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		<title>Power weapon</title>
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		<updated>2018-11-24T05:54:50Z</updated>

		<summary type="html">&lt;p&gt;2601:147:4300:1949:BD6F:6D31:63F:1EAB: /* Power Fist Subweapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Cato Sicarius.jpg|300px|right|thumb|Before the age of [[Captain Titus|Titus]], this was the only time Ultramarines were even remotely cool.]]&lt;br /&gt;
&#039;&#039;&#039;Power weapons&#039;&#039;&#039; are a type of weapon in [[Warhammer 40,000]]. Power weapons look just like normal melee weapons, but what makes them actually useful is that they are sheathed with an energy field surrounding the blade. This energy field can in turn slice through even the toughest of armor.&lt;br /&gt;
&lt;br /&gt;
For one reason or another, the glorious Daemon Weapons of Chaos operate like power weapons. Probably for the same reason that allows cheap guardsmen bayonets to be exactly as deadly as &#039;&#039;[[chainsword]]s&#039;&#039; in melee combat (that is to say, &amp;lt;s&amp;gt;bullshit&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;convenience&amp;lt;/s&amp;gt; [[Games Workshop|laziness]]).&lt;br /&gt;
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8th edition changed this by making chainswords add one to the models attacks with that weapon, which makes logical sense.&lt;br /&gt;
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==Imperial Power Weapons==&lt;br /&gt;
&lt;br /&gt;
===Power Blade===&lt;br /&gt;
[[File:PowerBlade.jpg|200px|right|thumb|Power Blade]]&lt;br /&gt;
The little brother of the Power Knife and possibly the smallest known Power Weapon.&lt;br /&gt;
&lt;br /&gt;
Power Blades are small dagger-like Power Weapons used by Imperial forces. They are easily concealable and often used on infiltration missions by assassins and stealth operatives. Power Blades rely on the strength of their built-in power field to maintain the integrity of the thin blade upon a strike.&lt;br /&gt;
&lt;br /&gt;
Due to the fact that Power Knives are meant for Astartes or Custodes hands whilst the Power Blade is known to be usable by regular human forces, it would make sense for the Power Blade to be smaller and concealable.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Power Knife===&lt;br /&gt;
[[image:CustodianKnife.png|200px|right|thumb|Power Knife]]&lt;br /&gt;
Weapons that were crafted as a convenient off-hand carver to compliment a larger power weapon, these weapons were used almost exclusively by the [[Alpha Legion]].  They lack the strength and cutting power of a Power Sword, but do have Rending.  More importantly, they are relatively cheap and have the Specialist weapon quality, allowing them to be paired with bulkier melee weapons and still grant an extra attack.&lt;br /&gt;
&lt;br /&gt;
More recently, Power Knives are now also wielded by the Adeptus Custodes. Though they appear to be mundane pieces of wargear, each Power Knife has been masterfully crafted and is able to pierce the thickest armor, all the way to its hilt.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Power Stake===&lt;br /&gt;
[[File:PowerStake.jpg|200px|right|thumb|Power Stake]]&lt;br /&gt;
&lt;br /&gt;
Yeah, you heard that right. [[Derp|There&#039;s a stake that&#039;s considered a power weapon.]] Anyways, a Power Stake is a weapon carried by some Inquisitors, which immolates on contact with psykers. Physically it is a long iron rod but is charged as a Power Weapon and as such is effective against non-psychic foes. So it is the quintessential stabbity stab stab.&lt;br /&gt;
&lt;br /&gt;
On the tabletop the Power Stake was only usable by the Witch Hunters, counting as a two handed Power Weapon (ignoring armour saves) while also wounding Psykers on a 2+. It still rarely saw use, as Blessed Weapons and Force Weapons just offered better benefits 90% of the time.&lt;br /&gt;
&lt;br /&gt;
===Power Pick===&lt;br /&gt;
[[File:Power_Pick.jpg|200px|right|thumb|Power Pick]]&lt;br /&gt;
&lt;br /&gt;
A mining equipment that has been turned into a improvised weapon.&lt;br /&gt;
&lt;br /&gt;
The Power Pick is a type of construction and mining equipment used by the Imperium meant to shatter diamond-hard boulders into sizable chunks. The power field enveloping the the point of the Power Pick is sharp enough to poke deep holes into armored vehicles. &lt;br /&gt;
&lt;br /&gt;
Due to its hard sharp points the Power Pick has been utilized as a weapon by rebel factions, most notably by Genestealer Cults. Aberrants use these simple weapons, which are capable of piercing ceramite when struck hard enough.&lt;br /&gt;
&lt;br /&gt;
On tabletop it is a makeshift Power Axe. You get the D3 damage and AP-2, but you don&#039;t get the bonus point of Strength and they&#039;re a colossal 16 points each (now only 10 with Chapter Approved). Interestingly enough also a choice for the Neophyte Leader, although with only S3 and 2A it&#039;s an utter waste of points and efficiency compared to the cheaper (4 point) power maul, or the free chainsword/cultist knife.&lt;br /&gt;
&lt;br /&gt;
However, it is now updated to allow a free Rending Claw attack for each attack made with the Power Pick. &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Power Hammer===&lt;br /&gt;
[[File:Power_Hammer_Genestealer.JPG|200px|right|thumb|Power Hammer]]&lt;br /&gt;
&lt;br /&gt;
The little brother of the Thunderhammer....or the more utilitarian and civilian-friendly version of the Thunderhammer. The Power Hammer is a type of construction and mining equipment used by the Imperium. However it can also be utilized as a weapon, most notably by [[Genestealer|Genestealer Cults.]] &lt;br /&gt;
&lt;br /&gt;
[[Genestealer Aberrants|Aberrants]] use these weapons on those they can catch, each swing crushing torsos and breaking spines in a burst of disruptive energy. Like their bigger brothers, Power Hammers function by containing most of the disruptive power until the point of impact, unleashing the full blast all at once to ensure whatever material being struck by would shatter from the sheer explosive force.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Power Hammer is the Aberrants&#039; weapon upgrade choice. 8 (6 more now) more points than the already expensive Pick they start with, but it might be worth it for Power Fists that always roll a 3 for damage. Now that aberrants have been reduced in price using these has actually become a good idea, hammer time has come at last.&lt;br /&gt;
&lt;br /&gt;
===Neural Whip===&lt;br /&gt;
[[File:Neural_Whip_by_Mrmao.JPG|200px|right|thumb|Neural Whip, &#039;&#039;courtesy of Mrmao.&#039;&#039;]]&lt;br /&gt;
[[/d/|The very kinky Neural Whip]] is a Power Weapon utilized by the [[Sisters of Battle]], particularly Repentia Mistresses. The flailing, psycho-conductive neural whips are as much symbols of the rank of Repentia Mistress as they are vicious weapons that lash out at the enemy of the Emperor before they are able to strike back. Of course like all whips, it is very difficult and unwieldy to utilize.&lt;br /&gt;
&lt;br /&gt;
On 7th edition. Neural Whips are a melee weapon with Str User and AP3 with Shred on non-vehicle units with leadership 8 or less. Mob Rule? Fuck that noise. Only Mistress of Repentances get these. (Basic Sisters have LD 8...[[/d/|coincidence?]])&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Neural_Whip.JPG&lt;br /&gt;
Image:Sister_Repentia_Mistress_with_Neural_Whip.jpg|[[Rule 34|Whip me harder Mistress!]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Crozius Arcanum===&lt;br /&gt;
[[image:Stormrod.jpg|200px|right|thumb|Crozius Arcanum]]&lt;br /&gt;
The signature weapon of [[Chaplain]]s, the Crozius Arcanum is a mace encased in energy that serves as both a symbol of office and a weapon. Counts exactly as a Power Maul in 7th ed. The Crozius Arcanum itself is a staff of medium length, topped with the Imperial Aquila or symbols, such as winged skeletons or skulls. A few versions use iconography from the Chapter they belong to. The Salamanders, for instance, use the smith&#039;s hammer or a dragon&#039;s head. Ortan Cassius, Master of Sanctity of the Ultramarines, has fashioned his Crozius Arcanum after a Tyranid head, in remembrance of the Battle for Macragge.&lt;br /&gt;
&lt;br /&gt;
Although it is a bludgeoning weapon, certain 40k authors and artists sometimes forget about that, and simply [[Derp|turned the Arcanum into a slicing weapon.]] [[Lulz|Enjoy envisioning a giant club bisecting people in two.]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Shock Mace&#039;&#039;&#039; is an older-model power weapon favored by the [[Chaos|traitor legions]]. It is functionally a Crozius Arcanum, but without the status symbol.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Power Sword===&lt;br /&gt;
[[image:PowerSword6.jpg|200px|right|thumb|Power Sword]]&lt;br /&gt;
In a  nutshell, the power sword is an example of power weapon technology applied to a sword. It&#039;s easily the most common power weapon (the [[Warhammer 40,000: Space Marine|Space Marine video game]] only said otherwise so as not to make players feel cheated by the DLC they just bought), and is used not only by the [[Space Marines]], but by the [[Commissar|Commissariat]], [[Daemonhunters|Inquisition]], and [[Imperial Guard]], who, likewise, often issue it to Sergeants and Officers. &lt;br /&gt;
&lt;br /&gt;
The [[God-Emperor of Mankind|Emperor of Mankind]] and most of the [[Primarchs]] who had swords used Power Swords. As of 6th edition, Power Swords are now AP3, screwing over many units and characters who have swords modeled on, such as [[Mephiston]], resulting in Terminators becoming absurdly hard to kill in assaults. Now, with armour modifiers, power swords will be pretty useful against Terminators again since AP-3 brings their save down to a 5+.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Relic Blade===&lt;br /&gt;
[[File:Relicblade.jpg|200px|right|thumb|Relic Blade]]&lt;br /&gt;
A Relic Blade is a large Power Weapon often resembling a sword or axe surrounded by an power field for shearing through armour. Due to their size and weight these weapons must be wielded two-handed, but are of immense importance to the Space Marines who carry them. Many have their origins in the dark days of the Horus Heresy, while others were created many centuries later as tribute to other momentous events.&lt;br /&gt;
&lt;br /&gt;
A two-handed power sword, which on the tabletop results in +2S (so S+2 AP3) and two-handed (can&#039;t benefit from a second weapon, although curiously there is no ban on taking two items that both do this, which currently only means you can wield a relic blade &#039;&#039;&#039;and&#039;&#039;&#039; a storm shield). For some reason this also applies to [[derp|officers in Terminator armor.]] Despite the fluff stating that they can use weapons that other Astartes can&#039;t. &lt;br /&gt;
&lt;br /&gt;
Don&#039;t bother with Relic Blade upgrades for Captains and Chapter Master if a melee based Chapter Relic has better stats. Which they usually will. It is a decent upgrade if the Chapter Relic replaces a ranged weapon, armor or Storm Shield. Honor Guards and Vanguard Sergeants can also use them. Though it is a huge waste on the latter if he doesn&#039;t have a Storm Shield.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:RelicBlade.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Sentinel Blade===&lt;br /&gt;
[[File:Sentinel_Blade.png|200px|right|thumb|Sentinel Blade]]&lt;br /&gt;
&lt;br /&gt;
A super special power weapon for those [[Adeptus Custodes|Special golden boys.]]&lt;br /&gt;
&lt;br /&gt;
Sentinel Blades are power broadswords, that are wielded by the Adeptus Custodes and are of such daunting size, that their hilts are flanked with Bolt Casters of exceptionally fine craftsmanship. It is a testament to the sheer strength of the Custodes, that they can wield these mighty swords with the same ease a lesser man might swing a cavalry sabre.&lt;br /&gt;
&lt;br /&gt;
As its name implied, [[Sentinel Guard|Sentinel Guards]] are the primary users of these weapons.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
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===Power Axe===&lt;br /&gt;
[[image:MCPowerAxe.jpg|200px|right|thumb|Power Axe]]&lt;br /&gt;
Power Axes are single or double-bladed axes with their edges sheathed in energy. Power Axes are especially favored by the [[Space Wolves]], [[Chaos Lord]]s and [[Techpriest|Techpriests]] of the [[Adeptus Mechanicus]]. &lt;br /&gt;
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On the tabletop, Power Axes are AP2, +1S and Unwieldy, making your unit strike at I1. This is probably going to be your only way to cheaply kill Terminators in assault, if they haven&#039;t overwatched your guys to death or happen to be using Thunder Hammers and Storm Shields.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, they&#039;re the opposite to Power Mauls by being +1S, AP-2 (making MEQ armour saves from 3+ to 5+ and TEQs 2+ to 4+) and, most important, they&#039;re no longer unwieldy! Pretty cheap too, being 1 more point than Power Swords and Mauls!&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:PowerAxe4.jpg&lt;br /&gt;
Image:DanteAxe.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Frost Axe===&lt;br /&gt;
[[File:FrostAxe.PNG|200px|right|thumb|Frost Axe]]&lt;br /&gt;
&lt;br /&gt;
A very special Power Axe unlike any other. A Frost Axe is a master-crafted melee weapon, used exclusively by the warriors of the Space Wolves Chapter of Space Marines, and is similar in many ways to more common Power Weapons of similar design ([[Wat|doesn&#039;t stop Lexicanum for putting it in the]] [[Chainsword|Chain weapon category]]....[[Derp|for some reason]]).&lt;br /&gt;
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Each Frost Axe is considered among some of the most prized weapons of the Chapter, and each is crafted by a master [[Iron Priest]]. The cutting edge of Frost Axes are often made from energised diamond, giving them the appearance of blades forged from purest ice. Other times, for those with the courage and skill to slay a mighty miles-long Kraken from the vast oceans depths of Fenris, the edge may be instead studded with the beast&#039;s diamond-hard teeth. Regardless of what the details of their design, all Frost Axes are power weapons of consummate lethality. &lt;br /&gt;
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[[Pretend|Now if only they could freeze enemies like its name implies]]....&lt;br /&gt;
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===Omnisian Axe===&lt;br /&gt;
[[File:Omnisianaxe.jpg|200px|right|thumb|Omnisian Axe]]&lt;br /&gt;
A holy icon of the Cult Mechanicus, the Omnisian Axe or glaive is granted to adepts who have shown their faith to the Machine God in battle. These fearsome weapons have no equal amongst power weapons and are only gifted to tech-priests by their superiors. &lt;br /&gt;
&lt;br /&gt;
Saw, or perhaps cog-ed, toothed and marked with sacred equations they are forged with the finest materials and use secrets of tempering and field generation. To the followers of the Machine God, the bearer of an Omnisian glaive is a most blessed figure, a furious incarnation of the Machine God&#039;s power in war.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Omnisian Axe is like a Force Axe but with a flat D2 instead of D1d3, for Domini and Enginseers.&lt;br /&gt;
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===Power Maul===&lt;br /&gt;
[[image:PowerMaul6.jpg|200px|right|thumb|Power Maul]]&lt;br /&gt;
Power Mauls are whatever form of bashin&#039; stick or stave a Space Marine, human or xenos supreme race&#039;s can get their hands on and turn into a relatively hi-tech weapon. If you can conceivably clobber someone over the head with it, it doesn&#039;t look heavy enough to be a Thunder Hammer, and it has room to tape a disruption field generator on somewhere along the haft, it&#039;s probably a Power Maul.&lt;br /&gt;
&lt;br /&gt;
Crunch-wise, Power Mauls are AP4, +2 Str and Concussive. This means they bounce off MEQs (but wound on a 2+, at least), and when wielded by aforementioned MEQs turn any variety of Spess Pansy or Humie not wearing power armor into meat slurry, multiple wounds be damned. Great for challenges against the aforementioned T3 squishies.&lt;br /&gt;
&lt;br /&gt;
This edition still keeps their 2+ Str but their AP-1 (opposite stats to the Power Axe), making em able to wound most things (Read: Toughness 4 models) on a 3+ and reducing their armour saves (so MEQ have their armour saves on a 4+). Ideal for tackling squishy models!&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Power Scythes===&lt;br /&gt;
[[image:Power_Scythe.jpg|200px|right|thumb|Power Scythe]]&lt;br /&gt;
A form of Power Weapon shaped like a scythe. Power Scythes were generally unwieldy and never caught on with the Imperial military outside the Legiones Astartes, and even then they were only popular with the [[Death Guard]], who used a massive type of Power Scythe known as &#039;&#039;Manreapers&#039;&#039;. Even in that particular case, they were only used by their [[Primarch]] [[Mortarion]], some officers (like First Captain [[Typhus|Calas Typhon]]), and the Deathshroud Terminators. &lt;br /&gt;
&lt;br /&gt;
Crunch wise they&#039;re power axes with reaping blow instead of unwieldy, giving the wielder +1 attack provided there is an enemy in base contact at the cost -1 I. As such, they&#039;re nice since they hit before other AP2 weapons. Because of its association with the Death Guard, it should surprise no one that the [[Departmento Munitorum]] cancelled all orders for Power Scythes in M34 due to their complete lack of popularity, although [[Scythes of the Emperor|some chapters still managed to get them.]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:DeathshroudScythe.png|Deathshroud holding his infamous weapon.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
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===Power Fist===&lt;br /&gt;
[[File:Powerfist_Side.jpg|200px|right|thumb|Power Fist]]&lt;br /&gt;
Also known as big-metal-death-fists-of-doom, and one of the most [[Bolter|iconic]] weapons of 40k, &#039;&#039;&#039;Power Fists&#039;&#039;&#039; are massive gauntlets which are encased within an energy field that breaks down molecular bonds when activated.  They are intended to be worn with [[Terminator]] armour, but frequently you find people wearing Power Armour, or even &#039;&#039;&#039;NOT&#039;&#039;&#039; wearing Power &#039;&#039;Anything&#039;&#039;, wielding Power Fists.  The Emperor of Mankind had a power fist on his left hand, which he used to famously put [[Leman Russ]] in his place.  Russ later said that the subsequent headache was from the drinking contest they had.&lt;br /&gt;
&lt;br /&gt;
They are commonly used as an anti-armor weapon. Yes, you heard correctly. Brave bastards will [[Fist of the North Star|punch tanks until they explode]]. That&#039;s how fucking badass this universe is. &lt;br /&gt;
&lt;br /&gt;
[[Ork]]s, in their looting tendencies, have taken to mimicking Power Fists as &#039;&#039;&#039;Power Klaws&#039;&#039;&#039;, which are like Power Fists except that they usually have 2-4 digits, and have massive grabbing blade-claws instead of articulated fingers.  [[Commissar Yarrick]] famously killed an Ork and used his Power Klaw to replace his severed forearm.  Why the [[Commissar|Commissariat]] has not censured him for using xenos weapons is not entirely clear , but they probably let it slide because he&#039;s such a badass ({{BLAM|That, and thee battle-trophy claimed from the foul Xenos has been reconsecrated by servants of the Omnissiah prior to being turned in a prothestic}}). Still, one must wonder how [[Sly Marbo|he goes to sleep, takes a shower, or masturbates with that thing on.]] (Hint: it&#039;s detachable at the shoulder.)&lt;br /&gt;
&lt;br /&gt;
Some variants of Power Fist are called &#039;&#039;&#039;Power Claws&#039;&#039;&#039;, which are basically Power Fists with the digits ending in razor sharp claws.  You more frequently see them among [[Chaos Space Marines]], but occasionally the [[Raven Guard]] or [[Space Wolves]] use them.  The infamous Talon of Horus, used by [[Horus|Horus Lupercal]] to kill [[Sanguinius]] and critically injure the Emperor, and later looted by [[Abaddon|Ezekyle Abaddon]], is a Power Claw with an infamous history.  Most of these, however, would technically be considered a form of Lightning Claws (see below).&lt;br /&gt;
&lt;br /&gt;
On the tabletop, Power Fists/Klaws double the user&#039;s strength, but makes him strike at I1.  A popular tactic was to use it to instagib enemy ICs in assault by hiding the Fister behind other expendable troops, allocating wounds onto them instead.  However, with 6th edition, this tactic is mostly rendered moot as now ICs and characters can issue challenges, so the Power Fister will most likely fall in battle should the opponent strike and kill him first or see that both get killed off.  New wound allocation rules also make the Fister more likely to have a wound allocated to him, but that is slightly mitigated by the Look Out Sir! rule.  [[Dreadnought|Dreadnoughts]] have no such penalty to initiative or benefit of LOS! as they are walking death machines crewed by a crippled vet, yet are strangely not characters.&lt;br /&gt;
&lt;br /&gt;
In 7th edition, challenges can only be issued to models in combat (in attacking distance), and both sides get 3&amp;quot; pile in at their initiative step. Thusly, if you plan carefully you can have the powerfister 6&amp;quot; away from the combat, have the enemy close in and unable to challenge, and then pile in onto combat at initiative step 1.&lt;br /&gt;
&lt;br /&gt;
In 8 edition, much like the Power Axe, they&#039;ve lost the Unwieldy rule and still get their Str x 2 bonus; however, they&#039;re now AP-3 and D3, they also now subtract hits by -1 (so on a Space Marine Sgt, they hit on 4+).&lt;br /&gt;
&lt;br /&gt;
There has been some speculation on how successful it would be to incorporate Power Fists into truly epic highfives and brofists, but the AdMech has made it perfectly clear that to do so would be [[Heresy|tech-heresy.]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:CommissarPowerFist.png|Power Fist, as worn by a [[Commissar]]. Note the bulky battery and the frame encapsulating his whole arm.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
====Chainfist====&lt;br /&gt;
For information on the combi-weapon version of the Power Fist, see [[Chainsword#Chainfist|Chainfist]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Power Fist Subweapons====&lt;br /&gt;
Around the end of the 41st Millennium. The Space Marines started to realize that there is enough space on their Power Fists to put a secondary weapon. Other than a Chainsword. Nassir Amit had the same idea centuries earlier. Who mounted Storm Bolters on his Chainfists. The more cynical could say that Games Workshop&#039;s Codex creators were stealing ideas from their own Black Library writers. &lt;br /&gt;
&lt;br /&gt;
The most common variant is the Power Fist with Auxiliary Meltagun. Allowing Deathwatch Terminators to destroy vehicles and hulk-smash the survivors. They also don&#039;t lose their other ranged either.  A typical load out is a Deathwatch Termi with an either a Assault Cannon, Cyclone Missile Launcher or Combi-Bolter paired with a Meltagun. Makes more since than attaching a Storm Bolter to it. As Boltguns require a machinegun chainlink to feed Bolts into the weapon. No real need for a Thunder Hammer or Lightning Claws when you can Overwatch them to death than sucker punch the survivors.&lt;br /&gt;
The second variant is a Space Marine Terminator Captain with a wrist-mounted grenade launcher. Because they want to turn half the enemy squad into paste before charging in. It&#039;s best to pair them with a ranged relic weapon.&lt;br /&gt;
&lt;br /&gt;
Primaris Marines in Gravis Armour get on the fun with their own versions. The Boltstorm Gauntlet coming in semi and full auto flavors. The latter appropriately called Auto Boltstorm Gauntlets. Though only Aggressors get access to the automatic versions. There is also the Flamestorm Gauntlets. Because these guys really hate hordes and over sized bastards with multiple wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Lightning Claw===&lt;br /&gt;
[[File:Lightning_Claw.jpg|200px|right|thumb|Lightning Claw]]&lt;br /&gt;
Lightning Claws are a quartet of razor-sharp claws affixed to a gauntlet, each blade of which is a small power weapon. The claws had different designs pre- and post-Heresy, but they mostly function the same. &lt;br /&gt;
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The pre-heresy design of the Lightning claws is that instead of blades being placed on the dorsal palm, the fingers on the glove are turned into power blades, giving the user a rather terrifying look. This is the wide-spread model that Chaos marines use since it&#039;s what they had on hand (&#039;&#039;literally&#039;&#039;) when they fell back to the Eye of Terror. &lt;br /&gt;
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The current design of Lightning claws are 3-4 smaller power blades that are placed above the weapon&#039;s dorsal palm plating, akin to X-men&#039;s Wolverine. This design, although considered totally uncool when compared to the old Power Talons, gives the user the advantage of still having articulated fingers, albeit with digits that are still powerfist-sized, [[General Sturnn|though]] [[Vance Motherfucking Stubbs|some]] [[Governor-Militant Lukas Alexander|bad ass]] imperial guard commanders have been seen with lightning claws for no fluff-explained reason. Possibly just an oversight that got grandfathered into the later games but it still looks awesome so we&#039;ll let it slide. Though two of those guys are from the same regiment (Cadian 412th) so maybe it&#039;s just a quirky tradition of that one regiment.&lt;br /&gt;
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And then there are some gems like [[Lugft Huron]]&#039;s which have both dorsal &#039;&#039;and&#039;&#039; finger claws.&lt;br /&gt;
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They are normally used in pairs. Favored by Terminators and Chaos Raptors, Lightning Claws are a bit unwieldy, but are much more likely to land a damaging hit on a target when used by a trained user (in tabletop, this translates to re-rolling failed to-wound rolls). They are also AP3, so it is now pointless to use them against Terminators, but they will mince up MEQs and blobs. The Raven Guard in particular often employ Lightning Claws. Always remember [[meme|to say &amp;quot;snikt&amp;quot; when using them and incessantly refer to your enemies as &amp;quot;bub&amp;quot;]] and to take them off before attempting to masturbate or pick your nose. [[Slaanesh|Or don&#039;t]].&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
SternguardLightningClaws.jpg&lt;br /&gt;
image:RavenClaw.png|The Finger Claw variant&lt;br /&gt;
image:LugftHuronClaw.png|Huron&#039;s double claw&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Solerite Power Gauntlet===&lt;br /&gt;
[[File:SoleritePowerGauntlet.jpg|200px|right|thumb|Solerite Power Gauntlet]]&lt;br /&gt;
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The golden fist for our golden boys.&lt;br /&gt;
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A Solerite Power Gauntlet is a unique Power Weapon that takes the form of a massive master-crafted Power Fist utilized exclusively by the Legio Custodes, the elite bodyguard of the Emperor of Mankind. First fashioned in the pattern of ancient relics to arm the elite of the [[Thunder Warriors|Thunder Warriors,]] the Solerite Power Gauntlets and their raptor-taloned variants are potent weapons.&lt;br /&gt;
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They differ from the standard Power Fists and claws utilized by the Adeptus Astartes in both the near-irreplaceable artifact power coils which energize their disruption field generators and the nigh-indestructible materials their casings and blades are fashioned from, forged as they are in furnaces recovered from the ancient Tempest Galleries near Terra&#039;s molten core by the nascent XVIII Legion (the then-unnamed Salamanders Legion).&lt;br /&gt;
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The Imperial Fists also gained access to a much smaller variant, but with the same effects. &#039;Solerate&#039; weapons are used by the Custodes (it&#039;s probably a typo since they have the same thing description and stats).&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Solarite_Power_Gauntlet.JPG|&amp;lt;center&amp;gt;Solerite Power Talon&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power Lance===&lt;br /&gt;
[[File:Power_lance_DWFF.jpg|200px|right|thumb|Power Lance]]&lt;br /&gt;
A weapon used almost exclusively by the [[White Scars]], Power Lances are energy-sheathed lances which the White Scars use in charging their opponents on their bikes. You can imagine the results. &lt;br /&gt;
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Tabletop-wise, Power Lances are AP3 +1S on the charge but become AP4 and default strength in following assault phases. Since few box sets come with Power Lance bits, a lot of converting is to be done if you want to kit out your models with Power Lances. They&#039;re pretty awful in the hands of anything without Hit And Run. Honestly, they&#039;re pretty awful even in the hands of anything with Hit and Run. If you want the +1S, use a power axe. If you want AP3, use a power sword. If you want high strength and don&#039;t care about the AP, use a power maul. The only round Power Lances are better than the others is the charging round, so only take them if you think you can win a fight in the first round. If not then stick to the other choices.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:WhiteScarsLance.png|Alternate view&lt;br /&gt;
image:SpearOfVulkanModel.png|&#039;&#039;Spear of Vulkan&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Power Halberd===&lt;br /&gt;
[[image:Halberd_of_Caliban.jpg|200px|right|thumb|Power Halberd]]&lt;br /&gt;
A large power weapon in the shape of a glaive. Though a functional weapon, Power Halberds are largely ceremonial weapons used by [[Space Marine]] [[Honour Guard]]s when on sentry duty, although the White Scars will use them in combat. &lt;br /&gt;
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The [[Adeptus Custodes|Custodes]] also used power halberds with attached bolters, but those weapons are to regular power halberds what Custodes are to regular marines. Not wanting to get left behind, CM [[Asterion Moloc]] &amp;quot;[[Blood Ravens|acquired]]&amp;quot; one of those and [[Awesome|slapped a freaking lascannon onto it.]] Doesn&#039;t have an actual model because GW is lazy.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Guardian Spear===&lt;br /&gt;
[[File:GSImage.jpg|200px|right|thumb|Guardian Spear]]&lt;br /&gt;
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The iconic weapon of the [[Custodian Guard]].&lt;br /&gt;
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Guardian Spears are halberd-like power weapons so heavy that it would take several ordinary men to lift it and incorporating a ranged weapon at its tip. The weapon&#039;s powerful ranged and close combat duality complemented the fighting style of this bodyguard force, giving them good capabilities in both close combat and at a distance. In battle, Custodes spin these weapons in great arcs, slaying enemies with each strike be it in melee combat or from afar.&lt;br /&gt;
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As symbol of their roles as sentinel, Deathwatch Watch Masters are also given Guardian Spears.&lt;br /&gt;
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The bigger version of the Guardian Spear is the Dreadspear.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Castellan Axe===&lt;br /&gt;
[[File:Castellan_Axe.png|200px|right|thumb|Castellan Axe]]&lt;br /&gt;
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The Guardian Spear&#039;s more gritty cousin.&lt;br /&gt;
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A Castellan Axe is variant of the Guardian Spear, the signature weapon of the [[Adeptus Custodes]], that incorporates a heavier, axe-like blade rather than a speartip. These weapons lend themselves to an elegant and brutal combat style that sees the wielder use their exceptional transhuman strength in conjunction with their axe&#039;s momentum, launching thunderous sweeps that switch direction with breathtaking suddenness to cleave through their victims&#039; guard and hack off heads and limbs. &lt;br /&gt;
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The wielder can also fire concentrated volleys of Bolter fire from the hafts of their weapons, scything down those who attempt to stay out of their blades&#039; devastating reach. These deadly weapons are typically wielded by veteran [[Custodian Warden|Custodian Wardens,]] [[Allarus Custodian|elite Allarus Custodians]] [[Shield-Captain|or Shield-Captains.]]&lt;br /&gt;
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===Thunder Hammer===&lt;br /&gt;
[[File:Thunder_Hammer.jpg||200px|right|thumb|Thunder Hammer]]&lt;br /&gt;
Big war hammers (&#039;&#039;40k&#039;&#039;) that smash anything they touch, and popularly paired with Storm Shields. Unlike other power weapons, Thunder Hammers only activate their energy fields upon contact with a target. This works like a flash capacitor, and utterly &#039;&#039;explodes&#039;&#039; whatever Thunder Hammers hit - in editions [[Dark_Age_of_Technology|long past]] this meant they always scored a wound whenever they hit, no roll was needed. Comes in one-handed and two-handed varieties, but both functionally are the same weapon stat-wise. Particularly common among Terminators, although the [[Salamanders]] love it (going with [[Vulkan]]&#039;s training as a blacksmith and the artificer themes of the Promethean Creed). &lt;br /&gt;
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Gameplay wise, they&#039;re basically the same as Powerfists, except when attacking vehicles they will at a minimum get a &amp;quot;Crew Shaken&amp;quot; if they glance or penetrate, in addition to whatever else they roll on vehicle destruction. From 6th ed onwards, the special effect was changed to the &amp;quot;Concussive&amp;quot; rule; any target that takes a wound (but survives) is reduced to Initiative 1 till the end of the next assault phase, simulating disorientation from the explosive impact, making it very effective even against big gribblies that are tough enough to avoid Instant Death.&lt;br /&gt;
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Fun fact: Captains could not use thunder hammers without wearing terminator until Dawn of War proved how awesome it looked. 8th edition removed the concussive rule and the low Initiative, replacing them with minus 1 to hit 2x str AP3 and 3 damage flat.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TerminatorThunderHammer.png|Alternate view&lt;br /&gt;
Image:Thunder_Hammer_HH.jpg|Horus Heresy era&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Heavy Thunder Hammer===&lt;br /&gt;
[[File:HeavyThunderHammer.png|200px|right|thumb|Heavy Thunder Hammer]]&lt;br /&gt;
These monstrosities are used by the [[Deathwatch]] for when a regular thunder hammer won&#039;t do the job. Being two-handed, you sacrifice the ability to wield a shield for the chance to one-shot most high-value targets.&lt;br /&gt;
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These weapons are equipped with two heads, each swathed in a powerful disruptor field. Heavy Thunder Hammers are extremely powerful weapons, able to smash the midsection of a Carnifex in twain and turn tanks into crumpled metal.&lt;br /&gt;
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Equip your Deathwatch with one of these and he would be happy playing galactic whack-a-mole.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:DeathwatchHeavyThunderHammer.png|Its hammer time!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Battle-Automata Power Blade===&lt;br /&gt;
[[File:Automata_Power_Blade.jpg|200px|right|thumb|Battle-Automata Power Blade]]&lt;br /&gt;
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&#039;&#039;Not to be confused with the [[Herp|Power Blade]] or the [[Derp|Powerblade.]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Power Blade of the [[Legio Cybernetica]] is not like the small dagger-like Power Blades utilized by Imperium assassins, nor are they the lightning fast and hard-to-parry Powerblades used by [[Eldar]] [[Warp Spiders]]. These blades resemble a chakram that has been revved-up and function like a power saw. &lt;br /&gt;
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A common close range weapon used by various types of Battle-Automata, these circular saw-like bladed weapons deploy molecular disruption fields that are super-charged with power from the Battle-Automata&#039;s own engine core. These blades are usually used in pairs. A Castellax-class Battle-Automata armed with Power Blades loses the ability to carry its built-in Bolters. &lt;br /&gt;
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The Horus Heresy tabletop list these as AP2 Rending weapons. Being MCs, Battle Automata melee attacks are already AP2, so the main use for them is the extra attack (because they are counted as a weapon) and, with some good fortune from the dice gods, some armor penetration due to Smash getting worse in 7th Ed.&lt;br /&gt;
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===Dreadnought Power Fist===&lt;br /&gt;
[[File:DreadnoughtFist.png|200px|right|thumb|Mark V Dreadnought Power Fist]]&lt;br /&gt;
A Power Fist suited specifically for Dreadnought needs. Dreadnought Power Fists comes in all shapes and sizes but they all do one thing, fucking shit up.&lt;br /&gt;
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The most common pattern is the Dreadnought Mark V Power Fist. The weapon takes the form of a massive metal gauntlet and features four clamp-like fingers that can open and close. The fist can be used to smash enemy units and vehicles and grab enemy units with its clamps.  The &#039;&#039;&#039;Mark V Dreadnought Power Fist&#039;&#039;&#039; can be armed with an underslung Storm Bolter or Heavy Flamer. &lt;br /&gt;
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Another variant is the &#039;&#039;&#039;Venerable Dreadnought Power Fist&#039;&#039;&#039;. These Master Crafted Weapons are markedly more advanced than their basic counterparts, and feature four fully articulated and jointed fingers, allowing a greater range of movement than the clamps or bladed fingers of other Castraferrum Dreadnoughts, in a sense, it is essentially the Contemptor Dreadnought Power Fist in all but name. The next variant is the &#039;&#039;&#039;Ironclad Dreadnought Power Fist&#039;&#039;&#039;. These Power Fists feature larger &amp;quot;finger&amp;quot; clamps and thicker armor. The Ironclad Dreadnought Power Fist is equipped with an under-slung Storm Bolter or Heavy Flamer. Additionally there is the Blood Angels&#039; &#039;&#039;&#039;Blood Fists&#039;&#039;&#039; which feature longer servo-manipulator &amp;quot;fingers&amp;quot; than the standard Castraferrum Dreadnought Power Fist and are designed to rip and tear through flesh, bone and armour more swiftly. The newest variant of the Dreadnought Power Fist is the NuMarines &#039;&#039;&#039;Redemptor Fist&#039;&#039;&#039;. A Redemptor Fist is a massive, articulated Dreadnought-sized Power Fist of advanced design used by Primaris Space Marine Redemptor Dreadnoughts as a primary melee weapon on one of their two weapon arms. &lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Dreadnought Power Claw===&lt;br /&gt;
[[File:DreadChaplainClaw.png|200px|right|thumb|Mark IV Dreadnought Power Claw]]&lt;br /&gt;
Similar to the Dreadnought Power Fist, the Power Claw has a lot of variants. &lt;br /&gt;
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The weapon takes the form of a massive metal gauntlet and features four blade-like fingers that can open and close. The fist can be used to smash enemy units and vehicles and tear through enemy units with its bladed fingers. &lt;br /&gt;
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There are simply way too many Power Claws to be considered reasonable. Seriously look at this shit. We got the typical &#039;&#039;&#039;Mark IV Power Claw&#039;&#039;&#039; you see on the right as well as the &#039;&#039;&#039;Contemptor Power Claw&#039;&#039;&#039;. There is the Blood Angels&#039; &#039;&#039;&#039;Blood Talon&#039;&#039;&#039; (and its Contemptor versions) which closely resemble a Lightning Claw in their design, featuring four energized adamantium claws that can pincer down on an enemy target or slash through nearly an entire enemy infantry squad with ease. There&#039;s the Salamander&#039;s more roasty &#039;&#039;&#039;Dreadfire Fist&#039;&#039;&#039; with a built-in Dreadfire Heavy Flamers. The Space Wolves &#039;&#039;&#039;Great Wolf Claw&#039;&#039;&#039; which are enchanted by powerful runes to further augment their destructive potential. &lt;br /&gt;
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[[Tl;dr]], there is way too many versions and lets not even get into Chaos or Ork territory.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Penitent Engine Power Saw===&lt;br /&gt;
[[File:PenEngPower_Saw.png|200px|right|thumb|Penitent Engine Power Saw]]&lt;br /&gt;
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A weapon that looks like a case in which the [[Sisters of Battle|Ministorum]] [[Looted]] a [[Miscellaneous Klose Kombat Weapons#Buzz Saw|Buzz Saw]] from an [[Ork]] [[Deff Dred]]. The Power Saw of the [[Penitent Engine]] is a savage looking piece of contraption designed to cause as much carnage as humanly possible whilst still retaining an aura of [[Rogal Dorn|self-righteous masochism.]] &lt;br /&gt;
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All Penitent Engines are armed only with this Dreadnought Close Combat Weapon, which usually includes a large, circulating Saw Blade on each of the walker&#039;s arms, as the pilot is in too frantic a mental state to take his or her time to aim long-range weaponry effectively. The Penitent Engine&#039;s weapon arms are also equipped with either Flamers or Heavy Flamers, which can be fired together or separately.&lt;br /&gt;
&lt;br /&gt;
With the new update, Penitents along with the Power weapons saw a massive buff, as they are by and large no longer one-shot by heavy weapons, and while they are still weaker than Dreadnoughts in CC, a roll of 4+ allows them to make their full set of attacks TWICE. That’s 8 attacks at strength 10 each dealing 3 wounds. When taking them, go big or go home. Either deploy none or at least four of them.&lt;br /&gt;
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===Fenrisian Great Axe===&lt;br /&gt;
[[File:Fenrisaxe.png|200px|right|thumb|Fenrisian Great Axe]]&lt;br /&gt;
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When the Space Wolves can&#039;t get enough Viking, they equip their Dreadnoughts with these fuckhueg Power Axes.&lt;br /&gt;
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Fenrisian Great Axes are massive Power Weapons that can only be hefted by a Dreadnought. However, it is currently unknown whether this axe have a cool frost affects like the Helfrost weapons. It would be cool if GW implements this however.&lt;br /&gt;
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Each of these great axes are forged in the heart of the Fang by the Space Wolves&#039; master artificers. Each is longer than a man is tall and so heavy that only a Dreadnought could ever use or even lift. &lt;br /&gt;
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A Dreadnought, armed with such a weapon, can cleave a bloody path through many foes at once.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Galatus Warblade===&lt;br /&gt;
[[File:Infernus Incinerator.jpg|200px|right|thumb|Galatus Warblade]]&lt;br /&gt;
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Think the Sentinel Blade on steroids or a Sentinel Blade large enough to be wielded by a Dreadnought.&lt;br /&gt;
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The Galatus Warblade is a massive Dreadnought Close Combat Weapon used by Custodes Contemptor-Galatus Dreadnoughts. These blades are made of the highest materials and could cut the armor of superheavy vehicles with contemptuous ease. &lt;br /&gt;
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The blade has a built-in Infernus Incinerator just in case you really want to make sure that the targeted enemy is completely and utterly neutralized.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Achillus Dreadspear===&lt;br /&gt;
[[File:Corve Las-Pulsar.jpg|200px|right|thumb|Achillus Dreadspear]]&lt;br /&gt;
&lt;br /&gt;
The Achillus Dreadspear or simply known as the Dreadspear is a Dreadnought-sized version of the Guardian Spear that was widely used by the Legio Custodes. Wielded by the fearsome Contemptor-Achillus Dreadnoughts, these massive spears were capable of devastating enemy infantry and vehicles. &lt;br /&gt;
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The Achillus Dreadspear features an in-built Corvae Pattern Las-pulser to fire upon enemies at range, but nobody really bother with that as the Dreadnought is fast enough to charge through almost anything smaller than itself.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Cerastus Shock Lance===&lt;br /&gt;
[[File:Cerastus_Shock_Lance.jpg|200px|right|thumb|Cerastus Shock Lance]]&lt;br /&gt;
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A very long power weapon for the Imperial Knights.&lt;br /&gt;
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The Cerastus Shock Lance is a type of Titan Power Lance wielded by Knight Lancer walkers. This magneto-hydraulic power size of prodigious size has a disruption field which may also be projected as a powerful electromagnetic plasma blast over short ranges.&lt;br /&gt;
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Crunch wise, the Shock Lance is a combi-melee/range weapon that gives it extra initiative when it charges into combat, its shooting mode is basically a 18&amp;quot; range 6-shot plasma rifle that concusses its targets. The Shock Lance is thus, very versatile and can catch unsurprising enemies (even fliers!) off guard.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Thunderstrike Gauntlet===&lt;br /&gt;
[[File:Thunderstrike.jpg|200px|right|thumb|Thunderstrike Gauntlet]]&lt;br /&gt;
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The Thunderstrike Gauntlet is a smaller type of Titan power fist carried by Imperial Knights. Crackling with destructive energies, the Thunderstrike Gauntlet allows the Knight to rip apart its enemy, even tearing limbs off of Titans. &lt;br /&gt;
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When used as a bludgeon instrument the gauntlet releases a deafening thunderclap upon impact, so powerful it is capable of hurling Battle Tanks through the air to land amongst the enemy and crush them beneath the vehicle&#039;s weight.&lt;br /&gt;
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On tabletop the Gauntlet is a S16/AP-4/D6. Higher strength and AP in exchange for -1 to hit and a meager +5 points. This excels at pretty much the same things the Inferno cannon does; anything T7/3+ or better. Plus, you get the lulzy spectacle of chucking a dead razorback at his warlord for extra mortal wounds.&lt;br /&gt;
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The Reaver Power Fist is basically this but upscaled.&lt;br /&gt;
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Its much bigger brother can be found on fucking Reaver Titans. This can be read below.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Titan Power Fist===&lt;br /&gt;
[[File:TitanPowerFist.jpg|200px|right|thumb|Titan Power Fist]]&lt;br /&gt;
&lt;br /&gt;
The largest Imperial Power Fists and the proverbial One Punch Weapon.&lt;br /&gt;
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Essentially the Thunderstrike Gauntlet&#039;s bigger brother.&lt;br /&gt;
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These giant weapons can literally do the equivalent of a [[Anal circumference|power fisting on a truly Titanic scale.]] The most common users are Reaver Titans, as they provide the best medium between speed and durability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;So far, there is no sources on whether a Warlord is able to get their equivalents.&amp;lt;/s&amp;gt; Being the biggest kids on the &#039;up close and personal&#039; block ([[Imperator Battle Titan|Imperators]] are bigger in size but they&#039;re big pussies that avoid glorious melee), Warlords gets an even better toy. See below. &lt;br /&gt;
&lt;br /&gt;
On tabletop the Power Fist is a Sx2 AP-5 10 D. Has a similar trick to the Knights&#039; Thunderstrike Gauntlet, but on a much bigger scale obviously. For extra [[Lulz]], on a 4+ you can throw whatever you killed at that unit and inflict D6 mortal wounds on them. &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Titan Power Claw===&lt;br /&gt;
[[File:Arioch.jpg|200px|right|thumb|Arioch Power Claw]]&lt;br /&gt;
&lt;br /&gt;
The largest Imperial Power Claws.&lt;br /&gt;
&lt;br /&gt;
Titan Power Claws are giant fuckoff weapons against other superheavies and Titans that got too close for comfort. These things can rip open fortresses like tin cans and swipe a Titan&#039;s head off in one good blow.&lt;br /&gt;
&lt;br /&gt;
They come in two varieties, the Warlord Arioch Power Claws with a in-built Vulcan Mega-Bolter and the smaller Reaver Power Claws.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Arioch is a goddamn [[Rape|rape fist]]. At Sx2 ([[Powergamer|that&#039;s S32, by the way]]) AP-5 D12, and has the same throwing rule as the Reaver&#039;s Power Fist. Doesn&#039;t even harm your firepower since it comes with a built-in Vulcan Mega Bolter. [[Cheese|Yes, that means the ultimate anti tank weapon is also the ultimate anti infantry weapon.]] Notably, its insanely high strength makes it the only weapon capable of wounding another Warlord on a 2+. Enjoy power fingering enemy Titans in the asshole.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:TitanPowerClaw.jpg|Reaver variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
====Dreadnought Power Fist====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:DredPF.jpg|&amp;lt;center&amp;gt;Mark V (model)&amp;lt;/center&amp;gt;&lt;br /&gt;
image:IroncladPF.jpg|&amp;lt;center&amp;gt;Ironclad variant (model)&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:IroncladFist.png|&amp;lt;center&amp;gt;Ironclad variant&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:ContemptPF.png|&amp;lt;center&amp;gt;Venerable variant&amp;lt;/center&amp;gt;&lt;br /&gt;
image:ContemptorFist.png|&amp;lt;center&amp;gt;Contemptor variant&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:DreadnoughtBloodFist.png|&amp;lt;center&amp;gt;Blood Fist&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:RedemptorFist.png|&amp;lt;center&amp;gt;Redemptor variant&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dreadnought Power Claw====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:DreadWolfClaw2.png|A Lightning Claw-style variant&lt;br /&gt;
image:ContemptorClaw.png|&amp;lt;center&amp;gt;Contemptor variant&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:DreadfireFist.png|&amp;lt;center&amp;gt;Dreadfire Fist&amp;lt;/center&amp;gt;&lt;br /&gt;
image:DreadWolfClaw.png|&amp;lt;center&amp;gt;Great Wolf Claw&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:Bloodtalon.jpg|&amp;lt;center&amp;gt;Blood Talon&amp;lt;/center&amp;gt;&lt;br /&gt;
image:DeathCompanyBloodTalons.png|&amp;lt;center&amp;gt;Death Company variant Blood Talons&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:DreadPC.jpg|&amp;lt;center&amp;gt;Mark IV&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:ContemptorPC.jpg|&amp;lt;center&amp;gt;Contemptor variant&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:Salamanders_PC.jpg|&amp;lt;center&amp;gt;Dreadfire Fist&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:Wolf_Claw.png|&amp;lt;center&amp;gt;Great Wolf Claw&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Commissar-Fuck Yeah.jpg|thumb|Commissariat-approved use of Power Fists is to inspire the troops.&lt;br /&gt;
Image:RavenCommander.jpg|thumb|[[Beakie]] [[Raven Guard]] love Lightning Claws.&lt;br /&gt;
Image:GK_Terminator_halberd.jpg|thumb|Pictured: Actually a force halberd.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Chaos Power Weapons==&lt;br /&gt;
&lt;br /&gt;
Chaos basically utilize Chain Weapons more than Power Weapons from the Imperium &#039;cause Chain Weapons look more [[Manly Marines|Manly]] to a Khornate worshiper; does not help that GW has a boner for [[Khorne]], so oh well.&lt;br /&gt;
&lt;br /&gt;
===Accursed Crozius===&lt;br /&gt;
[[Image:Accursed_Arcanum.jpg|200px|right|thumb|Accursed Crozius]]&lt;br /&gt;
&lt;br /&gt;
The [[Chaos Space Marines|Traitor]] equivalent of the Crozius Arcanum, the [[Dark Apostle]], uses a functionally identical item, though twisted by Chaos, called an &#039;&#039;&#039;Accursed Crozius&#039;&#039;&#039;. Which actually resembles a maul or a giant mace.&lt;br /&gt;
&lt;br /&gt;
At the time of the [[Horus Heresy]], most [[Chaplain|Chaplains]] resisted the lure of Chaos and were slaughtered by their brother Astartes. However, the Chaplains of the [[Word Bearers]] had the same fervent desire to find objects of worship as their [[Primarch]] [[Lorgar]] and so willingly turned to the dark devotion of [[Chaos]].&lt;br /&gt;
&lt;br /&gt;
To prove their dedication of faith to the Dark Gods, the Chaplains corrupted their once-sacred Crozius Arcanum, their badge of office and symbol of the Imperial faith. [[Extra Heresy|With such blasphemous actions,]] the Crozius were blessed with fell powers to show that no servant of the Emperor, even the strongest-willed, is immune to the call of Chaos. In battle, they now serve not only as both weapon and mark of rank, but also a powerful link between the bearer and the warp itself.&lt;br /&gt;
&lt;br /&gt;
===Bubotic Axe===&lt;br /&gt;
[[File:Bubotic_Axe_Death_Guard.JPG|200px|right|thumb|Bubotic Axe]]&lt;br /&gt;
&lt;br /&gt;
A weapon that incorporates both a power weapon, a chain weapon and a daemon weapon all at once. Although official fluff calls it a power weapon.&lt;br /&gt;
&lt;br /&gt;
A Bubotic Axe is a type of Chaos Power Weapon that is blessed by the Plague God Nurgle and is a favoured melee weapon of Blightlord Terminators and other Plague Marines. Similiar to their Manreapers and normal Plague Scythes, the Death Guard like to incorporate [[Chain Weapon|chain teeth]] into their Axes. Forming something like a Chainfist in affect. Bubotic Axes may or may not be a pun reference to the word Bubonic.&lt;br /&gt;
&lt;br /&gt;
in the Death Guard Codex, the Bubotic Axe is a S+1 AP-2 D1 weapon, like the standard power axe but with the Plague Weapon special rule.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:BuboAxe_Side.JPG|Blightlord variant&lt;br /&gt;
Image:Bubotic_Axe.JPG|Front view&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Great Plague Cleaver===&lt;br /&gt;
[[File:Great_Plague_Cleaver.JPG|200px|right|thumb|Great Plague Cleaver]]&lt;br /&gt;
&lt;br /&gt;
The Bubotic Axe&#039;s big brother.&lt;br /&gt;
&lt;br /&gt;
The Great Plague Cleaver is a type of heavy Power Weapon used by Death Guard Plague Marines. Bearing more of a resemblance to an axe than an actual cleaver, this thing is so heavy and large that it requires even the strong and sturdy Plague Marines to two hand this bastard.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Great Plague Cleaver counts as a [[Wat|Power Fist but with Plague Weapon and D6 damage.]] [[Derp|You would think that such a large weapon should have a pretty significant range right?]] Nonetheless, this weapon is pretty underwhelming. The main reasons not to take it are its horrendous points cost and the fact that only Plague Marines with their paltry single attack can take one. Best skip this, though cleaving a tank in two could be fun. It would be better if Champions had a fetish for this weapon instead of the Power Fist.&lt;br /&gt;
&lt;br /&gt;
===Power Scourge===&lt;br /&gt;
[[File:Power_Scourge.jpg|200px|right|thumb|Power Scourge]]&lt;br /&gt;
&lt;br /&gt;
A Chaos exclusive weapon.&lt;br /&gt;
&lt;br /&gt;
Power Scourges are Chaos Space Marine Power Weapons. These weapons consist of a set of jointed metal arms tipped with blades that crackle with barely contained energy. In battle, the Power Scourge lashes wildly, cutting anything that gets close.&lt;br /&gt;
&lt;br /&gt;
The large and unwieldy nature of these weapons means that the Power Scourge is only usable on [[Dreadnoughts]], [[Helbrute]], [[Defiler]], [[Maulerfiend]] and a assortment of known and unknown [[Daemon Engines]].&lt;br /&gt;
&lt;br /&gt;
Back in the old days, normal Dreadnoughts could also get access to these weapons, but they look more dated, goofy and ridiculous than the more updated counterparts.&lt;br /&gt;
&lt;br /&gt;
In a nutshell, [[Rape|Chaos Rape Tentacles.]] Appropriate for the [[Emperor&#039;s Children]] for all your [[/d/|Hentai]] needs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:CSMdreadnoughtmainLash.jpg|Chaos Dreadnought Power Scourge.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plague Claw===&lt;br /&gt;
[[File:Plague_Claw.jpg|200px|right|thumb|Plague Claw]]&lt;br /&gt;
&lt;br /&gt;
A [[Death Guard]] exclusive weapon.&lt;br /&gt;
&lt;br /&gt;
The Chaos Dreadnought Plague Claw is a massive Dreadnought Power Claw that has been mutated to include incredibly long, organic talons. Although they might look fragile, these unnatural talons can slice through flesh and metal as easily as a Power Weapon. This is unnatural due to most Nurglite weapons looking like a bloated mass of metal and flesh that can take several hits from a Battle Cannon and still be combat ready. &lt;br /&gt;
&lt;br /&gt;
The Plague Claw is designed as an answer to complaints that Death Guard Dreadnoughts lack effective close combat range due to a combination of slow speed and sluggish agility. The long reach of the talons is made to compensate for this problem.&lt;br /&gt;
&lt;br /&gt;
These weapons are used by Chaos Dreadnoughts that are dedicated to the [[Chaos God]] [[Nurgle]]. A Plague Claw takes up nearly the entire Dreadnought weapon arm, and as such it has no built-in weapons. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, despite having a model, there are no rules for the Plague Claw much to GW [[FAIL]].&lt;br /&gt;
&lt;br /&gt;
===Dreadnought/Helbrute Thunder Hammer===&lt;br /&gt;
[[File:Helbrute_Thunder_Hammer.JPG|200px|right|thumb|Helbrute Thunder Hammer]]&lt;br /&gt;
&lt;br /&gt;
Chaos saw the Imperium&#039;s Heavy Thunder Hammer and has decided to one-up them.&lt;br /&gt;
&lt;br /&gt;
A massive Dreadnought-sized Thunder Hammer that takes up the entire weapon arm of the Dreadnought, either engineered this way or mutated into the Dreadnought&#039;s mechanical parts as a gift for its service to the Ruinous Powers. These weapons are used to devastating effect during close combat, battering infantry and vehicles aside as if they were mere toys. These weapons take up the near entirety of the Dreadnought&#039;s weapon arm, and as such they have no built-in weapons.&lt;br /&gt;
&lt;br /&gt;
The Helbrute has a even more modernized version, and is warped into the Helbrute&#039;s weapon arm by flesh and muscle. These weapons are used to devastating effect during close combat and the natural joints of the Helbrute makes it far more flexible in performance. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dreadnought_Thunder_Hammer_Chaos.jpg|Chaos Dreadnought Thunder Hammer.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defiler Power Claw===&lt;br /&gt;
[[File:Defiler_Claw.jpg|200px|right|thumb|Defiler Power Claw]]&lt;br /&gt;
&lt;br /&gt;
The quintessential crab claws for your quintessential crab tank.&lt;br /&gt;
&lt;br /&gt;
The Chaos [[Defiler]] is a massive multi-legged Daemon Engine that strides upon six legs. The walker&#039;s front two legs end in massive, pincer-like Power Claws, similar to those of a Terran crab. These huge piston-driven claws can be used to grab and crush the enemy, toss vehicles aside and tear through fortifications. Defilers are armed with a pair of Defiler Power Claws for the double the crumpin&#039;. &lt;br /&gt;
&lt;br /&gt;
Defiler Claws can range from crab-like, to three fingered hydraulic claws, to even giant crushing pincers like those from an excavator.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, the Defiler  doesn&#039;t suffer -1 to hit when he gives you d6 wounds to the face. It is gonna crumple most armor like paper, so have your Defiler go and [[Rape|&#039;soften&#039;]] up some pesky Terminators.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Eldar Power Weapons==&lt;br /&gt;
The Eldar have the knowledge to create power weapons as well: theirs are of a lighter, more elegant design, and are used almost exclusively by the Howling Banshee aspect warriors.&lt;br /&gt;
&lt;br /&gt;
===Triskele===&lt;br /&gt;
[[File:Triskele.jpg|200px|right|thumb|Triskele]]&lt;br /&gt;
&lt;br /&gt;
A &amp;lt;s&amp;gt;giant shuriken&amp;lt;/s&amp;gt; Chakram.&lt;br /&gt;
&lt;br /&gt;
A Triskele is an Eldar weapon used by the Exarch of the Howling Banshees. Extremely versatile, it can be thrown ahead of a charge, dismembering many enemies before returning to its owner, or it can be used as a close range melee weapon to rip apart opponents into bloody ribbons; it is highly effective against even the heaviest armored enemies. [[Jain Zar]] is the most notable individual to use these weapons.&lt;br /&gt;
&lt;br /&gt;
In 8th edition, the Triskele is an interesting weapon. Basically, for 9 points you trade your Power Sword for a weapon with 1 less AP, but it can be thrown as an Assault 3 shooting attack instead of firing a pistol. &lt;br /&gt;
&lt;br /&gt;
Ends up faring a lot worse than the sword, obviously, since you&#039;ve paid 5 points overall to reduce your AP by 1, but does roughly triple the damage of the pistol against most targets. [[Skub|Really a terrible idea. Hard pass.]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Diresword===&lt;br /&gt;
[[image:AvengerSword.png|200px|right|thumb|Diresword]]&lt;br /&gt;
The Elfdar analogue of the Imperium&#039;s Relic Sword.&lt;br /&gt;
&lt;br /&gt;
A Power Sword with a twist used by an [[Exarch]] of the [[Dire Avengers]]. In addition to being a power weapon, a Diresword is also a spirit stone, housing a great Exarch of the past. When connecting with the target, the Eldar soul within will attempt to destroy the opponent&#039;s mind. &lt;br /&gt;
&lt;br /&gt;
All Direswords are modeled after the legendary Sword of Asur, the first of its kind, carried by the first Phoenix Lord; Asurmen.&lt;br /&gt;
&lt;br /&gt;
===Eldar Power Sword===&lt;br /&gt;
[[image:BansheeSword.png|200px|right|thumb|Eldar Power Sword]]&lt;br /&gt;
&lt;br /&gt;
The Eldar&#039;s analogue of the regular Power Sword.&lt;br /&gt;
&lt;br /&gt;
Used by the [[Howling Banshees]], these weapons are of a more elegant design than their Imperial counterparts: they have a single edge and have a curve at the tip of the blade. It is a single-bladed sword that is great for slicing and carving flesh and bone alike. &lt;br /&gt;
&lt;br /&gt;
Though being lighter, these weapons have more metal at the tip, allowing them to strike just as hard as an Imperial power weapon.&lt;br /&gt;
&lt;br /&gt;
===Mirrorswords===&lt;br /&gt;
[[image:Mirrorsword.jpg|200px|right|thumb|Mirrorswords]]&lt;br /&gt;
&lt;br /&gt;
Basically an Eldar Force Falchion.&lt;br /&gt;
&lt;br /&gt;
Somewhat smaller than, but otherwise identical to the regular power swords, these blades are used in pairs by the Exarchs of the Howling Banshees. The style that they are used in allows the wielder to deliver a far higher amount of blows on a target than with regular power swords.&lt;br /&gt;
&lt;br /&gt;
They are part of an ambidextrous sword-art using paired blades.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:BansheeMirrorSwords.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Executioner===&lt;br /&gt;
[[image:Executioner.jpg|200px|right|thumb|Executioner]]&lt;br /&gt;
&lt;br /&gt;
A glaive, this power weapon greatly enhances the power behind the user&#039;s blows, allowing the warrior to slice its enemies in half with ease. Exarchs of the Dire Avengers aspect use a similar, but lighter weapon for superior range over their enemies.&lt;br /&gt;
&lt;br /&gt;
The Executioner is not standardized and thus, it takes many forms - that of a heavy spear, a rune-encrusted sword or a great black scythe. Whatever its form, it is one of the most deadly hand to hand power weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:BansheeExecutioner.png|&amp;lt;center&amp;gt;Howling Banshee&#039;s&amp;lt;/center&amp;gt;&lt;br /&gt;
image:DireAvengerExecutioner.png|&amp;lt;center&amp;gt;Dire Avenger&#039;s&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Powerblades===&lt;br /&gt;
[[File:Eldar Powerblade.jpg|200px|right|thumb|Powerblades]]&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Imperium&#039;s Power Blade (Seriously GW, fix your god damn names).&lt;br /&gt;
&lt;br /&gt;
Attached to the user&#039;s forearms, these weapons grant the wielder the advantages of a power weapon while allowing the user to keep his hands free. Used mainly by Exarchs of the [[Warp Spiders]] aspect.&lt;br /&gt;
&lt;br /&gt;
In earlier editions powerblades could be wielded by Exarchs of other Aspects - most notably by the Dark Reapers, who wielded them in conjunction with their heavy weapons to give them both ranged and close-quarters abilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:WarpSpiderBlades.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Scorpion&#039;s Claw===&lt;br /&gt;
[[image:Scorpion&#039;s_Claw.jpg|200px|right|thumb|Scorpion&#039;s Claw]]&lt;br /&gt;
&lt;br /&gt;
Scorpion&#039;s Claw is an Eldar version of a power fist, except it doesn&#039;t slow its wielder (in game terms it doesn&#039;t have the Unwieldy or Special Weapon rules). Exarchs of the [[Striking Scorpions]] wear this on one hand while holding a chainsword in the other. It&#039;s a big claw with a shuriken pistol inside.&lt;br /&gt;
&lt;br /&gt;
Basically, it is far more utilitarian and versatile than any other races Power Fists or Power Claws. &lt;br /&gt;
&lt;br /&gt;
On tabletop, it is a Sx2 (S6) AP-3 claw that carves away D3 wounds per smack, complemented by a built-in Shuriken Catapult that isn&#039;t named that. It also will cost the Exarch his Shuriken Pistol, so he won&#039;t be able to contribute any ranged firepower if he&#039;s tied up in melee.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:ScorpionClaw.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Eldar Power Lance===&lt;br /&gt;
[[File:EPowerLance.jpg|200px|right|thumb|Eldar Power Lance]]&lt;br /&gt;
&lt;br /&gt;
The Eldar have their own Power Spears in the form of Lances. They essentially function the same in all retrospects. They have obviously a longer reach and works better two handed than one handed. Other than that, it is pretty meh.&lt;br /&gt;
&lt;br /&gt;
Both the Craftworld Eldar and Dark Eldar utilize Power Lances. The DEldar is obviously more edgier looking.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:DEPowerLance.jpg|Dark Eldar variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ghostaxe===&lt;br /&gt;
[[File:Ghostaxe.png|200px|right|thumb|Ghostaxe]]&lt;br /&gt;
&lt;br /&gt;
The Ghostaxe is a large Eldar Power Weapon that is a cousin to the Ghostsword. These weapons are often preferred by [[Wraithblades|Wraithblade constructs.]] Like Ghostweapons, it guides the wielder&#039;s blow into the target&#039;s weak spot.&lt;br /&gt;
&lt;br /&gt;
In the 8th edition Eldar Codex, Ghostaxes are absurdly expensive, spiking your cost by 16 Points per model, but gives your unit a 4++ Invuln and a terrifying melee statline of [[Powergamer|WS 4+, S7, AP-3 and d3 damage with 3 attacks on the charge.]] If they are going to demolish TEQ and Dreadnought statlines in short order but they absolutely need a Spiritseer (the preferable option) or Warlock (the cheaper option) with them casting Enhance. &lt;br /&gt;
&lt;br /&gt;
All things considered it&#039;s only really worth it for the 4+ Invuln as you will probably get more damage out of just punching things. The amount of points you need to sink into them to get the Axes hitting reliable is sadly too high. However, with the addition of the Protect power, you can give your wraithblades a 2+/3++. TH/SS terminators wish they could be as durable as these guys now. With the exception of mortal wound and poison weaponry, Ghostaxe wraithblades will be all but impossible to move while chewing nicely through whatever they can get their bony hands on.&lt;br /&gt;
&lt;br /&gt;
===Ghostsword===&lt;br /&gt;
[[File:Ghostsword.JPG|200px|right|thumb|Ghostsword]]&lt;br /&gt;
The Ghostsword is a large melee Power Weapon used by Eldar Wraithblades. They are the smaller version of Ghostglaives. Usually wielded in pairs, they leave glowing traces in the air as they are swung. Like all Ghostweapons, they guide the wielder&#039;s blows into the target&#039;s weak spot.&lt;br /&gt;
&lt;br /&gt;
In the 8th edition Eldar Codex, the default Ghostswords have 4 Attacks on the charge hitting at WS 3+, S6, AP -3 and Damage 1. This is the one you want to use against lightly armoured units that rely on toughness to shrug off hits. Given they will always be in a [[Wave Serpent]] they don’t need much in the way of support but they do appreciate Psyker support or an Autarch Bubble. &lt;br /&gt;
&lt;br /&gt;
Become absolute nightmares if any Iyanden characters bring the Psytronome of Iyanden as they get the option to double the attack characteristic a Wraith unit has at the cost of the Wraith unit taking d3 Mortal Wounds. 6 Attacks per Wraithblade at S6 and AP-3 is going to turn anything short of a superheavy [[RIP AND TEAR|into a fine mist.]] Toss in Enhance from a Spiritseer nearby and even Conscript Blobs are suffering critical existence failure. Don&#039;t forget to give them Fortune from a Farseer as well to mitigate the mortal wounds afterwards.&lt;br /&gt;
&lt;br /&gt;
===Wraithbone Power Fist===&lt;br /&gt;
[[File:Wraithbone_PF.png|200px|right|thumb|Wraithbone Power Fist]]&lt;br /&gt;
&lt;br /&gt;
Like the Imperium&#039;s Dreadnought Power Fist, the Elfdar have their own equivalents on their walkers.&lt;br /&gt;
&lt;br /&gt;
The fists found on Eldar [[Wraithlords]] and [[Wraithseer|Wraithseers]] are capable of being used in the same manner as the more common Power Fist, such as punching enemy vehicles or picking up and crushing enemy infantry. These weapons can be outfitted with wrist-mounted Shuriken Catapults or Flamers. &lt;br /&gt;
&lt;br /&gt;
However, despite being a Power Fist, there are much better options for the Wraithlord and Wraithseer such as the Ghostglaive for example, which has far longer range than the conventional Power Fist.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Wraithspear===&lt;br /&gt;
[[File:Wraithspear.PNG|200px|right|thumb|Wraithspear]]&lt;br /&gt;
&lt;br /&gt;
Imagine a [[Force weapon#Singing Spear|Singing Spear]] scaled to a Wraithlord chassis.&lt;br /&gt;
&lt;br /&gt;
Wraithspears are massive, rune-etched Ghost Weapon spear made of Wraithbone. These weapons are carried into combat by the rare Wraithseer combat walkers used by the Eldar. These weapons contain a rudimentary sentience within their Spirit Stone core that empowers the blade and guides its wielder&#039;s blows toward the most vital points of their foe. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, the Wraithspear only acts as a catalyst and there are no rules for this weapon despite how powerful it looks. So it is only used to channel the Wraithseer&#039;s psychic might into a powerful blast of empyrean energy.&lt;br /&gt;
&lt;br /&gt;
===Ghostglaive===&lt;br /&gt;
[[File:Ghostglaive.jpg|200px|right|thumb|Ghostglaive]]&lt;br /&gt;
&lt;br /&gt;
The Ghostglaive is a heavy Eldar melee weapon mounted on [[Wraithknight|Wraithknights]] and on [[Wraithlords]]. These great blades can even engage [[Daemon Prince|Daemon Lords]] in single combat. They are the big daddies of the Ghostweapons and are able to slice their contemporaries into pieces.&lt;br /&gt;
&lt;br /&gt;
In the 8th edition Eldar Codex, the Ghostglaive is a S+2, AP-4 D6 weapon on the Waithlord. With such a high AP value, this thing is gonna auto-wound anything sort of units having a 2+ armor save (Even than, they must successfully roll a 6 to pass its armor save). Basically, if the target does not have wounds higher than 15, its gonna go down within one turn, especially when considering the Wraithlord has 4 attacks on a charge.&lt;br /&gt;
&lt;br /&gt;
[[Rape|Oh and it gets even &#039;&#039;worse&#039;&#039; on a Wraithknight.]] On a Wraithknight, the Ghostglaive is grown to truly titanic sizes and is now a Sx2, AP-4 weapon with a standard damage of 6. Oh yes, its a fucking [[Cheese|&amp;lt;u&amp;gt;&#039;&#039;&#039;Strength 16 weapon,&#039;&#039;&#039;&amp;lt;/u&amp;gt;]] its gonna go through most superheavies like a hot knife through butter. [[Anal circumference|Prepare your anus indeed.]]&lt;br /&gt;
&lt;br /&gt;
===Phantom Power Glaive===&lt;br /&gt;
[[File:PhantomPowerGlaive.png|200px|right|thumb|Phantom Power Glaive]]&lt;br /&gt;
A giant Power Weapon for the Eldar to combat enemy Titans.&lt;br /&gt;
&lt;br /&gt;
Known also as the Ashuna-Valcry&#039;le, roughly translated as &#039;Sleepless Harbinger of Destruction&#039;, the Phantom Power Glaive is one of the less-common weapons wielded by an Eldar Phantom Titan and could slice superheavy machines into sizable chunks. In addition to its deadly close combat blades the weapon also mounts two Starcannons. &lt;br /&gt;
&lt;br /&gt;
One must wonder why the Imperium never thought of creating a Titan-scale Power Sword.&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
====Executioner====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:JainZarExecutioner.png|&amp;lt;center&amp;gt;Jain Zar&#039;s&amp;lt;/center&amp;gt;&lt;br /&gt;
image:MauganRaExecutioner.png|&amp;lt;center&amp;gt;Maugan Ra&#039;s&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{40k-Eldar-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Dark Eldar Power Weapons==&lt;br /&gt;
While many of the Dark Eldar&#039;s weapons have only cosmetic differences to those of Eldar design, there are a few that are more unique&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:DarkEldarPowerSword.png&lt;br /&gt;
image:DEldarPowerSword.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demiklaive===&lt;br /&gt;
[[File:Demiklaive.jpg|200px|right|thumb|Demiklaive]]&lt;br /&gt;
&lt;br /&gt;
Baby Klaives essentially.&lt;br /&gt;
&lt;br /&gt;
Demiklaves are small Dark Eldar melee weapons. Some Incubi sects prefer demiklaives over the Klaive. Demiklaives are two power swords which can be wielded as two close combat swords or as one mighty weapon. Changing from one weapon into two is so easy for Klaivex that they can do it in the midst of battle.&lt;br /&gt;
&lt;br /&gt;
Perhaps the best known Dark Eldar wielding demiklaives is Drazhar, the Master of Blades.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:DrazharDemiklaives.png|Drazhar&#039;s Demiklaives&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Klaive===&lt;br /&gt;
[[File:KlaiveIncubiDE.jpg|200px|right|thumb|Klaive]]&lt;br /&gt;
&lt;br /&gt;
These massive two-handed swords are the staple weapon of the Incubus and are regarded by them as &amp;quot;The ultimate weapon&amp;quot;. Every Klaive is a masterpiece of a weapon. They are perfectly balanced and in the right hands they are also extreme instruments of death. Klaives are also power weapons on their own and because of that can even cleave through Space Marine power armor.&lt;br /&gt;
&lt;br /&gt;
These enormous cleavers are AP2 and +1S while letting you strike at full I. Some squad leaders get the even deadlier Demi-Klaives. They grant an additional S normally, but you can choose to use them as +0S and +2A.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IncubiKlaive.png&lt;br /&gt;
image:Klaive.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Agoniser===&lt;br /&gt;
[[File:Agoniser_New.jpg|200px|right|thumb|Agoniser]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;THE&#039;&#039;&amp;lt;/u&amp;gt; BDSM weapon. &lt;br /&gt;
&lt;br /&gt;
A weapon befitting its name, this deadly whip drives the senses of the victim haywire with pain. It is not standardized and therefore, come in many forms, such as whips or gauntlets, but they are designed to attach themselves to the victim&#039;s nervous system, take control of it and inflict immense pain which can disable or kill the victim. &lt;br /&gt;
&lt;br /&gt;
The size of the creature doesn&#039;t matter and often the larger the creature, the greater the potential for pain-infliction. Agonisers have the ability to [[Wat|harm vehicles as well,]] potentially disabling the crew or disrupting the vehicle&#039;s systems. It grants AP3 and wounds the enemies on a 4+, regardless of toughness.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:SuccubusAgoniser.png|Whip it good!&lt;br /&gt;
image:Agoniser.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Huskblade===&lt;br /&gt;
&lt;br /&gt;
[[File:HuskbladeDE.jpg|200px|right|thumb|Huskblade]]&lt;br /&gt;
&lt;br /&gt;
A very weird weapon. Possibly one of the weirdest weapons in the DEldar armory and that&#039;s saying something. &lt;br /&gt;
&lt;br /&gt;
Carved from Desiccator bone, this horrid saber drains the moisture out of its victims in a fraction of a second, leaving nothing behind but a shriveled corpse. How this blade sucks the moisture of its victims despite being a sharpened bone I have no idea. Shit is so goddamned weird. &lt;br /&gt;
&lt;br /&gt;
It grants AP3 and Instant Death. Now known as the Suckblade.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:ArchonHuskBlade.png&lt;br /&gt;
image:Huskblade.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Djin Blade===&lt;br /&gt;
[[image:DjinBlade.jpg|200px|right|thumb|Djin Blade]]&lt;br /&gt;
&lt;br /&gt;
A blade that looks annoyingly similiar to the Husk Blade although descriptions of it is different (its described as taking the form of polished crystal with a scowling bestial face upon its hilt).&lt;br /&gt;
&lt;br /&gt;
Only available to the most elite of nobles, a Djin blade houses the soul of a fallen Eldar. This grants AP3 and +2A, but on a roll of doubles on the extra attacks the soul rebels and the attacks target the user.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:Djinblade.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Punisher===&lt;br /&gt;
[[File:Punisher.JPG|200px|right|thumb|Punisher]]&lt;br /&gt;
&lt;br /&gt;
A Dark Eldar Power Halberd and used by Dark Eldar Incubi. It is large and unwieldy but incorporates a shock field generator which is beyond the ability of the Imperium to replicate. They are often easily alterable to suit the user with an extendable shaft and a monomolecular blade attached to deliver the shock.&lt;br /&gt;
&lt;br /&gt;
In practice it counts as a two-handed power weapon that also gives +1 Strength, although the two-handed part doesn&#039;t matter since Incubi who use it also fight with a Tormentor Helm which counts as a splinter pistol both in and out of combat, effectively giving the Incubi an extra attack anyway since they shoot it through thought alone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:ClassicIncubiPunisher.png|An Incubus holding a Punisher (and wearing a &amp;quot;&#039;&#039;Tormentor Helm&#039;&#039;&amp;quot;)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Archite Glaive===&lt;br /&gt;
[[File:Archite_Glaive.PNG|200px|right|thumb|Archite Glaive]]&lt;br /&gt;
&lt;br /&gt;
These Power Glaives are exquisitely crafted pole-arms employed to lethal effect by Succubi in both the gladiatorial arenas of Commorragh and the battlefields of realspace. They can be wielded with both hands, to bisect a foe with ease, or used in combination with another weapon to cut through a host of victims. &lt;br /&gt;
&lt;br /&gt;
On tabletop, these weapons are S+2, AP-3. Sounds like a dream right? Nope, [[Wat|you also take a -1 penalty to your Hit rolls and only have Damage 1 for your troubles.]] That said, your Succubus has a WS of 2+ anyway so don&#039;t worry about the penalty too much, and she can functionally ignore the penalty entirely if you give her Serpentin or from Turn 3 onwards with PFP.&lt;br /&gt;
&lt;br /&gt;
{{40k-DEldar-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Harlequin Power Weapons==&lt;br /&gt;
In addition to the below weapons, the Harlequins also have access to the Eldar Power Sword mentioned above.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Harlequin&#039;s Caress===&lt;br /&gt;
[[File:Harlequin&#039;s_Caress.jpg|150px|right|thumb|Harlequin&#039;s Cares]]&lt;br /&gt;
&lt;br /&gt;
The Harlequin&#039;s Caress is a bracer that generates a power field around the user&#039;s hand, resulting in what essentially is an extremely lightweight Power Fist. A Harlequin armed with a Caress is easily capable of reaching into his opponent&#039;s chest and plucking out his heart.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Harlequin&#039;s Caress is the middle child of the three primary Harlequin close combat weapons, which costs 7 points and grants +2S and AP-2. While there are certain unit types against which it is the better choice (this is explored more below), in practice it is never so much better than its cost is justified over the Embrace.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:HarlequinCaress.png|Imma rip your heart out like fucking Scorpion&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Zephyrglaive===&lt;br /&gt;
[[File:Zephyrglaive.jpg|200px|right|thumb|Zephyrglaive]]&lt;br /&gt;
&lt;br /&gt;
The Zephyrglaive is a power polearm used by Harlequin Skyweavers. Each Zephyrglaive is perfectly weighted and individually balanced to its wielder. Its blade enveloped by a molecular dissonanse field and it is indeed a lethal weapon for the aerial murder.&lt;br /&gt;
&lt;br /&gt;
Crunch-wise. It is a 1S AP-2 weapon with 2 Damage. Combined with the extremely high speed of Skyweavers, it&#039;s a useful weapon for backfield assaults against 2W models, letting them quickly wipe out skulking units of Hellblasters and the like.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:StarweaverZephyrGlaive.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ork Power Weapons==&lt;br /&gt;
&lt;br /&gt;
===Power Klaw===&lt;br /&gt;
[[File:Power_Klaw_2.jpg|200px|right|thumb|Power Klaw]]&lt;br /&gt;
&lt;br /&gt;
The Orks saw the umies and their power claws and they answered with their own. &lt;br /&gt;
&lt;br /&gt;
It is similar in characteristics to an Imperial Power Fist, being an armored, powered gauntlet, strapped to an Ork&#039;s arm with a piston-driven pincer comprising two to three snapping blades. These are sheathed in energy the same way a Power Fist is, and so can effortlessly rip through any armor, tearing any enemy into bloody paste. It is particularly effective against vehicles. &lt;br /&gt;
&lt;br /&gt;
These weapons are amongst the biggest and choppiest an Ork can possess and often serve as symbol of status as well as a weapon. As such, many of them are owned by Warbosses or by particularly brutish Nobs, in which hands Power Klaws become even more effective, due to their skill and strength. Orks often amputate their own arms, taking the weapon as an augmentic implant. Power Klaws are most often found incorporated into Mega Armour. &lt;br /&gt;
&lt;br /&gt;
===Kan Klaw===&lt;br /&gt;
[[File:Kan_Klaw.PNG|200px|right|thumb|Kan Klaw]]&lt;br /&gt;
&lt;br /&gt;
Sometimes called as &#039;&#039;&#039;Power Shears&#039;&#039;&#039;. A up sized Power Klaw suited directly for the [[Killa Kan]]&#039;s. Resembling oversized hedge trimmers, the Kan Klaw is a large Ork Power Weapon meant to snip enemies in half. These weapons are the standard issue weapon and is built-in the walker, with the weapon being powered through the Killa Kan&#039;s own engines.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Kan Klaw is a fine weapon that increases your Killa Kanz Strength by 3 (to S8) instead of doubling it with no extra attacks. You can equip your Killa Kan with another Klaw for double the slash, making it remarkable against hordes of MEQs and TEQs.&lt;br /&gt;
&lt;br /&gt;
===Dread Klaw===&lt;br /&gt;
[[File:Dread_Klaw.PNG|200px|right|thumb|Dread Klaw]]&lt;br /&gt;
&lt;br /&gt;
The Dread Klaw AKA Dred Klaw or Power Shears is the big brother of the Kan Klaw. &lt;br /&gt;
&lt;br /&gt;
Analogous to the Imperium&#039;s Dreadnought Power Claw, the Dread Klaw is wielded by the equally large [[Deff Dred]] and is used to rip open vehicles like oversized tin cans and turn infantry into salami. Similar to the Kan Klaw, the Dread Klaw draws its power from the Deff Dred&#039;s own engine as a reliable power source.&lt;br /&gt;
&lt;br /&gt;
On tabletop, like the Kan Klaw or your standard Power Klaw, the Dread Klaw always does 3 damage and doesn&#039;t impose a hit roll penalty. Each extra one increases a Deff Dred&#039;s Attack output by adding one extra attack, at expense of losing the option to take shooting weapons. If you want to turn your Deff Dred into a Khornate Dreadnought, you can equip both arms with Dread Klaws.&lt;br /&gt;
&lt;br /&gt;
===Klaw of Gork/Mork===&lt;br /&gt;
[[File:KlawOfGork.jpg|200px|right|thumb|Klaw of Gork/Mork]]&lt;br /&gt;
The Klaw of Gork and Klaw of Mork are massive Power Klaws mounted on [[Gorkanaut]] and [[Morkanaut]] heavy walkers. They are the ultimate weapons of [[RIP AND TEAR]] and can [[Anal circumference|rip open the rear ends of any armored vehicle in its way.]]&lt;br /&gt;
&lt;br /&gt;
These gargantuan Power Klaws are meant to go toe-to-toe with Imperial Knights and win. The Klaws of Gork/Mork throws away the cutting ability with sheer balls-out crushing power. Thus, it functions more like a power fist than a power claw. The main downsides is that these things are large and cumbersome, meaning that it is extremely hard to hit small and nimble opponents and must square up against similarly-sized enemies to be effective. These things are not to be messed with.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, they are a huge Power Klaw for your Gorkanaut and Morkanaut. It comes with two distinct attack profiles. The first is &#039;&#039;&#039;Crush&#039;&#039;&#039;, which is a Sx2 AP-4 D6 Dmg and likewise, hits like a tonne of bricks. The second is &#039;&#039;&#039;Smash&#039;&#039;&#039;, which although it doesn&#039;t boost the Naut&#039;s strength and only having an AP of -2, it does cause 2 guaranteed wounds per hit. Which is handy, since it lets you make 3 hit rolls for each base Attack, tripling your Attack output.&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{Template:40k-Ork-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Tau Power Weapons==&lt;br /&gt;
&lt;br /&gt;
===Honour Blade===&lt;br /&gt;
[[File:HonorBlade.jpg|200px|right|thumb|Honour Blade]]&lt;br /&gt;
A Honour Blade is a weapon carried by [[Tau]] [[Ethereal|Ethereals]] and Ethereal Guards for a number of uses. It&#039;s mainly used as a symbols of their office, ceremonial weapons, and in self-defense. Of course, with how shit-tier Tau are in close combat, they might as well be plastic kids toys used for decoration. While each weapon is custom-made, they all feature a broad blade fitted to a long, lightweight metallic staff.&lt;br /&gt;
&lt;br /&gt;
Ethereals use the blades primarily to settle disputes, engaging in [[Derp|lengthy, highly stylized duels that are more coordinated co-meditation than combat.]] Basically, long story short, [[Faggotry|their weebfags that do interpretive dance rather than actual fighting.]] [[Gay|Basically the epitome of style over substances.]] [[Fail|God damn, even Eldar have more balls than that.]] Some Ethereals carry their Honour Blades on the field of battle, not expecting to have to use them, but prepared to make a last stand against their foes nonetheless, [[FAIL|which they will always fail spectacularly.]]&lt;br /&gt;
&lt;br /&gt;
Curiously enough, they are counted as Power Weapons for some reason, despite the Ethereals not using them at its full potential. On the tabletop, the Honour Blade is a S+2 and D1 weapon.&lt;br /&gt;
&lt;br /&gt;
===Equalizer===&lt;br /&gt;
[[File:Equalizer.jpg|200px|right|thumb|Equalizer]]&lt;br /&gt;
&lt;br /&gt;
A Tau walking stick.&lt;br /&gt;
&lt;br /&gt;
Equalizers are Tau ceremonial weapons typically carried in pairs by Ethereals. They are not only a badge of office, but also can be a potent weapon that contains a powerful disruption field able to shatter armor and bones just like power weapons. Of course, Tau are relatively shit fighters and the Ethereals would most likely end up bonking the heads of some Guardsmen like Old Man Henderson hitting a kid on a head with a cane stick.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Equalizer is a AP-1 weapon with a bonus attack.&lt;br /&gt;
&lt;br /&gt;
===Onager Gauntlet===&lt;br /&gt;
[[image:OnagerGauntlet.png|200px|right|thumb|Onager Gauntlet]]&lt;br /&gt;
Basically a Tau powerfist equivalent, but can only be used by Crisis-type battlesuits. Often jokingly called &amp;quot;donkey punch&amp;quot; by a players, and sometimes modeled on a suit&#039;s legs instead of hands, since &amp;quot;onager&amp;quot; is Latin for donkey (although it was also the name of a Roman catapult). &lt;br /&gt;
&lt;br /&gt;
It was designed to battle Imperial tanks after the Tau realized that those crazy Gue&#039;la can send in so many MEHTUL BAWKSES in a single engagement that Crisis teams would exhaust their ammunition supplies and the Guard would still have tanks rolling everywhere. Despite being &#039;&#039;very&#039;&#039; successfully tested during the Damocles Crusade, where a 12-man team of Crisis suits managed to falcon punch dozens of Imperial tanks into scrap, it is still undergoing field tests and is treated as an experimental system, due to the fact that the casualty rate of trying to give tanks a proper fisting in the middle of a war was too damn high. &lt;br /&gt;
&lt;br /&gt;
Of the original 12 suits who tested the weapon; only Commander Bravestorm of [[Farsight]]&#039;s battlesuit retinue survived....kind of. Although Bravestorm lived, his body was [[Dreadnought|too badly wounded after his Crisis suit was critically damaged at one point that he had to be permanently entombed into his Crisis suit just to survive]].&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{40k-Tau-Weapons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Chaos]]&lt;br /&gt;
&lt;br /&gt;
==Necron Power Weapons==&lt;br /&gt;
The Necron only seem to have one Power weapon available. Not like that&#039;s a bad thing since the Crons just have [[C&#039;tan Phase Weapons|much better equipment around.]]&lt;br /&gt;
&lt;br /&gt;
===Hyperphase Sword===&lt;br /&gt;
&lt;br /&gt;
[[File:Hyperphase_Sword.jpg|200px|right|thumb|Hyperphase Sword]]&lt;br /&gt;
A Hyperphase Sword is a Necron melee weapon whose energy blade vibrates across dimensional states and can easily slice through armor and flesh to sever the vital organs within. A Hyperphase Sword can be considered an advanced type of Power Weapon. Hyperphase Swords are found exclusively as part of the armories of Necron royals, such as Necron Overlords, Necron Lords, Necron Destroyer Lords, and their favoured Lychguards. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:LychguardHyperphaseSword.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{40k-Necron-Weapons}}&lt;/div&gt;</summary>
		<author><name>2601:147:4300:1949:BD6F:6D31:63F:1EAB</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Power_weapon&amp;diff=384299</id>
		<title>Power weapon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Power_weapon&amp;diff=384299"/>
		<updated>2018-11-24T01:26:30Z</updated>

		<summary type="html">&lt;p&gt;2601:147:4300:1949:BD6F:6D31:63F:1EAB: /* Power Fist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Cato Sicarius.jpg|300px|right|thumb|Before the age of [[Captain Titus|Titus]], this was the only time Ultramarines were even remotely cool.]]&lt;br /&gt;
&#039;&#039;&#039;Power weapons&#039;&#039;&#039; are a type of weapon in [[Warhammer 40,000]]. Power weapons look just like normal melee weapons, but what makes them actually useful is that they are sheathed with an energy field surrounding the blade. This energy field can in turn slice through even the toughest of armor.&lt;br /&gt;
&lt;br /&gt;
For one reason or another, the glorious Daemon Weapons of Chaos operate like power weapons. Probably for the same reason that allows cheap guardsmen bayonets to be exactly as deadly as &#039;&#039;[[chainsword]]s&#039;&#039; in melee combat (that is to say, &amp;lt;s&amp;gt;bullshit&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;convenience&amp;lt;/s&amp;gt; [[Games Workshop|laziness]]).&lt;br /&gt;
&lt;br /&gt;
8th edition changed this by making chainswords add one to the models attacks with that weapon, which makes logical sense.&lt;br /&gt;
&lt;br /&gt;
==Imperial Power Weapons==&lt;br /&gt;
&lt;br /&gt;
===Power Blade===&lt;br /&gt;
[[File:PowerBlade.jpg|200px|right|thumb|Power Blade]]&lt;br /&gt;
The little brother of the Power Knife and possibly the smallest known Power Weapon.&lt;br /&gt;
&lt;br /&gt;
Power Blades are small dagger-like Power Weapons used by Imperial forces. They are easily concealable and often used on infiltration missions by assassins and stealth operatives. Power Blades rely on the strength of their built-in power field to maintain the integrity of the thin blade upon a strike.&lt;br /&gt;
&lt;br /&gt;
Due to the fact that Power Knives are meant for Astartes or Custodes hands whilst the Power Blade is known to be usable by regular human forces, it would make sense for the Power Blade to be smaller and concealable.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Power Knife===&lt;br /&gt;
[[image:CustodianKnife.png|200px|right|thumb|Power Knife]]&lt;br /&gt;
Weapons that were crafted as a convenient off-hand carver to compliment a larger power weapon, these weapons were used almost exclusively by the [[Alpha Legion]].  They lack the strength and cutting power of a Power Sword, but do have Rending.  More importantly, they are relatively cheap and have the Specialist weapon quality, allowing them to be paired with bulkier melee weapons and still grant an extra attack.&lt;br /&gt;
&lt;br /&gt;
More recently, Power Knives are now also wielded by the Adeptus Custodes. Though they appear to be mundane pieces of wargear, each Power Knife has been masterfully crafted and is able to pierce the thickest armor, all the way to its hilt.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Power Stake===&lt;br /&gt;
[[File:PowerStake.jpg|200px|right|thumb|Power Stake]]&lt;br /&gt;
&lt;br /&gt;
Yeah, you heard that right. [[Derp|There&#039;s a stake that&#039;s considered a power weapon.]] Anyways, a Power Stake is a weapon carried by some Inquisitors, which immolates on contact with psykers. Physically it is a long iron rod but is charged as a Power Weapon and as such is effective against non-psychic foes. So it is the quintessential stabbity stab stab.&lt;br /&gt;
&lt;br /&gt;
On the tabletop the Power Stake was only usable by the Witch Hunters, counting as a two handed Power Weapon (ignoring armour saves) while also wounding Psykers on a 2+. It still rarely saw use, as Blessed Weapons and Force Weapons just offered better benefits 90% of the time.&lt;br /&gt;
&lt;br /&gt;
===Power Pick===&lt;br /&gt;
[[File:Power_Pick.jpg|200px|right|thumb|Power Pick]]&lt;br /&gt;
&lt;br /&gt;
A mining equipment that has been turned into a improvised weapon.&lt;br /&gt;
&lt;br /&gt;
The Power Pick is a type of construction and mining equipment used by the Imperium meant to shatter diamond-hard boulders into sizable chunks. The power field enveloping the the point of the Power Pick is sharp enough to poke deep holes into armored vehicles. &lt;br /&gt;
&lt;br /&gt;
Due to its hard sharp points the Power Pick has been utilized as a weapon by rebel factions, most notably by Genestealer Cults. Aberrants use these simple weapons, which are capable of piercing ceramite when struck hard enough.&lt;br /&gt;
&lt;br /&gt;
On tabletop it is a makeshift Power Axe. You get the D3 damage and AP-2, but you don&#039;t get the bonus point of Strength and they&#039;re a colossal 16 points each (now only 10 with Chapter Approved). Interestingly enough also a choice for the Neophyte Leader, although with only S3 and 2A it&#039;s an utter waste of points and efficiency compared to the cheaper (4 point) power maul, or the free chainsword/cultist knife.&lt;br /&gt;
&lt;br /&gt;
However, it is now updated to allow a free Rending Claw attack for each attack made with the Power Pick. &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Power Hammer===&lt;br /&gt;
[[File:Power_Hammer_Genestealer.JPG|200px|right|thumb|Power Hammer]]&lt;br /&gt;
&lt;br /&gt;
The little brother of the Thunderhammer....or the more utilitarian and civilian-friendly version of the Thunderhammer. The Power Hammer is a type of construction and mining equipment used by the Imperium. However it can also be utilized as a weapon, most notably by [[Genestealer|Genestealer Cults.]] &lt;br /&gt;
&lt;br /&gt;
[[Genestealer Aberrants|Aberrants]] use these weapons on those they can catch, each swing crushing torsos and breaking spines in a burst of disruptive energy. Like their bigger brothers, Power Hammers function by containing most of the disruptive power until the point of impact, unleashing the full blast all at once to ensure whatever material being struck by would shatter from the sheer explosive force.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Power Hammer is the Aberrants&#039; weapon upgrade choice. 8 (6 more now) more points than the already expensive Pick they start with, but it might be worth it for Power Fists that always roll a 3 for damage. Now that aberrants have been reduced in price using these has actually become a good idea, hammer time has come at last.&lt;br /&gt;
&lt;br /&gt;
===Neural Whip===&lt;br /&gt;
[[File:Neural_Whip_by_Mrmao.JPG|200px|right|thumb|Neural Whip, &#039;&#039;courtesy of Mrmao.&#039;&#039;]]&lt;br /&gt;
[[/d/|The very kinky Neural Whip]] is a Power Weapon utilized by the [[Sisters of Battle]], particularly Repentia Mistresses. The flailing, psycho-conductive neural whips are as much symbols of the rank of Repentia Mistress as they are vicious weapons that lash out at the enemy of the Emperor before they are able to strike back. Of course like all whips, it is very difficult and unwieldy to utilize.&lt;br /&gt;
&lt;br /&gt;
On 7th edition. Neural Whips are a melee weapon with Str User and AP3 with Shred on non-vehicle units with leadership 8 or less. Mob Rule? Fuck that noise. Only Mistress of Repentances get these. (Basic Sisters have LD 8...[[/d/|coincidence?]])&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Neural_Whip.JPG&lt;br /&gt;
Image:Sister_Repentia_Mistress_with_Neural_Whip.jpg|[[Rule 34|Whip me harder Mistress!]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Crozius Arcanum===&lt;br /&gt;
[[image:Stormrod.jpg|200px|right|thumb|Crozius Arcanum]]&lt;br /&gt;
The signature weapon of [[Chaplain]]s, the Crozius Arcanum is a mace encased in energy that serves as both a symbol of office and a weapon. Counts exactly as a Power Maul in 7th ed. The Crozius Arcanum itself is a staff of medium length, topped with the Imperial Aquila or symbols, such as winged skeletons or skulls. A few versions use iconography from the Chapter they belong to. The Salamanders, for instance, use the smith&#039;s hammer or a dragon&#039;s head. Ortan Cassius, Master of Sanctity of the Ultramarines, has fashioned his Crozius Arcanum after a Tyranid head, in remembrance of the Battle for Macragge.&lt;br /&gt;
&lt;br /&gt;
Although it is a bludgeoning weapon, certain 40k authors and artists sometimes forget about that, and simply [[Derp|turned the Arcanum into a slicing weapon.]] [[Lulz|Enjoy envisioning a giant club bisecting people in two.]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Shock Mace&#039;&#039;&#039; is an older-model power weapon favored by the [[Chaos|traitor legions]]. It is functionally a Crozius Arcanum, but without the status symbol.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Power Sword===&lt;br /&gt;
[[image:PowerSword6.jpg|200px|right|thumb|Power Sword]]&lt;br /&gt;
In a  nutshell, the power sword is an example of power weapon technology applied to a sword. It&#039;s easily the most common power weapon (the [[Warhammer 40,000: Space Marine|Space Marine video game]] only said otherwise so as not to make players feel cheated by the DLC they just bought), and is used not only by the [[Space Marines]], but by the [[Commissar|Commissariat]], [[Daemonhunters|Inquisition]], and [[Imperial Guard]], who, likewise, often issue it to Sergeants and Officers. &lt;br /&gt;
&lt;br /&gt;
The [[God-Emperor of Mankind|Emperor of Mankind]] and most of the [[Primarchs]] who had swords used Power Swords. As of 6th edition, Power Swords are now AP3, screwing over many units and characters who have swords modeled on, such as [[Mephiston]], resulting in Terminators becoming absurdly hard to kill in assaults. Now, with armour modifiers, power swords will be pretty useful against Terminators again since AP-3 brings their save down to a 5+.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Relic Blade===&lt;br /&gt;
[[File:Relicblade.jpg|200px|right|thumb|Relic Blade]]&lt;br /&gt;
A Relic Blade is a large Power Weapon often resembling a sword or axe surrounded by an power field for shearing through armour. Due to their size and weight these weapons must be wielded two-handed, but are of immense importance to the Space Marines who carry them. Many have their origins in the dark days of the Horus Heresy, while others were created many centuries later as tribute to other momentous events.&lt;br /&gt;
&lt;br /&gt;
A two-handed power sword, which on the tabletop results in +2S (so S+2 AP3) and two-handed (can&#039;t benefit from a second weapon, although curiously there is no ban on taking two items that both do this, which currently only means you can wield a relic blade &#039;&#039;&#039;and&#039;&#039;&#039; a storm shield). For some reason this also applies to [[derp|officers in Terminator armor.]] Despite the fluff stating that they can use weapons that other Astartes can&#039;t. &lt;br /&gt;
&lt;br /&gt;
Don&#039;t bother with Relic Blade upgrades for Captains and Chapter Master if a melee based Chapter Relic has better stats. Which they usually will. It is a decent upgrade if the Chapter Relic replaces a ranged weapon, armor or Storm Shield. Honor Guards and Vanguard Sergeants can also use them. Though it is a huge waste on the latter if he doesn&#039;t have a Storm Shield.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:RelicBlade.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Sentinel Blade===&lt;br /&gt;
[[File:Sentinel_Blade.png|200px|right|thumb|Sentinel Blade]]&lt;br /&gt;
&lt;br /&gt;
A super special power weapon for those [[Adeptus Custodes|Special golden boys.]]&lt;br /&gt;
&lt;br /&gt;
Sentinel Blades are power broadswords, that are wielded by the Adeptus Custodes and are of such daunting size, that their hilts are flanked with Bolt Casters of exceptionally fine craftsmanship. It is a testament to the sheer strength of the Custodes, that they can wield these mighty swords with the same ease a lesser man might swing a cavalry sabre.&lt;br /&gt;
&lt;br /&gt;
As its name implied, [[Sentinel Guard|Sentinel Guards]] are the primary users of these weapons.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Power Axe===&lt;br /&gt;
[[image:MCPowerAxe.jpg|200px|right|thumb|Power Axe]]&lt;br /&gt;
Power Axes are single or double-bladed axes with their edges sheathed in energy. Power Axes are especially favored by the [[Space Wolves]], [[Chaos Lord]]s and [[Techpriest|Techpriests]] of the [[Adeptus Mechanicus]]. &lt;br /&gt;
&lt;br /&gt;
On the tabletop, Power Axes are AP2, +1S and Unwieldy, making your unit strike at I1. This is probably going to be your only way to cheaply kill Terminators in assault, if they haven&#039;t overwatched your guys to death or happen to be using Thunder Hammers and Storm Shields.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, they&#039;re the opposite to Power Mauls by being +1S, AP-2 (making MEQ armour saves from 3+ to 5+ and TEQs 2+ to 4+) and, most important, they&#039;re no longer unwieldy! Pretty cheap too, being 1 more point than Power Swords and Mauls!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:PowerAxe4.jpg&lt;br /&gt;
Image:DanteAxe.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Frost Axe===&lt;br /&gt;
[[File:FrostAxe.PNG|200px|right|thumb|Frost Axe]]&lt;br /&gt;
&lt;br /&gt;
A very special Power Axe unlike any other. A Frost Axe is a master-crafted melee weapon, used exclusively by the warriors of the Space Wolves Chapter of Space Marines, and is similar in many ways to more common Power Weapons of similar design ([[Wat|doesn&#039;t stop Lexicanum for putting it in the]] [[Chainsword|Chain weapon category]]....[[Derp|for some reason]]).&lt;br /&gt;
&lt;br /&gt;
Each Frost Axe is considered among some of the most prized weapons of the Chapter, and each is crafted by a master [[Iron Priest]]. The cutting edge of Frost Axes are often made from energised diamond, giving them the appearance of blades forged from purest ice. Other times, for those with the courage and skill to slay a mighty miles-long Kraken from the vast oceans depths of Fenris, the edge may be instead studded with the beast&#039;s diamond-hard teeth. Regardless of what the details of their design, all Frost Axes are power weapons of consummate lethality. &lt;br /&gt;
&lt;br /&gt;
[[Pretend|Now if only they could freeze enemies like its name implies]]....&lt;br /&gt;
&lt;br /&gt;
===Omnisian Axe===&lt;br /&gt;
[[File:Omnisianaxe.jpg|200px|right|thumb|Omnisian Axe]]&lt;br /&gt;
A holy icon of the Cult Mechanicus, the Omnisian Axe or glaive is granted to adepts who have shown their faith to the Machine God in battle. These fearsome weapons have no equal amongst power weapons and are only gifted to tech-priests by their superiors. &lt;br /&gt;
&lt;br /&gt;
Saw, or perhaps cog-ed, toothed and marked with sacred equations they are forged with the finest materials and use secrets of tempering and field generation. To the followers of the Machine God, the bearer of an Omnisian glaive is a most blessed figure, a furious incarnation of the Machine God&#039;s power in war.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Omnisian Axe is like a Force Axe but with a flat D2 instead of D1d3, for Domini and Enginseers.&lt;br /&gt;
&lt;br /&gt;
===Power Maul===&lt;br /&gt;
[[image:PowerMaul6.jpg|200px|right|thumb|Power Maul]]&lt;br /&gt;
Power Mauls are whatever form of bashin&#039; stick or stave a Space Marine, human or xenos supreme race&#039;s can get their hands on and turn into a relatively hi-tech weapon. If you can conceivably clobber someone over the head with it, it doesn&#039;t look heavy enough to be a Thunder Hammer, and it has room to tape a disruption field generator on somewhere along the haft, it&#039;s probably a Power Maul.&lt;br /&gt;
&lt;br /&gt;
Crunch-wise, Power Mauls are AP4, +2 Str and Concussive. This means they bounce off MEQs (but wound on a 2+, at least), and when wielded by aforementioned MEQs turn any variety of Spess Pansy or Humie not wearing power armor into meat slurry, multiple wounds be damned. Great for challenges against the aforementioned T3 squishies.&lt;br /&gt;
&lt;br /&gt;
This edition still keeps their 2+ Str but their AP-1 (opposite stats to the Power Axe), making em able to wound most things (Read: Toughness 4 models) on a 3+ and reducing their armour saves (so MEQ have their armour saves on a 4+). Ideal for tackling squishy models!&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Power Scythes===&lt;br /&gt;
[[image:Power_Scythe.jpg|200px|right|thumb|Power Scythe]]&lt;br /&gt;
A form of Power Weapon shaped like a scythe. Power Scythes were generally unwieldy and never caught on with the Imperial military outside the Legiones Astartes, and even then they were only popular with the [[Death Guard]], who used a massive type of Power Scythe known as &#039;&#039;Manreapers&#039;&#039;. Even in that particular case, they were only used by their [[Primarch]] [[Mortarion]], some officers (like First Captain [[Typhus|Calas Typhon]]), and the Deathshroud Terminators. &lt;br /&gt;
&lt;br /&gt;
Crunch wise they&#039;re power axes with reaping blow instead of unwieldy, giving the wielder +1 attack provided there is an enemy in base contact at the cost -1 I. As such, they&#039;re nice since they hit before other AP2 weapons. Because of its association with the Death Guard, it should surprise no one that the [[Departmento Munitorum]] cancelled all orders for Power Scythes in M34 due to their complete lack of popularity, although [[Scythes of the Emperor|some chapters still managed to get them.]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:DeathshroudScythe.png|Deathshroud holding his infamous weapon.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Power Fist===&lt;br /&gt;
[[File:Powerfist_Side.jpg|200px|right|thumb|Power Fist]]&lt;br /&gt;
Also known as big-metal-death-fists-of-doom, and one of the most [[Bolter|iconic]] weapons of 40k, &#039;&#039;&#039;Power Fists&#039;&#039;&#039; are massive gauntlets which are encased within an energy field that breaks down molecular bonds when activated.  They are intended to be worn with [[Terminator]] armour, but frequently you find people wearing Power Armour, or even &#039;&#039;&#039;NOT&#039;&#039;&#039; wearing Power &#039;&#039;Anything&#039;&#039;, wielding Power Fists.  The Emperor of Mankind had a power fist on his left hand, which he used to famously put [[Leman Russ]] in his place.  Russ later said that the subsequent headache was from the drinking contest they had.&lt;br /&gt;
&lt;br /&gt;
They are commonly used as an anti-armor weapon. Yes, you heard correctly. Brave bastards will [[Fist of the North Star|punch tanks until they explode]]. That&#039;s how fucking badass this universe is. &lt;br /&gt;
&lt;br /&gt;
[[Ork]]s, in their looting tendencies, have taken to mimicking Power Fists as &#039;&#039;&#039;Power Klaws&#039;&#039;&#039;, which are like Power Fists except that they usually have 2-4 digits, and have massive grabbing blade-claws instead of articulated fingers.  [[Commissar Yarrick]] famously killed an Ork and used his Power Klaw to replace his severed forearm.  Why the [[Commissar|Commissariat]] has not censured him for using xenos weapons is not entirely clear , but they probably let it slide because he&#039;s such a badass ({{BLAM|That, and thee battle-trophy claimed from the foul Xenos has been reconsecrated by servants of the Omnissiah prior to being turned in a prothestic}}). Still, one must wonder how [[Sly Marbo|he goes to sleep, takes a shower, or masturbates with that thing on.]] (Hint: it&#039;s detachable at the shoulder.)&lt;br /&gt;
&lt;br /&gt;
Some variants of Power Fist are called &#039;&#039;&#039;Power Claws&#039;&#039;&#039;, which are basically Power Fists with the digits ending in razor sharp claws.  You more frequently see them among [[Chaos Space Marines]], but occasionally the [[Raven Guard]] or [[Space Wolves]] use them.  The infamous Talon of Horus, used by [[Horus|Horus Lupercal]] to kill [[Sanguinius]] and critically injure the Emperor, and later looted by [[Abaddon|Ezekyle Abaddon]], is a Power Claw with an infamous history.  Most of these, however, would technically be considered a form of Lightning Claws (see below).&lt;br /&gt;
&lt;br /&gt;
On the tabletop, Power Fists/Klaws double the user&#039;s strength, but makes him strike at I1.  A popular tactic was to use it to instagib enemy ICs in assault by hiding the Fister behind other expendable troops, allocating wounds onto them instead.  However, with 6th edition, this tactic is mostly rendered moot as now ICs and characters can issue challenges, so the Power Fister will most likely fall in battle should the opponent strike and kill him first or see that both get killed off.  New wound allocation rules also make the Fister more likely to have a wound allocated to him, but that is slightly mitigated by the Look Out Sir! rule.  [[Dreadnought|Dreadnoughts]] have no such penalty to initiative or benefit of LOS! as they are walking death machines crewed by a crippled vet, yet are strangely not characters.&lt;br /&gt;
&lt;br /&gt;
In 7th edition, challenges can only be issued to models in combat (in attacking distance), and both sides get 3&amp;quot; pile in at their initiative step. Thusly, if you plan carefully you can have the powerfister 6&amp;quot; away from the combat, have the enemy close in and unable to challenge, and then pile in onto combat at initiative step 1.&lt;br /&gt;
&lt;br /&gt;
In 8 edition, much like the Power Axe, they&#039;ve lost the Unwieldy rule and still get their Str x 2 bonus; however, they&#039;re now AP-3 and D3, they also now subtract hits by -1 (so on a Space Marine Sgt, they hit on 4+).&lt;br /&gt;
&lt;br /&gt;
There has been some speculation on how successful it would be to incorporate Power Fists into truly epic highfives and brofists, but the AdMech has made it perfectly clear that to do so would be [[Heresy|tech-heresy.]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:CommissarPowerFist.png|Power Fist, as worn by a [[Commissar]]. Note the bulky battery and the frame encapsulating his whole arm.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
====Chainfist====&lt;br /&gt;
For information on the combi-weapon version of the Power Fist, see [[Chainsword#Chainfist|Chainfist]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Power Fist Subweapons====&lt;br /&gt;
Around the end of the 41st Millennium. The Space Marines started to realize that there was enough on their Power Fists to put a secondary weapon. Other than a Chainsword. Nassir Amit had the same idea centuries earlier. Who mounted Storm Bolters on his Chainfists. The more cynical could say that Games Workshop&#039;s Codex creators were stealing ideas from Black Library writers. &lt;br /&gt;
&lt;br /&gt;
The most common variant is the Power Fist with Auxiliary Meltagun. Allowing Deathwatch Terminators to destroy vehicles and hulk-smash the survivors. They also don&#039;t lose their other ranged either.  A typical load out is a Deathwatch Termi with an either a Assault Cannon, Cyclone Missile Launcher or Combi-Bolter paired with a Meltagun. Makes more since than attaching a Storm Bolter to it. As Boltguns require a machinegun chainlink to feed Bolts into the weapon. Now real need for any other power weapon when you can Overwatch them to death and sucker punch the survivors.&lt;br /&gt;
The second variant is a Space Marine Terminator Captain with a wrist-mounted grenade launcher. It&#039;s best to pair them with a ranged relic weapon.&lt;br /&gt;
&lt;br /&gt;
Primaris Marines with in Gravis Armour get on the fun with their own versions. The Boltstorm Gauntlet coming in semi and full auto flavors. The latter appropriately called Auto Boltstorm Gauntlets. Though only Aggressors get access to the fun switch. There is also the Flamestorm Gauntlets. Because these guys really hate hordes and over sized bastards with cheap armor.&lt;br /&gt;
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&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Lightning Claw===&lt;br /&gt;
[[File:Lightning_Claw.jpg|200px|right|thumb|Lightning Claw]]&lt;br /&gt;
Lightning Claws are a quartet of razor-sharp claws affixed to a gauntlet, each blade of which is a small power weapon. The claws had different designs pre- and post-Heresy, but they mostly function the same. &lt;br /&gt;
&lt;br /&gt;
The pre-heresy design of the Lightning claws is that instead of blades being placed on the dorsal palm, the fingers on the glove are turned into power blades, giving the user a rather terrifying look. This is the wide-spread model that Chaos marines use since it&#039;s what they had on hand (&#039;&#039;literally&#039;&#039;) when they fell back to the Eye of Terror. &lt;br /&gt;
&lt;br /&gt;
The current design of Lightning claws are 3-4 smaller power blades that are placed above the weapon&#039;s dorsal palm plating, akin to X-men&#039;s Wolverine. This design, although considered totally uncool when compared to the old Power Talons, gives the user the advantage of still having articulated fingers, albeit with digits that are still powerfist-sized, [[General Sturnn|though]] [[Vance Motherfucking Stubbs|some]] [[Governor-Militant Lukas Alexander|bad ass]] imperial guard commanders have been seen with lightning claws for no fluff-explained reason. Possibly just an oversight that got grandfathered into the later games but it still looks awesome so we&#039;ll let it slide. Though two of those guys are from the same regiment (Cadian 412th) so maybe it&#039;s just a quirky tradition of that one regiment.&lt;br /&gt;
&lt;br /&gt;
And then there are some gems like [[Lugft Huron]]&#039;s which have both dorsal &#039;&#039;and&#039;&#039; finger claws.&lt;br /&gt;
&lt;br /&gt;
They are normally used in pairs. Favored by Terminators and Chaos Raptors, Lightning Claws are a bit unwieldy, but are much more likely to land a damaging hit on a target when used by a trained user (in tabletop, this translates to re-rolling failed to-wound rolls). They are also AP3, so it is now pointless to use them against Terminators, but they will mince up MEQs and blobs. The Raven Guard in particular often employ Lightning Claws. Always remember [[meme|to say &amp;quot;snikt&amp;quot; when using them and incessantly refer to your enemies as &amp;quot;bub&amp;quot;]] and to take them off before attempting to masturbate or pick your nose. [[Slaanesh|Or don&#039;t]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SternguardLightningClaws.jpg&lt;br /&gt;
image:RavenClaw.png|The Finger Claw variant&lt;br /&gt;
image:LugftHuronClaw.png|Huron&#039;s double claw&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Solerite Power Gauntlet===&lt;br /&gt;
[[File:SoleritePowerGauntlet.jpg|200px|right|thumb|Solerite Power Gauntlet]]&lt;br /&gt;
&lt;br /&gt;
The golden fist for our golden boys.&lt;br /&gt;
&lt;br /&gt;
A Solerite Power Gauntlet is a unique Power Weapon that takes the form of a massive master-crafted Power Fist utilized exclusively by the Legio Custodes, the elite bodyguard of the Emperor of Mankind. First fashioned in the pattern of ancient relics to arm the elite of the [[Thunder Warriors|Thunder Warriors,]] the Solerite Power Gauntlets and their raptor-taloned variants are potent weapons.&lt;br /&gt;
&lt;br /&gt;
They differ from the standard Power Fists and claws utilized by the Adeptus Astartes in both the near-irreplaceable artifact power coils which energize their disruption field generators and the nigh-indestructible materials their casings and blades are fashioned from, forged as they are in furnaces recovered from the ancient Tempest Galleries near Terra&#039;s molten core by the nascent XVIII Legion (the then-unnamed Salamanders Legion).&lt;br /&gt;
&lt;br /&gt;
The Imperial Fists also gained access to a much smaller variant, but with the same effects. &#039;Solerate&#039; weapons are used by the Custodes (it&#039;s probably a typo since they have the same thing description and stats).&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Solarite_Power_Gauntlet.JPG|&amp;lt;center&amp;gt;Solerite Power Talon&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power Lance===&lt;br /&gt;
[[File:Power_lance_DWFF.jpg|200px|right|thumb|Power Lance]]&lt;br /&gt;
A weapon used almost exclusively by the [[White Scars]], Power Lances are energy-sheathed lances which the White Scars use in charging their opponents on their bikes. You can imagine the results. &lt;br /&gt;
&lt;br /&gt;
Tabletop-wise, Power Lances are AP3 +1S on the charge but become AP4 and default strength in following assault phases. Since few box sets come with Power Lance bits, a lot of converting is to be done if you want to kit out your models with Power Lances. They&#039;re pretty awful in the hands of anything without Hit And Run. Honestly, they&#039;re pretty awful even in the hands of anything with Hit and Run. If you want the +1S, use a power axe. If you want AP3, use a power sword. If you want high strength and don&#039;t care about the AP, use a power maul. The only round Power Lances are better than the others is the charging round, so only take them if you think you can win a fight in the first round. If not then stick to the other choices.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:WhiteScarsLance.png|Alternate view&lt;br /&gt;
image:SpearOfVulkanModel.png|&#039;&#039;Spear of Vulkan&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Power Halberd===&lt;br /&gt;
[[image:Halberd_of_Caliban.jpg|200px|right|thumb|Power Halberd]]&lt;br /&gt;
A large power weapon in the shape of a glaive. Though a functional weapon, Power Halberds are largely ceremonial weapons used by [[Space Marine]] [[Honour Guard]]s when on sentry duty, although the White Scars will use them in combat. &lt;br /&gt;
&lt;br /&gt;
The [[Adeptus Custodes|Custodes]] also used power halberds with attached bolters, but those weapons are to regular power halberds what Custodes are to regular marines. Not wanting to get left behind, CM [[Asterion Moloc]] &amp;quot;[[Blood Ravens|acquired]]&amp;quot; one of those and [[Awesome|slapped a freaking lascannon onto it.]] Doesn&#039;t have an actual model because GW is lazy.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Guardian Spear===&lt;br /&gt;
[[File:GSImage.jpg|200px|right|thumb|Guardian Spear]]&lt;br /&gt;
&lt;br /&gt;
The iconic weapon of the [[Custodian Guard]].&lt;br /&gt;
&lt;br /&gt;
Guardian Spears are halberd-like power weapons so heavy that it would take several ordinary men to lift it and incorporating a ranged weapon at its tip. The weapon&#039;s powerful ranged and close combat duality complemented the fighting style of this bodyguard force, giving them good capabilities in both close combat and at a distance. In battle, Custodes spin these weapons in great arcs, slaying enemies with each strike be it in melee combat or from afar.&lt;br /&gt;
&lt;br /&gt;
As symbol of their roles as sentinel, Deathwatch Watch Masters are also given Guardian Spears.&lt;br /&gt;
&lt;br /&gt;
The bigger version of the Guardian Spear is the Dreadspear.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Castellan Axe===&lt;br /&gt;
[[File:Castellan_Axe.png|200px|right|thumb|Castellan Axe]]&lt;br /&gt;
&lt;br /&gt;
The Guardian Spear&#039;s more gritty cousin.&lt;br /&gt;
&lt;br /&gt;
A Castellan Axe is variant of the Guardian Spear, the signature weapon of the [[Adeptus Custodes]], that incorporates a heavier, axe-like blade rather than a speartip. These weapons lend themselves to an elegant and brutal combat style that sees the wielder use their exceptional transhuman strength in conjunction with their axe&#039;s momentum, launching thunderous sweeps that switch direction with breathtaking suddenness to cleave through their victims&#039; guard and hack off heads and limbs. &lt;br /&gt;
&lt;br /&gt;
The wielder can also fire concentrated volleys of Bolter fire from the hafts of their weapons, scything down those who attempt to stay out of their blades&#039; devastating reach. These deadly weapons are typically wielded by veteran [[Custodian Warden|Custodian Wardens,]] [[Allarus Custodian|elite Allarus Custodians]] [[Shield-Captain|or Shield-Captains.]]&lt;br /&gt;
&lt;br /&gt;
===Thunder Hammer===&lt;br /&gt;
[[File:Thunder_Hammer.jpg||200px|right|thumb|Thunder Hammer]]&lt;br /&gt;
Big war hammers (&#039;&#039;40k&#039;&#039;) that smash anything they touch, and popularly paired with Storm Shields. Unlike other power weapons, Thunder Hammers only activate their energy fields upon contact with a target. This works like a flash capacitor, and utterly &#039;&#039;explodes&#039;&#039; whatever Thunder Hammers hit - in editions [[Dark_Age_of_Technology|long past]] this meant they always scored a wound whenever they hit, no roll was needed. Comes in one-handed and two-handed varieties, but both functionally are the same weapon stat-wise. Particularly common among Terminators, although the [[Salamanders]] love it (going with [[Vulkan]]&#039;s training as a blacksmith and the artificer themes of the Promethean Creed). &lt;br /&gt;
&lt;br /&gt;
Gameplay wise, they&#039;re basically the same as Powerfists, except when attacking vehicles they will at a minimum get a &amp;quot;Crew Shaken&amp;quot; if they glance or penetrate, in addition to whatever else they roll on vehicle destruction. From 6th ed onwards, the special effect was changed to the &amp;quot;Concussive&amp;quot; rule; any target that takes a wound (but survives) is reduced to Initiative 1 till the end of the next assault phase, simulating disorientation from the explosive impact, making it very effective even against big gribblies that are tough enough to avoid Instant Death.&lt;br /&gt;
&lt;br /&gt;
Fun fact: Captains could not use thunder hammers without wearing terminator until Dawn of War proved how awesome it looked. 8th edition removed the concussive rule and the low Initiative, replacing them with minus 1 to hit 2x str AP3 and 3 damage flat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TerminatorThunderHammer.png|Alternate view&lt;br /&gt;
Image:Thunder_Hammer_HH.jpg|Horus Heresy era&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Heavy Thunder Hammer===&lt;br /&gt;
[[File:HeavyThunderHammer.png|200px|right|thumb|Heavy Thunder Hammer]]&lt;br /&gt;
These monstrosities are used by the [[Deathwatch]] for when a regular thunder hammer won&#039;t do the job. Being two-handed, you sacrifice the ability to wield a shield for the chance to one-shot most high-value targets.&lt;br /&gt;
&lt;br /&gt;
These weapons are equipped with two heads, each swathed in a powerful disruptor field. Heavy Thunder Hammers are extremely powerful weapons, able to smash the midsection of a Carnifex in twain and turn tanks into crumpled metal.&lt;br /&gt;
&lt;br /&gt;
Equip your Deathwatch with one of these and he would be happy playing galactic whack-a-mole.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:DeathwatchHeavyThunderHammer.png|Its hammer time!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Battle-Automata Power Blade===&lt;br /&gt;
[[File:Automata_Power_Blade.jpg|200px|right|thumb|Battle-Automata Power Blade]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Not to be confused with the [[Herp|Power Blade]] or the [[Derp|Powerblade.]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Power Blade of the [[Legio Cybernetica]] is not like the small dagger-like Power Blades utilized by Imperium assassins, nor are they the lightning fast and hard-to-parry Powerblades used by [[Eldar]] [[Warp Spiders]]. These blades resemble a chakram that has been revved-up and function like a power saw. &lt;br /&gt;
&lt;br /&gt;
A common close range weapon used by various types of Battle-Automata, these circular saw-like bladed weapons deploy molecular disruption fields that are super-charged with power from the Battle-Automata&#039;s own engine core. These blades are usually used in pairs. A Castellax-class Battle-Automata armed with Power Blades loses the ability to carry its built-in Bolters. &lt;br /&gt;
&lt;br /&gt;
The Horus Heresy tabletop list these as AP2 Rending weapons. Being MCs, Battle Automata melee attacks are already AP2, so the main use for them is the extra attack (because they are counted as a weapon) and, with some good fortune from the dice gods, some armor penetration due to Smash getting worse in 7th Ed.&lt;br /&gt;
&lt;br /&gt;
===Dreadnought Power Fist===&lt;br /&gt;
[[File:DreadnoughtFist.png|200px|right|thumb|Mark V Dreadnought Power Fist]]&lt;br /&gt;
A Power Fist suited specifically for Dreadnought needs. Dreadnought Power Fists comes in all shapes and sizes but they all do one thing, fucking shit up.&lt;br /&gt;
&lt;br /&gt;
The most common pattern is the Dreadnought Mark V Power Fist. The weapon takes the form of a massive metal gauntlet and features four clamp-like fingers that can open and close. The fist can be used to smash enemy units and vehicles and grab enemy units with its clamps.  The &#039;&#039;&#039;Mark V Dreadnought Power Fist&#039;&#039;&#039; can be armed with an underslung Storm Bolter or Heavy Flamer. &lt;br /&gt;
&lt;br /&gt;
Another variant is the &#039;&#039;&#039;Venerable Dreadnought Power Fist&#039;&#039;&#039;. These Master Crafted Weapons are markedly more advanced than their basic counterparts, and feature four fully articulated and jointed fingers, allowing a greater range of movement than the clamps or bladed fingers of other Castraferrum Dreadnoughts, in a sense, it is essentially the Contemptor Dreadnought Power Fist in all but name. The next variant is the &#039;&#039;&#039;Ironclad Dreadnought Power Fist&#039;&#039;&#039;. These Power Fists feature larger &amp;quot;finger&amp;quot; clamps and thicker armor. The Ironclad Dreadnought Power Fist is equipped with an under-slung Storm Bolter or Heavy Flamer. Additionally there is the Blood Angels&#039; &#039;&#039;&#039;Blood Fists&#039;&#039;&#039; which feature longer servo-manipulator &amp;quot;fingers&amp;quot; than the standard Castraferrum Dreadnought Power Fist and are designed to rip and tear through flesh, bone and armour more swiftly. The newest variant of the Dreadnought Power Fist is the NuMarines &#039;&#039;&#039;Redemptor Fist&#039;&#039;&#039;. A Redemptor Fist is a massive, articulated Dreadnought-sized Power Fist of advanced design used by Primaris Space Marine Redemptor Dreadnoughts as a primary melee weapon on one of their two weapon arms. &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Dreadnought Power Claw===&lt;br /&gt;
[[File:DreadChaplainClaw.png|200px|right|thumb|Mark IV Dreadnought Power Claw]]&lt;br /&gt;
Similar to the Dreadnought Power Fist, the Power Claw has a lot of variants. &lt;br /&gt;
&lt;br /&gt;
The weapon takes the form of a massive metal gauntlet and features four blade-like fingers that can open and close. The fist can be used to smash enemy units and vehicles and tear through enemy units with its bladed fingers. &lt;br /&gt;
&lt;br /&gt;
There are simply way too many Power Claws to be considered reasonable. Seriously look at this shit. We got the typical &#039;&#039;&#039;Mark IV Power Claw&#039;&#039;&#039; you see on the right as well as the &#039;&#039;&#039;Contemptor Power Claw&#039;&#039;&#039;. There is the Blood Angels&#039; &#039;&#039;&#039;Blood Talon&#039;&#039;&#039; (and its Contemptor versions) which closely resemble a Lightning Claw in their design, featuring four energized adamantium claws that can pincer down on an enemy target or slash through nearly an entire enemy infantry squad with ease. There&#039;s the Salamander&#039;s more roasty &#039;&#039;&#039;Dreadfire Fist&#039;&#039;&#039; with a built-in Dreadfire Heavy Flamers. The Space Wolves &#039;&#039;&#039;Great Wolf Claw&#039;&#039;&#039; which are enchanted by powerful runes to further augment their destructive potential. &lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], there is way too many versions and lets not even get into Chaos or Ork territory.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Penitent Engine Power Saw===&lt;br /&gt;
[[File:PenEngPower_Saw.png|200px|right|thumb|Penitent Engine Power Saw]]&lt;br /&gt;
&lt;br /&gt;
A weapon that looks like a case in which the [[Sisters of Battle|Ministorum]] [[Looted]] a [[Miscellaneous Klose Kombat Weapons#Buzz Saw|Buzz Saw]] from an [[Ork]] [[Deff Dred]]. The Power Saw of the [[Penitent Engine]] is a savage looking piece of contraption designed to cause as much carnage as humanly possible whilst still retaining an aura of [[Rogal Dorn|self-righteous masochism.]] &lt;br /&gt;
&lt;br /&gt;
All Penitent Engines are armed only with this Dreadnought Close Combat Weapon, which usually includes a large, circulating Saw Blade on each of the walker&#039;s arms, as the pilot is in too frantic a mental state to take his or her time to aim long-range weaponry effectively. The Penitent Engine&#039;s weapon arms are also equipped with either Flamers or Heavy Flamers, which can be fired together or separately.&lt;br /&gt;
&lt;br /&gt;
With the new update, Penitents along with the Power weapons saw a massive buff, as they are by and large no longer one-shot by heavy weapons, and while they are still weaker than Dreadnoughts in CC, a roll of 4+ allows them to make their full set of attacks TWICE. That’s 8 attacks at strength 10 each dealing 3 wounds. When taking them, go big or go home. Either deploy none or at least four of them.&lt;br /&gt;
&lt;br /&gt;
===Fenrisian Great Axe===&lt;br /&gt;
[[File:Fenrisaxe.png|200px|right|thumb|Fenrisian Great Axe]]&lt;br /&gt;
&lt;br /&gt;
When the Space Wolves can&#039;t get enough Viking, they equip their Dreadnoughts with these fuckhueg Power Axes.&lt;br /&gt;
&lt;br /&gt;
Fenrisian Great Axes are massive Power Weapons that can only be hefted by a Dreadnought. However, it is currently unknown whether this axe have a cool frost affects like the Helfrost weapons. It would be cool if GW implements this however.&lt;br /&gt;
&lt;br /&gt;
Each of these great axes are forged in the heart of the Fang by the Space Wolves&#039; master artificers. Each is longer than a man is tall and so heavy that only a Dreadnought could ever use or even lift. &lt;br /&gt;
&lt;br /&gt;
A Dreadnought, armed with such a weapon, can cleave a bloody path through many foes at once.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Galatus Warblade===&lt;br /&gt;
[[File:Infernus Incinerator.jpg|200px|right|thumb|Galatus Warblade]]&lt;br /&gt;
&lt;br /&gt;
Think the Sentinel Blade on steroids or a Sentinel Blade large enough to be wielded by a Dreadnought.&lt;br /&gt;
&lt;br /&gt;
The Galatus Warblade is a massive Dreadnought Close Combat Weapon used by Custodes Contemptor-Galatus Dreadnoughts. These blades are made of the highest materials and could cut the armor of superheavy vehicles with contemptuous ease. &lt;br /&gt;
&lt;br /&gt;
The blade has a built-in Infernus Incinerator just in case you really want to make sure that the targeted enemy is completely and utterly neutralized.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Achillus Dreadspear===&lt;br /&gt;
[[File:Corve Las-Pulsar.jpg|200px|right|thumb|Achillus Dreadspear]]&lt;br /&gt;
&lt;br /&gt;
The Achillus Dreadspear or simply known as the Dreadspear is a Dreadnought-sized version of the Guardian Spear that was widely used by the Legio Custodes. Wielded by the fearsome Contemptor-Achillus Dreadnoughts, these massive spears were capable of devastating enemy infantry and vehicles. &lt;br /&gt;
&lt;br /&gt;
The Achillus Dreadspear features an in-built Corvae Pattern Las-pulser to fire upon enemies at range, but nobody really bother with that as the Dreadnought is fast enough to charge through almost anything smaller than itself.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Cerastus Shock Lance===&lt;br /&gt;
[[File:Cerastus_Shock_Lance.jpg|200px|right|thumb|Cerastus Shock Lance]]&lt;br /&gt;
&lt;br /&gt;
A very long power weapon for the Imperial Knights.&lt;br /&gt;
&lt;br /&gt;
The Cerastus Shock Lance is a type of Titan Power Lance wielded by Knight Lancer walkers. This magneto-hydraulic power size of prodigious size has a disruption field which may also be projected as a powerful electromagnetic plasma blast over short ranges.&lt;br /&gt;
&lt;br /&gt;
Crunch wise, the Shock Lance is a combi-melee/range weapon that gives it extra initiative when it charges into combat, its shooting mode is basically a 18&amp;quot; range 6-shot plasma rifle that concusses its targets. The Shock Lance is thus, very versatile and can catch unsurprising enemies (even fliers!) off guard.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Thunderstrike Gauntlet===&lt;br /&gt;
[[File:Thunderstrike.jpg|200px|right|thumb|Thunderstrike Gauntlet]]&lt;br /&gt;
&lt;br /&gt;
The Thunderstrike Gauntlet is a smaller type of Titan power fist carried by Imperial Knights. Crackling with destructive energies, the Thunderstrike Gauntlet allows the Knight to rip apart its enemy, even tearing limbs off of Titans. &lt;br /&gt;
&lt;br /&gt;
When used as a bludgeon instrument the gauntlet releases a deafening thunderclap upon impact, so powerful it is capable of hurling Battle Tanks through the air to land amongst the enemy and crush them beneath the vehicle&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
On tabletop the Gauntlet is a S16/AP-4/D6. Higher strength and AP in exchange for -1 to hit and a meager +5 points. This excels at pretty much the same things the Inferno cannon does; anything T7/3+ or better. Plus, you get the lulzy spectacle of chucking a dead razorback at his warlord for extra mortal wounds.&lt;br /&gt;
&lt;br /&gt;
The Reaver Power Fist is basically this but upscaled.&lt;br /&gt;
&lt;br /&gt;
Its much bigger brother can be found on fucking Reaver Titans. This can be read below.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Titan Power Fist===&lt;br /&gt;
[[File:TitanPowerFist.jpg|200px|right|thumb|Titan Power Fist]]&lt;br /&gt;
&lt;br /&gt;
The largest Imperial Power Fists and the proverbial One Punch Weapon.&lt;br /&gt;
&lt;br /&gt;
Essentially the Thunderstrike Gauntlet&#039;s bigger brother.&lt;br /&gt;
&lt;br /&gt;
These giant weapons can literally do the equivalent of a [[Anal circumference|power fisting on a truly Titanic scale.]] The most common users are Reaver Titans, as they provide the best medium between speed and durability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;So far, there is no sources on whether a Warlord is able to get their equivalents.&amp;lt;/s&amp;gt; Being the biggest kids on the &#039;up close and personal&#039; block ([[Imperator Battle Titan|Imperators]] are bigger in size but they&#039;re big pussies that avoid glorious melee), Warlords gets an even better toy. See below. &lt;br /&gt;
&lt;br /&gt;
On tabletop the Power Fist is a Sx2 AP-5 10 D. Has a similar trick to the Knights&#039; Thunderstrike Gauntlet, but on a much bigger scale obviously. For extra [[Lulz]], on a 4+ you can throw whatever you killed at that unit and inflict D6 mortal wounds on them. &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Titan Power Claw===&lt;br /&gt;
[[File:Arioch.jpg|200px|right|thumb|Arioch Power Claw]]&lt;br /&gt;
&lt;br /&gt;
The largest Imperial Power Claws.&lt;br /&gt;
&lt;br /&gt;
Titan Power Claws are giant fuckoff weapons against other superheavies and Titans that got too close for comfort. These things can rip open fortresses like tin cans and swipe a Titan&#039;s head off in one good blow.&lt;br /&gt;
&lt;br /&gt;
They come in two varieties, the Warlord Arioch Power Claws with a in-built Vulcan Mega-Bolter and the smaller Reaver Power Claws.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Arioch is a goddamn [[Rape|rape fist]]. At Sx2 ([[Powergamer|that&#039;s S32, by the way]]) AP-5 D12, and has the same throwing rule as the Reaver&#039;s Power Fist. Doesn&#039;t even harm your firepower since it comes with a built-in Vulcan Mega Bolter. [[Cheese|Yes, that means the ultimate anti tank weapon is also the ultimate anti infantry weapon.]] Notably, its insanely high strength makes it the only weapon capable of wounding another Warlord on a 2+. Enjoy power fingering enemy Titans in the asshole.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:TitanPowerClaw.jpg|Reaver variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
====Dreadnought Power Fist====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:DredPF.jpg|&amp;lt;center&amp;gt;Mark V (model)&amp;lt;/center&amp;gt;&lt;br /&gt;
image:IroncladPF.jpg|&amp;lt;center&amp;gt;Ironclad variant (model)&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:IroncladFist.png|&amp;lt;center&amp;gt;Ironclad variant&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:ContemptPF.png|&amp;lt;center&amp;gt;Venerable variant&amp;lt;/center&amp;gt;&lt;br /&gt;
image:ContemptorFist.png|&amp;lt;center&amp;gt;Contemptor variant&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:DreadnoughtBloodFist.png|&amp;lt;center&amp;gt;Blood Fist&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:RedemptorFist.png|&amp;lt;center&amp;gt;Redemptor variant&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dreadnought Power Claw====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:DreadWolfClaw2.png|A Lightning Claw-style variant&lt;br /&gt;
image:ContemptorClaw.png|&amp;lt;center&amp;gt;Contemptor variant&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:DreadfireFist.png|&amp;lt;center&amp;gt;Dreadfire Fist&amp;lt;/center&amp;gt;&lt;br /&gt;
image:DreadWolfClaw.png|&amp;lt;center&amp;gt;Great Wolf Claw&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:Bloodtalon.jpg|&amp;lt;center&amp;gt;Blood Talon&amp;lt;/center&amp;gt;&lt;br /&gt;
image:DeathCompanyBloodTalons.png|&amp;lt;center&amp;gt;Death Company variant Blood Talons&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:DreadPC.jpg|&amp;lt;center&amp;gt;Mark IV&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:ContemptorPC.jpg|&amp;lt;center&amp;gt;Contemptor variant&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:Salamanders_PC.jpg|&amp;lt;center&amp;gt;Dreadfire Fist&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:Wolf_Claw.png|&amp;lt;center&amp;gt;Great Wolf Claw&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Commissar-Fuck Yeah.jpg|thumb|Commissariat-approved use of Power Fists is to inspire the troops.&lt;br /&gt;
Image:RavenCommander.jpg|thumb|[[Beakie]] [[Raven Guard]] love Lightning Claws.&lt;br /&gt;
Image:GK_Terminator_halberd.jpg|thumb|Pictured: Actually a force halberd.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Chaos Power Weapons==&lt;br /&gt;
&lt;br /&gt;
Chaos basically utilize Chain Weapons more than Power Weapons from the Imperium &#039;cause Chain Weapons look more [[Manly Marines|Manly]] to a Khornate worshiper; does not help that GW has a boner for [[Khorne]], so oh well.&lt;br /&gt;
&lt;br /&gt;
===Accursed Crozius===&lt;br /&gt;
[[Image:Accursed_Arcanum.jpg|200px|right|thumb|Accursed Crozius]]&lt;br /&gt;
&lt;br /&gt;
The [[Chaos Space Marines|Traitor]] equivalent of the Crozius Arcanum, the [[Dark Apostle]], uses a functionally identical item, though twisted by Chaos, called an &#039;&#039;&#039;Accursed Crozius&#039;&#039;&#039;. Which actually resembles a maul or a giant mace.&lt;br /&gt;
&lt;br /&gt;
At the time of the [[Horus Heresy]], most [[Chaplain|Chaplains]] resisted the lure of Chaos and were slaughtered by their brother Astartes. However, the Chaplains of the [[Word Bearers]] had the same fervent desire to find objects of worship as their [[Primarch]] [[Lorgar]] and so willingly turned to the dark devotion of [[Chaos]].&lt;br /&gt;
&lt;br /&gt;
To prove their dedication of faith to the Dark Gods, the Chaplains corrupted their once-sacred Crozius Arcanum, their badge of office and symbol of the Imperial faith. [[Extra Heresy|With such blasphemous actions,]] the Crozius were blessed with fell powers to show that no servant of the Emperor, even the strongest-willed, is immune to the call of Chaos. In battle, they now serve not only as both weapon and mark of rank, but also a powerful link between the bearer and the warp itself.&lt;br /&gt;
&lt;br /&gt;
===Bubotic Axe===&lt;br /&gt;
[[File:Bubotic_Axe_Death_Guard.JPG|200px|right|thumb|Bubotic Axe]]&lt;br /&gt;
&lt;br /&gt;
A weapon that incorporates both a power weapon, a chain weapon and a daemon weapon all at once. Although official fluff calls it a power weapon.&lt;br /&gt;
&lt;br /&gt;
A Bubotic Axe is a type of Chaos Power Weapon that is blessed by the Plague God Nurgle and is a favoured melee weapon of Blightlord Terminators and other Plague Marines. Similiar to their Manreapers and normal Plague Scythes, the Death Guard like to incorporate [[Chain Weapon|chain teeth]] into their Axes. Forming something like a Chainfist in affect. Bubotic Axes may or may not be a pun reference to the word Bubonic.&lt;br /&gt;
&lt;br /&gt;
in the Death Guard Codex, the Bubotic Axe is a S+1 AP-2 D1 weapon, like the standard power axe but with the Plague Weapon special rule.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:BuboAxe_Side.JPG|Blightlord variant&lt;br /&gt;
Image:Bubotic_Axe.JPG|Front view&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Great Plague Cleaver===&lt;br /&gt;
[[File:Great_Plague_Cleaver.JPG|200px|right|thumb|Great Plague Cleaver]]&lt;br /&gt;
&lt;br /&gt;
The Bubotic Axe&#039;s big brother.&lt;br /&gt;
&lt;br /&gt;
The Great Plague Cleaver is a type of heavy Power Weapon used by Death Guard Plague Marines. Bearing more of a resemblance to an axe than an actual cleaver, this thing is so heavy and large that it requires even the strong and sturdy Plague Marines to two hand this bastard.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Great Plague Cleaver counts as a [[Wat|Power Fist but with Plague Weapon and D6 damage.]] [[Derp|You would think that such a large weapon should have a pretty significant range right?]] Nonetheless, this weapon is pretty underwhelming. The main reasons not to take it are its horrendous points cost and the fact that only Plague Marines with their paltry single attack can take one. Best skip this, though cleaving a tank in two could be fun. It would be better if Champions had a fetish for this weapon instead of the Power Fist.&lt;br /&gt;
&lt;br /&gt;
===Power Scourge===&lt;br /&gt;
[[File:Power_Scourge.jpg|200px|right|thumb|Power Scourge]]&lt;br /&gt;
&lt;br /&gt;
A Chaos exclusive weapon.&lt;br /&gt;
&lt;br /&gt;
Power Scourges are Chaos Space Marine Power Weapons. These weapons consist of a set of jointed metal arms tipped with blades that crackle with barely contained energy. In battle, the Power Scourge lashes wildly, cutting anything that gets close.&lt;br /&gt;
&lt;br /&gt;
The large and unwieldy nature of these weapons means that the Power Scourge is only usable on [[Dreadnoughts]], [[Helbrute]], [[Defiler]], [[Maulerfiend]] and a assortment of known and unknown [[Daemon Engines]].&lt;br /&gt;
&lt;br /&gt;
Back in the old days, normal Dreadnoughts could also get access to these weapons, but they look more dated, goofy and ridiculous than the more updated counterparts.&lt;br /&gt;
&lt;br /&gt;
In a nutshell, [[Rape|Chaos Rape Tentacles.]] Appropriate for the [[Emperor&#039;s Children]] for all your [[/d/|Hentai]] needs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:CSMdreadnoughtmainLash.jpg|Chaos Dreadnought Power Scourge.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plague Claw===&lt;br /&gt;
[[File:Plague_Claw.jpg|200px|right|thumb|Plague Claw]]&lt;br /&gt;
&lt;br /&gt;
A [[Death Guard]] exclusive weapon.&lt;br /&gt;
&lt;br /&gt;
The Chaos Dreadnought Plague Claw is a massive Dreadnought Power Claw that has been mutated to include incredibly long, organic talons. Although they might look fragile, these unnatural talons can slice through flesh and metal as easily as a Power Weapon. This is unnatural due to most Nurglite weapons looking like a bloated mass of metal and flesh that can take several hits from a Battle Cannon and still be combat ready. &lt;br /&gt;
&lt;br /&gt;
The Plague Claw is designed as an answer to complaints that Death Guard Dreadnoughts lack effective close combat range due to a combination of slow speed and sluggish agility. The long reach of the talons is made to compensate for this problem.&lt;br /&gt;
&lt;br /&gt;
These weapons are used by Chaos Dreadnoughts that are dedicated to the [[Chaos God]] [[Nurgle]]. A Plague Claw takes up nearly the entire Dreadnought weapon arm, and as such it has no built-in weapons. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, despite having a model, there are no rules for the Plague Claw much to GW [[FAIL]].&lt;br /&gt;
&lt;br /&gt;
===Dreadnought/Helbrute Thunder Hammer===&lt;br /&gt;
[[File:Helbrute_Thunder_Hammer.JPG|200px|right|thumb|Helbrute Thunder Hammer]]&lt;br /&gt;
&lt;br /&gt;
Chaos saw the Imperium&#039;s Heavy Thunder Hammer and has decided to one-up them.&lt;br /&gt;
&lt;br /&gt;
A massive Dreadnought-sized Thunder Hammer that takes up the entire weapon arm of the Dreadnought, either engineered this way or mutated into the Dreadnought&#039;s mechanical parts as a gift for its service to the Ruinous Powers. These weapons are used to devastating effect during close combat, battering infantry and vehicles aside as if they were mere toys. These weapons take up the near entirety of the Dreadnought&#039;s weapon arm, and as such they have no built-in weapons.&lt;br /&gt;
&lt;br /&gt;
The Helbrute has a even more modernized version, and is warped into the Helbrute&#039;s weapon arm by flesh and muscle. These weapons are used to devastating effect during close combat and the natural joints of the Helbrute makes it far more flexible in performance. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dreadnought_Thunder_Hammer_Chaos.jpg|Chaos Dreadnought Thunder Hammer.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defiler Power Claw===&lt;br /&gt;
[[File:Defiler_Claw.jpg|200px|right|thumb|Defiler Power Claw]]&lt;br /&gt;
&lt;br /&gt;
The quintessential crab claws for your quintessential crab tank.&lt;br /&gt;
&lt;br /&gt;
The Chaos [[Defiler]] is a massive multi-legged Daemon Engine that strides upon six legs. The walker&#039;s front two legs end in massive, pincer-like Power Claws, similar to those of a Terran crab. These huge piston-driven claws can be used to grab and crush the enemy, toss vehicles aside and tear through fortifications. Defilers are armed with a pair of Defiler Power Claws for the double the crumpin&#039;. &lt;br /&gt;
&lt;br /&gt;
Defiler Claws can range from crab-like, to three fingered hydraulic claws, to even giant crushing pincers like those from an excavator.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, the Defiler  doesn&#039;t suffer -1 to hit when he gives you d6 wounds to the face. It is gonna crumple most armor like paper, so have your Defiler go and [[Rape|&#039;soften&#039;]] up some pesky Terminators.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Eldar Power Weapons==&lt;br /&gt;
The Eldar have the knowledge to create power weapons as well: theirs are of a lighter, more elegant design, and are used almost exclusively by the Howling Banshee aspect warriors.&lt;br /&gt;
&lt;br /&gt;
===Triskele===&lt;br /&gt;
[[File:Triskele.jpg|200px|right|thumb|Triskele]]&lt;br /&gt;
&lt;br /&gt;
A &amp;lt;s&amp;gt;giant shuriken&amp;lt;/s&amp;gt; Chakram.&lt;br /&gt;
&lt;br /&gt;
A Triskele is an Eldar weapon used by the Exarch of the Howling Banshees. Extremely versatile, it can be thrown ahead of a charge, dismembering many enemies before returning to its owner, or it can be used as a close range melee weapon to rip apart opponents into bloody ribbons; it is highly effective against even the heaviest armored enemies. [[Jain Zar]] is the most notable individual to use these weapons.&lt;br /&gt;
&lt;br /&gt;
In 8th edition, the Triskele is an interesting weapon. Basically, for 9 points you trade your Power Sword for a weapon with 1 less AP, but it can be thrown as an Assault 3 shooting attack instead of firing a pistol. &lt;br /&gt;
&lt;br /&gt;
Ends up faring a lot worse than the sword, obviously, since you&#039;ve paid 5 points overall to reduce your AP by 1, but does roughly triple the damage of the pistol against most targets. [[Skub|Really a terrible idea. Hard pass.]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Diresword===&lt;br /&gt;
[[image:AvengerSword.png|200px|right|thumb|Diresword]]&lt;br /&gt;
The Elfdar analogue of the Imperium&#039;s Relic Sword.&lt;br /&gt;
&lt;br /&gt;
A Power Sword with a twist used by an [[Exarch]] of the [[Dire Avengers]]. In addition to being a power weapon, a Diresword is also a spirit stone, housing a great Exarch of the past. When connecting with the target, the Eldar soul within will attempt to destroy the opponent&#039;s mind. &lt;br /&gt;
&lt;br /&gt;
All Direswords are modeled after the legendary Sword of Asur, the first of its kind, carried by the first Phoenix Lord; Asurmen.&lt;br /&gt;
&lt;br /&gt;
===Eldar Power Sword===&lt;br /&gt;
[[image:BansheeSword.png|200px|right|thumb|Eldar Power Sword]]&lt;br /&gt;
&lt;br /&gt;
The Eldar&#039;s analogue of the regular Power Sword.&lt;br /&gt;
&lt;br /&gt;
Used by the [[Howling Banshees]], these weapons are of a more elegant design than their Imperial counterparts: they have a single edge and have a curve at the tip of the blade. It is a single-bladed sword that is great for slicing and carving flesh and bone alike. &lt;br /&gt;
&lt;br /&gt;
Though being lighter, these weapons have more metal at the tip, allowing them to strike just as hard as an Imperial power weapon.&lt;br /&gt;
&lt;br /&gt;
===Mirrorswords===&lt;br /&gt;
[[image:Mirrorsword.jpg|200px|right|thumb|Mirrorswords]]&lt;br /&gt;
&lt;br /&gt;
Basically an Eldar Force Falchion.&lt;br /&gt;
&lt;br /&gt;
Somewhat smaller than, but otherwise identical to the regular power swords, these blades are used in pairs by the Exarchs of the Howling Banshees. The style that they are used in allows the wielder to deliver a far higher amount of blows on a target than with regular power swords.&lt;br /&gt;
&lt;br /&gt;
They are part of an ambidextrous sword-art using paired blades.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:BansheeMirrorSwords.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Executioner===&lt;br /&gt;
[[image:Executioner.jpg|200px|right|thumb|Executioner]]&lt;br /&gt;
&lt;br /&gt;
A glaive, this power weapon greatly enhances the power behind the user&#039;s blows, allowing the warrior to slice its enemies in half with ease. Exarchs of the Dire Avengers aspect use a similar, but lighter weapon for superior range over their enemies.&lt;br /&gt;
&lt;br /&gt;
The Executioner is not standardized and thus, it takes many forms - that of a heavy spear, a rune-encrusted sword or a great black scythe. Whatever its form, it is one of the most deadly hand to hand power weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:BansheeExecutioner.png|&amp;lt;center&amp;gt;Howling Banshee&#039;s&amp;lt;/center&amp;gt;&lt;br /&gt;
image:DireAvengerExecutioner.png|&amp;lt;center&amp;gt;Dire Avenger&#039;s&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Powerblades===&lt;br /&gt;
[[File:Eldar Powerblade.jpg|200px|right|thumb|Powerblades]]&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Imperium&#039;s Power Blade (Seriously GW, fix your god damn names).&lt;br /&gt;
&lt;br /&gt;
Attached to the user&#039;s forearms, these weapons grant the wielder the advantages of a power weapon while allowing the user to keep his hands free. Used mainly by Exarchs of the [[Warp Spiders]] aspect.&lt;br /&gt;
&lt;br /&gt;
In earlier editions powerblades could be wielded by Exarchs of other Aspects - most notably by the Dark Reapers, who wielded them in conjunction with their heavy weapons to give them both ranged and close-quarters abilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:WarpSpiderBlades.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Scorpion&#039;s Claw===&lt;br /&gt;
[[image:Scorpion&#039;s_Claw.jpg|200px|right|thumb|Scorpion&#039;s Claw]]&lt;br /&gt;
&lt;br /&gt;
Scorpion&#039;s Claw is an Eldar version of a power fist, except it doesn&#039;t slow its wielder (in game terms it doesn&#039;t have the Unwieldy or Special Weapon rules). Exarchs of the [[Striking Scorpions]] wear this on one hand while holding a chainsword in the other. It&#039;s a big claw with a shuriken pistol inside.&lt;br /&gt;
&lt;br /&gt;
Basically, it is far more utilitarian and versatile than any other races Power Fists or Power Claws. &lt;br /&gt;
&lt;br /&gt;
On tabletop, it is a Sx2 (S6) AP-3 claw that carves away D3 wounds per smack, complemented by a built-in Shuriken Catapult that isn&#039;t named that. It also will cost the Exarch his Shuriken Pistol, so he won&#039;t be able to contribute any ranged firepower if he&#039;s tied up in melee.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:ScorpionClaw.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Eldar Power Lance===&lt;br /&gt;
[[File:EPowerLance.jpg|200px|right|thumb|Eldar Power Lance]]&lt;br /&gt;
&lt;br /&gt;
The Eldar have their own Power Spears in the form of Lances. They essentially function the same in all retrospects. They have obviously a longer reach and works better two handed than one handed. Other than that, it is pretty meh.&lt;br /&gt;
&lt;br /&gt;
Both the Craftworld Eldar and Dark Eldar utilize Power Lances. The DEldar is obviously more edgier looking.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:DEPowerLance.jpg|Dark Eldar variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ghostaxe===&lt;br /&gt;
[[File:Ghostaxe.png|200px|right|thumb|Ghostaxe]]&lt;br /&gt;
&lt;br /&gt;
The Ghostaxe is a large Eldar Power Weapon that is a cousin to the Ghostsword. These weapons are often preferred by [[Wraithblades|Wraithblade constructs.]] Like Ghostweapons, it guides the wielder&#039;s blow into the target&#039;s weak spot.&lt;br /&gt;
&lt;br /&gt;
In the 8th edition Eldar Codex, Ghostaxes are absurdly expensive, spiking your cost by 16 Points per model, but gives your unit a 4++ Invuln and a terrifying melee statline of [[Powergamer|WS 4+, S7, AP-3 and d3 damage with 3 attacks on the charge.]] If they are going to demolish TEQ and Dreadnought statlines in short order but they absolutely need a Spiritseer (the preferable option) or Warlock (the cheaper option) with them casting Enhance. &lt;br /&gt;
&lt;br /&gt;
All things considered it&#039;s only really worth it for the 4+ Invuln as you will probably get more damage out of just punching things. The amount of points you need to sink into them to get the Axes hitting reliable is sadly too high. However, with the addition of the Protect power, you can give your wraithblades a 2+/3++. TH/SS terminators wish they could be as durable as these guys now. With the exception of mortal wound and poison weaponry, Ghostaxe wraithblades will be all but impossible to move while chewing nicely through whatever they can get their bony hands on.&lt;br /&gt;
&lt;br /&gt;
===Ghostsword===&lt;br /&gt;
[[File:Ghostsword.JPG|200px|right|thumb|Ghostsword]]&lt;br /&gt;
The Ghostsword is a large melee Power Weapon used by Eldar Wraithblades. They are the smaller version of Ghostglaives. Usually wielded in pairs, they leave glowing traces in the air as they are swung. Like all Ghostweapons, they guide the wielder&#039;s blows into the target&#039;s weak spot.&lt;br /&gt;
&lt;br /&gt;
In the 8th edition Eldar Codex, the default Ghostswords have 4 Attacks on the charge hitting at WS 3+, S6, AP -3 and Damage 1. This is the one you want to use against lightly armoured units that rely on toughness to shrug off hits. Given they will always be in a [[Wave Serpent]] they don’t need much in the way of support but they do appreciate Psyker support or an Autarch Bubble. &lt;br /&gt;
&lt;br /&gt;
Become absolute nightmares if any Iyanden characters bring the Psytronome of Iyanden as they get the option to double the attack characteristic a Wraith unit has at the cost of the Wraith unit taking d3 Mortal Wounds. 6 Attacks per Wraithblade at S6 and AP-3 is going to turn anything short of a superheavy [[RIP AND TEAR|into a fine mist.]] Toss in Enhance from a Spiritseer nearby and even Conscript Blobs are suffering critical existence failure. Don&#039;t forget to give them Fortune from a Farseer as well to mitigate the mortal wounds afterwards.&lt;br /&gt;
&lt;br /&gt;
===Wraithbone Power Fist===&lt;br /&gt;
[[File:Wraithbone_PF.png|200px|right|thumb|Wraithbone Power Fist]]&lt;br /&gt;
&lt;br /&gt;
Like the Imperium&#039;s Dreadnought Power Fist, the Elfdar have their own equivalents on their walkers.&lt;br /&gt;
&lt;br /&gt;
The fists found on Eldar [[Wraithlords]] and [[Wraithseer|Wraithseers]] are capable of being used in the same manner as the more common Power Fist, such as punching enemy vehicles or picking up and crushing enemy infantry. These weapons can be outfitted with wrist-mounted Shuriken Catapults or Flamers. &lt;br /&gt;
&lt;br /&gt;
However, despite being a Power Fist, there are much better options for the Wraithlord and Wraithseer such as the Ghostglaive for example, which has far longer range than the conventional Power Fist.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Wraithspear===&lt;br /&gt;
[[File:Wraithspear.PNG|200px|right|thumb|Wraithspear]]&lt;br /&gt;
&lt;br /&gt;
Imagine a [[Force weapon#Singing Spear|Singing Spear]] scaled to a Wraithlord chassis.&lt;br /&gt;
&lt;br /&gt;
Wraithspears are massive, rune-etched Ghost Weapon spear made of Wraithbone. These weapons are carried into combat by the rare Wraithseer combat walkers used by the Eldar. These weapons contain a rudimentary sentience within their Spirit Stone core that empowers the blade and guides its wielder&#039;s blows toward the most vital points of their foe. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, the Wraithspear only acts as a catalyst and there are no rules for this weapon despite how powerful it looks. So it is only used to channel the Wraithseer&#039;s psychic might into a powerful blast of empyrean energy.&lt;br /&gt;
&lt;br /&gt;
===Ghostglaive===&lt;br /&gt;
[[File:Ghostglaive.jpg|200px|right|thumb|Ghostglaive]]&lt;br /&gt;
&lt;br /&gt;
The Ghostglaive is a heavy Eldar melee weapon mounted on [[Wraithknight|Wraithknights]] and on [[Wraithlords]]. These great blades can even engage [[Daemon Prince|Daemon Lords]] in single combat. They are the big daddies of the Ghostweapons and are able to slice their contemporaries into pieces.&lt;br /&gt;
&lt;br /&gt;
In the 8th edition Eldar Codex, the Ghostglaive is a S+2, AP-4 D6 weapon on the Waithlord. With such a high AP value, this thing is gonna auto-wound anything sort of units having a 2+ armor save (Even than, they must successfully roll a 6 to pass its armor save). Basically, if the target does not have wounds higher than 15, its gonna go down within one turn, especially when considering the Wraithlord has 4 attacks on a charge.&lt;br /&gt;
&lt;br /&gt;
[[Rape|Oh and it gets even &#039;&#039;worse&#039;&#039; on a Wraithknight.]] On a Wraithknight, the Ghostglaive is grown to truly titanic sizes and is now a Sx2, AP-4 weapon with a standard damage of 6. Oh yes, its a fucking [[Cheese|&amp;lt;u&amp;gt;&#039;&#039;&#039;Strength 16 weapon,&#039;&#039;&#039;&amp;lt;/u&amp;gt;]] its gonna go through most superheavies like a hot knife through butter. [[Anal circumference|Prepare your anus indeed.]]&lt;br /&gt;
&lt;br /&gt;
===Phantom Power Glaive===&lt;br /&gt;
[[File:PhantomPowerGlaive.png|200px|right|thumb|Phantom Power Glaive]]&lt;br /&gt;
A giant Power Weapon for the Eldar to combat enemy Titans.&lt;br /&gt;
&lt;br /&gt;
Known also as the Ashuna-Valcry&#039;le, roughly translated as &#039;Sleepless Harbinger of Destruction&#039;, the Phantom Power Glaive is one of the less-common weapons wielded by an Eldar Phantom Titan and could slice superheavy machines into sizable chunks. In addition to its deadly close combat blades the weapon also mounts two Starcannons. &lt;br /&gt;
&lt;br /&gt;
One must wonder why the Imperium never thought of creating a Titan-scale Power Sword.&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
====Executioner====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:JainZarExecutioner.png|&amp;lt;center&amp;gt;Jain Zar&#039;s&amp;lt;/center&amp;gt;&lt;br /&gt;
image:MauganRaExecutioner.png|&amp;lt;center&amp;gt;Maugan Ra&#039;s&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{40k-Eldar-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Dark Eldar Power Weapons==&lt;br /&gt;
While many of the Dark Eldar&#039;s weapons have only cosmetic differences to those of Eldar design, there are a few that are more unique&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:DarkEldarPowerSword.png&lt;br /&gt;
image:DEldarPowerSword.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demiklaive===&lt;br /&gt;
[[File:Demiklaive.jpg|200px|right|thumb|Demiklaive]]&lt;br /&gt;
&lt;br /&gt;
Baby Klaives essentially.&lt;br /&gt;
&lt;br /&gt;
Demiklaves are small Dark Eldar melee weapons. Some Incubi sects prefer demiklaives over the Klaive. Demiklaives are two power swords which can be wielded as two close combat swords or as one mighty weapon. Changing from one weapon into two is so easy for Klaivex that they can do it in the midst of battle.&lt;br /&gt;
&lt;br /&gt;
Perhaps the best known Dark Eldar wielding demiklaives is Drazhar, the Master of Blades.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:DrazharDemiklaives.png|Drazhar&#039;s Demiklaives&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Klaive===&lt;br /&gt;
[[File:KlaiveIncubiDE.jpg|200px|right|thumb|Klaive]]&lt;br /&gt;
&lt;br /&gt;
These massive two-handed swords are the staple weapon of the Incubus and are regarded by them as &amp;quot;The ultimate weapon&amp;quot;. Every Klaive is a masterpiece of a weapon. They are perfectly balanced and in the right hands they are also extreme instruments of death. Klaives are also power weapons on their own and because of that can even cleave through Space Marine power armor.&lt;br /&gt;
&lt;br /&gt;
These enormous cleavers are AP2 and +1S while letting you strike at full I. Some squad leaders get the even deadlier Demi-Klaives. They grant an additional S normally, but you can choose to use them as +0S and +2A.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IncubiKlaive.png&lt;br /&gt;
image:Klaive.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Agoniser===&lt;br /&gt;
[[File:Agoniser_New.jpg|200px|right|thumb|Agoniser]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;THE&#039;&#039;&amp;lt;/u&amp;gt; BDSM weapon. &lt;br /&gt;
&lt;br /&gt;
A weapon befitting its name, this deadly whip drives the senses of the victim haywire with pain. It is not standardized and therefore, come in many forms, such as whips or gauntlets, but they are designed to attach themselves to the victim&#039;s nervous system, take control of it and inflict immense pain which can disable or kill the victim. &lt;br /&gt;
&lt;br /&gt;
The size of the creature doesn&#039;t matter and often the larger the creature, the greater the potential for pain-infliction. Agonisers have the ability to [[Wat|harm vehicles as well,]] potentially disabling the crew or disrupting the vehicle&#039;s systems. It grants AP3 and wounds the enemies on a 4+, regardless of toughness.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:SuccubusAgoniser.png|Whip it good!&lt;br /&gt;
image:Agoniser.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Huskblade===&lt;br /&gt;
&lt;br /&gt;
[[File:HuskbladeDE.jpg|200px|right|thumb|Huskblade]]&lt;br /&gt;
&lt;br /&gt;
A very weird weapon. Possibly one of the weirdest weapons in the DEldar armory and that&#039;s saying something. &lt;br /&gt;
&lt;br /&gt;
Carved from Desiccator bone, this horrid saber drains the moisture out of its victims in a fraction of a second, leaving nothing behind but a shriveled corpse. How this blade sucks the moisture of its victims despite being a sharpened bone I have no idea. Shit is so goddamned weird. &lt;br /&gt;
&lt;br /&gt;
It grants AP3 and Instant Death. Now known as the Suckblade.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:ArchonHuskBlade.png&lt;br /&gt;
image:Huskblade.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Djin Blade===&lt;br /&gt;
[[image:DjinBlade.jpg|200px|right|thumb|Djin Blade]]&lt;br /&gt;
&lt;br /&gt;
A blade that looks annoyingly similiar to the Husk Blade although descriptions of it is different (its described as taking the form of polished crystal with a scowling bestial face upon its hilt).&lt;br /&gt;
&lt;br /&gt;
Only available to the most elite of nobles, a Djin blade houses the soul of a fallen Eldar. This grants AP3 and +2A, but on a roll of doubles on the extra attacks the soul rebels and the attacks target the user.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:Djinblade.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Punisher===&lt;br /&gt;
[[File:Punisher.JPG|200px|right|thumb|Punisher]]&lt;br /&gt;
&lt;br /&gt;
A Dark Eldar Power Halberd and used by Dark Eldar Incubi. It is large and unwieldy but incorporates a shock field generator which is beyond the ability of the Imperium to replicate. They are often easily alterable to suit the user with an extendable shaft and a monomolecular blade attached to deliver the shock.&lt;br /&gt;
&lt;br /&gt;
In practice it counts as a two-handed power weapon that also gives +1 Strength, although the two-handed part doesn&#039;t matter since Incubi who use it also fight with a Tormentor Helm which counts as a splinter pistol both in and out of combat, effectively giving the Incubi an extra attack anyway since they shoot it through thought alone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:ClassicIncubiPunisher.png|An Incubus holding a Punisher (and wearing a &amp;quot;&#039;&#039;Tormentor Helm&#039;&#039;&amp;quot;)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Archite Glaive===&lt;br /&gt;
[[File:Archite_Glaive.PNG|200px|right|thumb|Archite Glaive]]&lt;br /&gt;
&lt;br /&gt;
These Power Glaives are exquisitely crafted pole-arms employed to lethal effect by Succubi in both the gladiatorial arenas of Commorragh and the battlefields of realspace. They can be wielded with both hands, to bisect a foe with ease, or used in combination with another weapon to cut through a host of victims. &lt;br /&gt;
&lt;br /&gt;
On tabletop, these weapons are S+2, AP-3. Sounds like a dream right? Nope, [[Wat|you also take a -1 penalty to your Hit rolls and only have Damage 1 for your troubles.]] That said, your Succubus has a WS of 2+ anyway so don&#039;t worry about the penalty too much, and she can functionally ignore the penalty entirely if you give her Serpentin or from Turn 3 onwards with PFP.&lt;br /&gt;
&lt;br /&gt;
{{40k-DEldar-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Harlequin Power Weapons==&lt;br /&gt;
In addition to the below weapons, the Harlequins also have access to the Eldar Power Sword mentioned above.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Harlequin&#039;s Caress===&lt;br /&gt;
[[File:Harlequin&#039;s_Caress.jpg|150px|right|thumb|Harlequin&#039;s Cares]]&lt;br /&gt;
&lt;br /&gt;
The Harlequin&#039;s Caress is a bracer that generates a power field around the user&#039;s hand, resulting in what essentially is an extremely lightweight Power Fist. A Harlequin armed with a Caress is easily capable of reaching into his opponent&#039;s chest and plucking out his heart.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Harlequin&#039;s Caress is the middle child of the three primary Harlequin close combat weapons, which costs 7 points and grants +2S and AP-2. While there are certain unit types against which it is the better choice (this is explored more below), in practice it is never so much better than its cost is justified over the Embrace.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:HarlequinCaress.png|Imma rip your heart out like fucking Scorpion&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Zephyrglaive===&lt;br /&gt;
[[File:Zephyrglaive.jpg|200px|right|thumb|Zephyrglaive]]&lt;br /&gt;
&lt;br /&gt;
The Zephyrglaive is a power polearm used by Harlequin Skyweavers. Each Zephyrglaive is perfectly weighted and individually balanced to its wielder. Its blade enveloped by a molecular dissonanse field and it is indeed a lethal weapon for the aerial murder.&lt;br /&gt;
&lt;br /&gt;
Crunch-wise. It is a 1S AP-2 weapon with 2 Damage. Combined with the extremely high speed of Skyweavers, it&#039;s a useful weapon for backfield assaults against 2W models, letting them quickly wipe out skulking units of Hellblasters and the like.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:StarweaverZephyrGlaive.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ork Power Weapons==&lt;br /&gt;
&lt;br /&gt;
===Power Klaw===&lt;br /&gt;
[[File:Power_Klaw_2.jpg|200px|right|thumb|Power Klaw]]&lt;br /&gt;
&lt;br /&gt;
The Orks saw the umies and their power claws and they answered with their own. &lt;br /&gt;
&lt;br /&gt;
It is similar in characteristics to an Imperial Power Fist, being an armored, powered gauntlet, strapped to an Ork&#039;s arm with a piston-driven pincer comprising two to three snapping blades. These are sheathed in energy the same way a Power Fist is, and so can effortlessly rip through any armor, tearing any enemy into bloody paste. It is particularly effective against vehicles. &lt;br /&gt;
&lt;br /&gt;
These weapons are amongst the biggest and choppiest an Ork can possess and often serve as symbol of status as well as a weapon. As such, many of them are owned by Warbosses or by particularly brutish Nobs, in which hands Power Klaws become even more effective, due to their skill and strength. Orks often amputate their own arms, taking the weapon as an augmentic implant. Power Klaws are most often found incorporated into Mega Armour. &lt;br /&gt;
&lt;br /&gt;
===Kan Klaw===&lt;br /&gt;
[[File:Kan_Klaw.PNG|200px|right|thumb|Kan Klaw]]&lt;br /&gt;
&lt;br /&gt;
Sometimes called as &#039;&#039;&#039;Power Shears&#039;&#039;&#039;. A up sized Power Klaw suited directly for the [[Killa Kan]]&#039;s. Resembling oversized hedge trimmers, the Kan Klaw is a large Ork Power Weapon meant to snip enemies in half. These weapons are the standard issue weapon and is built-in the walker, with the weapon being powered through the Killa Kan&#039;s own engines.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Kan Klaw is a fine weapon that increases your Killa Kanz Strength by 3 (to S8) instead of doubling it with no extra attacks. You can equip your Killa Kan with another Klaw for double the slash, making it remarkable against hordes of MEQs and TEQs.&lt;br /&gt;
&lt;br /&gt;
===Dread Klaw===&lt;br /&gt;
[[File:Dread_Klaw.PNG|200px|right|thumb|Dread Klaw]]&lt;br /&gt;
&lt;br /&gt;
The Dread Klaw AKA Dred Klaw or Power Shears is the big brother of the Kan Klaw. &lt;br /&gt;
&lt;br /&gt;
Analogous to the Imperium&#039;s Dreadnought Power Claw, the Dread Klaw is wielded by the equally large [[Deff Dred]] and is used to rip open vehicles like oversized tin cans and turn infantry into salami. Similar to the Kan Klaw, the Dread Klaw draws its power from the Deff Dred&#039;s own engine as a reliable power source.&lt;br /&gt;
&lt;br /&gt;
On tabletop, like the Kan Klaw or your standard Power Klaw, the Dread Klaw always does 3 damage and doesn&#039;t impose a hit roll penalty. Each extra one increases a Deff Dred&#039;s Attack output by adding one extra attack, at expense of losing the option to take shooting weapons. If you want to turn your Deff Dred into a Khornate Dreadnought, you can equip both arms with Dread Klaws.&lt;br /&gt;
&lt;br /&gt;
===Klaw of Gork/Mork===&lt;br /&gt;
[[File:KlawOfGork.jpg|200px|right|thumb|Klaw of Gork/Mork]]&lt;br /&gt;
The Klaw of Gork and Klaw of Mork are massive Power Klaws mounted on [[Gorkanaut]] and [[Morkanaut]] heavy walkers. They are the ultimate weapons of [[RIP AND TEAR]] and can [[Anal circumference|rip open the rear ends of any armored vehicle in its way.]]&lt;br /&gt;
&lt;br /&gt;
These gargantuan Power Klaws are meant to go toe-to-toe with Imperial Knights and win. The Klaws of Gork/Mork throws away the cutting ability with sheer balls-out crushing power. Thus, it functions more like a power fist than a power claw. The main downsides is that these things are large and cumbersome, meaning that it is extremely hard to hit small and nimble opponents and must square up against similarly-sized enemies to be effective. These things are not to be messed with.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, they are a huge Power Klaw for your Gorkanaut and Morkanaut. It comes with two distinct attack profiles. The first is &#039;&#039;&#039;Crush&#039;&#039;&#039;, which is a Sx2 AP-4 D6 Dmg and likewise, hits like a tonne of bricks. The second is &#039;&#039;&#039;Smash&#039;&#039;&#039;, which although it doesn&#039;t boost the Naut&#039;s strength and only having an AP of -2, it does cause 2 guaranteed wounds per hit. Which is handy, since it lets you make 3 hit rolls for each base Attack, tripling your Attack output.&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{Template:40k-Ork-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Tau Power Weapons==&lt;br /&gt;
&lt;br /&gt;
===Honour Blade===&lt;br /&gt;
[[File:HonorBlade.jpg|200px|right|thumb|Honour Blade]]&lt;br /&gt;
A Honour Blade is a weapon carried by [[Tau]] [[Ethereal|Ethereals]] and Ethereal Guards for a number of uses. It&#039;s mainly used as a symbols of their office, ceremonial weapons, and in self-defense. Of course, with how shit-tier Tau are in close combat, they might as well be plastic kids toys used for decoration. While each weapon is custom-made, they all feature a broad blade fitted to a long, lightweight metallic staff.&lt;br /&gt;
&lt;br /&gt;
Ethereals use the blades primarily to settle disputes, engaging in [[Derp|lengthy, highly stylized duels that are more coordinated co-meditation than combat.]] Basically, long story short, [[Faggotry|their weebfags that do interpretive dance rather than actual fighting.]] [[Gay|Basically the epitome of style over substances.]] [[Fail|God damn, even Eldar have more balls than that.]] Some Ethereals carry their Honour Blades on the field of battle, not expecting to have to use them, but prepared to make a last stand against their foes nonetheless, [[FAIL|which they will always fail spectacularly.]]&lt;br /&gt;
&lt;br /&gt;
Curiously enough, they are counted as Power Weapons for some reason, despite the Ethereals not using them at its full potential. On the tabletop, the Honour Blade is a S+2 and D1 weapon.&lt;br /&gt;
&lt;br /&gt;
===Equalizer===&lt;br /&gt;
[[File:Equalizer.jpg|200px|right|thumb|Equalizer]]&lt;br /&gt;
&lt;br /&gt;
A Tau walking stick.&lt;br /&gt;
&lt;br /&gt;
Equalizers are Tau ceremonial weapons typically carried in pairs by Ethereals. They are not only a badge of office, but also can be a potent weapon that contains a powerful disruption field able to shatter armor and bones just like power weapons. Of course, Tau are relatively shit fighters and the Ethereals would most likely end up bonking the heads of some Guardsmen like Old Man Henderson hitting a kid on a head with a cane stick.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Equalizer is a AP-1 weapon with a bonus attack.&lt;br /&gt;
&lt;br /&gt;
===Onager Gauntlet===&lt;br /&gt;
[[image:OnagerGauntlet.png|200px|right|thumb|Onager Gauntlet]]&lt;br /&gt;
Basically a Tau powerfist equivalent, but can only be used by Crisis-type battlesuits. Often jokingly called &amp;quot;donkey punch&amp;quot; by a players, and sometimes modeled on a suit&#039;s legs instead of hands, since &amp;quot;onager&amp;quot; is Latin for donkey (although it was also the name of a Roman catapult). &lt;br /&gt;
&lt;br /&gt;
It was designed to battle Imperial tanks after the Tau realized that those crazy Gue&#039;la can send in so many MEHTUL BAWKSES in a single engagement that Crisis teams would exhaust their ammunition supplies and the Guard would still have tanks rolling everywhere. Despite being &#039;&#039;very&#039;&#039; successfully tested during the Damocles Crusade, where a 12-man team of Crisis suits managed to falcon punch dozens of Imperial tanks into scrap, it is still undergoing field tests and is treated as an experimental system, due to the fact that the casualty rate of trying to give tanks a proper fisting in the middle of a war was too damn high. &lt;br /&gt;
&lt;br /&gt;
Of the original 12 suits who tested the weapon; only Commander Bravestorm of [[Farsight]]&#039;s battlesuit retinue survived....kind of. Although Bravestorm lived, his body was [[Dreadnought|too badly wounded after his Crisis suit was critically damaged at one point that he had to be permanently entombed into his Crisis suit just to survive]].&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{40k-Tau-Weapons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Chaos]]&lt;br /&gt;
&lt;br /&gt;
==Necron Power Weapons==&lt;br /&gt;
The Necron only seem to have one Power weapon available. Not like that&#039;s a bad thing since the Crons just have [[C&#039;tan Phase Weapons|much better equipment around.]]&lt;br /&gt;
&lt;br /&gt;
===Hyperphase Sword===&lt;br /&gt;
&lt;br /&gt;
[[File:Hyperphase_Sword.jpg|200px|right|thumb|Hyperphase Sword]]&lt;br /&gt;
A Hyperphase Sword is a Necron melee weapon whose energy blade vibrates across dimensional states and can easily slice through armor and flesh to sever the vital organs within. A Hyperphase Sword can be considered an advanced type of Power Weapon. Hyperphase Swords are found exclusively as part of the armories of Necron royals, such as Necron Overlords, Necron Lords, Necron Destroyer Lords, and their favoured Lychguards. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:LychguardHyperphaseSword.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{40k-Necron-Weapons}}&lt;/div&gt;</summary>
		<author><name>2601:147:4300:1949:BD6F:6D31:63F:1EAB</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Power_Armour&amp;diff=383244</id>
		<title>Power Armour</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Power_Armour&amp;diff=383244"/>
		<updated>2018-11-23T16:38:27Z</updated>

		<summary type="html">&lt;p&gt;2601:147:4300:1949:BD6F:6D31:63F:1EAB: /* Aegis Armour */&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; is a science fiction concept of armor which increases the strength, speed, and reflexes of those who wear it. It is featured heavily in science fiction/fantasy settings such as [[Warhammer 40,000]].&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.&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;
===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|adamantine]] 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. &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 armor 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 carried by soldiers in the Napoleonic era.&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]]. 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|]]&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, 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 armor (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 armor depending on its state of 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;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
====Mark II: Crusade Armour====&lt;br /&gt;
[[File:CrusadeArmorZoomed.jpg|200px|thumb|right|]]&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 armor, 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 powerpack. The helmet also came with a bunch of enhanced sensory equipment. Overall protection and flexibility was much improved, especially since the legs were now enclosed in armoured hoops and came with their own servomotors. 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;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkII.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
====Mark III: Iron Armour====&lt;br /&gt;
[[File:Mk3IronArmor.png|200px|right|thumb]]&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 fulfill. 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. Even into M41, the helmet or faceplate is still popular. It appears as a DLC armor in [[The Last Stand]] &lt;br /&gt;
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;
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;
====Mark IV: Imperial Maximus Suit====&lt;br /&gt;
[[File:MarkIVMaximus.png|200px|right|thumb]]&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 armor plates and whatnot. 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. [[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 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;
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Some Chapters/Legions also made their own sub-patterns of Maximus power armor, such as the Ultramarines&#039; Praetor pattern and the Thousand Sons&#039; Achean pattern.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkIV.jpg&lt;br /&gt;
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;
====Mark V: Heresy Armour====&lt;br /&gt;
[[File:Mk5HeresyArmour.png|200px|right|thumb]]&lt;br /&gt;
In between production of the Mark IV and what would be the Mark VI, both Loyalist and Traitor Legions found that they were running out of replacement parts for damaged systems. This would result in several Legions taking parts from older Marks and inadvertently making a brand new Mark of Power Armour. Although appearances varied widely as a result of its ad hoc nature, some form of standardization was achieved. One of the most notable was the introduction of molecular bonding studs on the left pauldron and both greaves (the famous &amp;quot;rivets&amp;quot;), which made them look totally Metal - these were actually originally designed to field-patch busted vehicle armour before they could be repaired properly. Probably one of the most common suits of armour in service among the Traitor Legions, since this was what most of them were wearing when they retreated to the Eye of Terror.&lt;br /&gt;
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For a while, the Horus Heresy [[Fluff|novels]] and [[Crunch|black books]] outright [[Retcon|retconned]] Mark V armour into a catch-all term for any improvised or prototype suits that existed outside of the main Mark series, yet weren&#039;t advanced enough to be considered artificer armour (likely so Forge World wouldn&#039;t get nagged to make variants of all their Mark III and IV squads in Mark V as well). However, they ended up backpedaling 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 (presumably an [[Adeptus Mechanicus]]-sanctioned version that went into mass production), while the more variable, improvised suits it was based on are &amp;quot;non-production&amp;quot; models. Presumably, Forge World realised 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).&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkV.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
====Mark VI: Corvus Armour====&lt;br /&gt;
[[File:Mk6CorvusArmor.png|200px|right|thumb]]&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]], whom our autistic wierdo didn&#039;t like, 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 Primach&#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. 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]] around the time of 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;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkVI.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|]]&lt;br /&gt;
The most common Mark of Power Armour among loyalist Space Marines, Mark VII armor 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;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkVII.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
====Mark VIII: Errant Armour====&lt;br /&gt;
[[File:Mk8Errant.png|200px|right|thumb]]&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, [[Derp|so the overall design looks like a regular Mark VII with a collar.]] 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. 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;
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It should be noted that, while artificer armor, at least in the art, looks like a pimped out Mk.VIII, regular Mk.VIII [[Crunch|doesn&#039;t actually improve armor 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 officer 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;
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&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;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Mark IX Armour====&lt;br /&gt;
Who the fuck 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 shit done|actually getting shit done]] and gets a new mark rolled out for the Classic Marines. Nothing&#039;s really known at this point, &amp;lt;s&amp;gt;so actual information should come out in a some weeks&amp;lt;/s&amp;gt; and there&#039;s still no word, over a year 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.&lt;br /&gt;
&lt;br /&gt;
====Mark X: Tacticus Armour====&lt;br /&gt;
[[File:TacitusIntercessorZoomed.png|200px|right|thumb|Getting huger, and all without Terminator Armor]]&lt;br /&gt;
A new form of Power Armor introduced in 8th Edition, worn primarily by the Primaris. Combines aspects of Mk8 armor (the collar) with aspects of earlier variants (the helmet (mk4) being the obvious bit) and [[Fluff|all the latest technology of the Imperium in the 42nd Millennium]].  ([[Crunch|Still doesn&#039;t affect armor save, but it &#039;&#039;might&#039;&#039; provide an additional wound, as we have not yet seen Primaris Marines in any other armor or non-Primaris Marines in this suit, so we don&#039;t know if their extra wound is innate or from the armor.]])  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. Like all MK10 armour the tacticus class is highly variable, for example the librarian has a Gravis style plated belly. Other changes can be seen across the range of models.&lt;br /&gt;
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Funnily enough despite how Nu it looks its still isnt as good (lore wise) as MK2 armour, although its not an unreliable faulty bitch like MK2.&lt;br /&gt;
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&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;
====Mark X: Gravis Armour====&lt;br /&gt;
[[File:GravisCaptain.png|200px|right|thumb|I. AM. ULTRASMURF.]]&lt;br /&gt;
A Mark X variant; crunch-wise, it&#039;s Power Armor with +1 Toughness. Yay.  (Rumors that 8th Edition is being designed to make future vidya projects easier to code remain unfounded.)&lt;br /&gt;
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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;}}, terminators, with what appears to be augments on the legs, an enhanced ribcage, and an enclosed armoured hoodie for good measure.&lt;br /&gt;
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Gravis Armour (like all MK10) is highly variable; for example the Interceptors have a tacticus style bodyplate.&lt;br /&gt;
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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;
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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;
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&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;
====Mark X: Reiver/Phobos Armour====&lt;br /&gt;
[[File:Mk10Phobos.png|200px|right|thumb|]]&lt;br /&gt;
Another Mark X variant worn by [[Reiver|Reivers]], the Phobos Armour can be compared to the Mark VI &#039;&#039;Corvus&#039;&#039; Armour due to similar associations with recon troops.&lt;br /&gt;
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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. On the other hand, the power pack of the armour itself might also double as a Grav-chute too, but this is also unlikely since every Primaris power pack looks just like that. Honestly, having every single one of them with a Grav-chute on his back is a really big thing in their whole Primaris identity; you would expect it mentioned about beyond these Reivers.&lt;br /&gt;
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The set also rocks a Night Lords inspired skull-helmet instead of a Raven Guard beakie, which [[Skub|may or may not be awesome]].&lt;br /&gt;
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&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;
&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 armor]]&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) 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. Standard issue for [[Techmarines]] 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;
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&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;
====Chaos Power Armour====&lt;br /&gt;
[[File:ChaosAstartesArmor.png|200px|right|thumb|]]&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;
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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;
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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;
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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;
{{clear}}&lt;br /&gt;
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====Fleshmetal Armour====&lt;br /&gt;
[[File:AspiringChampionFleshmetal.png|200px|right|thumb|]]&lt;br /&gt;
Essentially the Chaos Marine&#039;s take on Artificer armor, given only to champions favored by the Chaos Gods. 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.&lt;br /&gt;
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Just about any Chaos special unit or veteran has fleshmetal armour, like [[Obliterator]]s and [[Chaos Chosen]].&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:ChaosObliterator.jpg|&amp;lt;center&amp;gt;Obliterator&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
====Aegis Armour====&lt;br /&gt;
[[File:GreyKnightAegis.png|200px|right|thumb]]&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 a psyker was sacrificed as part of the machine spirit of the armour (GRIMDARK) but this aspect has been downplayed massively]]. 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.{{BLAM}} &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]]&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]]. The armour itself is even better than artificier armour and include 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 fuck up nearby cogitators. The only ones allowed to make it, like all custodes-grade weapons, are Emperor-chosen clans of Terra.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===[[Terminator]] Armour===&lt;br /&gt;
[[File:TerminatorArmorModel.png|200px|right|thumb]]&lt;br /&gt;
Set aside for space marines who are exemplars of toughness, martial ability and wonky proportions, or an inquisitor, [[Terminator]] armor, or Tactical Dreadnought armor, provides the best personal protection available. Heavily layered with adamantium and indestructible [[pauldrons]], a suit of Terminator armor is meant to steamroll nearly everything, and gives a fighting chance against everything else, which is anything 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 variant, but they are able to fit a  shoulder-mounted Cyclone missile rack, equip heavy weapons systems, and arm with other killtastic melee weapons. 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-quality 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 irreplaceable. 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 [[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. Unless you&#039;re fighting a fast or a crafty opponent, you won&#039;t care anyways.&lt;br /&gt;
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Terminator Armor had 3 major designs. the Cataphractii pattern, the Tartaros pattern, and the Indomitus pattern. The &#039;&#039;&#039;Cataphractii Pattern&#039;&#039;&#039; was the first run at Terminator armor, developed after the Mk.III power armor and sharing many systems. Bearing much larger power field generators and thicker armor, it provided better protection than future variants, but was much more unwieldy and difficult to use. In game terms, you get a 4++ and S&amp;amp;P. The &#039;&#039;&#039;Tartaros Pattern&#039;&#039;&#039; shared many of its systems with the Mk.IV power armor and was much more maneuverable than its predecessor, but gave up some of its protection to do so, becoming more like contemporary Terminator armor. 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 produce. It also gave rise to the experimental Gorgon pattern, 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.&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 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 chapter relics that 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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Finally, there was one more pattern of Terminator armour, called Saturnine. It&#039;s got the hugest 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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&#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 inventing new technology.&lt;br /&gt;
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===Centurion Armour===&lt;br /&gt;
[[File:CenturionSuit.png|200px|right|thumb|]]&lt;br /&gt;
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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===Warhammer 40000: Space Marine===&lt;br /&gt;
[[image:TitusCropped.png|200px|right]]&lt;br /&gt;
In [[Warhammer 40000: Space Marine]], the Marines are wearing what looks like regular Mark VII Aquila Armor. However, it appears to be far less bulky in comparison to similar armor portrayed in official artwork or [[Dawn of War]], suggesting it might be different. For one thing, it appears to be much more streamlined, with lower pauldrons that aren&#039;t quite as fucking enormous (although still unrealistically huge), and with more head room and mobility in the arm sections. This becomes very apparent when using ranged weapons, like the Bolter.  This streamlining was likely done to avoid hilarious amounts of clipping.  Judging by the fact that every other suit of Imperial power armour in the game - Chaos included - shares this appearance, it is probable that it is simply a reimagining, or a &#039;realistic version&#039; of regular Space Marine armour. It&#039;s not like the Space Marine game is the first artwork to portray power armour with different proportions to other media.&lt;br /&gt;
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===Human Power Armour===&lt;br /&gt;
[[File:InquisitorIgnatus.png|200px|right|thumb|]]&lt;br /&gt;
Virtually identical to Space Marine power armor, 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;
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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 [[Imperial Guard|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;
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====Sisters of Battle Armour====&lt;br /&gt;
[[File:BattleSisterArmor.png|200px|right|thumb]]&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;
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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;
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Helmets 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;
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====Sisters of Silence Armour====&lt;br /&gt;
[[File:VratineArmorZoomed.png|200px|right|thumb]]&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 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;
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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;
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{{Clear}}&lt;br /&gt;
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===Dragon Scale Armour===&lt;br /&gt;
[[image:MilitantEnginseer.jpg|200px|right|thumb]]&lt;br /&gt;
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 Mechanicus implants (and therefore cannot be used by anyone outside the tech-priesthood or high-ranking [[Skitarii]]). 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.  Some wonder if it is connected to the [[Void Dragon]].&lt;br /&gt;
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&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;
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=== Tau Battlesuits ===&lt;br /&gt;
[[image:XV8CrisisBattlesuit.png|200px|right|thumb]]&lt;br /&gt;
Tau battlesuits vary from straight examples of power armor like most of the kinds of battlesuit named &amp;quot;stealth suit&amp;quot; to mini-mecha like the Crisis Suit to full on humongous mecha from the Riptide and up.   They&#039;re described in more detail in their [[Battlesuit|page]] but largely the same principles as human power armor applies to Tau battlesuits.  &lt;br /&gt;
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=== Eldar Armour === &lt;br /&gt;
[[image:GuardianMeshArmor.png|200px|right|thumb]]&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;
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Unlike Imperial powered armor, which is designed to shrug and deflect shots (hence its bulkiness); mesh armor instead scatters the force of a hit throughout the armor, weakening the overall impact of a hit the wearer takes. Its also supposedly heat-resistant, making it effective against energy-based weapons like plasma or lasers (not that you&#039;d notice crunch-wise).&lt;br /&gt;
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While this doesn&#039;t seem like much protection, keep in mind that the Eldar are capable of such rapid movement and reaction that its only matched by [[Space Marine|superhumen]], [[Slaanesh|followers of the cocaine god(dess)]], [[Dark Eldar|and their edgier brethren]], along with the standard Eldar doctrine of emphasizing on mobility and precision. Hence, Mesh armor isn&#039;t really designed to withstand withering amounts of damage like how marine armor works; its designed to keep the wearer agile, yet still sufficiently protected.&lt;br /&gt;
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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 to help them shrug off hits. The main thing in common they have though, is that they&#039;re much more durable 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 a layer of wraithbone for more protection.&lt;br /&gt;
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Dark Eldar armour (when they wear it) very rarely gets to the point of being as tough as heavy Aspect armor (with the exception of Incubi armor, which practically is Striking Scorpion Aspect armor) as befits the extremely fragile nature of the Dark Eldar army because GW loves Craftworlds way too much. It is however considerably spikier.&lt;br /&gt;
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=== Ork Armour === &lt;br /&gt;
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[[File:MeganobZoomed.png|200px|right|thumb]]&lt;br /&gt;
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The only known variety of Ork power armour is Ork mega-armour, a direct Orkoid equivalent to Astartes Tactical Dreadnought armour.   Mega-armour is essentially exclusively worn by the elite of Ork society such as Nobz, Bosses, and Warlords; further ensuring the deadliness of Ork mega-armour users.   While slow and clunky (as is represented by slow and purposeful) and lacking the energy field protection of Tactical Dreadnought armour (hence the lack of an invulnerable save) your average Ork nob is considerably hardier than your average space marine (hence having two wounds) and an Ork warboss is even tougher than that.   However it seems that the Orks have not created quite as many weapons to go along with mega-armor as humanity has created systems to go along with tactical dreadnought armour.  Unlike Terminators, Mega-nobz cannot teleport, and while a Space marine storm bolter/combi-bolter is roughly equivalent to an Ork Kombi-shoota, mega-nobz are not really known to fit any other kinds of ranged weapons onto their suits besides swapping out the second barrel of a kombi-shoota for a rokkit launcher or a skorcha.  The only known exceptions to this are Ork Big meks, and certain Warbosses/Warlords who might fit a unique gun or a Big shoota (if they&#039;re gazghkull) or a kill kannon or megablasta if they&#039;re Gorgutz.  For melee weapons, nearly every ork mega-armour user uses a power klaw, which is a direct equivalent to the human power fist, though some rich orks may choose to trick out their power Klaws, most notably Gorgutz who tricked his power klaw out at both Kaurava and Kronus, even having the damn thing be constantly on fire and at Archeron has decided to fit a launcher and chain system to his power klaw to act as a give grappling hook.   Another weapon used is the Killsaw, which corresponds most closely to the chainfist, although it seems most Mega-armour wearers choose to fit killsaws to both hands rather than just one to make them extra choppy.     &lt;br /&gt;
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Orks don&#039;t often wear full face helmets, generally preferring at most an iron gob to protect their jaws paired with a relatively simple cap helmet (usually horned), but some will go the full distance to protect their faces with helmets best described as full faced welding masks or helmets taking after their warhammer fantasy counterparts&#039; black orc helmets.   This tendency for Orks to not cover their heads adequately has been exploited by Ciaphas Cain at the very least who, when rushed by an Ork Warboss managed to get a victory against an opponent capable of crunching a squad of space marines like toys and stomping many a Space marine Chapter Master or Chaos Lord into powder by emptying his Laspistol&#039;s magazine into the Ork&#039;s head since the rest of the warboss was way too well protected for his chainsword and pistol to make much impact.&lt;br /&gt;
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One advantage Ork mega-armour wearers have over their Space Marine counterparts (loyalist or otherwise) is that Ork Mega-armor wearers can ride on just about any Ork transport and get stuck into the fight almost immediately while terminators will need to wait for a stormraven, land raider, or spartan assault tank to do the same.  Meanwahile a few Nobz can get into a trukk and drive furiously at the enemy to shove some power klaws and killsaws up some place unpleasant.  For many Ork players, this more than makes up for the lack of deep striking options for Meganobz as it provides for a cheap and quick delivery system for their otherwise plodding Meganobz to get into the thick of combat to smash some faces in.   &lt;br /&gt;
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Another thing to note that with Orks it can often be very hard to tell an Ork-meganob apart from an Ork who just so happens to have a lot of bionic gubbinz attached to him.&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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==Fallout Power Armor==&lt;br /&gt;
Unlike Warhammer 40,000, [[Fallout]] powered armor is more &amp;quot;power&amp;quot; than &amp;quot;armor&amp;quot;. It was originally made to allow troops to use heavy weapons on the move and with increased weight limit it was obvious to put some extra armor on the exo-suit. Even while it turns you into a nearly-indestructible walking tank, there is no shortage of stupidly powerful and/or amour-piercing weapons in Fallout, so sneaking and camouflage are always considered better protection than armor, so the main reason people use it is strength and radiation resistance bonuses. It is also possibly the most realistic armor here, strangely.&lt;br /&gt;
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Power armor got a massive overhaul in &#039;&#039;Fallout 4&#039;&#039;, turning them into basically an infantry fighting vehicle rather than just better armor. The crafting system extends to upgrades and new systems for the armor, including neat stuff like a stealth field and a jet pack.&lt;br /&gt;
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===T-45 Powered Armor===&lt;br /&gt;
The first generation of power armor to go into the field, the T-45 series was rushed into service to hold back the invading Chinese from taking over Alaska. It worked and contained the invasion, but had a lot of problems. Later used on the homefront. The T-45d is most commonly seen in the Capital Wasteland. &lt;br /&gt;
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After Bethesda got the rights to make &#039;&#039;Fallout 3&#039;&#039;, they were like &amp;quot;Guys, guys, let&#039;s make a SHITTY POWER ARMOR!&amp;quot; and they went through with it. The result was &amp;lt;s&amp;gt;far from shitty&amp;lt;/s&amp;gt; a [[skub|mixed bag]]. Sure, it has -2 AGL, less radiation resistance, and makes you move around like the [[/co/|Comic Book Guy]] from &#039;&#039;The Simpsons&#039;&#039;, but it looks &#039;&#039;&#039;&amp;lt;u&amp;gt;&#039;&#039;BAD-ASS!!!&#039;&#039;&amp;lt;/u&amp;gt;&#039;&#039;&#039; Noted for using fusion packs and batteries to power the suit like a RC car, which made recharging quick but ran out of power often. Most suits after had a internal reactor that allowed them to basically run forever (until Bethesda retconned that too). &lt;br /&gt;
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====NCR Salvaged Powered Armour====&lt;br /&gt;
This is the &#039;zombie&#039; version of the T-45d. After the Battle of HELIOS One, the NCR recovered many suits of T-45d from fallen Brotherhood Paladins. Before issuing them to heavy weapons troops, the NCR stripped most of the &amp;quot;power&amp;quot; part of the armor, and instead of teaching them how to use it properly just slapped on a cheap air conditioner in it and made their heavy units wield them like full plate armor. It&#039;s as retarded as it sounds.&lt;br /&gt;
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===T-51 Powered Armor===&lt;br /&gt;
The second generation of power armor, the T-51 series managed to get all the kinks ironed out. Used to kick the Chinese out of Alaska and invade China. The quintessential Fallout power armor suit. The T-51b variant is common among the West Coast Brotherhood of Steel. Two suits are known to be in the Capital Wasteland.&lt;br /&gt;
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This armor only has +1 STR for some reason. What&#039;s even stranger is that the hunk of metal that you put on your head (AKA the helmet, but who calls it that?) gives you a +1 CHR bonus (probably because it&#039;s heavily featured in old world propaganda, but yet again, so was the T-45d variant). We really should be wearing around hunks of metal on our heads these days. After all, this armor be pullin&#039; all dem bitches...&lt;br /&gt;
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T-51b is the most advanced power armor that existed in the world before the Great War. [[Retcon|At least it was, until Bethesda decided to change that in Fallout 4,]] [[Rage|even though this fact was well established nearly two decades before Fallout 4 came out.]]&lt;br /&gt;
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===X-01 Power Armor===&lt;br /&gt;
The Enclave rolled out their advanced power armor in 2220. It went through several upgrades and variants through its operational history, like the Tesla armor, which has improved energy resistance, and Hellfire armor, which has improved insulation against heat (for which the flame weapon-armed troopers who wear them are grateful). It can be encountered, in all of its variants, on the West Coast, the Mojave Wasteland, the Capital Wasteland, and the Commonwealth (the latter is, however, strange, since neither Enclave&#039;s bases, nor even evidence of Enclave operations are encountered in Commonwealth. Except from one children of atom zealot in Far Harbor, who says he was part of the Enclave. [[Fail|Still doesn&#039;t explain the Nuka World Quantum Armour though.]] Bethesda sucks at continuity.). It&#039;s implied that the newer versions of the armor as seen in Fallout 3 is actually a sort of stripped down &#039;urban&#039; version of the armor. Like their stripped down plasma rifles they are designed to be easier to maintain and build, most likely due to losing most of their resources and production facilities after the war with the NCR. While, like their plasma rifles, the redesign is shit compared to the original the fact it&#039;s lighter and provides easier (MUCH easier) movement better suits the more enclosed city environments where being a walking tank just gets you suck in door frames all the time. The Hellfire armor further suggests that the enclave are attempting to close the gab, combining the cheaper more agile qualities of the newer design with the protection of the earlier designs.&lt;br /&gt;
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===T-60 Power Armor=== &lt;br /&gt;
A new addition to the series in Fallout 4. Technically retrofitted T-45 armor. [[Fail|While there certainly were ways to make this a post-war power armor,]] [[Retcon|Bethesda instead decided to make it the best power armor that was available before the Great War, which since Fallout 1 had been T-51b.]] [[Rage|Many long time fans of the series did not approve of this decision.]] Probably the worst quality of this armor is the fact design wise it&#039;s just a T-45d with more metal plates bolted onto it (seriously it has pauldrons for it&#039;s pauldrons!) so why it&#039;s not just waved away as being T-45d upgraded to work alongside T-51b really just prove how bad Bethesda is at incorporating new lore.&lt;br /&gt;
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===Horned Power Armor=== &lt;br /&gt;
Used in the canonically questionable Fallout Tactics (Bethesda&#039;s offical stance is that the major events are canon, but many fans choose to believe the whole thing is not canon) the Horned Power Armor is used by the Midwestern Brotherhood of Steel with it&#039;s defining feature being, you guessed it, horns. The Midwestern Brotherhood stands out as fully incorporating itself into wasteland life, offering protection to tribes and towns in return for resources, recruits and information. This in turn is shown in the design of the armor, being the only suit designed from scratch by a Brotherhood faction since the war. Designed for mass production over protection (similar to the more recent Enclave designs) the armor still incorporates many mechanical elements from the T-51b such as a internal reactor. It&#039;s also slimmer and less bulky then other armor designs (though not on the same level of the newer Enclave designs).&lt;br /&gt;
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Overall the armor is a compromise between mass production and protection, with heavy modification possible due to the more scrappy way it is produced unlike the more industrial Enclave. While it is numerous enough to equip all of their Paladins (keeping in mind their numbers are MUCH larger then other chapters) it still leaves more of the lower ranking infantry to use more traditional protection.&lt;br /&gt;
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===Raider Power Armor===&lt;br /&gt;
Raiders in the Commonwealth have managed to refurbish power armor frames. They weld together scrap to make external armor plates. Raider power armor is the least versatile &amp;amp; weakest of all the armor types. It&#039;s complete shit against anything that has a caliber above 38. and laser pistols can kill the user within 4-5 shots. Turns out a bunch of drugged-out vindictive assholes who shun society are not the best engineers. [[Orks|Still looks metal as hell though.]]&lt;br /&gt;
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==Rifts Power Armor==&lt;br /&gt;
The RPG [[Rifts]] has sooo much power armor, there&#039;s entire books devoted to listing different models of the things. Perhaps the most notable and iconic is the Glitterboy, named for it&#039;s shiny reflective armor, but most famous for the Boom Gun, a huge railgun so powerful it has to anchor itself to the ground with extendable pylons to keep from being knocked on it&#039;s ass every time it&#039;s fire, and which produces a sonic boom loud enough to deafen even superhuman foes wearing enclosed armor. &lt;br /&gt;
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The main armor of the Coalition States is the flying SAMAS armor, which is cool and all and has mini plasma missiles but lacks a gigantic boom gun. Even though the CS views the design as their sole property, since it&#039;s based on a pre-cataclysm design a couple groups have their own.&lt;br /&gt;
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Less common power armors include Centaur armor in case you want some extra horse legs, dinosaur power armor, the [[Angron|Angrar]] armor which is actually a pissed off demon who tries to corrupt you, and Chipwell armor, which cuts out all the super advanced alloys everything else uses and replaces them with something approximating tinfoil, for your bargain-basement power armor needs.&lt;br /&gt;
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==StarCraft Power Armor==&lt;br /&gt;
[[File:Terran marine.jpg|200px|thumb|right|Incredibly unoriginal, rip off of space marine armor. But still fucking cool looking.]]&lt;br /&gt;
In [[StarCraft]], the Confederate Marine Corps Power Armor, more simply called the CMC power armor, is the standard powered armor suit used by all military factions within the Koprulu sector. Despite the fact that each armored suit comprises a complex array of sensors and other advanced combat technologies, life-support systems,  and its own independent power supply that appears to be a portable fusion reactor, it seems to be dirt-cheap as hell to manufacture, given that every armed force within the Koprulu sector can give one of these suits to every Terran marine worth a damn.  Unfortunately, that technology doesn&#039;t seem to grant much actual protection; the marines are usually unceremoniously wiped out by the &amp;lt;s&amp;gt;dozens&amp;lt;/s&amp;gt; hundreds during an engagement.&lt;br /&gt;
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Along with that, however, it&#039;s not exactly known if the armor plating on the suit can protect the wearer from actual combat damage. The CMC armor is incapable of reliably protecting the wearer from projectiles, ruptures, or chemical attacks (apart from the passive hazards found in NBC environments), in both fluff and crunch, considering that it cannot hope hold out against: zergling claws, roach acid, the Marines&#039; own gauss guns (hell, it can&#039;t even deflect the pistol rounds from their sidearms), fire and/or plasma, hydralisk spines,  Mutalisk wurms, Psi attacks, Protoss photon guns, and really just about anything. Then again even tanks, huge giant robots and battlecruisers could not hold against said attacks en masse - this might say more about how nasty are weapons in StarCraft universe rather than how shitty is armor there, or more likely it&#039;s how real world armor works. In fact, some of the fluff describes it as existing more to protect the wearer from the recoil of the [[Gauss]] than anything else.  In addition, Starcraft armor is primarily ablative - no armor in the game renders anything in the game immune to damage. However, it should be noted: Fluff stated at certain points people got blunt force trauma&#039;ed to death by the gauss fire event inside the suits. Besides that, acid, if applies to joins in the suit, burns through those and note the armor. Since mind attacks are, well, mind based, armor ain&#039;t gonna do shit. It&#039;s really just Spess Suit first, armor second.&lt;br /&gt;
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Other variants exist, based on specialised functions. Medics wear a light armor that isn&#039;t designed for combat, but which carries advanced field surgical equipment and even some minor cybernetic construction equipment, allowing them to patch up wounded troopers and fix their busted armor. More visually distinctive is a model of power armor worn by Firebats. The armor is much bulkier than the standard armor, which keep in mind was already similar in size to terminator armor, especially in Starcraft II, where the thing&#039;s arms and pauldrons are bigger than its legs. Since the the armor&#039;s bulk makes it thicker, it can take far more abuse than the regular armor. As the name of unit might indicate, the armor uses a pair of built-in flamethrowers. The armor worn by Marauders in Starcraft II looks almost identical apart from a change in color, and has the same durability, but in place of flamethrowers uses grenade launchers that are best used against armor. The visual similarity between the two is neatly explained by the fact Marauder armor is rebuilt and re-purposed Firebat armor. Despite the armors&#039; size (and concomitantly longer legs), the guys using them are just as slow as regular marines (oh come off it, the legs aren&#039;t much longer. they&#039;re lucky to not be slower). A third type of armor is made for Reapers, which looks similar to [[Assault Marines]] except their jetpacks are bigger.&lt;br /&gt;
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Less well known, but still present, is the armor worn by the Protoss. This advanced alien armor, although considerably more &amp;quot;ceremonial-looking&amp;quot; than Terran armors, is actually significantly more durable. Not only is it comprised of more resilient materials, but it contains built-in devices that convert the bearer&#039;s psionic energy into a forcefield; though this is depleted by absorbing damage, it will eventually regenerate, if the user survives. Presumably, it also provides environmental protection, though that may have something to do with the fact that the Protoss&#039; alien biology makes them hardier than humans, even without armor they can take more abuse than any Terran CMC armor variant. The common &amp;quot;Zealot&amp;quot; armor also has wrist-mounted devices that can focus psionic energy into energy-blades, which they use to rip &#039;n&#039; tear shit. Dark Templars use similar devices to create &amp;quot;void blades&amp;quot;, whose alien energies are one of the few things that can permanently kill &amp;quot;ruler&amp;quot; type Zerg such as Cerebrates.  &lt;br /&gt;
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Starcraft armor is often mocked for looking fat and bulbous, something which grew more pronounced in Starcraft 2.  This is also worsened by Starcraft suffering from &amp;quot;elephant sealitis&amp;quot; much like Warcraft, where the men tend to be so big in comparison to female models that you wonder how anyone has heterosexual sex without breaking female half of the equation.   The pre-rendered CGI models aren&#039;t too bad about this although they certainly are on the fat side of armor design when the general trend in scifi aesthetics has been to make things sleeker and slimmer, but the in-game models are pretty awful about this.   The Starcraft 2 Firebat and Marauder look tubbier than the god damn Centurion.  The very fact that Starcraft&#039;s power armor manages to make Space Marine armor look slim and sexy is the source of a tremendous deal of derision from Warhammer fans.&lt;br /&gt;
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==Metroid Power Armor==&lt;br /&gt;
AKA the &amp;quot;Power Suit&amp;quot; or &amp;quot;Chozo Power Suit&amp;quot;, and one of the most powerful armors on this list. Like Starcraft, pretty much every scrub gets a power suit in Metroid (especially if you&#039;re with the Galactic Federation), but the main character&#039;s suit is the one you probably want to know about.  [[Samus Aran]]&#039;s armor is like a wearable, form fitting [[Titan (Warhammer 40,000)|Titan]], designed by [[Lord of Change|magic bird people]] who took Samus in after her parents were killed. It completely kicks the shit out of basically &#039;&#039;all&#039;&#039; other technology in the Metroid universe; while a Federation plasma cannon is as powerful as a charged shot of Samus&#039;s Plasma Beam (which slices through aliens like a knife through warm butter), it&#039;s also nearly as big as a person, takes several minutes to charge, and requires a heavy power pack, while the proper Plasma Beam is integrated with all of Samus&#039;s other weaponry into her forearm-sized cannon, takes &#039;&#039;seconds&#039;&#039; to charge, absorbs ambient atmospheric energy to function, and is so energy-efficient it doesn&#039;t dip into her suit&#039;s resources whatsoever.&lt;br /&gt;
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But that&#039;s not all, it&#039;s ridiculously modular and can accept pretty much any piece of technology ever and turn it into an upgrade, even if the Chozo had never once encountered the technology in question! Samus doesn&#039;t have any idea of how this works either [[Derp|but more or less all she knows about the suit and its functions is that it works.]]&lt;br /&gt;
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When fully upgraded to end-game status, the Chozo suit is an unstoppable engine of destruction that&#039;s not only ludicrously durable but also incredibly fast and amazingly well armed. The only real flaw in its design is that it is stupid easy to knock all of its power ups and reset to default -- Samus never manages to hold onto her upgrades between games, though it could be because as we know that power ups can be destroyed (from metroid prime), she decides to just store them somewhere safe when she doesn&#039;t need them since most of her power ups are relics made by a species no one has seen a living example of in years. Like all Power Armours worth their name it also has [[pauldrons]]; the default pauldrons are actually pretty small, but add a Varia upgrade (where some materials have listed the pauldrons as a cooling system associated with the upgrade) and she can shame even the most ridiculous Space Marine.  However as Metroid has grown older, Samus&#039; suit has become sleeker and more form fitting.  In the transition from Prime 1 to Prime 2, her varia suit became considerably sleeker, with the most notable changes being that her visor went from a T to a Y and that her pauldrons went from going to a bit above her brows to being low enough to offer her full peripheral vision.   This suit design was kept as the official one (super smash brothers brawl&#039;s preference of the 2-D style &amp;quot;straight visor&amp;quot; suit notwithstanding) until Other M.    &lt;br /&gt;
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Until other M, the sleekest and slimmest power suit was the light suit, where the pauldrons were downright tiny and looked like something that would allow a full range of motion, meant to emphasize just how advanced and glorious the fusion of chozo and luminoth technology was.  Then Other M came and essentially made the Light Suit&#039;s proportions the standard, with the pauldrons now being at most going up to her chin if not shorter.   Whereas her older suits were bulky and androgynous, right now her default armor is pretty obviously worn by a woman even if it lacks anything egregious like boobplate or high heeled boots thanks to its pronounced hour glass figure.  While not subject to as much criticism as the Zero Suit this redesign certainly has a lot of people who aren&#039;t really much of a fan of it.   Whether it&#039;s out of simply disliking the aesthetics or that Nintendo&#039;s preference for it seems to be them showing favoritism for the extremely contentious Other M game over the almost universally beloved Prime trilogy is dependent on who you ask. To be fair, there&#039;s as much criticism of the Zero suit for looking like impractical fetish gear as there is criticism for it overshadowing what should be Samus&#039; default appearance in marketing in an attempt to appeal to waifu seeking weebs.&lt;br /&gt;
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In Metroid, Power Armor seems to be a ubiquitous and easy to manufacture technology.   Basically the entirety of the Federation military, both Marines and Army are equipped with it.  All of the hunters in prime hunters could outfit themselves with shields comparable to Samus&#039; own suit, and one of the hunters; Sylux (Metroid&#039;s resident ensemble dark horse and probable pretty boy given Nintendo&#039;s recent male character design) has a suit of power armor that&#039;s basically equally matched to Samus&#039; when both have a similar level of upgrades in every way.  Notably Sylux&#039;s armor is said to most likely be a stolen federation prototype from a black ops research base that was destroyed some time ago, as is his ship.  So clearly the Federation was aware of the massive gap in capability between their troops and Samus Aran and was trying to rectify it until whomever Sylux is stole it and totaled all of their research on the project.   However by Metroid Fusion it seems the Federation at least has the ability to replicate the software portions of Samus&#039; technology, which has some disturbing implications given that Fusion exposed the rot at the Federation&#039;s core.    &lt;br /&gt;
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As for how Federation grunt power armor performs.  Federation Marines seem to be generally evenly matched with Space Pirates who seem to be greatly physically superior to the average human based on the athletics they constantly do.   Whether or not it&#039;s shielded is unknown, but twenty or so marines made a pretty decent last stand against a hugely numerically superior force of Ing possessed Splinters (dog sized predators who seem to be aether&#039;s equivalent of wolves and who become much more durable when possessed by the Ing) before being inevitably overwhelmed by their enemy&#039;s sheer numbers.   The Demolition troopers whom you have to escort in the last leg of the pirate homeworld&#039;s arc of Metroid Prime 3 to destroy a gate blocking the way to the phazon leviathan can also more than pull their own weight against the unending hordes of Space Pirates the Pirates will throw at you the moment they realize that you&#039;re on your way to destroy their leviathan.   And their armor is actually noted as somewhat weaker than is standard for Federation marine armor (which...doesn&#039;t make a terrible deal of sense for soldiers whose job it is to handle explosives in the face of heavy enemy fire, that&#039;s a kind of job where you would want as much armor as you can get away with having) which makes it even more impressive.      &lt;br /&gt;
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There&#039;s also Federation Force&#039;s clunky Golem project Mini-Mecha but the less we speak of Federation Farce the better.&lt;br /&gt;
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==Halo Power Armor==&lt;br /&gt;
[[File:Spartan.jpg|200px|thumb|right|Spartan MJOLNIR Mark IV armour]]&lt;br /&gt;
Most people think of the Spartan power armor when they are asked about Halo. These suits cost as much as a UNSC ship and have the decency to protect the wearer from [[What|multiple Fuel Rod shots, despite being penetrated by a single pistol shot]]...inconsistency aside the Spartan power armor is in between the strengths of Astartes power armor and the Terran power armor. Unlike most other armors, the enhanced speed and strength given by these things is too much for an ordinary human; anybody other than the Spartans, who underwent genetic enhancements, and had a large wire stuck into their brain, ends up [[Grimdark |getting mutilated in the armor just by trying to move in it]]. Other power armor in Halo includes both the Brute and Elite combat harness which boosts their already insane strength (twice that of a human of the same mass for elites, about two or so tons for a Brute) and reaction time (although Brutes tend to be a bit more sluggish than humans).&lt;br /&gt;
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The energy shields in the power armor are probably the suit&#039;s most vital asset, as without them no human, genetically modified or not, could possibly survive eating at least 10,000 rounds in a single battle. Besides this, later games add a number of armor upgrades that radically augment the suit&#039;s features, such as a jetpack, bubble shield, EMP blast, etc. Sprint used to be an add-on, for... some reason, but fortunately became a standard feature.  &lt;br /&gt;
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More noteworthy perhaps for the fact it does not cost as much as a spacecraft, does not have pauldrons the size of the user&#039;s head and is implied to be halfway to efficient or practical (but if you took away its active ingredient, the shield generator it becomes as useful as wet tissue paper) and is used by the SAS in SPEHSS is the ODST armor, which has both better data analyst equipment than the MJOLNIR and suspiciously similar play style to the piece of junk used in halo 1.&lt;br /&gt;
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Of course there are the Forerunner Combat-Skins, which the books hype but the games tend to show much less impressive technology that makes the books make very little sense trying to reconcile the two. Whether it is used to dumb down the difficulty to make the game playable or pull out some ill-contrived [[Bullshit|bullshit excuse]] to explain why the Forerunner tech can be taken down by the magic of 7.62 NATO rounds is often [[Skub|a point of contention.]] For example, the books describe mini-mecha suits that can command a million drones or level city blocks but how you can reconcile this with the British B1 battle droids as designed by Apple that make up the bulk of the Prometheans in Halo 5 is anyone&#039;s guess. Whilst 343i tried to explain that the Prometheans were the byproduct of a madmen not giving a damn about quality control, it immediately contradicts itself when we see those same Prometheans suddenly [[Derp|blowing up Forerunner starships with the same weapons that many of us considered as &#039;meh&#039; in the game itself.]]  One also has to remember that Sentinels and Prometheans still have to be close enough to the suits in power to be relevant on the same battlefield before you run into the question that plagues many a superhero team, the age old &amp;quot;how is Hawkeye relevant on a team with Thor and the Silver Surfer?&amp;quot; It certainly doesn&#039;t make much sense when the Boredom Eternal/He of the endless recycled boss fights can [[Wat|take on a ludicrous amount of direct tank shots but can be taken apart with a combat knife]] and is supposed to be some badass guard figure. Then again, Halo isn&#039;t really known for its plot consistency and rivals WH40K on how unreliable the sources are.  &lt;br /&gt;
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It is also worth noting that Forerunner armor comes in mini-mecha and form-fitting varieties.  Most of the above is for the mini-mecha, while form-fitting armor seems to be substantially less impressive.  This is probably reconcilable by the people working on the Games having a completely different vision of the Halo universe than Greg Bear who likely recycled some concepts he had from unfinished books for the Forerunner trilogy.  In the mean time, 343 took whatever it saw as having interest for its game ideas (namely the Ur-Didact and Librarian characters) and largely ignored the rest.  And of course, Halo 5 had a completely different writer than Halo 4 and Halo 5 is so far regarded as having by far the worst writing in the entire series out of any of the games.  Where everyone is out of character, the people who aren&#039;t out of character are so boring you won&#039;t remember a thing about them after finishing, several plot holes that was pulled out of everyone&#039;s asses and absolutely everyone is an idiot and all eight of the main characters are so superfluous to the plot that you could remove them all and not a single thing would change.   &lt;br /&gt;
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While Halo Spartans used to be pretty top of the line impressive for visual scifi; as the Genre has matured the genre has also become full of far, far more over the top settings as it becomes more and more possible to display over the top stunts.   Much like how Superman&#039;s initial power level quickly ended up being eclipsed by various golden age competitors, a lot of what MJOLNIR armor can do has become so bog standard in science fiction (especially because a lot of its touted in game features are now standard for every FPS protagonist; apparently the first world war was fought by a bunch of wolverine clones, who knew?) that it&#039;s lost a great deal of its luster.  To its credit Halo has avoided the route Superman underwent back in the Golden Age where he just kept on getting more powerful to one up his competition like Captain Marvel in the comic book superpower arms race; but if you&#039;re used to playing Warframe or something like that you can come into Halo wondering why Master Chief is supposed to be special.[[Mary_Sue|  In which case congratulations for missing the entire point of the Spartans and the Master Chief.  They are special because despite the power of their enemies they still manage to win through a combination of dumb luck and mind-boggling courage and tenacity that is intended (and succeeds in) engendering respect and admiration in the audience/player.]]&lt;br /&gt;
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==Marathon Power Armor==&lt;br /&gt;
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Halo&#039;s grand-daddy has two examples:&lt;br /&gt;
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One is a human full body armor designed to allow the wearer to fight in vacuum. While sturdier than average, it was designed to be used in the aforementioned vacuum first and as an armor second. On the bright side, the integrated power source allows the wearer to use energy weapons with impunity.&lt;br /&gt;
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The other is the Pfhor power armor worn by the local Elite-equivalents, the Hunters who serve as Heavy Infantry and as dedicated slave hunters. Actually, the more correct description is that the armor is built around the heavy cyber- and gene-engineered Pfhor.&lt;br /&gt;
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==Metal Gear Exoskeletons==&lt;br /&gt;
Exosuits have featured throughout the &#039;&#039;Metal Gear&#039;&#039; series. While not very /tg/-ish, they do deserve a spot on this list for being either [[Indrick Boreale|balls-out wacky]] or [[Gabriel Seth|complete awesome]].&lt;br /&gt;
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===Solidus&#039;s Powered armor===&lt;br /&gt;
The powered armor suit worn by Solidus Snake during his rebellion. It uses artificial muscles that grant him vastly increased strength and reflexes (to the point he could parry concentrated machine gun fire with just his swords) and an accelerator that acted like a booster to allow him to travel great distances in the blink of an eye. The suit could &amp;quot;Hulk up&amp;quot;, the artificial musculature bulking out for even greater strength enhancement. It was also equipped with an extra pair of limbs called &amp;quot;Snake Arms&amp;quot;, very strong robotic tentacles mounted on the shoulders that could also shoot &amp;quot;plasma&amp;quot; missiles. However that works. They probably meant to say Plasma Bolts.&lt;br /&gt;
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===The Octosuit===&lt;br /&gt;
Solid Snake&#039;s signature suit in MGS4, it was made of artificial muscles like Solidus&#039; suit. Because he&#039;d turn into an old fart at this point, the octosuit was less of a performance-enhancing set of power armor as it was a full-body prosthetic. Still, it allowed him to fight as well as his younger self, with the added bonus of the Octosuit passively copying his surroundings to allow him to blend in better. With the added facemask, he could even fully disguise himself to remain totally inconspicuous in public - doesn&#039;t work on murderous robots at abandoned military facilities, however it does give him enough strength to knock them over. Of course, Snake should be shooting those damn things when they appear.&lt;br /&gt;
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===Cyborg Exosuits===&lt;br /&gt;
After the fall of the Patriots, cyborg technology was released into the world. With CNT muscle fiber being as cheap to produce as plastic, just about every mercenary insane enough opted to be augmented and encased in one of these things. This armor enhances the wearer&#039;s strength, agility, and durability to absurd levels, basically turning them into [[Eversor|unstoppable murder machines that will completely wreck the shit out of anything they face]].&lt;br /&gt;
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The caveat to this is that majority of cyborgs are not mentally sound for a variety of reasons. While some accepted augmentation willingly to enhance their abilities or restore lost functionality (and are thus able to come to terms with their new life), there are many who were forced to undergo cyborg transformation, either through force or grave necessity (a lot of cases were that they were former soldiers couldn&#039;t find jobs, either because their home country was in civil war, their country&#039;s economy was floored by the post-SOP recession, or they&#039;re disabled. So it was either sign up with a PMC to armor up or you and your family starves to death). Those recipients can be injected with fear-inhibiting nanomachines that will force them to fight, regardless of the circumstances, [[grimdark|all while their inner self is trapped, screaming, in their mind and is unable to stop themselves]].&lt;br /&gt;
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Some of the more notable examples include [https://www.youtube.com/watch?v=K7Hgg4C92IU Gray Fox, the Patriots&#039; first Cyborg Ninja], who was resurrected and became a guinea pig for further genetic experimentation. His exoskeleton was grafted to his own skeleton to allow him to safely utilize its strength-enhancing features, such as incredible strength and reflexes. However, he wasn&#039;t alright in the head. Fox was forcibly brought back from the dead and put into the project against his will, due to this his only ambition in his life is to have one final duel with Solid Snake before finally being given eternal rest.&lt;br /&gt;
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Raiden was captured by the Patriots and turned into a cyborg in Area 51. Everything from the jaw down was removed and his mandible-less skull and dangling spinal cord were attached to a cyborg body. The increased strength allowed him to [https://www.youtube.com/watch?v=R61cCBUWNQM break dance with 10-foot walkers attached to his legs and have a stabbing match with a bisexual flamenco-dancing vampire] and [https://www.youtube.com/watch?v=RypphRK14t8 duel and throw a Metal Gear RAY into the air]. A later body, built exclusively for combat, gave him the facilities to [https://www.youtube.com/watch?v=KzfYcwo7Wtw fight and &#039;&#039;suplex&#039;&#039; a Metal Gear the size of a Warhound Titan, then tear off one of its arms to engage it in a duel and destroy it]. The hyper-specialization for combat meant that this body couldn&#039;t have a self-repair unit; instead, Raiden had to take fuel cells from other military-grade cyborgs to repair any damage he might sustain and replenish his fuel, [[Rip and Tear|by forcefully yanking it out from them and consuming it on the spot]].&lt;br /&gt;
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===Sam&#039;s Powered Armor===&lt;br /&gt;
Defying all semblances of coherency; Jetstream Sam, a Brazilian samurai and Raiden&#039;s eventual rival, used nothing more than an exoskeleton to give him abilities that not only completely outclassed Raiden&#039;s original cyborg body (who, mind you, is able to lift a 30-foot mech and throw it into the air), but be able to go toe-to-toe with Raiden&#039;s later custom built body (who is able to bodyslam a Metal Gear the size of a Warhound Titan). By nothing more, we mean he had little-to-no cybernetic enhancements (his only real one is a cyborg arm after losing his sword arm, and even then he was capable of dueling a Metal Gear RAY UG all on his own before getting it).&lt;br /&gt;
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It did just about everything Raiden&#039;s body could do, from repairing itself by ripping out people&#039;s spines, grant him unreasonably high strength, and give him fast-enough reflexes to slow down time, deflect bullets using nothing more than a sword. and reliably catch his sword after launching it out of his scabbard at high speed using an explosive quick-draw system. One wonders if cyborg tech is even necessary at this point considering Sam can do all this bullshit without getting his arms and legs amputated. Just like Armstrong he was quite loaded. [[Flash_Gitz|So he most likely wasted his family fortune on upgrading his weapon and power armor.]]&lt;br /&gt;
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==Iron Man suits== &lt;br /&gt;
Probably the most well known Power Armor suit in fiction, popularized by the Superhero who&#039;s power is that he has power armor. Tony has built a lot of suits, some meant for a specific purpose, some just a stronger version of older iterations. At the high end, Iron man&#039;s suit is flat out superior to anything in nonserialized science fiction short of a few cheese builds from role playing games (but hey, comic books), even allowing him to fight Odinforce Thor, who mind you, has the power of a being who can destroy galaxies as the side effect of his fights.  Sure his standard suits may be beaten by weaker stuff, but if he really sets his mind to it, the things Tony can build are essentially magic contained in metal and [[Get shit done|get shit done!]]&lt;br /&gt;
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His armor has been constantly getting exponentially better in recent years.  First was the Extremis armor that let him use technopathy in tandem with a super soldier enhancement.  Then was the bleeding edge armor which could basically form weapons as Tony needed them from nowhere from living metal.  Then was the Endo-sym armor which was not only able to do that but drain energy from anything and output so much energy that it can hurt even energy absorbers.   And now he has the Model-Prime armor which can not only do all that but also automatically transform into any other kind of armor he needs whether it&#039;s a bulky hulkbuster suit for raw strength or Samurai esque armor when Tony feels the need to express his inner weeaboo.   At this rate of extremely rapid power escalation Iron Man should be able to fight the gods of monotheistic settings and win by 2025.&lt;br /&gt;
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==Destroyer Armor==&lt;br /&gt;
Perhaps the snazziest and most powerful armor in fiction. This creation of Odin (Marvel Universe version) cannot be damaged by anything less powerful than Odin himself (characters who can smash planets to pieces have tried and failed) and can destroy just about anything weaker than Odin in a single hit. Forerunner suit, Starktech?  HAH.  This is made by gods who actually feel godlike.  Crafted by someone who could eradicate entire galaxies as a side effect of his fights to battle even more powerful beings.  Accept no substitutes, this is the finest power armor you&#039;ll ever find that does not ascend you to Celestial wonkyness. Even if it does run on magic.&lt;br /&gt;
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Humorously, the [[C&#039;Tan|Celestials]] this armor was designed to fight show up in the story and immediately one-shot it.  In a bizarre turn of events the armor has become intelligent and now serves Galactus as a herald.  &lt;br /&gt;
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Comic books are &#039;&#039;weird.&#039;&#039;&lt;br /&gt;
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==Strike Legion==&lt;br /&gt;
[[Strike Legion]] has teraton pistols, Uzis that can outgun all of WH40K and planet busting grenades. You can survive those in one of these babies. Even the weakest ones have built in shield generators and flight capabilities. That is really all that needs to be said.  They are also mass produced.  Like, standard issue level mass produced.  By factions that can outnumber the Imperium of Man.&lt;br /&gt;
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==X-COM==&lt;br /&gt;
[[File:NXCom.jpg|right|200px|thumb|XCOM operatives in Titan armor]]&lt;br /&gt;
[[File:MEC.png|right|200px|thumb|A trio of MEC troopers with kinetic pilebunker fists and minigun. Yes, you can make your own [[Terminator]] squad using MEC upgrades.]]&lt;br /&gt;
[[X-COM]] always had high-tech armor, including actual power armored suits in the first game. The first one is the &amp;quot;Titan&amp;quot; armored suit, a heavy personal powered armor suit composed of alien alloys. These could drastically reduce damage, give the wearer increased strength and stamina. The other is the &amp;quot;Archangel&amp;quot; armor, while less durable, it instead sported a personal jetpack that allowed the user to hover and fly for limited amounts of time until they ran out of fuel. Finally, there is &amp;quot;Ghost&amp;quot; suit, which get more emphasis on power part of power armor, granting increased mobility and maneuverability, while only being slightly more durable than carapace armor, and as the name suggests, it spotted both passive camouflage systems and active cloaking. They&#039;re all fully sealed from the outside-environment and had an array life-support systems, so the wearer was immune to poison, fire, and getting choked to death.&lt;br /&gt;
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However, in the &#039;&#039;Enemy Within&#039;&#039; expansion to the 2012 remake. This came in the form &#039;&#039;&#039;M&#039;&#039;&#039;echanized &#039;&#039;&#039;E&#039;&#039;&#039;xoskeletal &#039;&#039;&#039;C&#039;&#039;&#039;ybersuit troopers, or &amp;quot;MECs&amp;quot; for short. Departing from the usual type of armor, these require a considerable amount of cybernetic enhancements through the use of the game&#039;s Meld resource to use. The pay-off for that is enormous, however. Unlike other low ranking soldiers in X-COM, the MEC troopers are extremely durable (to compensate for their size meaning they can&#039;t use cover.), and can use the most powerful guns in the game, that only the MEC&#039;s strength and durability allows them to use. Additionally, subsequent rank-up abilities and suit upgrades will further make MECs much more killy, and can improve the small ammo clip of the main gun. &lt;br /&gt;
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However, while MECs are incredibly powerful, they are not invincible. They are like XCOM&#039;s equivalent of tanks, and much like tanks, they tend to draw the biggest amount of enemy fire in the map (This is made more problematic by the fact that even the aliens&#039; basic plasma pistol can be a threat to MECs and the enemy AI will usually prioritize anyone not in cover), very limited ammunition stores which force frequent reloads, and just generally tend to lose against numbers where they&#039;re simply [[Imperial Guard|drowned by the sheer amount of attacks that come their way]]. Thus, relying completely on MECs isn&#039;t the best strategy, and it is always best to supplement MECs with some infantry for support.&lt;br /&gt;
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Since the technology for the MEC troopers is taken from the alien invaders, they unsurprisingly have their own version called the Mectoid. The Mectoid is one of their basic troopers, the Sectoid, in their own MEC suit. By the sequel they have phased these out and instead have Advent MECs, which, like the sectopod, are fully autonomous and have no living pilot. The Advent MECs are equipped with giant mag cannons and triple shot grenade launchers. And can jump 30+ feet. Failure to incapacitate (or hack) one as soon as it&#039;s encountered will end in much [[Rage|rage]]. unless you have [[Rip and Tear|end game weapons]]&lt;br /&gt;
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In XCOM 2 power amour takes 3 forms:&lt;br /&gt;
*The Wraith suit, which is similar to ghost armor in that it trades some protecting power for increased maneuverability and dodging ability. Trades ghost mode for wraith mode, which lets you walk through all obstacles for two turns. Also comes with a grappling hook.&lt;br /&gt;
*Basic power armour called the warden suit.&lt;br /&gt;
*And the &amp;quot;Hey guys let&#039;s strap a even more powerful Exosuit power thing on to power armor and slap a thermonuclear weapon onto the wrist and see what happens&amp;quot; WAR suit.&lt;br /&gt;
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==Warmachine==&lt;br /&gt;
[[File:PIP33007 500.jpeg|200px|thumb|right|A Khador Man-O-War Shocktrooper]]&lt;br /&gt;
[[Warmachine]] has had a number of different armors that technically qualify as power armor (almost all warcaster armor, for instance, includes enhancements to the wearer&#039;s strength and speed fueled by their magic), but probably the closest (and likely most famous) thing it has to traditional power armor is [[Khador]]&#039;s Man-O-War armor. Designed because Khador found it the lack of materials to make cortexes for its [[Warjack]]s meant even with the effort it put into building its jacks to last, it had a problem with still having a lot of resources it wasn&#039;t using and its lack of any cheaper jacks meant the jacks it had tended to be too badly outnumbered. To compensate for these problems, they designed huge suits of armor that would allow the wearers to function almost like pseudo-Warjacks. The Man-O-War functions the same way Khador&#039;s jacks do: it&#039;s slow, heavily armored, and hits really hard when it gets in close. [[Fluff]] wise there&#039;s a problem with the built in boilers releasing steam where it shouldn&#039;t go and killing the wearer, but this doesn&#039;t show up in gameplay since it would make them too unreliable (plus it only happens when they&#039;re damaged enough, depending on the addition to the game).  Not that they care as they gladly DIE IN STEAM!! Since the armor is still expensive to manufacture, Khador only allows its veteran troops to wear it, meaning they possess high skill with melee weapons.&lt;br /&gt;
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While the Man-O-War is an industrialized solution to lacking mechanical brains for light warjack-production, they are not the only power armors in the [[Iron Kingdoms]]: Some very eccentric mechaniks actually build their own armor called &amp;quot;Ironhead armour&amp;quot;. Though the Man-O-War-armour is big and scary, these tend to be even larger and impractical, and are usually built so only the bearer can use it properly. The use for these is everything from mechaniks-work to warfare, as proved by Captain Dominic Darius of Cygnar, who actually build himself a small, wearable light &#039;jack which in turn creates new miniature &#039;jacks called Halfjacks as long as he activates the thing. The thing is a four-ton heavy machine, that births smaller machines at all times. I couldn&#039;t make this shit up.&lt;br /&gt;
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Also, the [[Iron Kingdoms]] RPG allows players to own these armors - The Gods, Nations and Kings expansion allows for the use of Man-O-War armour and career, and the 52# issue of [[No Quarter]] has rules for your own custom-build murdermachine of steel and awesome.&lt;br /&gt;
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== Star Wars ==&lt;br /&gt;
The [[Star Wars]] Expanded Universe has had some minor power armor use. The iconic Stormtrooper armor is unpowered, but the zero-G assault Stormtrooper or &amp;quot;Spacetrooper&amp;quot; armor is a suit of powered armor that is worn over regular Stormtrooper armor, and may have been associated with the Dark Trooper armor. Dark Trooper armor itself was bigger and had strength enhancing and protective systems, but the mobile factory ship the project was based on was destroyed by Rebel agent Kyle Katarn. It incorporates a set of thrusters and other integrated weapons. Visually, it looks a bit like a cross of [[Terminator]] armor and NASA&#039;s Manned Maneuvering Unit, with a goofy, oversized Stormtrooper helmet.&lt;br /&gt;
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These were all based off of Mandalorian armor, which was more streamlined and effective than storm trooper armor, but also more expensive.  &lt;br /&gt;
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Power armor isn&#039;t used as much, since some sources indicate that the materials used in regular armor can hardly stand up to the ubiquitous blaster, nor the much rarer but much more asskicking lightsaber. Though in actuality, power armor is practically useless in the universe when compared to [[Plot armor]].&lt;br /&gt;
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There&#039;s also the Phase III Dark Troopers, which functioned as both automated robot infantry or could be worn as Power Armor, and was pretty much 40K Terminator Armor that wasn&#039;t hunched over(Soloing tank columns,anyone?), and had a built-in jetpack along with fun stuff like micromissiles.&lt;br /&gt;
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Sadly, like all cool things in the Star Wars universe, it shows up for just a couple games and books, then gets immediately destroyed and you never use it.&lt;br /&gt;
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==Wolfenstein== &lt;br /&gt;
From Wolfenstein 3D onwards, Wolfenstein has pretty much always featured some sort of power armor being used by the Nazis.  The first game had Hitler&#039;s power suit which comes at you with quadruple gatling guns, though when his health was depleted the suit would be destroyed and he&#039;d jump out and keep on fighting you with dual wielded gatling guns (and somehow have more damage per second this way) and later games generally give special elite Nazis suits of dieselpunk power armor.   Unfortunately for the Nazis, they&#039;re going up against motherfucking Captain B.J Blazkcowicz so all the power armor in the universe isn&#039;t going to save them from him showing the world what you do with Nazi scum.   In the latest game, the new order; Deathshead gets into a mini-mecha suit that&#039;s essentially an update of Hitler&#039;s power armor from Wolfenstein 3D, most notably featuring four gatlIng guns as Strasse tries to kill you in the moon baⁿse while ranting about he&#039;s the actual good guy here.  Which is of course just him being a deluded Nazi bastard because by this point you&#039;ve had twenty hours to see how very much of an awful person he is. You ALSO get power armor, that is remarkably inconsistent, as in get zapped by laser beams, shot by bullets and rockets, unbreakable unless you run out of armor, but getting punched in the chest twice deactivated it. Also, guys with crowbars pry it off. Somehow.&lt;br /&gt;
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== Real Life ==&lt;br /&gt;
[[File:Powered Exoskeleton.jpg|thumb|right|250px|DARPA exoskeleton going through it&#039;s paces in a rather literal sense.]]&lt;br /&gt;
[[File:RLpowerarmour.jpg|thumb|left|250px|TALOS Power armour.]]&lt;br /&gt;
While they are still some ways off from producing a fully functional power suit, there is interest in the idea. Some people are now looking into making functional powered exoskeletons, this includes some guys in Japan and the US government. While it&#039;s initially going to be used to help do heavy lifting where heavy equipment is impractical/inadvisable, along with helping the disabled to walk once more, using it for military applications is in the works. Hell, just look at the image. The basic idea works well enough, but there are still in the experimental phases and while they got the basics of the &amp;quot;power&amp;quot; part down they have yet to add the armor. &lt;br /&gt;
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Even so, they still have a fair bit to go since most early versions will be restricted by a power tether or run on batteries that have at most a few hours of juice. Still, the first airplane&#039;s flight only was about 35 meters and it took less then two decades to go from that to the first transatlantic flight.&lt;br /&gt;
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When they have a working model, this will by the only Superpower ability that isn&#039;t fictional or pseudoscience.&lt;br /&gt;
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When they do get armour, it will probably look like Fallout power armour.&lt;br /&gt;
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==Fantasy in General== &lt;br /&gt;
Depending on who you ask, any magic armor that increases your speed and strength and has spells that counteract encumbrance bound to it could be considered a form of power armor, especially if it&#039;s full plate armor and particularly if it has some system to keep out nasty shit like drowning, poison gas, or the vacuum of space.   It is armor, and it is using a power source in the form of magic to enhance the wielder.   More traditional power armor can also be found in fantasy; particularly in settings that are at least to a clockpunk level of technological development, often using magic or just not caring enough about physics to allow power suits to function with technology like steam boilers, clockwork gears, and diesel engines or simply running off of magical energy.  This particular trend has started to become more common as more and more fantasy writers have started to rebel against the concept of medieval stasis and even in settings that don&#039;t just outright abandon the faux-medieval trappings of fantasy try to incorporate more in the ways of technological development or practical magic.  In warhammer fantasy perhaps the most famous suit of power armor belongs to Ikit Claw, an ingenious device that is powered by warp stone and comes complete with an arm cannon to fire off warp lightning.&lt;br /&gt;
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==Gallery==&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:T45d Power Armor.png|T-45d armor&lt;br /&gt;
File:FNV T51b Armour.png|T-51b armor&lt;br /&gt;
File:T-60.png|T-60 armor&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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[[Category:Warhammer 40,000]][[Category:Space Marines]]&lt;/div&gt;</summary>
		<author><name>2601:147:4300:1949:BD6F:6D31:63F:1EAB</name></author>
	</entry>
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