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		<title>Lasgun</title>
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		<updated>2023-02-12T06:28:29Z</updated>

		<summary type="html">&lt;p&gt;2603:7080:4D00:BDE4:6134:1A8C:2834:C4A3: /* Blast Pistol */ I was wrong. Mea culpa.&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, depends on their regiment).]]&lt;br /&gt;
&lt;br /&gt;
{{Topquote|IT&#039;S NOT A LASER! IT&#039;S A LITTLE LIGHT BULB THAT BLINKS!|Woody, Toy Story}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|What do you call a Lasgun with a taclight mounted under the barrel? [[Twin-linked]].|Any 40k player ever (Hilariously, GW has caught onto this. Even more 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;
{{Topquote|The Demolisher, the Vanquisher, even the mighty Deathstrike Missile Launcher pale in comparison to the sheer firepower of trillions of lasguns unleashing hell in unison!|Captain Garius Septus of the 263rd [[Maccabian Janissaries]]}}&lt;br /&gt;
&lt;br /&gt;
The humble (and we DO mean humble) &#039;&#039;&#039;Lasgun&#039;&#039;&#039; is the most &amp;quot;standard-issue&amp;quot; armament of an average [[Imperial Guard]]sman in [[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 a 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 it should be pronounced /ˈleɪzɡʌn/ (with the &#039;a&#039; as in &amp;quot;laser&amp;quot;), but others contend that this sounds retarded, and  /ˈlæzɡʌn/ (with the &#039;a&#039; 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;Lazz-gun&amp;quot;, so it really is a toss up. (And unimportant).&lt;br /&gt;
&lt;br /&gt;
==What does it look like?==&lt;br /&gt;
===Shape===&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;
===Color===&lt;br /&gt;
There is 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;
&#039;&#039;&#039;The Fact:&#039;&#039;&#039; 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 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. It should also be taken into account that since damage caused by a laser is higher the greater the photons-per-second impact the target location, and the Imperium’s advanced skill with laser technology, it may be possible that various patterns of lasgun might combine two or more or even all wavelengths of the electromagnetic spectrum to maximize photons-per-second. This would also influence the color of the laser and would change how the above factors influence the color. Easy way to think is: Lasgun = Red, Hellgun = Yellow/redish Lascannon = Pale Blue or just think of all of them as white or gold (white because whole spectrum, gold because holy light + religious fanatics).&lt;br /&gt;
&lt;br /&gt;
== 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;
Truthfully, the lasgun is very effective against any target equivalent to an unarmored human. The [[Warhammer 40,000 6th Edition| 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 there are foes of the 41st millennium that are either equipped with [[Power_Armour|armour capable of deflecting heavy stubber and bolter shell impacts]], [[Orks|biology robust enough to shrug off a heavy stubber hit &#039;&#039;without&#039;&#039; armor]], or if you’re REALLY unlucky, [[Chaos_Space_Marines|those enemies that have both of the aforementioned traits]]. Because of the way that a lasgun&#039;s beam explosively flashes when it strikes a target, virtually any level of armor protection will greatly diminish the effectiveness of lasgun weaponry. Indeed, power armor is &#039;&#039;designed&#039;&#039; to shrug off the explosive flash-effect of energy weapons like the lasgun. A lasgun hit &#039;&#039;might&#039;&#039; briefly stagger an armored Space Marine, but the chance of a single hit incapacitating him is remote.&lt;br /&gt;
&lt;br /&gt;
In other words, being a hand-held rifle of moderate tech designed to be wielded by un-augmented humans, the firepower and capability of a lasgun somewhat pales in comparison to many of the weapons wielded by mankind&#039;s enemies. In addition, while the effectiveness of a lasgun is comparable to an autogun (which are basically AK-47s in SPACE), the lasgun requires a somewhat higher level of industrial technology to construct. Therefore, while the lasgun is very common some Imperial worlds can&#039;t construct them locally. Finally, it can also be assumed that certain atmospheric conditions, especially those with a high percentage of airborne particulates, would greatly degrade a lasgun&#039;s effectiveness at range. &lt;br /&gt;
&lt;br /&gt;
According to the &#039;&#039;[[Dan Abnett|Gaunt&#039;s Ghosts]]&#039;&#039; series the lasgun has an appreciable amount of recoil, which is fucking [[FAIL|stupid]]. The entire point of a handheld laser weapon is that there is no appreciable recoil since you aren&#039;t firing a physical projectile, which makes it easier to use. One of the main strengths of the lasgun is the fact that you can round up a bunch of [[Feral World|Feral Worlders]], give them lasguns with little to no training, point them in a general direction and just watch things die. This makes stubbers more or less obsolete, similar to how firearms made crossbows obsolete and crossbows made most bows obsolete. Not to mention the fact that if a lasgun had appreciable recoil, it wouldn&#039;t even be a lasweapon in the first place (because photons have no mass, otherwise they wouldn&#039;t be able to travel at the speed of light), but some kind of particle gun like a Tau [[Pulse Rifle]] or one of &#039;&#039;[[Bioware|Mass Effect]]&#039;&#039;&#039;s Thanix cannons. On a similar note, [[Warhammer 40K: Darktide]] also portrays lasguns as having recoil, [https://old.reddit.com/r/DarkTide/comments/vxyiei/lasguns_warhammer_40k_darktide/ifyz1np/ with a developer having said that they tried lasguns producing no recoil earlier in development], but found it just felt awful to play with, so it is less the developer not knowing this and more of the case of story and gameplay segregation, which is fair enough.&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 (including the &#039;&#039;&#039;Guards&#039;&#039;&#039; themselves actually, that&#039;s a joke among them). However, within the context of the 40k setting the lasgun is reliable, durable, extremely common, and quite accurate. It should be noted that the lasgun is described as being able to destroy a slab of cement, which means that it is quite a bit more powerful than most modern-day small arms. From a production standpoint the lasgun (and its power pack) requires a somewhat more advanced industrial base to construct than the autogun. In return, however, you get a compact, highly accurate infantry weapon that can fire over a hundred shots on a single power pack, has virtually no moving parts, and that largely removes the logistical headache of constantly restocking physical ammunition supplies. As long as a Guardsman has access to a power source that the lasgun&#039;s power packs can accept, he can, given time, replenish his &amp;quot;ammunition&amp;quot; as long as his equipment remains functional. Any source of electricity, from a common military recharging port to a domestic power socket to an exercise bike with a dynamo can be used to top up power packs. When cut off, guard units can even place their power-packs directly in fires to charge them, but this is an extreme measure since it’s [[heresy|frowned upon by the Mechanicus]] and will heavily reduce the pack’s lifespan. But a &#039;&#039;possibly&#039;&#039; useless power-pack is better than a &#039;&#039;certain&#039;&#039; bayonet charge.&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). In other words, lasers damage just about anything to some degree when powerful enough. This means that a lasgun can theoretically kill anything in the universe... eventually. Just like the [[Commissar]] told you! &lt;br /&gt;
&lt;br /&gt;
A Lasgun dumps a lot of heat into it&#039;s target and while a fair deal of that would be carried away in a jet of superheated ejecta, a lot of it would persist in a heavily armored target. A single Lasgun bolt might not penetrate Power Armor, but dozens of bolts could saturate it and turn it into an oven.&lt;br /&gt;
&lt;br /&gt;
A lightly protected or unarmored human, on the other hand, will almost certainly be critically wounded by any significant hit. Therefore, the lasgun actually has pretty good utility given the enemies the Imperium faces. In [[Dark Heresy]] the lasgun is far more useful than it is in tabletop 40k, because its reliability, availability and plentiful ammunition become real considerations against the human foes that an agent of the Inquisition is most likely to face.&lt;br /&gt;
&lt;br /&gt;
An additional note to consider is that the Emperor himself saw the technology was necessary to arm the ordinary but fearless men and women of His future Imperium, in what would end up being the greatest endeavour humanity would ever take part in. LAS-tech during the Unification Wars was scarce and the technology and knowledge to build such weaponry was protected/hoarded by what frail societies rose and fell during the Age of Strife. To see how commonly available such tech is now is a testament to how far Humanity in the 41st Millenium have come from the multiple millenia of Old Night.&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. In theory, the resulting blast can fracture even vehicle-level armor (it should be noted that this happened to a dreadnought whose front armor was already cracked from being hit by anti-armor weapons). In practice, this technique is rarely utilized because it&#039;s a desperation tactic, and in any event, only seasoned troopers would likely be aware that it&#039;s even possible. &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. Even [[Power armor]] is not invulnerable: helmet lenses, articulations, and joints are still susceptible to well-placed shots and a point-blank or short-range shot at maximum power can potentially penetrate some areas of a Space Marine&#039;s armor as well. &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;
&lt;br /&gt;
&#039;&#039;&#039;[[TL;DR]]&#039;&#039;&#039; Because of how photons affect matter, lasguns can, potentially, damage nearly anything. When combined with its reliability, utility, wide availability, and near-perfect accuracy, the lasgun is basically the perfect infantry weapon.&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;
*Igniting gas stoves &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;
*Hair removal&lt;br /&gt;
*Tattoo removal&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;
*Marital aid&lt;br /&gt;
*Wall decoration&lt;br /&gt;
*Coat stand &lt;br /&gt;
*Creating a makeshift rave&lt;br /&gt;
*Pretend guitar for when you gotta shred that awesome solo&lt;br /&gt;
*An extension device for your more dangerous bayonet. (This use is recognized and approved by Regimental Standard)&lt;br /&gt;
*Choppa in the hands of an ork boy&lt;br /&gt;
*Larping and cosplay&lt;br /&gt;
*Grave marker/headstone&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 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]], the even bigger [[Apocalypse|volcano cannon and turbo-laser]], the even even bigger Defense Laser, and the very much 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;
=== Bale Eye ===&lt;br /&gt;
[[File:Bale_Eye.PNG|150px|right|thumb|Bale Eye]]&lt;br /&gt;
The smallest known lasweapon short of a Digital Weapon. The Bale Eye is a &#039;&#039;unique&#039;&#039; weapon (So far) used only by [[Commissar Yarrick]].&lt;br /&gt;
&lt;br /&gt;
This gleaming monocle of doom is an optical implant which also functions as a short-ranged laser, similar in effect to a laspistol at close range. It is rumoured within [[Ork]] camps that Yarrick could kill with a glance, and the Bale Eye is where this rumour came from. &lt;br /&gt;
&lt;br /&gt;
Other sources indicate that this rumour started shortly after Yarrick led the successful defence of Hades Hive from Warboss Ugulhard&#039;s Waaagh! He lost his left eye during later campaigns and decided to [[Troll|play upon the Orks&#039; fears]] and incorporate a real &amp;quot;evil eye&amp;quot; into the implant. &lt;br /&gt;
&lt;br /&gt;
It is unknown if this piece of equipment stayed unique to Yarrick or if the Imperium actually mass produce these things for rich folks who like to impress. Given how Imperium nobility goes, it is most likely the latter, with Yarrick just being the most famous user.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Bale_Eye_Model.PNG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&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;
There is a [[Lasgun Patterns|metric fuck ton of various Lasgun patterns]].&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;
=== Suppression Laser ===&lt;br /&gt;
[[File:Suppression_Laser_2.PNG|200px|right|thumb|Suppression Laser]]&lt;br /&gt;
The Suppression Laser is a type of Lasgun often used by gang members in the underhive of a [[Hive World]]. As its name suggests, a Suppression Laser is a laser shotgun that has a [[Dakka|stupendous level of firepower.]] Within the tight confines of a underhive, the large spread of lasers makes the Suppression Laser a popular weapon, especially among members of [[Tek]] gangers of [[House Van Saar]], which has the capacity and capability to both produce and maintain these weapons.&lt;br /&gt;
&lt;br /&gt;
Because its a shotgun, the Suppression Laser trades the reliability, range, and accuracy of the Lasgun with balls-out power. The Mechanicus equivelent of this is the Mitralocks.&lt;br /&gt;
&lt;br /&gt;
On [[Necromunda]] tabletop, the Suppression Laser is a laser version of a different weapon; in this case its 10 credits more than the humble Shotgun, [[Derp|but for no perceivable benefits.]] It can’t even use any of the cool ammo that Shotguns can get.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Suppresion_Laser.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Laser Gauntlet ===&lt;br /&gt;
[[File:Laser_Gauntlets.JPG|200px|right|thumb|Laser Gauntlet]]&lt;br /&gt;
Works essentially the same as a [[Boltstorm Gauntlet]] in function, just replace the bolt rounds with pew pew lasers, though these were deployed first.&lt;br /&gt;
&lt;br /&gt;
These are multiple arm-mounted laser tubes. Laser Gauntlets can unleash a deadly storm of lasbolts at considerable range from the bearer&#039;s fists. With an increased power supply, the gauntlets can fire a series of sustained beams that can punch through enemy armour.&lt;br /&gt;
&lt;br /&gt;
Laser Gauntlets are found mounted on [[Spyrer]]s wearing [[Yeld Hunting Rig]]s, used in the underhive of [[Necromunda]]. Would probably be useful if you like the idea of still having firepower without sacrificing one of your hands for weapon firing.&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. It seems to have just enough penetrating power to be able to pierce most forms of space marine power armor.  Or at least as deep as a non-explosive bolt shell would.&lt;br /&gt;
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{{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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image:TempestusLasgun.png|&amp;lt;center&amp;gt;Tempestus Scion&amp;lt;/center&amp;gt;&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;
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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 laser fire&amp;quot;. &lt;br /&gt;
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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;
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The real life equivalent would be the the light machine guns of WW1 and WW2 (like the Lewis Gun and the BAR) and the modern Squad Automatic Weapon (SAW) concept, having the same ammo as the standard rifle (either a short round like the 5.56 NATO for logistics or a long one like the 7.62 NATO to drop what you hit. Though recently America has adopted .277 Fury to replace the latter. Where America goes NATO and its other allies follow). If the Lasgun is a M16 with 5.56 shots and the Hotshot Lasgun is a 7.62 M14, then the Hotshot Volley gun is an MK48 M249 variant or a M240 firing 7.62x51 ammunition...but translated into their future, grimdark space variants. This also highlights the glaring lack of a laser light machine gun equivalent in the Imperial Guard, while the Hotshot Volley Gun exists as a laser medium/general purpose machine gun a regular Volley Gun as a LMG/SAW hasn&#039;t been shown so far.&lt;br /&gt;
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image:TempestusVolley.png|&amp;lt;center&amp;gt;Tempestus Scion&amp;lt;/center&amp;gt;&lt;br /&gt;
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=== Mining Laser ===&lt;br /&gt;
[[File:Mining_Laser.jpg|200px|right|thumb|Mining Laser]]&lt;br /&gt;
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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 Cult]]s. 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;
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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;
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It is fucking irritating in Space Hulk Deathwing, where it will be the number one cause of bullshit deaths.&lt;br /&gt;
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image:HybridLaser.png|&amp;lt;center&amp;gt;Neophyte Hybrid&amp;lt;/center&amp;gt;&lt;br /&gt;
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=== Long-Las ===&lt;br /&gt;
[[File:Long-Las.jpg|200px|right|thumb|Long-Las]]&lt;br /&gt;
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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 [[Ratling]]s 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;
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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;
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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 ([[FAIL|even though like other lasguns its laser beam is visible]]). 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. You may be wondering why the IG does not use a shorter, thicker heavy barrel version with improved cooling as standard issue for all Guardsmen to kick serious ass. Ask your local [[Commissar]] for a detailed explanation.&lt;br /&gt;
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image:CadianLongLas.png|&amp;lt;center&amp;gt;Cadian&amp;lt;/center&amp;gt;&lt;br /&gt;
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=== Lascarbine ===&lt;br /&gt;
[[File:Lascarbine.jpg|200px|right|thumb|Lascarbine]]&lt;br /&gt;
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During the [[Great Crusade]] the Lascarbine was the great grandfather of the Lasgun. Basically the same weapon as the Lasgun in a smaller package. As a carbine, it has a shorter effective range but is far more compact and easier to handle in close combat fire operations. Given the myriad of Xenos that likes to go in close and personal at that time, the Lascarbine made sense. They were standard issue among the Imperial Army.&lt;br /&gt;
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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 [[Elysian Drop Troops]]. Catachan troopers also use them. It could also be potentially used by Imperial Navy personnel due to its compact size, although no canon images have been confirmed.&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;
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=== Auxilia Lasrifle ===&lt;br /&gt;
[[File:Lasrifle.png|200px|right|thumb|Auxilia Lasrifle]]&lt;br /&gt;
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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.  They were produced on selected few Forgeworlds (despite being the go-to armament of 20% of Imperial Army) to begin with, required advanced technology to make and specific combined-armed tactics (a big no-no for [[Imperial Guard]] thanks to a certain [[Roboute_Guilliman|genius]]) of Solar Auxilia cohorts to use effectively, so were shifted out of production in favor of a basic flashlight.&lt;br /&gt;
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image:SolarAuxiliaLasrifleProfile.png|&amp;lt;center&amp;gt;Solar Auxilia&amp;lt;/center&amp;gt;&lt;br /&gt;
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=== Blast Pistol ===&lt;br /&gt;
[[File:Auxillia_Blast_Pistol.PNG|150px|right|thumb|Blast Pistol]]&lt;br /&gt;
&#039;&#039;Not to be confused with the [[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; Nor the [[Dark Eldar]] [[Drukhari Blast Pistol]] which also fires &amp;lt;u&amp;gt;[[Herp|completely different ammunition]]&amp;lt;/u&amp;gt;.&#039;&#039;&lt;br /&gt;
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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. This gave him a faster-firing gun compared to line troops who had to use lever and bolt-actions, which is similar to the Blast Pistol&#039;s apparently faster rate of fire.&lt;br /&gt;
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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;
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Now, &#039;&#039;[[derp|for some reason]]&#039;&#039;, the [[Ash Waste Nomads]] from [[Necromunda]], you know, those [[murderhobos]], have an entire [[wat|stockpile of these things]]. Where they get these [[Horus Heresy]]-relics from can be chalked up to Necromunda being an [[STC]] minefield. But even then, it is bizarre, given that the Ash Waste Nomads are a bunch of space Amish like the Eldar Exodites, so they shouldn&#039;t have the knowledge to maintain these things. Given their ragged appearance and their abysmally short range, their shitty maintenance may hold some legitimacy.&lt;br /&gt;
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On the [[Horus Heresy]] table top, Blast Pistols are 6&amp;quot; S5 Las-pistols with Twin Linked and Gets-Hot for two points. Twin linked counteracts Gets Hot, but if you want a good pistol just spend the extra 8 points on a Plasma Pistol. &lt;br /&gt;
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On [[Necromunda]], the Ash Waste Nomads&#039; [[derp|unga-bunga-ing]] their Blast Pistols have resulted in a shittier quality; resembling more like a [[melta]] weapon than a las weapon. As such, they have a few peculiar...quirks nowadays. This, alongside its bigger brother, the Blast Rifle, have the &#039;&#039;&#039;Shock&#039;&#039;&#039; rule which means that if the target is hit by this weapon on a natural 6, the wound roll is considered automatically succeed with no wound rolls needed to be made. Pretty god damn nasty.&lt;br /&gt;
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image:SolarAuxiliaBlastPistol.png|&amp;lt;center&amp;gt;Solar Auxilia&amp;lt;/center&amp;gt;&lt;br /&gt;
Necromundan_Blast_Pistol.PNG|&amp;lt;center&amp;gt;Ash Waste Nomads&amp;lt;/center&amp;gt;&lt;br /&gt;
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=== Blast Rifle ===&lt;br /&gt;
[[File:Blast_Rifle.PNG|200px|right|thumb|Blast Rifle]]&lt;br /&gt;
The bigger brother of the Blast Pistol. The Blast Rifle, like its littler hand cannon, are relics from the [[Great Crusade]] and [[Horus Heresy]]-era. Despite this, as of yet, there is no model from the Horus Heresy line, suggesting that this thing was replaced by the mass-produced Auxilia Lasrifles.&lt;br /&gt;
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In terms of function, we can assume that this gun functions the same as their smaller counterpart. However, since so little is known about these weapons, everything is a guestimate since they only appear on [[Necromunda]]. They seem to only be used by the [[Ash Waste Nomads]] and what has been said about the Blast Pistol can also be said here. If you include their comparatively much reduced range than most laser weapons and their melta-looking heatsink barrels, it can be assumed that the Blast Rifle releases a wide radius of dispersed lasers; akin to a laser melta. Although it does not seem to correlate with the nosecone barrel design which should indicate a more concentrated and therefore, longer range weapon under conventional wisdom.&lt;br /&gt;
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In terms of rules, on Necromunda, like their smaller brother, the Blast Rifle has suffered some unique quirks over the millennia by the Nomads&#039; constant DIY tinkering over these things. This resulted the Rifle and the Blaster having the &#039;&#039;&#039;Shock&#039;&#039;&#039; rule which means that if the target is hit by this weapon on a natural 6, the wound roll is considered automatically succeed with no wound rolls needed to be made. Given that it is a bigger weapon, the Rifle has a longer range that the Pistol. But that is not much of a feat given their pitifully short range.&lt;br /&gt;
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=== Digital Lasers/Digital Weapons ===&lt;br /&gt;
[[File:JokaeroDigitalWeapon.jpg‎|200px|right|thumb|Digi-Weapon]]&lt;br /&gt;
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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;
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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 is not anywhere near as cool as when they are used in Black Library books or the weapons stated to be used by the [[Jokaero]]. Only the Xenos monkeys have them on the table top in 8th edition. &lt;br /&gt;
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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;
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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;
In HH 2.0 they no longer have rules despite the Imperum being more advanced than their counterparts in the 42nd millenium . This might get FAQ&#039;ed or return in an upcoming rulebook.&lt;br /&gt;
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image:JokaeroDigital.png|&amp;lt;center&amp;gt;Jokaero Weaponsmith&amp;lt;/center&amp;gt;&lt;br /&gt;
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=== Las-Lock ===&lt;br /&gt;
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[[File:Las-Lock.PNG|200px|right|thumb|Las-Lock]]&lt;br /&gt;
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Las-lock is like a granddad to &amp;quot;modern&amp;quot; Lasgun, or perhaps the lasgun&#039;s equivalent to a musket. 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 (on tabletop, but many las weapons are used by Skitarii and servitors in fluff), 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.  Not sure how this particular AdMech weapon fares in fluff, though.  Since it’s AdMech, large, and has a ton of thick cables attached, it probably hits extremely hard. For an accurate perspective to wrap your head around a fairly antiquated but somewhat useful and powerful weapon think of it like a laser musket from Fallout 4.&lt;br /&gt;
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In addition to the forces mentioned above, las-locks were commonly issued to low level Chaos occupation troops during the Sabbat Crusade.  It&#039;s also not uncommon to find these in civilian hands.&lt;br /&gt;
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image:TechThrallLasLock.png|&amp;lt;center&amp;gt;Tech Thrall&amp;lt;/center&amp;gt;&lt;br /&gt;
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=== Mitralock ===&lt;br /&gt;
[[File:Mitralock2.PNG|200px|right|thumb|Mitralock]]&lt;br /&gt;
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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;
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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. Meanwhile, the name is most likely a reference to the French term for grapeshot (&#039;&#039;&#039;Mitra&#039;&#039;&#039;illeuse).&lt;br /&gt;
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image:TechThrallMitralock.png|&amp;lt;center&amp;gt;Tech Thrall&amp;lt;/center&amp;gt;&lt;br /&gt;
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=== Lascutter ===&lt;br /&gt;
[[File:Bits-lascutter.jpg|200px|right|thumb|Lascutter]]&lt;br /&gt;
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Lascutters are a powerful but extremely unwieldy type of Laser Weapon. Originally industrial tools used for cutting through armoured 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;
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Only Breachers can take them in the Horus Heresy game. In Horus Heresy 2.0, Lascutter stats have been fixed to work like other las weapons. Now, they&#039;re &#039;&#039;Exotic Weapons&#039;&#039; instead of &#039;&#039;Las weapons&#039;&#039;.&lt;br /&gt;
They&#039;re still shitty at melee but that&#039;s not why you&#039;re taking them. Lascutters are now 8 inches, Assault 1, S10, Ap 1 with &#039;&#039;Armorbane(Ranged)&#039;&#039;. Making them better than [[Meltagun]]s and a viable alternative to [[Graviton_weapons|Graviton guns]]. Meltaguns need to be at 6 inches to get their anti vehicle bonus. This may seem uncomfortably close but they pair well with [[Volkite Charger]]s. The original Space Marine energy gun. So now your Breacher troops can crack open [[Land Raider]]s while driving around in a [[Land Raider]]. Their melee profile has been nerfed to S7 while still having the &#039;&#039;Cumbersome&#039;&#039; and &#039;&#039;Unwieldy&#039;&#039; rules. Breachers shouldn&#039;t be participating in assaults anyways.&lt;br /&gt;
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Now Astartes don&#039;t have inferior weapons to Genestealers &amp;amp; other humanoid or xeno-terrorists. Lascutters stats currently paint them as proper precursors to [[Mining Laser]]s and [[Heavy Mining Laser|heavy variants]] they should be.&lt;br /&gt;
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In 9E they can be taken by Elysian Drop Troops. They use the outdated profile with no ranged attacks and only one melee hit. Where you don&#039;t want them to be. So use Special or Heavy Weapon options and cross your fingers if you want them to be like their 30k counterparts instead of pieces of shit.&lt;br /&gt;
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image:LegionBreacherLascutter.png|&amp;lt;center&amp;gt;Legion Breacher&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Lightning Gun===&lt;br /&gt;
[[File:Lightning+Gun.jpg|200px|right|thumb|Lightning Gun]]&lt;br /&gt;
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[[Forge World|Oh boy, here we go]].&lt;br /&gt;
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Lightning Guns are, seemingly confusingly, a type of laser weapons used by the AdMech, which given some varied fluff can prompt [[Skub|debate]] as to how much of a laser or electromagnetic weapon they are. Depending on the description they&#039;re either a laser beam wreathed in lightning (read: an ionised laser beam) as a form of electrolaser with most of the killing power from the pew pew lasers, or they fire a laser as a [[Tau|markerlight]] to change the polarity/ionise the location on the target and cause a bolt of lightning to leap to it. This may seem dumb at first glance, but with the Ad Mech&#039;s usual technobullshitium it makes sense. At least compared to the [[Needler]], which has a similar design of &#039;laser beam then killing shot&#039; but doesn&#039;t make sense even once you try to explain it.&lt;br /&gt;
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Either way, they&#039;re Great Crusade era weapons used by various Adeptus Mechanicus troops, most notably [[Thallax]], with the ability to provide effective damage against organic enemies and yet still able to overload mechanical targets like tanks via electromagnetic damage. Or alternatively depending on how you take the above they&#039;re good at overloading mechanical targets like tanks via electromagnetic damage yet still able to clear out meatbags with the laser burns.&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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===Las-Fusil===&lt;br /&gt;
[[File:Las-Fusil.JPG|200px|right|thumb|Las-Fusil]]&lt;br /&gt;
&#039;&#039;Not to be confused with the [[Pulsar-Fusil]] or the [[Phased Plasma-Fusil]]&#039;&#039;&lt;br /&gt;
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The more [[Awesome|chad version]] of the Long-Las.&lt;br /&gt;
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The Las-Fusil is essentially the laser equivalent to the [[Mk.III Shrike Pattern Bolt Sniper Rifle]]. These are powerful, anti-personnel heavy Laser Weapon used by Space Marine [[Eliminator]] Squads. &lt;br /&gt;
&lt;br /&gt;
Like the Hellguns and/or Hotshot Lasgun, the Las-Fusil requires an external battery supply to power its shots. Although instead of a large and ungainly backpack, it has a modular battery that can be held in the side pocket of the Space Marine. Because it has no mass, the Las-Fusil is more accurate and has greater range than the Shrike Bolt Sniper Rifle. However, it is heavily affected by atmospheric conditions and higher maintenance cost. &lt;br /&gt;
&lt;br /&gt;
Seeing as how a Long-Las has the power to punch through power armor, the Las-Fusil which has a more advance powerpack and stronger focusing lense should be able to punch through vehicle armor like an anti-material rifle. The crunch seems to agree with the fluff as you can swap your Bolt Sniper Rifle for this weapon which is counted as an anti-light vehicle and anti-TEQ gun (36&amp;quot;, heavy 1, S8, AP-3, D3).&lt;br /&gt;
&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.). Gets a bad rep due to C.S. Goto, but it’s actually pretty awesome and the Guard should learn to spam them.  Waaaaay cheaper than heavy bolters, after all. Because laser.&lt;br /&gt;
&lt;br /&gt;
As stated above, if the Lasgun is an Assault Rifle, the Hotshot Lasgun/Hellgun is a Battle Rifle and the Hotshot Volley Gun is a Medium/General Purpose MG (with the awkward lack of an Light MG/Squad Automatic Weapon), the Multilaser is a Heavy MG bordering on light autocannon depending on the pattern.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Heavy Mining Laser ===&lt;br /&gt;
[[File:GoliathRockgrinderLaser.png|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.  Rules of the Internet, Rule 40,000: if it exist, the Imperium will weaponize it.&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]].&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 AP3 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;
=== Heavy Lascannon ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See main page, [[Heavy Lascannon ]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Lascannon&#039;s bigger brother. The Heavy Lascannon is what happens when not even Lascannons are doing their job in turning superheavies inside out. It is one of the primary weapons that a [[Field Ordnance Battery]] could carry.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Solex Heavy Lascannon ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See main page, [[Solex Heavy Lascannon ]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Heavy&#039;&#039; Lascannon&#039;s bigger brother on steroids. The Solex ([[skub|Or Sollex]]) Heavy Lascannon is the primary long-ranged weapon for the [[Thanatar-Calix Class Siege-Automata]]. These suped-up Lascannons possess a much longer barrel and is overall, a much larger weapon than the regular Lascannon. Unfortunately, the crunch doesn&#039;t seem to match the fluff however.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Corve Las-Pulser===&lt;br /&gt;
[[File:ContemptorAchillusLasPulser.png|250px|right|thumb|Corve Las-Pulser]]&lt;br /&gt;
The Corve or &#039;&#039;Corvae&#039;&#039; 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 Eradicator]]s 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;
A short-range but more powerful 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|Stormhawk Interceptor]] air superiority fighter used by the Adeptus Astartes and the Primaris Space Marine [[Repulsor Tank]]. &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;
File:Las-talon Stormhawk Interceptor.png|&amp;lt;center&amp;gt;Stormhawk Interceptor&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;
===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|Neutron Laser]]&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.]], and Imperial Guard forces on the [[Valdor Tank Hunter]]. 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|A slightly more safer version of the Neutron Laser Projector. &#039;&#039;Slightly&#039;&#039;.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Arachnus Heavy Lascannon Battery===&lt;br /&gt;
[[File:Arachnus_Heavy_Lascannon_Battery.JPG|200px|right|thumb|Arachnus Heavy Lascannon Battery]]&lt;br /&gt;
Not to be confused with the Arachnus Heavy Blaze Cannon. &lt;br /&gt;
&lt;br /&gt;
The Arachnus Heavy Lascannon Battery was a Laser Weapon system that was used by the ancient [[Dreadnought#Deredeo Pattern|Deredeo Pattern Dreadnoughts]] of the Legiones Astartes during the [[Great Crusade]] and [[Horus Heresy]] eras. As one might expect, it is developed by Arachnus which also produce the Blaze Cannons used by everyone&#039;s favourite [[Adeptus Custodes|golden bananas.]]&lt;br /&gt;
&lt;br /&gt;
The Arachnus Heavy Lascannon Battery was a set of two massive, twin-linked [[Lascannon]]s that has been suped-up and overcharged, taking up both the Deredeo&#039;s weapon mounts.&lt;br /&gt;
&lt;br /&gt;
Far more powerful than any other pattern of Lascannon regularly fielded by the Legiones Astartes, the Arachnus could inflict devastating amounts of damage with each hit, far more than any standard Las-weaponry.&lt;br /&gt;
&lt;br /&gt;
The Arachnus Heavy Lascannon Battery is still found in use by the various Space Marine Chapters and possibly the Traitor Legions that still maintain functioning Deredeo Dreadnoughts in the 41st Millennium. &lt;br /&gt;
&lt;br /&gt;
On the tabletop, one must remember that this isn&#039;t twin-linked Lascannon, but it does fire 2 S10 AP2 shots, and if its shots score a penetrating hit on a vehicle the shot has a 50% chance of having it count as [[Awesome|&#039;&#039;two&#039;&#039; penetrating hits instead of one.]]&lt;br /&gt;
&lt;br /&gt;
===Sabre Neutron Blaster===&lt;br /&gt;
[[File:SNeutron_Blaster.JPG|200px|right|thumb|Sabre Neutron Blaster]]&lt;br /&gt;
[[Derp|Not to be confused with the]] [[Vespid|Vespid&#039;s]] [[Neutron Blaster]].&lt;br /&gt;
&lt;br /&gt;
The Sabre Neutron Blaster is one of the three primary weapons that the [[Sabre Strike Tank]] could be armed with. Unlike the [[Volkite Saker]] which deals with mass infantry or the [[Anvilus Snub Autocannon]] that targets light armour. The Sabre Neutron Blaster is specifically designed to turn superheavy tanks inside out.&lt;br /&gt;
&lt;br /&gt;
Nothing more than the [[Neutron Laser Projector]]&#039;s little brother. The Sabre Neutron Blaster was constructed in the same manner as the larger neutron cannon employed by the [[Sicaran Battle Tank#Sicaran Venator|Sicaran Venator,]] the intense radiation emitted by the capacitors and charge packs of the cannon is so deleterious that it will eventually degrade the Sabre&#039;s own control systems.&lt;br /&gt;
&lt;br /&gt;
Rules-wise, the Sabre Neutron Blaster is a relatively short-ranged ant-tank weapon. At only 24&amp;quot;, you are not hitting far. But if it hits, it hits hard. S9, AP1, Heavy 1 weapon with Concussive and Shock Pulse rules. This thing can stun-lock enemy vehicles while [[Anal circumference|carving a new rear hole.]]&lt;br /&gt;
&lt;br /&gt;
===Heavy Laser Destroyer===&lt;br /&gt;
[[File:HeavyLaserDestroyer.jpg|200px|right|thumb|Heavy Laser Destroyer]]&lt;br /&gt;
The bigger, badder brother of the regular Laser Destroyer.&lt;br /&gt;
&lt;br /&gt;
The Heavy Laser Destroyer is a type of heavy Laser Weapon with powerful anti-armor capability. It is commonly mounted on the Space Marine [[Repulsor Tank#Repulsor Executioner|Repulsor Executioner tank]], with a smaller variant found also mounted on the [[Gladiator Tank#Gladiator Lancer|Gladiator Lancer Tank.]] The larger chassis of the Repulsor mounts much larger and more powerful generators which could release a more potent shot. Of course, this means that the barrel needs to be strengthened and lengthened to accommodate the high heat dispersal.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, this is a new Primaris weapon found on the Repulsor Executioner and the Gladiator Lancer. The Executioner&#039;s is a 72&amp;quot; range, Heavy 2, S12, AP-4 and D3+3 weapon whilst the Lancer is a slightly weaker 72&amp;quot; range, Heavy 2, S10, AP-3, Dd3+3 weapon, nevertheless, they are both dedicated tank killers, though it is an expensive weapon.&lt;br /&gt;
&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;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===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;
==See also==&lt;br /&gt;
*[[Hellgun]]&lt;br /&gt;
*[[Laspistol]]&lt;br /&gt;
*[[Dune]]: from which the term was [[Blood Ravens|cribbed]].&lt;br /&gt;
*[[Volkite_Weaponry|Volkite Weapons]]: The closest equivalent used by [[Space Marines]] during [[Great Crusade|the old days]]. Since their not las weapons their obviously better.&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>2603:7080:4D00:BDE4:6134:1A8C:2834:C4A3</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Lasgun&amp;diff=300853</id>
		<title>Lasgun</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Lasgun&amp;diff=300853"/>
		<updated>2023-02-12T06:27:59Z</updated>

		<summary type="html">&lt;p&gt;2603:7080:4D00:BDE4:6134:1A8C:2834:C4A3: /* Blast Pistol */&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, depends on their regiment).]]&lt;br /&gt;
&lt;br /&gt;
{{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 ever (Hilariously, GW has caught onto this. Even more 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;
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{{Topquote|The Demolisher, the Vanquisher, even the mighty Deathstrike Missile Launcher pale in comparison to the sheer firepower of trillions of lasguns unleashing hell in unison!|Captain Garius Septus of the 263rd [[Maccabian Janissaries]]}}&lt;br /&gt;
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The humble (and we DO mean humble) &#039;&#039;&#039;Lasgun&#039;&#039;&#039; is the most &amp;quot;standard-issue&amp;quot; armament of an average [[Imperial Guard]]sman in [[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 a 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 it should be pronounced /ˈleɪzɡʌn/ (with the &#039;a&#039; as in &amp;quot;laser&amp;quot;), but others contend that this sounds retarded, and  /ˈlæzɡʌn/ (with the &#039;a&#039; 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;Lazz-gun&amp;quot;, so it really is a toss up. (And unimportant).&lt;br /&gt;
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==What does it look like?==&lt;br /&gt;
===Shape===&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;
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===Color===&lt;br /&gt;
There is 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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&#039;&#039;&#039;The Fact:&#039;&#039;&#039; 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 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. It should also be taken into account that since damage caused by a laser is higher the greater the photons-per-second impact the target location, and the Imperium’s advanced skill with laser technology, it may be possible that various patterns of lasgun might combine two or more or even all wavelengths of the electromagnetic spectrum to maximize photons-per-second. This would also influence the color of the laser and would change how the above factors influence the color. Easy way to think is: Lasgun = Red, Hellgun = Yellow/redish Lascannon = Pale Blue or just think of all of them as white or gold (white because whole spectrum, gold because holy light + religious fanatics).&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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Truthfully, the lasgun is very effective against any target equivalent to an unarmored human. The [[Warhammer 40,000 6th Edition| 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 there are foes of the 41st millennium that are either equipped with [[Power_Armour|armour capable of deflecting heavy stubber and bolter shell impacts]], [[Orks|biology robust enough to shrug off a heavy stubber hit &#039;&#039;without&#039;&#039; armor]], or if you’re REALLY unlucky, [[Chaos_Space_Marines|those enemies that have both of the aforementioned traits]]. Because of the way that a lasgun&#039;s beam explosively flashes when it strikes a target, virtually any level of armor protection will greatly diminish the effectiveness of lasgun weaponry. Indeed, power armor is &#039;&#039;designed&#039;&#039; to shrug off the explosive flash-effect of energy weapons like the lasgun. A lasgun hit &#039;&#039;might&#039;&#039; briefly stagger an armored Space Marine, but the chance of a single hit incapacitating him is remote.&lt;br /&gt;
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In other words, being a hand-held rifle of moderate tech designed to be wielded by un-augmented humans, the firepower and capability of a lasgun somewhat pales in comparison to many of the weapons wielded by mankind&#039;s enemies. In addition, while the effectiveness of a lasgun is comparable to an autogun (which are basically AK-47s in SPACE), the lasgun requires a somewhat higher level of industrial technology to construct. Therefore, while the lasgun is very common some Imperial worlds can&#039;t construct them locally. Finally, it can also be assumed that certain atmospheric conditions, especially those with a high percentage of airborne particulates, would greatly degrade a lasgun&#039;s effectiveness at range. &lt;br /&gt;
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According to the &#039;&#039;[[Dan Abnett|Gaunt&#039;s Ghosts]]&#039;&#039; series the lasgun has an appreciable amount of recoil, which is fucking [[FAIL|stupid]]. The entire point of a handheld laser weapon is that there is no appreciable recoil since you aren&#039;t firing a physical projectile, which makes it easier to use. One of the main strengths of the lasgun is the fact that you can round up a bunch of [[Feral World|Feral Worlders]], give them lasguns with little to no training, point them in a general direction and just watch things die. This makes stubbers more or less obsolete, similar to how firearms made crossbows obsolete and crossbows made most bows obsolete. Not to mention the fact that if a lasgun had appreciable recoil, it wouldn&#039;t even be a lasweapon in the first place (because photons have no mass, otherwise they wouldn&#039;t be able to travel at the speed of light), but some kind of particle gun like a Tau [[Pulse Rifle]] or one of &#039;&#039;[[Bioware|Mass Effect]]&#039;&#039;&#039;s Thanix cannons. On a similar note, [[Warhammer 40K: Darktide]] also portrays lasguns as having recoil, [https://old.reddit.com/r/DarkTide/comments/vxyiei/lasguns_warhammer_40k_darktide/ifyz1np/ with a developer having said that they tried lasguns producing no recoil earlier in development], but found it just felt awful to play with, so it is less the developer not knowing this and more of the case of story and gameplay segregation, which is fair enough.&lt;br /&gt;
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== 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 (including the &#039;&#039;&#039;Guards&#039;&#039;&#039; themselves actually, that&#039;s a joke among them). However, within the context of the 40k setting the lasgun is reliable, durable, extremely common, and quite accurate. It should be noted that the lasgun is described as being able to destroy a slab of cement, which means that it is quite a bit more powerful than most modern-day small arms. From a production standpoint the lasgun (and its power pack) requires a somewhat more advanced industrial base to construct than the autogun. In return, however, you get a compact, highly accurate infantry weapon that can fire over a hundred shots on a single power pack, has virtually no moving parts, and that largely removes the logistical headache of constantly restocking physical ammunition supplies. As long as a Guardsman has access to a power source that the lasgun&#039;s power packs can accept, he can, given time, replenish his &amp;quot;ammunition&amp;quot; as long as his equipment remains functional. Any source of electricity, from a common military recharging port to a domestic power socket to an exercise bike with a dynamo can be used to top up power packs. When cut off, guard units can even place their power-packs directly in fires to charge them, but this is an extreme measure since it’s [[heresy|frowned upon by the Mechanicus]] and will heavily reduce the pack’s lifespan. But a &#039;&#039;possibly&#039;&#039; useless power-pack is better than a &#039;&#039;certain&#039;&#039; bayonet charge.&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). In other words, lasers damage just about anything to some degree when powerful enough. This means that a lasgun can theoretically kill anything in the universe... eventually. Just like the [[Commissar]] told you! &lt;br /&gt;
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A Lasgun dumps a lot of heat into it&#039;s target and while a fair deal of that would be carried away in a jet of superheated ejecta, a lot of it would persist in a heavily armored target. A single Lasgun bolt might not penetrate Power Armor, but dozens of bolts could saturate it and turn it into an oven.&lt;br /&gt;
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A lightly protected or unarmored human, on the other hand, will almost certainly be critically wounded by any significant hit. Therefore, the lasgun actually has pretty good utility given the enemies the Imperium faces. In [[Dark Heresy]] the lasgun is far more useful than it is in tabletop 40k, because its reliability, availability and plentiful ammunition become real considerations against the human foes that an agent of the Inquisition is most likely to face.&lt;br /&gt;
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An additional note to consider is that the Emperor himself saw the technology was necessary to arm the ordinary but fearless men and women of His future Imperium, in what would end up being the greatest endeavour humanity would ever take part in. LAS-tech during the Unification Wars was scarce and the technology and knowledge to build such weaponry was protected/hoarded by what frail societies rose and fell during the Age of Strife. To see how commonly available such tech is now is a testament to how far Humanity in the 41st Millenium have come from the multiple millenia of Old Night.&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. In theory, the resulting blast can fracture even vehicle-level armor (it should be noted that this happened to a dreadnought whose front armor was already cracked from being hit by anti-armor weapons). In practice, this technique is rarely utilized because it&#039;s a desperation tactic, and in any event, only seasoned troopers would likely be aware that it&#039;s even possible. &lt;br /&gt;
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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. Even [[Power armor]] is not invulnerable: helmet lenses, articulations, and joints are still susceptible to well-placed shots and a point-blank or short-range shot at maximum power can potentially penetrate some areas of a Space Marine&#039;s armor as well. &lt;br /&gt;
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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;
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&#039;&#039;&#039;[[TL;DR]]&#039;&#039;&#039; Because of how photons affect matter, lasguns can, potentially, damage nearly anything. When combined with its reliability, utility, wide availability, and near-perfect accuracy, the lasgun is basically the perfect infantry weapon.&lt;br /&gt;
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==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;
*Igniting gas stoves &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;
*Hair removal&lt;br /&gt;
*Tattoo removal&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;
*Marital aid&lt;br /&gt;
*Wall decoration&lt;br /&gt;
*Coat stand &lt;br /&gt;
*Creating a makeshift rave&lt;br /&gt;
*Pretend guitar for when you gotta shred that awesome solo&lt;br /&gt;
*An extension device for your more dangerous bayonet. (This use is recognized and approved by Regimental Standard)&lt;br /&gt;
*Choppa in the hands of an ork boy&lt;br /&gt;
*Larping and cosplay&lt;br /&gt;
*Grave marker/headstone&lt;br /&gt;
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== 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 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]], the even bigger [[Apocalypse|volcano cannon and turbo-laser]], the even even bigger Defense Laser, and the very much 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;
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Oh, and [[C.S. Goto|multilasers]].&lt;br /&gt;
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=== Bale Eye ===&lt;br /&gt;
[[File:Bale_Eye.PNG|150px|right|thumb|Bale Eye]]&lt;br /&gt;
The smallest known lasweapon short of a Digital Weapon. The Bale Eye is a &#039;&#039;unique&#039;&#039; weapon (So far) used only by [[Commissar Yarrick]].&lt;br /&gt;
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This gleaming monocle of doom is an optical implant which also functions as a short-ranged laser, similar in effect to a laspistol at close range. It is rumoured within [[Ork]] camps that Yarrick could kill with a glance, and the Bale Eye is where this rumour came from. &lt;br /&gt;
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Other sources indicate that this rumour started shortly after Yarrick led the successful defence of Hades Hive from Warboss Ugulhard&#039;s Waaagh! He lost his left eye during later campaigns and decided to [[Troll|play upon the Orks&#039; fears]] and incorporate a real &amp;quot;evil eye&amp;quot; into the implant. &lt;br /&gt;
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It is unknown if this piece of equipment stayed unique to Yarrick or if the Imperium actually mass produce these things for rich folks who like to impress. Given how Imperium nobility goes, it is most likely the latter, with Yarrick just being the most famous user.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Bale_Eye_Model.PNG&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;
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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;
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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;
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There is a [[Lasgun Patterns|metric fuck ton of various Lasgun patterns]].&lt;br /&gt;
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{{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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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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=== Suppression Laser ===&lt;br /&gt;
[[File:Suppression_Laser_2.PNG|200px|right|thumb|Suppression Laser]]&lt;br /&gt;
The Suppression Laser is a type of Lasgun often used by gang members in the underhive of a [[Hive World]]. As its name suggests, a Suppression Laser is a laser shotgun that has a [[Dakka|stupendous level of firepower.]] Within the tight confines of a underhive, the large spread of lasers makes the Suppression Laser a popular weapon, especially among members of [[Tek]] gangers of [[House Van Saar]], which has the capacity and capability to both produce and maintain these weapons.&lt;br /&gt;
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Because its a shotgun, the Suppression Laser trades the reliability, range, and accuracy of the Lasgun with balls-out power. The Mechanicus equivelent of this is the Mitralocks.&lt;br /&gt;
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On [[Necromunda]] tabletop, the Suppression Laser is a laser version of a different weapon; in this case its 10 credits more than the humble Shotgun, [[Derp|but for no perceivable benefits.]] It can’t even use any of the cool ammo that Shotguns can get.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Suppresion_Laser.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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=== Laser Gauntlet ===&lt;br /&gt;
[[File:Laser_Gauntlets.JPG|200px|right|thumb|Laser Gauntlet]]&lt;br /&gt;
Works essentially the same as a [[Boltstorm Gauntlet]] in function, just replace the bolt rounds with pew pew lasers, though these were deployed first.&lt;br /&gt;
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These are multiple arm-mounted laser tubes. Laser Gauntlets can unleash a deadly storm of lasbolts at considerable range from the bearer&#039;s fists. With an increased power supply, the gauntlets can fire a series of sustained beams that can punch through enemy armour.&lt;br /&gt;
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Laser Gauntlets are found mounted on [[Spyrer]]s wearing [[Yeld Hunting Rig]]s, used in the underhive of [[Necromunda]]. Would probably be useful if you like the idea of still having firepower without sacrificing one of your hands for weapon firing.&lt;br /&gt;
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=== Hotshot Laspistol===&lt;br /&gt;
[[File:Hotshot_Laspistol.jpg|200px|right|thumb|Hotshot Laspistol]]&lt;br /&gt;
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&#039;&#039;See main page, [[Hellgun#Hellpistol|Hellpistol]]&#039;&#039;&lt;br /&gt;
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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;
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&#039;&#039;See main page, [[Hellgun]]&#039;&#039;&lt;br /&gt;
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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. It seems to have just enough penetrating power to be able to pierce most forms of space marine power armor.  Or at least as deep as a non-explosive bolt shell would.&lt;br /&gt;
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{{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;
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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 laser 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;
The real life equivalent would be the the light machine guns of WW1 and WW2 (like the Lewis Gun and the BAR) and the modern Squad Automatic Weapon (SAW) concept, having the same ammo as the standard rifle (either a short round like the 5.56 NATO for logistics or a long one like the 7.62 NATO to drop what you hit. Though recently America has adopted .277 Fury to replace the latter. Where America goes NATO and its other allies follow). If the Lasgun is a M16 with 5.56 shots and the Hotshot Lasgun is a 7.62 M14, then the Hotshot Volley gun is an MK48 M249 variant or a M240 firing 7.62x51 ammunition...but translated into their future, grimdark space variants. This also highlights the glaring lack of a laser light machine gun equivalent in the Imperial Guard, while the Hotshot Volley Gun exists as a laser medium/general purpose machine gun a regular Volley Gun as a LMG/SAW hasn&#039;t been shown so far.&lt;br /&gt;
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&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;
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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 Cult]]s. 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;
It is fucking irritating in Space Hulk Deathwing, where it will be the number one cause of bullshit deaths.&lt;br /&gt;
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&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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&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 [[Ratling]]s 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 ([[FAIL|even though like other lasguns its laser beam is visible]]). 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. You may be wondering why the IG does not use a shorter, thicker heavy barrel version with improved cooling as standard issue for all Guardsmen to kick serious ass. Ask your local [[Commissar]] for a detailed explanation.&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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=== 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. As a carbine, it has a shorter effective range but is far more compact and easier to handle in close combat fire operations. Given the myriad of Xenos that likes to go in close and personal at that time, the Lascarbine made sense. They were standard issue among the Imperial Army.&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 [[Elysian Drop Troops]]. Catachan troopers also use them. It could also be potentially used by Imperial Navy personnel due to its compact size, although no canon images have been confirmed.&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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=== Auxilia Lasrifle ===&lt;br /&gt;
[[File: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.  They were produced on selected few Forgeworlds (despite being the go-to armament of 20% of Imperial Army) to begin with, required advanced technology to make and specific combined-armed tactics (a big no-no for [[Imperial Guard]] thanks to a certain [[Roboute_Guilliman|genius]]) of Solar Auxilia cohorts to use effectively, so were shifted out of production in favor of a basic flashlight.&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;
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=== Blast Pistol ===&lt;br /&gt;
[[File:Auxillia_Blast_Pistol.PNG|150px|right|thumb|Blast Pistol]]&lt;br /&gt;
&#039;&#039;Not to be confused with the [[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; Nor the [[Dark Eldar]] [[Drukhari Blast Pistol]] which also fires &amp;lt;u&amp;gt;[[Herp|completely different ammunition]]&amp;lt;/u&amp;gt;. Or the Ash Wastes Nomad Blast Pistol, which... actually might not be that different.&#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. This gave him a faster-firing gun compared to line troops who had to use lever and bolt-actions, which is similar to the Blast Pistol&#039;s apparently faster rate of fire.&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;
Now, &#039;&#039;[[derp|for some reason]]&#039;&#039;, the [[Ash Waste Nomads]] from [[Necromunda]], you know, those [[murderhobos]], have an entire [[wat|stockpile of these things]]. Where they get these [[Horus Heresy]]-relics from can be chalked up to Necromunda being an [[STC]] minefield. But even then, it is bizarre, given that the Ash Waste Nomads are a bunch of space Amish like the Eldar Exodites, so they shouldn&#039;t have the knowledge to maintain these things. Given their ragged appearance and their abysmally short range, their shitty maintenance may hold some legitimacy.&lt;br /&gt;
&lt;br /&gt;
On the [[Horus Heresy]] table top, Blast Pistols are 6&amp;quot; S5 Las-pistols with Twin Linked and Gets-Hot for two points. Twin linked counteracts Gets Hot, but if you want a good pistol just spend the extra 8 points on a Plasma Pistol. &lt;br /&gt;
&lt;br /&gt;
On [[Necromunda]], the Ash Waste Nomads&#039; [[derp|unga-bunga-ing]] their Blast Pistols have resulted in a shittier quality; resembling more like a [[melta]] weapon than a las weapon. As such, they have a few peculiar...quirks nowadays. This, alongside its bigger brother, the Blast Rifle, have the &#039;&#039;&#039;Shock&#039;&#039;&#039; rule which means that if the target is hit by this weapon on a natural 6, the wound roll is considered automatically succeed with no wound rolls needed to be made. Pretty god damn nasty.&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;
Necromundan_Blast_Pistol.PNG|&amp;lt;center&amp;gt;Ash Waste Nomads&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 Rifle ===&lt;br /&gt;
[[File:Blast_Rifle.PNG|200px|right|thumb|Blast Rifle]]&lt;br /&gt;
The bigger brother of the Blast Pistol. The Blast Rifle, like its littler hand cannon, are relics from the [[Great Crusade]] and [[Horus Heresy]]-era. Despite this, as of yet, there is no model from the Horus Heresy line, suggesting that this thing was replaced by the mass-produced Auxilia Lasrifles.&lt;br /&gt;
&lt;br /&gt;
In terms of function, we can assume that this gun functions the same as their smaller counterpart. However, since so little is known about these weapons, everything is a guestimate since they only appear on [[Necromunda]]. They seem to only be used by the [[Ash Waste Nomads]] and what has been said about the Blast Pistol can also be said here. If you include their comparatively much reduced range than most laser weapons and their melta-looking heatsink barrels, it can be assumed that the Blast Rifle releases a wide radius of dispersed lasers; akin to a laser melta. Although it does not seem to correlate with the nosecone barrel design which should indicate a more concentrated and therefore, longer range weapon under conventional wisdom.&lt;br /&gt;
&lt;br /&gt;
In terms of rules, on Necromunda, like their smaller brother, the Blast Rifle has suffered some unique quirks over the millennia by the Nomads&#039; constant DIY tinkering over these things. This resulted the Rifle and the Blaster having the &#039;&#039;&#039;Shock&#039;&#039;&#039; rule which means that if the target is hit by this weapon on a natural 6, the wound roll is considered automatically succeed with no wound rolls needed to be made. Given that it is a bigger weapon, the Rifle has a longer range that the Pistol. But that is not much of a feat given their pitifully short range.&lt;br /&gt;
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=== 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 is not anywhere near as cool as when they are used in Black Library books or the weapons stated to be used by the [[Jokaero]]. Only the Xenos monkeys 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;
In HH 2.0 they no longer have rules despite the Imperum being more advanced than their counterparts in the 42nd millenium . This might get FAQ&#039;ed or return in an upcoming rulebook.&lt;br /&gt;
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&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;
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=== 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, or perhaps the lasgun&#039;s equivalent to a musket. 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 (on tabletop, but many las weapons are used by Skitarii and servitors in fluff), 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.  Not sure how this particular AdMech weapon fares in fluff, though.  Since it’s AdMech, large, and has a ton of thick cables attached, it probably hits extremely hard. For an accurate perspective to wrap your head around a fairly antiquated but somewhat useful and powerful weapon think of it like a laser musket from Fallout 4.&lt;br /&gt;
&lt;br /&gt;
In addition to the forces mentioned above, las-locks were commonly issued to low level Chaos occupation troops during the Sabbat Crusade.  It&#039;s also not uncommon to find these in civilian hands.&lt;br /&gt;
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&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;
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=== 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. Meanwhile, the name is most likely a reference to the French term for grapeshot (&#039;&#039;&#039;Mitra&#039;&#039;&#039;illeuse).&lt;br /&gt;
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&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;
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=== 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 armoured 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;
&lt;br /&gt;
Only Breachers can take them in the Horus Heresy game. In Horus Heresy 2.0, Lascutter stats have been fixed to work like other las weapons. Now, they&#039;re &#039;&#039;Exotic Weapons&#039;&#039; instead of &#039;&#039;Las weapons&#039;&#039;.&lt;br /&gt;
They&#039;re still shitty at melee but that&#039;s not why you&#039;re taking them. Lascutters are now 8 inches, Assault 1, S10, Ap 1 with &#039;&#039;Armorbane(Ranged)&#039;&#039;. Making them better than [[Meltagun]]s and a viable alternative to [[Graviton_weapons|Graviton guns]]. Meltaguns need to be at 6 inches to get their anti vehicle bonus. This may seem uncomfortably close but they pair well with [[Volkite Charger]]s. The original Space Marine energy gun. So now your Breacher troops can crack open [[Land Raider]]s while driving around in a [[Land Raider]]. Their melee profile has been nerfed to S7 while still having the &#039;&#039;Cumbersome&#039;&#039; and &#039;&#039;Unwieldy&#039;&#039; rules. Breachers shouldn&#039;t be participating in assaults anyways.&lt;br /&gt;
&lt;br /&gt;
Now Astartes don&#039;t have inferior weapons to Genestealers &amp;amp; other humanoid or xeno-terrorists. Lascutters stats currently paint them as proper precursors to [[Mining Laser]]s and [[Heavy Mining Laser|heavy variants]] they should be.&lt;br /&gt;
&lt;br /&gt;
In 9E they can be taken by Elysian Drop Troops. They use the outdated profile with no ranged attacks and only one melee hit. Where you don&#039;t want them to be. So use Special or Heavy Weapon options and cross your fingers if you want them to be like their 30k counterparts instead of pieces of shit.&lt;br /&gt;
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&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;
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===Lightning Gun===&lt;br /&gt;
[[File:Lightning+Gun.jpg|200px|right|thumb|Lightning Gun]]&lt;br /&gt;
&lt;br /&gt;
[[Forge World|Oh boy, here we go]].&lt;br /&gt;
&lt;br /&gt;
Lightning Guns are, seemingly confusingly, a type of laser weapons used by the AdMech, which given some varied fluff can prompt [[Skub|debate]] as to how much of a laser or electromagnetic weapon they are. Depending on the description they&#039;re either a laser beam wreathed in lightning (read: an ionised laser beam) as a form of electrolaser with most of the killing power from the pew pew lasers, or they fire a laser as a [[Tau|markerlight]] to change the polarity/ionise the location on the target and cause a bolt of lightning to leap to it. This may seem dumb at first glance, but with the Ad Mech&#039;s usual technobullshitium it makes sense. At least compared to the [[Needler]], which has a similar design of &#039;laser beam then killing shot&#039; but doesn&#039;t make sense even once you try to explain it.&lt;br /&gt;
&lt;br /&gt;
Either way, they&#039;re Great Crusade era weapons used by various Adeptus Mechanicus troops, most notably [[Thallax]], with the ability to provide effective damage against organic enemies and yet still able to overload mechanical targets like tanks via electromagnetic damage. Or alternatively depending on how you take the above they&#039;re good at overloading mechanical targets like tanks via electromagnetic damage yet still able to clear out meatbags with the laser burns.&lt;br /&gt;
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&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;
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{{clear}}&lt;br /&gt;
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===Las-Fusil===&lt;br /&gt;
[[File:Las-Fusil.JPG|200px|right|thumb|Las-Fusil]]&lt;br /&gt;
&#039;&#039;Not to be confused with the [[Pulsar-Fusil]] or the [[Phased Plasma-Fusil]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The more [[Awesome|chad version]] of the Long-Las.&lt;br /&gt;
&lt;br /&gt;
The Las-Fusil is essentially the laser equivalent to the [[Mk.III Shrike Pattern Bolt Sniper Rifle]]. These are powerful, anti-personnel heavy Laser Weapon used by Space Marine [[Eliminator]] Squads. &lt;br /&gt;
&lt;br /&gt;
Like the Hellguns and/or Hotshot Lasgun, the Las-Fusil requires an external battery supply to power its shots. Although instead of a large and ungainly backpack, it has a modular battery that can be held in the side pocket of the Space Marine. Because it has no mass, the Las-Fusil is more accurate and has greater range than the Shrike Bolt Sniper Rifle. However, it is heavily affected by atmospheric conditions and higher maintenance cost. &lt;br /&gt;
&lt;br /&gt;
Seeing as how a Long-Las has the power to punch through power armor, the Las-Fusil which has a more advance powerpack and stronger focusing lense should be able to punch through vehicle armor like an anti-material rifle. The crunch seems to agree with the fluff as you can swap your Bolt Sniper Rifle for this weapon which is counted as an anti-light vehicle and anti-TEQ gun (36&amp;quot;, heavy 1, S8, AP-3, D3).&lt;br /&gt;
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=== 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.). Gets a bad rep due to C.S. Goto, but it’s actually pretty awesome and the Guard should learn to spam them.  Waaaaay cheaper than heavy bolters, after all. Because laser.&lt;br /&gt;
&lt;br /&gt;
As stated above, if the Lasgun is an Assault Rifle, the Hotshot Lasgun/Hellgun is a Battle Rifle and the Hotshot Volley Gun is a Medium/General Purpose MG (with the awkward lack of an Light MG/Squad Automatic Weapon), the Multilaser is a Heavy MG bordering on light autocannon depending on the pattern.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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=== Heavy Mining Laser ===&lt;br /&gt;
[[File:GoliathRockgrinderLaser.png|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.  Rules of the Internet, Rule 40,000: if it exist, the Imperium will weaponize it.&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]].&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 AP3 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;
=== Heavy Lascannon ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See main page, [[Heavy Lascannon ]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Lascannon&#039;s bigger brother. The Heavy Lascannon is what happens when not even Lascannons are doing their job in turning superheavies inside out. It is one of the primary weapons that a [[Field Ordnance Battery]] could carry.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Solex Heavy Lascannon ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See main page, [[Solex Heavy Lascannon ]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Heavy&#039;&#039; Lascannon&#039;s bigger brother on steroids. The Solex ([[skub|Or Sollex]]) Heavy Lascannon is the primary long-ranged weapon for the [[Thanatar-Calix Class Siege-Automata]]. These suped-up Lascannons possess a much longer barrel and is overall, a much larger weapon than the regular Lascannon. Unfortunately, the crunch doesn&#039;t seem to match the fluff however.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Corve Las-Pulser===&lt;br /&gt;
[[File:ContemptorAchillusLasPulser.png|250px|right|thumb|Corve Las-Pulser]]&lt;br /&gt;
The Corve or &#039;&#039;Corvae&#039;&#039; 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 Eradicator]]s 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;
A short-range but more powerful 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|Stormhawk Interceptor]] air superiority fighter used by the Adeptus Astartes and the Primaris Space Marine [[Repulsor Tank]]. &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;
File:Las-talon Stormhawk Interceptor.png|&amp;lt;center&amp;gt;Stormhawk Interceptor&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;
===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|Neutron Laser]]&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.]], and Imperial Guard forces on the [[Valdor Tank Hunter]]. 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|A slightly more safer version of the Neutron Laser Projector. &#039;&#039;Slightly&#039;&#039;.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Arachnus Heavy Lascannon Battery===&lt;br /&gt;
[[File:Arachnus_Heavy_Lascannon_Battery.JPG|200px|right|thumb|Arachnus Heavy Lascannon Battery]]&lt;br /&gt;
Not to be confused with the Arachnus Heavy Blaze Cannon. &lt;br /&gt;
&lt;br /&gt;
The Arachnus Heavy Lascannon Battery was a Laser Weapon system that was used by the ancient [[Dreadnought#Deredeo Pattern|Deredeo Pattern Dreadnoughts]] of the Legiones Astartes during the [[Great Crusade]] and [[Horus Heresy]] eras. As one might expect, it is developed by Arachnus which also produce the Blaze Cannons used by everyone&#039;s favourite [[Adeptus Custodes|golden bananas.]]&lt;br /&gt;
&lt;br /&gt;
The Arachnus Heavy Lascannon Battery was a set of two massive, twin-linked [[Lascannon]]s that has been suped-up and overcharged, taking up both the Deredeo&#039;s weapon mounts.&lt;br /&gt;
&lt;br /&gt;
Far more powerful than any other pattern of Lascannon regularly fielded by the Legiones Astartes, the Arachnus could inflict devastating amounts of damage with each hit, far more than any standard Las-weaponry.&lt;br /&gt;
&lt;br /&gt;
The Arachnus Heavy Lascannon Battery is still found in use by the various Space Marine Chapters and possibly the Traitor Legions that still maintain functioning Deredeo Dreadnoughts in the 41st Millennium. &lt;br /&gt;
&lt;br /&gt;
On the tabletop, one must remember that this isn&#039;t twin-linked Lascannon, but it does fire 2 S10 AP2 shots, and if its shots score a penetrating hit on a vehicle the shot has a 50% chance of having it count as [[Awesome|&#039;&#039;two&#039;&#039; penetrating hits instead of one.]]&lt;br /&gt;
&lt;br /&gt;
===Sabre Neutron Blaster===&lt;br /&gt;
[[File:SNeutron_Blaster.JPG|200px|right|thumb|Sabre Neutron Blaster]]&lt;br /&gt;
[[Derp|Not to be confused with the]] [[Vespid|Vespid&#039;s]] [[Neutron Blaster]].&lt;br /&gt;
&lt;br /&gt;
The Sabre Neutron Blaster is one of the three primary weapons that the [[Sabre Strike Tank]] could be armed with. Unlike the [[Volkite Saker]] which deals with mass infantry or the [[Anvilus Snub Autocannon]] that targets light armour. The Sabre Neutron Blaster is specifically designed to turn superheavy tanks inside out.&lt;br /&gt;
&lt;br /&gt;
Nothing more than the [[Neutron Laser Projector]]&#039;s little brother. The Sabre Neutron Blaster was constructed in the same manner as the larger neutron cannon employed by the [[Sicaran Battle Tank#Sicaran Venator|Sicaran Venator,]] the intense radiation emitted by the capacitors and charge packs of the cannon is so deleterious that it will eventually degrade the Sabre&#039;s own control systems.&lt;br /&gt;
&lt;br /&gt;
Rules-wise, the Sabre Neutron Blaster is a relatively short-ranged ant-tank weapon. At only 24&amp;quot;, you are not hitting far. But if it hits, it hits hard. S9, AP1, Heavy 1 weapon with Concussive and Shock Pulse rules. This thing can stun-lock enemy vehicles while [[Anal circumference|carving a new rear hole.]]&lt;br /&gt;
&lt;br /&gt;
===Heavy Laser Destroyer===&lt;br /&gt;
[[File:HeavyLaserDestroyer.jpg|200px|right|thumb|Heavy Laser Destroyer]]&lt;br /&gt;
The bigger, badder brother of the regular Laser Destroyer.&lt;br /&gt;
&lt;br /&gt;
The Heavy Laser Destroyer is a type of heavy Laser Weapon with powerful anti-armor capability. It is commonly mounted on the Space Marine [[Repulsor Tank#Repulsor Executioner|Repulsor Executioner tank]], with a smaller variant found also mounted on the [[Gladiator Tank#Gladiator Lancer|Gladiator Lancer Tank.]] The larger chassis of the Repulsor mounts much larger and more powerful generators which could release a more potent shot. Of course, this means that the barrel needs to be strengthened and lengthened to accommodate the high heat dispersal.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, this is a new Primaris weapon found on the Repulsor Executioner and the Gladiator Lancer. The Executioner&#039;s is a 72&amp;quot; range, Heavy 2, S12, AP-4 and D3+3 weapon whilst the Lancer is a slightly weaker 72&amp;quot; range, Heavy 2, S10, AP-3, Dd3+3 weapon, nevertheless, they are both dedicated tank killers, though it is an expensive weapon.&lt;br /&gt;
&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;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===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;
==See also==&lt;br /&gt;
*[[Hellgun]]&lt;br /&gt;
*[[Laspistol]]&lt;br /&gt;
*[[Dune]]: from which the term was [[Blood Ravens|cribbed]].&lt;br /&gt;
*[[Volkite_Weaponry|Volkite Weapons]]: The closest equivalent used by [[Space Marines]] during [[Great Crusade|the old days]]. Since their not las weapons their obviously better.&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>2603:7080:4D00:BDE4:6134:1A8C:2834:C4A3</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Missile_Launcher&amp;diff=341023</id>
		<title>Missile Launcher</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Missile_Launcher&amp;diff=341023"/>
		<updated>2023-02-12T06:12:21Z</updated>

		<summary type="html">&lt;p&gt;2603:7080:4D00:BDE4:6134:1A8C:2834:C4A3: /* Castellan Launcher */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Missile Launcher&#039;&#039;&#039; is a very simple weapon, being little more than a tube capable of firing different kinds of explosive payload, similar to the [[Mortar]]. The Missile launcher is capable of firing a variety of payloads, chief amongst which are the anti-personnel Fragmentation &amp;quot;Frag&amp;quot; missiles, and anti-vehicle &amp;quot;Krak&amp;quot; missiles, though anti-air &amp;quot;Flakk&amp;quot; missiles were brought in  with the advent of flyers in [[Warhammer 40,000 6th edition]].  Missiles with defoliant chemicals or chemical weaponry can and have been used, as well. The main advantages of the Missile launcher are that it is cheap to manufacture, able to take several kinds of munitions, and portable. The main drawback is that the ammo is more far expensive and complex then comparable gun ammunition, and also bigger and heavier per shot.&lt;br /&gt;
&lt;br /&gt;
From the power of missiles and giant cannons in 40k, perhaps swarming infantry and small-ish tanks are favored because they need to spread out with numbers or else be wipes out by one giant gun or fuck huge missile.  Resulting in more epic and grimdark than just pushing a button.&lt;br /&gt;
&lt;br /&gt;
==Imperium==&lt;br /&gt;
===Missile Launcher===&lt;br /&gt;
[[File:Missile Launcher.jpg|200px|right|thumb|Missile Launcher]]&lt;br /&gt;
The Missile Launcher is one of the most common explosive weapons fielded by the [[Imperium of Man]], employed very commonly by [[Imperial Guard]] Heavy weapons teams, and extensively used amongst [[Space Marine]] squads of all kinds. It also sees use among the ranks of the [[Chaos Space Marines]]. Its incredible versatility in payload allows it to be a potent anti-infantry and anti-vehicle weapon when the situation calls for it. Its anti-vehicle capabilities are only outstripped by the [[Lascannon]] and [[Imperial Ordnance|vehicle-mounted weapons]], and it is easy to learn and easy to use.&lt;br /&gt;
&lt;br /&gt;
Back in the days of the [[Great Crusade]], these things were the goofiest looking weapons ever, with banana-shaped top-fitted magazines (as seen in some recent [[Forge World]] weapons packs). [[Dark Eldar]] laughed at how oddly shaped and impractical they were. Seriously.&lt;br /&gt;
&lt;br /&gt;
They stopped laughing after said missiles evaporated them.&lt;br /&gt;
&lt;br /&gt;
Aside from the two standard Missile Launchers, the Astartes short launcher and the longer Imperial Guard version that shoots long, almost torpedo-like missiles, the Imperium also employs several other large missile weapons.&lt;br /&gt;
&lt;br /&gt;
===Mole Launcher===&lt;br /&gt;
[[File:Mole_Launcher.jpg|200px|right|thumb|Mole Launcher]]&lt;br /&gt;
Basically the Imperium&#039;s take on the [[Squat]]&#039;s [[Mole Mortar Team|Mole Mortar.]] The Mole Launcher is a specialized missile launcher utilized by Imperial Guard Engineers, in particular the [[Death Korps of Krieg]]. Known more formally as a breaching torpedo, the weapon fires burrowing warhead capable of digging through obstacles and detonating on the other side.&lt;br /&gt;
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The explosive charge is contained within a shoulder-mounted launch tube, which can lock in place facing the ground or the side of a tunnel. When fired the torpedo is launched into the earth, where a powerful drill and small powerfield generator allow it to slice through rock very quickly. The projectile also contains a guidance system linked to a separate control panel, allowing a team member to guide the the torpedo to its target.&lt;br /&gt;
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The Mole Launcher&#039;s primary purpose is for blasting into enemy tunnels, causing a sudden and catastrophic collapse. It can also be used against surface targets, burrowing up to the surface and exploding underneath a bunker or vehicle where it&#039;s armoring is weakest.&lt;br /&gt;
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===Castellan Launcher===&lt;br /&gt;
[[File:Castellan_Launcher.PNG|200px|right|thumb|Castellan Launcher]]&lt;br /&gt;
&amp;lt;s&amp;gt;The T-Shirt Cannons&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Nerf Guns&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;A 1980s Hasbro Gun Toy&amp;lt;/s&amp;gt; Proof that sometimes having more shit does not make it better.&lt;br /&gt;
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Resembling the horrid Liefeldian byproduct of a [[Primaris Marines|Primaris Space Marine]] [[Slaanesh|fucking an]] [[Ork]] [[Kopta Rokkits|Kopta Rokkit]]/[[Kombi-Rokkit Launcha]]. The Castellan Launcher is the primary weapon of the [[Desolation Squad]] and ho boy, has this thing reached [[Paragon Warsuit]]-levels of [[CS Goto|revulsion]] and [[Chris-Chan|mockery]].&lt;br /&gt;
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This...ergonomic nightmare is a [[MOAR DAKKA|rotary Missile Launcher with a belt-feed of missiles that can launch missiles like a Heavy Bolter, as well as having a rail attachment to mount larger and even MOAR missiles.]] It is also able to fire a selection of either Super-Frag and Super-Krak missiles, whatever the fuck [[derp|&#039;&#039;that means&#039;&#039;.]] Sounds [[awesome]] on paper right? In practice unfortunately, this thing looked [[Fail|&#039;&#039;hideous&#039;&#039;]]. &lt;br /&gt;
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For one thing, as a Missile Launcher, conventional wisdom goes that such a weapon requires a system to vent out the tremendously excess gas that would be generated once the rocket propellant has been ignited, doing so without a system would lead to both the kinetic energy of the missile/rocket [[Abbadon|ripping your arm off in the opposite direction]] and causing a catastrophic explosion as the weapon&#039;s superstructure is unable to withstand the sudden change in air pressure. Typical Missile/Rocket Launchers circumvent this by having a backblast, in which the air pressure and kinetic energy from the propellant is redirected safely from the user, which is why nearly all forms of these launchers have an &#039;over-the-shoulder&#039; design. This hunk of [[Cawl|Cawl&#039;s fever dream]] however? Has no such physical evidence of a backblast design, and even if it did, the rifle design means that it would be blasting directly into the marine&#039;s [[EPIC FAIL|&#039;&#039;face and chest.&#039;&#039;]] They&#039;d only be able to get around this if they did something like use regular propellant to kick the missile out before it engages its rockets. [[Bolter|Huh, why does that sound familiar?]]&lt;br /&gt;
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So yes, [[Fail|Cawl reinvented Bolters and like the used car salesman he is passed them off as new]].&lt;br /&gt;
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Another problem is the sheer unnecessary add-on of the rail accessory. Now, we &#039;&#039;get&#039;&#039; where the weapon design is going for. Having a modular weapon system that has a rail attachment for easy retrofitting of disposable and extremely versatile ATGMs and SAMs like an oversized &amp;lt;s&amp;gt;under-barrelled&amp;lt;/s&amp;gt; &#039;&#039;over&#039;&#039;-barrelled Grenade Launcher may sound neat and all. But that would work best for an &#039;&#039;actual&#039;&#039; assault rifle. On a &#039;&#039;Missile Launcher&#039;&#039;, it just creates redundancy and unnecessary increase weight. Missile Launchers ain&#039;t light, even for transhumans, and making a weapon &#039;&#039;this&#039;&#039; top-heavy is bound to cause some mobility and logistical problems. If you really want these giant missiles, make them shoulder-mounted for Emprah&#039;s sake.&lt;br /&gt;
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The final issue is that design-wise, it just looks like a mess. The interchangable fuck-off missile attachments does not grant the model a degree of consistency and - when paired with the aforementioned problems already present - it makes it overly-designed; like the designer wants to overcompensate for something. The humble [[Lasgun|Flashlight]] isn&#039;t much to look at, yet, it is one of the most identifiable and iconic weapons in 40k. The [[Bolter]] has some inherent absurdity, but the basic idea and design are simple enough that most of us give it a pass. The Castellan, however? This will give a [[/k/|gun enthusiast]], even one that puts up with 40k&#039;s consistent firearm-related silliness, a god damn [[Firaeveus Carron|&#039;&#039;seizure&#039;&#039;.]]&lt;br /&gt;
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===Rad Missile Launcher===&lt;br /&gt;
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&#039;&#039;For more information, see [[Rad Missile Launcher|here:]]&#039;&#039;&lt;br /&gt;
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===Infernum Halo Launcher===&lt;br /&gt;
[[File:Infernum.jpg|200px|right|thumb|Infernum Halo Launcher]]&lt;br /&gt;
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More of an area-denial defensive system than an actual weapon. Essentially, your basic flare guns for fighter planes.&lt;br /&gt;
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The Infernum Halo Launcher is a type of flare discharger used for self-defense on the [[Stormhawk|Stormhawk Interceptor]] aircraft of [[Adeptus Astartes]] and on the [[Corvus Blackstar]] of the [[Deathwatch]]. The golden &amp;quot;halo&#039;s&amp;quot; created by the discharger are a distinctive visual trait of the gunship and announce their presence for dynamic entry.&lt;br /&gt;
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On tabletop, despite being a relatively lameduck and overglorified flare launcher, the Halo Launcher is surprisingly quite useful. Essentially, if an enemy unit with the KEY WORD &#039;&#039;&#039;&#039;Fly&#039;&#039;&#039;&#039; targets a model with a Infernum Halo Launcher in the Shooting phase, your opponent must [[Troll|subtract 1 from the subsequent hit rolls.]] Tis&#039; a great tool to offset any potential life-threatening damage to your personnel fighter.&lt;br /&gt;
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[[Tl;dr]], its a 40k decoy flare.&lt;br /&gt;
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===Chaff Launcher===&lt;br /&gt;
[[File:Chaff_Launcher.JPG|200px|right|thumb|Chaff Launcher]]&lt;br /&gt;
Essentially, pretty much the same as the Infernum Halo Launcher in function. The Chaff Launcher as its name implies launches chaffs which is a radar countermeasure in which aircraft or other targets spread a cloud of small, thin pieces of aluminium, metallized glass fibre or plastic. The effect of which either appears as a cluster of primary targets on radar screens or swamps the screen with multiple returns. &lt;br /&gt;
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What this does is confuse any lock-on missile into redirecting its targeting flight at these dummy units, causing the missile to prematurely detonate and allowing the aircraft to escape relatively unscathed.&lt;br /&gt;
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The [[Archaeopter]] and its variants use this shit a &#039;&#039;lot&#039;&#039;. Not too surprising since they are relatively low altitude aircraft; juicy targets for anti-air munitions and guided SAM missiles. The only problem is that the Chaff Launcher is located at the top of the aircraft rather than the bottom, which makes [[Derp|distracting the missile more difficult]], especially if the chaff prematurely explodes and covers the aircraft in the cloud. Woe to be, &#039;&#039;another&#039;&#039; [[Fail|GW design fail.]] (Except that covering the aircraft in a cloud is exactly how chaff is designed to operate. Modern helicopters have chaff buckets that launch directly into the arc of the rotor blades to distribute the chaff in a cloud around it. So GW actually got this one right.)&lt;br /&gt;
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===Cyclone Missile Launcher===&lt;br /&gt;
[[File:Cyclone_Missile_Launcher.png|200px|right|thumb|Cyclone Missile Launcher]]&lt;br /&gt;
A miniature Whirlwind Launcher.&lt;br /&gt;
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The Cyclone Missile Launcher is a Missile Launcher variant specially designed to be fitted on [[Terminator|Terminator Armor.]] Loaded with Krak and Frag Missiles, the Cyclone consists of two cube-shaped missile boxes, twin-linked, with a targeter and sensor array. The missile and sensor unit is fixed on the back of standard terminator armor, allowing the Space Marine to use a Storm Bolter and Power Fist with the Cyclone. Older designs of the Cyclone missile launcher had the sensor array hand-carried by the Terminator, thus taking away the option of a power fist but making it more accurate.&lt;br /&gt;
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The forerunner of this weapon was mounted (and still mounted in M41) on the [[Javelin Attack Speeder]] - anti-grav relic vehicles of the [[Great Crusade]].&lt;br /&gt;
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===Malleus Rocket Launcher===&lt;br /&gt;
[[File:MallusRocket.jpg|200px|right|thumb|Malleus Rocket Launcher]]&lt;br /&gt;
The smallest MLRS ever fielded by the Imperial Guard.&lt;br /&gt;
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The Malleus Rocket Launcher is one of the three primary weapons that is used by the [[Imperial Guard]] [[Field Ordnance Battery]], and it looks awfully like WW2 towed rocket artillery. Considered as a light anti-infantry artillery rocket piece, the Malleus contains six fragmentary rockets on each rocket pod for a total of twelve rockets per salvo. This makes it a pretty hefty weapon when it comes to quickly dealing with swarm armies.&lt;br /&gt;
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Crunchwise, Malleus Rocket Launcher is a Heavy D6+6 MLRS that is S6, AP-1, D1, with the Blast ability. To no one&#039;s surprise, this thing shreds GEQs like paper mache put in a blender. However, its low strength, damage and AP means that it struggles against MEQs and TEQs simply laugh it off.&lt;br /&gt;
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===Salvo Launcher===&lt;br /&gt;
[[File:Salvo_Launcher.jpg|200px|right|thumb|Salvo Launcher]]&lt;br /&gt;
A missile launcher gifted to only the Emprah&#039;s best and finest.&lt;br /&gt;
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The Salvo Launcher is a weapon used by the [[Adeptus Custodes]] Vertus Praetor&#039;s. Despite their small size, these weapons can destroy even the most heavily armored vehicles in a few...well....[[Derp|salvos.]] Mounted on the prow of their [[Dawneagle Jetbike|Dawneagle Jetbikes,]] these weapons fire Flakkburst Missiles that allow their riders to shoot enemy flyers out of the sky or Melta Missiles that are effective against vehicles.&lt;br /&gt;
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As usual/expected, these things are gilded in &amp;lt;s&amp;gt;gold&amp;lt;/s&amp;gt; Auramite, as befitting for the Emprah&#039;s posse of gilded bananas.&lt;br /&gt;
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They are also far more powerful than missile launchers far bigger than it. Which is unsurprising. But what is surprising is that it looks suspiciously like one of the missile launcher choices for the video game Spore....[[Original character, do not steal|strange]]....&lt;br /&gt;
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Crunchwise, it has a 24” range and is either a Multi-Melta shot that re-rolls wounds against Vehicles but does not get melta dice at half range, or a Heavy D3 S7 AP-1 D3 missile that gets +1 to hit against things with Fly but -1 to hit against anything that doesn’t. This little quirk shouldn’t be a problem, though, since your normal BS is 2+. The melta version is great for ripping apart vehicles and the flakk choice is great for shoring up your slightly spotty anti-air. Very situational, but fills out the lack of high strength anti-tank shooting that Custodes lack immensely.&lt;br /&gt;
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===Typhoon Missile Launcher===&lt;br /&gt;
[[File:Typhoon_Missiles.jpg|200px|right|thumb|Typhoon Missile Launcher]]&lt;br /&gt;
Named after the Typhoon pattern of [[Land Speeder|Land Speeders]], but most notoriously wielded by the [[Stormtalon|infamous flying toasters.]] The Typhoon showers the sky in missiles to cover a wide area of land.&lt;br /&gt;
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The Typhoon Missile Launcher is a Space Marine Missile Launcher equipped with both Frag and Krak Missiles. They are most commonly mounted on vehicles, such as the aforementioned Stormtalon Gunship.&lt;br /&gt;
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Its sister variant is the Skyhammer Missile Launcher.&lt;br /&gt;
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On tabletop, they are essentially a double shot missile launcher found on land speeders, includes frag and krak missiles. Not bad and allows your flying toaster to have some much-added punch and firepower.&lt;br /&gt;
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===Skyhammer Missile Launcher===&lt;br /&gt;
[[File:Skyhammer_Missiles.jpg|200px|right|thumb|Skyhammer Missile Launcher]]&lt;br /&gt;
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Another weapon wielded by the [[Stormtalon|infamous flying toasters.]] They have a more limited ammo rack to compensate for more powerful explosions.&lt;br /&gt;
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The Skyhammer Missile Launcher is a Missile Launcher platform employed on Space Marine Stormtalon Gunships. These weapons fire a volley of hyper-velocity missiles that smash into their targets and are ideal tank-killers.&lt;br /&gt;
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Its sister variant is the Typhoon Missile Launcher.&lt;br /&gt;
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On tabletop, these are your anti-air krak missiles. Quite good against aircraft and can give vehicles a bloody nose even though it is meant specifically against fighter jets. Should make your flying toaster a bit more viable now.&lt;br /&gt;
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===Cerberus Launcher===&lt;br /&gt;
[[File:Cerberus_Launcher.JPG|200px|right|thumb|Cerberus Launcher]]&lt;br /&gt;
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A anti-infantry rocket launching platform.&lt;br /&gt;
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The Cerberus Launcher is an Imperial weapon commonly mounted under the nose mount on Space Marine Land Speeder Storms. Considered as the Land Speeder equivalent of the Stormtalon&#039;s Skyhammer Missile Launcher. This tri-barreled launcher can launch fragmentation or stun rockets depending on the enemy being faced.&lt;br /&gt;
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As it is the primary weapon for the Land Speeder Storm, the Cerberus Launcher is a D6 bolter shots with a [[Lolwut|surprisingly underwhelming range]] [[Wat|at just 18&amp;quot;.]] You would think the Imperium would have the decency to add enough fuel to a rocket so that it could last more than 15 meters right? [[FAIL|But I guess not.]]&lt;br /&gt;
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Still, for hit and runs, the Cerberus gets the job done.&lt;br /&gt;
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===Tempest Salvo Launcher===&lt;br /&gt;
[[File:Tempest_Salvo_Launcher.JPG|200px|right|thumb|Tempest Salvo Launcher]]&lt;br /&gt;
[[Derp|Not to be confused with the Eldar]] [[Tempest Launcher]] [[Herp|nor the Adeptus Custodes]] [[Salvo Launcher]].&lt;br /&gt;
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The Tempest Salvo Launcher is one of the primary weapons for the [[Land Speeder#Land Speeder Tempest|Land Speeder Tempest]]. &lt;br /&gt;
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Due to its size, the Land Speeder Tempest is big enough that a set of Tempest Salvo Launchers could be equipped and placed on the sides of the vehicle. The Tempest Salvo Launchers are able to hold up to 8 missiles, and are a mixed load of Frag and Krak Missiles. &lt;br /&gt;
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All in all, it is far more versatile than any other of the Land Speeder Missile Launcher like the Typhoon or the Cerberus.&lt;br /&gt;
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On the tabletop, the Tempest Salvo Launcher is better than the Typhoon Missile Launcher for the fact that it always come in a pair. Statwise, this weapon is a 36&amp;quot; range, Heavy 1d3, S6, AP-3, D2 Missile Launcher. The only downside is that, compared to the Typhoon, the Salvo Launcher comes in at only 10 points each, making it drastically more expensive compared to the Typhoon.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
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===Deathwind Missile Launcher===&lt;br /&gt;
[[File:Deathwind.jpg|200px|right|thumb|Deathwind Missile Launcher]]&lt;br /&gt;
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The [[Creed]] of Drop Pods.&lt;br /&gt;
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Deathwind Missile Launchers are weapons equipped on Space Marine [[Drop Pods]]. Like most of these [[Trap]] Drop Pods, they are designed to fool the enemy and/or provide heavy covering fire for the Space Marines instead. They replace the standard Storm Bolter, offering a nasty surprise of short-range explosive support fire to the face.&lt;br /&gt;
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They may be deployed en masse as a Deathwind Orbital Strike Force.&lt;br /&gt;
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In 7th Edition, the Deathwind launcher is now cheaper. With the reduced price, you can pay a little more than a tac marine for the ability to lock down a 12&amp;quot; area around a drop pod with a S5 AP- pie plate. You kill a MEQ, you basically pay off the cost of the launcher. Put these on your offensive pods, otherwise it&#039;ll be a waste. &lt;br /&gt;
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With the [[Nerf]] of Drop Pods in 8th Edition, the Deathwind Missile Launcher has been [[Fail|regulated to the gutter]] where once the [[Pyrovore]] and [[Mandrakes]] use to dwell in. At best, they are only useful for creating a annoying distraction and maybe kill a few stragglers for some added benefit.&lt;br /&gt;
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How this Missile Launcher avoids [[FATAL|accidentally hitting one of its missiles at its own occupants or even the structure of the Drop Pods itself remains a mystery.]]&lt;br /&gt;
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===Icarus Rocket Pod===&lt;br /&gt;
[[File:Icarus_Rocket_Pod.JPG|200px|right|thumb|Icarus Rocket Pod]]&lt;br /&gt;
Not to be confused with the [[Icarus Stormcannon Array]] [[Derp|which also serves the same function as the Rocket Pod.]]&lt;br /&gt;
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The Icarus Rocket Pod is an anti-air rocket pod mounted as a secondary weapon on the [[Redemptor Dreadnought]] and the [[Gladiator Tank#Gladiator Valiant|Gladiator Valiant Tank.]] It is a relatively small rocket pod analogous to the much larger Multiple Rocket Pods used by [[Valkyrie|Valkyries]], although it carries less rockets of around seven in total. Like the Icarus Stormcannon Array, the name is a tongue-in-cheek reference to the Icarus myth.&lt;br /&gt;
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On the tabletop, the Icarus Rocket Pod is a 24&amp;quot; range, S7, AP-1, D1, Heavy D3 weapon. Like most anti-air weapons, you could add 1 to all hit rolls made for this weapon against targets that can fly.&lt;br /&gt;
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Overall, there are better anti-air weapons around, but for what it&#039;s worth, the weapon is a nice free additional complement for the Redemptor Dreadnought to scare away any enemy flyers in its vicinity.&lt;br /&gt;
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===Multiple Rocket Pod===&lt;br /&gt;
[[File:M_Rocket_Pod.jpg|200px|right|thumb|Multiple Rocket Pod]]&lt;br /&gt;
The Multiple Rocket Pod all simply known as the Rocket Pod, are weapons most commonly mounted on Imperial Aircraft such as the Vulture Gunship or Valkyrie. They work by firing large numbers of small fragmentation rockets, covering a large area in lethal shrapnel. They are an anti-infantry weapon and are particularly effective against high density concentrations of poorly-armoured opponents.&lt;br /&gt;
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These are basically the Skyhammer&#039;s and Typhoon Missile Launcher&#039;s bigger and more badass brother. Instead of small individual rockets, this thing saturates the land with explosive munitions.&lt;br /&gt;
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On tabletop, these are your standard anti-infantry missiles, 16pts for a pair gets you Assault 2d6 with the damage profile of a heavy bolter (and half a shot more on average). Shorter range than Hellfuries, but a better damage profile and more importantly are assault. You&#039;re putting these on a flier, so a 36&amp;quot; range really shouldn&#039;t be a problem.&lt;br /&gt;
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Maximum Dakka indeed.&lt;br /&gt;
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===Blackstar Rocket Launcher===&lt;br /&gt;
[[File:BlackstarRocket.jpg|200px|right|thumb|Blackstar Rocket Launcher]]&lt;br /&gt;
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The Blackstar Rocket Launcher is a weapon mounted on [[Deathwatch]] [[Corvus Blackstar]] gunships. Mounted on each wing of a Blackstar, it allows a barrage of missiles that are each selected the moment before firing to maximize the destruction it wreaks. It is the only weapon system on the Blackstar that is actually reliable in attacking enemy air vehicles. &lt;br /&gt;
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They can fire both incendiary Dracos Air-to-Ground Missiles or Air-to-Air Corvid Rockets, but as you already know, most opt in for the Corvids as the standard issue Assault Cannons do a better job at killing infantry than the Dracos.&lt;br /&gt;
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The Twin-Assault Cannons from the Blackstar can be swapped for Twin Lascannons for anti-vehicle and the missiles for Blackstar Rocket Launchers. However, despite the anti-infantry option from the Drcacos missile, most would just use the Assault Cannons instead, therefore, the Rocket Launcher is only used for the Corvid rockets which is the only decent weapon on the Blackstar at taking out flyers.&lt;br /&gt;
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===Taurox Missile Launcher===&lt;br /&gt;
[[File:Taurox_Missile_Launcher.JPG|200px|right|thumb|Taurox Missile Launcher]]&lt;br /&gt;
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Mounted on the [[FAIL|stupidly designed]] [[Taurox]].&lt;br /&gt;
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The Taurox Missile Launcher is a missile artillery array mounted on the Taurox Prime. It bares a [[Original character, do not steal|uncanny resemblance to the Soviet Katyusha rockets due to the whole &#039;put a rack of missiles on a truck&#039; schlick.]] Despite the [[FAIL]] of the Taurox, the missile launcher itself is extremely versatile, able to fire spreads of missiles over long distances and suppress distant enemy infantry and armor.&lt;br /&gt;
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However, despite the fluff, in 7th Edition, the Missile Launcher is pretty mediocre as it is your basic two-shot missile launcher in standard frag and krak. In 8th Edition, its mediocrity has gotten worse in terms of point cost efficiency. Don&#039;t even bother mounting them.&lt;br /&gt;
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So yeah, unlike the real Katyusha, these things aren&#039;t made of WIN.&lt;br /&gt;
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===Bellicatus Missile Array===&lt;br /&gt;
[[File:Bellicatus_Missile_Array.JPG|200px|right|thumb|Bellicatus Missile Array]]&lt;br /&gt;
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Imagine the Hyperios Missile Launcher&#039;s little cousin with an identity crisis. The Bellicatus Missile Array is a Missile Launcher weapon that looks like the fusion of multiple Space Marine turreted missile launchers reduced into a compact form. Seriously, this weapon can&#039;t decide whether it wants to be a anti-infantry, anti-tank or anti-air missile launcher; so it ended up saying &amp;quot;Fuck it!&amp;quot; and incorporated all of them in a tiny package. &lt;br /&gt;
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The Bellicatus Missile Array is primarily used by [[Primaris Marine|Primaris Space Marine]] [[Impulsor|Impulsor vehicles.]] These batteries are frequently used for those squads requiring additional fire support. Because the Magos who &#039;invented&#039; this wanted to cram in every single type of missile there is in one tiny weapons system, the missile launcher ain&#039;t the most prettiest to look at.  On the other hand, several vehicles with these would likely work together and result in the same number of each type of missile as it would if you had three Impulsors and each had one type of missile.  Just without your eggs being in one basket.&lt;br /&gt;
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On tabletop, this missile launcher is the ultimate jack-of-all-trades of missile launcher. You want to clear out that annoying infantry harassing your unit formation? Launch some Heavy D6, Strength 4, D1 frag missiles at their faces. Want to destroy that dangerous armored vehicle for the final killshot? Launch the Heavy 1, Strength 8, AP-2 D6 damage krak missiles to make sure that vehicle stops dead in its tracks. Want to deal with those hard-to-hit, nightmare-inducing flyers? Launch the Heavy D3, Strength 7, AP-1, D3 damage icarus missiles to make sure that bird goes down for good. All of these missiles have a decent range of 48&amp;quot;. Just don&#039;t expect the macross level of missile massacre you would traditionally see, such as the Hyperios.&lt;br /&gt;
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===Hammerstrike Missile Launcher===&lt;br /&gt;
[[File:Hammerstrike_Missile_Launcher.JPG|200px|right|thumb|Hammerstrike Missile Launcher]]&lt;br /&gt;
The Hammerstrike Missile Launcher is where the [[Storm Speeder#Hammerstrike|Storm Speeder Hammerstrike]] got its name from. &lt;br /&gt;
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An anti-armour weapon system fitted with Krak warheads. The Missile Launcher along with its sister weapons from the Storm Speeder has become the butt of jokes due to the fact that the gunner&#039;s head is exposed [[Fail|&#039;&#039;RIGHT BESIDE THE FIRING MECHANISM!&#039;&#039;]] Why Cawl decided that giving the poor bastard of what [[Count as|counts as]] a [[Sonic Weaponry|Sonic Weapon]] in all but name, we have no fucking clue.&lt;br /&gt;
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Nevertheless, rules-wise, this thing is pretty beast, albeit, short-ranged. At 36&amp;quot;, you ain&#039;t hitting far especially on a flyer. But at S8 and AP-3, with the fact that you are dealing 3 Damage per missile. You could theoretically deal up to 24 Wounds in a single salvo. You could actually take down a Knight if the Dice Gods are in your favour. [[RAGE|Field several of these and your opponent would flip the table.]]&lt;br /&gt;
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===Sabre Missile Launcher===&lt;br /&gt;
[[File:Sabre_Missile_Launcher.JPG|200px|right|thumb|Sabre Missile Launcher]]&lt;br /&gt;
The Sabre Missile Launcher is one of the secondary weapons that could be attached to the [[Sabre Strike Tank]].&lt;br /&gt;
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These missile launchers are essentially a mini-version of the Hunter-Killer missile attachments. Bearing similarities to the regular old hand-held missile launcher, one of the pros for the Sabre Missile Launcher is that the Sabre Strike Tank is able to carry not one, [[Awesome|but four of these things.]]&lt;br /&gt;
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The missile launcher itself carries the aptly named Sabre Missiles, which offers the same punch as a regular hand-held missile launcher. If your Sabre is armed with the autocannon or volkite saker, it would make sense to have these to give your Sabre some needed anti-tank punch. However, if you have a neutron laser, the benefit for these becomes a bit more redundant.&lt;br /&gt;
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===Disruptor Missile Launcher===&lt;br /&gt;
[[File:Disrupter_Missile_Launcher.JPG|200px|right|thumb|Disruptor Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
The secondary weapon of the [[Skorpius Hover Tank#Skorpius Disintegrator|Skorpius Disintegrator]]. The Disruptor Missile Launcher is a hull-mounted missile launcher situated at the front of the giant killer rubber duck of a vehicle. The Skorpius Disintegrator mounts six of them - three on each side - and it is primarily a anti-tank and anti-vehicular missile launcher akin to the Hunter-Killer missile attatchments used by conventional Imperial vehicles.&lt;br /&gt;
&lt;br /&gt;
Crunch-wise, the Disruptor Missile Launcher packs quite a punch with heavy D6 shots and D3 damage a pop. At Strength 7 and AP-2, this weapon can do a whole world of hurt to light vehicles and conventional main-battle tanks. Whilst the random attack numbers and damage makes it unpredictable, you have six missile for you the launch, so chances are is that you are gonna cause some wounds by the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Seeing as how every single Skorpius Disintegrators come automatically with one, a handful of them can prove quite the pickle to handle if there is not enough armor support.&lt;br /&gt;
&lt;br /&gt;
===Hunter-Killer Missile ===&lt;br /&gt;
[[File:HK_MIssile_Launcher.JPG|200px|right|thumb|Hunter-Killer Missile]]&lt;br /&gt;
A single-use fire-and-forget krak missile packaged in a launch tube that is easily mounted to any vehicle. They are effectively Krak Missiles with massively extended range, although only one can be mounted on each vehicle for... [[derp|reasons]]?  They are also unique in that they are guided weapons with an on-board &amp;quot;logis-engine.&amp;quot; Sensors in the missile&#039;s nose transmit information on the target and surrounding environment to the logis-engine, which guides the missile in flight by manipulating its stabilizing fins, allowing the missile to match the target&#039;s movements and avoid obstacles. The missile&#039;s warhead is an impact fused shaped charge, designed for maximum armor penetration. Other instruments include an internal gyroscope for stable flight and a small battery to power the sensor and logis-engine.&lt;br /&gt;
&lt;br /&gt;
In-game, they are a cheap upgrade for most Imperial vehicles and walkers, as a quick way to add a bit of anti-armor punch to an armored personnel carrier or other light armor. However, it is arguably not an ideal upgrade for vehicles with a BS of 3 (4+ to hit), as being a one-shot weapon you&#039;ll never actually hit anything with it- it has the uncanny ability to miss every time it is fired. (Unless you stick one on Knight Commander Pask&#039;s tank, BS4 with re-rollable 1&#039;s to hit and to wound, use it to stun enemy artillery or instagib a warlord of Toughness 4 or below with no Eternal Warrior). In theory you could ignore all this and just take as many as you can in the hopes of alpha-striking the fuck out of your opponent, but the points you would spend doing so are probably better used elsewhere.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Weirdly, unlike real life rocket addons for tanks (such as the Tulip from WW2), the Imperium lacks a version to fight infantry (Frag) or as air-defence (Flakk).&amp;lt;/s&amp;gt; {{Blam}} {{Blam|That&#039;s what your lasguns and the venerable Hydra are for, Guardsman. To suggest otherwise is [[Belisarius Cawl|Tech-Heresy]]}}&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:HK_MIssile_Launcher_2.JPG&lt;br /&gt;
File:Hunter-Killer_Missile.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hellstrike Missile===&lt;br /&gt;
[[File:Hellstrike.jpg|200px|right|thumb|Hellstrike Missile]]&lt;br /&gt;
A Hunter-Killer in the air.&lt;br /&gt;
&lt;br /&gt;
A Hellstrike Missile is an Imperial solid-fuel air-to-surface anti-armor missile outfitted with a high-explosive warhead intended for use during ground support airstrikes. It is essentially identical in function to a Hunter-Killer Missile in that it is a guided weapon equipped with an on-board Cogitator known as a &amp;quot;Logis-Engine.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Sensors in the missile&#039;s nose transmit information on the location and movement of the target and the surrounding environment to the Logis-Engine, which alters the trajectory of the missile in flight by manipulating its stabilizing fins, allowing it to match the target&#039;s movements and avoid any obstacles. A Hellstrike Missile is larger than its Hunter-Killer counterpart and is often fired at high velocity while the aircraft deploying it is in flight. Hellstrike Missiles are a common armament on many forms of Imperial military aircraft.&lt;br /&gt;
===Hellfury Missile===&lt;br /&gt;
[[File:Hellfuries.JPG|200px|right|thumb|Hellfury Missile]]&lt;br /&gt;
A cousin of the Hellstrike Missile, this time, serving more of an anti-infantry weapon.&lt;br /&gt;
&lt;br /&gt;
The Hellfury Missile is an air-to-surface missile used by Imperial Aircraft such as the Vendetta Heavy Gunship and Vulture Gunship. Each missile is packed with incendiary sub-munitions, which burst in the air to cover a wide area. Therefore, they externally look very similar to the Hellstrike other than the difference in the payload.  Not always, though.  They usually are just explosive warheads and aircraft generally have large, independent missiles that hold cluster munitions instead.&lt;br /&gt;
&lt;br /&gt;
They are particularly useful against dug-in troops hiding behind cover and have proven highly effective in combat against Tyranid ground swarms.&lt;br /&gt;
&lt;br /&gt;
In 8th edition, Hellfuries are anti-infantry missiles that are expensive for the amount of shots you get. Therefore, they unfortunately haven&#039;t found their niche yet.&lt;br /&gt;
&lt;br /&gt;
===Skystrike Missile===&lt;br /&gt;
[[File:Skystrike_Missiles.JPG|200px|right|thumb|Skystrike Missile]]&lt;br /&gt;
Another cousin of the Hellstrike Missile found and used mainly by the [[Lightning Fighter]] and [[Thunderbolt Fighter]].&lt;br /&gt;
&lt;br /&gt;
The Skystrike Missile is one of the very many anti-air weapons used by the Imperium. As such, it bares an uncanny resemblance to the Hellstrike in appearances and function. The only difference really is that it is apparently &#039;cheaper&#039; but less sophisticated than the Hellstrike. The missile incorporates a conventional heat-seeking warhead for targeting the power signatures and engine exhaust of enemy aircraft rather than the more advanced Logis-Engines.&lt;br /&gt;
&lt;br /&gt;
Crunchwise it follows pretty much the same as the fluff. Cheaper at 15 points each, but only Heavy 1, S7, AP-2, D3 damage. Your dedicated anti-air missile, it gets +1 to hit against flyers but -1 against everything else. The strength here seems to be that you get to take 6 instead of only 4. But the damage for each unsaved wound is an average of 2 compared to Hellstrikes&#039; 4.4. Statistically, they are worse unless you are shooting at very specific targets like jet bikes or battle suits.&lt;br /&gt;
&lt;br /&gt;
===Stormstrike Missile Launcher===&lt;br /&gt;
[[File:Stormstrike_Missile_Launcher.JPG|200px|right|thumb|Stormstrike Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
A much better version of the Hunter-Killer missile by virtue of having the ability to [[Dakka|fire more missiles.]]&lt;br /&gt;
&lt;br /&gt;
Stormstrike Missiles on the Stormstrike Missile Launcher are a type of Missile used by Space Marines and most notably, from the [[Deathwatch]] chapter. They detonate with a thunderous boom that leaves those caught in the blast reeling and disorientated. They are employed by [[Stormraven Gunship]], [[Stormfang]], and [[Corvus Blackstar]] gunships for cases when the Space Marines &#039;&#039;really&#039;&#039; want to make enemy tank drivers cry.&lt;br /&gt;
&lt;br /&gt;
Due to their nature, Stormstrikes are pretty deadly against enemy armor. As the Corvus Blackstar comes standard issue with 2 of these badboys, the Stormstrike Missile Launchers are a serious threat to vehicles with 72&amp;quot; Heavy 1 S8 AP-3 D3. The black birds carry &amp;lt;u&amp;gt;&#039;&#039;&#039;&#039;&#039;[[Rape|four]]&#039;&#039;&#039;&amp;lt;/u&amp;gt;&#039;&#039; of them just to let you know, which is enough to kill most tanks in one salvo or severely cripple them in one shot.&lt;br /&gt;
&lt;br /&gt;
Because of this, the Stormstrike is generally preferred over the Blackstar Rocket Launcher as a) not a lot of players really use that much aircraft (Or at all), b) you have better anti-air alternatives as a Space Marines player and c) who the hell use a Corvus Blackstar (A plane design to carry troops and blow up ground units) for anti-air!?&lt;br /&gt;
&lt;br /&gt;
===Xiphon Rotary Missile Launcher===&lt;br /&gt;
[[File:Xyphon_Rotary_Launcher.JPG|200px|right|thumb|Xiphon Rotary Missile Launcher]]&lt;br /&gt;
The Xiphon Rotary Missile Launcher is a type of Missile Launcher launched from Imperial [[Xiphon Pattern Interceptor|Xiphon Pattern Interceptors]] and a crucial secondary armament for that aircraft. Its unique rotary system allows the Xiphon to rapidly launch multiple missiles in a compact form and is often found in the underbelly of the interceptor.&lt;br /&gt;
&lt;br /&gt;
This deadly weapons system is actually a more compact copy of a design more commonly found on heavy void fighters and incorporates sophisticated munitions with their own cluster-charged warheads and internal tracking auguries, mounted on a rapid-firing rotary magazine-fed launcher system. These weapons systems are efficient in their principal task of destroying enemy fighter craft but are flexible enough to be readily turned on armoured ground targets as well.&lt;br /&gt;
&lt;br /&gt;
On the Horus Heresy tabletop, this thing is a Heavy 2 S8 AP2 weapon that re-rolls successful Jink and cover saves and rolls d3 times per Penetrating hit, choosing the best one (and AP grants +1 on that table). This essentially turns your Xiphon into a [[Awesome|anti-tank flyer.]] We know you want it.&lt;br /&gt;
&lt;br /&gt;
===Aiolos Missile Launcher===&lt;br /&gt;
[[File:Aiolos.JPG|200px|right|thumb|Aiolos Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
Imagine the Cyclone Missile Launcher on Acid.&lt;br /&gt;
&lt;br /&gt;
The main secondary weapon of the Deredeo Pattern Dreadnought by virtue of the Deredeo Dreadnought having a chassis suitably large and stable enough to mount one. The Aiolos is a primarily anti-armor missile launcher meant for enemy armor on the move. However, it can just be as effective against high-altitude aircraft whilst the Quad-Linked Autocannons harass low-altitude aircraft, creating a formidable platform for air-defense.  &lt;br /&gt;
&lt;br /&gt;
The Aiolos missile launcher is noted for its capability of independently targeting enemies. This homing feature is deadly to the aforementioned high-altitude aircraft and is known to down many cocky pilots. Still, these weapons can just be as deadly against ground targets as air.&lt;br /&gt;
&lt;br /&gt;
Despite the potential as a good AA platform, the crunch place the Deredeo and the Aiolos primarily on the anti-armor category, much to the incompetence of GW.&lt;br /&gt;
&lt;br /&gt;
===Spicula Rocket System===&lt;br /&gt;
[[File:Spicula_Rocket_System.JPG|200px|right|thumb|Spicula Rocket System]]&lt;br /&gt;
&lt;br /&gt;
The Space Marines finally have their own Exorcist Missile Launchers.&lt;br /&gt;
&lt;br /&gt;
The Spicula Rocket System is a MLRS-system akin to that of the Exorcist Missile Launcher though in terms of design it seems to borrowed more from a WW2 Hedgehog anti-submarine weapon. It is one of the main weapons for the [[Legion Arquitor Bombard]]. Compared to the [[Grav-Weaponry#Graviton-Charge Cannon|Graviton-Charge Cannon]] which specializes in heavy and superheavy units and the [[Imperial Ordnance#Morbus Heavy Bombard|Morbus Heavy Bombard]] which is aimed towards medium armor. The Spicula Rocket System is designed to target multiple infantry units at once.&lt;br /&gt;
&lt;br /&gt;
With its warhead shape and its size, the Spicula Rocket System is like the Exorcist Missile Launcher&#039;s more petite and conventional brother. No surprise, as it seems that certain higher-ups at GeeDubs may have bitched about their company&#039;s favorite mascot not having a proper MLRS like the Sisters; as if the Space Marines needed &#039;&#039;anymore&#039;&#039; goddamned vehicles to the armor-stricken Sisters.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:SRS_back.JPG|Back view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exorcist Multiple Missile Launcher===&lt;br /&gt;
[[File:New Exorcist Missile Launcher.JPG|200px|right|thumb|Exorcist Multiple Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
The iconic pipe organ gun. The Exorcist Multiple Missile Launcher is a large device used primarily for destroying enemy emplacements and armored vehicles, used solely by the Ordo Hereticus. The main users are of course, the [[Exorcist]].&lt;br /&gt;
&lt;br /&gt;
The Exorcist Multiple Missile Launcher is basically an MLRS (Multiple Launch Rocket System, as the name would suggest) and it is used to pepper the battlefield with a rain of steel and explosives.&lt;br /&gt;
&lt;br /&gt;
It is unknown how the Exorcist manage to store all these missiles given the relatively tiny space the Rhino often exhibits. Nevertheless, the biggest question is how one manage to fire over a dozen missiles with the use of an organ keyboard. It could be stupid if it wasn&#039;t so [[Awesome|stupidly awesome.]]&lt;br /&gt;
&lt;br /&gt;
As such, the Exorcist Multiple Missile Launcher is great when it comes to killing off horde armies, but start to suffer against more heavily armored troops or vehicles. When that happens, you will have to rely on more harder hitting missile launchers to get the job done.&lt;br /&gt;
&lt;br /&gt;
====Exorcist Missiles====&lt;br /&gt;
&lt;br /&gt;
The main armament of the Exorcist Multiple Missile Launcher. The missiles fired from the Exorcist Multiple Missile Launcher are independently stabilizing high explosive armor piercing (HEAP) missiles that can crack open the armor of most infantry and light vehicles. However, despite this armor piercing quality, it lacks the overall strength and weight to be needed to harm larger vehicles. The small and slim size of the missiles is to obviously save weight and prevent hampering of the Rhino&#039;s speed.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Exorcist_Multiple_Missile_Launcher.jpg|Old variant.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Scorpius Launcher===&lt;br /&gt;
[[File:Scorpius_Launcher.jpg|200px|right|thumb|Scorpius Launcher]]&lt;br /&gt;
&lt;br /&gt;
The [[Dakka|more Dakka brother of the Whirlwind Missile Launcher]].&lt;br /&gt;
&lt;br /&gt;
The Scorpius Launchers are the primary weapons of the Whirlwind Scorpius. As the Whirlwind Scorpius is designed for killing a lot of things in rapid fashion, the Scorpius Launcher has been made to kill off hordes of infantry and even vehicles in one salvo. Contrast this to the more tactical Whirlwind whose limitation of four powerful missiles means that its strikes must be significant and destructive. &lt;br /&gt;
&lt;br /&gt;
The Scorpius Launcher projects implosive warheads devastating to armored infantry or light vehicles.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, whilst the Scorpius Launcher has only half the range of either of the Whirlwind&#039;s rocket types, the 3d3 S6 AP-2 D2 shots is still plenty to threaten hordes and light vehicles alike. And as an added bonus, [[MOAR DAKKA|it can fire twice in a shooting phase if the Scorpius hasn&#039;t moved in the movement phase.]]&lt;br /&gt;
&lt;br /&gt;
===Arcus Launcher===&lt;br /&gt;
[[File:Arcus_Launcher.JPG|200px|right|thumb|Arcus Launcher]]&lt;br /&gt;
The [[Awesome|more chad cousin]] of the Scorpius Launcher. The Arcus Launcher is a type of advanced Missile Launcher mounted on [[Space Marine]] [[Sicaran Arcus|Sicaran Arcus artillery tanks]] during the [[Great Crusade]] and [[Horus Heresy]].&lt;br /&gt;
&lt;br /&gt;
Combining the looks of a Scorpius Launcher with the internal mechanisms based upon the rotary missile launcher developed for the Xiphon Interceptor, the greater size of the mounting on the Sicaran hull allows for a more complex feed mechanism and the employment of multiple-warhead types. Over time, the advanced Arcus Launchers have broken down and in the 41st Millennium Sicaran Arcus tanks are commonly equipped with more basic rotary missile systems.&lt;br /&gt;
&lt;br /&gt;
On the [[Horus Heresy]] tabletop, this thing was [[Rape]] incarnate. With the Arcus warheads, it is a 36&amp;quot; S8, AP2, &#039;&#039;&#039;Heavy 4&#039;&#039;&#039; weapon that forces [[Troll|successful cover saves to be rerolled]] and if it stands still, the weapon can be fired [[Dakka|&#039;&#039;&#039;TWICE&#039;&#039;&#039;,]] so 8 shots in total. This tank makes 6th edition [[Eldar]] cry [[Cheese|looking at its cheese.]] [[Anal circumference|Penetration from these roll D3 time on vehicle damage chart and choose the highest result.]] It is also the best AA in a Legion army for +15pts, making them fire 4 twin-linked S7 AP3 rerolling successful cover saves hits, 8 hits again if it stands still. [[Powergamer|This beauty can even be set to destroy MC or infantry in an efficient way with 2 5&amp;quot; blast S5 AP4 or 4 S7 AP4 shots that deal instant death to most mechanicum robots.]]&lt;br /&gt;
&lt;br /&gt;
===Terrebrax Rocket Battery===&lt;br /&gt;
[[File:Terrebrax_Rocket_Battery.PNG|200px|right|thumb|Terrebrax Rocket Battery]]&lt;br /&gt;
The primary and &amp;lt;u&amp;gt;ONLY&amp;lt;/u&amp;gt; weapon system found on the [[Mole]].&lt;br /&gt;
&lt;br /&gt;
The Terrebrax Rocket Battery is a rocket system wrapped around the neck of the Mole like a belt conveyor. It is a weapon designed to blast through tough rock faces when it drills and it is capable of cycle-firing a rapid salvo of rockets to crack even the most stubborn redoubt of stone or plasteel. Once the Mole emerges into the surface, it can also still fire the rocket system at the enemy. However, given the way the weapon is structured and its unguided system, the weapon remains a highly inaccurate one that is only useful either against mass infantry or as a close-range assault suppression weapon.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, on the [[Horus Heresy]] tabletop, the Terrebrax Rocket Battery is a 48&amp;quot;, Strength 7, Heavy 12, 12 shot [[Wat|Autocannon]] with AP5. Why in the Emperah&#039;s tits that a mass rapid-firing rocket system have a similar type with an &#039;&#039;[[Lolwut|Autocannon]]&#039;&#039; of all weapons, rather than having the multiple blast templates that should come &#039;&#039;automatically&#039;&#039; with a weapon with the word &#039;rocket&#039; in its name, [[Derp|we have no idea.]]&lt;br /&gt;
&lt;br /&gt;
===Whirlwind Multiple Missile Launcher===&lt;br /&gt;
[[File:Whirlwind_multiple_missile_launcher.jpg|200px|right|thumb|Whirlwind Multiple Missile Launcher]]&lt;br /&gt;
The Whirlwind multiple missile launcher is mounted on the Space Marine [[Whirlwind Artillery Tank|Whirlwind vehicle.]] It is capable of firing various types of missiles, the most common types being the standard Vengeance missile or Incendiary Castellan missile. The Whirlwind can be loaded with multiple types of munitions, but can only launch one type at a time. The most current versions of the launcher, are either 2 pods of 5 missiles each, fired in tandem pairs, or larger missiles fired one at a time from 2 pods of 2 missiles each.&lt;br /&gt;
&lt;br /&gt;
The ammunition is as follows:&lt;br /&gt;
&lt;br /&gt;
====Vengeance Missiles====&lt;br /&gt;
Vengeance missiles are the standard warheads used by the Whirlwind. The Vengeance missile is a high explosive missile containing a proximity fuse, which detonates the missile close to the target, scattering deadly shrapnel over the entire area.&lt;br /&gt;
&lt;br /&gt;
====Castellan Missiles====&lt;br /&gt;
&lt;br /&gt;
Castellan missiles are defensive missiles, which upon detonating, scatter mines over a large area. They are often effective for denying an enemy an easy route for counter attacks. Sufficient mines are fired in each shot that the field will remain until the end of the battle.&lt;br /&gt;
&lt;br /&gt;
====Incendiary Castellan Missiles====&lt;br /&gt;
&lt;br /&gt;
Incendiary Castellan missiles are missiles that have exchanged the fragmentation charge for a volatile chemical warhead that blankets the blast area in searing flames. It is commonly used on targets inside structures which are protected from fragmentation blast. Even the most sturdy of defenses provide no protection and if by some chance the defenders inside the structure aren&#039;t burned to death, most die from the after vapors which kill them from the inside out.&lt;br /&gt;
&lt;br /&gt;
===Hyperios Missile Launcher===&lt;br /&gt;
[[File:Whirlwind_Hyperios_Missile_Launcher.JPG|200px|right|thumb|Hyperios Missile Launcher]]&lt;br /&gt;
The Hyperios Missile Launcher is a specialized, anti-aircraft missile launcher mounted on Space Marine Whirlwind Hyperios. It is capable of firing up to twenty Hyperios missiles at fast, low-flying targets, making it ideal for defense against ground-attack craft making strafing runs.&lt;br /&gt;
&lt;br /&gt;
Due to a lack of manpower for dedicated air defense units in Space Marine Chapters, It is common for Hyperios Missile Launchers equipped with automated remotely-activated defense systems to be utilized by Space Marine forces for local air defense. These automated platforms are dropped in by Thunderhawks, activated by the chapters Techmarines, and can be monitored via command vehicles.&lt;br /&gt;
&lt;br /&gt;
====Hyperios Missile====&lt;br /&gt;
&lt;br /&gt;
The Hyperios Anti-Aircraft Missile functions in a similar fashion to a Hunter-Killer Missile. Tracking equipment within the missile locks onto a target, which feeds information to a logis-engine. Once fired, the logis-engine manipulates the missile&#039;s fins in order match the target&#039;s movements, avoid obstacles, and destroy it. Most of the missile&#039;s mass is taken up by fuel needed to intercept fast-moving targets, allowing it to fly short distances at high velocity. The Hyperios missile does not contain enough fuel to reach high-altitude targets, which are better suited to Manticore AA missiles.&lt;br /&gt;
&lt;br /&gt;
===Hammerfall Missile Launcher===&lt;br /&gt;
[[File:Hammerfall_ML.JPG|200px|right|thumb|Hammerfall Missile Launcher]]&lt;br /&gt;
The Missile Launcher found exclusively on its namesake, the [[Hammerfall Bunker]]. &lt;br /&gt;
&lt;br /&gt;
The Hammerfall Missile Launcher is a suped-up Hyperios that fires either Superkrak or Superfrag missiles. What&#039;s so &#039;super&#039; about them, we have no fucking clue. Could be due to its larger size which could give it a larger warhead. This Missile Launcher as such would make for a spectacularly violent suppressive weapon, given the immobility and combat nature of the Hammerfall Bunker.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, these things are nasty. Each of them has an impressive 72&amp;quot; range, with the Superfrag being a Heavy 2D6 launcher with S6, AP0, D1 Blast weapon whilst the Superkrak being a Heavy 2 weapon with the stats being S10, AP-2, D6. Your Superfrags are gonna be turning MEQs and GEQs into burger patties with that blast template whilst your Superkraks would turn TEQs and vehicles inside out.&lt;br /&gt;
&lt;br /&gt;
===Vengeance Launcher===&lt;br /&gt;
[[File:Vengeance_Launchers.jpg|200px|right|thumb|Vengeance Launcher]]&lt;br /&gt;
Not to be confused with the [[Vengeance Grenade Launcher]].&lt;br /&gt;
&lt;br /&gt;
The Vengeance Launcher is an Imperial multi-chambered rocket battery which saturates a target area with fragmenting anti-personnel warheads. It is one of the primary weapons of the Space Marine [[Storm Eagle]] meant to complement its ground assault/transport role.&lt;br /&gt;
&lt;br /&gt;
Designed for close-range ground attack, this weapon allows the Adeptus Astartes Storm Eagle assault gunship to both clear a landing zone in a hostile area and continue to provide direct fire support once it has delivered its deadly cargo of Space Marines. &lt;br /&gt;
&lt;br /&gt;
The Vengeance Launcher itself is a 48&amp;quot; range missile launcher. At S5, AP4, this Heavy 2 weapon creates large blast templates every time it opens fire. Just like in fluff, this weapon is great against masses of infantry, however, heavier armoured vehicles or units could tank these blasts and continue to chug along.&lt;br /&gt;
&lt;br /&gt;
===Boreas Air Defence Missile===&lt;br /&gt;
[[File:Boreas_missiles-1.jpg|200px|right|thumb|Boreas Air Defence Missile]]&lt;br /&gt;
The Manticore&#039;s anti-air cousin. This is a new toy for the [[Dreadnought#Doredeo Pattern|Deredeo Dreadnought]] to play with. &lt;br /&gt;
&lt;br /&gt;
This missile system fires the Boreas (Not [[Indrick Boreale|Boreale]]) Air Defence Missiles, which turns your Doredeo into a perfect air-defense platform in times where you don&#039;t really need that much anti-tank and anti-armor weapons like the Anvilus autocannon battery or the Aiolos missile launcher. &lt;br /&gt;
&lt;br /&gt;
They can target a separate unit from the Deredeo’s main weapons and can even ignore intervening obstacles if the enemy is outside the bearer’s line of sight, which would make the Doredeo a proverbial pain in the ass for flyer-heavy players. Like the Manticore, the Boreas is limited to four missiles in a game, making these weapons situational but strategic against heavily-armed air assets like [[Thunderhawk|Thunderhawks]] or the [[Ares Gunship]].&lt;br /&gt;
&lt;br /&gt;
The Boreas is often paired with the anti-armor Volkite Falconet Battery to make the Doredeo a slow-hitting but hard-punching weapon system.&lt;br /&gt;
&lt;br /&gt;
===Manticore Missile===&lt;br /&gt;
[[File:Manticore_Missile.jpg|200px|right|thumb|Manticore Missile]]&lt;br /&gt;
The primary weapon of the [[Manticore Rocket Launcher|Manticore]], the individual missiles of a Manticore can evaporate anything that is not dressed in Power Armor.&lt;br /&gt;
&lt;br /&gt;
The missile is divided into five sections: a fuse, the control and guidance equipment, the electrical unit, an explosive warhead and a propellant container for the two-stage solid fuel rocket. The first stage, a starting rocket, launches the missile into the air where the main in-flight rocket motor kicks in, propelling it to speeds of 1,080 kph. The standard Manticore missile&#039;s warhead is a high explosive fragmentation device capable of causing damage to a wide variety of targets including battle tanks. It can also be replaced by any number of alternatives, such as an oxy-phosphor incendiary warhead or chemical warhead for anti-infantry firepower or an Interceptor warhead for targeting high-altitude enemy aircraft. The standard missile has an operational range of 30 kilometers.&lt;br /&gt;
&lt;br /&gt;
===Skyspear Missile Launcher===&lt;br /&gt;
[[File:SkyspearLauncher.jpg|200px|right|thumb|Skyspear Missile Launcher]]&lt;br /&gt;
Ahhh...the famous corpse cannon.&lt;br /&gt;
&lt;br /&gt;
The Skyspear Missile Launcher is a type of surface-to-air Missile Launcher mounted on Space Marine [[Hunter Multi-Launcher Vehicle|Hunters.]] These launchers are able to fire a salvo of missiles, each of which is guided by the [[Wat|interred remains of a Chapter Serf.]] The very aspect on using a dead guy to aim your missiles had been a source for [[Skub|intense and passionate debates]] on the type of [[Drugs]] GW had been smoking in order to come out with such an idea.&lt;br /&gt;
&lt;br /&gt;
The missile itself is extremely powerful, able to blow apart [[Tau]] [[Barracuda|Barracudas]] to [[Eldar]] [[Vampire Raider|Vampire Raiders.]] It can even destroy creatures such as [[Bloodthirster|Bloodthirsters]] and [[Hive Tyrant|Hive Tyrants.]] Although in the case for the former, how a single missile can take out a creature that can give even the [[Dreadknight|giant baby carriers]] a run for its money is unknown. Unless it is a [[Deathstrike missile|Deathstrike]], we ain&#039;t seeing how this is possible.&lt;br /&gt;
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In 8th Edition, the Skyspear for [[Derp|&#039;&#039;some&#039;&#039; reason is no longer explicitly AA.]] This weapon delivers a high strength hit equal to a lascannon, re-rolling missed hits whether the model is flying or not.&lt;br /&gt;
&lt;br /&gt;
While not an efficient damage dealer, the entire Hunter tank is a steal for its points. Exact same base cost as a Predator while making the leap from T7 to T8, and getting a free 5&#039; range lascannon that can reroll hits. Won&#039;t spit out as much damage as your other Heavy Support options, but incredibly reliable.&lt;br /&gt;
{{clear}}&lt;br /&gt;
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===Ironstorm Missile Pod===&lt;br /&gt;
[[File:Ironstorm.jpg|200px|right|thumb|Ironstorm Missile Pod]]&lt;br /&gt;
Basically a baby Apocalypse Missile Launcher.&lt;br /&gt;
&lt;br /&gt;
Mounted on the back of the Questor Imperialis, the [[Imperial Knight]], and by the [[Daemon Knights|Renegade Knights]] of the Questor Traitoris. This missile pod is used to blast bloody holes against massed infantry assaults, and it is most effective against light- to medium-armoured opponents (72&amp;quot; S5 AP4, Heavy 1, Large Blast, Barrage).&lt;br /&gt;
&lt;br /&gt;
It can engage targets at a long range and fire missiles that explode and saturate a sizable blast radius. It is most effective against light to medium-armored foes and massed infantry assaults.&lt;br /&gt;
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There are multiple variants of the Missile Pod.&lt;br /&gt;
&lt;br /&gt;
====Ironstorm with Six Missile Tubes==== &lt;br /&gt;
The standard variant of the Ironstorm Missile Pod, this version features six missile tubes.&lt;br /&gt;
====Ironstorm with Four Missile Tubes====&lt;br /&gt;
An uncommon variant of the Ironstorm Missile Pod, this version features four missile tubes, holding less ammunition than the standard variant.&lt;br /&gt;
====Ironstorm with Two Missile Tubes====&lt;br /&gt;
A rare variant of the Ironstorm Missile Pod, this version features only two missile tubes, holding a great deal less ammunition than the standard variant.&lt;br /&gt;
====Porphyrion Ironstorm Missile Pod====&lt;br /&gt;
A large variant of the Ironstorm Missile Pod that is used by the Acastus Knight Porphyrion. This version is much larger than the standard, featuring sixteen missile tubes, along with the ability to be raised and lowered into the Porphyrion&#039;s upper carapace. This version of the Ironstorm Missile Pod can also be outfitted with Helios Defence Missiles, which are used to defend the massive Knight from enemy aircraft. &lt;br /&gt;
&lt;br /&gt;
===Stormspear Rocket Pod===&lt;br /&gt;
[[File:Stormspear.jpg|200px|right|thumb|Stormspear Rocket Pod]]&lt;br /&gt;
The Ironstorm&#039;s more [[Dakka]] brother.&lt;br /&gt;
&lt;br /&gt;
Another pod mounted on the back of the Questor Imperialis, the [[Imperial Knight]], and by the [[Daemon Knights|Renegade Knights]] of the Questor Traitoris. This carapace-mounted weapon fires self-propelled projectiles tipped with armor-piercing warheads. Only accurate at medium range, they are best employed versus heavily armored infantry or moderately armored vehicles. The launcher itself is capable of firing their payloads in successive volleys of three.&lt;br /&gt;
&lt;br /&gt;
It fires self-propelled projectiles tipped with armor-penetrating warheads and is used against heavily armored infantry or moderately armored vehicles (48&amp;quot; S8 AP3, Heavy 3).&lt;br /&gt;
&lt;br /&gt;
Like its brother, there are many variants of this weapon.&lt;br /&gt;
&lt;br /&gt;
====Stormspear with Eighteen Rocket Tubes====&lt;br /&gt;
The standard variant of the Stormspear Rocket Pod, this version features eighteen rocket tubes.&lt;br /&gt;
====Stormspear with Eight Rocket Tubes====&lt;br /&gt;
An uncommon variant, this version features only eight rocket tubes, holding less ammunition than that of the standard pattern.&lt;br /&gt;
&lt;br /&gt;
====Stormspear with Twenty-Four Rocket Tubes====&lt;br /&gt;
A rare variant, this version features twenty-four missile tubes, and consequently holds much more ammunition than that of the standard pattern. This version uses a larger overall pod design to accommodate the additional rocket tubes.&lt;br /&gt;
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===Spiculus Bolt Launcher===&lt;br /&gt;
[[File:Spiculus.JPG|200px|right|thumb|Spiculus Bolt Launcher]]&lt;br /&gt;
&lt;br /&gt;
The Aiolos&#039; big brother and the Cyclone&#039;s gold-encrusted father.&lt;br /&gt;
&lt;br /&gt;
The Spiculus Bolt Launcher is a type of large Missile Launcher used by the [[Adeptus Custodes]]. These arrays, resembling the smaller Cyclone Missile Launcher or Apocalypse Missile Launcher, are typically mounted on the [[Telemon Heavy Dreadnought|Telemon Heavy Dreadnoughts.]]&lt;br /&gt;
&lt;br /&gt;
Because they are mounted on the biggest and baddest of the golden bois, the Spiculus Bolt Launcher is deadly against all types of targets and enemies. A one-hit KO to speak simply. Anything that missile hits, it destroys.&lt;br /&gt;
&lt;br /&gt;
The Telemon Dreadnought is an [[Cheese|absolute monster of a machine on tabletop,]] with every weapon it carries being considered a god damned [[Rape|rape machine.]] The Bolt Launcher is no different &#039;&#039;especially&#039;&#039; if the Telemon stands still. If it doesn&#039;t move, the golden hulk can shoot its Spiculus Bolt Launcher (24” heavy 5 S5 ap-2 D1) &amp;lt;u&amp;gt;&#039;&#039;&#039;[[Dakka|twice]]&#039;&#039;&#039;&amp;lt;/u&amp;gt;  by itself which makes it a perfect back field camper for chewing GEQ’s.&lt;br /&gt;
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===Shieldbreaker Missile===&lt;br /&gt;
[[File:Shieldbreaker_Missiles.PNG|200px|right|thumb|Shieldbreaker Missiles]]&lt;br /&gt;
The main secondary weapon of the new Imperial Knight Dominus. The Shieldbreaker Missiles can come in a configuration of either one or two depending on your preferences. They are mounted on the back or the shoulders in order to resemble the Warlord Titan. &lt;br /&gt;
&lt;br /&gt;
In fact, these are the most ridiculously advanced (not to say magical) missiles in all of the Imperium&#039;s armory. They are designed to avoid any kind of energy/spiritual shield the target can put up, and manage to do so by using empyric cascade micro-generators controlled by Machine Spirits that teleport the missiles through the Warp for a few milliseconds, reemerging just inside the target&#039;s barrier. This is why in-game they negate invulnerable saves.&lt;br /&gt;
&lt;br /&gt;
These missiles are meant to break apart vehicles in precise shots. Whilst the Siegebreaker Cannons are aimed towards light vehicles and mass infantry formations of MEQs, the Shieldbreaker Missiles are definitely aimed at heavier vehicles such as battle tanks and artillery.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Shieldbreaker Missiles are a bit situational due to the amount of fantastic anti-superheavy and anti-vehicle weapons that both variants of the Knight Dominus carries. On one hand it’s a one-shot missile, so you are restricted to either two to four missiles depending on your weapon configuration. On the other hand, it’s Str 10, AP -4, D6 Damage Heavy 1 weapon that has an ability that gives Invulnerable Saves the proverbial middle finger if it successfully wounds. Thus, a proper tactic is that this missile can be the &#039;killing blow&#039; to a weakened character or unit.&lt;br /&gt;
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===Helios Defense Missile Pod===&lt;br /&gt;
[[File:HeliosMissile.jpg|200px|right|thumb|Helios Defense Missile Pod]]&lt;br /&gt;
The personal FUCK OFF anti-air and anti-vehicle missile contraption exclusive to the Knight Porphyrion, cause they&#039;re too big to carry &#039;kiddie toys&#039; like the Stormspear and Ironstorm Weapon Pods found on smaller Knight Patterns.&lt;br /&gt;
&lt;br /&gt;
The Helios Defense Missile is a type of Missile used by the Imperium of Man to protect ground-based vehicles and installations against enemy aircraft. The Helios Defence Missile is known to have been used in the Ironstorm Missile Pod, however the large size of the missiles makes it impractical to house it in a small missile pod. Hence, the specially built missile pod of the Porphyrion is the only one capable of carrying and firing in large bulk. These missiles are equipped if the Knight is heading into battle-zones where the danger from airborne assault is apparent.&lt;br /&gt;
&lt;br /&gt;
It is only outclassed by the Apocalypse Missile Launcher in both size and devastation.&lt;br /&gt;
&lt;br /&gt;
===Praetor Multiple Missile Launcher===&lt;br /&gt;
[[File:Praetor_Multiple_Missile_Launcher.JPG|200px|right|thumb|Praetor Multiple Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
Carried by a Crassus transport that has replaced its troop capacity with missile racks called the [[Crassus Armored Assault Transport#Praetor Armoured Assault Launcher|&#039;&#039;&#039;PRAETOR ARMOURED ASSAULT LAUNCHER&#039;&#039;&#039;.]] Bigger than the Helios by sheer basis of having [[/d/|bigger and thiccer missiles.]] &lt;br /&gt;
&lt;br /&gt;
Similar to the Helios Defense Missile Pod, it is designed to fold in relatively neatly when not in use. Its large missile racks enable it to be fitted with a number of different munition types. Thus, it is capable of firing apocalyptic levels of dakka with three distinct payload options.&lt;br /&gt;
&lt;br /&gt;
====Foehammer Missiles====&lt;br /&gt;
Fires high-yield explosives designed to penetrate armour in a hard-hitting and devastating barrage, which can be used against the ground-based enemy vehicles or enemy-held objects to surely turn tanks into scrap metal.&lt;br /&gt;
&lt;br /&gt;
====Firestorm Missiles====&lt;br /&gt;
Launches a number of small incendiary rounds that saturate an area with flame. Think of it as something like a cluster bombs with a more fiery affect akin to a saturation bombing, or the poor man&#039;s/limp dick version of a thermobaric bomb.&lt;br /&gt;
&lt;br /&gt;
====Pilum Missiles====&lt;br /&gt;
Anti-air rockets capable of defending the Praetor from aerial foes; sophisticated tracking systems in its AA mount constantly monitoring skies for potential airborne targets although generally less suited than a dedicated anti-air vehicle.&lt;br /&gt;
&lt;br /&gt;
===Apocalypse Missile Launcher===&lt;br /&gt;
[[File:Apocmiss.jpg|200px|right|thumb|Apocalypse Missile Launcher]]&lt;br /&gt;
Strapped to the back of a [[Reaver Battle Titan]], the Apocalypse Missile Launcher does just that: spraying an area in explodey goodness capable of devouring waves of infantry and tanks alike.&lt;br /&gt;
&lt;br /&gt;
The Apocalypse Missile Launcher unit is comprised of the Apocalypse Launcher loaded with 20 rockets, packaged in two 10-rocket pods. The launcher, mounted on a Titan&#039;s chassis, is a highly automated self-loading and self-aiming system. It contains a fire control computer that integrates the vehicle and rocket-launching operations. The rockets can be fired individually or in ripples of 2 to 20. Accuracy is maintained in all firing modes because the launcher&#039;s computer re-aims the launcher between rounds. &lt;br /&gt;
&lt;br /&gt;
The weapon consisting of the multiple missile-tubes is capable of launching an immense barrage of explosive fire. The destructive potential of just one Apocalypse launcher is equivalent to an entire Imperial Guard artillery company. The missiles fired by an Apocalypse launcher travel at supersonic speeds, and just one salvo is enough to flatten an entire square kilometer of area.&lt;br /&gt;
&lt;br /&gt;
This weapon can fire guided and unguided projectiles and can hit a target a substantial distance away. The Apocalypse Missile Launcher is often employed using &amp;quot;shoot-and-scoot&amp;quot; tactics -- firing its rockets rapidly, then moving away to avoid counter fire. &lt;br /&gt;
&lt;br /&gt;
The [[Warmaster Heavy Battle Titan]] can [[MoreDakka|slap two of these]] on its carapace mounts.&lt;br /&gt;
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Its Eldar equivalent is the Revenant Missile Launcher.&lt;br /&gt;
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===Revelator Missile Launcher===&lt;br /&gt;
[[File:Revelator_missile_launcher.JPG|200px|right|thumb|Revelator Missile Launcher]]&lt;br /&gt;
The Revelator Missile Launcher is the secondary armament of the [[Warmaster Heavy Battle Titan]].&lt;br /&gt;
&lt;br /&gt;
This weapon system functions something alike the [[Apocalypse Missile Launcher]] mounted on lesser Titans (which the Warmaster can still mount two of, as mentioned previously), the main difference however, is that the Revelator Missile Launcher sacrifices missile stockpile for GIANT ECKS BAWKS HUEG EXPLOSIONS. Hence, it only carries six large and powerful missiles in total.&lt;br /&gt;
&lt;br /&gt;
This makes the Revelator Missile Launcher less suited for artillery against massed infantry and more appropriate in giving fortresses and enemy Titans a [[Anal circumference|new asshole.]] It&#039;s an anti-Titan missile for all intents and purposes and, given the role of the Warmaster, this shit is complementary.&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], the Revelator Missile Launcher sits in the middle between the Apocalypse Missile Launcher and the Warp Missile Rack.&lt;br /&gt;
&lt;br /&gt;
===Hellion Missile ===&lt;br /&gt;
[[File:Hellion_Missile.jpg|200px|right|thumb|Hellion Missile]]&lt;br /&gt;
A giant Hunter-Killer Missile.&lt;br /&gt;
&lt;br /&gt;
Attached to the side of the Epic Stormblades casemate was a single shot Anti-Titan missile.  The missile&#039;s warhead consists of an adamantium penetrator sleeve within which is encased a relatively small plasma warhead. &lt;br /&gt;
&lt;br /&gt;
The armored sleeve ensures that plasma warhead has penetrated deep into the target before it detonates, releasing white-hot plasma. It was there to help kick in the teeth of any titan that came around the corner, but fairly pointless against Gargants.&lt;br /&gt;
&lt;br /&gt;
It was once common for Imperial Guard Stormblades to mount whole racks of these missiles to assist in bringing down the heaviest Titans. [[Not As Planned|Unfortunately this arrangement left the missiles exposed to enemy fire,]] [[FATAL|which could cause the warhead to suddenly detonate if it suffered damage, and led to the loss of a number of Stormblades before the practice was officially stopped.]]&lt;br /&gt;
&lt;br /&gt;
===Deathstrike Missile===&lt;br /&gt;
[[File:Deathstrike_Missile.jpg|200px|right|thumb|Deathstrike Missile]]&lt;br /&gt;
An explosive set to [[Angry Marines|Maximum Fuck]] and strapped to a truck, an impact of this weapon will fucking END anything hit by it. A single ICBM made of [[Rage|FUCK YOU]] out for your blood would make anyone think twice.   Batteries of these helped out in the Battle for Armageddon when fired from literally the opposite side of the planet. The missile can carry a variety of payloads, though the most common in use is a plasma warhead able to vaporize a vast area of land. Tactical, biological, and the aptly named titan-killer warheads also exist. But by far the deadliest and rarest is the dreaded [[Warp Weapons|Vortex Missile]].&lt;br /&gt;
&lt;br /&gt;
The deployment of a single Deathstrike Missile Launcher is a complicated procedure that requires a huge investment of resources and many religious and administrative rituals by the Adeptus Mechanicus and Administratum respectively. [[Fail|As such, the deployment can take months to complete.]] Instead of just dick-slapping the big red button. Moreover the large lumbering launch vehicles often require their own dedicated escort and presents foes with a valuable and soft target. Except it’s range is such you can plop it down and fire from literally anywhere on the planet.  For the Departmento Munitorum, simple logistics has precluded its deployment in all but the most extreme circumstances.  That said, when shit hits the fan the Guard&#039;s leadership really don&#039;t give a fuck about whining adepts&#039; opinions and start smashing big red buttons.  Thank the Emperor.  Thank God-Emperor you can justify almost anything by saying “It worked, so the Machine Spirits were pleased, so you have no right to complain unless you’re a dirty heretic.”&lt;br /&gt;
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===Warp Missile Rack===&lt;br /&gt;
[[File:Warp_Missile_Rack.JPG|200px|right|thumb|Warp Missile Rack]]&lt;br /&gt;
&lt;br /&gt;
Hey! Ya know how the Deathstrike can be upgraded into a Vortex Missile for maximum FUCK? Now imagine that, [[Powergamer|but supersized]] and mounted on the carapace of a [[Reaver Battle Titan]]. Congrats! [[Awesome|You now have a weapon that can reliably threaten the walking cheesemongers known as]] [[Warlord Battle Titan|Warlord Battle Titans.]] The Warp Missile Rack is a missile launching system that is big enough to house only one Warp Missile per mission. It is a relatively medium to long ranged missile, but it is not the ICBM that is the Deathstrike Missile. This is due to the fact that the missile itself is not long enough to go into the outer atmosphere due to its short length relative to its size (Which means less fuel to launch the missile into space), as well as the fact that Reaver Titans are front line support Titans and as such, ICBM capabilities are not as needed.&lt;br /&gt;
&lt;br /&gt;
The [[Warp Missile]] itself is one of the rarest and most powerful munitions available to Reaver Titan Princeps. Mounted atop the god-machine’s carapace, the Warp Missile can be fired just once. Equipped with a miniature warp engine like those on starships, when fired it briefly enters the warp and emerges within an enemy Titan’s shields, [[Meme|attacking its weak point for MAXIMUM damage.]] Contrast this to the Vortex Missile which tears open a hole in spacetime and sucks everything inside the [[Warp]], the Warp Missile acts more like a [[C&#039;tan Phase Weapons|C&#039;tan Phase Weapon]] just on a titanic scale.&lt;br /&gt;
&lt;br /&gt;
As such, the Warp Missile Rack is a powerful addition to your Reaver Titans, giving them a one-shot weapon that bypasses shields. This is useful in pegging down Warlords a notch or two. It also gives Reavers some well needed niche as a &#039;light&#039; anti-Titan walker, given the fact that the introduction of the [[Warbringer Nemesis Titan]] has pushed Reavers to near obsolescence. &lt;br /&gt;
&lt;br /&gt;
The weapon has so far only appeared in the [[Adeptus Titanicus/Tactics|Adeptus Titanicus game]], implying it&#039;s only rarely deployed to Titan vs Titan battles.  To be fair, there are few other circumstances when such a weapon would be useful anyway.&lt;br /&gt;
&lt;br /&gt;
===Doomstrike Missile Launcher===&lt;br /&gt;
[[File:Doomstrike_Missile_Launcher.jpg|200px|right|thumb|Doomstrike Missile Launcher]]&lt;br /&gt;
A missile that can nuke an entire tabletop game in one shot.&lt;br /&gt;
&lt;br /&gt;
Take a Deathstrike Missile, remove its ICBM capabilities and fill it up with even more explosives. You will get the Doomstrike Missile Launcher, the third largest land based missile launcher to date. Bigger then every other faction&#039;s by a large margin.&lt;br /&gt;
 &lt;br /&gt;
So huge it can only be used by the [[Imperator Battle Titan]], this is a highly accurate missile launcher with a high rate of fire. It gains its accuracy by way of leveling the entire half of the city that the enemy is on so that his destruction is assured.&lt;br /&gt;
&lt;br /&gt;
The Warmonger-class Titan variant of the notable variant of the Imperator Titan mounts not one but &#039;&#039;eight&#039;&#039; of these badboys on one gun arm. This is unsurprising given that the Warmonger specializes in its deep strike/fire-support capability. Saturating a entire city in long range bombardment and [[Dakka]].&lt;br /&gt;
&lt;br /&gt;
The Doomstrike Missile earns its namesake as one of the most killy weapons available. Orks wish they can build an awesome missile such as this.&lt;br /&gt;
&lt;br /&gt;
You ask why the Imperial Guard doesn&#039;t stick this on a vehicle to use in large numbers since it apparently has far less logistical concerns than Deathstrikes?  The reason is that you&#039;re a fucking heretic for daring to use common sense.&lt;br /&gt;
&lt;br /&gt;
===Hellfire Missile===&lt;br /&gt;
[[File:Hellfire_Missile.jpg|200px|right|thumb|Hellfire Missile]]&lt;br /&gt;
&lt;br /&gt;
(Not to be confused with the real-world anti-tank missile of the same name.)&lt;br /&gt;
&lt;br /&gt;
You want to give the enemy the ultimate middle finger. You want to absolutely annihilate his entire army, city, mountain villa, private jet, luxury cars and his pet dog all in one go? Don&#039;t worry we have a solution for you! Move over Doomstrike cause there is a new big kid in town.&lt;br /&gt;
&lt;br /&gt;
A Deathstrike grown several orders of magnitude too large. A Hellfire Missile is capable of annihilating massive swathes of enemy infantry in one go. These things dwarfs the Doomstrike in both size and tonnage.&lt;br /&gt;
&lt;br /&gt;
The Hellfire Missile is basically a giant thermonuclear warhead that is able to threaten entire Titan legions. These things are so big and massive that they are as tall as a Warhound or even Reaver Titan. &lt;br /&gt;
&lt;br /&gt;
As such only the biggest warmachines  are able to carry them without resorting to a stationary silo. One of which is the [[Ordinatus Golgotha]] which can carry up to [[Rape|&#039;&#039;six&#039;&#039;]] of these monsters.&lt;br /&gt;
&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
&lt;br /&gt;
== Squat ==&lt;br /&gt;
===L7 Missile Launcher===&lt;br /&gt;
[[File:Handheld_L7_Missile_Launcher.PNG|200px|right|thumb|L7 Missile Launcher (Handheld Version)]]&lt;br /&gt;
The L7 Missile Launcher is a type of heavy Missile Launcher used by the [[Leagues of Votann]]. It is known to be mounted on vehicles such as the [[Sagitaur ATV]]. Here, the L7 occupy one-half of a larger weapon system, where it consists of the right side which sits seven anti-personnel missiles that deals high splash damage (More of this can be read below under Sagitaur Missile Launcher).&lt;br /&gt;
&lt;br /&gt;
Certain [[Hearthkyn Warrior]]s are able to carry mobile and man-portable versions of these. Although, rather than having two missile boxes, the hand-held version only has one. It can be assumed that the man-portable version has the entire box magazine being detachable, and that the camera-looking thing at the bottom of the missile box would be something like a [[markerlight]] to allow the missiles to home at the target and &#039;fire-and-forget&#039;. The hand-held version do have something like an additional magazine at the bottom, although it is likely to be a battery to power up the entire weapon system.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the L7 Missile Launcher comes with 2 profiles, a Focused shot at 30&amp;quot; HunTR 1, S9 AP-2 Dd6 and a Blast shot at 30&amp;quot; HunTR d6, S5 AP-1 D1. A versatile weapon that adds a bit of punch to your squad.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
L7Missile.jpg|Sagitaur Version (Right-side)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sagitaur Missile Launcher===&lt;br /&gt;
[[File:L7Missile.jpg|200px|right|thumb|Sagitaur Missile Launcher]]&lt;br /&gt;
The generically named Sagitaur Missile Launcher is one of the primary weapons of the [[Sagitaur ATV]]. The Missile Launcher is actually two weapons in one and consists of a wider weapon system. On the right side of the weapon is the aforementioned L7 Missile Launcher. While the left side houses four anti-armour missiles against tanks and equivalents, making this a very versatile weapon system.&lt;br /&gt;
&lt;br /&gt;
Now this interesting weapon had an interesting [[Skub]] history, [[Cheese|but not in the way you expect.]] For one thing, there has been plenty of [[derp|confusion]] on what the damned thing looks like. Early Warhammer Community seems to insinuate that the L7 Missile Launcher &#039;&#039;is&#039;&#039; the Sagitaur Missile Launcher, but the crunch &#039;&#039;clearly&#039;&#039; highlights that there are in fact, &#039;&#039;two&#039;&#039; different missile launchers that the Sagitaur could mount.&lt;br /&gt;
&lt;br /&gt;
This confusion is further hampered by the fact that the regular Hearthkyn Warriors can carry models of the actual L7, which in itself looks &#039;&#039;very&#039;&#039; similar to half of the design of the missile launcher mounted on the Sagitaur. So, whether this means that the Sagitaur Missile Launcher is either an upscaled L7, or actually &#039;&#039;THE&#039;&#039; missile launching weapon shown in various promos, or represents the other half of the missile launcher turret (with the L7 occupying the right-hand side) remained in perpetual limbo for several months until the release of the Sagitaur ATV as an independent unit by GeeDubs in late October.&lt;br /&gt;
&lt;br /&gt;
With the release of the Sagitaur ATV page in GeeDubs&#039; store gave us both an actual scale model between the Sagitaur ATV with a [[Space Marine|SPEHSS MEHREEN]] &#039;&#039;and&#039;&#039; the sprue mould of the entire model &#039;&#039;including&#039;&#039; all of its weapons. Through hefty investigations, it came to the conclusion that, despite what GeeDubs states on the vehicle having [[Bullshit|&#039;&#039;four weapon turrets&#039;&#039;]], the actual model only comes with three. Moreover, the L7 Missile Launcher section that comes with it, is much bigger than the ones the Hearthkyns use. Because of this, elegen/tg/entlemen had come to a conclusion that the Sagitaur Missile Launcher is most likely a wider missile launching system in which the L7 formed one-half of it, whilst the &#039;&#039;actual&#039;&#039; unique Sagitaur-exclusive Missile Launcher as shown in the crunch, represents the left-side (I.e. the one with the &#039;&#039;bigger&#039;&#039; missiles) of the overall weapon system.&lt;br /&gt;
&lt;br /&gt;
All of this confusion could honestly be avoided if GeeDubs just made the L7 an infantry-exclusive weapon whilst the Sagitaur gets the bigger missile launcher and call it as its own. [[Fail|But that&#039;s GW for you.]]&lt;br /&gt;
&lt;br /&gt;
With all said and done, lets go to the crunch. On the tabletop, this weapon system is a 36&amp;quot; Heavy 2, S10 AP-3 D3. Oddly enough, found on the Sagitaur and costing 10 points. Very strong, but the low rate of fire means you probably won&#039;t do too much damage with this. Probably best used to give lighter vehicles something to think about, but you can also sucker punch a weakened tank if the opportunity presents itself.&lt;br /&gt;
&lt;br /&gt;
===Hekaton VLS===&lt;br /&gt;
[[File:Hekaton_VLS.JPG|200px|right|thumb|Hekaton VLS]]&lt;br /&gt;
The Hekaton VLS (Verticle Launch System) is a missile weapon system used on the [[Leagues of Votann]]&#039;s [[Hekaton Land Fortress]].&lt;br /&gt;
&lt;br /&gt;
A first for 40k in the fact that is uses a VLS as its primary form of missile launch sequence. The Hekaton VLS can hit anything, anywhere due to the way it is constructed. The VLS is protected by a hatch which can be opened when primed for firing. Capable of housing seven missiles, the VLS can be equipped with either the haywire-causing single-shot &#039;&#039;&#039;Ancestor&#039;s Vengeance Warhead&#039;&#039;&#039;, a dozen infantry-shredding and frag-bursting &#039;&#039;&#039;Kin&#039;s Wrath Warhead&#039;&#039;&#039; or a few tank-busting armour-piercing &#039;&#039;&#039;Mountain Breaker Warhead&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
On tabletop, this translates to a 36&amp;quot; missile launcher that can hit anywhere within its radius. For the Ancestor&#039;s Vengeance Warhead, it is a Heavy D6, S6, AP-2, D2 missile and could only be shot once per battle. The weapon can target units that are not visible due to its VLS nature, and when it hits a vehicle, that attack has a damage characteristic of 3 and an unmodified wound roll of 4+ if successfully wounding a target. On the other hand, the Kin&#039;s Wrath Warhead is a Heavy 2D6, S6, AP-2, D2 ATGM that creates a blast. Lastly, the Mountain Breaker Warhead is a Heavy 1, S10, AP-3, D6 tank buster of a weapon. So you have a missile launcher that can perforate light vehicles, MEQs, TEQs, tanks and superheavies. &#039;&#039;Nice&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ancestor_Warhead.PNG|Ancestor&#039;s Vengeance Warhead&lt;br /&gt;
Kin&#039;s_Wrath_Warhead.PNG|Kin&#039;s Wrath Warhead&lt;br /&gt;
Mountain_Breaker_Warhead.PNG|Mountain Breaker Warhead&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Doomstorm Missile===&lt;br /&gt;
[[File:Doomstorm_Missile.jpg|200px|right|thumb|Doomstorm Missile]]&lt;br /&gt;
&lt;br /&gt;
If the [[Hellfury Cannon]] ain&#039;t doing much in coring a Titan a [[Anal circumference|new asshole,]] than the Doomstorm Missile would sure do the trick.&lt;br /&gt;
&lt;br /&gt;
The [[Squats]] saw the Doomstrike Missile Launcher and decided to one-up the Imperium with their own overly large and overcompensated fuck off missile. Doomstorm Missiles are a Squat weapon often found mounted in groups of 6 on the [[Cyclops War Machine]]. [[Exterminatus|They feature plasma warheads, ideal for vaporizing large bodies of light infantry, vehicles, superheavies and fellow Titans.]]&lt;br /&gt;
&lt;br /&gt;
These monsters are giant ICBMs meant to hit targets from the other end of the globe, meaning that the Cyclops don&#039;t even need to bother going up to face its adversary. Just get a map and shoot, because this thing is just one step closer to becoming an Exterminatus-grade weapon. &lt;br /&gt;
&lt;br /&gt;
It really speaks volumes of Squat battle tactics when their principle anti-Titan vehicle still needs six hydrogen bombs on a ICBM to feel just a tad-bit secure. It also speaks volumes that the Squats thought it was a relatively good idea to [[Derp|place their city-destroying WMDs exposed to the elements rather than being safely enclosed.]] Seriously, one shot from a heavy stubber would decommission the entire missile.&lt;br /&gt;
&lt;br /&gt;
It is unknown whether these missiles can be found in silos, but they sure as hell can be proven quite useful in void combat between starships. Currently, only the Cyclops is able to field these things.&lt;br /&gt;
&lt;br /&gt;
{{40k-Squat-Weapons}}&lt;br /&gt;
&lt;br /&gt;
== Chaos ==&lt;br /&gt;
&lt;br /&gt;
The [[Chaos Space Marines]] [[Havoc]]s use a man-portable missile launcher just like the Imperial model (presumably left over from their loyalist days).  Their Titans also have the same missile launchers available, although the Cyclone, Hunter-Killer, and Manticore missiles weren&#039;t developed until after the [[Horus Heresy]], so they aren&#039;t available to the Chaos Space Marines.  Apparently they couldn&#039;t steal some after they were invented, [[Derp|and none of the Chapters who turned traitor later brought any with them.]] Its just as likely that they have never gotten their hands on any substantial manufacturing complexes for them, meaning they have to use the limited Imperial Ordnance they do get from their looting and stolen factories in apocalypse battles. In dawn of war 2, the missiles launcher used by the plague marines puts slow effects on vehicles they hit, which is fantastic for ensnaring dangerous targets like avatar of Khaine, land raider or any [[METAL BOXES]] for your damage dealing units to catch up on them.&lt;br /&gt;
&lt;br /&gt;
===Hellfyre Missile Rack===&lt;br /&gt;
[[File:HellfyreMissileRack.jpg|200px|right|thumb|Hellfyre Missile Rack]]&lt;br /&gt;
&lt;br /&gt;
A weapon that is more of a laser light show than the actual [[Lasgun|laser light show.]]&lt;br /&gt;
&lt;br /&gt;
The [[Thousand Sons]]&#039; equivalent of the loyalist Cyclone Missile Launcher. The Hellfyre Missile Rack is a Missile Launcher system that is deployed on the Terminator Armour of the Scarab Occult Terminators of the Thousand Sons Traitor Legion. &lt;br /&gt;
&lt;br /&gt;
Hellfyre Missiles are compact but deadly warheads that explode with the power of the Warp, [[Wat|unleashing detonations of aetheric light.]] Don&#039;t ask us what &#039;&#039;type&#039;&#039; of light it unleashes; most definitely ain&#039;t the harmless pretty lights you see from light shows and more likely the atom-blasting radiation type of light you see from Neutron Stars. &lt;br /&gt;
&lt;br /&gt;
Judging by the way it is set up, the Rubric Terminators only have a total of eight shots before being exhausted of ammunition. It looks like a pain in the ass to reload the entire weapons system, which would probably be why no one in their right minds would bother reloading such a weapon in the middle of the battlefield.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Hellfyre Missile Rack is only available to Scarab Occult Terminators, 24&amp;quot; Heavy 2 S8 AP-2 Damage D3, it can now finally, finally, be fired in addition to the model&#039;s other weapons at the cost of 15 points.&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], its a Chaos Cyclone Missile Launcher, you must be an idiot &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; to use it.&lt;br /&gt;
&lt;br /&gt;
===Havoc Launcher===&lt;br /&gt;
[[File:HavocLauncherRhino.jpg|200px|right|thumb|Havoc Launcher]]&lt;br /&gt;
&lt;br /&gt;
The Havoc Launcher is a small multiple missile pod that can be employed by Chaos vehicles (it was used on all Imperial vehicles during the [[Great Crusade]] and both sides of the [[Horus Heresy]], though it&#039;s [[Chaos]]-only now). It functions by firing off a cluster of long-ranged explosive shells, perfect for dispatching clusters of small enemies - it&#039;s particularly effective against [[Ork]]s, [[Dark Eldar]], the [[Tyranids]], [[Kroot]], and the [[Imperial Guard]]. The weapon has the following profile:&lt;br /&gt;
&lt;br /&gt;
Range: 48&amp;quot; | Strength: 5 | AP: 5 | Heavy 1, Blast, Twin-Linked&lt;br /&gt;
&lt;br /&gt;
It can be thought of as a rough equivalent to the Imperial Hunter-Killer, as it is an upgrade easily applied to any vehicle for some extra firepower. But where the Hunter-Killer missile is a one-shot weapon meant to damage or kill a single, high-priority target, the Havoc Launcher is meant to handle clusters of infantry. The Havoc has the added advantage of being able to fire all damned game long. Be warned, though; [[Tau]], &#039;Ard boyz, [[Necron]]s, Storm Troopers, and [[Space Marines]] can generally weather its offensive. That being said it&#039;s still a decent deterrent against light troops (Tyrablobs, Guard blobs, and Orks), and not a bad investment for the points. Also, once your Rhino has disgorged its angry Berserkers and been immobilised, your opponent tends to forget that it&#039;s a threat. [[Awesome | This can result in the paralysed transport causing the final wound to a special snowflake Space Marine character when both armies in a 800pt annihilation game are otherwise exhausted, tabling the opponent.]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
ChaosMissileLauncher.jpg|Despite sharing a similar name, the Havoc Launcher is &#039;&#039;not&#039;&#039; related to Chaos Space Marine Havocs or the differently-profiled missile launchers they use.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Naval Missile Turret===&lt;br /&gt;
[[File:Naval_Missile_Turrets_Chaos.JPG|200px|right|thumb|Duo of Naval Missile Turrets]]&lt;br /&gt;
The largest missile launcher to date, at least when it comes to the [[Chaos Space Marines|boys in spikes.]] [[Fleets of Chaos|Chaos Warships]] are long-ranged combatants, especially when it comes to their [[Imperial Navy|Imperial counterparts]]; often depending on peppering their enemies before they get the chance to close in-range to counterfire.&lt;br /&gt;
&lt;br /&gt;
In this case, their missile turrets perform their job as their equivalent of [[Macrocannon]]s. [[Reasonable Marines|In a rare stroke of common sense,]] which is one hell of a feat since this is [[Chaos]] [[Fail|we are dealing with here]], these missile turrets are actually VLS (Vertical Launch System) which can be found in modern naval vessels in today&#039;s world. This makes them more compact and less vulnerable in being blown the fuck off by enemy fire and allows it to literally target and hit their enemies from &#039;&#039;anywhere&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This is true in-game as well, as these things &#039;&#039;cannot miss&#039;&#039; and will continue to pepper the target until its shields goes down or it goes boom. Sure it may not pack as much punch as a [[Torpedo]], but at least this thing does not miss. It is equivalent to the [[Dark Eldar]] [[Scythe Missile Launcher]] and the [[Tau]] [[Gravitic Launcher]] in function. &lt;br /&gt;
&lt;br /&gt;
These turrets come in light, medium and superheavy variants, although they all look the same. &lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Eldar==&lt;br /&gt;
===Eldar Missile Launcher===&lt;br /&gt;
[[File:Eldar_missile_launcher.jpg|200px|right|thumb|Eldar Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
Unlike the ones used by the [[Imperium]], Eldar missile launchers consist of several pods of small missiles, using a cluster of small projectiles instead of a single large one to deal damage. Of note is that the number of openings on the launcher does not reflect the number of missiles that it is capable of holding: each firing tube is connected to several smaller chambers, in which the missiles are held and fired from.  In addition, the Eldar eschew fragmentation rounds in favour of an unstable plasma core round, which has a small degree more penetrative prowess. &lt;br /&gt;
&lt;br /&gt;
On tabletop, it is a pretty flexible weapons choice that slams targets at a respectable 48&amp;quot; range with either a single Heavy S8 AP-2 D1d6 shot or a Heavy d6 S4 AP-1 blob evaporator. Compared to the standard Reaper Launcher, the Eldar Missile Launcher is slightly more expensive, with a higher potential against GEQ and heavies, but the Reaper Launcher does more consistent damage and is better against medium targets such as MEQs, TEQs, bikes, nobs, Primaris Marines, or Tyranid Warriors. &lt;br /&gt;
&lt;br /&gt;
===Reaper Launcher===&lt;br /&gt;
[[File:Reaper_Launcher.png|200px|right|thumb|Reaper Launcher]]&lt;br /&gt;
&lt;br /&gt;
The Dark Reapers aspect warriors use a variation on the Eldar Missile Launcher: the Reaper Launcher. Firing a hail of small missiles over a very large distance, they can do considerable damage to Space Marines and all but the largest of [[Tyranid]] organisms. Exarchs of the Dark Reapers can use either a regular Eldar missile launcher or the Tempest Launcher: a modified Reaper Launcher that shoots its projectiles in an arc, bombarding a large area with lethal projectiles.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Reaper Launchers hit at a solid S8 AP-2 flat D3, for your vehicle and monster killing needs, or can opt for one extra shot at S5 AP-2 flat D2 for taking out any pesky infantry attempting to [[Tarpit|tarpit]] your precious Dark Reapers.&lt;br /&gt;
&lt;br /&gt;
===Torrent Reaper Launcher===&lt;br /&gt;
[[File:Torrent_Reaper.jpg|200px|right|thumb|Torrent Reaper Launcher]]&lt;br /&gt;
A specialized variant of the normal Reaper Launcher. The Torrent Dark Reaper Launcher is a fucking [[Awesome|Gatling missile launcher!]] The launcher makes use of a cylindrical drum for magazine-style loading of rapid-fire mini missiles. Increasing the ammo capacity of the standard reaper launcher significantly, but the added ammunition increases the weight of the weapon as well, despite the addition of anti-grav devices. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, as awesome as it sounds, GW has yet to implement this weapon into tabletop fully, [[Derp|FOR. SOME. REASON.]] Because as cool as it is to have your Space Elves wield a bunch of gatling missile launchers, [[Bullshit|the upper echelons of GW had conveniently forgotten that this thing even existed in the first place.]] Once again disappointing /tg/ with their [[Fail|gross incompetence.]]&lt;br /&gt;
&lt;br /&gt;
===Tempest Launcher===&lt;br /&gt;
[[File:Tempest_Launcher.jpg|200px|right|thumb|Tempest Launcher]]&lt;br /&gt;
A Tempest Launcher is an ancient form of Reaper Launcher utilized exclusively by Dark Reaper Exarchs. It looks like two Reaper Launchers duct taped together for twice the bang. These launchers fire clusters of small Reaper Missiles in an arc. &lt;br /&gt;
&lt;br /&gt;
Whilst individually, they are weaker than standard Reaper Missiles, they have a significant area of effect to compensate for this. They are thus, able to affect a larger target area and be used in an indirect fire role or as a unconventional form of artillery.&lt;br /&gt;
&lt;br /&gt;
As the case for most Eldar technology, the weapon is psychically activated, and its resonant Wraithbone construction is sensitive to the Eldar&#039;s innately psychic mind. Like the more common Reaper Launcher, the Tempest Launcher is linked to its targeter via the handle. &lt;br /&gt;
&lt;br /&gt;
This creates a mind-link with the Dark Reaper&#039;s weapon, allowing the warrior to &amp;quot;see&amp;quot; out of the muzzle of the launcher. However, the skill of a Dark Reaper Exarch means that his skill would be on a whole new playing field.&lt;br /&gt;
&lt;br /&gt;
On tabletop, it is one of the primary weapons for a Dark Reaper Exarch. Just pay 5 more points to trade in in your Reaper Launcher for a Heavy 2d6 S4 AP-2 D1 weapon that doesn&#039;t need LoS to help with clearing out blobs. It&#039;s going to average more hits than the Missile Launcher&#039;s anti-infantry mode, though you won&#039;t have any sort of S8 fire mode. Just remember it has a shorter range than the Reaper Launchers. If you are going MSU or Ynnari with your Reapers this should be your default choice to make up for the lost Dakka.&lt;br /&gt;
&lt;br /&gt;
===Phoenix Missile Launcher===&lt;br /&gt;
[[File:Phoenix_Missile_Launchers.JPG|200px|right|thumb|Phoenix Missile Launcher]]&lt;br /&gt;
The Phoenix Missile Launcher is a type of Eldar Missile Launcher typically mounted on Phoenixes, Vampire Raiders and their variants. Used against ground targets, they are most notable for using plasma warheads which are rapidly discharged to saturate an area in expanding plasma explosions.&lt;br /&gt;
&lt;br /&gt;
They are also quite small, especially when you factor in the size of the Phoenix, let alone the Vampire Raider. You would expect the Eldar would carry some gigantic missiles for their gigantic planes, but alas they got the one with the metaphorical [[Dick|short dick.]]&lt;br /&gt;
&lt;br /&gt;
On tabletop, Phoenix Missiles are similar to starcannons with only D6 variable shots and flat 2 damage, so they&#039;re unreliable for big damage output but can trim a few enemy Terminators or Primaris marines from any squad.&lt;br /&gt;
&lt;br /&gt;
===Revenant Missile Launcher===&lt;br /&gt;
[[File:RVL.PNG|200px|right|thumb|Revenant Missile Launcher]]&lt;br /&gt;
The second biggest ground-based Eldar Missile Launcher.&lt;br /&gt;
&lt;br /&gt;
The Revenant Missile Launcher also known as the Cloudburst Missile Launcher is a type of Eldar Missile Launcher mounted on [[Revenant Scout Titan|Revenant Titans.]] This shoulder-mounted weapon is loaded with rapid-firing missiles armed with plasma warheads for close-range defense against enemy infantry.&lt;br /&gt;
&lt;br /&gt;
Curiously, the missile launchers are situated on the side of the Titan&#039;s head, creating a rather cramp and awkward firing position. Or it could be a homage to the smaller [[Mandiblaster]]s from the Striking Scorpions. Either way, the missile launcher is more of a self defense than anything else.&lt;br /&gt;
&lt;br /&gt;
Due to this, not many people actually use the missile launcher as an offensive tool. So you ain&#039;t seeing too much missile spam here.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, the Missile Launcher is an anti-aircraft weapon; 2d6, S8, AP-2, D1d3 that adds +1 to hit against units that fly.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Revenant_Missile.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Phantom Missile Launcher===&lt;br /&gt;
[[File:Phantom_Missile_Launcher.JPG|200px|right|thumb|Phantom Missile Launcher]]&lt;br /&gt;
The biggest ground-based Eldar Missile Launcher to date.&lt;br /&gt;
&lt;br /&gt;
This is the Eldar&#039;s answer to the Imperium&#039;s Apocalypse Missile Launcher.&lt;br /&gt;
&lt;br /&gt;
The Phantom Missile Launcher also known as the Voidstorm Missile Launcher are enormous Missile Launchers mounted on Eldar [[Phantom Battle Titan|Phantom Titans]] and are the Revenant Missile Launcher&#039;s bigger brother. These missile launchers are used for close anti-personnel and anti-aircraft defense. It is assumed that the missile pod from the Titan&#039;s left shoulder fires the smaller anti-personnel warheads, whilst the larger one from the right shoulder fires the larger anti-aircraft warheads.&lt;br /&gt;
&lt;br /&gt;
Like its little brother, the Phantom Missile Launchers are placed on the side of the Titan&#039;s head, specifically, besides its shoulders. Whilst it is a bit more reasonable than the Revenant version due to the sheer fact that it has more room. It is still a relatively awkward weapon to fire.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, these Missile Launchers as its name implies, are both anti-infantry and anti-aircraft; 2d6, S8, AP-3, D1d3 that adds +1 to hit against units that fly.&lt;br /&gt;
&lt;br /&gt;
===Implosion Missile===&lt;br /&gt;
[[File:Implosion_Missile_Launcher.JPG|200px|right|thumb|Implosion Missile]]&lt;br /&gt;
&lt;br /&gt;
Exclusive to the Voidraven Bomber, Implosion Missiles are Dark Eldar weapons carried by Voidraven Bombers due to their size. [[Lolwut|These missiles emit a field of molecular dissonance which instantly implodes its victim in upon themselves, leaving only a scorched silhouette.]] The Implosion Missile is highly suspected to be the weapons mounted on the missile launcher detachment for the Voidraven Bomber. Each Bomber could carry two under each wing for a grand total of four.&lt;br /&gt;
&lt;br /&gt;
In 7th Edition, most Dark Eldar players with a Voidraven Bomber would usually toss on Implosion Missiles and [[Lulz|grab popcorn as they watch Terminators weep bitter tears as the high strength and high AP would most guarantee a dead termie.]] Depending on the enemy, some might want to choose between either mixing up the Necrotoxin and Implosion Missiles or dedicating yourself to one. &lt;br /&gt;
&lt;br /&gt;
In 8th Edition, it is a missile that is basically a D3 shots at S6 and AP-3.&lt;br /&gt;
&lt;br /&gt;
===Monoscythe Missile=== &lt;br /&gt;
[[File:Monoscythe_Missile.PNG|200px|right|thumb|Monoscythe Missile]]&lt;br /&gt;
The Monoscythe Missile is designed to release a wave of energy at head-height upon impact, decapitating nearby foes. One must wonder the effectiveness of the weapon when faced against creatures [[Derp|with literally no necks]] like the various assortments of [[Squig|Squigs]] and the occasional [[Krootox]]. The Monoscythe Missile is found on both the Voidraven Bomber and the Razorwing Jetfighter.&lt;br /&gt;
&lt;br /&gt;
The Monoscythe Missile is a Assault D6, S6, 0 AP , 2 Damage. Nice for drowning a Bike Squad or TEQs in saves.&lt;br /&gt;
&lt;br /&gt;
===Necrotoxin Missile===&lt;br /&gt;
[[File:Necrotoxin_Missile.JPG|200px|right|thumb|Necrotoxin Missile]]&lt;br /&gt;
Filled with deadly neuropoisons, it fires shards of toxic shrapnel when it detonates, killing and pinning the enemy. This missile would definitely be useless against machines or the entirety of the [[Necron]] army. The Necrotoxin Missile is found on both the Voidraven Bomber and the Razorwing Jetfighter.&lt;br /&gt;
&lt;br /&gt;
The Necrotoxin Missile is an Assault D6, Wounds on a 2+ (6+ for Vehicles). Your infantry hunting and character sniping choice, yes, that includes [[Necrons]] [[Derp|to the list despite being machines.]] Recent FAQ changed this to Assault 3D3. Still good pretty though.&lt;br /&gt;
&lt;br /&gt;
Let’s be reasonable.  It’s the Dark Eldar.  Do you really think they don’t have a way to poison even freaking machines?&lt;br /&gt;
&lt;br /&gt;
===Shatterfield Missile===&lt;br /&gt;
[[File:Shatterfield_Missile.PNG|200px|right|thumb|Shatterfield Missile]]&lt;br /&gt;
The Shatterfield Missile has two separate detonation chambers, first one [[Wat|sucks away all warmth, turning the foe into ice-like statues.]] The second one sends out a powerful force that blows the brittle enemy to pieces. The Shatterfield Missile is found on both the Voidraven Bomber and the Razorwing Jetfighter.&lt;br /&gt;
&lt;br /&gt;
The Shatterfield Missile in 8th Edtion is an Assault D6, S7, -1 AP, 1 Damage weapon with Shred. Necrotoxin is overall a much more consistent weapon in terms of damage, but this has a nice niche in burying MEQ units in armor saves.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Scythe Missile Launcher===&lt;br /&gt;
[[File:Scythe_Missile_Launcher.JPG|200px|right|thumb|Trio of Scythe Missile Launchers]]&lt;br /&gt;
Otherwise known as the Scythe Missile Artillery. Scythe Missile Launchers are a type of Missile Launcher battery used by almost every single [[Dark Eldar]] spaceships. They come in the heavy and light classes.&lt;br /&gt;
&lt;br /&gt;
As void weapons, Scythe Missile Launchers are among the largest missile launchers in the entire Eldar race period. These are rapid firing missile launchers are often used as the equivalent of a [[Macrocannon]] or [[Heavy Starcannon]] among the [[Fleets of Commorragh]]. Because of its ability to home and track down targets, they are used far more frequently than Heavy Starcannons which are rare in the Drukhari armoury and is more in line with their Craftworld cousins.&lt;br /&gt;
&lt;br /&gt;
They are identified by their ovoid shape and are relatively small in comparison with the ship.&lt;br /&gt;
&lt;br /&gt;
In Battlefleet Gothic Armada II, Scythe Missile Launchers has the highest crit chances out of any Macro-weapons. This makes them punch through shielding and armour on vessels much heavier than the ships that are currently using them&lt;br /&gt;
&lt;br /&gt;
{{40k-Eldar-Weapons}}&lt;br /&gt;
{{40k-DEldar-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Tau==&lt;br /&gt;
The [[Tau]] also use missile launchers, albeit only on their battlesuits and vehicles -- Fire Warrior squads are instead given markerlights and are expected to designate targets for the vehicles to shoot at, rather than carry missiles themselves. This is because the hunter cadre is by doctrine suppose to be a highly mobile and elastic thing, it&#039;s why they don&#039;t use any crew served weapons the way the Imperial Guard does. As mobility is so highly valued missiles and other heavy weapons are attached to vehicles which are then tightly integrated with the infantry so as to work as one for the Greater Good. They are generally not as powerful as their Imperial equivalents, but they can be more accurate if their targets are illuminated by markerlights.&lt;br /&gt;
&lt;br /&gt;
===Airbursting Fragmentation Projector===&lt;br /&gt;
[[File:Airbursting_Fragmentation_Projector.jpg|200px|right|thumb|Airbursting Fragmentation Projector]]&lt;br /&gt;
Less of a missile launcher and more of a Tau grenade launching ordnance. &lt;br /&gt;
&lt;br /&gt;
The Airbursting Fragmentation Projector or Launcher is an experimental special issue Tau weapon currently undergoing field tests. It launches a a proximity-fused explosive projectile, launched on a trajectory computed by an on-board drone intelligence, that calculate the precise height and distance from the other munitions to provide maximum effect.&lt;br /&gt;
&lt;br /&gt;
The munition is fired at a high angle and explodes directly above the target, negating the effects of any cover the foe might be using. The weapon has proved effective against swarms of Tyranids, including those with [[Lictor|chameleonic properties.]] Another major advantage of the weapon is that it can be targeted on an enemy even if the user does not have a direct line of sight to it, due to it&#039;s indirect fire trajectory.&lt;br /&gt;
&lt;br /&gt;
On tabletop it is a longer ranged Flamer that ignores line of sight but doesn&#039;t auto-hit, so not a flamer at all. Not bad. Unless you need to ignore the line of sight, such as on very terrain laden maps, the Burst Cannon outperforms this weapon.&lt;br /&gt;
&lt;br /&gt;
Tl;dr Its a T&#039;au mortar.&lt;br /&gt;
&lt;br /&gt;
=== Missile Pod ===&lt;br /&gt;
[[File:Missile_Pod.jpg|150px|right|thumb|Missile Pod]]&lt;br /&gt;
The vanilla Missile Pod.&lt;br /&gt;
&lt;br /&gt;
A missile pod is a small rack of miniature missiles mounted on the arm or shoulder of a Battlesuit. &lt;br /&gt;
&lt;br /&gt;
It is a relatively simple Tau multiple missile delivery system able to engage targets at long range. It isn&#039;t quite as strong or armor-piercing or long-ranged as an Imperial missile launcher (Example: it is not as powerful as an Imperial Krak warhead and lacking the damage radius of a Frag Missile), but it is an assault weapon, rather than a heavy weapon. &lt;br /&gt;
&lt;br /&gt;
Despite being overall inferior to the Imperium&#039;s missile, Tau missiles instead combine the best attributes of both, and are capable of rapid fire to shred infantry, transports, skimmers, and other light vehicles with ease. &lt;br /&gt;
&lt;br /&gt;
A Tau Missile Pod typically consists of a small silo of semi-intelligent missiles that are extremely effective against both heavy infantry and light vehicles. &lt;br /&gt;
&lt;br /&gt;
=== High-Yield Missile Pod ===&lt;br /&gt;
[[File:High-Yield_Missile_Pod.jpg|200px|right|thumb|High-Yield Missile Pod]]&lt;br /&gt;
The High-Yield Missile Pod is large rack of High Explosive Missiles mounted on the hands of XV-88 Broadside Battlesuit in place of the normal Heavy Rail Rifle. &lt;br /&gt;
Similar in power and role to an Imperial Autocannon, a High-yield Missile Pod is essentially a larger and more rapidly-firing Missile Pod that consists of a silo of semi-intelligent missiles. &lt;br /&gt;
&lt;br /&gt;
Designed as a Light Vehicle killer this thing fires double the normal amount of missiles compared to its lighter cousin and spells the end of any light vehicle caught in its range.&lt;br /&gt;
&lt;br /&gt;
High-yield Missile Pods were developed during the Tau Empire’s Great War of Confederation after initial setbacks were encountered fighting the Ork menace, where the sheer mass of attacking Greenskin waves and the light nature of their vehicles meant that the Heavy Rail Rifle, although deadly, could not stem the overwhelming tide of attackers.&lt;br /&gt;
&lt;br /&gt;
=== Smart Missile System ===&lt;br /&gt;
[[File:Smart_Missile_System_models.jpg|150px|right|thumb|Smart Missile System]]&lt;br /&gt;
A Smart Missile System is a Tau missile launcher that fires self-propelled auto-tracking missiles. A smart missile system&#039;s munitions have even less strength, range, and armor-piercing ability than those of a missile pod, but they include advanced built-in target tracking and guidance systems. &lt;br /&gt;
&lt;br /&gt;
The tracking system is provided by a Drone-level artificial intelligence which makes the projectile completely independent of the firing unit. This allows for the firer to engage targets that are outside their line-of-sight, hide behind the terrain and the missiles are not affected by fighting in low-light or nighttime conditions. &lt;br /&gt;
&lt;br /&gt;
The operator must remain steady to designate a target, but can then unleash four missiles that will Robotech around obstacles on the way to their target allowing for multiple simultaneous and devastating offensive missile strikes.&lt;br /&gt;
&lt;br /&gt;
On the tabletop the Smart Missile System is a heavy 4 pulse rifle that can hit targets out of LoS from the shooter. Most vehicles and most Tau players for that matter can take them in a pair of these things for [[Dakka|double the firepower,]] which is great. They are especially great when those pesky Gue&#039;la decide that hiding in cover or MEHTAL BAWKSES is a neat strategy.&lt;br /&gt;
&lt;br /&gt;
=== Cluster Rocket System ===&lt;br /&gt;
[[File:ClusterRockets.jpg|200px|right|thumb|Cluster Rocket System]]&lt;br /&gt;
&lt;br /&gt;
[[Dakka|Macross Missile Spam. On tabletop.]]&lt;br /&gt;
&lt;br /&gt;
The Cluster Rocket System is a type of Tau weapon. Cluster Rocket Systems saturate the enemy with salvos of drone-guided warheads. Cluster Rocket Systems are most typically mounted on the KV128 Stormsurge Ballistic Suit.&lt;br /&gt;
&lt;br /&gt;
These over grown missile pods replace the Suits arms and can vomit forth enough ordnance to threaten anything with T:5 or lower, with the ability to fire up to 4d6 attacks, a range of 48&amp;quot;, so long as Lady Luck, and Admiral Awesome smile on you, this thing will earn back its points, and then some solely with amount of infantry it can annihilate. Crunch wise, the Cluster Rocket System fires a shitload of shots for smacking the shit out of tarpits within range. If you want to saturate a entire area in GEQ grinding rockets, this is the weapon for you.&lt;br /&gt;
&lt;br /&gt;
=== Nexus Meteor Missile System ===&lt;br /&gt;
[[File:99560113052_TauNexusMissile03.jpg|200px|right|thumb|Nexus Meteor Missile System]]&lt;br /&gt;
The Nexus Missile System is a class of heavy Missile Launcher used by the Tau Empire.&lt;br /&gt;
&lt;br /&gt;
When they mean meteor, I believe the Weebs really meant it as this thing hits like an asteroid. Sacrifices the amount of [[Dakka|missile spam]] for precise, powerful explosions...like a [[Manticore Rocket Launcher|Manticore.]]&lt;br /&gt;
&lt;br /&gt;
Because the Cluster Rocket Pod wasn&#039;t producing a big enough boom. This &#039;&#039;thing&#039;&#039; can only be mounted on the KX-139 Ta&#039;Unar Supremacy Suit, and boy does it show. A swarm killer of the highest order this weapon lays down one Apocalyptic Mega Blast Template that starts out as strong as a Railgun, and ends up as weak as a Pulse Rifle, with an explosion bright enough to blind anyone left standing.&lt;br /&gt;
&lt;br /&gt;
These weapons are used for blob armies at long range where it can fire with relative safety from its own missile&#039;s blast radius. However, when things get too close, the Nexus Meteor Missile System is replaced with the Fragmentation Cluster Shell Launcher.&lt;br /&gt;
&lt;br /&gt;
===Fragmentation Cluster Shell Launcher===&lt;br /&gt;
[[File:FragCluster.jpg|200px|right|thumb|Fragmentation Cluster Shell Launcher]]&lt;br /&gt;
The Airbursting Fragmentation Projector on [[Drugs|Bathsalts.]]&lt;br /&gt;
&lt;br /&gt;
The Fragmentation Cluster Shell Launcher is a type of Tau heavy Battlesuit weapon. This massive array is mounted on the KX-139 Battlesuit series. This weapon is used when you just wanna launch so much grenades in the sky it starts to resemble more like an &#039;&#039;actual&#039;&#039; [[Steel Rain]] than the [[Drop Pod|creator&#039;s namesake.]] &lt;br /&gt;
&lt;br /&gt;
The Fragmentation Cluster Shell Launcher is used as a replacement for the Nexus Meteor Missile System in case the Supremacy Suit found itself a bit &#039;&#039;too&#039;&#039; surrounded by a bunch of mooks.&lt;br /&gt;
&lt;br /&gt;
As such, the Fragmentation Cluster Shell Launcher is best used for close range defense and infantry target saturation whereas the Nexus Meteor Missile System is aimed at blob armies at a much further range. &lt;br /&gt;
&lt;br /&gt;
On the tabletop, the weapon always comes buddy-buddy with the Heavy Rail Cannon, essentially the Fragmentation Cluster Shell Launcher is the same Airbursting Fragmentation Projector with the same Cluster Shells ability but with a much longer and wider range.&lt;br /&gt;
&lt;br /&gt;
=== Seeker Missile ===&lt;br /&gt;
[[File:Seeker2.jpg|200px|right|thumb|Seeker Missile]]&lt;br /&gt;
The seeker missile is the Tau Empire&#039;s primary indirect fire support weapon, equivalent to the Imperial hunter-killer missile.  Prior to 6th edition, they could only be activated remotely by a markerlight, which they made up for by being BS5. The 6th edition Tau Empire codex made them able to be fired like normal weapons as well - without anyone else to give them markerlight rules, they are &#039;&#039;identical&#039;&#039; to hunter-killer missiles. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;With&#039;&#039; markerlights it is a slightly different story. They can be remotely fired even if the vehicle carrying them would be unable to use them (because it has moved, or does not have line-of-sight to a target, for example).  The Tau Empire realized that having a vehicle carry missiles but be unable to fire them itself would be silly, and so most vehicles dedicated to carrying seeker missiles, like the [[Skyray Missile Gunship]], mount networked markerlights that allow them to designate targets themselves.  Other largish Tau vehicles can mount a smaller number of seeker missiles purely for infantry anti-armor support.&lt;br /&gt;
&lt;br /&gt;
Come Eighth edition, they are now heavy weapons that fire on a Six, regardless of the heavy weapons penalty. However, two marker lights on a target will allow you to use the firing model&#039;s BS as opposed to a six.&lt;br /&gt;
&lt;br /&gt;
=== Destroyer Missile ===&lt;br /&gt;
[[File:DestroyerMissile.jpg|250px|right|thumb|Destroyer Missile]]&lt;br /&gt;
[[Meme|A Missile that will pierce the heavens!]]&lt;br /&gt;
&lt;br /&gt;
Take a seeker missile, feed it steroids made of hate, and then give it something to destroy, there you&#039;ve got a Destroyer Missile. These munitions are an advanced form of Seeker Missiles, piloted by advanced AI before being delivered with extreme precision. You can say it is the Tau equivalent of the infamous [[Deathstrike Missile Launcher]], although not as obscene and not as table breaking ridiculous.&lt;br /&gt;
&lt;br /&gt;
Mounted on the KV128 Stormsurge suit in sets of 4 these missiles normally act at S:8, AP1, but can be fired at S:D by spending a Markerlight Token.&lt;br /&gt;
&lt;br /&gt;
In 8th edition, the Destroyer Missile has been changed to a single shot on a hit that do D3 mortal wounds. Basically becoming a Seeker missile with a foot of range lopped off, although it can still benefit from Markerlights.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Destroyer Missile 2.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gravitic Launcher ===&lt;br /&gt;
[[File:Gravitic_Launchers_2.JPG|200px|right|thumb|Gravitic Launcher]]&lt;br /&gt;
A very interesting weapon. &lt;br /&gt;
&lt;br /&gt;
Gravitic Launchers are a type of &#039;Missile Launcher&#039; found only on the biggest Tau Warship. &#039;Missile Launcher&#039; is in quotations because its firing mechanism is nothing more than an even larger railgun. While this should technically put it in the [[Gauss]] section, the reality is that this weapon only shoots out missiles, it&#039;s just that its firing mechanism follows the Railgun-mechanics which doesn&#039;t make it an actual bonafide Railgun.&lt;br /&gt;
&lt;br /&gt;
Due to its unique technical makeup, the weapon consists of a two-stage launch system. First, mass drivers provide the initial burst of speed to launch the missile before the ship&#039;s gravitational field is pulsed to force the missile out at a tremendous speed. The missiles are drone controlled, giving them exceptional directional control making them highly dangerous weapons. So, in a way they’re a type of bolt weapon with magnetic and gravitic kicker instead of a chemical kick charge to get the ball rolling.&lt;br /&gt;
&lt;br /&gt;
They are identified by the four-tubed looking things sandwiched between the bridge and launch bays on top of a [[Or&#039;Es El&#039;Eleath|Or&#039;es El&#039;leath-class Battleship.]] The ones on the [[Lar&#039;shi&#039;vre-class Cruiser]] resembles five holes on the prow of the ship.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Gravitic_Launchers.JPG|3D-printed model.&lt;br /&gt;
Graviticlauncher.jpg|Firing its missiles.&lt;br /&gt;
Gravitic_Launcher_Cruiser.JPG|On the Lar&#039;shi&#039;vre-class Cruiser.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Warsphere Missile Pod ===&lt;br /&gt;
[[File:Warsphere_Missile_Pod.JPG|200px|right|thumb|Warsphere Missile Pod]]&lt;br /&gt;
Warsphere or Kroot Missile Pods are used in the aforementioned [[Warspheres]]. These Missile Pods are arranged in three on each second ring of the Warsphere and erected like a modern VLS system.&lt;br /&gt;
&lt;br /&gt;
These missile pods are the &amp;lt;u&amp;gt;&#039;&#039;&#039;ONLY&#039;&#039;&#039;&amp;lt;/u&amp;gt; weapons found on a [[Kroot]] Warsphere. Whilst the Kroots have six of these on their flying eggships, the Warsphere is actually underarmed for a vessel of such size. Due to this, Warspheres are always gonna be outgunned and outdakka&#039;ed for even ships of a lesser class.&lt;br /&gt;
&lt;br /&gt;
The only advantage these missile pods bring to the table is that, like the Gravitic Launcher, the missiles it fires are heat-seeking, turning the Missile Pod into a fire-and-forget weapon as it could independently target the nearest vessel. The missiles could also hit anywhere, giving the eggship zero blind spots against enemy counterattacks. It also hits hard, which each missile dealing a substantial damage to void shields and its equivalent. All in all, treat the Kroot Missile Pod like a complementary dish to the [[DISTRACTION CARNIFEX]] role of the Warspheres. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
{{40k-Tau-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Orks==&lt;br /&gt;
Da boyz, dey like dem rokkits, &#039;cuz dey make some big &#039;splosions. When ya need ta crack open da humie [[Rhino|metal boxes]] ta chop &#039;em to bits, get da Rokkit Launcha. Da Launcha got&#039;z a button dat shoots rokkits at da gitz it iz pointed at. Even snots know dat. Some [[Ork|Boyz]] just carry da Rokkit Launcher like a Shoota, but da Meks dey put it on Trukks, Trakks, &#039;kopters... Like I wuz saying, da boyz dey like dem rokkits so da Meks put &#039;em errywhere! &lt;br /&gt;
&lt;br /&gt;
[[Tankbustas]], gitz ta really like ta krump&#039; da &#039;umie (and panzee) &#039;Tanks&#039;, day also get da Tankhammer. Da Tankhammer, its just a buncha &#039;splosives on a stikk ta be used in melee like a choppa. Hit da humie wagon an&#039; it goes bang. &lt;br /&gt;
&lt;br /&gt;
Den dere&#039;z dem [[Mekboy]]z dat muck about wit bigga n&#039; blastier rokkits. Dey put [[Grot]]z in &#039;em ta guide da bomm. Humies call &#039;em &amp;quot;smart bomms&amp;quot;. Any propa git knows deyze called Grot Bomms.&lt;br /&gt;
&lt;br /&gt;
===Pokkit Rokkit Launcha===&lt;br /&gt;
[[File:Pokkit Rokkit.jpg|200px|right|thumb|Pokkit Rokkit Launcha]]&lt;br /&gt;
The Rokkit Launcha&#039;s baby brother. &lt;br /&gt;
&lt;br /&gt;
A RPG in a literal can. Some mekboyz create smaller versions of Rokkit Launchas, known as Pokkit Rokkit Launchas. These versions are one handed, keeping user&#039;s other hand free. They fire one rokkit at a time, but are more accurate than the standard Rokkit Launchas due to its ease in handling and the smaller rokkit having a smaller and weaker back blast that normal rokkits are known to have.&lt;br /&gt;
&lt;br /&gt;
Like its bigger brother, Ork Mekboys sometimes customize their Pokkit Rokkit Launchas with some unusual munitions, most of them fire simple Rokkits, the shorter-ranged Orkish variant of Krak Missiles. Ork Rokkits are crammed full of high explosives, and they tend to be unreliable, but usually are extremely effective. They are also very loud - a big plus for any self-respecting Ork warrior.&lt;br /&gt;
&lt;br /&gt;
===Rokkit Launcha===&lt;br /&gt;
[[File:Rokkit_Launcha.jpg|200px|right|thumb|Rokkit Launcha]]&lt;br /&gt;
Basically a rocket on a stick. Rokkit Launchas probably spawned from an Ork&#039;s desire to make something explode, that wasn&#039;t within easy reach of a grenade. It is a massive, but very simple weapon - usually a stout stick with a simple trigger mechanism or a tubular launcher with as many rokkits as Orks can get a hold of. Rokkits can be loaded one at a time, or loaded automatically from a magazine if the weapon is a bit more complex. &lt;br /&gt;
&lt;br /&gt;
Orks can use it on the move with no noticeable loss of accuracy, though that speaks more to how bad ork shooting is even when they are standing still then any notable trait of the weapon itself. Its simplicity makes it very easy to manufacture and it is a fairly common Ork special weapon. It is usually mounted on vehicles such as [[Warbuggy]]z or [[Killa Kan]]s, but sometimes Ork Boyz equip themselves with Rokkit Launchas, that gives their mob the ability to shoot down armored vehicles. It is also a primary weapon of Ork [[Tankbustas]]. Due to its simplicity, it is often combined with a Shoota to make a Kombi-Weapon.&lt;br /&gt;
&lt;br /&gt;
===Rokkit Kannon===&lt;br /&gt;
[[File:Rokkit_Kannon.PNG|200px|right|thumb|Rokkit Kannon]]&lt;br /&gt;
&lt;br /&gt;
[[Awesome|A rapid firing rocket launcher.]]&lt;br /&gt;
&lt;br /&gt;
The Rokkit Kannon is one of the two primary weapons of the land-bound fighter-jet known as the [[Megatrakk Scrapjet]] (The other primary weapon being a twin-linked Big Shoota). This front-mounted Rokkit Kannon is belt-fed with multiple rokkits to ensure that the target is blown to scrap. There is also several normal Rokkits on the Scrapjet&#039;s fins, but nobody cares for that when your a supersized Browning Machine gun that fires RPG rounds rather than .50 cal.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, the Rokkit Kannon is an Assault 2D3 weapon that is S8, AP-2 and D3, quite good a blowing apart MEQs and even TEQs on a regular basis. Not too shabby considering its modest range of 24&amp;quot; (Which in itself, is considered a non-issue due to how fast the Scrapjet is).&lt;br /&gt;
&lt;br /&gt;
===Skorcha Missile===&lt;br /&gt;
[[File:Skorcha_Missiles.jpg|150px|right|thumb|Skorcha Missile]]&lt;br /&gt;
Some Orks like to set their enemies alight without the risk of going too close. Some Orks like to bombard their enemies from the sky. Some Orks like to do both and proceed to bombard the enemies from the sky &#039;&#039;and&#039;&#039; setting them alight from a distance.&lt;br /&gt;
&lt;br /&gt;
The Skorcha Missile is a variant of Ork Rokkit, that are mounted only on the Ork Burna-Bommers. These &amp;quot;fire and fergit&amp;quot; rokkits corkscrew wildly toward their target before exploding in great balls of flame.&lt;br /&gt;
&lt;br /&gt;
They are the Ork&#039;s equivalent to the Imperium&#039;s Rocket Pods but in a more burny fashion.&lt;br /&gt;
&lt;br /&gt;
===Supa-Rokkits===&lt;br /&gt;
[[File:Supa_Rokkits.jpg|150px|right|thumb|Supa-Rokkits]]&lt;br /&gt;
Rokkits so big that not even a [[Tankbustas|Tankbustas]] with their Rokkit Launcha can fire it.&lt;br /&gt;
&lt;br /&gt;
Supa-Rokkits are enormous versions of simple Ork rokkits, that are sometimes mounted on [[Stompa]]s, [[Fighta-Bommer]]s, [[Heavy Bommer]]s or [[Battlefortress|Battle Fortresses]]. These Rokkits have enough strength to turn a Leman Russ inside out.&lt;br /&gt;
&lt;br /&gt;
Most often than not, a Supa-Rokkit is often seen accompanying a Deth Kannon upon an Ork Stompa. These are seen to soften up any heavy enemy armour before the [[Deth Kannon]] can unleash its load on them.&lt;br /&gt;
&lt;br /&gt;
Of course it has just as much chance of it [[FAIL|spiralling out of control and hitting the vehicle it has been fired from or prematurely exploding &#039;&#039;within&#039;&#039; said vehicle.]] Turning your prized Stompa in a blazing wreck.&lt;br /&gt;
&lt;br /&gt;
===Grot Bomms===&lt;br /&gt;
[[File:Grot_Bomb.jpg|200px|right|thumb|Grot Bomms]]&lt;br /&gt;
An Orkified Ohka.&lt;br /&gt;
&lt;br /&gt;
More of a guided missile than a bomb. Some [[Gretchin|Gretchins]] like to go out in a bang.&lt;br /&gt;
&lt;br /&gt;
Grot Bombs/Bomms are Ork guided missiles, piloted by a single Gretchin. That makes it a very accurate weapon, especially for Orks. The Gretchin sacrifices himself to drive the missile to its target, but whether this is a punishment or reward is unknown. It is possible that Ork Mekboyz do not make the Gretchin pilots fully aware of their ultimate fate. They can be mounted on [[Wartrakks|Trakks]], [[Fighta-Bommer]]s, [[Heavy Bommer]]s or [[Battlefortress|Battle Fortresses]]. However, its most identifiable users are the [[Grot Bomm Launcha]] and the [[Grot Bommer|Grot Bommer]].&lt;br /&gt;
&lt;br /&gt;
Current Grot Bomms come in two distinct flavors. The ones launched from a Bomm Launcha is shaped like a conventional missile, whereas the one dropped by a Grot Bommer is well...shaped like a gravity bomb. From a design standpoint, it makes sense. The Bomm Launcha is a ground vehicle, therefore, to maximize distance and lift, the Grot Bomm needs to be aerodynamic. On the other hand, the Grot Bommer need not to worry about distance, as it is already flying at high altitudes. Rather, the Grot Bomms is designed for a stabilized free-fall, turning it more akin to a guided bomb than a missile.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Grot_Bomm.jpg|Grot Bommer variant.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Orks-Forces}}&lt;br /&gt;
&lt;br /&gt;
===Pulsa Rokkit===&lt;br /&gt;
[[File:Pulsa_Rokkit.jpg|200px|right|thumb|Pulsa Rokkit]]&lt;br /&gt;
The Pulsa Rokkit is an enormous Ork Rokkit, that contains a large and unstable force field generator. It is a special version of Kustom Force Field, mounted on a rocket and launched into enemy ranks. The generator is modified into a special version called a Pulsa and detaches from the rocket and slowly descends (hopefully) to the ground.&lt;br /&gt;
&lt;br /&gt;
The Pulsa launches waves of energy in all directions like a stone on a pond, which sends troops into disarray as they are thrown around and vehicles flip over. Most of the time the Pulsa will burn out after one massive pulse, however on some occasions it can continue to fire.&lt;br /&gt;
&lt;br /&gt;
The crew doesn&#039;t need to be able to see where the rocket is going, ultimately as long as it lands somewhere in the area of the enemy is fine. Foot soldiers are knocked over and sometimes pinned to the ground, heavy weapons on mounts are often flipped over and their crews knocked down, dreadnoughts are sometimes knocked over or even have their legs destroyed, bikes and vehicles are spun round and flipped over and some terrain is even demolished, especially walls.&lt;br /&gt;
&lt;br /&gt;
=== Krooz Missiles ===&lt;br /&gt;
&lt;br /&gt;
[[File:Epic_Krooz_Missiles.jpg|200px|right|thumb|Krooz Missiles]]&lt;br /&gt;
The biggest Ork missile to grace the surface and should be more appropriated to be mounted on an Ork Voidship.&lt;br /&gt;
&lt;br /&gt;
Krooz Missiles are the biggest Ork missiles, enormous in size and power. These are mounted exclusively on Ork Mega-Gargants and their destructive potential can be considered a threat to even the infallible Emperor Titans of the Imperium.&lt;br /&gt;
&lt;br /&gt;
Considered as the Ork&#039;s answer to the Imperium&#039;s Doomstrike or even Hellfire Missile Launcher, these snub-nosed missiles are basically nuclear warheads in all but name. However like its smaller kin, the Krooz Missile is not that reliable and have a chance of it [[FAIL|spiraling out of control and hitting the Mega-Gargant it has been fired from or prematurely exploding &#039;&#039;within&#039;&#039; said Mega-Gargant.]] &lt;br /&gt;
&lt;br /&gt;
They also kind of look like a Looney Tunes rocket, but it&#039;s from Epic, so all is (mostly) forgiven.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
{{40k-Ork-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Others==&lt;br /&gt;
===Guardian Salvo Launcher===&lt;br /&gt;
[[File:Guardian_Salvo_Launcher.JPG|200px|right|thumb|Guardian Salvo Launcher]]&lt;br /&gt;
The secondary weapon found only on the [[Blackstone Fortress#Guardian Drones|Guardian Drones.]] The Guardian Salvo Launcher is a quad-barrelled quasi-missile launching system used by the Guardian Drones to deal with multiple enemies.&lt;br /&gt;
&lt;br /&gt;
Guardian Drones usually come in a pair of these things for [[Dakka|octuple the fun.]]&lt;br /&gt;
&lt;br /&gt;
Crunchwise, it is what you expect. These Salvo Launchers are meant to soften up the enemy/enemies before going in for the kill with its [[Plasma#Destroyer Pulse|Destroyer Pulse.]] They are good against lightly-armored units as it is a Heavy D6 weapon with a good 24&amp;quot; range. Its solid S5, AP-3 and D1 stats allow the Guardian Drone to handily deal with the annoying pests that would like to flank it.&lt;br /&gt;
&lt;br /&gt;
It is best used in conjunction with the [[Plasma#Destroyer Pulse|Destroyer Pulse.]], which is a weapon suited for tough, armored opponents. &lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Epic 40,000]]&lt;br /&gt;
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[[Category: Imperial]]&lt;br /&gt;
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[[Category:Squats]]&lt;br /&gt;
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[[Category: Space Marines]]&lt;br /&gt;
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[[Category: Imperial Guard]]&lt;br /&gt;
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[[Category: Chaos]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
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[[Category: Eldar]]&lt;br /&gt;
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[[Category: Tau]]&lt;br /&gt;
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[[Category: Orks]]&lt;br /&gt;
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[[Category: Weapons]]&lt;br /&gt;
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[[Category: Warhammer Weapons]]&lt;/div&gt;</summary>
		<author><name>2603:7080:4D00:BDE4:6134:1A8C:2834:C4A3</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Missile_Launcher&amp;diff=341022</id>
		<title>Missile Launcher</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Missile_Launcher&amp;diff=341022"/>
		<updated>2023-02-12T06:05:08Z</updated>

		<summary type="html">&lt;p&gt;2603:7080:4D00:BDE4:6134:1A8C:2834:C4A3: /* Castellan Launcher */&lt;/p&gt;
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&lt;div&gt;The &#039;&#039;&#039;Missile Launcher&#039;&#039;&#039; is a very simple weapon, being little more than a tube capable of firing different kinds of explosive payload, similar to the [[Mortar]]. The Missile launcher is capable of firing a variety of payloads, chief amongst which are the anti-personnel Fragmentation &amp;quot;Frag&amp;quot; missiles, and anti-vehicle &amp;quot;Krak&amp;quot; missiles, though anti-air &amp;quot;Flakk&amp;quot; missiles were brought in  with the advent of flyers in [[Warhammer 40,000 6th edition]].  Missiles with defoliant chemicals or chemical weaponry can and have been used, as well. The main advantages of the Missile launcher are that it is cheap to manufacture, able to take several kinds of munitions, and portable. The main drawback is that the ammo is more far expensive and complex then comparable gun ammunition, and also bigger and heavier per shot.&lt;br /&gt;
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From the power of missiles and giant cannons in 40k, perhaps swarming infantry and small-ish tanks are favored because they need to spread out with numbers or else be wipes out by one giant gun or fuck huge missile.  Resulting in more epic and grimdark than just pushing a button.&lt;br /&gt;
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==Imperium==&lt;br /&gt;
===Missile Launcher===&lt;br /&gt;
[[File:Missile Launcher.jpg|200px|right|thumb|Missile Launcher]]&lt;br /&gt;
The Missile Launcher is one of the most common explosive weapons fielded by the [[Imperium of Man]], employed very commonly by [[Imperial Guard]] Heavy weapons teams, and extensively used amongst [[Space Marine]] squads of all kinds. It also sees use among the ranks of the [[Chaos Space Marines]]. Its incredible versatility in payload allows it to be a potent anti-infantry and anti-vehicle weapon when the situation calls for it. Its anti-vehicle capabilities are only outstripped by the [[Lascannon]] and [[Imperial Ordnance|vehicle-mounted weapons]], and it is easy to learn and easy to use.&lt;br /&gt;
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Back in the days of the [[Great Crusade]], these things were the goofiest looking weapons ever, with banana-shaped top-fitted magazines (as seen in some recent [[Forge World]] weapons packs). [[Dark Eldar]] laughed at how oddly shaped and impractical they were. Seriously.&lt;br /&gt;
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They stopped laughing after said missiles evaporated them.&lt;br /&gt;
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Aside from the two standard Missile Launchers, the Astartes short launcher and the longer Imperial Guard version that shoots long, almost torpedo-like missiles, the Imperium also employs several other large missile weapons.&lt;br /&gt;
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===Mole Launcher===&lt;br /&gt;
[[File:Mole_Launcher.jpg|200px|right|thumb|Mole Launcher]]&lt;br /&gt;
Basically the Imperium&#039;s take on the [[Squat]]&#039;s [[Mole Mortar Team|Mole Mortar.]] The Mole Launcher is a specialized missile launcher utilized by Imperial Guard Engineers, in particular the [[Death Korps of Krieg]]. Known more formally as a breaching torpedo, the weapon fires burrowing warhead capable of digging through obstacles and detonating on the other side.&lt;br /&gt;
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The explosive charge is contained within a shoulder-mounted launch tube, which can lock in place facing the ground or the side of a tunnel. When fired the torpedo is launched into the earth, where a powerful drill and small powerfield generator allow it to slice through rock very quickly. The projectile also contains a guidance system linked to a separate control panel, allowing a team member to guide the the torpedo to its target.&lt;br /&gt;
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The Mole Launcher&#039;s primary purpose is for blasting into enemy tunnels, causing a sudden and catastrophic collapse. It can also be used against surface targets, burrowing up to the surface and exploding underneath a bunker or vehicle where it&#039;s armoring is weakest.&lt;br /&gt;
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===Castellan Launcher===&lt;br /&gt;
[[File:Castellan_Launcher.PNG|200px|right|thumb|Castellan Launcher]]&lt;br /&gt;
&amp;lt;s&amp;gt;The T-Shirt Cannons&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Nerf Guns&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;A 1980s Hasbro Gun Toy&amp;lt;/s&amp;gt; Proof that sometimes having more shit does not make it better.&lt;br /&gt;
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Resembling the horrid Liefeldian byproduct of a [[Primaris Marines|Primaris Space Marine]] [[Slaanesh|fucking an]] [[Ork]] [[Kopta Rokkits|Kopta Rokkit]]/[[Kombi-Rokkit Launcha]]. The Castellan Launcher is the primary weapon of the [[Desolation Squad]] and ho boy, has this thing reached [[Paragon Warsuit]]-levels of [[CS Goto|revulsion]] and [[Chris-Chan|mockery]].&lt;br /&gt;
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This...ergonomic nightmare is a [[MOAR DAKKA|rotary Missile Launcher with a belt-feed of missiles that can launch missiles like a Heavy Bolter, as well as having a rail attachment to mount larger and even MOAR missiles.]] It is also able to fire a selection of either Super-Frag and Super-Krak missiles, whatever the fuck [[derp|&#039;&#039;that means&#039;&#039;.]] Sounds [[awesome]] on paper right? In practice unfortunately, this thing looked [[Fail|&#039;&#039;hideous&#039;&#039;]]. &lt;br /&gt;
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For one thing, as a Missile Launcher, conventional wisdom goes that such a weapon requires a system to vent out the tremendously excess gas that would be generated once the rocket propellant has been ignited, doing so without a system would lead to both the kinetic energy of the missile/rocket [[Abbadon|ripping your arm off in the opposite direction]] and causing a catastrophic explosion as the weapon&#039;s superstructure is unable to withstand the sudden change in air pressure. Typical Missile/Rocket Launchers circumvent this by having a backblast, in which the air pressure and kinetic energy from the propellant is redirected safely from the user, which is why nearly all forms of these launchers have an &#039;over-the-shoulder&#039; design. This hunk of [[Cawl|Cawl&#039;s fever dream]] however? Has no such physical evidence of a backblast design, and even if it did, the rifle design means that it would be blasting directly into the marine&#039;s [[EPIC FAIL|&#039;&#039;face and chest.&#039;&#039;]] They&#039;d only be able to get around this if they did something like use regular propellant to kick the missile out before it engages its rockets. [[Bolter|Huh, why does that sound familiar?]]&lt;br /&gt;
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So yes, [[Fail|Cawl reinvented Bolters and like the used car salesman he is passed them off as new]].&lt;br /&gt;
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Another problem is the sheer unnecessary add-on of the rail accessory. Now, we &#039;&#039;get&#039;&#039; where the weapon design is going for. Having a modular weapon system that has a rail attachment for easy retrofitting of disposable and extremely versatile ATGMs and SAMs like an oversized &amp;lt;s&amp;gt;under-barrelled&amp;lt;/s&amp;gt; &#039;&#039;over&#039;&#039;-barrelled Grenade Launcher may sound neat and all. But that would work best for an &#039;&#039;actual&#039;&#039; assault rifle. On a &#039;&#039;Missile Launcher&#039;&#039;, it just creates redundancy and unnecessary increase weight. Missile Launchers ain&#039;t light, even for transhumans, and making a weapon &#039;&#039;this&#039;&#039; top-heavy is bound to cause some mobility and logistical problems. If you really want these giant missiles, make them shoulder-mounted for Emprah&#039;s sake.&lt;br /&gt;
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The final issue is that design-wise, it just looks like a mess. The interchangable fuck-off missile attachments does not grant the model a degree of consistency and - when paired with the aforementioned problems already present - it makes it overly-designed; like the designer wants to overcompensate for something. The humble [[Lasgun|Flashlight]] isn&#039;t much to look at, yet, it is one of the most identifiable and iconic weapons in 40k. This however? This will give a [[/k/|gun enthusiast]] a god damn [[Firaeveus Carron|&#039;&#039;seizure&#039;&#039;.]]&lt;br /&gt;
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===Rad Missile Launcher===&lt;br /&gt;
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&#039;&#039;For more information, see [[Rad Missile Launcher|here:]]&#039;&#039;&lt;br /&gt;
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===Infernum Halo Launcher===&lt;br /&gt;
[[File:Infernum.jpg|200px|right|thumb|Infernum Halo Launcher]]&lt;br /&gt;
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More of an area-denial defensive system than an actual weapon. Essentially, your basic flare guns for fighter planes.&lt;br /&gt;
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The Infernum Halo Launcher is a type of flare discharger used for self-defense on the [[Stormhawk|Stormhawk Interceptor]] aircraft of [[Adeptus Astartes]] and on the [[Corvus Blackstar]] of the [[Deathwatch]]. The golden &amp;quot;halo&#039;s&amp;quot; created by the discharger are a distinctive visual trait of the gunship and announce their presence for dynamic entry.&lt;br /&gt;
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On tabletop, despite being a relatively lameduck and overglorified flare launcher, the Halo Launcher is surprisingly quite useful. Essentially, if an enemy unit with the KEY WORD &#039;&#039;&#039;&#039;Fly&#039;&#039;&#039;&#039; targets a model with a Infernum Halo Launcher in the Shooting phase, your opponent must [[Troll|subtract 1 from the subsequent hit rolls.]] Tis&#039; a great tool to offset any potential life-threatening damage to your personnel fighter.&lt;br /&gt;
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[[Tl;dr]], its a 40k decoy flare.&lt;br /&gt;
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===Chaff Launcher===&lt;br /&gt;
[[File:Chaff_Launcher.JPG|200px|right|thumb|Chaff Launcher]]&lt;br /&gt;
Essentially, pretty much the same as the Infernum Halo Launcher in function. The Chaff Launcher as its name implies launches chaffs which is a radar countermeasure in which aircraft or other targets spread a cloud of small, thin pieces of aluminium, metallized glass fibre or plastic. The effect of which either appears as a cluster of primary targets on radar screens or swamps the screen with multiple returns. &lt;br /&gt;
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What this does is confuse any lock-on missile into redirecting its targeting flight at these dummy units, causing the missile to prematurely detonate and allowing the aircraft to escape relatively unscathed.&lt;br /&gt;
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The [[Archaeopter]] and its variants use this shit a &#039;&#039;lot&#039;&#039;. Not too surprising since they are relatively low altitude aircraft; juicy targets for anti-air munitions and guided SAM missiles. The only problem is that the Chaff Launcher is located at the top of the aircraft rather than the bottom, which makes [[Derp|distracting the missile more difficult]], especially if the chaff prematurely explodes and covers the aircraft in the cloud. Woe to be, &#039;&#039;another&#039;&#039; [[Fail|GW design fail.]] (Except that covering the aircraft in a cloud is exactly how chaff is designed to operate. Modern helicopters have chaff buckets that launch directly into the arc of the rotor blades to distribute the chaff in a cloud around it. So GW actually got this one right.)&lt;br /&gt;
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===Cyclone Missile Launcher===&lt;br /&gt;
[[File:Cyclone_Missile_Launcher.png|200px|right|thumb|Cyclone Missile Launcher]]&lt;br /&gt;
A miniature Whirlwind Launcher.&lt;br /&gt;
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The Cyclone Missile Launcher is a Missile Launcher variant specially designed to be fitted on [[Terminator|Terminator Armor.]] Loaded with Krak and Frag Missiles, the Cyclone consists of two cube-shaped missile boxes, twin-linked, with a targeter and sensor array. The missile and sensor unit is fixed on the back of standard terminator armor, allowing the Space Marine to use a Storm Bolter and Power Fist with the Cyclone. Older designs of the Cyclone missile launcher had the sensor array hand-carried by the Terminator, thus taking away the option of a power fist but making it more accurate.&lt;br /&gt;
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The forerunner of this weapon was mounted (and still mounted in M41) on the [[Javelin Attack Speeder]] - anti-grav relic vehicles of the [[Great Crusade]].&lt;br /&gt;
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===Malleus Rocket Launcher===&lt;br /&gt;
[[File:MallusRocket.jpg|200px|right|thumb|Malleus Rocket Launcher]]&lt;br /&gt;
The smallest MLRS ever fielded by the Imperial Guard.&lt;br /&gt;
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The Malleus Rocket Launcher is one of the three primary weapons that is used by the [[Imperial Guard]] [[Field Ordnance Battery]], and it looks awfully like WW2 towed rocket artillery. Considered as a light anti-infantry artillery rocket piece, the Malleus contains six fragmentary rockets on each rocket pod for a total of twelve rockets per salvo. This makes it a pretty hefty weapon when it comes to quickly dealing with swarm armies.&lt;br /&gt;
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Crunchwise, Malleus Rocket Launcher is a Heavy D6+6 MLRS that is S6, AP-1, D1, with the Blast ability. To no one&#039;s surprise, this thing shreds GEQs like paper mache put in a blender. However, its low strength, damage and AP means that it struggles against MEQs and TEQs simply laugh it off.&lt;br /&gt;
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===Salvo Launcher===&lt;br /&gt;
[[File:Salvo_Launcher.jpg|200px|right|thumb|Salvo Launcher]]&lt;br /&gt;
A missile launcher gifted to only the Emprah&#039;s best and finest.&lt;br /&gt;
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The Salvo Launcher is a weapon used by the [[Adeptus Custodes]] Vertus Praetor&#039;s. Despite their small size, these weapons can destroy even the most heavily armored vehicles in a few...well....[[Derp|salvos.]] Mounted on the prow of their [[Dawneagle Jetbike|Dawneagle Jetbikes,]] these weapons fire Flakkburst Missiles that allow their riders to shoot enemy flyers out of the sky or Melta Missiles that are effective against vehicles.&lt;br /&gt;
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As usual/expected, these things are gilded in &amp;lt;s&amp;gt;gold&amp;lt;/s&amp;gt; Auramite, as befitting for the Emprah&#039;s posse of gilded bananas.&lt;br /&gt;
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They are also far more powerful than missile launchers far bigger than it. Which is unsurprising. But what is surprising is that it looks suspiciously like one of the missile launcher choices for the video game Spore....[[Original character, do not steal|strange]]....&lt;br /&gt;
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Crunchwise, it has a 24” range and is either a Multi-Melta shot that re-rolls wounds against Vehicles but does not get melta dice at half range, or a Heavy D3 S7 AP-1 D3 missile that gets +1 to hit against things with Fly but -1 to hit against anything that doesn’t. This little quirk shouldn’t be a problem, though, since your normal BS is 2+. The melta version is great for ripping apart vehicles and the flakk choice is great for shoring up your slightly spotty anti-air. Very situational, but fills out the lack of high strength anti-tank shooting that Custodes lack immensely.&lt;br /&gt;
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===Typhoon Missile Launcher===&lt;br /&gt;
[[File:Typhoon_Missiles.jpg|200px|right|thumb|Typhoon Missile Launcher]]&lt;br /&gt;
Named after the Typhoon pattern of [[Land Speeder|Land Speeders]], but most notoriously wielded by the [[Stormtalon|infamous flying toasters.]] The Typhoon showers the sky in missiles to cover a wide area of land.&lt;br /&gt;
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The Typhoon Missile Launcher is a Space Marine Missile Launcher equipped with both Frag and Krak Missiles. They are most commonly mounted on vehicles, such as the aforementioned Stormtalon Gunship.&lt;br /&gt;
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Its sister variant is the Skyhammer Missile Launcher.&lt;br /&gt;
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On tabletop, they are essentially a double shot missile launcher found on land speeders, includes frag and krak missiles. Not bad and allows your flying toaster to have some much-added punch and firepower.&lt;br /&gt;
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===Skyhammer Missile Launcher===&lt;br /&gt;
[[File:Skyhammer_Missiles.jpg|200px|right|thumb|Skyhammer Missile Launcher]]&lt;br /&gt;
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Another weapon wielded by the [[Stormtalon|infamous flying toasters.]] They have a more limited ammo rack to compensate for more powerful explosions.&lt;br /&gt;
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The Skyhammer Missile Launcher is a Missile Launcher platform employed on Space Marine Stormtalon Gunships. These weapons fire a volley of hyper-velocity missiles that smash into their targets and are ideal tank-killers.&lt;br /&gt;
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Its sister variant is the Typhoon Missile Launcher.&lt;br /&gt;
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On tabletop, these are your anti-air krak missiles. Quite good against aircraft and can give vehicles a bloody nose even though it is meant specifically against fighter jets. Should make your flying toaster a bit more viable now.&lt;br /&gt;
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===Cerberus Launcher===&lt;br /&gt;
[[File:Cerberus_Launcher.JPG|200px|right|thumb|Cerberus Launcher]]&lt;br /&gt;
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A anti-infantry rocket launching platform.&lt;br /&gt;
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The Cerberus Launcher is an Imperial weapon commonly mounted under the nose mount on Space Marine Land Speeder Storms. Considered as the Land Speeder equivalent of the Stormtalon&#039;s Skyhammer Missile Launcher. This tri-barreled launcher can launch fragmentation or stun rockets depending on the enemy being faced.&lt;br /&gt;
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As it is the primary weapon for the Land Speeder Storm, the Cerberus Launcher is a D6 bolter shots with a [[Lolwut|surprisingly underwhelming range]] [[Wat|at just 18&amp;quot;.]] You would think the Imperium would have the decency to add enough fuel to a rocket so that it could last more than 15 meters right? [[FAIL|But I guess not.]]&lt;br /&gt;
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Still, for hit and runs, the Cerberus gets the job done.&lt;br /&gt;
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===Tempest Salvo Launcher===&lt;br /&gt;
[[File:Tempest_Salvo_Launcher.JPG|200px|right|thumb|Tempest Salvo Launcher]]&lt;br /&gt;
[[Derp|Not to be confused with the Eldar]] [[Tempest Launcher]] [[Herp|nor the Adeptus Custodes]] [[Salvo Launcher]].&lt;br /&gt;
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The Tempest Salvo Launcher is one of the primary weapons for the [[Land Speeder#Land Speeder Tempest|Land Speeder Tempest]]. &lt;br /&gt;
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Due to its size, the Land Speeder Tempest is big enough that a set of Tempest Salvo Launchers could be equipped and placed on the sides of the vehicle. The Tempest Salvo Launchers are able to hold up to 8 missiles, and are a mixed load of Frag and Krak Missiles. &lt;br /&gt;
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All in all, it is far more versatile than any other of the Land Speeder Missile Launcher like the Typhoon or the Cerberus.&lt;br /&gt;
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On the tabletop, the Tempest Salvo Launcher is better than the Typhoon Missile Launcher for the fact that it always come in a pair. Statwise, this weapon is a 36&amp;quot; range, Heavy 1d3, S6, AP-3, D2 Missile Launcher. The only downside is that, compared to the Typhoon, the Salvo Launcher comes in at only 10 points each, making it drastically more expensive compared to the Typhoon.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
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===Deathwind Missile Launcher===&lt;br /&gt;
[[File:Deathwind.jpg|200px|right|thumb|Deathwind Missile Launcher]]&lt;br /&gt;
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The [[Creed]] of Drop Pods.&lt;br /&gt;
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Deathwind Missile Launchers are weapons equipped on Space Marine [[Drop Pods]]. Like most of these [[Trap]] Drop Pods, they are designed to fool the enemy and/or provide heavy covering fire for the Space Marines instead. They replace the standard Storm Bolter, offering a nasty surprise of short-range explosive support fire to the face.&lt;br /&gt;
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They may be deployed en masse as a Deathwind Orbital Strike Force.&lt;br /&gt;
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In 7th Edition, the Deathwind launcher is now cheaper. With the reduced price, you can pay a little more than a tac marine for the ability to lock down a 12&amp;quot; area around a drop pod with a S5 AP- pie plate. You kill a MEQ, you basically pay off the cost of the launcher. Put these on your offensive pods, otherwise it&#039;ll be a waste. &lt;br /&gt;
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With the [[Nerf]] of Drop Pods in 8th Edition, the Deathwind Missile Launcher has been [[Fail|regulated to the gutter]] where once the [[Pyrovore]] and [[Mandrakes]] use to dwell in. At best, they are only useful for creating a annoying distraction and maybe kill a few stragglers for some added benefit.&lt;br /&gt;
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How this Missile Launcher avoids [[FATAL|accidentally hitting one of its missiles at its own occupants or even the structure of the Drop Pods itself remains a mystery.]]&lt;br /&gt;
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===Icarus Rocket Pod===&lt;br /&gt;
[[File:Icarus_Rocket_Pod.JPG|200px|right|thumb|Icarus Rocket Pod]]&lt;br /&gt;
Not to be confused with the [[Icarus Stormcannon Array]] [[Derp|which also serves the same function as the Rocket Pod.]]&lt;br /&gt;
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The Icarus Rocket Pod is an anti-air rocket pod mounted as a secondary weapon on the [[Redemptor Dreadnought]] and the [[Gladiator Tank#Gladiator Valiant|Gladiator Valiant Tank.]] It is a relatively small rocket pod analogous to the much larger Multiple Rocket Pods used by [[Valkyrie|Valkyries]], although it carries less rockets of around seven in total. Like the Icarus Stormcannon Array, the name is a tongue-in-cheek reference to the Icarus myth.&lt;br /&gt;
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On the tabletop, the Icarus Rocket Pod is a 24&amp;quot; range, S7, AP-1, D1, Heavy D3 weapon. Like most anti-air weapons, you could add 1 to all hit rolls made for this weapon against targets that can fly.&lt;br /&gt;
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Overall, there are better anti-air weapons around, but for what it&#039;s worth, the weapon is a nice free additional complement for the Redemptor Dreadnought to scare away any enemy flyers in its vicinity.&lt;br /&gt;
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===Multiple Rocket Pod===&lt;br /&gt;
[[File:M_Rocket_Pod.jpg|200px|right|thumb|Multiple Rocket Pod]]&lt;br /&gt;
The Multiple Rocket Pod all simply known as the Rocket Pod, are weapons most commonly mounted on Imperial Aircraft such as the Vulture Gunship or Valkyrie. They work by firing large numbers of small fragmentation rockets, covering a large area in lethal shrapnel. They are an anti-infantry weapon and are particularly effective against high density concentrations of poorly-armoured opponents.&lt;br /&gt;
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These are basically the Skyhammer&#039;s and Typhoon Missile Launcher&#039;s bigger and more badass brother. Instead of small individual rockets, this thing saturates the land with explosive munitions.&lt;br /&gt;
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On tabletop, these are your standard anti-infantry missiles, 16pts for a pair gets you Assault 2d6 with the damage profile of a heavy bolter (and half a shot more on average). Shorter range than Hellfuries, but a better damage profile and more importantly are assault. You&#039;re putting these on a flier, so a 36&amp;quot; range really shouldn&#039;t be a problem.&lt;br /&gt;
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Maximum Dakka indeed.&lt;br /&gt;
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===Blackstar Rocket Launcher===&lt;br /&gt;
[[File:BlackstarRocket.jpg|200px|right|thumb|Blackstar Rocket Launcher]]&lt;br /&gt;
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The Blackstar Rocket Launcher is a weapon mounted on [[Deathwatch]] [[Corvus Blackstar]] gunships. Mounted on each wing of a Blackstar, it allows a barrage of missiles that are each selected the moment before firing to maximize the destruction it wreaks. It is the only weapon system on the Blackstar that is actually reliable in attacking enemy air vehicles. &lt;br /&gt;
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They can fire both incendiary Dracos Air-to-Ground Missiles or Air-to-Air Corvid Rockets, but as you already know, most opt in for the Corvids as the standard issue Assault Cannons do a better job at killing infantry than the Dracos.&lt;br /&gt;
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The Twin-Assault Cannons from the Blackstar can be swapped for Twin Lascannons for anti-vehicle and the missiles for Blackstar Rocket Launchers. However, despite the anti-infantry option from the Drcacos missile, most would just use the Assault Cannons instead, therefore, the Rocket Launcher is only used for the Corvid rockets which is the only decent weapon on the Blackstar at taking out flyers.&lt;br /&gt;
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===Taurox Missile Launcher===&lt;br /&gt;
[[File:Taurox_Missile_Launcher.JPG|200px|right|thumb|Taurox Missile Launcher]]&lt;br /&gt;
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Mounted on the [[FAIL|stupidly designed]] [[Taurox]].&lt;br /&gt;
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The Taurox Missile Launcher is a missile artillery array mounted on the Taurox Prime. It bares a [[Original character, do not steal|uncanny resemblance to the Soviet Katyusha rockets due to the whole &#039;put a rack of missiles on a truck&#039; schlick.]] Despite the [[FAIL]] of the Taurox, the missile launcher itself is extremely versatile, able to fire spreads of missiles over long distances and suppress distant enemy infantry and armor.&lt;br /&gt;
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However, despite the fluff, in 7th Edition, the Missile Launcher is pretty mediocre as it is your basic two-shot missile launcher in standard frag and krak. In 8th Edition, its mediocrity has gotten worse in terms of point cost efficiency. Don&#039;t even bother mounting them.&lt;br /&gt;
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So yeah, unlike the real Katyusha, these things aren&#039;t made of WIN.&lt;br /&gt;
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===Bellicatus Missile Array===&lt;br /&gt;
[[File:Bellicatus_Missile_Array.JPG|200px|right|thumb|Bellicatus Missile Array]]&lt;br /&gt;
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Imagine the Hyperios Missile Launcher&#039;s little cousin with an identity crisis. The Bellicatus Missile Array is a Missile Launcher weapon that looks like the fusion of multiple Space Marine turreted missile launchers reduced into a compact form. Seriously, this weapon can&#039;t decide whether it wants to be a anti-infantry, anti-tank or anti-air missile launcher; so it ended up saying &amp;quot;Fuck it!&amp;quot; and incorporated all of them in a tiny package. &lt;br /&gt;
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The Bellicatus Missile Array is primarily used by [[Primaris Marine|Primaris Space Marine]] [[Impulsor|Impulsor vehicles.]] These batteries are frequently used for those squads requiring additional fire support. Because the Magos who &#039;invented&#039; this wanted to cram in every single type of missile there is in one tiny weapons system, the missile launcher ain&#039;t the most prettiest to look at.  On the other hand, several vehicles with these would likely work together and result in the same number of each type of missile as it would if you had three Impulsors and each had one type of missile.  Just without your eggs being in one basket.&lt;br /&gt;
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On tabletop, this missile launcher is the ultimate jack-of-all-trades of missile launcher. You want to clear out that annoying infantry harassing your unit formation? Launch some Heavy D6, Strength 4, D1 frag missiles at their faces. Want to destroy that dangerous armored vehicle for the final killshot? Launch the Heavy 1, Strength 8, AP-2 D6 damage krak missiles to make sure that vehicle stops dead in its tracks. Want to deal with those hard-to-hit, nightmare-inducing flyers? Launch the Heavy D3, Strength 7, AP-1, D3 damage icarus missiles to make sure that bird goes down for good. All of these missiles have a decent range of 48&amp;quot;. Just don&#039;t expect the macross level of missile massacre you would traditionally see, such as the Hyperios.&lt;br /&gt;
&lt;br /&gt;
===Hammerstrike Missile Launcher===&lt;br /&gt;
[[File:Hammerstrike_Missile_Launcher.JPG|200px|right|thumb|Hammerstrike Missile Launcher]]&lt;br /&gt;
The Hammerstrike Missile Launcher is where the [[Storm Speeder#Hammerstrike|Storm Speeder Hammerstrike]] got its name from. &lt;br /&gt;
&lt;br /&gt;
An anti-armour weapon system fitted with Krak warheads. The Missile Launcher along with its sister weapons from the Storm Speeder has become the butt of jokes due to the fact that the gunner&#039;s head is exposed [[Fail|&#039;&#039;RIGHT BESIDE THE FIRING MECHANISM!&#039;&#039;]] Why Cawl decided that giving the poor bastard of what [[Count as|counts as]] a [[Sonic Weaponry|Sonic Weapon]] in all but name, we have no fucking clue.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, rules-wise, this thing is pretty beast, albeit, short-ranged. At 36&amp;quot;, you ain&#039;t hitting far especially on a flyer. But at S8 and AP-3, with the fact that you are dealing 3 Damage per missile. You could theoretically deal up to 24 Wounds in a single salvo. You could actually take down a Knight if the Dice Gods are in your favour. [[RAGE|Field several of these and your opponent would flip the table.]]&lt;br /&gt;
&lt;br /&gt;
===Sabre Missile Launcher===&lt;br /&gt;
[[File:Sabre_Missile_Launcher.JPG|200px|right|thumb|Sabre Missile Launcher]]&lt;br /&gt;
The Sabre Missile Launcher is one of the secondary weapons that could be attached to the [[Sabre Strike Tank]].&lt;br /&gt;
&lt;br /&gt;
These missile launchers are essentially a mini-version of the Hunter-Killer missile attachments. Bearing similarities to the regular old hand-held missile launcher, one of the pros for the Sabre Missile Launcher is that the Sabre Strike Tank is able to carry not one, [[Awesome|but four of these things.]]&lt;br /&gt;
&lt;br /&gt;
The missile launcher itself carries the aptly named Sabre Missiles, which offers the same punch as a regular hand-held missile launcher. If your Sabre is armed with the autocannon or volkite saker, it would make sense to have these to give your Sabre some needed anti-tank punch. However, if you have a neutron laser, the benefit for these becomes a bit more redundant.&lt;br /&gt;
&lt;br /&gt;
===Disruptor Missile Launcher===&lt;br /&gt;
[[File:Disrupter_Missile_Launcher.JPG|200px|right|thumb|Disruptor Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
The secondary weapon of the [[Skorpius Hover Tank#Skorpius Disintegrator|Skorpius Disintegrator]]. The Disruptor Missile Launcher is a hull-mounted missile launcher situated at the front of the giant killer rubber duck of a vehicle. The Skorpius Disintegrator mounts six of them - three on each side - and it is primarily a anti-tank and anti-vehicular missile launcher akin to the Hunter-Killer missile attatchments used by conventional Imperial vehicles.&lt;br /&gt;
&lt;br /&gt;
Crunch-wise, the Disruptor Missile Launcher packs quite a punch with heavy D6 shots and D3 damage a pop. At Strength 7 and AP-2, this weapon can do a whole world of hurt to light vehicles and conventional main-battle tanks. Whilst the random attack numbers and damage makes it unpredictable, you have six missile for you the launch, so chances are is that you are gonna cause some wounds by the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Seeing as how every single Skorpius Disintegrators come automatically with one, a handful of them can prove quite the pickle to handle if there is not enough armor support.&lt;br /&gt;
&lt;br /&gt;
===Hunter-Killer Missile ===&lt;br /&gt;
[[File:HK_MIssile_Launcher.JPG|200px|right|thumb|Hunter-Killer Missile]]&lt;br /&gt;
A single-use fire-and-forget krak missile packaged in a launch tube that is easily mounted to any vehicle. They are effectively Krak Missiles with massively extended range, although only one can be mounted on each vehicle for... [[derp|reasons]]?  They are also unique in that they are guided weapons with an on-board &amp;quot;logis-engine.&amp;quot; Sensors in the missile&#039;s nose transmit information on the target and surrounding environment to the logis-engine, which guides the missile in flight by manipulating its stabilizing fins, allowing the missile to match the target&#039;s movements and avoid obstacles. The missile&#039;s warhead is an impact fused shaped charge, designed for maximum armor penetration. Other instruments include an internal gyroscope for stable flight and a small battery to power the sensor and logis-engine.&lt;br /&gt;
&lt;br /&gt;
In-game, they are a cheap upgrade for most Imperial vehicles and walkers, as a quick way to add a bit of anti-armor punch to an armored personnel carrier or other light armor. However, it is arguably not an ideal upgrade for vehicles with a BS of 3 (4+ to hit), as being a one-shot weapon you&#039;ll never actually hit anything with it- it has the uncanny ability to miss every time it is fired. (Unless you stick one on Knight Commander Pask&#039;s tank, BS4 with re-rollable 1&#039;s to hit and to wound, use it to stun enemy artillery or instagib a warlord of Toughness 4 or below with no Eternal Warrior). In theory you could ignore all this and just take as many as you can in the hopes of alpha-striking the fuck out of your opponent, but the points you would spend doing so are probably better used elsewhere.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Weirdly, unlike real life rocket addons for tanks (such as the Tulip from WW2), the Imperium lacks a version to fight infantry (Frag) or as air-defence (Flakk).&amp;lt;/s&amp;gt; {{Blam}} {{Blam|That&#039;s what your lasguns and the venerable Hydra are for, Guardsman. To suggest otherwise is [[Belisarius Cawl|Tech-Heresy]]}}&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:HK_MIssile_Launcher_2.JPG&lt;br /&gt;
File:Hunter-Killer_Missile.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hellstrike Missile===&lt;br /&gt;
[[File:Hellstrike.jpg|200px|right|thumb|Hellstrike Missile]]&lt;br /&gt;
A Hunter-Killer in the air.&lt;br /&gt;
&lt;br /&gt;
A Hellstrike Missile is an Imperial solid-fuel air-to-surface anti-armor missile outfitted with a high-explosive warhead intended for use during ground support airstrikes. It is essentially identical in function to a Hunter-Killer Missile in that it is a guided weapon equipped with an on-board Cogitator known as a &amp;quot;Logis-Engine.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Sensors in the missile&#039;s nose transmit information on the location and movement of the target and the surrounding environment to the Logis-Engine, which alters the trajectory of the missile in flight by manipulating its stabilizing fins, allowing it to match the target&#039;s movements and avoid any obstacles. A Hellstrike Missile is larger than its Hunter-Killer counterpart and is often fired at high velocity while the aircraft deploying it is in flight. Hellstrike Missiles are a common armament on many forms of Imperial military aircraft.&lt;br /&gt;
===Hellfury Missile===&lt;br /&gt;
[[File:Hellfuries.JPG|200px|right|thumb|Hellfury Missile]]&lt;br /&gt;
A cousin of the Hellstrike Missile, this time, serving more of an anti-infantry weapon.&lt;br /&gt;
&lt;br /&gt;
The Hellfury Missile is an air-to-surface missile used by Imperial Aircraft such as the Vendetta Heavy Gunship and Vulture Gunship. Each missile is packed with incendiary sub-munitions, which burst in the air to cover a wide area. Therefore, they externally look very similar to the Hellstrike other than the difference in the payload.  Not always, though.  They usually are just explosive warheads and aircraft generally have large, independent missiles that hold cluster munitions instead.&lt;br /&gt;
&lt;br /&gt;
They are particularly useful against dug-in troops hiding behind cover and have proven highly effective in combat against Tyranid ground swarms.&lt;br /&gt;
&lt;br /&gt;
In 8th edition, Hellfuries are anti-infantry missiles that are expensive for the amount of shots you get. Therefore, they unfortunately haven&#039;t found their niche yet.&lt;br /&gt;
&lt;br /&gt;
===Skystrike Missile===&lt;br /&gt;
[[File:Skystrike_Missiles.JPG|200px|right|thumb|Skystrike Missile]]&lt;br /&gt;
Another cousin of the Hellstrike Missile found and used mainly by the [[Lightning Fighter]] and [[Thunderbolt Fighter]].&lt;br /&gt;
&lt;br /&gt;
The Skystrike Missile is one of the very many anti-air weapons used by the Imperium. As such, it bares an uncanny resemblance to the Hellstrike in appearances and function. The only difference really is that it is apparently &#039;cheaper&#039; but less sophisticated than the Hellstrike. The missile incorporates a conventional heat-seeking warhead for targeting the power signatures and engine exhaust of enemy aircraft rather than the more advanced Logis-Engines.&lt;br /&gt;
&lt;br /&gt;
Crunchwise it follows pretty much the same as the fluff. Cheaper at 15 points each, but only Heavy 1, S7, AP-2, D3 damage. Your dedicated anti-air missile, it gets +1 to hit against flyers but -1 against everything else. The strength here seems to be that you get to take 6 instead of only 4. But the damage for each unsaved wound is an average of 2 compared to Hellstrikes&#039; 4.4. Statistically, they are worse unless you are shooting at very specific targets like jet bikes or battle suits.&lt;br /&gt;
&lt;br /&gt;
===Stormstrike Missile Launcher===&lt;br /&gt;
[[File:Stormstrike_Missile_Launcher.JPG|200px|right|thumb|Stormstrike Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
A much better version of the Hunter-Killer missile by virtue of having the ability to [[Dakka|fire more missiles.]]&lt;br /&gt;
&lt;br /&gt;
Stormstrike Missiles on the Stormstrike Missile Launcher are a type of Missile used by Space Marines and most notably, from the [[Deathwatch]] chapter. They detonate with a thunderous boom that leaves those caught in the blast reeling and disorientated. They are employed by [[Stormraven Gunship]], [[Stormfang]], and [[Corvus Blackstar]] gunships for cases when the Space Marines &#039;&#039;really&#039;&#039; want to make enemy tank drivers cry.&lt;br /&gt;
&lt;br /&gt;
Due to their nature, Stormstrikes are pretty deadly against enemy armor. As the Corvus Blackstar comes standard issue with 2 of these badboys, the Stormstrike Missile Launchers are a serious threat to vehicles with 72&amp;quot; Heavy 1 S8 AP-3 D3. The black birds carry &amp;lt;u&amp;gt;&#039;&#039;&#039;&#039;&#039;[[Rape|four]]&#039;&#039;&#039;&amp;lt;/u&amp;gt;&#039;&#039; of them just to let you know, which is enough to kill most tanks in one salvo or severely cripple them in one shot.&lt;br /&gt;
&lt;br /&gt;
Because of this, the Stormstrike is generally preferred over the Blackstar Rocket Launcher as a) not a lot of players really use that much aircraft (Or at all), b) you have better anti-air alternatives as a Space Marines player and c) who the hell use a Corvus Blackstar (A plane design to carry troops and blow up ground units) for anti-air!?&lt;br /&gt;
&lt;br /&gt;
===Xiphon Rotary Missile Launcher===&lt;br /&gt;
[[File:Xyphon_Rotary_Launcher.JPG|200px|right|thumb|Xiphon Rotary Missile Launcher]]&lt;br /&gt;
The Xiphon Rotary Missile Launcher is a type of Missile Launcher launched from Imperial [[Xiphon Pattern Interceptor|Xiphon Pattern Interceptors]] and a crucial secondary armament for that aircraft. Its unique rotary system allows the Xiphon to rapidly launch multiple missiles in a compact form and is often found in the underbelly of the interceptor.&lt;br /&gt;
&lt;br /&gt;
This deadly weapons system is actually a more compact copy of a design more commonly found on heavy void fighters and incorporates sophisticated munitions with their own cluster-charged warheads and internal tracking auguries, mounted on a rapid-firing rotary magazine-fed launcher system. These weapons systems are efficient in their principal task of destroying enemy fighter craft but are flexible enough to be readily turned on armoured ground targets as well.&lt;br /&gt;
&lt;br /&gt;
On the Horus Heresy tabletop, this thing is a Heavy 2 S8 AP2 weapon that re-rolls successful Jink and cover saves and rolls d3 times per Penetrating hit, choosing the best one (and AP grants +1 on that table). This essentially turns your Xiphon into a [[Awesome|anti-tank flyer.]] We know you want it.&lt;br /&gt;
&lt;br /&gt;
===Aiolos Missile Launcher===&lt;br /&gt;
[[File:Aiolos.JPG|200px|right|thumb|Aiolos Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
Imagine the Cyclone Missile Launcher on Acid.&lt;br /&gt;
&lt;br /&gt;
The main secondary weapon of the Deredeo Pattern Dreadnought by virtue of the Deredeo Dreadnought having a chassis suitably large and stable enough to mount one. The Aiolos is a primarily anti-armor missile launcher meant for enemy armor on the move. However, it can just be as effective against high-altitude aircraft whilst the Quad-Linked Autocannons harass low-altitude aircraft, creating a formidable platform for air-defense.  &lt;br /&gt;
&lt;br /&gt;
The Aiolos missile launcher is noted for its capability of independently targeting enemies. This homing feature is deadly to the aforementioned high-altitude aircraft and is known to down many cocky pilots. Still, these weapons can just be as deadly against ground targets as air.&lt;br /&gt;
&lt;br /&gt;
Despite the potential as a good AA platform, the crunch place the Deredeo and the Aiolos primarily on the anti-armor category, much to the incompetence of GW.&lt;br /&gt;
&lt;br /&gt;
===Spicula Rocket System===&lt;br /&gt;
[[File:Spicula_Rocket_System.JPG|200px|right|thumb|Spicula Rocket System]]&lt;br /&gt;
&lt;br /&gt;
The Space Marines finally have their own Exorcist Missile Launchers.&lt;br /&gt;
&lt;br /&gt;
The Spicula Rocket System is a MLRS-system akin to that of the Exorcist Missile Launcher though in terms of design it seems to borrowed more from a WW2 Hedgehog anti-submarine weapon. It is one of the main weapons for the [[Legion Arquitor Bombard]]. Compared to the [[Grav-Weaponry#Graviton-Charge Cannon|Graviton-Charge Cannon]] which specializes in heavy and superheavy units and the [[Imperial Ordnance#Morbus Heavy Bombard|Morbus Heavy Bombard]] which is aimed towards medium armor. The Spicula Rocket System is designed to target multiple infantry units at once.&lt;br /&gt;
&lt;br /&gt;
With its warhead shape and its size, the Spicula Rocket System is like the Exorcist Missile Launcher&#039;s more petite and conventional brother. No surprise, as it seems that certain higher-ups at GeeDubs may have bitched about their company&#039;s favorite mascot not having a proper MLRS like the Sisters; as if the Space Marines needed &#039;&#039;anymore&#039;&#039; goddamned vehicles to the armor-stricken Sisters.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:SRS_back.JPG|Back view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exorcist Multiple Missile Launcher===&lt;br /&gt;
[[File:New Exorcist Missile Launcher.JPG|200px|right|thumb|Exorcist Multiple Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
The iconic pipe organ gun. The Exorcist Multiple Missile Launcher is a large device used primarily for destroying enemy emplacements and armored vehicles, used solely by the Ordo Hereticus. The main users are of course, the [[Exorcist]].&lt;br /&gt;
&lt;br /&gt;
The Exorcist Multiple Missile Launcher is basically an MLRS (Multiple Launch Rocket System, as the name would suggest) and it is used to pepper the battlefield with a rain of steel and explosives.&lt;br /&gt;
&lt;br /&gt;
It is unknown how the Exorcist manage to store all these missiles given the relatively tiny space the Rhino often exhibits. Nevertheless, the biggest question is how one manage to fire over a dozen missiles with the use of an organ keyboard. It could be stupid if it wasn&#039;t so [[Awesome|stupidly awesome.]]&lt;br /&gt;
&lt;br /&gt;
As such, the Exorcist Multiple Missile Launcher is great when it comes to killing off horde armies, but start to suffer against more heavily armored troops or vehicles. When that happens, you will have to rely on more harder hitting missile launchers to get the job done.&lt;br /&gt;
&lt;br /&gt;
====Exorcist Missiles====&lt;br /&gt;
&lt;br /&gt;
The main armament of the Exorcist Multiple Missile Launcher. The missiles fired from the Exorcist Multiple Missile Launcher are independently stabilizing high explosive armor piercing (HEAP) missiles that can crack open the armor of most infantry and light vehicles. However, despite this armor piercing quality, it lacks the overall strength and weight to be needed to harm larger vehicles. The small and slim size of the missiles is to obviously save weight and prevent hampering of the Rhino&#039;s speed.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Exorcist_Multiple_Missile_Launcher.jpg|Old variant.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Scorpius Launcher===&lt;br /&gt;
[[File:Scorpius_Launcher.jpg|200px|right|thumb|Scorpius Launcher]]&lt;br /&gt;
&lt;br /&gt;
The [[Dakka|more Dakka brother of the Whirlwind Missile Launcher]].&lt;br /&gt;
&lt;br /&gt;
The Scorpius Launchers are the primary weapons of the Whirlwind Scorpius. As the Whirlwind Scorpius is designed for killing a lot of things in rapid fashion, the Scorpius Launcher has been made to kill off hordes of infantry and even vehicles in one salvo. Contrast this to the more tactical Whirlwind whose limitation of four powerful missiles means that its strikes must be significant and destructive. &lt;br /&gt;
&lt;br /&gt;
The Scorpius Launcher projects implosive warheads devastating to armored infantry or light vehicles.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, whilst the Scorpius Launcher has only half the range of either of the Whirlwind&#039;s rocket types, the 3d3 S6 AP-2 D2 shots is still plenty to threaten hordes and light vehicles alike. And as an added bonus, [[MOAR DAKKA|it can fire twice in a shooting phase if the Scorpius hasn&#039;t moved in the movement phase.]]&lt;br /&gt;
&lt;br /&gt;
===Arcus Launcher===&lt;br /&gt;
[[File:Arcus_Launcher.JPG|200px|right|thumb|Arcus Launcher]]&lt;br /&gt;
The [[Awesome|more chad cousin]] of the Scorpius Launcher. The Arcus Launcher is a type of advanced Missile Launcher mounted on [[Space Marine]] [[Sicaran Arcus|Sicaran Arcus artillery tanks]] during the [[Great Crusade]] and [[Horus Heresy]].&lt;br /&gt;
&lt;br /&gt;
Combining the looks of a Scorpius Launcher with the internal mechanisms based upon the rotary missile launcher developed for the Xiphon Interceptor, the greater size of the mounting on the Sicaran hull allows for a more complex feed mechanism and the employment of multiple-warhead types. Over time, the advanced Arcus Launchers have broken down and in the 41st Millennium Sicaran Arcus tanks are commonly equipped with more basic rotary missile systems.&lt;br /&gt;
&lt;br /&gt;
On the [[Horus Heresy]] tabletop, this thing was [[Rape]] incarnate. With the Arcus warheads, it is a 36&amp;quot; S8, AP2, &#039;&#039;&#039;Heavy 4&#039;&#039;&#039; weapon that forces [[Troll|successful cover saves to be rerolled]] and if it stands still, the weapon can be fired [[Dakka|&#039;&#039;&#039;TWICE&#039;&#039;&#039;,]] so 8 shots in total. This tank makes 6th edition [[Eldar]] cry [[Cheese|looking at its cheese.]] [[Anal circumference|Penetration from these roll D3 time on vehicle damage chart and choose the highest result.]] It is also the best AA in a Legion army for +15pts, making them fire 4 twin-linked S7 AP3 rerolling successful cover saves hits, 8 hits again if it stands still. [[Powergamer|This beauty can even be set to destroy MC or infantry in an efficient way with 2 5&amp;quot; blast S5 AP4 or 4 S7 AP4 shots that deal instant death to most mechanicum robots.]]&lt;br /&gt;
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===Terrebrax Rocket Battery===&lt;br /&gt;
[[File:Terrebrax_Rocket_Battery.PNG|200px|right|thumb|Terrebrax Rocket Battery]]&lt;br /&gt;
The primary and &amp;lt;u&amp;gt;ONLY&amp;lt;/u&amp;gt; weapon system found on the [[Mole]].&lt;br /&gt;
&lt;br /&gt;
The Terrebrax Rocket Battery is a rocket system wrapped around the neck of the Mole like a belt conveyor. It is a weapon designed to blast through tough rock faces when it drills and it is capable of cycle-firing a rapid salvo of rockets to crack even the most stubborn redoubt of stone or plasteel. Once the Mole emerges into the surface, it can also still fire the rocket system at the enemy. However, given the way the weapon is structured and its unguided system, the weapon remains a highly inaccurate one that is only useful either against mass infantry or as a close-range assault suppression weapon.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, on the [[Horus Heresy]] tabletop, the Terrebrax Rocket Battery is a 48&amp;quot;, Strength 7, Heavy 12, 12 shot [[Wat|Autocannon]] with AP5. Why in the Emperah&#039;s tits that a mass rapid-firing rocket system have a similar type with an &#039;&#039;[[Lolwut|Autocannon]]&#039;&#039; of all weapons, rather than having the multiple blast templates that should come &#039;&#039;automatically&#039;&#039; with a weapon with the word &#039;rocket&#039; in its name, [[Derp|we have no idea.]]&lt;br /&gt;
&lt;br /&gt;
===Whirlwind Multiple Missile Launcher===&lt;br /&gt;
[[File:Whirlwind_multiple_missile_launcher.jpg|200px|right|thumb|Whirlwind Multiple Missile Launcher]]&lt;br /&gt;
The Whirlwind multiple missile launcher is mounted on the Space Marine [[Whirlwind Artillery Tank|Whirlwind vehicle.]] It is capable of firing various types of missiles, the most common types being the standard Vengeance missile or Incendiary Castellan missile. The Whirlwind can be loaded with multiple types of munitions, but can only launch one type at a time. The most current versions of the launcher, are either 2 pods of 5 missiles each, fired in tandem pairs, or larger missiles fired one at a time from 2 pods of 2 missiles each.&lt;br /&gt;
&lt;br /&gt;
The ammunition is as follows:&lt;br /&gt;
&lt;br /&gt;
====Vengeance Missiles====&lt;br /&gt;
Vengeance missiles are the standard warheads used by the Whirlwind. The Vengeance missile is a high explosive missile containing a proximity fuse, which detonates the missile close to the target, scattering deadly shrapnel over the entire area.&lt;br /&gt;
&lt;br /&gt;
====Castellan Missiles====&lt;br /&gt;
&lt;br /&gt;
Castellan missiles are defensive missiles, which upon detonating, scatter mines over a large area. They are often effective for denying an enemy an easy route for counter attacks. Sufficient mines are fired in each shot that the field will remain until the end of the battle.&lt;br /&gt;
&lt;br /&gt;
====Incendiary Castellan Missiles====&lt;br /&gt;
&lt;br /&gt;
Incendiary Castellan missiles are missiles that have exchanged the fragmentation charge for a volatile chemical warhead that blankets the blast area in searing flames. It is commonly used on targets inside structures which are protected from fragmentation blast. Even the most sturdy of defenses provide no protection and if by some chance the defenders inside the structure aren&#039;t burned to death, most die from the after vapors which kill them from the inside out.&lt;br /&gt;
&lt;br /&gt;
===Hyperios Missile Launcher===&lt;br /&gt;
[[File:Whirlwind_Hyperios_Missile_Launcher.JPG|200px|right|thumb|Hyperios Missile Launcher]]&lt;br /&gt;
The Hyperios Missile Launcher is a specialized, anti-aircraft missile launcher mounted on Space Marine Whirlwind Hyperios. It is capable of firing up to twenty Hyperios missiles at fast, low-flying targets, making it ideal for defense against ground-attack craft making strafing runs.&lt;br /&gt;
&lt;br /&gt;
Due to a lack of manpower for dedicated air defense units in Space Marine Chapters, It is common for Hyperios Missile Launchers equipped with automated remotely-activated defense systems to be utilized by Space Marine forces for local air defense. These automated platforms are dropped in by Thunderhawks, activated by the chapters Techmarines, and can be monitored via command vehicles.&lt;br /&gt;
&lt;br /&gt;
====Hyperios Missile====&lt;br /&gt;
&lt;br /&gt;
The Hyperios Anti-Aircraft Missile functions in a similar fashion to a Hunter-Killer Missile. Tracking equipment within the missile locks onto a target, which feeds information to a logis-engine. Once fired, the logis-engine manipulates the missile&#039;s fins in order match the target&#039;s movements, avoid obstacles, and destroy it. Most of the missile&#039;s mass is taken up by fuel needed to intercept fast-moving targets, allowing it to fly short distances at high velocity. The Hyperios missile does not contain enough fuel to reach high-altitude targets, which are better suited to Manticore AA missiles.&lt;br /&gt;
&lt;br /&gt;
===Hammerfall Missile Launcher===&lt;br /&gt;
[[File:Hammerfall_ML.JPG|200px|right|thumb|Hammerfall Missile Launcher]]&lt;br /&gt;
The Missile Launcher found exclusively on its namesake, the [[Hammerfall Bunker]]. &lt;br /&gt;
&lt;br /&gt;
The Hammerfall Missile Launcher is a suped-up Hyperios that fires either Superkrak or Superfrag missiles. What&#039;s so &#039;super&#039; about them, we have no fucking clue. Could be due to its larger size which could give it a larger warhead. This Missile Launcher as such would make for a spectacularly violent suppressive weapon, given the immobility and combat nature of the Hammerfall Bunker.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, these things are nasty. Each of them has an impressive 72&amp;quot; range, with the Superfrag being a Heavy 2D6 launcher with S6, AP0, D1 Blast weapon whilst the Superkrak being a Heavy 2 weapon with the stats being S10, AP-2, D6. Your Superfrags are gonna be turning MEQs and GEQs into burger patties with that blast template whilst your Superkraks would turn TEQs and vehicles inside out.&lt;br /&gt;
&lt;br /&gt;
===Vengeance Launcher===&lt;br /&gt;
[[File:Vengeance_Launchers.jpg|200px|right|thumb|Vengeance Launcher]]&lt;br /&gt;
Not to be confused with the [[Vengeance Grenade Launcher]].&lt;br /&gt;
&lt;br /&gt;
The Vengeance Launcher is an Imperial multi-chambered rocket battery which saturates a target area with fragmenting anti-personnel warheads. It is one of the primary weapons of the Space Marine [[Storm Eagle]] meant to complement its ground assault/transport role.&lt;br /&gt;
&lt;br /&gt;
Designed for close-range ground attack, this weapon allows the Adeptus Astartes Storm Eagle assault gunship to both clear a landing zone in a hostile area and continue to provide direct fire support once it has delivered its deadly cargo of Space Marines. &lt;br /&gt;
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The Vengeance Launcher itself is a 48&amp;quot; range missile launcher. At S5, AP4, this Heavy 2 weapon creates large blast templates every time it opens fire. Just like in fluff, this weapon is great against masses of infantry, however, heavier armoured vehicles or units could tank these blasts and continue to chug along.&lt;br /&gt;
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===Boreas Air Defence Missile===&lt;br /&gt;
[[File:Boreas_missiles-1.jpg|200px|right|thumb|Boreas Air Defence Missile]]&lt;br /&gt;
The Manticore&#039;s anti-air cousin. This is a new toy for the [[Dreadnought#Doredeo Pattern|Deredeo Dreadnought]] to play with. &lt;br /&gt;
&lt;br /&gt;
This missile system fires the Boreas (Not [[Indrick Boreale|Boreale]]) Air Defence Missiles, which turns your Doredeo into a perfect air-defense platform in times where you don&#039;t really need that much anti-tank and anti-armor weapons like the Anvilus autocannon battery or the Aiolos missile launcher. &lt;br /&gt;
&lt;br /&gt;
They can target a separate unit from the Deredeo’s main weapons and can even ignore intervening obstacles if the enemy is outside the bearer’s line of sight, which would make the Doredeo a proverbial pain in the ass for flyer-heavy players. Like the Manticore, the Boreas is limited to four missiles in a game, making these weapons situational but strategic against heavily-armed air assets like [[Thunderhawk|Thunderhawks]] or the [[Ares Gunship]].&lt;br /&gt;
&lt;br /&gt;
The Boreas is often paired with the anti-armor Volkite Falconet Battery to make the Doredeo a slow-hitting but hard-punching weapon system.&lt;br /&gt;
&lt;br /&gt;
===Manticore Missile===&lt;br /&gt;
[[File:Manticore_Missile.jpg|200px|right|thumb|Manticore Missile]]&lt;br /&gt;
The primary weapon of the [[Manticore Rocket Launcher|Manticore]], the individual missiles of a Manticore can evaporate anything that is not dressed in Power Armor.&lt;br /&gt;
&lt;br /&gt;
The missile is divided into five sections: a fuse, the control and guidance equipment, the electrical unit, an explosive warhead and a propellant container for the two-stage solid fuel rocket. The first stage, a starting rocket, launches the missile into the air where the main in-flight rocket motor kicks in, propelling it to speeds of 1,080 kph. The standard Manticore missile&#039;s warhead is a high explosive fragmentation device capable of causing damage to a wide variety of targets including battle tanks. It can also be replaced by any number of alternatives, such as an oxy-phosphor incendiary warhead or chemical warhead for anti-infantry firepower or an Interceptor warhead for targeting high-altitude enemy aircraft. The standard missile has an operational range of 30 kilometers.&lt;br /&gt;
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===Skyspear Missile Launcher===&lt;br /&gt;
[[File:SkyspearLauncher.jpg|200px|right|thumb|Skyspear Missile Launcher]]&lt;br /&gt;
Ahhh...the famous corpse cannon.&lt;br /&gt;
&lt;br /&gt;
The Skyspear Missile Launcher is a type of surface-to-air Missile Launcher mounted on Space Marine [[Hunter Multi-Launcher Vehicle|Hunters.]] These launchers are able to fire a salvo of missiles, each of which is guided by the [[Wat|interred remains of a Chapter Serf.]] The very aspect on using a dead guy to aim your missiles had been a source for [[Skub|intense and passionate debates]] on the type of [[Drugs]] GW had been smoking in order to come out with such an idea.&lt;br /&gt;
&lt;br /&gt;
The missile itself is extremely powerful, able to blow apart [[Tau]] [[Barracuda|Barracudas]] to [[Eldar]] [[Vampire Raider|Vampire Raiders.]] It can even destroy creatures such as [[Bloodthirster|Bloodthirsters]] and [[Hive Tyrant|Hive Tyrants.]] Although in the case for the former, how a single missile can take out a creature that can give even the [[Dreadknight|giant baby carriers]] a run for its money is unknown. Unless it is a [[Deathstrike missile|Deathstrike]], we ain&#039;t seeing how this is possible.&lt;br /&gt;
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In 8th Edition, the Skyspear for [[Derp|&#039;&#039;some&#039;&#039; reason is no longer explicitly AA.]] This weapon delivers a high strength hit equal to a lascannon, re-rolling missed hits whether the model is flying or not.&lt;br /&gt;
&lt;br /&gt;
While not an efficient damage dealer, the entire Hunter tank is a steal for its points. Exact same base cost as a Predator while making the leap from T7 to T8, and getting a free 5&#039; range lascannon that can reroll hits. Won&#039;t spit out as much damage as your other Heavy Support options, but incredibly reliable.&lt;br /&gt;
{{clear}}&lt;br /&gt;
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===Ironstorm Missile Pod===&lt;br /&gt;
[[File:Ironstorm.jpg|200px|right|thumb|Ironstorm Missile Pod]]&lt;br /&gt;
Basically a baby Apocalypse Missile Launcher.&lt;br /&gt;
&lt;br /&gt;
Mounted on the back of the Questor Imperialis, the [[Imperial Knight]], and by the [[Daemon Knights|Renegade Knights]] of the Questor Traitoris. This missile pod is used to blast bloody holes against massed infantry assaults, and it is most effective against light- to medium-armoured opponents (72&amp;quot; S5 AP4, Heavy 1, Large Blast, Barrage).&lt;br /&gt;
&lt;br /&gt;
It can engage targets at a long range and fire missiles that explode and saturate a sizable blast radius. It is most effective against light to medium-armored foes and massed infantry assaults.&lt;br /&gt;
&lt;br /&gt;
There are multiple variants of the Missile Pod.&lt;br /&gt;
&lt;br /&gt;
====Ironstorm with Six Missile Tubes==== &lt;br /&gt;
The standard variant of the Ironstorm Missile Pod, this version features six missile tubes.&lt;br /&gt;
====Ironstorm with Four Missile Tubes====&lt;br /&gt;
An uncommon variant of the Ironstorm Missile Pod, this version features four missile tubes, holding less ammunition than the standard variant.&lt;br /&gt;
====Ironstorm with Two Missile Tubes====&lt;br /&gt;
A rare variant of the Ironstorm Missile Pod, this version features only two missile tubes, holding a great deal less ammunition than the standard variant.&lt;br /&gt;
====Porphyrion Ironstorm Missile Pod====&lt;br /&gt;
A large variant of the Ironstorm Missile Pod that is used by the Acastus Knight Porphyrion. This version is much larger than the standard, featuring sixteen missile tubes, along with the ability to be raised and lowered into the Porphyrion&#039;s upper carapace. This version of the Ironstorm Missile Pod can also be outfitted with Helios Defence Missiles, which are used to defend the massive Knight from enemy aircraft. &lt;br /&gt;
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===Stormspear Rocket Pod===&lt;br /&gt;
[[File:Stormspear.jpg|200px|right|thumb|Stormspear Rocket Pod]]&lt;br /&gt;
The Ironstorm&#039;s more [[Dakka]] brother.&lt;br /&gt;
&lt;br /&gt;
Another pod mounted on the back of the Questor Imperialis, the [[Imperial Knight]], and by the [[Daemon Knights|Renegade Knights]] of the Questor Traitoris. This carapace-mounted weapon fires self-propelled projectiles tipped with armor-piercing warheads. Only accurate at medium range, they are best employed versus heavily armored infantry or moderately armored vehicles. The launcher itself is capable of firing their payloads in successive volleys of three.&lt;br /&gt;
&lt;br /&gt;
It fires self-propelled projectiles tipped with armor-penetrating warheads and is used against heavily armored infantry or moderately armored vehicles (48&amp;quot; S8 AP3, Heavy 3).&lt;br /&gt;
&lt;br /&gt;
Like its brother, there are many variants of this weapon.&lt;br /&gt;
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====Stormspear with Eighteen Rocket Tubes====&lt;br /&gt;
The standard variant of the Stormspear Rocket Pod, this version features eighteen rocket tubes.&lt;br /&gt;
====Stormspear with Eight Rocket Tubes====&lt;br /&gt;
An uncommon variant, this version features only eight rocket tubes, holding less ammunition than that of the standard pattern.&lt;br /&gt;
&lt;br /&gt;
====Stormspear with Twenty-Four Rocket Tubes====&lt;br /&gt;
A rare variant, this version features twenty-four missile tubes, and consequently holds much more ammunition than that of the standard pattern. This version uses a larger overall pod design to accommodate the additional rocket tubes.&lt;br /&gt;
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===Spiculus Bolt Launcher===&lt;br /&gt;
[[File:Spiculus.JPG|200px|right|thumb|Spiculus Bolt Launcher]]&lt;br /&gt;
&lt;br /&gt;
The Aiolos&#039; big brother and the Cyclone&#039;s gold-encrusted father.&lt;br /&gt;
&lt;br /&gt;
The Spiculus Bolt Launcher is a type of large Missile Launcher used by the [[Adeptus Custodes]]. These arrays, resembling the smaller Cyclone Missile Launcher or Apocalypse Missile Launcher, are typically mounted on the [[Telemon Heavy Dreadnought|Telemon Heavy Dreadnoughts.]]&lt;br /&gt;
&lt;br /&gt;
Because they are mounted on the biggest and baddest of the golden bois, the Spiculus Bolt Launcher is deadly against all types of targets and enemies. A one-hit KO to speak simply. Anything that missile hits, it destroys.&lt;br /&gt;
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The Telemon Dreadnought is an [[Cheese|absolute monster of a machine on tabletop,]] with every weapon it carries being considered a god damned [[Rape|rape machine.]] The Bolt Launcher is no different &#039;&#039;especially&#039;&#039; if the Telemon stands still. If it doesn&#039;t move, the golden hulk can shoot its Spiculus Bolt Launcher (24” heavy 5 S5 ap-2 D1) &amp;lt;u&amp;gt;&#039;&#039;&#039;[[Dakka|twice]]&#039;&#039;&#039;&amp;lt;/u&amp;gt;  by itself which makes it a perfect back field camper for chewing GEQ’s.&lt;br /&gt;
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===Shieldbreaker Missile===&lt;br /&gt;
[[File:Shieldbreaker_Missiles.PNG|200px|right|thumb|Shieldbreaker Missiles]]&lt;br /&gt;
The main secondary weapon of the new Imperial Knight Dominus. The Shieldbreaker Missiles can come in a configuration of either one or two depending on your preferences. They are mounted on the back or the shoulders in order to resemble the Warlord Titan. &lt;br /&gt;
&lt;br /&gt;
In fact, these are the most ridiculously advanced (not to say magical) missiles in all of the Imperium&#039;s armory. They are designed to avoid any kind of energy/spiritual shield the target can put up, and manage to do so by using empyric cascade micro-generators controlled by Machine Spirits that teleport the missiles through the Warp for a few milliseconds, reemerging just inside the target&#039;s barrier. This is why in-game they negate invulnerable saves.&lt;br /&gt;
&lt;br /&gt;
These missiles are meant to break apart vehicles in precise shots. Whilst the Siegebreaker Cannons are aimed towards light vehicles and mass infantry formations of MEQs, the Shieldbreaker Missiles are definitely aimed at heavier vehicles such as battle tanks and artillery.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Shieldbreaker Missiles are a bit situational due to the amount of fantastic anti-superheavy and anti-vehicle weapons that both variants of the Knight Dominus carries. On one hand it’s a one-shot missile, so you are restricted to either two to four missiles depending on your weapon configuration. On the other hand, it’s Str 10, AP -4, D6 Damage Heavy 1 weapon that has an ability that gives Invulnerable Saves the proverbial middle finger if it successfully wounds. Thus, a proper tactic is that this missile can be the &#039;killing blow&#039; to a weakened character or unit.&lt;br /&gt;
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===Helios Defense Missile Pod===&lt;br /&gt;
[[File:HeliosMissile.jpg|200px|right|thumb|Helios Defense Missile Pod]]&lt;br /&gt;
The personal FUCK OFF anti-air and anti-vehicle missile contraption exclusive to the Knight Porphyrion, cause they&#039;re too big to carry &#039;kiddie toys&#039; like the Stormspear and Ironstorm Weapon Pods found on smaller Knight Patterns.&lt;br /&gt;
&lt;br /&gt;
The Helios Defense Missile is a type of Missile used by the Imperium of Man to protect ground-based vehicles and installations against enemy aircraft. The Helios Defence Missile is known to have been used in the Ironstorm Missile Pod, however the large size of the missiles makes it impractical to house it in a small missile pod. Hence, the specially built missile pod of the Porphyrion is the only one capable of carrying and firing in large bulk. These missiles are equipped if the Knight is heading into battle-zones where the danger from airborne assault is apparent.&lt;br /&gt;
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It is only outclassed by the Apocalypse Missile Launcher in both size and devastation.&lt;br /&gt;
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===Praetor Multiple Missile Launcher===&lt;br /&gt;
[[File:Praetor_Multiple_Missile_Launcher.JPG|200px|right|thumb|Praetor Multiple Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
Carried by a Crassus transport that has replaced its troop capacity with missile racks called the [[Crassus Armored Assault Transport#Praetor Armoured Assault Launcher|&#039;&#039;&#039;PRAETOR ARMOURED ASSAULT LAUNCHER&#039;&#039;&#039;.]] Bigger than the Helios by sheer basis of having [[/d/|bigger and thiccer missiles.]] &lt;br /&gt;
&lt;br /&gt;
Similar to the Helios Defense Missile Pod, it is designed to fold in relatively neatly when not in use. Its large missile racks enable it to be fitted with a number of different munition types. Thus, it is capable of firing apocalyptic levels of dakka with three distinct payload options.&lt;br /&gt;
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====Foehammer Missiles====&lt;br /&gt;
Fires high-yield explosives designed to penetrate armour in a hard-hitting and devastating barrage, which can be used against the ground-based enemy vehicles or enemy-held objects to surely turn tanks into scrap metal.&lt;br /&gt;
&lt;br /&gt;
====Firestorm Missiles====&lt;br /&gt;
Launches a number of small incendiary rounds that saturate an area with flame. Think of it as something like a cluster bombs with a more fiery affect akin to a saturation bombing, or the poor man&#039;s/limp dick version of a thermobaric bomb.&lt;br /&gt;
&lt;br /&gt;
====Pilum Missiles====&lt;br /&gt;
Anti-air rockets capable of defending the Praetor from aerial foes; sophisticated tracking systems in its AA mount constantly monitoring skies for potential airborne targets although generally less suited than a dedicated anti-air vehicle.&lt;br /&gt;
&lt;br /&gt;
===Apocalypse Missile Launcher===&lt;br /&gt;
[[File:Apocmiss.jpg|200px|right|thumb|Apocalypse Missile Launcher]]&lt;br /&gt;
Strapped to the back of a [[Reaver Battle Titan]], the Apocalypse Missile Launcher does just that: spraying an area in explodey goodness capable of devouring waves of infantry and tanks alike.&lt;br /&gt;
&lt;br /&gt;
The Apocalypse Missile Launcher unit is comprised of the Apocalypse Launcher loaded with 20 rockets, packaged in two 10-rocket pods. The launcher, mounted on a Titan&#039;s chassis, is a highly automated self-loading and self-aiming system. It contains a fire control computer that integrates the vehicle and rocket-launching operations. The rockets can be fired individually or in ripples of 2 to 20. Accuracy is maintained in all firing modes because the launcher&#039;s computer re-aims the launcher between rounds. &lt;br /&gt;
&lt;br /&gt;
The weapon consisting of the multiple missile-tubes is capable of launching an immense barrage of explosive fire. The destructive potential of just one Apocalypse launcher is equivalent to an entire Imperial Guard artillery company. The missiles fired by an Apocalypse launcher travel at supersonic speeds, and just one salvo is enough to flatten an entire square kilometer of area.&lt;br /&gt;
&lt;br /&gt;
This weapon can fire guided and unguided projectiles and can hit a target a substantial distance away. The Apocalypse Missile Launcher is often employed using &amp;quot;shoot-and-scoot&amp;quot; tactics -- firing its rockets rapidly, then moving away to avoid counter fire. &lt;br /&gt;
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The [[Warmaster Heavy Battle Titan]] can [[MoreDakka|slap two of these]] on its carapace mounts.&lt;br /&gt;
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Its Eldar equivalent is the Revenant Missile Launcher.&lt;br /&gt;
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===Revelator Missile Launcher===&lt;br /&gt;
[[File:Revelator_missile_launcher.JPG|200px|right|thumb|Revelator Missile Launcher]]&lt;br /&gt;
The Revelator Missile Launcher is the secondary armament of the [[Warmaster Heavy Battle Titan]].&lt;br /&gt;
&lt;br /&gt;
This weapon system functions something alike the [[Apocalypse Missile Launcher]] mounted on lesser Titans (which the Warmaster can still mount two of, as mentioned previously), the main difference however, is that the Revelator Missile Launcher sacrifices missile stockpile for GIANT ECKS BAWKS HUEG EXPLOSIONS. Hence, it only carries six large and powerful missiles in total.&lt;br /&gt;
&lt;br /&gt;
This makes the Revelator Missile Launcher less suited for artillery against massed infantry and more appropriate in giving fortresses and enemy Titans a [[Anal circumference|new asshole.]] It&#039;s an anti-Titan missile for all intents and purposes and, given the role of the Warmaster, this shit is complementary.&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], the Revelator Missile Launcher sits in the middle between the Apocalypse Missile Launcher and the Warp Missile Rack.&lt;br /&gt;
&lt;br /&gt;
===Hellion Missile ===&lt;br /&gt;
[[File:Hellion_Missile.jpg|200px|right|thumb|Hellion Missile]]&lt;br /&gt;
A giant Hunter-Killer Missile.&lt;br /&gt;
&lt;br /&gt;
Attached to the side of the Epic Stormblades casemate was a single shot Anti-Titan missile.  The missile&#039;s warhead consists of an adamantium penetrator sleeve within which is encased a relatively small plasma warhead. &lt;br /&gt;
&lt;br /&gt;
The armored sleeve ensures that plasma warhead has penetrated deep into the target before it detonates, releasing white-hot plasma. It was there to help kick in the teeth of any titan that came around the corner, but fairly pointless against Gargants.&lt;br /&gt;
&lt;br /&gt;
It was once common for Imperial Guard Stormblades to mount whole racks of these missiles to assist in bringing down the heaviest Titans. [[Not As Planned|Unfortunately this arrangement left the missiles exposed to enemy fire,]] [[FATAL|which could cause the warhead to suddenly detonate if it suffered damage, and led to the loss of a number of Stormblades before the practice was officially stopped.]]&lt;br /&gt;
&lt;br /&gt;
===Deathstrike Missile===&lt;br /&gt;
[[File:Deathstrike_Missile.jpg|200px|right|thumb|Deathstrike Missile]]&lt;br /&gt;
An explosive set to [[Angry Marines|Maximum Fuck]] and strapped to a truck, an impact of this weapon will fucking END anything hit by it. A single ICBM made of [[Rage|FUCK YOU]] out for your blood would make anyone think twice.   Batteries of these helped out in the Battle for Armageddon when fired from literally the opposite side of the planet. The missile can carry a variety of payloads, though the most common in use is a plasma warhead able to vaporize a vast area of land. Tactical, biological, and the aptly named titan-killer warheads also exist. But by far the deadliest and rarest is the dreaded [[Warp Weapons|Vortex Missile]].&lt;br /&gt;
&lt;br /&gt;
The deployment of a single Deathstrike Missile Launcher is a complicated procedure that requires a huge investment of resources and many religious and administrative rituals by the Adeptus Mechanicus and Administratum respectively. [[Fail|As such, the deployment can take months to complete.]] Instead of just dick-slapping the big red button. Moreover the large lumbering launch vehicles often require their own dedicated escort and presents foes with a valuable and soft target. Except it’s range is such you can plop it down and fire from literally anywhere on the planet.  For the Departmento Munitorum, simple logistics has precluded its deployment in all but the most extreme circumstances.  That said, when shit hits the fan the Guard&#039;s leadership really don&#039;t give a fuck about whining adepts&#039; opinions and start smashing big red buttons.  Thank the Emperor.  Thank God-Emperor you can justify almost anything by saying “It worked, so the Machine Spirits were pleased, so you have no right to complain unless you’re a dirty heretic.”&lt;br /&gt;
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===Warp Missile Rack===&lt;br /&gt;
[[File:Warp_Missile_Rack.JPG|200px|right|thumb|Warp Missile Rack]]&lt;br /&gt;
&lt;br /&gt;
Hey! Ya know how the Deathstrike can be upgraded into a Vortex Missile for maximum FUCK? Now imagine that, [[Powergamer|but supersized]] and mounted on the carapace of a [[Reaver Battle Titan]]. Congrats! [[Awesome|You now have a weapon that can reliably threaten the walking cheesemongers known as]] [[Warlord Battle Titan|Warlord Battle Titans.]] The Warp Missile Rack is a missile launching system that is big enough to house only one Warp Missile per mission. It is a relatively medium to long ranged missile, but it is not the ICBM that is the Deathstrike Missile. This is due to the fact that the missile itself is not long enough to go into the outer atmosphere due to its short length relative to its size (Which means less fuel to launch the missile into space), as well as the fact that Reaver Titans are front line support Titans and as such, ICBM capabilities are not as needed.&lt;br /&gt;
&lt;br /&gt;
The [[Warp Missile]] itself is one of the rarest and most powerful munitions available to Reaver Titan Princeps. Mounted atop the god-machine’s carapace, the Warp Missile can be fired just once. Equipped with a miniature warp engine like those on starships, when fired it briefly enters the warp and emerges within an enemy Titan’s shields, [[Meme|attacking its weak point for MAXIMUM damage.]] Contrast this to the Vortex Missile which tears open a hole in spacetime and sucks everything inside the [[Warp]], the Warp Missile acts more like a [[C&#039;tan Phase Weapons|C&#039;tan Phase Weapon]] just on a titanic scale.&lt;br /&gt;
&lt;br /&gt;
As such, the Warp Missile Rack is a powerful addition to your Reaver Titans, giving them a one-shot weapon that bypasses shields. This is useful in pegging down Warlords a notch or two. It also gives Reavers some well needed niche as a &#039;light&#039; anti-Titan walker, given the fact that the introduction of the [[Warbringer Nemesis Titan]] has pushed Reavers to near obsolescence. &lt;br /&gt;
&lt;br /&gt;
The weapon has so far only appeared in the [[Adeptus Titanicus/Tactics|Adeptus Titanicus game]], implying it&#039;s only rarely deployed to Titan vs Titan battles.  To be fair, there are few other circumstances when such a weapon would be useful anyway.&lt;br /&gt;
&lt;br /&gt;
===Doomstrike Missile Launcher===&lt;br /&gt;
[[File:Doomstrike_Missile_Launcher.jpg|200px|right|thumb|Doomstrike Missile Launcher]]&lt;br /&gt;
A missile that can nuke an entire tabletop game in one shot.&lt;br /&gt;
&lt;br /&gt;
Take a Deathstrike Missile, remove its ICBM capabilities and fill it up with even more explosives. You will get the Doomstrike Missile Launcher, the third largest land based missile launcher to date. Bigger then every other faction&#039;s by a large margin.&lt;br /&gt;
 &lt;br /&gt;
So huge it can only be used by the [[Imperator Battle Titan]], this is a highly accurate missile launcher with a high rate of fire. It gains its accuracy by way of leveling the entire half of the city that the enemy is on so that his destruction is assured.&lt;br /&gt;
&lt;br /&gt;
The Warmonger-class Titan variant of the notable variant of the Imperator Titan mounts not one but &#039;&#039;eight&#039;&#039; of these badboys on one gun arm. This is unsurprising given that the Warmonger specializes in its deep strike/fire-support capability. Saturating a entire city in long range bombardment and [[Dakka]].&lt;br /&gt;
&lt;br /&gt;
The Doomstrike Missile earns its namesake as one of the most killy weapons available. Orks wish they can build an awesome missile such as this.&lt;br /&gt;
&lt;br /&gt;
You ask why the Imperial Guard doesn&#039;t stick this on a vehicle to use in large numbers since it apparently has far less logistical concerns than Deathstrikes?  The reason is that you&#039;re a fucking heretic for daring to use common sense.&lt;br /&gt;
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===Hellfire Missile===&lt;br /&gt;
[[File:Hellfire_Missile.jpg|200px|right|thumb|Hellfire Missile]]&lt;br /&gt;
&lt;br /&gt;
(Not to be confused with the real-world anti-tank missile of the same name.)&lt;br /&gt;
&lt;br /&gt;
You want to give the enemy the ultimate middle finger. You want to absolutely annihilate his entire army, city, mountain villa, private jet, luxury cars and his pet dog all in one go? Don&#039;t worry we have a solution for you! Move over Doomstrike cause there is a new big kid in town.&lt;br /&gt;
&lt;br /&gt;
A Deathstrike grown several orders of magnitude too large. A Hellfire Missile is capable of annihilating massive swathes of enemy infantry in one go. These things dwarfs the Doomstrike in both size and tonnage.&lt;br /&gt;
&lt;br /&gt;
The Hellfire Missile is basically a giant thermonuclear warhead that is able to threaten entire Titan legions. These things are so big and massive that they are as tall as a Warhound or even Reaver Titan. &lt;br /&gt;
&lt;br /&gt;
As such only the biggest warmachines  are able to carry them without resorting to a stationary silo. One of which is the [[Ordinatus Golgotha]] which can carry up to [[Rape|&#039;&#039;six&#039;&#039;]] of these monsters.&lt;br /&gt;
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{{40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
&lt;br /&gt;
== Squat ==&lt;br /&gt;
===L7 Missile Launcher===&lt;br /&gt;
[[File:Handheld_L7_Missile_Launcher.PNG|200px|right|thumb|L7 Missile Launcher (Handheld Version)]]&lt;br /&gt;
The L7 Missile Launcher is a type of heavy Missile Launcher used by the [[Leagues of Votann]]. It is known to be mounted on vehicles such as the [[Sagitaur ATV]]. Here, the L7 occupy one-half of a larger weapon system, where it consists of the right side which sits seven anti-personnel missiles that deals high splash damage (More of this can be read below under Sagitaur Missile Launcher).&lt;br /&gt;
&lt;br /&gt;
Certain [[Hearthkyn Warrior]]s are able to carry mobile and man-portable versions of these. Although, rather than having two missile boxes, the hand-held version only has one. It can be assumed that the man-portable version has the entire box magazine being detachable, and that the camera-looking thing at the bottom of the missile box would be something like a [[markerlight]] to allow the missiles to home at the target and &#039;fire-and-forget&#039;. The hand-held version do have something like an additional magazine at the bottom, although it is likely to be a battery to power up the entire weapon system.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the L7 Missile Launcher comes with 2 profiles, a Focused shot at 30&amp;quot; HunTR 1, S9 AP-2 Dd6 and a Blast shot at 30&amp;quot; HunTR d6, S5 AP-1 D1. A versatile weapon that adds a bit of punch to your squad.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
L7Missile.jpg|Sagitaur Version (Right-side)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sagitaur Missile Launcher===&lt;br /&gt;
[[File:L7Missile.jpg|200px|right|thumb|Sagitaur Missile Launcher]]&lt;br /&gt;
The generically named Sagitaur Missile Launcher is one of the primary weapons of the [[Sagitaur ATV]]. The Missile Launcher is actually two weapons in one and consists of a wider weapon system. On the right side of the weapon is the aforementioned L7 Missile Launcher. While the left side houses four anti-armour missiles against tanks and equivalents, making this a very versatile weapon system.&lt;br /&gt;
&lt;br /&gt;
Now this interesting weapon had an interesting [[Skub]] history, [[Cheese|but not in the way you expect.]] For one thing, there has been plenty of [[derp|confusion]] on what the damned thing looks like. Early Warhammer Community seems to insinuate that the L7 Missile Launcher &#039;&#039;is&#039;&#039; the Sagitaur Missile Launcher, but the crunch &#039;&#039;clearly&#039;&#039; highlights that there are in fact, &#039;&#039;two&#039;&#039; different missile launchers that the Sagitaur could mount.&lt;br /&gt;
&lt;br /&gt;
This confusion is further hampered by the fact that the regular Hearthkyn Warriors can carry models of the actual L7, which in itself looks &#039;&#039;very&#039;&#039; similar to half of the design of the missile launcher mounted on the Sagitaur. So, whether this means that the Sagitaur Missile Launcher is either an upscaled L7, or actually &#039;&#039;THE&#039;&#039; missile launching weapon shown in various promos, or represents the other half of the missile launcher turret (with the L7 occupying the right-hand side) remained in perpetual limbo for several months until the release of the Sagitaur ATV as an independent unit by GeeDubs in late October.&lt;br /&gt;
&lt;br /&gt;
With the release of the Sagitaur ATV page in GeeDubs&#039; store gave us both an actual scale model between the Sagitaur ATV with a [[Space Marine|SPEHSS MEHREEN]] &#039;&#039;and&#039;&#039; the sprue mould of the entire model &#039;&#039;including&#039;&#039; all of its weapons. Through hefty investigations, it came to the conclusion that, despite what GeeDubs states on the vehicle having [[Bullshit|&#039;&#039;four weapon turrets&#039;&#039;]], the actual model only comes with three. Moreover, the L7 Missile Launcher section that comes with it, is much bigger than the ones the Hearthkyns use. Because of this, elegen/tg/entlemen had come to a conclusion that the Sagitaur Missile Launcher is most likely a wider missile launching system in which the L7 formed one-half of it, whilst the &#039;&#039;actual&#039;&#039; unique Sagitaur-exclusive Missile Launcher as shown in the crunch, represents the left-side (I.e. the one with the &#039;&#039;bigger&#039;&#039; missiles) of the overall weapon system.&lt;br /&gt;
&lt;br /&gt;
All of this confusion could honestly be avoided if GeeDubs just made the L7 an infantry-exclusive weapon whilst the Sagitaur gets the bigger missile launcher and call it as its own. [[Fail|But that&#039;s GW for you.]]&lt;br /&gt;
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With all said and done, lets go to the crunch. On the tabletop, this weapon system is a 36&amp;quot; Heavy 2, S10 AP-3 D3. Oddly enough, found on the Sagitaur and costing 10 points. Very strong, but the low rate of fire means you probably won&#039;t do too much damage with this. Probably best used to give lighter vehicles something to think about, but you can also sucker punch a weakened tank if the opportunity presents itself.&lt;br /&gt;
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===Hekaton VLS===&lt;br /&gt;
[[File:Hekaton_VLS.JPG|200px|right|thumb|Hekaton VLS]]&lt;br /&gt;
The Hekaton VLS (Verticle Launch System) is a missile weapon system used on the [[Leagues of Votann]]&#039;s [[Hekaton Land Fortress]].&lt;br /&gt;
&lt;br /&gt;
A first for 40k in the fact that is uses a VLS as its primary form of missile launch sequence. The Hekaton VLS can hit anything, anywhere due to the way it is constructed. The VLS is protected by a hatch which can be opened when primed for firing. Capable of housing seven missiles, the VLS can be equipped with either the haywire-causing single-shot &#039;&#039;&#039;Ancestor&#039;s Vengeance Warhead&#039;&#039;&#039;, a dozen infantry-shredding and frag-bursting &#039;&#039;&#039;Kin&#039;s Wrath Warhead&#039;&#039;&#039; or a few tank-busting armour-piercing &#039;&#039;&#039;Mountain Breaker Warhead&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
On tabletop, this translates to a 36&amp;quot; missile launcher that can hit anywhere within its radius. For the Ancestor&#039;s Vengeance Warhead, it is a Heavy D6, S6, AP-2, D2 missile and could only be shot once per battle. The weapon can target units that are not visible due to its VLS nature, and when it hits a vehicle, that attack has a damage characteristic of 3 and an unmodified wound roll of 4+ if successfully wounding a target. On the other hand, the Kin&#039;s Wrath Warhead is a Heavy 2D6, S6, AP-2, D2 ATGM that creates a blast. Lastly, the Mountain Breaker Warhead is a Heavy 1, S10, AP-3, D6 tank buster of a weapon. So you have a missile launcher that can perforate light vehicles, MEQs, TEQs, tanks and superheavies. &#039;&#039;Nice&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ancestor_Warhead.PNG|Ancestor&#039;s Vengeance Warhead&lt;br /&gt;
Kin&#039;s_Wrath_Warhead.PNG|Kin&#039;s Wrath Warhead&lt;br /&gt;
Mountain_Breaker_Warhead.PNG|Mountain Breaker Warhead&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Doomstorm Missile===&lt;br /&gt;
[[File:Doomstorm_Missile.jpg|200px|right|thumb|Doomstorm Missile]]&lt;br /&gt;
&lt;br /&gt;
If the [[Hellfury Cannon]] ain&#039;t doing much in coring a Titan a [[Anal circumference|new asshole,]] than the Doomstorm Missile would sure do the trick.&lt;br /&gt;
&lt;br /&gt;
The [[Squats]] saw the Doomstrike Missile Launcher and decided to one-up the Imperium with their own overly large and overcompensated fuck off missile. Doomstorm Missiles are a Squat weapon often found mounted in groups of 6 on the [[Cyclops War Machine]]. [[Exterminatus|They feature plasma warheads, ideal for vaporizing large bodies of light infantry, vehicles, superheavies and fellow Titans.]]&lt;br /&gt;
&lt;br /&gt;
These monsters are giant ICBMs meant to hit targets from the other end of the globe, meaning that the Cyclops don&#039;t even need to bother going up to face its adversary. Just get a map and shoot, because this thing is just one step closer to becoming an Exterminatus-grade weapon. &lt;br /&gt;
&lt;br /&gt;
It really speaks volumes of Squat battle tactics when their principle anti-Titan vehicle still needs six hydrogen bombs on a ICBM to feel just a tad-bit secure. It also speaks volumes that the Squats thought it was a relatively good idea to [[Derp|place their city-destroying WMDs exposed to the elements rather than being safely enclosed.]] Seriously, one shot from a heavy stubber would decommission the entire missile.&lt;br /&gt;
&lt;br /&gt;
It is unknown whether these missiles can be found in silos, but they sure as hell can be proven quite useful in void combat between starships. Currently, only the Cyclops is able to field these things.&lt;br /&gt;
&lt;br /&gt;
{{40k-Squat-Weapons}}&lt;br /&gt;
&lt;br /&gt;
== Chaos ==&lt;br /&gt;
&lt;br /&gt;
The [[Chaos Space Marines]] [[Havoc]]s use a man-portable missile launcher just like the Imperial model (presumably left over from their loyalist days).  Their Titans also have the same missile launchers available, although the Cyclone, Hunter-Killer, and Manticore missiles weren&#039;t developed until after the [[Horus Heresy]], so they aren&#039;t available to the Chaos Space Marines.  Apparently they couldn&#039;t steal some after they were invented, [[Derp|and none of the Chapters who turned traitor later brought any with them.]] Its just as likely that they have never gotten their hands on any substantial manufacturing complexes for them, meaning they have to use the limited Imperial Ordnance they do get from their looting and stolen factories in apocalypse battles. In dawn of war 2, the missiles launcher used by the plague marines puts slow effects on vehicles they hit, which is fantastic for ensnaring dangerous targets like avatar of Khaine, land raider or any [[METAL BOXES]] for your damage dealing units to catch up on them.&lt;br /&gt;
&lt;br /&gt;
===Hellfyre Missile Rack===&lt;br /&gt;
[[File:HellfyreMissileRack.jpg|200px|right|thumb|Hellfyre Missile Rack]]&lt;br /&gt;
&lt;br /&gt;
A weapon that is more of a laser light show than the actual [[Lasgun|laser light show.]]&lt;br /&gt;
&lt;br /&gt;
The [[Thousand Sons]]&#039; equivalent of the loyalist Cyclone Missile Launcher. The Hellfyre Missile Rack is a Missile Launcher system that is deployed on the Terminator Armour of the Scarab Occult Terminators of the Thousand Sons Traitor Legion. &lt;br /&gt;
&lt;br /&gt;
Hellfyre Missiles are compact but deadly warheads that explode with the power of the Warp, [[Wat|unleashing detonations of aetheric light.]] Don&#039;t ask us what &#039;&#039;type&#039;&#039; of light it unleashes; most definitely ain&#039;t the harmless pretty lights you see from light shows and more likely the atom-blasting radiation type of light you see from Neutron Stars. &lt;br /&gt;
&lt;br /&gt;
Judging by the way it is set up, the Rubric Terminators only have a total of eight shots before being exhausted of ammunition. It looks like a pain in the ass to reload the entire weapons system, which would probably be why no one in their right minds would bother reloading such a weapon in the middle of the battlefield.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Hellfyre Missile Rack is only available to Scarab Occult Terminators, 24&amp;quot; Heavy 2 S8 AP-2 Damage D3, it can now finally, finally, be fired in addition to the model&#039;s other weapons at the cost of 15 points.&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], its a Chaos Cyclone Missile Launcher, you must be an idiot &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; to use it.&lt;br /&gt;
&lt;br /&gt;
===Havoc Launcher===&lt;br /&gt;
[[File:HavocLauncherRhino.jpg|200px|right|thumb|Havoc Launcher]]&lt;br /&gt;
&lt;br /&gt;
The Havoc Launcher is a small multiple missile pod that can be employed by Chaos vehicles (it was used on all Imperial vehicles during the [[Great Crusade]] and both sides of the [[Horus Heresy]], though it&#039;s [[Chaos]]-only now). It functions by firing off a cluster of long-ranged explosive shells, perfect for dispatching clusters of small enemies - it&#039;s particularly effective against [[Ork]]s, [[Dark Eldar]], the [[Tyranids]], [[Kroot]], and the [[Imperial Guard]]. The weapon has the following profile:&lt;br /&gt;
&lt;br /&gt;
Range: 48&amp;quot; | Strength: 5 | AP: 5 | Heavy 1, Blast, Twin-Linked&lt;br /&gt;
&lt;br /&gt;
It can be thought of as a rough equivalent to the Imperial Hunter-Killer, as it is an upgrade easily applied to any vehicle for some extra firepower. But where the Hunter-Killer missile is a one-shot weapon meant to damage or kill a single, high-priority target, the Havoc Launcher is meant to handle clusters of infantry. The Havoc has the added advantage of being able to fire all damned game long. Be warned, though; [[Tau]], &#039;Ard boyz, [[Necron]]s, Storm Troopers, and [[Space Marines]] can generally weather its offensive. That being said it&#039;s still a decent deterrent against light troops (Tyrablobs, Guard blobs, and Orks), and not a bad investment for the points. Also, once your Rhino has disgorged its angry Berserkers and been immobilised, your opponent tends to forget that it&#039;s a threat. [[Awesome | This can result in the paralysed transport causing the final wound to a special snowflake Space Marine character when both armies in a 800pt annihilation game are otherwise exhausted, tabling the opponent.]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
ChaosMissileLauncher.jpg|Despite sharing a similar name, the Havoc Launcher is &#039;&#039;not&#039;&#039; related to Chaos Space Marine Havocs or the differently-profiled missile launchers they use.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Naval Missile Turret===&lt;br /&gt;
[[File:Naval_Missile_Turrets_Chaos.JPG|200px|right|thumb|Duo of Naval Missile Turrets]]&lt;br /&gt;
The largest missile launcher to date, at least when it comes to the [[Chaos Space Marines|boys in spikes.]] [[Fleets of Chaos|Chaos Warships]] are long-ranged combatants, especially when it comes to their [[Imperial Navy|Imperial counterparts]]; often depending on peppering their enemies before they get the chance to close in-range to counterfire.&lt;br /&gt;
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In this case, their missile turrets perform their job as their equivalent of [[Macrocannon]]s. [[Reasonable Marines|In a rare stroke of common sense,]] which is one hell of a feat since this is [[Chaos]] [[Fail|we are dealing with here]], these missile turrets are actually VLS (Vertical Launch System) which can be found in modern naval vessels in today&#039;s world. This makes them more compact and less vulnerable in being blown the fuck off by enemy fire and allows it to literally target and hit their enemies from &#039;&#039;anywhere&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This is true in-game as well, as these things &#039;&#039;cannot miss&#039;&#039; and will continue to pepper the target until its shields goes down or it goes boom. Sure it may not pack as much punch as a [[Torpedo]], but at least this thing does not miss. It is equivalent to the [[Dark Eldar]] [[Scythe Missile Launcher]] and the [[Tau]] [[Gravitic Launcher]] in function. &lt;br /&gt;
&lt;br /&gt;
These turrets come in light, medium and superheavy variants, although they all look the same. &lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Eldar==&lt;br /&gt;
===Eldar Missile Launcher===&lt;br /&gt;
[[File:Eldar_missile_launcher.jpg|200px|right|thumb|Eldar Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
Unlike the ones used by the [[Imperium]], Eldar missile launchers consist of several pods of small missiles, using a cluster of small projectiles instead of a single large one to deal damage. Of note is that the number of openings on the launcher does not reflect the number of missiles that it is capable of holding: each firing tube is connected to several smaller chambers, in which the missiles are held and fired from.  In addition, the Eldar eschew fragmentation rounds in favour of an unstable plasma core round, which has a small degree more penetrative prowess. &lt;br /&gt;
&lt;br /&gt;
On tabletop, it is a pretty flexible weapons choice that slams targets at a respectable 48&amp;quot; range with either a single Heavy S8 AP-2 D1d6 shot or a Heavy d6 S4 AP-1 blob evaporator. Compared to the standard Reaper Launcher, the Eldar Missile Launcher is slightly more expensive, with a higher potential against GEQ and heavies, but the Reaper Launcher does more consistent damage and is better against medium targets such as MEQs, TEQs, bikes, nobs, Primaris Marines, or Tyranid Warriors. &lt;br /&gt;
&lt;br /&gt;
===Reaper Launcher===&lt;br /&gt;
[[File:Reaper_Launcher.png|200px|right|thumb|Reaper Launcher]]&lt;br /&gt;
&lt;br /&gt;
The Dark Reapers aspect warriors use a variation on the Eldar Missile Launcher: the Reaper Launcher. Firing a hail of small missiles over a very large distance, they can do considerable damage to Space Marines and all but the largest of [[Tyranid]] organisms. Exarchs of the Dark Reapers can use either a regular Eldar missile launcher or the Tempest Launcher: a modified Reaper Launcher that shoots its projectiles in an arc, bombarding a large area with lethal projectiles.&lt;br /&gt;
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On tabletop, the Reaper Launchers hit at a solid S8 AP-2 flat D3, for your vehicle and monster killing needs, or can opt for one extra shot at S5 AP-2 flat D2 for taking out any pesky infantry attempting to [[Tarpit|tarpit]] your precious Dark Reapers.&lt;br /&gt;
&lt;br /&gt;
===Torrent Reaper Launcher===&lt;br /&gt;
[[File:Torrent_Reaper.jpg|200px|right|thumb|Torrent Reaper Launcher]]&lt;br /&gt;
A specialized variant of the normal Reaper Launcher. The Torrent Dark Reaper Launcher is a fucking [[Awesome|Gatling missile launcher!]] The launcher makes use of a cylindrical drum for magazine-style loading of rapid-fire mini missiles. Increasing the ammo capacity of the standard reaper launcher significantly, but the added ammunition increases the weight of the weapon as well, despite the addition of anti-grav devices. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, as awesome as it sounds, GW has yet to implement this weapon into tabletop fully, [[Derp|FOR. SOME. REASON.]] Because as cool as it is to have your Space Elves wield a bunch of gatling missile launchers, [[Bullshit|the upper echelons of GW had conveniently forgotten that this thing even existed in the first place.]] Once again disappointing /tg/ with their [[Fail|gross incompetence.]]&lt;br /&gt;
&lt;br /&gt;
===Tempest Launcher===&lt;br /&gt;
[[File:Tempest_Launcher.jpg|200px|right|thumb|Tempest Launcher]]&lt;br /&gt;
A Tempest Launcher is an ancient form of Reaper Launcher utilized exclusively by Dark Reaper Exarchs. It looks like two Reaper Launchers duct taped together for twice the bang. These launchers fire clusters of small Reaper Missiles in an arc. &lt;br /&gt;
&lt;br /&gt;
Whilst individually, they are weaker than standard Reaper Missiles, they have a significant area of effect to compensate for this. They are thus, able to affect a larger target area and be used in an indirect fire role or as a unconventional form of artillery.&lt;br /&gt;
&lt;br /&gt;
As the case for most Eldar technology, the weapon is psychically activated, and its resonant Wraithbone construction is sensitive to the Eldar&#039;s innately psychic mind. Like the more common Reaper Launcher, the Tempest Launcher is linked to its targeter via the handle. &lt;br /&gt;
&lt;br /&gt;
This creates a mind-link with the Dark Reaper&#039;s weapon, allowing the warrior to &amp;quot;see&amp;quot; out of the muzzle of the launcher. However, the skill of a Dark Reaper Exarch means that his skill would be on a whole new playing field.&lt;br /&gt;
&lt;br /&gt;
On tabletop, it is one of the primary weapons for a Dark Reaper Exarch. Just pay 5 more points to trade in in your Reaper Launcher for a Heavy 2d6 S4 AP-2 D1 weapon that doesn&#039;t need LoS to help with clearing out blobs. It&#039;s going to average more hits than the Missile Launcher&#039;s anti-infantry mode, though you won&#039;t have any sort of S8 fire mode. Just remember it has a shorter range than the Reaper Launchers. If you are going MSU or Ynnari with your Reapers this should be your default choice to make up for the lost Dakka.&lt;br /&gt;
&lt;br /&gt;
===Phoenix Missile Launcher===&lt;br /&gt;
[[File:Phoenix_Missile_Launchers.JPG|200px|right|thumb|Phoenix Missile Launcher]]&lt;br /&gt;
The Phoenix Missile Launcher is a type of Eldar Missile Launcher typically mounted on Phoenixes, Vampire Raiders and their variants. Used against ground targets, they are most notable for using plasma warheads which are rapidly discharged to saturate an area in expanding plasma explosions.&lt;br /&gt;
&lt;br /&gt;
They are also quite small, especially when you factor in the size of the Phoenix, let alone the Vampire Raider. You would expect the Eldar would carry some gigantic missiles for their gigantic planes, but alas they got the one with the metaphorical [[Dick|short dick.]]&lt;br /&gt;
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On tabletop, Phoenix Missiles are similar to starcannons with only D6 variable shots and flat 2 damage, so they&#039;re unreliable for big damage output but can trim a few enemy Terminators or Primaris marines from any squad.&lt;br /&gt;
&lt;br /&gt;
===Revenant Missile Launcher===&lt;br /&gt;
[[File:RVL.PNG|200px|right|thumb|Revenant Missile Launcher]]&lt;br /&gt;
The second biggest ground-based Eldar Missile Launcher.&lt;br /&gt;
&lt;br /&gt;
The Revenant Missile Launcher also known as the Cloudburst Missile Launcher is a type of Eldar Missile Launcher mounted on [[Revenant Scout Titan|Revenant Titans.]] This shoulder-mounted weapon is loaded with rapid-firing missiles armed with plasma warheads for close-range defense against enemy infantry.&lt;br /&gt;
&lt;br /&gt;
Curiously, the missile launchers are situated on the side of the Titan&#039;s head, creating a rather cramp and awkward firing position. Or it could be a homage to the smaller [[Mandiblaster]]s from the Striking Scorpions. Either way, the missile launcher is more of a self defense than anything else.&lt;br /&gt;
&lt;br /&gt;
Due to this, not many people actually use the missile launcher as an offensive tool. So you ain&#039;t seeing too much missile spam here.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, the Missile Launcher is an anti-aircraft weapon; 2d6, S8, AP-2, D1d3 that adds +1 to hit against units that fly.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Revenant_Missile.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Phantom Missile Launcher===&lt;br /&gt;
[[File:Phantom_Missile_Launcher.JPG|200px|right|thumb|Phantom Missile Launcher]]&lt;br /&gt;
The biggest ground-based Eldar Missile Launcher to date.&lt;br /&gt;
&lt;br /&gt;
This is the Eldar&#039;s answer to the Imperium&#039;s Apocalypse Missile Launcher.&lt;br /&gt;
&lt;br /&gt;
The Phantom Missile Launcher also known as the Voidstorm Missile Launcher are enormous Missile Launchers mounted on Eldar [[Phantom Battle Titan|Phantom Titans]] and are the Revenant Missile Launcher&#039;s bigger brother. These missile launchers are used for close anti-personnel and anti-aircraft defense. It is assumed that the missile pod from the Titan&#039;s left shoulder fires the smaller anti-personnel warheads, whilst the larger one from the right shoulder fires the larger anti-aircraft warheads.&lt;br /&gt;
&lt;br /&gt;
Like its little brother, the Phantom Missile Launchers are placed on the side of the Titan&#039;s head, specifically, besides its shoulders. Whilst it is a bit more reasonable than the Revenant version due to the sheer fact that it has more room. It is still a relatively awkward weapon to fire.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, these Missile Launchers as its name implies, are both anti-infantry and anti-aircraft; 2d6, S8, AP-3, D1d3 that adds +1 to hit against units that fly.&lt;br /&gt;
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===Implosion Missile===&lt;br /&gt;
[[File:Implosion_Missile_Launcher.JPG|200px|right|thumb|Implosion Missile]]&lt;br /&gt;
&lt;br /&gt;
Exclusive to the Voidraven Bomber, Implosion Missiles are Dark Eldar weapons carried by Voidraven Bombers due to their size. [[Lolwut|These missiles emit a field of molecular dissonance which instantly implodes its victim in upon themselves, leaving only a scorched silhouette.]] The Implosion Missile is highly suspected to be the weapons mounted on the missile launcher detachment for the Voidraven Bomber. Each Bomber could carry two under each wing for a grand total of four.&lt;br /&gt;
&lt;br /&gt;
In 7th Edition, most Dark Eldar players with a Voidraven Bomber would usually toss on Implosion Missiles and [[Lulz|grab popcorn as they watch Terminators weep bitter tears as the high strength and high AP would most guarantee a dead termie.]] Depending on the enemy, some might want to choose between either mixing up the Necrotoxin and Implosion Missiles or dedicating yourself to one. &lt;br /&gt;
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In 8th Edition, it is a missile that is basically a D3 shots at S6 and AP-3.&lt;br /&gt;
&lt;br /&gt;
===Monoscythe Missile=== &lt;br /&gt;
[[File:Monoscythe_Missile.PNG|200px|right|thumb|Monoscythe Missile]]&lt;br /&gt;
The Monoscythe Missile is designed to release a wave of energy at head-height upon impact, decapitating nearby foes. One must wonder the effectiveness of the weapon when faced against creatures [[Derp|with literally no necks]] like the various assortments of [[Squig|Squigs]] and the occasional [[Krootox]]. The Monoscythe Missile is found on both the Voidraven Bomber and the Razorwing Jetfighter.&lt;br /&gt;
&lt;br /&gt;
The Monoscythe Missile is a Assault D6, S6, 0 AP , 2 Damage. Nice for drowning a Bike Squad or TEQs in saves.&lt;br /&gt;
&lt;br /&gt;
===Necrotoxin Missile===&lt;br /&gt;
[[File:Necrotoxin_Missile.JPG|200px|right|thumb|Necrotoxin Missile]]&lt;br /&gt;
Filled with deadly neuropoisons, it fires shards of toxic shrapnel when it detonates, killing and pinning the enemy. This missile would definitely be useless against machines or the entirety of the [[Necron]] army. The Necrotoxin Missile is found on both the Voidraven Bomber and the Razorwing Jetfighter.&lt;br /&gt;
&lt;br /&gt;
The Necrotoxin Missile is an Assault D6, Wounds on a 2+ (6+ for Vehicles). Your infantry hunting and character sniping choice, yes, that includes [[Necrons]] [[Derp|to the list despite being machines.]] Recent FAQ changed this to Assault 3D3. Still good pretty though.&lt;br /&gt;
&lt;br /&gt;
Let’s be reasonable.  It’s the Dark Eldar.  Do you really think they don’t have a way to poison even freaking machines?&lt;br /&gt;
&lt;br /&gt;
===Shatterfield Missile===&lt;br /&gt;
[[File:Shatterfield_Missile.PNG|200px|right|thumb|Shatterfield Missile]]&lt;br /&gt;
The Shatterfield Missile has two separate detonation chambers, first one [[Wat|sucks away all warmth, turning the foe into ice-like statues.]] The second one sends out a powerful force that blows the brittle enemy to pieces. The Shatterfield Missile is found on both the Voidraven Bomber and the Razorwing Jetfighter.&lt;br /&gt;
&lt;br /&gt;
The Shatterfield Missile in 8th Edtion is an Assault D6, S7, -1 AP, 1 Damage weapon with Shred. Necrotoxin is overall a much more consistent weapon in terms of damage, but this has a nice niche in burying MEQ units in armor saves.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Scythe Missile Launcher===&lt;br /&gt;
[[File:Scythe_Missile_Launcher.JPG|200px|right|thumb|Trio of Scythe Missile Launchers]]&lt;br /&gt;
Otherwise known as the Scythe Missile Artillery. Scythe Missile Launchers are a type of Missile Launcher battery used by almost every single [[Dark Eldar]] spaceships. They come in the heavy and light classes.&lt;br /&gt;
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As void weapons, Scythe Missile Launchers are among the largest missile launchers in the entire Eldar race period. These are rapid firing missile launchers are often used as the equivalent of a [[Macrocannon]] or [[Heavy Starcannon]] among the [[Fleets of Commorragh]]. Because of its ability to home and track down targets, they are used far more frequently than Heavy Starcannons which are rare in the Drukhari armoury and is more in line with their Craftworld cousins.&lt;br /&gt;
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They are identified by their ovoid shape and are relatively small in comparison with the ship.&lt;br /&gt;
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In Battlefleet Gothic Armada II, Scythe Missile Launchers has the highest crit chances out of any Macro-weapons. This makes them punch through shielding and armour on vessels much heavier than the ships that are currently using them&lt;br /&gt;
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{{40k-Eldar-Weapons}}&lt;br /&gt;
{{40k-DEldar-Weapons}}&lt;br /&gt;
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==Tau==&lt;br /&gt;
The [[Tau]] also use missile launchers, albeit only on their battlesuits and vehicles -- Fire Warrior squads are instead given markerlights and are expected to designate targets for the vehicles to shoot at, rather than carry missiles themselves. This is because the hunter cadre is by doctrine suppose to be a highly mobile and elastic thing, it&#039;s why they don&#039;t use any crew served weapons the way the Imperial Guard does. As mobility is so highly valued missiles and other heavy weapons are attached to vehicles which are then tightly integrated with the infantry so as to work as one for the Greater Good. They are generally not as powerful as their Imperial equivalents, but they can be more accurate if their targets are illuminated by markerlights.&lt;br /&gt;
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===Airbursting Fragmentation Projector===&lt;br /&gt;
[[File:Airbursting_Fragmentation_Projector.jpg|200px|right|thumb|Airbursting Fragmentation Projector]]&lt;br /&gt;
Less of a missile launcher and more of a Tau grenade launching ordnance. &lt;br /&gt;
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The Airbursting Fragmentation Projector or Launcher is an experimental special issue Tau weapon currently undergoing field tests. It launches a a proximity-fused explosive projectile, launched on a trajectory computed by an on-board drone intelligence, that calculate the precise height and distance from the other munitions to provide maximum effect.&lt;br /&gt;
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The munition is fired at a high angle and explodes directly above the target, negating the effects of any cover the foe might be using. The weapon has proved effective against swarms of Tyranids, including those with [[Lictor|chameleonic properties.]] Another major advantage of the weapon is that it can be targeted on an enemy even if the user does not have a direct line of sight to it, due to it&#039;s indirect fire trajectory.&lt;br /&gt;
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On tabletop it is a longer ranged Flamer that ignores line of sight but doesn&#039;t auto-hit, so not a flamer at all. Not bad. Unless you need to ignore the line of sight, such as on very terrain laden maps, the Burst Cannon outperforms this weapon.&lt;br /&gt;
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Tl;dr Its a T&#039;au mortar.&lt;br /&gt;
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=== Missile Pod ===&lt;br /&gt;
[[File:Missile_Pod.jpg|150px|right|thumb|Missile Pod]]&lt;br /&gt;
The vanilla Missile Pod.&lt;br /&gt;
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A missile pod is a small rack of miniature missiles mounted on the arm or shoulder of a Battlesuit. &lt;br /&gt;
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It is a relatively simple Tau multiple missile delivery system able to engage targets at long range. It isn&#039;t quite as strong or armor-piercing or long-ranged as an Imperial missile launcher (Example: it is not as powerful as an Imperial Krak warhead and lacking the damage radius of a Frag Missile), but it is an assault weapon, rather than a heavy weapon. &lt;br /&gt;
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Despite being overall inferior to the Imperium&#039;s missile, Tau missiles instead combine the best attributes of both, and are capable of rapid fire to shred infantry, transports, skimmers, and other light vehicles with ease. &lt;br /&gt;
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A Tau Missile Pod typically consists of a small silo of semi-intelligent missiles that are extremely effective against both heavy infantry and light vehicles. &lt;br /&gt;
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=== High-Yield Missile Pod ===&lt;br /&gt;
[[File:High-Yield_Missile_Pod.jpg|200px|right|thumb|High-Yield Missile Pod]]&lt;br /&gt;
The High-Yield Missile Pod is large rack of High Explosive Missiles mounted on the hands of XV-88 Broadside Battlesuit in place of the normal Heavy Rail Rifle. &lt;br /&gt;
Similar in power and role to an Imperial Autocannon, a High-yield Missile Pod is essentially a larger and more rapidly-firing Missile Pod that consists of a silo of semi-intelligent missiles. &lt;br /&gt;
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Designed as a Light Vehicle killer this thing fires double the normal amount of missiles compared to its lighter cousin and spells the end of any light vehicle caught in its range.&lt;br /&gt;
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High-yield Missile Pods were developed during the Tau Empire’s Great War of Confederation after initial setbacks were encountered fighting the Ork menace, where the sheer mass of attacking Greenskin waves and the light nature of their vehicles meant that the Heavy Rail Rifle, although deadly, could not stem the overwhelming tide of attackers.&lt;br /&gt;
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=== Smart Missile System ===&lt;br /&gt;
[[File:Smart_Missile_System_models.jpg|150px|right|thumb|Smart Missile System]]&lt;br /&gt;
A Smart Missile System is a Tau missile launcher that fires self-propelled auto-tracking missiles. A smart missile system&#039;s munitions have even less strength, range, and armor-piercing ability than those of a missile pod, but they include advanced built-in target tracking and guidance systems. &lt;br /&gt;
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The tracking system is provided by a Drone-level artificial intelligence which makes the projectile completely independent of the firing unit. This allows for the firer to engage targets that are outside their line-of-sight, hide behind the terrain and the missiles are not affected by fighting in low-light or nighttime conditions. &lt;br /&gt;
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The operator must remain steady to designate a target, but can then unleash four missiles that will Robotech around obstacles on the way to their target allowing for multiple simultaneous and devastating offensive missile strikes.&lt;br /&gt;
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On the tabletop the Smart Missile System is a heavy 4 pulse rifle that can hit targets out of LoS from the shooter. Most vehicles and most Tau players for that matter can take them in a pair of these things for [[Dakka|double the firepower,]] which is great. They are especially great when those pesky Gue&#039;la decide that hiding in cover or MEHTAL BAWKSES is a neat strategy.&lt;br /&gt;
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=== Cluster Rocket System ===&lt;br /&gt;
[[File:ClusterRockets.jpg|200px|right|thumb|Cluster Rocket System]]&lt;br /&gt;
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[[Dakka|Macross Missile Spam. On tabletop.]]&lt;br /&gt;
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The Cluster Rocket System is a type of Tau weapon. Cluster Rocket Systems saturate the enemy with salvos of drone-guided warheads. Cluster Rocket Systems are most typically mounted on the KV128 Stormsurge Ballistic Suit.&lt;br /&gt;
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These over grown missile pods replace the Suits arms and can vomit forth enough ordnance to threaten anything with T:5 or lower, with the ability to fire up to 4d6 attacks, a range of 48&amp;quot;, so long as Lady Luck, and Admiral Awesome smile on you, this thing will earn back its points, and then some solely with amount of infantry it can annihilate. Crunch wise, the Cluster Rocket System fires a shitload of shots for smacking the shit out of tarpits within range. If you want to saturate a entire area in GEQ grinding rockets, this is the weapon for you.&lt;br /&gt;
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=== Nexus Meteor Missile System ===&lt;br /&gt;
[[File:99560113052_TauNexusMissile03.jpg|200px|right|thumb|Nexus Meteor Missile System]]&lt;br /&gt;
The Nexus Missile System is a class of heavy Missile Launcher used by the Tau Empire.&lt;br /&gt;
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When they mean meteor, I believe the Weebs really meant it as this thing hits like an asteroid. Sacrifices the amount of [[Dakka|missile spam]] for precise, powerful explosions...like a [[Manticore Rocket Launcher|Manticore.]]&lt;br /&gt;
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Because the Cluster Rocket Pod wasn&#039;t producing a big enough boom. This &#039;&#039;thing&#039;&#039; can only be mounted on the KX-139 Ta&#039;Unar Supremacy Suit, and boy does it show. A swarm killer of the highest order this weapon lays down one Apocalyptic Mega Blast Template that starts out as strong as a Railgun, and ends up as weak as a Pulse Rifle, with an explosion bright enough to blind anyone left standing.&lt;br /&gt;
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These weapons are used for blob armies at long range where it can fire with relative safety from its own missile&#039;s blast radius. However, when things get too close, the Nexus Meteor Missile System is replaced with the Fragmentation Cluster Shell Launcher.&lt;br /&gt;
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===Fragmentation Cluster Shell Launcher===&lt;br /&gt;
[[File:FragCluster.jpg|200px|right|thumb|Fragmentation Cluster Shell Launcher]]&lt;br /&gt;
The Airbursting Fragmentation Projector on [[Drugs|Bathsalts.]]&lt;br /&gt;
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The Fragmentation Cluster Shell Launcher is a type of Tau heavy Battlesuit weapon. This massive array is mounted on the KX-139 Battlesuit series. This weapon is used when you just wanna launch so much grenades in the sky it starts to resemble more like an &#039;&#039;actual&#039;&#039; [[Steel Rain]] than the [[Drop Pod|creator&#039;s namesake.]] &lt;br /&gt;
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The Fragmentation Cluster Shell Launcher is used as a replacement for the Nexus Meteor Missile System in case the Supremacy Suit found itself a bit &#039;&#039;too&#039;&#039; surrounded by a bunch of mooks.&lt;br /&gt;
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As such, the Fragmentation Cluster Shell Launcher is best used for close range defense and infantry target saturation whereas the Nexus Meteor Missile System is aimed at blob armies at a much further range. &lt;br /&gt;
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On the tabletop, the weapon always comes buddy-buddy with the Heavy Rail Cannon, essentially the Fragmentation Cluster Shell Launcher is the same Airbursting Fragmentation Projector with the same Cluster Shells ability but with a much longer and wider range.&lt;br /&gt;
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=== Seeker Missile ===&lt;br /&gt;
[[File:Seeker2.jpg|200px|right|thumb|Seeker Missile]]&lt;br /&gt;
The seeker missile is the Tau Empire&#039;s primary indirect fire support weapon, equivalent to the Imperial hunter-killer missile.  Prior to 6th edition, they could only be activated remotely by a markerlight, which they made up for by being BS5. The 6th edition Tau Empire codex made them able to be fired like normal weapons as well - without anyone else to give them markerlight rules, they are &#039;&#039;identical&#039;&#039; to hunter-killer missiles. &lt;br /&gt;
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&#039;&#039;With&#039;&#039; markerlights it is a slightly different story. They can be remotely fired even if the vehicle carrying them would be unable to use them (because it has moved, or does not have line-of-sight to a target, for example).  The Tau Empire realized that having a vehicle carry missiles but be unable to fire them itself would be silly, and so most vehicles dedicated to carrying seeker missiles, like the [[Skyray Missile Gunship]], mount networked markerlights that allow them to designate targets themselves.  Other largish Tau vehicles can mount a smaller number of seeker missiles purely for infantry anti-armor support.&lt;br /&gt;
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Come Eighth edition, they are now heavy weapons that fire on a Six, regardless of the heavy weapons penalty. However, two marker lights on a target will allow you to use the firing model&#039;s BS as opposed to a six.&lt;br /&gt;
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=== Destroyer Missile ===&lt;br /&gt;
[[File:DestroyerMissile.jpg|250px|right|thumb|Destroyer Missile]]&lt;br /&gt;
[[Meme|A Missile that will pierce the heavens!]]&lt;br /&gt;
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Take a seeker missile, feed it steroids made of hate, and then give it something to destroy, there you&#039;ve got a Destroyer Missile. These munitions are an advanced form of Seeker Missiles, piloted by advanced AI before being delivered with extreme precision. You can say it is the Tau equivalent of the infamous [[Deathstrike Missile Launcher]], although not as obscene and not as table breaking ridiculous.&lt;br /&gt;
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Mounted on the KV128 Stormsurge suit in sets of 4 these missiles normally act at S:8, AP1, but can be fired at S:D by spending a Markerlight Token.&lt;br /&gt;
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In 8th edition, the Destroyer Missile has been changed to a single shot on a hit that do D3 mortal wounds. Basically becoming a Seeker missile with a foot of range lopped off, although it can still benefit from Markerlights.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Destroyer Missile 2.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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=== Gravitic Launcher ===&lt;br /&gt;
[[File:Gravitic_Launchers_2.JPG|200px|right|thumb|Gravitic Launcher]]&lt;br /&gt;
A very interesting weapon. &lt;br /&gt;
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Gravitic Launchers are a type of &#039;Missile Launcher&#039; found only on the biggest Tau Warship. &#039;Missile Launcher&#039; is in quotations because its firing mechanism is nothing more than an even larger railgun. While this should technically put it in the [[Gauss]] section, the reality is that this weapon only shoots out missiles, it&#039;s just that its firing mechanism follows the Railgun-mechanics which doesn&#039;t make it an actual bonafide Railgun.&lt;br /&gt;
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Due to its unique technical makeup, the weapon consists of a two-stage launch system. First, mass drivers provide the initial burst of speed to launch the missile before the ship&#039;s gravitational field is pulsed to force the missile out at a tremendous speed. The missiles are drone controlled, giving them exceptional directional control making them highly dangerous weapons. So, in a way they’re a type of bolt weapon with magnetic and gravitic kicker instead of a chemical kick charge to get the ball rolling.&lt;br /&gt;
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They are identified by the four-tubed looking things sandwiched between the bridge and launch bays on top of a [[Or&#039;Es El&#039;Eleath|Or&#039;es El&#039;leath-class Battleship.]] The ones on the [[Lar&#039;shi&#039;vre-class Cruiser]] resembles five holes on the prow of the ship.&lt;br /&gt;
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Gravitic_Launchers.JPG|3D-printed model.&lt;br /&gt;
Graviticlauncher.jpg|Firing its missiles.&lt;br /&gt;
Gravitic_Launcher_Cruiser.JPG|On the Lar&#039;shi&#039;vre-class Cruiser.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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=== Warsphere Missile Pod ===&lt;br /&gt;
[[File:Warsphere_Missile_Pod.JPG|200px|right|thumb|Warsphere Missile Pod]]&lt;br /&gt;
Warsphere or Kroot Missile Pods are used in the aforementioned [[Warspheres]]. These Missile Pods are arranged in three on each second ring of the Warsphere and erected like a modern VLS system.&lt;br /&gt;
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These missile pods are the &amp;lt;u&amp;gt;&#039;&#039;&#039;ONLY&#039;&#039;&#039;&amp;lt;/u&amp;gt; weapons found on a [[Kroot]] Warsphere. Whilst the Kroots have six of these on their flying eggships, the Warsphere is actually underarmed for a vessel of such size. Due to this, Warspheres are always gonna be outgunned and outdakka&#039;ed for even ships of a lesser class.&lt;br /&gt;
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The only advantage these missile pods bring to the table is that, like the Gravitic Launcher, the missiles it fires are heat-seeking, turning the Missile Pod into a fire-and-forget weapon as it could independently target the nearest vessel. The missiles could also hit anywhere, giving the eggship zero blind spots against enemy counterattacks. It also hits hard, which each missile dealing a substantial damage to void shields and its equivalent. All in all, treat the Kroot Missile Pod like a complementary dish to the [[DISTRACTION CARNIFEX]] role of the Warspheres. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
{{40k-Tau-Weapons}}&lt;br /&gt;
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==Orks==&lt;br /&gt;
Da boyz, dey like dem rokkits, &#039;cuz dey make some big &#039;splosions. When ya need ta crack open da humie [[Rhino|metal boxes]] ta chop &#039;em to bits, get da Rokkit Launcha. Da Launcha got&#039;z a button dat shoots rokkits at da gitz it iz pointed at. Even snots know dat. Some [[Ork|Boyz]] just carry da Rokkit Launcher like a Shoota, but da Meks dey put it on Trukks, Trakks, &#039;kopters... Like I wuz saying, da boyz dey like dem rokkits so da Meks put &#039;em errywhere! &lt;br /&gt;
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[[Tankbustas]], gitz ta really like ta krump&#039; da &#039;umie (and panzee) &#039;Tanks&#039;, day also get da Tankhammer. Da Tankhammer, its just a buncha &#039;splosives on a stikk ta be used in melee like a choppa. Hit da humie wagon an&#039; it goes bang. &lt;br /&gt;
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Den dere&#039;z dem [[Mekboy]]z dat muck about wit bigga n&#039; blastier rokkits. Dey put [[Grot]]z in &#039;em ta guide da bomm. Humies call &#039;em &amp;quot;smart bomms&amp;quot;. Any propa git knows deyze called Grot Bomms.&lt;br /&gt;
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===Pokkit Rokkit Launcha===&lt;br /&gt;
[[File:Pokkit Rokkit.jpg|200px|right|thumb|Pokkit Rokkit Launcha]]&lt;br /&gt;
The Rokkit Launcha&#039;s baby brother. &lt;br /&gt;
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A RPG in a literal can. Some mekboyz create smaller versions of Rokkit Launchas, known as Pokkit Rokkit Launchas. These versions are one handed, keeping user&#039;s other hand free. They fire one rokkit at a time, but are more accurate than the standard Rokkit Launchas due to its ease in handling and the smaller rokkit having a smaller and weaker back blast that normal rokkits are known to have.&lt;br /&gt;
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Like its bigger brother, Ork Mekboys sometimes customize their Pokkit Rokkit Launchas with some unusual munitions, most of them fire simple Rokkits, the shorter-ranged Orkish variant of Krak Missiles. Ork Rokkits are crammed full of high explosives, and they tend to be unreliable, but usually are extremely effective. They are also very loud - a big plus for any self-respecting Ork warrior.&lt;br /&gt;
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===Rokkit Launcha===&lt;br /&gt;
[[File:Rokkit_Launcha.jpg|200px|right|thumb|Rokkit Launcha]]&lt;br /&gt;
Basically a rocket on a stick. Rokkit Launchas probably spawned from an Ork&#039;s desire to make something explode, that wasn&#039;t within easy reach of a grenade. It is a massive, but very simple weapon - usually a stout stick with a simple trigger mechanism or a tubular launcher with as many rokkits as Orks can get a hold of. Rokkits can be loaded one at a time, or loaded automatically from a magazine if the weapon is a bit more complex. &lt;br /&gt;
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Orks can use it on the move with no noticeable loss of accuracy, though that speaks more to how bad ork shooting is even when they are standing still then any notable trait of the weapon itself. Its simplicity makes it very easy to manufacture and it is a fairly common Ork special weapon. It is usually mounted on vehicles such as [[Warbuggy]]z or [[Killa Kan]]s, but sometimes Ork Boyz equip themselves with Rokkit Launchas, that gives their mob the ability to shoot down armored vehicles. It is also a primary weapon of Ork [[Tankbustas]]. Due to its simplicity, it is often combined with a Shoota to make a Kombi-Weapon.&lt;br /&gt;
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===Rokkit Kannon===&lt;br /&gt;
[[File:Rokkit_Kannon.PNG|200px|right|thumb|Rokkit Kannon]]&lt;br /&gt;
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[[Awesome|A rapid firing rocket launcher.]]&lt;br /&gt;
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The Rokkit Kannon is one of the two primary weapons of the land-bound fighter-jet known as the [[Megatrakk Scrapjet]] (The other primary weapon being a twin-linked Big Shoota). This front-mounted Rokkit Kannon is belt-fed with multiple rokkits to ensure that the target is blown to scrap. There is also several normal Rokkits on the Scrapjet&#039;s fins, but nobody cares for that when your a supersized Browning Machine gun that fires RPG rounds rather than .50 cal.&lt;br /&gt;
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Crunchwise, the Rokkit Kannon is an Assault 2D3 weapon that is S8, AP-2 and D3, quite good a blowing apart MEQs and even TEQs on a regular basis. Not too shabby considering its modest range of 24&amp;quot; (Which in itself, is considered a non-issue due to how fast the Scrapjet is).&lt;br /&gt;
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===Skorcha Missile===&lt;br /&gt;
[[File:Skorcha_Missiles.jpg|150px|right|thumb|Skorcha Missile]]&lt;br /&gt;
Some Orks like to set their enemies alight without the risk of going too close. Some Orks like to bombard their enemies from the sky. Some Orks like to do both and proceed to bombard the enemies from the sky &#039;&#039;and&#039;&#039; setting them alight from a distance.&lt;br /&gt;
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The Skorcha Missile is a variant of Ork Rokkit, that are mounted only on the Ork Burna-Bommers. These &amp;quot;fire and fergit&amp;quot; rokkits corkscrew wildly toward their target before exploding in great balls of flame.&lt;br /&gt;
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They are the Ork&#039;s equivalent to the Imperium&#039;s Rocket Pods but in a more burny fashion.&lt;br /&gt;
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===Supa-Rokkits===&lt;br /&gt;
[[File:Supa_Rokkits.jpg|150px|right|thumb|Supa-Rokkits]]&lt;br /&gt;
Rokkits so big that not even a [[Tankbustas|Tankbustas]] with their Rokkit Launcha can fire it.&lt;br /&gt;
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Supa-Rokkits are enormous versions of simple Ork rokkits, that are sometimes mounted on [[Stompa]]s, [[Fighta-Bommer]]s, [[Heavy Bommer]]s or [[Battlefortress|Battle Fortresses]]. These Rokkits have enough strength to turn a Leman Russ inside out.&lt;br /&gt;
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Most often than not, a Supa-Rokkit is often seen accompanying a Deth Kannon upon an Ork Stompa. These are seen to soften up any heavy enemy armour before the [[Deth Kannon]] can unleash its load on them.&lt;br /&gt;
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Of course it has just as much chance of it [[FAIL|spiralling out of control and hitting the vehicle it has been fired from or prematurely exploding &#039;&#039;within&#039;&#039; said vehicle.]] Turning your prized Stompa in a blazing wreck.&lt;br /&gt;
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===Grot Bomms===&lt;br /&gt;
[[File:Grot_Bomb.jpg|200px|right|thumb|Grot Bomms]]&lt;br /&gt;
An Orkified Ohka.&lt;br /&gt;
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More of a guided missile than a bomb. Some [[Gretchin|Gretchins]] like to go out in a bang.&lt;br /&gt;
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Grot Bombs/Bomms are Ork guided missiles, piloted by a single Gretchin. That makes it a very accurate weapon, especially for Orks. The Gretchin sacrifices himself to drive the missile to its target, but whether this is a punishment or reward is unknown. It is possible that Ork Mekboyz do not make the Gretchin pilots fully aware of their ultimate fate. They can be mounted on [[Wartrakks|Trakks]], [[Fighta-Bommer]]s, [[Heavy Bommer]]s or [[Battlefortress|Battle Fortresses]]. However, its most identifiable users are the [[Grot Bomm Launcha]] and the [[Grot Bommer|Grot Bommer]].&lt;br /&gt;
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Current Grot Bomms come in two distinct flavors. The ones launched from a Bomm Launcha is shaped like a conventional missile, whereas the one dropped by a Grot Bommer is well...shaped like a gravity bomb. From a design standpoint, it makes sense. The Bomm Launcha is a ground vehicle, therefore, to maximize distance and lift, the Grot Bomm needs to be aerodynamic. On the other hand, the Grot Bommer need not to worry about distance, as it is already flying at high altitudes. Rather, the Grot Bomms is designed for a stabilized free-fall, turning it more akin to a guided bomb than a missile.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Grot_Bomm.jpg|Grot Bommer variant.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Orks-Forces}}&lt;br /&gt;
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===Pulsa Rokkit===&lt;br /&gt;
[[File:Pulsa_Rokkit.jpg|200px|right|thumb|Pulsa Rokkit]]&lt;br /&gt;
The Pulsa Rokkit is an enormous Ork Rokkit, that contains a large and unstable force field generator. It is a special version of Kustom Force Field, mounted on a rocket and launched into enemy ranks. The generator is modified into a special version called a Pulsa and detaches from the rocket and slowly descends (hopefully) to the ground.&lt;br /&gt;
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The Pulsa launches waves of energy in all directions like a stone on a pond, which sends troops into disarray as they are thrown around and vehicles flip over. Most of the time the Pulsa will burn out after one massive pulse, however on some occasions it can continue to fire.&lt;br /&gt;
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The crew doesn&#039;t need to be able to see where the rocket is going, ultimately as long as it lands somewhere in the area of the enemy is fine. Foot soldiers are knocked over and sometimes pinned to the ground, heavy weapons on mounts are often flipped over and their crews knocked down, dreadnoughts are sometimes knocked over or even have their legs destroyed, bikes and vehicles are spun round and flipped over and some terrain is even demolished, especially walls.&lt;br /&gt;
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=== Krooz Missiles ===&lt;br /&gt;
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[[File:Epic_Krooz_Missiles.jpg|200px|right|thumb|Krooz Missiles]]&lt;br /&gt;
The biggest Ork missile to grace the surface and should be more appropriated to be mounted on an Ork Voidship.&lt;br /&gt;
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Krooz Missiles are the biggest Ork missiles, enormous in size and power. These are mounted exclusively on Ork Mega-Gargants and their destructive potential can be considered a threat to even the infallible Emperor Titans of the Imperium.&lt;br /&gt;
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Considered as the Ork&#039;s answer to the Imperium&#039;s Doomstrike or even Hellfire Missile Launcher, these snub-nosed missiles are basically nuclear warheads in all but name. However like its smaller kin, the Krooz Missile is not that reliable and have a chance of it [[FAIL|spiraling out of control and hitting the Mega-Gargant it has been fired from or prematurely exploding &#039;&#039;within&#039;&#039; said Mega-Gargant.]] &lt;br /&gt;
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They also kind of look like a Looney Tunes rocket, but it&#039;s from Epic, so all is (mostly) forgiven.&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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{{40k-Ork-Weapons}}&lt;br /&gt;
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==Others==&lt;br /&gt;
===Guardian Salvo Launcher===&lt;br /&gt;
[[File:Guardian_Salvo_Launcher.JPG|200px|right|thumb|Guardian Salvo Launcher]]&lt;br /&gt;
The secondary weapon found only on the [[Blackstone Fortress#Guardian Drones|Guardian Drones.]] The Guardian Salvo Launcher is a quad-barrelled quasi-missile launching system used by the Guardian Drones to deal with multiple enemies.&lt;br /&gt;
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Guardian Drones usually come in a pair of these things for [[Dakka|octuple the fun.]]&lt;br /&gt;
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Crunchwise, it is what you expect. These Salvo Launchers are meant to soften up the enemy/enemies before going in for the kill with its [[Plasma#Destroyer Pulse|Destroyer Pulse.]] They are good against lightly-armored units as it is a Heavy D6 weapon with a good 24&amp;quot; range. Its solid S5, AP-3 and D1 stats allow the Guardian Drone to handily deal with the annoying pests that would like to flank it.&lt;br /&gt;
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It is best used in conjunction with the [[Plasma#Destroyer Pulse|Destroyer Pulse.]], which is a weapon suited for tough, armored opponents. &lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Epic 40,000]]&lt;br /&gt;
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[[Category: Imperial]]&lt;br /&gt;
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[[Category:Squats]]&lt;br /&gt;
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[[Category: Space Marines]]&lt;br /&gt;
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[[Category: Imperial Guard]]&lt;br /&gt;
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[[Category: Chaos]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
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[[Category: Eldar]]&lt;br /&gt;
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[[Category: Tau]]&lt;br /&gt;
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[[Category: Orks]]&lt;br /&gt;
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[[Category: Weapons]]&lt;br /&gt;
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[[Category: Warhammer Weapons]]&lt;/div&gt;</summary>
		<author><name>2603:7080:4D00:BDE4:6134:1A8C:2834:C4A3</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Stubber&amp;diff=459000</id>
		<title>Stubber</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Stubber&amp;diff=459000"/>
		<updated>2023-02-12T05:58:29Z</updated>

		<summary type="html">&lt;p&gt;2603:7080:4D00:BDE4:6134:1A8C:2834:C4A3: /* Ironhead Stub Gun */&lt;/p&gt;
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{{Topquote|If you really think about it, now we&#039;re just throwing lead with gunpowder..... god we have not advanced that much.| Mechanicus priest RoanokeGaming aptly describing the Stubber}}&lt;br /&gt;
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&#039;&#039;&#039;Stubbers&#039;&#039;&#039;, or stub guns, are weapons from as early as the halfway point of M2, but mostly 20th/21st century [[Firearm|gun]]s (our times) in the 41st millennium. Needless to say, most haven&#039;t aged very well when you consider how powerful everything else is. The only thing that they have going for them is they are cheap, they can still kill an unarmored humanoid target, and are durable as hell and depending on its mechanics and care, given can be and have been in use &#039;&#039;SINCE M2&#039;&#039;. Sadly, they are incredibly weak against much of the universe&#039;s serious threats - in fact, they are among the few things that a [[Imperial Guard|Guardsman&#039;s]] flak armor will reliably stop a direct hit of. This should give you an indication of exactly how weak they are. Of course, anything above it is guaranteed to fuck up your Guardsman and [[Space Marine]]s quite well, and stub guns are actually capable of downing Terminators if you aim for the joints, lenses, or other sensitive equipment (read: if the unlucky marine rolls a 1). Just because a gun is simple doesn&#039;t mean it&#039;s not effective, especially when it&#039;s scaled up a few (dozen) calibers. But just remember - every dog has their day. Especially as the latest Primaris armoured units have found fresh use for them.&lt;br /&gt;
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==Disambiguation==&lt;br /&gt;
[[File:Autopistolclarifier.png|500px|right|thumb|The page of the Primer detailing what an autopistol may look like.]]&lt;br /&gt;
One of the pitfalls of Games Workshop is that they really don&#039;t have an internal canon police. To wit, the difference between Stub weapons and Auto weapons is rather blurry. Some authors write as though these technologies are one-and-the-same, citing only vernacular differences for the existence of multiple terms for ignited-gas slug-throwers (or sometimes totally writing out one term or the other!). The game itself is not an exemption, as edition-to-edition, codex-to-codex, and supplement-to-official author changes cause a mess of personal opinion writing over personal opinion, and some authors sling both terms with abandon, interchanging one for the other whenever they feel one term is becoming overused.&lt;br /&gt;
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To clarify, it is generally agreed that there are both Stubbers and Auto-weapons. Stub technology tends to be lower-tech, 1860s-to-1940s/1950s style weaponry, with an air towards larger-caliber and higher stopping-power. Auto-weapons tend to be higher-tech, Cold-War-and-on style weaponry, which emphasize accuracy and fire rate. It&#039;s been suggested that any full scale cannons would be classified as Auto-weapons, however calling a battle cannon or macro cannon an Auto-weapon is a bit of a stretch. Bigger caliber and relatively slow rates of fire denote Stub weapons, until you hit the point where infantry can no longer wield them. Anything with explosive, tracer, frangible, or incendiary rounds are typically Auto-weapons. Muzzle-loaders like muskets or arquebuses are neither Auto nor Stub. Furthermore, autoguns are generally (but not always) described as firing caseless ammunition and also include such types of weapons as gauss rifles (the electromagnetic kind not Necron bullshit) and even gravitic propelled slugs.&lt;br /&gt;
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A good example to use would be handguns: A stub pistol would be either a revolver or a semi-auto magazine-fed pistol, while an autopistol would be either a handheld automatic pistol or a burst-fire pistol. It could also be something along the lines of an Uzi, MAC-10 or any other SMG whose magazine is located in the grip, judging by the illustration of an autopistol given in the [[Imperial Infantryman%27s Uplifting Primer]]. High-tech, [[Shadowrun]]-esque revolvers are still Stub weapons, while Krieg-made automatic slug-throwing cannons are still Auto weapons by default, and hand-crank Gatling guns could go either way. Pepperbox-style breach-loaders would be neither, and futuristic ignited-gas projectile weapons are Auto weapons. Since GW is pathologically incapable of consistency, the Cult Mechanicus Tech-Priest Dominus carries a 5-round burst pistol called a macrostubber, even though its form factor and performance place it in the &#039;autogun&#039; family. Though it likely probably fires similar rounds to a heavy stubber, they only match in power not caliber (how the fuck did that happen?), and it is the method of the weapon system’s function which distinguishes the type of weapon.&lt;br /&gt;
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For further comparison between Stubbers and Autoguns, [[Autogun#Autoguns versus Stubbers|click here]].&lt;br /&gt;
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==Primitive Variants==&lt;br /&gt;
Although these models technically count as too primitive to even count as Stubbers, let alone Autoguns, for the sake of convenience they are listed here.&lt;br /&gt;
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[[File:Inq1-blackpowder-pistol.jpg|200px|rght|thumb|When you really want to go back to the point on making [[Orks]] look advanced, The Flintlock Pistol is the tool for you.]] &lt;br /&gt;
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===Flintlock Pistol===&lt;br /&gt;
Wooo boy. If you want to role play as a 16th century Pirate, then the Flintlock Pistol is for you. These simple black powder weapons can take many forms, from finely crafted pistols constructed for the nobles of low-tech worlds to simple pipe and powder affairs used by underhive scum. They are uncommon and are famous for their low battle characteristics but those which do exist are sometimes very heavily ornamented and carried by high ranking officers mainly as decoration.&lt;br /&gt;
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Of course, whilst you may scoff at the idea of going into a battle filled with tanks and space ships with an 18th century gun, do take note that the more master-crafted versions could be quite deceptively deadly by virtue of incorporating some form of advanced tech into, seemingly, primitive and &amp;quot;backward&amp;quot; design. For example, such constructs could be capable of holding plasma munitions that can crack open power armor in a single shot. So while actually using a black powder pistol (in all but the most retardedly desperate situations) will get you in trouble, you never know if some dude has an archaeotech pistol that resembles one just to look cool. Laugh at your own peril.&lt;br /&gt;
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===Musket===&lt;br /&gt;
[[File:Rb1-73-musket.jpg|200px|right|thumb|The Musket, basically the Flintlock&#039;s older brother.]]&lt;br /&gt;
Muskets are primitive firearms, utilizing explosive powder and a crude firing mechanism to propel a lead ball. Like the Flintlock Pistol, these crude devices can only fire once before reloading and are prone to failure. Slow, inaccurate, and unreliable, they are only made and used on backwards planets. However, they are extremely easy to construct and maintain even from scrap-parts and with an absolute minimum of skill and knowledge about firearms operation. For this reason they are known to be quite popular among outlaw members of Hive societies such as the Ratskins and Scalies of the Necromundan underhive. The [[Planetary Defense Forces]] of Feral and Feudal Worlds also sometimes make use of muskets.&lt;br /&gt;
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Like the Flintlock Pistols, master-crafted Muskets could be quite deceptively deadly by virtue of incorporating some form of advanced tech into, seemingly, primitive and &amp;quot;backward&amp;quot; design. That “backward” musket could hide archaeotech capable of making a [[Thermal Cannon]] look like a firecracker.&lt;br /&gt;
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===Blunderbuss===&lt;br /&gt;
[[File:ScavvieBlunderbuss.PNG|200px|right|thumb|The Blunderbuss, the Shotgun&#039;s grandfather.]]&lt;br /&gt;
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A primitive shotgun. Also known as a Scatter Gun, the Blunderbuss is an exceedingly simple weapon made out of one or more short barrels strapped to a solid stock. An explosive charge is primed at the bottom of each barrel, then a large amount of metal fragments, stones, pieces of bone or anything else likely to cause harm are packed in on top.&lt;br /&gt;
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When the weapon is discharged, it belches out this &amp;quot;ammunition&amp;quot; in a vast swath which will hopefully find itself somewhere in the locale of its intended target.&lt;br /&gt;
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Outside of primitive societies, such a crude, ineffective and dangerous (to its operator) weapon is only used by the poorest or most desperate members of society. Usually it can be found in use by criminal gangs, for instance the Ratskin Renegades and [[Scavvies]] of Necromunda&#039;s underhive. [[Grot|Gretchin]] also [[Gretchin Blunderbuss|craft these weapons,]] even upsizing them for their primative dreadnoughts.&lt;br /&gt;
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===Scatter Cannon===&lt;br /&gt;
[[File:Scatter_Cannon2.jpg|200px|right|thumb|The Scatter Cannon. The Blunderbuss&#039; older brother and the Shotgun&#039;s uncle.]]&lt;br /&gt;
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A primitive weapon found on Necromunda and used exclusively by the [[Scalies]]. Basically a 18th century cannon with a trigger attached to it. A scatter cannon is simply an enlarged version of a Blunderbuss or scatter gun with a heavy barrel and a fist sized bore. The greater weight of the shrapnel and explosive charge used in a scatter cannon increase its range and make it a lot deadlier in the confined conditions of the underhive. &lt;br /&gt;
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If all else fails, the Scalie can basically just use the giant cannon as a giant makeshift club. Any poor scrub would get crushed by the weapon&#039;s immense weight. The Scatter Cannon is sturdy enough due to be constructed mainly with one piece of reinforced wooden log and one piece of a steel firing bore. Thus, the Scatter Cannon is essentially the watered down version of the Ogryn&#039;s Ripper Guns.&lt;br /&gt;
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Scalies are the only underhive denizens with the massive strength to take the recoil from these powerful primitive weapons.&lt;br /&gt;
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==Ancient Variants==&lt;br /&gt;
===Stub Gun===&lt;br /&gt;
[[File:40k-Stub-Boltok-Pistol.jpg|right|200px|thumb|Some things... don&#039;t quite get better with age, but the Stub Gun definitely aged well.]]&lt;br /&gt;
God made men, Samuel Colt made them equal, and John Browning made them civilized. It&#039;s a basic pistol in two variants: the stub automatic which is like a .45 caliber handgun and the stub revolver which is, of course, a generic revolver, more of which can be explained below. If you&#039;re in a gang on a hive world, it&#039;ll work pretty well because you&#039;re probably going to be shooting at other people without armor, or lightly armored local law enforcement. Very reliable, unlikely to jam, manufacture is a breeze, and ammo is plentiful. However, if you&#039;re trying to shoot an [[Ork]], even headshots might just bounce off his skull. Though, the same could be said of [[autogun]]s and [[lasgun]]s, minus the actual bouncing of course.&lt;br /&gt;
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====Stub Revolver====&lt;br /&gt;
The stub revolver carries fewer rounds than most pistols but is very reliable and easy to operate. As bullets can be inserted individually, it is relatively easy to load in specialized rounds when needed. It is one of the most ancient of pistol designs and serves as an ideal backup weapon.&lt;br /&gt;
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====Stub Automatic====&lt;br /&gt;
Unlike the Stub revolver, this pistol weapon fires in semi-automatic. Like the [[Autogun#Autopistol|Autopistol]] it is easy to produce and maintain, but less accurate at longer ranges. Just as common as the revolver variant, the stub automatic is relatively less reliable, but allows for a greater rate of fire and magazine capacity.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Stub_revolver.jpg|Stub Revolver, looking much like [[Hats|The Spy’s revolver]]&lt;br /&gt;
File:Stub_automatic.jpg|Stub Automatic, one must wonder how any magazine is supposed to [[FAIL|fit inside such a grip]] (Uses a helical magazine at the front.)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Shotgun Pistol===&lt;br /&gt;
[[File:ShotgunPistol.jpg|200px|right|thumb|The Shotgun Pistol. The littlest of boomsticks.]]&lt;br /&gt;
A special and unique type of shotgun.&lt;br /&gt;
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Also known as &amp;quot;&#039;Foehammer&#039;&amp;quot;, this weapon takes a form of a squat, brutal pistol resembling a single-shot hand cannon. It can fire a standard shotgun shell, and is popular with many naval ship&#039;s officers as well as crew chiefs who need an intimidating weapon close at hand. This is the smallest shotgun known in the Imperium and the weakest one at that.&lt;br /&gt;
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Compared to the Hand Cannon, the Shotgun Pistol has less accuracy and stopping power, but it has lower recoil, better handling, and it&#039;s a shotgun so it&#039;s easier to hit something. It is also easier to maintain and construct since it is nothing more than a tube with a firing mechanism. Great as a secondary weapon when things get too close for comfort, but there are honestly better firearms in the Imperium to choose from.&lt;br /&gt;
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Be careful firing this thing, an incautious user might break their wrist.&lt;br /&gt;
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For better context, think of this as the Ashot from the Metro series.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
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===Hand Cannon===&lt;br /&gt;
[[File:Hand_Cannon.png|200px|right|thumb|A Hand Cannon. For when you want to have pint-sized firepower.]]&lt;br /&gt;
Basically a semi-auto stub pistol (and sometimes revolver) on steroids, not unlike real-world .50 cal Desert Eagle or .454 Casull pistols in operation (It is worth noting that at least one model of hand cannon has its caliber listed as being .54 cal, that equals roughly 13.06mm). &lt;br /&gt;
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Hand cannons are almost invariably heavy and cumbersome by pistol-grade weapons standards, in addition to having unforgiving recoil, requiring a degree of training and physical resilience to wield such a firearm. Not handles properly something like this could break your hand.&lt;br /&gt;
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However, hand cannon do reward their users with the ability to kill even armoured or resilient to damage opponents (like Ogryns, Orks and Necrons). Sort of. They are still closer in power to stub pistols than bolt pistols for instance. But they are far easier to produce meaning Guardsmen, typically Sergeants and vets, could use them as a surprisingly powerful backup weapon. And if you find yourself up close and personal with an Ork, Necron or Genestealer, you will want as much firepower as you can get your hands on.&lt;br /&gt;
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Its big brother is called the Stub Cannon which can be read below.&lt;br /&gt;
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===Sawn-Off Shotgun===&lt;br /&gt;
[[File:Sawn-Off.JPG|200px|right|thumb|A Sawn-Off. A hand-held pepper shot.]]&lt;br /&gt;
The Sawn-Off Shotgun is a catch-all term to describe any primitive shotgun that has its barrel...well...&#039;&#039;sawn off&#039;&#039;. This is one of the most ancient of weapon modifications. The effects of which decreases the range, whilst increasing both the spread and ease of handling.&lt;br /&gt;
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By sawing off the barrels, the shotguns turns from a rifle into a pistol. So you essentially have a shotgun pistol for all intents and purposes. Due to such [[Heresy|unsanctioned modifications]], they are not widely popular in the [[Imperial Guard]]. Instead, they are used by hive gangers where Imperial oversight is non-existent.&lt;br /&gt;
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In the [[Necromunda]] tabletop, the Sawn-Off is easily one of the [[Fail|worst weapons in the game.]] It has worse range than a Pistol and its attributes is easily overshadowed by other short-range weapons like the [[Flamer]], [[Melta]] or you know, an &#039;&#039;actual&#039;&#039; Shotgun. There is no situation where taking this weapon is better than a pistol. Avoid it.&lt;br /&gt;
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They also appear in 40k proper via the [[Neophyte Hybrid]]s, who also use them in conjunction with the pump-action variety due to its aforementioned ease of handling, cheapness and relatively low maintenance cost. Of course, on tabletop, they, like most shotguns, [[Derp|act the same.]]&lt;br /&gt;
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===Pump-Action Shotgun===&lt;br /&gt;
[[File:Wg2-31-Shotgun.jpg|200px|right|thumb|A Pump-Action Shotgun AKA the Boomstick.]]&lt;br /&gt;
Imperial shotguns, in fact, changed little over millennia - they are the same smoothbore firearms, principally designed to either fire buckshot at close ranges or slugs to engage targets up to medium ranges. About the only big change that the Imperium employs to the gun itself is putting the gun&#039;s tubes in a metal box. These are generally simple and cheap in construction and exists in different patterns and models throughout the Imperium of Man.&lt;br /&gt;
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The first type of &#039;modern&#039; Shotgun is the archaic over-and-under shotguns and pump-action ones. They are often favoured by Enforcers as these manual shotguns have all the strengths of their double-barrelled cousins with the added benefits of increased ammo capacity or - for [[Neophyte Hybrid]]s - due to its commonality, low-tech construction and ease of maintenance. There are also few things as distinctive as the sound of a pump-action shotgun chambering a shell.&lt;br /&gt;
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===Stub Cannon===&lt;br /&gt;
[[File:Stub_Cannon.JPG|200px|right|thumb|Stub Cannon. The Devil&#039;s Fang of Stub weapons.]]&lt;br /&gt;
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Often called &amp;quot;stub-blasters&amp;quot; or more simply &amp;quot;stubbies&amp;quot;, the Stub Cannon is an especially large version of the hand cannon that fires massive, high-caliber rounds so massive that the recoil can break bones -- basically like a Torgue pistol from &#039;&#039;Borderlands 3&#039;&#039;. As such, most gangers in the underhive could barely lift such a weapon, let alone take the grievous recoil from firing one in the first place. [[Abhuman|Due to their unnatural and inhumanly large muscle mass and bulk,]] they&#039;re favored mainly by the [[Bruiser|members]] of [[House Goliath]]. In Hired Gun, these bastards [[Wat|make better sniper rifles than the actual sniper rifles.]]&lt;br /&gt;
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Like the [[Catachan Jungle Fighters|Catachans and their Knives]], carrying such a gun is more a show of strength (and a dick measuring contest) than it is a practical weapon, but that just adds to the appeal for your average Goliath ganger. On the flip side, if you are wearing power armour, it&#039;s a cheap way to blast a hole into Ork skulls and blow chunks out of Genestealers.&lt;br /&gt;
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The Stub Cannon looks like an enlarged Stub-Revolver. How quaint.&lt;br /&gt;
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===Stub Rifle===&lt;br /&gt;
[[File:Stubrifle.jpg|200px|right|thumb|Sure enough, the Stub Rifle epitomizes not fixing something if it ain&#039;t broken.]]&lt;br /&gt;
The gun that coins the term Stubber.&lt;br /&gt;
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No, really, take a Lee-Enfield, Mosin or a Springfield and you got one of these. Shit&#039;s built to last.&lt;br /&gt;
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Generally, a simple medium/high-caliber bolt-action or semi-auto rifle. Also called the Stubber. It is basically your typical, everyday hunting rifle you can buy today with some slight modifications. Existing in many patterns, generally such a rifle is regarded as a lowly civilian-grade weapon or tool. &lt;br /&gt;
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However, it often sees action not as just a hunting or farming tool, but as a combat weapon in the hands of lowly insurgents, cultists, or militia fighters. It&#039;s likely that high powered Stub Rifles could also be seen to use the same or similar rounds to a Heavy Stubber, minus the automatic fire. Heck, some high powered Stubbers could become a makeshift Sniper Rifle. Typically a Stub Rifle acts as a Marksman Rifle in these cases. Its rule 63 equivalents are the [[Las-Lock]] or [[Autogun]].  Don&#039;t look down on the stub rifle, some of [[#Exitus Rifle|the most powerful weapons]] in the galaxy are stub weapons.&lt;br /&gt;
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===Gun Axe===&lt;br /&gt;
[[File:Axe_Gun_Cawdor.PNG|200px|right|thumb|Gun Axe]]&lt;br /&gt;
Otherwise known as a Polearm Gun, Blunderpole or - if you played Assassin&#039;s Creed: Unity - the Guillotine Gun. The Gun Axe is the poor man&#039;s version of the [[Power Weapon#Guardian Spear|Guardian Spear]] with attached [[Guardian Bolter]].&lt;br /&gt;
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Nothing more than a literal long metal tube gun with a blade hook attached to one end, it is one of the most common weapon used by [[House Cawdor]] in [[Necromunda]]. Given that these guys are a bunch of [[murderhobo]]s, it makes sense why they opt for this weapon as their standard-issue given that it can be made from the literal trash heap and is cheap and easy to maintain.&lt;br /&gt;
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The Gun Axe can be fitted with either an [[Autogun]] or the Blunderbuss depending on the user&#039;s preference.&lt;br /&gt;
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And yes, these things actually do exist in real life renaissance-era Poland.&lt;br /&gt;
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==Modern Variants==&lt;br /&gt;
===Ironhead Stub Gun===&lt;br /&gt;
[[File:Ironhead_Stub_Gun.PNG|200px|right|thumb|Ironhead Stub Gun]]&lt;br /&gt;
A modern upgrade to the regular old Stub Gun. Despite sharing the same name, the Ironhead variant offers much better durability and penetrative power. This is no surprise given that the chief manufacturer of these weapons are the [[Ironhead Squat Prospectors]] from [[Necromunda]]. They are used mostly by the young [[Digger]]s of the clan.&lt;br /&gt;
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By design, the Ironhead Stub Gun is a &#039;&#039;heavy&#039;&#039; revolver with an oversize bore-diameter. What is most noticeable is the fact that these Stub Guns sport a unique double-barrel design. Which is weird since the gun itself only contains a [[wat|single revolver drum.]] [[derp|So one wonders where exactly, does the other barrel fire from?]] /tg/ suspects it might be a design oversight. Nevertheless, design oversight or not, you can guarantee the Stub Gun will chew through ammunition like a [[Neckbeard]] eating [[Meatbread]]. Seriously, a revolver chamber contains only what? six rounds on average, &#039;&#039;maybe&#039;&#039; eight at best? So you better be prepared to be stocked up on additional ammo if you guns blazing with this damn thing.&lt;br /&gt;
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Now this odd design isn&#039;t unique to just the Stub Gun. Pretty much every weapon from the Ironheads sport the same double-barrel, drum-fed magazine design. Why that&#039;s the case, we have no idea. Compensation much?&lt;br /&gt;
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===Liberator Autostub===&lt;br /&gt;
[[File:Liberator_Autostub.JPG|200px|right|thumb|Liberator Autostub. A gun that literally fires bullets made out of [[Bullshit|Bullshitium.]]]]&lt;br /&gt;
The primary sidearm of the triple gunslinging space cowboy of the [[Genestealer Hybrids#Kelermorph Hybrids|Kelermorph Hybrid]]. From an initial perspective, these Stub Revolvers look like any other form of Stub Revolver. But don&#039;t let that fool you, for these revolvers pack enough of a punch to make a Hand Cannon and even a Bolt Pistol look like a pathetic Flintlock Pistol in comparison.&lt;br /&gt;
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For you see, the bullets of a Liberator Autostub is made from extremely [[Bullshit|&#039;rare&#039;]] depleted volonium shells. Rare is in quotations because they are made by disgruntled workers from any normal arms factory, produced by the stuff being smuggled out in trace amounts. [[Wat|Which begs the question on why the Imperium never seem to make bullets out of this volonium stuff if]] [[Derp|god damned sweatshop workers can smuggle them out and make it by themselves.]] (Maybe genestealers shit out volonium?) The fluff suggests that the normal Imperium does not use them because making these things is a deadly task since you&#039;re likely to be exposed to high levels of radiation (which suggests that to make depleted Volonium they first have to synthesis normal Volonium which, before you ask, is not a real element). But since when have the human costs of production stopped the Imperium &amp;quot;grim dark is our catchphrase&amp;quot; of Man? And it&#039;s deadly only to those aforementioned sweatshop workers because their basement armory has zero radiation protection, unlike a sanctioned worker specialized in that task.  Anyway, these bullets are supposedly hard enough to pierce Power Armour and the hulls of light tanks (which makes no sense anyway because it still wouldn&#039;t have the kinetic energy to defeat said armor anyway), but crunch-wise they&#039;re only -1; not too bad, given the rate of fire, yet not quite &amp;quot;turn a tank inside out&amp;quot; good, &amp;lt;s&amp;gt;which may also explain why the Normal Imperium doesn&#039;t field them&amp;lt;/s&amp;gt; crunch in this case is dramatically different from fluff in which these bullets are easily tank and Marine killers. They&#039;ve got better (and cheaper, and probably wayyyyyy less radioactively lethal) shit to produce AP rounds with (and yet nobody, even Space Marines, ever gets any of these hypothetical AP rounds?).&lt;br /&gt;
&lt;br /&gt;
On tabletop, these are the Kelermorph&#039;s rootin&#039; tootin&#039; shootin&#039; S4 AP-1 2 damage Pistol 2. [[Awesome|The Kelermorph has three of these babies and can just gun down space marines and below with ease.]] [[Cypher|Cypher]] wishes he could get guns this good.&lt;br /&gt;
&lt;br /&gt;
===Combat Shotgun===&lt;br /&gt;
[[File:Shotgun.jpg|200px|right|thumb|The Combat Shotgun, AKA, the Boomstick that goes [[Dakka|BRRRRRRR.]]]]&lt;br /&gt;
&lt;br /&gt;
The Combat Shotgun is the second type of &#039;modern&#039; shotguns that have abandoned all forms of manual reload for that sweet, sweet full auto-combat action. When you think of shotguns in 40k, &#039;&#039;these&#039;&#039; are the types you automatically think about. These automatic shotguns as such, are designed purely for warfare. Combat shotguns are usually fed from a drum magazine (and so rarely need to be reloaded) and are even deadlier than the normal shotgun. In addition to their short-range destructive power, they hammer out an intimidating racket when being fired.&lt;br /&gt;
&lt;br /&gt;
They are often employed as a signature weapon of [[Adeptus Arbites]].&lt;br /&gt;
&lt;br /&gt;
Also worth noting is that along with simple buckshot or slug shells, Imperial shotguns can also fire specialised rounds, usually produced by the Adeptus Mechanicus, including the dreaded Executioner-pattern sniper slugs, having the ability to change their trajectory mid-flight and home in on their target thanks to their miniature on-board cogitator. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Goliath Combat shotgun.JPG|It looks like a [[Boltgun]], and it hurts like one&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Astartes Assault Shotgun===&lt;br /&gt;
[[File:Astartes_Assault_Shotgun.jpg|200px|right|thumb|The Boomstick to end all Boomsticks.]]&lt;br /&gt;
As its name implies, the Astartes Shotgun is a shotgun model specifically tailored for a Space Marine&#039;s biology, and thus having great mass and recoil, but also vastly greater stopping power. It is the third &#039;modern&#039; type of shotgun shown.&lt;br /&gt;
&lt;br /&gt;
They are the standard issue for [[Scout Squad|Space Marine Scouts]] and are bulky, mag-fed weapons that can fire in single shots and in both semi and fully automatic modes, and use an array of specialty ammunition ranging from armor-piercing penetrator rounds to the powerful man-stopping rounds. The [[Deathwatch]] also maintains unique shotguns with specialized alien-killing rounds, utilizing armour-piercing solid rounds, flame-belching shells, or rounds that fill the room with deadly bouncing ball-bearings.&lt;br /&gt;
&lt;br /&gt;
These variants are specially designed to be used by members of Adeptus Astartes and as such are of much better quality and much more deadly than normal shotguns. Assault shotguns are best used in urban and close-quarters combat, as well as in boarding actions aboard voidships.&lt;br /&gt;
&lt;br /&gt;
===Heavy Shotgun===&lt;br /&gt;
[[File:Heavy_Shotgun.JPG|200px|right|thumb|The [[Autocannon]] of Boomsticks.]]&lt;br /&gt;
The biggest broomstick of the family.&lt;br /&gt;
&lt;br /&gt;
These double-barrelled combat shotguns are used exclusively by the [[Navis Endurant]]s of the [[Imperial Navy Breachers|Imperial Navy Breacher Teams]]. Its sheer bulk means that these Voidsmen need to carry a specialised shield that could mount these things in order to properly fire without throwing off one&#039;s aim. Given their double-barrelled nature and large size, the Heavy Shotgun fires bigger gauges which contain more pellets per shot. The result is that anyone in front of the damned monster would get shredded into beef patties.&lt;br /&gt;
&lt;br /&gt;
Given its ridiculously boxy design, moving this thing around is an absolute bitch and don&#039;t even get us on the recoil. Without that supporting shield, firing this unwieldy [[METAL BOXES|metal box]] would make this shit so god damned inaccurate even by shotgun standards. Furthermore, given its double-barrel and automatic fire nature, ammo conservation is also going to be a bitch to look out for.&lt;br /&gt;
&lt;br /&gt;
All in all, point this thing in the general direction inside a ship and watch as the opposing side cry bitter tears.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Heavy_Shotgun_2.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Longrifle===&lt;br /&gt;
[[File:Longrifle.JPG|200px|right|thumb|[[Derp|A pump-action rifle]]...technically viable, but not very smart.]]&lt;br /&gt;
Longrifles or Long Rifles are a catch-all term for any Stubber carbine/rifles. They should not be confused with the [[Eldar]] [[Ranger Long Rifle|Ranger Long Rifle]] as these two weapons are on a completely different spectrum. They&#039;re ironically modeled as being &#039;&#039;pump action&#039;&#039; and, while this is technically feasible, it is rather impractical due to pump-action weapons being inherently more inaccurate than other forms of weapon (the action of pumping the gun tends to throw off one&#039;s aim).&lt;br /&gt;
&lt;br /&gt;
They have a longer range than a Stubber by sheer fact of having better materials and a higher tech-tree. They could also hold a lot more ammunition and could, theoretically (Depending on the design) have variable fire rates.&lt;br /&gt;
&lt;br /&gt;
On the [[Necromunda]] tabletop, they are capable of reaching out across the entire battlefield, and more accurate beyond 24”, the long rifle is perfect for taking out targets with precision. Strength 4 makes this weapon deadly, and pairing that with the Knockback trait makes them devastating.&lt;br /&gt;
&lt;br /&gt;
===Ripper Gun===&lt;br /&gt;
[[File:Ripper_Gun.jpg|200px|right|thumb|Ripper Guns. [[Heresy|Just when you thought regular Shotguns were big enough.]]]]&lt;br /&gt;
The Ogryn Ripper Gun is a large, brutal, and simple weapon designed for use by Imperial Guard&#039;s similarly-large, brutal and simple Ogryns. It is a heavy automatic shotgun, built as simply and solidly as possible in order to survive being used by the Ogryns who use it as much as a club as a firearm. Think of it as the high-tech grandson of the Scatter Cannon. It can fire either a heavy shell or a hail of shot. By design, the Ripper Gun does not have a long range to better fit the Ogryns&#039; instincts for close combat, and many also have a fire rate limiter to prevent them from firing off an entire magazine&#039;s worth of ammunition at once. &lt;br /&gt;
&lt;br /&gt;
Ripper Guns are intended to be fired to soften up the enemy before the Ogryns charge into close combat, and are built particularly robustly so that they can stand up to the Ogryns&#039; use of them as clubs in melee. Ripper Guns can also be fitted with Ripper Saws. A Ripper Saw is, as the name implies, a saw blade that is attached to the end of a Ripper Gun which is intended to provide the Ogryn with an effective close combat melee weapon once they close with the enemy. The Ripper Gun is one of the few Imperial weapons that is intentionally crafted for use by Ogryns, and its design is intended to be much more durable and larger than a standard Imperial weapon, to compensate for the Ogryns&#039; size, extreme clumsiness, and intellectual deficits.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:OgrynRipperGun.png|&amp;lt;center&amp;gt;Ripper Gun&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Heavy Stubber===&lt;br /&gt;
[[File:Heavy_Stubber.jpg|250px|right|thumb|A Heavy Stubber deployed by Chaos forces]]&lt;br /&gt;
Well-known is the Heavy Stubber, a machine gun used as a vehicle mount in the Imperial Guard, because in 40,000+ years, humanity has still been unable to top the genius of Weaponsmith John Browning&#039;s legendary [https://en.wikipedia.org/wiki/M2_Browning M2] (who&#039;s surprised?). Just ask the goddamned [[Orks]].&lt;br /&gt;
&lt;br /&gt;
Several guns count as heavy stubbers, and all of them are awesome. The most famous is basically a Browning M2 .50 cal Heavy Machine Gun, because the Browning is just so good they&#039;re still using it 39000 years later. The Vraks-pattern stubber looks more like a M1919A6 or MG42 depending on which you have under your nose. There&#039;s also those giant, silly [sometimes] double barreled monstrosities with top feed magazines. [[Awesome|The Imperial Guard uses them in the same way as light machineguns were in WW2 and a General Purpose Machine Gun would be used today]]…or in the case of those giant, double barrel chonkboi Brens, wheeled onto the battlefield a la wheeled mount Maxim MG - no wonder these patterns are more popular with the [[Praetorian Guard|retro]] [[Death Korps of Krieg|look]] [[Mordian Iron Guard|regiments]]. Various models on tabletop visually run from .50 to bolter sized bullets to rounds that probably are larger than a heavy bolter’s hanging off a short chain. So, who the fuck knows. [[Derp|They all hit the same for some fucking reason anyway]]. Unlike the smaller Stub guns, Heavy Stubbers actually contain enough mass to do similar damage to a Bolter round at a much higher rate, (albeit with more recoil) and will reliably blow people&#039;s limbs off now as easy as they did then. Unlike the others which have been phased out, these are still in the mainline army arsenals, and are often pintle-mounted on vehicles or used in Heavy Weapon Squads in the [[Imperial Guard]], especially for vehicles produced from worlds that do not have the resources to produce Heavy Bolters, or those who just find it more economical to push out a hundred Heavy Stubbers with the man-hours it would take to make a single Heavy Bolter and rounds for it. Obviously, they are not as strong as the Heavy Bolter they replace, which is &amp;lt;s&amp;gt;several times&amp;lt;/s&amp;gt; more powerful than a regular Bolter, but they are still damned powerful enough, and they [[/tg/ gets shit done|DO GET SHIT DONE]]. Besides, if you&#039;re just trying to gun down enemy infantry, you don&#039;t strictly &#039;&#039;need&#039;&#039; a Heavy Bolter, or even a Storm Bolter, when a Heavy Stubber is just as capable of turning a human or human-equivalent into so much jelly. A heavy bolter is nice for ruining their cover if it were used in real life, so everyone else can have a merry time slaughtering the exposed enemy. Then there are the different types of ammo, such as ones that [[Awesome|break apart in the target and the &#039;&#039;pieces&#039;&#039; &#039;&#039;&#039;explode&#039;&#039;&#039;.]] A similar but heavier laser version of this weapon would be a [[multilaser]].&lt;br /&gt;
&lt;br /&gt;
Note that despite our metaphorical praise calling it the M2 .50 cal of the future (for its simplicity and dependability), its actual calibre according to [[Imperial Armour]] books is an &amp;quot;8.25 long&amp;quot; cartridge. Assuming this means &amp;quot;8.25mm diameter, rifle cartridge&amp;quot; this puts it at a &amp;quot;mere&amp;quot; 0.325, not 0.50(which would be 12.7mm). In fairness that was only the calibre of the Vraks pattern mentioned above, which was modeled after the smaller MG42, which fired the 7.92×57mm cartridge.&lt;br /&gt;
&lt;br /&gt;
Alternatively it could be an 8.25&#039;&#039;&#039;cm long&#039;&#039;&#039; cartridge. Remember that most cartridge specifications come with both the nominal diameter and the case length- .50 BMG is also known as 12.7x99mm, for example. The heavy stubber would thus be something like 12.7x83mm. With fancy futuristic propellants, maybe they figured out a way to cram more energy into a shorter case. Who knows?&lt;br /&gt;
&lt;br /&gt;
The Death Guard also make use of a variant known as the Heavy Slugger, which fires Heavy Bolter level shots at a faster rate.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Ironhead Heavy Stubber===&lt;br /&gt;
[[File:Ironhead_Heavy_Stubber.PNG|200px|right|thumb|Ironhead Heavy Stubber]]&lt;br /&gt;
A unique pattern of Heavy Stubber only used by the [[Drill Master]]s of the [[Ironhead Squat Prospectors]] from [[Necromunda]]. This Heavy Stubber dramatically differs from the rest of its kin of the wider Imperium by the sheer fact that it is a natural twin-linked weapon. Whilst conventional wisdom goes that this should be put in the [[combi-weapon]] category, this Heavy Stubber like the [[Storm bolter]], is not two weapons duct taped together, but a single weapon system that just so happens to have two barrels.&lt;br /&gt;
&lt;br /&gt;
What this means is that rather than firing each barrel separately in tandem via a hotwired single trigger mechanism, the gun fires two rounds at the same time, due to the fact that the entire firing mechanism being fused together. To compensate for the sudden increase in firepower, the Ironhead variant sports a huge drum-fed cylindrical magazine; holding a shit ton of ammunition at the expanse of weight. Fortunately for the Squats, they just so happen to be strong enough that such cumbersome weight is a non-issue. This design stays consistent with the rest of the Ironhead&#039;s weapons, even their &#039;&#039;pistols&#039;&#039; sport the same double-barrel, drum-fed magazine design. Why that&#039;s the case, we have no idea. Compensation much?&lt;br /&gt;
&lt;br /&gt;
As one might expect, this amount of firepower in such a small frame will cause heating issues. But for some reason, the weapon does not seem to suffer any heating issues. In contrast to the [[Ironhead Boltgun]], the Heavy Stubber offers a ludicrous amount of firepower beyond that of regular Heavy Stubbers, but you can say goodbye to any form of accuracy as a result.&lt;br /&gt;
&lt;br /&gt;
===Ironhail Heavy Stubber===&lt;br /&gt;
[[File:IHS_Side.PNG|250px|right|thumb|Ironhail Heavy Stubber]]&lt;br /&gt;
Not to be confused with the abovementioned [[derp|similarly named Ironhead Heavy Stubber]].&lt;br /&gt;
&lt;br /&gt;
Surprisingly, an enhanced Heavy Stubber called the Ironhail Heavy Stubber is one of the many weapons used by the [[Primaris Marines]]&#039; IFV, the [[Repulsor Tank]], their transport, the [[Impulsor]], their [[Brutalis_Dreadnought|melee-based Dreadnought]], and a number of Toaster Boys vehicles. What makes them so special, [[Emprah|God-knows what]]. Bigger bullets we guess? [[derp|Because the crunch sure as hell can&#039;t be bothered to make a difference.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strike&amp;gt;Why it uses a heavy stubber instead of the much more potent and commonly used heavy bolter is a mystery for the ages.&amp;lt;/strike&amp;gt; Again, reliability and ammo simplicity. No fancy rockets, just bigass bullets of doom. &lt;br /&gt;
&lt;br /&gt;
Also although it has no impact in-game heavy stubbers probably have much more ammo capacity and faster, more accurate bullets, being smaller and lighter and relying on pure impact (thus speed) to inflict damage compared to a heavy bolter round. Google the .50 SLAP round for a potential real life equivalent. There is also the Icarus variant designed for AA work, frequently twinned but we say AA in the means of light air targets like [[Gargoyle (Tyranids)|Gargoyles]] or enemy jet pack infantry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
RepulsorStubber.png|&amp;lt;center&amp;gt;A Heavy Stubber mounted on the Primaris Repulsor&amp;lt;/center&amp;gt;&lt;br /&gt;
File:RepulsiveIronhail.PNG|&amp;lt;center&amp;gt;As seen on the &amp;lt;strike&amp;gt;Repulsive&amp;lt;/strike&amp;gt; Repulsor, in [[Ironhail_Skytalon_Array|twinned anti-air configuration]]&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Ironhail Skytalon Array.JPG|&amp;lt;center&amp;gt;As seen on the Impulsor, in [[Ironhail_Skytalon_Array|twinned anti-air configuration]]&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BrutalIronhail.PNG|&amp;lt;center&amp;gt;As seen on the Brutalis Dreadnought. Unsuprisingly, in [[Ironhail_Skytalon_Array||twinned anti-air configuration]]&amp;lt;/center&amp;gt;&lt;br /&gt;
IHS_Invictor.PNG|&amp;lt;center&amp;gt;As seen in the Invictor Tactical Warsuit, [[twin-linked]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Sniper Rifle===&lt;br /&gt;
[[File:SniperRifle6.jpg|200px|right|thumb|The Space Marine Sniper Rifle. [[Mary Sue|Better than those filthy plebian Sniper Rifles of the Guard]]... save for one...]]&lt;br /&gt;
While the Imperial sniper rifles are generally a rather broad class of weapons including, for example, the [[Long-Las]] sniper [[lasgun]]s used by the Imperial Guard, at least some of the sniper rifles utlized in the Imperium are actually solid-slug ballistic weaponry, firing high-caliber, powerful rounds to achieve maximum range and precision with their shots. Some specialist snipers like to add in specialized rounds in their Sniper Rifle for the &#039;special occasions&#039;.&lt;br /&gt;
&lt;br /&gt;
Space Marine Chapters, particularly Scouts, utilize a unique model of Sniper Rifle. A Space Marine-pattern Sniper Rifle fires a solid slug and boasts powerful telescopic sights that allows the wielder to fire at enemy weak points and distant foes with extreme accuracy.&lt;br /&gt;
&lt;br /&gt;
On Necromunda, these guns are confusingly called [[derp|&#039;&#039;Long Rifles&#039;&#039;]], which should in no way be confused with the &#039;&#039;other&#039;&#039; Longrifle that has been explained above. Although it seems that only the [[Ash Waste Nomads]] seem to call it that. On Necromunda, these things are elephant guns and hit like a truck. Strength 4 at 48&amp;quot; range is bound to offer some hurt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:CatachanSniper.png|&amp;lt;center&amp;gt;Catachan Sniper Rifle&amp;lt;/center&amp;gt;&lt;br /&gt;
image:RatlingSniper.png|&amp;lt;center&amp;gt;Ratling Sniper Rifle&amp;lt;/center&amp;gt;&lt;br /&gt;
image:SpaceMarineSniper.png|&amp;lt;center&amp;gt;Astartes Sniper Rifle&amp;lt;/center&amp;gt;&lt;br /&gt;
Ash_Waste_Long_Rifle.PNG|&amp;lt;center&amp;gt;Ash Waste Nomads Long Rifle&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Advanced Variants==&lt;br /&gt;
===Exitus Pistol===&lt;br /&gt;
[[File:ExitusPistol.jpg|200px|right|thumb|Exitus Pistol]]&lt;br /&gt;
The Exitus Rifle&#039;s kid cousin. The Exitus Pistol is an Imperial pistol and a signature weapon of the Vindicare Temple of the Officio Assassinorum. Like its cousin the Exitus Rifle, it is a masterpiece of Adeptus Mechanicus engineering and is custom-built for the requirements of the individual assassin. The Pistol is largely a backup weapon for the Exitus Rifle and is used in the rare circumstances the assassin is discovered, cornered, or in need of rapid-fire weaponry. With an integral silencer and the ability to load and fire the same specialized ammo as its big brother, it has saved the lives of many Vindicare Assassins.&lt;br /&gt;
&lt;br /&gt;
Like its rifle counterpart, the Exitus Pistol is capable of firing a variety of specialized ammunition. These include:&lt;br /&gt;
*&#039;&#039;&#039;Shield-Breaker Rounds&#039;&#039;&#039; - Overload the personal Force Fields of the target&lt;br /&gt;
*&#039;&#039;&#039;Turbo-Penetrator Rounds&#039;&#039;&#039; - Use a two-stage charge to punch a secondary round through the thickest armor.&lt;br /&gt;
*&#039;&#039;&#039;Hellfire Rounds&#039;&#039;&#039; - Contain virulent bio-acidic toxins that can reduce targets to ash.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:ExitusPistolHolster.png|&#039;&#039;An Exitus Pistol holstered.&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Exitus Rifle===&lt;br /&gt;
[[File:Sniper_Rifle.jpg|200px|right|thumb|The Exitus Sniper Rifle. Scoring more headshots then the entire Tau Empire combined.]]&lt;br /&gt;
Arguably the most iconic (and dreaded) of such Imperial &amp;quot;solid-slug&amp;quot; sniper rifles are the Exitus rifles, employed by field agents of the [[Officio Assassinorum]]&#039;s [[Vindicare]] temple. Each of these rifles is a one-of-a-kind &amp;quot;work of art&amp;quot; which is painstakingly hand-crafted by Toaster Boy artisans to match the particular specs of each individual assassin. Its exceptional range and power also imply that the rifle uses something far more advanced than mere chemical gunpowder combustion to accelerate its bullets (however, the exact mechanics of its action is highly classified by TechnoMonkey top brass). The novel &#039;&#039;Assassinorum: Kingmaker&#039;&#039; claims that they use compressed air to fire, but this just raises further questions (it also has the Vindicare wax rhapsodic about how much he loves gunpowder and hand-loaded rounds, so &amp;lt;shrug&amp;gt;.)&lt;br /&gt;
With such high velocity, combined with specially made &amp;quot;turbo-penetrator&amp;quot; rounds, designed to make quick work of any armor including such utilised by super-heavy tanks and TITANS (in the glorious days of 5th edition GK codex, that baby rolled 4d6 for armor penetration), the Exitus rifle gives the Vindicare assassin a chance to slay practically every conceivable target in just one well placed shot...&lt;br /&gt;
&lt;br /&gt;
The Exitus Rifle is capable of firing a variety of ammunition depending on the target. These include:&lt;br /&gt;
*&#039;&#039;&#039;Shield-Breaker Rounds&#039;&#039;&#039; - Overload the personal Force Fields of the target&lt;br /&gt;
*&#039;&#039;&#039;Turbo-Penetrator Rounds&#039;&#039;&#039; - Use a two-stage charge to punch a secondary round through the thickest armor.&lt;br /&gt;
*&#039;&#039;&#039;Hellfire Rounds&#039;&#039;&#039; - Contain virulent bio-acidic toxins that can reduce targets to powder. &lt;br /&gt;
*&#039;&#039;&#039;Immolator Rounds&#039;&#039;&#039; - Rounds that caused most soft targets to violently explode at the molecular level leaving behind nothing but ash. These are the Rounds most often used in conventional sniper operations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:VindicareExitus.png|&amp;lt;center&amp;gt;Exitus Rifle&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Macrostubber===&lt;br /&gt;
[[File:Macrostubber.jpg|200px|right|thumb|A Macrostubber. Looking more like a Rad Gun than anything else.]]&lt;br /&gt;
The Macrostubber is the Mechanicum&#039;s more advanced and powerful variation of a typical solid-slug ballistic weapon (As expected from the Technobabbling Greaselickers). The standout feature of the Macrostubber is just *how fast* it fires, especially considering it&#039;s basically an MG with similar stopping power to a bolter, or Ork shoota. This type of antique weapon is used by Adeptus Mechanicus Tech-Priests, and is able to hurl out a thunderous cloud of specially designed bullets (the exact method of accelerating its projectiles is not disclosed by the Techpriests, however the looks imply something more than just gunpowder is involved). A Macrostubber can apparently fire at a rate exceeding the Heavy Stubber, a bloody MG, by a ratio of 5:3! Maybe it&#039;s just an MG 42 cut down to pistol form? It&#039;s further possible that Macrostubbers are coilguns or railguns, which would explain the need for &amp;quot;specifically designed&amp;quot; (read: ferromagnetic) projectiles. Maybe the electromagnetic firing mechanism removes the need for moving parts, accelerating the rate of fire by removing the need to cycle a bolt? Perhaps it&#039;s only as good as a normal autogun, but the Magos that wield them can think so fast that they aim and fire with absolute precision and accuracy, making literally every shot count.&lt;br /&gt;
&lt;br /&gt;
You know what, just think of it as a drum-fed, compact, heavy machine gun with a crazy-fast rate of fire, and you won&#039;t go insane. Or maybe you will considering it&#039;s practically a .50 cal machine gun that fires almost as fast as an Assault Cannon, and is wielded as a pistol! In theory could be dual-wielded, or more if you have extra robot arms...&lt;br /&gt;
&lt;br /&gt;
This weapon has proven quite [[skub]]by in /tg/, due to the fact that some people have taken to calling it an Autogun due to its technological superiority and rate of fire despite the name. Then again, some may have pointed out that it could be just a more portable and lightweight variant of the Heavy Stubber. As noted in the Disambiguation section and throughout the article, the fluff [[Autogun#Autoguns versus Stubbers|doesn&#039;t do a good job of drawing any consistent lines]] between Stubbers and Auto-weaponry.&lt;br /&gt;
&lt;br /&gt;
Also worthy of note is that stubber and autogun refer to the mechanism of the weapon itself, whereas a bolter specifies both the weapon, and the special explosive &amp;lt;s&amp;gt;rocket-assisted&amp;lt;/s&amp;gt; rocket-propelled (assisted just gets it up to the right muzzle velocity, propelled does far more) munition it uses. It could very well be that a macrostubber employs the simple and reliable mechanics of a stubber to fire a low-velocity high-mass (hence, low initial recoil) rocket-assisted round. Historically, rocket firearms have not proven too reliable, but the biggest problem is the ammunition; it would make perfect sense that these weapons function only if maintained and used by a member of the Toaster Boys.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:MacrostubberPict.png|&amp;lt;center&amp;gt;Macrostubber&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Stubcarbine===&lt;br /&gt;
[[File:Stubcarbine.jpg|200px|right|thumb|A Stubcarbine. You would be fooled to think this was an Autogun.]]&lt;br /&gt;
&#039;&#039;Another&#039;&#039; AdMech weapon exclusive to the [[Skitarii]] (and, of all people, the Cultist Champion from the [[Blackstone Fortress]] game). The stubcarbine, though small, has the stopping power of the heavy stubbers mounted on the vehicles of the Imperial Guard. When a squad of Sicarian Infiltrators opens fire with these weapons, the air fills with an avalanche of solid shot that chews their victims to shreds. It can be assumed to have a shorter range to compensate for their high rate of fire or because of it&#039;s short barrel and high caliber. Despite how it looks from the side, the magazine is not actually that tiny cylinder the size of a fist on the underside, it&#039;s actually a side feed similar to the FG-42. With a squad equipped with these, the enemy will be dead by the time you need to reload, so magazine size won’t really matter, and if not, Skitarii are incredibly expendable to the other Greasemonkeys anyway. Plus, as cyborgs, it&#039;s not inconceivable that an Infiltrator can reload extremely quickly. The intention could be that an Infiltrator can rake a group of enemies with fire, then run a reloading macro while doing something else, like charging into close combat or taking cover.&lt;br /&gt;
&lt;br /&gt;
Judging from how they are described in fluff, Stubcarbines seem to be a lightened variant of Heavy Stubbers, outfitted with some kind of recoil suppression system which allows them to be fired as handheld weapons by the Skitarii, albeit with shorter range due to sporting a much shorter barrel than the actual Heavy Stubber. It seems like the thinking was &amp;quot;a carbine is a lighter version of a rifle, so a Stubcarbine is a lighter version of a Heavy Stubber.&amp;quot; This would make it an... assault rifle? High caliber (but otherwise normal) carbine? Uncertain, go ask [[/k/]]. [/k/ here, sounds like the Heavy Stubber &amp;quot;variant&amp;quot; was not a .50 but a 7.62x51 or equivalent, which would make it a medium machine gun. But knowing the Admech, it&#039;s not improbable that it is a .50 in which case it would be a compact heavy machine gun, or a high caliber SMG (/k/ here, an high caliber SMG is FUCKING DUMB and an OXYMORON. The SUB in SUB-Machine-Gun is short for SUBCALIBER, AKA Sub-rifle caliber.], depending on the overall power of the rounds)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:SicarianStubcarbine.png|&amp;lt;center&amp;gt;Stubcarbine&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
===Shotgun===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:NecromundanShotguns.png|&#039;&#039;An assortment of Necromundan (and Arbites) Shotguns.&#039;&#039;&lt;br /&gt;
image:GenestealerShotguns.png|&amp;lt;center&amp;gt;Cultist Shotguns&amp;lt;/center&amp;gt;&lt;br /&gt;
image:CadianShotgun.png|&amp;lt;center&amp;gt;Cadian Shotgun&amp;lt;/center&amp;gt;&lt;br /&gt;
image:AstartesShotgun.png|&amp;lt;center&amp;gt;Astartes Shotgun&amp;lt;/center&amp;gt;&lt;br /&gt;
image:DeathwatchShotgun.png|&amp;lt;center&amp;gt;Deathwatch Shotgun&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Heavy Stubber===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:GenestealerStubber.png|&amp;lt;center&amp;gt;Genestealer Heavy Stubber&amp;lt;/center&amp;gt;&lt;br /&gt;
image:CultistStubber.png|&#039;&#039;With a right body, one person is enough&#039;&#039;.&lt;br /&gt;
image:TeamStubber.png|&#039;&#039;But if not, you might need a couple&#039;&#039;.&lt;br /&gt;
image:TankStubber.png|&amp;lt;center&amp;gt;Pintle Mount&amp;lt;/center&amp;gt;&lt;br /&gt;
image:SquadStubber.png|&amp;lt;center&amp;gt;Heavy Weapons Team&amp;lt;/center&amp;gt;&lt;br /&gt;
image:SaberStubber.png|&amp;lt;center&amp;gt;Sabre Gun Platform&amp;lt;/center&amp;gt;&lt;br /&gt;
image:RepulsorStubber.png|&amp;lt;center&amp;gt;Ironhail Heavy Stubber&amp;lt;/center&amp;gt;&lt;br /&gt;
DrillMaster.jpg|&amp;lt;center&amp;gt;Ironhead Heavy Stubber&amp;lt;/center&amp;gt;&lt;br /&gt;
image:PlagueburstStubber.png|&amp;lt;center&amp;gt;Heavy Slugger&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;
{{Template:40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-Squat-Weapons}}&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Imperial]]&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;/div&gt;</summary>
		<author><name>2603:7080:4D00:BDE4:6134:1A8C:2834:C4A3</name></author>
	</entry>
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