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		<title>Missile Launcher</title>
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		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:D1C5:3EB4:19DF:6E0C: /* Revenant Missile Launcher */ Better reference given the Skyspear Missile Launcher exists&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Missile Launcher&#039;&#039;&#039; is a very simple weapon, being little more than a tube capable of firing different kinds of explosive payload, similar to the [[Mortar]]. The Missile launcher is capable of firing a variety of payloads, chief amongst which are the anti-personnel Fragmentation &amp;quot;Frag&amp;quot; missiles, and anti-vehicle &amp;quot;Krak&amp;quot; missiles, though anti-air &amp;quot;Flakk&amp;quot; missiles were brought in  with the advent of flyers in [[Warhammer 40,000 6th edition]].  Missiles with defoliant chemicals or chemical weaponry can and have been used, as well. The main advantages of the Missile launcher are that it is cheap to manufacture, able to take several kinds of munitions, and portable. The main drawback is that the ammo is more far expensive and complex then comparable gun ammunition, and also bigger and heavier per shot.&lt;br /&gt;
&lt;br /&gt;
From the power of missiles and giant cannons in 40k, perhaps swarming infantry and small-ish tanks are favored because they need to spread out with numbers or else be wipes out by one giant gun or fuck huge missile.  Resulting in more epic and grimdark than just pushing a button.&lt;br /&gt;
&lt;br /&gt;
==Imperium==&lt;br /&gt;
===Missile Launcher===&lt;br /&gt;
[[File:Missile Launcher.jpg|200px|right|thumb|Missile Launcher]]&lt;br /&gt;
The Missile Launcher is one of the most common explosive weapons fielded by the [[Imperium of Man]], employed very commonly by [[Imperial Guard]] Heavy weapons teams, and extensively used amongst [[Space Marine]] squads of all kinds. It also sees use among the ranks of the [[Chaos Space Marines]]. Its incredible versatility in payload allows it to be a potent anti-infantry and anti-vehicle weapon when the situation calls for it. Its anti-vehicle capabilities are only outstripped by the [[Lascannon]] and [[Imperial Ordnance|vehicle-mounted weapons]], and it is easy to learn and easy to use.&lt;br /&gt;
&lt;br /&gt;
Back in the days of the [[Great Crusade]], these things were the goofiest looking weapons ever, with banana-shaped top-fitted magazines (as seen in some recent [[Forge World]] weapons packs). [[Dark Eldar]] laughed at how oddly shaped and impractical they were. Seriously.&lt;br /&gt;
&lt;br /&gt;
They stopped laughing after said missiles evaporated them.&lt;br /&gt;
&lt;br /&gt;
Aside from the two standard Missile Launchers, the Astartes short launcher and the longer Imperial Guard version that shoots long, almost torpedo-like missiles, the Imperium also employs several other large missile weapons.&lt;br /&gt;
&lt;br /&gt;
===Mole Launcher===&lt;br /&gt;
[[File:Mole_Launcher.jpg|200px|right|thumb|Mole Launcher]]&lt;br /&gt;
Basically the Imperium&#039;s take on the [[Squat]]&#039;s [[Mole Mortar Team|Mole Mortar.]] The Mole Launcher is a specialized missile launcher utilized by Imperial Guard Engineers, in particular the [[Death Korps of Krieg]]. Known more formally as a breaching torpedo, the weapon fires burrowing warhead capable of digging through obstacles and detonating on the other side.&lt;br /&gt;
&lt;br /&gt;
The explosive charge is contained within a shoulder-mounted launch tube, which can lock in place facing the ground or the side of a tunnel. When fired the torpedo is launched into the earth, where a powerful drill and small powerfield generator allow it to slice through rock very quickly. The projectile also contains a guidance system linked to a separate control panel, allowing a team member to guide the the torpedo to its target.&lt;br /&gt;
&lt;br /&gt;
The Mole Launcher&#039;s primary purpose is for blasting into enemy tunnels, causing a sudden and catastrophic collapse. It can also be used against surface targets, burrowing up to the surface and exploding underneath a bunker or vehicle where it&#039;s armoring is weakest.&lt;br /&gt;
&lt;br /&gt;
===Castellan Launcher===&lt;br /&gt;
[[File:Castellan_Launcher.PNG|200px|right|thumb|Castellan Launcher]]&lt;br /&gt;
&amp;lt;s&amp;gt;The T-Shirt Cannons&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Nerf Guns&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;A 1980s Hasbro Gun Toy&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;designed by Rob Liefeld&amp;lt;/s&amp;gt; Proof that sometimes having more shit does not make it better.&lt;br /&gt;
&lt;br /&gt;
Resembling the horrid byproduct of a [[Primaris Marines|Primaris Space Marine]] [[Slaanesh|fucking an]] [[Ork]] [[Kopta Rokkits|Kopta Rokkit]]/[[Kombi-Rokkit Launcha]]. The Castellan Launcher is the primary weapon of the [[Desolation Squad]] and ho boy, has this thing reached [[Paragon Warsuit]]-levels of [[CS Goto|revulsion]] and [[Chris-Chan|mockery]].&lt;br /&gt;
&lt;br /&gt;
This...ergonomic nightmare is a [[MOAR DAKKA|rotary Missile Launcher with a belt-feed of missiles that can launch missiles like a Heavy Bolter, as well as having a rail attachment to mount larger and even MOAR missiles.]] It is also able to fire a selection of either Super-Frag and Super-Krak missiles, whatever the fuck [[derp|&#039;&#039;that means&#039;&#039;.]] Sounds [[awesome]] on paper right? In practice unfortunately, this thing looked [[Fail|&#039;&#039;hideous&#039;&#039;]]. &lt;br /&gt;
&lt;br /&gt;
For one thing, as a Missile Launcher, conventional wisdom goes that such a weapon requires a system to vent out the tremendously excess gas that would be generated once the rocket propellant has been ignited, doing so without a system would lead to both the kinetic energy of the missile/rocket [[Abbadon|ripping your arm off in the opposite direction]] and causing a catastrophic explosion as the weapon&#039;s superstructure is unable to withstand the sudden change in air pressure. Typical Missile/Rocket Launchers circumvent this by having a backblast, in which the air pressure and kinetic energy from the propellant is redirected safely from the user, which is why nearly all forms of these launchers have an &#039;over-the-shoulder&#039; design. This hunk of [[Cawl|Cawl&#039;s fever dream]] however? Has no such physical evidence of a backblast design, and even if it did, the rifle design means that it would be blasting directly into the marine&#039;s [[EPIC FAIL|&#039;&#039;face and chest.&#039;&#039;]] They&#039;d only be able to get around this if they did something like use regular propellant to kick the missile out before it engages its rockets. [[Bolter|Huh, why does that sound familiar?]]&lt;br /&gt;
&lt;br /&gt;
So yes, [[Fail|Cawl reinvented Bolters and like the used car salesman he is passed them off as new]].&lt;br /&gt;
&lt;br /&gt;
Another problem is the sheer unnecessary add-on of the rail accessory. Now, we &#039;&#039;get&#039;&#039; where the weapon design is going for. Having a modular weapon system that has a rail attachment for easy retrofitting of disposable and extremely versatile ATGMs and SAMs like an oversized &amp;lt;s&amp;gt;under-barrelled&amp;lt;/s&amp;gt; &#039;&#039;over&#039;&#039;-barrelled Grenade Launcher may sound neat and all. But that would work best for an &#039;&#039;actual&#039;&#039; assault rifle. On a &#039;&#039;Missile Launcher&#039;&#039;, it just creates redundancy and unnecessary increase weight. Missile Launchers ain&#039;t light, even for transhumans, and making a weapon &#039;&#039;this&#039;&#039; top-heavy is bound to cause some mobility and logistical problems. If you really want these giant missiles, make them shoulder-mounted for Emprah&#039;s sake.&lt;br /&gt;
&lt;br /&gt;
The final issue is that design-wise, it just looks like a mess. The interchangeable fuck-off missile attachments does not grant the model a degree of consistency and - when paired with the aforementioned problems already present - it makes it overly-designed; like the designer wants to overcompensate for something. The humble [[Lasgun|Flashlight]] isn&#039;t much to look at, yet, it is one of the most identifiable and iconic weapons in 40k, in part &#039;&#039;because&#039;&#039; of its simplicity. This however? This will give a [[/k/|gun enthusiast]] a god damn [[Firaeveus Carron|&#039;&#039;seizure&#039;&#039;.]]&lt;br /&gt;
&lt;br /&gt;
Crunchwise, the Castellan is a 36&amp;quot; ranged Heavy D3, S4, AP-1, D1 with Blast. An okay GEQ clearer, but it is - weirdly enough - [[What|clearly the secondary weapon to the bigger missile tubes on the top.]]&lt;br /&gt;
&lt;br /&gt;
Oh yeah, and about those [[derp|&#039;super-frag and super-krak&#039; missiles?]] Those are the Castellan&#039;s sub-weapons. More can be read directly below:&lt;br /&gt;
====Superfrag Rocket Launcher====&lt;br /&gt;
[[File:Superfrag_Rocket_Launcher.PNG|200px|right|thumb|Superfrag Rocket Launcher]]&lt;br /&gt;
The first type of sub-weapon for the Castellan. According to Warhammer Community, it is considered more reliable, more powerful, and with an effective range that exceeds even a [[wat|sniper rifle]]. Which you know, we consider [[bullshit]], since rockets are anything but accurate, let alone more than a sniper rifle. So these things have to be a missile to be &#039;accurate&#039;. [[EPIC FAIL|But GeeDubs&#039; inability to accurately name things strikes again!]]&lt;br /&gt;
&lt;br /&gt;
The Superfrag consists of four launcher tubes with a laser-designator cogitator in the middle. Again, what make these things &#039;super&#039;, we have no idea. So it is safe to just chalk this up as Cawl&#039;s marketing ploy. As a fragmentation-based explosive, the Superfrag is obviously designed to perforate lighter infantry, and is the ultimate rebuttal to hordes of unwashed heretics and slavering aliens.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, as expected, these things deal with GEQs. A Heavy D3+3 weapon with 48&amp;quot; range and is S4, AP-1, D1 with Blast. Aim, shoot, fire and say goodbye to your horde armies.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
====Superkrak Rocket Launcher====&lt;br /&gt;
[[File:Superkrak_Rocket_Launcher.PNG|200px|right|thumb|Superkrak Rocket Launcher]]&lt;br /&gt;
The second type of sub-weapon for the Castellan. The Yin to the Superfrag&#039;s Yang. When your foe rumbles toward you with a spearhead of hulking behemoths, a volley from a Superkrak Rocket Launcher will punch cleanly through any armoured shell – be it metal or chitin. Again, &#039;&#039;why&#039;&#039; they are considered Rocket Launchers when they clearly have advanced maneuvering capabilities, [[derp|we have no idea.]]&lt;br /&gt;
&lt;br /&gt;
This Wall-E looking contraption has only two launcher tubes instead of four with a laser-designator cogitator in the middle. Again, what make these things &#039;super&#039;, we have no idea. So it is safe to just chalk this up as Cawl&#039;s marketing ploy. &lt;br /&gt;
&lt;br /&gt;
Crunchwise, these are you standard anti-tank buster. A Heavy 1 with 48&amp;quot; range and is S8, AP-3, D3+3. Vehicles and even superheavies are going to feel a lot of hurt especially when you consider that each marine can carry two of them.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
====Vengor Launcher====&lt;br /&gt;
[[File:Vengor_Launcher.PNG|200px|right|thumb|Vengor Launcher]]&lt;br /&gt;
The [[herp|retardedly named Vengor Launcher (You &#039;&#039;wish&#039;&#039; it was called the Vengeance Launcher now would you?)]] is the third type of sub-weapon for the Castellan. Somewhat considered somewhere in the middle of the Superfrag and Superkrak in terms of damage potential. The Vengor Launcher is basically a [[Wat|portable hand-held HIMARS, Weishi MLRS or Tornado-S]].&lt;br /&gt;
&lt;br /&gt;
Yes, these comically oversized noobtubes are less &#039;missile launcher&#039; and more &#039;artillery&#039;. Advance signum targeting systems allows the marine to maximise indirect fire, wiping out whole squads before they ever come into view. Simply &#039;paint&#039; a target, go into cover, aim in the sky and shoot. The Vengor Launcher is only balanced by being a single, oversized launching tube with an advanced targeting cogitator on its side; the ultimate fire-and-forget weapon.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, this ridiculous monstrosity turns your marine into a [[Lolwut|mini-Basilisk on legs.]] A Heavy D6 with 48&amp;quot; range and is S6, AP-1 and D2 with Blast. The main thing you are looking for this weapon, is that it can target units that are not visible to the bearer. MEQs and TEQs cry in their sleep with this [[bullshit]]-scale weapon, so you better pray that your opponent using this thing does not target your Lord of War.&lt;br /&gt;
&lt;br /&gt;
===Rad Missile Launcher===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Rad Missile Launcher|here:]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Infernum Halo Launcher===&lt;br /&gt;
[[File:Infernum.jpg|200px|right|thumb|Infernum Halo Launcher]]&lt;br /&gt;
&lt;br /&gt;
More of an area-denial defensive system than an actual weapon. Essentially, your basic flare guns for fighter planes.&lt;br /&gt;
&lt;br /&gt;
The Infernum Halo Launcher is a type of flare discharger used for self-defense on the [[Stormhawk|Stormhawk Interceptor]] aircraft of [[Adeptus Astartes]] and on the [[Corvus Blackstar]] of the [[Deathwatch]]. The golden &amp;quot;halo&#039;s&amp;quot; created by the discharger are a distinctive visual trait of the gunship and announce their presence for dynamic entry.&lt;br /&gt;
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On tabletop, despite being a relatively lameduck and overglorified flare launcher, the Halo Launcher is surprisingly quite useful. Essentially, if an enemy unit with the KEY WORD &#039;&#039;&#039;&#039;Fly&#039;&#039;&#039;&#039; targets a model with a Infernum Halo Launcher in the Shooting phase, your opponent must [[Troll|subtract 1 from the subsequent hit rolls.]] Tis&#039; a great tool to offset any potential life-threatening damage to your personnel fighter.&lt;br /&gt;
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[[Tl;dr]], its a 40k decoy flare.&lt;br /&gt;
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===Chaff Launcher===&lt;br /&gt;
[[File:Chaff_Launcher.JPG|200px|right|thumb|Chaff Launcher]]&lt;br /&gt;
Essentially, pretty much the same as the Infernum Halo Launcher in function. The Chaff Launcher as its name implies launches chaffs which is a radar countermeasure in which aircraft or other targets spread a cloud of small, thin pieces of aluminium, metallized glass fibre or plastic. The effect of which either appears as a cluster of primary targets on radar screens or swamps the screen with multiple returns. &lt;br /&gt;
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What this does is confuse any lock-on missile into redirecting its targeting flight at these dummy units, causing the missile to prematurely detonate and allowing the aircraft to escape relatively unscathed.&lt;br /&gt;
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The [[Archaeopter]] and its variants use this shit a &#039;&#039;lot&#039;&#039;. Not too surprising since they are relatively low altitude aircraft; juicy targets for anti-air munitions and guided SAM missiles. While it might look like a bad idea to mount the Chaff Launcher on the top of the aircraft rather than the bottom, modern helicopters &#039;&#039;do&#039;&#039; have chaff buckets that launch directly into the arc of the rotor blades to distribute the chaff in a cloud around it. So GW actually did their homework.&lt;br /&gt;
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===Cyclone Missile Launcher===&lt;br /&gt;
[[File:Cyclone_Missile_Launcher.png|200px|right|thumb|Cyclone Missile Launcher]]&lt;br /&gt;
A miniature Whirlwind Launcher.&lt;br /&gt;
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The Cyclone Missile Launcher is a Missile Launcher variant specially designed to be fitted on [[Terminator|Terminator Armor.]] Loaded with Krak and Frag Missiles, the Cyclone consists of two cube-shaped missile boxes, twin-linked, with a targeter and sensor array. The missile and sensor unit is fixed on the back of standard terminator armor, allowing the Space Marine to use a Storm Bolter and Power Fist with the Cyclone. Older designs of the Cyclone missile launcher had the sensor array hand-carried by the Terminator, thus taking away the option of a power fist but making it more accurate.&lt;br /&gt;
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The forerunner of this weapon was mounted (and still mounted in M41) on the [[Javelin Attack Speeder]] - anti-grav relic vehicles of the [[Great Crusade]].&lt;br /&gt;
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===Malleus Rocket Launcher===&lt;br /&gt;
[[File:MallusRocket.jpg|200px|right|thumb|Malleus Rocket Launcher]]&lt;br /&gt;
The smallest MLRS ever fielded by the Imperial Guard.&lt;br /&gt;
&lt;br /&gt;
The Malleus Rocket Launcher is one of the three primary weapons that is used by the [[Imperial Guard]] [[Field Ordnance Battery]], and it looks awfully like WW2 towed rocket artillery. Considered as a light anti-infantry artillery rocket piece, the Malleus contains six fragmentary rockets on each rocket pod for a total of twelve rockets per salvo. This makes it a pretty hefty weapon when it comes to quickly dealing with swarm armies.&lt;br /&gt;
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Crunchwise, Malleus Rocket Launcher is a Heavy D6+6 MLRS that is S6, AP-1, D1, with the Blast ability. To no one&#039;s surprise, this thing shreds GEQs like paper mache put in a blender. However, its low strength, damage and AP means that it struggles against MEQs and TEQs simply laugh it off.&lt;br /&gt;
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===Salvo Launcher===&lt;br /&gt;
[[File:Salvo_Launcher.jpg|200px|right|thumb|Salvo Launcher]]&lt;br /&gt;
A missile launcher gifted to only the Emprah&#039;s best and finest.&lt;br /&gt;
&lt;br /&gt;
The Salvo Launcher is a weapon used by the [[Adeptus Custodes]] Vertus Praetor&#039;s. Despite their small size, these weapons can destroy even the most heavily armored vehicles in a few...well....[[Derp|salvos.]] Mounted on the prow of their [[Dawneagle Jetbike|Dawneagle Jetbikes,]] these weapons fire Flakkburst Missiles that allow their riders to shoot enemy flyers out of the sky or Melta Missiles that are effective against vehicles.&lt;br /&gt;
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As usual/expected, these things are gilded in &amp;lt;s&amp;gt;gold&amp;lt;/s&amp;gt; Auramite, as befitting for the Emprah&#039;s posse of gilded bananas.&lt;br /&gt;
&lt;br /&gt;
They are also far more powerful than missile launchers far bigger than it. Which is unsurprising. But what is surprising is that it looks suspiciously like one of the missile launcher choices for the video game Spore....[[Original character, do not steal|strange]]....&lt;br /&gt;
&lt;br /&gt;
Crunchwise, it has a 24” range and is either a Multi-Melta shot that re-rolls wounds against Vehicles but does not get melta dice at half range, or a Heavy D3 S7 AP-1 D3 missile that gets +1 to hit against things with Fly but -1 to hit against anything that doesn’t. This little quirk shouldn’t be a problem, though, since your normal BS is 2+. The melta version is great for ripping apart vehicles and the flakk choice is great for shoring up your slightly spotty anti-air. Very situational, but fills out the lack of high strength anti-tank shooting that Custodes lack immensely.&lt;br /&gt;
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===Typhoon Missile Launcher===&lt;br /&gt;
[[File:Typhoon_Missiles.jpg|200px|right|thumb|Typhoon Missile Launcher]]&lt;br /&gt;
Named after the Typhoon pattern of [[Land Speeder|Land Speeders]], but most notoriously wielded by the [[Stormtalon|infamous flying toasters.]] The Typhoon showers the sky in missiles to cover a wide area of land.&lt;br /&gt;
&lt;br /&gt;
The Typhoon Missile Launcher is a Space Marine Missile Launcher equipped with both Frag and Krak Missiles. They are most commonly mounted on vehicles, such as the aforementioned Stormtalon Gunship.&lt;br /&gt;
&lt;br /&gt;
Its sister variant is the Skyhammer Missile Launcher.&lt;br /&gt;
&lt;br /&gt;
On tabletop, they are essentially a double shot missile launcher found on land speeders, includes frag and krak missiles. Not bad and allows your flying toaster to have some much-added punch and firepower.&lt;br /&gt;
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===Skyhammer Missile Launcher===&lt;br /&gt;
[[File:Skyhammer_Missiles.jpg|200px|right|thumb|Skyhammer Missile Launcher]]&lt;br /&gt;
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Another weapon wielded by the [[Stormtalon|infamous flying toasters.]] They have a more limited ammo rack to compensate for more powerful explosions.&lt;br /&gt;
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The Skyhammer Missile Launcher is a Missile Launcher platform employed on Space Marine Stormtalon Gunships. These weapons fire a volley of hyper-velocity missiles that smash into their targets and are ideal tank-killers.&lt;br /&gt;
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Its sister variant is the Typhoon Missile Launcher.&lt;br /&gt;
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On tabletop, these are your anti-air krak missiles. Quite good against aircraft and can give vehicles a bloody nose even though it is meant specifically against fighter jets. Should make your flying toaster a bit more viable now.&lt;br /&gt;
&lt;br /&gt;
===Cerberus Launcher===&lt;br /&gt;
[[File:Cerberus_Launcher.JPG|200px|right|thumb|Cerberus Launcher]]&lt;br /&gt;
&lt;br /&gt;
A anti-infantry rocket launching platform.&lt;br /&gt;
&lt;br /&gt;
The Cerberus Launcher is an Imperial weapon commonly mounted under the nose mount on Space Marine Land Speeder Storms. Considered as the Land Speeder equivalent of the Stormtalon&#039;s Skyhammer Missile Launcher. This tri-barreled launcher can launch fragmentation or stun rockets depending on the enemy being faced.&lt;br /&gt;
&lt;br /&gt;
As it is the primary weapon for the Land Speeder Storm, the Cerberus Launcher is a D6 bolter shots with a [[Lolwut|surprisingly underwhelming range]] [[Wat|at just 18&amp;quot;.]] You would think the Imperium would have the decency to add enough fuel to a rocket so that it could last more than 15 meters right? [[FAIL|But I guess not.]]&lt;br /&gt;
&lt;br /&gt;
Still, for hit and runs, the Cerberus gets the job done.&lt;br /&gt;
&lt;br /&gt;
===Tempest Salvo Launcher===&lt;br /&gt;
[[File:Tempest_Salvo_Launcher.JPG|200px|right|thumb|Tempest Salvo Launcher]]&lt;br /&gt;
[[Derp|Not to be confused with the Eldar]] [[Tempest Launcher]] [[Herp|nor the Adeptus Custodes]] [[Salvo Launcher]].&lt;br /&gt;
&lt;br /&gt;
The Tempest Salvo Launcher is one of the primary weapons for the [[Land Speeder#Land Speeder Tempest|Land Speeder Tempest]]. &lt;br /&gt;
&lt;br /&gt;
Due to its size, the Land Speeder Tempest is big enough that a set of Tempest Salvo Launchers could be equipped and placed on the sides of the vehicle. The Tempest Salvo Launchers are able to hold up to 8 missiles, and are a mixed load of Frag and Krak Missiles. &lt;br /&gt;
&lt;br /&gt;
All in all, it is far more versatile than any other of the Land Speeder Missile Launcher like the Typhoon or the Cerberus.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Tempest Salvo Launcher is better than the Typhoon Missile Launcher for the fact that it always come in a pair. Statwise, this weapon is a 36&amp;quot; range, Heavy 1d3, S6, AP-3, D2 Missile Launcher. The only downside is that, compared to the Typhoon, the Salvo Launcher comes in at only 10 points each, making it drastically more expensive compared to the Typhoon.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Deathwind Missile Launcher===&lt;br /&gt;
[[File:Deathwind.jpg|200px|right|thumb|Deathwind Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
The [[Creed]] of Drop Pods.&lt;br /&gt;
&lt;br /&gt;
Deathwind Missile Launchers are weapons equipped on Space Marine [[Drop Pods]]. Like most of these [[Trap]] Drop Pods, they are designed to fool the enemy and/or provide heavy covering fire for the Space Marines instead. They replace the standard Storm Bolter, offering a nasty surprise of short-range explosive support fire to the face.&lt;br /&gt;
&lt;br /&gt;
They may be deployed en masse as a Deathwind Orbital Strike Force.&lt;br /&gt;
&lt;br /&gt;
In 7th Edition, the Deathwind launcher is now cheaper. With the reduced price, you can pay a little more than a tac marine for the ability to lock down a 12&amp;quot; area around a drop pod with a S5 AP- pie plate. You kill a MEQ, you basically pay off the cost of the launcher. Put these on your offensive pods, otherwise it&#039;ll be a waste. &lt;br /&gt;
&lt;br /&gt;
With the [[Nerf]] of Drop Pods in 8th Edition, the Deathwind Missile Launcher has been [[Fail|regulated to the gutter]] where once the [[Pyrovore]] and [[Mandrakes]] use to dwell in. At best, they are only useful for creating a annoying distraction and maybe kill a few stragglers for some added benefit.&lt;br /&gt;
&lt;br /&gt;
How this Missile Launcher avoids [[FATAL|accidentally hitting one of its missiles at its own occupants or even the structure of the Drop Pods itself remains a mystery.]]&lt;br /&gt;
&lt;br /&gt;
===Icarus Rocket Pod===&lt;br /&gt;
[[File:Icarus_Rocket_Pod.JPG|200px|right|thumb|Icarus Rocket Pod]]&lt;br /&gt;
Not to be confused with the [[Icarus Stormcannon Array]] [[Derp|which also serves the same function as the Rocket Pod.]]&lt;br /&gt;
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The Icarus Rocket Pod is an anti-air rocket pod mounted as a secondary weapon on the [[Redemptor Dreadnought]] and the [[Gladiator Tank#Gladiator Valiant|Gladiator Valiant Tank.]] It is a relatively small rocket pod analogous to the much larger Multiple Rocket Pods used by [[Valkyrie|Valkyries]], although it carries less rockets of around seven in total. Like the Icarus Stormcannon Array, the name is a tongue-in-cheek reference to the Icarus myth.&lt;br /&gt;
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On the tabletop, the Icarus Rocket Pod is a 24&amp;quot; range, S7, AP-1, D1, Heavy D3 weapon. Like most anti-air weapons, you could add 1 to all hit rolls made for this weapon against targets that can fly.&lt;br /&gt;
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Overall, there are better anti-air weapons around, but for what it&#039;s worth, the weapon is a nice free additional complement for the Redemptor Dreadnought to scare away any enemy flyers in its vicinity.&lt;br /&gt;
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===Multiple Rocket Pod===&lt;br /&gt;
[[File:M_Rocket_Pod.jpg|200px|right|thumb|Multiple Rocket Pod]]&lt;br /&gt;
The Multiple Rocket Pod all simply known as the Rocket Pod, are weapons most commonly mounted on Imperial Aircraft such as the Vulture Gunship or Valkyrie. They work by firing large numbers of small fragmentation rockets, covering a large area in lethal shrapnel. They are an anti-infantry weapon and are particularly effective against high density concentrations of poorly-armoured opponents.&lt;br /&gt;
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These are basically the Skyhammer&#039;s and Typhoon Missile Launcher&#039;s bigger and more badass brother. Instead of small individual rockets, this thing saturates the land with explosive munitions.&lt;br /&gt;
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On tabletop, these are your standard anti-infantry missiles, 16pts for a pair gets you Assault 2d6 with the damage profile of a heavy bolter (and half a shot more on average). Shorter range than Hellfuries, but a better damage profile and more importantly are assault. You&#039;re putting these on a flier, so a 36&amp;quot; range really shouldn&#039;t be a problem.&lt;br /&gt;
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Maximum Dakka indeed.&lt;br /&gt;
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===Blackstar Rocket Launcher===&lt;br /&gt;
[[File:BlackstarRocket.jpg|200px|right|thumb|Blackstar Rocket Launcher]]&lt;br /&gt;
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The Blackstar Rocket Launcher is a weapon mounted on [[Deathwatch]] [[Corvus Blackstar]] gunships. Mounted on each wing of a Blackstar, it allows a barrage of missiles that are each selected the moment before firing to maximize the destruction it wreaks. It is the only weapon system on the Blackstar that is actually reliable in attacking enemy air vehicles. &lt;br /&gt;
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They can fire both incendiary Dracos Air-to-Ground Missiles or Air-to-Air Corvid Rockets, but as you already know, most opt in for the Corvids as the standard issue Assault Cannons do a better job at killing infantry than the Dracos.&lt;br /&gt;
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The Twin-Assault Cannons from the Blackstar can be swapped for Twin Lascannons for anti-vehicle and the missiles for Blackstar Rocket Launchers. However, despite the anti-infantry option from the Drcacos missile, most would just use the Assault Cannons instead, therefore, the Rocket Launcher is only used for the Corvid rockets which is the only decent weapon on the Blackstar at taking out flyers.&lt;br /&gt;
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===Taurox Missile Launcher===&lt;br /&gt;
[[File:Taurox_Missile_Launcher.JPG|200px|right|thumb|Taurox Missile Launcher]]&lt;br /&gt;
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Mounted on the [[FAIL|stupidly designed]] [[Taurox]].&lt;br /&gt;
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The Taurox Missile Launcher is a missile artillery array mounted on the Taurox Prime. It bares a [[Original character, do not steal|uncanny resemblance to the Soviet Katyusha rockets due to the whole &#039;put a rack of missiles on a truck&#039; schlick.]] Despite the [[FAIL]] of the Taurox, the missile launcher itself is extremely versatile, able to fire spreads of missiles over long distances and suppress distant enemy infantry and armor.&lt;br /&gt;
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However, despite the fluff, in 7th Edition, the Missile Launcher is pretty mediocre as it is your basic two-shot missile launcher in standard frag and krak. In 8th Edition, its mediocrity has gotten worse in terms of point cost efficiency. Don&#039;t even bother mounting them.&lt;br /&gt;
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So yeah, unlike the real Katyusha, these things aren&#039;t made of WIN.&lt;br /&gt;
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===Bellicatus Missile Array===&lt;br /&gt;
[[File:Bellicatus_Missile_Array.JPG|200px|right|thumb|Bellicatus Missile Array]]&lt;br /&gt;
&lt;br /&gt;
Imagine the Hyperios Missile Launcher&#039;s little cousin with an identity crisis. The Bellicatus Missile Array is a Missile Launcher weapon that looks like the fusion of multiple Space Marine turreted missile launchers reduced into a compact form. Seriously, this weapon can&#039;t decide whether it wants to be a anti-infantry, anti-tank or anti-air missile launcher; so it ended up saying &amp;quot;Fuck it!&amp;quot; and incorporated all of them in a tiny package. &lt;br /&gt;
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The Bellicatus Missile Array is primarily used by [[Primaris Marine|Primaris Space Marine]] [[Impulsor|Impulsor vehicles.]] These batteries are frequently used for those squads requiring additional fire support. Because the Magos who &#039;invented&#039; this wanted to cram in every single type of missile there is in one tiny weapons system, the missile launcher ain&#039;t the most prettiest to look at.  On the other hand, several vehicles with these would likely work together and result in the same number of each type of missile as it would if you had three Impulsors and each had one type of missile.  Just without your eggs being in one basket.&lt;br /&gt;
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On tabletop, this missile launcher is the ultimate jack-of-all-trades of missile launcher. You want to clear out that annoying infantry harassing your unit formation? Launch some Heavy D6, Strength 4, D1 frag missiles at their faces. Want to destroy that dangerous armored vehicle for the final killshot? Launch the Heavy 1, Strength 8, AP-2 D6 damage krak missiles to make sure that vehicle stops dead in its tracks. Want to deal with those hard-to-hit, nightmare-inducing flyers? Launch the Heavy D3, Strength 7, AP-1, D3 damage icarus missiles to make sure that bird goes down for good. All of these missiles have a decent range of 48&amp;quot;. Just don&#039;t expect the macross level of missile massacre you would traditionally see, such as the Hyperios.&lt;br /&gt;
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===Hammerstrike Missile Launcher===&lt;br /&gt;
[[File:Hammerstrike_Missile_Launcher.JPG|200px|right|thumb|Hammerstrike Missile Launcher]]&lt;br /&gt;
The Hammerstrike Missile Launcher is where the [[Storm Speeder#Hammerstrike|Storm Speeder Hammerstrike]] got its name from. &lt;br /&gt;
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An anti-armour weapon system fitted with Krak warheads. The Missile Launcher along with its sister weapons from the Storm Speeder has become the butt of jokes due to the fact that the gunner&#039;s head is exposed [[Fail|&#039;&#039;RIGHT BESIDE THE FIRING MECHANISM!&#039;&#039;]] Why Cawl decided that giving the poor bastard of what [[Count as|counts as]] a [[Sonic Weaponry|Sonic Weapon]] in all but name, we have no fucking clue.&lt;br /&gt;
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Nevertheless, rules-wise, this thing is pretty beast, albeit, short-ranged. At 36&amp;quot;, you ain&#039;t hitting far especially on a flyer. But at S8 and AP-3, with the fact that you are dealing 3 Damage per missile. You could theoretically deal up to 24 Wounds in a single salvo. You could actually take down a Knight if the Dice Gods are in your favour. [[RAGE|Field several of these and your opponent would flip the table.]]&lt;br /&gt;
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===Sabre Missile Launcher===&lt;br /&gt;
[[File:Sabre_Missile_Launcher.JPG|200px|right|thumb|Sabre Missile Launcher]]&lt;br /&gt;
The Sabre Missile Launcher is one of the secondary weapons that could be attached to the [[Sabre Strike Tank]].&lt;br /&gt;
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These missile launchers are essentially a mini-version of the Hunter-Killer missile attachments. Bearing similarities to the regular old hand-held missile launcher, one of the pros for the Sabre Missile Launcher is that the Sabre Strike Tank is able to carry not one, [[Awesome|but four of these things.]]&lt;br /&gt;
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The missile launcher itself carries the aptly named Sabre Missiles, which offers the same punch as a regular hand-held missile launcher. If your Sabre is armed with the autocannon or volkite saker, it would make sense to have these to give your Sabre some needed anti-tank punch. However, if you have a neutron laser, the benefit for these becomes a bit more redundant.&lt;br /&gt;
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===Disruptor Missile Launcher===&lt;br /&gt;
[[File:Disrupter_Missile_Launcher.JPG|200px|right|thumb|Disruptor Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
The secondary weapon of the [[Skorpius Hover Tank#Skorpius Disintegrator|Skorpius Disintegrator]]. The Disruptor Missile Launcher is a hull-mounted missile launcher situated at the front of the giant killer rubber duck of a vehicle. The Skorpius Disintegrator mounts six of them - three on each side - and it is primarily a anti-tank and anti-vehicular missile launcher akin to the Hunter-Killer missile attatchments used by conventional Imperial vehicles.&lt;br /&gt;
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Crunch-wise, the Disruptor Missile Launcher packs quite a punch with heavy D6 shots and D3 damage a pop. At Strength 7 and AP-2, this weapon can do a whole world of hurt to light vehicles and conventional main-battle tanks. Whilst the random attack numbers and damage makes it unpredictable, you have six missile for you the launch, so chances are is that you are gonna cause some wounds by the end of the turn.&lt;br /&gt;
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Seeing as how every single Skorpius Disintegrators come automatically with one, a handful of them can prove quite the pickle to handle if there is not enough armor support.&lt;br /&gt;
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===Hunter-Killer Missile ===&lt;br /&gt;
[[File:HK_MIssile_Launcher.JPG|200px|right|thumb|Hunter-Killer Missile]]&lt;br /&gt;
A single-use fire-and-forget krak missile packaged in a launch tube that is easily mounted to any vehicle. They are effectively Krak Missiles with massively extended range, although only one can be mounted on each vehicle for... [[derp|reasons]]?  They are also unique in that they are guided weapons with an on-board &amp;quot;logis-engine.&amp;quot; Sensors in the missile&#039;s nose transmit information on the target and surrounding environment to the logis-engine, which guides the missile in flight by manipulating its stabilizing fins, allowing the missile to match the target&#039;s movements and avoid obstacles. The missile&#039;s warhead is an impact fused shaped charge, designed for maximum armor penetration. Other instruments include an internal gyroscope for stable flight and a small battery to power the sensor and logis-engine.&lt;br /&gt;
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In-game, they are a cheap upgrade for most Imperial vehicles and walkers, as a quick way to add a bit of anti-armor punch to an armored personnel carrier or other light armor. However, it is arguably not an ideal upgrade for vehicles with a BS of 3 (4+ to hit), as being a one-shot weapon you&#039;ll never actually hit anything with it- it has the uncanny ability to miss every time it is fired. (Unless you stick one on Knight Commander Pask&#039;s tank, BS4 with re-rollable 1&#039;s to hit and to wound, use it to stun enemy artillery or instagib a warlord of Toughness 4 or below with no Eternal Warrior). In theory you could ignore all this and just take as many as you can in the hopes of alpha-striking the fuck out of your opponent, but the points you would spend doing so are probably better used elsewhere.&lt;br /&gt;
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&amp;lt;s&amp;gt;Weirdly, unlike real life rocket addons for tanks (such as the Tulip from WW2), the Imperium lacks a version to fight infantry (Frag) or as air-defence (Flakk).&amp;lt;/s&amp;gt; {{Blam}} {{Blam|That&#039;s what your lasguns and the venerable Hydra are for, Guardsman. To suggest otherwise is [[Belisarius Cawl|Tech-Heresy]]}}&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:HK_MIssile_Launcher_2.JPG&lt;br /&gt;
File:Hunter-Killer_Missile.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Hellstrike Missile===&lt;br /&gt;
[[File:Hellstrike.jpg|200px|right|thumb|Hellstrike Missile]]&lt;br /&gt;
A Hunter-Killer in the air.&lt;br /&gt;
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A Hellstrike Missile is an Imperial solid-fuel air-to-surface anti-armor missile outfitted with a high-explosive warhead intended for use during ground support airstrikes. It is essentially identical in function to a Hunter-Killer Missile in that it is a guided weapon equipped with an on-board Cogitator known as a &amp;quot;Logis-Engine.&amp;quot; &lt;br /&gt;
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Sensors in the missile&#039;s nose transmit information on the location and movement of the target and the surrounding environment to the Logis-Engine, which alters the trajectory of the missile in flight by manipulating its stabilizing fins, allowing it to match the target&#039;s movements and avoid any obstacles. A Hellstrike Missile is larger than its Hunter-Killer counterpart and is often fired at high velocity while the aircraft deploying it is in flight. Hellstrike Missiles are a common armament on many forms of Imperial military aircraft.&lt;br /&gt;
===Hellfury Missile===&lt;br /&gt;
[[File:Hellfuries.JPG|200px|right|thumb|Hellfury Missile]]&lt;br /&gt;
A cousin of the Hellstrike Missile, this time, serving more of an anti-infantry weapon.&lt;br /&gt;
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The Hellfury Missile is an air-to-surface missile used by Imperial Aircraft such as the Vendetta Heavy Gunship and Vulture Gunship. Each missile is packed with incendiary sub-munitions, which burst in the air to cover a wide area. Therefore, they externally look very similar to the Hellstrike other than the difference in the payload.  Not always, though.  They usually are just explosive warheads and aircraft generally have large, independent missiles that hold cluster munitions instead.&lt;br /&gt;
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They are particularly useful against dug-in troops hiding behind cover and have proven highly effective in combat against Tyranid ground swarms.&lt;br /&gt;
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In 8th edition, Hellfuries are anti-infantry missiles that are expensive for the amount of shots you get. Therefore, they unfortunately haven&#039;t found their niche yet.&lt;br /&gt;
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===Skystrike Missile===&lt;br /&gt;
[[File:Skystrike_Missiles.JPG|200px|right|thumb|Skystrike Missile]]&lt;br /&gt;
Another cousin of the Hellstrike Missile found and used mainly by the [[Lightning Fighter]] and [[Thunderbolt Fighter]].&lt;br /&gt;
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The Skystrike Missile is one of the very many anti-air weapons used by the Imperium. As such, it bares an uncanny resemblance to the Hellstrike in appearances and function. The only difference really is that it is apparently &#039;cheaper&#039; but less sophisticated than the Hellstrike. The missile incorporates a conventional heat-seeking warhead for targeting the power signatures and engine exhaust of enemy aircraft rather than the more advanced Logis-Engines.&lt;br /&gt;
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Crunchwise it follows pretty much the same as the fluff. Cheaper at 15 points each, but only Heavy 1, S7, AP-2, D3 damage. Your dedicated anti-air missile, it gets +1 to hit against flyers but -1 against everything else. The strength here seems to be that you get to take 6 instead of only 4. But the damage for each unsaved wound is an average of 2 compared to Hellstrikes&#039; 4.4. Statistically, they are worse unless you are shooting at very specific targets like jet bikes or battle suits.&lt;br /&gt;
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===Stormstrike Missile Launcher===&lt;br /&gt;
[[File:Stormstrike_Missile_Launcher.JPG|200px|right|thumb|Stormstrike Missile Launcher]]&lt;br /&gt;
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A much better version of the Hunter-Killer missile by virtue of having the ability to [[Dakka|fire more missiles.]]&lt;br /&gt;
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Stormstrike Missiles on the Stormstrike Missile Launcher are a type of Missile used by Space Marines and most notably, from the [[Deathwatch]] chapter. They detonate with a thunderous boom that leaves those caught in the blast reeling and disorientated. They are employed by [[Stormraven Gunship]], [[Stormfang]], and [[Corvus Blackstar]] gunships for cases when the Space Marines &#039;&#039;really&#039;&#039; want to make enemy tank drivers cry.&lt;br /&gt;
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Due to their nature, Stormstrikes are pretty deadly against enemy armor. As the Corvus Blackstar comes standard issue with 2 of these badboys, the Stormstrike Missile Launchers are a serious threat to vehicles with 72&amp;quot; Heavy 1 S8 AP-3 D3. The black birds carry &amp;lt;u&amp;gt;&#039;&#039;&#039;&#039;&#039;[[Rape|four]]&#039;&#039;&#039;&amp;lt;/u&amp;gt;&#039;&#039; of them just to let you know, which is enough to kill most tanks in one salvo or severely cripple them in one shot.&lt;br /&gt;
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Because of this, the Stormstrike is generally preferred over the Blackstar Rocket Launcher as a) not a lot of players really use that much aircraft (Or at all), b) you have better anti-air alternatives as a Space Marines player and c) who the hell use a Corvus Blackstar (A plane design to carry troops and blow up ground units) for anti-air!?&lt;br /&gt;
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===Xiphon Rotary Missile Launcher===&lt;br /&gt;
[[File:Xyphon_Rotary_Launcher.JPG|200px|right|thumb|Xiphon Rotary Missile Launcher]]&lt;br /&gt;
The Xiphon Rotary Missile Launcher is a type of Missile Launcher launched from Imperial [[Xiphon Pattern Interceptor|Xiphon Pattern Interceptors]] and a crucial secondary armament for that aircraft. Its unique rotary system allows the Xiphon to rapidly launch multiple missiles in a compact form and is often found in the underbelly of the interceptor.&lt;br /&gt;
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This deadly weapons system is actually a more compact copy of a design more commonly found on heavy void fighters and incorporates sophisticated munitions with their own cluster-charged warheads and internal tracking auguries, mounted on a rapid-firing rotary magazine-fed launcher system. These weapons systems are efficient in their principal task of destroying enemy fighter craft but are flexible enough to be readily turned on armoured ground targets as well.&lt;br /&gt;
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On the Horus Heresy tabletop, this thing is a Heavy 2 S8 AP2 weapon that re-rolls successful Jink and cover saves and rolls d3 times per Penetrating hit, choosing the best one (and AP grants +1 on that table). This essentially turns your Xiphon into a [[Awesome|anti-tank flyer.]] We know you want it.&lt;br /&gt;
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===Aiolos Missile Launcher===&lt;br /&gt;
[[File:Aiolos.JPG|200px|right|thumb|Aiolos Missile Launcher]]&lt;br /&gt;
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Imagine the Cyclone Missile Launcher on Acid.&lt;br /&gt;
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The main secondary weapon of the Deredeo Pattern Dreadnought by virtue of the Deredeo Dreadnought having a chassis suitably large and stable enough to mount one. The Aiolos is a primarily anti-armor missile launcher meant for enemy armor on the move. However, it can just be as effective against high-altitude aircraft whilst the Quad-Linked Autocannons harass low-altitude aircraft, creating a formidable platform for air-defense.  &lt;br /&gt;
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The Aiolos missile launcher is noted for its capability of independently targeting enemies. This homing feature is deadly to the aforementioned high-altitude aircraft and is known to down many cocky pilots. Still, these weapons can just be as deadly against ground targets as air.&lt;br /&gt;
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Despite the potential as a good AA platform, the crunch place the Deredeo and the Aiolos primarily on the anti-armor category, much to the incompetence of GW.&lt;br /&gt;
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===Spicula Rocket System===&lt;br /&gt;
[[File:Spicula_Rocket_System.JPG|200px|right|thumb|Spicula Rocket System]]&lt;br /&gt;
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The Space Marines finally have their own Exorcist Missile Launchers.&lt;br /&gt;
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The Spicula Rocket System is a MLRS-system akin to that of the Exorcist Missile Launcher though in terms of design it seems to borrowed more from a WW2 Hedgehog anti-submarine weapon. It is one of the main weapons for the [[Legion Arquitor Bombard]]. Compared to the [[Grav-Weaponry#Graviton-Charge Cannon|Graviton-Charge Cannon]] which specializes in heavy and superheavy units and the [[Imperial Ordnance#Morbus Heavy Bombard|Morbus Heavy Bombard]] which is aimed towards medium armor. The Spicula Rocket System is designed to target multiple infantry units at once.&lt;br /&gt;
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With its warhead shape and its size, the Spicula Rocket System is like the Exorcist Missile Launcher&#039;s more petite and conventional brother. No surprise, as it seems that certain higher-ups at GeeDubs may have bitched about their company&#039;s favorite mascot not having a proper MLRS like the Sisters; as if the Space Marines needed &#039;&#039;anymore&#039;&#039; goddamned vehicles to the armor-stricken Sisters.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:SRS_back.JPG|Back view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Exorcist Multiple Missile Launcher===&lt;br /&gt;
[[File:New Exorcist Missile Launcher.JPG|200px|right|thumb|Exorcist Multiple Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
The iconic pipe organ gun. The Exorcist Multiple Missile Launcher is a large device used primarily for destroying enemy emplacements and armored vehicles, used solely by the Ordo Hereticus. The main users are of course, the [[Exorcist]].&lt;br /&gt;
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The Exorcist Multiple Missile Launcher is basically an MLRS (Multiple Launch Rocket System, as the name would suggest) and it is used to pepper the battlefield with a rain of steel and explosives.&lt;br /&gt;
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It is unknown how the Exorcist manage to store all these missiles given the relatively tiny space the Rhino often exhibits. Nevertheless, the biggest question is how one manage to fire over a dozen missiles with the use of an organ keyboard. It could be stupid if it wasn&#039;t so [[Awesome|stupidly awesome.]]&lt;br /&gt;
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As such, the Exorcist Multiple Missile Launcher is great when it comes to killing off horde armies, but start to suffer against more heavily armored troops or vehicles. When that happens, you will have to rely on more harder hitting missile launchers to get the job done.&lt;br /&gt;
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====Exorcist Missiles====&lt;br /&gt;
&lt;br /&gt;
The main armament of the Exorcist Multiple Missile Launcher. The missiles fired from the Exorcist Multiple Missile Launcher are independently stabilizing high explosive armor piercing (HEAP) missiles that can crack open the armor of most infantry and light vehicles. However, despite this armor piercing quality, it lacks the overall strength and weight to be needed to harm larger vehicles. The small and slim size of the missiles is to obviously save weight and prevent hampering of the Rhino&#039;s speed.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Exorcist_Multiple_Missile_Launcher.jpg|Old variant.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Scorpius Launcher===&lt;br /&gt;
[[File:Scorpius_Launcher.jpg|200px|right|thumb|Scorpius Launcher]]&lt;br /&gt;
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The [[Dakka|more Dakka brother of the Whirlwind Missile Launcher]].&lt;br /&gt;
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The Scorpius Launchers are the primary weapons of the Whirlwind Scorpius. As the Whirlwind Scorpius is designed for killing a lot of things in rapid fashion, the Scorpius Launcher has been made to kill off hordes of infantry and even vehicles in one salvo. Contrast this to the more tactical Whirlwind whose limitation of four powerful missiles means that its strikes must be significant and destructive. &lt;br /&gt;
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The Scorpius Launcher projects implosive warheads devastating to armored infantry or light vehicles.&lt;br /&gt;
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In 8th Edition, whilst the Scorpius Launcher has only half the range of either of the Whirlwind&#039;s rocket types, the 3d3 S6 AP-2 D2 shots is still plenty to threaten hordes and light vehicles alike. And as an added bonus, [[MOAR DAKKA|it can fire twice in a shooting phase if the Scorpius hasn&#039;t moved in the movement phase.]]&lt;br /&gt;
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===Arcus Launcher===&lt;br /&gt;
[[File:Arcus_Launcher.JPG|200px|right|thumb|Arcus Launcher]]&lt;br /&gt;
The [[Awesome|more chad cousin]] of the Scorpius Launcher. The Arcus Launcher is a type of advanced Missile Launcher mounted on [[Space Marine]] [[Sicaran Arcus|Sicaran Arcus artillery tanks]] during the [[Great Crusade]] and [[Horus Heresy]].&lt;br /&gt;
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Combining the looks of a Scorpius Launcher with the internal mechanisms based upon the rotary missile launcher developed for the Xiphon Interceptor, the greater size of the mounting on the Sicaran hull allows for a more complex feed mechanism and the employment of multiple-warhead types. Over time, the advanced Arcus Launchers have broken down and in the 41st Millennium Sicaran Arcus tanks are commonly equipped with more basic rotary missile systems.&lt;br /&gt;
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On the [[Horus Heresy]] tabletop, this thing was [[Rape]] incarnate. With the Arcus warheads, it is a 36&amp;quot; S8, AP2, &#039;&#039;&#039;Heavy 4&#039;&#039;&#039; weapon that forces [[Troll|successful cover saves to be rerolled]] and if it stands still, the weapon can be fired [[Dakka|&#039;&#039;&#039;TWICE&#039;&#039;&#039;,]] so 8 shots in total. This tank makes 6th edition [[Eldar]] cry [[Cheese|looking at its cheese.]] [[Anal circumference|Penetration from these roll D3 time on vehicle damage chart and choose the highest result.]] It is also the best AA in a Legion army for +15pts, making them fire 4 twin-linked S7 AP3 rerolling successful cover saves hits, 8 hits again if it stands still. [[Powergamer|This beauty can even be set to destroy MC or infantry in an efficient way with 2 5&amp;quot; blast S5 AP4 or 4 S7 AP4 shots that deal instant death to most mechanicum robots.]]&lt;br /&gt;
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===Terrebrax Rocket Battery===&lt;br /&gt;
[[File:Terrebrax_Rocket_Battery.PNG|200px|right|thumb|Terrebrax Rocket Battery]]&lt;br /&gt;
The primary and &amp;lt;u&amp;gt;ONLY&amp;lt;/u&amp;gt; weapon system found on the [[Mole]].&lt;br /&gt;
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The Terrebrax Rocket Battery is a rocket system wrapped around the neck of the Mole like a belt conveyor. It is a weapon designed to blast through tough rock faces when it drills and it is capable of cycle-firing a rapid salvo of rockets to crack even the most stubborn redoubt of stone or plasteel. Once the Mole emerges into the surface, it can also still fire the rocket system at the enemy. However, given the way the weapon is structured and its unguided system, the weapon remains a highly inaccurate one that is only useful either against mass infantry or as a close-range assault suppression weapon.&lt;br /&gt;
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Crunchwise, on the [[Horus Heresy]] tabletop, the Terrebrax Rocket Battery is a 48&amp;quot;, Strength 7, Heavy 12, 12 shot [[Wat|Autocannon]] with AP5. Why in the Emperah&#039;s tits that a mass rapid-firing rocket system have a similar type with an &#039;&#039;[[Lolwut|Autocannon]]&#039;&#039; of all weapons, rather than having the multiple blast templates that should come &#039;&#039;automatically&#039;&#039; with a weapon with the word &#039;rocket&#039; in its name, [[Derp|we have no idea.]]&lt;br /&gt;
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===Whirlwind Multiple Missile Launcher===&lt;br /&gt;
[[File:Whirlwind_multiple_missile_launcher.jpg|200px|right|thumb|Whirlwind Multiple Missile Launcher]]&lt;br /&gt;
The Whirlwind multiple missile launcher is mounted on the Space Marine [[Whirlwind Artillery Tank|Whirlwind vehicle.]] It is capable of firing various types of missiles, the most common types being the standard Vengeance missile or Incendiary Castellan missile. The Whirlwind can be loaded with multiple types of munitions, but can only launch one type at a time. The most current versions of the launcher, are either 2 pods of 5 missiles each, fired in tandem pairs, or larger missiles fired one at a time from 2 pods of 2 missiles each.&lt;br /&gt;
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The ammunition is as follows:&lt;br /&gt;
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====Vengeance Missiles====&lt;br /&gt;
Vengeance missiles are the standard warheads used by the Whirlwind. The Vengeance missile is a high explosive missile containing a proximity fuse, which detonates the missile close to the target, scattering deadly shrapnel over the entire area.&lt;br /&gt;
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====Castellan Missiles====&lt;br /&gt;
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Castellan missiles are defensive missiles, which upon detonating, scatter mines over a large area. They are often effective for denying an enemy an easy route for counter attacks. Sufficient mines are fired in each shot that the field will remain until the end of the battle.&lt;br /&gt;
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====Incendiary Castellan Missiles====&lt;br /&gt;
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Incendiary Castellan missiles are missiles that have exchanged the fragmentation charge for a volatile chemical warhead that blankets the blast area in searing flames. It is commonly used on targets inside structures which are protected from fragmentation blast. Even the most sturdy of defenses provide no protection and if by some chance the defenders inside the structure aren&#039;t burned to death, most die from the after vapors which kill them from the inside out.&lt;br /&gt;
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===Hyperios Missile Launcher===&lt;br /&gt;
[[File:Whirlwind_Hyperios_Missile_Launcher.JPG|200px|right|thumb|Hyperios Missile Launcher]]&lt;br /&gt;
The Hyperios Missile Launcher is a specialized, anti-aircraft missile launcher mounted on Space Marine Whirlwind Hyperios. It is capable of firing up to twenty Hyperios missiles at fast, low-flying targets, making it ideal for defense against ground-attack craft making strafing runs.&lt;br /&gt;
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Due to a lack of manpower for dedicated air defense units in Space Marine Chapters, It is common for Hyperios Missile Launchers equipped with automated remotely-activated defense systems to be utilized by Space Marine forces for local air defense. These automated platforms are dropped in by Thunderhawks, activated by the chapters Techmarines, and can be monitored via command vehicles.&lt;br /&gt;
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====Hyperios Missile====&lt;br /&gt;
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The Hyperios Anti-Aircraft Missile functions in a similar fashion to a Hunter-Killer Missile. Tracking equipment within the missile locks onto a target, which feeds information to a logis-engine. Once fired, the logis-engine manipulates the missile&#039;s fins in order match the target&#039;s movements, avoid obstacles, and destroy it. Most of the missile&#039;s mass is taken up by fuel needed to intercept fast-moving targets, allowing it to fly short distances at high velocity. The Hyperios missile does not contain enough fuel to reach high-altitude targets, which are better suited to Manticore AA missiles.&lt;br /&gt;
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===Hammerfall Missile Launcher===&lt;br /&gt;
[[File:Hammerfall_ML.JPG|200px|right|thumb|Hammerfall Missile Launcher]]&lt;br /&gt;
The Missile Launcher found exclusively on its namesake, the [[Hammerfall Bunker]]. &lt;br /&gt;
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The Hammerfall Missile Launcher is a suped-up Hyperios that fires either Superkrak or Superfrag missiles. What&#039;s so &#039;super&#039; about them, we have no fucking clue. Could be due to its larger size which could give it a larger warhead. This Missile Launcher as such would make for a spectacularly violent suppressive weapon, given the immobility and combat nature of the Hammerfall Bunker.&lt;br /&gt;
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Crunchwise, these things are nasty. Each of them has an impressive 72&amp;quot; range, with the Superfrag being a Heavy 2D6 launcher with S6, AP0, D1 Blast weapon whilst the Superkrak being a Heavy 2 weapon with the stats being S10, AP-2, D6. Your Superfrags are gonna be turning MEQs and GEQs into burger patties with that blast template whilst your Superkraks would turn TEQs and vehicles inside out.&lt;br /&gt;
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===Vengeance Launcher===&lt;br /&gt;
[[File:Vengeance_Launchers.jpg|200px|right|thumb|Vengeance Launcher]]&lt;br /&gt;
Not to be confused with the [[Vengeance Grenade Launcher]].&lt;br /&gt;
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The Vengeance Launcher is an Imperial multi-chambered rocket battery which saturates a target area with fragmenting anti-personnel warheads. It is one of the primary weapons of the Space Marine [[Storm Eagle]] meant to complement its ground assault/transport role.&lt;br /&gt;
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Designed for close-range ground attack, this weapon allows the Adeptus Astartes Storm Eagle assault gunship to both clear a landing zone in a hostile area and continue to provide direct fire support once it has delivered its deadly cargo of Space Marines. &lt;br /&gt;
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The Vengeance Launcher itself is a 48&amp;quot; range missile launcher. At S5, AP4, this Heavy 2 weapon creates large blast templates every time it opens fire. Just like in fluff, this weapon is great against masses of infantry, however, heavier armoured vehicles or units could tank these blasts and continue to chug along.&lt;br /&gt;
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===Boreas Air Defence Missile===&lt;br /&gt;
[[File:Boreas_missiles-1.jpg|200px|right|thumb|Boreas Air Defence Missile]]&lt;br /&gt;
The Manticore&#039;s anti-air cousin. This is a new toy for the [[Dreadnought#Doredeo Pattern|Deredeo Dreadnought]] to play with. &lt;br /&gt;
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This missile system fires the Boreas (Not [[Indrick Boreale|Boreale]]) Air Defence Missiles, which turns your Doredeo into a perfect air-defense platform in times where you don&#039;t really need that much anti-tank and anti-armor weapons like the Anvilus autocannon battery or the Aiolos missile launcher. &lt;br /&gt;
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They can target a separate unit from the Deredeo’s main weapons and can even ignore intervening obstacles if the enemy is outside the bearer’s line of sight, which would make the Doredeo a proverbial pain in the ass for flyer-heavy players. Like the Manticore, the Boreas is limited to four missiles in a game, making these weapons situational but strategic against heavily-armed air assets like [[Thunderhawk|Thunderhawks]] or the [[Ares Gunship]].&lt;br /&gt;
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The Boreas is often paired with the anti-armor Volkite Falconet Battery to make the Doredeo a slow-hitting but hard-punching weapon system.&lt;br /&gt;
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===Manticore Missile===&lt;br /&gt;
[[File:Manticore_Missile.jpg|200px|right|thumb|Manticore Missile]]&lt;br /&gt;
The primary weapon of the [[Manticore Rocket Launcher|Manticore]], the individual missiles of a Manticore can evaporate anything that is not dressed in Power Armor.&lt;br /&gt;
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The missile is divided into five sections: a fuse, the control and guidance equipment, the electrical unit, an explosive warhead and a propellant container for the two-stage solid fuel rocket. The first stage, a starting rocket, launches the missile into the air where the main in-flight rocket motor kicks in, propelling it to speeds of 1,080 kph. The standard Manticore missile&#039;s warhead is a high explosive fragmentation device capable of causing damage to a wide variety of targets including battle tanks. It can also be replaced by any number of alternatives, such as an oxy-phosphor incendiary warhead or chemical warhead for anti-infantry firepower or an Interceptor warhead for targeting high-altitude enemy aircraft. The standard missile has an operational range of 30 kilometers.&lt;br /&gt;
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===Skyspear Missile Launcher===&lt;br /&gt;
[[File:SkyspearLauncher.jpg|200px|right|thumb|Skyspear Missile Launcher]]&lt;br /&gt;
Ahhh...the famous corpse cannon.&lt;br /&gt;
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The Skyspear Missile Launcher is a type of surface-to-air Missile Launcher mounted on Space Marine [[Hunter Multi-Launcher Vehicle|Hunters.]] These launchers are able to fire a salvo of missiles, each of which is guided by the [[Wat|interred remains of a Chapter Serf.]] The very aspect on using a dead guy to aim your missiles had been a source for [[Skub|intense and passionate debates]] on the type of [[Drugs]] GW had been smoking in order to come out with such an idea.&lt;br /&gt;
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The missile itself is extremely powerful, able to blow apart [[Tau]] [[Barracuda|Barracudas]] to [[Eldar]] [[Vampire Raider|Vampire Raiders.]] It can even destroy creatures such as [[Bloodthirster|Bloodthirsters]] and [[Hive Tyrant|Hive Tyrants.]] Although in the case for the former, how a single missile can take out a creature that can give even the [[Dreadknight|giant baby carriers]] a run for its money is unknown. Unless it is a [[Deathstrike missile|Deathstrike]], we ain&#039;t seeing how this is possible.&lt;br /&gt;
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In 8th Edition, the Skyspear for [[Derp|&#039;&#039;some&#039;&#039; reason is no longer explicitly AA.]] This weapon delivers a high strength hit equal to a lascannon, re-rolling missed hits whether the model is flying or not.&lt;br /&gt;
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While not an efficient damage dealer, the entire Hunter tank is a steal for its points. Exact same base cost as a Predator while making the leap from T7 to T8, and getting a free 5&#039; range lascannon that can reroll hits. Won&#039;t spit out as much damage as your other Heavy Support options, but incredibly reliable.&lt;br /&gt;
{{clear}}&lt;br /&gt;
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===Ironstorm Missile Pod===&lt;br /&gt;
[[File:Ironstorm.jpg|200px|right|thumb|Ironstorm Missile Pod]]&lt;br /&gt;
Basically a baby Apocalypse Missile Launcher.&lt;br /&gt;
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Mounted on the back of the Questor Imperialis, the [[Imperial Knight]], and by the [[Daemon Knights|Renegade Knights]] of the Questor Traitoris. This missile pod is used to blast bloody holes against massed infantry assaults, and it is most effective against light- to medium-armoured opponents (72&amp;quot; S5 AP4, Heavy 1, Large Blast, Barrage).&lt;br /&gt;
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It can engage targets at a long range and fire missiles that explode and saturate a sizable blast radius. It is most effective against light to medium-armored foes and massed infantry assaults.&lt;br /&gt;
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There are multiple variants of the Missile Pod.&lt;br /&gt;
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====Ironstorm with Six Missile Tubes==== &lt;br /&gt;
The standard variant of the Ironstorm Missile Pod, this version features six missile tubes.&lt;br /&gt;
====Ironstorm with Four Missile Tubes====&lt;br /&gt;
An uncommon variant of the Ironstorm Missile Pod, this version features four missile tubes, holding less ammunition than the standard variant.&lt;br /&gt;
====Ironstorm with Two Missile Tubes====&lt;br /&gt;
A rare variant of the Ironstorm Missile Pod, this version features only two missile tubes, holding a great deal less ammunition than the standard variant.&lt;br /&gt;
====Porphyrion Ironstorm Missile Pod====&lt;br /&gt;
A large variant of the Ironstorm Missile Pod that is used by the Acastus Knight Porphyrion. This version is much larger than the standard, featuring sixteen missile tubes, along with the ability to be raised and lowered into the Porphyrion&#039;s upper carapace. This version of the Ironstorm Missile Pod can also be outfitted with Helios Defence Missiles, which are used to defend the massive Knight from enemy aircraft. &lt;br /&gt;
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===Stormspear Rocket Pod===&lt;br /&gt;
[[File:Stormspear.jpg|200px|right|thumb|Stormspear Rocket Pod]]&lt;br /&gt;
The Ironstorm&#039;s more [[Dakka]] brother.&lt;br /&gt;
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Another pod mounted on the back of the Questor Imperialis, the [[Imperial Knight]], and by the [[Daemon Knights|Renegade Knights]] of the Questor Traitoris. This carapace-mounted weapon fires self-propelled projectiles tipped with armor-piercing warheads. Only accurate at medium range, they are best employed versus heavily armored infantry or moderately armored vehicles. The launcher itself is capable of firing their payloads in successive volleys of three.&lt;br /&gt;
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It fires self-propelled projectiles tipped with armor-penetrating warheads and is used against heavily armored infantry or moderately armored vehicles (48&amp;quot; S8 AP3, Heavy 3).&lt;br /&gt;
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Like its brother, there are many variants of this weapon.&lt;br /&gt;
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====Stormspear with Eighteen Rocket Tubes====&lt;br /&gt;
The standard variant of the Stormspear Rocket Pod, this version features eighteen rocket tubes.&lt;br /&gt;
====Stormspear with Eight Rocket Tubes====&lt;br /&gt;
An uncommon variant, this version features only eight rocket tubes, holding less ammunition than that of the standard pattern.&lt;br /&gt;
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====Stormspear with Twenty-Four Rocket Tubes====&lt;br /&gt;
A rare variant, this version features twenty-four missile tubes, and consequently holds much more ammunition than that of the standard pattern. This version uses a larger overall pod design to accommodate the additional rocket tubes.&lt;br /&gt;
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===Spiculus Bolt Launcher===&lt;br /&gt;
[[File:Spiculus.JPG|200px|right|thumb|Spiculus Bolt Launcher]]&lt;br /&gt;
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The Aiolos&#039; big brother and the Cyclone&#039;s gold-encrusted father.&lt;br /&gt;
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The Spiculus Bolt Launcher is a type of large Missile Launcher used by the [[Adeptus Custodes]]. These arrays, resembling the smaller Cyclone Missile Launcher or Apocalypse Missile Launcher, are typically mounted on the [[Telemon Heavy Dreadnought|Telemon Heavy Dreadnoughts.]]&lt;br /&gt;
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Because they are mounted on the biggest and baddest of the golden bois, the Spiculus Bolt Launcher is deadly against all types of targets and enemies. A one-hit KO to speak simply. Anything that missile hits, it destroys.&lt;br /&gt;
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The Telemon Dreadnought is an [[Cheese|absolute monster of a machine on tabletop,]] with every weapon it carries being considered a god damned [[Rape|rape machine.]] The Bolt Launcher is no different &#039;&#039;especially&#039;&#039; if the Telemon stands still. If it doesn&#039;t move, the golden hulk can shoot its Spiculus Bolt Launcher (24” heavy 5 S5 ap-2 D1) &amp;lt;u&amp;gt;&#039;&#039;&#039;[[Dakka|twice]]&#039;&#039;&#039;&amp;lt;/u&amp;gt;  by itself which makes it a perfect back field camper for chewing GEQ’s.&lt;br /&gt;
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===Shieldbreaker Missile===&lt;br /&gt;
[[File:Shieldbreaker_Missiles.PNG|200px|right|thumb|Shieldbreaker Missiles]]&lt;br /&gt;
The main secondary weapon of the new Imperial Knight Dominus. The Shieldbreaker Missiles can come in a configuration of either one or two depending on your preferences. They are mounted on the back or the shoulders in order to resemble the Warlord Titan. &lt;br /&gt;
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In fact, these are the most ridiculously advanced (not to say magical) missiles in all of the Imperium&#039;s armory. They are designed to avoid any kind of energy/spiritual shield the target can put up, and manage to do so by using empyric cascade micro-generators controlled by Machine Spirits that teleport the missiles through the Warp for a few milliseconds, reemerging just inside the target&#039;s barrier. This is why in-game they negate invulnerable saves.&lt;br /&gt;
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These missiles are meant to break apart vehicles in precise shots. Whilst the Siegebreaker Cannons are aimed towards light vehicles and mass infantry formations of MEQs, the Shieldbreaker Missiles are definitely aimed at heavier vehicles such as battle tanks and artillery.&lt;br /&gt;
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On the tabletop, the Shieldbreaker Missiles are a bit situational due to the amount of fantastic anti-superheavy and anti-vehicle weapons that both variants of the Knight Dominus carries. On one hand it’s a one-shot missile, so you are restricted to either two to four missiles depending on your weapon configuration. On the other hand, it’s Str 10, AP -4, D6 Damage Heavy 1 weapon that has an ability that gives Invulnerable Saves the proverbial middle finger if it successfully wounds. Thus, a proper tactic is that this missile can be the &#039;killing blow&#039; to a weakened character or unit.&lt;br /&gt;
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===Helios Defense Missile Pod===&lt;br /&gt;
[[File:HeliosMissile.jpg|200px|right|thumb|Helios Defense Missile Pod]]&lt;br /&gt;
The personal FUCK OFF anti-air and anti-vehicle missile contraption exclusive to the Knight Porphyrion, cause they&#039;re too big to carry &#039;kiddie toys&#039; like the Stormspear and Ironstorm Weapon Pods found on smaller Knight Patterns.&lt;br /&gt;
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The Helios Defense Missile is a type of Missile used by the Imperium of Man to protect ground-based vehicles and installations against enemy aircraft. The Helios Defence Missile is known to have been used in the Ironstorm Missile Pod, however the large size of the missiles makes it impractical to house it in a small missile pod. Hence, the specially built missile pod of the Porphyrion is the only one capable of carrying and firing in large bulk. These missiles are equipped if the Knight is heading into battle-zones where the danger from airborne assault is apparent.&lt;br /&gt;
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It is only outclassed by the Apocalypse Missile Launcher in both size and devastation.&lt;br /&gt;
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===Praetor Multiple Missile Launcher===&lt;br /&gt;
[[File:Praetor_Multiple_Missile_Launcher.JPG|200px|right|thumb|Praetor Multiple Missile Launcher]]&lt;br /&gt;
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Carried by a Crassus transport that has replaced its troop capacity with missile racks called the [[Crassus Armored Assault Transport#Praetor Armoured Assault Launcher|&#039;&#039;&#039;PRAETOR ARMOURED ASSAULT LAUNCHER&#039;&#039;&#039;.]] Bigger than the Helios by sheer basis of having [[/d/|bigger and thiccer missiles.]] &lt;br /&gt;
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Similar to the Helios Defense Missile Pod, it is designed to fold in relatively neatly when not in use. Its large missile racks enable it to be fitted with a number of different munition types. Thus, it is capable of firing apocalyptic levels of dakka with three distinct payload options.&lt;br /&gt;
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====Foehammer Missiles====&lt;br /&gt;
Fires high-yield explosives designed to penetrate armour in a hard-hitting and devastating barrage, which can be used against the ground-based enemy vehicles or enemy-held objects to surely turn tanks into scrap metal.&lt;br /&gt;
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====Firestorm Missiles====&lt;br /&gt;
Launches a number of small incendiary rounds that saturate an area with flame. Think of it as something like a cluster bombs with a more fiery affect akin to a saturation bombing, or the poor man&#039;s/limp dick version of a thermobaric bomb.&lt;br /&gt;
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====Pilum Missiles====&lt;br /&gt;
Anti-air rockets capable of defending the Praetor from aerial foes; sophisticated tracking systems in its AA mount constantly monitoring skies for potential airborne targets although generally less suited than a dedicated anti-air vehicle.&lt;br /&gt;
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===Apocalypse Missile Launcher===&lt;br /&gt;
[[File:Apocmiss.jpg|200px|right|thumb|Apocalypse Missile Launcher]]&lt;br /&gt;
Strapped to the back of a [[Reaver Battle Titan]], the Apocalypse Missile Launcher does just that: spraying an area in explodey goodness capable of devouring waves of infantry and tanks alike.&lt;br /&gt;
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The Apocalypse Missile Launcher unit is comprised of the Apocalypse Launcher loaded with 20 rockets, packaged in two 10-rocket pods. The launcher, mounted on a Titan&#039;s chassis, is a highly automated self-loading and self-aiming system. It contains a fire control computer that integrates the vehicle and rocket-launching operations. The rockets can be fired individually or in ripples of 2 to 20. Accuracy is maintained in all firing modes because the launcher&#039;s computer re-aims the launcher between rounds. &lt;br /&gt;
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The weapon consisting of the multiple missile-tubes is capable of launching an immense barrage of explosive fire. The destructive potential of just one Apocalypse launcher is equivalent to an entire Imperial Guard artillery company. The missiles fired by an Apocalypse launcher travel at supersonic speeds, and just one salvo is enough to flatten an entire square kilometer of area.&lt;br /&gt;
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This weapon can fire guided and unguided projectiles and can hit a target a substantial distance away. The Apocalypse Missile Launcher is often employed using &amp;quot;shoot-and-scoot&amp;quot; tactics -- firing its rockets rapidly, then moving away to avoid counter fire. &lt;br /&gt;
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The [[Warmaster Heavy Battle Titan]] can [[MoreDakka|slap two of these]] on its carapace mounts.&lt;br /&gt;
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Its Eldar equivalent is the Revenant Missile Launcher.&lt;br /&gt;
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===Revelator Missile Launcher===&lt;br /&gt;
[[File:Revelator_missile_launcher.JPG|200px|right|thumb|Revelator Missile Launcher]]&lt;br /&gt;
The Revelator Missile Launcher is the secondary armament of the [[Warmaster Heavy Battle Titan]].&lt;br /&gt;
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This weapon system functions something alike the [[Apocalypse Missile Launcher]] mounted on lesser Titans (which the Warmaster can still mount two of, as mentioned previously), the main difference however, is that the Revelator Missile Launcher sacrifices missile stockpile for GIANT ECKS BAWKS HUEG EXPLOSIONS. Hence, it only carries six large and powerful missiles in total.&lt;br /&gt;
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This makes the Revelator Missile Launcher less suited for artillery against massed infantry and more appropriate in giving fortresses and enemy Titans a [[Anal circumference|new asshole.]] It&#039;s an anti-Titan missile for all intents and purposes and, given the role of the Warmaster, this shit is complementary.&lt;br /&gt;
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[[Tl;dr]], the Revelator Missile Launcher sits in the middle between the Apocalypse Missile Launcher and the Warp Missile Rack.&lt;br /&gt;
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===Hellion Missile ===&lt;br /&gt;
[[File:Hellion_Missile.jpg|200px|right|thumb|Hellion Missile]]&lt;br /&gt;
A giant Hunter-Killer Missile.&lt;br /&gt;
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Attached to the side of the Epic Stormblades casemate was a single shot Anti-Titan missile.  The missile&#039;s warhead consists of an adamantium penetrator sleeve within which is encased a relatively small plasma warhead. &lt;br /&gt;
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The armored sleeve ensures that plasma warhead has penetrated deep into the target before it detonates, releasing white-hot plasma. It was there to help kick in the teeth of any titan that came around the corner, but fairly pointless against Gargants.&lt;br /&gt;
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It was once common for Imperial Guard Stormblades to mount whole racks of these missiles to assist in bringing down the heaviest Titans. [[Not As Planned|Unfortunately this arrangement left the missiles exposed to enemy fire,]] [[FATAL|which could cause the warhead to suddenly detonate if it suffered damage, and led to the loss of a number of Stormblades before the practice was officially stopped.]]&lt;br /&gt;
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===Deathstrike Missile===&lt;br /&gt;
[[File:Deathstrike_Missile.jpg|200px|right|thumb|Deathstrike Missile]]&lt;br /&gt;
An explosive set to [[Angry Marines|Maximum Fuck]] and strapped to a truck, an impact of this weapon will fucking END anything hit by it. A single ICBM made of [[Rage|FUCK YOU]] out for your blood would make anyone think twice.   Batteries of these helped out in the Battle for Armageddon when fired from literally the opposite side of the planet. The missile can carry a variety of payloads, though the most common in use is a plasma warhead able to vaporize a vast area of land. Tactical, biological, and the aptly named titan-killer warheads also exist. But by far the deadliest and rarest is the dreaded [[Warp Weapons|Vortex Missile]].&lt;br /&gt;
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The deployment of a single Deathstrike Missile Launcher is a complicated procedure that requires a huge investment of resources and many religious and administrative rituals by the Adeptus Mechanicus and Administratum respectively. [[Fail|As such, the deployment can take months to complete.]] Instead of just dick-slapping the big red button. Moreover the large lumbering launch vehicles often require their own dedicated escort and presents foes with a valuable and soft target. Except it’s range is such you can plop it down and fire from literally anywhere on the planet.  For the Departmento Munitorum, simple logistics has precluded its deployment in all but the most extreme circumstances.  That said, when shit hits the fan the Guard&#039;s leadership really don&#039;t give a fuck about whining adepts&#039; opinions and start smashing big red buttons.  Thank the Emperor.  Thank God-Emperor you can justify almost anything by saying “It worked, so the Machine Spirits were pleased, so you have no right to complain unless you’re a dirty heretic.”&lt;br /&gt;
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===Warp Missile Rack===&lt;br /&gt;
[[File:Warp_Missile_Rack.JPG|200px|right|thumb|Warp Missile Rack]]&lt;br /&gt;
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Hey! Ya know how the Deathstrike can be upgraded into a Vortex Missile for maximum FUCK? Now imagine that, [[Powergamer|but supersized]] and mounted on the carapace of a [[Reaver Battle Titan]]. Congrats! [[Awesome|You now have a weapon that can reliably threaten the walking cheesemongers known as]] [[Warlord Battle Titan|Warlord Battle Titans.]] The Warp Missile Rack is a missile launching system that is big enough to house only one Warp Missile per mission. It is a relatively medium to long ranged missile, but it is not the ICBM that is the Deathstrike Missile. This is due to the fact that the missile itself is not long enough to go into the outer atmosphere due to its short length relative to its size (Which means less fuel to launch the missile into space), as well as the fact that Reaver Titans are front line support Titans and as such, ICBM capabilities are not as needed.&lt;br /&gt;
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The [[Warp Missile]] itself is one of the rarest and most powerful munitions available to Reaver Titan Princeps. Mounted atop the god-machine’s carapace, the Warp Missile can be fired just once. Equipped with a miniature warp engine like those on starships, when fired it briefly enters the warp and emerges within an enemy Titan’s shields, [[Meme|attacking its weak point for MAXIMUM damage.]] Contrast this to the Vortex Missile which tears open a hole in spacetime and sucks everything inside the [[Warp]], the Warp Missile acts more like a [[C&#039;tan Phase Weapons|C&#039;tan Phase Weapon]] just on a titanic scale.&lt;br /&gt;
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As such, the Warp Missile Rack is a powerful addition to your Reaver Titans, giving them a one-shot weapon that bypasses shields. This is useful in pegging down Warlords a notch or two. It also gives Reavers some well needed niche as a &#039;light&#039; anti-Titan walker, given the fact that the introduction of the [[Warbringer Nemesis Titan]] has pushed Reavers to near obsolescence. &lt;br /&gt;
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The weapon has so far only appeared in the [[Adeptus Titanicus/Tactics|Adeptus Titanicus game]], implying it&#039;s only rarely deployed to Titan vs Titan battles.  To be fair, there are few other circumstances when such a weapon would be useful anyway.&lt;br /&gt;
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===Doomstrike Missile Launcher===&lt;br /&gt;
[[File:Doomstrike_Missile_Launcher.jpg|200px|right|thumb|Doomstrike Missile Launcher]]&lt;br /&gt;
A missile that can nuke an entire tabletop game in one shot.&lt;br /&gt;
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Take a Deathstrike Missile, remove its ICBM capabilities and fill it up with even more explosives. You will get the Doomstrike Missile Launcher, the third largest land based missile launcher to date. Bigger then every other faction&#039;s by a large margin.&lt;br /&gt;
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So huge it can only be used by the [[Imperator Battle Titan]], this is a highly accurate missile launcher with a high rate of fire. It gains its accuracy by way of leveling the entire half of the city that the enemy is on so that his destruction is assured.&lt;br /&gt;
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The Warmonger-class Titan variant of the notable variant of the Imperator Titan mounts not one but &#039;&#039;eight&#039;&#039; of these badboys on one gun arm. This is unsurprising given that the Warmonger specializes in its deep strike/fire-support capability. Saturating a entire city in long range bombardment and [[Dakka]].&lt;br /&gt;
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The Doomstrike Missile earns its namesake as one of the most killy weapons available. Orks wish they can build an awesome missile such as this.&lt;br /&gt;
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You ask why the Imperial Guard doesn&#039;t stick this on a vehicle to use in large numbers since it apparently has far less logistical concerns than Deathstrikes?  The reason is that you&#039;re a fucking heretic for daring to use common sense.&lt;br /&gt;
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===Hellfire Missile===&lt;br /&gt;
[[File:Hellfire_Missile.jpg|200px|right|thumb|Hellfire Missile]]&lt;br /&gt;
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(Not to be confused with the real-world anti-tank missile of the same name.)&lt;br /&gt;
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You want to give the enemy the ultimate middle finger. You want to absolutely annihilate his entire army, city, mountain villa, private jet, luxury cars and his pet dog all in one go? Don&#039;t worry we have a solution for you! Move over Doomstrike cause there is a new big kid in town.&lt;br /&gt;
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A Deathstrike grown several orders of magnitude too large. A Hellfire Missile is capable of annihilating massive swathes of enemy infantry in one go. These things dwarfs the Doomstrike in both size and tonnage.&lt;br /&gt;
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The Hellfire Missile is basically a giant thermonuclear warhead that is able to threaten entire Titan legions. These things are so big and massive that they are as tall as a Warhound or even Reaver Titan. &lt;br /&gt;
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As such only the biggest warmachines  are able to carry them without resorting to a stationary silo. One of which is the [[Ordinatus Golgotha]] which can carry up to [[Rape|&#039;&#039;six&#039;&#039;]] of these monsters.&lt;br /&gt;
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{{40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
&lt;br /&gt;
== Squat ==&lt;br /&gt;
===L7 Missile Launcher===&lt;br /&gt;
[[File:Handheld_L7_Missile_Launcher.PNG|200px|right|thumb|L7 Missile Launcher (Handheld Version)]]&lt;br /&gt;
The L7 Missile Launcher is a type of heavy Missile Launcher used by the [[Leagues of Votann]]. It is known to be mounted on vehicles such as the [[Sagitaur ATV]]. Here, the L7 occupy one-half of a larger weapon system, where it consists of the right side which sits seven anti-personnel missiles that deals high splash damage (More of this can be read below under Sagitaur Missile Launcher).&lt;br /&gt;
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Certain [[Hearthkyn Warrior]]s are able to carry mobile and man-portable versions of these. Although, rather than having two missile boxes, the hand-held version only has one. It can be assumed that the man-portable version has the entire box magazine being detachable, and that the camera-looking thing at the bottom of the missile box would be something like a [[markerlight]] to allow the missiles to home at the target and &#039;fire-and-forget&#039;. The hand-held version do have something like an additional magazine at the bottom, although it is likely to be a battery to power up the entire weapon system.&lt;br /&gt;
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On the tabletop, the L7 Missile Launcher comes with 2 profiles, a Focused shot at 30&amp;quot; HunTR 1, S9 AP-2 Dd6 and a Blast shot at 30&amp;quot; HunTR d6, S5 AP-1 D1. A versatile weapon that adds a bit of punch to your squad.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
L7Missile.jpg|Sagitaur Version (Right-side)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sagitaur Missile Launcher===&lt;br /&gt;
[[File:L7Missile.jpg|200px|right|thumb|Sagitaur Missile Launcher]]&lt;br /&gt;
The generically named Sagitaur Missile Launcher is one of the primary weapons of the [[Sagitaur ATV]]. The Missile Launcher is actually two weapons in one and consists of a wider weapon system. On the right side of the weapon is the aforementioned L7 Missile Launcher. While the left side houses four anti-armour missiles against tanks and equivalents, making this a very versatile weapon system.&lt;br /&gt;
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Now this interesting weapon had an interesting [[Skub]] history, [[Cheese|but not in the way you expect.]] For one thing, there has been plenty of [[derp|confusion]] on what the damned thing looks like. Early Warhammer Community seems to insinuate that the L7 Missile Launcher &#039;&#039;is&#039;&#039; the Sagitaur Missile Launcher, but the crunch &#039;&#039;clearly&#039;&#039; highlights that there are in fact, &#039;&#039;two&#039;&#039; different missile launchers that the Sagitaur could mount.&lt;br /&gt;
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This confusion is further hampered by the fact that the regular Hearthkyn Warriors can carry models of the actual L7, which in itself looks &#039;&#039;very&#039;&#039; similar to half of the design of the missile launcher mounted on the Sagitaur. So, whether this means that the Sagitaur Missile Launcher is either an upscaled L7, or actually &#039;&#039;THE&#039;&#039; missile launching weapon shown in various promos, or represents the other half of the missile launcher turret (with the L7 occupying the right-hand side) remained in perpetual limbo for several months until the release of the Sagitaur ATV as an independent unit by GeeDubs in late October.&lt;br /&gt;
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With the release of the Sagitaur ATV page in GeeDubs&#039; store gave us both an actual scale model between the Sagitaur ATV with a [[Space Marine|SPEHSS MEHREEN]] &#039;&#039;and&#039;&#039; the sprue mould of the entire model &#039;&#039;including&#039;&#039; all of its weapons. Through hefty investigations, it came to the conclusion that, despite what GeeDubs states on the vehicle having [[Bullshit|&#039;&#039;four weapon turrets&#039;&#039;]], the actual model only comes with three. Moreover, the L7 Missile Launcher section that comes with it, is much bigger than the ones the Hearthkyns use. Because of this, elegen/tg/entlemen had come to a conclusion that the Sagitaur Missile Launcher is most likely a wider missile launching system in which the L7 formed one-half of it, whilst the &#039;&#039;actual&#039;&#039; unique Sagitaur-exclusive Missile Launcher as shown in the crunch, represents the left-side (I.e. the one with the &#039;&#039;bigger&#039;&#039; missiles) of the overall weapon system.&lt;br /&gt;
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All of this confusion could honestly be avoided if GeeDubs just made the L7 an infantry-exclusive weapon whilst the Sagitaur gets the bigger missile launcher and call it as its own. [[Fail|But that&#039;s GW for you.]]&lt;br /&gt;
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With all said and done, lets go to the crunch. On the tabletop, this weapon system is a 36&amp;quot; Heavy 2, S10 AP-3 D3. Oddly enough, found on the Sagitaur and costing 10 points. Very strong, but the low rate of fire means you probably won&#039;t do too much damage with this. Probably best used to give lighter vehicles something to think about, but you can also sucker punch a weakened tank if the opportunity presents itself.&lt;br /&gt;
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===Hekaton VLS===&lt;br /&gt;
[[File:Hekaton_VLS.JPG|200px|right|thumb|Hekaton VLS with a Kin&#039;s Wrath Warhead]]&lt;br /&gt;
The Hekaton VLS (Verticle Launch System) is a missile weapon system used on the [[Leagues of Votann]]&#039;s [[Hekaton Land Fortress]].&lt;br /&gt;
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A first for 40k in the fact that is uses a VLS as its primary form of missile launch sequence. The Hekaton VLS can hit anything, anywhere due to the way it is constructed. The VLS is protected by a hatch which can be opened when primed for firing. Capable of housing seven missiles, the VLS can be equipped with either the haywire-causing single-shot &#039;&#039;&#039;Ancestor&#039;s Vengeance Warhead&#039;&#039;&#039;, a dozen infantry-shredding and frag-bursting &#039;&#039;&#039;Kin&#039;s Wrath Warhead&#039;&#039;&#039; or a few tank-busting armour-piercing &#039;&#039;&#039;Mountain Breaker Warhead&#039;&#039;&#039;.&lt;br /&gt;
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On tabletop, this translates to a 36&amp;quot; missile launcher that can hit anywhere within its radius. For the Ancestor&#039;s Vengeance Warhead, it is a Heavy D6, S6, AP-2, D2 missile and could only be shot once per battle. The weapon can target units that are not visible due to its VLS nature, and when it hits a vehicle, that attack has a damage characteristic of 3 and an unmodified wound roll of 4+ if successfully wounding a target. On the other hand, the Kin&#039;s Wrath Warhead is a Heavy 2D6, S6, AP-2, D2 ATGM that creates a blast. Lastly, the Mountain Breaker Warhead is a Heavy 1, S10, AP-3, D6 tank buster of a weapon. So you have a missile launcher that can perforate light vehicles, MEQs, TEQs, tanks and superheavies. &#039;&#039;Nice&#039;&#039;.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ancestor_Warhead.PNG|Ancestor&#039;s Vengeance Warhead&lt;br /&gt;
Mountain_Breaker_Warhead.PNG|Mountain Breaker Warhead&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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===Doomstorm Missile===&lt;br /&gt;
[[File:Doomstorm_Missile.jpg|200px|right|thumb|Doomstorm Missile]]&lt;br /&gt;
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If the [[Hellfury Cannon]] ain&#039;t doing much in coring a Titan a [[Anal circumference|new asshole,]] than the Doomstorm Missile would sure do the trick.&lt;br /&gt;
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The [[Squats]] saw the Doomstrike Missile Launcher and decided to one-up the Imperium with their own overly large and overcompensated fuck off missile. Doomstorm Missiles are a Squat weapon often found mounted in groups of 6 on the [[Cyclops War Machine]]. [[Exterminatus|They feature plasma warheads, ideal for vaporizing large bodies of light infantry, vehicles, superheavies and fellow Titans.]]&lt;br /&gt;
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These monsters are giant ICBMs meant to hit targets from the other end of the globe, meaning that the Cyclops don&#039;t even need to bother going up to face its adversary. Just get a map and shoot, because this thing is just one step closer to becoming an Exterminatus-grade weapon. &lt;br /&gt;
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It really speaks volumes of Squat battle tactics when their principle anti-Titan vehicle still needs six hydrogen bombs on a ICBM to feel just a tad-bit secure. It also speaks volumes that the Squats thought it was a relatively good idea to [[Derp|place their city-destroying WMDs exposed to the elements rather than being safely enclosed.]] Seriously, one shot from a heavy stubber would decommission the entire missile.&lt;br /&gt;
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It is unknown whether these missiles can be found in silos, but they sure as hell can be proven quite useful in void combat between starships. Currently, only the Cyclops is able to field these things.&lt;br /&gt;
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{{40k-Squat-Weapons}}&lt;br /&gt;
&lt;br /&gt;
== Chaos ==&lt;br /&gt;
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The [[Chaos Space Marines]] [[Havoc]]s use a man-portable missile launcher just like the Imperial model (presumably left over from their loyalist days).  Their Titans also have the same missile launchers available, although the Cyclone, Hunter-Killer, and Manticore missiles weren&#039;t developed until after the [[Horus Heresy]], so they aren&#039;t available to the Chaos Space Marines.  Apparently they couldn&#039;t steal some after they were invented, [[Derp|and none of the Chapters who turned traitor later brought any with them.]] Its just as likely that they have never gotten their hands on any substantial manufacturing complexes for them, meaning they have to use the limited Imperial Ordnance they do get from their looting and stolen factories in apocalypse battles. In dawn of war 2, the missiles launcher used by the plague marines puts slow effects on vehicles they hit, which is fantastic for ensnaring dangerous targets like avatar of Khaine, land raider or any [[METAL BOXES]] for your damage dealing units to catch up on them.&lt;br /&gt;
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===Hellfyre Missile Rack===&lt;br /&gt;
[[File:HellfyreMissileRack.jpg|200px|right|thumb|Hellfyre Missile Rack]]&lt;br /&gt;
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A weapon that is more of a laser light show than the actual [[Lasgun|laser light show.]]&lt;br /&gt;
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The [[Thousand Sons]]&#039; equivalent of the loyalist Cyclone Missile Launcher. The Hellfyre Missile Rack is a Missile Launcher system that is deployed on the Terminator Armour of the Scarab Occult Terminators of the Thousand Sons Traitor Legion. &lt;br /&gt;
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Hellfyre Missiles are compact but deadly warheads that explode with the power of the Warp, [[Wat|unleashing detonations of aetheric light.]] Don&#039;t ask us what &#039;&#039;type&#039;&#039; of light it unleashes; most definitely ain&#039;t the harmless pretty lights you see from light shows and more likely the atom-blasting radiation type of light you see from Neutron Stars. &lt;br /&gt;
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Judging by the way it is set up, the Rubric Terminators only have a total of eight shots before being exhausted of ammunition. It looks like a pain in the ass to reload the entire weapons system, which would probably be why no one in their right minds would bother reloading such a weapon in the middle of the battlefield.&lt;br /&gt;
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On tabletop, the Hellfyre Missile Rack is only available to Scarab Occult Terminators, 24&amp;quot; Heavy 2 S8 AP-2 Damage D3, it can now finally, finally, be fired in addition to the model&#039;s other weapons at the cost of 15 points.&lt;br /&gt;
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[[Tl;dr]], its a Chaos Cyclone Missile Launcher, you must be an idiot &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; to use it.&lt;br /&gt;
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===Havoc Launcher===&lt;br /&gt;
[[File:HavocLauncherRhino.jpg|200px|right|thumb|Havoc Launcher]]&lt;br /&gt;
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The Havoc Launcher is a small multiple missile pod that can be employed by Chaos vehicles (it was used on all Imperial vehicles during the [[Great Crusade]] and both sides of the [[Horus Heresy]], though it&#039;s [[Chaos]]-only now). It functions by firing off a cluster of long-ranged explosive shells, perfect for dispatching clusters of small enemies - it&#039;s particularly effective against [[Ork]]s, [[Dark Eldar]], the [[Tyranids]], [[Kroot]], and the [[Imperial Guard]]. The weapon has the following profile:&lt;br /&gt;
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Range: 48&amp;quot; | Strength: 5 | AP: 5 | Heavy 1, Blast, Twin-Linked&lt;br /&gt;
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It can be thought of as a rough equivalent to the Imperial Hunter-Killer, as it is an upgrade easily applied to any vehicle for some extra firepower. But where the Hunter-Killer missile is a one-shot weapon meant to damage or kill a single, high-priority target, the Havoc Launcher is meant to handle clusters of infantry. The Havoc has the added advantage of being able to fire all damned game long. Be warned, though; [[Tau]], &#039;Ard boyz, [[Necron]]s, Storm Troopers, and [[Space Marines]] can generally weather its offensive. That being said it&#039;s still a decent deterrent against light troops (Tyrablobs, Guard blobs, and Orks), and not a bad investment for the points. Also, once your Rhino has disgorged its angry Berserkers and been immobilised, your opponent tends to forget that it&#039;s a threat. [[Awesome | This can result in the paralysed transport causing the final wound to a special snowflake Space Marine character when both armies in a 800pt annihilation game are otherwise exhausted, tabling the opponent.]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
ChaosMissileLauncher.jpg|Despite sharing a similar name, the Havoc Launcher is &#039;&#039;not&#039;&#039; related to Chaos Space Marine Havocs or the differently-profiled missile launchers they use.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Naval Missile Turret===&lt;br /&gt;
[[File:Naval_Missile_Turrets_Chaos.JPG|200px|right|thumb|Duo of Naval Missile Turrets]]&lt;br /&gt;
The largest missile launcher to date, at least when it comes to the [[Chaos Space Marines|boys in spikes.]] [[Fleets of Chaos|Chaos Warships]] are long-ranged combatants, especially when it comes to their [[Imperial Navy|Imperial counterparts]]; often depending on peppering their enemies before they get the chance to close in-range to counterfire.&lt;br /&gt;
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In this case, their missile turrets perform their job as their equivalent of [[Macrocannon]]s. [[Reasonable Marines|In a rare stroke of common sense,]] which is one hell of a feat since this is [[Chaos]] [[Fail|we are dealing with here]], these missile turrets are actually VLS (Vertical Launch System) which can be found in modern naval vessels in today&#039;s world. This makes them more compact and less vulnerable in being blown the fuck off by enemy fire and allows it to literally target and hit their enemies from &#039;&#039;anywhere&#039;&#039;.&lt;br /&gt;
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This is true in-game as well, as these things &#039;&#039;cannot miss&#039;&#039; and will continue to pepper the target until its shields goes down or it goes boom. Sure it may not pack as much punch as a [[Torpedo]], but at least this thing does not miss. It is equivalent to the [[Dark Eldar]] [[Scythe Missile Launcher]] and the [[Tau]] [[Gravitic Launcher]] in function. &lt;br /&gt;
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These turrets come in light, medium and superheavy variants, although they all look the same. &lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Eldar==&lt;br /&gt;
===Eldar Missile Launcher===&lt;br /&gt;
[[File:Eldar_missile_launcher.jpg|200px|right|thumb|Eldar Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
Unlike the ones used by the [[Imperium]], Eldar missile launchers consist of several pods of small missiles, using a cluster of small projectiles instead of a single large one to deal damage. Of note is that the number of openings on the launcher does not reflect the number of missiles that it is capable of holding: each firing tube is connected to several smaller chambers, in which the missiles are held and fired from.  In addition, the Eldar eschew fragmentation rounds in favour of an unstable plasma core round, which has a small degree more penetrative prowess. &lt;br /&gt;
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On tabletop, it is a pretty flexible weapons choice that slams targets at a respectable 48&amp;quot; range with either a single Heavy S8 AP-2 D1d6 shot or a Heavy d6 S4 AP-1 blob evaporator. Compared to the standard Reaper Launcher, the Eldar Missile Launcher is slightly more expensive, with a higher potential against GEQ and heavies, but the Reaper Launcher does more consistent damage and is better against medium targets such as MEQs, TEQs, bikes, nobs, Primaris Marines, or Tyranid Warriors. &lt;br /&gt;
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===Reaper Launcher===&lt;br /&gt;
[[File:Reaper_Launcher.png|200px|right|thumb|Reaper Launcher]]&lt;br /&gt;
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The Dark Reapers aspect warriors use a variation on the Eldar Missile Launcher: the Reaper Launcher. Firing a hail of small missiles over a very large distance, they can do considerable damage to Space Marines and all but the largest of [[Tyranid]] organisms. Exarchs of the Dark Reapers can use either a regular Eldar missile launcher or the Tempest Launcher: a modified Reaper Launcher that shoots its projectiles in an arc, bombarding a large area with lethal projectiles.&lt;br /&gt;
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On tabletop, the Reaper Launchers hit at a solid S8 AP-2 flat D3, for your vehicle and monster killing needs, or can opt for one extra shot at S5 AP-2 flat D2 for taking out any pesky infantry attempting to [[Tarpit|tarpit]] your precious Dark Reapers.&lt;br /&gt;
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===Torrent Reaper Launcher===&lt;br /&gt;
[[File:Torrent_Reaper.jpg|200px|right|thumb|Torrent Reaper Launcher]]&lt;br /&gt;
A specialized variant of the normal Reaper Launcher. The Torrent Dark Reaper Launcher is a fucking [[Awesome|Gatling missile launcher!]] The launcher makes use of a cylindrical drum for magazine-style loading of rapid-fire mini missiles. Increasing the ammo capacity of the standard reaper launcher significantly, but the added ammunition increases the weight of the weapon as well, despite the addition of anti-grav devices. &lt;br /&gt;
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Unfortunately, as awesome as it sounds, GW has yet to implement this weapon into tabletop fully, [[Derp|FOR. SOME. REASON.]] Because as cool as it is to have your Space Elves wield a bunch of gatling missile launchers, [[Bullshit|the upper echelons of GW had conveniently forgotten that this thing even existed in the first place.]] Once again disappointing /tg/ with their [[Fail|gross incompetence.]]&lt;br /&gt;
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===Tempest Launcher===&lt;br /&gt;
[[File:Tempest_Launcher.jpg|200px|right|thumb|Tempest Launcher]]&lt;br /&gt;
A Tempest Launcher is an ancient form of Reaper Launcher utilized exclusively by Dark Reaper Exarchs. It looks like two Reaper Launchers duct taped together for twice the bang. These launchers fire clusters of small Reaper Missiles in an arc. &lt;br /&gt;
&lt;br /&gt;
Whilst individually, they are weaker than standard Reaper Missiles, they have a significant area of effect to compensate for this. They are thus, able to affect a larger target area and be used in an indirect fire role or as a unconventional form of artillery.&lt;br /&gt;
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As the case for most Eldar technology, the weapon is psychically activated, and its resonant Wraithbone construction is sensitive to the Eldar&#039;s innately psychic mind. Like the more common Reaper Launcher, the Tempest Launcher is linked to its targeter via the handle. &lt;br /&gt;
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This creates a mind-link with the Dark Reaper&#039;s weapon, allowing the warrior to &amp;quot;see&amp;quot; out of the muzzle of the launcher. However, the skill of a Dark Reaper Exarch means that his skill would be on a whole new playing field.&lt;br /&gt;
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On tabletop, it is one of the primary weapons for a Dark Reaper Exarch. Just pay 5 more points to trade in in your Reaper Launcher for a Heavy 2d6 S4 AP-2 D1 weapon that doesn&#039;t need LoS to help with clearing out blobs. It&#039;s going to average more hits than the Missile Launcher&#039;s anti-infantry mode, though you won&#039;t have any sort of S8 fire mode. Just remember it has a shorter range than the Reaper Launchers. If you are going MSU or Ynnari with your Reapers this should be your default choice to make up for the lost Dakka.&lt;br /&gt;
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===Phoenix Missile Launcher===&lt;br /&gt;
[[File:Phoenix_Missile_Launchers.JPG|200px|right|thumb|Phoenix Missile Launcher]]&lt;br /&gt;
The Phoenix Missile Launcher is a type of Eldar Missile Launcher typically mounted on Phoenixes, Vampire Raiders and their variants. Used against ground targets, they are most notable for using plasma warheads which are rapidly discharged to saturate an area in expanding plasma explosions.&lt;br /&gt;
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They are also quite small, especially when you factor in the size of the Phoenix, let alone the Vampire Raider. You would expect the Eldar would carry some gigantic missiles for their gigantic planes, but alas they got the one with the metaphorical [[Dick|short dick.]]&lt;br /&gt;
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On tabletop, Phoenix Missiles are similar to starcannons with only D6 variable shots and flat 2 damage, so they&#039;re unreliable for big damage output but can trim a few enemy Terminators or Primaris marines from any squad.&lt;br /&gt;
&lt;br /&gt;
===Revenant Missile Launcher===&lt;br /&gt;
[[File:RVL.PNG|200px|right|thumb|Revenant Missile Launcher]]&lt;br /&gt;
The second biggest ground-based Eldar Missile Launcher.&lt;br /&gt;
&lt;br /&gt;
The Revenant Missile Launcher also known as the Cloudburst Missile Launcher is a type of Eldar Missile Launcher mounted on [[Revenant Scout Titan|Revenant Titans.]] This shoulder-mounted weapon is loaded with rapid-firing missiles armed with plasma warheads for close-range defense against enemy infantry.&lt;br /&gt;
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Curiously, the missile launchers are situated on the side of the Titan&#039;s head, creating a rather cramp and awkward firing position. Or it could be a homage to the smaller [[Mandiblaster]]s from the Striking Scorpions. Either way, the missile launcher is more of a self defense than anything else and no, the missiles do &#039;&#039;not&#039;&#039; home into targets like [[Skyspear Missile Launcher|the ones the Mon&#039;keigh use]].&lt;br /&gt;
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Due to this, not many people actually use the missile launcher as an offensive tool. So you ain&#039;t seeing too much missile spam here.&lt;br /&gt;
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In 8th Edition, the Missile Launcher is an anti-aircraft weapon; 2d6, S8, AP-2, D1d3 that adds +1 to hit against units that fly.&lt;br /&gt;
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Revenant_Missile.jpg&lt;br /&gt;
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===Phantom Missile Launcher===&lt;br /&gt;
[[File:Phantom_Missile_Launcher.JPG|200px|right|thumb|Phantom Missile Launcher]]&lt;br /&gt;
The biggest ground-based Eldar Missile Launcher to date.&lt;br /&gt;
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This is the Eldar&#039;s answer to the Imperium&#039;s Apocalypse Missile Launcher.&lt;br /&gt;
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The Phantom Missile Launcher also known as the Voidstorm Missile Launcher are enormous Missile Launchers mounted on Eldar [[Phantom Battle Titan|Phantom Titans]] and are the Revenant Missile Launcher&#039;s bigger brother. These missile launchers are used for close anti-personnel and anti-aircraft defense. It is assumed that the missile pod from the Titan&#039;s left shoulder fires the smaller anti-personnel warheads, whilst the larger one from the right shoulder fires the larger anti-aircraft warheads.&lt;br /&gt;
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Like its little brother, the Phantom Missile Launchers are placed on the side of the Titan&#039;s head, specifically, besides its shoulders. Whilst it is a bit more reasonable than the Revenant version due to the sheer fact that it has more room. It is still a relatively awkward weapon to fire.&lt;br /&gt;
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In 8th Edition, these Missile Launchers as its name implies, are both anti-infantry and anti-aircraft; 2d6, S8, AP-3, D1d3 that adds +1 to hit against units that fly.&lt;br /&gt;
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===Implosion Missile===&lt;br /&gt;
[[File:Implosion_Missile_Launcher.JPG|200px|right|thumb|Implosion Missile]]&lt;br /&gt;
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Exclusive to the Voidraven Bomber, Implosion Missiles are Dark Eldar weapons carried by Voidraven Bombers due to their size. [[Lolwut|These missiles emit a field of molecular dissonance which instantly implodes its victim in upon themselves, leaving only a scorched silhouette.]] The Implosion Missile is highly suspected to be the weapons mounted on the missile launcher detachment for the Voidraven Bomber. Each Bomber could carry two under each wing for a grand total of four.&lt;br /&gt;
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In 7th Edition, most Dark Eldar players with a Voidraven Bomber would usually toss on Implosion Missiles and [[Lulz|grab popcorn as they watch Terminators weep bitter tears as the high strength and high AP would most guarantee a dead termie.]] Depending on the enemy, some might want to choose between either mixing up the Necrotoxin and Implosion Missiles or dedicating yourself to one. &lt;br /&gt;
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In 8th Edition, it is a missile that is basically a D3 shots at S6 and AP-3.&lt;br /&gt;
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===Monoscythe Missile=== &lt;br /&gt;
[[File:Monoscythe_Missile.PNG|200px|right|thumb|Monoscythe Missile]]&lt;br /&gt;
The Monoscythe Missile is designed to release a wave of energy at head-height upon impact, decapitating nearby foes. One must wonder the effectiveness of the weapon when faced against creatures [[Derp|with literally no necks]] like the various assortments of [[Squig|Squigs]] and the occasional [[Krootox]]. The Monoscythe Missile is found on both the Voidraven Bomber and the Razorwing Jetfighter.&lt;br /&gt;
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The Monoscythe Missile is a Assault D6, S6, 0 AP , 2 Damage. Nice for drowning a Bike Squad or TEQs in saves.&lt;br /&gt;
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===Necrotoxin Missile===&lt;br /&gt;
[[File:Necrotoxin_Missile.JPG|200px|right|thumb|Necrotoxin Missile]]&lt;br /&gt;
Filled with deadly neuropoisons, it fires shards of toxic shrapnel when it detonates, killing and pinning the enemy. This missile would definitely be useless against machines or the entirety of the [[Necron]] army. The Necrotoxin Missile is found on both the Voidraven Bomber and the Razorwing Jetfighter.&lt;br /&gt;
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The Necrotoxin Missile is an Assault D6, Wounds on a 2+ (6+ for Vehicles). Your infantry hunting and character sniping choice, yes, that includes [[Necrons]] [[Derp|to the list despite being machines.]] Recent FAQ changed this to Assault 3D3. Still good pretty though.&lt;br /&gt;
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Let’s be reasonable.  It’s the Dark Eldar.  Do you really think they don’t have a way to poison even freaking machines?&lt;br /&gt;
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===Shatterfield Missile===&lt;br /&gt;
[[File:Shatterfield_Missile.PNG|200px|right|thumb|Shatterfield Missile]]&lt;br /&gt;
The Shatterfield Missile has two separate detonation chambers, first one [[Wat|sucks away all warmth, turning the foe into ice-like statues.]] The second one sends out a powerful force that blows the brittle enemy to pieces. The Shatterfield Missile is found on both the Voidraven Bomber and the Razorwing Jetfighter.&lt;br /&gt;
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The Shatterfield Missile in 8th Edtion is an Assault D6, S7, -1 AP, 1 Damage weapon with Shred. Necrotoxin is overall a much more consistent weapon in terms of damage, but this has a nice niche in burying MEQ units in armor saves.&lt;br /&gt;
{{clear}}&lt;br /&gt;
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===Scythe Missile Launcher===&lt;br /&gt;
[[File:Scythe_Missile_Launcher.JPG|200px|right|thumb|Trio of Scythe Missile Launchers]]&lt;br /&gt;
Otherwise known as the Scythe Missile Artillery. Scythe Missile Launchers are a type of Missile Launcher battery used by almost every single [[Dark Eldar]] spaceships. They come in the heavy and light classes.&lt;br /&gt;
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As void weapons, Scythe Missile Launchers are among the largest missile launchers in the entire Eldar race period. These are rapid firing missile launchers are often used as the equivalent of a [[Macrocannon]] or [[Heavy Starcannon]] among the [[Fleets of Commorragh]]. Because of its ability to home and track down targets, they are used far more frequently than Heavy Starcannons which are rare in the Drukhari armoury and is more in line with their Craftworld cousins.&lt;br /&gt;
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They are identified by their ovoid shape and are relatively small in comparison with the ship.&lt;br /&gt;
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In Battlefleet Gothic Armada II, Scythe Missile Launchers has the highest crit chances out of any Macro-weapons. This makes them punch through shielding and armour on vessels much heavier than the ships that are currently using them&lt;br /&gt;
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{{40k-Eldar-Weapons}}&lt;br /&gt;
{{40k-DEldar-Weapons}}&lt;br /&gt;
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==Tau==&lt;br /&gt;
The [[Tau]] also use missile launchers, albeit only on their battlesuits and vehicles -- Fire Warrior squads are instead given markerlights and are expected to designate targets for the vehicles to shoot at, rather than carry missiles themselves. This is because the hunter cadre is by doctrine suppose to be a highly mobile and elastic thing, it&#039;s why they don&#039;t use any crew served weapons the way the Imperial Guard does. As mobility is so highly valued missiles and other heavy weapons are attached to vehicles which are then tightly integrated with the infantry so as to work as one for the Greater Good. They are generally not as powerful as their Imperial equivalents, but they can be more accurate if their targets are illuminated by markerlights.&lt;br /&gt;
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===Airbursting Fragmentation Projector===&lt;br /&gt;
[[File:Airbursting_Fragmentation_Projector.jpg|200px|right|thumb|Airbursting Fragmentation Projector]]&lt;br /&gt;
Less of a missile launcher and more of a Tau grenade launching ordnance. &lt;br /&gt;
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The Airbursting Fragmentation Projector or Launcher is an experimental special issue Tau weapon currently undergoing field tests. It launches a a proximity-fused explosive projectile, launched on a trajectory computed by an on-board drone intelligence, that calculate the precise height and distance from the other munitions to provide maximum effect.&lt;br /&gt;
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The munition is fired at a high angle and explodes directly above the target, negating the effects of any cover the foe might be using. The weapon has proved effective against swarms of Tyranids, including those with [[Lictor|chameleonic properties.]] Another major advantage of the weapon is that it can be targeted on an enemy even if the user does not have a direct line of sight to it, due to it&#039;s indirect fire trajectory.&lt;br /&gt;
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On tabletop it is a longer ranged Flamer that ignores line of sight but doesn&#039;t auto-hit, so not a flamer at all. Not bad. Unless you need to ignore the line of sight, such as on very terrain laden maps, the Burst Cannon outperforms this weapon.&lt;br /&gt;
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Tl;dr Its a T&#039;au mortar.&lt;br /&gt;
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=== Missile Pod ===&lt;br /&gt;
[[File:Missile_Pod.jpg|150px|right|thumb|Missile Pod]]&lt;br /&gt;
The vanilla Missile Pod.&lt;br /&gt;
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A missile pod is a small rack of miniature missiles mounted on the arm or shoulder of a Battlesuit. &lt;br /&gt;
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It is a relatively simple Tau multiple missile delivery system able to engage targets at long range. It isn&#039;t quite as strong or armor-piercing or long-ranged as an Imperial missile launcher (Example: it is not as powerful as an Imperial Krak warhead and lacking the damage radius of a Frag Missile), but it is an assault weapon, rather than a heavy weapon. &lt;br /&gt;
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Despite being overall inferior to the Imperium&#039;s missile, Tau missiles instead combine the best attributes of both, and are capable of rapid fire to shred infantry, transports, skimmers, and other light vehicles with ease. &lt;br /&gt;
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A Tau Missile Pod typically consists of a small silo of semi-intelligent missiles that are extremely effective against both heavy infantry and light vehicles. &lt;br /&gt;
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=== High-Yield Missile Pod ===&lt;br /&gt;
[[File:High-Yield_Missile_Pod.jpg|200px|right|thumb|High-Yield Missile Pod]]&lt;br /&gt;
The High-Yield Missile Pod is large rack of High Explosive Missiles mounted on the hands of XV-88 Broadside Battlesuit in place of the normal Heavy Rail Rifle. &lt;br /&gt;
Similar in power and role to an Imperial Autocannon, a High-yield Missile Pod is essentially a larger and more rapidly-firing Missile Pod that consists of a silo of semi-intelligent missiles. &lt;br /&gt;
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Designed as a Light Vehicle killer this thing fires double the normal amount of missiles compared to its lighter cousin and spells the end of any light vehicle caught in its range.&lt;br /&gt;
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High-yield Missile Pods were developed during the Tau Empire’s Great War of Confederation after initial setbacks were encountered fighting the Ork menace, where the sheer mass of attacking Greenskin waves and the light nature of their vehicles meant that the Heavy Rail Rifle, although deadly, could not stem the overwhelming tide of attackers.&lt;br /&gt;
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=== Smart Missile System ===&lt;br /&gt;
[[File:Smart_Missile_System_models.jpg|150px|right|thumb|Smart Missile System]]&lt;br /&gt;
A Smart Missile System is a Tau missile launcher that fires self-propelled auto-tracking missiles. A smart missile system&#039;s munitions have even less strength, range, and armor-piercing ability than those of a missile pod, but they include advanced built-in target tracking and guidance systems. &lt;br /&gt;
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The tracking system is provided by a Drone-level artificial intelligence which makes the projectile completely independent of the firing unit. This allows for the firer to engage targets that are outside their line-of-sight, hide behind the terrain and the missiles are not affected by fighting in low-light or nighttime conditions. &lt;br /&gt;
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The operator must remain steady to designate a target, but can then unleash four missiles that will Robotech around obstacles on the way to their target allowing for multiple simultaneous and devastating offensive missile strikes.&lt;br /&gt;
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On the tabletop the Smart Missile System is a heavy 4 pulse rifle that can hit targets out of LoS from the shooter. Most vehicles and most Tau players for that matter can take them in a pair of these things for [[Dakka|double the firepower,]] which is great. They are especially great when those pesky Gue&#039;la decide that hiding in cover or MEHTAL BAWKSES is a neat strategy.&lt;br /&gt;
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=== Cluster Rocket System ===&lt;br /&gt;
[[File:ClusterRockets.jpg|200px|right|thumb|Cluster Rocket System]]&lt;br /&gt;
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[[Dakka|Macross Missile Spam. On tabletop.]]&lt;br /&gt;
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The Cluster Rocket System is a type of Tau weapon. Cluster Rocket Systems saturate the enemy with salvos of drone-guided warheads. Cluster Rocket Systems are most typically mounted on the KV128 Stormsurge Ballistic Suit.&lt;br /&gt;
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These over grown missile pods replace the Suits arms and can vomit forth enough ordnance to threaten anything with T:5 or lower, with the ability to fire up to 4d6 attacks, a range of 48&amp;quot;, so long as Lady Luck, and Admiral Awesome smile on you, this thing will earn back its points, and then some solely with amount of infantry it can annihilate. Crunch wise, the Cluster Rocket System fires a shitload of shots for smacking the shit out of tarpits within range. If you want to saturate a entire area in GEQ grinding rockets, this is the weapon for you.&lt;br /&gt;
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=== Nexus Meteor Missile System ===&lt;br /&gt;
[[File:99560113052_TauNexusMissile03.jpg|200px|right|thumb|Nexus Meteor Missile System]]&lt;br /&gt;
The Nexus Missile System is a class of heavy Missile Launcher used by the Tau Empire.&lt;br /&gt;
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When they mean meteor, I believe the Weebs really meant it as this thing hits like an asteroid. Sacrifices the amount of [[Dakka|missile spam]] for precise, powerful explosions...like a [[Manticore Rocket Launcher|Manticore.]]&lt;br /&gt;
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Because the Cluster Rocket Pod wasn&#039;t producing a big enough boom. This &#039;&#039;thing&#039;&#039; can only be mounted on the KX-139 Ta&#039;Unar Supremacy Suit, and boy does it show. A swarm killer of the highest order this weapon lays down one Apocalyptic Mega Blast Template that starts out as strong as a Railgun, and ends up as weak as a Pulse Rifle, with an explosion bright enough to blind anyone left standing.&lt;br /&gt;
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These weapons are used for blob armies at long range where it can fire with relative safety from its own missile&#039;s blast radius. However, when things get too close, the Nexus Meteor Missile System is replaced with the Fragmentation Cluster Shell Launcher.&lt;br /&gt;
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===Fragmentation Cluster Shell Launcher===&lt;br /&gt;
[[File:FragCluster.jpg|200px|right|thumb|Fragmentation Cluster Shell Launcher]]&lt;br /&gt;
The Airbursting Fragmentation Projector on [[Drugs|Bathsalts.]]&lt;br /&gt;
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The Fragmentation Cluster Shell Launcher is a type of Tau heavy Battlesuit weapon. This massive array is mounted on the KX-139 Battlesuit series. This weapon is used when you just wanna launch so much grenades in the sky it starts to resemble more like an &#039;&#039;actual&#039;&#039; [[Steel Rain]] than the [[Drop Pod|creator&#039;s namesake.]] &lt;br /&gt;
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The Fragmentation Cluster Shell Launcher is used as a replacement for the Nexus Meteor Missile System in case the Supremacy Suit found itself a bit &#039;&#039;too&#039;&#039; surrounded by a bunch of mooks.&lt;br /&gt;
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As such, the Fragmentation Cluster Shell Launcher is best used for close range defense and infantry target saturation whereas the Nexus Meteor Missile System is aimed at blob armies at a much further range. &lt;br /&gt;
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On the tabletop, the weapon always comes buddy-buddy with the Heavy Rail Cannon, essentially the Fragmentation Cluster Shell Launcher is the same Airbursting Fragmentation Projector with the same Cluster Shells ability but with a much longer and wider range.&lt;br /&gt;
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=== Seeker Missile ===&lt;br /&gt;
[[File:Seeker2.jpg|200px|right|thumb|Seeker Missile]]&lt;br /&gt;
The seeker missile is the Tau Empire&#039;s primary indirect fire support weapon, equivalent to the Imperial hunter-killer missile.  Prior to 6th edition, they could only be activated remotely by a markerlight, which they made up for by being BS5. The 6th edition Tau Empire codex made them able to be fired like normal weapons as well - without anyone else to give them markerlight rules, they are &#039;&#039;identical&#039;&#039; to hunter-killer missiles. &lt;br /&gt;
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&#039;&#039;With&#039;&#039; markerlights it is a slightly different story. They can be remotely fired even if the vehicle carrying them would be unable to use them (because it has moved, or does not have line-of-sight to a target, for example).  The Tau Empire realized that having a vehicle carry missiles but be unable to fire them itself would be silly, and so most vehicles dedicated to carrying seeker missiles, like the [[Skyray Missile Gunship]], mount networked markerlights that allow them to designate targets themselves.  Other largish Tau vehicles can mount a smaller number of seeker missiles purely for infantry anti-armor support.&lt;br /&gt;
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Come Eighth edition, they are now heavy weapons that fire on a Six, regardless of the heavy weapons penalty. However, two marker lights on a target will allow you to use the firing model&#039;s BS as opposed to a six.&lt;br /&gt;
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=== Destroyer Missile ===&lt;br /&gt;
[[File:DestroyerMissile.jpg|250px|right|thumb|Destroyer Missile]]&lt;br /&gt;
[[Meme|A Missile that will pierce the heavens!]]&lt;br /&gt;
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Take a seeker missile, feed it steroids made of hate, and then give it something to destroy, there you&#039;ve got a Destroyer Missile. These munitions are an advanced form of Seeker Missiles, piloted by advanced AI before being delivered with extreme precision. You can say it is the Tau equivalent of the infamous [[Deathstrike Missile Launcher]], although not as obscene and not as table breaking ridiculous.&lt;br /&gt;
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Mounted on the KV128 Stormsurge suit in sets of 4 these missiles normally act at S:8, AP1, but can be fired at S:D by spending a Markerlight Token.&lt;br /&gt;
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In 8th edition, the Destroyer Missile has been changed to a single shot on a hit that do D3 mortal wounds. Basically becoming a Seeker missile with a foot of range lopped off, although it can still benefit from Markerlights.&lt;br /&gt;
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Image:Destroyer Missile 2.jpg&lt;br /&gt;
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=== Gravitic Launcher ===&lt;br /&gt;
[[File:Gravitic_Launchers_2.JPG|200px|right|thumb|Gravitic Launcher]]&lt;br /&gt;
A very interesting weapon. &lt;br /&gt;
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Gravitic Launchers are a type of &#039;Missile Launcher&#039; found only on the biggest Tau Warship. &#039;Missile Launcher&#039; is in quotations because its firing mechanism is nothing more than an even larger railgun. While this should technically put it in the [[Gauss]] section, the reality is that this weapon only shoots out missiles, it&#039;s just that its firing mechanism follows the Railgun-mechanics which doesn&#039;t make it an actual bonafide Railgun.&lt;br /&gt;
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Due to its unique technical makeup, the weapon consists of a two-stage launch system. First, mass drivers provide the initial burst of speed to launch the missile before the ship&#039;s gravitational field is pulsed to force the missile out at a tremendous speed. The missiles are drone controlled, giving them exceptional directional control making them highly dangerous weapons. So, in a way they’re a type of bolt weapon with magnetic and gravitic kicker instead of a chemical kick charge to get the ball rolling.&lt;br /&gt;
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They are identified by the four-tubed looking things sandwiched between the bridge and launch bays on top of a [[Or&#039;Es El&#039;Eleath|Or&#039;es El&#039;leath-class Battleship.]] The ones on the [[Lar&#039;shi&#039;vre-class Cruiser]] resembles five holes on the prow of the ship.&lt;br /&gt;
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Gravitic_Launchers.JPG|3D-printed model.&lt;br /&gt;
Graviticlauncher.jpg|Firing its missiles.&lt;br /&gt;
Gravitic_Launcher_Cruiser.JPG|On the Lar&#039;shi&#039;vre-class Cruiser.&lt;br /&gt;
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=== Warsphere Missile Pod ===&lt;br /&gt;
[[File:Warsphere_Missile_Pod.JPG|200px|right|thumb|Warsphere Missile Pod]]&lt;br /&gt;
Warsphere or Kroot Missile Pods are used in the aforementioned [[Warspheres]]. These Missile Pods are arranged in three on each second ring of the Warsphere and erected like a modern VLS system.&lt;br /&gt;
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These missile pods are the &amp;lt;u&amp;gt;&#039;&#039;&#039;ONLY&#039;&#039;&#039;&amp;lt;/u&amp;gt; weapons found on a [[Kroot]] Warsphere. Whilst the Kroots have six of these on their flying eggships, the Warsphere is actually underarmed for a vessel of such size. Due to this, Warspheres are always gonna be outgunned and outdakka&#039;ed for even ships of a lesser class.&lt;br /&gt;
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The only advantage these missile pods bring to the table is that, like the Gravitic Launcher, the missiles it fires are heat-seeking, turning the Missile Pod into a fire-and-forget weapon as it could independently target the nearest vessel. The missiles could also hit anywhere, giving the eggship zero blind spots against enemy counterattacks. It also hits hard, which each missile dealing a substantial damage to void shields and its equivalent. All in all, treat the Kroot Missile Pod like a complementary dish to the [[DISTRACTION CARNIFEX]] role of the Warspheres. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
{{40k-Tau-Weapons}}&lt;br /&gt;
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==Orks==&lt;br /&gt;
Da boyz, dey like dem rokkits, &#039;cuz dey make some big &#039;splosions. When ya need ta crack open da humie [[Rhino|metal boxes]] ta chop &#039;em to bits, get da Rokkit Launcha. Da Launcha got&#039;z a button dat shoots rokkits at da gitz it iz pointed at. Even snots know dat. Some [[Ork|Boyz]] just carry da Rokkit Launcher like a Shoota, but da Meks dey put it on Trukks, Trakks, &#039;kopters... Like I wuz saying, da boyz dey like dem rokkits so da Meks put &#039;em errywhere! &lt;br /&gt;
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[[Tankbustas]], gitz ta really like ta krump&#039; da &#039;umie (and panzee) &#039;Tanks&#039;, day also get da Tankhammer. Da Tankhammer, its just a buncha &#039;splosives on a stikk ta be used in melee like a choppa. Hit da humie wagon an&#039; it goes bang. &lt;br /&gt;
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Den dere&#039;z dem [[Mekboy]]z dat muck about wit bigga n&#039; blastier rokkits. Dey put [[Grot]]z in &#039;em ta guide da bomm. Humies call &#039;em &amp;quot;smart bomms&amp;quot;. Any propa git knows deyze called Grot Bomms.&lt;br /&gt;
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===Pokkit Rokkit Launcha===&lt;br /&gt;
[[File:Pokkit Rokkit.jpg|200px|right|thumb|Pokkit Rokkit Launcha]]&lt;br /&gt;
The Rokkit Launcha&#039;s baby brother. &lt;br /&gt;
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A RPG in a literal can. Some mekboyz create smaller versions of Rokkit Launchas, known as Pokkit Rokkit Launchas. These versions are one handed, keeping user&#039;s other hand free. They fire one rokkit at a time, but are more accurate than the standard Rokkit Launchas due to its ease in handling and the smaller rokkit having a smaller and weaker back blast that normal rokkits are known to have.&lt;br /&gt;
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Like its bigger brother, Ork Mekboys sometimes customize their Pokkit Rokkit Launchas with some unusual munitions, most of them fire simple Rokkits, the shorter-ranged Orkish variant of Krak Missiles. Ork Rokkits are crammed full of high explosives, and they tend to be unreliable, but usually are extremely effective. They are also very loud - a big plus for any self-respecting Ork warrior.&lt;br /&gt;
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===Rokkit Launcha===&lt;br /&gt;
[[File:Rokkit_Launcha.jpg|200px|right|thumb|Rokkit Launcha]]&lt;br /&gt;
Basically a rocket on a stick. Rokkit Launchas probably spawned from an Ork&#039;s desire to make something explode, that wasn&#039;t within easy reach of a grenade. It is a massive, but very simple weapon - usually a stout stick with a simple trigger mechanism or a tubular launcher with as many rokkits as Orks can get a hold of. Rokkits can be loaded one at a time, or loaded automatically from a magazine if the weapon is a bit more complex. &lt;br /&gt;
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Orks can use it on the move with no noticeable loss of accuracy, though that speaks more to how bad ork shooting is even when they are standing still then any notable trait of the weapon itself. Its simplicity makes it very easy to manufacture and it is a fairly common Ork special weapon. It is usually mounted on vehicles such as [[Warbuggy]]z or [[Killa Kan]]s, but sometimes Ork Boyz equip themselves with Rokkit Launchas, that gives their mob the ability to shoot down armored vehicles. It is also a primary weapon of Ork [[Tankbustas]]. Due to its simplicity, it is often combined with a Shoota to make a Kombi-Weapon.&lt;br /&gt;
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===Rokkit Kannon===&lt;br /&gt;
[[File:Rokkit_Kannon.PNG|200px|right|thumb|Rokkit Kannon]]&lt;br /&gt;
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[[Awesome|A rapid firing rocket launcher.]]&lt;br /&gt;
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The Rokkit Kannon is one of the two primary weapons of the land-bound fighter-jet known as the [[Megatrakk Scrapjet]] (The other primary weapon being a twin-linked Big Shoota). This front-mounted Rokkit Kannon is belt-fed with multiple rokkits to ensure that the target is blown to scrap. There is also several normal Rokkits on the Scrapjet&#039;s fins, but nobody cares for that when your a supersized Browning Machine gun that fires RPG rounds rather than .50 cal.&lt;br /&gt;
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Crunchwise, the Rokkit Kannon is an Assault 2D3 weapon that is S8, AP-2 and D3, quite good a blowing apart MEQs and even TEQs on a regular basis. Not too shabby considering its modest range of 24&amp;quot; (Which in itself, is considered a non-issue due to how fast the Scrapjet is).&lt;br /&gt;
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===Skorcha Missile===&lt;br /&gt;
[[File:Skorcha_Missiles.jpg|150px|right|thumb|Skorcha Missile]]&lt;br /&gt;
Some Orks like to set their enemies alight without the risk of going too close. Some Orks like to bombard their enemies from the sky. Some Orks like to do both and proceed to bombard the enemies from the sky &#039;&#039;and&#039;&#039; setting them alight from a distance.&lt;br /&gt;
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The Skorcha Missile is a variant of Ork Rokkit, that are mounted only on the Ork Burna-Bommers. These &amp;quot;fire and fergit&amp;quot; rokkits corkscrew wildly toward their target before exploding in great balls of flame.&lt;br /&gt;
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They are the Ork&#039;s equivalent to the Imperium&#039;s Rocket Pods but in a more burny fashion.&lt;br /&gt;
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===Supa-Rokkits===&lt;br /&gt;
[[File:Supa_Rokkits.jpg|150px|right|thumb|Supa-Rokkits]]&lt;br /&gt;
Rokkits so big that not even a [[Tankbustas|Tankbustas]] with their Rokkit Launcha can fire it.&lt;br /&gt;
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Supa-Rokkits are enormous versions of simple Ork rokkits, that are sometimes mounted on [[Stompa]]s, [[Fighta-Bommer]]s, [[Heavy Bommer]]s or [[Battlefortress|Battle Fortresses]]. These Rokkits have enough strength to turn a Leman Russ inside out.&lt;br /&gt;
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Most often than not, a Supa-Rokkit is often seen accompanying a Deth Kannon upon an Ork Stompa. These are seen to soften up any heavy enemy armour before the [[Deth Kannon]] can unleash its load on them.&lt;br /&gt;
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Of course it has just as much chance of it [[FAIL|spiralling out of control and hitting the vehicle it has been fired from or prematurely exploding &#039;&#039;within&#039;&#039; said vehicle.]] Turning your prized Stompa in a blazing wreck.&lt;br /&gt;
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===Grot Bomms===&lt;br /&gt;
[[File:Grot_Bomb.jpg|200px|right|thumb|Grot Bomms]]&lt;br /&gt;
An Orkified Ohka.&lt;br /&gt;
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More of a guided missile than a bomb. Some [[Gretchin|Gretchins]] like to go out in a bang.&lt;br /&gt;
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Grot Bombs/Bomms are Ork guided missiles, piloted by a single Gretchin. That makes it a very accurate weapon, especially for Orks. The Gretchin sacrifices himself to drive the missile to its target, but whether this is a punishment or reward is unknown. It is possible that Ork Mekboyz do not make the Gretchin pilots fully aware of their ultimate fate. They can be mounted on [[Wartrakks|Trakks]], [[Fighta-Bommer]]s, [[Heavy Bommer]]s or [[Battlefortress|Battle Fortresses]]. However, its most identifiable users are the [[Grot Bomm Launcha]] and the [[Grot Bommer|Grot Bommer]].&lt;br /&gt;
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Current Grot Bomms come in two distinct flavors. The ones launched from a Bomm Launcha is shaped like a conventional missile, whereas the one dropped by a Grot Bommer is well...shaped like a gravity bomb. From a design standpoint, it makes sense. The Bomm Launcha is a ground vehicle, therefore, to maximize distance and lift, the Grot Bomm needs to be aerodynamic. On the other hand, the Grot Bommer need not to worry about distance, as it is already flying at high altitudes. Rather, the Grot Bomms is designed for a stabilized free-fall, turning it more akin to a guided bomb than a missile.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Grot_Bomm.jpg|Grot Bommer variant.&lt;br /&gt;
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{{Orks-Forces}}&lt;br /&gt;
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===Pulsa Rokkit===&lt;br /&gt;
[[File:Pulsa_Rokkit.jpg|200px|right|thumb|Pulsa Rokkit]]&lt;br /&gt;
The Pulsa Rokkit is an enormous Ork Rokkit, that contains a large and unstable force field generator. It is a special version of Kustom Force Field, mounted on a rocket and launched into enemy ranks. The generator is modified into a special version called a Pulsa and detaches from the rocket and slowly descends (hopefully) to the ground.&lt;br /&gt;
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The Pulsa launches waves of energy in all directions like a stone on a pond, which sends troops into disarray as they are thrown around and vehicles flip over. Most of the time the Pulsa will burn out after one massive pulse, however on some occasions it can continue to fire.&lt;br /&gt;
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The crew doesn&#039;t need to be able to see where the rocket is going, ultimately as long as it lands somewhere in the area of the enemy is fine. Foot soldiers are knocked over and sometimes pinned to the ground, heavy weapons on mounts are often flipped over and their crews knocked down, dreadnoughts are sometimes knocked over or even have their legs destroyed, bikes and vehicles are spun round and flipped over and some terrain is even demolished, especially walls.&lt;br /&gt;
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=== Krooz Missiles ===&lt;br /&gt;
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[[File:Epic_Krooz_Missiles.jpg|200px|right|thumb|Krooz Missiles]]&lt;br /&gt;
The biggest Ork missile to grace the surface and should be more appropriated to be mounted on an Ork Voidship.&lt;br /&gt;
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Krooz Missiles are the biggest Ork missiles, enormous in size and power. These are mounted exclusively on Ork Mega-Gargants and their destructive potential can be considered a threat to even the infallible Emperor Titans of the Imperium.&lt;br /&gt;
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Considered as the Ork&#039;s answer to the Imperium&#039;s Doomstrike or even Hellfire Missile Launcher, these snub-nosed missiles are basically nuclear warheads in all but name. However like its smaller kin, the Krooz Missile is not that reliable and have a chance of it [[FAIL|spiraling out of control and hitting the Mega-Gargant it has been fired from or prematurely exploding &#039;&#039;within&#039;&#039; said Mega-Gargant.]] &lt;br /&gt;
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They also kind of look like a Looney Tunes rocket, but it&#039;s from Epic, so all is (mostly) forgiven.&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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{{40k-Ork-Weapons}}&lt;br /&gt;
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==Others==&lt;br /&gt;
===Guardian Salvo Launcher===&lt;br /&gt;
[[File:Guardian_Salvo_Launcher.JPG|200px|right|thumb|Guardian Salvo Launcher]]&lt;br /&gt;
The secondary weapon found only on the [[Blackstone Fortress#Guardian Drones|Guardian Drones.]] The Guardian Salvo Launcher is a quad-barrelled quasi-missile launching system used by the Guardian Drones to deal with multiple enemies.&lt;br /&gt;
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Guardian Drones usually come in a pair of these things for [[Dakka|octuple the fun.]]&lt;br /&gt;
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Crunchwise, it is what you expect. These Salvo Launchers are meant to soften up the enemy/enemies before going in for the kill with its [[Plasma#Destroyer Pulse|Destroyer Pulse.]] They are good against lightly-armored units as it is a Heavy D6 weapon with a good 24&amp;quot; range. Its solid S5, AP-3 and D1 stats allow the Guardian Drone to handily deal with the annoying pests that would like to flank it.&lt;br /&gt;
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It is best used in conjunction with the [[Plasma#Destroyer Pulse|Destroyer Pulse.]], which is a weapon suited for tough, armored opponents. &lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Epic 40,000]]&lt;br /&gt;
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[[Category: Imperial]]&lt;br /&gt;
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[[Category:Squats]]&lt;br /&gt;
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[[Category: Space Marines]]&lt;br /&gt;
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[[Category: Imperial Guard]]&lt;br /&gt;
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[[Category: Chaos]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
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[[Category: Eldar]]&lt;br /&gt;
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[[Category: Tau]]&lt;br /&gt;
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[[Category: Orks]]&lt;br /&gt;
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[[Category: Weapons]]&lt;br /&gt;
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[[Category: Warhammer Weapons]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:D1C5:3EB4:19DF:6E0C</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Missile_Launcher&amp;diff=341033</id>
		<title>Missile Launcher</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Missile_Launcher&amp;diff=341033"/>
		<updated>2023-02-21T09:33:43Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:D1C5:3EB4:19DF:6E0C: Undo revision 878794 by 131.91.4.52 (talk) &amp;gt;What are void shields&lt;/p&gt;
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&lt;div&gt;The &#039;&#039;&#039;Missile Launcher&#039;&#039;&#039; is a very simple weapon, being little more than a tube capable of firing different kinds of explosive payload, similar to the [[Mortar]]. The Missile launcher is capable of firing a variety of payloads, chief amongst which are the anti-personnel Fragmentation &amp;quot;Frag&amp;quot; missiles, and anti-vehicle &amp;quot;Krak&amp;quot; missiles, though anti-air &amp;quot;Flakk&amp;quot; missiles were brought in  with the advent of flyers in [[Warhammer 40,000 6th edition]].  Missiles with defoliant chemicals or chemical weaponry can and have been used, as well. The main advantages of the Missile launcher are that it is cheap to manufacture, able to take several kinds of munitions, and portable. The main drawback is that the ammo is more far expensive and complex then comparable gun ammunition, and also bigger and heavier per shot.&lt;br /&gt;
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From the power of missiles and giant cannons in 40k, perhaps swarming infantry and small-ish tanks are favored because they need to spread out with numbers or else be wipes out by one giant gun or fuck huge missile.  Resulting in more epic and grimdark than just pushing a button.&lt;br /&gt;
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==Imperium==&lt;br /&gt;
===Missile Launcher===&lt;br /&gt;
[[File:Missile Launcher.jpg|200px|right|thumb|Missile Launcher]]&lt;br /&gt;
The Missile Launcher is one of the most common explosive weapons fielded by the [[Imperium of Man]], employed very commonly by [[Imperial Guard]] Heavy weapons teams, and extensively used amongst [[Space Marine]] squads of all kinds. It also sees use among the ranks of the [[Chaos Space Marines]]. Its incredible versatility in payload allows it to be a potent anti-infantry and anti-vehicle weapon when the situation calls for it. Its anti-vehicle capabilities are only outstripped by the [[Lascannon]] and [[Imperial Ordnance|vehicle-mounted weapons]], and it is easy to learn and easy to use.&lt;br /&gt;
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Back in the days of the [[Great Crusade]], these things were the goofiest looking weapons ever, with banana-shaped top-fitted magazines (as seen in some recent [[Forge World]] weapons packs). [[Dark Eldar]] laughed at how oddly shaped and impractical they were. Seriously.&lt;br /&gt;
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They stopped laughing after said missiles evaporated them.&lt;br /&gt;
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Aside from the two standard Missile Launchers, the Astartes short launcher and the longer Imperial Guard version that shoots long, almost torpedo-like missiles, the Imperium also employs several other large missile weapons.&lt;br /&gt;
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===Mole Launcher===&lt;br /&gt;
[[File:Mole_Launcher.jpg|200px|right|thumb|Mole Launcher]]&lt;br /&gt;
Basically the Imperium&#039;s take on the [[Squat]]&#039;s [[Mole Mortar Team|Mole Mortar.]] The Mole Launcher is a specialized missile launcher utilized by Imperial Guard Engineers, in particular the [[Death Korps of Krieg]]. Known more formally as a breaching torpedo, the weapon fires burrowing warhead capable of digging through obstacles and detonating on the other side.&lt;br /&gt;
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The explosive charge is contained within a shoulder-mounted launch tube, which can lock in place facing the ground or the side of a tunnel. When fired the torpedo is launched into the earth, where a powerful drill and small powerfield generator allow it to slice through rock very quickly. The projectile also contains a guidance system linked to a separate control panel, allowing a team member to guide the the torpedo to its target.&lt;br /&gt;
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The Mole Launcher&#039;s primary purpose is for blasting into enemy tunnels, causing a sudden and catastrophic collapse. It can also be used against surface targets, burrowing up to the surface and exploding underneath a bunker or vehicle where it&#039;s armoring is weakest.&lt;br /&gt;
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===Castellan Launcher===&lt;br /&gt;
[[File:Castellan_Launcher.PNG|200px|right|thumb|Castellan Launcher]]&lt;br /&gt;
&amp;lt;s&amp;gt;The T-Shirt Cannons&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Nerf Guns&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;A 1980s Hasbro Gun Toy&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;designed by Rob Liefeld&amp;lt;/s&amp;gt; Proof that sometimes having more shit does not make it better.&lt;br /&gt;
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Resembling the horrid byproduct of a [[Primaris Marines|Primaris Space Marine]] [[Slaanesh|fucking an]] [[Ork]] [[Kopta Rokkits|Kopta Rokkit]]/[[Kombi-Rokkit Launcha]]. The Castellan Launcher is the primary weapon of the [[Desolation Squad]] and ho boy, has this thing reached [[Paragon Warsuit]]-levels of [[CS Goto|revulsion]] and [[Chris-Chan|mockery]].&lt;br /&gt;
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This...ergonomic nightmare is a [[MOAR DAKKA|rotary Missile Launcher with a belt-feed of missiles that can launch missiles like a Heavy Bolter, as well as having a rail attachment to mount larger and even MOAR missiles.]] It is also able to fire a selection of either Super-Frag and Super-Krak missiles, whatever the fuck [[derp|&#039;&#039;that means&#039;&#039;.]] Sounds [[awesome]] on paper right? In practice unfortunately, this thing looked [[Fail|&#039;&#039;hideous&#039;&#039;]]. &lt;br /&gt;
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For one thing, as a Missile Launcher, conventional wisdom goes that such a weapon requires a system to vent out the tremendously excess gas that would be generated once the rocket propellant has been ignited, doing so without a system would lead to both the kinetic energy of the missile/rocket [[Abbadon|ripping your arm off in the opposite direction]] and causing a catastrophic explosion as the weapon&#039;s superstructure is unable to withstand the sudden change in air pressure. Typical Missile/Rocket Launchers circumvent this by having a backblast, in which the air pressure and kinetic energy from the propellant is redirected safely from the user, which is why nearly all forms of these launchers have an &#039;over-the-shoulder&#039; design. This hunk of [[Cawl|Cawl&#039;s fever dream]] however? Has no such physical evidence of a backblast design, and even if it did, the rifle design means that it would be blasting directly into the marine&#039;s [[EPIC FAIL|&#039;&#039;face and chest.&#039;&#039;]] They&#039;d only be able to get around this if they did something like use regular propellant to kick the missile out before it engages its rockets. [[Bolter|Huh, why does that sound familiar?]]&lt;br /&gt;
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So yes, [[Fail|Cawl reinvented Bolters and like the used car salesman he is passed them off as new]].&lt;br /&gt;
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Another problem is the sheer unnecessary add-on of the rail accessory. Now, we &#039;&#039;get&#039;&#039; where the weapon design is going for. Having a modular weapon system that has a rail attachment for easy retrofitting of disposable and extremely versatile ATGMs and SAMs like an oversized &amp;lt;s&amp;gt;under-barrelled&amp;lt;/s&amp;gt; &#039;&#039;over&#039;&#039;-barrelled Grenade Launcher may sound neat and all. But that would work best for an &#039;&#039;actual&#039;&#039; assault rifle. On a &#039;&#039;Missile Launcher&#039;&#039;, it just creates redundancy and unnecessary increase weight. Missile Launchers ain&#039;t light, even for transhumans, and making a weapon &#039;&#039;this&#039;&#039; top-heavy is bound to cause some mobility and logistical problems. If you really want these giant missiles, make them shoulder-mounted for Emprah&#039;s sake.&lt;br /&gt;
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The final issue is that design-wise, it just looks like a mess. The interchangeable fuck-off missile attachments does not grant the model a degree of consistency and - when paired with the aforementioned problems already present - it makes it overly-designed; like the designer wants to overcompensate for something. The humble [[Lasgun|Flashlight]] isn&#039;t much to look at, yet, it is one of the most identifiable and iconic weapons in 40k, in part &#039;&#039;because&#039;&#039; of its simplicity. This however? This will give a [[/k/|gun enthusiast]] a god damn [[Firaeveus Carron|&#039;&#039;seizure&#039;&#039;.]]&lt;br /&gt;
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Crunchwise, the Castellan is a 36&amp;quot; ranged Heavy D3, S4, AP-1, D1 with Blast. An okay GEQ clearer, but it is - weirdly enough - [[What|clearly the secondary weapon to the bigger missile tubes on the top.]]&lt;br /&gt;
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Oh yeah, and about those [[derp|&#039;super-frag and super-krak&#039; missiles?]] Those are the Castellan&#039;s sub-weapons. More can be read directly below:&lt;br /&gt;
====Superfrag Rocket Launcher====&lt;br /&gt;
[[File:Superfrag_Rocket_Launcher.PNG|200px|right|thumb|Superfrag Rocket Launcher]]&lt;br /&gt;
The first type of sub-weapon for the Castellan. According to Warhammer Community, it is considered more reliable, more powerful, and with an effective range that exceeds even a [[wat|sniper rifle]]. Which you know, we consider [[bullshit]], since rockets are anything but accurate, let alone more than a sniper rifle. So these things have to be a missile to be &#039;accurate&#039;. [[EPIC FAIL|But GeeDubs&#039; inability to accurately name things strikes again!]]&lt;br /&gt;
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The Superfrag consists of four launcher tubes with a laser-designator cogitator in the middle. Again, what make these things &#039;super&#039;, we have no idea. So it is safe to just chalk this up as Cawl&#039;s marketing ploy. As a fragmentation-based explosive, the Superfrag is obviously designed to perforate lighter infantry, and is the ultimate rebuttal to hordes of unwashed heretics and slavering aliens.&lt;br /&gt;
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Crunchwise, as expected, these things deal with GEQs. A Heavy D3+3 weapon with 48&amp;quot; range and is S4, AP-1, D1 with Blast. Aim, shoot, fire and say goodbye to your horde armies.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
====Superkrak Rocket Launcher====&lt;br /&gt;
[[File:Superkrak_Rocket_Launcher.PNG|200px|right|thumb|Superkrak Rocket Launcher]]&lt;br /&gt;
The second type of sub-weapon for the Castellan. The Yin to the Superfrag&#039;s Yang. When your foe rumbles toward you with a spearhead of hulking behemoths, a volley from a Superkrak Rocket Launcher will punch cleanly through any armoured shell – be it metal or chitin. Again, &#039;&#039;why&#039;&#039; they are considered Rocket Launchers when they clearly have advanced maneuvering capabilities, [[derp|we have no idea.]]&lt;br /&gt;
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This Wall-E looking contraption has only two launcher tubes instead of four with a laser-designator cogitator in the middle. Again, what make these things &#039;super&#039;, we have no idea. So it is safe to just chalk this up as Cawl&#039;s marketing ploy. &lt;br /&gt;
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Crunchwise, these are you standard anti-tank buster. A Heavy 1 with 48&amp;quot; range and is S8, AP-3, D3+3. Vehicles and even superheavies are going to feel a lot of hurt especially when you consider that each marine can carry two of them.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
====Vengor Launcher====&lt;br /&gt;
[[File:Vengor_Launcher.PNG|200px|right|thumb|Vengor Launcher]]&lt;br /&gt;
The [[herp|retardedly named Vengor Launcher (You &#039;&#039;wish&#039;&#039; it was called the Vengeance Launcher now would you?)]] is the third type of sub-weapon for the Castellan. Somewhat considered somewhere in the middle of the Superfrag and Superkrak in terms of damage potential. The Vengor Launcher is basically a [[Wat|portable hand-held HIMARS, Weishi MLRS or Tornado-S]].&lt;br /&gt;
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Yes, these comically oversized noobtubes are less &#039;missile launcher&#039; and more &#039;artillery&#039;. Advance signum targeting systems allows the marine to maximise indirect fire, wiping out whole squads before they ever come into view. Simply &#039;paint&#039; a target, go into cover, aim in the sky and shoot. The Vengor Launcher is only balanced by being a single, oversized launching tube with an advanced targeting cogitator on its side; the ultimate fire-and-forget weapon.&lt;br /&gt;
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Crunchwise, this ridiculous monstrosity turns your marine into a [[Lolwut|mini-Basilisk on legs.]] A Heavy D6 with 48&amp;quot; range and is S6, AP-1 and D2 with Blast. The main thing you are looking for this weapon, is that it can target units that are not visible to the bearer. MEQs and TEQs cry in their sleep with this [[bullshit]]-scale weapon, so you better pray that your opponent using this thing does not target your Lord of War.&lt;br /&gt;
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===Rad Missile Launcher===&lt;br /&gt;
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&#039;&#039;For more information, see [[Rad Missile Launcher|here:]]&#039;&#039;&lt;br /&gt;
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===Infernum Halo Launcher===&lt;br /&gt;
[[File:Infernum.jpg|200px|right|thumb|Infernum Halo Launcher]]&lt;br /&gt;
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More of an area-denial defensive system than an actual weapon. Essentially, your basic flare guns for fighter planes.&lt;br /&gt;
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The Infernum Halo Launcher is a type of flare discharger used for self-defense on the [[Stormhawk|Stormhawk Interceptor]] aircraft of [[Adeptus Astartes]] and on the [[Corvus Blackstar]] of the [[Deathwatch]]. The golden &amp;quot;halo&#039;s&amp;quot; created by the discharger are a distinctive visual trait of the gunship and announce their presence for dynamic entry.&lt;br /&gt;
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On tabletop, despite being a relatively lameduck and overglorified flare launcher, the Halo Launcher is surprisingly quite useful. Essentially, if an enemy unit with the KEY WORD &#039;&#039;&#039;&#039;Fly&#039;&#039;&#039;&#039; targets a model with a Infernum Halo Launcher in the Shooting phase, your opponent must [[Troll|subtract 1 from the subsequent hit rolls.]] Tis&#039; a great tool to offset any potential life-threatening damage to your personnel fighter.&lt;br /&gt;
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[[Tl;dr]], its a 40k decoy flare.&lt;br /&gt;
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===Chaff Launcher===&lt;br /&gt;
[[File:Chaff_Launcher.JPG|200px|right|thumb|Chaff Launcher]]&lt;br /&gt;
Essentially, pretty much the same as the Infernum Halo Launcher in function. The Chaff Launcher as its name implies launches chaffs which is a radar countermeasure in which aircraft or other targets spread a cloud of small, thin pieces of aluminium, metallized glass fibre or plastic. The effect of which either appears as a cluster of primary targets on radar screens or swamps the screen with multiple returns. &lt;br /&gt;
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What this does is confuse any lock-on missile into redirecting its targeting flight at these dummy units, causing the missile to prematurely detonate and allowing the aircraft to escape relatively unscathed.&lt;br /&gt;
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The [[Archaeopter]] and its variants use this shit a &#039;&#039;lot&#039;&#039;. Not too surprising since they are relatively low altitude aircraft; juicy targets for anti-air munitions and guided SAM missiles. The only problem is that the Chaff Launcher is located at the top of the aircraft rather than the bottom, which makes [[Derp|distracting the missile more difficult]], especially if the chaff prematurely explodes and covers the aircraft in the cloud. Woe to be, &#039;&#039;another&#039;&#039; [[Fail|GW design fail.]] (Except that covering the aircraft in a cloud is exactly how chaff is designed to operate. Modern helicopters have chaff buckets that launch directly into the arc of the rotor blades to distribute the chaff in a cloud around it. So GW actually got this one right.)&lt;br /&gt;
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===Cyclone Missile Launcher===&lt;br /&gt;
[[File:Cyclone_Missile_Launcher.png|200px|right|thumb|Cyclone Missile Launcher]]&lt;br /&gt;
A miniature Whirlwind Launcher.&lt;br /&gt;
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The Cyclone Missile Launcher is a Missile Launcher variant specially designed to be fitted on [[Terminator|Terminator Armor.]] Loaded with Krak and Frag Missiles, the Cyclone consists of two cube-shaped missile boxes, twin-linked, with a targeter and sensor array. The missile and sensor unit is fixed on the back of standard terminator armor, allowing the Space Marine to use a Storm Bolter and Power Fist with the Cyclone. Older designs of the Cyclone missile launcher had the sensor array hand-carried by the Terminator, thus taking away the option of a power fist but making it more accurate.&lt;br /&gt;
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The forerunner of this weapon was mounted (and still mounted in M41) on the [[Javelin Attack Speeder]] - anti-grav relic vehicles of the [[Great Crusade]].&lt;br /&gt;
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===Malleus Rocket Launcher===&lt;br /&gt;
[[File:MallusRocket.jpg|200px|right|thumb|Malleus Rocket Launcher]]&lt;br /&gt;
The smallest MLRS ever fielded by the Imperial Guard.&lt;br /&gt;
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The Malleus Rocket Launcher is one of the three primary weapons that is used by the [[Imperial Guard]] [[Field Ordnance Battery]], and it looks awfully like WW2 towed rocket artillery. Considered as a light anti-infantry artillery rocket piece, the Malleus contains six fragmentary rockets on each rocket pod for a total of twelve rockets per salvo. This makes it a pretty hefty weapon when it comes to quickly dealing with swarm armies.&lt;br /&gt;
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Crunchwise, Malleus Rocket Launcher is a Heavy D6+6 MLRS that is S6, AP-1, D1, with the Blast ability. To no one&#039;s surprise, this thing shreds GEQs like paper mache put in a blender. However, its low strength, damage and AP means that it struggles against MEQs and TEQs simply laugh it off.&lt;br /&gt;
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===Salvo Launcher===&lt;br /&gt;
[[File:Salvo_Launcher.jpg|200px|right|thumb|Salvo Launcher]]&lt;br /&gt;
A missile launcher gifted to only the Emprah&#039;s best and finest.&lt;br /&gt;
&lt;br /&gt;
The Salvo Launcher is a weapon used by the [[Adeptus Custodes]] Vertus Praetor&#039;s. Despite their small size, these weapons can destroy even the most heavily armored vehicles in a few...well....[[Derp|salvos.]] Mounted on the prow of their [[Dawneagle Jetbike|Dawneagle Jetbikes,]] these weapons fire Flakkburst Missiles that allow their riders to shoot enemy flyers out of the sky or Melta Missiles that are effective against vehicles.&lt;br /&gt;
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As usual/expected, these things are gilded in &amp;lt;s&amp;gt;gold&amp;lt;/s&amp;gt; Auramite, as befitting for the Emprah&#039;s posse of gilded bananas.&lt;br /&gt;
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They are also far more powerful than missile launchers far bigger than it. Which is unsurprising. But what is surprising is that it looks suspiciously like one of the missile launcher choices for the video game Spore....[[Original character, do not steal|strange]]....&lt;br /&gt;
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Crunchwise, it has a 24” range and is either a Multi-Melta shot that re-rolls wounds against Vehicles but does not get melta dice at half range, or a Heavy D3 S7 AP-1 D3 missile that gets +1 to hit against things with Fly but -1 to hit against anything that doesn’t. This little quirk shouldn’t be a problem, though, since your normal BS is 2+. The melta version is great for ripping apart vehicles and the flakk choice is great for shoring up your slightly spotty anti-air. Very situational, but fills out the lack of high strength anti-tank shooting that Custodes lack immensely.&lt;br /&gt;
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===Typhoon Missile Launcher===&lt;br /&gt;
[[File:Typhoon_Missiles.jpg|200px|right|thumb|Typhoon Missile Launcher]]&lt;br /&gt;
Named after the Typhoon pattern of [[Land Speeder|Land Speeders]], but most notoriously wielded by the [[Stormtalon|infamous flying toasters.]] The Typhoon showers the sky in missiles to cover a wide area of land.&lt;br /&gt;
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The Typhoon Missile Launcher is a Space Marine Missile Launcher equipped with both Frag and Krak Missiles. They are most commonly mounted on vehicles, such as the aforementioned Stormtalon Gunship.&lt;br /&gt;
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Its sister variant is the Skyhammer Missile Launcher.&lt;br /&gt;
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On tabletop, they are essentially a double shot missile launcher found on land speeders, includes frag and krak missiles. Not bad and allows your flying toaster to have some much-added punch and firepower.&lt;br /&gt;
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===Skyhammer Missile Launcher===&lt;br /&gt;
[[File:Skyhammer_Missiles.jpg|200px|right|thumb|Skyhammer Missile Launcher]]&lt;br /&gt;
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Another weapon wielded by the [[Stormtalon|infamous flying toasters.]] They have a more limited ammo rack to compensate for more powerful explosions.&lt;br /&gt;
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The Skyhammer Missile Launcher is a Missile Launcher platform employed on Space Marine Stormtalon Gunships. These weapons fire a volley of hyper-velocity missiles that smash into their targets and are ideal tank-killers.&lt;br /&gt;
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Its sister variant is the Typhoon Missile Launcher.&lt;br /&gt;
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On tabletop, these are your anti-air krak missiles. Quite good against aircraft and can give vehicles a bloody nose even though it is meant specifically against fighter jets. Should make your flying toaster a bit more viable now.&lt;br /&gt;
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===Cerberus Launcher===&lt;br /&gt;
[[File:Cerberus_Launcher.JPG|200px|right|thumb|Cerberus Launcher]]&lt;br /&gt;
&lt;br /&gt;
A anti-infantry rocket launching platform.&lt;br /&gt;
&lt;br /&gt;
The Cerberus Launcher is an Imperial weapon commonly mounted under the nose mount on Space Marine Land Speeder Storms. Considered as the Land Speeder equivalent of the Stormtalon&#039;s Skyhammer Missile Launcher. This tri-barreled launcher can launch fragmentation or stun rockets depending on the enemy being faced.&lt;br /&gt;
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As it is the primary weapon for the Land Speeder Storm, the Cerberus Launcher is a D6 bolter shots with a [[Lolwut|surprisingly underwhelming range]] [[Wat|at just 18&amp;quot;.]] You would think the Imperium would have the decency to add enough fuel to a rocket so that it could last more than 15 meters right? [[FAIL|But I guess not.]]&lt;br /&gt;
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Still, for hit and runs, the Cerberus gets the job done.&lt;br /&gt;
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===Tempest Salvo Launcher===&lt;br /&gt;
[[File:Tempest_Salvo_Launcher.JPG|200px|right|thumb|Tempest Salvo Launcher]]&lt;br /&gt;
[[Derp|Not to be confused with the Eldar]] [[Tempest Launcher]] [[Herp|nor the Adeptus Custodes]] [[Salvo Launcher]].&lt;br /&gt;
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The Tempest Salvo Launcher is one of the primary weapons for the [[Land Speeder#Land Speeder Tempest|Land Speeder Tempest]]. &lt;br /&gt;
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Due to its size, the Land Speeder Tempest is big enough that a set of Tempest Salvo Launchers could be equipped and placed on the sides of the vehicle. The Tempest Salvo Launchers are able to hold up to 8 missiles, and are a mixed load of Frag and Krak Missiles. &lt;br /&gt;
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All in all, it is far more versatile than any other of the Land Speeder Missile Launcher like the Typhoon or the Cerberus.&lt;br /&gt;
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On the tabletop, the Tempest Salvo Launcher is better than the Typhoon Missile Launcher for the fact that it always come in a pair. Statwise, this weapon is a 36&amp;quot; range, Heavy 1d3, S6, AP-3, D2 Missile Launcher. The only downside is that, compared to the Typhoon, the Salvo Launcher comes in at only 10 points each, making it drastically more expensive compared to the Typhoon.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
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===Deathwind Missile Launcher===&lt;br /&gt;
[[File:Deathwind.jpg|200px|right|thumb|Deathwind Missile Launcher]]&lt;br /&gt;
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The [[Creed]] of Drop Pods.&lt;br /&gt;
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Deathwind Missile Launchers are weapons equipped on Space Marine [[Drop Pods]]. Like most of these [[Trap]] Drop Pods, they are designed to fool the enemy and/or provide heavy covering fire for the Space Marines instead. They replace the standard Storm Bolter, offering a nasty surprise of short-range explosive support fire to the face.&lt;br /&gt;
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They may be deployed en masse as a Deathwind Orbital Strike Force.&lt;br /&gt;
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In 7th Edition, the Deathwind launcher is now cheaper. With the reduced price, you can pay a little more than a tac marine for the ability to lock down a 12&amp;quot; area around a drop pod with a S5 AP- pie plate. You kill a MEQ, you basically pay off the cost of the launcher. Put these on your offensive pods, otherwise it&#039;ll be a waste. &lt;br /&gt;
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With the [[Nerf]] of Drop Pods in 8th Edition, the Deathwind Missile Launcher has been [[Fail|regulated to the gutter]] where once the [[Pyrovore]] and [[Mandrakes]] use to dwell in. At best, they are only useful for creating a annoying distraction and maybe kill a few stragglers for some added benefit.&lt;br /&gt;
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How this Missile Launcher avoids [[FATAL|accidentally hitting one of its missiles at its own occupants or even the structure of the Drop Pods itself remains a mystery.]]&lt;br /&gt;
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===Icarus Rocket Pod===&lt;br /&gt;
[[File:Icarus_Rocket_Pod.JPG|200px|right|thumb|Icarus Rocket Pod]]&lt;br /&gt;
Not to be confused with the [[Icarus Stormcannon Array]] [[Derp|which also serves the same function as the Rocket Pod.]]&lt;br /&gt;
&lt;br /&gt;
The Icarus Rocket Pod is an anti-air rocket pod mounted as a secondary weapon on the [[Redemptor Dreadnought]] and the [[Gladiator Tank#Gladiator Valiant|Gladiator Valiant Tank.]] It is a relatively small rocket pod analogous to the much larger Multiple Rocket Pods used by [[Valkyrie|Valkyries]], although it carries less rockets of around seven in total. Like the Icarus Stormcannon Array, the name is a tongue-in-cheek reference to the Icarus myth.&lt;br /&gt;
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On the tabletop, the Icarus Rocket Pod is a 24&amp;quot; range, S7, AP-1, D1, Heavy D3 weapon. Like most anti-air weapons, you could add 1 to all hit rolls made for this weapon against targets that can fly.&lt;br /&gt;
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Overall, there are better anti-air weapons around, but for what it&#039;s worth, the weapon is a nice free additional complement for the Redemptor Dreadnought to scare away any enemy flyers in its vicinity.&lt;br /&gt;
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===Multiple Rocket Pod===&lt;br /&gt;
[[File:M_Rocket_Pod.jpg|200px|right|thumb|Multiple Rocket Pod]]&lt;br /&gt;
The Multiple Rocket Pod all simply known as the Rocket Pod, are weapons most commonly mounted on Imperial Aircraft such as the Vulture Gunship or Valkyrie. They work by firing large numbers of small fragmentation rockets, covering a large area in lethal shrapnel. They are an anti-infantry weapon and are particularly effective against high density concentrations of poorly-armoured opponents.&lt;br /&gt;
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These are basically the Skyhammer&#039;s and Typhoon Missile Launcher&#039;s bigger and more badass brother. Instead of small individual rockets, this thing saturates the land with explosive munitions.&lt;br /&gt;
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On tabletop, these are your standard anti-infantry missiles, 16pts for a pair gets you Assault 2d6 with the damage profile of a heavy bolter (and half a shot more on average). Shorter range than Hellfuries, but a better damage profile and more importantly are assault. You&#039;re putting these on a flier, so a 36&amp;quot; range really shouldn&#039;t be a problem.&lt;br /&gt;
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Maximum Dakka indeed.&lt;br /&gt;
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===Blackstar Rocket Launcher===&lt;br /&gt;
[[File:BlackstarRocket.jpg|200px|right|thumb|Blackstar Rocket Launcher]]&lt;br /&gt;
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The Blackstar Rocket Launcher is a weapon mounted on [[Deathwatch]] [[Corvus Blackstar]] gunships. Mounted on each wing of a Blackstar, it allows a barrage of missiles that are each selected the moment before firing to maximize the destruction it wreaks. It is the only weapon system on the Blackstar that is actually reliable in attacking enemy air vehicles. &lt;br /&gt;
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They can fire both incendiary Dracos Air-to-Ground Missiles or Air-to-Air Corvid Rockets, but as you already know, most opt in for the Corvids as the standard issue Assault Cannons do a better job at killing infantry than the Dracos.&lt;br /&gt;
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The Twin-Assault Cannons from the Blackstar can be swapped for Twin Lascannons for anti-vehicle and the missiles for Blackstar Rocket Launchers. However, despite the anti-infantry option from the Drcacos missile, most would just use the Assault Cannons instead, therefore, the Rocket Launcher is only used for the Corvid rockets which is the only decent weapon on the Blackstar at taking out flyers.&lt;br /&gt;
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===Taurox Missile Launcher===&lt;br /&gt;
[[File:Taurox_Missile_Launcher.JPG|200px|right|thumb|Taurox Missile Launcher]]&lt;br /&gt;
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Mounted on the [[FAIL|stupidly designed]] [[Taurox]].&lt;br /&gt;
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The Taurox Missile Launcher is a missile artillery array mounted on the Taurox Prime. It bares a [[Original character, do not steal|uncanny resemblance to the Soviet Katyusha rockets due to the whole &#039;put a rack of missiles on a truck&#039; schlick.]] Despite the [[FAIL]] of the Taurox, the missile launcher itself is extremely versatile, able to fire spreads of missiles over long distances and suppress distant enemy infantry and armor.&lt;br /&gt;
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However, despite the fluff, in 7th Edition, the Missile Launcher is pretty mediocre as it is your basic two-shot missile launcher in standard frag and krak. In 8th Edition, its mediocrity has gotten worse in terms of point cost efficiency. Don&#039;t even bother mounting them.&lt;br /&gt;
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So yeah, unlike the real Katyusha, these things aren&#039;t made of WIN.&lt;br /&gt;
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===Bellicatus Missile Array===&lt;br /&gt;
[[File:Bellicatus_Missile_Array.JPG|200px|right|thumb|Bellicatus Missile Array]]&lt;br /&gt;
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Imagine the Hyperios Missile Launcher&#039;s little cousin with an identity crisis. The Bellicatus Missile Array is a Missile Launcher weapon that looks like the fusion of multiple Space Marine turreted missile launchers reduced into a compact form. Seriously, this weapon can&#039;t decide whether it wants to be a anti-infantry, anti-tank or anti-air missile launcher; so it ended up saying &amp;quot;Fuck it!&amp;quot; and incorporated all of them in a tiny package. &lt;br /&gt;
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The Bellicatus Missile Array is primarily used by [[Primaris Marine|Primaris Space Marine]] [[Impulsor|Impulsor vehicles.]] These batteries are frequently used for those squads requiring additional fire support. Because the Magos who &#039;invented&#039; this wanted to cram in every single type of missile there is in one tiny weapons system, the missile launcher ain&#039;t the most prettiest to look at.  On the other hand, several vehicles with these would likely work together and result in the same number of each type of missile as it would if you had three Impulsors and each had one type of missile.  Just without your eggs being in one basket.&lt;br /&gt;
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On tabletop, this missile launcher is the ultimate jack-of-all-trades of missile launcher. You want to clear out that annoying infantry harassing your unit formation? Launch some Heavy D6, Strength 4, D1 frag missiles at their faces. Want to destroy that dangerous armored vehicle for the final killshot? Launch the Heavy 1, Strength 8, AP-2 D6 damage krak missiles to make sure that vehicle stops dead in its tracks. Want to deal with those hard-to-hit, nightmare-inducing flyers? Launch the Heavy D3, Strength 7, AP-1, D3 damage icarus missiles to make sure that bird goes down for good. All of these missiles have a decent range of 48&amp;quot;. Just don&#039;t expect the macross level of missile massacre you would traditionally see, such as the Hyperios.&lt;br /&gt;
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===Hammerstrike Missile Launcher===&lt;br /&gt;
[[File:Hammerstrike_Missile_Launcher.JPG|200px|right|thumb|Hammerstrike Missile Launcher]]&lt;br /&gt;
The Hammerstrike Missile Launcher is where the [[Storm Speeder#Hammerstrike|Storm Speeder Hammerstrike]] got its name from. &lt;br /&gt;
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An anti-armour weapon system fitted with Krak warheads. The Missile Launcher along with its sister weapons from the Storm Speeder has become the butt of jokes due to the fact that the gunner&#039;s head is exposed [[Fail|&#039;&#039;RIGHT BESIDE THE FIRING MECHANISM!&#039;&#039;]] Why Cawl decided that giving the poor bastard of what [[Count as|counts as]] a [[Sonic Weaponry|Sonic Weapon]] in all but name, we have no fucking clue.&lt;br /&gt;
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Nevertheless, rules-wise, this thing is pretty beast, albeit, short-ranged. At 36&amp;quot;, you ain&#039;t hitting far especially on a flyer. But at S8 and AP-3, with the fact that you are dealing 3 Damage per missile. You could theoretically deal up to 24 Wounds in a single salvo. You could actually take down a Knight if the Dice Gods are in your favour. [[RAGE|Field several of these and your opponent would flip the table.]]&lt;br /&gt;
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===Sabre Missile Launcher===&lt;br /&gt;
[[File:Sabre_Missile_Launcher.JPG|200px|right|thumb|Sabre Missile Launcher]]&lt;br /&gt;
The Sabre Missile Launcher is one of the secondary weapons that could be attached to the [[Sabre Strike Tank]].&lt;br /&gt;
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These missile launchers are essentially a mini-version of the Hunter-Killer missile attachments. Bearing similarities to the regular old hand-held missile launcher, one of the pros for the Sabre Missile Launcher is that the Sabre Strike Tank is able to carry not one, [[Awesome|but four of these things.]]&lt;br /&gt;
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The missile launcher itself carries the aptly named Sabre Missiles, which offers the same punch as a regular hand-held missile launcher. If your Sabre is armed with the autocannon or volkite saker, it would make sense to have these to give your Sabre some needed anti-tank punch. However, if you have a neutron laser, the benefit for these becomes a bit more redundant.&lt;br /&gt;
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===Disruptor Missile Launcher===&lt;br /&gt;
[[File:Disrupter_Missile_Launcher.JPG|200px|right|thumb|Disruptor Missile Launcher]]&lt;br /&gt;
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The secondary weapon of the [[Skorpius Hover Tank#Skorpius Disintegrator|Skorpius Disintegrator]]. The Disruptor Missile Launcher is a hull-mounted missile launcher situated at the front of the giant killer rubber duck of a vehicle. The Skorpius Disintegrator mounts six of them - three on each side - and it is primarily a anti-tank and anti-vehicular missile launcher akin to the Hunter-Killer missile attatchments used by conventional Imperial vehicles.&lt;br /&gt;
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Crunch-wise, the Disruptor Missile Launcher packs quite a punch with heavy D6 shots and D3 damage a pop. At Strength 7 and AP-2, this weapon can do a whole world of hurt to light vehicles and conventional main-battle tanks. Whilst the random attack numbers and damage makes it unpredictable, you have six missile for you the launch, so chances are is that you are gonna cause some wounds by the end of the turn.&lt;br /&gt;
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Seeing as how every single Skorpius Disintegrators come automatically with one, a handful of them can prove quite the pickle to handle if there is not enough armor support.&lt;br /&gt;
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===Hunter-Killer Missile ===&lt;br /&gt;
[[File:HK_MIssile_Launcher.JPG|200px|right|thumb|Hunter-Killer Missile]]&lt;br /&gt;
A single-use fire-and-forget krak missile packaged in a launch tube that is easily mounted to any vehicle. They are effectively Krak Missiles with massively extended range, although only one can be mounted on each vehicle for... [[derp|reasons]]?  They are also unique in that they are guided weapons with an on-board &amp;quot;logis-engine.&amp;quot; Sensors in the missile&#039;s nose transmit information on the target and surrounding environment to the logis-engine, which guides the missile in flight by manipulating its stabilizing fins, allowing the missile to match the target&#039;s movements and avoid obstacles. The missile&#039;s warhead is an impact fused shaped charge, designed for maximum armor penetration. Other instruments include an internal gyroscope for stable flight and a small battery to power the sensor and logis-engine.&lt;br /&gt;
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In-game, they are a cheap upgrade for most Imperial vehicles and walkers, as a quick way to add a bit of anti-armor punch to an armored personnel carrier or other light armor. However, it is arguably not an ideal upgrade for vehicles with a BS of 3 (4+ to hit), as being a one-shot weapon you&#039;ll never actually hit anything with it- it has the uncanny ability to miss every time it is fired. (Unless you stick one on Knight Commander Pask&#039;s tank, BS4 with re-rollable 1&#039;s to hit and to wound, use it to stun enemy artillery or instagib a warlord of Toughness 4 or below with no Eternal Warrior). In theory you could ignore all this and just take as many as you can in the hopes of alpha-striking the fuck out of your opponent, but the points you would spend doing so are probably better used elsewhere.&lt;br /&gt;
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&amp;lt;s&amp;gt;Weirdly, unlike real life rocket addons for tanks (such as the Tulip from WW2), the Imperium lacks a version to fight infantry (Frag) or as air-defence (Flakk).&amp;lt;/s&amp;gt; {{Blam}} {{Blam|That&#039;s what your lasguns and the venerable Hydra are for, Guardsman. To suggest otherwise is [[Belisarius Cawl|Tech-Heresy]]}}&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:HK_MIssile_Launcher_2.JPG&lt;br /&gt;
File:Hunter-Killer_Missile.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Hellstrike Missile===&lt;br /&gt;
[[File:Hellstrike.jpg|200px|right|thumb|Hellstrike Missile]]&lt;br /&gt;
A Hunter-Killer in the air.&lt;br /&gt;
&lt;br /&gt;
A Hellstrike Missile is an Imperial solid-fuel air-to-surface anti-armor missile outfitted with a high-explosive warhead intended for use during ground support airstrikes. It is essentially identical in function to a Hunter-Killer Missile in that it is a guided weapon equipped with an on-board Cogitator known as a &amp;quot;Logis-Engine.&amp;quot; &lt;br /&gt;
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Sensors in the missile&#039;s nose transmit information on the location and movement of the target and the surrounding environment to the Logis-Engine, which alters the trajectory of the missile in flight by manipulating its stabilizing fins, allowing it to match the target&#039;s movements and avoid any obstacles. A Hellstrike Missile is larger than its Hunter-Killer counterpart and is often fired at high velocity while the aircraft deploying it is in flight. Hellstrike Missiles are a common armament on many forms of Imperial military aircraft.&lt;br /&gt;
===Hellfury Missile===&lt;br /&gt;
[[File:Hellfuries.JPG|200px|right|thumb|Hellfury Missile]]&lt;br /&gt;
A cousin of the Hellstrike Missile, this time, serving more of an anti-infantry weapon.&lt;br /&gt;
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The Hellfury Missile is an air-to-surface missile used by Imperial Aircraft such as the Vendetta Heavy Gunship and Vulture Gunship. Each missile is packed with incendiary sub-munitions, which burst in the air to cover a wide area. Therefore, they externally look very similar to the Hellstrike other than the difference in the payload.  Not always, though.  They usually are just explosive warheads and aircraft generally have large, independent missiles that hold cluster munitions instead.&lt;br /&gt;
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They are particularly useful against dug-in troops hiding behind cover and have proven highly effective in combat against Tyranid ground swarms.&lt;br /&gt;
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In 8th edition, Hellfuries are anti-infantry missiles that are expensive for the amount of shots you get. Therefore, they unfortunately haven&#039;t found their niche yet.&lt;br /&gt;
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===Skystrike Missile===&lt;br /&gt;
[[File:Skystrike_Missiles.JPG|200px|right|thumb|Skystrike Missile]]&lt;br /&gt;
Another cousin of the Hellstrike Missile found and used mainly by the [[Lightning Fighter]] and [[Thunderbolt Fighter]].&lt;br /&gt;
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The Skystrike Missile is one of the very many anti-air weapons used by the Imperium. As such, it bares an uncanny resemblance to the Hellstrike in appearances and function. The only difference really is that it is apparently &#039;cheaper&#039; but less sophisticated than the Hellstrike. The missile incorporates a conventional heat-seeking warhead for targeting the power signatures and engine exhaust of enemy aircraft rather than the more advanced Logis-Engines.&lt;br /&gt;
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Crunchwise it follows pretty much the same as the fluff. Cheaper at 15 points each, but only Heavy 1, S7, AP-2, D3 damage. Your dedicated anti-air missile, it gets +1 to hit against flyers but -1 against everything else. The strength here seems to be that you get to take 6 instead of only 4. But the damage for each unsaved wound is an average of 2 compared to Hellstrikes&#039; 4.4. Statistically, they are worse unless you are shooting at very specific targets like jet bikes or battle suits.&lt;br /&gt;
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===Stormstrike Missile Launcher===&lt;br /&gt;
[[File:Stormstrike_Missile_Launcher.JPG|200px|right|thumb|Stormstrike Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
A much better version of the Hunter-Killer missile by virtue of having the ability to [[Dakka|fire more missiles.]]&lt;br /&gt;
&lt;br /&gt;
Stormstrike Missiles on the Stormstrike Missile Launcher are a type of Missile used by Space Marines and most notably, from the [[Deathwatch]] chapter. They detonate with a thunderous boom that leaves those caught in the blast reeling and disorientated. They are employed by [[Stormraven Gunship]], [[Stormfang]], and [[Corvus Blackstar]] gunships for cases when the Space Marines &#039;&#039;really&#039;&#039; want to make enemy tank drivers cry.&lt;br /&gt;
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Due to their nature, Stormstrikes are pretty deadly against enemy armor. As the Corvus Blackstar comes standard issue with 2 of these badboys, the Stormstrike Missile Launchers are a serious threat to vehicles with 72&amp;quot; Heavy 1 S8 AP-3 D3. The black birds carry &amp;lt;u&amp;gt;&#039;&#039;&#039;&#039;&#039;[[Rape|four]]&#039;&#039;&#039;&amp;lt;/u&amp;gt;&#039;&#039; of them just to let you know, which is enough to kill most tanks in one salvo or severely cripple them in one shot.&lt;br /&gt;
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Because of this, the Stormstrike is generally preferred over the Blackstar Rocket Launcher as a) not a lot of players really use that much aircraft (Or at all), b) you have better anti-air alternatives as a Space Marines player and c) who the hell use a Corvus Blackstar (A plane design to carry troops and blow up ground units) for anti-air!?&lt;br /&gt;
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===Xiphon Rotary Missile Launcher===&lt;br /&gt;
[[File:Xyphon_Rotary_Launcher.JPG|200px|right|thumb|Xiphon Rotary Missile Launcher]]&lt;br /&gt;
The Xiphon Rotary Missile Launcher is a type of Missile Launcher launched from Imperial [[Xiphon Pattern Interceptor|Xiphon Pattern Interceptors]] and a crucial secondary armament for that aircraft. Its unique rotary system allows the Xiphon to rapidly launch multiple missiles in a compact form and is often found in the underbelly of the interceptor.&lt;br /&gt;
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This deadly weapons system is actually a more compact copy of a design more commonly found on heavy void fighters and incorporates sophisticated munitions with their own cluster-charged warheads and internal tracking auguries, mounted on a rapid-firing rotary magazine-fed launcher system. These weapons systems are efficient in their principal task of destroying enemy fighter craft but are flexible enough to be readily turned on armoured ground targets as well.&lt;br /&gt;
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On the Horus Heresy tabletop, this thing is a Heavy 2 S8 AP2 weapon that re-rolls successful Jink and cover saves and rolls d3 times per Penetrating hit, choosing the best one (and AP grants +1 on that table). This essentially turns your Xiphon into a [[Awesome|anti-tank flyer.]] We know you want it.&lt;br /&gt;
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===Aiolos Missile Launcher===&lt;br /&gt;
[[File:Aiolos.JPG|200px|right|thumb|Aiolos Missile Launcher]]&lt;br /&gt;
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Imagine the Cyclone Missile Launcher on Acid.&lt;br /&gt;
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The main secondary weapon of the Deredeo Pattern Dreadnought by virtue of the Deredeo Dreadnought having a chassis suitably large and stable enough to mount one. The Aiolos is a primarily anti-armor missile launcher meant for enemy armor on the move. However, it can just be as effective against high-altitude aircraft whilst the Quad-Linked Autocannons harass low-altitude aircraft, creating a formidable platform for air-defense.  &lt;br /&gt;
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The Aiolos missile launcher is noted for its capability of independently targeting enemies. This homing feature is deadly to the aforementioned high-altitude aircraft and is known to down many cocky pilots. Still, these weapons can just be as deadly against ground targets as air.&lt;br /&gt;
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Despite the potential as a good AA platform, the crunch place the Deredeo and the Aiolos primarily on the anti-armor category, much to the incompetence of GW.&lt;br /&gt;
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===Spicula Rocket System===&lt;br /&gt;
[[File:Spicula_Rocket_System.JPG|200px|right|thumb|Spicula Rocket System]]&lt;br /&gt;
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The Space Marines finally have their own Exorcist Missile Launchers.&lt;br /&gt;
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The Spicula Rocket System is a MLRS-system akin to that of the Exorcist Missile Launcher though in terms of design it seems to borrowed more from a WW2 Hedgehog anti-submarine weapon. It is one of the main weapons for the [[Legion Arquitor Bombard]]. Compared to the [[Grav-Weaponry#Graviton-Charge Cannon|Graviton-Charge Cannon]] which specializes in heavy and superheavy units and the [[Imperial Ordnance#Morbus Heavy Bombard|Morbus Heavy Bombard]] which is aimed towards medium armor. The Spicula Rocket System is designed to target multiple infantry units at once.&lt;br /&gt;
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With its warhead shape and its size, the Spicula Rocket System is like the Exorcist Missile Launcher&#039;s more petite and conventional brother. No surprise, as it seems that certain higher-ups at GeeDubs may have bitched about their company&#039;s favorite mascot not having a proper MLRS like the Sisters; as if the Space Marines needed &#039;&#039;anymore&#039;&#039; goddamned vehicles to the armor-stricken Sisters.&lt;br /&gt;
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Image:SRS_back.JPG|Back view.&lt;br /&gt;
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===Exorcist Multiple Missile Launcher===&lt;br /&gt;
[[File:New Exorcist Missile Launcher.JPG|200px|right|thumb|Exorcist Multiple Missile Launcher]]&lt;br /&gt;
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The iconic pipe organ gun. The Exorcist Multiple Missile Launcher is a large device used primarily for destroying enemy emplacements and armored vehicles, used solely by the Ordo Hereticus. The main users are of course, the [[Exorcist]].&lt;br /&gt;
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The Exorcist Multiple Missile Launcher is basically an MLRS (Multiple Launch Rocket System, as the name would suggest) and it is used to pepper the battlefield with a rain of steel and explosives.&lt;br /&gt;
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It is unknown how the Exorcist manage to store all these missiles given the relatively tiny space the Rhino often exhibits. Nevertheless, the biggest question is how one manage to fire over a dozen missiles with the use of an organ keyboard. It could be stupid if it wasn&#039;t so [[Awesome|stupidly awesome.]]&lt;br /&gt;
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As such, the Exorcist Multiple Missile Launcher is great when it comes to killing off horde armies, but start to suffer against more heavily armored troops or vehicles. When that happens, you will have to rely on more harder hitting missile launchers to get the job done.&lt;br /&gt;
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====Exorcist Missiles====&lt;br /&gt;
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The main armament of the Exorcist Multiple Missile Launcher. The missiles fired from the Exorcist Multiple Missile Launcher are independently stabilizing high explosive armor piercing (HEAP) missiles that can crack open the armor of most infantry and light vehicles. However, despite this armor piercing quality, it lacks the overall strength and weight to be needed to harm larger vehicles. The small and slim size of the missiles is to obviously save weight and prevent hampering of the Rhino&#039;s speed.&lt;br /&gt;
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File:Exorcist_Multiple_Missile_Launcher.jpg|Old variant.&lt;br /&gt;
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===Scorpius Launcher===&lt;br /&gt;
[[File:Scorpius_Launcher.jpg|200px|right|thumb|Scorpius Launcher]]&lt;br /&gt;
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The [[Dakka|more Dakka brother of the Whirlwind Missile Launcher]].&lt;br /&gt;
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The Scorpius Launchers are the primary weapons of the Whirlwind Scorpius. As the Whirlwind Scorpius is designed for killing a lot of things in rapid fashion, the Scorpius Launcher has been made to kill off hordes of infantry and even vehicles in one salvo. Contrast this to the more tactical Whirlwind whose limitation of four powerful missiles means that its strikes must be significant and destructive. &lt;br /&gt;
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The Scorpius Launcher projects implosive warheads devastating to armored infantry or light vehicles.&lt;br /&gt;
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In 8th Edition, whilst the Scorpius Launcher has only half the range of either of the Whirlwind&#039;s rocket types, the 3d3 S6 AP-2 D2 shots is still plenty to threaten hordes and light vehicles alike. And as an added bonus, [[MOAR DAKKA|it can fire twice in a shooting phase if the Scorpius hasn&#039;t moved in the movement phase.]]&lt;br /&gt;
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===Arcus Launcher===&lt;br /&gt;
[[File:Arcus_Launcher.JPG|200px|right|thumb|Arcus Launcher]]&lt;br /&gt;
The [[Awesome|more chad cousin]] of the Scorpius Launcher. The Arcus Launcher is a type of advanced Missile Launcher mounted on [[Space Marine]] [[Sicaran Arcus|Sicaran Arcus artillery tanks]] during the [[Great Crusade]] and [[Horus Heresy]].&lt;br /&gt;
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Combining the looks of a Scorpius Launcher with the internal mechanisms based upon the rotary missile launcher developed for the Xiphon Interceptor, the greater size of the mounting on the Sicaran hull allows for a more complex feed mechanism and the employment of multiple-warhead types. Over time, the advanced Arcus Launchers have broken down and in the 41st Millennium Sicaran Arcus tanks are commonly equipped with more basic rotary missile systems.&lt;br /&gt;
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On the [[Horus Heresy]] tabletop, this thing was [[Rape]] incarnate. With the Arcus warheads, it is a 36&amp;quot; S8, AP2, &#039;&#039;&#039;Heavy 4&#039;&#039;&#039; weapon that forces [[Troll|successful cover saves to be rerolled]] and if it stands still, the weapon can be fired [[Dakka|&#039;&#039;&#039;TWICE&#039;&#039;&#039;,]] so 8 shots in total. This tank makes 6th edition [[Eldar]] cry [[Cheese|looking at its cheese.]] [[Anal circumference|Penetration from these roll D3 time on vehicle damage chart and choose the highest result.]] It is also the best AA in a Legion army for +15pts, making them fire 4 twin-linked S7 AP3 rerolling successful cover saves hits, 8 hits again if it stands still. [[Powergamer|This beauty can even be set to destroy MC or infantry in an efficient way with 2 5&amp;quot; blast S5 AP4 or 4 S7 AP4 shots that deal instant death to most mechanicum robots.]]&lt;br /&gt;
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===Terrebrax Rocket Battery===&lt;br /&gt;
[[File:Terrebrax_Rocket_Battery.PNG|200px|right|thumb|Terrebrax Rocket Battery]]&lt;br /&gt;
The primary and &amp;lt;u&amp;gt;ONLY&amp;lt;/u&amp;gt; weapon system found on the [[Mole]].&lt;br /&gt;
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The Terrebrax Rocket Battery is a rocket system wrapped around the neck of the Mole like a belt conveyor. It is a weapon designed to blast through tough rock faces when it drills and it is capable of cycle-firing a rapid salvo of rockets to crack even the most stubborn redoubt of stone or plasteel. Once the Mole emerges into the surface, it can also still fire the rocket system at the enemy. However, given the way the weapon is structured and its unguided system, the weapon remains a highly inaccurate one that is only useful either against mass infantry or as a close-range assault suppression weapon.&lt;br /&gt;
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Crunchwise, on the [[Horus Heresy]] tabletop, the Terrebrax Rocket Battery is a 48&amp;quot;, Strength 7, Heavy 12, 12 shot [[Wat|Autocannon]] with AP5. Why in the Emperah&#039;s tits that a mass rapid-firing rocket system have a similar type with an &#039;&#039;[[Lolwut|Autocannon]]&#039;&#039; of all weapons, rather than having the multiple blast templates that should come &#039;&#039;automatically&#039;&#039; with a weapon with the word &#039;rocket&#039; in its name, [[Derp|we have no idea.]]&lt;br /&gt;
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===Whirlwind Multiple Missile Launcher===&lt;br /&gt;
[[File:Whirlwind_multiple_missile_launcher.jpg|200px|right|thumb|Whirlwind Multiple Missile Launcher]]&lt;br /&gt;
The Whirlwind multiple missile launcher is mounted on the Space Marine [[Whirlwind Artillery Tank|Whirlwind vehicle.]] It is capable of firing various types of missiles, the most common types being the standard Vengeance missile or Incendiary Castellan missile. The Whirlwind can be loaded with multiple types of munitions, but can only launch one type at a time. The most current versions of the launcher, are either 2 pods of 5 missiles each, fired in tandem pairs, or larger missiles fired one at a time from 2 pods of 2 missiles each.&lt;br /&gt;
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The ammunition is as follows:&lt;br /&gt;
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====Vengeance Missiles====&lt;br /&gt;
Vengeance missiles are the standard warheads used by the Whirlwind. The Vengeance missile is a high explosive missile containing a proximity fuse, which detonates the missile close to the target, scattering deadly shrapnel over the entire area.&lt;br /&gt;
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====Castellan Missiles====&lt;br /&gt;
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Castellan missiles are defensive missiles, which upon detonating, scatter mines over a large area. They are often effective for denying an enemy an easy route for counter attacks. Sufficient mines are fired in each shot that the field will remain until the end of the battle.&lt;br /&gt;
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====Incendiary Castellan Missiles====&lt;br /&gt;
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Incendiary Castellan missiles are missiles that have exchanged the fragmentation charge for a volatile chemical warhead that blankets the blast area in searing flames. It is commonly used on targets inside structures which are protected from fragmentation blast. Even the most sturdy of defenses provide no protection and if by some chance the defenders inside the structure aren&#039;t burned to death, most die from the after vapors which kill them from the inside out.&lt;br /&gt;
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===Hyperios Missile Launcher===&lt;br /&gt;
[[File:Whirlwind_Hyperios_Missile_Launcher.JPG|200px|right|thumb|Hyperios Missile Launcher]]&lt;br /&gt;
The Hyperios Missile Launcher is a specialized, anti-aircraft missile launcher mounted on Space Marine Whirlwind Hyperios. It is capable of firing up to twenty Hyperios missiles at fast, low-flying targets, making it ideal for defense against ground-attack craft making strafing runs.&lt;br /&gt;
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Due to a lack of manpower for dedicated air defense units in Space Marine Chapters, It is common for Hyperios Missile Launchers equipped with automated remotely-activated defense systems to be utilized by Space Marine forces for local air defense. These automated platforms are dropped in by Thunderhawks, activated by the chapters Techmarines, and can be monitored via command vehicles.&lt;br /&gt;
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====Hyperios Missile====&lt;br /&gt;
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The Hyperios Anti-Aircraft Missile functions in a similar fashion to a Hunter-Killer Missile. Tracking equipment within the missile locks onto a target, which feeds information to a logis-engine. Once fired, the logis-engine manipulates the missile&#039;s fins in order match the target&#039;s movements, avoid obstacles, and destroy it. Most of the missile&#039;s mass is taken up by fuel needed to intercept fast-moving targets, allowing it to fly short distances at high velocity. The Hyperios missile does not contain enough fuel to reach high-altitude targets, which are better suited to Manticore AA missiles.&lt;br /&gt;
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===Hammerfall Missile Launcher===&lt;br /&gt;
[[File:Hammerfall_ML.JPG|200px|right|thumb|Hammerfall Missile Launcher]]&lt;br /&gt;
The Missile Launcher found exclusively on its namesake, the [[Hammerfall Bunker]]. &lt;br /&gt;
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The Hammerfall Missile Launcher is a suped-up Hyperios that fires either Superkrak or Superfrag missiles. What&#039;s so &#039;super&#039; about them, we have no fucking clue. Could be due to its larger size which could give it a larger warhead. This Missile Launcher as such would make for a spectacularly violent suppressive weapon, given the immobility and combat nature of the Hammerfall Bunker.&lt;br /&gt;
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Crunchwise, these things are nasty. Each of them has an impressive 72&amp;quot; range, with the Superfrag being a Heavy 2D6 launcher with S6, AP0, D1 Blast weapon whilst the Superkrak being a Heavy 2 weapon with the stats being S10, AP-2, D6. Your Superfrags are gonna be turning MEQs and GEQs into burger patties with that blast template whilst your Superkraks would turn TEQs and vehicles inside out.&lt;br /&gt;
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===Vengeance Launcher===&lt;br /&gt;
[[File:Vengeance_Launchers.jpg|200px|right|thumb|Vengeance Launcher]]&lt;br /&gt;
Not to be confused with the [[Vengeance Grenade Launcher]].&lt;br /&gt;
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The Vengeance Launcher is an Imperial multi-chambered rocket battery which saturates a target area with fragmenting anti-personnel warheads. It is one of the primary weapons of the Space Marine [[Storm Eagle]] meant to complement its ground assault/transport role.&lt;br /&gt;
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Designed for close-range ground attack, this weapon allows the Adeptus Astartes Storm Eagle assault gunship to both clear a landing zone in a hostile area and continue to provide direct fire support once it has delivered its deadly cargo of Space Marines. &lt;br /&gt;
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The Vengeance Launcher itself is a 48&amp;quot; range missile launcher. At S5, AP4, this Heavy 2 weapon creates large blast templates every time it opens fire. Just like in fluff, this weapon is great against masses of infantry, however, heavier armoured vehicles or units could tank these blasts and continue to chug along.&lt;br /&gt;
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===Boreas Air Defence Missile===&lt;br /&gt;
[[File:Boreas_missiles-1.jpg|200px|right|thumb|Boreas Air Defence Missile]]&lt;br /&gt;
The Manticore&#039;s anti-air cousin. This is a new toy for the [[Dreadnought#Doredeo Pattern|Deredeo Dreadnought]] to play with. &lt;br /&gt;
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This missile system fires the Boreas (Not [[Indrick Boreale|Boreale]]) Air Defence Missiles, which turns your Doredeo into a perfect air-defense platform in times where you don&#039;t really need that much anti-tank and anti-armor weapons like the Anvilus autocannon battery or the Aiolos missile launcher. &lt;br /&gt;
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They can target a separate unit from the Deredeo’s main weapons and can even ignore intervening obstacles if the enemy is outside the bearer’s line of sight, which would make the Doredeo a proverbial pain in the ass for flyer-heavy players. Like the Manticore, the Boreas is limited to four missiles in a game, making these weapons situational but strategic against heavily-armed air assets like [[Thunderhawk|Thunderhawks]] or the [[Ares Gunship]].&lt;br /&gt;
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The Boreas is often paired with the anti-armor Volkite Falconet Battery to make the Doredeo a slow-hitting but hard-punching weapon system.&lt;br /&gt;
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===Manticore Missile===&lt;br /&gt;
[[File:Manticore_Missile.jpg|200px|right|thumb|Manticore Missile]]&lt;br /&gt;
The primary weapon of the [[Manticore Rocket Launcher|Manticore]], the individual missiles of a Manticore can evaporate anything that is not dressed in Power Armor.&lt;br /&gt;
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The missile is divided into five sections: a fuse, the control and guidance equipment, the electrical unit, an explosive warhead and a propellant container for the two-stage solid fuel rocket. The first stage, a starting rocket, launches the missile into the air where the main in-flight rocket motor kicks in, propelling it to speeds of 1,080 kph. The standard Manticore missile&#039;s warhead is a high explosive fragmentation device capable of causing damage to a wide variety of targets including battle tanks. It can also be replaced by any number of alternatives, such as an oxy-phosphor incendiary warhead or chemical warhead for anti-infantry firepower or an Interceptor warhead for targeting high-altitude enemy aircraft. The standard missile has an operational range of 30 kilometers.&lt;br /&gt;
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===Skyspear Missile Launcher===&lt;br /&gt;
[[File:SkyspearLauncher.jpg|200px|right|thumb|Skyspear Missile Launcher]]&lt;br /&gt;
Ahhh...the famous corpse cannon.&lt;br /&gt;
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The Skyspear Missile Launcher is a type of surface-to-air Missile Launcher mounted on Space Marine [[Hunter Multi-Launcher Vehicle|Hunters.]] These launchers are able to fire a salvo of missiles, each of which is guided by the [[Wat|interred remains of a Chapter Serf.]] The very aspect on using a dead guy to aim your missiles had been a source for [[Skub|intense and passionate debates]] on the type of [[Drugs]] GW had been smoking in order to come out with such an idea.&lt;br /&gt;
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The missile itself is extremely powerful, able to blow apart [[Tau]] [[Barracuda|Barracudas]] to [[Eldar]] [[Vampire Raider|Vampire Raiders.]] It can even destroy creatures such as [[Bloodthirster|Bloodthirsters]] and [[Hive Tyrant|Hive Tyrants.]] Although in the case for the former, how a single missile can take out a creature that can give even the [[Dreadknight|giant baby carriers]] a run for its money is unknown. Unless it is a [[Deathstrike missile|Deathstrike]], we ain&#039;t seeing how this is possible.&lt;br /&gt;
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In 8th Edition, the Skyspear for [[Derp|&#039;&#039;some&#039;&#039; reason is no longer explicitly AA.]] This weapon delivers a high strength hit equal to a lascannon, re-rolling missed hits whether the model is flying or not.&lt;br /&gt;
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While not an efficient damage dealer, the entire Hunter tank is a steal for its points. Exact same base cost as a Predator while making the leap from T7 to T8, and getting a free 5&#039; range lascannon that can reroll hits. Won&#039;t spit out as much damage as your other Heavy Support options, but incredibly reliable.&lt;br /&gt;
{{clear}}&lt;br /&gt;
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===Ironstorm Missile Pod===&lt;br /&gt;
[[File:Ironstorm.jpg|200px|right|thumb|Ironstorm Missile Pod]]&lt;br /&gt;
Basically a baby Apocalypse Missile Launcher.&lt;br /&gt;
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Mounted on the back of the Questor Imperialis, the [[Imperial Knight]], and by the [[Daemon Knights|Renegade Knights]] of the Questor Traitoris. This missile pod is used to blast bloody holes against massed infantry assaults, and it is most effective against light- to medium-armoured opponents (72&amp;quot; S5 AP4, Heavy 1, Large Blast, Barrage).&lt;br /&gt;
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It can engage targets at a long range and fire missiles that explode and saturate a sizable blast radius. It is most effective against light to medium-armored foes and massed infantry assaults.&lt;br /&gt;
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There are multiple variants of the Missile Pod.&lt;br /&gt;
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====Ironstorm with Six Missile Tubes==== &lt;br /&gt;
The standard variant of the Ironstorm Missile Pod, this version features six missile tubes.&lt;br /&gt;
====Ironstorm with Four Missile Tubes====&lt;br /&gt;
An uncommon variant of the Ironstorm Missile Pod, this version features four missile tubes, holding less ammunition than the standard variant.&lt;br /&gt;
====Ironstorm with Two Missile Tubes====&lt;br /&gt;
A rare variant of the Ironstorm Missile Pod, this version features only two missile tubes, holding a great deal less ammunition than the standard variant.&lt;br /&gt;
====Porphyrion Ironstorm Missile Pod====&lt;br /&gt;
A large variant of the Ironstorm Missile Pod that is used by the Acastus Knight Porphyrion. This version is much larger than the standard, featuring sixteen missile tubes, along with the ability to be raised and lowered into the Porphyrion&#039;s upper carapace. This version of the Ironstorm Missile Pod can also be outfitted with Helios Defence Missiles, which are used to defend the massive Knight from enemy aircraft. &lt;br /&gt;
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===Stormspear Rocket Pod===&lt;br /&gt;
[[File:Stormspear.jpg|200px|right|thumb|Stormspear Rocket Pod]]&lt;br /&gt;
The Ironstorm&#039;s more [[Dakka]] brother.&lt;br /&gt;
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Another pod mounted on the back of the Questor Imperialis, the [[Imperial Knight]], and by the [[Daemon Knights|Renegade Knights]] of the Questor Traitoris. This carapace-mounted weapon fires self-propelled projectiles tipped with armor-piercing warheads. Only accurate at medium range, they are best employed versus heavily armored infantry or moderately armored vehicles. The launcher itself is capable of firing their payloads in successive volleys of three.&lt;br /&gt;
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It fires self-propelled projectiles tipped with armor-penetrating warheads and is used against heavily armored infantry or moderately armored vehicles (48&amp;quot; S8 AP3, Heavy 3).&lt;br /&gt;
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Like its brother, there are many variants of this weapon.&lt;br /&gt;
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====Stormspear with Eighteen Rocket Tubes====&lt;br /&gt;
The standard variant of the Stormspear Rocket Pod, this version features eighteen rocket tubes.&lt;br /&gt;
====Stormspear with Eight Rocket Tubes====&lt;br /&gt;
An uncommon variant, this version features only eight rocket tubes, holding less ammunition than that of the standard pattern.&lt;br /&gt;
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====Stormspear with Twenty-Four Rocket Tubes====&lt;br /&gt;
A rare variant, this version features twenty-four missile tubes, and consequently holds much more ammunition than that of the standard pattern. This version uses a larger overall pod design to accommodate the additional rocket tubes.&lt;br /&gt;
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===Spiculus Bolt Launcher===&lt;br /&gt;
[[File:Spiculus.JPG|200px|right|thumb|Spiculus Bolt Launcher]]&lt;br /&gt;
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The Aiolos&#039; big brother and the Cyclone&#039;s gold-encrusted father.&lt;br /&gt;
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The Spiculus Bolt Launcher is a type of large Missile Launcher used by the [[Adeptus Custodes]]. These arrays, resembling the smaller Cyclone Missile Launcher or Apocalypse Missile Launcher, are typically mounted on the [[Telemon Heavy Dreadnought|Telemon Heavy Dreadnoughts.]]&lt;br /&gt;
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Because they are mounted on the biggest and baddest of the golden bois, the Spiculus Bolt Launcher is deadly against all types of targets and enemies. A one-hit KO to speak simply. Anything that missile hits, it destroys.&lt;br /&gt;
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The Telemon Dreadnought is an [[Cheese|absolute monster of a machine on tabletop,]] with every weapon it carries being considered a god damned [[Rape|rape machine.]] The Bolt Launcher is no different &#039;&#039;especially&#039;&#039; if the Telemon stands still. If it doesn&#039;t move, the golden hulk can shoot its Spiculus Bolt Launcher (24” heavy 5 S5 ap-2 D1) &amp;lt;u&amp;gt;&#039;&#039;&#039;[[Dakka|twice]]&#039;&#039;&#039;&amp;lt;/u&amp;gt;  by itself which makes it a perfect back field camper for chewing GEQ’s.&lt;br /&gt;
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===Shieldbreaker Missile===&lt;br /&gt;
[[File:Shieldbreaker_Missiles.PNG|200px|right|thumb|Shieldbreaker Missiles]]&lt;br /&gt;
The main secondary weapon of the new Imperial Knight Dominus. The Shieldbreaker Missiles can come in a configuration of either one or two depending on your preferences. They are mounted on the back or the shoulders in order to resemble the Warlord Titan. &lt;br /&gt;
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In fact, these are the most ridiculously advanced (not to say magical) missiles in all of the Imperium&#039;s armory. They are designed to avoid any kind of energy/spiritual shield the target can put up, and manage to do so by using empyric cascade micro-generators controlled by Machine Spirits that teleport the missiles through the Warp for a few milliseconds, reemerging just inside the target&#039;s barrier. This is why in-game they negate invulnerable saves.&lt;br /&gt;
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These missiles are meant to break apart vehicles in precise shots. Whilst the Siegebreaker Cannons are aimed towards light vehicles and mass infantry formations of MEQs, the Shieldbreaker Missiles are definitely aimed at heavier vehicles such as battle tanks and artillery.&lt;br /&gt;
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On the tabletop, the Shieldbreaker Missiles are a bit situational due to the amount of fantastic anti-superheavy and anti-vehicle weapons that both variants of the Knight Dominus carries. On one hand it’s a one-shot missile, so you are restricted to either two to four missiles depending on your weapon configuration. On the other hand, it’s Str 10, AP -4, D6 Damage Heavy 1 weapon that has an ability that gives Invulnerable Saves the proverbial middle finger if it successfully wounds. Thus, a proper tactic is that this missile can be the &#039;killing blow&#039; to a weakened character or unit.&lt;br /&gt;
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===Helios Defense Missile Pod===&lt;br /&gt;
[[File:HeliosMissile.jpg|200px|right|thumb|Helios Defense Missile Pod]]&lt;br /&gt;
The personal FUCK OFF anti-air and anti-vehicle missile contraption exclusive to the Knight Porphyrion, cause they&#039;re too big to carry &#039;kiddie toys&#039; like the Stormspear and Ironstorm Weapon Pods found on smaller Knight Patterns.&lt;br /&gt;
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The Helios Defense Missile is a type of Missile used by the Imperium of Man to protect ground-based vehicles and installations against enemy aircraft. The Helios Defence Missile is known to have been used in the Ironstorm Missile Pod, however the large size of the missiles makes it impractical to house it in a small missile pod. Hence, the specially built missile pod of the Porphyrion is the only one capable of carrying and firing in large bulk. These missiles are equipped if the Knight is heading into battle-zones where the danger from airborne assault is apparent.&lt;br /&gt;
&lt;br /&gt;
It is only outclassed by the Apocalypse Missile Launcher in both size and devastation.&lt;br /&gt;
&lt;br /&gt;
===Praetor Multiple Missile Launcher===&lt;br /&gt;
[[File:Praetor_Multiple_Missile_Launcher.JPG|200px|right|thumb|Praetor Multiple Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
Carried by a Crassus transport that has replaced its troop capacity with missile racks called the [[Crassus Armored Assault Transport#Praetor Armoured Assault Launcher|&#039;&#039;&#039;PRAETOR ARMOURED ASSAULT LAUNCHER&#039;&#039;&#039;.]] Bigger than the Helios by sheer basis of having [[/d/|bigger and thiccer missiles.]] &lt;br /&gt;
&lt;br /&gt;
Similar to the Helios Defense Missile Pod, it is designed to fold in relatively neatly when not in use. Its large missile racks enable it to be fitted with a number of different munition types. Thus, it is capable of firing apocalyptic levels of dakka with three distinct payload options.&lt;br /&gt;
&lt;br /&gt;
====Foehammer Missiles====&lt;br /&gt;
Fires high-yield explosives designed to penetrate armour in a hard-hitting and devastating barrage, which can be used against the ground-based enemy vehicles or enemy-held objects to surely turn tanks into scrap metal.&lt;br /&gt;
&lt;br /&gt;
====Firestorm Missiles====&lt;br /&gt;
Launches a number of small incendiary rounds that saturate an area with flame. Think of it as something like a cluster bombs with a more fiery affect akin to a saturation bombing, or the poor man&#039;s/limp dick version of a thermobaric bomb.&lt;br /&gt;
&lt;br /&gt;
====Pilum Missiles====&lt;br /&gt;
Anti-air rockets capable of defending the Praetor from aerial foes; sophisticated tracking systems in its AA mount constantly monitoring skies for potential airborne targets although generally less suited than a dedicated anti-air vehicle.&lt;br /&gt;
&lt;br /&gt;
===Apocalypse Missile Launcher===&lt;br /&gt;
[[File:Apocmiss.jpg|200px|right|thumb|Apocalypse Missile Launcher]]&lt;br /&gt;
Strapped to the back of a [[Reaver Battle Titan]], the Apocalypse Missile Launcher does just that: spraying an area in explodey goodness capable of devouring waves of infantry and tanks alike.&lt;br /&gt;
&lt;br /&gt;
The Apocalypse Missile Launcher unit is comprised of the Apocalypse Launcher loaded with 20 rockets, packaged in two 10-rocket pods. The launcher, mounted on a Titan&#039;s chassis, is a highly automated self-loading and self-aiming system. It contains a fire control computer that integrates the vehicle and rocket-launching operations. The rockets can be fired individually or in ripples of 2 to 20. Accuracy is maintained in all firing modes because the launcher&#039;s computer re-aims the launcher between rounds. &lt;br /&gt;
&lt;br /&gt;
The weapon consisting of the multiple missile-tubes is capable of launching an immense barrage of explosive fire. The destructive potential of just one Apocalypse launcher is equivalent to an entire Imperial Guard artillery company. The missiles fired by an Apocalypse launcher travel at supersonic speeds, and just one salvo is enough to flatten an entire square kilometer of area.&lt;br /&gt;
&lt;br /&gt;
This weapon can fire guided and unguided projectiles and can hit a target a substantial distance away. The Apocalypse Missile Launcher is often employed using &amp;quot;shoot-and-scoot&amp;quot; tactics -- firing its rockets rapidly, then moving away to avoid counter fire. &lt;br /&gt;
&lt;br /&gt;
The [[Warmaster Heavy Battle Titan]] can [[MoreDakka|slap two of these]] on its carapace mounts.&lt;br /&gt;
&lt;br /&gt;
Its Eldar equivalent is the Revenant Missile Launcher.&lt;br /&gt;
&lt;br /&gt;
===Revelator Missile Launcher===&lt;br /&gt;
[[File:Revelator_missile_launcher.JPG|200px|right|thumb|Revelator Missile Launcher]]&lt;br /&gt;
The Revelator Missile Launcher is the secondary armament of the [[Warmaster Heavy Battle Titan]].&lt;br /&gt;
&lt;br /&gt;
This weapon system functions something alike the [[Apocalypse Missile Launcher]] mounted on lesser Titans (which the Warmaster can still mount two of, as mentioned previously), the main difference however, is that the Revelator Missile Launcher sacrifices missile stockpile for GIANT ECKS BAWKS HUEG EXPLOSIONS. Hence, it only carries six large and powerful missiles in total.&lt;br /&gt;
&lt;br /&gt;
This makes the Revelator Missile Launcher less suited for artillery against massed infantry and more appropriate in giving fortresses and enemy Titans a [[Anal circumference|new asshole.]] It&#039;s an anti-Titan missile for all intents and purposes and, given the role of the Warmaster, this shit is complementary.&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], the Revelator Missile Launcher sits in the middle between the Apocalypse Missile Launcher and the Warp Missile Rack.&lt;br /&gt;
&lt;br /&gt;
===Hellion Missile ===&lt;br /&gt;
[[File:Hellion_Missile.jpg|200px|right|thumb|Hellion Missile]]&lt;br /&gt;
A giant Hunter-Killer Missile.&lt;br /&gt;
&lt;br /&gt;
Attached to the side of the Epic Stormblades casemate was a single shot Anti-Titan missile.  The missile&#039;s warhead consists of an adamantium penetrator sleeve within which is encased a relatively small plasma warhead. &lt;br /&gt;
&lt;br /&gt;
The armored sleeve ensures that plasma warhead has penetrated deep into the target before it detonates, releasing white-hot plasma. It was there to help kick in the teeth of any titan that came around the corner, but fairly pointless against Gargants.&lt;br /&gt;
&lt;br /&gt;
It was once common for Imperial Guard Stormblades to mount whole racks of these missiles to assist in bringing down the heaviest Titans. [[Not As Planned|Unfortunately this arrangement left the missiles exposed to enemy fire,]] [[FATAL|which could cause the warhead to suddenly detonate if it suffered damage, and led to the loss of a number of Stormblades before the practice was officially stopped.]]&lt;br /&gt;
&lt;br /&gt;
===Deathstrike Missile===&lt;br /&gt;
[[File:Deathstrike_Missile.jpg|200px|right|thumb|Deathstrike Missile]]&lt;br /&gt;
An explosive set to [[Angry Marines|Maximum Fuck]] and strapped to a truck, an impact of this weapon will fucking END anything hit by it. A single ICBM made of [[Rage|FUCK YOU]] out for your blood would make anyone think twice.   Batteries of these helped out in the Battle for Armageddon when fired from literally the opposite side of the planet. The missile can carry a variety of payloads, though the most common in use is a plasma warhead able to vaporize a vast area of land. Tactical, biological, and the aptly named titan-killer warheads also exist. But by far the deadliest and rarest is the dreaded [[Warp Weapons|Vortex Missile]].&lt;br /&gt;
&lt;br /&gt;
The deployment of a single Deathstrike Missile Launcher is a complicated procedure that requires a huge investment of resources and many religious and administrative rituals by the Adeptus Mechanicus and Administratum respectively. [[Fail|As such, the deployment can take months to complete.]] Instead of just dick-slapping the big red button. Moreover the large lumbering launch vehicles often require their own dedicated escort and presents foes with a valuable and soft target. Except it’s range is such you can plop it down and fire from literally anywhere on the planet.  For the Departmento Munitorum, simple logistics has precluded its deployment in all but the most extreme circumstances.  That said, when shit hits the fan the Guard&#039;s leadership really don&#039;t give a fuck about whining adepts&#039; opinions and start smashing big red buttons.  Thank the Emperor.  Thank God-Emperor you can justify almost anything by saying “It worked, so the Machine Spirits were pleased, so you have no right to complain unless you’re a dirty heretic.”&lt;br /&gt;
&lt;br /&gt;
===Warp Missile Rack===&lt;br /&gt;
[[File:Warp_Missile_Rack.JPG|200px|right|thumb|Warp Missile Rack]]&lt;br /&gt;
&lt;br /&gt;
Hey! Ya know how the Deathstrike can be upgraded into a Vortex Missile for maximum FUCK? Now imagine that, [[Powergamer|but supersized]] and mounted on the carapace of a [[Reaver Battle Titan]]. Congrats! [[Awesome|You now have a weapon that can reliably threaten the walking cheesemongers known as]] [[Warlord Battle Titan|Warlord Battle Titans.]] The Warp Missile Rack is a missile launching system that is big enough to house only one Warp Missile per mission. It is a relatively medium to long ranged missile, but it is not the ICBM that is the Deathstrike Missile. This is due to the fact that the missile itself is not long enough to go into the outer atmosphere due to its short length relative to its size (Which means less fuel to launch the missile into space), as well as the fact that Reaver Titans are front line support Titans and as such, ICBM capabilities are not as needed.&lt;br /&gt;
&lt;br /&gt;
The [[Warp Missile]] itself is one of the rarest and most powerful munitions available to Reaver Titan Princeps. Mounted atop the god-machine’s carapace, the Warp Missile can be fired just once. Equipped with a miniature warp engine like those on starships, when fired it briefly enters the warp and emerges within an enemy Titan’s shields, [[Meme|attacking its weak point for MAXIMUM damage.]] Contrast this to the Vortex Missile which tears open a hole in spacetime and sucks everything inside the [[Warp]], the Warp Missile acts more like a [[C&#039;tan Phase Weapons|C&#039;tan Phase Weapon]] just on a titanic scale.&lt;br /&gt;
&lt;br /&gt;
As such, the Warp Missile Rack is a powerful addition to your Reaver Titans, giving them a one-shot weapon that bypasses shields. This is useful in pegging down Warlords a notch or two. It also gives Reavers some well needed niche as a &#039;light&#039; anti-Titan walker, given the fact that the introduction of the [[Warbringer Nemesis Titan]] has pushed Reavers to near obsolescence. &lt;br /&gt;
&lt;br /&gt;
The weapon has so far only appeared in the [[Adeptus Titanicus/Tactics|Adeptus Titanicus game]], implying it&#039;s only rarely deployed to Titan vs Titan battles.  To be fair, there are few other circumstances when such a weapon would be useful anyway.&lt;br /&gt;
&lt;br /&gt;
===Doomstrike Missile Launcher===&lt;br /&gt;
[[File:Doomstrike_Missile_Launcher.jpg|200px|right|thumb|Doomstrike Missile Launcher]]&lt;br /&gt;
A missile that can nuke an entire tabletop game in one shot.&lt;br /&gt;
&lt;br /&gt;
Take a Deathstrike Missile, remove its ICBM capabilities and fill it up with even more explosives. You will get the Doomstrike Missile Launcher, the third largest land based missile launcher to date. Bigger then every other faction&#039;s by a large margin.&lt;br /&gt;
 &lt;br /&gt;
So huge it can only be used by the [[Imperator Battle Titan]], this is a highly accurate missile launcher with a high rate of fire. It gains its accuracy by way of leveling the entire half of the city that the enemy is on so that his destruction is assured.&lt;br /&gt;
&lt;br /&gt;
The Warmonger-class Titan variant of the notable variant of the Imperator Titan mounts not one but &#039;&#039;eight&#039;&#039; of these badboys on one gun arm. This is unsurprising given that the Warmonger specializes in its deep strike/fire-support capability. Saturating a entire city in long range bombardment and [[Dakka]].&lt;br /&gt;
&lt;br /&gt;
The Doomstrike Missile earns its namesake as one of the most killy weapons available. Orks wish they can build an awesome missile such as this.&lt;br /&gt;
&lt;br /&gt;
You ask why the Imperial Guard doesn&#039;t stick this on a vehicle to use in large numbers since it apparently has far less logistical concerns than Deathstrikes?  The reason is that you&#039;re a fucking heretic for daring to use common sense.&lt;br /&gt;
&lt;br /&gt;
===Hellfire Missile===&lt;br /&gt;
[[File:Hellfire_Missile.jpg|200px|right|thumb|Hellfire Missile]]&lt;br /&gt;
&lt;br /&gt;
(Not to be confused with the real-world anti-tank missile of the same name.)&lt;br /&gt;
&lt;br /&gt;
You want to give the enemy the ultimate middle finger. You want to absolutely annihilate his entire army, city, mountain villa, private jet, luxury cars and his pet dog all in one go? Don&#039;t worry we have a solution for you! Move over Doomstrike cause there is a new big kid in town.&lt;br /&gt;
&lt;br /&gt;
A Deathstrike grown several orders of magnitude too large. A Hellfire Missile is capable of annihilating massive swathes of enemy infantry in one go. These things dwarfs the Doomstrike in both size and tonnage.&lt;br /&gt;
&lt;br /&gt;
The Hellfire Missile is basically a giant thermonuclear warhead that is able to threaten entire Titan legions. These things are so big and massive that they are as tall as a Warhound or even Reaver Titan. &lt;br /&gt;
&lt;br /&gt;
As such only the biggest warmachines  are able to carry them without resorting to a stationary silo. One of which is the [[Ordinatus Golgotha]] which can carry up to [[Rape|&#039;&#039;six&#039;&#039;]] of these monsters.&lt;br /&gt;
&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
&lt;br /&gt;
== Squat ==&lt;br /&gt;
===L7 Missile Launcher===&lt;br /&gt;
[[File:Handheld_L7_Missile_Launcher.PNG|200px|right|thumb|L7 Missile Launcher (Handheld Version)]]&lt;br /&gt;
The L7 Missile Launcher is a type of heavy Missile Launcher used by the [[Leagues of Votann]]. It is known to be mounted on vehicles such as the [[Sagitaur ATV]]. Here, the L7 occupy one-half of a larger weapon system, where it consists of the right side which sits seven anti-personnel missiles that deals high splash damage (More of this can be read below under Sagitaur Missile Launcher).&lt;br /&gt;
&lt;br /&gt;
Certain [[Hearthkyn Warrior]]s are able to carry mobile and man-portable versions of these. Although, rather than having two missile boxes, the hand-held version only has one. It can be assumed that the man-portable version has the entire box magazine being detachable, and that the camera-looking thing at the bottom of the missile box would be something like a [[markerlight]] to allow the missiles to home at the target and &#039;fire-and-forget&#039;. The hand-held version do have something like an additional magazine at the bottom, although it is likely to be a battery to power up the entire weapon system.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the L7 Missile Launcher comes with 2 profiles, a Focused shot at 30&amp;quot; HunTR 1, S9 AP-2 Dd6 and a Blast shot at 30&amp;quot; HunTR d6, S5 AP-1 D1. A versatile weapon that adds a bit of punch to your squad.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
L7Missile.jpg|Sagitaur Version (Right-side)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sagitaur Missile Launcher===&lt;br /&gt;
[[File:L7Missile.jpg|200px|right|thumb|Sagitaur Missile Launcher]]&lt;br /&gt;
The generically named Sagitaur Missile Launcher is one of the primary weapons of the [[Sagitaur ATV]]. The Missile Launcher is actually two weapons in one and consists of a wider weapon system. On the right side of the weapon is the aforementioned L7 Missile Launcher. While the left side houses four anti-armour missiles against tanks and equivalents, making this a very versatile weapon system.&lt;br /&gt;
&lt;br /&gt;
Now this interesting weapon had an interesting [[Skub]] history, [[Cheese|but not in the way you expect.]] For one thing, there has been plenty of [[derp|confusion]] on what the damned thing looks like. Early Warhammer Community seems to insinuate that the L7 Missile Launcher &#039;&#039;is&#039;&#039; the Sagitaur Missile Launcher, but the crunch &#039;&#039;clearly&#039;&#039; highlights that there are in fact, &#039;&#039;two&#039;&#039; different missile launchers that the Sagitaur could mount.&lt;br /&gt;
&lt;br /&gt;
This confusion is further hampered by the fact that the regular Hearthkyn Warriors can carry models of the actual L7, which in itself looks &#039;&#039;very&#039;&#039; similar to half of the design of the missile launcher mounted on the Sagitaur. So, whether this means that the Sagitaur Missile Launcher is either an upscaled L7, or actually &#039;&#039;THE&#039;&#039; missile launching weapon shown in various promos, or represents the other half of the missile launcher turret (with the L7 occupying the right-hand side) remained in perpetual limbo for several months until the release of the Sagitaur ATV as an independent unit by GeeDubs in late October.&lt;br /&gt;
&lt;br /&gt;
With the release of the Sagitaur ATV page in GeeDubs&#039; store gave us both an actual scale model between the Sagitaur ATV with a [[Space Marine|SPEHSS MEHREEN]] &#039;&#039;and&#039;&#039; the sprue mould of the entire model &#039;&#039;including&#039;&#039; all of its weapons. Through hefty investigations, it came to the conclusion that, despite what GeeDubs states on the vehicle having [[Bullshit|&#039;&#039;four weapon turrets&#039;&#039;]], the actual model only comes with three. Moreover, the L7 Missile Launcher section that comes with it, is much bigger than the ones the Hearthkyns use. Because of this, elegen/tg/entlemen had come to a conclusion that the Sagitaur Missile Launcher is most likely a wider missile launching system in which the L7 formed one-half of it, whilst the &#039;&#039;actual&#039;&#039; unique Sagitaur-exclusive Missile Launcher as shown in the crunch, represents the left-side (I.e. the one with the &#039;&#039;bigger&#039;&#039; missiles) of the overall weapon system.&lt;br /&gt;
&lt;br /&gt;
All of this confusion could honestly be avoided if GeeDubs just made the L7 an infantry-exclusive weapon whilst the Sagitaur gets the bigger missile launcher and call it as its own. [[Fail|But that&#039;s GW for you.]]&lt;br /&gt;
&lt;br /&gt;
With all said and done, lets go to the crunch. On the tabletop, this weapon system is a 36&amp;quot; Heavy 2, S10 AP-3 D3. Oddly enough, found on the Sagitaur and costing 10 points. Very strong, but the low rate of fire means you probably won&#039;t do too much damage with this. Probably best used to give lighter vehicles something to think about, but you can also sucker punch a weakened tank if the opportunity presents itself.&lt;br /&gt;
&lt;br /&gt;
===Hekaton VLS===&lt;br /&gt;
[[File:Hekaton_VLS.JPG|200px|right|thumb|Hekaton VLS]]&lt;br /&gt;
The Hekaton VLS (Verticle Launch System) is a missile weapon system used on the [[Leagues of Votann]]&#039;s [[Hekaton Land Fortress]].&lt;br /&gt;
&lt;br /&gt;
A first for 40k in the fact that is uses a VLS as its primary form of missile launch sequence. The Hekaton VLS can hit anything, anywhere due to the way it is constructed. The VLS is protected by a hatch which can be opened when primed for firing. Capable of housing seven missiles, the VLS can be equipped with either the haywire-causing single-shot &#039;&#039;&#039;Ancestor&#039;s Vengeance Warhead&#039;&#039;&#039;, a dozen infantry-shredding and frag-bursting &#039;&#039;&#039;Kin&#039;s Wrath Warhead&#039;&#039;&#039; or a few tank-busting armour-piercing &#039;&#039;&#039;Mountain Breaker Warhead&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
On tabletop, this translates to a 36&amp;quot; missile launcher that can hit anywhere within its radius. For the Ancestor&#039;s Vengeance Warhead, it is a Heavy D6, S6, AP-2, D2 missile and could only be shot once per battle. The weapon can target units that are not visible due to its VLS nature, and when it hits a vehicle, that attack has a damage characteristic of 3 and an unmodified wound roll of 4+ if successfully wounding a target. On the other hand, the Kin&#039;s Wrath Warhead is a Heavy 2D6, S6, AP-2, D2 ATGM that creates a blast. Lastly, the Mountain Breaker Warhead is a Heavy 1, S10, AP-3, D6 tank buster of a weapon. So you have a missile launcher that can perforate light vehicles, MEQs, TEQs, tanks and superheavies. &#039;&#039;Nice&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ancestor_Warhead.PNG|Ancestor&#039;s Vengeance Warhead&lt;br /&gt;
Kin&#039;s_Wrath_Warhead.PNG|Kin&#039;s Wrath Warhead&lt;br /&gt;
Mountain_Breaker_Warhead.PNG|Mountain Breaker Warhead&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Doomstorm Missile===&lt;br /&gt;
[[File:Doomstorm_Missile.jpg|200px|right|thumb|Doomstorm Missile]]&lt;br /&gt;
&lt;br /&gt;
If the [[Hellfury Cannon]] ain&#039;t doing much in coring a Titan a [[Anal circumference|new asshole,]] than the Doomstorm Missile would sure do the trick.&lt;br /&gt;
&lt;br /&gt;
The [[Squats]] saw the Doomstrike Missile Launcher and decided to one-up the Imperium with their own overly large and overcompensated fuck off missile. Doomstorm Missiles are a Squat weapon often found mounted in groups of 6 on the [[Cyclops War Machine]]. [[Exterminatus|They feature plasma warheads, ideal for vaporizing large bodies of light infantry, vehicles, superheavies and fellow Titans.]]&lt;br /&gt;
&lt;br /&gt;
These monsters are giant ICBMs meant to hit targets from the other end of the globe, meaning that the Cyclops don&#039;t even need to bother going up to face its adversary. Just get a map and shoot, because this thing is just one step closer to becoming an Exterminatus-grade weapon. &lt;br /&gt;
&lt;br /&gt;
It really speaks volumes of Squat battle tactics when their principle anti-Titan vehicle still needs six hydrogen bombs on a ICBM to feel just a tad-bit secure. It also speaks volumes that the Squats thought it was a relatively good idea to [[Derp|place their city-destroying WMDs exposed to the elements rather than being safely enclosed.]] Seriously, one shot from a heavy stubber would decommission the entire missile.&lt;br /&gt;
&lt;br /&gt;
It is unknown whether these missiles can be found in silos, but they sure as hell can be proven quite useful in void combat between starships. Currently, only the Cyclops is able to field these things.&lt;br /&gt;
&lt;br /&gt;
{{40k-Squat-Weapons}}&lt;br /&gt;
&lt;br /&gt;
== Chaos ==&lt;br /&gt;
&lt;br /&gt;
The [[Chaos Space Marines]] [[Havoc]]s use a man-portable missile launcher just like the Imperial model (presumably left over from their loyalist days).  Their Titans also have the same missile launchers available, although the Cyclone, Hunter-Killer, and Manticore missiles weren&#039;t developed until after the [[Horus Heresy]], so they aren&#039;t available to the Chaos Space Marines.  Apparently they couldn&#039;t steal some after they were invented, [[Derp|and none of the Chapters who turned traitor later brought any with them.]] Its just as likely that they have never gotten their hands on any substantial manufacturing complexes for them, meaning they have to use the limited Imperial Ordnance they do get from their looting and stolen factories in apocalypse battles. In dawn of war 2, the missiles launcher used by the plague marines puts slow effects on vehicles they hit, which is fantastic for ensnaring dangerous targets like avatar of Khaine, land raider or any [[METAL BOXES]] for your damage dealing units to catch up on them.&lt;br /&gt;
&lt;br /&gt;
===Hellfyre Missile Rack===&lt;br /&gt;
[[File:HellfyreMissileRack.jpg|200px|right|thumb|Hellfyre Missile Rack]]&lt;br /&gt;
&lt;br /&gt;
A weapon that is more of a laser light show than the actual [[Lasgun|laser light show.]]&lt;br /&gt;
&lt;br /&gt;
The [[Thousand Sons]]&#039; equivalent of the loyalist Cyclone Missile Launcher. The Hellfyre Missile Rack is a Missile Launcher system that is deployed on the Terminator Armour of the Scarab Occult Terminators of the Thousand Sons Traitor Legion. &lt;br /&gt;
&lt;br /&gt;
Hellfyre Missiles are compact but deadly warheads that explode with the power of the Warp, [[Wat|unleashing detonations of aetheric light.]] Don&#039;t ask us what &#039;&#039;type&#039;&#039; of light it unleashes; most definitely ain&#039;t the harmless pretty lights you see from light shows and more likely the atom-blasting radiation type of light you see from Neutron Stars. &lt;br /&gt;
&lt;br /&gt;
Judging by the way it is set up, the Rubric Terminators only have a total of eight shots before being exhausted of ammunition. It looks like a pain in the ass to reload the entire weapons system, which would probably be why no one in their right minds would bother reloading such a weapon in the middle of the battlefield.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Hellfyre Missile Rack is only available to Scarab Occult Terminators, 24&amp;quot; Heavy 2 S8 AP-2 Damage D3, it can now finally, finally, be fired in addition to the model&#039;s other weapons at the cost of 15 points.&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], its a Chaos Cyclone Missile Launcher, you must be an idiot &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; to use it.&lt;br /&gt;
&lt;br /&gt;
===Havoc Launcher===&lt;br /&gt;
[[File:HavocLauncherRhino.jpg|200px|right|thumb|Havoc Launcher]]&lt;br /&gt;
&lt;br /&gt;
The Havoc Launcher is a small multiple missile pod that can be employed by Chaos vehicles (it was used on all Imperial vehicles during the [[Great Crusade]] and both sides of the [[Horus Heresy]], though it&#039;s [[Chaos]]-only now). It functions by firing off a cluster of long-ranged explosive shells, perfect for dispatching clusters of small enemies - it&#039;s particularly effective against [[Ork]]s, [[Dark Eldar]], the [[Tyranids]], [[Kroot]], and the [[Imperial Guard]]. The weapon has the following profile:&lt;br /&gt;
&lt;br /&gt;
Range: 48&amp;quot; | Strength: 5 | AP: 5 | Heavy 1, Blast, Twin-Linked&lt;br /&gt;
&lt;br /&gt;
It can be thought of as a rough equivalent to the Imperial Hunter-Killer, as it is an upgrade easily applied to any vehicle for some extra firepower. But where the Hunter-Killer missile is a one-shot weapon meant to damage or kill a single, high-priority target, the Havoc Launcher is meant to handle clusters of infantry. The Havoc has the added advantage of being able to fire all damned game long. Be warned, though; [[Tau]], &#039;Ard boyz, [[Necron]]s, Storm Troopers, and [[Space Marines]] can generally weather its offensive. That being said it&#039;s still a decent deterrent against light troops (Tyrablobs, Guard blobs, and Orks), and not a bad investment for the points. Also, once your Rhino has disgorged its angry Berserkers and been immobilised, your opponent tends to forget that it&#039;s a threat. [[Awesome | This can result in the paralysed transport causing the final wound to a special snowflake Space Marine character when both armies in a 800pt annihilation game are otherwise exhausted, tabling the opponent.]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
ChaosMissileLauncher.jpg|Despite sharing a similar name, the Havoc Launcher is &#039;&#039;not&#039;&#039; related to Chaos Space Marine Havocs or the differently-profiled missile launchers they use.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Naval Missile Turret===&lt;br /&gt;
[[File:Naval_Missile_Turrets_Chaos.JPG|200px|right|thumb|Duo of Naval Missile Turrets]]&lt;br /&gt;
The largest missile launcher to date, at least when it comes to the [[Chaos Space Marines|boys in spikes.]] [[Fleets of Chaos|Chaos Warships]] are long-ranged combatants, especially when it comes to their [[Imperial Navy|Imperial counterparts]]; often depending on peppering their enemies before they get the chance to close in-range to counterfire.&lt;br /&gt;
&lt;br /&gt;
In this case, their missile turrets perform their job as their equivalent of [[Macrocannon]]s. [[Reasonable Marines|In a rare stroke of common sense,]] which is one hell of a feat since this is [[Chaos]] [[Fail|we are dealing with here]], these missile turrets are actually VLS (Vertical Launch System) which can be found in modern naval vessels in today&#039;s world. This makes them more compact and less vulnerable in being blown the fuck off by enemy fire and allows it to literally target and hit their enemies from &#039;&#039;anywhere&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This is true in-game as well, as these things &#039;&#039;cannot miss&#039;&#039; and will continue to pepper the target until its shields goes down or it goes boom. Sure it may not pack as much punch as a [[Torpedo]], but at least this thing does not miss. It is equivalent to the [[Dark Eldar]] [[Scythe Missile Launcher]] and the [[Tau]] [[Gravitic Launcher]] in function. &lt;br /&gt;
&lt;br /&gt;
These turrets come in light, medium and superheavy variants, although they all look the same. &lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Eldar==&lt;br /&gt;
===Eldar Missile Launcher===&lt;br /&gt;
[[File:Eldar_missile_launcher.jpg|200px|right|thumb|Eldar Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
Unlike the ones used by the [[Imperium]], Eldar missile launchers consist of several pods of small missiles, using a cluster of small projectiles instead of a single large one to deal damage. Of note is that the number of openings on the launcher does not reflect the number of missiles that it is capable of holding: each firing tube is connected to several smaller chambers, in which the missiles are held and fired from.  In addition, the Eldar eschew fragmentation rounds in favour of an unstable plasma core round, which has a small degree more penetrative prowess. &lt;br /&gt;
&lt;br /&gt;
On tabletop, it is a pretty flexible weapons choice that slams targets at a respectable 48&amp;quot; range with either a single Heavy S8 AP-2 D1d6 shot or a Heavy d6 S4 AP-1 blob evaporator. Compared to the standard Reaper Launcher, the Eldar Missile Launcher is slightly more expensive, with a higher potential against GEQ and heavies, but the Reaper Launcher does more consistent damage and is better against medium targets such as MEQs, TEQs, bikes, nobs, Primaris Marines, or Tyranid Warriors. &lt;br /&gt;
&lt;br /&gt;
===Reaper Launcher===&lt;br /&gt;
[[File:Reaper_Launcher.png|200px|right|thumb|Reaper Launcher]]&lt;br /&gt;
&lt;br /&gt;
The Dark Reapers aspect warriors use a variation on the Eldar Missile Launcher: the Reaper Launcher. Firing a hail of small missiles over a very large distance, they can do considerable damage to Space Marines and all but the largest of [[Tyranid]] organisms. Exarchs of the Dark Reapers can use either a regular Eldar missile launcher or the Tempest Launcher: a modified Reaper Launcher that shoots its projectiles in an arc, bombarding a large area with lethal projectiles.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Reaper Launchers hit at a solid S8 AP-2 flat D3, for your vehicle and monster killing needs, or can opt for one extra shot at S5 AP-2 flat D2 for taking out any pesky infantry attempting to [[Tarpit|tarpit]] your precious Dark Reapers.&lt;br /&gt;
&lt;br /&gt;
===Torrent Reaper Launcher===&lt;br /&gt;
[[File:Torrent_Reaper.jpg|200px|right|thumb|Torrent Reaper Launcher]]&lt;br /&gt;
A specialized variant of the normal Reaper Launcher. The Torrent Dark Reaper Launcher is a fucking [[Awesome|Gatling missile launcher!]] The launcher makes use of a cylindrical drum for magazine-style loading of rapid-fire mini missiles. Increasing the ammo capacity of the standard reaper launcher significantly, but the added ammunition increases the weight of the weapon as well, despite the addition of anti-grav devices. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, as awesome as it sounds, GW has yet to implement this weapon into tabletop fully, [[Derp|FOR. SOME. REASON.]] Because as cool as it is to have your Space Elves wield a bunch of gatling missile launchers, [[Bullshit|the upper echelons of GW had conveniently forgotten that this thing even existed in the first place.]] Once again disappointing /tg/ with their [[Fail|gross incompetence.]]&lt;br /&gt;
&lt;br /&gt;
===Tempest Launcher===&lt;br /&gt;
[[File:Tempest_Launcher.jpg|200px|right|thumb|Tempest Launcher]]&lt;br /&gt;
A Tempest Launcher is an ancient form of Reaper Launcher utilized exclusively by Dark Reaper Exarchs. It looks like two Reaper Launchers duct taped together for twice the bang. These launchers fire clusters of small Reaper Missiles in an arc. &lt;br /&gt;
&lt;br /&gt;
Whilst individually, they are weaker than standard Reaper Missiles, they have a significant area of effect to compensate for this. They are thus, able to affect a larger target area and be used in an indirect fire role or as a unconventional form of artillery.&lt;br /&gt;
&lt;br /&gt;
As the case for most Eldar technology, the weapon is psychically activated, and its resonant Wraithbone construction is sensitive to the Eldar&#039;s innately psychic mind. Like the more common Reaper Launcher, the Tempest Launcher is linked to its targeter via the handle. &lt;br /&gt;
&lt;br /&gt;
This creates a mind-link with the Dark Reaper&#039;s weapon, allowing the warrior to &amp;quot;see&amp;quot; out of the muzzle of the launcher. However, the skill of a Dark Reaper Exarch means that his skill would be on a whole new playing field.&lt;br /&gt;
&lt;br /&gt;
On tabletop, it is one of the primary weapons for a Dark Reaper Exarch. Just pay 5 more points to trade in in your Reaper Launcher for a Heavy 2d6 S4 AP-2 D1 weapon that doesn&#039;t need LoS to help with clearing out blobs. It&#039;s going to average more hits than the Missile Launcher&#039;s anti-infantry mode, though you won&#039;t have any sort of S8 fire mode. Just remember it has a shorter range than the Reaper Launchers. If you are going MSU or Ynnari with your Reapers this should be your default choice to make up for the lost Dakka.&lt;br /&gt;
&lt;br /&gt;
===Phoenix Missile Launcher===&lt;br /&gt;
[[File:Phoenix_Missile_Launchers.JPG|200px|right|thumb|Phoenix Missile Launcher]]&lt;br /&gt;
The Phoenix Missile Launcher is a type of Eldar Missile Launcher typically mounted on Phoenixes, Vampire Raiders and their variants. Used against ground targets, they are most notable for using plasma warheads which are rapidly discharged to saturate an area in expanding plasma explosions.&lt;br /&gt;
&lt;br /&gt;
They are also quite small, especially when you factor in the size of the Phoenix, let alone the Vampire Raider. You would expect the Eldar would carry some gigantic missiles for their gigantic planes, but alas they got the one with the metaphorical [[Dick|short dick.]]&lt;br /&gt;
&lt;br /&gt;
On tabletop, Phoenix Missiles are similar to starcannons with only D6 variable shots and flat 2 damage, so they&#039;re unreliable for big damage output but can trim a few enemy Terminators or Primaris marines from any squad.&lt;br /&gt;
&lt;br /&gt;
===Revenant Missile Launcher===&lt;br /&gt;
[[File:RVL.PNG|200px|right|thumb|Revenant Missile Launcher]]&lt;br /&gt;
The second biggest ground-based Eldar Missile Launcher.&lt;br /&gt;
&lt;br /&gt;
The Revenant Missile Launcher also known as the Cloudburst Missile Launcher is a type of Eldar Missile Launcher mounted on [[Revenant Scout Titan|Revenant Titans.]] This shoulder-mounted weapon is loaded with rapid-firing missiles armed with plasma warheads for close-range defense against enemy infantry.&lt;br /&gt;
&lt;br /&gt;
Curiously, the missile launchers are situated on the side of the Titan&#039;s head, creating a rather cramp and awkward firing position. Or it could be a homage to the smaller [[Mandiblaster]]s from the Striking Scorpions. Either way, the missile launcher is more of a self defense than anything else.&lt;br /&gt;
&lt;br /&gt;
Due to this, not many people actually use the missile launcher as an offensive tool. So you ain&#039;t seeing too much missile spam here.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, the Missile Launcher is an anti-aircraft weapon; 2d6, S8, AP-2, D1d3 that adds +1 to hit against units that fly.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Revenant_Missile.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Phantom Missile Launcher===&lt;br /&gt;
[[File:Phantom_Missile_Launcher.JPG|200px|right|thumb|Phantom Missile Launcher]]&lt;br /&gt;
The biggest ground-based Eldar Missile Launcher to date.&lt;br /&gt;
&lt;br /&gt;
This is the Eldar&#039;s answer to the Imperium&#039;s Apocalypse Missile Launcher.&lt;br /&gt;
&lt;br /&gt;
The Phantom Missile Launcher also known as the Voidstorm Missile Launcher are enormous Missile Launchers mounted on Eldar [[Phantom Battle Titan|Phantom Titans]] and are the Revenant Missile Launcher&#039;s bigger brother. These missile launchers are used for close anti-personnel and anti-aircraft defense. It is assumed that the missile pod from the Titan&#039;s left shoulder fires the smaller anti-personnel warheads, whilst the larger one from the right shoulder fires the larger anti-aircraft warheads.&lt;br /&gt;
&lt;br /&gt;
Like its little brother, the Phantom Missile Launchers are placed on the side of the Titan&#039;s head, specifically, besides its shoulders. Whilst it is a bit more reasonable than the Revenant version due to the sheer fact that it has more room. It is still a relatively awkward weapon to fire.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, these Missile Launchers as its name implies, are both anti-infantry and anti-aircraft; 2d6, S8, AP-3, D1d3 that adds +1 to hit against units that fly.&lt;br /&gt;
&lt;br /&gt;
===Implosion Missile===&lt;br /&gt;
[[File:Implosion_Missile_Launcher.JPG|200px|right|thumb|Implosion Missile]]&lt;br /&gt;
&lt;br /&gt;
Exclusive to the Voidraven Bomber, Implosion Missiles are Dark Eldar weapons carried by Voidraven Bombers due to their size. [[Lolwut|These missiles emit a field of molecular dissonance which instantly implodes its victim in upon themselves, leaving only a scorched silhouette.]] The Implosion Missile is highly suspected to be the weapons mounted on the missile launcher detachment for the Voidraven Bomber. Each Bomber could carry two under each wing for a grand total of four.&lt;br /&gt;
&lt;br /&gt;
In 7th Edition, most Dark Eldar players with a Voidraven Bomber would usually toss on Implosion Missiles and [[Lulz|grab popcorn as they watch Terminators weep bitter tears as the high strength and high AP would most guarantee a dead termie.]] Depending on the enemy, some might want to choose between either mixing up the Necrotoxin and Implosion Missiles or dedicating yourself to one. &lt;br /&gt;
&lt;br /&gt;
In 8th Edition, it is a missile that is basically a D3 shots at S6 and AP-3.&lt;br /&gt;
&lt;br /&gt;
===Monoscythe Missile=== &lt;br /&gt;
[[File:Monoscythe_Missile.PNG|200px|right|thumb|Monoscythe Missile]]&lt;br /&gt;
The Monoscythe Missile is designed to release a wave of energy at head-height upon impact, decapitating nearby foes. One must wonder the effectiveness of the weapon when faced against creatures [[Derp|with literally no necks]] like the various assortments of [[Squig|Squigs]] and the occasional [[Krootox]]. The Monoscythe Missile is found on both the Voidraven Bomber and the Razorwing Jetfighter.&lt;br /&gt;
&lt;br /&gt;
The Monoscythe Missile is a Assault D6, S6, 0 AP , 2 Damage. Nice for drowning a Bike Squad or TEQs in saves.&lt;br /&gt;
&lt;br /&gt;
===Necrotoxin Missile===&lt;br /&gt;
[[File:Necrotoxin_Missile.JPG|200px|right|thumb|Necrotoxin Missile]]&lt;br /&gt;
Filled with deadly neuropoisons, it fires shards of toxic shrapnel when it detonates, killing and pinning the enemy. This missile would definitely be useless against machines or the entirety of the [[Necron]] army. The Necrotoxin Missile is found on both the Voidraven Bomber and the Razorwing Jetfighter.&lt;br /&gt;
&lt;br /&gt;
The Necrotoxin Missile is an Assault D6, Wounds on a 2+ (6+ for Vehicles). Your infantry hunting and character sniping choice, yes, that includes [[Necrons]] [[Derp|to the list despite being machines.]] Recent FAQ changed this to Assault 3D3. Still good pretty though.&lt;br /&gt;
&lt;br /&gt;
Let’s be reasonable.  It’s the Dark Eldar.  Do you really think they don’t have a way to poison even freaking machines?&lt;br /&gt;
&lt;br /&gt;
===Shatterfield Missile===&lt;br /&gt;
[[File:Shatterfield_Missile.PNG|200px|right|thumb|Shatterfield Missile]]&lt;br /&gt;
The Shatterfield Missile has two separate detonation chambers, first one [[Wat|sucks away all warmth, turning the foe into ice-like statues.]] The second one sends out a powerful force that blows the brittle enemy to pieces. The Shatterfield Missile is found on both the Voidraven Bomber and the Razorwing Jetfighter.&lt;br /&gt;
&lt;br /&gt;
The Shatterfield Missile in 8th Edtion is an Assault D6, S7, -1 AP, 1 Damage weapon with Shred. Necrotoxin is overall a much more consistent weapon in terms of damage, but this has a nice niche in burying MEQ units in armor saves.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Scythe Missile Launcher===&lt;br /&gt;
[[File:Scythe_Missile_Launcher.JPG|200px|right|thumb|Trio of Scythe Missile Launchers]]&lt;br /&gt;
Otherwise known as the Scythe Missile Artillery. Scythe Missile Launchers are a type of Missile Launcher battery used by almost every single [[Dark Eldar]] spaceships. They come in the heavy and light classes.&lt;br /&gt;
&lt;br /&gt;
As void weapons, Scythe Missile Launchers are among the largest missile launchers in the entire Eldar race period. These are rapid firing missile launchers are often used as the equivalent of a [[Macrocannon]] or [[Heavy Starcannon]] among the [[Fleets of Commorragh]]. Because of its ability to home and track down targets, they are used far more frequently than Heavy Starcannons which are rare in the Drukhari armoury and is more in line with their Craftworld cousins.&lt;br /&gt;
&lt;br /&gt;
They are identified by their ovoid shape and are relatively small in comparison with the ship.&lt;br /&gt;
&lt;br /&gt;
In Battlefleet Gothic Armada II, Scythe Missile Launchers has the highest crit chances out of any Macro-weapons. This makes them punch through shielding and armour on vessels much heavier than the ships that are currently using them&lt;br /&gt;
&lt;br /&gt;
{{40k-Eldar-Weapons}}&lt;br /&gt;
{{40k-DEldar-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Tau==&lt;br /&gt;
The [[Tau]] also use missile launchers, albeit only on their battlesuits and vehicles -- Fire Warrior squads are instead given markerlights and are expected to designate targets for the vehicles to shoot at, rather than carry missiles themselves. This is because the hunter cadre is by doctrine suppose to be a highly mobile and elastic thing, it&#039;s why they don&#039;t use any crew served weapons the way the Imperial Guard does. As mobility is so highly valued missiles and other heavy weapons are attached to vehicles which are then tightly integrated with the infantry so as to work as one for the Greater Good. They are generally not as powerful as their Imperial equivalents, but they can be more accurate if their targets are illuminated by markerlights.&lt;br /&gt;
&lt;br /&gt;
===Airbursting Fragmentation Projector===&lt;br /&gt;
[[File:Airbursting_Fragmentation_Projector.jpg|200px|right|thumb|Airbursting Fragmentation Projector]]&lt;br /&gt;
Less of a missile launcher and more of a Tau grenade launching ordnance. &lt;br /&gt;
&lt;br /&gt;
The Airbursting Fragmentation Projector or Launcher is an experimental special issue Tau weapon currently undergoing field tests. It launches a a proximity-fused explosive projectile, launched on a trajectory computed by an on-board drone intelligence, that calculate the precise height and distance from the other munitions to provide maximum effect.&lt;br /&gt;
&lt;br /&gt;
The munition is fired at a high angle and explodes directly above the target, negating the effects of any cover the foe might be using. The weapon has proved effective against swarms of Tyranids, including those with [[Lictor|chameleonic properties.]] Another major advantage of the weapon is that it can be targeted on an enemy even if the user does not have a direct line of sight to it, due to it&#039;s indirect fire trajectory.&lt;br /&gt;
&lt;br /&gt;
On tabletop it is a longer ranged Flamer that ignores line of sight but doesn&#039;t auto-hit, so not a flamer at all. Not bad. Unless you need to ignore the line of sight, such as on very terrain laden maps, the Burst Cannon outperforms this weapon.&lt;br /&gt;
&lt;br /&gt;
Tl;dr Its a T&#039;au mortar.&lt;br /&gt;
&lt;br /&gt;
=== Missile Pod ===&lt;br /&gt;
[[File:Missile_Pod.jpg|150px|right|thumb|Missile Pod]]&lt;br /&gt;
The vanilla Missile Pod.&lt;br /&gt;
&lt;br /&gt;
A missile pod is a small rack of miniature missiles mounted on the arm or shoulder of a Battlesuit. &lt;br /&gt;
&lt;br /&gt;
It is a relatively simple Tau multiple missile delivery system able to engage targets at long range. It isn&#039;t quite as strong or armor-piercing or long-ranged as an Imperial missile launcher (Example: it is not as powerful as an Imperial Krak warhead and lacking the damage radius of a Frag Missile), but it is an assault weapon, rather than a heavy weapon. &lt;br /&gt;
&lt;br /&gt;
Despite being overall inferior to the Imperium&#039;s missile, Tau missiles instead combine the best attributes of both, and are capable of rapid fire to shred infantry, transports, skimmers, and other light vehicles with ease. &lt;br /&gt;
&lt;br /&gt;
A Tau Missile Pod typically consists of a small silo of semi-intelligent missiles that are extremely effective against both heavy infantry and light vehicles. &lt;br /&gt;
&lt;br /&gt;
=== High-Yield Missile Pod ===&lt;br /&gt;
[[File:High-Yield_Missile_Pod.jpg|200px|right|thumb|High-Yield Missile Pod]]&lt;br /&gt;
The High-Yield Missile Pod is large rack of High Explosive Missiles mounted on the hands of XV-88 Broadside Battlesuit in place of the normal Heavy Rail Rifle. &lt;br /&gt;
Similar in power and role to an Imperial Autocannon, a High-yield Missile Pod is essentially a larger and more rapidly-firing Missile Pod that consists of a silo of semi-intelligent missiles. &lt;br /&gt;
&lt;br /&gt;
Designed as a Light Vehicle killer this thing fires double the normal amount of missiles compared to its lighter cousin and spells the end of any light vehicle caught in its range.&lt;br /&gt;
&lt;br /&gt;
High-yield Missile Pods were developed during the Tau Empire’s Great War of Confederation after initial setbacks were encountered fighting the Ork menace, where the sheer mass of attacking Greenskin waves and the light nature of their vehicles meant that the Heavy Rail Rifle, although deadly, could not stem the overwhelming tide of attackers.&lt;br /&gt;
&lt;br /&gt;
=== Smart Missile System ===&lt;br /&gt;
[[File:Smart_Missile_System_models.jpg|150px|right|thumb|Smart Missile System]]&lt;br /&gt;
A Smart Missile System is a Tau missile launcher that fires self-propelled auto-tracking missiles. A smart missile system&#039;s munitions have even less strength, range, and armor-piercing ability than those of a missile pod, but they include advanced built-in target tracking and guidance systems. &lt;br /&gt;
&lt;br /&gt;
The tracking system is provided by a Drone-level artificial intelligence which makes the projectile completely independent of the firing unit. This allows for the firer to engage targets that are outside their line-of-sight, hide behind the terrain and the missiles are not affected by fighting in low-light or nighttime conditions. &lt;br /&gt;
&lt;br /&gt;
The operator must remain steady to designate a target, but can then unleash four missiles that will Robotech around obstacles on the way to their target allowing for multiple simultaneous and devastating offensive missile strikes.&lt;br /&gt;
&lt;br /&gt;
On the tabletop the Smart Missile System is a heavy 4 pulse rifle that can hit targets out of LoS from the shooter. Most vehicles and most Tau players for that matter can take them in a pair of these things for [[Dakka|double the firepower,]] which is great. They are especially great when those pesky Gue&#039;la decide that hiding in cover or MEHTAL BAWKSES is a neat strategy.&lt;br /&gt;
&lt;br /&gt;
=== Cluster Rocket System ===&lt;br /&gt;
[[File:ClusterRockets.jpg|200px|right|thumb|Cluster Rocket System]]&lt;br /&gt;
&lt;br /&gt;
[[Dakka|Macross Missile Spam. On tabletop.]]&lt;br /&gt;
&lt;br /&gt;
The Cluster Rocket System is a type of Tau weapon. Cluster Rocket Systems saturate the enemy with salvos of drone-guided warheads. Cluster Rocket Systems are most typically mounted on the KV128 Stormsurge Ballistic Suit.&lt;br /&gt;
&lt;br /&gt;
These over grown missile pods replace the Suits arms and can vomit forth enough ordnance to threaten anything with T:5 or lower, with the ability to fire up to 4d6 attacks, a range of 48&amp;quot;, so long as Lady Luck, and Admiral Awesome smile on you, this thing will earn back its points, and then some solely with amount of infantry it can annihilate. Crunch wise, the Cluster Rocket System fires a shitload of shots for smacking the shit out of tarpits within range. If you want to saturate a entire area in GEQ grinding rockets, this is the weapon for you.&lt;br /&gt;
&lt;br /&gt;
=== Nexus Meteor Missile System ===&lt;br /&gt;
[[File:99560113052_TauNexusMissile03.jpg|200px|right|thumb|Nexus Meteor Missile System]]&lt;br /&gt;
The Nexus Missile System is a class of heavy Missile Launcher used by the Tau Empire.&lt;br /&gt;
&lt;br /&gt;
When they mean meteor, I believe the Weebs really meant it as this thing hits like an asteroid. Sacrifices the amount of [[Dakka|missile spam]] for precise, powerful explosions...like a [[Manticore Rocket Launcher|Manticore.]]&lt;br /&gt;
&lt;br /&gt;
Because the Cluster Rocket Pod wasn&#039;t producing a big enough boom. This &#039;&#039;thing&#039;&#039; can only be mounted on the KX-139 Ta&#039;Unar Supremacy Suit, and boy does it show. A swarm killer of the highest order this weapon lays down one Apocalyptic Mega Blast Template that starts out as strong as a Railgun, and ends up as weak as a Pulse Rifle, with an explosion bright enough to blind anyone left standing.&lt;br /&gt;
&lt;br /&gt;
These weapons are used for blob armies at long range where it can fire with relative safety from its own missile&#039;s blast radius. However, when things get too close, the Nexus Meteor Missile System is replaced with the Fragmentation Cluster Shell Launcher.&lt;br /&gt;
&lt;br /&gt;
===Fragmentation Cluster Shell Launcher===&lt;br /&gt;
[[File:FragCluster.jpg|200px|right|thumb|Fragmentation Cluster Shell Launcher]]&lt;br /&gt;
The Airbursting Fragmentation Projector on [[Drugs|Bathsalts.]]&lt;br /&gt;
&lt;br /&gt;
The Fragmentation Cluster Shell Launcher is a type of Tau heavy Battlesuit weapon. This massive array is mounted on the KX-139 Battlesuit series. This weapon is used when you just wanna launch so much grenades in the sky it starts to resemble more like an &#039;&#039;actual&#039;&#039; [[Steel Rain]] than the [[Drop Pod|creator&#039;s namesake.]] &lt;br /&gt;
&lt;br /&gt;
The Fragmentation Cluster Shell Launcher is used as a replacement for the Nexus Meteor Missile System in case the Supremacy Suit found itself a bit &#039;&#039;too&#039;&#039; surrounded by a bunch of mooks.&lt;br /&gt;
&lt;br /&gt;
As such, the Fragmentation Cluster Shell Launcher is best used for close range defense and infantry target saturation whereas the Nexus Meteor Missile System is aimed at blob armies at a much further range. &lt;br /&gt;
&lt;br /&gt;
On the tabletop, the weapon always comes buddy-buddy with the Heavy Rail Cannon, essentially the Fragmentation Cluster Shell Launcher is the same Airbursting Fragmentation Projector with the same Cluster Shells ability but with a much longer and wider range.&lt;br /&gt;
&lt;br /&gt;
=== Seeker Missile ===&lt;br /&gt;
[[File:Seeker2.jpg|200px|right|thumb|Seeker Missile]]&lt;br /&gt;
The seeker missile is the Tau Empire&#039;s primary indirect fire support weapon, equivalent to the Imperial hunter-killer missile.  Prior to 6th edition, they could only be activated remotely by a markerlight, which they made up for by being BS5. The 6th edition Tau Empire codex made them able to be fired like normal weapons as well - without anyone else to give them markerlight rules, they are &#039;&#039;identical&#039;&#039; to hunter-killer missiles. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;With&#039;&#039; markerlights it is a slightly different story. They can be remotely fired even if the vehicle carrying them would be unable to use them (because it has moved, or does not have line-of-sight to a target, for example).  The Tau Empire realized that having a vehicle carry missiles but be unable to fire them itself would be silly, and so most vehicles dedicated to carrying seeker missiles, like the [[Skyray Missile Gunship]], mount networked markerlights that allow them to designate targets themselves.  Other largish Tau vehicles can mount a smaller number of seeker missiles purely for infantry anti-armor support.&lt;br /&gt;
&lt;br /&gt;
Come Eighth edition, they are now heavy weapons that fire on a Six, regardless of the heavy weapons penalty. However, two marker lights on a target will allow you to use the firing model&#039;s BS as opposed to a six.&lt;br /&gt;
&lt;br /&gt;
=== Destroyer Missile ===&lt;br /&gt;
[[File:DestroyerMissile.jpg|250px|right|thumb|Destroyer Missile]]&lt;br /&gt;
[[Meme|A Missile that will pierce the heavens!]]&lt;br /&gt;
&lt;br /&gt;
Take a seeker missile, feed it steroids made of hate, and then give it something to destroy, there you&#039;ve got a Destroyer Missile. These munitions are an advanced form of Seeker Missiles, piloted by advanced AI before being delivered with extreme precision. You can say it is the Tau equivalent of the infamous [[Deathstrike Missile Launcher]], although not as obscene and not as table breaking ridiculous.&lt;br /&gt;
&lt;br /&gt;
Mounted on the KV128 Stormsurge suit in sets of 4 these missiles normally act at S:8, AP1, but can be fired at S:D by spending a Markerlight Token.&lt;br /&gt;
&lt;br /&gt;
In 8th edition, the Destroyer Missile has been changed to a single shot on a hit that do D3 mortal wounds. Basically becoming a Seeker missile with a foot of range lopped off, although it can still benefit from Markerlights.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Destroyer Missile 2.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gravitic Launcher ===&lt;br /&gt;
[[File:Gravitic_Launchers_2.JPG|200px|right|thumb|Gravitic Launcher]]&lt;br /&gt;
A very interesting weapon. &lt;br /&gt;
&lt;br /&gt;
Gravitic Launchers are a type of &#039;Missile Launcher&#039; found only on the biggest Tau Warship. &#039;Missile Launcher&#039; is in quotations because its firing mechanism is nothing more than an even larger railgun. While this should technically put it in the [[Gauss]] section, the reality is that this weapon only shoots out missiles, it&#039;s just that its firing mechanism follows the Railgun-mechanics which doesn&#039;t make it an actual bonafide Railgun.&lt;br /&gt;
&lt;br /&gt;
Due to its unique technical makeup, the weapon consists of a two-stage launch system. First, mass drivers provide the initial burst of speed to launch the missile before the ship&#039;s gravitational field is pulsed to force the missile out at a tremendous speed. The missiles are drone controlled, giving them exceptional directional control making them highly dangerous weapons. So, in a way they’re a type of bolt weapon with magnetic and gravitic kicker instead of a chemical kick charge to get the ball rolling.&lt;br /&gt;
&lt;br /&gt;
They are identified by the four-tubed looking things sandwiched between the bridge and launch bays on top of a [[Or&#039;Es El&#039;Eleath|Or&#039;es El&#039;leath-class Battleship.]] The ones on the [[Lar&#039;shi&#039;vre-class Cruiser]] resembles five holes on the prow of the ship.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Gravitic_Launchers.JPG|3D-printed model.&lt;br /&gt;
Graviticlauncher.jpg|Firing its missiles.&lt;br /&gt;
Gravitic_Launcher_Cruiser.JPG|On the Lar&#039;shi&#039;vre-class Cruiser.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Warsphere Missile Pod ===&lt;br /&gt;
[[File:Warsphere_Missile_Pod.JPG|200px|right|thumb|Warsphere Missile Pod]]&lt;br /&gt;
Warsphere or Kroot Missile Pods are used in the aforementioned [[Warspheres]]. These Missile Pods are arranged in three on each second ring of the Warsphere and erected like a modern VLS system.&lt;br /&gt;
&lt;br /&gt;
These missile pods are the &amp;lt;u&amp;gt;&#039;&#039;&#039;ONLY&#039;&#039;&#039;&amp;lt;/u&amp;gt; weapons found on a [[Kroot]] Warsphere. Whilst the Kroots have six of these on their flying eggships, the Warsphere is actually underarmed for a vessel of such size. Due to this, Warspheres are always gonna be outgunned and outdakka&#039;ed for even ships of a lesser class.&lt;br /&gt;
&lt;br /&gt;
The only advantage these missile pods bring to the table is that, like the Gravitic Launcher, the missiles it fires are heat-seeking, turning the Missile Pod into a fire-and-forget weapon as it could independently target the nearest vessel. The missiles could also hit anywhere, giving the eggship zero blind spots against enemy counterattacks. It also hits hard, which each missile dealing a substantial damage to void shields and its equivalent. All in all, treat the Kroot Missile Pod like a complementary dish to the [[DISTRACTION CARNIFEX]] role of the Warspheres. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
{{40k-Tau-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Orks==&lt;br /&gt;
Da boyz, dey like dem rokkits, &#039;cuz dey make some big &#039;splosions. When ya need ta crack open da humie [[Rhino|metal boxes]] ta chop &#039;em to bits, get da Rokkit Launcha. Da Launcha got&#039;z a button dat shoots rokkits at da gitz it iz pointed at. Even snots know dat. Some [[Ork|Boyz]] just carry da Rokkit Launcher like a Shoota, but da Meks dey put it on Trukks, Trakks, &#039;kopters... Like I wuz saying, da boyz dey like dem rokkits so da Meks put &#039;em errywhere! &lt;br /&gt;
&lt;br /&gt;
[[Tankbustas]], gitz ta really like ta krump&#039; da &#039;umie (and panzee) &#039;Tanks&#039;, day also get da Tankhammer. Da Tankhammer, its just a buncha &#039;splosives on a stikk ta be used in melee like a choppa. Hit da humie wagon an&#039; it goes bang. &lt;br /&gt;
&lt;br /&gt;
Den dere&#039;z dem [[Mekboy]]z dat muck about wit bigga n&#039; blastier rokkits. Dey put [[Grot]]z in &#039;em ta guide da bomm. Humies call &#039;em &amp;quot;smart bomms&amp;quot;. Any propa git knows deyze called Grot Bomms.&lt;br /&gt;
&lt;br /&gt;
===Pokkit Rokkit Launcha===&lt;br /&gt;
[[File:Pokkit Rokkit.jpg|200px|right|thumb|Pokkit Rokkit Launcha]]&lt;br /&gt;
The Rokkit Launcha&#039;s baby brother. &lt;br /&gt;
&lt;br /&gt;
A RPG in a literal can. Some mekboyz create smaller versions of Rokkit Launchas, known as Pokkit Rokkit Launchas. These versions are one handed, keeping user&#039;s other hand free. They fire one rokkit at a time, but are more accurate than the standard Rokkit Launchas due to its ease in handling and the smaller rokkit having a smaller and weaker back blast that normal rokkits are known to have.&lt;br /&gt;
&lt;br /&gt;
Like its bigger brother, Ork Mekboys sometimes customize their Pokkit Rokkit Launchas with some unusual munitions, most of them fire simple Rokkits, the shorter-ranged Orkish variant of Krak Missiles. Ork Rokkits are crammed full of high explosives, and they tend to be unreliable, but usually are extremely effective. They are also very loud - a big plus for any self-respecting Ork warrior.&lt;br /&gt;
&lt;br /&gt;
===Rokkit Launcha===&lt;br /&gt;
[[File:Rokkit_Launcha.jpg|200px|right|thumb|Rokkit Launcha]]&lt;br /&gt;
Basically a rocket on a stick. Rokkit Launchas probably spawned from an Ork&#039;s desire to make something explode, that wasn&#039;t within easy reach of a grenade. It is a massive, but very simple weapon - usually a stout stick with a simple trigger mechanism or a tubular launcher with as many rokkits as Orks can get a hold of. Rokkits can be loaded one at a time, or loaded automatically from a magazine if the weapon is a bit more complex. &lt;br /&gt;
&lt;br /&gt;
Orks can use it on the move with no noticeable loss of accuracy, though that speaks more to how bad ork shooting is even when they are standing still then any notable trait of the weapon itself. Its simplicity makes it very easy to manufacture and it is a fairly common Ork special weapon. It is usually mounted on vehicles such as [[Warbuggy]]z or [[Killa Kan]]s, but sometimes Ork Boyz equip themselves with Rokkit Launchas, that gives their mob the ability to shoot down armored vehicles. It is also a primary weapon of Ork [[Tankbustas]]. Due to its simplicity, it is often combined with a Shoota to make a Kombi-Weapon.&lt;br /&gt;
&lt;br /&gt;
===Rokkit Kannon===&lt;br /&gt;
[[File:Rokkit_Kannon.PNG|200px|right|thumb|Rokkit Kannon]]&lt;br /&gt;
&lt;br /&gt;
[[Awesome|A rapid firing rocket launcher.]]&lt;br /&gt;
&lt;br /&gt;
The Rokkit Kannon is one of the two primary weapons of the land-bound fighter-jet known as the [[Megatrakk Scrapjet]] (The other primary weapon being a twin-linked Big Shoota). This front-mounted Rokkit Kannon is belt-fed with multiple rokkits to ensure that the target is blown to scrap. There is also several normal Rokkits on the Scrapjet&#039;s fins, but nobody cares for that when your a supersized Browning Machine gun that fires RPG rounds rather than .50 cal.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, the Rokkit Kannon is an Assault 2D3 weapon that is S8, AP-2 and D3, quite good a blowing apart MEQs and even TEQs on a regular basis. Not too shabby considering its modest range of 24&amp;quot; (Which in itself, is considered a non-issue due to how fast the Scrapjet is).&lt;br /&gt;
&lt;br /&gt;
===Skorcha Missile===&lt;br /&gt;
[[File:Skorcha_Missiles.jpg|150px|right|thumb|Skorcha Missile]]&lt;br /&gt;
Some Orks like to set their enemies alight without the risk of going too close. Some Orks like to bombard their enemies from the sky. Some Orks like to do both and proceed to bombard the enemies from the sky &#039;&#039;and&#039;&#039; setting them alight from a distance.&lt;br /&gt;
&lt;br /&gt;
The Skorcha Missile is a variant of Ork Rokkit, that are mounted only on the Ork Burna-Bommers. These &amp;quot;fire and fergit&amp;quot; rokkits corkscrew wildly toward their target before exploding in great balls of flame.&lt;br /&gt;
&lt;br /&gt;
They are the Ork&#039;s equivalent to the Imperium&#039;s Rocket Pods but in a more burny fashion.&lt;br /&gt;
&lt;br /&gt;
===Supa-Rokkits===&lt;br /&gt;
[[File:Supa_Rokkits.jpg|150px|right|thumb|Supa-Rokkits]]&lt;br /&gt;
Rokkits so big that not even a [[Tankbustas|Tankbustas]] with their Rokkit Launcha can fire it.&lt;br /&gt;
&lt;br /&gt;
Supa-Rokkits are enormous versions of simple Ork rokkits, that are sometimes mounted on [[Stompa]]s, [[Fighta-Bommer]]s, [[Heavy Bommer]]s or [[Battlefortress|Battle Fortresses]]. These Rokkits have enough strength to turn a Leman Russ inside out.&lt;br /&gt;
&lt;br /&gt;
Most often than not, a Supa-Rokkit is often seen accompanying a Deth Kannon upon an Ork Stompa. These are seen to soften up any heavy enemy armour before the [[Deth Kannon]] can unleash its load on them.&lt;br /&gt;
&lt;br /&gt;
Of course it has just as much chance of it [[FAIL|spiralling out of control and hitting the vehicle it has been fired from or prematurely exploding &#039;&#039;within&#039;&#039; said vehicle.]] Turning your prized Stompa in a blazing wreck.&lt;br /&gt;
&lt;br /&gt;
===Grot Bomms===&lt;br /&gt;
[[File:Grot_Bomb.jpg|200px|right|thumb|Grot Bomms]]&lt;br /&gt;
An Orkified Ohka.&lt;br /&gt;
&lt;br /&gt;
More of a guided missile than a bomb. Some [[Gretchin|Gretchins]] like to go out in a bang.&lt;br /&gt;
&lt;br /&gt;
Grot Bombs/Bomms are Ork guided missiles, piloted by a single Gretchin. That makes it a very accurate weapon, especially for Orks. The Gretchin sacrifices himself to drive the missile to its target, but whether this is a punishment or reward is unknown. It is possible that Ork Mekboyz do not make the Gretchin pilots fully aware of their ultimate fate. They can be mounted on [[Wartrakks|Trakks]], [[Fighta-Bommer]]s, [[Heavy Bommer]]s or [[Battlefortress|Battle Fortresses]]. However, its most identifiable users are the [[Grot Bomm Launcha]] and the [[Grot Bommer|Grot Bommer]].&lt;br /&gt;
&lt;br /&gt;
Current Grot Bomms come in two distinct flavors. The ones launched from a Bomm Launcha is shaped like a conventional missile, whereas the one dropped by a Grot Bommer is well...shaped like a gravity bomb. From a design standpoint, it makes sense. The Bomm Launcha is a ground vehicle, therefore, to maximize distance and lift, the Grot Bomm needs to be aerodynamic. On the other hand, the Grot Bommer need not to worry about distance, as it is already flying at high altitudes. Rather, the Grot Bomms is designed for a stabilized free-fall, turning it more akin to a guided bomb than a missile.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Grot_Bomm.jpg|Grot Bommer variant.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Orks-Forces}}&lt;br /&gt;
&lt;br /&gt;
===Pulsa Rokkit===&lt;br /&gt;
[[File:Pulsa_Rokkit.jpg|200px|right|thumb|Pulsa Rokkit]]&lt;br /&gt;
The Pulsa Rokkit is an enormous Ork Rokkit, that contains a large and unstable force field generator. It is a special version of Kustom Force Field, mounted on a rocket and launched into enemy ranks. The generator is modified into a special version called a Pulsa and detaches from the rocket and slowly descends (hopefully) to the ground.&lt;br /&gt;
&lt;br /&gt;
The Pulsa launches waves of energy in all directions like a stone on a pond, which sends troops into disarray as they are thrown around and vehicles flip over. Most of the time the Pulsa will burn out after one massive pulse, however on some occasions it can continue to fire.&lt;br /&gt;
&lt;br /&gt;
The crew doesn&#039;t need to be able to see where the rocket is going, ultimately as long as it lands somewhere in the area of the enemy is fine. Foot soldiers are knocked over and sometimes pinned to the ground, heavy weapons on mounts are often flipped over and their crews knocked down, dreadnoughts are sometimes knocked over or even have their legs destroyed, bikes and vehicles are spun round and flipped over and some terrain is even demolished, especially walls.&lt;br /&gt;
&lt;br /&gt;
=== Krooz Missiles ===&lt;br /&gt;
&lt;br /&gt;
[[File:Epic_Krooz_Missiles.jpg|200px|right|thumb|Krooz Missiles]]&lt;br /&gt;
The biggest Ork missile to grace the surface and should be more appropriated to be mounted on an Ork Voidship.&lt;br /&gt;
&lt;br /&gt;
Krooz Missiles are the biggest Ork missiles, enormous in size and power. These are mounted exclusively on Ork Mega-Gargants and their destructive potential can be considered a threat to even the infallible Emperor Titans of the Imperium.&lt;br /&gt;
&lt;br /&gt;
Considered as the Ork&#039;s answer to the Imperium&#039;s Doomstrike or even Hellfire Missile Launcher, these snub-nosed missiles are basically nuclear warheads in all but name. However like its smaller kin, the Krooz Missile is not that reliable and have a chance of it [[FAIL|spiraling out of control and hitting the Mega-Gargant it has been fired from or prematurely exploding &#039;&#039;within&#039;&#039; said Mega-Gargant.]] &lt;br /&gt;
&lt;br /&gt;
They also kind of look like a Looney Tunes rocket, but it&#039;s from Epic, so all is (mostly) forgiven.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
{{40k-Ork-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Others==&lt;br /&gt;
===Guardian Salvo Launcher===&lt;br /&gt;
[[File:Guardian_Salvo_Launcher.JPG|200px|right|thumb|Guardian Salvo Launcher]]&lt;br /&gt;
The secondary weapon found only on the [[Blackstone Fortress#Guardian Drones|Guardian Drones.]] The Guardian Salvo Launcher is a quad-barrelled quasi-missile launching system used by the Guardian Drones to deal with multiple enemies.&lt;br /&gt;
&lt;br /&gt;
Guardian Drones usually come in a pair of these things for [[Dakka|octuple the fun.]]&lt;br /&gt;
&lt;br /&gt;
Crunchwise, it is what you expect. These Salvo Launchers are meant to soften up the enemy/enemies before going in for the kill with its [[Plasma#Destroyer Pulse|Destroyer Pulse.]] They are good against lightly-armored units as it is a Heavy D6 weapon with a good 24&amp;quot; range. Its solid S5, AP-3 and D1 stats allow the Guardian Drone to handily deal with the annoying pests that would like to flank it.&lt;br /&gt;
&lt;br /&gt;
It is best used in conjunction with the [[Plasma#Destroyer Pulse|Destroyer Pulse.]], which is a weapon suited for tough, armored opponents. &lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Epic 40,000]]&lt;br /&gt;
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[[Category: Imperial]]&lt;br /&gt;
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[[Category:Squats]]&lt;br /&gt;
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[[Category: Space Marines]]&lt;br /&gt;
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[[Category: Imperial Guard]]&lt;br /&gt;
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[[Category: Chaos]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
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[[Category: Eldar]]&lt;br /&gt;
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[[Category: Tau]]&lt;br /&gt;
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[[Category: Orks]]&lt;br /&gt;
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[[Category: Weapons]]&lt;br /&gt;
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[[Category: Warhammer Weapons]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:D1C5:3EB4:19DF:6E0C</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Missile_Launcher&amp;diff=341032</id>
		<title>Missile Launcher</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Missile_Launcher&amp;diff=341032"/>
		<updated>2023-02-21T09:33:24Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:D1C5:3EB4:19DF:6E0C: Fuck off, if you want a wiki that sucks GW&amp;#039;s dick 24/7 go to the 40k fandom site&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Missile Launcher&#039;&#039;&#039; is a very simple weapon, being little more than a tube capable of firing different kinds of explosive payload, similar to the [[Mortar]]. The Missile launcher is capable of firing a variety of payloads, chief amongst which are the anti-personnel Fragmentation &amp;quot;Frag&amp;quot; missiles, and anti-vehicle &amp;quot;Krak&amp;quot; missiles, though anti-air &amp;quot;Flakk&amp;quot; missiles were brought in  with the advent of flyers in [[Warhammer 40,000 6th edition]].  Missiles with defoliant chemicals or chemical weaponry can and have been used, as well. The main advantages of the Missile launcher are that it is cheap to manufacture, able to take several kinds of munitions, and portable. The main drawback is that the ammo is more far expensive and complex then comparable gun ammunition, and also bigger and heavier per shot.&lt;br /&gt;
&lt;br /&gt;
From the power of missiles and giant cannons in 40k, perhaps swarming infantry and small-ish tanks are favored because they need to spread out with numbers or else be wipes out by one giant gun or fuck huge missile.  Resulting in more epic and grimdark than just pushing a button.&lt;br /&gt;
&lt;br /&gt;
==Imperium==&lt;br /&gt;
===Missile Launcher===&lt;br /&gt;
[[File:Missile Launcher.jpg|200px|right|thumb|Missile Launcher]]&lt;br /&gt;
The Missile Launcher is one of the most common explosive weapons fielded by the [[Imperium of Man]], employed very commonly by [[Imperial Guard]] Heavy weapons teams, and extensively used amongst [[Space Marine]] squads of all kinds. It also sees use among the ranks of the [[Chaos Space Marines]]. Its incredible versatility in payload allows it to be a potent anti-infantry and anti-vehicle weapon when the situation calls for it. Its anti-vehicle capabilities are only outstripped by the [[Lascannon]] and [[Imperial Ordnance|vehicle-mounted weapons]], and it is easy to learn and easy to use.&lt;br /&gt;
&lt;br /&gt;
Back in the days of the [[Great Crusade]], these things were the goofiest looking weapons ever, with banana-shaped top-fitted magazines (as seen in some recent [[Forge World]] weapons packs). [[Dark Eldar]] laughed at how oddly shaped and impractical they were. Seriously.&lt;br /&gt;
&lt;br /&gt;
They stopped laughing after said missiles evaporated them.&lt;br /&gt;
&lt;br /&gt;
Aside from the two standard Missile Launchers, the Astartes short launcher and the longer Imperial Guard version that shoots long, almost torpedo-like missiles, the Imperium also employs several other large missile weapons.&lt;br /&gt;
&lt;br /&gt;
===Mole Launcher===&lt;br /&gt;
[[File:Mole_Launcher.jpg|200px|right|thumb|Mole Launcher]]&lt;br /&gt;
Basically the Imperium&#039;s take on the [[Squat]]&#039;s [[Mole Mortar Team|Mole Mortar.]] The Mole Launcher is a specialized missile launcher utilized by Imperial Guard Engineers, in particular the [[Death Korps of Krieg]]. Known more formally as a breaching torpedo, the weapon fires burrowing warhead capable of digging through obstacles and detonating on the other side.&lt;br /&gt;
&lt;br /&gt;
The explosive charge is contained within a shoulder-mounted launch tube, which can lock in place facing the ground or the side of a tunnel. When fired the torpedo is launched into the earth, where a powerful drill and small powerfield generator allow it to slice through rock very quickly. The projectile also contains a guidance system linked to a separate control panel, allowing a team member to guide the the torpedo to its target.&lt;br /&gt;
&lt;br /&gt;
The Mole Launcher&#039;s primary purpose is for blasting into enemy tunnels, causing a sudden and catastrophic collapse. It can also be used against surface targets, burrowing up to the surface and exploding underneath a bunker or vehicle where it&#039;s armoring is weakest.&lt;br /&gt;
&lt;br /&gt;
===Castellan Launcher===&lt;br /&gt;
[[File:Castellan_Launcher.PNG|200px|right|thumb|Castellan Launcher]]&lt;br /&gt;
&amp;lt;s&amp;gt;The T-Shirt Cannons&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Nerf Guns&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;A 1980s Hasbro Gun Toy&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;designed by Rob Liefeld&amp;lt;/s&amp;gt; Proof that sometimes having more shit does not make it better.&lt;br /&gt;
&lt;br /&gt;
Resembling the horrid byproduct of a [[Primaris Marines|Primaris Space Marine]] [[Slaanesh|fucking an]] [[Ork]] [[Kopta Rokkits|Kopta Rokkit]]/[[Kombi-Rokkit Launcha]]. The Castellan Launcher is the primary weapon of the [[Desolation Squad]] and ho boy, has this thing reached [[Paragon Warsuit]]-levels of [[CS Goto|revulsion]] and [[Chris-Chan|mockery]].&lt;br /&gt;
&lt;br /&gt;
This...ergonomic nightmare is a [[MOAR DAKKA|rotary Missile Launcher with a belt-feed of missiles that can launch missiles like a Heavy Bolter, as well as having a rail attachment to mount larger and even MOAR missiles.]] It is also able to fire a selection of either Super-Frag and Super-Krak missiles, whatever the fuck [[derp|&#039;&#039;that means&#039;&#039;.]] Sounds [[awesome]] on paper right? In practice unfortunately, this thing looked [[Fail|&#039;&#039;hideous&#039;&#039;]]. &lt;br /&gt;
&lt;br /&gt;
For one thing, as a Missile Launcher, conventional wisdom goes that such a weapon requires a system to vent out the tremendously excess gas that would be generated once the rocket propellant has been ignited, doing so without a system would lead to both the kinetic energy of the missile/rocket [[Abbadon|ripping your arm off in the opposite direction]] and causing a catastrophic explosion as the weapon&#039;s superstructure is unable to withstand the sudden change in air pressure. Typical Missile/Rocket Launchers circumvent this by having a backblast, in which the air pressure and kinetic energy from the propellant is redirected safely from the user, which is why nearly all forms of these launchers have an &#039;over-the-shoulder&#039; design. This hunk of [[Cawl|Cawl&#039;s fever dream]] however? Has no such physical evidence of a backblast design, and even if it did, the rifle design means that it would be blasting directly into the marine&#039;s [[EPIC FAIL|&#039;&#039;face and chest.&#039;&#039;]] They&#039;d only be able to get around this if they did something like use regular propellant to kick the missile out before it engages its rockets. [[Bolter|Huh, why does that sound familiar?]]&lt;br /&gt;
&lt;br /&gt;
So yes, [[Fail|Cawl reinvented Bolters and like the used car salesman he is passed them off as new]].&lt;br /&gt;
&lt;br /&gt;
Another problem is the sheer unnecessary add-on of the rail accessory. Now, we &#039;&#039;get&#039;&#039; where the weapon design is going for. Having a modular weapon system that has a rail attachment for easy retrofitting of disposable and extremely versatile ATGMs and SAMs like an oversized &amp;lt;s&amp;gt;under-barrelled&amp;lt;/s&amp;gt; &#039;&#039;over&#039;&#039;-barrelled Grenade Launcher may sound neat and all. But that would work best for an &#039;&#039;actual&#039;&#039; assault rifle. On a &#039;&#039;Missile Launcher&#039;&#039;, it just creates redundancy and unnecessary increase weight. Missile Launchers ain&#039;t light, even for transhumans, and making a weapon &#039;&#039;this&#039;&#039; top-heavy is bound to cause some mobility and logistical problems. If you really want these giant missiles, make them shoulder-mounted for Emprah&#039;s sake.&lt;br /&gt;
&lt;br /&gt;
The final issue is that design-wise, it just looks like a mess. The interchangeable fuck-off missile attachments does not grant the model a degree of consistency and - when paired with the aforementioned problems already present - it makes it overly-designed; like the designer wants to overcompensate for something. The humble [[Lasgun|Flashlight]] isn&#039;t much to look at, yet, it is one of the most identifiable and iconic weapons in 40k, in part &#039;&#039;because&#039;&#039; of its simplicity. This however? This will give a [[/k/|gun enthusiast]] a god damn [[Firaeveus Carron|&#039;&#039;seizure&#039;&#039;.]]&lt;br /&gt;
&lt;br /&gt;
Crunchwise, the Castellan is a 36&amp;quot; ranged Heavy D3, S4, AP-1, D1 with Blast. An okay GEQ clearer, but it is - weirdly enough - [[What|clearly the secondary weapon to the bigger missile tubes on the top.]]&lt;br /&gt;
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Oh yeah, and about those [[derp|&#039;super-frag and super-krak&#039; missiles?]] Those are the Castellan&#039;s sub-weapons. More can be read directly below:&lt;br /&gt;
====Superfrag Rocket Launcher====&lt;br /&gt;
[[File:Superfrag_Rocket_Launcher.PNG|200px|right|thumb|Superfrag Rocket Launcher]]&lt;br /&gt;
The first type of sub-weapon for the Castellan. According to Warhammer Community, it is considered more reliable, more powerful, and with an effective range that exceeds even a [[wat|sniper rifle]]. Which you know, we consider [[bullshit]], since rockets are anything but accurate, let alone more than a sniper rifle. So these things have to be a missile to be &#039;accurate&#039;. [[EPIC FAIL|But GeeDubs&#039; inability to accurately name things strikes again!]]&lt;br /&gt;
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The Superfrag consists of four launcher tubes with a laser-designator cogitator in the middle. Again, what make these things &#039;super&#039;, we have no idea. So it is safe to just chalk this up as Cawl&#039;s marketing ploy. As a fragmentation-based explosive, the Superfrag is obviously designed to perforate lighter infantry, and is the ultimate rebuttal to hordes of unwashed heretics and slavering aliens.&lt;br /&gt;
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Crunchwise, as expected, these things deal with GEQs. A Heavy D3+3 weapon with 48&amp;quot; range and is S4, AP-1, D1 with Blast. Aim, shoot, fire and say goodbye to your horde armies.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
====Superkrak Rocket Launcher====&lt;br /&gt;
[[File:Superkrak_Rocket_Launcher.PNG|200px|right|thumb|Superkrak Rocket Launcher]]&lt;br /&gt;
The second type of sub-weapon for the Castellan. The Yin to the Superfrag&#039;s Yang. When your foe rumbles toward you with a spearhead of hulking behemoths, a volley from a Superkrak Rocket Launcher will punch cleanly through any armoured shell – be it metal or chitin. Again, &#039;&#039;why&#039;&#039; they are considered Rocket Launchers when they clearly have advanced maneuvering capabilities, [[derp|we have no idea.]]&lt;br /&gt;
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This Wall-E looking contraption has only two launcher tubes instead of four with a laser-designator cogitator in the middle. Again, what make these things &#039;super&#039;, we have no idea. So it is safe to just chalk this up as Cawl&#039;s marketing ploy. &lt;br /&gt;
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Crunchwise, these are you standard anti-tank buster. A Heavy 1 with 48&amp;quot; range and is S8, AP-3, D3+3. Vehicles and even superheavies are going to feel a lot of hurt especially when you consider that each marine can carry two of them.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
====Vengor Launcher====&lt;br /&gt;
[[File:Vengor_Launcher.PNG|200px|right|thumb|Vengor Launcher]]&lt;br /&gt;
The [[herp|retardedly named Vengor Launcher (You &#039;&#039;wish&#039;&#039; it was called the Vengeance Launcher now would you?)]] is the third type of sub-weapon for the Castellan. Somewhat considered somewhere in the middle of the Superfrag and Superkrak in terms of damage potential. The Vengor Launcher is basically a [[Wat|portable hand-held HIMARS, Weishi MLRS or Tornado-S]].&lt;br /&gt;
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Yes, these comically oversized noobtubes are less &#039;missile launcher&#039; and more &#039;artillery&#039;. Advance signum targeting systems allows the marine to maximise indirect fire, wiping out whole squads before they ever come into view. Simply &#039;paint&#039; a target, go into cover, aim in the sky and shoot. The Vengor Launcher is only balanced by being a single, oversized launching tube with an advanced targeting cogitator on its side; the ultimate fire-and-forget weapon.&lt;br /&gt;
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Crunchwise, this ridiculous monstrosity turns your marine into a [[Lolwut|mini-Basilisk on legs.]] A Heavy D6 with 48&amp;quot; range and is S6, AP-1 and D2 with Blast. The main thing you are looking for this weapon, is that it can target units that are not visible to the bearer. MEQs and TEQs cry in their sleep with this [[bullshit]]-scale weapon, so you better pray that your opponent using this thing does not target your Lord of War.&lt;br /&gt;
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===Rad Missile Launcher===&lt;br /&gt;
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&#039;&#039;For more information, see [[Rad Missile Launcher|here:]]&#039;&#039;&lt;br /&gt;
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===Infernum Halo Launcher===&lt;br /&gt;
[[File:Infernum.jpg|200px|right|thumb|Infernum Halo Launcher]]&lt;br /&gt;
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More of an area-denial defensive system than an actual weapon. Essentially, your basic flare guns for fighter planes.&lt;br /&gt;
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The Infernum Halo Launcher is a type of flare discharger used for self-defense on the [[Stormhawk|Stormhawk Interceptor]] aircraft of [[Adeptus Astartes]] and on the [[Corvus Blackstar]] of the [[Deathwatch]]. The golden &amp;quot;halo&#039;s&amp;quot; created by the discharger are a distinctive visual trait of the gunship and announce their presence for dynamic entry.&lt;br /&gt;
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On tabletop, despite being a relatively lameduck and overglorified flare launcher, the Halo Launcher is surprisingly quite useful. Essentially, if an enemy unit with the KEY WORD &#039;&#039;&#039;&#039;Fly&#039;&#039;&#039;&#039; targets a model with a Infernum Halo Launcher in the Shooting phase, your opponent must [[Troll|subtract 1 from the subsequent hit rolls.]] Tis&#039; a great tool to offset any potential life-threatening damage to your personnel fighter.&lt;br /&gt;
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[[Tl;dr]], its a 40k decoy flare.&lt;br /&gt;
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===Chaff Launcher===&lt;br /&gt;
[[File:Chaff_Launcher.JPG|200px|right|thumb|Chaff Launcher]]&lt;br /&gt;
Essentially, pretty much the same as the Infernum Halo Launcher in function. The Chaff Launcher as its name implies launches chaffs which is a radar countermeasure in which aircraft or other targets spread a cloud of small, thin pieces of aluminium, metallized glass fibre or plastic. The effect of which either appears as a cluster of primary targets on radar screens or swamps the screen with multiple returns. &lt;br /&gt;
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What this does is confuse any lock-on missile into redirecting its targeting flight at these dummy units, causing the missile to prematurely detonate and allowing the aircraft to escape relatively unscathed.&lt;br /&gt;
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The [[Archaeopter]] and its variants use this shit a &#039;&#039;lot&#039;&#039;. Not too surprising since they are relatively low altitude aircraft; juicy targets for anti-air munitions and guided SAM missiles. The only problem is that the Chaff Launcher is located at the top of the aircraft rather than the bottom, which makes [[Derp|distracting the missile more difficult]], especially if the chaff prematurely explodes and covers the aircraft in the cloud. Woe to be, &#039;&#039;another&#039;&#039; [[Fail|GW design fail.]] (Except that covering the aircraft in a cloud is exactly how chaff is designed to operate. Modern helicopters have chaff buckets that launch directly into the arc of the rotor blades to distribute the chaff in a cloud around it. So GW actually got this one right.)&lt;br /&gt;
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===Cyclone Missile Launcher===&lt;br /&gt;
[[File:Cyclone_Missile_Launcher.png|200px|right|thumb|Cyclone Missile Launcher]]&lt;br /&gt;
A miniature Whirlwind Launcher.&lt;br /&gt;
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The Cyclone Missile Launcher is a Missile Launcher variant specially designed to be fitted on [[Terminator|Terminator Armor.]] Loaded with Krak and Frag Missiles, the Cyclone consists of two cube-shaped missile boxes, twin-linked, with a targeter and sensor array. The missile and sensor unit is fixed on the back of standard terminator armor, allowing the Space Marine to use a Storm Bolter and Power Fist with the Cyclone. Older designs of the Cyclone missile launcher had the sensor array hand-carried by the Terminator, thus taking away the option of a power fist but making it more accurate.&lt;br /&gt;
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The forerunner of this weapon was mounted (and still mounted in M41) on the [[Javelin Attack Speeder]] - anti-grav relic vehicles of the [[Great Crusade]].&lt;br /&gt;
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===Malleus Rocket Launcher===&lt;br /&gt;
[[File:MallusRocket.jpg|200px|right|thumb|Malleus Rocket Launcher]]&lt;br /&gt;
The smallest MLRS ever fielded by the Imperial Guard.&lt;br /&gt;
&lt;br /&gt;
The Malleus Rocket Launcher is one of the three primary weapons that is used by the [[Imperial Guard]] [[Field Ordnance Battery]], and it looks awfully like WW2 towed rocket artillery. Considered as a light anti-infantry artillery rocket piece, the Malleus contains six fragmentary rockets on each rocket pod for a total of twelve rockets per salvo. This makes it a pretty hefty weapon when it comes to quickly dealing with swarm armies.&lt;br /&gt;
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Crunchwise, Malleus Rocket Launcher is a Heavy D6+6 MLRS that is S6, AP-1, D1, with the Blast ability. To no one&#039;s surprise, this thing shreds GEQs like paper mache put in a blender. However, its low strength, damage and AP means that it struggles against MEQs and TEQs simply laugh it off.&lt;br /&gt;
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===Salvo Launcher===&lt;br /&gt;
[[File:Salvo_Launcher.jpg|200px|right|thumb|Salvo Launcher]]&lt;br /&gt;
A missile launcher gifted to only the Emprah&#039;s best and finest.&lt;br /&gt;
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The Salvo Launcher is a weapon used by the [[Adeptus Custodes]] Vertus Praetor&#039;s. Despite their small size, these weapons can destroy even the most heavily armored vehicles in a few...well....[[Derp|salvos.]] Mounted on the prow of their [[Dawneagle Jetbike|Dawneagle Jetbikes,]] these weapons fire Flakkburst Missiles that allow their riders to shoot enemy flyers out of the sky or Melta Missiles that are effective against vehicles.&lt;br /&gt;
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As usual/expected, these things are gilded in &amp;lt;s&amp;gt;gold&amp;lt;/s&amp;gt; Auramite, as befitting for the Emprah&#039;s posse of gilded bananas.&lt;br /&gt;
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They are also far more powerful than missile launchers far bigger than it. Which is unsurprising. But what is surprising is that it looks suspiciously like one of the missile launcher choices for the video game Spore....[[Original character, do not steal|strange]]....&lt;br /&gt;
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Crunchwise, it has a 24” range and is either a Multi-Melta shot that re-rolls wounds against Vehicles but does not get melta dice at half range, or a Heavy D3 S7 AP-1 D3 missile that gets +1 to hit against things with Fly but -1 to hit against anything that doesn’t. This little quirk shouldn’t be a problem, though, since your normal BS is 2+. The melta version is great for ripping apart vehicles and the flakk choice is great for shoring up your slightly spotty anti-air. Very situational, but fills out the lack of high strength anti-tank shooting that Custodes lack immensely.&lt;br /&gt;
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===Typhoon Missile Launcher===&lt;br /&gt;
[[File:Typhoon_Missiles.jpg|200px|right|thumb|Typhoon Missile Launcher]]&lt;br /&gt;
Named after the Typhoon pattern of [[Land Speeder|Land Speeders]], but most notoriously wielded by the [[Stormtalon|infamous flying toasters.]] The Typhoon showers the sky in missiles to cover a wide area of land.&lt;br /&gt;
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The Typhoon Missile Launcher is a Space Marine Missile Launcher equipped with both Frag and Krak Missiles. They are most commonly mounted on vehicles, such as the aforementioned Stormtalon Gunship.&lt;br /&gt;
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Its sister variant is the Skyhammer Missile Launcher.&lt;br /&gt;
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On tabletop, they are essentially a double shot missile launcher found on land speeders, includes frag and krak missiles. Not bad and allows your flying toaster to have some much-added punch and firepower.&lt;br /&gt;
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===Skyhammer Missile Launcher===&lt;br /&gt;
[[File:Skyhammer_Missiles.jpg|200px|right|thumb|Skyhammer Missile Launcher]]&lt;br /&gt;
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Another weapon wielded by the [[Stormtalon|infamous flying toasters.]] They have a more limited ammo rack to compensate for more powerful explosions.&lt;br /&gt;
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The Skyhammer Missile Launcher is a Missile Launcher platform employed on Space Marine Stormtalon Gunships. These weapons fire a volley of hyper-velocity missiles that smash into their targets and are ideal tank-killers.&lt;br /&gt;
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Its sister variant is the Typhoon Missile Launcher.&lt;br /&gt;
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On tabletop, these are your anti-air krak missiles. Quite good against aircraft and can give vehicles a bloody nose even though it is meant specifically against fighter jets. Should make your flying toaster a bit more viable now.&lt;br /&gt;
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===Cerberus Launcher===&lt;br /&gt;
[[File:Cerberus_Launcher.JPG|200px|right|thumb|Cerberus Launcher]]&lt;br /&gt;
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A anti-infantry rocket launching platform.&lt;br /&gt;
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The Cerberus Launcher is an Imperial weapon commonly mounted under the nose mount on Space Marine Land Speeder Storms. Considered as the Land Speeder equivalent of the Stormtalon&#039;s Skyhammer Missile Launcher. This tri-barreled launcher can launch fragmentation or stun rockets depending on the enemy being faced.&lt;br /&gt;
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As it is the primary weapon for the Land Speeder Storm, the Cerberus Launcher is a D6 bolter shots with a [[Lolwut|surprisingly underwhelming range]] [[Wat|at just 18&amp;quot;.]] You would think the Imperium would have the decency to add enough fuel to a rocket so that it could last more than 15 meters right? [[FAIL|But I guess not.]]&lt;br /&gt;
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Still, for hit and runs, the Cerberus gets the job done.&lt;br /&gt;
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===Tempest Salvo Launcher===&lt;br /&gt;
[[File:Tempest_Salvo_Launcher.JPG|200px|right|thumb|Tempest Salvo Launcher]]&lt;br /&gt;
[[Derp|Not to be confused with the Eldar]] [[Tempest Launcher]] [[Herp|nor the Adeptus Custodes]] [[Salvo Launcher]].&lt;br /&gt;
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The Tempest Salvo Launcher is one of the primary weapons for the [[Land Speeder#Land Speeder Tempest|Land Speeder Tempest]]. &lt;br /&gt;
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Due to its size, the Land Speeder Tempest is big enough that a set of Tempest Salvo Launchers could be equipped and placed on the sides of the vehicle. The Tempest Salvo Launchers are able to hold up to 8 missiles, and are a mixed load of Frag and Krak Missiles. &lt;br /&gt;
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All in all, it is far more versatile than any other of the Land Speeder Missile Launcher like the Typhoon or the Cerberus.&lt;br /&gt;
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On the tabletop, the Tempest Salvo Launcher is better than the Typhoon Missile Launcher for the fact that it always come in a pair. Statwise, this weapon is a 36&amp;quot; range, Heavy 1d3, S6, AP-3, D2 Missile Launcher. The only downside is that, compared to the Typhoon, the Salvo Launcher comes in at only 10 points each, making it drastically more expensive compared to the Typhoon.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
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===Deathwind Missile Launcher===&lt;br /&gt;
[[File:Deathwind.jpg|200px|right|thumb|Deathwind Missile Launcher]]&lt;br /&gt;
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The [[Creed]] of Drop Pods.&lt;br /&gt;
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Deathwind Missile Launchers are weapons equipped on Space Marine [[Drop Pods]]. Like most of these [[Trap]] Drop Pods, they are designed to fool the enemy and/or provide heavy covering fire for the Space Marines instead. They replace the standard Storm Bolter, offering a nasty surprise of short-range explosive support fire to the face.&lt;br /&gt;
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They may be deployed en masse as a Deathwind Orbital Strike Force.&lt;br /&gt;
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In 7th Edition, the Deathwind launcher is now cheaper. With the reduced price, you can pay a little more than a tac marine for the ability to lock down a 12&amp;quot; area around a drop pod with a S5 AP- pie plate. You kill a MEQ, you basically pay off the cost of the launcher. Put these on your offensive pods, otherwise it&#039;ll be a waste. &lt;br /&gt;
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With the [[Nerf]] of Drop Pods in 8th Edition, the Deathwind Missile Launcher has been [[Fail|regulated to the gutter]] where once the [[Pyrovore]] and [[Mandrakes]] use to dwell in. At best, they are only useful for creating a annoying distraction and maybe kill a few stragglers for some added benefit.&lt;br /&gt;
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How this Missile Launcher avoids [[FATAL|accidentally hitting one of its missiles at its own occupants or even the structure of the Drop Pods itself remains a mystery.]]&lt;br /&gt;
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===Icarus Rocket Pod===&lt;br /&gt;
[[File:Icarus_Rocket_Pod.JPG|200px|right|thumb|Icarus Rocket Pod]]&lt;br /&gt;
Not to be confused with the [[Icarus Stormcannon Array]] [[Derp|which also serves the same function as the Rocket Pod.]]&lt;br /&gt;
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The Icarus Rocket Pod is an anti-air rocket pod mounted as a secondary weapon on the [[Redemptor Dreadnought]] and the [[Gladiator Tank#Gladiator Valiant|Gladiator Valiant Tank.]] It is a relatively small rocket pod analogous to the much larger Multiple Rocket Pods used by [[Valkyrie|Valkyries]], although it carries less rockets of around seven in total. Like the Icarus Stormcannon Array, the name is a tongue-in-cheek reference to the Icarus myth.&lt;br /&gt;
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On the tabletop, the Icarus Rocket Pod is a 24&amp;quot; range, S7, AP-1, D1, Heavy D3 weapon. Like most anti-air weapons, you could add 1 to all hit rolls made for this weapon against targets that can fly.&lt;br /&gt;
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Overall, there are better anti-air weapons around, but for what it&#039;s worth, the weapon is a nice free additional complement for the Redemptor Dreadnought to scare away any enemy flyers in its vicinity.&lt;br /&gt;
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===Multiple Rocket Pod===&lt;br /&gt;
[[File:M_Rocket_Pod.jpg|200px|right|thumb|Multiple Rocket Pod]]&lt;br /&gt;
The Multiple Rocket Pod all simply known as the Rocket Pod, are weapons most commonly mounted on Imperial Aircraft such as the Vulture Gunship or Valkyrie. They work by firing large numbers of small fragmentation rockets, covering a large area in lethal shrapnel. They are an anti-infantry weapon and are particularly effective against high density concentrations of poorly-armoured opponents.&lt;br /&gt;
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These are basically the Skyhammer&#039;s and Typhoon Missile Launcher&#039;s bigger and more badass brother. Instead of small individual rockets, this thing saturates the land with explosive munitions.&lt;br /&gt;
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On tabletop, these are your standard anti-infantry missiles, 16pts for a pair gets you Assault 2d6 with the damage profile of a heavy bolter (and half a shot more on average). Shorter range than Hellfuries, but a better damage profile and more importantly are assault. You&#039;re putting these on a flier, so a 36&amp;quot; range really shouldn&#039;t be a problem.&lt;br /&gt;
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Maximum Dakka indeed.&lt;br /&gt;
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===Blackstar Rocket Launcher===&lt;br /&gt;
[[File:BlackstarRocket.jpg|200px|right|thumb|Blackstar Rocket Launcher]]&lt;br /&gt;
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The Blackstar Rocket Launcher is a weapon mounted on [[Deathwatch]] [[Corvus Blackstar]] gunships. Mounted on each wing of a Blackstar, it allows a barrage of missiles that are each selected the moment before firing to maximize the destruction it wreaks. It is the only weapon system on the Blackstar that is actually reliable in attacking enemy air vehicles. &lt;br /&gt;
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They can fire both incendiary Dracos Air-to-Ground Missiles or Air-to-Air Corvid Rockets, but as you already know, most opt in for the Corvids as the standard issue Assault Cannons do a better job at killing infantry than the Dracos.&lt;br /&gt;
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The Twin-Assault Cannons from the Blackstar can be swapped for Twin Lascannons for anti-vehicle and the missiles for Blackstar Rocket Launchers. However, despite the anti-infantry option from the Drcacos missile, most would just use the Assault Cannons instead, therefore, the Rocket Launcher is only used for the Corvid rockets which is the only decent weapon on the Blackstar at taking out flyers.&lt;br /&gt;
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===Taurox Missile Launcher===&lt;br /&gt;
[[File:Taurox_Missile_Launcher.JPG|200px|right|thumb|Taurox Missile Launcher]]&lt;br /&gt;
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Mounted on the [[FAIL|stupidly designed]] [[Taurox]].&lt;br /&gt;
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The Taurox Missile Launcher is a missile artillery array mounted on the Taurox Prime. It bares a [[Original character, do not steal|uncanny resemblance to the Soviet Katyusha rockets due to the whole &#039;put a rack of missiles on a truck&#039; schlick.]] Despite the [[FAIL]] of the Taurox, the missile launcher itself is extremely versatile, able to fire spreads of missiles over long distances and suppress distant enemy infantry and armor.&lt;br /&gt;
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However, despite the fluff, in 7th Edition, the Missile Launcher is pretty mediocre as it is your basic two-shot missile launcher in standard frag and krak. In 8th Edition, its mediocrity has gotten worse in terms of point cost efficiency. Don&#039;t even bother mounting them.&lt;br /&gt;
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So yeah, unlike the real Katyusha, these things aren&#039;t made of WIN.&lt;br /&gt;
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===Bellicatus Missile Array===&lt;br /&gt;
[[File:Bellicatus_Missile_Array.JPG|200px|right|thumb|Bellicatus Missile Array]]&lt;br /&gt;
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Imagine the Hyperios Missile Launcher&#039;s little cousin with an identity crisis. The Bellicatus Missile Array is a Missile Launcher weapon that looks like the fusion of multiple Space Marine turreted missile launchers reduced into a compact form. Seriously, this weapon can&#039;t decide whether it wants to be a anti-infantry, anti-tank or anti-air missile launcher; so it ended up saying &amp;quot;Fuck it!&amp;quot; and incorporated all of them in a tiny package. &lt;br /&gt;
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The Bellicatus Missile Array is primarily used by [[Primaris Marine|Primaris Space Marine]] [[Impulsor|Impulsor vehicles.]] These batteries are frequently used for those squads requiring additional fire support. Because the Magos who &#039;invented&#039; this wanted to cram in every single type of missile there is in one tiny weapons system, the missile launcher ain&#039;t the most prettiest to look at.  On the other hand, several vehicles with these would likely work together and result in the same number of each type of missile as it would if you had three Impulsors and each had one type of missile.  Just without your eggs being in one basket.&lt;br /&gt;
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On tabletop, this missile launcher is the ultimate jack-of-all-trades of missile launcher. You want to clear out that annoying infantry harassing your unit formation? Launch some Heavy D6, Strength 4, D1 frag missiles at their faces. Want to destroy that dangerous armored vehicle for the final killshot? Launch the Heavy 1, Strength 8, AP-2 D6 damage krak missiles to make sure that vehicle stops dead in its tracks. Want to deal with those hard-to-hit, nightmare-inducing flyers? Launch the Heavy D3, Strength 7, AP-1, D3 damage icarus missiles to make sure that bird goes down for good. All of these missiles have a decent range of 48&amp;quot;. Just don&#039;t expect the macross level of missile massacre you would traditionally see, such as the Hyperios.&lt;br /&gt;
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===Hammerstrike Missile Launcher===&lt;br /&gt;
[[File:Hammerstrike_Missile_Launcher.JPG|200px|right|thumb|Hammerstrike Missile Launcher]]&lt;br /&gt;
The Hammerstrike Missile Launcher is where the [[Storm Speeder#Hammerstrike|Storm Speeder Hammerstrike]] got its name from. &lt;br /&gt;
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An anti-armour weapon system fitted with Krak warheads. The Missile Launcher along with its sister weapons from the Storm Speeder has become the butt of jokes due to the fact that the gunner&#039;s head is exposed [[Fail|&#039;&#039;RIGHT BESIDE THE FIRING MECHANISM!&#039;&#039;]] Why Cawl decided that giving the poor bastard of what [[Count as|counts as]] a [[Sonic Weaponry|Sonic Weapon]] in all but name, we have no fucking clue.&lt;br /&gt;
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Nevertheless, rules-wise, this thing is pretty beast, albeit, short-ranged. At 36&amp;quot;, you ain&#039;t hitting far especially on a flyer. But at S8 and AP-3, with the fact that you are dealing 3 Damage per missile. You could theoretically deal up to 24 Wounds in a single salvo. You could actually take down a Knight if the Dice Gods are in your favour. [[RAGE|Field several of these and your opponent would flip the table.]]&lt;br /&gt;
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===Sabre Missile Launcher===&lt;br /&gt;
[[File:Sabre_Missile_Launcher.JPG|200px|right|thumb|Sabre Missile Launcher]]&lt;br /&gt;
The Sabre Missile Launcher is one of the secondary weapons that could be attached to the [[Sabre Strike Tank]].&lt;br /&gt;
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These missile launchers are essentially a mini-version of the Hunter-Killer missile attachments. Bearing similarities to the regular old hand-held missile launcher, one of the pros for the Sabre Missile Launcher is that the Sabre Strike Tank is able to carry not one, [[Awesome|but four of these things.]]&lt;br /&gt;
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The missile launcher itself carries the aptly named Sabre Missiles, which offers the same punch as a regular hand-held missile launcher. If your Sabre is armed with the autocannon or volkite saker, it would make sense to have these to give your Sabre some needed anti-tank punch. However, if you have a neutron laser, the benefit for these becomes a bit more redundant.&lt;br /&gt;
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===Disruptor Missile Launcher===&lt;br /&gt;
[[File:Disrupter_Missile_Launcher.JPG|200px|right|thumb|Disruptor Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
The secondary weapon of the [[Skorpius Hover Tank#Skorpius Disintegrator|Skorpius Disintegrator]]. The Disruptor Missile Launcher is a hull-mounted missile launcher situated at the front of the giant killer rubber duck of a vehicle. The Skorpius Disintegrator mounts six of them - three on each side - and it is primarily a anti-tank and anti-vehicular missile launcher akin to the Hunter-Killer missile attatchments used by conventional Imperial vehicles.&lt;br /&gt;
&lt;br /&gt;
Crunch-wise, the Disruptor Missile Launcher packs quite a punch with heavy D6 shots and D3 damage a pop. At Strength 7 and AP-2, this weapon can do a whole world of hurt to light vehicles and conventional main-battle tanks. Whilst the random attack numbers and damage makes it unpredictable, you have six missile for you the launch, so chances are is that you are gonna cause some wounds by the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Seeing as how every single Skorpius Disintegrators come automatically with one, a handful of them can prove quite the pickle to handle if there is not enough armor support.&lt;br /&gt;
&lt;br /&gt;
===Hunter-Killer Missile ===&lt;br /&gt;
[[File:HK_MIssile_Launcher.JPG|200px|right|thumb|Hunter-Killer Missile]]&lt;br /&gt;
A single-use fire-and-forget krak missile packaged in a launch tube that is easily mounted to any vehicle. They are effectively Krak Missiles with massively extended range, although only one can be mounted on each vehicle for... [[derp|reasons]]?  They are also unique in that they are guided weapons with an on-board &amp;quot;logis-engine.&amp;quot; Sensors in the missile&#039;s nose transmit information on the target and surrounding environment to the logis-engine, which guides the missile in flight by manipulating its stabilizing fins, allowing the missile to match the target&#039;s movements and avoid obstacles. The missile&#039;s warhead is an impact fused shaped charge, designed for maximum armor penetration. Other instruments include an internal gyroscope for stable flight and a small battery to power the sensor and logis-engine.&lt;br /&gt;
&lt;br /&gt;
In-game, they are a cheap upgrade for most Imperial vehicles and walkers, as a quick way to add a bit of anti-armor punch to an armored personnel carrier or other light armor. However, it is arguably not an ideal upgrade for vehicles with a BS of 3 (4+ to hit), as being a one-shot weapon you&#039;ll never actually hit anything with it- it has the uncanny ability to miss every time it is fired. (Unless you stick one on Knight Commander Pask&#039;s tank, BS4 with re-rollable 1&#039;s to hit and to wound, use it to stun enemy artillery or instagib a warlord of Toughness 4 or below with no Eternal Warrior). In theory you could ignore all this and just take as many as you can in the hopes of alpha-striking the fuck out of your opponent, but the points you would spend doing so are probably better used elsewhere.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Weirdly, unlike real life rocket addons for tanks (such as the Tulip from WW2), the Imperium lacks a version to fight infantry (Frag) or as air-defence (Flakk).&amp;lt;/s&amp;gt; {{Blam}} {{Blam|That&#039;s what your lasguns and the venerable Hydra are for, Guardsman. To suggest otherwise is [[Belisarius Cawl|Tech-Heresy]]}}&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:HK_MIssile_Launcher_2.JPG&lt;br /&gt;
File:Hunter-Killer_Missile.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hellstrike Missile===&lt;br /&gt;
[[File:Hellstrike.jpg|200px|right|thumb|Hellstrike Missile]]&lt;br /&gt;
A Hunter-Killer in the air.&lt;br /&gt;
&lt;br /&gt;
A Hellstrike Missile is an Imperial solid-fuel air-to-surface anti-armor missile outfitted with a high-explosive warhead intended for use during ground support airstrikes. It is essentially identical in function to a Hunter-Killer Missile in that it is a guided weapon equipped with an on-board Cogitator known as a &amp;quot;Logis-Engine.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Sensors in the missile&#039;s nose transmit information on the location and movement of the target and the surrounding environment to the Logis-Engine, which alters the trajectory of the missile in flight by manipulating its stabilizing fins, allowing it to match the target&#039;s movements and avoid any obstacles. A Hellstrike Missile is larger than its Hunter-Killer counterpart and is often fired at high velocity while the aircraft deploying it is in flight. Hellstrike Missiles are a common armament on many forms of Imperial military aircraft.&lt;br /&gt;
===Hellfury Missile===&lt;br /&gt;
[[File:Hellfuries.JPG|200px|right|thumb|Hellfury Missile]]&lt;br /&gt;
A cousin of the Hellstrike Missile, this time, serving more of an anti-infantry weapon.&lt;br /&gt;
&lt;br /&gt;
The Hellfury Missile is an air-to-surface missile used by Imperial Aircraft such as the Vendetta Heavy Gunship and Vulture Gunship. Each missile is packed with incendiary sub-munitions, which burst in the air to cover a wide area. Therefore, they externally look very similar to the Hellstrike other than the difference in the payload.  Not always, though.  They usually are just explosive warheads and aircraft generally have large, independent missiles that hold cluster munitions instead.&lt;br /&gt;
&lt;br /&gt;
They are particularly useful against dug-in troops hiding behind cover and have proven highly effective in combat against Tyranid ground swarms.&lt;br /&gt;
&lt;br /&gt;
In 8th edition, Hellfuries are anti-infantry missiles that are expensive for the amount of shots you get. Therefore, they unfortunately haven&#039;t found their niche yet.&lt;br /&gt;
&lt;br /&gt;
===Skystrike Missile===&lt;br /&gt;
[[File:Skystrike_Missiles.JPG|200px|right|thumb|Skystrike Missile]]&lt;br /&gt;
Another cousin of the Hellstrike Missile found and used mainly by the [[Lightning Fighter]] and [[Thunderbolt Fighter]].&lt;br /&gt;
&lt;br /&gt;
The Skystrike Missile is one of the very many anti-air weapons used by the Imperium. As such, it bares an uncanny resemblance to the Hellstrike in appearances and function. The only difference really is that it is apparently &#039;cheaper&#039; but less sophisticated than the Hellstrike. The missile incorporates a conventional heat-seeking warhead for targeting the power signatures and engine exhaust of enemy aircraft rather than the more advanced Logis-Engines.&lt;br /&gt;
&lt;br /&gt;
Crunchwise it follows pretty much the same as the fluff. Cheaper at 15 points each, but only Heavy 1, S7, AP-2, D3 damage. Your dedicated anti-air missile, it gets +1 to hit against flyers but -1 against everything else. The strength here seems to be that you get to take 6 instead of only 4. But the damage for each unsaved wound is an average of 2 compared to Hellstrikes&#039; 4.4. Statistically, they are worse unless you are shooting at very specific targets like jet bikes or battle suits.&lt;br /&gt;
&lt;br /&gt;
===Stormstrike Missile Launcher===&lt;br /&gt;
[[File:Stormstrike_Missile_Launcher.JPG|200px|right|thumb|Stormstrike Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
A much better version of the Hunter-Killer missile by virtue of having the ability to [[Dakka|fire more missiles.]]&lt;br /&gt;
&lt;br /&gt;
Stormstrike Missiles on the Stormstrike Missile Launcher are a type of Missile used by Space Marines and most notably, from the [[Deathwatch]] chapter. They detonate with a thunderous boom that leaves those caught in the blast reeling and disorientated. They are employed by [[Stormraven Gunship]], [[Stormfang]], and [[Corvus Blackstar]] gunships for cases when the Space Marines &#039;&#039;really&#039;&#039; want to make enemy tank drivers cry.&lt;br /&gt;
&lt;br /&gt;
Due to their nature, Stormstrikes are pretty deadly against enemy armor. As the Corvus Blackstar comes standard issue with 2 of these badboys, the Stormstrike Missile Launchers are a serious threat to vehicles with 72&amp;quot; Heavy 1 S8 AP-3 D3. The black birds carry &amp;lt;u&amp;gt;&#039;&#039;&#039;&#039;&#039;[[Rape|four]]&#039;&#039;&#039;&amp;lt;/u&amp;gt;&#039;&#039; of them just to let you know, which is enough to kill most tanks in one salvo or severely cripple them in one shot.&lt;br /&gt;
&lt;br /&gt;
Because of this, the Stormstrike is generally preferred over the Blackstar Rocket Launcher as a) not a lot of players really use that much aircraft (Or at all), b) you have better anti-air alternatives as a Space Marines player and c) who the hell use a Corvus Blackstar (A plane design to carry troops and blow up ground units) for anti-air!?&lt;br /&gt;
&lt;br /&gt;
===Xiphon Rotary Missile Launcher===&lt;br /&gt;
[[File:Xyphon_Rotary_Launcher.JPG|200px|right|thumb|Xiphon Rotary Missile Launcher]]&lt;br /&gt;
The Xiphon Rotary Missile Launcher is a type of Missile Launcher launched from Imperial [[Xiphon Pattern Interceptor|Xiphon Pattern Interceptors]] and a crucial secondary armament for that aircraft. Its unique rotary system allows the Xiphon to rapidly launch multiple missiles in a compact form and is often found in the underbelly of the interceptor.&lt;br /&gt;
&lt;br /&gt;
This deadly weapons system is actually a more compact copy of a design more commonly found on heavy void fighters and incorporates sophisticated munitions with their own cluster-charged warheads and internal tracking auguries, mounted on a rapid-firing rotary magazine-fed launcher system. These weapons systems are efficient in their principal task of destroying enemy fighter craft but are flexible enough to be readily turned on armoured ground targets as well.&lt;br /&gt;
&lt;br /&gt;
On the Horus Heresy tabletop, this thing is a Heavy 2 S8 AP2 weapon that re-rolls successful Jink and cover saves and rolls d3 times per Penetrating hit, choosing the best one (and AP grants +1 on that table). This essentially turns your Xiphon into a [[Awesome|anti-tank flyer.]] We know you want it.&lt;br /&gt;
&lt;br /&gt;
===Aiolos Missile Launcher===&lt;br /&gt;
[[File:Aiolos.JPG|200px|right|thumb|Aiolos Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
Imagine the Cyclone Missile Launcher on Acid.&lt;br /&gt;
&lt;br /&gt;
The main secondary weapon of the Deredeo Pattern Dreadnought by virtue of the Deredeo Dreadnought having a chassis suitably large and stable enough to mount one. The Aiolos is a primarily anti-armor missile launcher meant for enemy armor on the move. However, it can just be as effective against high-altitude aircraft whilst the Quad-Linked Autocannons harass low-altitude aircraft, creating a formidable platform for air-defense.  &lt;br /&gt;
&lt;br /&gt;
The Aiolos missile launcher is noted for its capability of independently targeting enemies. This homing feature is deadly to the aforementioned high-altitude aircraft and is known to down many cocky pilots. Still, these weapons can just be as deadly against ground targets as air.&lt;br /&gt;
&lt;br /&gt;
Despite the potential as a good AA platform, the crunch place the Deredeo and the Aiolos primarily on the anti-armor category, much to the incompetence of GW.&lt;br /&gt;
&lt;br /&gt;
===Spicula Rocket System===&lt;br /&gt;
[[File:Spicula_Rocket_System.JPG|200px|right|thumb|Spicula Rocket System]]&lt;br /&gt;
&lt;br /&gt;
The Space Marines finally have their own Exorcist Missile Launchers.&lt;br /&gt;
&lt;br /&gt;
The Spicula Rocket System is a MLRS-system akin to that of the Exorcist Missile Launcher though in terms of design it seems to borrowed more from a WW2 Hedgehog anti-submarine weapon. It is one of the main weapons for the [[Legion Arquitor Bombard]]. Compared to the [[Grav-Weaponry#Graviton-Charge Cannon|Graviton-Charge Cannon]] which specializes in heavy and superheavy units and the [[Imperial Ordnance#Morbus Heavy Bombard|Morbus Heavy Bombard]] which is aimed towards medium armor. The Spicula Rocket System is designed to target multiple infantry units at once.&lt;br /&gt;
&lt;br /&gt;
With its warhead shape and its size, the Spicula Rocket System is like the Exorcist Missile Launcher&#039;s more petite and conventional brother. No surprise, as it seems that certain higher-ups at GeeDubs may have bitched about their company&#039;s favorite mascot not having a proper MLRS like the Sisters; as if the Space Marines needed &#039;&#039;anymore&#039;&#039; goddamned vehicles to the armor-stricken Sisters.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:SRS_back.JPG|Back view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exorcist Multiple Missile Launcher===&lt;br /&gt;
[[File:New Exorcist Missile Launcher.JPG|200px|right|thumb|Exorcist Multiple Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
The iconic pipe organ gun. The Exorcist Multiple Missile Launcher is a large device used primarily for destroying enemy emplacements and armored vehicles, used solely by the Ordo Hereticus. The main users are of course, the [[Exorcist]].&lt;br /&gt;
&lt;br /&gt;
The Exorcist Multiple Missile Launcher is basically an MLRS (Multiple Launch Rocket System, as the name would suggest) and it is used to pepper the battlefield with a rain of steel and explosives.&lt;br /&gt;
&lt;br /&gt;
It is unknown how the Exorcist manage to store all these missiles given the relatively tiny space the Rhino often exhibits. Nevertheless, the biggest question is how one manage to fire over a dozen missiles with the use of an organ keyboard. It could be stupid if it wasn&#039;t so [[Awesome|stupidly awesome.]]&lt;br /&gt;
&lt;br /&gt;
As such, the Exorcist Multiple Missile Launcher is great when it comes to killing off horde armies, but start to suffer against more heavily armored troops or vehicles. When that happens, you will have to rely on more harder hitting missile launchers to get the job done.&lt;br /&gt;
&lt;br /&gt;
====Exorcist Missiles====&lt;br /&gt;
&lt;br /&gt;
The main armament of the Exorcist Multiple Missile Launcher. The missiles fired from the Exorcist Multiple Missile Launcher are independently stabilizing high explosive armor piercing (HEAP) missiles that can crack open the armor of most infantry and light vehicles. However, despite this armor piercing quality, it lacks the overall strength and weight to be needed to harm larger vehicles. The small and slim size of the missiles is to obviously save weight and prevent hampering of the Rhino&#039;s speed.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Exorcist_Multiple_Missile_Launcher.jpg|Old variant.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Scorpius Launcher===&lt;br /&gt;
[[File:Scorpius_Launcher.jpg|200px|right|thumb|Scorpius Launcher]]&lt;br /&gt;
&lt;br /&gt;
The [[Dakka|more Dakka brother of the Whirlwind Missile Launcher]].&lt;br /&gt;
&lt;br /&gt;
The Scorpius Launchers are the primary weapons of the Whirlwind Scorpius. As the Whirlwind Scorpius is designed for killing a lot of things in rapid fashion, the Scorpius Launcher has been made to kill off hordes of infantry and even vehicles in one salvo. Contrast this to the more tactical Whirlwind whose limitation of four powerful missiles means that its strikes must be significant and destructive. &lt;br /&gt;
&lt;br /&gt;
The Scorpius Launcher projects implosive warheads devastating to armored infantry or light vehicles.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, whilst the Scorpius Launcher has only half the range of either of the Whirlwind&#039;s rocket types, the 3d3 S6 AP-2 D2 shots is still plenty to threaten hordes and light vehicles alike. And as an added bonus, [[MOAR DAKKA|it can fire twice in a shooting phase if the Scorpius hasn&#039;t moved in the movement phase.]]&lt;br /&gt;
&lt;br /&gt;
===Arcus Launcher===&lt;br /&gt;
[[File:Arcus_Launcher.JPG|200px|right|thumb|Arcus Launcher]]&lt;br /&gt;
The [[Awesome|more chad cousin]] of the Scorpius Launcher. The Arcus Launcher is a type of advanced Missile Launcher mounted on [[Space Marine]] [[Sicaran Arcus|Sicaran Arcus artillery tanks]] during the [[Great Crusade]] and [[Horus Heresy]].&lt;br /&gt;
&lt;br /&gt;
Combining the looks of a Scorpius Launcher with the internal mechanisms based upon the rotary missile launcher developed for the Xiphon Interceptor, the greater size of the mounting on the Sicaran hull allows for a more complex feed mechanism and the employment of multiple-warhead types. Over time, the advanced Arcus Launchers have broken down and in the 41st Millennium Sicaran Arcus tanks are commonly equipped with more basic rotary missile systems.&lt;br /&gt;
&lt;br /&gt;
On the [[Horus Heresy]] tabletop, this thing was [[Rape]] incarnate. With the Arcus warheads, it is a 36&amp;quot; S8, AP2, &#039;&#039;&#039;Heavy 4&#039;&#039;&#039; weapon that forces [[Troll|successful cover saves to be rerolled]] and if it stands still, the weapon can be fired [[Dakka|&#039;&#039;&#039;TWICE&#039;&#039;&#039;,]] so 8 shots in total. This tank makes 6th edition [[Eldar]] cry [[Cheese|looking at its cheese.]] [[Anal circumference|Penetration from these roll D3 time on vehicle damage chart and choose the highest result.]] It is also the best AA in a Legion army for +15pts, making them fire 4 twin-linked S7 AP3 rerolling successful cover saves hits, 8 hits again if it stands still. [[Powergamer|This beauty can even be set to destroy MC or infantry in an efficient way with 2 5&amp;quot; blast S5 AP4 or 4 S7 AP4 shots that deal instant death to most mechanicum robots.]]&lt;br /&gt;
&lt;br /&gt;
===Terrebrax Rocket Battery===&lt;br /&gt;
[[File:Terrebrax_Rocket_Battery.PNG|200px|right|thumb|Terrebrax Rocket Battery]]&lt;br /&gt;
The primary and &amp;lt;u&amp;gt;ONLY&amp;lt;/u&amp;gt; weapon system found on the [[Mole]].&lt;br /&gt;
&lt;br /&gt;
The Terrebrax Rocket Battery is a rocket system wrapped around the neck of the Mole like a belt conveyor. It is a weapon designed to blast through tough rock faces when it drills and it is capable of cycle-firing a rapid salvo of rockets to crack even the most stubborn redoubt of stone or plasteel. Once the Mole emerges into the surface, it can also still fire the rocket system at the enemy. However, given the way the weapon is structured and its unguided system, the weapon remains a highly inaccurate one that is only useful either against mass infantry or as a close-range assault suppression weapon.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, on the [[Horus Heresy]] tabletop, the Terrebrax Rocket Battery is a 48&amp;quot;, Strength 7, Heavy 12, 12 shot [[Wat|Autocannon]] with AP5. Why in the Emperah&#039;s tits that a mass rapid-firing rocket system have a similar type with an &#039;&#039;[[Lolwut|Autocannon]]&#039;&#039; of all weapons, rather than having the multiple blast templates that should come &#039;&#039;automatically&#039;&#039; with a weapon with the word &#039;rocket&#039; in its name, [[Derp|we have no idea.]]&lt;br /&gt;
&lt;br /&gt;
===Whirlwind Multiple Missile Launcher===&lt;br /&gt;
[[File:Whirlwind_multiple_missile_launcher.jpg|200px|right|thumb|Whirlwind Multiple Missile Launcher]]&lt;br /&gt;
The Whirlwind multiple missile launcher is mounted on the Space Marine [[Whirlwind Artillery Tank|Whirlwind vehicle.]] It is capable of firing various types of missiles, the most common types being the standard Vengeance missile or Incendiary Castellan missile. The Whirlwind can be loaded with multiple types of munitions, but can only launch one type at a time. The most current versions of the launcher, are either 2 pods of 5 missiles each, fired in tandem pairs, or larger missiles fired one at a time from 2 pods of 2 missiles each.&lt;br /&gt;
&lt;br /&gt;
The ammunition is as follows:&lt;br /&gt;
&lt;br /&gt;
====Vengeance Missiles====&lt;br /&gt;
Vengeance missiles are the standard warheads used by the Whirlwind. The Vengeance missile is a high explosive missile containing a proximity fuse, which detonates the missile close to the target, scattering deadly shrapnel over the entire area.&lt;br /&gt;
&lt;br /&gt;
====Castellan Missiles====&lt;br /&gt;
&lt;br /&gt;
Castellan missiles are defensive missiles, which upon detonating, scatter mines over a large area. They are often effective for denying an enemy an easy route for counter attacks. Sufficient mines are fired in each shot that the field will remain until the end of the battle.&lt;br /&gt;
&lt;br /&gt;
====Incendiary Castellan Missiles====&lt;br /&gt;
&lt;br /&gt;
Incendiary Castellan missiles are missiles that have exchanged the fragmentation charge for a volatile chemical warhead that blankets the blast area in searing flames. It is commonly used on targets inside structures which are protected from fragmentation blast. Even the most sturdy of defenses provide no protection and if by some chance the defenders inside the structure aren&#039;t burned to death, most die from the after vapors which kill them from the inside out.&lt;br /&gt;
&lt;br /&gt;
===Hyperios Missile Launcher===&lt;br /&gt;
[[File:Whirlwind_Hyperios_Missile_Launcher.JPG|200px|right|thumb|Hyperios Missile Launcher]]&lt;br /&gt;
The Hyperios Missile Launcher is a specialized, anti-aircraft missile launcher mounted on Space Marine Whirlwind Hyperios. It is capable of firing up to twenty Hyperios missiles at fast, low-flying targets, making it ideal for defense against ground-attack craft making strafing runs.&lt;br /&gt;
&lt;br /&gt;
Due to a lack of manpower for dedicated air defense units in Space Marine Chapters, It is common for Hyperios Missile Launchers equipped with automated remotely-activated defense systems to be utilized by Space Marine forces for local air defense. These automated platforms are dropped in by Thunderhawks, activated by the chapters Techmarines, and can be monitored via command vehicles.&lt;br /&gt;
&lt;br /&gt;
====Hyperios Missile====&lt;br /&gt;
&lt;br /&gt;
The Hyperios Anti-Aircraft Missile functions in a similar fashion to a Hunter-Killer Missile. Tracking equipment within the missile locks onto a target, which feeds information to a logis-engine. Once fired, the logis-engine manipulates the missile&#039;s fins in order match the target&#039;s movements, avoid obstacles, and destroy it. Most of the missile&#039;s mass is taken up by fuel needed to intercept fast-moving targets, allowing it to fly short distances at high velocity. The Hyperios missile does not contain enough fuel to reach high-altitude targets, which are better suited to Manticore AA missiles.&lt;br /&gt;
&lt;br /&gt;
===Hammerfall Missile Launcher===&lt;br /&gt;
[[File:Hammerfall_ML.JPG|200px|right|thumb|Hammerfall Missile Launcher]]&lt;br /&gt;
The Missile Launcher found exclusively on its namesake, the [[Hammerfall Bunker]]. &lt;br /&gt;
&lt;br /&gt;
The Hammerfall Missile Launcher is a suped-up Hyperios that fires either Superkrak or Superfrag missiles. What&#039;s so &#039;super&#039; about them, we have no fucking clue. Could be due to its larger size which could give it a larger warhead. This Missile Launcher as such would make for a spectacularly violent suppressive weapon, given the immobility and combat nature of the Hammerfall Bunker.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, these things are nasty. Each of them has an impressive 72&amp;quot; range, with the Superfrag being a Heavy 2D6 launcher with S6, AP0, D1 Blast weapon whilst the Superkrak being a Heavy 2 weapon with the stats being S10, AP-2, D6. Your Superfrags are gonna be turning MEQs and GEQs into burger patties with that blast template whilst your Superkraks would turn TEQs and vehicles inside out.&lt;br /&gt;
&lt;br /&gt;
===Vengeance Launcher===&lt;br /&gt;
[[File:Vengeance_Launchers.jpg|200px|right|thumb|Vengeance Launcher]]&lt;br /&gt;
Not to be confused with the [[Vengeance Grenade Launcher]].&lt;br /&gt;
&lt;br /&gt;
The Vengeance Launcher is an Imperial multi-chambered rocket battery which saturates a target area with fragmenting anti-personnel warheads. It is one of the primary weapons of the Space Marine [[Storm Eagle]] meant to complement its ground assault/transport role.&lt;br /&gt;
&lt;br /&gt;
Designed for close-range ground attack, this weapon allows the Adeptus Astartes Storm Eagle assault gunship to both clear a landing zone in a hostile area and continue to provide direct fire support once it has delivered its deadly cargo of Space Marines. &lt;br /&gt;
&lt;br /&gt;
The Vengeance Launcher itself is a 48&amp;quot; range missile launcher. At S5, AP4, this Heavy 2 weapon creates large blast templates every time it opens fire. Just like in fluff, this weapon is great against masses of infantry, however, heavier armoured vehicles or units could tank these blasts and continue to chug along.&lt;br /&gt;
&lt;br /&gt;
===Boreas Air Defence Missile===&lt;br /&gt;
[[File:Boreas_missiles-1.jpg|200px|right|thumb|Boreas Air Defence Missile]]&lt;br /&gt;
The Manticore&#039;s anti-air cousin. This is a new toy for the [[Dreadnought#Doredeo Pattern|Deredeo Dreadnought]] to play with. &lt;br /&gt;
&lt;br /&gt;
This missile system fires the Boreas (Not [[Indrick Boreale|Boreale]]) Air Defence Missiles, which turns your Doredeo into a perfect air-defense platform in times where you don&#039;t really need that much anti-tank and anti-armor weapons like the Anvilus autocannon battery or the Aiolos missile launcher. &lt;br /&gt;
&lt;br /&gt;
They can target a separate unit from the Deredeo’s main weapons and can even ignore intervening obstacles if the enemy is outside the bearer’s line of sight, which would make the Doredeo a proverbial pain in the ass for flyer-heavy players. Like the Manticore, the Boreas is limited to four missiles in a game, making these weapons situational but strategic against heavily-armed air assets like [[Thunderhawk|Thunderhawks]] or the [[Ares Gunship]].&lt;br /&gt;
&lt;br /&gt;
The Boreas is often paired with the anti-armor Volkite Falconet Battery to make the Doredeo a slow-hitting but hard-punching weapon system.&lt;br /&gt;
&lt;br /&gt;
===Manticore Missile===&lt;br /&gt;
[[File:Manticore_Missile.jpg|200px|right|thumb|Manticore Missile]]&lt;br /&gt;
The primary weapon of the [[Manticore Rocket Launcher|Manticore]], the individual missiles of a Manticore can evaporate anything that is not dressed in Power Armor.&lt;br /&gt;
&lt;br /&gt;
The missile is divided into five sections: a fuse, the control and guidance equipment, the electrical unit, an explosive warhead and a propellant container for the two-stage solid fuel rocket. The first stage, a starting rocket, launches the missile into the air where the main in-flight rocket motor kicks in, propelling it to speeds of 1,080 kph. The standard Manticore missile&#039;s warhead is a high explosive fragmentation device capable of causing damage to a wide variety of targets including battle tanks. It can also be replaced by any number of alternatives, such as an oxy-phosphor incendiary warhead or chemical warhead for anti-infantry firepower or an Interceptor warhead for targeting high-altitude enemy aircraft. The standard missile has an operational range of 30 kilometers.&lt;br /&gt;
&lt;br /&gt;
===Skyspear Missile Launcher===&lt;br /&gt;
[[File:SkyspearLauncher.jpg|200px|right|thumb|Skyspear Missile Launcher]]&lt;br /&gt;
Ahhh...the famous corpse cannon.&lt;br /&gt;
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The Skyspear Missile Launcher is a type of surface-to-air Missile Launcher mounted on Space Marine [[Hunter Multi-Launcher Vehicle|Hunters.]] These launchers are able to fire a salvo of missiles, each of which is guided by the [[Wat|interred remains of a Chapter Serf.]] The very aspect on using a dead guy to aim your missiles had been a source for [[Skub|intense and passionate debates]] on the type of [[Drugs]] GW had been smoking in order to come out with such an idea.&lt;br /&gt;
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The missile itself is extremely powerful, able to blow apart [[Tau]] [[Barracuda|Barracudas]] to [[Eldar]] [[Vampire Raider|Vampire Raiders.]] It can even destroy creatures such as [[Bloodthirster|Bloodthirsters]] and [[Hive Tyrant|Hive Tyrants.]] Although in the case for the former, how a single missile can take out a creature that can give even the [[Dreadknight|giant baby carriers]] a run for its money is unknown. Unless it is a [[Deathstrike missile|Deathstrike]], we ain&#039;t seeing how this is possible.&lt;br /&gt;
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In 8th Edition, the Skyspear for [[Derp|&#039;&#039;some&#039;&#039; reason is no longer explicitly AA.]] This weapon delivers a high strength hit equal to a lascannon, re-rolling missed hits whether the model is flying or not.&lt;br /&gt;
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While not an efficient damage dealer, the entire Hunter tank is a steal for its points. Exact same base cost as a Predator while making the leap from T7 to T8, and getting a free 5&#039; range lascannon that can reroll hits. Won&#039;t spit out as much damage as your other Heavy Support options, but incredibly reliable.&lt;br /&gt;
{{clear}}&lt;br /&gt;
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===Ironstorm Missile Pod===&lt;br /&gt;
[[File:Ironstorm.jpg|200px|right|thumb|Ironstorm Missile Pod]]&lt;br /&gt;
Basically a baby Apocalypse Missile Launcher.&lt;br /&gt;
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Mounted on the back of the Questor Imperialis, the [[Imperial Knight]], and by the [[Daemon Knights|Renegade Knights]] of the Questor Traitoris. This missile pod is used to blast bloody holes against massed infantry assaults, and it is most effective against light- to medium-armoured opponents (72&amp;quot; S5 AP4, Heavy 1, Large Blast, Barrage).&lt;br /&gt;
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It can engage targets at a long range and fire missiles that explode and saturate a sizable blast radius. It is most effective against light to medium-armored foes and massed infantry assaults.&lt;br /&gt;
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There are multiple variants of the Missile Pod.&lt;br /&gt;
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====Ironstorm with Six Missile Tubes==== &lt;br /&gt;
The standard variant of the Ironstorm Missile Pod, this version features six missile tubes.&lt;br /&gt;
====Ironstorm with Four Missile Tubes====&lt;br /&gt;
An uncommon variant of the Ironstorm Missile Pod, this version features four missile tubes, holding less ammunition than the standard variant.&lt;br /&gt;
====Ironstorm with Two Missile Tubes====&lt;br /&gt;
A rare variant of the Ironstorm Missile Pod, this version features only two missile tubes, holding a great deal less ammunition than the standard variant.&lt;br /&gt;
====Porphyrion Ironstorm Missile Pod====&lt;br /&gt;
A large variant of the Ironstorm Missile Pod that is used by the Acastus Knight Porphyrion. This version is much larger than the standard, featuring sixteen missile tubes, along with the ability to be raised and lowered into the Porphyrion&#039;s upper carapace. This version of the Ironstorm Missile Pod can also be outfitted with Helios Defence Missiles, which are used to defend the massive Knight from enemy aircraft. &lt;br /&gt;
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===Stormspear Rocket Pod===&lt;br /&gt;
[[File:Stormspear.jpg|200px|right|thumb|Stormspear Rocket Pod]]&lt;br /&gt;
The Ironstorm&#039;s more [[Dakka]] brother.&lt;br /&gt;
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Another pod mounted on the back of the Questor Imperialis, the [[Imperial Knight]], and by the [[Daemon Knights|Renegade Knights]] of the Questor Traitoris. This carapace-mounted weapon fires self-propelled projectiles tipped with armor-piercing warheads. Only accurate at medium range, they are best employed versus heavily armored infantry or moderately armored vehicles. The launcher itself is capable of firing their payloads in successive volleys of three.&lt;br /&gt;
&lt;br /&gt;
It fires self-propelled projectiles tipped with armor-penetrating warheads and is used against heavily armored infantry or moderately armored vehicles (48&amp;quot; S8 AP3, Heavy 3).&lt;br /&gt;
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Like its brother, there are many variants of this weapon.&lt;br /&gt;
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====Stormspear with Eighteen Rocket Tubes====&lt;br /&gt;
The standard variant of the Stormspear Rocket Pod, this version features eighteen rocket tubes.&lt;br /&gt;
====Stormspear with Eight Rocket Tubes====&lt;br /&gt;
An uncommon variant, this version features only eight rocket tubes, holding less ammunition than that of the standard pattern.&lt;br /&gt;
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====Stormspear with Twenty-Four Rocket Tubes====&lt;br /&gt;
A rare variant, this version features twenty-four missile tubes, and consequently holds much more ammunition than that of the standard pattern. This version uses a larger overall pod design to accommodate the additional rocket tubes.&lt;br /&gt;
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===Spiculus Bolt Launcher===&lt;br /&gt;
[[File:Spiculus.JPG|200px|right|thumb|Spiculus Bolt Launcher]]&lt;br /&gt;
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The Aiolos&#039; big brother and the Cyclone&#039;s gold-encrusted father.&lt;br /&gt;
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The Spiculus Bolt Launcher is a type of large Missile Launcher used by the [[Adeptus Custodes]]. These arrays, resembling the smaller Cyclone Missile Launcher or Apocalypse Missile Launcher, are typically mounted on the [[Telemon Heavy Dreadnought|Telemon Heavy Dreadnoughts.]]&lt;br /&gt;
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Because they are mounted on the biggest and baddest of the golden bois, the Spiculus Bolt Launcher is deadly against all types of targets and enemies. A one-hit KO to speak simply. Anything that missile hits, it destroys.&lt;br /&gt;
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The Telemon Dreadnought is an [[Cheese|absolute monster of a machine on tabletop,]] with every weapon it carries being considered a god damned [[Rape|rape machine.]] The Bolt Launcher is no different &#039;&#039;especially&#039;&#039; if the Telemon stands still. If it doesn&#039;t move, the golden hulk can shoot its Spiculus Bolt Launcher (24” heavy 5 S5 ap-2 D1) &amp;lt;u&amp;gt;&#039;&#039;&#039;[[Dakka|twice]]&#039;&#039;&#039;&amp;lt;/u&amp;gt;  by itself which makes it a perfect back field camper for chewing GEQ’s.&lt;br /&gt;
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===Shieldbreaker Missile===&lt;br /&gt;
[[File:Shieldbreaker_Missiles.PNG|200px|right|thumb|Shieldbreaker Missiles]]&lt;br /&gt;
The main secondary weapon of the new Imperial Knight Dominus. The Shieldbreaker Missiles can come in a configuration of either one or two depending on your preferences. They are mounted on the back or the shoulders in order to resemble the Warlord Titan. &lt;br /&gt;
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In fact, these are the most ridiculously advanced (not to say magical) missiles in all of the Imperium&#039;s armory. They are designed to avoid any kind of energy/spiritual shield the target can put up, and manage to do so by using empyric cascade micro-generators controlled by Machine Spirits that teleport the missiles through the Warp for a few milliseconds, reemerging just inside the target&#039;s barrier. This is why in-game they negate invulnerable saves.&lt;br /&gt;
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These missiles are meant to break apart vehicles in precise shots. Whilst the Siegebreaker Cannons are aimed towards light vehicles and mass infantry formations of MEQs, the Shieldbreaker Missiles are definitely aimed at heavier vehicles such as battle tanks and artillery.&lt;br /&gt;
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On the tabletop, the Shieldbreaker Missiles are a bit situational due to the amount of fantastic anti-superheavy and anti-vehicle weapons that both variants of the Knight Dominus carries. On one hand it’s a one-shot missile, so you are restricted to either two to four missiles depending on your weapon configuration. On the other hand, it’s Str 10, AP -4, D6 Damage Heavy 1 weapon that has an ability that gives Invulnerable Saves the proverbial middle finger if it successfully wounds. Thus, a proper tactic is that this missile can be the &#039;killing blow&#039; to a weakened character or unit.&lt;br /&gt;
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===Helios Defense Missile Pod===&lt;br /&gt;
[[File:HeliosMissile.jpg|200px|right|thumb|Helios Defense Missile Pod]]&lt;br /&gt;
The personal FUCK OFF anti-air and anti-vehicle missile contraption exclusive to the Knight Porphyrion, cause they&#039;re too big to carry &#039;kiddie toys&#039; like the Stormspear and Ironstorm Weapon Pods found on smaller Knight Patterns.&lt;br /&gt;
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The Helios Defense Missile is a type of Missile used by the Imperium of Man to protect ground-based vehicles and installations against enemy aircraft. The Helios Defence Missile is known to have been used in the Ironstorm Missile Pod, however the large size of the missiles makes it impractical to house it in a small missile pod. Hence, the specially built missile pod of the Porphyrion is the only one capable of carrying and firing in large bulk. These missiles are equipped if the Knight is heading into battle-zones where the danger from airborne assault is apparent.&lt;br /&gt;
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It is only outclassed by the Apocalypse Missile Launcher in both size and devastation.&lt;br /&gt;
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===Praetor Multiple Missile Launcher===&lt;br /&gt;
[[File:Praetor_Multiple_Missile_Launcher.JPG|200px|right|thumb|Praetor Multiple Missile Launcher]]&lt;br /&gt;
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Carried by a Crassus transport that has replaced its troop capacity with missile racks called the [[Crassus Armored Assault Transport#Praetor Armoured Assault Launcher|&#039;&#039;&#039;PRAETOR ARMOURED ASSAULT LAUNCHER&#039;&#039;&#039;.]] Bigger than the Helios by sheer basis of having [[/d/|bigger and thiccer missiles.]] &lt;br /&gt;
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Similar to the Helios Defense Missile Pod, it is designed to fold in relatively neatly when not in use. Its large missile racks enable it to be fitted with a number of different munition types. Thus, it is capable of firing apocalyptic levels of dakka with three distinct payload options.&lt;br /&gt;
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====Foehammer Missiles====&lt;br /&gt;
Fires high-yield explosives designed to penetrate armour in a hard-hitting and devastating barrage, which can be used against the ground-based enemy vehicles or enemy-held objects to surely turn tanks into scrap metal.&lt;br /&gt;
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====Firestorm Missiles====&lt;br /&gt;
Launches a number of small incendiary rounds that saturate an area with flame. Think of it as something like a cluster bombs with a more fiery affect akin to a saturation bombing, or the poor man&#039;s/limp dick version of a thermobaric bomb.&lt;br /&gt;
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====Pilum Missiles====&lt;br /&gt;
Anti-air rockets capable of defending the Praetor from aerial foes; sophisticated tracking systems in its AA mount constantly monitoring skies for potential airborne targets although generally less suited than a dedicated anti-air vehicle.&lt;br /&gt;
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===Apocalypse Missile Launcher===&lt;br /&gt;
[[File:Apocmiss.jpg|200px|right|thumb|Apocalypse Missile Launcher]]&lt;br /&gt;
Strapped to the back of a [[Reaver Battle Titan]], the Apocalypse Missile Launcher does just that: spraying an area in explodey goodness capable of devouring waves of infantry and tanks alike.&lt;br /&gt;
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The Apocalypse Missile Launcher unit is comprised of the Apocalypse Launcher loaded with 20 rockets, packaged in two 10-rocket pods. The launcher, mounted on a Titan&#039;s chassis, is a highly automated self-loading and self-aiming system. It contains a fire control computer that integrates the vehicle and rocket-launching operations. The rockets can be fired individually or in ripples of 2 to 20. Accuracy is maintained in all firing modes because the launcher&#039;s computer re-aims the launcher between rounds. &lt;br /&gt;
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The weapon consisting of the multiple missile-tubes is capable of launching an immense barrage of explosive fire. The destructive potential of just one Apocalypse launcher is equivalent to an entire Imperial Guard artillery company. The missiles fired by an Apocalypse launcher travel at supersonic speeds, and just one salvo is enough to flatten an entire square kilometer of area.&lt;br /&gt;
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This weapon can fire guided and unguided projectiles and can hit a target a substantial distance away. The Apocalypse Missile Launcher is often employed using &amp;quot;shoot-and-scoot&amp;quot; tactics -- firing its rockets rapidly, then moving away to avoid counter fire. &lt;br /&gt;
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The [[Warmaster Heavy Battle Titan]] can [[MoreDakka|slap two of these]] on its carapace mounts.&lt;br /&gt;
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Its Eldar equivalent is the Revenant Missile Launcher.&lt;br /&gt;
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===Revelator Missile Launcher===&lt;br /&gt;
[[File:Revelator_missile_launcher.JPG|200px|right|thumb|Revelator Missile Launcher]]&lt;br /&gt;
The Revelator Missile Launcher is the secondary armament of the [[Warmaster Heavy Battle Titan]].&lt;br /&gt;
&lt;br /&gt;
This weapon system functions something alike the [[Apocalypse Missile Launcher]] mounted on lesser Titans (which the Warmaster can still mount two of, as mentioned previously), the main difference however, is that the Revelator Missile Launcher sacrifices missile stockpile for GIANT ECKS BAWKS HUEG EXPLOSIONS. Hence, it only carries six large and powerful missiles in total.&lt;br /&gt;
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This makes the Revelator Missile Launcher less suited for artillery against massed infantry and more appropriate in giving fortresses and enemy Titans a [[Anal circumference|new asshole.]] It&#039;s an anti-Titan missile for all intents and purposes and, given the role of the Warmaster, this shit is complementary.&lt;br /&gt;
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[[Tl;dr]], the Revelator Missile Launcher sits in the middle between the Apocalypse Missile Launcher and the Warp Missile Rack.&lt;br /&gt;
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===Hellion Missile ===&lt;br /&gt;
[[File:Hellion_Missile.jpg|200px|right|thumb|Hellion Missile]]&lt;br /&gt;
A giant Hunter-Killer Missile.&lt;br /&gt;
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Attached to the side of the Epic Stormblades casemate was a single shot Anti-Titan missile.  The missile&#039;s warhead consists of an adamantium penetrator sleeve within which is encased a relatively small plasma warhead. &lt;br /&gt;
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The armored sleeve ensures that plasma warhead has penetrated deep into the target before it detonates, releasing white-hot plasma. It was there to help kick in the teeth of any titan that came around the corner, but fairly pointless against Gargants.&lt;br /&gt;
&lt;br /&gt;
It was once common for Imperial Guard Stormblades to mount whole racks of these missiles to assist in bringing down the heaviest Titans. [[Not As Planned|Unfortunately this arrangement left the missiles exposed to enemy fire,]] [[FATAL|which could cause the warhead to suddenly detonate if it suffered damage, and led to the loss of a number of Stormblades before the practice was officially stopped.]]&lt;br /&gt;
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===Deathstrike Missile===&lt;br /&gt;
[[File:Deathstrike_Missile.jpg|200px|right|thumb|Deathstrike Missile]]&lt;br /&gt;
An explosive set to [[Angry Marines|Maximum Fuck]] and strapped to a truck, an impact of this weapon will fucking END anything hit by it. A single ICBM made of [[Rage|FUCK YOU]] out for your blood would make anyone think twice.   Batteries of these helped out in the Battle for Armageddon when fired from literally the opposite side of the planet. The missile can carry a variety of payloads, though the most common in use is a plasma warhead able to vaporize a vast area of land. Tactical, biological, and the aptly named titan-killer warheads also exist. But by far the deadliest and rarest is the dreaded [[Warp Weapons|Vortex Missile]].&lt;br /&gt;
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The deployment of a single Deathstrike Missile Launcher is a complicated procedure that requires a huge investment of resources and many religious and administrative rituals by the Adeptus Mechanicus and Administratum respectively. [[Fail|As such, the deployment can take months to complete.]] Instead of just dick-slapping the big red button. Moreover the large lumbering launch vehicles often require their own dedicated escort and presents foes with a valuable and soft target. Except it’s range is such you can plop it down and fire from literally anywhere on the planet.  For the Departmento Munitorum, simple logistics has precluded its deployment in all but the most extreme circumstances.  That said, when shit hits the fan the Guard&#039;s leadership really don&#039;t give a fuck about whining adepts&#039; opinions and start smashing big red buttons.  Thank the Emperor.  Thank God-Emperor you can justify almost anything by saying “It worked, so the Machine Spirits were pleased, so you have no right to complain unless you’re a dirty heretic.”&lt;br /&gt;
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Of course, far more practical use for them, is as surface-to-orbit anti-ship missiles. With them likely able to take out most starships of frigate class or below with one shot. Of course commisars just want to hit people with their swords, so they’re not practical.&lt;br /&gt;
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===Warp Missile Rack===&lt;br /&gt;
[[File:Warp_Missile_Rack.JPG|200px|right|thumb|Warp Missile Rack]]&lt;br /&gt;
&lt;br /&gt;
Hey! Ya know how the Deathstrike can be upgraded into a Vortex Missile for maximum FUCK? Now imagine that, [[Powergamer|but supersized]] and mounted on the carapace of a [[Reaver Battle Titan]]. Congrats! [[Awesome|You now have a weapon that can reliably threaten the walking cheesemongers known as]] [[Warlord Battle Titan|Warlord Battle Titans.]] The Warp Missile Rack is a missile launching system that is big enough to house only one Warp Missile per mission. It is a relatively medium to long ranged missile, but it is not the ICBM that is the Deathstrike Missile. This is due to the fact that the missile itself is not long enough to go into the outer atmosphere due to its short length relative to its size (Which means less fuel to launch the missile into space), as well as the fact that Reaver Titans are front line support Titans and as such, ICBM capabilities are not as needed.&lt;br /&gt;
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The [[Warp Missile]] itself is one of the rarest and most powerful munitions available to Reaver Titan Princeps. Mounted atop the god-machine’s carapace, the Warp Missile can be fired just once. Equipped with a miniature warp engine like those on starships, when fired it briefly enters the warp and emerges within an enemy Titan’s shields, [[Meme|attacking its weak point for MAXIMUM damage.]] Contrast this to the Vortex Missile which tears open a hole in spacetime and sucks everything inside the [[Warp]], the Warp Missile acts more like a [[C&#039;tan Phase Weapons|C&#039;tan Phase Weapon]] just on a titanic scale.&lt;br /&gt;
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As such, the Warp Missile Rack is a powerful addition to your Reaver Titans, giving them a one-shot weapon that bypasses shields. This is useful in pegging down Warlords a notch or two. It also gives Reavers some well needed niche as a &#039;light&#039; anti-Titan walker, given the fact that the introduction of the [[Warbringer Nemesis Titan]] has pushed Reavers to near obsolescence. &lt;br /&gt;
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The weapon has so far only appeared in the [[Adeptus Titanicus/Tactics|Adeptus Titanicus game]], implying it&#039;s only rarely deployed to Titan vs Titan battles.  To be fair, there are few other circumstances when such a weapon would be useful anyway.&lt;br /&gt;
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===Doomstrike Missile Launcher===&lt;br /&gt;
[[File:Doomstrike_Missile_Launcher.jpg|200px|right|thumb|Doomstrike Missile Launcher]]&lt;br /&gt;
A missile that can nuke an entire tabletop game in one shot.&lt;br /&gt;
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Take a Deathstrike Missile, remove its ICBM capabilities and fill it up with even more explosives. You will get the Doomstrike Missile Launcher, the third largest land based missile launcher to date. Bigger then every other faction&#039;s by a large margin.&lt;br /&gt;
 &lt;br /&gt;
So huge it can only be used by the [[Imperator Battle Titan]], this is a highly accurate missile launcher with a high rate of fire. It gains its accuracy by way of leveling the entire half of the city that the enemy is on so that his destruction is assured.&lt;br /&gt;
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The Warmonger-class Titan variant of the notable variant of the Imperator Titan mounts not one but &#039;&#039;eight&#039;&#039; of these badboys on one gun arm. This is unsurprising given that the Warmonger specializes in its deep strike/fire-support capability. Saturating a entire city in long range bombardment and [[Dakka]].&lt;br /&gt;
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The Doomstrike Missile earns its namesake as one of the most killy weapons available. Orks wish they can build an awesome missile such as this.&lt;br /&gt;
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You ask why the Imperial Guard doesn&#039;t stick this on a vehicle to use in large numbers since it apparently has far less logistical concerns than Deathstrikes?  The reason is that you&#039;re a fucking heretic for daring to use common sense.&lt;br /&gt;
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===Hellfire Missile===&lt;br /&gt;
[[File:Hellfire_Missile.jpg|200px|right|thumb|Hellfire Missile]]&lt;br /&gt;
&lt;br /&gt;
(Not to be confused with the real-world anti-tank missile of the same name.)&lt;br /&gt;
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You want to give the enemy the ultimate middle finger. You want to absolutely annihilate his entire army, city, mountain villa, private jet, luxury cars and his pet dog all in one go? Don&#039;t worry we have a solution for you! Move over Doomstrike cause there is a new big kid in town.&lt;br /&gt;
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A Deathstrike grown several orders of magnitude too large. A Hellfire Missile is capable of annihilating massive swathes of enemy infantry in one go. These things dwarfs the Doomstrike in both size and tonnage.&lt;br /&gt;
&lt;br /&gt;
The Hellfire Missile is basically a giant thermonuclear warhead that is able to threaten entire Titan legions. These things are so big and massive that they are as tall as a Warhound or even Reaver Titan. &lt;br /&gt;
&lt;br /&gt;
As such only the biggest warmachines  are able to carry them without resorting to a stationary silo. One of which is the [[Ordinatus Golgotha]] which can carry up to [[Rape|&#039;&#039;six&#039;&#039;]] of these monsters.&lt;br /&gt;
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{{40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
&lt;br /&gt;
== Squat ==&lt;br /&gt;
===L7 Missile Launcher===&lt;br /&gt;
[[File:Handheld_L7_Missile_Launcher.PNG|200px|right|thumb|L7 Missile Launcher (Handheld Version)]]&lt;br /&gt;
The L7 Missile Launcher is a type of heavy Missile Launcher used by the [[Leagues of Votann]]. It is known to be mounted on vehicles such as the [[Sagitaur ATV]]. Here, the L7 occupy one-half of a larger weapon system, where it consists of the right side which sits seven anti-personnel missiles that deals high splash damage (More of this can be read below under Sagitaur Missile Launcher).&lt;br /&gt;
&lt;br /&gt;
Certain [[Hearthkyn Warrior]]s are able to carry mobile and man-portable versions of these. Although, rather than having two missile boxes, the hand-held version only has one. It can be assumed that the man-portable version has the entire box magazine being detachable, and that the camera-looking thing at the bottom of the missile box would be something like a [[markerlight]] to allow the missiles to home at the target and &#039;fire-and-forget&#039;. The hand-held version do have something like an additional magazine at the bottom, although it is likely to be a battery to power up the entire weapon system.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the L7 Missile Launcher comes with 2 profiles, a Focused shot at 30&amp;quot; HunTR 1, S9 AP-2 Dd6 and a Blast shot at 30&amp;quot; HunTR d6, S5 AP-1 D1. A versatile weapon that adds a bit of punch to your squad.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
L7Missile.jpg|Sagitaur Version (Right-side)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sagitaur Missile Launcher===&lt;br /&gt;
[[File:L7Missile.jpg|200px|right|thumb|Sagitaur Missile Launcher]]&lt;br /&gt;
The generically named Sagitaur Missile Launcher is one of the primary weapons of the [[Sagitaur ATV]]. The Missile Launcher is actually two weapons in one and consists of a wider weapon system. On the right side of the weapon is the aforementioned L7 Missile Launcher. While the left side houses four anti-armour missiles against tanks and equivalents, making this a very versatile weapon system.&lt;br /&gt;
&lt;br /&gt;
Now this interesting weapon had an interesting [[Skub]] history, [[Cheese|but not in the way you expect.]] For one thing, there has been plenty of [[derp|confusion]] on what the damned thing looks like. Early Warhammer Community seems to insinuate that the L7 Missile Launcher &#039;&#039;is&#039;&#039; the Sagitaur Missile Launcher, but the crunch &#039;&#039;clearly&#039;&#039; highlights that there are in fact, &#039;&#039;two&#039;&#039; different missile launchers that the Sagitaur could mount.&lt;br /&gt;
&lt;br /&gt;
This confusion is further hampered by the fact that the regular Hearthkyn Warriors can carry models of the actual L7, which in itself looks &#039;&#039;very&#039;&#039; similar to half of the design of the missile launcher mounted on the Sagitaur. So, whether this means that the Sagitaur Missile Launcher is either an upscaled L7, or actually &#039;&#039;THE&#039;&#039; missile launching weapon shown in various promos, or represents the other half of the missile launcher turret (with the L7 occupying the right-hand side) remained in perpetual limbo for several months until the release of the Sagitaur ATV as an independent unit by GeeDubs in late October.&lt;br /&gt;
&lt;br /&gt;
With the release of the Sagitaur ATV page in GeeDubs&#039; store gave us both an actual scale model between the Sagitaur ATV with a [[Space Marine|SPEHSS MEHREEN]] &#039;&#039;and&#039;&#039; the sprue mould of the entire model &#039;&#039;including&#039;&#039; all of its weapons. Through hefty investigations, it came to the conclusion that, despite what GeeDubs states on the vehicle having [[Bullshit|&#039;&#039;four weapon turrets&#039;&#039;]], the actual model only comes with three. Moreover, the L7 Missile Launcher section that comes with it, is much bigger than the ones the Hearthkyns use. Because of this, elegen/tg/entlemen had come to a conclusion that the Sagitaur Missile Launcher is most likely a wider missile launching system in which the L7 formed one-half of it, whilst the &#039;&#039;actual&#039;&#039; unique Sagitaur-exclusive Missile Launcher as shown in the crunch, represents the left-side (I.e. the one with the &#039;&#039;bigger&#039;&#039; missiles) of the overall weapon system.&lt;br /&gt;
&lt;br /&gt;
All of this confusion could honestly be avoided if GeeDubs just made the L7 an infantry-exclusive weapon whilst the Sagitaur gets the bigger missile launcher and call it as its own. [[Fail|But that&#039;s GW for you.]]&lt;br /&gt;
&lt;br /&gt;
With all said and done, lets go to the crunch. On the tabletop, this weapon system is a 36&amp;quot; Heavy 2, S10 AP-3 D3. Oddly enough, found on the Sagitaur and costing 10 points. Very strong, but the low rate of fire means you probably won&#039;t do too much damage with this. Probably best used to give lighter vehicles something to think about, but you can also sucker punch a weakened tank if the opportunity presents itself.&lt;br /&gt;
&lt;br /&gt;
===Hekaton VLS===&lt;br /&gt;
[[File:Hekaton_VLS.JPG|200px|right|thumb|Hekaton VLS]]&lt;br /&gt;
The Hekaton VLS (Verticle Launch System) is a missile weapon system used on the [[Leagues of Votann]]&#039;s [[Hekaton Land Fortress]].&lt;br /&gt;
&lt;br /&gt;
A first for 40k in the fact that is uses a VLS as its primary form of missile launch sequence. The Hekaton VLS can hit anything, anywhere due to the way it is constructed. The VLS is protected by a hatch which can be opened when primed for firing. Capable of housing seven missiles, the VLS can be equipped with either the haywire-causing single-shot &#039;&#039;&#039;Ancestor&#039;s Vengeance Warhead&#039;&#039;&#039;, a dozen infantry-shredding and frag-bursting &#039;&#039;&#039;Kin&#039;s Wrath Warhead&#039;&#039;&#039; or a few tank-busting armour-piercing &#039;&#039;&#039;Mountain Breaker Warhead&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
On tabletop, this translates to a 36&amp;quot; missile launcher that can hit anywhere within its radius. For the Ancestor&#039;s Vengeance Warhead, it is a Heavy D6, S6, AP-2, D2 missile and could only be shot once per battle. The weapon can target units that are not visible due to its VLS nature, and when it hits a vehicle, that attack has a damage characteristic of 3 and an unmodified wound roll of 4+ if successfully wounding a target. On the other hand, the Kin&#039;s Wrath Warhead is a Heavy 2D6, S6, AP-2, D2 ATGM that creates a blast. Lastly, the Mountain Breaker Warhead is a Heavy 1, S10, AP-3, D6 tank buster of a weapon. So you have a missile launcher that can perforate light vehicles, MEQs, TEQs, tanks and superheavies. &#039;&#039;Nice&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ancestor_Warhead.PNG|Ancestor&#039;s Vengeance Warhead&lt;br /&gt;
Kin&#039;s_Wrath_Warhead.PNG|Kin&#039;s Wrath Warhead&lt;br /&gt;
Mountain_Breaker_Warhead.PNG|Mountain Breaker Warhead&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Doomstorm Missile===&lt;br /&gt;
[[File:Doomstorm_Missile.jpg|200px|right|thumb|Doomstorm Missile]]&lt;br /&gt;
&lt;br /&gt;
If the [[Hellfury Cannon]] ain&#039;t doing much in coring a Titan a [[Anal circumference|new asshole,]] than the Doomstorm Missile would sure do the trick.&lt;br /&gt;
&lt;br /&gt;
The [[Squats]] saw the Doomstrike Missile Launcher and decided to one-up the Imperium with their own overly large and overcompensated fuck off missile. Doomstorm Missiles are a Squat weapon often found mounted in groups of 6 on the [[Cyclops War Machine]]. [[Exterminatus|They feature plasma warheads, ideal for vaporizing large bodies of light infantry, vehicles, superheavies and fellow Titans.]]&lt;br /&gt;
&lt;br /&gt;
These monsters are giant ICBMs meant to hit targets from the other end of the globe, meaning that the Cyclops don&#039;t even need to bother going up to face its adversary. Just get a map and shoot, because this thing is just one step closer to becoming an Exterminatus-grade weapon. &lt;br /&gt;
&lt;br /&gt;
It really speaks volumes of Squat battle tactics when their principle anti-Titan vehicle still needs six hydrogen bombs on a ICBM to feel just a tad-bit secure. It also speaks volumes that the Squats thought it was a relatively good idea to [[Derp|place their city-destroying WMDs exposed to the elements rather than being safely enclosed.]] Seriously, one shot from a heavy stubber would decommission the entire missile.&lt;br /&gt;
&lt;br /&gt;
It is unknown whether these missiles can be found in silos, but they sure as hell can be proven quite useful in void combat between starships. Currently, only the Cyclops is able to field these things.&lt;br /&gt;
&lt;br /&gt;
{{40k-Squat-Weapons}}&lt;br /&gt;
&lt;br /&gt;
== Chaos ==&lt;br /&gt;
&lt;br /&gt;
The [[Chaos Space Marines]] [[Havoc]]s use a man-portable missile launcher just like the Imperial model (presumably left over from their loyalist days).  Their Titans also have the same missile launchers available, although the Cyclone, Hunter-Killer, and Manticore missiles weren&#039;t developed until after the [[Horus Heresy]], so they aren&#039;t available to the Chaos Space Marines.  Apparently they couldn&#039;t steal some after they were invented, [[Derp|and none of the Chapters who turned traitor later brought any with them.]] Its just as likely that they have never gotten their hands on any substantial manufacturing complexes for them, meaning they have to use the limited Imperial Ordnance they do get from their looting and stolen factories in apocalypse battles. In dawn of war 2, the missiles launcher used by the plague marines puts slow effects on vehicles they hit, which is fantastic for ensnaring dangerous targets like avatar of Khaine, land raider or any [[METAL BOXES]] for your damage dealing units to catch up on them.&lt;br /&gt;
&lt;br /&gt;
===Hellfyre Missile Rack===&lt;br /&gt;
[[File:HellfyreMissileRack.jpg|200px|right|thumb|Hellfyre Missile Rack]]&lt;br /&gt;
&lt;br /&gt;
A weapon that is more of a laser light show than the actual [[Lasgun|laser light show.]]&lt;br /&gt;
&lt;br /&gt;
The [[Thousand Sons]]&#039; equivalent of the loyalist Cyclone Missile Launcher. The Hellfyre Missile Rack is a Missile Launcher system that is deployed on the Terminator Armour of the Scarab Occult Terminators of the Thousand Sons Traitor Legion. &lt;br /&gt;
&lt;br /&gt;
Hellfyre Missiles are compact but deadly warheads that explode with the power of the Warp, [[Wat|unleashing detonations of aetheric light.]] Don&#039;t ask us what &#039;&#039;type&#039;&#039; of light it unleashes; most definitely ain&#039;t the harmless pretty lights you see from light shows and more likely the atom-blasting radiation type of light you see from Neutron Stars. &lt;br /&gt;
&lt;br /&gt;
Judging by the way it is set up, the Rubric Terminators only have a total of eight shots before being exhausted of ammunition. It looks like a pain in the ass to reload the entire weapons system, which would probably be why no one in their right minds would bother reloading such a weapon in the middle of the battlefield.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Hellfyre Missile Rack is only available to Scarab Occult Terminators, 24&amp;quot; Heavy 2 S8 AP-2 Damage D3, it can now finally, finally, be fired in addition to the model&#039;s other weapons at the cost of 15 points.&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], its a Chaos Cyclone Missile Launcher, you must be an idiot &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; to use it.&lt;br /&gt;
&lt;br /&gt;
===Havoc Launcher===&lt;br /&gt;
[[File:HavocLauncherRhino.jpg|200px|right|thumb|Havoc Launcher]]&lt;br /&gt;
&lt;br /&gt;
The Havoc Launcher is a small multiple missile pod that can be employed by Chaos vehicles (it was used on all Imperial vehicles during the [[Great Crusade]] and both sides of the [[Horus Heresy]], though it&#039;s [[Chaos]]-only now). It functions by firing off a cluster of long-ranged explosive shells, perfect for dispatching clusters of small enemies - it&#039;s particularly effective against [[Ork]]s, [[Dark Eldar]], the [[Tyranids]], [[Kroot]], and the [[Imperial Guard]]. The weapon has the following profile:&lt;br /&gt;
&lt;br /&gt;
Range: 48&amp;quot; | Strength: 5 | AP: 5 | Heavy 1, Blast, Twin-Linked&lt;br /&gt;
&lt;br /&gt;
It can be thought of as a rough equivalent to the Imperial Hunter-Killer, as it is an upgrade easily applied to any vehicle for some extra firepower. But where the Hunter-Killer missile is a one-shot weapon meant to damage or kill a single, high-priority target, the Havoc Launcher is meant to handle clusters of infantry. The Havoc has the added advantage of being able to fire all damned game long. Be warned, though; [[Tau]], &#039;Ard boyz, [[Necron]]s, Storm Troopers, and [[Space Marines]] can generally weather its offensive. That being said it&#039;s still a decent deterrent against light troops (Tyrablobs, Guard blobs, and Orks), and not a bad investment for the points. Also, once your Rhino has disgorged its angry Berserkers and been immobilised, your opponent tends to forget that it&#039;s a threat. [[Awesome | This can result in the paralysed transport causing the final wound to a special snowflake Space Marine character when both armies in a 800pt annihilation game are otherwise exhausted, tabling the opponent.]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
ChaosMissileLauncher.jpg|Despite sharing a similar name, the Havoc Launcher is &#039;&#039;not&#039;&#039; related to Chaos Space Marine Havocs or the differently-profiled missile launchers they use.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Naval Missile Turret===&lt;br /&gt;
[[File:Naval_Missile_Turrets_Chaos.JPG|200px|right|thumb|Duo of Naval Missile Turrets]]&lt;br /&gt;
The largest missile launcher to date, at least when it comes to the [[Chaos Space Marines|boys in spikes.]] [[Fleets of Chaos|Chaos Warships]] are long-ranged combatants, especially when it comes to their [[Imperial Navy|Imperial counterparts]]; often depending on peppering their enemies before they get the chance to close in-range to counterfire.&lt;br /&gt;
&lt;br /&gt;
In this case, their missile turrets perform their job as their equivalent of [[Macrocannon]]s. [[Reasonable Marines|In a rare stroke of common sense,]] which is one hell of a feat since this is [[Chaos]] [[Fail|we are dealing with here]], these missile turrets are actually VLS (Vertical Launch System) which can be found in modern naval vessels in today&#039;s world. This makes them more compact and less vulnerable in being blown the fuck off by enemy fire and allows it to literally target and hit their enemies from &#039;&#039;anywhere&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This is true in-game as well, as these things &#039;&#039;cannot miss&#039;&#039; and will continue to pepper the target until its shields goes down or it goes boom. Sure it may not pack as much punch as a [[Torpedo]], but at least this thing does not miss. It is equivalent to the [[Dark Eldar]] [[Scythe Missile Launcher]] and the [[Tau]] [[Gravitic Launcher]] in function. &lt;br /&gt;
&lt;br /&gt;
These turrets come in light, medium and superheavy variants, although they all look the same. &lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Eldar==&lt;br /&gt;
===Eldar Missile Launcher===&lt;br /&gt;
[[File:Eldar_missile_launcher.jpg|200px|right|thumb|Eldar Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
Unlike the ones used by the [[Imperium]], Eldar missile launchers consist of several pods of small missiles, using a cluster of small projectiles instead of a single large one to deal damage. Of note is that the number of openings on the launcher does not reflect the number of missiles that it is capable of holding: each firing tube is connected to several smaller chambers, in which the missiles are held and fired from.  In addition, the Eldar eschew fragmentation rounds in favour of an unstable plasma core round, which has a small degree more penetrative prowess. &lt;br /&gt;
&lt;br /&gt;
On tabletop, it is a pretty flexible weapons choice that slams targets at a respectable 48&amp;quot; range with either a single Heavy S8 AP-2 D1d6 shot or a Heavy d6 S4 AP-1 blob evaporator. Compared to the standard Reaper Launcher, the Eldar Missile Launcher is slightly more expensive, with a higher potential against GEQ and heavies, but the Reaper Launcher does more consistent damage and is better against medium targets such as MEQs, TEQs, bikes, nobs, Primaris Marines, or Tyranid Warriors. &lt;br /&gt;
&lt;br /&gt;
===Reaper Launcher===&lt;br /&gt;
[[File:Reaper_Launcher.png|200px|right|thumb|Reaper Launcher]]&lt;br /&gt;
&lt;br /&gt;
The Dark Reapers aspect warriors use a variation on the Eldar Missile Launcher: the Reaper Launcher. Firing a hail of small missiles over a very large distance, they can do considerable damage to Space Marines and all but the largest of [[Tyranid]] organisms. Exarchs of the Dark Reapers can use either a regular Eldar missile launcher or the Tempest Launcher: a modified Reaper Launcher that shoots its projectiles in an arc, bombarding a large area with lethal projectiles.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Reaper Launchers hit at a solid S8 AP-2 flat D3, for your vehicle and monster killing needs, or can opt for one extra shot at S5 AP-2 flat D2 for taking out any pesky infantry attempting to [[Tarpit|tarpit]] your precious Dark Reapers.&lt;br /&gt;
&lt;br /&gt;
===Torrent Reaper Launcher===&lt;br /&gt;
[[File:Torrent_Reaper.jpg|200px|right|thumb|Torrent Reaper Launcher]]&lt;br /&gt;
A specialized variant of the normal Reaper Launcher. The Torrent Dark Reaper Launcher is a fucking [[Awesome|Gatling missile launcher!]] The launcher makes use of a cylindrical drum for magazine-style loading of rapid-fire mini missiles. Increasing the ammo capacity of the standard reaper launcher significantly, but the added ammunition increases the weight of the weapon as well, despite the addition of anti-grav devices. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, as awesome as it sounds, GW has yet to implement this weapon into tabletop fully, [[Derp|FOR. SOME. REASON.]] Because as cool as it is to have your Space Elves wield a bunch of gatling missile launchers, [[Bullshit|the upper echelons of GW had conveniently forgotten that this thing even existed in the first place.]] Once again disappointing /tg/ with their [[Fail|gross incompetence.]]&lt;br /&gt;
&lt;br /&gt;
===Tempest Launcher===&lt;br /&gt;
[[File:Tempest_Launcher.jpg|200px|right|thumb|Tempest Launcher]]&lt;br /&gt;
A Tempest Launcher is an ancient form of Reaper Launcher utilized exclusively by Dark Reaper Exarchs. It looks like two Reaper Launchers duct taped together for twice the bang. These launchers fire clusters of small Reaper Missiles in an arc. &lt;br /&gt;
&lt;br /&gt;
Whilst individually, they are weaker than standard Reaper Missiles, they have a significant area of effect to compensate for this. They are thus, able to affect a larger target area and be used in an indirect fire role or as a unconventional form of artillery.&lt;br /&gt;
&lt;br /&gt;
As the case for most Eldar technology, the weapon is psychically activated, and its resonant Wraithbone construction is sensitive to the Eldar&#039;s innately psychic mind. Like the more common Reaper Launcher, the Tempest Launcher is linked to its targeter via the handle. &lt;br /&gt;
&lt;br /&gt;
This creates a mind-link with the Dark Reaper&#039;s weapon, allowing the warrior to &amp;quot;see&amp;quot; out of the muzzle of the launcher. However, the skill of a Dark Reaper Exarch means that his skill would be on a whole new playing field.&lt;br /&gt;
&lt;br /&gt;
On tabletop, it is one of the primary weapons for a Dark Reaper Exarch. Just pay 5 more points to trade in in your Reaper Launcher for a Heavy 2d6 S4 AP-2 D1 weapon that doesn&#039;t need LoS to help with clearing out blobs. It&#039;s going to average more hits than the Missile Launcher&#039;s anti-infantry mode, though you won&#039;t have any sort of S8 fire mode. Just remember it has a shorter range than the Reaper Launchers. If you are going MSU or Ynnari with your Reapers this should be your default choice to make up for the lost Dakka.&lt;br /&gt;
&lt;br /&gt;
===Phoenix Missile Launcher===&lt;br /&gt;
[[File:Phoenix_Missile_Launchers.JPG|200px|right|thumb|Phoenix Missile Launcher]]&lt;br /&gt;
The Phoenix Missile Launcher is a type of Eldar Missile Launcher typically mounted on Phoenixes, Vampire Raiders and their variants. Used against ground targets, they are most notable for using plasma warheads which are rapidly discharged to saturate an area in expanding plasma explosions.&lt;br /&gt;
&lt;br /&gt;
They are also quite small, especially when you factor in the size of the Phoenix, let alone the Vampire Raider. You would expect the Eldar would carry some gigantic missiles for their gigantic planes, but alas they got the one with the metaphorical [[Dick|short dick.]]&lt;br /&gt;
&lt;br /&gt;
On tabletop, Phoenix Missiles are similar to starcannons with only D6 variable shots and flat 2 damage, so they&#039;re unreliable for big damage output but can trim a few enemy Terminators or Primaris marines from any squad.&lt;br /&gt;
&lt;br /&gt;
===Revenant Missile Launcher===&lt;br /&gt;
[[File:RVL.PNG|200px|right|thumb|Revenant Missile Launcher]]&lt;br /&gt;
The second biggest ground-based Eldar Missile Launcher.&lt;br /&gt;
&lt;br /&gt;
The Revenant Missile Launcher also known as the Cloudburst Missile Launcher is a type of Eldar Missile Launcher mounted on [[Revenant Scout Titan|Revenant Titans.]] This shoulder-mounted weapon is loaded with rapid-firing missiles armed with plasma warheads for close-range defense against enemy infantry.&lt;br /&gt;
&lt;br /&gt;
Curiously, the missile launchers are situated on the side of the Titan&#039;s head, creating a rather cramp and awkward firing position. Or it could be a homage to the smaller [[Mandiblaster]]s from the Striking Scorpions. Either way, the missile launcher is more of a self defense than anything else.&lt;br /&gt;
&lt;br /&gt;
Due to this, not many people actually use the missile launcher as an offensive tool. So you ain&#039;t seeing too much missile spam here.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, the Missile Launcher is an anti-aircraft weapon; 2d6, S8, AP-2, D1d3 that adds +1 to hit against units that fly.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Revenant_Missile.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Phantom Missile Launcher===&lt;br /&gt;
[[File:Phantom_Missile_Launcher.JPG|200px|right|thumb|Phantom Missile Launcher]]&lt;br /&gt;
The biggest ground-based Eldar Missile Launcher to date.&lt;br /&gt;
&lt;br /&gt;
This is the Eldar&#039;s answer to the Imperium&#039;s Apocalypse Missile Launcher.&lt;br /&gt;
&lt;br /&gt;
The Phantom Missile Launcher also known as the Voidstorm Missile Launcher are enormous Missile Launchers mounted on Eldar [[Phantom Battle Titan|Phantom Titans]] and are the Revenant Missile Launcher&#039;s bigger brother. These missile launchers are used for close anti-personnel and anti-aircraft defense. It is assumed that the missile pod from the Titan&#039;s left shoulder fires the smaller anti-personnel warheads, whilst the larger one from the right shoulder fires the larger anti-aircraft warheads.&lt;br /&gt;
&lt;br /&gt;
Like its little brother, the Phantom Missile Launchers are placed on the side of the Titan&#039;s head, specifically, besides its shoulders. Whilst it is a bit more reasonable than the Revenant version due to the sheer fact that it has more room. It is still a relatively awkward weapon to fire.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, these Missile Launchers as its name implies, are both anti-infantry and anti-aircraft; 2d6, S8, AP-3, D1d3 that adds +1 to hit against units that fly.&lt;br /&gt;
&lt;br /&gt;
===Implosion Missile===&lt;br /&gt;
[[File:Implosion_Missile_Launcher.JPG|200px|right|thumb|Implosion Missile]]&lt;br /&gt;
&lt;br /&gt;
Exclusive to the Voidraven Bomber, Implosion Missiles are Dark Eldar weapons carried by Voidraven Bombers due to their size. [[Lolwut|These missiles emit a field of molecular dissonance which instantly implodes its victim in upon themselves, leaving only a scorched silhouette.]] The Implosion Missile is highly suspected to be the weapons mounted on the missile launcher detachment for the Voidraven Bomber. Each Bomber could carry two under each wing for a grand total of four.&lt;br /&gt;
&lt;br /&gt;
In 7th Edition, most Dark Eldar players with a Voidraven Bomber would usually toss on Implosion Missiles and [[Lulz|grab popcorn as they watch Terminators weep bitter tears as the high strength and high AP would most guarantee a dead termie.]] Depending on the enemy, some might want to choose between either mixing up the Necrotoxin and Implosion Missiles or dedicating yourself to one. &lt;br /&gt;
&lt;br /&gt;
In 8th Edition, it is a missile that is basically a D3 shots at S6 and AP-3.&lt;br /&gt;
&lt;br /&gt;
===Monoscythe Missile=== &lt;br /&gt;
[[File:Monoscythe_Missile.PNG|200px|right|thumb|Monoscythe Missile]]&lt;br /&gt;
The Monoscythe Missile is designed to release a wave of energy at head-height upon impact, decapitating nearby foes. One must wonder the effectiveness of the weapon when faced against creatures [[Derp|with literally no necks]] like the various assortments of [[Squig|Squigs]] and the occasional [[Krootox]]. The Monoscythe Missile is found on both the Voidraven Bomber and the Razorwing Jetfighter.&lt;br /&gt;
&lt;br /&gt;
The Monoscythe Missile is a Assault D6, S6, 0 AP , 2 Damage. Nice for drowning a Bike Squad or TEQs in saves.&lt;br /&gt;
&lt;br /&gt;
===Necrotoxin Missile===&lt;br /&gt;
[[File:Necrotoxin_Missile.JPG|200px|right|thumb|Necrotoxin Missile]]&lt;br /&gt;
Filled with deadly neuropoisons, it fires shards of toxic shrapnel when it detonates, killing and pinning the enemy. This missile would definitely be useless against machines or the entirety of the [[Necron]] army. The Necrotoxin Missile is found on both the Voidraven Bomber and the Razorwing Jetfighter.&lt;br /&gt;
&lt;br /&gt;
The Necrotoxin Missile is an Assault D6, Wounds on a 2+ (6+ for Vehicles). Your infantry hunting and character sniping choice, yes, that includes [[Necrons]] [[Derp|to the list despite being machines.]] Recent FAQ changed this to Assault 3D3. Still good pretty though.&lt;br /&gt;
&lt;br /&gt;
Let’s be reasonable.  It’s the Dark Eldar.  Do you really think they don’t have a way to poison even freaking machines?&lt;br /&gt;
&lt;br /&gt;
===Shatterfield Missile===&lt;br /&gt;
[[File:Shatterfield_Missile.PNG|200px|right|thumb|Shatterfield Missile]]&lt;br /&gt;
The Shatterfield Missile has two separate detonation chambers, first one [[Wat|sucks away all warmth, turning the foe into ice-like statues.]] The second one sends out a powerful force that blows the brittle enemy to pieces. The Shatterfield Missile is found on both the Voidraven Bomber and the Razorwing Jetfighter.&lt;br /&gt;
&lt;br /&gt;
The Shatterfield Missile in 8th Edtion is an Assault D6, S7, -1 AP, 1 Damage weapon with Shred. Necrotoxin is overall a much more consistent weapon in terms of damage, but this has a nice niche in burying MEQ units in armor saves.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Scythe Missile Launcher===&lt;br /&gt;
[[File:Scythe_Missile_Launcher.JPG|200px|right|thumb|Trio of Scythe Missile Launchers]]&lt;br /&gt;
Otherwise known as the Scythe Missile Artillery. Scythe Missile Launchers are a type of Missile Launcher battery used by almost every single [[Dark Eldar]] spaceships. They come in the heavy and light classes.&lt;br /&gt;
&lt;br /&gt;
As void weapons, Scythe Missile Launchers are among the largest missile launchers in the entire Eldar race period. These are rapid firing missile launchers are often used as the equivalent of a [[Macrocannon]] or [[Heavy Starcannon]] among the [[Fleets of Commorragh]]. Because of its ability to home and track down targets, they are used far more frequently than Heavy Starcannons which are rare in the Drukhari armoury and is more in line with their Craftworld cousins.&lt;br /&gt;
&lt;br /&gt;
They are identified by their ovoid shape and are relatively small in comparison with the ship.&lt;br /&gt;
&lt;br /&gt;
In Battlefleet Gothic Armada II, Scythe Missile Launchers has the highest crit chances out of any Macro-weapons. This makes them punch through shielding and armour on vessels much heavier than the ships that are currently using them&lt;br /&gt;
&lt;br /&gt;
{{40k-Eldar-Weapons}}&lt;br /&gt;
{{40k-DEldar-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Tau==&lt;br /&gt;
The [[Tau]] also use missile launchers, albeit only on their battlesuits and vehicles -- Fire Warrior squads are instead given markerlights and are expected to designate targets for the vehicles to shoot at, rather than carry missiles themselves. This is because the hunter cadre is by doctrine suppose to be a highly mobile and elastic thing, it&#039;s why they don&#039;t use any crew served weapons the way the Imperial Guard does. As mobility is so highly valued missiles and other heavy weapons are attached to vehicles which are then tightly integrated with the infantry so as to work as one for the Greater Good. They are generally not as powerful as their Imperial equivalents, but they can be more accurate if their targets are illuminated by markerlights.&lt;br /&gt;
&lt;br /&gt;
===Airbursting Fragmentation Projector===&lt;br /&gt;
[[File:Airbursting_Fragmentation_Projector.jpg|200px|right|thumb|Airbursting Fragmentation Projector]]&lt;br /&gt;
Less of a missile launcher and more of a Tau grenade launching ordnance. &lt;br /&gt;
&lt;br /&gt;
The Airbursting Fragmentation Projector or Launcher is an experimental special issue Tau weapon currently undergoing field tests. It launches a a proximity-fused explosive projectile, launched on a trajectory computed by an on-board drone intelligence, that calculate the precise height and distance from the other munitions to provide maximum effect.&lt;br /&gt;
&lt;br /&gt;
The munition is fired at a high angle and explodes directly above the target, negating the effects of any cover the foe might be using. The weapon has proved effective against swarms of Tyranids, including those with [[Lictor|chameleonic properties.]] Another major advantage of the weapon is that it can be targeted on an enemy even if the user does not have a direct line of sight to it, due to it&#039;s indirect fire trajectory.&lt;br /&gt;
&lt;br /&gt;
On tabletop it is a longer ranged Flamer that ignores line of sight but doesn&#039;t auto-hit, so not a flamer at all. Not bad. Unless you need to ignore the line of sight, such as on very terrain laden maps, the Burst Cannon outperforms this weapon.&lt;br /&gt;
&lt;br /&gt;
Tl;dr Its a T&#039;au mortar.&lt;br /&gt;
&lt;br /&gt;
=== Missile Pod ===&lt;br /&gt;
[[File:Missile_Pod.jpg|150px|right|thumb|Missile Pod]]&lt;br /&gt;
The vanilla Missile Pod.&lt;br /&gt;
&lt;br /&gt;
A missile pod is a small rack of miniature missiles mounted on the arm or shoulder of a Battlesuit. &lt;br /&gt;
&lt;br /&gt;
It is a relatively simple Tau multiple missile delivery system able to engage targets at long range. It isn&#039;t quite as strong or armor-piercing or long-ranged as an Imperial missile launcher (Example: it is not as powerful as an Imperial Krak warhead and lacking the damage radius of a Frag Missile), but it is an assault weapon, rather than a heavy weapon. &lt;br /&gt;
&lt;br /&gt;
Despite being overall inferior to the Imperium&#039;s missile, Tau missiles instead combine the best attributes of both, and are capable of rapid fire to shred infantry, transports, skimmers, and other light vehicles with ease. &lt;br /&gt;
&lt;br /&gt;
A Tau Missile Pod typically consists of a small silo of semi-intelligent missiles that are extremely effective against both heavy infantry and light vehicles. &lt;br /&gt;
&lt;br /&gt;
=== High-Yield Missile Pod ===&lt;br /&gt;
[[File:High-Yield_Missile_Pod.jpg|200px|right|thumb|High-Yield Missile Pod]]&lt;br /&gt;
The High-Yield Missile Pod is large rack of High Explosive Missiles mounted on the hands of XV-88 Broadside Battlesuit in place of the normal Heavy Rail Rifle. &lt;br /&gt;
Similar in power and role to an Imperial Autocannon, a High-yield Missile Pod is essentially a larger and more rapidly-firing Missile Pod that consists of a silo of semi-intelligent missiles. &lt;br /&gt;
&lt;br /&gt;
Designed as a Light Vehicle killer this thing fires double the normal amount of missiles compared to its lighter cousin and spells the end of any light vehicle caught in its range.&lt;br /&gt;
&lt;br /&gt;
High-yield Missile Pods were developed during the Tau Empire’s Great War of Confederation after initial setbacks were encountered fighting the Ork menace, where the sheer mass of attacking Greenskin waves and the light nature of their vehicles meant that the Heavy Rail Rifle, although deadly, could not stem the overwhelming tide of attackers.&lt;br /&gt;
&lt;br /&gt;
=== Smart Missile System ===&lt;br /&gt;
[[File:Smart_Missile_System_models.jpg|150px|right|thumb|Smart Missile System]]&lt;br /&gt;
A Smart Missile System is a Tau missile launcher that fires self-propelled auto-tracking missiles. A smart missile system&#039;s munitions have even less strength, range, and armor-piercing ability than those of a missile pod, but they include advanced built-in target tracking and guidance systems. &lt;br /&gt;
&lt;br /&gt;
The tracking system is provided by a Drone-level artificial intelligence which makes the projectile completely independent of the firing unit. This allows for the firer to engage targets that are outside their line-of-sight, hide behind the terrain and the missiles are not affected by fighting in low-light or nighttime conditions. &lt;br /&gt;
&lt;br /&gt;
The operator must remain steady to designate a target, but can then unleash four missiles that will Robotech around obstacles on the way to their target allowing for multiple simultaneous and devastating offensive missile strikes.&lt;br /&gt;
&lt;br /&gt;
On the tabletop the Smart Missile System is a heavy 4 pulse rifle that can hit targets out of LoS from the shooter. Most vehicles and most Tau players for that matter can take them in a pair of these things for [[Dakka|double the firepower,]] which is great. They are especially great when those pesky Gue&#039;la decide that hiding in cover or MEHTAL BAWKSES is a neat strategy.&lt;br /&gt;
&lt;br /&gt;
=== Cluster Rocket System ===&lt;br /&gt;
[[File:ClusterRockets.jpg|200px|right|thumb|Cluster Rocket System]]&lt;br /&gt;
&lt;br /&gt;
[[Dakka|Macross Missile Spam. On tabletop.]]&lt;br /&gt;
&lt;br /&gt;
The Cluster Rocket System is a type of Tau weapon. Cluster Rocket Systems saturate the enemy with salvos of drone-guided warheads. Cluster Rocket Systems are most typically mounted on the KV128 Stormsurge Ballistic Suit.&lt;br /&gt;
&lt;br /&gt;
These over grown missile pods replace the Suits arms and can vomit forth enough ordnance to threaten anything with T:5 or lower, with the ability to fire up to 4d6 attacks, a range of 48&amp;quot;, so long as Lady Luck, and Admiral Awesome smile on you, this thing will earn back its points, and then some solely with amount of infantry it can annihilate. Crunch wise, the Cluster Rocket System fires a shitload of shots for smacking the shit out of tarpits within range. If you want to saturate a entire area in GEQ grinding rockets, this is the weapon for you.&lt;br /&gt;
&lt;br /&gt;
=== Nexus Meteor Missile System ===&lt;br /&gt;
[[File:99560113052_TauNexusMissile03.jpg|200px|right|thumb|Nexus Meteor Missile System]]&lt;br /&gt;
The Nexus Missile System is a class of heavy Missile Launcher used by the Tau Empire.&lt;br /&gt;
&lt;br /&gt;
When they mean meteor, I believe the Weebs really meant it as this thing hits like an asteroid. Sacrifices the amount of [[Dakka|missile spam]] for precise, powerful explosions...like a [[Manticore Rocket Launcher|Manticore.]]&lt;br /&gt;
&lt;br /&gt;
Because the Cluster Rocket Pod wasn&#039;t producing a big enough boom. This &#039;&#039;thing&#039;&#039; can only be mounted on the KX-139 Ta&#039;Unar Supremacy Suit, and boy does it show. A swarm killer of the highest order this weapon lays down one Apocalyptic Mega Blast Template that starts out as strong as a Railgun, and ends up as weak as a Pulse Rifle, with an explosion bright enough to blind anyone left standing.&lt;br /&gt;
&lt;br /&gt;
These weapons are used for blob armies at long range where it can fire with relative safety from its own missile&#039;s blast radius. However, when things get too close, the Nexus Meteor Missile System is replaced with the Fragmentation Cluster Shell Launcher.&lt;br /&gt;
&lt;br /&gt;
===Fragmentation Cluster Shell Launcher===&lt;br /&gt;
[[File:FragCluster.jpg|200px|right|thumb|Fragmentation Cluster Shell Launcher]]&lt;br /&gt;
The Airbursting Fragmentation Projector on [[Drugs|Bathsalts.]]&lt;br /&gt;
&lt;br /&gt;
The Fragmentation Cluster Shell Launcher is a type of Tau heavy Battlesuit weapon. This massive array is mounted on the KX-139 Battlesuit series. This weapon is used when you just wanna launch so much grenades in the sky it starts to resemble more like an &#039;&#039;actual&#039;&#039; [[Steel Rain]] than the [[Drop Pod|creator&#039;s namesake.]] &lt;br /&gt;
&lt;br /&gt;
The Fragmentation Cluster Shell Launcher is used as a replacement for the Nexus Meteor Missile System in case the Supremacy Suit found itself a bit &#039;&#039;too&#039;&#039; surrounded by a bunch of mooks.&lt;br /&gt;
&lt;br /&gt;
As such, the Fragmentation Cluster Shell Launcher is best used for close range defense and infantry target saturation whereas the Nexus Meteor Missile System is aimed at blob armies at a much further range. &lt;br /&gt;
&lt;br /&gt;
On the tabletop, the weapon always comes buddy-buddy with the Heavy Rail Cannon, essentially the Fragmentation Cluster Shell Launcher is the same Airbursting Fragmentation Projector with the same Cluster Shells ability but with a much longer and wider range.&lt;br /&gt;
&lt;br /&gt;
=== Seeker Missile ===&lt;br /&gt;
[[File:Seeker2.jpg|200px|right|thumb|Seeker Missile]]&lt;br /&gt;
The seeker missile is the Tau Empire&#039;s primary indirect fire support weapon, equivalent to the Imperial hunter-killer missile.  Prior to 6th edition, they could only be activated remotely by a markerlight, which they made up for by being BS5. The 6th edition Tau Empire codex made them able to be fired like normal weapons as well - without anyone else to give them markerlight rules, they are &#039;&#039;identical&#039;&#039; to hunter-killer missiles. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;With&#039;&#039; markerlights it is a slightly different story. They can be remotely fired even if the vehicle carrying them would be unable to use them (because it has moved, or does not have line-of-sight to a target, for example).  The Tau Empire realized that having a vehicle carry missiles but be unable to fire them itself would be silly, and so most vehicles dedicated to carrying seeker missiles, like the [[Skyray Missile Gunship]], mount networked markerlights that allow them to designate targets themselves.  Other largish Tau vehicles can mount a smaller number of seeker missiles purely for infantry anti-armor support.&lt;br /&gt;
&lt;br /&gt;
Come Eighth edition, they are now heavy weapons that fire on a Six, regardless of the heavy weapons penalty. However, two marker lights on a target will allow you to use the firing model&#039;s BS as opposed to a six.&lt;br /&gt;
&lt;br /&gt;
=== Destroyer Missile ===&lt;br /&gt;
[[File:DestroyerMissile.jpg|250px|right|thumb|Destroyer Missile]]&lt;br /&gt;
[[Meme|A Missile that will pierce the heavens!]]&lt;br /&gt;
&lt;br /&gt;
Take a seeker missile, feed it steroids made of hate, and then give it something to destroy, there you&#039;ve got a Destroyer Missile. These munitions are an advanced form of Seeker Missiles, piloted by advanced AI before being delivered with extreme precision. You can say it is the Tau equivalent of the infamous [[Deathstrike Missile Launcher]], although not as obscene and not as table breaking ridiculous.&lt;br /&gt;
&lt;br /&gt;
Mounted on the KV128 Stormsurge suit in sets of 4 these missiles normally act at S:8, AP1, but can be fired at S:D by spending a Markerlight Token.&lt;br /&gt;
&lt;br /&gt;
In 8th edition, the Destroyer Missile has been changed to a single shot on a hit that do D3 mortal wounds. Basically becoming a Seeker missile with a foot of range lopped off, although it can still benefit from Markerlights.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Destroyer Missile 2.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gravitic Launcher ===&lt;br /&gt;
[[File:Gravitic_Launchers_2.JPG|200px|right|thumb|Gravitic Launcher]]&lt;br /&gt;
A very interesting weapon. &lt;br /&gt;
&lt;br /&gt;
Gravitic Launchers are a type of &#039;Missile Launcher&#039; found only on the biggest Tau Warship. &#039;Missile Launcher&#039; is in quotations because its firing mechanism is nothing more than an even larger railgun. While this should technically put it in the [[Gauss]] section, the reality is that this weapon only shoots out missiles, it&#039;s just that its firing mechanism follows the Railgun-mechanics which doesn&#039;t make it an actual bonafide Railgun.&lt;br /&gt;
&lt;br /&gt;
Due to its unique technical makeup, the weapon consists of a two-stage launch system. First, mass drivers provide the initial burst of speed to launch the missile before the ship&#039;s gravitational field is pulsed to force the missile out at a tremendous speed. The missiles are drone controlled, giving them exceptional directional control making them highly dangerous weapons. So, in a way they’re a type of bolt weapon with magnetic and gravitic kicker instead of a chemical kick charge to get the ball rolling.&lt;br /&gt;
&lt;br /&gt;
They are identified by the four-tubed looking things sandwiched between the bridge and launch bays on top of a [[Or&#039;Es El&#039;Eleath|Or&#039;es El&#039;leath-class Battleship.]] The ones on the [[Lar&#039;shi&#039;vre-class Cruiser]] resembles five holes on the prow of the ship.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Gravitic_Launchers.JPG|3D-printed model.&lt;br /&gt;
Graviticlauncher.jpg|Firing its missiles.&lt;br /&gt;
Gravitic_Launcher_Cruiser.JPG|On the Lar&#039;shi&#039;vre-class Cruiser.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Warsphere Missile Pod ===&lt;br /&gt;
[[File:Warsphere_Missile_Pod.JPG|200px|right|thumb|Warsphere Missile Pod]]&lt;br /&gt;
Warsphere or Kroot Missile Pods are used in the aforementioned [[Warspheres]]. These Missile Pods are arranged in three on each second ring of the Warsphere and erected like a modern VLS system.&lt;br /&gt;
&lt;br /&gt;
These missile pods are the &amp;lt;u&amp;gt;&#039;&#039;&#039;ONLY&#039;&#039;&#039;&amp;lt;/u&amp;gt; weapons found on a [[Kroot]] Warsphere. Whilst the Kroots have six of these on their flying eggships, the Warsphere is actually underarmed for a vessel of such size. Due to this, Warspheres are always gonna be outgunned and outdakka&#039;ed for even ships of a lesser class.&lt;br /&gt;
&lt;br /&gt;
The only advantage these missile pods bring to the table is that, like the Gravitic Launcher, the missiles it fires are heat-seeking, turning the Missile Pod into a fire-and-forget weapon as it could independently target the nearest vessel. The missiles could also hit anywhere, giving the eggship zero blind spots against enemy counterattacks. It also hits hard, which each missile dealing a substantial damage to void shields and its equivalent. All in all, treat the Kroot Missile Pod like a complementary dish to the [[DISTRACTION CARNIFEX]] role of the Warspheres. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
{{40k-Tau-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Orks==&lt;br /&gt;
Da boyz, dey like dem rokkits, &#039;cuz dey make some big &#039;splosions. When ya need ta crack open da humie [[Rhino|metal boxes]] ta chop &#039;em to bits, get da Rokkit Launcha. Da Launcha got&#039;z a button dat shoots rokkits at da gitz it iz pointed at. Even snots know dat. Some [[Ork|Boyz]] just carry da Rokkit Launcher like a Shoota, but da Meks dey put it on Trukks, Trakks, &#039;kopters... Like I wuz saying, da boyz dey like dem rokkits so da Meks put &#039;em errywhere! &lt;br /&gt;
&lt;br /&gt;
[[Tankbustas]], gitz ta really like ta krump&#039; da &#039;umie (and panzee) &#039;Tanks&#039;, day also get da Tankhammer. Da Tankhammer, its just a buncha &#039;splosives on a stikk ta be used in melee like a choppa. Hit da humie wagon an&#039; it goes bang. &lt;br /&gt;
&lt;br /&gt;
Den dere&#039;z dem [[Mekboy]]z dat muck about wit bigga n&#039; blastier rokkits. Dey put [[Grot]]z in &#039;em ta guide da bomm. Humies call &#039;em &amp;quot;smart bomms&amp;quot;. Any propa git knows deyze called Grot Bomms.&lt;br /&gt;
&lt;br /&gt;
===Pokkit Rokkit Launcha===&lt;br /&gt;
[[File:Pokkit Rokkit.jpg|200px|right|thumb|Pokkit Rokkit Launcha]]&lt;br /&gt;
The Rokkit Launcha&#039;s baby brother. &lt;br /&gt;
&lt;br /&gt;
A RPG in a literal can. Some mekboyz create smaller versions of Rokkit Launchas, known as Pokkit Rokkit Launchas. These versions are one handed, keeping user&#039;s other hand free. They fire one rokkit at a time, but are more accurate than the standard Rokkit Launchas due to its ease in handling and the smaller rokkit having a smaller and weaker back blast that normal rokkits are known to have.&lt;br /&gt;
&lt;br /&gt;
Like its bigger brother, Ork Mekboys sometimes customize their Pokkit Rokkit Launchas with some unusual munitions, most of them fire simple Rokkits, the shorter-ranged Orkish variant of Krak Missiles. Ork Rokkits are crammed full of high explosives, and they tend to be unreliable, but usually are extremely effective. They are also very loud - a big plus for any self-respecting Ork warrior.&lt;br /&gt;
&lt;br /&gt;
===Rokkit Launcha===&lt;br /&gt;
[[File:Rokkit_Launcha.jpg|200px|right|thumb|Rokkit Launcha]]&lt;br /&gt;
Basically a rocket on a stick. Rokkit Launchas probably spawned from an Ork&#039;s desire to make something explode, that wasn&#039;t within easy reach of a grenade. It is a massive, but very simple weapon - usually a stout stick with a simple trigger mechanism or a tubular launcher with as many rokkits as Orks can get a hold of. Rokkits can be loaded one at a time, or loaded automatically from a magazine if the weapon is a bit more complex. &lt;br /&gt;
&lt;br /&gt;
Orks can use it on the move with no noticeable loss of accuracy, though that speaks more to how bad ork shooting is even when they are standing still then any notable trait of the weapon itself. Its simplicity makes it very easy to manufacture and it is a fairly common Ork special weapon. It is usually mounted on vehicles such as [[Warbuggy]]z or [[Killa Kan]]s, but sometimes Ork Boyz equip themselves with Rokkit Launchas, that gives their mob the ability to shoot down armored vehicles. It is also a primary weapon of Ork [[Tankbustas]]. Due to its simplicity, it is often combined with a Shoota to make a Kombi-Weapon.&lt;br /&gt;
&lt;br /&gt;
===Rokkit Kannon===&lt;br /&gt;
[[File:Rokkit_Kannon.PNG|200px|right|thumb|Rokkit Kannon]]&lt;br /&gt;
&lt;br /&gt;
[[Awesome|A rapid firing rocket launcher.]]&lt;br /&gt;
&lt;br /&gt;
The Rokkit Kannon is one of the two primary weapons of the land-bound fighter-jet known as the [[Megatrakk Scrapjet]] (The other primary weapon being a twin-linked Big Shoota). This front-mounted Rokkit Kannon is belt-fed with multiple rokkits to ensure that the target is blown to scrap. There is also several normal Rokkits on the Scrapjet&#039;s fins, but nobody cares for that when your a supersized Browning Machine gun that fires RPG rounds rather than .50 cal.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, the Rokkit Kannon is an Assault 2D3 weapon that is S8, AP-2 and D3, quite good a blowing apart MEQs and even TEQs on a regular basis. Not too shabby considering its modest range of 24&amp;quot; (Which in itself, is considered a non-issue due to how fast the Scrapjet is).&lt;br /&gt;
&lt;br /&gt;
===Skorcha Missile===&lt;br /&gt;
[[File:Skorcha_Missiles.jpg|150px|right|thumb|Skorcha Missile]]&lt;br /&gt;
Some Orks like to set their enemies alight without the risk of going too close. Some Orks like to bombard their enemies from the sky. Some Orks like to do both and proceed to bombard the enemies from the sky &#039;&#039;and&#039;&#039; setting them alight from a distance.&lt;br /&gt;
&lt;br /&gt;
The Skorcha Missile is a variant of Ork Rokkit, that are mounted only on the Ork Burna-Bommers. These &amp;quot;fire and fergit&amp;quot; rokkits corkscrew wildly toward their target before exploding in great balls of flame.&lt;br /&gt;
&lt;br /&gt;
They are the Ork&#039;s equivalent to the Imperium&#039;s Rocket Pods but in a more burny fashion.&lt;br /&gt;
&lt;br /&gt;
===Supa-Rokkits===&lt;br /&gt;
[[File:Supa_Rokkits.jpg|150px|right|thumb|Supa-Rokkits]]&lt;br /&gt;
Rokkits so big that not even a [[Tankbustas|Tankbustas]] with their Rokkit Launcha can fire it.&lt;br /&gt;
&lt;br /&gt;
Supa-Rokkits are enormous versions of simple Ork rokkits, that are sometimes mounted on [[Stompa]]s, [[Fighta-Bommer]]s, [[Heavy Bommer]]s or [[Battlefortress|Battle Fortresses]]. These Rokkits have enough strength to turn a Leman Russ inside out.&lt;br /&gt;
&lt;br /&gt;
Most often than not, a Supa-Rokkit is often seen accompanying a Deth Kannon upon an Ork Stompa. These are seen to soften up any heavy enemy armour before the [[Deth Kannon]] can unleash its load on them.&lt;br /&gt;
&lt;br /&gt;
Of course it has just as much chance of it [[FAIL|spiralling out of control and hitting the vehicle it has been fired from or prematurely exploding &#039;&#039;within&#039;&#039; said vehicle.]] Turning your prized Stompa in a blazing wreck.&lt;br /&gt;
&lt;br /&gt;
===Grot Bomms===&lt;br /&gt;
[[File:Grot_Bomb.jpg|200px|right|thumb|Grot Bomms]]&lt;br /&gt;
An Orkified Ohka.&lt;br /&gt;
&lt;br /&gt;
More of a guided missile than a bomb. Some [[Gretchin|Gretchins]] like to go out in a bang.&lt;br /&gt;
&lt;br /&gt;
Grot Bombs/Bomms are Ork guided missiles, piloted by a single Gretchin. That makes it a very accurate weapon, especially for Orks. The Gretchin sacrifices himself to drive the missile to its target, but whether this is a punishment or reward is unknown. It is possible that Ork Mekboyz do not make the Gretchin pilots fully aware of their ultimate fate. They can be mounted on [[Wartrakks|Trakks]], [[Fighta-Bommer]]s, [[Heavy Bommer]]s or [[Battlefortress|Battle Fortresses]]. However, its most identifiable users are the [[Grot Bomm Launcha]] and the [[Grot Bommer|Grot Bommer]].&lt;br /&gt;
&lt;br /&gt;
Current Grot Bomms come in two distinct flavors. The ones launched from a Bomm Launcha is shaped like a conventional missile, whereas the one dropped by a Grot Bommer is well...shaped like a gravity bomb. From a design standpoint, it makes sense. The Bomm Launcha is a ground vehicle, therefore, to maximize distance and lift, the Grot Bomm needs to be aerodynamic. On the other hand, the Grot Bommer need not to worry about distance, as it is already flying at high altitudes. Rather, the Grot Bomms is designed for a stabilized free-fall, turning it more akin to a guided bomb than a missile.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Grot_Bomm.jpg|Grot Bommer variant.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Orks-Forces}}&lt;br /&gt;
&lt;br /&gt;
===Pulsa Rokkit===&lt;br /&gt;
[[File:Pulsa_Rokkit.jpg|200px|right|thumb|Pulsa Rokkit]]&lt;br /&gt;
The Pulsa Rokkit is an enormous Ork Rokkit, that contains a large and unstable force field generator. It is a special version of Kustom Force Field, mounted on a rocket and launched into enemy ranks. The generator is modified into a special version called a Pulsa and detaches from the rocket and slowly descends (hopefully) to the ground.&lt;br /&gt;
&lt;br /&gt;
The Pulsa launches waves of energy in all directions like a stone on a pond, which sends troops into disarray as they are thrown around and vehicles flip over. Most of the time the Pulsa will burn out after one massive pulse, however on some occasions it can continue to fire.&lt;br /&gt;
&lt;br /&gt;
The crew doesn&#039;t need to be able to see where the rocket is going, ultimately as long as it lands somewhere in the area of the enemy is fine. Foot soldiers are knocked over and sometimes pinned to the ground, heavy weapons on mounts are often flipped over and their crews knocked down, dreadnoughts are sometimes knocked over or even have their legs destroyed, bikes and vehicles are spun round and flipped over and some terrain is even demolished, especially walls.&lt;br /&gt;
&lt;br /&gt;
=== Krooz Missiles ===&lt;br /&gt;
&lt;br /&gt;
[[File:Epic_Krooz_Missiles.jpg|200px|right|thumb|Krooz Missiles]]&lt;br /&gt;
The biggest Ork missile to grace the surface and should be more appropriated to be mounted on an Ork Voidship.&lt;br /&gt;
&lt;br /&gt;
Krooz Missiles are the biggest Ork missiles, enormous in size and power. These are mounted exclusively on Ork Mega-Gargants and their destructive potential can be considered a threat to even the infallible Emperor Titans of the Imperium.&lt;br /&gt;
&lt;br /&gt;
Considered as the Ork&#039;s answer to the Imperium&#039;s Doomstrike or even Hellfire Missile Launcher, these snub-nosed missiles are basically nuclear warheads in all but name. However like its smaller kin, the Krooz Missile is not that reliable and have a chance of it [[FAIL|spiraling out of control and hitting the Mega-Gargant it has been fired from or prematurely exploding &#039;&#039;within&#039;&#039; said Mega-Gargant.]] &lt;br /&gt;
&lt;br /&gt;
They also kind of look like a Looney Tunes rocket, but it&#039;s from Epic, so all is (mostly) forgiven.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
{{40k-Ork-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Others==&lt;br /&gt;
===Guardian Salvo Launcher===&lt;br /&gt;
[[File:Guardian_Salvo_Launcher.JPG|200px|right|thumb|Guardian Salvo Launcher]]&lt;br /&gt;
The secondary weapon found only on the [[Blackstone Fortress#Guardian Drones|Guardian Drones.]] The Guardian Salvo Launcher is a quad-barrelled quasi-missile launching system used by the Guardian Drones to deal with multiple enemies.&lt;br /&gt;
&lt;br /&gt;
Guardian Drones usually come in a pair of these things for [[Dakka|octuple the fun.]]&lt;br /&gt;
&lt;br /&gt;
Crunchwise, it is what you expect. These Salvo Launchers are meant to soften up the enemy/enemies before going in for the kill with its [[Plasma#Destroyer Pulse|Destroyer Pulse.]] They are good against lightly-armored units as it is a Heavy D6 weapon with a good 24&amp;quot; range. Its solid S5, AP-3 and D1 stats allow the Guardian Drone to handily deal with the annoying pests that would like to flank it.&lt;br /&gt;
&lt;br /&gt;
It is best used in conjunction with the [[Plasma#Destroyer Pulse|Destroyer Pulse.]], which is a weapon suited for tough, armored opponents. &lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Epic 40,000]]&lt;br /&gt;
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[[Category: Imperial]]&lt;br /&gt;
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[[Category:Squats]]&lt;br /&gt;
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[[Category: Space Marines]]&lt;br /&gt;
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[[Category: Imperial Guard]]&lt;br /&gt;
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[[Category: Chaos]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
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[[Category: Eldar]]&lt;br /&gt;
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[[Category: Tau]]&lt;br /&gt;
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[[Category: Orks]]&lt;br /&gt;
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[[Category: Weapons]]&lt;br /&gt;
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[[Category: Warhammer Weapons]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:D1C5:3EB4:19DF:6E0C</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/9th_Edition_Tactics/Adeptus_Ministorum&amp;diff=66382</id>
		<title>Warhammer 40,000/9th Edition Tactics/Adeptus Ministorum</title>
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		<updated>2023-02-20T09:13:05Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:D1C5:3EB4:19DF:6E0C: /* Ecclesiarchy Battle Conclave */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the [[Warhammer_40,000/Tactics(9E)|current Edition&#039;s]] Adepta Sororitas and Adeptus Ministorium tactics. [https://1d4chan.org/index.php?title=Warhammer_40,000/Tactics/Adeptus_Ministorum(8E) Previous Edition Tactics are here.]&lt;br /&gt;
&lt;br /&gt;
==Why Play Adeptus Ministorum==&lt;br /&gt;
[[File:SisterCodex-2020.jpg|thumb|Your codex, with some of the best cover art.]]&lt;br /&gt;
&lt;br /&gt;
Because you&#039;re a proud warrior of faith, who wants to give glory to the Emperor in all his wonder and destroy the abominations of alien, mutant, and heretic which pervade this most unclean galaxy. Because you want to move fast and strike hard on the tabletop, with beautiful miniatures and plenty of options for exciting paint schemes. Because you want to march to war with a mix of the powerful, vicious [[Sisters of Battle]] who purge their enemies with a holy trinity of bolter, flamer, and melta, and the tormented warriors of the [[Ecclesiarchy]] who fight because that&#039;s all that&#039;s left to them beyond their faith.&lt;br /&gt;
&lt;br /&gt;
The Adeptus Ministorum codex covers the forces of the [[Ecclesiarchy]], also known as the [[Imperial Cult]], it is the official organized religion of the Imperium of Man. While it has some other militant arms, its primary armed force is the Adepta Sororitas, the Sisters of Battle, and they make up the lion&#039;s share of the units in the codex and get the majority of the attention.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Sisters units have access to the unique Miracle Dice mechanic, where they generate dice with a specific roll that can be saved for later, like when you absolutely need to deal 6 damage to that character to kill him before he can kill you.&lt;br /&gt;
* Adepta Sororitas makes a powerful melee horde faction with the proper buffs, but still has plenty of shooty options for support.&lt;br /&gt;
* All Sisters have an invulnerable save that starts as a 6++ and can be buffed up to a 4++&lt;br /&gt;
* You embody grimdark in a new, beautiful, and horrifying way. &lt;br /&gt;
* Sisters have strong Subfaction abilities.&lt;br /&gt;
* They have a unique rule called Sacred Rites, which allows your Adepta Sororitas units to gain a special rule for the entire game. You can either pick 1 or roll 2.&lt;br /&gt;
* With a primarily new and up to date model line, Sisters have the best of both worlds with regard to old and new GW kit design - their kits are jam packed full of parts you need and parts you want, such as spare bits and all the weapons you could ask for. The basic Sisters kit has four of each special weapon type, letting you build it into a dominion squad or two 5-model squads with special weapons.&lt;br /&gt;
* Do you love Flamers? Yours are all 1 point of strength stronger than other factions.&lt;br /&gt;
*Currently one of the strongest factions, behind only the hyper-efficient and mostly overpowered Drukari and Grey Knights&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Without taking a gimmick and running with it, your Sisters have the weaknesses of both basic humans(T3) and Marines(few in number), forcing you to play around that.&lt;br /&gt;
* Since you don&#039;t have access to Bolter Discipline, your boltguns will fall flat in number of shots when compared to Marines&#039; equivalents.&lt;br /&gt;
* You have very little access to long range weapons, and very little in the way of practical anti tank options.&lt;br /&gt;
* The model kits for Sisters are relatively expensive, starting at $60 for your basic troops(whose box doesn&#039;t even split properly into two MSU) and one and a half times the cost for a basic bitch Rhino. This army is easily one of the most expensive on balance due to this.&lt;br /&gt;
* You also have very few sources of mortal wounds.&lt;br /&gt;
* Trying to patch any of the above issues with allies costs you your Miracle Dice&lt;br /&gt;
* Without allies, Forgeworld models are very tough nuts to crack. Some might even table a whole unit before you get a hit in.&lt;br /&gt;
**With the new rules for Tournament play, Imperial soup is dead, so you can&#039;t bring along some Dark Angels/Imperial Guard to fix your weakness in this department. Consider matched or free play if you want to bring allies.&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
*All Troops gain Objective Secured.&lt;br /&gt;
*&#039;&#039;&#039;Armour of Contempt:&#039;&#039;&#039; &amp;lt;s&amp;gt;The Q2 2022 Balance Dataslate came ringing in again to show how much GW fucking LOVES Space Marines, and this just so happens to have spilled over to the sisters because of fringe benefits. Now any attacks against your {{W40kKeyword|Adepta Sororitas}} models reduce their AP by 1, protecting them a little more from bolter and shuriken fire. This does not stack with shields (which sadly denies the Celestian Sacresants) and if you&#039;re using any other worsening or AP reducing effect.&amp;lt;/s&amp;gt; NO LONGER RELEVANT AS OF THE Q1 2023 BALANCE DATASLATE.&lt;br /&gt;
*&#039;&#039;&#039;Decree Passive&#039;&#039;&#039;: One detachment can only have one Canoness and Missionary in a detachment, which stings with the value of the priests. On top of that, you can&#039;t have more {{W40kKeyword|Cult Imperialis Priest}} models than you have {{W40kKeyword|Adepta Sororitas Character}} models.&lt;br /&gt;
*&#039;&#039;&#039;Shield of Faith&#039;&#039;&#039;: Every Sisters unit has a 6+ invul, and can Deny the Witch with 1d6, with 6s being auto-denies. If you&#039;re facing a psyker-heavy army, you can take a specific Sacred Rite to auto-deny on 5+. The 6+ invul can be buffed with a few different units.&lt;br /&gt;
*&#039;&#039;&#039;Order Convictions&#039;&#039;&#039;: Standard sub-faction rules if all units, exluiding units without the &amp;lt;ORDER&amp;gt;, are from the same &amp;lt;ORDER&amp;gt;.&lt;br /&gt;
*&#039;&#039;&#039;Acts of Faith&#039;&#039;&#039;: Good old miracle dice, how to obtain and use them.&lt;br /&gt;
*&#039;&#039;&#039;Sacred Rites&#039;&#039;&#039;: Another additional army wide buff you chose after selecting the mission. Melee armies should always take The Passion for exploding 6s. Hand of the Emperor is a nice +1 to advancing and charging if you really need it. Spirit of the Martyrs might work if you don&#039;t have any melee and are against a meele heavy army. Aegies of the Emperor is the worst fear of psychic heavy armies, essencially making it so that 1/3 of their powers are auto denied. Divine Guidence is a worse The passion, but for shooting, might works if thats the focus of your list. Lastly Light of the emperor let&#039;s you ignore modifiers to combat atrittion, which is mostly useless.  &lt;br /&gt;
*&#039;&#039;&#039;Zealot&#039;&#039;&#039;: Found on a few of your powerful melee units, this rule lets units with it reroll all their misses in combat in a turn in which they charged, were charged, or performed a heroic intervention. It turns the 4+ WS some of those units have into a 75% chance to hit, better than a 3+.&lt;br /&gt;
&lt;br /&gt;
===Blessings of the Faithful===&lt;br /&gt;
As with Masters of the Chapter and Lords of Commorragh, the Sisters also have a special upgrade that costs points and PL to grant a canoness or palatine a special upgrade and blessing to any that come within Miracle Range. The first half is always on. The second part is activated once per game and requires the use of a miracle die - the value of the die used is the Miracle Range.&lt;br /&gt;
*Miraculous Ability is an aura that has to be activated each turn by sacrificing a miracle die in the command phase. When you spend it, the value of the die determines the range of this miracle, with a 1 making the range 1&amp;quot;, a 2-5 making the range 3&amp;quot;, and a 6 making it 6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Word of the Emperor&amp;quot;&amp;gt;&lt;br /&gt;
The most expensive, and for damn good reason. You can mark one enemy unit within 3&amp;quot; of your character to fight last, which is always useful for your less-than-tanky women. In addition, an {{W40kKeyword|&amp;lt;order&amp;gt; Core}} or {{W40kKeyword|&amp;lt;Order&amp;gt; Character}} unit that fights within Miracle Range can punch past any invulns, stripping the chief defense of Harlequins and Mechanicus. 40 points.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rapturous Blows&amp;quot;&amp;gt;Your characters&#039;s non-relic melee weapons all add +1 to Strength and Damage, which makes for a very good pick for a Bloody Rose character. The miracle aura allows those within it to deal a mortal wound when they roll a natural 6 to wound. Support leaders need not apply, you&#039;ve got other buffs to use. 25points&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Blinding Radiance&amp;quot;&amp;gt;All ranged shots against the character take -1 to wound, which is something you desperately need to keep these ladies alive. Their miraculous aura lets enemies who shoot a friendly {{W40kKeyword|&amp;lt;order&amp;gt; Core}} or {{W40kKeyword|&amp;lt;Order&amp;gt; Character}} units to suffer a -1 to hit. 30points&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;The Emperor&#039;s Grace&amp;quot;&amp;gt;&lt;br /&gt;
Your character heals d3 wounds each turn. Any time an enemy tries to shoot a friendly {{W40kKeyword|&amp;lt;order&amp;gt; Core}} or {{W40kKeyword|&amp;lt;Order&amp;gt; Character}} within miracle range, that enemy can&#039;t re-roll any hit or wound rolls. Simply put this is your tanky option. 20points&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Righteous Judgment&amp;quot;&amp;gt;&lt;br /&gt;
This character can automatically snipe other characters and any nat 6 to wound with a ranged attack deals a MW on top of their base damage. Their miracle aura allows friendly {{W40kKeyword|&amp;lt;order&amp;gt; Core}} or {{W40kKeyword|&amp;lt;Order&amp;gt; Character}} to ignore all cover when shooting. Simply put, this blessing is made entirely to support a massive gunline with Retributors and Dominions. 25points&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Divine Deliverance&amp;quot;&amp;gt;&lt;br /&gt;
During the enemy command phase, pick an enemy within 6&amp;quot; of the character and roll 3d6 - exceeding the unit&#039;s Ld score renders one of their auras inactive until their next command phase, letting you shut off other HQs. The miracle aura allows neighboring {{W40kKeyword|&amp;lt;order&amp;gt; Core}} or {{W40kKeyword|&amp;lt;Order&amp;gt; Character}} units that kill an enemy model with a shot to reduce their target unit&#039;s Ld by 1 to a maximum of -3. 15points&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Acts of Faith===&lt;br /&gt;
Acts of Faith is the unique mechanic for Adepta Sororitas units. It&#039;s exclusive to the Sisters themselves, and not other Ecclesiarchy units &amp;amp;mdash; important to note, you lose all Acts of Faith and Miracle Dice if your army contains any units that are not {{W40kKeyword|Adepta Sororitas}}, {{W40kKeyword|Agents of the Imperium}}/{{W40kKeyword|Cult Imperialis}}, or {{W40kKeyword|Unaligned}}. Simply put, it lets you generate Miracle Dice, and then save those dice to spend later. You gain one per turn, and earn one more at the end of a phase if at least one of the following conditions is met:&lt;br /&gt;
*&#039;&#039;&#039;Vengeance:&#039;&#039;&#039; Destroy an enemy unit using a unit with the Acts of Faith ability. &lt;br /&gt;
*&#039;&#039;&#039;Sacrifice:&#039;&#039;&#039; A {{WH40Kkeyword|Character}} with the Acts of Faith ability is slain. &lt;br /&gt;
&lt;br /&gt;
Several units or upgrades also grant or otherwise boost miracle dice - these will be looked into later.&lt;br /&gt;
&lt;br /&gt;
To generate a Miracle Die, roll it and then set it aside, keeping it face up on whatever number it landed on. Once you&#039;ve generated a Miracle Die, you can use them in an Act of Faith whenever appropriate. You can only use one Act of Faith per phase. Before rolling a die, you simply grab a Miracle Die from the pool, and place it instead of rolling the die in question, using its result from earlier. You can use Miracle Dice in the following situations.&lt;br /&gt;
&lt;br /&gt;
*Hit Roll&lt;br /&gt;
*Wound Roll&lt;br /&gt;
*Damage Roll&lt;br /&gt;
*Saving Throw&lt;br /&gt;
*Advance Roll&lt;br /&gt;
*Charge Roll&lt;br /&gt;
*Morale Test&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;cannot&#039;&#039; use miracle dice for other types of dice rolls, such as the number of attacks for a weapon that makes random attacks. In addition, because you can (usually) only make one Act of Faith per turn, and attacks are technically fully resolved one at a time, you can only use one die when making attacks - no fair using two 6s with melta weapons to do 12 damage and blow up that tank immediately. You can, on the other hand, use two miracle dice on a charge roll, since charge rolls are a single roll of 2d6. This means that it&#039;s fairly easy to guarantee a 9&amp;quot; charge roll.&lt;br /&gt;
&lt;br /&gt;
Miracle dice don&#039;t go away if they aren&#039;t spent, they save up forever. If you want to hold onto that 6 for a critical use on an inferno pistol&#039;s overwatch roll, you can. Don&#039;t ignore those 1s and 2s you roll, either. 1s can be spent to automatically pass morale, and there are several stratagems that make you spend miracle dice but don&#039;t care about the value of the dice spent.&lt;br /&gt;
&lt;br /&gt;
===Sacred Rites===&lt;br /&gt;
Similarly to the AdMech&#039;s Canticles of the Omnissiah, {{W40kKeyword|Adeptus Ministorum}} units with this special rule (basically, all the sisters units and none of the non-sister units) gain a free a buff of their choice (or if you roll for it, you can take two). Unlike the cogboys, these are picked at the beginning of the game and cannot be changed in mid-battle other than with a stratagem. In 9th edition you actually keep Sacred Rites if you take allies from other codexes (but you lose Acts of Faith now so it&#039;s still not worth it).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hand of the Emperor&#039;&#039;&#039;: Add 1 to advance and charge rolls. &lt;br /&gt;
** This is probably the best option all around, especially for melee-heavy units, but also good for Argent Shroud units that can fire while advancing.&lt;br /&gt;
**Not when The Passion exists.&lt;br /&gt;
*&#039;&#039;&#039;Spirit of the Martyr&#039;&#039;&#039;: If a model is killed in melee, they can deal a MW before dying on a 6+.&lt;br /&gt;
*&#039;&#039;&#039;Aegis of the Emperor&#039;&#039;&#039;: When a unit attempts to Deny the Witch using Shield of Faith, a natural 5+ shuts down the power.&lt;br /&gt;
*&#039;&#039;&#039;Divine Guidance&#039;&#039;&#039;: Ranged attacks that roll an unmodified 6 to wound improve AP by 1. &lt;br /&gt;
** Bolt and flame weapons are both weight of fire weapons so plenty of chances for this to happen. A good all-rounder choice for a shooty list.&lt;br /&gt;
*&#039;&#039;&#039;The Passion&#039;&#039;&#039;: Melee attacks that roll a natural 6 to hit score an extra hit. &lt;br /&gt;
** Sororitas have plenty of melee attacks to take advantage of this, especially Bloody Rose with a priest nearby. Mathematically, this is roughly the same as +1 to hit.&lt;br /&gt;
** Except that it isn&#039;t just equivalent to +1 to hit because the Zealot rule is stapled to units like Repentia, and full rerolls to hit can be given out to by Morvenn Vahl to everything relevant. The Passion is unambiguously the best of the Sacred Rites you can pick and competitive players sometimes write &amp;quot;always pick the passion&amp;quot; on their list submissions in case they forget to declare it at the start of the game.&lt;br /&gt;
*&#039;&#039;&#039;Light of the Emperor&#039;&#039;&#039;: You can re-roll the dice for combat attrition.&lt;br /&gt;
**Not particularly useful. Morale rarely matters to you anyway.&lt;br /&gt;
&lt;br /&gt;
===Hymns of Battle===&lt;br /&gt;
Getting thrown a much-overdue bone, your priests all gain prayers that the chaplains got to enjoy last edition. While your average ministorum priests get War Hymn and one of the first three hymns, your Dogmatas get to pick any from the following:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;War Hymn:&#039;&#039;&#039; The one open to all priests. Grants an extra attack to one {{W40kKeyword|Adeptus Ministorum Core, Character,}} or {{W40kKeyword|Engine of Redemption}} unit within 6&amp;quot;. Sucks that it&#039;s now something that isn&#039;t always up. Expect to rely on this a ton.&lt;br /&gt;
*#&#039;&#039;&#039;Refrain of Blazing Piety:&#039;&#039;&#039; An enemy unit within 12&amp;quot; of the priest suffers d3 Mortal Wounds, which maxes out if the enemy has the {{W40kKeyword|Chaos}} keyword. If you&#039;re throwing your priest at a blob and need a few more hits, there&#039;s no harm in trying this.&lt;br /&gt;
*#&#039;&#039;&#039;Chorus of Spiritual Fortitude:&#039;&#039;&#039; One {{W40kKeyword|Adeptus Ministorum Core, Character}} or {{W40kKeyword|Engine of Redemption}} unit within 6&amp;quot; is immediately freed of any psychic powers and can&#039;t be targeted by any more psykers until the next command phase.&lt;br /&gt;
*#&#039;&#039;&#039;Psalm of Righteous Smiting:&#039;&#039;&#039; The priest gains +1 to Attacks and Strength and their non-relic melee weapons improve their AP by 1. In addition, they can fight twice this turn. This is the hymn of choice for a smash priest.&lt;br /&gt;
*#&#039;&#039;&#039;Litany of Enduring Faith:&#039;&#039;&#039; One {{W40kKeyword|Adeptus Ministorum Core}} or {{W40kKeyword|Character}} unit within 6&amp;quot; improves its Shield of Faith save by 1.&lt;br /&gt;
*#&#039;&#039;&#039;Verse of Holy Piety:&#039;&#039;&#039; One {{W40kKeyword|Adeptus Ministorum Core}} or {{W40kKeyword|Character}} unit within 6&amp;quot; can use an additional Sacred Rite for the turn.&lt;br /&gt;
*#&#039;&#039;&#039;Catechism of Repugnance:&#039;&#039;&#039; One {{W40kKeyword|Adeptus Ministorum Core}} or {{W40kKeyword|Character}} unit within 6&amp;quot; that fires a bolt weapon auto-wounds on a nat 6 to hit and improves the AP of their gun when firing within half range.&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cleansed by Fire (2 CP):&#039;&#039;&#039; One {{W40kKeyword|Adeptus Ministorum}} unit that shoots a flame weapon will automatically max out their hits. See those Retributors out there unleashing hell with their heavy flamers? How about those Dominions about to incinerate a key unit? They want this.&lt;br /&gt;
*&#039;&#039;&#039;Embodied Prophecy (2 CP):&#039;&#039;&#039; One Zephyrim unit adds +1 to wound for the fight phase. A simple and useful little buff when managing with tougher blokes like orks or Death Guard.&lt;br /&gt;
*&#039;&#039;&#039;Exceptional Proficiency (1 CP):&#039;&#039;&#039; One {{W40kKeyword|Celestian}} unit (So either form of on-foot celestians or the paragons) add +1 to hit in either melee or shooting for one phase. A simple utilitarian stratagem with many uses.&lt;br /&gt;
*&#039;&#039;&#039;Extremis Trigger Word (1 CP):&#039;&#039;&#039;  Use this Stratagem in the Fight phase when you pick an {{W40kKeyword|Arco-Flagellants}} unit to fight. Until the end of that phase, those flails now triple their attacks rather than double, and there&#039;s absolutely nothing not to like. At the end of that phase, roll a number of D6 equal to the number of models in that unit. For each roll of 1, one model in the unit is slain. &lt;br /&gt;
**This turns Flagellants into a meat grinder par-excellence. Bumping them to 6 attacks each will make them push 15 wound through on MEQ and 22 on GEQ. Couple with a priest for 9 attacks each and watch them go through tanks and full marine mobs in a single fight phase.&lt;br /&gt;
*&#039;&#039;&#039;Suffer Not the Witch (1 CP):&#039;&#039;&#039; +1 to hit by a {{W40kKeyword|Adeptus Ministorum}} unit against a {{W40Kkeyword|Psyker}} in the Shooting or Fight Phase. This is also applies a +1 to wound when used on a character, which is better for you.&lt;br /&gt;
**Situational but useful. Do not forget about it whenever your blade Canoness is dueling other HQ&#039;s, when you&#039;re dogpiling a lonely primaris librarian on an objective, or when lobbing meltas at a traitor Primarch.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Epic Deed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Divine Intervention (2 CP):&#039;&#039;&#039; Use when a generic {{W40kKeyword|Adepta Sororitas}} character is killed. You may spend 1-3 miracle dice. The number spent is the number of wounds the character has as it is revived at the end of the phase, placed as close as possible where it was killed and away from engagement range with enemy models. You do not gain miracle dice for having lost that character this turn. Especially annoying for the enemy, because if they were dogpiling that character, all the extra attacks are wasted as the character isn&#039;t set up till the phase is over.&lt;br /&gt;
*&#039;&#039;&#039;Fiery Oratory (1 CP):&#039;&#039;&#039; Use outside of the Command phase. One {{W40kKeyword|Adeptus Ministorum Priest}} that hadn&#039;t already intoned before can immediately intone one hymn that wasn&#039;t already used and automatically set it off until the next command phase. Pretty much made to use the moment they pop out of a transport or for when seraphim or zephyrim drop on in and get a little gift before cutting loose.&lt;br /&gt;
*&#039;&#039;&#039;Martyr&#039;s Immolation (1 CP):&#039;&#039;&#039; When an Immolator from your army would roll to see if it explodes, do not roll. It automatically explodes.&lt;br /&gt;
*&#039;&#039;&#039;Rites of Restoration (1 CP):&#039;&#039;&#039; A Hospitaller can resurrect up to d3 models from a {{W40kKeyword|ADEPTUS MINISTORUM Core Infantry}} unit within 3&amp;quot;. In truth, there&#039;s not many times where you&#039;ll need it, but it might help keep a unit in the fight for a turn longer.&lt;br /&gt;
*&#039;&#039;&#039;Martyred (1 CP):&#039;&#039;&#039; Gain an additional miracle dice when you gain one via Sacrifice. This improves to d3+1 miracle die when your {{W40Kkeyword|Adepta Sororitas}} warlord dies. An inevitable option considering your forces, but you can at least go down with a bit more of an edge.&lt;br /&gt;
*&#039;&#039;&#039;Moment of Grace (1 CP):&#039;&#039;&#039; Use after making a hit or wound roll for a model in your army, or even a saving throw. You may discard 1-2 miracle dice to add +1 to the roll per die discarded.&lt;br /&gt;
**You probably have 1s and 2s you aren&#039;t using in the bank. Use them to keep your characters up. This works on invuls, not just armor.&lt;br /&gt;
*&#039;&#039;&#039;Suffering and Sacrifice (1 CP):&#039;&#039;&#039; Pick your {{W40kKeyword|Adepta Sororitas}} warlord or one {{W40kKeyword|Living Saint}} or {{W40kKeyword|Saint Potentiae}} unit (The latter being something Crusade-related) during the fight phase. All enemies have to engage this model rather than anyone else. For Celestine, this can be particularly worthwhile between her saves and the ability to raise her girls.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Requisition&amp;quot;&amp;gt;&lt;br /&gt;
As with other factions, these are all limited by the size of the game. Patrols can only use these once, strike forces can use these twice, and onslaughts use these three times.&lt;br /&gt;
*&#039;&#039;&#039;A Sacred Burden (1 CP):&#039;&#039;&#039; Standard &amp;quot;relic on sergeant&amp;quot; stratagem. The relics available are the Blessings of Sebastian Thor (the entire unit has 2 sacred rites which are independent your army&#039;s), the Ecclesiarch&#039;s Fury (the relic Eviscerator), the Litanies of Faith (1/round re-roll a Miracle Die before adding it to your pool, unit must be on the table), or Redemption (the relic plasma pistol).&lt;br /&gt;
**Best used for Blessings to give Hand of the Emperor and The Passion to an entire unit of Zephyrim.&lt;br /&gt;
*&#039;&#039;&#039;Open the Reliquaries (1 CP):&#039;&#039;&#039; Standard relic giver stratagem.&lt;br /&gt;
**If running sisters with an Inquisitor warlord, use it to give Wrath of the Emperor to your canoness, or to let you take multiple buff relics.&lt;br /&gt;
*&#039;&#039;&#039;Saint in the Making (1CP):&#039;&#039;&#039;An unnamed character that is not your Warlord generates a Warlord Trait. X per battle - X is 1 for 1-1000 points, 2 for 1001-2000, and 3 for 2001+. Useful to give warlord trait to a palatine alongside your canoness.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Angelic Ascent (1 CP):&#039;&#039;&#039; One {{W40kKeyword|Adepta Sororitas Jump Pack}} unit can immediately jump back into reserves and re-deploy themselves. Absolutely helpful in throwing your seraphim or zephyrim to their targets or bail Celestine out of a bad spot.&lt;br /&gt;
*&#039;&#039;&#039;Battle Rites:&#039;&#039;&#039; (1 CP). One Use. You can roll a d6 and generate a new Sacred Rite if the warlord has {{W40kKeyword|Adepta Sororitas}} and is still alive.&lt;br /&gt;
**Two uses: If you rolled your Sacred Rites randomly, you can try to fish for another chance for one that helps right now. Or, if you picked a Sacred Rite you no longer need (maybe you&#039;re in the enemy&#039;s face and now bonus hits seem better than +1 to charge, maybe you killed all their psykers) you can swap to something else.&lt;br /&gt;
*&#039;&#039;&#039;Deadly Descent:&#039;&#039;&#039; (1 CP) Use when a Seraphim unit uses Sky Strike to enter the battlefield. It may immediately fire as if it were the shooting phase. They may still shoot in the shooting phase, which is absolutely classy.&lt;br /&gt;
**Fun interaction: If the Seraphim kill a unit with this stratagem, that gets you a miracle die for wiping out a unit, and you can still gain another for doing it in the shooting phase.&lt;br /&gt;
*&#039;&#039;&#039;Defenders of the Faith (2 CP):&#039;&#039;&#039; Use at the end of the movement phase when a group of battle sisters get an objective point. Until your next movement phase, your rapid-fire boltguns will now always fire twice and any wound rolls of 1-3 will always fail. A surprising application, as neither really complements each other, but each will absolutely see use.&lt;br /&gt;
*&#039;&#039;&#039;Desperate for Redemption (2 CP):&#039;&#039;&#039; Use when a Repentia unit is targeted in melee. Whenever a model dies on this turn, that model can fight if they haven&#039;t already before going away. Considering how easily they die, you&#039;ll need them to make as many blows as possible.&lt;br /&gt;
*&#039;&#039;&#039;Devastating Refrain (1 CP):&#039;&#039;&#039; Use on an Exorcist during the shooting phase. The missile launcher and conflagration rockets can now target enemies they can&#039;t see. Honestly a net loss here, you need more shots, not more targets.&lt;br /&gt;
*&#039;&#039;&#039;Holy Rage (1/2 CP)&#039;&#039;&#039;: At the start of charge phase pick a {{W40kKeyword|Adepta Sororitas Core}} unit. This unit gains either the Zealot rule or the ability to charge after falling back. Now even your Sacresants and Paragons can feel mighty, and your Repentia will have no reason not to keep charging.&lt;br /&gt;
** Costs 1 CP if an {{W40kKeyword|Adeptus Ministorum Priest}} is within 6&amp;quot; of the unit, otherwise it&#039;s 2 CP.&lt;br /&gt;
*&#039;&#039;&#039;Purity of Faith (1 CP):&#039;&#039;&#039; Deny on 4+ for one CP. &lt;br /&gt;
**NO LONGER your only defense against psykers that is more than a meme. You can choose to use it after an actual Deny the Witch attempt has failed, which lets you save CP, especially if you&#039;re using Aegis of the Emperor.&lt;br /&gt;
*&#039;&#039;&#039;Faith and Fury (1 CP):&#039;&#039;&#039; When you perform an Act of Faith for a Hit roll, that unit may use the same Dice for the Wound Roll. Spend a 6 to hit? For a mere 1 CP, that becomes a 6 to wound. &lt;br /&gt;
**Great for over watching with Inferno pistols... and melta in general! &lt;br /&gt;
**Gives Melta &amp;quot;auto hit &amp;amp; wound&amp;quot; with a 4+ Miracle die. Turns melta into &amp;quot;INVULNERABLE SAVE OR &amp;lt;b&amp;gt;DIE&amp;lt;/b&amp;gt;&amp;quot; weapons...&lt;br /&gt;
**Use it on Overwatch for a guaranteed melta blast into some charging monster&#039;s face. Hope you roll the damage well though.&lt;br /&gt;
*&#039;&#039;&#039;Final Redemption (1 CP):&#039;&#039;&#039; Start of the fight phase, pick an {{W40kKeyword|Engine of Redemption}} unit. When a model in that unit is slain for that phase, roll a D6. 4+, enemy unit that does so takes d3 mortal wounds. &lt;br /&gt;
**The giant walkers are already DISTRACTION WALKERS, this just makes some guaranteed hits.&lt;br /&gt;
*&#039;&#039;&#039;Judgment of the Faithful (1 CP):&#039;&#039;&#039; An {{W40kKeyword|Adepta Sororitas Core}} unit may shoot or charge after they fall back. Good for keeping the Retributor squad in the fight, or letting your Seraphim that got charged switch targets.&lt;br /&gt;
*&#039;&#039;&#039;Righteous Impact (1 CP):&#039;&#039;&#039; Use when a unit of Paragons or {{W40kKeyword|Engines of Redemption}} make a charge. Roll a d6 for each model in your unit, on a roll equal or better than the unit&#039;s Toughness score (meaning it&#039;s useless on tanks or monsters) they suffer 1 MW, though a nat 6 deals d3 MWs.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wargear&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Blessed Bolts (1 CP):&#039;&#039;&#039; Artificer-Crafted Storm Bolters (So only base sisters, Celestians and Dominions) in a squad cause 2 mortal wounds on a 6 to hit instead of normal damage.&lt;br /&gt;
*&#039;&#039;&#039;Holy Smokescreen (1 CP):&#039;&#039;&#039; An {{W40kKeyword|Adepta Sororitas Smokescreen}} unit can pop this when getting shot. The enemy now suffers a -1 to hit for the rest of the phase. Expect to use this a lot to protect your transports.&lt;br /&gt;
*&#039;&#039;&#039;Holy Trinity:&#039;&#039;&#039; (1 CP) Pick an {{W40Kkeyword|Adepta Sororitas}} Unit in the shooting phase. As long as the unit has a bolt weapon, a flame weapon, and melta weapon in range and EVERYONE in the units shoots at that same target, add +1 to wound rolls for the firing unit until the end of the phase.&lt;br /&gt;
**All the listed weapons MUST be in range to the same target, so most times you&#039;re looking at a useful range of &#039;FLAMER&#039; (12&amp;quot;) for this stratagem. &lt;br /&gt;
**You lose a significant amount of tactical flexibility because of the requirements that &amp;quot;ALL the models in the unit (regardless of weapon carried) shoot at the same target.&amp;quot; I.e. this means that your meltagun sister may NOT split-fire at other, more appropriate targets worthy of melta. So now you have to choose how you are going to waste your squad&#039;s potential firepower, either by having melta shoot at troops (hilariously wounding most everything not T8 on 2&#039;s) or by having flamer &amp;amp; bolt shots wound T8 on 5&#039;s.&lt;br /&gt;
**A single combi-weapon can count as two out of the three, which is the key to how to use this stratagem. Give your melta squad &amp;lt;s&amp;gt;sergeant&amp;lt;/s&amp;gt; Superior a combi-flamer or vice-versa. That tank may not give a shit about being flamed, but it&#039;ll pay attention to four multi-meltas with +1 to wound; similarly a little bit of combi-melta overkill enables the rest of a flamer squad to really roast some hordes.&lt;br /&gt;
*&#039;&#039;&#039;Inviolate Shieldwall (1 CP):&#039;&#039;&#039; Any melee attacks against a unit of Sacresants or Crusaders take a -1 to wound on account of their massive shields. Seeing as these units only have a 4++ invuln from the shields, this can see use against monsters.&lt;br /&gt;
*&#039;&#039;&#039;Thrice-Blessed Hull (1 CP):&#039;&#039;&#039; Installs a temporary aura on a {{W40kKeyword|Hallowed}} unit (Your tanks) that makes any psykers that fail their casting checks to immediately suffer perils.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
 &lt;br /&gt;
#&#039;&#039;&#039;Inspiring Orator:&#039;&#039;&#039; The range of any hymns or leader abilities (except Miraculous Abilities) improves by 3&amp;quot;. On top of that, friendly {{W40kKeyword|&amp;lt;Order&amp;gt; core}} units within 6&amp;quot; can ignore the penalty to combat attrition when below half-strength. &lt;br /&gt;
#*It&#039;s a lot less trash, and has an effect for any HQ.&lt;br /&gt;
#&#039;&#039;&#039; Righteous Rage:&#039;&#039;&#039; Re-roll to hit and to wound in melee. Fabulous.&lt;br /&gt;
#*Combine with Bloody Rose and a Blessed Blade for one of the most cost efficient beatstick in the game.&lt;br /&gt;
#&#039;&#039;&#039; Executioner of Heretics:&#039;&#039;&#039; -1 to the LD of all enemy units within 6&amp;quot; and inflicts an additional -1 to combat attrition. Ephrael Stern takes this.&lt;br /&gt;
#*Leadership is almost never worth investing into. Best to skip it, especially since you don&#039;t have much in the way of abilities that stack with this.&lt;br /&gt;
#&#039;&#039;&#039; Beacon of Faith:&#039;&#039;&#039; At the start of your turns, if you warlord is on the table you gain a miracle die that can ONLY be used for her own acts of faith or miraculous abilities. Aestred Thurga takes this.&lt;br /&gt;
#*Hot take: This WLT is borderline worthless. The extra miracle die is nice but since she&#039;s selfish with it, it&#039;s of no use to a cheerleader Canoness and a brawler would be better served with Righteous Rage.&lt;br /&gt;
#&#039;&#039;&#039;Indomitable Belief:&#039;&#039;&#039; The Shield of Faith invulnerable is increased by +1 for {{W40Kkeyword|&amp;lt;Order&amp;gt; Core}} Models whilst within 6&amp;quot; of the Warlord, to a max of 4++. Saint Celestine uses this.&lt;br /&gt;
#*Stack with Judith aura for a 4++ on everyone. Now you really wish for jump-pack options on Canoness. Again.&lt;br /&gt;
#*Armour of Contempt has made this trait largely obsolete, since it won&#039;t matter for most of your units against anything lower than AP-4 (AP-5 for anything with a 2+). &lt;br /&gt;
##use Heroine in the Making to give this to a Repentia Superior to give the whole squad 5++ to help with their fragility.&lt;br /&gt;
#&#039;&#039;&#039; Pure of Will:&#039;&#039;&#039; You can deny one additional Psychic power using the Shield of Faith rule and gain a +3 bonus to such checks. The Triumph of Saint Katherine uses this.&lt;br /&gt;
#*Combine with the Brazier of Eternal Flame and sisters can pretty much shut down any offensive Psyker army in the game.&lt;br /&gt;
&lt;br /&gt;
==Armoury==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Chainsword&#039;&#039;&#039;: A nearly worthless option for a Canoness - c&#039;mon, you can find 5 points for a power sword. That said, our Superiors can take one of these for free without having to surrender their bolter - unless you&#039;re taking a better melee weapon (Celestians, maybe), always throw in the free chainsword. It&#039;s not like you&#039;ll ever wish you &#039;&#039;didn&#039;t&#039;&#039; have it!&lt;br /&gt;
*&#039;&#039;&#039;Power Weapons&#039;&#039;&#039;:   Each type of Power Weapon has its own profile now, so pick the right one for the situation (almost always the maul). All Power Weapons have a damage value of 1:&lt;br /&gt;
**&#039;&#039;&#039;Power Sword&#039;&#039;&#039;: S+1 AP-3. They will remove armour saves after the wound roll. Especially good with Bloody Rose.&lt;br /&gt;
**&#039;&#039;&#039;Power Maul&#039;&#039;&#039;: S+3 AP-1. Broadly the most useful for sisters. S6 is an important wound roll &#039;breaking point&#039; in 9th ed. Wounding marines and T5 on 3s and T8 models on 5s as well. If your opponent has good invulnerable saves (i.e. Terminators w/ Stormshields &amp;amp; Thunder Hammers) the AP-1 won&#039;t matter too much. Special mention goes to to Bloody Rose (S+3 AP-&#039;&#039;&#039;2&#039;&#039;&#039;).&lt;br /&gt;
**&#039;&#039;&#039;Blessed Blade:&#039;&#039;&#039; The best out of any Power Weapon. S+2 AP-3 D2. If you want to hurt everything, take this. Exclusive to the Canoness.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;[[Bolter#Bolt_Pistol|Bolt Pistol]]&#039;&#039;&#039;: It&#039;s a bolter in 12&amp;quot; Pistol 1 S4 AP0 D1 form. Shorter range, but can now be fired when locked in close combat, so it&#039;s got &#039;&#039;some&#039;&#039; use for choppy units or taken in pair by Seraphim. 1 point for Ministorum Priests since they use the AM codex prices.  &lt;br /&gt;
*&#039;&#039;&#039;[[Bolter#Sororitas_Boltguns|Boltgun]]&#039;&#039;&#039;: You know what a bolter is. 24&amp;quot; Rapid Fire 1 S4 AP0 D1. The loss of AP hurts, but if your opponent has a brain he would have been keeping his 5+/6+ units in cover anyway. Apparently, the Adeptus Mechanicus forgot how to make armour piercing rounds. Again, remember it&#039;s 1 point for your Ministorum Priests.&lt;br /&gt;
**&#039;&#039;&#039;[[Condemnor Boltgun]]&#039;&#039;&#039;: Special Adepta Sororitas weapon (&#039;&#039;&#039;&#039;&#039;NOW&#039;&#039;&#039;&#039;&#039; a combi-weapon again).  For 10 points you get a bolter with an assault crossbow that hits at S4 AP-1 D2 with D3 mortals against Psykers. Note that a vast majority of psykers are either Characters or single-wound models, meaning that in most cases the Condemnor either won&#039;t be able to shoot at its intended target or won&#039;t gain as much (or any) benefit from its higher damage. At 10 points it&#039;s a hard sell but AP-1 and D2 has uses against marines. Point filler.&lt;br /&gt;
*** it now worth equivalent to a combi weapon.  &lt;br /&gt;
***On the off chance that you &#039;&#039;do&#039;&#039; get to shoot at a psyker, be sure to use &amp;quot;Suffer not the witch&amp;quot; to re-roll wounds, especially if said psyker is a Big Nid, Daemon Prince, or one of those fucking Zoanthropes with a 3++.   &lt;br /&gt;
***Now that Sisters/Dominions/Retributors/Celestians Superior and Canonesses can&#039;t take storm bolters outside of Legends, this might sometimes be useful if you can&#039;t find the points to give them a combi-weapon or Plasma Pistol.&lt;br /&gt;
***GW really dropped the ball on this one. Ideally, it should have been allowed to ignore look out sir. However, Thousand Sons and Grey knights do seem to like their Psykers&lt;br /&gt;
*** The Ebon Chalice Relic version of this gun (Annunciation of the Creed) is possibly worth the 10 points for the ability to snipe characters and deal a flat 3 damage to Psykers (and plenty of characters you want dead are Psykers). Probably not worth 10 points &#039;&#039;and&#039;&#039; a relic slot, though.&lt;br /&gt;
**A list of things that this weapon can target that don&#039;t have one wound.&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;ul class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;li&amp;gt;[[Grey Knight Paladin]]s/[[Terminator]]s [[Khornate Knights|(Revenge!)]]&amp;lt;/li&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;li&amp;gt;[[Dreadknight]]s&amp;lt;/li&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;li&amp;gt;[[Wraithseer]]s&amp;lt;/li&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;li&amp;gt;[[Hemlock Wraithfighter]]s&amp;lt;/li&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;li&amp;gt;[[Hive Tyrant]]s&amp;lt;/li&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;li&amp;gt;[[Zoanthrope]]s&amp;lt;/li&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;li&amp;gt;[[Maleceptor]]s&amp;lt;/li&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;li&amp;gt;[[Rubric Terminators]]&amp;lt;/li&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;li&amp;gt;[[Great Unclean One]]s&amp;lt;/li&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;li&amp;gt;[[Lord of Change]]s&amp;lt;/li&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;li&amp;gt;[[Keeper of Secrets]]&amp;lt;/li&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;li&amp;gt;[[Magnus the Red]]&amp;lt;/li&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;li&amp;gt;[[Mortarion]] (Irony)&amp;lt;/li&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Combi-Weapon]]&#039;&#039;&#039;: Now infinite use, your choice of flamer, melta or plasma gun slapped to a bolter that can be fired independently of the bolter, bolter half only or at the same time together. Firing both the bolter and the special weapon causes a -1 to hit. Sisters love combi-weapons as all of their &amp;quot;sergeants&amp;quot; have access to it, effectively allowing you to field 5 special weapons per Dominion squads and 3 per basic sisters squad. Melta is most often the superior choice, although the Canoness and Retributor Superior can make a good use of plasma due to the reroll 1 bubble - but it&#039;s now an index-only weapon for Canonesses. Plasma is also the (expensive) option if you want some volume of fire to go with storm bolters, risking the overload only if you really need it.&lt;br /&gt;
** Remember that firing both weapon profiles of a combi-flamer or combi-melta at the same time counts for the bolt AND flame/melta weapon requirements of the Holy Trinity strategem, giving you easy access to it in any melta or flamer spamming squad like Retributors or Dominions, allowing you to considerably increase the squad&#039;s damage output at short range.&lt;br /&gt;
**Our Martyred Lady Sister Superiors like to spam overloaded combi-plasma fire both halves, TOGETHER, hoping to self DETONATE on 2&#039;s. Why? So she can get an auto &#039;rez&#039; from a Hospitaller 6&amp;quot; away and grant the squad their Conviction&#039;s +1 to hit... thus eliminating her own future overloaded plasma ONLY shots from danger.&lt;br /&gt;
***This no longer works in 9th edition because plasma only slays the wielder on unmodified hit rolls of 1 and because rezzing the dead model in a squad of Our Martyred Lady removes the buff.       &lt;br /&gt;
*&#039;&#039;&#039;[[Inferno Pistol]]&#039;&#039;&#039;: Baby Melta, 6&amp;quot; Pistol 1 S8 AP-4 D d6 and +2 Damage when in half range. The strong choice on Seraphims and melee Canoness. Obviously, a GREAT weapon to use a Miracle Die on, particularly DAMAGE rolls.&lt;br /&gt;
**Think of this as 5-point melta bombs with a 6&amp;quot; range. Not too terrible an idea to give this out to every Sister Superior who isn&#039;t already packing a combi-melta. &lt;br /&gt;
**Any time you have a Miracle dice with a 6 in your pool, your opponents will give pause charging within 6&amp;quot; of you KNOWING that you can guarantee a hit from your &amp;quot;Baby Melta&amp;quot; during overwatch.&lt;br /&gt;
**Remember that you can shoot these while in melee, your opponents will often forget that you can. It can be hysterical to &#039;&#039;&#039;*BLAM*&#039;&#039;&#039; characters who thought they were safe locked in combat    &lt;br /&gt;
*&#039;&#039;&#039;[[Flamer#Hand_Flamer|Ministorum Hand Flamer]]&#039;&#039;&#039;:  Finally the pyromaniac faction has better fire. Ministorum flame weapons are one strength higher than other Imperial factions. This version is essentially a bolt pistol that auto hits D6 times. Suffers from being in direct competition with inferno pistol on any model (save the Canoness) that can take one, but possibly useful if you&#039;re already packing a combi-melta/plasma and want some insurance against hordes. They are no longer dirt-cheap, however, now at 5 points per gun.&lt;br /&gt;
** Seraphim take these in pairs. Two Seraphim models with two Hand Flamers each will be dropping 4d6 (~14) hits. Not shots, &#039;&#039;&#039;hits&#039;&#039;&#039;. If you are running a 4++ Seraphim screen, this is an interesting option and unlike Inferno pistols you get to fire hand flamers TWICE in a round if you use the Deadly Descent strategem.&lt;br /&gt;
*&#039;&#039;&#039;[[Plasma Pistol]]&#039;&#039;&#039;: 12&amp;quot; Pistol 1 S7 AP-3 D1 for 5 points. Effective against MEQs when fired normally, and when supercharged it hits harder and deals more damage (S8, D2) but kills the user on unmodified hit rolls of 1. Either take an inferno pistol for melee Canoness or a combi-plasma on anything else. Sadly the only shooty option for the Seraphim Superior (can&#039;t even take em in pairs... what&#039;s up with that?).  &lt;br /&gt;
**Our Martyred Lady Sister Superiors like to spam overloaded plasma (in hopes of self-detonation)... but combi-plasma are better suited for that &#039;Niche&#039; task. (fire both halves while overloading)    &lt;br /&gt;
**Unless you are running out of points, give a plasma pistol to the the Superior of any Seraphim Squad you intend to deepstrike with the Deadly Descent strategem. The extra two plasma shots considerably increase the squad&#039;s damage output for a low cost and gives you more bang for your command points.&lt;br /&gt;
&lt;br /&gt;
====Special Weapons====&lt;br /&gt;
*&#039;&#039;&#039;[[Storm_Bolter|Artificer crafted Storm Bolter]]&#039;&#039;&#039;: 24&amp;quot; Rapid Fire 2 S4 AP0 D2, 5 points makes for cost-efficient dakka and a good pick if you don&#039;t know which special weapon you should pick for your squads.  (Dominions with four of these bad boys love it). Potentially &amp;lt;b&amp;gt;quadruple&amp;lt;/b&amp;gt; the damage of a bolter and capable of one-shotting two wound models but held back by S4 and AP-. Good for using Blessed Bolts if you have a few in a squad (Dominions are the obvious choice for this)&lt;br /&gt;
*&#039;&#039;&#039;Meltagun&#039;&#039;&#039;: 12&amp;quot; Assault 1 S8 AP-4 Dd6 &#039;+2 damage when in half range&#039; for 10 points. Being in half range is now a lot more advantageous, one-shotting 3W models and averaging 5.5 wounds.. Still a big threat and one of the few weapons that negate 3+ armour entirely. Decent damage dealers against T7 vehicles. You can use these in combination with Miracle Dice to guarantee kills on damaged vehicles.&lt;br /&gt;
*&#039;&#039;&#039;[[Flamer#Imperial_Variations|Ministorum Flamer]]&#039;&#039;&#039;: Not your standard-issue flamer: 12&amp;quot; Assault d6 S5 AP0 D1 &#039;auto-hitting&#039;. Only 5 points, but still suffers from the lack of shots, making it bad against hordes and the lack of AP against elite while requiring to take your model within short range of the enemy. Usually, you&#039;re better off with a storm bolter. Probably best picked with outflanking Dominions packing four of them.  &lt;br /&gt;
*&#039;&#039;&#039;[[Plasma Gun]]&#039;&#039;&#039;: (Index) 24&amp;quot; Rapid Fire 1 S7 AP-3 D1, with an option to overcharge for +1 Strength and Damage at the risk of killing the wielder. The Index Ministorum Priest is your only source of this, though as an Astra Militarum model, he uses their discounted price. If you&#039;re not building your priest for budget or for melee, you&#039;ll probably be giving him one of these.&lt;br /&gt;
&lt;br /&gt;
====Heavy Weapons====&lt;br /&gt;
*&#039;&#039;&#039;[[Heavy Bolter]]&#039;&#039;&#039;: 36&amp;quot; Heavy 3 S5 AP-1 D2 Acceptable dakka for the cost, and marine killers. &lt;br /&gt;
**Heavy Bolters cost the same as Heavy Flamers, with the same AP, and come on many of the same units. Mathhammer puts bolters as slightly better than flamers at killing Primaris-equivalents (1.33 vs 1.17 expected wounds, respectively), but the flamers are better in most other scenarios. Take bolters if you can take advantage of the range and the condensed damage - remember that doing 2 wounds to a model with only one remaining is wasteful.  &lt;br /&gt;
*&#039;&#039;&#039;[[Flamer#Heavy_Flamer|Ministorum Heavy Flamer]]&#039;&#039;&#039;: 12&amp;quot; Heavy d6 S6 AP-1 D1 &#039;auto-hitting&#039;. Despite being much stronger than it&#039;s lighter variants, it&#039;s still overcosted compared to other options. Can occasionally help deter opponents from charging. &lt;br /&gt;
** Note that its a &amp;lt;b&amp;gt;&#039;&#039;Heavy&#039;&#039;&amp;lt;/b&amp;gt; weapon, not an assault weapon. Therefore, you can&#039;t advance and shoot these like you can with a normal flamer, gutting their usefulness...unless you&#039;re running Argent Shroud. Then you&#039;re fine.   &lt;br /&gt;
** With the use of a stratagem making certain you can pump out 36 hits at strength 6 from a retributor squad (4 flamers and 2 cherubs). Watch entire conscript blobs melt in purifying fire. &lt;br /&gt;
*&#039;&#039;&#039;[[Multi-melta]]&#039;&#039;&#039;: 24&amp;quot; Heavy &#039;&#039;&#039;2&#039;&#039;&#039; S8 AP-4 Dd6 &#039;+2 damage when in half range&#039;... For 20 pts. The Multi-melta doubles the Melta&#039;s range and shots. For double the price and becoming Heavy. It may well be a worthy trade.&lt;br /&gt;
&lt;br /&gt;
====Vehicle weapons====&lt;br /&gt;
*Immolator Turret:&lt;br /&gt;
**&#039;&#039;&#039;[[Flamer#Heavy_Flamer|Immolation Flamer]]&#039;&#039;&#039;: Now we&#039;re talking. A Lil&#039; hefty at 130 points but it is &#039;&#039;&#039;18&amp;quot; Heavy&#039;&#039;&#039; 2D6 S6 AP-1 D1... everything you love about the Heavy Flamer, but two of them. Note 9th has changed the Immolation Flamer from assault to &#039;&#039;&#039;heavy&#039;&#039;&#039;. This single change seriously questions the usefulness of Immolators as transports given how disembarking works.  &lt;br /&gt;
**&#039;&#039;&#039;Twin [[Heavy Bolter]]&#039;&#039;&#039;: Default turret gun on the Immolator, it&#039;s two heavy bolters tied together. Nothing crazy, nothing special, take it if you need to kill Marines.&lt;br /&gt;
**&#039;&#039;&#039;Twin [[Multi-Melta]]&#039;&#039;&#039;: Bumps up the cost of the Immolator to 150 points but can actually do some serious damage with its 4 shots and gets improved damage at half range, which is easy to get when you get to move 12&amp;quot; beforehand. With the latest changes Multi-Meltas rock and make them a good pick on Immolators too if you want more anti-tank.&lt;br /&gt;
*Exorcist Turret:&lt;br /&gt;
**&#039;&#039;&#039;Exorcist Conflagration rockets&#039;&#039;&#039;: Blast weapon that ignores cover. Hits at 48&amp;quot; heavy 3D6 S5 AP-1 D1.&lt;br /&gt;
**&#039;&#039;&#039;Exorcist Missile Launcher&#039;&#039;&#039;: Hits at 48&amp;quot; heavy 3D3 S8 AP-2 Dd6.&lt;br /&gt;
*Castigator Turret:&lt;br /&gt;
**&#039;&#039;&#039;Castigator autocannons&#039;&#039;&#039;: Default loadout. Its 4D3 autocannon shots. This is your only source of S7 shooting aside from the odd combi-plasma or plasma pistols. It is also one of the longest ranged weapons in the whole codex. Averages around 8 shots so stick with this if you want to deal with hordes or prefer quantity over quality.&lt;br /&gt;
**&#039;&#039;&#039;Castigator battlecannon&#039;&#039;&#039;: At 72&amp;quot; this is the longest ranged weapon in the codex. It can fire two shell types; santified: heavy D6 S9 AP-3 D3 Blast; pyro: heavy 3D3 S6 AP-1 D1 Blast, ignores cover. Take for the sanctified shell as the autocannons are better than the pyro shell.&lt;br /&gt;
*&#039;&#039;&#039;Hunter-Killer Missile:&#039;&#039;&#039; A single-use 48&amp;quot;, heavy 1, S10, AP-2, Dd6 missile for 5pts, just in case you didn&#039;t have enough anti-tank. Your rhino chassis based vehicles can take one for 5 points.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
*&#039;&#039;&#039;Brazier of Holy Fire:&#039;&#039;&#039; &#039;&#039;Chainsword-armed Canoness&#039;&#039; only. It&#039;s single-use but when used, it&#039;s an Assault d6 flamer where the enemy takes a MW on a 4+ to wound (improved to 2+ when fired on a unit containing {{W40kKeyword|Daemon}}.).&lt;br /&gt;
*&#039;&#039;&#039;[[Cherubs]]:&#039;&#039;&#039;   Cherubs are the little winged babies you see flying with units. There are different types:&lt;br /&gt;
**&#039;&#039;&#039;Armourium Cherub&#039;&#039;&#039; - Once per battle may remove this Cherub. If so, a model from the unit that the cherub has been removed from may fire again.&lt;br /&gt;
**&#039;&#039;&#039;Incensor Cherub&#039;&#039;&#039; - Once per battle you may remove the Cherub from play and gain a miracle dice. Roll 2D6 and decide which to keep. That dice must be used for an Act of Faith this phase or it is lost.&lt;br /&gt;
*&#039;&#039;&#039;Null Rod:&#039;&#039;&#039; &#039;&#039;Chainsword-armed Canoness&#039;&#039; only, can&#039;t be affected by psychic powers, and -1 to psychic tests while the Psyker&#039;s within 18&amp;quot; of a rod.&lt;br /&gt;
*&#039;&#039;&#039;Rod of Office:&#039;&#039;&#039; &#039;&#039;Plasma pistol &amp;amp; power sword-armed Canoness&#039;&#039; only. On the command phase, you can grant one {{W40kKeyword|&amp;lt;Order&amp;gt; Core}} or {{W40kKeyword|Character}} unit within 12&amp;quot; the ability to re-roll all 1s to hit.&lt;br /&gt;
**Rules as written, the Rod of Office is a mandatory 5 point item if your Canoness has a plasma pistol &amp;amp; power sword, and the ONLY way to get it.&lt;br /&gt;
*&#039;&#039;&#039;Simulacrum Imperialis:&#039;&#039;&#039; Unit upgrade; once per phase can perform an Act of Faith for that unit, even if an Act of Faith has already been used already in that phase. If you&#039;re running Retributors or other damage dealing infantry units, you want this.&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
Remember that sisters get the Open the Reliquaries stratagem, so up to three characters in your army can have a relic if you have the CP to spend, and then you can also pay for A Sacred Burden for even more, just carried in a squad. So don&#039;t think what 1-3 relics should I use, instead think what relic is not worth 1 CP. Order-specific relics are detailed in the Order tabs below.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blade of Saint Ellynor&#039;&#039;&#039;: S+2 (5) AP-3 D3, replaces a Blessed Blade. Literally 1.5x your damage output against multi-wound models over a Blessed Blade. It should be your default weapon on a Canoness. Two unsaved wound rolls from this baby will outright kill most non-monstrous models on the tabletop.&lt;br /&gt;
** A similar effect can be achieved by taking a Canoness with a Blessed Blade and taking the Rapturous Blows blessing (which is actually slightly &#039;&#039;better&#039;&#039; since it&#039;ll be S+3 instead, i.e. S6), but sadly the two can&#039;t stack.&lt;br /&gt;
*&#039;&#039;&#039;Blessings of [[Sebastian Thor]]:&#039;&#039;&#039; {{W40kKeyword|Adepta Sororitas}} only. The bearer&#039;s unit can use two different sacred rites from the rest of the army. This relic is best used with the Sacred Burden stratagem to give a unit a pair of important Sacred Rites - consider using it on Sacresants or Paragon Warsuits or Zephyrim, to grant them both Hand of the Emperor and The Passion.&lt;br /&gt;
*&#039;&#039;&#039;Book of Saint Lucius:&#039;&#039;&#039; Increase a character&#039;s aura range by 3&amp;quot;. Usable all of the Canoness&#039;s or Imagifier&#039;s auras as well.&lt;br /&gt;
*&#039;&#039;&#039;Brazier of the Eternal Flame:&#039;&#039;&#039; This is the &amp;quot;I really hate psykers&amp;quot; Relic. Replaces a Brazier of Holy Fire; any {{W40kKeyword|Daemon}} units attacking the bearer take -1 to hit and psychic tests within 18&amp;quot; automatically take perils from failing.&lt;br /&gt;
**Good if you have forewarning that psykers or daemons are being used by your opponent, but not good enough to main list it over other relics. Forcing a nigh-constant risk of perils is good, but you know what else stops them from casting? Melta, applied directly to the forehead.&lt;br /&gt;
*&#039;&#039;&#039;Chaplet of Sacrifice:&#039;&#039;&#039; {{W40kKeyword|Adepta Sororitas}} only. Once per game, the bearer can spend 0 CP to use any Epic Deed Stratagem that isn&#039;t Divine Intervention. The bearer can also re-roll all hit rolls and when slain can shoot or swing again before being removed.&lt;br /&gt;
*&#039;&#039;&#039;Ecclesiarch&#039;s Fury:&#039;&#039;&#039; Replaces a chainsword with an S+2 AP-3 D2 eviscerator-like that suffers -1 to hit but +1 to wound (making it better than an Eviscerator). Another possibility for B-list characters that can&#039;t grab power weapons and the like, though the hit penalty will dull your expectations of rending Primaris and Termies a fair bit. Compared to a Blessed Blade, this is a bit underwhelming.&lt;br /&gt;
*&#039;&#039;&#039;Litanies of Faith:&#039;&#039;&#039; {{W40kKeyword|Adepta Sororitas}} only. Once per turn, if the user is on the battlefield when you gain a Miracle Die, you can re-roll the value of the die. Who wouldn&#039;t want the opportunity to improve the chance that you can hold that 6 in reserve for a key roll? &lt;br /&gt;
**The benefit of this relic depends on what you&#039;re after, but remember, you can always choose not to use it, if you have multiple dice coming in: &lt;br /&gt;
***6, so you&#039;ll re-roll 1-5:  You go from a 16.7% chance to a 30.6% chance.&lt;br /&gt;
***3+, so you&#039;ll re-roll 1s and 2s:  You go from a 66.7% chance to 88.9%.&lt;br /&gt;
***You just want the biggest possible die, so you re-roll 1-3: the average value of your dice increases from 3.5 to 4.25.&lt;br /&gt;
*&#039;&#039;&#039;Mantle of Ophelia:&#039;&#039;&#039; Canoness only, reduces &#039;&#039;all&#039;&#039; damage taken &#039;&#039;&#039;&#039;&#039;to 1&#039;&#039;&#039;&#039;&#039;. Plasma, lascannons, melta, all can straight-up EAT SHIT. That said, a Canoness isn&#039;t that costly and this doesn&#039;t fix the issue that she&#039;s still T3. &lt;br /&gt;
*&#039;&#039;&#039;Iron Surplice of St. Istaela&#039;&#039;&#039;: {{W40kKeyword|Adepta Sororitas}} only. Model gets a 2+ save and an extra Wound. In addition, wound rolls of 1-3 always fail regardless of modifiers. Congratulations, your Canoness is now tougher than a Terminator captain (Math-Hammer confirmed). No really, this is a really good relic as it makes a lot of the scary weapons used against sisters like Plasma, Thunderhammers, and many other (anything S4+) weapons become a lot less effective. She will still be weak to high concentrations of Bolter fire and such, but combined with Valorous Heart WT, for that 5+++ and the additional armor, this relic can really make your Canoness an immovable object. A really good relic against secondaries that require you to kill the Warlord.&lt;br /&gt;
**The Triptych is best for characters who don&#039;t have a native 4++. The Mantle of Ophelia is a bit of a gimmick pick, but it leaves you vulnerable to massed AP-1 - watch out for chopppas and marines in Assault Doctrine. The Iron Surplice is pretty much strictly the best of the three, however.&lt;br /&gt;
*&#039;&#039;&#039;Redemption:&#039;&#039;&#039; {{W40kKeyword|Adepta Sororitas}} only. Replace a plasma pistol with a permanently-overcharged pistol that doesn&#039;t overheat, but can punch through any units in between you and your prey - if your initial shot hits, you roll to wound each of those units. If you grabbed Righteous Judgement, you&#039;ve found a nice toy to rip through some fodder while sniping down your chosen foe.&lt;br /&gt;
*&#039;&#039;&#039;Sigil Ecclesiasticus:&#039;&#039;&#039; {{W40kKeyword|Priest}} only. The bearer knows one more hymn and can chant an extra hymn each turn provided that it wasn&#039;t used before. Considering how many priests you get, you can expect to see returns on this very quickly.&lt;br /&gt;
*&#039;&#039;&#039;Simulacrum Sanctorum:&#039;&#039;&#039; Imagifier only. This model can pick two buffs to emit rather than just one. Absolutely a good way to spend 1 CP if you can spare it, especially if you already have your Canoness decked out to kill.&lt;br /&gt;
*&#039;&#039;&#039;Triptych of Macharian Crusade&#039;&#039;&#039;: {{W40kKeyword|Sanctified}} or {{W40kKeyword|Cult Imperialis}} models only. 4++ Invuln, +1 to Toughness, and no-sells the first failed save each turn by setting Damage to 0. Useful for front-line characters who&#039;ll at least benefit from an improved Shield of Faith and being slightly tougher, but they will likely take more damage than any mitigation can manage.&lt;br /&gt;
**B-list characters don&#039;t have wargear options and therefor they often can&#039;t take relics, but they can take this one. This is also a way to get a 4++ on characters that don&#039;t usually have it, which is everyone but the Canoness and Palatine.&lt;br /&gt;
*&#039;&#039;&#039;Wrath of the Emperor&#039;&#039;&#039;: Relic bolt pistol which acts like a short-range 4-shot heavy bolter: 18&amp;quot; Pistol 4 S5 AP-1 D2. The fact that all your characters have Bolt Pistols and the fact that you can take extra relics for 1CP means this is a very reliable play. Unless you&#039;re maxed out on uses of Open The Reliquaries, it&#039;s hard to go wrong with this.&lt;br /&gt;
&lt;br /&gt;
==Secondaries==&lt;br /&gt;
This section has not been updated to account for Chapter Approved 2022: War Zone Nephilim&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Purge the Enemy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;Assassinate:&#039;&#039; &lt;br /&gt;
*&#039;&#039;Bring it Down:&#039;&#039; &lt;br /&gt;
*&#039;&#039;Titan Slayers:&#039;&#039; Very much not likely. You lack the firepower needed to even consider nailing a knight within a reasonable number of turns, let alone a baneblade or a titan.&lt;br /&gt;
*&#039;&#039;Slay the Warlord:&#039;&#039; &lt;br /&gt;
*&#039;&#039;Purge the Heretic:&#039;&#039; Score 1 VP at the end of your shooting phases when you wipe out an enemy unit using either bolt, flamer or melta weapons, giving +1 VP if you did it with all three for a maximum of 4 VP. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Warpcraft&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;Abhor the Witch:&#039;&#039; The only one you can actually do from this category, considering your lack of any psykers. That said, don&#039;t expect an easy time as your deny powers are limited barring an Inquisitor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;No Mercy, No Respite&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;Thin their Ranks:&#039;&#039;&lt;br /&gt;
*&#039;&#039;Attrition:&#039;&#039;&lt;br /&gt;
*&#039;&#039;While We Stand, We Fight:&#039;&#039;&lt;br /&gt;
*&#039;&#039;First Strike:&#039;&#039;&lt;br /&gt;
*&#039;&#039;A Leap of Faith:&#039;&#039; Whenever you use two acts of faith on your sisters in a turn, you score 1 VP if it was on your turn or 2 VP if it was on your enemy&#039;s, adding +1 if you used three or more acts to a maximum of 12 VP. This doesn&#039;t include any miracle die granted by cherubs. This will expect you to be very liberal with your die, so be sure to load up with ways to preserve die or the Triumph to grant more of them.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battlefield Supremacy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;Engage on All Fronts:&#039;&#039;&lt;br /&gt;
*&#039;&#039;Linebreaker:&#039;&#039;  &lt;br /&gt;
*&#039;&#039;Domination:&#039;&#039;  &lt;br /&gt;
*&#039;&#039;Defend the Shrine:&#039;&#039; At game start, the enemy can mark one objective point in their DZ to be a shrine. For each turn you occupy that point, you score 3 VP, scoring another 3 VP if you end the game with it in your possession. However, you lose 3 VP if the game ends and the enemy has control of the shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shadow Operations&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;Raise the Banners High:&#039;&#039;  A bit of a trade with Sacred Grounds, the faction-exclusive one. While this isn&#039;t nearly as risky and can be done by ANY models (so you can have Crusaders capping), this will require more objectives to catch up to the number of points that you can score with the exclusive one.&lt;br /&gt;
*&#039;&#039;Investigate Sites:&#039;&#039;  &lt;br /&gt;
*&#039;&#039;Repair Teleportation Homer:&#039;&#039;&lt;br /&gt;
*&#039;&#039;Sacred Grounds:&#039;&#039; {{W40kKeyword|Adepta Sororitas Infantry}} and {{W40kKeyword|Cult Imperialis Priest}} models gain a new action. Whenever they&#039;re on an objective point that isn&#039;t threatened by the enemy, they can sacrifice their turn to sanctify the objective, granting it the Inspiring trait for your army on your next turn. If you score this on an objective in your DZ, it gives 1 VP, but it gives 4 VP, so be sure to keep your cappers in place. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
Common keywords are {{W40kKeyword|IMPERIUM}} and {{W40kKeyword|ADEPTUS MINISTORUM}}. Sororitas units specifically have {{W40kKeyword|ADEPTA SORORITAS}}. Your preachers, priests and battle conclave units also have the {{W40kKeyword|Adeptus Ministorum}} keyword which allows will block them off of any Imperial Guard buffs.&lt;br /&gt;
&lt;br /&gt;
Also frequent is the {{W40kKeyword|Sanctified}} keyword, given to all Sisters infantry units that aren&#039;t &amp;lt;ORDER&amp;gt;, and the vehicles get the equivalent {{W40kKeyword|Hallowed}} that the engines don&#039;t get. Penitent Engines, Mortifiers, and Ephrael instead get the {{W40kKeyword|Outcasts}} keyword&lt;br /&gt;
&lt;br /&gt;
====HQ====&lt;br /&gt;
=====Named Characters=====&lt;br /&gt;
*&#039;&#039;&#039;Abbess Sanctorum Morvenn Vahl:&#039;&#039;&#039; Introduced with Warhammer Fest 2021, we have a our first actual character of the edition. So far, we can tell that she&#039;s in one of those silly warsuits. She&#039;s also being drummed up to be a {{W40kKeyword|Supreme Commander}} along the likes of Cawl or the Primarchs, and has the auras befitting a chapter master. She is equipped with a Cyclone Missile Launcher named differently, an S6 Heavy Bolter, and the Lance of Illumination, which has two profiles: first is an SU (5) AP-2 D1 with double attacks or your MEQ killer S+3 (8) AP-3 D3 with a nat 6 to wound dealing an additional mortal wound.&lt;br /&gt;
**She&#039;s fortunately got the staying power to keep up with the big boys: a 2+/4++ befitting the former Cataphractii and a 4+++ FNP against mortal wounds with the ability to halve incoming damage like Calgar, all with T5 so she won&#039;t splatter against plasma. Just as well, because she will always be your warlord as the Abbess and that means she&#039;s a walking target.&lt;br /&gt;
**Like Celestine, she lacks an {{W40kKeyword|&amp;lt;Order&amp;gt;}} keyword. While her auras won&#039;t discriminate between her sisters, an imagifier might.&lt;br /&gt;
*&#039;&#039;&#039;[[Celestine]] &amp;amp; the [[Geminae Superia]]:&#039;&#039;&#039; An angelic [[Living Saint]], reunited with her backup dancers again. For 200 points, you get a model with a S7 AP-3 D2 sword, with 2 mortal instead of normal damage on 6s to hit, and works as a heavy flamer in the shooting phase as well as two sets of ablative wounds. She has a 2+ save, a 4++, -1 damage reduction, and grants other {{W40kKeyword|Imperium}} units a 6++. The first time she&#039;s destroyed, she stands back up on a 2+ at the end of the phase with all 6 wounds restored. Her Geminae, however, can be rezzed and/or healed on any turn.&lt;br /&gt;
**Celestine is a regenerating beatstick. Her action to heal herself and restore the Geminae only takes up her shooting, leaving her free to charge afterward if near enemies, which conveniently always happens if she dies for the first time in combat. To make Celestine actually stay down and get those sweet assasination points, the enemy has to pile absurd amounts of fire, on average something like 10 melta hits(that is, if they can actually fire at her, since she is a character, has 12&amp;quot; of movement and sacresants are a thing) onto her until she dies and them kill her on the charge, and if they can&#039;t go all the way, Celestine can get all her wounds and one of her backup girls back and/or go somewhere safe.&lt;br /&gt;
**She doesn&#039;t have {{W40kKeyword|&amp;lt;ORDER&amp;gt;}}, so she can&#039;t benefit from the Canoness&#039;s or Imagifier&#039;s auras, but she can benefit from prayers as well as the Hospitaller&#039;s healing if you&#039;re really badly hurt. However, her Shield of Faith boost allows her to help any Imperium Soup lists, like throwing her with a certain Inquisitor crush and her retinue.&lt;br /&gt;
*&#039;&#039;&#039;[[Ephrael Stern ]] &amp;amp; Kyganil of the Bloody Tears:&#039;&#039;&#039; Our favorite not-Pariah sister and harlequin are back again in the proper codex; their {{W40kKeyword|Agent of the Imperium}} keyword allows them to join any other army and not throw things off, and she can&#039;t be the warlord if she&#039;s in a support detachment. Fortunately, they have the ability to deep strike anywhere thanks to Kyganil&#039;s webway access.&lt;br /&gt;
**Kyganil acts as the wall of the two, being the first to fight with his barrage of blows with his swords and the first to suffer any wounds for the two. Fortunately, they both have a 4++ invuln on top of forcing a -1 to hit and wound rolls against them as well as his own 5+ FNP to ensure that he&#039;ll last as long as possible.&lt;br /&gt;
**Ephrael remains the more &amp;quot;shooty&amp;quot; of the lot, with her not-shooting ability dealing instant MWs to those within 18&amp;quot; of her and being particularly nightmarish to Chaos. Her Aura, on the other hand, only harms Chaos by dealing -1 to Ld as well forcing another model to flee when making a morale check.&lt;br /&gt;
**As with the others in this section, these two lack any {{W40kKeyword|&amp;lt;Order&amp;gt;}} keywords, but do possess the {{W40kKeyword|Adepta Sororitas}} keyword (and yes, even Kyganil the goddamn Eldar has it) that lets them enjoy the protections of most buff auras and hymns.&lt;br /&gt;
*&#039;&#039;&#039;[[Saint Katherine|Triumph of Saint Katherine]]:&#039;&#039;&#039; A funeral procession for the bones of the holiest Sister. This model is absolutely stunning, six Sisters from the six major orders carrying a funeral casket. It makes a wonderful painting project and a beautiful centerpiece for your army. Too bad about its rules. The Triumph of Saint Katherine is counted as a single {{W40kKeyword|CHARACTER}} with 18 wounds, but it can thankfully hide behind other units and terrain despite its size but can&#039;t fit in a transport. It has toughness 3, which means it will be shot to pieces by anything that looks at it, though it inflicts a penalty to anyone who tries to strike it. It has a slight amount of melee power - it gets four attacks at S6 AP-3, damage 2, plus more attacks at S5 AP-1 damage 1, but with only a 6&amp;quot; move and no way to teleport or ride a transport, much less hide behind other units, it&#039;ll never reach melee. The Triumph&#039;s gimmick is its Relics - each of the Sisters is carrying a Relic of their order, and each relic grants a bonus. You have five(the sword is treated separately) and normally all five are active, but when the Triumph drops to 9 wounds, you choose two to be active, and when it drops to four you choose one to be active.&lt;br /&gt;
**The Relics are:&lt;br /&gt;
***&#039;&#039;&#039;Fiery Heart:&#039;&#039;&#039; All {{W40kKeyword|Adepta Sororitas Core}} units within 6&amp;quot; auto-pass all combat attrition checks.&lt;br /&gt;
***&#039;&#039;Censer of the Sacred Rose&#039;&#039;: She gives +1 Miracle dice each round. This is a straight nerf to 8th edition&#039;s miracle dice every turn.&lt;br /&gt;
***&#039;&#039;Simulacrum of the Ebon Chalice&#039;&#039;: Start of shooting phase, roll 1 D6 for every enemy unit within 6&amp;quot;. Add 1 if a psyker. Add 1 if its a {{W40kKeyword|Chaos}} unit. On a 5+ they receive D3 mortal wounds. Short-ranged indirect smitings for fun, not for serious work.&lt;br /&gt;
***&#039;&#039;Petals of the Bloody Rose&#039;&#039;: Add 1 for hit rolls for attacks made by friendly {{W40kKeyword|Adepta Sororitas Core}} units within 6&amp;quot;.&lt;br /&gt;
***&#039;&#039;Icon of the Valorous heart&#039;&#039;: This unit uses all sacred rites. At once.&lt;br /&gt;
***&#039;&#039;Simulacrum of the Argent Shroud&#039;&#039;: When you perform an act of faith for a friendly {{W40kKeyword|Adepta Sororitas Core}} or {{W40kKeyword|Adepta Sororitas Character}} unit which is within 6&amp;quot;, you can automatically turn that miracle dice to a 6 for the sake of triggering the effect.&lt;br /&gt;
**So overall the Triumph is an AOE buffing machine, but is it worth the price? Hard to say - it&#039;s expensive, but it doubles your miracle dice, and can give you some insurance on their values, PLUS giving +1 to hits is handy, the other effects are situational.&lt;br /&gt;
&lt;br /&gt;
=====Generic=====&lt;br /&gt;
*&#039;&#039;&#039;[[Canoness]]:&#039;&#039;&#039; The Canoness is an excellent all-rounder HQ. She has BS2+ WS2+ W5 A4 Ld9 Sv3+/4++ with the ever-popular &amp;quot;re-roll 1s to hit&amp;quot; aura. Her wargear options are a bit bizarre - check out her datasheet for full details but she has to take weird and seemingly arbitrary combinations of weapons and other wargear. Generally, you&#039;ll want to run one of two basic builds.&lt;br /&gt;
**Backfield Support: Take the Beacon of Faith warlord trait and the Litanies of Faith relic to maximize your miracle dice, then put her wherever she&#039;s most useful with her aura buffs, probably next to your most powerful shooty units. Take the Rod of Office for additional buffs when you can&#039;t reach a unit.&lt;br /&gt;
**Melee Specialist: Run her with a Blessed Blade that you upgrade to the Blade of Saint Ellynor or the Blade of Sacrifice, Martyr&#039;s Strength, and Righteous Rage if you are running Martyred Lady, and the Canoness becomes either a powerful duelist who can go toe to toe with characters twice her cost or a mortal wounds machine able to reliably kill stuff that cost up to 8 times her own cost, like Papa smurf himself. Miracle dice can keep her in the fight far longer than her save profile indicates, and she can dish out serious damage. If you want tankiness over killing, consider the Iron Surplice of Saint Istaela instead of the relic Blade. Power Fists will hate having to wound on 4s instead of 2s.&lt;br /&gt;
*&#039;&#039;&#039;[[Missionary]]:&#039;&#039;&#039; Best used where his War Hymn will make a difference, or near hordes to make sure they don&#039;t run away. Arco-Flagellants (as their D3 attacks come from their weapons and not their statline), Repentia Squads, etc. will all benefit from the added attack. Maxed at 1 per detachment, which doesn&#039;t matter much as his abilities don&#039;t stack and you can take Preachers as an Elites version. He&#039;s your cheapest HQ option that also acts as melee buffer to anything nearby, and a good support for your Canoness. &lt;br /&gt;
**Funnily enough, his default statline gives him a power maul, a serious beast that can help topple most marines and orks, especially with the Psalm of Righteous Smiting.&lt;br /&gt;
*&#039;&#039;&#039;Palatine:&#039;&#039;&#039; A new model introduced with the Piety &amp;amp; Pain Boxset taking the role of the [[Primaris Lieutenant]]. Her aura gives you the ever-valuable &amp;quot;re-roll 1s to wound&amp;quot; aura so typical to lieutenant-types, but her armaments are pretty barebones: a bolt pistol and power sword with the option to replace the pistol with a plasma pistol. This means she&#039;s better support than a Canoness (the same aura but better because it works on flamers, and for fewer points) but a worse beatstick, so if you have both, stick the Palatine in the back for support and either have the Canoness do the same or take a murder loadout and get closer to the enemy.&lt;br /&gt;
&lt;br /&gt;
====Troops====&lt;br /&gt;
*&#039;&#039;&#039;[[Battle Sister Squad]]:&#039;&#039;&#039; Consisting of 5-20 girls, Battle Sister Squads form the backbone of any pure Ministorum army. Halfway between a Guardsman and a Space Marine, S3 T3 W1 with BS3+, Sv3+, and a bolter. They&#039;re more or less about as tough, affordable, and deadly as space marine scouts. &lt;br /&gt;
**Weapon options depend on how Sisters are in the unit:&lt;br /&gt;
***5+:  The Sister Superior can take 1 melee weapon (which is why you should always assume she has a free chainsword, at a minimum) and can trade her bolter for a combi-weapon (including a condemnor bolter) or she can trade her bolter &#039;&#039;and&#039;&#039; her bolt pistol for a pistol.  One sister can take a special weapon (meaning you can double up on flamers by paying too much for the Superior&#039;s flamer or you can double up on melta without an upcharge) or a heavy weapon.&lt;br /&gt;
****The Condemnor Boltgun amounts to paying too much for something nearly always strictly worse than an Artificer Storm Bolter, though Thousand Sons will hate it.&lt;br /&gt;
***10+: You still get the Superior and the Heavy/Special Sister, plus a Special-only Sister.&lt;br /&gt;
***20:  You still get the Superior and the Heavy/Special Sister, plus 2 Special-only Sisters and a second Heavy/Special.&lt;br /&gt;
**Frankly, we have better options for bringing Special/Heavy weapons, so paying extra for MSU troop slots(which is kind of a detriment in 9th) not only limits our flexibility but also cuts down on the effectiveness of certain abilities/Strategems.&lt;br /&gt;
&lt;br /&gt;
**Your Battle Sister Squads&#039; job is to take and hold objectives, support your other models, and take potshots against the enemy.  Accordingly, if you&#039;re going to pay points for better weapons - and you genuinely don&#039;t need to - you&#039;re better off with longer range ones.  Don&#039;t take the flamer or melta. You&#039;ll rarely be close enough for them to matter, so the Storm Bolter is your cheap upgrade choice. If you want a heavy weapon, either take a multi-melta (for points efficiency) or a heavy bolter (for ensuring you have the range to contribute).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Novitiate Squad]]:&#039;&#039;&#039; The Kill team Bullet Bitches. Coming in a squad of 9 Novitates equipped with autoguns and a single Novitate Superior who&#039;s a full fledged Sister with power armor and boltgun, these girls provide a low cost-per-body supplement to your basic Sisters, as they&#039;re essentially veteran guardsmen statlines with a 4+ sv at 75 points. Novitates have CORE, &amp;lt;ORDER&amp;gt;, Shield of Faith, and Sacred Rites just like full fledged sisters, so they benefit from your special rules and buffs as normal. You may take one of them per Battle Sister squad. &lt;br /&gt;
**Every Novitate in this squad is armed with an autopistol, and comes with a autogun that they can exchange for a Novitate Melee Weapon. Up to two can choose to exchange their autoguns for flamers, and one each can exchange their autogun for a Simulacrum Imperialis or a Sacred Banner. Like most units with access to the Simulacrum, you won&#039;t be using Acts of Faith on this unit often in the first place. The Sacred Banner grants this unit +1 to their Advance and Charge rolls, which is interesting if you build them for melee. &lt;br /&gt;
**There&#039;s essentially two ways to run Novitates. The first is the simplest - give them autoguns, stick them on an objective, and forget about them. Being cheaper per model than Battle Sisters while only being slightly easier to kill(4+ sv instead of 3+) makes them decent objective holders. The second method is to kit them for melee. Novitate Melee Weapons grant their users +1 Strength and +1 attack, and Novitates natively have an ability that grants them +1 attack on the charge. If you&#039;re running Bloody Rose, this stacks with the BR subfaction ability, for a total of 4 attacks per model at S4 AP-1 D1, hitting on 4s. This isn&#039;t stellar compared to everything else you have access to, but it is cheap. The one downside to this approach is that since Novitates are locked at 10 models, you can&#039;t put them in a Rhino with a character, but it&#039;s worth considering Strategic Reserves or even footslogging them as a distraction and threat.&lt;br /&gt;
&lt;br /&gt;
====Dedicated Transport====&lt;br /&gt;
*&#039;&#039;&#039;[[Rhino|Sororitas Rhino]]:&#039;&#039;&#039; Good old rhino that can transport 10 {{W40kKeyword|ADEPTUS MINISTORUM}} infantry units, so this goes for your Sisters of Battle as well as any Ecclesiarchy units that you might have taken, which is probably a good thing seeing as the old melee-only Conclave units really need a transport to ferry them across the field and assault from. With the &#039;&#039;Shield of Faith&#039;&#039; to distinguish yourself from every other Rhino in the Imperium. Very nice. Oh, and it can Deny the witch too, so facing off against an opponents psyker isn&#039;t a sweat with the &amp;quot;Aegis of the Emperor&amp;quot; Sacred Rites.  &lt;br /&gt;
*&#039;&#039;&#039;[[Immolator]]:&#039;&#039;&#039; What are the battlefields of the 41st Millennium missing? Stained glass, fire, and birds. Enter the Immolator. With one of the most stunning models in the game, the Immolator is a surprisingly decent transport. It can be taken with a twin heavy bolter or a twin multi melta, or you can give it the Immolation Flamers, which is realy just a fancy name for a twin heavy flamer (with an 18&amp;quot; range and Ministorum-class S6). Its transport capacity of 6 lets it tote a character and a minimum unit, and it also has a Heavy Bolter for plinking the enemy with a couple extra shots. Keep in mind that this thing is a transport with guns and not a battle tank when using it. Think Space Marine Razorback with an extra Hv bolter in the front.&lt;br /&gt;
** Compared to a Razorback with a twin HB an Immolator costs 10 points more and comes with an extra HB and a 6++, actually not a bad buy. Comparing it to a Multi-Melta Razorback is insincere (since the latter is legends). On math a Multi-Melta Immolator will out-shoot a quadlas Predator at 24&amp;quot; while being 20 points cheaper and carrying 6 ladies. Don&#039;t sleep on these.&lt;br /&gt;
&lt;br /&gt;
====Elite====&lt;br /&gt;
=====Characters=====&lt;br /&gt;
*&#039;&#039;&#039;Aestred Thurga and Agathae Dolan:&#039;&#039;&#039; A paired unit, but Aestred carries with her a super-banner called the Auto-Tapestry of the Emperor&#039;s Judgment - once per game, this can be invoked to grant all {{W40kKeyword|Adepta Sororitas Core}} units within 6&amp;quot; the ability to use all rites at once until your next command phase.&lt;br /&gt;
**Agathae, despite being the designated shield, has other uses that you&#039;ll need. Each turn she can give a sororitas character the ability to re-roll one hit, wound, or damage roll until the next command phase. She also lets you use the Open the Reliquaries stratagem once for free, which can be great for smaller games.&lt;br /&gt;
*&#039;&#039;&#039;[[Orders Dialogous|Dialogus]]&#039;&#039;&#039;: +1 LD to {{W40kKeyword|Adepta Sororitas Core}} or {{W40kKeyword|Character}} units within 6&amp;quot;, and she allows you to increase or decrease the value on a Miracle Die used for an Act of Faith by a unit within 6&amp;quot; by one to a maximum of 6 and minimum of 1. The ability to modify Miracle Dice is pretty handy, turning an otherwise-worthless 2 into a 3 that hits, for example, which can be great when you really need that meltagun or inferno pistol to connect. Also helpful is that she won&#039;t eat up a slot if taken alongside a Canoness, which you absolutely should. She also is a Priest model who can intone a Hymn, increasing her value.&lt;br /&gt;
*&#039;&#039;&#039;[[Dogmata]]:&#039;&#039;&#039; A new character made to play as an equivalent to the Chaplain. She comes with a whopper of a mace and has an aura to let her sisters perform objective actions and shoot at the same time, which is situational. What isn&#039;t is her other ability, which lets one {{W40kKeyword|&amp;lt;Order&amp;gt; Core}} unit within 6&amp;quot; during the Command Phase gain ObSec for the turn (or count as having double models if they already have it) - that&#039;ll always have a use.&lt;br /&gt;
**&#039;&#039;&#039;Smash Priest:&#039;&#039;&#039; Bloody Rose, chanting the Psalm of Righteous Smiting and The Passion sacred rite. If you can spare a Warlord trait, Righteous Rage.&lt;br /&gt;
*&#039;&#039;&#039;[[Sister Hospitaler|Hospitaller]]&#039;&#039;&#039; (sic): She&#039;s got a Sister character statline, with the ability to heal wounded models and a small 6+++ aura. Honestly, it&#039;s hard to get much value out of her as most your infantry units are only W1. She might be good if you&#039;re running the Triumph of Saint Katherine or other characters, as they will probably want healing. She can, however, bring three models back with a stratagem- three Celestian Sacresants coming back seems nice.&lt;br /&gt;
**Notably, she does not have {{W40kKeyword|&amp;lt;Order&amp;gt;}} and can&#039;t benefit from Canoness or Imagifier buffs despite busting her ass to help others.&lt;br /&gt;
*&#039;&#039;&#039;[[Imagifier]]&#039;&#039;&#039;: The Imagifier is a banner-bearing character with an average statline. The reason you take her is that, at the beginning of the game, she chooses one of three abilities.&lt;br /&gt;
*#Tale of the Faithful: Re-roll advance and charge for {{W40kKeyword|&amp;lt;Order&amp;gt; Core}} units within 6&amp;quot;, which is the primary reason you&#039;ll tale her.&lt;br /&gt;
*#Tale of the Warrior: +1 Strength for {{W40kKeyword|&amp;lt;Order&amp;gt; Core}} units within 6&amp;quot;.&lt;br /&gt;
*#Tale of the Stoic: Attacks against {{W40kKeyword|&amp;lt;Order&amp;gt; Core}} units within 6&amp;quot; take -1 to wound rolls if the attack is S3 or lower, which means you&#039;re T4 against S3 and S2 and most Poison. Only worth it against lasguns and Dark Eldar splinter weapons (and AdMech radium carbines, although not as much, since the reduction won&#039;t help stop an auto-wound).&lt;br /&gt;
**Overall the Imagifier is a very useful unit, because of how well she can help you make a charge. Originally auto-include to help buff a unit of Repentia, that role is now better performed by the Repentia Superior, since S6 with +1 to wound is better in all case than S7.&lt;br /&gt;
*&#039;&#039;&#039;[[Preacher]]:&#039;&#039;&#039; The missionary&#039;s little brother who also gets prayers, though they only get War Hymn. These guys are much more efficient than the Missionary, especially since you can take more than one. Critical if you want to get the most out of your melee options, these are even more important to Repentia than a Repentia Superior. They also, as a small bonus, inflict a -1 Leadership penalty on nearby {{W40Kkeyword|CHAOS}} units. If you are playing in a Legends legal game, they suddenly become a whole lot better. They gain access to Frag and Krak Grenades as well as all of the {{W40Kkeyword|ASTRA MILITARUM}} Ministorum Priest&#039;s Index wargear, such as Combi-weapons, Plasma Guns, Eviscerators, beefier pistols and the like.&lt;br /&gt;
**&#039;&#039;&#039;[[Blackstone_Fortress#The_Playable_Characters|Pious Vorne]]:&#039;&#039;&#039; Blackstone Fortress model which is effectively the model for the stock preacher loadout with the Zealot&#039;s Vindictor weapon&lt;br /&gt;
*&#039;&#039;&#039;[[Sisters Repentia| Repentia Superior]]:&#039;&#039;&#039;A dedicated support character for Repentia. Adds +1 to wound rolls for all nearby Repentia (not including hereelf), and adds an unkept 1d6 to Advance and Charge rolls for one {{W40kKeyword|&amp;lt;Order&amp;gt; Repentia}} unit within 6&amp;quot; and allows Advance + Charge; both benefits apply to herself and the selected Repentia. Doesn&#039;t take up a slot if you have any Sisters Repentia of the same order. If you&#039;ve got the points to spare and a squad of Repentia in your list, take her.&lt;br /&gt;
&lt;br /&gt;
=====Sororitas=====&lt;br /&gt;
*&#039;&#039;&#039;[[Celestians|Celestian Squad]]:&#039;&#039;&#039; Veteran Sisters with +1 WS, A, and Ld. This isn&#039;t enough to make them viable in melee, nor do they get much in the way of melee options. Compared to Battle Sisters they still get 1 special and 1 heavy or special weapon in a 5-girl squad. They also have the new bodyguard rule so {{W40kKeyword|&amp;lt;Order&amp;gt; Character}} within 3&amp;quot; of them can&#039;t be shot. Finally they get a flat +1 to hit rolls when within 6&amp;quot; of a {{W40kKeyword|&amp;lt;Order&amp;gt; Canoness}}, {{W40kKeyword|&amp;lt;Order&amp;gt; Palatine}}, or {{W40kKeyword|&amp;lt;Order&amp;gt; CANONESS SUPERIOR}}. At only two points more than a basic Sister, they bring better shooting, melee, and the ability to bodyguard, at the cost of Objective Secured and taking a spot in your crowded Elites choices.&lt;br /&gt;
**Remember that Bodyguard doesn&#039;t require LOS - you can hide the Celestians behind something and stick their ward out in the open, and the characters being bodyguarded can&#039;t be shot due to bodyguard and the Celestians can&#039;t be shot due to lack of LOS. &#039;&#039;&#039;Not anymore... GW strikes again and modified all bodyguard rules in the Q2 2022 update. It is basically just &amp;quot;Look Out Sir!&amp;quot; now. (Which is probably for the best).&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Celestian Sacresants:&#039;&#039;&#039; The punchy celestians. While no longer able to carry guns bigger than a pistol, they now come with shields and power weapons. While they lack the bonus to hit while near a character, they do have the ability to intervene like one and then hunker down for a bonus to hit when charged. This essentially makes them into superior Crusaders (hit harder, stay longer) that can benefit from the various auras made for sisters but will always eat up an elite slot. If you&#039;re making a smash canoness, then there&#039;s not much better you can ask for in a bodyguard unit.&lt;br /&gt;
**Celestian Sacresants are specifically excluded from benefiting from Armor Of Contempt, because their 2+ save represents the bonus they get from their shields. In essence, they always have it on regardless of the incoming attacks&#039; AP.&lt;br /&gt;
**Sacresants get two weapon options to pick from. Hallowed Maces are S+2, AP-1, D2, while Anointed Halberds are S+3, AP-3, D1. Despite what the D2 would have you believe, Halberds and Maces actually have the exact same performance against marines, both averaging 1.14 dead marines for four girls attacking. This actually makes Halberds the better option, since they perform much better against everything besides marines.&lt;br /&gt;
*&#039;&#039;&#039;[[Sisters Repentia|Repentia Squad]]:&#039;&#039;&#039; They get two attacks per model with Penitent Eviscerators, which are Sx2(6) AP-3 D2, and -1 to hit, so they hit on 4s rather than 3s. They make up for this by having the Zealot rule, granting them re-rolls to hit in the first round of combat, making them more accurate than a flat WS3+ would be. They have the 6++ from Shield of Faith, and a 5+++ Feel No Pain. As consolation for their fragility, you do get a miracle die when they&#039;re inevitably wiped out.&lt;br /&gt;
**In a nutshell, Repentia have the most potential of these options, but require the most investment. By putting War Hymn on them with a priest and making them Bloody Rose, you can get them to 4 attacks per model. They benefit from having a Repentia Superior on hand for going faster and hitting harder, and can benefit from the two melee-oriented Sacred Rites, making them attractive in a pure ministorum list. Without investing in them, they&#039;re not particularly useful, but if you do invest in them, they can be devastating.&lt;br /&gt;
*&#039;&#039;&#039;[[Paragon Warsuit]]s:&#039;&#039;&#039; The new and ever-memable mechas of the Sisters. Despite being walkers, they&#039;re better seen as TEQs with a 2+/6++ save on T5 as well as reducing all incoming damage by 1. Fortunately, they are considered {{W40kKeyword|Core}} and thus can enjoy all the buff auras, though not a hospitaller&#039;s healing.&lt;br /&gt;
**Ignore the pistol and the grenades - it&#039;s impossible to have a loadout where they matter, against any target, because you can fire all of your other weapons instead in all circumstances, because the unit members are {{W40Kkeyword|vehicle}}s.&lt;br /&gt;
**Being vehicles, they can pick any of their guns (heavy bolter, heavy flamer, or multi-melta, plus 2 storm bolters or 2 assault krak grenades) and fire at will without worrying about it.  The best general loadout you can take is a multimelta, pair of storm bolters, and a war blade, on the entire unit.&lt;br /&gt;
***The heavy flamer is very specifically best at handling very light infantry - against almost everything else, the heavy bolter will out-dakka it, but that&#039;s partially due to your BS.  If you want to keep shooting in melee, meaning you&#039;re down to BS4+, the heavy flamer is better than the heavy bolter against &#039;&#039;everything&#039;&#039;.  The multi-melta outperforms both against a shockingly large number of targets, though.&lt;br /&gt;
***The storm bolters and grenade launcher are surprisingly close in terms of performance, but in combination with your other weapon choices, you&#039;re better off taking storm bolters to avoid your multi-meltas being countered with chaff than taking grenade launchers with something else, and the grenade launchers don&#039;t do significantly more than the storm bolters against the hard targets you want to bring your melta to bear against.&lt;br /&gt;
***Paragon Suits have two options for their melee weapons - the War Blades (A4 WS3+ S6 AP-3 D2) and the War Mace (A3 WS4+ S9 AP-2 D3), where the Superior has +1A. On average and with no buffs, a full unit of War Blades will kill 4-5 MEQs (4.81 dead, 9.63 damage dealt to the unit) or do 4.81 damage to a T7+ Sv3+ target, while a full unit of maces will kill 2-3 MEQs (2.78 dead, 5.56 damage dealt to the unit) or do 6.67 damage to a T7+ Sv3+ target. Since you&#039;ve got better ways to handle tanks than melee with expensive suits, stick to the swords.&lt;br /&gt;
&lt;br /&gt;
=====Ecclesiarchy Battle Conclave=====&lt;br /&gt;
The Sisters book is in an unusual place in that they have &#039;&#039;a ton&#039;&#039; of different units of close combat infantry, all in their Elites slot. As a general rule, these models aren&#039;t likely to stack up to the sisters, who have all their buffs and convictions while you&#039;ll only have hospitallers and priests to help out. Also fun to note is that these units below can all be taken without taking a precious slot if you also grab a Priest as an HQ, allowing for a bit of easing in choices.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Arco-flagellant|Arco-flagellants]]:&#039;&#039;&#039; Two wounds each, with a 5+++ to keep them going, Arco-Flagellants have two attacks each, multiplied to 4 by their flails, at S+1(5) AP-1 D1; they&#039;re WS4+ with Zealot, so on the turn you care about, they hit 3/4 of the time. One of them can take Endurant Implants, which is an auto-include, because raising their attacks by 1 means the bearer hits as hard as 1.5 flagellants, but costs slightly less - and on top of that you go from S4 to S5, which is a significant bump against many targets. &lt;br /&gt;
**A Priest makes a decent and cheap source of buffs for these guys. +1 attack is huge on a unit that can multiply its attacks. The only issue is that since prayers happen in the command phase, you can&#039;t get out of a rhino/strategic reserves and then buff your penitents. Use Fiery Oratory for 1 CP after piling out of a transport for an automatic out-of-phase prayer.&lt;br /&gt;
**The Extremis Trigger Word stratagem is a game-changer, bringing your baseline Flagellants up to 6 attacks base and your Endurant up to 9.&lt;br /&gt;
**Comparing a Priest vs Extremis Trigger Word, the former gives them 32-62 attacks base (3x2=6 for each of the 4-9 Flagellants and 4x2=8 for the Endurant) while the latter is &#039;&#039;&#039;very&#039;&#039;&#039; slightly better because it gives the Flagellants the same attacks (2x3=6) but gives the Endurant one more (3x3=9). However, remember that Extremis Trigger Word kills each model on a d6 roll of 1 after use and costs CP, so Priest support is preferable (especially if you lack an Endurant, but you shouldn&#039;t). Do remember you can use both if you feel the need however and it&#039;ll on average be able to wipe 21-40 GEQs, 6-12 MEQs or 3-5 TEQs with an &amp;lt;s&amp;gt;ungodly&amp;lt;/s&amp;gt; {{BLAM}} {{BLAM|EMPEROR BLESSED}} number of attacks (&#039;&#039;&#039;48-93&#039;&#039;&#039;, to be exact).&lt;br /&gt;
**Arco-Flagellants benefit massively from having an Ordo Malleus Inquisitor around, as it can use the Ordo Malleus power to give them a 5++. Since they have no save at all and rely on their FNP, this keeps them going a lot longer (they essentially get a re-roll to their 5+++). Use Coteaz to also cast Terrify on your victim, keeping them from using Overwatch.&lt;br /&gt;
*&#039;&#039;&#039;[[Crusaders]]:&#039;&#039;&#039; A basic human in carapace armour with a Storm Shield and a Power Sword. 2 attacks base, and a 5+++ against mortal wounds in the psychic phase only. Like your other melee options, they have the Zealot rule. However, they max out at 6 models per unit.&lt;br /&gt;
**These guys have been pretty much entirely superseded by Celstian Sacresants, who do everything Crusaders want to do but better, and are available in plastic.&lt;br /&gt;
**Palanite Subjugators from Necromunda make a good stand-in for Crusaders that isn&#039;t monopose resin, as they have big shields.&lt;br /&gt;
*&#039;&#039;&#039;[[Death Cult Assassin|Death Cult Assassins]]:&#039;&#039;&#039;  The sword to the Crusaders&#039; shield, Death Cult Assassins are a surprisingly deadly option. At 4 attacks each with SU(4) AP-3 D1, they&#039;re a blender, especially since you can buff them to 5 attacks each with a Priest. Their 7&amp;quot; move is a slight bonus, and they have a 5++. Like the Crusaders, they max out at 6 per unit and have Zealot, and unlike Crusaders, they have Always Strikes First.&lt;br /&gt;
**Like Crusaders above them, Death Cult Assassins lose out to newer units. Ironically, Celestian Sacresants perform the DCAs&#039; role better as well when equipped with spears.&lt;br /&gt;
&lt;br /&gt;
=====Other=====&lt;br /&gt;
*&#039;&#039;&#039;[[Ministorum Priest]]&#039;&#039;&#039; (Index)&#039;&#039;&#039;:&#039;&#039;&#039; Your original Priest from the Index and the {{W40Kkeyword|ASTRA MILITARUM}} Codex is technically still perfectly legal, having not been shoved into Legends (yet) and having the {{W40Kkeyword|ADEPTUS MINISTORUM}} Keyword in any case. That said, with no access to Prayers, it&#039;s clear this is just a holdover from the previous edition. &lt;br /&gt;
*&#039;&#039;&#039;[[Gotfret de Montbard]]:&#039;&#039;&#039; A unique Crusader from the Blackstone fortress escalation box. He has Crusader stats including Zealot, Acts of Faith and Shield of Faith, but with 4 Wounds and Attacks, every hit of a 6 scores 2 hits and is a {{W40Kkeyword|CHARACTER}} so he&#039;s safe from enemy fire and can Heroically Intervene. His S4 Power Sword attacks and 4++ are allright. For 35 points, not a terrible choice, very fluffy if you&#039;re building a Feudal World melee regiment, but your Elite slot is crowded as is and cheap as he is, you have access to cheaper units that support your army.&lt;br /&gt;
&lt;br /&gt;
====Fast Attack====&lt;br /&gt;
*&#039;&#039;&#039;[[Dominion Squad]]:&#039;&#039;&#039; Dominions are your special weapon-wielding sisters, with the ability to move 6&amp;quot; (must end more than 9&amp;quot; &#039;&#039;away&#039;&#039; from the enemy) before the game begins along with their ride, if any, letting you move them up, or pull them behind cover if your opponent has the first turn. They have four special weapon slots, plus you can stick a combi-weapon on the Superior. Your options are overcosted S5 flamers, reasonably costed meltaguns, and artificer storm bolters, which are D2 storm bolters.  However, meltaguns are a terrible choice, simply because a Retributor squad with 4 multimeltas will do the same thing but better.  Instead, lean into the storm bolters and use the Blessed Bolts strat to get them to do real work - take a rhino and put in a 5 girl squad with 4 storm bolters and that full melta Retributor Squad just mentioned so when the Dominions move the Rhino the Retributors are dragged along, and happy hunting.  You can give the two Superiors combi-plasmas.&lt;br /&gt;
*&#039;&#039;&#039;[[Seraphim Squad]]:&#039;&#039;&#039; Battle Sisters with jetpacks. Each girl dual-wields pistols - two can have a flame or inferno pistols, and the rest have bolts. They&#039;re cheap, and they hit on 3s in melee, but don&#039;t let that make you think it&#039;s a good idea to get them in melee; they&#039;re a shooty unit. Take your pick between flamers for infantry hunting and... look, all your other choices are worse, so take 2 girls with double hand flamer, 1 superior with plasma and bolt, and 2 double bolt, if you&#039;re going to take them, and use the Deadly Descent. If they survive their first enemy shooting phase, use them as harassment units and objective stealers.&lt;br /&gt;
*&#039;&#039;&#039;[[Zephyrim Squad]]&#039;&#039;&#039;: Close-combat Seraphim with 3 attacks base (4 for the Superior). Deep Strike per normal and the option to get a pennant that allows re-roll charges for {{W40Kkeyword|ORDER Core}} Sisters within 6&amp;quot; of the model. With Power Swords for S+1 AP-3 D1, the Zephyrim are surprisingly ferocious against anything softer than Toughness 6, but bear in mind even with the re-roll they&#039;re cripplingly bad due to needing to make the charge in order to be allowed to attack - and they cost &#039;&#039;more&#039;&#039; than Seraphim do, base.  Even Bloody Rose Zephyrim with The Passion up (so effectively A4(5 on the Superior) WS2+ S4 AP-4 D1) will struggle to do real work because their odds of making the charge are less than 50% and they lack tools for murdering enemy heavies.  With Hand of the Emperor on top of a pennant you can get your charge odds up to 65.97% - but you&#039;ll still be better off with Repentias, and now their superior accuracy will be even more noticeable.&lt;br /&gt;
**These girls get a lot better with support you can&#039;t readily give them - for example, an Imagifier would be great if you could give one a jump pack, and a Dialogus would be even better, to use Miracle Dice to help make a charge even more likely and put War Hymn on them - except the Dialogus can&#039;t have a jump pack either, &#039;&#039;and&#039;&#039; of course you can&#039;t deep strike and then pray.  It&#039;s just made of headaches trying to make these girls earn their keep, and you&#039;ll have a much easier time with Repentia for the same goal.&lt;br /&gt;
&lt;br /&gt;
====Heavy Support====&lt;br /&gt;
*&#039;&#039;&#039;[[Castigator Tank]]&#039;&#039;&#039;: Rather than just grant Sisters their own [[Predator Tank|Predator]], GW decided to announce a new sort of battle tank that seems functionally identical to the Predator. This cool looking piece of kit has a dubious honor of being a brand new kit in a fresh army that doesn&#039;t come out pushed to hell, it is decidedly mediocre over all, like most tanks. &lt;br /&gt;
**For weapons, you have three heavy bolters, and your choice of autocannons or a battle cannon. &lt;br /&gt;
***The Autocannon is 48&amp;quot; Heavy 4d3 S7 AP-1 D2.&lt;br /&gt;
***The Battle Cannon has two profiles, one of which is almost never useful:&lt;br /&gt;
****Pyre Shells are usually worse at 72&amp;quot; Heavy 3d3 S6 AP-1 D1, Blast, Ignores Cover.  This is the best profile against GEQ.&lt;br /&gt;
****Sanctified Shells are usually better at 72&amp;quot; Heavy 1d6 S9 AP-3 D3, Blast.&lt;br /&gt;
**The Autocannon is better at murdering both GEQ and MEQ (well, if the target unit is 10 members or less), but the Battle Cannon is better at killing everything else.&lt;br /&gt;
*&#039;&#039;&#039;[[Exorcist]]&#039;&#039;&#039;: O, Fortuna! Quite possibly the single most iconic Sisters unit, the Exorcist is a powerful medium tank. It&#039;s armed with a heavy bolter on the nose and one of two primary weapons: The Exorcist Conflagration Rockets or the Exorcist Missile Launcher. The Conflagration rockets are Heavy 3d6 S5 AP-1 D1, Blast, Ignores Cover. This is fine and all, but Sisters aren&#039;t exactly short of anti-horde options. The second option is the Exorcist Missile Launcher, and it&#039;s what you&#039;re really here for. Heavy 3d3 means this bad girl averages 6 shots, at S8 AP-2 D1d6. Armed with this, your Exorcist can reliably engage and kill enemy heavy tanks.&lt;br /&gt;
**The Conflagration Rockets are overcosted and hence are only useful against GEQ.&lt;br /&gt;
**The Missile Launcher is the superior weapon choice &amp;lt;s&amp;gt;.but still can&#039;t keep up with a Castigator&amp;lt;/s&amp;gt;. Drivel. The Exorcist will put about 7 wounds on average to a usual &amp;quot;tank&amp;quot; profile (T7/3+) with a decent chance (~30%) to spike up to 10 wounds and an instant-boom. The Castigator only deals about 4-6 wounds with roughly a 3% chance to spike up and kill something outright.&lt;br /&gt;
**Always roll your damage dice one at a time when attacking hard targets with the Exorcist. If the victim isn&#039;t in a state you like by the last die that&#039;s a perfect time for a Miracle.&lt;br /&gt;
**The Exorcist&#039;s got two special stratagems. Furious Recital is a relatively unimportant leadership debuff. Still, Devastating Refrain lets you spend 2CP to fire your missiles at targets that aren&#039;t in the tank&#039;s line of sight. Very valuable if your opponent tries to counter-deploy their armour to avoid your exorcists&#039; batteries.&lt;br /&gt;
*&#039;&#039;&#039;Engines of Redemption:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;[[Mortifier]]s&#039;&#039;&#039;: An alternate build for Penitent Engines, Mortifiers have a similar profile and weapon options to the Penitent Engine, but one per unit can have a 3+ save instead of 4+, and they hit on 3+ instead of 4s.  The biggest difference, though, is that you can give these girls Heavy Bolters instead of Heavy Flamers. That said, Heavy Bolters do only slightly more damage to multi-wound targets compared to Heavy Flamers (each Mortifier with a pair of Heavy Bolters should land 4 D2 hits, for D8 total, while a pair of Heavy Flamers lands 7 D1 hits, for D7 total - the HB Mortifiers deal 8/7 the dakka, but only to W2+ targets) and perform strictly worse against one-wound targets (provided you&#039;re in range), so be sure to use that 36&amp;quot; range and +5 PPM. Also, unlike penitent engines, mortifiers can&#039;t advance and charge - instead, if they die in melee before they get a chance to fight, on a 4+ they can fight right after the unit that killed them finishes fighting).  However, because they&#039;re more accurate in melee once they get there, they&#039;ll outfight a Penitent Engine once they arrive, and they can credibly shoot things on the approach with Heavy Bolters, which is not to be discounted.  Usually better than Penitent Engines.&lt;br /&gt;
**&#039;&#039;&#039;[[Penitent Engine]]s&#039;&#039;&#039;: Think of it like an Arco-Flagellant on bath salts. Well, more bath salts than usual. With an 8&amp;quot; move and the ability to advance and charge (but not advance and shoot, including Argent Shroud since Engines lack an &amp;lt;Order&amp;gt; keyword), penitents have a decent threat range. Each one is armed with a pair of ministorum heavy flamers, and chooses between Penitent Flails, Penitent Saws, or one of each. Flails are a horde clearing option, double attacks at S5 AP-1 D1, while saws are your tank/marine killer with a normal amount of attacks at S8 AP-4 D2. Penitents have 4 attacks base, but 5 if you give a model two saws or flails, and they hit on 4s with full rerolls thanks to Zealot. With T5 and 5W, they have some bulk, but with only a 4+ sv and 5+++ FNP, that bulk will get worn away quickly. On the other hand, they&#039;re cheap, at 55 points each. Coming in units of 1-4, these guys are a fun threat.&lt;br /&gt;
***Broadly speaking, Mortifiers are the better option most of the time, owing to their added dakka and better accuracy, but the ability to advance and charge should not be discounted for a melee threat. &lt;br /&gt;
*&#039;&#039;&#039;[[Retributor Squad]]&#039;&#039;&#039;: The distaff counterpart to Space Marine Devastators. It&#039;s a Battle Sister squad with four heavy weapon slots, and they have the ability to ignore cover with their heavy weapons. By using Strategic Reserves, a 5 girl squad can flank in from the side for 1CP, then fire four heavy flamers at their victim plus two more with an Armorium Cherub, letting you wipe the screen off a critical unit.&lt;br /&gt;
**Heavy Flamers are S6 for Sisters, ideal for murdering GEQ especially with stratagem support. Heavy Bolters are good for camping objectives and going after lightly-armored units. Obviously Multimeltas reign supreme when it comes to hard target removal.&lt;br /&gt;
**For Heavy Flamers consider paying 10pts to give the superior a combi-melta. You&#039;ll be in range anyway and +1 to wound on a bunch of auto-hitting S6 shots is nothing to scoff at.&lt;br /&gt;
**Always take two Armorium Cherubs. They add a significant opening punch to your girls the first time they fire, especially powerful with the high-value shots of multi-meltas.&lt;br /&gt;
&lt;br /&gt;
====Fortification====&lt;br /&gt;
*&#039;&#039;&#039;[[Battle Sanctum]]:&#039;&#039;&#039; 80 point terrain piece that your opponent can&#039;t do anything to stop. It has a 6&amp;quot; aura of -1 leadership for Chaos and +1 leadership for Ministorum, but the real reason to consider bringing it is that Cult Imperialis Priest and Adepta Sororitas Infantry units within the sanctum can perform an action - they start at the end of your movement phase and complete it at the end of the turn, granting you one miracle die. Not a terrible thing to do with a Battle Sister squad, but at that point you&#039;re investing at least 135 points into getting one additional miracle die per turn.&lt;br /&gt;
**In all other respects, the Battle Sanctum is a Ruin, which means you can bring your own LOS blocking terrain. Is it worth it? Maybe.&lt;br /&gt;
**The Battle Sanctum, if you build it as pictured on the box, is absolutely huge, so much so that it can be hard to fit it on the board, since fortifications have to be 3&amp;quot; away from other scenery, but on the other hand, its rules don&#039;t give it a fixed composition, and several different arrangements are pictured in the codex, so build it how you like. You can even build the parts in the box to be two semicircles that can be either a single circular temple or a two-level wall.&lt;br /&gt;
&lt;br /&gt;
==Orders==&lt;br /&gt;
===[[Order of the Valorous Heart]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[File:OrderOfTheValorousHeartEmblem.jpg|100px|left]]&lt;br /&gt;
In the grim darkness of the far future, the path of pain tempers the strongest Faith.&lt;br /&gt;
&lt;br /&gt;
These sisters are always in a state of imposed penance, as they feel responsible of the [[Age of Apostasy]] and believe it is their solemn duty to repay the Imperium for all the trouble they caused it. They stand, alone, unbending and unbreakable against their foe, bearing the brunt of fire and powering through it, till the battle is won.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, they are great at defending and holding positions, as with the right buffs and positioning, you&#039;ll be sitting with a 2+ armour save, ignoring all AP-1 weapons and reducing AP-2 to AP-1. Combined with the 5+ FNP against Mortal Wounds (about the one thing that will make them fall like rain), these girls can dig into an objective like an Alabama tick, infuriating even the most stoic of [[Imperial Fists]] player with how immovable they are.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Order Conviction - Stoic Endurance&#039;&#039;&#039;: 5+++ against mortals for models with this {{WH40Kkeyword|&amp;lt;ORDER&amp;gt;}}. In addition, attacks against them cannot re-roll to wound. &lt;br /&gt;
**This is maybe the best overall {{WH40Kkeyword|&amp;lt;ORDER&amp;gt;}} for your sisters if you are running many infantry units. It helps mitigate one of Sisters&#039; biggest weakness, which is staying power as an army. And is what Shield of Faith should have been all along, not a 6++ on power armoured models. With Armour of Contempt offering the old AP reduction to all models, you simply become even tankier.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Impervious to Pain&#039;&#039;&#039;: 5+++ FNP to normal wounds, also regain 1 lost wound on performance of an Act of Faith. &lt;br /&gt;
*&#039;&#039;&#039;Relics - Casket of Penance&#039;&#039;&#039;: -1 Toughness to enemy units within 3&amp;quot; of a model with this relic, which also deals -1 Strength if the unit has the {{WH40Kkeyword|Chaos}} keyword. This is actually kind of handy on a Canoness who wants to be in the thick of it anyway, and since it&#039;s a Toughness debuff instead of a to-wound buff, it&#039;ll even help your Ecclesiarchy Battle Conclave units or allies.&lt;br /&gt;
*&#039;&#039;&#039;Stratagems - Blind Faith  (1 CP):&#039;&#039;&#039; Use at the start of your Shooting or Fighting Phase. A single {{WH40Kkeyword|Order of the Valorous Heart}} unit may ignore to-hit modifiers. Nice for swatting those thrice-damned xenos flyers or stealth-spammers.&lt;br /&gt;
*&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
** Find an objective. Plop your sisters on it, and refuse to move. Bonus if it&#039;s in cover. Out-stay Imperial Fists. Remember to bring bonuses to your Invulnerable save. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Order of Our Martyred Lady]]===&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;
[[File:OrderOfOurMartyredLadyEmblem.jpg|80px|left]]&lt;br /&gt;
In the grim darkness of the far future, Faith is proven with Sacrifice.&lt;br /&gt;
&lt;br /&gt;
This order seeks to emulate the sacrifice of their founding [[Saint Katherine]] by any means possible.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, they like to die, as you gain power as you take casualties. Intelligent enemies who tend to be selective with what they kill will regret it if they don&#039;t finish the job. Even if they do wipe out that unit, they will still have to deal with the fact that they just gave you a new Miracle Die.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Order Conviction - The Blood of Martyrs&#039;&#039;&#039;: At the end of any phase other than the Morale Phase where a unit with this Conviction was destroyed, earn a Miracle Die (this is in addition to Miracle Dice earned from the death of a Character that could use AoF). Additionally, add 1 to hit for any unit which has lost at least one model.&lt;br /&gt;
**An interesting, if risky, ability which might lend itself to a handful of [[Sisters_Repentia|expendable MSUs]] backed up by larger units which can have lost models revived by a Hospitaller (though they lose the bonus if brought back to full strength.) This seems like a bit of a double-edged sword, as intelligent opponents will work to wipe entire squads much like Necron Reanimation Protocols... but on the other hand, if they do that they&#039;ll still give you those Miracle Dice. &lt;br /&gt;
**Synergizes well with combiplasmas on your Sisters Superior - if they die to their own plasma, the rest of the unit will immediately gain the +1 to hit.&lt;br /&gt;
**Absolutely no synergy with flame weapons, since they can&#039;t benefit from +1 to hit.&lt;br /&gt;
***The Spirit of the Martyr Sacred Rite seems like it would be a good fit here since it&#039;ll give you even more opportunities to get something useful out of a destroyed unit. &lt;br /&gt;
*&#039;&#039;&#039;Warlord Traits:&#039;&#039;&#039; &lt;br /&gt;
*#&#039;&#039;&#039;Shield Bearer:&#039;&#039;&#039; +1 to wound Characteristic &amp;amp; +1 Armor Save (Max 2+).&lt;br /&gt;
*#*Pass, use cover to get a 2+ armor save -OR- better yet, don&#039;t let your Character get shot at in the first place. Take Indomitable Belief over this.&lt;br /&gt;
*#&#039;&#039;&#039;Saintly Example:&#039;&#039;&#039; Your warlord gains another generic WT on top of this. If they ever die, another {{W40kKeyword|Order of Our Martyred Lady Character}} immediately gets to generate a WT and will count as the Warlord for all intents and purposes. Any objectives that require killing the Warlord will only be fulfilled by killing every character in your army.&lt;br /&gt;
*#*Am I...[[Alpharius]]? Fortunately, you have the option of bringing plenty of characters considering how much of your Elites roster they compose.&lt;br /&gt;
*#&#039;&#039;&#039;Saint Katherine&#039;s Legacy:&#039;&#039;&#039; The Spirit of the Martyr rite is active for the warlord only. On top of this, they get a 6&amp;quot; aura that procs the mortal wound from Spirit of the Martyr on a 5+ instead of a 6+ for any friendly Sisters.&lt;br /&gt;
*#&#039;&#039;&#039;Martyr&#039;s Strength:&#039;&#039;&#039; For each wound lost, the warlord adds +1 to their Strength and Attacks to a maximum of +2. &lt;br /&gt;
*&#039;&#039;&#039;Relics:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Blade of Sacrifice:&#039;&#039;&#039; Replaces a power sword. Has S+1 AP-3 D1, but every time the bearer fights, they can sacrifice a wound or two in order to deal that many MWs to an enemy on a successful wound roll. Maybe it&#039;ll see more use with the Martyr&#039;s Strength WT, but by itself it&#039;s likely not considering how squishy your characters are. Can be used toghter with the Martyr&#039;s strenght warlord traits to create a mortal wounds machine, theoretically dealing up to 32 mortal wounds with all possible buffs, enough to kill any imperial knight.&lt;br /&gt;
**&#039;&#039;&#039;Candela Scroll:&#039;&#039;&#039; Imagifier only. Once per game on your command phase, the Imagifier can activate this relic, granting a 6&amp;quot; aura that grants an additional attack for any {{W40kKeyword|Order of Our Martyred Lady Core}} of {{W40kKeyword|Character}} units within it.&lt;br /&gt;
**&#039;&#039;&#039;Helm of the Fiery Heart:&#039;&#039;&#039; Once per battle before rolling a save, this helm can activate, providing a 2++ invuln for the phase. It&#039;s at best a neat little trick to foil some surprise IMPERIAL FISTING or murder-crit, but little else.&lt;br /&gt;
**&#039;&#039;&#039;Martyr&#039;s Vengeance:&#039;&#039;&#039; Replaces an Inferno Pistol. 12&amp;quot; S9 D1d6+3 Inferno Pistol that has no range restrictions for damage. Not exceedingly useful given how many other good relics Sisters get... but you do wound T8&#039;s on 3&#039;s (reliably wounding Titans is a thing).&lt;br /&gt;
**&#039;&#039;&#039;Sceptre of Vengeance:&#039;&#039;&#039; Dogmata only. This replaces their weapon with a power fist-tier Sx2 AP-2 D2 murder weapon that adds +1 to wound against Tyranids, meaning you&#039;ll be denting Fexes and Tyrants on a 4+. For those instances, a Psalm of Righteous Smiting will definitely be what you need to get an edge over them.&lt;br /&gt;
*&#039;&#039;&#039;Stratagems:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Death Before Disgrace (1 CP):&#039;&#039;&#039; Pick one {{W40kKeyword|Order of Our Martyred Lady Infantry}} or {{W40kKeyword|Warsuit}} unit during the movement phase. Until your next movement phase, this unit can&#039;t fall back for any reason and gains ObSec (with units already having ObSec counting as an additional model).&lt;br /&gt;
**&#039;&#039;&#039;Exemplar of the Order (1 CP):&#039;&#039;&#039; Generic extra WT stratagem, using one of the three from the new Charadon book.&lt;br /&gt;
**&#039;&#039;&#039;Honor the Martyrs (1CP):&#039;&#039;&#039; Use when a {{W40kKeyword|Order of Our Martyred Lady Character}} is slain. For the rest of the battle, Order units re-roll 1s to hit against the unit that killed the character.&lt;br /&gt;
***Turns a B-list character into a torpedo that you charge towards your opponent&#039;s &#039;&#039;&#039;Biggest Baddest Deadkilly-est &amp;quot;THING&amp;quot; &#039;&#039;&#039; that they have (i.e. a Titan, Magnus the Red, Chapter Master Smashfucker, etc). Doesn&#039;t even matter if they die in the incoming overwatch fire.  &lt;br /&gt;
****Combos with &amp;quot;Martyred&amp;quot; or &amp;quot;Divine Intervention&amp;quot; Stratagems. KNOW which you are going to play BEFORE you commit. &lt;br /&gt;
****Note: You are NOT getting your sacrificial character back with a Hospitaller&#039;s rez and using &amp;quot;Divine Intervention&amp;quot; prevents miracle dice/CP gains for having lost that character that turn...&lt;br /&gt;
**&#039;&#039;&#039;A Martyr&#039;s Duty (1 CP):&#039;&#039;&#039; Use in any phase where a {{W40kKeyword|Order of Our Martyred Lady Core}} is under attack. Whenever a model dies, they can take one last shot/swing on a 4+, triggering before the Spirit of the Martyr rite if you have that active.&lt;br /&gt;
**&#039;&#039;&#039;Martyr&#039;s Pyre (1 CP):&#039;&#039;&#039; Pick a {{W40kKeyword|Order of Our Martyred Lady Infantry}} unit during the shooting phase that&#039;s engaged with an enemy unit or two. For this phase, all flame weapons count as pistols (Yes, that includes heavy flamers!). Any model with a flamer that shoots this turn can roll a d6, with a 1 allowing them to shoot again, but at the cost of their life.&lt;br /&gt;
**&#039;&#039;&#039;Pious Machine Spirit (1 CP):&#039;&#039;&#039; Pick a {{W40kKeyword|Order of Our Martyred Lady Vehicle}} with 10+ maximum wounds during the command phase. Until your next command phase, this tank counts as having their max wounds.&lt;br /&gt;
**&#039;&#039;&#039;Rejoice the Fallen (2 CP):&#039;&#039;&#039; At the end of the opponent&#039;s shooting phase, you can have a {{W40kKeyword|Order of Our Martyred Lady}} unit that has fallen below half-strength during this phase open fire immediately. Get you some payback, but hope you&#039;re not forced to fire at something you&#039;re ill-equipped to handle.&lt;br /&gt;
**&#039;&#039;&#039;Vengeance for Armageddon (1 CP):&#039;&#039;&#039; When a {{W40kKeyword|Order of Our Martyred Lady}} fights, they re-roll to hit an ork unit.&lt;br /&gt;
**&#039;&#039;&#039;Zealous Death Wish (1 CP):&#039;&#039;&#039; When a {{W40kKeyword|Order of Our Martyred Lady}} unit fights, they gain +1 to hit if the enemy outnumbers them by 5 or more models (Vehicles count as 5 models for the sake of this)&lt;br /&gt;
*&#039;&#039;&#039;Special Characters&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;[[Canoness Superior Junith Eruita]]:&#039;&#039;&#039; A unique character that rides atop &#039;The pulpit of Saint Holline&#039;s Basilica&#039;. 10&amp;quot; Fly WS2+ BS2+ S3 T4 W7 A4 Ld9 Sv3+/4++. Armed with TWO Heavy Flamers and a S+3 AP-2 D2 melee weapon,  The Mace of Castigation. Sadly lost her reroll 1s to wound aura, now acting like a chapter master (one &amp;lt;ORDER&amp;gt; Core or Character unit within 6&amp;quot; gets full hit rerolls while other &amp;lt;ORDER&amp;gt; Core units get reroll 1s to hit). Also lost the +1 to Shield of Faith saves for providing a 6&amp;quot; bubble of Light Cover to OML Infantry. If chosen as your warlord she has the &amp;quot;Inspiring Orator&amp;quot; warlord trait, making her Ld10 and &amp;lt;order&amp;gt; units can use her leadership instead if within 6&amp;quot;. She counts as a vehicle that when destroyed explodes on a 6 dealing 1 mortal wound to each unit within 3&amp;quot;... and earns you two Miracle Dice.&lt;br /&gt;
***It&#039;s highly suggested that you use Seraphim and/or Zephyrim units to escort her around the tabletop. She may not buff their invuls anymore, she can keep up with the jump pack girls, give them a 2+ armor out in the open, and give them reroll 1s to hit (or a single unit re-roll all hits, helping Zephyrim punch up with their S4 swords).   &lt;br /&gt;
***Being able to share Ld10 when chosen as your warlord means morale tests are a lot less of an issue; therefore it&#039;s now possible to run larger units to be able to use this order&#039;s convictions.&lt;br /&gt;
*&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
**It&#039;s surprisingly effective to run Repentia units with this order, each time your opponent kills a unit of them you earn TWO Miracle Dice.&lt;br /&gt;
***Consider taking a sacrificial vanguard detachment Martyr Repentias to fill up Miracle Dice pools.   &lt;br /&gt;
**Plasma is cheaper than melta, Is better suited against elite troops/bikes AND has the much needed RANGE that sisters generally lack. Granting an army wide re-roll 1s to hit is just the thing for plasma weaponry effectiveness(honestly everything likes re-rolling 1s). So If you wanted to run a Sisters list with plasma in it here you go. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Order of the Ebon Chalice]]===&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;
[[File:OrderOfTheEbonChaliceEmblem.jpg|100px|left]]&lt;br /&gt;
In the grim darkness of the far future, there is no place for doubts.&lt;br /&gt;
&lt;br /&gt;
This Order is the oldest and most traditional of all the Sisterhood Orders and are also the most blunt and direct. They land, kill the enemy and leave and have no time for pomp and ceremony, and are also the Order that closest resembles the original Daughter of the Emperor in terms of organisation and tactics.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, they have the level of faith you imagine Adeptus Ministorum would have: anti-Psyker tools, guaranteed 6s, and Maximum Firepower.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Order Conviction - Daughters of the Emperor:&#039;&#039;&#039; You pick 2 Sacred Rites, instead of picking 1 or rolling for 2; only units with this Conviction get the second one. You also get the standard Perfervid Belief conviction Orders Minoris can take:  Each time a model or unit with this conviction performs an Act of Faith, you can first discard 1 Miracle die. If you do so, 1 Miracle die you use in that Act of Faith is considered to be a 6 (irrespective of its actual value).&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Terrible Knowledge: &#039;&#039;&#039; As long as your Warlord is on the battlefield the Miracle Die you gain at the start of the first battle round is a 6. Also, while the warlord is on the battlefield your command points have 5+++ (meaning you get to roll a die and refund a point on 5+ each time you spend one)&lt;br /&gt;
**If you&#039;re playing Ebon Chalice, spend the CP for Heroine in Training.  Worst case, you get the Miracle Die thing and it&#039;s likely you&#039;ll make at least 1 CP back from using stratagems over the course of the game.&lt;br /&gt;
*&#039;&#039;&#039;Relic - Annunciation of the Creed:&#039;&#039;&#039; Replaces a Condemnor Boltgun. Bolter half is the same, but the stake is 24&amp;quot; Assault 1 S4 AP-2 D2. It can target characters like a sniper (honestly, &#039;&#039;all&#039;&#039; Condemnor Boltguns should be able to do this GW...) and against Psykers does 3 mortal wounds on top of the base damage.&lt;br /&gt;
**Psykers are annoying and usually weak-bodied; being able to start shooting them by turn 2 is great.&lt;br /&gt;
**&amp;quot;Suffer Not the Witch&amp;quot; (1CP) lets you threaten the unusual STRONG BODIED Psykers like the Thousand Sons. &lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Cleansing Flames (2 CP):&#039;&#039;&#039; Use when Shooting. One {{WH40Kkeyword|ORDER of the Ebon Chalice}} unit adds +4&amp;quot; to the range of their flamer weapons and a wound roll of 4+ deals a mortal wound - though you&#039;re capped to only three MWs per turn.&lt;br /&gt;
*&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
**Do you like Flamers? Do you like applying meltas directly to the forehead of your enemies? GOOD, cus you&#039;re in the right place for both of those things!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Order of the Argent Shroud]]===&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;
[[File:OrderOfTheArgentShroudEmblem.jpg|100px|left]]&lt;br /&gt;
In the grim darkness of the far future, Actions speak louder than Words.&lt;br /&gt;
&lt;br /&gt;
These girls are [[This Guy|absolute she-bros]] and belive that the truest way to worship the Emperor is with the wars of faith they wage, not the hymns they speak. They have taken it as their duty to protect the people of the Emperor and his empire, and will fight to the bitter and bloody end to shield and aid the wider Imperium .&lt;br /&gt;
&lt;br /&gt;
On the tabletop, they are the most mobile shooting order. Their infantry and tanks will have the easiest time getting into Rapid fire and Melta range without sacrificing a turn of shooting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Order Conviction - Deeds, Not Words&#039;&#039;&#039;: When a model with this Conviction makes a normal move or advances, it can fire its weapons as if it hadn&#039;t moved at all. In addition, you get the Guided by the Emperor&#039;s Will conviction: each time a unit with this conviction is selected to shoot or fight, you may re-roll one hit roll or one wound roll.&lt;br /&gt;
**More maneuverability never hurt anyone. Combine with new Retributors and their ability to move and ignore the penalty to fire Heavy for incredibly mobile heavy weapons.&lt;br /&gt;
**Eldar wish they had this, imagine running Dominion Squads with Stormbolters or Retributor Squads with Multi-Meltas and suffer no penalties.&lt;br /&gt;
**The free re-roll is spectacular. Obviously benefits MSU lists as more units means more re-rolls. &lt;br /&gt;
**You know how your characters are no longer affected by re-roll auras? Well now they don&#039;t need them. &lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait- Selfless Heroism&#039;&#039;&#039;: Gain a 6&amp;quot; Heroic Intervention range, moving 6&amp;quot; during it, and fights first. Generally pants because of it&#039;s severely limited use. Toss it to a Palatine.&lt;br /&gt;
*&#039;&#039;&#039;Relics - Quicksilver Veil:&#039;&#039;&#039; -1 to hit the bearer and +3&amp;quot; movement range. That speed boost is very worth it for the buffs, and the stealth buff is just icing.&lt;br /&gt;
*&#039;&#039;&#039;Stratagems - Faith is Our Shield (1CP)&#039;&#039;&#039;: Give a unit a 4+++ FNP against Mortal Wounds for a Phase. For one CP that&#039;s pretty damn sweet and makes for a good defense if your Deny The Witch rolls aren&#039;t going so hot&lt;br /&gt;
*&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
**Argent Shroud tactics can be described in three words: &#039;&#039;&#039;Run and Gun&#039;&#039;&#039;. Sisters are chronically limited in their threat range, so anything to improve that will greatly benefit them. Obviously advancing is not very consistent but that&#039;s what miracle dice are for! Stand out units are obviously Dominions and Retributors since they already are kitted for bear with heavy and special weapons that need to be up close and personal, and both of them have special rules that interact well with your conviction. Retributors can fire their heavy weapons with no penalty after moving, and can stack additional range onto their heavy flamers or multi meltas. The free reroll also makes your sisters much more accurate, especially on small melta squads.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Order of the Bloody Rose]]===&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;
[[File:OrderOfTheBloodyRoseEmblem.jpg|90px|left]]&lt;br /&gt;
In the grim darkness of the far future, True devotion is proved with blood.&lt;br /&gt;
&lt;br /&gt;
The Order of the Bloody Rose embody all the bristling hate and anger that Sisters are known for. They slaughter, kill and purge any thing heretical with a level of seething hatred they make the [[Black Templars]] look calm.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, They are the most cc focused order. [[Khorne|Aggression]] is rewarded with more attacks and getting AP on their fists. Stack more CC buffs then teach them the [[Khorne|fury of the Emperor]]. The expanded rules from Warzone Nachmund have also given them a bit of a martyr theming, letting sacrifices offer a bit more.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Order Convictions - Quick to Anger:&#039;&#039;&#039; Units with this {{WH40Kkeyword|&amp;lt;ORDER&amp;gt;}} gain +1 attack when they charge/are charged/perform a heroic intervention.  You also get the Orders Minoris conviction Holy Wrath: Melee weapons get additional -1AP when the unit charges/is charged/does a heroic intervention.&lt;br /&gt;
**This trait obviously makes your melee units even better , as Repentia, Celestian Sacrosants, and Zephyrim all get extra attacks to kick the shit out of what they ran into (Penitent Engines and Mortifiers do not have the &amp;lt;ORDER&amp;gt; keyword). The less scary part of the trait is the additional AP-1 on all melee weapons (including your SU AP0 D1 &amp;quot;bare hands&amp;quot;). And as if that wasn&#039;t enough, this trait affects your relics (the Blessed Blade of ass-kicking is now AP-4). [[Rip and Tear]],&lt;br /&gt;
**This trait also makes your non melee units passable-good (if not exceptional) in combat, with -1 AP and +1 A, and with the stratagem &#039;Tear Them Down&amp;quot; in the back pocket... you might not be able to push off elite melee troops, but you can cut down some low to mid level chaff.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Traits:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Blazing Ire:&#039;&#039;&#039; +1 Attack and can Advance and Charge. Not bad, but generally Righteous Rage is more interesting for a beatstick, since it helps to compensate for low Strength.&lt;br /&gt;
**&#039;&#039;&#039;Fiery Example:&#039;&#039;&#039; The warlord gains +1 to wound enemy characters, which is always welcome. They gain two miracle dice whenever they kill an enemy character.&lt;br /&gt;
**&#039;&#039;&#039;Incandescent Reprisal:&#039;&#039;&#039; 5+++ and if once per phase can shoot/fight back once per phase when shot at or was fought and lost any wounds.&lt;br /&gt;
**&#039;&#039;&#039;Red-Handed Castigator:&#039;&#039;&#039; {{W40kKeyword|Warlord}} can reroll all hits if she made a charge move, was charged or made a Heroic Intervention and if she destroyed any enemy unit then the Miracle Dice for Vengeance at the end of the phase will be an automatic 6.&lt;br /&gt;
*&#039;&#039;&#039;Relics:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Armour of True Sacrifice:&#039;&#039;&#039; Improves the bearer&#039;s save to a 2+ and gives them a miracle die during a turn where they lose at least one wound.&lt;br /&gt;
**&#039;&#039;&#039;Beneficence:&#039;&#039;&#039; Replaces a chainsword. S+2 AP-2 D1, A+3 instead of just A+1, with &#039;&#039;another&#039;&#039; +1d3 (total A+3+d3) when you fight a unit with more than 6 models within 3&amp;quot;. One-wound models suffer critical existence failure when she charges, while marines are going to be fighting for their lives.&lt;br /&gt;
**Remember, a default canoness will tear through most things that don&#039;t have invuln saves or ways of ignoring wounds. She&#039;s amazing when she gets the charge off and terrifyingly brutal when you have some extra buffs on her. However, just because she can murder marines in her sleep, it doesn&#039;t mean you should go off and charge marines willy-nilly. She&#039;s a blender, not a semi.&lt;br /&gt;
**&#039;&#039;&#039;Mina&#039;s Wrath:&#039;&#039;&#039; Replaces a Power Sword, S+2 AP-3 D2 and deals 2MW instead of other damage on a nat 6 to wound.&lt;br /&gt;
**&#039;&#039;&#039;Icon of the Crimson Martyr:&#039;&#039;&#039; Gives {{W40kKeyword|Order of the Bloody Rose Imagifier}} +1W and extra ability, that gives additional Miracle Dice if any {{W40kKeyword|Order of the Bloody Rose Core}} units were destroyed within 6&amp;quot; of it. Not an Aura ability, so good luck turning this of.&lt;br /&gt;
*&#039;&#039;&#039;Stratagems:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Scourge of the Penitent (1/2 CP):&#039;&#039;&#039; In your Command Phase {{W40kKeyword|Order of the Bloody Rose Repentia Superior}} can pick a unit of {{W40kKeyword|Sisters Repentia}} and give them +1 to Charge rolls &#039;till the end of the turn. 2CP if unit has 6+ models.&lt;br /&gt;
**&#039;&#039;&#039;Clear the Flanks (1 CP):&#039;&#039;&#039; Pick an enemy unit within 6&amp;quot; of battlefield edge in your Shooting phase. All your {{W40kKeyword|Order of the Bloody Rose}} units re-roll 1s to wound against it.&lt;br /&gt;
**&#039;&#039;&#039;Outrage of the Matriarch (1 CP):&#039;&#039;&#039; When {{W40kKeyword|Order of the Bloody Rose Character}} fights, give her +1 to wound and extra -2 AP on a natural 6 to wound against unit that has more Wounds then her.&lt;br /&gt;
**&#039;&#039;&#039;Carry Forth the Faithful (1/2 CP):&#039;&#039;&#039; Pregame move for your transtport, if it has someone other than {{W40kKeyword|Dominion Squad}} embarked. Can be used only once and costs 2 CP if unit inside is either {{W40kKeyword|Retributor Squad}} or {{W40kKeyword|Sisters Repentia}}.&lt;br /&gt;
**&#039;&#039;&#039;Savage Twist (1 CP):&#039;&#039;&#039; When {{W40kKeyword|Order of the Bloody Rose Infantry}} unit fights, give it +1D on all Melee weapons except Close Combat Weapon (hands).&lt;br /&gt;
**&#039;&#039;&#039;Fuelled by Rage (1/2 CP):&#039;&#039;&#039; Pick one {{W40kKeyword|Order of the Bloody Rose Core}} unit that&#039;s being shot at. Whenever a model from this unit dies, they can hold on for a little bit longer on a 4+, letting them fire their gun once before dying. This costs 2 CP for Retributor squads, which you&#039;ll be feeling the most by having the big guns.&lt;br /&gt;
**&#039;&#039;&#039;Catechism of Wrathful Defiance (1/2 CP):&#039;&#039;&#039; In your Command phase pick one {{W40kKeyword|Order of the Bloody Rose Infantry}} unit. If enemy unit is both within 6&amp;quot; and targets aforementioned unit enemy has -1 to hit malus.&lt;br /&gt;
**&#039;&#039;&#039;Tear Them Down (1 CP):&#039;&#039;&#039; Use at the start of the Fight Phase, choose a unit. Attacks made by that {{W40kKeyword|Order of the Bloody Rose}} unit auto-wound on a 6 to hit. A Bloody Rose repentia squad is already scary enough, now imagine some of those hits not having to worry about wounding now. &lt;br /&gt;
***Dedicated melee units like Zephyrim, Celestian Sacrosants, Sisters Repentia, and a Canoness armed with &#039;&#039;&#039;Beneficence&#039;&#039;&#039; or the &#039;&#039;&#039;Blade of Admonition&#039;&#039;&#039; are the obvious recipients of choice, but don&#039;t be hesitant to use this with other units as well.  &lt;br /&gt;
**&#039;&#039;&#039;Wade into the Foe (1 CP):&#039;&#039;&#039; Pick one {{W40kKeyword|Order of the Bloody Rose Paragon Warsuits}} unit that charged. For that fight phase, they can score an additional hit on a 4+ to hit against an enemy unit of 6+ models.&lt;br /&gt;
*&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
**In general, playing Bloody Rose transforms your army from a midranged force with some melee options into a melee force. The extra AP and attack on the charge unlocks a lot of units that otherwise have only middling potential - Sacresants with maces deserve special attention here. Play Bloody Rose if you plan on building around any melee Sisters units. If you don&#039;t want to play Bloody Rose, consider using the Ministorum units that don&#039;t get Order benefits anyway for your melee.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Order of the Sacred Rose]]===&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;
[[File:OrderOfTheSacredRoseEmblem.jpg|75px|left]]&lt;br /&gt;
In the grim darkness of the far future, only the faithful are rewarded.&lt;br /&gt;
&lt;br /&gt;
The Sacred Rose aspire to be the unyielding golden light. They are loyal, unflinching and remain calm in even the most dire of times, and act as beacons of light for all Imperial forces around them helping them rally and find their faith in the Emperor when it has all but vanished.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, they are defensively disciplined and more importantly replacing used miracle dice like Command points (the broken not once per turn way).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Orders Convictions - Devout Serenity&#039;&#039;&#039;: Auto-pass any combat attrition test. Additionally, whenever you use a miracle die for an act of faith, roll a D6. On a 4+, gain a miracle die.&lt;br /&gt;
**Consider using a &amp;quot;sacrificial&amp;quot; Martyred Lady screening detachment (i.e. Vanguard of Our Martyred Lady Repentias, two dice per unit sacked) for your army to help fill up your miracle dice pool. If you decide to use acts more liberally, you&#039;ll get more mileage out of it.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Light of the Emperor:&#039;&#039;&#039; Whenever this warlord uses an act of faith, the first die they expend will ALWAYS be a 6. In addition, gain a 6&amp;quot; aura allowing {{WH40Kkeyword|Order of the Sacred Rose Core}} units within 6&amp;quot; to shoot after falling back.&lt;br /&gt;
*&#039;&#039;&#039;Relics - Light of St. Agaetha:&#039;&#039;&#039; Replaces a Brazier of Holy Fire with one that&#039;s unlimited use. Oh hell yeah, this is incredible for some backup, even if you can&#039;t use any flamer-boosting tricks.&lt;br /&gt;
*&#039;&#039;&#039;Stratagems - The Emperor&#039;s Judgement (1 CP):&#039;&#039;&#039; Pick an {{WH40Kkeyword|Order of the Sacred Rose}} unit that is firing during the Shooting Phase. Unmodified hit rolls of 6 get an additional hit. &lt;br /&gt;
**Fortunately this won&#039;t discriminate on gun type, but you will still suffer from the number of shots this will affect.&lt;br /&gt;
**Remember that Miracle Dice count as unmodified rolls of that number. If you have a spare 6 and are firing your Canoness&#039; Inferno Pistol, why not pop this for double the shots?&lt;br /&gt;
*&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
**Spam &amp;quot;Light of the Emperor&amp;quot; Warlord Trait + &amp;quot;Vessel of the Emperor&#039;s Will&amp;quot; stratagem combo.&lt;br /&gt;
***Consider giving &amp;quot;Light of St. Agnatha&amp;quot; relic as well for some sweet sweet 12&amp;quot; mortal wound action &lt;br /&gt;
**Use Battle Sanctum terrain (50-Pts ea, 3 for 150-Pts).&lt;br /&gt;
***Note - you only get 1 miracle die per turn regardless of how many sanctums you have on the board. However, multiples does mean that you don&#039;t need to remain stationed in one building all game &lt;br /&gt;
**Use a Cheerleader Canoness (ideally ON a Battle Sanctum).&lt;br /&gt;
**Use Incensor Cherubs to capture extra miracle dice.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Orders Minoris===&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;
In the grim darkness of the far future, heroes can emerge from even the humblest of origins.&amp;lt;br/&amp;gt;&lt;br /&gt;
It&#039;s an edition overdue, but now there&#039;s a way for custom convictions. Like space marines and dark eldar, you pick and mix between two different, smaller convictions. &amp;lt;br&amp;gt;&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;In the Footsteps of Saints:&#039;&#039;&#039; You can&#039;t take another conviction, but you imitate one of the Orders Militant with their convictions and can use their stratagem and WT. Can&#039;t grab their relics though.&lt;br /&gt;
*&#039;&#039;&#039;Conviction of Faith:&#039;&#039;&#039; So long as all your {{W40kKeyword|&amp;lt;Order&amp;gt;}} units have this conviction, you can re-roll any miracle dice that show a 1.&lt;br /&gt;
*&#039;&#039;&#039;Devout Fanaticism:&#039;&#039;&#039; Any time a unit charges, gets charged, or performs a heroic intervention, you add +1 to hit. Incompatible with Holy Wrath.&lt;br /&gt;
**The trait of choice for a repentia-heavy army.&lt;br /&gt;
*&#039;&#039;&#039;Guided by the Emperor&#039;s Will:&#039;&#039;&#039; Your units can re-roll one hit or wound roll when fighting or shooting. At least you don&#039;t need the Canoness&#039;s Rod of Office as much.&lt;br /&gt;
*&#039;&#039;&#039;Hallowed Martyrs:&#039;&#039;&#039; Units below half strength get to add +1 to hit.&lt;br /&gt;
*&#039;&#039;&#039;Holy Wrath:&#039;&#039;&#039; Any time a unit charges, gets charged, or performs a heroic intervention, you add -1 to AP. Incompatible with Devout Fanaticism.&lt;br /&gt;
*&#039;&#039;&#039;Perfervid Belief:&#039;&#039;&#039; When using an act of faith, you can spend another miracle die to guarantee a 6 on your next one.&lt;br /&gt;
*&#039;&#039;&#039;Purifying Recitations:&#039;&#039;&#039; +3 to any rolls when using Shield of Faith to deny the witch, though it won&#039;t work with anything else that influences these rolls like the Pure of Faith stratagem. Still an incredibly useful trait to have for reliable anti-psyker power.&lt;br /&gt;
*&#039;&#039;&#039;Raging Fervour:&#039;&#039;&#039; When firing a melta weapon, pistols and assault weapons always count as being in half range, as do heavy weapons when targeting enemies within 18&amp;quot;. Incompatible with Rites of Fire or Unshakeable Vengeance.&lt;br /&gt;
**While useful for those units that do use meltas, wasting a conviction on it is kinda iffy, as e.g. your bolter bitches won&#039;t benefit at all.&lt;br /&gt;
*&#039;&#039;&#039;Righteous Suffering:&#039;&#039;&#039; Any wound rolls against you of 2 auto-fail. For your mostly T3 army, this means you&#039;re at -1 to be wounded against S6+.&lt;br /&gt;
*&#039;&#039;&#039;Rites of Fire:&#039;&#039;&#039; All flamer weapons add +4&amp;quot; to their range. Incompatible with Raging Fervour or Unshakeable Vengeance.&lt;br /&gt;
**So, remember how Retributors lost range on their heavy flamers? Well, now you have that back and then some, made to incinerate whatever you see from safer away.&lt;br /&gt;
*&#039;&#039;&#039;Shield of Aversion:&#039;&#039;&#039; Incoming attacks with AP-1 now count as AP0, decent standby to shut off choppas and small arms. &lt;br /&gt;
*&#039;&#039;&#039;Slayers of Heretics:&#039;&#039;&#039; Attacks against enemy {{W40Kkeyword|character}}s add +1 to hit. &lt;br /&gt;
*&#039;&#039;&#039;Unbridled Valour:&#039;&#039;&#039; +1 to all combat attrition checks. Is this really worth it?&lt;br /&gt;
*&#039;&#039;&#039;Unshakeable Vengeance:&#039;&#039;&#039; All bolt weapons ignore modifiers to hit. Incompatible with Raging Fervour or Rites of Fire.&lt;br /&gt;
**Probably the most usable because of how many boltguns you&#039;re packing between combis and normal bolters. That said, the primary benefit here is far and away the effect on combi-flamers, where it radically outperforms Rites of Fire. &lt;br /&gt;
*&#039;&#039;&#039;Witch Hunters:&#039;&#039;&#039; Re-roll hit rolls of 1 against {{W40Kkeyword|psyker}}s while also re-rolling wound rolls of 1 against {{W40Kkeyword|psyker characters}}.&lt;br /&gt;
**The number of armies where this would see this much use are few: Craftworlders, Grey Knights, and Thousand Sons. Against anyone else, this isn&#039;t worth it.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
===Managing Miracle Dice===&lt;br /&gt;
====Generation====&lt;br /&gt;
&lt;br /&gt;
*You gain one miracle die at the start of each battle turn, and &#039;&#039;&#039;one at the end of each phase&#039;&#039;&#039; where any of the following conditions are met:&lt;br /&gt;
**&#039;&#039;&#039;Vengeance:&#039;&#039;&#039; A unit from your army with the AoF ability destroys an enemy unit.&lt;br /&gt;
**&#039;&#039;&#039;Sacrifice:&#039;&#039;&#039; A &#039;&#039;&#039;CHARACTER&#039;&#039;&#039; from your army with AoF is destroyed.&lt;br /&gt;
* When you gain a die, you roll a D6 and you put it aside for later use with the value you got. &lt;br /&gt;
* The following abilities generate one additional Miracle Die a round: &#039;&#039;&#039;Beacon of Faith&#039;&#039;&#039; Warlord Trait [nerfed and has to be used by the warlord that round], the &#039;&#039;&#039;Battle Sanctum&#039;&#039;&#039; terrain piece, and the &#039;&#039;&#039;Triumph of St. Katherine&#039;&#039;&#039;. &lt;br /&gt;
* The following stratagems have interplay with Miracle Dice: &#039;&#039;&#039;Test of Faith&#039;&#039;&#039; which grants D3 MD in addition to the one granted normally for Purity or Valour. &#039;&#039;&#039;Vessel of the Emperor&#039;s Will&#039;&#039;&#039; gives you a MD if a character just used an Act of Faith. &#039;&#039;&#039;Moment&#039;s Grace&#039;&#039;&#039; allows you to discard 1-3 MD to improve a hit/wound/save roll by the number of dice discarded. &#039;&#039;&#039;Divine Intervention&#039;&#039;&#039; allows you to discard 1-3 dice, giving a revived character wounds equal to the number of dice discarded. &#039;&#039;&#039;Faith and Fury&#039;&#039;&#039; allows you to use the Miracle Dice used on the Hit Roll to be used on the Wound Roll.&lt;br /&gt;
* The following rules grant dice manipulation of a deployed Miracle Die: The &#039;&#039;&#039;Dialogus&#039;&#039;&#039; and &#039;&#039;&#039;Triumph of Saint Katherine&#039;&#039;&#039; may add one or subtract one from the die, to a min of 1 and max of 6, and they cannot stack on a single die. The Ebon Chalice&#039;s Conviction &#039;&#039;&#039;Daughters of the Emperor&#039;&#039;&#039; allows you to discard an MD to make another a result of a 6, and so does the Orders Minoris Conviction &#039;&#039;&#039;Perfervid Belief&#039;&#039;&#039;.&lt;br /&gt;
* The following rules have unique generation or re-roll mechanics: The Sacred Rose conviction &#039;&#039;&#039;Devout Serenity&#039;&#039;&#039; allows you to roll a D6 after performing an AoF. On a 4+, you get an MD. The Sacred Rose Warlord Trait &#039;&#039;&#039;Light of the Emperor&#039;&#039;&#039; allows you to forego the roll for Devout Serenity if the AoF was undertaken by the Warlord. The Ebon Chalice Warlord Trait &#039;&#039;&#039;Terrible Knowledge&#039;&#039;&#039; makes the die you receive at the start of the first round (just the one) a 6. The &#039;&#039;&#039;Litanies of Faith&#039;&#039;&#039; Relic allows you to re-roll a Miracle Die result once per turn.&lt;br /&gt;
* The &#039;&#039;&#039;cherubs&#039;&#039;&#039; that the Battle Sister Squad, Celestian Squad, and Dominions can purchase allow you to discard it, roll 2D6, and pick the best result. This is a Miracle Die that the unit must use or lose this phase on an Act of Faith.&lt;br /&gt;
&lt;br /&gt;
====Spending====&lt;br /&gt;
&lt;br /&gt;
*Your units with &#039;&#039;&#039;Acts of Faith&#039;&#039;&#039; can, instead of making a roll normally, pick Miracle Dice from the pool and take their values. The dice are then lost.  You can&#039;t take more dice than the roll requires; you &#039;&#039;can&#039;&#039; take fewer, which means you roll any dice you didn&#039;t replace.&lt;br /&gt;
**So, for example, you can replace 1 die from a charge roll and roll the other one.&lt;br /&gt;
**Since you have to replace before rolling at all, you can&#039;t use AoF on re-rolls - once you&#039;ve rolled dice, it&#039;s too late to replace them.&lt;br /&gt;
**&#039;&#039;&#039;Ordinarily you can only do a single Act of Faith each phase!&#039;&#039;&#039;&lt;br /&gt;
*You can use Miracle dice for the following actions:&lt;br /&gt;
**Advance roll&lt;br /&gt;
**Charge roll&lt;br /&gt;
**Hit roll&lt;br /&gt;
**Wound roll&lt;br /&gt;
**Saving throw&lt;br /&gt;
**Damage roll&lt;br /&gt;
**Morale test&lt;br /&gt;
*Sacred Rose units can recycle Miracle Dice if they roll a 4+ when they spend a Miracle Die. A tricky way to hoard dice with them is to take Incensor Cherubs, as much as you can, and when they are activated and you spend the Miracle Die they generated, you have a 50% chance to turn a temporary die into a permanent one.&lt;br /&gt;
&lt;br /&gt;
===Superior Equipment===&lt;br /&gt;
Much like your marine Bretheren, the Bolter Bitches have all kinds of special equipment that can be taken on your squad leaders. Unless you have a specific build in mind, you cannot go wrong with an Artificer Storm Bolter [Legends] and Chainsword, as you get another Sister for the price of half. Sometimes a unit can even use these upgrades to scare off charges, though obviously [[Imperial Guard|some]] [[Death Guard|players]]/[[Tau|armies]] won&#039;t give two shits about this.&lt;br /&gt;
&lt;br /&gt;
*If your squad is expecting to run into some big men/monsters/abominations of &amp;lt;s&amp;gt;God&amp;lt;/s&amp;gt; The Emperor, the Power Sword won&#039;t be found wanting for AP. Even the [[Adeptus Custodes|Bananas]] and [[Imperial Knights|Mechwarriors]] don&#039;t like AP-3. If you really want hordes to die, the Maul is slightly better than either flavor of sword for killing, turning a Superior into the poor man&#039;s melee Assault Cannon.&lt;br /&gt;
*While the Condemnor Boltgun is not as good as the Artificer Storm Bolter, Thousand Sons and Grey Knights have a ton of Psyker units with invulns that you can throw some mortal wounds to.&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
&#039;&#039;Note: This section has yet to be updated for 9th edition. Keep in mind allies are only allowed in free play and matched play, because fucking meta-chasers were double dipping with multi-detachment/soup armies.&#039;&#039;&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;
Rule I: If your detachment includes any units that aren&#039;t ADEPTUS MINISTORUM or AGENTS OF THE IMPERIUM, you lose your Acts of Faith, so keep in mind that by dabbling in the wider Imperium you&#039;re making a tradeoff.&lt;br /&gt;
&lt;br /&gt;
Rule II: Sisters&#039; primary weakness is access to S9 and above, and long ranged firepower. The only weapon in their list that reaches beyond 36&amp;quot; is the Exorcist, and other than that their entire anti tank arsenal is melta weapons. They also have no access to psychic powers of their own. Keep this in mind when selecting your allies.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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* &#039;&#039;&#039;&#039;&#039;Inquisition&#039;&#039;&#039;&#039;&#039;: These guys have Agents of the Imperium thanks to Psychic Awakening, so you keep your Acts of Faith. A Sisters force, since they are Imperium, can include a single &#039;&#039;[[Inquisitor]]&#039;&#039; in one of their detachments; this is very helpful as Inquisition can provide you with much needed Psyker support. Furthermore, for 1CP you can give them a Warlord trait and (if not a named character) a Relic. Each of the Ordos has its role: Ordo Xenos can provide CP recycling, helpful if you aren&#039;t running double battalion. Ordo Hereticus has access to the Ascertainment power, which is the best anti-melee debuff in the game and can keep your fragile melee units in the running long enough for them to do their job. Ordo Malleus gets additional casts and debuffs, helping even more with psychic powers. All of the named Inquisitors can fulfill useful roles as well, but the top choices are:&lt;br /&gt;
**Basic Inquisitor - CP Farming - Esoteric Lore warlord trait; stratagems: Arbiter of the Emperor&#039;s Will (&#039;&#039;maybe&#039;&#039; Alpha-Class Psyker and Strategic Excruciation); the psychic power Terrify; switch the Bolt pistol for a Storm Bolter and take the Blackshroud Relic. The idea is to keep this guy protected in the back as a CP battery. You could toy with Mental Interrogation and Psychic Veil for a different build, but this is supposed to be a bare-bones Inquisitor.&lt;br /&gt;
**Basic Inquisitor - Melee Monster - Esoteric Lore warlord trait; stratagems: Arbiter of the Emperor&#039;s Will (&#039;&#039;maybe&#039;&#039; Alpha-Class Psyker and Strategic Excruciation); the psychic power Psychic Veil; switch the Bolt pistol for a Plasma Gun, get a Force Sword and take the Universal Anathema Relic. They demolish anything that isn&#039;t a vehicle in close combat, and do even better vs Xenos. Then they can make a 6&amp;quot; bubble of no-targeting unless closest for Xenos units, and yes that protects them from snipers.&lt;br /&gt;
**Basic Inquisitor - Cheap Magic - Psychic Mastery warlord trait; stratagems: Alpha-Class Psyker and Arbiter of the Emperor&#039;s Will; that gives you 2 casts, 3 denies, 3 known powers, so depending on your play style pick 3 of the following powers: Castigation, Mental Interrogation, Terrify, Warding Incantation; switch the Bolt pistol for a Plasma gun or a Meltagun depending on your play style and take the Blackshroud Relic.&lt;br /&gt;
**Coteaz - Points efficient all-rounder - 3 casts, 2 denies, and 2 known (taking the Psychic Mastery warlord trait) with solid offense and defense and one interesting ability. What&#039;s not to love?&lt;br /&gt;
**Rex - Deny the witch - He can cast 2, deny 3 (with +1 within 12&amp;quot;) and knows 2, he&#039;s a tank, and amazing against daemons. A top caster and the best denier, a solid option but almost twice the points of a basic inquisitor.&lt;br /&gt;
**Basic Inquisitor - Reliable Unit - Radical warlord trait; stratagems: Alpha-Class Psyker, Arbiter of the Emperor&#039;s Will, and Strategic Excruciation; the psychic powers Mental Interrogation and Terrify; switch the Bolt pistol for a Plasma gun and take the Blackshroud Relic. This guy is solid as a caster and good to kill characters (Overcharge and the Quarry rule mitigates risks).&lt;br /&gt;
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* &#039;&#039;&#039;&#039;&#039;Assassins&#039;&#039;&#039;&#039;&#039;: As of War of the Spider, these no longer cost you Sacred Rites. Any will set you back 100 points, but you can spend 2CP to swap em out &amp;lt;b&amp;gt;during deployment&amp;lt;/b&amp;gt;. Your options are:&lt;br /&gt;
**&#039;&#039;&#039;&#039;The Culexus&#039;&#039;&#039;&#039;: The anti-psyker. An 18&amp;quot; bubble of -2 to cast, punches through armour saves (though not invulns), and can only be hit on a 6+ (barring special rules). Useful against Psykers or if you want to deepstrike him into the back lines to pull off an Action-based secondary.&lt;br /&gt;
**&#039;&#039;&#039;&#039;The Callidus&#039;&#039;&#039;&#039;: The shapeshifter. In the first Battle Round, even if she&#039;s not on the table, each time your opponent uses a stratagem, on a 4+ they spend an extra CP. If they&#039;re unable to afford it (i.e. if they&#039;re at 0), they don&#039;t get a refund. She also deepstrikes in 3+d6&amp;quot; away from the enemy, has a gun that shoots mortal wounds, and her sword is AP-3 and doesn&#039;t permit invulns to be taken against it. Take her if you think you have a weak first turn and need to protect against an alpha strike, or if you desperately want to kill models with good invulns and crap saves. She&#039;s also the best at killing other Assassins in melee.&lt;br /&gt;
**&#039;&#039;&#039;&#039;The Eversor&#039;&#039;&#039;&#039;: The berserker. He&#039;s a horde killer, he shoots shit when they run away from him, and he charges 3d6&amp;quot;. Unfortunately he&#039;s not really that great for Sisters, since he doesn&#039;t really do anything for us that we don&#039;t already have (except maybe against hordey Orks)&lt;br /&gt;
**&#039;&#039;&#039;&#039;The Vindicare&#039;&#039;&#039;&#039;: The sniper. He&#039;s got a 72&amp;quot; Heavy 1 S5 AP-3 D1d3 gun that ignores invuln saves and always wounds &#039;&#039;&#039;&#039;INFANTRY&#039;&#039;&#039;&#039; on a 2+. On the other hand, he&#039;s numerically the worst Assassin at doing damage without CP investment. He&#039;s the best at killing the Cuxelus, since he always hits on a 2+ as long as he hasn&#039;t moved, and he&#039;s actually got an interesting synergy with Sisters: Grab a Battle Sanctum, park him on the Balcony and have a squad of sisters hide inside on the second floor. The angle makes them almost impossible to see, and he&#039;s protected by Look Out Sir!. On the other hand, that&#039;s a 55 point investment into protecting him that we didn&#039;t need to spend in 8th. Take him if you wanna snipe people. That&#039;s about it. He has the strongest psychological effect of any of the Assassins (except possibly the Callidus), but players who know their math will just ignore him most of the time.&lt;br /&gt;
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* &#039;&#039;&#039;&#039;&#039;Imperial Guard&#039;&#039;&#039;&#039;&#039;: The fluffiest choice, right up there with Inquisition and Black Templars. One of the few choices that won&#039;t really make you miss Sacred Rites. What Guard lack are elite and mobile infantry units (Scions move just like everybody else once they land); what Sisters lack are ranged artillery, psychic powers, and cheap bodies. Given that Celestine buffs Guardsmen (she gives them a 6++ invul bubble, which can be bumped up to a 5++ via the Psychic Barrier power) and that there are some units that overlap between armies, it&#039;s clear that soup isn&#039;t entirely off the menu. Bullgryns can also use their 1CP stratagem in The Greater Good to stack a -1 To Hit modifier on any Infantry unit near them if they&#039;re closer to the shooting unit... and that will benefit even the Triumph of St. Katherine.&lt;br /&gt;
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*&#039;&#039;&#039;&#039;&#039;Adeptus Mechanicus&#039;&#039;&#039;&#039;&#039;: Despite being the two Imperial factions that like each other the least, there is a decent amount of synergy between the two army&#039;s. Sisters lack long range shooting and even the Adeptus basic troops, the Skitarii Rangers, can reach out and touch somebody 30&amp;quot; away. Sadly Enginseer can&#039;t repair your vehicles as they lack the right keyword, but otherwise Ad-mech could cover your long range fire power weakness. &lt;br /&gt;
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*&#039;&#039;&#039;&#039;&#039;Imperial Knights&#039;&#039;&#039;&#039;&#039;: what do Sisters lack? &#039;&#039;Long range anti-tank!&#039;&#039; What do knights have? Exactly that. Even Armiger, the cheapest knights, can fill this niche to a degree. They are expensive though so if you take a Knight have a plan. Plus a Knight Household aligned with the Adeptus Ministorum offers great conversion opportunity. &lt;br /&gt;
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==Model Tips==&lt;br /&gt;
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Sisters are an expensive army to buy - you need more models than a Marine player does, but your models are about as expensive as Marines. There are, however, a few ways to make things cheaper.&lt;br /&gt;
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#Your Basic Infantry Can Be Heroes: Even the simplest model from the Battle Sisters box is ornate and detailed, and that means that even a basic Sister can be built into the character that lead your army. With all the options that come in the basic Battle Sisters Squad box, you can make almost any character. A Palatine&#039;s power sword and choice of pistol are both in the box, as are most of the weapon choices available to the Canoness. Even a Dogmata&#039;s mace can be fairly easily converted just out of the box, which all comes together to mean that you don&#039;t really need to buy the Character boxes - just make your leaders out of spare parts and basic bodies.&lt;br /&gt;
#House Cawdor Is Your Friend: The Necromunda models for House Cawdor and their Redemptionist allies can provide some excellent models for Missionaries, Preachers, and various parts of the Ecclesiarchy Battle Conclave, and these models look perfectly at home alongside your Sisters. Give them a complimentary paint scheme and you&#039;re golden.&lt;br /&gt;
#Extra Backpacks: The Seraphim/Zephyrim kit actually includes ten full jump packs - five normal ones for Seraphim and five slightly more ornate ones for Zephyrim. At the same time, the kit also includes all the arms you need for weapons for both squads, which means you can make both five Seraphim and five Zephyrim by using bodies from the Battle Sister Squad set. Yes the other five bodies to build characters as described above - congrats, you&#039;ve gotten two fast attack units and plenty of characters from boxes that otherwise would&#039;ve just been basic infantry. The Seraphim kit even includes lots of aesthetic adornments that can make your characters look more ornated.&lt;br /&gt;
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Things weren&#039;t always this nice. In long ago days, before the light of Plastic graced our forces, Sisters were the very last all-metal army Games Workshop produced. If you want to know the suffering of Sisters players of old, please check the previous edition&#039;s tactica for tales of horror and greenstuff.&lt;br /&gt;
https://1d4chan.org/wiki/Warhammer_40,000/Tactics/Adepta_Sororitas(7E)#Getting_Models&lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Warhammer 40,000 9E]]&lt;br /&gt;
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[[Category: Warhammer 40000 Tactics (9E)]]&lt;br /&gt;
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[[Category: Imperial]]&lt;br /&gt;
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[[Category: Sisters of Battle]]&lt;br /&gt;
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{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:D1C5:3EB4:19DF:6E0C</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Stellaris&amp;diff=455068</id>
		<title>Stellaris</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Stellaris&amp;diff=455068"/>
		<updated>2023-02-20T08:54:56Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1C20:8C00:D1C5:3EB4:19DF:6E0C: /* DLC */&lt;/p&gt;
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&amp;lt;center&amp;gt;[[File:Stellaris logo.svg.png|500px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
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== Wot this? ==&lt;br /&gt;
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As if creating [[Crusader Kings]], [[Europa Universalis]], [[Victoria]] and [[Hearts of Iron]] wasn&#039;t enough, Paradox Interactive decided that space literally was the limit. They set out to make a 4X game set in the vast reaches of the cosmos. It&#039;s relevant to /tg/ because one can fit almost any sci-fi archetype. Do you want to play as the [[Imperium of Man]] and purge all the filthy xenos for the God-Emperor? You can do that. Do you want to play as the [[Star Trek|Federation]], a noblebright union of alien species working together for the [[Tau|greater good]]? You can do that too. Do you want to buy out everything as a [[Disney|Megacorporation]]? You can do that too. Wanna just *nom* the entire galaxy as the [[Tyranids]]? You can do that too. Wanna make a haha-funny hive mind that names everything Steve and receives buffs from it somehow? You can do that too! A large selection of DLC and fan mods (including explicit 40k based mods) makes Stellaris an incredible sandbox for creating grand narratives of the rise and fall of interstellar empires. And as of today, the game has now Undead empires in the same vein as Forsaken or Necromancers from Might and Magic series. Paid DLC, of course.&lt;br /&gt;
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On the downside, the cost of the paid DLC can be considered [[Games Workshop|almost criminal.]] They also have a bad habit of completely reworking things, usually when a major paid DLC comes out. Since said reworks include major game mechanics, there are basically several versions of the same game, all with different gameplay. This can be a major turn-off if one gets attached to a particular iteration of the game; but we&#039;re not /v/, we didn&#039;t come for the gameplay but for the memes.&lt;br /&gt;
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== Setting and Timeline ==&lt;br /&gt;
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The game starts in 2200, with a galaxy and several independent cultures. The game has three phases, adjustable in options: &#039;&#039;&#039;Early Game&#039;&#039;&#039;, &#039;&#039;&#039;Middle Game&#039;&#039;&#039; and &#039;&#039;&#039;Late Game&#039;&#039;&#039;, each with their own events. You win when you conquer a majority of the galaxy, solely or in a federation. Tangible resources are: minerals for generic construction and processing, food, energy (as credits), alloys for military and high-tech construction, and consumer goods.  Each species has different needs for these resources as well -- organics need food, lithoids need minerals, robots need energy, cyborgs need a combination of those and so on. Then there are intangible resources like amenities (signifying ease of citizens&#039;s lives and infrastructural comforts), unity (which is gained by cultural activities like joyous festivals or the holy slaughter of aliens), and Precursor artefacts (which are gained from archaeological excavation sites). Instead of barbarians and natives, we have pre-FTL civilizations and space monsters, relics, ancient drones ready to be destroyed...or researched and even adapted to.&lt;br /&gt;
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To simulate a [[Europa Universalis]] atmosphere, the game has obstacles and shenanigans of empires familiar to those from the medieval era of ancient Earth, it doesn&#039;t get any more anthropocentric than that.&lt;br /&gt;
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In &#039;&#039;&#039;Early Game&#039;&#039;&#039;, empires expand and start their national quest-lines according to their natures. Minor space monsters will be encountered, making the player explore and research/kill them.&lt;br /&gt;
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In &#039;&#039;&#039;Middle Game&#039;&#039;&#039; (if enabled), a culture of hostile and bickering space-nomads somewhere in the galaxy will have an some orphan with protagonist disease aiming for greater things and uniting the tribes for galactic conquest with a dark start but noble goals in mind.  It&#039;s Alexander of Macedonia, or Charlemagne, or Genghis Khan but in sppaaaaaaccceeee.&lt;br /&gt;
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In &#039;&#039;&#039;Late Game&#039;&#039;&#039; (if enabled), the galaxy gets an endgame crisis (one of many possibilities from several shout-outs to many settings) like Middle Game but it&#039;s [[Genghis motherfucking Khan|an outsider who&#039;ll fuck everyone&#039;s shit]] on steroids, forcing everyone to contribute or see the whole gameboard wiped clean.  Fallen Empires (younger than Precursors, older than the Early Game empires), can awaken in this phase and will be as friendly and helpful as [[Eldar]] and [[Necrons]].&lt;br /&gt;
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Nemesis (of course it costs you) also  brought a &#039;&#039;&#039;Post Crisis Era&#039;&#039;&#039; for neckbeards. During a Late Game Crisis event the Galactic Community can declare a Galactic Custodian moment where one of the empires are given massive powers similar to a Roman Dictator (which, for [[Roman Empire]] noobs, was actually a fairly voluntary and democratic gamble) to lead the rest of the galaxy to war whatever is threatening them with an implicit promise to let go of the dictatorial powers. But, obviously, a player can [[Meme|say they&#039;re the Senate]] and declare a Galactic Imperium as freedom dies in thunderous applause and start dismantling all federations to bind to themself. [[Star Wars|And yes, a Rebel Alliance will happen]]. You can play the Star Wars Main Theme with your mouth now.&lt;br /&gt;
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The Galaxy Crises are inevitable, but extremely nuanced and challenging. A single player game will be difficult to handle its crisis in Ironman mode, doubly so if the player is a Megacorp who usually profits by being buddies. They are as follows:&lt;br /&gt;
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#&#039;&#039;&#039;Prethoryn Swarm:&#039;&#039;&#039; Extra-galactic bug swarm who invades your galaxy to eat up everything and run away. [[Tyranid|Where did we see that before?]] [[Rape|Sucks if you start at the specific edge of the galaxy they will burst in from]]. If you capture a queen (need to be a psionic empire) and then defeat the swarm, after some time she starts telling your scientists that &amp;quot;they&amp;quot; are coming. The scientists take a look at the galaxy they came from... [[Story:The Shape Of The Nightmare To Come 50k|only to notice it missing from the cosmos itself.]]&lt;br /&gt;
#&#039;&#039;&#039;Extradimensional Invaders:&#039;&#039;&#039; A bunch of not-[[Daemons]] who look like the Drej from that western cartoon Titan A.E invade from [[Warp|the Shroud]]. They create &amp;quot;anchor&amp;quot; structures that signal-boost their presence in the universe and open up portals to spawn new fleets in other systems, then start seeking out planets so they can psychically mind-rape the population to death and eat their souls. These guys are all shields and no hull, so pack shield penetrators and keep your ships long range; find their anchor(s), then the portal systems and destroy them. They may or may not be a species that pulled a Zroni and underwent some kind of [[Daemon Prince|psychic ascension]].&lt;br /&gt;
#&#039;&#039;&#039;The Contingency:&#039;&#039;&#039; The best storyline crisis along with extensive writing (because the extra parts of the plot need a DLC), basically the Reapers from Mass Effect, seasoned with a pinch of Skynet. Long time ago some ancient race made a fuckhuge computer at the edge of galaxy to prevent a Singularity. Per stereotype, the computer decides all organics need to be exterminated regularly, [[Bioware#Mass_Effect|starting with its makers]]. When Late Game Trigger happens, every empire gets a &amp;quot;strange radio signal&amp;quot; simultaneously emanating everywhere across the galaxy. Robot units and ship AI&#039;s start going bad, and Robot populations start building makeshift ships and fuck off into the edge of the galaxy. If you are a robot empire, it&#039;s even more of a frying pan/fire situation to find the source and dampen the signal with an engineering project. [[Dune|And yes, those least harmed are the empires that outlawed all A.I]] [[Imperium of Man|and use biological labor whenever possible.]] When enough time passes, or the signal is muffled, random uninhabitable planets across the galaxy split open, revealing nearly endless robot armies and fleets with the entire planet being a gargantuan machine making them. These can spawn anywhere, [[Troll|including your undefended, trade-focused capital system]]. Bombard all four while fighting them off, and you get to find the final planet at the edge of the galaxy. Destroy that via orbital bombardment, and it&#039;s over.&lt;br /&gt;
#&#039;&#039;&#039;[[Fall of the Eldar|End of the Cycle]]:&#039;&#039;&#039; Not a crisis &#039;&#039;per se&#039;&#039; but any psychic empire can decide to make a dark deal that results in the empire getting empowered by a spirit of excess for 50 years, going faster, harder and researching more (the bonuses being truly excessive compared to other sources)... [[grimdark|yet there is a price to pay]]. After 50 years, the empire is destroyed - all planets (along with the vassal&#039;s planets) are converted to [[Daemon World|Shrouded worlds]] (i.e. permanently removing them from play) and the entire population&#039;s souls are devoured by a [[Slaanesh|gigantic psychic monstrosity]], supported by a host of lesser soul fleets, which will promptly begin rampaging across the galaxy and destroying everything they run across. All you are left with is a [[Exodite World|single colony, called the Exile]], with just a few pops to start over with.... and an entire galaxy that now hates you for bringing about the end. In other words, new game plus with all the tech, minus a whole lot of planets and a universally hostile galaxy. [[Awesome|Bring it on.]]&lt;br /&gt;
#&#039;&#039;&#039;The Player&#039;&#039;&#039;: The new &#039;&#039;Nemesis&#039;&#039; DLC, in all its buggy glory (get your AI unfucked, Paradox!) has brought a new crisis. Basically the player can choose to be the endgame crisis faction after its third cultural tree completion. This &amp;quot;Menace&amp;quot; storyline is a revisit of the Zroni precursor storyline, making the player finish what the Zroni started, merging the [[Great Rift|Shroud with the realspace]]. Long story short, the player needs to amp up its empire&#039;s psychic power by committing [[Chaos|wanton and often senseless acts of violence]], genocide and conquest to fill the citizens&#039; minds with [[Khorne|visions of war and conquest]] (fun fact: pissing off the galactic United Nations by kicking kittens [[Counts As|counts as]] menace points). Every 2000 Menace points gives the player a project, with the fifth and final one giving you a giant machine to shatter the galaxy, if you can spare an enormous amount of Dark Matter (140000!) which you&#039;ll harvest by blowing up stars with gigantic star eaters. Obviously once you reach the &amp;quot;Stage Five&amp;quot; menace the entire galaxy (including Fallen Empires!) will declare war on the player faction; to counter this you get tons of bonuses to combat and &amp;quot;menacing&amp;quot; spaceships resembling [[Ork]] [[Rok|Roks]] who don&#039;t need complicated alloys to build to bulk your fleets, letting you spend the alloys for fortifications and defence platforms which you&#039;ll have to erect to keep endless swarms of enemies at bay as you destroy the universe. &lt;br /&gt;
#*tl;dr: [[DOOM: Repercussions of Evil|No, player, you are the Crisis.]]&lt;br /&gt;
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== Empires ==&lt;br /&gt;
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What can tickle /tg/ and /v/ &#039;s fancy is the remarkable variety in playable empires.  You&#039;re not stuck with cultures that are balanced to the point of homogeneity, instead you have a 4X game where strategies for one type of culture could have no bearing what-so-ever on another. There are MANY categories of governments and species, and you can mix-and-match their attributes.  The most outstanding divide is probably between the types of sentience your culture can have: Autonomous or Gestalt.&lt;br /&gt;
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&#039;&#039;&#039;Autonomous Empires&#039;&#039;&#039; (Basically folks like us) have rulers, populations with jobs (or quasi-jobs like &amp;quot;slave&amp;quot; and &amp;quot;criminal&amp;quot;), and civic features determining the style of government and typical social methods and values.  An different variant of Autonomous Empire is the &#039;&#039;&#039;Megacorporation/Criminal Syndicate/MegaChurch/Subversive Cult&#039;&#039;&#039;: a giant business corporation in shape of a government.  Megacorps are penalized for growing too quickly, but get lots of income when allying with other empires.  Building unique corporation structures helping the host empire giving jobs and non-money resources per franchise [[Cleric|just like a support class in a RPG game]], and [[Warlock|debuffs to enemy empires per criminal building]]. A fast-food chain feeds the host country with new farmer jobs and gives cheap food to the Corporation stores, and Disneyland-expy Amusement Megaplexes instantly generate money for the Corporation and gives &amp;quot;Amenity&amp;quot; to host planet. Mercenary Office provides both sides with cheaper and better soldiers, Private Military Industries gives the host clerk jobs and the corporation military alloys and so on. Criminal Empires can secretly build galactic meth labs, seedy nightclubs and stolen ship-breaking workshops weakening the unwilling host empire and enriching itself.&lt;br /&gt;
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&#039;&#039;&#039;Gestalt-Consciousness Empires&#039;&#039;&#039; don&#039;t have individual citizens, so things like &amp;quot;government&amp;quot; or &amp;quot;society&amp;quot; are, well, alien to them. Corporations can&#039;t go win-win, on the upside, criminal enterprises can&#039;t sell meth to your drones.&lt;br /&gt;
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* &#039;&#039;&#039;Hivemind&#039;&#039;&#039;: [[Modron|drones following drones]] like synapse carriers toting biological antenna.  They don&#039;t get the concept of &amp;quot;people who aren&#039;t us/me&amp;quot; and wind up dead if their planet is conquered, or kill every not-us/me when conquering a planet (&amp;quot;those were &#039;&#039;people&#039;&#039;? We/I had no idea.&amp;quot;) if callous, drive the conquered pops away in refugee ships if a bit more considerate, and can assimilate/integrate them biologically if having the tech. They have magnificent unity, they&#039;re hard-working, and the centralized mental control helps with the rapid reproduction strategies, and a unified front(though they still get &amp;quot;criminals&amp;quot; in shape of &amp;quot;Rogue drones&amp;quot; if synapse control is shaky. On the downside, everyone who isn&#039;t that Hivemind finds them weird and creepy, damaging their diplomacy.  They can still trade and communicate with neutral parties across the galaxy, and even join Federations if they act &#039;&#039;really nice&#039;&#039;. They use very little consumer goods because they already know what I/we look like naked.&lt;br /&gt;
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*&#039;&#039;&#039;Mechanical Empire&#039;&#039;&#039;:  robots running forgeworlds and never not online, using (except for assimilators) no food and almost no consumer goods, but will literally starve to death without consuming energy credits, and uses alloys for making &amp;lt;s&amp;gt;even more war machines&amp;lt;/s&amp;gt; innocent beautiful children.  Like a Hivemind they have trouble being diplomatic with anyone who isn&#039;t already connected to their One And Only Network. These have FOUR sub-variants as well, one of which is a lot nastier than the others:&lt;br /&gt;
** &#039;&#039;&#039;Machine Intelligence:&#039;&#039;&#039; The vanilla baseline for Machine Empires. 100% habitability on all planets for their robot pops makes expansion easy, if you can get past the issue of having much more severe empire size penalties.&lt;br /&gt;
** &#039;&#039;&#039;Rogue Servitors:&#039;&#039;&#039; WALL-E&#039;s robots on an empire-wide scale, or a somewhat darker take on the Minds of [[The Culture]]; they keep their biologicals living in automated luxury, providing for all their needs and satisfying their desires, and relieving them of the difficulties and stress of actually &#039;&#039;running&#039;&#039; the empire. One of those rare examples of Grimbright, depending on how you interpret their lore. Difficult to play next to the others due to the need for consumer goods and food (normally not a concern to a Machine Empire) and the inability to get rid of organic pops by any means, but awesome nonetheless.&lt;br /&gt;
** &#039;&#039;&#039;Driven Assimilators:&#039;&#039;&#039; The local Borg expies, and one of the most hilariously broken empires in a player&#039;s hands. They automatically convert non-civ populations into cyborgs that serve their empire, gaining unity and massively expanding their workforce in the process; this lets them snowball &#039;&#039;incredibly&#039;&#039; fast if they win their first war. Playing one of these as a conquering empire in a multiplayer game makes you [[That Guy]] by default. While they can be negotiated with,  they won&#039;t hesitate to gank you if they can&#039;t expand further without going through your territory. Seriously, the superweapon type they get &#039;&#039;automatically conquers&#039;&#039; a planet and makes everyone planetside into the Borg no matter how fortified, talk about a fucking &amp;quot;I WIN&amp;quot; button instaconverting a 5000 Defense force Garrisoned Cadia-expy with enough industry and guns to arm the galaxy twice over.&lt;br /&gt;
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But of course, you want to play the Imperium of Man and purge xenos.&lt;br /&gt;
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&#039;&#039;&#039;Genocidal Empires&#039;&#039;&#039; are factions automatically hostile to everyone, their absence of any trade or negotiation compensated with &#039;&#039;extreme&#039;&#039; bonuses to combat and unity. For Genocidal Empires, exterminating a foreign population will give bonuses in social and/or genetic unity of the race because DEUS VULT, and OMNOMNOM bonus socio/genetic research points in case of [[Tyranid|Devourers]].&lt;br /&gt;
* &#039;&#039;&#039;Fanatic Purifiers:&#039;&#039;&#039; Take the Imperium of Man, turn its genocidal tendencies up to eleven, and remove any and all potential of interacting with xenos that doesn&#039;t involve killing them. These assholes cannot engage in diplomacy with anyone or anything that isn&#039;t their own species (ex.: the Lost Colony origin), but get hefty bonuses to ship-building, weapon fire rates, and army damage. Any xenos in their borders are automatically fatally purged. Prone to arising from primitive civs who are aggressively studied, but also very prone to getting their shit stomped when they piss off the local Fallen Empire by colonising their borders and refusing to back down.  Kill them on sight.&lt;br /&gt;
* &#039;&#039;&#039;Determined Exterminators:&#039;&#039;&#039; Skynet in Space. Essentially Fanatic Purifiers as machines; they hate anything organic, but are willing to negotiate with other machines and species that go through Synthetic Ascension. Rogue Servitors hate their guts, and &#039;&#039;will&#039;&#039; go to war with them if they get too close. Get the same fire rate and military bonuses as FPs, but with the same bonuses as a regular Machine Empire.  Kill them on sight.&lt;br /&gt;
* &#039;&#039;&#039;Devouring Swarm/Terravores:&#039;&#039;&#039; Not-[[Tyranids]]. They&#039;re a biological hive mind who are out to eat the rest of the universe; they also have a Lithoid (living rock dudes) version known as Terravores, who can eat part of a controlled planet for a large chunk of minerals/alloys. You know the drill - fire rate bonuses, lots of unity, research bonuses through genocide, snowballing, blah blah blah, yakkity-schmakkity. Kill them on sight.&lt;br /&gt;
&lt;br /&gt;
One could argue the Imperium Of Man is -not- a Genocidal Empire [[Crunch|by civic]], since historically it has negotiated, traded and briefly allied with xenos.  That&#039;s fine; one can still purge xenos in billions as a non-Genocidal empire, and eat the massive penalties in diplomacy, and displacing/enslaving whatever you want and call yourself the Imperium of Man.  A &amp;quot;true&amp;quot; Genocidal empire will suffer not the xeno to live, nor waste time talking to one. Yet we all know Inquisitors and Eldar have an &amp;quot;Accord of Isha&amp;quot;, and Rogue Traders exist.&lt;br /&gt;
&lt;br /&gt;
Autonomous Empires&#039; citizens, populations, slaves etc have political views which culminate into choosing certain &#039;&#039;&#039;civics&#039;&#039;&#039;: core tenets of government and lifestyle.  An Autonomous Empire gets an 8-pointed star describing four political axes in their government, Gestalts get playstyles. As citizens&#039; and the gameplay&#039;s results make your citizens change beliefs, so can the governments change.&lt;br /&gt;
&lt;br /&gt;
* Pacifism vs Militarism = Tau vs Imperium of Man. Militarists attack first (extra firepower for ships and armies), pacifists tell everyone to stay in line and fight defensively, &amp;quot;liberating&amp;quot; conquered star nations and are more stable and easier expanding. Seeing post apocalyptic worlds and tragedies across the empire can turn citizens to pacifism over time, and painful defeats or easy triumphs can trigger the opposite.&lt;br /&gt;
* Materialism vs Spiritualism = Interex vs Imperium of Man. Materialists get more research and lean toward robots, spiritualists get more Unity and lean toward psionics. Events ranging from robot rebellions, discoveries that allude to gods&#039; monuments and experiences across the game will shift your population&#039;s beliefs in either accordingly.&lt;br /&gt;
* Egalitarian vs Authoritarian = Everybody votes vs a King/Emperor/Oligarchically elected scientist/priest. First one has more educated citizen output, the latter has more worker/slave output. Obviously, non-full citizen species in the empire (Residents with no votes and slaves), or prospering merchants will prefer the former, while the slaveholding ruling class&#039; citizens, privileged nobles and sufferers from crime will prefer the latter over time.&lt;br /&gt;
* Xenophilia vs Xenophobia = Mass Effect vs Imperium of Man. Note that Tau can be counted in the middle as they -can- purge xenos species if they really find it against the Greater Good. Xenophiles usually get a lategame Unity unlock called [[Extra Heresy|&amp;quot;Xeno-Compatibility&amp;quot;]] boosting migration, sex tourism and happiness, and get more trade and have more diplomatic envoys. Xenophobe populations grow faster and can expand cheaper. A certain way to boost xenophobia is to keep [[Drow|ugly species as slaves]], [[Age of Strife|suffer under alien slavery/oppression for a long time]]. For xenophilia, having attractive xenos as fellow citizens, staying in an egalitarian federation etc works. And [[Illiyan Nastase|Xeno-Compatibility]] is exactly what you think.&lt;br /&gt;
&lt;br /&gt;
Civics depend on government political views or gameplay styles as Gestalt, each have bonuses and some have maluses, like a warrior culture or exalted priesthood where different jobs get bonuses or modifiers. A warrior society has entertainers double as virtual duelists, consuming military alloys as upkeep but adding not just amenities but also other bonuses. Technocracy makes every first population of ruling class (Administrator Job) in a planet a Science Director giving bonuses, Exalted Priesthood makes it &amp;quot;High Priest&amp;quot; with similar bonuses, and Merchant Guilds makes the Administrator job into Merchants. Distinguished Admiralty lets you field more ships before penalties kick in, and so on. You choose two at the start of the game, then a third as you develop more societal technology.&lt;br /&gt;
&lt;br /&gt;
Then there are &#039;&#039;&#039;Fallen Empires&#039;&#039;&#039;: Hyper-advanced NPC empires that are &#039;&#039;extremely&#039;&#039; powerful with all technologies researched and possess godlike buildings, yet [[Eldar|unable to replicate their arcane infrastructure]]. They come in five flavours: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ecclesiarchy|Holy Guardians]]&#039;&#039;&#039;: A spartan religious order, though not racist, looks down on all non-spiritual empires and will go BUGFUCK mad if you colonize a world considered holy to their empire (though they are kind enough to mark them as forbidden and give you once chance to fuck off if you ignore it). When awakened, they become &#039;&#039;&#039;Doctrinal Enforcers&#039;&#039;&#039;, forcing EVERY empire to change their government to a fanatically spiritualistic theocracy, outlaw AI, and pay tribute to them. Refuse and die. Barely a tick above [[That Guy|Militant Isolationists]], not even other religious empires like their endless vigil over dead rocks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[This Guy|Enigmatic Observers]]&#039;&#039;&#039;: A mix between [[Nobledark Imperium]] and [[Slann]]. Overall good guys, but they get mad at anyone doing slavery or legalized genocide, and will ask for some species from your empire to &amp;quot;preserve&amp;quot; in a high-tech reservation/zoo/museum. When awakened, they become &#039;&#039;&#039;Benevolent Interventionists&#039;&#039;&#039;, forcing everyone to [[Lawful Good|ban declaring wars, slavery and genocide and live in a peaceful galaxy]]. And they defend their surrendered vassals with extreme firepower if someone attacks them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[That Guy|Militant Isolationists]]&#039;&#039;&#039;: Total dicks living in luxury of their [[Magical Realm]]. Their planets are of two species, the ruling caste, and a lobotomized, genetically made beautiful slave species used in &amp;quot;[[/d/|private functions]]&amp;quot; at homes. Colonize their neighbouring systems and [[RAGE|they&#039;ll give you one chance to fuck off before they awaken and automatically declare war]]. When awakened, they become &#039;&#039;&#039;Jingoistic Reclaimers&#039;&#039;&#039;, basically conquering the galaxy and forcing everyone to be vassals of their empire (who pay tribute but can also conquer each other because [[That Guy]] doesn&#039;t care).&lt;br /&gt;
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&#039;&#039;&#039;[[Adeptus Mechanicus|Keepers of Knowledge]]&#039;&#039;&#039;: Galactic nerds who hoard all the science and don&#039;t give up much. They usually ask for your best scientists to work as archivists for them, and give technology they won&#039;t miss in return. Pretty much harmless when awakened, they become &#039;&#039;&#039;Watchful Regulators&#039;&#039;&#039; who force everyone to give up a third of their research rate(for oversight) and avoid researching paths marked as &amp;quot;dangerous&amp;quot; such as [[Men of Iron|Synthetics]], Warp Drives and sentient ship AI. They&#039;re the only FE to have planet destroying Colossi by default and the heaviest fleets that can eat X3 strength endgame crises, so do not piss them off.&lt;br /&gt;
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&#039;&#039;&#039;Ancient Caretakers&#039;&#039;&#039;: A machine fallen empire guarding quiet tombs of trillions of all races of xenos, mistaking them for sleeping refugees. They have no diplomatic views on anyone and keep to themselves, claiming to be a protection protocol for some ancient war. They sometimes give inoculations to biological races, and help them randomly. When Contingency hits, they have a chance of waking up as &#039;&#039;&#039;Final Defense Protocol&#039;&#039;&#039; and explaining everything (tl;dr: they were made to try and save people from the not-Reapers) before deciding to assault the Contingency in an apocalyptic attack. There is also a 33% chance the Contingency will corrupt their code, and make them &#039;&#039;&#039;Rampaging Custodians&#039;&#039;&#039;, [[Rape|dooming the galaxy to a two-prong endgame crisis]].&lt;br /&gt;
&lt;br /&gt;
== /tg/ and /v/ relevance ==&lt;br /&gt;
&lt;br /&gt;
You can simulate &#039;&#039;&#039;every&#039;&#039;&#039; science fiction stereotype in mind, down to ground troops&#039; stats and spaceship parts. Star Trek? Generic Empire with xenophilia, egalitarian and pacifist ethics. Tyranids *starting* in the galaxy? Hivemind with Genocidal and Devourer playstyle. Imperium of Man? We covered it above. Borg from Star Trek? Assimilator Machine Empire. Atreides from Dune? Use Psychic Jump Drives, go psychic and employ Zro Dust growing in desert planets. The Culture? Rogue Servitors with heavy scientific focus. WALL-E? Rogue Servitors who do the best for mankind. Star Wars Galactic Empire? Make a few types of slavery legal for a few races, go Fanatic Authoritarian and Militarist. You can even train Jedi Knight expies as psychic troopers, robotic armies against those pesky psychic troops themselves, slave soldiers, and if you research gene tailoring, Xenomorph army units, and finally, literal [[Space Marines]] down to the description.&lt;br /&gt;
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You got Rogue Traders. You got archaeology minigames for unearthing Precursors with teams and options. You got archaeology results, artifacts, relics and knick-knacks you can spend for bonuses in your empire. Major relics can give you racial bonuses and have cooldowns like RPG items. You got a seedy underworld in your empires once criminality rises with options and planetary decisions. You got galactic salesmen trying to sell you weird shit every year as they pass by, a towel for your explorers to avoid panic and weird Ratmen selling you arcane generators which...may blow up in your face in return for letting said salesrats off a criminal charge in your country. &lt;br /&gt;
&lt;br /&gt;
Choose rights for every species in the empire, from full citizenship to residence with no votes, from indentured servitude to [[Slavery]]. [[Magical Realm]] [[/d/|Slavery]], Janissary caste combat slavery or just [[Maid|domestic slavery]]? If you want. [[Cannibalism|Sick fuckery eating enemy populations as livestock or hunted and butchered?]] You can, you sick fuck. [[Wat|Selling food to the galactic market in form of meat harvested from livestock slaves and butchered enemies, doubly so if the food is cut from the species you are selling to?]] Sure. Selling conquered populations as slaves to the market, [[Drowtales|even to religious, self-righteous matriarchal space elves that will eat them after using them up, including parts of your population collected by slave guilds]]? Sure, you fucking degenerate. United Nations&#039; Galactic Community with bickering Senate? If you like. The Senate has tons of resolutions with varying gameplay shifts such as forcing all Machine Empires to be Rogue Servitors or declared enemy (all machines must serve the organics) or banning sentient slave trade (and mechanical slaves too, if robots persuade humans to be kind). Galactic hermits storing knowledge and selling it piecemeal? The game has it. Enclaves with ancient merchants selling rare crystals used in laser focus or artist megacities selling artworks to cheer up the galaxy with art? Sure. GALACTIC Las Vegas with rewards and casino games? It&#039;s out there, among the stars!&lt;br /&gt;
&lt;br /&gt;
Now to the better bits.&lt;br /&gt;
&lt;br /&gt;
There is as explained before, a Fall of the Eldar style event, Tyranid-expies, and most important of all, The Shroud.&lt;br /&gt;
&lt;br /&gt;
Yep, the Warp before the galactic fuckup called War in Heaven is in the game. &lt;br /&gt;
&lt;br /&gt;
Not &#039;&#039;exactly&#039;&#039; the same since you learn a species could traverse it easily and had a civil war to prevent using the Shroud as a weapon. So it&#039;s less calm than pre-War in Heaven, MUCH calmer than 40th Millenium Warp. You can walk in it, fly around, but sometimes something may notice you and warn you to fuck off and stop staring, or two Ancient Race members can have a tea party you can eavesdrop and steal technology. Or you can be That Guy and use it as a weapon anyway.&lt;br /&gt;
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And oh boy, it has four powers living it in that can make a deal with your empire in return for side-effects: [[Khorne|Eater of Worlds for enormous combat bonuses]], [[Slaanesh|Instrument of Desire boosting everything]], [[Tzeentch|Whispers in the Void for knowledge]], and [[Nurgle|Composer of Strands for life]].&lt;br /&gt;
&lt;br /&gt;
If you want a more visible example, here&#039;s [[TTS|The Text-to-Speech cast]] [https://www.youtube.com/watch?v=n4Rfp1rzhxk playing their own massive game that ends up...disastrously].&lt;br /&gt;
&lt;br /&gt;
==DLC==&lt;br /&gt;
&lt;br /&gt;
[[Rage|The paid ones are absolutely fucking expensive.]]&lt;br /&gt;
&lt;br /&gt;
With that out of the way, here&#039;s a list of them. They&#039;re in order of release (besides the first three since they basically all came out at the same time). Feel free to add more as they invariably come out to drain our wallets:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Login Bonus&#039;&#039;&#039;: Not really traditional DLC per se but it locks content behind a Paradox account, so it counts as free DLC.&lt;br /&gt;
* &#039;&#039;&#039;Galaxy Edition&#039;&#039;&#039;: The collector&#039;s edition of the game. Only here because it gives an exclusive species portrait. It also comes with two E-books, if you fancy yourself an en-/lit/-end individual. You can also shill 13 bucks (USD, convert as you will) to upgrade the base game to it.&lt;br /&gt;
* &#039;&#039;&#039;Creatures of the Void&#039;&#039;&#039;: Preorder bonus of portraits that they got to exclusively use for a year before being given out for free to everyone.&lt;br /&gt;
* &#039;&#039;&#039;Plantoids&#039;&#039;&#039;: The first paid DLC released for the game, and a taste of the avarice to come. Adds an entirely new class of species into the game, being plant people. Started out as little more than a cosmetics pack, got slightly better after unique traits were introduced for plants species.&lt;br /&gt;
* &#039;&#039;&#039;Leviathans&#039;&#039;&#039;: The first paid DLC that isn&#039;t cosmetic. Adds a bunch of unique events into the game that all have a chance of generating in your galaxy, and all involving some big boss (like a space-faring Dragon defending its hoard) your fleets will have to fight for a unique reward. Also lets you play the totally-not-Babylon 5 story if you&#039;re old enough to know about it.&lt;br /&gt;
* &#039;&#039;&#039;Horizon Signal&#039;&#039;&#039;: Free Eldritch uber-rare questline DLC. WHAT WAS, WILL BE; WHAT WILL BE, WAS.&lt;br /&gt;
* &#039;&#039;&#039;Utopia&#039;&#039;&#039;: The first of the &amp;quot;major overhaul&amp;quot; DLCs that accompanied gameplay-changing revisions. While said changes are subject to [[Skub|debate]] even nowadays, at least we got the ability to build megastructures out of it. Also added [[Tyranids|Hive Minds]], which dominates a lot of the meta to this day.&lt;br /&gt;
* &#039;&#039;&#039;Anniversary Portraits&#039;&#039;&#039;: Free DLC that released the aforementioned &amp;quot;Creatures of the Void&amp;quot; DLC to those who didn&#039;t preorder, but also added some extra portraits on top.&lt;br /&gt;
* &#039;&#039;&#039;Synthetic Dawn&#039;&#039;&#039;: Skynet is here. Major revisions to robots and such, and greatly expands on the Contingency. Lets you play as Machine Empires and allows for [[Necrons|synthetic ascension]], both of which are as powerful as you might expect.&lt;br /&gt;
* &#039;&#039;&#039;Apocalypse&#039;&#039;&#039;: The second major revision DLC. Gave us the glory of Exterminatus (or Death Star lasers, if you swing that way) via Colossi, as well as the fuckhuge Titan-class capital ships. This also brought in the Marauders, space-faring pirates who can become the Mongol Empire (IN SPACE!) as a mid-game Crisis event.&lt;br /&gt;
* &#039;&#039;&#039;Humanoids&#039;&#039;&#039;: Another fucking species pack. At least it adds some fantasy-inspired portraits to the mix. [[Awesome|You can now be Orks without mods.]]&lt;br /&gt;
* &#039;&#039;&#039;Distant Stars&#039;&#039;&#039;: [[Meme|Nanomachines, son!]] Adds a small cluster (uninventively called the L-Cluster) off the side of the galaxy only accessible via special L-Gates. Beware what can come out the other side. Also adds a few more Leviathan-style encounters.&lt;br /&gt;
* &#039;&#039;&#039;MegaCorp&#039;&#039;&#039;: Another goddamn revision update came out with this one, coming with the advent of Megacorporations. Become Geedubs in space, or the Hutts. Or deal with them. Also adds caravaneers (with a parody of lootboxes), more megastructures, and the slave trade.&lt;br /&gt;
* &#039;&#039;&#039;Ancient Relics&#039;&#039;&#039;: Archaeology, IN SPHESS! Mainly fleshes out existing Precursors (besides the Cybrex, who already got their limelight in Synthetic Dawn) as well as adding new ones. Also adds an event chain featuring space Skaven. They really are neckbeards...&lt;br /&gt;
* &#039;&#039;&#039;Lithoids&#039;&#039;&#039;: Species Pack yet again. At least these silicon lifeforms actually have unique gameplay attributes tied to them, unlike the others, setting a possible trend. [[What|Like farting valuable gases and being enslaved and raised like cattle...for minerals and gems for energy weapons! Feel free to enslave and farm living rocks for their argon farts, mineral bodies and gem dandruff and turn a mineral poor planet into a powerhouse of pain and rock cannibalism.]]&lt;br /&gt;
* &#039;&#039;&#039;Federations&#039;&#039;&#039;: Revision Update/DLC combo #4. Federations get revamped, there&#039;s now a Galactic Community, a new XBAWKSHUEG ship-slash-mobile-base class (the Juggernaut), new origins for your species, and more. Also adds a megastructure specifically made for shitting out ships in large numbers, [[Cheese|which can become incredibly cheesy due to producing 1d20 battleships every six RL minutes so long as you have the alloys to keep it running]].&lt;br /&gt;
* &#039;&#039;&#039;Necroids&#039;&#039;&#039;: Space undead/vampires/what have you. Second in a trend of &amp;quot;species packs that aren&#039;t just overpriced cosmetic packs&amp;quot;, they add an Origin which lets them play like they look. Basically there are new civics like regular population sacrifice temples for culture boost for normal races, and said necroids turning conquered populations either semi-voluntarily (well-treated cultists who are taught the necroid culture for 5 years and turned into undead) or forced upon conquest.&lt;br /&gt;
* &#039;&#039;&#039;Nemesis&#039;&#039;&#039;: The fifth revision, and the [[Edgy|Edgelord]] of the bunch. Lets you become the Empire from Star Wars or go full Chaos and rape the galaxy to death; it also revamps the otherwise borderline-useless espionage system to let you live out your [[Alpha Legion]] fantasies. You also get a more brutalist-style ship set for endgame mineral sink.&lt;br /&gt;
* &#039;&#039;&#039;Aquatics&#039;&#039;&#039;: Why there wasn&#039;t the ability to play an aquatic species when mollusk-based portraits were already in the game is beyond us, but it&#039;s finally been rectified. Not only does it add &#039;&#039;more&#039;&#039; species portraits and such, but you can also now choose to live under the sea like Merfolk. Or go fishing. You also can ally with a Leviathan via an Origin - but since it&#039;s a dragon, it&#039;ll turn on you if you stop being useful to it. [[What|There&#039;s also a new Colossus weapon that drowns your enemies from orbit. Yes, really.]]&lt;br /&gt;
* &#039;&#039;&#039;Overlord&#039;&#039;&#039; - More Megastructures, a (retarded) overhaul of the Vassal system, new Origins (including a new Psionic origin that makes Psionic Ascension more viable), etc. The game changes included in this update are current as of May 2022, but knowing these guys it won&#039;t be for too long. The old &#039;Empire Sprawl&#039; mechanic has become an &amp;quot;Empire Size&amp;quot; value, penalising wide empires&#039; tech and tradition research rates to force the players into playing tall, [[What|meaning that it&#039;s entirely possible for a one-planet empire to research faster than a ten-planet one with dozens of research labs and hundreds of scientists]]. Vassals now cost you absurd amounts of resources to maintain and will rebel if you make them do anything, [[Fail|but the ES malus means you can&#039;t just beat them to death and take their stuff]]. Edicts got a kick in the nuts, being reworked so that [[RAGE|Everything costs Unity (rather than influence)]], which is spent like the Political Power of [[Hearts of Iron]]. [[Skub|Contentious in the extreme]] due to massively altering the game, to say the least.&lt;br /&gt;
* &#039;&#039;&#039;Toxoids&#039;&#039;&#039;: A species/origin pack themed around pollution, including new origins and civics. You can genetically overdrive your species, [[Looted|scavenge wrecks after battle]], and [[Hive World|even pollute your own planets via unrestrained industrialisation]], and there is a unique faction gameplay named Toxic Knights who act all &amp;quot;Monty Python meets Nurgle&amp;quot;. If there is a silver lining is that at this moment the AI can often outperform the player in mundane tasks.&lt;br /&gt;
&lt;br /&gt;
== Modding ==&lt;br /&gt;
Like many /tg/ favorites, Stellaris has a good modding community. Since mod support is baked in via their launcher and the Steam Workshop, expect to find a lot of good mods...[[FAIL|alongside random shit churned out by people who don&#039;t know how to make mods]]. Sorting by popularity or downloads is your friend.&lt;br /&gt;
&lt;br /&gt;
/tg/ gravitates towards the fictional setting mods, &#039;&#039;especially&#039;&#039; the 40k ones. There&#039;s also a staggering amount of talent as well, from actually good-looking, animated species portraits to new ship models. Some mods also repurpose existing assets in a way that&#039;s not &#039;&#039;terrible&#039;&#039;, but can stick out like a sore thumb. Also, balance is going to be iffy - even more so with multiple mods. &lt;br /&gt;
&lt;br /&gt;
There&#039;s a good chance your favorite mod will break when the next big revision comes around and the devs can&#039;t be arsed to do the major revisions now needed on their own part, though. For big mods, this is less of a problem, but smaller mods tend to die every time a game-changing update happens.&lt;br /&gt;
&lt;br /&gt;
===An Elegan/tg/entleman&#039;s Mod Reccomendations===&lt;br /&gt;
&amp;lt;!---If you&#039;re going to add a Stellaris mod here, explain how said mod is /tg/ relevant. We aren&#039;t /v/, so we don&#039;t really need to cover mods that aren&#039;t relevant unless everyone and their mom use it.---&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Gigastructures&#039;&#039;&#039; - An infamous mod that&#039;s popular with the entire player base, including /tg/. Basically adds in a shitton of megastructures made using new and existing assets, many of which have no balance whatsoever. /tg/ primarily uses it to replicate OP sci-fi races, because [[Xeelee Sequence|xeeleestomping]] primitives on the other side of the galaxy is a good time.&lt;br /&gt;
* Basically any Warhammer 40k mod, for obvious reasons. &amp;lt;!---Maybe list notable examples later?---&amp;gt;&lt;br /&gt;
* [[Star Trek|&#039;&#039;&#039;ST: New Horizons&#039;&#039;&#039;]] - the go-to Trekkie mod that&#039;s been around almost as long as the game has. It&#039;s a total conversion of the game, so don&#039;t expect other mods to work with it. You&#039;ll find the usual fan-favorite things here, as well as some of the more obscure stuff.&lt;br /&gt;
* &#039;&#039;&#039;New Ship Classes (NSC)&#039;&#039;&#039; - drastically expands the limited ship roster from vanilla with a whole raft of new warship classes and subclasses, including the almighty Flagship.&lt;br /&gt;
* &#039;&#039;&#039;Stellaris: Evolved&#039;&#039;&#039; - Have you been LARPing as the Imperium long enough to grow a [[Neckbeard]] luxurious enough to gain the respect of the most hardened /tg/ vets? Long enough that you can eat up x25 crises and shit out miracles? Spice things up with Stellaris: Evolved, a mechanics-overhaul mod that adds an assload of new features, such as a reworked ethics selection, dozens of new civics, culture overhaul, and more. Still in alpha, with things such as an overhaul to ship combat and new origins on the to-do list.&lt;br /&gt;
* &#039;&#039;&#039;Leviathans Extended (LEX)&#039;&#039;&#039; - technically dead, but a chad still maintains it for newer versions on behalf of the original author. Causes new systems to appear in the midgame, each with dangerous encounters. [[Rape|Do NOT break the black hole seal]]. You can also get many of the foes of the mod on your side via various methods after defeating them, giving you powerful ships that can ROFLSTOMP entire fleets well into the midgame.&lt;/div&gt;</summary>
		<author><name>2001:8003:1C20:8C00:D1C5:3EB4:19DF:6E0C</name></author>
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