, hits on MC 4+):&#039;&#039; 4.75 hits, 3.98 wounds, &#039;&#039;&#039;1.99 unsaved wounds,&#039;&#039;&#039; which is reduced to 1.65 at the end of the turn thanks to IWND.&lt;br /&gt;
:Angron with Gorefather and Gorechild &#039;&#039;(Turn 3, +2 Attacks, Hits on 4+):&#039;&#039; 5.5 hits, 4.89 wounds, &#039;&#039;&#039;1.63 unsaved wounds,&#039;&#039;&#039; which is reduced to 1.30 at the end of the turn thanks to IWND.&lt;br /&gt;
::Angron charging with Gorefather and Gorechild &#039;&#039;(Turn 3, +2 Attacks, Hits on 4+):&#039;&#039; 9 hits, 8.75 wounds, &#039;&#039;&#039;2.92 unsaved wounds,&#039;&#039;&#039; which is reduced to 2.59 at the end of the turn thanks to IWND.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s a toss-up. If Fulgrim charges, he wins the vast majority of the time. However, if Angron charges, the Butcher&#039;s Nails will give him the slight edge he needs to beat Fulgrim, though it&#039;s still nearly a 50-50 depending on which round the fight takes place.&lt;br /&gt;
::[[What|Fulgrim&#039;s Bulky (6) triggers Angron&#039;s Rampage (2).]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fulgrim vs. Roboute Guilliman&#039;&#039;&#039;&lt;br /&gt;
:Fulgrim with the Laer Blade &#039;&#039;(Initiative 9, +3 attacks, hits on MC 3+):&#039;&#039; 6.22 hits, 5.18 wounds, &#039;&#039;&#039;2.34 unsaved wounds,&#039;&#039;&#039; which is reduced to 2.0 at the end of the turn thanks to IWND.&lt;br /&gt;
:Roboute Guilliman with the Gladius Incandor &#039;&#039;(Hits on MC 5+):&#039;&#039; 3.89 hits, 3.46 wounds, &#039;&#039;&#039;1.15 unsaved wounds,&#039;&#039;&#039; which is reduced to 0.81 at the end of the turn thanks to IWND.&lt;br /&gt;
:Roboute Guilliman with the Hand of Dominion &#039;&#039;(Hits on MC 5+):&#039;&#039; 3.89 hits, 3.24 wounds, &#039;&#039;&#039;2.16 unsaved wounds,&#039;&#039;&#039; which is reduced to 1.83 at the end of the turn due to IWND.&lt;br /&gt;
&lt;br /&gt;
:Fulgrim wins. Brutal (2) on the Hand brings Guilliman close, but not quite close enough.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fulgrim vs. Mortarion&#039;&#039;&#039;&lt;br /&gt;
:Fulgrim with the Laer Blade &#039;&#039;(Initiative 9, +3 attacks, hits on MC 3+):&#039;&#039; 6.22 hits, 2.07 wounds, &#039;&#039;&#039;1.04 unsaved wounds,&#039;&#039;&#039; which is reduced to 0.54 at the end of the turn thanks to IWND.&lt;br /&gt;
:Fulgrim with Fireblade &#039;&#039;(Initiative 8, +2 attacks, hits on MC 3+): 5.56 hits, 2.78 wounds, &#039;&#039;&#039;1.39 unsaved wounds,&#039;&#039;&#039; which is reduced to 0.89 at the end of the turn thanks to IWND.&lt;br /&gt;
:Mortarion with Silence (Hits on 5+): 2 hits, 1.33 wounds, &#039;&#039;&#039;0.44 unsaved wounds,&#039;&#039;&#039; which is reduced to 0.11 at the end of the turn thanks to IWND.&lt;br /&gt;
&lt;br /&gt;
:Fulgrim wins. While Prenatural Resilience keeps Mortarion alive longer, Fulgrim&#039;s higher WS and 3++ Invulnerable Save make him tankier than Mortarion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fulgrim vs. Magnus&#039;&#039;&#039;&lt;br /&gt;
:Fulgrim with the Laer Blade &#039;&#039;(Initiative 9, +3 attacks, hits on MC 3+):&#039;&#039; 6.22 hits, 5.18 wounds, &#039;&#039;&#039;2.59 unsaved wounds,&#039;&#039;&#039; which is reduced to 2.26 at the end of the turn thanks to IWND.&lt;br /&gt;
:Magnus with the Blade of Ahn-Nunurta &#039;&#039;(Hits on 5+):&#039;&#039; 2 hits, 1.67 wounds, &#039;&#039;&#039;0.56 unsaved wounds,&#039;&#039;&#039; which is reduced to 0.22 at the end of the turn thanks to IWND.&lt;br /&gt;
:Fulgrim wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fulgrim vs. Horus&#039;&#039;&#039;&lt;br /&gt;
:Fulgrim with the Laer Blade &#039;&#039;(Initiative 9, +3 attacks, hits on MC 4+):&#039;&#039; 4.75 hits, 3.98 wounds, &#039;&#039;&#039;1.33 unsaved wounds,&#039;&#039;&#039; which is reduced to 0.99 at the end of the turn thanks to IWND.&lt;br /&gt;
:Horus with Worldbreaker &#039;&#039;(Hits on MC 4+): 3.75 hits, 3.13 wounds, &#039;&#039;&#039;2.09 unsaved wounds,&#039;&#039;&#039; which is reduced to 1.75 at the end of the turn thanks to IWND.&lt;br /&gt;
:Horus wins, due to having WS8 and Brutal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fulgrim vs. Vulkan&#039;&#039;&#039;&lt;br /&gt;
:Fulgrim with the Laer Blade &#039;&#039;(Initiative 9, +4 attacks, hits on MC 3+):&#039;&#039; 6.89 hits, 5.74 wounds, &#039;&#039;&#039;1.91 unsaved wounds,&#039;&#039;&#039; which is reduced to 1.41 at the end of the turn thanks to IWND.&lt;br /&gt;
:Vulkan with Dawnbringer &#039;&#039;(Hits on MC 5+):&#039;&#039; 2.22 hits, 1.85 wounds, &#039;&#039;&#039;0.616 unsaved wounds,&#039;&#039;&#039; which is reduced to 0.29 at the end of the turn thanks to IWND.&lt;br /&gt;
:Fulgrim wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fulgrim vs. Corax&#039;&#039;&#039;&lt;br /&gt;
:Fulgrim with the Laer Blade &#039;&#039;(Initiative 9, +2 attacks, hits on MC 3+):&#039;&#039; 5.56 hits, 4.63 wounds, &#039;&#039;&#039;3.14 unsaved wounds,&#039;&#039;&#039; which is reduced to 2.81 at the end of the turn thanks to IWND.&lt;br /&gt;
:Corax with The Panoply of the Raven Lord &#039;&#039;(Hits on 5+):&#039;&#039; 2.33 hits, 1.75 wounds, &#039;&#039;&#039;0.59 unsaved wounds,&#039;&#039;&#039; which is reduced to 0.196 at the end of the turn thanks to IWND.&lt;br /&gt;
:Fulgrim wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fulgrim vs Alpharius&#039;&#039;&#039;&lt;br /&gt;
:Fulgrim with the Laer Blade &#039;&#039;(Initiative 9, +3 attacks, hits on MC 3+):&#039;&#039; 6.89 hits, 5.74 wounds, &#039;&#039;&#039;2.87 unsaved wounds,&#039;&#039;&#039; which is reduced to 2.54 after IWND.&lt;br /&gt;
:Alpharius with the Pale Spear &#039;&#039;(Hits on 5+):&#039;&#039; 2 hits, 1.67 wounds, &#039;&#039;&#039;0.56 unsaved wounds,&#039;&#039;&#039; which is reduced to 0.23 at the end of the turn thanks to IWND.&lt;br /&gt;
:Fulgrim wins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:zFulgrimXHorus.jpg|The face that launched a 1,000 slashfics. The sad part is that dialogue is lifted directly from a Horus Heresy book.&lt;br /&gt;
Image:Fulgrim WIP by SelenaH.jpg|One sexy and psychopathic bastard.&lt;br /&gt;
Image:Fulgrim by kabarsa.jpg|Here he&#039;s an ugly bald old man covered in scars. NOT HAWT. Also he has black wings for some reason. [[Sanguinius|ORIGINAL WINGS DO NOT STEAL]]&lt;br /&gt;
Image:Fulgrim and ferrus by thevampiredio.jpg|[[Ferrus Manus|Ferrus]] is such a troll. From a Horus Heresy book too.&lt;br /&gt;
File:Fulgrim&amp;amp;FerrusArt.jpg|In the end Ferrus did give it a try after all.&lt;br /&gt;
Image:Fulgrim is perfect by Karooz.jpg|His perfection will drive you to the point of orgasm.&lt;br /&gt;
File:I would read it.jpg|The vidya geam&lt;br /&gt;
Image:1429866033465.jpg|In a way, he&#039;s kinda like the galactic bicycle of Primarchs.&lt;br /&gt;
File:10962088 973159792695856 706338122 n.jpg| Fulgrim after his ascension.&lt;br /&gt;
File:REFLECTION CRACK&#039;D by Natalia Kikicheva.jpg| Not Pictured: the Pear of Anguish&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Primarchs}}&lt;br /&gt;
{{Daemons-Characters}}&lt;br /&gt;
[[Category:Chaos]][[Category:Warhammer 40,000]][[Category:Space Marines]][[Category:Emperor&#039;s Children]][[Category:Primarchs]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:A03F:19EE:6A3E:6BBB</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Sailor_Moon&amp;diff=412269</id>
		<title>Sailor Moon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Sailor_Moon&amp;diff=412269"/>
		<updated>2023-01-23T13:25:48Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:A03F:19EE:6A3E:6BBB: /* The Sailor Scouts */ While I also know incredibly little about this, I&amp;#039;m 99% sure Saturn and Uranus are the other way around. Feel free to revert if I&amp;#039;m wrong.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&#039;&#039;&#039;Sailor Moon&#039;&#039;&#039; is a 1990s magical girl [[manga]]-turned-[[anime]] series written by Naoko Takeuchi, and was one of &#039;&#039;&#039;the&#039;&#039;&#039; gateway anime series of the early 90s when English-translated [[/a/]] material began entering the west, alongside other giants of the era like Dragon Ball Z and Ranma 1/2. &lt;br /&gt;
&lt;br /&gt;
It revolves around an ordinary Japenese high schoolgirl named Usagi Tsukino, who stops one day to rescue a cat from being bullied by a couple of little asshole kids. Said cat turns out to be a magical talking cat named Luna, and it recruits her as the first of several magic-empowered female warriors to seek out a missing princess, a quest made difficult because Luna initially doesn&#039;t really remember that many details about the princess, why she&#039;s looking for her, or what the deal is with the creepy monsters who keep showing up to steal human life-force.&lt;br /&gt;
&lt;br /&gt;
This series is /tg/-relevant mainly because it&#039;s one of several popular late 80s-early 2000s anime to get licensed by [[Guardians of Order]], either as setting [[splatbook]]s for [[Big Eyes, Small Mouth]] or fully marketed as &amp;quot;The Roleplaying Game&amp;quot; of their respective series. In fact, the Sailor Moon RPG was the very first [[splatbook]] that Guardians of Order ever did (1998), and was only the second RPG book they&#039;d ever published after the 1997 BESM 1st Edition corebook.&lt;br /&gt;
&lt;br /&gt;
=The &#039;verse=&lt;br /&gt;
The central conceit of Sailor Moon is that, in a lost era, humanity had a great civilization that stretched across at least the Solar System, a civilization that derived its powers from [[magic]]. The ruler of this solar empire reigned over everything from her homeworld on Earth&#039;s moon, but Earth, Mars, Mercury, Venus, Jupiter, Saturn, Uranus and Pluto all had their own sub-rulers. The last heir to this empire was the Princess of the Moon, who was engaged to the Prince of the Earth. The two were very much in love, but of course there was trouble on the horizon; another woman loved the Prince of Earth, and she become so consumed by envy and jealousy that she sold her soul to dark powers (no, not &#039;&#039;&#039;[[Ravenloft|those]]&#039;&#039;&#039; [[Dark Powers]]) for the magical might to take what she wanted. In a single night of slaughter, she overthrew and destroyed a centuries old civilization singlehandedly... but, ironically, she failed to get what she wanted, as the Moon Princess and the Earth Prince died rather than surrender to her will, using the divine artifact that was the central hub of her civilization to cast their souls an unfathomable distance into the future to be reincarnated.&lt;br /&gt;
&lt;br /&gt;
The series proper begins when those reincarnations finally come of age...&lt;br /&gt;
&lt;br /&gt;
=The Characters=&lt;br /&gt;
==The Sailor Scouts==&lt;br /&gt;
The magical girls who serve as our series protagonists, there are nine Sailor Scouts (or &amp;quot;Sailor Senshi&amp;quot; if you must be a [[weeaboo]] and use the original Japanese) representing the moon and the eight planets. They are divided into two groups; the Inner Scouts (Mars, Mercury, Venus, Jupiter), who are Sailor Moon&#039;s best buddies and close confidants, and the Outer Scouts (Saturn, Neptune, Uranus, Pluto), who are... well, not!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailor Moon:&#039;&#039;&#039; Our protagonist, and the reincarnation of the Moon Princess. You probably figured that out, but this was a genuinely shocking twist back in the day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailor Mercury:&#039;&#039;&#039; A teenage genius with water powers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailor Mars:&#039;&#039;&#039; A hot-tempered miko at her family shrine, fries bad guys with fireballs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailor Jupiter:&#039;&#039;&#039; Tall tomboy with lightning powers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailor Venus:&#039;&#039;&#039; Boy-crazy as you&#039;d expect a magical girl associated with the Roman Goddess of Love to be. Ironically, she was the first Sailor Scout to actually  awaken to her powers and so she&#039;s the single-most experienced magical girl on the team when they first form, having battled mundane crime as &amp;quot;Sailor V&amp;quot; before hooking up with Sailor Moon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailor Saturn:&#039;&#039;&#039; The cutest little bringer of the apocalypse you might ever see. She was the Moon Kingdom&#039;s ultimate last fuck-you to any invaders, armed with the power to literally wipe entire solar systems from existence with a swing of her weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailors Uranus &amp;amp; Neptune:&#039;&#039;&#039; The main representatives of the Outer Scouts, mostly remembered for being a; the Gay Ones, and b; the Screwups. See, Sailor Uranus and Sailor Neptune are the story&#039;s resident [[edgelord]]s, being cynical, ruthlessly pragmatic and almost nihilistic; to them, the mission comes first and softer emotions are a weakness. Unfortunately for them, they&#039;re living in a magical girl world where the forces of love, hope and kindness literally punch monsters in the face, so they just end up looking like idiots when they try to be [[edgy]]. Case in point, they attempt to join the team of an arch-villain in hopes of assassinating her with her own super-weapon, even going so far as to murder Sailor Pluto (their best friend) and Sailor Saturn (their &#039;&#039;adopted daughter&#039;&#039;) to prove their loyalty. And then it turns out that the villain&#039;s super-weapon &#039;&#039;&#039;doesn&#039;t work on the villain herself&#039;&#039;&#039;. She literally calls them out on how dumb this plan was before she vaporizes them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sailor Pluto:&#039;&#039;&#039; The single oldest member of the Sailor Scouts, charged with standing guard over the Gates of Time, an epic artifact that lets users travel through or otherwise manipulate time.&lt;br /&gt;
&lt;br /&gt;
==The Hangers-On==&lt;br /&gt;
&#039;&#039;&#039;Tuxedo Mask:&#039;&#039;&#039; Reincarnation of the Earth Prince, you might think he&#039;d be a badass, but nope; this &#039;&#039;is&#039;&#039;  magical girl show after all. He mostly just shows up in the nick of time to deflect an attack that would&#039;ve finished off Sailor Moon, spouts a cheesey little peptalk, then flounces off again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Luna:&#039;&#039;&#039; A magical talking cat who was once the [[familiar]] to the Moon Princess. She tries to act as the advisor to the Inner Scouts during their nascent days together, but she&#039;s  really not very good at it, largely because her memory of the Moon Kingdom has more holes in it than a truckload of Swiss cheese.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artemis:&#039;&#039;&#039; Luna&#039;s counterpart (and eventual husband), Sailor Venus&#039; familiar. Unlike Luna, he &#039;&#039;does&#039;&#039; largely remember the Moon Kingdom, so he&#039;s initially much more competent than her.&lt;br /&gt;
&lt;br /&gt;
==Queen Beryl&#039;s Court==&lt;br /&gt;
&#039;&#039;&#039;Queen Beryl:&#039;&#039;&#039; The witch who destroyed ethe Moon Kingdom all those enturies ago, and who has since sat on her ass doing nothing. She finally starts stirring during the events of the first arc to try and harvest human life-force to revive her patron god.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Four Dark Generals:&#039;&#039;&#039; Beryl&#039;s personal henchmen, these guys were the closest companions of the Earth Princee in the lost era, and largely were to him what the Inner Scouts are to Sailor Moon. Ironically, the series&#039; creator intended  these guys to be the doomed former lovers of the Inner Scouts, but that never got depicted in either the original manga nor the first anime series - it wasn&#039;t until the &amp;quot;Sailor Moon Crystal&amp;quot; anime that this story-thread got plucked.&lt;br /&gt;
&lt;br /&gt;
=The RPG=&lt;br /&gt;
&lt;br /&gt;
[[Category: Weeaboo]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:A03F:19EE:6A3E:6BBB</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Lasgun&amp;diff=300847</id>
		<title>Lasgun</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Lasgun&amp;diff=300847"/>
		<updated>2023-01-22T09:24:28Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:A03F:19EE:6A3E:6BBB: /* Lightning Gun */&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;
TL;DR 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:Suppresion_Laser.JPG|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;
&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;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
&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:Auxillia_Lasrifle.PNG|200px|right|thumb|Auxilia Lasrifle]]&lt;br /&gt;
&lt;br /&gt;
The Auxilia lasrifles 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. 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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Las-Lock ===&lt;br /&gt;
&lt;br /&gt;
[[File:Las-Lock.PNG|200px|right|thumb|Las-Lock]]&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&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;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
&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;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Lascutter ===&lt;br /&gt;
[[File:Bits-lascutter.jpg|200px|right|thumb|Lascutter]]&lt;br /&gt;
&lt;br /&gt;
Lascutters are a powerful but extremely unwieldy type of Laser Weapon. Originally industrial tools used for cutting through armored 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 their &#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 your 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]]. Meltagun 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 Breecher 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 Assault&#039;s 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;
&lt;br /&gt;
&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;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Lightning Gun===&lt;br /&gt;
[[File:Lightning+Gun.jpg|200px|right|thumb|Lightning Gun]]&lt;br /&gt;
&lt;br /&gt;
[[Forge World|Oh boy, here we go]].&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&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;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===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;
&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:A03F:19EE:6A3E:6BBB</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Lasgun&amp;diff=300846</id>
		<title>Lasgun</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Lasgun&amp;diff=300846"/>
		<updated>2023-01-22T09:23:53Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:A03F:19EE:6A3E:6BBB: /* Lightning Gun */ Trying to fix up the Lightning Gun entry, the HH series sometimes implies the laser is the markerlight for the lightning.&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;
TL;DR 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:Suppresion_Laser.JPG|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;
&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;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
&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:Auxillia_Lasrifle.PNG|200px|right|thumb|Auxilia Lasrifle]]&lt;br /&gt;
&lt;br /&gt;
The Auxilia lasrifles 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. 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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Las-Lock ===&lt;br /&gt;
&lt;br /&gt;
[[File:Las-Lock.PNG|200px|right|thumb|Las-Lock]]&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&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;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
&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;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Lascutter ===&lt;br /&gt;
[[File:Bits-lascutter.jpg|200px|right|thumb|Lascutter]]&lt;br /&gt;
&lt;br /&gt;
Lascutters are a powerful but extremely unwieldy type of Laser Weapon. Originally industrial tools used for cutting through armored 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 their &#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 your 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]]. Meltagun 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 Breecher 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 Assault&#039;s 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;
&lt;br /&gt;
&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;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Lightning Gun===&lt;br /&gt;
[[File:Lightning+Gun.jpg|200px|right|thumb|Lightning Gun]]&lt;br /&gt;
&lt;br /&gt;
[[Forge World|Oh boy, here we go]].&lt;br /&gt;
&lt;br /&gt;
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 [[Needle Gun]], 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;
&lt;br /&gt;
&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;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===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;
&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:A03F:19EE:6A3E:6BBB</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Rubric_Marines&amp;diff=409814</id>
		<title>Rubric Marines</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Rubric_Marines&amp;diff=409814"/>
		<updated>2023-01-19T15:05:08Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:A03F:19EE:6A3E:6BBB: /* 8th Edition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{heresy}}[[File:Thousand_Sons_Marine_by_Clint_Langley.JPG|350px|thumb|right|The last thing many unfortunate MEQs ever see.]]&lt;br /&gt;
{{Topquote|Immortality is a terrible curse.|Simone de Beauvoir}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|And I will show you something different from either&amp;lt;br&amp;gt;Your shadow at morning striding behind you&amp;lt;br&amp;gt;Or your shadow at evening rising to meet you;&amp;lt;br&amp;gt;I will show you fear in a handful of dust.|T.S. Eliot - The Waste Land}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rubric Marines&#039;&#039;&#039; - the cursed automatons of the [[Thousand Sons]], and one of the two toughest infantry units that are available to the [[Chaos Space Marines|Traitor Legions]], right alongside their [[Nurgle|Nurglite]] rivals, the [[Plague Marines]]. They serve a similar tactical role in that they&#039;re absolutely tough as balls, but whereas the Plague Marines, owing to their diseased bulk, can resist large volumes of anti-infantry fire, the Rubric Marines, protected by dark sorcery, will shrug off even the most powerful hits from anti-tank weapons. &lt;br /&gt;
&lt;br /&gt;
They&#039;ve been known to get pre-5th Edition [[Necron]] players to rage-quit.&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
The Rubric Marines were once basic Marines in the Thousand Sons. Due to &amp;lt;s&amp;gt;[[Emperor|someone&#039;s]] fuck-up&amp;lt;/s&amp;gt; [[Tzeentch]][[Tales of Eldrad Ulthuan, the Dick|’s tampering]] with their [[gene-seed]], the legion as a whole suffered horrifying, [[AIDS|increasingly-debilitating mutations]]. For a time [[Magnus]] managed to stop this shit by striking a bargain with Tzeentch (for which he lost his eye BTW), but this worked only until the start of the [[Horus Heresy]]. This generally sucked, since it meant that increasingly, members of the legion were turning into [[Chaos Spawn|that which must never be named]]. [[Tzeentch]], in the Chaos God&#039;s proud tradition of not giving a fuck, left the Sons to work out their own solution to the problem, likely so he&#039;d have some entertainment over the weekend.&lt;br /&gt;
&lt;br /&gt;
At some point, trying to help fix this little mutation epidemic, a Sorcerer called [[Ahzek Ahriman]] used the knowledge he took from the Book of Magnus (which he was a bearer of), to find a way of curing his legion. He crafted a way to undo the mutations plaguing the legion, and cast an incredibly powerful spell called the [[FAIL|Rubric of Ahriman]]. The spell was successful in stopping the mutation, but only really amongst the command staff - [[Grimdark|every psyker in the legion who was not powerful enough (virtually all of the Thousand Sons were psykers according to recent fluff) was reduced to dust and trapped as bound spirits within their sealed power armor for eternity]] (or at least until the armor was destroyed). Suffice to say, Magnus was [[rage|really pissed off]] and wanted to blow Ahriman up with mind-bullets, but Tzeentch asked him not to because that &#039;&#039;was&#039;&#039; some pretty epic douchebaggery. So Magnus kicked him out of the Thousand Sons, instead. It should be noted that based on the leg armour design and armoured chest power cables, the Rubrics all seem to wear a modified [[Mark IV: Maximus Armour]]. This isn&#039;t a surprise since the pre-Heresy Thousand Sons were one of the biggest users of the Maximus; even creating a sub-pattern called the Achean pattern. So it is likely that post-Rubric, these Maximus Armour were slightly modified to accommodate their now more...dusty occupants.&lt;br /&gt;
&lt;br /&gt;
What a &#039;&#039;[[Eldrad|dick]]&#039;&#039;. Interestingly, in recent fluff it is implicated that Lucius may have altered the Book of Magnus after making Haathor Maat his bitch. He gained his trust by showing him (as he was starting to succumb to the flesh change) how to reverse the mutations simply by pumping them all into worthless mortals so he would not become that which is not to be named. So it may well be that Lucius&#039; dabblings with the Book of Magnus and changing it resulted in the Rubric to fail. For whom or why he did it only he knows. Or he was a temporary agent of Tzeentch at the time (JUST AS PLANNED).&lt;br /&gt;
&lt;br /&gt;
A huge part of Ahriman&#039;s initial post-Heresy activities was trying to reverse the effects of the Rubric by, somewhat counter-intuitively, performing the Rubric again but doing it right this time. To this end, he created a new Rubric, and broke through to the Planet of the Sorcerers in order to perform it. Due to a huge amount of [[Just As Planned]] dickery from a number of parties, it didn&#039;t work. With the exception of one marine who was returned (sans any personal memory) to a full normal body. Rather than being declarative proof that the Rubric can be reversed, it seemed to be a concession on the part of Tzeentch to give Ahriman a little hope and string him along for more [[troll|giggles]] further down the line.&lt;br /&gt;
&lt;br /&gt;
Since the Rubric of Ahriman, the Thousand Sons have lost many of the Rubiks Cube Marines, but they still manage to keep their numbers at nearly a thousand. Two main theories that they either perform a scaled-down version of the Rubric on other marines, or reanimate fallen ones by pulling their souls out of the Warp and putting them into repaired/new sets of armour (The latter theory has been confirmed by Phil Kelly, but he also mentioned that the Black Legion uses the former version to make their own rubric marines). Or both. Whichever is creepier is up to you to decide. Additionally, the dust containing the essence of the Rubric Marine can be recovered and be put into a new set of armor, effectively resurrecting them. It&#039;s ironic, as the fluff states, they were turned from a legion of scholars and book lovers, into mindless, walking power armors that &amp;lt;s&amp;gt;can&#039;t even think!&amp;lt;/s&amp;gt;. They can think, its just that they&#039;ve lost all hope and purpose in life. Reduced from scholars to beings who can&#039;t even feel, they let the days slip into millennia. Only battle barely reminds them of what it was to be alive, and they fight accordingly. So [[grimdark]].&lt;br /&gt;
&lt;br /&gt;
They&#039;re also central to [[Thousand Son and Guardswoman|this tomfoolery]], so props for that.&lt;br /&gt;
&lt;br /&gt;
In the Gathering Storm II, it&#039;s revealed [[Yvraine]] can REVERSE the rubric. She does in a bid for Ahriman to save her, so she won&#039;t be driven mad by Tzeentch. This has an emotional effect on him, but the sneaky Eldar blows a hole in the webway, and all the un-rubric&#039;ed marines get sucked into the warp. This [[troll]]ing of the poor Ahriman (who goes into nerd rage so hard even [[Khorne]] approves) is so great that [[Cegorach]] decides to lend his support to Ynnead. What a bunch of dicks.&lt;br /&gt;
&lt;br /&gt;
==On The Tabletop==&lt;br /&gt;
[[File:99120102063_RubicMarines02.jpg|400px|right|thumb|During the ten millennia, [[Magnus|Rudolph]] had been trying to tinker and unfuck the disaster that was [[Ahriman|Ahriman&#039;s Rubric.]] Finally he had succeeded in making them somewhat useful again. Ladies and gentlemen, I welcome you to Rubric 2.4, a vast upgrade to previous installation of Rubric 1.1]]&lt;br /&gt;
Rubric Marines aren&#039;t quite as good at ignoring the sustained fire of 40 Shoota Boyz as their counterparts, the Plague Marines are, but unlike them they can ignore a direct Battle Cannon shot, since Rubrics possess a phenomenally-dickish 4++ invulnerable save. Even better, Rubric Marines pack Inferno Bolts, which means their [[Inferno Bolter]]s are AP2. Suffice to say, they can carve through a squad of [[MEQ]] effortlessly, and, prior to their massive Tomb Kings in Space update, fielding one squad of intelligently-managed Rubric Marines essentially guaranteed victory against a typical [[Necron]] player (or current-gen [[Tyranid]] player; [[Skub|thanks a fucking &#039;&#039;bunch&#039;&#039;]], [[Robin Cruddace|Cruddace]]). They&#039;re also led by a Sorcerer, who gives them access to one psy power (typically something like Bolt of Change, so the squad can pop transports). The Sorcerer&#039;s [[Inferno Bolt Pistol]] also has Inferno Bolts.&lt;br /&gt;
&lt;br /&gt;
Rubrics are cursed with Slow and Purposeful, and unlike the other aligned Chaos Marines, do not have close combat weapons or bolt pistols. At a glance, this makes them a very easy-to-target melee weak-spot, but in practice, this isn&#039;t quite true; they still have their beefy-as-shit 3+/4++ saves, and the Sorcerer&#039;s Force Weapon means that no MC worth their shit will get anywhere near them. What they &#039;&#039;are&#039;&#039; vulnerable to is being [[Tarpit]]ted, due to their relatively lackluster number of attacks and immense focus on shooting to take advantage of their juicy AP 3 Bolter shots. Note that while they lack grenades and thus hit last if they (counter)charge into cover, they still have a marine statline for close-combat and a 4+ invuln save besides, so seeing these guys win a fight with a squad of Banshees isn&#039;t as absurd as you might think.&lt;br /&gt;
&lt;br /&gt;
They also don&#039;t have grenades, so charging through a cover or blowing tanks with krak-grenades might be a problem, and even more so if they got caught in melee with AV11+ walker, since they&#039;re fearless and cannot choose to run away.&lt;br /&gt;
&lt;br /&gt;
Rubrics benefit heavily from having a [[Rhino Transport]]. Not because they need the survivability (they&#039;re tougher than the vehicle they&#039;re in, to be frank), but because the mobility they get is such an enormous boon. Take full advantage of their ability to shoot out of their transport, and use it in glorified [[50 Copper and Ludi&#039;drizz&#039;t|Tzeentchian drive-by shooting]], before disembarking in rapid fire range and warpfire-blasting a bitch.&lt;br /&gt;
&lt;br /&gt;
=== Mainstream opinion === &lt;br /&gt;
Sweet [[Emperor|Jesus]], the edition update from 5th to 6th and 7th was &#039;&#039;not&#039;&#039; kind to these guys. &lt;br /&gt;
&lt;br /&gt;
While Rubrics were always a finicky option, one that had to be balanced carefully to be used to maximum effect, 6th and 7th wound up indirectly killing their potential on the battlefield by giving them way more competitive options and relegating them to a much more limited tactical control. Their AP3 Bolters and 3+/4++ saves, while once rather impressive, no longer have anywhere near the threat level they used to have, and with other armies getting major edition updates, the Rubrics were facing an uphill fight - especially since changes to the rules made Feel No Pain considerably stronger (ergo pushing [[Nurgle|Plague Marines]] even further ahead of their old Tzeentchian rivals. The changes to Sorcerer rules and Force weapons were even worse - taking a unit that was legitimately a threat to one that struggles hard for a place in a meta with dozens of options. Even within chaos a player could grab a baseline squad with two plasma guns and have better numbers (though none of the backup save) as part of the bargain!&lt;br /&gt;
&lt;br /&gt;
But the cruelest cut - came with 6th edition&#039;s addition of the ability to go to ground. This meant absolutely any unit could gain a cover save, basically anywhere, and cover is one of the few things that, Psy Powers aside, the unit just has no ability to deal with, and since the Sorcerer was usually angling for Bolt of Change to kill transports, that&#039;s a pretty glaring vulnerability for a unit with a very specific tactical role.&lt;br /&gt;
&lt;br /&gt;
Worse, errata made it so Sorcerers had to take powers randomly with rolls as opposed to choosing them, which seriously cut down on the strategic elements of using this unit, since you no longer had the utility of that lone bit of choice giving you the option to use the squad more tactically based on said choice. Their weapons were also given Soul Blaze, a sub-par ability that really struggled in earlier editions, further weakening their role on the battlefield.&lt;br /&gt;
&lt;br /&gt;
So no more instant kills from the force weapon, mediocre-at-best weapon ability in sorcerer, can&#039;t choose psy powers anymore and has to randomize, squad still same drawbacks, in a world that gives everyone cover saves and pushes vehicles harder than ever before. They were also [[Finecast]], because &#039;&#039;fuck you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This combination of factors took what was previously a fairly effective unit against MEQs, holding terrain, and terrorizing medium infantry - and completely demolished its tactical role, turning it into an inefficient unit that struggled for any relevance against a backdrop of other chaos units doing the same thing better. With factions that were previously terrified of this unit no longer really having to even worry about it, Rubrics fell into a steep decline, and within a year and a half of the edition update, even players who lived and breathed Thousand Sons stopped using them, and the unit essentially tapered off, unused by even its most ardent fans.&lt;br /&gt;
&lt;br /&gt;
===So Then &amp;quot;Wrath Of Magnus&amp;quot; Came Along...===&lt;br /&gt;
Rubric Marines got a rules update along with the general Tzeentchian overhaul in the new Chaos supplement that was part of the War Zone Fenris pack. While not too much has changed about the roles and rules for the Sons, they are a somewhat better unit than before. Rubric Marines now have weapons options, which is a refreshing change. They have access to AP4 flamers with Soul Blaze (and contrary to popular opinion, Soul Blaze isn&#039;t bad, it&#039;s just not great), so they have something to counter cover but at the cost of range (and still no Overwatch). They also have access to a S5 AP3 Assault Cannon, which is actually pretty cool. Also the new Discipline of Tzeentch makes the Sorcerer less likely to be unuseful, although the new discipline can be prone to random rolls and [[Chaos Daemons|&#039;&#039;&#039;FUN&#039;&#039;&#039;]]. Where they really shine is their their new formations, which gives bonuses to manifesting and casting powers or rerolling saves. On top of all that, they have slick new models.&lt;br /&gt;
&lt;br /&gt;
This all rounds out to a unit that&#039;s okay-ish, on paper. Rubric Marines are still an expensive unit that fills out a considerably specific role in the army, and while they&#039;ve been given a degree of flexibility, they still more or less have the same strengths and weaknesses. The key to using them is still managing them intelligently (even knowing when to leave them at home), keeping them to their strong points, and synergizing them with the rest of the army.&lt;br /&gt;
&lt;br /&gt;
=== 8th Edition===&lt;br /&gt;
Once unusable, these guys have become pretty good (but overcosted). They have their usual loadout of [[Inferno Bolter|Inferno Boltguns]], which they can replace with [[Warpflamer]]s for maximum hurt in overwatch, and the Aspiring Sorcerer can take any force weapon and a [[Warpflame Pistol]] to help them if they get in melee. For every 10 models, one Rubric can take a [[Soulreaper Cannon]]. The Sorcerer now knows one power from the Change Discipline and Smite, which does 1 or d3 mortal wounds rather than the normal d3/d6. However, the best part is their &amp;quot;All is Dust&amp;quot; rule, which gives them +1 to saves (including invulnerable saves) if the attack does 1 damage, giving them a 2+ save against small arms fire. Thousand Sons and Grey Knights are the only armies who can still spam smite, but you should be very careful doing it with regular Rubric squads because if you peril their sorcerer may explode, killing himself and taking along with some unlucky mooks from any nearby units, friend or foe so you might start a chain reaction (as well as preventing the squad from casting any more powers if they survive). &lt;br /&gt;
{{Thousand Sons}}&lt;br /&gt;
{{Chaos Space Marines}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:A03F:19EE:6A3E:6BBB</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Autogun&amp;diff=73937</id>
		<title>Autogun</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Autogun&amp;diff=73937"/>
		<updated>2023-01-19T15:02:14Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:A03F:19EE:6A3E:6BBB: /* Avenger Chaincannon */ It&amp;#039;s not, it&amp;#039;s smaller and on an Armiger chasis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Autogun4.jpg|350px|thumb|right|Note the [[C.S. Goto|heretical sorcery]] shrinking its capacity to below an [[Bolter#Astartes Boltguns|Astartes bolter]]]]&lt;br /&gt;
&lt;br /&gt;
{{Topquote|Whoever said the pen is mightier than the sword obviously never encountered automatic weapons.|General Douglas MacArthur}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Autogun&#039;&#039;&#039; is a [[firearm|chemically-powered projectile throwing weapon]] (i.e. a slugthrower) which can be considered the direct descendant of 20th to early 21st century firearms. Autoguns are (probably) slightly more powerful than real-life firearms, which is why it avoids the title of [[Stubber]]. Alternatively, since [[Stubber#Stub_Gun|Stub Pistols]] are more powerful than Autopistols, it&#039;s possible the difference has more to do with calibre and/or tech level. &lt;br /&gt;
&lt;br /&gt;
Simply put, autoguns use a propellant to accelerate a metal projectile to punch holes in things.&lt;br /&gt;
&lt;br /&gt;
Oh, and if the Lasgun is a &#039;Flashlight&#039; then the Autogun is a &amp;quot;Stapler:&amp;quot; similar power, more weight and less reliability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Autoguns versus Lasguns ==&lt;br /&gt;
&lt;br /&gt;
The Autogun is a significantly older weapon than the [[Lasgun]], and does not see nearly as much use due to the [[Administratum|Departmento Munitorium]] saying it&#039;s a bad idea. So if a young and curious Guardsmen tries to ask a superior, likely a Commissar (yes, reasonable Commissars do exist) on why a Lasgun is preferred over an Autogun by Imperial Standards, they will provide you a whole list of things, with the next five points being the most important: &lt;br /&gt;
&lt;br /&gt;
*A lasgun&#039;s &amp;quot;ammunition&amp;quot; can be replenished indefinitely as long as the Guardsman has access to a source of power that his lasgun&#039;s power packs can accept (such as heat, light, or a direct power outlet). Autogun ammunition, meanwhile, is dependent on logistics.&lt;br /&gt;
*Lasgun power packs provide somewhere around 80-120 shots per pack, compared to 12-20 shots for an autogun magazine.&lt;br /&gt;
*Lasguns are significantly more accurate than Autoguns; a properly zeroed lasgun will *always* instantaneously hit &#039;&#039;exactly&#039;&#039; what the weapon was pointing at when it was fired, meaning that misses and near-misses are almost completely subject to the user&#039;s skill and reflexes. &lt;br /&gt;
*Lasguns have no recoil, so any conscript from an 8-year-old schola kid to a dusty 70-year-old clerk can fire it straight with minimal training.&lt;br /&gt;
*Lasguns have very few moving parts, which lends the weapon a supremely high level of reliability in all conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;big&#039;&#039; reason that Lasguns are favored over Autoguns is the first one noted above- logistics. Despite this, the Autogun still has a place because there are two things the Autogun has that the Lasgun doesn&#039;t. The first is the wide variety of different ammunition types that Autoguns can utilize. These include but are not limited to Incendiary, Armor-Piercing, and Flechette rounds; even High-Explosive rounds. This means that while the Lasgun is preferred for fighting wars on a galactic scale, certain organizations and individual operators may prefer the Autogun as a flexible &#039;&#039;tactical&#039;&#039; weapon. The other thing an Autogun can do that a lasgun can&#039;t is punch through light cover. A laser will react with things like foliage or even smoke and fog between it and the target, which quickly reduces its effectiveness. A physical bullet, on the other hand, will just punch straight through. &lt;br /&gt;
&lt;br /&gt;
Ultimately, the sheer logistical advantage of not needing to ship massive quantities of cartridges everywhere secured the Lasgun&#039;s place as the Imperium&#039;s primary infantry weapon. However, in spite of the ammunition problem the Autogun still sees use throughout the Imperium (particularly among PDF forces, who only have to worry about logistics on their own planet). Although the Autogun has been sidelined by the Lasgun in official service, it remains in development.&lt;br /&gt;
&lt;br /&gt;
== Autoguns versus Stubbers ==&lt;br /&gt;
&lt;br /&gt;
There is [[Skub|significant debate]] over the actual power of Auto and Stub weapons, with the &amp;quot;higher power&amp;quot; team citing higher tech level and advanced materials, and &amp;quot;modern power&amp;quot; team citing no mention of any kind of recoil compensation (limiting power) and less innovative designs. Modernist evidence implies some or even most autoguns may actually be less advanced than modern firearms. After all, 21st century cannon rounds are definitely more advanced than the average autogun, and autoguns are meant to be built on all sorts of backwater worlds. Regardless, it is more than likely that both sides are right, since strictly speaking an Imperial autogun is generally any type of automatic rifle, firing solid slugs. As such, there are great many models and patterns in existence, different in both internal mechanics of their action and the ammunition they use. While some autoguns *are* just a backwater-colony&#039;s locally-designed crude weapons, using black-powder-filled cartridges and prone to jamming, *other* autoguns may be high-tech products of Toasterfucker factories, firing hypervelocity discarding-sabot needle-bullets, capable of easily punching through carapace armour. The debate rages on, with the question being what is considered average or typical for the weapon, with both sides for the most part aware that all types exist.&lt;br /&gt;
&lt;br /&gt;
There is also a third possibility, which involves the Dark Age of Technology.  It&#039;s conceivable that &amp;quot;Stubber&amp;quot; is a derogatory term for old gunpowder weaponry made before the Dark Age, and &amp;quot;autogun&amp;quot; was a Dark Age classification created to delineate the super-futuristic projectile weapons of the then-modern era from Stub Guns.  The difference was only significant during the Dark Age of Technology, when &amp;quot;autogun&amp;quot; meant something more akin to a [[Eclipse Phase|Smart Assault Rifle]] and a Stub Gun meant an M1 Garand. But that&#039;s not a great theory since the original autoguns were made well before the Dark Age of Technology, sometime early in our current millennium. Bizarre high-calibre low-velocity weapons firing brass bullets. &lt;br /&gt;
&lt;br /&gt;
Another theory is that the main difference would seem to be it&#039;s complexity. The heavy stubber, while automatic, relies on size for it&#039;s lethality and reliability and is simple for an automatic weapon. It&#039;s rate of fire is largely due to the fact that it can fire in long bursts. A high calibre autogun, while firing fairly powerful stubby rounds, is harder to design and build in a functional form. But the Mechanicus&#039; &amp;quot;stub&amp;quot; weapons defy this trend.&lt;br /&gt;
&lt;br /&gt;
The final theory has it come down to ammunition used as opposed to the gun itself, that being a futuristic rifle the weapon can take different sized ammunition, meaning it could be equipped with thirty regular gunpowder rounds no different than an AK-47 or [[What|twelve big ass canister rounds filled with jet propellant and in theory act just like a bolter but with a solid slug instead of a explosive round]]. It also answers the question why local PDF forces in some primitive backwater can field the weapon en mass while the guard (requiring more complex devastating rounds for what they fight) got rid of it for logistical reasons. &lt;br /&gt;
 &lt;br /&gt;
For further comparison between Stubbers and Autoguns, [[Stubber#Disambiguation|click here]].&lt;br /&gt;
&lt;br /&gt;
==Imperium Variants ==&lt;br /&gt;
===Autopistol===&lt;br /&gt;
[[File:Autopistol.jpg|200px|right|thumb|Autopistol]]&lt;br /&gt;
Most often a machine pistol or submachine gun, the &amp;lt;s&amp;gt;Uzi&amp;lt;/s&amp;gt; Autopistol is a single-handed submachine gun which is frequently used by Chaos heretics (and on occasion, traitor guardsmen) and cultists who don&#039;t particularly care about accuracy or expenses and wish to be able to make noise and cause death at a close distance (the former is done better by an Autogun than a Lasgun) as they close in to use their swords. Quite fittingly, many of the autopistols manufactured by the Imperium are based off the MAC-10/MAC-11 weapon series.&lt;br /&gt;
&lt;br /&gt;
Autopistols are still in massive use throughout the Imperium and can be found even on low-tech worlds. Like the larger Autogun it is very easy to construct and usually available in large numbers. The autopistol is a common weapon amongst renegades, gang members, and lowly criminals, being as easy to use as it is to construct. If you want something cheap, compact, light and can shoot a lot bullets where range and per-shot firepower are not prime concerns they are a solid option. They are not generally considered a military issue weapon, but are a favorite amongst many military veterans as a supplement for their standard lasgun or as a backup weapon, especially by the ones using unreliable melta or plasma weaponry. Some regiments, including the Cadian 8th, often equip all their troops with autopistols as sidearms, improving their combat firepower. Other commanders allow their troops to acquire spoils from the battlefield for their own use and autopistols are popular choices. It&#039;s not hard to imagine why, as while the laspistol wins out for utility, sometimes your life depends on how quickly you can down a charging ork. A weapon that&#039;s likely to save your life once or twice is probably better than one with a slim chance but can do it multiple times. Carrying one of each would be ideal.&lt;br /&gt;
&lt;br /&gt;
Autopistols are also a more popular choice for covert operations and forward recon elements in the Guard, [[Wat|as they are far easier to silence than a Laspistol.]]&lt;br /&gt;
&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-7-8|name=Autopistol|r7=12|s7=3|ap7=-|type7=Pistol|r8=12|s8=3|ap8=0|d8=1|type8=Pistol 1}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ripper Pistol===&lt;br /&gt;
[[File:Ripper_Pistol.jpg|200px|right|thumb|Ripper Pistol]]&lt;br /&gt;
[[Pretend|Despite the name,]] they are in no way related to the [[Ogryn|Ogryn-toting]] [[Ripper Gun]]s.&lt;br /&gt;
&lt;br /&gt;
The Ripper Pistol is a modified Autopistol that fires specially designed armour-piercing metal shards containing a vicious cocktail of venomous chemicals with deadly accuracy. The initial wounds caused by the shards allow the venom to enter the victim&#039;s bloodstream and cause death, and thus the weapon can bring down the largest opponents in a single shot. &lt;br /&gt;
&lt;br /&gt;
It is designed so that if the vicious impact of the bullet doesn’t kill the target, the poisons flooding into its bloodstream will. Often, they are the final word in terminal close encounters. Ripper Pistol is favoured by those who venture into hostile jungle planets and Death Worlds like the [[Catachan Jungle Fighters]] for example.&lt;br /&gt;
&lt;br /&gt;
It used to be only seen in the Rogue Trader: Into the Storm rule book. However, with the 9th Edition Astra Militarum revamp, Ripper Pistols finally got a model in the form as a sidearm for the [[Catachan Jungle Fighters]]. Here, they are a 12&amp;quot; range Pistol 3 weapon with S5, AP-2 and D2. Not too shabby against GEQ as it is an insta-kill. May not look too great against MEQs due to its low S, but it has a special ability that honours its fluff: Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Moreover, each time an attack is made with this weapon, an unmodified wound roll of 6 would inflict 1 additional mortal wound on the target in addition to any normal damage already inflicted.&lt;br /&gt;
&lt;br /&gt;
===Autogun===&lt;br /&gt;
[[File:Autogun.jpg|200px|right|thumb|Autogun]]&lt;br /&gt;
There are likely tens of thousands of other Autogun models that have been created over the past eleven thousand years, including more-advanced versions that use caseless ammunition. One common variety is an assault-rifle sized version formerly used by Imperial Guard regiments, known as the Agripina Type-II pattern Autogun (the one specifically noted to achieve stopping power on par with modern Imperial Guard-issue [[lasgun]]s). While pretty heavy at 6.2 kg / 13.6 lbs. (with loaded magazine), this gun fires powerful (but having somewhat heavy recoil) 8.25mm rounds, accelerated to muzzle velocities of 825 meters per second while traveling through the autogun&#039;s 540mm (21.25 inch) long barrel. That&#039;s more powerful than NATOs 7.62 round but less powerful than a dedicated sniper round. It sounds a lot like a slightly stronger version of the 7.92mm Mauser (actually 8.22mm), the rifle cartridge of most German rifles and Machine Guns of the first half of the 20th century.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Autoguns are commonly employed by pirates, rebel groups, [[Cultist|Chaos cultists]], [[Death_Korps_of_Krieg|Kriegers]], [[Planetary Defense Force]]s, [[Necromunda|Hive Gangers]], [[Adeptus Arbites]] and low-tech civilizations/Imperial planets that are too underdeveloped to create even a simple Lasgun, which puts into perspective just how poor these people are. (Hey, that includes us...) On the Tabletop, they&#039;re basically [[Rule 63]] versions of lasguns, with the same exact specs.&lt;br /&gt;
&lt;br /&gt;
In [[Warhammer 40,000: Fire Warrior]], the Stormtroopers used by the Guard detachment on-planet uses Autoguns that have been given special armour-piercing rounds (also known as &amp;quot;Man Stopper&amp;quot; rounds, featuring a penetrator-tip of hardened adamantium alloy embedded in each bullet) to improve their damage output, essentially putting them [[wat|on-par with]] [[Hellgun]]s (which is ridiculous, since lasguns are already generally more powerful than Autoguns, but the Hellgun is now using a backpack mounted power source). Paired with the weapon&#039;s fast fire rate, they&#039;re probably the earliest weapon you can reliably take down a [[Space Marine]] or [[Chaos Space Marine]] with, though clearly better options are available.&lt;br /&gt;
&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-7-8|name=Autogun|r7=24|s7=3|ap7=-|type7=Rapid Fire|r8=24|s8=3|ap8=0|d8=1|type8=Rapid Fire 1}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rotor Cannon===&lt;br /&gt;
[[File:Rotor_Cannon.jpg|200px|right|thumb|Rotor Cannon]]&lt;br /&gt;
&lt;br /&gt;
The ancestor of the Assault Cannon, firing smaller-caliber, less-capable ammunition and to date only seen in 30k and in the hands of Voidsmen at arms in the hands of a Rogue Trader. While it had much less armour-piercing ability and stopping power than its successor, the Rotor Cannon is man-portable by both Power-Armoured Astartes and unaugmented humans and can be fired on the move by both, whereas the Assault Cannon requires the user to wear Terminator armour, or for the Assault Cannon to be mounted on a vehicle. Its stats were notoriously awful in the Horus Heresy&#039;s first edition, but the second edition replaced Salvo with Assault and made it Pinning (with Shell Shock (1) thrown in for good measure), giving it a potent role in locking down enemies for another unit to engage in melee. &lt;br /&gt;
&lt;br /&gt;
A few forces such as the Toastersniffing Greasemonkeys and the [[Thousand Sons|Dust-Egyptian Space Marine Legion]] have improved the Rotor Cannon&#039;s utility by loading it with more useful ammo, such as Biocorrosive ammunition for the Technomonkeys and the Thousand Son&#039;s own Asphyx shells that both allow for this (&amp;quot;)humble(&amp;quot;) weapon to be able to successfully wound its targets much more often. However, the Rotor Cannon&#039;s limitations against tougher opposition eventually led it to be phased out millennia before the 40k era, as Imperial Guard infantry forces eventually got access to crew-served versions of Astartes-grade Autocannons, Heavy Bolters, and Missile Launchers for their heavy weaponry, against which the Rotor Cannon could not compete even with its ability to be fired on the move by unaugmented humans. &lt;br /&gt;
&lt;br /&gt;
In the 42nd Millennium, the Rotor Cannon appears to have been lifting, as it&#039;s now got an addition point of strength, a degree of AP and (bizarrely) 2 damage, turning it into (if the Assault Cannon is an automatic 20mm cannon) basically a .50 Cal minigun. Really though, that 2 damage makes for a strange statline, as many related and much more powerful weapons lack 2 damage. This includes weapons like assault cannons, reaper autocannons, and even the Avenger bolt cannon. Combined with its less-than-impressive rate of fire this also means it&#039;s a portable rotary gun that &#039;&#039;doesn&#039;t&#039;&#039; specialize at horde-munching, instead being able to punch bigger holes in an ork Nob than a heavy bolter does (used to, 9e buffed Heavy Bolters to D2 as well), while also having a harder time actually wounding said Nob. Simply halving it&#039;s damage and doubling its rate-of-fire to 8 would&#039;ve made a weapon that would&#039;ve been the natural rotary version of an ironhail heavy stubber. Possibly the only logical way to resolve this would be to reason that its aim can only be changed very slowly while firing, and so can&#039;t be swept across hordes but can be held on a single target for more damage, but even that makes no sense when you roll badly and fail to kill a single ork boy with a burst of fire. A case of GW taking something weird and bad, and making it less bad and more weird.&lt;br /&gt;
&lt;br /&gt;
[[Imperial Navy]] [[Voidsmen-at-Arms]] prefer the rotor cannon to other heavy weaponry on the basic Armsmen squads, as the lack of armor piercing compared to a Heavy Bolter is actually helpful when shooting holes into the ship is a real concern.&lt;br /&gt;
&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-7-8|name=Rotor Cannon|r7=30|s7=3|ap7=6|type7=Salvo 3/4|r8=24|s8=4|ap8=-1|d8=2|type8=Heavy 4}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Autocannon===&lt;br /&gt;
[[File:Imperial_Autocannon.jpg|200px|right|thumb|Autocannon]]&lt;br /&gt;
The Autocannon is the big-cheese of the Autogun family (and possibly related to the &amp;lt;s&amp;gt;88mm Flak gun&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Bofors 40-57mm&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;20mm Hispano-Suiza&amp;lt;/s&amp;gt; GW couldn&#039;t tell which is which anyway and they differ based on their world of production and pattern most likely), firing massive projectiles quickly enough that it can infatuate and butcher a group of Orks at the same time.  Unlike personal autoguns, the Imperial Guard actually does use it despite the logistics because it splits the difference between the lascannon and the heavy bolter.  Most commonly mounted on vehicles, but also seeing use in [[Imperial Guard]] heavy weapons teams, it possesses a frightening rate of fire and good armour penetration. Much like a heavy stubber, the autocannon proves that even older tech can work when scaled up in size. [[Great Crusade| Before]][[Horus Heresy| a certain temper tantrum]] and its aftermath, it used what were approximately [[Awesome|up-scaled Heavy Bolter shells]] to literally kill anything. Basically, &#039;&#039;these&#039;&#039; autocannon shells were to 40k&#039;s autocannon shells what Baneblade cannons are to battle cannons.  Yeah. By the way most modern cannons actually use advanced shells like this.&lt;br /&gt;
&lt;br /&gt;
The standard Autocannon makes a satisfying &#039;&#039;POM-POM-POM&#039;&#039; sound as it chews up targets up to four feet away. It hits at S7AP-1 and is a Heavy 2 weapon that deals D2, making it statistically better than the Heavy Bolter against everything except Toughness 4 and less models. The long-barreled Hydra variation is used on the [[Hydra Flak Tank]], and is designed to serve as anti-air support but used to chew up any cocky infantry that gets too close. Nowadays it gives warning shots that may clip an enemy if that enemy is standing right in front of it and jumps up and down screaming &amp;quot;SHOOT ME&amp;quot; (and even then might miss). Fortunately, it has an additional two feet of range, so while it only has one job, it tends to do it pretty well.&lt;br /&gt;
&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-7-8|name=Autocannon|r7=48|s7=7|ap7=4|type7=Heavy 2|r8=48|s8=7|ap8=-1|d8=2|type8=Heavy 2}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Assault Cannon===&lt;br /&gt;
[[File:Assault_Cannon.jpg|200px|right|thumb|Assault Cannon]]&lt;br /&gt;
The Assault Cannon is a rotary ballistic cannon with an [[Dakka|outrageous rate of fire]], meaning it has to have rotating barrels to stop them from overheating. Although it falls rather short of its terrifying fluffy firepower (consistently going through several ranks of Astartes with each bullet) on the tabletop, the Assault Cannon was buffed up somewhat in 8th Edition. In-lore, this weapon fires unique, diamond-hard rounds at high velocity, resulting in far greater stopping power and armour penetration than might otherwise be expected (hence rending in early editions). Early prototype versions were exclusive to the Imperial Fists and Blood Angels Space Marine Legions, but did have a rare tendency to jam and become useless without some involved repair work. Upgraded jam-free versions were implemented post-Heresy, meaning that Chaos doesn&#039;t get these meat-grinders (although [[Obliterators]] do). &lt;br /&gt;
&lt;br /&gt;
Assault Cannons are primarily used by [[Space Marine]]s as anti-infantry weaponry on [[Terminator|Terminators]], [[Dreadnought]]s, and various other vehicles and aircraft.  The assault cannon might actually be a stub-weapon, as some art shows it ejecting spent casings.  [[Only War]] and several other sources show that there is a difference.  Auto-weapons are (usually) caseless and can be anything from merely caseless, chemically-propelled rounds, to railrifles and gravitic-accelerated projectiles. Of course, knowing the Mechanicus, there are probably examples of both auto-weapons and stub-weapons for all solid-projectile weapons of the Imperium.&lt;br /&gt;
&lt;br /&gt;
Being Rotary Cannons, Assault Cannons should in theory be able to spin at different speeds to deliver higher or lower firing rates depending on whether the target is a squishy &#039;umie or even a vehicle, but this isn&#039;t possible in the game. It&#039;s possible that the Mechanicus, being the hidebound institution it is, hardwired a one-size-fits-all maximum firing rate in all models of Assault Cannon to make maintenance easier and to keep these weapons from wearing out and overheating too fast, with the ideal firing rate being what a Terminator-armoured Astartes could effectively aim, control, and still be able to carry enough ammunition for in one battle (since faster firing rates also deplete ammunition more quickly). This hypothesis is made more plausible given how the Blood Angels had to resort to mounting twin-linked Assault Cannons in the turrets of their [[Predator_Tank#Baal_Pattern_Predator|Baal Predator Tanks]] to get more of this weapon&#039;s firepower in one mount, instead of just spinning one Assault Cannon&#039;s barrels faster to achieve the same result as in real life. &lt;br /&gt;
&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-7-8|name=Assault Cannon|r7=24|s7=6|ap7=4|type7=Heavy 4, Rending|r8=24|s8=6|ap8=-1|d8=1|type8=Heavy 6}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ironhail Skytalon Array===&lt;br /&gt;
[[File:Ironhail_Skytalon_Array.JPG|200px|right|thumb|Ironhail Skytalon Array]]&lt;br /&gt;
An overglorified Flak Gun and the main weapon for the [[Impulsor]].&lt;br /&gt;
&lt;br /&gt;
Get two [[Stubber#Heavy Stubber|Heavy Stubbers]], mount them on a turret, duct-tape them and then twin-link it. Congratulations, you now officially have the Ironhail Skytalon Array, the most generic turret weapon of the [[Primaris Space Marines]]. Yes, it is as underwhelming as it sounds. You would think that these upgraded SPESS MEHREENS would be given something awesome like a [[Awesome|twin-linked assault cannon]], but nope, [[Roboute Guilliman|Papa Smurf]] seems to be running on a tight budget.&lt;br /&gt;
&lt;br /&gt;
The Ironhail Skytalon Array on tabletop, is as unimpressive as it is in the fluff. With a range of 36&amp;quot;, the glorified flak gun won&#039;t be sniping birds off a tree anytime soon. At Heavy 6, Strength 4, AP-1, D1, the Array is relativley mediocre against ground troops, scoring the occasional kill off a GEQ and MEQ.&lt;br /&gt;
&lt;br /&gt;
The one saving grace of this weapon is the fact that it is an overglorified Flak Gun. The Ironhail Skytalon Array has a rule that allows it to get +1 to hit and wound vs flyers. For most bog-standard flyers, it’s wounding on a 4, which actually makes the Skytalon not that bad in harassing and taking down those annoying ass flyers. Unfortunately, the Impulsor also gets the [[Bellicatus Missile Array|Bellicatus Missile Array]], which, despite its jack-of-all-traits, is far more versatile than the Skytalon &#039;&#039;AND&#039;&#039; is able to target and hit aircraft just as well, if not, even better than the Flak Gun. Suffice to say, if you have the points, change the Impulsor&#039;s gun to something better and if you can&#039;t squeeze the points in and have to take this just shoot at jetpack infantry.&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], it is basically the limp dicked and far more disappointing cousin of the Icarus Stormcannon Array.&lt;br /&gt;
&lt;br /&gt;
===Hellion Pattern Heavy Cannon Array===&lt;br /&gt;
[[File:Hellion_Heavy_Cannon_Array.PNG|200px|right|thumb|Hellion Pattern Heavy Cannon Array]]&lt;br /&gt;
The primary weapon used by the rare [[Kharon Pattern Acquistor]]. The Hellion Pattern Heavy Cannon Array is a row of short-barrelled, cogitator-slaved autocannons that is meant to lay down a hail of suppressive fire as the Kharon arrives in the target area.&lt;br /&gt;
&lt;br /&gt;
Despite outward appearance, the Hellion Pattern Heavy Cannon Array is not a minigun/gatling in anyway shape or form. The weapon does not &#039;rev-up&#039; its multiple barrels to ensure a consistent high-rate of [[Dakka]]. Rather, each barrel fires its [[/d/|load]] in a sequential pattern. So from everyone&#039;s perspective, it may look like the rounds are going around in circles. Given the nature of the [[Sisters of Silence|Silent Sisterhood]], it is very likely that the rounds it fires are laced with anti-psychic properties like those of a Psyk-Out weapon.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, it counts as a super TL-autocannon with S7 AP4 Heavy 4 with Pinning. Great when dealing with those pesky MEQs as your Kharon transports your sisters into a safer position.&lt;br /&gt;
&lt;br /&gt;
===Anvilus Snub Autocannon===&lt;br /&gt;
[[File:Anvilus Snub Autocannon.JPG|200px|right|thumb|Anvilus Snub Autocannon]]&lt;br /&gt;
The Anvilus Snub Autocannon is one of the three primary weapons of the newly revamped [[Sabre Strike Tank]].&lt;br /&gt;
&lt;br /&gt;
The bigger cousin of the regular old Autocannon, the Anvilus Snub Autocannon is a twin-linked weapon mounted on the front hull of the Sabre. Of all the primary weapons that the Sabre could take, the Anvilus is the vanilla of the vanillas. &lt;br /&gt;
&lt;br /&gt;
The twin-linked nature gives this Autocannon a sustained and consistent firing rate, in contrast to the semi-automatic nature of the smaller Autocannon. This gives the Anvilus a much higher rate of fire, which is great against fast moving light to medium armor. The Anvilus gets its snub name due to its relatively short barrel length for a weapon its size. It can be reasoned that the reduced length is there to balance the center of gravity for the Sabre so it could fire on the move.&lt;br /&gt;
&lt;br /&gt;
===Taurox Gatling Cannon===&lt;br /&gt;
[[File:TGatling.JPG|200px|right|thumb|Taurox Gatling Cannon]]&lt;br /&gt;
The kid brother to the Punisher, in the same vein as the [[Taurox Battle Cannon]]&#039;s role to the [[Battle Cannon]]. Although, unlike its big brother, this one ups it by having [[MOAR DAKKA|&amp;lt;u&amp;gt;&#039;&#039;two&#039;&#039;&amp;lt;/u&amp;gt; gatling barrels.]] This nasty little bugger is a weapon mounted on the [[Taurox Prime]] in situations where the Taurox Battle Cannon is insufficient against large hordes.&lt;br /&gt;
&lt;br /&gt;
Though smaller than the Punisher Cannon from which it was adopted, the Taurox Gatling Cannon is a still a fearsome weapon. These weapons lay down an impressive curtain of anti-infantry fire [[Dakka]] all for a relatively cheap price compared to the Leman Russ.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, the Taurox Gatling Cannon is a 24&amp;quot; ranged, Strength 4, Heavy &#039;&#039;10&#039;&#039; tarpit cleanser of goodness. In total, on a single round, you are outputting on average, [[Dakka|20 shots at Strength 4.]] Blob armies cry when they see this thing paired up with a Leman Russ Punisher.&lt;br /&gt;
&lt;br /&gt;
===Castigator Gatling Cannon===&lt;br /&gt;
[[File:Castigator_Gatling_Cannon.PNG|200px|right|thumb|Castigator Gatling Cannon]]&lt;br /&gt;
Somewhere around the same size as the Punisher Gatling Cannon, the Castigator Gatling Cannon is one of the hull-mounted weapons of the Astra Militarum&#039;s [[Rogal Dorn Battle Tank]], with the other being the more siege-focus [[Pulveriser Cannon]]. As expected from its looks, it is used to scythe down enemy infantry.&lt;br /&gt;
&lt;br /&gt;
Because of its anti-infantry purposes, Castigator Gatling Cannons is often paired with the [[Oppressor Cannon]] in order to cover the weapon&#039;s weakspots of horde enemies. Likewise, the inverse is true if the Dorn Tank has the twin-linked [[Battle Cannon]], as the MEQ mulcher that is, [[Rape|&#039;&#039;a twin-linked Battle Cannon&#039;&#039;]], would make the Castigator pointless. So replacing it with the Pulveriser Cannon would be a no-brainer if one wants to still exploit the tank&#039;s siege properties.&lt;br /&gt;
&lt;br /&gt;
Of course, given that it is hull-mounted, the Castigator Gatling Cannon&#039;s true capabilities is gimped at only firing at the [[Derp|front of the tank.]] If you really want to maximize its anti-GEQ and MEQ firepower, you can swap the side sponsons with [[Heavy Stubber]]s instead.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Punisher Gatling Cannon===&lt;br /&gt;
[[File:Punisher_Gatling_Cannon.PNG|200px|right|thumb|Punisher Gatling Cannon]]&lt;br /&gt;
&lt;br /&gt;
The Punisher Gatling Cannon is the primary armament of the Leman Russ Punisher tank and one of the Vulture Gunship&#039;s variants, and is a recent addition to the Imperial Guard armory. Design-wise, the weapon looks like someone was impressed with the Assault Cannon&#039;s firepower, but became increasingly frustrated with the inability of Imperial Guard forces to procure it and its unique ammunition, and so decided to resurrect the concept of the long-discontinued Rotor Cannon (see above) and improved on it in most respects. The Punisher Gatling Cannon thus ends up as an intermediate step between the older Rotor Cannon and the much-vaunted Assault Cannon, possessing stopping power almost at the level of the latter weapon while not improving on the former&#039;s lackluster armour-penetration ability (likely a conscious design choice to keep manufacturing and ammunition costs down, below even what Heavy Bolter shells might require since Heavy Bolter shells have better armour-piercing ability compared to the Punisher&#039;s own ammunition). &lt;br /&gt;
&lt;br /&gt;
Where the Punisher truly shines lies in the fact that it is vehicle-mounted only; since it&#039;s not bound by the need to limit its firing rate to allow a single Terminator-armoured Astartes to both effectively control and still carry sufficient ammunition for, the Punisher can instead achieve &#039;&#039;quintuple&#039;&#039; the firing rate of an Assault Cannon. This is a literal torrent of anti-infantry firepower, and puts the Punisher squarely among the fastest-firing weapons in the Imperial arsenal, &amp;lt;s&amp;gt;outstripping even&amp;lt;/s&amp;gt; going toe-to-toe with the Vulcan Mega-Bolter (as of 8th edition, both the Punisher and the Vulcan have the same rate of fire) which is restricted to being mounted on superheavy tanks or Titan-scale walkers. In fact, the Punisher doesn&#039;t so much as go DAKKADAKKADAKKA,  it instead goes BRRRRRRRRRRRRRRRT. Able to churn out more shots than a squad of Tactical Marines at even greater strength, this baby will swiftly ventilate  any block of infantry it comes across and can even threaten Monstrous Creatures by sheer weight of fire even with its unsophisticated non-armour-piercing ammunition. The Punisher Gatling Cannon also has a kid brother in the form of the Taurox Gatling Cannon, which has less strength and half the shots.&lt;br /&gt;
&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-7-8|name=Punisher Gatling Cannon|r7=24|s7=5|ap7=-|type7=Heavy 20|r8=24|s8=5|ap8=0|d8=1|type8=Heavy 20}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Punisher Rotary Cannon===&lt;br /&gt;
[[File:Punisher_RotCannon.PNG|200px|right|thumb|Punisher Rotary Cannon]]&lt;br /&gt;
A souped up version of the above for the [[Space Marines|Emperor&#039;s finest]]. Like all things originating from the [[Great Crusade|good ol&#039;days of the 31st Millennium]], the Punisher Rotary Cannon is far and above of higher quality than its 41st Millennium counterparts. Interestingly enough, the Punisher Rotary Cannon was the main armament of the once common [[Cerberus Heavy Tank Destroyer|Cerberus Pattern Main Battle Tank]], but the discovery of a Neutron Laser Projector and the [[Derp|general stupidity of placing a anti-infantry weapon on a fixed-hull mounted vehicle]] meant that it was eventually replaced as the Cerberus&#039; go-to primary weapon. Loses out on two shots, but gains -1 AP and 50% more range to compensate. Later equipped on what else? The [[Sicaran Punisher|Sicaran Punisher]].&lt;br /&gt;
&lt;br /&gt;
Due to its natural ability in [[Dakka|unleashing a torrent of unrelenting]] [[Steel Rain]], the Punisher Rotary Cannon quickly rose to fame among /tg/ of being an absolute [[Rape|rape machine]] against blob armies of infantry and &#039;&#039;even vehicles&#039;&#039; when it first came out. And that is just the weapon firing simple solid ferro-carbide slugs, imagine them with actual Bolt rounds....Seriously, nobody is going to go out okay when they face [[FATAL|18 Heavy Bolter shots in the face that can re-roll failed hits on a 1.]]&lt;br /&gt;
&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-8|name=Punisher Rotary Cannon|range=36|strength=5|ap=-1|type=Heavy 18|}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Onslaught Gatling Cannon===&lt;br /&gt;
[[File:OnslaughtGatling.jpg|150px|right|thumb|Onslaught Gatling Cannon]]&lt;br /&gt;
The latest weapon for the Adeptus Astartes, and currently restricted to use as a secondary weapon on the [[Repulsor Tank|Repulsor Hover Tank]] and [[Redemptor Dreadnought|Redemptor Dreadnought.]] As such, it is &#039;&#039;another&#039;&#039; weapon exclusive to the [[Primaris Marines]]. Why in the Emperor&#039;s mummified nipples a gun such as this cannot be wielded by the more common Space Marines just begs the question. Why?&lt;br /&gt;
&lt;br /&gt;
This weapon was found thanks to the reintroduction of [[Roboute Guilliman|Robot Gullytan the Third]] and Uncle [[Cawl]]. It has the strength and armour penetration of a heavy bolter at two thirds the range and twice the rate of fire.&lt;br /&gt;
&lt;br /&gt;
On the Redemptor Dreadnought, due to its size, the Onslaught is wielded much like an oversized Powerfist lugging a hand-held autocannon. The sheer size of the Dreadnought&#039;s fist in contrast to the comically small Gatling Cannon is bound to spawn a few compensation jokes. Suffices to say, this eventually led to the creation of the Heavy Onslaught Gatling Cannon as shown below. &lt;br /&gt;
&lt;br /&gt;
On the Repulsor, it is notorious for being one of the primary weapon choices on a vehicle &#039;&#039;infamous&#039;&#039; for its [[Dakka|weapon placements and the amount of guns it carries along on the battlefield.]]&lt;br /&gt;
&lt;br /&gt;
Given it&#039;s a Heavy Bolter but better, don&#039;t be surprised if this weapon ends up being wielded by the Chad&#039;s Devastator equivalents.&lt;br /&gt;
&lt;br /&gt;
===Heavy Onslaught Gatling Cannon===&lt;br /&gt;
[[File:HeavyOnslaughtGatlingCannon.jpg|200px|right|thumb|Heavy Onslaught Gatling Cannon]]&lt;br /&gt;
Maximum dakka for the Astartes, the Heavy Onslaught is the primary weapon of the Repulsor Hover Tank and Redemptor Dreadnought and one of the coaxial weapons of the Repulsor&#039;s Executioner variant. Basically the Dreadnought&#039;s equivalent of a penis extension or a [[Rape|metaphor for the foreboding erection the Dreadnought pilot is about to feel before being let loose.]] &lt;br /&gt;
&lt;br /&gt;
Like its smaller brother, the Heavy Onslaught Gatling Cannon is a weapon exclusive to the Chadmarines and like its smaller brother, it came to fruition thanks to the management of Grandpa Smurf and Uncle Cawl.&lt;br /&gt;
&lt;br /&gt;
It has the same strength and armour penetration as its smaller brother, but a 30&amp;quot; range and an incredible 12 shots. Interestingly inferior to the Punisher gatling cannon against everything that doesn&#039;t have heavy (2+) armour.&lt;br /&gt;
&lt;br /&gt;
===Anvilus Autocannon Battery===&lt;br /&gt;
[[File:DEREDEO-PATTERN-DREADNOUGHT-Side.jpg|200px|right|thumb|Anvilus Autocannon Battery]]&lt;br /&gt;
You take a normal Autocannon, get three of its brothers and than duct taped them together. Congratulations! You now have the Anvilus Autocannon Battery.&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the abovementioned Anvilus Snub Autocannon, although it could be due to the fact that they are made by the same company/forgeworld. The Anvilus Autocannon Battery, also known as the Anvilus Pattern Autocannon Battery, was the main ballistic weapon system used by the ancient [[Deredeo Dreadnought|Deredeo Pattern Dreadnoughts]] of the Legiones Astartes during the Great Crusade and Horus Heresy eras. The Anvilus Autocannon Battery was a set of two Anvilus Pattern Autocannons that shared a mount and firing system.&lt;br /&gt;
&lt;br /&gt;
The Deredeo Dreadnoughts were armed with two such batteries that were then twin-linked together. The Anvilus Autocannon Battery was a fearsome development of the Autocannon that was able engage and destroy enemy armored targets with a punishing salvo of [[Dakka|BRRRRRRRRRRRRRTTTTTT.]] The Anvilus Autocannon 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;
===Leviathan Storm Cannon===&lt;br /&gt;
[[File:99550101483_LeviathanPatternStormCannon01.jpg|200px|right|thumb|Leviathan Storm Cannon]]&lt;br /&gt;
The [[Hurricane Bolter]]s of Autoguns. The Leviathan Storm Cannon is the Anvilus&#039; somehow &#039;&#039;MORE&#039;&#039; [[Dakka]] cousin. &lt;br /&gt;
&lt;br /&gt;
The weapon is a heavy ranged ballistic weapon usable only by Imperial [[Leviathan Dreadnought|Leviathan Pattern Siege Dreadnoughts.]] It is used when the Leviathan Dreadnought &#039;&#039;really&#039;&#039; want that horde army dead in its tracks.&lt;br /&gt;
&lt;br /&gt;
Similar in design and function to the ubiquitous Autocannon, the Storm Cannon is a [[MOAR DAKKA|quad-linked rapid-firing weapon,]] purpose-built to scythe down infantry and clear out the defenders of tactical objectives. &lt;br /&gt;
&lt;br /&gt;
On the [[Horus Heresy]] tabletop, this monster is a 24&amp;quot; range [[Awesome|S7 AP3, Heavy 6 horde cleaner with the Sunder rules.]] While the range is mediocre, its sheer rate of fire and high AP value makes sure that even TEQs stay the fuck away from this thing.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
LStormcannon.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hydra Autocannon===&lt;br /&gt;
[[File:Hydra_Autocannons.JPG|200px|right|thumb|Hydra Autocannon]]&lt;br /&gt;
In-between the Anvilus Autocannon Battery and the Icarus Stormcannon Array. The Hydra Autocannon is the primary weapon battery mounted on the [[Hydra Flak Tank]]. It is made up of four long-barrelled modified Autocannons with a modified reciever and beefed-up barrels to withstand a unholy amount of [[Dakka]].&lt;br /&gt;
&lt;br /&gt;
Its [[Machine Spirit]]-assisted automated turret contains targeting and tracking equipment, including a predictive logic-engine, which allows it to lock onto and track enemy aircraft regardless of any evasive maneuvering. These control the four long-barreled Autocannons firing heavy calibre, high velocity explosive rounds capable of firing six hundred rounds a minute, shredding through enemy aircraft fuselages like papermache thanks to their high rate of fire. When used against infantry and light vehicles these rounds would change from papermache maker into [[Meatbread|mincemeat blender,]] allowing even a single Hydra to decimate entire formations in a heartbeat. &lt;br /&gt;
&lt;br /&gt;
In 8th Edition, the Hydra Autocannon can hit ground troops on 5s and FLY units on 3s, and with its 6 feet of [[MOAR DAKKA|8 S7 AP-1 D2 shots,]] it&#039;s a potentially good investment even if you didn&#039;t expect FLY from your opponent.&lt;br /&gt;
&lt;br /&gt;
===Icarus Stormcannon Array===&lt;br /&gt;
[[File:StormcannonArray.jpg|200px|right|thumb|Icarus Stormcannon Array]]&lt;br /&gt;
The big brother of the Anvilus Autocannon Battery for the sole basis of having a bigger bore-size.&lt;br /&gt;
&lt;br /&gt;
The Icarus Stormcannon Array is a Space Marine anti-aircraft platform mounted on [[Space Marine Stalker|Stalker vehicles.]] Made up of two independently traversing turrets of triple-barreled cannons and a large radar dish, the Icarus Stormcannon Array can track and fire at two separate aerial targets simultaneously. &lt;br /&gt;
&lt;br /&gt;
The Stalker mounts an array of two Icarus Stormcannons granted a capacity for independent targeting by the servo-mind conclave (Cogitator array) to which they are shackled. The cannons have a high rate of fire and can launch hundreds of solid rounds into the sky.&lt;br /&gt;
&lt;br /&gt;
Each servo-mind can direct the Stormcannons to track separate targets with a lesser degree of accuracy, or when faced by more potent foes the array can concentrate fire in a single, withering salvo that will tear even the mightiest winged beast or enemy aircraft from the skies.&lt;br /&gt;
&lt;br /&gt;
===Siegebreaker Cannon===&lt;br /&gt;
[[File:Siegebreaker_Cannon_2.PNG|200px|right|thumb|Siegebreaker Cannon]]&lt;br /&gt;
The main secondary weapon of the new Imperial Knight Dominus. The Siegebreaker Cannons can come in a configuration of either one or two depending on your preferences. They are mounted on the back or the shoulders in order to resemble the Warlord Titan.&lt;br /&gt;
&lt;br /&gt;
The Siegebreaker Cannon is an automated turret that is aimed at demolishing light vehicles and MEQs and even TEQs if the going gets tough. Nevertheless, its nature as a secondary weapon is meant to pick off stragglers when the primary weapons are busy dueling out with some big ass units.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, the Siegebreaker Cannon is basically a more random version of the Autocannon. Each one is a Heavy D3 gun with a range of 48&amp;quot;, s 7, ap -1, damage D3  and is capable of doing a maximum of 9 damage if you rolled perfectly, but on average will be [[Fail|exactly the same as the Autocannon]]. Do note that being d3 instead of a flat 2 damage like the standard Autocannon actually makes it worse against 2 wound models, however.&lt;br /&gt;
&lt;br /&gt;
Ironically, while GW tries to claim that &amp;quot;If siegebreaker cannons were mounted on mainline battle tanks, you’d take them in every game&amp;quot;, the Siegebreaker Cannons are [[Derp|shittier version of a Battle Cannon, aka the main gun of the most spammed tank in the galaxy.]]&lt;br /&gt;
&lt;br /&gt;
===Ferrumite Cannon===&lt;br /&gt;
[[File:Ferrumite_Cannon.JPG|200px|right|thumb|Ferrumite Cannon]]&lt;br /&gt;
The Ferrumite Cannon is one of the two primary weapons for the giant rubber duck known as the [[Skorpius Disintegrator|Skorpius Disintegrator]]. Essentially looking like a normal tank gun with a disproportionately enlarged muzzle break, the Ferrumite Cannon is the &#039;vanilla&#039; weapon of the Skorpius Disintegrator as much as the Battle Cannon is the &#039;vanilla&#039; of the Leman Russ Battle Tank.&lt;br /&gt;
&lt;br /&gt;
Judging from its name (&amp;quot;Ferrum&amp;quot; being latin for iron, and &amp;quot;ite&amp;quot; meaning rock or stone. ), the Ferrumite Cannon probably shoots out a solid slug of pure iron at its targets which, if true, is strange given that depleted uranium is a thing both in real-life and in 40k and is a denser and much better penetrator than conventional iron. Another option might be GW half assing the latin and splicing &amp;quot;Ferrum&amp;quot; and &amp;quot;thermite&amp;quot;, perhaps implying it&#039;s suppose to be shooting Red Hot or even molten Iron/Steel at the target, making this more like a lava cannon in practice. Or it fires ceramite projectiles, being a hybrid of metal and stone and “ferrumite” basically meaning metal-stone.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Ferrumite Cannon is your heavy hitter and is a threat to enemy heavy armor. Considered an Autocannon on steroids, it’s got a fixed damage of 3 with a fixed rate of fire of 3 – [[Awesome|that’s a possible 9 damage.]] That, and it is Strength 8, AP-3, which means it is gonna be reliable in punching a straight hole towards a Leman Russ Tank.&lt;br /&gt;
&lt;br /&gt;
===Battle Cannon===&lt;br /&gt;
[[File:Battle_Cannon_Leman_Russ.PNG|200px|right|thumb|Battle Cannon]]&lt;br /&gt;
The big cheese of the Autogun family without going full on Titan. The Battle cannon is a larger and heavier version of the autocannon, its size restricting its use to vehicles only. It is the primary weapon of the [[Leman Russ Battle Tank]], where its explosive shells can decimate both infantry and other armor. It is also common armament on [[Imperial Knight|Imperial Knights]], though for these mighty machines are used special Rapid Fire Battle Cannons with improved rate of fire. Fulff says it&#039;s a standard 120mm cannon, but just look at that thing, that 200mm easy.  Perhaps it uses sabot and so has a 120mm shell but the barrel is around 240mm.  It is likely that either it is not sabot (despite some sources saying it is) or the 120mm refers to the projectile itself and not the barrel, unlike the modern method, and so the covering for the projectile might not be included in the 120mm measurement thereby resulting in a much larger barrel than a 120mm shell should be used in. Due to it being of Autogun in function, it has a wide variation of different ammunition that it can use. such as:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Explosive:&#039;&#039;&#039; The standard round fired by Leman Russ battle cannons, HE shells like the Leman Russ Mk4 G4 round contain a highly explosive material such as Fyceline which detonates upon impact with the target. Since a high velocity is not necessary for the shell to work, a small amount of propellant allows for a larger amount of explosive material than in other shells. The explosion causes a blastwave lethal to anyone close by and shatters the thin shell casing into deadly high-speed shrapnel, making them deadly when used against infantry and light vehicles. While the sheer size of the blast can cause minor damage to armored vehicles, even stun or kill the crew within, HE shells lack the penetrative power of true anti-tank shells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anti-Tank/Armour Piercing:&#039;&#039;&#039; Anti-tank or armor piercing shells like the standard Leman Russ Mk12 G4 round are used to destroy hardened targets such as enemy tanks or bunkers. They consist of a solid round topped with an adamantium tip covered by a soft metal cap. A large propellant charge launches the round at high velocities, where upon impact the metal cap melts and creates a &amp;quot;sticking&amp;quot; effect so that the adamantium tip does not slide off of sloped armor or break. Most AP shells cause damage through kinetic energy, the sheer violence (and mass) of a penetrating hit causing spalling within the enemy tank&#039;s interior to damage internal systems and kill crew. Others include a small high explosive charge which detonates upon impact, causing additional secondary damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infernus:&#039;&#039;&#039; Inferno shells like the standard Leman Russ Mk7 G4 round, also known as incendiary, phosphorine or thermite shells, work in similar principle to HE shells. However instead of an explosive charge these shells are filled with a combustible substance which instantly is scattered upon impact. The substance burns instantly and is particularly deadly when used against infantry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Smoke:&#039;&#039;&#039; Smoke shells are used to create an instant smoke screen, hiding the tank or other friendly forces from enemy observations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunter:&#039;&#039;&#039; Hunter shells are very rare tank rounds which can be fired by a battle cannon or Conqueror cannon. They contain a small logic-engine similar to the one found on Hunter-Killer Missiles which locks onto a target and directs the path of the shell towards it. Just before impact the shell&#039;s Machine Spirit causes it to rise above and hit the enemy vehicle on it&#039;s thinner top armor. Only ever produced on the Forge World Tigrus, the knowledge to construct Hunter shells was lost when the world was overrun by the Orks. Most tank crews will therefore never even see a Hunter shell, much less have the honor of firing one.&lt;br /&gt;
&lt;br /&gt;
===Skyreaper Battery===&lt;br /&gt;
[[File:Skyreaper_Battery.JPG|200px|right|thumb|Skyreaper Battery]]&lt;br /&gt;
&lt;br /&gt;
The Ironhail Skytalon Array&#039;s and Icarus Stormcannon Array&#039;s bigger brother.&lt;br /&gt;
&lt;br /&gt;
The Skyreaper Battery was a type of anti-aircraft system used by Space Marine [[Mastodon|Mastodons]] during the [[Great Crusade]] and [[Horus Heresy]]. Resembling two giant Assault Cannons that has been duct taped and twin-linked, these weapons allow the Mastodon to have an effective deterrent against would be enemy attack planes. With how large of a target the Mastodon is, having a dedicated anti-air platform was a pretty smart design all things considered.&lt;br /&gt;
&lt;br /&gt;
On the Horus Heresy tabletop, the turret-mounted Skyreaper Battery is a 48&amp;quot; Interceptor autocannon-analogue with a Strength 7, AP 4, Heavy 5 stats with both the Skyfire and Twin-linked rules. This makes it more than enough to threaten almost any conceivable aircraft short of super-heavy transports like the [[Stormbird]].&lt;br /&gt;
&lt;br /&gt;
===Avenger Gatling Cannon===&lt;br /&gt;
[[File:Avenger Gatling Cannon.jpg|200px|right|thumb|Avenger Gatling Cannon]]&lt;br /&gt;
&lt;br /&gt;
The Avenger Gatling Cannon is a six-barrelled (Though it can also come in triple, quad and [[Dakka|eight-barrelled]] versions) Heavy Onslaught Gatling Cannon firing high velocity mass-reactive bullets bigger than Autoguns, not to mention being much larger as well overall. It is an available option for the [[Imperial Knight#Knight_Patterns|Imperial Knights Warden and Crusader]] in place of their standard-issue large-ass [[Chain_Weapon#Reaper_Chainsword|chainsaw]].&lt;br /&gt;
&lt;br /&gt;
The highly feared avenger gatling cannon is like an oversized assault cannon, though its larger calibre shells are more destructive and its rate of fire is even more prodigious. A single blazing volley from the rotary weapon can stitch a pattern of death across the foe’s battle lines, causing charges to falter and fail or destroying entire attack columns of light vehicles. Well-placed shots from the weapon also has the capability to destroy heavily armoured infantry and put a heavy dent into battle tanks. &lt;br /&gt;
&lt;br /&gt;
There has been some confusion between this weapon and the [[Avenger Bolt Cannon|Avenger Bolt Cannon]] due to the fact that both of them look like oversized miniguns as well as [[Derp|having the names &#039;Avenger&#039; in them.]] However, it can be assumed that the Avenger Bolt Cannon&#039;s internal mechanics is more suited and specialized towards the gyrojet nature of the bolt rounds, whereas the Avenger Gatling Cannon is a more conventional rotary machine gun that just have a enlarged bore-size for it to fire massive bullets.&lt;br /&gt;
&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-7-8|name=Avenger Gatling Cannon|r7=36|s7=6|ap7=3|type7=Heavy 12, Rending|r8=36|s8=6|ap8=-2|d8=2|type8=Heavy 12}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
CrusaderAvenger.png&lt;br /&gt;
AvengerGatlingCannonBack.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thunderhawk Cannon===&lt;br /&gt;
[[File:Thunderhawk_Cannon.PNG|200px|right|thumb|Thunderhawk Cannon]]&lt;br /&gt;
&lt;br /&gt;
A Battle Cannon given a [[/d/|penis enlarger]]. &lt;br /&gt;
&lt;br /&gt;
The Thunderhawk Cannon is a powerful, oversized, ballistic Battle cannon mounted on a Space Marine [[Thunderhawk|Thunderhawk Gunship]]. It is an over-sized version to allow it to be fired from the air at the most vulnerable parts of an enemy position or for clearing an area to land troops in. &lt;br /&gt;
&lt;br /&gt;
However, despite the power coming from this weapon, most Space Marines would rather just replace the Cannon with the more destructive, accurate, ammo effecient, recoil friendly, longer ranged [[Turbo-Laser Destructor|Single-Barrelled Turbo-Laser Destructor]] instead.&lt;br /&gt;
&lt;br /&gt;
How the hell the Thunderhawk manage to stay stable without the cannon&#039;s immense recoil tearing the plane apart is unknown.&lt;br /&gt;
&lt;br /&gt;
===Accelerator Autocannon===&lt;br /&gt;
[[File:AcceleratorAuto.jpg|200px|right|thumb|Accelerator Autocannon]]&lt;br /&gt;
Back when the Emperor still walked, the Imperium was capable of developing new and improved weapons, and the Accelerator Autocannon was one of those. Basically a cross between the Autocannon and a Rail Gun, the Accelerator Autocannon coupled a high rate of fire with a powerful shell and high accuracy. It shares it name with the Accelerator Cannon used on the [[Fellblade]] and [[Astraeus Super-Heavy Tank]]. Which would imply that this is a downsized version.&lt;br /&gt;
&lt;br /&gt;
Currently the Accelerator Autocannon is primarily mounted on the main variant of the [[Sicaran Battle Tank]]. Each Sicaran has two of them. Why Tech Marines didn&#039;t bother mounting them on the [[Contemptor Dreadnought|larger]] [[Leviathan Dreadnought|more advanced]] [[Deredeo Dreadnought|Dreadnaughts]] is because they don&#039;t know how, [[Games Workshop|lazyness,]] or they have so much recoil it&#039;s impracticable. However individual [[Space Marines|Space Marines,]] [[Suppressor|with JETPACKS,]] [[Rape|can carry them now.]] Though only Suppressors so far. Looks like [[Cawl|somebody actually remembered]] these things still exists during M42.&lt;br /&gt;
&lt;br /&gt;
===Quake Cannon===&lt;br /&gt;
[[File:Quake_Cannon.jpg|200px|right|thumb|Quake Cannon]]&lt;br /&gt;
The Quake Cannon is a gigantic artillery piece mounted on Imperial Titans and Super-Heavy Tanks. The Quake Cannon is used to engage targets at extreme range. Each Quake Cannon shot contains a [[Wat|fragment of a planet that has been subjected to]] [[Exterminatus]], which is to say the &#039;&#039;&#039;energy&#039;&#039;&#039; of the Exterminatus is harnessed and then weaponized....which is....unnecessarily complex to say the least....anyways, the weapon draws the contained earth-shattering power out and containing the blastwave within a Quake Shell.&lt;br /&gt;
&lt;br /&gt;
On Titans, the Quake Cannon is commonly found on Warlord Battle Titans. The Imperator class titan can also carry one or more Quake Cannon on its carapace hard-points.&lt;br /&gt;
&lt;br /&gt;
On Superheavies, the Imperial Guard Banesword Super-Heavy tank is also equipped with a Quake Cannon.&lt;br /&gt;
&lt;br /&gt;
{{40k-Ranged-Weapon-Profile|name=Quake Cannon|range=180|strength=9|ap=3|type=Ordnance, 10&amp;quot; Blast|}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cruciator Gatling Array===&lt;br /&gt;
[[File:Cruciator_Gatling_Array.JPG|200px|right|thumb|Cruciator Gatling Array]]&lt;br /&gt;
Imagine the Skyreaper Battery grown a tad bit too large. &lt;br /&gt;
&lt;br /&gt;
The Cruciator Gatling Array is basically the Gatling Blaster&#039;s little brother that has been twin-linked. As its name suggests, the Cruciator Gatling Array seems to be aimed towards an anti-aircraft role, as it is placed too high for it to be considered as an anti-infantry weapon.&lt;br /&gt;
&lt;br /&gt;
This weapon system is the main secondary weapon of the [[Warmaster Iconoclast Heavy Battle Titan]]s. They are hull-mounted and fixed on the top of the lumbering giant, which is an odd design choice given that it is meant to target aircraft, so a full rotary turret should suffice. Therefore, the [[Revelator Missile Launcher|Revelator Missile Battery]] would actually be a much better choice than the Cruciator. The shells might be guided, or it is a specialist weapon against aircraft swarms.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Gatling Blaster===&lt;br /&gt;
[[File:Gatblaster.jpg|200px|right|thumb|The child of an [https://en.wikipedia.org/wiki/GAU-8_Avenger Avenger] and a battle cannon]]&lt;br /&gt;
&lt;br /&gt;
Strapped to the mighty [[Reaver Battle Titan]] and above, this is the weapon you field when you need the biggest dakka the Imperium of Man has to offer, it&#039;s basically an Assault Cannon, [[Awesome|except that it fires Battle Cannon shells rather than bullets]], yeah... this is what you get if you thought about the Schwerer Gustav using Gatling Technology. Now if only they had some kind of Macro Gatling, ridiculous as that would be (Good news! Forgeworld has decided that Warlord titans do, or at least did during the Horus Heresy).&lt;br /&gt;
&lt;br /&gt;
By function, each of the Gatling Blaster&#039;s six barrels fires once in turn during each revolution of the barrel cluster. The multiple barrels provide both a very high rate of fire and contribute to long weapon life by minimizing barrel erosion and heat generation. The Gatling Blaster is pneumatically-driven and electrically-primed. The gun rotor, barrel assembly and ammunition feed system are rotated by a hydraulic drive motor through a system of flexible drive shafts. The round is fired by an electric priming system where an electrical current from a firing lead passes through the firing pin to the primer as each round is rotated into the firing position. One of the drawbacks of the initial design was that the ejection of spent links created considerable (and ultimately insufferable) problems. The Adeptus Mechanicus compensated for this issue by creating a linkless feed system.&lt;br /&gt;
&lt;br /&gt;
This is actually a pretty [[Reasonable Marines|reasonable and practical]] solution; a rarity in the AdMech. As what kind of sane Guardsmen would like to die from [[FATAL|giant empty bullet casings?]]&lt;br /&gt;
&lt;br /&gt;
Galting Blasters can be mounted on the weapon limbs of Reaver and Warlord Battle Titans and the carapace mounts on Imperator Titans. It is too large to be fitted to Warhound Scout Titans however.&lt;br /&gt;
&lt;br /&gt;
===Nemesis Quake Cannon===&lt;br /&gt;
[[File:99560108206_WarbringerTitanQuakeCannon01.jpg|200px|right|thumb|Nemesis Quake Cannon]]&lt;br /&gt;
The Quake Cannon on steroids, or the holy lovechild between a Quake Cannon and a Gatling Blaster, [[Skub|whichever you ask.]] &lt;br /&gt;
&lt;br /&gt;
The Mars-Alpha Pattern Nemesis Quake Cannon or the Nemesis Quake Cannon for short, is a [[/d/|larger, thicker and longer version of the standard Quake Cannon with more &#039;&#039;girth&#039;&#039;.]] [[Tl;dr]][[Slaanesh|, its a literal &#039;&#039;penis extension&#039;&#039;.]] We in /tg/ like to joke that the [[Basilisk Artillery Gun]] and the [[Goliath Mega-Cannon]] are nothing more than a [[Dick|compensation weapon,]] but it seems that GW had forgotten the memo and took this shit [[Derp|&#039;&#039;seriously&#039;&#039;.]] &lt;br /&gt;
&lt;br /&gt;
Mounted on the new and shiny [[Warbringer Nemesis Titan]]. This giant six-shooter of doom is designed to kill enemy Titans on sight, thus in any sensible usage, this weapon is regulated at the back lines as a giant sniper, unfortunately the Imperium [[Herp|lacks any sensibility]] and uses these as front line weapons instead. Nevertheless, having a fast firing Quake Cannon &#039;&#039;&#039;&#039;&#039;is&#039;&#039;&#039;&#039;&#039; a boon to any forces as now you have a very quick way to whither down the [[Void shields|Void Shields]] of enemy Titans in a quick and efficient manner rather than risking the time reloading. And seeing how this Titan gained prominence during the [[Horus Heresy]] when [[Emperor Battle Titan|Emperor Battle Titans]] were common enough to be thrown left and right like normal battle tanks, the nature of this weapon makes a whole load of sense. This cannon also works wonders against heavily fortified encampments and any forms of fortifications in general due to the monumental concussive force unleashed as its shell impacts the ground setting off powerful localized earthquakes.&lt;br /&gt;
&lt;br /&gt;
Even if it doesn&#039;t directly hit its target, the concussive force from that cannon could still indirectly halt the advance of nearly anything on the battlefield up to and including battalions of Superheavy Tanks and enemy Knights.&lt;br /&gt;
&lt;br /&gt;
===Deathstrike Cannon===&lt;br /&gt;
[[File:Deathstrike_Cannon.JPG|250px|right|thumb|Deathstrike Cannon]]&lt;br /&gt;
[[Derp|Not to be confused with the similarly named]] [[Deathstrike missile]].&lt;br /&gt;
&lt;br /&gt;
The Deathstrike Cannon is a starship-grade Macrocannon that is fitted on a [[Warlord Battle Titan|Warlord-class Titan.]] A rarely-fielded and obscure conversion, [[Wat|it requires the whole head of the Warlord to be removed,]] [[Herp|and the cockpit to be installed on the top of the Titan&#039;s carapace instead]] ([[Lolwut|Usually exposed]]), [[Fail|it is as stupid as it sounds.]] One of the Titan&#039;s carapace hard points is then fitted with an advanced fire control system tower. This configuration opens two additional hard points that can be used to mount additional Titan-grade weapons. &lt;br /&gt;
&lt;br /&gt;
The cannon&#039;s recoil is so powerful that it needs to be mounted along the centre line of the Warlord Titan. Despite the severe limitations, this imposes on the Warlord, the Deathstrike Cannon&#039;s colossal range and power make it a useful artillery weapon, able to obliterate fortifications or harass an enemy&#039;s rear lines and staging areas at extreme long range. &lt;br /&gt;
&lt;br /&gt;
It is assumed that the Nemesis Quake Cannon is a more modern iteration of the Deathstrike Cannon. (An iteration is like a different model or version, while an alliteration is a literature term.)&lt;br /&gt;
&lt;br /&gt;
===Macro Cannon===&lt;br /&gt;
[[File:Macrocannon.jpg|280px|thumb|right|A voidcraft Macrocannon, why the Mechanicus decided it was a good idea to use slaves to manually reload a EXBOXHUGE Cannon, despite already having auto-loaders is beyond our moral understandings.]]&lt;br /&gt;
&lt;br /&gt;
The [[Dakka|Biggest of the Big]]. &#039;Macrocannon&#039; seems to be a catch-all for any auto-type weapon larger than a Gatling-Blaster, ranging from [[Aquila Strongpoint|fortress-mounted field artillery]] to the literally apocalyptic, cathedral-sized weapons found on [[Imperial Navy|voidcraft]]. As is clearly evident, it causes a quantity of [[Rape]] proportional to its size, but even the smallest land-based Macrocannons are capable of laying waste to mostly everything, including [[Awesome|flyers]]. It is at its basest an autocannon that fires bullets ranging in size from that of a man all the way up to the size of a [[Baneblade]], depending on the weapon&#039;s calibre (no, seriously), and since this is the Imperium, instead of an automatic reloader, they need [[Grimderp|dozens of slaves to move each bullet]] for the ship-mounted Macrocannons (heretical theories suggest this is either because it is actually cheaper for the Imperium, which is overloaded with humans and not resources, or because they are stockpiling resources, or they are cutting down on chances of daemonic incursions through humans by putting more of them in the killzone, or they are testing to see just how far people will comply with slave labor in a totalitarian state, or - most heretical of all - some suggest it is a bureaucratic screw-up with paperwork or that the AdMech doesn&#039;t know how to repair the loading cranes).&lt;br /&gt;
&lt;br /&gt;
Provided yields for these weapons can go from 42 exajoules (about 5.297 times more powerful than [https://en.wikipedia.org/wiki/1960_Valdivia_earthquake the most powerful earthquake ever recorded]; a 42 exajoule earthquake would be approximately magnitude 9.98) right down to the measly [[What|15 tetrajoules]]...[[Derp|*sigh* Games Workshop never fails to surprise us]]. Seriously believe us, we know that tetrajoules isn&#039;t an official unit of measurement, but since tetra is Latin for four this essentially gives us....&amp;lt;s&amp;gt;[[Fail|4 joules]]&amp;lt;/s&amp;gt; 60 joules of power....[[Herp|which is almost twice the force of a child&#039;s punch]].... Don&#039;t believe us? We got that from [[Rogue Trader (RPG)|Rogue Trader rpg: BattleFleet Koronus pg. 31 &amp;amp; 20]] which is quote on quote: &lt;br /&gt;
:&#039;&#039;&amp;quot;Look at her, son. Isn’t she a beauty? Over two hundred Vulcan mega-bolter defence turrets, &#039;&#039;&#039;[[Wat|fifteen tetrajoule Sunsear las-broadsides]]&#039;&#039;&#039;, prow plating ten metres thick, the finest auspex masts in the battlefleet… And the lines on her! Fluted prow, elegant statuary… those xenos scum won’t know what hit them!” – Bosun Phineas Jhule tempts fate at the embarkation of the Fire of Heaven&#039;&#039;&lt;br /&gt;
:&#039;&#039;&amp;quot;The Avenger dates from an earlier period of fleet tactics, when, squadrons of grand cruisers were employed as “line-breakers.” Traditionally, they were thrown into the midst of massive fleet engagements, soaking up enemy fire while racing into the middle of enemy formations, &#039;&#039;&#039;[[Bullshit|then crushing their opponents at short range with tetrajoules of energy from their oversized broadsides.]]&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
Yeah...we in [[/tg/]] aren&#039;t sure whether this was [[Troll|intentional]] or a [[FAIL|gross example of a severe typo.]] So...um....[[Lulz|FEAR THE 60 JOULE BROADSIDE BATTERIES!]]. The fifteen broadsides. The fuck shape is that ship? Sounds heretical. A possible explanation for this stupidity is that GW forgot that the term &amp;quot;quadrillion&amp;quot; is a thing and is using &amp;quot;tetrajoule&amp;quot; to mean 1 000 000 000 000 000 joules (as the word &amp;quot;billion&amp;quot; comes from the latin word for two, &amp;quot;trillion&amp;quot; for the latin word for three and so on.). This gives a result of 15 quadrillion joules in a broadside, which is 15 trillion times as powerful as the world&#039;s largest laser and &#039;&#039;&#039;over three and a half megatons&#039;&#039;&#039; of energy. Much better.&lt;br /&gt;
&lt;br /&gt;
Jokes aside, if we use the picture to the right as a reference for size, and estimate the shell as a solid slug of density equivalent to lead, launched at a planet from geosynchronous orbit above an Earth-like planet (36,000km), you&#039;re looking at somewhere in the region of 50 Tera-Joules of energy when it strikes the ground, or slightly less than the Little Boy dropped on Hiroshima (and that&#039;s just from gravity, not including launch energy). About fifty or so of the land-based Macrocannons would equate to one ship-mounted Macrocannon, or one point of firepower in [[Battlefleet Gothic]]. Oh yes.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
{{Template:40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Squat Variants==&lt;br /&gt;
===Ironhead Autopistol===&lt;br /&gt;
[[File:Ironhead_Autopistol.PNG|200px|right|thumb|Ironhead Autopistol]]&lt;br /&gt;
A cousin of the [[Ironhead Stub Gun]]. The Ironhead Autopistol trade firepower for more [[dakka]]. Used only by the young [[Digger]]s of the [[Ironhead Squat Prospectors]] from [[Necromunda]], this Autopistol variant is one of the first weapons a Ironhead Squat would receive upon his induction into the Prospector clans.&lt;br /&gt;
&lt;br /&gt;
Like the rest of the weapons made from the Ironheads, the Ironhead Autopistol sport the same double-barrel, drum-fed magazine design. However, given how teeny-tiny that drum magazine is, this Autopistol is gonna chew through ammunition with two seconds. Seriously, we can&#039;t believe we are saying this, but GeeDubs should have given the gun a &#039;&#039;bigger drum magazine&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Another thing that is unique to this weapon is that it seems to automatically come with a scope. Now, why there is a need for a scope on a weapon that literally fits the definition of &amp;quot;Spray and Pray&amp;quot;, we have no idea. You would &#039;&#039;expect&#039;&#039; that the more accurate, slower firing and harder hitting Stub Gun variant would be given the scope right?&lt;br /&gt;
&lt;br /&gt;
===Ironhead Autogun===&lt;br /&gt;
[[File:Ironhead_Autogun.PNG|200px|right|thumb|Ironhead Autogun]]&lt;br /&gt;
The Ironhead Autogun shares the same structural profile as the [[Ironhead Heavy Stubber]] and the [[Ironhead Boltgun]]. It is a two-handed heavy machine gun that is designed to be a heavy weapon because of how big and bulky. It is used by the [[Drill Master]]s and [[Drill-Kyn]]s of the [[Ironhead Squat Prospectors]] from [[Necromunda]].&lt;br /&gt;
&lt;br /&gt;
As a natural twin-linked weapon, the Autogun unlike conventional Autoguns, is very unwieldy to carry. But this is alright when you come in packing with lots of [[dakka]]. As it is twin-linked, conventional wisdom goes that this should be put in the [[combi-weapon]] category, however, the reality is that this Autogun is somewhat similar to the [[Storm bolter]], as it is not two weapons duct taped together, but a single weapon system that just so happens to have two barrels.&lt;br /&gt;
&lt;br /&gt;
What this means is that rather than firing each barrel separately in tandem via a hotwired single trigger mechanism, the gun fires two rounds at the same time, due to the fact that the entire firing mechanism being fused together. To compensate for the sudden increase in firepower, the Ironhead variant sports a huge drum-fed cylindrical magazine; holding a shit ton of ammunition at the expanse of weight. Fortunately for the Squats, they just so happen to be strong enough that such cumbersome weight is a non-issue. This design stays consistent with the rest of the Ironhead&#039;s weapons, even their &#039;&#039;pistols&#039;&#039; sport the same double-barrel, drum-fed magazine design. &lt;br /&gt;
&lt;br /&gt;
Compared to the Heavy Stubber or Boltgun cousins, the Autogun does not fire as fast as the former nor hit as hard as the latter. The only thing going for it is that it is very cheap to manufacture and does not cost as much, allowing your Squats to launch a hail of cheap yet potent [[dakka]]. Yes, it is a bit underwhelming as it sounds, but this is still a SAW you are looking at.&lt;br /&gt;
&lt;br /&gt;
===MATR Autocannon===&lt;br /&gt;
[[File:MATR.jpg|200px|thumb|right|MATR Autocannon]]&lt;br /&gt;
One of the few known [[Squat]] Autoweapons in the [[Leagues of Votann]].&lt;br /&gt;
&lt;br /&gt;
The MATR Autocannon is a three-barreled Autocannon Gatling weapon system used by the Leagues of Votann. It is known to be mounted on vehicles such as the [[Sagitaur ATV]] and [[Hekaton Land Fortress]] as one of its primary weapons. It is by far one of the more normal-looking weapons in the world of [[Bullshit|bullshit crazy]] that is the Leagues, so there is nothing much to speak about other than having better weapon performance and handling. Unfortunately, it also looks [[Pretend|suspiciously similar]] to the [[HYLas Rotary Cannon]] and vice versa, so don&#039;t be too surprised if folks get confused with one another.&lt;br /&gt;
&lt;br /&gt;
In terms of rules, these are 24&amp;quot; Heavy 6, S7 Ap-2 D2. Your typical autocannon, but with a couple of extra shots. An option for the Sagitaur, whilst being a standard on the Land Fortress.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
{{40k-Squat-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Chaos Variants==&lt;br /&gt;
===Reaper Autocannon===&lt;br /&gt;
[[File:ReaperAutocannon.jpg|200px|right|thumb|Reaper Autocannon]]&lt;br /&gt;
There is the regular Autocannon and then there is the Reaper variant, which only the [[Chaos Space Marine]] [[Havoc]]s get because Assault Cannons were discovered after the [[Horus Heresy]], and everybody Imperial promptly thought they were cooler than the Reaper Autocannon. The reaper is an infantry-portable twin-linked Autocannon that wants to put its shells in your face at 36&amp;quot; or less. The reaper is effective against light vehicles and monsters, but the Imperials switched to the other gun for its boons against infantry. The current Imperial gun is mostly popular due to its reliability and durability, capable of operation for years without much care even if [[Ogryn|someone]] used it as a club. By comparison, the reaper autocannon [[Fail|needs its barrels to be replaced after each battle or else it loses reliability or even explodes]] (maybe the admech were drunk that day).&lt;br /&gt;
&lt;br /&gt;
Then at some point, the Traitor Legions and their Dark Mechanicus pals looked at the Reaper Autocannon and asked, &amp;quot;How can we make this even more rapey?&amp;quot; So they came up with the Helstorm Autocannon, which apparently can only be fitted to vehicles and aircraft such as the Hellblade due to its sheer rate of fire. It has the same profile as the Reaper except for firing an extra shot per attack and adding delicious Rending because fuck assault cannons. Now if only GW would let the forces of Chaos get their collective shit together and replace every vehicle mounted heavy bolter with S7 AP4 Heavy 3, Twin-linked, Rending.&lt;br /&gt;
&lt;br /&gt;
===Soulreaper Cannon===&lt;br /&gt;
[[File:SoulreaperCannon.jpg|200px|right|thumb|Soulreaper Cannon]]&lt;br /&gt;
You remember how we said earlier that the [[Thousand Sons]] AKA The Prodigal Bookworms found a way to make the god awful Rotor Cannon somewhat viable? Yeah, here is the end result of it all. &lt;br /&gt;
&lt;br /&gt;
The Soulreaper Cannon is a type of gatling Inferno Weapon used by the Thousand Sons. This heavy weapon bears a strong resemblance to the Space Marine Assault Cannon, but since it is basically a modified Rotor Cannon, the Sons of Magnus can basically lug around this gun with their normal [[Rubric Marines]]. This actually increases the effectiveness of these walking tin bins as it [[Dakka|boosts their firepower to a ungodly amount.]] [[Awesome]]. &lt;br /&gt;
&lt;br /&gt;
As the Soulreaper is an Inferno weapon, it uses literal magic to further boost and enhance the weapon&#039;s lethality. Who says that mixing science and sorcery is an absurd idea eh? [[Necron|Suck it Crons!]]&lt;br /&gt;
&lt;br /&gt;
===Reaper Chaincannon===&lt;br /&gt;
[[File:Reaper_Chaincannon.JPG|200px|right|thumb|Reaper Chaincannon]]&lt;br /&gt;
&#039;&#039;Not to be confused with the similarly named [[Derp|Reaper Autocannon.]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Reaper Chaincannon is basically an upgraded Rotor Cannon that has been tinkered for 40,000 years by the [[Chaos Space Marines|Spiky Bois]] because the [[Fail|original was so shit in everything.]]&lt;br /&gt;
&lt;br /&gt;
Sporting [[/d/|longer, thicker barrels]], beefier rotary cyclic mechanism and upscaled ammo that might as well be &#039;&#039;bolter shells&#039;&#039;. The Reaper Chaincannon does what the Rotor Cannon failed to do, which is to [[Get shit done|get shit done.]] Compared to the Soulreaper Cannon, the Reaper Chaincannon is more ungainly, unwieldy and lacks the unique attributes of Inferno weapons, but it is also more utilitarian and can be used by non-Thousand Sons units. In contrast to the Reaper Autocannon which fires heavier rounds but with a slower rate of fire, the Reaper Chaincannon can rival even an Assault Cannon in its [[Dakka|BRRRRRRRRRRRRRT-ness.]] &lt;br /&gt;
&lt;br /&gt;
On the tabletop, this thing shreds through MEQs like paper mache. It is able to fire 8 shots in one round, all at strength 5 and AP-1 but, [[Derp|&#039;&#039;for some reason&#039;&#039;]], despite having a longer barrel, it only has a [[FAIL|underwhelming 24&amp;quot; range.]]&lt;br /&gt;
&lt;br /&gt;
Fun fact, the Reaper Chaincannon apparently uses [[Wat|&#039;&#039;two belts&#039;&#039;]] of bullets in its ammo feed. How the fuck &#039;&#039;that&#039;&#039; is able to fit inside the gun, let alone properly fire without the two ammo belts interfering with the firing mechanism, [[Herp|we have no clue.]] While a button to switch between them would work, there is nothing on the weapon that indicates this. Most likely the belts take turns like how bullets in a magazine work.  Don’t think of them as belts, think of them as one very long magazine.&lt;br /&gt;
&lt;br /&gt;
===Avenger Chaincannon===&lt;br /&gt;
[[File:Avenger_Chaincannon.JPG|200px|right|thumb|Avenger Chaincannon]]&lt;br /&gt;
&#039;&#039;Not to be confused with the similarly named [[Derp|Avenger Gatling Cannon]] nor the [[Herp|Avenger Bolt Cannon.]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Avenger Chaincannon is one of the primary ranged weapons used by the [[Chaos Knight War Dog]]s, specifically, the [[War Dog Knight Stalker]] and the [[War Dog Knight Brigand]]. It is a six-barrelled weapon that vomits out a large amount of lead at the target with [[Meatbread|appropriate results.]]&lt;br /&gt;
&lt;br /&gt;
Crunchwise, from what we know, it is a pretty nasty anti-infantry weapon, spewing out its 12 infantry-shredding shots in a single turn.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Hades Autocannon===&lt;br /&gt;
[[File:HadesAutocannon.jpg|200px|right|thumb|Hades Autocannon]]&lt;br /&gt;
The bigger version of the Reaper Autocannon.&lt;br /&gt;
&lt;br /&gt;
Also because Chaos likes to add daemons to things, and daemons make things goofy, Chaos Space Marines have access to &#039;&#039;another&#039;&#039; vehicle-mounted variant, the Hades Autocannon, which bafflingly can only be mounted onto a dinobot (probably because it&#039;s propelled by warp-flame or something). Fielded onto a Heldrake for air support or in pairs on a Forgefiend for heavy support, the Hades Autocannon (R36&amp;quot;, S8, AP4, Heavy 4, pinning) suffers the Reaper&#039;s slightly gimped range compared to the vanilla autocannon, but is slightly stronger and can pin units (but don&#039;t count on pinning too much); while it&#039;s not twin-linked like the reaper, having double the firepower more than compensates. &lt;br /&gt;
&lt;br /&gt;
A Forgefiend can mulch most infantry short of [[Terminator]]s, pounding through power armour on sheer weight and power of fire, can make most Monstrous Creatures&#039; lives flash before their eyes, and can hurt even a [[Land Raider]] or [[Monolith]] if the dice gods are in your favor. It&#039;s &amp;lt;s&amp;gt;almost&amp;lt;/s&amp;gt; really/absolutely a real shame that the average Forgefiend isn&#039;t known for being a phenomenal shot.&lt;br /&gt;
&lt;br /&gt;
===Skullshredder Cannon===&lt;br /&gt;
[[File:Skullshredder.JPG|200px|right|thumb|Skullshredder Cannon]]&lt;br /&gt;
&lt;br /&gt;
The smallest of the weapons in the ridiculous [[Tower of Skulls]] Daemon Engine.&lt;br /&gt;
&lt;br /&gt;
The two sponson-mounted twin-linked Skullshredder Cannons is used primarily for anti-infantry defense and it behaves similiar to a twin-linked Autocannon. Because it is mounted on the side, it can only target opponents in its field of view.&lt;br /&gt;
&lt;br /&gt;
The Skullshredder is often seen as the least important weapon especially when there is the Doomfire Cannon situated just above the Skullshredder. Thus, it is often used to pick off any stragglers or provide additional wounds to would-be attackers.&lt;br /&gt;
&lt;br /&gt;
Like all weapons from the Daemon Engine, it is powered by pure hatred.&lt;br /&gt;
 &lt;br /&gt;
===Skullreaper Cannon===&lt;br /&gt;
[[File:Skullreaper_Cannon.JPG|150px|right|thumb|Skullreaper Cannon]]&lt;br /&gt;
&lt;br /&gt;
The Reaper Autocannon&#039;s father.&lt;br /&gt;
&lt;br /&gt;
The Skullreaper Cannons is found only on the ridiculous [[Tower of Skulls]] Daemon Engine and is the primary hull-mounted weapon of the Tower itself. It is located further up the tower&#039;s height, and it is where the two hull-mounted Skullreaper Cannons is situated. &lt;br /&gt;
&lt;br /&gt;
The Skullreaper Cannons resemble large hexa-barrelled weapons akin to a Hurricane Bolter, although it is not known whether the Skullreaper itself is a type of Bolter weapon, other than it fires large shells of pure hate. It is by far one of the most devastating anti-infantry weapons on a vehicle brimming with anti-infantry weapons, this is thanks in no part for simply having more barrels to load bullets in.&lt;br /&gt;
&lt;br /&gt;
Due to its nature, it can be assumed that the Skullreaper is powered by the pure hatred of the Daemon Engine and uses the aforementioned shells of pure hate. It is unknown where the Daemon Engine supply the ammunition from, although it could be noted that the sheer size of the Tower of Skulls would mean that there should be ample room for stored ammunition, or we could just use the Warp simply whisking free ammunition like candy from a white van.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, because it is a six-barrelled weapon, the Skullreaper [[Count as]] a heavy weapon that can mulch most infantry trying to charge and attack the Tower of Skulls. Its unusual height advantage means that it can target enemies hiding behind cover with ease.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the less can be said for its firing field of view, you could thank the stupid ass tower for being in the way.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Doomfire Cannon===&lt;br /&gt;
[[File:Doomfire_Cannon.JPG|200px|right|thumb|Doomfire Cannon]]&lt;br /&gt;
&lt;br /&gt;
A giant fuck off gatling cannon that resembles a lot like the Space Marine&#039;s [[Thunderfire Cannon]] (Some may even accuse it of even being part of the Thunderfire kit, proving that GW can to, kitbash), heck it even behave like the Thunderfire Cannon, creating large explosions to shred infantry akin to a Bolter.&lt;br /&gt;
&lt;br /&gt;
It is one of the secondary hull mounted weapons of the ridiculous Tower of Skulls Daemon Engine. Because it is mounted on a turret, the Doomfire Cannon is given a near 360 degree firing position. This makes it &#039;&#039;far&#039;&#039; more reasonable than the hokey Skullreaper Cannon whose very design seem to mimic the [[Warhammer Fantasy|Arrowslits found in medieval castles.]] [[Lolwut|Yes, you heard us right,]] [[Derp|GW]] and [[Herp|Khorne]] [[What|thought &#039;&#039;that&#039;&#039;]] [[FAIL|was a &#039;good&#039; design choice.]]&lt;br /&gt;
&lt;br /&gt;
Of course, because it is lower to the ground, it has less range than the Skullreaper Cannon and is meant to rip apart closing infantry. Due to its explosive nature, it is unknown whether it is a Bolter, although Battle Cannons are known to have a blast template, so it could be assume that it just fire &#039;&#039;that&#039;&#039; big of a shell at such a rapid rate that it creates small blast templates in its wake. &lt;br /&gt;
&lt;br /&gt;
Seriously, look at that &#039;&#039;bore size&#039;&#039; and tell me it doesn&#039;t fire fucking huge bullets?&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Scorpion Cannon===&lt;br /&gt;
[[File:Scorpion_Cannon.PNG|200px|right|thumb|Scorpion Cannon]]&lt;br /&gt;
The Scorpion Cannon, also known as the Sting Cannon, is a large, multi-barrelled weapon that is wielded by [[Brass Scorpion]] and it is what happens when you have a Hades Autocannon mounted on a giant scorpion. &lt;br /&gt;
&lt;br /&gt;
The weapon is mounted upon the Brass Scorpion&#039;s tail, giving the weapon a full 360 degree arc of fire, making it perfectly suited to unleash rapidly fired torrents of ballistic projectiles upon enemy infantry at close range. The cannon fires heavy caliber shells that are effective against most lightly armored infantry and vehicles. &lt;br /&gt;
&lt;br /&gt;
The Scorpion Cannon features a set of blades allowing it to be used as a backup melee weapon against enemy aggressors. The weapon receives its ammunition from thick, semi-organic cabling that travels up the rear side of the creature&#039;s tail. It is basically Mortal Kombat&#039;s scorpion given more of a Khornate feel. Hence it receives the seal of [[Awesome]].&lt;br /&gt;
&lt;br /&gt;
===Harvester Cannon===&lt;br /&gt;
[[File:Harvester_Cannon2.png|200px|right|thumb|Harvester Cannon]]&lt;br /&gt;
Take an [[Obliterator]]&#039;s hand cannons and than multiply this by a hundred. You get the Harvester Cannon. &lt;br /&gt;
&lt;br /&gt;
A Harvester Cannon is a large, multi-barrelled, rapid-firing weapon that is wielded by [[Soul Grinder]] Daemon Engines. The Soul Grinder is usually armed with a single Harvester Cannon on one arm, used in conjunction with an Iron Claw close combat weapon located on its other arm. &lt;br /&gt;
&lt;br /&gt;
The weapon is attached to the daemon&#039;s wrist, on its right arm and can be used with an organic pincer version of the Iron Claw that it wields on its other arm or with a daemonic Warpsword. The Harvester Cannon is capable of firing large caliber solid shells that are effective against infantry and light vehicles and can also fire specialized flak shells to engage enemy aircraft. This thing is a very versatile form of [[Dakka]] and it can mow down both infantry, aircraft and vehicles alike.&lt;br /&gt;
&lt;br /&gt;
===Butcher Cannon===&lt;br /&gt;
[[File:Butcher_Cannon.jpg|200px|right|thumb|Butcher Cannon]]&lt;br /&gt;
A Butcher Cannon is a heavy caliber, rapid-firing gun used by the Forces of Chaos. Think of it as the Reaper Autocannon on steroids.&lt;br /&gt;
&lt;br /&gt;
The Butcher Cannon is commonly found on Chaos combat walkers and it is another primary weapon of the Decimator Daemon Engine as well as a weapon of choice for Chaos Contemptor Pattern Dreadnoughts. The shells fired by the Butcher Cannon are bound with sorcerous Chaos runes of anathema and bloodletting which causes severe blood loss. When used by Chaos walkers, the Butcher Cannon usually features a large blade that is attached beneath the weapon&#039;s twin barrels; this allows the walker to engage enemy forces in close combat if they get too close for it to effectively use the weapon at range.&lt;br /&gt;
&lt;br /&gt;
It is not recorded in Imperial records if any other Chaos walkers such as Chaos Dreadnoughts or Helbrutes, Daemon Engines such as Defilers or Soul Grinders, or Chaos Space Marine tanks such as the Predator or Land Raider are able to be armed with a Butcher Cannon, although it is presumed to be possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Storm_Laser_2.JPG|Side view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:11 - Infiltrator.png|Autoguns - Better Than Your Crap Flashlights!&lt;br /&gt;
Image:Autogun01.jpg|A typical mass produced model.&lt;br /&gt;
Image:RenegadeArms.JPG|Traitor Guardsmen armed with Agripinaa-pattern Autoguns and Autopistols. You know you want &#039;em.&lt;br /&gt;
Image:LRPun.jpg|The Punisher Gatling Cannon and its tank. Sometimes you just need a little more gun.&lt;br /&gt;
Image:Gatling Blaster.jpg|The Gatling Blaster. For when you need big dakka.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:A03F:19EE:6A3E:6BBB</name></author>
	</entry>
</feed>