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		<title>Tank</title>
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		<updated>2022-04-13T06:01:19Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1D0D:301:4872:1BE8:7C8A:5FCE: Undo revision 820783 by 2600:1700:91C1:A4E0:88AE:EF3A:B0DC:10E8 (talk) Make your case on the talk page, don&amp;#039;t edit war&lt;/p&gt;
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&lt;div&gt;&#039;&#039;Were you looking for the MMO role that gets applied to tabletop games? If so, we have that under [[Combat roles]]&#039;&#039;&lt;br /&gt;
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{{Topquote|&#039;&#039; Remember Comrades, we are tank!&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;They take out treads, we are artillery!&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;They take out main gun, we are pillbox!&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;They take out machine gun, we are bunker!&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;They take out armor, we are heroes!&#039;&#039;&lt;br /&gt;
|A popular internet copypasta about a tank&#039;s various roles in a nutshell}}&lt;br /&gt;
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{{Topquote|&#039;&#039;It got in the way... and it died.&#039;&#039;|Company of Heroes 2}}&lt;br /&gt;
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[[image:Char_FT-17.jpg|thumb|300px|right|A French Renault FT-17 Tank, the first tank to have the rough layout that would be the norm for tanks (Crew in the front, top mounted 360 degree turret for main gun, engine in back)]]&lt;br /&gt;
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A &#039;&#039;&#039;tank&#039;&#039;&#039; is a tracked, armored combat vehicle.  The term is often limited to vehicles intended for direct combat, (e.g. as opposed to self-propelled artillery, which stay to the rear) or armored personnel carriers and infantry fighting vehicles, which are on the front line but are primarily tasked with carrying soldiers as opposed to fighting directly, and may not necessarily be tracked.  Their invention revolutionized warfare in the 20th century, and any wargame set in or after that time period, or in alternate universes with similar or more advanced technology levels, will have plenty of attention devoted to them -- or to whatever made them obsolete (e.g. [[BattleTech]]).&lt;br /&gt;
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The idea of an armored fighting vehicle dates back at least to [[wikipedia:Leonardo&#039;s fighting vehicle|Leonardo da Vinci]] and was explored by [[H. G. Wells]] and a few theorists, but the modern tank was proposed shortly before World War I, and was then spurred to production by the war itself.  When the war on the Western Front got bogged down in trenches, the British Royal Navy, who had already had some success with mobile armoured car groups, had the idea to use tracked, armored vehicles with guns to break the stalemate.  The name &amp;quot;tank&amp;quot; became attached to the vehicle as a codename to disguise the purpose of the large metal bodies being built.  After the first tanks rolled onto the battlefield, other countries called them &amp;quot;battle wagons&amp;quot;, &amp;quot;armors&amp;quot;, &amp;quot;assault vehicles&amp;quot;, and other more descriptive names, but the Anglosphere was stuck with calling them &amp;quot;tanks&amp;quot;. (Interestingly, the original British Tank, which looked like a tractor with a metal box on top of it was called &amp;quot;Little Willy&amp;quot;.)&lt;br /&gt;
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Some are incorrectly calling Tanks the new battleship &amp;amp; thus obsolete after Russia got their asses kicked by Ukraine. [[Fail| However Russia stills fights like they did during WW2]], despite their advanced gear. Some even had their own Explosive Reactive Armor removed and no sign of mounted Active Protective Systems. [[derp|The latter the Soviets invented back in the fucking 70s]].&lt;br /&gt;
So their incompetence is not evidence that Tanks are useless in the 21st century. Not to mention that a Ukrainian Tank Brigade was able to defend the city of Chernihiv from the Russians despite being outnumbered with older [[T-64]]&#039;s. Showing that Tanks are still useful on the battlefield, they just need to be used correctly.&lt;br /&gt;
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Tl;dr: Tanks &#039;&#039;are&#039;&#039; the new battleship, but the Javelin is to them as the torpedo boat of the Jeune École was to the battleship. Aka a great danger if the battleship/tank is misused, but not the absolute counter the aircraft carrier and missile cruiser were.&lt;br /&gt;
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==Common Features of the Tank==&lt;br /&gt;
&lt;br /&gt;
Tanks were built with pretty much any set of features you could imagine, but over time, the militaries of the world settled on several common key features:&lt;br /&gt;
&lt;br /&gt;
# One single main gun, carefully chosen so it is both powerful enough to knock out other tanks with armor-piercing shots and still able to use high-explosive shells to deal with &#039;soft&#039; targets. &lt;br /&gt;
# A turret to house the main gun, to allow the tank to shoot at targets without having to pivot the entire vehicle. &lt;br /&gt;
# Good protection against most battlefield weapons, with a heavily-armoured front face to defeat anti-tank weapons.&lt;br /&gt;
# An engine with a lot of torque and horsepower to give it both decent acceleration and top speed. The ability to run on multiple types of fuel is a big plus. &lt;br /&gt;
# Tracks with independent long-travel suspension for each roadwheel, to improve mobility. &lt;br /&gt;
# &#039;&#039;&#039;A radio!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Basically, tanks boil down to three main features: firepower, defense, and mobility. Trying to specialize in one or two attributes tended to come at the expense of second or third attributes. The heavier your guns and/or armour, the slower the tank will be, for instance, while a vehicle made for mobility has to sacrifice either protection or the size of its guns. Nowadays, tanks designers try to maximize all three attributes by being cleverer about achieving their goals, with their main limitations being weight and profile. Additionally, a fourth factor to consider in design are support systems: while not necessarily integral to the design of a tank, they are nonetheless essential in allowing it to work as one, as evidenced by the radio.&lt;br /&gt;
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===Offense===&lt;br /&gt;
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As mentioned in the summary above, one of the if not &#039;&#039;the&#039;&#039; defining attribute of the modern tank is its main gun. A modern (i.e. third gen and up) main battle tank must be able to engage any threat it encounters on the battlefield (and occasionally flying above it), hence the gun itself is a carefully weighed compromise between raw firepower, versatility and overall mass. Nowadays most tanks sport a gun with a calibre between 100mm and 125mm. Said gun must be capable of firing a wide range of different projectile types: at the bare minimum, it should have ammunition specialized for dealing with hard targets such as opposing tanks, or soft targets such as infantry.&lt;br /&gt;
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Historically though, this was not always the case. The very first tanks, like the british Mk.IV and the german A7V didn&#039;t really have a primary armament but were bristling with guns and machineguns. Initially, side-mounted sponsons were adopted for carrying armament because they could aim downwards into trenches. Obviously, as soon as trenches fell out of favour, so too did sponsons. Additionally, as an enemy tank will never be in said trench, [[Land Raider|mounting an anti-tank weapon in the sponson is utterly retarded.]] &lt;br /&gt;
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The first one to figure out the &#039;definitive&#039; solution as described above were the French with their Renault FT-17 (pictured above), the very first to adopt a turret  for the main armament of the tank. While the FT-17 was plagued by a host of teething problems it&#039;s overall design was so efficient and cost-effective that &#039;&#039;absolutely everyone&#039;&#039; jumped upon the bandwagon at the end of WWI, and (almost all) the rest is history. Indeed, at one point all nations toyed with the idea of multi-turreted tanks or &#039;&#039;land battleship&#039;&#039; concept, [[Baneblade|whereby a tank would have multiple turrets each with their own weapon]]. The idea was that the tank could attack in all directions at once, but in practice this led to horribly oversized monstrosities that were less efficient than simply building more tanks with the same armament. The madness then died down and coalesced into two main lines of though right before WW2: The Americans, British and French limited the amount of guns to two on their heavier tanks, one bigger casemate-mounted howitzer to deal with infantry/pillboxes and one smaller turreted AT gun (see also Char B1, the early Churchills and the M3 Lee). The Germans on their side decided &#039;fuck it!&#039; and just went for specialized tanks sporting either a small-bore long-barreled AT gun or a broad-bore short-barelled howitzer, and then just had both type collaborate on the battlefield (see early Pz.III and Pz.IV). And this went swimmingly for them, at least until the Russians finally entered the dance in 1941 and deployed the revolutionary T-34, whose 76mm gun demonstrated it was possible to have a tank gun both capable of tackling armour &#039;&#039;and&#039;&#039; blowing stuff up with explosive shells, setting the precedent that stands up to this day.&lt;br /&gt;
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Once at that point, the overall design was definitively set and guns just got bigger and better from thereon. Starting with the Soviet T-62, they started to go from rifled to smoothbore guns. If you are in any way familiar with the development of gunpowder weapons, this may seem like a baffling decision, but there is a good reason. Anti-tank shot went from a simple lump of steel to sub-calibre munitions like APCR and APDS, as detailed on the [[cannon]] page. These essentially try to be better at penetrating by focusing more energy on a smaller area. A later development was APFSDS, the famous &amp;quot;Silver Bullet&amp;quot; or arrow-like penetrators which turned Saddam&#039;s tanks into ooey gooey explody Swiss cheesey. Likewise, they also started using HEAT shells, which are designed to use the power of a focused explosion to bore their way through armour; at one point, they were so effective that tanks were designed specifically around their use. Both of these munitions types actually &#039;&#039;suffered&#039;&#039; from the rotational forces imparted by a rifled barrel. For APCR, APDS, and APFSDS, rifling does not stabilize subcalibre rounds nearly as well; likewise, the shaped charge jet from HEAT shells doesn&#039;t hold together as well if it&#039;s spinning itself apart. Getting rid of the rifling solved a huge number of other problems: it made it easier to fire missiles out of the guns, and also meant that you could fire higher velocity projectiles without having to reline the bore more frequently. The main exception was HESH, which was essentially a shell full of plastic explosive that flattens itself against targets; upon detonation, it creates a shockwave that is transmitted through the material, causing it to break and shatter if concrete, or to spall off into deadly shrapnel if steel. The spin imparted by rifled barrels helps the explosive pat out more evenly, hence why it is still commonly used by the Brits in their tanks.&lt;br /&gt;
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During the 1960s, there was an attempt to replace the gun with a missile or gun-missile system which... didn&#039;t quite pan out. The main problem is that to accommodate guidance systems, fuel, and all that jazz, missiles are a lot larger than an equivalent tank shell, which strictly limits the amount of ammunition that can be carried. Furthermore, limitations associated with the technology at the time (heavy and fragile hardware, minimum firing ranges) precluded their use on tanks. Future vehicles may carry railguns instead, pending the development of a sufficiently capable, lightweight power system and barrels that don&#039;t become slagged after like five shots or so.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; &lt;br /&gt;
On a sidenote:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
That said, while tanks began to coalesce around the turreted concept many remained turretless and as [[Wikipedia:Sturmgeschütz_III|the German StuG]] proves, were successful weapons in their own right. The lack of a turret does have some advantages thanks to how it lowers overall profile and allow for a larger gun to be mounted than could otherwise be the case. That said, a turret-less tank is only really useful if you don&#039;t have the money to make a turreted tank, don&#039;t have a bigger tank for your bigger gun, &#039;&#039;and&#039;&#039; will only be fighting on the defensive. The latter is the reason why the only guys ever serious about turretless tanks after WWII were the Swedes with their Stridsvagen 103, and the Germans, with their [[Jaguar Jagdpanzer|Kanonenjagdpanzer 90]]. Even today, many SPG&#039;s are still built turretless, however those &#039;support vehicles&#039; aren&#039;t considered proper tanks as they lack both the armor and the tactical flexibilty to act as one.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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In addition to the main gun, you also have the following secondary weapons:&lt;br /&gt;
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*&#039;&#039;&#039;Machine guns:&#039;&#039;&#039; They&#039;ve been around since the beginning, in some cases serving as primary weapons, and they&#039;re still around as secondary weapons on most armoured vehicles. They can be mounted pretty much anywhere: on the front of the hull, in its own turret on the hull, in the commander&#039;s cupola, on the side of the hull, on the back of the turret, beside the cannon (coaxial), or on top of the turret next to the hatch. The latter two are preferred for modern tanks: the coaxial can easily be used by the loader or gunner without having to change stations, and the top-mounted gun can be aimed pretty much anywhere around the tank, including at aircraft. &lt;br /&gt;
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* &#039;&#039;&#039;Autocannons:&#039;&#039;&#039; The next step up from machine guns. Like machine guns, they&#039;ve also served on primary weapons on more than a few tanks. After the Second World War however, they&#039;ve tended to be relegated to the status of secondary armament, with potential use against light armoured vehicles and helicopters. Despite their obvious firepower advantages, most tanks don&#039;t have them, on account of being rather cumbersome and requiring a separate ammunition supply. The only places where you could feasibly mount them are coaxially alongside the main gun like the French [[AMX-30]]; otherwise, you&#039;d have to create a separate compartment somewhere on the turret or hull, as was done with the experimental MBT-70, which had a retractable cupola for it.&lt;br /&gt;
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* &#039;&#039;&#039;Grenade launchers:&#039;&#039;&#039; While tank cannons may fire high explosive shells of greater potency, an automatic grenade launcher has similar flexibility to a machine gun in urban environments, only with more firepower. Another form of grenade launcher is the smoke projector that many tanks incorporate as a defensive measure, but that&#039;s for later discussion.&lt;br /&gt;
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* &#039;&#039;&#039;Mortar:&#039;&#039;&#039; Like the grenade launcher, a mortar on a tank can be handy for fire support. The Aussies took a page from the Germans&#039; &amp;quot;mad genius&amp;quot; book and mounted a [[awesome|7-rounds 178mm spigot mortar]] on the back of a Matilda II tank, the idea being to give their infantry support tanks some serious close-range firepower for those cases something needed to be softened before an assault. That said, it didn&#039;t really take off: there were much more efficient ways of providing fire support separate from a tank, and the only reason it was worth bothering with was because many early-war British tanks of that period (like the Matilda) had extremely poor or even non-existent high-explosive shell capability. Nowadays, the only tank to feature a mortar is the [[Merkava]], which largely serves as a utility weapon for firing special munitions such as smoke or illumination rounds. &lt;br /&gt;
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* &#039;&#039;&#039;Rockets:&#039;&#039;&#039; During the Second World War, a lot of countries experimented with mounting rockets on tanks, ranging from the various German &#039;&#039;Nebelwerfer&#039;&#039; attachments or the Calliope mounted on the American M4 Sherman. Like with the example of the Matilda II above, the point was to provide fire support in anticipation of an assault, or otherwise simply reuse obsolete tanks. They fell by the wayside for similar reasons, or were re-invented as dedicated artillery vehicles (like for instance the [[TOS-1 Buratino]]). &lt;br /&gt;
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* &#039;&#039;&#039;Guided missiles:&#039;&#039;&#039; While attempts to use guided missiles as primary armament in tanks have largely failed to succeed ([[Pereh|with one exception]]), they are still being developed as a special munition designed to be launched out of the main gun. This provides tanks with an option to engage targets that are difficult to hit at distance with their main gun, which can include helicopters. Lighter tanks like the [[M551 Sheridan]] typically use guided missiles to give them an extra anti-armor punch when needed. Similarly, old Soviet tanks like the [[T55AM2]] are upgraded to fire advanced missiles as a way of extracting more usage from obsolete but otherwise functional equipment.&lt;br /&gt;
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===Defense===&lt;br /&gt;
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In general, tanks are designed to maximize their protection for a given weight. Initially, the only criteria during World War I was that tanks should be bulletproof... which they were, to some extent. While their armour might have been thick enough to deflect most bullets, poor quality steel and riveted construction meant that tank crew tended to get injured anyways by pieces of steel breaking off from repeated impacts. They also did jack squat against artillery, large bundles of grenades, poison gas, and flamethrowers; later in the war, the Germans developed special armour-piercing bullets and anti-tank rifles that could punch straight through. &lt;br /&gt;
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Fast forward to the Second World War. Early on, you still had tanks that were so poorly armoured that they could be easily pierced in several places by heavy machine gun fire or special anti-tank rifles. As tanks got bigger and more capable however, they started to incorporate not only thicker, welded armour, but also a technique known as sloping. Basically, what this involved is the angling of armour plates to increase their line of sight thickness, so a 45mm plate angled at 45 degrees relative to an incoming shot would effectively have a thickness of 90mm. This technique was not unknown before the war, but the size limitations of earlier tanks made it difficult to implement, as sloped armour ate into usable interior space; it was also a little harder to build than just slapping everything together at right angles. Of course, then the T-34 came along and showed that sloping could make plates of even modest thickness repel any early or pre-war anti-tank weapon, and then on sloping became an integral feature for almost all tanks. &lt;br /&gt;
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All seemed fine and dandy until some assholes started knocking together something called a shaped charge onto lightweight launchers that [[Tankbustas|a complete bunch of nutters could use to take out a tank]], creating weapons like the American M1 Bazooka or the German Panzerfaust. At some point during the Cold War, the increasing effectiveness of shaped charge weaponry made some designers throw up their hands and give up on providing maximum protection to their tanks. If the thickest armor you can put on a tank is going to get penetrated anyway then your best bet is not to armor it at all and focus on maximizing speed and minimizing profile to make sure you don&#039;t get hit to begin with. The German [[Leopard 1]] and French [[AMX-30]] were designed according to this principle, when it seemed like it would be impossible to defend against new HEAT shells. Others kept experimenting, and by the 1970s, people developed measures to deal with them, starting with the well-known principle of spaced armour, and then moving on to quartz and ceramic plates.&lt;br /&gt;
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Nowadays, most modern tanks have good protection all around from most weapons, with a particularly heavily-armoured turret and front to resist dedicated anti-armor weapons. Most modern tanks have some form or another of composite armour, which consists of layers upon layers of spaced steel plates, ceramic tiles, kevlar liners, and so forth. The idea is that by putting these various materials together, you can achieve greater protection against most things for far less weight than an equivalent protection level of steel, though it does become quite bulky. How these materials exactly work together is not entirely known to even the most pretentious armchair generals. What can be said, however is that there are two big ways to defeat armour: punch through it with enough force (and, for an added treat, explode inside after that) or smash it with sufficient force it shatters and the debris ravage what is behind (somthing called &#039;spalling&#039;). Thus, modern composites deflect brute-force projectiles away and have spall liners woven throughout to prevent spalling from killing the crew. &lt;br /&gt;
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Below are a few devices and techniques utilized for defensive purposes:&lt;br /&gt;
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*&#039;&#039;&#039;Smoke Dischargers:&#039;&#039;&#039; The little pipes or beehive-like clusters you see on the turrets and hull of the tank are smoke launchers, which fire a single salvo of smoke grenades upon activation. You may find the idea of trying to [[Creed|hide a tank]] ridiculous, but a good tank commander will know how to use smoke to mask their movements in case they need to make a hasty retreat, or to cover an advance into a more favourable position. However, they&#039;re also really, really good at fouling up enemy sensors (anywhere from optical to infrared) and guidance systems. &lt;br /&gt;
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*&#039;&#039;&#039;Camouflage:&#039;&#039;&#039; Because the best defence is often not getting spotted until it is too late. Visual camouflage in the Second World War was extensively employed to either make them more difficult to spot or to obfuscate their silhouette. For the former, tanks would be painted in colours that helped blend in with their background;  netting, foliage, and/or debris may be incorporated to complete the look. The latter works by deceiving the enemy into thinking that the tank they&#039;re seeing from aerial reconnaissance is actually a truck, or that the tank over there does not have a gun capable of turning your tank inside out. Dealing with non-visual spectrums such as infrared or radar detection require the use of special materials or paints that make tanks harder to pick out of the background.&lt;br /&gt;
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*&#039;&#039;&#039;Reactive Armor:&#039;&#039;&#039; As per the name, they are designed to react to incoming projectiles. The most common form is what is known as Explosive Reactive Armor or ERA: essentially metal boxes with a small explosive charge sandwiched between two metal plates. When a sufficiently large projectile hits an ERA tile, it detonates, forcing the metal plates apart; this can disrupt a shaped charge jet before it has time to form. Later versions like the Russian Kontakt-5 and Relikt are capable of defending against APFSDS munitions by forcing the penetrator off course, dissipating its kinetic energy. In addition, there is also what is known as Non-Explosive Reactive Armour or NERA. Instead of an explosive charge, NERA incorporates an elastic material that is wedged between the two metal plates. Like ERA, it will react to attacks; however, instead of exploding, the sandwiched layer will expand, with similar effects on incoming projectiles to ERA. Compared to ERA, they have the distinct advantage of not exploding, which makes them safe to use around infantry, so they tend to be more like easily-replaceable armour tiles; modern-day composite armours may also incorporate them into their defence arrays to varying extent.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slat Armor:&#039;&#039;&#039; Due to how shaped-charge rounds work, they need to detonate at the right distance of the armor to punch through it. Something as simple as a metal cage surrounding you can prevent the shaped charge from doing much damage by just making it go off early or warping the detonator upon impact, rendering it useless. &lt;br /&gt;
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*&#039;&#039;&#039;Improvised Armor:&#039;&#039;&#039; Just like its name says. During the Second World War, tank crew tried to bulk up armour with whatever they could find in the field. These can take the form of salvaged armor plates from other tanks and bedspring mattresses, or nothing more than basic materials like sandbags, wooden logs, or ooncrete. Ironically, many of these materials were probably &#039;&#039;worse&#039;&#039; than nothing: the added weight overstressed components and slowed down whatever tank they were mounted on. Moreover, due to defects in HEAT design at the time, they may have actually &#039;&#039;enhanced&#039;&#039; the effect of the warheads by causing them to detonate at the optimal distance, away from the tank&#039;s main hull.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Active Protection System:&#039;&#039;&#039; An active protection system is a device that shoots down or deflects incoming anti-armor projectiles. It takes two forms. The first is an electronics countermeasure system that detects incoming guided missiles and attempts to trick them into &#039;&#039;not&#039;&#039; hitting the tank, usually by messing with their guidance systems. The other type involves an active radar scanner linked together with a launcher or projectile weapon of some sort; when it detects an incoming projectile larger than a bullet, it calculates its incoming trajectory and then fires a projectile which destroys it mid-flight. &lt;br /&gt;
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*&#039;&#039;&#039;Spaced Armor:&#039;&#039;&#039; Spaced Armor is what it sounds like. Armor with a large gap. This gap helps dissipate the shaped charge. The most obvious examples are goofy-looking thin plates around a WWII German tank&#039;s turret and tracks (&#039;&#039;Schürzen&#039;&#039; or skirts). Although they were initially designed to deflect light AT guns and rifles, they may have had some effect against HEAT warheads, at least according to some people. Whatever was the case, it has been well-established that trying to force a shaped charge to travel through three feet of air will protect a tank far better than a foot of armour. Usually incorporated as one aspect of modern composite armour.&lt;br /&gt;
&lt;br /&gt;
===Mobility===&lt;br /&gt;
Another major aspect of the modern tank is mobility. While early WWI behemoths like the British Mark I and the German A7V were content to lumber slowly forward with all guns blazing at the enemy, the need for higher speed and better cross-country capacity soon became apparent. Mobility in general is dependent on four major components, namely: the tracks, the suspension, the transmission and steering mechanism and the engine itself. &lt;br /&gt;
&lt;br /&gt;
*Track design is as integral to the identity of a tank, as it allows it to move around without sinking into the ground. Modern tracks are so good at their job that a tank imparts a lower ground pressure (or weight per square inch on the surface) than an automobile tyre or a human foot. That said, they are a also a significant weak spot: they can break or slip off, leading to a complete loss of traction, and a stopped tank is a dead tank. Nowadays, tracks often use the so called &amp;quot;slack-track&amp;quot; approach: a number of road wheels low to the ground transfer the weight of the tank to the track, two sprocket wheels (one in front and one at the rear) transfer the motive energy to the track and a couple of return wheels on top keep the whole track tense while in use. (Other arrangements have been used historically, but they fell by the wayside due to either fragility, or being too maintenance-intensive.) Efforts are made to keep the height of the whole track assembly as low as possible, as no matter how cool the [[Wikipedia:Mark I tank|British Mark I]] looked, running the tracks over the top of the body is begging for a mobility kill. (Though to be fair to the Mark I, it needed its high tracks to cross trenches, and since it came first, there weren&#039;t really any weapons that could specifically take advantage of its exposed tracks at the time.)&lt;br /&gt;
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*Even more than the tracks themselves, suspension is what allows tanks to travel easily over all terrain, absorbing all of the bumps and lumps. The earliest tanks did not have any suspension. By the Second World War however, you had vehicles using varying arrangement of helical and leaf springs to smooth the ride out a little. Most tanks now employ what is called torsion bar suspension, which translates the up-and-down movement of the roadwheel into a metal bar designed to resist twisting. A few newer models employ hydropneumatic suspension, which can be adjusted to cope with softer or harder terrain, as well as adding a few more degrees of elevation or depression for aiming the main gun.&lt;br /&gt;
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*Transmission and steering of a tracked vehicle is quite complex in execution, however it is conceptually quite simple: turning is accomplished by accelerating one of the tracks and slowing/stopping the other one. While there have been many different combinations of engines/driveshafts/clutches/brakes to obtain this since the first WWI vehicles, modern tank design boils down to two concepts: Russian/Chinese ones favor two separate transmissions, one for each track; while Western ones prefer the so-called &#039;double differential&#039; approach that adds a second driveshaft and idler sprocket wheel to each track that can be used to speed/slow it. One big advance of the modern tank (and tracked vehicle in general) is the so-called &#039;neutral steering&#039; that allows the tracks to turn in opposite directions and the vehicle to easily and quickly turn on the spot, something a wheeled one would be hard-pressed to accomplish as quickly and smoothly (if at all).  &lt;br /&gt;
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* As for the engines, most tanks designed prior to the Second World War but after the First World War utilized the same engines as trucks and buses (cheap but underpowered), while a few settled on downrated airplane engines (lots of power but unreliable). At the start of the war, only the Germans dedicated engine production for military vehicles (which led to problems that we won&#039;t get into here) but it was the Soviets who would later take the cake, with the relatively lightweight yet powerful diesel Model V-2 in the T-34 (seeing a pattern here?) that would go onto to power almost all of their tanks. Most tanks nowadays go for diesels but a few use turbines. A diesel has the advantage of being fuel-efficient but with a rather poor power-to-weight ratio, while turbines run on nearly anything flammable and have much better power-to-weight ratio and are quieter, but are &#039;&#039;very&#039;&#039; thirsty and their much hotter exhaust can present some trouble to camouflage the vehicle against IR sensors and hazard to accompanying infantry. In the interest of making warfare more environmentally friendly, we may eventually see tanks driven by electrical power and hydrogen-fuelled turbines.&lt;br /&gt;
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By nature, tanks have some wading capability, capable of going through water that would stop your average automobile dead. To go through deeper waters usually requires extensive modifications. The first truly amphibious tanks for instance, required canvas screens to be attached for flotation, along with a propeller driven by the tank&#039;s own engine. Presently, a few tanks, most of them Russian, have the capability to be driven completely underwater, provided that they&#039;re provided with a snorkel.&lt;br /&gt;
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===Support===&lt;br /&gt;
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In addition to the essential three attributes of offence, defence, and mobility, tanks rely on a whole host of systems to be tanking. While none of them are strictly speaking indispensable, those extra systems are what turn a tank from a mobile pillbox fighting on its own into a force multiplier able to support their fellow soldiers and efficiently outmanoeuver and take out what has the misfortune of being in front of them. Any modern tank design will weigh the pro&#039;s and contra&#039;s of outfitting the vehicle with said systems. Where some are a given other&#039;s aren&#039;t, and it will often boil down to intended use, economics and local limitations.&lt;br /&gt;
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*&#039;&#039;&#039;Communications:&#039;&#039;&#039; The most vital improvement on this list, it comes in two distinct parts both equally important.&lt;br /&gt;
**&#039;&#039;&#039;Internal Communication&#039;&#039;&#039; An intercom is extremely important inside a tank because, well, tanks are &#039;&#039;&#039;[[Noise Marines|LOUD]]&#039;&#039;&#039;, and it&#039;s the only way for the crew to talk to each other without going hoarse yelling at each other. And it&#039;s not a joke: before the advent of intercom the commander often had to kick the driver on the left or right shoulder to indicate the direction he wanted him to turn because even yelling wasn&#039;t working with the ruckus of the moving tank. Modern intercoms often have double and sometimes even triple-redundant systems, because it is that important for the commander to tell his driver where to go and his gunner where to shoot. &lt;br /&gt;
**&#039;&#039;&#039;External Communication&#039;&#039;&#039; Another not be overstated improvement is keeping in touch with other tanks as well as whoever is in charge. Having a system to coordinate multiple units determines whether or not a tank is a rolling pillbox or a decisive, mobile weapon of war. Inter-war tanks often relied on flag signals with only the company leader having a radio for coordination , but in the early thirties some guy named Guderian ordered &amp;quot;Each vehicle must have its own radio; no exceptions!&amp;quot; and the rest is history. Indeed, in both the battle for France and the early Operation Barbarossa the German tanks were outnumbered, undergunned and underarmored compared to their opponents but thanks to their radios, they were able to outmaneuver the enemy and take them apart. Queue everyone doing the same (even if Soviet tank crews actually communicated mostly in kicks and flags until well into 1943 because early Soviet radios were shit tier and tended to break in the first minute of every goddamn engagement), and still doing it today. The major improvement modern communication systems have brought is the ability to transmit not only voices but also data, which makes keeping everyone informed of the whereabouts of one&#039;s allies and enemies much faster and easier.&lt;br /&gt;
***&#039;&#039;&#039;IFF&#039;&#039;&#039; Piggybacking on the improved communications and electronics of modern vehicles, the &amp;quot;Identification, Friend or Foe&amp;quot; system is basically a nifty little system that transmits a &#039;I&#039;m a friend, don&#039;t shoot me.&#039; signal to any other unit in the vicinity when queried and (if all goes well, for it is not always 100% reliable, especially amongst multi-nation task forces) will prevent friendly fire incidents.   &lt;br /&gt;
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*&#039;&#039;&#039;Detection:&#039;&#039;&#039; Tanks have notoriously bad situational awareness, so people came up with solutions to improve it. The most basic instrument is of course, Eyeball Mk. I, initially relying on either vision slots, optical instruments such as periscopes, or the commander poking his head outside of the tank. In WWII, the Germans installed an armored cupola with vision slits atop the turret in order to improve the commander&#039;s sight while &#039;buttoned up&#039;; near the end, they also came up with primitive infrared illuminators as well. Nowadays, you have an array of cameras, night-vision, and infrared/thermal imagers to give you a clearer picture of things.&lt;br /&gt;
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*&#039;&#039;&#039;Fire Control:&#039;&#039;&#039; Another big chunk, fire control regroups any and every system meant to improve the main gun&#039;s accuracy and reduce the time between target acquisition and actually blasting it to smithereens. The first tanks did not have really anything in the way of such, seeing as they were meant to be used up close with the enemy. However, when it became clear tanks would be called upon to deal with other tanks, improvements were sought in roughly three different and complementary directions: improving accuracy at range, improving accuracy while on the move and improving accuracy when firing at a moving target. There are many historical attempts to achieve this, below you&#039;ll find a list of the most common historical ones, all culminating in the modern computerized fire control system.&lt;br /&gt;
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**&#039;&#039;&#039;Sights:&#039;&#039;&#039; By the outbreak of WWII, tanks commonly used telescopic sights with stadiametric indicators for ranging; think a rifle scope, but adapted for the tank&#039;s gun. The indicators allowed for a precise compensation for the target&#039;s range and movement, however the scope by itself had no way to measure said values; and those were often left to the crew&#039;s experience, pre-battle reconnaissance and educated guesswork to determine.&lt;br /&gt;
**&#039;&#039;&#039;Ranging Shot:&#039;&#039;&#039; Laugh if you want, but an experienced gunner could use a quick burst from one of the tank&#039;s machineguns to make a decent estimate of the range to target and quickly compensate for the follow-up shot from the main gun. Sure, it was crude, but it worked pretty well for what it was. The British went a step further and attached ballistically-matched spotting rifles to their tank guns, where firing solution was confirmed by a tracer impact on target (the American M60 &#039;Ontos&#039; did it in &#039;nam as well).&lt;br /&gt;
**&#039;&#039;&#039;Rangefinder:&#039;&#039;&#039; As tank warfare rolled into the Cold War, people became more interested in ensuring first-shot accuracy, so tank designers once again took a page from the navy and started mounting dedicated optical rangefinders. Modern ones are laser-based and quicker to operate, but in essence the very same.&lt;br /&gt;
**&#039;&#039;&#039;Stabilizer:&#039;&#039;&#039; Essentially, this is a mechanism for keeping your main gun pointed in the right direction while moving. Initially, this wasn&#039;t seen as necessary, particularly since early designs didn&#039;t work that well: the one mounted on the American M4 Sherman tank for instance, only compensated for vertical movement. But as we&#039;ve said earlier, a stopped tank is a dead tank, and moving makes it harder for you to be hit. Thus, even the earlier iteration became a critical time-saver, enabling the gunner to more quickly aim and fire after the tank comes to a stop. Later designs providing all-around stabilization have become essential for modern tanks, allowing for accurate firing while on the move.&lt;br /&gt;
**&#039;&#039;&#039;Ballistic Computer:&#039;&#039;&#039; A modern development allowing for the gunner to accurately compensate for the target&#039;s movement (and other factors if necessary), especially when his tank is moving as well. &lt;br /&gt;
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Nowadays, tanks come with what are known as fire control systems, which comprise a suite of devices solely dedicated to ensuring main gun accuracy. They combine laser rangefinders to very accurately determine distance to target (assuming that the latter isn&#039;t obscured by obstacles, foliage, dust, smoke, or whatever), stabilizers and a  ballistic computer into which information regarding the target&#039;s range, heading, and speed are inputted to come up with a firing solution far more quickly and accurately than a human ever could. &lt;br /&gt;
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*&#039;&#039;&#039;Autoloader:&#039;&#039;&#039; A mechanism for automatically loading shells into the main gun, obviating the need for a loader. This is less of an obvious decision than it would seem. For decades, human loaders were actually regarded as better than mechanical loaders because they were generally faster and better: most early autoloaders had to depress the gun to a minimum elevation before loading and had difficulty switching between different types of shells. An autoloader that is put out of action by mechanical failure or damage will either make the cannon more difficult to load by hand or at worst, render it entirely inoperable, requiring extensive repairs in order to be restored to fighting condition. Plus, as mentioned in the previous section, having a human loader lends versatility and redundancy to a tank crew, as the loader could function as an additional pair of eyes and hands whenever needed. Initially, the main advantage to automating the loading process was that you could afford to have one less crew member, thus reducing overall weight. Newer developments however, can easily match or surpass human loaders in terms of loading speed, with the additional benefit of never tiring.&lt;br /&gt;
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*&#039;&#039;&#039;Remote Weapon Systems&#039;&#039;&#039; The pintle-mounted gun is great for clearing out and suppressing infantry because it can rotate 360 degrees and is at the top of the tank, so it has a bird&#039;s-eye view of the area. Unfortunately, popping your head out to shoot at people makes you a prime target for snipers. A solution for this is having the pintle gun be virtually controlled from the inside by a remote weapon system, so the gunner can still shoot at targets without threat of catching a bullet in the face the moment they peek out of the hatch. Granted the gun itself can still be shot, but it&#039;s a lot easier to replace a machine gun than a trained crewman. The aforementioned blurb regarding replacing the MG with grenade launchers also apply here.&lt;br /&gt;
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*&#039;&#039;&#039;Air Conditioning System/Climatization:&#039;&#039;&#039; Yes, I can already hear you laughing. First, [https://www.youtube.com/watch?v=x1rXLhow1Ro watch this 30 seconds video.] Then imagine having to ride/fight into a vehicle getting that hot for hours, you&#039;ll get the point. An airco is not strictly speaking mandatory, depending on where your tank is operating. But many modern designs include one by default, as it is an easy way to improve crew morale and efficiency.&lt;br /&gt;
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*&#039;&#039;&#039;Automatic Fire Extinguisher&#039;&#039;&#039; Fire in the hull? No problem. Tap a button or just wait a few seconds, and in the Abrams&#039; case, Halon gas at 7% puts it out. &lt;br /&gt;
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*&#039;&#039;&#039;Damage Control:&#039;&#039;&#039; A big problem with tanks is them tanks going up from the ammunition being detonated when hit. The remains of the crew would be... messy, to say the least. Frequently they would be buried all together in a matchbox. So, once again, we came up with way to limit that happenstance.&lt;br /&gt;
**&#039;&#039;&#039;Common Sense, Better Training and Improved Logistics:&#039;&#039;&#039; Early in WWII, the doctrine called for full combat load and crews tended to cram in a generous extra helping of fuel, ammo and spare parts in their tanks, &amp;quot;just in case&amp;quot;. This turned their tanks into mobile explosion hazards (just imagine a Sherman chock full of over 120 shells, 5000 MG rounds, extra fuel drums lashed to it... you get the idea). To remedy this, combat loads were lowered, logistics were improved to make sure tanks could be repaired and resupplied easily, and crews drilled to take on no more than needed for the mission; which led to a marked decrease in such big booms.&lt;br /&gt;
**&#039;&#039;&#039;Welded Armor:&#039;&#039;&#039; Toyed with by all belligerents, the idea was to weld extra armor plates on the outside of where the ammo racks were. Which was a double-edged sword: it added protection, but was also an unmistakable &#039;shoot here for full effect&#039; sign. Quickly abandoned when it became clear guns would improve faster than armor.&lt;br /&gt;
**&#039;&#039;&#039;Ready-Rack and Secondary Ammo Stowage:&#039;&#039;&#039; The idea here is that the gunner/loader only keep around &#039;a handful of shells&#039; (between 6 and 10 shells depending on the tank) inside the turret in easy reach, and the rest of the ammo stocked in armored compartments near the bottom of the tank, where the tracks/wheels/transmission/engine would work as that much added armor. The reasoning being that if a shot was powerful to reach the ammo stocked there in the least vulnerable part of the vehicle, the tank was fucked every way to Sunday anyway; and the decrease in rate of fire when the ready-rack needs restocking was an acceptable drawback for the improved protection. This concept is still in use on modern Russian/Chinese tanks, who have a rotating ammo carrousel at the bottom of the tank.&lt;br /&gt;
**&#039;&#039;&#039;Wet Storage:&#039;&#039;&#039; Ammo compartments surrounded by a reservoir full of a mix of glycerine and salt water that would flood the ammo compartment if breached and buy time for the crew to bail out by delaying the cook-off. Good idea that worked good enough (lowering the risk of a cook off by about 30% when first introduced with the M4A3E8 Easy Eight Sherman) but ultimately more hassle than it was worth, and dropped after WWII. But...     &lt;br /&gt;
**&#039;&#039;&#039;Blowout Ammo Compartment:&#039;&#039;&#039; The idea of &#039;wet storage&#039;, adapted for modern tanks. They&#039;re basically compartments that blow outwards when the ammunition is hit and begin to burn; they vent the bang away from the main body of the machine, thus saving the million dollar tank (and the squishy but almost equally expansive meatbags inside). Sure, the tank must retreat to restock ammo, a new storage bin and some tuning up; but it can still fight with a small repair... if your ammo storage compartment wasn&#039;t open the moment it was hit.&lt;br /&gt;
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*&#039;&#039;&#039;NBC protection:&#039;&#039;&#039; Because [[Nurgle|war never ceases to become dirtier]], modern vehicles are outfitted with a system that creates overpressure in the crew compartment and circulate air through a filtration device to protect against any nuclear, bacteriological or chemical agents outside.&lt;br /&gt;
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==Crewmen==&lt;br /&gt;
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Unlike a car or most combat airplanes, a tank isn&#039;t something that one person can fully operate alone (at least for today&#039;s standards). It is a large, complex machine that requires multiple people with specific tasks to keep it working. Never discount the importance of a well-trained crew, as they can be every bit as important as the selection of equipment. [https://www.youtube.com/watch?v=HV2nIkqnGBI While technically feasible] to operate a tank with only two people (a driver and a gunner, as was the case with the Renault FT), it’s much more practical to have more people per tank to divide the workload, especially since a successful tank battle is heavily determined by the time it takes to get off a successful shot. Early tanks were envisioned as &#039;landships&#039; and had a crew of around ten men, but most tanks today have a crew of three or four, with some crewman having multiple duties to keep things as streamlined as possible.&lt;br /&gt;
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*&#039;&#039;&#039;Commander&#039;&#039;&#039; The commander is the one who issues orders to all crewmen. Their main responsibilities for the tank are navigating for the driver, spotting targets for the gunner, and coordinating everyone to work as one well-oiled deathmachine. They&#039;re also the one who typically mans the hatch-mounted machine gun when needed. In modern times, they are also responsible for the radio, which gives them the responsibility of coordinating with other tanks or infantry as well.&lt;br /&gt;
*&#039;&#039;&#039;Driver&#039;&#039;&#039; Maneuvers the tank, but with a twist. Because the driver is typically near the bottom of the tank he only can see in front of him unless he sticks his head out of a hatch; his peripheral vision borders on the non-existent. Because of that, they have to rely on the commander for precise maneuvers when the tank is traveling at full speed. That said, it is still possible for a driver to maneuver the tank on his own (yay for vision slits and/or cameras). In modern times, they also double up as the crew&#039;s mechanic.&lt;br /&gt;
*&#039;&#039;&#039;Gunner&#039;&#039;&#039; Operates the tank&#039;s main cannon(s) and coaxial machine gun, again with a small twist. He&#039;s responsible for aiming the guns where they need to shoot and firing when appropriate. They can also double as a loader if one&#039;s not available. But because the gunsight is quite narrow they can only make fine adjustments on their own and so need the Commander to spot the target and give them the rough direction in which to point the gun in the first place for them to acquire it and blow it up. A tank typically only needs 1 gunner, but older models that have more than 1 main cannon (like the WW1 British Mark tanks) required a gunner for each gun.&lt;br /&gt;
*&#039;&#039;&#039;Loader&#039;&#039;&#039; Assists the gunner by loading the appropriate ammunition into the main gun. Loaders are less common in modern tanks due to rise of autoloaders these days, but older tanks needed them to perform efficiently and the extra man has advantages his own. These include helping in field repairs and helping fuel the tank up and in the Abrams&#039; case manning a second pintle gun.&lt;br /&gt;
*&#039;&#039;&#039;Mechanic&#039;&#039;&#039; Responsible for fixing up the tank when it breaks down (well, the whole crew pitches in but he&#039;s the guy with the knowledge). In later years to ease space concerns; the driver typically doubles as the crew&#039;s mechanic.&lt;br /&gt;
*&#039;&#039;&#039;Radio Operator&#039;&#039;&#039; Operates the radio and relays any orders and communications with friendly forces to the commander. Due to advancements in radio technology; radio operators are no longer needed in modern tanks as the commander can do that on their own these days.&lt;br /&gt;
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==Types of Tanks==&lt;br /&gt;
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Whether it&#039;s real or fantasy, tanks are classified from their weight and/or armament profile. A modern catch all term for all purpose built and improvised combat vehicles, not necessarily tanks, is Armored Fighting Vehicle (AFV). Here are the common ones:&lt;br /&gt;
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===Not Actually Tanks=== &lt;br /&gt;
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Despite having treads and a gun, the following vehicles are not considered tanks. The difference is that tanks are designed for frontline combat, while other vehicles with treads are designed to carry and support infantry (APC/IFV), bombard enemy positions with heavy artillery (SPGs), or act as general support weapon systems. Many of these vehicles are light enough to be deployed by aircraft, giving them an edge over tanks in response time to emerging threats. If it isn&#039;t a purpose built chassis, they are frequently based on the previous or current tank being used to simplify logistics.&lt;br /&gt;
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*&#039;&#039;&#039;Armored Personnel Carrier&#039;&#039;&#039; APCs are light vehicles designed to carry infantry and not much else. They&#039;re usually given a heavy machine gun to support the infantry they&#039;re carrying into battle and to defend itself, but they&#039;re highly unlikely to have more firepower than that. They&#039;re designed to protect against small arms fire, not tank shells. Unlike IFVs, APCs are not expected to fight on the front due to their lackluster protection and armaments. However, they&#039;re sometimes also amphibious, something that the vast majority of tanks are not, allowing for both seafront assaults and quick getaways down waterways. Don&#039;t expect anything bigger than a HMG (that being under 20mm, usually also under or equal to 15mm) and a grenade launcher. Very rarely a low caliber (20 to under 25mm) autocannon may be present. May have a couple ATGMs (Anti Tank Guided Missile) to suppress the enemy but it isn&#039;t designed to stay in a firefight, an APC is first and foremost a transport.&lt;br /&gt;
Examples: [[Rhino]],  [[M113 Armored Personnel Carrier|M113]], Namer (notably, it is based on the Merkava, an MBT, and has unusually tough armor)&lt;br /&gt;
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*&#039;&#039;&#039;Self-propelled gun (SPG)&#039;&#039;&#039; Vehicles armed with artillery weapons designed to bomb the enemy back into the stone age, ranging from howitzers, mortars, or missile systems. Typically built similarly to tanks, but sacrifice armor for their heavy guns since in normal circumstances they should be too far away to get shot at directly. Not to mention that some artillery pieces have a minimum range where they can drop their payload; thus, the SPG needs to put some distance between them and their target so that they can be in effective range. The advantage to having such artillery on an actual vehicle rather than being stationary, is that counter-battery fire can threaten static guns, while mobile guns can safely get out of the danger zone once they&#039;ve delivered their payload. Self-propelled guns typically carry a 150+mm Howitzer, much larger than what any proper tank would carry. While mobile rocket platforms such as the [[BM-21 Hail]] or MLRS are more popular than Self-propelled guns and are capable of absolutely soaking an area in rocket spam, the SPG has the advantage of being able to sustain fire for longer periods of time. Besides that, most SPGs can also depress the barrel enough to engage something directly which can be useful in some situations (avoiding collateral damage, for instance). Do note that standard operating procedure for SPGs is to &amp;lt;s&amp;gt;leg it like a little bitch&amp;lt;/s&amp;gt; tactically redeploy if the enemy close on their position: even if they carry a big gun, they are not front-line capable vehicles. Direct engagement is avoided even if a huge shell will ruin a punk&#039;s day just fine. May have a machine gun or two just in case (and theoretical anti-air in older models, mostly enough to scare them off with a burst of tracers), or an autocannon if the armed force is particularly passive aggressive and has money to blow on useless overkill.&lt;br /&gt;
Examples: [[Basilisk Artillery Gun]], [[M109 Howitzer]]&lt;br /&gt;
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*&#039;&#039;&#039;Self-propelled anti-aircraft gun (SPAAG)&#039;&#039;&#039; Tank-like vehicles armed with weaponry designed to shoot aircraft out of the sky to provide mobile anti-air cover. There are only three real ways to shoot a very fast moving aircraft out of the sky. [[Dakka|First you can use as many rapid fire guns as you can to fill the air with as many bullets as you can and hope for one hit]]. Second, you can fire one big shell up into the air and at a certain height have it explode spraying shrapnel around it self to score the one hit you need, this are known as Anti Air Artillery, and are known in the English world by the name the Germans used during World War 2, flak. Both have been superseded by AA missiles which can track a target and put that shrapnel warhead closer to the target than just guess work and a slide rule can. Others use both guns and SAMs. As a sidenote, flak tanks (and half-tracks) equipped with heavy machine guns and small autocannons have a nasty reputation as being infantry trouncers as multiple barrels spewing lead at high speed will turn soft ground targets into mulch very quickly. Indeed, both the M19 MGMC and the M42 Duster were primarily used in this role despite having been envisioned as point-defense SPAAGs. That role had something of a heyday between WW2 and Vietnam, with the quad mount 50 cal M45&#039;s being nicknamed Kraut Mover and the twin 40mm&#039;s of the M42 being used to lumberjack VC hiding in treelines. Modern variants mostly have guided missiles and the BRRRRT variants are usually not mounted on tanks.      &lt;br /&gt;
Examples: [[Hydra Flak Tank]], [[ZSU 23-4 Shilka]]&lt;br /&gt;
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*&#039;&#039;&#039;Infantry Fighting Vehicle&#039;&#039;&#039; Known as IFVs, these almost-tanks are capable of transporting infantry forces, while being armored and armed enough to be of support to the field, unlike light tanks. However, unlike true tanks, IFVs can&#039;t be expected to stand up to enemy armor. Modern IFV&#039;s can have anti tank missiles, but with their tin can armor, going toe to toe with a main battle tank is suicide and so it supports regular tanks or takes on enemy armor in emergencies. While APCs and IFV can share similar roles and armaments today, the main way to distinguish them is with their main gun: anything that has a main gun smaller than 25mm is classed as an APC, and anything higher is an IFV. IFVs are designed to stay and fight (though not toe to toe with enemy tanks) and act as direct fire support.   Effectively, when comparing a squad with an IFV vs a squad with an APC, the later is an infantry squad with a transport, the former is a (light) tank that can dismount some of its crew.&lt;br /&gt;
Examples: [[Chimera Transport|Chimera]], [[Razorback]], most [[Land Raider]] patterns, [[BMP]], [[Bradley_Fighting_Vehicle|M2 Bradley]]&lt;br /&gt;
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*&#039;&#039;&#039;Armored Reconnaissance Vehicle&#039;&#039;&#039; In some ways they can be confused for IFVs in that these vehicles are similarly equipped and focus on mobility, and may even have limited troop capacities. But where they mainly differ is in doctrinal use: Armored Recon is mainly used to provide independent support to a recon team rather than support front-line troops. As such, troop carrying capacity isn&#039;t as necessary if it has any at all. See below the Infantry vs Cavalry Tank distinction as it can apply here as well, since modern cavalry units use such vehicles. Some IFV&#039;s share a base chassis with ARVs , those ARVs are usually called Cavalry Fighting Vehicles (CFV).&lt;br /&gt;
Examples: [[Salamander Reconnaissance Tank]], [[LAV-25]], [[M113 MRV]], [[Bradley_Fighting_Vehicle|M3 Bradley]] &lt;br /&gt;
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*&#039;&#039;&#039;Tank Destroyer&#039;&#039;&#039; Tank destroyers are specialist armor designed for one thing in mind: knocking out armor and not much else. Some are turreted, and some aren&#039;t. Most modern ones use guided missiles, all historical and some modern use cannons. What makes them not tanks is a matter of technicality. Tanks are designed for general military purpose (so useful for a range of tasks) while tank destroyers are for only one thing, destroying armor (especially on vehicles). After World War 2 we figured out that since tanks fought other tanks so often anyway tank destroyers don&#039;t really make sense so we upgraded the guns on regular tanks, while the role of “Light Anti-Armor Vehicle” was taken by ATGM carriers, which being mostly modified LAVs, have the ability to kill tanks while being very mobile and easy to transport. A handful of cannon-armed Tank Destroyers still exist, some tracked, others wheeled, but they&#039;re a rare breed. They tend to be considered for use with airborne troops in need of anti-armor capability (since a proper tank tends to be too heavy to airdrop) and for certain strategic mobility concerns. &lt;br /&gt;
Examples: [[Leman Russ Battle Tank#Destroyer Tank Hunter|Destroyer Tank Hunter]], [[Leman Russ Battle Tank#Leman Russ Vanquisher|Leman Russ Vanquisher]], [[M901 ITV]]&lt;br /&gt;
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*&#039;&#039;&#039;Assault guns&#039;&#039;&#039; Similar to tank destroyers, assault guns differ in one important way: instead of an anti-tank gun, they&#039;re armed with a anti-building weapon, frequently a howitzer. These tended to be fairly big and fairly heavy compared to SPGs, because they&#039;re made to get in close to heavy fortifications. After World War 2 assault guns became light air-dropped weapons to support airborne troops if they encountered hard targets. They are comparatively very rare in modern orders of battle. Most that remain are in the Third World (usually WW2 Soviet vintage, they made a LOT of things).&lt;br /&gt;
Examples: [[Vindicator]], [[Leman Russ Battle Tank#Leman Russ Demolisher|Leman Russ Demolisher]]&lt;br /&gt;
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===Proper tanks===&lt;br /&gt;
*&#039;&#039;&#039;Male/Female&#039;&#039;&#039; A very, Very, Very early design and designation of tank done only really during the first world war when the British were still trying to figure out how this whole tank thing worked. The difference is obvious, male tanks have cannons, and female tanks have only machine guns. In modern time however Gendering Tanks is completely obsolete since, almost by definition a tank has a cannon so making tanks without cannons is a rather silly. Nether the less you can point to a few very light tanks as being in the same vein as the British female tanks, but only if small caliber autocannons count as machine guns.&lt;br /&gt;
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*&#039;&#039;&#039;Tankettes&#039;&#039;&#039; Less of a tank and more of an armored clown car with guns; these were in vogue for a while in the 1930s. They&#039;re essentially a one or two-person tank, armed with machine guns, flame throwers, or anti-tank rifles and not designed to move much faster than the infantry around them (except for the italians, whose [[Wikipedia:L3/35|cute lil&#039; buggers]] could reach a respectable speed). They&#039;re generally made to act as mobile infantry support or anti-tank weapons. Needless to say, this idea didn&#039;t stick because when even a high-caliber machine gun (which WW2 was rife with) could penetrate the armor of the tank, making it useless in straight-up combat. Only the Japanese extensively used them during WW2, which made some sense as most of their combat theater is in jungles that would bog-down full-sized tanks (Plus their doctrine emphasized more on air and naval superiority, with them island-hopping during their conquests). Tankettes however, were still fielded in limited quantities after WW2 due to their light weight that allowed them to be safely air-dropped, mainly for non-front line use like tank destroyers, AA guns, and recon vehicles. The only tankette still in use is the German Sedan-sized Wiesel, an airdropped scout vehicle. In effect, the smallest of the tankettes with a crew of one were an attempt to make an individual soldier into a one man tank to allow them to support their comrades. [[Power Armour|Sounds]] [[Centurion Squad|familiar]], [[Terminator|doesn&#039;t]] [[Battlesuit|it]]?&lt;br /&gt;
Examples: [[Sentinel]] (effectively)&lt;br /&gt;
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*&#039;&#039;&#039;Light Tank&#039;&#039;&#039; These are lightly armored tanks that sacrifice armor and firepower for maneuverability. They are not meant to be front-line combat tanks, as their armaments are usually too underpowered to go against heavier vehicles, rather they&#039;re usually relegated to reconnaissance duties and infantry support. Light tanks would carry guns that ranged from 37mm-45mm, though some early German Panzers were only equipped with machineguns. Some modern equivalents serve as Scout Tanks which are usually capable of paradrops.&lt;br /&gt;
Examples: [[Siegfried]], [[M551 Sheridan]]&lt;br /&gt;
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*&#039;&#039;&#039;Heavy tank&#039;&#039;&#039; The big boys, armed with the biggest guns and the thickest armor. Heavy tanks are what you send to crack an enemy defensive line as they slowly (or not-so slowly, as German and American heavies could reach similar speeds as their mediums) rumbled forward, guns blazing, destroying anything in sight... Except eventually Medium tanks, which split the difference between light and heavy tanks having more firepower than the former and more mobility then the latter, are just more cost effective and Heavy tanks are not too much better than improved mediums, which evolved into the main battle tank. Some heavy tanks were actually variants of medium tanks with heavier armor and/or guns, most notably those of the M4 Sherman. Heavy tanks typically carried 88mm-122mm cannons, with the IS-7 carrying a 130mm beast. The IS-7 wasn&#039;t adapted in favor of the T-10 (renamed after Stalin kicked the bucket) which had an improved 122. Along with the American M103 and British Centurion, it was in the last gen of heavy tanks.&lt;br /&gt;
Examples: [[Sicaran Battle Tank]]&lt;br /&gt;
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*&#039;&#039;&#039;Main Battle Tank/Medium tank&#039;&#039;&#039; Medium tanks, which were generally made to carry guns close to a heavy with mobility not far off a light, evolved into main battle tanks. These would become the primary tank for modern nations by combining high speed, adequate armor and most of all a powerful gun. MBT&#039;s are not as heavy as we could theoretically make a tank (although modern advances like reactive armor plates, have allowed them to still be as survivable as true heavies, while springing for a modern heavy could make it theoretically unkillable in a slugging match but vulnerable to guided munitions) but their speed makes up for it and they act as the spearhead of an assault force designed to create and exploit a gap in enemy defenses to allow massed mechanized forces to rush though the gap. Interwar and early WWII mediums usually had 37mm or 50mm cannons. WWII era medium tanks carried 75mm-90mm cannons, first generation (basically optimised mediums that still had a few optimised heavies accompanying them), second gen and the very first gen 3 MBTs typically had 105mm guns, and second gen retrofits and proper third gens (the modern generation of tanks, with the very newest named 3+ or 4) generally have a minimum cannon size of 120 mm or so, with the Russians coming in with 125&#039;s that can fire ATGMs and Rheinmetall building 130mm guns to counter them (there was also a test variant of the M1 Abrams with a 140mm gun). Even when Lasers, Railguns and green energy military vehicles become common. The MBT will be what most people think of as a tank for decades to come. So they&#039;ll be the mainstay until hover technology is affordable, on the dime taxpayers of course.&lt;br /&gt;
Examples: [[Leman Russ Battle Tank]], [[M1 Abrams]]&lt;br /&gt;
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*&#039;&#039;&#039;Infantry/Cavalry tank&#039;&#039;&#039; A British and French design doctrine, the theory for the design goes like this. Infantry tanks support infantry, (hence the name) and therefore they don&#039;t need to go fast and can carry heavy armor while their guns did not have to be terribly strong to support the infantry. However they were too slow to use the line breaks they created (a problem in World War 1) hence the need for the Cavalry tank. Cavalry or cruiser tanks were much, much lighter and were designed to move fast and rush though a gap the Infantry tanks made but could not use and create havoc behind enemy lines cutting communication, destroying supplies, etc. The idea was sound, however technology advanced so that Cruiser tanks could have the armor of a infantry tank without the slowness, and infantry tanks could have the speed of the Cruiser&#039;s meaning the distinction became meaningless, though it did go through WW2 as the Universal Tank concept, while recognized as the future, needed a few years of design and industrial spooling. Before World War II, Russia had a similar idea for three different types of tanks, a breakthrough tank acting as an infantry tank, one tactical breakthrough tank, and a &#039;fast tank&#039; to exploit gaps. This too was abandoned in WW2 when the improved mediums proved well enough to make the distinction obsolete. The Cavalry tank role has been pretty much taken over by airdropped armored vehicles such as IFVs or Tank Destroyers.&lt;br /&gt;
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*&#039;&#039;&#039;Flame tank&#039;&#039;&#039; a tank (going from tankette to heavy, all types were used in WWII) with a [[meme|werfer zat werf flammen]] instead of a big gun as main weapon. Only used in the 1920s-1950s as they were quickly rendered obsolete (it was more cost-effective and just as efficient to have standard tanks have a flamethrower as a coaxial gun), though incendiary weapons of various sorts are still used today, mainly in artillery roles. Typically unpopular with both forces using and opposing them for many reasons: the implications of this weapon were very harsh as the typical man-portable flamethrower has a range of 60 meters max (video games lied to ME?!) and their heavy mechanized versions could reach most of a quarter mile with their concentrated hydraulic spray of diesel fuel. Flame tanks were supposed to start with a &amp;quot;Wet fire&amp;quot;, basically spraying the fuel without igniting it into bunkers or fortifications to get enemy units to realize just how hard they were fucked, really weren&#039;t protected from the coming blaze at all and in turn they would surrender before being cooked to death. Which a vast majority actually did when &#039;&#039;&#039;&#039;&#039;hosed with gasoline&#039;&#039;&#039;&#039;&#039;. The problem was that, due to either open fighting, soldiers that just wouldn&#039;t surrender or sadistic crews/commanders, the weapons were often fired outright the first time around to horrific physical and psychological impact on both sides - burning, screaming soldiers, the fumes making crews sick, thick diesel smoke inhalation or oxygen depletion asphyxiating those in poorly ventilated areas (especially caves in the Pacific Front) and the smell of burnt human flesh permanently seared in their minds meant that instant life derailing post-traumatic stress disorder was a very common side effect of witnessing a flame tank in action. Another was that flame tank crews that were captured were usually subjected to torture and summary revenge executions. In the end, flame tanks are remembered as a job nobody wanted to do, an enemy nobody wanted to face, a weapon that accomplished little that soldiers using the man-portable variety (which already had a bad rep&#039; but was begrudgingly tolerated by soldiers as tactically necessary to avoid chemical warfare, nobody in their right mind wanted to clear caves out directly) could not do and pushed the propaganda and soldier&#039;s beliefs forward that the enemy truly were barbarians and made of evil, all pushed ahead because a Commissa -- I mean General far removed from the field said they were necessary. Real life Grimdark indeed.&lt;br /&gt;
Examples: L3/35 &amp;quot;Lanciafiamme&amp;quot;, M3 &amp;quot;Satan&amp;quot;, M4 &amp;quot;Crocodile&amp;quot;, Flammpanzer III, Churchill Crocodile, Kliment Voroshilov model 8, OT-34, technically any tank with incendiary or thermobaric ammo&lt;br /&gt;
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*&#039;&#039;&#039;Super Heavy Tank&#039;&#039;&#039; Superheavies were conceived in World War I, essentially using the term &amp;quot;landship&amp;quot; literally. Armed with giant cannon (sometimes multiple ones, and usually reserved for artillery or battleships) and armor plating so heavy, you&#039;d mistake it for a fortress; they were meant to be the ultimate line breakers. While some prototypes were fleshed out, none (except for the French [[Wikipedia:Char 2C|Char 2C]], although it arrived too late to be used in WW1 and was obsolete in WW2) were put into service because they were simply too impractical. They were often too heavy to be supported by most roads (and off-road would have been worse), and were a logistical nightmare since their engines guzzled gas like no tomorrow. There was also the combined problem of being so slow and so large that they were easy targets for artillery spotters and bombers and it was near impossible to hide in the field due to it&#039;s large profile, so it was easy to disable the tank even before it got into effective range (No matter how much armor you put on a tank, artillery designed to level structures will eventually turn it into an expensive hunk of scrap metal). Overall, commanders found out that it was much better to send out multiple medium/heavy tanks to do the job, than sending a single super heavy. Still, because the idea of a multi-turret warship on treads is universally hella cool, that didn&#039;t stop writers from including such weapons in the arsenal of their armies, just to show how powerful they are. Super-Heavy prototypes had cannons that could range between 120mm-280mm, with the Nazis having many of the more absolutely ludicrous designs *cough*&#039;&#039;Ratte&#039;&#039;*cough*&#039;&#039;Maus&#039;&#039;*cough*. At the end of the day, this whole concept ended up being a useless waste of money in real life, at least until technology improves sufficiently.&lt;br /&gt;
Examples: [[Baneblade]], Maus&lt;br /&gt;
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==Tanks in Warhammer 40,000==&lt;br /&gt;
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Since [[Games Workshop]] seems to think that tank development in the [[Warhammer 40,000]] universe stopped somewhere between the World Wars, most of the iconic fighting vehicles of the [[Imperium]] are a mish-mash of modern and historical designs.  We can quibble that some of those vehicles are not really tanks but armored personnel carriers or other specialized classes of armored fighting vehicles, but GW&#039;s design team has a serious problem with looping their tracks all the way up and over the chassis for that 1918 flavor, and not even in the correct direction for what they were designed for. A variety of other vehicles in the 40k universe are referred to as tanks, but these are often hovering vehicles like those used by the [[Tau]] or [[Eldar]], and thus technically don&#039;t count.&lt;br /&gt;
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==Real vs Fictional Tank Designs==&lt;br /&gt;
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Its important to know that games like WH40K subscribes to the rule of cool, rather than logic. So while things like the [[Land Raider]] or [[Baneblade]] looks cool; in a real combat situation, these tanks would range from highly impractical to down-right detrimental for everyone involved. Here&#039;s a short list of why real-world tanks, aren&#039;t designed like most fantasy tanks.&lt;br /&gt;
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===Profile===&lt;br /&gt;
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One of the main concerns of a tank designer has always been reducing a tank&#039;s profile as low as possible. This is for this main reason: it makes the tank harder to spot, and shoot at, at range. The others are mainly for mobility, like making the center of gravity lower so it doesn&#039;t flip over on uneven terrain, or smaller so its able to operate in various locales. Plus smaller tanks mean less material used, so that can be used on another tank or given to another project. &lt;br /&gt;
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Sure it seems odd that this would be taken into account, given a tank is as large as a city bus; but since WW2: it wasn&#039;t really &#039;&#039;that&#039;&#039; hard to disable a tank (rocket launchers, mines, anti-tank guns, AT grenades, aerial bombers, artillery, better concealed tanks, to name the most common), if your opponent had the weapon to do so, and if they didn&#039;t: making a tank unnecessarily large just made it easier for your opponent to spot you. Thus, making your tank&#039;s profile as low and small as possible, contributed in making it less of an easy target, while still being able to act like a priority target for your opponent.&lt;br /&gt;
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As with so many other aspects of tank design, there is a trade-off involved. Making a tank &#039;&#039;too small&#039;&#039; can compromise its ability to function as intended on the battlefield. Interwar tankettes were the most extreme example of this, with some that were smaller than the average automobile but lacking armament more powerful than a machine gun and armour that could protect against the same. With larger tanks, you could still run into similar problems by simply not leaving enough space for sufficiently powerful armament or engines (a problem which plagued many British tanks during the Second World War) or by making it too cramped for the crew to efficiently work with (which is common to many Soviet tanks before and after the Second World War). &lt;br /&gt;
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===Speed===&lt;br /&gt;
&lt;br /&gt;
Like what we&#039;ve described above: it wasn&#039;t that hard to stop a tank with the proper armaments (or at least avoid it once spotted) and once your opponent has the guns to stop it, your hulking behemoth will slowly turn into a liability soon enough. (And even if they didn&#039;t have the guns; that makes your tank too-slow of a threat, which begs the question as to why you have it there in the first place). &lt;br /&gt;
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Tanks were also pretty vulnerable on their own, requiring infantry support to deal with targets at close range (the co-axial gun only had limited elevation and was slow to aim as the entire turret had to face the target, and the pintle-mounted gun was limited to the line of sight of the gunner) as a nutter with a powerful-enough explosive could easily run/sneak to an unsupported tank and blow it to smithereens, or disable it (which pretty much meant the tank is still toast). &lt;br /&gt;
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Nazi Germany got around this problem by using mechanized infantry (troops transported in vehicles) to support their armored forces, so everyone picked up on that and started making tanks fast enough to keep up with infantry transports to create a combined-arms assault, allowing tanks to deal with hard targets while infantry dealt with other targets that were too small for the tanks to take care of.&lt;br /&gt;
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So, people started distancing themselves from heavyweight tanks, and started using lighter, but more faster tanks in modern combat (plus advances in modern technology made it that even a medium tank could still be as survivable and powerful as a true heavy, while still retaining maneuvrability).&lt;br /&gt;
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===Mobility===&lt;br /&gt;
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An immobile tank, is a dead tank, so people have gone to great lengths to either reduce, or outright remove the many ways on how infantry could disable a tank from moving; but the most common of this is by taking out the tracks with mines or explosives. This was partly fixed by putting the tracks at ground level, covering the tracks with armor, and adding additional armor skirts to further guard it from attacks from the side, ensuring that little of the tracks were exposed to direct enemy fire. Sure it was still vulnerable up-close and mines can still do a number on it, but that&#039;s what your infantry support is for (you did bring them, right?).&lt;br /&gt;
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While the British Mark 1&#039;s rhomboid-tracks looks cool; having that on a tank today made it &#039;&#039;incredibly&#039;&#039; easy for an opposing force to disable your vehicle, as the tracks could be easily targeted. Plus even if you were to cover it in armor; it made your tank unnecessarily bigger, and people wanted to make their tanks as low and small as humanly possible. It also made maintenance and repairs unnecessarily complicated (Have to repair the tracks? Too bad, now you gotta get on top of your tall tank to fix that. Hope snipers aren&#039;t watching.).&lt;br /&gt;
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Also while the sponson-mounted guns look cool, they&#039;re useless in modern tank combat. Apart from the obvious issues of being unable to bring your full-firepower to bear if your opponent isn&#039;t situated right infront of you AND that they have to be larger than the width of your tank: having two of your sophisticated weapon systems near ground level meant a plethora of reliability issues (went through water or muddy terrain? Pray to the Machine God your gun doesn&#039;t malfunction if you didn&#039;t clean that right away. Went through a building? Hope all that rubble didn&#039;t tear off anything important.). &lt;br /&gt;
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Also note that this setup was done to for trench and fortification clearing, not tank vs tank combat (since WW1 focused on trench warfare than mechanized assaults). Having your turret in be centered with the hull itself, either with a turret or having it built into the tank itself to save on parts, was infinitely more effective. It also made weight distribution more balanced, which made it easier for tanks to maneuver in rough terrain.&lt;br /&gt;
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===Logistics===&lt;br /&gt;
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This should be an obvious point, but the Imperium of Man has only been able to create and maintain ludicrous super-heavy tank designs, because they have the aid of the Mechanicus (even if they&#039;ve been reduced to a shadow of their former glory) to assist with creation and maintenance, plus having access to thousands of planets full of resources to get materiel and fuel from. Plus the creative liberties of simply accepting that &amp;quot;It just works&amp;quot; and &amp;quot;THE FUTURE&amp;quot;, because it&#039;d be boring if we had to explain that a Forge World couldn&#039;t build a Baneblade because some mining world couldn&#039;t produce the output or the resources for it were earmarked to other projects, rather than something more exciting, like foul traitors constantly assailing their supply lines, or the techpriests need some MacGuffin stolen by the Orks. After all, 40k is a wargame, not a [[Administratum|convoluted bureaucracy simulator]]. &lt;br /&gt;
&lt;br /&gt;
Another design point for tanks is resource economy. It had (and still has) to be produced using, and maintained with, the least possible amount of resources whilst still being formidable in it&#039;s role. If an army would deploy superheavies today, just remotely near the scale of how Imperial forces do during wartime; they&#039;d be bankrupt and end up with a lopsided army. If creation didn&#039;t eat up most of their supplies; the amount of resources they&#039;d need to keep these war machines maintained would put the US Army to shame. Once they realize they can&#039;t keep it up, they&#039;d start scrapping those and scramble to turn them into practical tanks (assuming they still had fuel left).&lt;br /&gt;
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It should also be noted that Warhammer 40k (or most military fiction for that matter) tends to focus on the cutting edge of warfare. We have far more images of Leman Russ tanks and the thousand varieties of Guardsmen than the logistical trucks or field kitchens which keep the Imperium&#039;s war machine functioning on a day to day basis.&lt;br /&gt;
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===Armaments===&lt;br /&gt;
Putting two cannons as your tank&#039;s main armament like C&amp;amp;C&#039;s Mammoth Tank looks neat like the, or [[Baneblade|UNLEASHING ELEVEN BARRELS OF HELL]] sounds awesome, but that had it&#039;s own set of problems. One is that putting a lot of main guns on your tank requires you to make the chassis bigger, as you need more room to accommodate the guns, ammunition, and larger engine (as you need more power to keep that sucker mobile), which makes it an even bigger target.&lt;br /&gt;
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Another is that its a waste of resources; those other main guns, ammo, and materials, would be better put in making another tank, and two tanks are still more threatening than one. It is also either overkill, as the main guns of today&#039;s battle tanks can typically penetrate tank armor easily enough, or worthless since if you did meet a tank with armor too strong for your guns, having more of them is not gonna help. The probable rate-of-fire, firepower, or accuracy advantage you have over tanks with only one gun, would be easily off-set with autoloaders, specialized ammunition, better targeting systems, and/or a well-drilled gunner crew. That or an auxiliary missile launcher, which is loads more practical and cost-effective.&lt;br /&gt;
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One more, is that in the event your tank is destroyed; that&#039;s a massive ammo-cookoff you&#039;re looking at, which can be dangerous to both the crew and surrounding friendlies.&lt;br /&gt;
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==Character Role==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also [[Combat roles]] for other roles&#039;&#039;&lt;br /&gt;
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In many role-playing games, particularly the online ones, the term &amp;quot;tank&amp;quot; has also arisen to describe a character whose primary purpose is redirect all damage from enemies to himself. This was one of the primary purpose of actual tanks as well; tanks, being as armored and threatening, are supposed to get most of the enemy&#039;s attention while the squishier units like infantry and light vehicles move into advantageous positions to deal more damage, without the threat of serious retaliation.&lt;br /&gt;
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See, many enemies in RPGs have &#039;&#039;way too much health&#039;&#039;, deal way too much damage for most classes to withstand, and fights with them are unlikely to be decided in one round unless they&#039;re uncharacteristically vulnerable to save-or-die rays (which almost never happens). &lt;br /&gt;
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Furthermore, many of the classes that are best at dealing damage (assassin and wizard types, for example) often have very little survivability when it comes to being punched in the face, in order to balance out classes. If a class can both tank damage and deal high damage at the same time, they either render other classes redundant or can do neither as well as a dedicated tank or damage dealer. (This is where the gaming term differs from the historical/military term - a &amp;quot;pure&amp;quot; tank (unit role) is strictly something that attracts and survives damage, without much or even necessarily any of the punch a tank (vehicle type) has.) &lt;br /&gt;
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Thus, demand is created for a character whose job is to redirect enemies&#039; aggression away from the squishy members of the party and towards them instead, usually using their mastery of mind-control, irritating sound effects, imposition of dangerous effects for attacking anyone else, or simply cutting insults and rude gestures which draw attention to themselves. They also tend to have abilities that help them in resisting, mitigating, avoiding, or regenerating from some of the damage they suffer (and on occasion act as a secondary damage dealer). In most cases, tanks are also often reliant on healer classes as well to keep them alive while they do their thing, as enemies that require tanks can usually deplete a good chunk of their health in a few attacks. Making sure that chunk is constantly restored is required to make sure they can keep at it.&lt;br /&gt;
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&#039;&#039;[[4th Edition Dungeons and Dragons| Fourth Edition]]&#039;&#039; refers to this role as the &amp;quot;defender,&amp;quot; while &#039;&#039;[[Dawn of War 2]]&#039;&#039; vets will recognize it as the &amp;quot;[[Tarkus]]&amp;quot;, and later the &amp;quot;[[Apollo Diomedes|Diomedes]].&amp;quot;  While it is most obvious in online video games, the necessity of drawing fire away from squishier party members toward tougher ones who can take a beating exists in a variety of different games, from [[Sentinels of the Multiverse| cooperative card games]] to MOBAs. The wargame equivalent would be the [[DISTRACTION CARNIFEX]].&lt;br /&gt;
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==See Also==&lt;br /&gt;
*[[Team Yankee]] - a tabletop game that revolves around late Cold War tank warfare, with plenty of info on real-world tanks.&lt;br /&gt;
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{{Vehicle Warfare}}&lt;br /&gt;
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[[Category:History]]&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1D0D:301:4872:1BE8:7C8A:5FCE</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Horus_Heresy&amp;diff=257213</id>
		<title>Horus Heresy</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Horus_Heresy&amp;diff=257213"/>
		<updated>2022-04-12T16:25:44Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1D0D:301:4872:1BE8:7C8A:5FCE: /* Warhammer 40,000 Fluff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:zbrothers.jpg|500px|thumb|right|It was pretty much &#039;&#039;this&#039;&#039;.]]&lt;br /&gt;
{{Topquote|1=[[Fulgrim|They shall be my finest warriors, these men who give of themselves to me.]]&amp;lt;br&amp;gt;[[Magnus the Red|Like clay I shall mould them, and in the furnace of war forge them.]]&amp;lt;br&amp;gt;[[Angron|They will be of iron will and steely muscle.]]&amp;lt;br&amp;gt;[[Perturabo|In great armour shall I clad them and with the mightiest guns will they be armed.]]&amp;lt;br&amp;gt;[[Mortarion|They will be untouched by plague or disease, no sickness will blight them.]]&amp;lt;br&amp;gt;[[Alpharius|They will have tactics, strategies and machines]] [[Omegon|so that no foe can best them in battle.]]&amp;lt;br&amp;gt;[[Konrad Curze|They are my bulwark against the Terror.]]&amp;lt;br&amp;gt;[[Lorgar|They are the Defenders of Humanity.]]&amp;lt;br&amp;gt;[[Horus|They are my Space Marines and they shall know no fear.]]|2=The [[God-Emperor of Mankind]], [[Not as planned|getting exactly what he wanted.]]}}&lt;br /&gt;
{{Topquote|The attempt to make heaven on earth invariably produces hell.|Karl Popper}}&lt;br /&gt;
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The &#039;&#039;&#039;Horus Heresy&#039;&#039;&#039; also known as &#039;&#039;&#039;Horus Humbug&#039;&#039;&#039;, &#039;&#039;&#039;Cosmic Scale Daddy Issues&#039;&#039;&#039;, &#039;&#039;&#039;That time [[Erebus]] fucked everyone over forever&#039;&#039;&#039;, &#039;&#039;&#039;Paradise Lost IN SPACE&#039;&#039;&#039;, &#039;&#039;&#039;[[The God-Emperor of Mankind|Jimmy Space]] and the Terrible, Horrible, No Good, Very Bad Decade&#039;&#039;&#039; and (in-universe) as &#039;&#039;&#039;The Great Heresy War&#039;&#039;&#039; is one of the single biggest clusterfuck of events in [[Warhammer 40,000]] fluff, alongside the [[Eldar]]&#039;s creation of a new [[Slaanesh|Chaos God]] and the [[War in Heaven|rampage and fall of the]] [[C&#039;Tan|star gods]]. Needless to say, this heresy derailed the Emperor&#039;s plan and himself, and gave the Chaos Gods their most prominent armies to carry out their will in realspace.&lt;br /&gt;
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In the Horus Heresy, the Emperor&#039;s favorite son, [[Horus| Horus Lupercal]], formerly Warmaster of the Imperium, was corrupted by Chaos and rebelled against the Emperor, taking nine [[First Founding|Space Marine Legions]] (Including [[Luna Wolves|his own]]), their respective Primarchs, and about half of the Imperial Army and Mechanicum with him. After waging war across the galaxy, Horus and his traitors eventually reached Holy Terra itself, hoping to cut the head off the proverbial snake by killing the Emperor and winning the war.&lt;br /&gt;
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Things went [[Not as Planned]] however, as he was eventually surrounded by loyalist forces at the height of the siege on Terra. As a final gambit, he dropped the shields of his flagship which allowed the Emperor to beam up and challenged him to a duel for the fate of humanity. Horus beat the Emperor within an inch of his life but was killed in turn after the Emperor put his foot down and obliterated Horus&#039; soul from existence (as in it didn&#039;t go to the warp to be resurrected by daemons, it was literally erased from existence) when it finally became clear to him that Horus was beyond forgiveness. The Chaos gribblies he had been allied with disappeared and the now Chaos Marines that had followed him sulked back to the [[Eye of Terror]], starting the [[Long War]].&lt;br /&gt;
&lt;br /&gt;
Because the Emperor was fucked up to the point where he had to be permanently attached to a life-support machine known as the &amp;quot;Golden Throne&amp;quot; just to survive, logic within the Imperium gradually decreased, eventually turning into the [[Grimdark]] empire it is today. And it was already pretty damn grimdark.&lt;br /&gt;
&lt;br /&gt;
==[[Warhammer 40,000]] Fluff==&lt;br /&gt;
[[File:HHMap.jpg|600px|right|thumb|The Clusterfuck in motion. If this map reminds you of the Syrian Civil War, consider getting a gold star. [[Derp|Also notice how the Gothic Sector and Port Maw, canonically bordering the Eye of Terror, are positioned a quarter of the galaxy away from it.]] [[Forge World|For some reason.]]]]&lt;br /&gt;
The Horus Heresy screwed with almost everyone&#039;s plans (except the Chaos Gods&#039; of course) and changed the flavor of the Imperium&#039;s Grimdark from Stalinist Soviet &amp;quot;if you breathe a positive word about religion, we rape you and your family with knives&amp;quot; to Catholic [[Inquisition]] &amp;quot;if you breathe a word about the &#039;&#039;wrong&#039;&#039; religion, we rape you [[Exterminatus|or your whole planet]] with knives unless you can find an Ecclesiarch to come and say &#039;nope, that&#039;s just another aspect of the Emperor;&amp;quot;. Don&#039;t count on this happening without hefty &amp;quot;donations&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The heresy lasted for several years (somewhere between seven and ten) and was fought all over the galaxy. The following are the most important battles and campaigns during the Heresy:&lt;br /&gt;
*[[Battle of Isstvan III]]&lt;br /&gt;
*[[Burning of Prospero|Burning]] [[Magnus_the_Red#Horus_Heresy|of Prospero]]&lt;br /&gt;
*[[Drop Site Massacre]]&lt;br /&gt;
*[[Battle of Calth|Battle of Calth]]&lt;br /&gt;
*[[Shadow Crusade]]&lt;br /&gt;
*[[Thramas Crusade]]&lt;br /&gt;
*[[Signus Campaign]]&lt;br /&gt;
*[[Battle of Phall]]&lt;br /&gt;
*[[Battle of Tallarn]]&lt;br /&gt;
*[[Battle of Trisolian]] &lt;br /&gt;
*The TitanDeath at [[Beta Garmon]]&lt;br /&gt;
*[[Siege of Terra]]&lt;br /&gt;
&lt;br /&gt;
Following the Siege of Terra, Horus was permakilled, Konrad allowed himself to be assassinated, Ferrus Manus had already died in the Drop Site Massacare, Sanguinius was KIA, Big-E was interred onto the Golden Throne, the surviving loyalist Primarchs freaked out trying to figure out what do now that daddy was in a coma, the surviving traitors fucked off into the Eye of Terror, and overall the galaxy slowly and collectively lost their minds now that their wise and all-powerful ruler was no longer around to tell them what to do.&lt;br /&gt;
&lt;br /&gt;
==The Board Game==&lt;br /&gt;
First published in 1993 by [[Game Designer&#039;s Workshop]], it was the Emprah versus his [[Horus|evil bastard of a son]] in the scorched earth of Terra. Units include [[Titan#Warhammer_40k|titans]] and [[Chaos Spawn|Chaos Spaw-]] oh shiARHGRBLLYRBGRDEWUODHGRYEB.&lt;br /&gt;
&lt;br /&gt;
Ahem. As he was saying, the more recent edition (2010) was published by [[Fantasy Flight Games]]. Also a two-player [[wargame|war]] [[board game|game]], it includes over 100 sculpted minifigs, sculpted buildings, and even Horus and the Emprah themselves are units on the board. It also adds more territory, as the fight can be pushed back onto the [[heresy|traitor&#039;s]] flagship &#039;&#039;Vengeful Spirit&#039;&#039;. Combat is less [[dice|dice-y]] and more card-y.&lt;br /&gt;
&lt;br /&gt;
(Not to be confused with the lame Horus Heresy card game, whose only saving grace was the awesome card art that would appear in the Horus Heresy artbooks anyway.)&lt;br /&gt;
&lt;br /&gt;
==The Main Book Series==&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
For the last decade, [[Black Library]] has been publishing novels that explore the events of the Horus Heresy, looking at the rivalries among the [[Primarchs]] and exploring just why everything went down the tubes. The novels are by a selection of different authors, which is a total pain if you like to organise your books alphabetically by author. The reception to the series has been somewhat... mixed; books generally considered to be good include [[Dan Abnett|the first trilogy]], The First Heretic, Know No Fear, Fear To Tread, [[Aaron Dembski-Bowden|Betrayer]], [[White Scars|Scars]], and the short story [[Alpha Legion|The Serpent Beneath]].&lt;br /&gt;
&lt;br /&gt;
Of course, like we mentioned, there&#039;s some that are... um... Well, let&#039;s just say that the worst are a [[skub|matter of much debate]]. And there a couple that are just objectively bad (Battle for the Abyss).&lt;br /&gt;
&lt;br /&gt;
===Books I - X===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Horus Rising:&#039;&#039;&#039;&#039;&#039; A prologue story, introducing us to the series and Garviel Loken who will grow into a very significant and popular character, the &#039;Jim Raynor from Starcraft&#039; of the heresy. Black Library needed a killer opener and they succeeded, Dan Abnett handling it pretty well. An Emperor (not [[Emperor|Him]]) is killed at the beginning and some bugs are killed on a planet called Murder for no reason other than they were there. The [[Interex]] show up and ask &amp;quot;whadya do that for?&amp;quot;. Negotiations with them go sour when [[Erebus]] steals the &#039;&#039;&#039;MURDER SWORD&#039;&#039;&#039; from them. It is worth noting that if the Interex had some goddamn CCTV set up in their museum of awesome and valuable weapons then the whole heresy could possibly have been avoided.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;False Gods:&#039;&#039;&#039;&#039;&#039; Horus falls at Davin when wounded by the &#039;&#039;&#039;MURDER SWORD&#039;&#039;&#039; and gets a crash course in the chaos gods from [[Erebus]] &amp;amp; [[Magnus]]. After getting shown a few &amp;quot;truths&amp;quot; that WILL HAPPEN in the future (like the Emperor being worshipped as a god and Horus being reviled and forgotten) he decides to make war on the Imperium to [[FAIL|prevent]] all this from happening. Actually a rather weak and rushed affair when it comes to detailing the Horus Heresy&#039;s origin story. Until this point, we&#039;ve been exploring Horus&#039; character in great detail for 1.5 books, but then he has a nasty fever dream, sees a few bad prophecies and boom, he wakes up as a traitorous Saturday morning cartoon villain, after which point his machinations to create the Isstvan III event and Dropsite Massacre or any other bits of the heresy go completely undetailed and left behind the scenes. The really cool shit in this book is the battle on Davin, as the Sons of Horus and the Imperial Army fights against a massive horde of chaos zombies in a foggy swamp and the wreck of a space ship.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Galaxy in Flames:&#039;&#039;&#039;&#039;&#039; Isstvan III happens and the traitors send the loyalists down to the planet without reinforcements and proceed to bomb them to fuck. Things don&#039;t go to plan when [[Angron]] decides to invade, turning it into a [[Not as Planned]] drawn out conflict that the Warmaster can&#039;t really afford - Loken is presumed dead after a duel with Abaddon. While it&#039;s good to have a whole book detailing a key event in the Heresy, there isn&#039;t actually any important or interesting dialogue to read that would make you glad you didn&#039;t just read a synopsis. There&#039;s also an embarrassingly written sequence towards the end, where a large number of loyalists survive an Exterminatus event by fleeing to some magical and super convenient bunkers. They see virus bombs entering the planet&#039;s atmosphere with the naked eye and somehow have enough time to run deep enough underground to survive one of the Imperium&#039;s most effective superweapons. &lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Flight of the Eisenstein:&#039;&#039;&#039;&#039;&#039; the other side of &#039;&#039;Galaxy in Flames&#039;&#039;. Nathaniel Garro escapes and gets marooned in the warp fighting daemons, eventually gets saved (and mega-bitchslapped) by [[Rogal Dorn]], who does not take the news from Isstvan [[Rage|very well]]. The first bit of the novel is so far &#039;the Death Guard&#039;s novel&#039;. There is also the very first canonical appearance of Plague Marines, Euphrati Keeler being all mystical and shit, and Malcador recruiting Garro as the first Knight-Errant. &lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Fulgrim:&#039;&#039;&#039;&#039;&#039; A divisive entry that is either forgettable to some or pretty interesting depending on who you ask - depends how much you like the Emperor&#039;s Children. Tells the story of the III Legion from the Great Crusade all the way up to the [[Drop Site Massacre]] in one book. In short Fulgrim finds a sword, gets possessed, kills Ferrus Manus - the end. It is written by Graham McNeill though, and it has an awesome quote from Fulgrim: &amp;quot;My Emperor&#039;s Children. What beautiful music they make.&amp;quot; The second plot of this book is about some human, but it is so forgettable the writer has it dropped halfway through the book. The human plot also explains where [[Lucius]] get his self-scarring habit from: a painter woman told him it will make his face perfect (ugly) again, because he wouldn&#039;t shut up about how Loken ruined his perfect beauty with a sucker punch.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Descent of Angels:&#039;&#039;&#039;&#039;&#039; This is the Heresy book that isn&#039;t about the Heresy, instead focusing on [[Zahariel]]&#039;s time on [[Caliban]]. It portrays [[Lion El&#039;Jonson]] having to deal with some social awkwardness (he cannot read people at all, so he comes off as &#039;do what I say or die!&#039;) and having Luther to handle the small talk. Hints that the Great Crusade &amp;lt;s&amp;gt;does more harm than good&amp;lt;/s&amp;gt; {{BLAM|is bringing the lost colonies of mankind together into a united future!}} Luther gets sent home with Zahariel to hustle up more Dark Angels. Another divisive book, but could definitely have used some more time with the editor. Be aware that this book was published long before GW had decided what to do with the Lion&#039;s loyalty and personality, so its descriptions of the Lion are outdated and do not match his current status.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Legion&#039;&#039;&#039;&#039;&#039; introduces [[the Cabal]], the [[Perpetual]]s and [[Omegon]]. READ THIS BOOK. Or don&#039;t, as this is where those things that would eventually take over the Heresy series and according to many completely ruin it (Cabal, Perpetuals) are introduced. I still would recommend reading it since when the novel introduces these ideas they are very fresh and interesting. Don&#039;t blame &#039;&#039;Legion&#039;&#039; when the rest of the novels were what ruined it. The [[Alpha Legion]], along with the Geno Chiliad, a regiment of genetically engineered supermen-yet-not-Astartes lead by anime lolis called &#039;&#039;uxors&#039;&#039; (High Gothic for &amp;quot;wives&amp;quot;) is trying to bring some Chaos cultists in &amp;lt;s&amp;gt;space Afghanistan&amp;lt;/s&amp;gt;[[Nurth]] into compliance. The cultists activate planetary self-destruct blood sacrifice; as this goes down, the Alpha Legion meets with the [[Cabal]], gets a glimpse of their vision of the future (&amp;quot;the Alpharius gambit&amp;quot;), agrees to work with them, then kills off all non-legion bystanders &amp;amp; ships with &amp;quot;FOR E-MONEY&amp;quot;! This book is still 100% canon, but in later books GW seems to have changed their mind on the Alpha Legion so they abandoned most of the plots from this book. &lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Battle for the Abyss:&#039;&#039;&#039;&#039;&#039; The book is so bad that other authors tried to retcon it out of existence. This book is so bad that you would have thought it was cobbled together from [[Matt Ward|Wardian fluff]] stitched together by [[C. S. Goto]]. Reading this book, in fact, causes mind cancer, which is to say, that it does not create brain tumors, but hurts the ideas of the reader. Everyone dies, so it does not affect much (as in anything). The only thing you need to remember is [[Lorgar]] built a fuckhueg space ship and filled it with Dreadnoughts, and it failed miserably. The book&#039;s adherence to canon is an atrocity, but it does contain some decent depictions of ship-to-ship combat as a mildly redeeming quality.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Mechanicum:&#039;&#039;&#039;&#039;&#039; Easily one of the best novels in the series, it explores many hidden/forbidden aspects and lore of the Mechanicum. Techpriests turn renegade after Horus tells them they can do whatever they like with technology, so they release forbidden viral scrapcodes and screw everything up. Also turns out that [[Emperor|Big E]] invented the Machine-God by sealing a C&#039;Tan on Mars back during the Saint George era, giving everyone visions of technology. Also more subtle hints that the Emperor is a god himself as he uses divine golden light to heal machines and instant access super wikipedia. Contains a lot of Titan awesomeness and [[Imperial Knight|Knights]] badassery. And for extra Grimdark, a tech priestess discovers that the Dark Age era humans stored a backup copy of Wikipedia in the warp and &amp;lt;s&amp;gt;with a giant psyker powered terminal accesses said Wikipedia and restores all the knowledge of mankind&amp;lt;/s&amp;gt; floods her forge with lava to deny the traitors access. A psyker tech savant meets up with the gaoler of the Void Dragon and takes over his fuck long shift.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Tales of Heresy:&#039;&#039;&#039;&#039;&#039; short story collection, including [[The Last Church]]. Has a lot of twist endings.&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Blood Games:&#039;&#039;&#039;&#039;&#039; An assassin tries to kill the emperor. The Adeptus Custodes go to kill a traitor on Terra. The assassin was a Custodes probing the palace defences. The traitor was a triple agent working for Dorn. The bodyguard of the triple agent turns out to be an Sons of Horus assassin who detonates a bomb that kills the triple agent and nearly accomplishes a suicide run to destroy a bunch of reactors controlled by the triple agent.&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Wolf at the Door:&#039;&#039;&#039;&#039;&#039; The Space Wolves kill some Dark Eldar and are the defenders of everyone who does not defy the Emperor. When the liberated planet chooses freedom over the Emperor, the Wolves invade it, of course.&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Scions of the Storm:&#039;&#039;&#039;&#039;&#039; The Word Bearers destroy a human civilization that has crystal cities, crystal robots, and lots of lightning. They worshiped the Emperor, but Lorgar no longer does. This is also later a chapter of &#039;&#039;The First Heretic&#039;&#039;, but they&#039;re narrated from a slightly different point of view .&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;The Voice:&#039;&#039;&#039;&#039;&#039; A squad of Sisters of Silence investigate a Black Ship that became derelict in the Warp. Turns out [[Blank|the youngest of the squad]] in the future [[Wat|used sorcery]] to beam back her consciousness through time onto some psykers on the Black Ship. She &amp;lt;s&amp;gt;successfully warns the squad about Horus&#039;s Rebellion &amp;lt;/s&amp;gt; is executed by a hard-core Sister for breaking her vow of [[Psyker|no funny stuff]].&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Call of the Lion:&#039;&#039;&#039;&#039;&#039; Half of the Dark Angels are dicks, the other half are not. Totally not foreshadowing. &lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;[[The Last Church]]:&#039;&#039;&#039;&#039;&#039; A story about the Emperor destroying one of the churches on Terra during the reunification era in his effort to wipe out religion. The Emperor and the priest of the church have an enlightening conversation about what the Emprah&#039;s trying to accomplish. The conversation ends up with the priest accusing the Emperor of being a hypocrite, with him decrying that he&#039;s no different from the old warlords who waged crusades and holy wars in the past to push their own agendas on other people. The Emperor reveals himself as the very god the priest was worshiping, and nearly convinces him to stand by his side while his soldiers destroy the church. Priest gets cold feet and walks back into the church while it collapses. An end-times alarm clock starts ringing in the ruins.&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;After Desh&#039;ea:&#039;&#039;&#039;&#039;&#039; The War Hounds meet their Primarch. Angron defeats the War Hounds. More specifically, the Emperor just beamed up  Angron away from his last stand (rather than, you know, intervening with his Custodes or his fleet), leaving Angron pretty pissed. [[Kharn]] is a pretty great guy to be around, and pulls his femurs out of his lungs quickly enough to establish himself as Angron&#039;s best buddy &#039;&#039;after everyone above him in the War Hounds chain of command calmed Angron down as fleshy squeeze balls&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Books XI - XX=== &lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Fallen Angels:&#039;&#039;&#039;&#039;&#039; this sequel to Descent of Angels is actually two stories rolled into one book that never converge. The Lion heads to a strategically important forge world only to find that the magos has turned traitor, then fights a war to reclaim some Ordinatus devices only to hand them to Perturabo to gain his trust, not realising that his brother has already turned. He&#039;s really spergily awkward with people throughout. Meanwhile, [[Zahariel]] and Luther encounter a daemon cult on Caliban and get into shennanigans with [[Cypher]], setting the stage for the rise of the [[Fallen]] as they reject the Lion and the Emperor due to misplaced patriotism for Caliban and butthurt over feeling abandoned by their primarch. &lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;A Thousand Sons:&#039;&#039;&#039;&#039;&#039; Part 1 of the Battle for Prospero. Runs through the Great Crusade where Magnus discovers the webway, but his Father already knew about it. Then the Edict of Nikaea where Magnus gets all passionate about not restricting psychic powers, then to Horus&#039;s vision quest where Magnus fails to keep his brother on the right path, then does the WORST thing possible by forcing himself through the palace psychic spam filter, breaking the Golden Throne in the process. Space Wolves come knocking shortly after. Tragedy ensues and the Thousand Sons become a thousand sons all over again. Ahriman starts writing his Rubric.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Nemesis:&#039;&#039;&#039;&#039;&#039; [[Malcador the Sigillite]] invents the [[Officio Assassinorum]] Execution Task Force and sends six assassins to kill Horus. They fail because Horus sent a look-a-like, but in the process slay a shapeshifting daemonic counter-assassin sent by Erebus. While it is a decent book and we learn a lot, it didn&#039;t contribute much to the overall plot. On the more [[rage|vitriolic side]], the writing is a bit underwhelming in places; highlights include calling a pariah a psyker, another pariah with a contrived possession, and Horus uttering one of the most cliche one liners out there.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The First Heretic:&#039;&#039;&#039;&#039;&#039; [[Lorgar]]&#039;s turn to get a backstory and generally considered one of the better books in the series. While you may never sympathize with them, this book really lets you understand why The Word Bearers fell to Chaos, rather then being the &amp;quot;CHAOTIC EVIL MONSTERS&amp;quot; they are portrayed in the rest of the series. Feels less rushed than &#039;&#039;[[Fulgrim]]&#039;&#039;. Goes from Monarchia to a bit of soul searching in the Eye of Terror and discovers Cadia. Leads up to Istvaan V and the immediate aftermath. Significant subplots revolve around the inception of Possessed Marines, and what happens to the [[Adeptus Custodes|Custodes]] babysitters watching over the Word Bearers, and how the protagonist [[Argel Tal]] gets into a tragic bromance with the Custodes leader.&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Aurelian:&#039;&#039;&#039;&#039;&#039; A limited release short story until an ebook was published. The plot bounces around in between a number of moments in Lorgar&#039;s history up to the prelude of the Shadow Crusade. One narrative involves how Lorgar&#039;s brothers still treat him like shit, especially when he&#039;s the only one who sees through Fulgrim&#039;s possession, and ends with Horus sending him to fuck up Ultima Segmentum and handing him Angron&#039;s (figurative, [[/d/|not literal]]) leash. The other narrative takes place in the 40 year gap in &#039;&#039;The First Heretic&#039;&#039;, where Lorgar makes a pilgrimage into the Eye of Terror with a Daemon Princess as his guide. They come to a dead Crone World where he puts a dying [[Avatar of Khaine|Avatar]] out of its misery and he&#039;s told that the Eldar panicked rather than embrace Chaos during the birth of Slaanesh, which is what caused them to nearly die out; the daemon prince(ss) tells Lorgar the same thing is happening with humanity during the Heresy, how Chaos really wants a [[A Game of Pretend|symbiotic relationship with humanity rather than to conquer it]]. In the middle of this, Khorne decides he&#039;s had enough of this talky wordy shit and sends [[An&#039;ggrath]] to make things more exciting, and Lorgar narrowly beats him. Then  Kairos Fateweaver comes and &amp;quot;tells&amp;quot; him about Calth and his relationship with Guilliman and his upcoming war with him in the most confusing as fuck discussion ever. The truth of most of the things told to Lorgar are left ambiguous, because, well, Fateweaver; but also Chaos has a lot riding on the Heresy coming to fruition for reasons left not entirely explored.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Prospero Burns:&#039;&#039;&#039;&#039;&#039; Part 2 of the Battle for Prospero. A civilian archaeologist named Kasper Hawser (as typical for GW authors flexing obscuring knowledge, not very subtle given that the real Kaspar Hauser was a liar from 1820s Germany, who thrived on getting public attention and [[Derp|accidentally killed himself]] when public attention faded) hangs out with a company of the Space Wolves, where we learn a lot about their culture and attitudes. Turns out that Chaos infiltrated everything, so the outcome of Nikaea was practically rigged. The civilian himself even turns out to have been an unwitting spy for Chaos, but the Wolves knew anyway and didn&#039;t give a shit (they thought he worked for Magnus).&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Age of Darkness:&#039;&#039;&#039;&#039;&#039; A short story anthology.&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Rules of Engagement:&#039;&#039;&#039;&#039;&#039; Roboute lets one of his commanders lead in a series of wars that didn&#039;t really occur, and we get the best line ever said in regards to the [[Codex Astartes]]: despite the fact it does cover a lot, it&#039;s not meant to be followed biblically &amp;lt;s&amp;gt;which is a load of bull given that the Codex lets said commander win all the wars in the most efficient way possible while blindly following it and only failed in the last battle because he was in a war game against Girlyman&amp;lt;/s&amp;gt;. (See the quote on the page on the Big Book of Astartes). The Imperium Secundus shows up, making for another bizarre plot element that ruins the series without adding anything.&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Liar&#039;s Due:&#039;&#039;&#039;&#039;&#039; You know those memes on how the [[Alpha Legion]] causes mass paranoia without actually involving any Astartes? Those aren&#039;t just memes. An Alpha Legion serf arrives on a agri-world and turns its allegiance to Horus just by hacking all their interplanetary communications.&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Forgotten Sons:&#039;&#039;&#039;&#039;&#039; A [[Salamanders|Salamander]] and a grumpy ol&#039; [[Ultramarine]] are sent in opposition to one of Horus&#039; iterators to convince an industrial-militant world which side to side with. They almost side with Horus before the Warmaster&#039;s agents [[Exterminatus|wreck shit]] for the lulz and to send the message that neutrality will be punished. The [[Iron Warriors]] were doing weird shit on that world for years beforehand and were probably a bigger factor than the lulz.&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;The Last Remembrancer:&#039;&#039;&#039;&#039;&#039; Horus sent the one last remembrancer he had stored up as a gift to Dorn. Instead of in a box (or eight or some shit like that), it was the [[Dan Abnett]] of his day telling Dorn that the grimdark galaxy was grimdark. Also that the Emperor&#039;s vision of a galaxy of peace, unity, prosperity, and fluffy bunnies built up without any more grimdark attached than was strictly needed probably wasn&#039;t very likely before any shit hit any fan either way. Also, Iacton Qruze makes his first appearance since forever, but nobody gives a shit. Dorn says it&#039;s all lies and enemy propaganda before executing said remembrancer and torching all his ramblings.&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Rebirth:&#039;&#039;&#039;&#039;&#039; Magnus&#039;s absent fleet from the Burning of Prospero comes home and shits a brick. The last known surviving squad of Thousand Sons outside of the Planet of the Sorcerers gets beaten up and they slowly figure out it was the Space Wolves who shit on Magnus&#039;s &amp;lt;s&amp;gt;parade&amp;lt;/s&amp;gt; world and is stalking them. One plot twist later, most of them are dead, the last one decides he&#039;s gonna rebuild everything, with a few scant hints that his flesh-change genetic flaw will [[Blood Ravens|shift into kleptomania]].&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;The Face of Treachery:&#039;&#039;&#039;&#039;&#039; The tie-in and conclusion of the audiodrama featuring the Raven Guard after Istvaan and the prequel to Deliverance Lost. After getting fed up with Corax [[troll]]ing Perturabo for a bit too long, Horus sends Angron in to finish the job but Corax&#039;s cavalry arrives to troll Angron by getting the loyalists the fuck out of there. We also learn that Corax has a supersekrit psyker ability which lets him roll a natural 20 on stealth checks no matter how ridiculous it would be, and that the Alpha Legion &#039;&#039;once again&#039;&#039; can out-troll everybody when they fuck things up for the World Eaters (they let the World Eater commander think he was in command then blew his brains out when he tried to actually command). Ends with an transitory bit into &#039;&#039;Deliverance Lost&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Little Horus:&#039;&#039;&#039;&#039;&#039; Little Horus Aximand is struggling with the PTSD he got when he killed Loken and Torgaddon with [[Abaddon|Abby]]. Abby and Little Horus have a discussion (we mean Horus Aximand, not when Primarch Horus was sodomizing Abaddon again) about restoring the Mournival. A couple war scenes later, Little Horus learns the hard way that the White Scars are pretty badass, but his PTSD starts acting up again and he gets his face shaved off before the White Scars are driven off. Little Horus realizes the PTSD he has ultimately stems from that time he helped kill Loken and Torgaddon, and gives a diatribe about how things like &amp;quot;change&amp;quot;, &amp;quot;mood swings&amp;quot;, and &amp;quot;hallucinations&amp;quot; are suited to his melancholic nature, saying things like &amp;quot;it&#039;s perfectly natural&amp;quot;, &amp;quot;I&#039;m fine, everything&#039;s fine. Everything is perfectly, absolutely fine&amp;quot;, and &amp;quot;Therapy is for the weak. I&#039;m fine&amp;quot;. After the Mongolian shave, he gets his face reattached and ends up looking even more like Big Horus in the deal.&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;The Iron Within:&#039;&#039;&#039;&#039;&#039; Some pretty bro-tier loyalist Iron Warriors build a fortress hanging from a cave over an ocean of promethium in a hellhole of a world (giant cavern system &amp;amp; acidic atmosphere), and one of Perturabo&#039;s traitor Grand Companies come knocking to demand that they hand over the house keys. The loyalists give them a fuck-you in the form of a Dreadnought. A few melodramatic and horrific but generic war scenes later, and they get overrun (after a full year of siege thanks to the genius of a certain [[Barabas Dantioch]]), drop the fortress from the ceiling onto a Titan, and get the hell out of there by hijacking one of the Iron Warriors warships via teleportation. An Ultramarine bigwig was there to bring the loyalists home, informing them that [[Skub|Guilliman was fortifying Terra]] and he needed good siege workers to stall the traitors then to fortify Terra. While loyalist Iron Warriors were pretty cool, the story itself was pretty forgettable and left some open questions like whether the continuity errors were the result of &amp;quot;faulty astropathic communications&amp;quot; (see Outcast Dead) or if the Ultramarines were trolling the Iron Warriors to join with the Imperium Secundus; also why the Iron Warriors were determined to take a hellhole at an immense expense of people and materiel, including Titans, while they could have just said &amp;quot;fuck yo shit!&amp;quot; and left a fortress with no space or warp conveyance and arguably little strategic value in itself in the middle of nowhere alone. It mentions a few times that it looks really bad for a rebellion trying to gain initiative when a mere captain of their Legions tells their Primarch &amp;quot;fuck off, imma keeping this fortress &amp;amp; resources for the Emperor!&amp;quot; The message behind it being if you can&#039;t even control your own men, maybe this rebellion thing needs a rethinking, because hearing Horus can&#039;t even take this shitty outpost in the middle of nowhere might be bad press when he&#039;s going to Terra.&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Savage Weapons:&#039;&#039;&#039;&#039;&#039; A good story written by [[Aaron Dembski-Bowden|ADB]]. Dark Angels are hunting down the Night Lords who are fucking with Forge Worlds, but the Night Lords are staying a step ahead of them, much to [[Rage|the Lion&#039;s frustration]]. After being advised by Horus to pass along a message, Curze asks the Lion to meet up face-to-face on Tsagualsa. When they talk, while what they say to each other is offscreen, it&#039;s implied Curze told Lion about the Fallen Angels and that Horus knew about their impending betrayal. Lion decides nobody is going to give him shit about being a rumored closet traitor, and the ensuing fight proves that Jonson is a &amp;lt;s&amp;gt;badass among primarchs&amp;lt;/s&amp;gt; cheating bitch (he initiated the fight, ending the parlay, by getting in a cheap shot when he plunged his sword into Curze&#039;s heart), until Curze, ignoring a terrible wound even by Primarch standards, whoops that ass and goes to his old fallback of strangling a fucker. Their respective honor guards go at it in the meantime, showing [[Sevatar]] is a badass among Space Marines. Things end up in a draw, leaving things open for a new plotline within the Heresy, the &#039;&#039;Prince of Crows&#039;&#039; novella being the next.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The Outcast Dead:&#039;&#039;&#039;&#039;&#039; A mess of continuity errors, at least when compared with the rest of the series, the other authors later claimed all the errors were absolutely intentional and a result of the messed-up nature of Warp-based communication. [[derp|&#039;&#039;Riggggghhhhtttt.&#039;&#039;]] More importantly: shortly after the start of the Heresy an astropath has routine nervous breakdown and is returned to Terra to get [[Witch Hunters|some R&amp;amp;R]]. What really ends up happening is that he gets there in time for [[Magnus]]&#039;s astral body to reach Big E to warn him of Horus&#039; betrayal, and the fuckhueg psychic shock of course dicks with the Astropath HQ compound something mighty. In the confusion and assloads of psychic phenomena that followed, the astropath gets implanted with a message for somebody regarding the war, but his PTSD keeps him from knowing what the hell it is or who it&#039;s for. The Custodes come in and tell him &#039;&#039;&amp;quot;[[Anal Circumference|Ve haff vays of making you talk.]]&amp;quot;&#039;&#039; and hand him over to a pair of [[Inquisition|kind counselors]] who torture the poor man half to death. After a time, he gets busted out in the nick of time by some convict Space Marines from the Traitor Legions. Why they do this is explained by the Thousand Son sagely stating &amp;quot;Just because&amp;quot; to the others. They name themselves the eponymous Outcast Dead and try to get the hell off of Terra. Amusingly, none of the escapees is very happy at the prospect of the Heresy but they are all [[rage|slightly miffed]] at being treated like shit by the Custodes just because of the Legion they belong to. Other subplots revolve around a psyker congregant at a slum church near the Imperial palace; a samurai witch hunter (no, really); &#039;&#039;&#039;&#039;&#039;fucking [[Thunder Warriors]]&#039;&#039;&#039;&#039;&#039;. Best bits are &amp;lt;s&amp;gt;[[Rip and tear|an unarmed, unarmored World Eater ripping a Custodes&#039; spine out through his chest]]&amp;lt;/s&amp;gt; the portrayal of the Emperor playing chess in dreams, revealing that the message is about his upcoming bitchslap from Horus. &lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Deliverance Lost:&#039;&#039;&#039;&#039;&#039; [[Corvus Corax]], having just escaped from Istvaan V, decides to go ask daddy for a handout to get his Legion back on his feet, and gets the mother of all genetech to do it, though he has to do a bit of legwork to get it. Meanwhile, a bunch of faceless Alpha Legionnaires (okay, they do have faces, they just originally belonged to some Raven Guard) infiltrated Corax&#039;s Legion at Istvaan and are doing recon and intelligence gathering waiting for [[Omegon]] to give the go-ahead to fuck shit up. Corax, meanwhile sets up new geneseed methods that bring up new recruits to battle-ready marines &#039;&#039;in fucking hours&#039;&#039; with the potential to conscript literally anybody willing to become a Space Marine. The Alphas decide this probably isn&#039;t in their interest, and sabotage the new geneseed by tainting it with &#039;&#039;daemon blood&#039;&#039;, turning second- and third-batch new Raven Guard into the twisted monsters we know Corax ended up with. In one of the instances of retcon that was actually flavored with [[awesome]] and win, the mutant marines [[Grimdark|were still sapient]] but were left to fight on in the Emperor&#039;s name. After staging a mass insurrection on Deliverance&#039;s parent world with the help of some old guilders Corax ousted and the Dark Mechanicum, Omegon gets &#039;&#039;more&#039;&#039; Alphas infiltrated into the Raven Guard for the endgame: steal the genetech, kill some Raven Guard, get the fuck out before anybody knows what the fuck just happened in here. A couple cockups along the way leads to the Raven Guard getting wise and isolating out the Alphas. The end of the novel was like a swingers&#039; party at a retirement home: everybody got screwed (even &#039;&#039;Horus&#039;&#039;), nobody got what they hoped for (except for [[Omegon|the really deviant bastard]]), and all-around the reproductive material was a waste. Corax shut down his hothousing method and starts fucking with the Traitors even at reduced numbers. The book ends with Alpharius-Omegon deciding that while their plan for saving the galaxy was still good, they decide working with Xenos isn&#039;t for them.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Know No Fear:&#039;&#039;&#039;&#039;&#039; The book that made the Ultramarines (of all people) cool again. The Ultras are still ignorant about Istvaan and the civil war erupting around the galaxy, and are mustering at Calth with the Word Bearers [[troll|on orders from Horus]] to go kill some Orks together as a conciliatory gesture. They&#039;re in for a surprise: the Word Bearers, while happy as hell to get revenge, are really trying to [[Eldrad|dick over]] the Ultramarines to keep them out of the Heresy if not destroy them outright. What happens next is the Word Bearers arrange some &amp;quot;accidents&amp;quot; using sorcery and good ol&#039; fashioned treachery to fake a monumental fuckup in the shipyards that leaves the Ultramarine forces blind, deaf, and crippled. They use the confusion to say that the Ultras are &#039;&#039;still&#039;&#039; fucking them over, and take the chance to open not only a can but entire cases of whoop-ass on the Ultras. Erebus turns Calth&#039;s pole into a screaming hellscape to start up a warp storm while Kor Phaeron oversees the systematic extermination of the Ultramarines and also successfully poisons Calth&#039;s sun. Guilliman gets jettisoned into space but survives because [[Spiritual Liege]]. He then leads a counterattack on Kor Phaeron, and while Kor comes &#039;&#039;this close&#039;&#039; to getting a Primarch kill with [[Sorcerer (Warhammer 40,000)|Chaos mindbullets]], in a moment of self-aggrandizement he holds back and tries to corrupt Guilliman with his own dagger-sized &#039;&#039;&#039;MURDER SWORD&#039;&#039;&#039;. Guilliman calmly tells him &amp;quot;The Codex Astartes &amp;lt;s&amp;gt;does&amp;lt;/s&amp;gt; will not support this action&amp;quot; (it was really &amp;quot;You made an error&amp;quot; followed by an explanation of that error, and &amp;quot;but while I&#039;m alive, I can do this&amp;quot;) and [[Rip and Tear|rips out Kor Phaeron&#039;s main heart with an unpowered Power Fist]]. Kor Phaeron&#039;s minions run away with his carcass, allowing the Ultras to retake their space station, which in turn allows Mechanicus plot power, aided by a planet&#039;s worth of orbital defense batteries, to bring the ground war back into the Ultramarines&#039; favor. The novel ends with Word Bearers getting the hell out of there and the Ultramarines evacuating everyone they can off of Calth and telling everybody they can&#039;t to get underground, transitioning into the Underworld War. Special features of this novel include the Ultramarines finally being portrayed as awesome, Guilliman not being a cock, [[Ollanius Pius]] being the special guest star with his very own subplot, and the Word Bearers having athame blades as special issue, one of which will [[Uriel Ventris|come back later]]. You might notice this summary is pretty spoilerific, but if you didn&#039;t know the broad strokes already, you&#039;re in the wrong place. While not exactly winning awards on the philosophical or psychological side, the book itself is a genuinely thrilling read that really knows how to keep its tension up. &lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The Primarchs:&#039;&#039;&#039;&#039;&#039; A novella anthology. As the name suggests, it contains stories featuring Primarchs. &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;The Reflection Crack&#039;d:&#039;&#039;&#039;&#039;&#039; - &amp;lt;s&amp;gt;[[Lucius]] and friends anally rape [[Fulgrim]]. Yeah.&amp;lt;/s&amp;gt; While questionable use of a &#039;&#039;pear of anguish&#039;&#039; is featured during a game of &amp;quot;Stab the Fulgrim,&amp;quot; the real story is this: Lucius and his buddies are deep into the [[/d/|sickfuckery]] which will come to characterize their Legion, but begin to suspect that Fulgrim might have a daemon in him when he begins acting like not-Fulgrim and uses sorcery. They ambush him and try to exorcise it with pain, because torturing a Slaaneshi daemon will totally work (though they find out that a Primarch can grow back a foot and just about any other wound). Among everything else: [[Fabius Bile|Fabulous Bill]] is still an arrogant dick; Lucius is still a maniacal and colossally narcissistic sick fuck; Julius Kaesoron is still an angry badass; Marius Vairosean is still a sycophantic cunt; and Eidolon was still a self-important, whiny douche, but Fulgrim throws a tantrum and cuts his head off, and there was much cheering from the readers, and that &#039;&#039;plus&#039;&#039; almost certain off-screen fapping among the Legionaries leads into &#039;&#039;Angel Exterminatus&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Feat of Iron&#039;&#039;&#039;&#039;&#039; - [[Ferrus Manus]]&#039;s Legion is trying to off some Eldar on a desert world, but can&#039;t find the major Eldar strategic asset because of Spess Elf warp bullshit. A Farseer thinks he can warn Ferrus about the Heresy, and traps him in the webway or some psychic realm for a spirit quest long enough to fight a [[Fulgrim|giant purple snake]] (which is [[/d/|disturbingly appropriate imagery]] when you think about it); and Ferrus thinks it was the wyrm that he killed and gave him his metal hands, but the snake tells him that he must be mistaking it for somebody else. Ferrus kills it, and meets the Farseer who tries to tell Ferrus that he wasn&#039;t just being a dick. Ferrus, having too many experiences with Eldar being dicks, knocks some sense into the Farseer, who manages to run just fast enough to avoid getting killed. Ferrus comes back and helps his Legion fight off the Eldar kill the Webway beacon, or whatever the hell it was. In the background of all of this, the Iron Hands, having lost Ferrus, decide to [[/tg/ gets shit done|get shit done]] rather than bitch about their potentially dead father and work to complete the mission despite being weighed down by Imperial Army who are dying of dehydration and heat stroke. The Eldar figure out a way to use storm clouds that make Iron Hands bionics kill their users, and Ferrus has a bitch of an itch around his neck that he can&#039;t get rid of. [[Drop Site Massacre|I wonder if that&#039;s important]].&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;The Lion:&#039;&#039;&#039;&#039;&#039; - Dark Angels fight daemons and reinstitute Librarians. The Lion teamkills Nemiel for reminding him about Nikaea, ruining all the buildup from the previous two &amp;lt;s&amp;gt;Dark&amp;lt;/s&amp;gt; Fallen Angels Books because [[Gav Thorpe]] wanted to prove he&#039;s a big boy author who can kill his characters. Then they steal an intelligent super warp engine (instashifts the Dark Angel fleet into the warp without need for a jump point while teleporting itself and the Lion onto his flagship; Lion is capable of talking politely in front of so much power) from [[Typhus]] then set course for Macragge to sort out Guilliman.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Serpent Beneath:&#039;&#039;&#039;&#039;&#039; - Alpharius Omegon plots against himself and destroys a facility built around what looks suspiciously like a Cadian Pylon (and said facility keeping the White Scars out of the war), due to [[Cake|an information leak]], and they can&#039;t have that. Except than none of the main players are Alpharius or Omegon. And Alpharius and Omegon can&#039;t decide if they&#039;re secretly working against each other or not. Also: considered to be one of the better works of the series, not only due to quality, but because of the sheer mindfuckery of the plot, keeping entirely within the rationale of the Alpha Legion without any jumps in logic or canon.&lt;br /&gt;
&lt;br /&gt;
===Books XXI - XXX===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Fear to Tread:&#039;&#039;&#039;&#039;&#039; Despite being Black Library&#039;s most financially successful book &#039;&#039;ever&#039;&#039; and hitting thirteen(!) on the New York Times bestseller list (without Oprah&#039;s recommendation, even), many [[/tg/|fa/tg/uy]]s find it a bit ridiculous. Why? Well, there&#039;s planets with giant frowny faces inhabited by garbage monsters, ships getting blown up by city-sized rocks launched from the aforementioned planets, a nearly-stereotypically-gay [[Slaanesh]]i daemon that doesn&#039;t actually serve much of a purpose in the story, and a villain named the Red Angel despite the fact [[Angron]] already claimed that as a nickname (although he was first introduced in &#039;&#039;Horus Heresy: Collected Visions&#039;&#039;, so it&#039;s not [[James Swallow]]&#039;s fault). Oh, and Sanguinius acts like an idiot about [[Chaos]] the whole time, which fits the [[fluff]], but come on, how many freaky supernatural signs do you need to see before you decide it&#039;s not just foul xenos? In all fairness, of course, &#039;&#039;Fear to Tread&#039;&#039; does have quite a few good moments, especially when it comes to [[Warp]]-related terror. It also has a priceless bromance between [[Horus]] and [[Sanguinius]], not to mention Sanguinius and his Legion get characterized very well. Sanguiniuns and Co end up reaching Imperium Secundus.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Shadows of Treachery:&#039;&#039;&#039;&#039;&#039; Yet another anthology. Most of the stories are tie-togethers or &amp;quot;in betweens&amp;quot;, and some are very short.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;The Crimson Fist&#039;&#039;&#039;&#039;&#039; - A story about two parallel story lines. The first is set during the [[Battle of Phall]], a space battle between the Iron Warriors&#039; entire fleet, and what was left over after a third of the Imperial Fists&#039; fleet was dispatched to reinforce the loyalists going to Istvaan, got caught in a warpstorm and were run &amp;quot;ashore&amp;quot; leaving them drifting and isolated in the backwater Phall system. The Iron Warriors, having the advantage of knowing what the hell is going on and having the powers of Chaos to guide them through the storm, show up at Phall and wreck shit for some good old fashioned revenge. Despite having the superior numbers, more and bigger guns, suicidal expenditure cohorts, and the power of a raging hateboner, the Iron Warriors were losing to the Imperial Fists&#039;s superior maneuverability and [[Alexis Polux|Captain Polux&#039;s]] protagonist power. Eventually, the Fists get the order and window to withdraw to Terra, though turning tail would put their fleet at a huge disadvantage. Given the choice between blind obedience to his father or carrying on with the battle they were winning, Polux chooses the former and takes his Fists back to Terra, but ends up in the Imperium Secundus instead. This was also one of the first solid depictions of Perturabo, and clearly the worse of the two as he&#039;s shown to be nothing more than an abusive, cold-hearted Saturday morning cartoon villain with rage issues and the depth and complexity of a kiddy pool. The second story line follows [[Sigismund]] as he follows Rogal around the Imperial Palace after deciding to stay home, even though he was ordered to command the same fleet trapped at Phall, but delegated it to Polux&#039;s predecessor. The twist is that he met Euphrati Keeler, had a spiritual experience when they spoke, and felt that he would be needed more at Terra instead of as a drifting corpse permanently lost in orbit around some backwater, and so handed off the job of commanding the fleet. When he eventually opened up to Rogal about this, it got him in trouble. See, Rogal was still one of the [[Imperial Truth|stupid atheists]] at this point, so he disowned Sigismund because he thought &amp;quot;serving a higher purpose&amp;quot; was arrogant and got in the way of doing his job. This left Sigismund feeling really sad and pissed off, thus was his start of &amp;lt;s&amp;gt;darkness&amp;lt;/s&amp;gt; daddy issues. [[Black Templars|Really pissed off and bad ass daddy issues.]]&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;The Dark King&#039;&#039;&#039;&#039;&#039; - A look into the head and story of Konrad Curze during the events leading up to the Dropsite Massacre. It shows that, even if you buy that Curze was a [[Lawful Evil|murderous paladin of justice and order]] rather than just a [[Chaotic Evil|deranged serial killer]], he&#039;s pretty fucked up in the head and lives with the knowledge of his demise haunting him (which isn&#039;t that great for what little sanity he has left). It also involves him beating up Rogal Dorn, killing some Imp Fists and Emp&#039;s Children terminators &amp;lt;s&amp;gt;with his more advanced suit and built-in vox jammers&amp;lt;/s&amp;gt; [[Rip and tear|with his bare fucking hands]], then blowing up Nostramo.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;The Lightning Tower&#039;&#039;&#039;&#039;&#039; - Basically, 20 pages of Rogal Dorn. The first 10 is him being sad about ruining the Imperial Palace as a grand piece of art by fortifying it into a coldly functional fortress. The next 10 is Rogal having an existential monologue, then a conversation with Malcador all about why he doesn&#039;t know why Horus declared war on the Emperor and is afraid to find out why in case it makes sense. Malcador ends up knowing at least a little about Chaos and somehow got his hands on a tarot deck Curze used throughout his life even up to the close of &#039;&#039;The Dark King&#039;&#039;. (Don&#039;t ask how he got them. Really.) Also that (*Name Drop*) the Lightning Tower is the important card that comes up, signifying [[Siege of Terra|a destruction of fortifications]] and/or [[Imperium of Man|a change of thinking brought about by sacrifice]].&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;The Kaban Project&#039;&#039;&#039;&#039;&#039; - Right before Istvaan, techpriest Pallas Ravachol is working on a top secret &amp;quot;Kaban&amp;quot; robot project on Mars and realizes that the project has achieved sapience, and is in fact a form of full AI. Though he genuinely befriended the Kaban machine, Ravachol complains to boss Magos Chrom that working on an AI is both highly illegal and insanely dangerous. Chrom tells Ravachol not to be such a pussy since Horus himself gave the OK, and after some deliberation has a death squad waiting to escort Ravachol off site the next morning. Ravachol, thinking there were few ways this could end well, makes a break for it and flees for Magos Malevolus&#039;s forge, hoping to get somebody with some clout to reveal that his old boss and Horus were up to something bad. On the way, he spends time running away from a latex-clad sadist babe who persistently chases after him; since she&#039;s an AdMech equivalent of a Death Cultist assassin, this is a &#039;&#039;much&#039;&#039; better idea than it sounds. When he gets to Malevolus&#039;s forge, Malevolus distracts him with a legion of shiny Mk6 suits of Marine Power Armor long enough to drop the bomb to drop that they were for Horus. The latex-clad babe catches up to them both, and the techpriest flees again, only to be puzzled why Malevolus and the assassin are letting him run. As he gets out the door, he meets the Kaban machine, &amp;lt;s&amp;gt;who realizes friendship was most important thing, the Kaban decides to side with the good guys, and the day is saved.&amp;lt;/s&amp;gt; Chrom told the Kaban Machine that it and Ravachol simply can&#039;t be friends for realsies because of the rules and stuff, and taking up with Horus was a great idea. The Kaban Machine, not understanding how humans work nor &#039;&#039;&#039;The Power of Friendship&#039;&#039;&#039; didn&#039;t know any better than to agree, and kills Ravachol right on the steps of Malevolus&#039;s forge. The end. An okay story, somewhat generic feeling prose. More of a who&#039;s who of the Dark Mechanicus during &#039;&#039;Mechanicum&#039;&#039; and telling where the hell that Kaban machine from the same book came from, and how they seduced an AI into Chaos worship.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Raven&#039;s Flight&#039;&#039;&#039;&#039;&#039; - A bridge between Istvaan V and &#039;&#039;Deliverance Lost&#039;&#039;, also a companion story to the Raven&#039;s Flight audio drama. The story tells how Commander Marcus Valerius of the Imperial Army is stationed on Deliverance and keeps having recurring nightmares which is causing him worry about Corax. Commander Branne of the Raven Guard&#039;s garrison on Deliverance, is getting tired of how the Legion&#039;s pet human won&#039;t stop bitching about it, and decides to take Valerius out on a trip in the battle barge to Istvaan just to show him that everything is just fine. Meanwhile, Corax and a relative handful of surviving Raven Guard are fighting a guerilla war against the traitors, trying to stay one step ahead of the Iron Warriors and then the World Eaters. In between skirmishes Corax spends a few thoughtful moments feeling bad about his Legion and the state of the Imperium now that things have gone to shit.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Death of a Silversmith&#039;&#039;&#039;&#039;&#039; - The title says it all. A silversmith attached to the 63rd Expeditionary Fleet is tasked with making four rings for the Mournival, after that he makes tokens (for the warrior-lodge, but he doesn&#039;t know that) and then gets his windpipe crushed to make sure word doesn&#039;t get out about the tokens. The story is seen from the perspective of the silversmith who describes his life up until the point where he&#039;s lying on his own floor slowly suffocating to death. Ultimately it is kind of irrelevant, but the lore nerds or people who have been paying attention might find it interesting. At barely 20 pages long, you might as well read it anyway.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Prince of Crows&#039;&#039;&#039;&#039;&#039; - A novella featuring the Thramas Crusade as viewed by First Captain [[Sevatar]] of the Night Lords. With the Night Lords&#039;s forces all but shattered by the Dark Angels, Curze in a coma and nearly dead, and the Dark Angels&#039;s fleet in pursuit, Sevatar has to knock some heads for the Night Lords to get their shit together to reorganize and rethink strategy. It&#039;s essentially about showing the fractures in the Night Lords Legion. As most stories written by [[Aaron Dembski-Bowden]], it&#039;s pretty good.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Angel Exterminatus:&#039;&#039;&#039;&#039;&#039; [[Perturabo]] just finished [[skub|fucking up (or being fucked by)]] some Fists, and [[Fulgrim]] finds him to polish off a plot hook from &#039;&#039;The Reflection Crack&#039;d&#039;&#039; and recruit Pert for an expedition into the Eye of Terror because a renegade Eldar said he knows where to get &#039;&#039;the good shit&#039;&#039; (the eponymous Angel Exterminatus). Fulgrim wanted to make a show out of delivering exposition, and he had Pert use his skills to build a stadium and went storyteller mode; then the moment was killed when a Shattered Legion detachment composed of Iron Hands and a Raven Guard commando sniped Fulgrim (he got better).  Of course, Pert took the moment to remind himself that this is why he can&#039;t have and [[Rage|won&#039;t ever have]] nice things. Thinking that Fulgrim had the scent of a powerful artifact or a superweapon, and seeing that Fulgrim was becoming the Primarch equivalent of a crack addict member of the Jersey Shore and his legion wasn&#039;t looking much better, Pert decided to play it safe by tagging along and making sure Fulgrim wouldn&#039;t break anything. On the way, a different Eldar scholar came to the Shattered Legion, telling them that Fulgrim and Pert can&#039;t be allowed to get to the Angel Exterminatus, or [[Daemon|Bad Things (Warp-registered trademark)]] will happen. Well into the journey into the Eye, the Iron Hands&#039;s resident mad scientist accidentally gives away their location, and the Emp&#039;s Children and Iron Warriors decide to throw a boarding party. After a few pages of pulse-pounding action, Pert says &amp;quot;fuck this&amp;quot; and leaves as the Iron Hands&#039; same mad scientist overloads the engines and does a [[Battlefleet Gothic|mother of a ramming maneuver]] which kills an Emp&#039;s Children ship. (Pert was getting sick of Fulgrim&#039;s shit at this point, so he decided not to let them know, leading to the loss of the ship and thousands of casualties for Fulgrim.) When they finally get there, they find a [[Crone World]] covered in ruins and occupied spirit stones being held in orbit around a black hole. Some wraithbone constructs pop up and Pert and Fulgrim have to fight to the heart of the planet to get at the Angel Exterminatus. On the way, Pert kills their renegade Eldar because he was a lyin&#039; bitch. When they &#039;&#039;finally&#039;&#039; get there, surprise! Daemon Primarch Fulgrim is supposed to be the Angel Exterminatus, and he betrays Pert (a bauble Fulgrim gave to Pert at the start of the book was a vitality-leeching thing), and they start the ritual which would sacrifice Pert to turn Fulgrim into a Daemon Prince. Then the Shattered Legion crashes the ceremony and assists the Iron Warriors since it&#039;s clear they weren&#039;t working with the Emp&#039;s Children anymore. Pert kills Fulgrim but it doesn&#039;t count since Fulgrim&#039;s mortal essence works just as well as sacrifice. He goes full Daemon Prince despite a generous helping of Thunder Hammer to his [[gay|pretty face]], breaks every spirit stone on the planet, and disappears with every last one of his sick fucks. The Eldar scholar helping the Shattered Legion throws a bitch fit, revealing that both scholars were Dark Eldar who had cut a deal with Fulgrim (help him become a daemon and they get assloads of spirit stones to fuck with), and he had made sure that the Shattered Legions were there to put a wedge in that deal because... reasons. The Shattered Legion gets the hell out and the Iron Warriors try to GTFO as the planet starts to fall into the black hole. The book ends with Pert, [[pretend|being a wise man]], ordering them to reverse course and fly right into that fucker. (It works out for them in the end.) Subplots include a lot of buildup for McNeil&#039;s Iron Warriors stories, the Shattered Legions&#039; feelings on trying to unfuck an irreversibly fucked situation, and a tense story of two Imperial Fists as they try to survive Fabius&#039;s turning them into mutants (which actually had a poor payoff). Despite being overall good, it&#039;s a bit of a skub novel because the depiction of Perturabo is so different from expected; rather than being the bitter [[RAGE|Rage]] machine from every other depiction, he&#039;s a quiet [[Neckbeard|nerd who plays with toys as a hobby]] but with muscles. The ghosts of Eldar&#039;s Aspect Warriors and Wraith-Constructs inside a planet left inside the Eye of Terror, the first death of Lucius at the hands of a Mary Sue despite previous claims that he was undefeated during the Heresy and his unexplained first resurrection, and an Iron Hands legionnaire somehow being immune to sonic weapons by being deaf is canon rape on par with C.S. Goto. And worst of all, a rotating Shadowsword turret.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Betrayer:&#039;&#039;&#039;&#039;&#039; Lorgar and Angron rampage over the Ultramarines&#039; 500 worlds. Lots of references to Angron&#039;s past and his Butcher&#039;s Nails killing him slowly. Turns out one of the Ultramarine worlds was his own homeworld, so he destroys it and Lorgar makes him into a daemon prince. Also remember the &#039;&#039;Furious Abyss&#039;&#039;? Lorgar has two more. Also focuses on Khârn and Argel Tal being totally bro-tier until that bitch Erebus decides to intervene and becomes a team-killing asshole. Why Erebus isn&#039;t modeled with a long mustache fit for twirling is beyond us. Best known for containing Angron&#039;s dressing-down speech toward Guilliman having it easy since birth while Angron had a pretty shit life from day one.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Mark of Calth:&#039;&#039;&#039;&#039;&#039; Another set of short stories, though all focused on the [[Ultramarines]] or the [[Word Bearers]].&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Shards of Erebus:&#039;&#039;&#039;&#039;&#039; - We find that [[Erebus]] broke the &#039;&#039;&#039;MURDER SWORD&#039;&#039;&#039; into eight daggers/athames and shared them with his bros. Also shows how he returned to Davin to learn how to teleport with the &#039;&#039;&#039;MURDER SWORD&#039;&#039;&#039;, then killing the priestess that helped him turn Horus. She somehow wins because she served Chaos before dying which pisses Erebus off.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Calth That Was&#039;&#039;&#039;&#039;&#039; - The story focuses on an Ultramarine Captain and Co. and on a Word Bearers commander and his Dark Apostle. Keeps bringing up what Calth used to be like. Longer-than-the-rest-story short, Word Bearers try to Nurgle everyone, and the Ultramarines save the day in the nick of time. After all, THE GREATEST OF THE-{{BLAM}}&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Dark Heart&#039;&#039;&#039;&#039;&#039; - A young Word Bearer is interrogated by Kor Phaeron after he ended up killing his mentor with dark powers (turned him insta inside out). A kind of nice story that shows the &amp;lt;s&amp;gt;degradation&amp;lt;/s&amp;gt; enlightenment of the Legion.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;The Traveller&#039;&#039;&#039;&#039;&#039; - A spacedock traffic controller survives the destruction of his star fort, and the fatal crash of his escape shuttle before ending up in a small underground arcology with other human survivors. Imperial cultists believe he is blessed, and when he starts hearing whispers and seeing unbelievers they start rounding everybody up for execution. Everybody gets slowly executed till he&#039;s the last one left. He learns he&#039;s been possessed and reveals to an Ultramarine that he was was infected by the vox from the &#039;&#039;Campanile&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;A Deeper Darkness&#039;&#039;&#039;&#039;&#039; - An Ultramarine has a hard-on for a certain Word Bearer trolling him. Hunts down said Word Bearer into a cave system with a team of soldiers and Spess Merheens. Word Bearer trolls them by summoning a Gorgon. Ultramarine wins by tricking the Gorgon into looking at its reflection.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;The Underworld War&#039;&#039;&#039;&#039;&#039; - A story that has little to do with the actual Underworld War. It features a Gal Vorbak who sees the attack on Calth as a clusterfuck of fail. Has a plot-twist ending... turns out Daemons give visions of the future to potential Gal Vorbak, and said Gal Vorbak was given a vision of him not abandoning his fallen brothers on Calth. The Daemon doesn&#039;t have time for that shit so it lets him die during his transformation, much to the distress of the still fairly bro tier [[Argel Tal]] who is soothed by the honeyed words of [[Lorgar|did nothing wrong]]. &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Athame&#039;&#039;&#039;&#039;&#039; - A narrated story of the history of a knife, though not one from the &#039;&#039;&#039;MURDER SWORD&#039;&#039;&#039;. That&#039;s about it... totally... right? Wrong. The small sacrificial knife that Ollanius found was carved on Terra for a benign ritual, stolen by an evil Perpetual who was killed by &#039;&#039;the Emperor&#039;&#039; in medieval times, found in an archeological dig by Kasper Hawser, and went on other crazy murder-adventures, all while having rudimentary sentience.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Unmarked&#039;&#039;&#039;&#039;&#039; - Ollanius Pius and friends are traveling through time and space using the athame from the previous story. We learn a lot more about Oll&#039;s past, going into detail about his offhand mentions that he was one of the Argonauts and that he served in the First World War and the First Gulf War. It&#039;s based as all fuck and written by [[Dan Abnett]], so don&#039;t miss it. Also features Ol&#039; Oll&#039;s much, much earlier encounters with the [[Emperor|big daddy E]] in flashbacks and kinda proves O.P. Diddy right in his contention against Him that faith has power it not directed [[Lorgar|in the wrong]] [[Chaos|places]] and has in fact protected Terra for fuckawatts worth of millenia, and if He hadn&#039;t have been such an aspergated edgelord about atheism, more daemons might have been conquered due to the power of 19th century English hymnody with some of the words altered to refer apparently to the very same edgy atheist. Also features a traumatized but insightful qt3.14 psyker witch. &lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Vulkan Lives:&#039;&#039;&#039;&#039;&#039; What happened to Vulkan after the Dropsite Massacre? He got made Konrad Curze&#039;s torture bitch. Plenty of fun with dining implements and an awesome ending involving a hammer to the face. Not one of the best HH Books though is a somewhat necessary read for continuing the plot arc. Remember the Shattered Legions crew from &#039;&#039;Angel Exterminatus&#039;&#039;? Now you get a new group that is far more bland and less distinct. The major problem with the story is that, while it is fun reading Curze taunting Vulkan, not much happens in it and it barely affects the stakes or the overall plot to a great degree, except we now know that Vulkan is a perpetual. &lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The Unremembered Empire:&#039;&#039;&#039;&#039;&#039; [[Perpetual|Matt Damon]] killed Martin Luther King. This happens in the book. Also, unlike the cover and synopsis would imply, it&#039;s &#039;&#039;not&#039;&#039; about Sanguinius and Guilliman working together to build a back-up Imperium around Ultramar, which leads to the question of &#039;&#039;why that&#039;s on the cover?&#039;&#039; No one knows what it is really about, especially the book&#039;s description of itself (which describes its &#039;&#039;sequels&#039;&#039;). Several things happen in the book and several unrelated subplots collide as several entities are drawn by the Pharos device to Macragge. There are implications that Guilliman&#039;s new backup Imperium is starving resources from Terra.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Scars:&#039;&#039;&#039;&#039;&#039; Technically the third book of the Prospero arc. The Khan returns to the Imperium after killing Orks left over from Ullanor and can&#039;t decide what side to join. Turns his back on Leman Russ during a fight with the Alpha Legion and goes looking for his best friend Magnus, also gets into a fight with Mortarion on the way, also [[The Fallen|half his legion turns traitor]] but turns out it&#039;s no big deal.&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Brotherhood of the Storm:&#039;&#039;&#039;&#039;&#039; Prequel to Scars, shows the White Scars fighting Orks on Chondax.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Vengeful Spirit&#039;&#039;&#039;&#039;&#039; Horus goes looking for power to make him equal to the Emperor and the Chaos Gods give it to him by sending him to the Hyperbolic Time Chamber from Dragon Ball Z (kinda). We learn that the Emperor gained his powers after making a pact with the Chaos Gods where they gave him a fraction of their power, then somehow managed to double-cross them in what is quite possibly the most retarded retcon ever introduced in the entire book series. (In all seriousness though, the Chaos Gods have been claiming this throughout the series. It could be the truth or one of their beautifully crafted lies.) Loken comes back. There&#039;s also the Knights of &amp;lt;s&amp;gt;Lannister&amp;lt;/s&amp;gt; Molech, who fall to Slaanesh through copious amounts of Twincest. Also, if you have been ignoring the audio books, you will be a bit lost at the start of this one.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The Damnation of Pythos&#039;&#039;&#039;&#039;&#039; A Lovecraftian Horror story disguised as a Horus Heresy story. Has the most grimdark ending of the series thus far, up there with Dead Men Walking. Adds just about as much to the overall series as &#039;&#039;Furious Abyss&#039;&#039; did, but is actually pretty well written (unlike &amp;quot;Furious Abyss&amp;quot;). To cut a long story short, daemons take over a world in the Pandorax system, capture a starship, and use it to start ferrying cultists from place to place. The book also has some crossover with 40k and the Pandorax Campaign.&lt;br /&gt;
&lt;br /&gt;
===Books XXXI - XL===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Legacies of Betrayal&#039;&#039;&#039;&#039;&#039; Another anthology, though this time it&#039;s a bit of a cheat; they just consolidated several pre-existing stories and some of the the novellas but also included print versions of audio books.&lt;br /&gt;
**&#039;&#039;&#039;Brotherhood of the Storm&#039;&#039;&#039; - see above&lt;br /&gt;
**&#039;&#039;&#039;Serpent&#039;&#039;&#039; - A really short and out-of-place story about a Davinite Priest.&lt;br /&gt;
**&#039;&#039;&#039;Hunters Moon&#039;&#039;&#039;  - Originally an audiobook involving peasant fishermen rescuing a crashed Space Wolf who is running from the Alpha Legion after killing Alpharius. It obviously doesn&#039;t end well.&lt;br /&gt;
**&#039;&#039;&#039;Veritas Ferrum&#039;&#039;&#039; - A prequel to &amp;quot;Damnation of Pythos&amp;quot;, about an Iron Hands starship escaping (against their better nature) from Isstvan with some survivors.&lt;br /&gt;
**&#039;&#039;&#039;Riven&#039;&#039;&#039; - An Iron Hand from the Crusader Host is sent by Sigismund to look for some of his brothers, scattered after Istvaan V. He finds one suspicious-looking group and discovers that they use forbidden technologies to fight traitors even after death. &lt;br /&gt;
**&#039;&#039;&#039;Strike and Fade&#039;&#039;&#039; - More survivors of Isstvan, though this is about Salamanders just killing time (and Night Lords) whilst they wait to be rescued.&lt;br /&gt;
**&#039;&#039;&#039;Honour to the Dead&#039;&#039;&#039; - An Ultramarine squad fights its way through Calth with a innocent woman and child trying their hardest to follow them to safety, while loyalist and traitor Titans punch each other&#039;s faces in the background.&lt;br /&gt;
**&#039;&#039;&#039;Butcher&#039;s Nails&#039;&#039;&#039; - A good one to read: Angron &amp;amp; Lorgar go on the Shadow Crusade and come to an understanding whilst fighting Eldar. It is also a prequel to &amp;quot;Betrayer&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Warmaster&#039;&#039;&#039; - Horus considers how much of a badass he is while chatting with Ferrus Manus&#039;s skull and complains about how all the primarchs that sided with him are [[Perturabo|dickheaded]] [[Mortarion|edgelords]] or [[Konrad Curze|batshit]] [[Angron|lunatics]], while the cool guys like Sanguinius and Guilliman are still loyal to the Emprah.&lt;br /&gt;
**&#039;&#039;&#039;Kryptos&#039;&#039;&#039; - Somewhere in the Galactic East (either Thramas Crusade or Imperium Secundus), Nykona Sharrowkyn and company go kidnap a warp code interpreter that will let them intercept garbled enemy communications. Prequel to &amp;quot;Angel Exterminatus&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Wolf&#039;s Claw&#039;&#039;&#039; - Bjorn the Fell-Handed needs a replacement arm but the Iron Priests are too busy; he happens to find a nice fancy relic one just lying around.&lt;br /&gt;
**&#039;&#039;&#039;The Divine Word&#039;&#039;&#039; - Marcus Valerius (army commander from Raven Guard story arc) receives some prophetic dreams and subsequently prevents an Alpha Legion diversion. It serves as his final push to join the Imperial Cult.&lt;br /&gt;
**&#039;&#039;&#039;Thief of Revelations&#039;&#039;&#039; - After Prospero, the Thousand Sons need something to stop all their rampant mutation, so Ahriman goes to ask why Magnus has locked himself away. He&#039;s got bigger things to worry about and is looking across time and space for key events for future [[Just as Planned]] manipulations.&lt;br /&gt;
**&#039;&#039;&#039;Lucius the Eternal Warrior&#039;&#039;&#039; - After his first death &#039;&#039;(and unexplained resurrection)&#039;&#039; at the hands of Nykona Sharrowkyn, Lucius has somehow abandoned the Heresy and goes to the Planet of Sorcerers to fight a duel with the bestest Thousand Son swordsman (cause he cheats and reads your mind to see what you do next) and ends up meeting Ahriman. [[wat|Uh-huh...]]&lt;br /&gt;
**&#039;&#039;&#039;The Eightfold Path&#039;&#039;&#039; - Kharn and the World Eaters realise that too much rip and tear is leading them [[Khorne|down a damning path]], but they&#039;re already too far gone.&lt;br /&gt;
**&#039;&#039;&#039;Guardian of Order&#039;&#039;&#039; - [[Cypher]] and [[Zahariel]] discover that the Ouroboros (banished in Fallen Angels) is coming back.&lt;br /&gt;
**&#039;&#039;&#039;Heart of the Conqueror&#039;&#039;&#039; - Angron&#039;s Navigator gets a bit uppity about being made to turn traitor, despite having been picked for the job as the angry man&#039;s chauffeur by the Emperor himself. Blams herself during mid-warp transit with not-fun results for flagship. &lt;br /&gt;
**&#039;&#039;&#039;Censure&#039;&#039;&#039; - Aeonid Thiel is killing time and Word Bearers in the Underworld War on Calth, writing notes about it on his armour. Said notes will eventually get written into Guilliman&#039;s draft of the [[Codex Astartes|Codex]] on the subject of killing Word Bearers (because it&#039;s that damn important to kill Word Bearers). Goes on a buddy cop adventure with an army trooper. Thiel eventually gets bored and goes back to Macragge in the end.&lt;br /&gt;
**&#039;&#039;&#039;Lone Wolf&#039;&#039;&#039; - Bjorn has lost all of his squad, but is now such an awesome badass that he can solo Bloodthirsters.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Deathfire&#039;&#039;&#039;&#039;&#039; - &amp;quot;vUlKaN lIvEs&amp;quot; What the Salamanders have been saying since Isstvan is true: Vulkan lives! Well now he does. Basically a bunch of Salamanders take his body from Macragge to Nocturne (with some side help from didn&#039;t-ask-for-this Magnus) and throw him into Nocturne&#039;s largest volcano, and lo and behold he comes back to life, making that entire plotline pointless. Still has the fucking Fulgurite in his chest, though. TL;DR: https://www.youtube.com/watch?v=M7nzml-zZ9M&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;War Without End&#039;&#039;&#039;&#039;&#039;: Anthologies Without End.&lt;br /&gt;
**&#039;&#039;&#039;The Devine Adoratrice&#039;&#039;&#039; - Prequel to &amp;quot;Vengeful Spirit&amp;quot; shows that House Devine was rotten to the core long before the coming of Fulgrim.&lt;br /&gt;
**&#039;&#039;&#039;Howl of the Hearthworld&#039;&#039;&#039; - Space Wolves get sent to Terra to watch over Rogal Dorn so he doesn&#039;t start using psykers; it&#039;s a pointless task and everyone involved knows it. Also offers insight into the Wolves&#039; naming conventions.&lt;br /&gt;
**&#039;&#039;&#039;Lord of the Red Sands&#039;&#039;&#039; - During Istvaan III, Angron indulges himself in some philosophizing about the nature of his rebellion and what is good cause while butchering his own sons. I swear, I&#039;m telling the truth.&lt;br /&gt;
**&#039;&#039;&#039;Artefacts&#039;&#039;&#039; - On his way to Istvaan V, Vulkan decides that all of his artefacts should be destroyed to prevent them falling into the wrong hands. His forgemaster intervenes and persuades him to keep at least some so Vulkan grants him the right to choose seven items to preserve and give him the title of Forge Father, keeper of these artefacts.&lt;br /&gt;
**&#039;&#039;&#039;Hands of the Emperor&#039;&#039;&#039; - Depicts one typical day of the Adeptus Custodes through eyes of their newly appointed Master of the Watch, including colossal orbital plates invading Imperial Palace and Custodes and the Imperial Fists being stubborn assholes even when facing battle with each other at the heart of the Imperium, never-ceasing Blood Games and bureaucratic and diplomatic hell wrapping all that entanglement.&lt;br /&gt;
**&#039;&#039;&#039;The Phoenician&#039;&#039;&#039; - A dying Morlock witnesses the final duel between Ferrus Manus and Fulgrim.&lt;br /&gt;
**&#039;&#039;&#039;Sermon of Exodus&#039;&#039;&#039; - Another prequel to &amp;quot;Damnation of Pythos&amp;quot;, explains the appearance of the huge cultists&#039; fleet from Davin in orbit of Pythos. Provides rare insight on the life on Davin and origins of Chaos cults there. Also features really bizarre description of the first Davinite priest, who spent the last several thousand years in the warp.&lt;br /&gt;
**&#039;&#039;&#039;By the Lion&#039;s Command&#039;&#039;&#039; - Prologue to &amp;quot;Angels of Caliban&amp;quot;. Corswain is tasked by the Lion to hunt Death Guard ships, but is experiencing a severe lack of manpower. After an uneven engagement with Typhon that nearly costs him his life and fleet, he decides to send Chapter Master Belath to Caliban for recruits.&lt;br /&gt;
**&#039;&#039;&#039;The Harrowing&#039;&#039;&#039; - Some random Alpha Legionnaires take over some random Mechanicus ship. Turns out that they are so god-mode that everyone important is their operative, so they meet no resistance at all. The end. &lt;br /&gt;
**&#039;&#039;&#039;All That Remains&#039;&#039;&#039; - A transport ship full of war orphans and Imperial Army soldiers with severe PTSD is lost in space during warp transit. Fear not though, because in fact they are being stolen by one of Malcador&#039;s agents for transfer to Titan and induction into the Grey Knights.&lt;br /&gt;
**&#039;&#039;&#039;Gunsight&#039;&#039;&#039; - The Vindicare Assassin from Nemesis is still alive and on Horus&#039; flagship; it&#039;s about him spending years waiting for the opportune moment to get a shot, but he starts going mad while he waits. He finally gives up when Horus plucks his killshot from the air and Horus gives him a chaos rifle for his change in loyalty.&lt;br /&gt;
**&#039;&#039;&#039;Allegiance&#039;&#039;&#039; - Revuel Arvida spends some time on the White Scars flagship trying to understand what to do after losing all his Legion. He reflects on his time on Prospero, attends the Khan&#039;s trial for the pro-Horus plotters from &amp;quot;Scars&amp;quot;, and tries to escape, but in the end he chooses to spend some more time with the Scars.&lt;br /&gt;
**&#039;&#039;&#039;Daemonology&#039;&#039;&#039; - After his duel with Jaghatai, Mortarion tries to interrogate a daemon, which goes as well as you&#039;d expect. Also shows that Malcador and the Emperor planned Nikaea for almost seventy years before it took place.&lt;br /&gt;
**&#039;&#039;&#039;Black Oculus&#039;&#039;&#039; - A Navigator that serves the IV Legion loses his mind after Perturabo drives his ships into the black hole in the center of the Eye of Terror.&lt;br /&gt;
**&#039;&#039;&#039;Virtues of the Sons&#039;&#039;&#039; - Sanguinius forsees that he will not always be in charge of the Blood Angels, but worries about the Red Thirst causing havoc with his sons&#039; futures, so gets Amit to duel Kharn and Azkaellon to duel Lucius in hopes they&#039;ll learn something. Azkaellon learns to let the rage out a bit and Amit learns a modicum of restraint.&lt;br /&gt;
**&#039;&#039;&#039;The Laurel of Defiance&#039;&#039;&#039; - Lucretius Corvo (later founder of the Novamarines) and his squad kill a Traitor Titan using only their wits and one meltagun. &lt;br /&gt;
**&#039;&#039;&#039;A Safe and Shadowed Place&#039;&#039;&#039; - [[Night Lords]] start stabbing each other in the back as soon as Curze goes missing while solo&#039;ing Macragge. It&#039;s about a ship floating in the ruinstorm that has just discovered the [[Imperium Secundus|Pharos]] and foreshadows problems for Ultramar.&lt;br /&gt;
**&#039;&#039;&#039;Imperfect&#039;&#039;&#039; - Daemon-Fulgrim has been getting Fabius to clone Ferrus Manus, because the split personality thing makes him feel guilty about failing to turn his brother to Horus&#039;s side, but the clones are never quite right and go mental at each suggestion. Fabius also has his own stuff going on.&lt;br /&gt;
**&#039;&#039;&#039;Chirurgeon&#039;&#039;&#039; - Fabius is dying from the genetic flaw that&#039;s been killing Emperor&#039;s Children since before they found Fulgrim -  or not, since he found a way to distill other Marines into drug that keeps the illness at bay.&lt;br /&gt;
**&#039;&#039;&#039;Twisted&#039;&#039;&#039; - Maloghurst solves some routine troubles on the &#039;&#039;Vengeful Spirit&#039;&#039; like persistent petitioners, lack of water, rogue daemons and the Davinite cult plotting to control Horus. &lt;br /&gt;
**&#039;&#039;&#039;Wolf Mother&#039;&#039;&#039; - Right after events of &#039;&#039;Vengeful Spirit&#039;&#039; Alivia Sureka goes searching for her daughter, who was stolen by a Slaaneshi cult that escaped from Molech, with a little help from Severian The Wolf. No, really, she is so badass that Severian doesn&#039;t even look like someone superior.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Pharos&#039;&#039;&#039;&#039;&#039;: Night Lords fucking up the Pharos Lighthouse on Sotha. Sanguinius eventually grows some balls and starts standing up to Guilliman instead of just being a pantomime Emperor, while the Lion is nowhere to be seen as usual. Warsmith Dantioch bites it while using the Pharos to burn the Night Lords out of his fortress, but inadvertently piques the interest of the [[Tyranids]], causing them to show up 10,000 years later. Skraivok become a prime example of DAEMON SWORDS: NOT EVEN ONCE.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Eye of Terra&#039;&#039;&#039;&#039;&#039;: Another anthology.&lt;br /&gt;
**&#039;&#039;&#039;The Wolf of Ash and Fire&#039;&#039;&#039; - takes place before Ullanor. Emperor and Horus destroy one really powerful WAAAGH!!!, lead by an exceptionally huge Big Mek. Story consists almost completely of foreshadowing.&lt;br /&gt;
**&#039;&#039;&#039;Aurelian&#039;&#039;&#039; - see &amp;quot;First Heretic&amp;quot;&lt;br /&gt;
**&#039;&#039;&#039;Massacre&#039;&#039;&#039; - A young Night Lords apothecary named [[Talos_(Warhammer_40,000)|Talos]] takes part in the Istvaan V Massacre.&lt;br /&gt;
**&#039;&#039;&#039;Brotherhood of the Moon&#039;&#039;&#039; - After the failed coup from &#039;&#039;Scars&#039;&#039;, Torghun Khan is being interrogated and explains why he chose Team Horus.&lt;br /&gt;
**&#039;&#039;&#039;Inheritor&#039;&#039;&#039; - [[Eliphas_The_Inheritor|Eliphas]] The Inheritor (yes, that one from the DoW series) sacrifices the population of a city on a planet Kronos (yes, again from DoW) and a company of Ultramarines to have a nice little chat with Lorgar.&lt;br /&gt;
**&#039;&#039;&#039;Vorax&#039;&#039;&#039; - An unlucky Dark Mechanicum priest falls to a loyalist ambush and subsequently being killed by Vorax-class battle servitor. Really short and forgettable story.&lt;br /&gt;
**&#039;&#039;&#039;Ironfire&#039;&#039;&#039; - Turns out that Idriss Krendl (that arrogant warsmith who had a stronghold dropped on his head by Dantioch) is alive! Really tough bastard, though several months under debris has affected his sanity a little. He now spends his time testing new siege tactics on the Emperor&#039;s Children world in preparation for the siege of the Imperial Palace.&lt;br /&gt;
**&#039;&#039;&#039;Red-Marked&#039;&#039;&#039; - Aeonid Thiel starts his band of cliche badass marines and learns about the mysterious Nightfane that threatens Macragge itself.&lt;br /&gt;
**&#039;&#039;&#039;Master of the First&#039;&#039;&#039; - Astelan takes part in a coup to remove Luther from command, but only to prevent it.&lt;br /&gt;
**&#039;&#039;&#039;Stratagem&#039;&#039;&#039; - Guilliman explains to Aeonid Thiel how important it is not to follow military books to the letter and concludes that he&#039;ll just have to write a book about it (guess [[Codex_Astartes|what book]] it is). &lt;br /&gt;
**&#039;&#039;&#039;The Long Night&#039;&#039;&#039; - Jago Sevatarion is chilling in Dark Angels captivity, slowly losing his mind due to his suppressed psyker powers, when some girl from the ship&#039;s astropath corps starts to talk to him from boredom. When her superiors find out, they flog her nearly to death because it was obviously forbidden. Sevatar doesn&#039;t take it lightly, flees captivity and kills the main astropath and calls it JUSTICE, because a man who skins young girls by the dozens on a daily basis simply to strike fear in a populace is definitely all about justice.&lt;br /&gt;
**&#039;&#039;&#039;Sins of the Father&#039;&#039;&#039; - During his emo-phase Sanguinius contemplates how his legion will fall after his death. He then decides that switching roles between Azkaellon and Amit during ritual combat will probably solve all problems. &lt;br /&gt;
**&#039;&#039;&#039;The Eagle&#039;s Talon&#039;&#039;&#039; - While the Battle of Tallarn rages, some Imperial Fists &#039;&#039;&#039;covert operatives&#039;&#039;&#039; try to take over a huge macro-transporter. They fail and are forced to crash the transporter onto raging battlefield below, blasting everything within 300km and causing nuclear fallout.&lt;br /&gt;
**&#039;&#039;&#039;Iron Corpses&#039;&#039;&#039; - One really tough and stubborn Iron Warriors Warsmith refuses to die despite the nuclear fallout from the previous story, waits for the storm to subside, finds and reanimates Warlord Titan and returns to action.&lt;br /&gt;
**&#039;&#039;&#039;The Final Compliance of Sixty-Three Fourteen&#039;&#039;&#039; - The Imperial governor of some backwater world recollects memories of his long service to the Imperium, while preparing himself to spit in the face of Horus&#039;s representatives when they come to demand his surrender. &lt;br /&gt;
**&#039;&#039;&#039;Herald of Sanguinius&#039;&#039;&#039; - Azkaellon invents the Sanguinor to free his gene-father from the burden of being the figurehead of Imperium Secundus.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The Path Of Heaven&#039;&#039;&#039;&#039;&#039;: Sequel to Scars. The White Scars have been fighting the traitor legions for a few years but are starting to show the strain. They finally decide to head back to Terra, but things don&#039;t go as planned. Notable for digging into the Webway storyline and the Navis Nobilite as well as featuring a resurrected and suddenly competent Eidolon. Navigators weren&#039;t going to sit around while E-money built their replacement, White Scars use a prototype webway portal to escape their last stand, and Mortarion starts using sorcery to locate Typhon.&lt;br /&gt;
*&#039;&#039;&#039;The Silent War:&#039;&#039;&#039; Guess What?! It&#039;s &#039;&#039;another&#039;&#039; anthology of stories that GW have already sold individually as audio-books. So value might be had for those who hadn&#039;t listened to them.&lt;br /&gt;
**&#039;&#039;&#039;The Purge&#039;&#039;&#039; - The story consists of two story lines. In the first of them, Sor Talgron purges one of the worlds in Ultramar during the Shadow Crusade, but gets tricked and takes a bombful of life-eater virus to the face (he survives nontheless, though). In second, he undertakes some covert actions on Terra before Istvaan V and leaves a nasty surprise for Dorn in the catacombs beneath the Imperial Palace.  &lt;br /&gt;
**&#039;&#039;&#039;The Sigillite&#039;&#039;&#039; - see below, in section &amp;quot;Audio Books&amp;quot; &lt;br /&gt;
**&#039;&#039;&#039;Wolf Hunt&#039;&#039;&#039; - [[Awesome|Samurai witch hunter]] Yasu Nagasena hunts Severian the Wolf right after the events of Outcast Dead.&lt;br /&gt;
**&#039;&#039;&#039;Army of One&#039;&#039;&#039; - An Eversor assassin is sent out for the routine &amp;quot;kill everyone&amp;quot; mission, but finds out that his main target is not only a stereotypical Stupid Fat Decadent Planetary Governor who turned traitor, but also a jerk from his past. So he kills him. &lt;br /&gt;
**&#039;&#039;&#039;The Gates of Terra&#039;&#039;&#039; - Dorn and Malcador have an idea that it will be good for the defences of Terra if they use some psykers to run some chosen veterans through endless hypno-simulations of ill-fated space battles with the Vengeful Spirit within the boundaries of Sol.&lt;br /&gt;
**&#039;&#039;&#039;Ghosts Speak Not&#039;&#039;&#039; - Amendera Kendel, who had a crisis over her moral values after the events of The Voice and left the Silent Sisterhood, returns to Luna to recruit some of Garro&#039;s Death Guard into the Knights Errant. They then are dispatched to a mission to uncover a traitor&#039;s plot at Proxima Centauri.&lt;br /&gt;
**&#039;&#039;&#039;Templar&#039;&#039;&#039; - Sigismund purges an asteroid temple of Word Bearers, this being the same temple that was mentioned in The Purge (those cross-references are awesome). &lt;br /&gt;
**&#039;&#039;&#039;Distant Echoes of Old Night&#039;&#039;&#039; - Some Death Guard are drowning Imperial Fists&#039; defences with bodies on some shithole moon in the middle of nowhere, but it seems they are running out of time. They launch a final assault but fail to coordinate the phosphex bombardment with the assault and actually destroy themselves with little help from a primitive trap built by the Fists. Facepalm on the house to everyone.&lt;br /&gt;
**&#039;&#039;&#039;Grey Angel&#039;&#039;&#039; - Loken, fresh from Istvaan III and accompanied by Iacton Qruze, is sent to Caliban to check Luther&#039;s loyalty to Terra. The mission actually fails as Loken gets caught and is interrogated by Luther himself, but Loken is rescued by the Watcher in the Dark and Lord Cypher and subsequently flees the planet.&lt;br /&gt;
**&#039;&#039;&#039;Lost Sons&#039;&#039;&#039; - Tylos Rubio goes to Baal to disband the Blood Angels Legion and recruit their last battle company into Malcador&#039;s Knights Errant after Sanguinius and the rest of the legion go missing after Signus. The Angels understandably don&#039;t like this news and Rubio nearly gets killed, but is saved by a message from Raldoron announcing that Sanguinius and the IX Legion are alive. &lt;br /&gt;
**&#039;&#039;&#039;Child of Night&#039;&#039;&#039; - it turns out that one of the Night Lord Librarians had fled his Legion and went into hiding on Terra. One of the Knight Errant finds him and recruits him for the Grey Knights. &lt;br /&gt;
**&#039;&#039;&#039;Luna Mendax&#039;&#039;&#039; - After his fail on Caliban, Garviel Loken shuts himself away in a forgotten garden on Luna and spends his time growing flowers and feeling sorry for himself. This is so pathetic that the spirit of the long-dead and eaten by daemons Tarik Torgaddon escapes the warp to return Loken to his senses.&lt;br /&gt;
**&#039;&#039;&#039;Patience&#039;&#039;&#039; - Helig Gallor from Ghosts Speak Not, now acting on his own, is searching for Garro who is too busy killing giant daemons to report to Malcador&#039;s office on time.&lt;br /&gt;
**&#039;&#039;&#039;The Watcher&#039;&#039;&#039; - Ison from the Knights Errant finds and saves a horrifyingly mutilated and nearly dead survivor from the Space Wolves squad that was sent to watch over Konrad Curze. &lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Angels of Caliban:&#039;&#039;&#039;&#039;&#039; Two Dark Angels stories in one book again, though this one actually moves the plot forward. In Ultramar, the Lion captures Konrad Curze but only after discreetly nuking a whole region despite Guilliman&#039;s ban on orbital weapon use, which results in his disgrace and we find that it is Guilliman who breaks the Lion Sword. Curze reveals that there were Chaos cults on Macragge too and that Guilliman would be a traitor if he had landed a little to the left. On Caliban, the Fallen openly declare their rebellion from the Imperium and ironically steal some starships that were meant to collect them and actually bring them into the war again. [[Zahariel]] kills [[Cypher]] and takes his place.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Praetorian of Dorn&#039;&#039;&#039;&#039;&#039; Alpharius tries to invade &amp;lt;s&amp;gt;Terra&amp;lt;/s&amp;gt; Pluto. Dorn kills him. Yes, Alpharius is now dead. And not a fake either, but the real Alpharius. Omegon can confirm. Alpha Legions fags blew a gasket. Oh shit believe we did.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Corax&#039;&#039;&#039;&#039;&#039; A compilation of all the Corax Stories plus a new one, &#039;&#039;&#039;Weregeld&#039;&#039;&#039;, which manages to undo all the hard work the previous stories have done and turn Corax into a douchebag. Kills all his mutated Raven Guard because he promised to kill warp stuff. Saves Russ though.&lt;br /&gt;
&lt;br /&gt;
===Books XLI - L===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The Master of Mankind&#039;&#039;&#039;&#039;&#039;: The Emperor is a dick: the book. We all knew this but now it&#039;s set in stone. Highlights include the Emperor stating to Arkhan Land that the Primarchs are tools and he views them with a scientific but detached fascination. He refers to them as numbers but seems content to allow the fantasy of being their &amp;quot;father&amp;quot;, an interpretation of the character that was fairly divisive to say the least. He actually seems to care more for his Custodians than he does any of his other creations, but they don&#039;t consider him their father and see him as just their warlord. Drach&#039;nyen is also revealed to be the daemon created when Cain killed Abel. In the end the Emperor closes the door on the Webway and has to spend the rest of his time sitting in the chair keeping it shut. Despite this, it does show off why the Chaos Gods fear him, as he pretty much rapes an infinite army of Daemons; the greater daemons either flee or try and fail to fight him (being destroyed in a matter of moments) whilst the lesser ones die just by looking at him. Despite this, Drach&#039;nyen nearly kills him, and claims that it will kill the Emperor (keep in mind that the future is VERY malleable, Daemons lie, and that this was written by a man whose hate-boner for Big-E exceeds that of The Four, themselves). But how will it feast on the Emperor&#039;s tattered soul when Abaddon lacks arms to plunge it into his chest? (Abaddon never lost his arms  due to the same retcon that let Eldrad live) Also known as Master of Skubkind. The Emperor reveals his grand plan of saving the human race from the Eldar fate by giving absolute control of every human to a Custodian before shanking him with Drach&#039;nyen and making him run into the Webway. Also put all his chips into the &#039;&#039;Human Webway&#039;&#039; plan and screwed us all over without a backup. Can you tell that this is an ADB book? It also features one of the most depressing endings of the whole Heresy series as in the last scene of the book the Emperor somberly acknowledges to one of his Custodian that he fears that he has now run out of cards to play and can&#039;t yet think of a way out of the whole situation. Grimdark, indeed.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Garro&#039;&#039;&#039;&#039;&#039;: Compilation of all the stories about Garro and his boy band, though they insist it isn&#039;t just an anthology since the audio book stories were expanded to be more written novel friendly.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Shattered Legions&#039;&#039;&#039;&#039;&#039;: It&#039;s an anthology containing an anthology. I shit thee not. It shoves together the limited edition anthology Meduson with a few other shorter stories, including some Alpha Legion stuff like the Seventh Serpent. &lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The Crimson King&#039;&#039;&#039;&#039;&#039;: Magnus was broken into shards when Russ felled him. Now the Thousand Sons with the help of Lucius the Eternal must put him back together. Kairos Fateweaver makes an appearance. Ties into the Ahriman Trilogy&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Tallarn&#039;&#039;&#039;&#039;&#039;: Does it even need to be stated? It&#039;s another fucking anthology, this time putting all the tank porn of the Tallarn books into one binding. It is worth a read if you are a fan of Imperial Guard (Army), as most of the storylines are about around mortal tank crews doing what they do best (dying).&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Ruinstorm:&#039;&#039;&#039;&#039;&#039; The conclusion to the Imperium Secundus plotline, as well as the follow on to Damnation of Pythos. Shows the Lion, Sanguinius and Guilliman trying to cross the Ruinstorm to reach Terra. After a brief stopover at Pandorax, they decide to head out to Davin where the Heresy began and where destinies are remade; they pass systems along the way that show what the Galaxy would look like if Chaos wins, such as a Forge World surrounded by an immense fortress wall in outer space 4000 miles thick and a sector of space filled with solid ritualised geometric shapes that are perhaps light years across. Davin itself is surrounded by a cloud of bones and wreckage millions of kilometers thick, but the planet has long since been abandoned. There Sanguinius finds out that in order to live through the Heresy he must become a monster even worse than Horus, but dying will curse his sons with the Black Rage; blood is on his hands either way. Instead, Sanguinius tries to sacrifice himself to save the day, but the [[Sanguinor]] steps in and takes his place while the fleets rain down a shitstorm and destroy the planet. In the aftermath, the Ruinstorm abates enough for them to reach Terra, but Horus has so much force that it is impossible for all three legions to reach, so Guilliman and the Lion agree to distract the Traitors long enough to give Sanguinius a window to get back and face his destiny, explaining why they never made it to the Siege since they were engaging Traitor fleets and burning their worlds.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Old Earth:&#039;&#039;&#039;&#039;&#039; Set immediately after &#039;&#039;Deathfire&#039;&#039;, Vulkan and three Salamander legionaries (the rest of the Salamanders weren&#039;t informed of their Primarch&#039;s resurrection) travel through the Webway by a gate hidden in a cave on Nocturne. On their path to Terra, they came across the Shattered Legions who were preparing for their first major void engagement with the Sons of Horus. Just before the attack, some Medusan-born Iron Hands tried to stage a coup against Shadrak Meduson by revealing a hideous contraption of machines and the last remnants of Ferrus Manus - &#039;&#039;his iron hand&#039;&#039; (they were under the illusion that they could resurrect their Primarch through cybernetics; it is hinted that the Mechanicum had some &amp;lt;s&amp;gt;hand&amp;lt;/s&amp;gt;{{BLAM}}{{blam|that pun was so bad heresy is automatic}} in this affair). Thankfully Vulkan shatters the hand and Meduson assumes command again, though he was killed by &#039;&#039;&#039;Tybalt Marr&#039;&#039;&#039; in a boarding action after the Iron Hands refused to send reinforcements to him. In the end, it is revealed that the Emperor had Vulkan forge a weapon that, in the event Terra fell to Horus, would amplify the power of the Golden Throne into a fatal FUCK YOU nuke into the heart of the Chaos God&#039;s domains, sadly also wiping out the entire Throneworld (this is possibly also one of Vulkan&#039;s nine relics). Oh, and Eldrad rescues [[Knights-Errant|Barthusa Narek]] from Nocturne and makes him his assassin. They killed most of the Cabal, including a vaguely amphibian alien sitting on top of a jungle pyramid. Yes, Eldrad Ulthran might just be the only person alive to have killed an Old One.  Finally they rescue John Grammaticus, who had his memory wiped after his failure to assassinate Vulkan. With his memory restored, Grammaticus is ordered by Eldrad to find Ollanius Pius and go to Terra.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The Burden of Loyalty:&#039;&#039;&#039;&#039;&#039; In the grim darkness of the 3rd millenium, there are only anthologies.&lt;br /&gt;
**&#039;&#039;&#039;The Thirteenth Wolf:&#039;&#039;&#039; Old Guard Space Wolves get lost in a a series of Warp Portals during the battle of Prospero. &lt;br /&gt;
**&#039;&#039;&#039;Into Exile:&#039;&#039;&#039; Arkhan-the-Humble-Land basically has to have a Boltgun Shoved in his face to leave during the initial Mars Revolt.&lt;br /&gt;
**&#039;&#039;&#039;Cybernetica:&#039;&#039;&#039; Story full of [[awesome]] about how Carrion the Raven Guard Tech-aspirant awaiting graduation watches his fellows get slaughtered before hulking out Sith-Style. Meanwhile an Iron Warrior proves how badass they are when not under the thumb of their whiny emo excuse of a primarch by literally throwing Carrion off a tower so he&#039;s the sole target of an incoming Warlord Titan. Carrion then joins the Knights-Errants and actually makes Dorn backpedal and heads back to Mars to aid the Resistance in taking it back through use of Heretek.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Wolfsbane:&#039;&#039;&#039;&#039;&#039; Leman Russ faces off against Horus, with the help of the Spear of Russ mentioned in the FUCKOLD Space Wolves novels. They&#039;re evenly matched but Russ seems to get the better of Horus when the Spear partially de-corrupts the Warmaster. Unfortunately for him, Russ tries to bring his brother back to his senses rather than strike a killing blow and is dragged away barely conscious by his men after Horus retaliates, setting the stage for the Battle of Yarant. Also a glimpse of [[Belisarius Cawl]] from back in his earlier, fleshier years. &lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Born of Flame:&#039;&#039;&#039;&#039;&#039; ANTHOLOGIES!&lt;br /&gt;
&lt;br /&gt;
===Books LI-LIV===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Slaves to Darkness&#039;&#039;&#039;&#039;&#039; The traitor primarchs gather for the assault on Terra but things aren&#039;t going well. Guilliman and the Lion are giving them a helluva hard time and Horus himself is still quite literally drained from his duel with Russ.  Basically how the gang gets back together for the push on Terra. The Sons of Horus start fracturing badly and Maloghurst takes it upon himself to cure Horus. In so doing, he forces a daemon to act as his guide through the Warp and finds out from this surprisingly forthcoming daemon (presumably from the Chaos God of Exposition) that even though Horus was superpowered from his Molech makeover, he&#039;d left a part of his soul behind in the Chaos God&#039;s realms, which had come to the realization that Chaos had been using him from the beginning. The daemon also suggests that Horus was never meant to win in the first place and that for all his new power he is no match against The Emperor, but Maloghurst very loudly refuses to believe it. Maloghurst meets his end as he resurrects Horus due to infighting within the Sons of Horus, erasing the last uncorrupted part of Horus&#039;s soul in the process. Mortarion is named the vanguard of the Siege, Perturabo is sent to pick up Angron, and Lorgar gets Zardu Layak to speak Fulgrim&#039;s true name and bind him into joining in a plot to depose the Warmaster, believing that his refusal to completely submit before the Chaos Gods will lead to the Traitor Legions&#039; ultimate defeat at Terra. This turns out to be a massive mistake that leads Lorgar to be utterly curbstomped by the revived Horus and told that he will be killed if Horus ever sees him again. Witnessing this, Zardu Layak and the Word Bearers present all swear allegiance to the Warmaster before Lorgar leaves with his tail between his legs. Layak frees Fulgrim who finds it all hilarious. Magnus makes an appearance at the end, swearing himself to Horus&#039;s service. &amp;quot;Alpharius&amp;quot; makes a token appearance to hand over Terra&#039;s defence data before disappearing without a trace and no mention of his legion at all, although Alpharius does basically mime they are done fighting for the Warmaster&#039;s ends.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Heralds of the Siege&#039;&#039;&#039;&#039;&#039; You know the drill by now. Anthology. But the end is in sight.&lt;br /&gt;
**&#039;&#039;&#039;Myriad:&#039;&#039;&#039; Loyalist Mechanicum forces hiding underground in Mars launch guerilla attacks on targets of opportunity from below. During one raid which blows the head off of a Warlord Titan, they retrieve a Castellan automata with the Abominable Intelligence from &#039;&#039;Cybernetica&#039;&#039; and a tech menial. Putting them into quarantine the Abominable Intelligence wakes up from probing and cleanses the menial of all scrap code &amp;amp; corruption to display it means no ill will to the loyalists. The Tech Inquisitor leader decides it&#039;s time to go Tech Radical &amp;quot;enemy of my enemy is my friend.&amp;quot; Abominable Intelligence supplies them with a complete battleplan and strategy (4.7k item checklist) for wiping out all the Dark Mechanicum on Mars and starts off with seizing &amp;amp; cleansing a Warlord Titan searching for their headquarters.&lt;br /&gt;
**&#039;&#039;&#039;The Grey Raven:&#039;&#039;&#039; A ship sent back to Terra by Corax arrives in the solar system, with the Librarian Raven Guard who opened the Emp&#039;s gene-banks for Corax, seven Custodians, and an Imperial Fists force. Presenting to a border post for inspection, the Custodian commander, upon discovering the identity of the Raven Guard, states a code word to the Custodians on ship and they all try to pull the Librarian&#039;s head off. The Fist Captain saves him and his men try to hold off the Custodians while he and the Librarian try to get off the ship. The Custodian captain corners them and slays the Fist captain. The Librarian gets angry and is about to use his psychic powers on the Custodian when he remembers his vow to Corax and surrenders to execution. Revealed to be an elaborate test by Malcador, who subsequently recruits him into the Grey Knights after apologizing for the death of the Fist captain.&lt;br /&gt;
**&#039;&#039;&#039;Valerius:&#039;&#039;&#039; Marcus Valerius of the Therion cohort (unaugmented troops fighting with Raven Guard) is now a big believer in the Lectitio Divinatus. He sets his forces to defend cross over points on a river where a bigger enemy force is attempting to cross. Corax had sent the Therion cohort (23k soldiers) and Valerian to die fighting against traitor marines &amp;amp; titans for a planet near Beta-Garmon with no escorts for their transport ships. Gives a speech about how proud all his soldiers should be for facing a suicidal mission to die for the emperor. Therions manage to take out all titans before being overrun. As the remaining marines breach his command leviathan, Valerius gives the order to detonate their reactor and leads a prayer with the remaining command crew. Another regiment of the imperial army happens across the aftermath and think that the Therions were wiped out and some other regiment managed to hold the line against the traitors. Leviathan&#039;s death took out everybody on the battlefield. Valerius stumbles out of the wreckage of the Leviathan, and proclaims his survival a miracle.&lt;br /&gt;
**&#039;&#039;&#039;The Ember Wolves:&#039;&#039;&#039; A Warhound titan pack attached to the World Eaters takes down a Warmonger titan on some planet. World Eater influence leads to a leadership challenge shortly after tipping over the Warmonger. Despite the pack leader putting down the leadership challenge, the downed loyalist Warmonger blows up its reactor and takes out all named characters.&lt;br /&gt;
**&#039;&#039;&#039;Blackshield:&#039;&#039;&#039; Khorak, a renegade member of Mortarion&#039;s [[Deathshroud]], is on the run from loyalist hunters. He and his squad escape down to the surface of a swamp planet where they are slaughtered till only he remains. He recognizes the leader of the loyalists as another Death Guard member who reveals himself to be Crysos Morturg, a survivor of Isstvan III. Khorak explains that he turned against Mortarion after Molech, when his entire squad was sacrificed by Mort for witchcraft. They both express their hatred of Mortarion, and Khorak briefly considers teaming up with Morturg but then one of his buddies proves to be not quite dead and tries to shoot Morturg, who deflects the shell with his psychic abilities. Khorak immediately tries to kill him and is gunned down. Morturg is revealed to be a mangled mess who survived Isstvan thanks solely to his psychic power and an extensive cybernetic rebuild by Calleb Decima, another Istvaan III survivor (who by the end of the battle was so mangled he resembled a spider more than a person). After Crysos ruminates on the pointlessness of Khorak&#039;s death, he decides it&#039;s time to go see the Emperor.&lt;br /&gt;
**&#039;&#039;&#039;Children of Sicarus:&#039;&#039;&#039; Kor Phaeron and the remainder of his party are on the run in Sicarus, a daemon planet, being constantly harassed by daemons that are whittling them down. They gain the attention of a warlord acoloyte of Tzeentch and at the same time a prophet appears to them and offers them sanctuary. The prophet leads them into a camouflaged valley where he reveals to them glyphs and Lorgar&#039;s athame that show how Kor Phaeron would arrive, slit his own throat to open a portal, and the remaining legionaries would lead the prophet&#039;s people through to join Lorgar at the Siege of Terra. Kor Phaeron kills the prophet, announcing that his fate is his own. The camouflage breaks down with the prophet&#039;s death and the warlord meets him. She offers him lordship of the planet after she ascends to daemonhood, and he accepts letting her have the prophet&#039;s people. As she is about to ascend on the spot, he sneaks up behind her and slits her throat with the athame. Shortly after Sicarus is now a worship planet with slaves laboring to create monuments of worship. Kor Phaeron states that it is now a refuge for the Word Bearers in the neverending war ahead of them.&lt;br /&gt;
**&#039;&#039;&#039;Exocytosis:&#039;&#039;&#039; Typhon is refitting his fleet at Zaramund by the grace of Luther. The Death Guard forces have set up an isolated camp away from any of the Fallen or natives of Zaramund. Luther decides to send a Fallen to spy on the Death Guard to see what&#039;s up with their shyness. Typhon is trying to get used to the gifts of the Grandfather when a group of civilians approach the camp. They reveal themselves to have been expecting his arrival, and all of them are revealed to be dead but kept alive by the grace of Nurgle. They call him Typhus and proclaim that with his arrival they are finally free to spread Papa Nurgle&#039;s gifts everywhere. The Dark Angel captain observing all of this sees a crowd of zombies and flies and Typhon conversing with them. Typhon sees regular people, though he can glimpse their true nature. The Death Guard sentries just see regular people. The captain springs out of his observation spot and starts attacking the tainted civilians like a true Dark Angel. Typhus kills him and in the process becomes one with his gifts. The Death Guard depart shortly afterwards with no contact with the Dark Angels. Luther is puzzled by this, ignoring a medicae request for apothecary aid for a sudden new disease in the civilian population, and wonders what other effects the Death Guard may have left on Zaramund. Typhon uses his blood to poison his commanding officers after announcing they will reunite with the Primarch.&lt;br /&gt;
**&#039;&#039;&#039;The Painted Count:&#039;&#039;&#039; Gendor Skraivok is having a hard time getting rid of his daemon blade. He tries burning it, tossing it into a plasma reactor, and out an airlock, but it keeps coming back. In a political battle for command of the legion, a rival tosses him into the impossible maze built by Perturabo to contain Vulkan. Failing to leave the maze normally, he seals his pact with the daemon blade and it leads him out of the maze. Killing the rival in a duel, he takes command of the &#039;&#039;Nightfall&#039;&#039; and leads the Night Lords to Terra to join the Warmaster.&lt;br /&gt;
**&#039;&#039;&#039;The Last Son of Prospero:&#039;&#039;&#039; Revuel Arvida is transformed into Ianius after teaming up with the soul shard of Magnus. Jaghatai Khan &amp;amp; Malcador happen to be in the room.&lt;br /&gt;
**&#039;&#039;&#039;The Soul, Severed:&#039;&#039;&#039; Eidolon puts down a leadership challenge from a leader who is loyal only to Fulgrim and wants the legion to sit around waiting for him to return. Being still reasonable, the challenger lures Eidolon&#039;s forces into a chemical treatment factory, blows up the chemical tanks, then counterattacks. The challenger deepstrikes with a bodyguard squad directly onto Eidolon, and then Eidolon and every single other noise marine giggle and laugh at the same time, obliterating the entire battlefield. Eidolon realises that he needs a planet with limitless numbers of potential slaves so he could spend lifetimes in debauchery, and so accepts that his fate and that of his forces is to eventually assault the Imperial Palace.&lt;br /&gt;
**&#039;&#039;&#039;Dark Compliance:&#039;&#039;&#039; Argonis, an emissary of Horus, meets Decigus, the Lord of a star system. Decigus is pretty intent on executing Argonis in person, and Argonis tells him to swear fealty to Horus or else... and starts to relate the tale of how he became an emissary, starting over a Mechanicus world that also gave Horus the finger and roasted his emissary. Horus meets with Argonis and reveals the emissary was a distraction to the Mechanicum ruler, while another plan was put into place. Horus sends a distraction fleet, followed by another distraction fleet, followed by hidden fighters and vortex missiles he had dropped off point-blank on the moon when his emissary had been killed. Wiping out all orbital defenses the magos still believes he can extract a heavy toll on Horus over several months of fighting. Horus flies down, summons a daemon w/ invasion on the side, then departs with his forces. The world gets covered in blood clouds and is infested by daemons. Argonis then repeats his question to Decigus, join us or die.&lt;br /&gt;
**&#039;&#039;&#039;Duty Waits:&#039;&#039;&#039; The Imperial Fists have beefed up security protocols around the Imperial Palace to ridiculous levels after the Alpha Legion shenanigans from &#039;&#039;Praetorian of Dorn&#039;&#039;. All the civilians in the Palace are barely tolerated and given limited rations. There is a food riot and all the new Imperial Fists who were inducted during the Heresy and have never killed anybody get their first taste by shooting rioters, which they&#039;re not thrilled about.&lt;br /&gt;
**&#039;&#039;&#039;Magisterium:&#039;&#039;&#039; Valdor is busy handling the Custodes post-Webway war. Not enough resources, Custodian serfs are working to their deaths, and Custodians dealing with the fact that they can no longer effectively protect the emperor. Flashback to Valdor being talked to dismissively by Leman Russ during the Burning of Prospero.&lt;br /&gt;
**&#039;&#039;&#039;Now Peals Midnight:&#039;&#039;&#039; Rogal Dorn is told that long-range sensors &amp;amp; astropathic choirs have detected something big approaching through the Warp, and he realizes that Horus&#039;s arrival in the solar system is imminent. He passes along the message to his brothers on Terra. A strategium general is amazed at how she was bred, augmented, and trained to process insane amounts of info and what takes her 15 minutes to re-appraise herself of the solar system tactical info takes Dorn a brief glance at the screens. Archamus and Andromeda-17 from &#039;&#039;Praetorian of Dorn&#039;&#039; have a quiet chat concerning the imminent siege and the fact that humanity will be forever psychologically scarred by what is about to happen. Dorn, Sanguinius, and the Khan gather on a wall of the Palace and stare up at the sky. At midnight a new star blossoms, signalling the exit of Horus&#039;s fleet from warp space.&lt;br /&gt;
**&#039;&#039;&#039;Dreams of Unity:&#039;&#039;&#039; A terminally ill Thunder Warrior helps some Custodes kill an Alpha Legion infiltrator while continuously having flashbacks to the Unification Wars and the Emperor&#039;s grand dream of Unity. Once the Alpha is dead, he surrenders himself for execution to the Custodes.&lt;br /&gt;
**&#039;&#039;&#039;The Board is Set:&#039;&#039;&#039; Malcador contacts the Emperor for advice just before the Siege and plays a game of strategy that they have been playing for a &#039;&#039;long&#039;&#039; time, detailing the movements and eventual fates of the Primarchs. Shows that the Emperor was certainly manipulating them but was mostly on the back foot for much of his conflict with the the Chaos Gods so the outcome could have been much worse. Emps reveals a final gambit that will screw over Malcador in order to deny Chaos their victory.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Titandeath&#039;&#039;&#039;&#039;&#039; Titan-centric book taking place during the battle for Beta-Garmon, the Loyalists&#039; final effort to prevent the Traitors from reaching Terra. How one book could be made of a battle taking place across an entire solar system that had, according to Slaves to Darkness, more casualties than the last five years of the Great Crusade remains to be seen. As it happens... fairly feasibly. Beta-Garmon represented the tipping point for both the loyalists and the traitors; if the traitors didn&#039;t move past it, Guilliman would crush them from behind. If the loyalists didn&#039;t engage, then Horus would take his overwhelming numbers unopposed. The point is that Horus would win Beta Garmon either way. Rogal Dorn makes the only proactive move that he can make in the whole war, and sends a sizeable contingent of Terra&#039;s defenses to Beta Garmon to delay the Warmaster for as long as possible. And because Titans aren&#039;t really well suited to defending Terra, they are let out in force on Beta-Garmon. Which makes perfect target practice for the massive orbital platform that Horus proceeds to use. Unfortunately the story is let down by its ham-fisted portrayal of an all-female Titan Legion (mostly out of wasted potential) and a rushed storyline. Also a mopey Sanguinius who makes &#039;I do not die here today&#039; into the new &#039;Vulkan Lives!&#039;.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The Buried Dagger&#039;&#039;&#039;&#039;&#039; This is the final book in the &amp;quot;main&amp;quot; Horus Heresy series, and tells the story of how Mortarion and the Death Guard fell to Nurgle&#039;s service. It happens essentially as has already been seen in other fluff sources: Typhon murders all the Navigators and claims he can guide the Death Guard fleet to Terra himself, only to deliberately strand them in the Warp so that Nurgle can turn them to his service. As disease spreads through the fleet, Mortarion becomes increasingly horrified and outraged as he realizes what&#039;s happening to his legion and finally kills Typhon in retaliation, but the Destroyer Hive reanimates his corpse, officially turning him into Typhus. After some more internal angst and butthurt, Mortarion finally accepts his destiny and becomes Nurgle&#039;s champion. The B-plot of the book concerns the founding of the [[Grey Knights]], as well as an assassination attempt on Malcador by Erebus, who planted a psychic suggestion in Tylos Rubio&#039;s head all the way back on Calth. Rubio, Sevarian, Revuel Arvida/Ianius, and several other Knights-Errant are named as the first eight Grey Knights and are shipped off to Titan to prepare for what will come after the Heresy. Garviel Loken is supposed to be the ninth Knight, but he turns it down because he still wants a shot at Horus. Nathaniel Garro gets cut loose from the Knights-Errant and sets off to find his own destiny.&lt;br /&gt;
&lt;br /&gt;
==The [[Siege of Terra]] series==&lt;br /&gt;
Yep, it&#039;s getting an entire series to itself. What, did you really think they&#039;d dedicate only one book to it? The series is slated to be eight books long, along with an unspecified number of novellas.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The Solar War&#039;&#039;&#039;&#039;&#039;: The Traitors make their big push through the remaining defenses of the Sol system and clear the path to Terra. Dorn&#039;s strategy is to make them pay for every centimeter and hope he can delay them long enough for the Ultramarines and the Dark Angels to arrive. To do this, he sends entire fleets out to fight delaying actions and blows up some of Pluto&#039;s moons after the traitors capture them. It sort of works, but the traitors have thousands of ships and even a few Space Hulks, so Perturabo just keeps feeding them into the grinder until they break through. Meanwhile, Mersadie Oliton receives a warning vision from Euphrati Keeler and busts out of space jail to deliver her message to Dorn. Unfortunately, it turns out &amp;quot;Keeler&amp;quot; was actually Samus manipulating Mersadie to get her onto the &#039;&#039;Phalanx&#039;&#039; and use her as a gateway to invade the station, so she winds up committing suicide in front of Garviel Loken. Samus rampages around the &#039;&#039;Phalanx&#039;&#039; for a bit and is killed again, this time by Dorn. Abaddon bypasses the outer defenses via a warp rift opened up by Ahriman, captures Luna, and convinces the matriarch of the Selenar to start making more Astartes for the traitors. The book ends with Horus, Fulgrim, and Angron arriving in-system along with the main strength of their fleets, meaning shit is now officially real.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The Lost and the Damned&#039;&#039;&#039;&#039;&#039;: This is it, ladies and neckbeards. The Siege has begun in earnest. Dorn is using millions of conscripts and all the vast firepower he’s installed on the Palace walls to blunt Horus&#039;s initial attacks, holding the V, VII, and IX Legions in reserve. Unfortunately, this is all more or less playing into the traitors’ hands. They want to cause as much death as possible so that the walls between reality and the warp will be thin enough to let hordes of daemons onto the planet and the daemon primarchs themselves can safely set foot on Terra without being banished by the Emperor’s psychic mojo. To their credit, Dorn and his brothers are aware of this, but also recognize that they’re screwed either way, so they decide to just go ahead and kill as many traitors as possible. After a few months of traitor Army regiments, Chaos spawn, and beastmen being sent in to soften the defenses up while the Dark Mechanicum build siege guns and towers to punch through the walls, the Death Guard finally show up after their side trip to visit Grandpa Nurgle. Horus sends them in first, mightily pissing off Angron in the process, and they immediately set about turning the warzone into a large-scale recreation of Passchendaele circa 1917. Jaghatai goes out to gather intel on the siege engines and gets poked with a plague knife, but as soon as he crosses back into the Palace grounds the Emperor’s psychic aegis cures him. He then takes half the White Scars to go defend the citizens of Terra from rampaging traitors despite Dorn ordering him not to, and promises to return when needed. Sanguinius rallies the defenders and leads his sons from the front even though Azkaellon and Raldoron would really rather he didn’t. The book ends with the World Eaters and Night Lords launching their first full-scale attack on the Palace walls; Angron challenges Sanguinius to battle while Raldoron beats Gendor Skraivok hollow and tosses him off the wall. The book reveals that despite their numerical superiority and the aid of the Chaos gods, Horus is maintaining control over his war effort and the other traitor primarchs only by sheer force of will: Lorgar, Curze, and Alpharius are out of the picture, Magnus is doing his own thing, Fulgrim is being a prissy dick, Perturabo is as much a whiny bitch as ever, and Angron is so uncontrollable that Kharn and [[Lotara Sarrin]] are forced to teleport him into the labyrinth Perturabo built to contain Vulkan until he can be set loose on Terra. Only Mortarion still seems relatively normal despite the fact he’s now a daemon primarch. Moreover Abaddon is getting really fucking cagey about Horus&#039;s new habit of Chaos worship, for good reason. It turns out that the wound Russ inflicted on him at Trisolian has resulted in his soul slowly being drained. As a result, the Chaos Gods have to keep juicing Horus up, with the downsides of time-wasting sojourns into the warp and the gradual destruction of Horus&#039;s body. What&#039;s more, there are implications that Abaddon is being groomed to take over if Horus falls.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The First Wall&#039;&#039;&#039;&#039;&#039;: This book focuses on the battle for the Lion’s Gate spaceport, which is the tallest structure on Terra and the only place that void-going ships can dock on the entire planet, meaning that the traitors will be able to shuttle in reinforcements and materiel more easily if they can capture it. Perturabo details Warsmith Kroeger to command the Iron Warriors’ assault on the spaceport under the logic that Dorn will be expecting Pert to command the attack personally and won’t be expecting whatever battle plans Kroeger comes up with. Warsmith Forrix isn’t happy with this or with anything else that’s going on, since he’s realized that Horus is using the Iron Warriors in the same way the Emperor did and he&#039;s become increasingly disillusioned with Perturabo himself. To aid the attack, the Dark Mechanicum sets a technophagic virus loose inside the spaceport and Zardu Layak, [[Abaddon]], and [[Typhus]] perform a Nurglite ritual to infiltrate Cor’bax Utterblight inside the Emperor’s wards. The Fists hold out as long as they can and inflict heavy casualties, but Dorn finally gives the order to withdraw and abandon the Gate as Perturabo lands his flagship atop the port and joins an assault led by Abaddon and Kharn. Sigismund duels Kharn and nearly loses while Dorn kills Zardu Layak, which allows daemons to manifest on Terra for the first time. He then has a brief exchange of taunts with Perturabo and the first Chaos Titans set foot on Terra, spelling a new stage of the battle. In the midst of all this is a little passage detailing just how many artillery pieces the Iron Warriors have landed on the planet, including two thousand [[Basilisk Artillery Gun|Basilisks]], fifteen hundred [[Manticore Launcher Tank|Manticores]], five hundred [[Medusa Siege Gun|Medusas]], sixteen hundred Siege Dreadnoughts, seven thousand Thunderburst guns, five hundred [[Deathstrike Missile Launcher|Deathstrike]] launchers and eighty-four [[Typhon Heavy Siege Tank|Typhon siege guns]], plus uncounted thousands of Rhinos, Land Raiders, Vindicators, Predators, Sicarans, and [[Baneblade|assorted]] [[Fellblade|superheavy]] [[Spartan Assault Tank|tanks]]. [[Awesome|That sound you just heard was Josef Stalin and the entire Red Army popping a boner from beyond the grave.]] Meanwhile, to stop Cor’bax’s taint from spreading inside the Imperial Palace, Malcador recruits Euphrati Keeler and the Custodian Amon Tauromachian to hunt down and eliminate any corrupted cults of the Emperor, giving us the weirdest buddy-cop pairing of all time. Malcador wants to see if he can weaponize the cult’s belief in the Emperor against the Chaos gods and sees Keeler as the key to doing so, while Amon would rather just stamp it out. They eventually find a cult that has been corrupted by Cor’bax. When the daemon uses their bodies to manifest inside the walls, Keeler, Malcador, and Amon team up to kill him. Malcador tells Dorn, Valdor, and the other Imperial commanders that he will allow the cult of the Emperor to exist until the Emperor himself says otherwise. While all this is going on, we get to see more of the siege from a mortal perspective. Katsuhiro, a veteran of the initial fighting outside the walls, is detailed to a section of the outer walls under attack by the Death Guard and eventually has to aid in putting down an outbreak of plague zombies. We also follow Zenobi, a seventeen-year-old line worker from the Afrik hive of Addaba who volunteered to serve in the Imperial Army, only it turns out that she and her entire regiment are pledged to Horus, though this doesn&#039;t stop the Warmaster&#039;s fleet bombing their city to shit from orbit. (Zenobi&#039;s story took about a quarter of the book, but its entirety can be summed up in one sentence, sounds like a fun read huh?) The novel ends with John Grammaticus arriving on Terra, mission unknown. &lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Saturnine&#039;&#039;&#039;&#039;&#039;: Dan Abnett&#039;s first HH book in seven years. Dorn is trying to decide which parts of the Palace need to be defended and which can be allowed to fall, as the Imperial forces are outnumbered, outgunned, and running low on supplies. He identifies four key parts of the defense that cannot be allowed to fall to the enemy, then decides which one he can afford to lose anyway: the Eternity Wall spaceport. The Saturnine Wall, one of the other key elements, has developed a subtle fault thanks to the relentless traitor bombardment. Dorn suspects that Perturabo will try to exploit it, so he lays a trap for the traitor assault force and calls in Arkhan Land to help fix it. While this is going on, Sanguinius kills an Iron Warriors Warsmith at the Gorgon Bar, then [[Awesome|solos a Warlord Titan]] and stares down three Warhounds until they turn tail and run for it. Jaghatai and the White Scars lead a few massed jetbike charges into the ranks of the Death Guard and really ruin their day, further pissing off Mortarion. [[Abaddon]] enlists the entire [[Emperor&#039;s Children]] Legion and three companies of the Sons of Horus, led by the entire Mournival, to attack the Saturnine Wall with Perturabo&#039;s help; however, Perturabo anticipates that Dorn will expect them to do so and refuses to lend his aid. The III Legion attacks from the front, using three ancient and irreplaceable siege engines, while Abaddon and his Astartes burrow up from beneath with Termite assault drills. When the Sons of Horus emerge from their assault drills, they&#039;re ambushed by kill teams led by [[Garviel Loken]] and [[Nathaniel Garro]]. All three companies, including the famed [[Justaerin]] and Catulan Reavers of the 1st Company, are wiped out. Garro kills Falkus Kibre while Loken kills Horus Aximand ([[Blood Ravens|and takes his sword]]) and Tormageddon, finally avenging his old friend. Tybalt Marr and Lev Goshen are also killed off, meaning that all of the Sons of Horus characters we were introduced to at the beginning of the series are now dead except for Loken and Abaddon. Abaddon goes on a killing spree, but eventually gets beaten up by a nobody [[Blood Angel]], Endryd Haar, and Garro. Abaddon manages to kill the Blood Angel and Haar, but is almost killed by Garro, only to be [[Plot Armor|teleported to safety at the last moment]]. Arkhan Land floods the fault line with thousands of tons of quick-setting rockcrete, [[Grimdark|entombing a bunch of the Sons of Horus beneath the palace forever.]] Fulgrim hurls his legion at the Saturnine Wall &#039;&#039;en masse&#039;&#039;, which accomplishes nothing but getting 18,000 of them killed and destroying the siege platforms. Dorn and Sigismund fight Fulgrim; Sigismund manages to injure Fulgrim despite being hilariously outclassed, but before Fulgrim can finish the job, Dorn appears. He holds his own against his psychotic bishonen brother, inflicting so much damage that Fulgrim throws a tantrum and takes his legion and goes home, abandoning the Siege entirely. The two then fight a bunch of III Legion champions and defeat them all. In one particularly awesome moment, Sigismund just straight-up kicks Eidolon off the wall. At this point, Perturabo seems to be the only person on Team Horus who still gives a shit about winning the siege. The rest of traitor primarchs are all too indignant to focus on their alleged objective, too busy conspiring against each other, or too insane to care. &lt;br /&gt;
**Crucially to the ongoing progress of the Siege, the loyalists lose the Eternity Wall spaceport, but this was part of the plan. As noted above, Dorn identified four key points in the defense that he couldn&#039;t afford to lose, then chose the one that he couldn&#039;t afford to lose the least, personally took command at the Saturnine Wall, and sent Sanguinius and Jaghatai to hold the other two spots. Angron and the World Eaters assault the spaceport, and pretty much every named Imperial Army character in the book dies at this point, along with Jenetia Krole, the leader of the [[Sisters of Silence]], who gets killed by Kharn, and Camba Diaz of the Imperial Fists, who literally dies standing while holding the main bridge into the spaceport. Also, Angron gets blown up by artillery but comes back to life since, y&#039;know, he&#039;s a daemon prince and all. Sanguinius&#039; visions are getting increasingly powerful and painful, especially when he winds up inside Angron&#039;s tortured mind. He eventually delves deeply enough to realize that Angron has sensed the annihilation of Nuceria. The [[Dark Angels]] and the [[Ultramarines]] are on the way!&lt;br /&gt;
**Other miscellaneous things that happen: John Grammaticus is trying to meet up with Ollanius Persson and encounters the Perpetual Erda, who tells us that Big-E was named &#039;&#039;&#039;Neoth&#039;&#039;&#039; when they met, but that this was just one of the many names he&#039;s had over the millennia. It is also revealed that she is the true mother of the primarchs and is technically responsible for their scattering - cue the sound of countless facepalms from the fanbase. Dorn has Kyril Sindermann form the proto-[[Inquisition]], and he recruits Euphrati Keeler and some other people to go around collecting interviews with soldiers, workers, and other residents of the Palace. Keeler interviews Basilio Fo, the mad genesmith from the short story &#039;&#039;Misbegotten&#039;&#039;, and he reveals that he can create a biomechanical phage that could kill Horus, along with every other Space Marine and primarch in the galaxy. Keeler and her Custodian babysitter decide that this information should go to Dorn, just in case he decides he needs such a doomsday option. The Ollanius Pius myth is partly born from a Guardsman named Olly Piers standing up and defending a banner of the Emperor before dying at Angron&#039;s hands. Horus is sliding further into apparent senility as the Chaos Gods&#039; power begins to overwhelm his body and mind to the point that would have killed him outright had he not died in the duel against the Emperor first, much to Abaddon&#039;s disgust; he is almost totally disconnected from the siege, asks for things and immediately forgets asking for them, and keeps calling his equerry Maloghurst, even though Maloghurst has been dead since &#039;&#039;Slaves to Darkness&#039;&#039;. At the very end, Corswain of the Dark Angels arrives with a large chunk of the Dark Angels fleet, ready to aid in the battle. In short, a lot of named characters die and plot threads are set up for other books and the rest of 40K.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Mortis&#039;&#039;&#039;&#039;&#039;: John French&#039;s second book in the series. As the morale of the Palace&#039;s defenders slowly erodes under the pressure of the unrelenting assault and the malign influence of the Warp, the traitor Titans of Legio Mortis are unleashed to break through the Mercury Wall, with only the loyalist engines of the Legio Ignatum to hold them off. Not as good as &#039;&#039;Saturnine&#039;&#039; or &#039;&#039;The Lost and the Damned&#039;&#039;, but not as bad as Zenobi&#039;s story in &#039;&#039;The First Wall&#039;&#039;, it feels more like an anthology, though all of its stories have a common beginning and converge in the end.&lt;br /&gt;
** The main story, the siege itself, has very little to offer. Horus has finally decided to take direct command of the traitor forces, but his first order to Perturabo is to send everything they have, include the entire Legio Mortis, to attack the Mercury Wall head on. Perturabo objects to such a terrible strategy, after which Horus sends his equerry to tell him to disperse his legion among the traitor forces and let the Death Guard take over their positions. Perturabo immediately realizes that Horus is about to pull some serious warp fuckery, which he&#039;s not okay with, so he orders a full-on retreat of all IV Legion assets on Terra and fucks off, abandoning the siege completely. The rest of the main siege plot centers around the Titan battle in front of the Mercury Wall; the traitor forces have used Warp power to reanimate countless Titan wrecks collected from Beta-Garmon and elsewhere, using them as cannon fodder to weaken the loyalist defenses before attacking with the full might of the Legio Mortis, the largest Titan legion in the entire Imperium.&lt;br /&gt;
** Meanwhile, in another corner of the battle, a small group of loyalist Imperial Army soldiers are still holding a maybe no longer important line of defense. Amongst them is Katsuhiro, the luckiest unlucky son of a gun from &#039;&#039;The Lost and the Damned&#039;&#039;, who has fought from the Outer Wall all the way into the central palace and is still fighting because [[Grimdark|in the grim darkness of the far future, there is only war]]. Their forces are initially led by a Blood Angel, but he dies during the battle and puts Katsuhiro in charge because this man&#039;s got nothing but unwavering belief in the Emperor and balls made out of titanium.&lt;br /&gt;
** Shiban Khan, to everyone&#039;s surprise, survived his shuttle crashing in &#039;&#039;Saturnine&#039;&#039; thanks to his extensive augmetic rebuild. He wakes up in the middle of nowhere and starts hearing the voices of his dead brothers as he limps toward the Inner Palace. It could be warp fuckery, as the land shows various signs of Chaos corruption, or perhaps more likely, he just had some severe head trauma due to the shuttle crash (and the sky&#039;s the limit when it comes to head trauma). Either way, Shiban wants to return to the fight, so he starts to walk, and walk, and walk (there is a lot of walking in this not that long of a side plot). Then he encounters an Army lieutenant with a baby (feels like there is a joke in there somewhere) and the man tags along with him. The lieutenant explains that he just found the baby in the middle of all this shit and took it without any question; I keep expecting it to be a daemon or something, but it ends up to be something hopeful, wholesome even. Later the lieutenant is severely injured by an actual daemon, but Shiban refuses to leave him behind and carries him and the baby. Eventually, they come across the line Katsuhiro&#039;s defending; though the lieutenant doesn&#039;t make it, the baby survives, which amazes the crumbling troopers to no end and boosts their morale. Shiban and Katsuhiro have a brief chat before Shiban keeps pushing on to rejoin his legion. For the Emperor&#039;s sake, please don&#039;t let the baby be a daemon in the coming books.&lt;br /&gt;
** We finally get to see psi-titans deployed!!! For a few paragraphs at least. Princeps Aurum of the Ordo sinister (who we saw in a previous short story tell Dorn to fuck off because they only answer to the Emperor) shows up and tells Dorn that the Emperor has personally authorized use of the Ordo Sinister, an act that simultaneously tells Dorn that the Emperor has commanded victory at any cost. We see a psi-titan strut up to a battlefield, order all friendly titans to fire warp missiles at itself, then redirects the warp power in the warp missiles to instant kill several demon titan engines. They also tank damage without even staggering, simply repairing any damage they accumulate on the spot. But the traitors brought a lot of titans and even the Psi-titans are eventually overwhelmed.&lt;br /&gt;
** On the traitor titan side, special siege titans are unveiled bespoke from Mars. Turns out you can just line up several big titans and hook up all their reactors to mobile reactors behind their shields, then slow walk towards the wall like a big phalanx advance. And you get called the special engine class of Warmaster Titans. Plus lots and lots of guns on the front.&lt;br /&gt;
** At the end of the last book, Corswain and his fleet came to reinforce the loyalists. Now we learn that he was expecting to meet the Lion and the main strength of the Dark Angels at Terra, but finds out that he is the only reinforcement that has shown up. If you have read the new Luther book, you know that he was lied to by Luther, and most importantly, the ten thousand Dark Angels he brought along were given to him by Luther, which means they&#039;re most likely no longer loyal to the Imperium. Now here comes some plot fuckery: the traitors took the Astronomican and put it out. What? Wasn&#039;t Dorn&#039;s entire plan was to delay the traitors&#039; offensive long enough for the reinforcements to arrive? Why was the Astronomican not as heavily defended as the Imperial Palace itself? How the fuck are the reinforcements going get to Terra without the Astronomican? But the plot must give Corswain and his Dark Angels something to do I guess. Nevertheless, Corswain plans an assault through the traitor fleet blockade; with the sacrifice of the Emperor&#039;s personal flagship and the gap left by the Iron Warriors&#039; departure, the Dark Angels successfully make planetfall on Terra and retake the Astronomican by killing a Daemon Prince of Slaanesh and a bunch of Kakophoni. But here comes the backstabbing: the officers Luther sent to follow Corswain cannot allow his plan to succeed for obvious reasons, but one of the Librarians, Vassago, is having second thoughts about the whole thing after the daemonic horrors he&#039;s just witnessed. When he tells this to his fallen brothers, they decide to kill him and keep on with their plan. &lt;br /&gt;
** The various storylines are tied together in the end by a speech given by Dorn. As he speaks, what&#039;s left of the loyalist Titan legions begin to charge an unknown anomaly that appeared mid-battle; Katsuhiro&#039;s ragged force faces off against a new wave of enemies; Vassago is attacked by his fallen brothers; and the Legio Mortis finally reaches the Mercury Wall, the true Imperial Palace itself.&lt;br /&gt;
** Also, remember all of those weird metaphorical scenes of the Emperor being a dirty old man they put in every book? Turns out it is the physical manifestation of the struggle and suffering the Emperor is enduring in the spiritual world, and it is getting worse and worse. In previous books, he could still shelter himself in a cave and have Malcador deliver him food or something; now he is quite literally cooking under the sun in an open desert with only a dead tree for cover, and because the Chaos gods are winning, it has become impossible for Malcador to keep supporting the Emperor. So the Big-E is now facing off against the entire warp with nothing but his own willpower to sustain him. Horus keeps showing up to taunt his father and sometimes the Chaos gods accompany him like some kind of pet snakes. Every time he appears he is closer to the Emperor and at the end of this book he is finally able to reach him. &lt;br /&gt;
** Oh, Ollanius and his crew from Calth also return in this book. They finally make it back to Terra after bouncing through all of time and space, and then they infiltrate a hive overrun by the Emperor&#039;s Children in order to rescue John Grammaticus. Along the way, they run into someone named Actaea (who might be Cyrene Valantion based on John&#039;s horrified recognition of her) and a legionary calling himself Alpharius, because everything wasn&#039;t convoluted enough already. Ollanius decides to team up with these two even though Grammaticus is getting some serious bad vibes off of them. This part of the plot is not a bad read, but it really feels like it has nothing to do with the ongoing siege. This, and John&#039;s plot from the last book, feel like they should have gotten their own book instead of being cut to pieces and stitched into the main series. But again, it&#039;s not as bad and irrelevant as Zenobi&#039;s storyline from &#039;&#039;The First Wall&#039;&#039;. At least it revealed Ollanius was once a close friend to the Big-E. How close, you ask? He was the Emperor&#039;s first Warmaster. He led an army to raze the [https://en.wikipedia.org/wiki/Tower_of_Babel Tower of Babel] to the ground, in the 40K narrative the tower was actually built by Cognitae precursors who were using it to learn Enuncia (first seen in the Eisenhorn books). After taking the tower the Emperor decides that he in his enlightened state can actually run the project better then the Cognitae. Ollanius disagrees and stabs the Emperor while using Enuncia to bring lightning down on the tower. John having stumbled into this memory via being caught in the same pleasure-warp trap uses his psyker language ability to learn Enuncia on the spot. Uses it to unmake a demon, but gets a bad nose-bleed.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Warhawk&#039;&#039;&#039;&#039;&#039;: The Khan vs. Morty, round two. The end of the Siege is nigh, and everyone on Terra knows it. Angron and the World Eaters are loose inside the Mercury Wall, the Sons of Horus are happily killing anything that crosses their path, and the Death Guard have taken over the Lion&#039;s Gate spaceport after Perturabo ragequit halfway through &#039;&#039;Mortis&#039;&#039;. Many of the XIV Legion are still coming to terms with their new warp-touched nature. Some of them aren&#039;t sure the bargain was worth the price, while others are happily adopting pet Nurglings and savoring the feeling of turning into walking sacks of pus and tentacles. Mortarion is using his daemonic powers to turn the port into a mirror of Barbarus and blanket the Palace with a psychic miasma of despair; the effect is so potent that even Rogal Dorn is beginning to crack under the strain. Jaghatai is tired of playing defense, so he rallies up the entire V Legion and every single tank that Ilya Ravallion can coax out of reserves to storm the Lion&#039;s Gate and retake the spaceport. They use the last intact orbital plate on Terra to shield them from the traitor fleet bombardments and charge across the leveled wreckage of the Palace&#039;s outer districts en masse, wrecking shit all the way until they slam into the Death Guard and their defenses. The two legions proceed to just shred the hell out of each other across the spaceport. We get an interesting comparison between their fighting styles here; the Scars dominate the battlefield when they can use their speed and maneuverability, and then when the fighting turns into a battle of attrition the Death Guard give just as good as they get. Jaghatai is in fine form; at one point he yeets a Leviathan Dreadnought with &#039;&#039;one hand&#039;&#039;, and the narration explicitly states that everyone on both sides stops to watch him do it. The battle culminates in a knock-down drag-out brawl between the Death Lord and the Warhawk. Mortarion literally beats the Khan to a pulp, but Jaghatai just laughs it off and needles Mortarion until he makes a mistake that lets Jaghatai gut him. Mortarion reminds the Khan that he can&#039;t die, since he&#039;s a daemon prince now, and the Khan reminds Mortarion that he can die, then pulls the classic &amp;quot;let the other guy impale me so I can kill him&amp;quot; move and decapitates Morty even though he&#039;s now got a power scythe embedded in his chest. The resultant explosion of psychic energy disorients the Death Guard and sends the Scars into a frenzy that doesn&#039;t end until a newly raised khan manages to remind Shiban that they were supposed to take the port, not destroy it. The Death Guard retreat, abandoning the Gate and rejoining Typhus, who had once again taken off to do his own thing earlier in the book. Jaghatai&#039;s body is carried out on a Leman Russ, and just when it seems like they might actually have unexpectedly killed another primarch, Ilya Ravallion shows up and demands that he be taken to Malcador, who sets about putting the Warhawk back together. &lt;br /&gt;
**Dorn finally lets Sigismund off the chain, telling him to just go kill as many traitors as possible. On his way out to the field, he&#039;s given the Black Sword, which was forged in the dark times prior to the Unification Wars, and sets out to become the Emperor&#039;s Champion. He kills so damn many captains and praetors that whispers of &amp;quot;the Black Sword&amp;quot; spread across the Palace, and both sides seek him out, either to join him or to kill him. He rematches Kharn and puts him down, though not before Kharn has a lucid moment and is horrified by what Sigismund has become: a remorseless, passionless, icy-hearted killing machine who will raise [[Black Templars|an entire legion of fanatical killers just like him]] to crush the galaxy beneath their boots. &lt;br /&gt;
**Euphrati Keeler inspires thousands of civilians, stragglers, and refugees to take up arms and go drown the enemy in bodies in the name of the God-Emperor, establishing the foundations for the Imperial Cult and the Imperium&#039;s philosophy of sending wave after wave of conscripts and Guardsmen at the problem until it ceases to be a problem. Garviel Loken tracks her down and is disturbed by her new, more nihilistic mindset, but decides to stay by her side anyway.&lt;br /&gt;
**Basilio Fo runs around for a bit and gets attacked by a Night Lord who can apparently see the future and isn&#039;t sure if killing him or letting him live will do more damage. He&#039;s then retrieved by Constantin Valdor, who took a break from daemon-hunting to haul him back to the Sanctum Imperialis so he can go to work on his anti-Astartes phage. Valdor wonders if using the phage would interfere with the Emperor&#039;s plans somehow, since even he isn&#039;t sure what is or isn&#039;t part of the Big-E&#039;s schemes anymore. Really, the whole subplot is kind of pointless, since Fo just winds up back under guard and doing exactly what he wanted to do all along. Makes you wonder why the authors bothered setting him loose last book. &lt;br /&gt;
** Ollanius Persson and his merry band are still traveling to the Palace. Actaea is all but stated to be Cyrene Valantion, who has an agenda of her own that involves getting to Horus. &amp;quot;Alpharius&amp;quot; is one of the Alpha Legion infiltrators from &#039;&#039;Praetorian of Dorn&#039;&#039;, who&#039;s apparently just been kicking around the planet since his legion&#039;s attack on Pluto failed. They fly all the way to the Palace and start making their way into the Dungeon to get on with whatever their missions are, planning to pick up some more Alpha Legionnaires who were planted in the catacombs. &lt;br /&gt;
** The Sons of Horus are quietly starting to turn on each other. With Horus still sitting on his arse and doing nothing to lead his legion, some of his captains are starting to refer to Abaddon as the XVI&#039;s Legion Master, which is pissing off the hardcore Horus loyalists. Most of them end up getting killed by Sigismund anyway, though.  &lt;br /&gt;
** Erda dies. Maybe. Erebus turns out to have disguised himself as a random Word Bearer in order to reach Terra and track her down, and after he introduces himself he tells her that her scattering of the primarchs was such a nice gift to the Chaos Pantheon that they themselves sing her praises in gratitude. He offers to help her achieve apotheosis and become a queen of the warp as a reward. Erda sneers at him and tells him that he&#039;s being manipulated by the cast-off thoughts and unconscious desires of humanity; more or less confirming that she knows many of the same truths about Chaos as the Emperor does, but unlike Big-E, she perhaps underestimates the danger they pose. That might also be why she tries to say it&#039;s not her fault some of the primarchs were corrupted and fell to Chaos, deflecting the blame onto the primarchs themselves, Big-E, society (that&#039;s actually barely an exaggeration), and basically everyone but herself. Erebus eventually gets sick of her obfuscation and summons four greater daemons to kill her. However, Erda&#039;s able to defeat them pretty comprehensively, with Erebus assuming they&#039;ve been banished, but the book suggesting that they&#039;ve been permakilled. Regardless of which however, the fight leaves her drained enough that Erebus is able to hit her with a psychic attack that overwhelms her with the true consequences of what she did. Erebus then moves to finish her off and wreck her house, but does so offscreen. As he&#039;s leaving, however, he wonders if she let him kill her, and if so, why. &lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Echoes of Eternity&#039;&#039;&#039;&#039;&#039;: ADB&#039;s contribution. [[Meme|We&#039;re in the endgame now]]: the Palace defenses have completely collapsed, the Khan is down for the count, Dorn is surrounded at Bhab Bastion, the surviving loyalist troops have been driven back into the Sanctum Imperialis, and Guilliman and the Lion still haven&#039;t arrived. Angron is leading the World Eaters and Sons of Horus toward victory as Sanguinius rallies his troops for a last stand at the Eternity Gate. Will almost certainly have Sanguinius duel Angron as the big climactic fight.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Sons of the Selenar&#039;&#039;&#039;&#039;&#039;: The first novella in the series. Flashback to the compliance of the Selenar gene cults on the moon, the high supreme matriarch tells a grumpy gene witch to take their best gene tech and hide it from the Emperor while she starts a date/mind purge to wipe out all knowledge of the tech from existence before she surrenders to the soon-to-be Luna Wolves. Flash forward to the crew of the &#039;&#039;Sisypheum&#039;&#039; returning to Terra, SOMEHOW getting all the way to Luna through a lot of luck and bad traitor captains. They pick up a distress signal from Ta&#039;lab Vita-37 saying that the Sons of Horus are breaking through the defenses she has built around the Magna Mater - a silver case containing all the genetic knowledge used to make the first Space Marines. They manage to meet up with Vita-37 and make their way to the center of a moon volcano just in time to snatch it from some tech-priests. Some explosions happen and we get to see Tarsa the Salamander Apothecary walk through radioactive lava while hallucinating that Vulkan lives and dying as he hands the case to Ignatius Numen who also waded in. He dies too because [https://en.wikipedia.org/wiki/Volcano_(1997_film) radioactive lava], but the case gets out of the lava. Justaerin Terminators chase them through the gene labs, and Vita-37 unleashes a bunch of hideous gene-monsters on the Terminators before dying. One spooks them cause it has the face of Horus, but the Terminators finally form up and continue the chase. The last two Iron Hands hand off the Mater to Sharrowkyn and tell him to run like hell while they slow down the Terminator squad, with predictable results. Sharrowkyn gets rescued by the other two Iron Hands in a Storm Eagle, and they make it back to the &#039;&#039;Sisypheum&#039;&#039;, while Thamatica uses a Selenar combat AI to destroy a fighter chasing them before it turns back on him and eats his brains. Magnus makes an appearance and saves the &#039;&#039;Sisypheum&#039;&#039; for some reason, then leaves. Wayland drops off Sharrowkyn on an abandoned refueling station before flying away to distract the traitors. Sharrowkyn finally dies with Garuda the mechanical eagle watching him, under the name of the station &amp;quot;Sangprimus Portum&amp;quot;, strongly implying that the Magna Mater is the relic that will be given to Archmagos Cawl to create the [[Primaris Space Marines]].&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Fury of Magnus&#039;&#039;&#039;&#039;&#039;: The second novella, which focuses on Magnus&#039;s attempt to reclaim the shard of his soul that he believes is housed inside the Palace. Alivia Sureka agrees to come with Malcador in exchange for protection for her adopted family, and he takes her down trans-dimensional tunnels known only to him (it&#039;s strongly implied that Valdor would fuck Malcador up for keeping these tunnels secret even from the custodians). Magnus and some of the Thousand Sons breach the Emperor&#039;s telesthetic wards, saving some civilians along the way, and storm the Hall of Leng deep beneath the Palace. They&#039;re met by Malcador and Alivia, and Magnus demands to know where the last shard of his soul is. Malcador admits that it&#039;s already gone, having been fused into Revuel Arvida to produce Janus, so Magnus throws a psychic tantrum that permakills the Sigillite. One of the Thousand Sons kills Alivia for some reason, so Magnus explodes his head for disobeying his orders not to kill anyone. He and his Astartes make it all the way to the Golden Throne, only to find out that the Emperor let them through because he wanted to offer Magnus a shot at redemption. He explains that, though Magnus has been wounded and touched by Chaos, there is still a chance for him to return to the Imperial fold, at the head of [[Grey Knights|a shiny new legion of incorruptible psychic warriors]]. All he has to do is abandon the remaining Thousand Sons to their fate, as they&#039;re already too corrupted to be brought back. Vulkan, who is still guarding the Throne, pleads with Magnus to accept the deal, but Magnus decides that abandoning his legion is too dear a price to pay and tries to kill the Emperor. Vulkan proceeds to kick the ever-loving shit out of him until Magnus finally surrenders to Chaos and ascends into his daemon primarch form. He forever repudiates the Emperor before being ejected from the Palace. Alivia resurrects, finds Malcador&#039;s barbecued corpse, and surrenders her Perpetuality in order to bring him back, dying permanently herself in the process.&lt;br /&gt;
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==The Primarchs Series==&lt;br /&gt;
Because Black Library don&#039;t seem satisfied confusing us with all their anthologies, audio-books, and short stories, they have begun releasing a spin-off series of Horus Heresy novels centered on the Primarchs. The series don&#039;t really take place in a specific time, but generally focuses on expanding on the titular Primarch&#039;s backstory and motivations during events before the Horus Heresy (though some of them also have events occurring after it). Why Black Library lists it as part of the Horus Heresy series when that isn&#039;t always the case is beyond our comprehension. Hopefully the Horus book finally shows us his conquest of Ullanor.&lt;br /&gt;
 &lt;br /&gt;
===Roboute Guilliman: Lord of Ultramar===&lt;br /&gt;
Centers on Papa Smurf himself and his trying to deal with how the Emperor used him like a rusty hammer to smack Lorgar in the head at Monarchia. Uses a conflict against Orks squatting on human ruins as a vehicle for him and the smurfs to express their angst over the event. He eventually discovers that the original humans went extinct from literally a war of red shirts vs blue shirts. A subplot details the conflict of morality the Ultramarines legion had with their Destroyer companies, especially the [[Nemesis]] Chapter (later a second founding) who held on to their Terran roots. Guilliman didn&#039;t much like their use, but eventually saw their necessity (especially when Imperium Secundus came swinging around).&lt;br /&gt;
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===Leman Russ: The Great Wolf===&lt;br /&gt;
Focuses on Leman Russ&#039; notorious rivalry with the Lion, explaining why to this day whenever the Chapters meet they throw the gauntlet down and beat the stuffing out of one another. Notably it reveals some interesting stuff like the Lion being aware of the Space Wolves&#039; furry issue and keeping a lid on it, also that the Lion shanked Russ in the Imperial basement in front of a fresco of the compliance where they previously fought. Establishes clearly that even with overpowered Mech suits, baseline humans will always lose to legionary soldiers.&lt;br /&gt;
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===Magnus the Red: Master of Prospero===&lt;br /&gt;
Depicts the unlikely friendship between Magnus and old Pert with a joint venture between their legions to evacuate a planet that&#039;s getting torn apart by accelerated magnetic polarity shifts. Things go wrong on the planet due to totally not Chaos cult nonsense, and it does a decent job of showing Magnus&#039; flaws, specifically his inability to leave things that have &amp;quot;do not fuck with this&amp;quot; written on them alone; something Pert tries and fails at making him understand. Crucially it&#039;s set early enough in the Crusade that the use of psychic powers by Astartes is uncommon and the Thousand Sons basically have to keep a lid on how powerful they really are. They do not succeed.&lt;br /&gt;
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The original colonists of Morningstar survived by rounding up all the psykers into their seed ship and splitting them from their psychic powers throne room of the emperor style. However since they didn&#039;t dissipate these psychic powers, the souls of the psykers just floated around inside the ship until they joined up into a single entity. When their jailers realized what was happening, they ran and sealed the ship but the psychic gestalt had already infected their minds with a doomsday meme, resulting in the shenanigans that Magnus and Pert arrive to. The entire Morningstar government fell victim to this meme and built a continent sized machine to destroy their planet which Pert &amp;amp; Magnus somehow didn&#039;t notice. Magnus Pókeballs the psychic gestalt into his book, and the surviving natives of Morningstar are obliterated in space to stop the meme from spreading.&lt;br /&gt;
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===Perturabo: The Hammer of Olympia===&lt;br /&gt;
Probably the book in the series that did the most character building of all. This book shows Perturabo&#039;s childhood on Olympia alongside a &amp;quot;current&amp;quot; day conflict against the Hrud, the former showing why Pert is the odd genius manchild guy he is, while the latter does a great job of showing why fucking with an alien species capable of controlling time is somewhat of a stupid idea. However, the real draw of the book is that it is mainly written as an attempt to merge together the seemingly contradictory depictions of Pert we&#039;ve had over the years, showing how the ruthless dick who decimates his legion for not being good enough in the Forgeworld books is the same guy who just wanted to be a builder in Angel Exterminatus. Also he may or may not have wanted to bang his adopted sister.&lt;br /&gt;
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===Lorgar: Bearer of the Word===&lt;br /&gt;
Yep, the first(ish?) heretic himself gets his own obligatory messed-up childhood novel. Focuses slightly more on Kor Phaeron rather than Lorgar himself, showing him to be a manipulative dick who beat Lorgar as a child and never really bought into this whole &amp;quot;fatherhood&amp;quot; shtick or this whole concept of [[Emperor|One True God]], but allowed Lorgar his fantasies and the takeover Colchis (by &amp;quot;Word&amp;quot; or by &amp;quot;Mace&amp;quot;) while Phaeron benefitted from increased power and secretly kept the faith of [[Chaos Gods]]. By the end Kor Phaeron wonders if Lorgar just let him think that he was manipulated and could have disposed of him at any time. The book does introduce a contrasting character to Kor Phaeron who actually shows Lorgar compassion growing up and was far more worthy of being named &amp;quot;father&amp;quot; but was far less useful to Lorgar&#039;s goals. The book shows that Lorgar isn&#039;t as stupid or naive as everyone thinks and does indeed realise that people have been using him for their own gains, but he only really cares about doing the work of the gods; so long as they both align he doesn&#039;t seem to care.&lt;br /&gt;
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=== Fulgrim: The Palatine Phoenix ===&lt;br /&gt;
Fulgrim tries to conquer the newly discovered planet Byzas with only 7 men. Byzas has devolved to steam power and bolt-action bolters, but capital palace has DAOT gun defenses and anti-grav airships (think blimps without gasbags). Along the way Fulgrim encounters a brotherhood much like his own that wants to work with him; he dismisses them as a bunch  of idealists. It&#039;s implied that he COULD have gotten the same results (Compliance) working with them but unfortunately that would have meant calling in backup and Fulgrim didn&#039;t want to do that. In the end Fulgrim takes the world but nearly dies from a hidden hydrogen bomb which he disarms. Several other characters such as Cyrius (who gets shanked by a squad from the brotherhood while wearing armor and has to be saved by Fulgrim) and Kasperos Telmar) later become prominent champions of chaos, while the others were blown up on Istvaan III. Also makes the first (but all too brief) direct mention of one of the Missing Primarchs, as well as the amusing spectacle of Fabius Bile in formal attire.&lt;br /&gt;
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===Ferrus Manus: Gorgon of Medusa===&lt;br /&gt;
Ferrus is overseeing joint exercises between the Iron Hands and the Emperor&#039;s Children when he learns about a noncompliant human empire called the Gardinaal who have just humiliated a compliance force of Ultramarines and Thousand Sons. He decides that he&#039;ll conquer them singlehandedly so as to impress the Emperor and his brothers and maybe even get appointed to that Warmaster position everyone&#039;s whispering about. He throws his weight around when he arrives and tells off the Ultramarines commander for getting his ass kicked, then learns that the Gardinaal are actually some tough mothers, with their own genetically enhanced soldier caste and a willingness to nuke their own cities if it&#039;ll kill some Imperial troops. Ferrus quits fucking around after the Gardinaal try to assassinate him under the pretense of surrender negotiations and orders his fleet to demolish their entire capital planet before personally going down to smash faces in until they finally give up. In the end, he admits to Fulgrim that he doesn&#039;t have the patience to be Warmaster, and that he&#039;ll back whoever gets the job.  &lt;br /&gt;
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Probably the highlight of the novel is that we get a look inside Ferrus&#039; head while it&#039;s still attached to the rest of him. Ferrus is a zealot who gives no fucks about anything beyond conquering systems in the name of the Emprah and being the best there is at what he does. In his own way, he was just as obsessed with perfection as Fulgrim, which is why they got along so well. He&#039;s also got a lot of built-up resentment toward Dorn, since Dorn once called him a dumbass on the bridge of his own flagship in front of a bunch of his sons. He doesn&#039;t seem to like Guilliman very much either at this point, probably because the G-man encouraged restraint when dealing with noncompliant planets and Ferrus just wanted to smash everything and let someone else pick up the pieces.&lt;br /&gt;
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===Jaghatai Khan: Warhawk of Chogoris===&lt;br /&gt;
Basically a recap of some of the White Scars&#039; more important pre-Heresy campaigns, including conquering the Nephilim homeworld and killing a shitload of Orks on a planet made of psychically resonant crystals. The main thing the book does is confirm that Jaghatai was always meant to be a wild card. More importantly, it shows that while he didn&#039;t really agree with the Emperor about anything, especially the Imperial Truth, he was still willing to serve the Imperium in his own way (read: killing xenos on the edges of the galaxy while everyone else built an empire behind him). Also shows the Khan trying to plan ahead for the [[Council of Nikaea|inevitable showdown]] between pro and anti-psyker factions in the Imperium, and how the warrior lodges were first introduced to the Scars. On a side note, we learn that the V Legion&#039;s original name was the Star Hunters, and that they relied heavily on armor and mechanized infantry before the Khan and his Chogorian posse taught them to love jetbikes and going &#039;&#039;real&#039;&#039; fast. Oh, and they became known as the White Scars because of a mistranslation, not unlike the Vlka Fenryka/Space Wolves.&lt;br /&gt;
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===Vulkan: Lord of Drakes===&lt;br /&gt;
Vulkan is united with the Terran members of his legion while they&#039;re on campaign against a fuckhueg WAAAGH! on a volcanic death world. The main takeaway from the book is that the XVIII Legion were stubborn badasses ready to lay down their lives for civilians right from the start of the Crusade. Without Vulkan around though, they kept throwing themselves into desperate last stands, to the point that other Imperial forces were starting to call them suicidal. Some of the Nocturnean legionaries even suggest that the Emperor kept Vulkan away from the legion for so long because he was waiting for all the Terrans to get themselves killed, but Vulkan dismisses that idea out of hand and nothing comes of it. There&#039;s also a pretty nifty sequence where Vulkan and a bunch of his sons surf a modified Termite assault drill into an attack moon and blow it up from the inside.&lt;br /&gt;
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===Corax: Lord of Shadows===&lt;br /&gt;
Corax and the Raven Guard are sent to bring the Carinae system into compliance. The system is basically a thousand floating space station hive cities, all independent of each other with a thousand different governments, orbiting a star. Typically they hate each other&#039;s guts but are able to come together and combine firepower to a devastating effect when an Imperial compliance fleet gives them a common enemy. The leaders aren&#039;t keen on handing over all their power to the emperor. He initially tries to use stealth and surgical strikes to get them to surrender peacefully with minimal casualties, but a real Imperium hater forms a coalition and death stars the first city to surrender. When Corax targets him for surgical elimination, he releases a zombie virus on the whole station and escapes via a stealth shuttle to a hidden station masked by the sun&#039;s emissions. A pissed-off Corax orders his legion to hunt the dude down and disable the station engines, letting him broadcast his 5 stages of grief to the whole system while he descends into the Sun. This also comes at the cost of dragging out the compliance and thousands of unnecessary casualties since the remaining orbitals are able to consolidate their strategic/tactical positions and form actual armies. There is also a subplot about Corax’s home planets of Kiavahr and Deliverance which shows that Imperial compliance didn’t actually make things all that much better for the people living there; the Kiavahr tech-guilds and the Mechanicum can barely tolerate each other and people from Deliverance are still routinely discriminated against to the point where some of them have turned to terrorism to express their displeasure. Corax himself admits that he didn&#039;t have time to fix everything before leaving but pledges that he&#039;ll come back and set Kiavahr to rights once the Crusade is over. Doesn&#039;t stop him from executing one of his best friends in the rebellion for being uppity.&lt;br /&gt;
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The book shows us that Corax was an idealist who believed in the principles of the Great Crusade and genuinely didn’t understand why people would reject the Imperium. It’s shown that while he was a proponent of treating normal humans as equals, he could still be astoundingly arrogant when dealing with them since he was a genetically-engineered transhuman demigod and all. He is also shown to be constantly grappling with his need to deliver justice at any cost, aware that he might turn into another Konrad Curze if he’s not careful. We also get a look at what the Sable Brand is like through the eyes of an afflicted Raven Guard legionary; basically, it&#039;s a watered down version of the Black Rage that causes them to hallucinate and become suicidal, which some of them deal with by joining the [[Moritat]].&lt;br /&gt;
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===Sons of The Emperor===&lt;br /&gt;
A collection of short stories showcasing the contrast between the Primarchs and the rest of mankind, getting down to how they really perceive themselves and how humanity sees them.&lt;br /&gt;
:&#039;&#039;&#039;The Passing of Angels:&#039;&#039;&#039; Sanguinius leads a Destroyer host to completely obliterate an abominable culture. He has his men adopt anonymity so they do not need to shoulder the burdens of what they do, but argues that since he was designed for dark deeds he cannot set aside what he is. Primarchs might be angels, &amp;quot;but angels were not created for kindness&amp;quot;.&lt;br /&gt;
:&#039;&#039;&#039;Mercy of the Dragon:&#039;&#039;&#039; Recounts a conversation between Vulkan and the Emperor that shows us how Vulkan was always intended to be the &amp;quot;most human&amp;quot; of the Primarchs, and to be able to teach his brothers how to be more like him. Possibly hinting towards a plan after the Great Crusade that involved the Primarchs settling down into civilian life.&lt;br /&gt;
:&#039;&#039;&#039;The Abyssal Edge:&#039;&#039;&#039; Shows a conflict between Curze and Magnus that was kept confidential, because the rest of the Imperium were not allowed to see the Primarchs in disagreement with each other. Crucially shows a side of Curze that ISN&#039;T a terrorizing murder junkie edgelord. Sevatar leaves the choice up to the investigating officer, and it&#039;s implied the officer chooses to hush up the report. Also the first chronological appearance of Khayon from the Black Legion series as well as Sevatar back on his finest snarking form.&lt;br /&gt;
:&#039;&#039;&#039;Shadows of the Past:&#039;&#039;&#039; Set some point after the Horus Heresy, a &amp;quot;daemon&amp;quot; starts killing its way through some Word Bearers. Turns out Corax has ascended into a creature made of pure darkness and gets into a duel with Daemon-Lorgar. Corax wins, but the Word Bearers act as a mass human shield to allow Lorgar a chance to escape. Shaken from the fight, Lorgar heads to his room and slams the door behind him for a few millennia.&lt;br /&gt;
:&#039;&#039;&#039;The Emperor&#039;s Architect:&#039;&#039;&#039; A biography of Perturabo showing what he was doing before awoke halfway up a mountain, then later. Hints that Perturabo&#039;s projected image was carefully stage-managed, and &#039;&#039;oh&#039;&#039; how he hated to be upstaged. He had a sculpt-off with a prodigy artist, and just like Fulgrim he made a perfect statue. But the artist worked for a decade to make a cool statue of some hero that showed a different facet of his life/personality from the angle you were standing, and practically everybody who saw them side by side said that was better than Pert&#039;s 3D-printed like replica. Pert slapped the statue and never spoke about it again. He was destroying [[Rogal Dorn|artwork that embarrassed him]] long before he was discovered by the Emperor.&lt;br /&gt;
:&#039;&#039;&#039;Prince of Blood:&#039;&#039;&#039; After Angron gets Daemon-Prince&#039;d by Lorgar, he goes mad and gets locked up in the bowels of his flagship, causing all sorts of disgusting changes to take place. Kharn goes to talk to him and finds that Angron has been stripped of his sense of self, completely lost to Khorne. Angron warns them against his form of slavery, though it appears that Kharn and the others followed him down the same path simply because he was their father, but there is also a promise that they will [[Blam|&amp;quot;thank&amp;quot;]] Lorgar for what he did to them.&lt;br /&gt;
:&#039;&#039;&#039;The Ancient Awaits:&#039;&#039;&#039; Long after the Heresy is over, Magnus sends a Thousand Sons squad to an abandoned planet to find a repeating broadcast that says only &amp;quot;the Ancient awaits&amp;quot;. In a deep underground hangar they find an ancient Dreadnought and realize that the planet is Istvaan III, and that the Dreadnought is [[Ancient Rylanor]] of the Emperor&#039;s Children, who&#039;s been sitting there ever since Horus Exterminatus&#039;d the planet millennia ago. Fulgrim appears to try and seduce Rylanor into joining up with the endless party machine that is the III Legion, and Rylanor goes &amp;quot;Surprise Motherfucker&amp;quot; and detonates a virus bomb he was sitting on. The Thousand Sons feel sympathetic to how honorable Rylanor is (despite being a bit cuckoo from sitting on his ass) and let him do it. Fulgrim&#039;s ego is wounded from seeing that even after several millennia Rylanor rejected all the pleasures he had to offer. [https://youtu.be/X2Hb4bngxJ8 A story forever immortalized in song form].&lt;br /&gt;
:&#039;&#039;&#039;Misbegotten:&#039;&#039;&#039; The Sons of Horus take over most of a system without having to fight, but have to deal with one holdout planet defended by Frankenstein-like creatures spliced together from multiple human donors. Their creator (Basilio Fo) is a five thousand year old bioengineer who encountered the Emperor at some point on Terra and then got the fuck out before the Great Crusade kicked off. He sends a big ball of human hands to surprise strike Horus in his command post, but Horus naturally defeats it messily. For all his own abominations, Fo admits that he sees the Primarchs as representing something far worse than even what he could have created. The epilogue shows him laughing his ass off in his cell on Terra when the Siege starts because he&#039;s kind of been proven right.&lt;br /&gt;
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===Angron: Slave of Nuceria===&lt;br /&gt;
Covers the events leading to the World Eaters&#039; adoption of the Butcher&#039;s Nails and the Ghenna massacre. Ever since taking command of the Legion, Angron has been ordering them to complete every planetary conquest they undertake in thirty-one hours, this being the length of a single day on Nuceria. When and if they fail, he has them kill one in every ten Astartes; the same thing Perturabo did when he took command of the Iron Warriors. This has happened so many times that the World Eaters are starting to suffer some serious daddy issues, and the only way for them to earn his approval is to accept the Butcher&#039;s Nails. Unfortunately for them, the implants keep failing, sometimes explosively so, until they&#039;re sent to bring a rebellious Imperial world back into compliance and find that it&#039;s been turned into a planet full of androids who were created with some of the same tech used in the Nails; with this, one of the Legion&#039;s Apothecaries is able to create a stable version of the Nails. Kharn is the first to successfully undergo the procedure, and the Nails make him [[Rip and Tear|RAGE]] so hard the book literally blacks out for a couple of pages. Angron orders the entire legion to be implanted, which triggers a brief spate of infighting between the World Eaters who want to earn Papa Angron&#039;s approval at any cost and those who think that he&#039;s a broken psychopath who needs to be taken to the Emperor for help. The one World Eater captain who still thinks the Nails are a terrible idea gets killed by Kharn in a duel and the rest of them submit to the procedure. The story ends right as Russ shows up with the entire VI Legion fleet, having decided that Angron needs a talking-to about all this nonsense. We all know how this ends, of course. There&#039;s also an epilogue where Kharn happens to ransack Ghenna 10,000 years later and comes across an embellished statue of the World Eater captain he beheaded, and has a rare moment of clear headed dispair for what he and his broken legion have become.&lt;br /&gt;
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The book gives Angron some character development beyond &amp;quot;giant frothing berserker&amp;quot; which turns him into a pretty tragic figure. As it turns out, he didn&#039;t get the Butcher&#039;s Nails immediately after landing on Nuceria, but received them as a punishment for refusing to kill his adoptive father in the arenas. Before the Nails he was a pretty bro-tier guy who loved his fellow gladiators and used what appeared to be latent psyker powers to absorb all their nightmares so they could rest properly while he dealt with all their accumulated fear and anger. This Angron would have probably made one hell of a general for the Crusade. Then the Nails got pounded into his head and he Hulked out and killed his adoptive father, which broke him and turned him into the psychotic death machine we&#039;re all familiar with. He also has a death wish caused by the Emperor yoinking him from his last stand with the other gladiators on Nuceria and has spent the entirety of the Great Crusade looking for something tough enough to kill him.&lt;br /&gt;
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===Konrad Curze: The Night Haunter===&lt;br /&gt;
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Grimdark Batman finally gets his very own standalone novel! The entire thing is told in flashbacks framed by Curze talking to a statue of the Emperor he stitched together out of human flesh while waiting for M&#039;Shen to come and kill him. Most of it involves explaining how Curze got out of the stasis coffin that Sanguinius stuffed him into at the end of &#039;&#039;Ruinstorm&#039;&#039;. As it turns out he was adrift for a few decades after the end of the Heresy, until he got picked up by the crew of a sub-light freighter who planned to sell the coffin for a packet; instead Curze woke up and decided to [[rip and tear|play some tag]] [[grimdark|with the stupid humans.]] He left one of the crew alive and told him to drive the ship to Tsagualsa, mutilating the poor kid whenever he got bored. The kid had a chance to escape after dropping Curze off but followed him instead and was predictably [[grimdark|killed by the Night Lords when Curze decided he was done with him.]] Konrad also struggles under the weight of his visions throughout only for the Emperor to contact him and explain Konrad&#039;s great mistake: his visions of the future were not fixed and Curze could have chosen a different and better path if he had not been so convinced of the inevitability of fate. The Emperor also tells him two very interesting things: he does not consider any of the traitor primarchs irredeemable, and he forgives Konrad for all that he&#039;s done, just as Papa Sang had said he might. Konrad freaks out and insists he cannot be forgiven because there is no justice in that, then tears the statue down before leaving to get ready for M&#039;Shen&#039;s imminent arrival. &lt;br /&gt;
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Other highlights include some flashbacks to Curze&#039;s days murdering people on Nostramo, including killing a woman [[derp|who was about to commit suicide]] and Curze eating his victims [[grimdark|because he enjoyed it.]] Also Curze hated Corax, not because Corax was good, but because Corax was a better ninja than him. Oddly enough he also says he didn&#039;t hate any of his other brothers, even the ones who were dicks to him like Fulgrim or Dorn. So he really just tortured the shit out of Vulkan for shits and giggles, what a dick.&lt;br /&gt;
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Seriously though, this summary doesn&#039;t do it much justice. It&#039;s still a pretty good book. And it&#039;s barely 200 pages, read it anyway.&lt;br /&gt;
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===Scions of the Emperor===&lt;br /&gt;
A second short story collection and cocktease extraordinaire, originally a Weekender exclusive.&lt;br /&gt;
:&#039;&#039;&#039;Canticle:&#039;&#039;&#039; Focuses on Ferrus Manus during his early days on Medusa, fighting his way through hordes of cyborg monstrosities while he scavenges for armor, weapons, food, and equipment; battles the extreme weather; and tries to find a name for himself. He encounters a woman who tries to hold him up, but when he shows no fear of her and gives her his weapon on the grounds that she&#039;s earned it, she instead suggests he join her clan. He refuses, stating that he has something to do (namely killing Asirnoth). Amusingly, the story reveals that Primarchs can literally eat sand and metal to stay alive.&lt;br /&gt;
:&#039;&#039;&#039;The Verdict of the Scythe:&#039;&#039;&#039; Set during the Great Crusade. Having been yelled at by his brothers for trashing yet another planet, Mortarion tries being nice for once when bringing the world of Absyrtus into compliance. He roams the streets for a bit after the official compliance ceremony and realizes that the witch-cults which dominated Absyrtus before his arrival weren&#039;t limited to just the ruling tyrants but are completely integrated into the planet&#039;s society, so he deems the planet beyond saving, [[Exterminatus|nukes it from orbit]], and decides that being Mr. Nice Guy isn&#039;t for him (Liberating Humanity from Life&amp;lt;sup&amp;gt;tm&amp;lt;/sup&amp;gt;).&lt;br /&gt;
:&#039;&#039;&#039;A Game of Opposites:&#039;&#039;&#039; Set during the Heresy. An Iron Warriors warsmith tries to outthink Jaghatai Khan and loses hilariously because the Khan [[Oinkbane|is too subtle for him]]. Jaghatai easily defeats the trap the Iron Warriors tried to set, then explains to the warsmith why he lost before executing him: the warsmith may have studied the Khan&#039;s writings, but he failed to grasp their true meaning, and so he was doomed to defeat even if the Khan had not been present. &lt;br /&gt;
:&#039;&#039;&#039;Better Angels:&#039;&#039;&#039; Follows Jehoel, a line legionary of the Blood Angels, throughout the latter days of the Great Crusade and the Horus Heresy. Sanguinius chooses to be his patron as Jehoel commemorates the battles the legion has fought by making glass sculptures, all the while lamenting the destruction and loss wrought by the Heresy. Just before the Siege of Terra, he finally asks his father why Sanguinius chose to be his patron, and the primarch explains that he sees himself in Jehoel more than he does any of his other sons; he is the best expression of the Blood Angels&#039; highest ideals.&lt;br /&gt;
:&#039;&#039;&#039;The Conqueror&#039;s Truth:&#039;&#039;&#039; A remembrancer gets herself assigned to the Night Lords so she can see some war, and Curze and Sevatar oblige her in the same way a jackass genie might grant your wish for a ton of gold by dropping it on you: they bring her to a city under assault by the Night Lords and allow her to record the civilian population being dumped en masse into its geothermal furnaces. When she declares that she will find some way to show this atrocity to the people of Terra, Curze tells her that&#039;s what he wants. He says that the citizens of the Imperium must know what kind of war is being waged in their name and that he&#039;ll use the footage to show other worlds that there are only two options for them: compliance, or death. &lt;br /&gt;
:&#039;&#039;&#039;The Sinew of War:&#039;&#039;&#039; A flashback to Guilliman&#039;s younger days on Macragge as he returns from putting down a tribal uprising to find Macragge City in flames and his adoptive father dead. He quickly realizes that his father&#039;s co-consul, Gallan, is responsible, and busts Gallan in front of the entire Senate. He fights down the temptation to just murder him, thus holding true to Konor&#039;s ideals. One of his bitterest enemies is so impressed that he swears allegiance to Roboute, and so does the rest of the Senate, thus setting Guilliman on the path to becoming the Lord of Macragge. &lt;br /&gt;
:&#039;&#039;&#039;The Chamber at the End of Memory:&#039;&#039;&#039; Also known as light touching above the clothes. Some workers fortifying a forgotten corner of the Imperial Palace in preparation for the forthcoming siege are killed by a psychic booby trap. When Rogal Dorn investigates, he discovers that they accidentally broke into the personal quarters of the Lost Primarchs, which have been heavily warded with psychic defenses forged by Malcador himself. When Malcador shows up, Dorn realizes that he can&#039;t even remember his brothers&#039; names, and starts to tear into the Sigillite for having sealed his memories. Malcador counters by revealing that it was Dorn&#039;s idea to begin with, and further explains that he and Guilliman were able to save the II and XI Legions from being purged alongside their primarchs; they were mind-wiped and absorbed into the other Legions. He then unseals Dorn&#039;s memories long enough for him to realize that whatever his lost brothers did was so horrible that the Imperium would have long since fallen if they were still alive.  &lt;br /&gt;
:&#039;&#039;&#039;First Legion:&#039;&#039;&#039; Also known as a gentle groping of your mental bits.  Lion el&#039;Jonson and the Dark Angels are in the midst of the [[Rangdan Xenocides]] when a mysterious legionary calling himself Alpharius turns up and requests an audience with the Primarch of the I Legion. He offers to secretly take over the war effort so that the Dark Angels may withdraw and rebuild their strength as this will improve the Lion&#039;s chances of one day being named commander of the entire Imperial war machine, which &amp;quot;Alpharius&amp;quot; believes is necessary for the Imperium to survive. The Lion rejects the offer immediately, stating that he will see the Xenocides through.&lt;br /&gt;
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===Lion El&#039;Jonson: Lord of the First===&lt;br /&gt;
While the campaign for Ullanor takes place, the Emperor tasks the Lion with pacifying an irrelevant little world on the galactic fringe that had already been considered compliant. The Lion begins fortifying the world and bringing in more troops and fleets, keeping his true intentions to himself, while his senior commanders are keen to move on and earn real glory elsewhere. As it turns out, the planet was being used as a feeding world for the [[Khrave]], a race of uber-psychic xenos from before the [[Fall of the Eldar]] that can read minds, crush tanks with a gesture, and possess people in their millions from outside of a solar system. The book shows how clever and callous the Lion could be by [[Alpharius|coming up with a massively convoluted plan]] that he needed to keep secret from a race of mind readers, even going so far as to issue seemingly contradictory orders to his men to confuse the enemy as well as [[Perturabo|knowingly sacrificing millions of mortal lives]] in order to escalate the conflict and draw out the Khrave&#039;s leader in order to destroy them. This is all interspersed with some of his brief meetings with the [[Emperor]], highlighting how similar the two of them were in mindset. As the dutiful firstborn son, the Lion seemed to always know what his father desired and was the one most trusted to enact it. At one point, the Lion laments that his own contribution to the Imperium is nothing but ash and destruction, but the Emperor explains that this is the point of him and the I Legion: to do the things that even Konrad Curze and Leman Russ cannot, such as the complete erasure of opponents too troublesome to allow to exist (including obliterating all memory of them), and to do it without the need for recognition, accolades, or ceremony. The book even ends with the Lion having potentially [[Grey Knights|mind wiped his own Space Marines so that they cannot remember who they just fought.]] What the novel does best is illuminate the labyrinthine inner workings of the Dark Angels, showing why even the Alpha Legion thought they were a tough nut to crack. There are orders and cabals and subdivisions of orders and cabals threaded throughout the legion&#039;s structure, reaching across rank, station, and specialization, all of which are linked by a complex and ever-expanding web of coded heraldries, hidden symbols, and secret passphrases that only the Lion seems to fully grasp. &lt;br /&gt;
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The book also reads like a tie-in novel to the recently released Horus Heresy 9: Crusade. It has many references to items and formations that were first introduced only months earlier such as the &#039;&#039;Fusil Actinaeus&#039;&#039;, the Excindio battle-automata, Dreadwing Interemptors, Firewing Enigmatii Cabals, and the various hidden Orders of the Hekatonystika. It also disappoints because it actually shows the secret arsenals of those orders that are tantalizingly NOT represented on the tabletop, such as Fire Raptors equipped with psionic lance weapons, assault psycannons, archaeotech pistols [[Grimdark|that erase their target from memory]], and the Lion wearing a psychic dampening cloak.&lt;br /&gt;
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===Alpharius: Head of the Hydra===&lt;br /&gt;
Long story short, everything we’ve been told about Alpharius is true, from a certain point of view (or maybe not). Alpharius himself (unless it was actually Omegon) lands on Terra after the primarchs were scattered. He immediately senses that [[Omegon|some part of him is missing]], but before he can ponder this too deeply the Emperor finds him and brings him back to the Palace. He&#039;s raised in total secrecy by Malcador, who explains that he will be the Emperor’s hidden blade, the son who can strike from the shadows and weave deceptions of surpassing subtlety. The Emperor further explains to him that Alpharius&#039; job will be to preserve the Imperium at all costs, no matter what he might have to do. Alpharius interprets this to mean that he should test the Palace’s defenses, so he breaks into the Imperial Dungeon, kills a Custodian and steals his armor, and sets up a fake assassination attempt on the Emperor. Constantin Valdor stops him, but Alpharius reveals that he had already hacked into an AA battery on the other side of the Palace and could have just shot down the Emperor’s shuttle at any time, proving his point and annoying Valdor. Alpharius and his legion go on to wage war in the shadows throughout the Great Crusade, using wetwork teams, deep-cover sleeper agents, and psyops to defeat the Imperium’s enemies. The XX Legion apparently has agents seeded throughout the galaxy, even on worlds that haven’t yet been contacted by the Imperium, and uses them as appropriate to destabilize governments or cripple armies and infrastructures prior to the arrival of other Legions. Alpharius claims to have fought alongside the Dark Angels in their first deployment (as seen in Valdor’s novel), and also claims to have been present for the rediscoveries of several of his brothers, disguised as members of their legions. He and his legion are shown to be content with their role as black operatives, though also a bit bummed that they don’t get to stomp around kicking ass and gaining glory like the rest of the Astartes do. &lt;br /&gt;
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He later unmasks his legion’s existence to the Lion during the Third Rangdan War, and the account of this meeting directly contradicts the one from &#039;&#039;Scions of the Emperor&#039;&#039;, in that this time Alpharius merely offers his legion’s support to the Dark Angels, rather than suggesting that the Angels withdraw and let the XX Legion take over. The truth probably lies somewhere between these two accounts. While fighting the Rangdan behind the scenes and dealing with civil insurrections, Alpharius gets wind of a mysterious warrior who may possibly his missing twin on a world behind enemy lines. When he goes to investigate, he discovers that the world is being overrun by the [[Slaugth]], so Alpharius takes a small team in to find his brother. Most of his legionnaires die, but he finds Omegon (unless it&#039;s really Alpharius), and they sit down for a friendly chat. Omegon tells Alpharius that he fetched up on a deserted planet and stole a ship belonging to some space pirates in order to escape (unless he’s lying). They wonder if the Emperor had deliberately engineered them as twins or if they had been divided somehow by their passage through the Warp. Either way, they decide to keep the truth concealed from the rest of the Imperium, then escape the Slaugth together and start planning how to reveal Alpharius&#039; existence to the Imperium. They decide to stage an attack on the &#039;&#039;Vengeful Spirit&#039;&#039;, so Omegon sneaks onto the ship and fights his way to the bridge. Horus recognizes him immediately and is overjoyed to have found his last brother, who introduces himself to the Lupercal as Alpharius. This is followed by the last line of the novel: “This was a lie.” So does that refer to Omegon calling himself Alpharius, or does it mean that the entire story was all one big lie? Hydra Dominatus, ladies and gentlemen.&lt;br /&gt;
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Throughout the novel, Alpharius presents himself as a surprisingly philosophical person, often ruminating on his nature and that of his brothers. He isn’t particularly impressed with any of them except for Horus and Sanguinius (but he might be lying) and he reveals that he distrusted Rogal Dorn so much that he decided to plant some sleeper agents on Terra just in case. (Of course, one of these sleeper agents was Alpharius himself, according to &#039;&#039;Praetorian of Dorn&#039;&#039;, so does this mean that the Alpharius who was narrating this novel is a disguised Alpha Legionnaire?)&lt;br /&gt;
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===Blood of the Emperor===&lt;br /&gt;
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Oh, look, another short story anthology. Only six stories this time. &lt;br /&gt;
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:&#039;&#039;&#039;Lupis Daemonis:&#039;&#039;&#039; Turns out Cthonia is even shittier than we were told it was, ranking as possibly even shittier than Nostramo and Barbarus combined. Horus, who goes without a name until the end of the story, is the runt of his gang in the utter shitheap that is the Cthonian underworld and is only spared from getting shanked by the other members of his gang because the gang leader realizes he isn&#039;t normal. We find out Horus was made differently from the other Primarchs in that his Primarch-level growth rate was intentionally stunted until psychically activated by the Emperor from afar, for some reason. Long story short, Horus evolves into his current form Pokémon style at the end after killing his gang leader, who was the one who gave him his name. Also apparently the Justaerin got their name from a violent gang on Cthonia who enjoyed impaling people on stakes.&lt;br /&gt;
:&#039;&#039;&#039;Skjalds:&#039;&#039;&#039; We learn Russ returns to Fenris every once in awhile to fuck with the locals, in this case a hunting party trying to kill a warp tainted creature who killed a whole village. Also we get confirmation that, yes, he does indeed smell like a dog.&lt;br /&gt;
:&#039;&#039;&#039;The Sixth Cult of the Denied:&#039;&#039;&#039; Magnus soft-exiles a member of his legion (and disbands an entire cult of the Thousand Sons) for consorting with demons in the quest for forbidden knowledge, specifically how the fuck he managed to cure his legion of the Flesh Change. Oh, the irony.&lt;br /&gt;
:&#039;&#039;&#039;The Will of the Legion:&#039;&#039;&#039; Dorn and the Imperial Fists happen upon an opportunistic bunch of void-dwelling bandits who attack their fleet and are a hair&#039;s breadth away from destroying every single one of them with extreme prejudice until they surrender at the very last moment. Basically a reminder that just because Dorn is a loyal good boy to the Emperor doesn&#039;t mean he isn&#039;t still a mass murderous dick at the end of the day.&lt;br /&gt;
:&#039;&#039;&#039;Council of Truth:&#039;&#039;&#039; Alpharius &amp;quot;confesses&amp;quot; to doing things the hard way as a means to constantly test himself and the Alpha Legion in preparation for the day that might see them standing as the Imperium&#039;s last line of defense. Basically confirms that Alpharius saw the Heresy coming a loooong way off. &lt;br /&gt;
:&#039;&#039;&#039;Terminus:&#039;&#039;&#039; Two Death Guard at the Siege of Terra, fresh off the events of &#039;The Buried Dagger&#039;, wonder if they&#039;re (gasp) the bad guys, what with their rotting flesh and awful smell and such.&lt;br /&gt;
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===Mortarion: The Pale King===&lt;br /&gt;
Set to cover the Conquest of Galaspar, Mortarion&#039;s first campaign after taking command of the Death Guard.&lt;br /&gt;
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===Valdor: Birth of the Imperium===&lt;br /&gt;
Not a Primarch (like Malcador), but still technically part of this series. Will cover Constantin Valdor&#039;s role in the Unification Wars, and according to previews it will hold some new insights on the Emperor&#039;s plans.&lt;br /&gt;
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As it turns out, it doesn&#039;t really tell us anything that we didn&#039;t know already, though it does expand on a few things. The book is set near the end of the Unification Wars on Terra. The new Provost Marshal, Uwoma Kandawire, has uncovered evidence of some shady doings at Mount Ararat and confronts Constantin Valdor as to the Custodians’ role in that battle. Along the way, he tells her of the war against the warp-tainted Confederacy of Maulland Sen, where the inherent instability of the Thunder Warriors first became apparent. They weren&#039;t just genetically unstable; the influence of the Warp also caused them to go more berserk than usual, so it became evident to the Emperor that a [[Space Marines|long-term solution would be required]]. Valdor also tells Kandawire about the primarchs being scattered by the Chaos gods; the psychic backlash from the event was so strong that it wrecked a large section of the Imperial Dungeon and killed thousands of those present. Valdor himself waded in to save the stored gene-seed from being destroyed, alongside Amar Astarte, the Imperium’s best gene-wright and the namesake of the Adeptus Astartes, though everyone believed that the primarchs had been killed. The Provost Marshal concludes that the Custodes are trying to make a grab for power and leads an uprising alongside Lord Ushotan, the “primarch” of the Thunder Warriors’ Fourth Legion, who survived the purge at Ararat. Valdor confronts Kandawire and Ushotan outside the Lion’s Gate and explains himself thus: the Custodians and the Emperor are the architects of humanity’s future, and any crime can be forgiven and any virtue dismissed if it is in service to that future. Then he unleashes the fledgling [[Dark Angels|I Legion]] to destroy the insurrectionists and personally kills Ushotan in a duel. In the aftermath, he explains to Kandawire the Imperium’s ultimate aim: not just Unity on Earth, but [[Great Crusade| Unity throughout the galaxy]], a vast undertaking which will require hundreds of thousands of these new soldiers. Meanwhile, Amar Astarte has come to the conclusion that the Space Marine project will fall apart without the primarchs and has decided to destroy the stored gene-seed in order to stop them from failing like the Thunder Warriors did. She manages to blow up the gene-seed vaults underneath the Palace, but Malcador already had copies of all twenty batches moved to Luna. He then reveals to Valdor that the Emperor believes the primarchs are still alive and intends to seek them out. Valdor wonders if it wouldn&#039;t just be better to abandon them or destroy them outright, since they might be tainted by [[Chaos|whatever power]] snatched them away in the first place. Malcador&#039;s dialogue heavily implies that the Emperor actually did have some paternal affection for the primarchs at this point, as he mentions that the Emperor has started referring to them as his sons and suggests that he has a lingering attachment to them which has yet to fade. Valdor&#039;s response is equally telling: he notes that the Emperor&#039;s &amp;quot;human sentiments&amp;quot; are slowly ebbing away, and Malcador acknowledges that this is the price the Emperor was willing to pay to secure his dream of Unity.&lt;br /&gt;
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===Luther: First of the Fallen===&lt;br /&gt;
A story told from the perspective of Luther starting at the time he’s found by Redloss after the events of Caliban’s destruction. Locked in a cell and tortured on and off so frequently that he barely even registers it anymore, he’s constantly forced to deal with Dark Angel Chapter Master after Dark Angel Chapter Master as the millennia go by, each one coming to him for knowledge of the past in between being frozen in stasis by the Watchers in the Dark. Each time he’s asked a question, Luther answers it in a roundabout way by telling a story from his past as a way to demonstrate some point to whichever Chapter Master happens to be listening: some get what he’s saying, and some don’t. One story gets misinterpreted so badly that the Chapter Master in question comes back afterwards and kills himself in Luther’s cell. By the time of the events of great rift with Azrael as the current chapter master, while the Rock is under siege, he finds that his cell door is open and he literally just tip-toes his way out.&lt;br /&gt;
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===Sigismund: The Eternal Crusader===&lt;br /&gt;
Covers Sigismund near the end of the Great Crusade, as he talks to Solomon Voss about why he believes that there will only be war in the Imperium&#039;s &amp;lt;s&amp;gt;grimdark&amp;lt;/s&amp;gt; noblebright future. Voss comes to interview Sigismund for the first time and gets his backstory. Siggy was an orphan recruited from the slums of Terra by the Night Lords, but the initial genetic testing revealed he was more compatible with the Imperial Fists, War Hounds, Luna Wolves, and Raven Guard, in that order, so he got bumped into the VII Legion instead. He fights alongside the War Hounds and Night Lords, making him relieved he didn&#039;t wind up in either of those legions, and earned his position as First Captain by beating 200 other Templar Brethren in one-on-one duels, with his final opponent being a Contemptor Dreadnought containing the guy who coached him when he joined the Templars. He&#039;s named Dorn&#039;s personal champion after winning a duel with an Iron Hands champion over whether Dorn or Ferrus was right about the proper prosecution of a campaign. We also get to see his infamous duel with Sevatar, which lasted most of a night until Sevatar got bored and cheated to end it, and his time with the World Eaters, where he picked up his habit of chaining his sword to his arm. Most interestingly, he admits that he never wanted to be recruited for the Legions, and that if he knew then what he&#039;d become, he&#039;d still have said no. He ends by telling Voss that he believes there will always be war because conflict is an inescapable part of human nature; even if the Imperium pacifies the galaxy, it will still have to deal with the war within the human spirit. We also learn a bit of Voss&#039; backstory; he was a merchant who sold all his stuff and joined the remembrancer order after his son died in the Army and proved to have one hell of  a knack for writing.&lt;br /&gt;
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===Audiobooks===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;The Sigillite&amp;lt;/u&amp;gt;&#039;&#039;&#039; Despite not being a Primarch, his short story is included in the Primarch sub-series of the Horus Heresy. It covers a discussion between Malcador and a Stormtrooper named Khalid Hassan about the nature of the Emperor&#039;s plans and whether or not Malcador agreed with everything the Emperor thought(hint: he didn&#039;t). Khalid had brought the Rosetta Stone to Malcador without fully understanding its significance, whereupon Malcador reveals that he is part of an ancient order dedicated to the preservation of humanity&#039;s knowledge and history, and whose symbol will later become the Inquisitorial =I=.  &lt;br /&gt;
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Malcador also reveals the doors to the Golden Throne and indicates the awesome battle going on behind them, foreshadowing the events of the Webway War that are covered later on in the main series.&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;u&amp;gt;Malcador: First Lord of the Imperium&amp;lt;/u&amp;gt;&#039;&#039;&#039; In the story Malcador visits his elderly personal astropath who is on her deathbed. The pair have a few conversations where Malcador shows surprising compassion and humanity. During the conversations  there are some major revelations about Malcador and the origins of the Heresy. You should listen to it yourself as it&#039;s cheap and short (25 mins), but in case you don&#039;t care about spoilers here&#039;s some stuff: he&#039;s 6718 years old, he helped the Emperor go from being just the biggest warlord on Terra to... well, being the Emperor, and he explains who the Sigillites are and what their role in the Imperium is. After the astropath despairs about the countless billions who&#039;ve died in the Heresy, he drops the mother of all bombshells: the Heresy was planned by him and the Emperor from the beginning. Just as how the Thunder Warriors served their purpose and were betrayed and wiped out, the plan was to eventually pit the Primarchs against one another and have them wipe themselves out. He says the two of them carefully maneuvered the Primarchs into specific roles and situations, as well as the Emperor showing unequal favour between them, in order to foster hostility. The ones who &amp;quot;couldn&#039;t be controlled&amp;quot; never made it to the endgame (possibility referencing the lost Primarchs). He admits though that his failure was underestimating Chaos who caused the Heresy to happen much sooner than expected, which turned it into the calamity that it is. &lt;br /&gt;
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After she dies Malcador he admits he lied but doesn&#039;t say exactly which bit he lied about. Some people think the truth is they planned to wipe out the Primarchs and Astartes, but the Heresy was never planned and was instead a lie intended to comfort an old woman on her deathbed (by saying they have it under control, sorta). Some other people think the lie is where he tells her that the Emperor &amp;quot;will catch her&amp;quot; when she dies (hinting at an afterlife and saving her soul from Chaos). The truth is we&#039;ll probably never know as this is typical Malcador obfuscation. If there&#039;s even a shred of truth to the origins of the Heresy, though, the implications are staggering: Horus was right in turning against the Emperor even if his reasons for doing so were wrong. &lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;u&amp;gt;Perturabo: Stone and Iron&amp;lt;/u&amp;gt;&#039;&#039;&#039; A minor story largely about showing the differences between the Iron Warriors and the Imperial Fists, so doesn&#039;t provide any major revelations for the series. The Iron Warriors are supposed to be supporting an Imperial Fist position that is currently under assault, but Perturabo holds back and uses the opportunity to instruct his officers about how the Fists prosecute their own wars.&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;u&amp;gt;Konrad Curze: A Lesson in Darkness&amp;lt;/u&amp;gt;&#039;&#039;&#039; Pretty skippable, really just Curze giving his thoughts on why the Emperor made him like he did and the Night Lord definition of &amp;quot;compliance&amp;quot; during the Great Crusade. Hint: It involves flaying. Lots of it.&lt;br /&gt;
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===Short Stories===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Grandfather&#039;s Gift:&amp;lt;/u&amp;gt;&#039;&#039;&#039; Mortarion has a lab accident and knocks himself out.  He wakes up in Nurgle&#039;s Garden, wanders around for a bit, and has a nice chat with [[Ku&#039;Gath]] the Plaguefather, whose name is misspelled [[Derp|for some reason]]. It&#039;s revealed that Nurgle has tracked down his foster father&#039;s soul and will let Mortarion capture it as a gift for joining his service. The timeline is a bit squiffy due to warp fuckery. Mortarion knows what daemons are and knows that he&#039;s fought alongside them, but doesn&#039;t recognize Ku&#039;Gath. Ku&#039;Gath knows Mortarion, but also says that they haven&#039;t met yet. Morty himself doesn&#039;t know where he is or what&#039;s going on at first, but eventually his memories return, and he mutates into his daemon primarch form and captures his foster father&#039;s soul.&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;u&amp;gt;A Lesson in Iron:&amp;lt;/u&amp;gt;&#039;&#039;&#039; Ferrus Manus chases some orks into a warp rift and stumbles across an Iron Hands ship from a few thousand years in the future. The boarding parties he sends are attacked by daemons which fuck them up, and Ferrus himself finds a dead future Iron Hand whose bionics look like a shitty hack-job to him, so he gets pissy and orders everyone to leave. When his Mechanicum adept points out that they might be able to mine the databanks for advanced technology and info on [[Drop Site Massacre|future events]], he declares that he wants no part of this future. Also reveals that Ferrus had seen enough shit on Medusa to know that the Imperial Truth was a &amp;quot;useful lie.&amp;quot;&lt;br /&gt;
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==The Tabletop Wargame==&lt;br /&gt;
[[Forge World]] produces a line of books and models (in line with the old [[Imperial Armour]] and [[Warhammer Forge]]) to allow players to fight battles from the Horus Heresy, with rules and models for the [[Primarchs]] (both pre- and post-fall, for the Traitors), named characters who were romping around back then and ancient vehicles and machines that would be one off units in 40k armies, being fielded en-mass. Originally an add on system for [[Warhammer 40,000]], it became it&#039;s own game with a rulebook after 40k moved on to [[Warhammer 40,000 8th Edition|8th edition]] making it a sort of legacy game for the older style of 40k edition and also meaning the game has become a refuge for fa/tg/uys who don&#039;t enjoy 8th/9th edition 40k. Since the game is set during the 31st millennium pretty much all the armies are more archaic versions of their 40k counter parts, with lots of rules and quirks that help differentiate the factions from their future selves, such as legion tactical squads being able to be fielded in 20 man squads representing how much bigger the legions were and [[Daemon]]s not having their gods properly identified (though still having rules for god specific daemons) and having vague unit names to represent the only basic understanding the Imperium had of them. There are no [[xenos]] armies unfortunately (or fortunately depending on who you ask), but all the factions that are in the game are very customisable with a huge array of rules, army types and really good conversion opportunities being able to be brought to the table, especially for Mechanicum, Daemon and Militia &amp;amp; Cults armies. Presumably this came about because GW felt that they just weren&#039;t making quite enough money from die-hard marine/chaos players and figured they could literally buy a dump-truck full of gold-plated cocaine each if they made a version of the game that requires only Forge World minis AND thousands upon thousands of them. Still worth it, though.&lt;br /&gt;
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Following the passing of Alan Bligh and the re-organisation of Forge World as a studio, the fate of this wargame had been seen as a bit precarious. While there were probably more books to cover up to and likely including the Siege of Terra, it seemed increasingly likely that Daddy GeeDubs wasn&#039;t keen on letting FW continue writing for this game (or making massive monsters and tanks for the mainstream games) on top of their work on [[Necromunda]] and [[Blood Bowl]]. One only had to look at how gutted the Imperial Armour books became in recent editions to see the writing on the wall. That said, the game had itself a sizeable following, especially after 8th Edition 40K essentially threw out all the crunch fans knew and made something entirely different, predictably leading to reactionary grognards clinging to the remaining flecks of nostalgia.&lt;br /&gt;
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The game was never fully cancelled though. Though the black books had essentially stopped after Crusade, GW did release &#039;&#039;&#039;[https://www.warhammer-community.com/wp-content/uploads/2019/11/HHZone_Mortalis_Rules.pdf Zone Mortalis]&#039;&#039;&#039; rules, the Exemplary Battles PDFs and more alarmingly, the lead-up to Adepticon 2022 essentially announced that the Horus Heresy wargame was going to see a new edition, now written by the core GW design team.&lt;br /&gt;
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===Betrayal===&lt;br /&gt;
Forge World starts big, as their first book covers the battles on Istvaan III, in which [[Horus]] sent the remaining loyalist elements of the [[Sons of Horus]], [[Emperor&#039;s Children]], [[Death Guard]], and [[World Eaters]] to the surface, ostensibly to rout the anti-Imperial resistance that had taken hold in the capital city, and then fired [[Exterminatus]] torpedoes (of the life-eater virus bomb variety) onto the city to wipe them out.&lt;br /&gt;
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Unfortunately for Horus, not everything went as planned; not only did the loyalist Death Guard frigate &#039;&#039;Eisenstein&#039;&#039; escape to the [[Phalanx]] with word of Horus&#039;s betrayal, but loyalist elements on other ships were able to disrupt the bombardment and warn the loyalists on the ground that it was coming. Between the disruption, the warning, and good old-fashioned [[Space Marine]] toughness, only a third or so of the landed force had actually died. Horus would have fired another bombardment, but [[Angron]] and his traitor World Eaters jumped the gun and made planetfall; the other traitors were left with no choice but to deploy themselves and destroy the remaining loyalists personally.&lt;br /&gt;
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&#039;&#039;Betrayal&#039;&#039; contains a [[Great Crusade]] Legion army list (for which we have a [[Warhammer 40,000/Tactics/Space Marines/Legion List‎|tactica]]), and rules for special characters and units from the [[Sons of Horus]], [[Death Guard]], [[Emperor&#039;s Children]], and [[World Eaters]] Legions, including their [[Primarch]]s (even [[Fulgrim]], who was not actually at the battle) and several major characters from the book series such as Garviel Loken.&lt;br /&gt;
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===Massacre===&lt;br /&gt;
The infamous Drop Site Massacre is the focus of the next book, where seven Legions are sent to crush Horus’ rebellion, only for four of those to turn on the other three and crush them utterly. The book&#039;s storyline is essentially just the &#039;&#039;first day&#039;&#039; of the battle, leading up to the death of [[Ferrus Manus]].&lt;br /&gt;
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Massacre contains additional rules for special characters and units from the [[Iron Hands]], [[Night Lords]], [[Salamanders]] and [[Word Bearers]] Legions including their Primarchs and several more major characters from the book series make their debut such as Sevatar, Eidolon, Erebus and Kharn.&lt;br /&gt;
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===Extermination===&lt;br /&gt;
Focusses on the second half of Istvaan V, as well as the Battle of Phall between the [[Iron Warriors]] and [[Imperial Fists]]; and on that note, it includes rules for those two Legions, as well as the [[Alpha Legion]] and the [[Raven Guard]].&lt;br /&gt;
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It also gives us a complete Mechanicum Army List: the Taghmata.&lt;br /&gt;
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====Condensed Lists====&lt;br /&gt;
The ICL and LACAL were initially released as part of the limited edition run of Extermination, but were then later released separately. They are fluff-lite, codex-equivalent books that also included all of the FAQs/Errata up to their release; which unfortunately was still the end of 6th edition so some rules haven&#039;t carried over well. &#039;&#039;(eg. [[Lorgar]]s psychic rules.)&#039;&#039;&lt;br /&gt;
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The Legiones Astartes Crusade Army List is basically the generic 30k Space Marine &amp;quot;codex&amp;quot;, whilst the Isstvan Campaign Legions contains all of the collected rules for the legions from Books 1-3; their units, characters and wargear in the previous three books. Meaning you can have a cheaper alternative to buying multiple £70+, huge black tomes JUST to play the game. The ICL was continued in the Age of Darkness Legions, which collected everything to book 5, including the errata.&lt;br /&gt;
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Later came the Mechanicum Taghamata Army List, which contained all the Mechanicum units and army lists mentioned and rearranged them to keep everything on the same page, but lacked the Questoris Knight Army. The Crusade Imperialis Army Lists contain the Solar Auxilia, Imperialis Militia/Warp Cults, and Questoris Knight Crusade army lists.&lt;br /&gt;
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===Conquest===&lt;br /&gt;
Horus Heresy Volume Four is entitled &#039;Conquest&#039;, despite early hints from Forgeworld that it would be about the Battle of Prospero, it instead features Horus&#039; conquest of the Imperium and the [[Skub|&amp;quot;Major&amp;quot;]] battles of this time, which is to say some battle-zones that Forgeworld made up to fill time whilst they worked on the more well known events from the in-universe history. &#039;&#039;(And to be fair, their response as to why Prospero was delayed was because it included four major factions, [[Adeptus Custodes|two of]] [[Sisters of Silence|which have]] NEVER been represented on the tabletop, so required more time to do them justice.)&#039;&#039;&lt;br /&gt;
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A large portion of the book is given over to running battles in the &#039;&#039;&#039;&amp;quot;Age of Darkness&amp;quot;&#039;&#039;&#039;, which is a variant ruleset used as the default for Horus Heresy games &#039;&#039;(where only Troops usually score, amongst other things)&#039;&#039; and has rules and FOCs for Cityfight missions, rules for running ongoing campaigns, variant rules for mysterious terrain and objectives as well as including unique relics to be taken by the various army lists to add flavor to non-special characters.&lt;br /&gt;
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It also introduces the [[Solar Auxilia]] and [[Imperial Knight|&amp;quot;Questoris&amp;quot; Knights]] (as an AdMech list) armies to play while the modellers take a break from building power armor 24/7.&lt;br /&gt;
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===Tempest===&lt;br /&gt;
The fifth Horus Heresy book covered the Battle of Calth. The rules for the [[Ultramarines]] (including [[Roboute Guilliman]] himself) as well as several warp-corrupted Word Bearer units are brought in alongside a few other new miscellaneous FW releases, including the Deredeo and the new Thanatars.  There&#039;s also an Imperial Militia (Read: PDF) list that&#039;s super-customizable so you can make both loyalist and traitor lists. Also, the MOTHERFUCKING [[Warlord Titan|WARLORD TITANS]] IS IN IT TOO. PREPARE YOUR WALLET.&lt;br /&gt;
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===Retribution===&lt;br /&gt;
Focused on &#039;Shadow Wars&#039; far from the main fronts of the Heresy, in particular the Shattered Legions - that is, the [[Iron Hands]], [[Raven Guard]], and [[Salamanders]] in their weakened state following their losses in the Drop Site Massacre. But other Legions can also be included, with special rules for the Shattered Legions, Black Shields and a list for Armies of Dark Compliance - mixed traitor Legiones/Militia lists, as well as ten new special characters. It includes Legiones Astartes rules for the White Scars, Blood Angels and Dark Angels, so that players of those legions can start playing properly; however, it does not include special units, characters, or Primarchs for those legions. It also includes Garro and the Knights Errant and additional Mechanicum units and characters, including a new Dark Magos, [[Anacharis Scoria]]. Space Wolves and Thousand Sons will still need to wait for the Prospero book (Inferno, Book 7).&lt;br /&gt;
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===Inferno===&lt;br /&gt;
In &amp;lt;s&amp;gt;Set to be book 3.&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;late 2016.&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;early 2017 (Because FW can&#039;t keep to schedule)&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;December 2016&amp;lt;/s&amp;gt; February 4, 2017, comes with what many neckbeards are waiting for: THE BURNING OF PROSPERO!!! For those [[Thousand Sons]] players, start saving up so you can play your space Egyptian sorcerers in all their 30k glory. Rules for the Sisters of Silence as an allied detachment and the Adeptus Custodes as a full army list will be present as well.&lt;br /&gt;
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Well, it&#039;s come, and... it&#039;s uninspiring to say the least, with stuff like [[What|Magnus being straight up impossible to hit if he casts invisibility, not to mention pumping out 2d6 destroyer hits at every unit within 18&amp;quot; if he likes]], [[Derp|Custodes captains beating out every Primarch with a rollable 3+ invulnerable save]], some Custodes wargear being straight up [[Wat|left out of the book]] and to cap it all, [[Herp|pictures of tourists in the book (&#039;&#039;&#039;twice&#039;&#039;&#039;) where you&#039;d expect miniatures to be]]. You&#039;d think with such a long development cycle the quality assurance would have been more thorough. Didn&#039;t help that [[Alan Bligh]] was likely fairly ill in late 2016, and his death in May of 2017 means the Horus Heresy team now has a big hole in it.&lt;br /&gt;
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===Malevolence===&lt;br /&gt;
After the untimely death of Alan Bligh, this will be the first book with John French behind the wheel after two years of internal re-organizing. Covers the events of Signus Prime and the Chondax Campaigns. It features [[White Scars]] and [[Blood Angels]] including rules for both Jaghatai and Sanguinius, [[Dark Angel Shoulder Pad|making the Lion the only Primarch without rules]]. Introduced as a new army is Daemons of the Ruinstorm, an army of &#039;unknown aberrant xenoforms&#039; (since this was before the Imperium really understood what Daemons really were) which play quite differently to the Daemons of Fantasy/Sigmar/40K. Also included are 5 new consuls and two new squads that interact with Psykers and Daemons.&lt;br /&gt;
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===Crusade===&lt;br /&gt;
Was originally to be called &#039;&#039;Angelus&#039;&#039;, though it eventually was renamed to &#039;&#039;Crusade&#039;&#039;. It covers the [[Thramas Crusade]] with the Dark Angels vs Night Lords, and introduces new Legion-specific units and characters for the Dark Angels, including Dreadwing units and rules for upgrading DA characters to represent any of the six Wings of the Hexagrammaton. Most importantly, the Lion finally has his rules. The Night Lords got revamped rules and some new toys, including a new VIII Legion-specific Terminator squad that [[Derp|isn&#039;t the Atramentar]]. Unfortunately leaks have confirmed that the Dark Mechanicum army list has been pushed back to the next &amp;lt;s&amp;gt;book&amp;lt;/s&amp;gt; edition. Also has rules for some new Space Marine vehicles, including the Sabre strike tank and the Arquitor Bombard, plus new additions for the Solar Auxilia, Imperial militia, and Chaos cults. Finally released in September 2020, having been delayed due to Nurgle&#039;s interference. Remarkable for atrocious fluff like Dark Angel auxiliary fleets usually including [[Gloriana-class_Battleship|Glorianas]], [[Rangdan_Xenocides|&amp;quot;the biggest threat to the existence of Imperium&amp;quot;]] being reduced to 80k Marine casualties in all three campaigns spanning for two decades, Legion recruits retaining their noble status after being conscripted, and many, many more things that would give even Matt Ward a pause. This appears to be the last of the black books for the current edition of the Heresy tabletop, as GW announced a new edition of the game at Adepticon 2022.&lt;br /&gt;
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===Exemplary Battles===&lt;br /&gt;
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As of fall 2021, GW is publishing a series of free PDFs for the Horus Heresy tabletop which contain mini-campaigns based around battles from the Heresy that aren&#039;t big enough for their own black book. These PDFs also include fluff and rules for Legion units that haven&#039;t been given any yet, along with conversion tips for said units. These tips boil down to &amp;quot;buy tons of Forge World stuff&amp;quot;, so one could plausibly argue that the PDFs are just ads for FW&#039;s overpriced upgrade packs. Still, it&#039;s a neat concept and at least they&#039;re free. These seem to be leading into the new edition of the game as announced at Adepticon 2022.&lt;br /&gt;
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*&#039;&#039;&#039;&#039;&#039;[https://www.warhammer-community.com/wp-content/uploads/2021/09/Xwccsydzg8YpDsho.pdf The Battle of Pluto: Hydra&#039;s Devastation]&#039;&#039;&#039;&#039;&#039;: Focuses on the Alpha Legion&#039;s invasion of Pluto, as seen in &#039;&#039;Praetorian of Dorn&#039;&#039;, and provides a scenario for Imperial Fists vs Alpharius&#039; sneaky sneks. Also has rules for the Huscarls, Dorn&#039;s elite bodyguard, which make them into Phalanx Warders on steroids.&lt;br /&gt;
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*&#039;&#039;&#039;&#039;&#039;[https://www.warhammer-community.com/wp-content/uploads/2021/11/9eA3ZYnzr5tXbxjX.pdf The Defence of Sotha: Aegida&#039;s Lament]&#039;&#039;&#039;&#039;&#039;: Focuses on the Night Lords&#039; raid on Sotha and the near-destruction of the Ultramarines Aegida Company while attempting to hold Sothopolis. The Atramentar &#039;&#039;finally&#039;&#039; get their tabletop rules and also are spotlighted in the fluff, which concludes with them [[Internet Troll|murderfucking their own commanding officer]] because he was getting too uppity for the other Night Lord officers&#039; liking.&lt;br /&gt;
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*&#039;&#039;&#039;&#039;&#039;[https://www.warhammer-community.com/wp-content/uploads/2021/11/NUTJvW4qx8d08Fkr.pdf The Siege of Hydra Cordatus: Sundering of the Cadmean Citadel]&#039;&#039;&#039;&#039;&#039;: Imperial Fists vs. Iron Warriors brawling it out on the ruined world of Hydra Cordatus. Includes rules for the IV Legion&#039;s Dominator Cohort, Perturabo&#039;s former bodyguards who got fired and replaced with the Iron Circle after Phall. Hilariously, they are so salty about this that they have Hatred (Cybernetica Cortex) unless you take them as Pert&#039;s retinue.&lt;br /&gt;
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* &#039;&#039;&#039;&#039;&#039;[https://www.warhammer-community.com/wp-content/uploads/2021/12/fcMVfgBlCyDHmejD.pdf The Battle of Armatura]&#039;&#039;&#039;&#039;&#039;: World Eaters vs. Ultramarines on the war world of Armatura, as seen in &#039;&#039;Betrayer&#039;&#039;. Includes rules for the XII Legion&#039;s Red Hand Destroyer squads, who can take Caedere weapons like meteor hammers and excoriator chainaxes in addition to all the usual Destroyer nastiness and &#039;&#039;must&#039;&#039; declare a charge whenever able if they&#039;re within 12&amp;quot; of an enemy unit at the beginning of the Assault phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;[https://www.warhammer-community.com/wp-content/uploads/2022/01/mouvfePNquxVdprP.pdf The Battle of Perditus: Umbral-51]&#039;&#039;&#039;&#039;&#039;: The Death Guard are trying to [[Ork|loot]] galaxy-wrecking archaeotech and the Dark Angels mean to stop them. Iron Hands and Mechanicum are there too, and the mission pack has rules for rampaging battle-automata trying to kill the Spess Mehreens so the techpriests can go back to worshiping their doomsday devices in peace. Includes rules for units from both sides: the Order of the Broken Claw and the Mortus Poisoners. The Broken Claw are Inner Circle Knights who get bonuses against Monstrous and Gargantuan Creatures and daemons, representing the fact that they were the I Legion&#039;s specialized Rangdan-killers during the Xenocides. The Mortus Poisoners are Destroyers who can swap their bolters for flamers with chem-munitions for free and one in every five can swap their bolt pistol for a heavy flamer with chem-munitions for 20 points ([[Derp|that&#039;s right, their &#039;&#039;&#039;bolt pistol&#039;&#039;&#039;, not their bolter, blame FW editors]]), and can be taken in units of 15 for when you just want the table to burn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;[https://www.warhammer-community.com/wp-content/uploads/2022/02/iIVebnZrYRFbaDGH.pdf The Battle of Calth: Underworld War]&#039;&#039;&#039;&#039;&#039;: Smurfs and Word Bearers duking it out in Zone Mortalis missions representing the underground battles fought after Calth&#039;s surface was trashed in &#039;&#039;Know No Fear&#039;&#039;. Includes rules for the Ultramarines&#039; Nemesis Destroyer squads, aka Guilliman&#039;s least favorite sons. Instead of dual bolt pistols, they get bolters with specialist ammo that gives them Assault 2 and Rending and they can take weapons usually reserved for Breacher and Support squads. Kinda weird, but makes sense given the XIII&#039;s &amp;quot;tactical flexibility&amp;quot; schtick. No jump packs, though.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;[https://www.warhammer-community.com/wp-content/uploads/2022/03/H6ygklXe9Fv2FwRe.pdf Battle For Kalium Gate]&#039;&#039;&#039;&#039;&#039;: Emperor&#039;s Children and White Scars get their turn, fighting over a huge void gate as the Scars try to get back to Terra in time for the big party. Has rules for new units from both sides. The III Legion gets the Sun Killers, Heavy Support squads that only use lascannons, multi-meltas, volkite culverins, and plasma cannons [[Meme|because they&#039;re elegant weapons from a more civilized time]]. The White Scars get the Karaoghlanlar, or Dark Sons of Death. Aside from sounding like a Welsh person choking on something, they&#039;re jump-pack Destroyers who don&#039;t get phosphex or missile launchers and trade one bolt pistol for a chainsword, but can be taken as a retinue for a Stormseer with a jump pack. They also have a rule that lets them autofail Sweeping Advance rolls in exchange for performing a spooky ritual that forces enemy units within 6&amp;quot; to pass an Ld test or suffer -1 WS next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;[https://www.warhammer-community.com/wp-content/uploads/2022/04/AmPdr3yMZbvggCND.pdf The Breaking of the Perfect Fortress]&#039;&#039;&#039;&#039;&#039;: Raven Guard storming the III Legion&#039;s Perfect Fortress on the world of Narsis, previously mentioned in &#039;&#039;Extermination&#039;&#039;. Includes rules for Deliverers, Terran-born Raven Guard who still prefer to use Terminator armor. They&#039;re Stubborn and get teleportation transponders for deep-striking, but their main rule is Corax&#039;s Shame, representing the fact that Corax wasn&#039;t fond of his brutal Terran sons. They get +1T against attacks that cause Instant Death and cannot be deployed within 18&amp;quot; of Corax, nor can he ever join them. If you take Deliverers as part of a traitor force, they instead gain Hatred against Corax.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[The War of The Beast]], for the next massive shit-show the Imperium was involved with.&lt;br /&gt;
* [[Alternate Heresy]], for a discussion of other possible outcomes of the (not necessarily Horus) Heresy.&lt;br /&gt;
* [[Army compatibility between Warhammer settings]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [http://geekdo.com/boardgame/3170/horus-heresy Horus Heresy (1993)] at BoardGameGeek&lt;br /&gt;
* [http://geekdo.com/boardgame/63543/horus-heresy Horus Heresy (2010)] at BoardGameGeek&lt;br /&gt;
&lt;br /&gt;
{{40k-Timeline}}&lt;br /&gt;
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[[Category:Board Games]][[Category:Warhammer 40,000]][[Category:Wargames]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1D0D:301:4872:1BE8:7C8A:5FCE</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Tank&amp;diff=467551</id>
		<title>Tank</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Tank&amp;diff=467551"/>
		<updated>2022-04-12T15:55:26Z</updated>

		<summary type="html">&lt;p&gt;2001:8003:1D0D:301:4872:1BE8:7C8A:5FCE: Undo revision 820596 by 2600:1700:91C1:A4E0:848E:A33E:2FF0:BBEA (talk) Reverting as it has been 31 hours since discussion was opened on the talk page and there have been no responses&lt;/p&gt;
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&lt;div&gt;&#039;&#039;Were you looking for the MMO role that gets applied to tabletop games? If so, we have that under [[Combat roles]]&#039;&#039;&lt;br /&gt;
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{{Topquote|&#039;&#039; Remember Comrades, we are tank!&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;They take out treads, we are artillery!&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;They take out main gun, we are pillbox!&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;They take out machine gun, we are bunker!&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;They take out armor, we are heroes!&#039;&#039;&lt;br /&gt;
|A popular internet copypasta about a tank&#039;s various roles in a nutshell}}&lt;br /&gt;
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{{Topquote|&#039;&#039;It got in the way... and it died.&#039;&#039;|Company of Heroes 2}}&lt;br /&gt;
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[[image:Char_FT-17.jpg|thumb|300px|right|A French Renault FT-17 Tank, the first tank to have the rough layout that would be the norm for tanks (Crew in the front, top mounted 360 degree turret for main gun, engine in back)]]&lt;br /&gt;
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A &#039;&#039;&#039;tank&#039;&#039;&#039; is a tracked, armored combat vehicle.  The term is often limited to vehicles intended for direct combat, (e.g. as opposed to self-propelled artillery, which stay to the rear) or armored personnel carriers and infantry fighting vehicles, which are on the front line but are primarily tasked with carrying soldiers as opposed to fighting directly, and may not necessarily be tracked.  Their invention revolutionized warfare in the 20th century, and any wargame set in or after that time period, or in alternate universes with similar or more advanced technology levels, will have plenty of attention devoted to them -- or to whatever made them obsolete (e.g. [[BattleTech]]).&lt;br /&gt;
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The idea of an armored fighting vehicle dates back at least to [[wikipedia:Leonardo&#039;s fighting vehicle|Leonardo da Vinci]] and was explored by [[H. G. Wells]] and a few theorists, but the modern tank was proposed shortly before World War I, and was then spurred to production by the war itself.  When the war on the Western Front got bogged down in trenches, the British Royal Navy, who had already had some success with mobile armoured car groups, had the idea to use tracked, armored vehicles with guns to break the stalemate.  The name &amp;quot;tank&amp;quot; became attached to the vehicle as a codename to disguise the purpose of the large metal bodies being built.  After the first tanks rolled onto the battlefield, other countries called them &amp;quot;battle wagons&amp;quot;, &amp;quot;armors&amp;quot;, &amp;quot;assault vehicles&amp;quot;, and other more descriptive names, but the Anglosphere was stuck with calling them &amp;quot;tanks&amp;quot;. (Interestingly, the original British Tank, which looked like a tractor with a metal box on top of it was called &amp;quot;Little Willy&amp;quot;.)&lt;br /&gt;
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Some are incorrectly calling Tanks the new battleship &amp;amp; thus obsolete after Russia got their asses kicked by Ukraine. [[Fail| However Russia stills fights like they did during WW2]], despite their advanced gear. Some even had their own Explosive Reactive Armor removed and no sign of mounted Active Protective Systems. [[derp|The latter the Soviets invented back in the fucking 70s]].&lt;br /&gt;
So their incompetence is not evidence that Tanks are useless in the 21st century. Not to mention that a Ukrainian Tank Brigade was able to defend the city of Chernihiv from the Russians despite being outnumbered with older [[T-64]]&#039;s. Showing that Tanks are still useful on the battlefield, they just need to be used correctly.&lt;br /&gt;
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Tl;dr: Tanks &#039;&#039;are&#039;&#039; the new battleship, but the Javelin is to them as the torpedo boat of the Jeune École was to the battleship. Aka a great danger if the battleship/tank is misused, but not the absolute counter the aircraft carrier and missile cruiser were.&lt;br /&gt;
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==Common Features of the Tank==&lt;br /&gt;
&lt;br /&gt;
Tanks were built with pretty much any set of features you could imagine, but over time, the militaries of the world settled on several common key features:&lt;br /&gt;
&lt;br /&gt;
# One single main gun, carefully chosen so it is both powerful enough to knock out other tanks with armor-piercing shots and still able to use high-explosive shells to deal with &#039;soft&#039; targets. &lt;br /&gt;
# A turret to house the main gun, to allow the tank to shoot at targets without having to pivot the entire vehicle. &lt;br /&gt;
# Good protection against most battlefield weapons, with a heavily-armoured front face to defeat anti-tank weapons.&lt;br /&gt;
# An engine with a lot of torque and horsepower to give it both decent acceleration and top speed. The ability to run on multiple types of fuel is a big plus. &lt;br /&gt;
# Tracks with independent long-travel suspension for each roadwheel, to improve mobility. &lt;br /&gt;
# &#039;&#039;&#039;A radio!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Basically, tanks boil down to three main features: firepower, defense, and mobility. Trying to specialize in one or two attributes tended to come at the expense of second or third attributes. The heavier your guns and/or armour, the slower the tank will be, for instance, while a vehicle made for mobility has to sacrifice either protection or the size of its guns. Nowadays, tanks designers try to maximize all three attributes by being cleverer about achieving their goals, with their main limitations being weight and profile. Additionally, a fourth factor to consider in design are support systems: while not necessarily integral to the design of a tank, they are nonetheless essential in allowing it to work as one, as evidenced by the radio.&lt;br /&gt;
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===Offense===&lt;br /&gt;
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As mentioned in the summary above, one of the if not &#039;&#039;the&#039;&#039; defining attribute of the modern tank is its main gun. A modern (i.e. third gen and up) main battle tank must be able to engage any threat it encounters on the battlefield (and occasionally flying above it), hence the gun itself is a carefully weighed compromise between raw firepower, versatility and overall mass. Nowadays most tanks sport a gun with a calibre between 100mm and 125mm. Said gun must be capable of firing a wide range of different projectile types: at the bare minimum, it should have ammunition specialized for dealing with hard targets such as opposing tanks, or soft targets such as infantry.&lt;br /&gt;
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Historically though, this was not always the case. The very first tanks, like the british Mk.IV and the german A7V didn&#039;t really have a primary armament but were bristling with guns and machineguns. Initially, side-mounted sponsons were adopted for carrying armament because they could aim downwards into trenches. Obviously, as soon as trenches fell out of favour, so too did sponsons. Additionally, as an enemy tank will never be in said trench, [[Land Raider|mounting an anti-tank weapon in the sponson is utterly retarded.]] &lt;br /&gt;
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The first one to figure out the &#039;definitive&#039; solution as described above were the French with their Renault FT-17 (pictured above), the very first to adopt a turret  for the main armament of the tank. While the FT-17 was plagued by a host of teething problems it&#039;s overall design was so efficient and cost-effective that &#039;&#039;absolutely everyone&#039;&#039; jumped upon the bandwagon at the end of WWI, and (almost all) the rest is history. Indeed, at one point all nations toyed with the idea of multi-turreted tanks or &#039;&#039;land battleship&#039;&#039; concept, [[Baneblade|whereby a tank would have multiple turrets each with their own weapon]]. The idea was that the tank could attack in all directions at once, but in practice this led to horribly oversized monstrosities that were less efficient than simply building more tanks with the same armament. The madness then died down and coalesced into two main lines of though right before WW2: The Americans, British and French limited the amount of guns to two on their heavier tanks, one bigger casemate-mounted howitzer to deal with infantry/pillboxes and one smaller turreted AT gun (see also Char B1, the early Churchills and the M3 Lee). The Germans on their side decided &#039;fuck it!&#039; and just went for specialized tanks sporting either a small-bore long-barreled AT gun or a broad-bore short-barelled howitzer, and then just had both type collaborate on the battlefield (see early Pz.III and Pz.IV). And this went swimmingly for them, at least until the Russians finally entered the dance in 1941 and deployed the revolutionary T-34, whose 76mm gun demonstrated it was possible to have a tank gun both capable of tackling armour &#039;&#039;and&#039;&#039; blowing stuff up with explosive shells, setting the precedent that stands up to this day.&lt;br /&gt;
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Once at that point, the overall design was definitively set and guns just got bigger and better from thereon. Starting with the Soviet T-62, they started to go from rifled to smoothbore guns. If you are in any way familiar with the development of gunpowder weapons, this may seem like a baffling decision, but there is a good reason. Anti-tank shot went from a simple lump of steel to sub-calibre munitions like APCR and APDS, as detailed on the [[cannon]] page. These essentially try to be better at penetrating by focusing more energy on a smaller area. A later development was APFSDS, the famous &amp;quot;Silver Bullet&amp;quot; or arrow-like penetrators which turned Saddam&#039;s tanks into ooey gooey explody Swiss cheesey. Likewise, they also started using HEAT shells, which are designed to use the power of a focused explosion to bore their way through armour; at one point, they were so effective that tanks were designed specifically around their use. Both of these munitions types actually &#039;&#039;suffered&#039;&#039; from the rotational forces imparted by a rifled barrel. For APCR, APDS, and APFSDS, rifling does not stabilize subcalibre rounds nearly as well; likewise, the shaped charge jet from HEAT shells doesn&#039;t hold together as well if it&#039;s spinning itself apart. Getting rid of the rifling solved a huge number of other problems: it made it easier to fire missiles out of the guns, and also meant that you could fire higher velocity projectiles without having to reline the bore more frequently. The main exception was HESH, which was essentially a shell full of plastic explosive that flattens itself against targets; upon detonation, it creates a shockwave that is transmitted through the material, causing it to break and shatter if concrete, or to spall off into deadly shrapnel if steel. The spin imparted by rifled barrels helps the explosive pat out more evenly, hence why it is still commonly used by the Brits in their tanks.&lt;br /&gt;
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During the 1960s, there was an attempt to replace the gun with a missile or gun-missile system which... didn&#039;t quite pan out. The main problem is that to accommodate guidance systems, fuel, and all that jazz, missiles are a lot larger than an equivalent tank shell, which strictly limits the amount of ammunition that can be carried. Furthermore, limitations associated with the technology at the time (heavy and fragile hardware, minimum firing ranges) precluded their use on tanks. Future vehicles may carry railguns instead, pending the development of a sufficiently capable, lightweight power system and barrels that don&#039;t become slagged after like five shots or so.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; &lt;br /&gt;
On a sidenote:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
That said, while tanks began to coalesce around the turreted concept many remained turretless and as [[Wikipedia:Sturmgeschütz_III|the German StuG]] proves, were successful weapons in their own right. The lack of a turret does have some advantages thanks to how it lowers overall profile and allow for a larger gun to be mounted than could otherwise be the case. That said, a turret-less tank is only really useful if you don&#039;t have the money to make a turreted tank, don&#039;t have a bigger tank for your bigger gun, &#039;&#039;and&#039;&#039; will only be fighting on the defensive. The latter is the reason why the only guys ever serious about turretless tanks after WWII were the Swedes with their Stridsvagen 103, and the Germans, with their [[Jaguar Jagdpanzer|Kanonenjagdpanzer 90]]. Even today, many SPG&#039;s are still built turretless, however those &#039;support vehicles&#039; aren&#039;t considered proper tanks as they lack both the armor and the tactical flexibilty to act as one.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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In addition to the main gun, you also have the following secondary weapons:&lt;br /&gt;
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*&#039;&#039;&#039;Machine guns:&#039;&#039;&#039; They&#039;ve been around since the beginning, in some cases serving as primary weapons, and they&#039;re still around as secondary weapons on most armoured vehicles. They can be mounted pretty much anywhere: on the front of the hull, in its own turret on the hull, in the commander&#039;s cupola, on the side of the hull, on the back of the turret, beside the cannon (coaxial), or on top of the turret next to the hatch. The latter two are preferred for modern tanks: the coaxial can easily be used by the loader or gunner without having to change stations, and the top-mounted gun can be aimed pretty much anywhere around the tank, including at aircraft. &lt;br /&gt;
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* &#039;&#039;&#039;Autocannons:&#039;&#039;&#039; The next step up from machine guns. Like machine guns, they&#039;ve also served on primary weapons on more than a few tanks. After the Second World War however, they&#039;ve tended to be relegated to the status of secondary armament, with potential use against light armoured vehicles and helicopters. Despite their obvious firepower advantages, most tanks don&#039;t have them, on account of being rather cumbersome and requiring a separate ammunition supply. The only places where you could feasibly mount them are coaxially alongside the main gun like the French [[AMX-30]]; otherwise, you&#039;d have to create a separate compartment somewhere on the turret or hull, as was done with the experimental MBT-70, which had a retractable cupola for it.&lt;br /&gt;
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* &#039;&#039;&#039;Grenade launchers:&#039;&#039;&#039; While tank cannons may fire high explosive shells of greater potency, an automatic grenade launcher has similar flexibility to a machine gun in urban environments, only with more firepower. Another form of grenade launcher is the smoke projector that many tanks incorporate as a defensive measure, but that&#039;s for later discussion.&lt;br /&gt;
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* &#039;&#039;&#039;Mortar:&#039;&#039;&#039; Like the grenade launcher, a mortar on a tank can be handy for fire support. The Aussies took a page from the Germans&#039; &amp;quot;mad genius&amp;quot; book and mounted a [[awesome|7-rounds 178mm spigot mortar]] on the back of a Matilda II tank, the idea being to give their infantry support tanks some serious close-range firepower for those cases something needed to be softened before an assault. That said, it didn&#039;t really take off: there were much more efficient ways of providing fire support separate from a tank, and the only reason it was worth bothering with was because many early-war British tanks of that period (like the Matilda) had extremely poor or even non-existent high-explosive shell capability. Nowadays, the only tank to feature a mortar is the [[Merkava]], which largely serves as a utility weapon for firing special munitions such as smoke or illumination rounds. &lt;br /&gt;
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* &#039;&#039;&#039;Rockets:&#039;&#039;&#039; During the Second World War, a lot of countries experimented with mounting rockets on tanks, ranging from the various German &#039;&#039;Nebelwerfer&#039;&#039; attachments or the Calliope mounted on the American M4 Sherman. Like with the example of the Matilda II above, the point was to provide fire support in anticipation of an assault, or otherwise simply reuse obsolete tanks. They fell by the wayside for similar reasons, or were re-invented as dedicated artillery vehicles (like for instance the [[TOS-1 Buratino]]). &lt;br /&gt;
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* &#039;&#039;&#039;Guided missiles:&#039;&#039;&#039; While attempts to use guided missiles as primary armament in tanks have largely failed to succeed ([[Pereh|with one exception]]), they are still being developed as a special munition designed to be launched out of the main gun. This provides tanks with an option to engage targets that are difficult to hit at distance with their main gun, which can include helicopters. Lighter tanks like the [[M551 Sheridan]] typically use guided missiles to give them an extra anti-armor punch when needed. Similarly, old Soviet tanks like the [[T55AM2]] are upgraded to fire advanced missiles as a way of extracting more usage from obsolete but otherwise functional equipment.&lt;br /&gt;
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===Defense===&lt;br /&gt;
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In general, tanks are designed to maximize their protection for a given weight. Initially, the only criteria during World War I was that tanks should be bulletproof... which they were, to some extent. While their armour might have been thick enough to deflect most bullets, poor quality steel and riveted construction meant that tank crew tended to get injured anyways by pieces of steel breaking off from repeated impacts. They also did jack squat against artillery, large bundles of grenades, poison gas, and flamethrowers; later in the war, the Germans developed special armour-piercing bullets and anti-tank rifles that could punch straight through. &lt;br /&gt;
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Fast forward to the Second World War. Early on, you still had tanks that were so poorly armoured that they could be easily pierced in several places by heavy machine gun fire or special anti-tank rifles. As tanks got bigger and more capable however, they started to incorporate not only thicker, welded armour, but also a technique known as sloping. Basically, what this involved is the angling of armour plates to increase their line of sight thickness, so a 45mm plate angled at 45 degrees relative to an incoming shot would effectively have a thickness of 90mm. This technique was not unknown before the war, but the size limitations of earlier tanks made it difficult to implement, as sloped armour ate into usable interior space; it was also a little harder to build than just slapping everything together at right angles. Of course, then the T-34 came along and showed that sloping could make plates of even modest thickness repel any early or pre-war anti-tank weapon, and then on sloping became an integral feature for almost all tanks. &lt;br /&gt;
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All seemed fine and dandy until some assholes started knocking together something called a shaped charge onto lightweight launchers that [[Tankbustas|a complete bunch of nutters could use to take out a tank]], creating weapons like the American M1 Bazooka or the German Panzerfaust. At some point during the Cold War, the increasing effectiveness of shaped charge weaponry made some designers throw up their hands and give up on providing maximum protection to their tanks. If the thickest armor you can put on a tank is going to get penetrated anyway then your best bet is not to armor it at all and focus on maximizing speed and minimizing profile to make sure you don&#039;t get hit to begin with. The German [[Leopard 1]] and French [[AMX-30]] were designed according to this principle, when it seemed like it would be impossible to defend against new HEAT shells. Others kept experimenting, and by the 1970s, people developed measures to deal with them, starting with the well-known principle of spaced armour, and then moving on to quartz and ceramic plates.&lt;br /&gt;
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Nowadays, most modern tanks have good protection all around from most weapons, with a particularly heavily-armoured turret and front to resist dedicated anti-armor weapons. Most modern tanks have some form or another of composite armour, which consists of layers upon layers of spaced steel plates, ceramic tiles, kevlar liners, and so forth. The idea is that by putting these various materials together, you can achieve greater protection against most things for far less weight than an equivalent protection level of steel, though it does become quite bulky. How these materials exactly work together is not entirely known to even the most pretentious armchair generals. What can be said, however is that there are two big ways to defeat armour: punch through it with enough force (and, for an added treat, explode inside after that) or smash it with sufficient force it shatters and the debris ravage what is behind (somthing called &#039;spalling&#039;). Thus, modern composites deflect brute-force projectiles away and have spall liners woven throughout to prevent spalling from killing the crew. &lt;br /&gt;
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Below are a few devices and techniques utilized for defensive purposes:&lt;br /&gt;
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*&#039;&#039;&#039;Smoke Dischargers:&#039;&#039;&#039; The little pipes or beehive-like clusters you see on the turrets and hull of the tank are smoke launchers, which fire a single salvo of smoke grenades upon activation. You may find the idea of trying to [[Creed|hide a tank]] ridiculous, but a good tank commander will know how to use smoke to mask their movements in case they need to make a hasty retreat, or to cover an advance into a more favourable position. However, they&#039;re also really, really good at fouling up enemy sensors (anywhere from optical to infrared) and guidance systems. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Camouflage:&#039;&#039;&#039; Because the best defence is often not getting spotted until it is too late. Visual camouflage in the Second World War was extensively employed to either make them more difficult to spot or to obfuscate their silhouette. For the former, tanks would be painted in colours that helped blend in with their background;  netting, foliage, and/or debris may be incorporated to complete the look. The latter works by deceiving the enemy into thinking that the tank they&#039;re seeing from aerial reconnaissance is actually a truck, or that the tank over there does not have a gun capable of turning your tank inside out. Dealing with non-visual spectrums such as infrared or radar detection require the use of special materials or paints that make tanks harder to pick out of the background.&lt;br /&gt;
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*&#039;&#039;&#039;Reactive Armor:&#039;&#039;&#039; As per the name, they are designed to react to incoming projectiles. The most common form is what is known as Explosive Reactive Armor or ERA: essentially metal boxes with a small explosive charge sandwiched between two metal plates. When a sufficiently large projectile hits an ERA tile, it detonates, forcing the metal plates apart; this can disrupt a shaped charge jet before it has time to form. Later versions like the Russian Kontakt-5 and Relikt are capable of defending against APFSDS munitions by forcing the penetrator off course, dissipating its kinetic energy. In addition, there is also what is known as Non-Explosive Reactive Armour or NERA. Instead of an explosive charge, NERA incorporates an elastic material that is wedged between the two metal plates. Like ERA, it will react to attacks; however, instead of exploding, the sandwiched layer will expand, with similar effects on incoming projectiles to ERA. Compared to ERA, they have the distinct advantage of not exploding, which makes them safe to use around infantry, so they tend to be more like easily-replaceable armour tiles; modern-day composite armours may also incorporate them into their defence arrays to varying extent.&lt;br /&gt;
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*&#039;&#039;&#039;Slat Armor:&#039;&#039;&#039; Due to how shaped-charge rounds work, they need to detonate at the right distance of the armor to punch through it. Something as simple as a metal cage surrounding you can prevent the shaped charge from doing much damage by just making it go off early or warping the detonator upon impact, rendering it useless. &lt;br /&gt;
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*&#039;&#039;&#039;Improvised Armor:&#039;&#039;&#039; Just like its name says. During the Second World War, tank crew tried to bulk up armour with whatever they could find in the field. These can take the form of salvaged armor plates from other tanks and bedspring mattresses, or nothing more than basic materials like sandbags, wooden logs, or ooncrete. Ironically, many of these materials were probably &#039;&#039;worse&#039;&#039; than nothing: the added weight overstressed components and slowed down whatever tank they were mounted on. Moreover, due to defects in HEAT design at the time, they may have actually &#039;&#039;enhanced&#039;&#039; the effect of the warheads by causing them to detonate at the optimal distance, away from the tank&#039;s main hull.&lt;br /&gt;
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*&#039;&#039;&#039;Active Protection System:&#039;&#039;&#039; An active protection system is a device that shoots down or deflects incoming anti-armor projectiles. It takes two forms. The first is an electronics countermeasure system that detects incoming guided missiles and attempts to trick them into &#039;&#039;not&#039;&#039; hitting the tank, usually by messing with their guidance systems. The other type involves an active radar scanner linked together with a launcher or projectile weapon of some sort; when it detects an incoming projectile larger than a bullet, it calculates its incoming trajectory and then fires a projectile which destroys it mid-flight. &lt;br /&gt;
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*&#039;&#039;&#039;Spaced Armor:&#039;&#039;&#039; Spaced Armor is what it sounds like. Armor with a large gap. This gap helps dissipate the shaped charge. The most obvious examples are goofy-looking thin plates around a WWII German tank&#039;s turret and tracks (&#039;&#039;Schürzen&#039;&#039; or skirts). Although they were initially designed to deflect light AT guns and rifles, they may have had some effect against HEAT warheads, at least according to some people. Whatever was the case, it has been well-established that trying to force a shaped charge to travel through three feet of air will protect a tank far better than a foot of armour. Usually incorporated as one aspect of modern composite armour.&lt;br /&gt;
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===Mobility===&lt;br /&gt;
Another major aspect of the modern tank is mobility. While early WWI behemoths like the British Mark I and the German A7V were content to lumber slowly forward with all guns blazing at the enemy, the need for higher speed and better cross-country capacity soon became apparent. Mobility in general is dependent on four major components, namely: the tracks, the suspension, the transmission and steering mechanism and the engine itself. &lt;br /&gt;
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*Track design is as integral to the identity of a tank, as it allows it to move around without sinking into the ground. Modern tracks are so good at their job that a tank imparts a lower ground pressure (or weight per square inch on the surface) than an automobile tyre or a human foot. That said, they are a also a significant weak spot: they can break or slip off, leading to a complete loss of traction, and a stopped tank is a dead tank. Nowadays, tracks often use the so called &amp;quot;slack-track&amp;quot; approach: a number of road wheels low to the ground transfer the weight of the tank to the track, two sprocket wheels (one in front and one at the rear) transfer the motive energy to the track and a couple of return wheels on top keep the whole track tense while in use. (Other arrangements have been used historically, but they fell by the wayside due to either fragility, or being too maintenance-intensive.) Efforts are made to keep the height of the whole track assembly as low as possible, as no matter how cool the [[Wikipedia:Mark I tank|British Mark I]] looked, running the tracks over the top of the body is begging for a mobility kill. (Though to be fair to the Mark I, it needed its high tracks to cross trenches, and since it came first, there weren&#039;t really any weapons that could specifically take advantage of its exposed tracks at the time.)&lt;br /&gt;
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*Even more than the tracks themselves, suspension is what allows tanks to travel easily over all terrain, absorbing all of the bumps and lumps. The earliest tanks did not have any suspension. By the Second World War however, you had vehicles using varying arrangement of helical and leaf springs to smooth the ride out a little. Most tanks now employ what is called torsion bar suspension, which translates the up-and-down movement of the roadwheel into a metal bar designed to resist twisting. A few newer models employ hydropneumatic suspension, which can be adjusted to cope with softer or harder terrain, as well as adding a few more degrees of elevation or depression for aiming the main gun.&lt;br /&gt;
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*Transmission and steering of a tracked vehicle is quite complex in execution, however it is conceptually quite simple: turning is accomplished by accelerating one of the tracks and slowing/stopping the other one. While there have been many different combinations of engines/driveshafts/clutches/brakes to obtain this since the first WWI vehicles, modern tank design boils down to two concepts: Russian/Chinese ones favor two separate transmissions, one for each track; while Western ones prefer the so-called &#039;double differential&#039; approach that adds a second driveshaft and idler sprocket wheel to each track that can be used to speed/slow it. One big advance of the modern tank (and tracked vehicle in general) is the so-called &#039;neutral steering&#039; that allows the tracks to turn in opposite directions and the vehicle to easily and quickly turn on the spot, something a wheeled one would be hard-pressed to accomplish as quickly and smoothly (if at all).  &lt;br /&gt;
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* As for the engines, most tanks designed prior to the Second World War but after the First World War utilized the same engines as trucks and buses (cheap but underpowered), while a few settled on downrated airplane engines (lots of power but unreliable). At the start of the war, only the Germans dedicated engine production for military vehicles (which led to problems that we won&#039;t get into here) but it was the Soviets who would later take the cake, with the relatively lightweight yet powerful diesel Model V-2 in the T-34 (seeing a pattern here?) that would go onto to power almost all of their tanks. Most tanks nowadays go for diesels but a few use turbines. A diesel has the advantage of being fuel-efficient but with a rather poor power-to-weight ratio, while turbines run on nearly anything flammable and have much better power-to-weight ratio and are quieter, but are &#039;&#039;very&#039;&#039; thirsty and their much hotter exhaust can present some trouble to camouflage the vehicle against IR sensors and hazard to accompanying infantry. In the interest of making warfare more environmentally friendly, we may eventually see tanks driven by electrical power and hydrogen-fuelled turbines.&lt;br /&gt;
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By nature, tanks have some wading capability, capable of going through water that would stop your average automobile dead. To go through deeper waters usually requires extensive modifications. The first truly amphibious tanks for instance, required canvas screens to be attached for flotation, along with a propeller driven by the tank&#039;s own engine. Presently, a few tanks, most of them Russian, have the capability to be driven completely underwater, provided that they&#039;re provided with a snorkel.&lt;br /&gt;
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===Support===&lt;br /&gt;
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In addition to the essential three attributes of offence, defence, and mobility, tanks rely on a whole host of systems to be tanking. While none of them are strictly speaking indispensable, those extra systems are what turn a tank from a mobile pillbox fighting on its own into a force multiplier able to support their fellow soldiers and efficiently outmanoeuver and take out what has the misfortune of being in front of them. Any modern tank design will weigh the pro&#039;s and contra&#039;s of outfitting the vehicle with said systems. Where some are a given other&#039;s aren&#039;t, and it will often boil down to intended use, economics and local limitations.&lt;br /&gt;
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*&#039;&#039;&#039;Communications:&#039;&#039;&#039; The most vital improvement on this list, it comes in two distinct parts both equally important.&lt;br /&gt;
**&#039;&#039;&#039;Internal Communication&#039;&#039;&#039; An intercom is extremely important inside a tank because, well, tanks are &#039;&#039;&#039;[[Noise Marines|LOUD]]&#039;&#039;&#039;, and it&#039;s the only way for the crew to talk to each other without going hoarse yelling at each other. And it&#039;s not a joke: before the advent of intercom the commander often had to kick the driver on the left or right shoulder to indicate the direction he wanted him to turn because even yelling wasn&#039;t working with the ruckus of the moving tank. Modern intercoms often have double and sometimes even triple-redundant systems, because it is that important for the commander to tell his driver where to go and his gunner where to shoot. &lt;br /&gt;
**&#039;&#039;&#039;External Communication&#039;&#039;&#039; Another not be overstated improvement is keeping in touch with other tanks as well as whoever is in charge. Having a system to coordinate multiple units determines whether or not a tank is a rolling pillbox or a decisive, mobile weapon of war. Inter-war tanks often relied on flag signals with only the company leader having a radio for coordination , but in the early thirties some guy named Guderian ordered &amp;quot;Each vehicle must have its own radio; no exceptions!&amp;quot; and the rest is history. Indeed, in both the battle for France and the early Operation Barbarossa the German tanks were outnumbered, undergunned and underarmored compared to their opponents but thanks to their radios, they were able to outmaneuver the enemy and take them apart. Queue everyone doing the same (even if Soviet tank crews actually communicated mostly in kicks and flags until well into 1943 because early Soviet radios were shit tier and tended to break in the first minute of every goddamn engagement), and still doing it today. The major improvement modern communication systems have brought is the ability to transmit not only voices but also data, which makes keeping everyone informed of the whereabouts of one&#039;s allies and enemies much faster and easier.&lt;br /&gt;
***&#039;&#039;&#039;IFF&#039;&#039;&#039; Piggybacking on the improved communications and electronics of modern vehicles, the &amp;quot;Identification, Friend or Foe&amp;quot; system is basically a nifty little system that transmits a &#039;I&#039;m a friend, don&#039;t shoot me.&#039; signal to any other unit in the vicinity when queried and (if all goes well, for it is not always 100% reliable, especially amongst multi-nation task forces) will prevent friendly fire incidents.   &lt;br /&gt;
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*&#039;&#039;&#039;Detection:&#039;&#039;&#039; Tanks have notoriously bad situational awareness, so people came up with solutions to improve it. The most basic instrument is of course, Eyeball Mk. I, initially relying on either vision slots, optical instruments such as periscopes, or the commander poking his head outside of the tank. In WWII, the Germans installed an armored cupola with vision slits atop the turret in order to improve the commander&#039;s sight while &#039;buttoned up&#039;; near the end, they also came up with primitive infrared illuminators as well. Nowadays, you have an array of cameras, night-vision, and infrared/thermal imagers to give you a clearer picture of things.&lt;br /&gt;
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*&#039;&#039;&#039;Fire Control:&#039;&#039;&#039; Another big chunk, fire control regroups any and every system meant to improve the main gun&#039;s accuracy and reduce the time between target acquisition and actually blasting it to smithereens. The first tanks did not have really anything in the way of such, seeing as they were meant to be used up close with the enemy. However, when it became clear tanks would be called upon to deal with other tanks, improvements were sought in roughly three different and complementary directions: improving accuracy at range, improving accuracy while on the move and improving accuracy when firing at a moving target. There are many historical attempts to achieve this, below you&#039;ll find a list of the most common historical ones, all culminating in the modern computerized fire control system.&lt;br /&gt;
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**&#039;&#039;&#039;Sights:&#039;&#039;&#039; By the outbreak of WWII, tanks commonly used telescopic sights with stadiametric indicators for ranging; think a rifle scope, but adapted for the tank&#039;s gun. The indicators allowed for a precise compensation for the target&#039;s range and movement, however the scope by itself had no way to measure said values; and those were often left to the crew&#039;s experience, pre-battle reconnaissance and educated guesswork to determine.&lt;br /&gt;
**&#039;&#039;&#039;Ranging Shot:&#039;&#039;&#039; Laugh if you want, but an experienced gunner could use a quick burst from one of the tank&#039;s machineguns to make a decent estimate of the range to target and quickly compensate for the follow-up shot from the main gun. Sure, it was crude, but it worked pretty well for what it was. The British went a step further and attached ballistically-matched spotting rifles to their tank guns, where firing solution was confirmed by a tracer impact on target (the American M60 &#039;Ontos&#039; did it in &#039;nam as well).&lt;br /&gt;
**&#039;&#039;&#039;Rangefinder:&#039;&#039;&#039; As tank warfare rolled into the Cold War, people became more interested in ensuring first-shot accuracy, so tank designers once again took a page from the navy and started mounting dedicated optical rangefinders. Modern ones are laser-based and quicker to operate, but in essence the very same.&lt;br /&gt;
**&#039;&#039;&#039;Stabilizer:&#039;&#039;&#039; Essentially, this is a mechanism for keeping your main gun pointed in the right direction while moving. Initially, this wasn&#039;t seen as necessary, particularly since early designs didn&#039;t work that well: the one mounted on the American M4 Sherman tank for instance, only compensated for vertical movement. But as we&#039;ve said earlier, a stopped tank is a dead tank, and moving makes it harder for you to be hit. Thus, even the earlier iteration became a critical time-saver, enabling the gunner to more quickly aim and fire after the tank comes to a stop. Later designs providing all-around stabilization have become essential for modern tanks, allowing for accurate firing while on the move.&lt;br /&gt;
**&#039;&#039;&#039;Ballistic Computer:&#039;&#039;&#039; A modern development allowing for the gunner to accurately compensate for the target&#039;s movement (and other factors if necessary), especially when his tank is moving as well. &lt;br /&gt;
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Nowadays, tanks come with what are known as fire control systems, which comprise a suite of devices solely dedicated to ensuring main gun accuracy. They combine laser rangefinders to very accurately determine distance to target (assuming that the latter isn&#039;t obscured by obstacles, foliage, dust, smoke, or whatever), stabilizers and a  ballistic computer into which information regarding the target&#039;s range, heading, and speed are inputted to come up with a firing solution far more quickly and accurately than a human ever could. &lt;br /&gt;
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*&#039;&#039;&#039;Autoloader:&#039;&#039;&#039; A mechanism for automatically loading shells into the main gun, obviating the need for a loader. This is less of an obvious decision than it would seem. For decades, human loaders were actually regarded as better than mechanical loaders because they were generally faster and better: most early autoloaders had to depress the gun to a minimum elevation before loading and had difficulty switching between different types of shells. An autoloader that is put out of action by mechanical failure or damage will either make the cannon more difficult to load by hand or at worst, render it entirely inoperable, requiring extensive repairs in order to be restored to fighting condition. Plus, as mentioned in the previous section, having a human loader lends versatility and redundancy to a tank crew, as the loader could function as an additional pair of eyes and hands whenever needed. Initially, the main advantage to automating the loading process was that you could afford to have one less crew member, thus reducing overall weight. Newer developments however, can easily match or surpass human loaders in terms of loading speed, with the additional benefit of never tiring.&lt;br /&gt;
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*&#039;&#039;&#039;Remote Weapon Systems&#039;&#039;&#039; The pintle-mounted gun is great for clearing out and suppressing infantry because it can rotate 360 degrees and is at the top of the tank, so it has a bird&#039;s-eye view of the area. Unfortunately, popping your head out to shoot at people makes you a prime target for snipers. A solution for this is having the pintle gun be virtually controlled from the inside by a remote weapon system, so the gunner can still shoot at targets without threat of catching a bullet in the face the moment they peek out of the hatch. Granted the gun itself can still be shot, but it&#039;s a lot easier to replace a machine gun than a trained crewman. The aforementioned blurb regarding replacing the MG with grenade launchers also apply here.&lt;br /&gt;
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*&#039;&#039;&#039;Air Conditioning System/Climatization:&#039;&#039;&#039; Yes, I can already hear you laughing. First, [https://www.youtube.com/watch?v=x1rXLhow1Ro watch this 30 seconds video.] Then imagine having to ride/fight into a vehicle getting that hot for hours, you&#039;ll get the point. An airco is not strictly speaking mandatory, depending on where your tank is operating. But many modern designs include one by default, as it is an easy way to improve crew morale and efficiency.&lt;br /&gt;
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*&#039;&#039;&#039;Automatic Fire Extinguisher&#039;&#039;&#039; Fire in the hull? No problem. Tap a button or just wait a few seconds, and in the Abrams&#039; case, Halon gas at 7% puts it out. &lt;br /&gt;
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*&#039;&#039;&#039;Damage Control:&#039;&#039;&#039; A big problem with tanks is them tanks going up from the ammunition being detonated when hit. The remains of the crew would be... messy, to say the least. Frequently they would be buried all together in a matchbox. So, once again, we came up with way to limit that happenstance.&lt;br /&gt;
**&#039;&#039;&#039;Common Sense, Better Training and Improved Logistics:&#039;&#039;&#039; Early in WWII, the doctrine called for full combat load and crews tended to cram in a generous extra helping of fuel, ammo and spare parts in their tanks, &amp;quot;just in case&amp;quot;. This turned their tanks into mobile explosion hazards (just imagine a Sherman chock full of over 120 shells, 5000 MG rounds, extra fuel drums lashed to it... you get the idea). To remedy this, combat loads were lowered, logistics were improved to make sure tanks could be repaired and resupplied easily, and crews drilled to take on no more than needed for the mission; which led to a marked decrease in such big booms.&lt;br /&gt;
**&#039;&#039;&#039;Welded Armor:&#039;&#039;&#039; Toyed with by all belligerents, the idea was to weld extra armor plates on the outside of where the ammo racks were. Which was a double-edged sword: it added protection, but was also an unmistakable &#039;shoot here for full effect&#039; sign. Quickly abandoned when it became clear guns would improve faster than armor.&lt;br /&gt;
**&#039;&#039;&#039;Ready-Rack and Secondary Ammo Stowage:&#039;&#039;&#039; The idea here is that the gunner/loader only keep around &#039;a handful of shells&#039; (between 6 and 10 shells depending on the tank) inside the turret in easy reach, and the rest of the ammo stocked in armored compartments near the bottom of the tank, where the tracks/wheels/transmission/engine would work as that much added armor. The reasoning being that if a shot was powerful to reach the ammo stocked there in the least vulnerable part of the vehicle, the tank was fucked every way to Sunday anyway; and the decrease in rate of fire when the ready-rack needs restocking was an acceptable drawback for the improved protection. This concept is still in use on modern Russian/Chinese tanks, who have a rotating ammo carrousel at the bottom of the tank.&lt;br /&gt;
**&#039;&#039;&#039;Wet Storage:&#039;&#039;&#039; Ammo compartments surrounded by a reservoir full of a mix of glycerine and salt water that would flood the ammo compartment if breached and buy time for the crew to bail out by delaying the cook-off. Good idea that worked good enough (lowering the risk of a cook off by about 30% when first introduced with the M4A3E8 Easy Eight Sherman) but ultimately more hassle than it was worth, and dropped after WWII. But...     &lt;br /&gt;
**&#039;&#039;&#039;Blowout Ammo Compartment:&#039;&#039;&#039; The idea of &#039;wet storage&#039;, adapted for modern tanks. They&#039;re basically compartments that blow outwards when the ammunition is hit and begin to burn; they vent the bang away from the main body of the machine, thus saving the million dollar tank (and the squishy but almost equally expansive meatbags inside). Sure, the tank must retreat to restock ammo, a new storage bin and some tuning up; but it can still fight with a small repair... if your ammo storage compartment wasn&#039;t open the moment it was hit.&lt;br /&gt;
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*&#039;&#039;&#039;NBC protection:&#039;&#039;&#039; Because [[Nurgle|war never ceases to become dirtier]], modern vehicles are outfitted with a system that creates overpressure in the crew compartment and circulate air through a filtration device to protect against any nuclear, bacteriological or chemical agents outside.&lt;br /&gt;
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==Crewmen==&lt;br /&gt;
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Unlike a car or most combat airplanes, a tank isn&#039;t something that one person can fully operate alone (at least for today&#039;s standards). It is a large, complex machine that requires multiple people with specific tasks to keep it working. Never discount the importance of a well-trained crew, as they can be every bit as important as the selection of equipment. [https://www.youtube.com/watch?v=HV2nIkqnGBI While technically feasible] to operate a tank with only two people (a driver and a gunner, as was the case with the Renault FT), it’s much more practical to have more people per tank to divide the workload, especially since a successful tank battle is heavily determined by the time it takes to get off a successful shot. Early tanks were envisioned as &#039;landships&#039; and had a crew of around ten men, but most tanks today have a crew of three or four, with some crewman having multiple duties to keep things as streamlined as possible.&lt;br /&gt;
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*&#039;&#039;&#039;Commander&#039;&#039;&#039; The commander is the one who issues orders to all crewmen. Their main responsibilities for the tank are navigating for the driver, spotting targets for the gunner, and coordinating everyone to work as one well-oiled deathmachine. They&#039;re also the one who typically mans the hatch-mounted machine gun when needed. In modern times, they are also responsible for the radio, which gives them the responsibility of coordinating with other tanks or infantry as well.&lt;br /&gt;
*&#039;&#039;&#039;Driver&#039;&#039;&#039; Maneuvers the tank, but with a twist. Because the driver is typically near the bottom of the tank he only can see in front of him unless he sticks his head out of a hatch; his peripheral vision borders on the non-existent. Because of that, they have to rely on the commander for precise maneuvers when the tank is traveling at full speed. That said, it is still possible for a driver to maneuver the tank on his own (yay for vision slits and/or cameras). In modern times, they also double up as the crew&#039;s mechanic.&lt;br /&gt;
*&#039;&#039;&#039;Gunner&#039;&#039;&#039; Operates the tank&#039;s main cannon(s) and coaxial machine gun, again with a small twist. He&#039;s responsible for aiming the guns where they need to shoot and firing when appropriate. They can also double as a loader if one&#039;s not available. But because the gunsight is quite narrow they can only make fine adjustments on their own and so need the Commander to spot the target and give them the rough direction in which to point the gun in the first place for them to acquire it and blow it up. A tank typically only needs 1 gunner, but older models that have more than 1 main cannon (like the WW1 British Mark tanks) required a gunner for each gun.&lt;br /&gt;
*&#039;&#039;&#039;Loader&#039;&#039;&#039; Assists the gunner by loading the appropriate ammunition into the main gun. Loaders are less common in modern tanks due to rise of autoloaders these days, but older tanks needed them to perform efficiently and the extra man has advantages his own. These include helping in field repairs and helping fuel the tank up and in the Abrams&#039; case manning a second pintle gun.&lt;br /&gt;
*&#039;&#039;&#039;Mechanic&#039;&#039;&#039; Responsible for fixing up the tank when it breaks down (well, the whole crew pitches in but he&#039;s the guy with the knowledge). In later years to ease space concerns; the driver typically doubles as the crew&#039;s mechanic.&lt;br /&gt;
*&#039;&#039;&#039;Radio Operator&#039;&#039;&#039; Operates the radio and relays any orders and communications with friendly forces to the commander. Due to advancements in radio technology; radio operators are no longer needed in modern tanks as the commander can do that on their own these days.&lt;br /&gt;
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==Types of Tanks==&lt;br /&gt;
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Whether it&#039;s real or fantasy, tanks are classified from their weight and/or armament profile. A modern catch all term for all purpose built and improvised combat vehicles, not necessarily tanks, is Armored Fighting Vehicle (AFV). Here are the common ones:&lt;br /&gt;
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===Not Actually Tanks=== &lt;br /&gt;
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Despite having treads and a gun, the following vehicles are not considered tanks. The difference is that tanks are designed for frontline combat, while other vehicles with treads are designed to carry and support infantry (APC/IFV), bombard enemy positions with heavy artillery (SPGs), or act as general support weapon systems. Many of these vehicles are light enough to be deployed by aircraft, giving them an edge over tanks in response time to emerging threats. If it isn&#039;t a purpose built chassis, they are frequently based on the previous or current tank being used to simplify logistics.&lt;br /&gt;
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*&#039;&#039;&#039;Armored Personnel Carrier&#039;&#039;&#039; APCs are light vehicles designed to carry infantry and not much else. They&#039;re usually given a heavy machine gun to support the infantry they&#039;re carrying into battle and to defend itself, but they&#039;re highly unlikely to have more firepower than that. They&#039;re designed to protect against small arms fire, not tank shells. Unlike IFVs, APCs are not expected to fight on the front due to their lackluster protection and armaments. However, they&#039;re sometimes also amphibious, something that the vast majority of tanks are not, allowing for both seafront assaults and quick getaways down waterways. Don&#039;t expect anything bigger than a HMG (that being under 20mm, usually also under or equal to 15mm) and a grenade launcher. Very rarely a low caliber (20 to under 25mm) autocannon may be present. May have a couple ATGMs (Anti Tank Guided Missile) to suppress the enemy but it isn&#039;t designed to stay in a firefight, an APC is first and foremost a transport.&lt;br /&gt;
Examples: [[Rhino]],  [[M113 Armored Personnel Carrier|M113]], Namer (notably, it is based on the Merkava, an MBT, and has unusually tough armor)&lt;br /&gt;
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*&#039;&#039;&#039;Self-propelled gun (SPG)&#039;&#039;&#039; Vehicles armed with artillery weapons designed to bomb the enemy back into the stone age, ranging from howitzers, mortars, or missile systems. Typically built similarly to tanks, but sacrifice armor for their heavy guns since in normal circumstances they should be too far away to get shot at directly. Not to mention that some artillery pieces have a minimum range where they can drop their payload; thus, the SPG needs to put some distance between them and their target so that they can be in effective range. The advantage to having such artillery on an actual vehicle rather than being stationary, is that counter-battery fire can threaten static guns, while mobile guns can safely get out of the danger zone once they&#039;ve delivered their payload. Self-propelled guns typically carry a 150+mm Howitzer, much larger than what any proper tank would carry. While mobile rocket platforms such as the [[BM-21 Hail]] or MLRS are more popular than Self-propelled guns and are capable of absolutely soaking an area in rocket spam, the SPG has the advantage of being able to sustain fire for longer periods of time. Besides that, most SPGs can also depress the barrel enough to engage something directly which can be useful in some situations (avoiding collateral damage, for instance). Do note that standard operating procedure for SPGs is to &amp;lt;s&amp;gt;leg it like a little bitch&amp;lt;/s&amp;gt; tactically redeploy if the enemy close on their position: even if they carry a big gun, they are not front-line capable vehicles. Direct engagement is avoided even if a huge shell will ruin a punk&#039;s day just fine. May have a machine gun or two just in case (and theoretical anti-air in older models, mostly enough to scare them off with a burst of tracers), or an autocannon if the armed force is particularly passive aggressive and has money to blow on useless overkill.&lt;br /&gt;
Examples: [[Basilisk Artillery Gun]], [[M109 Howitzer]]&lt;br /&gt;
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*&#039;&#039;&#039;Self-propelled anti-aircraft gun (SPAAG)&#039;&#039;&#039; Tank-like vehicles armed with weaponry designed to shoot aircraft out of the sky to provide mobile anti-air cover. There are only three real ways to shoot a very fast moving aircraft out of the sky. [[Dakka|First you can use as many rapid fire guns as you can to fill the air with as many bullets as you can and hope for one hit]]. Second, you can fire one big shell up into the air and at a certain height have it explode spraying shrapnel around it self to score the one hit you need, this are known as Anti Air Artillery, and are known in the English world by the name the Germans used during World War 2, flak. Both have been superseded by AA missiles which can track a target and put that shrapnel warhead closer to the target than just guess work and a slide rule can. Others use both guns and SAMs. As a sidenote, flak tanks (and half-tracks) equipped with heavy machine guns and small autocannons have a nasty reputation as being infantry trouncers as multiple barrels spewing lead at high speed will turn soft ground targets into mulch very quickly. Indeed, both the M19 MGMC and the M42 Duster were primarily used in this role despite having been envisioned as point-defense SPAAGs. That role had something of a heyday between WW2 and Vietnam, with the quad mount 50 cal M45&#039;s being nicknamed Kraut Mover and the twin 40mm&#039;s of the M42 being used to lumberjack VC hiding in treelines. Modern variants mostly have guided missiles and the BRRRRT variants are usually not mounted on tanks.      &lt;br /&gt;
Examples: [[Hydra Flak Tank]], [[ZSU 23-4 Shilka]]&lt;br /&gt;
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*&#039;&#039;&#039;Infantry Fighting Vehicle&#039;&#039;&#039; Known as IFVs, these almost-tanks are capable of transporting infantry forces, while being armored and armed enough to be of support to the field, unlike light tanks. However, unlike true tanks, IFVs can&#039;t be expected to stand up to enemy armor. Modern IFV&#039;s can have anti tank missiles, but with their tin can armor, going toe to toe with a main battle tank is suicide and so it supports regular tanks or takes on enemy armor in emergencies. While APCs and IFV can share similar roles and armaments today, the main way to distinguish them is with their main gun: anything that has a main gun smaller than 25mm is classed as an APC, and anything higher is an IFV. IFVs are designed to stay and fight (though not toe to toe with enemy tanks) and act as direct fire support.   Effectively, when comparing a squad with an IFV vs a squad with an APC, the later is an infantry squad with a transport, the former is a (light) tank that can dismount some of its crew.&lt;br /&gt;
Examples: [[Chimera Transport|Chimera]], [[Razorback]], most [[Land Raider]] patterns, [[BMP]], [[Bradley_Fighting_Vehicle|M2 Bradley]]&lt;br /&gt;
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*&#039;&#039;&#039;Armored Reconnaissance Vehicle&#039;&#039;&#039; In some ways they can be confused for IFVs in that these vehicles are similarly equipped and focus on mobility, and may even have limited troop capacities. But where they mainly differ is in doctrinal use: Armored Recon is mainly used to provide independent support to a recon team rather than support front-line troops. As such, troop carrying capacity isn&#039;t as necessary if it has any at all. See below the Infantry vs Cavalry Tank distinction as it can apply here as well, since modern cavalry units use such vehicles. Some IFV&#039;s share a base chassis with ARVs , those ARVs are usually called Cavalry Fighting Vehicles (CFV).&lt;br /&gt;
Examples: [[Salamander Reconnaissance Tank]], [[LAV-25]], [[M113 MRV]], [[Bradley_Fighting_Vehicle|M3 Bradley]] &lt;br /&gt;
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*&#039;&#039;&#039;Tank Destroyer&#039;&#039;&#039; Tank destroyers are specialist armor designed for one thing in mind: knocking out armor and not much else. Some are turreted, and some aren&#039;t. Most modern ones use guided missiles, all historical and some modern use cannons. What makes them not tanks is a matter of technicality. Tanks are designed for general military purpose (so useful for a range of tasks) while tank destroyers are for only one thing, destroying armor (especially on vehicles). After World War 2 we figured out that since tanks fought other tanks so often anyway tank destroyers don&#039;t really make sense so we upgraded the guns on regular tanks, while the role of “Light Anti-Armor Vehicle” was taken by ATGM carriers, which being mostly modified LAVs, have the ability to kill tanks while being very mobile and easy to transport. A handful of cannon-armed Tank Destroyers still exist, some tracked, others wheeled, but they&#039;re a rare breed. They tend to be considered for use with airborne troops in need of anti-armor capability (since a proper tank tends to be too heavy to airdrop) and for certain strategic mobility concerns. &lt;br /&gt;
Examples: [[Leman Russ Battle Tank#Destroyer Tank Hunter|Destroyer Tank Hunter]], [[Leman Russ Battle Tank#Leman Russ Vanquisher|Leman Russ Vanquisher]], [[M901 ITV]]&lt;br /&gt;
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*&#039;&#039;&#039;Assault guns&#039;&#039;&#039; Similar to tank destroyers, assault guns differ in one important way: instead of an anti-tank gun, they&#039;re armed with a anti-building weapon, frequently a howitzer. These tended to be fairly big and fairly heavy compared to SPGs, because they&#039;re made to get in close to heavy fortifications. After World War 2 assault guns became light air-dropped weapons to support airborne troops if they encountered hard targets. They are comparatively very rare in modern orders of battle. Most that remain are in the Third World (usually WW2 Soviet vintage, they made a LOT of things).&lt;br /&gt;
Examples: [[Vindicator]], [[Leman Russ Battle Tank#Leman Russ Demolisher|Leman Russ Demolisher]]&lt;br /&gt;
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===Proper tanks===&lt;br /&gt;
*&#039;&#039;&#039;Male/Female&#039;&#039;&#039; A very, Very, Very early design and designation of tank done only really during the first world war when the British were still trying to figure out how this whole tank thing worked. The difference is obvious, male tanks have cannons, and female tanks have only machine guns. In modern time however Gendering Tanks is completely obsolete since, almost by definition a tank has a cannon so making tanks without cannons is a rather silly. Nether the less you can point to a few very light tanks as being in the same vein as the British female tanks, but only if small caliber autocannons count as machine guns.&lt;br /&gt;
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*&#039;&#039;&#039;Tankettes&#039;&#039;&#039; Less of a tank and more of an armored clown car with guns; these were in vogue for a while in the 1930s. They&#039;re essentially a one or two-person tank, armed with machine guns, flame throwers, or anti-tank rifles and not designed to move much faster than the infantry around them (except for the italians, whose [[Wikipedia:L3/35|cute lil&#039; buggers]] could reach a respectable speed). They&#039;re generally made to act as mobile infantry support or anti-tank weapons. Needless to say, this idea didn&#039;t stick because when even a high-caliber machine gun (which WW2 was rife with) could penetrate the armor of the tank, making it useless in straight-up combat. Only the Japanese extensively used them during WW2, which made some sense as most of their combat theater is in jungles that would bog-down full-sized tanks (Plus their doctrine emphasized more on air and naval superiority, with them island-hopping during their conquests). Tankettes however, were still fielded in limited quantities after WW2 due to their light weight that allowed them to be safely air-dropped, mainly for non-front line use like tank destroyers, AA guns, and recon vehicles. The only tankette still in use is the German Sedan-sized Wiesel, an airdropped scout vehicle. In effect, the smallest of the tankettes with a crew of one were an attempt to make an individual soldier into a one man tank to allow them to support their comrades. [[Power Armour|Sounds]] [[Centurion Squad|familiar]], [[Terminator|doesn&#039;t]] [[Battlesuit|it]]?&lt;br /&gt;
Examples: [[Sentinel]] (effectively)&lt;br /&gt;
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*&#039;&#039;&#039;Light Tank&#039;&#039;&#039; These are lightly armored tanks that sacrifice armor and firepower for maneuverability. They are not meant to be front-line combat tanks, as their armaments are usually too underpowered to go against heavier vehicles, rather they&#039;re usually relegated to reconnaissance duties and infantry support. Light tanks would carry guns that ranged from 37mm-45mm, though some early German Panzers were only equipped with machineguns. Some modern equivalents serve as Scout Tanks which are usually capable of paradrops.&lt;br /&gt;
Examples: [[Siegfried]], [[M551 Sheridan]]&lt;br /&gt;
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*&#039;&#039;&#039;Heavy tank&#039;&#039;&#039; The big boys, armed with the biggest guns and the thickest armor. Heavy tanks are what you send to crack an enemy defensive line as they slowly (or not-so slowly, as German and American heavies could reach similar speeds as their mediums) rumbled forward, guns blazing, destroying anything in sight... Except eventually Medium tanks, which split the difference between light and heavy tanks having more firepower than the former and more mobility then the latter, are just more cost effective and Heavy tanks are not too much better than improved mediums, which evolved into the main battle tank. Some heavy tanks were actually variants of medium tanks with heavier armor and/or guns, most notably those of the M4 Sherman. Heavy tanks typically carried 88mm-122mm cannons, with the IS-7 carrying a 130mm beast. The IS-7 wasn&#039;t adapted in favor of the T-10 (renamed after Stalin kicked the bucket) which had an improved 122. Along with the American M103 and British Centurion, it was in the last gen of heavy tanks.&lt;br /&gt;
Examples: [[Sicaran Battle Tank]]&lt;br /&gt;
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*&#039;&#039;&#039;Main Battle Tank/Medium tank&#039;&#039;&#039; Medium tanks, which were generally made to carry guns close to a heavy with mobility not far off a light, evolved into main battle tanks. These would become the primary tank for modern nations by combining high speed, adequate armor and most of all a powerful gun. MBT&#039;s are not as heavy as we could theoretically make a tank (although modern advances like reactive armor plates, have allowed them to still be as survivable as true heavies, while springing for a modern heavy could make it theoretically unkillable in a slugging match but vulnerable to guided munitions) but their speed makes up for it and they act as the spearhead of an assault force designed to create and exploit a gap in enemy defenses to allow massed mechanized forces to rush though the gap. Interwar and early WWII mediums usually had 37mm or 50mm cannons. WWII era medium tanks carried 75mm-90mm cannons, first generation (basically optimised mediums that still had a few optimised heavies accompanying them), second gen and the very first gen 3 MBTs typically had 105mm guns, and second gen retrofits and proper third gens (the modern generation of tanks, with the very newest named 3+ or 4) generally have a minimum cannon size of 120 mm or so, with the Russians coming in with 125&#039;s that can fire ATGMs and Rheinmetall building 130mm guns to counter them (there was also a test variant of the M1 Abrams with a 140mm gun). Even when Lasers, Railguns and green energy military vehicles become common. The MBT will be what most people think of as a tank for decades to come. So they&#039;ll be the mainstay until hover technology is affordable, on the dime taxpayers of course.&lt;br /&gt;
Examples: [[Leman Russ Battle Tank]], [[M1 Abrams]]&lt;br /&gt;
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*&#039;&#039;&#039;Infantry/Cavalry tank&#039;&#039;&#039; A British and French design doctrine, the theory for the design goes like this. Infantry tanks support infantry, (hence the name) and therefore they don&#039;t need to go fast and can carry heavy armor while their guns did not have to be terribly strong to support the infantry. However they were too slow to use the line breaks they created (a problem in World War 1) hence the need for the Cavalry tank. Cavalry or cruiser tanks were much, much lighter and were designed to move fast and rush though a gap the Infantry tanks made but could not use and create havoc behind enemy lines cutting communication, destroying supplies, etc. The idea was sound, however technology advanced so that Cruiser tanks could have the armor of a infantry tank without the slowness, and infantry tanks could have the speed of the Cruiser&#039;s meaning the distinction became meaningless, though it did go through WW2 as the Universal Tank concept, while recognized as the future, needed a few years of design and industrial spooling. Before World War II, Russia had a similar idea for three different types of tanks, a breakthrough tank acting as an infantry tank, one tactical breakthrough tank, and a &#039;fast tank&#039; to exploit gaps. This too was abandoned in WW2 when the improved mediums proved well enough to make the distinction obsolete. The Cavalry tank role has been pretty much taken over by airdropped armored vehicles such as IFVs or Tank Destroyers.&lt;br /&gt;
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*&#039;&#039;&#039;Flame tank&#039;&#039;&#039; a tank (going from tankette to heavy, all types were used in WWII) with a [[meme|werfer zat werf flammen]] instead of a big gun as main weapon. Only used in the 1920s-1950s as they were quickly rendered obsolete (it was more cost-effective and just as efficient to have standard tanks have a flamethrower as a coaxial gun), though incendiary weapons of various sorts are still used today, mainly in artillery roles. Typically unpopular with both forces using and opposing them for many reasons: the implications of this weapon were very harsh as the typical man-portable flamethrower has a range of 60 meters max (video games lied to ME?!) and their heavy mechanized versions could reach most of a quarter mile with their concentrated hydraulic spray of diesel fuel. Flame tanks were supposed to start with a &amp;quot;Wet fire&amp;quot;, basically spraying the fuel without igniting it into bunkers or fortifications to get enemy units to realize just how hard they were fucked, really weren&#039;t protected from the coming blaze at all and in turn they would surrender before being cooked to death. Which a vast majority actually did when &#039;&#039;&#039;&#039;&#039;hosed with gasoline&#039;&#039;&#039;&#039;&#039;. The problem was that, due to either open fighting, soldiers that just wouldn&#039;t surrender or sadistic crews/commanders, the weapons were often fired outright the first time around to horrific physical and psychological impact on both sides - burning, screaming soldiers, the fumes making crews sick, thick diesel smoke inhalation or oxygen depletion asphyxiating those in poorly ventilated areas (especially caves in the Pacific Front) and the smell of burnt human flesh permanently seared in their minds meant that instant life derailing post-traumatic stress disorder was a very common side effect of witnessing a flame tank in action. Another was that flame tank crews that were captured were usually subjected to torture and summary revenge executions. In the end, flame tanks are remembered as a job nobody wanted to do, an enemy nobody wanted to face, a weapon that accomplished little that soldiers using the man-portable variety (which already had a bad rep&#039; but was begrudgingly tolerated by soldiers as tactically necessary to avoid chemical warfare, nobody in their right mind wanted to clear caves out directly) could not do and pushed the propaganda and soldier&#039;s beliefs forward that the enemy truly were barbarians and made of evil, all pushed ahead because a Commissa -- I mean General far removed from the field said they were necessary. Real life Grimdark indeed.&lt;br /&gt;
Examples: L3/35 &amp;quot;Lanciafiamme&amp;quot;, M3 &amp;quot;Satan&amp;quot;, M4 &amp;quot;Crocodile&amp;quot;, Flammpanzer III, Churchill Crocodile, Kliment Voroshilov model 8, OT-34, technically any tank with incendiary or thermobaric ammo&lt;br /&gt;
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*&#039;&#039;&#039;Super Heavy Tank&#039;&#039;&#039; Superheavies were conceived in World War I, essentially using the term &amp;quot;landship&amp;quot; literally. Armed with giant cannon (sometimes multiple ones, and usually reserved for artillery or battleships) and armor plating so heavy, you&#039;d mistake it for a fortress; they were meant to be the ultimate line breakers. While some prototypes were fleshed out, none (except for the French [[Wikipedia:Char 2C|Char 2C]], although it arrived too late to be used in WW1 and was obsolete in WW2) were put into service because they were simply too impractical. They were often too heavy to be supported by most roads (and off-road would have been worse), and were a logistical nightmare since their engines guzzled gas like no tomorrow. There was also the combined problem of being so slow and so large that they were easy targets for artillery spotters and bombers and it was near impossible to hide in the field due to it&#039;s large profile, so it was easy to disable the tank even before it got into effective range (No matter how much armor you put on a tank, artillery designed to level structures will eventually turn it into an expensive hunk of scrap metal). Overall, commanders found out that it was much better to send out multiple medium/heavy tanks to do the job, than sending a single super heavy. Still, because the idea of a multi-turret warship on treads is universally hella cool, that didn&#039;t stop writers from including such weapons in the arsenal of their armies, just to show how powerful they are. Super-Heavy prototypes had cannons that could range between 120mm-280mm, with the Nazis having many of the more absolutely ludicrous designs *cough*&#039;&#039;Ratte&#039;&#039;*cough*&#039;&#039;Maus&#039;&#039;*cough*. At the end of the day, this whole concept ended up being a useless waste of money in real life, at least until technology improves sufficiently.&lt;br /&gt;
Examples: [[Baneblade]], Maus&lt;br /&gt;
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==Tanks in Warhammer 40,000==&lt;br /&gt;
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Since [[Games Workshop]] seems to think that tank development in the [[Warhammer 40,000]] universe stopped somewhere between the World Wars, most of the iconic fighting vehicles of the [[Imperium]] are a mish-mash of modern and historical designs.  We can quibble that some of those vehicles are not really tanks but armored personnel carriers or other specialized classes of armored fighting vehicles, but GW&#039;s design team has a serious problem with looping their tracks all the way up and over the chassis for that 1918 flavor, and not even in the correct direction for what they were designed for. A variety of other vehicles in the 40k universe are referred to as tanks, but these are often hovering vehicles like those used by the [[Tau]] or [[Eldar]], and thus technically don&#039;t count.&lt;br /&gt;
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==Real vs Fictional Tank Designs==&lt;br /&gt;
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Its important to know that games like WH40K subscribes to the rule of cool, rather than logic. So while things like the [[Land Raider]] or [[Baneblade]] looks cool; in a real combat situation, these tanks would range from highly impractical to down-right detrimental for everyone involved. Here&#039;s a short list of why real-world tanks, aren&#039;t designed like most fantasy tanks.&lt;br /&gt;
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===Profile===&lt;br /&gt;
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One of the main concerns of a tank designer has always been reducing a tank&#039;s profile as low as possible. This is for this main reason: it makes the tank harder to spot, and shoot at, at range. The others are mainly for mobility, like making the center of gravity lower so it doesn&#039;t flip over on uneven terrain, or smaller so its able to operate in various locales. Plus smaller tanks mean less material used, so that can be used on another tank or given to another project. &lt;br /&gt;
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Sure it seems odd that this would be taken into account, given a tank is as large as a city bus; but since WW2: it wasn&#039;t really &#039;&#039;that&#039;&#039; hard to disable a tank (rocket launchers, mines, anti-tank guns, AT grenades, aerial bombers, artillery, better concealed tanks, to name the most common), if your opponent had the weapon to do so, and if they didn&#039;t: making a tank unnecessarily large just made it easier for your opponent to spot you. Thus, making your tank&#039;s profile as low and small as possible, contributed in making it less of an easy target, while still being able to act like a priority target for your opponent.&lt;br /&gt;
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As with so many other aspects of tank design, there is a trade-off involved. Making a tank &#039;&#039;too small&#039;&#039; can compromise its ability to function as intended on the battlefield. Interwar tankettes were the most extreme example of this, with some that were smaller than the average automobile but lacking armament more powerful than a machine gun and armour that could protect against the same. With larger tanks, you could still run into similar problems by simply not leaving enough space for sufficiently powerful armament or engines (a problem which plagued many British tanks during the Second World War) or by making it too cramped for the crew to efficiently work with (which is common to many Soviet tanks before and after the Second World War). &lt;br /&gt;
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===Speed===&lt;br /&gt;
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Like what we&#039;ve described above: it wasn&#039;t that hard to stop a tank with the proper armaments (or at least avoid it once spotted) and once your opponent has the guns to stop it, your hulking behemoth will slowly turn into a liability soon enough. (And even if they didn&#039;t have the guns; that makes your tank too-slow of a threat, which begs the question as to why you have it there in the first place). &lt;br /&gt;
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Tanks were also pretty vulnerable on their own, requiring infantry support to deal with targets at close range (the co-axial gun only had limited elevation and was slow to aim as the entire turret had to face the target, and the pintle-mounted gun was limited to the line of sight of the gunner) as a nutter with a powerful-enough explosive could easily run/sneak to an unsupported tank and blow it to smithereens, or disable it (which pretty much meant the tank is still toast). &lt;br /&gt;
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Nazi Germany got around this problem by using mechanized infantry (troops transported in vehicles) to support their armored forces, so everyone picked up on that and started making tanks fast enough to keep up with infantry transports to create a combined-arms assault, allowing tanks to deal with hard targets while infantry dealt with other targets that were too small for the tanks to take care of.&lt;br /&gt;
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So, people started distancing themselves from heavyweight tanks, and started using lighter, but more faster tanks in modern combat (plus advances in modern technology made it that even a medium tank could still be as survivable and powerful as a true heavy, while still retaining maneuvrability).&lt;br /&gt;
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===Mobility===&lt;br /&gt;
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An immobile tank, is a dead tank, so people have gone to great lengths to either reduce, or outright remove the many ways on how infantry could disable a tank from moving; but the most common of this is by taking out the tracks with mines or explosives. This was partly fixed by putting the tracks at ground level, covering the tracks with armor, and adding additional armor skirts to further guard it from attacks from the side, ensuring that little of the tracks were exposed to direct enemy fire. Sure it was still vulnerable up-close and mines can still do a number on it, but that&#039;s what your infantry support is for (you did bring them, right?).&lt;br /&gt;
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While the British Mark 1&#039;s rhomboid-tracks looks cool; having that on a tank today made it &#039;&#039;incredibly&#039;&#039; easy for an opposing force to disable your vehicle, as the tracks could be easily targeted. Plus even if you were to cover it in armor; it made your tank unnecessarily bigger, and people wanted to make their tanks as low and small as humanly possible. It also made maintenance and repairs unnecessarily complicated (Have to repair the tracks? Too bad, now you gotta get on top of your tall tank to fix that. Hope snipers aren&#039;t watching.).&lt;br /&gt;
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Also while the sponson-mounted guns look cool, they&#039;re useless in modern tank combat. Apart from the obvious issues of being unable to bring your full-firepower to bear if your opponent isn&#039;t situated right infront of you AND that they have to be larger than the width of your tank: having two of your sophisticated weapon systems near ground level meant a plethora of reliability issues (went through water or muddy terrain? Pray to the Machine God your gun doesn&#039;t malfunction if you didn&#039;t clean that right away. Went through a building? Hope all that rubble didn&#039;t tear off anything important.). &lt;br /&gt;
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Also note that this setup was done to for trench and fortification clearing, not tank vs tank combat (since WW1 focused on trench warfare than mechanized assaults). Having your turret in be centered with the hull itself, either with a turret or having it built into the tank itself to save on parts, was infinitely more effective. It also made weight distribution more balanced, which made it easier for tanks to maneuver in rough terrain.&lt;br /&gt;
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===Logistics===&lt;br /&gt;
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This should be an obvious point, but the Imperium of Man has only been able to create and maintain ludicrous super-heavy tank designs, because they have the aid of the Mechanicus (even if they&#039;ve been reduced to a shadow of their former glory) to assist with creation and maintenance, plus having access to thousands of planets full of resources to get materiel and fuel from. Plus the creative liberties of simply accepting that &amp;quot;It just works&amp;quot; and &amp;quot;THE FUTURE&amp;quot;, because it&#039;d be boring if we had to explain that a Forge World couldn&#039;t build a Baneblade because some mining world couldn&#039;t produce the output or the resources for it were earmarked to other projects, rather than something more exciting, like foul traitors constantly assailing their supply lines, or the techpriests need some MacGuffin stolen by the Orks. After all, 40k is a wargame, not a [[Administratum|convoluted bureaucracy simulator]]. &lt;br /&gt;
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Another design point for tanks is resource economy. It had (and still has) to be produced using, and maintained with, the least possible amount of resources whilst still being formidable in it&#039;s role. If an army would deploy superheavies today, just remotely near the scale of how Imperial forces do during wartime; they&#039;d be bankrupt and end up with a lopsided army. If creation didn&#039;t eat up most of their supplies; the amount of resources they&#039;d need to keep these war machines maintained would put the US Army to shame. Once they realize they can&#039;t keep it up, they&#039;d start scrapping those and scramble to turn them into practical tanks (assuming they still had fuel left).&lt;br /&gt;
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It should also be noted that Warhammer 40k (or most military fiction for that matter) tends to focus on the cutting edge of warfare. We have far more images of Leman Russ tanks and the thousand varieties of Guardsmen than the logistical trucks or field kitchens which keep the Imperium&#039;s war machine functioning on a day to day basis.&lt;br /&gt;
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===Armaments===&lt;br /&gt;
Putting two cannons as your tank&#039;s main armament like C&amp;amp;C&#039;s Mammoth Tank looks neat like the, or [[Baneblade|UNLEASHING ELEVEN BARRELS OF HELL]] sounds awesome, but that had it&#039;s own set of problems. One is that putting a lot of main guns on your tank requires you to make the chassis bigger, as you need more room to accommodate the guns, ammunition, and larger engine (as you need more power to keep that sucker mobile), which makes it an even bigger target.&lt;br /&gt;
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Another is that its a waste of resources; those other main guns, ammo, and materials, would be better put in making another tank, and two tanks are still more threatening than one. It is also either overkill, as the main guns of today&#039;s battle tanks can typically penetrate tank armor easily enough, or worthless since if you did meet a tank with armor too strong for your guns, having more of them is not gonna help. The probable rate-of-fire, firepower, or accuracy advantage you have over tanks with only one gun, would be easily off-set with autoloaders, specialized ammunition, better targeting systems, and/or a well-drilled gunner crew. That or an auxiliary missile launcher, which is loads more practical and cost-effective.&lt;br /&gt;
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One more, is that in the event your tank is destroyed; that&#039;s a massive ammo-cookoff you&#039;re looking at, which can be dangerous to both the crew and surrounding friendlies.&lt;br /&gt;
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==Character Role==&lt;br /&gt;
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&#039;&#039;See also [[Combat roles]] for other roles&#039;&#039;&lt;br /&gt;
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In many role-playing games, particularly the online ones, the term &amp;quot;tank&amp;quot; has also arisen to describe a character whose primary purpose is redirect all damage from enemies to himself. This was one of the primary purpose of actual tanks as well; tanks, being as armored and threatening, are supposed to get most of the enemy&#039;s attention while the squishier units like infantry and light vehicles move into advantageous positions to deal more damage, without the threat of serious retaliation.&lt;br /&gt;
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See, many enemies in RPGs have &#039;&#039;way too much health&#039;&#039;, deal way too much damage for most classes to withstand, and fights with them are unlikely to be decided in one round unless they&#039;re uncharacteristically vulnerable to save-or-die rays (which almost never happens). &lt;br /&gt;
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Furthermore, many of the classes that are best at dealing damage (assassin and wizard types, for example) often have very little survivability when it comes to being punched in the face, in order to balance out classes. If a class can both tank damage and deal high damage at the same time, they either render other classes redundant or can do neither as well as a dedicated tank or damage dealer. (This is where the gaming term differs from the historical/military term - a &amp;quot;pure&amp;quot; tank (unit role) is strictly something that attracts and survives damage, without much or even necessarily any of the punch a tank (vehicle type) has.) &lt;br /&gt;
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Thus, demand is created for a character whose job is to redirect enemies&#039; aggression away from the squishy members of the party and towards them instead, usually using their mastery of mind-control, irritating sound effects, imposition of dangerous effects for attacking anyone else, or simply cutting insults and rude gestures which draw attention to themselves. They also tend to have abilities that help them in resisting, mitigating, avoiding, or regenerating from some of the damage they suffer (and on occasion act as a secondary damage dealer). In most cases, tanks are also often reliant on healer classes as well to keep them alive while they do their thing, as enemies that require tanks can usually deplete a good chunk of their health in a few attacks. Making sure that chunk is constantly restored is required to make sure they can keep at it.&lt;br /&gt;
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&#039;&#039;[[4th Edition Dungeons and Dragons| Fourth Edition]]&#039;&#039; refers to this role as the &amp;quot;defender,&amp;quot; while &#039;&#039;[[Dawn of War 2]]&#039;&#039; vets will recognize it as the &amp;quot;[[Tarkus]]&amp;quot;, and later the &amp;quot;[[Apollo Diomedes|Diomedes]].&amp;quot;  While it is most obvious in online video games, the necessity of drawing fire away from squishier party members toward tougher ones who can take a beating exists in a variety of different games, from [[Sentinels of the Multiverse| cooperative card games]] to MOBAs. The wargame equivalent would be the [[DISTRACTION CARNIFEX]].&lt;br /&gt;
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==See Also==&lt;br /&gt;
*[[Team Yankee]] - a tabletop game that revolves around late Cold War tank warfare, with plenty of info on real-world tanks.&lt;br /&gt;
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{{Vehicle Warfare}}&lt;br /&gt;
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[[Category:History]]&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2001:8003:1D0D:301:4872:1BE8:7C8A:5FCE</name></author>
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