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		<id>http://2d4chan.org/mediawiki/index.php?title=Paragon_Warsuit&amp;diff=374792</id>
		<title>Paragon Warsuit</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Paragon_Warsuit&amp;diff=374792"/>
		<updated>2022-10-03T05:35:40Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:1180:3C50:D04F:CD05:384B:718A: /* WTF Am I Looking At!? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WTF}}&lt;br /&gt;
&lt;br /&gt;
{{Fail}}&lt;br /&gt;
&lt;br /&gt;
[[File:Paragon_Warsuit.jpg|300px|right|thumb|Looks like the [[Dreadknight]] had a daughter the whole time.]]&lt;br /&gt;
&lt;br /&gt;
{{topquote|If it&#039;s our time to die, it&#039;s our time.  All I ask is, if we have to give these bastards our lives, WE GIVE THEM HELL BEFORE WE DO IT!|Matrix Revolutions}}&lt;br /&gt;
&lt;br /&gt;
Urgh... where the fuck do we begin with this bucket of doozy.&lt;br /&gt;
&lt;br /&gt;
The Paragon Warsuit is a new unit released on our virgin eyes on January 2021. A device that straddles the line between [[Power Armour]] and [[Battlesuit|Mecha]], the Paragon Warsuit has garnered...well...let&#039;s just say that we have now a metric fuck ton of [[Meme]]s now.  At least it has lots of big guns.&lt;br /&gt;
&lt;br /&gt;
== WTF Am I Looking At!? ==&lt;br /&gt;
&lt;br /&gt;
The thing you are seeing here is the new [[Sisters of Battle]] elite unit. This abomination is the first new sister unit since 2003 and it seem to carry on the Imperium&#039;s glorious tradition of [[Derp|strapping a fucking baby carrier and pushing them onto the front lines.]] Seriously, what the fuck is up with GW&#039;s habit of giving the Imperium fucking baby carriers? First, we had the [[Dreadknight]], then the [[Invictor Tactical Warsuit]] and now &#039;&#039;this&#039;&#039;. Thanks to this fiasco, we can finally conclude that the design of the Dreadknight may not be [[Matt Ward]]&#039;s fault after all, go on our [[Spiritual Liege]], you&#039;re for once off the hook and pardoned for now on this case.&lt;br /&gt;
&lt;br /&gt;
And yes, we did not have a typo up there. Ask any &amp;lt;s&amp;gt;Beardy&amp;lt;/s&amp;gt; Matronly sisters of battle player and they will tell you the sisters of battle have never been one of Gee Dub&#039;s favored armies and have over the years received very little support. As such from the Witch Hunter codex released in 2003 the sisters of battle have not had &#039;&#039;&#039;one&#039;&#039;&#039; totally new codex option (not counting the [[Repressor]] which was [[Forge World]] rather than base codex,) or special characters. Even the 2020 release had only [[Zephyrim Squad|Zephyrim]] and [[Mortifier|Mortifiers]] as new units - and both were variants of existing units, the [[Seraphim Squad|Seraphim]] and [[Penitent Engine]], respectively.&lt;br /&gt;
&lt;br /&gt;
As such the Paragon War suit is the first 100% original, not based on any existing unit so-we-can-sell-two-unit-kits option in the sisters line up in almost two decades. So, to state the least, getting what&#039;s basically Dreadknight MK2: Angry Nun Boogaloo (with most all of the original&#039;s design issues) after over a decade of model stagnation and neglect was a let-down at best in the eyes of many players.&lt;br /&gt;
&lt;br /&gt;
As you know, &#039;&#039;everyone&#039;&#039; and we mean &amp;lt;u&amp;gt;&#039;&#039;&#039;&#039;&#039;everyone&#039;&#039;&#039;&#039;&#039;&amp;lt;/u&amp;gt; [[EPIC FAIL|has taken the piss out of this thing.]] From comparisons to either the infamous Dreadknight or Ellen Ripley&#039;s loader suit in Aliens, to [[Neckbeard]] [[Nurgle|projectile vomiting]] on the horrendous design choices (Where do the sister&#039;s feet go? Why are her actual arms exposed? &#039;&#039;Why the hell is she not wearing a helmet?!&#039;&#039;), and even folks [[Lulz|laughing their asses off]] over the fact that after decades of SOB players bitching for new armor, they finally got it in the form of a discount [[FAIL|Centurion warsuit.]]&lt;br /&gt;
&lt;br /&gt;
Suffice to say, this literal walking ergonomic nightmare has become the butt of jokes at the sisters&#039; expense. [[Khornate Knights|But at least both Sisters and Grey Knight players could finally find something to bond over.]]&lt;br /&gt;
&lt;br /&gt;
The funny thing is that, if GW wanted to give the Sororitas some form of heavy support, they could have just gone for other, more plausible options. We do know that regular humans can don [[Power_Armour#Delphis_Mk.II:_Ironclad| fairly strong power armour]], we have many examples of inquisitors doing just that, and considering how wealthy the Ecclesiarchy is, getting a special body of SOBs with a [[Terminator]]-like type of Armour wouldn&#039;t be that implausible (even if they don&#039;t have the advantage of the black carapace). &lt;br /&gt;
&lt;br /&gt;
Another option would be a dreadnought-like design, and while that sounds absurd at first, [[Ephrael_Stern#Gallery |we have the precedent of SOB dreadnoughts from the Rogue Trader days]]. Hell, they wouldn&#039;t have to go that far: they could use some sort of war suit akin to the [[Invictor Tactical Warsuit]] or the [[Mortifier|Anchorite]] that functioned like a dreadnought while being piloted by a regular sister. And to be fair, the Paragon essentially *is* essentially that, just with some design issues that made us laugh like the sister&#039;s ostrich legs and that silly little left arm. &lt;br /&gt;
&lt;br /&gt;
The Paragon is silly enough that even the &#039;&#039;Regimental Standard&#039;&#039; [https://regimental-standard.com/2021/06/23/5-reasons-why-a-sentinel-is-the-only-warsuit-you-really-need/ pokes fun at it], comparing it very unfavorably to the [[Sentinel]]. It says a lot that some of the [[Imperial Guard|biased]] points they make are actually legitimately valid, such as the fact that there’s no risk of dropping a Sentinel’s weapons in combat when they’re bolted to the chassis itself, and that (Armored) Sentinel pilots have actual head protection; proving that the Paragon is so stupidly designed that not even blatant Imperial propaganda (or GW itself) can defend it.&lt;br /&gt;
&lt;br /&gt;
On top of everything else, as many of the more [[/m/|/M/anly]] members of /tg/ has commented, it looks like a discount [https://en.wikipedia.org/wiki/Landmate Landmate], from Shirow Masamune&#039;s works.&lt;br /&gt;
&lt;br /&gt;
TL;DR: GW cannot into designing war suits.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
In terms of what these glorified flamingo walkers lug around, the Paragon Warsuit is equipped with firepower to rival a [[Space Marine]] [[Dreadnought]]. Their left arm incorporates a [[Heavy Bolter]], [[Heavy Flamer]], or [[Multi-Melta]] which is augmented by shoulder-mounted secondary weapons consisting of either twin [[Grenade Launcher]]s or [[Storm Bolter]]s. Its right arm wields a melee weapon consisting of a large [[Power weapon#Paragon War Blade|Paragon War Blade]] or [[Power weapon#Paragon War Mace|Paragon War Mace]]. Now, it looks stupid, but if it reaches melee, the poor idiots who failed to bring it down are quite screwed.&lt;br /&gt;
&lt;br /&gt;
Since the grenade launcher and the mulitmelta have the SAME range, any vehicle has the potential of reciving up to 16- 22 wounds a turn (although you probebly need some miracle dice to pull this off). And this is &#039;&#039;&#039;before&#039;&#039;&#039; it gets into melee! &lt;br /&gt;
&lt;br /&gt;
The paragon war mace is good for smashing vehicles and monsters with its S+4 AP -2 D3, although the -1 to hit makes this a little bit unreliable. The paragon war sword has a better AP (-3) than the mace but its S bonus isn&#039;t enough to really hurt vehicles or anything with a high T. Its D is also 1 point weaker than the mace, so it&#039;s better used to slice up [[MEQ]], and with its additional attack it does this job very well.&lt;br /&gt;
&lt;br /&gt;
So if you want to smash some Tanks: Go with the war mace / multi melta / grenade launcher variant, and watch the big guys bend over like the little bitches they are.&lt;br /&gt;
&lt;br /&gt;
If [[MEQ]] are your problem: Unleash your war sword / heavy bolter / grenade launcher Paragon and enjoy throwing them down from their high horse.&lt;br /&gt;
&lt;br /&gt;
If [[GEQ]] are bugging you, mow them down like weed with your war sword / heavy flamer / storm bolter variant. (Although you could take the grenade launcher here as well, since it has higher S and DS; but then again, it doesn&#039;t have rapid fire for more [[Dakka]] at 12&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
As you see, the storm bolter kinda takes a back seat to the grenade launcher in S and DS so it&#039;s up to your preferences which one you use. (Bear in mind though, that the grenade launcher does cost points compared to the integrated storm bolter.)&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
10hcsed7rcd61.jpg|GW&#039;s fetish with baby carriers truly mystifies us.&lt;br /&gt;
&lt;br /&gt;
Sister of Bulk.jpg|Some anons quick photoshop proves that even [[/tg/]] knows how to make better models than [[GW]].&lt;br /&gt;
&lt;br /&gt;
2f67q4lpy4d61.jpg&lt;br /&gt;
&lt;br /&gt;
04xummq71cd61.jpg|HONK HONK!&lt;br /&gt;
&lt;br /&gt;
B2c90rhhb7d61.jpg|Truly indomitable. Bet you can&#039;t unsee that now.&lt;br /&gt;
&lt;br /&gt;
F71ilq7so9d61.jpg|Trust us, you don&#039;t wannna know.&lt;br /&gt;
&lt;br /&gt;
Go70xetry3d61.png|Even [[Eldrad]] is in agreement. This shit makes the [[Eldar War Walker]] look good.&lt;br /&gt;
&lt;br /&gt;
F90caierz8d61.png| Original character, donut steel.&lt;br /&gt;
&lt;br /&gt;
Gthko9kn44d61.jpg&lt;br /&gt;
&lt;br /&gt;
Tt2f04tkv3d61.jpg|Yeah its basically the Loader from Aliens but all 40k&#039;ed.&lt;br /&gt;
&lt;br /&gt;
Up16qesw55d61.jpg|The baby carrier&#039;s baby carrier.&lt;br /&gt;
&lt;br /&gt;
I am your father.jpeg&lt;br /&gt;
&lt;br /&gt;
Csylvtsdu3e61.jpg|Cheeki Breeki edition...&lt;br /&gt;
&lt;br /&gt;
Sob-dreadnought.jpg|...And suddenly grimdark fanart explanation.&lt;br /&gt;
&lt;br /&gt;
Patrick-star-paragon.png|Dem legs.&lt;br /&gt;
&lt;br /&gt;
Kawaiigon-warsuit.jpg|Emprah knows how much kitbashing [https://1d4chan.org/wiki/Sisters_of_Battle#Painting_pretty_Sisters_of_Battle_faces_.28so_they_don.27t_look_like_manly_marines.29 and painting skill will take] to achieve this, we are not sure if they have a back-exoskeleton, use special fibers or those are cybernetic arms, and we can skip over the mechanized high-heels.&lt;br /&gt;
&lt;br /&gt;
Kawaiigon-model.jpg|We leave to the skillful and elegan/tg/entlemen this grand challenge of kitbash and painting.&lt;br /&gt;
&lt;br /&gt;
morvenn_vahl.jpg|And of course [[Morvenn Vahl|the new major character]] has to be in one. At least the personal one looks decent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Imperial]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Sisters of Battle]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Vehicles]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Walkers]]&lt;br /&gt;
&lt;br /&gt;
[[Category: FAIL]]&lt;br /&gt;
&lt;br /&gt;
{{Sisters-of-Battle}}&lt;br /&gt;
&lt;br /&gt;
{{40k-Imperial-Vehicles}}&lt;br /&gt;
&lt;br /&gt;
{{40k-Armor}}&lt;/div&gt;</summary>
		<author><name>2600:1700:1180:3C50:D04F:CD05:384B:718A</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Power_Armour&amp;diff=383760</id>
		<title>Power Armour</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Power_Armour&amp;diff=383760"/>
		<updated>2022-10-03T05:31:45Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:1180:3C50:D04F:CD05:384B:718A: /* Paragon Warsuit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Power_Armor.PNG|thumb|right|400px|The first eight marks of Space Marine Power Armour.]]&lt;br /&gt;
{{Topquote|Feels like you can take on the world in there, doesn&#039;t it?|Danse, [[Fallout|Fallout 4]]}}&lt;br /&gt;
&#039;&#039;&#039;Power Armour&#039;&#039;&#039;, also known as Power Armor to Americans, is a science fiction concept of mechanized armor which increases the strength, speed, and reflexes of those who wear it. It is featured heavily in science fiction/fantasy settings such as Iron Man or [[Warhammer 40,000]]. The idea of Powered Armor was invented by E.E. Smith and [[Starship Troopers|ripped off]]  or borrowed and refined by other writers.&lt;br /&gt;
&lt;br /&gt;
= Before you add anything...&#039;&#039;&#039;READ THIS&#039;&#039;&#039; =&lt;br /&gt;
&#039;&#039;Like [[Approved anime]], /tg/ sure like their power armour. However, power armour is so ubiquitous with Sci-Fi that listing all of them would turn this page into a nightmare to navigate. So before you add your own section, ask yourselves this:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Is it actually power armour? I mean, there are certain pieces of wargear that may look like power armour but actually isn&#039;t, at least not by definition. This gets trickier to identify and classify if your armour originates from a science-fantasy universe. &lt;br /&gt;
&lt;br /&gt;
*Is it relevant to /tg/? And we don&#039;t mean is that power armour from Sci-Fi, no shit it is, what we meant is that does that power armour come from a well developed tabletop presence?&lt;br /&gt;
&lt;br /&gt;
*Is it licensed from a traditional game? This ties back to the first point, it must also come from an official licensed IP, not some third-party source.&lt;br /&gt;
&lt;br /&gt;
*Does it have any historical relevance? Does this power armour you listed offer any historical significance on its influence on the sci-fi genre and other forms of media?&lt;br /&gt;
&lt;br /&gt;
If you do not think it fits in the article itself, add it to the relevant section of the article discussion page.&lt;br /&gt;
&lt;br /&gt;
=Starship Troopers=&lt;br /&gt;
Like so many military science-fiction concepts, the modern idea of powered armor dates back to the Mobile Infantry of Heinlein&#039;s &#039;&#039;[[Starship Troopers]]&#039;&#039;.  The &amp;quot;Marauder&amp;quot; suit is bulky, with integrated thrusters and heavy weapons (including nuclear weapons and heavy explosives, carried as easily as a human soldier carries grenades).  Their primary purpose is not to destroy indiscriminately (though they certainly can), but to &amp;quot;make war as personal as a punch on the nose&amp;quot; -- to [[Drop Pod|drop in]] and destroy with precision, in order to break the enemy in exactly the right way. In other words, it&#039;s much like Crisis [[Battlesuit|battlesuits]] with less [[Tau|weeaboo]] and more [[Humanity Fuck Yeah|humanity fuck yeah]] inside.&lt;br /&gt;
&lt;br /&gt;
Heinlein never discusses [[pauldrons]], but the [[Space Marines]] certainly take after the Mobile Infantry&#039;s other aspects.The dudes from the book not the movie. That was a parody anyway.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Marauder:&#039;&#039;&#039; The basic infantry suit.  Can carry more weapons than vintage [[Doom|Doomguy]].  Basic equipment includes radar and multi-spectrum vision aids.&lt;br /&gt;
* &#039;&#039;&#039;Scout:&#039;&#039;&#039; Lean on weapons, heavy on jump fuel.  Much more mobile than the standard model.&lt;br /&gt;
* &#039;&#039;&#039;Command:&#039;&#039;&#039; Scout suit with more comm gear and gyros for inertial dead reckoning navigation. In practical terms each command suit is an instant, automatic, battlefield mapping system that can share its nav data with other command suits.  This is the sort of battlefield data fusion tech DARPA wishes they could buy and have it actually work as advertised.  &lt;br /&gt;
&lt;br /&gt;
So how many weapons we looking at here?  Well, in the first chapter of the book, Rico is participating in a quick raid on an alien city.  Their objective was to smash and run, inflicting as much material damage as possible without the indiscriminate civilian casualties of strategic bombing.  For this missions he dropped into battle with: a rifle, a heavy flamer, a handheld flamer, an automatic grenade launcher (called a Y-rack) and multiple reloads, conventional thrown grenades, incendiary micro grenades (called firepills), and one psy-ops grenade (a talking timebomb).  And topping it off since Rico was a non-com working on the flank, he was issued a rocket launcher with four low-yield nuclear rockets.&lt;br /&gt;
&lt;br /&gt;
=Warhammer 40,000=&lt;br /&gt;
Because 40k has a huge hard on for Space Marines, and because no super soldier worth his genetic enhancements will go into battle without super armaments, 40k has developed nearly as large a hard on for power armor. &lt;br /&gt;
&lt;br /&gt;
==Human Power Armour==&lt;br /&gt;
&lt;br /&gt;
Virtually identical to Space Marine power armor (More can be read below), these suits of armor are scaled down to fit regular humans (notice that this is the reverse of what it would have been 10,000 years ago).  Human power armour is relatively quite rare, since it occurred to somebody that making good protection being an affordable and wide-spread asset would severely impinge on the current state of [[grimdark]], not to mention expensive.  &lt;br /&gt;
&lt;br /&gt;
Without the extra room and black carapace interface Marine armor provides, many suits of human power armor don&#039;t offer the same degree of protection, as much strength enhancement, or as many subsystems found in Marine armor. Still, the wearer will still be stronger, better protected, and better equipped than the [[Tau|guy in cardboard]]. There are a few variants, including a lighter suit and one for Chaos-fighting Inquisitors. Because these things are still super-rare, usually only [[Rogue Trader|people rolling in money]], [[Adeptus Mechanicus|tech fetishists]], and [[Inquisition|those able to declare not giving them power armor is]] [[heresy]], will have any.&lt;br /&gt;
&lt;br /&gt;
===Ignatus Pattern Armour===&lt;br /&gt;
[[File:InquisitorIgnatus.png|200px|right|thumb|Imperials always show off the guns.]]&lt;br /&gt;
The most &#039;common&#039; type of non-Astartes and non-Sororitas Power Armour.&lt;br /&gt;
&lt;br /&gt;
The Ignatus pattern power armours are all fine examples of Mechanicus artisans. Each of them are individuality crafted only for representatives of the [[Inquisition]]. Of course not as durable as Adeptus Astartes power armours, the Ignatus-pattern is far better designed than those sold to nobles, rogue traders and other agents of the Imperium.&lt;br /&gt;
&lt;br /&gt;
Like every other power armour variant, Ignatus armour is made of thick ceramite armour plates and incorporated electro-muscles so the user can even use the power armour in the first place. The optional helmet protects the wearer from toxic gasses, allows the wearer to breathe underwater, and even survive in a vacuum as long as the suit has power. The helmet has photo-visors so the user can see in the dark and an automatically closing visor renders blind-grenades useless against the wearer. They also have micro-beads and an integral auspex which can be controlled by speaking to the armour’s machine spirit, or the wearer could commune with his armour directly if they have a cerebral plug, MIU, or similar device. It is also possible to use a backpack for the suit which acts as an external power source. With this power-backpack, the wearer can use his armour for five continuous days in battle conditions.&lt;br /&gt;
&lt;br /&gt;
Because the Inquisition often has to deal with Ruinous Powers and other heretical forces, Ignatus suits are commonly inlaid with hexagrammic wards. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Inquisitor_PA.JPG|&amp;lt;center&amp;gt;Inquisitor&amp;lt;/center&amp;gt;&lt;br /&gt;
Ordo_Xenos_PA.JPG|&amp;lt;center&amp;gt;Ordo Xenos&amp;lt;/center&amp;gt;&lt;br /&gt;
Ignatus-pattern_power_armour.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Delphis Mk.II: Ironclad===&lt;br /&gt;
[[File:IroncladArmor.jpg|200px|right|thumb|You thought it was a Space Marine Power Armor didn&#039;t you?]]&lt;br /&gt;
A power armour that looks like something an Astartes would wear. &lt;br /&gt;
&lt;br /&gt;
The Delphis Mk.II &amp;quot;Ironclad&amp;quot; Heavy Power Armour is a variant of standard non-Astartes power armour. It features increased personal protection at the cost of agility, with huge plates of Plasteel covering the flatter areas of the body. Exposed servo-mechanisms run along the legs and arms and elaborate bracing runs across the spine. &lt;br /&gt;
&lt;br /&gt;
The helmet is small by comparison and the gauntlets are unwieldy to the point where basic actions beyond wielding a weapon is impossible. The power cell system in the rear has several thermal ﬁns protruding to shed away excess heat. Ranks of power cells mounted on the rear provide 12 hours of continuous operation before recharging is needed, but require a day of recharging after each prolonged use. The suit is also a fully enclosed void suit and incorporates an inbuilt auspex, good craftsmanship photo-visors, an incorporated vox, and a pair of recoil gloves. If the suit becomes unpowered, vents open automatically in the helmet to ensure the wearer does not suffocate.&lt;br /&gt;
&lt;br /&gt;
Each suit is a personal heirloom item, colourful paintwork and elaborate scrolls delineating the history of the various users cover the surface; some users have also added additional ornamental shields to indicate their personal heraldry. The more ostentatious suits may also include large retractable poles for ﬂying more elaborate personal banners and their vessel’s blazons.&lt;br /&gt;
&lt;br /&gt;
Because of all the layered protection, the Delphis Mk.II is the toughest and most &#039;powerful&#039; of the non-Astartes power armours.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Sisters of Battle Armour===&lt;br /&gt;
[[File:BattleSisterArmor.png|200px|right|thumb|Shaped for pragmatism I bet...]]&lt;br /&gt;
Less bulky than the Space Marine armour, as they&#039;re designed for normal sized humans. Despite Astartes &amp;amp; Sororitas armour both giving 3+ saves on the tabletops, in actuality the power armour of the Orders Militant of the [[Adepta Sororitas]] provides less ballistic protection than Space Marine armour does. (The identical in-game protection is mostly because saves in 40k are decided on numbers between 2-6, so there aren&#039;t as many gradients in-between.)&lt;br /&gt;
&lt;br /&gt;
This armour also does not provide the same level of strength enhancement, but it gives enough to carry [[Heavy_Bolter#Heavy_Bolter|heavy bolter]]s and ammunition into combat, and fire them without a sister shattering her arms. Sororitas armor has noticeably smaller [[pauldrons]]. The leading theory behind why they chose this design feature is that smaller pauldrons cut back the material cost it takes to create this variant, without having to sacrifice the pair of perky, globular breasts.&lt;br /&gt;
&lt;br /&gt;
Helmets (Thereby known as [[NSFW|Panty Helms]], seriously, look at the damned thing) are &#039;&#039;not&#039;&#039; included as standard either, mostly because the majority of Sororitas models have &amp;lt;s&amp;gt;spent hours doing their hair&amp;lt;/s&amp;gt; distinctive haircuts. But also because (according to [[Dark Heresy]]), the Sisters of Battle do not receive their helms until about halfway through their careers (how the sisters of battle are expected to fight in environments hostile to human life then is anyone&#039;s guess). This makes them inverse of the tradition held by the Astartes, where higher ranking officers are more likely to ditch their helmets instead.&lt;br /&gt;
The advantage of Sororitas power armour, though, when compared to other human-scales of power amour, is that it runs off of the same fusion reactor that Astartes armour does, and therefore can run indefinitely, rather than for a few hours at a time. Another advantage is that it is not as bulky so it does not turn the wearer into a big giant target either.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Battle_Sister_w_Melta.jpg|Dominion Battle Sister with half-mask.&lt;br /&gt;
SeraphimSq.JPG|Seraphim with power armour and jetpack.&lt;br /&gt;
SoB_Panty_Helm.JPG|What is seen cannot be unseen...&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Vratine Armour===&lt;br /&gt;
[[File:VratineArmorZoomed.png|200px|right|thumb|... Since it has historical precedent.]]&lt;br /&gt;
Exclusive to the [[Sisters of Silence]], this is what the Null-ladies get to wear after finishing their training. The &#039;&#039;&#039;Vratine Armour&#039;&#039;&#039; is &#039;&#039;the armour of oath&#039;&#039;, containing designs akin to Space Marine Power Armour and possibly a local pattern from Luna (&#039;&#039;&#039;&#039;&#039;Selenite void-mail&#039;&#039;&#039;; Selene being a goddess of the Moon in &amp;lt;strike&amp;gt;Greek&amp;lt;/strike&amp;gt; &amp;lt;strike&amp;gt;ROMAN&amp;lt;/strike&amp;gt; [https://en.wikipedia.org/wiki/Selene GREEK] mythology&#039;&#039;). Considering that the suit does not come environmentally-sealed like how Power Armour usually do (&#039;&#039;as you can see that the &amp;quot;helmet&amp;quot; is actually a full-faced mask&#039;&#039;) – though additional gear can be equipped to operate in a hostile environment – this armour that these Sisters wear is possibly the closest thing the Imperium has to the Mark I, which is also a Power Armour pattern that is not sealed.&lt;br /&gt;
&lt;br /&gt;
On the other hand, the Sisters of Silence might have been a later addition to the Imperium over the course of the Great Crusade, and the design elements of the Astartes Power Armor is actually derived from a later pattern such as the standard Mark II, or maybe even up to Mark VI, assuming that the armour, like the Space Marines&#039;, has several renditions of itself. This is likely since the Vratine is designed with agility in mind, and the protection factor is also definitely not compromised for that.&lt;br /&gt;
&lt;br /&gt;
As a side note, it doesn&#039;t have a noticeable reactor (much like Custodes armour) and is not called &amp;quot;power armour&amp;quot; anywhere in the FW books, but it is later identified as a form of power armour in the 8th Edition Sisters of Silence Codex.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
99120108007_WitchseekerSquad01.jpg|Witchseekers in Vratine Armour without the helmet.&lt;br /&gt;
Vigilator.jpg|Vigilator with half-mask.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dragon Scale Armour===&lt;br /&gt;
[[image:MilitantEnginseer.jpg|200px|right|thumb|Like walking around in an armored Deep Blue computer.]]&lt;br /&gt;
Consider this a catch-all term for any variety of proprietary protection in a given Forge World’s standing army, e.g., Crimson or Praetor armor. Dragon scale armor is basically Mechanicum power armour, commonly used by militant Enginseers of Imperial Guard and Myrmidon [[Paladin|warrior priests]] of the Ordo Secutor. It does not have an external power source, as it derives power from your not-so-standard-issue Mechanicus potentia coil (and therefore cannot be used by anyone outside the tech-priesthood or high-ranking [[Skitarii]]).  As such, it is more accurate to call it an augmentation than true &#039;armour&#039;.&lt;br /&gt;
&lt;br /&gt;
Not as thick as Astartes power armour, it sports many more inbuilt devices and sensors and gets further pimped by the Techpriest wearing it as he progresses through the ranks of the [[Adeptus Mechanicus]] to the point where it&#039;s hard to tell where the armour ends and its wearer begins. It is in some ways, similar to Iron Man&#039;s armor, but more steampunk. Some wonder if it is connected to the [[Void Dragon]].&lt;br /&gt;
&lt;br /&gt;
Each set of dragon scale is individually hand-forged from adamantine and ceramite plating depending on how much the Adept likes his style, and are woven with prayers of permanence and micro-etched with fractal incantations of defence. In a sense, Dragon Scale Armour provides a higher form of customizability and versatility due to the wearer&#039;s vast and extensive augmentations.&lt;br /&gt;
&lt;br /&gt;
So if the wearer wants to be more agile, thinner pieces are used to offer lighter weight whilst implementing stronger servo-muscles for quick bursts of speed; if he/she wants to be a walking tank then the opposite happens as they are bulked up in thicker plates whilst the muscles are reinforced to provide durability and strength.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
MyrmidonDragonScale.png|&amp;lt;center&amp;gt;Myrmidon Secutor&amp;lt;/center&amp;gt;&lt;br /&gt;
MyrmidonDestroyer.jpg|&amp;lt;center&amp;gt;Myrmidon Destroyer&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Squat Power Armour==&lt;br /&gt;
===Void Power Armour===&lt;br /&gt;
[[File:Void_Power_Armour.JPG|200px|right|thumb|Remember how the Emperor originally wanted &amp;lt;u&amp;gt;&#039;&#039;ALL&#039;&#039;&amp;lt;/u&amp;gt; his Space Marines to wear Terminator Armour? Yeah, the Leagues is that dream coming true.]]&lt;br /&gt;
Our [[Squats|SPEHSS DORFS]] too, have their own power armour.&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the similarly named [[Void Armour]] and [[Reinforced Void Armour]] which are Imperial [[Carapace Armour]], the Void Power Armour is the standard-issue armour for the [[Leagues of Votann]]. Yes, you heard that right, &#039;&#039;[[Powergamer|standard-issue]]&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Originally constructed for the most extreme of mining operations so that the Kin could [[Meme|Rock and Stone to the Bone]], they have found use in warfare due to its immense protection against CBRN (Chemical, Biological, Radiological and Nuclear) weapons, due to it being comprised of hardened, jointed segments that are hooked into the void suit which in itself is fashioned from Magnaferrite weave, and often reinforced with Adamantine and enhanced with micro-field generators. This, when translated to tabletop means that yes, your most basic League troop may have a chance in outright &#039;&#039;[[Troll|ignoring]]&#039;&#039; [[Lulz|Nurgle&#039;s Rot]]. Likewise, their Armor also stops any re-rolls for wounds or damage and reduces AP by 1. [[Cheese|So yeah...]]&lt;br /&gt;
&lt;br /&gt;
On another note, the armour looks like 1950s retrofuturistic spacesuits ripped straight out of Popular Science which makes it [[Awesome|unfathomably based.]] [[Skub|Although some have accused it of looking too much like]] [[Blizzard|the Terran Marines ironically.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
CNiuMZPWWNpatQNt_(1).jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brôkhyr Exo-Frame===&lt;br /&gt;
[[File:Brokhyr_Exo-Frame.JPG|200px|right|thumb|The Paragon Warsuit&#039;s more competent brother.]]&lt;br /&gt;
When the Brôkhyr goes to war and become the [[Brôkhyr Thunderkyn]], all of them must wear a specialized Exo-Frame in order for them to properly lug around their heavy equipment and weaponry with convenience.&lt;br /&gt;
&lt;br /&gt;
The powerful suits they wear are adapted from rugged engineering rigs and allow the Brôkhyr Thunderkyn to heft the heaviest man-portable weapons the Leagues can muster with ease. More of an exo-skeleton than an actual plate of armour, the Exo-Frame resembles somewhat like the Power Loader from Aliens or the Sisters of Battle Paragon Warsuit, only less....[[Fail|&#039;&#039;retarded&#039;&#039;.]] &lt;br /&gt;
&lt;br /&gt;
Seriously though, the Exo-Frame is what both the Warsuit and the [[Dreadknight]] &#039;&#039;should have been&#039;&#039;: small, compact, practical, not overly designed and does not get in the way of joint placement issues.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Thunderkyn.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Exo-Armour===&lt;br /&gt;
[[File:Hearthguard_New.JPG|200px|right|thumb|From roided up Easter Eggs to god damned [[Awesome|Doom Guy.]]]]&lt;br /&gt;
&lt;br /&gt;
The humorously egg-shaped Exo-Armour is a type of heavy armour, comparable to Terminator Armour, used by the Squats. It is built by the Squat Engineers Guild. The extensive protection it provides is especially useful when fighting in confined spaces where movement is restricted and it is difficult to avoid concentrated enemy fire. Exo-armour is thus greatly valued by Squats, who often find themselves in combat in subterranean tunnels.&lt;br /&gt;
&lt;br /&gt;
Exo-armour also serves as an all-enclosing hostile environment suit. The development of Exo-armour was spurred by the inhospitable nature common to the Squat homeworlds.&lt;br /&gt;
&lt;br /&gt;
Exo-armour incorporates an integrated power axe and boltgun. Squat armourers are adept at forging magnificent exo armour, embellished with the visage of a Squat Ancestor Spirit. The armour is handed down from father to son and is probably the proudest symbols of status of the Squat military aristocracy.&lt;br /&gt;
&lt;br /&gt;
The standard weapons fitted into suits of exo-armour are often upgraded to heavy or combi-weapons by wealthy Squat warriors. They are almost exclusively worn by the elite [[Hearthguard|Hearthguards,]] although wealthy or prominent Squats such as [[Squat Warlord|Warlords]] and [[Living Ancestor]]s are known to wear one too. &lt;br /&gt;
&lt;br /&gt;
Recently with the return of the space dorfs as the [[Leagues of Votann]] in the 9th edition of game the Exo-armor has made a comeback. Now the elites who wear it are called the Einhyr Hearthguard. The new version of Exo-armor comes equipped with a shoulder-mounted grenade launcher, a Vulkanite Disintegrator, and either a Power First with a retractable plasma blade or a Thunder Hammer for close quarters combat. Their armor also has built in micro gravity field generators linked to implants via the HunTR targeting system to help keep their aim steady allowing them to fire on the move.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SquatExo.jpg|All aboard the Walking Easter Egg with Guns.&lt;br /&gt;
SquatExoArmour.jpg&lt;br /&gt;
FW1NodbWYAA-Gzh.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Vartijan Exo-Driller===&lt;br /&gt;
[[File:Vartijan_Exo-Driller1.jpg|300px|right|thumb|The Centurion Armour of the Squats.]]&lt;br /&gt;
A heavily modified variant of the regular Exo-Armour, the Vartijan Exo-Driller is so god damned bulky that it is just one cogwheel away from being classified into a miniature walker like the [[Paragon Warsuit]].&lt;br /&gt;
&lt;br /&gt;
Widely-used by [[Necromunda]]&#039;s [[Ironhead Squat Prospectors]]. It is unknown if this power armour is unique to only the Squats from Necromunda or other Leagues also has access to these pieces of equipment. Whatever is the case, Vartijan Exo-Driller (Which was named after the legendary engineer Valya Vartijan), like all Exo-Armour, was designed to protect Squat miners in the most hostile of environments. They are armed with a piston-powered pulverising fist and a seismic crusher. Over the centuries, the Ironhead Prospectors of Necromunda have also upgraded their Vartijans with heavier weapons and better defences to protect them in the Hive World&#039;s hostile Ash Wastes. These include a [[Heavy Flamer]] – which can also be replaced with a [[Heavy Bolter]]. Armed with the Vartijans, the Ironheads can fight off hostiles who attack them or use them to claim prime dig sites in the Ash Wastes.&lt;br /&gt;
&lt;br /&gt;
Slabs of plating are attached onto its massive mechanical form, making its sheer bulk enough to turn aside all but the most dangerous of weapons. The armour also carries comprehensive suites of sensor equipment, able to detect valuable seams of ore and hostile gangs alike.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==Space Marine Power Armour==&lt;br /&gt;
The most iconic users of power armour in 40k are the [[Space Marines]] and the [[Chaos Space Marines]]. Made of ceramite layers upon plates of plasteel and adamantium/[[C.S.Goto|adamantite]] which will deflect all but the most powerful of weapons, Power Armour possess many life support systems designed to keep the Space Marine inside alive, even in the worst and most extreme of battlefield conditions. Has physical properties that has led some material scientists (who clearly also do Warhammer) to speculate whether Space Marine armour is in fact an extraordinarily tough ceramic compound (ignoring all this easily trademarkable sci-fi bullshit about plasteel and adamantium/tite), which would make sense given that the Emperor actually invented very little new stuff when making the Marines&#039; battle gear, instead just scaling up and making it bigger/louder/harder/better/faster/stronger etc.&lt;br /&gt;
&lt;br /&gt;
The Black Carapace, one of the [[Gene-Seed]] organs, is specially designed to allow a space marine to interface his nervous system with his armour and is the last organ implanted in [[Codex Astartes|Codex]] Chapters. Amongst its features, power armour possess auto-senses to supplement the Marine&#039;s already considerable senses, auspex arrays to create minimaps and transmit data between squad members and commanders, painkiller delivery systems in the event of severe bodily damage, and waste recyclers to keep the Marine going for up to fifty days without fresh food or water. Or, for that matter, taking a shit. The connection between the two being one of the rather less dignified aspects of Astartesdom. The power source is a backpack mounted generator which needs initializing, but after that can take solar energy to keep itself going. According to GW, the backpacks themselves were inspired by the bedrolls (actually greatcoats in reality) carried by soldiers in the Napoleonic era.  The &amp;quot;roll&amp;quot; on the backpack contains oxygen for use whenever the environment demands (like space combat) and the balls on the sides are either jet engines for manoeuvring in space or heat vents. Some early art showed they are more likely jet engines, and can lift a Space Marine for extra battlefield maneuverability, though presumably nowhere near as good as a Jump Pack. Running throughout the suit is a notoriously wilful machine spirit that maintains the armour and assists with the interfaces.&lt;br /&gt;
&lt;br /&gt;
There are &amp;lt;s&amp;gt;eight&amp;lt;/s&amp;gt; ten (technically​ nine because one has never been shown) types or &#039;&#039;&#039;Marks&#039;&#039;&#039; of Power Armour used by the Astartes. Regardless of their type, they all have massive [[Pauldrons]], under which the Marine&#039;s ammunition is stored. Pictures can be found in the gallery at the bottom of the page.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark I: Thunder Armour===&lt;br /&gt;
[[File:ThunderWarriorZoomed.png|200px|thumb|right|Your move, techno-creep.]]&lt;br /&gt;
The first type of Power Armour was designed for the [[Thunder Warriors]] and worn by many of the techno-barbarians of [[Earth|Terra]]. They provided basic protection against weapons and enhancements to upper-body strength, but that is all - the suit was incapable of supporting its own weight and basic variant did not provide any significant protection to the legs. Which seems like a bizarre and terrible idea given that as any person who moves furniture often can tell you; you should do most of your lifting with your legs unless you want to give yourself a hernia, and as most soldiers can tell you, having to carry a lot of extra gear with the weight distributed onto your shoulders sucks and is exhausting, and being fatigued significantly hurts combat effectiveness.  But perhaps this was intentional as the Emperor intended to replace the Thunder Warriors anyway.  Since they were only used on Terra, there was no need to protect them against the void. Though the lack of life support systems and much lesser degree of protection make them essentially useless in the 41st millennium (this doesn&#039;t seem to stop people from pestering Forge World to make models for it though, even though they&#039;ve said that they won&#039;t for exactly this reason), several Chapters retain sets of Thunder Armour for ceremonial purposes. If you were to field one now, it would probably count as carapace armour (4+ save) with a slight bonus to strength but a penalty to initiative.&lt;br /&gt;
&lt;br /&gt;
In [[Deathwatch_(RPG)|Deathwatch]], you can actually get your hands on some. Be forewarned: it&#039;s noisy, doesn&#039;t offer as much protection, doesn&#039;t work with a Marine&#039;s Black Carapace, and actually might not be a whole suit of armour depending on its state of (dis)repair. Overall, it&#039;s kind of shitty, but it&#039;s a surviving artifact linked to the days of the living [[Emperor]] and early Imperium, and that impresses other Marines and those Ecclesiarchy schlubs. Take it for formal occasions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkI.jpg&lt;br /&gt;
OldPowerArmorMark1.jpg&lt;br /&gt;
Thunder Warrior 1.jpg&lt;br /&gt;
Thunder Warrior 2.jpg&lt;br /&gt;
Thunder Warrior 3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark II: Crusade Armour===&lt;br /&gt;
[[File:CrusadeArmorZoomed.jpg|200px|thumb|right|The Facegrill, v1]]&lt;br /&gt;
Designed by the [[Adeptus Mechanicus]] with the [[Great Crusade]] in mind, the Mark II armour was fully enclosed and contained all the life support and auxiliary systems now common among Astartes power armour, like a waste recycling unit and automated medical equipment. Much of these newer additions were made possible by a more efficient cooling system, which allowed a considerable reduction in the size of the power pack. For example, the chest coils, which were kept on the outside of the armour plating on Mark 1 armour for cooling purposes, have now been placed on the inside of the chest plates, so that they are better protected, thanks to more efficient cooling mechanisms. However, this design could not be copied over to the new powered leg armour, which resulted in [[Derp|exposed cabling on the backs of the lower legs.]] &lt;br /&gt;
&lt;br /&gt;
The helmet also came with a bunch of enhanced sensory equipment, with the wearer is also able to see in the infra-red and ultra-violet spectrums, images can be zoomed in and magnified while noises can be enhanced. Overall protection and flexibility was much improved, especially since the legs were now enclosed in armoured hoops and came with their own servomotor, although with the caveat that the overlapping hooped armour plates being difficult to repair. Unlike the Mark I suit, the design is still sufficiently sound to remain in active, albeit extremely limited, use well into the 41st millennium.&lt;br /&gt;
&lt;br /&gt;
Early depictions of this armour often featured a fixed helmet, similar to old-school diving suits. While [[Forge World]] completely [[Retcon|retconned]] this away for the sake of compatibility with other Marine kits, there had been depictions of Mark II suits with movable helmets since the [[Warhammer 40,000: Rogue Trader|Rogue Trader]] days, so it&#039;s not like GW were ever consistent about it anyway.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkII.jpg&lt;br /&gt;
OldPowerArmorMark2.jpg|Older version of the armour&lt;br /&gt;
MK2Squad.jpg&lt;br /&gt;
881ee11d4d5deee89611414658e77e9f--space-wolves-space-marine.jpg|&amp;lt;center&amp;gt;The armour that carried out the [[Great Crusade]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark III: Iron Armour===&lt;br /&gt;
[[File:Mk3IronArmor.png|200px|right|thumb|The Facegrill, v2]]&lt;br /&gt;
Mark III armour was first conceived for &amp;lt;s&amp;gt;the [[Squat]] campaigns&amp;lt;/s&amp;gt;  boarding actions of the Great Crusade. It was pretty much a modified Mark II designed to provide better frontal protection for close-quarters combat, essentially fulfilling the same role that [[Terminator]] armour would later fulfil. It should be noted that the Mark III was never intended to replace the previous Mark but to act as an optional suit specialised for the above-aforementioned situations. Because of this, no Legion was ever fully equipped with the Mark III. While successful in the conditions it was designed for, the armour was too clumsy and uncomfortable for conventional fighting. &lt;br /&gt;
&lt;br /&gt;
By the time of the Horus Heresy, the Mark III was slowly being phased out and replaced by Terminator armour, but it&#039;s still fairly common among the Traitor Legions. In fact, several of the more traditional Legions were reluctant to phase out Mark III because it was the most brutally iconic mark of power armour in their day, so there was talk of keeping it for honour guards or spear tip operations. &lt;br /&gt;
&lt;br /&gt;
Of course, since it was good enough that it did Terminator armour&#039;s job well enough to become &amp;quot;iconic&amp;quot; despite the Mark II being the primary issue at the time, then maybe they should&#039;ve kept using it to augment Terminator forces when numbers were needed.  Even into M41, the helmet or faceplate is still popular. It appears as a DLC armour in [[Last Stand - Captain|The Last Stand]] for the Space Marine Captain, where it increases the force of his melee strikes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkIII.jpg&lt;br /&gt;
OldPowerArmorMark3.jpg&lt;br /&gt;
MK3Squad.jpg&lt;br /&gt;
EC Legionary Mk III.jpg|&amp;lt;center&amp;gt;Heresy era [[Emperor&#039;s Children]] legionnaire&amp;lt;/center&amp;gt;&lt;br /&gt;
MarkIIITacticalSquad.png|&amp;lt;center&amp;gt;Ultramarines&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark IV: Maximus Armour===&lt;br /&gt;
[[File:MarkIVMaximus.png|200px|right|thumb|So cool, they brought the helmet back for the Primaris boys!]]&lt;br /&gt;
Now having access to more [[Standard Template Construct]]s, the Mechanicum was able to further refine power armour internal systems. In addition to having more advanced visual sensors, the helmet was now capable of easier movement. The suit was also made a whole lot lighter than before while only marginally reducing Mark II&#039;s protective capabilities. Bears mentioning it had much, much more superior manufacturability compared to MkII and was easier to repair due to its nature of having no interlocking armour plates and whatnot. &lt;br /&gt;
&lt;br /&gt;
Although the chest power cables were once again relocated to the outside of the plating, they were given an armoured sheath to protect them from damage (since the gaps between armour are actually made of plasteel, that was likely used on the cables, as plasteel gives Terminator armour its legendary durability). [[Horus|Horus Lupercal]] manipulated the Mechanicum&#039;s supply lines to ensure that the Legions that were planning to side with him in the Heresy would be fully equipped with Maximus Armour in time for the Heresy; as a result of this, Mark IV was usually reserved for Chapter Masters and senior Captains of the Loyalist Legions. As the Legions were either fully or partially re-equipped with these suits by the time the [[Horus Heresy]] began, Mark IV is one of the most prevalent types of armour among the Chaos Space Marines.  &lt;br /&gt;
&lt;br /&gt;
It&#039;s a little strange that the Imperium didn&#039;t build more of them after the Horus Heresy, though, since it&#039;s far easier to produce and repair than the current Mark VII but not notably inferior.  Seeing as they&#039;re always short on everything, you&#039;d think these features would be the most important thing to consider for them (Apparently the [[Red Scorpions]] and [[Iron Hands]] are the only loyal chapters who still know how to produce them, and presumably won&#039;t share the STC for the same reason the [[Blood Angels]] won&#039;t tell people how to put [[Librarian Dreadnought|Librarians into Dreadnoughts]]).&lt;br /&gt;
&lt;br /&gt;
Some Chapters/Legions also made their own sub-patterns of Maximus power armour, such as the Ultramarines&#039; Praetor pattern and the Thousand Sons&#039; Achean pattern.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkIV.jpg&lt;br /&gt;
OldPowerArmorMark4.jpg&lt;br /&gt;
MK4Squad.jpg&lt;br /&gt;
Angels Revenant colour scheme.jpg|&amp;lt;center&amp;gt;As a relic of the [[Angels Revenant]] chapter&amp;lt;/center&amp;gt;&lt;br /&gt;
MarkIVTacticalSquad.png|&amp;lt;center&amp;gt;Tactical Squad&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark V: Heresy Armour===&lt;br /&gt;
[[File:Mk5HeresyArmour.png|200px|right|thumb|What a stud.]]&lt;br /&gt;
In between production of the Mark IV and what would be the Mark VI, both Loyalist and Traitor Legions found that they were running out of replacement parts for damaged systems. This would result in several Legions taking parts from older Marks and inadvertently making a brand new Mark of Power Armour. Although appearances varied widely as a result of its ad hoc nature, some form of standardization was achieved. One of the most notable was the introduction of molecular bonding studs on the left pauldron and both greaves (the famous &amp;quot;rivets&amp;quot;), which made them look totally Metal - these were actually originally designed to field-patch busted vehicle armour before they could be repaired properly. Probably one of the most common suits of armour in service among the Traitor Legions, since this was what most of them were wearing when they retreated to the Eye of Terror.&lt;br /&gt;
&lt;br /&gt;
For a while, the Horus Heresy [[Fluff|novels]] and [[Crunch|black books]] outright [[Retcon|retconned]] Mark V armour into a catch-all term for any improvised or prototype suits that existed outside of the main Mark series, yet weren&#039;t advanced enough to be considered artificer armour (likely so Forge World wouldn&#039;t get nagged to make variants of all their Mark III and IV squads in Mark V as well). However, they ended up backpedalling on this a bit in [[Horus_Heresy#Retribution|Retribution]]. The classic &amp;quot;studs and cables&amp;quot; version shown here is now apparently considered the &amp;quot;production&amp;quot; model of Mark V armour (apparently based on common designs for parts known to have specific cross-compatibilities, often based on prototypes circulating among the Legions for testing purposes), while the more variable, improvised suits it was based on are &amp;quot;non-production&amp;quot; models. Presumably, Forge World realized that the retcon didn&#039;t make much sense, since all known art and models of the armour up to that point were no less visually consistent than any of the other Marks (and arguably &#039;&#039;more&#039;&#039; consistent than a couple of them). According to the new Horus Heresy red books, its most common form combined elements of Mark IV and Mark VI armor in a manner that could be locally manufactured (or otherwise obtained from existing stocks) and could be maintained even with supply lines destroyed. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkV.jpg&lt;br /&gt;
OldPowerArmorMark5.jpg&lt;br /&gt;
MK5Squad.jpg&lt;br /&gt;
Carcharodons Battle-Brother.jpg|&amp;lt;center&amp;gt;The [[Space Sharks|Carcharodons]] favourite armour pattern&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark VI: Corvus Armour===&lt;br /&gt;
[[File:Mk6CorvusArmor.png|200px|right|thumb|Hate the Xeno. Ca-caw.]]&lt;br /&gt;
The much-beloved [[Beakie]] armour. Designed during the latter years of Great Crusade, this one was initially field-tested by Salamanders and Iron Warriors to become a proper Mk V. While the former&#039;s reaction is unknown, [[Perturabo]] despised the idea of reducing the protection of his &amp;lt;s&amp;gt;cannon fodder&amp;lt;/s&amp;gt; sons. He arranged the next test to be conducted by the [[Raven Guard]], and so [[Corax]], whose tactics Perturabo despised, received a lot of Mk VIs and was sent on the galactic fringe to fight Eldar. To Iron Lord&#039;s surprise, the test was such a smashing success that the suit received the XIXth Primarch&#039;s name, and Beakie armour became a common sight in his legion even before it was actually accepted for service in wider Imperium. It anticipated some of the lately developed Mark VII features, producing a suit of armour that is in many ways equal to its descendants, if being a little bit specialized. By the time of the Siege of Terra, it had entered mass production on both sides (Horus had captured several forge worlds responsible for manufacturing it at that point), with the [[Emperor&#039;s Children]] coming to favor its use as well.&lt;br /&gt;
&lt;br /&gt;
Although it offered the worst protection compared to all other proper marks, Mark VI armour was the first to feature a redundant power system and parts that are largely interchangeable with those of other marks, particularly with Mark VII. Somehow, it also manages to be lighter and fit together more smoothly than the current Mark VII Aquila, allowing for quieter movement, while the helmet includes further improved sensor systems in its, um, &amp;quot;beak&amp;quot;. Due to the design&#039;s inherent stealthiness and legacy, it still remains the preferred armour among the sons of Corax, who tend to be saddled with older equipment anyhow. For reasons nobody can seem to explain, it was also sporadically used by the [[Alpha Legion]] early on in the Horus Heresy even though it was never actually [[Blood Ravens|issued]] to them. Then again, it&#039;s the Alpha Legion so who knows. &lt;br /&gt;
&lt;br /&gt;
RETCON TIME! As of Horus Heresy Edition 2, every Legion has them and it&#039;s the most common armour mark for cannon fodder created during the Heresy. All of this lore-rape to sell their subpar plastic Mk6 kit instead of doing plastic Mk 2. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkVI.jpg&lt;br /&gt;
OldPowerArmorMark6.jpg&lt;br /&gt;
MK6Squad.jpg&lt;br /&gt;
20191026 181625.jpg|&amp;lt;center&amp;gt;A [[White Scars]] legion tactical marine&amp;lt;/center&amp;gt;&lt;br /&gt;
ImperialSpaceMarine.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark VII: Aquila/Imperator Armour===&lt;br /&gt;
[[File:Mk7AquilaImperator.png|200px|right|thumb|All said, this face really does say &amp;quot;disgust&amp;quot; better.]]&lt;br /&gt;
&lt;br /&gt;
You know&#039;em, you love&#039;em. The most iconic Power Armor design in the franchise and also the Mark that has been in production the longest. Whilst other older Marks (With the exception of the Beakie Armour) was eventually phased out in the two centuries of the [[Great Crusade]] and [[Horus Heresy]], the Mark VII chugged along for 10,000 years because the AdMech hit a [[Derp]] and couldn&#039;t be assed to make a new Mark until the return of [[Roboute Guilliman|Papa Smurf]]. [[That Guy|Those lazy fucks.]] (Or more realistically, the Mechanicus didn&#039;t see enough significant reasons to replace the Mark 7, who was already pretty good as is. Extensive R&amp;amp;D, re-tooling entire Forgeworlds to meet new demand, and retrofitting existing suits with new parts aren&#039;t cheap, and that&#039;s on top of their &#039;Innovation is the Devil!&#039; dogma.)&lt;br /&gt;
&lt;br /&gt;
The most common Mark of Power Armour among loyalist Space Marines, Mark VII armour was still being designed when the Traitor Legions reached the Sol System and seized [[Mars]]. When this fact became all too foreseeable, [[Rogal Dorn]] ordered the design teams transferred to Terra to prevent the Traitors from seizing it. Mark VII featured completely covered chest and arm cabling, a distinct helmet that provided more protection, a high level of compatibility with previous Marks, and also bore the Imperial Aquila on the chest, which was first used there to provide quick identification of the Loyalist Marines during the chaos of the Siege of Terra.&lt;br /&gt;
&lt;br /&gt;
Moreover, this Mark abandons the studded shoulder armour plate and replaces the helmet. As Mark 7 is a development of Mark 6, both have a great deal in common, and parts from one Mark are readily interchangeable with parts from the other, like the helmet. According to GeeDubs, the design of the helmet was meant to resemble a human skull, but you [[Space Wolves|must be drunk from Mjord]] [[Derp|in order to see that resemblance.]] The Mark VII also contains its own back-up power supply and a solar array to recharge this, so the suit can operate even without its backpack though only a short time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkVII.jpg&lt;br /&gt;
OldPowerArmorMark7.jpg&lt;br /&gt;
Lamenters Battle-Brother.jpg|&amp;lt;center&amp;gt;The most iconic pattern&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark VIII: Errant Armour===&lt;br /&gt;
[[File:Mk8Errant.png|200px|right|thumb|MY THROAT IS INVINCIBLE]]&lt;br /&gt;
[[Jes Goodwin]] [http://wh40k.lexicanum.com/wiki/File:MkVIII_Errant.jpg originally] designed it with awesome [[Power Fist]]-style hands, a modified helmet, a streamlined power pack, and a more flexible leg-and-ankle joint. Games Workshop only bothered with using the altered breastplate, [[Fail|so the overall design looks like a regular Mark VII with a collar.]] That said, the more recent models for Space Marine Devastators have a flexible, ball-like ankle joint more in line with the original artwork. Deathwatch models have this ball-joint and the modified helmet, and Primaris models also have this ankle joint, presumably inspired by the Mk VIII like the breastplate collar is. Said collar is described as being brought into use due to an alarming pattern being noticed; namely, that bullets would deflect off the top of the breastplate and up into the bottom of the marine&#039;s helmet, killing him, or would pass in-between the bottom of the helmet and the top of the chest plate, into the marine&#039;s throat, killing him (similar to a problem found on the gun mantlet of Nazi Germany&#039;s Panzer VI TigerII’s Turrets in WW2, in which the rounded mantlet would send shells straight into the hull roof. Later Panther G models would have a &amp;quot;chin&amp;quot; to prevent this). &lt;br /&gt;
&lt;br /&gt;
This was only really a problem with bolt shells due to plasteel armour protecting joints. But, when most of your enemies use bolts of some size or against Traitor Marines, this is really damn bad.  Breaking the trend of reverse-compatibility between newer and older marks, this Mark can only accommodate the helmet designed for it, which kind of becomes a moot point when reserving it for officers, since everyone higher up than a Battle-Brother will never wear his helmet. The specialist design, or the [[Adeptus Mechanicus]]&#039;s head-up-own-arse tendencies around distributing new technology are thought to be the probable reasons why it has yet to be widely adopted among Space Marine chapters. Because of its rarity, the armour is generally restricted for use by senior officers only, and even then they&#039;ll usually only be able to wear the breastplate. The Munitorium series from GW, however, shows that it&#039;s fully compatible with Mk7, so Veterans will sometimes receive a part of Mk8 to replace analogue from their Mk7 for some heroic deed, meaning if some Veteran is equipped with full Errant pattern, he is a serious badass and likely expects promotion. The [[Minotaurs]] and [[Deathwatch]] chapters appear to be the exceptions here, as almost all of their Battle-Brothers have access to full suits, the former because they suck the High Lords&#039; dicks and the latter because the Deathwatch is a special operations group made up of veterans of all chapters.&lt;br /&gt;
&lt;br /&gt;
It should be noted that, while Artificer armour (at least in the art) looks like a pimped out Mk.VIII, regular Mk.VIII [[Crunch|doesn&#039;t actually improve armour save]]. But Fantasy Flight [[Deathwatch_(RPG)|gave it some love]] with an extra armour point all around, and the ability to deflect some headshots to the chest, greatly improving its protection and explained why so many officers using it tend to not wear a helmet (not to mention that the collar helps protect the neck from shrapnel or shots hitting it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkVIII.jpg&lt;br /&gt;
DeathwatchKillTeam1.jpg|The Errant Armour comes as a standard...&lt;br /&gt;
DeathwatchKillTeam2.jpg|in the Deathwatch, apparently...&lt;br /&gt;
Minotaurs Tact. Marine.jpg|&amp;lt;center&amp;gt;The most complete depiction in official artwork to date&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark IX Armour===&lt;br /&gt;
Suffered the same fate as Windows 9. Who knows, really. This mark was skipped over when Mk10 was introduced, and no details were made available. It could either be an Mk5 treatment, with any Mk7 or 8 suits made with improvised parts or even contemporary Artificer Armour [[Proxy|counted as the Mk9]]. Another possibility is that the Mk9 might be part of [[Roboute Guilliman|Guilliman]]&#039;s new job of [[Gets stuff done|actually getting stuff done]] and gets a new mark rolled out for the Classic Marines. Nothing&#039;s really known at this point, and there&#039;s still no word over three years after Primaris were announced. Why GW don&#039;t make a new set of models and saying that this Mark is used to bring Veteran Marines physical capabilities to Primaris level is a mystery for the ages. Then again, it could just be that Mk 10 sounds way cooler than Mk 9 (iPhone X and Windows 10, anyone?), although [[Games Workshop|Geedubs]] did allude to its existence when Primaris armour was revealed to be numbered as 10.&lt;br /&gt;
&lt;br /&gt;
If it helps, it has been suggested in forums and such, that Mark 9 power armour was that &#039;variant&#039; which was used by pre-Primaris Librarians. Still, it is annoying that nothing official is there to be found. This could, of course, be nothing more than wishful thinking or plain old nonsense, as Librarians have been shown in various armour Marks, and some sources have shown their psychic hoods as a detachable add-ons rather than built-in.&lt;br /&gt;
&lt;br /&gt;
Or maybe somebody forgot it only went up to Mk 8 when they were designing the Primaris Marines.&lt;br /&gt;
&lt;br /&gt;
===Mark X: Armour System===&lt;br /&gt;
A new form of Power Armor introduced in 8th Edition, worn primarily by the Primaris. Unlike all previous marks, the Mk. X was built with internal modularity in mind, and all their pieces can be swapped into another that help a single set of armour change its battlefield role. If the next mission is more [[Infiltrator|stealth oriented]], you don&#039;t need to ask for a new armour. Just change the pieces into the ones of the Phobos; or if you&#039;re [[Aggressor|going to take heat]], change it into a Gravis. It&#039;s basically kitbashing on an armour level. But this also allows you to [[Your Dudes|create your own armour configurations]].&lt;br /&gt;
&lt;br /&gt;
There are several configurations that are currently in use:&lt;br /&gt;
&lt;br /&gt;
====Tacticus====&lt;br /&gt;
[[File:TacitusIntercessorZoomed.png|200px|right|thumb|Getting huger, and all without Terminator Armor]]&lt;br /&gt;
The &amp;quot;default&amp;quot; form of the Mark X, the Tacticus configuration combines aspects of previous armour patterns, such as the Mk8 collar and the Mk4 helmet being the obvious bits, and [[Fluff|all the latest technology of the Imperium in the 42nd Millennium]].  ([[Crunch|Still doesn&#039;t affect armour save]].)  &lt;br /&gt;
&lt;br /&gt;
So far it&#039;s only been shown on the Primaris Space Marines, it is unknown if the scruffy old obsolete Space Marines will get it. The vambraces are noted to have built-in cogitator systems, which can be used for a variety of purposes depending on the user&#039;s role, whereas the knee plates have its guard raised, protecting the joints. Other improvements include the [[Pauldron]]s which now incorporate a second armour layer, reactive armour and curvature which increases the armour&#039;s protection potential as well as a reinforced undersuit. Moreover, the armour also has socket ports for stim-injectors and diagnostic data-links, which makes the life of an [[Apothecary]] a whole load more easier. &lt;br /&gt;
&lt;br /&gt;
On the other hand, the MkX backpack now has reinforced armour plates which offer better protection to the vulnerable fusion reactor. Like all MkX armour the Tacticus class is highly customizable, for example, the librarian has a Gravis style plated belly. Other changes can be seen across the range, such as the form-fitting greaves on the Chaplain, and the occasional addition of tassets to the hips (especially common on [[Hellblaster]]s).&lt;br /&gt;
&lt;br /&gt;
Due to the modular system of ceramite plating, maintenance cost is actually higher than older Marks of Power Armour. That and it&#039;s bigger too, which means more material cost on average (Although the high customization actually cheapens the overall cost of a Chapter&#039;s armoury due to the increased standardisation).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:PrimarisApothecary.jpg|&amp;lt;center&amp;gt;Primaris Apothecary&amp;lt;/center&amp;gt;&lt;br /&gt;
image:Primaris Chaplain.jpg|&amp;lt;center&amp;gt;Primaris Chaplain&amp;lt;/center&amp;gt;&lt;br /&gt;
image:PrimarisLibrarian.jpg|&amp;lt;center&amp;gt;Primaris Librarian.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Gravis====&lt;br /&gt;
[[File:GravisCaptain.png|200px|right|thumb|I. AM. ULTRASMURF.]]&lt;br /&gt;
The heavy configuration, the equivalent of Terminator Armour that grants +1 Toughness and +1 Wound as well as more mobility and flexibility. Yay. (Rumours that 8th Edition was being designed to make future video projects easier to code remain unfounded.)&lt;br /&gt;
&lt;br /&gt;
Gravis armour is worn by the Captain included in the Warhammer 8th Edition Boxed Set.  The example captain had both a master crafted power sword &#039;&#039;(that does two wounds nowadays)&#039;&#039; AND a brand new &#039;&#039;&#039;Boltstorm Gauntlet&#039;&#039;&#039; which combines the functionality of a power fist with a bolt pistol capable of firing at triple rate -- Marneus Calgar approves. Said armour design appears to take some leanings from... Iron Man (a noted early proponent for the founding of the Mechanicus, as such a most blessed servant of the Omnissiah), &amp;lt;s&amp;gt;or perhaps the T&#039;a&amp;lt;/s&amp;gt; {{BLAM}} {{BLAM|&#039;&#039;&#039;HERESY!&#039;&#039;&#039;}}, or Terminators, with what appears to be augments on the legs, an enhanced ribcage, and an enclosed armoured hoodie for good measure.&lt;br /&gt;
&lt;br /&gt;
Gravis Armour (like all Mk. X) is highly variable; for example the Inceptors have a Tacticus-style bodyplate and a retractable face-shield.&lt;br /&gt;
&lt;br /&gt;
Gravis Armour is also worn by the Inceptor Squads, granting them the toughness boost as well. Their version also comes with built-in jump packs, replacing the normal backpack-worn type, and shutter style face visors. Another variant is worn by Aggressor Squads, which can come with Fragstorm Grenade Launchers.&lt;br /&gt;
&lt;br /&gt;
Models in Gravis Armour are [http://steppingbetweengames.com/new-8th-edition-40k-models-size-comparison/ fucking big] even compared to even the NuMarines, so... Primaris Centurion Armor.&lt;br /&gt;
&lt;br /&gt;
Seems to be the most [[Skub|contentious]] of all the Mark X variants, by far. It really seems like you either love or hate this one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:PrimarisAggressor.jpg|&amp;lt;center&amp;gt;Primaris Aggressor&amp;lt;/center&amp;gt;&lt;br /&gt;
image:PrimarisInceptor.jpg|&amp;lt;center&amp;gt;Primaris Inceptor&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Phobos====&lt;br /&gt;
[[File:Mk10Phobos.png|200px|right|thumb|Modern. Aerodynamic. [[Nighthaunt|Spoopy]].]]&lt;br /&gt;
Another Mark X configuration worn by [[Reiver|Reivers]], [[Vanguard Lieutenant|Vanguard Lieutenants]] (and other Vanguard HQs), [[Incursor]], [[Infiltrators]] and [[Eliminator]]s Primaris forces, the Phobos can be compared to the Mark VI &#039;&#039;Corvus&#039;&#039; Armour due to similar associations with recon troops.&lt;br /&gt;
&lt;br /&gt;
Like the Mark VI, the armour is designed for silent infiltrations and drop assaults – and by &amp;quot;drop,&amp;quot; it is sneakily by Grav-chutes, and not flashy like Jump Packs – and in the same way the older mark was pioneered by the [[Raven Guard]], Phobos Armour was pioneered by the [[Original character, do not steal|Primaris]] [[Night Lords|Reivers]]. Since Reivers from time to time enter the battlefield via air drop, the armour&#039;s power pack sometimes sports a pair of fins for the occasion. These fins are used to direct flight as the Reivers&#039; Grav-chutes slow their descent. Whether or not those fins are the Grav-chutes themselves is arguable – probably unlikely because aside from [[Jokaero|Digital Weapons]], Imperium tech does not shine really bright in the field of miniaturization; that is to say, their style choices usually go big or go home. Most of the Vanguard Marines seem to lack these fins, which supports the assumption that they&#039;re not the Grav-chutes themselves (Actually, only the Lieutenant in Phobos Armour has the Grav-Chutes ability out of the Vanguard, and he has the fins. Other Vanguard are just sneaky, and have Concealed Position instead, so they probably are Grav-Chutes). The [[Infiltrator]]s&#039; power packs instead sport a bunch of antennas, which make up an omni-scrambler system designed to conceal them from enemy auspex scans, while [[Incursor]]s instead have a visor system mounted, allowing them to see through basically any obstructions to their sight. &lt;br /&gt;
&lt;br /&gt;
The standard Phobos helmet seems to come in a couple of different shapes, which resemble either a Mk X Tacitus helmet or a Mk 7 helmet (both of which sport what seem to be some kind of rebreather system). The Reivers instead rock a Night Lords inspired (knock off) skull-helmet instead of a Raven Guard Beakie, which [[Skub|may or may not be awesome]], and it [[Banshee|amps up their voice to insane levels of sound]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
PrimarisReiver2.jpg|&amp;lt;center&amp;gt;Mask-only Style&amp;lt;/center&amp;gt;&lt;br /&gt;
PhobosArmorFins.jpg|&amp;lt;center&amp;gt;Grav-chute Fins&amp;lt;/center&amp;gt;&lt;br /&gt;
HelixAdept.jpg|&amp;lt;center&amp;gt;[[Helix Adept]]&amp;lt;/center&amp;gt;&lt;br /&gt;
VanguardEliminatorMini.jpg|&amp;lt;center&amp;gt;[[Eliminator]]&amp;lt;/center&amp;gt;&lt;br /&gt;
SalamandersIncursorMini.jpg|&amp;lt;center&amp;gt;Incursor&amp;lt;/center&amp;gt;&lt;br /&gt;
Vanguard-Librarian.jpg|&amp;lt;center&amp;gt;[[Vanguard Librarian]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Omnis====&lt;br /&gt;
[[FIle:Omnis_Armour.JPG|200px|right|thumb|Well, you see, when an [[Inceptor]] and a [[Devastator Squad|Devastator]] love each other [[Rape|very much]]...]]&lt;br /&gt;
Worn by [[Suppressor|Vanguard Suppressor Squads]]. It&#039;s basically just Tacticus configuration with Inceptor shock absorber boots, Reiver-style Grav-chutes, the Phobos&#039; lack of gorget/collar, a miniaturised jump pack (which looks like a second pair of backpack exhausts with little tail stabilisers), and a new helmet visor design. [[Skub|May or may not]] offer a middle road between the Gravis and Tacticus configuration in terms of defence. &lt;br /&gt;
&lt;br /&gt;
On the whole, the Omnis is lighter than the standard Gravis configuration due to the implementation of the above equipment. Of course, how it is made lighter, we do not know, as unless these armour pieces are intentionally made of a different material or structured differently, they look exactly the same as the rest of its contemporaries.&lt;br /&gt;
&lt;br /&gt;
The models have been the subject of a fair bit of [[Skub|&amp;quot;debate&amp;quot;]] since their debut in the Shadowspear box, although that&#039;s likely got little to do with the armour they&#039;re wearing, and more to do with those ridiculously oversized [[Autogun#Accelerator_Autocannon|accelerator autocannons]] that they&#039;re toting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Vanguard_Suppressors.jpg|&amp;lt;center&amp;gt;Vanguard Suppressors in Omnis.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Artificer Armour===&lt;br /&gt;
[[File:BloodAngelArtificerArmorZoomed.png|200px|right|thumb|A typical Blood Angels Nipple Pattern artificer armour.]]&lt;br /&gt;
Pimped out and individualized versions of regular suits, often enough to be considered one-off derivations in their own right. Artificer Armour can be formed from any older mark of Power Armour (perhaps barring Mk.I plate possibly excepting Thunder Warrior officers) by adding extra or upgraded protection. The upgraded and individualized suits mean that they require a lot of maintenance and needs techs to work around the clock to make sure they stay functional. In time suits become encrusted with unique decorations and individual upgrades and becomes known as Artificer Armour. Because of these heavy modifications, Artificer Armour is often highly superior to newer suits of standard-issue Power Armour, and afford much better protection. &lt;br /&gt;
&lt;br /&gt;
So in simple terms, the [[Adeptus Custodes|more blinged-out the armour, the better it is stat-wise.]] With little to no standardisation, meaning that no two Artificer Armours are the same, design-wise. Standard issue for [[Techmarines]], the [[Sanguinary Guard]] and optional for [[Brother-Captain|officers]], pairing Artificer Armour with an Iron Halo can offer better protection than Terminator armour with none of the drawbacks, yet with only some of the benefits.  &lt;br /&gt;
&lt;br /&gt;
During the [[Great Crusade]] and [[Horus Heresy]] Space Marine Sergeants, the various [[Honour Guard]]s (if they don&#039;t have the option of [[Terminator|Terminator Armour]]) and even unaugmented officers of the [[Solar Auxilia]] could go into battle wearing Artificer Armor. Just another example in a long list that shows how the Imperium is a shadow of its former self. Yes, this means that every squad in 30k tabletop can have someone with a 2+ save in the pre-8th edition armor rules. Yes, it is hell.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TechmarineArmor.png|&amp;lt;center&amp;gt;Techmarine&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Aegis Armour===&lt;br /&gt;
[[File:GreyKnightAegis.png|200px|right|thumb|It&#039;s all holy smokes and mirrors from here.]]&lt;br /&gt;
The Power Armour of the [[Grey Knights]], Aegis Armour is master-crafted on the forges of Titan and inscribed with prayers and [[Matt Ward|wards]] to prevent [[Daemon]]s from possessing it. [[Khornate Knights|Early fluff insinuated that several psykers were burned alive to be sacrificed as part of the machine-spirit of the armour, but this aspect has been downplayed massively in later revisions]]. (Considering the Golden Throne [[Grimdark|burns an ungodly number of psykers every day to keep]] [[The Emperor|Him]] [[Astronomican|alive]], this isn&#039;t too farfetched; [[Skub|opinions nonetheless vary]] on whether this is true, and if so, whether it is [[Grimdark]] or [[Grimderp]].) &lt;br /&gt;
&lt;br /&gt;
Based on parts from Marks VI, VII, and VIII, within the breastplate of each set is a copy of the Liber Daemonica. It frequently bears a Stormbolter on its left forearm, keeping both hands of the wearer free to use. There is an Aegis/Grey Knight version of Terminator and Dreadnought armours, too. Just remember to keep any observations that Aegis Armour look in anyway similar to Tau [[Battlesuit]]s to yourself.(But it isn’t made of paper.)&lt;br /&gt;
&lt;br /&gt;
Could also be the aforementioned Mark 9, since the Inquisition scrubbing it from records if that were the case would explain why we know “nothing” about it.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:GreyKnightArmor1.jpg|&amp;lt;center&amp;gt;Variant 1&amp;lt;/center&amp;gt;&lt;br /&gt;
image:GreyKnightArmor2.jpg|&amp;lt;center&amp;gt;Variant 2&amp;lt;/center&amp;gt;&lt;br /&gt;
image:GreyKnightArmorCrowe.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Castellan Crowe|Castellan Garren Crowe]]&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Auramite Armour===&lt;br /&gt;
[[File:CustodianAuramite.png|200px|right|thumb|Banana Armor.]]&lt;br /&gt;
The most common power armour within the [[Adeptus Custodes]], it is straight up in the top 3 power armours of the Imperium, its other contenders being the Aquilon &amp;amp; Allarus Terminator armours. The material used for its construction is known as, you guessed right, auramite (which is ceramite, except even [[Cheese|better]]): The first samples and tech to make it was brought back from the depths of [[Terra]]. Another interesting fact is that the servos and motors of the Custodes armour are nearly completely silent. Turning a Custodes into a [[Raven Guard|sneaky marine.]] [[Derp|A very &#039;&#039;shiny&#039;&#039; sneaky marine]], though the stupidity of this is somewhat lessened by the fact that auramite&#039;s colour can be alchemically altered to just about anything. &lt;br /&gt;
&lt;br /&gt;
Custodes power armour also includes a built-in Grav-chute and internal air supply (But let&#039;s be honest, the Grav-chute is all but pointless since we never see it...well...[[Derp|&#039;&#039;anywhere&#039;&#039;]]). Each suit&#039;s helmet includes an internal vox, an altimeter, ambient neutralisers, and hololithic schematic overlay map.&lt;br /&gt;
&lt;br /&gt;
The armour itself is even better than Artificer armour and includes a refractor field, essentially giving it the same properties in-game as Terminator armour. It can even get a teleportation transponder as well as an Arae-shrike: a nasty (so nasty the Mechanicum declared it blasphemous) piece of archeotech that fucks up nearby cogitators. The only ones allowed to make it, like all Custodes-grade weapons, are Emperor-chosen clans of Terra. Probably the only people the Mechanicus won&#039;t fuck with for fear of the golden bois getting...[[Rage|inconvenienced]].&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sagittarum.jpg|&amp;lt;center&amp;gt;Sagittarum Guard&amp;lt;/center&amp;gt;&lt;br /&gt;
ShieldCaptainFW.jpg|&amp;lt;center&amp;gt;Shield Captain&amp;lt;/center&amp;gt;&lt;br /&gt;
WardenMini.jpg|&amp;lt;center&amp;gt;Custodian Warden&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Terminator Armour==&lt;br /&gt;
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[[Terminator]] armor, or Tactical Dreadnought armor, are set aside for space marine veterans who are exemplars of toughness, martial ability, and wonky proportions. This power armor provides the best personal protection available. Terminator suits have an outer shell of ceramite-bonded plates powered by electrically-motivated fibre bundles. Plates of heavy plasteel further armour the ceramite sections, especially on the front of the suit. This extra armouring provides a level of protection that is far superior to normal Marine armour; not even a Krak missile will penetrate the suit&#039;s breastplate (Which one wonders why Imperial tanks aren&#039;t coated with this stuff (cost/supply=/=demand). Moreover, external adamantium layered ribs help support this weight, while the inclusion of suspensors help the suit carry heavier support weapons, not to mention those indestructible [[pauldrons]], a suit of Terminator armor is built to steamroll nearly everything and gives a fighting chance against everything else, which are the things that gives anybody else a fighting chance against Terminators. Standard loadout for Terminators are [[Power Fist|power fists]] and [[Storm Bolter|storm bolters]], or [[Power weapon]]s and [[Twin-Linked|twin linked]] bolters for the Chaos Terminators; but these are often and changed up with other heavy weapons systems, other killtastic melee weapons, and a squad is sometimes augmented with a shoulder-mounted missile racks. Since most suits are about at least as old as the chapter that owns them, and that the pauldron allegedly contains a tiny fragment of the Emperor&#039;s own power armor, these suits are holy relics as well as top shelf wargear.&lt;br /&gt;
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Despite all the pain they lay down (and keep away), Terminator armor has a few serious drawbacks. First thing is that it is seriously hard to make. Seriously. Most chapters have only a handful that they can distribute amongst their veterans and officers, and any lost suits are damn near impossible to replace. Second thing is that they lack mobility. They counter this mostly since Terminator armor can be safely teleported from orbit into the thick of it, and judicious use of teleport homers can put them right where you need them, and a heavy transport such as a [[Land Raider]] can carry small squads. Beyond that, Terminators are otherwise going to be footslogging since they&#039;re too fucking huge to hitch a ride on anything smaller than a house. Better plan on not moving them too far once they hit the ground.&lt;br /&gt;
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There are other patterns mentioned in the fluff but not yet seen on the tabletop, or available elsewhere in such small numbers they can be counted as unique variants.&lt;br /&gt;
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The [[Minotaurs]] have widespread access to a rare type of Terminator armour, known as the &#039;&#039;&#039;Arkonak Pattern&#039;&#039;&#039;. However, every official illustration of a Minotaurs Terminator to date has them wearing either Indomitus or Tartaros armour, including [[Asterion Moloc|their Chapter Master]] (the original Tartaros Terminator model).&lt;br /&gt;
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The [[Dark Angels|First Legion&#039;s]] [[Ironwing]] supposedly owned the greatest concentration of Terminator suits out of any of the First Founding Legions, and included a number (plural) of experimental patterns that were unknown anywhere else. Though Forge World [[Fail|neglected to describe or provide rules for any of them.]] So as far as we know they are just functionally identical suits of normal terminator armour [[Proxy|that come in different shapes]] [[Your Dudes|and colours]].&lt;br /&gt;
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Whereas &#039;&#039;&#039;Extermination&#039;&#039;&#039; claims the [[Alpha Legion]] used five patterns of Terminator armour during the Invasion of Paramar, suggesting that other patterns are yet to be revealed. Or, you know, the Alpha Legion being what it is could mean that their in house artificers are straight up [[Heresy|inventing new technology]] or their infiltrators were [[Blood Ravens|stealing technology from other Legions.]]&lt;br /&gt;
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There are also suits that can be used by regular humans, although they are incredibly rare and have to be modified and adapted in order for them to be used at all. &lt;br /&gt;
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Nevertheless, Terminator Armor has 3 major designs: the Cataphractii pattern, the Tartaros pattern, and the Indomitus pattern. As well as a few more lesser known but still prominent designs. More of which can be read below. &lt;br /&gt;
===Cataphractii Pattern Terminator Armour===&lt;br /&gt;
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[[File:CataphractiiTerminator.png|200px|thumb|right|&amp;quot;My Pauldrons Can Support Hive Cities!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
The oldest design bar a few prototypes and the first pattern to enter mass-production, developed during the [[Great Crusade]] and based on fusion-reactor maintenance suits. The Cataphractii pattern had Roman-esque, slab-like [[pauldrons]] (which apparently held shield generators), which enabled greater protection at the cost of preventing the wearer from moving with any sort of speed. It was the Mechanicus&#039; intention to retrofit [[awesome|all 18 Legions down to the last Marine]] with Terminator armor at first, but it proved to be unfeasible as crafting those required far too many resources. In the end they were adopted for use in [[Zone Mortalis|those situations where even Breacher squads struggled yet heavy ordnance was too difficult to deploy]], typically boarding actions but not only. &lt;br /&gt;
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After the Horus Heresy, Cataphractii pattern had eventually fallen out of general use. This may have been because the last of that armor was either lost in the fighting and [[Adeptus Mechanicus|the pattern became another lost technology]] in the following years. Or because production was ceased in favor of later patterns, and most suits were either cannibalized or became a relic that was the chapter&#039;s equivalent of fine china: makes a nice display piece, but practically useless due to enforced disuse. These relics wouldn&#039;t see field use again until the day GW released the Angels of Death supplement (no doubt because they&#039;d sell more copies of &#039;&#039;[[Betrayal at Calth]]&#039;&#039; if both 30K and 40K Marine players could use it).&lt;br /&gt;
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In crunch terms, this translates to a higher invulnerable save than the Indominus/Tartaros armor at the expense of losing the abilities make run moves or overwatch. In 8th edition, Cataphractii have reduced movement compared to the other versions as well as halved advanced distances, but get a couple alternate weapon options and retain their boosted invulnerable saves.&lt;br /&gt;
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9E combined Cataphractii and Tartaros Terminators into a joint datasheet called Relic Terminators. While this bumps Cataphractii terminators up to a more standard 5&amp;quot; movement, it also drops their invuln save back down to a standard Terminator invuln save. They have a much more specialized loadout than regular terminators, so if you are looking for a more ranged variant of terminators, you&#039;ll probably want to look elsewhere.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:CataphractiiPict.jpg|&amp;lt;center&amp;gt;Pict Captures&amp;lt;/center&amp;gt;&lt;br /&gt;
image:CataphractiiUltramarines.jpg|&amp;lt;center&amp;gt;Ultramarines&amp;lt;/center&amp;gt;&lt;br /&gt;
image:CataphractiiWordBearers.jpg|&amp;lt;center&amp;gt;Word Bearers&amp;lt;/center&amp;gt;&lt;br /&gt;
image:CataphractiiFists.jpg|&amp;lt;center&amp;gt;Imperial Fists&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tartaros Pattern Terminator Armour===&lt;br /&gt;
[[File:TartarosTerminator.png|200px|thumb|right|Claws? Check. Prosperine Script? Check. Aerodynamic Pauldrons? Check. Time to ruin some Loyalist&#039;s day.]]&lt;br /&gt;
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The Hulk Suit.&lt;br /&gt;
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The most advanced pattern, using systems developed for the Mark IV &amp;quot;Maximus&amp;quot;-pattern [[powered armor]]. Tartaros Armor delivers the same level of protection as the Indomitus pattern but is much more mobile, with sensibly-sized [[pauldrons]] and an upright stance. Due to the advances in Pauldron Technology, Terminator Squads in Tartaros Armor can Sweeping Advance, unlike the others encased lesser models. It is however the rarest of models, since it was a very resource-unfriendly model to craft back at the time of the Heresy. In the 41st Millenium, any remaining Tartaros-pattern suit is a hallowed relic for whoever is lucky to still have one in functioning order.&lt;br /&gt;
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In 8E&#039;s crunch, Tartaros Terminators move at the same speed as regular infantry in Power Armor (Which is pretty dang important if you&#039;re set up like an Assault Terminator) and also get a couple alternate weapon options, such as a grenade launcher and a Volkite Charger.&lt;br /&gt;
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[[Derp|9E rolled Tartaros and Caraphractii terminators into a single datasheet referred to as Relic Terminators]]. Functionally, they&#039;re identical to the standard Terminator Squad with a minor difference in loadout options, namely the ability to take Plasma Blasters on their sergeants. Kind of a shitty fate for a unique set of models when GW is more than willing to make separate datasheets for every conceivable Primaris Marine they crap out.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TartarosPict.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
image:TartarosUltramarines.jpg|&amp;lt;center&amp;gt;Ultramarines&amp;lt;/center&amp;gt;&lt;br /&gt;
image:TartarosThousandSons.jpg|&amp;lt;center&amp;gt;Thousand Sons&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Indomitus Pattern Terminator Armour===&lt;br /&gt;
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[[File:TerminatorArmorModel.png|200px|right|thumb|His head must be all mushed in there...]]&lt;br /&gt;
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The &#039;&#039;&#039;Indomitus Pattern&#039;&#039;&#039; is the current pattern of Terminator armor (though the Forge World books make it clear that it was common at the time of the Heresy, perhaps more so than Tartaros and Cataphractii), sharing similarities with the Tartaros pattern in terms of functionality whilst being cheaper to manufacture. &lt;br /&gt;
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As a later development that sacrificed a little protection for increased mobility and was (comparatively) easier to produce as previously mentioned, this was considered the Indomitus pattern go-to marketing ploy. This is the most commonly produced pattern, as Cataphractii armour was said to be in declining use due to its limitations and Tartaros armour was even more resource intensive to craft, placing Indomitus in a comfortable medium of &amp;quot;good enough&amp;quot;. It has the familiar hunchbacked-bulldog/horse appearance, as seen in the majority of [[Games Workshop]] Terminator kits (although they now produce plastic kits for the other major patterns too).&lt;br /&gt;
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Though inferior to the Cataphractii pattern in protection, and inferior to Tartaros pattern in mobility, the Indomitus pattern has quite advanced auto-sense systems that are unavailable in normal suits of power armour, and have not been entirely made evident from portrayals of the other types. These senses allow the user to track unseen targets and to know the precise location and condition of their squadmates at all times (while this is evident in the video games as a passive mechanic it can&#039;t really come up on the tabletop since the player sees everything anyway &#039;&#039;[except for &amp;quot;blips&amp;quot; in Space Hulk]&#039;&#039;). But these systems are noted in the RPG and various novels such as &#039;&#039;Master of Sanctity&#039;&#039; where the new user has to get used to a whole new suite of tactical information on top of actually learning how just to walk in the armour itself &#039;&#039;(hint: it&#039;s difficult)&#039;&#039;.&lt;br /&gt;
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A more interesting note is that this pattern also gave rise to the experimental Gorgon pattern (More of which can be read below), a design that was being tested during the Heresy by the [[Iron Hands]] Legion. There are also human-sized suits of Terminator armor, but the tiny amount of them that still exist are used exclusively by the Inquisition; even then, they aren&#039;t quite as potent as the versions used by Space Marines, due to lacking a [[Gene-seed|Black Carapace]].&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
DeathwingTerminatorHammer.png|&amp;lt;center&amp;gt;The Deathwing is here. And it&#039;s very angry.&amp;lt;/center&amp;gt;&lt;br /&gt;
image:TerminatorSquad.jpg|&amp;lt;center&amp;gt;Ultramarines&amp;lt;/center&amp;gt;&lt;br /&gt;
image:TerminatorSquadCQC.jpg|&amp;lt;center&amp;gt;Close Combat&amp;lt;/center&amp;gt;&lt;br /&gt;
image:BloodAngelsTerminators.jpg|&amp;lt;center&amp;gt;Blood Angels&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gorgon Pattern Terminator Armour===&lt;br /&gt;
[[File:Gorgon_Terminator.JPG|200px|right|thumb|Loyalist Fleshmetal Armour. Just don&#039;t mention this to a living Iron Hand, [[RIP AND TEAR|for obvious reasons.]]]]&lt;br /&gt;
The aforementioned armour set. The [[Iron Hands]] also developed their own variant on the Indomitus armour, called the &#039;&#039;&#039;Gorgon Pattern&#039;&#039;&#039;. This armour was bonded to its wearer in a painful cybernetic connection, so he could never remove it (Kind of like a loyalist Fleshmetal Armour), but also meant he was even more resistant to injury, and it had a unique field effect that caused blinding bright flashes whenever it was struck. &lt;br /&gt;
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Part of the reason why this armour pattern is so cybernetically-intensive is the fact that (Other than stroking the Iron Hands&#039; technophiliac tendencies) the heat and electrochemical toxins bleeding from the suit limited the armour&#039;s agility, and its effects required a high level of cybernetic modifications for its wearer to endure.&lt;br /&gt;
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This pattern is nowhere to be found after the Heresy, likely because [[Ferrus Manus]] didn&#039;t live long enough to work out the kinks in the design. Although, considering how similar it looks compared to the present Indomitus, it is a possibility that the Iron Hands had a hand in the creation of that pattern, whether as the designers themselves, or some Tech-priests (or Techmarines) managed to acquire the design and tinkered with it to make cheap Terminator Armour that could actually be taken off if needed. &lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:GorgonTerminator.jpg|&amp;lt;center&amp;gt;Gorgon Pattern alternate view.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Saturnine Pattern Terminator Armour===&lt;br /&gt;
[[File:Saturnine_Armour.JPG|200px|right|thumb|Only the &amp;lt;u&amp;gt;BIGGEST&amp;lt;/u&amp;gt; of &amp;lt;u&amp;gt;[[Pauldron|PAULDRON]]S!&amp;lt;/u&amp;gt;]]&lt;br /&gt;
Ah...the much famous egg-shaped Terminator armour which seemed to have been [[Blood Ravens|&#039;gifted&#039;]] from the [[Squat]]s Exo-Armour.&lt;br /&gt;
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This was one of the most incredibly elusive pattern of Terminator armour, called &#039;&#039;&#039;Saturnine&#039;&#039;&#039;. It&#039;s got the biggest [[Pauldron|pauldrons]] one can get before moving into walkers category and was famous for it&#039;s extreme bulk, durability, cumbersomeness and difficulty of piloting - basically everything good and bad about Cataphractii turned to eleven. It never went out of field testing phase, since new smaller Castraferum Dreadnoughts could do everything Saturnine was designed for (boarding actions and indoor/tunnel fighting) better and without it&#039;s numerous drawbacks except for needing a half-dead Astartes. Some legions still had their batches of test suits when Horus Heresy hit and used them to gain whatever edge over their opponents they could, but they were never seen after the Heresy.&lt;br /&gt;
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Nevertheless, the &#039;&#039;&#039;Saturnine&#039;&#039;&#039; pattern has occasionally been given a passing mention in Forge World&#039;s Horus Heresy rulebooks from time to time, where it was mentioned as being similar to the Indomitus and Tartaros patterns in function (if not design).  However, some people have speculated that it is a revamp of an old Rogue Trader-era version of Terminator armor, as such a suit was recently shown in interior illustrations for the novella &#039;&#039;Meduson&#039;&#039;. From the pictures, this pattern looks like it is intended as a heavy fire platform, like a less [[meme|Xzibit]]-friendly version of 40K-era [[Centurion Squad|Centurion Devastators]]. Which is awesome.  However, this specialisation, and the fact that the armour was described as a custom job devised by [[Vulkan]] rather than a general-issue design, goes against it being the Saturnine pattern.&lt;br /&gt;
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As of the Horus Heresy 2.0 Rulebook, GW seems to have remembered it, as it shows up on the timeline as being introduced in the mid Age of Darkness. Implying it may have been retconned to being the MkV of Terminator Armor (especially since there&#039;s an &#039;Imperial Armour&#039; listed far earlier, this might be the Rogue Trader terminator style).&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Terminator_mini_MK1.jpg|&amp;lt;center&amp;gt;Truly old school.&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:OldTermies.jpg|&amp;lt;center&amp;gt;Note the unique back-mounted weapon attachment.&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:002 Saturnine 2.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Aegis Pattern Terminator Armour===&lt;br /&gt;
[[File:GKTermieArmour.JPG|200px|right|thumb|I HAVE THE POOOWEEEEEEERRRRRR!!!]]&lt;br /&gt;
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Just as how the [[Grey Knights]] have access to the normal Aegis Power Armour, the Silver Sues also gain access to the &#039;&#039;&#039;Aegis Pattern&#039;&#039;&#039; of Terminator armours, where the &#039;&#039;Aegis&#039;&#039; part essentially means the armor has its own psychic shield (&#039;&#039;inscriptions, holy water, all that blessing stuff&#039;&#039;) to deflect whatever Daemons or Psykers throw at it. Who does it anyway? &amp;lt;s&amp;gt;Psyker Tech-priests?&amp;lt;/s&amp;gt; Nah, probably just their Techmarines.&lt;br /&gt;
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In a sense, the Aegis Terminator Armour functions like a combination of the normal Aegis Power Armour and the Terminator Armour, creating a formidable defensive set piece against the most powerful of Chaos Daemons. These chaps are used when fighting the most clusterfuckery of Chaos invasions up to and including, a [[Angron|certain Daemon Primarch going on his happy murder spree on]] [[Armageddon]].&lt;br /&gt;
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They provide one of the best protection out of any armour piece save for the [[Adeptus Custodes|golden boys]] of course.&lt;br /&gt;
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In 8th Edition, this pattern of Terminator Armour works like standard. However, with 2CP, you could use its Aegis abillity, which like in the [[Fluff]], can be used in the psychic phase before a friendly GREY KNIGHTS unit attempts to deny the witch. They could then roll 3d6, picking the two highest when attempting to deny. Some Grey Knight veterans are still rather sore this is no longer part of the Special Rules which made them overpowered in 5th Edition.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:GreyKnightTerminator.jpg|&amp;lt;center&amp;gt;Aegis Pattern alternate view.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Aquilon Pattern Terminator Armour===&lt;br /&gt;
[[File:AquilonTerminator.jpg|200px|right|thumb|The Aquilon Pattern. The first set of the [[Rape|golden rape train.]]]]&lt;br /&gt;
The [[Adeptus Custodes]] have [[Aquilon Terminator|Aquilon Terminators]] which is, no surprise, tied with the Allarus as one of the best armour sets in the Imperium. Period. The Custodes Terminators&#039; armour was said to be Cataphractii pattern in the short story &#039;&#039;Hands of the Emperor&#039;&#039;, years before they got actual tabletop rules; this is technically still true (at least for 30K), depending on how you look at it, as Forge World made a point of describing the Aquilon pattern as a spin-off of Cataphractii armour when it debuted in &#039;&#039;[[Horus Heresy#Inferno|Inferno]]&#039;&#039;, but with far greater power capacity and customized neuro-fibre uplinks, it is said, redesigned by the mind of the Emperor himself. &lt;br /&gt;
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Aquilon Pattern Terminator Armour was said to have adjusted for the enhanced physique of the Custodes, who were capable of bearing more weight and strain than even Space Marines. This allowed it to be fitted with additional power systems and capacitors, increasing its durability and manoeuvrability. Aquilon Pattern Terminators were given more advanced weaponry than their Astartes counterparts, wielding weapons such as [[Lastrum Storm Bolter]]s, [[Power weapon#Solerite Power Gauntlet|Solerite Power Gauntlets and Power Talons]], [[Infernus Firepike]]s, and twin-linked [[Adrathic Destructor]]. Like their lesser Auramite cousins, the Aquilon was clad in Auramite rather than Ceramite.&lt;br /&gt;
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Within the ranks of the Custodes, Aquilon Pattern Terminator Armour was deployed by the Tharanatoi Caste. It is still issued as heavy assault armor ten thousand years after the Horus Heresy.&lt;br /&gt;
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As expected, it has rules different from (read: better than) the Space Marine version. Much like Tartaros it can make Sweeping Advances with no loss in movement. As seen from the list of gear above, Aquilons have better stuff than what Astartes of both flavours get.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
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===Allarus Pattern Terminator Armour===&lt;br /&gt;
[[Image:AllarusCustodian.png|200px|right|thumb|The second set of the [[Rape|golden rape train]] (Someone&#039;s looking faaaabulous!).]]&lt;br /&gt;
You think the Golden Custards just stopped at the Aquilon? Yeah no, they also have a second pattern called &#039;&#039;&#039;Allarus Terminator Armour&#039;&#039;&#039; for their 40K-era squads, which according to their community lore section on Terminator Armour was made the product of 10k years worth of research and development, and it shows. Lorewise Allarus Terminator Armour has greater durability than normal terminator armour, but none of the downsides, offering total freedom of movement. &lt;br /&gt;
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Driven by magnatomic generator-shrines, articulated with leonus-class actuators, and fashioned from layered auramite and adamantium, Allarus armour is a marvel of craftsmanship. It provides its wearer with an exceptional range of movement and near-unencumbered speed, augmented strength and resilience. According to GW, it has the survivability to [[Wat|stride unharmed from the blast]] of a [[Macrocannon]] shell. Which we call [[Bullshit]] on that claim, since even the small ones from an [[Aquila Strongpoint]] is launching Schwerer Gustav-sized shells, no way in hell that the armour set, let alone the Custodes himself is capable of surviving a direct impact from &#039;&#039;that&#039;&#039;, so we could put it as more of GW shitty flowery language and hyperbole. Or someone slapped in one hell of a shield generator that constitutes the &amp;quot;cost more than worlds&amp;quot; section.&lt;br /&gt;
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Going back on topic, the armour is also coupled with the protective blessings of the Emperor, Allarus Terminator plate is arguably the most effective man-portable combat armour in the entire Imperium. These expertly crafted suits are each individually worth entire worlds.&lt;br /&gt;
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Crunchwise, in 9th Edition, these armour sets gifts the Allarus Terminators with four wounds each and equipped with [[Balistus Grenade Launcher]]s in addition to their guardian spear/castellan axe...and can deep strike without needing the Stratagem to do so. [[Anal circumference|Ouch.]] [[Awesome|They&#039;re designated character killers,]] with Slayers of Tyrants allowing them to move up to 3&amp;quot; towards the nearest character when piling in and consolidating even if the character isn&#039;t the nearest enemy model. On the other hand, a [[Shield-Captain]] with the Allarus hass the same stat line but with an extra Wound, nevertheless, you also get the signature [[Balistus Grenade Launcher]] and From Golden Light special rule from the Allarus Terminators (for only 10 points more than the vanilla version at 109 points). You lose the Sentinel blade/Storm shield option, but the Eagle&#039;s Eye can fill in for it without making you give up any offensive capability. (Here&#039;s the humongous golden terminator daddy you&#039;ve always wanted.) &lt;br /&gt;
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{{clear}}&lt;br /&gt;
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==Centurion Armour==&lt;br /&gt;
[[File:CenturionSuit.png|200px|right|thumb|HELP ME I&#039;VE GOT A TINY MAN INSIDE ME]]&lt;br /&gt;
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The (in)famous &#039;Power Armor inside of a Power Armor&#039; set piece.&lt;br /&gt;
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Since somebody at GW forgot that the [[meme|Xzibit meme]] wasn&#039;t funny anymore, Space Marines now have [[Centurion_Squad|centurion armour]] that they equip like a miniature walker vehicle, more like a mini-mech, a cute little dreadnought preparing space marines for their life after living. Centurion armour is &amp;quot;worn&amp;quot; over regular power armor, giving better protection (like terminator armor without the invul save but with an additional wound, along with +1 to both S and T) and comes in two flavors: assault and devastator. Assault centurions are heavy assault units equipped with drills and meltas or flamers, meant to get in close to enemy strongpoints and fortifications and wreck shit. Devastator units are heavy fire support units with hurricane bolters and twin-linked heavy weapons, which, in practice, provide less fire power than regular [[Devastator Squad]]s, but higher resilience and mobility, as the suits have Slow and Purposeful.&lt;br /&gt;
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Fluffwise, the machine spirits on this thing is advanced, almost on par with the [[Land Raider]]&#039;s. There has been once instance where a group of Salamander Centurions were deployed to clear out a Dark Eldar incursion. The Dark Eldar released a toxin that [[grimdark|liquefied people into soup]] and the marines wearing the armor eventually perished after their suits took damage and the toxin leaked through the cracks. [[Rage|A bit miffed after the loss of their pilots]], the Centurion suits&#039; machine spirits continued to fight on, even after their pilots were just fleshy goop at this point. They were eventually disabled, but not before killing scores more Dark Eldar during their rampage.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Paragon Warsuit==&lt;br /&gt;
[[File:Paragon Warsuit.jpg|200px|right|thumb|Every anon&#039;s fever dream of the [[Dreadknight]] coming to life. &#039;&#039;Again&#039;&#039;.]]&lt;br /&gt;
&#039;&#039;For more information, see here: [[Paragon Warsuit]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This [[Derp|derpy]] contraption is the [[Sisters of Battle]]&#039;s new heavy armored walking suit that straddles the line between power Armour and a walker. but hey at the very least it is somewhat useful, competently designed and more dignified than that embarrassingly awful rip-off of dexter (the boy genius) mech suit &lt;br /&gt;
&lt;br /&gt;
So Anyway, The Paragon Warsuit follows a similar mechanic as the [[Dreadknight]], in that it actually has working mechanical legs and limb joints that the user physically controls with their own movements.&lt;br /&gt;
&lt;br /&gt;
It differs from the Centurion however, in that the Paragon War suit is more than just a mainframe overlay. It actually has workable mechanical legs and limb joints, and the user controls it in the same way as the [[Dreadknight]], just on a much smaller scale. So, in a sense, it is basically the sisters&#039; equivalent of the larger [[Tau]] [[Battle suit&#039;s]] like the [[XV-8 Crisis Battlesuit]] hilariously enough.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, some sisters seem to suffer from &#039;open head syndrome&#039; where they ditch their helmet to look cool, which renders the entire point of the Warsuit meaningless.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==Chaos Power Armour==&lt;br /&gt;
[[File:ChaosAstartesArmor.png|200px|right|thumb|[[rape|I&#039;m horny and you corpse-worshippers got the butts I CRAAAAVE]]]]&lt;br /&gt;
While many Traitor Marines are equipped with Marks IV or earlier (at least in the lore; if you go buy the models, almost all of them seem to have Mark VII armour with Mark VI legs), Chaos power armor is often a mix-and-match setup. About the only unified feature of Chaos power armour is a distinct power pack with stabilizers on long curved fins, that still runs on solar converter core instead of fusion reactor of modern loyalist power packs. Because Chaos Marines often have to go long periods with no access to proper industrial facilities, proper maintenance and replacement parts became an issue. Because of that, many subsystems in each suit of armor don&#039;t work and replacement parts come in the form of whatever they can dig up from plunder and take off of corpses after [[Orks|raiding and looting]]. Furthermore, Chaos Marines like to customize their armor with devotional iconography and personal trophies, making sure that virtually every suit of armor is personalized and none are exactly alike. Where things get even weirder is when the armor gets too steeped in Chaos and begins to twist, mutate, and turn partially organic, or had a daemon replace its machine spirit. It&#039;s quite likely that the parts of armor that don&#039;t work get replaced with warp magic, daemonic influence, or Dark Mechanicus tech-heresy. &lt;br /&gt;
&lt;br /&gt;
Recent editions and artwork show senior Chaos marines with a sinister and more organic-looking power armour of Mark III through V, a look they pick up after a while either deliberately or due to the Warp&#039;s influence changing their outside look to match their corrupted souls. In the Rogue Trader Era, Chaos Power armor &#039;&#039;was&#039;&#039; organic, so this is actually a pleasant return to the old days. The Chosen models from the Dark Vengeance box set are commonly referred to as the harbringers of this new style, while the new Raptors/Warp Talons set incorporate this design, alongside the regular Raptors, whose design seems like being &amp;quot;metal-guilded armour, that&#039;s begun to blend together and form spikes and weird shapes&amp;quot;, hinting of what&#039;s to come for the aging Chaos Space Marine range.&lt;br /&gt;
&lt;br /&gt;
As of 2016, the non-[[Terminator armour|Terminator-armoured]] [[Thousand Sons]] are now fully equipped with modified, ornate suits of Mark IV armour, in the style of the original [[Jes Goodwin]] Thousand Son model and concept art that established their aesthetic back in the [[Warhammer 40,000: Rogue Trader|old days]]. Since most of them [[Rubric Marines|aren&#039;t really capable]] of changing out of their armour anymore, this makes their current models their most lore-friendly--and least [[neckbeard]]-[[Rage|enraging]]--incarnation yet.&lt;br /&gt;
&lt;br /&gt;
And then, in 2017, GW started releasing new Death Guard Space Marines. The ugly bastards pretty much relive the original style from the old Forge World Death Guard upgrade pack (itself a throwback to Jes Goodwin&#039;s [[Warhammer 40,000: Rogue Trader|Rogue Trader-era]] Death Guard concept), decked out in rotted, space-AIDS-riddled suits of Mark 3 armour, with most sporting the classic reinforced belly plate to hold in their bloated guts and intestines.&lt;br /&gt;
&lt;br /&gt;
2019 finally saw a major update to the main Chaos Space Marine line, including two new kits for the basic Chaos Marine squad (a fully monopose, set-loadout one in the Shadowspear box, and a semi-monopose standalone version with more head and weapon options a few weeks after). The new sculpts are like a less ornate version of the Dark Vengeance Chosen, mixed with the old-Mark-heavy look of the 2nd edition CSM metals, and with better proportions than both. The new Chaos Havoc kit extends this style further by adding recoil-dampening talon mutations on the boots, as well as Mk III-inspired reinforced frontal plating (although the actual suits seem to be based on Mks V and later).&lt;br /&gt;
&lt;br /&gt;
In preparation for Horus Heresy 2.0 we got an &amp;quot;Armour through the Ages&amp;quot; article in White Dwarf 469 (nice), making particular note of the preferences of the remaining Cult Legions, with the World Eaters preferring Mk V and the Emperors Children hogging Mk VI (also in Line with Jes Goodwins original concepts). Thus we can conclude that once, if ever, Geedubs get&#039;s around to it we&#039;ll see Studs and Beaks galore all nice and corrupted.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Warp-Forged Armour===&lt;br /&gt;
[[File:AspiringChampionFleshmetal.png|200px|right|thumb|Through the fires of Hell, my [[Pauldron|pauldrons]] have mouths!]]&lt;br /&gt;
Warp-Forged Armour is a type of armour worn by the warriors of Chaos. It is, as its name implies, forged from the Hell Forges of the Forces of [[Chaos]]. As such, these armour are partially daemonic and, given the lack of supplies from the Traitor side, it sort of [[Count as|counts as]] a form of homegrown power armour. Warp-Forged Armour is often made by either the [[Dark Mechanicus]] or the [[Iron Warriors]], as these chaps are the only ones with the know-how in how to create and maintain these things. These armour pieces are mutated and possessed by a Neverborn and often worked in-tandem with their wearer.&lt;br /&gt;
&lt;br /&gt;
One major advantage of these armour pieces is the fact that being partially daemonic, Warp-Forged Armour could heal over time, which eases the maintenance cost by a whole lot, and given that CSMs are in constant need for a diaper change, this means &amp;lt;u&amp;gt;A LOT.&amp;lt;/u&amp;gt;&lt;br /&gt;
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This daemonic armour is laden with unholy runes, allowing Champions of Chaos or Daemons wearing it to be all but immune to the blows of enemy mortals. In part of its nature, Warp-Forged Armour can be considered as the Chaos equivalent of the [[Grey Knights]] Aegis Armour. Chaos Champions and Chaos Lords who adorn these armour pieces could gain the added benefit of their armour regenerating due to it being partially daemonic.&lt;br /&gt;
&lt;br /&gt;
They offer the middle ground between normal Chaos Powered Armour and Fleshmetal Armour.&lt;br /&gt;
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Also, it’s partially daemonic.  In case no one told you.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chaos_Chosens_Armour.JPG|&amp;lt;center&amp;gt;Chaos Chosens in Warp-Forged Armour&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
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==Chaos Terminator Armour==&lt;br /&gt;
&lt;br /&gt;
Just like their loyalist counterparts, Chaos too has its own pattern of Terminator Armours. Most of which are of the older Cataphractii and Tartaros Patterns since Chaos aren&#039;t known for its high maintenance standards, so by the 41st Millennium, some factions have kitbashed entirely new patterns for their Terminators.&lt;br /&gt;
&lt;br /&gt;
[[Chaos Terminators]] as such, come in a variety of colours and flavours just like their loyalist counterparts. This is seen in the following:&lt;br /&gt;
&lt;br /&gt;
===Chaos Cataphractii Pattern Terminator Armour===&lt;br /&gt;
&lt;br /&gt;
[[File:CSM_Cataphractii_Librarian.JPG|200px|right|thumb|What&#039;s scarier than a Chaos Sorceror? One in Cataphractii Armour.]]&lt;br /&gt;
During the Horus Heresy the Traitor Legions fielded units clad in Cataphractii armour just like their loyal brothers. They offer the most protection and are thus the toughest of the Terminator suits and are able to take immense punishment before suffering mass systems failure. They were armed with [[Combi-Bolter]]s, [[powerfist]]s and [[Grenade Harness|Grenade Harnesses,]] but also had access to [[Chain Weapon#Chainfist|Chainfists,]] [[Power weapon#Lightning Claw|Lightning Claws,]] [[heavy flamer]]s and [[power sword]]s. &lt;br /&gt;
&lt;br /&gt;
Like their Tartaros cousins, they aren&#039;t as twisted as the Indomitus due to their rarity and lack of exposure from the Warp. Whatever is left of these tainted Cataphractii are now irreplaceable relics since Chaos can&#039;t maintain for shit. So they are usually of much inferior quality as a whole. On the bright side, Chaos Space Marines could be blessed with the Four Chaos Gods for additional quirks.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, they behave similarly to their loyalist counterparts, with the addition of having Chaos-aligned special rules and CP. In a nutshell, they are tanky, tough and has access to the favours of the Chaos Gods which makes them more individualised than their loyalist counterparts.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Traitor_Cataphractii_Terminators.jpg|&amp;lt;center&amp;gt;Chaos Cataphractii Terminators.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Chaos Tartaros Pattern Terminator Armour===&lt;br /&gt;
&lt;br /&gt;
[[File:CSM_Tartaros.JPG|200px|right|thumb|Millennia of disrepair has made this armour seen better days.]]&lt;br /&gt;
During the Horus Heresy the Traitor Legions fielded units clad in Tartaros pattern Terminator Armour, just like their loyal brothers. The most advanced and most mobile of Terminator suits, the Tartaros are surprisingly fast and can initiate a brief but surprising burst of speed to catch their enemies off guard. They are armed with [[Combi-Bolter]]s and [[powerfist]]s, but have also access to [[Lightning claw]]s, [[Chainfist]]s, [[Reaper Autocannon]]s, [[Plasma Blaster]]s, [[Heavy Flamer]]s, [[Grenade Harness|Grenade Harnesses]] and [[Volkite Charger]]s.&lt;br /&gt;
&lt;br /&gt;
Like their Cataphractii cousins, they aren&#039;t as twisted as the Indomitus due to their rarity and lack of exposure from the Warp. Whatever is left of these tainted Tartaros are now irreplaceable relics since Chaos can&#039;t maintain for shit. So they are usually of much inferior quality as a whole. On the bright side, Chaos Space Marines could be blessed with the Four Chaos Gods for additional quirks.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, they behave similarly to their loyalist counterparts, with the addition of having Chaos-aligned special rules and CP. In a nutshell, they are nimble, tough and has access to the favours of the Chaos Gods which makes them more individualised than their loyalist counterparts.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Traitor_Tartaros_Terminators.jpg|&amp;lt;center&amp;gt;Chaos Tartaros Terminators.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Chaos Indomitus Pattern Terminator Armour===&lt;br /&gt;
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[[File:CSM_Indomitus.JPG|200px|right|thumb|The famous elephant armour.]]&lt;br /&gt;
The most common and widespread Chaos Terminators and the most obvious. Similar to their loyalist counterparts, they are the most adaptable of the Terminators and are by far the most twisted looking due to the majority of Chaos Terminators wearing this particular piece of armor. Chaos Elephant Terminators are known for their notable tusks which has become an icon for Chaos Terminators. This is where the nicknames come from.&lt;br /&gt;
&lt;br /&gt;
Now that the Horus Heresy fluff has been expanded, it is rather bizarre that these are the most common Chaos Terminators, as Indomitus Armor only became widespread &#039;&#039;&#039;after&#039;&#039;&#039; the Heresy, so most Chaos Legion Terminators should be wearing Cataphractii or Tartaros. Then again millennia of warfare and degradation has probably resulted in Cataphractii and Tartaros armour becoming quite rare due to the increasing difficulty in repairing it.&lt;br /&gt;
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On the tabletop, these armour gives Chaos Terminators 2 wounds per model, making them as tanky as their loyalist counterparts with the addition on gaining access to the favours of the Chaos Gods which makes them more individualised.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
99120102097 CSMTerminators01.jpg|&amp;lt;center&amp;gt;Chaos Indomitus Terminators.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Scarab Occult Pattern Terminator Armour===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See Main Page: [[Rubric Terminators]]&#039;&#039;&lt;br /&gt;
[[File:CSM_Scarab_Occult.JPG|200px|right|thumb|The Nerdinator Armour.]]&lt;br /&gt;
AKA Rubric Terminators or the Sekhmet. Scarab Occult Terminators were once the finest psykers in the [[Thousand Sons]], bodyguards to [[Magnus the Red]] himself. Like their brothers, they were affected by the Rubric of Ahriman spell and turned into dust. Now they stride into battle at side of their sorcerous masters. Clad in ornate armor, they are armed with Khopesh blades and Inferno Combi-Bolters. The unit has also access to [[Heavy Warpflamer]]s, [[Soulreaper Cannon]]s and [[Hellfyre Missile Rack]]s. The Sorcerer leading his unit also wields a Force staff.&lt;br /&gt;
&lt;br /&gt;
Compared to most CSM Legions and Warbands, the Thousand Sons actually maintain their equipment quite well. While some may accuse them of excessive Nerdom, it may just be a manner of common sense which is a rare commodity in Chaos.&lt;br /&gt;
&lt;br /&gt;
Strangely, the Sekhmet were the finest psykers of the Sons, so it is strange that they were rubric&#039;d. However, the Sekhmet were rather emotionless and lacking in ambition, which doesn&#039;t fit well with Tzeentch&#039;s ideal sorcerers. Thus, rubric.&lt;br /&gt;
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On the tabletop, due to being inanimate automatons, they get 2+/4++ saves as well as Fearless. What is surprising is that they lack the Slow and Purposeful rule, which actually makes them quite nimble for a bunch of walking trash bins. However, they still share in the Rubric Marines other traditional weaknesses. Such as general [[Derp|idiocy without a Sorceror]] and the lack of options to negate cover saves is a particular issue as the targets you&#039;d want to use them against the most.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
99120102066_ThousandSonsTerminators02.jpg|&amp;lt;center&amp;gt;Scarab Occult Terminators.&amp;lt;/center&amp;gt;&lt;br /&gt;
Sekhmet.JPG|&amp;lt;center&amp;gt;The Sekhmet Scarab Occult, pre-Rubric&#039;ed.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Blightlord Pattern Terminator Armour===&lt;br /&gt;
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&#039;&#039;See Main Page: [[Blightlord Terminator|Blightlord Terminators]]&#039;&#039;&lt;br /&gt;
[[File:Blightlord_CSM.JPG|200px|right|thumb|Imagine the stench of this guy.]]&lt;br /&gt;
Blightlord Terminators serve as the disease-ridden elite of the [[Death Guard]]. They are bloated with disease and a myriad of parasitic organisms that spread a miasma of death and decay around them. They are so bloated with filth that their mobility has crawled to a snails pace; even regular [[Plague Marines]] can outwalk them. Despite this, they are orders of magnitude tougher then even regular Chaos Terminators and their status of being below a [[Deathshroud]] in rank is not to be underestimated.&lt;br /&gt;
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Due to their level of mutation, they are forever fused with their mutated suits of Cataphractii Armour (A bit like Fleshmetal but more smelly), Blightlord Terminators combine diseased resilience with the protection and firepower of a standard Terminator. In battle, they serve as the elite shock troops of the Death Guard and are present in most warbands of the Legion and are essentially a neigh-unstoppable rape train. &lt;br /&gt;
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Compared to the Thousand Sons&#039; Scarab Occult Terminators, the Death Guard are the direct opposite when it comes to maintenance, [[Nurgle|for obvious reasons.]] Seriously, forget about even scavenging their equipment. Look at the damned thing.&lt;br /&gt;
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Crunchwise, since they have Cataphractii armour, they are naturally a bit tougher than the standard Terminator. Since they are [[Nurgle]]&#039;s boys, they also get the standard +1 toughness and 5+ Disgustingly Resilient that regular Plague Marines get. All in all, a tough bastard to crack&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Blightlords_Terminators.jpg|&amp;lt;center&amp;gt;Blightlord Terminators.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Fleshmetal Armour==&lt;br /&gt;
[[File:Fleshmetal.JPG|300px|right|thumb|The one known exception to [[Iron Hands|&amp;quot;The Flesh is Weak&amp;quot;]].]]&lt;br /&gt;
Essentially the Chaos Marine&#039;s take on Artificer armor, given only to champions favored by the Chaos Gods, although it would be much more accurate to call it as a type of Terminator Armour. &lt;br /&gt;
&lt;br /&gt;
A blast from the past editions, Fleshmetal Armour is how it sounds. After spending gods knows how long in the Warp and centuries of combat under chaos, it eventually caused a chaos marine&#039;s power armor to fuse with their own flesh, forming an incredibly hard, organic carapace, tempered by ceramite and reinforced with warpfuckery.&lt;br /&gt;
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Once a marine receives this gift, they&#039;re now more literal weapons than ever, as the armor cannot be removed anymore (since its now their second skin), condemning them to an eternity of unending war. Of course, since Chaos Marines live for that kind of thing, its more of an encouragement than anything. The only exception to this are [[Helbrute|Helbrutes]], who are driven mad by the process.&lt;br /&gt;
&lt;br /&gt;
Like Warp-Forged Armour, Fleshmetal Armour could heal over time due to being partially daemonic. This eases up on maintenance as wearers of this piece of equipment aren&#039;t desperate to scavenge for bits and pieces if one of their servo-motors stopped functioning. The one major downside is...well...you can&#039;t take it off now can ya?&lt;br /&gt;
&lt;br /&gt;
Just about any Chaos special unit or veteran has fleshmetal armour, like [[Obliterator]]s and [[Chaos Chosen]].&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Obliterators-2019.jpg|&amp;lt;center&amp;gt;Obliterators in Fleshmetal&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ChaosMutilatorsModels.jpg|&amp;lt;center&amp;gt;Mutilators in Fleshmetal&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Tau Battlesuits ==&lt;br /&gt;
&#039;&#039;Main Article: [[Battlesuit]]&lt;br /&gt;
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[[image:XV22 CommanderShadowSun.jpg|The blueberry&#039;s battlequeen with her XV22|200px|right|thumb]]&lt;br /&gt;
&lt;br /&gt;
The Tau take on &amp;quot;power armor&amp;quot; is a bit more diverse compared to the Imperium because it encompasses both personal protective suits, like stealth suits, and giant weapons platforms, like Riptides. Essentially, the Tau classify everything from enhanced flight suits to nearly Knight-class units as &amp;quot;Battlesuits.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Pound for pound, Tau battlesuits generally have lower raw protective capabilities than their Imperial counterparts. However, they make up for this by having extremely advanced subsystems, high mobility, and devastating weaponry. The Tau Empire is also capable of mass-producing all its suits, in contrast to the Imperium which often resorts to assembling such advanced battlegear in an inefficient, individually handmade, boutique-style fashion.&lt;br /&gt;
&lt;br /&gt;
It is important to note that Tau battlesuits can vary quite widely in form and function. Suits like the XV15, XV22, and XV25 are the closest in form to what the Imperium would consider true &amp;quot;worn&amp;quot; power armor. Meanwhile all medium-sized suits, which includes most designations from the XV8 through X104, are essentially small [[Mecha]], with the pilot fully enclosed in a cocoon-like cockpit. Tau suits are certainly quite durable, but in contrast to Imperial designs sheer protection is not necessarily their most important function. Finally, the Tau place the largest units such as the KV128 and KX139 in a different category called Ballistic Suits, and do not consider them battlesuits as such.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
XV15 black.jpg|XV15&lt;br /&gt;
XV22 Shadowsun.jpg|XV22&lt;br /&gt;
XV25 White.jpg|XV25&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Eldar Armour ==&lt;br /&gt;
&#039;&#039;Main Article: [[Mesh Armour]], [[Aspect Armour]], [[Aspect_Armour#Exarch_Armour|Exarch Armour]], [[Phoenix Armour]] and [[Rune Armour]]&lt;br /&gt;
[[image:GuardianMeshArmor.png|200px|right|thumb|A Guardian in Mesh Armour.]]&lt;br /&gt;
The Eldar use Mesh Armor technology to supplant their powered armor suits, said armor is made out of a combination of [[wraithbone]] and thermoplas, all woven together to make a futuristic mail armored suit. The suit is psychically attuned to the wearer&#039;s mind, so it is capable of tailoring its fit and use to the wearer&#039;s style.&lt;br /&gt;
&lt;br /&gt;
While mesh armor doesn&#039;t seem or look all that tough, it&#039;s protective quality comes from it&#039;s ability to actively harden specific parts of the armor on neural impulse. Upon taking a hit, it will attempt to reduce damage by bulking up the affected part, then spreads the force of the hit&#039;s impact throughout the armor, which reduces the pain and injuries taken by the wearer since its not being concentrated to a single point of their body. We&#039;re not exactly sure how feasible this is, since the hardening only occurs &#039;&#039;upon&#039;&#039; getting hit (which means that the armor only has mere microseconds to do all this upon an object striking it), rather than &#039;&#039;in-anticipation&#039;&#039; like how reactive armor works IRL, but we&#039;re going to chalk it up to futuristic spehss elf magic.&lt;br /&gt;
&lt;br /&gt;
There are currently a couple variants:&lt;br /&gt;
*Mesh Armor - Standard armor worn by guardian squads. Its also equipped with life-support functions and sensory equipment.&lt;br /&gt;
*Aspect Armor - Aspect armor are worn by [[Aspect Warrior]]s. Each aspect shrine has their own take on Aspect Armor depending on their role, so Swooping Hawks and Howling Banshees have lighter armor, while Dark Reapers and Fire Dragons have heavier armor (although &amp;quot;heavy&amp;quot; is subjective as it still allows the wearer to be nimble like every other Eldar warrior). The main thing in common they have though, is that they&#039;re much more durable and flashier than standard mesh armor.&lt;br /&gt;
**Exarch Armor - Aspect armor worn by Exarchs. Because of the Exarch&#039;s seniority and experience; the armor is typically much more blinged out than the standard variant, offering the wearer more protection and other equipment options. Exarch armor is also adorned with the spirit stones of deceased Exarchs, bestowing the wearer with literally millennia of combat experience from past heroes.&lt;br /&gt;
**Phoenix Armor - The armor worn by the Phoenix Lords. Is so expertly made that it can withstand all but the most powerful and/or luckiest of hits, even after thousands of years. Phoenix Armor also stores the consciousness and memories of the original wearer, so in the event a Phoenix Lord falls in battle, he will be instantly revived when another living Eldar dons the armor again (although it has the questionable effect of completely overriding the future wearer&#039;s mind, with the Lord effectively making the unfortunate recipient a flesh puppet.).&lt;br /&gt;
*Rune Armor - Mesh armor worn by warlocks and farseers. Along with standard mesh armor tech, the suit is also inscribed with several runes that afford the wearer a greater deal of protection from damage, and also to better attune them to psychic energy. It also comes with an extra layer of wraithbone for more protection.&lt;br /&gt;
&lt;br /&gt;
==Dark Eldar Armour==&lt;br /&gt;
[[image:Archon7th.jpg|200px|right|thumb|An Archon wearing Ghostplate armour]]&lt;br /&gt;
The Dark Eldar&#039;s armor is similar to their Craftworld cousins, although even lighter to accommodate the Dark Eldar&#039;s penchant for coke-fueled speed. Skimpier in the case of Wyches, who&#039;s career require them to show skin. They&#039;re also adorned with a plethora of spikes and blades, to the point that realistically: all those pointy sticks &#039;&#039;must&#039;&#039; affect unit cohesion and personal movement while in combat.&lt;br /&gt;
&lt;br /&gt;
The few variants they have are:&lt;br /&gt;
*&#039;&#039;&#039;[[Kabalite Armour]]&#039;&#039;&#039; - The combat armor worn by just about every lowly kabalite that isn&#039;t going in naked. To further aid in movement: Kabalite armor is typically just a bodysuit, with armor plates attached where appropriate. They function similarly to mesh armor, in that the bodysuit hardens on neural impulse to deflect damage more effectively, and pressurized to allow the wearer to fight in hostile environments. Its also very, &#039;&#039;very&#039;&#039; spiky.&lt;br /&gt;
*&#039;&#039;&#039;[[Wychsuit]]&#039;&#039;&#039; - Not really &amp;quot;armor&amp;quot; per se, as a lack of one, but included for the sake of reference. Wych suits are flexible body gloves, cut away at certain places to show the Wych&#039;s good sides to the crowd while fighting in arenas or in the field. It offers very little protection due to the latter fact, as it&#039;s role is more for entertainment, than pure combat.&lt;br /&gt;
*&#039;&#039;&#039;[[Incubus Warsuit]]&#039;&#039;&#039; - The closest thing the Dark Eldar have to traditional power armor. It affords similar protection to that of Imperial power armor, whilst being so expertly manufactured that it doesn&#039;t inhibit the wearer&#039;s reflexes and agility in the slightest. The warsuit is completely exclusive to the Incubi, and not even Archons can pay/intimidate their way into getting a personal warsuit.&lt;br /&gt;
*&#039;&#039;&#039;[[Ghostplate Armour]]&#039;&#039;&#039; - Armor used by the poncier gits in Dark Eldar society, most notably Archons. The armor offers much better protection than bog-standard kabalite armor, whilst having a built-in forcefield generator. It also doesn&#039;t compromise on agility, as the resins used in it&#039;s construction are lighter and tougher.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Ork Armour ==&lt;br /&gt;
&#039;&#039;Main Article: [[Mega Armour]]&lt;br /&gt;
[[File:MeganobZoomed.png|200px|right|thumb|I&#039;S WEARIN A TANK YEH GITZ]]&lt;br /&gt;
&lt;br /&gt;
The only known variety of Ork power armour is Ork mega-armour, a direct Orkoid equivalent to Astartes Tactical Dreadnought armor. It basically looks like a chunk of metal or vehicle parts strapped together and called &#039;armour&#039;. Or a miniature power lifter, whatever fits your definition.&lt;br /&gt;
&lt;br /&gt;
Its weight (a ton or more) and complexity make it difficult to move and slow down its user, but it can withstand insane amounts of punishment, almost as much as Imperial Terminator Armour. Piston-enchased metal limbs of mega armour give the wearer phenomenal strength, and it incorporates fearsome weapons: a Power Klaw and Kombi-Weapon or twin-linked Shootaz. It often involves the use of built-in bionics and is very complex, which makes it very hard to manufacture, so it is a rare sight in Ork armies. Usually only Nobs (who like to call themselves &amp;quot;Meganobs&amp;quot; after acquiring Mega Armour) and Warbosses can afford such armour.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
7e-bigmek-tellyportblasta.jpg|Big Mek&lt;br /&gt;
7e-bigmek-kff.jpg|Ditto&lt;br /&gt;
Ocg5-es.jpg|Warboss&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{{40k-Armor}}&lt;br /&gt;
&lt;br /&gt;
=Battletech Battle Armor=&lt;br /&gt;
Powered exoskeletons were a thing for civilian purposes in Battletech for centuries for civilian uses and some comparatively light power armor suits were used by the [[Star League|SLDF]] in the 28th century. However, it really came into it&#039;s own in 2842 when [[Clan Wolf]] took a Clan Goliath Scorpion diving suit design and militarized it. This development happened alongside Clan Hell&#039;s Horses coming up with a new beefed up strain of 2-2.5 meter tall Warriors, who they soon were plunking into these new suits. The result were known as [[Clan Elemental|Elementals]], a nasty surprise for the Inner Sphere when they showed up in [[Clan Invasion|3050]]. &lt;br /&gt;
&lt;br /&gt;
Add the development of [[OmniMech]]s with universal docking ports, and the Clans developed new type of armored infantry who could recharge while riding BattleMechs into battle over vulnerable tanks. Battletech Power Armor tends towards the bigger side of things. An Elemental Suit would weigh one metric Tonne, can tank some fire from BattleMech-scale guns, comes with a Power Claw equivalent to shred armor, a jump-pack to get away, and packs some serious firepower with an arm-mounted lascannon alongside shoulder-mounted missile pods. The Inner Sphere responded by eventually developing the Inner Sphere Standard battle armor but were initially restricted to commando drops or defensive warfare due to a lack of mass production or OmniMechs.&lt;br /&gt;
&lt;br /&gt;
Post Truce at Tukayyid, both Spheroid and Clanner factions began experimenting with a variety of designs ranging from [[Seraphim Squad|light patterns capable of flight]] to [[Onager Dunecrawler|quadrupedal]] [[Dreadnought |one-man tanks]] able to take a BattleMech las-cannon blast to the face and still be able to fight. Like their [[BattleMech]] brethren, Battle Armor is generally categorized into weight classes with each having tradeoffs in terms of speed, stealth, armor, or firepower: Personal Armor - Light (500 kg), Light (750 kg), Medium (1,000 kg), Heavy (1,500 kg), and Assault (2,000 kg).&lt;br /&gt;
&lt;br /&gt;
= Gallery =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:99810101076 ArmourThroughAgesNEW01.jpg|The first five Marks through the ages.&lt;br /&gt;
File:Power Armour Components.png|Diagram of Aquila armour components.&lt;br /&gt;
File:Newsletter vision study.jpg|Eternal Crusade concept art. Again, fitting real snugly.&lt;br /&gt;
File:Terran marine cutout.jpg|It actually fits! Still a bit unsure about those hips though.&lt;br /&gt;
File:SST_PA_J.jpg|Japan&#039;s take on the Marauder Suit.&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* For the [[Warhammer 40,000|40kekkers]] in the room, [https://www.youtube.com/watch?v=MVubdRyU3Mc an official animation of how Space Marines put their armour on].&lt;br /&gt;
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[[Category: Weapons]]&lt;br /&gt;
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[[Category: Armour]]&lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Imperial]]&lt;br /&gt;
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[[Category: Sisters of Battle]]&lt;br /&gt;
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[[Category: Space Marines]]&lt;br /&gt;
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[[Category: Adeptus Mechanicus]]&lt;br /&gt;
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[[Category: Adeptus Custodes]]&lt;br /&gt;
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[[Category: Squats]]&lt;br /&gt;
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[[Category: Official Space Marine Chapters]]&lt;br /&gt;
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[[Category: Blood Angels]]&lt;br /&gt;
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[[Category: Dark Angels]]&lt;br /&gt;
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[[Category: Space Wolves]]&lt;br /&gt;
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[[Category: Deathwatch]]&lt;br /&gt;
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[[Category: Grey Knights]]&lt;br /&gt;
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[[Category: Chaos Space Marines]]&lt;br /&gt;
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[[Category: Chaos]]&lt;br /&gt;
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[[Category: Eldar]]&lt;br /&gt;
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[[Category: Dark Eldar]]&lt;br /&gt;
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[[Category: Orks]]&lt;br /&gt;
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[[Category: Tau]]&lt;/div&gt;</summary>
		<author><name>2600:1700:1180:3C50:D04F:CD05:384B:718A</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Grenades_%26_Explosives&amp;diff=238417</id>
		<title>Grenades &amp; Explosives</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Grenades_%26_Explosives&amp;diff=238417"/>
		<updated>2022-10-03T05:26:19Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:1180:3C50:D04F:CD05:384B:718A: /* Countertemporal Nanomine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Grenades, bombs, mines and explosives&#039;&#039;&#039; comes in all shapes and colors of the gore-infested rainbow with almost every playable faction having a grenade or two equipped. All of them are usually hand-held devices meant to be thrown; however, certain weapons such as [[Grenade Launcher]]s fire grenades at a much further and accurate distance. Nevertheless, this page is meant for the hand-held/thrown variety. 40k has a shit ton of grenade types, but we are only listing those that have a presence on tabletop or else have sufficient information and images.&lt;br /&gt;
&lt;br /&gt;
For Imperial Grenade Launchers, [[Imperial Ordnance#Man-portable Weapons|you can read it here.]] For the Eldar equivalent, [[Eldar Grenade Launchers|you can read it here.]]&lt;br /&gt;
&lt;br /&gt;
==Offensive Anti-Infantry==&lt;br /&gt;
&lt;br /&gt;
These are grenades specializing in killing a swath of light infantry. These grenades rely on shrapnel or any form of omnidirectional blast to maximize casualties. However, its omnidirectional blast makes it piss poor at armored targets.&lt;br /&gt;
&lt;br /&gt;
===Incendiary Charge===&lt;br /&gt;
[[File:Incendiary_Charges.JPG|150px|right|thumb|Incendiary Charges]]&lt;br /&gt;
Incendiary Charges are essentially, Molotov Cocktails. They are the most primitive, ubiqious and easy-to-make improvise explosives in the entire Galaxy. Everyone, from their dusty grandmothers to little billy could make these things. Just get a glass bottle, fill it up with flammable liquids (Alcohol, napalm, etc.) and plug the end with a wick doused in more flamable liquids. Light up, aim and hope you don&#039;t set youself on fire.&lt;br /&gt;
&lt;br /&gt;
They are used by hive gangers and riots in rebelling Imperial Worlds. The [[Ork]] equivelent would be Burna Bottles, more can be read below.&lt;br /&gt;
&lt;br /&gt;
On [[Necromunda]] tabletop, the Incendiary Charge has a 5” blast and can cause enemies to Blaze it, which is always a good time. They’re a little pricey, but having a few on your second-liners will give anyone pause.&lt;br /&gt;
&lt;br /&gt;
===Frag Grenade===&lt;br /&gt;
[[File:Frag_grenade.jpg|150px|right|thumb|Frag Grenade]]&lt;br /&gt;
The most ubiquitous, common and identifiable type of grenade not only in the 40k universe but the entirety of military fiction. Frag grenades (or fragmentation grenades) are small, anti-personnel grenades, exploding in a hail of thousands of tiny and deadly shards of metal, the effect being to deny an enemy the benefits of any cover as they are assaulted.  &lt;br /&gt;
&lt;br /&gt;
Frag grenades are very simple in design and effect, consisting of a central explosive core with a fuse inserted and secured by a pin, wrapped in a steel casing. Upon detonation, irregular shards of the casing are propelled at high velocity into the nearby surrounding area. The casing is typically grooved, both to create more shrapnel upon detonation and to provide a secure grip.&lt;br /&gt;
&lt;br /&gt;
A single frag grenade weighs about 1 kilogram and has a blast radius between 3 meters and 5 meters. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Frag1.JPG&lt;br /&gt;
Image:Frag2.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blasting Charges===&lt;br /&gt;
[[File:Blasting_Charges.JPG|150px|right|thumb|Blasting Charges]]&lt;br /&gt;
Nothing more than a bundle of dynamites rented from the Loonytoons. Blasting Charges are a type of Imperium-derived explosive. Created from scavenged detonators and low-end demolition gear, the short-fused blasting charges used by [[Genestealer|Genestealer Cultists]] can be hurled into the enemy ranks to sow death and disruption ahead of a concerted assault. Like most &#039;weapons&#039; from the Genestealer Cults, Blasting Charges originated from demolition charges meant to destroy large rocks and minerals in mining activities.&lt;br /&gt;
&lt;br /&gt;
On tabletop, these things are Frag Grenades by any other name, booms just as sweet. Never forget to use them since it increases your shooting output from [[Awesome|1/2 S3 shots to D6]] (and you also use the Grenadier like stratagem to shoot 10D6 of these!).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Blasting_Charge_Detonator.JPG|The Detonator.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Infernus Firebomb Cluster===&lt;br /&gt;
[[File:Infernus_Firebomb_Cluster.JPG|200px|right|thumb|Infernus Firebomb Cluster]]&lt;br /&gt;
The Infernus Firebomb Cluster is a type of incendiary bomb launcher used by [[Adeptus Custodes]] [[Ares Gunship]]s. Similiar to the Burna Bomb in function, except you know, [[Awesome|better.]] The Infernus Firebomb Cluster as its name suggests, is a trio of cluster munitions that splits apart mid-air into dozens of smaller incendiary bomblets to bathe an entire battlefield in promethium. The Ares carries one under each wing for a total of six Firebombs, now that&#039;s a whole lot of diddly.&lt;br /&gt;
&lt;br /&gt;
In the [[Horus Heresy]] tabletop, the Infernus Firebomb Cluster is mainly used for its anti-infantry function (Bomb 3, heavy bolter strength large blasts with ignores cover). In 9th Edition, Firebomb Clusters are basically identical to the bombs dropped by the Thunderhawk (pick a unit you flew over, roll 1d6 for each model in the unit (3d6 for vehicles or monsters), a roll of 4+ = 1 Mortal Wound), the big difference being you can use them twice per game. &lt;br /&gt;
&lt;br /&gt;
===Stikkbomb===&lt;br /&gt;
[[File:Stikkbomb.jpg|150px|right|thumb|Stikkbomb]]&lt;br /&gt;
&lt;br /&gt;
An Orkified Stielhandgranate. These are the [[Ork|Ork&#039;s]] version of the Frag Grenade and functions almost identical save for maybe size and throwing range. Stikkbombs are Ork grenades in the form of a stick with the explosive part at the top and the pin at the bottom. The stick handle is very useful, allowing the grenade to be easily carried stuffed down a boot or through a belt. The main reason for the popularity of the design is its brutal appearance and appropriate sense of size and power. Although in reality, it could be for the fact that like the real life Stielhandgranate, the handle gives Stikkbombs a further and more accurate throwing range at the cost of being poor at &#039;rolling a grenade at short range. &lt;br /&gt;
&lt;br /&gt;
[[FATAL|Big enough to hit enemies with in close combat, but this usually makes the &#039;nade go off in the Ork&#039;s hand, killing both him and whoever he&#039;s hitting. Somewhat risky to use in general, inasmuch as many Orks forget which part of the grenade they&#039;re supposed to throw.]] &lt;br /&gt;
&lt;br /&gt;
Stikkbombs comes in even more variety and flavors than the grenades of the Imperium. However, they all bear the same shape, with only the fillings inside being different. Certain Orks are known to strap a couple of Stikkbombs together to create one super grenade called the &#039;&#039;&#039;Super Stikkbomb.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stikkbombs can be found mounted on a [[Stikkbomb Launcha]] if the respective Ork proves to be lazy in throwing a grenade.&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], it an overgrown Ork hand grenade, built in a similar manner to a German stick grenade. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:StikkBomb_Types.jpg|Multiple types of Stikkbombs&lt;br /&gt;
Image:Stikkbombs_2.jpg&lt;br /&gt;
Image:Stikkbombs.jpg|Oldschool.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Burna Bottle===&lt;br /&gt;
[[File:Burna_Bottle.JPG|150px|right|thumb|Burna Bottle]]&lt;br /&gt;
Burna Bottles are a type of Ork weapon analogous to a Molotov Cocktail.&lt;br /&gt;
&lt;br /&gt;
This weapon consists of a glass bottle (or in the case of Snakebites, a clay pot) filled with Squig oil, Promethium, or whatever other flammable substance Orks can think of. When lit and thrown, the Burna Bottle will shatter on the enemy and engulf them in flame. It is the favored weapon of [[Boomdakka Snazzwagon]] crews.&lt;br /&gt;
&lt;br /&gt;
The weapon seems to be the more popular incendiary device than the &#039;Firey Stikkbombs&#039; as they are cheaper to produce and easier to make in the truckload. Great for clearing a occupied manhole, poor at killing anything wearing [[Carapace Armor|Carapace armor]] [[Power Armor|and above.]]&lt;br /&gt;
&lt;br /&gt;
The most infamous user of Burna Bottles is Big Pyro, who is a deranged Deathskull obsessed with fire.&lt;br /&gt;
&lt;br /&gt;
===Burna Bomb===&lt;br /&gt;
[[File:Burna_Bomb_by_Yaroslav_Bozhdynsky.JPG|200px|right|thumb|Burna Bomb]]&lt;br /&gt;
I love the smell of napalm in the morning!&lt;br /&gt;
&lt;br /&gt;
The more fiery cousin of the regular Bomm. The Burna Bomb is a variant of a standard Bomm, that can be mounted on Ork Fighta-Bommers or more specifically, the Burna-Bommers. When these bombs explode they blanket vast swathes of the battlefield with burning promethium.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Burna-Bommers gets two Burna Bombs, and can drop one per turn on a unit it flies over. Roll a D6 for every model in the unit they drop on (capped at 10), inflicting a mortal wound for every roll of 5+, or 4+ vs INFANTRY.&lt;br /&gt;
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===Plasma Grenade===&lt;br /&gt;
[[File:EldarPlasmaGrenade.JPG|150px|right|thumb|Plasma Grenade]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See main page here: [[Plasma#Plasma Grenade|Plasma Grenade]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Plasma Grenades are grenades that utilize [[Plasma]] as its main form of detonation and explosive. Only two factions seem to use Plasma Grenades in bulk. The Imperium and Eldar.&lt;br /&gt;
&lt;br /&gt;
Imperial Plasma Grenades make use of a deliberate plasma containment failure to unleash a highly lethal blast of heat and light similar to a miniature sun which can take out almost any target. However, they are rarely used due to the technological cost needed to make one.&lt;br /&gt;
&lt;br /&gt;
The [[Eldar]] and [[Dark Eldar]] use plasma grenades in placement of the more crudely designed Frag Grenades used by the Imperium. They use a small amount of exploding plasma to blind the enemy and prevent them from properly using their terrain to defend their position against advancing enemy forces.&lt;br /&gt;
&lt;br /&gt;
===Egerian Geode===&lt;br /&gt;
[[File:Egerian_geode.jpg|150px|right|thumb|Egerian Geode]]&lt;br /&gt;
Combine the wide ranging effect of a frag and the cutting power of a krak and you get the Egerian Geode.&lt;br /&gt;
&lt;br /&gt;
Egerian Geodes are a form of Grenade recovered from xenos crystalline maze-cities. Despite their overall simplistic and minimalist design, these grenades are made of advance materials and lethal explosives. Inside them are compacted shards of Diamantine glass that upon detonation become deadly cutting projectiles capable of slicing through most armor.&lt;br /&gt;
&lt;br /&gt;
As such, they cut through materials much higher than the standard frag grenades. Making them great in dealing with swathes of power armored enemies that would have shrugged shrapnel from more normal frags. Due to their nature, only Imperials with special access such as [[Rogue Traders]] and [[Deathwatch]] are allowed to use these weapons. If you get access to a renewable supply (that is to say, a sufficiently radical Tech Priest at your service), count yourself lucky as these things are nasty.&lt;br /&gt;
&lt;br /&gt;
As you know, they are the only grenades that does not belong to one of any of the major races. If anything, they are only found in the Rogue Trader Rulebook, which makes these grenades old as fuck.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Blight Grenade===&lt;br /&gt;
[[File:Blight_Grenade.jpg|150px|right|thumb|Blight Grenade]]&lt;br /&gt;
A specially icky type of grenade utilized extensively by the [[Death Guard]].&lt;br /&gt;
&lt;br /&gt;
A Blight Grenade, also known as a Death Head of Nurgle, is a highly effective improvised grenade and chemical weapon utilized by the [[Plague Marine|Plague Marines,]] [[Chaos Sorcerer|Chaos Sorcerers]] and other devoted followers of [[Nurgle]]. Each is made from a literal decapitated head of a conquered enemy and are filled with a metric shit ton of chemical and biological agents.&lt;br /&gt;
&lt;br /&gt;
When they explode the resulting shrapnel carries deadly toxins and contagions that can penetrate cracks in armor, cause flesh to boil and slough away, and fill the air with blinding spores, all the while keeping the victim alive until the very end.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the Death Guard can be less disgusting and use a bleached skull instead. Of course, it would be one hell of a sight seeing Chaos Space Marines lobbing over exploding decapitated heads as grenades. Of all the possible ways to die, death by exploding head is definitely a notable way to go.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:BlightGrenade.jpg|A more detailed description of these grenades.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Offensive Anti-Vehicle==&lt;br /&gt;
&lt;br /&gt;
The opposite of anti-infantry grenades. These grenades are meant to disable to outright destroy vehicles ranging from scout bikes to tanks. As such, some of these devices has a explosive shaped charge meant to penetrate armor rather than the omnidirectional blast of normal frag grenades.&lt;br /&gt;
&lt;br /&gt;
===Krak Grenade===&lt;br /&gt;
[[File:Krak_grenade.jpg|150px|right|thumb|Krak Grenade]]&lt;br /&gt;
The Yin to the Frag&#039;s Yang. Krak Grenades otherwise known as simply Kraks, are the quintessential anti-tank grenade used predominantly by the Imperium. Designed to &amp;quot;crack&amp;quot; open armored targets such as vehicles through a concentrated implosive blast. However, the krak grenade must be placed more carefully on the target than frag grenades, because their explosive radius is only half that of a frag grenade.&lt;br /&gt;
&lt;br /&gt;
Typically Krak Grenades are attached directly onto vehicles or fortifications with magnetic, adhesive or physical clamps, maximizing their effect on the target. They can also be used against monstrous creatures (such as the larger Tyranid bioforms), when they are attached to the creature&#039;s carapace before detonation. &lt;br /&gt;
&lt;br /&gt;
Krak grenades are commonly used by the [[Imperial Guard]], [[Sisters of Battle]], loyal [[Space Marines]], and [[Chaos Space Marines]]. Kraks are often thrown underneath the vehicle so as to maximize the implosive radius and target the weak underbelly of most vehicles.&lt;br /&gt;
&lt;br /&gt;
===Arc Grenade===&lt;br /&gt;
[[File:Arc_Grenades.JPG|150px|right|thumb|Arc Grenade]]&lt;br /&gt;
A new grenade for which the [[Adeptus Mechanicus]] could [[Lulz|shit on their enemies to death]] like the [[Eldar|Elfdar]] [[Swooping Hawks]]. &lt;br /&gt;
&lt;br /&gt;
Resembling an Ork Stikk Bomb, the Arc Grenade is a weapon from the [[Arc Weaponry]] family. Like the Eldar Haywire Grenades or the Tau EMP Grenades, the Arc Grenade it explodes in a flurry of arcing lightning and energy. Unlike the Eldar or Tau equivalents however, the Imperium is manly enough to actually make their Arc Grenades kill infantry.&lt;br /&gt;
&lt;br /&gt;
The [[Pteraxii#Skystalkers|Pteraxii Skystalkers]] use these as their primary anti-tank weapon. They often carry a bundle, or clusters of these grenades before dropping them all at once for maximum damage.&lt;br /&gt;
&lt;br /&gt;
On tabletop, these weapons are some nasty work. If the grenades hits, roll one D6 for each model on the targeted unit, adding 2 of each result if that unit is a vehicle. [[Rape|For each 5+, that enemy unit suffers 1 mortal wound.]]&lt;br /&gt;
&lt;br /&gt;
===Demolition Charge===&lt;br /&gt;
[[File:Demolition_Charge.JPG|150px|right|thumb|Demolition Charge]]&lt;br /&gt;
Blasting Charges on steroids. The Demolition Charge is a short range explosive carried primarily by the [[Imperial Guard]]. It is effective simply because of its strength but has a dangerously short range (as far as a person can throw it). This short range makes it just as dangerous for the attacker as it is for the defender.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Demo Charges&amp;quot; are primarily used to damage or destroy tanks, fortifications and buildings. However, it can also act as anti-personnel weapons, although the power of the typical explosive charge would be a tad overkill and a waste of explosives.&lt;br /&gt;
&lt;br /&gt;
A standard-type charge looks similar to a flattened cylinder and weighs around two kilos and detonates upon impact after being activated and thrown. Its lethality-sphere is supposed to be around twenty meters. Demolition charges are not always standardized, however, and often are actually improvised in the field. As a result, there are numerous variances in weight, appearance and detonation method. A common improvised demolition charge is simply a group of tube-charges taped together and set off remotely by wire or timed detonation-tape.&lt;br /&gt;
&lt;br /&gt;
Guardsmen who volunteer to carry a demolition charge are authorized to request [[Troll|better food and ration allowances.]] The most prominent users of these are the [[Catachan Jungle Fighters]].&lt;br /&gt;
&lt;br /&gt;
===Haywire Mine===&lt;br /&gt;
[[File:Haywire_Mine.JPG|150px|right|thumb|Haywire Mine]]&lt;br /&gt;
It seems that [[Roboute Guilliman|Grandpapa Smurf]] and [[Belisarius Cawl|Uncle Cawl]] [[Blood Ravens|&#039;borrowed&#039;]] a few technological items from the [[Eldar]], after Robo Guillibutt&#039;s date with [[Yvraine]] during the [[Gathering Storm]]. One of which is the Haywire Grenades.&lt;br /&gt;
&lt;br /&gt;
The Haywire Mine are weapons used by the new [[Space Marine]] [[Incursor|Incursors.]] These mines are heavy-duty weapons that allow the Incursors to knockout enemy armor. They function exactly like Haywire Grenades, which is essentially a giant EMP pulse.&lt;br /&gt;
&lt;br /&gt;
Judging by the fact that it looks like an Ork Tankbusta Bomb, it is highly likely that the Haywire Mine, despite being called a mine, acts more like a magnetic shaped charge, whereby the flat surface is a magnetic clamp meant to latch on a vehicle&#039;s surface before it goes boom. It is most likely thrown rather than placed down like a mine, due to the presence of a handle.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Melta Bomb===&lt;br /&gt;
[[File:IF MkXIX Lucifer Pattern MeltaBomb.jpg|150px|right|thumb|Melta Bomb]]&lt;br /&gt;
&#039;&#039;See main page here: [[Melta Bomb]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Melta Bomb is a type of explosive charge belonging to the [[Melta]] design tree. Typical examples have dimensions analogous to that of a grenade, but can be larger. When activated, they explode with intense thermal energy, &#039;melting&#039; the target away. Like all melta-weapons, melta bombs are especially useful for attacking vehicles, buildings and other armored targets.&lt;br /&gt;
&lt;br /&gt;
They are used by being attached or thrown to walls, hulls or bulkheads and have an integral timer that can be set for one hour. When it comes to tank hunting, it is often optimal to attach the bomb on the side of back of a vehicle (Or any area that serves as a &#039;blind spot&#039;). Unlike the smaller Kraks, it is not advisable to throw one due to the weapon&#039;s weight and size being a hindrance.&lt;br /&gt;
&lt;br /&gt;
===Heavy Bomb===&lt;br /&gt;
[[File:Heavy_Bomb.JPG|200px|right|thumb|Heavy Bomb]]&lt;br /&gt;
The most common munitions dumped by [[Imperial Navy|Imperial Naval Aircraft]] such as the [[Marauder Bomber]]. Heavy Bombs are aircraft weapons that is used in conventional bombing runs. Though they cannot be fitted to the Marauder Destroyer variant. They are an ordnance weapon capable of crippling infantry, light to medium vehicles and buildings, weighing between 1,000 and 1,500 pounds each.&lt;br /&gt;
&lt;br /&gt;
On tabletop, in three times a game the Marauder can bomb a unit on the field. Roll dice to stack mortal wounds on the target: 3d6 per vehicle/monster or d6 for every other model - every 4+ causes a mortal wound.&lt;br /&gt;
&lt;br /&gt;
Although it has a model, it is barely given screen time due to the fact that they are usually housed internally within the Marauder.&lt;br /&gt;
&lt;br /&gt;
===Colossus Bomb===&lt;br /&gt;
[[File:Colossus_Bomb.jpg|200px|right|thumb|Colossus Bomb]]&lt;br /&gt;
&lt;br /&gt;
[[Awesome|The Imperial MOAB,]] [[Exterminatus|for when you want to nuke an area without going full nuclear.]] Only the Colossus Marauder is modified to carry this big bastard, and it could only carry one. &lt;br /&gt;
&lt;br /&gt;
The Colossus Bomb features a diamantine armor-penetrating tip, a mass reactive fuse, and an internal Melta Warhead, all of which is backed up with [[Exterminatus|10,000 kilograms of high explosives.]] The bomb features a guidance system that is controlled from the craft that guides it to its target accurately, adjusting its tail fins until the moment of contact.  Given the Armor Penetrating head the most direct real world comparison would be &amp;quot;Earthquake bombs&amp;quot;, which burrow into the earth before exploding destroying targets via making an underground cavity, which then collapse in, bringing the structure in with it. With the melta, though, it’s probably more like a pyroclastic blast creating a sinkhole full of lava.&lt;br /&gt;
&lt;br /&gt;
It is of no surprise that this monster of a weapon has been used by the [[Imperial Navy]] as an effective Titan killer, since a direct hit from the weapon will result in catastrophic damage to any target, including God-Machines and super-heavy tanks such as the Baneblade and Shadowsword. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Colossus&amp;quot; indeed.&lt;br /&gt;
&lt;br /&gt;
===Tankbusta Bomb===&lt;br /&gt;
[[File:Tankbusta_Bomb_Model.JPG|150px|right|thumb|Tankbusta Bomb]]&lt;br /&gt;
Ork Melta Bombs, although it would be more accurate to call it a anti-tank shaped charge. &lt;br /&gt;
&lt;br /&gt;
Tankbusta Bombs are heavy magnetic discs size and shape of manhole covers. They are directional and are used when Stikkbombs simply aren&#039;t sufficient to destroy something (and as such are more attractive to many Orks). &lt;br /&gt;
&lt;br /&gt;
They are attached to the vehicles by magnetic clamps and detonated with deadly efficiency. They are commonly used by [[Tankbustas]] and [[Ork Kommando]]s. They were best seen during the intro cinematic of [[Dawn of War]] where one of the Boyz manage to turn the [[Dreadnought]] inside out. They&#039;re also powerful enough to blow off chunks of ceramite and adamantium from the hulls of land raiders. &lt;br /&gt;
&lt;br /&gt;
Likewise, due to its size, only one Tankbusta Bomb can be carried by a single Tankbusta. However, it ain&#039;t feasible to see an entire squad of Tankbustas all carrying around these giant magnet of doom.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, despite this hunk of [[Awesome|awesomeness]], they only appeared in vanilla Dawn of War, with later expansion packs removing it in favor of giving the Tankbustas [[Rokkit Launcha]]s as soon as they were fielded. However, it could be stated that these bombs was also seen attached on Bomb Squigs during [[Warhammer 40,000: Space Marine]]. On tabletop, Tankbusta Bombs can only be thrown one at a time unless you use the new Stikkbombs strategem to throw up to 10 [[Rape|and equate to a Rokkit Launcha with D3 shots and D6 damage.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:TankbustaBomb.jpg|Tankbustas in Dawn of War.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bigbomm===&lt;br /&gt;
[[File:Bigbomm.JPG|200px|right|thumb|Bigbomm]]&lt;br /&gt;
[[Pretend|Despite the name,]] Bigbomms are the smallest type of Ork bombs, carried by [[Deffkoptas]] and [[Warkoptas]]. &lt;br /&gt;
&lt;br /&gt;
These bombs look like your conventional WW2 gravity bombs with a fin stabilizer and all. Whilst it can kill a bunch of infantry, it is mostly use to blow the hatch (Or the entire turret) off an armored vehicle before the aircraft unloads its other payload of Boyz or Dakka.&lt;br /&gt;
&lt;br /&gt;
On tabletop, for the Warkopta, you get two of these for free. Drop them on units you move over, deals a mortal wound to each model in the unit (max 5) on a 5+. For the Deffkopta, you can get one of these for no points ([[Derp|which is probably why the Kopta itself costs so much]]), so you probably should do that. Once per game it can be dropped after moving over the target in the Movement Phase, delivering damage the same as the one on the Warkopta.&lt;br /&gt;
&lt;br /&gt;
===Bomm===&lt;br /&gt;
[[File:Bomm.jpg|200px|right|thumb|Bomm]]&lt;br /&gt;
&lt;br /&gt;
The lazily named Bomm is essentially the Ork equivalents of Imperial Bombs. They can be mounted on almost any Ork aircraft, including [[Fighta]]s, [[Fighta-Bommer]]s and Heavy Bommers. They come in all shapes and sizes, but they usually look like an upscaled Bigbomm ([[Derp|The irony is not lost on this one]]) with an enlarged fin stabilizer packed with as much explosives as possible.&lt;br /&gt;
&lt;br /&gt;
Fightas and Fighta-Bommers can only carry around one-to-four Bomms in total, the Fighta-Bommer could carry three Bomms per wing if there is enough modifications. What you want is to have the Heavy Bommers, &#039;cause this bird can carry a metric shit ton of Bomms to effectively nuke the entire area in a single bombing run. Seems to be slowly phased out by either Rokkits, Burna Bombs or Boom Bombs.&lt;br /&gt;
&lt;br /&gt;
===Boom Bomb===&lt;br /&gt;
[[File:Boom_Bomm.jpg|200px|right|thumb|Boom Bomb]]&lt;br /&gt;
The big cheese of Ork bombs short of nukes. Boom Bombs (AKA Boom Bomms) are heavier versions of a standard Ork Bomm. These huge, crude and unsubtle bombs serve as the main armament of [[Bomma#Blitza-Bommer|Blitza-Bommers]] as they are the only aircraft big enough to carry one of these under their wings. [[Wat|For some reason, you would expect the Heavy Bommer to be able to carry a number of these, but they can&#039;t.]]&lt;br /&gt;
&lt;br /&gt;
On tabletop, Boom Bombs count VEHICLES and MONSTERS as three models when working out how many dice they get to roll for mortal wounds - and they inflict mortal wounds to all targets on 4s, while Burna-Bommers&#039; Burna Bombs require 5s for non-INFANTRY. [[Rape|Bomb squadrons of smaller vehicles for maximum pain.]]&lt;br /&gt;
&lt;br /&gt;
===Repulsor Mine===&lt;br /&gt;
[[File:Repulsor_Mine.JPG|200px|right|thumb|Repulsor Mine]]&lt;br /&gt;
The main weapon of an [[Ork]] [[Minelayer]].&lt;br /&gt;
&lt;br /&gt;
To reconcile the defensive role of mines, Orks use Repulsor Mines, invented by Orghamek. &lt;br /&gt;
&lt;br /&gt;
These weapons are a weird one, think of it as an inverse naval mine. Rather than floating on water or space, it floats in the air. The reason why they can float is due to the fact that it contains weak repulsor fields.&lt;br /&gt;
&lt;br /&gt;
These mines are placed by Minelayer&#039;s claw and after their fields are activated, they float in mid-air until someone passes under them. This will collapse the delicate repulsor field, causing the mine to fall on top of the poor bastard. Although, given how fast some aircraft are, these mines could only be effective against much slower Bombers and Dropships. The unfortunate trespasser is than turn to shreds by a massive explosion, if the fall of a heavy mine doesn&#039;t kill them first.&lt;br /&gt;
&lt;br /&gt;
They were best seen during [[Warhammer 40,000: Space Marine]], where a couple of Minelayers were shown hovering around and laying its traps. Despite this, not a lot of Imperial Naval ships or aircraft was harmed by them.&lt;br /&gt;
&lt;br /&gt;
===Mega Bomb===&lt;br /&gt;
[[File:Mega_Bomb.JPG|200px|right|thumb|Mega Bomb]]&lt;br /&gt;
The Mega Bomb is the Boom Bomb&#039;s MOAB cousin. &lt;br /&gt;
&lt;br /&gt;
We are not quite sure if these things are just a canister of a metric ORK-ton of explosives or it is an actual nuclear warhead. These bombs are big enough that only the biggest Ork aircraft could carry it. Not even a regular [[Bomma]] is big enough to heft this giant bomb. Instead, this work rests solely on the responsibility of the [[Bomma#Mega Bommer|Mega Bommer]], an &amp;lt;s&amp;gt;airplane&amp;lt;/s&amp;gt; AIRSHIP with engines big enough to carry just &amp;lt;u&amp;gt;ONE&amp;lt;/u&amp;gt; of these bad boys.&lt;br /&gt;
&lt;br /&gt;
In Aeronautica, these bad boys have a firepower of 10! Causing damage on a 2+, with extra damage on a 4+. Granted, the Mega Bommer could only carry one of these things and it could only attack ground targets. But you can rest assured that you are essentially carrying a Fat Boy at all times.&lt;br /&gt;
&lt;br /&gt;
===&#039;Gantbuster Bomb===&lt;br /&gt;
[[File:&#039;Gantbuster_Bomb.JPG|200px|right|thumb|&#039;Gantbuster Bomb]]&lt;br /&gt;
The Colossus Bomb of Ork Bombs. &lt;br /&gt;
&lt;br /&gt;
Big enough to make the Boom Bomb look like a firecracker. The &#039;Gantbuster Bomb appeared only in the Deff Skwadron graphic novel as the weapon that literally kickstarts a global Orkoid war on the planet.&lt;br /&gt;
&lt;br /&gt;
The &#039;Gantbuster Bomb is a prototype weapon developed by [[Warboss]] Badthug to royally fuckup Warboss Grimlug&#039;s personnal [[Gargant]]. Hence its name. Looking like [[Lulz|a giant cannonball ripped straight out of Looney Tunes.]] When activated, the Ork flyboyz launch the &#039;Gantbuster Bomb like a giant bowling ball, rolling straight into the open belly door of a Gargant before detonating in a bloody huge explosion.&lt;br /&gt;
&lt;br /&gt;
One can imagine bowling pin sounds being generated once one drops one of these on a couple of gitz.&lt;br /&gt;
&lt;br /&gt;
===Haywire Grenade===&lt;br /&gt;
[[File:Haywire_Grenade.JPG|150px|right|thumb|Haywire Grenade]]&lt;br /&gt;
Eldar EMP grenades in a nutshell.&lt;br /&gt;
&lt;br /&gt;
Haywire Grenades are used by both the [[Eldar]], [[Harlequin]] and [[Dark Eldar]] for disabling enemy vehicles. Each one sends out a pulse of electromagnetic energy which shorts out electrical wires and disrupts many energy systems. They don&#039;t have any effect on biological creatures.&lt;br /&gt;
&lt;br /&gt;
In 1st Edition, Haywire Grenades emitted a massive pulse of electro-magnetic energy primarily designed to destroy electronic systems, but could also affect the neural systems of nearby organisms.&lt;br /&gt;
&lt;br /&gt;
Haywire Grenades are most prominently used by DEldar [[Scourges]] and [[Wyches]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Haywire2.JPG|A pack of Haywires.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===EMP Grenade===&lt;br /&gt;
[[File:EMP_Grenade.jpg|150px|right|thumb|EMP Grenade]]&lt;br /&gt;
An EMP Grenade also known as &#039;&#039;&#039;Pulse Grenades&#039;&#039;&#039;, is a type of [[Tau]] grenade that is sometimes issued to Fire Caste infantry such as [[Fire Warrior|Fire Warriors]] and [[Pathfinder Team|Pathfinders.]] EMP Grenades as its name implies, briefly emit an electromagnetic pulse (EMP) upon detonation, which can overload electronic circuitry, causing anything from minor malfunctions in electronics to fires, complete meltdowns and other critical malfunctions. &lt;br /&gt;
&lt;br /&gt;
On a vehicle/robot the havoc is enough to at the very least disable them temporarily, or, more often than not, cause some form of catastrophic failure in a system, leading to an explosive reaction for the unfortunate vehicle or robotic construct. &lt;br /&gt;
&lt;br /&gt;
It is, like the Eldar Haywire Grenades, almost useless against regular infantry or anything biological like the [[Tyranids]].&lt;br /&gt;
&lt;br /&gt;
==Tactical==&lt;br /&gt;
&lt;br /&gt;
Tactical or utility grenades aren&#039;t meant to kill or maim its targets, rather they are meant to create affects that puts the target at a temporary disadvantage. This includes blinding them, creating a smokescreen or stunning them. Some utility grenades are meant for non-combat usage like anti-plant grenades, though the varying targets and hazards can make them just as valuable in a fight as outside of one.&lt;br /&gt;
&lt;br /&gt;
===Smoke Grenade===&lt;br /&gt;
[[File:SmokeGrenade2.JPG|150px|right|thumb|Smoke Grenade]]&lt;br /&gt;
Smoke Grenades are one of the most common form of tactical grenades. When people think of non-lethal grenades, the Smoke Grenade comes into mind.&lt;br /&gt;
&lt;br /&gt;
A Smoke Grenade is a simple metallic canister designed to emit a thick, persistent smoke cloud in order to shroud an opponent&#039;s vision. Related to, but not as effective as Blind Grenades, Smoke Grenades are used by the military forces of the Imperium of Man as a tool to take tactical control over the battlefield. The most notable users being [[Primaris Marines|Primaris]] [[Infiltrators]].&lt;br /&gt;
&lt;br /&gt;
However, there exist many technologies among the various intelligent species of the galaxy that are more than capable of penetrating the simple visual obfuscation caused by smoke. This can make these grenades ineffective in this role against certain well-equipped foes. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:SmoleGrenade1.JPG|Smoke Grenade being lit.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blind Grenade===&lt;br /&gt;
[[File:Blind_grenade.jpg|150px|right|thumb|Blind Grenade]]&lt;br /&gt;
&lt;br /&gt;
[[Pretend|Despite the name, they ain&#039;t Flashbangs.]] [[Derp|Unless you are using the one in Dawn of War where it basically functions like a Flashbang.]]&lt;br /&gt;
&lt;br /&gt;
Blind grenades are a more complex version of a smoke grenade, releasing a dense dark grey smoke cloud as well as infrared bafflers and broad spectrum electro-magnetic radiation and chaff to disrupt enemy scanners. The broad range of interference makes most forms of direct attack through it impossible, though the effect only lasts for a short time and the cloud can quickly dissipate given the correct weather conditions.&lt;br /&gt;
&lt;br /&gt;
As mentioned above, a variant of Blind Grenade used by the [[Blood Ravens]] Astartes chapter releases a bright flash of energy that incapacitates rather than harms its targets. This type of blind grenade does not work on vehicles or infantry units that are inside of a building.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a fun fact, the cannon appearance of Blind Grenades look like three doughnuts duct taped together.&lt;br /&gt;
 &lt;br /&gt;
===Shock Grenade===&lt;br /&gt;
[[File:Shock_Grenade.JPG|150px|right|thumb|Shock Grenade]]&lt;br /&gt;
The &amp;lt;u&amp;gt;&#039;&#039;ACTUAL&#039;&#039;&amp;lt;/u&amp;gt; 40k Flashbangs.&lt;br /&gt;
&lt;br /&gt;
A Shock Grenade is a non-lethal type of Imperial grenade designed to produce a blinding flash of light and loud, raucous noise without causing permanent injury. Shock Grenades are most often used by the [[Reiver|Reiver Squads]] of [[Primaris Space Marines|Primaris Space Marine]] formations who deploy them to stun the enemy long enough for the Reivers to launch a close assault that makes quick work of the foe. &lt;br /&gt;
&lt;br /&gt;
Shock Grenades are known to be shaped similarly to that of a Krak Grenade. Why they made it like this, we have no idea. They differentiate themselves from Kraks by having what appears to be a glass casing filled with a yellow substance (possible the pyrotechnic chemicals needed to shoot out the bright flashes). Of course, whilst it is not lethal, holding one when it is about to blow would result in losing one&#039;s hand.&lt;br /&gt;
&lt;br /&gt;
===Mindscrambler Grenade===&lt;br /&gt;
[[File:Mindscrambler_Grenade_Pouch.JPG|150px|right|thumb|Mindscrambler Grenade Pouch]]&lt;br /&gt;
Mindscrambler grenades are a special type of grenade only used by the Adeptus Mechanicus and most commonly issued to [[Skitarii#Sicaran Ruststalkers|Sicaran Ruststalkers]]. The munition contains the egg-sac of a Cthellan electrogenesis squid. When detonated, the resultant surge of bio-electricity causes heavy neural trauma to any living creature and artificial sentience alike. It&#039;s basically a reverse EMP grenade that gives targets PTSD.&lt;br /&gt;
&lt;br /&gt;
Whilst no canon model exists for the Mindscrambler Grenade, it is heavily hinted that the small pouch next to the Ruststalker ammunition accessory model, may actually contain the grenades (The larger pouches obviously stores the ammunition for the Ruststalker&#039;s [[Flechette Blaster]]). &lt;br /&gt;
&lt;br /&gt;
In 7th Edition, these things are AP4 Haywire Grenades that always wound on a 4+ (They become S3 when assaulting vehicles). [[Troll|This specifically isn&#039;t Poisoned, so you can screw with Monstrous/Gargantuan Creatures with that.]] As such, they are [[Awesome|pretty awesome.]]&lt;br /&gt;
&lt;br /&gt;
===Stasis Bomb===&lt;br /&gt;
[[File:Stasis_Bomb.jpg|200px|right|thumb|Stasis Bomb]]&lt;br /&gt;
The Stasis Bomb is a deadly archaic weapon only utilised by the [[Dark Angels]] Space Marine Chapter and the Successor Chapters of the Unforgiven. The Stasis Bomb is an archaic holdover from the [[Dark Age of Technology]], and is deployed by the Dark Angel aircraft such as the [[Ravenwing]] [[Nephilim Jetfighter#Dark Talon|Dark Talon]] that is a part of the armory of the Dark Angels&#039; elite 2nd Company.&lt;br /&gt;
&lt;br /&gt;
Basically a time bomb, the blast of a Stasis Bomb causes a degree of damage but, more importantly, [[Doctor Who|will momentarily halt the flow of time.]]&lt;br /&gt;
&lt;br /&gt;
While the actual suspension of the normal flow of the space-time continuum is measured in mere milliseconds, this unnatural disruption to the time stream has lingering effects on those in close proximity to such a blast, causing gut-wrenching disorientation and slowing their reaction times, making them ripe for a good old fashion Dark Angel {{Blam|Blamming.}}&lt;br /&gt;
&lt;br /&gt;
A smaller variant is called the &#039;&#039;&#039;Stasis Grenade&#039;&#039;&#039; although it is much rarer.&lt;br /&gt;
&lt;br /&gt;
===Photon Grenade===&lt;br /&gt;
[[File:Photon_flash_grenade.jpg|150px|right|thumb|Photon Grenade]]&lt;br /&gt;
Tau Flashbangs, with more emphasis on the flash and less on the bang.&lt;br /&gt;
&lt;br /&gt;
Photon grenades are designed to emit an extremely bright pulse of multi-spectrum light which will damage any viewing equipment or optical devices. This will blind them and make them effectively put them into a protracted state of shock, during which time they cannot defend themselves.&lt;br /&gt;
&lt;br /&gt;
Tau photon grenades are designed to emit a sonic blast and a pulse of multi-spectrum light. They can be thrown by hand or fired from a Pulse Carbine.&lt;br /&gt;
&lt;br /&gt;
The Imperium makes use of a photon grenade known as a photon flash or simply a flash grenade but in lesser amounts. This could be due to the fact that the Imperium has a lot of choices to choose from such as Blind or Smoke Grenades.&lt;br /&gt;
&lt;br /&gt;
===Hallucinogen Grenade===&lt;br /&gt;
[[File:Hallucinogen_grenade.jpg|150px|right|thumb|Hallucinogen Grenade]]&lt;br /&gt;
AKA, the [[Drug|LSD Grenade.]] Hallucinogen grenades are used as psychological weapons. They release a cloud of invisible gas which has strange and unpredictable effects on the minds of those inhaling it. These effects usually have the result of taking the victim out of combat or [[Just As Planned|making him turn against his allies;]] effects range from turning victims into passive zombies or idiots, to producing delusions, paranoia and hallucination. &lt;br /&gt;
&lt;br /&gt;
Only those with armor which seals them from the local environment (Such as Power Armor, which means most Space Marines are gonna laugh it off though for game balance this is not typically represented in the rules) are unaffected by hallucinogenic gas. Though the effect may be much strong on the victim, it is usually short-lived and ceased soon.&lt;br /&gt;
&lt;br /&gt;
These grenades can be thrown or launched from a backpack grenade launcher.&lt;br /&gt;
&lt;br /&gt;
Hence, these grenades are popular among the Dark Eldar and Harlequins who use various forms of hallucinogenic weaponry, such as terrorfex grenades. The more prolific user of these grenades are the [[Shadowseer|Shadowseers]] whose Pack Grenade Launchers lob them like there is not tomorrow.&lt;br /&gt;
&lt;br /&gt;
The Imperium also uses hallucinogen grenades and warheads. A specific variant, the Psychotroke Grenade, is specifically designed to drive the targets insane and make them attack their allies.&lt;br /&gt;
&lt;br /&gt;
===Countertemporal Nanomine===&lt;br /&gt;
[[File:Countertemporal_Nanomines.JPG|150px|right|thumb|Countertemporal Nanomine]]&lt;br /&gt;
The only known [[Necron]] grenade/mine. (As of yet anyway) &lt;br /&gt;
&lt;br /&gt;
Countertemporal Nanomines are a Necron [[Cryptek]] device.&lt;br /&gt;
&lt;br /&gt;
Released from hive-gems about the bearer&#039;s person, a swarm of [[Scarab|nanoscarabs]] sweep out and lace the ground before them with microscopic temporal charges. Foes advancing into this invisible minefield find reality shattering and glitching around them. They are used by [[Chronomancer|Chronomancers]].&lt;br /&gt;
&lt;br /&gt;
Crunchwise, for +30pts, you gain the Countertemporal Nanomines which is a Chonomancer only weapon. During your Shooting phase, pick an enemy within 18&amp;quot;. Halve charge and advance rolls until your next turn.&lt;br /&gt;
&lt;br /&gt;
This makes the mines a very useful tool in fucking up charging units, giving you time for both your Cryptek and his [[Cryptothralls]] to formulate its next move.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==Exotic==&lt;br /&gt;
&lt;br /&gt;
These are grenades and explosives deemed too weird, bizarre or unique. They are often their own category as they do not follow into the normal conventions of a grenade. Basically, these are the super weird ones.&lt;br /&gt;
&lt;br /&gt;
===Vortex Grenade===&lt;br /&gt;
[[File:VortexGrenade.jpg|150px|right|thumb|Vortex Grenade]]&lt;br /&gt;
&#039;&#039;See main page here: [[Warp Weapons#Vortex Grenade|Vortex Grenade]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most known of the exotic grenades. Vortex Grenades are grenades that open up a tear in reality and sucks in everything within the [[Warp]] much like that of a black hole. For all intents and purposes, Vortex Grenades are pretty similiar to Eldar D-Cannons, which are warp weapons, however the Imperium can not fully control the vortices of the Warp unlike the Eldar. Therefore, these vortices are doubly dangerous, as once they are created they behave in an unpredictable and uncontrollable manner. They may shrink, expand, vanish, remain for long periods of time, move or even divide. For this reason, they can be as deadly to their user as their intended targets.&lt;br /&gt;
&lt;br /&gt;
Due to this, Vortex Grenades are very difficult and expensive to produce; reserved only for the most elite and accomplished of warriors/servants of the Emperor. Seeing as how these grenades are nothing more than a piece of glassball barely holding in the power of the Warp, a simple detonator is needed to let the whole thing go to literal hell.  Everyone and everything encompassed by the vortex is destroyed; all matter and energy is drawn through the vortex and it is turned into the very stuff of the warp.&lt;br /&gt;
&lt;br /&gt;
===Psyk-Out Grenade===&lt;br /&gt;
[[File:PsykOutGrenade.jpg|150px|right|thumb|Psyk-Out Grenade]]&lt;br /&gt;
Another well known exotic grenade. Psyk-Out weapons have similar effects to [[Bolter#Psycannon|Psycannon bolts;]] they are anti-psyker weapons meant to fuck with the psychic stability of the target. Psyk-Out weapons could take both grenade and missile form.&lt;br /&gt;
&lt;br /&gt;
When they detonate they release fine dust particles which are heavily impregnated with negative psychic energy. This form of energy is extremely rare; in all of human space it can be obtained only as a [[Wat|by-product of the Emperor&#039;s metabolism.]] So yes, if one is thrown at you can say &amp;quot;Holy Shit&amp;quot; in both a figurative and literal sense of the term.&lt;br /&gt;
&lt;br /&gt;
Using the material to create anti-psyker weapons is considered by many to be a great waste, and their issue is strictly controlled. Psyk-Out weapons are useless against non-psychic targets. Against psychic creatures such as [[Daemon|daemons]] and [[Psyker|psykers,]] however, their effects are devastating.&lt;br /&gt;
&lt;br /&gt;
They are utilized by [[Culexus|Culexus assassins]] and by [[Witch Hunters|Witch Hunter armies]] ([[Exterminatus|as orbital missiles]]). Historically, they were wielded by the [[Sisters of Silence]].&lt;br /&gt;
&lt;br /&gt;
===Rad Grenade===&lt;br /&gt;
[[File:RadGrenade.jpg|150px|right|thumb|Rad Grenade]]&lt;br /&gt;
&lt;br /&gt;
Hand-held dirty bombs.&lt;br /&gt;
&lt;br /&gt;
Rad Grenades are weapons utilized by Inquisitors of the Ordo Xenos or Space Marines. Rad grenades detonate in a shower of tiny, radioactively-contaminated fragments. Each particle&#039;s radioactive emissions have a millisecond half-life, ensuring that the thrower can charge in without exposing himself to contamination. Nevertheless, those enemies caught in the initial blast will feel the rad grenade&#039;s debilitating influence for some time afterwards.&lt;br /&gt;
&lt;br /&gt;
It is unknown whether the AdMech utilizes Rad Grenades, but seeing as how they are always the main users of [[Radium Weaponry]], it would not be surprising in the slightest if we see some Skitarii scuttering around with a bag of these.&lt;br /&gt;
&lt;br /&gt;
===Tectomagnic Munitions===&lt;br /&gt;
[[File:Tectomagnic_Munitions.JPG|150px|right|thumb|Tectomagnic Munitions]]&lt;br /&gt;
A Tectomagnic Munitions is the primary weapon of the [[Archaeopter#Archaeopter Fusilave|Archaeopter Fusilave tactical bomber.]] &lt;br /&gt;
&lt;br /&gt;
As its name implies, the bombs cause tectonic and magnetic disturbances that weaken the geographical surroundings of the target. Think of it as the bomb version of the [[Tremor Cannon]] wielded by a [[Banehammer]]. Any infantry under the field of influence would be buried alive as the bombs turn solid ground into quicksand, whilst any vehicle would be rendered stuck and inoperable until it is thawed free. The Archaeopter Fusilave could carry up to six of these bombs under its casing.&lt;br /&gt;
&lt;br /&gt;
The bombs themselves are held together in a bundle-like casing. The Archaeopter Fusilave could choose to either release one bomb at a time, or unload its entire cargo at once, turning an entire battlefield into an open graveyard.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, true to its name, these bombs could halve enemy mobility with a stratagem. It could also be re-used which makes it unique amongst other races&#039; bombs. You can choose an enemy squad that is closing with your shooting units and it likely won&#039;t charge, while you shoot them with impunity. The bomb itself will deal solid 5 Mortal Wounds to a unit of monstrous creatures like Necron Wraiths. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Death Spheres===&lt;br /&gt;
[[File:Death_Spheres.JPG|200px|right|thumb|Death Spheres]]&lt;br /&gt;
Death Spheres are the primary armnent of the [[Necron]] [[Night Shroud]] bomber.&lt;br /&gt;
&lt;br /&gt;
A relic from the days of the [[War in Heaven]], a Death Sphere is a containment vessel imprisoning a fragment of anti-matter like those of a [[Particle Weapons|Particle Weapon]]. The warhead is kept phased out of the material universe until the Death Sphere is launched from the Night Shroud and detonates, unleashing an energy blast that annihilates all that it touches.&lt;br /&gt;
&lt;br /&gt;
On 8th edition tabletop, Death Spheres are the most powerful aircraft bombs in the game, inflicting a [[Rape|mortal wound on a 3+ and rolling 1d6 per model/3d6 per VEHICLE/MONSTER (capped at 12 dice).]] [[Cheese|Averages a little less than 7 mortal wounds on a 10 model unit or 2 mortal wounds on a VEHICLE or MONSTER.]] It also averages of around 8 mortal wounds against the rare few units of light vehicles that still exist, such as Killa Kans and Grot Tanks. Use these liberally and watch your opponent cry in his sleep.&lt;br /&gt;
&lt;br /&gt;
===Void Mine===&lt;br /&gt;
[[File:Void_Mine_on_the_Voidraven_Bomber.jpg|200px|right|thumb|Void Mine]]&lt;br /&gt;
The Void Mine is one of the most feared weapons employed by the [[Dark Eldar]].&lt;br /&gt;
&lt;br /&gt;
Delivered with pinpoint accuracy by [[Voidraven Bomber|Voidraven Bombers,]] the void mine has two warheads, the first detonates a split second before the other. The first has no direct effect, it merely creates a bubble in reality that protects everything outside and condemns everything within. The second contains a particle of darklight, which when introduced into realspace produces a catastrophic implosion. If it were not for the initial bubble in reality, the Voidraven would also meet its end. As it is, though, anything caught within the crackling sphere is all but annihilated and a hemispherical crater is all that remains in the void mines wake. It&#039;s also possible to both increase the yield of darklight and remove the limiter that creates the reality bubble, increasing the blast radius considerably but risking being uncontrollable and almost certainly killing the user along with it. So most Kabals are carrying around a significant stockpile of WMD&#039;s casually as part of their arsenal.&lt;br /&gt;
&lt;br /&gt;
These bad boys despite being called a mine, acts more like a bomb and are so big that even a Voidraven Bomber could only carry one Void Mine per mission. Henceforth, Voidraven pilots are often quite pickish when it comes to murderfucking units with the Void Mine.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
{|align=center border=2 cellspacing=0 cellpadding=4&lt;br /&gt;
|-&lt;br /&gt;
!colspan=1| Imperium!! Chaos!! Eldar !! Others &lt;br /&gt;
|- valign=top&lt;br /&gt;
|&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;br /&gt;
|&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;br /&gt;
|&lt;br /&gt;
{{40k-DEldar-Weapons}}&lt;br /&gt;
{{40k-Eldar-Weapons}}&lt;br /&gt;
|&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
{{40k-Ork-Weapons}}&lt;br /&gt;
{{40k-Tau-Weapons}}&lt;br /&gt;
{{40k-Necron-Weapons}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>2600:1700:1180:3C50:D04F:CD05:384B:718A</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Leagues_of_Votann&amp;diff=302836</id>
		<title>Leagues of Votann</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Leagues_of_Votann&amp;diff=302836"/>
		<updated>2022-10-03T05:10:21Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:1180:3C50:D04F:CD05:384B:718A: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox 40k Nations&lt;br /&gt;
|name=Leagues of Votann&lt;br /&gt;
|image=[[Image:‎NewLeaguetemplogo.jpg|300px|center]]&lt;br /&gt;
|Capital=Decentralized, Greater Thurian League being most powerful&lt;br /&gt;
|Official Languages= Squat Lexicon, High Gothic, Low Gothic &lt;br /&gt;
|Power=Great Power&lt;br /&gt;
|Size=Galactic Core, a third of Segmentum Solar, several thousand Mining Worlds, many Holds of various sizes&lt;br /&gt;
|Head of State=Decentralized, Leagues act as Head of State&lt;br /&gt;
|Head of Government=Votannic Councils&lt;br /&gt;
|Governmental Structure=Confederated Gerontocratic Supranational Union&lt;br /&gt;
|State Religion/Ideology=Ancestor Worship&amp;lt;br&amp;gt;Achievement Ideology&amp;lt;br&amp;gt;Mercantilism&amp;lt;br&amp;gt;A variation of Familialism&lt;br /&gt;
|Demographic=Kin ([[Squats]], Ironkin)&lt;br /&gt;
|Military Force=Kinhost Forces, Kinhost Fleets&lt;br /&gt;
}}&lt;br /&gt;
{{topquote|Right after Mankind’s colonization of the galaxy came its first true golden age. Reared by machine prophets, the survivors of the Oedipal plagues built civilizations that equaled and even surpassed their Solar forbears.| CM Koseman, &#039;&#039;All Tomorrow&#039;s&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|Better a soulless clone... than a souled roach.|David Mitchell, &#039;&#039;Cloud Atlas&#039;&#039;}}&lt;br /&gt;
	&lt;br /&gt;
{{topquote|Bite my shiny metal ass!|Bender, &#039;&#039;Futurama&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Leagues of Votann&#039;&#039;&#039; or otherwise known as the &#039;&#039;&#039;Squat Homeworlds&#039;&#039;&#039; (Or if you&#039;re in /tg/; as the &#039;&#039;&#039;Domain of Squats, Squat Territories, [[Dwarf Fortress|SPESS DORF FORTRESS]]&#039;&#039;&#039; is the areas in which one can find our beloved space midgets in the early days of 40k and its current modern reboot.&lt;br /&gt;
&lt;br /&gt;
Back in the [[Rogue Trader (Sourcebook)|good old days,]] the then-named Squat Homeworlds, unlike other Imperial-aligned entities in the galaxy, enjoy a significant degree of autonomy. Whilst de jure, the Squat Homeworlds are part of the [[Imperium of Man]], de facto it is its own self-sustaining and self-sufficient society unlike places such as [[Ultramar]] or the [[Adeptus Mechanicus]] which has an interdependent and semi-autonomous relationship with [[Terra]].&lt;br /&gt;
&lt;br /&gt;
Of course, we all know how the Squats were Squatted soon after making the debut, with the [[Tyranids]] [[Derp|&#039;&#039;SOMEHOW&#039;&#039; targeting &amp;lt;u&amp;gt;&#039;&#039;&#039;&#039;&#039;only&#039;&#039;&#039;&#039;&#039;&amp;lt;/u&amp;gt; the Squat worlds whilst leaving the rest of the Imperium-controlled space right next door to the Squats largely untouched.]] This is ridiculous when taking into account that the territories of the Squats weren&#039;t some small specks like the [[Tau Empire]], but rather, a significantly large domain that took up half of the entire Galactic core. This is made worse when taking into consideration that [[Lolwut|It was completely out of character for the Imperium to stop and do nothing against such a large incursion of Tyranid forces in an area considered Astro strategically important for them.]] [[Games Workshop|Games Workshop&#039;s]] [[Fail|Shitty excuse/explanation in removing the Squats from cannon]] [[Rage|Had never really stood well within the community,]] [[RAGE|much less among the Squat players.]]&lt;br /&gt;
&lt;br /&gt;
However, their reintroduction as the Leagues of Votann has somewhat radically changed their origins whilst still keeping some old lore modernised. The &#039;&#039;&#039;Leagues of Votann&#039;&#039;&#039; (also known as the [[Squats|Unsquatted Squats]]) is now a [[retcon|&amp;quot;&amp;quot;new&amp;quot;&amp;quot;]] faction in the [[Warhammer 40,000]] universe. They are gatherings of short abhuman clones called the Kin (more commonly known as Squats by the dirty Necromunda gangers), bound together by the [[Votann]], super-cogitators from the [[Dark Age of Technology]]. Each League has its own Votann, and are organized in strongholds around it. [[Powergamer|They used the data stored to survive among the stars and maintain their culture across generations]]. Of course, since some [[Adeptus Mechanicus|factions]] are touchy about AI, the Leagues are very cautious when dealing with [[Imperium of Man|its closest ally]], hence their secretive lifestyle.&lt;br /&gt;
&lt;br /&gt;
However, because of the [[grimdark|setting]], everything is not that simple. Since Windows is not regularly updated anymore and issues that have arisen from having remained active for literal millennia, the Votann began to deteriorate. If they want to repair their computer, &amp;lt;s&amp;gt;[[Dwarf Fortress|they must wage war with other shitcoin miners for more processing power]]&amp;lt;/s&amp;gt;, the Kin have to once more brave a galaxy full of danger. Imagine if Italian Corporatists, the Monopoly Man, and the Evil Mining Heads in fiction were merged with the seven dwarves. &lt;br /&gt;
&lt;br /&gt;
==Rogue Trader Era Fluff==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Given the sheer extensive history between the old and the new. This section will contain all the fluff from the old Rogue Trader days. For the sake of preventing page bloat, this entire section will be put in a collapsible page.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===Historical Overview===&lt;br /&gt;
[[File:Squat-logo_banner.png|300px|right|thumb|The original emblem of the squats]]&lt;br /&gt;
&lt;br /&gt;
The Squat Homeworlds were all worlds filled with rich mineral resources, which led the Human ancestors of the Squats to lay down, settle and mine the shit out of. Most of these were located within the galactic core where unique and rare minerals were found in abundance in exchange for being sterile and barren of life of course. But for the early Human colonists, it was a gold mine as [[Terra]] ran out of all of its resources, so the search for raw materials was needed. Their planet&#039;s gravity is great, usually two or three times that of Terra. Their atmospheres are either thin or non-existent. Even those planets with atmospheres are blasted by tremendous storms. But hey? Who gives a shit about all of that when you have all the resources to make you rich, and rich the Squats got.&lt;br /&gt;
&lt;br /&gt;
Like the Gulf States, the Squats quickly took a monopoly on these minerals and started to get wealthy, and with money comes an increase in development and technological advancements. These planets became Mining Worlds and with the coming [[Age of Strife]], the Squats got themselves the good end of the stick by both inhabiting hostile worlds and cranking up the technological kazoo when the rest of humanity plunged into a galactic-wide [[shitstorm]]. &lt;br /&gt;
&lt;br /&gt;
Squat history can be split into several eras.&lt;br /&gt;
&lt;br /&gt;
====Age of Founding====&lt;br /&gt;
&lt;br /&gt;
The first is the Age of Founding, which is the Squat equivalent of the [[Dark Age of Technology]]. This is not technically the first period of the Squats as they had yet to evolve, but it is the time of the founding of the colonies that would become the Squat Homeworlds. Almost twenty thousand years ago contact between these planets and Terra was almost continuous, testament to the importance of these colonies. Terra also kept the worlds well supplied with that which they could not produce for themselves in adequate amounts, primarily food. This period lasted until the [[Age of Strife]].&lt;br /&gt;
&lt;br /&gt;
====Age of Isolation====&lt;br /&gt;
&lt;br /&gt;
The Age of Isolation corresponds with the earlier part of the Age of Strife - around eighteen thousand years ago. The galactic core was cut off from the rest of human space by the devastating Warp storms of the Age of Strife. Many worlds were swallowed by the Warp and disappeared forever, others were trapped in stasis and became lost. Most survived although they were separated from Earth and all contact was lost with the rest of the galaxy. During this time of isolation and danger the Squat worlds still in contact with each other began to organize for their mutual defense. It was at this time that the Squats began to refer to their worlds as the Homeworlds.&lt;br /&gt;
&lt;br /&gt;
The Homeworlds remained isolated for thousands of years and their inhabitants learned to survive in a universe that was becoming increasingly hostile. Those that survived grew and prospered. Settlements were enlarged and fortified into impregnable Strongholds. They soon developed alternative technologies to make up for the lack of supplies from Earth.&lt;br /&gt;
&lt;br /&gt;
During the isolation the complex system of Engineer Guilds developed. These Guilds were responsible for preserving technical knowledge and skills as well as training technicians, miners and other specialists necessary for the Strongholds. The Guilds transcended the Strongholds, allowing every Stronghold to benefit from the preserved knowledge as well as new advances in technology.&lt;br /&gt;
&lt;br /&gt;
During this age the Leagues first began to develop from Strongholds allied for trading and defense purposes.&lt;br /&gt;
&lt;br /&gt;
====Age of Trade====&lt;br /&gt;
&lt;br /&gt;
The Age of Trade took place during a slight abatement of the warp storms during the Age of Strife and led to the Squats encountering other races, including [[Orks]] and [[Eldar]].&lt;br /&gt;
&lt;br /&gt;
At the beginning of the Age of Trade, some strongholds were attacked, but the aliens quickly realized that the Squats [[RIP AND TEAR|were armed to the fucking teeth and prepared to go down fighting]], and that trade was a more practical arrangement. [[Just As Planned|The Squats took full advantage of their tremendous mineral wealth, which they traded for weapons, foodstuffs and high-technology systems.]] To this day, Squat hydroponic plants, [[Heresy|developed with Eldar help]], are among the most efficient food sources in the Imperium. The Squats remained carefully neutral in the numerous conflicts between Eldar and Orks, maintaining trade links with both sides. There were inevitably small wars from time to time, but for the most part the Squats&#039; complex structure of treaties and trade agreements maintained a stable peace.&lt;br /&gt;
&lt;br /&gt;
====Age of Wars====&lt;br /&gt;
&lt;br /&gt;
The Age of Trade lasted for nearly three millennia, but finally collapsed when an enormous Ork battle-fleet, under the command of Grunhag the Flayer, attempted a full-scale invasion of the Homeworlds. Losses on both sides were astronomical, with vicious tunnel-fights through the mine workings and bloody pitched battles in the Squats&#039; underground settlements. The Squats appealed to their Eldar trading partners for help against the invading Orks, but none was received.&lt;br /&gt;
&lt;br /&gt;
The Age of Wars, as it became known, is regarded by the Squats as the blackest chapter in their history, and the double betrayal by Orks and Eldar gave rise to a cultural enmity which still persists. Many strongholds were wiped out by the Orks, and the traditional epic ballad known as The Fall of Imbach commemorates one such destruction. Even today expeditions are mounted from the Squat Homeworlds in search of lost strongholds, and these expeditions are often accompanied by Adeptus Mechanicus priests, eager to rediscover lost Squat technology to [[Blood Ravens|&#039;burrow from&#039;.]]&lt;br /&gt;
&lt;br /&gt;
====Age of Rediscovery====&lt;br /&gt;
&lt;br /&gt;
The Age of Rediscovery was the most recent phase of Squat history, corresponding to the Great Crusade and the current Age of the Imperium. As the Imperium recovered from the Age of Strife and began to reunite the scattered worlds of humanity, the Squat Homeworlds were rediscovered and contact with the Imperium was established.&lt;br /&gt;
&lt;br /&gt;
The Imperium found that a distinct culture had developed on the Homeworlds, and that the Squats had moved outwards through the galaxy, extending their domains. Often they settled harsh planets similar to their own Homeworlds, but they also occupied more conventional worlds able to support normal Human civilization.&lt;br /&gt;
&lt;br /&gt;
====Age of the Imperium====&lt;br /&gt;
&lt;br /&gt;
The current phase in Squat history. It essentially details the various treaties between the Squats and the Imperium.&lt;br /&gt;
&lt;br /&gt;
The experiences of the previous millennia has left the Squats with a strong sense of cultural unity and a fiercely independent nature, and instead of rejoining the Imperium as subject worlds, the Homeworlds negotiated a series of treaties which enabled them to keep their independence. The racial character of the Squats - hard-working, tenacious, honorable, and inimical to alien races - was almost perfect from the Imperial point of view, and the Imperium was content to allow them a great degree of self-government.&lt;br /&gt;
&lt;br /&gt;
A detailed description of their relationship can be read below.&lt;br /&gt;
&lt;br /&gt;
===Squat-Imperium Relations===&lt;br /&gt;
[[File:Squat-homeworlds-800px.jpg|480px|right|thumb|Galactic map of the Squat Homeworlds.]]&lt;br /&gt;
First contact with the Squats by the Imperium began during the [[Great Crusade]] as the Emperor&#039;s forces reached the worlds near the galactic core. Many of these worlds were the Squat Homeworlds and, Squats being Spess Dorfs and Spess Dorfs being just regular Dorfs with tech, conflict became inevitable. Suffice to say, the [[Space Marine]] legions [[Rape|got their shit kicked in]]. Who would have wondered, that 8-foot tall supersoldiers would have trouble trying to fight in 5-foot by 5-foot tunnels with no cover whatsoever. Here&#039;s a fun hint, Empy&#039;s forces got creamed so hard it led directly to the development of the Mark 3 [[Power Armor]].&lt;br /&gt;
&lt;br /&gt;
The Emprah with all his infinite wisdom, decided that being on friendly terms with midgets all armed with D-Cannons and rapid-firing plasma machineguns is probably a good idea rather than engaging a war that might as well be the Imperium&#039;s Vietnam. So a treaty was signed to sweep the whole &#039;first-contact shenanigans&#039; under the bus and get back to business.&lt;br /&gt;
&lt;br /&gt;
The Squat Homeworlds as aforementioned, have long been part of the Imperium, but enjoy a level of autonomy greater than the ordinary self-governed Imperial world. Hell, the Squats are so autonomous that not even the [[Administratum]] can touch them. Instead, Squat Homeworlds are ruled by strongholds of leagues.&lt;br /&gt;
&lt;br /&gt;
Nonetheless, the Homeworlds, while governing themselves without interference from the Adeptus Terra, are expected to follow Imperial policy on wider issues. Both the Imperium and the Squats benefit from this arrangement: the Homeworlds provide troops for the [[Imperial Guard]]. The Imperial Guard also provides military support to the Homeworlds when necessary, as they would any other threatened Imperial worlds (Space NATO). Additionally the Squats trade their mineral wealth exclusively with the Imperium in return for some sweet, sweet moolah. The [[Adeptus Mechanicus]] are highly interested in the Squats and the Homeworlds for several reasons: Squats possess a high level of technical expertise which seems to come naturally to the race. Additionally, the Homeworlds as a whole possess the greatest amount of surviving [[STC]] equipment in the Imperium. The Squats are said to allow the Adeptus Mechanicus free access to Squat technology. However it is also said the Squats keep their technology from other races, regarding the Adeptus Mechanicus as little more than sorcerers mired in superstition.&lt;br /&gt;
&lt;br /&gt;
The relationship between the Homeworlds and the Imperium is therefore generally peaceful, although through history has been punctuated by bouts of war and bitterness. The Squats and the Imperium trade to their mutual benefit. Both races also share many enemies, especially [[Orks]], making it in their best interests to cooperate. The Squats do not follow the Imperial Cult, rather they revere their ancestors. Squats fighting alongside the Imperial Guard often adopt the Emperor into their beliefs, as a guardian of their ancestors.&lt;br /&gt;
&lt;br /&gt;
Squat technology is based upon the heavy mining equipment they brought with them to the Homeworlds. During their isolation from the rest of humanity they adapted it for other uses, notably exo-armour which was engineered from heavy mining suits. Squats continued to innovate and invent while humanity sank into a Dark Age. As a result, the Squats have developed technologies such as [[Wat|neo-plasma]] and warp cores far in advance of anything the Imperium owns. Some Squat technologies were absorbed into the Imperium, especially tunneling vehicles and weaponry such as the [[Tunneling Transport Vehicles#Termite|Termite.]]&lt;br /&gt;
&lt;br /&gt;
===Strongholds===&lt;br /&gt;
Strongholds are Squat settlement centres. They were generally founded during the original colonisation and those produced later are known as &#039;&#039;Newholds&#039;&#039;. Strongholds also often join together under Leagues to form defensive pacts.&lt;br /&gt;
&lt;br /&gt;
Generally a Stronghold develops around a mine and its associated living quarter although some later developments were not associated with mining. A hereditary Lord ruled each stronghold and was protected and supported by the [[Hearthguard]]. The [[Hearthguard]] were the elite of a Squat army and the servants to the Lord while also protecting the Lord when he went to war. Each Stronghold had a group of [[Squat Trooper|Brotherhood or War-Brethren]] which formed the core of the Squat armed forces for the Stronghold. Every Squat had an obligated 30-70 year service period although they may not be called upon to fight until they had sired two sons and raised them to maturity. This helped protect the continuity of the race from the Stronghold&#039;s military activities. A Squat could then retire from active duty with his honor and probably some wealth and take up a position of responsibility in his family&#039;s business.&lt;br /&gt;
&lt;br /&gt;
The Brotherhood was often also seen as a mercenary force. In times of peace warriors were traded for resources to either fight for the Imperium or for other strongholds. Another member of the aristocracy was the [[Squat Warlord|Warlord,]] a close relative of the Lord who was there to be placed in control of the Brotherhood in order to prevent Lords from wielding too much power and sending their troops into battles they should not be fighting. Other Lords would send their Brotherhoods on expeditions which range from locating other ancient and lost strongholds to a campaign against an alien race or piracy. Some Brotherhoods had totally turned to piracy and become known as Squat Reavers. When they returned to their stronghold they distributed the booty between the pirates and the Lord of the Stronghold.&lt;br /&gt;
&lt;br /&gt;
Squats had a requirement to provide forces for the Imperial Guard and this often took the form of a detachment of the Brotherhood.  &lt;br /&gt;
&lt;br /&gt;
===Leagues===&lt;br /&gt;
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So what are Leagues? Well, in a nutshell, they are groups of strongholds working together for a common purpose - usually mutual defense - trade or dealings with the Imperium.  Leagues varied greatly in size, the smallest consisting of four Strongholds and the largest consisting of over three thousand. The League of Thor was the most powerful and influential, including over 300 strongholds. The League of Norgyr was the league closest to Holy Terra. Now, under the new lore there exists the [[Leagues of Votann]], each formed around a [[Votann]] ancestor core. Votann equipped leagues seem to be the only survivors as full scale polities in the Imperium, but at least some clans are known to have survived, usually working as engineers, miners and mercenaries.&lt;br /&gt;
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A League usually encompassed the Strongholds on more than one planet with the latest extant being 700 known Leagues total. Each League was led and dominated by a single Stronghold. As some Leagues were virtually nations with distinct cultures, Squats often identified themselves with the League their Stronghold belonged to.&lt;br /&gt;
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The Squats had a strong sense of mutual preservation, as it had been known for rival leagues to go to war with each another. Such occasions could lead to lasting enmity, as Squats were inclined to remember deeds of infamy for many generations much like the Book of Grudges from [[Warhammer Fantasy]]. The League of Thor and League of Grindel fought an unusually bitter war around 2,000 years ago when settlers from both sides clashed over the exploration of the Lost Stronghold of Dargon. The war that followed resulted in the destruction of several Strongholds and many key victories for the League of Thor including the capture of two other Leagues. Peace only came with the huge Ork invasion of Grunhag the Flayer which obliged all the Leagues to unify against their mutual foe. Although the war ended with the rout of the Orks, the two Leagues remained distrustful rivals and both sides considered the other side owing them debts of blood and honor. &lt;br /&gt;
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==Reboot Fluff==&lt;br /&gt;
This section details the new and updated fluff from 2022 onwards. This deals with the Leagues and their similar but new background for the modern 40k narrative.&lt;br /&gt;
===History===&lt;br /&gt;
[[File:Votann meeting.jpg|500px|thumb|right|[[Star Wars|200,000 clones are ready with a million more well on the way.]]]]&lt;br /&gt;
Even though the oldest living Kin don’t remember what their earliest days were like, some undeniable “First Truths” remain constant in the Votanns’ data tracks. One such truth is that the First Ancestors departed from ancient Terra prior to the Unification Wars to harvest the untold riches of the galaxy with the first holds being settled near the galactic core. What became of these Ancestors is unknown, but curiously when the Ancestors begun to fade away…the Votann are first mentioned.&lt;br /&gt;
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A second First Truth is that the Kin have always been a cloned people. The Ancestors used genetic systems called “cloneskeins” to [[Transhumanist|manipulate and modify their race’s molecular structure]], and continue to define their overall division of labor. Over time the Kin became squatter, denser, and stronger than an average human growing no more than five feet tall max. They’ve even been able to artificially neuter their [[psyker|psychic]] footprint to avoid the attention of [[Chaos]], in a not too dissimilar to how the [[Tau]] souls work. Other examples of this engineering can be seen in the Hearthkyn Warriors, who often are also engineered with particular cloneskeins that allow them to specialise in combat – heightened senses, improved stamina, and the ability to see better in the dark, to name but a few. In contrast, others augment their bodies for battle with mechanical limbs and synthetic organs, with members of the powerful Cthonian Mining Guilds being noted as extensive users of these body modifications. This is not that unexpected as that particular guild (which is noted as being a particularly extreme embodiment of the usual belligerent acquisitiveness of the Kin) is willing to fearlessly locate, secure, and harvest resources for their race from environments so dangerous that even other Kin would baulk at their hazards leading to a need for extensive augmentation on their part. Because of all the above, some fans are now speculating that GW is tying the [[Men of Stone]] thread to the modern Squat civilization (either to the Squats themselves or to the Votann) given the [[Men of Gold]] and [[Men of Iron]] have already been speculated to be [[Perpetual]]s and [[Machine Spirit|abominable intelligence]]. With the reveal of the “Iron Kin,” their fully-mechanical and true AI robot social class, who were designed with a prerogative to help their meaty cousins, this theory of the Kin being the Men of Stone could bear all the more weight. &lt;br /&gt;
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At some point during the reconstruction after the Horus Heresy, the ancestors of the Ironhead Squats arrived from the Leagues to help with rebuilding efforts on Necromunda. However they somehow lost their Votann ancestor core in the process and so they ended up having to stay on the world long after the rebuilding was done so they could try and track it down, a search which still continues to this day and has resulted in them regressing technologically in the mean time. Maybe someone should tell them to go search Van Saar&#039;s basement.&lt;br /&gt;
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With the formation of the Great Rift, the Leagues had lost a few holds and trade routes, pressuring them into expanding and gaining new trade routes, endorsing new colonization efforts, and slowly withdrawing from their semi isolated state.&lt;br /&gt;
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They also have variety of beverages cal Brü, which range from mainstay nutro-rations for soldiers and miners, to devastatingly alcoholic recreational beverages. None are recommended without a Kin constitution.&lt;br /&gt;
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===Culture===&lt;br /&gt;
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[[File:1657022781779.jpg|300px|thumb|right|I NEED MOAR]]&lt;br /&gt;
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{{topquote|So, we&#039;re talking about space dwarfs who need more RAM for their gods?|Anon}}&lt;br /&gt;
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In the modern day of the 41st Millennium, the culture of the Kin seems very egalitarian, with no distinction between male, female, machine or otherwise amongst its members. [[Greater Good|United in the guidance of the Votann, the Leagues of the Kin operate with seeming unity, with the Kin working in unison for the betterment of their Kindreds, or so it would appear to outsiders.]] The truth however is a little more complicated than that though.&lt;br /&gt;
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The Leagues are semi unified conglomerates of  &amp;quot;family states&amp;quot; (a cross between nation states and extended family) called Kindreds, guilds, Freelancers, and kinhost armies. While the Leagues are very communal and chummy with their fellow kin, this does not stop the dark influences of a past long gone from seeping into their civilizations. &lt;br /&gt;
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Entire planets and even systems with ecosystems and civilizations stripped to the bone, regardless of the ethics. Global magna extraction and tectonic delving allows the Kin to harvest whole worlds, populated or not. Evacuation may be offered, but not always. Ferocious competition between Guilds and freelancers, who have taken on the mantle from dark age corporations, merc groups, independent contractors, and cartels and follow the philosophy of &amp;quot;When someone has what you want, why not take it.&amp;quot; While the Kin do live to serve their fellow kin, their societies, and their ancestors, they are also filled to the brim with society-wide greed and hunger. As individuals, they may or may not have such hungers, but as communities they will devour entire worlds. Not even the universe itself will be enough for their wants. &lt;br /&gt;
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This does not mean they are the type to cut corners. Far from it. Like their many Dwarven counter parts in other media, one of the things they appreciate is fine ass Craftmanship. No planned obsolescence, shoddy piss water, and easy to break communicators here. Only the best in quality is acceptable (or at least, the best they can make). And this is not even such a difficult feat for them. High quality mass produced goods is the norm for League society, with their high technology and industrial society. Many of their holds are even live-in factories, constantly churning out master crafted items at a constant pace. The Leagues overall conduct resource extraction, industry. and technology developments on a vastly larger scale, making the Imperium look puny in their developments by comparison. And unlike the imperium, they dont dig for the ore required, wasting time and lives (unless of course they actually have to occupy a world, then they&#039;ll mine, extract, manufacture, and bunker down to their hearts content on whatever occupied planetary body they are on). The Kin instead sees that whatever asteroid or world they are working on can just be torn apart, and the remnants plucked out the wreckage&lt;br /&gt;
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But despite all their comforts and conveniences, they are still a hardy people who revere their ancestors and promote the importance of sacrifice.&lt;br /&gt;
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===Technology===&lt;br /&gt;
Let&#039;s not beat around the bush here, their stuff is straight up better than the Imperium&#039;s. While they didn&#039;t retain everything after the collapse of the golden age of Man, they retained far more than their Imperial counterparts, to the point where they can at least echo DAoT society and its tech. While much of the Leagues tech is reminiscent of the Imperium&#039;s, it&#039;s is LEAGUES better than what they have.&lt;br /&gt;
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They can edit their souls. They can make stable mutations and psykers. Their guns hit harder and faster, and even their basic infantry can prove to be trouble for your average space marine. Agri-worlds? Why grow your food using outdated primitive farming methods when you can grow, and make your foodstuffs in your factories, labs, and indoor facilities. Cybernetic implants and genetic modification is the norm, and advanced helper AI citizens walk the streets as equals. They have advanced ion weaponry, something that terrified the shit out of the Imperium to the point where they just straight up banned it. And unlike the unstable, insecure, filthy, and crime-infested hive worlds with their hive cities, Holds could be considered closer to actual fortified arcologies than the hive cities ever were. They also make use of exotic materials (Much of the kins weapons contain exotic material not found outside the galactic core) like Dark star ore, which is extremely dangerous to life, as just a single cut can cause death as the universal dampening field the material emits can halt all mechanical and organic functions. Because of the dangers, the material is mined and shaped with exceptional care, and is only wielded by those who could be trusted with such a equally dangerous and tactically valuable weapon. They have almost flawless teleportation technology, so kin can be deployed without significant risk. It can even be used tactically. Another one of amazing devices are pan spectular scanners, which allow the Kin to find a enemy’s location, not only through walls and objects, but also through the warp. They also have stellar siphons that drain the stars themselves as the cithonic mining guilds take whatever resources they need, and even the most terrifying of galactic phenomena are reaped through atom delving and transotheric resubstantiation. The Kins warp drives and Gellar field are superior to the Imperium’s, making travel safer and more reliable. They utilize their ancestor cores like mini Astronomicans because they are so big brained, they shine in the warp fullfilling a similiar albeit less effective version of the Astromomican. Also since they don&#039;t dive headfast into the Warp like Imperial vessels do their ships are generally slower than their Imperial counterparts. However the kins methods of warp travel are far safer and more predictable than the Imperiums methods which they feel far outweighs a slower travel speed. Thanks to said superior shielding tech, shielding developments are also prevalent in the physical realm, with weave field generators employing a technique where different energy fields overlap and interlock over a range of frequencies and exotic energies. Weave field generators are compact and efficient, and can be use as personal shields and can even be projected onto entire areas, which is useful for mining. They can scout for minerals and space hulks while in the warp. They have plasma blades made entirely of plasma. Many of their weapons are augmented with HunTR modules, which connects to the Kins neural implants, and help bring the best possible firing solution that can be achieved. Their Brôkhyr have mastered the manufacturing of Focusing lenses and other components necessary to produce a sustained stream of energy, leading &lt;br /&gt;
to focused beam technology that can be used on and off the battlefield, such as their mining and excavation industries. Much of the kins weapons contain exotic material not found outside the galactic core. And like their more peaceful interex counterparts, their ships are FUCK HUGE, to the point where they dwarf even the largest of the Imperium&#039;s interstellar vessels. They can even move entire planets. Their Volkanite weapons have remained the same, with few alterations, but the fact that they can still make them commonly puts them way above the imperium. Like it was said earlier, strictly better. &lt;br /&gt;
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Unfortunately for them, much of the tech they didn&#039;t retain was the top of the line tech, things like the Votanns. Due to this, while they can emulate most of past pinnacle human civilization, their development and research has slowed down to a crawl thanks to their big moai heads also slowing down (which does the work not many in the galaxy could ever do, thanks to their smarts). Until this is fixed (if it ever will be), they are stuck behind the Eldar and the Necrons technologically. But hey, at least they aren&#039;t on the Imperium’s level of decay.&lt;br /&gt;
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===Aspects of League society===&lt;br /&gt;
*&#039;&#039;&#039;Leagues:&#039;&#039;&#039; Conglomerates of family states united for better economic and defensive potential. Competitive, but not to the point of self destruction and to the point where it gets in the way of productivity. Looks down on the Imperium. Hates the eldar because they are entitled bastards who are bad for business. Some are business partners with the Tau and gives them ion guns and other goodies. Loves their Votanns to point of self sacrifice. Their numbers greatly outnumber the populations of the upstart tau and the dwindling eldari, yet their population is still far fewer than the imperium obviously (they are still described as having formidable and vast interstellar empires however). Loves their Galactic core due to its crazy amounts of wealth and minerals, and it being quite inhospitable to the other races (which they were &amp;lt;ref&amp;gt;&amp;lt;nowiki&amp;gt;Insert non-formatted text here&amp;lt;/nowiki&amp;gt;&amp;lt;/ref&amp;gt;made to live in). There is no exact number of known Leagues, the Kin find no use in keep track of it. Can often be in nomadic (living in spacefaring holds). Currently trying to fix up their broken trade routes after the Great Rift appeared. The Leagues are named in honour of Votann itself, who is also known variously as the Primal Ancestor, the Gilded One, or the Stonemind. In some Kin myths, Votann was not one being but many, and is sometimes depicted as a group of gleaming golden figures, or a wheel of graven stone faces. In other myths, the Votann fashioned the first crucibles, then raised the Kin up and sent them sailing into the dark void - before oceans of fire and flesh rose to swallow the. Some myths speak of Votann as eldest and wisest of the First Ancestors, themselves shadowy presences ill-defined and shown in many different forms - both humanoid and otherwise - where they are depicted at all. With typical pragmatism, the kin accept that their myths are too contradictory, allegorical, and suspect to be cited as possessing a definite basis of fact.&lt;br /&gt;
*&#039;&#039;&#039;First Ancestors:&#039;&#039;&#039; The DAOT colonists (engineers, miners, etc) who journeyed to the galactic mineral-rich core in generation ships as part of a large colonization effort from Terra. The first ancestors are cited to be agents of change, and held responsible for the majority of the stable mutations - collectively known as cloneskeins - that run through the kin gene pool. Why did they not return to the heartlands of humanity is unclear. From the fact that so many Kin fleets plunged into the galactic core within a period of only a few centuries, it might be inferred that a deliberate choice was made. It is during this period that the last references to the first ancestors can be found. Not much else is know about them besides the fact they disappeared when the Votann first appeared...&lt;br /&gt;
*&#039;&#039;&#039;[[Votann]]:&#039;&#039;&#039; Super-cogitators, which contain Gestalt repositories of unimaginable inherited wisdom and knowledge, along with [[Spirit stone|Ancestor Cores]] with their self-organizing datastacks and quantum infocores. They communicate with the Kin via a tangle of arcane technology called a &amp;quot;Fane&amp;quot; and through the special class of Kin priest-psykers called the Grimnyr. All members of the Leagues after they pass on are returned and recycled by the ancestor cores in somber ceremonies, both mind, and body. Even the ironkin are not immune to this fate, as while they are long-lived, they will eventually slow down to a crawl and breakdown. The minds and uploaded data are kept in the Votann, while the bodies are recycled to make new kin. They are currently breaking down and developing [[Machine Spirit|&amp;quot;personalities&amp;quot;]], with calculations that normally took hours taking decades, if not centuries to complete. However they can still be modified by the kin (often at the votanns request). Curiously, they also serve another purpose of acting as mini [[Astronomican|Astronomicans]] for the Leagues, due to their vast intellect literally shining in the warp. Has been stated that the &amp;quot;Votann belong to the Kin as Kin belong to the Votann&amp;quot;. Often act more like advisors and repositories (none of them have been leaders). Due to their degradation and age, some of the Votann have even lost the ability to produce more kin (Brokhyrs and Ironkin Guilds can produce more ironkin, but they are of lower quality than what the ancestors could create). The ancestor cores have also been stated to have been on the first generation ships.&lt;br /&gt;
**&#039;&#039;&#039;Fane:&#039;&#039;&#039; The grimnyr interface in Arcane technological structures called Fanes. A space of timeless devices and quiet contemplation, at the heart of which lies a complex tangle of machinery that is part altar, part interface. It is said that these machines were simply nodes through which the wisdom of the Votann flashesd with the speed of thought from one voidcraft to another. They still fulfill this pratical purpose. Culturally though, Fanes have taken on a greater spiritual significance to the Kin, so that now they are viewed as places where one stands in full regard of the Ancestors, and where the presence of the Votann lies heavy and Sombre. Indeed, through aceane technological processes that even the Kin do not understand, there have been instances recorded of fanes miraculously developing artificial intellect in their own right, and joining the ranks of the Votann themselves. These occurrences of miraculous self awareness are cause for great honour and celebration amongst the Kin in whose Hold they occur. By comparison though, more than one Votann has degenerated in recent centuries until they have become little more than Fanes themselves. To witness such a decline is a terrible tragedy for the Kin.&lt;br /&gt;
**&#039;&#039;&#039;Votannic Council:&#039;&#039;&#039; A League’s ultimate ruling body. Stubborn, and are slow to change their minds or come to decisions. Elections in the Leagues generally are extremely heated. Needed for full on wars (local conflicts excluded). The Votann are generally treated as part of the council,, and they and their Grimnyr often serve as advisors. Every Kindred governs itself in a huge spherical chamber known as the Spakerönde. The ruling councils are called Hearthspake. The Hearthspake sees little of the politicking or self interested maneuvering that typifies man species political arenas. The Kin might be hard headed, but they are almost always earnest and honest in their desire to guide their kindred well.&lt;br /&gt;
**&#039;&#039;&#039;Guild Masters:&#039;&#039;&#039; Guild Leaders who have worked their way up through the Leagues meritocracy. Note that there can be multiple guild masters on the council.&lt;br /&gt;
**&#039;&#039;&#039;Brôkhyr Forge-Master:&#039;&#039;&#039; The absolute cream of the crop from the forges of the Leagues, they not only have proved their ability to create technological marvels,but over see their development as well. They also bring the fury of the Forge to the battlefield, delivering council to the warriors on the field as well.&lt;br /&gt;
**&#039;&#039;&#039;Lord Grimnyr:&#039;&#039;&#039; The ultimate representative of the Grimnyr, who embodies wisdom, guidance, and insight. The Lord Grimnyr acts as the voice of the Votann itself, acting as a walking conduit for both their lore and gestalt might. This role is not purely a ceromonial or advisory role, for it is incumbent upon the Lord Grimnyr to walk the battlefield as the eyes, ears, and voice of the Votann, dispensing wisdom to friends and allies, and unleashing the wrath of the Ancestors. It is not known how they are selected for the position.&lt;br /&gt;
**&#039;&#039;&#039;Grimnyr:&#039;&#039;&#039; Kin psykers that wield massive amounts of power. Capable of accessing &amp;quot;empyrically archived&amp;quot; Votann wisdom. They are probably deeply tied to the Votanns and represent them in their wing of the Leagues governments. &amp;lt;s&amp;gt;Probably&amp;lt;/s&amp;gt; Definitely have very long beards.&lt;br /&gt;
**&#039;&#039;&#039;High Kâhl:&#039;&#039;&#039; The ultimate military commanders of the kinhost militaries. To be named High Kâhl is both a tremendous honour and a awesome responsibility. To be elected a High Kâhl, the incumbent must go beyond just a tremendously capable warriors ,and a indomitable battlefield leader. They must master the cruel calculus of war itself.&lt;br /&gt;
**&#039;&#039;&#039;Kinhost commanders/senior Officers:&#039;&#039;&#039; The military leaders of the Kinhost militaries that rank below the High Kâhl.&lt;br /&gt;
*&#039;&#039;&#039;Kindreds:&#039;&#039;&#039; A combination between nation state and extended family, essentially the societies that make up the Leagues. Generally lives in holds (although it&#039;s population is encouraged to go travel throughout the galaxy and make their ancestors proud). They are very communal in nature, and their populations range from a couple dozen to the millions. Each one is governed by a Votannic council. They have their own aspects which are called the Four Pillars:&lt;br /&gt;
*# Hearth: “the heart of the hold,” literally the heat and light their forges, recycle air, and let the kin thrive &lt;br /&gt;
*# Forge: Here everything the Kindred needs is built, from weapons to life-support systems&lt;br /&gt;
*# Thane: Where the Grimnyr interface with the Ancestor Cores&lt;br /&gt;
*# Crucible: Where new flesh and blood Kin are made&lt;br /&gt;
*#&#039;&#039;&#039;Hearthspake:&#039;&#039;&#039; In a given hold, the Hearthspake is the governing body, no matter how big or small. They are a council comprised of Guild representatives of particular commercial groups, the hold&#039;s attendant Grimnyr, as well as the leaders of the hold&#039;s Kinhost, such as the Kahl.&lt;br /&gt;
*&#039;&#039;&#039;Kinhosts:&#039;&#039;&#039; The militaries/militias of the Leagues, made after the kindreds united and combined their militaries. Soldiers are typically drawn from the civilian populous, but are not restricted to kinhosts only, as depending on their decision (after they completed their oath of service to their Kâhl), the soldier may return to civilian life after they have done their service. Objectives range from protecting colonization efforts, protecting resources extraction operations and other guild/kindred interests, and overall defense to annihilating entire worlds because they know too much. Has a slightly overall civilian look to them (but are still more deadly than Imperial forces). The forces within the kinhosts militaries (called oathbands), are extremely flexible on what they consist of. Some of these oathbands can even consist entirely of mercenaries.&lt;br /&gt;
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*&#039;&#039;&#039;Guilds:&#039;&#039;&#039; The overall backbone of the Leagues. Independent commercial groups. Builds holds and everything else. Regulates and manages almost everything, and oversees fair competition( but are not necessarily overbearing). Does not like cutting corners. Very competitive and ruthless in general. Is unofficially apart of the government. Typically doesn&#039;t leave their own holds. Does not like Freelancers and outcasts (and the occasional rival guild). Every aspect of life and production is affected by the guilds. Clonskin guilds exist and work to improve upon and stabilize cloneskins. Ironkin Guilds exist as well.&lt;br /&gt;
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*&#039;&#039;&#039;Freelancers:&#039;&#039;&#039; Independent contractors, mercenaries, traders, explorers, plumbers, etc. Does the same thing as the guilds except with less political influence and resources. Not too fond of guilds&lt;br /&gt;
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*&#039;&#039;&#039;Holds:&#039;&#039;&#039; The homes of the Leagues and its organizations and populous. Typically enclosed and fortified, holds vary in type and size. Can range from underground tunnels and narrows, to fortified bunkers and live in factories, to hive cities and ecumenopolises. Also comes in the form of space stations, asteroid colonies, and ships. Industrial and high tech in nature, yet very cozy with a lot of empasis on community, closeness, and interaction. Essentially hive cities except not shit and on steroids. Contains &amp;quot;Hearths&amp;quot;, which act as the hearts of the holds, providing heat, light, and recycled air, and overall let the kin thrive. Hearths also act as reactors for the Kins holds, powering up all their electrical needs.&lt;br /&gt;
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*&#039;&#039;&#039;Kin in general/clonekin:&#039;&#039;&#039; The general population of the Leagues. Mainly consists of ironkin and clonekin (although, there could be more). Tough as nails, and artificial in nature. Comes from &amp;quot;crucibles&amp;quot; (which they prefer due to regular reproduction diluting the genetic quality of offspring. Generally enhanced by both biological and cybernetic means. Very intelligent and industrious. Loves their ancestors to death. Loves their Kin and kindreds. Loves making their master crafts. Loves living in their fortified holds (but will go out into the galaxy to serve the ancestors, their guilds, and their communities). They get to pick their own names (excluding their family names, which they get from the names the crucibles has attached to it, and its considered rude to change), and gain more throughout their life from fellow kin like &amp;quot;Orkslayer&amp;quot;. Loves their individuality and mutations (although some cloneskin templates and mutations can actually lower the lifespan of a clonkin, along with clonekins who had their production accelerated). Far from uncommon for them to get plenty of physical alterations. They were also made to resist and endure the warp and its corruptions, dampening their souls (note: they are masking their souls brightness, not actually dimming down their souls) for better protection. They also have high amouns of white blood cells, which allows them to greatly resist disease, and heal swiftly. Some can see in infrared.&lt;br /&gt;
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*&#039;&#039;&#039;Ironkin:&#039;&#039;&#039; The League have [[Men of Iron]] now, or at least true AIs. Appears to be comparable to a Servitor, although distinctly described as being treated as equal to the fleshy Kin. The Ironkin can mimic their living counterparts’ every behavior and demeanor, but display no sense of ambition and are hard-wired with a desire to be helpful. Their bodies are all built for a unique purpose and cannot be easily replaced should they be damaged. One such purpose are the Wayfinders, which are the supercomputer, squatty equivalent of Imperial [[navigator|navigators]], allowing the Kin to traverse the Warp without the need of psykers, and thus reduce the threat of daemonic incursions. All ironkin have a CU, or Cerebral Unit, and a mechanical body, both of which are unique to each individual ironkin. The CU&#039;s themselves are nigh indestructible (with microfield generators woven into the structure of the unit), and can send out distress beacons. Since Kin are kin, these are high priority for recovery.&lt;br /&gt;
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*&#039;&#039;&#039;COGs:&#039;&#039;&#039; Are essentially the lower forms of ai, automatons, and algorithms the Leagues possess. Akin to tau drones (yet still more advanced). Does much of the menial jobs and such in the Leagues, along with being utilized in combat as well, and overall helps automate the Leagues of Votann. Probably still treated better than servitors (especially considering they look like ironkin).&lt;br /&gt;
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*&#039;&#039;&#039;Outcasts:&#039;&#039;&#039; Hippies, troublemakers, and those Kin who do shit like performing illegal experiments, probably.&lt;br /&gt;
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===Known Leagues===&lt;br /&gt;
*&#039;&#039;&#039;Greater Thurian League:&#039;&#039;&#039; One of the original founding Leagues and the poster boy League. Has a teal color scheme. Largest of the Leagues, spreading over a wide expanse of the galactic core and very influential on the other Leagues. Includes over 200 allied kindred holds, and it contains the biggest guild. Very wealthy and expansionist, they have a lot of military might and resources at their disposal and they want to expand their reach. Their members think they epitomize what it means to be Kin. Are uncompromising with their mercenary attitude. Apparently, their grim, methodical pragmatism is an inspiration to other Leagues. The Kin’s special character Ûthar the Destined hails from this League.&lt;br /&gt;
*&#039;&#039;&#039;Urani-Surtr Regulates:&#039;&#039;&#039; A determined League constantly being invaded by groups of Orks, Tyranids, and Necrons, despite this the League is determined to fight to the last person standing. Their colors are greens and brown. Their kin live on the minimum and are currently at war with the Necron Dynasty of Samnokh. Are stoic, pragmatic, and abhor waste like most other Leagues, though they are noted for being less concerned with the cost of lives and material for battle to prevent giving up ground. Likes to keep their population counts high for their oathbands. No kin admitted to the Urani-Surtr Regulates has ever left.&lt;br /&gt;
*&#039;&#039;&#039;Trans-Hyperian Alliance:&#039;&#039;&#039; The most puritanical in their worship of the Ancestors. Sacrifice has more importance to them than the other leagues. Their colors are mostly orange and white. They enjoy collecting data and new info for their Votanns. They are a nomadic league, spread out not only across the galactic core but beyond, into far space with their 3 Votanns being stored in heavily armed ships. Their prospectors are known for venturing the width and breath of the galaxy in search of resources, and the League’s Hernkyn Pioneer riders are extremely skilled and considered genuinely exceptional by the other Leagues. This lifestyle is driven by the requirement to enrich their Votanns, which for the Trans-Hyperian Alliance is a reward in and of itself.&lt;br /&gt;
*&#039;&#039;&#039;Kronus Hegemony:&#039;&#039;&#039; Also known as Kôrynn’s Kindred they are the most militaristic and aggressive league (to the point of being aggressive even to other leagues). Their color scheme is yellow and black. They are a relatively new league formed less than millennium ago. [[Awesome|Ork WAAAGH!s, Tyranid swarms, and many other threats have been broken by the mighty kinhost of the Kronus hegemony]]. They are known for having a harsh reputation, due to their strictness and quotas. The formation of their league was due to their League’s Fane (computer systems) achieving self-awareness and transforming into a full blown Votann which has subsequently been demanding the Hegemony should always be gathering resources; Kindreds that join have to pay a hefty price to join and then have to pay hefty tributes through conquest. They also already pissed off the other Leagues in territorial disputes. Despite their reputation, they are still seen as a boon for the other Leagues due to their defensive capabilities.&lt;br /&gt;
*&#039;&#039;&#039;Ymyr Conglomerate:&#039;&#039;&#039; A massive and ancient power bloc. Has a red color scheme. Few value quality craftsmanship more than the Ymyr conglomerate. They have long ventured beyond the core trading and operating all over the galaxy. They are the richest League, having the best living standards to boot. Even for the other Leagues, they appear decedent. They also have a higher amount of high-quality weaponry and equipment for their kinhosts. &lt;br /&gt;
*&#039;&#039;&#039;Seran-Tok Mercantile League:&#039;&#039;&#039; Has risen to prominence and profited greatly from trade with the T’au Empire. &amp;lt;s&amp;gt;Probably&amp;lt;/s&amp;gt; confirmed to be the Demiurg.&lt;br /&gt;
*&#039;&#039;&#039;Grand Orion Compact:&#039;&#039;&#039; Their Votann was destroyed by Orks from WAAAGH! Morbok resulting in a grudge against the green skins and starting a 500 year long war of extermination against the members of that WAAAGH!&lt;br /&gt;
*&#039;&#039;&#039;Emberg Agnir Bloc:&#039;&#039;&#039; Destroyed by Tyranids. Their Votann absorbed their biomass to deny the Tyranids their prize as revenge, which drove the Votann mad, turning it into &amp;quot;The Mad Core&amp;quot;, which causes fluctuations in the Warp impeding travel near their former hold, which brings up a lot of fluff questions of its own. How exactly does a mechanical supercomputer &#039;&#039;assimilate&#039;&#039; an entire hold/league? Was it something like [[Forge World|Lucius]], where the Mechanicus holed themselves up underneath the surface, [[Tomb World|using teleportation to send their forces up and retrieving the shatted out mechanical bits back later]]? Or is this some weird techno-vore thing [[Grimdark|where all the dorfs jumped into an acid vat so their biomass could be used by their god?]] Either way, their Votann may have been one of the few Cores left able to react quickly, not that it&#039;ll be of much use now. Probably a callback to the original demise of the Squats.&lt;br /&gt;
*&#039;&#039;&#039;Ghulo Industrial Complex:&#039;&#039;&#039;This League is forever adding new systems and planets to their impressive holdings, and are skilled in transforming even the most barren of worlds into productive and valuable assets. Pours almost all of their time and energy into maintaining trade routes, and keeping their convoys of heavy haulers and escort ships moving along them. This League contains several extremely large and powerful Cthonian guilds, whose influence in the Hearthspakes is such that they&#039;re virtually the defacto rulers of the Ghulo Industrial Complex as a whole.&lt;br /&gt;
*&#039;&#039;&#039;Typhon-Styx Protectorate:&#039;&#039;&#039; A League that is renowned for their indomitable fortifications. Their oathbands lean towards steady and relentless strategies, advancing from one position to the next, and allowing  waves of enemy counter attacks to smash themselves apart against swiftly-raised ramparts and tanks, dug in as temporary bunkers. Their holds are exceptionally fortified.&lt;br /&gt;
*&#039;&#039;&#039;Grendl Dominance:&#039;&#039;&#039; An overly warlike League.&lt;br /&gt;
*&#039;&#039;&#039;Jotun-Erydani Combine:&#039;&#039;&#039; A League that is renowned for their Craftmanship and forging. Is a strongly meritocratic and Brôkhyr centric society.&lt;br /&gt;
*&#039;&#039;&#039;Kapellan League:&#039;&#039;&#039; Had their ancestors degenerate into Fanes. Spent years mourning.&lt;br /&gt;
*&#039;&#039;&#039;Balor-Attal Conglomerate:&#039;&#039;&#039; Had their ancestors degenerate into Fanes. Spent years mourning. Is in the process of disintegrating.&lt;br /&gt;
*&#039;&#039;&#039;Tehys Expanse:&#039;&#039;&#039; A extremely wide spread League. It&#039;s Kindreds [[BattleTech|maintain contact by means of a singularity potent interstellar communications network, whose proprietary technologies they will only lease to other Leagues for a substantial fee.]]&lt;br /&gt;
*&#039;&#039;&#039;Sigma-Drakoni Union:&#039;&#039;&#039; [[Saim-Hann|A martially inclined League that prizes honorable combat greatly. It&#039;s Kinhosts are held to a strict code of conduct at all times, and take an unusual degree of pride in their heraldy and decorative insignia.]]&lt;br /&gt;
*&#039;&#039;&#039;Pan-Telluric Commonwealth:&#039;&#039;&#039; A exceptionally egalitarian society.&lt;br /&gt;
&lt;br /&gt;
===Known Kindreds===&lt;br /&gt;
*&#039;&#039;&#039;[[Deep Rock Galactic|DeepRock Kindred]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Kindred of Vortun:&#039;&#039;&#039; Belongs to the Greater Thurian League. This is the Kindred Ûthar the Destined Belongs to.&lt;br /&gt;
*&#039;&#039;&#039;Khâld&#039;s Star Breaker Kindred:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Kindred Crimson:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Skâlfi&#039;s Kindred:&#039;&#039;&#039; Named after their ancestor core.&lt;br /&gt;
*&#039;&#039;&#039;The Kindred of Nârunn:&#039;&#039;&#039; Named after their ancestor core.&lt;br /&gt;
*&#039;&#039;&#039;Vykât&#039;s Kin:&#039;&#039;&#039; Named after their ancestor core.&lt;br /&gt;
*&#039;&#039;&#039;Kindred of Echodark:&#039;&#039;&#039; Named after a defining feature of their hold world.&lt;br /&gt;
*&#039;&#039;&#039;The Thousand Stars Kindred:&#039;&#039;&#039; Named after a defining feature of their hold world.&lt;br /&gt;
*&#039;&#039;&#039;Iron Canyon Kindred:&#039;&#039;&#039; Named after a defining feature of their hold world.&lt;br /&gt;
*&#039;&#039;&#039;Star-Delver Kindred:&#039;&#039;&#039; Named after its essential nature.&lt;br /&gt;
*&#039;&#039;&#039;Kindred of Ork Slayers:&#039;&#039;&#039; Named after its essential nature.&lt;br /&gt;
*&#039;&#039;&#039;Yôht&#039;s Black Pillars Kindred:&#039;&#039;&#039; A Kindred with a combination of name types&lt;br /&gt;
*&#039;&#039;&#039;The Kindred Stoic of Nightgulf:&#039;&#039;&#039; A Kindred with a combination of name types&lt;br /&gt;
*&#039;&#039;&#039;Kindred Six:&#039;&#039;&#039; A Kindred with a very basic name. Belongs to the Kronus hegemony, and is brutally direct. Prides themselves on their mastery of urban warfare. Are sometimes rivals with Sylâkh&#039;s Kindred.&lt;br /&gt;
*&#039;&#039;&#039;Kindred Eleven-D:&#039;&#039;&#039; A Kindred with a very basic name.&lt;br /&gt;
*&#039;&#039;&#039;Hold of Oriâkh&#039;s Irongate Kindred:&#039;&#039;&#039; Had their core destroyed by WAAAGH! Morbok. Belongs to the Grand Orion Compact.&lt;br /&gt;
*&#039;&#039;&#039;The Void striker Kindred:&#039;&#039;&#039; Swallowed up by Maelstrom Örgvayr.&lt;br /&gt;
*&#039;&#039;&#039;Lâkhryr&#039;s Kindred:&#039;&#039;&#039; Swallowed up by Maelstrom Örgvayr.&lt;br /&gt;
*&#039;&#039;&#039;Nôthka&#039;s Kindred:&#039;&#039;&#039; Belongs to the Trans-Hyperian Alliance. They maintain a Hold amidst the calamitous ruin-belt of the Broken Triplets, a trio of threatening worlds that were smashed during an ancient catastrophe.&lt;br /&gt;
*&#039;&#039;&#039;Orksbane Kindred:&#039;&#039;&#039; Belongs to the Ymyr Conglomerate. Owns the world of Tamâkh, which the Hold of Brôkhfyre is built upon. They control and capture the exotic and deadly spectra emanating from the world&#039;s nearby star, using mile high stellar vanes. These energies pour into their forge, which is amongst the greatest in the Leagues, as it is renowned for the weapons of war it can produce.&lt;br /&gt;
*&#039;&#039;&#039;Kârkyr Stellar Nursery:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Yênna&#039;s Kindered:&#039;&#039;&#039; Another Kindred named after it&#039;s core. Is in possession of Balewind Harvester stations.&lt;br /&gt;
*&#039;&#039;&#039;Kindred of Aârnok:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Kôrynn’s Kindred:&#039;&#039;&#039; Was originally apart of the now faltering Kapellan League. Broke away with several other Kapellan Kindreds to form the Kronus Hegemony when their Fane achieved self-awareness and became a newly ascended Votann. They gave become central to the Kronus hegemony, and receives portions of the Leagues spoils for their Votann&#039;s defense.&lt;br /&gt;
*&#039;&#039;&#039;Kindred of Liminus Crag:&#039;&#039;&#039; Belongs to the Trans-Hyperian Alliance. Are famed as shipwrights of the swiftest void craft and atmospheric gunships.&lt;br /&gt;
*&#039;&#039;&#039;Ukûlak&#039;s Kindred:&#039;&#039;&#039; Belongs to the Trans-Hyperian Alliance. Has every last one of their Kin serve at least a decade as Hernkyn in their early years to Honour their ancestors.&lt;br /&gt;
*&#039;&#039;&#039;Sylâkh&#039;s Kindred:&#039;&#039;&#039; A Kindred name after their Core. Favors massed artillery and siege warfare. Are sometimes rival with Kindred six.&lt;br /&gt;
&lt;br /&gt;
===Known Holds===&lt;br /&gt;
*&#039;&#039;&#039;Obsyd Gate:&#039;&#039;&#039; A prominent hold of the Kindred of Vôrtun, which belongs to the Greater Thurian League. This the hold Ûthar the Destined Belongs to.&lt;br /&gt;
*&#039;&#039;&#039;Grand Hall:&#039;&#039;&#039; A prominent hold of the greater Thurian League.&lt;br /&gt;
*&#039;&#039;&#039;Hold Silver Six:&#039;&#039;&#039; A prominent hold of the greater Thurian League.&lt;br /&gt;
*&#039;&#039;&#039;Demmâk&#039;s Haven:&#039;&#039;&#039; A prominent hold of the greater Thurian League.&lt;br /&gt;
*&#039;&#039;&#039;Crimson Gulf:&#039;&#039;&#039; A prominent hold of the greater Thurian League. Renowned for its sheer size and impenetrable defenses.&lt;br /&gt;
*&#039;&#039;&#039;Ûrvymm&#039;s Bulwark:&#039;&#039;&#039; A prominent hold of the greater Thurian League. Renowned for its sheer size and impenetrable defenses.&lt;br /&gt;
*&#039;&#039;&#039;Cynder Span:&#039;&#039;&#039; A prominent hold of the Ymyr Conglomerate &lt;br /&gt;
*&#039;&#039;&#039;Delvegard:&#039;&#039;&#039; A prominent hold of the Ghulo Industrial Complex&lt;br /&gt;
*&#039;&#039;&#039;Sunder Stair:&#039;&#039;&#039; A hold belonging to the Nôthka&#039;s Kindred. Sits at the heart of the Broken Triplets.&lt;br /&gt;
*&#039;&#039;&#039;Hold of Brôkhfyre:&#039;&#039;&#039; Lies upon the world of Tamâkh, and is owned by the Orksbane Kindred.&lt;br /&gt;
&lt;br /&gt;
===Known Mining Worlds/Zones===&lt;br /&gt;
*&#039;&#039;&#039;Törg:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Darkstar Mines:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Known Enclaves===&lt;br /&gt;
*&#039;&#039;&#039;The human enclave of New Catachan:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Known Guilds===&lt;br /&gt;
*&#039;&#039;&#039;Cthonian Mining Guilds:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Yngvâry Combined Logistics:&#039;&#039;&#039; Huge and wealthy.&lt;br /&gt;
*&#039;&#039;&#039;Star-Rider Mercantile Confederation:&#039;&#039;&#039; Huge and wealthy.&lt;br /&gt;
*&#039;&#039;&#039;Cthonian Guild of Kâdokh:&#039;&#039;&#039; Huge and wealthy.&lt;br /&gt;
&lt;br /&gt;
===Regions/Warp storms===&lt;br /&gt;
The galactic core to most species is a uninhabitable. Only the hardiest of species and civilizations could ever dream to live here. But should they survive, the great riches of the core will open to them.&lt;br /&gt;
&lt;br /&gt;
In constrast to the Imperium, the Kin do not recognize the name &amp;quot;The Great Rift&amp;quot;, believing it would lend further superstitious menace to a already menacing threat. The appearance of these warp storms has caused much havoc in the galactic, from swallowing up entire kindreds, to aggravating local core xenos. Some refugees from these swallowed up kindreds were able to make it out thanks to pan-spectral arrays, which gave some small warning to said kindred refugees. Those who escaped told of holds falling into complete madness, and right on their heels were hordes of ravenous Chaos war fleets. These storms have made the already extraordinarily dangerous core even more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warp Storms:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Örgvayr:&#039;&#039;&#039; roughly translating to &amp;quot;Ogre&amp;quot; in Low Gothic, this warp storm appeared on the north eastern fringe of the Greater Thurian League, swallowing up the Void Striker Kindred and Lâkhryr&#039;s Kindred.&lt;br /&gt;
*&#039;&#039;&#039;Cölosyk:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Regions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Xenos in/near League territory===&lt;br /&gt;
*&#039;&#039;&#039;Orks:&#039;&#039;&#039; The Orks have long-been an enemy of the Kin, their own species-wide durability and sheer refusal to go away making them perhaps the only other species able to comfortably withstand the crushing weight of the galactic core. Being the main neighbors of the Kin, coupled with Orks being Orks and wanting a good punch up, has resulted in their species perhaps being the only thing the Kin consider to be an arch-enemy. With the Five Hundred Years war with WAAAGH! Morbok resulting in the destruction of a Votann, the stellar fleets of Bogg da Freeboota King invading in the lieu of some warpstorms, and the neighboring Ork Empire of Morzag, all these things have solidified the Orks as constant pebble in the Kin&#039;s boot.&lt;br /&gt;
*&#039;&#039;&#039;Tyranids:&#039;&#039;&#039; &amp;quot;The Bane&amp;quot;, as the Kin know the Tyranids as, has become somewhat of an intense threat/material opportunity for the Leagues in recent millennium. Hive Fleet Leviathan wiped out the entirety of the Emberg-Aegnir Bloc, resulting in the Mad Votann, and so earning the ire of the species. But at the same time, the Leagues hunt down hive fleet tendrils to harvest them for organic materials (likely their bio-metals and acids). Ultimately, they&#039;re treated more as a hazard than a direct enemy to fight with. &lt;br /&gt;
*&#039;&#039;&#039;Minor Species:&#039;&#039;&#039; The typical one-off species that exist to pad out the Galactic Core to make it less empty. Nothing is known about them other than their names and that they are taking the Great Rift as an opportunity to get antsy. They include the Septeryx, the Chrobdyr Ferrophagites (rust monsters lol) and the ominous Cult of Ohn.&lt;br /&gt;
*&#039;&#039;&#039;Other Big Players:&#039;&#039;&#039; With the Great Rift opening and swallowing a shit ton of Holds, many Kindreds and some Leagues have opted to scarper out of the Galactic Core and find new steading elsewhere. This vacuum has allowed an opening for the Imperium, the T&#039;au Empire, and the Craftworld Eldar to move in on the territory, kicking up dust as they do and transgressing on the Kin&#039;s holdings.&lt;br /&gt;
&lt;br /&gt;
===Noteworthy Kin===&lt;br /&gt;
*&#039;&#039;&#039;Ûthar the Destined:&#039;&#039;&#039; A great Kahl from the Greater Thurian League that has a mysterious objective and destiny, prophesied to complete a great task. He’s a ruthless warrior armed with masterfully wrought weapons, including the legendary Blade of the Ancestors (which he got literally the day he was born on), and has a gift for assessing enemy foes.&lt;br /&gt;
&lt;br /&gt;
===Relationship/interactions with other factions===&lt;br /&gt;
&#039;&#039;&#039;Galactic relations in general:&#039;&#039;&#039; The Kin will leave most of the denizens in the galaxy alone, so long as they aren&#039;t getting in-between what the Kin want. The Leagues of Votann trade outside the core through a range of names, though these are rarely of their choosing  this has caused confusion and misunderstanding over who these mercenary adventurers really are. To those who are in their way however (unwillingly or not), the Kin are a tough nut to crack. Even far from the more secure area that is the galactic core, the Kin are a armoured, fortified, bunkered down, advanced, and tactical juggernaut. More often than not, the Kin succeed in their conflicts, and even the more major players of the galaxy find them difficult. On occasion, a resistant population may be deemed too strong for any conflict to be worthwhile, but most of the time any resistance will be swept aside or ignored. The Kin have no compunctions about tearing open the crust of a world whilst the population still dwells upon it, however sometimes a evacuation can be negotiated. To those on the kins good side, they are invaluable business parts. To those on their bad side, they are a force of ruthlessness and greed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ironhead Squat Prospectors:&#039;&#039;&#039; See each other as distant cousins who can share a pint in the pub and complain about the Aeldari.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tyranids:&#039;&#039;&#039; In the Imperium of Man, the Tyranids hunt &#039;&#039;you&#039;&#039;, in the Leagues of Votann, the League hunt &#039;&#039;Tyranids&#039;&#039;. Known to the Leagues as “The Bane” the Kin are wary of the Nids and have gain a grudging respect for their effectiveness and adaptability. Whilst the Nids still view the Kin as biomass, they themselves also stay clear away from them as the Leagues are known to scout out and hunt down &#039;&#039;entire Tyranid hive fleets&#039;&#039; to harvest their resource bounties. Moreover, the high technological levels and large presence of automatons makes fighting the League a sunk-cost fallacy for the Tyranids such as in one example with the Northstar cluster, where the bioforms exhibited an odd nesting behavior not seen elsewhere. They have proven difficult to eradicate, and have brought devastation to the Urani-Surtr Regulates. The Kin see the danger of the Tyranids, following the destruction of the Emberg Agnir Bloc. It was made up of a few dozen kindred and found themselves in the path of hive fleet Leviathan. The League was wiped out. The Votann was left untouched. It absorbed the bodies of its fallen Kin to deny the Tyranids the biomass, and was driven mad, becoming the mad core, and causing fluctuations in the warp that disrupt travel. Nevertheless, such endeavours still prove too risky for the Tyranids and, given the League&#039;s habit of hunting their fleets down like giant whalers; the Hive Mind has put the League on the same level as the Necrons in terms of GTFO.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tau:&#039;&#039;&#039; They view the Leagues as grand benefactors and business partners of the Greater Good and the Tau Empire - although they could certainly improve their view points and dedication to the cause. They are also really happy with their new technology they received from the Demiurg and the Leagues, with their ion technology being extremely popular among the Tau&#039;s forces. The Leagues see the Tau as a very naïve and young people, though they appreciate the value of the greater good as it shares similarities with their own philosophy, putting Kin first. The Tau are more than happy to pay the Leagues, though the Kin rarely share their more advanced developments. As an example, the Kin&#039;s ion tech is superior and far more compact than the Tau&#039;s. Thanks to the extreme naivety of the tau, the Tau actually think the few ships they see from the Leagues are all that is left of the Kin, following a invasion from the Tyranids. These rumors have been rebuffed by the kin, much to the confusion of the Tau. The Kin see no value in enlightening them in this regard so long as the can continue to profit from trade with the naïve civilization. With the advances of the empire in the Chalnath expanse, there have been some minor clashes with the various factions of the Kin, which may have somewhat soured some local relations. Kind of. Nothing that money can&#039;t fix, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Imperium of Man:&#039;&#039;&#039; View the Leagues as useful and good enough for trade, yet they&#039;re also sketchy abhumans who stray too far from the holy human form and are probably heretics, though they don&#039;t seem as quick or eager to put these ones down nor whip out any Exterminatus moves on them. On the world of Necromunda at least, they are looked down upon as Squats despite all they&#039;ve done for the world. Likewise, the Leagues view the Imperium as a bunch of disappointing dumbfuck competitors - although they&#039;re still good enough for trade. Will surprisingly be honest about their usage of AI if pressed on it (which of course pisses the Imperium off). On some Imperial worlds like Necromunda, the Kin have been there since their Imperial records started. Rogue traders are more than happy to deal with the Leagues, though their extravagant life styles are considered wasteful by the kin, and deals are made with governors of Imperial worlds and systems, for a suitable fee. The more zealous of the Imperium deem the Kin as sanctioned xenos, if not abhumans. And at one point, the Demiurg had a automated mining facility  that was infiltrated by the alpha legion. Overall, the Kin treat them as any other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aeldari:&#039;&#039;&#039; [[Elf|Guess]]. They like to keep their meetings brief and few as the knife-ears aura of arrogance and entitlement pisses the Kin off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Aeldari:&#039;&#039;&#039; [[Dwarf Fortress|Guess again]]. Unlike the Tau who were dumb enough to trust the S&amp;amp;M gimp suit wearing weirdos at one point, the Kin are smart enough to not have wanted anything to do with the perverted pasty sweat goblins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harlequin:&#039;&#039;&#039; Weird creepy clowns that are to be avoided.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aeldari Exodites:&#039;&#039;&#039; [[Avatar|Guess thrice]]. Although, the Kin actually do respect them for their more practical nature. Still more than happy to invade for resources though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Necrons:&#039;&#039;&#039; The Necrons consider the Kin to be another upstart race, though with a level of trepidation. Not only are they considered remarkably dangerous foes to fight, the Kin also delve deep into their worlds, breaking into tomb complexes, and plundering the rich harvest within. To the Kin, the metallic aliens are easy pickings while they sleep, and vicious foes when roused. Typically shoot on sight levels of diplomacy. They already war with the Urani-Surtr Regulates for control over one of its main worlds. The involved Necrons is the Samnokh dynasty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orks:&#039;&#039;&#039; The Orks are the Leagues most hated Foe, as not only are they pervasive, they are also endlessly wasteful, fighting and destroying what the Kin have built, and The Leagues have been as successful as every other civilization in eradicating the Orks. The Orks are not stopped by the dangers of the core regions, and Ork pirate raids are a particular concern, with Orks like Bogg Da Freeboota king and his numerous fleets pestering the Leagues. The Orks tendency to use whatever scrap they can get has led to the creation of the saying &amp;quot;a prize for a Ork&amp;quot; , used to describe things or ideas that are worthless to the Kin. The 500 years war was fought against WAAAGH Morbok after they overran the Grand Orion Compact&#039;s Hold of oriax iron gate kindred. The Votann in the hold was torn to pieces, the most widespread grudge in the history of the Kin was called, and the Compact spent the next five centuries hunting down every single Ork from WAAAGH Morbok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chaos:&#039;&#039;&#039; They find the Leagues to be a major pain in the ass as they actually have at least some idea on how to deal with chaos unlike their Imperial counterparts. They dimmed their souls, use soulless A.I. to pilot through the warp, have top notch security, and live high quality and comfortable lives in their holds. They see little to even no chaos corruption in the Leagues and will probably see more losses than wins with them. The Kin of course are absolutely disgusted by them, and have little time for their gruesome and foolish activities &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Adeptus Mechanicus:&#039;&#039;&#039; A series of mental breakdowns and cybernetic overloads occurs when Mechanicus members encounter the Leagues. Whether it&#039;s due to them seeing Heresy in the Leagues, or due to the many shinies the Leagues have, it doesn&#039;t matter. They will see the Leagues as major competition regardless of the reason, and move to claim the shinies for themselves. To the Leagues, the Adeptus Mechanicus are rats scurrying around a scrap heap. Superstitious tech cultists living on the successes of their ancient betters who&#039;s ignorance makes them dangerous. The Kin avoid them whenever possible, and are swift to eradicate them when needed.&lt;br /&gt;
&lt;br /&gt;
===Speculation/Theories===&lt;br /&gt;
The LoV being as new as they are, there&#039;s a lot going on about them that we don&#039;t know about. Particularly, how can certain aspects of the setting be connected to them to better help them conform to the whacky-tobaccy universe that is 40k. Until we get lore confirmations, various speculations and conspiracies will be listed here. &lt;br /&gt;
&lt;br /&gt;
====Votann out in the Wild====&lt;br /&gt;
As the biggest part of the Leagues and their lore, the Votann naturally draw a lot of attention to themselves, especially since some parts of the lore can now be comfortably assumed to be a Votann. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Van Saar STC:&#039;&#039;&#039; A bit of speculation around the Votann is if anything else in the setting will be retconned into/explained as being one. The most obvious candidate is the [[House Van Saar]] STC, described as being &amp;quot;large building&amp;quot; sized and &amp;quot;damaged&amp;quot; in that it&#039;s spewing out radiation, similar to the disrepair some Votann are said to be in albeit more extreme, and if it was a Votann it would explain why Squats are on Necromunda.&lt;br /&gt;
*&#039;&#039;&#039;The Votann are fueled by alcohol:&#039;&#039;&#039; Naturally, being dorfs, the dorfs need to fill the dorf computers with dorf juice in order for them to give dorf advice. How else are they supposed to run? Fission batteries and solar energy? That&#039;s [[elf|leaf-lover]] hippy dippy shit.&lt;br /&gt;
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===Influences/Mythology/Aesthetic/Complaints===&lt;br /&gt;
*&#039;&#039;&#039;The greater rage:&#039;&#039;&#039; The 2001 release of the [[Tau]] was spurred with anger, confusion, and revulsion. Even to this day in the year 2022, you&#039;ll still see swathes of the community that seethe at the mere mention of the Tau, deeming them as &amp;quot;weaboo space communists who aren&#039;t grimdark enough&amp;quot;, or simply &amp;quot;another vile xeno who is irrelevant&amp;quot;. And like its predecessor, the LoV is reaching similar levels of division and anger. But much like the decade that it was revealed in, the Leagues bring in a new scale of chaotic and unprecedented changes. This section is to help boil this down, and address  complaints and confusion.&lt;br /&gt;
*&#039;&#039;&#039;Twentieth century futurism:&#039;&#039;&#039; There have been quite a few who have claimed that the LoV is &amp;quot;generic sci-fi&amp;quot; and &amp;quot;inconsistent in its design&amp;quot;. To be quite frank, this is a bunch of nonsense hullabaloo. Anyone who has enjoyed enough fictional settings like that of [[Fallout|Fallout]] is going to tell you that the Leagues is full of [[Isaac Asimov|mid-centrury futurism]] and [[Arthur C. Clarke|classical sci-fi]], with the atv looking like a 1960s moon buggy, and the Hernkyn chopper looking like a mid century 60s bike ([https://youtu.be/ySxEFuUrdio|for gods sake, look at it&#039;s trailer]). While you will find some of dieselpunk in the LoV and its not entirely just mid century aesthetics, [[atompunk|atompunk]] has asserted its dominance here, Giving them a more civilian look. This also includes the look of the Ironkin (and to a certain extent [[UR-025]] and the [[Kastelan Class Battle-Automata]] which look like mid century robots. Fact is, the LoV is a love letter to classic sci fi. But that&#039;s not all.&lt;br /&gt;
*&#039;&#039;&#039;Western/wacky sci-fi:&#039;&#039;&#039; If you haven&#039;t noticed from the bolter revolvers, the abundance of words like &amp;quot;Pioneer&amp;quot;, &amp;quot;frontier&amp;quot;, &amp;quot;rugged&amp;quot;, and &amp;quot;hardy&amp;quot;, along  with the fact that the first revealed  ironkin looks a lot like a western blacksmith, the amount of &amp;quot;simple&amp;quot; practical tools the Kin often carry, the Leagues have a lot of western influences. They also seem to still retain an air of comedic relief from their previous Squat forms. Expect future [[Firefly|Firefly]] references, and a Votann answering with [[Approved Literature|&amp;quot;42&amp;quot;]].&lt;br /&gt;
*&#039;&#039;&#039;Mass produced goodness:&#039;&#039;&#039; Unlike their many Dwarven counterparts, the Leagues are by no means the top industrial power house of the galaxy (the Necron and the Aeldari have them beat, along with most of the other species from around the time of the old ones). To be quite honest, they are more about industry as a theme rather than being the most industrious. However, one could say they are still the top non-prehistoric industrial in the galaxy. They could also be said to be the top powerhouse in the galaxy that is both operating at its full capability (Necron sleepiness), and still actively lives and colonizes the galaxy (Eldar and their hidey holes). And in comparison to their &amp;quot;competitors&amp;quot;, are probably the most easily accessible due to them generally not wanting to instantly butcher you the second they even glance at you, or just tell you to get lost. As for the lower powers? The Imperium, while it&#039;s very industrial, its also incredibly inefficient and and often...dumb with its capabilities in general (Agri-worlds, under use of auto loaders, crappy servitors). And the Tau, while smarter than the imperium with their industrial capabilities, has far less potential with what they have.&lt;br /&gt;
**Moving on from their position in the galaxy, why the industrial aesthetic? Well, first off, they&#039;re dwarves. Second off, as mentioned above, the other industrial factions are either too insufficient to carry out certain ideas and concepts, or are too hidey. The Leagues are in the perfect position to introduce potential new concepts to the universe, like not crap hive cities, dyson spheres that don&#039;t belong to the Necron, megastructures, and potentially much more. it&#039;s a nice change of pace to see an actually efficient industrial that isn&#039;t controlled by ancient aliens.&lt;br /&gt;
**Thirdly, you need a little grime and practicality to that atompunk, and efficient industry is the perfect way to do it. Doesn&#039;t mean you can&#039;t have your cleanliness (and I&#039;m pretty sure they&#039;d prefer to not have pollution in their holds), just adds a tad bit of realistic imagery to it.&lt;br /&gt;
*&#039;&#039;&#039;Cleanliness, kin, and old world blues:&#039;&#039;&#039; Besides the reasons above, there is a reason the Leagues look so clean, organized, and sleek. This comes from the more grimdark and evil side of the Leagues (which is a little weird and unique). As previously stated before, the Leagues are a meritocracy overseen by guilds, wise long-bearded psykers, military commanders, and the mighty moai heads themselves. Said guilds are very competitive, and will not hesitate to strip to the bone entire planets with civilizations and ecosystems just to stay ahead.&lt;br /&gt;
**So are they capitalist? Maybe. But while they&#039;ve shown how they can easily have conflicts with themselves, one of their mottos is &amp;quot;Kin are kin&amp;quot;. They also seem to be very egalitarian within their societies, On top of this, we&#039;ve had previous examples of society reaching post scarcity levels of comfort, including even some Imperial worlds, and the friggin lower tech tau. They also seem to put high importance on community and fellow kin. Even the guilds wouldn&#039;t be caught dead cutting corners and making shoddy products (they regulate much of League society).&lt;br /&gt;
**So socialists? Maybe. But really, the answer may be in-between (somewhat). Would certainly suggest looking up the guilds of post classical, classical, and pre-classical history to get a better perspective.&lt;br /&gt;
**But we do know that they generally have a comfortable life and are very egalitarian. The guilds are competitive, meritocratic, regulate much of League society, and still come to blow with each other. What we can tell is that Leagues inner society is generally at least decent for its citizens. As for those who are outside of League society...&lt;br /&gt;
**Expect to see a lot of neocolonialism, colonialism, client states, banana Republics, puppet states, potentially narco states, banana wars, and the 1893 overthrowing of the kingdom of Hawaii except 10x worse (and with more planetary genocide). As with their holds: dirty on the outside, clean on the inside.&lt;br /&gt;
*&#039;&#039;&#039;The mythological and the fantastical:&#039;&#039;&#039; This one is a total mashup. You got Celtic, Greek, Nordic, and other mythologies mashed in. The Leagues are named after Greek titans, and Nordic gods. The Votann are based off [[Odin]]. The Kin are Geri and Freki, odins greedy wolves. The leadership is based off odins ideal leadership (with the grimnyr being based off one of his disguise names).&lt;br /&gt;
*&#039;&#039;&#039;Silicon Knights and Too Human similarities:&#039;&#039;&#039; way back in 2008 the now defunct game company Silicon Knights released a game called “Too Human” for the Xbox 360 after over a decade of it being stuck in development hell. The game was based on reimagining Norse mythology through a cyberpunk lens. While the game flopped miserably due to its clunky control system some of its design elements seem suspiciously similar to the Leagues of Votann aesthetic including: exoskeleton equipped berserkers, combat transports that resemble the Hekaton Land fortress, the whole mega corporation of the Aesir, and the fact that Odin was reimagined in the game as an AI called the “Organic distributed information network” which bears a striking similarity to the idea of the Votann. Maybe someone in GW played the game and used it as inspiration for the Leagues? It wouldn’t be too surprising.&lt;br /&gt;
*&#039;&#039;&#039;[[Video games|Deep Rock Galactic]]:&#039;&#039;&#039; Similar to the above, the game &amp;quot;Deep Rock Galactic&amp;quot; may have spurred on GW&#039;s decision to reinvent the squats in some areas. Notably, the game is based on a company of the same name, which uses actual dwarves as their mercenary-miners to plunder a planet of all its wealth while fighting bugs. Themselves a corporatist, mercantile faction that prefers wealth over civility. Now, this game was released in alpha in early 2018, so it could be a little bit of a stretch to say if it&#039;s fully influenced much on the LoV, considering the lengthy design process GW has. It hasn&#039;t stopped WarCom from throwing in some tongue-in-cheek, potential references to the game, though. Plus, with all the &amp;quot;Rock and Stone&amp;quot;s and &amp;quot;For Karl!&amp;quot;s that players will throw out, it probably won&#039;t matter anyway. Though the codex does mention a kindred of the greater Thurman league known as the deep rock kindred&lt;br /&gt;
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===Forces of the Kin===&lt;br /&gt;
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*&#039;&#039;&#039;[[Kâhl]]:&#039;&#039;&#039; Taking the place of [[Squat Warlord]]s as leaders in their species’ military roster, they’re experienced battle hardened Generals who proudly wield the Leagues advanced weaponry, and are the final authority over an individual Oathband in the Kinhost militaries, they’re subordinate only to their Kindred’s ruling Votannic Council. Their most important role is to cast the Eye of the Ancestors over their foes — marking out priority targets and ensuring the most dangerous enemies are the first to feel the wrath of the Kin. Equipment wise they carry nifty ornate armor and weapons like the Kin equivalent to storm bolter, plasma axes, and Volkite equipped power fists. FOR KARL!!&lt;br /&gt;
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*&#039;&#039;&#039;[[Squat Thunderers|Brôkhyr]]:&#039;&#039;&#039; The [[Guildmaster|engineers]] and lead craftsman of the Leagues, named after the dwarf of Norse mythology, Brokkr, who built Mjolnir. They just blow tech priests out of the water on every level, as not only do their (creatively named) A.N-vyl Terminals (just picture a 3D printer but for guns) have MANY full STCs inside that make all their guns all that and a bag of chips in comparison to those of the Imperium, but they&#039;re also not limited by dogma and orthodoxy when it comes to technological advancements, meaning they actively upgrade their shit. That being said while their specialty lies in engineering these folks are also more than willing to throw down with the best of them. When the Oathbands head to battle, the Brôkhyr will strap on powerful exo-frames to become the mighty Thunderkyn. Although not quite as scratch-resistant as the Einhyr Hearthguard’s exo-armour, since the powerful suits they wear were initially adapted from rugged engineering rigs, they can still take a hell of a pummeling and allow the Brôkhyr Thunderkyn to heft the heaviest man-portable weapons the Leagues can muster with ease. Hordes of their enemies fall before salvos unleashed from bolt cannons, while heavy infantry find themselves pierced by the unstoppable lances of SP conversion beamers, prospects that have made more than one enemy think twice before attacking them. &lt;br /&gt;
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*&#039;&#039;&#039;Brôkhyr Iron-master:&#039;&#039;&#039; The Brôkhyr are the Leagues’ highly skilled techno-artificers, and the Iron-masters are the cream of their crop. They head into battle with a dutiful Ironkin assistant and a knack for repairing even the most beaten-up vehicles. Helping them are a gaggle of E-COGs – hardy combat and repair drones, lacking the intellect of a true Ironkin.&lt;br /&gt;
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*&#039;&#039;&#039;[[Living Ancestor|Grimnyr]]:&#039;&#039;&#039; The predominant psykers of the Leagues, dressed like [[weeb|fucking wizards]] in an army full of voidsuits and armor. Wearing robes over their Power Armor to the point that [[Dark Angels]] themselves looks like normies. The Kin now name their dwarf wizards after the false identity Odin took while on a bet from Frigg, from Norse Mythology (or ripping off the WHFB dwarf god [[Grimnir]]). Are essentially the Votanns eyes, ears, limbs, mouth, etc. They are able to access directly the data stores of the Votann using psychic powers, and communicates its will and guidance to their Kindreds and Leagues. They are the closet you&#039;ll to a priest in the largely secular Leagues. They also use barrier tech to help them harness the raw power of the immaterium in battle – such as summoning two mechanical CORVs that often  hover alongside them as familiars (very similar to the ability of the gene stealer cults to summon familiars). Essentially mystical wise old sages.&lt;br /&gt;
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*&#039;&#039;&#039;[[Squat Berserkers|Cthonian Berserks]]:&#039;&#039;&#039; &lt;br /&gt;
{{topquote|This is very simple. We don&#039;t want your liver, your coin, or that junk you call technology. We want your world. We want the riches you didn&#039;t even realize you had, and that you definitely don&#039;t deserve. Leave while you have the chance. Or don&#039;t. Either way, we&#039;re coming to claim what&#039;s ours.|Ultimatum delivered by the Cthonian Guantlet Consortium, &#039;&#039;Leagues of Votann codex&#039;&#039;}}&lt;br /&gt;
Hailing from the Cthonian mining guilds which are noted for venturing to environments even other Kin fear to tread, these furious and heavily augmented murder machines are a sci-fi reimagining of [[Slayer]]s from WHFB. These frontline fighters originally began as Kin who enhanced the physical capabilities of their cloneskeins with cybernetic upgrades and cyberstimms, all the better to extract precious minerals from rad-plagued nebulae, explosive asteroids, and fathomless ocean depths. Now tasked with dealing with their people’s enemies they charge into battle with modified advanced mining gear like heavy plasma axes, concussion mauls, and power fists all while wearing little or no armor besides that which their cyborg augmentations provides. They also have mole mortars/ grenade launchers (for mining purposes of course).&lt;br /&gt;
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*&#039;&#039;&#039;Hearthkyn Warriors:&#039;&#039;&#039; Because replacing i&#039;s with y&#039;s is so sci-fi and trademark friendly. The [[Squat Trooper|Hearthkyn]] are essentially identical in terms of origin as the [[Guardian|Guardian Defenders]] of the eldar, in that they are the core infantry force of the Leagues&#039; military that were conscripted from their civilian populations. However, rather than being a militia roused during times of conflict, the Hearthkyn are instead closer to real-world militaries, in that the soldiery serve for an extended period of time before going home to their civilian professions. Serving in the Hearthkyn, anyone can enlist: male, female, flesh or metal, as Kin are Kin, after all. The units themselves are equipped with all manner of hullabaloo Squat guns depending on their specialization, on the lighter end there are the Autoch-pattern bolters used for assault and laying down covering/saturation fire, there are also bolt shotguns, and bolt revolvers. On the heavier side there are volkanite disintegrators,  ion blasters (whose technology the Kin apparently gave to the Tau much to the Imperium’s ire) and HYLas auto-rifles all of which are used to sunder the defences of heavily-armoured opponents. Finally there’s also specialized heavy weapons such as L7 missile launchers, EtaCarn plasma beamers, Graviton blast cannons, and magna-rail rifles. All these ranged weapons are supported by smart tech integrated into Kin battlegear. The haptic utility nerve transmission recalibrator modules – HunTR for short – interface with their neural augmetics to establish a feedback loop between firearms and their users. This system projects minute gravitational pulses to maintain a stable firing platform even while running at full pelt – or zooming along on a flying trike. For close combat they got plasma blades, plasma axes, and concussion weapons like gauntlets, hammers, and mauls that amplifies the kinetic energy behind a Kin’s strike enough to launch an Ork boy into the air. As for protection they wear their own brand of power armor called Void armour comprised of hardened jointed segments which are hooked into a void suit beneath. The suit is fashioned from magnaferrite weave, and often reinforced with adamantine and enhanced with microfield generators for a level of protection that any Imperial Guardsman would give their left gonad to have!&lt;br /&gt;
**&#039;&#039;&#039;Theyn:&#039;&#039;&#039; Sci-fi spelling for the old Anglo-Saxon Thegns/Thanes (Fantasy Dwarfs had Thanes as heroes, so another connection there). They are experienced  warriors that serve as [[Squat Thunderers|squad leaders]] in Hearthkyn and Einhyr Warrior squads of 10 to 20 warriors and are able to arm themselves with a variety of hand-to-hand combat weapons, including brutal concussion gauntlets, plasma blades, and vicious plasma axes in addition to high quality ranged weapons. Theyns communicate with their squad with the aid of cybernetic implants – relaying strategic instructions from the commanders of the Oathband to their units, and can be differentiated from the other kin by the fancy animal headed crest mounted on the back of their armor.&lt;br /&gt;
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*&#039;&#039;&#039;Einhyr [[Hearthguard]]:&#039;&#039;&#039; Named after the Einherjar of Valhalla, they are the newly-christened [[Hearthguard]] Terminators of old, being the honored warriors selected from a Kinhold&#039;s most accomplished fighters, clad in [[Exo-Armour]]. They&#039;re armed with a shoulder mounted grenade launcher, a hand-held Volkanite Disintegrator, and either a power first with a retractable plasma blade or a Thunder Hammer. Like regular Hearthkyn Void armor the Exo-armor also has the HunTR system of micro gravity field generators built in to help keep their aim steady allowing them to fire on the move.&lt;br /&gt;
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*&#039;&#039;&#039;Einhyr Champion:&#039;&#039;&#039; Those who climb the ranks of the Einhyr that eventually became Champions. These  warriors are clad in modified exo-armour fitted with mass-drivers for jump purposes and armed with vicious close combat weapons. They function as living battering rams, pulverising anything that gets in their way.&lt;br /&gt;
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*&#039;&#039;&#039;[[Hekaton Land Fortress]]:&#039;&#039;&#039; A HECKA CHUNKY Heavy support tank that can double as a defensive emplacement. Packs overwhelming firepower onto a rugged frame, and can lug around a hefty 12 models. It can go toe-to-toe with some of the biggest and best battle tanks in the 41st Millennium thanks to its durable void armour. And it can be equipped with a variety of hefty weapons and devastating warheads – from the very nasty heavy magna-rail cannon to the SP heavy conversion beamer and a missile launcher apparently. They are also mentioned to draw carriages in the codex.&lt;br /&gt;
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*&#039;&#039;&#039;Hernkyn Pioneer:&#039;&#039;&#039; THE [[Squat Trike|TRIKES]] RETURN! [[Skub|AS HOVERTRIKES!]] And with a [[-4 Str|female]] driver. It looks like a spider-tank tachikoma from Ghost in the Shell fucked a [[Squat Bike|Harley]] and their baby came out a hoverbike. Hernkyn Pioneers are ridden by independently minded Kin who serve as scouts and outriders for the Kinhosts. They exchange the heavier armor of the Hyrthkin for lighter void suits backed up by armored trench coats, an old style pilot’s cap, and when necessary a gas or oxygen mask. Before you make the mistake of thinking they’re outlaw bikers though it should be noted that they are not seen like that at all amongst their own people. Rather in eyes of the Kin the Pioneers willingness to go off alone is considered courageous and selfless as they are putting their own lives at risk for the sake of their families, in effect making them the equivalent of the WFB Dwarf rangers. Anyway, to ensure they can keep riding for as long as possible the Pioneers make sure to carry any all equipment they might conceivably need with them at all times, from bedrolls to digging tools strapped to their rides. To aid them in scouting their trikes come equipped with multiwave comms arrays and pan-spectral scanners which are all quite useful for picking up strategically important data. Weapons-wise the riders can be armed with a bolt pistol, or a bolt shotgun, and  a plasma blade for a backup, while the Trike itself was equipped with a magna-coil autocannon mounted on the front. In addition if the rider is willing to take along a passenger then it’s possible to mount another heavy weapon on the back of the vehicle like a rotary Hy-Las (high yield laser) cannon or whatever else might be needed. These weapons are linked to the driver and passenger’s implants via the HunTR system so they can fire on the move.&lt;br /&gt;
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*&#039;&#039;&#039;[[Sagitaur ATV]]:&#039;&#039;&#039; A six wheeled infantry fighting vehicle, that takes its name from the centaur shaped constellation Sagittarius, the Sagitaur is used for surveying inhospitable alien terrain. The Sagitaur is a rapid-response ATV suited to scouting operations and lightning-fast armoured offensives alongside Hernkyn Pioneers. Its armoured carapace is durable enough to shrug off everything from rockslides to plasma blasts. Sagitaurs usually operate in pairs and are remarkably heavily-armed for their size, with a nose-mounted twin bolt cannon complemented by a swivelling turret weapon, such as a HYLas beam cannon, L7 missile launcher, or MATR autocannon. Once they’re right up in the enemy’s lines they will disgorge their troops, in the form of a full squad of infantry which can be split between the two vehicles, who can then go on to seize vital objectives. &lt;br /&gt;
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*&#039;&#039;&#039;Colossus-class war engines:&#039;&#039;&#039; were briefly mentioned in a Warcom article where it’s stated the Ymyr Conglomerate Holds can wield more of them then any other league due to the Holds large number of skilled Craftsman and Engineers. Sadly we don’t have a stat line, nor do we have an image to confirm if these are indeed the same thing as the old Squat [[Colossus War Machine]].&lt;br /&gt;
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*&#039;&#039;&#039;[[Ironhead Squat Prospectors]]:&#039;&#039;&#039; An offshoot of the Kin that set up shop on [[Necromunda]] right after the Horus Heresy, and are busy doing dwarrowesque things, while also dealing with the locals that sometimes try to loot their stuff. While they&#039;re only distantly related to the Leagues with no direct affiliation, they&#039;re said to get along. There is a small but not high chance the&#039;ll be options on the table top as well since Kill team has a precedent for a small unit from one box being an option like the sister novitiate, at the very least make a good proxy/conversion.&lt;br /&gt;
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*&#039;&#039;&#039;[[Cargo-8 Ridgehauler]]:&#039;&#039;&#039; the Squat land trains return! Well they have on Necromunda at least. These huge transport trucks with multiple trailers and strapped on weaponry are used by Squat prospectors and regular human folk to cross the ash wasteland and protect valuable shipments. They aren’t quite up to the standard of the old land trains but at least it’s something.&lt;br /&gt;
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*&#039;&#039;&#039;[[Demiurg]]:&#039;&#039;&#039; Largely here because of non-direct confirmation, but WarCom confirmed that the Tau received their ion weapon technology from the Kin, whereas in Battlefleet Gothic they claim that it was from the Demiurg, &#039;&#039;another&#039;&#039; race of dwarf space-miners. Logically, the term &amp;quot;Demiurg&amp;quot; may just be what the Tau call the Kin, or the Demiurg may be another offshoot culture of the wider kin race like prospectors above. After all, their clones-kin’s capability in stressing divergent phenotypes means visibly different strains could possible (like different breeds of dogs or cats). Or they could be just a League like the Seran-Tok Mercantile Leagues that decided to throw in their lot with the upstart T&#039;au Empire rather than being in the bottom of the Imperium&#039;s to-do list.&lt;br /&gt;
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==See Also==&lt;br /&gt;
*[[Warhammer 40,000/Tactics/Leagues of Votann(9E)]]&lt;br /&gt;
*[[Kharadron Overlords]], their closest Age of Sigmar counterpart&lt;br /&gt;
*[[Dwarfs (Warhammer Fantasy)]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:VotannTrike.jpg|They see me dworfin, they hatin&#039;, Patrollin&#039;, and tryna catch me ridin&#039; dirty.&lt;br /&gt;
File:CNiuMZPWWNpatQNt (1).jpg|dorfy thicc dorfy brick&lt;br /&gt;
File: FW1NodbWYAA-Gzh.jpg|‘[[StarCraft|Ye want a piece a&#039; me, lad??]]’&lt;br /&gt;
File:Sagitaur ATV.jpg| Sagitaur ATV, the perfect vehicle for dropping off some Hearthkyn at the pub for some brewskies on a moons surface.&lt;br /&gt;
File:LeagueHold.jpg|One of the many holds in the Leagues, in all it&#039;s industrial might&lt;br /&gt;
File:Ironkin.jpg|A humble Ironkin, ready to serve for their civilization&lt;br /&gt;
File:Getbackintheironkinchen.png|&amp;quot;[[Weeb|UWU.exe]]: I wonder if [[Adeptus Mechanicus|our new friends]] will enjoy these muffins I baked for them? I should head over and see what they&#039;re up to!&amp;quot;&lt;br /&gt;
File:Votann Fanart by 流星R.jpg| Even space Dwarves can be cute.&lt;br /&gt;
File:CthonianBerserks.png|[[Cyberpunk 2020|Just another day of cyberstimms and Cyberpsychosis...]]&lt;br /&gt;
File:Wrathoftheancestors.jpg| [[Primaris Captain|Where have I seen that before?]] [https://1d4chan.org/wiki/File:Captain1.jpg Oh.]&lt;br /&gt;
File:Kâhl.jpg|Pictured: The &#039;&#039;&#039;real&#039;&#039;&#039; Space Vikings.&lt;br /&gt;
File:Gangoftrikes.jpg|If Mad Max had discovered hovercraft technology&lt;br /&gt;
File:VotannPioneer.jpg.webp|A Kin Pioneer negotiating with a Imperial&lt;br /&gt;
File:Leaguemining.jpg|It ain&#039;t no trick to get rich quick If you dig dig dig with a shovel or a pick&lt;br /&gt;
File:Leagueanvil.jpg|Remember Brokyr, the Ancestors are Always Watching&lt;br /&gt;
File:Thunderkyn.jpg|&amp;quot;Hey look buddy, I&#039;m an engineer and that means I solve problems...&amp;quot;&lt;br /&gt;
File:LOV Army Shot.png|A Kin Oathhost about to tell the Black Legion to gtfo their lawn&lt;br /&gt;
File:Votann Grimnyr.jpg|Finally, the [[Space Wolves|fucking furries]] don&#039;t have the monopoly on sweet beards&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Squats]]&lt;br /&gt;
[[Category:Abhumans]]&lt;br /&gt;
[[Category:Governments &amp;amp; National Powers]]&lt;br /&gt;
[[Category:Under Development]]&lt;br /&gt;
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{{Template:Squats}}&lt;br /&gt;
{{Template:40k-Squat-Weapons}}&lt;br /&gt;
{{WH40k-Factions}}&lt;br /&gt;
{{40k-Governments}}&lt;/div&gt;</summary>
		<author><name>2600:1700:1180:3C50:D04F:CD05:384B:718A</name></author>
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