<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://2d4chan.org/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=2601%3A1C0%3A5C00%3AEFC0%3A0%3A0%3A0%3ACCF8</id>
	<title>2d4chan - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://2d4chan.org/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=2601%3A1C0%3A5C00%3AEFC0%3A0%3A0%3A0%3ACCF8"/>
	<link rel="alternate" type="text/html" href="http://2d4chan.org/wiki/Special:Contributions/2601:1C0:5C00:EFC0:0:0:0:CCF8"/>
	<updated>2026-05-20T14:56:51Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Daemons_of_Chaos&amp;diff=502646</id>
		<title>Total War Warhammer/Tactics/Daemons of Chaos</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Daemons_of_Chaos&amp;diff=502646"/>
		<updated>2022-02-03T04:41:10Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C00:EFC0:0:0:0:CCF8: /* Artillery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the general tactics page on how to play [[Daemons of Chaos]] in [[Total War: WARHAMMER]].&lt;br /&gt;
&lt;br /&gt;
==Why Play Daemons of Chaos?==&lt;br /&gt;
*Because why choose between flavors of Daemons when you can have all of them?&lt;br /&gt;
*Why would the denizens of damnation require mortal assistance to destroy the world?&lt;br /&gt;
*It&#039;s not everyday we get a bad guy faction that is actually reasonably flexible so this is a nice change of pace.&lt;br /&gt;
*Hey, what other factions lets you wreck the world with your perfect OC?&lt;br /&gt;
* You&#039;re really loyal to the 8th edition army book&lt;br /&gt;
* You really like playing dress up with your lord&lt;br /&gt;
* When you want to play as &amp;quot;Chaos&amp;quot; you want your army to look like multicolored vomit from beyond the ken of man&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*&#039;&#039;&#039;Flexibility&#039;&#039;&#039;: Easily the biggest advantage this faction has over the Monogods. Since you have the Daemons from every god, you can actually pick and choose what kind of tactics you want to go for instead of going all out in one department. So if you want to rep Daemons but not get immediately counter picked because you picked Khorne, Tzeentch, Nurgle or Slaanesh this is the faction for you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unbreakable&#039;&#039;&#039;: What the fuck is going to scare you when you&#039;re literally a Daemon? Most of your units crumble instead of running away.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Terror&#039;&#039;&#039;: Fear and terror are going to be very common across your roster because, you know, literally crawled out of the pits of hell. Factions like Skaven or Beastmen who have leadership problems will find their forces running a ton.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quality&#039;&#039;&#039;: Your units are all very good at what they do, and as such you have some very strong elite options that can fill out numerous holes in your roster. There really isn&#039;t a department that anyone can say you&#039;re weak in.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Resistances&#039;&#039;&#039;: Ward saves, physical resistance and magic resistance abound in this army. You can&#039;t throw a rock without hitting something that&#039;s resistant to some type of damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Everyone is here!&#039;&#039;&#039;: You are the only non DLC race that released with your entire 8th edition army book ready to go at launch. Your roster is MASSIVE, especially compared to your other game 3 counterparts and you have so many options to butcher your enemies with. Plus, no DLCS to worry about pay to win bullshit in multiplayer.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Lack of Specialization&#039;&#039;&#039;: The downside to trying to appease all the gods at once is you don&#039;t get quite as good in any one department as going Monogod. Khorne will out fight you, Tzeentch will out magic you, Nurgle will out last you and Slaanesh will out run you. Add on to the fact that you don&#039;t get any of the Exalted Greater Daemons or Mortals in multiplayer (and must specially recruit them in single player) and you can feel how much they outweigh you in certain ways. If you only want to play one playstyle, you&#039;d be better off with Monogods.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lack of Armor&#039;&#039;&#039;: Evidently armor is hard to come by in the Realm of Chaos. Aside from a few options (mainly from Khorne) armor values are pretty low so missiles might be a bit of a problem if you can&#039;t shut them down.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Expensive&#039;&#039;&#039;: As is the trend with factions that have a ton of high quality stuff, price points might be a bit high. While you do have some chaff in the form of Nurglings, Blue Horrors, and Slaanesh Marauders, expect to go into most fights outnumbered.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lack of Range&#039;&#039;&#039;: While having access to the full daemon roster gives you some ranged options none of them are very long ranged, aside from Skull Cannons. Like a lot of Chaos factions you&#039;re first and foremost a melee rush army.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lack of Updates&#039;&#039;&#039;: You know how most factions get major updates alongside DLC? And you know how you have your entire roster? Yeah... While some balances changes are inevitable, don&#039;t expect big additions to your roster in the form of DLC. Though we may get some of the DLC units of the Monogod factions, if we&#039;re lucky that is.&lt;br /&gt;
**Exceptions may apply if CA gives Daemons of chaos pieces of DLC made for the dedicated gods. So if Khorne get&#039;s a DLC pack then Daemons might get a unit or two at the same time from that pack, but that is pure speculation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hard as FUCK&#039;&#039;&#039;: You are a demon, every single mortal hates you. You start at war with an empire province , kislev and wood elves, who will send waves after waves at you. Adding that as a demon of Undivided, most others demons will be, at best, wary of you. Your only respite is with the Norscan tribes and beastmen you can talk with.&lt;br /&gt;
&lt;br /&gt;
==Universal Traits==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemonic&#039;&#039;&#039;: Undead with extra steps, really. Once your daemonic units lose enough leadership, they&#039;ll begin to lose health and fade back into the Warp in the same vein that undead units crumble away. The good news is that even if your daemons are doomed to evaporate, they&#039;ll at least stick in and fight to the last model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Barrier&#039;&#039;&#039;: All Tzeentch daemons have two health pools; their regular health pool, and their Barrier health pool. As long as some of the barrier is left, it will absorb the damage of anything that hits the unit. It probably won&#039;t be too big, but it&#039;ll be enough to buy your troops some time to do what they need to do. It recharges when out of combat, so it encourages a hit and run ranged style of combat for your ranged units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cloud of Flies&#039;&#039;&#039;: A trait shared by all Nurgle daemons. As they stay in melee combat they actively gain Melee Defense, encouraging you to let them grind it out against the enemy. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devastating Flanker&#039;&#039;&#039;:most of your Slaaneshi daemons have this special ability which doubles their charge bonus when attacking an enemy unit from the flank or rear.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hellblade&#039;&#039;&#039;: Some (not all) of your Khorne daemons get this ability, which gives them 20% base and AP damage when they get 60 kills. Designed to reward you for being aggressive with your units with more damage. It&#039;ll be easier to get this off on squishy swarm factions (you&#039;ll get this fighting Skaven in no time) than smaller tank factions (good luck getting this fighting Dwarfs or especially Lizardmen and Woodelves with all their single-entity beatsticks), although it might be reworked to relate to damage instead of raw kills, anything else would make fighting especially against Ogres a nightmare.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reign of Chaos&#039;&#039;&#039;: As your lord deals damage a meter on the right hand side of the screen fills up, unlocking three different abilities at three tiers. This meter can fill up more than once, meaning that as long as you keep dealing damage you can unlock these abilities pretty much endlessly. Unlike the other Chaos God factions, who have three set tiers of abilities, your army abilities &#039;&#039;randomly select from the army abilities of the other four Chaos Gods&#039;&#039;. You never know exactly what you&#039;ll get, only that it will be one of the four abilities for that tier.&lt;br /&gt;
&lt;br /&gt;
==Lords==&lt;br /&gt;
&lt;br /&gt;
===Legendary Lords===&lt;br /&gt;
*&#039;&#039;&#039;[[God-Slayer]]:&#039;&#039;&#039; Your very own &#039;&#039;Original-Character-DO-NOT-STEAL&#039;&#039; Daemon Prince in name and form. You can customize not just the look, but the playstyle of him depending on which Chaos God (or Gods) you decide to worship. Looks alone aren&#039;t everything though. Each item you can customize also impacts the God-Slayer&#039;s stats and abilities. Should you take the Chaos Undivided route, you effectively get access to each Chaos God&#039;s (incomplete, but still quite vast) roster to form the rank and file of your armies. You do lack the Exalted versions as well as any mono-god faction effects, but what you lack in specialization you more than make up for in versatility.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Be&#039;lakor]]:&#039;&#039;&#039; Confirmed to be a LL for the Daemons of Chaos, he can be unlocked in campaign and custom battle by beating the single player campaign.&lt;br /&gt;
&lt;br /&gt;
===Generic Lords===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemon Prince Undivided&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemon Prince of Khorne&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Herald of Khorne&#039;&#039;&#039;: A melee focused lord who can be mounted on a Bloodcrusher or Blood Throne and has various AoE buffinf abilitties that boost the killiness of nearby units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemon Prince of Nurgle&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Herald of Nurgle&#039;&#039;&#039;: A slow and tanky hybrid lord with either the Lore of Death or the Lore of Nurgle. Can be mounted on a Rot Fly or a Palanquin of Nurgle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemon Prince of Tzeentch&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Herald of Tzeentch&#039;&#039;&#039;: A dedicated caster lord with access to either the Lore of Metal or the Lore of Tzeentch. Can be mounted on a Disc of Tzeentch or a Burning Chariot, both of which give him added range attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemon Prince of Slaanesh&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Herald of Slaanesh&#039;&#039;&#039;: A fast and deadly hybrid lord with either the Lore of Slaanesh or the Lore of Shadows. Can be mounted on a Steed of Slaanesh, Seeker Chariot, or Exalted Seeker Chariot. Has the Devastating Flanker ability, as well as Loci buffs for nearby units.&lt;br /&gt;
&lt;br /&gt;
===Generic Heroes===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alluress&#039;&#039;&#039;: A hybrid hero with the Lore of Slaanesh and/or Shadow magic along with AP in melee. Your only hero choice with the Devastating Flanker ability. Can ride the Steed of Slaanesh, Seeker Chariot, or Exalted Seeker Chariot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bloodreaper&#039;&#039;&#039;: He appears to be a combat/support character for going around murdering groups of infantry while also giving offensive buffs to your units. He can ride both a Juggernaut and a Blood Throne, making him a strong mobile threat. With AP and anti infantry he&#039;s a scary melee character that can also give other units a helping hand. Has an ability that gives 66% magic resistance to nearby allies, so a must-have against magic heavy armies like Tzeentch or the Vampire Counts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Iridescent Horror&#039;&#039;&#039;: A more dedicated wizard hero, and also your only ranged hero. They have some Loci abilities that allow them to buff troops in combat without using magic. They come with the Lores of Metal and Tzeentch and can mount up on a Disk and a Burning Chariot. On the chariot he comes with a missile attack, allowing him to be pretty decent at kiting enemies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plagueridden&#039;&#039;&#039;: Another hybrid hero with the Lore of Nurgle/Death and a lot more survivable in melee than the Alluress. Can be mounted on a Rot Fly or Palanquin of Nurgle.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blue Horrors of Tzeentch&#039;&#039;&#039;: Horrors will have a flaming range attack to pepper enemies from afar, though they will likely be the worse of the lesser daemons in combat (not that they will be useless). They will serve as your chaff infantry, meant to throw off some magic volleys then run in and die to hold for your more important troops. The range attack is meant more so as a precursor attack before charging into melee, especially since they only have 5 ammo.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bloodletters&#039;&#039;&#039;: Your mid tier Khornate unit, meaning that unlike Furies these guy might actually kill what they&#039;re fighting. They wield great swords with fire, magical, AP damage and anti-infantry, so they&#039;re really good at busting through armored infantry. As Daemons they&#039;re also unbreakable and contain nice defensive buffs, which is good because 30 armour isn&#039;t great. They will likely be your cheapest source of AP in the infantry fight, which will make them highly desirable when fighting heavy armor.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Bloodletters&#039;&#039;&#039;: Bloodletters plus. They&#039;re a very similar unit only just much better at the job but also much more expensive. These guys will let you carve through more elite options than your standard Bloodletters can.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemonettes&#039;&#039;&#039;: Very fast, very AP heavy, and very squishy Daemonic infantry unit. Roughly equivalent to Wardancers, stats wise, but considerably faster. Has Devastating Flanker.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Daemonettess&#039;&#039;&#039;: Faster, killier, sexier Daemonettes.  Roughly equivalent to Bladesingers, stats wise, but considerably faster. Have the Devastating Flanker and Soulscent passive abilites.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; Nurglings&#039;&#039;&#039;: The first real swarm unit in the game. While there are technically only 60 models in a unit, those models consist of roughly 5-6 Nurglings meaning there&#039;s roughly 300 of these little shits in the same unit. In terms of use, they&#039;re chaff and look to be damn good chaff at that. They have Vanguard in order to block the enemy attack and mostly just exist to waste the enemy time and wear them down.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plaguebearers&#039;&#039;&#039;: The tank to your Daemonettes and Bloodletter&#039;s spank. As slow as zombies and minimally armored, but decent melee stats, regeneration/poison, and a fuckheug HP pool means they&#039;ll hold for ages and grind most basic infantry to dust through attrition.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Plaguebearers&#039;&#039;&#039;: Aside from being a standard upgrade, they have the ability to throw a smaller versions of the Plague Drone’s Death’s Heads at foes as they approach, similar to Dwarf Miners and Chameleon Stalkers.&lt;br /&gt;
&lt;br /&gt;
===Missiles===&lt;br /&gt;
*&#039;&#039;&#039;Pink Horrors of Tzeentch&#039;&#039;&#039;: Upgrades to the blue guys. Has a better flaming range attack, and actually decent melee stats. Sadly, it has been confirmed that they will not split into Blue Horrors upon death. Will likely replace Blue Horrors once you have the money for them, as they do everything that they do but way better.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Pink Horrors of Tzeentch&#039;&#039;&#039;: And the Pink Horrors will be replaced by these guys. They come with insane ranged damage, out damaging the elite skirmishers of other factions, and increase the Winds of Magic recharge rate for your army as long as they&#039;re alive. This will be one of your likely Doomstacks in the late game, as strong missiles combined with extra magic is something no one will want less of. No AP on the ranged attack, but with a missile damage of 35 heavily armored units still won&#039;t like being hit by these guys.&lt;br /&gt;
&lt;br /&gt;
===Cavalry and Chariots===&lt;br /&gt;
*&#039;&#039;&#039;Plague Drone&#039;&#039;&#039;: Same as Nurgle, your armor piercing flying cavalry. Comes in two variants, standard melee (essentially an upgrade of rot flies) and a ranged version that tosses Death’s Heads at their foes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bloodcrusher&#039;&#039;&#039;: An angry Daemon riding a Robo-Rhino. Well armored and has an Anti Infantry bonus.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blood Shrine of Khorne&#039;&#039;&#039;: A support oriented single entity chariot. Tt will likely be the weakest of the motorcycle Khorne units in combat but will provide leadership and melee attack buffs to nearby units. Plus, it heals while it&#039;s in melee so the poorer melee stats won&#039;t be the worst thing in the world for it as it&#039;ll be hard to bring down.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Burning Chariot:&#039;&#039;&#039; A flying ranged focused chariot that has one of the most devastating ranged attacks in the entire game. It can apparently shred infantry formations and monsters but has low armor &#039;&#039;and&#039;&#039; ammo to compensate. Probably won&#039;t be the best chariot in melee, but the ability to fly and shoot flames will likely make up for that. Try to hold it in reserve for particularly valuable engagements, as you&#039;ll want to make the most out of every shot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pox Rider&#039;&#039;&#039;: Essentially just an upgrade to the Plague Toads, only with Plaguebearers on top of them instead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Seekers:&#039;&#039;&#039; Extremely fast light cavalry, unfortunately they don’t even have any armour, so cycle charging might be your best strategy when using them. Has Devastating Flanker and Vanguard deployment, making them well suited for getting right up in the face of range-heavy armies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heartseekers:&#039;&#039;&#039; Named after the unit champion of Seekers, these things are most likely meant to be a straight upgrade. Unlike your regular Seekers these guys have the Soulscent passive ability which increases their armour piercing and melee attack capability when within range of an enemy unit with morale wavering or lower. Also has Devastating Flanker and Vanguard deployment.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Seeker Chariot:&#039;&#039;&#039; A low model chariot unit with poison and Devastating Flanker. Super fast for a chariot but probably even more brittle when trapped in prolonged melee.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hellflayer:&#039;&#039;&#039; Essentially acts as a giant lawnmower, able to plough through infantry. Unfortunately it’s a wide target so might get singled out by ranged fire. Has Devastating Flanker but unlike the other chariots this one also has the Soulscent ability.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Seeker Chariot:&#039;&#039;&#039; An extremely fast but extremely fragile single-entity chariot that will mow down any heavily armored infantry it comes across. Has Poison, Perfect Vigour, and Devastating Flanker.&lt;br /&gt;
&lt;br /&gt;
===War Beasts===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Furies (Undivided)&#039;&#039;&#039;: Basically Chaos Furies who incorporate aspects from all the chaotic factions, with a preference depending on which side you are currently favoring.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flesh Hounds&#039;&#039;&#039;: They share the same speed as normal Warhounds (95) but have a much smaller model count per unit but are much stronger and tougher. They also have magic resistance of 50% like Furies do. They seem to inhabit that space of smaller war hound units from Drycha and the Norscans, and act as light cavalry.&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Soul Grinder of Tzeentch&#039;&#039;&#039;: This thing channels the power of Zeus to chuck lightning bolts from its hands that do AP and Anti Large damage. It seems to be a very versatile unit as it can deal with large units from afar and still deal some good damage up close. It also has magic attacks, so it will also be hitting for most of its damage. Still pretty decent in melee, but it&#039;s the Anti Large range attacks you want this thing for.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Grinder of Khorne&#039;&#039;&#039;: Based on what has been revealed it is a tanky cannon platform that can fire while moving. It also comes with a scattergun that does 800 damage with 120 range.  The Khorne soul grinder can chop up the Tzeentch + Nurgle variants in melee, but gets it&#039;s ass handed to it by the Slaanesh version who traded the cannon away for anti-large choppy power. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Grinder of Nurgle&#039;&#039;&#039;: Looks and acts like a 40K Plague Hulk, only replace the sword with a claw. Probably not the most useful Soul Grinder available to you as its gimmick of being an artillery unit is covered by dedicated pieces.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Grinder of Slaanesh&#039;&#039;&#039;: A purely melee version of the Soul Grinder with 75 speed, anti-large, and lots of armour piercing damage. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flamers of Tzeentch&#039;&#039;&#039;: A mobile flamethrower unit that can pump out ludicrous damage to unarmored targets. Apparently still ok in melee, though don&#039;t expect them to last long against most dedicated melee units. They require good positioning to use effectively, especially since they only have 10 ammo. Notably it&#039;s the first flamethrower unit that has AP damage, which might signal some hope for things like Irondrakes or Warp Fire Throwers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Flamer:&#039;&#039;&#039; A single entity purple version that has one of the most devastating ranged attacks in the game, able to deal heavy damage to both infantry and large units. Downside is that it has very limited ammo, so every shot has to count. It also applies Fire weakness in both melee and ranged, allowing it to set up your other unit to do more damage to the enemy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fiend of Slaanesh:&#039;&#039;&#039; Imagine faster and bigger Rat Ogres with poison and you’ll get the idea. Able to keep up with the rest of your forces, but unfortunately have just as much armour as other Slaaneshi daemons. Has the Sophoric Musk passive ability which lowers enemy melee defense and melee attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lord of Change&#039;&#039;&#039; A flying bird that is said to be a full spellcaster. In campaign there are technologies that can unlock more spells for them, but game footage so far shows that in multiplayer they&#039;re limited to the Blue Fire of Tzeentch and the Pink Fire of Tzeentch. Both of these spells have a low Winds of Magic cost, meaning LoCs will be useful for spamming cheap spells to fill your Eye of Tzeentch meter. It is a decent monster in melee, though don&#039;t expect it to go toe to toe with a Bloodthirster any time soon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bloodthirster&#039;&#039;&#039;: The smaller, more accessible version of its Exalted cousin. It trades a lot of the scary combat stats in return for Anti Large, making it more of a dedicated monster fighter. Aside from that, it functions as a cheaper version of the Exalted lord version.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rotflies&#039;&#039;&#039;: Riderless Rotflies. They appear to be melee only, using their flight speed and armour piercing to harass enemy back lines.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plague Toads&#039;&#039;&#039;: A surprising addition from the [[Forge World]] Throne of Chaos book, but a cool one non the less. Fairly slow, being giant amphibians and all, but have a very high charge bonus and do well against infantry.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Great Unclean One&#039;&#039;&#039;: Nurgle&#039;s big bulbous boys of mass and rot capable of withstanding the blast from a hell cannon and shrug it off. These jolly green giants are casters of the lore of Nurgle and the massive swords they wield can shear through armour.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Keeper of Secrets:&#039;&#039;&#039; Slaanesh&#039;s Greater Daemon unit is fast, has lots of weapon strength and armor piercing, as well as Blissful Rapture, Devastating Flanker, and Strider. Can cast two spells from the Lore of Slaanesh: Lash of Slaanesh and Acquiescence. Will likely be a powerful duelist character but will struggle with dealing with hordes compared to the other Greater Daemons.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skull Cannon&#039;&#039;&#039;: Your only artillery option, not counting the soul grinders. It has good range and damage, and its mobility allows it to keep itself safe from enemy ranged and cavalry that try to take it out. Plus, if something does get its hands on it, it&#039;ll be hard to kill with its high armor and ability to regenerate in melee. With good micro this thing has to potential to be frustrating as hell to play against. Of course, it has only 18 melee defense so if something does catch it it might take some hits, but they&#039;ll have to actually catch the damn thing first. If it runs out of ammo it can replenish it by killing enemies in melee.&lt;br /&gt;
&lt;br /&gt;
==Multiplayer Strategies==&lt;br /&gt;
&lt;br /&gt;
Having the favor of all 4 chaos gods means you can take advantage of their roster in ways nobody else can.  Bring a plaguebearer frontline and support them with fast Slaanesh flankers.  Trigger fire vulnerability with flamers of Tzeentch right before you slam your enemy with flaming attacks from bloodletters and skullcannons.  Stack your army with expensive Khorne heavy hitters and back them up with healing from the lore of Nurgle.  Use your imagination and go nuts.  &lt;br /&gt;
&lt;br /&gt;
Alternately, you can go for a mostly monogod strategy.  Your opponent has to spread himself thin to prepare for every crazy combination you can pull out of your ass so a good chunk of his army will be stuck with unfavorable matchups if you go all in on one god.  Building rosters for particular match-ups was a big part of TW2 and the unpredictability you get as Chaos Undivided means you have a high chance of winning the pre-battle mind game.  Someone who brought a bunch of armor piercing to deal with armored Khorne units isn&#039;t going to be happy when they find out you bought an unarmored Nurgle/Slaanesh army.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Beastmen| Beastmen]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemons of Chaos&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Empire| Empire]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Greenskins| Greenskins]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/High Elves| High Elves]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Khorne|Khorne]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Kislev|Kislev]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Norsca| Norsca]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Nurgle| Nurgle]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Ogre Kingdoms| Ogre Kingdoms]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Skaven| Skaven]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Slaanesh| Slaanesh]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tzeentch| Tzeentch]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C00:EFC0:0:0:0:CCF8</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Daemons_of_Chaos&amp;diff=502645</id>
		<title>Total War Warhammer/Tactics/Daemons of Chaos</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Daemons_of_Chaos&amp;diff=502645"/>
		<updated>2022-02-03T01:43:08Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C00:EFC0:0:0:0:CCF8: /* Cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the general tactics page on how to play [[Daemons of Chaos]] in [[Total War: WARHAMMER]].&lt;br /&gt;
&lt;br /&gt;
==Why Play Daemons of Chaos?==&lt;br /&gt;
*Because why choose between flavors of Daemons when you can have all of them?&lt;br /&gt;
*Why would the denizens of damnation require mortal assistance to destroy the world?&lt;br /&gt;
*It&#039;s not everyday we get a bad guy faction that is actually reasonably flexible so this is a nice change of pace.&lt;br /&gt;
*Hey, what other factions lets you wreck the world with your perfect OC?&lt;br /&gt;
* You&#039;re really loyal to the 8th edition army book&lt;br /&gt;
* You really like playing dress up with your lord&lt;br /&gt;
* When you want to play as &amp;quot;Chaos&amp;quot; you want your army to look like multicolored vomit from beyond the ken of man&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*&#039;&#039;&#039;Flexibility&#039;&#039;&#039;: Easily the biggest advantage this faction has over the Monogods. Since you have the Daemons from every god, you can actually pick and choose what kind of tactics you want to go for instead of going all out in one department. So if you want to rep Daemons but not get immediately counter picked because you picked Khorne, Tzeentch, Nurgle or Slaanesh this is the faction for you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unbreakable&#039;&#039;&#039;: What the fuck is going to scare you when you&#039;re literally a Daemon? Most of your units crumble instead of running away.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Terror&#039;&#039;&#039;: Fear and terror are going to be very common across your roster because, you know, literally crawled out of the pits of hell. Factions like Skaven or Beastmen who have leadership problems will find their forces running a ton.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quality&#039;&#039;&#039;: Your units are all very good at what they do, and as such you have some very strong elite options that can fill out numerous holes in your roster. There really isn&#039;t a department that anyone can say you&#039;re weak in.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Resistances&#039;&#039;&#039;: Ward saves, physical resistance and magic resistance abound in this army. You can&#039;t throw a rock without hitting something that&#039;s resistant to some type of damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Everyone is here!&#039;&#039;&#039;: You are the only non DLC race that released with your entire 8th edition army book ready to go at launch. Your roster is MASSIVE, especially compared to your other game 3 counterparts and you have so many options to butcher your enemies with. Plus, no DLCS to worry about pay to win bullshit in multiplayer.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Lack of Specialization&#039;&#039;&#039;: The downside to trying to appease all the gods at once is you don&#039;t get quite as good in any one department as going Monogod. Khorne will out fight you, Tzeentch will out magic you, Nurgle will out last you and Slaanesh will out run you. Add on to the fact that you don&#039;t get any of the Exalted Greater Daemons or Mortals in multiplayer (and must specially recruit them in single player) and you can feel how much they outweigh you in certain ways. If you only want to play one playstyle, you&#039;d be better off with Monogods.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lack of Armor&#039;&#039;&#039;: Evidently armor is hard to come by in the Realm of Chaos. Aside from a few options (mainly from Khorne) armor values are pretty low so missiles might be a bit of a problem if you can&#039;t shut them down.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Expensive&#039;&#039;&#039;: As is the trend with factions that have a ton of high quality stuff, price points might be a bit high. While you do have some chaff in the form of Nurglings, Blue Horrors, and Slaanesh Marauders, expect to go into most fights outnumbered.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lack of Range&#039;&#039;&#039;: While having access to the full daemon roster gives you some ranged options none of them are very long ranged, aside from Skull Cannons. Like a lot of Chaos factions you&#039;re first and foremost a melee rush army.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lack of Updates&#039;&#039;&#039;: You know how most factions get major updates alongside DLC? And you know how you have your entire roster? Yeah... While some balances changes are inevitable, don&#039;t expect big additions to your roster in the form of DLC. Though we may get some of the DLC units of the Monogod factions, if we&#039;re lucky that is.&lt;br /&gt;
**Exceptions may apply if CA gives Daemons of chaos pieces of DLC made for the dedicated gods. So if Khorne get&#039;s a DLC pack then Daemons might get a unit or two at the same time from that pack, but that is pure speculation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hard as FUCK&#039;&#039;&#039;: You are a demon, every single mortal hates you. You start at war with an empire province , kislev and wood elves, who will send waves after waves at you. Adding that as a demon of Undivided, most others demons will be, at best, wary of you. Your only respite is with the Norscan tribes and beastmen you can talk with.&lt;br /&gt;
&lt;br /&gt;
==Universal Traits==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemonic&#039;&#039;&#039;: Undead with extra steps, really. Once your daemonic units lose enough leadership, they&#039;ll begin to lose health and fade back into the Warp in the same vein that undead units crumble away. The good news is that even if your daemons are doomed to evaporate, they&#039;ll at least stick in and fight to the last model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Barrier&#039;&#039;&#039;: All Tzeentch daemons have two health pools; their regular health pool, and their Barrier health pool. As long as some of the barrier is left, it will absorb the damage of anything that hits the unit. It probably won&#039;t be too big, but it&#039;ll be enough to buy your troops some time to do what they need to do. It recharges when out of combat, so it encourages a hit and run ranged style of combat for your ranged units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cloud of Flies&#039;&#039;&#039;: A trait shared by all Nurgle daemons. As they stay in melee combat they actively gain Melee Defense, encouraging you to let them grind it out against the enemy. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devastating Flanker&#039;&#039;&#039;:most of your Slaaneshi daemons have this special ability which doubles their charge bonus when attacking an enemy unit from the flank or rear.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hellblade&#039;&#039;&#039;: Some (not all) of your Khorne daemons get this ability, which gives them 20% base and AP damage when they get 60 kills. Designed to reward you for being aggressive with your units with more damage. It&#039;ll be easier to get this off on squishy swarm factions (you&#039;ll get this fighting Skaven in no time) than smaller tank factions (good luck getting this fighting Dwarfs or especially Lizardmen and Woodelves with all their single-entity beatsticks), although it might be reworked to relate to damage instead of raw kills, anything else would make fighting especially against Ogres a nightmare.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reign of Chaos&#039;&#039;&#039;: As your lord deals damage a meter on the right hand side of the screen fills up, unlocking three different abilities at three tiers. This meter can fill up more than once, meaning that as long as you keep dealing damage you can unlock these abilities pretty much endlessly. Unlike the other Chaos God factions, who have three set tiers of abilities, your army abilities &#039;&#039;randomly select from the army abilities of the other four Chaos Gods&#039;&#039;. You never know exactly what you&#039;ll get, only that it will be one of the four abilities for that tier.&lt;br /&gt;
&lt;br /&gt;
==Lords==&lt;br /&gt;
&lt;br /&gt;
===Legendary Lords===&lt;br /&gt;
*&#039;&#039;&#039;[[God-Slayer]]:&#039;&#039;&#039; Your very own &#039;&#039;Original-Character-DO-NOT-STEAL&#039;&#039; Daemon Prince in name and form. You can customize not just the look, but the playstyle of him depending on which Chaos God (or Gods) you decide to worship. Looks alone aren&#039;t everything though. Each item you can customize also impacts the God-Slayer&#039;s stats and abilities. Should you take the Chaos Undivided route, you effectively get access to each Chaos God&#039;s (incomplete, but still quite vast) roster to form the rank and file of your armies. You do lack the Exalted versions as well as any mono-god faction effects, but what you lack in specialization you more than make up for in versatility.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Be&#039;lakor]]:&#039;&#039;&#039; Confirmed to be a LL for the Daemons of Chaos, he can be unlocked in campaign and custom battle by beating the single player campaign.&lt;br /&gt;
&lt;br /&gt;
===Generic Lords===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemon Prince Undivided&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemon Prince of Khorne&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Herald of Khorne&#039;&#039;&#039;: A melee focused lord who can be mounted on a Bloodcrusher or Blood Throne and has various AoE buffinf abilitties that boost the killiness of nearby units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemon Prince of Nurgle&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Herald of Nurgle&#039;&#039;&#039;: A slow and tanky hybrid lord with either the Lore of Death or the Lore of Nurgle. Can be mounted on a Rot Fly or a Palanquin of Nurgle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemon Prince of Tzeentch&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Herald of Tzeentch&#039;&#039;&#039;: A dedicated caster lord with access to either the Lore of Metal or the Lore of Tzeentch. Can be mounted on a Disc of Tzeentch or a Burning Chariot, both of which give him added range attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemon Prince of Slaanesh&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Herald of Slaanesh&#039;&#039;&#039;: A fast and deadly hybrid lord with either the Lore of Slaanesh or the Lore of Shadows. Can be mounted on a Steed of Slaanesh, Seeker Chariot, or Exalted Seeker Chariot. Has the Devastating Flanker ability, as well as Loci buffs for nearby units.&lt;br /&gt;
&lt;br /&gt;
===Generic Heroes===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alluress&#039;&#039;&#039;: A hybrid hero with the Lore of Slaanesh and/or Shadow magic along with AP in melee. Your only hero choice with the Devastating Flanker ability. Can ride the Steed of Slaanesh, Seeker Chariot, or Exalted Seeker Chariot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bloodreaper&#039;&#039;&#039;: He appears to be a combat/support character for going around murdering groups of infantry while also giving offensive buffs to your units. He can ride both a Juggernaut and a Blood Throne, making him a strong mobile threat. With AP and anti infantry he&#039;s a scary melee character that can also give other units a helping hand. Has an ability that gives 66% magic resistance to nearby allies, so a must-have against magic heavy armies like Tzeentch or the Vampire Counts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Iridescent Horror&#039;&#039;&#039;: A more dedicated wizard hero, and also your only ranged hero. They have some Loci abilities that allow them to buff troops in combat without using magic. They come with the Lores of Metal and Tzeentch and can mount up on a Disk and a Burning Chariot. On the chariot he comes with a missile attack, allowing him to be pretty decent at kiting enemies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plagueridden&#039;&#039;&#039;: Another hybrid hero with the Lore of Nurgle/Death and a lot more survivable in melee than the Alluress. Can be mounted on a Rot Fly or Palanquin of Nurgle.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blue Horrors of Tzeentch&#039;&#039;&#039;: Horrors will have a flaming range attack to pepper enemies from afar, though they will likely be the worse of the lesser daemons in combat (not that they will be useless). They will serve as your chaff infantry, meant to throw off some magic volleys then run in and die to hold for your more important troops. The range attack is meant more so as a precursor attack before charging into melee, especially since they only have 5 ammo.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bloodletters&#039;&#039;&#039;: Your mid tier Khornate unit, meaning that unlike Furies these guy might actually kill what they&#039;re fighting. They wield great swords with fire, magical, AP damage and anti-infantry, so they&#039;re really good at busting through armored infantry. As Daemons they&#039;re also unbreakable and contain nice defensive buffs, which is good because 30 armour isn&#039;t great. They will likely be your cheapest source of AP in the infantry fight, which will make them highly desirable when fighting heavy armor.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Bloodletters&#039;&#039;&#039;: Bloodletters plus. They&#039;re a very similar unit only just much better at the job but also much more expensive. These guys will let you carve through more elite options than your standard Bloodletters can.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemonettes&#039;&#039;&#039;: Very fast, very AP heavy, and very squishy Daemonic infantry unit. Roughly equivalent to Wardancers, stats wise, but considerably faster. Has Devastating Flanker.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Daemonettess&#039;&#039;&#039;: Faster, killier, sexier Daemonettes.  Roughly equivalent to Bladesingers, stats wise, but considerably faster. Have the Devastating Flanker and Soulscent passive abilites.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; Nurglings&#039;&#039;&#039;: The first real swarm unit in the game. While there are technically only 60 models in a unit, those models consist of roughly 5-6 Nurglings meaning there&#039;s roughly 300 of these little shits in the same unit. In terms of use, they&#039;re chaff and look to be damn good chaff at that. They have Vanguard in order to block the enemy attack and mostly just exist to waste the enemy time and wear them down.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plaguebearers&#039;&#039;&#039;: The tank to your Daemonettes and Bloodletter&#039;s spank. As slow as zombies and minimally armored, but decent melee stats, regeneration/poison, and a fuckheug HP pool means they&#039;ll hold for ages and grind most basic infantry to dust through attrition.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Plaguebearers&#039;&#039;&#039;: Aside from being a standard upgrade, they have the ability to throw a smaller versions of the Plague Drone’s Death’s Heads at foes as they approach, similar to Dwarf Miners and Chameleon Stalkers.&lt;br /&gt;
&lt;br /&gt;
===Missiles===&lt;br /&gt;
*&#039;&#039;&#039;Pink Horrors of Tzeentch&#039;&#039;&#039;: Upgrades to the blue guys. Has a better flaming range attack, and actually decent melee stats. Sadly, it has been confirmed that they will not split into Blue Horrors upon death. Will likely replace Blue Horrors once you have the money for them, as they do everything that they do but way better.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Pink Horrors of Tzeentch&#039;&#039;&#039;: And the Pink Horrors will be replaced by these guys. They come with insane ranged damage, out damaging the elite skirmishers of other factions, and increase the Winds of Magic recharge rate for your army as long as they&#039;re alive. This will be one of your likely Doomstacks in the late game, as strong missiles combined with extra magic is something no one will want less of. No AP on the ranged attack, but with a missile damage of 35 heavily armored units still won&#039;t like being hit by these guys.&lt;br /&gt;
&lt;br /&gt;
===Cavalry and Chariots===&lt;br /&gt;
*&#039;&#039;&#039;Plague Drone&#039;&#039;&#039;: Same as Nurgle, your armor piercing flying cavalry. Comes in two variants, standard melee (essentially an upgrade of rot flies) and a ranged version that tosses Death’s Heads at their foes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bloodcrusher&#039;&#039;&#039;: An angry Daemon riding a Robo-Rhino. Well armored and has an Anti Infantry bonus.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blood Shrine of Khorne&#039;&#039;&#039;: A support oriented single entity chariot. Tt will likely be the weakest of the motorcycle Khorne units in combat but will provide leadership and melee attack buffs to nearby units. Plus, it heals while it&#039;s in melee so the poorer melee stats won&#039;t be the worst thing in the world for it as it&#039;ll be hard to bring down.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Burning Chariot:&#039;&#039;&#039; A flying ranged focused chariot that has one of the most devastating ranged attacks in the entire game. It can apparently shred infantry formations and monsters but has low armor &#039;&#039;and&#039;&#039; ammo to compensate. Probably won&#039;t be the best chariot in melee, but the ability to fly and shoot flames will likely make up for that. Try to hold it in reserve for particularly valuable engagements, as you&#039;ll want to make the most out of every shot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pox Rider&#039;&#039;&#039;: Essentially just an upgrade to the Plague Toads, only with Plaguebearers on top of them instead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Seekers:&#039;&#039;&#039; Extremely fast light cavalry, unfortunately they don’t even have any armour, so cycle charging might be your best strategy when using them. Has Devastating Flanker and Vanguard deployment, making them well suited for getting right up in the face of range-heavy armies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heartseekers:&#039;&#039;&#039; Named after the unit champion of Seekers, these things are most likely meant to be a straight upgrade. Unlike your regular Seekers these guys have the Soulscent passive ability which increases their armour piercing and melee attack capability when within range of an enemy unit with morale wavering or lower. Also has Devastating Flanker and Vanguard deployment.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Seeker Chariot:&#039;&#039;&#039; A low model chariot unit with poison and Devastating Flanker. Super fast for a chariot but probably even more brittle when trapped in prolonged melee.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hellflayer:&#039;&#039;&#039; Essentially acts as a giant lawnmower, able to plough through infantry. Unfortunately it’s a wide target so might get singled out by ranged fire. Has Devastating Flanker but unlike the other chariots this one also has the Soulscent ability.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Seeker Chariot:&#039;&#039;&#039; An extremely fast but extremely fragile single-entity chariot that will mow down any heavily armored infantry it comes across. Has Poison, Perfect Vigour, and Devastating Flanker.&lt;br /&gt;
&lt;br /&gt;
===War Beasts===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Furies (Undivided)&#039;&#039;&#039;: Basically Chaos Furies who incorporate aspects from all the chaotic factions, with a preference depending on which side you are currently favoring.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flesh Hounds&#039;&#039;&#039;: They share the same speed as normal Warhounds (95) but have a much smaller model count per unit but are much stronger and tougher. They also have magic resistance of 50% like Furies do. They seem to inhabit that space of smaller war hound units from Drycha and the Norscans, and act as light cavalry.&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Soul Grinder of Tzeentch&#039;&#039;&#039;: This thing channels the power of Zeus to chuck lightning bolts from its hands that do AP and Anti Large damage. It seems to be a very versatile unit as it can deal with large units from afar and still deal some good damage up close. It also has magic attacks, so it will also be hitting for most of its damage. Still pretty decent in melee, but it&#039;s the Anti Large range attacks you want this thing for.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Grinder of Khorne&#039;&#039;&#039;: Based on what has been revealed it is a tanky cannon platform that can fire while moving. It also comes with a scattergun that does 800 damage with 120 range.  The Khorne soul grinder can chop up the Tzeentch + Nurgle variants in melee, but gets it&#039;s ass handed to it by the Slaanesh version who traded the cannon away for anti-large choppy power. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Grinder of Nurgle&#039;&#039;&#039;: Looks and acts like a 40K Plague Hulk, only replace the sword with a claw. Probably not the most useful Soul Grinder available to you as its gimmick of being an artillery unit is covered by dedicated pieces.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Grinder of Slaanesh&#039;&#039;&#039;: A purely melee version of the Soul Grinder with 75 speed, anti-large, and lots of armour piercing damage. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flamers of Tzeentch&#039;&#039;&#039;: A mobile flamethrower unit that can pump out ludicrous damage to unarmored targets. Apparently still ok in melee, though don&#039;t expect them to last long against most dedicated melee units. They require good positioning to use effectively, especially since they only have 10 ammo. Notably it&#039;s the first flamethrower unit that has AP damage, which might signal some hope for things like Irondrakes or Warp Fire Throwers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Flamer:&#039;&#039;&#039; A single entity purple version that has one of the most devastating ranged attacks in the game, able to deal heavy damage to both infantry and large units. Downside is that it has very limited ammo, so every shot has to count. It also applies Fire weakness in both melee and ranged, allowing it to set up your other unit to do more damage to the enemy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fiend of Slaanesh:&#039;&#039;&#039; Imagine faster and bigger Rat Ogres with poison and you’ll get the idea. Able to keep up with the rest of your forces, but unfortunately have just as much armour as other Slaaneshi daemons. Has the Sophoric Musk passive ability which lowers enemy melee defense and melee attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lord of Change&#039;&#039;&#039; A flying bird that is said to be a full spellcaster. In campaign there are technologies that can unlock more spells for them, but game footage so far shows that in multiplayer they&#039;re limited to the Blue Fire of Tzeentch and the Pink Fire of Tzeentch. Both of these spells have a low Winds of Magic cost, meaning LoCs will be useful for spamming cheap spells to fill your Eye of Tzeentch meter. It is a decent monster in melee, though don&#039;t expect it to go toe to toe with a Bloodthirster any time soon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bloodthirster&#039;&#039;&#039;: The smaller, more accessible version of its Exalted cousin. It trades a lot of the scary combat stats in return for Anti Large, making it more of a dedicated monster fighter. Aside from that, it functions as a cheaper version of the Exalted lord version.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rotflies&#039;&#039;&#039;: Riderless Rotflies. They appear to be melee only, using their flight speed and armour piercing to harass enemy back lines.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plague Toads&#039;&#039;&#039;: A surprising addition from the [[Forge World]] Throne of Chaos book, but a cool one non the less. Fairly slow, being giant amphibians and all, but have a very high charge bonus and do well against infantry.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Great Unclean One&#039;&#039;&#039;: Nurgle&#039;s big bulbous boys of mass and rot capable of withstanding the blast from a hell cannon and shrug it off. These jolly green giants are casters of the lore of Nurgle and the massive swords they wield can shear through armour.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Keeper of Secrets:&#039;&#039;&#039; Slaanesh&#039;s Greater Daemon unit is fast, has lots of weapon strength and armor piercing, as well as Blissful Rapture, Devastating Flanker, and Strider. Can cast two spells from the Lore of Slaanesh: Lash of Slaanesh and Acquiescence. Will likely be a powerful duelist character but will struggle with dealing with hordes compared to the other Greater Daemons.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skull Cannon&#039;&#039;&#039;: Your only artillery option. It has good range and damage, and its mobility allows it to keep itself safe from enemy ranged and cavalry that try to take it out. Plus, if something does get its hands on it, it&#039;ll be hard to kill with its high armor and ability to regenerate in melee. With good micro this thing has to potential to be frustrating as hell to play against. Of course, it has only 18 melee defense so if something does catch it it might take some hits, but they&#039;ll have to actually catch the damn thing first. If it runs out of ammo it can replenish it by killing enemies in melee.&lt;br /&gt;
&lt;br /&gt;
==Multiplayer Strategies==&lt;br /&gt;
&lt;br /&gt;
Having the favor of all 4 chaos gods means you can take advantage of their roster in ways nobody else can.  Bring a plaguebearer frontline and support them with fast Slaanesh flankers.  Trigger fire vulnerability with flamers of Tzeentch right before you slam your enemy with flaming attacks from bloodletters and skullcannons.  Stack your army with expensive Khorne heavy hitters and back them up with healing from the lore of Nurgle.  Use your imagination and go nuts.  &lt;br /&gt;
&lt;br /&gt;
Alternately, you can go for a mostly monogod strategy.  Your opponent has to spread himself thin to prepare for every crazy combination you can pull out of your ass so a good chunk of his army will be stuck with unfavorable matchups if you go all in on one god.  Building rosters for particular match-ups was a big part of TW2 and the unpredictability you get as Chaos Undivided means you have a high chance of winning the pre-battle mind game.  Someone who brought a bunch of armor piercing to deal with armored Khorne units isn&#039;t going to be happy when they find out you bought an unarmored Nurgle/Slaanesh army.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Beastmen| Beastmen]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemons of Chaos&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Empire| Empire]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Greenskins| Greenskins]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/High Elves| High Elves]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Khorne|Khorne]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Kislev|Kislev]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Norsca| Norsca]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Nurgle| Nurgle]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Ogre Kingdoms| Ogre Kingdoms]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Skaven| Skaven]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Slaanesh| Slaanesh]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tzeentch| Tzeentch]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C00:EFC0:0:0:0:CCF8</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Khorne&amp;diff=504457</id>
		<title>Total War Warhammer/Tactics/Khorne</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Khorne&amp;diff=504457"/>
		<updated>2022-02-03T01:37:38Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C00:EFC0:0:0:0:CCF8: /* Cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the general tactics page on how to play [[Khorne]]  in [[Total War: WARHAMMER]].&lt;br /&gt;
&lt;br /&gt;
==Why play Khorne?==&lt;br /&gt;
*Because sometimes you just want to not think too hard and rip the other guys apart limb from limb.&lt;br /&gt;
*You play aggressive, and don&#039;t want to play any of that &amp;quot;defense&amp;quot; bullshit&lt;br /&gt;
*[[Doom]] is your favorite game franchise and you always wanted to play from the Demon&#039;s point of view.&lt;br /&gt;
*You are fond of Mesoamerican cultivars that are not beans or squash.&lt;br /&gt;
*You want the best/second best warcry in the game&lt;br /&gt;
**&#039;&#039;Ahem&#039;&#039;: &amp;lt;span style=&#039;color:red;font-size:100%&#039;&amp;gt; &#039;&#039;&#039;BLOOD FOR THE BLOOD GOD! SKULLS FOR THE SKULL THRONE!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*&#039;&#039;&#039;Unmatched Melee&#039;&#039;&#039;: If CA does our homeboy justice, don&#039;t expect anyone to be able to match you in melee. There should be high charge and high attack across the board in this army roster.&lt;br /&gt;
*&#039;&#039;&#039;High Armour&#039;&#039;&#039;: Considering every unit showed off so far has been dressed head to toe in it, it&#039;s safe to say armour values for your units are generally going to be very high. Your Daemons aren&#039;t so good in the armour department compared to the mortals but they do have plenty of resistances to make up for it.&lt;br /&gt;
*&#039;&#039;&#039;Monsters&#039;&#039;&#039;: Bloodthirsters, Bloodcrushers, Skullcrushers, Spawn, Minotaurs and many more means you will have some of the scariest monster units in the entire game. Winning the monstermash shouldn&#039;t be an issue and allow your big bois to take over the battle for you.&lt;br /&gt;
*&#039;&#039;&#039;Magic Resiliency&#039;&#039;&#039;: Magic is for wimpy nerds and daddy Khorne will make sure you won&#039;t die in the most embarrassing way possible. Enemy spells won&#039;t hurt you nearly as bad as other faction.&lt;br /&gt;
*&#039;&#039;&#039;Mobility&#039;&#039;&#039;: Khorne actually has some wheels on him. You have two different units of warhounds, furies and cavalry to run around the map and out maneuver your opponents. Your infantry, especially Chaos Warriors, are pretty slow however, so keep that in mind.&lt;br /&gt;
*&#039;&#039;&#039;Strength through Kills&#039;&#039;&#039;: Based on what we know about their faction mechanics, the more you kill the stronger you get. As such, you are rewarded for being aggressive by getting more damage and shredding potential.  Note that Khorne cares not if you&#039;re killing phoenix guard or skavenslaves, your units power up even faster if your opponent is dumb enough to throw a bunch of shitty chaff units at you&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*&#039;&#039;&#039;No Magic&#039;&#039;&#039;: What, you want to blow shit up with your mind like a god damn pussy? If that&#039;s the case Khorne isn&#039;t for you. Even the Dwarfs have a substitute in the form of Runes that make up for it to an extent. You will not be able to contribute any magic to the field in the form of wizards, costing you some AOE burst.&lt;br /&gt;
*&#039;&#039;&#039;Less effective against elites&#039;&#039;&#039;: with your battle mechanical keying off &#039;&#039;number&#039;&#039; of kills it means that against elite factions that bring fewer soldiers you will be less effective. Not &#039;&#039;Ineffective&#039;&#039; mind you but it does mean you won&#039;t get your Strength through Kills ablitys which may put you at a disadvantage.&lt;br /&gt;
*&#039;&#039;&#039;Very Limited Range&#039;&#039;&#039;: Skullcannons and Soul Grinders will be your only ranged option. Even with the mortal units you only have two ranged options, meaning you don&#039;t really have any option to play defense. Granted if you wanted to play a defensive set up why the hell are you playing Khorne in the first place?&lt;br /&gt;
*&#039;&#039;&#039;Lack of Versatility&#039;&#039;&#039;: Sneakiness and subtlety are for little bitches. You may be one of the most hardcore melee rush factions in the game, but that&#039;s really all you got going for you. This can make Khorne relatively easier to game plan for compared to a lot of other factions who have an easier time employing numerous tactics.&lt;br /&gt;
*&#039;&#039;&#039;Top Heavy&#039;&#039;&#039;: You have zero chaff or cheap infantry units. Warhounds are your cheapest unit and Chaos Warriors with shields make up your cheapest infantry at 750 gold. Even High Elves can get infantry at a cheaper price point. You will have a very difficult time spreading the field and in multiplayer you should expect to be outnumbered in most match ups.&lt;br /&gt;
*&#039;&#039;&#039;Friends? What are those?&#039;&#039;&#039;: Well... what do you expect? Not only are you playing a game called Total &#039;&#039;&#039;WAR&#039;&#039;&#039;, you&#039;re playing for the Chaos God of Blood. The only mortal &amp;quot;allies&amp;quot; you can make are with the Warriors of Chaos, Beastmen, Norsca and &#039;&#039;potentially&#039;&#039; Skaven and ogres, if they&#039;re not feeling duplicitous. Even as far as Daemons go, Slaanesh isn&#039;t keen on working with your forces and even other Khornate factions tend to rub each other the wrong way. Everyone else you&#039;re automatically at war with.&lt;br /&gt;
*&#039;&#039;&#039;DLC&#039;&#039;&#039;: Every core race has joined this club, and you are noticeably missing some big units, especially from the mortals side of things. You may as well apply early.&lt;br /&gt;
&lt;br /&gt;
==Faction traits==&lt;br /&gt;
*&#039;&#039;&#039;Hellblade&#039;&#039;&#039;: Units gain 20% base and AP damage when they get 60 kills. Designed to reward you for being aggressive with your units with more damage. It&#039;ll be easier to get this off on squishy swarm factions (you&#039;ll get this fighting Skaven in no time) than smaller tank factions (good luck getting this fighting Dwarfs or especially Lizardmen and Wood Elves with all their single-entity beatsticks), although it might be reworked to relate to damage instead of raw kills, anything else would make fighting especially against Ogres a nightmare.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemonic&#039;&#039;&#039;: Undead with extra steps, really. Once your daemonic units lose enough leadership, they&#039;ll begin to lose health and fade back into the Warp in the same vein that undead units crumble away. The good news is that even if your daemons are doomed to evaporate, they&#039;ll at least stick in and fight to the last model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blood for the Blood God&#039;&#039;&#039;: As you kill off individual enemy models over the course of a battle a meter on the right hand of the screen slowly fills, unlocking three abilities at three different tiers. As you use these abilities the meter goes back down, but you can refill it by killing more enemy models. This, plus the Hellblade ability for your daemons, is going to make you a terror in the night for swarming factions like Skaven, Beastmen, or the undead, but is going to be a lot less useful against low-model count factions like the High Elves or Ogres.&lt;br /&gt;
**&#039;&#039;Horn of Khorne&#039;&#039;: The first ability is an area of effect buff that can be cast anywhere on the map, granting 24 melee attack to any of your units in the radius. Lasts for 31 seconds and has a cooldown of 90 seconds.&lt;br /&gt;
**&#039;&#039;Relentless Rage&#039;&#039;: The second ability is another area of effect buff, granting any of your units in the radius Unbreakable but also making them unkillable for the duration of the effect, similar to the Cohort of Sotek RoR&#039;s special ability. Lasts for 20 seconds and has a cooldown of 90 seconds.&lt;br /&gt;
**&#039;&#039;Blade of Khorne&#039;&#039;: The final ability is a massive explosion spell that can be cast anywhere on the map and deals magical and armor piercing damage. Has a cooldown of 120 seconds.&lt;br /&gt;
&lt;br /&gt;
==Lords==&lt;br /&gt;
&lt;br /&gt;
===Legendary Lords===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Skarbrand]]&#039;&#039;&#039;: SKARBRAND APPRECIATES NOT BEING DLC!!!! Likely going to be the Bloodthirster themed campaign along with being a pure combat beast. He gets stronger with every kill that he gets, meaning unlike most single entities getting tied up by chaff might be beneficial in the long run. He has two special abilities called Wrathful Reaper and Rage Embodied, but neither have been explored much in detail. Supposedly Rage Embodied allows him to cause Rampage in enemy units with less than half leadership, which if true is going to make him a true nightmare on the battlefield.[[Awesome|He can also spit fire now]]. Despite being stuck on the ground unlike other Bloodthirsters, Skarbrand has 80 speed so escaping him will be a challenge. This also applies to his campaign, as his faction bonuses provide bonus campaign movement after razing settlements and Skarbrand himself gets even more speed by winning battles in general, making him extra speedy post-siege.&lt;br /&gt;
&lt;br /&gt;
===Generic Lords===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Bloodthirster&#039;&#039;&#039;: Budget Skarbrand. One of two possible Bloodthirster units available in the army, this one being the Lord equivalent. As you&#039;d expect, it&#039;s really fucking scary. The stat line on this thing is absolutely absurd, giving it flaming and magical attacks along with a plentiful amount of AP. It also has a bunch of gnarly special abilities including one called Deathblow that buffs its already spooky weapon strength by 50% (both AP and Non AP), and another that causes automatic miscast damage to any wizard casting spells nearby. The ability to fly also allows it to pick and choose its targets and stay on the move. Combine all of this with it being unbreakable due to it&#039;s Daemonic trait and it will be extremely hard to get rid of.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Herald of Khorne&#039;&#039;&#039;: A Bloodletter lord focused more on buffing and support rather than the pure killing power of a Bloodthister. He gives offensive buffs to your units, making him the closest thing to a caster lord you get. He can be mounted on both a Juggernaut and a Blood Throne, so while the Bloodthirster is more of a general melee beast the Heralds will be more of an anti infantry specialist. The loci abilities he will likely bring will make him an aggressive buffing lord meant to ride in with your troops and give them powerful buffs to keep them in the fight.  In campaign, upgrading a herald lord is the only way to get an exalted greater daemon lord.  So you&#039;re gonna use these guys alot.&lt;br /&gt;
&lt;br /&gt;
==Heroes==&lt;br /&gt;
&lt;br /&gt;
===Legendary Heroes===&lt;br /&gt;
&lt;br /&gt;
===Generic Heroes===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cultist of Khorne&#039;&#039;&#039;: Based on what we heard, this guy will be your dedicated combat character/duelist. His known stats make him similar to the Warriors of Chaos&#039; Exalted One. Further, he has the ability to summon a unit of Bloodletters once per match. He only comes with a Chaos Steed, allowing him to get across the field quickly. Outside of battle he may have something to do with setting up the various Blood Cult buildings in enemy settlements. What other abilities he has are currently unknown. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bloodreaper&#039;&#039;&#039;: He appears to be a combat/support character for going around murdering groups of infantry while also giving offensive buffs to your units. he can ride both a Juggernaut and a Blood Throne, making him a strong mobile threat. With AP and anti infantry he&#039;s a scary melee character that can also give other units a helping hand. Has an ability that gives 66% magic resistance to nearby allies, so a must-have against magic heavy armies like Tzeentch or the Vampire Counts.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Bloodletters&#039;&#039;&#039;: Your mid tier Daemon unit, meaning that unlike Furies these guy might actually kill what they&#039;re fighting. They wield great swords with fire, magical, AP damage and anti-infantry, so they&#039;re really good at busting through armored infantry. As Daemons they&#039;re also unbreakable and contain nice defensive buffs, which is good because 30 armour isn&#039;t great. They will likely be your cheapest source of AP in the infantry fight, which will make them highly desirable when fighting heavy armor.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaos Warriors of Khorne&#039;&#039;&#039;: Your only Mortal infantry unit. Compared to normal Warriors of Chaos they have Frenzy and higher attack and charge in exchange for less melee defense. They are way more designed for going on the offensive, which is what you should expect from Khorne. They aren&#039;t exactly glass cannons either, as they also have very good armor to block missiles. They come in three variants; sword and shield for a holding force, halberd for anti large and dual axes for anti infantry. Their biggest drawback compared to daemonic infantry is that they will run away, so they may not be your best choice against factions with fear and terror aplenty like the undead. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exalted Bloodletters&#039;&#039;&#039;: Bloodletters plus. They&#039;re a very similar unit only just much better at the job but also much more expensive. These guys will let you carve through more elite options than your standard Bloodletters can.&lt;br /&gt;
&lt;br /&gt;
===Cavalry===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skullcrusher&#039;&#039;&#039;: Not to be confused with Bloodcrushers which is a Bloodletter riding a Juggernaut, because Khorne is not very creative at naming things. They will be your Monstrous Cav similar to Demigryphs, and oh can they lay the whooping. With AP, Frenzy and 77 CHARGE these things will turn whatever they charge at into paste. They&#039;re decently slow by cavalry standards, but with 130 armor they won&#039;t care that much if most standard cav get their hands on them. Their biggest weakness seems to be that unlike their Daemon counterparts they actually will run away, but if that&#039;s their biggest problem I don&#039;t think they have much to worry about.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bloodcrusher&#039;&#039;&#039;: Very similar to the Skullcrusher, though instead of an angry man riding the Robo-Rhino, it&#039;s an angry Daemon riding the Robo-Rhino. The big difference between these guys and Skullcrushers is that they&#039;re Daemonic, so they won&#039;t run away and will crumble instead. They also have an Anti Infantry bonus, making them a bit more specialized than their mortal counterparts. The big trade off for both of these is a noticeable decrease in stats, so they will likely not be as effective against other cavalry. Still, potentially a good unit, especially against heavy infantry factions.&lt;br /&gt;
&lt;br /&gt;
===Chariots===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gorebeast Chariot of Khorne&#039;&#039;&#039;: Probably going to be more or less the same as the WOC version, only coming with frenzy and even bigger bonuses to melee stats. Very solid unit for heavy infantry faction and will be very rewarding with good cycle charging.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blood Shrine of Khorne&#039;&#039;&#039;: Your support oriented platform. it will likely be the weakest of the motorcycle Khorne units in combat but will provide big leadership buffs to the entire army. Plus, it heals while it&#039;s in melee so the poorer melee stats won&#039;t be the worst thing in the world for it as it&#039;ll be hard to bring down.&lt;br /&gt;
&lt;br /&gt;
===War Beasts===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaos Furies (Khorne)&#039;&#039;&#039;: They&#039;re Chaos harpies, only they lean even more into the glass cannon playstyle. They have surprisingly high melee attack and weapon strength. Combine that with having vanguard and high speed, and they will feast upon any artillery or archers you can get on them. Unlike the presumed furies of the other gods, these guys come with the Khorne traits of Frenzy and Hellblade. Their melee defense is pitiful and they have low model count, so keeping them alive may be some work. They also have 50% magic resistance. Potentially good skirmisher harassers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaos Hounds&#039;&#039;&#039;: Appeared in the trailer. Will likely serve the same purpose they have in the WoC roster as skirmisher and artillery hunters and a cheap way to chase routing units off of the map.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flesh Hounds&#039;&#039;&#039;: They share the same speed as normal Warhounds (95) but have a much smaller model count per unit but are much stronger and tougher. They also have magic resistance of 50% like Furies do. They seem to inhabit that space of smaller war hound units from Drycha and the Norscans, and act as light cavalry.&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spawn of Khorne&#039;&#039;&#039;: Chaos Spawn for Khorne. Yeah that&#039;s pretty much it. They have significantly higher weapon strength so they will lawn mower light troops even faster than normal spawn do already. They trade this for some slightly reduced melee defense, as you&#039;d expect from the all out offense Khorne style.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Minotaurs of Khorne&#039;&#039;&#039;: Or &amp;quot;Khornatuars&amp;quot; as stated in the blog reveal (Khornbulls sound better, don&#039;t at me). Compared to normal minotaurs these guys will have way heavier armor and will get stronger as they gain more kills, meaning they are designed more for sustained combat than the hit and run style of the Beastmen version. They come in a dual axe version for anti infantry and a great weapon version for anti large.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Grinder of Khorne&#039;&#039;&#039;: Did anyone think we were getting this thing? Based on what has been revealed it is a tanky cannon platform that can fire while moving. It also comes with a scattergun that does 800 damage with 120 range.  The Khorne soul grinder can chop up the Tzeentch + Nurgle variants in melee, but gets it&#039;s ass handed to it by the Slaanesh version who traded the cannon away for anti-large choppy power. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bloodthirster&#039;&#039;&#039;: The smaller, more accessible version of its Exalted cousin. It trades a lot of the scary combat stats in return for Anti Large, making it more of a dedicated monster fighter. Aside from that, it functions as a cheaper version of the Exalted lord version.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skull Cannon&#039;&#039;&#039;: CANNON ON WHEELS! khorne&#039;s only reliable ranged unit (for now, anyway) and it seems to be trying to really make up for being the Blood God&#039;s only ranged piece. It has good range and damage, and it&#039;s mobility allows it to keep itself safe from enemy ranged and cavalry that try to take it out. Plus, if something does get its hands on it, it&#039;ll be hard to kill with its high armor and ability to regenerate in melee. With good micro this thing has to potential to be frustrating as hell to play against. Of course, it has only 18 melee defense so if something does catch it it might take some hits, but they&#039;ll have to actually catch the damn thing first. If it runs out of ammo, it also functions well as a chariot.&lt;br /&gt;
&lt;br /&gt;
==Multiplayer Strategies==&lt;br /&gt;
Khorne is geared up to be &#039;&#039;the&#039;&#039; hyper offense faction. You have aggressive heavy infantry and a plentiful number of monsters, so you are going to absolutely dominate any melee grind that you find yourself in. Your biggest problem is going to be getting there in the first place. You have two ranged options (neither of which are exactly Sisters of Avelorn or Waywatchers), and no disposable infantry chaff to soak up enemy fire. This means that if the enemy has sufficient fire they will be able to blast you to pieces before you even get to melee, and if half your army is already dead the battle may already be lost. You do have hounds and furies to deal with that, but most factions have ways to deal with them. The lack of magic means you also don&#039;t have any big burst abilities or big buff and debuffs outside of heralds and heroes. The lack of magic and missiles means this is one of the few factions were elite infantry might be a decent option to take against you (though that means they are trying to out melee you, which is usually never a smart idea). getting to the lines will be a bit of a chore but once you do, no one will be able to stop you. BLOOD FOR THE BLOOD GOD!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Beastmen| Beastmen]]&#039;&#039;&#039;: You&#039;re both rush armies with limited range options. The big differences are that the Beastmen are faster than you are but have worse leadership and armor. If you can drag this out into a war of attrition you&#039;ll probably win, as the Beastmen rely so heavily on their charge bonuses. Negate that and they will quickly break before you. A clever Beastmen player will probably try to kite you with Throwing Axe Centigors and Ungor Raiders, while using his greater speed to cycle charge you and avoid prolonged engagements. To counter this bring some Flesh Hounds, who hit hard but are still fast. Also consider bringing Skarbrand, who can cause the low-leadership Beastmen troops to Rampage into bad matchups.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]&#039;&#039;&#039;: Your faction abilities make your army stronger the more skulls you collect, and Bretonnia&#039;s peasants have an awful lot of skulls. You&#039;ll roll over their front line like it&#039;s not even there and get more powerful as you do it. Their knights might be a bit more problematic, as may their powerful heroes, but your knights are nothing to scoff at either. The biggest risk to you might be trebuchets and archers, as they can soften you up before you can get into melee and do your butchering. Be sure to bring some hounds or Furies to give them something else to worry about. Bretonnia also sometimes struggles against big single entity monsters so maybe bring a Bloodthirster or two.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Daemons of Chaos| Daemons of Chaos]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]&#039;&#039;&#039;: Between giant monsters and hardy infantry you and the WoC are well matched, but Hellcannons are probably going to beat your Skull Cannons. Send fliers or hounds after it if you can. Otherwise hope you can make it into melee where you might be able to rack up some kills for your army abilities, especially Relentless Rage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]&#039;&#039;&#039;: What&#039;s that? You don&#039;t like the idea of fighting a super AP heavy faction with a ton of mobility you can&#039;t keep up with? Well do I have bad news for you! Dark Elves tend to do well against slower armored races and sadly that includes you. If you want some edge elf skulls for Khorne, you should probably grab war hounds to chase down Dark Riders and Scourgerunners to keep them away from all your armor. You could choose to go for Bloodletters if you want a cheap (well, by Khorne standards) frontline, or Chaos Warriors with shields to try and soak up as much missile fire as possible. Once you do get into melee, the Druchii are fucked but they will still have a ton of AP fire to worry about, so that should be your priority. Avoid big monsters, they will get shot to hell.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]&#039;&#039;&#039;: Good news: the Dwarfs are even slower than you and have very limited crowd control! Bad news: they have high morale, high melee defense, great artillery and great range. Getting in melee will be a slog, and once you do get in melee it will be a grind. Take a couple of hounds and furies to try to disrupt their artillery/ranged while your main army gets into melee. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Empire| Empire]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Greenskins| Greenskins]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/High Elves| High Elves]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Khorne&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Kislev|Kislev]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]&#039;&#039;&#039;: This is a faction that is actually &#039;&#039;decently&#039;&#039; similar to you, only they trade a lot of the melee bullshit in exchange for actual skirmishers and magic. First of all, if he&#039;s dumb enough to bring Skink Cohorts, you got nothing to worry about. They&#039;ll die stupid fast and make your units stronger. It&#039;s Saurus and Dinos you got to watch out for because not only are they tough but they make getting your buffs harder due to lower model counts. A front line of Bloodletters can trade pretty cost effectively into Saurus, but they are vulnerable to Chameleon Skink fire. Grabbing a few Furies or Hounds to make sure the blowpipes are busy should let you tear up the Saurus with your daemons. To handle Dinos, grab a Bloodthirster or two and watch them go to town. They should be able to outbox most dinos the Lizards can throw at you, and if they can&#039;t your monsters can fly and their can&#039;t so just cycle charge until it dies. If he has a brain he&#039;s bringing a Slaan, so have some cav or mobile units ready to hunt him down. This is going to be a bloody fight either way, but hey that just make Khorne happier.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Norsca| Norsca]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Nurgle| Nurgle]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Ogre Kingdoms| Ogre Kingdoms]]&#039;&#039;&#039;: This might end up being one of your worst matchups. The Ogres have plenty of powerful ranged units that can shell you as you try to reach them. Once you do most of their units are monsters or monstrous infantry, so unless he&#039;s stupid and brings Gnoblars your Blood for the Blood God ability might as well not exist. You can&#039;t even counter their cannons with your few cheap fast units because the ogres will step on them without even noticing. Bring lots of anti-large and hope for the best.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Skaven| Skaven]]&#039;&#039;&#039;: The Skaven front line will evaporate the moment you touch it and all those rat skulls will juice your army up nice and good. That&#039;s the good news. The bad news is you&#039;re going to get blasted to hell and back as you approach them. Your best bet is probably to go as wide and cheap as you can. Hounds, Furies, the cheapest infantry you can get away with, anything that lets you keep the pressure up from all fronts. It&#039;s not like you actually need the really tough stuff to stomp clanrats.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Slaanesh| Slaanesh]]&#039;&#039;&#039;: Your main rival in the warp, Khorne will be slightly less pissed if you show the Lord of Excess who the real boss of the warp is. Dual axe Khorne Chaos Warriors are great here, as they beat Daemonettes in a head on charge due to their high eapon strength and infantry bonus. Bloodletters and Exalted Bloodletters might be the better option, as while the AP is largely useless against Slaanesh, the fact they&#039;re unbreakable and have Anti Infantry means they should be able to handle the front line. Yes, they have low armor but it&#039;s not like the other guys have missiles to take advantage of that anyway. Also, Minotaurs might end up being great here. While slower than the Beastmen version they are still speedy enough to potentially check some of the horny guys on the other side. The lack of missiles means Slaanesh will have to deal with them in melee, and not only do you have both an anti infantry and anti large variant, they act as great mass for if a KOS or cavalry engage and try to pull out. With that in mind, a Bloodthirster will beat a KOS in extended melee, so keeping it tied up with heavy mass will help them stomp on the four armed goat things. Their cavalry will run circles around you, but it&#039;s not like you have much of a backline to dive anyway. If the fight devolves into a brawl, you&#039;ll win. The hard part is going to be pinning the masochistic freaks down long enough to get to that point.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]&#039;&#039;&#039;: Mostly the Tomb Kings are falling to their bony knees weeping tears of sand in joy that despite all appearances you can&#039;t use the Lore of Fire. Their ranged units will punish you on the approach but once you&#039;re there the skulls will be plentiful. The downside is hounds and Furies aren&#039;t going to cut it against Ushabti Greatbows.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tzeentch| Tzeentch]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]&#039;&#039;&#039;: Let&#039;s see here, their armies are mostly chaff, which only helps you get buffs for your units and your army abilities. They also have a large reliance on magic in order to do a lot of their damage, which you are resistant to. Your Daemons are unbreakable, so you don&#039;t give a crap about their Fear and Terror, and their lack of missiles mean they can&#039;t really hurt you before melee is reached. Oh, and your Daemons do fire damage which stiffles healing, their biggest advantage. Yeah, this match up is probably going to be very one sided for you. The biggest thing you will likely have to worry about are their air force and cavalry. Blood Knights may also be troublesome, though getting some halberds and support from Skull Crushers should deal with that. Bloodletters will have a field day here, as they will shred most Vampire infantry, get their Hellblade buff up pretty fast and don&#039;t have to worry too much about missiles. Skarbrand or an Exalted Bloodthirster + a normal Bloodthirster should deal with any monsers they bring to the table.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
==Campaign Strategies==&lt;br /&gt;
&lt;br /&gt;
[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C00:EFC0:0:0:0:CCF8</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Nippon&amp;diff=358242</id>
		<title>Nippon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Nippon&amp;diff=358242"/>
		<updated>2022-01-30T09:10:23Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C00:EFC0:0:0:0:CCF8: /* Possible Hints */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&#039;&#039;&#039;Nippon&#039;&#039;&#039; is the Japan analogue of the [[Warhammer Fantasy Battle]] universe. It is an archipelago nation to east of [[Cathay]] (of course). Also, &amp;quot;Nippon&amp;quot; is literally the Japanese word for &amp;quot;Japan&amp;quot;, [[Games Workshop| because of course.]]&lt;br /&gt;
&lt;br /&gt;
== Meta-History ==&lt;br /&gt;
Nippon appeared all the way up in the 1st edition of WFB, and can be considered one of the oldest created  human factions, alongside [[Norsca]] and similarly abandoned [[Albion]], some years before [[The Empire (Warhammer Fantasy)|The Empire]] was introduced. It was a prominent faction in the first three editions, although due to the lore being less important in the Oldhammer and the lack of proper rulebooks at the time (no faction ones, all armies are in one book) Nippon never was really fleshed out. And then it was abandoned, and most of the lore was [[Squat|squatted]]. &lt;br /&gt;
&lt;br /&gt;
Graeme Davis explains the squatting of Nippon like this: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The East was never officially opened up by GW. They stuck a toe in the water – after Kagemusha, the Shogun miniseries and the 80s fashion for Japanese characters on T-shirts, there was a lot of interest in feudal Japan among 80s geeks. There was the short-lived Oriental Heroes range, and the Perrys did a few ninja minis, but almost nothing in the way of text. I proposed an Oriental Heroes vs. Hobgoblins battle box (working title: Bakemono’s Revenge) but the battle boxes were dropped after McDeath. What Mark found is the mortal remains of the Tetsubo project. Dave Morris and Oliver Johnson, authors of the “Way of the Tiger” gamebooks, were commissioned to create a Nippon supplement for WFRP1. I was one of the people who looked over the original &amp;quot;manuscripts&amp;quot; when they turned it in, and everyone agreed it didn’t nail the WFRP tone. It was more like an adaptation of FGU’s Bushido to use WFRP1 rules. It languished in a “to be developed” pile for a long time, but nothing happened with it. As time went on it was getting harder and harder to get a green light for a new Enemy Within adventure, let alone opening up a whole new region. Then the fashion for Japanese stuff faded and that was that.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So, if you&#039;re wondering about Fantasy Squats, they&#039;re pretty much these guys.&lt;br /&gt;
&lt;br /&gt;
== Old Lore (pre-4th Edition) ==&lt;br /&gt;
Nippon is pretty much just a Tokugawa-era Japan with some minor fantasy stuff and only a little bit of somewhat good ideas. They were apparently united as a nation for the first time in 1IC by some guy named Yamayakyuki I who promptly dropped dead a few years later in 12 IC and since then the position of Emperor (known as the Divine Sun) has become mostly ceremonial similar to how the emperor position was in real life Japan during the Tokugawa Shogunate. &lt;br /&gt;
&lt;br /&gt;
Nipponese (like other Oriental guys in Oldhammer) worship a Buddha-like deity known as the Orange Simca which was named after one of the Warhammer developers&#039; car. The truly hilarious thing is that Simca isn&#039;t even Japanese brand, but a [[Bretonnia|French one]]. Simcaism has a martial version called Vim-to, that is worshipped by crazy, but skilled monks and mages that fight [[Awesome|with bare hands]]. There are also a bunch of [[Tzeentch|Tsien-Tsin]] cults, which is not unusual for [[Eastern Lands]].&lt;br /&gt;
&lt;br /&gt;
The little official info on their land army pretty much shows it as being the same as what real-life Japan had during the latter half of the Shogunate (arquebus wielding ashigeru, peasant foot soldiers, samurai and ninja etc.) plus, rocket artillary, magic sorcerers, magic kung-fu monks and...suicide bombers called Kamikaze. Out of magical creatures, Nippon only got Ki-Rin and Temple Dogs, which were shared with [[Cathay]].  &lt;br /&gt;
&lt;br /&gt;
There were almost no named characters in Nippon back then. &amp;quot;The tale of Sanyo Kawasaki&amp;quot; scenario told the story of a Samurai who had a [[Butthurt|butthurt]] over the fact that the government [[Grimdark|let a foreign ship pass near the Nipponese coat (not even landing there) and made no attempts to sink it]]. He gathered an army under the command of his retainers with similarly stupid names ([[Derp|Honda Suzuki, everyone?]]) and marched to the capital, but failed to take it and ritually killed himself. This was the only Nipponese scenario before the squatting happened, by the way.&lt;br /&gt;
&lt;br /&gt;
[[Genevieve Sandrine du Pointe du Lac Dieudonné]] went there once. Probably. If she exists. Honestly, this wouldn&#039;t be worth mentioning except that we don&#039;t know shit about Nippon so it&#039;s like 5% of what we know.&lt;br /&gt;
&lt;br /&gt;
== Current lore (post-4th Edition) ==&lt;br /&gt;
&lt;br /&gt;
Nippon is still the same old Tokugawa-era Japan, but less satyral and/or stupid and more... nothing. At least we know that there the [[Skaven]] learned how to be ninjas, right? Nah, not really, other lore states that [[Clan Eshin]] rats learned to be ninjas in &#039;&#039;Cathay&#039;&#039;. On a less stereotypical note, [[Ogre Kingdoms|Ogres]] also apparently exist there somehow and are known as Oni, so you could probably convert some Ogre kingdom units in order to help support a homebrew Nippon army. &lt;br /&gt;
&lt;br /&gt;
[[Warhammer Fantasy Roleplay]] 1st Edition (which almost got the Nippon supplement, by the way), states that there are three known characters from Nippon: Lady Katsui Okumoto, wife of the den Euwe merchant clan&#039;s leader in [[Marienburg]]; Toko and Masahito, a ninja and a bouncer in a service of [[Kingdoms of Ind|Indan]] merchant. The last one is named after a real-life Japanese prince, it seems.&lt;br /&gt;
&lt;br /&gt;
According to the [[End Times]], they&#039;ve got the best fleet ever, but they don&#039;t do shit with it. It&#039;s the best fucking fleet in the world. That&#039;s right, not druchii black arks or asur dragonships, &#039;&#039;fucking Yamato-Class Battleships&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This is literally everything we know about Nippon.&lt;br /&gt;
&lt;br /&gt;
It is possible that they might show up in Total War Warhammer III, but we would advise against holding your breath on that...though GW hinted indirectly that while expanding Warhammer The Old World that they would visit other regions to revisit. Which means that Nippon is possible in the future. Nippon is actually mentioned in the Cathay lore blog on the official Total War website as one of two major threats (alongside [[Dark Elves (Warhammer Fantasy Battle)|Dark Elves]], of course) for [[Cathay|Cathayan]] fleet, although it&#039;s still like 0.0000001% of new information.&lt;br /&gt;
&lt;br /&gt;
== Possible Hints ==&lt;br /&gt;
&lt;br /&gt;
In Total War Warhammer 3 a certain quote popped up in a loading screen that got people thinking:&lt;br /&gt;
&lt;br /&gt;
[[File:Nippon Hint?.png|center|800px|thumb|]]&lt;br /&gt;
&lt;br /&gt;
Context: The quote &amp;quot;Shameful Display&amp;quot; is a meme from Total War: Shogun II that a heavily accented Japanese advisor would yell out whenever your troops started running. It&#039;s possible this is just a fun callback to the game, but many people hypothesize it may also be a hint for Nippon in the future, which seems to be Khorne aligned maybe? There was also a more obvious quote foreshadowing the Chaos Dwarfs that also had the tag &amp;quot;unknown.&amp;quot; Could be nothing, but it may be a hint for Nippon getting some fleshing out in the future. Another thing to keep in the back of your mind is that CA has officially run out of possible factions to turn into DLC sometime around Warhammer 2, if they want more stuff to sell you (and they do) there going to have to start tapping into new territory.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [[Warhammer Army Project/Nippon|Nippon fandex]]&lt;br /&gt;
&lt;br /&gt;
{{Regions and areas of the Old World}}&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C00:EFC0:0:0:0:CCF8</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Power_Armour&amp;diff=383713</id>
		<title>Power Armour</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Power_Armour&amp;diff=383713"/>
		<updated>2022-01-28T09:19:17Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C00:EFC0:0:0:0:CCF8: /* Tau Battlesuits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Power_Armor.PNG|thumb|right|400px|The first eight marks of Space Marine Power Armour.]]&lt;br /&gt;
{{Topquote|Feels like you can take on the world in there, doesn&#039;t it?|Danse, [[Fallout|Fallout 4]]}}&lt;br /&gt;
&#039;&#039;&#039;Power Armour&#039;&#039;&#039;, also known as Power Armor to Americans, is a science fiction concept of mechanized armor which increases the strength, speed, and reflexes of those who wear it. It is featured heavily in science fiction/fantasy settings such as Iron Man or [[Warhammer 40,000]]. The idea of Powered Armor was invented by E.E. Smith and [[Starship Troopers|ripped off]]  or borrowed and refined by other writers.&lt;br /&gt;
&lt;br /&gt;
= Before you add anything...&#039;&#039;&#039;READ THIS&#039;&#039;&#039; =&lt;br /&gt;
&#039;&#039;Like [[Approved anime]], /tg/ sure like their power armour. However, power armour is so ubiquitous with Sci-Fi that listing all of them would turn this page into a nightmare to navigate. So before you add your own section, ask yourselves this:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Is it actually power armour? I mean, there are certain pieces of wargear that may look like power armour but actually isn&#039;t, at least not by definition. This gets trickier to identify and classify if your armour originates from a science-fantasy universe. &lt;br /&gt;
&lt;br /&gt;
*Is it relevant to /tg/? And we don&#039;t mean is that power armour from Sci-Fi, no shit it is, what we meant is that does that power armour come from a well developed tabletop presence?&lt;br /&gt;
&lt;br /&gt;
*Is it licensed from a traditional game? This ties back to the first point, it must also come from an official licensed IP, not some third-party source.&lt;br /&gt;
&lt;br /&gt;
*Does it have any historical relevance? Does this power armour you listed offer any historical significance on its influence on the sci-fi genre and other forms of media?&lt;br /&gt;
&lt;br /&gt;
If you do not think it fits in the article itself, add it to the relevant section of the article discussion page.&lt;br /&gt;
&lt;br /&gt;
=Starship Troopers=&lt;br /&gt;
Like so many military science-fiction concepts, the modern idea of powered armor dates back to the Mobile Infantry of Heinlein&#039;s &#039;&#039;[[Starship Troopers]]&#039;&#039;.  The &amp;quot;Marauder&amp;quot; suit is bulky, with integrated thrusters and heavy weapons (including nuclear weapons and heavy explosives, carried as easily as a human soldier carries grenades).  Their primary purpose is not to destroy indiscriminately (though they certainly can), but to &amp;quot;make war as personal as a punch on the nose&amp;quot; -- to [[Drop Pod|drop in]] and destroy with precision, in order to break the enemy in exactly the right way. In other words, it&#039;s much like Crisis [[Battlesuit|battlesuits]] with less [[Tau|weeaboo]] and more [[Humanity Fuck Yeah|humanity fuck yeah]] inside.&lt;br /&gt;
&lt;br /&gt;
Heinlein never discusses [[pauldrons]], but the [[Space Marines]] certainly take after the Mobile Infantry&#039;s other aspects.The dudes from the book not the movie. That was a parody anyway.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Marauder:&#039;&#039;&#039; The basic infantry suit.  Can carry more weapons than vintage [[Doom|Doomguy]].  Basic equipment includes radar and multi-spectrum vision aids.&lt;br /&gt;
* &#039;&#039;&#039;Scout:&#039;&#039;&#039; Lean on weapons, heavy on jump fuel.  Much more mobile than the standard model.&lt;br /&gt;
* &#039;&#039;&#039;Command:&#039;&#039;&#039; Scout suit with more comm gear and gyros for inertial dead reckoning navigation. In practical terms each command suit is an instant, automatic, battlefield mapping system that can share its nav data with other command suits.  This is the sort of battlefield data fusion tech DARPA wishes they could buy and have it actually work as advertised.  &lt;br /&gt;
&lt;br /&gt;
So how many weapons we looking at here?  Well, in the first chapter of the book, Rico is participating in a quick raid on an alien city.  Their objective was to smash and run, inflicting as much material damage as possible without the indiscriminate civilian casualties of strategic bombing.  For this missions he dropped into battle with: a rifle, a heavy flamer, a handheld flamer, an automatic grenade launcher (called a Y-rack) and multiple reloads, conventional thrown grenades, incendiary micro grenades (called firepills), and one psy-ops grenade (a talking timebomb).  And topping it off since Rico was a non-com working on the flank, he was issued a rocket launcher with four low-yield nuclear rockets.&lt;br /&gt;
&lt;br /&gt;
=Warhammer 40,000=&lt;br /&gt;
Because 40k has a huge hard on for Space Marines, and because no super soldier worth his genetic enhancements will go into battle without super armaments, 40k has developed nearly as large a hard on for power armor. &lt;br /&gt;
&lt;br /&gt;
==Human Power Armour==&lt;br /&gt;
&lt;br /&gt;
Virtually identical to Space Marine power armor (More can be read below), these suits of armor are scaled down to fit regular humans (notice that this is the reverse of what it would have been 10,000 years ago).  Human power armour is relatively quite rare, since it occurred to somebody that making good protection being an affordable and wide-spread asset would severely impinge on the current state of [[grimdark]], not to mention expensive.  &lt;br /&gt;
&lt;br /&gt;
Without the extra room and black carapace interface Marine armor provides, many suits of human power armor don&#039;t offer the same degree of protection, as much strength enhancement, or as many subsystems found in Marine armor. Still, the wearer will still be stronger, better protected, and better equipped than the [[Tau|guy in cardboard]]. There are a few variants, including a lighter suit and one for Chaos-fighting Inquisitors. Because these things are still super-rare, usually only [[Rogue Trader|people rolling in money]], [[Adeptus Mechanicus|tech fetishists]], and [[Inquisition|those able to declare not giving them power armor is]] [[heresy]], will have any.&lt;br /&gt;
&lt;br /&gt;
===Ignatus Pattern Armour===&lt;br /&gt;
[[File:InquisitorIgnatus.png|200px|right|thumb|Imperials always show off the guns.]]&lt;br /&gt;
The most &#039;common&#039; type of non-Astartes and non-Sororitas Power Armour.&lt;br /&gt;
&lt;br /&gt;
The Ignatus pattern power armours are all fine examples of Mechanicus artisans. Each of them are individuality crafted only for representatives of the [[Inquisition]]. Of course not as durable as Adeptus Astartes power armours, the Ignatus-pattern is far better designed than those sold to nobles, rogue traders and other agents of the Imperium.&lt;br /&gt;
&lt;br /&gt;
Like every other power armour variant, Ignatus armour is made of thick ceramite armour plates and incorporated electro-muscles so the user can even use the power armour in the first place. The optional helmet protects the wearer from toxic gasses, allows the wearer to breathe underwater, and even survive in a vacuum as long as the suit has power. The helmet has photo-visors so the user can see in the dark and an automatically closing visor renders blind-grenades useless against the wearer. They also have micro-beads and an integral auspex which can be controlled by speaking to the armour’s machine spirit, or the wearer could commune with his armour directly if they have a cerebral plug, MIU, or similar device. It is also possible to use a backpack for the suit which acts as an external power source. With this power-backpack, the wearer can use his armour for five continuous days in battle conditions.&lt;br /&gt;
&lt;br /&gt;
Because the Inquisition often has to deal with Ruinous Powers and other heretical forces, Ignatus suits are commonly inlaid with hexagrammic wards. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Inquisitor_PA.JPG|&amp;lt;center&amp;gt;Inquisitor&amp;lt;/center&amp;gt;&lt;br /&gt;
Ordo_Xenos_PA.JPG|&amp;lt;center&amp;gt;Ordo Xenos&amp;lt;/center&amp;gt;&lt;br /&gt;
Ignatus-pattern_power_armour.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Delphis Mk.II: Ironclad===&lt;br /&gt;
[[File:IroncladArmor.jpg|200px|right|thumb|You thought it was a Space Marine Power Armor didn&#039;t you?]]&lt;br /&gt;
A power armour that looks like something an Astartes would wear. &lt;br /&gt;
&lt;br /&gt;
The Delphis Mk.II &amp;quot;Ironclad&amp;quot; Heavy Power Armour is a variant of standard non-Astartes power armour. It features increased personal protection at the cost of agility, with huge plates of Plasteel covering the flatter areas of the body. Exposed servo-mechanisms run along the legs and arms and elaborate bracing runs across the spine. &lt;br /&gt;
&lt;br /&gt;
The helmet is small by comparison and the gauntlets are unwieldy to the point where basic actions beyond wielding a weapon is impossible. The power cell system in the rear has several thermal ﬁns protruding to shed away excess heat. Ranks of power cells mounted on the rear provide 12 hours of continuous operation before recharging is needed, but require a day of recharging after each prolonged use. The suit is also a fully enclosed void suit and incorporates an inbuilt auspex, good craftsmanship photo-visors, an incorporated vox, and a pair of recoil gloves. If the suit becomes unpowered, vents open automatically in the helmet to ensure the wearer does not suffocate.&lt;br /&gt;
&lt;br /&gt;
Each suit is a personal heirloom item, colourful paintwork and elaborate scrolls delineating the history of the various users cover the surface; some users have also added additional ornamental shields to indicate their personal heraldry. The more ostentatious suits may also include large retractable poles for ﬂying more elaborate personal banners and their vessel’s blazons.&lt;br /&gt;
&lt;br /&gt;
Because of all the layered protection, the Delphis Mk.II is the toughest and most &#039;powerful&#039; of the non-Astartes power armours.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Sisters of Battle Armour===&lt;br /&gt;
[[File:BattleSisterArmor.png|200px|right|thumb|Shaped for pragmatism I bet...]]&lt;br /&gt;
Less bulky than the Space Marine armour, as they&#039;re designed for normal sized humans. Despite Astartes &amp;amp; Sororitas armour both giving 3+ saves on the tabletops, in actuality the power armour of the Orders Militant of the [[Adepta Sororitas]] provides less ballistic protection than Space Marine armour does. (The identical in-game protection is mostly because saves in 40k are decided on numbers between 2-6, so there aren&#039;t as many gradients in-between.)&lt;br /&gt;
&lt;br /&gt;
This armour also does not provide the same level of strength enhancement, but it gives enough to carry [[Heavy_Bolter#Heavy_Bolter|heavy bolter]]s and ammunition into combat, and fire them without a sister shattering her arms. Sororitas armor has noticeably smaller [[pauldrons]]. The leading theory behind why they chose this design feature is that smaller pauldrons cut back the material cost it takes to create this variant, without having to sacrifice the pair of perky, globular breasts.&lt;br /&gt;
&lt;br /&gt;
Helmets (Thereby known as [[NSFW|Panty Helms]], seriously, look at the damned thing) are &#039;&#039;not&#039;&#039; included as standard either, mostly because the majority of Sororitas models have &amp;lt;s&amp;gt;spent hours doing their hair&amp;lt;/s&amp;gt; distinctive haircuts. But also because (according to [[Dark Heresy]]), the Sisters of Battle do not receive their helms until about halfway through their careers (how the sisters of battle are expected to fight in environments hostile to human life then is anyone&#039;s guess). This makes them inverse of the tradition held by the Astartes, where higher ranking officers are more likely to ditch their helmets instead.&lt;br /&gt;
The advantage of Sororitas power armour, though, when compared to other human-scales of power amour, is that it runs off of the same fusion reactor that Astartes armour does, and therefore can run indefinitely, rather than for a few hours at a time. Another advantage is that it is not as bulky so it does not turn the wearer into a big giant target either.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Battle_Sister_w_Melta.jpg|Dominion Battle Sister with half-mask.&lt;br /&gt;
SeraphimSq.JPG|Seraphim with power armour and jetpack.&lt;br /&gt;
SoB_Panty_Helm.JPG|What is seen cannot be unseen...&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Vratine Armour===&lt;br /&gt;
[[File:VratineArmorZoomed.png|200px|right|thumb|... Since it has historical precedent.]]&lt;br /&gt;
Exclusive to the [[Sisters of Silence]], this is what the Null-ladies get to wear after finishing their training. The &#039;&#039;&#039;Vratine Armour&#039;&#039;&#039; is &#039;&#039;the armour of oath&#039;&#039;, containing designs akin to Space Marine Power Armour and possibly a local pattern from Luna (&#039;&#039;&#039;&#039;&#039;Selenite void-mail&#039;&#039;&#039;; Selene being a goddess of the Moon in &amp;lt;strike&amp;gt;Greek&amp;lt;/strike&amp;gt; &amp;lt;strike&amp;gt;ROMAN&amp;lt;/strike&amp;gt; [https://en.wikipedia.org/wiki/Selene GREEK] mythology&#039;&#039;). Considering that the suit does not come environmentally-sealed like how Power Armour usually do (&#039;&#039;as you can see that the &amp;quot;helmet&amp;quot; is actually a full-faced mask&#039;&#039;) – though additional gear can be equipped to operate in a hostile environment – this armour that these Sisters wear is possibly the closest thing the Imperium has to the Mark I, which is also a Power Armour pattern that is not sealed.&lt;br /&gt;
&lt;br /&gt;
On the other hand, the Sisters of Silence might have been a later addition to the Imperium over the course of the Great Crusade, and the design elements of the Astartes Power Armor is actually derived from a later pattern such as the standard Mark II, or maybe even up to Mark VI, assuming that the armour, like the Space Marines&#039;, has several renditions of itself. This is likely since the Vratine is designed with agility in mind, and the protection factor is also definitely not compromised for that.&lt;br /&gt;
&lt;br /&gt;
As a side note, it doesn&#039;t have a noticeable reactor (much like Custodes armour) and is not called &amp;quot;power armour&amp;quot; anywhere in the FW books, but it is later identified as a form of power armour in the 8th Edition Sisters of Silence Codex.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
99120108007_WitchseekerSquad01.jpg|Witchseekers in Vratine Armour without the helmet.&lt;br /&gt;
Vigilator.jpg|Vigilator with half-mask.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dragon Scale Armour===&lt;br /&gt;
[[image:MilitantEnginseer.jpg|200px|right|thumb|Like walking around in an armored Deep Blue computer.]]&lt;br /&gt;
Consider this a catch-all term for any variety of proprietary protection in a given Forge World’s standing army, e.g., Crimson or Praetor armor. Dragon scale armor is basically Mechanicum power armour, commonly used by militant Enginseers of Imperial Guard and Myrmidon [[Paladin|warrior priests]] of the Ordo Secutor. It does not have an external power source, as it derives power from your not-so-standard-issue Mechanicus potentia coil (and therefore cannot be used by anyone outside the tech-priesthood or high-ranking [[Skitarii]]).  As such, it is more accurate to call it an augmentation than true &#039;armour&#039;.&lt;br /&gt;
&lt;br /&gt;
Not as thick as Astartes power armour, it sports many more inbuilt devices and sensors and gets further pimped by the Techpriest wearing it as he progresses through the ranks of the [[Adeptus Mechanicus]] to the point where it&#039;s hard to tell where the armour ends and its wearer begins. It is in some ways, similar to Iron Man&#039;s armor, but more steampunk. Some wonder if it is connected to the [[Void Dragon]].&lt;br /&gt;
&lt;br /&gt;
Each set of dragon scale is individually hand-forged from adamantine and ceramite plating depending on how much the Adept likes his style, and are woven with prayers of permanence and micro-etched with fractal incantations of defence. In a sense, Dragon Scale Armour provides a higher form of customizability and versatility due to the wearer&#039;s vast and extensive augmentations.&lt;br /&gt;
&lt;br /&gt;
So if the wearer wants to be more agile, thinner pieces are used to offer lighter weight whilst implementing stronger servo-muscles for quick bursts of speed; if he/she wants to be a walking tank then the opposite happens as they are bulked up in thicker plates whilst the muscles are reinforced to provide durability and strength.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
MyrmidonDragonScale.png|&amp;lt;center&amp;gt;Myrmidon Secutor&amp;lt;/center&amp;gt;&lt;br /&gt;
MyrmidonDestroyer.jpg|&amp;lt;center&amp;gt;Myrmidon Destroyer&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Squat Power Armour==&lt;br /&gt;
===Exo-Armour===&lt;br /&gt;
[[File:SquatExo.jpg|200px|right|thumb|All aboard the Walking Easter Egg with Guns.]]&lt;br /&gt;
Our [[Squats|SPEHSS DORFS]] too, have their own power armour.&lt;br /&gt;
&lt;br /&gt;
The humorously egg-shaped Exo-Armour is a type of heavy armour, comparable to Terminator Armour, used by the Squats. It is built by the Squat Engineers Guild. The extensive protection it provides is especially useful when fighting in confined spaces where movement is restricted and it is difficult to avoid concentrated enemy fire. Exo-armour is thus greatly valued by Squats, who often find themselves in combat in subterranean tunnels.&lt;br /&gt;
&lt;br /&gt;
Exo-armour also serves as an all-enclosing hostile environment suit. The development of Exo-armour was spurred by the inhospitable nature common to the Squat homeworlds.&lt;br /&gt;
&lt;br /&gt;
Exo-armour incorporates an integrated power axe and boltgun. Squat armourers are adept at forging magnificent exo armour, embellished with the visage of a Squat Ancestor Spirit. The armour is handed down from father to son and is probably the proudest symbols of status of the Squat military aristocracy.&lt;br /&gt;
&lt;br /&gt;
The standard weapons fitted into suits of exo-armour are often upgraded to heavy or combi-weapons by wealthy Squat warriors. They are almost exclusively worn by the elite [[Hearthguard|Hearthguards,]] although wealthy or prominent Squats such as [[Squat Warlord|Warlords]] and [[Living Ancestor]]s are known to wear one too.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SquatExoArmour.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Space Marine Power Armour==&lt;br /&gt;
The most iconic users of power armour in 40k are the [[Space Marines]] and the [[Chaos Space Marines]]. Made of ceramite layers upon plates of plasteel and adamantium/[[C.S.Goto|adamantite]] which will deflect all but the most powerful of weapons, Power Armour possess many life support systems designed to keep the Space Marine inside alive, even in the worst and most extreme of battlefield conditions. Has physical properties that has lead some material scientists (who clearly also do Warhammer) to speculate whether Space Marine armour is in fact an extraordinarily tough ceramic compound (ignoring all this easily trademarkable sci-fi bullshit about plasteel and adamantium/tite), which would make sense given that the Emperor actually invented very little new stuff when making the Marines&#039; battle gear, instead just scaling up and making it bigger/louder/harder/better/faster/stronger etc.&lt;br /&gt;
&lt;br /&gt;
The Black Carapace, one of the [[Gene-Seed]] organs, is specially designed to allow a space marine to interface his nervous system with his armour and is the last organ implanted in [[Codex Astartes|Codex]] Chapters. Amongst its features, power armour possess auto-senses to supplement the Marine&#039;s already considerable senses, auspex arrays to create minimaps and transmit data between squad members and commanders, painkiller delivery systems in the event of severe bodily damage, and waste recyclers to keep the Marine going for up to fifty days without fresh food or water. Or, for that matter, taking a shit. The connection between the two being one of the rather less dignified aspects of Astartesdom. The power source is a backpack mounted generator which needs initializing, but after that can take solar energy to keep itself going. According to GW, the backpacks themselves were inspired by the bedrolls (actually greatcoats in reality) carried by soldiers in the Napoleonic era.  The &amp;quot;roll&amp;quot; on the backpack contains oxygen for use whenever the environment demands (like space combat) and the balls on the sides are either jet engines for manoeuvring in space or heat vents. Some early art showed they are more likely jet engines, and can lift a Space Marine for extra battlefield maneuverability, though presumably nowhere near as good as a Jump Pack. Running throughout the suit is a notoriously wilful machine spirit that maintains the armour and assists with the interfaces.&lt;br /&gt;
&lt;br /&gt;
There are &amp;lt;s&amp;gt;eight&amp;lt;/s&amp;gt; ten (technically​ nine because one has never been shown) types or &#039;&#039;&#039;Marks&#039;&#039;&#039; of Power Armour used by the Astartes. Regardless of their type, they all have massive [[Pauldrons]], under which the Marine&#039;s ammunition is stored. Pictures can be found in the gallery at the bottom of the page.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark I: Thunder Armour===&lt;br /&gt;
[[File:ThunderWarriorZoomed.png|200px|thumb|right|Your move, techno-creep.]]&lt;br /&gt;
The first type of Power Armour was designed for the [[Thunder Warriors]] and worn by many of the techno-barbarians of [[Earth|Terra]]. They provided basic protection against weapons and enhancements to upper-body strength, but that is all - the suit was incapable of supporting its own weight and basic variant did not provide any significant protection to the legs. Which seems like a bizarre and terrible idea given that as any person who moves furniture often can tell you; you should do most of your lifting with your legs unless you want to give yourself a hernia, and as most soldiers can tell you, having to carry a lot of extra gear with the weight distributed onto your shoulders sucks and is exhausting, and being fatigued significantly hurts combat effectiveness.  But perhaps this was intentional as the Emperor intended to replace the Thunder Warriors anyway.  Since they were only used on Terra, there was no need to protect them against the void. Though the lack of life support systems and much lesser degree of protection make them essentially useless in the 41st millennium (this doesn&#039;t seem to stop people from pestering Forge World to make models for it though, even though they&#039;ve said that they won&#039;t for exactly this reason), several Chapters retain sets of Thunder Armour for ceremonial purposes. If you were to field one now, it would probably count as carapace armour (4+ save) with a slight bonus to strength but a penalty to initiative.&lt;br /&gt;
&lt;br /&gt;
In [[Deathwatch_(RPG)|Deathwatch]], you can actually get your hands on some. Be forewarned: it&#039;s noisy, doesn&#039;t offer as much protection, doesn&#039;t work with a Marine&#039;s Black Carapace, and actually might not be a whole suit of armour depending on its state of (dis)repair. Overall, it&#039;s kind of shitty, but it&#039;s a surviving artifact linked to the days of the living [[Emperor]] and early Imperium, and that impresses other Marines and those Ecclesiarchy schlubs. Take it for formal occasions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkI.jpg&lt;br /&gt;
OldPowerArmorMark1.jpg&lt;br /&gt;
Thunder Warrior 1.jpg&lt;br /&gt;
Thunder Warrior 2.jpg&lt;br /&gt;
Thunder Warrior 3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark II: Crusade Armour===&lt;br /&gt;
[[File:CrusadeArmorZoomed.jpg|200px|thumb|right|The Facegrill, v1]]&lt;br /&gt;
Designed by the [[Adeptus Mechanicus]] with the [[Great Crusade]] in mind, the Mark II armour was fully enclosed and contained all the life support and auxiliary systems now common among Astartes power armour, like a waste recycling unit and automated medical equipment. Much of these newer additions were made possible by a more efficient cooling system, which allowed a considerable reduction in the size of the power pack. For example, the chest coils, which were kept on the outside of the armour plating on Mark 1 armour for cooling purposes, have now been placed on the inside of the chest plates, so that they are better protected, thanks to more efficient cooling mechanisms. However, this design could not be copied over to the new powered leg armour, which resulted in [[Derp|exposed cabling on the backs of the lower legs.]] &lt;br /&gt;
&lt;br /&gt;
The helmet also came with a bunch of enhanced sensory equipment, with the wearer is also able to see in the infra-red and ultra-violet spectrums, images can be zoomed in and magnified while noises can be enhanced. Overall protection and flexibility was much improved, especially since the legs were now enclosed in armoured hoops and came with their own servomotor, although with the caveat that the overlapping hooped armour plates being difficult to repair. Unlike the Mark I suit, the design is still sufficiently sound to remain in active, albeit extremely limited, use well into the 41st millennium.&lt;br /&gt;
&lt;br /&gt;
Early depictions of this armour often featured a fixed helmet, similar to old-school diving suits. While [[Forge World]] completely [[Retcon|retconned]] this away for the sake of compatibility with other Marine kits, there had been depictions of Mark II suits with movable helmets since the [[Warhammer 40,000: Rogue Trader|Rogue Trader]] days, so it&#039;s not like GW were ever consistent about it anyway.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkII.jpg&lt;br /&gt;
OldPowerArmorMark2.jpg|Older version of the armour&lt;br /&gt;
MK2Squad.jpg&lt;br /&gt;
881ee11d4d5deee89611414658e77e9f--space-wolves-space-marine.jpg|&amp;lt;center&amp;gt;The armour that carried out the [[Great Crusade]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark III: Iron Armour===&lt;br /&gt;
[[File:Mk3IronArmor.png|200px|right|thumb|The Facegrill, v2]]&lt;br /&gt;
Mark III armour was first conceived for &amp;lt;s&amp;gt;the [[Squat]] campaigns&amp;lt;/s&amp;gt;  boarding actions of the Great Crusade. It was pretty much a modified Mark II designed to provide better frontal protection for close-quarters combat, essentially fulfilling the same role that [[Terminator]] armour would later fulfil. It should be noted that the Mark III was never intended to replace the previous Mark but to act as an optional suit specialised for the above-aforementioned situations. Because of this, no Legion was ever fully equipped with the Mark III. While successful in the conditions it was designed for, the armour was too clumsy and uncomfortable for conventional fighting. &lt;br /&gt;
&lt;br /&gt;
By the time of the Horus Heresy, the Mark III was slowly being phased out and replaced by Terminator armour, but it&#039;s still fairly common among the Traitor Legions. In fact, several of the more traditional Legions were reluctant to phase out Mark III because it was the most brutally iconic mark of power armour in their day, so there was talk of keeping it for honour guards or spear tip operations. &lt;br /&gt;
&lt;br /&gt;
Of course, since it was good enough that it did Terminator armour&#039;s job well enough to become &amp;quot;iconic&amp;quot; despite the Mark II being the primary issue at the time, then maybe they should&#039;ve kept using it to augment Terminator forces when numbers were needed.  Even into M41, the helmet or faceplate is still popular. It appears as a DLC armour in [[Last Stand - Captain|The Last Stand]] for the Space Marine Captain, where it increases the force of his melee strikes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkIII.jpg&lt;br /&gt;
OldPowerArmorMark3.jpg&lt;br /&gt;
MK3Squad.jpg&lt;br /&gt;
EC Legionary Mk III.jpg|&amp;lt;center&amp;gt;Heresy era [[Emperor&#039;s Children]] legionnaire&amp;lt;/center&amp;gt;&lt;br /&gt;
MarkIIITacticalSquad.png|&amp;lt;center&amp;gt;Ultramarines&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark IV: Maximus Armour===&lt;br /&gt;
[[File:MarkIVMaximus.png|200px|right|thumb|So cool, they brought the helmet back for the Primaris boys!]]&lt;br /&gt;
Now having access to more [[Standard Template Construct]]s, the Mechanicum was able to further refine power armour internal systems. In addition to having more advanced visual sensors, the helmet was now capable of easier movement. The suit was also made a whole lot lighter than before while only marginally reducing Mark II&#039;s protective capabilities. Bears mentioning it had much, much more superior manufacturability compared to MkII and was easier to repair due to its nature of having no interlocking armour plates and whatnot. &lt;br /&gt;
&lt;br /&gt;
Although the chest power cables were once again relocated to the outside of the plating, they were given an armoured sheath to protect them from damage (since the gaps between armour are actually made of plasteel, that was likely used on the cables, as plasteel gives Terminator armour its legendary durability). [[Horus|Horus Lupercal]] manipulated the Mechanicum&#039;s supply lines to ensure that the Legions that were planning to side with him in the Heresy would be fully equipped with Maximus Armour in time for the Heresy; as a result of this, Mark IV was usually reserved for Chapter Masters and senior Captains of the Loyalist Legions. As the Legions were either fully or partially re-equipped with these suits by the time the [[Horus Heresy]] began, Mark IV is one of the most prevalent types of armour among the Chaos Space Marines.  &lt;br /&gt;
&lt;br /&gt;
It&#039;s a little strange that the Imperium didn&#039;t build more of them after the Horus Heresy, though, since it&#039;s far easier to produce and repair than the current Mark VII but not notably inferior.  Seeing as they&#039;re always short on everything, you&#039;d think these features would be the most important thing to consider for them (Apparently the [[Red Scorpions]] and [[Iron Hands]] are the only loyal chapters who still know how to produce them, and presumably won&#039;t share the STC for the same reason the [[Blood Angels]] won&#039;t tell people how to put [[Librarian Dreadnought|Librarians into Dreadnoughts]]).&lt;br /&gt;
&lt;br /&gt;
Some Chapters/Legions also made their own sub-patterns of Maximus power armour, such as the Ultramarines&#039; Praetor pattern and the Thousand Sons&#039; Achean pattern.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkIV.jpg&lt;br /&gt;
OldPowerArmorMark4.jpg&lt;br /&gt;
MK4Squad.jpg&lt;br /&gt;
Angels Revenant colour scheme.jpg|&amp;lt;center&amp;gt;As a relic of the [[Angels Revenant]] chapter&amp;lt;/center&amp;gt;&lt;br /&gt;
MarkIVTacticalSquad.png|&amp;lt;center&amp;gt;Tactical Squad&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark V: Heresy Armour===&lt;br /&gt;
[[File:Mk5HeresyArmour.png|200px|right|thumb|What a stud.]]&lt;br /&gt;
In between production of the Mark IV and what would be the Mark VI, both Loyalist and Traitor Legions found that they were running out of replacement parts for damaged systems. This would result in several Legions taking parts from older Marks and inadvertently making a brand new Mark of Power Armour. Although appearances varied widely as a result of its ad hoc nature, some form of standardization was achieved. One of the most notable was the introduction of molecular bonding studs on the left pauldron and both greaves (the famous &amp;quot;rivets&amp;quot;), which made them look totally Metal - these were actually originally designed to field-patch busted vehicle armour before they could be repaired properly. Probably one of the most common suits of armour in service among the Traitor Legions, since this was what most of them were wearing when they retreated to the Eye of Terror.&lt;br /&gt;
&lt;br /&gt;
For a while, the Horus Heresy [[Fluff|novels]] and [[Crunch|black books]] outright [[Retcon|retconned]] Mark V armour into a catch-all term for any improvised or prototype suits that existed outside of the main Mark series, yet weren&#039;t advanced enough to be considered artificer armour (likely so Forge World wouldn&#039;t get nagged to make variants of all their Mark III and IV squads in Mark V as well). However, they ended up backpedalling on this a bit in [[Horus_Heresy#Retribution|Retribution]]. The classic &amp;quot;studs and cables&amp;quot; version shown here is now apparently considered the &amp;quot;production&amp;quot; model of Mark V armour (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;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkV.jpg&lt;br /&gt;
OldPowerArmorMark5.jpg&lt;br /&gt;
MK5Squad.jpg&lt;br /&gt;
Carcharodons Battle-Brother.jpg|&amp;lt;center&amp;gt;The [[Space Sharks|Carcharodons]] favourite armour pattern&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Mark VI: Corvus Armour===&lt;br /&gt;
[[File:Mk6CorvusArmor.png|200px|right|thumb|Hate the Xeno. Ca-caw.]]&lt;br /&gt;
The much-beloved [[Beakie]] armour. Designed during the latter years of Great Crusade, this one was initially field-tested by Salamanders and Iron Warriors to become a proper Mk V. While the former&#039;s reaction is unknown, [[Perturabo]] despised the idea of reducing the protection of his &amp;lt;s&amp;gt;cannon fodder&amp;lt;/s&amp;gt; sons. He arranged the next test to be conducted by the [[Raven Guard]], and so [[Corax]], whose tactics Perturabo despised, received a lot of Mk VIs and was sent on the galactic fringe to fight Eldar. To Iron Lord&#039;s surprise, the test was such a smashing success that the suit received the XIXth Primarch&#039;s name, and Beakie armour became a common sight in his legion even before it was actually accepted for service in wider Imperium. It anticipated some of the lately developed Mark VII features, producing a suit of armour that is in many ways equal to its descendants, if being a little bit specialized. &lt;br /&gt;
&lt;br /&gt;
Although it offered the worst protection compared to all other proper marks, Mark VI armour was the first to feature a redundant power system and parts that are largely interchangeable with those of other marks, particularly with Mark VII. Somehow, it also manages to be lighter and fit together more smoothly than the current Mark VII Aquila, allowing for quieter movement, while the helmet includes further improved sensor systems in its, um, &amp;quot;beak&amp;quot;. Due to the design&#039;s inherent stealthiness and legacy, it still remains the preferred armour among the sons of Corax, who tend to be saddled with older equipment anyhow. For reasons nobody can seem to explain, it was also sporadically used by the [[Alpha Legion]] 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;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkVI.jpg&lt;br /&gt;
OldPowerArmorMark6.jpg&lt;br /&gt;
MK6Squad.jpg&lt;br /&gt;
20191026 181625.jpg|&amp;lt;center&amp;gt;A [[White Scars]] legion tactical marine&amp;lt;/center&amp;gt;&lt;br /&gt;
ImperialSpaceMarine.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark VII: Aquila/Imperator Armour===&lt;br /&gt;
[[File:Mk7AquilaImperator.png|200px|right|thumb|All said, this face really does say &amp;quot;disgust&amp;quot; better.]]&lt;br /&gt;
&lt;br /&gt;
You know&#039;em, you love&#039;em. The most iconic Power Armor design in the franchise and also the Mark that has been in production the longest. Whilst other older Marks (With the exception of the Beakie Armour) was eventually phased out in the two centuries of the [[Great Crusade]] and [[Horus Heresy]], the Mark VII chugged along for 10,000 years because the AdMech hit a [[Derp]] and couldn&#039;t be assed to make a new Mark until the return of [[Roboute Guilliman|Papa Smurf]]. [[That Guy|Those lazy fucks.]] (Or more realistically, the Mechanicus didn&#039;t see enough significant reasons to replace the Mark 7, who was already pretty good as is. Extensive R&amp;amp;D, re-tooling entire Forgeworlds to meet new demand, and retrofitting existing suits with new parts aren&#039;t cheap, and that&#039;s on top of their &#039;Innovation is the Devil!&#039; dogma.)&lt;br /&gt;
&lt;br /&gt;
The most common Mark of Power Armour among loyalist Space Marines, Mark VII armour was still being designed when the Traitor Legions reached the Sol System and seized [[Mars]]. When this fact became all too foreseeable, [[Rogal Dorn]] ordered the design teams transferred to Terra to prevent the Traitors from seizing it. Mark VII featured completely covered chest and arm cabling, a distinct helmet that provided more protection, a high level of compatibility with previous Marks, and also bore the Imperial Aquila on the chest, which was first used there to provide quick identification of the Loyalist Marines during the chaos of the Siege of Terra.&lt;br /&gt;
&lt;br /&gt;
Moreover, this Mark abandons the studded shoulder armour plate and replaces the helmet. As Mark 7 is a development of Mark 6, both have a great deal in common, and parts from one Mark are readily interchangeable with parts from the other, like the helmet. According to GeeDubs, the design of the helmet was meant to resemble a human skull, but you [[Space Wolves|must be drunk from Mjord]] [[Derp|in order to see that resemblance.]] The Mark VII also contains its own back-up power supply and a solar array to recharge this, so the suit can operate even without its backpack though only a short time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkVII.jpg&lt;br /&gt;
OldPowerArmorMark7.jpg&lt;br /&gt;
Lamenters Battle-Brother.jpg|&amp;lt;center&amp;gt;The most iconic pattern&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark VIII: Errant Armour===&lt;br /&gt;
[[File:Mk8Errant.png|200px|right|thumb|MY THROAT IS INVINCIBLE]]&lt;br /&gt;
[[Jes Goodwin]] [http://wh40k.lexicanum.com/wiki/File:MkVIII_Errant.jpg originally] designed it with awesome [[Power Fist]]-style hands, a modified helmet, a streamlined power pack, and a more flexible leg-and-ankle joint. Games Workshop only bothered with using the altered breastplate, [[Fail|so the overall design looks like a regular Mark VII with a collar.]] That said, the more recent models for Space Marine Devastators have a flexible, ball-like ankle joint more in line with the original artwork. Deathwatch models have this ball-joint and the modified helmet, and Primaris models also have this ankle joint, presumably inspired by the Mk VIII like the breastplate collar is. Said collar is described as being brought into use due to an alarming pattern being noticed; namely, that bullets would deflect off the top of the breastplate and up into the bottom of the marine&#039;s helmet, killing him, or would pass in-between the bottom of the helmet and the top of the chest plate, into the marine&#039;s throat, killing him (similar to a problem found on the gun mantlet of Nazi Germany&#039;s Panzer V Panther D &amp;amp; A tanks in WW2, in which the rounded mantlet would send shells straight into the hull roof. Later Panther G models would have a &amp;quot;chin&amp;quot; to prevent this). &lt;br /&gt;
&lt;br /&gt;
This was only really a problem with bolt shells due to plasteel armour protecting joints. But, when most of your enemies use bolts of some size or against Traitor Marines, this is really damn bad.  Breaking the trend of reverse-compatibility between newer and older marks, this Mark can only accommodate the helmet designed for it, which kind of becomes a moot point when reserving it for officers, since everyone higher up than a Battle-Brother will never wear his helmet. The specialist design, or the [[Adeptus Mechanicus]]&#039;s head-up-own-arse tendencies around distributing new technology are thought to be the probable reasons why it has yet to be widely adopted among Space Marine chapters. Because of its rarity, the armour is generally restricted for use by senior officers only, and even then they&#039;ll usually only be able to wear the breastplate. The Munitorium series from GW, however, shows that it&#039;s fully compatible with Mk7, so Veterans will sometimes receive a part of Mk8 to replace analogue from their Mk7 for some heroic deed, meaning if some Veteran is equipped with full Errant pattern, he is a serious badass and likely expects promotion. The [[Minotaurs]] and [[Deathwatch]] chapters appear to be the exceptions here, as almost all of their Battle-Brothers have access to full suits, the former because they suck the High Lords&#039; dicks and the latter because the Deathwatch is a special operations group made up of veterans of all chapters.&lt;br /&gt;
&lt;br /&gt;
It should be noted that, while Artificer armour (at least in the art) looks like a pimped out Mk.VIII, regular Mk.VIII [[Crunch|doesn&#039;t actually improve armour save]]. But Fantasy Flight [[Deathwatch_(RPG)|gave it some love]] with an extra armour point all around, and the ability to deflect some headshots to the chest, greatly improving its protection and explained why so many officers using it tend to not wear a helmet (not to mention that the collar helps protect the neck from shrapnel or shots hitting it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkVIII.jpg&lt;br /&gt;
DeathwatchKillTeam1.jpg|The Errant Armour comes as a standard...&lt;br /&gt;
DeathwatchKillTeam2.jpg|in the Deathwatch, apparently...&lt;br /&gt;
Minotaurs Tact. Marine.jpg|&amp;lt;center&amp;gt;The most complete depiction in official artwork to date&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark IX Armour===&lt;br /&gt;
Suffered the same fate as Windows 9. Who knows, really. This mark was skipped over when Mk10 was introduced, and no details were made available. It could either be an Mk5 treatment, with any Mk7 or 8 suits made with improvised parts or even contemporary Artificer Armour [[Proxy|counted as the Mk9]]. Another possibility is that the Mk9 might be part of [[Roboute Guilliman|Guilliman]]&#039;s new job of [[Gets stuff done|actually getting stuff done]] and gets a new mark rolled out for the Classic Marines. Nothing&#039;s really known at this point, and there&#039;s still no word over three years after Primaris were announced. Why GW don&#039;t make a new set of models and saying that this Mark is used to bring Veteran Marines physical capabilities to Primaris level is a mystery for the ages. Then again, it could just be that Mk 10 sounds way cooler than Mk 9 (iPhone X and Windows 10, anyone?), although [[Games Workshop|Geedubs]] did allude to its existence when Primaris armour was revealed to be numbered as 10.&lt;br /&gt;
&lt;br /&gt;
If it helps, it has been suggested in forums and such, that Mark 9 power armour was that &#039;variant&#039; which was used by pre-Primaris Librarians. Still, it is annoying that nothing official is there to be found. This could, of course, be nothing more than wishful thinking or plain old nonsense, as Librarians have been shown in various armour Marks, and some sources have shown their psychic hoods as a detachable add-ons rather than built-in.&lt;br /&gt;
&lt;br /&gt;
===Mark X Armour System===&lt;br /&gt;
A new form of Power Armor introduced in 8th Edition, worn primarily by the Primaris. Unlike all previous marks, the Mk. X was built with internal modularity in mind, and all their pieces can be swapped into another that make a single set or armour change its battlefield role. If the next mission is more [[Infiltrator|stealth oriented]], you don&#039;t need to ask for a new armour, just change the pieces into the ones of the Phobos; or if you&#039;re [[Aggressor|going to take heat]], change it into a Gravis. It&#039;s basically kitbashing on an armour level. But this also lets you to [[Your Dudes|create your own armour configurations]].&lt;br /&gt;
&lt;br /&gt;
There are several configurations that are currently in use:&lt;br /&gt;
&lt;br /&gt;
====Tacticus====&lt;br /&gt;
[[File:TacitusIntercessorZoomed.png|200px|right|thumb|Getting huger, and all without Terminator Armor]]&lt;br /&gt;
The &amp;quot;default&amp;quot; form of the Mark X, the Tacticus configuration combines aspects of previous armour patterns, such as the Mk8 collar and the Mk4 helmet being the obvious bits, and [[Fluff|all the latest technology of the Imperium in the 42nd Millennium]].  ([[Crunch|Still doesn&#039;t affect armour save]].)  &lt;br /&gt;
&lt;br /&gt;
So far it&#039;s only been shown on the Primaris Space Marines, it is unknown if the scruffy old obsolete Space Marines will get it. The vambraces are noted to have built-in cogitator systems, which can be used for a variety of purposes depending on the user&#039;s role, whereas the knee plates have its guard raised, protecting the joints. Other improvements include the [[Pauldron]]s which now incorporate a second armour layer, reactive armour and curvature which increases the armour&#039;s protection potential as well as a reinforced undersuit. Moreover, the armour also has socket ports for stim-injectors and diagnostic data-links, which makes the life of an [[Apothecary]] a whole load more easier. &lt;br /&gt;
&lt;br /&gt;
On the other hand, the MkX backpack now has reinforced armour plates which offer better protection to the vulnerable fusion reactor. Like all MkX armour the Tacticus class is highly customizable, for example, the librarian has a Gravis style plated belly. Other changes can be seen across the range, such as the form-fitting greaves on the Chaplain, and the occasional addition of tassets to the hips (especially common on [[Hellblaster]]s).&lt;br /&gt;
&lt;br /&gt;
Due to the modular system of ceramite plating, maintenance cost is actually higher than older Marks of Power Armour. That and it&#039;s bigger too, which means more material cost on average (Although the high customization actually cheapens the overall cost of a Chapter&#039;s armoury due to the increased standardisation).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:PrimarisApothecary.jpg|&amp;lt;center&amp;gt;Primaris Apothecary&amp;lt;/center&amp;gt;&lt;br /&gt;
image:Primaris Chaplain.jpg|&amp;lt;center&amp;gt;Primaris Chaplain&amp;lt;/center&amp;gt;&lt;br /&gt;
image:PrimarisLibrarian.jpg|&amp;lt;center&amp;gt;Primaris Librarian.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Gravis====&lt;br /&gt;
[[File:GravisCaptain.png|200px|right|thumb|I. AM. ULTRASMURF.]]&lt;br /&gt;
The heavy configuration, the equivalent of Terminator Armour that grants +1 Toughness and +1 Wound as well as more mobility and flexibility. Yay. (Rumours that 8th Edition was being designed to make future video projects easier to code remain unfounded.)&lt;br /&gt;
&lt;br /&gt;
Gravis armour is worn by the Captain included in the Warhammer 8th Edition Boxed Set.  The example captain had both a master crafted power sword &#039;&#039;(that does two wounds nowadays)&#039;&#039; AND a brand new &#039;&#039;&#039;Boltstorm Gauntlet&#039;&#039;&#039; which combines the functionality of a power fist with a bolt pistol capable of firing at triple rate -- Marneus Calgar approves. Said armour design appears to take some leanings from... Iron Man (a noted early proponent for the founding of the Mechanicus, as such a most blessed servant of the Omnissiah), &amp;lt;s&amp;gt;or perhaps the T&#039;a&amp;lt;/s&amp;gt; {{BLAM}} {{BLAM|&#039;&#039;&#039;HERESY!&#039;&#039;&#039;}}, or Terminators, with what appears to be augments on the legs, an enhanced ribcage, and an enclosed armoured hoodie for good measure.&lt;br /&gt;
&lt;br /&gt;
Gravis Armour (like all Mk. X) is highly variable; for example the Inceptors have a Tacticus-style bodyplate and a retractable face-shield.&lt;br /&gt;
&lt;br /&gt;
Gravis Armour is also worn by the Inceptor Squads, granting them the toughness boost as well. Their version also comes with built-in jump packs, replacing the normal backpack-worn type, and shutter style face visors. Another variant is worn by Aggressor Squads, which can come with Fragstorm Grenade Launchers.&lt;br /&gt;
&lt;br /&gt;
Models in Gravis Armour are [http://steppingbetweengames.com/new-8th-edition-40k-models-size-comparison/ fucking big] even compared to even the NuMarines, so... Primaris Centurion Armor.&lt;br /&gt;
&lt;br /&gt;
Seems to be the most [[Skub|contentious]] of all the Mark X variants, by far. It really seems like you either love or hate this one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:PrimarisAggressor.jpg|&amp;lt;center&amp;gt;Primaris Aggressor&amp;lt;/center&amp;gt;&lt;br /&gt;
image:PrimarisInceptor.jpg|&amp;lt;center&amp;gt;Primaris Inceptor&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Phobos====&lt;br /&gt;
[[File:Mk10Phobos.png|200px|right|thumb|Modern. Aerodynamic. [[Nighthaunt|Spoopy]].]]&lt;br /&gt;
Another Mark X configuration worn by [[Reiver|Reivers]], [[Vanguard Lieutenant|Vanguard Lieutenants]], and [[Incursor]] Primaris forces, the Phobos can be compared to the Mark VI &#039;&#039;Corvus&#039;&#039; Armour due to similar associations with recon troops.&lt;br /&gt;
&lt;br /&gt;
Like the Mark VI, the armour is designed for silent infiltrations and drop assaults – and by &amp;quot;drop,&amp;quot; it is sneakily by Grav-chutes, and not flashy like Jump Packs – and in the same way the older mark was pioneered by the [[Raven Guard]], Phobos Armour was pioneered by the [[Original character, do not steal|Primaris]] [[Night Lords|Reivers]]. Since Reivers from time to time enter the battlefield via air drop, the armour&#039;s power pack sometimes sports a pair of fins for the occasion. These fins are used to direct flight as the Reivers&#039; Grav-chutes slow their descent. Whether or not those fins are the Grav-chutes themselves is arguable – probably unlikely because aside from [[Jokaero|Digital Weapons]], Imperium tech does not shine really bright in the field of miniaturization; that is to say, their style choices usually go big or go home. Most of the Vanguard Marines seem to lack these fins, which supports the assumption that they&#039;re not the Grav-chutes themselves (Actually, only the Lieutenant in Phobos Armour has the Grav-Chutes ability out of the Vanguard, and he has the fins. Other Vanguard are just sneaky, and have Concealed Position instead). The [[Infiltrator]]s&#039; power packs instead sport a bunch of antennas, which make up an omni-scrambler system designed to conceal them from enemy auspex scans, while [[Incursor]]s instead have a visor system mounted, allowing them to see through any obstructions to their sight. &lt;br /&gt;
&lt;br /&gt;
The standard Phobos helmet seems to come in a couple of different shapes, which resemble either a Mk X Tacitus helmet or a Mk 7 helmet (both of which sport what seem to be some kind of rebreather system). The Reivers instead rock a Night Lords inspired skull-helmet instead of a Raven Guard Beakie, which [[Skub|may or may not be awesome]], and it [[Banshee|amps up their voice to insane levels of sound]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
PrimarisReiver2.jpg|&amp;lt;center&amp;gt;Mask-only Style&amp;lt;/center&amp;gt;&lt;br /&gt;
PhobosArmorFins.jpg|&amp;lt;center&amp;gt;Grav-chute Fins&amp;lt;/center&amp;gt;&lt;br /&gt;
HelixAdept.jpg|&amp;lt;center&amp;gt;[[Helix Adept]]&amp;lt;/center&amp;gt;&lt;br /&gt;
VanguardEliminatorMini.jpg|&amp;lt;center&amp;gt;[[Eliminator]]&amp;lt;/center&amp;gt;&lt;br /&gt;
SalamandersIncursorMini.jpg|&amp;lt;center&amp;gt;Incursor&amp;lt;/center&amp;gt;&lt;br /&gt;
Vanguard-Librarian.jpg|&amp;lt;center&amp;gt;[[Vanguard Librarian]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Omnis====&lt;br /&gt;
[[FIle:Omnis_Armour.JPG|200px|right|thumb|Well, you see, when an [[Inceptor]] and a [[Devastator Squad|Devastator]] love each other [[Rape|very much]]...]]&lt;br /&gt;
Worn by [[Suppressor|Vanguard Suppressor Squads]]. It&#039;s basically just Tacticus configuration with Inceptor shock absorber boots, Reiver-style Grav-chutes and gorget/collar, a miniaturised jump pack (which looks like a second pair of backpack exhausts with little tail stabilisers), and a new helmet visor design. [[Skub|May or may not]] offer a middle road between the Gravis and Tacticus configuration in terms of defence. &lt;br /&gt;
&lt;br /&gt;
On the whole, the Omnis is lighter than the standard Gravis configuration due to the implementation of the above equipment. Of course, how it is made lighter, we do not know, as unless these armour pieces are intentionally made of a different material or structured differently, they look exactly the same as the rest of its contemporaries.&lt;br /&gt;
&lt;br /&gt;
The models have been the subject of a fair bit of [[Skub|&amp;quot;debate&amp;quot;]] since their debut in the Shadowspear box, although that&#039;s likely got little to do with the armour they&#039;re wearing, and more to do with those ridiculously oversized [[Autogun#Accelerator_Autocannon|accelerator autocannons]] that they&#039;re toting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Vanguard_Suppressors.jpg|&amp;lt;center&amp;gt;Vanguard Suppressors in Omnis.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Artificer Armour===&lt;br /&gt;
[[File:BloodAngelArtificerArmorZoomed.png|200px|right|thumb|A typical Blood Angels Nipple Pattern artificer armour.]]&lt;br /&gt;
Pimped out and individualized versions of regular suits, often enough to be considered one-off derivations in their own right. Artificer Armour can be formed from any older mark of Power Armour (perhaps barring Mk.I plate possibly excepting Thunder Warrior officers) by adding extra or upgraded protection. The upgraded and individualized suits mean that they require a lot of maintenance and needs techs to work around the clock to make sure they stay functional. In time suits become encrusted with unique decorations and individual upgrades and becomes known as Artificer Armour. Because of these heavy modifications, Artificer Armour is often highly superior to newer suits of standard-issue Power Armour, and afford much better protection. &lt;br /&gt;
&lt;br /&gt;
So in simple terms, the [[Adeptus Custodes|more blinged-out the armour, the better it is stat-wise.]] With little to no standardisation, meaning that no two Artificer Armours are the same, design-wise. Standard issue for [[Techmarines]], the [[Sanguinary Guard]] and optional for [[Brother-Captain|officers]], pairing Artificer Armour with an Iron Halo can offer better protection than Terminator armour with none of the drawbacks, yet with only some of the benefits.  &lt;br /&gt;
&lt;br /&gt;
During the [[Great Crusade]] and [[Horus Heresy]] Space Marine Sergeants, the various [[Honour Guard]]s (if they don&#039;t have the option of [[Terminator|Terminator Armour]]) and even unaugmented officers of the [[Solar Auxilia]] could go into battle wearing Artificer Armor. Just another example in a long list that shows how the Imperium is a shadow of its former self. Yes, this means that every squad in 30k tabletop can have someone with a 2+ save in the pre-8th edition armor rules. Yes, it is hell.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TechmarineArmor.png|&amp;lt;center&amp;gt;Techmarine&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Aegis Armour===&lt;br /&gt;
[[File:GreyKnightAegis.png|200px|right|thumb|It&#039;s all holy smokes and mirrors from here.]]&lt;br /&gt;
The Power Armour of the [[Grey Knights]], Aegis Armour is master-crafted on the forges of Titan and inscribed with prayers and [[Matt Ward|wards]] to prevent [[Daemon]]s from possessing it. [[Khornate Knights|Early fluff insinuated that several psykers were burned alive to be sacrificed as part of the machine-spirit of the armour, but this aspect has been downplayed massively in later revisions]]. (Considering the Golden Throne [[Grimdark|burns an ungodly number of psykers every day to keep]] [[The Emperor|Him]] [[Astronomican|alive]], this isn&#039;t too farfetched; [[Skub|opinions nonetheless vary]] on whether this is true, and if so, whether it is [[Grimdark]] or [[Grimderp]].) &lt;br /&gt;
&lt;br /&gt;
Based on parts from Marks VI, VII, and VIII, within the breastplate of each set is a copy of the Liber Daemonica. It frequently bears a Stormbolter on its left forearm, keeping both hands of the wearer free to use. There is an Aegis/Grey Knight version of Terminator and Dreadnought armours, too. Just remember to keep any observations that Aegis Armour look in anyway similar to Tau [[Battlesuit]]s to yourself.(But it isn’t made of paper.)&lt;br /&gt;
&lt;br /&gt;
Could also be the aforementioned Mark 9, since the Inquisition scrubbing it from records if that were the case would explain why we know “nothing” about it.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:GreyKnightArmor1.jpg|&amp;lt;center&amp;gt;Variant 1&amp;lt;/center&amp;gt;&lt;br /&gt;
image:GreyKnightArmor2.jpg|&amp;lt;center&amp;gt;Variant 2&amp;lt;/center&amp;gt;&lt;br /&gt;
image:GreyKnightArmorCrowe.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Castellan Crowe|Castellan Garren Crowe]]&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Auramite Armour===&lt;br /&gt;
[[File:CustodianAuramite.png|200px|right|thumb|Banana Armor.]]&lt;br /&gt;
The most common power armour within the [[Adeptus Custodes]], it is straight up in the top 3 power armours of the Imperium, its other contenders being the Aquilon &amp;amp; Allarus Terminator armours. The material used for its construction is known as, you guessed right, auramite (which is ceramite, except even [[Cheese|better]]): The first samples and tech to make it was brought back from the depths of [[Terra]]. Another interesting fact is that the servos and motors of the Custodes armour are nearly completely silent. Turning a Custodes into a [[Raven Guard|sneaky marine.]] [[Derp|A very &#039;&#039;shiny&#039;&#039; sneaky marine]], though the stupidity of this is somewhat lessened by the fact that auramite&#039;s colour can be alchemically altered to just about anything. &lt;br /&gt;
&lt;br /&gt;
Custodes power armour also includes a built-in Grav-chute and internal air supply (But let&#039;s be honest, the Grav-chute is all but pointless since we never see it...well...[[Derp|&#039;&#039;anywhere&#039;&#039;]]). Each suit&#039;s helmet includes an internal vox, an altimeter, ambient neutralisers, and hololithic schematic overlay map.&lt;br /&gt;
&lt;br /&gt;
The armour itself is even better than Artificer armour and includes a refractor field, essentially giving it the same properties in-game as Terminator armour. It can even get a teleportation transponder as well as an Arae-shrike: a nasty (so nasty the Mechanicum declared it blasphemous) piece of archeotech that fucks up nearby cogitators. The only ones allowed to make it, like all Custodes-grade weapons, are Emperor-chosen clans of Terra. Probably the only people the Mechanicus won&#039;t fuck with for fear of the golden bois getting...[[Rage|inconvenienced]].&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sagittarum.jpg|&amp;lt;center&amp;gt;Sagittarum Guard&amp;lt;/center&amp;gt;&lt;br /&gt;
ShieldCaptainFW.jpg|&amp;lt;center&amp;gt;Shield Captain&amp;lt;/center&amp;gt;&lt;br /&gt;
WardenMini.jpg|&amp;lt;center&amp;gt;Custodian Warden&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Terminator Armour==&lt;br /&gt;
&lt;br /&gt;
[[Terminator]] armor, or Tactical Dreadnought armor, are set aside for space marine veterans who are exemplars of toughness, martial ability, and wonky proportions. This power armor provides the best personal protection available. Terminator suits have an outer shell of ceramite-bonded plates powered by electrically-motivated fibre bundles. Plates of heavy plasteel further armour the ceramite sections, especially on the front of the suit. This extra armouring provides a level of protection that is far superior to normal Marine armour; not even a Krak missile will penetrate the suit&#039;s breastplate (Which one wonders why Imperial tanks aren&#039;t coated with this stuff (cost/supply=/=demand). Moreover, external adamantium layered ribs help support this weight, while the inclusion of suspensors help the suit carry heavier support weapons, not to mention those indestructible [[pauldrons]], a suit of Terminator armor is built to steamroll nearly everything and gives a fighting chance against everything else, which are the things that gives anybody else a fighting chance against Terminators. Standard loadout for Terminators are [[Power Fist|power fists]] and [[Storm Bolter|storm bolters]], or [[Power weapon]]s and [[Twin-Linked|twin linked]] bolters for the Chaos Terminators; but these are often and changed up with other heavy weapons systems, other killtastic melee weapons, and a squad is sometimes augmented with a shoulder-mounted missile racks. Since most suits are about at least as old as the chapter that owns them, and that the pauldron allegedly contains a tiny fragment of the Emperor&#039;s own power armor, these suits are holy relics as well as top shelf wargear.&lt;br /&gt;
&lt;br /&gt;
Despite all the pain they lay down (and keep away), Terminator armor has a few serious drawbacks. First thing is that it is seriously hard to make. Seriously. Most chapters have only a handful that they can distribute amongst their veterans and officers, and any lost suits are damn near impossible to replace. Second thing is that they lack mobility. They counter this mostly since Terminator armor can be safely teleported from orbit into the thick of it, and judicious use of teleport homers can put them right where you need them, and a heavy transport such as a [[Land Raider]] can carry small squads. Beyond that, Terminators are otherwise going to be footslogging since they&#039;re too fucking huge to hitch a ride on anything smaller than a house. Better plan on not moving them too far once they hit the ground.&lt;br /&gt;
&lt;br /&gt;
There are other patterns mentioned in the fluff but not yet seen on the tabletop, or available elsewhere in such small numbers they can be counted as unique variants.&lt;br /&gt;
&lt;br /&gt;
The [[Minotaurs]] have widespread access to a rare type of Terminator armour, known as the &#039;&#039;&#039;Arkonak Pattern&#039;&#039;&#039;. However, every official illustration of a Minotaurs Terminator to date has them wearing either Indomitus or Tartaros armour, including [[Asterion Moloc|their Chapter Master]] (the original Tartaros Terminator model).&lt;br /&gt;
&lt;br /&gt;
The [[Dark Angels|First Legion&#039;s]] [[Ironwing]] supposedly owned the greatest concentration of Terminator suits out of any of the First Founding Legions, and included a number (plural) of experimental patterns that were unknown anywhere else. Though Forge World [[Fail|neglected to describe or provide rules for any of them.]] So as far as we know they are just functionally identical suits of normal terminator armour [[Proxy|that come in different shapes]] [[Your Dudes|and colours]].&lt;br /&gt;
&lt;br /&gt;
Whereas &#039;&#039;&#039;Extermination&#039;&#039;&#039; claims the [[Alpha Legion]] used five patterns of Terminator armour during the Invasion of Paramar, suggesting that other patterns are yet to be revealed. Or, you know, the Alpha Legion being what it is could mean that their in house artificers are straight up [[Heresy|inventing new technology]] or their infiltrators were [[Blood Ravens|stealing technology from other Legions.]]&lt;br /&gt;
&lt;br /&gt;
Nevertheless, Terminator Armor has 3 major designs: the Cataphractii pattern, the Tartaros pattern, and the Indomitus pattern. As well as a few more lesser known but still prominent designs. More of which can be read below. &lt;br /&gt;
===Cataphractii Pattern Terminator Armour===&lt;br /&gt;
&lt;br /&gt;
[[File:CataphractiiTerminator.png|200px|thumb|right|&amp;quot;My Pauldrons Can Support Hive Cities!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
The oldest design bar a few prototypes and the first pattern to enter mass-production, developed during the [[Great Crusade]] and based on fusion-reactor maintenance suits. The Cataphractii pattern had Roman-esque, slab-like [[pauldrons]] (which apparently held shield generators), which enabled greater protection at the cost of preventing the wearer from moving with any sort of speed. It was the Mechanicus&#039; intention to retrofit [[awesome|all 18 Legions down to the last Marine]] with Terminator armor at first, but it proved to be unfeasible as crafting those required far too many resources. In the end they were adopted for use in [[Zone Mortalis|those situations where even Breacher squads struggled yet heavy ordnance was too difficult to deploy]], typically boarding actions but not only. &lt;br /&gt;
&lt;br /&gt;
After the Horus Heresy, Cataphractii pattern had eventually fallen out of general use. This may have been because the last of that armor was either lost in the fighting and [[Adeptus Mechanicus|the pattern became another lost technology]] in the following years. Or because production was ceased in favor of later patterns, and most suits were either cannibalized or became a relic that was the chapter&#039;s equivalent of fine china: makes a nice display piece, but practically useless due to enforced disuse. These relics wouldn&#039;t see field use again until the day GW released the Angels of Death supplement (no doubt because they&#039;d sell more copies of &#039;&#039;[[Betrayal at Calth]]&#039;&#039; if both 30K and 40K Marine players could use it).&lt;br /&gt;
&lt;br /&gt;
In crunch terms, this translates to a higher invulnerable save than the Indominus/Tartaros armor at the expense of losing the abilities make run moves or overwatch. In 8th edition, Cataphractii have reduced movement compared to the other versions as well as halved advanced distances, but get a couple alternate weapon options and retain their boosted invulnerable saves.&lt;br /&gt;
&lt;br /&gt;
9E combined Cataphractii and Tartaros Terminators into a joint datasheet called Relic Terminators. While this bumps Cataphractii terminators up to a more standard 5&amp;quot; movement, it also drops their invuln save back down to a standard Terminator invuln save. They have a much more specialized loadout than regular terminators, so if you are looking for a more ranged variant of terminators, you&#039;ll probably want to look elsewhere.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:CataphractiiPict.jpg|&amp;lt;center&amp;gt;Pict Captures&amp;lt;/center&amp;gt;&lt;br /&gt;
image:CataphractiiUltramarines.jpg|&amp;lt;center&amp;gt;Ultramarines&amp;lt;/center&amp;gt;&lt;br /&gt;
image:CataphractiiWordBearers.jpg|&amp;lt;center&amp;gt;Word Bearers&amp;lt;/center&amp;gt;&lt;br /&gt;
image:CataphractiiFists.jpg|&amp;lt;center&amp;gt;Imperial Fists&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tartaros Pattern Terminator Armour===&lt;br /&gt;
[[File:TartarosTerminator.png|200px|thumb|right|Claws? Check. Prosperine Script? Check. Aerodynamic Pauldrons? Check. Time to ruin some Loyalist&#039;s day.]]&lt;br /&gt;
&lt;br /&gt;
The Hulk Suit.&lt;br /&gt;
&lt;br /&gt;
The most advanced pattern, using systems developed for the Mark IV &amp;quot;Maximus&amp;quot;-pattern [[powered armor]]. Tartaros Armor delivers the same level of protection as the Indomitus pattern but is much more mobile, with sensibly-sized [[pauldrons]] and an upright stance. Due to the advances in Pauldron Technology, Terminator Squads in Tartaros Armor can Sweeping Advance, unlike the others encased lesser models. It is however the rarest of models, since it was a very resource-unfriendly model to craft back at the time of the Heresy. In the 41st Millenium, any remaining Tartaros-pattern suit is a hallowed relic for whoever is lucky to still have one in functioning order.&lt;br /&gt;
&lt;br /&gt;
In 8E&#039;s crunch, Tartaros Terminators move at the same speed as regular infantry in Power Armor (Which is pretty dang important if you&#039;re set up like an Assault Terminator) and also get a couple alternate weapon options, such as a grenade launcher and a Volkite Charger.&lt;br /&gt;
&lt;br /&gt;
[[Derp|9E rolled Tartaros and Caraphractii terminators into a single datasheet referred to as Relic Terminators]]. Functionally, they&#039;re identical to the standard Terminator Squad with a minor difference in loadout options, namely the ability to take Plasma Blasters on their sergeants. Kind of a shitty fate for a unique set of models when GW is more than willing to make separate datasheets for every conceivable Primaris Marine they crap out.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TartarosPict.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
image:TartarosUltramarines.jpg|&amp;lt;center&amp;gt;Ultramarines&amp;lt;/center&amp;gt;&lt;br /&gt;
image:TartarosThousandSons.jpg|&amp;lt;center&amp;gt;Thousand Sons&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Indomitus Pattern Terminator Armour===&lt;br /&gt;
&lt;br /&gt;
[[File:TerminatorArmorModel.png|200px|right|thumb|His head must be all mushed in there...]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Indomitus Pattern&#039;&#039;&#039; is the current pattern of Terminator armor (though the Forge World books make it clear that it was common at the time of the Heresy, perhaps more so than Tartaros and Cataphractii), sharing similarities with the Tartaros pattern in terms of functionality whilst being cheaper to manufacture. &lt;br /&gt;
&lt;br /&gt;
As a later development that sacrificed a little protection for increased mobility and was (comparatively) easier to produce as previously mentioned, this was considered the Indomitus pattern go-to marketing ploy. This is the most commonly produced pattern, as Cataphractii armour was said to be in declining use due to its limitations and Tartaros armour was even more resource intensive to craft, placing Indomitus in a comfortable medium of &amp;quot;good enough&amp;quot;. It has the familiar hunchbacked-bulldog/horse appearance, as seen in the majority of [[Games Workshop]] Terminator kits (although they now produce plastic kits for the other major patterns too).&lt;br /&gt;
&lt;br /&gt;
Though inferior to the Cataphractii pattern in protection, and inferior to Tartaros pattern in mobility, the Indomitus pattern has quite advanced auto-sense systems that are unavailable in normal suits of power armour, and have not been entirely made evident from portrayals of the other types. These senses allow the user to track unseen targets and to know the precise location and condition of their squadmates at all times (while this is evident in the video games as a passive mechanic it can&#039;t really come up on the tabletop since the player sees everything anyway &#039;&#039;[except for &amp;quot;blips&amp;quot; in Space Hulk]&#039;&#039;). But these systems are noted in the RPG and various novels such as &#039;&#039;Master of Sanctity&#039;&#039; where the new user has to get used to a whole new suite of tactical information on top of actually learning how just to walk in the armour itself &#039;&#039;(hint: it&#039;s difficult)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A more interesting note is that this pattern also gave rise to the experimental Gorgon pattern (More of which can be read below), a design that was being tested during the Heresy by the [[Iron Hands]] Legion. There are also human-sized suits of Terminator armor, but the tiny amount of them that still exist are used exclusively by the Inquisition; even then, they aren&#039;t quite as potent as the versions used by Space Marines, due to lacking a [[Gene-seed|Black Carapace]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
DeathwingTerminatorHammer.png|&amp;lt;center&amp;gt;The Deathwing is here. And it&#039;s very angry.&amp;lt;/center&amp;gt;&lt;br /&gt;
image:TerminatorSquad.jpg|&amp;lt;center&amp;gt;Ultramarines&amp;lt;/center&amp;gt;&lt;br /&gt;
image:TerminatorSquadCQC.jpg|&amp;lt;center&amp;gt;Close Combat&amp;lt;/center&amp;gt;&lt;br /&gt;
image:BloodAngelsTerminators.jpg|&amp;lt;center&amp;gt;Blood Angels&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gorgon Pattern Terminator Armour===&lt;br /&gt;
[[File:Gorgon_Terminator.JPG|200px|right|thumb|Loyalist Fleshmetal Armour. Just don&#039;t mention this to a living Iron Hand, [[RIP AND TEAR|for obvious reasons.]]]]&lt;br /&gt;
The aforementioned armour set. The [[Iron Hands]] also developed their own variant on the Indomitus armour, called the &#039;&#039;&#039;Gorgon Pattern&#039;&#039;&#039;. This armour was bonded to its wearer in a painful cybernetic connection, so he could never remove it (Kind of like a loyalist Fleshmetal Armour), but also meant he was even more resistant to injury, and it had a unique field effect that caused blinding bright flashes whenever it was struck. &lt;br /&gt;
&lt;br /&gt;
Part of the reason why this armour pattern is so cybernetically-intensive is the fact that (Other than stroking the Iron Hands&#039; technophiliac tendencies) the heat and electrochemical toxins bleeding from the suit limited the armour&#039;s agility, and its effects required a high level of cybernetic modifications for its wearer to endure.&lt;br /&gt;
&lt;br /&gt;
This pattern is nowhere to be found after the Heresy, likely because [[Ferrus Manus]] didn&#039;t live long enough to work out the kinks in the design. Although, considering how similar it looks compared to the present Indomitus, it is a possibility that the Iron Hands had a hand in the creation of that pattern, whether as the designers themselves, or some Tech-priests (or Techmarines) managed to acquire the design and tinkered with it to make cheap Terminator Armour that could actually be taken off if needed. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:GorgonTerminator.jpg|&amp;lt;center&amp;gt;Gorgon Pattern alternate view.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Saturnine Pattern Terminator Armour===&lt;br /&gt;
[[File:Saturnine_Armour.JPG|200px|right|thumb|Only the &amp;lt;u&amp;gt;BIGGEST&amp;lt;/u&amp;gt; of &amp;lt;u&amp;gt;[[Pauldron|PAULDRON]]S!&amp;lt;/u&amp;gt;]]&lt;br /&gt;
Ah...the much famous egg-shaped Terminator armour which seemed to have been [[Blood Ravens|&#039;gifted&#039;]] from the [[Squat]]s Exo-Armour.&lt;br /&gt;
&lt;br /&gt;
This was one of the most incredibly elusive pattern of Terminator armour, called &#039;&#039;&#039;Saturnine&#039;&#039;&#039;. It&#039;s got the biggest [[Pauldron|pauldrons]] one can get before moving into walkers category and was famous for it&#039;s extreme bulk, durability, cumbersomeness and difficulty of piloting - basically everything good and bad about Cataphractii turned to eleven. It never went out of field testing phase, since new smaller Castraferum Dreadnoughts could do everything Saturnine was designed for (boarding actions and indoor/tunnel fighting) better and without it&#039;s numerous drawbacks except for needing a half-dead Astartes. Some legions still had their batches of test suits when Horus Heresy hit and used them to gain whatever edge over their opponents they could, but they were never seen after the Heresy.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, the &#039;&#039;&#039;Saturnine&#039;&#039;&#039; pattern has occasionally been given a passing mention in Forge World&#039;s Horus Heresy rulebooks from time to time, where it was mentioned as being similar to the Indomitus and Tartaros patterns in function (if not design).  However, some people have speculated that it is a revamp of an old Rogue Trader-era version of Terminator armor, as such a suit was recently shown in interior illustrations for the novella &#039;&#039;Meduson&#039;&#039;. From the pictures, this pattern looks like it is intended as a heavy fire platform, like a less [[meme|Xzibit]]-friendly version of 40K-era [[Centurion Squad|Centurion Devastators]]. Which is awesome.  However, this specialisation, and the fact that the armour was described as a custom job devised by [[Vulkan]] rather than a general-issue design, goes against it being the Saturnine pattern.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Terminator_mini_MK1.jpg|&amp;lt;center&amp;gt;Truly old school.&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:OldTermies.jpg|&amp;lt;center&amp;gt;Note the unique back-mounted weapon attachment.&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:002 Saturnine 2.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aegis Pattern Terminator Armour===&lt;br /&gt;
[[File:GKTermieArmour.JPG|200px|right|thumb|I HAVE THE POOOWEEEEEEERRRRRR!!!]]&lt;br /&gt;
&lt;br /&gt;
Just as how the [[Grey Knights]] have access to the normal Aegis Power Armour, the Silver Sues also gain access to the &#039;&#039;&#039;Aegis Pattern&#039;&#039;&#039; of Terminator armours, where the &#039;&#039;Aegis&#039;&#039; part essentially means the armor has its own psychic shield (&#039;&#039;inscriptions, holy water, all that blessing stuff&#039;&#039;) to deflect whatever Daemons or Psykers throw at it. Who does it anyway? &amp;lt;s&amp;gt;Psyker Tech-priests?&amp;lt;/s&amp;gt; Nah, probably just their Techmarines.&lt;br /&gt;
&lt;br /&gt;
In a sense, the Aegis Terminator Armour functions like a combination of the normal Aegis Power Armour and the Terminator Armour, creating a formidable defensive set piece against the most powerful of Chaos Daemons. These chaps are used when fighting the most clusterfuckery of Chaos invasions up to and including, a [[Angron|certain Daemon Primarch going on his happy murder spree on]] [[Armageddon]].&lt;br /&gt;
&lt;br /&gt;
They provide one of the best protection out of any armour piece save for the [[Adeptus Custodes|golden boys]] of course.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, this pattern of Terminator Armour works like standard. However, with 2CP, you could use its Aegis abillity, which like in the [[Fluff]], can be used in the psychic phase before a friendly GREY KNIGHTS unit attempts to deny the witch. They could then roll 3d6, picking the two highest when attempting to deny. Some Grey Knight veterans are still rather sore this is no longer part of the Special Rules which made them overpowered in 5th Edition.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:GreyKnightTerminator.jpg|&amp;lt;center&amp;gt;Aegis Pattern alternate view.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aquilon Pattern Terminator Armour===&lt;br /&gt;
[[File:AquilonTerminator.jpg|200px|right|thumb|The Aquilon Pattern. The first set of the [[Rape|golden rape train.]]]]&lt;br /&gt;
The [[Adeptus Custodes]] have [[Aquilon Terminator|Aquilon Terminators]] which is, no surprise, tied with the Allarus as one of the best armour sets in the Imperium. Period. The Custodes Terminators&#039; armour was said to be Cataphractii pattern in the short story &#039;&#039;Hands of the Emperor&#039;&#039;, years before they got actual tabletop rules; this is technically still true (at least for 30K), depending on how you look at it, as Forge World made a point of describing the Aquilon pattern as a spin-off of Cataphractii armour when it debuted in &#039;&#039;[[Horus Heresy#Inferno|Inferno]]&#039;&#039;, but with far greater power capacity and customized neuro-fibre uplinks, it is said, redesigned by the mind of the Emperor himself. &lt;br /&gt;
&lt;br /&gt;
Aquilon Pattern Terminator Armour was said to have adjusted for the enhanced physique of the Custodes, who were capable of bearing more weight and strain than even Space Marines. This allowed it to be fitted with additional power systems and capacitors, increasing its durability and manoeuvrability. Aquilon Pattern Terminators were given more advanced weaponry than their Astartes counterparts, wielding weapons such as [[Lastrum Storm Bolter]]s, [[Power weapon#Solerite Power Gauntlet|Solerite Power Gauntlets and Power Talons]], [[Infernus Firepike]]s, and twin-linked [[Adrathic Destructor]]. Like their lesser Auramite cousins, the Aquilon was clad in Auramite rather than Ceramite.&lt;br /&gt;
&lt;br /&gt;
Within the ranks of the Custodes, Aquilon Pattern Terminator Armour was deployed by the Tharanatoi Caste. It is still issued as heavy assault armor ten thousand years after the Horus Heresy.&lt;br /&gt;
&lt;br /&gt;
As expected, it has rules different from (read: better than) the Space Marine version. Much like Tartaros it can fire Overwatch and make Sweeping Advances. As seen from the list of gear above, Aquilons have better stuff than what Astartes of both flavours get.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Allarus Pattern Terminator Armour===&lt;br /&gt;
[[Image:AllarusCustodian.png|200px|right|thumb|The second set of the [[Rape|golden rape train]] (Someone&#039;s looking faaaabulous!).]]&lt;br /&gt;
You think the Golden Custards just stopped at the Aquilon? Yeah no, they also have a second pattern called &#039;&#039;&#039;Allarus Terminator Armour&#039;&#039;&#039; for their 40K-era squads, which according to their community lore section on Terminator Armour was made the product of 10k years worth of research and development, and it shows. Lorewise Allarus Terminator Armour has greater durability than normal terminator armour, but none of the downsides, offering total freedom of movement. &lt;br /&gt;
&lt;br /&gt;
Driven by magnatomic generator-shrines, articulated with leonus-class actuators, and fashioned from layered auramite and adamantium, Allarus armour is a marvel of craftsmanship. It provides its wearer with an exceptional range of movement and near-unencumbered speed, augmented strength and resilience. According to GW, it has the survivability to [[Wat|stride unharmed from the blast]] of a [[Macrocannon]] shell. Which we call [[Bullshit]] on that claim, since even the small ones from an [[Aquila Strongpoint]] is launching Schwerer Gustav-sized shells, no way in hell that the armour set, let alone the Custodes himself is capable of surviving a direct impact from &#039;&#039;that&#039;&#039;, so we could put it as more of GW shitty flowery language and hyperbole. Or someone slapped in one hell of a shield generator that constitutes the &amp;quot;cost more than worlds&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
Going back on topic, the armour is also coupled with the protective blessings of the Emperor, Allarus Terminator plate is arguably the most effective man-portable combat armour in the entire Imperium. These expertly crafted suits are each individually worth entire worlds.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, in 9th Edition, these armour sets gifts the Allarus Terminators with four wounds each and equipped with [[Balistus Grenade Launcher]]s in addition to their guardian spear/castellan axe...and can deep strike without needing the Stratagem to do so. [[Anal circumference|Ouch.]] [[Awesome|They&#039;re designated character killers,]] with Slayers of Tyrants allowing them to move up to 3&amp;quot; towards the nearest character when piling in and consolidating even if the character isn&#039;t the nearest enemy model. On the other hand, a [[Shield-Captain]] with the Allarus hass the same stat line but with an extra Wound, nevertheless, you also get the signature [[Balistus Grenade Launcher]] and From Golden Light special rule from the Allarus Terminators (for only 10 points more than the vanilla version at 109 points). You lose the Sentinel blade/Storm shield option, but the Eagle&#039;s Eye can fill in for it without making you give up any offensive capability. (Here&#039;s the humongous golden terminator daddy you&#039;ve always wanted.) &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Centurion Armour==&lt;br /&gt;
[[File:CenturionSuit.png|200px|right|thumb|HELP ME I&#039;VE GOT A TINY MAN INSIDE ME]]&lt;br /&gt;
&lt;br /&gt;
The (in)famous &#039;Power Armor inside of a Power Armor&#039; set piece.&lt;br /&gt;
&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;
&lt;br /&gt;
Fluffwise, the machine spirits on this thing is advanced, almost on par with the [[Land Raider]]&#039;s. There has been once instance where a group of Salamander Centurions were deployed to clear out a Dark Eldar incursion. The Dark Eldar released a toxin that [[grimdark|liquefied people into soup]] and the marines wearing the armor eventually perished after their suits took damage and the toxin leaked through the cracks. [[Rage|A bit miffed after the loss of their pilots]], the Centurion suits&#039; machine spirits continued to fight on, even after their pilots were just fleshy goop at this point. They were eventually disabled, but not before killing scores more Dark Eldar during their rampage.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Paragon Warsuit==&lt;br /&gt;
[[File:Paragon Warsuit.jpg|200px|right|thumb|Every anon&#039;s fever dream of the [[Dreadknight]] coming to life. &#039;&#039;Again&#039;&#039;.]]&lt;br /&gt;
&#039;&#039;For more information, see here: [[Paragon Warsuit]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This [[Derp|derpy]] piece of contraption is the [[Sisters of Battle]]&#039;s new form of heavy armoured walking suit that straddles the line between power armour to a walker.&lt;br /&gt;
&lt;br /&gt;
The Paragon Warsuit follows a similar mechanic as the Centurion Armour, which is essentially a [[Meme|power armour over power armour so you can shoot whilst you shoot.]] More seriously though, it is nothing more than a frame that allows the user to easily carry around heavy weapons with ease whilst also increasing its defensive capabilities.&lt;br /&gt;
&lt;br /&gt;
It differs from the Centurion however, in that the Paragon Warsuit is more than just a mainframe overlay. It actually has working mechanical legs and limb joints and the user controls it in the same way as the [[Dreadknight]], just on a much smaller scale. So in a sense, it is basically the Sisters&#039; equivelent of a [[Tau]] [[Battlesuit]] hilariously enough.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, some Sisters seem to suffer from &#039;open head syndrome&#039; where they ditch their helmet to look cool, at the expanse on making the entire point of the Warsuit (Added protection) redundant.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==Chaos Power Armour==&lt;br /&gt;
[[File:ChaosAstartesArmor.png|200px|right|thumb|[[rape|I&#039;m horny and you corpse-worshippers&#039; got the butts I CRAAAAVE]]]]&lt;br /&gt;
While many Traitor Marines are equipped with Marks IV or earlier (at least in the lore; if you go buy the models, almost all of them seem to have Mark VII armour with Mark VI legs), Chaos power armor is often a mix-and-match setup. About the only unified feature of Chaos power armour is a distinct power pack with stabilizers on long curved fins, that still runs on solar converter core instead of fusion reactor of modern loyalist power packs. Because Chaos Marines often have to go long periods with no access to proper industrial facilities, proper maintenance and replacement parts became an issue. Because of that, many subsystems in each suit of armor don&#039;t work and replacement parts come in the form of whatever they can dig up from plunder and take off of corpses after [[Orks|raiding and looting]]. Furthermore, Chaos Marines like to customize their armor with devotional iconography and personal trophies, making sure that virtually every suit of armor is personalized and none are exactly alike. Where things get even weirder is when the armor gets too steeped in Chaos and begins to twist, mutate, and turn partially organic, or had a daemon replace its machine spirit. It&#039;s quite likely that the parts of armor that don&#039;t work get replaced with warp magic, daemonic influence, or Dark Mechanicus tech-heresy. &lt;br /&gt;
&lt;br /&gt;
Recent editions and artwork show senior Chaos marines with a sinister and more organic-looking power armour of Mark III through V, a look they pick up after a while either deliberately or due to the Warp&#039;s influence changing their outside look to match their corrupted souls. In the Rogue Trader Era, Chaos Power armor &#039;&#039;was&#039;&#039; organic, so this is actually a pleasant return to the old days. The Chosen models from the Dark Vengeance box set are commonly referred to as the harbringers of this new style, while the new Raptors/Warp Talons set incorporate this design, alongside the regular Raptors, whose design seems like being &amp;quot;metal-guilded armour, that&#039;s begun to blend together and form spikes and weird shapes&amp;quot;, hinting of what&#039;s to come for the aging Chaos Space Marine range.&lt;br /&gt;
&lt;br /&gt;
As of 2016, the non-[[Terminator armour|Terminator-armoured]] [[Thousand Sons]] are now fully equipped with modified, ornate suits of Mark IV armour, in the style of the original [[Jes Goodwin]] Thousand Son model and concept art that established their aesthetic back in the [[Warhammer 40,000: Rogue Trader|old days]]. Since most of them [[Rubric Marines|aren&#039;t really capable]] of changing out of their armour anymore, this makes their current models their most lore-friendly--and least [[neckbeard]]-[[Rage|enraging]]--incarnation yet.&lt;br /&gt;
&lt;br /&gt;
And then, in 2017, GW started releasing new Death Guard Space Marines. The ugly bastards pretty much relive the original style from the old Forge World Death Guard upgrade pack (itself a throwback to Jes Goodwin&#039;s [[Warhammer 40,000: Rogue Trader|Rogue Trader-era]] Death Guard concept), decked out in rotted, space-AIDS-riddled suits of Mark 3 armour, with most sporting the classic reinforced belly plate to hold in their bloated guts and intestines.&lt;br /&gt;
&lt;br /&gt;
2019 finally saw a major update to the main Chaos Space Marine line, including two new kits for the basic Chaos Marine squad (a fully monopose, set-loadout one in the Shadowspear box, and a semi-monopose standalone version with more head and weapon options a few weeks after). The new sculpts are like a less ornate version of the Dark Vengeance Chosen, mixed with the old-Mark-heavy look of the 2nd edition CSM metals, and with better proportions than both. The new Chaos Havoc kit extends this style further by adding recoil-dampening talon mutations on the boots, as well as Mk III-inspired reinforced frontal plating (although the actual suits seem to be based on Mks V and later).&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Warp-Forged Armour===&lt;br /&gt;
[[File:AspiringChampionFleshmetal.png|200px|right|thumb|Through the fires of Hell, my [[Pauldron|pauldrons]] have mouths!]]&lt;br /&gt;
Warp-Forged Armour is a type of armour worn by the warriors of Chaos. It is, as its name implies, forged from the Hell Forges of the Forces of [[Chaos]]. As such, these armour are partially daemonic and, given the lack of supplies from the Traitor side, it sort of [[Count as|counts as]] a form of homegrown power armour. Warp-Forged Armour is often made by either the [[Dark Mechanicus]] or the [[Iron Warriors]], as these chaps are the only ones with the know-how in how to create and maintain these things. These armour pieces are mutated and possessed by a Neverborn and often worked in-tandem with their wearer.&lt;br /&gt;
&lt;br /&gt;
One major advantage of these armour pieces is the fact that being partially daemonic, Warp-Forged Armour could heal over time, which eases the maintenance cost by a whole lot, and given that CSMs are in constant need for a diaper change, this means &amp;lt;u&amp;gt;A LOT.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This daemonic armour is laden with unholy runes, allowing Champions of Chaos or Daemons wearing it to be all but immune to the blows of enemy mortals. In part of its nature, Warp-Forged Armour can be considered as the Chaos equivalent of the [[Grey Knights]] Aegis Armour. Chaos Champions and Chaos Lords who adorn these armour pieces could gain the added benefit of their armour regenerating due to it being partially daemonic.&lt;br /&gt;
&lt;br /&gt;
They offer the middle ground between normal Chaos Powered Armour and Fleshmetal Armour.&lt;br /&gt;
&lt;br /&gt;
Also, it’s partially daemonic.  In case no one told you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chaos_Chosens_Armour.JPG|&amp;lt;center&amp;gt;Chaos Chosens in Warp-Forged Armour&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Chaos Terminator Armour==&lt;br /&gt;
&lt;br /&gt;
Just like their loyalist counterparts, Chaos too has its own pattern of Terminator Armours. Most of which are of the older Cataphractii and Tartaros Patterns since Chaos aren&#039;t known for its high maintenance standards, so by the 41st Millennium, some factions have kitbashed entirely new patterns for their Terminators.&lt;br /&gt;
&lt;br /&gt;
[[Chaos Terminators]] as such, come in a variety of colours and flavours just like their loyalist counterparts. This is seen in the following:&lt;br /&gt;
&lt;br /&gt;
===Chaos Cataphractii Pattern Terminator Armour===&lt;br /&gt;
&lt;br /&gt;
[[File:CSM_Cataphractii_Librarian.JPG|200px|right|thumb|What&#039;s scarier than a Chaos Sorceror? One in Cataphractii Armour.]]&lt;br /&gt;
During the Horus Heresy the Traitor Legions fielded units clad in Cataphractii armour just like their loyal brothers. They offer the most protection and are thus the toughest of the Terminator suits and are able to take immense punishment before suffering mass systems failure. They were armed with [[Combi-Bolter]]s, [[powerfist]]s and [[Grenade Harness|Grenade Harnesses,]] but also had access to [[Chain Weapon#Chainfist|Chainfists,]] [[Power weapon#Lightning Claw|Lightning Claws,]] [[heavy flamer]]s and [[power sword]]s. &lt;br /&gt;
&lt;br /&gt;
Like their Tartaros cousins, they aren&#039;t as twisted as the Indomitus due to their rarity and lack of exposure from the Warp. Whatever is left of these tainted Cataphractii are now irreplaceable relics since Chaos can&#039;t maintain for shit. So they are usually of much inferior quality as a whole. On the bright side, Chaos Space Marines could be blessed with the Four Chaos Gods for additional quirks.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, they behave similarly to their loyalist counterparts, with the addition of having Chaos-aligned special rules and CP. In a nutshell, they are tanky, tough and has access to the favours of the Chaos Gods which makes them more individualised than their loyalist counterparts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Traitor_Cataphractii_Terminators.jpg|&amp;lt;center&amp;gt;Chaos Cataphractii Terminators.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Chaos Tartaros Pattern Terminator Armour===&lt;br /&gt;
&lt;br /&gt;
[[File:CSM_Tartaros.JPG|200px|right|thumb|Millennia of disrepair has made this armour seen better days.]]&lt;br /&gt;
During the Horus Heresy the Traitor Legions fielded units clad in Tartaros pattern Terminator Armour, just like their loyal brothers. The most advanced and most mobile of Terminator suits, the Tartaros are surprisingly fast and can initiate a brief but surprising burst of speed to catch their enemies off guard. They are armed with [[Combi-Bolter]]s and [[powerfist]]s, but have also access to [[Lightning claw]]s, [[Chainfist]]s, [[Reaper Autocannon]]s, [[Plasma Blaster]]s, [[Heavy Flamer]]s, [[Grenade Harness|Grenade Harnesses]] and [[Volkite Charger]]s.&lt;br /&gt;
&lt;br /&gt;
Like their Cataphractii cousins, they aren&#039;t as twisted as the Indomitus due to their rarity and lack of exposure from the Warp. Whatever is left of these tainted Tartaros are now irreplaceable relics since Chaos can&#039;t maintain for shit. So they are usually of much inferior quality as a whole. On the bright side, Chaos Space Marines could be blessed with the Four Chaos Gods for additional quirks.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, they behave similarly to their loyalist counterparts, with the addition of having Chaos-aligned special rules and CP. In a nutshell, they are nimble, tough and has access to the favours of the Chaos Gods which makes them more individualised than their loyalist counterparts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Traitor_Tartaros_Terminators.jpg|&amp;lt;center&amp;gt;Chaos Tartaros Terminators.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chaos Indomitus Pattern Terminator Armour===&lt;br /&gt;
&lt;br /&gt;
[[File:CSM_Indomitus.JPG|200px|right|thumb|The famous elephant armour.]]&lt;br /&gt;
The most common and widespread Chaos Terminators and the most obvious. Similar to their loyalist counterparts, they are the most adaptable of the Terminators and are by far the most twisted looking due to the majority of Chaos Terminators wearing this particular piece of armor. Chaos Elephant Terminators are known for their notable tusks which has become an icon for Chaos Terminators. This is where the nicknames come from.&lt;br /&gt;
&lt;br /&gt;
Now that the Horus Heresy fluff has been expanded, it is rather bizarre that these are the most common Chaos Terminators, as Indomitus Armor only became widespread &#039;&#039;&#039;after&#039;&#039;&#039; the Heresy, so most Chaos Legion Terminators should be wearing Cataphractii or Tartaros. Then again millennia of warfare and degradation has probably resulted in Cataphractii and Tartaros armour becoming quite rare due to the increasing difficulty in repairing it.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, these armour gives Chaos Terminators 2 wounds per model, making them as tanky as their loyalist counterparts with the addition on gaining access to the favours of the Chaos Gods which makes them more individualised.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
99120102097 CSMTerminators01.jpg|&amp;lt;center&amp;gt;Chaos Indomitus Terminators.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Scarab Occult Pattern Terminator Armour===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See Main Page: [[Rubric Terminators]]&#039;&#039;&lt;br /&gt;
[[File:CSM_Scarab_Occult.JPG|200px|right|thumb|The Nerdinator Armour.]]&lt;br /&gt;
AKA Rubric Terminators or the Sekhmet. Scarab Occult Terminators were once the finest psykers in the [[Thousand Sons]], bodyguards to [[Magnus the Red]] himself. Like their brothers, they were affected by the Rubric of Ahriman spell and turned into dust. Now they stride into battle at side of their sorcerous masters. Clad in ornate armor, they are armed with Khopesh blades and Inferno Combi-Bolters. The unit has also access to [[Heavy Warpflamer]]s, [[Soulreaper Cannon]]s and [[Hellfyre Missile Rack]]s. The Sorcerer leading his unit also wields a Force staff.&lt;br /&gt;
&lt;br /&gt;
Compared to most CSM Legions and Warbands, the Thousand Sons actually maintain their equipment quite well. While some may accuse them of excessive Nerdom, it may just be a manner of common sense which is a rare commodity in Chaos.&lt;br /&gt;
&lt;br /&gt;
Strangely, the Sekhmet were the finest psykers of the Sons, so it is strange that they were rubric&#039;d. However, the Sekhmet were rather emotionless and lacking in ambition, which doesn&#039;t fit well with Tzeentch&#039;s ideal sorcerers. Thus, rubric.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, due to being inanimate automatons, they get 2+/4++ saves as well as Fearless. What is surprising is that they lack the Slow and Purposeful rule, which actually makes them quite nimble for a bunch of walking trash bins. However, they still share in the Rubric Marines other traditional weaknesses. Such as general [[Derp|idiocy without a Sorceror]] and the lack of options to negate cover saves is a particular issue as the targets you&#039;d want to use them against the most.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
99120102066_ThousandSonsTerminators02.jpg|&amp;lt;center&amp;gt;Scarab Occult Terminators.&amp;lt;/center&amp;gt;&lt;br /&gt;
Sekhmet.JPG|&amp;lt;center&amp;gt;The Sekhmet Scarab Occult, pre-Rubric&#039;ed.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blightlord Pattern Terminator Armour===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See Main Page: [[Blightlord Terminator|Blightlord Terminators]]&#039;&#039;&lt;br /&gt;
[[File:Blightlord_CSM.JPG|200px|right|thumb|Imagine the stench of this guy.]]&lt;br /&gt;
Blightlord Terminators serve as the disease-ridden elite of the [[Death Guard]]. They are bloated with disease and a myriad of parasitic organisms that spread a miasma of death and decay around them. They are so bloated with filth that their mobility has crawled to a snails pace; even regular [[Plague Marines]] can outwalk them. Despite this, they are orders of magnitude tougher then even regular Chaos Terminators and their status of being below a [[Deathshroud]] in rank is not to be underestimated.&lt;br /&gt;
&lt;br /&gt;
Due to their level of mutation, they are forever fused with their mutated suits of Cataphractii Armour (A bit like Fleshmetal but more smelly), Blightlord Terminators combine diseased resilience with the protection and firepower of a standard Terminator. In battle, they serve as the elite shock troops of the Death Guard and are present in most warbands of the Legion and are essentially a neigh-unstoppable rape train. &lt;br /&gt;
&lt;br /&gt;
Compared to the Thousand Sons&#039; Scarab Occult Terminators, the Death Guard are the direct opposite when it comes to maintenance, [[Nurgle|for obvious reasons.]] Seriously, forget about even scavenging their equipment. Look at the damned thing.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, since they have Cataphractii armour, they are naturally a bit tougher than the standard Terminator. Since they are [[Nurgle]]&#039;s boys, they also get the standard +1 toughness and 5+ Disgustingly Resilient that regular Plague Marines get. All in all, a tough bastard to crack&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Blightlords_Terminators.jpg|&amp;lt;center&amp;gt;Blightlord Terminators.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Fleshmetal Armour==&lt;br /&gt;
[[File:Fleshmetal.JPG|300px|right|thumb|The one known exception to [[Iron Hands|&amp;quot;The Flesh is Weak&amp;quot;]].]]&lt;br /&gt;
Essentially the Chaos Marine&#039;s take on Artificer armor, given only to champions favored by the Chaos Gods, although it would be much more accurate to call it as a type of Terminator Armour. &lt;br /&gt;
&lt;br /&gt;
A blast from the past editions, Fleshmetal Armour is how it sounds. After spending gods knows how long in the Warp and centuries of combat under chaos, it eventually caused a chaos marine&#039;s power armor to fuse with their own flesh, forming an incredibly hard, organic carapace, tempered by ceramite and reinforced with warpfuckery.&lt;br /&gt;
&lt;br /&gt;
Once a marine receives this gift, they&#039;re now more literal weapons than ever, as the armor cannot be removed anymore (since its now their second skin), condemning them to an eternity of unending war. Of course, since Chaos Marines live for that kind of thing, its more of an encouragement than anything. The only exception to this are [[Helbrute|Helbrutes]], who are driven mad by the process.&lt;br /&gt;
&lt;br /&gt;
Like Warp-Forged Armour, Fleshmetal Armour could heal over time due to being partially daemonic. This eases up on maintenance as wearers of this piece of equipment aren&#039;t desperate to scavenge for bits and pieces if one of their servo-motors stopped functioning. The one major downside is...well...you can&#039;t take it off now can ya?&lt;br /&gt;
&lt;br /&gt;
Just about any Chaos special unit or veteran has fleshmetal armour, like [[Obliterator]]s and [[Chaos Chosen]].&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Obliterators-2019.jpg|&amp;lt;center&amp;gt;Obliterators in Fleshmetal&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ChaosMutilatorsModels.jpg|&amp;lt;center&amp;gt;Mutilators in Fleshmetal&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Tau Battlesuits ==&lt;br /&gt;
&#039;&#039;Main Article: [[Battlesuit]]&lt;br /&gt;
&lt;br /&gt;
[[image:XV22 CommanderShadowSun.jpg|The blueberry&#039;s battlequeen with her XV22|200px|right|thumb]]&lt;br /&gt;
&lt;br /&gt;
The Tau&#039;s take on &amp;quot;power armor&amp;quot; is a bit more diverse compared to the Imperium, that it encompasses both personal protection suits, like stealth suits, and giant weapons platforms, like Riptides. Essentially, the Tau put everything from a simple flight suit to Imperial Knight / Titan-Class mechs as &amp;quot;Battlesuits&amp;quot;. In proportion to their size: Tau battlesuits generally have lower raw protective capabilities than their Imperial counterparts due to their emphasis on mobility, but makes up for it by having a slew of advanced tech to give them a leg-up on their foes and being more numerous/actually in production in same cases then Imperial Equivalents in there own weight class.&lt;br /&gt;
&lt;br /&gt;
The battlesuits that are more along with the other factions idea of personal &amp;quot;armour&amp;quot; instead of &amp;quot;combat walker&amp;quot;-type mechs or &amp;quot;a very fancy flight suit&amp;quot;, are the: XV15 Stealthsuit, XV22 Command/StealthSuit, and XV25 Stealthsuit. The stealthsuits rely primarily on just not being seen (obviously), because you don&#039;t have to worry if your armour will stop a bolter round, if the enemy never knows you are there to be shot at.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
XV15 black.jpg|XV15&lt;br /&gt;
XV22 Shadowsun.jpg|XV22&lt;br /&gt;
XV25 White.jpg|XV25&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Eldar Armour ==&lt;br /&gt;
&#039;&#039;Main Article: [[Mesh Armour]], [[Aspect Armour]], [[Aspect_Armour#Exarch_Armour|Exarch Armour]], [[Phoenix Armour]] and [[Rune Armour]]&lt;br /&gt;
[[image:GuardianMeshArmor.png|200px|right|thumb|A Guardian in Mesh Armour.]]&lt;br /&gt;
The Eldar use Mesh Armor technology to supplant their powered armor suits, said armor is made out of a combination of [[wraithbone]] and thermoplas, all woven together to make a futuristic mail armored suit. The suit is psychically attuned to the wearer&#039;s mind, so it is capable of tailoring its fit and use to the wearer&#039;s style.&lt;br /&gt;
&lt;br /&gt;
While mesh armor doesn&#039;t seem or look all that tough, it&#039;s protective quality comes from it&#039;s ability to actively harden specific parts of the armor on neural impulse. Upon taking a hit, it will attempt to reduce damage by bulking up the affected part, then spreads the force of the hit&#039;s impact throughout the armor, which reduces the pain and injuries taken by the wearer since its not being concentrated to a single point of their body. We&#039;re not exactly sure how feasible this is, since the hardening only occurs &#039;&#039;upon&#039;&#039; getting hit (which means that the armor only has mere microseconds to do all this upon an object striking it), rather than &#039;&#039;in-anticipation&#039;&#039; like how reactive armor works IRL, but we&#039;re going to chalk it up to futuristic spehss elf magic.&lt;br /&gt;
&lt;br /&gt;
There are currently a couple variants:&lt;br /&gt;
*Mesh Armor - Standard armor worn by guardian squads. Its also equipped with life-support functions and sensory equipment.&lt;br /&gt;
*Aspect Armor - Aspect armor are worn by [[Aspect Warrior]]s. Each aspect shrine has their own take on Aspect Armor depending on their role, so Swooping Hawks and Howling Banshees have lighter armor, while Dark Reapers and Fire Dragons have heavier armor (although &amp;quot;heavy&amp;quot; is subjective as it still allows the wearer to be nimble like every other Eldar warrior). The main thing in common they have though, is that they&#039;re much more durable and flashier than standard mesh armor.&lt;br /&gt;
**Exarch Armor - Aspect armor worn by Exarchs. Because of the Exarch&#039;s seniority and experience; the armor is typically much more blinged out than the standard variant, offering the wearer more protection and other equipment options. Exarch armor is also adorned with the spirit stones of deceased Exarchs, bestowing the wearer with literally millennia of combat experience from past heroes.&lt;br /&gt;
**Phoenix Armor - The armor worn by the Phoenix Lords. Is so expertly made that it can withstand all but the most powerful and/or luckiest of hits, even after thousands of years. Phoenix Armor also stores the consciousness and memories of the original wearer, so in the event a Phoenix Lord falls in battle, he will be instantly revived when another living Eldar dons the armor again (although it has the questionable effect of completely overriding the future wearer&#039;s mind, with the Lord effectively making the unfortunate recipient a flesh puppet.).&lt;br /&gt;
*Rune Armor - Mesh armor worn by warlocks and farseers. Along with standard mesh armor tech, the suit is also inscribed with several runes that afford the wearer a greater deal of protection from damage, and also to better attune them to psychic energy. It also comes with an extra layer of wraithbone for more protection.&lt;br /&gt;
&lt;br /&gt;
==Dark Eldar Armour==&lt;br /&gt;
&#039;&#039;Main Article: [[Kabalite Armour]], [[Wychsuit ]], [[Incubus Warsuit]] and [[Ghostplate Armour]]&lt;br /&gt;
[[image:Archon7th.jpg|200px|right|thumb|An Archon wearing Ghostplate armour]]&lt;br /&gt;
The Dark Eldar&#039;s armor is similar to their Craftworld cousins, although even lighter to accommodate the Dark Eldar&#039;s penchant for coke-fueled speed. Skimpier in the case of Wyches, who&#039;s career require them to show skin. They&#039;re also adorned with a plethora of spikes and blades, to the point that realistically: all those pointy sticks &#039;&#039;must&#039;&#039; affect unit cohesion and personal movement while in combat.&lt;br /&gt;
&lt;br /&gt;
The few variants they have are:&lt;br /&gt;
*Kabalite Armour - The combat armor worn by just about every lowly kabalite that isn&#039;t going in naked. To further aid in movement: Kabalite armor is typically just a bodysuit, with armor plates attached where appropriate. They function similarly to mesh armor, in that the bodysuit hardens on neural impulse to deflect damage more effectively, and pressurized to allow the wearer to fight in hostile environments. Its also very, &#039;&#039;very&#039;&#039; spiky.&lt;br /&gt;
*Wychsuit - Not really &amp;quot;armor&amp;quot; per se, as a lack of one, but included for the sake of reference. Wych suits are flexible body gloves, cut away at certain places to show the Wych&#039;s good sides to the crowd while fighting in arenas or in the field. It offers very little protection due to the latter fact, as it&#039;s role is more for entertainment, than pure combat.&lt;br /&gt;
*Incubus Warsuit - The closest thing the Dark Eldar have to traditional power armor. It affords similar protection to that of Imperial power armor, whilst being so expertly manufactured that it doesn&#039;t inhibit the wearer&#039;s reflexes and agility in the slightest. The warsuit is completely exclusive to the Incubi, and not even Archons can pay/intimidate their way into getting a personal warsuit.&lt;br /&gt;
*Ghostplate Armour - Armor used by the poncier gits in Dark Eldar society, most notably Archons. The armor offers much better protection than bog-standard kabalite armor, whilst having a built-in forcefield generator. It also doesn&#039;t compromise on agility, as the resins used in it&#039;s construction are lighter and tougher.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Ork Armour ==&lt;br /&gt;
&#039;&#039;Main Article: [[Mega Armour]]&lt;br /&gt;
[[File:MeganobZoomed.png|200px|right|thumb|I&#039;S WEARIN A TANK YEH GITZ]]&lt;br /&gt;
&lt;br /&gt;
The only known variety of Ork power armour is Ork mega-armour, a direct Orkoid equivalent to Astartes Tactical Dreadnought armor. It basically looks like a chunk of metal or vehicle parts strapped together and called &#039;armour&#039;. Or a miniature power lifter, whatever fits your definition.&lt;br /&gt;
&lt;br /&gt;
Its weight (a ton or more) and complexity make it difficult to move and slow down its user, but it can withstand insane amounts of punishment, almost as much as Imperial Terminator Armour. Piston-enchased metal limbs of mega armour give the wearer phenomenal strength, and it incorporates fearsome weapons: a Power Klaw and Kombi-Weapon or twin-linked Shootaz. It often involves the use of built-in bionics and is very complex, which makes it very hard to manufacture, so it is a rare sight in Ork armies. Usually only Nobs (who like to call themselves &amp;quot;Meganobs&amp;quot; after acquiring Mega Armour) and Warbosses can afford such armour.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
7e-bigmek-tellyportblasta.jpg|Big Mek&lt;br /&gt;
7e-bigmek-kff.jpg|Ditto&lt;br /&gt;
Ocg5-es.jpg|Warboss&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{{40k-Armor}}&lt;br /&gt;
&lt;br /&gt;
=Battletech Battle Armor=&lt;br /&gt;
Powered exoskeletons were a thing for civilian purposes in Battletech for centuries for civilian uses and some comparatively light power armor suits were used by the [[Star League|SLDF]] in the 28th century. However, it really came into it&#039;s own in 2842 when Clan Wolf took a Clan Goliath Scorpion diving suit design and militarized it. This development happened alongside Clan Hell&#039;s Horses coming up with a new beefed up strain of 2-2.5 meter tall Warriors, who they soon were plunking into these new suits. The result were known as [[Clan Elemental|Elementals]], a nasty surprise for the Inner Sphere when they showed up in [[Clan Invasion|3050]]. &lt;br /&gt;
&lt;br /&gt;
Add the development of [[OmniMech]]s with universal docking ports, and the Clans developed new type of armored infantry who could recharge while riding BattleMechs into battle over vulnerable tanks. Battletech Power Armor tends towards the bigger side of things. An Elemental Suit would weigh one metric Tonne, can tank some fire from BattleMech-scale guns, comes with a Power Claw equivalent to shred armor, a jump-pack to get away, and packs some serious firepower with an arm-mounted lascannon alongside shoulder-mounted missile pods. The Inner Sphere responded by eventually developing the Inner Sphere battle armor but were initially restricted to commando drops or defensive warfare due to a lack of mass production or OmniMechs.&lt;br /&gt;
&lt;br /&gt;
Post Truce at Tuyyakid, both Spheroid and Clanner factions began experimenting with a variety of designs ranging from [[Seraphim Squad|light patterns capable of flight]] to [[Onager Dunecrawler|quadrupedal]] [[Dreadnought |one-man tanks]] able to take a BattleMech las-cannon blast to the face and still be able to fight. Like their [[BattleMech]] brethren, Battle Armor is generally categorized into weight classes with each having tradeoffs in terms of speed, stealth, armor, or firepower: Personal Armor - Light (500 kg), Light (750 kg), Medium (1,000 kg), Heavy (1,500 kg), and Assault (2,000 kg).&lt;br /&gt;
&lt;br /&gt;
= Gallery =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:99810101076 ArmourThroughAgesNEW01.jpg|The first five Marks through the ages.&lt;br /&gt;
File:Power Armour Components.png|Diagram of Aquila armour components.&lt;br /&gt;
File:Newsletter vision study.jpg|Eternal Crusade concept art. Again, fitting real snugly.&lt;br /&gt;
File:Terran marine cutout.jpg|It actually fits! Still a bit unsure about those hips though.&lt;br /&gt;
File:SST_PA_J.jpg|Japan&#039;s take on the Marauder Suit.&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Weapons]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Armour]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Imperial]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Sisters of Battle]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Space Marines]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Adeptus Mechanicus]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Adeptus Custodes]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Squats]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Official Space Marine Chapters]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Blood Angels]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Dark Angels]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Space Wolves]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Deathwatch]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Grey Knights]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Chaos Space Marines]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Chaos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Eldar]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Dark Eldar]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Orks]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Tau]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C00:EFC0:0:0:0:CCF8</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Shuriken_Catapult&amp;diff=425209</id>
		<title>Shuriken Catapult</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Shuriken_Catapult&amp;diff=425209"/>
		<updated>2022-01-23T17:16:02Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C00:EFC0:0:0:0:CCF8: /* Avenger Catapult */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Shuriken_Weapons.jpg|400px|right|thumb|When you want to cosplay as a ninja in the 41st millennium without looking like a try hard idiot....assuming you can get past the fact you gun&#039;s barrel looks like a dildo. &#039;&#039;- unlike what other gun barrel exactly?&#039;&#039;... A pyrovore one?]]&lt;br /&gt;
&lt;br /&gt;
The primary category of [[Eldar]] small arms is the &#039;&#039;&#039;Shuriken Catapult&#039;&#039;&#039;. A gun that fires bursts of hypervelocity plasti-crystal ninja stars. Its actual effectiveness is greatly inconsistent throughout the fluff, depending on the variant and/or source material. On the tabletop, the Shuriken Catapult is around as effective as a [[Bolter]], shorter range but capable of scoring an armour piercing critical hit. It should be noted that, according to the earliest versions of the game, the Shuriken Catapult was available to nearly every army (just like most basic weapons) including [[Imperium of Man|Imperials]]. The weapon works by shaving off a very thin slice off a solid munitions core and accelerate it to lethal speeds (if you have read [[Video_games|Mass Effect&#039;s]] Codex, it&#039;s a lot like that, just with monomolecular disks instead of bullets), with a very high rate of fire. Coupled with the fact that the weapon supposedly does not suffer from recoil since the gun uses a gravity accelerator (yes, not magnetic acceleration tech, its projectiles are not magnetic; think of it like how a Railgun works, the disk is propelled forward with a gravitational push, before it then accelerates along a gravity rail that runs all along the barrel) to propel its munitions at very high speeds; it&#039;s quite easy for basic Guardians to be a significant threat since they can lay down a curtain of accurate and deadly ninja stars with very little effort.&lt;br /&gt;
&lt;br /&gt;
It is for this reason [[Ork]]s respect this weapon, due to the fact that it shoots choppy dakka, and a lot of it. Back in the day of 3rd edition Shuriken Catapults barely saw any use (before that they were decent enough for a mook&#039;s weapon, but 2nd edition suffered heavily from the Herohammer complex and their wielders saw little use). In 3e, Guardians got fielded all the time but it was for the heavy weapon platform they shielded with their bodies and not these babies. The reason for this is fairly simple: the Shuriken Catapult has a criminally short range that puts it wielder smack in the sweet point for getting assaulted. [[Phil Kelly|Someone]] clearly noticed that having T3 5+ guardians toting around a weapon they had to risk getting assaulted to fire was a bit derptastic so they got a rather noticeable buff: now all Shuriken weapons have the &amp;quot;Bladestorm&amp;quot; rule which causes rolls of 6 to wound to cause an auto-wound at AP2. This means its theoretically possible (although really fuckin&#039; unlikely) for a decent sized squad to wipe out things like [[Wraithknight|Wraithknights]] in one round of shooting. The short range of the weapon is actually somewhat against common logic, seeing as how it fires high speed aerodynamic projectiles, there&#039;s nothing in specific that is fluff-wise stopping them from having the same or better range compared to most standard weapon.&lt;br /&gt;
&lt;br /&gt;
There exist several variations of the Shuriken Catapult.&lt;br /&gt;
&lt;br /&gt;
==Shuriken Pistol==&lt;br /&gt;
[[File:ShurikenPistol.png|200px|right|thumb|Shuriken Pistol]]&lt;br /&gt;
The Shuriken Pistol, known in the Eldar Lexicon as murekh, is a smaller one-handed pistol version of the Shuriken Catapult. As commonly used as the [[Laspistol]] by the Imperial Guard, the Shuriken Pistol is the main sidearm for the Eldar war hosts. The shurikens it fires are identical to those used in the larger weapon; a spinning disc which can slice straight through flesh and bone. &lt;br /&gt;
&lt;br /&gt;
They are part of the equipment of the [[Howling Banshees]], [[Striking Scorpions]] and [[Storm Guardians]], and are used by [[Farseer]]s and [[Warlock (Eldar)|Warlocks]] as well. Special amongst pistols by having the same range as the &amp;quot;full size&amp;quot; variant of the weapon, so it is now a complete upgrade compared to Bolt pistols.&lt;br /&gt;
&lt;br /&gt;
Amongst humans these weapons are sometimes referred to as &amp;quot;slingers&amp;quot; or &amp;quot;sling pistols.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Shuriken Catapult==&lt;br /&gt;
[[File:Shuriken_Catapult.jpg|200px|right|thumb|Shuriken Catapult]]&lt;br /&gt;
The Shuriken Catapult, or tuelean in the Eldar Lexicon, is the full rifle-sized (but more like a carbine) version of the Shuriken weapon series. It&#039;s light, sleek, and reasonably powerful, the hallmark of everything Eldar.  Like much of the technology of the Eldar, Shuriken Catapults are grown from the same psychoactive Wraithbone that forms the physical shell of the Craftworlds. &lt;br /&gt;
&lt;br /&gt;
A specialised subset of [[Bonesinger|Bonesingers,]] taken from those who have previously walked the Path of the Warrior, are tasked with crafting the weapons used by those who would defend their home. This weapon is only carried as a primary weapon by members of [[Guardian]] squads since other, more elite forces of the Eldar tend to use more specialized and generally better pieces of ranged equipment.&lt;br /&gt;
&lt;br /&gt;
It is also incorporated to certain other systems such as Eldar [[Jetbike|Jetbikes]].&lt;br /&gt;
&lt;br /&gt;
===Avenger Catapult===&lt;br /&gt;
[[File:Shuriken6.jpg|200px|right|thumb|Avenger Catapult]]&lt;br /&gt;
An improved version of the Shuriken Catapult and carried by the [[Dire Avengers]]. This upgraded version of the Shuriken Catapult features an extended barrel, additional power feeds, in-built rangefinders, a greater firing range and more sophisticated targeting systems; to achieve better range and accuracy and the weapon itself has been modified to sling out shurikens at a much faster rate than the stock version (though that part isn&#039;t reflected in tabletop). &lt;br /&gt;
&lt;br /&gt;
Most commonly Dire Avengers use these weapons in aimed semi-automatic fire, but in the heat of an assault or a close-range firefight, the weapon&#039;s full automatic function can empty its magazine in just four seconds (More specifically, it can fire 1,500 rounds per minute though at this rate it will deplete its ammunition core in just four seconds, meaning that it has enough ammo for 100 shots) You can call say that it consumes ammunition like a [[Neckbeard]] consumes Cheesepuffs. If the Eldar were smart they would give it a larger ammunition capacity, as even a [[Lasgun]] has more than 100 rounds per ammo pack, but this is comparable to bolters and most modern firearms.&lt;br /&gt;
&lt;br /&gt;
[[Asurmen]], the Phoenix Lord of the Dire Avengers, carries a pair of twin-linked Avenger Catapults on his wrists, showing the other races how to do [[Dakka]].&lt;br /&gt;
&lt;br /&gt;
===Gatekeepers Bastion===&lt;br /&gt;
[[File:Gatekeeper.jpg|200px|right|thumb|Gatekeepers Bastion]]&lt;br /&gt;
The Gatekeepers Bastion is a modified Avenger Shuriken Catapult made with with fortification and protection against environmental conditions in mind. The model includes reinforced casing around the barrel and magazine, and an augmented scope/range finder built with penetrating hostile planetary conditions as its primary function (snow storms, sand storms, acid rain, hail storms, etc.). &lt;br /&gt;
&lt;br /&gt;
The weapon&#039;s hefty casing makes for a much more solid impact, if the Dire Avenger is forced to strike a target in melee, and its seals make it far less prone to clogging and jamming in battle. Turning the gun into a makeshift club. Crude by Eldar standards but efficient nonetheless.&lt;br /&gt;
&lt;br /&gt;
Despite its size and appearance, it is not a Shuriken Carbine.&lt;br /&gt;
&lt;br /&gt;
==Shuriken Cannon==&lt;br /&gt;
[[File:Shuriken_Cannon.jpg|200px|right|thumb|Shuriken Cannon]]&lt;br /&gt;
The heaviest of the Shuriken weapons, the Shuriken Cannon is a heavy version of the regular Catapult. The large Shuriken Cannon works in a similar way to the Shuriken Catapult, but has an ammunition coil to load the weapon more quickly and uses a triple accelerator field for improved rate of fire and power. &lt;br /&gt;
&lt;br /&gt;
Unsurprisingly, while the Shuriken weapons above are all hand-held weapons, the Shuriken cannon is very large and needs stabilizing gyroscopes to allow any accuracy. It has several uses: it can be mounted under jetbikes, onto vehicles, gun platforms and can be carried on foot. Due to its light design (In contrast to other faction&#039;s heavy weapons) it can be fired even when on the move, allowing nearly any unit in the warhost to augment its firepower.&lt;br /&gt;
&lt;br /&gt;
===Shrieker Cannon===&lt;br /&gt;
[[File:Shrieker_Cannon.jpg|200px|right|thumb|Shrieker Cannon]]&lt;br /&gt;
A Shrieker Cannon, known as Buanna in the Eldar Lexicon, is an upgraded version of the standard Eldar Shuriken Cannon. Used by the [[Death Jester|Death Jesters]], the Shrieker Cannon fires shurikens saturated with violent toxins known as Margrech, causing any target struck to [[Grimdark|rupture and explode]]. The special Shrieker ammunition is hollow and contains a genetically tailored enzyme-based serum. &lt;br /&gt;
&lt;br /&gt;
As the missile hits its target, the centripetal forces created by the spinning disc force the toxin through microscopic holes in the shuriken&#039;s spines and into the target. The serum works in a very complex and unpleasant manner, combining with the victim&#039;s own genetic material, twisting and distorting tissues, and causing organs to malfunction in a spectacular fashion. Eventually the victim is driven into a violent delirium as the serum reaches his brain and he loses control of his body. Afterwards the pace of the constantly replicating genetic serum reaches a fever pitch as the blood boils, organs rupture and flesh sears from within, before the victim goes poof. &lt;br /&gt;
&lt;br /&gt;
The characteristic shrieking noise of these rounds is caused by the rush of air into the hollow missile as serum is forced into the victim. This noise has prompted Imperial troops to give the weapon its name &amp;quot;Shrieker.&amp;quot; For the Aeldari, hyper-sharp-ninja-star cannons just aren&#039;t quite enough.&lt;br /&gt;
&lt;br /&gt;
===Maugetar===&lt;br /&gt;
[[File:Maugetar.jpg|200px|right|thumb|Maugetar]]&lt;br /&gt;
The ultimate shuriken weapon is [[Maugan Ra]]&#039;s famous Maugetar, that doubles as a power scythe, thus making it a choppy shooty choppa, and is able to cut hierophant biotitans in half.  Which doesn&#039;t really make sense simply because hierophants are so large that the scythe wouldn&#039;t be able to to reach all the way across its body, not even close.  Whatever, [[Derp|space magic]]. That or [https://www.youtube.com/watch?v=HuLJ_SumXDg Maugan Ra is the Eldar&#039;s version of cyborg ninjas].&lt;br /&gt;
&lt;br /&gt;
Anyways, Ol&#039;Maugy created Maugetar (literally, &amp;quot;Harvester&amp;quot;) as a means to kill a large number of mooks in one go. An ancient Shrieker Cannon with built-in Executioner.  The Maugetar fires &amp;quot;shrieker&amp;quot; discs of unusual ties towards its foes. The creation of the weapon is also noted for the permanent crippling of [[Bonesinger]] Kaeleth-Tul, which Maugan Ra was directly responsible for. His excuse? [[Mary Sue|&amp;quot;Well, I want to feel special,]] [[That Guy|so I broke his body so he could never make another.&amp;quot;]] What a [[Dick]].&lt;br /&gt;
&lt;br /&gt;
===Shuriken Appreciation===&lt;br /&gt;
The humble shuriken weapon doesn&#039;t always get the respect it deserves, only the Orks seem to truly appreciate these deadly weapons, mostly for their ability to combine both Dakka and Choppa at the same time. &lt;br /&gt;
* Shuriken weapons can fire a single disc or a hail of death depending on how skilled the individual using it is. The basic Eldar warrior is essentially armed with a gravity using Railgun/Minigun  that can be fired single-handedly whilst performing a perfect somersault.&lt;br /&gt;
*When a group of Dire Avengers releases a Blade Storm attack it&#039;s like being hit by a sandstorm, where every grain of sand is replaced by an impossibly sharp disk that will cut you into a fine red mist.  &lt;br /&gt;
* Shuriken weapons can be seen as the Eldar version of the AK47, easy to manufacture and maintain, and although not the most high tech of firearms it can be created in large numbers and can be picked up and used with relative ease by even those with basic training. &lt;br /&gt;
* Due to the ammo being formed from plasti-crystal similar to Wraithbone, which can repair itself and grow back into the shape it was formed into, the Shuriken weapon has a theoretically unlimited ammo limit (if used properly). You use up the solid plasti-crystal core, replace with a new one allowing the first to replenish itself, then you can reuse it when it is ready to be used again.    &lt;br /&gt;
* In the distant past the description of Shuriken weapons used to have different ammo types, being able to use disks that could use explosives, acids, poisons and possibly even more exotic ammo, this would make them a very versatile weapon, allowing them to be customized to deal with specific enemies. This has made a partial return with &amp;quot;shrieker&amp;quot; discs on the table top but is limited to a single weapon. If it was to see a proper return then Dire Avengers would have access to something similar to the Special Issue Bolter ammunition used by Space Marines. &lt;br /&gt;
* The Shuriken weapon requires only the energy given by their user to function, meaning that it can be picked up and used immediately without needing any additional power input, meaning the weapon has a limitless power supply as long as the user is alive.&lt;br /&gt;
*Shuriken disc&#039;s cut through flesh and bone like a hot knife through butter and are more then capable of cutting through all but the strongest of armor. Even though Shuriken weapons are not really designed for dealing with heavy armored opponents (although they will  eventually chew through the armour, like sandblasting through a thick slab of meat) you really shouldn&#039;t get too comfortable in that fancy armor of yours, as any joint or seal will provide a weak point where a disc can quite easily penetrate. Once a disc has got past the armor, unless it has past right through the disk is going to either bounce around inside the armor cutting its a way through your insides, or lodge itself inside your body where your own armor will prevent you from removing it; you now have an impossibly sharp razor disk that will cut you up from the inside with every move you make, this can cripple or even incapacitate even the toughest of opponents especially when they lodge themselves around your arm or leg joints; even the area around the upper hips, groin region is an area that can be susceptible to Shurikan attacks (ouch, that going to hurt).&lt;br /&gt;
*Keep in mind that any disks that either bounce off or shatter against heavy armour are going to then turn into a hail of deadly shrapnel, potentially wounding or killing someone else indirectly.&lt;br /&gt;
*These weapons will make short work of anything if not properly armoured; even the Primarch Vulkan was killed (he got better) by a pair of Shuriken pistols, when they were fired into his un-armoured face (don&#039;t be an idiot and keep your helmets on).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
*[[Splinter Weapons]] - The Dark Eldar&#039;s dark and edgy take on Shuriken weapons.&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Xenos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Eldar]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Craftworld Eldar]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Weapons]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer Weapons]]&lt;br /&gt;
&lt;br /&gt;
{{40k-Eldar-Weapons}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C00:EFC0:0:0:0:CCF8</name></author>
	</entry>
</feed>