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		<title>Genestealer</title>
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		<summary type="html">&lt;p&gt;2601:1C0:5C80:28EF:69F9:87AF:6812:A9FC: /* Non-human Hybrids */&lt;/p&gt;
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&lt;div&gt;[[Image:GenestealerBroodlord.jpg|thumb|right|They&#039;re not just called Genestealers for nothing!]]&lt;br /&gt;
{{Topquote|Iä! Iä! Tyrannicus fhtagn!|One of many unholy Genestealer Cult prayers}}&lt;br /&gt;
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{{Topquote|Praise be! The star children deliver us!|White Dwarf October 2016}}&lt;br /&gt;
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{{Topquote|Mankind has always looked to the stars for salvation...and finally, THE STARS HAVE ANSWERED!|Unnamed Magus}}&lt;br /&gt;
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&#039;&#039;&#039;Genestealers&#039;&#039;&#039; are [[xenos|alien]] creatures in the [[Warhammer 40,000]] universe.  They have undergone many [[fluff]] revisions since their inception, but they have always been lethal in melee (so deadly that [[Space Marine]] [[power armor]] is like tissue paper to them), preternaturally fast, pseudo-insectoid in form, and reliant on other species for reproduction. &lt;br /&gt;
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Basically what would happen if the Xenomorphs decided to run a Lovecraftian doomsday cult. IN SPAAAAACE!&lt;br /&gt;
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== Rogue Trader ==&lt;br /&gt;
[[Image:Oldschool genestealers.png|right]]&lt;br /&gt;
In [[Warhammer 40,000: Rogue Trader]] (the first edition of Warhammer 40,000), Genestealers were simply one of many creatures encountered in space, spreading from the moon of Ymgarl. They could be extremely dangerous at close range, as each of their six strong limbs ended in sharp claws, and they had a gruesome lifecycle reminiscent of the Xenomorphs, but otherwise had little to distinguish themselves. Most notably, they were not connected with the [[Tyranids]] at all.  Indeed, the core rulebook noted that Genestealers with [[human]] ancestry could be intelligent, and even friendly! Their natural form had an almost leech-like head, and they were specifically described as &amp;quot;vampirish.&amp;quot; They also ignored armour saves until 4th ed. That was annoying.&lt;br /&gt;
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== Space Hulk ==&lt;br /&gt;
When the [[Space Hulk]] board game was released a few years later, Genestealers received a significant bump in their threat level.  The game made it clear that the Genestealers were a much more virulent and widespread menace than their initial description, and their head was changed to have a much toothier mouth.  In keeping with GW&#039;s ripping off the Xenomorphs, Genestealers would use stealth to approach the Marine player&#039;s [[Terminators]] as &amp;quot;blips&amp;quot; of some unknown number of Genestealers, and then come out of hiding once they had a good ambush prepared. They achieved a super-human level of coordination via a hive-mind, represented by the Genestealer player having unlimited time to move his pieces.&lt;br /&gt;
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== Later Editions ==&lt;br /&gt;
In later editions of [[Warhammer 40,000]], the Genestealers were revealed to be (or [[retcon]]ned into, depending on your point of view) vanguard organisms for the [[Tyranid]] Hive Fleets. They are capable of thinking for themselves  and operating without the Hive Mind&#039;s leadership, a rare trait among Tyranids, although they are not synapse creatures. [[Space Hulk]]-era Genestealers were re-designated &amp;quot;Purestrain Genestealers,&amp;quot; created by the Hive Fleets themselves. &lt;br /&gt;
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Genestealers are sent to infest Space Hulks and spread among the stars. Their long tongues contain a barbed ovipositor; when they encounter sentient humanoids, they [[Rape|use this ovipositor to inject a &amp;quot;seed&amp;quot; into the host&#039;s body]], combining the host species&#039; genome with the greater Tyranid genome (hence the name Gene-stealer.) This is a method called the &amp;quot;Genestealer&#039;s Kiss,&amp;quot; which is either a face-biting parody of a kiss or an injection under the ribcage. More recently, the Genestealer Cult of the Twisted Helix has discovered how to extract this &amp;quot;seed&amp;quot; for use in contaminating food and medicine, allowing the Genestealer curse to spread to locations far removed from any actual Genestealer. &lt;br /&gt;
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Regardless of the vector, the seed greatly alters the host&#039;s body on both physical and psychological levels over the course of a few hours, causing them to forget all about the infection and become subservient to the Purestrain&#039;s brood. The host is also driven to have children, even if they didn&#039;t want any before becoming infected; their partner does not have to be likewise infected, but it doesn&#039;t hurt.  After a pregnant host (or whoever they impregnated) gives birth, their viciously malformed offspring creates a hive mind connection between itself, its parents, and the Genestealers (though this raises the question of how anyone else in the room during the birth, such as midwives, would react.) This connection and the mutations brought on by the Genestealer&#039;s seed proceed to subliminally twist the minds of both parents so that they unconditionally love their child and revere the Genestealers either as gods or as creatures sent by gods (the exact interpretation varies, you understand), usually fleeing into darkened tunnels, catacombs or sewers to avoid discovery. It is not even uncommon for Genestealer Cults to present, at least outwardly, as Emperor-worshipers, although inevitably they have some funky iconography like the whole four arms thing. Some of them, at least the rank and file, may even &#039;&#039;believe&#039;&#039; they&#039;re worshiping the Emperor instead of spacebugs. And, when not doing dastardly Genestealer things, they may really be about the overall work of the Imperium on a day-to-day basis, which is of course part and parcel with their infiltrationist aspects.&lt;br /&gt;
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Eventuallly an infected individual brood of Genestealers responsible and come together with kindred spirits (that is, other Genestealer hybrids and their infected parents) to form a community/family dedicated to the Genestealers in both body and soul. As the family grows, they will continue to isolate themselves, eventually forming a Genestealer Cult. What follows is an ongoing process of hybrids breeding with captured and infected humans, with their human parents kept around both as breeding stock and for nursing and child-rearing. The second generation hybrids aren&#039;t as ugly as their parents, appearing more &amp;quot;normal&amp;quot;-looking but still obviously alien. However, that becomes a moot point once the third and fourth generation roll around, the fourth actually being virtually indistinguishable from actual full-members of their parent species. The uglier members and Purestrain Genestealers typically lurk in the shadows far away from civilisation, while the intelligent and &amp;quot;human&amp;quot; members infiltrate and spy in almost every sector of society. Their psychic network lets them communicate with one another, even though some of the less-human hybrids (and the Purestrains) are incapable of speech, and when the brood mind becomes powerful enough, it will act as a beacon to [[Tyranid]] Hive Fleets.  These fleets travel at various different speeds according to various different authors although generally always slower than Imperial warp drives, which means it is impractical for them to travel blindly, so they home in on the signal created by a large Genestealer Cult.  When their arrival is imminent, they will directly contact the Cult, which will then engage in a full rebellion, sabotaging their planet&#039;s defenses in preparation for the fleet. The fleet will consume the Cult along with everything else on the planet; how the Genestealers and their hybrid servants feel about this varies form edition to edition, sometimes even planet to planet; sometimes cultists will desperately fight back, while other times they will accept their destiny with utter joy. &lt;br /&gt;
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In older editions, they were just fine with it. In fact, it may even have been their end goal. According to the backstory for [[Hive Fleet Kraken]], a planet called Larnarno was infiltrated by a Cult calling themselves the Celebrants of Nihilism. When the Tyranids showed up to consume the planet, 75% of the population calmly marched towards and aboard their bio-ships, where they gladly accepted being brought to the digestion pits. The 7th edition codex has pulled a 180 on this stance. Nowadays, a Cult generally has no idea what is about to happen to them, fully believing that when the Tyranids show up they&#039;ll all become one big happy space family. And for a bit, [[troll|the Hive Mind actually leads them on and doesn&#039;t target the cult]]. For a brief moment, the cultists get to live their dream of fighting alongside their star gods, but as soon as the planet&#039;s defenses are basically done for though, &#039;&#039;everyone&#039;&#039; is on the menu. When the cult realizes this, they panic, their faith completely destroyed. Even worse, the Hive Mind overrides the independence of the Patriarch and Purestrains, and the cultists that try to run home end up [[grimdark|getting eaten by the very father they worshiped and the children they raised]]. For this reason, Genestealer Cults are basically space gerbils, getting nommed in their nest by their parents.&lt;br /&gt;
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Why would GW do this? Perhaps because they &#039;&#039;hate&#039;&#039; the idea that anyone who is not of the Imperium or Chaos factions be allowed to have a happy ending. Just look and weep at how they killed off the Tau&#039;s spiritual leader in Warzone Damocles, or how they decided to let the Deathwatch unwittingly botch [[Eldrad|Eldrad&#039;s]] plan to save the Eldar from Slaanesh. Or maybe they think that gratuitous drama and pathos are the only ways to maintain the Grimdark. Note they also didn&#039;t allow the Tyranids and Genestealer Cult armies to be actual Battle Brothers with each other despite allowing every single Imperial army to be Battle Brothers. It&#039;s like they attempted to make the already grimdark Xenomorphs even more grimdark by crossing it over with &#039;&#039;[[H.P. Lovecraft|The Shadow over Innsmouth]]&#039;&#039;. (Except it&#039;s actually worse, because Xenomorphs don&#039;t mind dying if it protects the hive, and the Deep One hybrids from &#039;&#039;The Shadow Over Innsmouth&#039;&#039; get to learn magic and be biologically immortal, if you don&#039;t mind human sacrifice and worshiping dark gods. Genestealers just get eaten like everyone else on the planet.)&lt;br /&gt;
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Way back in the days of Rogue Trader, Genestealer Cults also used to be able to be devoted to Chaos. That disappeared from the tabletop along with the old incarnation of the army, but in the fluff, this can apparently still happen, in the right rare circumstances. The new codex mentions a truly hilarious case of turnabout when a Cult&#039;s ship is sucked into a Warp storm and dumped on the edges of Nurgle&#039;s Garden, where the Genestealers and their minions get taught a thing or two about &#039;&#039;real&#039;&#039; corruption and parasitism by the Chaos God who wrote the book on it. Nurgle does eventually let the Cult go, because he&#039;s a nice guy, &#039;&#039;after&#039;&#039; he&#039;s thoroughly had his way with them of course, and they come back into realspace as basically a Plaguestealer Cult. What might&#039;ve happened if the Cult had fallen into Slaanesh&#039;s domain, officially, we&#039;ll never know, because family-friendly GW doesn&#039;t have the balls to go there. Unofficially, [[Hivestrain Azure|we can make a pretty good guess]]. As a contrariwise example, there&#039;s a genestealer cult in a Inquisitor Czevak story who, marooned on a daemon world in the [[Eye of Terror|Eye]] after their [[space hulk]] was unfortunate enough to crash there, nonetheless hate and resist chaos and maintain a lot of Imperial iconography and so on (although they &#039;&#039;do&#039;&#039; consort with xenos and mutants, which, while heretical, is probably still well above par for the course given their living situation.) &lt;br /&gt;
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=== Genestealer Variants ===&lt;br /&gt;
The [[Broodlord]] is an Alpha Genestealer, being connected to the Hive Mind as well as being a psyker (though he cannot use Warp Lance), thus allowing him to gain control over his brood as well as other lesser Tyranid organisms.&lt;br /&gt;
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After the Purestrain infects a host, a Genestealer Cult will end up with members with various levels of Genestealer ancestry. In general, Genestealer Hybrids will breed with their non-Genestealer parent species, and their descendants will resemble that species, until the fourth hybrid generation, whose children will be Purestrain Genestealers capable of &amp;quot;founding&amp;quot; new Genestealer Cults. &lt;br /&gt;
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The first Genestealer to infect a host (or hosts) grows larger and more intelligent with each mind added to the cult/family/whatever, eventually far surpassing its kin in strength, size and cunning, even becoming a powerful psyker. This Genestealer is known as the [[Genestealer Patriarch|Patriarch]], and acts as both the cult&#039;s leader and the object of its devotion.  &lt;br /&gt;
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The [[Rogue Trader]]-era Genestealers also get a special mention, in the form of &amp;quot;Ymgarl Genestealers,&amp;quot; a strain that supposedly comes from a population of Genestealers that got isolated on the moons of Ymgarl.  They have tentacled, lamprey-like mouths and the ability to partially transform themselves depending on the circumstances, at the cost of being genetically unstable and only being able to feed on blood. In fact, they&#039;re so unstable that the Hive Mind deliberately abandoned them for fear that they would contaminate the Tyranid gene pool. Because of this, they compulsively seek to reach planets that have recently been visited by the Tyranids in a futile attempt to be reabsorbed into the Hive Fleets. If they weren&#039;t horrible monstrosities, their predicament would almost be pathetic.  However, at some point between 5th and 6th Edition, the Ymgarl Genestealers lucked out and got absorbed into a Hive Fleet by some very desperate/caring Norn Queen.  The result of this is that 6E Tyranids now have a Bio-Artefact (If you feel unclean about the name, that&#039;s natural) called the &#039;&#039;Ymgarl Factor&#039;&#039; that gives any Tyranid unit the same unstable properties rule, but now lack the assaulting from Outflanking.&lt;br /&gt;
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=== Non-human Hybrids ===&lt;br /&gt;
As a final note, [[Warhammer 40,000]] fiction is very [[human]]-centric, and so most Genestealer infestations depicted have occurred among human populations, but the [[Ciaphas Cain]] novels have suggested that [[Tau]] and [[Orks]] are also susceptible to Genestealer infection.  The novel &#039;&#039;Death of Integrity&#039;&#039; also confirms that Genestealers will attack and assimilate other xenos, though this plot point lasts about one paragraph. What, exactly, a Tau Genestealer Hybrid would look like is the subject of much speculation.  There is old canon art of Ork Genestealer hybrids, but given the vast amount of retcons since then its canon status is questionable..&lt;br /&gt;
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It should be noted that Orks reproduce asexually by way of fungal spores they secrete both at a perpetual slow trickle from their skin while alive and en masse while a decaying corpse (and also that &amp;quot;ork&amp;quot; is but one of many many different orkoid phenotypes that a given spore might develop into depending on environmental conditions, so one has to wonder how the genestealer mutations might interact with a spore that grew into, say, a mushroom), so it&#039;s pretty hard to envision an Orkified Genestealer actually working, or lasting beyond the first generation or two, since they have no ways of mixing genes to produce purestrains in time (Orks might just spawn all the hybrid generations in a single sporing in no particular order, and those subsequent generations might do the same.). Even if they could, the Orks have an inherent ability to determine if one of their own isn&#039;t proppa Orky and will inevitably krump the gits (Actually, old fluff says that greenstealers tend to like orks more than tyranids, as in the tyranid hive mind, master of all genetics, is INCAPABLE of breeding out the orkiness, this leads to greenstealer cults actually fighting back or corrupting the tyranids who&#039;ve come to nom them. Proving that while you can put the Genestealer in the Ork, you can&#039;t take the Ork out of the Genestealer.). Either that, or they&#039;d be envious of the guy with built in Choppas and still krump em to get a Dok to glue them on his own hands. Most Ork-Genestealer hybrids typically descend from Feral Orks as a result. &lt;br /&gt;
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Purestrain genestealers descended from Ork hybrids tend to have denser musculature (and most likely greater physical strength), which suggests that while not as prevalent as human hybrids, they&#039;re not exactly rare either. One incident on the fringe of the Octarius system had a massive, purple, six-limbed Gargant attacking a Guard regiment. When it was melta&#039;d open, purestrain genestealers emerged to eat the guardsmen.&lt;br /&gt;
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Tau, similarly, have certain complications to the procedure -- not counting the fact their Kroot allies can taste if a person is infected or not simply by tasting some of their blood, or the fact tau-tech is probably advanced enough to scan for this threat once they know about it. &amp;lt;s&amp;gt;Firstly, tau are implied to have much lower sex drives than humans. &amp;lt;/s&amp;gt; Nope, Tau like it just as much as humans, it&#039;s just tempered by [[Grimdark|their authoritarian ideology]] when it comes to actually having kids. Tau explicitly practice caste-restricted bureaucratically arranged breeding processes; Tau don&#039;t have kids until their higher ups decide they should, and they don&#039;t even get to pick their own partners. Two tau get paired up by the decision of a committee, spend a couple of days off work and having sex, then separate and go their separate ways. This means the genestealer taint is seriously difficult to spread amongst the race. The caste-based structure of tau society also poses problems to any potential Tauified Genestealers, and that&#039;s without presuming the caste-system is now so inherent that different castes can&#039;t even physically breed with each other anymore. According to the new Genestealer Cults Codex, not only can Tau-Genestealer hybrids happen, but they were deliberately created by a team of Earth Caste researchers who wanted to see what would happen. The infection got out of control and actually ended in violence; it&#039;s even implied that they may have produced a hybrid Ethereal, which notable would be a Disaster for the Tau given how obedience to the Ethereal is basically hard coded into Tau DNA.&lt;br /&gt;
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While it is possible for Genestealers to infect the [[Eldar]], it&#039;s extremely hard for them to get anywhere with any of the four varieties due to their highly advanced medical technology (all four, yes even the Exodites), universal emphatic abilities, very regimented lifestyles (Craftworld), slow breeding rate and the fact that irregular psychic activity amongst them gets located and dealt with very quickly (all four, heck mind bulletry is pretty much the only thing the [[Dark Eldar]] ban). Even when they are infected, the taint spreads much more slowly due to the Eldar&#039;s prolonged gestation period, which makes infecting them more trouble than it is worth in most situations.  &lt;br /&gt;
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So far the only examples among Eldar are those who knowingly and openly embraced their pants-thieving overlords.  In the novel &amp;quot;Ghost Warrior&amp;quot;, we have Genestealer Eldar on a lost [[craftworld]] named [[Yvraine#Craftworld_Zaisuthra|Zaisuthra]].  Needless to say, the other [[Ynnari]] who contacted them were &#039;&#039;pissed.&#039;&#039; This was done in their misguided attempt to avoid getting consumed by Slaanesh because this Craftworld had left before the Infinity Circuit was invented and thus didn&#039;t have one; their logic was that if they gave themselves over to the Broodmind, their souls would be assimilated before Slaanesh could consume them. There is also something of a Genestealer cult growing among the Dark Eldar in Commorragh.  After a raid with lots of captives taken to Commorragh, the Haemonculi found out some of them were Genestealer cultists.  The hybrids were singled out and experimented on so their mutations would emerge.  When some bored Dark Eldar among the social elite found out about this, they paid the Haemonculi to graft these Genestealer body parts on them for kicks (given how Genestealer reproduction involve a genetic re-write of infected hosts using the Stealer&#039;s own DNA, you can see what a stupid idea this is).  It looks like the Hive Mind might find a way into Commorragh given how these Dark Eldar, who collectively call themselves the Vorgani, started forming tight-knit groups and share a singular obsession over a Tyranid-infested planet trapped in the Webway.&lt;br /&gt;
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As for the [[Necrons]], they&#039;re goddamn undead robots.  If you even consider this possibility you&#039;re fucking &#039;&#039;retarded.&#039;&#039;&lt;br /&gt;
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Finally, and perhaps most troubling, is the mention that Tyranids have been targeting [[Hrud]] warrens.  Hrud lack the defenses of the above races and are naturally predisposed towards infesting a planet and migrating en mass to a new one.  The genestealer hybrids, likewise, gain enhanced stealth and reaction speed (such as those 5++ saves the &#039;stealers now enjoy.)&lt;br /&gt;
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== Dawn of War 2 ==&lt;br /&gt;
[[Image:Jeanstealers.jpg|250px|thumb|right|An Assault Terminator trying to protect his jeans from Jeanstealers]]&lt;br /&gt;
Genestealers are pretty lore accurate in Dawn of War 2. Eats whatever they face. They are acting as the ultimate melee troops for Tyranids &#039;&#039;&#039;in tier 2.&#039;&#039;&#039; Lets make some count: A regular Tactical Marine starts with 60 melee skill, a standard melee squad starts with 70. These motherfuckers are starting with 80 by default! And this even gets worse if they have any synapse support. If they are under Improved Synapse of the Hive Tyrant, their health increases by 25%. If they ever get into the melee synapse of Warrior Brood, their health increases by &#039;&#039;&#039;75%&#039;&#039;&#039;, and melee skill by 10, and you can combine these 2 synapses together! Yeah, they can basically muderfuck anything in melee combat. And this gets even worse if they use their Adrenal Rush ability. Gains increased speed and damage, gains small amount of health in each hit they make, and decreases incoming ranged damage.&lt;br /&gt;
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Everything aside, the most simple solution to deal with them is to get a walker out. Genestealers can&#039;t purchase their anti vehicle klaws until tier 3. That makes them balanced right? I hope so. But when they get them, they can solo a Dreadnought alone! Thankfully, they have light infantry armour, which means that they can be killed easily with most ranged weaponry and struggle against melee fighters that are able to survive long enough to get a few hits in themselves. AoE melee attacks are your friend against them.&lt;br /&gt;
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== On the Tabletop ==&lt;br /&gt;
===Tyranids===&lt;br /&gt;
[[Image:Genestealers-in-the-grass.jpg|250px|thumb|right|[[Fist of the North Star|You&#039;re already dead]].]]In battle, both Ymgarl and Purestrain Genestealers are ridiculously deadly in melee, both in fluff and on the tabletop. On the tabletop, when a brood of Genestealers charges something, it&#039;s very unlikely to survive to the next turn unless it&#039;s a [[Land Raider]] due to their massive number of good strength attacks, rending, and high weapon skill that means they hit most things on 3s (seriously, these guys have higher weapons skill than a lot things made out to close-combat experts), not to mention that they are fast little fuckers. A Zerg rush has &#039;&#039;nothing&#039;&#039; on these guys. In the fluff, their claws are so damned sharp that they might as well be power weapons (back in 2nd Edition and pre-codex 3rd Edition they WERE power weapons), slicing through armor and walls like a chainsaw going through a rice paper wall. Their hypnotic eye powers show up irregularly in the fluff, showing up in the Dark Disciples Novel but not Ciaphas Cain; Hero of the Imperium for example. The fact they are &#039;&#039;&#039;[[derp|faster than Eldar]]&#039;&#039;&#039; lets them laugh at any unit they charge/charging them, and they are usually deployed a-la Kroot Carnivores (parking them behind a windowless wall 12-18&amp;quot; from the enemy). Unlike Kroots though, they are not there to slow the enemy, they provide a hazardous area for the first turns and then, when the main force has reached their position, they jump out to help OMNOMMing.&lt;br /&gt;
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Genestealers have a squad leader upgrade, which the 5th edition changed from an HQ to a troop choice, called the [[Broodlord]], which formerly had a major role due to the biomorphs it could use and psyker powers, but being reduced to a sergeant basically made it just add an extra punch, though it still had a better statline than any non Special-Character Space Marine HQs (except the CSM&#039;s daemon prince). Sixth edition turned broodlord into rape machine in challenges, as he able to bring down almost any independent character in the game without eternal warrior, while costing much, MUCH less.&lt;br /&gt;
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Also take note that genestealers do NOT like [[Hellhound]]s. They bring the smell of burning chitin into [[rape|genestealer&#039;s breakfast]]. Avoid them at all costs. A Banewolf squadron will just make them shit out their guts under AP 3 fleshbane templates.&lt;br /&gt;
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Thanks to 7th edition allowing &amp;quot;Come the Apocalypse&amp;quot; alliance this can be done once more! However, this is pretty much moot now that genestealers come with their own codex; aside from some extra vehicle choices, genestealer cults already come with their own human troops and tanks.&lt;br /&gt;
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In 8th Edition, Genestealers are still great, but other armies have some melee options that are pretty on-par with them. A horde of Ork Boyz, for example, can pump out 30 more melee attacks in a turn, and cost 110 points less. Granted, they don&#039;t have the 5++ invuln, but they still will wreck a horde of Genestealers&#039; shit if they get the first attack. On the other hand, the Genestealers are also very speedy and can rocket to the other side of the board with the right Stratagems, they can charge after advancing (or lose that ability in exchange for a better armor save that can go up to MEQ-tier if in cover or under the benefits of Jormungandr&#039;s Hive Fleet Attribute) and can take Acid Maws for a few extra MEQ-killing attacks. Oh, and they also get a Deep Strike similar to a Terminator&#039;s teleport homers. They&#039;re especially potent with Hive Fleet Kraken since they&#039;ll have better advances as well as the ability to charge after falling back, which not only saves them from running the risk of being trapped in melee with something too tough for them to deal with but also improves their already impressive maneuverability and ensures that they&#039;ll always get the first swing in.&lt;br /&gt;
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===Genestealer Cults===&lt;br /&gt;
[[File:Inquisitor-hybrid.jpg|250px|thumb|right|Uh? What do you mean inquisitors don&#039;t have [[StarCraft|an additional set of wing-claws]]?]]&lt;br /&gt;
Cults get a super-genestealer called a Patriarch, the progenitor of the cult, as the main HQ choice. There&#039;s also the Magus, acting as the cult&#039;s psyker, and the Primus, their version of a general/champion. You also get regular genestealers, though even then they&#039;re much better than Tyranid genestealers as they&#039;re hardier and stealthier. The troops themselves are roughly similar to Chaos Cultists, Neophyte hybrids being armed with guns and improvised equipment, with Acolyte hybrids fighting better in close combat. The Cult can also steal guardsmen vehicles, namely the [[Leman Russ Battle Tank]], [[Chimera]], and [[Sentinel]], as well as their version of a Technical called the [[Goliath Truck]]. You can also just straight up steal Guardsmen and field them as Neophyte Hybrids. All cult members specialize in ambushing opponents, and get major bonuses from their leaders, but much like the [[Tau]] they fall into disarray should their HQ be killed. However, this is alleviated by the fact that HQ automatically pass &amp;quot;Look Out Sir!&amp;quot;, meaning so long as you have enough meatshields you can keep them alive (hilariously enough, this can even be used in challenges for some serious trolling). And since cult leaders can summon in large numbers of reinforcements, you could be in for some real foot-slogging.&lt;br /&gt;
&lt;br /&gt;
Genestealer Cults are able to ally with Tyranids (though, as mentioned before, they&#039;re not Battle Brothers as the Tyranids view their cultists as dessert rather than the main course). Curiously, they can also ally with Guardsmen, as a way to represent the fact that they will infiltrate Guardsman/PDF forces prior to the invasion, so if you feel so inclined, you can augment your forces with &#039;&#039;even more&#039;&#039; Guardsman vehicles.&lt;br /&gt;
&lt;br /&gt;
== Genestealer Army list ==&lt;br /&gt;
For those of you who wish to field these in their entirety rather than through a Tyranid army, well then you are in luck. The Fly Lords of Terra have come up with a list that can be used in Apocalypse games. But since this army has an underdog feel to it, you could get away with using it in standard games as well. Not only that but the file provides the reader with a conversion ideas section: http://www.belloflostsouls.net/2016/02/40k-genestealer-cult-deathwatch-rule-coming.html&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/Deathwatch/40k-rules-deathwatch-en.pdf&lt;br /&gt;
&lt;br /&gt;
== Unofficial codices ==&lt;br /&gt;
*Fly Lords of Terra Genestealer Apoc codex [http://www.box.com/shared/lyyxvnpk48]&lt;br /&gt;
*So not only do genestealer cults have a codex now, but this man, Chris Showers, actually made an army of them! You&#039;ll have to Google Search them yourself, though, since the GamesWorkshop website *cough* [http://www.games-workshop.com/gws/content/article.jsp?community=true&amp;amp;catId=&amp;amp;categoryId=300005&amp;amp;aId=11600017] *cough* is slowly deleting anything that isn&#039;t the webstore.&lt;br /&gt;
&lt;br /&gt;
==The Plague Returns ==&lt;br /&gt;
Guess who&#039;s back, bitches! http://www.spikeybits.com/2016/02/breaking-new-genestealer-cult-rules-pictures.html&lt;br /&gt;
&lt;br /&gt;
Deathwatch: Overkill started us out with rules and models for cultists, in this case various hybrids wielding mining equipment and a general leadership structure of a Genestealer patriarch, with hybrid preachers and enforcers. Then GW announced that they were doing a full codex, and if early impressions and rumors are anything to go by, it&#039;s gonna be &#039;&#039;fun&#039;&#039;. Genestealer Cults are gonna be getting their own psychic discipline with 7 powers, 8 formations, wargear options, their own vehicle (a limo no less!), &#039;&#039;and&#039;&#039;, it&#039;s looking like they&#039;ll have access to Imperial Guard vehicles too. Genestealers and hybrids catching a ride in Chimeras, or advancing alongside Leman Russes? &#039;&#039;Oh hell yes&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Genestealer_orks.jpg| ORKY NIDS!!!!!!!!!!!&lt;br /&gt;
File:Warhammer 40k the tyranid outcast by randize-d4jl7lq.jpg|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Warhammer 40,000/Tactics/Genestealer Cults(8E)]] - a general overview of the new army&lt;br /&gt;
*[[Genestealer Cult Creation Tables]] - why not generate your own Cult?&lt;br /&gt;
*[[Jeanstealer]] - One of /tg/&#039;s creations. A rather confused Tyranid genestealer that is only driven to steal denim trousers.&lt;br /&gt;
*[[Hivestrain Azure]]- A fapfic about a particularly unusual strain of genestealer, likely part of a cult tainted by Slaanesh.&lt;br /&gt;
*[https://www.games-workshop.com/resources/PDF/Deathwatch/40k-rules-deathwatch-en.pdf Genestealer Cult Rules] 40k Rules for the new Genestealer Cult from Deathwatch: Overkill&lt;br /&gt;
{{Template:Tyranids-Creatures}}&lt;br /&gt;
{{Template:Genestealer-Cult}}&lt;br /&gt;
{{WH40k-Factions}}&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Tyranid]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C80:28EF:69F9:87AF:6812:A9FC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Greater_Possessed&amp;diff=237777</id>
		<title>Greater Possessed</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Greater_Possessed&amp;diff=237777"/>
		<updated>2019-09-16T09:26:44Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C80:28EF:69F9:87AF:6812:A9FC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TwoGreaterPossessed.jpg|270px|right|thumb|The A Team to the Possessed Marine&#039;s B Team]]&lt;br /&gt;
{{Skub}}&lt;br /&gt;
The halfway point between a regular [[Possessed Marine]] and either [[Daemon Prince]] or a [[Chaos Spawn| Chaos spa]], *Cough* one of those things. Which one they in the process of becoming like though remains to be seen however. The &#039;&#039;&#039;Greater Possessed&#039;&#039;&#039; are Daemonkin that are essentially enlarged version of the regular Possessed that is often created from a [[Master of Possession]] who has deemed them worthy of transforming into the largest, strongest and most fearsome of their kind. &lt;br /&gt;
==Overview==&lt;br /&gt;
Named the Heralds of the Dark Gods, these guys are the drugged-up hulks of Possessed Marines that are not only stronger and far more savage, [[Lorgar Aurelian|but radiate an unholy charisma that even pure creatures of the Warp recognize.]] Like [[Gretchin|Grots]] look up to [[Nob|Nobs]] with both reverence, fear and a tint of jealousy, so do fellow lesser Daemonkin look upon these A+ motherfuckers as the Dwayne &amp;quot;THE ROCK&amp;quot; Johnson of ascension. In battle, Greater Possessed wield your typical giant pincer-claws and scythe-like talons of twisted bone like most Possessed, but on a larger and [[/d/|&#039;&#039;meatier&#039;&#039; scale.]] Every Greater Possessed is a locus of empyric power in realspace, an instrument through which the corruptions of the Warp are given form. Because of this, lesser Daemonkin and normal dudes get a bit too...&#039;&#039;fanboyish&#039;&#039; to the point that they will be driven to a frenzy [[Weeaboo|in order to impress their senpai.]]&lt;br /&gt;
&lt;br /&gt;
In game terms, they&#039;re a nasty CC unit: on top of the usual possessed stuff, they boast a statline composed mostly of 5s, a faster move and their attacks hit like a fucking trainsaw! You can take two per slot, points and PL permitting, and they have an aura that grants +1 S to any nearby daemons. Obvs, they were intended to enhance possessed marines, but can also grant their buff to your daemon engines and such.&lt;br /&gt;
&lt;br /&gt;
{{Chaos Space Marines}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C80:28EF:69F9:87AF:6812:A9FC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Lictor&amp;diff=307894</id>
		<title>Lictor</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Lictor&amp;diff=307894"/>
		<updated>2019-09-16T09:16:48Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C80:28EF:69F9:87AF:6812:A9FC: /* Crunch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{promotions}}&lt;br /&gt;
[[File:Tyranid_lictor_artwork_by_zergwing-d7803yo.jpg|400px|thumb|right|Shush little [[Eldar Ranger|Ranger]]. [[Rape|It will be over soon]].]]&lt;br /&gt;
Do you remember Predator? The invisible alien hunter stalking its prey? Think that, but twice as big, and compensating for the lack of a death laser with claws and a face full of tentacles that would make [[Cthulhu]] blush. Congratulations, you&#039;ve pictured a &#039;&#039;&#039;Lictor&#039;&#039;&#039;, and no, it&#039;s not a nice chap.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
===Fluff===&lt;br /&gt;
Lictors are a vanguard organism of the [[Tyranid]] Hive fleets, who roam ahead to seek out life bearing planets before inviting everyone else over for dinner. They specialise in espionage; the feeder tendrils a Lictor has instead of a mouth allow it to suck the brain of an unfortunate victim out of their skull, before digesting the memories and using the information to sabotage infrastructure on the planet. In addition to this, they possess chameleonic skin, granting them the ability to match the colour and texture of any given surface (cuttlefish skin?), and a set of claws and flesh hooks (harpoons, but mounted in the chest) for when stabbing becomes a greater priority than brain sucking. Interestingly, they are considered a highly specialized strain of [[Tyranid Warrior]].&lt;br /&gt;
&lt;br /&gt;
Once the &#039;Nids are planetside, Lictors serve an additional purpose. A Lictor exudes a pheromone trail that other Tyranids are instinctively drawn to. The greater the concentration of prey around the Lictor, the stronger the pheromone emission. This helps to coordinate the swarm, drawing more of the invaders to the largest populations. Once battle begins, Lictors tend to break cover to assassinate enemy leaders, before slinking back into the shadows.&lt;br /&gt;
&lt;br /&gt;
===Crunch===&lt;br /&gt;
In previous editions, Lictors had to be assigned to a specific piece of terrain marked on a pre-drawn map, from which it could jump out IF the enemy got close. Since this was stupidly impractical, the rule was replaced with Deep Strike. No lessons seem to have been learnt though, as the more recently (re)introduced Ymgarl Genestealers deploy using the exact same, discarded rule.&lt;br /&gt;
&lt;br /&gt;
The current codex includes a special character based on a Lictor: Deathleaper. Essentially a powered-up version of a regular Lictor, Deathleaper also has a set of special rules designed to weaken the leadership capability of enemy characters (more often than not, their Warlord), and to make it easier for it to disengage and attack new targets.&lt;br /&gt;
&lt;br /&gt;
Overall Lictors are less and less popular as the years go on, mostly because they&#039;re fragile and can no longer assault out of reserve.  However, recent tournament wins with lists containing Lictors, Mawlocs and spore mine clusters have illustrated that their S6 and high WS with Rending are not to be underestimated.&lt;br /&gt;
&lt;br /&gt;
However, the rise of Kill Team as a fully supported Specialist Game has given the Lictor a new lease on life on the tabletop. In fact, it could be argued that Kill Team is the game that the Lictor was always meant for both in crunch and fluff. With the focus on terrain and small troop numbers, the Lictor really comes into its own as the stalking movie monster it was always meant to be.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Tyranid maid.jpg|[[Heresy|Observe the Lictor&#039;s mastery of camouflage.]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Tyranids-Creatures}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C80:28EF:69F9:87AF:6812:A9FC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Combi-weapon&amp;diff=146181</id>
		<title>Combi-weapon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Combi-weapon&amp;diff=146181"/>
		<updated>2019-09-16T07:34:17Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C80:28EF:69F9:87AF:6812:A9FC: /* Real Life */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combi-weapons are specialized weapons in [[Warhammer 40,000]], mainly used by the [[Imperium of Man]], [[Chaos Space Marines]], and the [[Ork]]s. A combi-weapon is essentially a [[bolter]] with another weapon integrated into it. Among the [[Space Marines]] they&#039;re commonly used by [[Terminator]]s and most famously by the [[Deathwatch]]. Since 8th Edition came and turned combi-weapons into a flat-out upgrade, individuals armed with them can either shoot any of the two, or, and that&#039;s something new compared to previous editions, shoot both at the same time at the cost of a shooting penalty. They come in several varieties.&lt;br /&gt;
&lt;br /&gt;
==Space Marines/Imperials==&lt;br /&gt;
&lt;br /&gt;
Generally speaking, Combi-weapons were first developed during the [[Great Crusade]] in an effort to improve the firepower of Astartes wearing [[Terminator]] armour; because a single [[Bolter]] was just not enough. So the [[Adeptus Mechanicus]] started by simply slapping two Bolters together, creating the Combi-Bolter and it snowballed from there. Those weapons were just [[awesome]] enough that their use spread from Terminator units to the entirety of the Space Marine Legions and beyond. The Combi-Bolter was later upgraded further to the purpose built Storm Bolter (while the traitors got stuck with the older variant), but the other Combi-weapons remain much the same as they were back then, combining the &#039;take-all-comers&#039; flexibility of a good Bolter with the extra punch of a secondary weapon.&lt;br /&gt;
&lt;br /&gt;
===Combi-Flamer===&lt;br /&gt;
[[File:Combi-Flamer.jpg|150px|right|thumb|Combi-Flamer]]&lt;br /&gt;
&lt;br /&gt;
A boltgun with a [[flamer]] attached to its underside. When you want both the firepower and armor-cracking effects of the Bolter but also want to have the horde cleansing affects of the trusted Flamer, accept no substitutes. Especially useful for close combat situations. Combi-flamers are one of the most common and most well liked type of combi-weapon (The other being the Combi-Plasma) due to its versatility. &lt;br /&gt;
&lt;br /&gt;
Like all Combi-Weapons in 8th edition, you can fire either/or as per normal, or shoot both at a -1 penalty. Because of its Flamer attachment, you can now autohit all enemies and defend [[Your Dudes|your dudes]] when they are being charged.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:SternguardCombiFlamer.jpg|&amp;lt;center&amp;gt;Sternguard Issue&amp;lt;/center&amp;gt;&lt;br /&gt;
image:BloodAngelsCombiFlamer.jpg|&amp;lt;center&amp;gt;Blood Angels Sternguard&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combi-Melta===&lt;br /&gt;
[[File:HHCombiMelta.jpg|150px|right|thumb|Combi-Melta]]&lt;br /&gt;
&lt;br /&gt;
A bolter with a [[melta|meltagun]] attached to its underside. As you can imagine, these are used when there is a large presence of enemy armor. Combi-meltas are favored by tank-hunter specialists who like the vaporizing affects of the Meltagun but is also quite inclined to attach a more longer-ranged weapon to compensate for the relatively short range of the Meltagun. As you already know, it is very useful when hunting tanks.&lt;br /&gt;
&lt;br /&gt;
Like all Combi-Weapons in 8th edition, you can fire either/or as per normal, or shoot both at a -1 penalty. Because of its Melta attachment, you now have immense flexibility in the tankbusting and troopbusting compartment. Tanks and Terminators would stay the fuck out of your effective range and would make a good deterrent against charging TEQs.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:SternguardCombiMelta.jpg|&amp;lt;center&amp;gt;Sternguard Issue&amp;lt;/center&amp;gt;&lt;br /&gt;
SternguardCombiMeltaModel.jpg|&amp;lt;center&amp;gt;Ultramarines Sternguard&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combi-Grenade Launcher===&lt;br /&gt;
[[File:BoltRifleGrenade.jpg|150px|right|thumb|Combi-Grenade Launcher.]]&lt;br /&gt;
&lt;br /&gt;
A Bolter with a Grenade launcher strapped to the side, think of this as that particular Noobtube attachment you see on Call of Duty or Battlefield. Sometimes confusingly called the Auxiliary grenade launcher. As you can imagine, some has taken calling this weapon a Noobtube as well despite the fact that on tabletop it is not as overpowered as the ones you see in other video games. &lt;br /&gt;
&lt;br /&gt;
Due to its nature, it is useful for fighting large hordes of enemies or lobbing grenades over well entrenched positions, though why the Imperium thought it would be useful to attach a single-shot grenade launcher to an automatic rocket-propelled grenade launcher is anyone&#039;s guess. Better question is why it isn&#039;t a belt-fed automatic grenade launcher with a box magazine.  There is clearly room for it in the picture and a Space Marine can easily handle that. Fill the grenades with little melta-bombs for extra efficiency-effectiveness. (&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;&#039;&#039;&#039;Bigga is betta, zoggin&#039; &#039;umie!&amp;lt;/span style=&#039;color:green;font-size:100%&#039;&amp;gt;) Actually, since bolter shells explode after penetration, while good against armor, that effect is shit for clearing hordes. It&#039;s a bomb vs an RPG. The grenade part is to fuck up groups while the bolter cuts through lines of men and puts holes in armor.&lt;br /&gt;
&lt;br /&gt;
===Combi-Plasma===&lt;br /&gt;
[[File:Rb6-54-combi-plasma.jpg|150px|right|thumb|Combi-Plasma]]&lt;br /&gt;
&lt;br /&gt;
The most prevalent type of combi-weapon among loyalists, combi-plasma guns are extremely useful. A popular tactic is to fire a [[plasma]] blast first, allowing the plasma to burn through whatever armor is present, then fire a bolt, which will be able to pierce the exposed flesh and explode inside the target. It is best used against MEQs, which in a Space Marine&#039;s combat tour, is a relatively common enemy to face.&lt;br /&gt;
&lt;br /&gt;
Like all Combi-Weapons in 8th edition, you can fire either/or as per normal, or shoot both at a -1 penalty. Because of its Plasma attachment, you have an extremely versatile weapon that can deal with a wide range of infantry scaling from GEQs to TEQs. However like all plasma weapons, you can overcharge to boost its AP with the added risk of it blowing up.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:SternguardCombiPlasma.jpg|&amp;lt;center&amp;gt;Sternguard Issue&amp;lt;/center&amp;gt;&lt;br /&gt;
DevastatorCombiPlasma.jpg|&amp;lt;center&amp;gt;Devastator Sergeant&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combi-Grav===&lt;br /&gt;
[[File:Combi-Grav.PNG|150px|right|thumb|Combi-Grav]]&lt;br /&gt;
&lt;br /&gt;
A bolter with a [[Grav-Weaponry|gravgun]] attached to its underside. It serves the same purpose as a Combi-plasma except it fires more shots and has an equal chance of hurting any vehicle while plasma ranges from ouch against light vehicles to all but useless against the heaviest ones. However due to the rarity of Gravguns, let alone a Combi-grav, these weapons are seldom used unless it is of the most dire situations.&lt;br /&gt;
&lt;br /&gt;
Like all Combi-Weapons in 8th edition, you can fire either/or as per normal, or shoot both at a -1 penalty. Because of its Grav attatchment, it is excellent against vehicles and other &#039;heavy&#039; units. Although it is relatively poor against hordes of cheap infantry. Its status as a Grav weapon means that it is relatively rare in the 41st millennium.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
DevastatorCombiGrav.jpg|&amp;lt;center&amp;gt;Devastator Sergeant&amp;lt;/center&amp;gt;&lt;br /&gt;
CaptainCombiGrav.jpg|&amp;lt;center&amp;gt;Astartes Captain&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Infernus Heavy Bolter===&lt;br /&gt;
[[File:InfernusHeavyBolterPict.jpg|150px|right|thumb|Infernus Heavy Bolter]]&lt;br /&gt;
&lt;br /&gt;
Added in with the Deathwatch army, it&#039;s just as it sounds, a heavy bolter with an under-slung heavy flamer, whoever made this must have been high off their tits because that shit is ridiculous. Maybe they&#039;ve been hanging around orks too long because this sounds like a serious case of wanting more [[Dakka]]. You know, I think you&#039;re probably right on that one, it sort of makes sense that the guys dealing with [[Xenos]] filth all the time would take the most inspiration from them.  &lt;br /&gt;
&lt;br /&gt;
Besides, when you only have a squad and are supposed to fight things an entire company of Astartes would normally face, you need as much dakka as possible.  In any case, combining a heavy bolter with the ability to wipe out anyone who manages to get through the hail of fire without stopping the bolt-throwing is pretty dang good.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Infernus_Heavy_Bolter.PNG|&amp;lt;center&amp;gt;Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
InfernusHeavyBolter.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Adrastus Bolt Caliver===&lt;br /&gt;
[[File:SagittarumBoltCaliver2.png|150px|right|thumb|Adrastus Bolt Caliver]]&lt;br /&gt;
&lt;br /&gt;
Adrastus Bolt Calivers AKA &amp;lt;u&amp;gt;&#039;&#039;&#039;The Golden Gun&#039;&#039;&#039;&amp;lt;/u&amp;gt; is a type of Combi-Bolt Weapon used by the [[Adeptus Custodes]].&lt;br /&gt;
&lt;br /&gt;
As you can imagine, these guns are one of the best anti-infantry weapons of the Imperium. Due to the size of the Golden Bananas, these hybrid guns are used as heavy weapons by the Custodes and utilize [[Adrathic Weapons|&#039;Adrasite&#039;]] disintegration beam technology banned from the wider Imperium. This essentially makes them as Imperial [[Gauss|Gauss Blasters]] but fluff-wise better and quicker to work but shorter ranged. This combination weapon is able to unleash a fusillade of explosive rounds at long range with the potency of a Heavy Bolter or fire a short range disintegration beam able to rip a target apart at the molecular level. Their golden color and its properties makes them officially [[Awesome]].&lt;br /&gt;
&lt;br /&gt;
Only the [[Sagittarum Guard]] are given the privilege to be issued and trained with these golden weapons of war.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SagittarumBoltCaliver.png|&amp;lt;center&amp;gt;First Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
Bolt_Caliver.PNG|&amp;lt;center&amp;gt;Second Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
AdrastusBolterFront.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
AdrastusBolterCabling.jpg|&amp;lt;center&amp;gt;Left View&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Disintegration Combi-Gun===&lt;br /&gt;
[[File:Disintegration_Combi-Gun.PNG|150px|right|thumb|Disintegration Combi-Gun]]&lt;br /&gt;
&lt;br /&gt;
A rare weapon from the Dark Age of Technology, the Disintegration Gun is actually only available in the forms of a pistol or combi-weapon. It does exactly as the name suggests, disintegrate things. In 7E, the Disintegration Gun itself has a very similar statline and effects to the Adrathic weaponry of the Custodes (also described as being disintegration weapons), so one can assume the Adrathus Bolt Caliver (An Adrathic Destructor mounted on a Heavy Bolter) is pretty much a beefed-up version of it. With weapons like this, one must wonder how fucked up the Age of Strife was that shit like this wasn&#039;t enough to save humanity from being mulched.&lt;br /&gt;
&lt;br /&gt;
Despite being powerful and looking pretty damn sweet, this weapon is only available on the limited edition &amp;quot;Imperial Space Marine&amp;quot; model, so you&#039;re gonna have to deal with eBay scalpers or learn how to convert one of your own if you want one.&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
====Combi-Flamer====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
DeathwatchCombiFlamer.jpg|&amp;lt;center&amp;gt;Deathwatch&amp;lt;/center&amp;gt;&lt;br /&gt;
CassiusCombiFlamer.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Ortan Cassius|Cassius]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
HeresyCombiFlamer.jpg|&amp;lt;center&amp;gt;Legion&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Combi-Melta====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
BASternguardCombiMelta.jpg|&amp;lt;center&amp;gt;Blood Angels Sternguard&amp;lt;/center&amp;gt;&lt;br /&gt;
DeathwatchCombiMelta.jpg|&amp;lt;center&amp;gt;Deathwatch&amp;lt;/center&amp;gt;&lt;br /&gt;
LibrarianTerminatorCombiMelta.jpg|&amp;lt;center&amp;gt;Storm Bolter Design&amp;lt;/center&amp;gt;&lt;br /&gt;
HelbrechtCombiMelta.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Helbrecht]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
TychoCombiMelta.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Erasmus Tycho|Tycho]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
HeroCombiMelta.jpg|&amp;lt;center&amp;gt;Heresy Era&amp;lt;/center&amp;gt;&lt;br /&gt;
HeresyCombiMelta.jpg|&amp;lt;center&amp;gt;Legion&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Combi-Plasma====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
DeathwatchCombiPlasma.jpg|&amp;lt;center&amp;gt;Deathwatch&amp;lt;/center&amp;gt;&lt;br /&gt;
AzraelCombiPlasma.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Azrael]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
HeresyCombiPlasma.jpg|&amp;lt;center&amp;gt;Legion&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Inquisition / Assassinorum==&lt;br /&gt;
&lt;br /&gt;
===Combi-Needler===&lt;br /&gt;
[[File:CombiNeedlerPict.jpg|150px|right|thumb|Combi-Needler]]&lt;br /&gt;
&lt;br /&gt;
A weapon used by the [[Daemonhunters|Ordo Malleus]]. A Bolter with a Needler integrated within it, intended to be used against creatures like [[Daemons|daemons]] that are extremely difficult to injure. This Combi-weapon is used only by the [[Inquisitors]] and [[Acolyte|Acolytes]] of the [[Ordo Malleus]] as the materials and expertise needed to craft these weapons is difficult and hard to acquire. A variant of this Combi-weapon also serves as the primary weapon of [[Eversor Assassin|Eversor Assassins]].&lt;br /&gt;
&lt;br /&gt;
The Combi-Needler is used by non-assassins and it is a relatively easy to manufacture weapon in contrast to the Executioner Pistol. Of course as a Needler, it is a pain in the ass to shoot the damn thing.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Combi-Needler.jpg|&amp;lt;center&amp;gt;Pistol Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
EscherCombiNeedler.jpg|&amp;lt;center&amp;gt;House Escher&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Condemner Boltgun===&lt;br /&gt;
[[File:Condemner_Boltgun.PNG|150px|right|thumb|Condemner Boltgun]]&lt;br /&gt;
&lt;br /&gt;
Also called the Combi-Stake Crossbow. Used by Ordo Hereticus and Sisters of Battle, this is a bolter combined with one-use crossbow. Yeah, it sounds pretty pathetic. The cool point is that the crossbow bolt is filled with a mix of holy promethium and some anti-psychic shit produced by the Golden Throne. &lt;br /&gt;
&lt;br /&gt;
So a direct hit from the crossbow component of the Condemnor Bolter will therefore not only deal a severe physical wound to an enemy psyker, it will also send his or her power spiraling out of control, consuming the user in a storm of untrammeled psychic energy. So it&#039;s not only going to burn the witch&#039;s body, but also burn down his very soul (which is crunch wise auto-peril to any psyker target).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
CondemnorBoltgunPict.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
CondemnorBoltgunTop.jpg|&amp;lt;center&amp;gt;Top View&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Executioner Pistol===&lt;br /&gt;
[[File:Executioner_Pistol.png|150px|right|thumb|Executioner Pistol]]&lt;br /&gt;
&lt;br /&gt;
Used by [[Eversor]] assassins, this is (in DH) a combi-needle pistol, or (in [[WH40k]]) a pistol that fires [[What|poisonous needle shaped bolt rounds.]] As a result, the Assassin can fire both explosive Bolts or needles composed of a crystallised neurotoxin, sedative or interrogation narcotic into his victim, as the situation demands. The weapon&#039;s Needle Pistol toxins are so potent that whenever a target is hit by a shot it kills the victim almost outright. &lt;br /&gt;
&lt;br /&gt;
It is this versatility, combined with the exquisite craftsmanship of every Executor Pistol, that makes it such a popular choice for one of the Imperium’s sanctioned assassins. The weapon incorporates the heights of arcane tech-lore in its construction. It possesses a bi-stabilized targeting sight, and its polymorphic grip is genetically coded to the individual Assassin. Thus, even if an opponent were somehow to gain control of an Executor Pistol, he would be unable to fire it. Changing the weapon’s programming to recognize a different user requires access to secret Officio Assassinorum facilities, something that is almost impossible even for most members of the Inquisition.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
ExecutionerPistolLeftView.jpg|&amp;lt;center&amp;gt;Left View&amp;lt;/center&amp;gt;&lt;br /&gt;
ExecutionerPistolRightView.jpg|&amp;lt;center&amp;gt;Right View&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chaos Space Marines==&lt;br /&gt;
&lt;br /&gt;
[[File:TigrusBolter53.jpg|150px|right|thumb|Combi-Bolter]]&lt;br /&gt;
&lt;br /&gt;
===Combi-Bolter===&lt;br /&gt;
&lt;br /&gt;
Also known as a Twin-linked Bolter, the combi-bolter was basically a pair of boltguns welded together to create a more dangerous weapon. It was used by the Space Marine Legions during the [[Great Crusade]]. However, it has been replaced by the Storm Bolter among the Imperium, but is still used by Chaos Space Marines, more specifically on the Chaos Space Marine Bike Squadrons where they can perform dakka in a quick and easy fashion. In 8th Edition, it is functionally identical to a Storm Bolter.&lt;br /&gt;
&lt;br /&gt;
==Orks==&lt;br /&gt;
===Kombi-Rokkit Launcha===&lt;br /&gt;
[[File:ORK_SpareKeys_Rokkit-Kombi.png|150px|right|thumb|Kombi-Rokkit Launcha]]&lt;br /&gt;
&lt;br /&gt;
The Shoota/Rokkit Launcha gives the user a single side-mounted Rokkit Launcha with a single Rokkit to use against enemy tanks and armored vehicles. Great for when your Shoota Boyz needs a little bit more anti-vehicular punch and weight or if you need more Tankbustas but don&#039;t want to waste anymore points. Considering orkish ballistic skill it&#039;s probably going to miss when you fire it or explode in your face if the wiring is all wrong.&lt;br /&gt;
&lt;br /&gt;
Because of its Rokkit attachment, it would give the Orks some needed anti-armor in an army that is vulnerable from mass artillery and machine gun fire. A Kombi-Rokkit allows your Orks to have a chance (albeit a low one given Ork accuracy) to pop some armor before it gets too hot.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
KombiRokkit.jpg|&amp;lt;center&amp;gt;Meganob&amp;lt;/center&amp;gt;&lt;br /&gt;
KombiRokkitBoss.jpg|&amp;lt;center&amp;gt;Common Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Kombi-Skorcha===&lt;br /&gt;
[[File:Kombi-Skorcher.jpg|150px|right|thumb|Kombi-Skorcha]]&lt;br /&gt;
&lt;br /&gt;
An orkish version of the Combi-flamer with the more powerful skorcha (heavy flamer) attached to it instead of a flamer. The ork version of a combi-weapon is a shoota with something attached to it instead of a boltgun with something attached to it. Great for crowd clearing as well as boosting the CQC killyness of your Orky Boyz, and unlike the Kombi-Rokkit Launcha, you don&#039;t really need to worry about accuracy.&lt;br /&gt;
&lt;br /&gt;
The Kombi-Skorcha in 8th edition became ridiculous especially when you have all your Nobs or a Big Mek equipped with one. This thing is capable of unleashing 2D6 heavy flamer shots with 6 str5 and 4 str4 shots. Have a bunch of Nobs equipped with one and have them ride on any troop carrying vehicle and let it rip.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
KombiSkorcha.jpg|&amp;lt;center&amp;gt;Meganob&amp;lt;/center&amp;gt;&lt;br /&gt;
KombiSkorchaNob.jpg|&amp;lt;center&amp;gt;Common Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Twin-Linked Shoota===&lt;br /&gt;
[[File:Twin-Linked_Shoota.PNG|150px|right|thumb|Twin-Linked Shoota]]&lt;br /&gt;
&lt;br /&gt;
Think of this as the Ork&#039;s equivalent to the [[Chaos Space Marines]] Combi-Bolter. The Twin-Linked Shoota is basically two large Shootas duct-taped together from side to side. The Twin-Linked Shoota is often used commonly by Ork Warbosses as it gives them sufficient dakka before closing in for the kill and krumpin&#039; his enemies. It provides greater accuracy than your standard everyday Shoota. &lt;br /&gt;
&lt;br /&gt;
The Twin-Linked Shoota is essentially like the Combi-Bolter, but with more [[Dakka]] and even less accuracy and range. Seriously, it is a pretty impressive feat even by Ork standards to create a weapon that out-storm the Stormbolter and Combi-Bolter respectively.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
TwinShootaFront.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
TwinShootaBack.jpg|&amp;lt;center&amp;gt;Back View&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
====Twin-Linked Shoota====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
TwinShootaNob.jpg|&amp;lt;center&amp;gt;Common Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
TwinShootaTrakk.jpg|&amp;lt;center&amp;gt;Wartrakk Mount&amp;lt;/center&amp;gt;&lt;br /&gt;
KombiSlugga.jpg|&amp;lt;center&amp;gt;Slugga Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Real Life==&lt;br /&gt;
Yes, these actually exist. Yes, it is [[Awesome]].&lt;br /&gt;
&lt;br /&gt;
The earliest combination weapons sought to combine the ranged firepower of pistols with the close combat of a melee weapon, usually pistol-swords or pistol-axes. Because the components on a pistol didn’t hold up well to physical abuse, these were not widespread. The only version that became successful was the bayonet mounted on a rifle.&lt;br /&gt;
&lt;br /&gt;
Compared to twin-linked weapon’s in 40k, in real life this was never done with small arms. The vast majority of twin-linked weapons are gun turrets specifically intended to destroy aircraft. Against a ground target, a single barrel weapon is sufficient. But against a fast-moving aircraft, the best way to increase your hit probability is to spam as many bullets as possible. We do have one example of a twin-linked M1911 pistol that had been made for the lolz, [https://www.youtube.com/watch?v=P57iXMmlUZo| this one in fact], but users quickly realized that any potential benefit to doubling firepower is lost on the added weight, awkward handling, and the fact that neither bullet will hit exactly where you aim.&lt;br /&gt;
&lt;br /&gt;
Below are some specific examples of combinations weapons.&lt;br /&gt;
&lt;br /&gt;
===[https://en.wikipedia.org/wiki/LeMat_Revolver LeMat Revolver]===&lt;br /&gt;
Are you depressed about your [[Dakka|nine-shot revolver]] not having more firepower? Well worry not, as the axle used by this gun&#039;s cylinder also doubles as a smoothbore barrel, allowing you to fire a shotgun blast with just a flick of the small lever atop the hammer! Amazing!&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Grenade Launcher===&lt;br /&gt;
The only major combi-weapon the military uses. Examples include the [https://en.wikipedia.org/wiki/M203_grenade_launcher M203], which clips under the barrel like a bayonet. It can also be reloaded, unlike pre-8th Edition 40k variants, and has basically replaced the non-automatic Grenade Launcher.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Shotgun===&lt;br /&gt;
Not as common as an underbarrel grenade launcher, the military also has a few different shotgun attachements, such as the [https://en.wikipedia.org/wiki/Knight%27s_Armament_Company_Masterkey KAC Masterkey] or [https://en.wikipedia.org/wiki/M26_Modular_Accessory_Shotgun_System M26 MASS]. Used for door breaching more than anything else, troops can also load up specialized rounds for everything from bean-bags to taser shells to even [https://en.wikipedia.org/wiki/FRAG-12 small grenades].&lt;br /&gt;
&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;br /&gt;
{{40k-Ork-Weapons}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C80:28EF:69F9:87AF:6812:A9FC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Combi-weapon&amp;diff=146180</id>
		<title>Combi-weapon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Combi-weapon&amp;diff=146180"/>
		<updated>2019-09-16T07:33:57Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C80:28EF:69F9:87AF:6812:A9FC: /* Real Life */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combi-weapons are specialized weapons in [[Warhammer 40,000]], mainly used by the [[Imperium of Man]], [[Chaos Space Marines]], and the [[Ork]]s. A combi-weapon is essentially a [[bolter]] with another weapon integrated into it. Among the [[Space Marines]] they&#039;re commonly used by [[Terminator]]s and most famously by the [[Deathwatch]]. Since 8th Edition came and turned combi-weapons into a flat-out upgrade, individuals armed with them can either shoot any of the two, or, and that&#039;s something new compared to previous editions, shoot both at the same time at the cost of a shooting penalty. They come in several varieties.&lt;br /&gt;
&lt;br /&gt;
==Space Marines/Imperials==&lt;br /&gt;
&lt;br /&gt;
Generally speaking, Combi-weapons were first developed during the [[Great Crusade]] in an effort to improve the firepower of Astartes wearing [[Terminator]] armour; because a single [[Bolter]] was just not enough. So the [[Adeptus Mechanicus]] started by simply slapping two Bolters together, creating the Combi-Bolter and it snowballed from there. Those weapons were just [[awesome]] enough that their use spread from Terminator units to the entirety of the Space Marine Legions and beyond. The Combi-Bolter was later upgraded further to the purpose built Storm Bolter (while the traitors got stuck with the older variant), but the other Combi-weapons remain much the same as they were back then, combining the &#039;take-all-comers&#039; flexibility of a good Bolter with the extra punch of a secondary weapon.&lt;br /&gt;
&lt;br /&gt;
===Combi-Flamer===&lt;br /&gt;
[[File:Combi-Flamer.jpg|150px|right|thumb|Combi-Flamer]]&lt;br /&gt;
&lt;br /&gt;
A boltgun with a [[flamer]] attached to its underside. When you want both the firepower and armor-cracking effects of the Bolter but also want to have the horde cleansing affects of the trusted Flamer, accept no substitutes. Especially useful for close combat situations. Combi-flamers are one of the most common and most well liked type of combi-weapon (The other being the Combi-Plasma) due to its versatility. &lt;br /&gt;
&lt;br /&gt;
Like all Combi-Weapons in 8th edition, you can fire either/or as per normal, or shoot both at a -1 penalty. Because of its Flamer attachment, you can now autohit all enemies and defend [[Your Dudes|your dudes]] when they are being charged.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:SternguardCombiFlamer.jpg|&amp;lt;center&amp;gt;Sternguard Issue&amp;lt;/center&amp;gt;&lt;br /&gt;
image:BloodAngelsCombiFlamer.jpg|&amp;lt;center&amp;gt;Blood Angels Sternguard&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combi-Melta===&lt;br /&gt;
[[File:HHCombiMelta.jpg|150px|right|thumb|Combi-Melta]]&lt;br /&gt;
&lt;br /&gt;
A bolter with a [[melta|meltagun]] attached to its underside. As you can imagine, these are used when there is a large presence of enemy armor. Combi-meltas are favored by tank-hunter specialists who like the vaporizing affects of the Meltagun but is also quite inclined to attach a more longer-ranged weapon to compensate for the relatively short range of the Meltagun. As you already know, it is very useful when hunting tanks.&lt;br /&gt;
&lt;br /&gt;
Like all Combi-Weapons in 8th edition, you can fire either/or as per normal, or shoot both at a -1 penalty. Because of its Melta attachment, you now have immense flexibility in the tankbusting and troopbusting compartment. Tanks and Terminators would stay the fuck out of your effective range and would make a good deterrent against charging TEQs.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:SternguardCombiMelta.jpg|&amp;lt;center&amp;gt;Sternguard Issue&amp;lt;/center&amp;gt;&lt;br /&gt;
SternguardCombiMeltaModel.jpg|&amp;lt;center&amp;gt;Ultramarines Sternguard&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combi-Grenade Launcher===&lt;br /&gt;
[[File:BoltRifleGrenade.jpg|150px|right|thumb|Combi-Grenade Launcher.]]&lt;br /&gt;
&lt;br /&gt;
A Bolter with a Grenade launcher strapped to the side, think of this as that particular Noobtube attachment you see on Call of Duty or Battlefield. Sometimes confusingly called the Auxiliary grenade launcher. As you can imagine, some has taken calling this weapon a Noobtube as well despite the fact that on tabletop it is not as overpowered as the ones you see in other video games. &lt;br /&gt;
&lt;br /&gt;
Due to its nature, it is useful for fighting large hordes of enemies or lobbing grenades over well entrenched positions, though why the Imperium thought it would be useful to attach a single-shot grenade launcher to an automatic rocket-propelled grenade launcher is anyone&#039;s guess. Better question is why it isn&#039;t a belt-fed automatic grenade launcher with a box magazine.  There is clearly room for it in the picture and a Space Marine can easily handle that. Fill the grenades with little melta-bombs for extra efficiency-effectiveness. (&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;&#039;&#039;&#039;Bigga is betta, zoggin&#039; &#039;umie!&amp;lt;/span style=&#039;color:green;font-size:100%&#039;&amp;gt;) Actually, since bolter shells explode after penetration, while good against armor, that effect is shit for clearing hordes. It&#039;s a bomb vs an RPG. The grenade part is to fuck up groups while the bolter cuts through lines of men and puts holes in armor.&lt;br /&gt;
&lt;br /&gt;
===Combi-Plasma===&lt;br /&gt;
[[File:Rb6-54-combi-plasma.jpg|150px|right|thumb|Combi-Plasma]]&lt;br /&gt;
&lt;br /&gt;
The most prevalent type of combi-weapon among loyalists, combi-plasma guns are extremely useful. A popular tactic is to fire a [[plasma]] blast first, allowing the plasma to burn through whatever armor is present, then fire a bolt, which will be able to pierce the exposed flesh and explode inside the target. It is best used against MEQs, which in a Space Marine&#039;s combat tour, is a relatively common enemy to face.&lt;br /&gt;
&lt;br /&gt;
Like all Combi-Weapons in 8th edition, you can fire either/or as per normal, or shoot both at a -1 penalty. Because of its Plasma attachment, you have an extremely versatile weapon that can deal with a wide range of infantry scaling from GEQs to TEQs. However like all plasma weapons, you can overcharge to boost its AP with the added risk of it blowing up.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:SternguardCombiPlasma.jpg|&amp;lt;center&amp;gt;Sternguard Issue&amp;lt;/center&amp;gt;&lt;br /&gt;
DevastatorCombiPlasma.jpg|&amp;lt;center&amp;gt;Devastator Sergeant&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combi-Grav===&lt;br /&gt;
[[File:Combi-Grav.PNG|150px|right|thumb|Combi-Grav]]&lt;br /&gt;
&lt;br /&gt;
A bolter with a [[Grav-Weaponry|gravgun]] attached to its underside. It serves the same purpose as a Combi-plasma except it fires more shots and has an equal chance of hurting any vehicle while plasma ranges from ouch against light vehicles to all but useless against the heaviest ones. However due to the rarity of Gravguns, let alone a Combi-grav, these weapons are seldom used unless it is of the most dire situations.&lt;br /&gt;
&lt;br /&gt;
Like all Combi-Weapons in 8th edition, you can fire either/or as per normal, or shoot both at a -1 penalty. Because of its Grav attatchment, it is excellent against vehicles and other &#039;heavy&#039; units. Although it is relatively poor against hordes of cheap infantry. Its status as a Grav weapon means that it is relatively rare in the 41st millennium.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
DevastatorCombiGrav.jpg|&amp;lt;center&amp;gt;Devastator Sergeant&amp;lt;/center&amp;gt;&lt;br /&gt;
CaptainCombiGrav.jpg|&amp;lt;center&amp;gt;Astartes Captain&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Infernus Heavy Bolter===&lt;br /&gt;
[[File:InfernusHeavyBolterPict.jpg|150px|right|thumb|Infernus Heavy Bolter]]&lt;br /&gt;
&lt;br /&gt;
Added in with the Deathwatch army, it&#039;s just as it sounds, a heavy bolter with an under-slung heavy flamer, whoever made this must have been high off their tits because that shit is ridiculous. Maybe they&#039;ve been hanging around orks too long because this sounds like a serious case of wanting more [[Dakka]]. You know, I think you&#039;re probably right on that one, it sort of makes sense that the guys dealing with [[Xenos]] filth all the time would take the most inspiration from them.  &lt;br /&gt;
&lt;br /&gt;
Besides, when you only have a squad and are supposed to fight things an entire company of Astartes would normally face, you need as much dakka as possible.  In any case, combining a heavy bolter with the ability to wipe out anyone who manages to get through the hail of fire without stopping the bolt-throwing is pretty dang good.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Infernus_Heavy_Bolter.PNG|&amp;lt;center&amp;gt;Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
InfernusHeavyBolter.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Adrastus Bolt Caliver===&lt;br /&gt;
[[File:SagittarumBoltCaliver2.png|150px|right|thumb|Adrastus Bolt Caliver]]&lt;br /&gt;
&lt;br /&gt;
Adrastus Bolt Calivers AKA &amp;lt;u&amp;gt;&#039;&#039;&#039;The Golden Gun&#039;&#039;&#039;&amp;lt;/u&amp;gt; is a type of Combi-Bolt Weapon used by the [[Adeptus Custodes]].&lt;br /&gt;
&lt;br /&gt;
As you can imagine, these guns are one of the best anti-infantry weapons of the Imperium. Due to the size of the Golden Bananas, these hybrid guns are used as heavy weapons by the Custodes and utilize [[Adrathic Weapons|&#039;Adrasite&#039;]] disintegration beam technology banned from the wider Imperium. This essentially makes them as Imperial [[Gauss|Gauss Blasters]] but fluff-wise better and quicker to work but shorter ranged. This combination weapon is able to unleash a fusillade of explosive rounds at long range with the potency of a Heavy Bolter or fire a short range disintegration beam able to rip a target apart at the molecular level. Their golden color and its properties makes them officially [[Awesome]].&lt;br /&gt;
&lt;br /&gt;
Only the [[Sagittarum Guard]] are given the privilege to be issued and trained with these golden weapons of war.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SagittarumBoltCaliver.png|&amp;lt;center&amp;gt;First Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
Bolt_Caliver.PNG|&amp;lt;center&amp;gt;Second Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
AdrastusBolterFront.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
AdrastusBolterCabling.jpg|&amp;lt;center&amp;gt;Left View&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Disintegration Combi-Gun===&lt;br /&gt;
[[File:Disintegration_Combi-Gun.PNG|150px|right|thumb|Disintegration Combi-Gun]]&lt;br /&gt;
&lt;br /&gt;
A rare weapon from the Dark Age of Technology, the Disintegration Gun is actually only available in the forms of a pistol or combi-weapon. It does exactly as the name suggests, disintegrate things. In 7E, the Disintegration Gun itself has a very similar statline and effects to the Adrathic weaponry of the Custodes (also described as being disintegration weapons), so one can assume the Adrathus Bolt Caliver (An Adrathic Destructor mounted on a Heavy Bolter) is pretty much a beefed-up version of it. With weapons like this, one must wonder how fucked up the Age of Strife was that shit like this wasn&#039;t enough to save humanity from being mulched.&lt;br /&gt;
&lt;br /&gt;
Despite being powerful and looking pretty damn sweet, this weapon is only available on the limited edition &amp;quot;Imperial Space Marine&amp;quot; model, so you&#039;re gonna have to deal with eBay scalpers or learn how to convert one of your own if you want one.&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
====Combi-Flamer====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
DeathwatchCombiFlamer.jpg|&amp;lt;center&amp;gt;Deathwatch&amp;lt;/center&amp;gt;&lt;br /&gt;
CassiusCombiFlamer.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Ortan Cassius|Cassius]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
HeresyCombiFlamer.jpg|&amp;lt;center&amp;gt;Legion&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Combi-Melta====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
BASternguardCombiMelta.jpg|&amp;lt;center&amp;gt;Blood Angels Sternguard&amp;lt;/center&amp;gt;&lt;br /&gt;
DeathwatchCombiMelta.jpg|&amp;lt;center&amp;gt;Deathwatch&amp;lt;/center&amp;gt;&lt;br /&gt;
LibrarianTerminatorCombiMelta.jpg|&amp;lt;center&amp;gt;Storm Bolter Design&amp;lt;/center&amp;gt;&lt;br /&gt;
HelbrechtCombiMelta.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Helbrecht]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
TychoCombiMelta.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Erasmus Tycho|Tycho]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
HeroCombiMelta.jpg|&amp;lt;center&amp;gt;Heresy Era&amp;lt;/center&amp;gt;&lt;br /&gt;
HeresyCombiMelta.jpg|&amp;lt;center&amp;gt;Legion&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Combi-Plasma====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
DeathwatchCombiPlasma.jpg|&amp;lt;center&amp;gt;Deathwatch&amp;lt;/center&amp;gt;&lt;br /&gt;
AzraelCombiPlasma.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Azrael]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
HeresyCombiPlasma.jpg|&amp;lt;center&amp;gt;Legion&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Inquisition / Assassinorum==&lt;br /&gt;
&lt;br /&gt;
===Combi-Needler===&lt;br /&gt;
[[File:CombiNeedlerPict.jpg|150px|right|thumb|Combi-Needler]]&lt;br /&gt;
&lt;br /&gt;
A weapon used by the [[Daemonhunters|Ordo Malleus]]. A Bolter with a Needler integrated within it, intended to be used against creatures like [[Daemons|daemons]] that are extremely difficult to injure. This Combi-weapon is used only by the [[Inquisitors]] and [[Acolyte|Acolytes]] of the [[Ordo Malleus]] as the materials and expertise needed to craft these weapons is difficult and hard to acquire. A variant of this Combi-weapon also serves as the primary weapon of [[Eversor Assassin|Eversor Assassins]].&lt;br /&gt;
&lt;br /&gt;
The Combi-Needler is used by non-assassins and it is a relatively easy to manufacture weapon in contrast to the Executioner Pistol. Of course as a Needler, it is a pain in the ass to shoot the damn thing.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Combi-Needler.jpg|&amp;lt;center&amp;gt;Pistol Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
EscherCombiNeedler.jpg|&amp;lt;center&amp;gt;House Escher&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Condemner Boltgun===&lt;br /&gt;
[[File:Condemner_Boltgun.PNG|150px|right|thumb|Condemner Boltgun]]&lt;br /&gt;
&lt;br /&gt;
Also called the Combi-Stake Crossbow. Used by Ordo Hereticus and Sisters of Battle, this is a bolter combined with one-use crossbow. Yeah, it sounds pretty pathetic. The cool point is that the crossbow bolt is filled with a mix of holy promethium and some anti-psychic shit produced by the Golden Throne. &lt;br /&gt;
&lt;br /&gt;
So a direct hit from the crossbow component of the Condemnor Bolter will therefore not only deal a severe physical wound to an enemy psyker, it will also send his or her power spiraling out of control, consuming the user in a storm of untrammeled psychic energy. So it&#039;s not only going to burn the witch&#039;s body, but also burn down his very soul (which is crunch wise auto-peril to any psyker target).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
CondemnorBoltgunPict.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
CondemnorBoltgunTop.jpg|&amp;lt;center&amp;gt;Top View&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Executioner Pistol===&lt;br /&gt;
[[File:Executioner_Pistol.png|150px|right|thumb|Executioner Pistol]]&lt;br /&gt;
&lt;br /&gt;
Used by [[Eversor]] assassins, this is (in DH) a combi-needle pistol, or (in [[WH40k]]) a pistol that fires [[What|poisonous needle shaped bolt rounds.]] As a result, the Assassin can fire both explosive Bolts or needles composed of a crystallised neurotoxin, sedative or interrogation narcotic into his victim, as the situation demands. The weapon&#039;s Needle Pistol toxins are so potent that whenever a target is hit by a shot it kills the victim almost outright. &lt;br /&gt;
&lt;br /&gt;
It is this versatility, combined with the exquisite craftsmanship of every Executor Pistol, that makes it such a popular choice for one of the Imperium’s sanctioned assassins. The weapon incorporates the heights of arcane tech-lore in its construction. It possesses a bi-stabilized targeting sight, and its polymorphic grip is genetically coded to the individual Assassin. Thus, even if an opponent were somehow to gain control of an Executor Pistol, he would be unable to fire it. Changing the weapon’s programming to recognize a different user requires access to secret Officio Assassinorum facilities, something that is almost impossible even for most members of the Inquisition.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
ExecutionerPistolLeftView.jpg|&amp;lt;center&amp;gt;Left View&amp;lt;/center&amp;gt;&lt;br /&gt;
ExecutionerPistolRightView.jpg|&amp;lt;center&amp;gt;Right View&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chaos Space Marines==&lt;br /&gt;
&lt;br /&gt;
[[File:TigrusBolter53.jpg|150px|right|thumb|Combi-Bolter]]&lt;br /&gt;
&lt;br /&gt;
===Combi-Bolter===&lt;br /&gt;
&lt;br /&gt;
Also known as a Twin-linked Bolter, the combi-bolter was basically a pair of boltguns welded together to create a more dangerous weapon. It was used by the Space Marine Legions during the [[Great Crusade]]. However, it has been replaced by the Storm Bolter among the Imperium, but is still used by Chaos Space Marines, more specifically on the Chaos Space Marine Bike Squadrons where they can perform dakka in a quick and easy fashion. In 8th Edition, it is functionally identical to a Storm Bolter.&lt;br /&gt;
&lt;br /&gt;
==Orks==&lt;br /&gt;
===Kombi-Rokkit Launcha===&lt;br /&gt;
[[File:ORK_SpareKeys_Rokkit-Kombi.png|150px|right|thumb|Kombi-Rokkit Launcha]]&lt;br /&gt;
&lt;br /&gt;
The Shoota/Rokkit Launcha gives the user a single side-mounted Rokkit Launcha with a single Rokkit to use against enemy tanks and armored vehicles. Great for when your Shoota Boyz needs a little bit more anti-vehicular punch and weight or if you need more Tankbustas but don&#039;t want to waste anymore points. Considering orkish ballistic skill it&#039;s probably going to miss when you fire it or explode in your face if the wiring is all wrong.&lt;br /&gt;
&lt;br /&gt;
Because of its Rokkit attachment, it would give the Orks some needed anti-armor in an army that is vulnerable from mass artillery and machine gun fire. A Kombi-Rokkit allows your Orks to have a chance (albeit a low one given Ork accuracy) to pop some armor before it gets too hot.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
KombiRokkit.jpg|&amp;lt;center&amp;gt;Meganob&amp;lt;/center&amp;gt;&lt;br /&gt;
KombiRokkitBoss.jpg|&amp;lt;center&amp;gt;Common Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Kombi-Skorcha===&lt;br /&gt;
[[File:Kombi-Skorcher.jpg|150px|right|thumb|Kombi-Skorcha]]&lt;br /&gt;
&lt;br /&gt;
An orkish version of the Combi-flamer with the more powerful skorcha (heavy flamer) attached to it instead of a flamer. The ork version of a combi-weapon is a shoota with something attached to it instead of a boltgun with something attached to it. Great for crowd clearing as well as boosting the CQC killyness of your Orky Boyz, and unlike the Kombi-Rokkit Launcha, you don&#039;t really need to worry about accuracy.&lt;br /&gt;
&lt;br /&gt;
The Kombi-Skorcha in 8th edition became ridiculous especially when you have all your Nobs or a Big Mek equipped with one. This thing is capable of unleashing 2D6 heavy flamer shots with 6 str5 and 4 str4 shots. Have a bunch of Nobs equipped with one and have them ride on any troop carrying vehicle and let it rip.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
KombiSkorcha.jpg|&amp;lt;center&amp;gt;Meganob&amp;lt;/center&amp;gt;&lt;br /&gt;
KombiSkorchaNob.jpg|&amp;lt;center&amp;gt;Common Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Twin-Linked Shoota===&lt;br /&gt;
[[File:Twin-Linked_Shoota.PNG|150px|right|thumb|Twin-Linked Shoota]]&lt;br /&gt;
&lt;br /&gt;
Think of this as the Ork&#039;s equivalent to the [[Chaos Space Marines]] Combi-Bolter. The Twin-Linked Shoota is basically two large Shootas duct-taped together from side to side. The Twin-Linked Shoota is often used commonly by Ork Warbosses as it gives them sufficient dakka before closing in for the kill and krumpin&#039; his enemies. It provides greater accuracy than your standard everyday Shoota. &lt;br /&gt;
&lt;br /&gt;
The Twin-Linked Shoota is essentially like the Combi-Bolter, but with more [[Dakka]] and even less accuracy and range. Seriously, it is a pretty impressive feat even by Ork standards to create a weapon that out-storm the Stormbolter and Combi-Bolter respectively.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
TwinShootaFront.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
TwinShootaBack.jpg|&amp;lt;center&amp;gt;Back View&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
====Twin-Linked Shoota====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
TwinShootaNob.jpg|&amp;lt;center&amp;gt;Common Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
TwinShootaTrakk.jpg|&amp;lt;center&amp;gt;Wartrakk Mount&amp;lt;/center&amp;gt;&lt;br /&gt;
KombiSlugga.jpg|&amp;lt;center&amp;gt;Slugga Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Real Life==&lt;br /&gt;
Yes, these actually exist. Yes, it is [[Awesome]].&lt;br /&gt;
&lt;br /&gt;
The earliest combination weapons sought to combine the ranged firepower of pistols with the close combat of a melee weapon, usually pistol-swords or pistol-axes. Because the components on a pistol didn’t hold up well to physical abuse, these were not widespread. The only version that became successful was the bayonet mounted on a rifle.&lt;br /&gt;
&lt;br /&gt;
Compared to twin-linked weapon’s in 40k, in real life this was never done with small arms. The vast majority of twin-linked weapons are gun turrets specifically intended to destroy aircraft. Against a ground target, a single barrel weapon is sufficient. But against a fast-moving aircraft, the best way to increase your hit probability is to spam as many bullets as possible. We do have one example of a twin-linked M1911 pistol that had been made for the lolz, [https://www.youtube.com/watch?v=P57iXMmlUZo|this one in fact], but users quickly realized that any potential benefit to doubling firepower is lost on the added weight, awkward handling, and the fact that neither bullet will hit exactly where you aim.&lt;br /&gt;
&lt;br /&gt;
Below are some specific examples of combinations weapons.&lt;br /&gt;
&lt;br /&gt;
===[https://en.wikipedia.org/wiki/LeMat_Revolver LeMat Revolver]===&lt;br /&gt;
Are you depressed about your [[Dakka|nine-shot revolver]] not having more firepower? Well worry not, as the axle used by this gun&#039;s cylinder also doubles as a smoothbore barrel, allowing you to fire a shotgun blast with just a flick of the small lever atop the hammer! Amazing!&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Grenade Launcher===&lt;br /&gt;
The only major combi-weapon the military uses. Examples include the [https://en.wikipedia.org/wiki/M203_grenade_launcher M203], which clips under the barrel like a bayonet. It can also be reloaded, unlike pre-8th Edition 40k variants, and has basically replaced the non-automatic Grenade Launcher.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Shotgun===&lt;br /&gt;
Not as common as an underbarrel grenade launcher, the military also has a few different shotgun attachements, such as the [https://en.wikipedia.org/wiki/Knight%27s_Armament_Company_Masterkey KAC Masterkey] or [https://en.wikipedia.org/wiki/M26_Modular_Accessory_Shotgun_System M26 MASS]. Used for door breaching more than anything else, troops can also load up specialized rounds for everything from bean-bags to taser shells to even [https://en.wikipedia.org/wiki/FRAG-12 small grenades].&lt;br /&gt;
&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;br /&gt;
{{40k-Ork-Weapons}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C80:28EF:69F9:87AF:6812:A9FC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Chain_Weapon&amp;diff=115762</id>
		<title>Chain Weapon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Chain_Weapon&amp;diff=115762"/>
		<updated>2019-09-16T05:21:19Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C80:28EF:69F9:87AF:6812:A9FC: /* Scorpion Chainsword */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Chainsword06.jpg|180px|right|thumb|A typically poor rendition of a chainsword - as you can see, the housing surrounds the teeth, which would interfere with penetration (but would allow it to parry). Still dangerous though.]]&lt;br /&gt;
&lt;br /&gt;
{{Topquote|Problems? &#039;&#039;&#039;Problems?&#039;&#039;&#039; There is no problem I cannot solve with this...|Commander Mad Chainsaw Johnson of the [[White Scars]], [[White Dwarf|White Dwarf 93]]}}&lt;br /&gt;
&lt;br /&gt;
A Chain weapon is a fuck-awesome melee weapon, heavily used by [[Imperium|Imperial]] forces, although variants are fielded by the [[Eldar]], [[Ork]]s, and [[Chaos Space Marines]].&lt;br /&gt;
&lt;br /&gt;
Apparently in the 41st Millennium, chainsaws have been re-purposed for hacking down things/aliens/people instead of simply harvesting lumber. By far the most common Chain weapon is the chainsword.&lt;br /&gt;
&lt;br /&gt;
As its name implies, the chainsword is a bladed weapon with a rotating chainsaw blade in-between, that&#039;s powered by a motor mounted on the hilt and activated with a trigger on the grip. Of course, the sheer manliness in this weapon makes it pretty damn heavy, so it&#039;s actually really fucking awesome. But since almost all the users of it have some combination of power armor, bionics, or natural strength to swing them around, the weight is a lot less of an issue.&lt;br /&gt;
&lt;br /&gt;
Although the chainsword is issued to virtually all forces of the [[Imperium]], it is most famous with the [[Space Marines|Spehss mahreens]] who widely use the chainsword as the primary weapon of their assault troops and veteran soldiers.&lt;br /&gt;
&lt;br /&gt;
The standard chainsword used to have the same rules as any other close-combat weapon. Which is dumb, considering most of the fluff describes it as cutting through armour with ease, even Terminator armour, with some additional effort. [[Derp|Because a giant chainsaw does as much damage as a combat knife.]] 8e changed it up a bit, though- while it still doesn&#039;t do more damage than a basic close combat weapon, it does grant a bonus attack. This (along with its low point cost) makes it a good choice of melee weapon when the quantity of your attacks matters more than their quality (e.g. against [[Hormagaunt]] swarms and mobs of [[Ork]] Boyz).&lt;br /&gt;
&lt;br /&gt;
==Imperial Variants==&lt;br /&gt;
The Chainsword also has several variants that have been developed by both the Imperium of Man and Xenos. Here are some examples:&lt;br /&gt;
&lt;br /&gt;
===Chainblade===&lt;br /&gt;
[[File:ChainBladeBolter.jpg|200px|right|thumb|Chainblade]]&lt;br /&gt;
&lt;br /&gt;
The smallest known Chainweapon.&lt;br /&gt;
&lt;br /&gt;
These weapons are small enough to be considered as an attachment to most rifles. As such it is a smaller Chain bayonet that is attached to a Bolter and utilized as a close-combat weapon during assaults. Although, to be honest, it seems more practical to just have a large, sharpened serrated blade than a gas-guzzling weapon that will become useless once it runs out of fuel, and seeing how small the weapon (and thus, fuel supply) is, its gonna run out of fuel relatively quickly.&lt;br /&gt;
&lt;br /&gt;
Basically it was the lancer assault rifle from Gears of War before Gears of War even existed.&lt;br /&gt;
&lt;br /&gt;
===Chainsword===&lt;br /&gt;
[[File:Imperial_Chainsword.jpg|200px|right|thumb|Chainsword]]&lt;br /&gt;
A chainsword is just a chainsaw with a sword grip. Most versions make use of monomolecular-edged or otherwise razor sharp teeth. &lt;br /&gt;
&lt;br /&gt;
Like many examples of human invention, the chainsword’s many variants seem to have their roots in the shrouded heresies of the Dark Age of Technology. Some in /tg/ like to speculate that it was some AdMech Priest who had mistaken a weirdly designed Chainsaw for a sword, unfortunately official fluff dictates that it saw consistent use in the armored fists of techno-barbarians during the Age of Strife, and among the Emperor’s own armies during his [[Thunder Warriors]]’ conquest of Terra during the Unification Wars.&lt;br /&gt;
&lt;br /&gt;
But whilst Techpriests debate on the origin of the Chainsword, a particularly amusing theory surface that states it was an [[Heresy|inspiration stolen from]] [[Eldar|an alien race,]] [[War in Heaven|in a war that may never be remembered.]] [[Troll|If this theorem ever bears fruit, it is distinctly possible that the galaxy’s first wielders of chainswords were the prissy armored warriors of the ancient Eldar,]] [[Not As Planned|not us Humans.]] &lt;br /&gt;
&lt;br /&gt;
There are multiple varieties of Chainsword such as the &#039;&#039;&#039;Ironfang Chainsword&#039;&#039;&#039;, which is a variant of the chainsword created to allow human heretics to approximate the deadly blows of a Legion chainsword, this variant features a thick, bladed area with chained teeth nearly twice the width of an ordinary chainsword, and powered by a backpack-mounted fuel supply. Its greater tearing strength and weighted nose allow it to deal viciously violent heavy slashing blows. Needless to say, this weapon is heavy - 12 kilograms in weight, complete with power supply - and unbalanced, ie. a very heavy &#039;&#039;regular&#039;&#039; chainsaw.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:PreacherChainsword.png&lt;br /&gt;
File:ThunderEdgeChainsword.jpg|Horus Heresy Chainsword&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Frost Blade===&lt;br /&gt;
[[File:FrostBlade.jpg|200px|right|thumb|Frost Blade]]&lt;br /&gt;
&lt;br /&gt;
A unique Chainsword and possibly one of the only ones that could actually cut anything worth a damn rather than bludgeoning the enemies of man to death. The Frost Blade is yet, [[Mary Sue|another special weapon and equipment exclusive to the]] [[Space Wolves]]. &lt;br /&gt;
&lt;br /&gt;
Like the Frost Axe, each blade is hand-crafted by a Master [[Iron Priest]], and many incorporate the diamond-hard fangs of the Fenrisian Ice Kraken. They are highly sought after and in the skilled hands of a Space Marine they can be comparable in effect to most Power Weapons.&lt;br /&gt;
&lt;br /&gt;
In the legends of the chapter, the finest Frost Blades are made of ice harvested from the heart of a glacier, and then [[Wat|tempered inside a Kraken&#039;s belly.]]&lt;br /&gt;
&lt;br /&gt;
===Heavy Chainblade/Chainsword===&lt;br /&gt;
[[File:Heavy_Chainblade_HH.JPG|200px|right|thumb|Heavy Chainsword]]&lt;br /&gt;
The Eviscerator&#039;s pussy brother, the Heavy Chainblade is a massive chainsword, significantly larger than one of the standard chainswords but far weaker than an actual Eviscerator, possibly because it was meant more for construction than combat. This also made it to it&#039;s combat stats, instead of the Eviscerator&#039;s manly SX2, AP2 with Armourbane, it&#039;s a weak S+2 AP4, with no additional bonuses (and being two-handed as well, so forget using it to get another attack). About the only thing it has on the Eviscerator is that it&#039;s not so huge that it&#039;s unwieldy.&lt;br /&gt;
&lt;br /&gt;
Being used mainly by the Mechanicum in the Great Crusade and Horus Heresy, it&#039;s unsurprising these seem to have mostly fallen out of favour in the 41st millennium, given how everyone seems to have swapped to the Eviscerator.&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the similarly named &amp;quot;Heavy Chainsword&amp;quot;, used by the Legions Astartes, an even wimpier version that shares the same profile except for being AP 5 instead of AP 4. These also seem to have fallen out of favour when the Eviscerator rolled around, much to nobody&#039;s surprise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Twin_Handed_Chainsword_1024x1024.JPG|Another Heavy Chainsword.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Eviscerator===&lt;br /&gt;
[[File:Evisercator.jpg|200px|right|thumb|Eviscerator]]&lt;br /&gt;
Chainsword but ECKS BAWKS HUEG. Used by the Ecclesiarchy&#039;s priests and by the [[Sisters Repentia]] of the [[Sisters of Battle]] (as well as Chapter Master [[Gabriel Seth|Gabriel &#039;IN THE BALLS&#039; Seth]]). Most recently however, Eviscerators have found their way into the hand of 7E assault marine sergeants, because meltabombs just weren&#039;t enough.  &lt;br /&gt;
&lt;br /&gt;
The Eviscerator is twice the size of a regular chainsword and so heavy that a normal soldier will need to wield it using both hands. The Eviscerator might also incorporate an exterminator, a portable flame unit that will not only help it breach armor, but also scare the fuck out of any normal man upon seeing a whacked up priest/nun swinging a fucking huge flaming sword-chainsaw. The Eviscerator is also extra effective against armored units.&lt;br /&gt;
&lt;br /&gt;
In some works the Eviscerator is described as having a disruptor field weaker than those of energy weapons, which still helps carving through ceramite.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Catalogue_Eviscerator.jpg|The classic chainsaw variant&lt;br /&gt;
image:RepentiaEvisceratorZoomed.png|REPENT MOTHERFUCKER!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Chain Spear===&lt;br /&gt;
[[File:Chain_Spear.PNG|200px|right|thumb|Chain Spear]]&lt;br /&gt;
&lt;br /&gt;
Another long-range Chainweapon.&lt;br /&gt;
&lt;br /&gt;
Similarly to the chain glaive, this weapon combines reach with lethality, mounting a chainsaw-bladed length at the end of a long haft, ensuring that jabs and thrusts can tear open flesh with the lightest touch whilst keeping the wielder out of harm&#039;s way, in contrast to the chain glaive whose curved blade and hilt aims for a more slashing and cutting motion to dismember enemies from a distance. &lt;br /&gt;
&lt;br /&gt;
According to &#039;&#039;Tome of Blood&#039;&#039;, some variants actually sport the [[Wat|sharpened teeth of the bearer&#039;s former victims as the cutting edges, which are enough to cause even the slightest hit to become a spray of blood and torn flesh. ]].&lt;br /&gt;
&lt;br /&gt;
===Chainfist===&lt;br /&gt;
[[image:Chainfist.jpg|200px|right|thumb|Chainfist]]&lt;br /&gt;
Intended to assist Terminators&#039; not stellar mobility when involved in boarding actions, the Chainfist is a [[Power weapon|Power Fist]] that incorporates a powerful chainsaw blade for the purposes of slicing through armored bulkheads. The weapon is commonly used by Terminators both as a CQC weapon and a convenient tool to cut themselves a way through the average [[Space Hulk]]&#039;s too small doors/walls/ceilings/floors... during boarding actions. Of course, since it can penetrate thick metal with little trouble, it&#039;s also often used for ripping open enemy vehicles and bunkers.&lt;br /&gt;
&lt;br /&gt;
The reason it&#039;s so effective is simple: the powerfist&#039;s energy field also encompasses the chainblade. That&#039;s right, the chainfist effectively marries a chainsword and power fist. Remember how a regular power sword cuts most stuff like a hot knife through butter? Now bring a chainsaw with hot knives for teeth into this butter world, &#039;&#039;wear it like a glove&#039;&#039; and that&#039;s how a chainfist feels. That&#039;s just plain scary. If anything, it&#039;s like hitting a target with a power sword at [[Fist of the North Star|40 strikes per second]], so that the powerfield weakens the target and then the teeth hack it away. The alternative is having a static piece of metal that is still cutting, but just not as efficiently.&lt;br /&gt;
&lt;br /&gt;
The easiest way to use a chainfist in combat is to wield it like a Tonfa. As its mounted just under the left wrist parallel to the arm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:TerminatorChainfistZoomed.png&lt;br /&gt;
image:SpaceMarineHeroChainfist.png|&amp;lt;center&amp;gt;Heresy-era&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dreadnought Chainfist===&lt;br /&gt;
[[File:DreadCF.jpg|200px|right|thumb|Dreadnought Chainfist]]&lt;br /&gt;
&lt;br /&gt;
A Chainfist but fuckhueg.&lt;br /&gt;
&lt;br /&gt;
In the Imperium, a Dreadnought Chainfist can exclusively be found attached to the Ironclad Dreadnought, although more vanilla Dreadnoughts are able to wield one if given the proper modifications. Unlike the smaller Chainfist which are used to open blastdoors, the Dreadnoughts use theirs to open tank hulls. This arm consists of a massive chainsaw shaped to fit a dreadnought power fist. This is a devastating weapon capable of tearing apart infantry and light armor.&lt;br /&gt;
&lt;br /&gt;
The Forces of Chaos also makes use of Dreadnought-sized Chainfists, more specifically the force of [[Khorne]] due to its brutal blood-grinding method of destruction. It is not uncommon to see a World Eaters or other Khornate dreadnought equipped with dual Chainfists for maximum [[RIP AND TEAR]].&lt;br /&gt;
&lt;br /&gt;
In 8th edition, the Dreadnought Chainfist deals 4 damage per attack but retains the high AP and loses the penalty to hit which makes it great against fighting whatever poor MEQs, GEQs, TEQs and light vehicles that gets in its way. Although against larger walkers, it starts to obviously suffer.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Reaper Chain-Cleaver===&lt;br /&gt;
[[File:Reaper_Chain-Cleaver.JPG|200px|right|thumb|Reaper Chain-Cleaver]]&lt;br /&gt;
&lt;br /&gt;
The kid brother of the much larger Reaper Chainsword. The Reaper Chain-Cleaver is still a relatively large Chain Weapon carried by the combat walkers of the Imperial Knights, particularly the smallest class of Knights known as Knights Armiger. The Reaper Chain-cleaver is a saw-toothed weapon similar to but smaller than its much larger relative that mangles metal and gnaws flesh to ruin with each shuddering impact. &lt;br /&gt;
&lt;br /&gt;
Unlike say, the Dreadnought Chainfist, the Reaper Chain-Cleaver is much better at fighting due to the more flexible joint placement of the Knight Armigers. That, and the fact that Knight Armigers are relatively slim and not as clunky, awkward and bulky; traits that usually characterize the servo-motors of Space Marine Dreadnoughts, specifically [[METAL BOXES|the more boxy design]] of the 41st Millennium.&lt;br /&gt;
&lt;br /&gt;
To give credit where credit is due. The Chain-Cleaver &#039;&#039;actually&#039;&#039; looks like a proper cleaver. More specifically, it bears some resemblance to a Chinese cleaver.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the current Imperial Knight codex from 8th edition gives the Reaper Chain-Cleaver a weapon with two attack options: Strike and Sweep. Strike is Sx2/AP-3/3D and Sweep S-/AP-2/1D but doubles the amount of hit rolls you can make with it. So this gives the Armiger some very nice added adaptability in their close combat.&lt;br /&gt;
&lt;br /&gt;
===Reaper Chainfist===&lt;br /&gt;
[[File:Reaper_Chainfist_of_the_Knight_Acheron.jpg|200px|right|thumb|Reaper Chainfist]]&lt;br /&gt;
&lt;br /&gt;
A chainfist but really [[Rape|ECKS BAWKS HUEG]]. &lt;br /&gt;
&lt;br /&gt;
The Reaper Chainfist is a weapon used by the Cerastus Knight-Acheron. Usually carried on the Knight&#039;s right weapon arm, the Reaper Chainfist is employed alongside the Acheron&#039;s Acheron-Pattern Flame Cannons as a weapon of extermination used to inspire fear in the foe.&lt;br /&gt;
&lt;br /&gt;
The Reaper Chainfist is actually a set of two Chain Weapons linked together, with each one spinning in opposite directions to maximize damage. The blades are capable of tearing through both armor and fortified walls with ease. &lt;br /&gt;
&lt;br /&gt;
The weapon also features a built-in set of twin-linked Heavy Bolters to be used against infantry when the Knight needs to conserve fuel for its Flame Cannon, these Bolters are often used as a last resort or when the Knight really wants something dead in its tracks. &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Reaper Chainsword===&lt;br /&gt;
[[image:ReaperChainsword2.jpg|200px|right|thumb|Reaper Chainsword]]&lt;br /&gt;
&lt;br /&gt;
The standard superheavy weapon in  the Chain Weaponry, the Reaper Chainsword is the main weapon of most models of [[Imperial Knight]]. Unlike most Chainweapons you see here, it was originally designed as a Logging device for feudal colonists (You know, like modern chainsaws),  though only the height of three men, the Reaper&#039;s adamantine teeth are no less deadly and thus, also works incredibly well as a massive melee weapon. &lt;br /&gt;
&lt;br /&gt;
The Chainsword can be swung with all the power of the Knight&#039;s servo-motors, the Reaper is capable of cleaving through practically anything, from the thick ferrocrete walls of a defensive bunker and capable of carving open a Super-Heavy Tank with a single blow.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:ReaperChainswordZoomed.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Titan Chainfist===&lt;br /&gt;
[[File:Rtchainfist1.jpg|200px|right|thumb|Titan Chainfist]]&lt;br /&gt;
&lt;br /&gt;
The big daddy-o of the Chainfist family. The Titan Chainfist takes the form of a large chainsaw attachment like the Chainfist, but on a gigantic scale. Thanks to the available power from the Titan&#039;s massive plasma reactor, Titan-grade Chainfists are also equipped with a secondary Melta Array, to soften up the target while cutting through it. &lt;br /&gt;
&lt;br /&gt;
The Reaver Titan is the biggest user of these weapons.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, they are similiar to the Titan Power Fist, at Sx2 AP-5 10 D. However it can also cause -1 to hit. However, any to wound roll of 6 where a VEHICLE, MONSTER, or BUILDING is targeted deals 2D6 extra mortal wounds. Remember that void shields do not work against melee attacks, so against Titans and Titan-equivalents that lack melee weapons those Mortal Wounds can be a a big deal. &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Chaos Variants==&lt;br /&gt;
&lt;br /&gt;
Chaos use a overwhelmingly amount of chain weapons in contrast to power weapons. The majority of these users are [[Khorne|Khornate warbands]] and seeing how GW has a [[Waifu|unhealthy obsession with Khorne,]] you can see why. The majority of chain weapons of Chaos originally came from the Imperium, so it is unsurprising to see some old Imperial worlds to still incorporate these weapons in its armories. Its just that the force of Chaos has re-appropriated it for Chaos needs.&lt;br /&gt;
&lt;br /&gt;
===Tzaangor Chainsword===&lt;br /&gt;
[[File:Tzaangor_Blades.JPG|200px|right|thumb|Tzaangor Chainswords]]&lt;br /&gt;
Unique Chainswords made specifically for the Tzaangors of the Thousand Sons. &lt;br /&gt;
&lt;br /&gt;
These blades are warped by the sorcerous and psychic nature of their home planet of Sortiarius. With their savage nature, a Tzaangor would hack apart even power armor with sheer ferocious speed from their blades.&lt;br /&gt;
&lt;br /&gt;
On tabletop, Tzaangor Chainswords are basically your typical Chainswords, its just best to stick with your Tzaangor Blades as it is just that but with an additional AP-1. No need to switch for a largely inferior weapon.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Chainaxe===&lt;br /&gt;
[[image:Chainaxe.jpg|right|200px|thumb|Chainaxe]]&lt;br /&gt;
Imagine doomguy but a weapon. Yes, Warhammer has chainsaw axes, as insane it sounds. The custom weapon of [[Khorne|Khornate]] champions, the Chainaxe was a fairly common weapon among Imperial troops pre-[[Horus Heresy|heresy]]. It&#039;s basically a huge axe with a powerful chainsaw as a blade. Pre-heresy it was practically standard issue among the [[World Eaters]]. The sheer weight of the axe and the fact that most Khorne Chaos Marine champions are super strong and completely fucking nuts ensures these will tear through most infantry armor. &lt;br /&gt;
&lt;br /&gt;
It&#039;s wielded by non-Khornate Chaos Marines as well, due to the greater damage it inflicts, but mostly because of the showers of gore they call &amp;quot;wounds&amp;quot; - represented in 40k rules by being AP4, a straight upgrade from a regular chainsword and the woe of anyone not wearing power armour. Among Imperial forces, a chain-axe is most likely to be seen in the hands of a [[Space Wolves|Space Wolf]] or a [[Raven Guard]] - the former due to the fact that they just don&#039;t give a flying fuck that it might associate them with Chaos, and the latter due to the fact that they mostly have older equipment due to infrequent resupplies. They are also very common among [[Flesh Tearers]] because they basically [[Heresy|already are]] a Khornate cult.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:KhornateChainaxeZoomed.png&lt;br /&gt;
Image:ReaverAxe.jpg|Great Crusade era&lt;br /&gt;
Image:Chain_Axe.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chainscythe===&lt;br /&gt;
[[File:Manreaper_Chain-Power_Scythe_Hybrid.PNG|200px|right|thumb|Chainscythe]]&lt;br /&gt;
&lt;br /&gt;
A even more unconventional and unwieldy weapon than the Power Scythe.&lt;br /&gt;
&lt;br /&gt;
The Chainscythe is both a incredibly rare and extremely difficult to wield. It is telling that only one unit from oldschool [[Necromunda]] was seen carrying this thing around. &lt;br /&gt;
It is only seen wielded by the [[Spyrer]] Matriarchs, this variant of the chainglaive mounts the blade at a horizontal angle to the tip of the shaft.&lt;br /&gt;
&lt;br /&gt;
Seriously though, how the hell do you fight with this thing? Not only does it share the same stupid profile of all chainweapons (That is the metal piece mounted on the blades are interfering with its cutting power), but it also shares the same awkward handle of a scythe.  Try and hit someone with that thing, there is a reason why warscythes have their blades turned 90 degrees upwards like halberd to increase chances of it actually hitting anything.&lt;br /&gt;
&lt;br /&gt;
Certain [[Death Guard]] [[Deathshroud|Deathshrouds]] are known to use a special hybrid variant of a Power Scythe with chain teeth. Similar to the Chainfist, these specially modified Manreaper Scythes combine the disruptive nature of a power weapon with the raw and savage cutting power of a chain weapon. [[Mortarion|Ol&#039;Morty]]&#039;s own personal Manreaper &#039;&#039;&amp;quot;Silence&amp;quot;&#039;&#039; also incorporates chain teeth, but at a lesser extant. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:ChainscytheMatriarch.png|The only person insane enough to use this as a weapon&lt;br /&gt;
File:Chainscythe.PNG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chain Glaive===&lt;br /&gt;
[[image:Chain_Glaive.PNG|200px|right|thumb|Chain Glaive]]&lt;br /&gt;
&lt;br /&gt;
Also known as Chain Halberds, the Chainglaive is an evolution of the Chainaxe, giving it a longer blade and haft allowing for wide, sweeping strikes capable of rending power armour without much trouble. It&#039;s used extensively by Vanguard Marines and Chaos close-combat specialists. An ancient design by modern standards, it&#039;s by no means common, and sees use primarily with the traitor legions due to this (particularly with the [[Night Lords]], who had always favored its use).&lt;br /&gt;
&lt;br /&gt;
They are also used by Rough Riders as a secondary or even primary weapon due to the weapon&#039;s reach and strength. These weapons come in a startling variety based on the sundry Forge Worlds and eras in which they were manufactured, but all are extremely deadly. &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Chain Hammer===&lt;br /&gt;
[[File:Chain_Hammer.PNG|200px|right|thumb|Chain Hammer]]&lt;br /&gt;
&lt;br /&gt;
Another rare and obscure Chainweapon.&lt;br /&gt;
&lt;br /&gt;
Chainaxe not insane enough for you? [[Black Crusade]] introduces the chain Hammer, a massive, normally two-handed weapon shaped into either a maul outfitted with multiple rows of spinning metal teeth on the club-like head, or four chainaxe heads fused into a shape of a maul which can both rip apart flesh and smash bone into pulp with the brutal impact of this insane weapon.&lt;br /&gt;
&lt;br /&gt;
Chain hammers are known to be used by orks and the pit brutes of Kurse in the Screaming Vortex. Powered versions capable of splitting Power Armour were also wielded by the Accusators of the Black Judges.&lt;br /&gt;
&lt;br /&gt;
It is as ridiculous as it sounds.&lt;br /&gt;
&lt;br /&gt;
===Chaos Dreadnought Chainfist===&lt;br /&gt;
[[FIle:Chaos_DredChainfist.jpg|200px|right|thumb|Chaos Dreadnought Chainfist]]&lt;br /&gt;
&lt;br /&gt;
A Chainaxe upscaled to a Dreadnought for all your Khornate needs.&lt;br /&gt;
&lt;br /&gt;
The Chaos Dreadnought Chainfist is similar to the one found on Imperial Castraferrum Pattern Dreadnoughts such as the Ironclad Dreadnought. The Chaos variant is covered in dark, runic symbols of the Dark Tongue and macabre ornamentation. &lt;br /&gt;
&lt;br /&gt;
These weapons are favoured by Chaos Space Marines who follow the [[Chaos God]] [[Khorne]]. Khornate Berzerker Dreadnoughts usually are armed with two Dreadnought Chainfists, one on each of its weapon arms. The weapon is outfitted with a hull-mounted twin-linked Bolter, a Combi-Bolter, a Heavy Flamer, or in the case of captured or recently turned Dreadnoughts, a Storm Bolter. &lt;br /&gt;
&lt;br /&gt;
The Chaos version can be differentiated by its more pronounced cutting teeth.&lt;br /&gt;
&lt;br /&gt;
The Contemptor Dreadnought also has its own variant. The weapon looks as if a standard Asatartes Chainsword has been used to replace one of the Power Fist&#039;s fingers, unlike the Dreadnought Chain Fist used by the Castraferrum Pattern Dreadnought, which takes up the entire weapon arm. Like most Contemptor Dreadnought Close Combat Weapons the Contemptor Chainfist is also armed with a Combi-Bolter slotted within its palm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Chaos_Contempt_Chainfist.jpg|Contemptor variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chaos Dreadnought Pincer Claw===&lt;br /&gt;
[[File:Pincer_Claw_Dread.png|200px|right|thumb|Chaos Dreadnought Pincer Claw]]&lt;br /&gt;
&lt;br /&gt;
A very oldschool weapon that shows its age.&lt;br /&gt;
&lt;br /&gt;
The Chaos Dreadnought Pincer Claw is a variant of the Dreadnought Chainfist, and consists of a pincer-like double Chain Weapon. These weapons are known to be found on Chaos Dreadnoughts that are dedicated to the Chaos God [[Slaanesh]], such as Sonic Dreadnoughts. &lt;br /&gt;
&lt;br /&gt;
The shape of the weapon indicates a heavy influence from Slaaneshi Daemon Weapons. Seeing how pincer weapons are as pronounced in Slaanesh as Chainaxes are the staple of Khorne, this isn&#039;t that surprising.&lt;br /&gt;
&lt;br /&gt;
Thus, it could be assume that the Emperor&#039;s Children merely took inspiration to their new master and fashioned their Dreadnoughts with a weapon that makes them visually closer to the Daemons of Slaanesh. [[Grimdark|Of course, being a Dreadnought, they are incapable of feeling the emotions and pleasure whilst stuck perpetually inside a tank.]] [[Troll|So the Dreadnought ends up raging in despair...much to the amusement of Slaanesh he/her/itself.]]&lt;br /&gt;
&lt;br /&gt;
The Pincer Claw is designed to grab its prey and slowly mutilate its victims, however as an actual weapon for warfare, it is relatively poor. It is unable to effectively parry other like-minded weapons and its design makes it poor as both a cutting and bludgeoning weapon. &lt;br /&gt;
&lt;br /&gt;
No wonder why this thing has not seen the light of day. &lt;br /&gt;
&lt;br /&gt;
===Khornate Assault Claw===&lt;br /&gt;
[[File:Khornate_Assault_Claw.png|200px|right|thumb|Khornate Assault Claw]]&lt;br /&gt;
&lt;br /&gt;
In no way should it be confused with the [[Drop Pod#Kharybdis Assault Claw|Kharybdis Assault Claw.]]&lt;br /&gt;
&lt;br /&gt;
The Chaos Dreadnought Chainfist given a even more Khornate upgrade. &lt;br /&gt;
&lt;br /&gt;
The Khornate Assault Claw is a variant of the standard Contemptor Claw, and is used by Chaos Contemptor Pattern Dreadnoughts dedicated to the Chaos God of blood and war, Khorne. The Khornate Assault Claw replaces the standard Power Claw&#039;s fingers with miniature Chain Weapons, making it especially devastating against infantry. &lt;br /&gt;
&lt;br /&gt;
Like most Contemptor Dreadnought Close Combat Weapons the Contemptor Chain Fist is also armed with a Combi-Bolter slotted within its palm. The weapon could also be outfitted with a twin-linked Bolter during the Great Crusade and Horus Heresy-era, or in the case of recently captured or reequipped Dreadnoughts a Storm Bolter. &lt;br /&gt;
&lt;br /&gt;
The Khornate Assault Claw looks like a much more up-to-date and practical weapon than the Slaaneshi Dreadnought Pincer Claw.&lt;br /&gt;
&lt;br /&gt;
===Brass Scorpion Pincer Claw===&lt;br /&gt;
[[File:Pincer_Claws.JPG|200px|right|thumb|Brass Scorpion Pincer Claw]]&lt;br /&gt;
&lt;br /&gt;
The giant Pincer Claws found on the [[Brass Scorpion]].&lt;br /&gt;
&lt;br /&gt;
Each of these claws are fully capable of tearing armored vehicles into pieces and wiping out entire infantry squads in one fell sweep. The creature&#039;s claws are protected on their outer sides by large Warp-forged alloy shields. &lt;br /&gt;
&lt;br /&gt;
When the beast places its claws in front of itself, these shields are able to protect its entire body from harm. The Claws also feature three large in-built Chain Weapons, allowing them to cause even more damage during combat. There also exist variants of the Brass Scorpion outfitted with massive spinning blades instead of pincers.&lt;br /&gt;
&lt;br /&gt;
===Great Cleaver of Khorne===&lt;br /&gt;
[[File:Great_Cleaver_of_Khorne.JPG|200px|right|thumb|Great Cleaver of Khorne]]&lt;br /&gt;
&lt;br /&gt;
Axe of Khorne on acid or a Chain Axe that has overfed on growth hormones.&lt;br /&gt;
&lt;br /&gt;
A Great Cleaver of Khorne is a Daemon Weapon in the form of a massive Chainaxe that is wielded by the [[Lord of Skulls]] and [[Kytan]] Daemon Engine. Like the Lord of Skulls that wields it, the Great Cleaver of Khorne is festooned with the remains of its victims, their skulls forever trapped within. The weapon is large enough that the Lord of Skulls can make use of it as easily as if it was a normal-sized melee weapon, and is capable of tearing apart tanks as if they were human heads. The Great Cleaver is fully capable of cutting entire vehicles into pieces and taking out entire groups of infantry. It is a weapon forged from murder and rage -- and it delivers the very same to its victims. &lt;br /&gt;
&lt;br /&gt;
When activated, the Great Cleaver will erupt with eldritch power, the teeth rotating so fast as to become a blurred edge.&lt;br /&gt;
&lt;br /&gt;
This is [[RIP AND TEAR]] INCARNATE!&lt;br /&gt;
&lt;br /&gt;
==Eldar Variants==&lt;br /&gt;
&lt;br /&gt;
===Scorpion Chainsword===&lt;br /&gt;
[[image:Eldar_Scorpion_Chainsword.png|right|200px|thumb|Scorpion Chainsword]]&lt;br /&gt;
An Eldar variant of the Chainsword fielded by the Striking Scorpions. It&#039;s like the Imperial Chainsword but incorporates advanced equipment that increases the wielder&#039;s strength and incorporates a sleeker, less bulky design. &lt;br /&gt;
&lt;br /&gt;
There&#039;s been fluff that suggests they are actually a lot more advanced than Imperial chainswords, consisting of a heavily serrated 41st millennium mono-molecular blade which doesn&#039;t whirl around most of the time. Rather, upon hitting an opponent, and the blade gets stuck in their body/armor, THAT&#039;s when it goes all chainsaw, ripping armor and people apart and ensuring that the blade doesn&#039;t ever get stuck in someone; it&#039;ll either go through them or at least rip whatever it&#039;s stuck in enough to be pulled out, while also being a lot quieter since the motor&#039;s not constantly humming.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:ScorpionSwordZoomed.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chainsabre===&lt;br /&gt;
[[File:Dragon&#039;s_Tooth_Chainsaber.jpg|200px|right|thumb|Chainsabre, &#039;&#039;Dragon&#039;s Tooth&#039;&#039;]]&lt;br /&gt;
One of the Scorpion Exarch&#039;s unique variation of the Scorpion Chainsword. Chainsabres are unique weaponry used by Striking Scorpion Exarchs. These Chainswords are paired with ancient gauntlets which incorporate twin-linked [[Shuriken Catapult|Shuriken Pistols.]] Exarchs who use these weapons train to wield two of them at once, allowing them to level an unrelenting storm of attacks upon their opponent. &lt;br /&gt;
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On the tabletop 8th edition, the Chainsabres are two one-handed chain weapons that can [[Fist_of_the_North_Star|land a truly staggering amount of blows on a target]]. In melee they function the exact same as the Scorpion Chainsword, though these will grant another melee attack and have the Shuriken Pistol profile for your ranged attacks. Considered the most versatile of the bunch.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Striking_scorpions_exarchs_1_5.jpg|Chainsabre with Shuriken Pistol attatchment&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Biting Blade===&lt;br /&gt;
[[File:Biting_Blade.jpg|200px|right|thumb|Biting Blade]]&lt;br /&gt;
One of the Scorpion Exarch&#039;s unique variation of the Scorpion Chainsword. Essentially the Eldar copy of the Eviscerator. Biting Blades are large, two-handed, long-bladed Chainswords reminiscent of the massive Eviscerators used by zealots within the Imperium. However, where Imperial Eviscerators are heavy, noisy machines, Biting Blades are slender and quiet, but no less deadly for their relatively light weight.  The advanced monomolecular-edged teeth of the blade tear through flesh as though it were parchment and equally shred bone and armor, easily cleaving a man-size target in two.&lt;br /&gt;
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On the tabletop, the Biting Blade is a massive two-handed weapon whose effectiveness increases as a target is hit. Basically it is a two handed Chainsword that bumps up to S+2 (S5) AP-1 and 2 D compared to the run of the mill Scorpion Chainsword. The least expensive of the Exarch&#039;s selections, but it also costs him both his pistol and Scorpion Chainsword to use.&lt;br /&gt;
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==Ork Variants==&lt;br /&gt;
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===Chain Choppa===&lt;br /&gt;
[[image:Chainchoppa.jpg|200px|right|thumb|Chain Choppa]]&lt;br /&gt;
The Chain Choppa is the Ork version of the chainsword. The weapon is a handheld chainsaw (though it sometimes takes the form of a sword or axe) used for almost anything. Really, you name it. In a pinch it can stand in for anything ranging from a weapon to a household tool. &lt;br /&gt;
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Regular garden variety [[Ork_Boy|Ork Boyz]] rarely have these weapons, while richer Orks like the [[Warboss]] or a [[Nob]] might have it because it&#039;s killy and flash. Many are simply war trophies picked up from loyalist and traitor Space Marines.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:ChainChoppaZoomed.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Big Chain Choppa===&lt;br /&gt;
[[File:OrkChainAxe.jpg|200px|right|thumb|Big Chain Choppa]]&lt;br /&gt;
The Chain Hammer of the Ork Horde.&lt;br /&gt;
&lt;br /&gt;
Sometimes simply called the Ork Chainaxe. It is basically a Big Choppa with a motor system attached to it. Like the smaller Chain Choppa, certain Orks prefer this over the average Big Choppa due to the amount or carnage it can spew out.&lt;br /&gt;
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The sheer size and relative complexity in making one means that only the biggest, strongest and wealthiest Orks could purchase one, like Nobs, Meganobs, Warbosses and Warlords. Like most Ork weapons, there are no standardization for the Big Chain Choppa.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Crusha===&lt;br /&gt;
[[File:OrkCrusha.jpg|200px|right|thumb|Crusha]]&lt;br /&gt;
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&#039;&#039;[[Derp|Not to be confused with the similarly named]] [[Miscellaneous Klose Kombat Weapons#Krusha|Krusha]]&#039;&#039;&lt;br /&gt;
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The Ork&#039;s Dreadnought Chainfist.&lt;br /&gt;
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An oversized set of mechanical Chain Klaws which may or may not be the unholy lovechild of a Dread Klaw and a Chain Choppa. &lt;br /&gt;
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The Crushas are basically the little brother of the Klaw of Gork/Mork and are meant to rip apart armored opponents with its pneumatic strength and powered piercing pincers. Whether they are actually Power Weapons is not known. What is known is that they feature a built-in Chain Weapon on the Klaws which can enable the Deff Dread to both capture and rip apart enemies at the same time. &lt;br /&gt;
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Despite this, they are grouped all under the Killa Kan/Deff Dread Close Combat Weapons and thus, all share the same profile of a Dread Klaw/Kan Klaw (Depending on the walker using them). [[Derp|Which means that this non-Power Weapons share the same function as an &#039;&#039;actual&#039;&#039; Power Weapon.]] Although at the very least, the Crusha could at least be hand waved to function like the Chainfist.&lt;br /&gt;
&lt;br /&gt;
===Mega-Choppa===&lt;br /&gt;
[[File:Mega-Choppa.PNG|200px|right|thumb|Mega-Choppa]]&lt;br /&gt;
The Orks saw the Imperium&#039;s Titan-sized Chainfists and proceeded to one-up them in both [[/d/|length, size and &#039;&#039;girth&#039;&#039;.]]&lt;br /&gt;
&lt;br /&gt;
A giant ECKSBAWKSHUEG Chainsword that are mounted only on biggest Ork walkers - from Stompas to Gargants and to see one in action is to witness a truly apocalyptic scene. These Mega-Choppas are designed to grind and rip apart enemy Titans with several swoops.&lt;br /&gt;
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On tabletop, the Mega-Choppa is a Stompa&#039;s go-to carving weapon. It comes with 2 attack profiles. The first one is &#039;&#039;&#039;Smash&#039;&#039;&#039; which double&#039;s a Stompa&#039;s strength. Has a -5 AP. Causes 6 wounds per hit. Double S is inconsequential as there is nothing with T10. 6 wounds guaranteed are nice if you need exactly that, but more attacks are usually better. So you might want to use it for -5AP mostly. &lt;br /&gt;
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The second attack profile is &#039;&#039;&#039;Slash&#039;&#039;&#039; which is only user-Strength, with a somehow lower AP than a Power Klaw (-2 as opposed to a klaw&#039;s -3), does D3 wounds per hit instead of the Smash&#039;s 6, BUT it lets you make 3 hit rolls for each Attack.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Notable Chainweapons ==&lt;br /&gt;
&lt;br /&gt;
[[File:Torchlight chainswords by LaithArkham.jpg|left|thumb|300px|The mêlée weaponry of the 41st millennium offer a variety of implements for violently lacerating the opposition]]&lt;br /&gt;
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&#039;&#039;&#039;Storm&#039;s Teeth&#039;&#039;&#039; - Take [[Berserk|Gut&#039;s]] DragonSlayer, turn it into a Chainsword, and then make it Bigger so only a [[Primarch]] can use it. Thats Storm&#039;s Teeth. Used by [[Rogal Dorn]] himself, it was said to be Dorn&#039;s favored weapon and is what he used against &amp;lt;s&amp;gt;[[Alpharius]]&amp;lt;/s&amp;gt; some random Legionary. He also broke it when he found the Emperor barely alive after his duel with Horus, but that&#039;s fine since its remains would be used to create the sword used by the Black Templars High Marshal.&lt;br /&gt;
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&#039;&#039;&#039;Frostfang&#039;&#039;&#039; - An ancient chainsword used by [[Ragnar Blackmane]]. The techniques used to make it were kept a secret by Fergus Forgrim to his deathbed so no one knows how it was made, because it&#039;s not like that could have been important or helpful later, right?&lt;br /&gt;
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&#039;&#039;&#039;Gorefather and Gorechild&#039;&#039;&#039; - &amp;lt;s&amp;gt;THE BEST WEAPONS IN THE WHOLE OF 40K&amp;lt;/s&amp;gt; {{BLAM}} {{BLAM}} {{BLAM|&#039;&#039;DOUBLE HERESY!&#039;&#039;}}Two chainaxes used by [[Angron]] during the [[Great Crusade]] and [[Horus Heresy]]. The teeth of these weapons came from a [[Awesome|MOTHERFUCKING MICA-DRAGON]], and are lubricated by [[Khorne|BLOOD]] (these weapons are so metal, they bring envy to the [[Iron Hands]] and [[Iron Warriors]]). Gorechild is currently being used by that [[Kharn|Swell guy]], and Gorefather &amp;lt;s&amp;gt;is nowhere to be seen, but it might show up again&amp;lt;/s&amp;gt; was sadly destroyed on Armatura during the Great Crusade.&lt;br /&gt;
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&#039;&#039;&#039;Teeth of Terra&#039;&#039;&#039; -  Origin unknown, and with a tendency to show up in possession of many different chapters and disappear just as quickly, the Teeth of Terra is an ancient chainsword with obsidian teeth. It strikes hard and deep and allows the bearer to swing in huge, sweeping arcs.&lt;br /&gt;
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&#039;&#039;&#039;Blood Reaver&#039;&#039;&#039; - An Eviscerator wielded by [[Gabriel Seth]]. Because nothing says [[rip and tear]] like a fuckheug chainsword, and the Flesh Tearers are masters of that particular craft.  &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
DornStorm&#039;sTeeth.png|&amp;lt;center&amp;gt;&#039;&#039;Storm&#039;s Teeth&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
BlackmaneFrostfang.png|&amp;lt;center&amp;gt;&#039;&#039;Frostfang&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
AngronGoreFatherChild.png|&amp;lt;center&amp;gt;&#039;&#039;Gorefather &amp;amp; Gorechild&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
GoreChild.jpg|&amp;lt;center&amp;gt;&#039;&#039;Gorechild&#039;&#039; (Present)&amp;lt;/center&amp;gt;&lt;br /&gt;
GabrielSethBloodReaver.png|&amp;lt;center&amp;gt;&#039;&#039;Blood Reaver&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Video Links==&lt;br /&gt;
[https://www.youtube.com/watch?v=5gj8pAN7Y7E DIY Chainsword, Blood Angel variant]&lt;br /&gt;
&lt;br /&gt;
{{Template:40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;br /&gt;
{{40k-Eldar-Weapons}}&lt;br /&gt;
{{40k-Ork-Weapons}}&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Imperial]][[Category:Chaos]][[Category:Eldar]][[Category:Orks]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C80:28EF:69F9:87AF:6812:A9FC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Lasgun&amp;diff=300597</id>
		<title>Lasgun</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Lasgun&amp;diff=300597"/>
		<updated>2019-09-16T05:02:24Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C80:28EF:69F9:87AF:6812:A9FC: /* Imperial Boltguns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Guardsman.jpg|thumb|right|This is painfully accurate.]]&lt;br /&gt;
[[image:KHARN LOEV FLASHLIGHT.jpg|thumb|right|[[Kharn]] also love &amp;lt;strike&amp;gt;Flashlight&amp;lt;/strike&amp;gt;LASGUN!!]]&lt;br /&gt;
[[image:1271099410879.jpg|thumb|right|The closest thing to choice an Imperial guardsmen will have - what sort of lasgun he&#039;ll get (not an actual choice, generally speaking).]]&lt;br /&gt;
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{{Topquote|IT&#039;S NOT A LASER! IT&#039;S A LITTLE LIGHT BULB THAT BLINKS!|Woody, Toy Story}}&lt;br /&gt;
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{{Topquote|What do you call a Lasgun with a taclight mounted under the barrel?  Twin-linked.|Any 40k player evar (Hilariously, GW has caught onto this.  Less hilariously, on Regimental Standard they&#039;ve got an in-universe nod where any Guardsman who makes this joke is sentenced to flogging)}}&lt;br /&gt;
&lt;br /&gt;
The humble (and we mean humble) &#039;&#039;&#039;Lasgun&#039;&#039;&#039; is the standard-issue armament of the average [[Imperial Guard]]sman in the [[Warhammer 40,000]] setting. Given the incalculable number of Guardsmen under arms and the sheer scale of the [[Imperium]] itself, it is safe to say that the lasgun is probably the most common weapon in the entire galaxy that isn&#039;t some underhive piece of junk like stub guns, knives or other miscellaneous weapon. (Or something [[Shootas&#039;an Dakkas|slapped together by an ork]], but that&#039;s another topic in and of itself.) On the tabletop it shares the same rules with [[autogun]]s. &lt;br /&gt;
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The name is rather obviously a portmanteau of &amp;quot;laser&amp;quot; and &amp;quot;gun&amp;quot;, but argument [[rage]]s [[skub|over how the word is meant to be pronounced]]. Many claim that the &amp;quot;las&amp;quot; should be pronounced &amp;quot;layz&amp;quot; (or in other words say that it&#039;s pronounced with a long &amp;quot;a&amp;quot;, as the first part of &amp;quot;laser&amp;quot;), but others contend that this sounds retarded, and &amp;quot;lazz-gun&amp;quot; (or a short &amp;quot;a&amp;quot; sound, as in &amp;quot;glass&amp;quot;) is a better pronunciation. According to [[Games Workshop]], its name is pronounced &amp;quot;Laze-gun&amp;quot;; however, Jeremy Vetock and Duncan Rhodes both say &amp;quot;Lazzguns,&amp;quot; so it really is a toss up. (And unimportant).&lt;br /&gt;
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It is almost universally described in the [[fluff]] as discharging with a sharp crack (caused by the beam ionizing the air it travels through), but some authors describe the lasround as either a &amp;quot;bolt&amp;quot; as in Star Wars or as a &amp;quot;beam&amp;quot; as in Dawn of War. Other features of the weapon have greater variation - some [[Black Library]] works and items such as the [[Imperial Infantryman&#039;s Uplifting Primer]] describe the weapon as possessing a fully automatic firing setting; this feature is represented by Rapid Fire rule on the tabletop, but not represented in Dark Heresy, which can be explained away by virtue of the fact that there are many different patterns of Lasgun produced throughout the Imperium. &lt;br /&gt;
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There is also some dispute as to the color of the &amp;quot;beam&amp;quot;. Some fluff claims it to be blue, while games like Dawn of War portray it as red or something of a reddish-yellow. The popular &#039;&#039;Gaunt&#039;s Ghosts&#039;&#039; series of novels by [[Dan Abnett]] say that the Imperial weapons fire blue &amp;quot;beams&amp;quot;, while the Chaos weapons fire red ones. In order to fix this [[Skub|mess]], we have proposed a Scientific fact on the issue... &lt;br /&gt;
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*The Fact: the energy of each individual photon is determined by its frequency (i.e. colour); power output is energy per second, meaning the same power output is achievable with either more photons per second at a lower frequency (bright red) or fewer photons per second at a higher frequency (dim blue).  In either case, the colour is also dependent on the gas it is traveling through, as the amount of energy transferred to the surrounding medium via [[https://en.wikipedia.org/wiki/Compton_scattering]] depends on the mass of each gas particle, while the brightness depends on the amount of gas particles, so the laser would look different on different planets.  Regardless, a fired lasround would never look like a glowing projectile &amp;quot;bolt&amp;quot; to any camera (such as a human eye) operating at a frame rate lower than approximately a billion frames per second, so those depictions can safely be assumed to be [[heresy|heresy]]. It would look like an actual pulsed laser, i.e. a &amp;quot;beam&amp;quot; that visibly spans the distance from the weapon&#039;s muzzle to the impact point, for the duration of the pulse. The popular visual idea from [[Star Wars|other popular sci-fi weapons]] that fire glowing projectile bolts are not lasers at all, instead being described as magnetically-contained plasma bolts.&lt;br /&gt;
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== Why the Lasgun sucks ==&lt;br /&gt;
&#039;&#039;See Also: [[Lasgun Patterns]]&#039;&#039;&lt;br /&gt;
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The lasgun is [[Derp|rather pathetic]] [[Grimdark|compared to the mainline arms and armour of most of the other armies of the setting]], useful only by virtue of the fact that Guardsmen come in ridiculous numbers (except in comparison to Tyranids, Chaos Cultists/Zombies, or Orks) and the application of statistical probability. The weapons are often derisively referred to as &amp;quot;flashlights,&amp;quot; based on their individual uselessness, although this is arguably more of an example of how ridiculously tough everything else is in the setting.&lt;br /&gt;
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The 6th Edition rulebook describes the lasgun as severing limbs at close range but further away it only goes about as deep as the liver, explosively flash-boiling said liver and all other squishy bits in the laser&#039;s path. That sounds awesome, until you remember that nearly every enemy of the Imperium has [[Chaos Space Marines|heat and energy-dissipating armor]], [[Orks|redundant biology]], or [[Tau|simply outrange them]]. Pretty much the only enemy an individual lasgun can reliably kill are other humans. They are on the same level of effectiveness as autoguns (which are basically AK-47s IN SPACE), except lasguns are even more durable, reliable, accurate (due to low to no recoil and the fact that the beam is not affected by gravity or wind, though shooting through a dust cloud or fog on the other hand is more problematic, so a B over all for atmospheric effects) and less dependent on massive ammo supplies; a single power-pack can, depending on the gun&#039;s setting, afford up to 100 to 140 shots on average, while an autogun magazine is usually 20-60 bullets (which, fun fact, is generally what typical lasguns set to max power usually can fire.) Plus you can recharge their batteries from Chimera generators, sunlight or even fire, while an autogun is useless once out of ammo for anything other than a fancy club or if you have the good fortune to have a bayonet, a vaguely sharp stick. Not that said bayonet on either weapon will help against orks or &#039;nids. And given the general competence of Munitorum depots, you&#039;d probably end up with ration packs instead of ammunition, though this of course applies to lasgun power-packs, as well. &lt;br /&gt;
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Combine this with most lasguns seeming to come pre-set to &amp;quot;medium power&amp;quot; (granting between 40 and 80 shots a pack with usually enough penetration power to reliably punch right through Imperial Guard&#039;s flak armour (or xenos-made equivalents of such) and Imperial Infantrymen Primer actually bothering to include specific instructions on how to adjust power as part of basic training and you end up with an energy-based assault rifle, that is actually good for taking down lightly-armoured infantry with resilience to ballistic damage roughly equal that of a normal human (as it is in case with eldars or tau), but that&#039;s exactly what it was designed for - nothing less, but also nothing more. Unluckly for typical guardsmen, however, there are warrior-creatures of the 41st millennium that are either equipped with [[Power_Armour|armour, capable of deflecting even heavy stubber or bolter shells impacts]], or [[Orks|biology so robust, that it is able to take a hit from heavy stubber&#039;s bullet in the chest and continue fighting on]], or, in especially bad cases, [[Chaos_Space_Marines|warrior-creatures that have both of the aforementioned traits]]...&lt;br /&gt;
&lt;br /&gt;
== Why the Lasgun is still being used ==&lt;br /&gt;
The lasgun is derisively known as a &amp;quot;flashlight&amp;quot; by most players, including Guard players themselves.  However, within the context of the 40k setting the lasgun is reliable, durable, extremely common, and reasonably accurate.  It should be noted that the lasgun is described as being able to destroy a slab of cement, which would at least put it on equal or better footing compared to what modern small-arms can achieve.  From a production standpoint the lasgun (and its power pack) requires a somewhat more advanced industrial base to construct than the autogun.  In return you get a compact infantry weapon that can fire over a hundred shots on a single power pack and has virtually no moving parts.&lt;br /&gt;
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Getting shot by a laser, even if you are protected, would at least flash a decent portion of the surface of what is hit into plasma.  Explosively.  So, most human-sized targets too tough to be penetrated by a lasgun would at least be stunned/stopped for a moment (in theory).  Therefore, the lasgun actually has pretty good utility given the enemies the Imperium faces.  Furthermore, lasers damage just about anything to some degree when powerful enough.  Which means a lasgun can theoretically kill anything in the universe...eventually. Just like the [[Commissar]] told you!&lt;br /&gt;
 &lt;br /&gt;
The lasgun has very low recoil, especially in comparison to a [[bolter]] or even an [[autogun]]. More like a jolt than a kick, probably due to sudden change in air pressure. The powerpack that the weapon uses can fire about eighty to a hundred/hundred-twenty shots before running empty and can be easily recharged through any standard Imperial power supply, direct sunlight, and even heat. A relatively common practice of Imperial Guard units cut off from supplies is to place their lasgun power packs in open fires, although this does lower the pack&#039;s lifespan considerably and is [[heresy|frowned upon by Mechanicus]] and considered an absolute last resort by anyone else - but hey, the possibility of one&#039;s powerpack becoming useless is better than a guarantee of charging enemy with a bayonet. &lt;br /&gt;
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The weapons are rather more useful in [[Dark Heresy]] than they are in the tabletop wargame, as their reliability, availability and plentiful ammunition become real considerations and they are rather more useful against the human foes that an agent of the Inquisition is likely to face. &lt;br /&gt;
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Lasgun power packs also greatly simplify logistics for Guard units in the field.  In fact, even if Autoguns were better in all ways than a lasgun, the Administratum would still use the lasgun due to its power pack.  This is because power packs can be recharged in the middle of a campaign by the troopers using them, which is especially important if you can&#039;t get any new supplies for whatever reason.  In other words, even if an Imperial Guard unit was completely isolated they would still be able to recharge the power packs they have, given time, and  thus they would still be able to fight.  This simplification of logistics is crucial for the Imperial Guard, which has trillions of soldiers spread all over the galaxy, many of whom are months if not years travel away from the nearest Forge World.&lt;br /&gt;
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One last thing about Lasguns is that they &#039;&#039;can&#039;&#039; be used as last-ditch grenades by basically making the entire power pack empty into the gun without ever actually firing it. It turns the Lasgun into an explosive comparable in power to a krak grenade. It can even scratch the front plate of a Chaos Dreadnought who thought he was going to make some Guardsmen go squish, and instead gets a lasgun-bomb surprise to the face. (It should be noted that this happened to a dreadnought whose front armor was already cracked from being hit by anti-armor weapons, so no way your overloading lasgun is going to help against an undamaged one)&lt;br /&gt;
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Five counter-arguments to the lasgun-power-pack-grenade come readily to mind, discounting most guardsmen not being aware of this particular tactic. &lt;br /&gt;
* Firstly, the power pack&#039;s detonation timing is highly unpredictable, and as we all know, &amp;lt;del&amp;gt;anything that endangers an imperial infantryman will absolutely not be considered&amp;lt;/del&amp;gt; only the most fanatical, stupid, or just plain reckless Guardsmen would be willing to use it regularly. &lt;br /&gt;
* Secondly, while a lasgun is pretty inexpensive in comparison to, say, a bolter, its power-packs are &#039;&#039;not&#039;&#039; as cheap to produce (they make up for it by being so easily recharged.) And only veteran soldiers tend to carry more than a small handful of packs; packs which said veterans probably looted off other guardsmen who didn&#039;t get to be veterans. &lt;br /&gt;
* Thirdly, the blast yield from a power pack is never described as being particularly strong. In the aforementioned example the soldier managed to open a dreadnought&#039;s faceplate just enough for the [[grimdark|local flora to kill it]], which sounds commensurate to a glancing hit, estimating the explosion closer to that of a krak grenade (S6) or maybe a little stronger. While still powerful when compared to regular old frag grenades, this is nothing like the famous melta bomb.  Because surely the faceplate of a &#039;&#039;dreadnought&#039;&#039; is fragile.  Like the viewports of a Baneblade (which tanked a krak missile in a novel).  Easily killed Space Marine heroes are all the rage in the Imperium.&lt;br /&gt;
* A weapon, no matter how shitty, is still a soldier&#039;s baby. A soldier without his main weapon is generally a dead man, commissar or no, and the only time you would be forced to use your own, custom, probably personalized rifle if you live long enough to know this tactic, is in case of true emergency or imminent death. The same case that the first case of this ever being recorded happened.  Which means only use this tactic when fighting any playable faction.  Especially Necrons since it isn&#039;t like your lasgun will matter then anyway.&lt;br /&gt;
* Finally, in the instance where a Guardsman survives using his weapon and its magazine in such a reckless manner, he must then face the wrath of his superiors (If he survives the incident); the sheer number of Munitorum violations involved in using a lasgun and its ammo as a makeshift bomb are staggering (and while most alone would probably result in perfectly survivable corporal punishment, such as say being repeatedly rifle-stocked in the balls four dozen times while hanging upside down, all added up it&#039;s more pragmatic to just make the punishment execution to save some time.) Unless he manages to secure a new weapon beforehand of course.  Well, not having a weapon is punished by execution (in case your lack of a gun is due to throwing it away to flee or something).&lt;br /&gt;
&lt;br /&gt;
In all seriousness, a lasgun is a deadly weapon when in the hands of someone competent. As being an effective combat weapon goes, anything not too heavily armored, like Traitor Cultists, Eldar Guardians, Ork Boyz, Tyranid Gaunts, and other Imperial Guard style forces are bound to be ridden with Laser holes quickly and efficiently. The Vostroyan Firstborn, for example, are renown for their precision with their lasguns and rewarded with high kill counts against everything from Orks to traitors.  Elysian Drop Troopers are similarly known for exceptional marksmanship bred via necessity wherein they maximize lethality with minimal shots. It is only against heavily armored foes that a Lasgun falters. [[Power armour]] is able to shrug off lasbolts like there&#039;s no tomorrow when they hit its reinforced ceramite layers. The wearer is not invulnerable, though: helmet lenses, articulations and joints are still vulnerable to a well-placed lasbolt and a point- or near-point-blank shot at maximum power from a lasgun can penetrate certain areas of a Space Marine&#039;s helmet (or armor in general) and turn his brains into impromptu house paint. Pray to the Emperor and get really lucky, you will take down even a Chaos Space Marine (or equivalent) with your humble lasgun. ([[What|though Space Marines are also known to die after being poked (stabbed) by enough pointy (sharp hard) sticks on occasion after all or being stomped on by enough human beings at once, plot willing.]]) And given the Imperial Guard&#039;s numbers they will &#039;&#039;always&#039;&#039; get some lucky shots, through sheer volume of fire.  The closer you are to your target, the more penetration you get.  Tough targets in 40K like to get up close and personal and by that point lasguns can go right through them to blast their squishy innards.  Machines also get fucked over by lasers because it&#039;s electromagnetic (photons, duh).&lt;br /&gt;
&lt;br /&gt;
In the end, a quote from [[Black Crusade (RPG)]] sums up the lasgun perfectly: &#039;&#039;&amp;quot;The Legionnaire that scoffs at a lasgun has not charged across an open field against a hundred of them.&amp;quot;&#039;&#039;&lt;br /&gt;
Of course, in Black Crusade a Legionnaire in power armor is almost impossible wound with a lasgun unless they score a Righteous Fury/Zealous Hatred (&amp;quot;critical hit&amp;quot;), which even then only causes minimal harm. But for representing Imperial Guard squads/platoons as enemies for Traitor Astartes player characters in Black Crusade, that is what the Horde rules are for, which allows representation of dozens of lasguns combining concentrated fire.. and becoming a very, very serious threat even for a Traitor Legionnaire.&lt;br /&gt;
&lt;br /&gt;
And remember, hit the marine in the eye, and they drop like a fly.&lt;br /&gt;
&lt;br /&gt;
==Uses for the Lasgun==&lt;br /&gt;
[[Image:Laysgun2_1974.PNG|300px|right|thumb|Also, a rare pict-capture of the ancient Laysgun.]]&lt;br /&gt;
*Warming soup&lt;br /&gt;
*Cigarette lighter&lt;br /&gt;
*Changing TV channels&lt;br /&gt;
*Selling to buy a new weapon&lt;br /&gt;
*Pissing off [[Thunderhawk]] pilots&lt;br /&gt;
*Shining in enemies&#039; eyes&lt;br /&gt;
*Throwing at people (may cause more damage than shooting it at them)&lt;br /&gt;
*Burning ants&lt;br /&gt;
*Paperweight&lt;br /&gt;
*Laser sight for a boltgun&lt;br /&gt;
*Aide during PotentiaPunctum presentations&lt;br /&gt;
*Light shows&lt;br /&gt;
*Laser tag for kids (who are probably more dangerous than the gun itself)&lt;br /&gt;
*Magic shows for kids&lt;br /&gt;
*Lighting candles on birthday cakes&lt;br /&gt;
*A Laser pointer&lt;br /&gt;
*Entertainment for your space-kitties&lt;br /&gt;
*Shooting bottles&lt;br /&gt;
*Hitting your officer&#039;s pipe (Warning, will result in [[Blam|BLAMing]])&lt;br /&gt;
*Flashlight&lt;br /&gt;
*Substitute baseball bat&lt;br /&gt;
*Salvaged for actual useful stuff&lt;br /&gt;
*Horsie rides&lt;br /&gt;
*Chair&lt;br /&gt;
*Creating a makeshift rave&lt;br /&gt;
&lt;br /&gt;
== Other laser weapons ==&lt;br /&gt;
The lasgun also comes in carbine, pistol, bullpup, sniper (&amp;quot;long-las&amp;quot;), and light machine gun (the heavy lasgun, which so far seems to only exist in Black Library) - (Heavy laser is just a crew-fired multi laser) varieties, and the Imperium fields many other weapons based on the same technology, such as the [[hellgun]] (a powerful lasgun powered by a backpack power pack), the mighty [[lascannon]] (mighty being relative... SPESS MEHREENS can equip it), the even bigger [[Apocalypse|volcano cannon and turbo-laser]], the even bigger Defense Laser, and the bigger &#039;&#039;still&#039;&#039; laser weapons mounted on [[Battlefleet Gothic|starships.]] Must be a different type, though, because a broadside from a Retribution class battleship can devastate half a continent depending on the [[Skub|calcs]]. A single barrage from an Imperator class Titan can devastate an &#039;&#039;entire&#039;&#039; city with weapons as strong as modern day nukes. Keep in mind how large an Imperial city is.  So, far stronger than modern nukes.&lt;br /&gt;
&lt;br /&gt;
Oh, and [[C.S. Goto|multilasers]].&lt;br /&gt;
&lt;br /&gt;
=== Laspistol ===&lt;br /&gt;
&#039;&#039;See main page, [[Laspistol]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Lasgun ===&lt;br /&gt;
[[Image:lasgun.jpg|thumb|right|200px|Standard Cadian pattern Lasgun]]&lt;br /&gt;
&lt;br /&gt;
You know&#039;em, you love&#039;em. There really isn&#039;t a point in repeating what has already been said since you are on a page talking about this wonderful piece of Imperial equipment other &amp;lt;s&amp;gt;then&amp;lt;/s&amp;gt; than putting it in the Lasgun family. Of course there are certain modifications that may breach the line on what &#039;&#039;may&#039;&#039; count as a Lasgun. But overall, it is cheap, effective and put a lovely little dent to most light infantry contrary to popular belief. &lt;br /&gt;
&lt;br /&gt;
Just don&#039;t try and attempt go all [[Leeroy Jenkins]] on this thing. The Lasgun is a light assault weapon, not a Titan-busting Volcano Cannon.&lt;br /&gt;
&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-7-8|name=Lasgun|r7=24&amp;quot;|type7=Rapid Fire|s7=3|ap7=-|r8=24&amp;quot;|type8=Rapid Fire 1|s8=3|ap8=0}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:CadianLasgun.png|&amp;lt;center&amp;gt;Cadian&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hotshot Laspistol===&lt;br /&gt;
[[File:Hotshot_Laspistol.jpg|200px|right|thumb|Hotshot Laspistol]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See main page, [[Hellgun#Hellpistol|Hellpistol]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Hotshot Lasgun&#039;s little brother, also known as [[Hellgun#Hellpistol|Hellpistol]] (although there do remain some canon conflict about these two weapons designation). Hotshot Laspistols are typically hand-crafted, rather than mass-produced in factories, and many of them are hundreds of years old and have acquired histories over the course of centuries of use in combat. Unless otherwise specified, a Hotshot Laspistol remains the property of the Departmento Munitorum, though an individual can be awarded one for heroic deeds. A Hotshot Laspistol fires a higher-intensity shot than a laspistol, therefore, despite its higher penetration it will cauterize the wound it causes and prevents too much blood from being shed. For this reason, Hotshot Laspistol are preferred for use as execution weapons for officers and commissars, as a shot to the condemned soldier&#039;s head will prevent any blood from staining their uniform.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TempestusPistol.png|&amp;lt;center&amp;gt;Tempestus Scion&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hotshot Lasgun===&lt;br /&gt;
[[File:Hotshot_Lasgun.png|200px|right|thumb|Hotshot Lasgun]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See main page, [[Hellgun]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A variant of the Lasgun, also known by the far cooler name &amp;quot;[[Hellgun]]&amp;quot; (although there do remain some canon conflict about these two weapons designations since they have different art, different models, and are used by different units in both the lore and in the models...so yeah, probably totally different things), the Hotshot Lasgun and Hotshot Laspistol are weapons used primarily by the [[Stormtrooper]]s (and presumably other arms of the Imperial war machine).  In some canon sources, these are juiced-up versions of the Lasgun charge pack inside a normal Lasgun, or in &#039;&#039;other&#039;&#039; canon sources, the entire weapon has a beefier build with better conduits and optics to survive the prolonged increased strain of a higher power throughput.  They are designed to be used by elite troops or officers, who are generally better shots.  Instead of the Hellgun&#039;s design approach of using lots of batteries and a heavy-duty build to attain higher cyclic fire rates, Hotshots use a super-concentrated laser blast to achieve the same kind of armor-penetrating power.&lt;br /&gt;
&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-7-8|name=Hotshot Lasgun|r7=18&amp;quot;|type7=Rapid Fire|s7=3|ap7=3|r8=18&amp;quot;|type8=Rapid Fire 1|s8=3|ap8=-2}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TempestusLasgun.png|&amp;lt;center&amp;gt;Tempestus Scion&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hotshot Volley Gun ===&lt;br /&gt;
[[File:Volley_Gun.png|200px|right|thumb|Hotshot Volley Gun]]&lt;br /&gt;
&lt;br /&gt;
Another variation of the Hotshot category of Lasguns. These weapons are borne into battle by [[Stormtrooper|Tempestus Scions]] to deal with armored enemy infantry. The Hot-Shot Volley Gun is a larger version of the Hot-Shot Lasgun that &amp;quot;incorporates penitent-class heat sink arrays&amp;quot; which means that they &amp;quot;can maintain a punishing rate of high powered fire&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Think of them as a fully automatic LMG version of the regular old Hotshot Lasgun. As you can imagine, the sheer amount of [[Dakka]] means that they are more likely to be situated within the heavy weapons category then the normal Hotshot Lasguns. They are known to fire with a distinctive spitting howl. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TempestusVolley.png|&amp;lt;center&amp;gt;Tempestus Scion&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Mining Laser ===&lt;br /&gt;
[[File:Mining_Laser.jpg|200px|right|thumb|Mining Laser]]&lt;br /&gt;
&lt;br /&gt;
Mining Laser is not formally a weapon, but a tool for breaching tunnels in the mining process. In some cases though the Mining Laser can be used as a weapon, often by [[Genestealer|Genestealer Cults]]. For example, Dvarlock pattern Mining Laser, founded and identified by Tempestor Gulack of the Kappic Eagles have been modified so it can blast the hole through a meters-thick bulkhead with a single pull of a trigger. It also features three hand-grips. indicating its use in combination with a tertia pattern servo-arm (or the extra arms of a Genestealer Hybrid).&lt;br /&gt;
&lt;br /&gt;
There is also the Heavy Mining Laser which is a heavier variant of the standard version, used on [[Goliath Truck|Goliath Rockgrinders]] (More can be read below). Although to be honest, it is only &#039;heavy&#039; because it is on a turreted mount, other than that there is very little difference between the Heavy Mining Laser and the regular old Mining Laser.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:HybridLaser.png|&amp;lt;center&amp;gt;Neophyte Hybrid&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Long-Las ===&lt;br /&gt;
[[File:Long-Las.jpg|200px|right|thumb|Long-Las]]&lt;br /&gt;
&lt;br /&gt;
In the good old days the Imperial sniper rifle was the poorly named [[Needler|&#039;needle rifle&#039;]] which was in fact a kind of laser weapon. Well, partly. It had two parts to each shot. It fired a narrow beam laser to burn through armor, and then it fired a &#039;needle&#039; bullet; a spike of some kind of metal filled with horribly poisonous toxins. With the armor removed first, the spiky bit all but ensured a kill if you hit, spurting deadly death juice into your unfortunate body. Sadly they weren&#039;t especially well conceived weapons (hitting the same spot with two different weapons, one that responds to wind and gravity, and the other that doesn&#039;t is something of a challenge) so they&#039;ve pretty much been written out of the setting these days as being too expensive for regular use. Now the term &amp;quot;sniper rifle&amp;quot; is used fairly loosely in the Imperium; many sniper rifles are simply over-powered lasguns called long-las rifles, while many others (such as those used by [[Space Marine]] [[Scout]]s) are high-velocity slug-throwers which have more in common with [[autogun]]s than they do with energy weapons. Then there are other more exotic variants firing poisoned darts or even stranger payloads, such as the aforementioned needle rifle (which Ratlings still prefer) or the Exitus Rifle that fires straightup death. All of these variants have pretty much the same effect on the target, unless you play older editions or use special characters who have rules that say otherwise. Or play [[Dark Heresy]].&lt;br /&gt;
&lt;br /&gt;
However, since you are on the Long-Las category, we might as well talk about it. The Long-Las is a sniper variation of the Lasgun with a much longer barrel for increased range and accuracy, and also to prevent overheating. However the barrel makes a Long-Las up to twice as long as a standard Lasgun and thus difficult to use in close quarters.&lt;br /&gt;
&lt;br /&gt;
Within the Imperial Guard the Long-Las, formerly known as the Sniper Variant Lasgun, is issued only to those Guardsmen with the necessary marksmanship skills and knowledge in stealth and scouting operations. It uses the XC 52/3 strengthened barrel, longer and thinner than normal models, and lacks a charge setting slider, instead using hotshot power packs. It&#039;s also much quieter than other lasguns and features a flash suppressor to dampen the revealing flashes of its shots. However the increased wear on the barrel from using the overpowered energy packs means more frequent barrel changes than is usually required for normal lasguns.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:CadianLongLas.png|&amp;lt;center&amp;gt;Cadian&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Lascarbine ===&lt;br /&gt;
[[File:Lascarbine.jpg|200px|right|thumb|Lascarbine]]&lt;br /&gt;
&lt;br /&gt;
During the [[Great Crusade]] the Lascarbine was the great grandfather of the Lasgun. Basically the same weapon as the Lasgun in a smaller package. They were standard issue among the Imperial Army and Solar Auxilla.&lt;br /&gt;
&lt;br /&gt;
In modern WH40k, a Lascarbine is designed for use by special operations units and is usually employed by Drop Troopers or scout units of the Imperial Guard such as the &lt;br /&gt;
[[Elysian Drop Troops]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:CatachanLascarbine.png|&amp;lt;center&amp;gt;Catachan&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Auxilia Lasrifle ===&lt;br /&gt;
[[File:Auxillia_Lasrifle.PNG|200px|right|thumb|Auxilia Lasrifle]]&lt;br /&gt;
&lt;br /&gt;
The Auxilia lasrifles were the primary weapon of the [[Solar Auxilia]] during the Great Crusade and Horus heresy eras. And as befitting weapons from a time when Imperial Technology had not yet sunk into the abyss, they have better range compared to their inferior knockoffs. These weapons have the option of taking Blast-chargers, which turns the lasrifle into a miniature lascannon, though on the roll of 1 the charger melts in its operator&#039;s hands, preventing the player from using them for the remainder of the game (the gun can still fire after 1 turn of cooling off). They also [[awesome|come standard]] with Collimators, which switch out Rapid Fire for Heavy 2, making any opponent think twice about about charging a squad of [[Solar Auxilia]]. As if a Super Heavy tank as a Dedicated Transport wasn&#039;t enough reason to stay out of range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:SolarAuxiliaLasrifleProfile.png|&amp;lt;center&amp;gt;Solar Auxilia&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Blast Pistol ===&lt;br /&gt;
[[File:Auxillia_Blast_Pistol.PNG|200px|right|thumb|Blast Pistol]]&lt;br /&gt;
&#039;&#039;Not to be confused with the [[Phosphor Weaponry#Phosphor Blast Pistol|Phosphor Blast Pistol]], another 30k era weapon that fires &amp;lt;u&amp;gt;completely different rounds.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Basically a souped-up las-pistol that explodes in the user&#039;s hand. Their description makes them seem like laser revolvers used by officers of the Solar Auxilla. To mirror when an officer during the 19th century was issued a sidearm. Giving him a better gun than the line troops who had to use leaver and bolt actions. Which isn&#039;t the case here. &lt;br /&gt;
&lt;br /&gt;
These bespoke weapons like the Hotshot Laspistol and Hellpistol were able to fire only a handful of shots before reloading, but their damage output rivals that of arcane [[Volkite Weaponry]]. Due to this, Blast Pistols were seen as an emblem of wealth and prestige, and many were works of art in their own right, and thus they also became a widely used form of decoration and reward for extreme gallantry and commendation within the Solar Auxilia regiments. &lt;br /&gt;
&lt;br /&gt;
On the table top. Blast Pistols are S5 Las-pistols with Twin Linked and Gets-Hot. Archaeotech and Plasma pistols are more useful then these things.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:SolarAuxiliaBlastPistol.png|&amp;lt;center&amp;gt;Solar Auxilia&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Digital Lasers/Digital Weapons ===&lt;br /&gt;
[[File:JokaeroDigitalWeapon.jpg‎|200px|right|thumb|Digi-Weapon]]&lt;br /&gt;
&lt;br /&gt;
These are actually melee weapons. However there isn&#039;t really anywhere else to put them.&lt;br /&gt;
In 40k they are exclusively made by [[Jokaero]]. During the Great Crusade and Horus Heresy they are weapons of [[Blood Ravens|unknown]] [[Heresy|Xenos origin]]. This section describes how the Imperium at large uses them.&lt;br /&gt;
&lt;br /&gt;
Digital weapons are best described as a small laser used by Space Marine officers. It allows them to re-roll one failed hit during the Assault/Fight Phase. Which is decent,  However it isn&#039;t anywhere near as cool when their used in Black Library books or the weapons stated to be used by the [[Jokaero]]. Only the Xenos monkies have them on the table top in 8th edition. &lt;br /&gt;
&lt;br /&gt;
30k Digital Lasers are as usual better than the 40k version. Rather than just Space Marines, Inquisitors and the occasional gun/chain/power sword toting hero. Every officer had access to them. They are short ranged but deadly weapons that are &amp;quot;small enough to be concealed in a ring, gauntlet, sword hilt or helm.&amp;quot; So they should be as strong as a single Hot Shot Lasgun, Lasrifle or Las-Lock beam. &lt;br /&gt;
&lt;br /&gt;
In the Horus Heresy game a Digital Laser gives the model one additional attack. [[Awesome|So the officer doesn&#039;t have to give up their sole ranged weapon for an extra melee hit.]]  One would assume either weapon would also allow an extra ranged attack with the same strength and AP as a Hot-Shot Lasgun or Archaeotech Pistol. Like how the Servo Harness gives [[Techmarines]] extra ranged and melee weapons.  However Games Workshop and Forge World aren&#039;t nice enough to give players an option that would be useful in more than one situation. Without making them pay extra real life money for it first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:JokaeroDigital.png|&amp;lt;center&amp;gt;Jokaero Weaponsmith&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Las-Lock ===&lt;br /&gt;
&lt;br /&gt;
[[File:Las-Lock.PNG|200px|right|thumb|Las-Lock]]&lt;br /&gt;
&lt;br /&gt;
Las-lock is like a granddad to &amp;quot;modern&amp;quot; Lasgun. While very few Guard Regiments still use it in-universe in 40k (see [[Only War]] by FFG), the Las-Lock is popular with the Mechanicum in 30k. [[Tech Thrall]]s are thus far the only known Mechanicum troops to carry las-weapons, but oh boy, aren&#039;t they numerous.  Las-locks sacrifice rate of fire and range for more damage per shot, making it a worse version of the Hot-Shot lasgun with higher Strength, but with miserable AP of 6 and 1 shot max.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TechThrallLasLock.png|&amp;lt;center&amp;gt;Tech Thrall&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Mitralock ===&lt;br /&gt;
[[File:Mitralock2.PNG|200px|right|thumb|Mitralock]]&lt;br /&gt;
&lt;br /&gt;
There is also the Mitralock, a [[what|laser shotgun]] with reduced range.&lt;br /&gt;
Both have the option to upgrade to Induction chargers [[awesome|increasing their shots to two.(represented as Assault 2 in game.)]] While still allowing them to Assault with no penalty. This turns them into a high risk unit for any opponent dumb enough to charge them.&lt;br /&gt;
&lt;br /&gt;
In terms of tabletop, the Mitralock is the [[Shotgun|Scattergun]] of the Las Family. It is an 8&amp;quot; range Las-lock, but it gains Shred. It also has Induction Chargers which is an optional attachment to both Las-locks AND Mitra-locks (HH3, p. 221) it upgrades them to Assault 2.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TechThrallMitralock.png|&amp;lt;center&amp;gt;Tech Thrall&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Lascutter ===&lt;br /&gt;
[[File:Bits-lascutter.jpg|200px|right|thumb|Lascutter]]&lt;br /&gt;
&lt;br /&gt;
Lascutters are a powerful but extremely unwieldy type of Laser Weapon. Originally industrial tools used for cutting through armored bulkheads and dense ores, these weapons make use of disruption field-assisted short range laser arcs. They were later utilized for warfare, being used in sieges where they were able to breach enemy fortifications and if necessary become devastating close-quarters weapons.&lt;br /&gt;
On the table top, these thing suck. Only Breachers can take them. [[What| The Cumbersome rule reduces the model&#039;s WS1 and can only make a single attack.]] Take [[Graviton_weapons|Graviton guns]] instead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:LegionBreacherLascutter.png|&amp;lt;center&amp;gt;Legion Breacher&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Lightning Gun===&lt;br /&gt;
[[File:Lightning+Gun.jpg|200px|right|thumb|Lightning Gun]]&lt;br /&gt;
&lt;br /&gt;
[[Pretend|Despite the name,]] Lightning Guns are a type of laser weapons used by the AdMech. Whilst they do use electromagnetism, most of the killing power is from the pew pew lasers. Lightning Guns are Great Crusade era weapons used by various Adeptus Mechanicus troops, most notably [[Thallax]]. &lt;br /&gt;
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This aptly named weapon takes the form of a baroquely designed carbine connected to a micro-reactor or power core. It fires an ionizing las-beam along with a powerful phased discharge of electromagnetic particles. The ensuing effect makes the weapon able to overload mechanical targets in addition to its effectiveness against organic enemies.&lt;br /&gt;
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image:ThallaxLightning.png|&amp;lt;center&amp;gt;Thallax&amp;lt;/center&amp;gt;&lt;br /&gt;
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=== Multilasers ===&lt;br /&gt;
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&#039;&#039;See main page, [[Multilasers]].&#039;&#039;&lt;br /&gt;
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The Multilaser is basically just a [[Hellgun]] that&#039;s been modded for more [[Dakka]], being a pretty good weapon against most non- to lightly-armored targets (infantry, Taurox-equivalents, skimmers, etc.).&lt;br /&gt;
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=== Heavy Mining Laser ===&lt;br /&gt;
[[File:Heavy_Mining_Laser_Wolfquad.JPG|200px|right|thumb|Heavy Mining Laser]]&lt;br /&gt;
The aforementioned Heavy Mining Laser. As previously mentioned, it is basically a Mining Laser on a turret. Like its smaller brother, the Heavy Mining Laser is used primarily to bore through rock and other quarry within Mining and Forge Worlds of the Imperium. However it can also be used to cleanly bore through the side armor of a Leman Russ and a Space Marine if needed. &lt;br /&gt;
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The [[Genestealer Cult|Genestealer Cults]] have exploited its power because of this. The only difference between the regular Mining Laser and the Heavy Mining Laser is in its power supply. The regular Mining Laser carries its own portable power supply which makes it mobile but at the cost of a shorter battery life (eg: less &#039;shots&#039;) and a shorter effective range. The Heavy Mining Laser on the other hand, is connected to a much larger and thus, powerful power supply which allows for a longer battery life and a longer range.&lt;br /&gt;
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It is often mounted on the [[Goliath Truck|Goliath Rockgrinder]], but it can also be mounted on the [[Achilles Ridgerunner]] and the [[Wolfquad]].&lt;br /&gt;
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image:GoliathRockgrinderLaser.png|&amp;lt;center&amp;gt;Golaith Rockgrinder&amp;lt;/center&amp;gt;&lt;br /&gt;
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=== Lascannon ===&lt;br /&gt;
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&#039;&#039;See main page, [[Lascannon]].&#039;&#039;&lt;br /&gt;
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These are the main Imperial anti-tank weapon (Heavy1 72&amp;quot; S9 AP2 for D6), and they are mounted on [[Heavy Weapons Squad|E]][[Predator|V]][[Devastator Squad|E]][[Razorback Transport|R]][[Leman Russ Battle Tank|Y]][[Sentinel|T]][[Dreadnought|H]][[Land Raider|I]][[Tarantula|N]][[Fortress of Redemption|G]] and occasionally wielded by [[SPESS MEHREENS]].  &lt;br /&gt;
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===Corve Las-Pulser===&lt;br /&gt;
[[File:ContemptorAchillusLasPulser.png|200px|right|thumb|Corve Las-Pulser]]&lt;br /&gt;
The Corve Las-Pulser is a type of Laser Weapon used by the [[Adeptus Custodes]]. They are the giant Lascannon mounted on top of the giant Dreadnought-like spear. It was equipped to the Dreadspear of the Custodes Contemptor-Achillus class Dreadnought.&lt;br /&gt;
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The Corve is a 36&amp;quot; S9 AP2 Heavy D3 weapon. It is an upgrade for the Agamatus jetbikes and found as part of the Contemptor-Achillus&#039;s Dreadspear, and most of the reason for it&#039;s 40 point upgrade cost. The Pulsar is one of the few weapons that Custodes have as a counterpart to Lascannons. &lt;br /&gt;
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image:LasPulser.png|&amp;lt;center&amp;gt;Contemptor Achillus&amp;lt;/center&amp;gt;&lt;br /&gt;
image:AgamatusLasPulser.png|&amp;lt;center&amp;gt;Agamatus Jetbike&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Las-Ripper===&lt;br /&gt;
[[File:Las-Ripper_Side_View.PNG|200px|right|thumb|Las-Ripper]]&lt;br /&gt;
Essentially a weaker version of the Las-Talon. &lt;br /&gt;
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A Las-Ripper is a type of heavy Imperial Laser Weapon usually deployed on the Primaris Space Marines&#039; [[Astraeus Super-Heavy Tank|Astraeus Super-Heavy Grav Tank.]] Las-Rippers are used as sponson weapons on Astraeus grav tanks, where they serve as the vehicle&#039;s standard anti-personnel weapons for close and messy encounters.&lt;br /&gt;
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In terms of crunch, as previously aforementioned, the Las-Rippers are a weaker version of the Las-Talon. Although it is not a bad weapon per se, it suffers from the fact that there are much better weapons that the Astraeus could be equipped with. &lt;br /&gt;
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Most often, the Las-Ripper is replaced with the more powerful Plasma Eradicators. This have got to do with the fact that the Plasma Eradicators are understandable more powerful per shot, but what is unusual is that the Eradicators have more range and is [[Wat|&#039;&#039;cheaper&#039;&#039;]] than the Las-Ripper of all things.  &lt;br /&gt;
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Image:AstraeusLasRipper.png|Alternate View&lt;br /&gt;
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===Las-Talon===&lt;br /&gt;
[[File:LasTalon.jpg|200px|right|thumb|Las-Talon]]&lt;br /&gt;
One of the primary weapons of the Repulsor and a discount Lascannon.&lt;br /&gt;
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The Las-talon is a specialized type of Laser Weapon that can only be found on both the Stormhawk Interceptor air superiority fighter used by the Adeptus Astartes and the Primaris Space Marine Repulsor armored transport. &lt;br /&gt;
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The Las-talon fires two potent blasts of laser energy in rapid succession, ensuring a clean kill against even the heaviest armored targets. Unlike other laser weapons, the Las-talon is relatively short-ranged, with its damage heavily reduced at great range.&lt;br /&gt;
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And as you know, it is basically the big brother of the Las-Ripper.&lt;br /&gt;
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image:RepulsorLasTalon.png|&amp;lt;center&amp;gt;Primaris Repulsor&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Laser Destroyer===&lt;br /&gt;
[[File:Laser_Destroyer.jpg|200px|right|thumb|Laser Destroyer]]&lt;br /&gt;
The Laser Destroyer is an Imperial laser weapon mounted primarily on the Destroyer Tank Hunter, capable of destroying enemy tanks from long range. The Laser Destroyer however is a highly-complex system which all but a few Forge Worlds can no longer reproduce; even those who can create new ones must hand-craft each one through a painstakingly slow process. The result has been that these weapons and the vehicles which use them have become incredibly rare amongst the Imperial Guard. The chance of receiving any replacement for lost or destroyed models is very slim, often leading to recovered tank destroyers instead being fitted with another weapon.&lt;br /&gt;
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During the invasion of Armageddon, though, a number of Chimeras were refitted with Laser Destroyers and re-designated APDS-6a &#039;Defenders&#039; as an effective stop-gap measure against the Orks.&lt;br /&gt;
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===Neutron Laser===&lt;br /&gt;
[[File:NeutronLaser.jpg|200px|right|thumb|A Neutron Laser, a slightly more safer version of the Neutron Laser Projector. &#039;&#039;Slightly&#039;&#039;.]]&lt;br /&gt;
A Neutron Laser is a heavy weapon utilized by the forces of Adeptus Mechanicus&#039; Skitarii Legions as a primary weapon for [[Onager Dunecrawler|Onager Dunecrawlers.]] A Neutron Laser is the last word in battlefield anti-tank weaponry. &lt;br /&gt;
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With a stabilised neutronic coil arc reactor as its power source, a Neutron Laser is able to fire a beam so devastating that it not only is able to punch through the thickest of armour, but also sends a blast wave of electromagnetic energy that scrambles circuits and synapses alike when it strikes its target. &lt;br /&gt;
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It doesn&#039;t seem to suffer as much of a backfire feedback that usually plagues its larger brother. So that&#039;s a plus.&lt;br /&gt;
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image:OnagerNeutronLaser.png|&amp;lt;center&amp;gt;Onager Dunecrawler&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Arachnus Blaze Cannon===&lt;br /&gt;
[[File:ArachnusCannon.jpg|200px|right|thumb|Arachnus Blaze Cannon]]&lt;br /&gt;
The Arachnus Blaze Cannon is a type of Laser Weapon used by the Adeptus Custodes. This weapon was a development of standard Imperial las-technology, but with built in esoteric and powerful components which could never be replicated en masse.&lt;br /&gt;
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The Blaze Cannon is mounted on the [[Coronus Grav Carrier]].&lt;br /&gt;
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On tabletop they are basically the bastard offspring of Multi-lasers and Lascannons, they have two firing modes. One is Burst for infantry shredding, the other is Concentrated for Vehicle killing with AP1 and Exoshock, which gives you an automatic second Penetrating hit which ignores cover saves on a 4+ after you score one (so you roll to hit, roll to penetrate, enemy rolls invulnerable/cover, and only then...) &lt;br /&gt;
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The Blaze Cannon itself is a S6 AP5 Heavy Bolter, or 48&amp;quot; S8AP1 Heavy 1, Exoshock: In all honesty, the Burst mode is rather shitty, but Concentrated is essentially a Lascannon with nasty special rules.&lt;br /&gt;
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image:CoronusBlazeCannon.png|&amp;lt;center&amp;gt;Coronus Grav-Carrier&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Arachnus Heavy Blaze Cannon===&lt;br /&gt;
[[File:CaladiusAnnihilatorHeavyBlazeCannonProfile.png|200px|right|thumb|Arachnus Heavy Blaze Cannon]]&lt;br /&gt;
A larger version known as the Arachnus Heavy Blaze Cannon also exist. &lt;br /&gt;
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This time it is mounted on the [[Caladius Grav-Tank|Caladius Annihilator]] and it is basically a twin-linked Lascannon on steroids.&lt;br /&gt;
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On tabletop they are basically the bastard offspring of Multi-lasers and Lascannons, they have two firing modes. One is Burst for infantry shredding, the other is Concentrated for Vehicle killing with AP1 and Exoshock, which gives you an automatic second Penetrating hit which ignores cover saves on a 4+ after you score one (so you roll to hit, roll to penetrate, enemy rolls invulnerable/cover, and only then...) &lt;br /&gt;
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The Heavy Blaze Cannon itself is a 48&amp;quot; S8 AP3 Heavy 4, or 72&amp;quot; S10 AP1 Heavy 1, Exoshock: Optional turret replacement for the Caladius.&lt;br /&gt;
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image:CaladiusAnnihilatorHeavyBlazeCannon.png|&amp;lt;center&amp;gt;Caladius Annihilator&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Arachnus Storm Cannon===&lt;br /&gt;
[[File:TelemonArachnusStormCannon.png|200px|right|thumb|Arachnus Storm Cannon]]&lt;br /&gt;
The big honcho mounted only on the biggest of Dreadnought walkers.&lt;br /&gt;
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The Arachnus Storm Cannon is a large gatling-style Laser Weapon used by the Adeptus Custodes. Seeing as how it is a &#039;&#039;double-barrelled&#039;&#039; gatling weapon, there must be one hell of a cooling system to prevent this from melting the golden gunstick into a golden beatstick. Although, give how its godfather, the [[Superheavy Laser Weapons#Arachnus Magna-Blaze Cannon|Arachnus Magna-Blaze Cannon]], have a stupidly expensive cooling/containment system, I guess something like the Storm Cannon is just as capable in preventing a meltdown. It is most typically mounted on the [[Telemon Heavy Dreadnought]]. The Golden Bananas just wanted to have an oversized Multi-Laser and the Emprah delivereth.&lt;br /&gt;
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On tabletop, the Storm Cannon is a 48&amp;quot; S7 AP3 Heavy 7, or 72&amp;quot; S9 AP1 Heavy 2, Exoshock: the Telemon&#039;s big Gatling gun and perhaps the most versatile of the Arachnus weapons. This is a must take if you are facing armies with a large amount of vehicles.&lt;br /&gt;
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image:|&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
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=== Helfrost weapons ===&lt;br /&gt;
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[https://en.wikipedia.org/wiki/Laser_cooling Laser cooling is actually a thing.]&lt;br /&gt;
&#039;&#039;See main page, [[Helfrost Weaponry]]&#039;&#039;&lt;br /&gt;
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=== Laser Destroyer Array === &lt;br /&gt;
[[File:VindicatorLaserDestroyer01.jpg|200px|right|thumb|Vindicator Laser Destroyer Array]]&lt;br /&gt;
Laser Destroyer Arrays are a special type of lascannon array. Instead of firing in a single, solid blast the laser destroyer would fire short pulses microseconds apart from its various barrels, acting as a sort of long-ranged drill. On the plus side this means they&#039;re more destructive (never a bad thing) as it allowed them to bore through everything, on the downside it&#039;s apparently more of a pain in the ass to fire and reload them, going by their tabletop stats and they&#039;re nowhere near as portable. Note that despite sharing the name, they are not the same as laser destroyers.&lt;br /&gt;
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In 7th edition (and Horus Heresy) this gave you a single lascannon shot which was Ordnance instead of Heavy and AP 1 instead of 2. It dealt with vehicles better but similar lascannon arrays fired 2 shots instead of the one (both are twin-linked) so if you had to decide on the two then you had to make a choice, quality hits or quantity of hits? &lt;br /&gt;
There was a way to up the shot count, but only if you took a Vindicator Tank Destroyer. If you stayed motionless and/or declared to overcharge it after remaining motionless, you could add +1/+2 to its shots respectively, and after it fired you&#039;d do the equivalent of a Gets Hot roll. In practical terms if you were playing 40k you were free to remove whatever vehicle your opponent fielded that you didn&#039;t like, whereas if you were playing Horus Heresy you&#039;d wish Flare Shields weren&#039;t a thing as you still couldn&#039;t kill that Spartan.&lt;br /&gt;
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In 8th edition the Laser destroyer is hilariously powerful, being S 12, AP -4, D6 damage but before you roll for damage, roll a D6. On a 1-2, it&#039;s still just D6 damage. On a 3-5, it&#039;s 2D6 and on a 6, it&#039;s 3D6. Ever wanted to cripple a Knight, Land Raider, monster or just remove that one character who accidentally got a little too close in only one shot? Now you can. It&#039;s also surprisingly cheap meaning you can spam the fuckers and potentially forget about taking lascannons entirely. Also hilarious is that the Rapier Laser Destroyer has actual combat stats, and not the kind that are explained away via its crew steering it into the enemy, but literal stats as somehow the thing attempts to hurt the enemy by poking it with its barrels (presumably). Despite being (technically) a vehicle its pokes are also weaker than the Guardsmen who push it around, being S3 whereas these macho-men are S4.&lt;br /&gt;
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Image:Rapier4.jpg|Rapier variant&lt;br /&gt;
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===Superheavy Laser Weapons===&lt;br /&gt;
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&#039;&#039;See main page, [[Superheavy Laser Weapons]]&#039;&#039;&lt;br /&gt;
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== Properties of a lasgun ==&lt;br /&gt;
It&#039;s easy to imagine being hit with a lasgun would be like having a hole burned into you like an ant being burned by a magnifying glass. That, of course, is not nearly grimdark enough to be the truth.&lt;br /&gt;
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A military DEW (or Directed Energy Weapon since military forces love TLAs (Three-Letter Acronyms) comes in several different types, from microwave weapons which are mostly used to short out electronics but can also be used to cause intense pain by microwaving the surface of the skin (as is the case with the Active Denial System), to Electrolasers which use lasers to ionize the air into a semi-superconductive channel, allowing an electrical current to be projected between two points like a glorified (albeit high-powered) taser. (This is likely how Necron [[Tesla]] weapons work, but that&#039;s beside the point.) A lasgun, however, is most similar to a pulsed energy laser. A pulsed laser works by imparting so much energy to an area so fast, that it turns into plasma and explodes. Modern versions create a pressure wave strong enough to stun and knock a person out (termed &amp;quot;Pulsed Energy Projectile), but they are less then-lethal weapons that don&#039;t penetrate things very well by design, while the lasgun is not. &lt;br /&gt;
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Being hit with a lasgun would (could) look and feel more like you were hit by a concussion grenade held up to your chest (which would messily kill you, like a lasgun would). You would see a bright flash of light as your skin or clothing vaporized into plasma, much like a high-end camera flash going next to the wound. Higher-power laser weapons might cause enough of an explosion to blow you back and maybe knock you unconscious, or if you got hit by one of the Lasgun&#039;s anti-tank big brothers, vaporize you outright turning you into an impromptu plasma grenade for the rest of your squad to deal with. The explosion would create enough hydrostatic pressure to likely scramble your internal organs and maybe snapping your bones in parts of your body distant from the explosion. So, shooting someone&#039;s cover with a lascannon is actually a good idea in real life.  Then your buddies can just murderize everyone who had been hiding behind it (on their asses half dead with their armor destroyed).&lt;br /&gt;
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However, if the lasgun hit something like armor, or even clothing it might induce an explosion only on the surface of the armor leaving the rest of you safe (except for the whole &amp;quot;the stuff you were wearing &#039;&#039;blew up&#039;&#039;&amp;quot; part, which would still wreck your body), though most assuredly stunned and dazzled from the plasma explosion (in the sense of &amp;quot;you&#039;re stunned and dazzled by the pearly gates after the plasma explosion&amp;quot;). This explains why the Lasgun has a AP of only - shit. A Bolter&#039;s bolts, on the other hand, penetrate the exterior and then explode inside the target, meaning it can deal with armor and tough alien targets like Orks much easier, since you&#039;re effectively ignoring the armor on anything the mass-reactive warhead can punch through. The lasgun is clearly nothing to sneeze at; it&#039;s just that the vast majority of the Imperium&#039;s more exotic enemies are capable of taking that kind of punishment most of the time and still keep on fighting.  On the other hand, &#039;&#039;&#039;a lasgun is not a Hammer&#039;s Slammers plasma weapon&#039;&#039;&#039;.  It does &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; impart all of its energy into the first significant object it hits.  It keeps going.  Don&#039;t forget that a Lasgun&#039;s power level can be changed with a switch of a nob (depending on what pattern of Lasgun you get of course), meaning that you could theoretically have Lasguns powerful enough to punch Ferrocrete (AKA super concrete) and melt power armor at the expense of ruining the barrel, power supply and any relationship with your local Techpriest adept. Because, again, this is a laser, not Hammer&#039;s Slammers plasma.&lt;br /&gt;
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Now, if you want what &#039;&#039;actually&#039;&#039; happens when shot by a lasgun instead of a &#039;&#039;non-lethal modern version&#039;&#039;, it&#039;s this: the plasma explosion destroys a large area of your clothing or light armor, breaks your ribs, and ruptures your organs and the heat causes your skin and some other fluids under the impact point to also detonate to a significantly less intense degree, easily killing you if you weren&#039;t already dead (and if it doesn&#039;t kill you, heat trauma will).  It also doesn&#039;t impart all its energy unless the target is durable enough.  Something weaker than flak armor is not durable enough (or anything at close range to a lasgun, really) and the laser in the case of inferior armor will pass through and all the organs and crap near the beam will also explosively flash into plasma and everything near &#039;&#039;that&#039;&#039; will explosively flash-vaporize.  You get the idea.  This is a damn powerful weapon against anything that isn&#039;t either a super alien or a super human (or Egyptian zombie robot pirate).  Or anything that isn&#039;t more heavily armored than infantry have any right to be that doesn&#039;t involve super-tech.  Basically, if your shot by a lasgun and you&#039;re not one of the playable factions, you&#039;re fucked.  If you&#039;re hit but not fucked, congratulations, you are now either off balance or knocked on your ass and probably an easy target for any Guardsman wanting to finish you or, at best, you now have badly damaged armor and another shot will kill you and you still have to get off your ass and not get shot while doing it.&lt;br /&gt;
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However, all that is based on the previously mentioned less than lethal lasers, which are specifically designed that way on purpose; more lethal laser weapons, while possible with 21st century technology, require massive amounts of power to function properly- and unlike 40k, we don&#039;t have the equivalent of power packs to contain the energy needed for a man-portable form to work or even something that could be mounted on a tank. The closest thing to those would be ship-mounted lasers designed specifically for shooting down missiles or aircraft, and even those have rarely left the prototype stage due to the energy issue and thermal blooming (described further below). Except in America, in which they are equipped on ships and the American navy also is using a few anti-satellite lasers on some ships.&lt;br /&gt;
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A laser can easily be designed to maximize impact or penetration, and autogun bullets, which could likely go right through many parts of you, also have AP - anyway (it&#039;s bullets vs super space monsters, what did you expect).  A theory more in line with the stated effects of a lasgun shot is that it would use multiple insanely rapid micro pulses to BORE THROUGH light infantry-grade armour, clothes and flesh to reach internal organs. Imagine getting drilled into by hundreds of tiny explosions, all within the span of milliseconds (more like hundredths or thousandths of a millisecond). This would leave wound very similar to the ones described in the Uplifting Primer, nasty burnt holes (and the aforementioned explosive flash-vaporization and micro plasma explosion effects in a wide area around the penetrated area). According to the Regimental Standard&#039;s &amp;quot;Field-Dressing a Lasgun Wound&amp;quot; article, the laser&#039;s heat cauterizes any wounds left by the shot (which is scientifically incorrect as the explosive flash-vaporization would prevent all but a minuscule amount of random cauterization and the only way a cauterized would could be present is if the laser was too weak to penetrate a human body in the first place since it wouldn&#039;t even be hot enough to &#039;&#039;evaporate water&#039;&#039;. But then, the Primer is full of shit on multiple instances, so....), but the subsequent swelling can still be lethal if it occurs in or near a vital organ. Most likely the Regimental Standard article was written by an idiot who not only didn&#039;t know lasgun lore but also didn&#039;t know basic science but we can pass it off as Imperial propaganda to encourage Guardsmen to believe they won&#039;t die if shot by a lasgun unless they&#039;re just unlucky.  &#039;&#039;OR&#039;&#039; the article assumes you were shot through your flak armor and so all but a tiny amount of the laser&#039;s energy had already been absorbed by your armor, saving your life but still leaving a serious wound in need of dressing before it can cripple or kill you anyway. &lt;br /&gt;
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You&#039;ve noticed that a lot of a lasguns damage works via energy and heat exchange. This further explains it&#039;s AP of -, since most of the heavy armor that the Imperium uses are are based on ceramics, which are legendary for how well they absorb heat. The Space shuttle uses the stuff to allow reentry and presumable other heat resistant materials are used in other races armor since if your the Tau (crystalline armor screwing up concentrated light) or even Eldar (psychic play-doe bullshit), you know you&#039;re going to have to fight laser weapons at some point.&lt;br /&gt;
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While the lasgun is portrayed in some media as having recoil, it doesn&#039;t in any true sense of the term. There might be a slight jerk on the barrel from the air pressure differential created by melting a hole through the air, a la a thunderclap, but the effects would be much more pronounced on the target (since there&#039;s no direct exchange of kinetic energy, the recoil can be zero, while there is a noticeable impact.) It might make a loud &amp;quot;crack&amp;quot; noise, due to Compton scattering, if it is fired in atmosphere and an abundant source of electrons is available (such as from the gun itself, if it is design appropriately). It should also be noted that at long range, if you were shot with one, there would be a substantial delay between the shot hitting you and you actually hearing the noise, making it an effective sniper&#039;s weapon. The second most common counterargument to this is that you would be able to follow the beam back to the sniper, but remember: you don&#039;t see the beam. It&#039;s too bright for you to be able to see it clearly, and you&#039;re going to be flashblinded by both the plasma explosion and the laser itself, if it&#039;s in a visible spectrum. Which it doesn&#039;t have to be. In fact, since Imperial lasgun is described as firing blue or white beams, the laser itself is likely ultraviolet, meaning there would be some brightness as it carved through the air, but not as much as a high-power laser backscattering into your eyes and giving you an impromptu round of Lasik.&lt;br /&gt;
&lt;br /&gt;
Coming to that, [[Grimdark|the continued use of a lasgun is probably going to render you blind.]] Even though it has a baffling tip that not only can protect the barrel but also shelter the shooter from the flash (and even direct that at the enemy for extra fuck you).  Remember, this is a gun that shoots a whole bunch of light to do damage. It&#039;s going to be even harder on your retinas, even if you&#039;re not the one being hit by it. After all, just because you can&#039;t see UV light doesn&#039;t mean it&#039;s not bouncing around your eyeballs-this is why UV protection in sunglasses is such a big deal, and why your eyes sometimes hurt when you step outside on an overcast day. There&#039;s still light there, and it&#039;s still fucking with your very easily damaged optics. So unless the Departmento Munitorum issues some kind of protective eyewear  or contacts to the Guardsmen (and don&#039;t kid yourself, this is 40K. They don&#039;t, except they usually do as the majority of regiments who wear helmets have visors, goggles, or gas masks, all of which can easily be made UV protective), their vision is going to get worse and worse over time, until they finally go blind.  Fortunately, this would take about six months to a year of exposure of combat level conditions, or one apocalypse battle on a gunline, and most Guardsmen are not going to live that long on the battlefields of the 41st Millennium, and if do live that like then you&#039;re an elite soldier (or commissar/commander) worth the laser eye surgery to keep fighting since you&#039;re now worth many times what a normal guardsmen is. Or you manage to buy a cheap pair of shades at your troop ship&#039;s market, which are actually pretty common even then. &lt;br /&gt;
&lt;br /&gt;
Except that you don&#039;t have to worry about laser back scatter or (to a lesser extent) lasers sucking at range. Lasers of sufficient power don&#039;t reflect. As in at all. Their light and energy is basically absorbed by the surrounding atmosphere, a process known as thermal bloom; it the real world, this significantly limits the power of any laser weapon since other potential workarounds are currently impossible to implement. So the only light you&#039;d have to worry about is the plasma flash of the impact and beam (if present). Also, lasers that can blast holes in to you may suffer from dust or distortion effects, but non-vacuum frequency lasers will get through air well enough simply on the basis that air is much much less dense than what it is intended to actually bore through. Also adaptive optics can at least partially mitigate said effect. As far as inverse square law goes, lasers are COHESIVE beams, and can easily be focused and stay focused well within firing range, even for typical sniper ranges, if aperture is large enough and/or wavelength is short enough to counter diffraction (UV is very short).&lt;br /&gt;
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TL, DR: People disagree but it&#039;s not fun.&lt;br /&gt;
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Too short, want more? Go [http://www.projectrho.com/public_html/rocket/sidearmenergy.php here].&lt;br /&gt;
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== Why the Lasgun doesn&#039;t suck (an alternate take) ==&lt;br /&gt;
The purpose of the primary infantry weapon is not to take out everything that the infantryman might face. It&#039;s to provide volume of fire and self defense from other infantry. As today the average infantry man is equipped with an assault rifle that is not capable of piercing through light armor and up, nor is intended to. That&#039;s why in infantry squads you have infantry support weapons, like machine guns, mortars, rocket launchers, grenade launchers, anti materiel rifles etc. An infantry squad is supposed to take on hard targets with its support weapons where light armed troopers provide cover and logistic support. Also they are supposed to call in heavy support from artillery/air/tanks etc.&lt;br /&gt;
&lt;br /&gt;
The Imperial Guard is fully equipped to handle harder targets with a variety of powerful infantry support weapons (plasma rifles, missile launchers etc) and a huge selection of heavy fire support from lascannons to Leman Russes.&lt;br /&gt;
&lt;br /&gt;
In this context the lasgun is a fantastic weapon, far superior of the today assault rifle even considering the battlefield differences. The lasgun is extremely rugged, reliable and will require almost zero training because it has no moving part or recoil. The &amp;quot;no recoil&amp;quot; part being extremely important, because it means that untrained troops will still be able to put down relatively accurate full auto fire, a practical impossibility with today guns. Lasgun fire will rape non-armored or lightly armored infantry and still pose a threat to medium armored infantry, not to mention it will absolutely destroy unarmored vehicles. A bullet can cause virtually no damage to an M02.018 truck, but a lasgun bolt will cripple it.&lt;br /&gt;
&lt;br /&gt;
The logistical ability of giving hundreds of shots to every single infantry man, in the form of compact, standard and rechargeable power packs is the ultimate dream of every army. The level of flexibility that this allows is incredible and is unmatched by virtually any other infantry weapon in the 40k universe. And remember: &amp;quot;amateurs talk about tactics, professionals talk about logistics&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The lasgun is such an incredibly flexible weapon that it could be even modified into firing more powerful shots, still retaining part compatibility and power source (therefore logistical chain). So it&#039;s well suited for the lowly grunt &#039;&#039;&#039;and&#039;&#039;&#039; the special forces operatives, that will also be able to use it&#039;s superior training and physical fitness to carry literally THOUSANDS of shots worth of power packs. This will enable all sort of long range military operations deep in enemy territory and far from supply lines that we can&#039;t even think of today.&lt;br /&gt;
&lt;br /&gt;
And yes, in 40k everyone and their mom has at the very least carapace-grade armor that will offer a decent grade of protection from lasgun shots (and that&#039;s not counting the fact that even carapace armour could be rather reliably pierced by lasgun&#039;s beams, albeit this would generally require a guardsman to close to about 100 meters distance to his target as opposed to lasgun&#039;s 400-500 meters effective range against infantry, donning only light flak vests and regular steel helmets). But that&#039;s not a weakness of the whole lasgun concept. Far from it. It&#039;s the ultimate victory of it, because it means that your enemy has to spend a shitload of money to put every one of his soldiers in expensive top grade armor just to have any hope not them to be instantly destroyed by your endless stream of dead accurate full auto lasgun fire.&lt;br /&gt;
&lt;br /&gt;
On that note, we would like to also note something. Since lasguns have instantaneous hits, they, when massed, make for a good anti air weapon. Something that is lightly Armored will soon be chewed up by the lasfire. This is more heavily covered below. As well, it can kill even those top notch armors. If fired into the eyepiece of a space Marine, you can actually bring him down. In addition, due to the ability to pick up any other version and with a few seconds be able to use it, special troops are not hard to come by. Also, note that massed fire on anything is bound to start dealing damage. If one has a couple dozen squads of Guardsmen focus fire on a squad of Space Marines, they may be disabled from lasgun fire hitting vital areas (ignoring some fluff stating a Space Marine can run as fast as 50mph, and that is difficult to land any degree off accuracy on). In many books, massed lasfire is able to chew on (space marine) armour regardless of hitting hitting exposed parts. This is realistic because las weapons will transfer a lot of energy to the armor material. This means that the armor would rapidly overheat to the point of cooking the marine inside. To avoid this the armor is probably designed to ablate, meaning that the upper coat of the armor itself will vaporize upon being shot to dissipate heat. Once the ablative coat is expended, then even heavy armor would start to take damage from lasguns. However, it does require a decently large group of the bastards, as the average lasgun comes in at... 220 rpm. Preeety slow. Only 3-4 shots per second. This would also be exponentially less effective against bulkier armor like terminator armor because of higher thermal inertia and virtually useless against big armored vehicles. But that&#039;s not really a strike against it given that it&#039;s an anti-infantry weapon. That&#039;s like discounting a modern assault rifle because it can&#039;t take down a tank or shoot through a bomb suit. That&#039;s not what it&#039;s designed for.&lt;br /&gt;
&lt;br /&gt;
== Compared to other small arms ==&lt;br /&gt;
&lt;br /&gt;
The lasgun is arguably one of the least powerful weapons stat-wise, on par with the autogun in the tabletop. This is why it is often compared to a flashlight, highlighting how inadequate it seems in the frightening battlefields of the 41st millennium. We already debunked this, showing how the lasgun is a powerful, flexible weapon which would provide effective firepower to the guardsmen in support of heavier weapons and squad tactics. But would be possible for the Imperium to provide better guns to the average soldier? Is really the lasgun adoption a byproduct of the incompetence of the Mechanicum to provide more powerful weapons? Are the enemies of mankind better armed? We will compare the lasgun to other small arms &#039;&#039;&#039;not considering&#039;&#039;&#039; the production costs and availability but focusing on battlefield practicality.&lt;br /&gt;
&lt;br /&gt;
==== Imperial Boltguns ====&lt;br /&gt;
&lt;br /&gt;
The imperial boltgun is a very powerful weapon and it&#039;s the ideal tool in the hand of the augmented post human. The space marine fulfills a heavy infantry/shock troop(/light armour) hybrid role and such a brutally powerful weapon is very well suited for him. But without the superhuman strength to carry ammunition and the superior training, reflexes and accuracy of a space marine, the recoil-heavy and relatively low capacity boltgun is a poor tool for the average human soldier. This is consistent with the fluff, where human-sized boltguns are available but see very limited adoption.&lt;br /&gt;
&lt;br /&gt;
That said: The sisters of battle while not a guard size force are universally armed with bolt weapons and power armor. Presumable the power armor is what compensates for the recoil and weight of the bolters, even without space marine augmentations the sisters are still a respectable fighting forces. Therefore we can conclude that the primary limitation on boltguns might be less there battle field power, but logistics and that the more shots the lasgun&#039;s powerpack offers is the deciding factor, along with production issues because the Imperium being the Imperium, not all forge world may know how to make complicated bolters and bolt rounds.&lt;br /&gt;
&lt;br /&gt;
==== Imperial Plasma Gun/Plasma ==== &lt;br /&gt;
&lt;br /&gt;
The plasma gun is very powerful, but even without the little &amp;quot;exploding&amp;quot; problem, the practical rate of fire is probably quite limited before overheating. The plasma gun is bulky and complex to field and mantain. The ability to fry everything up to heavy armor is nice but completely wasted on more numerous targets like cultists, tyranids, rebels, etc. The recoil also is reported to kick like hell. The monstrous power output is bound to have logistical repercussions on magazine capacity, production, storage etc. The plasma gun is a very useful force multiplier, with the peculiar ability to fulfill a wide variety of roles. But a general issued weapon is not one of them.&lt;br /&gt;
&lt;br /&gt;
==== Hotshot weapons ====&lt;br /&gt;
The first step up from Lasguns with penetration comparable to Bolters. Seems like a good idea right?While superior overall, They have issues of their own. Not only they are heavier, they require a back mounted battery tethered to the gun itself, requiring Tempestus Scions to wear semi-powered Carapace Armor. They also have much shorter range, so only the best trained Stormtroopers are issued Hotshot weapons.&lt;br /&gt;
&lt;br /&gt;
==== Auxilia lasrifle ====&lt;br /&gt;
&lt;br /&gt;
Even during the great crusade, when the Imperium technology was arguably at his peak, the basic human foot soldier still defaulted to a form of lasrifle not too different from the 40k era one. The 30k lasrifle was equipped with various attachments but their usefulness was questionable at best. The Blast Charger is an odd piece of equipment that gives the user a single high strength shot but with no significant armor penetration at the cost of possible damage to the gun. The krak grenade being a simpler, more powerful and practical substitute. The collimator seems useful but the range extension is probably more than the average human soldier can exploit and ultimately need. As we learned in ww2, almost all small arms combat is fought inside 300 meters range. At longer ranges machine guns, designated marksman rifles, rocket launchers, etc. can do the job better than a combat rifle.&lt;br /&gt;
&lt;br /&gt;
The comparison with the great crusade era is one of the best argument for the lasrifle being an ideal weapon in his role, despite technological availability and production issues. Essentially, a straight upgrade for an individual user, but worse on a galactic grand strategy scale. Thus, although elites can certainly use this to incredible effect, it doesn&#039;t really justify the mass logistical necessity of maintaining something more logistically exhaustive in the quadrillion scale that Lasguns are issued.&lt;br /&gt;
&lt;br /&gt;
==== Mechanicum Las-weapons ====&lt;br /&gt;
&lt;br /&gt;
Slightly better lasguns made by the Cog-boys. For their own cannon fodder. Las-Locks weaker than Hot-Shot las-rifles while Mitralocks are laser shotguns. Induction chargers doubles their shots per minute. They are also simple enough for renegade Space Marines and insurgents to build on their own. Sounds pretty good so far doesn&#039;t it? However they have some obvious flaws. Not only do Las-locks carry the same weight issues as Hot-shot weapons. Requiring back mounted batteries to power them. The Mechanicus made them exclusively for Tech-Thralls. So anyone who isn&#039;t a cyborg or an Astartes would be killed by large amounts of radiation. While [[Dark Heresy]] claims that Las-Locks made by outlaws are tempermental weapons at the best of times. It would not be unfeasible to assume that weapons made by rogue actors are likely to explode  at any given moment just like Imperial Plasma Guns.&lt;br /&gt;
&lt;br /&gt;
==== Volkite weapons ====&lt;br /&gt;
&lt;br /&gt;
At the start of the great crusade, the Imperium used to field the powerful and terrifying Volkite guns. These technological marvels were almost completely phased out to the point that they are an extremely rare sight even a couple of centuries later during the Horus Heresy. While this is usually attributed to the Mechanicum inability to produce enough to equip the rapidly expanding Legion Astartes and [[Solar Auxilia]], this does not explain how a weapon that numerous enough to be standard equipment and more powerful than its successor, mostly disappeared from the battlefield. Reason stands that they should have been kept in service for elite units. This means that either the Volkite weapons had some defects that made them less than ideal (that deflagrate ability doesn&#039;t seem so cool when the engagement comes to an uncomfortably close range and the range of the smaller versions is quite pitiful) or the weapons themselves were so delicate and maintenance intensive that they simply stopped working. Either way, if the Legions ditched them it seems unfeasible that the Imperial Guard could have adopted them en masse even if the Mechanicum could produce enough of them.&lt;br /&gt;
&lt;br /&gt;
==== Skitarii Rad Carbines / Galvanic Rifles ====&lt;br /&gt;
&lt;br /&gt;
Rad carbines are a very nice tool. Too bad they tend to kill the user by radiation poisoning, so no-no. Galvanic rifles are basically designated marksmen rifles and not clearly intended for general use. They are also not made for use by unaugmented humans. Skitarii have implants and their own Powered Armor that makes them almost as strong as a Space Marine.&lt;br /&gt;
&lt;br /&gt;
==== Arc Rifles ====&lt;br /&gt;
&lt;br /&gt;
Arc rifles are fantastic weapons in all aspects. High rate of fire, good armor penetration, great stopping power. The small problem here is that they also require a full backpack power supply. Again, not a very practical weapon for the average soldier.&lt;br /&gt;
&lt;br /&gt;
== Las weapons and AA ==&lt;br /&gt;
The problem of hitting a flying object with a gun is that the flyer is moving at high speed in a three dimensional space. That means that to hit it with a &amp;quot;bullet&amp;quot; you need to know where the flyer be when the bullet will cover the relative distance between the shooter and the target. You need to detect the precise three dimensional position and velocity vectors. Then you have to factor the variable speed of the bullet and his ballistic trajectory. And even if you do all that with the near-perfect accuracy, the target might just change his velocity (maneuver) and dodge it.&lt;br /&gt;
&lt;br /&gt;
That&#039;s why in modern warfare all AA, except at the very most close range, is handled to missiles instead of guns.&lt;br /&gt;
&lt;br /&gt;
All this problems disappears if you have a practical las weapon that will fire a las beam at speed of light. Even if your target is - say - 300 kilometers away, the las beam will reach it in a millisecond. Flying at mach 3, the object would displace by only one meter in one millisecond and still be hit. This means that hitting a flyer with a las weapon would be extremely easy even without any dedicated equipment if close enough to be seen by naked eye. With &amp;lt;s&amp;gt;radar&amp;lt;/s&amp;gt; auspex firing control you will basically hit flyers as soon as you detect it. The main strength of flyers (being harder to hit) will disappear and they will become the easier targets on the battlefield because they have no chance of cover and they cannot be as hard armored as something on the ground.&lt;br /&gt;
&lt;br /&gt;
However, China and a few other countries (read: every first world country because no duh) have begun research into armor coatings designed to reflect or disperse laser-based weaponry (whereas countries like the US are doing that and increasing the power of their lasers in the knowledge that reflecting or dispersing lasers won&#039;t work at a certain level of energy), which would offset that advantage (though perhaps shooting the planes anyway could help guide missiles in the air to their targets and could damage or destroy electronics like targeting devices or cause missiles to detonate inside the target); it helps that the coatings would likely be much less expensive than the lasers themselves. Unfortunately, due to the effects of massed fire, such a coating would soon fail. Or, fire of a certain intensity, again and science says the laser simply won&#039;t be affected by such coatings at all...&lt;br /&gt;
&lt;br /&gt;
Even if we invent coating that works perfectly well to protect aircraft, lasers could have a role in missile defence. After all, unless we can easily, and affordably, apply enough coating for every non-reusable explosive missile fired, the upsides of anti-air lasers could revolutionize missile defence.&lt;br /&gt;
&lt;br /&gt;
Unfortunately this would clearly not work in 40k. In M2 some ablative/reflective coating might protect an airplane/missile because nowadays lasers are relatively weak and work by overheating and damaging delicate parts. An imperial lascannon does simply punch a clean hole through a Leman Russ battle tank with a big explosion of stuff rapidly heating to plasma. This will laugh at any &amp;quot;anti laser coating&amp;quot;.&lt;br /&gt;
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==See also==&lt;br /&gt;
*[[Hellgun]]&lt;br /&gt;
*[[Laspistol]]&lt;br /&gt;
*[[Dune]]: from which the term was cribbed.&lt;br /&gt;
&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C80:28EF:69F9:87AF:6812:A9FC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Lasgun&amp;diff=300596</id>
		<title>Lasgun</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Lasgun&amp;diff=300596"/>
		<updated>2019-09-16T04:58:11Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C80:28EF:69F9:87AF:6812:A9FC: /* Imperial Boltguns */&lt;/p&gt;
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&lt;div&gt;[[Image:Guardsman.jpg|thumb|right|This is painfully accurate.]]&lt;br /&gt;
[[image:KHARN LOEV FLASHLIGHT.jpg|thumb|right|[[Kharn]] also love &amp;lt;strike&amp;gt;Flashlight&amp;lt;/strike&amp;gt;LASGUN!!]]&lt;br /&gt;
[[image:1271099410879.jpg|thumb|right|The closest thing to choice an Imperial guardsmen will have - what sort of lasgun he&#039;ll get (not an actual choice, generally speaking).]]&lt;br /&gt;
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{{Topquote|IT&#039;S NOT A LASER! IT&#039;S A LITTLE LIGHT BULB THAT BLINKS!|Woody, Toy Story}}&lt;br /&gt;
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{{Topquote|What do you call a Lasgun with a taclight mounted under the barrel?  Twin-linked.|Any 40k player evar (Hilariously, GW has caught onto this.  Less hilariously, on Regimental Standard they&#039;ve got an in-universe nod where any Guardsman who makes this joke is sentenced to flogging)}}&lt;br /&gt;
&lt;br /&gt;
The humble (and we mean humble) &#039;&#039;&#039;Lasgun&#039;&#039;&#039; is the standard-issue armament of the average [[Imperial Guard]]sman in the [[Warhammer 40,000]] setting. Given the incalculable number of Guardsmen under arms and the sheer scale of the [[Imperium]] itself, it is safe to say that the lasgun is probably the most common weapon in the entire galaxy that isn&#039;t some underhive piece of junk like stub guns, knives or other miscellaneous weapon. (Or something [[Shootas&#039;an Dakkas|slapped together by an ork]], but that&#039;s another topic in and of itself.) On the tabletop it shares the same rules with [[autogun]]s. &lt;br /&gt;
&lt;br /&gt;
The name is rather obviously a portmanteau of &amp;quot;laser&amp;quot; and &amp;quot;gun&amp;quot;, but argument [[rage]]s [[skub|over how the word is meant to be pronounced]]. Many claim that the &amp;quot;las&amp;quot; should be pronounced &amp;quot;layz&amp;quot; (or in other words say that it&#039;s pronounced with a long &amp;quot;a&amp;quot;, as the first part of &amp;quot;laser&amp;quot;), but others contend that this sounds retarded, and &amp;quot;lazz-gun&amp;quot; (or a short &amp;quot;a&amp;quot; sound, as in &amp;quot;glass&amp;quot;) is a better pronunciation. According to [[Games Workshop]], its name is pronounced &amp;quot;Laze-gun&amp;quot;; however, Jeremy Vetock and Duncan Rhodes both say &amp;quot;Lazzguns,&amp;quot; so it really is a toss up. (And unimportant).&lt;br /&gt;
&lt;br /&gt;
It is almost universally described in the [[fluff]] as discharging with a sharp crack (caused by the beam ionizing the air it travels through), but some authors describe the lasround as either a &amp;quot;bolt&amp;quot; as in Star Wars or as a &amp;quot;beam&amp;quot; as in Dawn of War. Other features of the weapon have greater variation - some [[Black Library]] works and items such as the [[Imperial Infantryman&#039;s Uplifting Primer]] describe the weapon as possessing a fully automatic firing setting; this feature is represented by Rapid Fire rule on the tabletop, but not represented in Dark Heresy, which can be explained away by virtue of the fact that there are many different patterns of Lasgun produced throughout the Imperium. &lt;br /&gt;
&lt;br /&gt;
There is also some dispute as to the color of the &amp;quot;beam&amp;quot;. Some fluff claims it to be blue, while games like Dawn of War portray it as red or something of a reddish-yellow. The popular &#039;&#039;Gaunt&#039;s Ghosts&#039;&#039; series of novels by [[Dan Abnett]] say that the Imperial weapons fire blue &amp;quot;beams&amp;quot;, while the Chaos weapons fire red ones. In order to fix this [[Skub|mess]], we have proposed a Scientific fact on the issue... &lt;br /&gt;
&lt;br /&gt;
*The Fact: the energy of each individual photon is determined by its frequency (i.e. colour); power output is energy per second, meaning the same power output is achievable with either more photons per second at a lower frequency (bright red) or fewer photons per second at a higher frequency (dim blue).  In either case, the colour is also dependent on the gas it is traveling through, as the amount of energy transferred to the surrounding medium via [[https://en.wikipedia.org/wiki/Compton_scattering]] depends on the mass of each gas particle, while the brightness depends on the amount of gas particles, so the laser would look different on different planets.  Regardless, a fired lasround would never look like a glowing projectile &amp;quot;bolt&amp;quot; to any camera (such as a human eye) operating at a frame rate lower than approximately a billion frames per second, so those depictions can safely be assumed to be [[heresy|heresy]]. It would look like an actual pulsed laser, i.e. a &amp;quot;beam&amp;quot; that visibly spans the distance from the weapon&#039;s muzzle to the impact point, for the duration of the pulse. The popular visual idea from [[Star Wars|other popular sci-fi weapons]] that fire glowing projectile bolts are not lasers at all, instead being described as magnetically-contained plasma bolts.&lt;br /&gt;
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== Why the Lasgun sucks ==&lt;br /&gt;
&#039;&#039;See Also: [[Lasgun Patterns]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The lasgun is [[Derp|rather pathetic]] [[Grimdark|compared to the mainline arms and armour of most of the other armies of the setting]], useful only by virtue of the fact that Guardsmen come in ridiculous numbers (except in comparison to Tyranids, Chaos Cultists/Zombies, or Orks) and the application of statistical probability. The weapons are often derisively referred to as &amp;quot;flashlights,&amp;quot; based on their individual uselessness, although this is arguably more of an example of how ridiculously tough everything else is in the setting.&lt;br /&gt;
&lt;br /&gt;
The 6th Edition rulebook describes the lasgun as severing limbs at close range but further away it only goes about as deep as the liver, explosively flash-boiling said liver and all other squishy bits in the laser&#039;s path. That sounds awesome, until you remember that nearly every enemy of the Imperium has [[Chaos Space Marines|heat and energy-dissipating armor]], [[Orks|redundant biology]], or [[Tau|simply outrange them]]. Pretty much the only enemy an individual lasgun can reliably kill are other humans. They are on the same level of effectiveness as autoguns (which are basically AK-47s IN SPACE), except lasguns are even more durable, reliable, accurate (due to low to no recoil and the fact that the beam is not affected by gravity or wind, though shooting through a dust cloud or fog on the other hand is more problematic, so a B over all for atmospheric effects) and less dependent on massive ammo supplies; a single power-pack can, depending on the gun&#039;s setting, afford up to 100 to 140 shots on average, while an autogun magazine is usually 20-60 bullets (which, fun fact, is generally what typical lasguns set to max power usually can fire.) Plus you can recharge their batteries from Chimera generators, sunlight or even fire, while an autogun is useless once out of ammo for anything other than a fancy club or if you have the good fortune to have a bayonet, a vaguely sharp stick. Not that said bayonet on either weapon will help against orks or &#039;nids. And given the general competence of Munitorum depots, you&#039;d probably end up with ration packs instead of ammunition, though this of course applies to lasgun power-packs, as well. &lt;br /&gt;
&lt;br /&gt;
Combine this with most lasguns seeming to come pre-set to &amp;quot;medium power&amp;quot; (granting between 40 and 80 shots a pack with usually enough penetration power to reliably punch right through Imperial Guard&#039;s flak armour (or xenos-made equivalents of such) and Imperial Infantrymen Primer actually bothering to include specific instructions on how to adjust power as part of basic training and you end up with an energy-based assault rifle, that is actually good for taking down lightly-armoured infantry with resilience to ballistic damage roughly equal that of a normal human (as it is in case with eldars or tau), but that&#039;s exactly what it was designed for - nothing less, but also nothing more. Unluckly for typical guardsmen, however, there are warrior-creatures of the 41st millennium that are either equipped with [[Power_Armour|armour, capable of deflecting even heavy stubber or bolter shells impacts]], or [[Orks|biology so robust, that it is able to take a hit from heavy stubber&#039;s bullet in the chest and continue fighting on]], or, in especially bad cases, [[Chaos_Space_Marines|warrior-creatures that have both of the aforementioned traits]]...&lt;br /&gt;
&lt;br /&gt;
== Why the Lasgun is still being used ==&lt;br /&gt;
The lasgun is derisively known as a &amp;quot;flashlight&amp;quot; by most players, including Guard players themselves.  However, within the context of the 40k setting the lasgun is reliable, durable, extremely common, and reasonably accurate.  It should be noted that the lasgun is described as being able to destroy a slab of cement, which would at least put it on equal or better footing compared to what modern small-arms can achieve.  From a production standpoint the lasgun (and its power pack) requires a somewhat more advanced industrial base to construct than the autogun.  In return you get a compact infantry weapon that can fire over a hundred shots on a single power pack and has virtually no moving parts.&lt;br /&gt;
&lt;br /&gt;
Getting shot by a laser, even if you are protected, would at least flash a decent portion of the surface of what is hit into plasma.  Explosively.  So, most human-sized targets too tough to be penetrated by a lasgun would at least be stunned/stopped for a moment (in theory).  Therefore, the lasgun actually has pretty good utility given the enemies the Imperium faces.  Furthermore, lasers damage just about anything to some degree when powerful enough.  Which means a lasgun can theoretically kill anything in the universe...eventually. Just like the [[Commissar]] told you!&lt;br /&gt;
 &lt;br /&gt;
The lasgun has very low recoil, especially in comparison to a [[bolter]] or even an [[autogun]]. More like a jolt than a kick, probably due to sudden change in air pressure. The powerpack that the weapon uses can fire about eighty to a hundred/hundred-twenty shots before running empty and can be easily recharged through any standard Imperial power supply, direct sunlight, and even heat. A relatively common practice of Imperial Guard units cut off from supplies is to place their lasgun power packs in open fires, although this does lower the pack&#039;s lifespan considerably and is [[heresy|frowned upon by Mechanicus]] and considered an absolute last resort by anyone else - but hey, the possibility of one&#039;s powerpack becoming useless is better than a guarantee of charging enemy with a bayonet. &lt;br /&gt;
&lt;br /&gt;
The weapons are rather more useful in [[Dark Heresy]] than they are in the tabletop wargame, as their reliability, availability and plentiful ammunition become real considerations and they are rather more useful against the human foes that an agent of the Inquisition is likely to face. &lt;br /&gt;
&lt;br /&gt;
Lasgun power packs also greatly simplify logistics for Guard units in the field.  In fact, even if Autoguns were better in all ways than a lasgun, the Administratum would still use the lasgun due to its power pack.  This is because power packs can be recharged in the middle of a campaign by the troopers using them, which is especially important if you can&#039;t get any new supplies for whatever reason.  In other words, even if an Imperial Guard unit was completely isolated they would still be able to recharge the power packs they have, given time, and  thus they would still be able to fight.  This simplification of logistics is crucial for the Imperial Guard, which has trillions of soldiers spread all over the galaxy, many of whom are months if not years travel away from the nearest Forge World.&lt;br /&gt;
 &lt;br /&gt;
One last thing about Lasguns is that they &#039;&#039;can&#039;&#039; be used as last-ditch grenades by basically making the entire power pack empty into the gun without ever actually firing it. It turns the Lasgun into an explosive comparable in power to a krak grenade. It can even scratch the front plate of a Chaos Dreadnought who thought he was going to make some Guardsmen go squish, and instead gets a lasgun-bomb surprise to the face. (It should be noted that this happened to a dreadnought whose front armor was already cracked from being hit by anti-armor weapons, so no way your overloading lasgun is going to help against an undamaged one)&lt;br /&gt;
&lt;br /&gt;
Five counter-arguments to the lasgun-power-pack-grenade come readily to mind, discounting most guardsmen not being aware of this particular tactic. &lt;br /&gt;
* Firstly, the power pack&#039;s detonation timing is highly unpredictable, and as we all know, &amp;lt;del&amp;gt;anything that endangers an imperial infantryman will absolutely not be considered&amp;lt;/del&amp;gt; only the most fanatical, stupid, or just plain reckless Guardsmen would be willing to use it regularly. &lt;br /&gt;
* Secondly, while a lasgun is pretty inexpensive in comparison to, say, a bolter, its power-packs are &#039;&#039;not&#039;&#039; as cheap to produce (they make up for it by being so easily recharged.) And only veteran soldiers tend to carry more than a small handful of packs; packs which said veterans probably looted off other guardsmen who didn&#039;t get to be veterans. &lt;br /&gt;
* Thirdly, the blast yield from a power pack is never described as being particularly strong. In the aforementioned example the soldier managed to open a dreadnought&#039;s faceplate just enough for the [[grimdark|local flora to kill it]], which sounds commensurate to a glancing hit, estimating the explosion closer to that of a krak grenade (S6) or maybe a little stronger. While still powerful when compared to regular old frag grenades, this is nothing like the famous melta bomb.  Because surely the faceplate of a &#039;&#039;dreadnought&#039;&#039; is fragile.  Like the viewports of a Baneblade (which tanked a krak missile in a novel).  Easily killed Space Marine heroes are all the rage in the Imperium.&lt;br /&gt;
* A weapon, no matter how shitty, is still a soldier&#039;s baby. A soldier without his main weapon is generally a dead man, commissar or no, and the only time you would be forced to use your own, custom, probably personalized rifle if you live long enough to know this tactic, is in case of true emergency or imminent death. The same case that the first case of this ever being recorded happened.  Which means only use this tactic when fighting any playable faction.  Especially Necrons since it isn&#039;t like your lasgun will matter then anyway.&lt;br /&gt;
* Finally, in the instance where a Guardsman survives using his weapon and its magazine in such a reckless manner, he must then face the wrath of his superiors (If he survives the incident); the sheer number of Munitorum violations involved in using a lasgun and its ammo as a makeshift bomb are staggering (and while most alone would probably result in perfectly survivable corporal punishment, such as say being repeatedly rifle-stocked in the balls four dozen times while hanging upside down, all added up it&#039;s more pragmatic to just make the punishment execution to save some time.) Unless he manages to secure a new weapon beforehand of course.  Well, not having a weapon is punished by execution (in case your lack of a gun is due to throwing it away to flee or something).&lt;br /&gt;
&lt;br /&gt;
In all seriousness, a lasgun is a deadly weapon when in the hands of someone competent. As being an effective combat weapon goes, anything not too heavily armored, like Traitor Cultists, Eldar Guardians, Ork Boyz, Tyranid Gaunts, and other Imperial Guard style forces are bound to be ridden with Laser holes quickly and efficiently. The Vostroyan Firstborn, for example, are renown for their precision with their lasguns and rewarded with high kill counts against everything from Orks to traitors.  Elysian Drop Troopers are similarly known for exceptional marksmanship bred via necessity wherein they maximize lethality with minimal shots. It is only against heavily armored foes that a Lasgun falters. [[Power armour]] is able to shrug off lasbolts like there&#039;s no tomorrow when they hit its reinforced ceramite layers. The wearer is not invulnerable, though: helmet lenses, articulations and joints are still vulnerable to a well-placed lasbolt and a point- or near-point-blank shot at maximum power from a lasgun can penetrate certain areas of a Space Marine&#039;s helmet (or armor in general) and turn his brains into impromptu house paint. Pray to the Emperor and get really lucky, you will take down even a Chaos Space Marine (or equivalent) with your humble lasgun. ([[What|though Space Marines are also known to die after being poked (stabbed) by enough pointy (sharp hard) sticks on occasion after all or being stomped on by enough human beings at once, plot willing.]]) And given the Imperial Guard&#039;s numbers they will &#039;&#039;always&#039;&#039; get some lucky shots, through sheer volume of fire.  The closer you are to your target, the more penetration you get.  Tough targets in 40K like to get up close and personal and by that point lasguns can go right through them to blast their squishy innards.  Machines also get fucked over by lasers because it&#039;s electromagnetic (photons, duh).&lt;br /&gt;
&lt;br /&gt;
In the end, a quote from [[Black Crusade (RPG)]] sums up the lasgun perfectly: &#039;&#039;&amp;quot;The Legionnaire that scoffs at a lasgun has not charged across an open field against a hundred of them.&amp;quot;&#039;&#039;&lt;br /&gt;
Of course, in Black Crusade a Legionnaire in power armor is almost impossible wound with a lasgun unless they score a Righteous Fury/Zealous Hatred (&amp;quot;critical hit&amp;quot;), which even then only causes minimal harm. But for representing Imperial Guard squads/platoons as enemies for Traitor Astartes player characters in Black Crusade, that is what the Horde rules are for, which allows representation of dozens of lasguns combining concentrated fire.. and becoming a very, very serious threat even for a Traitor Legionnaire.&lt;br /&gt;
&lt;br /&gt;
And remember, hit the marine in the eye, and they drop like a fly.&lt;br /&gt;
&lt;br /&gt;
==Uses for the Lasgun==&lt;br /&gt;
[[Image:Laysgun2_1974.PNG|300px|right|thumb|Also, a rare pict-capture of the ancient Laysgun.]]&lt;br /&gt;
*Warming soup&lt;br /&gt;
*Cigarette lighter&lt;br /&gt;
*Changing TV channels&lt;br /&gt;
*Selling to buy a new weapon&lt;br /&gt;
*Pissing off [[Thunderhawk]] pilots&lt;br /&gt;
*Shining in enemies&#039; eyes&lt;br /&gt;
*Throwing at people (may cause more damage than shooting it at them)&lt;br /&gt;
*Burning ants&lt;br /&gt;
*Paperweight&lt;br /&gt;
*Laser sight for a boltgun&lt;br /&gt;
*Aide during PotentiaPunctum presentations&lt;br /&gt;
*Light shows&lt;br /&gt;
*Laser tag for kids (who are probably more dangerous than the gun itself)&lt;br /&gt;
*Magic shows for kids&lt;br /&gt;
*Lighting candles on birthday cakes&lt;br /&gt;
*A Laser pointer&lt;br /&gt;
*Entertainment for your space-kitties&lt;br /&gt;
*Shooting bottles&lt;br /&gt;
*Hitting your officer&#039;s pipe (Warning, will result in [[Blam|BLAMing]])&lt;br /&gt;
*Flashlight&lt;br /&gt;
*Substitute baseball bat&lt;br /&gt;
*Salvaged for actual useful stuff&lt;br /&gt;
*Horsie rides&lt;br /&gt;
*Chair&lt;br /&gt;
*Creating a makeshift rave&lt;br /&gt;
&lt;br /&gt;
== Other laser weapons ==&lt;br /&gt;
The lasgun also comes in carbine, pistol, bullpup, sniper (&amp;quot;long-las&amp;quot;), and light machine gun (the heavy lasgun, which so far seems to only exist in Black Library) - (Heavy laser is just a crew-fired multi laser) varieties, and the Imperium fields many other weapons based on the same technology, such as the [[hellgun]] (a powerful lasgun powered by a backpack power pack), the mighty [[lascannon]] (mighty being relative... SPESS MEHREENS can equip it), the even bigger [[Apocalypse|volcano cannon and turbo-laser]], the even bigger Defense Laser, and the bigger &#039;&#039;still&#039;&#039; laser weapons mounted on [[Battlefleet Gothic|starships.]] Must be a different type, though, because a broadside from a Retribution class battleship can devastate half a continent depending on the [[Skub|calcs]]. A single barrage from an Imperator class Titan can devastate an &#039;&#039;entire&#039;&#039; city with weapons as strong as modern day nukes. Keep in mind how large an Imperial city is.  So, far stronger than modern nukes.&lt;br /&gt;
&lt;br /&gt;
Oh, and [[C.S. Goto|multilasers]].&lt;br /&gt;
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=== Laspistol ===&lt;br /&gt;
&#039;&#039;See main page, [[Laspistol]]&#039;&#039;&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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=== Lasgun ===&lt;br /&gt;
[[Image:lasgun.jpg|thumb|right|200px|Standard Cadian pattern Lasgun]]&lt;br /&gt;
&lt;br /&gt;
You know&#039;em, you love&#039;em. There really isn&#039;t a point in repeating what has already been said since you are on a page talking about this wonderful piece of Imperial equipment other &amp;lt;s&amp;gt;then&amp;lt;/s&amp;gt; than putting it in the Lasgun family. Of course there are certain modifications that may breach the line on what &#039;&#039;may&#039;&#039; count as a Lasgun. But overall, it is cheap, effective and put a lovely little dent to most light infantry contrary to popular belief. &lt;br /&gt;
&lt;br /&gt;
Just don&#039;t try and attempt go all [[Leeroy Jenkins]] on this thing. The Lasgun is a light assault weapon, not a Titan-busting Volcano Cannon.&lt;br /&gt;
&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-7-8|name=Lasgun|r7=24&amp;quot;|type7=Rapid Fire|s7=3|ap7=-|r8=24&amp;quot;|type8=Rapid Fire 1|s8=3|ap8=0}}&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:CadianLasgun.png|&amp;lt;center&amp;gt;Cadian&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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=== Hotshot Laspistol===&lt;br /&gt;
[[File:Hotshot_Laspistol.jpg|200px|right|thumb|Hotshot Laspistol]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See main page, [[Hellgun#Hellpistol|Hellpistol]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Hotshot Lasgun&#039;s little brother, also known as [[Hellgun#Hellpistol|Hellpistol]] (although there do remain some canon conflict about these two weapons designation). Hotshot Laspistols are typically hand-crafted, rather than mass-produced in factories, and many of them are hundreds of years old and have acquired histories over the course of centuries of use in combat. Unless otherwise specified, a Hotshot Laspistol remains the property of the Departmento Munitorum, though an individual can be awarded one for heroic deeds. A Hotshot Laspistol fires a higher-intensity shot than a laspistol, therefore, despite its higher penetration it will cauterize the wound it causes and prevents too much blood from being shed. For this reason, Hotshot Laspistol are preferred for use as execution weapons for officers and commissars, as a shot to the condemned soldier&#039;s head will prevent any blood from staining their uniform.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TempestusPistol.png|&amp;lt;center&amp;gt;Tempestus Scion&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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=== Hotshot Lasgun===&lt;br /&gt;
[[File:Hotshot_Lasgun.png|200px|right|thumb|Hotshot Lasgun]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See main page, [[Hellgun]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A variant of the Lasgun, also known by the far cooler name &amp;quot;[[Hellgun]]&amp;quot; (although there do remain some canon conflict about these two weapons designations since they have different art, different models, and are used by different units in both the lore and in the models...so yeah, probably totally different things), the Hotshot Lasgun and Hotshot Laspistol are weapons used primarily by the [[Stormtrooper]]s (and presumably other arms of the Imperial war machine).  In some canon sources, these are juiced-up versions of the Lasgun charge pack inside a normal Lasgun, or in &#039;&#039;other&#039;&#039; canon sources, the entire weapon has a beefier build with better conduits and optics to survive the prolonged increased strain of a higher power throughput.  They are designed to be used by elite troops or officers, who are generally better shots.  Instead of the Hellgun&#039;s design approach of using lots of batteries and a heavy-duty build to attain higher cyclic fire rates, Hotshots use a super-concentrated laser blast to achieve the same kind of armor-penetrating power.&lt;br /&gt;
&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-7-8|name=Hotshot Lasgun|r7=18&amp;quot;|type7=Rapid Fire|s7=3|ap7=3|r8=18&amp;quot;|type8=Rapid Fire 1|s8=3|ap8=-2}}&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TempestusLasgun.png|&amp;lt;center&amp;gt;Tempestus Scion&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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=== Hotshot Volley Gun ===&lt;br /&gt;
[[File:Volley_Gun.png|200px|right|thumb|Hotshot Volley Gun]]&lt;br /&gt;
&lt;br /&gt;
Another variation of the Hotshot category of Lasguns. These weapons are borne into battle by [[Stormtrooper|Tempestus Scions]] to deal with armored enemy infantry. The Hot-Shot Volley Gun is a larger version of the Hot-Shot Lasgun that &amp;quot;incorporates penitent-class heat sink arrays&amp;quot; which means that they &amp;quot;can maintain a punishing rate of high powered fire&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Think of them as a fully automatic LMG version of the regular old Hotshot Lasgun. As you can imagine, the sheer amount of [[Dakka]] means that they are more likely to be situated within the heavy weapons category then the normal Hotshot Lasguns. They are known to fire with a distinctive spitting howl. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TempestusVolley.png|&amp;lt;center&amp;gt;Tempestus Scion&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
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=== Mining Laser ===&lt;br /&gt;
[[File:Mining_Laser.jpg|200px|right|thumb|Mining Laser]]&lt;br /&gt;
&lt;br /&gt;
Mining Laser is not formally a weapon, but a tool for breaching tunnels in the mining process. In some cases though the Mining Laser can be used as a weapon, often by [[Genestealer|Genestealer Cults]]. For example, Dvarlock pattern Mining Laser, founded and identified by Tempestor Gulack of the Kappic Eagles have been modified so it can blast the hole through a meters-thick bulkhead with a single pull of a trigger. It also features three hand-grips. indicating its use in combination with a tertia pattern servo-arm (or the extra arms of a Genestealer Hybrid).&lt;br /&gt;
&lt;br /&gt;
There is also the Heavy Mining Laser which is a heavier variant of the standard version, used on [[Goliath Truck|Goliath Rockgrinders]] (More can be read below). Although to be honest, it is only &#039;heavy&#039; because it is on a turreted mount, other than that there is very little difference between the Heavy Mining Laser and the regular old Mining Laser.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:HybridLaser.png|&amp;lt;center&amp;gt;Neophyte Hybrid&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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=== Long-Las ===&lt;br /&gt;
[[File:Long-Las.jpg|200px|right|thumb|Long-Las]]&lt;br /&gt;
&lt;br /&gt;
In the good old days the Imperial sniper rifle was the poorly named [[Needler|&#039;needle rifle&#039;]] which was in fact a kind of laser weapon. Well, partly. It had two parts to each shot. It fired a narrow beam laser to burn through armor, and then it fired a &#039;needle&#039; bullet; a spike of some kind of metal filled with horribly poisonous toxins. With the armor removed first, the spiky bit all but ensured a kill if you hit, spurting deadly death juice into your unfortunate body. Sadly they weren&#039;t especially well conceived weapons (hitting the same spot with two different weapons, one that responds to wind and gravity, and the other that doesn&#039;t is something of a challenge) so they&#039;ve pretty much been written out of the setting these days as being too expensive for regular use. Now the term &amp;quot;sniper rifle&amp;quot; is used fairly loosely in the Imperium; many sniper rifles are simply over-powered lasguns called long-las rifles, while many others (such as those used by [[Space Marine]] [[Scout]]s) are high-velocity slug-throwers which have more in common with [[autogun]]s than they do with energy weapons. Then there are other more exotic variants firing poisoned darts or even stranger payloads, such as the aforementioned needle rifle (which Ratlings still prefer) or the Exitus Rifle that fires straightup death. All of these variants have pretty much the same effect on the target, unless you play older editions or use special characters who have rules that say otherwise. Or play [[Dark Heresy]].&lt;br /&gt;
&lt;br /&gt;
However, since you are on the Long-Las category, we might as well talk about it. The Long-Las is a sniper variation of the Lasgun with a much longer barrel for increased range and accuracy, and also to prevent overheating. However the barrel makes a Long-Las up to twice as long as a standard Lasgun and thus difficult to use in close quarters.&lt;br /&gt;
&lt;br /&gt;
Within the Imperial Guard the Long-Las, formerly known as the Sniper Variant Lasgun, is issued only to those Guardsmen with the necessary marksmanship skills and knowledge in stealth and scouting operations. It uses the XC 52/3 strengthened barrel, longer and thinner than normal models, and lacks a charge setting slider, instead using hotshot power packs. It&#039;s also much quieter than other lasguns and features a flash suppressor to dampen the revealing flashes of its shots. However the increased wear on the barrel from using the overpowered energy packs means more frequent barrel changes than is usually required for normal lasguns.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:CadianLongLas.png|&amp;lt;center&amp;gt;Cadian&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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=== Lascarbine ===&lt;br /&gt;
[[File:Lascarbine.jpg|200px|right|thumb|Lascarbine]]&lt;br /&gt;
&lt;br /&gt;
During the [[Great Crusade]] the Lascarbine was the great grandfather of the Lasgun. Basically the same weapon as the Lasgun in a smaller package. They were standard issue among the Imperial Army and Solar Auxilla.&lt;br /&gt;
&lt;br /&gt;
In modern WH40k, a Lascarbine is designed for use by special operations units and is usually employed by Drop Troopers or scout units of the Imperial Guard such as the &lt;br /&gt;
[[Elysian Drop Troops]].&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:CatachanLascarbine.png|&amp;lt;center&amp;gt;Catachan&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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=== Auxilia Lasrifle ===&lt;br /&gt;
[[File:Auxillia_Lasrifle.PNG|200px|right|thumb|Auxilia Lasrifle]]&lt;br /&gt;
&lt;br /&gt;
The Auxilia lasrifles were the primary weapon of the [[Solar Auxilia]] during the Great Crusade and Horus heresy eras. And as befitting weapons from a time when Imperial Technology had not yet sunk into the abyss, they have better range compared to their inferior knockoffs. These weapons have the option of taking Blast-chargers, which turns the lasrifle into a miniature lascannon, though on the roll of 1 the charger melts in its operator&#039;s hands, preventing the player from using them for the remainder of the game (the gun can still fire after 1 turn of cooling off). They also [[awesome|come standard]] with Collimators, which switch out Rapid Fire for Heavy 2, making any opponent think twice about about charging a squad of [[Solar Auxilia]]. As if a Super Heavy tank as a Dedicated Transport wasn&#039;t enough reason to stay out of range.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:SolarAuxiliaLasrifleProfile.png|&amp;lt;center&amp;gt;Solar Auxilia&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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=== Blast Pistol ===&lt;br /&gt;
[[File:Auxillia_Blast_Pistol.PNG|200px|right|thumb|Blast Pistol]]&lt;br /&gt;
&#039;&#039;Not to be confused with the [[Phosphor Weaponry#Phosphor Blast Pistol|Phosphor Blast Pistol]], another 30k era weapon that fires &amp;lt;u&amp;gt;completely different rounds.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Basically a souped-up las-pistol that explodes in the user&#039;s hand. Their description makes them seem like laser revolvers used by officers of the Solar Auxilla. To mirror when an officer during the 19th century was issued a sidearm. Giving him a better gun than the line troops who had to use leaver and bolt actions. Which isn&#039;t the case here. &lt;br /&gt;
&lt;br /&gt;
These bespoke weapons like the Hotshot Laspistol and Hellpistol were able to fire only a handful of shots before reloading, but their damage output rivals that of arcane [[Volkite Weaponry]]. Due to this, Blast Pistols were seen as an emblem of wealth and prestige, and many were works of art in their own right, and thus they also became a widely used form of decoration and reward for extreme gallantry and commendation within the Solar Auxilia regiments. &lt;br /&gt;
&lt;br /&gt;
On the table top. Blast Pistols are S5 Las-pistols with Twin Linked and Gets-Hot. Archaeotech and Plasma pistols are more useful then these things.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:SolarAuxiliaBlastPistol.png|&amp;lt;center&amp;gt;Solar Auxilia&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
=== Digital Lasers/Digital Weapons ===&lt;br /&gt;
[[File:JokaeroDigitalWeapon.jpg‎|200px|right|thumb|Digi-Weapon]]&lt;br /&gt;
&lt;br /&gt;
These are actually melee weapons. However there isn&#039;t really anywhere else to put them.&lt;br /&gt;
In 40k they are exclusively made by [[Jokaero]]. During the Great Crusade and Horus Heresy they are weapons of [[Blood Ravens|unknown]] [[Heresy|Xenos origin]]. This section describes how the Imperium at large uses them.&lt;br /&gt;
&lt;br /&gt;
Digital weapons are best described as a small laser used by Space Marine officers. It allows them to re-roll one failed hit during the Assault/Fight Phase. Which is decent,  However it isn&#039;t anywhere near as cool when their used in Black Library books or the weapons stated to be used by the [[Jokaero]]. Only the Xenos monkies have them on the table top in 8th edition. &lt;br /&gt;
&lt;br /&gt;
30k Digital Lasers are as usual better than the 40k version. Rather than just Space Marines, Inquisitors and the occasional gun/chain/power sword toting hero. Every officer had access to them. They are short ranged but deadly weapons that are &amp;quot;small enough to be concealed in a ring, gauntlet, sword hilt or helm.&amp;quot; So they should be as strong as a single Hot Shot Lasgun, Lasrifle or Las-Lock beam. &lt;br /&gt;
&lt;br /&gt;
In the Horus Heresy game a Digital Laser gives the model one additional attack. [[Awesome|So the officer doesn&#039;t have to give up their sole ranged weapon for an extra melee hit.]]  One would assume either weapon would also allow an extra ranged attack with the same strength and AP as a Hot-Shot Lasgun or Archaeotech Pistol. Like how the Servo Harness gives [[Techmarines]] extra ranged and melee weapons.  However Games Workshop and Forge World aren&#039;t nice enough to give players an option that would be useful in more than one situation. Without making them pay extra real life money for it first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:JokaeroDigital.png|&amp;lt;center&amp;gt;Jokaero Weaponsmith&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
=== Las-Lock ===&lt;br /&gt;
&lt;br /&gt;
[[File:Las-Lock.PNG|200px|right|thumb|Las-Lock]]&lt;br /&gt;
&lt;br /&gt;
Las-lock is like a granddad to &amp;quot;modern&amp;quot; Lasgun. While very few Guard Regiments still use it in-universe in 40k (see [[Only War]] by FFG), the Las-Lock is popular with the Mechanicum in 30k. [[Tech Thrall]]s are thus far the only known Mechanicum troops to carry las-weapons, but oh boy, aren&#039;t they numerous.  Las-locks sacrifice rate of fire and range for more damage per shot, making it a worse version of the Hot-Shot lasgun with higher Strength, but with miserable AP of 6 and 1 shot max.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TechThrallLasLock.png|&amp;lt;center&amp;gt;Tech Thrall&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Mitralock ===&lt;br /&gt;
[[File:Mitralock2.PNG|200px|right|thumb|Mitralock]]&lt;br /&gt;
&lt;br /&gt;
There is also the Mitralock, a [[what|laser shotgun]] with reduced range.&lt;br /&gt;
Both have the option to upgrade to Induction chargers [[awesome|increasing their shots to two.(represented as Assault 2 in game.)]] While still allowing them to Assault with no penalty. This turns them into a high risk unit for any opponent dumb enough to charge them.&lt;br /&gt;
&lt;br /&gt;
In terms of tabletop, the Mitralock is the [[Shotgun|Scattergun]] of the Las Family. It is an 8&amp;quot; range Las-lock, but it gains Shred. It also has Induction Chargers which is an optional attachment to both Las-locks AND Mitra-locks (HH3, p. 221) it upgrades them to Assault 2.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TechThrallMitralock.png|&amp;lt;center&amp;gt;Tech Thrall&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Lascutter ===&lt;br /&gt;
[[File:Bits-lascutter.jpg|200px|right|thumb|Lascutter]]&lt;br /&gt;
&lt;br /&gt;
Lascutters are a powerful but extremely unwieldy type of Laser Weapon. Originally industrial tools used for cutting through armored bulkheads and dense ores, these weapons make use of disruption field-assisted short range laser arcs. They were later utilized for warfare, being used in sieges where they were able to breach enemy fortifications and if necessary become devastating close-quarters weapons.&lt;br /&gt;
On the table top, these thing suck. Only Breachers can take them. [[What| The Cumbersome rule reduces the model&#039;s WS1 and can only make a single attack.]] Take [[Graviton_weapons|Graviton guns]] instead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:LegionBreacherLascutter.png|&amp;lt;center&amp;gt;Legion Breacher&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Lightning Gun===&lt;br /&gt;
[[File:Lightning+Gun.jpg|200px|right|thumb|Lightning Gun]]&lt;br /&gt;
&lt;br /&gt;
[[Pretend|Despite the name,]] Lightning Guns are a type of laser weapons used by the AdMech. Whilst they do use electromagnetism, most of the killing power is from the pew pew lasers. Lightning Guns are Great Crusade era weapons used by various Adeptus Mechanicus troops, most notably [[Thallax]]. &lt;br /&gt;
&lt;br /&gt;
This aptly named weapon takes the form of a baroquely designed carbine connected to a micro-reactor or power core. It fires an ionizing las-beam along with a powerful phased discharge of electromagnetic particles. The ensuing effect makes the weapon able to overload mechanical targets in addition to its effectiveness against organic enemies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:ThallaxLightning.png|&amp;lt;center&amp;gt;Thallax&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
=== Multilasers ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See main page, [[Multilasers]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Multilaser is basically just a [[Hellgun]] that&#039;s been modded for more [[Dakka]], being a pretty good weapon against most non- to lightly-armored targets (infantry, Taurox-equivalents, skimmers, etc.).&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
=== Heavy Mining Laser ===&lt;br /&gt;
[[File:Heavy_Mining_Laser_Wolfquad.JPG|200px|right|thumb|Heavy Mining Laser]]&lt;br /&gt;
The aforementioned Heavy Mining Laser. As previously mentioned, it is basically a Mining Laser on a turret. Like its smaller brother, the Heavy Mining Laser is used primarily to bore through rock and other quarry within Mining and Forge Worlds of the Imperium. However it can also be used to cleanly bore through the side armor of a Leman Russ and a Space Marine if needed. &lt;br /&gt;
&lt;br /&gt;
The [[Genestealer Cult|Genestealer Cults]] have exploited its power because of this. The only difference between the regular Mining Laser and the Heavy Mining Laser is in its power supply. The regular Mining Laser carries its own portable power supply which makes it mobile but at the cost of a shorter battery life (eg: less &#039;shots&#039;) and a shorter effective range. The Heavy Mining Laser on the other hand, is connected to a much larger and thus, powerful power supply which allows for a longer battery life and a longer range.&lt;br /&gt;
&lt;br /&gt;
It is often mounted on the [[Goliath Truck|Goliath Rockgrinder]], but it can also be mounted on the [[Achilles Ridgerunner]] and the [[Wolfquad]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:GoliathRockgrinderLaser.png|&amp;lt;center&amp;gt;Golaith Rockgrinder&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lascannon ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See main page, [[Lascannon]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are the main Imperial anti-tank weapon (Heavy1 72&amp;quot; S9 AP2 for D6), and they are mounted on [[Heavy Weapons Squad|E]][[Predator|V]][[Devastator Squad|E]][[Razorback Transport|R]][[Leman Russ Battle Tank|Y]][[Sentinel|T]][[Dreadnought|H]][[Land Raider|I]][[Tarantula|N]][[Fortress of Redemption|G]] and occasionally wielded by [[SPESS MEHREENS]].  &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Corve Las-Pulser===&lt;br /&gt;
[[File:ContemptorAchillusLasPulser.png|200px|right|thumb|Corve Las-Pulser]]&lt;br /&gt;
The Corve Las-Pulser is a type of Laser Weapon used by the [[Adeptus Custodes]]. They are the giant Lascannon mounted on top of the giant Dreadnought-like spear. It was equipped to the Dreadspear of the Custodes Contemptor-Achillus class Dreadnought.&lt;br /&gt;
&lt;br /&gt;
The Corve is a 36&amp;quot; S9 AP2 Heavy D3 weapon. It is an upgrade for the Agamatus jetbikes and found as part of the Contemptor-Achillus&#039;s Dreadspear, and most of the reason for it&#039;s 40 point upgrade cost. The Pulsar is one of the few weapons that Custodes have as a counterpart to Lascannons. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:LasPulser.png|&amp;lt;center&amp;gt;Contemptor Achillus&amp;lt;/center&amp;gt;&lt;br /&gt;
image:AgamatusLasPulser.png|&amp;lt;center&amp;gt;Agamatus Jetbike&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Las-Ripper===&lt;br /&gt;
[[File:Las-Ripper_Side_View.PNG|200px|right|thumb|Las-Ripper]]&lt;br /&gt;
Essentially a weaker version of the Las-Talon. &lt;br /&gt;
&lt;br /&gt;
A Las-Ripper is a type of heavy Imperial Laser Weapon usually deployed on the Primaris Space Marines&#039; [[Astraeus Super-Heavy Tank|Astraeus Super-Heavy Grav Tank.]] Las-Rippers are used as sponson weapons on Astraeus grav tanks, where they serve as the vehicle&#039;s standard anti-personnel weapons for close and messy encounters.&lt;br /&gt;
&lt;br /&gt;
In terms of crunch, as previously aforementioned, the Las-Rippers are a weaker version of the Las-Talon. Although it is not a bad weapon per se, it suffers from the fact that there are much better weapons that the Astraeus could be equipped with. &lt;br /&gt;
&lt;br /&gt;
Most often, the Las-Ripper is replaced with the more powerful Plasma Eradicators. This have got to do with the fact that the Plasma Eradicators are understandable more powerful per shot, but what is unusual is that the Eradicators have more range and is [[Wat|&#039;&#039;cheaper&#039;&#039;]] than the Las-Ripper of all things.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:AstraeusLasRipper.png|Alternate View&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Las-Talon===&lt;br /&gt;
[[File:LasTalon.jpg|200px|right|thumb|Las-Talon]]&lt;br /&gt;
One of the primary weapons of the Repulsor and a discount Lascannon.&lt;br /&gt;
&lt;br /&gt;
The Las-talon is a specialized type of Laser Weapon that can only be found on both the Stormhawk Interceptor air superiority fighter used by the Adeptus Astartes and the Primaris Space Marine Repulsor armored transport. &lt;br /&gt;
&lt;br /&gt;
The Las-talon fires two potent blasts of laser energy in rapid succession, ensuring a clean kill against even the heaviest armored targets. Unlike other laser weapons, the Las-talon is relatively short-ranged, with its damage heavily reduced at great range.&lt;br /&gt;
&lt;br /&gt;
And as you know, it is basically the big brother of the Las-Ripper.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:RepulsorLasTalon.png|&amp;lt;center&amp;gt;Primaris Repulsor&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Laser Destroyer===&lt;br /&gt;
[[File:Laser_Destroyer.jpg|200px|right|thumb|Laser Destroyer]]&lt;br /&gt;
The Laser Destroyer is an Imperial laser weapon mounted primarily on the Destroyer Tank Hunter, capable of destroying enemy tanks from long range. The Laser Destroyer however is a highly-complex system which all but a few Forge Worlds can no longer reproduce; even those who can create new ones must hand-craft each one through a painstakingly slow process. The result has been that these weapons and the vehicles which use them have become incredibly rare amongst the Imperial Guard. The chance of receiving any replacement for lost or destroyed models is very slim, often leading to recovered tank destroyers instead being fitted with another weapon.&lt;br /&gt;
&lt;br /&gt;
During the invasion of Armageddon, though, a number of Chimeras were refitted with Laser Destroyers and re-designated APDS-6a &#039;Defenders&#039; as an effective stop-gap measure against the Orks.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Neutron Laser===&lt;br /&gt;
[[File:NeutronLaser.jpg|200px|right|thumb|A Neutron Laser, a slightly more safer version of the Neutron Laser Projector. &#039;&#039;Slightly&#039;&#039;.]]&lt;br /&gt;
A Neutron Laser is a heavy weapon utilized by the forces of Adeptus Mechanicus&#039; Skitarii Legions as a primary weapon for [[Onager Dunecrawler|Onager Dunecrawlers.]] A Neutron Laser is the last word in battlefield anti-tank weaponry. &lt;br /&gt;
&lt;br /&gt;
With a stabilised neutronic coil arc reactor as its power source, a Neutron Laser is able to fire a beam so devastating that it not only is able to punch through the thickest of armour, but also sends a blast wave of electromagnetic energy that scrambles circuits and synapses alike when it strikes its target. &lt;br /&gt;
&lt;br /&gt;
It doesn&#039;t seem to suffer as much of a backfire feedback that usually plagues its larger brother. So that&#039;s a plus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:OnagerNeutronLaser.png|&amp;lt;center&amp;gt;Onager Dunecrawler&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Arachnus Blaze Cannon===&lt;br /&gt;
[[File:ArachnusCannon.jpg|200px|right|thumb|Arachnus Blaze Cannon]]&lt;br /&gt;
The Arachnus Blaze Cannon is a type of Laser Weapon used by the Adeptus Custodes. This weapon was a development of standard Imperial las-technology, but with built in esoteric and powerful components which could never be replicated en masse.&lt;br /&gt;
&lt;br /&gt;
The Blaze Cannon is mounted on the [[Coronus Grav Carrier]].&lt;br /&gt;
&lt;br /&gt;
On tabletop they are basically the bastard offspring of Multi-lasers and Lascannons, they have two firing modes. One is Burst for infantry shredding, the other is Concentrated for Vehicle killing with AP1 and Exoshock, which gives you an automatic second Penetrating hit which ignores cover saves on a 4+ after you score one (so you roll to hit, roll to penetrate, enemy rolls invulnerable/cover, and only then...) &lt;br /&gt;
&lt;br /&gt;
The Blaze Cannon itself is a S6 AP5 Heavy Bolter, or 48&amp;quot; S8AP1 Heavy 1, Exoshock: In all honesty, the Burst mode is rather shitty, but Concentrated is essentially a Lascannon with nasty special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:CoronusBlazeCannon.png|&amp;lt;center&amp;gt;Coronus Grav-Carrier&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Arachnus Heavy Blaze Cannon===&lt;br /&gt;
[[File:CaladiusAnnihilatorHeavyBlazeCannonProfile.png|200px|right|thumb|Arachnus Heavy Blaze Cannon]]&lt;br /&gt;
A larger version known as the Arachnus Heavy Blaze Cannon also exist. &lt;br /&gt;
&lt;br /&gt;
This time it is mounted on the [[Caladius Grav-Tank|Caladius Annihilator]] and it is basically a twin-linked Lascannon on steroids.&lt;br /&gt;
&lt;br /&gt;
On tabletop they are basically the bastard offspring of Multi-lasers and Lascannons, they have two firing modes. One is Burst for infantry shredding, the other is Concentrated for Vehicle killing with AP1 and Exoshock, which gives you an automatic second Penetrating hit which ignores cover saves on a 4+ after you score one (so you roll to hit, roll to penetrate, enemy rolls invulnerable/cover, and only then...) &lt;br /&gt;
&lt;br /&gt;
The Heavy Blaze Cannon itself is a 48&amp;quot; S8 AP3 Heavy 4, or 72&amp;quot; S10 AP1 Heavy 1, Exoshock: Optional turret replacement for the Caladius.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:CaladiusAnnihilatorHeavyBlazeCannon.png|&amp;lt;center&amp;gt;Caladius Annihilator&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Arachnus Storm Cannon===&lt;br /&gt;
[[File:TelemonArachnusStormCannon.png|200px|right|thumb|Arachnus Storm Cannon]]&lt;br /&gt;
The big honcho mounted only on the biggest of Dreadnought walkers.&lt;br /&gt;
&lt;br /&gt;
The Arachnus Storm Cannon is a large gatling-style Laser Weapon used by the Adeptus Custodes. Seeing as how it is a &#039;&#039;double-barrelled&#039;&#039; gatling weapon, there must be one hell of a cooling system to prevent this from melting the golden gunstick into a golden beatstick. Although, give how its godfather, the [[Superheavy Laser Weapons#Arachnus Magna-Blaze Cannon|Arachnus Magna-Blaze Cannon]], have a stupidly expensive cooling/containment system, I guess something like the Storm Cannon is just as capable in preventing a meltdown. It is most typically mounted on the [[Telemon Heavy Dreadnought]]. The Golden Bananas just wanted to have an oversized Multi-Laser and the Emprah delivereth.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Storm Cannon is a 48&amp;quot; S7 AP3 Heavy 7, or 72&amp;quot; S9 AP1 Heavy 2, Exoshock: the Telemon&#039;s big Gatling gun and perhaps the most versatile of the Arachnus weapons. This is a must take if you are facing armies with a large amount of vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:|&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Helfrost weapons ===&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Laser_cooling Laser cooling is actually a thing.]&lt;br /&gt;
&#039;&#039;See main page, [[Helfrost Weaponry]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Laser Destroyer Array === &lt;br /&gt;
[[File:VindicatorLaserDestroyer01.jpg|200px|right|thumb|Vindicator Laser Destroyer Array]]&lt;br /&gt;
Laser Destroyer Arrays are a special type of lascannon array. Instead of firing in a single, solid blast the laser destroyer would fire short pulses microseconds apart from its various barrels, acting as a sort of long-ranged drill. On the plus side this means they&#039;re more destructive (never a bad thing) as it allowed them to bore through everything, on the downside it&#039;s apparently more of a pain in the ass to fire and reload them, going by their tabletop stats and they&#039;re nowhere near as portable. Note that despite sharing the name, they are not the same as laser destroyers.&lt;br /&gt;
&lt;br /&gt;
In 7th edition (and Horus Heresy) this gave you a single lascannon shot which was Ordnance instead of Heavy and AP 1 instead of 2. It dealt with vehicles better but similar lascannon arrays fired 2 shots instead of the one (both are twin-linked) so if you had to decide on the two then you had to make a choice, quality hits or quantity of hits? &lt;br /&gt;
There was a way to up the shot count, but only if you took a Vindicator Tank Destroyer. If you stayed motionless and/or declared to overcharge it after remaining motionless, you could add +1/+2 to its shots respectively, and after it fired you&#039;d do the equivalent of a Gets Hot roll. In practical terms if you were playing 40k you were free to remove whatever vehicle your opponent fielded that you didn&#039;t like, whereas if you were playing Horus Heresy you&#039;d wish Flare Shields weren&#039;t a thing as you still couldn&#039;t kill that Spartan.&lt;br /&gt;
&lt;br /&gt;
In 8th edition the Laser destroyer is hilariously powerful, being S 12, AP -4, D6 damage but before you roll for damage, roll a D6. On a 1-2, it&#039;s still just D6 damage. On a 3-5, it&#039;s 2D6 and on a 6, it&#039;s 3D6. Ever wanted to cripple a Knight, Land Raider, monster or just remove that one character who accidentally got a little too close in only one shot? Now you can. It&#039;s also surprisingly cheap meaning you can spam the fuckers and potentially forget about taking lascannons entirely. Also hilarious is that the Rapier Laser Destroyer has actual combat stats, and not the kind that are explained away via its crew steering it into the enemy, but literal stats as somehow the thing attempts to hurt the enemy by poking it with its barrels (presumably). Despite being (technically) a vehicle its pokes are also weaker than the Guardsmen who push it around, being S3 whereas these macho-men are S4.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Rapier4.jpg|Rapier variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Superheavy Laser Weapons===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See main page, [[Superheavy Laser Weapons]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Properties of a lasgun ==&lt;br /&gt;
It&#039;s easy to imagine being hit with a lasgun would be like having a hole burned into you like an ant being burned by a magnifying glass. That, of course, is not nearly grimdark enough to be the truth.&lt;br /&gt;
&lt;br /&gt;
A military DEW (or Directed Energy Weapon since military forces love TLAs (Three-Letter Acronyms) comes in several different types, from microwave weapons which are mostly used to short out electronics but can also be used to cause intense pain by microwaving the surface of the skin (as is the case with the Active Denial System), to Electrolasers which use lasers to ionize the air into a semi-superconductive channel, allowing an electrical current to be projected between two points like a glorified (albeit high-powered) taser. (This is likely how Necron [[Tesla]] weapons work, but that&#039;s beside the point.) A lasgun, however, is most similar to a pulsed energy laser. A pulsed laser works by imparting so much energy to an area so fast, that it turns into plasma and explodes. Modern versions create a pressure wave strong enough to stun and knock a person out (termed &amp;quot;Pulsed Energy Projectile), but they are less then-lethal weapons that don&#039;t penetrate things very well by design, while the lasgun is not. &lt;br /&gt;
&lt;br /&gt;
Being hit with a lasgun would (could) look and feel more like you were hit by a concussion grenade held up to your chest (which would messily kill you, like a lasgun would). You would see a bright flash of light as your skin or clothing vaporized into plasma, much like a high-end camera flash going next to the wound. Higher-power laser weapons might cause enough of an explosion to blow you back and maybe knock you unconscious, or if you got hit by one of the Lasgun&#039;s anti-tank big brothers, vaporize you outright turning you into an impromptu plasma grenade for the rest of your squad to deal with. The explosion would create enough hydrostatic pressure to likely scramble your internal organs and maybe snapping your bones in parts of your body distant from the explosion. So, shooting someone&#039;s cover with a lascannon is actually a good idea in real life.  Then your buddies can just murderize everyone who had been hiding behind it (on their asses half dead with their armor destroyed).&lt;br /&gt;
&lt;br /&gt;
However, if the lasgun hit something like armor, or even clothing it might induce an explosion only on the surface of the armor leaving the rest of you safe (except for the whole &amp;quot;the stuff you were wearing &#039;&#039;blew up&#039;&#039;&amp;quot; part, which would still wreck your body), though most assuredly stunned and dazzled from the plasma explosion (in the sense of &amp;quot;you&#039;re stunned and dazzled by the pearly gates after the plasma explosion&amp;quot;). This explains why the Lasgun has a AP of only - shit. A Bolter&#039;s bolts, on the other hand, penetrate the exterior and then explode inside the target, meaning it can deal with armor and tough alien targets like Orks much easier, since you&#039;re effectively ignoring the armor on anything the mass-reactive warhead can punch through. The lasgun is clearly nothing to sneeze at; it&#039;s just that the vast majority of the Imperium&#039;s more exotic enemies are capable of taking that kind of punishment most of the time and still keep on fighting.  On the other hand, &#039;&#039;&#039;a lasgun is not a Hammer&#039;s Slammers plasma weapon&#039;&#039;&#039;.  It does &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; impart all of its energy into the first significant object it hits.  It keeps going.  Don&#039;t forget that a Lasgun&#039;s power level can be changed with a switch of a nob (depending on what pattern of Lasgun you get of course), meaning that you could theoretically have Lasguns powerful enough to punch Ferrocrete (AKA super concrete) and melt power armor at the expense of ruining the barrel, power supply and any relationship with your local Techpriest adept. Because, again, this is a laser, not Hammer&#039;s Slammers plasma.&lt;br /&gt;
&lt;br /&gt;
Now, if you want what &#039;&#039;actually&#039;&#039; happens when shot by a lasgun instead of a &#039;&#039;non-lethal modern version&#039;&#039;, it&#039;s this: the plasma explosion destroys a large area of your clothing or light armor, breaks your ribs, and ruptures your organs and the heat causes your skin and some other fluids under the impact point to also detonate to a significantly less intense degree, easily killing you if you weren&#039;t already dead (and if it doesn&#039;t kill you, heat trauma will).  It also doesn&#039;t impart all its energy unless the target is durable enough.  Something weaker than flak armor is not durable enough (or anything at close range to a lasgun, really) and the laser in the case of inferior armor will pass through and all the organs and crap near the beam will also explosively flash into plasma and everything near &#039;&#039;that&#039;&#039; will explosively flash-vaporize.  You get the idea.  This is a damn powerful weapon against anything that isn&#039;t either a super alien or a super human (or Egyptian zombie robot pirate).  Or anything that isn&#039;t more heavily armored than infantry have any right to be that doesn&#039;t involve super-tech.  Basically, if your shot by a lasgun and you&#039;re not one of the playable factions, you&#039;re fucked.  If you&#039;re hit but not fucked, congratulations, you are now either off balance or knocked on your ass and probably an easy target for any Guardsman wanting to finish you or, at best, you now have badly damaged armor and another shot will kill you and you still have to get off your ass and not get shot while doing it.&lt;br /&gt;
&lt;br /&gt;
However, all that is based on the previously mentioned less than lethal lasers, which are specifically designed that way on purpose; more lethal laser weapons, while possible with 21st century technology, require massive amounts of power to function properly- and unlike 40k, we don&#039;t have the equivalent of power packs to contain the energy needed for a man-portable form to work or even something that could be mounted on a tank. The closest thing to those would be ship-mounted lasers designed specifically for shooting down missiles or aircraft, and even those have rarely left the prototype stage due to the energy issue and thermal blooming (described further below). Except in America, in which they are equipped on ships and the American navy also is using a few anti-satellite lasers on some ships.&lt;br /&gt;
&lt;br /&gt;
A laser can easily be designed to maximize impact or penetration, and autogun bullets, which could likely go right through many parts of you, also have AP - anyway (it&#039;s bullets vs super space monsters, what did you expect).  A theory more in line with the stated effects of a lasgun shot is that it would use multiple insanely rapid micro pulses to BORE THROUGH light infantry-grade armour, clothes and flesh to reach internal organs. Imagine getting drilled into by hundreds of tiny explosions, all within the span of milliseconds (more like hundredths or thousandths of a millisecond). This would leave wound very similar to the ones described in the Uplifting Primer, nasty burnt holes (and the aforementioned explosive flash-vaporization and micro plasma explosion effects in a wide area around the penetrated area). According to the Regimental Standard&#039;s &amp;quot;Field-Dressing a Lasgun Wound&amp;quot; article, the laser&#039;s heat cauterizes any wounds left by the shot (which is scientifically incorrect as the explosive flash-vaporization would prevent all but a minuscule amount of random cauterization and the only way a cauterized would could be present is if the laser was too weak to penetrate a human body in the first place since it wouldn&#039;t even be hot enough to &#039;&#039;evaporate water&#039;&#039;. But then, the Primer is full of shit on multiple instances, so....), but the subsequent swelling can still be lethal if it occurs in or near a vital organ. Most likely the Regimental Standard article was written by an idiot who not only didn&#039;t know lasgun lore but also didn&#039;t know basic science but we can pass it off as Imperial propaganda to encourage Guardsmen to believe they won&#039;t die if shot by a lasgun unless they&#039;re just unlucky.  &#039;&#039;OR&#039;&#039; the article assumes you were shot through your flak armor and so all but a tiny amount of the laser&#039;s energy had already been absorbed by your armor, saving your life but still leaving a serious wound in need of dressing before it can cripple or kill you anyway. &lt;br /&gt;
&lt;br /&gt;
You&#039;ve noticed that a lot of a lasguns damage works via energy and heat exchange. This further explains it&#039;s AP of -, since most of the heavy armor that the Imperium uses are are based on ceramics, which are legendary for how well they absorb heat. The Space shuttle uses the stuff to allow reentry and presumable other heat resistant materials are used in other races armor since if your the Tau (crystalline armor screwing up concentrated light) or even Eldar (psychic play-doe bullshit), you know you&#039;re going to have to fight laser weapons at some point.&lt;br /&gt;
&lt;br /&gt;
While the lasgun is portrayed in some media as having recoil, it doesn&#039;t in any true sense of the term. There might be a slight jerk on the barrel from the air pressure differential created by melting a hole through the air, a la a thunderclap, but the effects would be much more pronounced on the target (since there&#039;s no direct exchange of kinetic energy, the recoil can be zero, while there is a noticeable impact.) It might make a loud &amp;quot;crack&amp;quot; noise, due to Compton scattering, if it is fired in atmosphere and an abundant source of electrons is available (such as from the gun itself, if it is design appropriately). It should also be noted that at long range, if you were shot with one, there would be a substantial delay between the shot hitting you and you actually hearing the noise, making it an effective sniper&#039;s weapon. The second most common counterargument to this is that you would be able to follow the beam back to the sniper, but remember: you don&#039;t see the beam. It&#039;s too bright for you to be able to see it clearly, and you&#039;re going to be flashblinded by both the plasma explosion and the laser itself, if it&#039;s in a visible spectrum. Which it doesn&#039;t have to be. In fact, since Imperial lasgun is described as firing blue or white beams, the laser itself is likely ultraviolet, meaning there would be some brightness as it carved through the air, but not as much as a high-power laser backscattering into your eyes and giving you an impromptu round of Lasik.&lt;br /&gt;
&lt;br /&gt;
Coming to that, [[Grimdark|the continued use of a lasgun is probably going to render you blind.]] Even though it has a baffling tip that not only can protect the barrel but also shelter the shooter from the flash (and even direct that at the enemy for extra fuck you).  Remember, this is a gun that shoots a whole bunch of light to do damage. It&#039;s going to be even harder on your retinas, even if you&#039;re not the one being hit by it. After all, just because you can&#039;t see UV light doesn&#039;t mean it&#039;s not bouncing around your eyeballs-this is why UV protection in sunglasses is such a big deal, and why your eyes sometimes hurt when you step outside on an overcast day. There&#039;s still light there, and it&#039;s still fucking with your very easily damaged optics. So unless the Departmento Munitorum issues some kind of protective eyewear  or contacts to the Guardsmen (and don&#039;t kid yourself, this is 40K. They don&#039;t, except they usually do as the majority of regiments who wear helmets have visors, goggles, or gas masks, all of which can easily be made UV protective), their vision is going to get worse and worse over time, until they finally go blind.  Fortunately, this would take about six months to a year of exposure of combat level conditions, or one apocalypse battle on a gunline, and most Guardsmen are not going to live that long on the battlefields of the 41st Millennium, and if do live that like then you&#039;re an elite soldier (or commissar/commander) worth the laser eye surgery to keep fighting since you&#039;re now worth many times what a normal guardsmen is. Or you manage to buy a cheap pair of shades at your troop ship&#039;s market, which are actually pretty common even then. &lt;br /&gt;
&lt;br /&gt;
Except that you don&#039;t have to worry about laser back scatter or (to a lesser extent) lasers sucking at range. Lasers of sufficient power don&#039;t reflect. As in at all. Their light and energy is basically absorbed by the surrounding atmosphere, a process known as thermal bloom; it the real world, this significantly limits the power of any laser weapon since other potential workarounds are currently impossible to implement. So the only light you&#039;d have to worry about is the plasma flash of the impact and beam (if present). Also, lasers that can blast holes in to you may suffer from dust or distortion effects, but non-vacuum frequency lasers will get through air well enough simply on the basis that air is much much less dense than what it is intended to actually bore through. Also adaptive optics can at least partially mitigate said effect. As far as inverse square law goes, lasers are COHESIVE beams, and can easily be focused and stay focused well within firing range, even for typical sniper ranges, if aperture is large enough and/or wavelength is short enough to counter diffraction (UV is very short).&lt;br /&gt;
&lt;br /&gt;
TL, DR: People disagree but it&#039;s not fun.&lt;br /&gt;
&lt;br /&gt;
Too short, want more? Go [http://www.projectrho.com/public_html/rocket/sidearmenergy.php here].&lt;br /&gt;
&lt;br /&gt;
== Why the Lasgun doesn&#039;t suck (an alternate take) ==&lt;br /&gt;
The purpose of the primary infantry weapon is not to take out everything that the infantryman might face. It&#039;s to provide volume of fire and self defense from other infantry. As today the average infantry man is equipped with an assault rifle that is not capable of piercing through light armor and up, nor is intended to. That&#039;s why in infantry squads you have infantry support weapons, like machine guns, mortars, rocket launchers, grenade launchers, anti materiel rifles etc. An infantry squad is supposed to take on hard targets with its support weapons where light armed troopers provide cover and logistic support. Also they are supposed to call in heavy support from artillery/air/tanks etc.&lt;br /&gt;
&lt;br /&gt;
The Imperial Guard is fully equipped to handle harder targets with a variety of powerful infantry support weapons (plasma rifles, missile launchers etc) and a huge selection of heavy fire support from lascannons to Leman Russes.&lt;br /&gt;
&lt;br /&gt;
In this context the lasgun is a fantastic weapon, far superior of the today assault rifle even considering the battlefield differences. The lasgun is extremely rugged, reliable and will require almost zero training because it has no moving part or recoil. The &amp;quot;no recoil&amp;quot; part being extremely important, because it means that untrained troops will still be able to put down relatively accurate full auto fire, a practical impossibility with today guns. Lasgun fire will rape non-armored or lightly armored infantry and still pose a threat to medium armored infantry, not to mention it will absolutely destroy unarmored vehicles. A bullet can cause virtually no damage to an M02.018 truck, but a lasgun bolt will cripple it.&lt;br /&gt;
&lt;br /&gt;
The logistical ability of giving hundreds of shots to every single infantry man, in the form of compact, standard and rechargeable power packs is the ultimate dream of every army. The level of flexibility that this allows is incredible and is unmatched by virtually any other infantry weapon in the 40k universe. And remember: &amp;quot;amateurs talk about tactics, professionals talk about logistics&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The lasgun is such an incredibly flexible weapon that it could be even modified into firing more powerful shots, still retaining part compatibility and power source (therefore logistical chain). So it&#039;s well suited for the lowly grunt &#039;&#039;&#039;and&#039;&#039;&#039; the special forces operatives, that will also be able to use it&#039;s superior training and physical fitness to carry literally THOUSANDS of shots worth of power packs. This will enable all sort of long range military operations deep in enemy territory and far from supply lines that we can&#039;t even think of today.&lt;br /&gt;
&lt;br /&gt;
And yes, in 40k everyone and their mom has at the very least carapace-grade armor that will offer a decent grade of protection from lasgun shots (and that&#039;s not counting the fact that even carapace armour could be rather reliably pierced by lasgun&#039;s beams, albeit this would generally require a guardsman to close to about 100 meters distance to his target as opposed to lasgun&#039;s 400-500 meters effective range against infantry, donning only light flak vests and regular steel helmets). But that&#039;s not a weakness of the whole lasgun concept. Far from it. It&#039;s the ultimate victory of it, because it means that your enemy has to spend a shitload of money to put every one of his soldiers in expensive top grade armor just to have any hope not them to be instantly destroyed by your endless stream of dead accurate full auto lasgun fire.&lt;br /&gt;
&lt;br /&gt;
On that note, we would like to also note something. Since lasguns have instantaneous hits, they, when massed, make for a good anti air weapon. Something that is lightly Armored will soon be chewed up by the lasfire. This is more heavily covered below. As well, it can kill even those top notch armors. If fired into the eyepiece of a space Marine, you can actually bring him down. In addition, due to the ability to pick up any other version and with a few seconds be able to use it, special troops are not hard to come by. Also, note that massed fire on anything is bound to start dealing damage. If one has a couple dozen squads of Guardsmen focus fire on a squad of Space Marines, they may be disabled from lasgun fire hitting vital areas (ignoring some fluff stating a Space Marine can run as fast as 50mph, and that is difficult to land any degree off accuracy on). In many books, massed lasfire is able to chew on (space marine) armour regardless of hitting hitting exposed parts. This is realistic because las weapons will transfer a lot of energy to the armor material. This means that the armor would rapidly overheat to the point of cooking the marine inside. To avoid this the armor is probably designed to ablate, meaning that the upper coat of the armor itself will vaporize upon being shot to dissipate heat. Once the ablative coat is expended, then even heavy armor would start to take damage from lasguns. However, it does require a decently large group of the bastards, as the average lasgun comes in at... 220 rpm. Preeety slow. Only 3-4 shots per second. This would also be exponentially less effective against bulkier armor like terminator armor because of higher thermal inertia and virtually useless against big armored vehicles. But that&#039;s not really a strike against it given that it&#039;s an anti-infantry weapon. That&#039;s like discounting a modern assault rifle because it can&#039;t take down a tank or shoot through a bomb suit. That&#039;s not what it&#039;s designed for.&lt;br /&gt;
&lt;br /&gt;
== Compared to other small arms ==&lt;br /&gt;
&lt;br /&gt;
The lasgun is arguably one of the least powerful weapons stat-wise, on par with the autogun in the tabletop. This is why it is often compared to a flashlight, highlighting how inadequate it seems in the frightening battlefields of the 41st millennium. We already debunked this, showing how the lasgun is a powerful, flexible weapon which would provide effective firepower to the guardsmen in support of heavier weapons and squad tactics. But would be possible for the Imperium to provide better guns to the average soldier? Is really the lasgun adoption a byproduct of the incompetence of the Mechanicum to provide more powerful weapons? Are the enemies of mankind better armed? We will compare the lasgun to other small arms &#039;&#039;&#039;not considering&#039;&#039;&#039; the production costs and availability but focusing on battlefield practicality.&lt;br /&gt;
&lt;br /&gt;
==== Imperial Boltguns ====&lt;br /&gt;
&lt;br /&gt;
The imperial boltgun is a very powerful weapon and it&#039;s the ideal tool in the hand of the augmented post human. The space marine fulfills a heavy infantry/shock troop(/light armour) hybrid role and such a brutally powerful weapon is very well suited for him. But without the superhuman strength to carry ammunition and the superior training, reflexes and accuracy of a space marine, (or at least the power armor of a Sister of Battle and that stuff is not cheap) the recoil-heavy and relatively low capacity boltgun is a poor tool for the average human soldier. This is consistent with the fluff, where human-sized boltguns are available but see very limited adoption.&lt;br /&gt;
&lt;br /&gt;
==== Imperial Plasma Gun/Plasma ==== &lt;br /&gt;
&lt;br /&gt;
The plasma gun is very powerful, but even without the little &amp;quot;exploding&amp;quot; problem, the practical rate of fire is probably quite limited before overheating. The plasma gun is bulky and complex to field and mantain. The ability to fry everything up to heavy armor is nice but completely wasted on more numerous targets like cultists, tyranids, rebels, etc. The recoil also is reported to kick like hell. The monstrous power output is bound to have logistical repercussions on magazine capacity, production, storage etc. The plasma gun is a very useful force multiplier, with the peculiar ability to fulfill a wide variety of roles. But a general issued weapon is not one of them.&lt;br /&gt;
&lt;br /&gt;
==== Hotshot weapons ====&lt;br /&gt;
The first step up from Lasguns with penetration comparable to Bolters. Seems like a good idea right?While superior overall, They have issues of their own. Not only they are heavier, they require a back mounted battery tethered to the gun itself, requiring Tempestus Scions to wear semi-powered Carapace Armor. They also have much shorter range, so only the best trained Stormtroopers are issued Hotshot weapons.&lt;br /&gt;
&lt;br /&gt;
==== Auxilia lasrifle ====&lt;br /&gt;
&lt;br /&gt;
Even during the great crusade, when the Imperium technology was arguably at his peak, the basic human foot soldier still defaulted to a form of lasrifle not too different from the 40k era one. The 30k lasrifle was equipped with various attachments but their usefulness was questionable at best. The Blast Charger is an odd piece of equipment that gives the user a single high strength shot but with no significant armor penetration at the cost of possible damage to the gun. The krak grenade being a simpler, more powerful and practical substitute. The collimator seems useful but the range extension is probably more than the average human soldier can exploit and ultimately need. As we learned in ww2, almost all small arms combat is fought inside 300 meters range. At longer ranges machine guns, designated marksman rifles, rocket launchers, etc. can do the job better than a combat rifle.&lt;br /&gt;
&lt;br /&gt;
The comparison with the great crusade era is one of the best argument for the lasrifle being an ideal weapon in his role, despite technological availability and production issues. Essentially, a straight upgrade for an individual user, but worse on a galactic grand strategy scale. Thus, although elites can certainly use this to incredible effect, it doesn&#039;t really justify the mass logistical necessity of maintaining something more logistically exhaustive in the quadrillion scale that Lasguns are issued.&lt;br /&gt;
&lt;br /&gt;
==== Mechanicum Las-weapons ====&lt;br /&gt;
&lt;br /&gt;
Slightly better lasguns made by the Cog-boys. For their own cannon fodder. Las-Locks weaker than Hot-Shot las-rifles while Mitralocks are laser shotguns. Induction chargers doubles their shots per minute. They are also simple enough for renegade Space Marines and insurgents to build on their own. Sounds pretty good so far doesn&#039;t it? However they have some obvious flaws. Not only do Las-locks carry the same weight issues as Hot-shot weapons. Requiring back mounted batteries to power them. The Mechanicus made them exclusively for Tech-Thralls. So anyone who isn&#039;t a cyborg or an Astartes would be killed by large amounts of radiation. While [[Dark Heresy]] claims that Las-Locks made by outlaws are tempermental weapons at the best of times. It would not be unfeasible to assume that weapons made by rogue actors are likely to explode  at any given moment just like Imperial Plasma Guns.&lt;br /&gt;
&lt;br /&gt;
==== Volkite weapons ====&lt;br /&gt;
&lt;br /&gt;
At the start of the great crusade, the Imperium used to field the powerful and terrifying Volkite guns. These technological marvels were almost completely phased out to the point that they are an extremely rare sight even a couple of centuries later during the Horus Heresy. While this is usually attributed to the Mechanicum inability to produce enough to equip the rapidly expanding Legion Astartes and [[Solar Auxilia]], this does not explain how a weapon that numerous enough to be standard equipment and more powerful than its successor, mostly disappeared from the battlefield. Reason stands that they should have been kept in service for elite units. This means that either the Volkite weapons had some defects that made them less than ideal (that deflagrate ability doesn&#039;t seem so cool when the engagement comes to an uncomfortably close range and the range of the smaller versions is quite pitiful) or the weapons themselves were so delicate and maintenance intensive that they simply stopped working. Either way, if the Legions ditched them it seems unfeasible that the Imperial Guard could have adopted them en masse even if the Mechanicum could produce enough of them.&lt;br /&gt;
&lt;br /&gt;
==== Skitarii Rad Carbines / Galvanic Rifles ====&lt;br /&gt;
&lt;br /&gt;
Rad carbines are a very nice tool. Too bad they tend to kill the user by radiation poisoning, so no-no. Galvanic rifles are basically designated marksmen rifles and not clearly intended for general use. They are also not made for use by unaugmented humans. Skitarii have implants and their own Powered Armor that makes them almost as strong as a Space Marine.&lt;br /&gt;
&lt;br /&gt;
==== Arc Rifles ====&lt;br /&gt;
&lt;br /&gt;
Arc rifles are fantastic weapons in all aspects. High rate of fire, good armor penetration, great stopping power. The small problem here is that they also require a full backpack power supply. Again, not a very practical weapon for the average soldier.&lt;br /&gt;
&lt;br /&gt;
== Las weapons and AA ==&lt;br /&gt;
The problem of hitting a flying object with a gun is that the flyer is moving at high speed in a three dimensional space. That means that to hit it with a &amp;quot;bullet&amp;quot; you need to know where the flyer be when the bullet will cover the relative distance between the shooter and the target. You need to detect the precise three dimensional position and velocity vectors. Then you have to factor the variable speed of the bullet and his ballistic trajectory. And even if you do all that with the near-perfect accuracy, the target might just change his velocity (maneuver) and dodge it.&lt;br /&gt;
&lt;br /&gt;
That&#039;s why in modern warfare all AA, except at the very most close range, is handled to missiles instead of guns.&lt;br /&gt;
&lt;br /&gt;
All this problems disappears if you have a practical las weapon that will fire a las beam at speed of light. Even if your target is - say - 300 kilometers away, the las beam will reach it in a millisecond. Flying at mach 3, the object would displace by only one meter in one millisecond and still be hit. This means that hitting a flyer with a las weapon would be extremely easy even without any dedicated equipment if close enough to be seen by naked eye. With &amp;lt;s&amp;gt;radar&amp;lt;/s&amp;gt; auspex firing control you will basically hit flyers as soon as you detect it. The main strength of flyers (being harder to hit) will disappear and they will become the easier targets on the battlefield because they have no chance of cover and they cannot be as hard armored as something on the ground.&lt;br /&gt;
&lt;br /&gt;
However, China and a few other countries (read: every first world country because no duh) have begun research into armor coatings designed to reflect or disperse laser-based weaponry (whereas countries like the US are doing that and increasing the power of their lasers in the knowledge that reflecting or dispersing lasers won&#039;t work at a certain level of energy), which would offset that advantage (though perhaps shooting the planes anyway could help guide missiles in the air to their targets and could damage or destroy electronics like targeting devices or cause missiles to detonate inside the target); it helps that the coatings would likely be much less expensive than the lasers themselves. Unfortunately, due to the effects of massed fire, such a coating would soon fail. Or, fire of a certain intensity, again and science says the laser simply won&#039;t be affected by such coatings at all...&lt;br /&gt;
&lt;br /&gt;
Even if we invent coating that works perfectly well to protect aircraft, lasers could have a role in missile defence. After all, unless we can easily, and affordably, apply enough coating for every non-reusable explosive missile fired, the upsides of anti-air lasers could revolutionize missile defence.&lt;br /&gt;
&lt;br /&gt;
Unfortunately this would clearly not work in 40k. In M2 some ablative/reflective coating might protect an airplane/missile because nowadays lasers are relatively weak and work by overheating and damaging delicate parts. An imperial lascannon does simply punch a clean hole through a Leman Russ battle tank with a big explosion of stuff rapidly heating to plasma. This will laugh at any &amp;quot;anti laser coating&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Hellgun]]&lt;br /&gt;
*[[Laspistol]]&lt;br /&gt;
*[[Dune]]: from which the term was cribbed.&lt;br /&gt;
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{{40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C80:28EF:69F9:87AF:6812:A9FC</name></author>
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