<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://2d4chan.org/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=2605%3AE000%3A141B%3ADE0%3A9154%3A9A19%3A20C7%3AFF68</id>
	<title>2d4chan - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://2d4chan.org/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=2605%3AE000%3A141B%3ADE0%3A9154%3A9A19%3A20C7%3AFF68"/>
	<link rel="alternate" type="text/html" href="http://2d4chan.org/wiki/Special:Contributions/2605:E000:141B:DE0:9154:9A19:20C7:FF68"/>
	<updated>2026-06-05T09:46:18Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Hc_Svnt_Dracones&amp;diff=247132</id>
		<title>Hc Svnt Dracones</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Hc_Svnt_Dracones&amp;diff=247132"/>
		<updated>2020-09-22T10:19:20Z</updated>

		<summary type="html">&lt;p&gt;2605:E000:141B:DE0:9154:9A19:20C7:FF68: /* The Fluff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{heresy}}&lt;br /&gt;
[[Image:Chakats in RPGs.png|right|thumb|In case you had any doubt this was made by furries.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hc Svnt Dracones&#039;&#039;&#039; (or HSD) is an RPG made by and for [[furries]]. Despite saying multiple times in the beginning that this is a [[Transhumanist]] RPG a la [[Eclipse Phase]], the fluff, crunch and accessories make it very obvious that this RPG was made solely so you could make your fursona. The cries of &amp;quot;but we&#039;re really just trying to help you get in touch with your human side guys!&amp;quot; get drowned out by how awful humanity is depicted, and by how much time they spend jerking off (literally and figuratively) the furries as bastions of the future. They partially write this off as the &amp;quot;spirit&amp;quot; of humanity getting corrupted. With Ayn Rand levels of shilling for the GLORIOUS CAPTAINS OF INDUSTRY and an understanding of biology that would make your average high school graduate cringe, HSD shows little to no self-awareness and is solely focused on making furries. At least [[Ironclaw]] has decent enough crunch and fluff to justify the setting, and if you want you can swap out the furries for regular fantasy races too. HSD does not have either saving grace.&lt;br /&gt;
&lt;br /&gt;
There is a second edition of the book, which throws away most of the crunch (but not the fluff) of the first book after they realized that the crunch was horribly imbalanced shit. In case you needed a further reason to regard this RPG in horror, their website sells 3D Printed miniatures with [[/d/|realistic animal vaginas]]. God help us all.&lt;br /&gt;
&lt;br /&gt;
==The Fluff==&lt;br /&gt;
This is mostly based off of stuff from the first edition. A fair warning: one of the books implies that the history as presented below might have just been Megacorp propaganda to subdue the masses.&lt;br /&gt;
&lt;br /&gt;
Sometime in the far future, humans make giant 3D printer bots that can crunch entire plots of land into materials, which allows for the rapid development of technology in the setting. Nevermind the amount of damage this would cause to the ecosystem. Eventually, every single Megacorp on Earth decides to give the collective governments the middle finger, and move to Mars so they can become GLORIOUS CAPTAINS OF INDUSTRY, UNIMPEDED BY THE WEIGHT OF GOVERNMENT. Ignore the fact that Mars was not terraformed at this point, they still need a source of food not beholden to Earth, and that Mars gets less sunlight - we have furries to make!&lt;br /&gt;
&lt;br /&gt;
The first furry was made at a celebration of giving Earth the middle finger, much to the horror of everyone. The Mark I furry was an uplifted animal with human-level intelligence, genetically modified into a [[servitor]]-like obedience. This essentially made them a genetically modified slave-race. Justified outcries of morality and ethics arose immediately, as did reports of [[Magical Realm|people fucking said slave race]], because of course, they would try to fuck them. HSD implies that the reports of people fucking the Mark I furries was just drama stirred up by the media but then &#039;&#039;why even mention the reports in the first place?&#039;&#039;  The collective governments of Earth immediately set out to [[Heresy|deliver the banhammer to these abominations against nature right from the get-go]], but they &#039;&#039;just so happen&#039;&#039; to be not fast enough, and the plans for the Mark I furry are sent elsewhere.&lt;br /&gt;
&lt;br /&gt;
Offscreen, the governments of Earth get ready to go to war with the Megacorps, but a space virus from the stars crashes down on Earth, [[What|which then turns into a computer virus]] that launches every single weapon of mass destruction, killing most of humanity. Half of the Earth gets covered in weird blood-crystal stuff that outstretches towards the moon.&lt;br /&gt;
&lt;br /&gt;
Without the pesky governments around, the Megacorps get to cranking out more furries, because humanity is royally boned at this point. The Mark I furry plans are immediately discarded for the development of the Mark II furry. Dubbed the &amp;quot;vectors,&amp;quot; they are made by taking human fetuses, and sticking animal bits on them which makes them better for reasons... yes I know the way genetics and immune systems work doesn&#039;t allow for this, shut up. Over time, with lots and lots of boning, the vectors become the dominant race of the setting, outnumbering humans and eventually fully supplanting them entirely. The final humans of the setting got murdered trying to see how the Earth was doing, finding out that the blood-crystal stuff was sentient and very angry.&lt;br /&gt;
&lt;br /&gt;
This leads us into the present day, where the vectors have collectively grown to be much, much better than humans! Except not really. The bird-type vectors nearly got hunted to extinction by the cat-type vectors over the span of THREE different race-wars. The wars were justified by the vectors succumbing to their animalistic genetic tendencies, falling into preconceived human stereotypes. This doesn&#039;t make any goddamn sense because genetically speaking, the vectors are more human than animal, and it undermines their supposed superiority if they start genociding each other due to their animal genes. Add onto this the fact that human media depicting animals is extremely rare, and it becomes another instance of the author writing with his fursona in mind.&lt;br /&gt;
&lt;br /&gt;
If you aren&#039;t convinced that the fluff is kind of just a flimsy excuse to inject the author&#039;s [[Magical Realm]] into an RPG, every Vector has a built-in safety made when there were still humans around to give a damn. Whenever a human voice speaks to them, a Vector will fall into a lull-like trance that makes them highly impressionable. Ignoring the fact that you would think that a sufficiently advanced race with command over biotechnology would cut something like this out, this doesn&#039;t have any major impact save for an excuse to have devices that play human media (which are extremely rare) turn into date-rape drugs.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no Big E to make an Imperium so let&#039;s go with the next best thing, The Helghast-like human nation.&lt;br /&gt;
&lt;br /&gt;
==The Crunch (1st Edition)==&lt;br /&gt;
When you make a character, you get to choose three things, based on what kind of furry you want to be: Family (what general class of furry you want to be EX: Canidae for dogs), species (self-explanatory), and morphism (Body shape. This is how you become a taur.) After that, you get to assign classes of dice to four stats: Mind, Body, Community, and Economy. There are five categories of substats that sort of act like skills, which determine the number of dice you get to roll for a particular check: Dexterity, Resilience, Acuity, Strength, and Presence. This seems innocent enough until you start to think about just how much overlap there is between the three &amp;quot;physical&amp;quot; stats. After all, there is not a ton of difference between Mind:Acuity, which is about sensing things, and Body:Acuity, which is about feeling things with your sensory organs.&lt;br /&gt;
&lt;br /&gt;
The last column, the Economy stat, is the thing that makes the entire system go out the window. Ignoring the idea of substats in economy making little to no sense, the Economy stat is a measure of your Ledger, which is a thing that grants you money every so often by simply... doing nothing. That&#039;s right, the biggest incentive to go out and go on an adventure as a murderhobo, cold hard cash (or credits in this case) is handed to you for free by sitting on your ass and doing literally nothing. There is, therefore, no incentive to do anything in the setting, when combined with the fact that the Corps are mechanically able to retcon anything that happened as something completely minor. You will never make an impact on the story, the setting, or anything else in furry space taking the game as written. Truly, in the grimdarkness of the far future, there are only furries.&lt;br /&gt;
&lt;br /&gt;
By min-maxing the Economy stat you make it very, very simple to buy pretty much anything you want while still having points to allocate so you aren&#039;t a withered, anti-social husk of a furry. Within a few sessions of doing nothing, it is entirely capable to buy the strongest weapon in the game, with a set of power armor to lift said weapon, and then absolutely trivialize every single combat you might want to get involved with. It is no surprise that the Economy stat was totally scrapped from character generation in the 2nd edition.&lt;br /&gt;
&lt;br /&gt;
==External Link==&lt;br /&gt;
*[https://projects.inklesspen.com/fatal-and-friends/purplexvi/hc-svnt-dracones/ FATAL and Friend&#039;s review of HSD]&lt;br /&gt;
&lt;br /&gt;
[[Category:Roleplaying]]&lt;/div&gt;</summary>
		<author><name>2605:E000:141B:DE0:9154:9A19:20C7:FF68</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Chakat&amp;diff=116189</id>
		<title>Chakat</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Chakat&amp;diff=116189"/>
		<updated>2020-09-22T09:49:16Z</updated>

		<summary type="html">&lt;p&gt;2605:E000:141B:DE0:9154:9A19:20C7:FF68: /* Important Warning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Fail}}&lt;br /&gt;
{{/d/}}&lt;br /&gt;
{{WTF}}&lt;br /&gt;
{{Plot Armour}}&lt;br /&gt;
{{heresy}}&lt;br /&gt;
[[Image:Chakat.jpg|right|thumb|If this arouses you, kindly turn your faggot self over to the [[Heresy|Ordo Herecticus]] for cleansing by fire. (or you can submit to [[Slaanesh]])]]&lt;br /&gt;
&lt;br /&gt;
In every subculture, there are outcasts.  Even [[furries]]. And that is where the &#039;&#039;&#039;Chakat&#039;&#039;&#039; come in.&lt;br /&gt;
&lt;br /&gt;
The ultimate creation of deranged mental-patient [http://en.wikifur.com/wiki/Bernard_Doove Bernarde Doove], a notoriously bad writer whose books take place in a heavily-modified version of the [[Star Trek]] universe dubbed only [[Magical Realm|Chakona Space]], Chakats are a spacefaring genetically-engineered group of [[Slaanesh|hermaphrodite]] [[Ultramarines|Mary Sue]] [[Heresy|Telepathic]] Space Cats that make your average Furry look as reasonable as [[Daemonette|Reasonable Daemonette]]. Widely mocked for their race being a group of flagrant [[Mary Sue]]s, Chakats are an ideal example of a threat to every single internet subculture in existence; as despised by Furries as they are by fa/tg/uys and ca/tg/irls. Whilst they have roughly one-twelfth of one percent (and that&#039;s being generous) the exposure any other spacefaring subculture of any other existing universe, from [[Star Wars RPG|Star Wars]] to the [[Warhammer 40,000|the 41st Millenium]], fans, usergroups, and communities keep running into these fucking things, invariably with facepalm-worthy results.&lt;br /&gt;
&lt;br /&gt;
But some of you here would ask, &amp;quot;But if the Chakats are Mary Sues like any other, then why can&#039;t you ignore them and their fanbase?&amp;quot;. Here is when you are wrong, compared to some Mary Sue which are a blend of a few different types and classifications, [[What|the Chakats are classified as a 100% distilled and purified fusion of a Mary Sue, Child Sue, Marty Stu (when in male mode), Suenomorph, Sympathetic Sue, Black-Hole Sue, Purity Sue, Einstein Sue, Invoked Sue, Fan-Service Sue (although how anybody can fap to these beasts is beyond reasoning), Implausible Sue, Suemanimals, Chosen-One Sue, Holy Sue and a Mary Sue Race.]] [[Rage|Essentially they are the &#039;&#039;ultimate Mary Sue.&#039;&#039;]] Thanks, [[TVTropes]]. You&#039;re off the hook for now, [[Kaldor Draigo|Draigo]].&lt;br /&gt;
&lt;br /&gt;
Do not confuse them with the similar looking [[Wemic]]s.&lt;br /&gt;
&lt;br /&gt;
==Important Warning==&lt;br /&gt;
&lt;br /&gt;
For your own sake, &#039;&#039;never&#039;&#039; try looking them up on Google Image Search if you have safe-search off. You have been &#039;&#039;[[PROMOTIONS|warned]]&#039;&#039;. If, for some reason, you decided to turn it off, bring along a bottle of brain bleach and eye bleach.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
[[Image:Chakats in RPGs.png|right|thumb|Goddamnit, [[Furries]].]]&lt;br /&gt;
&lt;br /&gt;
Pair a cat-taur hermaphrodite with the sort of godless &amp;quot;we is superior&amp;quot; fluff provided by the likes of [[Matt Ward]] for the [[Ultramarines]], and crank the dial to 11, and you get your average Chakat. Engineered to be perfect survivors and colonizers (according to their creator), they were also engineered to be attractive and [[Psyker|psionically]] gifted with [[Gay|empathetic]] abilities, making them always able to understand everyone all the time. They are the most psychologically stable race in the universe and they can use their psychic abilities to listen to your thoughts [[Powergamer|from a solar system away]].&lt;br /&gt;
&lt;br /&gt;
They are the strongest physically and for the most part [[Mary Sue|perfect in every single way]]. Hating them at &#039;&#039;all&#039;&#039; makes you a [[Heresy|horrible person]] who, in the eyes of the rest of the world in Chakona Space, should be killed or forced to repent, and &#039;&#039;not&#039;&#039; wanting to [[Furry|fuck one]] makes you a horrible deviant who needs to be cured. By turning you into a [[FAIL|Chakat]] yourself, if need be.&lt;br /&gt;
&lt;br /&gt;
[[RAGE|Fucking serious]] Just have them fight the [[Ultramarines|XIII Legion]] then, not Ward&#039;s little band of butt boys the &#039;&#039;proper Legion&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[http://tvtropes.org/pmwiki/pmwiki.php/Literature/ChakonaSpace Even TVTropes, a site known for being skilled at categorizing types of Mary Sues, and one that - whatever their flaws - goes to great pains to be neutral on the subject, openly acknowledges that they are basically an entire race of Mary Sues.]&lt;br /&gt;
&lt;br /&gt;
They prefer to be called by &amp;quot;hermaphroditic&amp;quot; pronouns (but are really just made up &amp;quot;non-binary&amp;quot; pronouns meant to appeal to the Chakat&#039;s nonexistent LGBTQ+ audience), such as shi and hir, which is by its own self &#039;&#039;hereticus diabolus&#039;&#039;; readers are advised to say &amp;quot;fuck that noise&amp;quot; and grab a [[bolter|fucking gun]] while awaiting the cyclonic torpedoes of the [[Exterminatus]] which would be justly declared upon any world where such Slaaneshi-tier abominations have taken foot. If [[/d/]], [[/tg/]], and [[FAIL|fchan]] had a child, the Chakat would be the product of their sweaty lust, and &#039;&#039;all three [[Exterminatus|would advocate immediate abortion before the abomination had a chance to fester]]&#039;&#039;. It is, perhaps, one of the only things in existence that furries &#039;&#039;and&#039;&#039; not-furries can agree upon - the Chakats are that fucking bad.&lt;br /&gt;
&lt;br /&gt;
In their native works of fiction, Chakats are festering piles of sexual derangement; they are [[Slaanesh|hermaphrodites]], take on multiple mates (of multiple species), and general lend themselves to [[/d/|the most horrifying fetishes the internet has available]]. They, along with [[Mary Sue|a term that adequately describes most Chakats]] started as a fan-fic race in [[Star Trek]], and have since moved on into their own universe which is barely different from it ([[Original character, do not steal|just enough so it can say it&#039;s its own setting]]). &lt;br /&gt;
&lt;br /&gt;
Rather like the [[Twilight|Twilight Saga]] is for bad literature, Chakats represent everything that is [[AIDS|foul and disgusting]] about furries in general. Debauchery and fetish indulgence is rampant, and Humans who oppose the likes of the Chakats are a persecuted minority, treated as Terrorists. Much like any furry, these aren&#039;t damning in-and-of themselves; it&#039;s the way they are flaunted and shoved down your throats in the most obnoxious ways possible that disgusts even the most [[Neckbeard|reasonable people]]. Some players of [[Dark Heresy]] and [[d20 Modern]] have staged glorious campaigns around these, in which the Chakats are cast down for the glory of the Imperium. To further drive home the [[FAIL|prevalence]] of Chakats, they were the headlining race featured in [[Hc Svnt Dracones]], a [http://projects.inklesspen.com/fatal-and-friends/purplexvi/hc-svnt-dracones/ hilariously bad posthuman PNP RPG.]&lt;br /&gt;
&lt;br /&gt;
==The Foul threat==&lt;br /&gt;
In case it wasn&#039;t obvious from the above, Chakats are so bad that even other Furries wish to cause an [[Exterminatus]] on them via their mere presence; [[Cultist-chan]] wishes she could inspire this kind of [[rage]]. The problem is that Chakats (or rather, fans thereof) routinely invade other spacefaring universe RPs and games, bringing with them this awesomesauce new race that they just HAVE to play as.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t believe us? [[Fur heresy|You &#039;&#039;will&#039;&#039; soon enough.]]&lt;br /&gt;
&lt;br /&gt;
Whilst Warhammer 40K has not been impervious to their [[Heresy|foul attempts]] (as demonstrated [[Chakats Meet the Hammer of the Emperor|here]]), the fact that [[Grimdark|every race in existence hates everyone else]] has done [[PROMOTIONS|an amicable job]] of keeping the [[AIDS|spread]] down. Other far more fortunate franchises such as [[Halo]] whose multiverse is filled with xenophobic fascists, nuclear-armed terrorists, religious nutjobs, eldritch abominations and the fact that more than half of the races will promptly eat them like alien chow, has very little if any influence from Chakat deviance, while established Sci-Fi classics such as [[1984]] and [[Robert Heinlein|Starship Troopers]] have also stayed clear from the plague due to the equally dystopic and warlike nature. Wargames such as Wing Commander, Star Wars, Mass Effect (despite Mass Effect&#039;s major villains, [[Old Ones|the Reapers]], being eldritch abominations) and so on, however, have not been nearly as fortunate, with small and thriving Chakat cross-over communities in each. When rooted out as the shameless Mary Sues they are, they are often given the same mercy one might give a pedophile or serial rapist, which is, to say, they are handled with the [[Commissar Fuklaw]] approach.&lt;br /&gt;
&lt;br /&gt;
If you encounter these deranged psychopaths, you are to finish them off immediately, or failing this, immediately contact the [[Commissar|Commissariat]], if not the [[Daemonhunters|Inquisition]]. You do &#039;&#039;not&#039;&#039; want the infection to spread.  Perhaps the most thoroughly infiltrated fandom, however, is Star Trek, with entire websites devoted to nothing but Chakat/Star Trek crossover porn.  [[God|God]] save us. The only hope Trekkies possibly have now is from the semi-official lore of Star Trek Online, where the [[Chaos|Iconians have finally woken up and are out to burn and enslave the entire galaxy]]. Seriously, in the last episode, one of them literally screams [[Horus|&amp;quot;LET THE GALAXY BURN!!]]. And they actually [[/d/|look hot and sound delicious]], even though they&#039;re energy beings. Any sane, any uncorrupted Trekkie would take ten thousand years of Iconian enslavement to one day of Chakat coexistence.&lt;br /&gt;
&lt;br /&gt;
On that note, fucking [http://en.wikifur.com/wiki/Bernard_Doove | Bernarde Doove] deserves to get [[Khorne|brutally and mercilessly beaten up]]. [[Rage|Goddamn Chakats]].&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:FuckingChakats.JPG|Whenever someone asks you why Chakats are tripe, link this image.&lt;br /&gt;
Image:WORSETHANCHAINS.jpg|Would you believe that her &amp;quot;condition&amp;quot; is that she&#039;s constantly sexually aroused?&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Heresy]]&lt;br /&gt;
*[[Extra Heresy]]&lt;br /&gt;
*[[Furry]]&lt;br /&gt;
*[[FATAL]]&lt;br /&gt;
*[[Confrontation]]&lt;br /&gt;
*[[Chakats Meet the Hammer of the Emperor]]&lt;br /&gt;
*https://www.smashwords.com/books/view/690630, because Eastern European teenagers can write better fiction.&lt;br /&gt;
&lt;br /&gt;
[[Category:Not related]]&lt;br /&gt;
[[Category:RAGE]]&lt;br /&gt;
[[Category:Mary_Sue]]&lt;br /&gt;
[[Category:Furry]]&lt;/div&gt;</summary>
		<author><name>2605:E000:141B:DE0:9154:9A19:20C7:FF68</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Obliterators&amp;diff=363174</id>
		<title>Obliterators</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Obliterators&amp;diff=363174"/>
		<updated>2020-09-22T09:28:37Z</updated>

		<summary type="html">&lt;p&gt;2605:E000:141B:DE0:9154:9A19:20C7:FF68: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Obliterator_Art.jpg|thumb|530px|right|The closest thing to &amp;quot;Enough Dakka&amp;quot; that could be achieved without moving to superheavy vehicle division.]]&lt;br /&gt;
{{topquote|Tank: So what do you need? Besides a miracle.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Neo: Guns. Lots of guns.|The Matrix}}&lt;br /&gt;
These big motherfuckers are [[Chaos Space Marines]] who have been infected with the so-called &amp;quot;Obliterator Virus,&amp;quot; which basically turns them into a [[Anal Circumference|giant ass walking Daemonic Engine of Mass Rape]]. It&#039;s a large walking blob of Termie armour, daemonically enhanced killing machine, and guns ...[[Dakka|BIG guns.]] The first Obliterator was created when the Iron Warrior Volk was possessed by Sa&#039;a&#039;ram, a [[daemon]] of [[Khorne]] that claimed to have been born when the first mortal built a weapon with the intention to kill. The virus itself was rare case of brotherly cooperation between [[Perturabo]] and [[Mortarion]]. Speaking of [[Perturabo]], it&#039;s all but stated in 40k fluff that his [[daemon prince]] form is basically an obliterator but bigger and with [[MOAR DAKKA| more guns]].&lt;br /&gt;
&lt;br /&gt;
Obliterators are rare (usually) and very sought after, due to their [[FATAL|complete ability to butcher everyone and every thing within a 5 mile radius.]] The process of becoming an obliterator is as with everything 40k, horrifically [[Grimdark]]. At first you don&#039;t feel much different. Your accuracy starts improving and your weapons of choice feel better in your hands, so much so you ask yourself, why would I ever put them down? Soon after you are given the answer - &#039;&#039;&#039;YOU CAN&#039;T&#039;&#039;&#039;. Things start to get a bit freaky as you absorb your first weapon and begin to produce ammo for it. Hope you were comfortable in your armour too, as now it&#039;s part of you! Flesh melds with plasteel and joints remake themselves where the virus pleases, any sanity the chaos marine may have still had is lost as they find their mouth is now a meltagun barrel. The metal they get infused with turns them durable as fuck, (Wolverine anyone?) although very slow, but they have teleporters so it&#039;s all good. &lt;br /&gt;
&lt;br /&gt;
The Iron Warriors have a shit ton of these guys, as they &#039;&#039;willingly&#039;&#039; undergo the transformation, for the legion has mastered and improved upon the virus, making it a much more controlled transformation where the end result is slightly less of an insane fleshy mess. You can now spew that [[Dakka]] as a true Iron Warrior would. Many of these obliterators were once the legions techpriests and warsmiths, who spend most of their time building [[Forgefiend|dinobots]] and other such mechanical-daemon monstrosities Though judging from BL, some Grand Companies would rather lock their Obliterators in a vault rather than leave them free to do crazy shit.&lt;br /&gt;
&lt;br /&gt;
For years they had the dubious (and shared, with [[Mutilators]]) honour of being the ugliest models in the Chaos line, though that&#039;s to be expected when you&#039;ve got a ton of clunky machinery directly underneath your skin. It wasn&#039;t until 2019 where they finally hit the gym and got SWOLE, with the brand new minis towering over their previous incarnation, and with far more [[Dakka]] spewing out of them!&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Obliterators-2019.jpg|500px|right|thumb|WE ARE BACK BITCHES!]]&lt;br /&gt;
===Introduction===&lt;br /&gt;
Oblits were first introduced to 40K back in the early days of third edition. The basics were already in place at that point, being the large profusion of heavy and special weapons otherwise on a terminator&#039;s profile, including saves and weapon portability. When first introduced they could not charge or otherwise engage in an assault but otherwise had power fists along with their projectile weapons for some security in close combat. &lt;br /&gt;
&lt;br /&gt;
Oblits were outrageously more dangerous in the 3.5 edition Codex due to their S/T5! However, their toughness got FAQ&#039;d down to 4(5) (meaning at the time no immunity to instant death S8) and although they didn&#039;t have a plasma cannon or multi-melta, they had access to heavy bolters and frag missiles. Obliterators gained infamy through the notoriously broken Iron Warriors list that spammed them and used [[Basilisk Artillery Gun|Basilisk]]s to decimate anything thrown at them before it could even shoot back. It&#039;s no exaggeration that these guys were among the reasons that the 3rd edition codex was considered to be so overpowered that GW had to release 4th ed codex to balance it.&lt;br /&gt;
&lt;br /&gt;
===4th and 5th===&lt;br /&gt;
Shuffling back into an HS slot, Obliterators were probably the most used heavy support choice in the Chaos Space Marines 4th and 5th edition Codex, and with good reason. During each shooting phase, they have a choice of using a twin-linked [[Flamer]], a [[Heavy Flamer]] a twin-linked [[Plasma Gun]], a [[Plasma Cannon]], a twin-linked [[Meltagun]], a [[Multi-Melta]] or a [[Lascannon]], meaning it matters not what the enemy is, they have a means of dealing with it. They also have [[Powerfist]]s and a 2+ armor save (plus a 5+ Invul) and 2 wounds, though since they can only be fielded in groups of three at the most, it&#039;s best to keep them out of melee, since you want them free to shoot at enemies.&lt;br /&gt;
&lt;br /&gt;
Their drawbacks are that aside from an extra wound, their statline is the same as a regular Chaos Marine&#039;s, meaning they can be hit with Instant Death from a number of heavy weapons. Like &amp;lt;s&amp;gt;Terminators&amp;lt;/s&amp;gt; Thousand Sons, they also have Slow and Purposeful, so it can be a problem getting them where you need them. Also, all Obliterators in a unit have to fire the same weapon, no mixing and matching, so make sure you know what weapon you want to use.&lt;br /&gt;
&lt;br /&gt;
===6th and 7th===&lt;br /&gt;
The 6th edition book, while trying adjust units to avoid the problems where the 4th edition had some units that were so good it was pointless to use anything else, actually gave some improvements to the Obliterators. They can now be given Marks of Chaos, and they can finally use [[Assault Cannon]]s (though rending took a hit). The only drawback they gained was that they can&#039;t use the same weapon two turns in a row, which isn&#039;t all that big a deal, especially since they have some overlapping weapons (Use a plasma cannon one turn, and then TL plasma guns to clean up the next). Though improvements to other units does mean that now they do actually have some competition in the shooting area.&lt;br /&gt;
&lt;br /&gt;
===8th Edition===&lt;br /&gt;
This edition has had a number of changes to the unit over time. Most notably, the ability to select basically any gun ever is replaced with a generic &#039;Fleshmetal Weapon&#039; that has randomized Strength, AP and Damage. A S between 7 and 9 is fine, 24 inch range is fine, but their damage is a randomized D3, but MultiMeltas and Lascannons -- the weapons they &#039;&#039;really&#039;&#039; want to use -- are randomized damage D6 with better AP. The release of the Chaos Space Marines codex buffed them slightly by changing the Fleshmetal Weapons from Assault 2 to Assault 4, doubling their firepower at no additional points cost. Also, their weapon damage is generated before they shoot along with the rest of their random stats, meaning that if you get Damage 3, the entire unit will have Damage 3 shots. That&#039;s 36 potential wounds right there.&lt;br /&gt;
&lt;br /&gt;
Even bigger, the CSM Daemonkin book transformed them once more granting them stat bonuses (like T5 and 4 wounds), boosting Fleshmetal guns to Assault 6 and giving them an S+1 AP-1 DD3 close combat weapon. Additionally, they can get buffs from a Master of Possession or Greater Possessed if you&#039;re in a pinch. And best of all, they got these kick-ass new models!&lt;br /&gt;
&lt;br /&gt;
{{Chaos Space Marines}}&lt;/div&gt;</summary>
		<author><name>2605:E000:141B:DE0:9154:9A19:20C7:FF68</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Power_Armour&amp;diff=383505</id>
		<title>Power Armour</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Power_Armour&amp;diff=383505"/>
		<updated>2020-09-22T09:19:32Z</updated>

		<summary type="html">&lt;p&gt;2605:E000:141B:DE0:9154:9A19:20C7:FF68: /* Elite Guard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Power_Armor.PNG|thumb|right|400px|The first eight marks of Space Marine Power Armour.]]&lt;br /&gt;
{{Topquote|Feels like you can take on the world in there, doesn&#039;t it?|Danse, [[Fallout|Fallout 4]]}}&lt;br /&gt;
&#039;&#039;&#039;Power Armour&#039;&#039;&#039;, also known as Power Armor to Americans, is a science fiction concept of mechanized armor which increases the strength, speed, and reflexes of those who wear it. It is featured heavily in science fiction/fantasy settings such as Iron Man or [[Warhammer 40,000]]. The idea of Powered Armor was invented by E.E. Smith and [[Starship Troopers|ripped off]]  or borrowed and refined by other writers.&lt;br /&gt;
&lt;br /&gt;
=Starship Troopers=&lt;br /&gt;
Like so many military science-fiction concepts, the modern idea of powered armor dates back to the Mobile Infantry of Heinlein&#039;s &#039;&#039;[[Starship Troopers]]&#039;&#039;.  The &amp;quot;Marauder&amp;quot; suit is bulky, with integrated thrusters and heavy weapons (including nuclear weapons and heavy explosives, carried as easily as a human soldier carries grenades).  Their primary purpose is not to destroy indiscriminately (though they certainly can), but to &amp;quot;make war as personal as a punch on the nose&amp;quot; -- to [[Drop Pod|drop in]] and destroy with precision, in order to break the enemy in exactly the right way. In other words, it&#039;s much like Crisis [[Battlesuit|battlesuits]] with less [[Tau|weeaboo]] and more [[Humanity Fuck Yeah|humanity fuck yeah]] inside.&lt;br /&gt;
&lt;br /&gt;
Heinlein never discusses [[pauldrons]], but the [[Space Marines]] certainly take after the Mobile Infantry&#039;s other aspects.The dudes from the book not the movie. That was a parody anyway.&lt;br /&gt;
&lt;br /&gt;
=Warhammer 40,000=&lt;br /&gt;
Because 40k has a huge hard on for Space Marines, and because no super soldier worth his genetic enhancements will go into battle without super armaments, 40k has developed nearly as large a hard on for power armor. &lt;br /&gt;
&lt;br /&gt;
==Human Power Armour==&lt;br /&gt;
&lt;br /&gt;
Virtually identical to Space Marine power armor (More can be read below), these suits of armor are scaled down to fit regular humans (notice that this is the reverse of what it would have been 10,000 years ago).  Human power armour is relatively quite rare, since it occurred to somebody that making good protection being an affordable and wide-spread asset would severely impinge on the current state of [[grimdark]], not to mention expensive.  &lt;br /&gt;
&lt;br /&gt;
Without the extra room and black carapace interface Marine armor provides, many suits of human power armor don&#039;t offer the same degree of protection, as much strength enhancement, or as many subsystems found in Marine armor. Still, the wearer will still be stronger, better protected, and better equipped than the [[Imperial Guard|guy in cardboard]]. There are a few variants, including a lighter suit and one for Chaos-fighting Inquisitors. Because these things are still super-rare, usually only [[Rogue Trader|people rolling in money]], [[Adeptus Mechanicus|tech fetishists]], and [[Inquisition|those able to declare not giving them power armor is]] [[heresy]], will have any.&lt;br /&gt;
&lt;br /&gt;
===Ignatus Pattern Armour===&lt;br /&gt;
[[File:InquisitorIgnatus.png|200px|right|thumb|Imperials always show off the guns.]]&lt;br /&gt;
The most &#039;common&#039; type of non-Astartes and non-Sororitas Power Armour.&lt;br /&gt;
&lt;br /&gt;
The Ignatus pattern power armours are all fine examples of Mechanicus artisans. Each of them are individuality crafted only for representatives of the [[Inquisition]]. Of course not as durable as Adeptus Astartes power armours, the Ignatus-pattern is far better designed than those sold to nobles, rogue traders and other agents of the Imperium.&lt;br /&gt;
&lt;br /&gt;
Like every other power armour variant, Ignatus too is made of thick ceramite armour plates and incorporated electro-muscles so the user can even use the power armour in the first place. The optional helmet protects the wearer from toxic gasses,allows the wearer to breathe underwater, and even survive in vacuum as long as the suit has power. The helmet has photo-visors so the user can see in the dark and an automatically closing visor renders blind-grenades useless against the wearer. They also have micro-beads and an integral auspex which can be controlled by speaking to the armour’s machine spirit, or the wearer could commune with his armour directly if they have a cerebral plug, MIU, or similar device. It is also possible to use a backpack for the suit which acts as external power-source. With this power-backpack the wearer can use his armour for five continuous days in battle conditions.&lt;br /&gt;
&lt;br /&gt;
Because the Inquisition often has to deal with Ruinous Powers and other heretical forces, Ignatus suits are commonly inlaid with hexagrammic wards. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Inquisitor_PA.JPG|&amp;lt;center&amp;gt;Inquisitor&amp;lt;/center&amp;gt;&lt;br /&gt;
Ordo_Xenos_PA.JPG|&amp;lt;center&amp;gt;Ordo Xenos&amp;lt;/center&amp;gt;&lt;br /&gt;
Ignatus-pattern_power_armour.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Delphis Mk.II: Ironclad===&lt;br /&gt;
[[File:IroncladArmor.jpg|200px|right|thumb|You thought it was a Space Marine Power Armor didn&#039;t you?]]&lt;br /&gt;
A power armour that looks like something an Astartes would wear. &lt;br /&gt;
&lt;br /&gt;
The Delphis Mk.II &amp;quot;Ironclad&amp;quot; Heavy Power Armour is a variant of standard non-Astartes power armour. It features increased personal protection at the cost of agility, with huge plates of Plasteel covering the flatter areas of the body. Exposed servo-mechanisms run along the legs and arms and elaborate bracing runs across the spine. &lt;br /&gt;
&lt;br /&gt;
The helmet is small by comparison and the gauntlets are unwieldy to the point where basic actions beyond wielding a weapon is impossible. The power cell system in the rear has several thermal ﬁns protruding to shed away excess heat. Ranks of power cells mounted on the rear provide 12 hours of continuous operation before recharging is needed, but require a day of recharging after each prolonged use. The suit is also a fully enclosed void suit and incorporates an inbuilt auspex, good craftsmanship photo-visors, an incorporated vox, and a pair of recoil gloves. If the suit becomes unpowered, vents open automatically in the helmet to ensure the wearer does not suffocate.&lt;br /&gt;
&lt;br /&gt;
Each suit is a personal heirloom item, colourful paintwork and elaborate scrolls delineating the history of the various users cover the surface; some users have also added additional ornamental shields to indicate their personal heraldry. The more ostentatious suits may also include large retractable poles for ﬂying more elaborate personal banners and their vessel’s blazons.&lt;br /&gt;
&lt;br /&gt;
Because of all the layered protection, the Delphis Mk.II is the toughest and most &#039;powerful&#039; of the non-Astartes power armours.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Sisters of Battle Armour===&lt;br /&gt;
[[File:BattleSisterArmor.png|200px|right|thumb|Shaped for pragmatism I bet...]]&lt;br /&gt;
Less bulky than the Space Marine armour, as they&#039;re designed for normal sized humans. Despite Astartes &amp;amp; Sororitas armour both giving 3+ saves on the tabletops, in actuality the power armour of the Orders Militant of the [[Adepta Sororitas]] provides less ballistic protection than Space Marine armour does. (The identical in-game protection is mostly because saves in 40k are decided on numbers between 2-6, so there aren&#039;t as many gradients in-between.)&lt;br /&gt;
&lt;br /&gt;
This armour also does not provide the same level of strength enhancement, but it gives enough to carry [[Heavy_Bolter#Heavy_Bolter|heavy bolter]]s and ammunition into combat, and fire them without a sister shattering her arms. Sororitas armor has noticeably smaller [[pauldrons]]. The leading theory behind why they chose this design feature is that smaller pauldrons cut back the material cost it takes to create this variant, without having to sacrifice the pair of perky, globular breasts.&lt;br /&gt;
&lt;br /&gt;
Helmets are &#039;&#039;not&#039;&#039; included as standard either, mostly because the majority of Sororitas models have &amp;lt;s&amp;gt;spent hours doing their hair&amp;lt;/s&amp;gt; distinctive haircuts. But also because (according to [[Dark Heresy]]), the Sisters of Battle do not receive their helms until about halfway through their careers (how the sisters of battle are expected to fight in environments hostile to human life then is anyone&#039;s guess). This makes them inverse of the tradition held by the Astartes, where higher ranking officers are more likely to ditch their helmets instead.&lt;br /&gt;
The advantage of Sororitas power armour, though, when compared to other human-scales of power amour, is that it runs off of the same fusion reactor that Astartes armour does, and therefore can run indefinitely, rather than for a few hours at a time. Another advantage is that it is not as bulky so it does not turn the wearer into a big giant target either.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Vratine Armour===&lt;br /&gt;
[[File:VratineArmorZoomed.png|200px|right|thumb|... Since it has historical precedent.]]&lt;br /&gt;
Exclusive to the [[Sisters of Silence]], this is what the Null-ladies get to wear after finishing their training. The &#039;&#039;&#039;Vratine Armour&#039;&#039;&#039; is &#039;&#039;the armour of oath&#039;&#039;, containing designs akin to Space Marine Power Armour and possibly a local pattern from Luna (&#039;&#039;&#039;&#039;&#039;Selenite void-mail&#039;&#039;&#039;; Selene being a goddess of the Moon in &amp;lt;strike&amp;gt;Greek&amp;lt;/strike&amp;gt; ROMAN mythology&#039;&#039;). Considering that the suit does not come environmentally-sealed like how Power Armour usually do (&#039;&#039;as you can see that the &amp;quot;helmet&amp;quot; is actually a full-faced mask&#039;&#039;) – though additional gear can be equipped to operate in a hostile environment – this armour that these Sisters wear is possibly the closest thing the Imperium has to the Mark I, which is also a Power Armour pattern that is not sealed.&lt;br /&gt;
&lt;br /&gt;
On the other hand, the Sisters of Silence might have been a later addition to the Imperium over the course of the Great Crusade, and the design elements of the Astartes Power Armor is actually derived from a later pattern such as the standard Mark II, or maybe even up to Mark VI, assuming that the armour, like the Space Marines&#039;, has several renditions of itself. This is likely since the Vratine is designed with agility in mind, and the protection factor is also definitely not compromised for that.&lt;br /&gt;
&lt;br /&gt;
As a side note, it doesn&#039;t have a noticeable reactor (much like Custodes armour) and is not called &amp;quot;power armour&amp;quot; anywhere in the FW books, but it is later identified as a form of power armour in the 8th Edition Sisters of Silence Codex.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Dragon Scale Armour===&lt;br /&gt;
[[image:MilitantEnginseer.jpg|200px|right|thumb|Like walking around in an armored Deep Blue computer.]]&lt;br /&gt;
Dragon scale armor is basically Mechanicum power armour, commonly used by militant Enginseers of Imperial Guard and Myrmidon [[Paladin|warrior priests]] of the Ordo Secutor. It does not have an external power source, as it derives power from Mechanicus implants (and therefore cannot be used by anyone outside the tech-priesthood or high-ranking [[Skitarii]]).  As such, it is more accurate to call it an augmentation than true &#039;armour&#039;.&lt;br /&gt;
&lt;br /&gt;
Not as thick as Astartes power armour, it sports many more inbuilt devices and sensors and gets further pimped by the Techpriest wearing it as he progresses through the ranks of the [[Adeptus Mechanicus]] to the point where it&#039;s hard to tell where the armour ends and its wearer begins. It is in some ways, similar to Iron Man&#039;s armor, but more steampunk. Some wonder if it is connected to the [[Void Dragon]].&lt;br /&gt;
&lt;br /&gt;
Each set of dragon scale is individually hand-forged from adamantine and ceramite plating and woven with prayers of permanence and micro-etched with fractal incantations of defence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
MyrmidonDragonScale.png|&amp;lt;center&amp;gt;Myrmidon Secutor&amp;lt;/center&amp;gt;&lt;br /&gt;
MyrmidonDestroyer.jpg|&amp;lt;center&amp;gt;Myrmidon Destroyer&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Exo-Armour==&lt;br /&gt;
[[File:SquatExo.jpg|200px|right|thumb|All aboard the Walking Easter Egg with Guns.]]&lt;br /&gt;
Our [[Squats|SPEHSS DORFS]] too, have their own power armour.&lt;br /&gt;
&lt;br /&gt;
The humorously egg-shaped Exo-Armour is a type of heavy armour, comparable to Terminator Armour, used by the Squats. It is built by the Squat Engineers Guild. The extensive protection it provides is especially useful when fighting in confined spaces where movement is restricted and it is difficult to avoid concentrated enemy fire. Exo-armour is thus greatly valued by Squats, who often find themselves in combat in subterranean tunnels.&lt;br /&gt;
&lt;br /&gt;
Exo-armour also serves as an all-enclosing hostile environment suit. The development of Exo-armour was spurred by the inhospitable nature common to the Squat homeworlds.&lt;br /&gt;
&lt;br /&gt;
Exo-armour incorporates an integrated power axe and boltgun. Squat armourers are adept at forging magnificent exo armour, embellished with the visage of a Squat Ancestor Spirit. The armour is handed down from father to son and is probably the proudest symbols of status of the Squat military aristocracy.&lt;br /&gt;
&lt;br /&gt;
The standard weapons fitted into suits of exo-armour are often upgraded to heavy or combi-weapons by wealthy Squat warriors. They are almost exclusively worn by the elite [[Hearthguard|Hearthguards.]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Space Marine Power Armour==&lt;br /&gt;
The most iconic users of power armour in 40k are the [[Space Marines]] and the [[Chaos Space Marines]]. Made of ceramite layers upon plates of plasteel and adamantium/[[C.S.Goto|adamantite]] which will deflect all but the most powerful of weapons, Power Armour possess many life support systems designed to keep the Space Marine inside alive, even in the worst and most extreme of battlefield conditions. Has physical properties that has lead some material scientists (who clearly also do Warhammer) to speculate whether Space Marine armour is in fact an extraordinarily tough ceramic compound (ignoring all this easily trademarkeable sci-fi bullshit about plasteel and adamantium/tite), which would make sense given that the Emperor actually invented very little new stuff when making the Marines&#039; battle gear, instead just scaling up and making it bigger/louder/harder/better/faster/stronger etc.&lt;br /&gt;
&lt;br /&gt;
The Black Carapace, one of the [[Gene-Seed]] organs, is specially designed to allow a space marine to interface his nervous system with his armor and is the last organ implanted in [[Codex Astartes|Codex]] Chapters. Amongst its features, power armour possess auto-senses to supplement the Marine&#039;s already considerable senses, auspex arrays to create minimaps and transmit data between squad members and commanders, painkiller delivery systems in the event of severe bodily damage, and waste recyclers to keep the Marine going for up to fifty days without fresh food or water. Or, for that matter, taking a shit. The connection between the two being one of the rather less dignified aspects of Astartesdom. The power source is a backpack mounted generator which needs initializing, but after that can take solar energy to keep itself going. According to GW, the backpacks themselves were inspired by the bedrolls (actually greatcoats in reality) carried by soldiers in the Napoleonic era.  The &amp;quot;roll&amp;quot; on the backpack contains oxygen for use whenever the environment demands (like space combat) and the balls on the sides are either jet engines for maneuvering in space or heat vents. Some early art showed they are more likely jet engines, and can lift a Space Marine for extra battlefield maneuverability, though presumably nowhere near as good as a Jump Pack. Running throughout the suit is a notoriously willful machine spirit that maintains the armor and assists with the interfaces.&lt;br /&gt;
&lt;br /&gt;
There are &amp;lt;s&amp;gt;eight&amp;lt;/s&amp;gt; ten (technically​ nine because one has never been shown) types or &#039;&#039;&#039;Marks&#039;&#039;&#039; of Power Armour used by the Astartes. Regardless of their type, they all have massive [[Pauldrons]], under which the Marine&#039;s ammunition is stored. Pictures can be found in the gallery at the bottom of the page.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark I: Thunder Armour===&lt;br /&gt;
[[File:ThunderWarriorZoomed.png|200px|thumb|right|Your move, techno-creep.]]&lt;br /&gt;
The first type of Power Armour was designed for the [[Thunder Warriors]] and worn by many of the techno-barbarians of [[Earth|Terra]]. They provided basic protection against weapons and enhancements to upper-body strength, but that is all - the suit was incapable of supporting its own weight and basic variant did not provide any significant protection to the legs. Which seems like a bizarre and terrible idea given that as any person who moves furniture often can tell you; you should do most of your lifting with your legs unless you want to give yourself a hernia, and as most soldiers can tell you, having to carry a lot of extra gear with the weight distributed onto your shoulders sucks and is exhausting, and being fatigued significantly hurts combat effectiveness.  But perhaps this was intentional as the Emperor intended to replace the Thunder Warriors anyway.  Since they were only used on Terra, there was no need to protect them against the void. Though the lack of life support systems and much lesser degree of protection make them essentially useless in the 41st millennium (this doesn&#039;t seem to stop people from pestering Forge World to make models for it though, even though they&#039;ve said that they won&#039;t for exactly this reason), several Chapters retain sets of Thunder Armour for ceremonial purposes. If you were to field one now, it would probably count as carapace armor (4+ save) with a slight bonus to strength but a penalty to initiative.&lt;br /&gt;
&lt;br /&gt;
In [[Deathwatch_(RPG)|Deathwatch]], you can actually get your hands on some. Be forewarned: it&#039;s noisy, doesn&#039;t offer as much protection, doesn&#039;t work with a Marine&#039;s Black Carapace, and actually might not be a whole suit of armor depending on its state of repair. Overall, it&#039;s kind of shitty, but it&#039;s a surviving artifact linked to the days of the living [[Emperor]] and early Imperium, and that impresses other Marines and those Ecclesiarchy schlubs. Take it for formal occasions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkI.jpg&lt;br /&gt;
OldPowerArmorMark1.jpg&lt;br /&gt;
Thunder Warrior 1.jpg&lt;br /&gt;
Thunder Warrior 2.jpg&lt;br /&gt;
Thunder Warrior 3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark II: Crusade Armour===&lt;br /&gt;
[[File:CrusadeArmorZoomed.jpg|200px|thumb|right|The Facegrill, v1]]&lt;br /&gt;
Designed by the [[Adeptus Mechanicus]] with the [[Great Crusade]] in mind, the Mark II armour was fully enclosed and contained all the life support and auxiliary systems now common among Astartes power armor, like a waste recycling unit and automated medical equipment. Much of these newer additions were made possible by a more efficient cooling system, which allowed a considerable reduction in the size of the powerpack. The helmet also came with a bunch of enhanced sensory equipment. Overall protection and flexibility was much improved, especially since the legs were now enclosed in armoured hoops and came with their own servomotors. Unlike the Mark I suit, the design is still sufficiently sound to remain in active, albeit extremely limited, use well into the 41st millennium.&lt;br /&gt;
&lt;br /&gt;
Early depictions of this armour often featured a fixed helmet, similar to old-school diving suits. While [[Forge World]] completely [[Retcon|retconned]] this away for the sake of compatibility with other Marine kits, there had been depictions of Mark II suits with movable helmets since the [[Warhammer 40,000: Rogue Trader|Rogue Trader]] days, so it&#039;s not like GW were ever consistent about it anyway.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkII.jpg&lt;br /&gt;
OldPowerArmorMark2.jpg|Older version of the armor&lt;br /&gt;
MK2Squad.jpg&lt;br /&gt;
881ee11d4d5deee89611414658e77e9f--space-wolves-space-marine.jpg|&amp;lt;center&amp;gt;The armor that carried out the [[Great Crusade]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark III: Iron Armour===&lt;br /&gt;
[[File:Mk3IronArmor.png|200px|right|thumb|The Facegrill, v2]]&lt;br /&gt;
Mark III armour was first conceived for &amp;lt;s&amp;gt;the [[Squat]] campaigns&amp;lt;/s&amp;gt;  boarding actions of the Great Crusade. It was pretty much a modified Mark II designed to provide better frontal protection for close quarters combat, essentially fulfilling the same role that [[Terminator]] armour would later fulfill. By the time of the Horus Heresy, the Mark III was slowly being phased out and replaced by Terminator armour, but it&#039;s still fairly common among the Traitor Legions. In fact, several of the more traditional Legions were reluctant to phase out Mark III because it was the most brutally iconic mark of power armour in their day, so there was talk of keeping it for honour guards or spear tip operations. Of course, since it was good enough that it did Terminator armor&#039;s job well enough to become &amp;quot;iconic&amp;quot; despite the Mark II being the primary issue at the time, then maybe they should&#039;ve kept using it to augment Terminator forces when numbers were needed.  Even into M41, the helmet or faceplate is still popular. It appears as a DLC armor in [[Last Stand - Captain|The Last Stand]] &lt;br /&gt;
for the Space Marine Captain, where it increases the force of his melee strikes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkIII.jpg&lt;br /&gt;
OldPowerArmorMark3.jpg&lt;br /&gt;
MK3Squad.jpg&lt;br /&gt;
EC Legionary Mk III.jpg|&amp;lt;center&amp;gt;Heresy era [[Emperor&#039;s Children]] legionnaire&amp;lt;/center&amp;gt;&lt;br /&gt;
MarkIIITacticalSquad.png|&amp;lt;center&amp;gt;Ultramarines&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark IV: Maximus Armour===&lt;br /&gt;
[[File:MarkIVMaximus.png|200px|right|thumb|So cool, they brought the helmet back for the Primaris boys!]]&lt;br /&gt;
Now having access to more [[Standard Template Construct]]s, the Mechanicum was able to further refine power armour internal systems. In addition to having more advanced visual sensors, the helmet was now capable of easier movement. The suit was also made a whole lot lighter than before while only marginally reducing Mark II&#039;s protective capabilities. Bears mentioning it had much, much more superior manufacturability compared to MkII and was easier to repair due to its nature of having no interlocking armor plates and whatnot. Although the chest power cables were once again relocated to the outside of the plating, they were given an armoured sheath to protect them from damage (since the gaps between armor are actually made of plasteel, that was likely used on the cables, plasteel gives Terminator armor is legendary durability so...). [[Horus|Horus Lupercal]] manipulated the Mechanicum&#039;s supply lines to ensure that the Legions that were planning to side with him in the Heresy would be fully equipped with Maximus Armour in time for the Heresy; as a result Mark IV was usually reserved for Chapter Masters and senior Captains of the Loyalist Legions. As the Legions were either fully or partially re-equipped with these suits by the time the [[Horus Heresy]] began, Mark IV is one of the most prevalent types of armour among the Chaos Space Marines.  It&#039;s a little strange that the Imperium didn&#039;t build more of them after the Horus Heresy, though, since its far easier to produce and repair than the current Mark VII but not notably inferior.  Seeing as they&#039;re always short on everything, you&#039;d think these features would be the most important thing to consider for them.&lt;br /&gt;
&lt;br /&gt;
Some Chapters/Legions also made their own sub-patterns of Maximus power armor, such as the Ultramarines&#039; Praetor pattern and the Thousand Sons&#039; Achean pattern.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkIV.jpg&lt;br /&gt;
OldPowerArmorMark4.jpg&lt;br /&gt;
MK4Squad.jpg&lt;br /&gt;
Angels Revenant colour scheme.jpg|&amp;lt;center&amp;gt;As a relic of the [[Angels Revenant]] chapter&amp;lt;/center&amp;gt;&lt;br /&gt;
MarkIVTacticalSquad.png|&amp;lt;center&amp;gt;Tactical Squad&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark V: Heresy Armour===&lt;br /&gt;
[[File:Mk5HeresyArmour.png|200px|right|thumb|What a stud.]]&lt;br /&gt;
In between production of the Mark IV and what would be the Mark VI, both Loyalist and Traitor Legions found that they were running out of replacement parts for damaged systems. This would result in several Legions taking parts from older Marks and inadvertently making a brand new Mark of Power Armour. Although appearances varied widely as a result of its ad hoc nature, some form of standardization was achieved. One of the most notable was the introduction of molecular bonding studs on the left pauldron and both greaves (the famous &amp;quot;rivets&amp;quot;), which made them look totally Metal - these were actually originally designed to field-patch busted vehicle armour before they could be repaired properly. Probably one of the most common suits of armour in service among the Traitor Legions, since this was what most of them were wearing when they retreated to the Eye of Terror.&lt;br /&gt;
&lt;br /&gt;
For a while, the Horus Heresy [[Fluff|novels]] and [[Crunch|black books]] outright [[Retcon|retconned]] Mark V armour into a catch-all term for any improvised or prototype suits that existed outside of the main Mark series, yet weren&#039;t advanced enough to be considered artificer armour (likely so Forge World wouldn&#039;t get nagged to make variants of all their Mark III and IV squads in Mark V as well). However, they ended up backpedaling on this a bit in [[Horus_Heresy#Retribution|Retribution]]. The classic &amp;quot;studs and cables&amp;quot; version shown here is now apparently considered the &amp;quot;production&amp;quot; model of Mark V armour (presumably an [[Adeptus Mechanicus]]-sanctioned version that went into mass production), while the more variable, improvised suits it was based on are &amp;quot;non-production&amp;quot; models. Presumably, Forge World realised that the retcon didn&#039;t make much sense, since all known art and models of the armour up to that point were no less visually consistent than any of the other Marks (and arguably &#039;&#039;more&#039;&#039; consistent than a couple of them).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkV.jpg&lt;br /&gt;
OldPowerArmorMark5.jpg&lt;br /&gt;
MK5Squad.jpg&lt;br /&gt;
Carcharodons Battle-Brother.jpg|&amp;lt;center&amp;gt;The [[Space Sharks|Carcharodons]] favorite armor pattern&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Mark VI: Corvus Armour===&lt;br /&gt;
[[File:Mk6CorvusArmor.png|200px|right|thumb|Hate the Xeno. Ca-caw.]]&lt;br /&gt;
The much-beloved [[Beakie]] armour. Designed during the latter years of Great Crusade, this one was initially field-tested by Salamanders and Iron Warriors to become a proper Mk V. While the former&#039;s reaction is unknown, [[Perturabo]] despised the idea of reducing the protection of his &amp;lt;s&amp;gt;cannon fodder&amp;lt;/s&amp;gt; sons. He arranged the next test to be conducted by the [[Raven Guard]], and so [[Corax]], whom our autistic weirdo didn&#039;t like, received a lot of Mk VIs and was sent on the galactic fringe to fight Eldar. To Iron Lord&#039;s surprise, the test was such a smashing success that the suit received the XIXth Primach&#039;s name, and beakie armour became a common sight in his legion even before it was actually accepted for service in wider Imperium. It anticipated some of the lately developed Mark VII features, producing a suit of armor that is in many ways equal to its descendants, if being a little bit specialized. Although it offered the worst protection compared to all other proper marks, Mark VI armour was the first to feature a redundant power system and parts that are largely interchangeable with those of other marks, particularly with Mark VII. Somehow, it also manages to be lighter and fit together more smoothly than the current Mark VII Aquila, allowing for quieter movement, while the helmet includes further improved sensor systems in its, um, &amp;quot;beak&amp;quot;. Due to the design&#039;s inherent stealthiness and legacy, it still remains the preferred armor among the sons of Corax, who tend to be saddled with older equipment anyhow. For reasons nobody can seem to explain, it was also sporadically used by the [[Alpha Legion]] around the time of the Horus Heresy even though it was never actually [[Blood Ravens|issued]] to them. Then again it&#039;s the Alpha Legion so who knows.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkVI.jpg&lt;br /&gt;
OldPowerArmorMark6.jpg&lt;br /&gt;
MK6Squad.jpg&lt;br /&gt;
20191026 181625.jpg|&amp;lt;center&amp;gt;A [[White Scars]] legion tactical marine&amp;lt;/center&amp;gt;&lt;br /&gt;
ImperialSpaceMarine.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark VII: Aquila/Imperator Armour===&lt;br /&gt;
[[File:Mk7AquilaImperator.png|200px|right|thumb|All said, this face really does say &amp;quot;disgust&amp;quot; better.]]&lt;br /&gt;
&lt;br /&gt;
You know&#039;em, you love&#039;em. The most iconic Power Armor design in the franchise.&lt;br /&gt;
&lt;br /&gt;
The most common Mark of Power Armour among loyalist Space Marines, Mark VII armor was still being designed when the Traitor Legions reached the Sol System and seized [[Mars]]. When this fact became all too foreseeable, [[Rogal Dorn]] ordered the design teams transferred to Terra to prevent the Traitors from seizing it. Mark VII featured completely covered chest and arm cabling, a distinct helmet that provided more protection, a high level of compatibility with previous Marks, and also bore the Imperial Aquila on the chest, which was first used there to provide quick identification of the Loyalist Marines during the chaos of the Siege of Terra.&lt;br /&gt;
&lt;br /&gt;
The Mark VII also contains its own back-up power supply and a solar array to recharge this, so the suit can operate even without its backpack though only a short time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkVII.jpg&lt;br /&gt;
OldPowerArmorMark7.jpg&lt;br /&gt;
Lamenters Battle-Brother.jpg|&amp;lt;center&amp;gt;The most iconic pattern&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Mark VIII: Errant Armour===&lt;br /&gt;
[[File:Mk8Errant.png|200px|right|thumb|MY THROAT IS INVINCIBLE]]&lt;br /&gt;
[[Jes Goodwin]] [http://wh40k.lexicanum.com/wiki/File:MkVIII_Errant.jpg originally] designed it with awesome [[Power Fist]]-style hands, a modified helmet, a streamlined power pack, and a more flexible leg-and-ankle joint. Games Workshop only bothered with using the altered breastplate, [[Furry|so the overall design looks like a regular Mark VII with a collar.]] That said, the more recent models for Space Marine Devastators have a flexible, ball-like ankle joint more in line with the original artwork. Deathwatch models have this ball-joint and the modified helmet, and Primaris models also have this ankle joint, presumably inspired by the MkVIII like the breastplate collar is. Said collar is described as being brought into use due to an alarming pattern being noticed; namely, that bullets would deflect off the top of the breastplate and up into the bottom of the marine&#039;s helmet, killing him, or would pass in-between the bottom of the helmet and the top of the chest plate, into the marine&#039;s throat, killing him (similar to a shot trap found on the gun mantlet of Nazi Germany&#039;s Panzer V Panther D &amp;amp; A tanks in WW2). This was only really a problem with bolt shells due to plasteel armor protecting joints.  But, when most of your enemies use bolts of some size or against Traitor Marines, this is really damn bad.  Breaking the trend of reverse-compatibility between newer and older marks, this Mark can only accommodate the helmet designed for it, which kind of becomes a moot point when reserving it for officers, since everyone higher up than a battle brother will never wear his helmet. The specialist design, or the [[Adeptus Mechanicus]]&#039;s head-up-own-arse tendencies around distributing new technology, are thought to be the probable reasons why it has yet to be widely adopted among Space Marine chapters. Because of its rarity, the armour is generally restricted for use by senior officers only, and even then they&#039;ll usually only be able to wear the breastplate. Munitorium series from GW, however, shows that it&#039;s fully compatible with Mk7, so Veterans will sometimes receive a part of Mk8 to replace analogue from their Mk7 for some heroic deed, meaning if some Veteran is equipped with full Errant pattern, he is a serious badass and likely expects promotion. The [[Minotaurs]] and [[Deathwatch]] chapters appear to be the exceptions here, as almost all of their battle brothers have access to full suits, the former because they suck the High Lords&#039; dicks and the latter because the Deathwatch is a special operations group made up of veterans of all chapters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It should be noted that, while artificer armor, at least in the art, looks like a pimped out Mk.VIII, regular Mk.VIII [[Crunch|doesn&#039;t actually improve armor save]]. But Fantasy Flight [[Deathwatch_(RPG)|gave it some love]] with an extra armour point all around, and the ability to deflect some headshots to the chest, greatly improving its protection and explained why so many officer using it tend to not wear a helmet (not to mention that the collar helps protect the neck from shrapnel or shots hitting it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkVIII.jpg&lt;br /&gt;
DeathwatchKillTeam1.jpg|The Errant Armour comes as a standard...&lt;br /&gt;
DeathwatchKillTeam2.jpg|in the Deathwatch, apparently...&lt;br /&gt;
Minotaurs Tact. Marine.jpg|&amp;lt;center&amp;gt;The most complete depiction in official artwork to date&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark IX Armour===&lt;br /&gt;
Who knows, really. This mark was skipped over when Mk10 was introduced, and no details were made available. It could either be an Mk5 treatment, with any Mk7 or 8 suits made with improvised parts or even contemporary Artificer Armour [[Proxy|counted as the Mk9]]. Another possibility is that the Mk9 might be part of [[Roboute Guilliman|Guilliman]]&#039;s new job of [[Gets stuff done|actually getting stuff done]] and gets a new mark rolled out for the Classic Marines. Nothing&#039;s really known at this point, &amp;lt;s&amp;gt;so actual information should come out in a some weeks&amp;lt;/s&amp;gt; and there&#039;s still no word, over a year after Primaris were announced. Why GW don&#039;t make a new set of models and saying that this Mark is used to bring Veteran Marines physical capabilities to Primaris level is a mystery for the ages. Then again, it could just be that Mk 10 sounds way cooler than Mk 9 (iPhone X and Windows 10, anyone?), although [[Games Workshop|Geedubs]] did allude to its existence when Primaris armour was revealed to be numbered as 10.&lt;br /&gt;
&lt;br /&gt;
If it helps, it has been suggested in forums and such, that Mark 9 power armour was that &#039;variant&#039; which was used by pre-primaris Librarians. Still, it is annoying that nothing official is there to be found. This could of course be nothing more than wishful thinking or plain old nonsense, as Librarians have been shown in various armour Marks, and some sources have shown their psychic hoods as a detachable add-ons rather than built-in.&lt;br /&gt;
&lt;br /&gt;
===Mark X Armour System===&lt;br /&gt;
A new form of Power Armor introduced in 8th Edition, worn primarily by the Primaris. Unlike all previous marks, the Mk. X was built with internal modularity in mind, and all their pieces can be swapped into another that make a single set or armour change its battlefield role. If the next mission is more [[Infiltrator|stealth oriented]], you don&#039;t need to ask for a new armour, just change the pieces into the ones of the Phobos; or if you&#039;re [[Aggressor|going to take heat]], change it into a Gravis. It&#039;s basically kitbashing on an armor level. But this also lets you to [[Your Dudes|create your own armour configurations]].&lt;br /&gt;
&lt;br /&gt;
There are several configurations that are currently in use:&lt;br /&gt;
&lt;br /&gt;
====Tacticus====&lt;br /&gt;
[[File:TacitusIntercessorZoomed.png|200px|right|thumb|Getting huger, and all without Terminator Armor]]&lt;br /&gt;
The &amp;quot;default&amp;quot; form of the Mark X, the Tacticus configuration combines aspects of previous armour patterns, such as the Mk8 collar and the Mk4 helmet being the obvious bits, and [[Fluff|all the latest technology of the Imperium in the 42nd Millennium]].  ([[Crunch|Still doesn&#039;t affect armor save]].)  &lt;br /&gt;
&lt;br /&gt;
So far it&#039;s only been shown on the Primaris Space Marines, it is unknown if the scruffy old obsolete Space Marines will get it. The vambraces are noted to have built-in cogitator systems, which can be used for a variety of purposes depending on the user&#039;s role. Like all MkX armour the Tacticus class is highly customizable, for example the librarian has a Gravis style plated belly. Other changes can be seen across the range, such as the form-fitting greaves on the Chaplain, and the occasional addition of tassets to the hips (especially common on [[Hellblaster]]s).&lt;br /&gt;
&lt;br /&gt;
Due to the modular system of ceramite platings, maintenance cost is actually higher than older Marks of Power Armour. That and it&#039;s bigger too, which means more material cost on average (Although the high customization actually cheapens the overall cost of a Chapter&#039;s armoury due to the increased standardisation).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:PrimarisApothecary.jpg|&amp;lt;center&amp;gt;Primaris Apothecary&amp;lt;/center&amp;gt;&lt;br /&gt;
image:Primaris Chaplain.jpg|&amp;lt;center&amp;gt;Primaris Chaplain&amp;lt;/center&amp;gt;&lt;br /&gt;
image:PrimarisLibrarian.jpg|&amp;lt;center&amp;gt;Primaris Librarian.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Gravis====&lt;br /&gt;
[[File:GravisCaptain.png|200px|right|thumb|I. AM. ULTRASMURF.]]&lt;br /&gt;
The heavy configuration, that grants +1 Toughness and +1 Wound. Yay.  (Rumors that 8th Edition is being designed to make future video projects easier to code remain unfounded.)&lt;br /&gt;
&lt;br /&gt;
Gravis armour is worn by the Captain included in the Warhammer 8th Edition Boxed Set.  The example captain had both a master crafted power sword &#039;&#039;(that does two wounds nowadays)&#039;&#039; AND a brand new &#039;&#039;&#039;Boltstorm Gauntlet&#039;&#039;&#039; which combines the functionality of a power fist with a bolt pistol capable of firing at triple rate -- Marneus Calgar approves. Said armour design appears to take some leanings from ... Iron Man (a noted early proponent for the founding of the Mechanicus, as such a most blessed servant of the Omnissiah), &amp;lt;s&amp;gt;or perhaps the T&#039;a&amp;lt;/s&amp;gt; {{BLAM}} {{BLAM|&#039;&#039;&#039;HERESY!&#039;&#039;&#039;}}, or terminators, with what appears to be augments on the legs, an enhanced ribcage, and an enclosed armoured hoodie for good measure.&lt;br /&gt;
&lt;br /&gt;
Gravis Armour (like all Mk. X) is highly variable; for example the Inceptors have a tacticus style bodyplate and a retractable face-shield.&lt;br /&gt;
&lt;br /&gt;
Gravis Armour is also worn by the Inceptor Squads, granting them the toughness boost as well. Their version also comes with built-in jump packs, replacing the normal backpack-worn type, and shutter style face visors. Another variant is worn by Aggressor Squads, which can come with Fragstorm Grenade Launchers.&lt;br /&gt;
&lt;br /&gt;
Models in Gravis Armour are [http://steppingbetweengames.com/new-8th-edition-40k-models-size-comparison/ fucking big] even compared to even the NuMarines, so... Primaris Centurion Armor.&lt;br /&gt;
&lt;br /&gt;
Seems to be the most [[Skub|contentious]] of all the Mark X variants, by far. It really seems like you either love or hate this one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:PrimarisAggressor.jpg|&amp;lt;center&amp;gt;Primaris Aggressor&amp;lt;/center&amp;gt;&lt;br /&gt;
image:PrimarisInceptor.jpg|&amp;lt;center&amp;gt;Primaris Inceptor&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Phobos====&lt;br /&gt;
[[File:Mk10Phobos.png|200px|right|thumb|Modern. Aerodynamic. [[Nighthaunt|Spoopy]].]]&lt;br /&gt;
Another Mark X configuration worn by [[Reiver|Reivers]], [[Vanguard Lieutenant|Vanguard Lieutenants]], and [[Incursor]] Primaris forces, the Phobos can be compared to the Mark VI &#039;&#039;Corvus&#039;&#039; Armour due to similar associations with recon troops.&lt;br /&gt;
&lt;br /&gt;
Like the Mark VI, the armour is designed for silent infiltrations and drop assaults – and by &amp;quot;drop,&amp;quot; it is sneakily by Grav-chutes, and not flashy like Jump Packs – and in the same way the older mark was pioneered by the [[Raven Guard]], Phobos Armour was pioneered by the [[Original character, do not steal|Primaris]] [[Night Lords|Reivers]]. Since Reivers from time to time enter the battlefield via air drop, the armour&#039;s power pack sometimes sports a pair of fins for the occasion. These fins are used to direct flight as the Reivers&#039; Grav-chutes slow their descent. Whether or not those fins are the Grav-chutes themselves is arguable – probably unlikely because aside from [[Jokaero|Digital Weapons]], Imperium tech does not shine really bright in the field of miniaturization; that is to say, their style choices usually go big or go home. Most of the Vanguard Marines seem to lack these fins, which supports the assumption that they&#039;re not the grav-chutes themselves (Actually, only the Lieutenant in Phobos Armour has the Grav Chutes ability out of the Vanguard, and he has the fins. Other Vanguard are just sneaky, and have Concealed Position instead). The [[Infiltrator]]s&#039; power packs instead sport a bunch of antennas, which make up an omni-scrambler system designed to conceal them from enemy auspex scans, while [[Incursor]]s instead have a visor system mounted, allowing them to see through any obstructions to their sight. &lt;br /&gt;
&lt;br /&gt;
The standard Phobos helmet seems to come in a couple of different shapes, which resemble either a Mk X Tacitus helmet or a Mk 7 helmet (both of which sport what seem to be some kind of rebreather system). The Reivers instead rock a Night Lords inspired skull-helmet instead of a Raven Guard beakie, which [[Skub|may or may not be awesome]], and it [[Banshee|amps up their voice to insane levels of sound]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
PrimarisReiver2.jpg|&amp;lt;center&amp;gt;Mask-only Style&amp;lt;/center&amp;gt;&lt;br /&gt;
PhobosArmorFins.jpg|&amp;lt;center&amp;gt;Grav-chute Fins&amp;lt;/center&amp;gt;&lt;br /&gt;
VanguardPrimarisMini.jpg|&amp;lt;center&amp;gt;[[Helix Adept]]&amp;lt;/center&amp;gt;&lt;br /&gt;
VanguardEliminatorMini.jpg|&amp;lt;center&amp;gt;[[Eliminator]]&amp;lt;/center&amp;gt;&lt;br /&gt;
SalamandersIncursorMini.jpg|&amp;lt;center&amp;gt;Incursor&amp;lt;/center&amp;gt;&lt;br /&gt;
Vanguard-Librarian.jpg|&amp;lt;center&amp;gt;[[Vanguard Librarian]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Omnis====&lt;br /&gt;
[[FIle:Omnis_Armour.JPG|200px|right|thumb|Well, you see, when an [[Inceptor]] and a [[Devastator Squad|Devastator]] love each other [[Rape|very much]]...]]&lt;br /&gt;
Worn by [[Suppressor|Vanguard Suppressor Squads]]. It&#039;s basically just Tacticus configuration with Inceptor shock absorber boots, Reiver-style grav-chutes and gorget/collar, a miniaturised jump pack (which looks like a second pair of backpack exhausts with little tail stabilisers), and a new helmet visor design. [[Skub|May or may not]] offer a middle road between the Gravis and Tacticus configuration in terms of defence. &lt;br /&gt;
&lt;br /&gt;
On the whole, the Omnis is lighter than the standard Gravis configuration due to the implementation of the above equipment. Of course, how it is made lighter, we do not know, as unless these armour pieces are intentionally made of a different material or structured differently, they look exactly the same as the rest of its contemproaries.&lt;br /&gt;
&lt;br /&gt;
The models have been the subject of a fair bit of [[Skub|&amp;quot;debate&amp;quot;]] since their debut in the Shadowspear box, although that&#039;s likely got little to do with the armour they&#039;re wearing, and more to do with those ridiculously oversized [[Autogun#Accelerator_Autocannon|accelerator autocannons]] that they&#039;re toting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Vanguard_Suppressors.jpg|&amp;lt;center&amp;gt;Vanguard Suppressors in Omnis.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Artificer Armour===&lt;br /&gt;
[[File:BloodAngelArtificerArmorZoomed.png|200px|right|thumb|A typical Blood Angels Nipple Pattern artificer armor.]]&lt;br /&gt;
Pimped out and individualized versions of regular suits, often enough to be considered one-off derivations in their own right. Artificer Armour can be formed from any older mark of Power Armour (perhaps barring Mk.I plate possibly excepting Thunder Warrior officers) by adding extra or upgraded protection. The upgraded and individualized suits mean that they require a lot of maintenance and needs techs to work around the clock to make sure they stay functional. In time suits become encrusted with unique decorations and individual upgrades and becomes known as Artificer Armour. Because of these heavy modifications, Artificer Armour is often highly superior to newer suits of standard-issue Power Armour, and afford much better protection. &lt;br /&gt;
&lt;br /&gt;
So in simple terms, the [[Adeptus Custodes|more blingier the armor, the better it is stat-wise.]] With little to no standardisation, meaning that no two Artificer Armours are the same, design-wise. Standard issue for [[Techmarines]], the [[Sanguinary Guard]] and optional for [[Brother-Captain|officers]], pairing artificer armour with an Iron Halo can offer better protection than Terminator armour with none of the drawbacks, yet with only some of the benefits.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TechmarineArmor.png|&amp;lt;center&amp;gt;Techmarine&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Aegis Armour===&lt;br /&gt;
[[File:GreyKnightAegis.png|200px|right|thumb|It&#039;s all holy smokes and mirrors from here.]]&lt;br /&gt;
The Power Armour of the [[Grey Knights]], Aegis Armour is master-crafted on the forges of Titan and inscribed with prayers and [[Matt Ward|wards]] to prevent [[Daemon]]s from possessing it. [[Khornate Knights|Early fluff insinuated that a psyker was burned alive to be sacrificed as part of the machine spirit of the armour (GRIMDARK) but this aspect has been downplayed massively in later revisions]]. (Considering the Golden Throne [[Grimdark|burns an ungodly number of psykers every day to keep]] [[The Emperor|Him]] [[Astronomican|alive]], this isn&#039;t too farfetched.) &lt;br /&gt;
&lt;br /&gt;
Based on parts from Marks VI, VII, and VIII, within the breastplate of each set is a copy of the Liber Daemonica. It frequently bears a Stormbolter on its left forearm, keeping both hands of the wearer free to use. There is an Aegis/Grey Knight version of Terminator and Dreadnought armours, too. Just remember to keep any observations that Aegis Armour look in anyway similar to Tau [[Battlesuit]]s to yourself.{{BLAM}} &lt;br /&gt;
&lt;br /&gt;
Could also be the aforementioned Mark 9, since the Inquisition scrubbing it from records if that were the case would explain why we know “nothing” about it.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:GreyKnightArmor1.jpg|&amp;lt;center&amp;gt;Variant 1&amp;lt;/center&amp;gt;&lt;br /&gt;
image:GreyKnightArmor2.jpg|&amp;lt;center&amp;gt;Variant 2&amp;lt;/center&amp;gt;&lt;br /&gt;
image:GreyKnightArmorCrowe.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Castellan Crowe|Castellan Garren Crowe]]&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Auramite Armour===&lt;br /&gt;
[[File:CustodianAuramite.png|200px|right|thumb|Banana Armor.]]&lt;br /&gt;
The most common power armour within the [[Adeptus Custodes]], it is straight up in the top 3 power armours of the Imperium, its other contenders being the Aquilon &amp;amp; Allarus terminator armours. The material used for its construction is known as, you guessed right, Auramite (which is ceramite, except even [[Cheese|better]]): The first samples and tech to make it was brought back from the depths of [[Terra]]. Another interesting fact is that the servos and motors of the Custodes armour are nearly completely silent. Turning a Custodes into a [[Raven Guard|sneaky marine.]] [[Derp|A very &#039;&#039;shiny&#039;&#039; sneaky marine.]]&lt;br /&gt;
&lt;br /&gt;
The armour itself is even better than artificier armour and include a refractor field, essentially giving it the same properties in-game as terminator armour, it can even get a teleportation transponder as well as an Arae-shrike: a nasty (so nasty the Mechanicum declared it blasphemous) piece of archeotech that fuck up nearby cogitators. The only ones allowed to make it, like all custodes-grade weapons, are Emperor-chosen clans of Terra. Probably the only people the Mechanicus won&#039;t fuck with for fear of the golden bois getting...[[Rage|inconvenienced]].&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sagittarum.jpg|&amp;lt;center&amp;gt;Sagittarum Guard&amp;lt;/center&amp;gt;&lt;br /&gt;
ShieldCaptainFW.jpg|&amp;lt;center&amp;gt;Shield Captain&amp;lt;/center&amp;gt;&lt;br /&gt;
WardenMini.jpg|&amp;lt;center&amp;gt;Custodian Warden&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Terminator Armour==&lt;br /&gt;
[[File:TerminatorArmorModel.png|200px|right|thumb|His head must be all mushed in there...]]&lt;br /&gt;
[[Terminator]] armor, or Tactical Dreadnought armor, are set aside for space marine veterans who are exemplars of toughness, martial ability, and wonky proportions. This power armor provides the best personal protection available. Heavily layered with adamantium and indestructible [[pauldrons]], a suit of Terminator armor is built to steamroll nearly everything and gives a fighting chance against everything else, which are the things that gives anybody else a fighting chance against Terminators. Standard loadout for Terminators are [[Power Fist|power fists]] and [[Storm Bolter|storm bolters]], or [[Power weapon]]s and [[Twin-Linked|twin linked]] bolters for the Chaos Terminators; but these are often and changed up with other heavy weapons systems, other killtastic melee weapons, and the a squad is sometimes augmented with a shoulder-mounted missile racks. Since most suits are about at least as old as the chapter that owns them, and that the pauldron allegedly contains a tiny fragment of the Emperor&#039;s own power armor, these suits are holy relics as well as top shelf wargear.&lt;br /&gt;
&lt;br /&gt;
Despite all the pain they lay down (and keep away), Terminator armor has a few serious drawbacks. First thing is that it is seriously hard to make. Seriously. Most chapters have only a handful that they can distribute amongst their veterans and officers, and any lost suits are damn near impossible to replace. Second thing is that they lack mobility. They counter this mostly since Terminator armor can be safely teleported from orbit into the thick of it, and judicious use of teleport homers can put them right where you need them, and a heavy transport such as a [[Land Raider]] can carry small squads. Beyond that, Terminators are otherwise going to be footslogging since they&#039;re too fucking huge to hitch a ride on anything smaller than a house. Better plan on not moving them too far once they hit the ground.&lt;br /&gt;
&lt;br /&gt;
Terminator Armor had 3 major designs: the Cataphractii pattern, the Tartaros pattern, and the Indomitus pattern. The &#039;&#039;&#039;Cataphractii Pattern&#039;&#039;&#039; was the first run at Terminator armor, developed after the Mk.III power armor and sharing many systems. Bearing much larger power field generators and thicker armor, it provided better protection than future variants, but was much more unwieldy and difficult to use, making it even slower than normal Terminator armor. The &#039;&#039;&#039;Tartaros Pattern&#039;&#039;&#039; shared many of its systems with the Mk.IV power armor and was much more maneuverable than its predecessor, but gave up some of its protection to do so, becoming more like contemporary Terminator armor. The &#039;&#039;&#039;Indomitus Pattern&#039;&#039;&#039; is the current pattern of Terminator armor (though the Forge World books make it clear that it was common at the time of the Heresy, perhaps more so than Tartaros and Cataphractii), sharing similarities with the Tartaros pattern in terms of functionality whilst being cheaper to produce. It also gave rise to the experimental Gorgon pattern, a design that was being tested during the Heresy by the Iron Hands Legion. There are also human-sized suits of Terminator armor, but the tiny amount of them that still exist are used exclusively by the Inquisition.&lt;br /&gt;
&lt;br /&gt;
After the Horus Heresy, Cataphractii pattern had eventually fallen out of general use. This may have been because the last of that armor was either lost in the fighting and [[Adeptus Mechanicus|the pattern became another lost technology]] in the following years. Or because production was ceased in favor of later patterns, and most suits were either cannibalized or became a relic that was the chapter&#039;s equivalent of fine china: makes a nice display piece, but practically useless due to enforced disuse. These relics wouldn&#039;t see field use again until the day GW released the Angels of Death supplement (no doubt because they&#039;d sell more copies of &#039;&#039;[[Betrayal at Calth]]&#039;&#039; if both 30K and 40K Marine players could use it).&lt;br /&gt;
&lt;br /&gt;
Finally, there was one more pattern of Terminator armour, called Saturnine. It&#039;s got the hugest pauldrons one can get before moving into walkers category and was famous for it&#039;s extreme bulk, durability, cumbersomeness and difficulty of piloting - basically everything good and bad about Cataphractii turned to eleven. It never went out of field testing phase, since new smaller Castraferum Dreadnoughts could do everything Saturnine was designed for (boarding actions and indoor/tunnel fighting) better and without it&#039;s numerous drawbacks except for needing a half-dead Astartes. Some legions still had their batches of test suits when Horus Heresy hit and used them to gain whatever edge over their opponents they could, but they were never seen after the Heresy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extermination&#039;&#039;&#039; claims the Alpha Legion used five patterns of Terminator armour during the Invasion of Paramar, suggesting that other patterns are yet to be revealed. Or, you know, the Alpha Legion being what it is could mean that their in house artificers are straight up inventing new technology or their infiltrators were stealing technology from other Legions.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Centurion Armour==&lt;br /&gt;
[[File:CenturionSuit.png|200px|right|thumb|HELP ME I&#039;VE GOT A TINY MAN INSIDE ME]]&lt;br /&gt;
&lt;br /&gt;
The (in)famous &#039;Power Armor inside of a Power Armor&#039; set piece.&lt;br /&gt;
&lt;br /&gt;
Since somebody at GW forgot that the [[meme|Xzibit meme]] wasn&#039;t funny anymore, Space Marines now have [[Centurion_Squad|centurion armour]] that they equip like a miniature walker vehicle, more like a mini-mech, a cute little dreadnought preparing space marines for their life after living. Centurion armour is &amp;quot;worn&amp;quot; over regular power armor, giving better protection (like terminator armor without the invul save but with an additional wound, along with +1 to both S and T) and comes in two flavors: assault and devastator. Assault centurions are heavy assault units equipped with drills and meltas or flamers, meant to get in close to enemy strongpoints and fortifications and wreck shit. Devastator units are heavy fire support units with hurricane bolters and twin-linked heavy weapons, which, in practice, provide less fire power than regular [[Devastator Squad]]s, but higher resilience and mobility, as the suits have Slow and Purposeful.&lt;br /&gt;
&lt;br /&gt;
Fluffwise, the machine spirits on this thing is advanced, almost on par with the [[Land Raider]]&#039;s. There has been once instance where a group of Salamander Centurions were deployed to clear out a Dark Eldar incursion. The Dark Eldar released a toxin that [[grimdark|liquefied people into soup]] and the marines wearing the armor eventually perished after their suits took damage and the toxin leaked through the cracks. [[Rage|A bit miffed after the loss of their pilots]], the Centurion suits&#039; machine spirits continued to fight on, even after their pilots were just fleshy goop at this point. They were eventually disabled, but not after killing scores more Dark Eldar during their rampage.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Chaos Power Armour==&lt;br /&gt;
[[File:ChaosAstartesArmor.png|200px|right|thumb|[[rape|I&#039;m horny and you corpse-worshippers&#039; got the butts I CRAAAAVE]]]]&lt;br /&gt;
While many Traitor Marines are equipped with Marks IV or earlier (at least in the lore; if you go buy the models, almost all of them seem to have Mark VII armour with Mark VI legs), Chaos power armor is often a mix-and-match setup. About the only unified feature of Chaos power armour is a distinct power pack with stabilizers on long curved fins, that still runs on solar converter core instead of fusion reactor of modern loyalist power packs. Because Chaos Marines often have to go long periods with no access to proper industrial facilities, proper maintenance and replacement parts became an issue. Because of that, many subsystems in each suit of armor don&#039;t work and replacement parts come in the form of whatever they can dig up from plunder and take off of corpses after [[Orks|raiding and looting]]. Furthermore, Chaos Marines like to customize their armor with devotional iconography and personal trophies, making sure that virtually every suit of armor is personalized and none are exactly alike. Where things get even weirder is when the armor gets too steeped in Chaos and begins to twist, mutate, and turn partially organic, or had a daemon replace its machine spirit. It&#039;s quite likely that the parts of armor that don&#039;t work get replaced with warp magic, daemonic influence, or Dark Mechanicus tech-heresy. &lt;br /&gt;
&lt;br /&gt;
Recent editions and artwork show senior Chaos marines with a sinister and more organic-looking power armour of Mark III through V, a look they pick up after a while either deliberately or due to the Warp&#039;s influence changing their outside look to match their corrupted souls. In the Rogue Trader Era, Chaos Power armor &#039;&#039;was&#039;&#039; organic, so this is actually a pleasant return to the old days. The Chosen models from the Dark Vengeance box set are commonly referred to as the harbringers of this new style, while the new Raptors/Warp Talons set incorporate this design, alongside the regular Raptors, whose design seems like being &amp;quot;metal-guilded armour, that&#039;s begun to blend together and form spikes and weird shapes&amp;quot;, hinting of what&#039;s to come for the aging Chaos Space Marine range.&lt;br /&gt;
&lt;br /&gt;
As of 2016, the non-[[Terminator armour|Terminator-armoured]] [[Thousand Sons]] are now fully equipped with modified, ornate suits of Mark IV armour, in the style of the original [[Jes Goodwin]] Thousand Son model and concept art that established their aesthetic back in the [[Warhammer 40,000: Rogue Trader|old days]]. Since most of them [[Rubric Marines|aren&#039;t really capable]] of changing out of their armour anymore, this makes their current models their most lore-friendly--and least [[neckbeard]]-[[Rage|enraging]]--incarnation yet.&lt;br /&gt;
&lt;br /&gt;
And then, in 2017, GW started releasing new Death Guard Space Marines. The ugly bastards pretty much relive the original style from the old Forge World Death Guard upgrade pack (itself a throwback to Jes Goodwin&#039;s [[Warhammer 40,000: Rogue Trader|Rogue Trader-era]] Death Guard concept), decked out in rotted, space-AIDS-riddled suits of Mark 3 armour, with most sporting the classic reinforced belly plate to hold in their bloated guts and intestines.&lt;br /&gt;
&lt;br /&gt;
2019 finally saw a major update to the main Chaos Space Marine line, including two new kits for the basic Chaos Marine squad (a fully monopose, set-loadout one in the Shadowspear box, and a semi-monopose standalone version with more head and weapon options a few weeks after). The new sculpts are like a less ornate version of the Dark Vengeance Chosen, mixed with the old-Mark-heavy look of the 2nd edition CSM metals, and with better proportions than both. The new Chaos Havoc kit extends this style further by adding recoil-dampening talon mutations on the boots, as well as Mk III-inspired reinforced frontal plating (although the actual suits seem to be based on Mks V and later).&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Warp-Forged Armour===&lt;br /&gt;
[[File:AspiringChampionFleshmetal.png|200px|right|thumb|Through the fires of Hell, my [[Pauldron|pauldrons]] have mouths!]]&lt;br /&gt;
Warp-Forged Armour is a type of armour worn by the warriors of Chaos. It is, as its name implies, forged from the Hell Forges of the Forces of [[Chaos]]. As such, these armour are partially daemonic and, given the lack of supplies from the Traitor side, it sort of [[Count as|counts as]] a form of homegrown power armour. Warp-Forged Armour is often made by either the [[Dark Mechanicus]] or the [[Iron Warriors]], as these chaps are the only ones with the know-how in how to create and maintain these things. These armour pieces are mutated and possessed by a Neverborn and often worked in-tandem with their wearer.&lt;br /&gt;
&lt;br /&gt;
This daemonic armor is laden with unholy runes, allowing Champions of Chaos or Daemons wearing it to be all but immune to the blows of enemy mortals. In part of its nature, Warp-Forged Armour can be considerd as the Chaos equivelent of the [[Grey Knights]] Aegis Armour. Chaos Champions and Chaos Lords who adorn these armour pieces could gain the added benefit of their armour regenerating due to it being partially daemonic.&lt;br /&gt;
&lt;br /&gt;
They offer the middle ground between normal Chaos Powered Armour and Fleshmetal Armour.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chaos_Chosens_Armour.JPG|&amp;lt;center&amp;gt;Chaos Chosens in Warp-Forged Armour&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Fleshmetal Armour===&lt;br /&gt;
[[File:Fleshmetal.JPG|300px|right|thumb|The one known exception to [[Iron Hands|&amp;quot;The Flesh is Weak&amp;quot;]].]]&lt;br /&gt;
Essentially the Chaos Marine&#039;s take on Artificer armor, given only to champions favored by the Chaos Gods. A blast from the past editions, Fleshmetal Armour is how it sounds. After spending gods knows how long in the Warp and centuries of combat under chaos, it eventually caused a chaos marine&#039;s power armor to fuse with their own flesh, forming an incredibly hard, organic carapace, tempered by ceramite and reinforced with warpfuckery.&lt;br /&gt;
&lt;br /&gt;
Once a marine receives this gift, they&#039;re now more literal weapons than ever, as the armor cannot be removed anymore (since its now their second skin), condemning them to an eternity of unending war. Of course, since Chaos Marines live for that kind of thing, its more of an encouragement than anything. The only exception to this are [[Helbrute|Helbrutes]], who are driven mad by the process.&lt;br /&gt;
&lt;br /&gt;
Just about any Chaos special unit or veteran has fleshmetal armour, like [[Obliterator]]s and [[Chaos Chosen]].&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Obliterators-2019.jpg|&amp;lt;center&amp;gt;Obliterators in Fleshmetal&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ChaosMutilatorsModels.jpg|&amp;lt;center&amp;gt;Mutilators in Fleshmetal&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Tau Battlesuits ==&lt;br /&gt;
&#039;&#039;Main Article: [[Battlesuit]]&lt;br /&gt;
&lt;br /&gt;
[[image:XV22 CommanderShadowSun.jpg|The blueberry&#039;s battlequeen with her XV22|200px|right|thumb]]&lt;br /&gt;
&lt;br /&gt;
The Tau&#039;s take on &amp;quot;power armor&amp;quot; is a bit more diverse compared to the Imperium, that it encompasses both personal protection suits, like stealth suits, and giant weapons platforms, like Riptides. Essentially, the Tau put everything from a simple flight suit to Imperial Knight / Titan-Class mechs as &amp;quot;Battlesuits&amp;quot;. In proportion to their size: Tau battlesuits generally have lower raw protective capabilities than their Imperial counterparts due to their emphasis on mobility, but makes up for it by having a slew of advanced tech to give them a leg-up on their foes.&lt;br /&gt;
&lt;br /&gt;
The battlesuits that are more along with the other factions idea of personal &amp;quot;armour&amp;quot; instead of &amp;quot;combat walker&amp;quot;-type mechs or &amp;quot;a very fancy flight suit&amp;quot;, are the: XV15 Stealthsuit, XV22 Command/StealthSuit, and XV25 Stealthsuit. The stealthsuits rely primarily on just not being seen (obviously), because you don&#039;t have to worry if your armour will stop a bolter round, if the enemy never knows you are there to be shot at.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
XV15 black.jpg|XV15&lt;br /&gt;
XV22 Shadowsun.jpg|XV22&lt;br /&gt;
XV25 White.jpg|XV25&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Eldar Armour ==&lt;br /&gt;
&#039;&#039;Main Article: [[Mesh Armour]], [[Aspect Armour]], [[Aspect_Armour#Exarch_Armour|Exarch Armour]], [[Phoenix Armour]] and [[Rune Armour]]&lt;br /&gt;
[[image:GuardianMeshArmor.png|200px|right|thumb|A Guardian in Mesh Armour.]]&lt;br /&gt;
The Eldar use Mesh Armor technology to supplant their powered armor suits, said armor is made out of a combination of wraithbone and thermoplas, all woven together to make a futuristic mail armored suit. The suit is psychically attuned to the wearer&#039;s mind, so it is capable of tailoring its fit and use to the wearer&#039;s style.&lt;br /&gt;
&lt;br /&gt;
There are currently a couple variants:&lt;br /&gt;
*Mesh Armor - Standard armor worn by guardian squads. Its also equipped with life-support functions and sensory equipment.&lt;br /&gt;
*Aspect Armor - Aspect armor are worn by [[Aspect Warrior]]s. Each aspect shrine has their own take on Aspect Armor depending on their role, so Swooping Hawks and Howling Banshees have lighter armor, while Dark Reapers and Fire Dragons have heavier armor (although &amp;quot;heavy&amp;quot; is subjective as it still allows the wearer to be nimble like every other Eldar warrior). The main thing in common they have though, is that they&#039;re much more durable and flashier than standard mesh armor.&lt;br /&gt;
**Exarch Armor - Aspect armor worn by Exarchs. Because of the Exarch&#039;s seniority and experience; the armor is typically much more blinged out than the standard variant, offering the wearer more protection and other equipment options. Exarch armor is also adorned with the spirit stones of deceased Exarchs, bestowing the wearer with literally millennia of combat experience from past heroes.&lt;br /&gt;
**Phoenix Armor - The armor worn by the Phoenix Lords. Is so expertly made that it can withstand all but the most powerful and/or luckiest of hits, even after thousands of years. Phoenix Armor also stores the consciousness and memories of the original wearer, so in the event a Phoenix Lord falls in battle, he will be instantly revived when another living Eldar dons the armor again (although it has the questionable effect of completely overriding the future wearer&#039;s mind, with the Lord effectively making the unfortunate recipient a flesh puppet.).&lt;br /&gt;
*Rune Armor - Mesh armor worn by warlocks and farseers. Along with standard mesh armor tech, the suit is also inscribed with several runes that afford the wearer a greater deal of protection from damage, and also to better attune them to psychic energy. It also comes with an extra layer of wraithbone for more protection.&lt;br /&gt;
&lt;br /&gt;
==Dark Eldar Armour==&lt;br /&gt;
&#039;&#039;Main Article: [[Kabalite Armour]], [[Wychsuit ]], [[Incubus Warsuit]] and [[Ghostplate Armour]]&lt;br /&gt;
[[image:Archon7th.jpg|200px|right|thumb|An Archon wearing Ghostplate armour]]&lt;br /&gt;
The Dark Eldar&#039;s armor is similar to their Craftworld cousins, although even lighter to accommodate the Dark Eldar&#039;s penchant for coke-fueled speed. Skimpier in the case of Wyches, who&#039;s career require them to show skin. They&#039;re also adorned with a plethora of spikes and blades, to the point that realistically: all those pointy sticks &#039;&#039;must&#039;&#039; affect unit cohesion and personal movement while in combat.&lt;br /&gt;
&lt;br /&gt;
The few variants they have are:&lt;br /&gt;
*Kabalite Armour - The combat armor worn by just about every lowly kabalite that isn&#039;t going in naked. To further aid in movement: Kabalite armor is typically just a bodysuit, with armor plates attached where appropriate. They function similarly to mesh armor, in that the bodysuit hardens on neural impulse to deflect damage more effectively, and pressurized to allow the wearer to fight in hostile environments. Its also very, &#039;&#039;very&#039;&#039; spiky.&lt;br /&gt;
*Wychsuit - Not really &amp;quot;armor&amp;quot; per se, as a lack of one, but included for the sake of reference. Wych suits are flexible body gloves, cut away at certain places to show the Wych&#039;s good sides to the crowd while fighting in arenas or in the field. It offers very little protection due to the latter fact, as it&#039;s role is more for entertainment, than pure combat.&lt;br /&gt;
*Incubus Warsuit - The closest thing the Dark Eldar have to traditional power armor. It affords similar protection to that of Imperial power armor, whilst being so expertly manufactured that it doesn&#039;t inhibit the wearer&#039;s reflexes and agility in the slightest. The warsuit is completely exclusive to the Incubi, and not even Archons can pay/intimidate their way into getting a personal warsuit.&lt;br /&gt;
*Ghostplate Armour - Armor used by the poncier gits in Dark Eldar society, most notably Archons. The armor offers much better protection than bog-standard kabalite armor, whilst having a built-in forcefield generator. It also doesn&#039;t compromise on agility, as the resins used in it&#039;s construction are lighter and tougher.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Ork Armour ==&lt;br /&gt;
&#039;&#039;Main Article: [[Mega Armour]]&lt;br /&gt;
[[File:MeganobZoomed.png|200px|right|thumb|I&#039;S WEARIN A TANK YEH GITZ]]&lt;br /&gt;
&lt;br /&gt;
The only known variety of Ork power armour is Ork mega-armour, a direct Orkoid equivalent to Astartes Tactical Dreadnought armor. It basically looks like a chunk of metal or vehicle parts strapped together and called &#039;armour&#039;. Or a miniature power lifter, whatever fits your definition.&lt;br /&gt;
&lt;br /&gt;
Its weight (a ton or more) and complexity make it difficult to move and slow down its user, but it can withstand insane amounts of punishment, almost as much as Imperial Terminator Armour. Piston-enchased metal limbs of mega armour give the wearer phenomenal strength, and it incorporates fearsome weapons: a Power Klaw and Kombi-Weapon or twin-linked Shootaz. It often involves the use of built-in bionics and is very complex, which makes it very hard to manufacture, so it is a rare sight in Ork armies. Usually only Nobs (who like to call themselves &amp;quot;Meganobs&amp;quot; after acquiring Mega Armour) and Warbosses can afford such armour.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
7e-bigmek-tellyportblasta.jpg|Big Mek&lt;br /&gt;
7e-bigmek-kff.jpg|Ditto&lt;br /&gt;
Ocg5-es.jpg|Warboss&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{{40k-Armor}}&lt;br /&gt;
&lt;br /&gt;
=Fallout Power Armor=&lt;br /&gt;
[[File:T-60.png|thumb|right|300px|The newest iteration of atom-powered tin-can, the T-60 Power Armor.]]&lt;br /&gt;
&lt;br /&gt;
Unlike Warhammer 40,000, [[Fallout]] powered armor is Fluff-wise more &amp;quot;power&amp;quot; than &amp;quot;armor&amp;quot;. It was originally made to allow troops to use heavy weapons on the move and with increased weight limit it was obvious to put some extra armor on the exo-suit. Even while it turns you into a nearly-indestructible walking tank, there is no shortage of stupidly powerful and/or armour-piercing weapons in Fallout, so sneaking and camouflage are always considered better protection than armor, so the main reason people use it is strength and radiation resistance bonuses. It is also possibly the most realistic armor here, strangely. Around Fallout 1 and 2, power armor was an almost cheat button up to the endgame, with an obscene bonus of +3 STR and near immunity to all small arms fire up to energy and heavy weapons(and Gauss in Fallout 2)&lt;br /&gt;
&lt;br /&gt;
Afterwards came Fallout 3, where a leather jacketed character high on morphine could soak more damage than a sober power armored dude and mow him down with a cheap Chinese assault rifle. It had become a glorified metal full plate, met with [[RAGE]] until New Vegas came with some decent power armor, though it still got overshadowed by a badass riot armor that didn&#039;t need training(Lonesome Road DLC) or a clingy female AI driven stealth suit(Old World Blues DLC). &lt;br /&gt;
&lt;br /&gt;
Power armor got a massive overhaul in &#039;&#039;Fallout 4&#039;&#039;, turning them into basically an infantry fighting vehicle rather than just better armor. The crafting system extends to upgrades and new systems for the armor, including neat stuff like a stealth field and a jet pack. On one hand Fallout 4 is one of the few games where power armour feels like actual power armour and not just the best armour you can get, but on the other, it was so strong they couldn&#039;t help but give it to you right at the start of the game (because working towards rewards requires an attention span they don&#039;t think we have, apparently) and had to [[Retcon|change the fact power armour comes with an internal battery so you could only use it until you ran out of fusion cores. Which you never did as they were cheap to buy.]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==T-45 Powered Armor==&lt;br /&gt;
[[File:t-45.png|thumb|right|200px|More of a &#039;proof of concept&#039; than an effective piece of military hardware.]]&lt;br /&gt;
The first generation of power armor to go into the field, the T-45 series was rushed into service to hold back the invading Chinese from taking over Alaska. It worked and contained the invasion, but had a lot of problems. Later used on the homefront. The T-45d is most commonly seen in the Capital Wasteland. &lt;br /&gt;
[[File:big_willie.jpg|thumb|left|200px|The T-45 prototype.]]&lt;br /&gt;
After Bethesda got the rights to make &#039;&#039;Fallout 3&#039;&#039;, they were like &amp;quot;Guys, guys, let&#039;s make a SHITTY POWER ARMOR!&amp;quot; and they went through with it. The result was &amp;lt;s&amp;gt;far from shitty&amp;lt;/s&amp;gt; a [[skub|mixed bag]]. Sure, it has -2 AGL, less radiation resistance, and makes you move around like the [[/co/|Comic Book Guy]] from &#039;&#039;The Simpsons&#039;&#039;, but it looks &#039;&#039;&#039;&amp;lt;u&amp;gt;&#039;&#039;BAD-ASS!!!&#039;&#039;&amp;lt;/u&amp;gt;&#039;&#039;&#039; Noted for using fusion packs and batteries to power the suit like a RC car, which made recharging quick but ran out of power often (though naturally this wasn&#039;t incorporated gameplay-wise until Fallout 4). Most suits after had an internal reactor that allowed them to basically run forever (until Bethesda retconned that too). As of Fallout 76, we have what could be considered a more canon representation than Fallout 4&#039;s. T-45 has the most common spawns of all the military armors and the lowest base spawn level. When compared to an at level suit the it has worse protection than any military suit, but is much cheaper to build and repair and is lighter.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===NCR Salvaged Powered Armour===&lt;br /&gt;
[[File:scrap-armor.png|thumb|right|200px|The BOS equivalent of killing Jesus and wearing his skin.]]&lt;br /&gt;
This is the &#039;zombie&#039; version of the T-45d. After the Battle of HELIOS One, the NCR recovered many suits of T-45d from fallen Brotherhood Paladins. However, either because the NCR do not have the capability to manufacture spare parts, lack the actual knowledge to use and maintain power armor, or a bit of both, the &amp;quot;power&amp;quot; part of the armor was stripped, so its just...armor. &lt;br /&gt;
&lt;br /&gt;
The servomotors that augments the wearers&#039; strength have been removed along with a good chunk of the extra plating, and the back-mounted rad scrubbers were replaced with a cheap air conditioner so the wearer doesn&#039;t die from heat stroke while using it (and lords help you if you&#039;re patrolling in the middle of the desert with heavy metal plates all over your body). As its not &amp;quot;true&amp;quot; power armor, it does not require special training, or vulnerable to electric-based attacks, so just about any mook with some measure of brawn can be fitted into it and send him off. The result is, for a lack of a better term, plate armor with an AC strapped to the back. It has less protective qualities than the armor it&#039;s based on, has no built-in rad protection, and has no mechanical assistance to carry all this weight since it was ripped out, so its cumbersome as all hell.&lt;br /&gt;
&lt;br /&gt;
Its use is less for practicality and more as a moral and political tool, basically letting the NCR brag &amp;quot;See? We got power armored troops too!&amp;quot; without actually having the knowledge and technology to build and maintain said troops. Crunch-wise it is utterly fucking useless with an obscene agility penalty and weight and is best reserved as materials to repair &#039;&#039;actual&#039;&#039; power armor (and even &#039;&#039;that&#039;&#039; isn&#039;t worth it if you have the Jury Rigging perk and can use cheap metal armor instead).&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==T-49 Powered Armor==&lt;br /&gt;
[[File:t-49.jpg|thumb|right|200px|Let me tell you a tale...]]&lt;br /&gt;
&lt;br /&gt;
Best well known for being worn by the titular Storyteller (a fan-made lore project that became so big Bethesda actors were appearing on its show and is practically just short of canon now) the T-49 was a prototype originally expected to succeed the T-45d by improving a number of engineering shortcomings while lowering the power cost to keep the suit running. It even came with an optional modification to make the suit solar-powered, only draining its fusion core when not in direct sunlight. Only a small number were produced however since the inbuilt fusion reactor of the T51b armor made most of its power-based features obsolete. Only a couple of suits have survived to the modern-day and are more considered collector items then military equipment.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==T-51 Powered Armor==&lt;br /&gt;
[[File:FNV T51b Armour.png|thumb|right|200px|The T-51b Power Armor. By far the most popular variant, though it&#039;s certainly not because if the doughboy look of NPCs in New Vegas...]]&lt;br /&gt;
&lt;br /&gt;
The second generation of power armor, the T-51 series managed to get all the kinks ironed out. Used to kick the Chinese out of Alaska and invade China. The quintessential Fallout power armor suit. The T-51b variant is common among the West Coast Brotherhood of Steel. Two suits are known to be in the Capital Wasteland.&lt;br /&gt;
&lt;br /&gt;
This armor only has +1 STR for some reason. What&#039;s even stranger is that the hunk of metal that you put on your head (AKA the helmet, but who calls it that?) gives you a +1 CHR bonus (probably because it&#039;s heavily featured in old world propaganda, but yet again, so was the T-45d variant). We really should be wearing around hunks of metal on our heads these days. After all, this armor be pullin&#039; all dem bitches...&lt;br /&gt;
&lt;br /&gt;
T-51b is the most advanced power armor that existed in the world before the Great War. [[Retcon|At least it was, until Bethesda decided to change that in Fallout 4,]] [[Rage|even though this fact was well established nearly two decades before Fallout 4 came out.]] As of Fallout 76, T-51b is back to being the best pre-war power armor, and T-60 only provides higher radiation resistance, while being statistically worse in every other way.&lt;br /&gt;
&lt;br /&gt;
Used as the standard armor for Paladins, the suit has become an icon (both in universe and real life) for the Brotherhood of Steel.&lt;br /&gt;
&lt;br /&gt;
Due to a developer error that Bethesda never bothered patching, the Winterized variant that you receive as a reward for completing Fallout 3&#039;s &#039;&#039;Operation: Anchorage&#039;&#039; DLC is actually the version meant to be worn by NPCs in the Anchorage simulation, so it&#039;s [[Awesome|functionally indestructible, with a whopping 999,100 HP]] (the version you were meant to get has only 100). However, the vanilla game&#039;s suit was involved in a rather difficult fetch quest (where you were hired to retrieve it for a ghoul called Crowley), and the NPC version of the winterized armour still has that version&#039;s quest script assigned to it, so taking it will [[Fail|prematurely mark that quest as completed by making the game think you stole the vanilla suit for yourself]], locking you out forever. However, anyone in their right mind would have stolen the suit instead of giving it to Crowley anyway, it&#039;s not all bad.&lt;br /&gt;
&lt;br /&gt;
==X-01 Power Armor==&lt;br /&gt;
[[File:x-01.png|thumb|right|200px|The original, the best.]]&lt;br /&gt;
&lt;br /&gt;
The Enclave rolled out their advanced power armor in 2220. It went through several upgrades and variants through its operational history, like the Tesla armor, which has improved energy resistance, and Hellfire armor, which has improved insulation against heat (for which the flame weapon-armed troopers who wear them are grateful). It can be encountered, in all of its variants, on the West Coast, the Mojave Wasteland, the Capital Wasteland, and the Commonwealth (the latter is, however, strange, since neither Enclave&#039;s bases, nor even evidence of Enclave operations are encountered in Commonwealth. Except from one Children of Atom zealot in Far Harbor, who says he was part of the Enclave. [[Fail|Still doesn&#039;t explain the Nuka World Quantum Armour though.]] Although it is at the very least implied that the variant in the Commonwealth is the experimental prototype of the stuff seen in Fallout 2 and beyond, either way, Bethesda sucks at continuity.). &lt;br /&gt;
&lt;br /&gt;
[[File:x-02.png|thumb|left|200px|The shitty &#039;urban&#039; modification, often known as the X-02]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s implied that the newer versions of the armor as seen in Fallout 3 is actually a sort of stripped-down &#039;urban&#039; version of the armor. Like their stripped-down plasma rifles they are designed to be easier to maintain and build, most likely due to losing most of their resources and production facilities after the war with the NCR. While, like their plasma rifles, the redesign is shit compared to the original the fact it&#039;s lighter and provides easier (MUCH easier) movement better suits the more enclosed city environments where being a walking tank just gets you stuck in door frames all the time. &lt;br /&gt;
&lt;br /&gt;
[[Skub|If creation club]] content is canon then the X-01 and X-02 are confirmed as different suits. Also, Fallout 76 moves away from it being the [[Ultramarines|best]] power armor to having the highest Rad protection and above-average energy protection. &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:hellfire.png|thumb|right|200px|Hellfire armor, the compromise between X-01 and X-02]]&lt;br /&gt;
The Hellfire armor further suggests that the Enclave is attempting to close the gap, combining the cheaper more agile qualities of the newer design with the protection of the earlier designs.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==T-60 Power Armor===&lt;br /&gt;
[[File:t-602.png|thumb|right|200px|&amp;quot;Can never have enough pauldrons.&amp;quot; - Bethesda]]&lt;br /&gt;
&lt;br /&gt;
A new addition to the series in Fallout 4, introduced as the another-best Power Armor. The T-60c was designed to supplement the T-51. With a more cannon stat base in Fallout 76 it has inferior protection levels than the T-51b. But it is much cheaper to build and repair, making it better suited to mass production and deployment. This frees up the superior T-51 for deployment in elite units, which also explains the T-51&#039;s prominence among the Brotherhood of Steel until they set up for mass deployment in Fallout 4. It draws many of its design elements from the T-45 as that allows it to use many of the same internal components as the earlier models. The double pauldrons look is still silly.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Horned Power Armor==&lt;br /&gt;
[[File:horned_armor.jpg|thumb|right|200px|Don&#039;t piss off Rudolph.]]&lt;br /&gt;
&lt;br /&gt;
Used in the semi-canonical (due to New Vegas, Fallout 4) Fallout Tactics (Bethesda&#039;s offical stance is that the major events are canon, but many fans choose to believe that either the whole thing is canon or isn&#039;t canon) the Horned Power Armor is used by the Midwestern Brotherhood of Steel with it&#039;s defining feature being, you guessed it, horns. The Midwestern Brotherhood stands out as fully incorporating itself into wasteland life, offering protection to tribes and towns in return for resources, recruits and information. This in turn is shown in the design of the armor, being the only suit designed from scratch by a Brotherhood faction since the war. Designed for mass production over protection (similar to the more recent Enclave designs) the armor still incorporates many mechanical elements from the T-51b such as a internal reactor. It&#039;s also slimmer and less bulky than other armor designs (though not on the same level of the newer Enclave designs).&lt;br /&gt;
&lt;br /&gt;
Overall the armor is a compromise between mass production and protection, with heavy modification possible due to the more scrappy way it is produced unlike the more industrial Enclave. While it is numerous enough to equip all of their Paladins (keeping in mind their numbers are MUCH larger then other chapters) it still leaves more of the lower ranking infantry to use more traditional protection.&lt;br /&gt;
&lt;br /&gt;
The armour&#039;s horned helmet, greaves, and slimmer design are reminiscent of the Enclave&#039;s Mk. II advanced power armour (or X-02), which may imply that they&#039;re connected. One of the complaints about the original Tactics armour design was that it didn&#039;t look retro enough for Fallout, so it&#039;s possible that it&#039;s actually scavenged or stolen Enclave armour (which wouldn&#039;t be a stretch, since the Enclave are also known to have been active in Chicago), and the design was just &amp;quot;retrofied&amp;quot; for its reappearance in Fallout 3. Alternatively, it&#039;s possible that the X-02 was made by hybridising elements of this armour with the earlier Enclave X-01. Bethesda haven&#039;t said anything about the similarity though, possibly due to Tactics&#039; weird place in Fallout canon.&lt;br /&gt;
&lt;br /&gt;
==Raider Power Armor==&lt;br /&gt;
[[File:raider_armor.png|thumb|right|100px|If the T-51b was a Tiger tank, this is an armored car.]]&lt;br /&gt;
&lt;br /&gt;
Raiders in the Commonwealth and beyond have managed to refurbish power armor frames, and by cobbling together scraps of T-45 and T-51 armored suits and scrap parts, this.....thing, was made. Raider power armor is the least versatile &amp;amp; weakest of all the armor types. It&#039;s complete shit against anything that has a caliber above 38. and laser pistols can kill the user within 4-5 shots. Turns out a bunch of drugged-out vindictive assholes who shun society are not the best engineers. [[Orks|Still looks metal as hell though.]]&lt;br /&gt;
&lt;br /&gt;
Despite how it looks however, it &#039;&#039;is&#039;&#039; functioning power armor. Its not very good power armor, but its power armor. Its fully sealed so it has some measure of environmental protection, the servos work to an extent, and meshes in standard power armor frames. Yes, this means that a couple of crack-addled junkies are capable of making and maintaining functioning suits of power armor, but an large nation state with an established technology-base can&#039;t. This either highlights the incompetence of the NCR&#039;s military minds (who&#039;s only solution to this was to strip all the good stuff and slap an AC in the back), or Bethesda&#039;s &amp;quot;abilities&amp;quot; as storytellers.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=Rifts Power Armor=&lt;br /&gt;
The RPG [[Rifts]] has sooo much power armor, there&#039;s entire books devoted to listing different models of the things. Perhaps the most notable and iconic is the Glitterboy, named for it&#039;s shiny reflective armor, but most famous for the Boom Gun, a huge railgun so powerful it has to anchor itself to the ground with extendable pylons to keep from being knocked on it&#039;s ass every time it&#039;s fire, and which produces a sonic boom loud enough to deafen even superhuman foes wearing enclosed armor. &lt;br /&gt;
&lt;br /&gt;
The main armor of the Coalition States is the flying SAMAS armor, which is cool and all and has mini plasma missiles but lacks a gigantic boom gun. Even though the CS views the design as their sole property, since it&#039;s based on a pre-cataclysm design a couple groups have their own.&lt;br /&gt;
&lt;br /&gt;
Less common power armors include Centaur armor in case you want some extra horse legs, dinosaur power armor, the [[Angron|Angrar]] armor which is actually a pissed off demon who tries to corrupt you, and Chipwell armor, which cuts out all the super advanced alloys everything else uses and replaces them with something approximating tinfoil, for your bargain-basement power armor needs.&lt;br /&gt;
&lt;br /&gt;
=StarCraft Power Armor=&lt;br /&gt;
[[File:Terran marine.jpg|200px|thumb|right|Incredibly unoriginal, rip off of space marine armor. But still fucking cool looking.]]&lt;br /&gt;
In [[StarCraft]], the Confederate Marine Corps Power Armor, more simply called the CMC power armor, is the standard powered armor suit used by all military factions within the Koprulu sector. Despite the fact that each armored suit comprises a complex array of sensors and other advanced combat technologies, life-support systems,  and its own independent power supply that appears to be a portable fusion reactor, it seems to be dirt-cheap as hell to manufacture, given that every armed force within the Koprulu sector can give one of these suits to every Terran marine worth a damn.  Unfortunately, that technology doesn&#039;t seem to grant much actual protection; the marines are usually unceremoniously wiped out by the &amp;lt;s&amp;gt;dozens&amp;lt;/s&amp;gt; hundreds during an engagement.&lt;br /&gt;
&lt;br /&gt;
The main purpose of Armor for the Terran Confederacy and likely the Dominion is the armor protects the user from the vacuum of space first, seal the wearer inside it like a mobile prison and finally serve as combat armor. Umoja, on the other hand, values their all-volunteer forces but hasn&#039;t made many in-game appearances. The CMC armor is incapable of reliably protecting the wearer from projectiles, ruptures, or chemical attacks (apart from the passive hazards found in NBC environments), in both fluff and crunch, considering that it cannot hope hold out against: zergling claws, roach acid, the Marines&#039; own gauss guns (hell, it can&#039;t even deflect the pistol rounds from their sidearms), fire and/or plasma, hydralisk spines,  Mutalisk wurms, Psi attacks, Protoss photon guns, and really just about anything. Then again even tanks, huge giant robots and battlecruisers could not hold against said attacks en masse - this might say more about how nasty are weapons in StarCraft universe rather than how shitty is armor there, or more likely it&#039;s how real-world armor works. In fact, some of the fluff describes it as existing more to protect the wearer from the recoil of the [[Gauss]] than anything else.  In addition, Starcraft armor is primarily ablative - no armor in the game renders anything in the game immune to damage. However, it should be noted: Fluff stated at certain points people got blunt force trauma&#039;ed to death by the gauss fire, even inside the suits. Besides that, acid, if applied to joins in the suit, burns through those and not the armor. Since mind attacks are, well, mind-based, armor ain&#039;t gonna do shit. It&#039;s really just Spess Suit first, prison second, and body armor third.&lt;br /&gt;
&lt;br /&gt;
Other variants exist, based on specialized functions. Medics wear a light armor that isn&#039;t designed for combat, but which carries advanced field surgical equipment and even some minor cybernetic construction equipment, allowing them to patch up wounded troopers and fix their busted armor. More visually distinctive is a model of power armor worn by Firebats. The armor is much bulkier than the standard armor, which, keep in mind, was already similar in size to terminator armor, especially in Starcraft II, where the thing&#039;s arms and pauldrons are bigger than its legs. Since the armor&#039;s bulk makes it thicker, it can take far more abuse than the regular armor. As the name of the unit might indicate, the armor uses a pair of built-in flamethrowers. The armor worn by Marauders in Starcraft II looks almost identical apart from a change in color, and has the same durability, but in place of flamethrowers uses grenade launchers that are best used against armor. The visual similarity between the two is neatly explained by the fact Marauder armor is rebuilt and re-purposed Firebat armor. Despite the armors&#039; size (and concomitantly longer legs), the guys using them are just as slow as regular marines (oh come off it, the legs aren&#039;t much longer. they&#039;re lucky to not be slower). A third type of armor is made for Reapers, which looks similar to [[Assault Marines]] except their jetpacks are bigger.&lt;br /&gt;
&lt;br /&gt;
Less well known, but still present, is the armor worn by the Protoss. This advanced alien armor, although considerably more &amp;quot;ceremonial-looking&amp;quot; than Terran armors, is actually significantly more durable. Not only is it comprised of more resilient materials, but it contains built-in devices that convert the bearer&#039;s psionic energy into a forcefield; though this is depleted by absorbing damage, it will eventually regenerate, if the user survives. Presumably, it also provides environmental protection, though that may have something to do with the fact that the Protoss&#039; alien biology makes them hardier than humans, even without armor they can take more abuse than any Terran CMC armor variant. The common &amp;quot;Zealot&amp;quot; armor also has wrist-mounted devices that can focus psionic energy into energy-blades, which they use to rip &#039;n&#039; tear shit. Dark Templars use similar devices to create &amp;quot;void blades&amp;quot;, whose alien energies are one of the few things that can permanently kill &amp;quot;ruler&amp;quot; type Zerg such as Cerebrates.  &lt;br /&gt;
&lt;br /&gt;
Starcraft armor is often mocked for looking fat and bulbous, something which grew more pronounced in Starcraft 2.  This is also worsened by Starcraft suffering from &amp;quot;elephant seal-itis&amp;quot; much like Warcraft, where the men tend to be so big in comparison to female models that you wonder how anyone has heterosexual sex without breaking female half of the equation.   The pre-rendered CGI models aren&#039;t too bad about this although they certainly are on the fat side of armor design when the general trend in sci-fi aesthetics has been to make things sleeker and slimmer, but the in-game models are pretty awful about this.   The Starcraft 2 Firebat and Marauder look tubbier than the god damn Centurion.  The very fact that Starcraft&#039;s power armor manages to make Space Marine armor look slim and sexy is the source of a tremendous deal of derision from Warhammer fans.&lt;br /&gt;
&lt;br /&gt;
=Metroid Power Armor=&lt;br /&gt;
AKA the &amp;quot;Power Suit&amp;quot; or &amp;quot;Chozo Power Suit&amp;quot;, and one of the most powerful armors on this list. Like Starcraft, pretty much every scrub gets a power suit in Metroid (especially if you&#039;re with the Galactic Federation), but the main character&#039;s suit is the one you probably want to know about.  [[Samus Aran]]&#039;s armor is like a wearable, form fitting [[Titan (Warhammer 40,000)|Titan]], designed by [[Lord of Change|magic bird people]] who took Samus in after her parents were killed. It completely kicks the shit out of basically &#039;&#039;all&#039;&#039; other technology in the Metroid universe; while a Federation plasma cannon is as powerful as a charged shot of Samus&#039;s Plasma Beam (which slices through aliens like a knife through warm butter), it&#039;s also nearly as big as a person, takes several minutes to charge, and requires a heavy power pack, while the proper Plasma Beam is integrated with all of Samus&#039;s other weaponry into her forearm-sized cannon, takes &#039;&#039;seconds&#039;&#039; to charge, absorbs ambient atmospheric energy to function, and is so energy-efficient it doesn&#039;t dip into her suit&#039;s resources whatsoever.&lt;br /&gt;
&lt;br /&gt;
But that&#039;s not all, it&#039;s ridiculously modular and can accept pretty much any piece of technology ever and turn it into an upgrade, even if the Chozo had never once encountered the technology in question! Samus doesn&#039;t have any idea of how this works either [[Derp|but more or less all she knows about the suit and its functions is that it works.]]&lt;br /&gt;
&lt;br /&gt;
When fully upgraded to end-game status, the Chozo suit is an unstoppable engine of destruction that&#039;s not only ludicrously durable but also incredibly fast and amazingly well armed. The only real flaw in its design is that it is stupid easy to knock all of its power ups and reset to default -- Samus never manages to hold onto her upgrades between games, though it could be because as we know that power ups can be destroyed (from metroid prime), she decides to just store them somewhere safe when she doesn&#039;t need them since most of her power ups are relics made by a species no one has seen a living example of in years. Like all Power Armours worth their name it also has [[pauldrons]]; the default pauldrons are actually pretty small, but add a Varia upgrade (where some materials have listed the pauldrons as a cooling system associated with the upgrade) and she can shame even the most ridiculous Space Marine.  However as Metroid has grown older, Samus&#039; suit has become sleeker and more form fitting.  In the transition from Prime 1 to Prime 2, her varia suit became considerably sleeker, with the most notable changes being that her visor went from a T to a Y and that her pauldrons went from going to a bit above her brows to being low enough to offer her full peripheral vision.   This suit design was kept as the official one (super smash brothers brawl&#039;s preference of the 2-D style &amp;quot;straight visor&amp;quot; suit notwithstanding) until Other M.    &lt;br /&gt;
&lt;br /&gt;
Until other M, the sleekest and slimmest power suit was the light suit, where the pauldrons were downright tiny and looked like something that would allow a full range of motion, meant to emphasize just how advanced and glorious the fusion of chozo and luminoth technology was.  Then Other M came and essentially made the Light Suit&#039;s proportions the standard, with the pauldrons now being at most going up to her chin if not shorter.   Whereas her older suits were bulky and androgynous, right now her default armor is pretty obviously worn by a woman even if it lacks anything egregious like boobplate or high heeled boots thanks to its pronounced hour glass figure.  While not subject to as much criticism as the Zero Suit this redesign certainly has a lot of people who aren&#039;t really much of a fan of it.   Whether it&#039;s out of simply disliking the aesthetics or that Nintendo&#039;s preference for it seems to be them showing favoritism for the extremely contentious Other M game over the almost universally beloved Prime trilogy is dependent on who you ask. To be fair, there&#039;s as much criticism of the Zero suit for looking like impractical fetish gear as there is criticism for it overshadowing what should be Samus&#039; default appearance in marketing in an attempt to appeal to waifu seeking weebs.&lt;br /&gt;
&lt;br /&gt;
In Metroid, Power Armor seems to be a ubiquitous and easy to manufacture technology.   Basically the entirety of the Federation military, both Marines and Army are equipped with it.  All of the hunters in prime hunters could outfit themselves with shields comparable to Samus&#039; own suit, and one of the hunters; Sylux (Metroid&#039;s resident ensemble dark horse and probable pretty boy given Nintendo&#039;s recent male character design) has a suit of power armor that&#039;s basically equally matched to Samus&#039; when both have a similar level of upgrades in every way.  Notably Sylux&#039;s armor is said to most likely be a stolen federation prototype from a black ops research base that was destroyed some time ago, as is his ship.  So clearly the Federation was aware of the massive gap in capability between their troops and Samus Aran and was trying to rectify it until whomever Sylux is stole it and totaled all of their research on the project.   However by Metroid Fusion it seems the Federation at least has the ability to replicate the software portions of Samus&#039; technology, which has some disturbing implications given that Fusion exposed the rot at the Federation&#039;s core.    &lt;br /&gt;
&lt;br /&gt;
As for how Federation grunt power armor performs.  Federation Marines seem to be generally evenly matched with Space Pirates who seem to be greatly physically superior to the average human based on the athletics they constantly do.   Whether or not it&#039;s shielded is unknown, but twenty or so marines made a pretty decent last stand against a hugely numerically superior force of Ing possessed Splinters (dog sized predators who seem to be aether&#039;s equivalent of wolves and who become much more durable when possessed by the Ing) before being inevitably overwhelmed by their enemy&#039;s sheer numbers.   The Demolition troopers whom you have to escort in the last leg of the pirate homeworld&#039;s arc of Metroid Prime 3 to destroy a gate blocking the way to the phazon leviathan can also more than pull their own weight against the unending hordes of Space Pirates the Pirates will throw at you the moment they realize that you&#039;re on your way to destroy their leviathan.   And their armor is actually noted as somewhat weaker than is standard for Federation marine armor (which...doesn&#039;t make a terrible deal of sense for soldiers whose job it is to handle explosives in the face of heavy enemy fire, that&#039;s a kind of job where you would want as much armor as you can get away with having) which makes it even more impressive.      &lt;br /&gt;
&lt;br /&gt;
There&#039;s also Federation Force&#039;s clunky Golem project Mini-Mecha but the less we speak of Federation Farce the better.&lt;br /&gt;
&lt;br /&gt;
=Halo Power Armor=&lt;br /&gt;
[[File:Spartan.jpg|200px|thumb|right|Spartan MJOLNIR Mark IV armour]]&lt;br /&gt;
Most people think of the Spartan power armor when they are asked about Halo. These suits cost as much as a UNSC ship and have the decency to protect the wearer from [[What|multiple Fuel Rod shots, despite being penetrated by a single pistol shot]]...inconsistency aside the Spartan power armor is in between the strengths of Astartes power armor and the Terran power armor. Unlike most other armors, the enhanced speed and strength given by these things is too much for an ordinary human; anybody other than the Spartans, who underwent genetic enhancements, and had a large wire stuck into their brain, ends up [[Grimdark |getting mutilated in the armor just by trying to move in it]]. Other power armor in Halo includes both the Brute and Elite combat harness which boosts their already insane strength (twice that of a human of the same mass for elites, about two or so tons for a Brute) and reaction time (although Brutes tend to be a bit more sluggish than humans).&lt;br /&gt;
&lt;br /&gt;
The energy shields in the power armor are probably the suit&#039;s most vital asset, as without them no human, genetically modified or not, could possibly survive eating at least 10,000 rounds in a single battle. Besides this, later games add a number of armor upgrades that radically augment the suit&#039;s features, such as a jetpack, bubble shield, EMP blast, etc. Sprint used to be an add-on, for... some reason, but fortunately became a standard feature.  &lt;br /&gt;
&lt;br /&gt;
More noteworthy perhaps for the fact it does not cost as much as a spacecraft, does not have pauldrons the size of the user&#039;s head and is implied to be halfway to efficient or practical (but if you took away its active ingredient, the shield generator it becomes as useful as wet tissue paper) and is used by the SAS in SPEHSS is the ODST armor, which has both better data analyst equipment than the MJOLNIR and suspiciously similar play style to the piece of junk used in halo 1.&lt;br /&gt;
&lt;br /&gt;
Of course there are the Forerunner Combat-Skins, which the books hype but the games tend to show much less impressive technology that makes the books make very little sense trying to reconcile the two. Whether it is used to dumb down the difficulty to make the game playable or pull out some ill-contrived [[Bullshit|bullshit excuse]] to explain why the Forerunner tech can be taken down by the magic of 7.62 NATO rounds is often [[Skub|a point of contention.]] For example, the books describe mini-mecha suits that can command a million drones or level city blocks but how you can reconcile this with the British B1 battle droids as designed by Apple that make up the bulk of the Prometheans in Halo 5 is anyone&#039;s guess. Whilst 343i tried to explain that the Prometheans were the byproduct of a madmen not giving a damn about quality control, it immediately contradicts itself when we see those same Prometheans suddenly [[Derp|blowing up Forerunner starships with the same weapons that many of us considered as &#039;meh&#039; in the game itself.]]  One also has to remember that Sentinels and Prometheans still have to be close enough to the suits in power to be relevant on the same battlefield before you run into the question that plagues many a superhero team, the age old &amp;quot;how is Hawkeye relevant on a team with Thor and the Silver Surfer?&amp;quot; It certainly doesn&#039;t make much sense when the Boredom Eternal/He of the endless recycled boss fights can [[Wat|take on a ludicrous amount of direct tank shots but can be taken apart with a combat knife]] and is supposed to be some badass guard figure. Then again, Halo isn&#039;t really known for its plot consistency and rivals WH40K on how unreliable the sources are.  &lt;br /&gt;
&lt;br /&gt;
It is also worth noting that Forerunner armor comes in mini-mecha and form-fitting varieties.  Most of the above is for the mini-mecha, while form-fitting armor seems to be substantially less impressive.  This is probably reconcilable by the people working on the Games having a completely different vision of the Halo universe than Greg Bear who likely recycled some concepts he had from unfinished books for the Forerunner trilogy.  In the mean time, 343 took whatever it saw as having interest for its game ideas (namely the Ur-Didact and Librarian characters) and largely ignored the rest.  And of course, Halo 5 had a completely different writer than Halo 4 and Halo 5 is so far regarded as having by far the worst writing in the entire series out of any of the games.  Where everyone is out of character, the people who aren&#039;t out of character are so boring you won&#039;t remember a thing about them after finishing, several plot holes that was pulled out of everyone&#039;s asses and absolutely everyone is an idiot and all eight of the main characters are so superfluous to the plot that you could remove them all and not a single thing would change.   &lt;br /&gt;
&lt;br /&gt;
While Halo Spartans used to be pretty top of the line impressive for visual scifi; as the Genre has matured the genre has also become full of far, far more over the top settings as it becomes more and more possible to display over the top stunts.   Much like how Superman&#039;s initial power level quickly ended up being eclipsed by various golden age competitors, a lot of what MJOLNIR armor can do has become so bog standard in science fiction (especially because a lot of its touted in game features are now standard for every FPS protagonist; apparently the first world war was fought by a bunch of wolverine clones, who knew?) that it&#039;s lost a great deal of its luster.  To its credit Halo has avoided the route Superman underwent back in the Golden Age where he just kept on getting more powerful to one up his competition like Captain Marvel in the comic book superpower arms race; but if you&#039;re used to playing Warframe or something like that you can come into Halo wondering why Master Chief is supposed to be special. In which case congratulations for missing the entire point of the Spartans and the Master Chief.  They are special because despite the power of their enemies they still manage to win through a combination of dumb luck and mind-boggling courage and tenacity that is intended (and succeeds in) engendering respect and admiration in the audience/player.&lt;br /&gt;
&lt;br /&gt;
=Marathon Power Armor=&lt;br /&gt;
&lt;br /&gt;
Halo&#039;s grand-daddy has one or two examples:&lt;br /&gt;
&lt;br /&gt;
One (maybe) is a human standard issue Battle Armor designed to allow the wearer to fight in hard vacuum (and underwater). While designed as a space suit with several minutes of pressurized oxygen first and as armor second, it also has an energy shield that consumes suit power when protecting against combat and extreme environments, wholly dependent on external power supply to be recharged. It also has a suite of sensors and helmet HUD readouts including Halo/Aliens-style motion sensor, automapping with IFF transponder tracking, cameras with transmitter and optional &amp;quot;hypervision&amp;quot;, and voice comms. Although the only guy seen wearing one is the protagonist, whose… inherent capabilities make it difficult to judge whether the Battle Armor offers any additional benefits to strength and speed.&lt;br /&gt;
&lt;br /&gt;
The other is the Pfhor &amp;quot;Hunter&amp;quot; armor worn by the local Elite-equivalents, who serve as Heavy Infantry and dedicated slave hunters. Aside from vacuum capability, it has an integral shoulder-mounted plasma cannon in keeping with its blatant Predator/Yautja trappings, and also comes in a 1.5x bigger mini-mecha version.&lt;br /&gt;
&lt;br /&gt;
=Metal Gear Exoskeletons=&lt;br /&gt;
Exosuits have featured throughout the &#039;&#039;Metal Gear&#039;&#039; series. While not very /tg/-ish, they do deserve a spot on this list for being either [[Indrick Boreale|balls-out wacky]] or [[Gabriel Seth|complete awesome]].&lt;br /&gt;
&lt;br /&gt;
==Solidus&#039;s Powered armor==&lt;br /&gt;
The powered armor suit worn by Solidus Snake during his rebellion. It uses artificial muscles that grant him vastly increased strength and reflexes (to the point he could parry concentrated machine gun fire with just his swords) and an accelerator that acted like a booster to allow him to travel great distances in the blink of an eye. The suit could &amp;quot;Hulk up&amp;quot;, the artificial musculature bulking out for even greater strength enhancement. It was also equipped with an extra pair of limbs called &amp;quot;Snake Arms&amp;quot;, very strong robotic tentacles mounted on the shoulders that could also shoot &amp;quot;plasma&amp;quot; missiles. However that works. They probably meant to say Plasma Bolts.&lt;br /&gt;
&lt;br /&gt;
==The Octosuit==&lt;br /&gt;
Solid Snake&#039;s signature suit in MGS4, it was made of artificial muscles like Solidus&#039; suit. Because he&#039;d turn into an old fart at this point, the octosuit was less of a performance-enhancing set of power armor as it was a full-body prosthetic. Still, it allowed him to fight as well as his younger self, with the added bonus of the Octosuit passively copying his surroundings to allow him to blend in better. With the added facemask, he could even fully disguise himself to remain totally inconspicuous in public - doesn&#039;t work on murderous robots at abandoned military facilities, however it does give him enough strength to knock them over. Of course, the player should have Snake shooting those damn things instead. As rolling into Gekko successfully is basically up to the RNGs.&lt;br /&gt;
&lt;br /&gt;
==Cyborg Exosuits==&lt;br /&gt;
After the fall of the Patriots, cyborg technology was released into the world. With CNT muscle fiber being as cheap to produce as plastic, just about every mercenary insane enough opted to be augmented and encased in one of these things. This armor enhances the wearer&#039;s strength, agility, and durability to absurd levels, basically turning them into [[Eversor|unstoppable murder machines that will completely wreck the shit out of anything they face]].&lt;br /&gt;
&lt;br /&gt;
The caveat to this is that majority of cyborgs are not mentally sound for a variety of reasons. While some accepted augmentation willingly to enhance their abilities or restore lost functionality (and are thus able to come to terms with their new life), there are many who were forced to undergo cyborg transformation, either through force or grave necessity (a lot of cases were that they were former soldiers couldn&#039;t find jobs, either because their home country was in civil war, their country&#039;s economy was floored by the post-SOP recession, or they&#039;re disabled. So it was either sign up with a PMC to armor up or you and your family starves to death). Those recipients can be injected with fear-inhibiting nanomachines that will force them to fight, regardless of the circumstances, [[grimdark|all while their inner self is trapped, screaming, in their mind and is unable to stop themselves]].&lt;br /&gt;
&lt;br /&gt;
Some of the more notable examples include [https://www.youtube.com/watch?v=K7Hgg4C92IU Gray Fox, the Patriots&#039; first Cyborg Ninja], who was resurrected and became a guinea pig for further genetic experimentation. His exoskeleton was grafted to his own skeleton to allow him to safely utilize its strength-enhancing features, such as incredible strength and reflexes. However, he wasn&#039;t alright in the head. Fox was forcibly brought back from the dead and put into the project against his will, due to this his only ambition in his life is to have one final duel with Solid Snake before finally being given eternal rest.&lt;br /&gt;
&lt;br /&gt;
Raiden was captured by the Patriots and turned into a cyborg in Area 51. Everything from the jaw down was removed and his mandible-less skull and dangling spinal cord were attached to a cyborg body. The increased strength allowed him to [https://www.youtube.com/watch?v=R61cCBUWNQM break dance with 10-foot walkers attached to his legs and have a stabbing match with a bisexual flamenco-dancing vampire] and [https://www.youtube.com/watch?v=RypphRK14t8 duel and throw a Metal Gear RAY into the air]. A later body, built exclusively for combat, gave him the facilities to [https://www.youtube.com/watch?v=KzfYcwo7Wtw fight and &#039;&#039;suplex&#039;&#039; a Metal Gear the size of a Warhound Titan, then tear off one of its arms to engage it in a duel and destroy it]. The hyper-specialization for combat meant that this body couldn&#039;t have a self-repair unit; instead, Raiden had to take fuel cells from other military-grade cyborgs to repair any damage he might sustain and replenish his fuel, [[Rip and Tear|by forcefully yanking it out from them and consuming it on the spot]].&lt;br /&gt;
&lt;br /&gt;
==Sam&#039;s Powered Armor==&lt;br /&gt;
Defying all semblances of coherency; Jetstream Sam, a Brazilian samurai and Raiden&#039;s eventual rival, used nothing more than an exoskeleton to give him abilities that not only completely outclassed Raiden&#039;s original cyborg body (who, mind you, is able to lift a 30-foot mech and throw it into the air), but be able to go toe-to-toe with Raiden&#039;s later custom built body (who is able to bodyslam a Metal Gear the size of a Warhound Titan). By nothing more, we mean he had little-to-no cybernetic enhancements (his only real one is a cyborg arm after losing his sword arm, and even then he was capable of dueling a Metal Gear RAY UG all on his own before getting it).&lt;br /&gt;
&lt;br /&gt;
It did just about everything Raiden&#039;s body could do, from repairing itself by ripping out people&#039;s spines, grant him unreasonably high strength, and give him fast-enough reflexes to slow down time, deflect bullets using nothing more than a sword. and reliably catch his sword after launching it out of his scabbard at high speed using an explosive quick-draw system. One wonders if cyborg tech is even necessary at this point considering Sam can do all this bullshit without getting his arms and legs amputated. Just like Armstrong he was quite loaded. [[Flash_Gitz|So he most likely wasted his family fortune on upgrading his weapon and power armor.]]&lt;br /&gt;
&lt;br /&gt;
=Marvel=&lt;br /&gt;
Marvel comics has the most famous examples of Powered Armor. From the minds of Stan Lee, Jack Kirby, Larry Lieber and Don Heck to the printing press from movies to video games. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Iron Man suits==&lt;br /&gt;
&lt;br /&gt;
{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
Probably the most well known Power Armor suit in fiction, popularized by the Superhero whose power is that he has power armor. Tony has built a lot of suits, some meant for a specific purpose, some just a stronger version of older iterations. At the high end, Iron man&#039;s suit is flat out superior to anything in nonserialized science fiction short of a few cheese builds from role playing games (but hey, comic books), even allowing him to fight Odinforce Thor, who mind you, has the power of a being who can destroy galaxies as the side effect of his fights.  Sure his standard suits may be beaten by weaker stuff, but if he really sets his mind to it, the things Tony can build are essentially magic contained in metal and [[Get shit done|get shit done!]]&lt;br /&gt;
&lt;br /&gt;
His armor has been constantly getting exponentially better in recent years.  First was the Extremis armor that let him use technopathy in tandem with a super soldier enhancement.  Then was the bleeding edge armor which could basically form weapons as Tony needed them from nowhere from living metal.  Then was the Endo-sym armor which was not only able to do that but drain energy from anything and output so much energy that it can hurt even energy absorbers.   And now he has the Model-Prime armor which can not only do all that but also automatically transform into any other kind of armor he needs whether it&#039;s a bulky hulkbuster suit for raw strength or Samurai esque armor when Tony feels the need to express his inner weeaboo.   Since the older Bleeding Edge armor is low Herald level(as in Herald of Galactus) he should be able to fight the gods of monotheistic settings and win against most of them! It should also be possible for Mark L Tony in the MCU to defeat them too. As anyone who lasted more than three minutes in a fight with against Thanos when he has at least four Infinity Stone or more for longer than three minutes has at least Solar System level damage output and durability. His latest nanotech armour also allows him to wield all six infinity stones for a short while at the end of Endgame&#039;s big CGI punch-up when he steals the stones out of Thanos&#039; gauntlet, and also allows him to channel their power to dust-ify big boi grape and his army, although it can&#039;t prevent the power from killing Tony in the process.&lt;br /&gt;
&lt;br /&gt;
==Destroyer Armor==&lt;br /&gt;
Perhaps the snazziest and most powerful armor in fiction. This creation of Odin (Marvel Universe version) cannot be damaged by anything less powerful than Odin himself (characters who can smash planets to pieces have tried and failed) and can destroy just about anything weaker than Odin in a single hit. Forerunner suit, Starktech?  HAH.  This is made by gods who actually feel godlike.  Crafted by someone who could eradicate entire galaxies as a side effect of his fights to battle even more powerful beings.  Accept no substitutes, this is the finest power armor you&#039;ll ever find that does not ascend you to Celestial wonkyness. Even if it does run on magic.&lt;br /&gt;
&lt;br /&gt;
Humorously, the [[C&#039;Tan|Celestials]] this armor was designed to fight show up in the story and immediately one-shot it.  In a bizarre turn of events the armor has become intelligent and now serves Galactus as a herald.  &lt;br /&gt;
&lt;br /&gt;
Comic books are &#039;&#039;weird.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Strike Legion=&lt;br /&gt;
[[Strike Legion]] has teraton pistols, Uzis that can outgun all of WH40K and planet busting grenades. You can survive those in one of these babies. Even the weakest ones have built in shield generators and flight capabilities. That is really all that needs to be said.  They are also mass produced.  Like, standard issue level mass produced.&lt;br /&gt;
&lt;br /&gt;
=X-COM=&lt;br /&gt;
[[File:NXCom.jpg|right|200px|thumb|XCOM operatives in Titan armor]]&lt;br /&gt;
[[File:MEC.png|right|200px|thumb|A trio of MEC troopers with kinetic pilebunker fists and minigun. Yes, you can make your own [[Terminator]] squad using MEC upgrades, or get the mod.]]&lt;br /&gt;
[[X-COM]] always had high-tech armor, including actual power armored suits in the first game. The first one is the &amp;quot;Titan&amp;quot; armored suit, a heavy personal powered armor suit composed of alien alloys. These could drastically reduce damage, give the wearer increased strength and stamina. The other is the &amp;quot;Archangel&amp;quot; armor, while less durable, it instead sported a personal jetpack that allowed the user to hover and fly for limited amounts of time until they ran out of fuel. Finally, there is &amp;quot;Ghost&amp;quot; suit, which get more emphasis on power part of power armor, granting increased mobility and maneuverability, while only being slightly more durable than carapace armor, and as the name suggests, it spotted both passive camouflage systems and active cloaking. They&#039;re all fully sealed from the outside-environment and had an array life-support systems, so the wearer was immune to poison, fire, and getting choked to death.&lt;br /&gt;
&lt;br /&gt;
However, in the &#039;&#039;Enemy Within&#039;&#039; expansion to the 2012 remake. This came in the form &#039;&#039;&#039;M&#039;&#039;&#039;echanized &#039;&#039;&#039;E&#039;&#039;&#039;xoskeletal &#039;&#039;&#039;C&#039;&#039;&#039;ybersuit troopers, or &amp;quot;MECs&amp;quot; for short. Departing from the usual type of armor, these require a considerable amount of cybernetic enhancements through the use of the game&#039;s Meld resource to use. The pay-off for that is enormous, however. Unlike other low ranking soldiers in X-COM, the MEC troopers are extremely durable (to compensate for their size meaning they can&#039;t use cover.), and can use the most powerful guns in the game, that only the MEC&#039;s strength and durability allows them to use. Additionally, subsequent rank-up abilities and suit upgrades will further make MECs much more killy, and can improve the small ammo clip of the main gun. &lt;br /&gt;
&lt;br /&gt;
However, while MECs are incredibly powerful, they are not invincible. They are like XCOM&#039;s equivalent of tanks, and much like tanks, they tend to draw the biggest amount of enemy fire in the map (This is made more problematic by the fact that even the aliens&#039; basic plasma pistol can be a threat to MECs and the enemy AI will usually prioritize anyone not in cover), very limited ammunition stores which force frequent reloads, and just generally tend to lose against numbers where they&#039;re simply [[Imperial Guard|drowned by the sheer amount of attacks that come their way]]. Thus, relying completely on MECs isn&#039;t the best strategy, and it is always best to supplement MECs with some infantry for support. Another in-universe drawback to turning your soldiers into MEC troopers is that [[Dreadnought|they have to have all of their limbs amputated to interface with the suit]], though a number of Gene Mod upgrades available in Enemy Within would logically simplify the process of storing and reattaching their limbs at a later date.&lt;br /&gt;
&lt;br /&gt;
Since the technology for the MEC troopers is taken from the alien invaders, they unsurprisingly have their own version called the Mectoid. The Mectoid is one of their basic troopers, the Sectoid, in their own MEC suit. By the sequel they have phased these out and instead have Advent MECs, which, like the sectopod, are fully autonomous and have no living pilot. The Advent MECs are equipped with giant mag cannons and triple shot grenade launchers. And can jump 30+ feet. Failure to incapacitate (or hack) one as soon as it&#039;s encountered will end in much [[Rage|rage]]. unless you have [[Rip and Tear|end game weapons]]&lt;br /&gt;
&lt;br /&gt;
In XCOM 2 power amour takes 3 forms:&lt;br /&gt;
*The Wraith suit, which is similar to ghost armor in that it trades some protecting power for increased maneuverability and dodging ability. Trades ghost mode for wraith mode, which lets you walk through all obstacles for two turns. Also comes with a grappling hook.&lt;br /&gt;
*Basic power armour called the warden suit.&lt;br /&gt;
*And the &amp;quot;Hey guys let&#039;s strap a even more powerful Exosuit power thing on to power armor and slap a thermonuclear weapon onto the wrist and see what happens&amp;quot; WAR suit.&lt;br /&gt;
&lt;br /&gt;
It also can have WH40k armor and weapons. As there are now several 40k mods on the Steam Workshop.&lt;br /&gt;
&lt;br /&gt;
=Warmachine=&lt;br /&gt;
[[File:PIP33007 500.jpeg|200px|thumb|right|A Khador Man-O-War Shocktrooper]]&lt;br /&gt;
[[Warmachine]] has had a number of different armors that technically qualify as power armor (almost all warcaster armor, for instance, includes enhancements to the wearer&#039;s strength and speed fueled by their magic), but probably the closest (and likely most famous) thing it has to traditional power armor is [[Khador]]&#039;s Man-O-War armor. Designed because Khador found it the lack of materials to make cortexes for its [[Warjack]]s meant even with the effort it put into building its jacks to last, it had a problem with still having a lot of resources it wasn&#039;t using and its lack of any cheaper jacks meant the jacks it had tended to be too badly outnumbered. To compensate for these problems, they designed huge suits of armor that would allow the wearers to function almost like pseudo-Warjacks. The Man-O-War functions the same way Khador&#039;s jacks do: it&#039;s slow, heavily armored, and hits really hard when it gets in close. [[Fluff]] wise there&#039;s a problem with the built in boilers releasing steam where it shouldn&#039;t go and killing the wearer, but this doesn&#039;t show up in gameplay since it would make them too unreliable (plus it only happens when they&#039;re damaged enough, depending on the addition to the game).  Not that they care as they gladly DIE IN STEAM!! Since the armor is still expensive to manufacture, Khador only allows its veteran troops to wear it, meaning they possess high skill with melee weapons.&lt;br /&gt;
&lt;br /&gt;
While the Man-O-War is an industrialized solution to lacking mechanical brains for light warjack-production, they are not the only power armors in the [[Iron Kingdoms]]: Some very eccentric mechaniks actually build their own armor called &amp;quot;Ironhead armour&amp;quot;. Though the Man-O-War-armour is big and scary, these tend to be even larger and impractical, and are usually built so only the bearer can use it properly. The use for these is everything from mechaniks-work to warfare, as proved by Captain Dominic Darius of Cygnar, who actually build himself a small, wearable light &#039;jack which in turn creates new miniature &#039;jacks called Halfjacks as long as he activates the thing. The thing is a four-ton heavy machine, that births smaller machines at all times. I couldn&#039;t make this shit up.&lt;br /&gt;
&lt;br /&gt;
Also, the [[Iron Kingdoms]] RPG allows players to own these armors - The Gods, Nations and Kings expansion allows for the use of Man-O-War armour and career, and the 52# issue of [[No Quarter]] has rules for your own custom-build murdermachine of steel and awesome.&lt;br /&gt;
&lt;br /&gt;
= Star Wars =&lt;br /&gt;
The [[Star Wars]] Expanded Universe has had some minor power armor use. The iconic Stormtrooper armor is unpowered, but certain specialized variants like the Hazard Trooper and the zero-G assault Stormtrooper (&amp;quot;Spacetrooper&amp;quot;) do use power armor. Dark Trooper armor itself was bigger and had strength enhancing and protective systems, but the mobile factory ship the project was based on was destroyed by Rebel agent Kyle Katarn. It incorporates a set of thrusters and other integrated weapons. Visually, it looks a bit like a cross of [[Terminator]] armor and NASA&#039;s Manned Maneuvering Unit, with a goofy, oversized Stormtrooper helmet. The less common Phase III Dark Troopers, which functioned as both automated robot infantry or could be worn as Power Armor, and were pretty much 40K Terminator Armor that wasn&#039;t hunched over(Soloing tank columns,anyone?), and had a built-in jetpack along with fun stuff like micromissiles. Sadly, like all cool things in the Star Wars universe, it shows up for just a couple games and books, then gets immediately destroyed and you never use it.&lt;br /&gt;
&lt;br /&gt;
Ultimately, power armor isn&#039;t used as much, since some sources indicate that the materials used in regular armor can hardly stand up to small arms like the ubiquitous blaster, nor the much rarer but much more asskicking lightsaber. This is maintained in RPGs and video games where power armor is merely more effective footsoldier armor with some enhanced muscles, rather than immunity to small arms a proper armored vehicle has. Ultimately, power armor is practically useless in the universe when compared to [[Plot armor]].&lt;br /&gt;
&lt;br /&gt;
= S.T.A.L.K.E.R. =&lt;br /&gt;
The S.T.A.L.K.E.R. series features powered exoskeletons. They were only produced in limit quantity and are fairly rare, only obtainable by salvaging. These exoskeletons aren’t overly fantastical, consisting of an armored radiation suit under under an external frame that boosts the user’s strength at the cost of not letting the user run at full speed (though upgrades can fix that). The most fantastic aspect of the suit is its power, and if the Gauss Rifle’s description is any indication, it’s powered by fantastical super science artifacts from The Zone that defy modern science.&lt;br /&gt;
&lt;br /&gt;
=Wolfenstein=&lt;br /&gt;
From Wolfenstein 3D onwards, Wolfenstein has pretty much always featured some sort of power armor being used by the Nazis.  The first game had Hitler&#039;s power suit which comes at you with quadruple gatling guns, though when his health was depleted the suit would be destroyed and he&#039;d jump out and keep on fighting you with dual wielded gatling guns (and somehow have more damage per second this way) and later games generally give special elite Nazis suits of dieselpunk power armor.   Unfortunately for the Nazis, they&#039;re going up against motherfucking Captain B.J Blazkcowicz so all the power armor in the universe isn&#039;t going to save them from him showing the world what you do with Nazi scum.   In the latest game, the new order; Deathshead gets into a mini-mecha suit that&#039;s essentially an update of Hitler&#039;s power armor from Wolfenstein 3D, most notably featuring four gatlIng guns as Strasse tries to kill you in the moon baⁿse while ranting about he&#039;s the actual good guy here.  Which is of course just him being a deluded Nazi bastard because by this point you&#039;ve had twenty hours to see how very much of an awful person he is. You ALSO get power armor, that is remarkably inconsistent, as in get zapped by laser beams, shot by bullets and rockets, unbreakable unless you run out of armor, but getting punched in the chest twice deactivated it. Also, guys with crowbars pry it off. Somehow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[Doom]] (2016 + Eternal)=&lt;br /&gt;
Yes, even the most famous of FPS&#039;s now has powered armor. Like any other franchise, they appear in different forms.&lt;br /&gt;
&lt;br /&gt;
The original games don&#039;t have any power armor of the sort, instead just giving boring old protective body armor to absorb damage but not totally nullify it. Doom 3 similarly has basic body armor that isn&#039;t quite power armor but has similar ablative properties and the added benefit of environmental sealing with an air supply (in order to traverse the outside of Mars for about a minute) and (with the help of mods/BFG Edition) a suit-mounted flashlight.&lt;br /&gt;
&lt;br /&gt;
== Praetor Suit (aka Doom Guy&#039;s armor) ==&lt;br /&gt;
The armor worn by the Doom Slayer. Confirmed to be a custom suit upgraded and modified by the Doom Slayer over the centuries. The Doom Slayer is already strong enough to kill zombies with his bare hands, so the Praetor Suit just makes him even faster, stronger, and tougher than he already is. It allows him to carry several weapons and tear limbs off even the largest of demons after doing enough damage to stagger them. The suit is able to absorb Argent Energy, which is literally harvested from Hell itself, and seems to be able to run solely off that if it runs on anything aside from its wearer&#039;s intense overwhelming hatred. It can also install upgrades with no physical alterations at all (with the exception of jump boots) and interface with both UAC technology and demonic runes without difficulty. It can even receive voice communications from his own space station in Earth orbit as out as Mars and through other dimensions. The Praetor Suit is pretty much Doom&#039;s equivalent to the Power Suit from Metroid. [[Awesome|Making the Doom Slayer the male version of Samus.]]&lt;br /&gt;
&lt;br /&gt;
By the second game, it seems to have been altered further, with a Predator(aka Yautja) style left shoulder-mounted cannon and blade mounted on the wrist. [[kharn|The Vambraces also seem to have been damaged, missing from the suit completely and exposing parts of the Slayer&#039;s arms.]] Most of the armor on the left arm and shoulder are replaced with what looks like to be a patch job in order to mount the blade and cannon.&lt;br /&gt;
&lt;br /&gt;
== UAC ==&lt;br /&gt;
The Union Aerospace Corporation seems to have wised up and started using their own Powered Armor for working in the inhospitable environment of Mars and the bowels of Hell. How good it actually is unknown because we only get to see in action during Doom 2016&#039;s multiplayer. So any claims about how strong it is are dubious at best.&lt;br /&gt;
&lt;br /&gt;
=== Elite Guard ===&lt;br /&gt;
The armor of UAC&#039;s elite guard. It didn&#039;t do them much good against the Lazarus Wave unleashed by Olivia Pierce or the kill-switch that she activated, and they are definitely nowhere as good as Samuel Hayden&#039;s cybernetic body as he was the only one from the UAC to make it back from Hell. One can assume it is superior to the standard armor used by the UAC. As several dead Elite Guards are seen throughout Hell and even the unexplored Necropolis region.&lt;br /&gt;
&lt;br /&gt;
== Night Sentinels ==&lt;br /&gt;
Has a design based on two different types of Renaissance-era armor. The only real indication that it is Powered Armor at all is because like the other types there are no gaps that allow for air or eyeballs. So we must assume that has the same functions as the kind used by the UAC. They also have some pretty snazzy looking swords. Though how good those are is a crapshoot because we have yet to actually see anyone but the Doom Slayer engaging in combat outside of multiplayer. Which again is questionable in canon.&lt;br /&gt;
&lt;br /&gt;
= Real Life =&lt;br /&gt;
[[File:Powered Exoskeleton.jpg|thumb|right|250px|DARPA exoskeleton going through its paces in a rather literal sense.]]&lt;br /&gt;
[[File:Lockhead Martin Onyx Exoskeleton.jpeg|thumb|left|250px|Onyx Exoskeleton designed to reduce fatigue and knee injuries.]]&lt;br /&gt;
While they are still some ways off from producing a fully functional power suit, there is interest in the idea. Some people are now looking into making functional powered exoskeletons, this includes some guys in Japan and the US government. While it&#039;s initially going to be used to help do heavy lifting where heavy equipment is impractical/inadvisable, along with helping the disabled to walk once more, using it for military applications is in the works. Hell, just look at the images. The basic idea works well enough, but there are still in the experimental phases and while they got the basics of the &amp;quot;power&amp;quot; part down they have yet to add the armor. Currently the primary focus is to reduce fatigue and leg injury rather than superhuman strength, which makes sense given what the modern infantry doctrine is about. Given the desire for modularity and practicality, body armor and exoskeletons will likely come separate.&lt;br /&gt;
&lt;br /&gt;
That said, they still have a fair bit to go since most early versions will be restricted by a power tether or run on batteries that have at most a few hours of juice. Still, the first airplane&#039;s flight only was about 35 meters and it took less then two decades to go from that to the first transatlantic flight.&lt;br /&gt;
&lt;br /&gt;
But don&#039;t start holding your breath just yet. Though asymmetric war makes all kinds of spectacularly idiotic war toys possible, power armor will face a redundancy/nesting doll issue by placing a humanoid automata... inside of a humanoid automata. Since the goal is to protect the former &amp;quot;automata&amp;quot;, why place it inside the latter? Direct piloting, as opposed to remote, will likely have little affect on the frames overall combat effectiveness. However neither are mutually exclusive to each other so exoskeleton equipped troops may become a thing if it&#039;s treated in the same sense body armor is: Something that helps, not as a crutch.&lt;br /&gt;
&lt;br /&gt;
Because they&#039;re obviously run by idiots. USSOCOM has canned their Telos Exoskeleton program. Ceding ground to Russia and China.&lt;br /&gt;
&lt;br /&gt;
=Fantasy in General=&lt;br /&gt;
Depending on who you ask, any magic armor that increases your speed and strength and has spells that counteract encumbrance bound to it could be considered a form of power armor, especially if it&#039;s full plate armor and particularly if it has some system to keep out nasty shit like drowning, poison gas, or the vacuum of space.  &lt;br /&gt;
&lt;br /&gt;
 It is armor, and it is using a power source in the form of magic to enhance the wielder.   More traditional power armor can also be found in fantasy; particularly in settings that are at least to a clockpunk level of technological development, often using magic or just not caring enough about physics to allow power suits to function with technology like steam boilers, clockwork gears, and diesel engines or simply running off of magical energy.  &lt;br /&gt;
&lt;br /&gt;
This particular trend has started to become more common as more and more fantasy writers have started to rebel against the concept of medieval stasis and even in settings that don&#039;t just outright abandon the faux-medieval trappings of fantasy try to incorporate more in the ways of technological development or practical magic.  In warhammer fantasy perhaps the most famous suit of power armor belongs to Ikit Claw, an ingenious device that is powered by warp stone and comes complete with an arm cannon to fire off warp lightning.&lt;br /&gt;
&lt;br /&gt;
It is not an uncommon fantasy trope, and typically shows up to show that the fantasy world is &#039;advanced&#039;.&lt;br /&gt;
&lt;br /&gt;
= Gallery =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:99810101076 ArmourThroughAgesNEW01.jpg|The first five Marks through the ages.&lt;br /&gt;
File:Power Armour Components.png|Diagram of Aquila armour components.&lt;br /&gt;
File:Newsletter vision study.jpg|Eternal Crusade concept art. Again, fitting real snugly.&lt;br /&gt;
File:Terran marine cutout.jpg|It actually fits! Still a bit unsure about those hips though.&lt;br /&gt;
File:SST_PA_J.jpg|Japan&#039;s take on the Marauder Suit.&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Weapons]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Armour]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Imperial]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Sisters of Battle]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Space Marines]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Official Space Marine Chapters]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Blood Angels]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Dark Angels]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Space Wolves]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Deathwatch]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Grey Knights]]&lt;br /&gt;
&lt;br /&gt;
{{MedievalWeaponry}}&lt;/div&gt;</summary>
		<author><name>2605:E000:141B:DE0:9154:9A19:20C7:FF68</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Fallout&amp;diff=209439</id>
		<title>Fallout</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Fallout&amp;diff=209439"/>
		<updated>2020-09-22T08:57:00Z</updated>

		<summary type="html">&lt;p&gt;2605:E000:141B:DE0:9154:9A19:20C7:FF68: /* Fallout 76 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{/vg/}}&lt;br /&gt;
[[File:header.jpg|500px|center]]&lt;br /&gt;
{{Topquote|War. War never changes.|Ron Perlman}}&lt;br /&gt;
{{Topquote|War has changed.|[[Metal Gear|Solid Snake]], being a contrarian as always.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout&#039;&#039;&#039; is a post-post-apocalyptic video game series, with a boardgame released in 2017 (see below), that takes place in America about a century or two in the future where America had been bombed so much that it has been left as a irradiated, [[Grimdark|smelly and depressing]] wasteland that happens to have &amp;lt;u&amp;gt;&#039;&#039;&#039;high as fuck raiders&#039;&#039;&#039;&amp;lt;/u&amp;gt; come up to you and attempt to kill you with a flaming chainsaw or a laser weapon.&lt;br /&gt;
&lt;br /&gt;
Despite the setting, most of the games are fairly [[noblebright]], with a darkly humorous streak and a series-long theme of rebuilding. The freedom of approach to how you interact with the world set before you is one of the main selling points of the series, though it has attracted criticism for becoming somewhat unfocused in both writing and gameplay. Some say that this was magnified by Bethesda, while others say it&#039;s always been like that.&lt;br /&gt;
[[Skub|And that&#039;s &#039;&#039;all&#039;&#039; we&#039;ll say on that for now.]]&lt;br /&gt;
You could say it’s set in the metaphorical fallout of the literal fallout.&lt;br /&gt;
==Plot and Setting==&lt;br /&gt;
For those wanting an in-depth analysis of the Fallout storyline, the &amp;quot;Fallout Storyteller&amp;quot; Youtube series has a large number of (mostly accurate) episodes dealing with the subject and can be viewed [https://www.youtube.com/watch?v=nvqm_pPD-aQ&amp;amp;list=PL7pGJQV-jlzD17YNNbt103xp0PkkUCoPU here]. &lt;br /&gt;
&lt;br /&gt;
Basically, while technology continued to advance past the 50-60&#039;s, the culture did not, which is one of the biggest sources of hilarity in the game. Imagine a lady in a pink diner dress, high heels and curly, blonde hair run up to you with a nuke-launcher on the back and try to sell some drugs to you that could enhance you to the level of a Space Marine for hours while jingoistic jazz music blares from radios that were built in the 2040&#039;s. [[Derp|All because some dipshit forgot to invent semiconductors and global idea exchanges slowed]], the ham-fisted, pin-up U.S post-WW2 culture endures for a century.&lt;br /&gt;
&lt;br /&gt;
From there, imagine the future as depicted in 1950s-era sci-fi media, then picture the US and China nuking the shit out of each other. Between that, the release of a bio-weapon that mutates living things which was itself mutated, and the general inability of anyone to get civilization&#039;s shit together for more than ten minutes at a time, the world remains for the most part a radioactive shithole even after over 200 years since the bombs dropped. It&#039;s not the nukes that killed humanity, but it&#039;s [[Skub|inability to agree on the most obvious shit]]. &lt;br /&gt;
&lt;br /&gt;
Not helping matters (at least in the States) is that the pre-war underground-bunker living Vault Dwellers, intended as the best hope for repopulating the world, are either woefully unprepared for this hellscape or are just as messed up as everyone else. See, the Vault&#039;s were nominally only partly intended as fallout shelters. Their creators often added unusual conditions as experiments (nominally for testing conditions for space colonisation but occasionally for shits and giggles) ranging from quirky (like only giving glove puppets as entertainment) or downright fucking messed up (like gradually dosing the vault dwellers with hallucinogens and rage amplifiers over time). Some vaults have remained isolated till the present day, whilst others have opened themselves or been forced into over the years. Naturally, most games have you starting as a Vault Dweller, although usually from a vault with fairly benign test conditions.&lt;br /&gt;
&lt;br /&gt;
==The Games==&lt;br /&gt;
===Fallout 1===&lt;br /&gt;
[[File:Fallout_1.png|thumb|right|300px|I&#039;m here to kick ass and chew bubble gum. I&#039;m all out of gum.]]&lt;br /&gt;
Eighty four years after the bombs fell, a resident of Vault 13 in California is chosen to leave the Vault to find a replacement unit for the Vault&#039;s damaged water chip, which controls the water recycling system. This Vault Dweller, in his search for his prize, discovers that the world is (sort of) safe to return to, as many others had. He also discovers a major threat to the nascent human rebuilding: the Master&#039;s Army. This army of Super Mutants is the tool of the mutant known as The Master, who intends to turn the entire human race into Super Mutants to unite mankind into one whole and bring an end to conflict and war (except he&#039;s being semi-despotic about it). The Vault Dweller manages to stop the Master, though it is not known if he talked him down or blew him up, and return to the Vault with his prize only to be exiled for being &amp;quot;contaminated&amp;quot; by contact with the outside world. Many other inhabitants of Vault 13 choose to leave with him, traveling north and founding the village of Arroyo. Also the FMV sequence you get if you join the master is creepy, so don&#039;t do it.&lt;br /&gt;
&lt;br /&gt;
===Fallout 2===&lt;br /&gt;
[[File:Fallout_2.png|left|thumb|300px|You get to visit New Reno, the [[/d/|scummiest of all pits]] in Fallout games. ]]&lt;br /&gt;
The Vault Dweller&#039;s grandchild comes of age, passes a series of trials, and is then selected to find a sacred artifact from Vault 13: a Garden of Eden Creation Kit, which will rebuild the wasteland into a paradise. It should be obvious by now that the population made of Vault 13 settlers managed to degenerate into neolithic barbarism in one generation. Anyway, this Chosen One, in his search for his prize, discovers that the United States government is (sort of) still around and had abducted the people of Vault 13. He later learns that they are called the Enclave and had also abducted his tribe in his absence when he found Vault 13 himself. So the Chosen One travels to the Enclave&#039;s base of operations, a Poseidon Energy oil rig, to free the captives, find the GECK, and destroy the Enclave, helping (or breaking) towns along the way. Despite being regarded as the best of the classic Fallout games it was rushed to meet a Christmas deadline with large sections of the game cut for time. These have since been re-added and bug fixed through modding and is considered required to get the full and proper Fallout 2 experience.&lt;br /&gt;
&lt;br /&gt;
===Fallout Tactics===&lt;br /&gt;
[[File:Fallout_tactics.jpg|right|thumb|300px|&amp;quot;Fuck em&amp;quot;...*pukes*]]&lt;br /&gt;
In &#039;&#039;&#039;Fallout Tactics&#039;&#039;&#039;, the Midwestern Brotherhood of Steel began inducting tribes into its ranks in small numbers while defending the Wasteland against threats such as an army of renegade robots. The main group of the Brotherhood is separated from this group, which takes over Vault 0 and continues pushing eastwards. Although the bulk of Fallout Tactics is non-canon (though some, like the Mid-West Brotherhood being semi-canon), the basic story (and some elements such as airships and Nuka Cherry) remained canon.&lt;br /&gt;
&lt;br /&gt;
===Fallout: Brotherhood Of Steel===&lt;br /&gt;
[[File:FBOS.jpg|thumb|left|300px|Unintentionally meta.]]&lt;br /&gt;
Three Initiates to the Brotherhood, one strangely enough being a Ghoul despite how much the Brotherhood hates both outsiders and mutants, are sent to go find missing Paladins despite how illogical it is to send three fresh recruits after several high ranking veterans in power armor. They wound up being aided by the Vault Dweller, who was still alive at the time, and take out another Super Mutant army. At one point you wipe out the entire population of a town of Ghouls because they don&#039;t accept humans but you need to get to the other side and apparently can&#039;t be arsed to just walk around it, despite the fact you may in fact be playing as a Ghoul with absolutely no humans for miles who&#039;s entire backstory was humans wiped out his town...&lt;br /&gt;
&lt;br /&gt;
Completely non-canon.&lt;br /&gt;
&lt;br /&gt;
===Fallout 3===&lt;br /&gt;
[[File:Fallout_3.jpg|right|thumb|300px|&amp;quot;Scenic overlook&amp;quot;. Gotta love them 4th wall breaches!]]&lt;br /&gt;
The series turns into a Skyrim/Oblivion 3D RPG with guns - Many cheered as Fallout was revived from the precipice of obscurity, and others were filled with [[RAGE]] over an assortment of things, like Power Armor nerfed to the equal of an Imperial Guard flak armor. After all... Rage. Rage never changes&lt;br /&gt;
&lt;br /&gt;
Two hundred years after the Great War, a civil war breaks out in Vault 101 after its head physician, James, leaves. His child then escapes the chaos in search of him. This Lone Wanderer, in his search for his father, discovers that he was not born in Vault 101 as he had been led to believe, but in a beached aircraft carrier named Rivet City. His father had been working on &amp;quot;Project Purity&amp;quot; to purge the radiation from the Potomac River to provide clean water for the world. Following his father&#039;s trail, the Lone Wanderer eventually comes into conflict with the resurgent Enclave which wants to take the project for itself. Canonically the player fights the Enclave off, mind-fucks the President and helps purify the water of the Capital Wasteland with the Brotherhood of Steel. They also die due to radiation but gets better in the DLC, and chase the Enclave to a mobile base crawler and finally bomb them from orbit (or Brotherhood citadel if you are feeling like an asshole).&lt;br /&gt;
&lt;br /&gt;
===Fallout: New Vegas===&lt;br /&gt;
[[File:Fallout_new_vegas.jpg|left|thumb|300px|The cold, cold road to [[Slaanesh|hookers, drugs, street violence and rock &#039;n roll]].]]&lt;br /&gt;
In 2281, the New California Republic(Which grew from surviving villages and towns of Fallout 1) and Caesar&#039;s Legion(a horde of [[Edgy]] tribals cosplaying as Roman Legionaries led by a manchild with mental issues) are staring at each other across the Colorado River, having fought over Hoover Dam once before. Against this backdrop, a courier is shot for his charge, a poker chip made of platinum, and buried in a shallow grave. He&#039;s dug out by a Securitron robot and taken to Dr. Mitchell of Goodsprings, who saves his life. This Courier, in his search for his prize, travels around the Mojave Wasteland in pursuit of his attempted murderer, Benny, the head of the Chairmen, who runs the Tops casino in New Vegas ran by the mysterious Mr. House. Eventually, all three major players in the Mojave (the NCR, the Legion, and Mr. House) want the Courier to do their dirty work to gain control over the Mojave, but there is a fourth option: Benny&#039;s plan was to use a subverted Securitron named Yes Man to take over House&#039;s network and use the platinum chip (actually a data disc containing a firmware upgrade for the Securitrons) to secure control over New Vegas. Whatever the Courier chose, the Second Battle of Hoover Dam is inevitable and only one faction can win.&lt;br /&gt;
&lt;br /&gt;
Notably, you&#039;re not a vault dweller, you&#039;re just a poor schmuck in the right place at the wrong time, thrown into the foreground of a territorial dispute. No government conspiracies, hordes of monsters, or world changing macguffins. That&#039;s the main story anyway. The DLC takes a slightly more personal approach, being a bunch of genre setpieces that show the effect of other people being in the right place at the wrong time (or wrong place at the right time), and showing the the Courier&#039;s past isn&#039;t quite as boring as might first appear..    &lt;br /&gt;
[[File:Fallout_sierra_madre.jpg|right|thumb|300px|Jokes aside, this is one of the most atmospheric settings in all of games out there.]]&lt;br /&gt;
&lt;br /&gt;
Whilst releasing as a buggy janky hot mess, the game was lauded as a return to the style and atmosphere of the first two games, albeit with decent additions to 3&#039;s rpg light formula and taking notes from the most popular mods released for 3, like survival mods, damage thresholds(zero damage if struck below DT value), first person aiming, weapon addons, etc. It&#039;s now pretty stable to play.&lt;br /&gt;
&lt;br /&gt;
===Fallout 4===&lt;br /&gt;
[[File:Fallout_4.png|left|thumb|300px|Colours in a Fallout game? What a time to be alive.]]&lt;br /&gt;
In Boston at the zero hour of the war, new parents are admitted to Vault 111 and placed in cryogenic suspension. One of them is murdered, their infant child Shaun stolen, and the other refrozen. When the cryo systems fail, the only survivor of Vault 111 heads to the surface in pursuit of the man who ruined a family. This Sole Survivor, in pursuit of his (or her) prize - I mean child, discovers that two hundred years have passed. As they travel, they encounter the last of the Minutemen-- a Militia that tries to protect local wastelanders from attacks by raiders, other nasties-- and go to Diamond City (built on the ruins of Fenway Park) following a lead. They find people paranoid about an organization called &amp;quot;The Institute&amp;quot; replacing anybody they know with near-perfect replicas called synths, and further investigation points to the Institute having abducted Shaun. They can work with the Minutemen, the Brotherhood of Steel, or the synth emancipation group known as the Railroad to fight the Institute, or choose to join it instead. Just like the other games, Super Mutants once again make an appearance although this version was created by the Institute and have notable differences, mainly being less mutated while also being more psychotic, being more industrious by being capable of doing shit for themselves instead of relying exclusively on slaves while also being too violent to gather into large groups or pursue goals beyond being warlords. &lt;br /&gt;
Automatron was the first DLC (that had a story) where the player takes on on The Mechanist, someone dressing up as a character of the same name from the in-universe comic series The Silver Shroud. Said impersonator has gathered an army of robots to harass the Commonwealth just like their namesake. &lt;br /&gt;
Far Harbor followed Automatron, consisting of a Synth-centric journey to the marshes up north where they must play peacemaker between the Synths, wastelanders, and the crazy radiation-worshiping cultists called the Church of the Children of Atom from Fallout 3. The closest the game gets to Fallout: New Vegas, generally held up as the pinnacle in the game. &lt;br /&gt;
Finally, Nuka-World begins with the player finding a functional train leading them to the Nuka Cola theme park, where they are immediately trapped in a gauntlet maze/arena designed by the Raiders to ensure that the only folk who live there are worthy. The player must decide whether to take control of the Raiders and let them loose on the Commonwealth or retake Nuka-World for the law-abiding wastelanders (loyal to whichever faction you sided with in the main game obviously). While this DLC has the most bearing on the actual game itself and has more plot complexity than the single quest and mild amusement of Automatron, its seen as a disappointment in terms of what it could have been (*cough* Honest Hearts *cough*). &lt;br /&gt;
&lt;br /&gt;
Additional content, some of which has merit as part of the looser canon (as in the &amp;quot;Bawls exists in-universe&amp;quot; kind) was released via the mod service maintained in-game by Bethesda. However, due to the fact you can&#039;t use it alongside mods from anywhere else and still keep achievements going and many cost money for no reason, most people never encountered them and less want to get into the merit of them as part of the continuity. While future plots may have callbacks to some, it ultimately will mean as much as the mods that added Settlements to New Vegas did to 4. &lt;br /&gt;
&lt;br /&gt;
It was also the game that got power armour right after the letdown of 3 and NV by turning you into a nearly unstoppable tank but limiting it&#039;s usage with power cores that were scarce at the beginning of the game - seriously, you get a full suit of Power Armour within the first hour of the game. The game is also pretty [[Skub|skubtastic]] (this entry was originally FAR longer); while generally liked for the crafting mechanics, graphics, music, certain parts of the setting and gunplay, many dislike it for its linearity and lack of RPG-like choices, calling it a &amp;quot;Loot-And-Shooter&amp;quot; set in a Fallout setting, with little Fallout mechanics - And that&#039;s all we have to say about that.&lt;br /&gt;
&lt;br /&gt;
===Fallout 76===&lt;br /&gt;
{{stub}}&lt;br /&gt;
No, you didn&#039;t miss Fallout 5 to 75. Its the newest addition to the franchise, announced during E3 2018. Think of it like what Fallout: New Vegas is to Fallout 3, except instead of having a &amp;lt;strike&amp;gt;superior&amp;lt;/strike&amp;gt; story it has almost none at all. It&#039;ll probably have as &amp;lt;strike&amp;gt;many expansions&amp;lt;/strike&amp;gt; much DLC though...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout 76&#039;&#039;&#039; takes a different approach to the game and goes for a multiplayer-focused experience built on player-player driven interaction, instead of player-NPCs (literally announcing it as being populated with real people). It also continues settlements building, except this time populated only by you and whoever stumbles across your little campsite, like in Fallout 4.&lt;br /&gt;
&lt;br /&gt;
Bethesda promised the best of visuals with all-new programming, no issues with the shift to a server-based game, advanced storytelling techniques, and a rewarding social experience. What was delivered either came with problems or wasn’t delivered at all. &lt;br /&gt;
The mere move of shifting from a single-player narrative to a pure multiplayer game already had the fanbase [[skub|engaging in &amp;quot;friendly debates&amp;quot; with each other]], but given the goodwill Bethesda had earned over its history (whatever the skub in the above entries may indicate, its primarily nitpicks or a fairly small minority of grognards and contrarians who had major gripes in the past) many were willing to give it a chance, which of course worsened the backlash when the naysayers were proven right. For the record, [[EA|unlike SOME companies]], Bethesda openly stated that the game only exists to keep fan interest in Fallout going until Fallout 5, and that they&#039;re okay with fans of traditional Fallout games not getting into it the same way they don&#039;t mind fans of TES games not getting into The Elder Scrolls: Online until whatever comes after Skyrim gets made.&lt;br /&gt;
&lt;br /&gt;
On November 14, 2018 the game was released and was universally reviled by all but the staunchest of fans (as well as those suffering from the sunk cost fallacy, a principle that leads people who have invested financially or emotionally into something to defend it tribally to prevent confronting a sense of having lost). To summarize, the problems were:&lt;br /&gt;
&lt;br /&gt;
* A MASSIVE amount of the game is just reused assets from Fallout 4. While much of the forest environment is lush and gorgeous and people from the region in real life have praised the faithfulness to the inspiration, the actual towns and caves are mostly just recycled copy/paste work. Guess where almost every quest takes you though? Hint: it isn’t hiking the great outdoors except as a way to get from point A to point B. &lt;br /&gt;
* Social interaction is awful. Besides the usual “people are assholes”, the game had no push-to-talk function on launch, so using a mic means all music and dialogue is lost to mouth breathing, dog barking, mic static-ing, and one character having multiple people voices in the background. So for PvE co-op say so long to immersion!&lt;br /&gt;
* Did we mention asset re-use? Because for a “new” game most of the “new” stuff either is made up of textures or animation that’s already been seen. The worst offenders are of course the two that the main plot revolve around; Scorched are just new textures on standard human models using Raider or Ghoul animations, Scorchbeasts are just Skyrim dragons turned into bats. &lt;br /&gt;
* Did we mention co-op sucked? Experience and loot are split, and everything was easy. It literally made everything take longer, and sped up nothing, to play with another person. So a game made to play multiplayer where you are passively discouraged from working together. &lt;br /&gt;
* PvP consists of one person attacking another as basically a gloveslap invitation to a duel, and the other player can accept by hitting them back, at which point you can now damage each other. What do you lose by doing this? Time, ammo, weapon durability, the minor inconvenience of having to respawn. What do you win? A very small amount of caps based on the other player’s current win streak. It takes a fair amount of kills to surpass 200 caps bounty, which might replace your crappy pea-shooter that broke during your duels. If you don’t accept, prepare to be harassed until you log off. So everything to do with interacting with other players sucks, and you should avoid it...in a game where everything else is subordinate to, and exists solely to facilitate, interacting with other players. &lt;br /&gt;
* Base building could be fun. But when you log off your base goes with you, and if you log back when someone else has set up in your location (because you can’t build anywhere as was advertised, only specific spots) then you get reset. You can save a blueprint of your setup and apply it elsewhere, but unless the topography is the same (read: flat) in a game set in the Appalachian Mountains then it won’t work. Your base cannot be very big, basically a small tower or shack, and other players can come in and wreck it (small size means there’s very few options for defense) so you’ll probably just build crafting benches, a bed, then troll folks who still thought it was a functional part of the game. In a game thematically about rebuilding, settling down is punished. To say nothing of being suddenly nuked. &lt;br /&gt;
* Usual Bethesda bugs. Corpse physics being comedic, stuff stuck in stuff, quest-necessary things never spawning or falling into the ground forever, sunlight shining through hills and buildings, things popping in and out of resolution or visibility at all as the game only adds detail to things closer to you as it struggles to maintain performance, AI never really doing anything so fearsome beasts stand still like statues being frisked while you fill them full of lead (insert joke about police here), and so on. But now you can’t find a patch fix or restart the game, now the server has to reset. Which happens often, and constant random disconnects which delete quest progression far more so.&lt;br /&gt;
* All NPCs (aside from a Super Mutant who is literally only a merchant with no dialogue tree) are robots who are mostly unaware the human race is gone. They want you to do mundane quests, from simple fetchquests to hunting for drop items to...picking up trash. Some robots grant you advancement in factions (factions with no NPCs, because everyone is dead) despite the some of the factions shouldn’t even exist, at least in the state they are, yet. While sometimes charming and not new for a Fallout game, this is almost all of the quest content of the game. &lt;br /&gt;
* Having a very small storage inventory, getting stuck in power armor, poor loot tables for bosses, being unable to respecialize meaning your leveling choices are permanent, and HUGE first week patches that not only didn’t fix problems but actually made some worse. &lt;br /&gt;
Bethesda released a statement outlining planned fixes for some of the above, but that came on the tail of mass attempts to return the game being rejected and the inability to return the $200 special edition once opened...which is when you’d find out they skimped out out on the promised canvas bags (so looking like something found in-universe), giving cheap nylon ones instead. &lt;br /&gt;
&lt;br /&gt;
Generally speaking all of the issues were easy to predict, given all Bethesda games for The Elder Scrolls and Fallout run on the same game engine which is &#039;&#039;&#039;ancient&#039;&#039;&#039; by gaming standards. This isn’t a problem since most engines can be easily made to work with some dedication and knowhow, but Bethesda never really does it; they bring them to working states for consoles, and let modders fix it themselves for PC (usually starting with the “Unofficial (game) Mod” released within weeks of launch, sometimes mere days) while the remaining problems can all be fixes with a reload from a save when something goes haywire. For an idea of the problems with 76, know that launching nukes at the map is a feature of the game yet when one group set off three nukes at the same time it [[What|crashed their entire server]]). &lt;br /&gt;
&lt;br /&gt;
So, enough with the /v/ talk, onto the fluff then. &lt;br /&gt;
&lt;br /&gt;
There&#039;s a main questline, albeit one that plays basically the same as EVERY OTHER QUEST IN THE GAME, meaning either follow the instructions of a robot or listen to the messages from someone dead, the same kind of stuff that was always a minor quest in other Fallouts. Because of that as well as the fact that all of it is basically just the tutorial for everything else, and thanks to the lack of NPC interaction or complexity (read: any choices or conversation from the player at all) which generally is heaviest in the main plotline, its largely dismissed by the fanbase as not really being a main quest or story. All the lore in Fallout 76 comes from what before was just a type of minor quest, like delves into dungeons and one-man assaults on towns full of hostiles where you can gather the story from looking around at the skeletons, reading notes, and listening to audio records on holotapes. The bulk of these just serve either to explain monsters you fight or give minor stories to the destroyed towns, with the main quest being dealing with a new type of enemy, the &amp;quot;Scorched&amp;quot;. &lt;br /&gt;
Of note is thanks to few bombs dropping literally on the region and the immediate time the game takes place (so very few raiders have gotten there before the players) you get more post-apocalyptic logs of people in the immediate aftermath. Since most of Appalachia had been automated with robots (despite far more populated areas and places that literally produced robots not reaching that extent) they can deliver quests as prerecorded messages, dropoff points, or merchants, without using NPC humans or mutants (so yeah, no chance at a talking Deathclaw again). At least players being able to nuke each other explains why the quite livable Wasteland went to shit; the residents of Vault 76, the resettlement Vault, seemingly decided to nuke America many more times so it&#039;d take another 100 years to be safe again. Fallout 76 also added a large number of new mutants and monsters (despite Super Mutants being a large focus again) which can be used later in better entries. Despite its flaws, the game is at least being praised for its construction of a fantastic world (despite reusing F4 assets) and its sometimes amazingly creative monsters which are inspired by real life folklore and urban legends. Its possible that a lot of the Wasteland folks are descended from the Vault 76-ers, and given how insane the playerbase and intended interactions are (like nuking yourselves &amp;quot;just because&amp;quot; or giving fingerguns constantly because its a simple interaction with other players) they might explain some of the bandit groups and silly side factions in chronologically later games. &lt;br /&gt;
&lt;br /&gt;
The main story goes like this: Vault 76 itself was created to celebrate the Tricentennial (for the non-Americans or just people too young to remember 1976, _____tennials are 100 year celebrations since the establishment of America in 1776 and are about as patriotic as Americans get outside of the months following 9/11). Vault 76 was, as far as we know, the only (canon) Vault actually intended for resettlement of a post-apocalyptic world, with no sabotage experiment opening only 25 years after the bombs fell so the pre-war is still in living memory. Given how lush and relatively safe (or at least as safe as the rest of the world is around 200 years later) most Vaults were just redundant after the actual bombs falling, adding some extra darkness to the previous games. The Vault 76 Overseer had secret orders from Vault Tec, and the player character(s?) were selected to be among her elite group. She directs, via holotape of course, players to find a group called the Responders, made up of conspiracy theorists (more on them below) banding together with anyone with authority such as police, fire departments, and medical officials to try and save anyone left alive. The Responders were wiped out (get used to that, EVERYONE including the fucking Raiders are already dead) but left behind their stockpiles of food and water, as well as training materials (that&#039;ll be another thing you&#039;ll get a LOT of) for the resettlement of the region. The Overseer also wants her special 76 squad to take control of all remaining nuclear weapons, which was what the Vault Tec orders were. &lt;br /&gt;
&lt;br /&gt;
The problem is there&#039;s a new type of enemy to the series which are taking center stage as being possibly the apocalypse after the apocalypse. A type of fungus exists deep underground, and due to the Brotherhood Of Steel (more on them later) finding an underground lab its possible it was created by one of the mad science prewar groups. Scorchbeasts are what happens when bats that lived deep underground in a gigantic cave system beneath Appalachia were exposed to the fungus, causing them to grow to giant sizes. When food supplies in the cavern complex grows low or their numbers grow too high, they tunnel to the surface to eat humans and whatever else they find. The humans they don&#039;t burn to a crisp and/or eat are infected by the fungus, resulting in a new type of zombie-like enemy (providing a secondary type of Ghoul in the game) who look like they burned to death. Said new enemies are called Scorched, and represent the bulk of the enemies in the game. Scorched are still fully capable of remembering who they were as humans, often falling back into activities or behavior patterns they did in life, but the fungus links them to a hivemind and they behave like Feral Ghouls who can still use guns and complex melee weapons once confronted by non-Scorched. Scorched have a mineral called ultracite growing in their skin for unknown reasons, which emits a radioactive signal allowing them to be tracked as well as making them physically weak to a depleted form of the substance (no reason for any of this is given). Scorched eventually petrify into human-shaped statues, which break when attacked and release radiation (possibly also spores of the fungus, but its unstated). Scorchbeasts themselves attack partially by spreading radiation, also presumably spores. If any of that seems odd and not to go together...well, it doesn&#039;t. Be prepared for some of it to make sense in DLC updates. &lt;br /&gt;
&lt;br /&gt;
The player finishes the vaccine the Responders were working on to the Scorched Plague, too late to save anyone but the Vault 76 survivors, and is tasked with finding a group of anti-Scorched Responders called the Fire Breathers. The Fire Breathers are a combination of survivalist conspiracy-theorists (who were of course correct about most/all of their assumptions, because Fallout) called the Free States that had been in conflict with local governments prewar (parodying the homegrown terrorism of the 1980&#039;s and 1990&#039;s in real life) who began working with the Responders. Players become a Fire Breather using prewar training they had set up before finding out that they had basically set up sensors to detect them, which have now been destroyed by raiders and natural elements. After repairing them you are given a post-war plan to have the Brotherhood Of Steel (yeah, they&#039;re fully set up only 25 years later) to provide the dakka needed to take on the Scorched...but they&#039;ve all been wiped out too of course. The plan of the Paladin in charge was to use the nukes to seal away the Scorchbeast tunnels, then work on eliminating remaining Scorched (has the word &amp;quot;Scorch&amp;quot; lost all meaning yet? If not, you clearly haven&#039;t played the game). &lt;br /&gt;
&lt;br /&gt;
You&#039;re directed to a bunker for government officials using info from a Senator who supported the Free States, where you ally with an Enclave AI named MODUS who they isolated from its key functions before ALSO being wiped out. You restore MODUS&#039;s ability to access government surveillance, and upon seeing that the Scorched really are what you told it they were you&#039;re given tasks so it can promote you as a member of the Enclave so that you can launch the nukes yourself, something MODUS cannot actually do. Once you have the rank you just need the launch codes and keycards, found on the corpses of government officials and robots. During this you find out the Vault 76 Overseer is dead, as well as finishing her backstory in which she had originally been selected to be Overseer of Vault 101 (the Fallout 3 Vault) but declined in order to remain in her home state, as well as rejecting her fiance for access to Vault 76 in favor of people more suited to its mission since she&#039;s a fanatical follower of Vault Tec and a true believer in Dwellers of 76 actually repopulating the world. She tracked her fiance down, finding he had become a Scorched and her last wish being for you to lay him to rest. Once that&#039;s done you launch the nuke at the main Scorched tunnel which spawns a Scorched Queen boss. In theory you kill it, but there&#039;s no actual directive for you to do so and no actual end to the game story other than launching that nuke which completes the last main story quest. This counts as the main storyline being done, with no cutscene or exit narration at any point whether you kill the queen bat or not. From here on out you just pursue minor plots and do whatever. The Scorchbeasts will keep coming and Scorched will keep appearing, so its [[Darkest Dungeon|basically your job to keep them at bay]]. Or not, its not like there&#039;s a questline for it or any major rewards anymore, and the actual preview for the game was nuking other players, so...time to fuck up the world worse in an installment that&#039;s basically canon in name only.  &lt;br /&gt;
&lt;br /&gt;
The minor plots are as follows:&lt;br /&gt;
* Super Mutants, as always, are bumming around. This time its because of the West Tek headquarters literally being in the region. They had been working on ways to cure world hunger, and that research was abandoned when they decided to use what they were working on to instead just create the FEV virus. It was tested on a small town called Huntersville by initially abducting people and turning them into Super Mutants directly, and when the results became clear (angry hulks with diminished memories who are very aware something is wrong and thus too belligerent to take orders) they introduced FEV to the water supply in smaller amounts to see if it produced better monsters. The town was put under military quarantine, and it seems some of the healthier people were executed. The bombs fell during the experiment, and the FEV vats within the West Tek HQ were neutralized by survivors, meaning that all the Super Mutants roaming the region are the original inhabitants of Huntersville, interestingly putting a cap on the maximum number of them there can possibly be (although there could be some leftover contamination from the water, which doesn&#039;t matter given that players will drink and eat the wild agriculture from the region without mutating). So yeah, another excuse for Super Mutants but still preventing them from using the same explanation again in the future. &lt;br /&gt;
* A companion to the Silver Shroud comic-book quest from Fallout 4, a character in his shared universe called Mistress of Mystery was getting a television show. You can loot the a replica of her costume off of one of several dead women the wasteland. Turns out to get in to character the Mistress of Mysteries voice actress took [[batman]] training (to geive her a leg up over some one younger who looked better on screen). Then The Apocalypse happened and all that. training and a secret base paid off. The she started taking in orphan girls and training them. then bad things happed, which is how the players find the organization. (If you wonder why there&#039;s a lot of screencaps and video of male characters all wearing the same women&#039;s dress, you now know why) as well as a nice little &amp;quot;fuck you&amp;quot; from the writers of 76 parodying fanboys angry about lore on a computer terminal. &lt;br /&gt;
* In a similar vein to joining the Fire Breathers and Enclave via robot tasks and training, you can also join the army and become executive of a mining company. &lt;br /&gt;
* A LOT of &amp;quot;robots don&#039;t know the world ended&amp;quot; stuff, Some [[Golden_Throne|know but can&#039;t fight their programming]]. Maintaining a theme park, fixing up a town, organizing a picnic, delivering mail, delivering emergency supplies to towns with no survivors, big game hunting to add a collection of the new mutant species to a lodge, listening to the bedtime stories of a nanny Mr. Handy that&#039;s gone insane and now talking to mannequins, be mistaken as an escaped convict from a prison, help put another town back together but instead of working as assistant to an AI mayor you instead are appointed the new mayor by the overworked AI who then becomes YOUR assistant, and so on. &lt;br /&gt;
* The game continues to remind you the bombs dropped in the Halloween season with quests involving obtaining a clown costume and carving pumpkins for a robot. &lt;br /&gt;
* Find out about the hippie movement of the time in a mansion full of meditation tapes...which play as swarms of enemies attack. [[trazyn|Said hippe movement is a MLM and scientology combined.]]&lt;br /&gt;
&lt;br /&gt;
==On the Tabletop==&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
===[[Fallout: The Board Game]]===&lt;br /&gt;
&#039;&#039;It fucking rules.&#039;&#039;&lt;br /&gt;
[[File:Fallout hero.0.jpg|thumb|right|350px|War... War changes depending on your dice rolls and choice of Quests.]]&lt;br /&gt;
&lt;br /&gt;
A 1-4 player game produced by [[Fantasy Flight Games]] where you and up to three other players take the roles of different people in the wasteland. You travel and explore a randomly created wasteland, killing raiders and whatnot, scavenging ruins, gaining items and maybe supporting one of the warring factions. Each game is based on a Scenario which decides the main Quest of the game, so you can play both in the Capital Wasteland with the Brotherhood of Steel and the Enclave, or fight for synths in the Commonwealth. There&#039;s even a Scenario based on The Pitt from Fallout 3! The Scenario decides what faction that are fighting during the game. Players can support each side or just disregard their bullshit and go loot a Red Rocket Station instead or something.&lt;br /&gt;
&lt;br /&gt;
The player characters are a Ghoul who gains health from Rads but has less maximum health; a Super Mutant who gains XP by gaining Rads and has different options in certain Encounters and Quests; a Brotherhood of Steel Outcast who starts the game with a slow-ass suit of Power Armor; the Wastelander who starts with a tire iron that fucks up early-game mops; and a Vault Dweller who starts with a vault suit, which you can have another clothing item over. During the game you can become Idolized or Vilified, Addicted to chems or even impromptu remember that you are a Synth!&lt;br /&gt;
&lt;br /&gt;
The game feels and plays much like the vidyas, which allows loads of fun shenanigans like being caught of guard by a sudden Sentry Bot attack, finding a Quest lead during a looting section and continuously fucking with both the factions in the game for loot and XP. It&#039;s even possible to just disregard everything and go on a fun wasteland adventure just for fun. Finding items that are worth it are tough but often worthwhile, and Companions add some flavor to the game - Feel like sacrificing Preston Garvey to gain a Sniper Rifle in a trapped room, feel free! The Quest system makes the world feel alive and lets your traits and abilities like being Idolized additional weight. Of course, as a FFG game, it comes with somewhere around a few thousand small parts, so get some bags with it as well.&lt;br /&gt;
&lt;br /&gt;
It&#039;s a great adaptation, and for the oldfags out there, there&#039;s a New California Expansion which allows you to fight the Master or help build the NCR.&lt;br /&gt;
&lt;br /&gt;
===Fallout: Warfare===&lt;br /&gt;
A tabletop [[wargame]] based on the Fallout Tactics spin-off game, and released alongside it in 2001. Made by the lead designer of the original Fallout, Chris Taylor, and can be [https://vignette.wikia.nocookie.net/fallout/images/6/6d/Fow.pdf/revision/latest?cb=20070811034044 downloaded here.]&lt;br /&gt;
&lt;br /&gt;
===RPGs===&lt;br /&gt;
There are a few systems for Nuka-Cola addicts to get their fill on the tabletop. The first is &#039;&#039;&#039;[[Exodus]]&#039;&#039;&#039;, licensed under the [[d20 System]], which was originally going to be an official &#039;&#039;Fallout&#039;&#039; RPG until copyright disputes with Bethesda and Interplay prompted the publishers to file off the serial numbers and call it a &amp;quot;spiritual successor&amp;quot;. It departs heavily from the canonical setting, and is mechanically weak, but a flexible GM will find it otherwise serviceable.&lt;br /&gt;
&lt;br /&gt;
For purists, there is also J.E. Sawyer&#039;s Fallout Role-Playing Game, an original system that uses d100 rules, much like [[Dark Heresy]] only a thousand times more complicated. It is still in development and will probably never be finished, but all material can be found for free on its [http://falloutpnp.wikia.com/wiki/Main_Page official wiki].&lt;br /&gt;
&lt;br /&gt;
Originally, Fallout was going to be mechanically based on [[GURPS]] but due to Steve Jackson&#039;s signature controlling nature (the GURPS licence was pulled because SJ didn&#039;t like the vault boy icons) the GURPS licence was dropped and the series went with the SPECIAL system that is in use today. GURPS fans have created a Fallout suppliment that can be found [http://gurps.fallout.free.fr/data/GURPS_Fallout_compilation.pdf here].&lt;br /&gt;
&lt;br /&gt;
In addition, some cool anons have created a scenario book for Fallout that focuses on the Louisiana wastes. Check it out [https://mega.nz/#!HBlzBDTS!DVNFXbkJBI6Aah6D-L4Vt1ssmvIfS2kcg43ZXIWfTHg here]. It&#039;s pretty good.&lt;br /&gt;
&lt;br /&gt;
===[[Fallout: Wasteland Warfare]]===&lt;br /&gt;
Created by [[Modiphius Entertainment]] and released in 2018, the game was initially created as a skirmish-level wargame but with the option to let AI cards control factions to have a co-op or single player game, as well as a light RPG/settlement system. Due to reception that they had created a mediocre skirmish game but an amazing AI/campaign system, future content was bent towards that as well as a stand-alonebutactuallyitsanexpansion RPG book appropriately titled &amp;quot;Fallout: Wasteland Warfare Roleplaying Game&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Find it [http://www.modiphius.com/fallout.html Fallout: Wasteland Warfare here].&lt;br /&gt;
&lt;br /&gt;
===Fallout d40===&lt;br /&gt;
A new homebrew tabletop RPG based on Fallout, called Fallout d40, was released on the internet on Oct. 23rd, 2017, 60 years prior to the bombs dropping. It aims to give people a true Fallout tabletop RPG experience. The website for it is: https://falloutd40.wixsite.com/mainpage&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:NV_Vault_Girl_Pinup.jpg|A Vault Girl pinup, wearing common Vault Tec clothing&lt;br /&gt;
Image:68c4cfa37650bb93940a6e4007562e09-d4qrek7.jpg|A naive young girl from California with stars in her eyes and a pneumatic gauntlet on her hand. And an Enclave eyebot.&lt;br /&gt;
Image:MrHandyCA1_-_Copy.jpg|A common Mr Handy domestic robot&lt;br /&gt;
Image:T-45_Power_Armour.png|T-45 version of Power Armour&lt;br /&gt;
Image:FO4_X-01_loading_screen.jpg|X-01 version of Power Armour&lt;br /&gt;
Image:Fo4_Raider_Power_Armor_(3).jpg|Power Armour modified by raiders&lt;br /&gt;
Image:Brotherhood_of_Steel_001.jpg|&lt;br /&gt;
Image:Brotherhood_of_Steel_002.jpg|&lt;br /&gt;
Image:Tesla_Armour_001.jpg|&lt;br /&gt;
Image:Eyebot_001.jpg|&lt;br /&gt;
Image:Protectron_005.jpg|&lt;br /&gt;
Image:fallouttable.png|Sums up the games&lt;br /&gt;
Image:fallouttable2.png|Sums up the DLC&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[http://fallout.wikia.com/wiki/Fallout_Wiki The Fallout Wiki]&lt;br /&gt;
*[[Brother Vinni]] for not-Fallout miniatures.&lt;/div&gt;</summary>
		<author><name>2605:E000:141B:DE0:9154:9A19:20C7:FF68</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Fallout&amp;diff=209438</id>
		<title>Fallout</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Fallout&amp;diff=209438"/>
		<updated>2020-09-22T08:56:07Z</updated>

		<summary type="html">&lt;p&gt;2605:E000:141B:DE0:9154:9A19:20C7:FF68: /* Fallout: New Vegas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{/vg/}}&lt;br /&gt;
[[File:header.jpg|500px|center]]&lt;br /&gt;
{{Topquote|War. War never changes.|Ron Perlman}}&lt;br /&gt;
{{Topquote|War has changed.|[[Metal Gear|Solid Snake]], being a contrarian as always.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout&#039;&#039;&#039; is a post-post-apocalyptic video game series, with a boardgame released in 2017 (see below), that takes place in America about a century or two in the future where America had been bombed so much that it has been left as a irradiated, [[Grimdark|smelly and depressing]] wasteland that happens to have &amp;lt;u&amp;gt;&#039;&#039;&#039;high as fuck raiders&#039;&#039;&#039;&amp;lt;/u&amp;gt; come up to you and attempt to kill you with a flaming chainsaw or a laser weapon.&lt;br /&gt;
&lt;br /&gt;
Despite the setting, most of the games are fairly [[noblebright]], with a darkly humorous streak and a series-long theme of rebuilding. The freedom of approach to how you interact with the world set before you is one of the main selling points of the series, though it has attracted criticism for becoming somewhat unfocused in both writing and gameplay. Some say that this was magnified by Bethesda, while others say it&#039;s always been like that.&lt;br /&gt;
[[Skub|And that&#039;s &#039;&#039;all&#039;&#039; we&#039;ll say on that for now.]]&lt;br /&gt;
You could say it’s set in the metaphorical fallout of the literal fallout.&lt;br /&gt;
==Plot and Setting==&lt;br /&gt;
For those wanting an in-depth analysis of the Fallout storyline, the &amp;quot;Fallout Storyteller&amp;quot; Youtube series has a large number of (mostly accurate) episodes dealing with the subject and can be viewed [https://www.youtube.com/watch?v=nvqm_pPD-aQ&amp;amp;list=PL7pGJQV-jlzD17YNNbt103xp0PkkUCoPU here]. &lt;br /&gt;
&lt;br /&gt;
Basically, while technology continued to advance past the 50-60&#039;s, the culture did not, which is one of the biggest sources of hilarity in the game. Imagine a lady in a pink diner dress, high heels and curly, blonde hair run up to you with a nuke-launcher on the back and try to sell some drugs to you that could enhance you to the level of a Space Marine for hours while jingoistic jazz music blares from radios that were built in the 2040&#039;s. [[Derp|All because some dipshit forgot to invent semiconductors and global idea exchanges slowed]], the ham-fisted, pin-up U.S post-WW2 culture endures for a century.&lt;br /&gt;
&lt;br /&gt;
From there, imagine the future as depicted in 1950s-era sci-fi media, then picture the US and China nuking the shit out of each other. Between that, the release of a bio-weapon that mutates living things which was itself mutated, and the general inability of anyone to get civilization&#039;s shit together for more than ten minutes at a time, the world remains for the most part a radioactive shithole even after over 200 years since the bombs dropped. It&#039;s not the nukes that killed humanity, but it&#039;s [[Skub|inability to agree on the most obvious shit]]. &lt;br /&gt;
&lt;br /&gt;
Not helping matters (at least in the States) is that the pre-war underground-bunker living Vault Dwellers, intended as the best hope for repopulating the world, are either woefully unprepared for this hellscape or are just as messed up as everyone else. See, the Vault&#039;s were nominally only partly intended as fallout shelters. Their creators often added unusual conditions as experiments (nominally for testing conditions for space colonisation but occasionally for shits and giggles) ranging from quirky (like only giving glove puppets as entertainment) or downright fucking messed up (like gradually dosing the vault dwellers with hallucinogens and rage amplifiers over time). Some vaults have remained isolated till the present day, whilst others have opened themselves or been forced into over the years. Naturally, most games have you starting as a Vault Dweller, although usually from a vault with fairly benign test conditions.&lt;br /&gt;
&lt;br /&gt;
==The Games==&lt;br /&gt;
===Fallout 1===&lt;br /&gt;
[[File:Fallout_1.png|thumb|right|300px|I&#039;m here to kick ass and chew bubble gum. I&#039;m all out of gum.]]&lt;br /&gt;
Eighty four years after the bombs fell, a resident of Vault 13 in California is chosen to leave the Vault to find a replacement unit for the Vault&#039;s damaged water chip, which controls the water recycling system. This Vault Dweller, in his search for his prize, discovers that the world is (sort of) safe to return to, as many others had. He also discovers a major threat to the nascent human rebuilding: the Master&#039;s Army. This army of Super Mutants is the tool of the mutant known as The Master, who intends to turn the entire human race into Super Mutants to unite mankind into one whole and bring an end to conflict and war (except he&#039;s being semi-despotic about it). The Vault Dweller manages to stop the Master, though it is not known if he talked him down or blew him up, and return to the Vault with his prize only to be exiled for being &amp;quot;contaminated&amp;quot; by contact with the outside world. Many other inhabitants of Vault 13 choose to leave with him, traveling north and founding the village of Arroyo. Also the FMV sequence you get if you join the master is creepy, so don&#039;t do it.&lt;br /&gt;
&lt;br /&gt;
===Fallout 2===&lt;br /&gt;
[[File:Fallout_2.png|left|thumb|300px|You get to visit New Reno, the [[/d/|scummiest of all pits]] in Fallout games. ]]&lt;br /&gt;
The Vault Dweller&#039;s grandchild comes of age, passes a series of trials, and is then selected to find a sacred artifact from Vault 13: a Garden of Eden Creation Kit, which will rebuild the wasteland into a paradise. It should be obvious by now that the population made of Vault 13 settlers managed to degenerate into neolithic barbarism in one generation. Anyway, this Chosen One, in his search for his prize, discovers that the United States government is (sort of) still around and had abducted the people of Vault 13. He later learns that they are called the Enclave and had also abducted his tribe in his absence when he found Vault 13 himself. So the Chosen One travels to the Enclave&#039;s base of operations, a Poseidon Energy oil rig, to free the captives, find the GECK, and destroy the Enclave, helping (or breaking) towns along the way. Despite being regarded as the best of the classic Fallout games it was rushed to meet a Christmas deadline with large sections of the game cut for time. These have since been re-added and bug fixed through modding and is considered required to get the full and proper Fallout 2 experience.&lt;br /&gt;
&lt;br /&gt;
===Fallout Tactics===&lt;br /&gt;
[[File:Fallout_tactics.jpg|right|thumb|300px|&amp;quot;Fuck em&amp;quot;...*pukes*]]&lt;br /&gt;
In &#039;&#039;&#039;Fallout Tactics&#039;&#039;&#039;, the Midwestern Brotherhood of Steel began inducting tribes into its ranks in small numbers while defending the Wasteland against threats such as an army of renegade robots. The main group of the Brotherhood is separated from this group, which takes over Vault 0 and continues pushing eastwards. Although the bulk of Fallout Tactics is non-canon (though some, like the Mid-West Brotherhood being semi-canon), the basic story (and some elements such as airships and Nuka Cherry) remained canon.&lt;br /&gt;
&lt;br /&gt;
===Fallout: Brotherhood Of Steel===&lt;br /&gt;
[[File:FBOS.jpg|thumb|left|300px|Unintentionally meta.]]&lt;br /&gt;
Three Initiates to the Brotherhood, one strangely enough being a Ghoul despite how much the Brotherhood hates both outsiders and mutants, are sent to go find missing Paladins despite how illogical it is to send three fresh recruits after several high ranking veterans in power armor. They wound up being aided by the Vault Dweller, who was still alive at the time, and take out another Super Mutant army. At one point you wipe out the entire population of a town of Ghouls because they don&#039;t accept humans but you need to get to the other side and apparently can&#039;t be arsed to just walk around it, despite the fact you may in fact be playing as a Ghoul with absolutely no humans for miles who&#039;s entire backstory was humans wiped out his town...&lt;br /&gt;
&lt;br /&gt;
Completely non-canon.&lt;br /&gt;
&lt;br /&gt;
===Fallout 3===&lt;br /&gt;
[[File:Fallout_3.jpg|right|thumb|300px|&amp;quot;Scenic overlook&amp;quot;. Gotta love them 4th wall breaches!]]&lt;br /&gt;
The series turns into a Skyrim/Oblivion 3D RPG with guns - Many cheered as Fallout was revived from the precipice of obscurity, and others were filled with [[RAGE]] over an assortment of things, like Power Armor nerfed to the equal of an Imperial Guard flak armor. After all... Rage. Rage never changes&lt;br /&gt;
&lt;br /&gt;
Two hundred years after the Great War, a civil war breaks out in Vault 101 after its head physician, James, leaves. His child then escapes the chaos in search of him. This Lone Wanderer, in his search for his father, discovers that he was not born in Vault 101 as he had been led to believe, but in a beached aircraft carrier named Rivet City. His father had been working on &amp;quot;Project Purity&amp;quot; to purge the radiation from the Potomac River to provide clean water for the world. Following his father&#039;s trail, the Lone Wanderer eventually comes into conflict with the resurgent Enclave which wants to take the project for itself. Canonically the player fights the Enclave off, mind-fucks the President and helps purify the water of the Capital Wasteland with the Brotherhood of Steel. They also die due to radiation but gets better in the DLC, and chase the Enclave to a mobile base crawler and finally bomb them from orbit (or Brotherhood citadel if you are feeling like an asshole).&lt;br /&gt;
&lt;br /&gt;
===Fallout: New Vegas===&lt;br /&gt;
[[File:Fallout_new_vegas.jpg|left|thumb|300px|The cold, cold road to [[Slaanesh|hookers, drugs, street violence and rock &#039;n roll]].]]&lt;br /&gt;
In 2281, the New California Republic(Which grew from surviving villages and towns of Fallout 1) and Caesar&#039;s Legion(a horde of [[Edgy]] tribals cosplaying as Roman Legionaries led by a manchild with mental issues) are staring at each other across the Colorado River, having fought over Hoover Dam once before. Against this backdrop, a courier is shot for his charge, a poker chip made of platinum, and buried in a shallow grave. He&#039;s dug out by a Securitron robot and taken to Dr. Mitchell of Goodsprings, who saves his life. This Courier, in his search for his prize, travels around the Mojave Wasteland in pursuit of his attempted murderer, Benny, the head of the Chairmen, who runs the Tops casino in New Vegas ran by the mysterious Mr. House. Eventually, all three major players in the Mojave (the NCR, the Legion, and Mr. House) want the Courier to do their dirty work to gain control over the Mojave, but there is a fourth option: Benny&#039;s plan was to use a subverted Securitron named Yes Man to take over House&#039;s network and use the platinum chip (actually a data disc containing a firmware upgrade for the Securitrons) to secure control over New Vegas. Whatever the Courier chose, the Second Battle of Hoover Dam is inevitable and only one faction can win.&lt;br /&gt;
&lt;br /&gt;
Notably, you&#039;re not a vault dweller, you&#039;re just a poor schmuck in the right place at the wrong time, thrown into the foreground of a territorial dispute. No government conspiracies, hordes of monsters, or world changing macguffins. That&#039;s the main story anyway. The DLC takes a slightly more personal approach, being a bunch of genre setpieces that show the effect of other people being in the right place at the wrong time (or wrong place at the right time), and showing the the Courier&#039;s past isn&#039;t quite as boring as might first appear..    &lt;br /&gt;
[[File:Fallout_sierra_madre.jpg|right|thumb|300px|Jokes aside, this is one of the most atmospheric settings in all of games out there.]]&lt;br /&gt;
&lt;br /&gt;
Whilst releasing as a buggy janky hot mess, the game was lauded as a return to the style and atmosphere of the first two games, albeit with decent additions to 3&#039;s rpg light formula and taking notes from the most popular mods released for 3, like survival mods, damage thresholds(zero damage if struck below DT value), first person aiming, weapon addons, etc. It&#039;s now pretty stable to play.&lt;br /&gt;
&lt;br /&gt;
===Fallout 4===&lt;br /&gt;
[[File:Fallout_4.png|left|thumb|300px|Colours in a Fallout game? What a time to be alive.]]&lt;br /&gt;
In Boston at the zero hour of the war, new parents are admitted to Vault 111 and placed in cryogenic suspension. One of them is murdered, their infant child Shaun stolen, and the other refrozen. When the cryo systems fail, the only survivor of Vault 111 heads to the surface in pursuit of the man who ruined a family. This Sole Survivor, in pursuit of his (or her) prize - I mean child, discovers that two hundred years have passed. As they travel, they encounter the last of the Minutemen-- a Militia that tries to protect local wastelanders from attacks by raiders, other nasties-- and go to Diamond City (built on the ruins of Fenway Park) following a lead. They find people paranoid about an organization called &amp;quot;The Institute&amp;quot; replacing anybody they know with near-perfect replicas called synths, and further investigation points to the Institute having abducted Shaun. They can work with the Minutemen, the Brotherhood of Steel, or the synth emancipation group known as the Railroad to fight the Institute, or choose to join it instead. Just like the other games, Super Mutants once again make an appearance although this version was created by the Institute and have notable differences, mainly being less mutated while also being more psychotic, being more industrious by being capable of doing shit for themselves instead of relying exclusively on slaves while also being too violent to gather into large groups or pursue goals beyond being warlords. &lt;br /&gt;
Automatron was the first DLC (that had a story) where the player takes on on The Mechanist, someone dressing up as a character of the same name from the in-universe comic series The Silver Shroud. Said impersonator has gathered an army of robots to harass the Commonwealth just like their namesake. &lt;br /&gt;
Far Harbor followed Automatron, consisting of a Synth-centric journey to the marshes up north where they must play peacemaker between the Synths, wastelanders, and the crazy radiation-worshiping cultists called the Church of the Children of Atom from Fallout 3. The closest the game gets to Fallout: New Vegas, generally held up as the pinnacle in the game. &lt;br /&gt;
Finally, Nuka-World begins with the player finding a functional train leading them to the Nuka Cola theme park, where they are immediately trapped in a gauntlet maze/arena designed by the Raiders to ensure that the only folk who live there are worthy. The player must decide whether to take control of the Raiders and let them loose on the Commonwealth or retake Nuka-World for the law-abiding wastelanders (loyal to whichever faction you sided with in the main game obviously). While this DLC has the most bearing on the actual game itself and has more plot complexity than the single quest and mild amusement of Automatron, its seen as a disappointment in terms of what it could have been (*cough* Honest Hearts *cough*). &lt;br /&gt;
&lt;br /&gt;
Additional content, some of which has merit as part of the looser canon (as in the &amp;quot;Bawls exists in-universe&amp;quot; kind) was released via the mod service maintained in-game by Bethesda. However, due to the fact you can&#039;t use it alongside mods from anywhere else and still keep achievements going and many cost money for no reason, most people never encountered them and less want to get into the merit of them as part of the continuity. While future plots may have callbacks to some, it ultimately will mean as much as the mods that added Settlements to New Vegas did to 4. &lt;br /&gt;
&lt;br /&gt;
It was also the game that got power armour right after the letdown of 3 and NV by turning you into a nearly unstoppable tank but limiting it&#039;s usage with power cores that were scarce at the beginning of the game - seriously, you get a full suit of Power Armour within the first hour of the game. The game is also pretty [[Skub|skubtastic]] (this entry was originally FAR longer); while generally liked for the crafting mechanics, graphics, music, certain parts of the setting and gunplay, many dislike it for its linearity and lack of RPG-like choices, calling it a &amp;quot;Loot-And-Shooter&amp;quot; set in a Fallout setting, with little Fallout mechanics - And that&#039;s all we have to say about that.&lt;br /&gt;
&lt;br /&gt;
===Fallout 76===&lt;br /&gt;
{{stub}}&lt;br /&gt;
No, you didn&#039;t miss Fallout 5 to 75. Its the newest addition to the franchise, announced during E3 2018. Think of it like what Fallout: New Vegas is to Fallout 3, except instead of having a superior story it has almost none at all. It&#039;ll probably have as &amp;lt;strike&amp;gt;many expansions&amp;lt;/strike&amp;gt; much DLC though...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout 76&#039;&#039;&#039; takes a different approach to the game and goes for a multiplayer-focused experience built on player-player driven interaction, instead of player-NPCs (literally announcing it as being populated with real people). It also continues settlements building, except this time populated only by you and whoever stumbles across your little campsite, like in Fallout 4.&lt;br /&gt;
&lt;br /&gt;
Bethesda promised the best of visuals with all-new programming, no issues with the shift to a server-based game, advanced storytelling techniques, and a rewarding social experience. What was delivered either came with problems or wasn’t delivered at all. &lt;br /&gt;
The mere move of shifting from a single-player narrative to a pure multiplayer game already had the fanbase [[skub|engaging in &amp;quot;friendly debates&amp;quot; with each other]], but given the goodwill Bethesda had earned over its history (whatever the skub in the above entries may indicate, its primarily nitpicks or a fairly small minority of grognards and contrarians who had major gripes in the past) many were willing to give it a chance, which of course worsened the backlash when the naysayers were proven right. For the record, [[EA|unlike SOME companies]], Bethesda openly stated that the game only exists to keep fan interest in Fallout going until Fallout 5, and that they&#039;re okay with fans of traditional Fallout games not getting into it the same way they don&#039;t mind fans of TES games not getting into The Elder Scrolls: Online until whatever comes after Skyrim gets made.&lt;br /&gt;
&lt;br /&gt;
On November 14, 2018 the game was released and was universally reviled by all but the staunchest of fans (as well as those suffering from the sunk cost fallacy, a principle that leads people who have invested financially or emotionally into something to defend it tribally to prevent confronting a sense of having lost). To summarize, the problems were:&lt;br /&gt;
&lt;br /&gt;
* A MASSIVE amount of the game is just reused assets from Fallout 4. While much of the forest environment is lush and gorgeous and people from the region in real life have praised the faithfulness to the inspiration, the actual towns and caves are mostly just recycled copy/paste work. Guess where almost every quest takes you though? Hint: it isn’t hiking the great outdoors except as a way to get from point A to point B. &lt;br /&gt;
* Social interaction is awful. Besides the usual “people are assholes”, the game had no push-to-talk function on launch, so using a mic means all music and dialogue is lost to mouth breathing, dog barking, mic static-ing, and one character having multiple people voices in the background. So for PvE co-op say so long to immersion!&lt;br /&gt;
* Did we mention asset re-use? Because for a “new” game most of the “new” stuff either is made up of textures or animation that’s already been seen. The worst offenders are of course the two that the main plot revolve around; Scorched are just new textures on standard human models using Raider or Ghoul animations, Scorchbeasts are just Skyrim dragons turned into bats. &lt;br /&gt;
* Did we mention co-op sucked? Experience and loot are split, and everything was easy. It literally made everything take longer, and sped up nothing, to play with another person. So a game made to play multiplayer where you are passively discouraged from working together. &lt;br /&gt;
* PvP consists of one person attacking another as basically a gloveslap invitation to a duel, and the other player can accept by hitting them back, at which point you can now damage each other. What do you lose by doing this? Time, ammo, weapon durability, the minor inconvenience of having to respawn. What do you win? A very small amount of caps based on the other player’s current win streak. It takes a fair amount of kills to surpass 200 caps bounty, which might replace your crappy pea-shooter that broke during your duels. If you don’t accept, prepare to be harassed until you log off. So everything to do with interacting with other players sucks, and you should avoid it...in a game where everything else is subordinate to, and exists solely to facilitate, interacting with other players. &lt;br /&gt;
* Base building could be fun. But when you log off your base goes with you, and if you log back when someone else has set up in your location (because you can’t build anywhere as was advertised, only specific spots) then you get reset. You can save a blueprint of your setup and apply it elsewhere, but unless the topography is the same (read: flat) in a game set in the Appalachian Mountains then it won’t work. Your base cannot be very big, basically a small tower or shack, and other players can come in and wreck it (small size means there’s very few options for defense) so you’ll probably just build crafting benches, a bed, then troll folks who still thought it was a functional part of the game. In a game thematically about rebuilding, settling down is punished. To say nothing of being suddenly nuked. &lt;br /&gt;
* Usual Bethesda bugs. Corpse physics being comedic, stuff stuck in stuff, quest-necessary things never spawning or falling into the ground forever, sunlight shining through hills and buildings, things popping in and out of resolution or visibility at all as the game only adds detail to things closer to you as it struggles to maintain performance, AI never really doing anything so fearsome beasts stand still like statues being frisked while you fill them full of lead (insert joke about police here), and so on. But now you can’t find a patch fix or restart the game, now the server has to reset. Which happens often, and constant random disconnects which delete quest progression far more so.&lt;br /&gt;
* All NPCs (aside from a Super Mutant who is literally only a merchant with no dialogue tree) are robots who are mostly unaware the human race is gone. They want you to do mundane quests, from simple fetchquests to hunting for drop items to...picking up trash. Some robots grant you advancement in factions (factions with no NPCs, because everyone is dead) despite the some of the factions shouldn’t even exist, at least in the state they are, yet. While sometimes charming and not new for a Fallout game, this is almost all of the quest content of the game. &lt;br /&gt;
* Having a very small storage inventory, getting stuck in power armor, poor loot tables for bosses, being unable to respecialize meaning your leveling choices are permanent, and HUGE first week patches that not only didn’t fix problems but actually made some worse. &lt;br /&gt;
Bethesda released a statement outlining planned fixes for some of the above, but that came on the tail of mass attempts to return the game being rejected and the inability to return the $200 special edition once opened...which is when you’d find out they skimped out out on the promised canvas bags (so looking like something found in-universe), giving cheap nylon ones instead. &lt;br /&gt;
&lt;br /&gt;
Generally speaking all of the issues were easy to predict, given all Bethesda games for The Elder Scrolls and Fallout run on the same game engine which is &#039;&#039;&#039;ancient&#039;&#039;&#039; by gaming standards. This isn’t a problem since most engines can be easily made to work with some dedication and knowhow, but Bethesda never really does it; they bring them to working states for consoles, and let modders fix it themselves for PC (usually starting with the “Unofficial (game) Mod” released within weeks of launch, sometimes mere days) while the remaining problems can all be fixes with a reload from a save when something goes haywire. For an idea of the problems with 76, know that launching nukes at the map is a feature of the game yet when one group set off three nukes at the same time it [[What|crashed their entire server]]). &lt;br /&gt;
&lt;br /&gt;
So, enough with the /v/ talk, onto the fluff then. &lt;br /&gt;
&lt;br /&gt;
There&#039;s a main questline, albeit one that plays basically the same as EVERY OTHER QUEST IN THE GAME, meaning either follow the instructions of a robot or listen to the messages from someone dead, the same kind of stuff that was always a minor quest in other Fallouts. Because of that as well as the fact that all of it is basically just the tutorial for everything else, and thanks to the lack of NPC interaction or complexity (read: any choices or conversation from the player at all) which generally is heaviest in the main plotline, its largely dismissed by the fanbase as not really being a main quest or story. All the lore in Fallout 76 comes from what before was just a type of minor quest, like delves into dungeons and one-man assaults on towns full of hostiles where you can gather the story from looking around at the skeletons, reading notes, and listening to audio records on holotapes. The bulk of these just serve either to explain monsters you fight or give minor stories to the destroyed towns, with the main quest being dealing with a new type of enemy, the &amp;quot;Scorched&amp;quot;. &lt;br /&gt;
Of note is thanks to few bombs dropping literally on the region and the immediate time the game takes place (so very few raiders have gotten there before the players) you get more post-apocalyptic logs of people in the immediate aftermath. Since most of Appalachia had been automated with robots (despite far more populated areas and places that literally produced robots not reaching that extent) they can deliver quests as prerecorded messages, dropoff points, or merchants, without using NPC humans or mutants (so yeah, no chance at a talking Deathclaw again). At least players being able to nuke each other explains why the quite livable Wasteland went to shit; the residents of Vault 76, the resettlement Vault, seemingly decided to nuke America many more times so it&#039;d take another 100 years to be safe again. Fallout 76 also added a large number of new mutants and monsters (despite Super Mutants being a large focus again) which can be used later in better entries. Despite its flaws, the game is at least being praised for its construction of a fantastic world (despite reusing F4 assets) and its sometimes amazingly creative monsters which are inspired by real life folklore and urban legends. Its possible that a lot of the Wasteland folks are descended from the Vault 76-ers, and given how insane the playerbase and intended interactions are (like nuking yourselves &amp;quot;just because&amp;quot; or giving fingerguns constantly because its a simple interaction with other players) they might explain some of the bandit groups and silly side factions in chronologically later games. &lt;br /&gt;
&lt;br /&gt;
The main story goes like this: Vault 76 itself was created to celebrate the Tricentennial (for the non-Americans or just people too young to remember 1976, _____tennials are 100 year celebrations since the establishment of America in 1776 and are about as patriotic as Americans get outside of the months following 9/11). Vault 76 was, as far as we know, the only (canon) Vault actually intended for resettlement of a post-apocalyptic world, with no sabotage experiment opening only 25 years after the bombs fell so the pre-war is still in living memory. Given how lush and relatively safe (or at least as safe as the rest of the world is around 200 years later) most Vaults were just redundant after the actual bombs falling, adding some extra darkness to the previous games. The Vault 76 Overseer had secret orders from Vault Tec, and the player character(s?) were selected to be among her elite group. She directs, via holotape of course, players to find a group called the Responders, made up of conspiracy theorists (more on them below) banding together with anyone with authority such as police, fire departments, and medical officials to try and save anyone left alive. The Responders were wiped out (get used to that, EVERYONE including the fucking Raiders are already dead) but left behind their stockpiles of food and water, as well as training materials (that&#039;ll be another thing you&#039;ll get a LOT of) for the resettlement of the region. The Overseer also wants her special 76 squad to take control of all remaining nuclear weapons, which was what the Vault Tec orders were. &lt;br /&gt;
&lt;br /&gt;
The problem is there&#039;s a new type of enemy to the series which are taking center stage as being possibly the apocalypse after the apocalypse. A type of fungus exists deep underground, and due to the Brotherhood Of Steel (more on them later) finding an underground lab its possible it was created by one of the mad science prewar groups. Scorchbeasts are what happens when bats that lived deep underground in a gigantic cave system beneath Appalachia were exposed to the fungus, causing them to grow to giant sizes. When food supplies in the cavern complex grows low or their numbers grow too high, they tunnel to the surface to eat humans and whatever else they find. The humans they don&#039;t burn to a crisp and/or eat are infected by the fungus, resulting in a new type of zombie-like enemy (providing a secondary type of Ghoul in the game) who look like they burned to death. Said new enemies are called Scorched, and represent the bulk of the enemies in the game. Scorched are still fully capable of remembering who they were as humans, often falling back into activities or behavior patterns they did in life, but the fungus links them to a hivemind and they behave like Feral Ghouls who can still use guns and complex melee weapons once confronted by non-Scorched. Scorched have a mineral called ultracite growing in their skin for unknown reasons, which emits a radioactive signal allowing them to be tracked as well as making them physically weak to a depleted form of the substance (no reason for any of this is given). Scorched eventually petrify into human-shaped statues, which break when attacked and release radiation (possibly also spores of the fungus, but its unstated). Scorchbeasts themselves attack partially by spreading radiation, also presumably spores. If any of that seems odd and not to go together...well, it doesn&#039;t. Be prepared for some of it to make sense in DLC updates. &lt;br /&gt;
&lt;br /&gt;
The player finishes the vaccine the Responders were working on to the Scorched Plague, too late to save anyone but the Vault 76 survivors, and is tasked with finding a group of anti-Scorched Responders called the Fire Breathers. The Fire Breathers are a combination of survivalist conspiracy-theorists (who were of course correct about most/all of their assumptions, because Fallout) called the Free States that had been in conflict with local governments prewar (parodying the homegrown terrorism of the 1980&#039;s and 1990&#039;s in real life) who began working with the Responders. Players become a Fire Breather using prewar training they had set up before finding out that they had basically set up sensors to detect them, which have now been destroyed by raiders and natural elements. After repairing them you are given a post-war plan to have the Brotherhood Of Steel (yeah, they&#039;re fully set up only 25 years later) to provide the dakka needed to take on the Scorched...but they&#039;ve all been wiped out too of course. The plan of the Paladin in charge was to use the nukes to seal away the Scorchbeast tunnels, then work on eliminating remaining Scorched (has the word &amp;quot;Scorch&amp;quot; lost all meaning yet? If not, you clearly haven&#039;t played the game). &lt;br /&gt;
&lt;br /&gt;
You&#039;re directed to a bunker for government officials using info from a Senator who supported the Free States, where you ally with an Enclave AI named MODUS who they isolated from its key functions before ALSO being wiped out. You restore MODUS&#039;s ability to access government surveillance, and upon seeing that the Scorched really are what you told it they were you&#039;re given tasks so it can promote you as a member of the Enclave so that you can launch the nukes yourself, something MODUS cannot actually do. Once you have the rank you just need the launch codes and keycards, found on the corpses of government officials and robots. During this you find out the Vault 76 Overseer is dead, as well as finishing her backstory in which she had originally been selected to be Overseer of Vault 101 (the Fallout 3 Vault) but declined in order to remain in her home state, as well as rejecting her fiance for access to Vault 76 in favor of people more suited to its mission since she&#039;s a fanatical follower of Vault Tec and a true believer in Dwellers of 76 actually repopulating the world. She tracked her fiance down, finding he had become a Scorched and her last wish being for you to lay him to rest. Once that&#039;s done you launch the nuke at the main Scorched tunnel which spawns a Scorched Queen boss. In theory you kill it, but there&#039;s no actual directive for you to do so and no actual end to the game story other than launching that nuke which completes the last main story quest. This counts as the main storyline being done, with no cutscene or exit narration at any point whether you kill the queen bat or not. From here on out you just pursue minor plots and do whatever. The Scorchbeasts will keep coming and Scorched will keep appearing, so its [[Darkest Dungeon|basically your job to keep them at bay]]. Or not, its not like there&#039;s a questline for it or any major rewards anymore, and the actual preview for the game was nuking other players, so...time to fuck up the world worse in an installment that&#039;s basically canon in name only.  &lt;br /&gt;
&lt;br /&gt;
The minor plots are as follows:&lt;br /&gt;
* Super Mutants, as always, are bumming around. This time its because of the West Tek headquarters literally being in the region. They had been working on ways to cure world hunger, and that research was abandoned when they decided to use what they were working on to instead just create the FEV virus. It was tested on a small town called Huntersville by initially abducting people and turning them into Super Mutants directly, and when the results became clear (angry hulks with diminished memories who are very aware something is wrong and thus too belligerent to take orders) they introduced FEV to the water supply in smaller amounts to see if it produced better monsters. The town was put under military quarantine, and it seems some of the healthier people were executed. The bombs fell during the experiment, and the FEV vats within the West Tek HQ were neutralized by survivors, meaning that all the Super Mutants roaming the region are the original inhabitants of Huntersville, interestingly putting a cap on the maximum number of them there can possibly be (although there could be some leftover contamination from the water, which doesn&#039;t matter given that players will drink and eat the wild agriculture from the region without mutating). So yeah, another excuse for Super Mutants but still preventing them from using the same explanation again in the future. &lt;br /&gt;
* A companion to the Silver Shroud comic-book quest from Fallout 4, a character in his shared universe called Mistress of Mystery was getting a television show. You can loot the a replica of her costume off of one of several dead women the wasteland. Turns out to get in to character the Mistress of Mysteries voice actress took [[batman]] training (to geive her a leg up over some one younger who looked better on screen). Then The Apocalypse happened and all that. training and a secret base paid off. The she started taking in orphan girls and training them. then bad things happed, which is how the players find the organization. (If you wonder why there&#039;s a lot of screencaps and video of male characters all wearing the same women&#039;s dress, you now know why) as well as a nice little &amp;quot;fuck you&amp;quot; from the writers of 76 parodying fanboys angry about lore on a computer terminal. &lt;br /&gt;
* In a similar vein to joining the Fire Breathers and Enclave via robot tasks and training, you can also join the army and become executive of a mining company. &lt;br /&gt;
* A LOT of &amp;quot;robots don&#039;t know the world ended&amp;quot; stuff, Some [[Golden_Throne|know but can&#039;t fight their programming]]. Maintaining a theme park, fixing up a town, organizing a picnic, delivering mail, delivering emergency supplies to towns with no survivors, big game hunting to add a collection of the new mutant species to a lodge, listening to the bedtime stories of a nanny Mr. Handy that&#039;s gone insane and now talking to mannequins, be mistaken as an escaped convict from a prison, help put another town back together but instead of working as assistant to an AI mayor you instead are appointed the new mayor by the overworked AI who then becomes YOUR assistant, and so on. &lt;br /&gt;
* The game continues to remind you the bombs dropped in the Halloween season with quests involving obtaining a clown costume and carving pumpkins for a robot. &lt;br /&gt;
* Find out about the hippie movement of the time in a mansion full of meditation tapes...which play as swarms of enemies attack. [[trazyn|Said hippe movement is a MLM and scientology combined.]]&lt;br /&gt;
&lt;br /&gt;
==On the Tabletop==&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
===[[Fallout: The Board Game]]===&lt;br /&gt;
&#039;&#039;It fucking rules.&#039;&#039;&lt;br /&gt;
[[File:Fallout hero.0.jpg|thumb|right|350px|War... War changes depending on your dice rolls and choice of Quests.]]&lt;br /&gt;
&lt;br /&gt;
A 1-4 player game produced by [[Fantasy Flight Games]] where you and up to three other players take the roles of different people in the wasteland. You travel and explore a randomly created wasteland, killing raiders and whatnot, scavenging ruins, gaining items and maybe supporting one of the warring factions. Each game is based on a Scenario which decides the main Quest of the game, so you can play both in the Capital Wasteland with the Brotherhood of Steel and the Enclave, or fight for synths in the Commonwealth. There&#039;s even a Scenario based on The Pitt from Fallout 3! The Scenario decides what faction that are fighting during the game. Players can support each side or just disregard their bullshit and go loot a Red Rocket Station instead or something.&lt;br /&gt;
&lt;br /&gt;
The player characters are a Ghoul who gains health from Rads but has less maximum health; a Super Mutant who gains XP by gaining Rads and has different options in certain Encounters and Quests; a Brotherhood of Steel Outcast who starts the game with a slow-ass suit of Power Armor; the Wastelander who starts with a tire iron that fucks up early-game mops; and a Vault Dweller who starts with a vault suit, which you can have another clothing item over. During the game you can become Idolized or Vilified, Addicted to chems or even impromptu remember that you are a Synth!&lt;br /&gt;
&lt;br /&gt;
The game feels and plays much like the vidyas, which allows loads of fun shenanigans like being caught of guard by a sudden Sentry Bot attack, finding a Quest lead during a looting section and continuously fucking with both the factions in the game for loot and XP. It&#039;s even possible to just disregard everything and go on a fun wasteland adventure just for fun. Finding items that are worth it are tough but often worthwhile, and Companions add some flavor to the game - Feel like sacrificing Preston Garvey to gain a Sniper Rifle in a trapped room, feel free! The Quest system makes the world feel alive and lets your traits and abilities like being Idolized additional weight. Of course, as a FFG game, it comes with somewhere around a few thousand small parts, so get some bags with it as well.&lt;br /&gt;
&lt;br /&gt;
It&#039;s a great adaptation, and for the oldfags out there, there&#039;s a New California Expansion which allows you to fight the Master or help build the NCR.&lt;br /&gt;
&lt;br /&gt;
===Fallout: Warfare===&lt;br /&gt;
A tabletop [[wargame]] based on the Fallout Tactics spin-off game, and released alongside it in 2001. Made by the lead designer of the original Fallout, Chris Taylor, and can be [https://vignette.wikia.nocookie.net/fallout/images/6/6d/Fow.pdf/revision/latest?cb=20070811034044 downloaded here.]&lt;br /&gt;
&lt;br /&gt;
===RPGs===&lt;br /&gt;
There are a few systems for Nuka-Cola addicts to get their fill on the tabletop. The first is &#039;&#039;&#039;[[Exodus]]&#039;&#039;&#039;, licensed under the [[d20 System]], which was originally going to be an official &#039;&#039;Fallout&#039;&#039; RPG until copyright disputes with Bethesda and Interplay prompted the publishers to file off the serial numbers and call it a &amp;quot;spiritual successor&amp;quot;. It departs heavily from the canonical setting, and is mechanically weak, but a flexible GM will find it otherwise serviceable.&lt;br /&gt;
&lt;br /&gt;
For purists, there is also J.E. Sawyer&#039;s Fallout Role-Playing Game, an original system that uses d100 rules, much like [[Dark Heresy]] only a thousand times more complicated. It is still in development and will probably never be finished, but all material can be found for free on its [http://falloutpnp.wikia.com/wiki/Main_Page official wiki].&lt;br /&gt;
&lt;br /&gt;
Originally, Fallout was going to be mechanically based on [[GURPS]] but due to Steve Jackson&#039;s signature controlling nature (the GURPS licence was pulled because SJ didn&#039;t like the vault boy icons) the GURPS licence was dropped and the series went with the SPECIAL system that is in use today. GURPS fans have created a Fallout suppliment that can be found [http://gurps.fallout.free.fr/data/GURPS_Fallout_compilation.pdf here].&lt;br /&gt;
&lt;br /&gt;
In addition, some cool anons have created a scenario book for Fallout that focuses on the Louisiana wastes. Check it out [https://mega.nz/#!HBlzBDTS!DVNFXbkJBI6Aah6D-L4Vt1ssmvIfS2kcg43ZXIWfTHg here]. It&#039;s pretty good.&lt;br /&gt;
&lt;br /&gt;
===[[Fallout: Wasteland Warfare]]===&lt;br /&gt;
Created by [[Modiphius Entertainment]] and released in 2018, the game was initially created as a skirmish-level wargame but with the option to let AI cards control factions to have a co-op or single player game, as well as a light RPG/settlement system. Due to reception that they had created a mediocre skirmish game but an amazing AI/campaign system, future content was bent towards that as well as a stand-alonebutactuallyitsanexpansion RPG book appropriately titled &amp;quot;Fallout: Wasteland Warfare Roleplaying Game&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Find it [http://www.modiphius.com/fallout.html Fallout: Wasteland Warfare here].&lt;br /&gt;
&lt;br /&gt;
===Fallout d40===&lt;br /&gt;
A new homebrew tabletop RPG based on Fallout, called Fallout d40, was released on the internet on Oct. 23rd, 2017, 60 years prior to the bombs dropping. It aims to give people a true Fallout tabletop RPG experience. The website for it is: https://falloutd40.wixsite.com/mainpage&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:NV_Vault_Girl_Pinup.jpg|A Vault Girl pinup, wearing common Vault Tec clothing&lt;br /&gt;
Image:68c4cfa37650bb93940a6e4007562e09-d4qrek7.jpg|A naive young girl from California with stars in her eyes and a pneumatic gauntlet on her hand. And an Enclave eyebot.&lt;br /&gt;
Image:MrHandyCA1_-_Copy.jpg|A common Mr Handy domestic robot&lt;br /&gt;
Image:T-45_Power_Armour.png|T-45 version of Power Armour&lt;br /&gt;
Image:FO4_X-01_loading_screen.jpg|X-01 version of Power Armour&lt;br /&gt;
Image:Fo4_Raider_Power_Armor_(3).jpg|Power Armour modified by raiders&lt;br /&gt;
Image:Brotherhood_of_Steel_001.jpg|&lt;br /&gt;
Image:Brotherhood_of_Steel_002.jpg|&lt;br /&gt;
Image:Tesla_Armour_001.jpg|&lt;br /&gt;
Image:Eyebot_001.jpg|&lt;br /&gt;
Image:Protectron_005.jpg|&lt;br /&gt;
Image:fallouttable.png|Sums up the games&lt;br /&gt;
Image:fallouttable2.png|Sums up the DLC&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[http://fallout.wikia.com/wiki/Fallout_Wiki The Fallout Wiki]&lt;br /&gt;
*[[Brother Vinni]] for not-Fallout miniatures.&lt;/div&gt;</summary>
		<author><name>2605:E000:141B:DE0:9154:9A19:20C7:FF68</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Power_Armour&amp;diff=383504</id>
		<title>Power Armour</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Power_Armour&amp;diff=383504"/>
		<updated>2020-09-22T08:45:32Z</updated>

		<summary type="html">&lt;p&gt;2605:E000:141B:DE0:9154:9A19:20C7:FF68: /* Iron Man suits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Power_Armor.PNG|thumb|right|400px|The first eight marks of Space Marine Power Armour.]]&lt;br /&gt;
{{Topquote|Feels like you can take on the world in there, doesn&#039;t it?|Danse, [[Fallout|Fallout 4]]}}&lt;br /&gt;
&#039;&#039;&#039;Power Armour&#039;&#039;&#039;, also known as Power Armor to Americans, is a science fiction concept of mechanized armor which increases the strength, speed, and reflexes of those who wear it. It is featured heavily in science fiction/fantasy settings such as Iron Man or [[Warhammer 40,000]]. The idea of Powered Armor was invented by E.E. Smith and [[Starship Troopers|ripped off]]  or borrowed and refined by other writers.&lt;br /&gt;
&lt;br /&gt;
=Starship Troopers=&lt;br /&gt;
Like so many military science-fiction concepts, the modern idea of powered armor dates back to the Mobile Infantry of Heinlein&#039;s &#039;&#039;[[Starship Troopers]]&#039;&#039;.  The &amp;quot;Marauder&amp;quot; suit is bulky, with integrated thrusters and heavy weapons (including nuclear weapons and heavy explosives, carried as easily as a human soldier carries grenades).  Their primary purpose is not to destroy indiscriminately (though they certainly can), but to &amp;quot;make war as personal as a punch on the nose&amp;quot; -- to [[Drop Pod|drop in]] and destroy with precision, in order to break the enemy in exactly the right way. In other words, it&#039;s much like Crisis [[Battlesuit|battlesuits]] with less [[Tau|weeaboo]] and more [[Humanity Fuck Yeah|humanity fuck yeah]] inside.&lt;br /&gt;
&lt;br /&gt;
Heinlein never discusses [[pauldrons]], but the [[Space Marines]] certainly take after the Mobile Infantry&#039;s other aspects.The dudes from the book not the movie. That was a parody anyway.&lt;br /&gt;
&lt;br /&gt;
=Warhammer 40,000=&lt;br /&gt;
Because 40k has a huge hard on for Space Marines, and because no super soldier worth his genetic enhancements will go into battle without super armaments, 40k has developed nearly as large a hard on for power armor. &lt;br /&gt;
&lt;br /&gt;
==Human Power Armour==&lt;br /&gt;
&lt;br /&gt;
Virtually identical to Space Marine power armor (More can be read below), these suits of armor are scaled down to fit regular humans (notice that this is the reverse of what it would have been 10,000 years ago).  Human power armour is relatively quite rare, since it occurred to somebody that making good protection being an affordable and wide-spread asset would severely impinge on the current state of [[grimdark]], not to mention expensive.  &lt;br /&gt;
&lt;br /&gt;
Without the extra room and black carapace interface Marine armor provides, many suits of human power armor don&#039;t offer the same degree of protection, as much strength enhancement, or as many subsystems found in Marine armor. Still, the wearer will still be stronger, better protected, and better equipped than the [[Imperial Guard|guy in cardboard]]. There are a few variants, including a lighter suit and one for Chaos-fighting Inquisitors. Because these things are still super-rare, usually only [[Rogue Trader|people rolling in money]], [[Adeptus Mechanicus|tech fetishists]], and [[Inquisition|those able to declare not giving them power armor is]] [[heresy]], will have any.&lt;br /&gt;
&lt;br /&gt;
===Ignatus Pattern Armour===&lt;br /&gt;
[[File:InquisitorIgnatus.png|200px|right|thumb|Imperials always show off the guns.]]&lt;br /&gt;
The most &#039;common&#039; type of non-Astartes and non-Sororitas Power Armour.&lt;br /&gt;
&lt;br /&gt;
The Ignatus pattern power armours are all fine examples of Mechanicus artisans. Each of them are individuality crafted only for representatives of the [[Inquisition]]. Of course not as durable as Adeptus Astartes power armours, the Ignatus-pattern is far better designed than those sold to nobles, rogue traders and other agents of the Imperium.&lt;br /&gt;
&lt;br /&gt;
Like every other power armour variant, Ignatus too is made of thick ceramite armour plates and incorporated electro-muscles so the user can even use the power armour in the first place. The optional helmet protects the wearer from toxic gasses,allows the wearer to breathe underwater, and even survive in vacuum as long as the suit has power. The helmet has photo-visors so the user can see in the dark and an automatically closing visor renders blind-grenades useless against the wearer. They also have micro-beads and an integral auspex which can be controlled by speaking to the armour’s machine spirit, or the wearer could commune with his armour directly if they have a cerebral plug, MIU, or similar device. It is also possible to use a backpack for the suit which acts as external power-source. With this power-backpack the wearer can use his armour for five continuous days in battle conditions.&lt;br /&gt;
&lt;br /&gt;
Because the Inquisition often has to deal with Ruinous Powers and other heretical forces, Ignatus suits are commonly inlaid with hexagrammic wards. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Inquisitor_PA.JPG|&amp;lt;center&amp;gt;Inquisitor&amp;lt;/center&amp;gt;&lt;br /&gt;
Ordo_Xenos_PA.JPG|&amp;lt;center&amp;gt;Ordo Xenos&amp;lt;/center&amp;gt;&lt;br /&gt;
Ignatus-pattern_power_armour.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Delphis Mk.II: Ironclad===&lt;br /&gt;
[[File:IroncladArmor.jpg|200px|right|thumb|You thought it was a Space Marine Power Armor didn&#039;t you?]]&lt;br /&gt;
A power armour that looks like something an Astartes would wear. &lt;br /&gt;
&lt;br /&gt;
The Delphis Mk.II &amp;quot;Ironclad&amp;quot; Heavy Power Armour is a variant of standard non-Astartes power armour. It features increased personal protection at the cost of agility, with huge plates of Plasteel covering the flatter areas of the body. Exposed servo-mechanisms run along the legs and arms and elaborate bracing runs across the spine. &lt;br /&gt;
&lt;br /&gt;
The helmet is small by comparison and the gauntlets are unwieldy to the point where basic actions beyond wielding a weapon is impossible. The power cell system in the rear has several thermal ﬁns protruding to shed away excess heat. Ranks of power cells mounted on the rear provide 12 hours of continuous operation before recharging is needed, but require a day of recharging after each prolonged use. The suit is also a fully enclosed void suit and incorporates an inbuilt auspex, good craftsmanship photo-visors, an incorporated vox, and a pair of recoil gloves. If the suit becomes unpowered, vents open automatically in the helmet to ensure the wearer does not suffocate.&lt;br /&gt;
&lt;br /&gt;
Each suit is a personal heirloom item, colourful paintwork and elaborate scrolls delineating the history of the various users cover the surface; some users have also added additional ornamental shields to indicate their personal heraldry. The more ostentatious suits may also include large retractable poles for ﬂying more elaborate personal banners and their vessel’s blazons.&lt;br /&gt;
&lt;br /&gt;
Because of all the layered protection, the Delphis Mk.II is the toughest and most &#039;powerful&#039; of the non-Astartes power armours.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Sisters of Battle Armour===&lt;br /&gt;
[[File:BattleSisterArmor.png|200px|right|thumb|Shaped for pragmatism I bet...]]&lt;br /&gt;
Less bulky than the Space Marine armour, as they&#039;re designed for normal sized humans. Despite Astartes &amp;amp; Sororitas armour both giving 3+ saves on the tabletops, in actuality the power armour of the Orders Militant of the [[Adepta Sororitas]] provides less ballistic protection than Space Marine armour does. (The identical in-game protection is mostly because saves in 40k are decided on numbers between 2-6, so there aren&#039;t as many gradients in-between.)&lt;br /&gt;
&lt;br /&gt;
This armour also does not provide the same level of strength enhancement, but it gives enough to carry [[Heavy_Bolter#Heavy_Bolter|heavy bolter]]s and ammunition into combat, and fire them without a sister shattering her arms. Sororitas armor has noticeably smaller [[pauldrons]]. The leading theory behind why they chose this design feature is that smaller pauldrons cut back the material cost it takes to create this variant, without having to sacrifice the pair of perky, globular breasts.&lt;br /&gt;
&lt;br /&gt;
Helmets are &#039;&#039;not&#039;&#039; included as standard either, mostly because the majority of Sororitas models have &amp;lt;s&amp;gt;spent hours doing their hair&amp;lt;/s&amp;gt; distinctive haircuts. But also because (according to [[Dark Heresy]]), the Sisters of Battle do not receive their helms until about halfway through their careers (how the sisters of battle are expected to fight in environments hostile to human life then is anyone&#039;s guess). This makes them inverse of the tradition held by the Astartes, where higher ranking officers are more likely to ditch their helmets instead.&lt;br /&gt;
The advantage of Sororitas power armour, though, when compared to other human-scales of power amour, is that it runs off of the same fusion reactor that Astartes armour does, and therefore can run indefinitely, rather than for a few hours at a time. Another advantage is that it is not as bulky so it does not turn the wearer into a big giant target either.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Vratine Armour===&lt;br /&gt;
[[File:VratineArmorZoomed.png|200px|right|thumb|... Since it has historical precedent.]]&lt;br /&gt;
Exclusive to the [[Sisters of Silence]], this is what the Null-ladies get to wear after finishing their training. The &#039;&#039;&#039;Vratine Armour&#039;&#039;&#039; is &#039;&#039;the armour of oath&#039;&#039;, containing designs akin to Space Marine Power Armour and possibly a local pattern from Luna (&#039;&#039;&#039;&#039;&#039;Selenite void-mail&#039;&#039;&#039;; Selene being a goddess of the Moon in &amp;lt;strike&amp;gt;Greek&amp;lt;/strike&amp;gt; ROMAN mythology&#039;&#039;). Considering that the suit does not come environmentally-sealed like how Power Armour usually do (&#039;&#039;as you can see that the &amp;quot;helmet&amp;quot; is actually a full-faced mask&#039;&#039;) – though additional gear can be equipped to operate in a hostile environment – this armour that these Sisters wear is possibly the closest thing the Imperium has to the Mark I, which is also a Power Armour pattern that is not sealed.&lt;br /&gt;
&lt;br /&gt;
On the other hand, the Sisters of Silence might have been a later addition to the Imperium over the course of the Great Crusade, and the design elements of the Astartes Power Armor is actually derived from a later pattern such as the standard Mark II, or maybe even up to Mark VI, assuming that the armour, like the Space Marines&#039;, has several renditions of itself. This is likely since the Vratine is designed with agility in mind, and the protection factor is also definitely not compromised for that.&lt;br /&gt;
&lt;br /&gt;
As a side note, it doesn&#039;t have a noticeable reactor (much like Custodes armour) and is not called &amp;quot;power armour&amp;quot; anywhere in the FW books, but it is later identified as a form of power armour in the 8th Edition Sisters of Silence Codex.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Dragon Scale Armour===&lt;br /&gt;
[[image:MilitantEnginseer.jpg|200px|right|thumb|Like walking around in an armored Deep Blue computer.]]&lt;br /&gt;
Dragon scale armor is basically Mechanicum power armour, commonly used by militant Enginseers of Imperial Guard and Myrmidon [[Paladin|warrior priests]] of the Ordo Secutor. It does not have an external power source, as it derives power from Mechanicus implants (and therefore cannot be used by anyone outside the tech-priesthood or high-ranking [[Skitarii]]).  As such, it is more accurate to call it an augmentation than true &#039;armour&#039;.&lt;br /&gt;
&lt;br /&gt;
Not as thick as Astartes power armour, it sports many more inbuilt devices and sensors and gets further pimped by the Techpriest wearing it as he progresses through the ranks of the [[Adeptus Mechanicus]] to the point where it&#039;s hard to tell where the armour ends and its wearer begins. It is in some ways, similar to Iron Man&#039;s armor, but more steampunk. Some wonder if it is connected to the [[Void Dragon]].&lt;br /&gt;
&lt;br /&gt;
Each set of dragon scale is individually hand-forged from adamantine and ceramite plating and woven with prayers of permanence and micro-etched with fractal incantations of defence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
MyrmidonDragonScale.png|&amp;lt;center&amp;gt;Myrmidon Secutor&amp;lt;/center&amp;gt;&lt;br /&gt;
MyrmidonDestroyer.jpg|&amp;lt;center&amp;gt;Myrmidon Destroyer&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Exo-Armour==&lt;br /&gt;
[[File:SquatExo.jpg|200px|right|thumb|All aboard the Walking Easter Egg with Guns.]]&lt;br /&gt;
Our [[Squats|SPEHSS DORFS]] too, have their own power armour.&lt;br /&gt;
&lt;br /&gt;
The humorously egg-shaped Exo-Armour is a type of heavy armour, comparable to Terminator Armour, used by the Squats. It is built by the Squat Engineers Guild. The extensive protection it provides is especially useful when fighting in confined spaces where movement is restricted and it is difficult to avoid concentrated enemy fire. Exo-armour is thus greatly valued by Squats, who often find themselves in combat in subterranean tunnels.&lt;br /&gt;
&lt;br /&gt;
Exo-armour also serves as an all-enclosing hostile environment suit. The development of Exo-armour was spurred by the inhospitable nature common to the Squat homeworlds.&lt;br /&gt;
&lt;br /&gt;
Exo-armour incorporates an integrated power axe and boltgun. Squat armourers are adept at forging magnificent exo armour, embellished with the visage of a Squat Ancestor Spirit. The armour is handed down from father to son and is probably the proudest symbols of status of the Squat military aristocracy.&lt;br /&gt;
&lt;br /&gt;
The standard weapons fitted into suits of exo-armour are often upgraded to heavy or combi-weapons by wealthy Squat warriors. They are almost exclusively worn by the elite [[Hearthguard|Hearthguards.]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Space Marine Power Armour==&lt;br /&gt;
The most iconic users of power armour in 40k are the [[Space Marines]] and the [[Chaos Space Marines]]. Made of ceramite layers upon plates of plasteel and adamantium/[[C.S.Goto|adamantite]] which will deflect all but the most powerful of weapons, Power Armour possess many life support systems designed to keep the Space Marine inside alive, even in the worst and most extreme of battlefield conditions. Has physical properties that has lead some material scientists (who clearly also do Warhammer) to speculate whether Space Marine armour is in fact an extraordinarily tough ceramic compound (ignoring all this easily trademarkeable sci-fi bullshit about plasteel and adamantium/tite), which would make sense given that the Emperor actually invented very little new stuff when making the Marines&#039; battle gear, instead just scaling up and making it bigger/louder/harder/better/faster/stronger etc.&lt;br /&gt;
&lt;br /&gt;
The Black Carapace, one of the [[Gene-Seed]] organs, is specially designed to allow a space marine to interface his nervous system with his armor and is the last organ implanted in [[Codex Astartes|Codex]] Chapters. Amongst its features, power armour possess auto-senses to supplement the Marine&#039;s already considerable senses, auspex arrays to create minimaps and transmit data between squad members and commanders, painkiller delivery systems in the event of severe bodily damage, and waste recyclers to keep the Marine going for up to fifty days without fresh food or water. Or, for that matter, taking a shit. The connection between the two being one of the rather less dignified aspects of Astartesdom. The power source is a backpack mounted generator which needs initializing, but after that can take solar energy to keep itself going. According to GW, the backpacks themselves were inspired by the bedrolls (actually greatcoats in reality) carried by soldiers in the Napoleonic era.  The &amp;quot;roll&amp;quot; on the backpack contains oxygen for use whenever the environment demands (like space combat) and the balls on the sides are either jet engines for maneuvering in space or heat vents. Some early art showed they are more likely jet engines, and can lift a Space Marine for extra battlefield maneuverability, though presumably nowhere near as good as a Jump Pack. Running throughout the suit is a notoriously willful machine spirit that maintains the armor and assists with the interfaces.&lt;br /&gt;
&lt;br /&gt;
There are &amp;lt;s&amp;gt;eight&amp;lt;/s&amp;gt; ten (technically​ nine because one has never been shown) types or &#039;&#039;&#039;Marks&#039;&#039;&#039; of Power Armour used by the Astartes. Regardless of their type, they all have massive [[Pauldrons]], under which the Marine&#039;s ammunition is stored. Pictures can be found in the gallery at the bottom of the page.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark I: Thunder Armour===&lt;br /&gt;
[[File:ThunderWarriorZoomed.png|200px|thumb|right|Your move, techno-creep.]]&lt;br /&gt;
The first type of Power Armour was designed for the [[Thunder Warriors]] and worn by many of the techno-barbarians of [[Earth|Terra]]. They provided basic protection against weapons and enhancements to upper-body strength, but that is all - the suit was incapable of supporting its own weight and basic variant did not provide any significant protection to the legs. Which seems like a bizarre and terrible idea given that as any person who moves furniture often can tell you; you should do most of your lifting with your legs unless you want to give yourself a hernia, and as most soldiers can tell you, having to carry a lot of extra gear with the weight distributed onto your shoulders sucks and is exhausting, and being fatigued significantly hurts combat effectiveness.  But perhaps this was intentional as the Emperor intended to replace the Thunder Warriors anyway.  Since they were only used on Terra, there was no need to protect them against the void. Though the lack of life support systems and much lesser degree of protection make them essentially useless in the 41st millennium (this doesn&#039;t seem to stop people from pestering Forge World to make models for it though, even though they&#039;ve said that they won&#039;t for exactly this reason), several Chapters retain sets of Thunder Armour for ceremonial purposes. If you were to field one now, it would probably count as carapace armor (4+ save) with a slight bonus to strength but a penalty to initiative.&lt;br /&gt;
&lt;br /&gt;
In [[Deathwatch_(RPG)|Deathwatch]], you can actually get your hands on some. Be forewarned: it&#039;s noisy, doesn&#039;t offer as much protection, doesn&#039;t work with a Marine&#039;s Black Carapace, and actually might not be a whole suit of armor depending on its state of repair. Overall, it&#039;s kind of shitty, but it&#039;s a surviving artifact linked to the days of the living [[Emperor]] and early Imperium, and that impresses other Marines and those Ecclesiarchy schlubs. Take it for formal occasions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkI.jpg&lt;br /&gt;
OldPowerArmorMark1.jpg&lt;br /&gt;
Thunder Warrior 1.jpg&lt;br /&gt;
Thunder Warrior 2.jpg&lt;br /&gt;
Thunder Warrior 3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark II: Crusade Armour===&lt;br /&gt;
[[File:CrusadeArmorZoomed.jpg|200px|thumb|right|The Facegrill, v1]]&lt;br /&gt;
Designed by the [[Adeptus Mechanicus]] with the [[Great Crusade]] in mind, the Mark II armour was fully enclosed and contained all the life support and auxiliary systems now common among Astartes power armor, like a waste recycling unit and automated medical equipment. Much of these newer additions were made possible by a more efficient cooling system, which allowed a considerable reduction in the size of the powerpack. The helmet also came with a bunch of enhanced sensory equipment. Overall protection and flexibility was much improved, especially since the legs were now enclosed in armoured hoops and came with their own servomotors. Unlike the Mark I suit, the design is still sufficiently sound to remain in active, albeit extremely limited, use well into the 41st millennium.&lt;br /&gt;
&lt;br /&gt;
Early depictions of this armour often featured a fixed helmet, similar to old-school diving suits. While [[Forge World]] completely [[Retcon|retconned]] this away for the sake of compatibility with other Marine kits, there had been depictions of Mark II suits with movable helmets since the [[Warhammer 40,000: Rogue Trader|Rogue Trader]] days, so it&#039;s not like GW were ever consistent about it anyway.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkII.jpg&lt;br /&gt;
OldPowerArmorMark2.jpg|Older version of the armor&lt;br /&gt;
MK2Squad.jpg&lt;br /&gt;
881ee11d4d5deee89611414658e77e9f--space-wolves-space-marine.jpg|&amp;lt;center&amp;gt;The armor that carried out the [[Great Crusade]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark III: Iron Armour===&lt;br /&gt;
[[File:Mk3IronArmor.png|200px|right|thumb|The Facegrill, v2]]&lt;br /&gt;
Mark III armour was first conceived for &amp;lt;s&amp;gt;the [[Squat]] campaigns&amp;lt;/s&amp;gt;  boarding actions of the Great Crusade. It was pretty much a modified Mark II designed to provide better frontal protection for close quarters combat, essentially fulfilling the same role that [[Terminator]] armour would later fulfill. By the time of the Horus Heresy, the Mark III was slowly being phased out and replaced by Terminator armour, but it&#039;s still fairly common among the Traitor Legions. In fact, several of the more traditional Legions were reluctant to phase out Mark III because it was the most brutally iconic mark of power armour in their day, so there was talk of keeping it for honour guards or spear tip operations. Of course, since it was good enough that it did Terminator armor&#039;s job well enough to become &amp;quot;iconic&amp;quot; despite the Mark II being the primary issue at the time, then maybe they should&#039;ve kept using it to augment Terminator forces when numbers were needed.  Even into M41, the helmet or faceplate is still popular. It appears as a DLC armor in [[Last Stand - Captain|The Last Stand]] &lt;br /&gt;
for the Space Marine Captain, where it increases the force of his melee strikes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkIII.jpg&lt;br /&gt;
OldPowerArmorMark3.jpg&lt;br /&gt;
MK3Squad.jpg&lt;br /&gt;
EC Legionary Mk III.jpg|&amp;lt;center&amp;gt;Heresy era [[Emperor&#039;s Children]] legionnaire&amp;lt;/center&amp;gt;&lt;br /&gt;
MarkIIITacticalSquad.png|&amp;lt;center&amp;gt;Ultramarines&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark IV: Maximus Armour===&lt;br /&gt;
[[File:MarkIVMaximus.png|200px|right|thumb|So cool, they brought the helmet back for the Primaris boys!]]&lt;br /&gt;
Now having access to more [[Standard Template Construct]]s, the Mechanicum was able to further refine power armour internal systems. In addition to having more advanced visual sensors, the helmet was now capable of easier movement. The suit was also made a whole lot lighter than before while only marginally reducing Mark II&#039;s protective capabilities. Bears mentioning it had much, much more superior manufacturability compared to MkII and was easier to repair due to its nature of having no interlocking armor plates and whatnot. Although the chest power cables were once again relocated to the outside of the plating, they were given an armoured sheath to protect them from damage (since the gaps between armor are actually made of plasteel, that was likely used on the cables, plasteel gives Terminator armor is legendary durability so...). [[Horus|Horus Lupercal]] manipulated the Mechanicum&#039;s supply lines to ensure that the Legions that were planning to side with him in the Heresy would be fully equipped with Maximus Armour in time for the Heresy; as a result Mark IV was usually reserved for Chapter Masters and senior Captains of the Loyalist Legions. As the Legions were either fully or partially re-equipped with these suits by the time the [[Horus Heresy]] began, Mark IV is one of the most prevalent types of armour among the Chaos Space Marines.  It&#039;s a little strange that the Imperium didn&#039;t build more of them after the Horus Heresy, though, since its far easier to produce and repair than the current Mark VII but not notably inferior.  Seeing as they&#039;re always short on everything, you&#039;d think these features would be the most important thing to consider for them.&lt;br /&gt;
&lt;br /&gt;
Some Chapters/Legions also made their own sub-patterns of Maximus power armor, such as the Ultramarines&#039; Praetor pattern and the Thousand Sons&#039; Achean pattern.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkIV.jpg&lt;br /&gt;
OldPowerArmorMark4.jpg&lt;br /&gt;
MK4Squad.jpg&lt;br /&gt;
Angels Revenant colour scheme.jpg|&amp;lt;center&amp;gt;As a relic of the [[Angels Revenant]] chapter&amp;lt;/center&amp;gt;&lt;br /&gt;
MarkIVTacticalSquad.png|&amp;lt;center&amp;gt;Tactical Squad&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark V: Heresy Armour===&lt;br /&gt;
[[File:Mk5HeresyArmour.png|200px|right|thumb|What a stud.]]&lt;br /&gt;
In between production of the Mark IV and what would be the Mark VI, both Loyalist and Traitor Legions found that they were running out of replacement parts for damaged systems. This would result in several Legions taking parts from older Marks and inadvertently making a brand new Mark of Power Armour. Although appearances varied widely as a result of its ad hoc nature, some form of standardization was achieved. One of the most notable was the introduction of molecular bonding studs on the left pauldron and both greaves (the famous &amp;quot;rivets&amp;quot;), which made them look totally Metal - these were actually originally designed to field-patch busted vehicle armour before they could be repaired properly. Probably one of the most common suits of armour in service among the Traitor Legions, since this was what most of them were wearing when they retreated to the Eye of Terror.&lt;br /&gt;
&lt;br /&gt;
For a while, the Horus Heresy [[Fluff|novels]] and [[Crunch|black books]] outright [[Retcon|retconned]] Mark V armour into a catch-all term for any improvised or prototype suits that existed outside of the main Mark series, yet weren&#039;t advanced enough to be considered artificer armour (likely so Forge World wouldn&#039;t get nagged to make variants of all their Mark III and IV squads in Mark V as well). However, they ended up backpedaling on this a bit in [[Horus_Heresy#Retribution|Retribution]]. The classic &amp;quot;studs and cables&amp;quot; version shown here is now apparently considered the &amp;quot;production&amp;quot; model of Mark V armour (presumably an [[Adeptus Mechanicus]]-sanctioned version that went into mass production), while the more variable, improvised suits it was based on are &amp;quot;non-production&amp;quot; models. Presumably, Forge World realised that the retcon didn&#039;t make much sense, since all known art and models of the armour up to that point were no less visually consistent than any of the other Marks (and arguably &#039;&#039;more&#039;&#039; consistent than a couple of them).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkV.jpg&lt;br /&gt;
OldPowerArmorMark5.jpg&lt;br /&gt;
MK5Squad.jpg&lt;br /&gt;
Carcharodons Battle-Brother.jpg|&amp;lt;center&amp;gt;The [[Space Sharks|Carcharodons]] favorite armor pattern&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Mark VI: Corvus Armour===&lt;br /&gt;
[[File:Mk6CorvusArmor.png|200px|right|thumb|Hate the Xeno. Ca-caw.]]&lt;br /&gt;
The much-beloved [[Beakie]] armour. Designed during the latter years of Great Crusade, this one was initially field-tested by Salamanders and Iron Warriors to become a proper Mk V. While the former&#039;s reaction is unknown, [[Perturabo]] despised the idea of reducing the protection of his &amp;lt;s&amp;gt;cannon fodder&amp;lt;/s&amp;gt; sons. He arranged the next test to be conducted by the [[Raven Guard]], and so [[Corax]], whom our autistic weirdo didn&#039;t like, received a lot of Mk VIs and was sent on the galactic fringe to fight Eldar. To Iron Lord&#039;s surprise, the test was such a smashing success that the suit received the XIXth Primach&#039;s name, and beakie armour became a common sight in his legion even before it was actually accepted for service in wider Imperium. It anticipated some of the lately developed Mark VII features, producing a suit of armor that is in many ways equal to its descendants, if being a little bit specialized. Although it offered the worst protection compared to all other proper marks, Mark VI armour was the first to feature a redundant power system and parts that are largely interchangeable with those of other marks, particularly with Mark VII. Somehow, it also manages to be lighter and fit together more smoothly than the current Mark VII Aquila, allowing for quieter movement, while the helmet includes further improved sensor systems in its, um, &amp;quot;beak&amp;quot;. Due to the design&#039;s inherent stealthiness and legacy, it still remains the preferred armor among the sons of Corax, who tend to be saddled with older equipment anyhow. For reasons nobody can seem to explain, it was also sporadically used by the [[Alpha Legion]] around the time of the Horus Heresy even though it was never actually [[Blood Ravens|issued]] to them. Then again it&#039;s the Alpha Legion so who knows.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkVI.jpg&lt;br /&gt;
OldPowerArmorMark6.jpg&lt;br /&gt;
MK6Squad.jpg&lt;br /&gt;
20191026 181625.jpg|&amp;lt;center&amp;gt;A [[White Scars]] legion tactical marine&amp;lt;/center&amp;gt;&lt;br /&gt;
ImperialSpaceMarine.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark VII: Aquila/Imperator Armour===&lt;br /&gt;
[[File:Mk7AquilaImperator.png|200px|right|thumb|All said, this face really does say &amp;quot;disgust&amp;quot; better.]]&lt;br /&gt;
&lt;br /&gt;
You know&#039;em, you love&#039;em. The most iconic Power Armor design in the franchise.&lt;br /&gt;
&lt;br /&gt;
The most common Mark of Power Armour among loyalist Space Marines, Mark VII armor was still being designed when the Traitor Legions reached the Sol System and seized [[Mars]]. When this fact became all too foreseeable, [[Rogal Dorn]] ordered the design teams transferred to Terra to prevent the Traitors from seizing it. Mark VII featured completely covered chest and arm cabling, a distinct helmet that provided more protection, a high level of compatibility with previous Marks, and also bore the Imperial Aquila on the chest, which was first used there to provide quick identification of the Loyalist Marines during the chaos of the Siege of Terra.&lt;br /&gt;
&lt;br /&gt;
The Mark VII also contains its own back-up power supply and a solar array to recharge this, so the suit can operate even without its backpack though only a short time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkVII.jpg&lt;br /&gt;
OldPowerArmorMark7.jpg&lt;br /&gt;
Lamenters Battle-Brother.jpg|&amp;lt;center&amp;gt;The most iconic pattern&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Mark VIII: Errant Armour===&lt;br /&gt;
[[File:Mk8Errant.png|200px|right|thumb|MY THROAT IS INVINCIBLE]]&lt;br /&gt;
[[Jes Goodwin]] [http://wh40k.lexicanum.com/wiki/File:MkVIII_Errant.jpg originally] designed it with awesome [[Power Fist]]-style hands, a modified helmet, a streamlined power pack, and a more flexible leg-and-ankle joint. Games Workshop only bothered with using the altered breastplate, [[Furry|so the overall design looks like a regular Mark VII with a collar.]] That said, the more recent models for Space Marine Devastators have a flexible, ball-like ankle joint more in line with the original artwork. Deathwatch models have this ball-joint and the modified helmet, and Primaris models also have this ankle joint, presumably inspired by the MkVIII like the breastplate collar is. Said collar is described as being brought into use due to an alarming pattern being noticed; namely, that bullets would deflect off the top of the breastplate and up into the bottom of the marine&#039;s helmet, killing him, or would pass in-between the bottom of the helmet and the top of the chest plate, into the marine&#039;s throat, killing him (similar to a shot trap found on the gun mantlet of Nazi Germany&#039;s Panzer V Panther D &amp;amp; A tanks in WW2). This was only really a problem with bolt shells due to plasteel armor protecting joints.  But, when most of your enemies use bolts of some size or against Traitor Marines, this is really damn bad.  Breaking the trend of reverse-compatibility between newer and older marks, this Mark can only accommodate the helmet designed for it, which kind of becomes a moot point when reserving it for officers, since everyone higher up than a battle brother will never wear his helmet. The specialist design, or the [[Adeptus Mechanicus]]&#039;s head-up-own-arse tendencies around distributing new technology, are thought to be the probable reasons why it has yet to be widely adopted among Space Marine chapters. Because of its rarity, the armour is generally restricted for use by senior officers only, and even then they&#039;ll usually only be able to wear the breastplate. Munitorium series from GW, however, shows that it&#039;s fully compatible with Mk7, so Veterans will sometimes receive a part of Mk8 to replace analogue from their Mk7 for some heroic deed, meaning if some Veteran is equipped with full Errant pattern, he is a serious badass and likely expects promotion. The [[Minotaurs]] and [[Deathwatch]] chapters appear to be the exceptions here, as almost all of their battle brothers have access to full suits, the former because they suck the High Lords&#039; dicks and the latter because the Deathwatch is a special operations group made up of veterans of all chapters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It should be noted that, while artificer armor, at least in the art, looks like a pimped out Mk.VIII, regular Mk.VIII [[Crunch|doesn&#039;t actually improve armor save]]. But Fantasy Flight [[Deathwatch_(RPG)|gave it some love]] with an extra armour point all around, and the ability to deflect some headshots to the chest, greatly improving its protection and explained why so many officer using it tend to not wear a helmet (not to mention that the collar helps protect the neck from shrapnel or shots hitting it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkVIII.jpg&lt;br /&gt;
DeathwatchKillTeam1.jpg|The Errant Armour comes as a standard...&lt;br /&gt;
DeathwatchKillTeam2.jpg|in the Deathwatch, apparently...&lt;br /&gt;
Minotaurs Tact. Marine.jpg|&amp;lt;center&amp;gt;The most complete depiction in official artwork to date&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark IX Armour===&lt;br /&gt;
Who knows, really. This mark was skipped over when Mk10 was introduced, and no details were made available. It could either be an Mk5 treatment, with any Mk7 or 8 suits made with improvised parts or even contemporary Artificer Armour [[Proxy|counted as the Mk9]]. Another possibility is that the Mk9 might be part of [[Roboute Guilliman|Guilliman]]&#039;s new job of [[Gets stuff done|actually getting stuff done]] and gets a new mark rolled out for the Classic Marines. Nothing&#039;s really known at this point, &amp;lt;s&amp;gt;so actual information should come out in a some weeks&amp;lt;/s&amp;gt; and there&#039;s still no word, over a year after Primaris were announced. Why GW don&#039;t make a new set of models and saying that this Mark is used to bring Veteran Marines physical capabilities to Primaris level is a mystery for the ages. Then again, it could just be that Mk 10 sounds way cooler than Mk 9 (iPhone X and Windows 10, anyone?), although [[Games Workshop|Geedubs]] did allude to its existence when Primaris armour was revealed to be numbered as 10.&lt;br /&gt;
&lt;br /&gt;
If it helps, it has been suggested in forums and such, that Mark 9 power armour was that &#039;variant&#039; which was used by pre-primaris Librarians. Still, it is annoying that nothing official is there to be found. This could of course be nothing more than wishful thinking or plain old nonsense, as Librarians have been shown in various armour Marks, and some sources have shown their psychic hoods as a detachable add-ons rather than built-in.&lt;br /&gt;
&lt;br /&gt;
===Mark X Armour System===&lt;br /&gt;
A new form of Power Armor introduced in 8th Edition, worn primarily by the Primaris. Unlike all previous marks, the Mk. X was built with internal modularity in mind, and all their pieces can be swapped into another that make a single set or armour change its battlefield role. If the next mission is more [[Infiltrator|stealth oriented]], you don&#039;t need to ask for a new armour, just change the pieces into the ones of the Phobos; or if you&#039;re [[Aggressor|going to take heat]], change it into a Gravis. It&#039;s basically kitbashing on an armor level. But this also lets you to [[Your Dudes|create your own armour configurations]].&lt;br /&gt;
&lt;br /&gt;
There are several configurations that are currently in use:&lt;br /&gt;
&lt;br /&gt;
====Tacticus====&lt;br /&gt;
[[File:TacitusIntercessorZoomed.png|200px|right|thumb|Getting huger, and all without Terminator Armor]]&lt;br /&gt;
The &amp;quot;default&amp;quot; form of the Mark X, the Tacticus configuration combines aspects of previous armour patterns, such as the Mk8 collar and the Mk4 helmet being the obvious bits, and [[Fluff|all the latest technology of the Imperium in the 42nd Millennium]].  ([[Crunch|Still doesn&#039;t affect armor save]].)  &lt;br /&gt;
&lt;br /&gt;
So far it&#039;s only been shown on the Primaris Space Marines, it is unknown if the scruffy old obsolete Space Marines will get it. The vambraces are noted to have built-in cogitator systems, which can be used for a variety of purposes depending on the user&#039;s role. Like all MkX armour the Tacticus class is highly customizable, for example the librarian has a Gravis style plated belly. Other changes can be seen across the range, such as the form-fitting greaves on the Chaplain, and the occasional addition of tassets to the hips (especially common on [[Hellblaster]]s).&lt;br /&gt;
&lt;br /&gt;
Due to the modular system of ceramite platings, maintenance cost is actually higher than older Marks of Power Armour. That and it&#039;s bigger too, which means more material cost on average (Although the high customization actually cheapens the overall cost of a Chapter&#039;s armoury due to the increased standardisation).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:PrimarisApothecary.jpg|&amp;lt;center&amp;gt;Primaris Apothecary&amp;lt;/center&amp;gt;&lt;br /&gt;
image:Primaris Chaplain.jpg|&amp;lt;center&amp;gt;Primaris Chaplain&amp;lt;/center&amp;gt;&lt;br /&gt;
image:PrimarisLibrarian.jpg|&amp;lt;center&amp;gt;Primaris Librarian.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Gravis====&lt;br /&gt;
[[File:GravisCaptain.png|200px|right|thumb|I. AM. ULTRASMURF.]]&lt;br /&gt;
The heavy configuration, that grants +1 Toughness and +1 Wound. Yay.  (Rumors that 8th Edition is being designed to make future video projects easier to code remain unfounded.)&lt;br /&gt;
&lt;br /&gt;
Gravis armour is worn by the Captain included in the Warhammer 8th Edition Boxed Set.  The example captain had both a master crafted power sword &#039;&#039;(that does two wounds nowadays)&#039;&#039; AND a brand new &#039;&#039;&#039;Boltstorm Gauntlet&#039;&#039;&#039; which combines the functionality of a power fist with a bolt pistol capable of firing at triple rate -- Marneus Calgar approves. Said armour design appears to take some leanings from ... Iron Man (a noted early proponent for the founding of the Mechanicus, as such a most blessed servant of the Omnissiah), &amp;lt;s&amp;gt;or perhaps the T&#039;a&amp;lt;/s&amp;gt; {{BLAM}} {{BLAM|&#039;&#039;&#039;HERESY!&#039;&#039;&#039;}}, or terminators, with what appears to be augments on the legs, an enhanced ribcage, and an enclosed armoured hoodie for good measure.&lt;br /&gt;
&lt;br /&gt;
Gravis Armour (like all Mk. X) is highly variable; for example the Inceptors have a tacticus style bodyplate and a retractable face-shield.&lt;br /&gt;
&lt;br /&gt;
Gravis Armour is also worn by the Inceptor Squads, granting them the toughness boost as well. Their version also comes with built-in jump packs, replacing the normal backpack-worn type, and shutter style face visors. Another variant is worn by Aggressor Squads, which can come with Fragstorm Grenade Launchers.&lt;br /&gt;
&lt;br /&gt;
Models in Gravis Armour are [http://steppingbetweengames.com/new-8th-edition-40k-models-size-comparison/ fucking big] even compared to even the NuMarines, so... Primaris Centurion Armor.&lt;br /&gt;
&lt;br /&gt;
Seems to be the most [[Skub|contentious]] of all the Mark X variants, by far. It really seems like you either love or hate this one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:PrimarisAggressor.jpg|&amp;lt;center&amp;gt;Primaris Aggressor&amp;lt;/center&amp;gt;&lt;br /&gt;
image:PrimarisInceptor.jpg|&amp;lt;center&amp;gt;Primaris Inceptor&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Phobos====&lt;br /&gt;
[[File:Mk10Phobos.png|200px|right|thumb|Modern. Aerodynamic. [[Nighthaunt|Spoopy]].]]&lt;br /&gt;
Another Mark X configuration worn by [[Reiver|Reivers]], [[Vanguard Lieutenant|Vanguard Lieutenants]], and [[Incursor]] Primaris forces, the Phobos can be compared to the Mark VI &#039;&#039;Corvus&#039;&#039; Armour due to similar associations with recon troops.&lt;br /&gt;
&lt;br /&gt;
Like the Mark VI, the armour is designed for silent infiltrations and drop assaults – and by &amp;quot;drop,&amp;quot; it is sneakily by Grav-chutes, and not flashy like Jump Packs – and in the same way the older mark was pioneered by the [[Raven Guard]], Phobos Armour was pioneered by the [[Original character, do not steal|Primaris]] [[Night Lords|Reivers]]. Since Reivers from time to time enter the battlefield via air drop, the armour&#039;s power pack sometimes sports a pair of fins for the occasion. These fins are used to direct flight as the Reivers&#039; Grav-chutes slow their descent. Whether or not those fins are the Grav-chutes themselves is arguable – probably unlikely because aside from [[Jokaero|Digital Weapons]], Imperium tech does not shine really bright in the field of miniaturization; that is to say, their style choices usually go big or go home. Most of the Vanguard Marines seem to lack these fins, which supports the assumption that they&#039;re not the grav-chutes themselves (Actually, only the Lieutenant in Phobos Armour has the Grav Chutes ability out of the Vanguard, and he has the fins. Other Vanguard are just sneaky, and have Concealed Position instead). The [[Infiltrator]]s&#039; power packs instead sport a bunch of antennas, which make up an omni-scrambler system designed to conceal them from enemy auspex scans, while [[Incursor]]s instead have a visor system mounted, allowing them to see through any obstructions to their sight. &lt;br /&gt;
&lt;br /&gt;
The standard Phobos helmet seems to come in a couple of different shapes, which resemble either a Mk X Tacitus helmet or a Mk 7 helmet (both of which sport what seem to be some kind of rebreather system). The Reivers instead rock a Night Lords inspired skull-helmet instead of a Raven Guard beakie, which [[Skub|may or may not be awesome]], and it [[Banshee|amps up their voice to insane levels of sound]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
PrimarisReiver2.jpg|&amp;lt;center&amp;gt;Mask-only Style&amp;lt;/center&amp;gt;&lt;br /&gt;
PhobosArmorFins.jpg|&amp;lt;center&amp;gt;Grav-chute Fins&amp;lt;/center&amp;gt;&lt;br /&gt;
VanguardPrimarisMini.jpg|&amp;lt;center&amp;gt;[[Helix Adept]]&amp;lt;/center&amp;gt;&lt;br /&gt;
VanguardEliminatorMini.jpg|&amp;lt;center&amp;gt;[[Eliminator]]&amp;lt;/center&amp;gt;&lt;br /&gt;
SalamandersIncursorMini.jpg|&amp;lt;center&amp;gt;Incursor&amp;lt;/center&amp;gt;&lt;br /&gt;
Vanguard-Librarian.jpg|&amp;lt;center&amp;gt;[[Vanguard Librarian]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Omnis====&lt;br /&gt;
[[FIle:Omnis_Armour.JPG|200px|right|thumb|Well, you see, when an [[Inceptor]] and a [[Devastator Squad|Devastator]] love each other [[Rape|very much]]...]]&lt;br /&gt;
Worn by [[Suppressor|Vanguard Suppressor Squads]]. It&#039;s basically just Tacticus configuration with Inceptor shock absorber boots, Reiver-style grav-chutes and gorget/collar, a miniaturised jump pack (which looks like a second pair of backpack exhausts with little tail stabilisers), and a new helmet visor design. [[Skub|May or may not]] offer a middle road between the Gravis and Tacticus configuration in terms of defence. &lt;br /&gt;
&lt;br /&gt;
On the whole, the Omnis is lighter than the standard Gravis configuration due to the implementation of the above equipment. Of course, how it is made lighter, we do not know, as unless these armour pieces are intentionally made of a different material or structured differently, they look exactly the same as the rest of its contemproaries.&lt;br /&gt;
&lt;br /&gt;
The models have been the subject of a fair bit of [[Skub|&amp;quot;debate&amp;quot;]] since their debut in the Shadowspear box, although that&#039;s likely got little to do with the armour they&#039;re wearing, and more to do with those ridiculously oversized [[Autogun#Accelerator_Autocannon|accelerator autocannons]] that they&#039;re toting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Vanguard_Suppressors.jpg|&amp;lt;center&amp;gt;Vanguard Suppressors in Omnis.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Artificer Armour===&lt;br /&gt;
[[File:BloodAngelArtificerArmorZoomed.png|200px|right|thumb|A typical Blood Angels Nipple Pattern artificer armor.]]&lt;br /&gt;
Pimped out and individualized versions of regular suits, often enough to be considered one-off derivations in their own right. Artificer Armour can be formed from any older mark of Power Armour (perhaps barring Mk.I plate possibly excepting Thunder Warrior officers) by adding extra or upgraded protection. The upgraded and individualized suits mean that they require a lot of maintenance and needs techs to work around the clock to make sure they stay functional. In time suits become encrusted with unique decorations and individual upgrades and becomes known as Artificer Armour. Because of these heavy modifications, Artificer Armour is often highly superior to newer suits of standard-issue Power Armour, and afford much better protection. &lt;br /&gt;
&lt;br /&gt;
So in simple terms, the [[Adeptus Custodes|more blingier the armor, the better it is stat-wise.]] With little to no standardisation, meaning that no two Artificer Armours are the same, design-wise. Standard issue for [[Techmarines]], the [[Sanguinary Guard]] and optional for [[Brother-Captain|officers]], pairing artificer armour with an Iron Halo can offer better protection than Terminator armour with none of the drawbacks, yet with only some of the benefits.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TechmarineArmor.png|&amp;lt;center&amp;gt;Techmarine&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Aegis Armour===&lt;br /&gt;
[[File:GreyKnightAegis.png|200px|right|thumb|It&#039;s all holy smokes and mirrors from here.]]&lt;br /&gt;
The Power Armour of the [[Grey Knights]], Aegis Armour is master-crafted on the forges of Titan and inscribed with prayers and [[Matt Ward|wards]] to prevent [[Daemon]]s from possessing it. [[Khornate Knights|Early fluff insinuated that a psyker was burned alive to be sacrificed as part of the machine spirit of the armour (GRIMDARK) but this aspect has been downplayed massively in later revisions]]. (Considering the Golden Throne [[Grimdark|burns an ungodly number of psykers every day to keep]] [[The Emperor|Him]] [[Astronomican|alive]], this isn&#039;t too farfetched.) &lt;br /&gt;
&lt;br /&gt;
Based on parts from Marks VI, VII, and VIII, within the breastplate of each set is a copy of the Liber Daemonica. It frequently bears a Stormbolter on its left forearm, keeping both hands of the wearer free to use. There is an Aegis/Grey Knight version of Terminator and Dreadnought armours, too. Just remember to keep any observations that Aegis Armour look in anyway similar to Tau [[Battlesuit]]s to yourself.{{BLAM}} &lt;br /&gt;
&lt;br /&gt;
Could also be the aforementioned Mark 9, since the Inquisition scrubbing it from records if that were the case would explain why we know “nothing” about it.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:GreyKnightArmor1.jpg|&amp;lt;center&amp;gt;Variant 1&amp;lt;/center&amp;gt;&lt;br /&gt;
image:GreyKnightArmor2.jpg|&amp;lt;center&amp;gt;Variant 2&amp;lt;/center&amp;gt;&lt;br /&gt;
image:GreyKnightArmorCrowe.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Castellan Crowe|Castellan Garren Crowe]]&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Auramite Armour===&lt;br /&gt;
[[File:CustodianAuramite.png|200px|right|thumb|Banana Armor.]]&lt;br /&gt;
The most common power armour within the [[Adeptus Custodes]], it is straight up in the top 3 power armours of the Imperium, its other contenders being the Aquilon &amp;amp; Allarus terminator armours. The material used for its construction is known as, you guessed right, Auramite (which is ceramite, except even [[Cheese|better]]): The first samples and tech to make it was brought back from the depths of [[Terra]]. Another interesting fact is that the servos and motors of the Custodes armour are nearly completely silent. Turning a Custodes into a [[Raven Guard|sneaky marine.]] [[Derp|A very &#039;&#039;shiny&#039;&#039; sneaky marine.]]&lt;br /&gt;
&lt;br /&gt;
The armour itself is even better than artificier armour and include a refractor field, essentially giving it the same properties in-game as terminator armour, it can even get a teleportation transponder as well as an Arae-shrike: a nasty (so nasty the Mechanicum declared it blasphemous) piece of archeotech that fuck up nearby cogitators. The only ones allowed to make it, like all custodes-grade weapons, are Emperor-chosen clans of Terra. Probably the only people the Mechanicus won&#039;t fuck with for fear of the golden bois getting...[[Rage|inconvenienced]].&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sagittarum.jpg|&amp;lt;center&amp;gt;Sagittarum Guard&amp;lt;/center&amp;gt;&lt;br /&gt;
ShieldCaptainFW.jpg|&amp;lt;center&amp;gt;Shield Captain&amp;lt;/center&amp;gt;&lt;br /&gt;
WardenMini.jpg|&amp;lt;center&amp;gt;Custodian Warden&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Terminator Armour==&lt;br /&gt;
[[File:TerminatorArmorModel.png|200px|right|thumb|His head must be all mushed in there...]]&lt;br /&gt;
[[Terminator]] armor, or Tactical Dreadnought armor, are set aside for space marine veterans who are exemplars of toughness, martial ability, and wonky proportions. This power armor provides the best personal protection available. Heavily layered with adamantium and indestructible [[pauldrons]], a suit of Terminator armor is built to steamroll nearly everything and gives a fighting chance against everything else, which are the things that gives anybody else a fighting chance against Terminators. Standard loadout for Terminators are [[Power Fist|power fists]] and [[Storm Bolter|storm bolters]], or [[Power weapon]]s and [[Twin-Linked|twin linked]] bolters for the Chaos Terminators; but these are often and changed up with other heavy weapons systems, other killtastic melee weapons, and the a squad is sometimes augmented with a shoulder-mounted missile racks. Since most suits are about at least as old as the chapter that owns them, and that the pauldron allegedly contains a tiny fragment of the Emperor&#039;s own power armor, these suits are holy relics as well as top shelf wargear.&lt;br /&gt;
&lt;br /&gt;
Despite all the pain they lay down (and keep away), Terminator armor has a few serious drawbacks. First thing is that it is seriously hard to make. Seriously. Most chapters have only a handful that they can distribute amongst their veterans and officers, and any lost suits are damn near impossible to replace. Second thing is that they lack mobility. They counter this mostly since Terminator armor can be safely teleported from orbit into the thick of it, and judicious use of teleport homers can put them right where you need them, and a heavy transport such as a [[Land Raider]] can carry small squads. Beyond that, Terminators are otherwise going to be footslogging since they&#039;re too fucking huge to hitch a ride on anything smaller than a house. Better plan on not moving them too far once they hit the ground.&lt;br /&gt;
&lt;br /&gt;
Terminator Armor had 3 major designs: the Cataphractii pattern, the Tartaros pattern, and the Indomitus pattern. The &#039;&#039;&#039;Cataphractii Pattern&#039;&#039;&#039; was the first run at Terminator armor, developed after the Mk.III power armor and sharing many systems. Bearing much larger power field generators and thicker armor, it provided better protection than future variants, but was much more unwieldy and difficult to use, making it even slower than normal Terminator armor. The &#039;&#039;&#039;Tartaros Pattern&#039;&#039;&#039; shared many of its systems with the Mk.IV power armor and was much more maneuverable than its predecessor, but gave up some of its protection to do so, becoming more like contemporary Terminator armor. The &#039;&#039;&#039;Indomitus Pattern&#039;&#039;&#039; is the current pattern of Terminator armor (though the Forge World books make it clear that it was common at the time of the Heresy, perhaps more so than Tartaros and Cataphractii), sharing similarities with the Tartaros pattern in terms of functionality whilst being cheaper to produce. It also gave rise to the experimental Gorgon pattern, a design that was being tested during the Heresy by the Iron Hands Legion. There are also human-sized suits of Terminator armor, but the tiny amount of them that still exist are used exclusively by the Inquisition.&lt;br /&gt;
&lt;br /&gt;
After the Horus Heresy, Cataphractii pattern had eventually fallen out of general use. This may have been because the last of that armor was either lost in the fighting and [[Adeptus Mechanicus|the pattern became another lost technology]] in the following years. Or because production was ceased in favor of later patterns, and most suits were either cannibalized or became a relic that was the chapter&#039;s equivalent of fine china: makes a nice display piece, but practically useless due to enforced disuse. These relics wouldn&#039;t see field use again until the day GW released the Angels of Death supplement (no doubt because they&#039;d sell more copies of &#039;&#039;[[Betrayal at Calth]]&#039;&#039; if both 30K and 40K Marine players could use it).&lt;br /&gt;
&lt;br /&gt;
Finally, there was one more pattern of Terminator armour, called Saturnine. It&#039;s got the hugest pauldrons one can get before moving into walkers category and was famous for it&#039;s extreme bulk, durability, cumbersomeness and difficulty of piloting - basically everything good and bad about Cataphractii turned to eleven. It never went out of field testing phase, since new smaller Castraferum Dreadnoughts could do everything Saturnine was designed for (boarding actions and indoor/tunnel fighting) better and without it&#039;s numerous drawbacks except for needing a half-dead Astartes. Some legions still had their batches of test suits when Horus Heresy hit and used them to gain whatever edge over their opponents they could, but they were never seen after the Heresy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extermination&#039;&#039;&#039; claims the Alpha Legion used five patterns of Terminator armour during the Invasion of Paramar, suggesting that other patterns are yet to be revealed. Or, you know, the Alpha Legion being what it is could mean that their in house artificers are straight up inventing new technology or their infiltrators were stealing technology from other Legions.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Centurion Armour==&lt;br /&gt;
[[File:CenturionSuit.png|200px|right|thumb|HELP ME I&#039;VE GOT A TINY MAN INSIDE ME]]&lt;br /&gt;
&lt;br /&gt;
The (in)famous &#039;Power Armor inside of a Power Armor&#039; set piece.&lt;br /&gt;
&lt;br /&gt;
Since somebody at GW forgot that the [[meme|Xzibit meme]] wasn&#039;t funny anymore, Space Marines now have [[Centurion_Squad|centurion armour]] that they equip like a miniature walker vehicle, more like a mini-mech, a cute little dreadnought preparing space marines for their life after living. Centurion armour is &amp;quot;worn&amp;quot; over regular power armor, giving better protection (like terminator armor without the invul save but with an additional wound, along with +1 to both S and T) and comes in two flavors: assault and devastator. Assault centurions are heavy assault units equipped with drills and meltas or flamers, meant to get in close to enemy strongpoints and fortifications and wreck shit. Devastator units are heavy fire support units with hurricane bolters and twin-linked heavy weapons, which, in practice, provide less fire power than regular [[Devastator Squad]]s, but higher resilience and mobility, as the suits have Slow and Purposeful.&lt;br /&gt;
&lt;br /&gt;
Fluffwise, the machine spirits on this thing is advanced, almost on par with the [[Land Raider]]&#039;s. There has been once instance where a group of Salamander Centurions were deployed to clear out a Dark Eldar incursion. The Dark Eldar released a toxin that [[grimdark|liquefied people into soup]] and the marines wearing the armor eventually perished after their suits took damage and the toxin leaked through the cracks. [[Rage|A bit miffed after the loss of their pilots]], the Centurion suits&#039; machine spirits continued to fight on, even after their pilots were just fleshy goop at this point. They were eventually disabled, but not after killing scores more Dark Eldar during their rampage.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Chaos Power Armour==&lt;br /&gt;
[[File:ChaosAstartesArmor.png|200px|right|thumb|[[rape|I&#039;m horny and you corpse-worshippers&#039; got the butts I CRAAAAVE]]]]&lt;br /&gt;
While many Traitor Marines are equipped with Marks IV or earlier (at least in the lore; if you go buy the models, almost all of them seem to have Mark VII armour with Mark VI legs), Chaos power armor is often a mix-and-match setup. About the only unified feature of Chaos power armour is a distinct power pack with stabilizers on long curved fins, that still runs on solar converter core instead of fusion reactor of modern loyalist power packs. Because Chaos Marines often have to go long periods with no access to proper industrial facilities, proper maintenance and replacement parts became an issue. Because of that, many subsystems in each suit of armor don&#039;t work and replacement parts come in the form of whatever they can dig up from plunder and take off of corpses after [[Orks|raiding and looting]]. Furthermore, Chaos Marines like to customize their armor with devotional iconography and personal trophies, making sure that virtually every suit of armor is personalized and none are exactly alike. Where things get even weirder is when the armor gets too steeped in Chaos and begins to twist, mutate, and turn partially organic, or had a daemon replace its machine spirit. It&#039;s quite likely that the parts of armor that don&#039;t work get replaced with warp magic, daemonic influence, or Dark Mechanicus tech-heresy. &lt;br /&gt;
&lt;br /&gt;
Recent editions and artwork show senior Chaos marines with a sinister and more organic-looking power armour of Mark III through V, a look they pick up after a while either deliberately or due to the Warp&#039;s influence changing their outside look to match their corrupted souls. In the Rogue Trader Era, Chaos Power armor &#039;&#039;was&#039;&#039; organic, so this is actually a pleasant return to the old days. The Chosen models from the Dark Vengeance box set are commonly referred to as the harbringers of this new style, while the new Raptors/Warp Talons set incorporate this design, alongside the regular Raptors, whose design seems like being &amp;quot;metal-guilded armour, that&#039;s begun to blend together and form spikes and weird shapes&amp;quot;, hinting of what&#039;s to come for the aging Chaos Space Marine range.&lt;br /&gt;
&lt;br /&gt;
As of 2016, the non-[[Terminator armour|Terminator-armoured]] [[Thousand Sons]] are now fully equipped with modified, ornate suits of Mark IV armour, in the style of the original [[Jes Goodwin]] Thousand Son model and concept art that established their aesthetic back in the [[Warhammer 40,000: Rogue Trader|old days]]. Since most of them [[Rubric Marines|aren&#039;t really capable]] of changing out of their armour anymore, this makes their current models their most lore-friendly--and least [[neckbeard]]-[[Rage|enraging]]--incarnation yet.&lt;br /&gt;
&lt;br /&gt;
And then, in 2017, GW started releasing new Death Guard Space Marines. The ugly bastards pretty much relive the original style from the old Forge World Death Guard upgrade pack (itself a throwback to Jes Goodwin&#039;s [[Warhammer 40,000: Rogue Trader|Rogue Trader-era]] Death Guard concept), decked out in rotted, space-AIDS-riddled suits of Mark 3 armour, with most sporting the classic reinforced belly plate to hold in their bloated guts and intestines.&lt;br /&gt;
&lt;br /&gt;
2019 finally saw a major update to the main Chaos Space Marine line, including two new kits for the basic Chaos Marine squad (a fully monopose, set-loadout one in the Shadowspear box, and a semi-monopose standalone version with more head and weapon options a few weeks after). The new sculpts are like a less ornate version of the Dark Vengeance Chosen, mixed with the old-Mark-heavy look of the 2nd edition CSM metals, and with better proportions than both. The new Chaos Havoc kit extends this style further by adding recoil-dampening talon mutations on the boots, as well as Mk III-inspired reinforced frontal plating (although the actual suits seem to be based on Mks V and later).&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Warp-Forged Armour===&lt;br /&gt;
[[File:AspiringChampionFleshmetal.png|200px|right|thumb|Through the fires of Hell, my [[Pauldron|pauldrons]] have mouths!]]&lt;br /&gt;
Warp-Forged Armour is a type of armour worn by the warriors of Chaos. It is, as its name implies, forged from the Hell Forges of the Forces of [[Chaos]]. As such, these armour are partially daemonic and, given the lack of supplies from the Traitor side, it sort of [[Count as|counts as]] a form of homegrown power armour. Warp-Forged Armour is often made by either the [[Dark Mechanicus]] or the [[Iron Warriors]], as these chaps are the only ones with the know-how in how to create and maintain these things. These armour pieces are mutated and possessed by a Neverborn and often worked in-tandem with their wearer.&lt;br /&gt;
&lt;br /&gt;
This daemonic armor is laden with unholy runes, allowing Champions of Chaos or Daemons wearing it to be all but immune to the blows of enemy mortals. In part of its nature, Warp-Forged Armour can be considerd as the Chaos equivelent of the [[Grey Knights]] Aegis Armour. Chaos Champions and Chaos Lords who adorn these armour pieces could gain the added benefit of their armour regenerating due to it being partially daemonic.&lt;br /&gt;
&lt;br /&gt;
They offer the middle ground between normal Chaos Powered Armour and Fleshmetal Armour.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chaos_Chosens_Armour.JPG|&amp;lt;center&amp;gt;Chaos Chosens in Warp-Forged Armour&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Fleshmetal Armour===&lt;br /&gt;
[[File:Fleshmetal.JPG|300px|right|thumb|The one known exception to [[Iron Hands|&amp;quot;The Flesh is Weak&amp;quot;]].]]&lt;br /&gt;
Essentially the Chaos Marine&#039;s take on Artificer armor, given only to champions favored by the Chaos Gods. A blast from the past editions, Fleshmetal Armour is how it sounds. After spending gods knows how long in the Warp and centuries of combat under chaos, it eventually caused a chaos marine&#039;s power armor to fuse with their own flesh, forming an incredibly hard, organic carapace, tempered by ceramite and reinforced with warpfuckery.&lt;br /&gt;
&lt;br /&gt;
Once a marine receives this gift, they&#039;re now more literal weapons than ever, as the armor cannot be removed anymore (since its now their second skin), condemning them to an eternity of unending war. Of course, since Chaos Marines live for that kind of thing, its more of an encouragement than anything. The only exception to this are [[Helbrute|Helbrutes]], who are driven mad by the process.&lt;br /&gt;
&lt;br /&gt;
Just about any Chaos special unit or veteran has fleshmetal armour, like [[Obliterator]]s and [[Chaos Chosen]].&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Obliterators-2019.jpg|&amp;lt;center&amp;gt;Obliterators in Fleshmetal&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ChaosMutilatorsModels.jpg|&amp;lt;center&amp;gt;Mutilators in Fleshmetal&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Tau Battlesuits ==&lt;br /&gt;
&#039;&#039;Main Article: [[Battlesuit]]&lt;br /&gt;
&lt;br /&gt;
[[image:XV22 CommanderShadowSun.jpg|The blueberry&#039;s battlequeen with her XV22|200px|right|thumb]]&lt;br /&gt;
&lt;br /&gt;
The Tau&#039;s take on &amp;quot;power armor&amp;quot; is a bit more diverse compared to the Imperium, that it encompasses both personal protection suits, like stealth suits, and giant weapons platforms, like Riptides. Essentially, the Tau put everything from a simple flight suit to Imperial Knight / Titan-Class mechs as &amp;quot;Battlesuits&amp;quot;. In proportion to their size: Tau battlesuits generally have lower raw protective capabilities than their Imperial counterparts due to their emphasis on mobility, but makes up for it by having a slew of advanced tech to give them a leg-up on their foes.&lt;br /&gt;
&lt;br /&gt;
The battlesuits that are more along with the other factions idea of personal &amp;quot;armour&amp;quot; instead of &amp;quot;combat walker&amp;quot;-type mechs or &amp;quot;a very fancy flight suit&amp;quot;, are the: XV15 Stealthsuit, XV22 Command/StealthSuit, and XV25 Stealthsuit. The stealthsuits rely primarily on just not being seen (obviously), because you don&#039;t have to worry if your armour will stop a bolter round, if the enemy never knows you are there to be shot at.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
XV15 black.jpg|XV15&lt;br /&gt;
XV22 Shadowsun.jpg|XV22&lt;br /&gt;
XV25 White.jpg|XV25&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Eldar Armour ==&lt;br /&gt;
&#039;&#039;Main Article: [[Mesh Armour]], [[Aspect Armour]], [[Aspect_Armour#Exarch_Armour|Exarch Armour]], [[Phoenix Armour]] and [[Rune Armour]]&lt;br /&gt;
[[image:GuardianMeshArmor.png|200px|right|thumb|A Guardian in Mesh Armour.]]&lt;br /&gt;
The Eldar use Mesh Armor technology to supplant their powered armor suits, said armor is made out of a combination of wraithbone and thermoplas, all woven together to make a futuristic mail armored suit. The suit is psychically attuned to the wearer&#039;s mind, so it is capable of tailoring its fit and use to the wearer&#039;s style.&lt;br /&gt;
&lt;br /&gt;
There are currently a couple variants:&lt;br /&gt;
*Mesh Armor - Standard armor worn by guardian squads. Its also equipped with life-support functions and sensory equipment.&lt;br /&gt;
*Aspect Armor - Aspect armor are worn by [[Aspect Warrior]]s. Each aspect shrine has their own take on Aspect Armor depending on their role, so Swooping Hawks and Howling Banshees have lighter armor, while Dark Reapers and Fire Dragons have heavier armor (although &amp;quot;heavy&amp;quot; is subjective as it still allows the wearer to be nimble like every other Eldar warrior). The main thing in common they have though, is that they&#039;re much more durable and flashier than standard mesh armor.&lt;br /&gt;
**Exarch Armor - Aspect armor worn by Exarchs. Because of the Exarch&#039;s seniority and experience; the armor is typically much more blinged out than the standard variant, offering the wearer more protection and other equipment options. Exarch armor is also adorned with the spirit stones of deceased Exarchs, bestowing the wearer with literally millennia of combat experience from past heroes.&lt;br /&gt;
**Phoenix Armor - The armor worn by the Phoenix Lords. Is so expertly made that it can withstand all but the most powerful and/or luckiest of hits, even after thousands of years. Phoenix Armor also stores the consciousness and memories of the original wearer, so in the event a Phoenix Lord falls in battle, he will be instantly revived when another living Eldar dons the armor again (although it has the questionable effect of completely overriding the future wearer&#039;s mind, with the Lord effectively making the unfortunate recipient a flesh puppet.).&lt;br /&gt;
*Rune Armor - Mesh armor worn by warlocks and farseers. Along with standard mesh armor tech, the suit is also inscribed with several runes that afford the wearer a greater deal of protection from damage, and also to better attune them to psychic energy. It also comes with an extra layer of wraithbone for more protection.&lt;br /&gt;
&lt;br /&gt;
==Dark Eldar Armour==&lt;br /&gt;
&#039;&#039;Main Article: [[Kabalite Armour]], [[Wychsuit ]], [[Incubus Warsuit]] and [[Ghostplate Armour]]&lt;br /&gt;
[[image:Archon7th.jpg|200px|right|thumb|An Archon wearing Ghostplate armour]]&lt;br /&gt;
The Dark Eldar&#039;s armor is similar to their Craftworld cousins, although even lighter to accommodate the Dark Eldar&#039;s penchant for coke-fueled speed. Skimpier in the case of Wyches, who&#039;s career require them to show skin. They&#039;re also adorned with a plethora of spikes and blades, to the point that realistically: all those pointy sticks &#039;&#039;must&#039;&#039; affect unit cohesion and personal movement while in combat.&lt;br /&gt;
&lt;br /&gt;
The few variants they have are:&lt;br /&gt;
*Kabalite Armour - The combat armor worn by just about every lowly kabalite that isn&#039;t going in naked. To further aid in movement: Kabalite armor is typically just a bodysuit, with armor plates attached where appropriate. They function similarly to mesh armor, in that the bodysuit hardens on neural impulse to deflect damage more effectively, and pressurized to allow the wearer to fight in hostile environments. Its also very, &#039;&#039;very&#039;&#039; spiky.&lt;br /&gt;
*Wychsuit - Not really &amp;quot;armor&amp;quot; per se, as a lack of one, but included for the sake of reference. Wych suits are flexible body gloves, cut away at certain places to show the Wych&#039;s good sides to the crowd while fighting in arenas or in the field. It offers very little protection due to the latter fact, as it&#039;s role is more for entertainment, than pure combat.&lt;br /&gt;
*Incubus Warsuit - The closest thing the Dark Eldar have to traditional power armor. It affords similar protection to that of Imperial power armor, whilst being so expertly manufactured that it doesn&#039;t inhibit the wearer&#039;s reflexes and agility in the slightest. The warsuit is completely exclusive to the Incubi, and not even Archons can pay/intimidate their way into getting a personal warsuit.&lt;br /&gt;
*Ghostplate Armour - Armor used by the poncier gits in Dark Eldar society, most notably Archons. The armor offers much better protection than bog-standard kabalite armor, whilst having a built-in forcefield generator. It also doesn&#039;t compromise on agility, as the resins used in it&#039;s construction are lighter and tougher.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Ork Armour ==&lt;br /&gt;
&#039;&#039;Main Article: [[Mega Armour]]&lt;br /&gt;
[[File:MeganobZoomed.png|200px|right|thumb|I&#039;S WEARIN A TANK YEH GITZ]]&lt;br /&gt;
&lt;br /&gt;
The only known variety of Ork power armour is Ork mega-armour, a direct Orkoid equivalent to Astartes Tactical Dreadnought armor. It basically looks like a chunk of metal or vehicle parts strapped together and called &#039;armour&#039;. Or a miniature power lifter, whatever fits your definition.&lt;br /&gt;
&lt;br /&gt;
Its weight (a ton or more) and complexity make it difficult to move and slow down its user, but it can withstand insane amounts of punishment, almost as much as Imperial Terminator Armour. Piston-enchased metal limbs of mega armour give the wearer phenomenal strength, and it incorporates fearsome weapons: a Power Klaw and Kombi-Weapon or twin-linked Shootaz. It often involves the use of built-in bionics and is very complex, which makes it very hard to manufacture, so it is a rare sight in Ork armies. Usually only Nobs (who like to call themselves &amp;quot;Meganobs&amp;quot; after acquiring Mega Armour) and Warbosses can afford such armour.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
7e-bigmek-tellyportblasta.jpg|Big Mek&lt;br /&gt;
7e-bigmek-kff.jpg|Ditto&lt;br /&gt;
Ocg5-es.jpg|Warboss&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{{40k-Armor}}&lt;br /&gt;
&lt;br /&gt;
=Fallout Power Armor=&lt;br /&gt;
[[File:T-60.png|thumb|right|300px|The newest iteration of atom-powered tin-can, the T-60 Power Armor.]]&lt;br /&gt;
&lt;br /&gt;
Unlike Warhammer 40,000, [[Fallout]] powered armor is Fluff-wise more &amp;quot;power&amp;quot; than &amp;quot;armor&amp;quot;. It was originally made to allow troops to use heavy weapons on the move and with increased weight limit it was obvious to put some extra armor on the exo-suit. Even while it turns you into a nearly-indestructible walking tank, there is no shortage of stupidly powerful and/or armour-piercing weapons in Fallout, so sneaking and camouflage are always considered better protection than armor, so the main reason people use it is strength and radiation resistance bonuses. It is also possibly the most realistic armor here, strangely. Around Fallout 1 and 2, power armor was an almost cheat button up to the endgame, with an obscene bonus of +3 STR and near immunity to all small arms fire up to energy and heavy weapons(and Gauss in Fallout 2)&lt;br /&gt;
&lt;br /&gt;
Afterwards came Fallout 3, where a leather jacketed character high on morphine could soak more damage than a sober power armored dude and mow him down with a cheap Chinese assault rifle. It had become a glorified metal full plate, met with [[RAGE]] until New Vegas came with some decent power armor, though it still got overshadowed by a badass riot armor that didn&#039;t need training(Lonesome Road DLC) or a clingy female AI driven stealth suit(Old World Blues DLC). &lt;br /&gt;
&lt;br /&gt;
Power armor got a massive overhaul in &#039;&#039;Fallout 4&#039;&#039;, turning them into basically an infantry fighting vehicle rather than just better armor. The crafting system extends to upgrades and new systems for the armor, including neat stuff like a stealth field and a jet pack. On one hand Fallout 4 is one of the few games where power armour feels like actual power armour and not just the best armour you can get, but on the other, it was so strong they couldn&#039;t help but give it to you right at the start of the game (because working towards rewards requires an attention span they don&#039;t think we have, apparently) and had to [[Retcon|change the fact power armour comes with an internal battery so you could only use it until you ran out of fusion cores. Which you never did as they were cheap to buy.]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==T-45 Powered Armor==&lt;br /&gt;
[[File:t-45.png|thumb|right|200px|More of a &#039;proof of concept&#039; than an effective piece of military hardware.]]&lt;br /&gt;
The first generation of power armor to go into the field, the T-45 series was rushed into service to hold back the invading Chinese from taking over Alaska. It worked and contained the invasion, but had a lot of problems. Later used on the homefront. The T-45d is most commonly seen in the Capital Wasteland. &lt;br /&gt;
[[File:big_willie.jpg|thumb|left|200px|The T-45 prototype.]]&lt;br /&gt;
After Bethesda got the rights to make &#039;&#039;Fallout 3&#039;&#039;, they were like &amp;quot;Guys, guys, let&#039;s make a SHITTY POWER ARMOR!&amp;quot; and they went through with it. The result was &amp;lt;s&amp;gt;far from shitty&amp;lt;/s&amp;gt; a [[skub|mixed bag]]. Sure, it has -2 AGL, less radiation resistance, and makes you move around like the [[/co/|Comic Book Guy]] from &#039;&#039;The Simpsons&#039;&#039;, but it looks &#039;&#039;&#039;&amp;lt;u&amp;gt;&#039;&#039;BAD-ASS!!!&#039;&#039;&amp;lt;/u&amp;gt;&#039;&#039;&#039; Noted for using fusion packs and batteries to power the suit like a RC car, which made recharging quick but ran out of power often (though naturally this wasn&#039;t incorporated gameplay-wise until Fallout 4). Most suits after had an internal reactor that allowed them to basically run forever (until Bethesda retconned that too). As of Fallout 76, we have what could be considered a more canon representation than Fallout 4&#039;s. T-45 has the most common spawns of all the military armors and the lowest base spawn level. When compared to an at level suit the it has worse protection than any military suit, but is much cheaper to build and repair and is lighter.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===NCR Salvaged Powered Armour===&lt;br /&gt;
[[File:scrap-armor.png|thumb|right|200px|The BOS equivalent of killing Jesus and wearing his skin.]]&lt;br /&gt;
This is the &#039;zombie&#039; version of the T-45d. After the Battle of HELIOS One, the NCR recovered many suits of T-45d from fallen Brotherhood Paladins. However, either because the NCR do not have the capability to manufacture spare parts, lack the actual knowledge to use and maintain power armor, or a bit of both, the &amp;quot;power&amp;quot; part of the armor was stripped, so its just...armor. &lt;br /&gt;
&lt;br /&gt;
The servomotors that augments the wearers&#039; strength have been removed along with a good chunk of the extra plating, and the back-mounted rad scrubbers were replaced with a cheap air conditioner so the wearer doesn&#039;t die from heat stroke while using it (and lords help you if you&#039;re patrolling in the middle of the desert with heavy metal plates all over your body). As its not &amp;quot;true&amp;quot; power armor, it does not require special training, or vulnerable to electric-based attacks, so just about any mook with some measure of brawn can be fitted into it and send him off. The result is, for a lack of a better term, plate armor with an AC strapped to the back. It has less protective qualities than the armor it&#039;s based on, has no built-in rad protection, and has no mechanical assistance to carry all this weight since it was ripped out, so its cumbersome as all hell.&lt;br /&gt;
&lt;br /&gt;
Its use is less for practicality and more as a moral and political tool, basically letting the NCR brag &amp;quot;See? We got power armored troops too!&amp;quot; without actually having the knowledge and technology to build and maintain said troops. Crunch-wise it is utterly fucking useless with an obscene agility penalty and weight and is best reserved as materials to repair &#039;&#039;actual&#039;&#039; power armor (and even &#039;&#039;that&#039;&#039; isn&#039;t worth it if you have the Jury Rigging perk and can use cheap metal armor instead).&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==T-49 Powered Armor==&lt;br /&gt;
[[File:t-49.jpg|thumb|right|200px|Let me tell you a tale...]]&lt;br /&gt;
&lt;br /&gt;
Best well known for being worn by the titular Storyteller (a fan-made lore project that became so big Bethesda actors were appearing on its show and is practically just short of canon now) the T-49 was a prototype originally expected to succeed the T-45d by improving a number of engineering shortcomings while lowering the power cost to keep the suit running. It even came with an optional modification to make the suit solar-powered, only draining its fusion core when not in direct sunlight. Only a small number were produced however since the inbuilt fusion reactor of the T51b armor made most of its power-based features obsolete. Only a couple of suits have survived to the modern-day and are more considered collector items then military equipment.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==T-51 Powered Armor==&lt;br /&gt;
[[File:FNV T51b Armour.png|thumb|right|200px|The T-51b Power Armor. By far the most popular variant, though it&#039;s certainly not because if the doughboy look of NPCs in New Vegas...]]&lt;br /&gt;
&lt;br /&gt;
The second generation of power armor, the T-51 series managed to get all the kinks ironed out. Used to kick the Chinese out of Alaska and invade China. The quintessential Fallout power armor suit. The T-51b variant is common among the West Coast Brotherhood of Steel. Two suits are known to be in the Capital Wasteland.&lt;br /&gt;
&lt;br /&gt;
This armor only has +1 STR for some reason. What&#039;s even stranger is that the hunk of metal that you put on your head (AKA the helmet, but who calls it that?) gives you a +1 CHR bonus (probably because it&#039;s heavily featured in old world propaganda, but yet again, so was the T-45d variant). We really should be wearing around hunks of metal on our heads these days. After all, this armor be pullin&#039; all dem bitches...&lt;br /&gt;
&lt;br /&gt;
T-51b is the most advanced power armor that existed in the world before the Great War. [[Retcon|At least it was, until Bethesda decided to change that in Fallout 4,]] [[Rage|even though this fact was well established nearly two decades before Fallout 4 came out.]] As of Fallout 76, T-51b is back to being the best pre-war power armor, and T-60 only provides higher radiation resistance, while being statistically worse in every other way.&lt;br /&gt;
&lt;br /&gt;
Used as the standard armor for Paladins, the suit has become an icon (both in universe and real life) for the Brotherhood of Steel.&lt;br /&gt;
&lt;br /&gt;
Due to a developer error that Bethesda never bothered patching, the Winterized variant that you receive as a reward for completing Fallout 3&#039;s &#039;&#039;Operation: Anchorage&#039;&#039; DLC is actually the version meant to be worn by NPCs in the Anchorage simulation, so it&#039;s [[Awesome|functionally indestructible, with a whopping 999,100 HP]] (the version you were meant to get has only 100). However, the vanilla game&#039;s suit was involved in a rather difficult fetch quest (where you were hired to retrieve it for a ghoul called Crowley), and the NPC version of the winterized armour still has that version&#039;s quest script assigned to it, so taking it will [[Fail|prematurely mark that quest as completed by making the game think you stole the vanilla suit for yourself]], locking you out forever. However, anyone in their right mind would have stolen the suit instead of giving it to Crowley anyway, it&#039;s not all bad.&lt;br /&gt;
&lt;br /&gt;
==X-01 Power Armor==&lt;br /&gt;
[[File:x-01.png|thumb|right|200px|The original, the best.]]&lt;br /&gt;
&lt;br /&gt;
The Enclave rolled out their advanced power armor in 2220. It went through several upgrades and variants through its operational history, like the Tesla armor, which has improved energy resistance, and Hellfire armor, which has improved insulation against heat (for which the flame weapon-armed troopers who wear them are grateful). It can be encountered, in all of its variants, on the West Coast, the Mojave Wasteland, the Capital Wasteland, and the Commonwealth (the latter is, however, strange, since neither Enclave&#039;s bases, nor even evidence of Enclave operations are encountered in Commonwealth. Except from one Children of Atom zealot in Far Harbor, who says he was part of the Enclave. [[Fail|Still doesn&#039;t explain the Nuka World Quantum Armour though.]] Although it is at the very least implied that the variant in the Commonwealth is the experimental prototype of the stuff seen in Fallout 2 and beyond, either way, Bethesda sucks at continuity.). &lt;br /&gt;
&lt;br /&gt;
[[File:x-02.png|thumb|left|200px|The shitty &#039;urban&#039; modification, often known as the X-02]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s implied that the newer versions of the armor as seen in Fallout 3 is actually a sort of stripped-down &#039;urban&#039; version of the armor. Like their stripped-down plasma rifles they are designed to be easier to maintain and build, most likely due to losing most of their resources and production facilities after the war with the NCR. While, like their plasma rifles, the redesign is shit compared to the original the fact it&#039;s lighter and provides easier (MUCH easier) movement better suits the more enclosed city environments where being a walking tank just gets you stuck in door frames all the time. &lt;br /&gt;
&lt;br /&gt;
[[Skub|If creation club]] content is canon then the X-01 and X-02 are confirmed as different suits. Also, Fallout 76 moves away from it being the [[Ultramarines|best]] power armor to having the highest Rad protection and above-average energy protection. &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:hellfire.png|thumb|right|200px|Hellfire armor, the compromise between X-01 and X-02]]&lt;br /&gt;
The Hellfire armor further suggests that the Enclave is attempting to close the gap, combining the cheaper more agile qualities of the newer design with the protection of the earlier designs.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==T-60 Power Armor===&lt;br /&gt;
[[File:t-602.png|thumb|right|200px|&amp;quot;Can never have enough pauldrons.&amp;quot; - Bethesda]]&lt;br /&gt;
&lt;br /&gt;
A new addition to the series in Fallout 4, introduced as the another-best Power Armor. The T-60c was designed to supplement the T-51. With a more cannon stat base in Fallout 76 it has inferior protection levels than the T-51b. But it is much cheaper to build and repair, making it better suited to mass production and deployment. This frees up the superior T-51 for deployment in elite units, which also explains the T-51&#039;s prominence among the Brotherhood of Steel until they set up for mass deployment in Fallout 4. It draws many of its design elements from the T-45 as that allows it to use many of the same internal components as the earlier models. The double pauldrons look is still silly.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Horned Power Armor==&lt;br /&gt;
[[File:horned_armor.jpg|thumb|right|200px|Don&#039;t piss off Rudolph.]]&lt;br /&gt;
&lt;br /&gt;
Used in the semi-canonical (due to New Vegas, Fallout 4) Fallout Tactics (Bethesda&#039;s offical stance is that the major events are canon, but many fans choose to believe that either the whole thing is canon or isn&#039;t canon) the Horned Power Armor is used by the Midwestern Brotherhood of Steel with it&#039;s defining feature being, you guessed it, horns. The Midwestern Brotherhood stands out as fully incorporating itself into wasteland life, offering protection to tribes and towns in return for resources, recruits and information. This in turn is shown in the design of the armor, being the only suit designed from scratch by a Brotherhood faction since the war. Designed for mass production over protection (similar to the more recent Enclave designs) the armor still incorporates many mechanical elements from the T-51b such as a internal reactor. It&#039;s also slimmer and less bulky than other armor designs (though not on the same level of the newer Enclave designs).&lt;br /&gt;
&lt;br /&gt;
Overall the armor is a compromise between mass production and protection, with heavy modification possible due to the more scrappy way it is produced unlike the more industrial Enclave. While it is numerous enough to equip all of their Paladins (keeping in mind their numbers are MUCH larger then other chapters) it still leaves more of the lower ranking infantry to use more traditional protection.&lt;br /&gt;
&lt;br /&gt;
The armour&#039;s horned helmet, greaves, and slimmer design are reminiscent of the Enclave&#039;s Mk. II advanced power armour (or X-02), which may imply that they&#039;re connected. One of the complaints about the original Tactics armour design was that it didn&#039;t look retro enough for Fallout, so it&#039;s possible that it&#039;s actually scavenged or stolen Enclave armour (which wouldn&#039;t be a stretch, since the Enclave are also known to have been active in Chicago), and the design was just &amp;quot;retrofied&amp;quot; for its reappearance in Fallout 3. Alternatively, it&#039;s possible that the X-02 was made by hybridising elements of this armour with the earlier Enclave X-01. Bethesda haven&#039;t said anything about the similarity though, possibly due to Tactics&#039; weird place in Fallout canon.&lt;br /&gt;
&lt;br /&gt;
==Raider Power Armor==&lt;br /&gt;
[[File:raider_armor.png|thumb|right|100px|If the T-51b was a Tiger tank, this is an armored car.]]&lt;br /&gt;
&lt;br /&gt;
Raiders in the Commonwealth and beyond have managed to refurbish power armor frames, and by cobbling together scraps of T-45 and T-51 armored suits and scrap parts, this.....thing, was made. Raider power armor is the least versatile &amp;amp; weakest of all the armor types. It&#039;s complete shit against anything that has a caliber above 38. and laser pistols can kill the user within 4-5 shots. Turns out a bunch of drugged-out vindictive assholes who shun society are not the best engineers. [[Orks|Still looks metal as hell though.]]&lt;br /&gt;
&lt;br /&gt;
Despite how it looks however, it &#039;&#039;is&#039;&#039; functioning power armor. Its not very good power armor, but its power armor. Its fully sealed so it has some measure of environmental protection, the servos work to an extent, and meshes in standard power armor frames. Yes, this means that a couple of crack-addled junkies are capable of making and maintaining functioning suits of power armor, but an large nation state with an established technology-base can&#039;t. This either highlights the incompetence of the NCR&#039;s military minds (who&#039;s only solution to this was to strip all the good stuff and slap an AC in the back), or Bethesda&#039;s &amp;quot;abilities&amp;quot; as storytellers.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=Rifts Power Armor=&lt;br /&gt;
The RPG [[Rifts]] has sooo much power armor, there&#039;s entire books devoted to listing different models of the things. Perhaps the most notable and iconic is the Glitterboy, named for it&#039;s shiny reflective armor, but most famous for the Boom Gun, a huge railgun so powerful it has to anchor itself to the ground with extendable pylons to keep from being knocked on it&#039;s ass every time it&#039;s fire, and which produces a sonic boom loud enough to deafen even superhuman foes wearing enclosed armor. &lt;br /&gt;
&lt;br /&gt;
The main armor of the Coalition States is the flying SAMAS armor, which is cool and all and has mini plasma missiles but lacks a gigantic boom gun. Even though the CS views the design as their sole property, since it&#039;s based on a pre-cataclysm design a couple groups have their own.&lt;br /&gt;
&lt;br /&gt;
Less common power armors include Centaur armor in case you want some extra horse legs, dinosaur power armor, the [[Angron|Angrar]] armor which is actually a pissed off demon who tries to corrupt you, and Chipwell armor, which cuts out all the super advanced alloys everything else uses and replaces them with something approximating tinfoil, for your bargain-basement power armor needs.&lt;br /&gt;
&lt;br /&gt;
=StarCraft Power Armor=&lt;br /&gt;
[[File:Terran marine.jpg|200px|thumb|right|Incredibly unoriginal, rip off of space marine armor. But still fucking cool looking.]]&lt;br /&gt;
In [[StarCraft]], the Confederate Marine Corps Power Armor, more simply called the CMC power armor, is the standard powered armor suit used by all military factions within the Koprulu sector. Despite the fact that each armored suit comprises a complex array of sensors and other advanced combat technologies, life-support systems,  and its own independent power supply that appears to be a portable fusion reactor, it seems to be dirt-cheap as hell to manufacture, given that every armed force within the Koprulu sector can give one of these suits to every Terran marine worth a damn.  Unfortunately, that technology doesn&#039;t seem to grant much actual protection; the marines are usually unceremoniously wiped out by the &amp;lt;s&amp;gt;dozens&amp;lt;/s&amp;gt; hundreds during an engagement.&lt;br /&gt;
&lt;br /&gt;
The main purpose of Armor for the Terran Confederacy and likely the Dominion is the armor protects the user from the vacuum of space first, seal the wearer inside it like a mobile prison and finally serve as combat armor. Umoja, on the other hand, values their all-volunteer forces but hasn&#039;t made many in-game appearances. The CMC armor is incapable of reliably protecting the wearer from projectiles, ruptures, or chemical attacks (apart from the passive hazards found in NBC environments), in both fluff and crunch, considering that it cannot hope hold out against: zergling claws, roach acid, the Marines&#039; own gauss guns (hell, it can&#039;t even deflect the pistol rounds from their sidearms), fire and/or plasma, hydralisk spines,  Mutalisk wurms, Psi attacks, Protoss photon guns, and really just about anything. Then again even tanks, huge giant robots and battlecruisers could not hold against said attacks en masse - this might say more about how nasty are weapons in StarCraft universe rather than how shitty is armor there, or more likely it&#039;s how real-world armor works. In fact, some of the fluff describes it as existing more to protect the wearer from the recoil of the [[Gauss]] than anything else.  In addition, Starcraft armor is primarily ablative - no armor in the game renders anything in the game immune to damage. However, it should be noted: Fluff stated at certain points people got blunt force trauma&#039;ed to death by the gauss fire, even inside the suits. Besides that, acid, if applied to joins in the suit, burns through those and not the armor. Since mind attacks are, well, mind-based, armor ain&#039;t gonna do shit. It&#039;s really just Spess Suit first, prison second, and body armor third.&lt;br /&gt;
&lt;br /&gt;
Other variants exist, based on specialized functions. Medics wear a light armor that isn&#039;t designed for combat, but which carries advanced field surgical equipment and even some minor cybernetic construction equipment, allowing them to patch up wounded troopers and fix their busted armor. More visually distinctive is a model of power armor worn by Firebats. The armor is much bulkier than the standard armor, which, keep in mind, was already similar in size to terminator armor, especially in Starcraft II, where the thing&#039;s arms and pauldrons are bigger than its legs. Since the armor&#039;s bulk makes it thicker, it can take far more abuse than the regular armor. As the name of the unit might indicate, the armor uses a pair of built-in flamethrowers. The armor worn by Marauders in Starcraft II looks almost identical apart from a change in color, and has the same durability, but in place of flamethrowers uses grenade launchers that are best used against armor. The visual similarity between the two is neatly explained by the fact Marauder armor is rebuilt and re-purposed Firebat armor. Despite the armors&#039; size (and concomitantly longer legs), the guys using them are just as slow as regular marines (oh come off it, the legs aren&#039;t much longer. they&#039;re lucky to not be slower). A third type of armor is made for Reapers, which looks similar to [[Assault Marines]] except their jetpacks are bigger.&lt;br /&gt;
&lt;br /&gt;
Less well known, but still present, is the armor worn by the Protoss. This advanced alien armor, although considerably more &amp;quot;ceremonial-looking&amp;quot; than Terran armors, is actually significantly more durable. Not only is it comprised of more resilient materials, but it contains built-in devices that convert the bearer&#039;s psionic energy into a forcefield; though this is depleted by absorbing damage, it will eventually regenerate, if the user survives. Presumably, it also provides environmental protection, though that may have something to do with the fact that the Protoss&#039; alien biology makes them hardier than humans, even without armor they can take more abuse than any Terran CMC armor variant. The common &amp;quot;Zealot&amp;quot; armor also has wrist-mounted devices that can focus psionic energy into energy-blades, which they use to rip &#039;n&#039; tear shit. Dark Templars use similar devices to create &amp;quot;void blades&amp;quot;, whose alien energies are one of the few things that can permanently kill &amp;quot;ruler&amp;quot; type Zerg such as Cerebrates.  &lt;br /&gt;
&lt;br /&gt;
Starcraft armor is often mocked for looking fat and bulbous, something which grew more pronounced in Starcraft 2.  This is also worsened by Starcraft suffering from &amp;quot;elephant seal-itis&amp;quot; much like Warcraft, where the men tend to be so big in comparison to female models that you wonder how anyone has heterosexual sex without breaking female half of the equation.   The pre-rendered CGI models aren&#039;t too bad about this although they certainly are on the fat side of armor design when the general trend in sci-fi aesthetics has been to make things sleeker and slimmer, but the in-game models are pretty awful about this.   The Starcraft 2 Firebat and Marauder look tubbier than the god damn Centurion.  The very fact that Starcraft&#039;s power armor manages to make Space Marine armor look slim and sexy is the source of a tremendous deal of derision from Warhammer fans.&lt;br /&gt;
&lt;br /&gt;
=Metroid Power Armor=&lt;br /&gt;
AKA the &amp;quot;Power Suit&amp;quot; or &amp;quot;Chozo Power Suit&amp;quot;, and one of the most powerful armors on this list. Like Starcraft, pretty much every scrub gets a power suit in Metroid (especially if you&#039;re with the Galactic Federation), but the main character&#039;s suit is the one you probably want to know about.  [[Samus Aran]]&#039;s armor is like a wearable, form fitting [[Titan (Warhammer 40,000)|Titan]], designed by [[Lord of Change|magic bird people]] who took Samus in after her parents were killed. It completely kicks the shit out of basically &#039;&#039;all&#039;&#039; other technology in the Metroid universe; while a Federation plasma cannon is as powerful as a charged shot of Samus&#039;s Plasma Beam (which slices through aliens like a knife through warm butter), it&#039;s also nearly as big as a person, takes several minutes to charge, and requires a heavy power pack, while the proper Plasma Beam is integrated with all of Samus&#039;s other weaponry into her forearm-sized cannon, takes &#039;&#039;seconds&#039;&#039; to charge, absorbs ambient atmospheric energy to function, and is so energy-efficient it doesn&#039;t dip into her suit&#039;s resources whatsoever.&lt;br /&gt;
&lt;br /&gt;
But that&#039;s not all, it&#039;s ridiculously modular and can accept pretty much any piece of technology ever and turn it into an upgrade, even if the Chozo had never once encountered the technology in question! Samus doesn&#039;t have any idea of how this works either [[Derp|but more or less all she knows about the suit and its functions is that it works.]]&lt;br /&gt;
&lt;br /&gt;
When fully upgraded to end-game status, the Chozo suit is an unstoppable engine of destruction that&#039;s not only ludicrously durable but also incredibly fast and amazingly well armed. The only real flaw in its design is that it is stupid easy to knock all of its power ups and reset to default -- Samus never manages to hold onto her upgrades between games, though it could be because as we know that power ups can be destroyed (from metroid prime), she decides to just store them somewhere safe when she doesn&#039;t need them since most of her power ups are relics made by a species no one has seen a living example of in years. Like all Power Armours worth their name it also has [[pauldrons]]; the default pauldrons are actually pretty small, but add a Varia upgrade (where some materials have listed the pauldrons as a cooling system associated with the upgrade) and she can shame even the most ridiculous Space Marine.  However as Metroid has grown older, Samus&#039; suit has become sleeker and more form fitting.  In the transition from Prime 1 to Prime 2, her varia suit became considerably sleeker, with the most notable changes being that her visor went from a T to a Y and that her pauldrons went from going to a bit above her brows to being low enough to offer her full peripheral vision.   This suit design was kept as the official one (super smash brothers brawl&#039;s preference of the 2-D style &amp;quot;straight visor&amp;quot; suit notwithstanding) until Other M.    &lt;br /&gt;
&lt;br /&gt;
Until other M, the sleekest and slimmest power suit was the light suit, where the pauldrons were downright tiny and looked like something that would allow a full range of motion, meant to emphasize just how advanced and glorious the fusion of chozo and luminoth technology was.  Then Other M came and essentially made the Light Suit&#039;s proportions the standard, with the pauldrons now being at most going up to her chin if not shorter.   Whereas her older suits were bulky and androgynous, right now her default armor is pretty obviously worn by a woman even if it lacks anything egregious like boobplate or high heeled boots thanks to its pronounced hour glass figure.  While not subject to as much criticism as the Zero Suit this redesign certainly has a lot of people who aren&#039;t really much of a fan of it.   Whether it&#039;s out of simply disliking the aesthetics or that Nintendo&#039;s preference for it seems to be them showing favoritism for the extremely contentious Other M game over the almost universally beloved Prime trilogy is dependent on who you ask. To be fair, there&#039;s as much criticism of the Zero suit for looking like impractical fetish gear as there is criticism for it overshadowing what should be Samus&#039; default appearance in marketing in an attempt to appeal to waifu seeking weebs.&lt;br /&gt;
&lt;br /&gt;
In Metroid, Power Armor seems to be a ubiquitous and easy to manufacture technology.   Basically the entirety of the Federation military, both Marines and Army are equipped with it.  All of the hunters in prime hunters could outfit themselves with shields comparable to Samus&#039; own suit, and one of the hunters; Sylux (Metroid&#039;s resident ensemble dark horse and probable pretty boy given Nintendo&#039;s recent male character design) has a suit of power armor that&#039;s basically equally matched to Samus&#039; when both have a similar level of upgrades in every way.  Notably Sylux&#039;s armor is said to most likely be a stolen federation prototype from a black ops research base that was destroyed some time ago, as is his ship.  So clearly the Federation was aware of the massive gap in capability between their troops and Samus Aran and was trying to rectify it until whomever Sylux is stole it and totaled all of their research on the project.   However by Metroid Fusion it seems the Federation at least has the ability to replicate the software portions of Samus&#039; technology, which has some disturbing implications given that Fusion exposed the rot at the Federation&#039;s core.    &lt;br /&gt;
&lt;br /&gt;
As for how Federation grunt power armor performs.  Federation Marines seem to be generally evenly matched with Space Pirates who seem to be greatly physically superior to the average human based on the athletics they constantly do.   Whether or not it&#039;s shielded is unknown, but twenty or so marines made a pretty decent last stand against a hugely numerically superior force of Ing possessed Splinters (dog sized predators who seem to be aether&#039;s equivalent of wolves and who become much more durable when possessed by the Ing) before being inevitably overwhelmed by their enemy&#039;s sheer numbers.   The Demolition troopers whom you have to escort in the last leg of the pirate homeworld&#039;s arc of Metroid Prime 3 to destroy a gate blocking the way to the phazon leviathan can also more than pull their own weight against the unending hordes of Space Pirates the Pirates will throw at you the moment they realize that you&#039;re on your way to destroy their leviathan.   And their armor is actually noted as somewhat weaker than is standard for Federation marine armor (which...doesn&#039;t make a terrible deal of sense for soldiers whose job it is to handle explosives in the face of heavy enemy fire, that&#039;s a kind of job where you would want as much armor as you can get away with having) which makes it even more impressive.      &lt;br /&gt;
&lt;br /&gt;
There&#039;s also Federation Force&#039;s clunky Golem project Mini-Mecha but the less we speak of Federation Farce the better.&lt;br /&gt;
&lt;br /&gt;
=Halo Power Armor=&lt;br /&gt;
[[File:Spartan.jpg|200px|thumb|right|Spartan MJOLNIR Mark IV armour]]&lt;br /&gt;
Most people think of the Spartan power armor when they are asked about Halo. These suits cost as much as a UNSC ship and have the decency to protect the wearer from [[What|multiple Fuel Rod shots, despite being penetrated by a single pistol shot]]...inconsistency aside the Spartan power armor is in between the strengths of Astartes power armor and the Terran power armor. Unlike most other armors, the enhanced speed and strength given by these things is too much for an ordinary human; anybody other than the Spartans, who underwent genetic enhancements, and had a large wire stuck into their brain, ends up [[Grimdark |getting mutilated in the armor just by trying to move in it]]. Other power armor in Halo includes both the Brute and Elite combat harness which boosts their already insane strength (twice that of a human of the same mass for elites, about two or so tons for a Brute) and reaction time (although Brutes tend to be a bit more sluggish than humans).&lt;br /&gt;
&lt;br /&gt;
The energy shields in the power armor are probably the suit&#039;s most vital asset, as without them no human, genetically modified or not, could possibly survive eating at least 10,000 rounds in a single battle. Besides this, later games add a number of armor upgrades that radically augment the suit&#039;s features, such as a jetpack, bubble shield, EMP blast, etc. Sprint used to be an add-on, for... some reason, but fortunately became a standard feature.  &lt;br /&gt;
&lt;br /&gt;
More noteworthy perhaps for the fact it does not cost as much as a spacecraft, does not have pauldrons the size of the user&#039;s head and is implied to be halfway to efficient or practical (but if you took away its active ingredient, the shield generator it becomes as useful as wet tissue paper) and is used by the SAS in SPEHSS is the ODST armor, which has both better data analyst equipment than the MJOLNIR and suspiciously similar play style to the piece of junk used in halo 1.&lt;br /&gt;
&lt;br /&gt;
Of course there are the Forerunner Combat-Skins, which the books hype but the games tend to show much less impressive technology that makes the books make very little sense trying to reconcile the two. Whether it is used to dumb down the difficulty to make the game playable or pull out some ill-contrived [[Bullshit|bullshit excuse]] to explain why the Forerunner tech can be taken down by the magic of 7.62 NATO rounds is often [[Skub|a point of contention.]] For example, the books describe mini-mecha suits that can command a million drones or level city blocks but how you can reconcile this with the British B1 battle droids as designed by Apple that make up the bulk of the Prometheans in Halo 5 is anyone&#039;s guess. Whilst 343i tried to explain that the Prometheans were the byproduct of a madmen not giving a damn about quality control, it immediately contradicts itself when we see those same Prometheans suddenly [[Derp|blowing up Forerunner starships with the same weapons that many of us considered as &#039;meh&#039; in the game itself.]]  One also has to remember that Sentinels and Prometheans still have to be close enough to the suits in power to be relevant on the same battlefield before you run into the question that plagues many a superhero team, the age old &amp;quot;how is Hawkeye relevant on a team with Thor and the Silver Surfer?&amp;quot; It certainly doesn&#039;t make much sense when the Boredom Eternal/He of the endless recycled boss fights can [[Wat|take on a ludicrous amount of direct tank shots but can be taken apart with a combat knife]] and is supposed to be some badass guard figure. Then again, Halo isn&#039;t really known for its plot consistency and rivals WH40K on how unreliable the sources are.  &lt;br /&gt;
&lt;br /&gt;
It is also worth noting that Forerunner armor comes in mini-mecha and form-fitting varieties.  Most of the above is for the mini-mecha, while form-fitting armor seems to be substantially less impressive.  This is probably reconcilable by the people working on the Games having a completely different vision of the Halo universe than Greg Bear who likely recycled some concepts he had from unfinished books for the Forerunner trilogy.  In the mean time, 343 took whatever it saw as having interest for its game ideas (namely the Ur-Didact and Librarian characters) and largely ignored the rest.  And of course, Halo 5 had a completely different writer than Halo 4 and Halo 5 is so far regarded as having by far the worst writing in the entire series out of any of the games.  Where everyone is out of character, the people who aren&#039;t out of character are so boring you won&#039;t remember a thing about them after finishing, several plot holes that was pulled out of everyone&#039;s asses and absolutely everyone is an idiot and all eight of the main characters are so superfluous to the plot that you could remove them all and not a single thing would change.   &lt;br /&gt;
&lt;br /&gt;
While Halo Spartans used to be pretty top of the line impressive for visual scifi; as the Genre has matured the genre has also become full of far, far more over the top settings as it becomes more and more possible to display over the top stunts.   Much like how Superman&#039;s initial power level quickly ended up being eclipsed by various golden age competitors, a lot of what MJOLNIR armor can do has become so bog standard in science fiction (especially because a lot of its touted in game features are now standard for every FPS protagonist; apparently the first world war was fought by a bunch of wolverine clones, who knew?) that it&#039;s lost a great deal of its luster.  To its credit Halo has avoided the route Superman underwent back in the Golden Age where he just kept on getting more powerful to one up his competition like Captain Marvel in the comic book superpower arms race; but if you&#039;re used to playing Warframe or something like that you can come into Halo wondering why Master Chief is supposed to be special. In which case congratulations for missing the entire point of the Spartans and the Master Chief.  They are special because despite the power of their enemies they still manage to win through a combination of dumb luck and mind-boggling courage and tenacity that is intended (and succeeds in) engendering respect and admiration in the audience/player.&lt;br /&gt;
&lt;br /&gt;
=Marathon Power Armor=&lt;br /&gt;
&lt;br /&gt;
Halo&#039;s grand-daddy has one or two examples:&lt;br /&gt;
&lt;br /&gt;
One (maybe) is a human standard issue Battle Armor designed to allow the wearer to fight in hard vacuum (and underwater). While designed as a space suit with several minutes of pressurized oxygen first and as armor second, it also has an energy shield that consumes suit power when protecting against combat and extreme environments, wholly dependent on external power supply to be recharged. It also has a suite of sensors and helmet HUD readouts including Halo/Aliens-style motion sensor, automapping with IFF transponder tracking, cameras with transmitter and optional &amp;quot;hypervision&amp;quot;, and voice comms. Although the only guy seen wearing one is the protagonist, whose… inherent capabilities make it difficult to judge whether the Battle Armor offers any additional benefits to strength and speed.&lt;br /&gt;
&lt;br /&gt;
The other is the Pfhor &amp;quot;Hunter&amp;quot; armor worn by the local Elite-equivalents, who serve as Heavy Infantry and dedicated slave hunters. Aside from vacuum capability, it has an integral shoulder-mounted plasma cannon in keeping with its blatant Predator/Yautja trappings, and also comes in a 1.5x bigger mini-mecha version.&lt;br /&gt;
&lt;br /&gt;
=Metal Gear Exoskeletons=&lt;br /&gt;
Exosuits have featured throughout the &#039;&#039;Metal Gear&#039;&#039; series. While not very /tg/-ish, they do deserve a spot on this list for being either [[Indrick Boreale|balls-out wacky]] or [[Gabriel Seth|complete awesome]].&lt;br /&gt;
&lt;br /&gt;
==Solidus&#039;s Powered armor==&lt;br /&gt;
The powered armor suit worn by Solidus Snake during his rebellion. It uses artificial muscles that grant him vastly increased strength and reflexes (to the point he could parry concentrated machine gun fire with just his swords) and an accelerator that acted like a booster to allow him to travel great distances in the blink of an eye. The suit could &amp;quot;Hulk up&amp;quot;, the artificial musculature bulking out for even greater strength enhancement. It was also equipped with an extra pair of limbs called &amp;quot;Snake Arms&amp;quot;, very strong robotic tentacles mounted on the shoulders that could also shoot &amp;quot;plasma&amp;quot; missiles. However that works. They probably meant to say Plasma Bolts.&lt;br /&gt;
&lt;br /&gt;
==The Octosuit==&lt;br /&gt;
Solid Snake&#039;s signature suit in MGS4, it was made of artificial muscles like Solidus&#039; suit. Because he&#039;d turn into an old fart at this point, the octosuit was less of a performance-enhancing set of power armor as it was a full-body prosthetic. Still, it allowed him to fight as well as his younger self, with the added bonus of the Octosuit passively copying his surroundings to allow him to blend in better. With the added facemask, he could even fully disguise himself to remain totally inconspicuous in public - doesn&#039;t work on murderous robots at abandoned military facilities, however it does give him enough strength to knock them over. Of course, the player should have Snake shooting those damn things instead. As rolling into Gekko successfully is basically up to the RNGs.&lt;br /&gt;
&lt;br /&gt;
==Cyborg Exosuits==&lt;br /&gt;
After the fall of the Patriots, cyborg technology was released into the world. With CNT muscle fiber being as cheap to produce as plastic, just about every mercenary insane enough opted to be augmented and encased in one of these things. This armor enhances the wearer&#039;s strength, agility, and durability to absurd levels, basically turning them into [[Eversor|unstoppable murder machines that will completely wreck the shit out of anything they face]].&lt;br /&gt;
&lt;br /&gt;
The caveat to this is that majority of cyborgs are not mentally sound for a variety of reasons. While some accepted augmentation willingly to enhance their abilities or restore lost functionality (and are thus able to come to terms with their new life), there are many who were forced to undergo cyborg transformation, either through force or grave necessity (a lot of cases were that they were former soldiers couldn&#039;t find jobs, either because their home country was in civil war, their country&#039;s economy was floored by the post-SOP recession, or they&#039;re disabled. So it was either sign up with a PMC to armor up or you and your family starves to death). Those recipients can be injected with fear-inhibiting nanomachines that will force them to fight, regardless of the circumstances, [[grimdark|all while their inner self is trapped, screaming, in their mind and is unable to stop themselves]].&lt;br /&gt;
&lt;br /&gt;
Some of the more notable examples include [https://www.youtube.com/watch?v=K7Hgg4C92IU Gray Fox, the Patriots&#039; first Cyborg Ninja], who was resurrected and became a guinea pig for further genetic experimentation. His exoskeleton was grafted to his own skeleton to allow him to safely utilize its strength-enhancing features, such as incredible strength and reflexes. However, he wasn&#039;t alright in the head. Fox was forcibly brought back from the dead and put into the project against his will, due to this his only ambition in his life is to have one final duel with Solid Snake before finally being given eternal rest.&lt;br /&gt;
&lt;br /&gt;
Raiden was captured by the Patriots and turned into a cyborg in Area 51. Everything from the jaw down was removed and his mandible-less skull and dangling spinal cord were attached to a cyborg body. The increased strength allowed him to [https://www.youtube.com/watch?v=R61cCBUWNQM break dance with 10-foot walkers attached to his legs and have a stabbing match with a bisexual flamenco-dancing vampire] and [https://www.youtube.com/watch?v=RypphRK14t8 duel and throw a Metal Gear RAY into the air]. A later body, built exclusively for combat, gave him the facilities to [https://www.youtube.com/watch?v=KzfYcwo7Wtw fight and &#039;&#039;suplex&#039;&#039; a Metal Gear the size of a Warhound Titan, then tear off one of its arms to engage it in a duel and destroy it]. The hyper-specialization for combat meant that this body couldn&#039;t have a self-repair unit; instead, Raiden had to take fuel cells from other military-grade cyborgs to repair any damage he might sustain and replenish his fuel, [[Rip and Tear|by forcefully yanking it out from them and consuming it on the spot]].&lt;br /&gt;
&lt;br /&gt;
==Sam&#039;s Powered Armor==&lt;br /&gt;
Defying all semblances of coherency; Jetstream Sam, a Brazilian samurai and Raiden&#039;s eventual rival, used nothing more than an exoskeleton to give him abilities that not only completely outclassed Raiden&#039;s original cyborg body (who, mind you, is able to lift a 30-foot mech and throw it into the air), but be able to go toe-to-toe with Raiden&#039;s later custom built body (who is able to bodyslam a Metal Gear the size of a Warhound Titan). By nothing more, we mean he had little-to-no cybernetic enhancements (his only real one is a cyborg arm after losing his sword arm, and even then he was capable of dueling a Metal Gear RAY UG all on his own before getting it).&lt;br /&gt;
&lt;br /&gt;
It did just about everything Raiden&#039;s body could do, from repairing itself by ripping out people&#039;s spines, grant him unreasonably high strength, and give him fast-enough reflexes to slow down time, deflect bullets using nothing more than a sword. and reliably catch his sword after launching it out of his scabbard at high speed using an explosive quick-draw system. One wonders if cyborg tech is even necessary at this point considering Sam can do all this bullshit without getting his arms and legs amputated. Just like Armstrong he was quite loaded. [[Flash_Gitz|So he most likely wasted his family fortune on upgrading his weapon and power armor.]]&lt;br /&gt;
&lt;br /&gt;
=Marvel=&lt;br /&gt;
Marvel comics has the most famous examples of Powered Armor. From the minds of Stan Lee, Jack Kirby, Larry Lieber and Don Heck to the printing press from movies to video games. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Iron Man suits==&lt;br /&gt;
&lt;br /&gt;
{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
Probably the most well known Power Armor suit in fiction, popularized by the Superhero whose power is that he has power armor. Tony has built a lot of suits, some meant for a specific purpose, some just a stronger version of older iterations. At the high end, Iron man&#039;s suit is flat out superior to anything in nonserialized science fiction short of a few cheese builds from role playing games (but hey, comic books), even allowing him to fight Odinforce Thor, who mind you, has the power of a being who can destroy galaxies as the side effect of his fights.  Sure his standard suits may be beaten by weaker stuff, but if he really sets his mind to it, the things Tony can build are essentially magic contained in metal and [[Get shit done|get shit done!]]&lt;br /&gt;
&lt;br /&gt;
His armor has been constantly getting exponentially better in recent years.  First was the Extremis armor that let him use technopathy in tandem with a super soldier enhancement.  Then was the bleeding edge armor which could basically form weapons as Tony needed them from nowhere from living metal.  Then was the Endo-sym armor which was not only able to do that but drain energy from anything and output so much energy that it can hurt even energy absorbers.   And now he has the Model-Prime armor which can not only do all that but also automatically transform into any other kind of armor he needs whether it&#039;s a bulky hulkbuster suit for raw strength or Samurai esque armor when Tony feels the need to express his inner weeaboo.   Since the older Bleeding Edge armor is low Herald level(as in Herald of Galactus) he should be able to fight the gods of monotheistic settings and win against most of them! It should also be possible for Mark L Tony in the MCU to defeat them too. As anyone who lasted more than three minutes in a fight with against Thanos when he has at least four Infinity Stone or more for longer than three minutes has at least Solar System level damage output and durability. His latest nanotech armour also allows him to wield all six infinity stones for a short while at the end of Endgame&#039;s big CGI punch-up when he steals the stones out of Thanos&#039; gauntlet, and also allows him to channel their power to dust-ify big boi grape and his army, although it can&#039;t prevent the power from killing Tony in the process.&lt;br /&gt;
&lt;br /&gt;
==Destroyer Armor==&lt;br /&gt;
Perhaps the snazziest and most powerful armor in fiction. This creation of Odin (Marvel Universe version) cannot be damaged by anything less powerful than Odin himself (characters who can smash planets to pieces have tried and failed) and can destroy just about anything weaker than Odin in a single hit. Forerunner suit, Starktech?  HAH.  This is made by gods who actually feel godlike.  Crafted by someone who could eradicate entire galaxies as a side effect of his fights to battle even more powerful beings.  Accept no substitutes, this is the finest power armor you&#039;ll ever find that does not ascend you to Celestial wonkyness. Even if it does run on magic.&lt;br /&gt;
&lt;br /&gt;
Humorously, the [[C&#039;Tan|Celestials]] this armor was designed to fight show up in the story and immediately one-shot it.  In a bizarre turn of events the armor has become intelligent and now serves Galactus as a herald.  &lt;br /&gt;
&lt;br /&gt;
Comic books are &#039;&#039;weird.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Strike Legion=&lt;br /&gt;
[[Strike Legion]] has teraton pistols, Uzis that can outgun all of WH40K and planet busting grenades. You can survive those in one of these babies. Even the weakest ones have built in shield generators and flight capabilities. That is really all that needs to be said.  They are also mass produced.  Like, standard issue level mass produced.&lt;br /&gt;
&lt;br /&gt;
=X-COM=&lt;br /&gt;
[[File:NXCom.jpg|right|200px|thumb|XCOM operatives in Titan armor]]&lt;br /&gt;
[[File:MEC.png|right|200px|thumb|A trio of MEC troopers with kinetic pilebunker fists and minigun. Yes, you can make your own [[Terminator]] squad using MEC upgrades, or get the mod.]]&lt;br /&gt;
[[X-COM]] always had high-tech armor, including actual power armored suits in the first game. The first one is the &amp;quot;Titan&amp;quot; armored suit, a heavy personal powered armor suit composed of alien alloys. These could drastically reduce damage, give the wearer increased strength and stamina. The other is the &amp;quot;Archangel&amp;quot; armor, while less durable, it instead sported a personal jetpack that allowed the user to hover and fly for limited amounts of time until they ran out of fuel. Finally, there is &amp;quot;Ghost&amp;quot; suit, which get more emphasis on power part of power armor, granting increased mobility and maneuverability, while only being slightly more durable than carapace armor, and as the name suggests, it spotted both passive camouflage systems and active cloaking. They&#039;re all fully sealed from the outside-environment and had an array life-support systems, so the wearer was immune to poison, fire, and getting choked to death.&lt;br /&gt;
&lt;br /&gt;
However, in the &#039;&#039;Enemy Within&#039;&#039; expansion to the 2012 remake. This came in the form &#039;&#039;&#039;M&#039;&#039;&#039;echanized &#039;&#039;&#039;E&#039;&#039;&#039;xoskeletal &#039;&#039;&#039;C&#039;&#039;&#039;ybersuit troopers, or &amp;quot;MECs&amp;quot; for short. Departing from the usual type of armor, these require a considerable amount of cybernetic enhancements through the use of the game&#039;s Meld resource to use. The pay-off for that is enormous, however. Unlike other low ranking soldiers in X-COM, the MEC troopers are extremely durable (to compensate for their size meaning they can&#039;t use cover.), and can use the most powerful guns in the game, that only the MEC&#039;s strength and durability allows them to use. Additionally, subsequent rank-up abilities and suit upgrades will further make MECs much more killy, and can improve the small ammo clip of the main gun. &lt;br /&gt;
&lt;br /&gt;
However, while MECs are incredibly powerful, they are not invincible. They are like XCOM&#039;s equivalent of tanks, and much like tanks, they tend to draw the biggest amount of enemy fire in the map (This is made more problematic by the fact that even the aliens&#039; basic plasma pistol can be a threat to MECs and the enemy AI will usually prioritize anyone not in cover), very limited ammunition stores which force frequent reloads, and just generally tend to lose against numbers where they&#039;re simply [[Imperial Guard|drowned by the sheer amount of attacks that come their way]]. Thus, relying completely on MECs isn&#039;t the best strategy, and it is always best to supplement MECs with some infantry for support. Another in-universe drawback to turning your soldiers into MEC troopers is that [[Dreadnought|they have to have all of their limbs amputated to interface with the suit]], though a number of Gene Mod upgrades available in Enemy Within would logically simplify the process of storing and reattaching their limbs at a later date.&lt;br /&gt;
&lt;br /&gt;
Since the technology for the MEC troopers is taken from the alien invaders, they unsurprisingly have their own version called the Mectoid. The Mectoid is one of their basic troopers, the Sectoid, in their own MEC suit. By the sequel they have phased these out and instead have Advent MECs, which, like the sectopod, are fully autonomous and have no living pilot. The Advent MECs are equipped with giant mag cannons and triple shot grenade launchers. And can jump 30+ feet. Failure to incapacitate (or hack) one as soon as it&#039;s encountered will end in much [[Rage|rage]]. unless you have [[Rip and Tear|end game weapons]]&lt;br /&gt;
&lt;br /&gt;
In XCOM 2 power amour takes 3 forms:&lt;br /&gt;
*The Wraith suit, which is similar to ghost armor in that it trades some protecting power for increased maneuverability and dodging ability. Trades ghost mode for wraith mode, which lets you walk through all obstacles for two turns. Also comes with a grappling hook.&lt;br /&gt;
*Basic power armour called the warden suit.&lt;br /&gt;
*And the &amp;quot;Hey guys let&#039;s strap a even more powerful Exosuit power thing on to power armor and slap a thermonuclear weapon onto the wrist and see what happens&amp;quot; WAR suit.&lt;br /&gt;
&lt;br /&gt;
It also can have WH40k armor and weapons. As there are now several 40k mods on the Steam Workshop.&lt;br /&gt;
&lt;br /&gt;
=Warmachine=&lt;br /&gt;
[[File:PIP33007 500.jpeg|200px|thumb|right|A Khador Man-O-War Shocktrooper]]&lt;br /&gt;
[[Warmachine]] has had a number of different armors that technically qualify as power armor (almost all warcaster armor, for instance, includes enhancements to the wearer&#039;s strength and speed fueled by their magic), but probably the closest (and likely most famous) thing it has to traditional power armor is [[Khador]]&#039;s Man-O-War armor. Designed because Khador found it the lack of materials to make cortexes for its [[Warjack]]s meant even with the effort it put into building its jacks to last, it had a problem with still having a lot of resources it wasn&#039;t using and its lack of any cheaper jacks meant the jacks it had tended to be too badly outnumbered. To compensate for these problems, they designed huge suits of armor that would allow the wearers to function almost like pseudo-Warjacks. The Man-O-War functions the same way Khador&#039;s jacks do: it&#039;s slow, heavily armored, and hits really hard when it gets in close. [[Fluff]] wise there&#039;s a problem with the built in boilers releasing steam where it shouldn&#039;t go and killing the wearer, but this doesn&#039;t show up in gameplay since it would make them too unreliable (plus it only happens when they&#039;re damaged enough, depending on the addition to the game).  Not that they care as they gladly DIE IN STEAM!! Since the armor is still expensive to manufacture, Khador only allows its veteran troops to wear it, meaning they possess high skill with melee weapons.&lt;br /&gt;
&lt;br /&gt;
While the Man-O-War is an industrialized solution to lacking mechanical brains for light warjack-production, they are not the only power armors in the [[Iron Kingdoms]]: Some very eccentric mechaniks actually build their own armor called &amp;quot;Ironhead armour&amp;quot;. Though the Man-O-War-armour is big and scary, these tend to be even larger and impractical, and are usually built so only the bearer can use it properly. The use for these is everything from mechaniks-work to warfare, as proved by Captain Dominic Darius of Cygnar, who actually build himself a small, wearable light &#039;jack which in turn creates new miniature &#039;jacks called Halfjacks as long as he activates the thing. The thing is a four-ton heavy machine, that births smaller machines at all times. I couldn&#039;t make this shit up.&lt;br /&gt;
&lt;br /&gt;
Also, the [[Iron Kingdoms]] RPG allows players to own these armors - The Gods, Nations and Kings expansion allows for the use of Man-O-War armour and career, and the 52# issue of [[No Quarter]] has rules for your own custom-build murdermachine of steel and awesome.&lt;br /&gt;
&lt;br /&gt;
= Star Wars =&lt;br /&gt;
The [[Star Wars]] Expanded Universe has had some minor power armor use. The iconic Stormtrooper armor is unpowered, but certain specialized variants like the Hazard Trooper and the zero-G assault Stormtrooper (&amp;quot;Spacetrooper&amp;quot;) do use power armor. Dark Trooper armor itself was bigger and had strength enhancing and protective systems, but the mobile factory ship the project was based on was destroyed by Rebel agent Kyle Katarn. It incorporates a set of thrusters and other integrated weapons. Visually, it looks a bit like a cross of [[Terminator]] armor and NASA&#039;s Manned Maneuvering Unit, with a goofy, oversized Stormtrooper helmet. The less common Phase III Dark Troopers, which functioned as both automated robot infantry or could be worn as Power Armor, and were pretty much 40K Terminator Armor that wasn&#039;t hunched over(Soloing tank columns,anyone?), and had a built-in jetpack along with fun stuff like micromissiles. Sadly, like all cool things in the Star Wars universe, it shows up for just a couple games and books, then gets immediately destroyed and you never use it.&lt;br /&gt;
&lt;br /&gt;
Ultimately, power armor isn&#039;t used as much, since some sources indicate that the materials used in regular armor can hardly stand up to small arms like the ubiquitous blaster, nor the much rarer but much more asskicking lightsaber. This is maintained in RPGs and video games where power armor is merely more effective footsoldier armor with some enhanced muscles, rather than immunity to small arms a proper armored vehicle has. Ultimately, power armor is practically useless in the universe when compared to [[Plot armor]].&lt;br /&gt;
&lt;br /&gt;
= S.T.A.L.K.E.R. =&lt;br /&gt;
The S.T.A.L.K.E.R. series features powered exoskeletons. They were only produced in limit quantity and are fairly rare, only obtainable by salvaging. These exoskeletons aren’t overly fantastical, consisting of an armored radiation suit under under an external frame that boosts the user’s strength at the cost of not letting the user run at full speed (though upgrades can fix that). The most fantastic aspect of the suit is its power, and if the Gauss Rifle’s description is any indication, it’s powered by fantastical super science artifacts from The Zone that defy modern science.&lt;br /&gt;
&lt;br /&gt;
=Wolfenstein=&lt;br /&gt;
From Wolfenstein 3D onwards, Wolfenstein has pretty much always featured some sort of power armor being used by the Nazis.  The first game had Hitler&#039;s power suit which comes at you with quadruple gatling guns, though when his health was depleted the suit would be destroyed and he&#039;d jump out and keep on fighting you with dual wielded gatling guns (and somehow have more damage per second this way) and later games generally give special elite Nazis suits of dieselpunk power armor.   Unfortunately for the Nazis, they&#039;re going up against motherfucking Captain B.J Blazkcowicz so all the power armor in the universe isn&#039;t going to save them from him showing the world what you do with Nazi scum.   In the latest game, the new order; Deathshead gets into a mini-mecha suit that&#039;s essentially an update of Hitler&#039;s power armor from Wolfenstein 3D, most notably featuring four gatlIng guns as Strasse tries to kill you in the moon baⁿse while ranting about he&#039;s the actual good guy here.  Which is of course just him being a deluded Nazi bastard because by this point you&#039;ve had twenty hours to see how very much of an awful person he is. You ALSO get power armor, that is remarkably inconsistent, as in get zapped by laser beams, shot by bullets and rockets, unbreakable unless you run out of armor, but getting punched in the chest twice deactivated it. Also, guys with crowbars pry it off. Somehow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[Doom]] (2016 + Eternal)=&lt;br /&gt;
Yes, even the most famous of FPS&#039;s now has powered armor. Like any other franchise, they appear in different forms.&lt;br /&gt;
&lt;br /&gt;
The original games don&#039;t have any power armor of the sort, instead just giving boring old protective body armor to absorb damage but not totally nullify it. Doom 3 similarly has basic body armor that isn&#039;t quite power armor but has similar ablative properties and the added benefit of environmental sealing with an air supply (in order to traverse the outside of Mars for about a minute) and (with the help of mods/BFG Edition) a suit-mounted flashlight.&lt;br /&gt;
&lt;br /&gt;
== Praetor Suit (aka Doom Guy&#039;s armor) ==&lt;br /&gt;
The armor worn by the Doom Slayer. Confirmed to be a custom suit upgraded and modified by the Doom Slayer over the centuries. The Doom Slayer is already strong enough to kill zombies with his bare hands, so the Praetor Suit just makes him even faster, stronger, and tougher than he already is. It allows him to carry several weapons and tear limbs off even the largest of demons after doing enough damage to stagger them. The suit is able to absorb Argent Energy, which is literally harvested from Hell itself, and seems to be able to run solely off that if it runs on anything aside from its wearer&#039;s intense overwhelming hatred. It can also install upgrades with no physical alterations at all (with the exception of jump boots) and interface with both UAC technology and demonic runes without difficulty. It can even receive voice communications from his own space station in Earth orbit as out as Mars and through other dimensions. The Praetor Suit is pretty much Doom&#039;s equivalent to the Power Suit from Metroid. [[Awesome|Making the Doom Slayer the male version of Samus.]]&lt;br /&gt;
&lt;br /&gt;
By the second game, it seems to have been altered further, with a Predator(aka Yautja) style left shoulder-mounted cannon and blade mounted on the wrist. [[kharn|The Vambraces also seem to have been damaged, missing from the suit completely and exposing parts of the Slayer&#039;s arms.]] Most of the armor on the left arm and shoulder are replaced with what looks like to be a patch job in order to mount the blade and cannon.&lt;br /&gt;
&lt;br /&gt;
== UAC ==&lt;br /&gt;
The Union Aerospace Corporation seems to have wised up and started using their own Powered Armor for working in the inhospitable environment of Mars and the bowels of Hell. How good it actually is unknown because we only get to see in action during Doom 2016&#039;s multiplayer. So any claims about how strong it is are dubious at best.&lt;br /&gt;
&lt;br /&gt;
=== Elite Guard ===&lt;br /&gt;
The armor of UAC&#039;s elite guard. It didn&#039;t do them much good against the Lazarus Wave unleashed by Olivia Pierce and they are definitely nowhere as good as Samuel Hayden&#039;s cybernetic body as he was the only one from the UAC to make it back from Hell. One can assume it is superior to the standard armor used by the UAC. As several dead Elite Guards are seen throughout Hell and even the unexplored Necropolis region.&lt;br /&gt;
&lt;br /&gt;
== Night Sentinels ==&lt;br /&gt;
Has a design based on two different types of Renaissance-era armor. The only real indication that it is Powered Armor at all is because like the other types there are no gaps that allow for air or eyeballs. So we must assume that has the same functions as the kind used by the UAC. They also have some pretty snazzy looking swords. Though how good those are is a crapshoot because we have yet to actually see anyone but the Doom Slayer engaging in combat outside of multiplayer. Which again is questionable in canon.&lt;br /&gt;
&lt;br /&gt;
= Real Life =&lt;br /&gt;
[[File:Powered Exoskeleton.jpg|thumb|right|250px|DARPA exoskeleton going through its paces in a rather literal sense.]]&lt;br /&gt;
[[File:Lockhead Martin Onyx Exoskeleton.jpeg|thumb|left|250px|Onyx Exoskeleton designed to reduce fatigue and knee injuries.]]&lt;br /&gt;
While they are still some ways off from producing a fully functional power suit, there is interest in the idea. Some people are now looking into making functional powered exoskeletons, this includes some guys in Japan and the US government. While it&#039;s initially going to be used to help do heavy lifting where heavy equipment is impractical/inadvisable, along with helping the disabled to walk once more, using it for military applications is in the works. Hell, just look at the images. The basic idea works well enough, but there are still in the experimental phases and while they got the basics of the &amp;quot;power&amp;quot; part down they have yet to add the armor. Currently the primary focus is to reduce fatigue and leg injury rather than superhuman strength, which makes sense given what the modern infantry doctrine is about. Given the desire for modularity and practicality, body armor and exoskeletons will likely come separate.&lt;br /&gt;
&lt;br /&gt;
That said, they still have a fair bit to go since most early versions will be restricted by a power tether or run on batteries that have at most a few hours of juice. Still, the first airplane&#039;s flight only was about 35 meters and it took less then two decades to go from that to the first transatlantic flight.&lt;br /&gt;
&lt;br /&gt;
But don&#039;t start holding your breath just yet. Though asymmetric war makes all kinds of spectacularly idiotic war toys possible, power armor will face a redundancy/nesting doll issue by placing a humanoid automata... inside of a humanoid automata. Since the goal is to protect the former &amp;quot;automata&amp;quot;, why place it inside the latter? Direct piloting, as opposed to remote, will likely have little affect on the frames overall combat effectiveness. However neither are mutually exclusive to each other so exoskeleton equipped troops may become a thing if it&#039;s treated in the same sense body armor is: Something that helps, not as a crutch.&lt;br /&gt;
&lt;br /&gt;
Because they&#039;re obviously run by idiots. USSOCOM has canned their Telos Exoskeleton program. Ceding ground to Russia and China.&lt;br /&gt;
&lt;br /&gt;
=Fantasy in General=&lt;br /&gt;
Depending on who you ask, any magic armor that increases your speed and strength and has spells that counteract encumbrance bound to it could be considered a form of power armor, especially if it&#039;s full plate armor and particularly if it has some system to keep out nasty shit like drowning, poison gas, or the vacuum of space.  &lt;br /&gt;
&lt;br /&gt;
 It is armor, and it is using a power source in the form of magic to enhance the wielder.   More traditional power armor can also be found in fantasy; particularly in settings that are at least to a clockpunk level of technological development, often using magic or just not caring enough about physics to allow power suits to function with technology like steam boilers, clockwork gears, and diesel engines or simply running off of magical energy.  &lt;br /&gt;
&lt;br /&gt;
This particular trend has started to become more common as more and more fantasy writers have started to rebel against the concept of medieval stasis and even in settings that don&#039;t just outright abandon the faux-medieval trappings of fantasy try to incorporate more in the ways of technological development or practical magic.  In warhammer fantasy perhaps the most famous suit of power armor belongs to Ikit Claw, an ingenious device that is powered by warp stone and comes complete with an arm cannon to fire off warp lightning.&lt;br /&gt;
&lt;br /&gt;
It is not an uncommon fantasy trope, and typically shows up to show that the fantasy world is &#039;advanced&#039;.&lt;br /&gt;
&lt;br /&gt;
= Gallery =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:99810101076 ArmourThroughAgesNEW01.jpg|The first five Marks through the ages.&lt;br /&gt;
File:Power Armour Components.png|Diagram of Aquila armour components.&lt;br /&gt;
File:Newsletter vision study.jpg|Eternal Crusade concept art. Again, fitting real snugly.&lt;br /&gt;
File:Terran marine cutout.jpg|It actually fits! Still a bit unsure about those hips though.&lt;br /&gt;
File:SST_PA_J.jpg|Japan&#039;s take on the Marauder Suit.&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Weapons]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Armour]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Imperial]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Sisters of Battle]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Space Marines]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Official Space Marine Chapters]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Blood Angels]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Dark Angels]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Space Wolves]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Deathwatch]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Grey Knights]]&lt;br /&gt;
&lt;br /&gt;
{{MedievalWeaponry}}&lt;/div&gt;</summary>
		<author><name>2605:E000:141B:DE0:9154:9A19:20C7:FF68</name></author>
	</entry>
</feed>